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-rw-r--r--OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs6
-rw-r--r--OpenSim/Region/Framework/Interfaces/IEntityInventory.cs3
-rw-r--r--OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs4
-rw-r--r--OpenSim/Region/Framework/Interfaces/IEstateModule.cs2
-rw-r--r--OpenSim/Region/Framework/Interfaces/IInterregionComms.cs8
-rw-r--r--OpenSim/Region/Framework/Interfaces/IScriptModule.cs2
-rw-r--r--OpenSim/Region/Framework/Interfaces/ISnmpModule.cs27
-rw-r--r--OpenSim/Region/Framework/Interfaces/IUserAccountCacheModule.cs13
-rw-r--r--OpenSim/Region/Framework/ModuleLoader.cs3
-rw-r--r--OpenSim/Region/Framework/Scenes/EventManager.cs24
-rw-r--r--OpenSim/Region/Framework/Scenes/Prioritizer.cs4
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Inventory.cs355
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs3
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Permissions.cs17
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs480
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneBase.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs44
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneGraph.cs224
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs17
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs556
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs219
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs806
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs227
-rw-r--r--OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs28
-rw-r--r--OpenSim/Region/Framework/Scenes/UndoState.cs87
-rw-r--r--OpenSim/Region/Framework/Scenes/UuidGatherer.cs4
26 files changed, 2407 insertions, 758 deletions
diff --git a/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs b/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
index e668dae..a7770ad 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;
@@ -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 15060fd..4b17b9a 100644
--- a/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
+++ b/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
@@ -115,6 +115,8 @@ namespace OpenSim.Region.Framework.Interfaces
115 /// <param name="stateSource"></param> 115 /// <param name="stateSource"></param>
116 void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource); 116 void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource);
117 117
118 ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource);
119
118 /// <summary> 120 /// <summary>
119 /// Stop a script which is in this prim's inventory. 121 /// Stop a script which is in this prim's inventory.
120 /// </summary> 122 /// </summary>
@@ -229,5 +231,6 @@ namespace OpenSim.Region.Framework.Interfaces
229 /// A <see cref="Dictionary`2"/> 231 /// A <see cref="Dictionary`2"/>
230 /// </returns> 232 /// </returns>
231 Dictionary<UUID, string> GetScriptStates(); 233 Dictionary<UUID, string> GetScriptStates();
234 Dictionary<UUID, string> GetScriptStates(bool oldIDs);
232 } 235 }
233} 236}
diff --git a/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs b/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs
index 07e97d5..c38ecd9 100644
--- a/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs
@@ -40,11 +40,11 @@ namespace OpenSim.Region.Framework.Interfaces
40 void Teleport(ScenePresence agent, ulong regionHandle, Vector3 position, 40 void Teleport(ScenePresence agent, ulong regionHandle, Vector3 position,
41 Vector3 lookAt, uint teleportFlags); 41 Vector3 lookAt, uint teleportFlags);
42 42
43 bool TeleportHome(UUID id, IClientAPI client);
44
43 void DoTeleport(ScenePresence sp, GridRegion reg, GridRegion finalDestination, 45 void DoTeleport(ScenePresence sp, GridRegion reg, GridRegion finalDestination,
44 Vector3 position, Vector3 lookAt, uint teleportFlags, IEventQueue eq); 46 Vector3 position, Vector3 lookAt, uint teleportFlags, IEventQueue eq);
45 47
46 void TeleportHome(UUID id, IClientAPI client);
47
48 bool Cross(ScenePresence agent, bool isFlying); 48 bool Cross(ScenePresence agent, bool isFlying);
49 49
50 void AgentArrivedAtDestination(UUID agent); 50 void AgentArrivedAtDestination(UUID agent);
diff --git a/OpenSim/Region/Framework/Interfaces/IEstateModule.cs b/OpenSim/Region/Framework/Interfaces/IEstateModule.cs
index 721f0ee..72e79ed 100644
--- a/OpenSim/Region/Framework/Interfaces/IEstateModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IEstateModule.cs
@@ -45,5 +45,7 @@ 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} 51}
diff --git a/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs b/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs
index 2d6287f..67a500f 100644
--- a/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs
+++ b/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs
@@ -68,6 +68,14 @@ namespace OpenSim.Region.Framework.Interfaces
68 bool SendReleaseAgent(ulong regionHandle, UUID id, string uri); 68 bool SendReleaseAgent(ulong regionHandle, UUID id, string uri);
69 69
70 /// <summary> 70 /// <summary>
71 /// Close chid agent.
72 /// </summary>
73 /// <param name="regionHandle"></param>
74 /// <param name="id"></param>
75 /// <returns></returns>
76 bool SendCloseChildAgent(ulong regionHandle, UUID id);
77
78 /// <summary>
71 /// Close agent. 79 /// Close agent.
72 /// </summary> 80 /// </summary>
73 /// <param name="regionHandle"></param> 81 /// <param name="regionHandle"></param>
diff --git a/OpenSim/Region/Framework/Interfaces/IScriptModule.cs b/OpenSim/Region/Framework/Interfaces/IScriptModule.cs
index 950e4b0..9d68eb4 100644
--- a/OpenSim/Region/Framework/Interfaces/IScriptModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IScriptModule.cs
@@ -55,6 +55,8 @@ namespace OpenSim.Region.Framework.Interfaces
55 55
56 ArrayList GetScriptErrors(UUID itemID); 56 ArrayList GetScriptErrors(UUID itemID);
57 57
58 bool HasScript(UUID itemID, out bool running);
59
58 void SaveAllState(); 60 void SaveAllState();
59 61
60 /// <summary> 62 /// <summary>
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/EventManager.cs b/OpenSim/Region/Framework/Scenes/EventManager.cs
index 4a4d98f..547e693 100644
--- a/OpenSim/Region/Framework/Scenes/EventManager.cs
+++ b/OpenSim/Region/Framework/Scenes/EventManager.cs
@@ -55,8 +55,12 @@ namespace OpenSim.Region.Framework.Scenes
55 55
56 public delegate void OnTerrainTickDelegate(); 56 public delegate void OnTerrainTickDelegate();
57 57
58 public delegate void OnTerrainUpdateDelegate();
59
58 public event OnTerrainTickDelegate OnTerrainTick; 60 public event OnTerrainTickDelegate OnTerrainTick;
59 61
62 public event OnTerrainUpdateDelegate OnTerrainUpdate;
63
60 public delegate void OnBackupDelegate(ISimulationDataService datastore, bool forceBackup); 64 public delegate void OnBackupDelegate(ISimulationDataService datastore, bool forceBackup);
61 65
62 public event OnBackupDelegate OnBackup; 66 public event OnBackupDelegate OnBackup;
@@ -788,6 +792,26 @@ namespace OpenSim.Region.Framework.Scenes
788 } 792 }
789 } 793 }
790 } 794 }
795 public void TriggerTerrainUpdate()
796 {
797 OnTerrainUpdateDelegate handlerTerrainUpdate = OnTerrainUpdate;
798 if (handlerTerrainUpdate != null)
799 {
800 foreach (OnTerrainUpdateDelegate d in handlerTerrainUpdate.GetInvocationList())
801 {
802 try
803 {
804 d();
805 }
806 catch (Exception e)
807 {
808 m_log.ErrorFormat(
809 "[EVENT MANAGER]: Delegate for TriggerTerrainUpdate failed - continuing. {0} {1}",
810 e.Message, e.StackTrace);
811 }
812 }
813 }
814 }
791 815
792 public void TriggerTerrainTick() 816 public void TriggerTerrainTick()
793 { 817 {
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/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index b62023b..83990b1 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -117,34 +117,22 @@ namespace OpenSim.Region.Framework.Scenes
117 /// <param name="item"></param> 117 /// <param name="item"></param>
118 public bool AddInventoryItem(InventoryItemBase item) 118 public bool AddInventoryItem(InventoryItemBase item)
119 { 119 {
120 if (UUID.Zero == item.Folder) 120 InventoryFolderBase folder;
121
122 if (item.Folder == UUID.Zero)
121 { 123 {
122 InventoryFolderBase f = InventoryService.GetFolderForType(item.Owner, (AssetType)item.AssetType); 124 folder = InventoryService.GetFolderForType(item.Owner, (AssetType)item.AssetType);
123 if (f != null) 125 if (folder == null)
124 { 126 {
125// m_log.DebugFormat( 127 folder = InventoryService.GetRootFolder(item.Owner);
126// "[LOCAL INVENTORY SERVICES CONNECTOR]: Found folder {0} type {1} for item {2}", 128
127// f.Name, (AssetType)f.Type, item.Name); 129 if (folder == null)
128
129 item.Folder = f.ID;
130 }
131 else
132 {
133 f = InventoryService.GetRootFolder(item.Owner);
134 if (f != null)
135 {
136 item.Folder = f.ID;
137 }
138 else
139 {
140 m_log.WarnFormat(
141 "[AGENT INVENTORY]: Could not find root folder for {0} when trying to add item {1} with no parent folder specified",
142 item.Owner, item.Name);
143 return false; 130 return false;
144 }
145 } 131 }
132
133 item.Folder = folder.ID;
146 } 134 }
147 135
148 if (InventoryService.AddItem(item)) 136 if (InventoryService.AddItem(item))
149 { 137 {
150 int userlevel = 0; 138 int userlevel = 0;
@@ -264,8 +252,7 @@ namespace OpenSim.Region.Framework.Scenes
264 252
265 // Update item with new asset 253 // Update item with new asset
266 item.AssetID = asset.FullID; 254 item.AssetID = asset.FullID;
267 if (group.UpdateInventoryItem(item)) 255 group.UpdateInventoryItem(item);
268 remoteClient.SendAgentAlertMessage("Script saved", false);
269 256
270 part.SendPropertiesToClient(remoteClient); 257 part.SendPropertiesToClient(remoteClient);
271 258
@@ -276,12 +263,7 @@ namespace OpenSim.Region.Framework.Scenes
276 { 263 {
277 // Needs to determine which engine was running it and use that 264 // Needs to determine which engine was running it and use that
278 // 265 //
279 part.Inventory.CreateScriptInstance(item.ItemID, 0, false, DefaultScriptEngine, 0); 266 errors = part.Inventory.CreateScriptInstanceEr(item.ItemID, 0, false, DefaultScriptEngine, 0);
280 errors = part.Inventory.GetScriptErrors(item.ItemID);
281 }
282 else
283 {
284 remoteClient.SendAgentAlertMessage("Script saved", false);
285 } 267 }
286 part.ParentGroup.ResumeScripts(); 268 part.ParentGroup.ResumeScripts();
287 return errors; 269 return errors;
@@ -345,6 +327,7 @@ namespace OpenSim.Region.Framework.Scenes
345 327
346 if (UUID.Zero == transactionID) 328 if (UUID.Zero == transactionID)
347 { 329 {
330 item.Flags = (item.Flags & ~(uint)255) | (itemUpd.Flags & (uint)255);
348 item.Name = itemUpd.Name; 331 item.Name = itemUpd.Name;
349 item.Description = itemUpd.Description; 332 item.Description = itemUpd.Description;
350 if (item.NextPermissions != (itemUpd.NextPermissions & item.BasePermissions)) 333 if (item.NextPermissions != (itemUpd.NextPermissions & item.BasePermissions))
@@ -723,6 +706,8 @@ namespace OpenSim.Region.Framework.Scenes
723 return; 706 return;
724 } 707 }
725 708
709 if (newName == null) newName = item.Name;
710
726 AssetBase asset = AssetService.Get(item.AssetID.ToString()); 711 AssetBase asset = AssetService.Get(item.AssetID.ToString());
727 712
728 if (asset != null) 713 if (asset != null)
@@ -779,6 +764,24 @@ namespace OpenSim.Region.Framework.Scenes
779 } 764 }
780 765
781 /// <summary> 766 /// <summary>
767 /// Move an item within the agent's inventory, and leave a copy (used in making a new outfit)
768 /// </summary>
769 public void MoveInventoryItemsLeaveCopy(IClientAPI remoteClient, List<InventoryItemBase> items, UUID destfolder)
770 {
771 List<InventoryItemBase> moveitems = new List<InventoryItemBase>();
772 foreach (InventoryItemBase b in items)
773 {
774 CopyInventoryItem(remoteClient, 0, remoteClient.AgentId, b.ID, b.Folder, null);
775 InventoryItemBase n = InventoryService.GetItem(b);
776 n.Folder = destfolder;
777 moveitems.Add(n);
778 remoteClient.SendInventoryItemCreateUpdate(n, 0);
779 }
780
781 MoveInventoryItem(remoteClient, moveitems);
782 }
783
784 /// <summary>
782 /// Move an item within the agent's inventory. 785 /// Move an item within the agent's inventory.
783 /// </summary> 786 /// </summary>
784 /// <param name="remoteClient"></param> 787 /// <param name="remoteClient"></param>
@@ -979,25 +982,29 @@ namespace OpenSim.Region.Framework.Scenes
979 public void RemoveTaskInventory(IClientAPI remoteClient, UUID itemID, uint localID) 982 public void RemoveTaskInventory(IClientAPI remoteClient, UUID itemID, uint localID)
980 { 983 {
981 SceneObjectPart part = GetSceneObjectPart(localID); 984 SceneObjectPart part = GetSceneObjectPart(localID);
982 if (part == null) 985 SceneObjectGroup group = null;
983 return; 986 if (part != null)
987 {
988 group = part.ParentGroup;
989 }
990 if (part != null && group != null)
991 {
992 if (!Permissions.CanEditObjectInventory(part.UUID, remoteClient.AgentId))
993 return;
984 994
985 SceneObjectGroup group = part.ParentGroup; 995 TaskInventoryItem item = group.GetInventoryItem(localID, itemID);
986 if (!Permissions.CanEditObjectInventory(part.UUID, remoteClient.AgentId)) 996 if (item == null)
987 return; 997 return;
988
989 TaskInventoryItem item = group.GetInventoryItem(localID, itemID);
990 if (item == null)
991 return;
992 998
993 if (item.Type == 10) 999 if (item.Type == 10)
994 { 1000 {
995 part.RemoveScriptEvents(itemID); 1001 part.RemoveScriptEvents(itemID);
996 EventManager.TriggerRemoveScript(localID, itemID); 1002 EventManager.TriggerRemoveScript(localID, itemID);
1003 }
1004
1005 group.RemoveInventoryItem(localID, itemID);
1006 part.SendPropertiesToClient(remoteClient);
997 } 1007 }
998
999 group.RemoveInventoryItem(localID, itemID);
1000 part.SendPropertiesToClient(remoteClient);
1001 } 1008 }
1002 1009
1003 private InventoryItemBase CreateAgentInventoryItemFromTask(UUID destAgent, SceneObjectPart part, UUID itemId) 1010 private InventoryItemBase CreateAgentInventoryItemFromTask(UUID destAgent, SceneObjectPart part, UUID itemId)
@@ -1208,6 +1215,10 @@ namespace OpenSim.Region.Framework.Scenes
1208 if ((part.OwnerID != destPart.OwnerID) && ((srcTaskItem.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)) 1215 if ((part.OwnerID != destPart.OwnerID) && ((srcTaskItem.CurrentPermissions & (uint)PermissionMask.Transfer) == 0))
1209 return; 1216 return;
1210 1217
1218 bool overrideNoMod = false;
1219 if ((part.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) != 0)
1220 overrideNoMod = true;
1221
1211 if (part.OwnerID != destPart.OwnerID && (part.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) == 0) 1222 if (part.OwnerID != destPart.OwnerID && (part.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) == 0)
1212 { 1223 {
1213 // object cannot copy items to an object owned by a different owner 1224 // object cannot copy items to an object owned by a different owner
@@ -1217,7 +1228,7 @@ namespace OpenSim.Region.Framework.Scenes
1217 } 1228 }
1218 1229
1219 // must have both move and modify permission to put an item in an object 1230 // must have both move and modify permission to put an item in an object
1220 if ((part.OwnerMask & ((uint)PermissionMask.Move | (uint)PermissionMask.Modify)) == 0) 1231 if (((part.OwnerMask & (uint)PermissionMask.Modify) == 0) && (!overrideNoMod))
1221 { 1232 {
1222 return; 1233 return;
1223 } 1234 }
@@ -1276,6 +1287,14 @@ namespace OpenSim.Region.Framework.Scenes
1276 1287
1277 public UUID MoveTaskInventoryItems(UUID destID, string category, SceneObjectPart host, List<UUID> items) 1288 public UUID MoveTaskInventoryItems(UUID destID, string category, SceneObjectPart host, List<UUID> items)
1278 { 1289 {
1290 SceneObjectPart destPart = GetSceneObjectPart(destID);
1291 if (destPart != null) // Move into a prim
1292 {
1293 foreach(UUID itemID in items)
1294 MoveTaskInventoryItem(destID, host, itemID);
1295 return destID; // Prim folder ID == prim ID
1296 }
1297
1279 InventoryFolderBase rootFolder = InventoryService.GetRootFolder(destID); 1298 InventoryFolderBase rootFolder = InventoryService.GetRootFolder(destID);
1280 1299
1281 UUID newFolderID = UUID.Random(); 1300 UUID newFolderID = UUID.Random();
@@ -1455,13 +1474,6 @@ namespace OpenSim.Region.Framework.Scenes
1455 { 1474 {
1456 agentTransactions.HandleTaskItemUpdateFromTransaction( 1475 agentTransactions.HandleTaskItemUpdateFromTransaction(
1457 remoteClient, part, transactionID, currentItem); 1476 remoteClient, part, transactionID, currentItem);
1458
1459 if ((InventoryType)itemInfo.InvType == InventoryType.Notecard)
1460 remoteClient.SendAgentAlertMessage("Notecard saved", false);
1461 else if ((InventoryType)itemInfo.InvType == InventoryType.LSL)
1462 remoteClient.SendAgentAlertMessage("Script saved", false);
1463 else
1464 remoteClient.SendAgentAlertMessage("Item saved", false);
1465 } 1477 }
1466 1478
1467 // Base ALWAYS has move 1479 // Base ALWAYS has move
@@ -1602,7 +1614,7 @@ namespace OpenSim.Region.Framework.Scenes
1602 return; 1614 return;
1603 1615
1604 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType, 1616 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType,
1605 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n}"), 1617 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n\n touch_start(integer num)\n {\n }\n}"),
1606 remoteClient.AgentId); 1618 remoteClient.AgentId);
1607 AssetService.Store(asset); 1619 AssetService.Store(asset);
1608 1620
@@ -1755,23 +1767,32 @@ namespace OpenSim.Region.Framework.Scenes
1755 // build a list of eligible objects 1767 // build a list of eligible objects
1756 List<uint> deleteIDs = new List<uint>(); 1768 List<uint> deleteIDs = new List<uint>();
1757 List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>(); 1769 List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>();
1758 1770 List<SceneObjectGroup> takeGroups = new List<SceneObjectGroup>();
1759 // Start with true for both, then remove the flags if objects
1760 // that we can't derez are part of the selection
1761 bool permissionToTake = true;
1762 bool permissionToTakeCopy = true;
1763 bool permissionToDelete = true;
1764 1771
1765 foreach (uint localID in localIDs) 1772 foreach (uint localID in localIDs)
1766 { 1773 {
1774 // Start with true for both, then remove the flags if objects
1775 // that we can't derez are part of the selection
1776 bool permissionToTake = true;
1777 bool permissionToTakeCopy = true;
1778 bool permissionToDelete = true;
1779
1767 // Invalid id 1780 // Invalid id
1768 SceneObjectPart part = GetSceneObjectPart(localID); 1781 SceneObjectPart part = GetSceneObjectPart(localID);
1769 if (part == null) 1782 if (part == null)
1783 {
1784 //Client still thinks the object exists, kill it
1785 deleteIDs.Add(localID);
1770 continue; 1786 continue;
1787 }
1771 1788
1772 // Already deleted by someone else 1789 // Already deleted by someone else
1773 if (part.ParentGroup.IsDeleted) 1790 if (part.ParentGroup.IsDeleted)
1791 {
1792 //Client still thinks the object exists, kill it
1793 deleteIDs.Add(localID);
1774 continue; 1794 continue;
1795 }
1775 1796
1776 // Can't delete child prims 1797 // Can't delete child prims
1777 if (part != part.ParentGroup.RootPart) 1798 if (part != part.ParentGroup.RootPart)
@@ -1779,9 +1800,6 @@ namespace OpenSim.Region.Framework.Scenes
1779 1800
1780 SceneObjectGroup grp = part.ParentGroup; 1801 SceneObjectGroup grp = part.ParentGroup;
1781 1802
1782 deleteIDs.Add(localID);
1783 deleteGroups.Add(grp);
1784
1785 if (remoteClient == null) 1803 if (remoteClient == null)
1786 { 1804 {
1787 // Autoreturn has a null client. Nothing else does. So 1805 // Autoreturn has a null client. Nothing else does. So
@@ -1798,81 +1816,193 @@ namespace OpenSim.Region.Framework.Scenes
1798 } 1816 }
1799 else 1817 else
1800 { 1818 {
1801 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId)) 1819 if (action == DeRezAction.TakeCopy)
1820 {
1821 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId))
1822 permissionToTakeCopy = false;
1823 }
1824 else
1825 {
1802 permissionToTakeCopy = false; 1826 permissionToTakeCopy = false;
1803 1827 }
1804 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId)) 1828 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId))
1805 permissionToTake = false; 1829 permissionToTake = false;
1806 1830
1807 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId)) 1831 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId))
1808 permissionToDelete = false; 1832 permissionToDelete = false;
1809 } 1833 }
1810 }
1811 1834
1812 // Handle god perms 1835 // Handle god perms
1813 if ((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId)) 1836 if ((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId))
1814 { 1837 {
1815 permissionToTake = true; 1838 permissionToTake = true;
1816 permissionToTakeCopy = true; 1839 permissionToTakeCopy = true;
1817 permissionToDelete = true; 1840 permissionToDelete = true;
1818 } 1841 }
1819 1842
1820 // If we're re-saving, we don't even want to delete 1843 // If we're re-saving, we don't even want to delete
1821 if (action == DeRezAction.SaveToExistingUserInventoryItem) 1844 if (action == DeRezAction.SaveToExistingUserInventoryItem)
1822 permissionToDelete = false; 1845 permissionToDelete = false;
1823 1846
1824 // if we want to take a copy, we also don't want to delete 1847 // if we want to take a copy, we also don't want to delete
1825 // Note: after this point, the permissionToTakeCopy flag 1848 // Note: after this point, the permissionToTakeCopy flag
1826 // becomes irrelevant. It already includes the permissionToTake 1849 // becomes irrelevant. It already includes the permissionToTake
1827 // permission and after excluding no copy items here, we can 1850 // permission and after excluding no copy items here, we can
1828 // just use that. 1851 // just use that.
1829 if (action == DeRezAction.TakeCopy) 1852 if (action == DeRezAction.TakeCopy)
1830 { 1853 {
1831 // If we don't have permission, stop right here 1854 // If we don't have permission, stop right here
1832 if (!permissionToTakeCopy) 1855 if (!permissionToTakeCopy)
1833 return; 1856 return;
1834 1857
1835 permissionToTake = true; 1858 permissionToTake = true;
1836 // Don't delete 1859 // Don't delete
1837 permissionToDelete = false; 1860 permissionToDelete = false;
1838 } 1861 }
1839 1862
1840 if (action == DeRezAction.Return) 1863 if (action == DeRezAction.Return)
1841 {
1842 if (remoteClient != null)
1843 { 1864 {
1844 if (Permissions.CanReturnObjects( 1865 if (remoteClient != null)
1845 null,
1846 remoteClient.AgentId,
1847 deleteGroups))
1848 { 1866 {
1849 permissionToTake = true; 1867 if (Permissions.CanReturnObjects(
1850 permissionToDelete = true; 1868 null,
1851 1869 remoteClient.AgentId,
1852 foreach (SceneObjectGroup g in deleteGroups) 1870 deleteGroups))
1853 { 1871 {
1854 AddReturn(g.OwnerID, g.Name, g.AbsolutePosition, "parcel owner return"); 1872 permissionToTake = true;
1873 permissionToDelete = true;
1874
1875 AddReturn(grp.OwnerID, grp.Name, grp.AbsolutePosition, "parcel owner return");
1855 } 1876 }
1856 } 1877 }
1878 else // Auto return passes through here with null agent
1879 {
1880 permissionToTake = true;
1881 permissionToDelete = true;
1882 }
1857 } 1883 }
1858 else // Auto return passes through here with null agent 1884
1885 if (permissionToTake && (!permissionToDelete))
1886 takeGroups.Add(grp);
1887
1888 if (permissionToDelete)
1859 { 1889 {
1860 permissionToTake = true; 1890 if (permissionToTake)
1861 permissionToDelete = true; 1891 deleteGroups.Add(grp);
1892 deleteIDs.Add(grp.LocalId);
1862 } 1893 }
1863 } 1894 }
1864 1895
1865 if (permissionToTake) 1896 SendKillObject(deleteIDs);
1897
1898 if (deleteGroups.Count > 0)
1866 { 1899 {
1900 foreach (SceneObjectGroup g in deleteGroups)
1901 deleteIDs.Remove(g.LocalId);
1902
1867 m_asyncSceneObjectDeleter.DeleteToInventory( 1903 m_asyncSceneObjectDeleter.DeleteToInventory(
1868 action, destinationID, deleteGroups, remoteClient, 1904 action, destinationID, deleteGroups, remoteClient,
1869 permissionToDelete); 1905 true);
1870 } 1906 }
1871 else if (permissionToDelete) 1907 if (takeGroups.Count > 0)
1908 {
1909 m_asyncSceneObjectDeleter.DeleteToInventory(
1910 action, destinationID, takeGroups, remoteClient,
1911 false);
1912 }
1913 if (deleteIDs.Count > 0)
1872 { 1914 {
1873 foreach (SceneObjectGroup g in deleteGroups) 1915 foreach (SceneObjectGroup g in deleteGroups)
1874 DeleteSceneObject(g, false); 1916 DeleteSceneObject(g, true);
1917 }
1918 }
1919
1920 public UUID attachObjectAssetStore(IClientAPI remoteClient, SceneObjectGroup grp, UUID AgentId, out UUID itemID)
1921 {
1922 itemID = UUID.Zero;
1923 if (grp != null)
1924 {
1925 Vector3 inventoryStoredPosition = new Vector3
1926 (((grp.AbsolutePosition.X > (int)Constants.RegionSize)
1927 ? 250
1928 : grp.AbsolutePosition.X)
1929 ,
1930 (grp.AbsolutePosition.X > (int)Constants.RegionSize)
1931 ? 250
1932 : grp.AbsolutePosition.X,
1933 grp.AbsolutePosition.Z);
1934
1935 Vector3 originalPosition = grp.AbsolutePosition;
1936
1937 grp.AbsolutePosition = inventoryStoredPosition;
1938
1939 string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp);
1940
1941 grp.AbsolutePosition = originalPosition;
1942
1943 AssetBase asset = CreateAsset(
1944 grp.GetPartName(grp.LocalId),
1945 grp.GetPartDescription(grp.LocalId),
1946 (sbyte)AssetType.Object,
1947 Utils.StringToBytes(sceneObjectXml),
1948 remoteClient.AgentId);
1949 AssetService.Store(asset);
1950
1951 InventoryItemBase item = new InventoryItemBase();
1952 item.CreatorId = grp.RootPart.CreatorID.ToString();
1953 item.CreatorData = grp.RootPart.CreatorData;
1954 item.Owner = remoteClient.AgentId;
1955 item.ID = UUID.Random();
1956 item.AssetID = asset.FullID;
1957 item.Description = asset.Description;
1958 item.Name = asset.Name;
1959 item.AssetType = asset.Type;
1960 item.InvType = (int)InventoryType.Object;
1961
1962 InventoryFolderBase folder = InventoryService.GetFolderForType(remoteClient.AgentId, AssetType.Object);
1963 if (folder != null)
1964 item.Folder = folder.ID;
1965 else // oopsies
1966 item.Folder = UUID.Zero;
1967
1968 // Set up base perms properly
1969 uint permsBase = (uint)(PermissionMask.Move | PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify);
1970 permsBase &= grp.RootPart.BaseMask;
1971 permsBase |= (uint)PermissionMask.Move;
1972
1973 // Make sure we don't lock it
1974 grp.RootPart.NextOwnerMask |= (uint)PermissionMask.Move;
1975
1976 if ((remoteClient.AgentId != grp.RootPart.OwnerID) && Permissions.PropagatePermissions())
1977 {
1978 item.BasePermissions = permsBase & grp.RootPart.NextOwnerMask;
1979 item.CurrentPermissions = permsBase & grp.RootPart.NextOwnerMask;
1980 item.NextPermissions = permsBase & grp.RootPart.NextOwnerMask;
1981 item.EveryOnePermissions = permsBase & grp.RootPart.EveryoneMask & grp.RootPart.NextOwnerMask;
1982 item.GroupPermissions = permsBase & grp.RootPart.GroupMask & grp.RootPart.NextOwnerMask;
1983 }
1984 else
1985 {
1986 item.BasePermissions = permsBase;
1987 item.CurrentPermissions = permsBase & grp.RootPart.OwnerMask;
1988 item.NextPermissions = permsBase & grp.RootPart.NextOwnerMask;
1989 item.EveryOnePermissions = permsBase & grp.RootPart.EveryoneMask;
1990 item.GroupPermissions = permsBase & grp.RootPart.GroupMask;
1991 }
1992 item.CreationDate = Util.UnixTimeSinceEpoch();
1993
1994 // sets itemID so client can show item as 'attached' in inventory
1995 grp.SetFromItemID(item.ID);
1996
1997 if (AddInventoryItem(item))
1998 remoteClient.SendInventoryItemCreateUpdate(item, 0);
1999 else
2000 m_dialogModule.SendAlertToUser(remoteClient, "Operation failed");
2001
2002 itemID = item.ID;
2003 return item.AssetID;
1875 } 2004 }
2005 return UUID.Zero;
1876 } 2006 }
1877 2007
1878 /// <summary> 2008 /// <summary>
@@ -2001,6 +2131,9 @@ namespace OpenSim.Region.Framework.Scenes
2001 2131
2002 public void SetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID, bool running) 2132 public void SetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID, bool running)
2003 { 2133 {
2134 if (!Permissions.CanEditScript(itemID, objectID, controllingClient.AgentId))
2135 return;
2136
2004 SceneObjectPart part = GetSceneObjectPart(objectID); 2137 SceneObjectPart part = GetSceneObjectPart(objectID);
2005 if (part == null) 2138 if (part == null)
2006 return; 2139 return;
diff --git a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
index 6ba74c7..59170df 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
@@ -374,7 +374,10 @@ namespace OpenSim.Region.Framework.Scenes
374 List<UserAccount> accounts = UserAccountService.GetUserAccounts(RegionInfo.ScopeID, query); 374 List<UserAccount> accounts = UserAccountService.GetUserAccounts(RegionInfo.ScopeID, query);
375 375
376 if (accounts == null) 376 if (accounts == null)
377 {
378 m_log.DebugFormat("[LLCIENT]: ProcessAvatarPickerRequest: returned null result");
377 return; 379 return;
380 }
378 381
379 AvatarPickerReplyPacket replyPacket = (AvatarPickerReplyPacket) PacketPool.Instance.GetPacket(PacketType.AvatarPickerReply); 382 AvatarPickerReplyPacket replyPacket = (AvatarPickerReplyPacket) PacketPool.Instance.GetPacket(PacketType.AvatarPickerReply);
380 // TODO: don't create new blocks if recycling an old packet 383 // TODO: don't create new blocks if recycling an old packet
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Permissions.cs b/OpenSim/Region/Framework/Scenes/Scene.Permissions.cs
index e1fedf4..48beb9c 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Permissions.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Permissions.cs
@@ -49,6 +49,7 @@ namespace OpenSim.Region.Framework.Scenes
49 public delegate bool DuplicateObjectHandler(int objectCount, UUID objectID, UUID owner, Scene scene, Vector3 objectPosition); 49 public delegate bool DuplicateObjectHandler(int objectCount, UUID objectID, UUID owner, Scene scene, Vector3 objectPosition);
50 public delegate bool EditObjectHandler(UUID objectID, UUID editorID, Scene scene); 50 public delegate bool EditObjectHandler(UUID objectID, UUID editorID, Scene scene);
51 public delegate bool EditObjectInventoryHandler(UUID objectID, UUID editorID, Scene scene); 51 public delegate bool EditObjectInventoryHandler(UUID objectID, UUID editorID, Scene scene);
52 public delegate bool ViewObjectInventoryHandler(UUID objectID, UUID editorID, Scene scene);
52 public delegate bool MoveObjectHandler(UUID objectID, UUID moverID, Scene scene); 53 public delegate bool MoveObjectHandler(UUID objectID, UUID moverID, Scene scene);
53 public delegate bool ObjectEntryHandler(UUID objectID, bool enteringRegion, Vector3 newPoint, Scene scene); 54 public delegate bool ObjectEntryHandler(UUID objectID, bool enteringRegion, Vector3 newPoint, Scene scene);
54 public delegate bool ReturnObjectsHandler(ILandObject land, UUID user, List<SceneObjectGroup> objects, Scene scene); 55 public delegate bool ReturnObjectsHandler(ILandObject land, UUID user, List<SceneObjectGroup> objects, Scene scene);
@@ -116,6 +117,7 @@ namespace OpenSim.Region.Framework.Scenes
116 public event DuplicateObjectHandler OnDuplicateObject; 117 public event DuplicateObjectHandler OnDuplicateObject;
117 public event EditObjectHandler OnEditObject; 118 public event EditObjectHandler OnEditObject;
118 public event EditObjectInventoryHandler OnEditObjectInventory; 119 public event EditObjectInventoryHandler OnEditObjectInventory;
120 public event ViewObjectInventoryHandler OnViewObjectInventory;
119 public event MoveObjectHandler OnMoveObject; 121 public event MoveObjectHandler OnMoveObject;
120 public event ObjectEntryHandler OnObjectEntry; 122 public event ObjectEntryHandler OnObjectEntry;
121 public event ReturnObjectsHandler OnReturnObjects; 123 public event ReturnObjectsHandler OnReturnObjects;
@@ -401,6 +403,21 @@ namespace OpenSim.Region.Framework.Scenes
401 return true; 403 return true;
402 } 404 }
403 405
406 public bool CanViewObjectInventory(UUID objectID, UUID editorID)
407 {
408 ViewObjectInventoryHandler handler = OnViewObjectInventory;
409 if (handler != null)
410 {
411 Delegate[] list = handler.GetInvocationList();
412 foreach (ViewObjectInventoryHandler h in list)
413 {
414 if (h(objectID, editorID, m_scene) == false)
415 return false;
416 }
417 }
418 return true;
419 }
420
404 #endregion 421 #endregion
405 422
406 #region MOVE OBJECT 423 #region MOVE OBJECT
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 11505cc..684745f 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -95,6 +95,7 @@ namespace OpenSim.Region.Framework.Scenes
95 // TODO: need to figure out how allow client agents but deny 95 // TODO: need to figure out how allow client agents but deny
96 // root agents when ACL denies access to root agent 96 // root agents when ACL denies access to root agent
97 public bool m_strictAccessControl = true; 97 public bool m_strictAccessControl = true;
98 public bool m_seeIntoBannedRegion = false;
98 public int MaxUndoCount = 5; 99 public int MaxUndoCount = 5;
99 // Using this for RegionReady module to prevent LoginsDisabled from changing under our feet; 100 // Using this for RegionReady module to prevent LoginsDisabled from changing under our feet;
100 public bool LoginLock = false; 101 public bool LoginLock = false;
@@ -110,12 +111,14 @@ namespace OpenSim.Region.Framework.Scenes
110 111
111 protected int m_splitRegionID; 112 protected int m_splitRegionID;
112 protected Timer m_restartWaitTimer = new Timer(); 113 protected Timer m_restartWaitTimer = new Timer();
114 protected Timer m_timerWatchdog = new Timer();
113 protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>(); 115 protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>();
114 protected List<RegionInfo> m_neighbours = new List<RegionInfo>(); 116 protected List<RegionInfo> m_neighbours = new List<RegionInfo>();
115 protected string m_simulatorVersion = "OpenSimulator Server"; 117 protected string m_simulatorVersion = "OpenSimulator Server";
116 protected ModuleLoader m_moduleLoader; 118 protected ModuleLoader m_moduleLoader;
117 protected AgentCircuitManager m_authenticateHandler; 119 protected AgentCircuitManager m_authenticateHandler;
118 protected SceneCommunicationService m_sceneGridService; 120 protected SceneCommunicationService m_sceneGridService;
121 protected ISnmpModule m_snmpService = null;
119 122
120 protected ISimulationDataService m_SimulationDataService; 123 protected ISimulationDataService m_SimulationDataService;
121 protected IEstateDataService m_EstateDataService; 124 protected IEstateDataService m_EstateDataService;
@@ -167,7 +170,7 @@ namespace OpenSim.Region.Framework.Scenes
167 private int m_update_events = 1; 170 private int m_update_events = 1;
168 private int m_update_backup = 200; 171 private int m_update_backup = 200;
169 private int m_update_terrain = 50; 172 private int m_update_terrain = 50;
170// private int m_update_land = 1; 173 private int m_update_land = 10;
171 private int m_update_coarse_locations = 50; 174 private int m_update_coarse_locations = 50;
172 175
173 private int agentMS; 176 private int agentMS;
@@ -182,6 +185,7 @@ namespace OpenSim.Region.Framework.Scenes
182 private int landMS; 185 private int landMS;
183 private int lastCompletedFrame; 186 private int lastCompletedFrame;
184 187
188 public bool CombineRegions = false;
185 /// <summary> 189 /// <summary>
186 /// Signals whether temporary objects are currently being cleaned up. Needed because this is launched 190 /// Signals whether temporary objects are currently being cleaned up. Needed because this is launched
187 /// asynchronously from the update loop. 191 /// asynchronously from the update loop.
@@ -204,11 +208,14 @@ namespace OpenSim.Region.Framework.Scenes
204 private bool m_scripts_enabled = true; 208 private bool m_scripts_enabled = true;
205 private string m_defaultScriptEngine; 209 private string m_defaultScriptEngine;
206 private int m_LastLogin; 210 private int m_LastLogin;
207 private Thread HeartbeatThread; 211 private Thread HeartbeatThread = null;
208 private volatile bool shuttingdown; 212 private volatile bool shuttingdown;
209 213
210 private int m_lastUpdate; 214 private int m_lastUpdate;
215 private int m_lastIncoming;
216 private int m_lastOutgoing;
211 private bool m_firstHeartbeat = true; 217 private bool m_firstHeartbeat = true;
218 private int m_hbRestarts = 0;
212 219
213 private object m_deleting_scene_object = new object(); 220 private object m_deleting_scene_object = new object();
214 221
@@ -255,6 +262,19 @@ namespace OpenSim.Region.Framework.Scenes
255 get { return m_sceneGridService; } 262 get { return m_sceneGridService; }
256 } 263 }
257 264
265 public ISnmpModule SnmpService
266 {
267 get
268 {
269 if (m_snmpService == null)
270 {
271 m_snmpService = RequestModuleInterface<ISnmpModule>();
272 }
273
274 return m_snmpService;
275 }
276 }
277
258 public ISimulationDataService SimulationDataService 278 public ISimulationDataService SimulationDataService
259 { 279 {
260 get 280 get
@@ -536,6 +556,9 @@ namespace OpenSim.Region.Framework.Scenes
536 m_EstateDataService = estateDataService; 556 m_EstateDataService = estateDataService;
537 m_regionHandle = m_regInfo.RegionHandle; 557 m_regionHandle = m_regInfo.RegionHandle;
538 m_regionName = m_regInfo.RegionName; 558 m_regionName = m_regInfo.RegionName;
559 m_lastUpdate = Util.EnvironmentTickCount();
560 m_lastIncoming = 0;
561 m_lastOutgoing = 0;
539 562
540 m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this); 563 m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this);
541 m_asyncSceneObjectDeleter.Enabled = true; 564 m_asyncSceneObjectDeleter.Enabled = true;
@@ -652,6 +675,7 @@ namespace OpenSim.Region.Framework.Scenes
652 m_physicalPrim = startupConfig.GetBoolean("physical_prim", true); 675 m_physicalPrim = startupConfig.GetBoolean("physical_prim", true);
653 676
654 m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys); 677 m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys);
678
655 if (RegionInfo.NonphysPrimMax > 0) 679 if (RegionInfo.NonphysPrimMax > 0)
656 { 680 {
657 m_maxNonphys = RegionInfo.NonphysPrimMax; 681 m_maxNonphys = RegionInfo.NonphysPrimMax;
@@ -683,6 +707,7 @@ namespace OpenSim.Region.Framework.Scenes
683 m_persistAfter *= 10000000; 707 m_persistAfter *= 10000000;
684 708
685 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine"); 709 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine");
710 m_log.InfoFormat("[SCENE]: Default script engine {0}", m_defaultScriptEngine);
686 711
687 IConfig packetConfig = m_config.Configs["PacketPool"]; 712 IConfig packetConfig = m_config.Configs["PacketPool"];
688 if (packetConfig != null) 713 if (packetConfig != null)
@@ -692,6 +717,8 @@ namespace OpenSim.Region.Framework.Scenes
692 } 717 }
693 718
694 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl); 719 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl);
720 m_seeIntoBannedRegion = startupConfig.GetBoolean("SeeIntoBannedRegion", m_seeIntoBannedRegion);
721 CombineRegions = startupConfig.GetBoolean("CombineContiguousRegions", false);
695 722
696 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true); 723 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true);
697 if (m_generateMaptiles) 724 if (m_generateMaptiles)
@@ -727,9 +754,9 @@ namespace OpenSim.Region.Framework.Scenes
727 m_update_terrain = startupConfig.GetInt( "UpdateTerrainEveryNFrames", m_update_terrain); 754 m_update_terrain = startupConfig.GetInt( "UpdateTerrainEveryNFrames", m_update_terrain);
728 m_update_temp_cleaning = startupConfig.GetInt( "UpdateTempCleaningEveryNFrames", m_update_temp_cleaning); 755 m_update_temp_cleaning = startupConfig.GetInt( "UpdateTempCleaningEveryNFrames", m_update_temp_cleaning);
729 } 756 }
730 catch 757 catch (Exception e)
731 { 758 {
732 m_log.Warn("[SCENE]: Failed to load StartupConfig"); 759 m_log.Error("[SCENE]: Failed to load StartupConfig: " + e.ToString());
733 } 760 }
734 761
735 #endregion Region Config 762 #endregion Region Config
@@ -1140,7 +1167,22 @@ namespace OpenSim.Region.Framework.Scenes
1140 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat); 1167 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat);
1141 if (HeartbeatThread != null) 1168 if (HeartbeatThread != null)
1142 { 1169 {
1170 m_hbRestarts++;
1171 if(m_hbRestarts > 10)
1172 Environment.Exit(1);
1173 m_log.ErrorFormat("[SCENE]: Restarting heartbeat thread because it hasn't reported in in region {0}", RegionInfo.RegionName);
1174 int pid = System.Diagnostics.Process.GetCurrentProcess().Id;
1175
1176//System.Diagnostics.Process proc = new System.Diagnostics.Process();
1177//proc.EnableRaisingEvents=false;
1178//proc.StartInfo.FileName = "/bin/kill";
1179//proc.StartInfo.Arguments = "-QUIT " + pid.ToString();
1180//proc.Start();
1181//proc.WaitForExit();
1182//Thread.Sleep(1000);
1183//Environment.Exit(1);
1143 HeartbeatThread.Abort(); 1184 HeartbeatThread.Abort();
1185 Watchdog.AbortThread(HeartbeatThread.ManagedThreadId);
1144 HeartbeatThread = null; 1186 HeartbeatThread = null;
1145 } 1187 }
1146 m_lastUpdate = Util.EnvironmentTickCount(); 1188 m_lastUpdate = Util.EnvironmentTickCount();
@@ -1185,9 +1227,6 @@ namespace OpenSim.Region.Framework.Scenes
1185 { 1227 {
1186 while (!shuttingdown) 1228 while (!shuttingdown)
1187 Update(); 1229 Update();
1188
1189 m_lastUpdate = Util.EnvironmentTickCount();
1190 m_firstHeartbeat = false;
1191 } 1230 }
1192 catch (ThreadAbortException) 1231 catch (ThreadAbortException)
1193 { 1232 {
@@ -1285,6 +1324,13 @@ namespace OpenSim.Region.Framework.Scenes
1285 eventMS = Util.EnvironmentTickCountSubtract(evMS); ; 1324 eventMS = Util.EnvironmentTickCountSubtract(evMS); ;
1286 } 1325 }
1287 1326
1327 // if (Frame % m_update_land == 0)
1328 // {
1329 // int ldMS = Util.EnvironmentTickCount();
1330 // UpdateLand();
1331 // landMS = Util.EnvironmentTickCountSubtract(ldMS);
1332 // }
1333
1288 if (Frame % m_update_backup == 0) 1334 if (Frame % m_update_backup == 0)
1289 { 1335 {
1290 int backMS = Util.EnvironmentTickCount(); 1336 int backMS = Util.EnvironmentTickCount();
@@ -1386,12 +1432,16 @@ namespace OpenSim.Region.Framework.Scenes
1386 maintc = Util.EnvironmentTickCountSubtract(maintc); 1432 maintc = Util.EnvironmentTickCountSubtract(maintc);
1387 maintc = (int)(MinFrameTime * 1000) - maintc; 1433 maintc = (int)(MinFrameTime * 1000) - maintc;
1388 1434
1435
1436 m_lastUpdate = Util.EnvironmentTickCount();
1437 m_firstHeartbeat = false;
1438
1389 if (maintc > 0) 1439 if (maintc > 0)
1390 Thread.Sleep(maintc); 1440 Thread.Sleep(maintc);
1391 1441
1392 // Tell the watchdog that this thread is still alive 1442 // Tell the watchdog that this thread is still alive
1393 Watchdog.UpdateThread(); 1443 Watchdog.UpdateThread();
1394 } 1444 }
1395 1445
1396 public void AddGroupTarget(SceneObjectGroup grp) 1446 public void AddGroupTarget(SceneObjectGroup grp)
1397 { 1447 {
@@ -1407,9 +1457,9 @@ namespace OpenSim.Region.Framework.Scenes
1407 1457
1408 private void CheckAtTargets() 1458 private void CheckAtTargets()
1409 { 1459 {
1410 Dictionary<UUID, SceneObjectGroup>.ValueCollection objs; 1460 List<SceneObjectGroup> objs = new List<SceneObjectGroup>();
1411 lock (m_groupsWithTargets) 1461 lock (m_groupsWithTargets)
1412 objs = m_groupsWithTargets.Values; 1462 objs = new List<SceneObjectGroup>(m_groupsWithTargets.Values);
1413 1463
1414 foreach (SceneObjectGroup entry in objs) 1464 foreach (SceneObjectGroup entry in objs)
1415 entry.checkAtTargets(); 1465 entry.checkAtTargets();
@@ -1491,7 +1541,7 @@ namespace OpenSim.Region.Framework.Scenes
1491 msg.fromAgentName = "Server"; 1541 msg.fromAgentName = "Server";
1492 msg.dialog = (byte)19; // Object msg 1542 msg.dialog = (byte)19; // Object msg
1493 msg.fromGroup = false; 1543 msg.fromGroup = false;
1494 msg.offline = (byte)0; 1544 msg.offline = (byte)1;
1495 msg.ParentEstateID = RegionInfo.EstateSettings.ParentEstateID; 1545 msg.ParentEstateID = RegionInfo.EstateSettings.ParentEstateID;
1496 msg.Position = Vector3.Zero; 1546 msg.Position = Vector3.Zero;
1497 msg.RegionID = RegionInfo.RegionID.Guid; 1547 msg.RegionID = RegionInfo.RegionID.Guid;
@@ -1724,14 +1774,24 @@ namespace OpenSim.Region.Framework.Scenes
1724 /// <returns></returns> 1774 /// <returns></returns>
1725 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter) 1775 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter)
1726 { 1776 {
1777
1778 float wheight = (float)RegionInfo.RegionSettings.WaterHeight;
1779 Vector3 wpos = Vector3.Zero;
1780 // Check for water surface intersection from above
1781 if ( (RayStart.Z > wheight) && (RayEnd.Z < wheight) )
1782 {
1783 float ratio = (RayStart.Z - wheight) / (RayStart.Z - RayEnd.Z);
1784 wpos.X = RayStart.X - (ratio * (RayStart.X - RayEnd.X));
1785 wpos.Y = RayStart.Y - (ratio * (RayStart.Y - RayEnd.Y));
1786 wpos.Z = wheight;
1787 }
1788
1727 Vector3 pos = Vector3.Zero; 1789 Vector3 pos = Vector3.Zero;
1728 if (RayEndIsIntersection == (byte)1) 1790 if (RayEndIsIntersection == (byte)1)
1729 { 1791 {
1730 pos = RayEnd; 1792 pos = RayEnd;
1731 return pos;
1732 } 1793 }
1733 1794 else if (RayTargetID != UUID.Zero)
1734 if (RayTargetID != UUID.Zero)
1735 { 1795 {
1736 SceneObjectPart target = GetSceneObjectPart(RayTargetID); 1796 SceneObjectPart target = GetSceneObjectPart(RayTargetID);
1737 1797
@@ -1753,7 +1813,7 @@ namespace OpenSim.Region.Framework.Scenes
1753 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter); 1813 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter);
1754 1814
1755 // Un-comment out the following line to Get Raytrace results printed to the console. 1815 // Un-comment out the following line to Get Raytrace results printed to the console.
1756 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString()); 1816 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
1757 float ScaleOffset = 0.5f; 1817 float ScaleOffset = 0.5f;
1758 1818
1759 // If we hit something 1819 // If we hit something
@@ -1776,13 +1836,10 @@ namespace OpenSim.Region.Framework.Scenes
1776 //pos.Z -= 0.25F; 1836 //pos.Z -= 0.25F;
1777 1837
1778 } 1838 }
1779
1780 return pos;
1781 } 1839 }
1782 else 1840 else
1783 { 1841 {
1784 // We don't have a target here, so we're going to raytrace all the objects in the scene. 1842 // We don't have a target here, so we're going to raytrace all the objects in the scene.
1785
1786 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false); 1843 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false);
1787 1844
1788 // Un-comment the following line to print the raytrace results to the console. 1845 // Un-comment the following line to print the raytrace results to the console.
@@ -1791,13 +1848,12 @@ namespace OpenSim.Region.Framework.Scenes
1791 if (ei.HitTF) 1848 if (ei.HitTF)
1792 { 1849 {
1793 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z); 1850 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z);
1794 } else 1851 }
1852 else
1795 { 1853 {
1796 // fall back to our stupid functionality 1854 // fall back to our stupid functionality
1797 pos = RayEnd; 1855 pos = RayEnd;
1798 } 1856 }
1799
1800 return pos;
1801 } 1857 }
1802 } 1858 }
1803 else 1859 else
@@ -1808,8 +1864,12 @@ namespace OpenSim.Region.Framework.Scenes
1808 //increase height so its above the ground. 1864 //increase height so its above the ground.
1809 //should be getting the normal of the ground at the rez point and using that? 1865 //should be getting the normal of the ground at the rez point and using that?
1810 pos.Z += scale.Z / 2f; 1866 pos.Z += scale.Z / 2f;
1811 return pos; 1867// return pos;
1812 } 1868 }
1869
1870 // check against posible water intercept
1871 if (wpos.Z > pos.Z) pos = wpos;
1872 return pos;
1813 } 1873 }
1814 1874
1815 1875
@@ -1893,7 +1953,10 @@ namespace OpenSim.Region.Framework.Scenes
1893 public bool AddRestoredSceneObject( 1953 public bool AddRestoredSceneObject(
1894 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 1954 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
1895 { 1955 {
1896 return m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates); 1956 bool result = m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates);
1957 if (result)
1958 sceneObject.IsDeleted = false;
1959 return result;
1897 } 1960 }
1898 1961
1899 /// <summary> 1962 /// <summary>
@@ -1983,6 +2046,15 @@ namespace OpenSim.Region.Framework.Scenes
1983 /// </summary> 2046 /// </summary>
1984 public void DeleteAllSceneObjects() 2047 public void DeleteAllSceneObjects()
1985 { 2048 {
2049 DeleteAllSceneObjects(false);
2050 }
2051
2052 /// <summary>
2053 /// Delete every object from the scene. This does not include attachments worn by avatars.
2054 /// </summary>
2055 public void DeleteAllSceneObjects(bool exceptNoCopy)
2056 {
2057 List<SceneObjectGroup> toReturn = new List<SceneObjectGroup>();
1986 lock (Entities) 2058 lock (Entities)
1987 { 2059 {
1988 EntityBase[] entities = Entities.GetEntities(); 2060 EntityBase[] entities = Entities.GetEntities();
@@ -1991,11 +2063,24 @@ namespace OpenSim.Region.Framework.Scenes
1991 if (e is SceneObjectGroup) 2063 if (e is SceneObjectGroup)
1992 { 2064 {
1993 SceneObjectGroup sog = (SceneObjectGroup)e; 2065 SceneObjectGroup sog = (SceneObjectGroup)e;
1994 if (!sog.IsAttachment) 2066 if (sog != null && !sog.IsAttachment)
1995 DeleteSceneObject((SceneObjectGroup)e, false); 2067 {
2068 if (!exceptNoCopy || ((sog.GetEffectivePermissions() & (uint)PermissionMask.Copy) != 0))
2069 {
2070 DeleteSceneObject((SceneObjectGroup)e, false);
2071 }
2072 else
2073 {
2074 toReturn.Add((SceneObjectGroup)e);
2075 }
2076 }
1996 } 2077 }
1997 } 2078 }
1998 } 2079 }
2080 if (toReturn.Count > 0)
2081 {
2082 returnObjects(toReturn.ToArray(), UUID.Zero);
2083 }
1999 } 2084 }
2000 2085
2001 /// <summary> 2086 /// <summary>
@@ -2043,6 +2128,8 @@ namespace OpenSim.Region.Framework.Scenes
2043 } 2128 }
2044 2129
2045 group.DeleteGroupFromScene(silent); 2130 group.DeleteGroupFromScene(silent);
2131 if (!silent)
2132 SendKillObject(new List<uint>() { group.LocalId });
2046 2133
2047// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID); 2134// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID);
2048 } 2135 }
@@ -2397,10 +2484,17 @@ namespace OpenSim.Region.Framework.Scenes
2397 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns> 2484 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns>
2398 public bool AddSceneObject(SceneObjectGroup sceneObject) 2485 public bool AddSceneObject(SceneObjectGroup sceneObject)
2399 { 2486 {
2487 if (sceneObject.OwnerID == UUID.Zero)
2488 {
2489 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero", sceneObject.UUID);
2490 return false;
2491 }
2492
2400 // If the user is banned, we won't let any of their objects 2493 // If the user is banned, we won't let any of their objects
2401 // enter. Period. 2494 // enter. Period.
2402 // 2495 //
2403 if (m_regInfo.EstateSettings.IsBanned(sceneObject.OwnerID)) 2496 int flags = GetUserFlags(sceneObject.OwnerID);
2497 if (m_regInfo.EstateSettings.IsBanned(sceneObject.OwnerID, flags))
2404 { 2498 {
2405 m_log.Info("[INTERREGION]: Denied prim crossing for " + 2499 m_log.Info("[INTERREGION]: Denied prim crossing for " +
2406 "banned avatar"); 2500 "banned avatar");
@@ -2447,12 +2541,23 @@ namespace OpenSim.Region.Framework.Scenes
2447 } 2541 }
2448 else 2542 else
2449 { 2543 {
2544 m_log.DebugFormat("[SCENE]: Attachment {0} arrived and scene presence was not found, setting to temp", sceneObject.UUID);
2450 RootPrim.RemFlag(PrimFlags.TemporaryOnRez); 2545 RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
2451 RootPrim.AddFlag(PrimFlags.TemporaryOnRez); 2546 RootPrim.AddFlag(PrimFlags.TemporaryOnRez);
2452 } 2547 }
2548 if (sceneObject.OwnerID == UUID.Zero)
2549 {
2550 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero after attachment processing. BUG!", sceneObject.UUID);
2551 return false;
2552 }
2453 } 2553 }
2454 else 2554 else
2455 { 2555 {
2556 if (sceneObject.OwnerID == UUID.Zero)
2557 {
2558 m_log.ErrorFormat("[SCENE]: Owner ID for non-attachment {0} was zero", sceneObject.UUID);
2559 return false;
2560 }
2456 AddRestoredSceneObject(sceneObject, true, false); 2561 AddRestoredSceneObject(sceneObject, true, false);
2457 2562
2458 if (!Permissions.CanObjectEntry(sceneObject.UUID, 2563 if (!Permissions.CanObjectEntry(sceneObject.UUID,
@@ -2482,6 +2587,24 @@ namespace OpenSim.Region.Framework.Scenes
2482 return 2; // StateSource.PrimCrossing 2587 return 2; // StateSource.PrimCrossing
2483 } 2588 }
2484 2589
2590 public int GetUserFlags(UUID user)
2591 {
2592 //Unfortunately the SP approach means that the value is cached until region is restarted
2593 /*
2594 ScenePresence sp;
2595 if (TryGetScenePresence(user, out sp))
2596 {
2597 return sp.UserFlags;
2598 }
2599 else
2600 {
2601 */
2602 UserAccount uac = UserAccountService.GetUserAccount(RegionInfo.ScopeID, user);
2603 if (uac == null)
2604 return 0;
2605 return uac.UserFlags;
2606 //}
2607 }
2485 #endregion 2608 #endregion
2486 2609
2487 #region Add/Remove Avatar Methods 2610 #region Add/Remove Avatar Methods
@@ -2496,6 +2619,7 @@ namespace OpenSim.Region.Framework.Scenes
2496 || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0; 2619 || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0;
2497 2620
2498 CheckHeartbeat(); 2621 CheckHeartbeat();
2622 ScenePresence presence;
2499 2623
2500 ScenePresence sp = GetScenePresence(client.AgentId); 2624 ScenePresence sp = GetScenePresence(client.AgentId);
2501 2625
@@ -2543,7 +2667,13 @@ namespace OpenSim.Region.Framework.Scenes
2543 2667
2544 EventManager.TriggerOnNewClient(client); 2668 EventManager.TriggerOnNewClient(client);
2545 if (vialogin) 2669 if (vialogin)
2670 {
2546 EventManager.TriggerOnClientLogin(client); 2671 EventManager.TriggerOnClientLogin(client);
2672 // Send initial parcel data
2673 Vector3 pos = sp.AbsolutePosition;
2674 ILandObject land = LandChannel.GetLandObject(pos.X, pos.Y);
2675 land.SendLandUpdateToClient(client);
2676 }
2547 2677
2548 return sp; 2678 return sp;
2549 } 2679 }
@@ -2633,19 +2763,12 @@ namespace OpenSim.Region.Framework.Scenes
2633 // and the scene presence and the client, if they exist 2763 // and the scene presence and the client, if they exist
2634 try 2764 try
2635 { 2765 {
2636 // We need to wait for the client to make UDP contact first. 2766 ScenePresence sp = GetScenePresence(agentID);
2637 // It's the UDP contact that creates the scene presence 2767 PresenceService.LogoutAgent(sp.ControllingClient.SessionId);
2638 ScenePresence sp = WaitGetScenePresence(agentID); 2768
2639 if (sp != null) 2769 if (sp != null)
2640 {
2641 PresenceService.LogoutAgent(sp.ControllingClient.SessionId);
2642
2643 sp.ControllingClient.Close(); 2770 sp.ControllingClient.Close();
2644 } 2771
2645 else
2646 {
2647 m_log.WarnFormat("[SCENE]: Could not find scene presence for {0}", agentID);
2648 }
2649 // BANG! SLASH! 2772 // BANG! SLASH!
2650 m_authenticateHandler.RemoveCircuit(agentID); 2773 m_authenticateHandler.RemoveCircuit(agentID);
2651 2774
@@ -2745,6 +2868,7 @@ namespace OpenSim.Region.Framework.Scenes
2745 client.OnFetchInventory += m_asyncInventorySender.HandleFetchInventory; 2868 client.OnFetchInventory += m_asyncInventorySender.HandleFetchInventory;
2746 client.OnUpdateInventoryItem += UpdateInventoryItemAsset; 2869 client.OnUpdateInventoryItem += UpdateInventoryItemAsset;
2747 client.OnCopyInventoryItem += CopyInventoryItem; 2870 client.OnCopyInventoryItem += CopyInventoryItem;
2871 client.OnMoveItemsAndLeaveCopy += MoveInventoryItemsLeaveCopy;
2748 client.OnMoveInventoryItem += MoveInventoryItem; 2872 client.OnMoveInventoryItem += MoveInventoryItem;
2749 client.OnRemoveInventoryItem += RemoveInventoryItem; 2873 client.OnRemoveInventoryItem += RemoveInventoryItem;
2750 client.OnRemoveInventoryFolder += RemoveInventoryFolder; 2874 client.OnRemoveInventoryFolder += RemoveInventoryFolder;
@@ -2922,15 +3046,16 @@ namespace OpenSim.Region.Framework.Scenes
2922 /// </summary> 3046 /// </summary>
2923 /// <param name="agentId">The avatar's Unique ID</param> 3047 /// <param name="agentId">The avatar's Unique ID</param>
2924 /// <param name="client">The IClientAPI for the client</param> 3048 /// <param name="client">The IClientAPI for the client</param>
2925 public virtual void TeleportClientHome(UUID agentId, IClientAPI client) 3049 public virtual bool TeleportClientHome(UUID agentId, IClientAPI client)
2926 { 3050 {
2927 if (m_teleportModule != null) 3051 if (m_teleportModule != null)
2928 m_teleportModule.TeleportHome(agentId, client); 3052 return m_teleportModule.TeleportHome(agentId, client);
2929 else 3053 else
2930 { 3054 {
2931 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active"); 3055 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active");
2932 client.SendTeleportFailed("Unable to perform teleports on this simulator."); 3056 client.SendTeleportFailed("Unable to perform teleports on this simulator.");
2933 } 3057 }
3058 return false;
2934 } 3059 }
2935 3060
2936 /// <summary> 3061 /// <summary>
@@ -3022,6 +3147,16 @@ namespace OpenSim.Region.Framework.Scenes
3022 /// <param name="flags"></param> 3147 /// <param name="flags"></param>
3023 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags) 3148 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags)
3024 { 3149 {
3150 //Add half the avatar's height so that the user doesn't fall through prims
3151 ScenePresence presence;
3152 if (TryGetScenePresence(remoteClient.AgentId, out presence))
3153 {
3154 if (presence.Appearance != null)
3155 {
3156 position.Z = position.Z + (presence.Appearance.AvatarHeight / 2);
3157 }
3158 }
3159
3025 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt)) 3160 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt))
3026 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot. 3161 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot.
3027 m_dialogModule.SendAlertToUser(remoteClient, "Home position set."); 3162 m_dialogModule.SendAlertToUser(remoteClient, "Home position set.");
@@ -3090,8 +3225,9 @@ namespace OpenSim.Region.Framework.Scenes
3090 regions.Remove(RegionInfo.RegionHandle); 3225 regions.Remove(RegionInfo.RegionHandle);
3091 m_sceneGridService.SendCloseChildAgentConnections(agentID, regions); 3226 m_sceneGridService.SendCloseChildAgentConnections(agentID, regions);
3092 } 3227 }
3093 3228 m_log.Debug("[Scene] Beginning ClientClosed");
3094 m_eventManager.TriggerClientClosed(agentID, this); 3229 m_eventManager.TriggerClientClosed(agentID, this);
3230 m_log.Debug("[Scene] Finished ClientClosed");
3095 } 3231 }
3096 catch (NullReferenceException) 3232 catch (NullReferenceException)
3097 { 3233 {
@@ -3143,9 +3279,10 @@ namespace OpenSim.Region.Framework.Scenes
3143 { 3279 {
3144 m_log.Error("[SCENE] Scene.cs:RemoveClient exception: " + e.ToString()); 3280 m_log.Error("[SCENE] Scene.cs:RemoveClient exception: " + e.ToString());
3145 } 3281 }
3146 3282 m_log.Debug("[Scene] Done. Firing RemoveCircuit");
3147 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode); 3283 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode);
3148// CleanDroppedAttachments(); 3284// CleanDroppedAttachments();
3285 m_log.Debug("[Scene] The avatar has left the building");
3149 //m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false)); 3286 //m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false));
3150 //m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true)); 3287 //m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true));
3151 } 3288 }
@@ -3264,13 +3401,16 @@ namespace OpenSim.Region.Framework.Scenes
3264 sp = null; 3401 sp = null;
3265 } 3402 }
3266 3403
3267 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3268 3404
3269 //On login test land permisions 3405 //On login test land permisions
3270 if (vialogin) 3406 if (vialogin)
3271 { 3407 {
3272 if (land != null && !TestLandRestrictions(agent, land, out reason)) 3408 IUserAccountCacheModule cache = RequestModuleInterface<IUserAccountCacheModule>();
3409 if (cache != null)
3410 cache.Remove(agent.firstname + " " + agent.lastname);
3411 if (!TestLandRestrictions(agent.AgentID, out reason, ref agent.startpos.X, ref agent.startpos.Y))
3273 { 3412 {
3413 m_log.DebugFormat("[CONNECTION BEGIN]: Denying access to {0} due to no land access", agent.AgentID.ToString());
3274 return false; 3414 return false;
3275 } 3415 }
3276 } 3416 }
@@ -3293,8 +3433,13 @@ namespace OpenSim.Region.Framework.Scenes
3293 3433
3294 try 3434 try
3295 { 3435 {
3296 if (!AuthorizeUser(agent, out reason)) 3436 // Always check estate if this is a login. Always
3297 return false; 3437 // check if banned regions are to be blacked out.
3438 if (vialogin || (!m_seeIntoBannedRegion))
3439 {
3440 if (!AuthorizeUser(agent, out reason))
3441 return false;
3442 }
3298 } 3443 }
3299 catch (Exception e) 3444 catch (Exception e)
3300 { 3445 {
@@ -3396,6 +3541,8 @@ namespace OpenSim.Region.Framework.Scenes
3396 } 3541 }
3397 } 3542 }
3398 // Honor parcel landing type and position. 3543 // Honor parcel landing type and position.
3544 /*
3545 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3399 if (land != null) 3546 if (land != null)
3400 { 3547 {
3401 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero) 3548 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero)
@@ -3403,26 +3550,34 @@ namespace OpenSim.Region.Framework.Scenes
3403 agent.startpos = land.LandData.UserLocation; 3550 agent.startpos = land.LandData.UserLocation;
3404 } 3551 }
3405 } 3552 }
3553 */// This is now handled properly in ScenePresence.MakeRootAgent
3406 } 3554 }
3407 3555
3408 return true; 3556 return true;
3409 } 3557 }
3410 3558
3411 private bool TestLandRestrictions(AgentCircuitData agent, ILandObject land, out string reason) 3559 private bool TestLandRestrictions(UUID agentID, out string reason, ref float posX, ref float posY)
3412 { 3560 {
3413 3561 reason = String.Empty;
3414 bool banned = land.IsBannedFromLand(agent.AgentID); 3562 if (Permissions.IsGod(agentID))
3415 bool restricted = land.IsRestrictedFromLand(agent.AgentID); 3563 return true;
3564
3565 ILandObject land = LandChannel.GetLandObject(posX, posY);
3566 if (land == null)
3567 return false;
3568
3569 bool banned = land.IsBannedFromLand(agentID);
3570 bool restricted = land.IsRestrictedFromLand(agentID);
3416 3571
3417 if (banned || restricted) 3572 if (banned || restricted)
3418 { 3573 {
3419 ILandObject nearestParcel = GetNearestAllowedParcel(agent.AgentID, agent.startpos.X, agent.startpos.Y); 3574 ILandObject nearestParcel = GetNearestAllowedParcel(agentID, posX, posY);
3420 if (nearestParcel != null) 3575 if (nearestParcel != null)
3421 { 3576 {
3422 //Move agent to nearest allowed 3577 //Move agent to nearest allowed
3423 Vector3 newPosition = GetParcelCenterAtGround(nearestParcel); 3578 Vector3 newPosition = GetParcelCenterAtGround(nearestParcel);
3424 agent.startpos.X = newPosition.X; 3579 posX = newPosition.X;
3425 agent.startpos.Y = newPosition.Y; 3580 posY = newPosition.Y;
3426 } 3581 }
3427 else 3582 else
3428 { 3583 {
@@ -3484,7 +3639,7 @@ namespace OpenSim.Region.Framework.Scenes
3484 3639
3485 if (!m_strictAccessControl) return true; 3640 if (!m_strictAccessControl) return true;
3486 if (Permissions.IsGod(agent.AgentID)) return true; 3641 if (Permissions.IsGod(agent.AgentID)) return true;
3487 3642
3488 if (AuthorizationService != null) 3643 if (AuthorizationService != null)
3489 { 3644 {
3490 if (!AuthorizationService.IsAuthorizedForRegion( 3645 if (!AuthorizationService.IsAuthorizedForRegion(
@@ -3492,14 +3647,14 @@ namespace OpenSim.Region.Framework.Scenes
3492 { 3647 {
3493 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user does not have access to the region", 3648 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user does not have access to the region",
3494 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName); 3649 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
3495 3650
3496 return false; 3651 return false;
3497 } 3652 }
3498 } 3653 }
3499 3654
3500 if (m_regInfo.EstateSettings != null) 3655 if (m_regInfo.EstateSettings != null)
3501 { 3656 {
3502 if (m_regInfo.EstateSettings.IsBanned(agent.AgentID)) 3657 if (m_regInfo.EstateSettings.IsBanned(agent.AgentID,0))
3503 { 3658 {
3504 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist", 3659 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist",
3505 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName); 3660 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
@@ -3689,6 +3844,13 @@ namespace OpenSim.Region.Framework.Scenes
3689 3844
3690 // We have to wait until the viewer contacts this region after receiving EAC. 3845 // We have to wait until the viewer contacts this region after receiving EAC.
3691 // That calls AddNewClient, which finally creates the ScenePresence 3846 // That calls AddNewClient, which finally creates the ScenePresence
3847 int flags = GetUserFlags(cAgentData.AgentID);
3848 if (m_regInfo.EstateSettings.IsBanned(cAgentData.AgentID, flags))
3849 {
3850 m_log.DebugFormat("[SCENE]: Denying root agent entry to {0}: banned", cAgentData.AgentID);
3851 return false;
3852 }
3853
3692 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2); 3854 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2);
3693 if (nearestParcel == null) 3855 if (nearestParcel == null)
3694 { 3856 {
@@ -3770,12 +3932,22 @@ namespace OpenSim.Region.Framework.Scenes
3770 return false; 3932 return false;
3771 } 3933 }
3772 3934
3935 public bool IncomingCloseAgent(UUID agentID)
3936 {
3937 return IncomingCloseAgent(agentID, false);
3938 }
3939
3940 public bool IncomingCloseChildAgent(UUID agentID)
3941 {
3942 return IncomingCloseAgent(agentID, true);
3943 }
3944
3773 /// <summary> 3945 /// <summary>
3774 /// Tell a single agent to disconnect from the region. 3946 /// Tell a single agent to disconnect from the region.
3775 /// </summary> 3947 /// </summary>
3776 /// <param name="regionHandle"></param>
3777 /// <param name="agentID"></param> 3948 /// <param name="agentID"></param>
3778 public bool IncomingCloseAgent(UUID agentID) 3949 /// <param name="childOnly"></param>
3950 public bool IncomingCloseAgent(UUID agentID, bool childOnly)
3779 { 3951 {
3780 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID); 3952 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID);
3781 3953
@@ -3787,7 +3959,7 @@ namespace OpenSim.Region.Framework.Scenes
3787 { 3959 {
3788 m_sceneGraph.removeUserCount(false); 3960 m_sceneGraph.removeUserCount(false);
3789 } 3961 }
3790 else 3962 else if (!childOnly)
3791 { 3963 {
3792 m_sceneGraph.removeUserCount(true); 3964 m_sceneGraph.removeUserCount(true);
3793 } 3965 }
@@ -3803,9 +3975,12 @@ namespace OpenSim.Region.Framework.Scenes
3803 } 3975 }
3804 else 3976 else
3805 presence.ControllingClient.SendShutdownConnectionNotice(); 3977 presence.ControllingClient.SendShutdownConnectionNotice();
3978 presence.ControllingClient.Close(false);
3979 }
3980 else if (!childOnly)
3981 {
3982 presence.ControllingClient.Close(true);
3806 } 3983 }
3807
3808 presence.ControllingClient.Close();
3809 return true; 3984 return true;
3810 } 3985 }
3811 3986
@@ -4400,34 +4575,66 @@ namespace OpenSim.Region.Framework.Scenes
4400 SimulationDataService.RemoveObject(uuid, m_regInfo.RegionID); 4575 SimulationDataService.RemoveObject(uuid, m_regInfo.RegionID);
4401 } 4576 }
4402 4577
4403 public int GetHealth() 4578 public int GetHealth(out int flags, out string message)
4404 { 4579 {
4405 // Returns: 4580 // Returns:
4406 // 1 = sim is up and accepting http requests. The heartbeat has 4581 // 1 = sim is up and accepting http requests. The heartbeat has
4407 // stopped and the sim is probably locked up, but a remote 4582 // stopped and the sim is probably locked up, but a remote
4408 // admin restart may succeed 4583 // admin restart may succeed
4409 // 4584 //
4410 // 2 = Sim is up and the heartbeat is running. The sim is likely 4585 // 2 = Sim is up and the heartbeat is running. The sim is likely
4411 // usable for people within and logins _may_ work 4586 // usable for people within
4412 // 4587 //
4413 // 3 = We have seen a new user enter within the past 4 minutes 4588 // 3 = Sim is up and one packet thread is running. Sim is
4589 // unstable and will not accept new logins
4590 //
4591 // 4 = Sim is up and both packet threads are running. Sim is
4592 // likely usable
4593 //
4594 // 5 = We have seen a new user enter within the past 4 minutes
4414 // which can be seen as positive confirmation of sim health 4595 // which can be seen as positive confirmation of sim health
4415 // 4596 //
4597
4598 flags = 0;
4599 message = String.Empty;
4600
4601 CheckHeartbeat();
4602
4603 if (m_firstHeartbeat || (m_lastIncoming == 0 && m_lastOutgoing == 0))
4604 {
4605 // We're still starting
4606 // 0 means "in startup", it can't happen another way, since
4607 // to get here, we must be able to accept http connections
4608 return 0;
4609 }
4610
4416 int health=1; // Start at 1, means we're up 4611 int health=1; // Start at 1, means we're up
4417 4612
4418 if ((Util.EnvironmentTickCountSubtract(m_lastUpdate)) < 1000) 4613 if (Util.EnvironmentTickCountSubtract(m_lastUpdate) < 1000)
4614 {
4419 health+=1; 4615 health+=1;
4420 else 4616 flags |= 1;
4617 }
4618
4619 if (Util.EnvironmentTickCountSubtract(m_lastIncoming) < 1000)
4620 {
4621 health+=1;
4622 flags |= 2;
4623 }
4624
4625 if (Util.EnvironmentTickCountSubtract(m_lastOutgoing) < 1000)
4626 {
4627 health+=1;
4628 flags |= 4;
4629 }
4630
4631 if (flags != 7)
4421 return health; 4632 return health;
4422 4633
4423 // A login in the last 4 mins? We can't be doing too badly 4634 // A login in the last 4 mins? We can't be doing too badly
4424 // 4635 //
4425 if ((Util.EnvironmentTickCountSubtract(m_LastLogin)) < 240000) 4636 if (Util.EnvironmentTickCountSubtract(m_LastLogin) < 240000)
4426 health++; 4637 health++;
4427 else
4428 return health;
4429
4430 CheckHeartbeat();
4431 4638
4432 return health; 4639 return health;
4433 } 4640 }
@@ -4620,7 +4827,7 @@ namespace OpenSim.Region.Framework.Scenes
4620 if (m_firstHeartbeat) 4827 if (m_firstHeartbeat)
4621 return; 4828 return;
4622 4829
4623 if (Util.EnvironmentTickCountSubtract(m_lastUpdate) > 2000) 4830 if (Util.EnvironmentTickCountSubtract(m_lastUpdate) > 5000)
4624 StartTimer(); 4831 StartTimer();
4625 } 4832 }
4626 4833
@@ -5030,6 +5237,54 @@ namespace OpenSim.Region.Framework.Scenes
5030 mapModule.GenerateMaptile(); 5237 mapModule.GenerateMaptile();
5031 } 5238 }
5032 5239
5240// public void CleanDroppedAttachments()
5241// {
5242// List<SceneObjectGroup> objectsToDelete =
5243// new List<SceneObjectGroup>();
5244//
5245// lock (m_cleaningAttachments)
5246// {
5247// ForEachSOG(delegate (SceneObjectGroup grp)
5248// {
5249// if (grp.RootPart.Shape.PCode == 0 && grp.RootPart.Shape.State != 0 && (!objectsToDelete.Contains(grp)))
5250// {
5251// UUID agentID = grp.OwnerID;
5252// if (agentID == UUID.Zero)
5253// {
5254// objectsToDelete.Add(grp);
5255// return;
5256// }
5257//
5258// ScenePresence sp = GetScenePresence(agentID);
5259// if (sp == null)
5260// {
5261// objectsToDelete.Add(grp);
5262// return;
5263// }
5264// }
5265// });
5266// }
5267//
5268// foreach (SceneObjectGroup grp in objectsToDelete)
5269// {
5270// m_log.InfoFormat("[SCENE]: Deleting dropped attachment {0} of user {1}", grp.UUID, grp.OwnerID);
5271// DeleteSceneObject(grp, true);
5272// }
5273// }
5274
5275 public void ThreadAlive(int threadCode)
5276 {
5277 switch(threadCode)
5278 {
5279 case 1: // Incoming
5280 m_lastIncoming = Util.EnvironmentTickCount();
5281 break;
5282 case 2: // Incoming
5283 m_lastOutgoing = Util.EnvironmentTickCount();
5284 break;
5285 }
5286 }
5287
5033 // This method is called across the simulation connector to 5288 // This method is called across the simulation connector to
5034 // determine if a given agent is allowed in this region 5289 // determine if a given agent is allowed in this region
5035 // AS A ROOT AGENT. Returning false here will prevent them 5290 // AS A ROOT AGENT. Returning false here will prevent them
@@ -5038,6 +5293,14 @@ namespace OpenSim.Region.Framework.Scenes
5038 // child agent creation, thereby emulating the SL behavior. 5293 // child agent creation, thereby emulating the SL behavior.
5039 public bool QueryAccess(UUID agentID, Vector3 position, out string reason) 5294 public bool QueryAccess(UUID agentID, Vector3 position, out string reason)
5040 { 5295 {
5296 reason = "You are banned from the region";
5297
5298 if (Permissions.IsGod(agentID))
5299 {
5300 reason = String.Empty;
5301 return true;
5302 }
5303
5041 int num = m_sceneGraph.GetNumberOfScenePresences(); 5304 int num = m_sceneGraph.GetNumberOfScenePresences();
5042 5305
5043 if (num >= RegionInfo.RegionSettings.AgentLimit) 5306 if (num >= RegionInfo.RegionSettings.AgentLimit)
@@ -5049,11 +5312,82 @@ namespace OpenSim.Region.Framework.Scenes
5049 } 5312 }
5050 } 5313 }
5051 5314
5315 ScenePresence presence = GetScenePresence(agentID);
5316 IClientAPI client = null;
5317 AgentCircuitData aCircuit = null;
5318
5319 if (presence != null)
5320 {
5321 client = presence.ControllingClient;
5322 if (client != null)
5323 aCircuit = client.RequestClientInfo();
5324 }
5325
5326 // We may be called before there is a presence or a client.
5327 // Fake AgentCircuitData to keep IAuthorizationModule smiling
5328 if (client == null)
5329 {
5330 aCircuit = new AgentCircuitData();
5331 aCircuit.AgentID = agentID;
5332 aCircuit.firstname = String.Empty;
5333 aCircuit.lastname = String.Empty;
5334 }
5335
5336 try
5337 {
5338 if (!AuthorizeUser(aCircuit, out reason))
5339 {
5340 // m_log.DebugFormat("[SCENE]: Denying access for {0}", agentID);
5341 return false;
5342 }
5343 }
5344 catch (Exception e)
5345 {
5346 m_log.DebugFormat("[SCENE]: Exception authorizing agent: {0} "+ e.StackTrace, e.Message);
5347 return false;
5348 }
5349
5350 if (position == Vector3.Zero) // Teleport
5351 {
5352 float posX = 128.0f;
5353 float posY = 128.0f;
5354
5355 if (!TestLandRestrictions(agentID, out reason, ref posX, ref posY))
5356 {
5357 // m_log.DebugFormat("[SCENE]: Denying {0} because they are banned on all parcels", agentID);
5358 return false;
5359 }
5360 }
5361 else // Walking
5362 {
5363 ILandObject land = LandChannel.GetLandObject(position.X, position.Y);
5364 if (land == null)
5365 return false;
5366
5367 bool banned = land.IsBannedFromLand(agentID);
5368 bool restricted = land.IsRestrictedFromLand(agentID);
5369
5370 if (banned || restricted)
5371 return false;
5372 }
5373
5052 reason = String.Empty; 5374 reason = String.Empty;
5053 return true; 5375 return true;
5054 } 5376 }
5055 5377
5056 /// <summary> 5378 public void StartTimerWatchdog()
5379 {
5380 m_timerWatchdog.Interval = 1000;
5381 m_timerWatchdog.Elapsed += TimerWatchdog;
5382 m_timerWatchdog.AutoReset = true;
5383 m_timerWatchdog.Start();
5384 }
5385
5386 public void TimerWatchdog(object sender, ElapsedEventArgs e)
5387 {
5388 CheckHeartbeat();
5389 }
5390
5057 /// This method deals with movement when an avatar is automatically moving (but this is distinct from the 5391 /// This method deals with movement when an avatar is automatically moving (but this is distinct from the
5058 /// autopilot that moves an avatar to a sit target!. 5392 /// autopilot that moves an avatar to a sit target!.
5059 /// </summary> 5393 /// </summary>
diff --git a/OpenSim/Region/Framework/Scenes/SceneBase.cs b/OpenSim/Region/Framework/Scenes/SceneBase.cs
index da15491..84da700 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 d76ed3e..27833e8 100644
--- a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
@@ -88,7 +88,7 @@ namespace OpenSim.Region.Framework.Scenes
88 88
89 if (neighbour != null) 89 if (neighbour != null)
90 { 90 {
91 m_log.DebugFormat("[INTERGRID]: Successfully informed neighbour {0}-{1} that I'm here", x / Constants.RegionSize, y / Constants.RegionSize); 91 // m_log.DebugFormat("[INTERGRID]: Successfully informed neighbour {0}-{1} that I'm here", x / Constants.RegionSize, y / Constants.RegionSize);
92 m_scene.EventManager.TriggerOnRegionUp(neighbour); 92 m_scene.EventManager.TriggerOnRegionUp(neighbour);
93 } 93 }
94 else 94 else
@@ -102,7 +102,7 @@ namespace OpenSim.Region.Framework.Scenes
102 //m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: Sending InterRegion Notification that region is up " + region.RegionName); 102 //m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: Sending InterRegion Notification that region is up " + region.RegionName);
103 103
104 List<GridRegion> neighbours = m_scene.GridService.GetNeighbours(m_scene.RegionInfo.ScopeID, m_scene.RegionInfo.RegionID); 104 List<GridRegion> neighbours = m_scene.GridService.GetNeighbours(m_scene.RegionInfo.ScopeID, m_scene.RegionInfo.RegionID);
105 m_log.DebugFormat("[INTERGRID]: Informing {0} neighbours that this region is up", neighbours.Count); 105 //m_log.DebugFormat("[INTERGRID]: Informing {0} neighbours that this region is up", neighbours.Count);
106 foreach (GridRegion n in neighbours) 106 foreach (GridRegion n in neighbours)
107 { 107 {
108 InformNeighbourThatRegionUpDelegate d = InformNeighboursThatRegionIsUpAsync; 108 InformNeighbourThatRegionUpDelegate d = InformNeighboursThatRegionIsUpAsync;
@@ -176,10 +176,13 @@ namespace OpenSim.Region.Framework.Scenes
176 } 176 }
177 } 177 }
178 178
179 public delegate void SendCloseChildAgentDelegate(UUID agentID, ulong regionHandle);
180
179 /// <summary> 181 /// <summary>
180 /// Closes a child agent on a given region 182 /// This Closes child agents on neighboring regions
183 /// Calls an asynchronous method to do so.. so it doesn't lag the sim.
181 /// </summary> 184 /// </summary>
182 protected void SendCloseChildAgent(UUID agentID, ulong regionHandle) 185 protected void SendCloseChildAgentAsync(UUID agentID, ulong regionHandle)
183 { 186 {
184 // let's do our best, but there's not much we can do if the neighbour doesn't accept. 187 // let's do our best, but there's not much we can do if the neighbour doesn't accept.
185 188
@@ -188,34 +191,29 @@ namespace OpenSim.Region.Framework.Scenes
188 Utils.LongToUInts(regionHandle, out x, out y); 191 Utils.LongToUInts(regionHandle, out x, out y);
189 192
190 GridRegion destination = m_scene.GridService.GetRegionByPosition(m_regionInfo.ScopeID, (int)x, (int)y); 193 GridRegion destination = m_scene.GridService.GetRegionByPosition(m_regionInfo.ScopeID, (int)x, (int)y);
194 m_scene.SimulationService.CloseChildAgent(destination, agentID);
195 }
191 196
192 m_log.DebugFormat( 197 private void SendCloseChildAgentCompleted(IAsyncResult iar)
193 "[INTERGRID]: Sending close agent {0} to region at {1}-{2}", 198 {
194 agentID, destination.RegionCoordX, destination.RegionCoordY); 199 SendCloseChildAgentDelegate icon = (SendCloseChildAgentDelegate)iar.AsyncState;
195 200 icon.EndInvoke(iar);
196 m_scene.SimulationService.CloseAgent(destination, agentID);
197 } 201 }
198 202
199 /// <summary>
200 /// Closes a child agents in a collection of regions. Does so asynchronously
201 /// so that the caller doesn't wait.
202 /// </summary>
203 /// <param name="agentID"></param>
204 /// <param name="regionslst"></param>
205 public void SendCloseChildAgentConnections(UUID agentID, List<ulong> regionslst) 203 public void SendCloseChildAgentConnections(UUID agentID, List<ulong> regionslst)
206 { 204 {
207 Util.FireAndForget(delegate 205 foreach (ulong handle in regionslst)
208 { 206 {
209 foreach (ulong handle in regionslst) 207 SendCloseChildAgentDelegate d = SendCloseChildAgentAsync;
210 { 208 d.BeginInvoke(agentID, handle,
211 SendCloseChildAgent(agentID, handle); 209 SendCloseChildAgentCompleted,
212 } 210 d);
213 }); 211 }
214 } 212 }
215 213
216 public List<GridRegion> RequestNamedRegions(string name, int maxNumber) 214 public List<GridRegion> RequestNamedRegions(string name, int maxNumber)
217 { 215 {
218 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber); 216 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber);
219 } 217 }
220 } 218 }
221} \ No newline at end of file 219}
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index af95c28..c16038c 100644
--- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
@@ -43,6 +43,12 @@ namespace OpenSim.Region.Framework.Scenes
43 43
44 public delegate void ObjectDuplicateDelegate(EntityBase original, EntityBase clone); 44 public delegate void ObjectDuplicateDelegate(EntityBase original, EntityBase clone);
45 45
46 public delegate void AttachToBackupDelegate(SceneObjectGroup sog);
47
48 public delegate void DetachFromBackupDelegate(SceneObjectGroup sog);
49
50 public delegate void ChangedBackupDelegate(SceneObjectGroup sog);
51
46 public delegate void ObjectCreateDelegate(EntityBase obj); 52 public delegate void ObjectCreateDelegate(EntityBase obj);
47 53
48 public delegate void ObjectDeleteDelegate(EntityBase obj); 54 public delegate void ObjectDeleteDelegate(EntityBase obj);
@@ -61,6 +67,9 @@ namespace OpenSim.Region.Framework.Scenes
61 private PhysicsCrash handlerPhysicsCrash = null; 67 private PhysicsCrash handlerPhysicsCrash = null;
62 68
63 public event ObjectDuplicateDelegate OnObjectDuplicate; 69 public event ObjectDuplicateDelegate OnObjectDuplicate;
70 public event AttachToBackupDelegate OnAttachToBackup;
71 public event DetachFromBackupDelegate OnDetachFromBackup;
72 public event ChangedBackupDelegate OnChangeBackup;
64 public event ObjectCreateDelegate OnObjectCreate; 73 public event ObjectCreateDelegate OnObjectCreate;
65 public event ObjectDeleteDelegate OnObjectRemove; 74 public event ObjectDeleteDelegate OnObjectRemove;
66 75
@@ -68,7 +77,7 @@ namespace OpenSim.Region.Framework.Scenes
68 77
69 #region Fields 78 #region Fields
70 79
71 protected object m_presenceLock = new object(); 80 protected OpenMetaverse.ReaderWriterLockSlim m_scenePresencesLock = new OpenMetaverse.ReaderWriterLockSlim();
72 protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>(); 81 protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>();
73 protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>(); 82 protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>();
74 83
@@ -130,13 +139,18 @@ namespace OpenSim.Region.Framework.Scenes
130 139
131 protected internal void Close() 140 protected internal void Close()
132 { 141 {
133 lock (m_presenceLock) 142 m_scenePresencesLock.EnterWriteLock();
143 try
134 { 144 {
135 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(); 145 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>();
136 List<ScenePresence> newlist = new List<ScenePresence>(); 146 List<ScenePresence> newlist = new List<ScenePresence>();
137 m_scenePresenceMap = newmap; 147 m_scenePresenceMap = newmap;
138 m_scenePresenceArray = newlist; 148 m_scenePresenceArray = newlist;
139 } 149 }
150 finally
151 {
152 m_scenePresencesLock.ExitWriteLock();
153 }
140 154
141 lock (SceneObjectGroupsByFullID) 155 lock (SceneObjectGroupsByFullID)
142 SceneObjectGroupsByFullID.Clear(); 156 SceneObjectGroupsByFullID.Clear();
@@ -275,6 +289,33 @@ namespace OpenSim.Region.Framework.Scenes
275 protected internal bool AddRestoredSceneObject( 289 protected internal bool AddRestoredSceneObject(
276 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 290 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
277 { 291 {
292 if (!m_parentScene.CombineRegions)
293 {
294 // KF: Check for out-of-region, move inside and make static.
295 Vector3 npos = new Vector3(sceneObject.RootPart.GroupPosition.X,
296 sceneObject.RootPart.GroupPosition.Y,
297 sceneObject.RootPart.GroupPosition.Z);
298 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 ||
299 npos.X > Constants.RegionSize ||
300 npos.Y > Constants.RegionSize))
301 {
302 if (npos.X < 0.0) npos.X = 1.0f;
303 if (npos.Y < 0.0) npos.Y = 1.0f;
304 if (npos.Z < 0.0) npos.Z = 0.0f;
305 if (npos.X > Constants.RegionSize) npos.X = Constants.RegionSize - 1.0f;
306 if (npos.Y > Constants.RegionSize) npos.Y = Constants.RegionSize - 1.0f;
307
308 foreach (SceneObjectPart part in sceneObject.Parts)
309 {
310 part.GroupPosition = npos;
311 }
312 sceneObject.RootPart.Velocity = Vector3.Zero;
313 sceneObject.RootPart.AngularVelocity = Vector3.Zero;
314 sceneObject.RootPart.Acceleration = Vector3.Zero;
315 sceneObject.RootPart.Velocity = Vector3.Zero;
316 }
317 }
318
278 if (attachToBackup && (!alreadyPersisted)) 319 if (attachToBackup && (!alreadyPersisted))
279 { 320 {
280 sceneObject.ForceInventoryPersistence(); 321 sceneObject.ForceInventoryPersistence();
@@ -492,6 +533,30 @@ namespace OpenSim.Region.Framework.Scenes
492 m_updateList[obj.UUID] = obj; 533 m_updateList[obj.UUID] = obj;
493 } 534 }
494 535
536 public void FireAttachToBackup(SceneObjectGroup obj)
537 {
538 if (OnAttachToBackup != null)
539 {
540 OnAttachToBackup(obj);
541 }
542 }
543
544 public void FireDetachFromBackup(SceneObjectGroup obj)
545 {
546 if (OnDetachFromBackup != null)
547 {
548 OnDetachFromBackup(obj);
549 }
550 }
551
552 public void FireChangeBackup(SceneObjectGroup obj)
553 {
554 if (OnChangeBackup != null)
555 {
556 OnChangeBackup(obj);
557 }
558 }
559
495 /// <summary> 560 /// <summary>
496 /// Process all pending updates 561 /// Process all pending updates
497 /// </summary> 562 /// </summary>
@@ -623,7 +688,8 @@ namespace OpenSim.Region.Framework.Scenes
623 688
624 Entities[presence.UUID] = presence; 689 Entities[presence.UUID] = presence;
625 690
626 lock (m_presenceLock) 691 m_scenePresencesLock.EnterWriteLock();
692 try
627 { 693 {
628 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 694 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
629 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 695 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -647,6 +713,10 @@ namespace OpenSim.Region.Framework.Scenes
647 m_scenePresenceMap = newmap; 713 m_scenePresenceMap = newmap;
648 m_scenePresenceArray = newlist; 714 m_scenePresenceArray = newlist;
649 } 715 }
716 finally
717 {
718 m_scenePresencesLock.ExitWriteLock();
719 }
650 } 720 }
651 721
652 /// <summary> 722 /// <summary>
@@ -661,7 +731,8 @@ namespace OpenSim.Region.Framework.Scenes
661 agentID); 731 agentID);
662 } 732 }
663 733
664 lock (m_presenceLock) 734 m_scenePresencesLock.EnterWriteLock();
735 try
665 { 736 {
666 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 737 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
667 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 738 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -683,6 +754,10 @@ namespace OpenSim.Region.Framework.Scenes
683 m_log.WarnFormat("[SCENE GRAPH]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID); 754 m_log.WarnFormat("[SCENE GRAPH]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID);
684 } 755 }
685 } 756 }
757 finally
758 {
759 m_scenePresencesLock.ExitWriteLock();
760 }
686 } 761 }
687 762
688 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F) 763 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F)
@@ -1396,8 +1471,13 @@ namespace OpenSim.Region.Framework.Scenes
1396 { 1471 {
1397 if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0)) 1472 if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0))
1398 { 1473 {
1399 if (m_parentScene.AttachmentsModule != null) 1474 // Set the new attachment point data in the object
1400 m_parentScene.AttachmentsModule.UpdateAttachmentPosition(group, pos); 1475 byte attachmentPoint = group.GetAttachmentPoint();
1476 group.UpdateGroupPosition(pos);
1477 group.IsAttachment = false;
1478 group.AbsolutePosition = group.RootPart.AttachedPos;
1479 group.AttachmentPoint = attachmentPoint;
1480 group.HasGroupChanged = true;
1401 } 1481 }
1402 else 1482 else
1403 { 1483 {
@@ -1669,8 +1749,11 @@ namespace OpenSim.Region.Framework.Scenes
1669 return; 1749 return;
1670 1750
1671 Monitor.Enter(m_updateLock); 1751 Monitor.Enter(m_updateLock);
1752
1672 try 1753 try
1673 { 1754 {
1755 parentGroup.areUpdatesSuspended = true;
1756
1674 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>(); 1757 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>();
1675 1758
1676 // We do this in reverse to get the link order of the prims correct 1759 // We do this in reverse to get the link order of the prims correct
@@ -1681,9 +1764,13 @@ namespace OpenSim.Region.Framework.Scenes
1681 // Make sure no child prim is set for sale 1764 // Make sure no child prim is set for sale
1682 // So that, on delink, no prims are unwittingly 1765 // So that, on delink, no prims are unwittingly
1683 // left for sale and sold off 1766 // left for sale and sold off
1684 child.RootPart.ObjectSaleType = 0; 1767
1685 child.RootPart.SalePrice = 10; 1768 if (child != null)
1686 childGroups.Add(child); 1769 {
1770 child.RootPart.ObjectSaleType = 0;
1771 child.RootPart.SalePrice = 10;
1772 childGroups.Add(child);
1773 }
1687 } 1774 }
1688 1775
1689 foreach (SceneObjectGroup child in childGroups) 1776 foreach (SceneObjectGroup child in childGroups)
@@ -1702,12 +1789,19 @@ namespace OpenSim.Region.Framework.Scenes
1702 // occur on link to invoke this elsewhere (such as object selection) 1789 // occur on link to invoke this elsewhere (such as object selection)
1703 parentGroup.RootPart.CreateSelected = true; 1790 parentGroup.RootPart.CreateSelected = true;
1704 parentGroup.TriggerScriptChangedEvent(Changed.LINK); 1791 parentGroup.TriggerScriptChangedEvent(Changed.LINK);
1705 parentGroup.HasGroupChanged = true;
1706 parentGroup.ScheduleGroupForFullUpdate();
1707
1708 } 1792 }
1709 finally 1793 finally
1710 { 1794 {
1795 lock (SceneObjectGroupsByLocalPartID)
1796 {
1797 foreach (SceneObjectPart part in parentGroup.Parts)
1798 SceneObjectGroupsByLocalPartID[part.LocalId] = parentGroup;
1799 }
1800
1801 parentGroup.areUpdatesSuspended = false;
1802 parentGroup.HasGroupChanged = true;
1803 parentGroup.ProcessBackup(m_parentScene.SimulationDataService, true);
1804 parentGroup.ScheduleGroupForFullUpdate();
1711 Monitor.Exit(m_updateLock); 1805 Monitor.Exit(m_updateLock);
1712 } 1806 }
1713 } 1807 }
@@ -1744,21 +1838,24 @@ namespace OpenSim.Region.Framework.Scenes
1744 1838
1745 SceneObjectGroup group = part.ParentGroup; 1839 SceneObjectGroup group = part.ParentGroup;
1746 if (!affectedGroups.Contains(group)) 1840 if (!affectedGroups.Contains(group))
1841 {
1842 group.areUpdatesSuspended = true;
1747 affectedGroups.Add(group); 1843 affectedGroups.Add(group);
1844 }
1748 } 1845 }
1749 } 1846 }
1750 } 1847 }
1751 1848
1752 foreach (SceneObjectPart child in childParts) 1849 if (childParts.Count > 0)
1753 { 1850 {
1754 // Unlink all child parts from their groups 1851 foreach (SceneObjectPart child in childParts)
1755 // 1852 {
1756 child.ParentGroup.DelinkFromGroup(child, true); 1853 // Unlink all child parts from their groups
1757 1854 //
1758 // These are not in affected groups and will not be 1855 child.ParentGroup.DelinkFromGroup(child, true);
1759 // handled further. Do the honors here. 1856 child.ParentGroup.HasGroupChanged = true;
1760 child.ParentGroup.HasGroupChanged = true; 1857 child.ParentGroup.ScheduleGroupForFullUpdate();
1761 child.ParentGroup.ScheduleGroupForFullUpdate(); 1858 }
1762 } 1859 }
1763 1860
1764 foreach (SceneObjectPart root in rootParts) 1861 foreach (SceneObjectPart root in rootParts)
@@ -1768,56 +1865,68 @@ namespace OpenSim.Region.Framework.Scenes
1768 // However, editing linked parts and unlinking may be different 1865 // However, editing linked parts and unlinking may be different
1769 // 1866 //
1770 SceneObjectGroup group = root.ParentGroup; 1867 SceneObjectGroup group = root.ParentGroup;
1868 group.areUpdatesSuspended = true;
1771 1869
1772 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts); 1870 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts);
1773 int numChildren = newSet.Count; 1871 int numChildren = newSet.Count;
1774 1872
1873 if (numChildren == 1)
1874 break;
1875
1775 // If there are prims left in a link set, but the root is 1876 // If there are prims left in a link set, but the root is
1776 // slated for unlink, we need to do this 1877 // slated for unlink, we need to do this
1878 // Unlink the remaining set
1777 // 1879 //
1778 if (numChildren != 1) 1880 bool sendEventsToRemainder = true;
1779 { 1881 if (numChildren > 1)
1780 // Unlink the remaining set 1882 sendEventsToRemainder = false;
1781 //
1782 bool sendEventsToRemainder = true;
1783 if (numChildren > 1)
1784 sendEventsToRemainder = false;
1785 1883
1786 foreach (SceneObjectPart p in newSet) 1884 foreach (SceneObjectPart p in newSet)
1885 {
1886 if (p != group.RootPart)
1787 { 1887 {
1788 if (p != group.RootPart) 1888 group.DelinkFromGroup(p, sendEventsToRemainder);
1789 group.DelinkFromGroup(p, sendEventsToRemainder); 1889 if (numChildren > 2)
1890 {
1891 p.ParentGroup.areUpdatesSuspended = true;
1892 }
1893 else
1894 {
1895 p.ParentGroup.HasGroupChanged = true;
1896 p.ParentGroup.ScheduleGroupForFullUpdate();
1897 }
1790 } 1898 }
1899 }
1900
1901 // If there is more than one prim remaining, we
1902 // need to re-link
1903 //
1904 if (numChildren > 2)
1905 {
1906 // Remove old root
1907 //
1908 if (newSet.Contains(root))
1909 newSet.Remove(root);
1791 1910
1792 // If there is more than one prim remaining, we 1911 // Preserve link ordering
1793 // need to re-link
1794 // 1912 //
1795 if (numChildren > 2) 1913 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1796 { 1914 {
1797 // Remove old root 1915 return a.LinkNum.CompareTo(b.LinkNum);
1798 // 1916 });
1799 if (newSet.Contains(root))
1800 newSet.Remove(root);
1801
1802 // Preserve link ordering
1803 //
1804 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1805 {
1806 return a.LinkNum.CompareTo(b.LinkNum);
1807 });
1808 1917
1809 // Determine new root 1918 // Determine new root
1810 // 1919 //
1811 SceneObjectPart newRoot = newSet[0]; 1920 SceneObjectPart newRoot = newSet[0];
1812 newSet.RemoveAt(0); 1921 newSet.RemoveAt(0);
1813 1922
1814 foreach (SceneObjectPart newChild in newSet) 1923 foreach (SceneObjectPart newChild in newSet)
1815 newChild.ClearUpdateSchedule(); 1924 newChild.ClearUpdateSchedule();
1816 1925
1817 LinkObjects(newRoot, newSet); 1926 newRoot.ParentGroup.areUpdatesSuspended = true;
1818 if (!affectedGroups.Contains(newRoot.ParentGroup)) 1927 LinkObjects(newRoot, newSet);
1819 affectedGroups.Add(newRoot.ParentGroup); 1928 if (!affectedGroups.Contains(newRoot.ParentGroup))
1820 } 1929 affectedGroups.Add(newRoot.ParentGroup);
1821 } 1930 }
1822 } 1931 }
1823 1932
@@ -1825,8 +1934,14 @@ namespace OpenSim.Region.Framework.Scenes
1825 // 1934 //
1826 foreach (SceneObjectGroup g in affectedGroups) 1935 foreach (SceneObjectGroup g in affectedGroups)
1827 { 1936 {
1937 // Child prims that have been unlinked and deleted will
1938 // return unless the root is deleted. This will remove them
1939 // from the database. They will be rewritten immediately,
1940 // minus the rows for the unlinked child prims.
1941 m_parentScene.SimulationDataService.RemoveObject(g.UUID, m_parentScene.RegionInfo.RegionID);
1828 g.TriggerScriptChangedEvent(Changed.LINK); 1942 g.TriggerScriptChangedEvent(Changed.LINK);
1829 g.HasGroupChanged = true; // Persist 1943 g.HasGroupChanged = true; // Persist
1944 g.areUpdatesSuspended = false;
1830 g.ScheduleGroupForFullUpdate(); 1945 g.ScheduleGroupForFullUpdate();
1831 } 1946 }
1832 } 1947 }
@@ -1944,9 +2059,6 @@ namespace OpenSim.Region.Framework.Scenes
1944 child.ApplyNextOwnerPermissions(); 2059 child.ApplyNextOwnerPermissions();
1945 } 2060 }
1946 } 2061 }
1947
1948 copy.RootPart.ObjectSaleType = 0;
1949 copy.RootPart.SalePrice = 10;
1950 } 2062 }
1951 2063
1952 // FIXME: This section needs to be refactored so that it just calls AddSceneObject() 2064 // FIXME: This section needs to be refactored so that it just calls AddSceneObject()
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
index 905ecc9..c7da4f4 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();
@@ -234,6 +230,11 @@ namespace OpenSim.Region.Framework.Scenes
234 230
235 public uint GetEffectivePermissions() 231 public uint GetEffectivePermissions()
236 { 232 {
233 return GetEffectivePermissions(false);
234 }
235
236 public uint GetEffectivePermissions(bool useBase)
237 {
237 uint perms=(uint)(PermissionMask.Modify | 238 uint perms=(uint)(PermissionMask.Modify |
238 PermissionMask.Copy | 239 PermissionMask.Copy |
239 PermissionMask.Move | 240 PermissionMask.Move |
@@ -245,7 +246,10 @@ namespace OpenSim.Region.Framework.Scenes
245 for (int i = 0; i < parts.Length; i++) 246 for (int i = 0; i < parts.Length; i++)
246 { 247 {
247 SceneObjectPart part = parts[i]; 248 SceneObjectPart part = parts[i];
248 ownerMask &= part.OwnerMask; 249 if (useBase)
250 ownerMask &= part.BaseMask;
251 else
252 ownerMask &= part.OwnerMask;
249 perms &= part.Inventory.MaskEffectivePermissions(); 253 perms &= part.Inventory.MaskEffectivePermissions();
250 } 254 }
251 255
@@ -385,6 +389,9 @@ namespace OpenSim.Region.Framework.Scenes
385 389
386 public void ResumeScripts() 390 public void ResumeScripts()
387 { 391 {
392 if (m_scene.RegionInfo.RegionSettings.DisableScripts)
393 return;
394
388 SceneObjectPart[] parts = m_parts.GetArray(); 395 SceneObjectPart[] parts = m_parts.GetArray();
389 for (int i = 0; i < parts.Length; i++) 396 for (int i = 0; i < parts.Length; i++)
390 parts[i].Inventory.ResumeScripts(); 397 parts[i].Inventory.ResumeScripts();
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 9587d5f..cf2161a 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;
@@ -105,8 +106,29 @@ namespace OpenSim.Region.Framework.Scenes
105 /// since the group's last persistent backup 106 /// since the group's last persistent backup
106 /// </summary> 107 /// </summary>
107 private bool m_hasGroupChanged = false; 108 private bool m_hasGroupChanged = false;
108 private long timeFirstChanged; 109 private long timeFirstChanged = 0;
109 private long timeLastChanged; 110 private long timeLastChanged = 0;
111 private long m_maxPersistTime = 0;
112 private long m_minPersistTime = 0;
113 private Random m_rand;
114 private bool m_suspendUpdates;
115 private List<ScenePresence> m_linkedAvatars = new List<ScenePresence>();
116
117 public bool areUpdatesSuspended
118 {
119 get
120 {
121 return m_suspendUpdates;
122 }
123 set
124 {
125 m_suspendUpdates = value;
126 if (!value)
127 {
128 QueueForUpdateCheck();
129 }
130 }
131 }
110 132
111 public bool HasGroupChanged 133 public bool HasGroupChanged
112 { 134 {
@@ -114,9 +136,39 @@ namespace OpenSim.Region.Framework.Scenes
114 { 136 {
115 if (value) 137 if (value)
116 { 138 {
139 if (m_isBackedUp)
140 {
141 m_scene.SceneGraph.FireChangeBackup(this);
142 }
117 timeLastChanged = DateTime.Now.Ticks; 143 timeLastChanged = DateTime.Now.Ticks;
118 if (!m_hasGroupChanged) 144 if (!m_hasGroupChanged)
119 timeFirstChanged = DateTime.Now.Ticks; 145 timeFirstChanged = DateTime.Now.Ticks;
146 if (m_rootPart != null && m_rootPart.UUID != null && m_scene != null)
147 {
148 if (m_rand == null)
149 {
150 byte[] val = new byte[16];
151 m_rootPart.UUID.ToBytes(val, 0);
152 m_rand = new Random(BitConverter.ToInt32(val, 0));
153 }
154
155 if (m_scene.GetRootAgentCount() == 0)
156 {
157 //If the region is empty, this change has been made by an automated process
158 //and thus we delay the persist time by a random amount between 1.5 and 2.5.
159
160 float factor = 1.5f + (float)(m_rand.NextDouble());
161 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * factor);
162 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * factor);
163 }
164 else
165 {
166 //If the region is not empty, we want to obey the minimum and maximum persist times
167 //but add a random factor so we stagger the object persistance a little
168 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * (1.0d - (m_rand.NextDouble() / 5.0d))); //Multiply by 1.0-1.5
169 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * (1.0d + (m_rand.NextDouble() / 2.0d))); //Multiply by 0.8-1.0
170 }
171 }
120 } 172 }
121 m_hasGroupChanged = value; 173 m_hasGroupChanged = value;
122 174
@@ -131,7 +183,7 @@ namespace OpenSim.Region.Framework.Scenes
131 /// Has the group changed due to an unlink operation? We record this in order to optimize deletion, since 183 /// 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. 184 /// an unlinked group currently has to be persisted to the database before we can perform an unlink operation.
133 /// </summary> 185 /// </summary>
134 public bool HasGroupChangedDueToDelink { get; private set; } 186 public bool HasGroupChangedDueToDelink { get; set; }
135 187
136 private bool isTimeToPersist() 188 private bool isTimeToPersist()
137 { 189 {
@@ -141,8 +193,19 @@ namespace OpenSim.Region.Framework.Scenes
141 return false; 193 return false;
142 if (m_scene.ShuttingDown) 194 if (m_scene.ShuttingDown)
143 return true; 195 return true;
196
197 if (m_minPersistTime == 0 || m_maxPersistTime == 0)
198 {
199 m_maxPersistTime = m_scene.m_persistAfter;
200 m_minPersistTime = m_scene.m_dontPersistBefore;
201 }
202
144 long currentTime = DateTime.Now.Ticks; 203 long currentTime = DateTime.Now.Ticks;
145 if (currentTime - timeLastChanged > m_scene.m_dontPersistBefore || currentTime - timeFirstChanged > m_scene.m_persistAfter) 204
205 if (timeLastChanged == 0) timeLastChanged = currentTime;
206 if (timeFirstChanged == 0) timeFirstChanged = currentTime;
207
208 if (currentTime - timeLastChanged > m_minPersistTime || currentTime - timeFirstChanged > m_maxPersistTime)
146 return true; 209 return true;
147 return false; 210 return false;
148 } 211 }
@@ -247,10 +310,10 @@ namespace OpenSim.Region.Framework.Scenes
247 310
248 private bool m_scriptListens_atTarget; 311 private bool m_scriptListens_atTarget;
249 private bool m_scriptListens_notAtTarget; 312 private bool m_scriptListens_notAtTarget;
250
251 private bool m_scriptListens_atRotTarget; 313 private bool m_scriptListens_atRotTarget;
252 private bool m_scriptListens_notAtRotTarget; 314 private bool m_scriptListens_notAtRotTarget;
253 315
316 public bool m_dupeInProgress = false;
254 internal Dictionary<UUID, string> m_savedScriptState; 317 internal Dictionary<UUID, string> m_savedScriptState;
255 318
256 #region Properties 319 #region Properties
@@ -281,6 +344,16 @@ namespace OpenSim.Region.Framework.Scenes
281 get { return m_parts.Count; } 344 get { return m_parts.Count; }
282 } 345 }
283 346
347// protected Quaternion m_rotation = Quaternion.Identity;
348//
349// public virtual Quaternion Rotation
350// {
351// get { return m_rotation; }
352// set {
353// m_rotation = value;
354// }
355// }
356
284 public Quaternion GroupRotation 357 public Quaternion GroupRotation
285 { 358 {
286 get { return m_rootPart.RotationOffset; } 359 get { return m_rootPart.RotationOffset; }
@@ -389,7 +462,11 @@ namespace OpenSim.Region.Framework.Scenes
389 m_scene.CrossPrimGroupIntoNewRegion(val, this, true); 462 m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
390 } 463 }
391 } 464 }
392 465
466 foreach (SceneObjectPart part in m_parts.GetArray())
467 {
468 part.IgnoreUndoUpdate = true;
469 }
393 if (RootPart.GetStatusSandbox()) 470 if (RootPart.GetStatusSandbox())
394 { 471 {
395 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) 472 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10)
@@ -403,10 +480,29 @@ namespace OpenSim.Region.Framework.Scenes
403 return; 480 return;
404 } 481 }
405 } 482 }
406
407 SceneObjectPart[] parts = m_parts.GetArray(); 483 SceneObjectPart[] parts = m_parts.GetArray();
408 for (int i = 0; i < parts.Length; i++) 484 foreach (SceneObjectPart part in parts)
409 parts[i].GroupPosition = val; 485 {
486 part.GroupPosition = val;
487 if (!m_dupeInProgress)
488 {
489 part.TriggerScriptChangedEvent(Changed.POSITION);
490 }
491 }
492 if (!m_dupeInProgress)
493 {
494 foreach (ScenePresence av in m_linkedAvatars)
495 {
496 SceneObjectPart p = m_scene.GetSceneObjectPart(av.ParentID);
497 if (m_parts.TryGetValue(p.UUID, out p))
498 {
499 Vector3 offset = p.GetWorldPosition() - av.ParentPosition;
500 av.AbsolutePosition += offset;
501 av.ParentPosition = p.GetWorldPosition(); //ParentPosition gets cleared by AbsolutePosition
502 av.SendAvatarDataToAllAgents();
503 }
504 }
505 }
410 506
411 //if (m_rootPart.PhysActor != null) 507 //if (m_rootPart.PhysActor != null)
412 //{ 508 //{
@@ -565,6 +661,7 @@ namespace OpenSim.Region.Framework.Scenes
565 /// </summary> 661 /// </summary>
566 public SceneObjectGroup() 662 public SceneObjectGroup()
567 { 663 {
664
568 } 665 }
569 666
570 /// <summary> 667 /// <summary>
@@ -581,7 +678,7 @@ namespace OpenSim.Region.Framework.Scenes
581 /// Constructor. This object is added to the scene later via AttachToScene() 678 /// Constructor. This object is added to the scene later via AttachToScene()
582 /// </summary> 679 /// </summary>
583 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) 680 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
584 { 681 {
585 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)); 682 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero));
586 } 683 }
587 684
@@ -629,6 +726,9 @@ namespace OpenSim.Region.Framework.Scenes
629 /// </summary> 726 /// </summary>
630 public virtual void AttachToBackup() 727 public virtual void AttachToBackup()
631 { 728 {
729 if (IsAttachment) return;
730 m_scene.SceneGraph.FireAttachToBackup(this);
731
632 if (InSceneBackup) 732 if (InSceneBackup)
633 { 733 {
634 //m_log.DebugFormat( 734 //m_log.DebugFormat(
@@ -671,6 +771,9 @@ namespace OpenSim.Region.Framework.Scenes
671 771
672 ApplyPhysics(m_scene.m_physicalPrim); 772 ApplyPhysics(m_scene.m_physicalPrim);
673 773
774 if (RootPart.PhysActor != null)
775 RootPart.Buoyancy = RootPart.Buoyancy;
776
674 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled 777 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled
675 // for the same object with very different properties. The caller must schedule the update. 778 // for the same object with very different properties. The caller must schedule the update.
676 //ScheduleGroupForFullUpdate(); 779 //ScheduleGroupForFullUpdate();
@@ -716,9 +819,9 @@ namespace OpenSim.Region.Framework.Scenes
716 result.normal = inter.normal; 819 result.normal = inter.normal;
717 result.distance = inter.distance; 820 result.distance = inter.distance;
718 } 821 }
822
719 } 823 }
720 } 824 }
721
722 return result; 825 return result;
723 } 826 }
724 827
@@ -738,17 +841,19 @@ namespace OpenSim.Region.Framework.Scenes
738 minZ = 8192f; 841 minZ = 8192f;
739 842
740 SceneObjectPart[] parts = m_parts.GetArray(); 843 SceneObjectPart[] parts = m_parts.GetArray();
741 for (int i = 0; i < parts.Length; i++) 844 foreach (SceneObjectPart part in parts)
742 { 845 {
743 SceneObjectPart part = parts[i];
744
745 Vector3 worldPos = part.GetWorldPosition(); 846 Vector3 worldPos = part.GetWorldPosition();
746 Vector3 offset = worldPos - AbsolutePosition; 847 Vector3 offset = worldPos - AbsolutePosition;
747 Quaternion worldRot; 848 Quaternion worldRot;
748 if (part.ParentID == 0) 849 if (part.ParentID == 0)
850 {
749 worldRot = part.RotationOffset; 851 worldRot = part.RotationOffset;
852 }
750 else 853 else
854 {
751 worldRot = part.GetWorldRotation(); 855 worldRot = part.GetWorldRotation();
856 }
752 857
753 Vector3 frontTopLeft; 858 Vector3 frontTopLeft;
754 Vector3 frontTopRight; 859 Vector3 frontTopRight;
@@ -760,6 +865,8 @@ namespace OpenSim.Region.Framework.Scenes
760 Vector3 backBottomLeft; 865 Vector3 backBottomLeft;
761 Vector3 backBottomRight; 866 Vector3 backBottomRight;
762 867
868 // Vector3[] corners = new Vector3[8];
869
763 Vector3 orig = Vector3.Zero; 870 Vector3 orig = Vector3.Zero;
764 871
765 frontTopLeft.X = orig.X - (part.Scale.X / 2); 872 frontTopLeft.X = orig.X - (part.Scale.X / 2);
@@ -794,6 +901,38 @@ namespace OpenSim.Region.Framework.Scenes
794 backBottomRight.Y = orig.Y + (part.Scale.Y / 2); 901 backBottomRight.Y = orig.Y + (part.Scale.Y / 2);
795 backBottomRight.Z = orig.Z - (part.Scale.Z / 2); 902 backBottomRight.Z = orig.Z - (part.Scale.Z / 2);
796 903
904
905
906 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
907 //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
908 //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
909 //m_log.InfoFormat("pre corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
910 //m_log.InfoFormat("pre corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
911 //m_log.InfoFormat("pre corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
912 //m_log.InfoFormat("pre corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
913 //m_log.InfoFormat("pre corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
914
915 //for (int i = 0; i < 8; i++)
916 //{
917 // corners[i] = corners[i] * worldRot;
918 // corners[i] += offset;
919
920 // if (corners[i].X > maxX)
921 // maxX = corners[i].X;
922 // if (corners[i].X < minX)
923 // minX = corners[i].X;
924
925 // if (corners[i].Y > maxY)
926 // maxY = corners[i].Y;
927 // if (corners[i].Y < minY)
928 // minY = corners[i].Y;
929
930 // if (corners[i].Z > maxZ)
931 // maxZ = corners[i].Y;
932 // if (corners[i].Z < minZ)
933 // minZ = corners[i].Z;
934 //}
935
797 frontTopLeft = frontTopLeft * worldRot; 936 frontTopLeft = frontTopLeft * worldRot;
798 frontTopRight = frontTopRight * worldRot; 937 frontTopRight = frontTopRight * worldRot;
799 frontBottomLeft = frontBottomLeft * worldRot; 938 frontBottomLeft = frontBottomLeft * worldRot;
@@ -815,6 +954,15 @@ namespace OpenSim.Region.Framework.Scenes
815 backTopLeft += offset; 954 backTopLeft += offset;
816 backTopRight += offset; 955 backTopRight += offset;
817 956
957 //m_log.InfoFormat("corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
958 //m_log.InfoFormat("corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
959 //m_log.InfoFormat("corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
960 //m_log.InfoFormat("corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
961 //m_log.InfoFormat("corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
962 //m_log.InfoFormat("corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
963 //m_log.InfoFormat("corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
964 //m_log.InfoFormat("corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
965
818 if (frontTopRight.X > maxX) 966 if (frontTopRight.X > maxX)
819 maxX = frontTopRight.X; 967 maxX = frontTopRight.X;
820 if (frontTopLeft.X > maxX) 968 if (frontTopLeft.X > maxX)
@@ -960,15 +1108,20 @@ namespace OpenSim.Region.Framework.Scenes
960 1108
961 public void SaveScriptedState(XmlTextWriter writer) 1109 public void SaveScriptedState(XmlTextWriter writer)
962 { 1110 {
1111 SaveScriptedState(writer, false);
1112 }
1113
1114 public void SaveScriptedState(XmlTextWriter writer, bool oldIDs)
1115 {
963 XmlDocument doc = new XmlDocument(); 1116 XmlDocument doc = new XmlDocument();
964 Dictionary<UUID,string> states = new Dictionary<UUID,string>(); 1117 Dictionary<UUID,string> states = new Dictionary<UUID,string>();
965 1118
966 SceneObjectPart[] parts = m_parts.GetArray(); 1119 SceneObjectPart[] parts = m_parts.GetArray();
967 for (int i = 0; i < parts.Length; i++) 1120 for (int i = 0; i < parts.Length; i++)
968 { 1121 {
969 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(); 1122 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(oldIDs);
970 foreach (KeyValuePair<UUID, string> kvp in pstates) 1123 foreach (KeyValuePair<UUID, string> kvp in pstates)
971 states.Add(kvp.Key, kvp.Value); 1124 states[kvp.Key] = kvp.Value;
972 } 1125 }
973 1126
974 if (states.Count > 0) 1127 if (states.Count > 0)
@@ -988,6 +1141,168 @@ namespace OpenSim.Region.Framework.Scenes
988 } 1141 }
989 1142
990 /// <summary> 1143 /// <summary>
1144 /// Add the avatar to this linkset (avatar is sat).
1145 /// </summary>
1146 /// <param name="agentID"></param>
1147 public void AddAvatar(UUID agentID)
1148 {
1149 ScenePresence presence;
1150 if (m_scene.TryGetScenePresence(agentID, out presence))
1151 {
1152 if (!m_linkedAvatars.Contains(presence))
1153 {
1154 m_linkedAvatars.Add(presence);
1155 }
1156 }
1157 }
1158
1159 /// <summary>
1160 /// Delete the avatar from this linkset (avatar is unsat).
1161 /// </summary>
1162 /// <param name="agentID"></param>
1163 public void DeleteAvatar(UUID agentID)
1164 {
1165 ScenePresence presence;
1166 if (m_scene.TryGetScenePresence(agentID, out presence))
1167 {
1168 if (m_linkedAvatars.Contains(presence))
1169 {
1170 m_linkedAvatars.Remove(presence);
1171 }
1172 }
1173 }
1174
1175 /// <summary>
1176 /// Returns the list of linked presences (avatars sat on this group)
1177 /// </summary>
1178 /// <param name="agentID"></param>
1179 public List<ScenePresence> GetLinkedAvatars()
1180 {
1181 return m_linkedAvatars;
1182 }
1183
1184 /// <summary>
1185 /// Attach this scene object to the given avatar.
1186 /// </summary>
1187 /// <param name="agentID"></param>
1188 /// <param name="attachmentpoint"></param>
1189 /// <param name="AttachOffset"></param>
1190 private void AttachToAgent(
1191 ScenePresence avatar, SceneObjectGroup so, uint attachmentpoint, Vector3 attachOffset, bool silent)
1192 {
1193 if (avatar != null)
1194 {
1195 // don't attach attachments to child agents
1196 if (avatar.IsChildAgent) return;
1197
1198 // Remove from database and parcel prim count
1199 m_scene.DeleteFromStorage(so.UUID);
1200 m_scene.EventManager.TriggerParcelPrimCountTainted();
1201
1202 so.AttachedAvatar = avatar.UUID;
1203
1204 if (so.RootPart.PhysActor != null)
1205 {
1206 m_scene.PhysicsScene.RemovePrim(so.RootPart.PhysActor);
1207 so.RootPart.PhysActor = null;
1208 }
1209
1210 so.AbsolutePosition = attachOffset;
1211 so.RootPart.AttachedPos = attachOffset;
1212 so.IsAttachment = true;
1213 so.RootPart.SetParentLocalId(avatar.LocalId);
1214 so.AttachmentPoint = attachmentpoint;
1215
1216 avatar.AddAttachment(this);
1217
1218 if (!silent)
1219 {
1220 // Killing it here will cause the client to deselect it
1221 // It then reappears on the avatar, deselected
1222 // through the full update below
1223 //
1224 if (IsSelected)
1225 {
1226 m_scene.SendKillObject(new List<uint> { m_rootPart.LocalId });
1227 }
1228
1229 IsSelected = false; // fudge....
1230 ScheduleGroupForFullUpdate();
1231 }
1232 }
1233 else
1234 {
1235 m_log.WarnFormat(
1236 "[SOG]: Tried to add attachment {0} to avatar with UUID {1} in region {2} but the avatar is not present",
1237 UUID, avatar.ControllingClient.AgentId, Scene.RegionInfo.RegionName);
1238 }
1239 }
1240
1241 public byte GetAttachmentPoint()
1242 {
1243 return m_rootPart.Shape.State;
1244 }
1245
1246 public void DetachToGround()
1247 {
1248 ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
1249 if (avatar == null)
1250 return;
1251
1252 avatar.RemoveAttachment(this);
1253
1254 Vector3 detachedpos = new Vector3(127f,127f,127f);
1255 if (avatar == null)
1256 return;
1257
1258 detachedpos = avatar.AbsolutePosition;
1259 RootPart.FromItemID = UUID.Zero;
1260
1261 AbsolutePosition = detachedpos;
1262 AttachedAvatar = UUID.Zero;
1263
1264 //SceneObjectPart[] parts = m_parts.GetArray();
1265 //for (int i = 0; i < parts.Length; i++)
1266 // parts[i].AttachedAvatar = UUID.Zero;
1267
1268 m_rootPart.SetParentLocalId(0);
1269 AttachmentPoint = (byte)0;
1270 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive);
1271 HasGroupChanged = true;
1272 RootPart.Rezzed = DateTime.Now;
1273 RootPart.RemFlag(PrimFlags.TemporaryOnRez);
1274 AttachToBackup();
1275 m_scene.EventManager.TriggerParcelPrimCountTainted();
1276 m_rootPart.ScheduleFullUpdate();
1277 m_rootPart.ClearUndoState();
1278 }
1279
1280 public void DetachToInventoryPrep()
1281 {
1282 ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
1283 //Vector3 detachedpos = new Vector3(127f, 127f, 127f);
1284 if (avatar != null)
1285 {
1286 //detachedpos = avatar.AbsolutePosition;
1287 avatar.RemoveAttachment(this);
1288 }
1289
1290 AttachedAvatar = UUID.Zero;
1291
1292 /*SceneObjectPart[] parts = m_parts.GetArray();
1293 for (int i = 0; i < parts.Length; i++)
1294 parts[i].AttachedAvatar = UUID.Zero;*/
1295
1296 m_rootPart.SetParentLocalId(0);
1297 //m_rootPart.SetAttachmentPoint((byte)0);
1298 IsAttachment = false;
1299 AbsolutePosition = m_rootPart.AttachedPos;
1300 //m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_scene.m_physicalPrim);
1301 //AttachToBackup();
1302 //m_rootPart.ScheduleFullUpdate();
1303 }
1304
1305 /// <summary>
991 /// 1306 ///
992 /// </summary> 1307 /// </summary>
993 /// <param name="part"></param> 1308 /// <param name="part"></param>
@@ -1037,7 +1352,10 @@ namespace OpenSim.Region.Framework.Scenes
1037 public void AddPart(SceneObjectPart part) 1352 public void AddPart(SceneObjectPart part)
1038 { 1353 {
1039 part.SetParent(this); 1354 part.SetParent(this);
1040 part.LinkNum = m_parts.Add(part.UUID, part); 1355 m_parts.Add(part.UUID, part);
1356
1357 part.LinkNum = m_parts.Count;
1358
1041 if (part.LinkNum == 2) 1359 if (part.LinkNum == 2)
1042 RootPart.LinkNum = 1; 1360 RootPart.LinkNum = 1;
1043 } 1361 }
@@ -1145,6 +1463,11 @@ namespace OpenSim.Region.Framework.Scenes
1145 /// <param name="silent">If true then deletion is not broadcast to clients</param> 1463 /// <param name="silent">If true then deletion is not broadcast to clients</param>
1146 public void DeleteGroupFromScene(bool silent) 1464 public void DeleteGroupFromScene(bool silent)
1147 { 1465 {
1466 // We need to keep track of this state in case this group is still queued for backup.
1467 IsDeleted = true;
1468
1469 DetachFromBackup();
1470
1148 SceneObjectPart[] parts = m_parts.GetArray(); 1471 SceneObjectPart[] parts = m_parts.GetArray();
1149 for (int i = 0; i < parts.Length; i++) 1472 for (int i = 0; i < parts.Length; i++)
1150 { 1473 {
@@ -1167,6 +1490,8 @@ namespace OpenSim.Region.Framework.Scenes
1167 } 1490 }
1168 }); 1491 });
1169 } 1492 }
1493
1494
1170 } 1495 }
1171 1496
1172 public void AddScriptLPS(int count) 1497 public void AddScriptLPS(int count)
@@ -1263,7 +1588,12 @@ namespace OpenSim.Region.Framework.Scenes
1263 1588
1264 public void SetOwnerId(UUID userId) 1589 public void SetOwnerId(UUID userId)
1265 { 1590 {
1266 ForEachPart(delegate(SceneObjectPart part) { part.OwnerID = userId; }); 1591 ForEachPart(delegate(SceneObjectPart part)
1592 {
1593
1594 part.OwnerID = userId;
1595
1596 });
1267 } 1597 }
1268 1598
1269 public void ForEachPart(Action<SceneObjectPart> whatToDo) 1599 public void ForEachPart(Action<SceneObjectPart> whatToDo)
@@ -1295,11 +1625,17 @@ namespace OpenSim.Region.Framework.Scenes
1295 return; 1625 return;
1296 } 1626 }
1297 1627
1628 if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0)
1629 return;
1630
1298 // Since this is the top of the section of call stack for backing up a particular scene object, don't let 1631 // Since this is the top of the section of call stack for backing up a particular scene object, don't let
1299 // any exception propogate upwards. 1632 // any exception propogate upwards.
1300 try 1633 try
1301 { 1634 {
1302 if (!m_scene.ShuttingDown) // if shutting down then there will be nothing to handle the return so leave till next restart 1635 if (!m_scene.ShuttingDown || // if shutting down then there will be nothing to handle the return so leave till next restart
1636 m_scene.LoginsDisabled || // We're starting up or doing maintenance, don't mess with things
1637 m_scene.LoadingPrims) // Land may not be valid yet
1638
1303 { 1639 {
1304 ILandObject parcel = m_scene.LandChannel.GetLandObject( 1640 ILandObject parcel = m_scene.LandChannel.GetLandObject(
1305 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); 1641 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y);
@@ -1326,6 +1662,7 @@ namespace OpenSim.Region.Framework.Scenes
1326 } 1662 }
1327 } 1663 }
1328 } 1664 }
1665
1329 } 1666 }
1330 1667
1331 if (m_scene.UseBackup && HasGroupChanged) 1668 if (m_scene.UseBackup && HasGroupChanged)
@@ -1333,6 +1670,20 @@ namespace OpenSim.Region.Framework.Scenes
1333 // don't backup while it's selected or you're asking for changes mid stream. 1670 // don't backup while it's selected or you're asking for changes mid stream.
1334 if (isTimeToPersist() || forcedBackup) 1671 if (isTimeToPersist() || forcedBackup)
1335 { 1672 {
1673 if (m_rootPart.PhysActor != null &&
1674 (!m_rootPart.PhysActor.IsPhysical))
1675 {
1676 // Possible ghost prim
1677 if (m_rootPart.PhysActor.Position != m_rootPart.GroupPosition)
1678 {
1679 foreach (SceneObjectPart part in m_parts.GetArray())
1680 {
1681 // Re-set physics actor positions and
1682 // orientations
1683 part.GroupPosition = m_rootPart.GroupPosition;
1684 }
1685 }
1686 }
1336// m_log.DebugFormat( 1687// m_log.DebugFormat(
1337// "[SCENE]: Storing {0}, {1} in {2}", 1688// "[SCENE]: Storing {0}, {1} in {2}",
1338// Name, UUID, m_scene.RegionInfo.RegionName); 1689// Name, UUID, m_scene.RegionInfo.RegionName);
@@ -1410,7 +1761,7 @@ namespace OpenSim.Region.Framework.Scenes
1410 // This is only necessary when userExposed is false! 1761 // This is only necessary when userExposed is false!
1411 1762
1412 bool previousAttachmentStatus = dupe.IsAttachment; 1763 bool previousAttachmentStatus = dupe.IsAttachment;
1413 1764
1414 if (!userExposed) 1765 if (!userExposed)
1415 dupe.IsAttachment = true; 1766 dupe.IsAttachment = true;
1416 1767
@@ -1428,11 +1779,11 @@ namespace OpenSim.Region.Framework.Scenes
1428 dupe.m_rootPart.TrimPermissions(); 1779 dupe.m_rootPart.TrimPermissions();
1429 1780
1430 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray()); 1781 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray());
1431 1782
1432 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) 1783 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
1433 { 1784 {
1434 return p1.LinkNum.CompareTo(p2.LinkNum); 1785 return p1.LinkNum.CompareTo(p2.LinkNum);
1435 } 1786 }
1436 ); 1787 );
1437 1788
1438 foreach (SceneObjectPart part in partList) 1789 foreach (SceneObjectPart part in partList)
@@ -1452,7 +1803,7 @@ namespace OpenSim.Region.Framework.Scenes
1452 if (part.PhysActor != null && userExposed) 1803 if (part.PhysActor != null && userExposed)
1453 { 1804 {
1454 PrimitiveBaseShape pbs = newPart.Shape; 1805 PrimitiveBaseShape pbs = newPart.Shape;
1455 1806
1456 newPart.PhysActor 1807 newPart.PhysActor
1457 = m_scene.PhysicsScene.AddPrimShape( 1808 = m_scene.PhysicsScene.AddPrimShape(
1458 string.Format("{0}/{1}", newPart.Name, newPart.UUID), 1809 string.Format("{0}/{1}", newPart.Name, newPart.UUID),
@@ -1462,11 +1813,11 @@ namespace OpenSim.Region.Framework.Scenes
1462 newPart.RotationOffset, 1813 newPart.RotationOffset,
1463 part.PhysActor.IsPhysical, 1814 part.PhysActor.IsPhysical,
1464 newPart.LocalId); 1815 newPart.LocalId);
1465 1816
1466 newPart.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true); 1817 newPart.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true);
1467 } 1818 }
1468 } 1819 }
1469 1820
1470 if (userExposed) 1821 if (userExposed)
1471 { 1822 {
1472 dupe.UpdateParentIDs(); 1823 dupe.UpdateParentIDs();
@@ -1581,6 +1932,7 @@ namespace OpenSim.Region.Framework.Scenes
1581 return Vector3.Zero; 1932 return Vector3.Zero;
1582 } 1933 }
1583 1934
1935 // This is used by both Double-Click Auto-Pilot and llMoveToTarget() in an attached object
1584 public void moveToTarget(Vector3 target, float tau) 1936 public void moveToTarget(Vector3 target, float tau)
1585 { 1937 {
1586 if (IsAttachment) 1938 if (IsAttachment)
@@ -1608,10 +1960,44 @@ namespace OpenSim.Region.Framework.Scenes
1608 RootPart.PhysActor.PIDActive = false; 1960 RootPart.PhysActor.PIDActive = false;
1609 } 1961 }
1610 1962
1963 public void rotLookAt(Quaternion target, float strength, float damping)
1964 {
1965 SceneObjectPart rootpart = m_rootPart;
1966 if (rootpart != null)
1967 {
1968 if (IsAttachment)
1969 {
1970 /*
1971 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
1972 if (avatar != null)
1973 {
1974 Rotate the Av?
1975 } */
1976 }
1977 else
1978 {
1979 if (rootpart.PhysActor != null)
1980 { // APID must be implemented in your physics system for this to function.
1981 rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W);
1982 rootpart.PhysActor.APIDStrength = strength;
1983 rootpart.PhysActor.APIDDamping = damping;
1984 rootpart.PhysActor.APIDActive = true;
1985 }
1986 }
1987 }
1988 }
1989
1611 public void stopLookAt() 1990 public void stopLookAt()
1612 { 1991 {
1613 if (RootPart.PhysActor != null) 1992 SceneObjectPart rootpart = m_rootPart;
1614 RootPart.PhysActor.APIDActive = false; 1993 if (rootpart != null)
1994 {
1995 if (rootpart.PhysActor != null)
1996 { // APID must be implemented in your physics system for this to function.
1997 rootpart.PhysActor.APIDActive = false;
1998 }
1999 }
2000
1615 } 2001 }
1616 2002
1617 /// <summary> 2003 /// <summary>
@@ -1669,6 +2055,8 @@ namespace OpenSim.Region.Framework.Scenes
1669 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) 2055 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
1670 { 2056 {
1671 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); 2057 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed);
2058 newPart.SetParent(this);
2059
1672 AddPart(newPart); 2060 AddPart(newPart);
1673 2061
1674 SetPartAsNonRoot(newPart); 2062 SetPartAsNonRoot(newPart);
@@ -1796,11 +2184,11 @@ namespace OpenSim.Region.Framework.Scenes
1796 /// Immediately send a full update for this scene object. 2184 /// Immediately send a full update for this scene object.
1797 /// </summary> 2185 /// </summary>
1798 public void SendGroupFullUpdate() 2186 public void SendGroupFullUpdate()
1799 { 2187 {
1800 if (IsDeleted) 2188 if (IsDeleted)
1801 return; 2189 return;
1802 2190
1803// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); 2191// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID);
1804 2192
1805 RootPart.SendFullUpdateToAllClients(); 2193 RootPart.SendFullUpdateToAllClients();
1806 2194
@@ -2001,7 +2389,7 @@ namespace OpenSim.Region.Framework.Scenes
2001 objectGroup.IsDeleted = true; 2389 objectGroup.IsDeleted = true;
2002 2390
2003 objectGroup.m_parts.Clear(); 2391 objectGroup.m_parts.Clear();
2004 2392
2005 // Can't do this yet since backup still makes use of the root part without any synchronization 2393 // Can't do this yet since backup still makes use of the root part without any synchronization
2006// objectGroup.m_rootPart = null; 2394// objectGroup.m_rootPart = null;
2007 2395
@@ -2135,6 +2523,7 @@ namespace OpenSim.Region.Framework.Scenes
2135 /// <param name="objectGroup"></param> 2523 /// <param name="objectGroup"></param>
2136 public virtual void DetachFromBackup() 2524 public virtual void DetachFromBackup()
2137 { 2525 {
2526 m_scene.SceneGraph.FireDetachFromBackup(this);
2138 if (m_isBackedUp && Scene != null) 2527 if (m_isBackedUp && Scene != null)
2139 m_scene.EventManager.OnBackup -= ProcessBackup; 2528 m_scene.EventManager.OnBackup -= ProcessBackup;
2140 2529
@@ -2153,7 +2542,8 @@ namespace OpenSim.Region.Framework.Scenes
2153 2542
2154 axPos *= parentRot; 2543 axPos *= parentRot;
2155 part.OffsetPosition = axPos; 2544 part.OffsetPosition = axPos;
2156 part.GroupPosition = oldGroupPosition + part.OffsetPosition; 2545 Vector3 newPos = oldGroupPosition + part.OffsetPosition;
2546 part.GroupPosition = newPos;
2157 part.OffsetPosition = Vector3.Zero; 2547 part.OffsetPosition = Vector3.Zero;
2158 part.RotationOffset = worldRot; 2548 part.RotationOffset = worldRot;
2159 2549
@@ -2164,7 +2554,7 @@ namespace OpenSim.Region.Framework.Scenes
2164 2554
2165 part.LinkNum = linkNum; 2555 part.LinkNum = linkNum;
2166 2556
2167 part.OffsetPosition = part.GroupPosition - AbsolutePosition; 2557 part.OffsetPosition = newPos - AbsolutePosition;
2168 2558
2169 Quaternion rootRotation = m_rootPart.RotationOffset; 2559 Quaternion rootRotation = m_rootPart.RotationOffset;
2170 2560
@@ -2174,7 +2564,7 @@ namespace OpenSim.Region.Framework.Scenes
2174 2564
2175 parentRot = m_rootPart.RotationOffset; 2565 parentRot = m_rootPart.RotationOffset;
2176 oldRot = part.RotationOffset; 2566 oldRot = part.RotationOffset;
2177 Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot; 2567 Quaternion newRot = Quaternion.Inverse(parentRot) * worldRot;
2178 part.RotationOffset = newRot; 2568 part.RotationOffset = newRot;
2179 } 2569 }
2180 2570
@@ -2421,8 +2811,12 @@ namespace OpenSim.Region.Framework.Scenes
2421 } 2811 }
2422 } 2812 }
2423 2813
2814 RootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect);
2424 for (int i = 0; i < parts.Length; i++) 2815 for (int i = 0; i < parts.Length; i++)
2425 parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect); 2816 {
2817 if (parts[i] != RootPart)
2818 parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect);
2819 }
2426 } 2820 }
2427 } 2821 }
2428 2822
@@ -2435,6 +2829,17 @@ namespace OpenSim.Region.Framework.Scenes
2435 } 2829 }
2436 } 2830 }
2437 2831
2832
2833
2834 /// <summary>
2835 /// Gets the number of parts
2836 /// </summary>
2837 /// <returns></returns>
2838 public int GetPartCount()
2839 {
2840 return Parts.Count();
2841 }
2842
2438 /// <summary> 2843 /// <summary>
2439 /// Update the texture entry for this part 2844 /// Update the texture entry for this part
2440 /// </summary> 2845 /// </summary>
@@ -2496,7 +2901,6 @@ namespace OpenSim.Region.Framework.Scenes
2496 { 2901 {
2497// m_log.DebugFormat( 2902// m_log.DebugFormat(
2498// "[SCENE OBJECT GROUP]: Group resizing {0} {1} from {2} to {3}", Name, LocalId, RootPart.Scale, scale); 2903// "[SCENE OBJECT GROUP]: Group resizing {0} {1} from {2} to {3}", Name, LocalId, RootPart.Scale, scale);
2499
2500 RootPart.StoreUndoState(true); 2904 RootPart.StoreUndoState(true);
2501 2905
2502 scale.X = Math.Min(scale.X, Scene.m_maxNonphys); 2906 scale.X = Math.Min(scale.X, Scene.m_maxNonphys);
@@ -2597,7 +3001,6 @@ namespace OpenSim.Region.Framework.Scenes
2597 prevScale.X *= x; 3001 prevScale.X *= x;
2598 prevScale.Y *= y; 3002 prevScale.Y *= y;
2599 prevScale.Z *= z; 3003 prevScale.Z *= z;
2600
2601// RootPart.IgnoreUndoUpdate = true; 3004// RootPart.IgnoreUndoUpdate = true;
2602 RootPart.Resize(prevScale); 3005 RootPart.Resize(prevScale);
2603// RootPart.IgnoreUndoUpdate = false; 3006// RootPart.IgnoreUndoUpdate = false;
@@ -2628,7 +3031,9 @@ namespace OpenSim.Region.Framework.Scenes
2628 } 3031 }
2629 3032
2630// obPart.IgnoreUndoUpdate = false; 3033// obPart.IgnoreUndoUpdate = false;
2631// obPart.StoreUndoState(); 3034 HasGroupChanged = true;
3035 m_rootPart.TriggerScriptChangedEvent(Changed.SCALE);
3036 ScheduleGroupForTerseUpdate();
2632 } 3037 }
2633 3038
2634// m_log.DebugFormat( 3039// m_log.DebugFormat(
@@ -2688,9 +3093,9 @@ namespace OpenSim.Region.Framework.Scenes
2688 { 3093 {
2689 SceneObjectPart part = GetChildPart(localID); 3094 SceneObjectPart part = GetChildPart(localID);
2690 3095
2691// SceneObjectPart[] parts = m_parts.GetArray(); 3096 SceneObjectPart[] parts = m_parts.GetArray();
2692// for (int i = 0; i < parts.Length; i++) 3097 for (int i = 0; i < parts.Length; i++)
2693// parts[i].StoreUndoState(); 3098 parts[i].StoreUndoState();
2694 3099
2695 if (part != null) 3100 if (part != null)
2696 { 3101 {
@@ -2746,10 +3151,27 @@ namespace OpenSim.Region.Framework.Scenes
2746 obPart.OffsetPosition = obPart.OffsetPosition + diff; 3151 obPart.OffsetPosition = obPart.OffsetPosition + diff;
2747 } 3152 }
2748 3153
2749 AbsolutePosition = newPos; 3154 //We have to set undoing here because otherwise an undo state will be saved
3155 if (!m_rootPart.Undoing)
3156 {
3157 m_rootPart.Undoing = true;
3158 AbsolutePosition = newPos;
3159 m_rootPart.Undoing = false;
3160 }
3161 else
3162 {
3163 AbsolutePosition = newPos;
3164 }
2750 3165
2751 HasGroupChanged = true; 3166 HasGroupChanged = true;
2752 ScheduleGroupForTerseUpdate(); 3167 if (m_rootPart.Undoing)
3168 {
3169 ScheduleGroupForFullUpdate();
3170 }
3171 else
3172 {
3173 ScheduleGroupForTerseUpdate();
3174 }
2753 } 3175 }
2754 3176
2755 #endregion 3177 #endregion
@@ -2826,10 +3248,7 @@ namespace OpenSim.Region.Framework.Scenes
2826 public void UpdateSingleRotation(Quaternion rot, uint localID) 3248 public void UpdateSingleRotation(Quaternion rot, uint localID)
2827 { 3249 {
2828 SceneObjectPart part = GetChildPart(localID); 3250 SceneObjectPart part = GetChildPart(localID);
2829
2830 SceneObjectPart[] parts = m_parts.GetArray(); 3251 SceneObjectPart[] parts = m_parts.GetArray();
2831 for (int i = 0; i < parts.Length; i++)
2832 parts[i].StoreUndoState();
2833 3252
2834 if (part != null) 3253 if (part != null)
2835 { 3254 {
@@ -2867,7 +3286,16 @@ namespace OpenSim.Region.Framework.Scenes
2867 if (part.UUID == m_rootPart.UUID) 3286 if (part.UUID == m_rootPart.UUID)
2868 { 3287 {
2869 UpdateRootRotation(rot); 3288 UpdateRootRotation(rot);
2870 AbsolutePosition = pos; 3289 if (!m_rootPart.Undoing)
3290 {
3291 m_rootPart.Undoing = true;
3292 AbsolutePosition = pos;
3293 m_rootPart.Undoing = false;
3294 }
3295 else
3296 {
3297 AbsolutePosition = pos;
3298 }
2871 } 3299 }
2872 else 3300 else
2873 { 3301 {
@@ -2891,9 +3319,10 @@ namespace OpenSim.Region.Framework.Scenes
2891 3319
2892 Quaternion axRot = rot; 3320 Quaternion axRot = rot;
2893 Quaternion oldParentRot = m_rootPart.RotationOffset; 3321 Quaternion oldParentRot = m_rootPart.RotationOffset;
2894
2895 m_rootPart.StoreUndoState(); 3322 m_rootPart.StoreUndoState();
2896 m_rootPart.UpdateRotation(rot); 3323
3324 //Don't use UpdateRotation because it schedules an update prematurely
3325 m_rootPart.RotationOffset = rot;
2897 if (m_rootPart.PhysActor != null) 3326 if (m_rootPart.PhysActor != null)
2898 { 3327 {
2899 m_rootPart.PhysActor.Orientation = m_rootPart.RotationOffset; 3328 m_rootPart.PhysActor.Orientation = m_rootPart.RotationOffset;
@@ -2907,15 +3336,17 @@ namespace OpenSim.Region.Framework.Scenes
2907 if (prim.UUID != m_rootPart.UUID) 3336 if (prim.UUID != m_rootPart.UUID)
2908 { 3337 {
2909 prim.IgnoreUndoUpdate = true; 3338 prim.IgnoreUndoUpdate = true;
3339
3340 Quaternion NewRot = oldParentRot * prim.RotationOffset;
3341 NewRot = Quaternion.Inverse(axRot) * NewRot;
3342 prim.RotationOffset = NewRot;
3343
2910 Vector3 axPos = prim.OffsetPosition; 3344 Vector3 axPos = prim.OffsetPosition;
3345
2911 axPos *= oldParentRot; 3346 axPos *= oldParentRot;
2912 axPos *= Quaternion.Inverse(axRot); 3347 axPos *= Quaternion.Inverse(axRot);
2913 prim.OffsetPosition = axPos; 3348 prim.OffsetPosition = axPos;
2914 Quaternion primsRot = prim.RotationOffset; 3349
2915 Quaternion newRot = oldParentRot * primsRot;
2916 newRot = Quaternion.Inverse(axRot) * newRot;
2917 prim.RotationOffset = newRot;
2918 prim.ScheduleTerseUpdate();
2919 prim.IgnoreUndoUpdate = false; 3350 prim.IgnoreUndoUpdate = false;
2920 } 3351 }
2921 } 3352 }
@@ -2929,8 +3360,8 @@ namespace OpenSim.Region.Framework.Scenes
2929//// childpart.StoreUndoState(); 3360//// childpart.StoreUndoState();
2930// } 3361// }
2931// } 3362// }
2932 3363 HasGroupChanged = true;
2933 m_rootPart.ScheduleTerseUpdate(); 3364 ScheduleGroupForFullUpdate();
2934 3365
2935// m_log.DebugFormat( 3366// m_log.DebugFormat(
2936// "[SCENE OBJECT GROUP]: Updated root rotation of {0} {1} to {2}", 3367// "[SCENE OBJECT GROUP]: Updated root rotation of {0} {1} to {2}",
@@ -3158,7 +3589,6 @@ namespace OpenSim.Region.Framework.Scenes
3158 public float GetMass() 3589 public float GetMass()
3159 { 3590 {
3160 float retmass = 0f; 3591 float retmass = 0f;
3161
3162 SceneObjectPart[] parts = m_parts.GetArray(); 3592 SceneObjectPart[] parts = m_parts.GetArray();
3163 for (int i = 0; i < parts.Length; i++) 3593 for (int i = 0; i < parts.Length; i++)
3164 retmass += parts[i].GetMass(); 3594 retmass += parts[i].GetMass();
@@ -3252,6 +3682,14 @@ namespace OpenSim.Region.Framework.Scenes
3252 SetFromItemID(uuid); 3682 SetFromItemID(uuid);
3253 } 3683 }
3254 3684
3685 public void ResetOwnerChangeFlag()
3686 {
3687 ForEachPart(delegate(SceneObjectPart part)
3688 {
3689 part.ResetOwnerChangeFlag();
3690 });
3691 }
3692
3255 #endregion 3693 #endregion
3256 } 3694 }
3257} 3695}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index c8b39a4..428fe1c 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.
@@ -184,6 +185,15 @@ namespace OpenSim.Region.Framework.Scenes
184 185
185 public UUID FromFolderID; 186 public UUID FromFolderID;
186 187
188 // The following two are to hold the attachment data
189 // while an object is inworld
190 [XmlIgnore]
191 public byte AttachPoint = 0;
192
193 [XmlIgnore]
194 public Vector3 AttachOffset = Vector3.Zero;
195
196 [XmlIgnore]
187 public int STATUS_ROTATE_X; 197 public int STATUS_ROTATE_X;
188 198
189 public int STATUS_ROTATE_Y; 199 public int STATUS_ROTATE_Y;
@@ -210,8 +220,7 @@ namespace OpenSim.Region.Framework.Scenes
210 220
211 public Vector3 RotationAxis = Vector3.One; 221 public Vector3 RotationAxis = Vector3.One;
212 222
213 public bool VolumeDetectActive; // XmlIgnore set to avoid problems with persistance until I come to care for this 223 public bool VolumeDetectActive;
214 // Certainly this must be a persistant setting finally
215 224
216 public bool IsWaitingForFirstSpinUpdatePacket; 225 public bool IsWaitingForFirstSpinUpdatePacket;
217 226
@@ -252,6 +261,7 @@ namespace OpenSim.Region.Framework.Scenes
252 private Quaternion m_sitTargetOrientation = Quaternion.Identity; 261 private Quaternion m_sitTargetOrientation = Quaternion.Identity;
253 private Vector3 m_sitTargetPosition; 262 private Vector3 m_sitTargetPosition;
254 private string m_sitAnimation = "SIT"; 263 private string m_sitAnimation = "SIT";
264 private bool m_occupied; // KF if any av is sitting on this prim
255 private string m_text = String.Empty; 265 private string m_text = String.Empty;
256 private string m_touchName = String.Empty; 266 private string m_touchName = String.Empty;
257 private readonly Stack<UndoState> m_undo = new Stack<UndoState>(5); 267 private readonly Stack<UndoState> m_undo = new Stack<UndoState>(5);
@@ -286,6 +296,7 @@ namespace OpenSim.Region.Framework.Scenes
286 protected Vector3 m_lastAcceleration; 296 protected Vector3 m_lastAcceleration;
287 protected Vector3 m_lastAngularVelocity; 297 protected Vector3 m_lastAngularVelocity;
288 protected int m_lastTerseSent; 298 protected int m_lastTerseSent;
299 protected float m_buoyancy = 0.0f;
289 300
290 /// <summary> 301 /// <summary>
291 /// Stores media texture data 302 /// Stores media texture data
@@ -341,7 +352,7 @@ namespace OpenSim.Region.Framework.Scenes
341 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, 352 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition,
342 Quaternion rotationOffset, Vector3 offsetPosition) : this() 353 Quaternion rotationOffset, Vector3 offsetPosition) : this()
343 { 354 {
344 m_name = "Primitive"; 355 m_name = "Object";
345 356
346 CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed); 357 CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed);
347 LastOwnerID = CreatorID = OwnerID = ownerID; 358 LastOwnerID = CreatorID = OwnerID = ownerID;
@@ -381,7 +392,7 @@ namespace OpenSim.Region.Framework.Scenes
381 private uint _ownerMask = (uint)PermissionMask.All; 392 private uint _ownerMask = (uint)PermissionMask.All;
382 private uint _groupMask = (uint)PermissionMask.None; 393 private uint _groupMask = (uint)PermissionMask.None;
383 private uint _everyoneMask = (uint)PermissionMask.None; 394 private uint _everyoneMask = (uint)PermissionMask.None;
384 private uint _nextOwnerMask = (uint)PermissionMask.All; 395 private uint _nextOwnerMask = (uint)(PermissionMask.Move | PermissionMask.Modify | PermissionMask.Transfer);
385 private PrimFlags _flags = PrimFlags.None; 396 private PrimFlags _flags = PrimFlags.None;
386 private DateTime m_expires; 397 private DateTime m_expires;
387 private DateTime m_rezzed; 398 private DateTime m_rezzed;
@@ -475,12 +486,16 @@ namespace OpenSim.Region.Framework.Scenes
475 } 486 }
476 487
477 /// <value> 488 /// <value>
478 /// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes 489 /// Get the inventory list
479 /// </value> 490 /// </value>
480 public TaskInventoryDictionary TaskInventory 491 public TaskInventoryDictionary TaskInventory
481 { 492 {
482 get { return m_inventory.Items; } 493 get {
483 set { m_inventory.Items = value; } 494 return m_inventory.Items;
495 }
496 set {
497 m_inventory.Items = value;
498 }
484 } 499 }
485 500
486 /// <summary> 501 /// <summary>
@@ -625,14 +640,12 @@ namespace OpenSim.Region.Framework.Scenes
625 set { m_LoopSoundSlavePrims = value; } 640 set { m_LoopSoundSlavePrims = value; }
626 } 641 }
627 642
628
629 public Byte[] TextureAnimation 643 public Byte[] TextureAnimation
630 { 644 {
631 get { return m_TextureAnimation; } 645 get { return m_TextureAnimation; }
632 set { m_TextureAnimation = value; } 646 set { m_TextureAnimation = value; }
633 } 647 }
634 648
635
636 public Byte[] ParticleSystem 649 public Byte[] ParticleSystem
637 { 650 {
638 get { return m_particleSystem; } 651 get { return m_particleSystem; }
@@ -669,9 +682,11 @@ namespace OpenSim.Region.Framework.Scenes
669 { 682 {
670 // If this is a linkset, we don't want the physics engine mucking up our group position here. 683 // If this is a linkset, we don't want the physics engine mucking up our group position here.
671 PhysicsActor actor = PhysActor; 684 PhysicsActor actor = PhysActor;
672 if (actor != null && ParentID == 0) 685 if (ParentID == 0)
673 { 686 {
674 m_groupPosition = actor.Position; 687 if (actor != null)
688 m_groupPosition = actor.Position;
689 return m_groupPosition;
675 } 690 }
676 691
677 if (ParentGroup.IsAttachment) 692 if (ParentGroup.IsAttachment)
@@ -681,12 +696,14 @@ namespace OpenSim.Region.Framework.Scenes
681 return sp.AbsolutePosition; 696 return sp.AbsolutePosition;
682 } 697 }
683 698
699 // use root prim's group position. Physics may have updated it
700 if (ParentGroup.RootPart != this)
701 m_groupPosition = ParentGroup.RootPart.GroupPosition;
684 return m_groupPosition; 702 return m_groupPosition;
685 } 703 }
686 set 704 set
687 { 705 {
688 m_groupPosition = value; 706 m_groupPosition = value;
689
690 PhysicsActor actor = PhysActor; 707 PhysicsActor actor = PhysActor;
691 if (actor != null) 708 if (actor != null)
692 { 709 {
@@ -712,16 +729,6 @@ namespace OpenSim.Region.Framework.Scenes
712 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message); 729 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message);
713 } 730 }
714 } 731 }
715
716 // TODO if we decide to do sitting in a more SL compatible way (multiple avatars per prim), this has to be fixed, too
717 if (SitTargetAvatar != UUID.Zero)
718 {
719 ScenePresence avatar;
720 if (ParentGroup.Scene.TryGetScenePresence(SitTargetAvatar, out avatar))
721 {
722 avatar.ParentPosition = GetWorldPosition();
723 }
724 }
725 } 732 }
726 } 733 }
727 734
@@ -730,7 +737,7 @@ namespace OpenSim.Region.Framework.Scenes
730 get { return m_offsetPosition; } 737 get { return m_offsetPosition; }
731 set 738 set
732 { 739 {
733// StoreUndoState(); 740 Vector3 oldpos = m_offsetPosition;
734 m_offsetPosition = value; 741 m_offsetPosition = value;
735 742
736 if (ParentGroup != null && !ParentGroup.IsDeleted) 743 if (ParentGroup != null && !ParentGroup.IsDeleted)
@@ -745,7 +752,22 @@ namespace OpenSim.Region.Framework.Scenes
745 if (ParentGroup.Scene != null) 752 if (ParentGroup.Scene != null)
746 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 753 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
747 } 754 }
755
756 if (!m_parentGroup.m_dupeInProgress)
757 {
758 List<ScenePresence> avs = ParentGroup.GetLinkedAvatars();
759 foreach (ScenePresence av in avs)
760 {
761 if (av.ParentID == m_localId)
762 {
763 Vector3 offset = (m_offsetPosition - oldpos);
764 av.AbsolutePosition += offset;
765 av.SendAvatarDataToAllAgents();
766 }
767 }
768 }
748 } 769 }
770 TriggerScriptChangedEvent(Changed.POSITION);
749 } 771 }
750 } 772 }
751 773
@@ -894,7 +916,16 @@ namespace OpenSim.Region.Framework.Scenes
894 /// <summary></summary> 916 /// <summary></summary>
895 public Vector3 Acceleration 917 public Vector3 Acceleration
896 { 918 {
897 get { return m_acceleration; } 919 get
920 {
921 PhysicsActor actor = PhysActor;
922 if (actor != null)
923 {
924 m_acceleration = actor.Acceleration;
925 }
926 return m_acceleration;
927 }
928
898 set { m_acceleration = value; } 929 set { m_acceleration = value; }
899 } 930 }
900 931
@@ -1049,10 +1080,7 @@ namespace OpenSim.Region.Framework.Scenes
1049 { 1080 {
1050 get 1081 get
1051 { 1082 {
1052 if (ParentGroup.IsAttachment) 1083 return GroupPosition + (m_offsetPosition * ParentGroup.RootPart.RotationOffset);
1053 return GroupPosition;
1054
1055 return m_offsetPosition + m_groupPosition;
1056 } 1084 }
1057 } 1085 }
1058 1086
@@ -1222,6 +1250,13 @@ namespace OpenSim.Region.Framework.Scenes
1222 _flags = value; 1250 _flags = value;
1223 } 1251 }
1224 } 1252 }
1253
1254 [XmlIgnore]
1255 public bool IsOccupied // KF If an av is sittingon this prim
1256 {
1257 get { return m_occupied; }
1258 set { m_occupied = value; }
1259 }
1225 1260
1226 /// <summary> 1261 /// <summary>
1227 /// ID of the avatar that is sat on us. If there is no such avatar then is UUID.Zero 1262 /// ID of the avatar that is sat on us. If there is no such avatar then is UUID.Zero
@@ -1281,6 +1316,19 @@ namespace OpenSim.Region.Framework.Scenes
1281 set { m_collisionSoundVolume = value; } 1316 set { m_collisionSoundVolume = value; }
1282 } 1317 }
1283 1318
1319 public float Buoyancy
1320 {
1321 get { return m_buoyancy; }
1322 set
1323 {
1324 m_buoyancy = value;
1325 if (PhysActor != null)
1326 {
1327 PhysActor.Buoyancy = value;
1328 }
1329 }
1330 }
1331
1284 #endregion Public Properties with only Get 1332 #endregion Public Properties with only Get
1285 1333
1286 private uint ApplyMask(uint val, bool set, uint mask) 1334 private uint ApplyMask(uint val, bool set, uint mask)
@@ -1602,6 +1650,9 @@ namespace OpenSim.Region.Framework.Scenes
1602 1650
1603 // Move afterwards ResetIDs as it clears the localID 1651 // Move afterwards ResetIDs as it clears the localID
1604 dupe.LocalId = localID; 1652 dupe.LocalId = localID;
1653 if(dupe.PhysActor != null)
1654 dupe.PhysActor.LocalID = localID;
1655
1605 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated. 1656 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated.
1606 dupe.LastOwnerID = OwnerID; 1657 dupe.LastOwnerID = OwnerID;
1607 1658
@@ -1963,19 +2014,17 @@ namespace OpenSim.Region.Framework.Scenes
1963 public Vector3 GetWorldPosition() 2014 public Vector3 GetWorldPosition()
1964 { 2015 {
1965 Quaternion parentRot = ParentGroup.RootPart.RotationOffset; 2016 Quaternion parentRot = ParentGroup.RootPart.RotationOffset;
1966
1967 Vector3 axPos = OffsetPosition; 2017 Vector3 axPos = OffsetPosition;
1968
1969 axPos *= parentRot; 2018 axPos *= parentRot;
1970 Vector3 translationOffsetPosition = axPos; 2019 Vector3 translationOffsetPosition = axPos;
1971 2020 if(_parentID == 0)
1972// m_log.DebugFormat("[SCENE OBJECT PART]: Found group pos {0} for part {1}", GroupPosition, Name); 2021 {
1973 2022 return GroupPosition;
1974 Vector3 worldPos = GroupPosition + translationOffsetPosition; 2023 }
1975 2024 else
1976// m_log.DebugFormat("[SCENE OBJECT PART]: Found world pos {0} for part {1}", worldPos, Name); 2025 {
1977 2026 return ParentGroup.AbsolutePosition + translationOffsetPosition; //KF: Fix child prim position
1978 return worldPos; 2027 }
1979 } 2028 }
1980 2029
1981 /// <summary> 2030 /// <summary>
@@ -2613,17 +2662,18 @@ namespace OpenSim.Region.Framework.Scenes
2613 //Trys to fetch sound id from prim's inventory. 2662 //Trys to fetch sound id from prim's inventory.
2614 //Prim's inventory doesn't support non script items yet 2663 //Prim's inventory doesn't support non script items yet
2615 2664
2616 lock (TaskInventory) 2665 TaskInventory.LockItemsForRead(true);
2666
2667 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
2617 { 2668 {
2618 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 2669 if (item.Value.Name == sound)
2619 { 2670 {
2620 if (item.Value.Name == sound) 2671 soundID = item.Value.ItemID;
2621 { 2672 break;
2622 soundID = item.Value.ItemID;
2623 break;
2624 }
2625 } 2673 }
2626 } 2674 }
2675
2676 TaskInventory.LockItemsForRead(false);
2627 } 2677 }
2628 2678
2629 ParentGroup.Scene.ForEachRootScenePresence(delegate(ScenePresence sp) 2679 ParentGroup.Scene.ForEachRootScenePresence(delegate(ScenePresence sp)
@@ -2706,7 +2756,7 @@ namespace OpenSim.Region.Framework.Scenes
2706 2756
2707 public void RotLookAt(Quaternion target, float strength, float damping) 2757 public void RotLookAt(Quaternion target, float strength, float damping)
2708 { 2758 {
2709 rotLookAt(target, strength, damping); 2759 m_parentGroup.rotLookAt(target, strength, damping); // This calls method in SceneObjectGroup.
2710 } 2760 }
2711 2761
2712 public void rotLookAt(Quaternion target, float strength, float damping) 2762 public void rotLookAt(Quaternion target, float strength, float damping)
@@ -2942,8 +2992,8 @@ namespace OpenSim.Region.Framework.Scenes
2942 { 2992 {
2943 const float ROTATION_TOLERANCE = 0.01f; 2993 const float ROTATION_TOLERANCE = 0.01f;
2944 const float VELOCITY_TOLERANCE = 0.001f; 2994 const float VELOCITY_TOLERANCE = 0.001f;
2945 const float POSITION_TOLERANCE = 0.05f; 2995 const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary
2946 const int TIME_MS_TOLERANCE = 3000; 2996 const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds.
2947 2997
2948 switch (UpdateFlag) 2998 switch (UpdateFlag)
2949 { 2999 {
@@ -3007,17 +3057,16 @@ namespace OpenSim.Region.Framework.Scenes
3007 if (!UUID.TryParse(sound, out soundID)) 3057 if (!UUID.TryParse(sound, out soundID))
3008 { 3058 {
3009 // search sound file from inventory 3059 // search sound file from inventory
3010 lock (TaskInventory) 3060 TaskInventory.LockItemsForRead(true);
3061 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
3011 { 3062 {
3012 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 3063 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound)
3013 { 3064 {
3014 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound) 3065 soundID = item.Value.ItemID;
3015 { 3066 break;
3016 soundID = item.Value.ItemID;
3017 break;
3018 }
3019 } 3067 }
3020 } 3068 }
3069 TaskInventory.LockItemsForRead(false);
3021 } 3070 }
3022 3071
3023 if (soundID == UUID.Zero) 3072 if (soundID == UUID.Zero)
@@ -3486,10 +3535,10 @@ namespace OpenSim.Region.Framework.Scenes
3486 // TODO: May need to fix for group comparison 3535 // TODO: May need to fix for group comparison
3487 if (last.Compare(this)) 3536 if (last.Compare(this))
3488 { 3537 {
3489 // m_log.DebugFormat( 3538 // m_log.DebugFormat(
3490 // "[SCENE OBJECT PART]: Not storing undo for {0} {1} since current state is same as last undo state, initial stack size {2}", 3539 // "[SCENE OBJECT PART]: Not storing undo for {0} {1} since current state is same as last undo state, initial stack size {2}",
3491 // Name, LocalId, m_undo.Count); 3540 // Name, LocalId, m_undo.Count);
3492 3541
3493 return; 3542 return;
3494 } 3543 }
3495 } 3544 }
@@ -3502,29 +3551,29 @@ namespace OpenSim.Region.Framework.Scenes
3502 if (ParentGroup.GetSceneMaxUndo() > 0) 3551 if (ParentGroup.GetSceneMaxUndo() > 0)
3503 { 3552 {
3504 UndoState nUndo = new UndoState(this, forGroup); 3553 UndoState nUndo = new UndoState(this, forGroup);
3505 3554
3506 m_undo.Push(nUndo); 3555 m_undo.Push(nUndo);
3507 3556
3508 if (m_redo.Count > 0) 3557 if (m_redo.Count > 0)
3509 m_redo.Clear(); 3558 m_redo.Clear();
3510 3559
3511 // m_log.DebugFormat( 3560 // m_log.DebugFormat(
3512 // "[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}", 3561 // "[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}",
3513 // Name, LocalId, forGroup, m_undo.Count); 3562 // Name, LocalId, forGroup, m_undo.Count);
3514 } 3563 }
3515 } 3564 }
3516 } 3565 }
3517 } 3566 }
3518// else 3567 // else
3519// { 3568 // {
3520// m_log.DebugFormat("[SCENE OBJECT PART]: Ignoring undo store for {0} {1}", Name, LocalId); 3569 // m_log.DebugFormat("[SCENE OBJECT PART]: Ignoring undo store for {0} {1}", Name, LocalId);
3521// } 3570 // }
3522 } 3571 }
3523// else 3572 // else
3524// { 3573 // {
3525// m_log.DebugFormat( 3574 // m_log.DebugFormat(
3526// "[SCENE OBJECT PART]: Ignoring undo store for {0} {1} since already undoing", Name, LocalId); 3575 // "[SCENE OBJECT PART]: Ignoring undo store for {0} {1} since already undoing", Name, LocalId);
3527// } 3576 // }
3528 } 3577 }
3529 3578
3530 /// <summary> 3579 /// <summary>
@@ -4255,6 +4304,9 @@ namespace OpenSim.Region.Framework.Scenes
4255 bool wasPhantom = ((Flags & PrimFlags.Phantom) != 0); 4304 bool wasPhantom = ((Flags & PrimFlags.Phantom) != 0);
4256 bool wasVD = VolumeDetectActive; 4305 bool wasVD = VolumeDetectActive;
4257 4306
4307// m_log.DebugFormat("[SOP]: Old states: phys: {0} temp: {1} phan: {2} vd: {3}", wasUsingPhysics, wasTemporary, wasPhantom, wasVD);
4308// m_log.DebugFormat("[SOP]: New states: phys: {0} temp: {1} phan: {2} vd: {3}", UsePhysics, SetTemporary, SetPhantom, SetVD);
4309
4258 if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD)) 4310 if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD))
4259 return; 4311 return;
4260 4312
@@ -4284,6 +4336,11 @@ namespace OpenSim.Region.Framework.Scenes
4284 SetPhantom = false; 4336 SetPhantom = false;
4285 } 4337 }
4286 } 4338 }
4339 else if (wasVD)
4340 {
4341 // Correspondingly, if VD is turned off, also turn off phantom
4342 SetPhantom = false;
4343 }
4287 4344
4288 if (UsePhysics && IsJoint()) 4345 if (UsePhysics && IsJoint())
4289 { 4346 {
@@ -4778,5 +4835,17 @@ namespace OpenSim.Region.Framework.Scenes
4778 Color color = Color; 4835 Color color = Color;
4779 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); 4836 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A));
4780 } 4837 }
4838
4839 public void ResetOwnerChangeFlag()
4840 {
4841 List<UUID> inv = Inventory.GetInventoryList();
4842
4843 foreach (UUID itemID in inv)
4844 {
4845 TaskInventoryItem item = Inventory.GetInventoryItem(itemID);
4846 item.OwnerChanged = false;
4847 Inventory.UpdateInventoryItem(item, false, false);
4848 }
4849 }
4781 } 4850 }
4782} 4851}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
index daddb90..2335ad5 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>
@@ -163,12 +176,11 @@ 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 m_items.LockItemsForWrite(true);
180 if (0 == Items.Count)
167 { 181 {
168 if (0 == Items.Count) 182 m_items.LockItemsForWrite(false);
169 { 183 return;
170 return;
171 }
172 } 184 }
173 185
174 HasInventoryChanged = true; 186 HasInventoryChanged = true;
@@ -184,6 +196,7 @@ namespace OpenSim.Region.Framework.Scenes
184 item.PermsGranter = UUID.Zero; 196 item.PermsGranter = UUID.Zero;
185 item.OwnerChanged = true; 197 item.OwnerChanged = true;
186 } 198 }
199 m_items.LockItemsForWrite(false);
187 } 200 }
188 201
189 /// <summary> 202 /// <summary>
@@ -192,12 +205,11 @@ namespace OpenSim.Region.Framework.Scenes
192 /// <param name="groupID"></param> 205 /// <param name="groupID"></param>
193 public void ChangeInventoryGroup(UUID groupID) 206 public void ChangeInventoryGroup(UUID groupID)
194 { 207 {
195 lock (Items) 208 m_items.LockItemsForWrite(true);
209 if (0 == Items.Count)
196 { 210 {
197 if (0 == Items.Count) 211 m_items.LockItemsForWrite(false);
198 { 212 return;
199 return;
200 }
201 } 213 }
202 214
203 // Don't let this set the HasGroupChanged flag for attachments 215 // Don't let this set the HasGroupChanged flag for attachments
@@ -209,12 +221,45 @@ namespace OpenSim.Region.Framework.Scenes
209 m_part.ParentGroup.HasGroupChanged = true; 221 m_part.ParentGroup.HasGroupChanged = true;
210 } 222 }
211 223
212 List<TaskInventoryItem> items = GetInventoryItems(); 224 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
213 foreach (TaskInventoryItem item in items) 225 foreach (TaskInventoryItem item in items)
214 { 226 {
215 if (groupID != item.GroupID) 227 if (groupID != item.GroupID)
228 {
216 item.GroupID = groupID; 229 item.GroupID = groupID;
230 }
231 }
232 m_items.LockItemsForWrite(false);
233 }
234
235 private void QueryScriptStates()
236 {
237 if (m_part == null || m_part.ParentGroup == null)
238 return;
239
240 IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces<IScriptModule>();
241 if (engines == null) // No engine at all
242 return;
243
244 Items.LockItemsForRead(true);
245 foreach (TaskInventoryItem item in Items.Values)
246 {
247 if (item.InvType == (int)InventoryType.LSL)
248 {
249 foreach (IScriptModule e in engines)
250 {
251 bool running;
252
253 if (e.HasScript(item.ItemID, out running))
254 {
255 item.ScriptRunning = running;
256 break;
257 }
258 }
259 }
217 } 260 }
261
262 Items.LockItemsForRead(false);
218 } 263 }
219 264
220 /// <summary> 265 /// <summary>
@@ -222,9 +267,14 @@ namespace OpenSim.Region.Framework.Scenes
222 /// </summary> 267 /// </summary>
223 public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource) 268 public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource)
224 { 269 {
225 List<TaskInventoryItem> scripts = GetInventoryScripts(); 270 Items.LockItemsForRead(true);
226 foreach (TaskInventoryItem item in scripts) 271 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
227 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); 272 Items.LockItemsForRead(false);
273 foreach (TaskInventoryItem item in items)
274 {
275 if ((int)InventoryType.LSL == item.InvType)
276 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource);
277 }
228 } 278 }
229 279
230 public ArrayList GetScriptErrors(UUID itemID) 280 public ArrayList GetScriptErrors(UUID itemID)
@@ -255,9 +305,18 @@ namespace OpenSim.Region.Framework.Scenes
255 /// </param> 305 /// </param>
256 public void RemoveScriptInstances(bool sceneObjectBeingDeleted) 306 public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
257 { 307 {
258 List<TaskInventoryItem> scripts = GetInventoryScripts(); 308 Items.LockItemsForRead(true);
259 foreach (TaskInventoryItem item in scripts) 309 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
260 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted); 310 Items.LockItemsForRead(false);
311
312 foreach (TaskInventoryItem item in items)
313 {
314 if ((int)InventoryType.LSL == item.InvType)
315 {
316 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted);
317 m_part.RemoveScriptEvents(item.ItemID);
318 }
319 }
261 } 320 }
262 321
263 /// <summary> 322 /// <summary>
@@ -273,7 +332,10 @@ namespace OpenSim.Region.Framework.Scenes
273 // item.Name, item.ItemID, Name, UUID); 332 // item.Name, item.ItemID, Name, UUID);
274 333
275 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID)) 334 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID))
335 {
336 StoreScriptError(item.ItemID, "no permission");
276 return; 337 return;
338 }
277 339
278 m_part.AddFlag(PrimFlags.Scripted); 340 m_part.AddFlag(PrimFlags.Scripted);
279 341
@@ -282,14 +344,13 @@ namespace OpenSim.Region.Framework.Scenes
282 if (stateSource == 2 && // Prim crossing 344 if (stateSource == 2 && // Prim crossing
283 m_part.ParentGroup.Scene.m_trustBinaries) 345 m_part.ParentGroup.Scene.m_trustBinaries)
284 { 346 {
285 lock (m_items) 347 m_items.LockItemsForWrite(true);
286 { 348 m_items[item.ItemID].PermsMask = 0;
287 m_items[item.ItemID].PermsMask = 0; 349 m_items[item.ItemID].PermsGranter = UUID.Zero;
288 m_items[item.ItemID].PermsGranter = UUID.Zero; 350 m_items.LockItemsForWrite(false);
289 }
290
291 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 351 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
292 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource); 352 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource);
353 StoreScriptErrors(item.ItemID, null);
293 m_part.ParentGroup.AddActiveScriptCount(1); 354 m_part.ParentGroup.AddActiveScriptCount(1);
294 m_part.ScheduleFullUpdate(); 355 m_part.ScheduleFullUpdate();
295 return; 356 return;
@@ -298,6 +359,8 @@ namespace OpenSim.Region.Framework.Scenes
298 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString()); 359 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString());
299 if (null == asset) 360 if (null == asset)
300 { 361 {
362 string msg = String.Format("asset ID {0} could not be found", item.AssetID);
363 StoreScriptError(item.ItemID, msg);
301 m_log.ErrorFormat( 364 m_log.ErrorFormat(
302 "[PRIM INVENTORY]: " + 365 "[PRIM INVENTORY]: " +
303 "Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found", 366 "Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found",
@@ -309,15 +372,20 @@ namespace OpenSim.Region.Framework.Scenes
309 if (m_part.ParentGroup.m_savedScriptState != null) 372 if (m_part.ParentGroup.m_savedScriptState != null)
310 RestoreSavedScriptState(item.OldItemID, item.ItemID); 373 RestoreSavedScriptState(item.OldItemID, item.ItemID);
311 374
312 lock (m_items) 375 m_items.LockItemsForWrite(true);
313 { 376
314 m_items[item.ItemID].PermsMask = 0; 377 m_items[item.ItemID].PermsMask = 0;
315 m_items[item.ItemID].PermsGranter = UUID.Zero; 378 m_items[item.ItemID].PermsGranter = UUID.Zero;
316 } 379
380 m_items.LockItemsForWrite(false);
317 381
318 string script = Utils.BytesToString(asset.Data); 382 string script = Utils.BytesToString(asset.Data);
319 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 383 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
320 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource); 384 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource);
385 StoreScriptErrors(item.ItemID, null);
386 if (!item.ScriptRunning)
387 m_part.ParentGroup.Scene.EventManager.TriggerStopScript(
388 m_part.LocalId, item.ItemID);
321 m_part.ParentGroup.AddActiveScriptCount(1); 389 m_part.ParentGroup.AddActiveScriptCount(1);
322 m_part.ScheduleFullUpdate(); 390 m_part.ScheduleFullUpdate();
323 } 391 }
@@ -383,21 +451,145 @@ namespace OpenSim.Region.Framework.Scenes
383 451
384 /// <summary> 452 /// <summary>
385 /// Start a script which is in this prim's inventory. 453 /// Start a script which is in this prim's inventory.
454 /// Some processing may occur in the background, but this routine returns asap.
386 /// </summary> 455 /// </summary>
387 /// <param name="itemId"> 456 /// <param name="itemId">
388 /// A <see cref="UUID"/> 457 /// A <see cref="UUID"/>
389 /// </param> 458 /// </param>
390 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource) 459 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
391 { 460 {
392 TaskInventoryItem item = GetInventoryItem(itemId); 461 lock (m_scriptErrors)
393 if (item != null) 462 {
394 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); 463 // Indicate to CreateScriptInstanceInternal() we don't want it to wait for completion
464 m_scriptErrors.Remove(itemId);
465 }
466 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
467 }
468
469 private void CreateScriptInstanceInternal(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
470 {
471 m_items.LockItemsForRead(true);
472 if (m_items.ContainsKey(itemId))
473 {
474 if (m_items.ContainsKey(itemId))
475 {
476 m_items.LockItemsForRead(false);
477 CreateScriptInstance(m_items[itemId], startParam, postOnRez, engine, stateSource);
478 }
479 else
480 {
481 m_items.LockItemsForRead(false);
482 string msg = String.Format("couldn't be found for prim {0}, {1} at {2} in {3}", m_part.Name, m_part.UUID,
483 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
484 StoreScriptError(itemId, msg);
485 m_log.ErrorFormat(
486 "[PRIM INVENTORY]: " +
487 "Couldn't start script with ID {0} since it {1}", itemId, msg);
488 }
489 }
395 else 490 else
491 {
492 m_items.LockItemsForRead(false);
493 string msg = String.Format("couldn't be found for prim {0}, {1}", m_part.Name, m_part.UUID);
494 StoreScriptError(itemId, msg);
396 m_log.ErrorFormat( 495 m_log.ErrorFormat(
397 "[PRIM INVENTORY]: " + 496 "[PRIM INVENTORY]: " +
398 "Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}", 497 "Couldn't start script with ID {0} since it {1}", itemId, msg);
399 itemId, m_part.Name, m_part.UUID, 498 }
400 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 499
500 }
501
502 /// <summary>
503 /// Start a script which is in this prim's inventory and return any compilation error messages.
504 /// </summary>
505 /// <param name="itemId">
506 /// A <see cref="UUID"/>
507 /// </param>
508 public ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
509 {
510 ArrayList errors;
511
512 // Indicate to CreateScriptInstanceInternal() we want it to
513 // post any compilation/loading error messages
514 lock (m_scriptErrors)
515 {
516 m_scriptErrors[itemId] = null;
517 }
518
519 // Perform compilation/loading
520 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
521
522 // Wait for and retrieve any errors
523 lock (m_scriptErrors)
524 {
525 while ((errors = m_scriptErrors[itemId]) == null)
526 {
527 if (!System.Threading.Monitor.Wait(m_scriptErrors, 15000))
528 {
529 m_log.ErrorFormat(
530 "[PRIM INVENTORY]: " +
531 "timedout waiting for script {0} errors", itemId);
532 errors = m_scriptErrors[itemId];
533 if (errors == null)
534 {
535 errors = new ArrayList(1);
536 errors.Add("timedout waiting for errors");
537 }
538 break;
539 }
540 }
541 m_scriptErrors.Remove(itemId);
542 }
543 return errors;
544 }
545
546 // Signal to CreateScriptInstanceEr() that compilation/loading is complete
547 private void StoreScriptErrors(UUID itemId, ArrayList errors)
548 {
549 lock (m_scriptErrors)
550 {
551 // If compilation/loading initiated via CreateScriptInstance(),
552 // it does not want the errors, so just get out
553 if (!m_scriptErrors.ContainsKey(itemId))
554 {
555 return;
556 }
557
558 // Initiated via CreateScriptInstanceEr(), if we know what the
559 // errors are, save them and wake CreateScriptInstanceEr().
560 if (errors != null)
561 {
562 m_scriptErrors[itemId] = errors;
563 System.Threading.Monitor.PulseAll(m_scriptErrors);
564 return;
565 }
566 }
567
568 // Initiated via CreateScriptInstanceEr() but we don't know what
569 // the errors are yet, so retrieve them from the script engine.
570 // This may involve some waiting internal to GetScriptErrors().
571 errors = GetScriptErrors(itemId);
572
573 // Get a default non-null value to indicate success.
574 if (errors == null)
575 {
576 errors = new ArrayList();
577 }
578
579 // Post to CreateScriptInstanceEr() and wake it up
580 lock (m_scriptErrors)
581 {
582 m_scriptErrors[itemId] = errors;
583 System.Threading.Monitor.PulseAll(m_scriptErrors);
584 }
585 }
586
587 // Like StoreScriptErrors(), but just posts a single string message
588 private void StoreScriptError(UUID itemId, string message)
589 {
590 ArrayList errors = new ArrayList(1);
591 errors.Add(message);
592 StoreScriptErrors(itemId, errors);
401 } 593 }
402 594
403 /// <summary> 595 /// <summary>
@@ -410,15 +602,7 @@ namespace OpenSim.Region.Framework.Scenes
410 /// </param> 602 /// </param>
411 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted) 603 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted)
412 { 604 {
413 bool scriptPresent = false; 605 if (m_items.ContainsKey(itemId))
414
415 lock (m_items)
416 {
417 if (m_items.ContainsKey(itemId))
418 scriptPresent = true;
419 }
420
421 if (scriptPresent)
422 { 606 {
423 if (!sceneObjectBeingDeleted) 607 if (!sceneObjectBeingDeleted)
424 m_part.RemoveScriptEvents(itemId); 608 m_part.RemoveScriptEvents(itemId);
@@ -443,14 +627,16 @@ namespace OpenSim.Region.Framework.Scenes
443 /// <returns></returns> 627 /// <returns></returns>
444 private bool InventoryContainsName(string name) 628 private bool InventoryContainsName(string name)
445 { 629 {
446 lock (m_items) 630 m_items.LockItemsForRead(true);
631 foreach (TaskInventoryItem item in m_items.Values)
447 { 632 {
448 foreach (TaskInventoryItem item in m_items.Values) 633 if (item.Name == name)
449 { 634 {
450 if (item.Name == name) 635 m_items.LockItemsForRead(false);
451 return true; 636 return true;
452 } 637 }
453 } 638 }
639 m_items.LockItemsForRead(false);
454 return false; 640 return false;
455 } 641 }
456 642
@@ -492,8 +678,9 @@ namespace OpenSim.Region.Framework.Scenes
492 /// <param name="item"></param> 678 /// <param name="item"></param>
493 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop) 679 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop)
494 { 680 {
495 List<TaskInventoryItem> il = GetInventoryItems(); 681 m_items.LockItemsForRead(true);
496 682 List<TaskInventoryItem> il = new List<TaskInventoryItem>(m_items.Values);
683 m_items.LockItemsForRead(false);
497 foreach (TaskInventoryItem i in il) 684 foreach (TaskInventoryItem i in il)
498 { 685 {
499 if (i.Name == item.Name) 686 if (i.Name == item.Name)
@@ -531,14 +718,14 @@ namespace OpenSim.Region.Framework.Scenes
531 item.Name = name; 718 item.Name = name;
532 item.GroupID = m_part.GroupID; 719 item.GroupID = m_part.GroupID;
533 720
534 lock (m_items) 721 m_items.LockItemsForWrite(true);
535 m_items.Add(item.ItemID, item); 722 m_items.Add(item.ItemID, item);
536 723 m_items.LockItemsForWrite(false);
537 if (allowedDrop) 724 if (allowedDrop)
538 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP); 725 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP);
539 else 726 else
540 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 727 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
541 728
542 m_inventorySerial++; 729 m_inventorySerial++;
543 //m_inventorySerial += 2; 730 //m_inventorySerial += 2;
544 HasInventoryChanged = true; 731 HasInventoryChanged = true;
@@ -554,15 +741,15 @@ namespace OpenSim.Region.Framework.Scenes
554 /// <param name="items"></param> 741 /// <param name="items"></param>
555 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items) 742 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items)
556 { 743 {
557 lock (m_items) 744 m_items.LockItemsForWrite(true);
745 foreach (TaskInventoryItem item in items)
558 { 746 {
559 foreach (TaskInventoryItem item in items) 747 m_items.Add(item.ItemID, item);
560 { 748// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
561 m_items.Add(item.ItemID, item);
562// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
563 }
564 m_inventorySerial++;
565 } 749 }
750 m_items.LockItemsForWrite(false);
751
752 m_inventorySerial++;
566 } 753 }
567 754
568 /// <summary> 755 /// <summary>
@@ -573,10 +760,9 @@ namespace OpenSim.Region.Framework.Scenes
573 public TaskInventoryItem GetInventoryItem(UUID itemId) 760 public TaskInventoryItem GetInventoryItem(UUID itemId)
574 { 761 {
575 TaskInventoryItem item; 762 TaskInventoryItem item;
576 763 m_items.LockItemsForRead(true);
577 lock (m_items) 764 m_items.TryGetValue(itemId, out item);
578 m_items.TryGetValue(itemId, out item); 765 m_items.LockItemsForRead(false);
579
580 return item; 766 return item;
581 } 767 }
582 768
@@ -592,15 +778,16 @@ namespace OpenSim.Region.Framework.Scenes
592 { 778 {
593 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(); 779 IList<TaskInventoryItem> items = new List<TaskInventoryItem>();
594 780
595 lock (m_items) 781 m_items.LockItemsForRead(true);
782
783 foreach (TaskInventoryItem item in m_items.Values)
596 { 784 {
597 foreach (TaskInventoryItem item in m_items.Values) 785 if (item.Name == name)
598 { 786 items.Add(item);
599 if (item.Name == name)
600 items.Add(item);
601 }
602 } 787 }
603 788
789 m_items.LockItemsForRead(false);
790
604 return items; 791 return items;
605 } 792 }
606 793
@@ -619,6 +806,9 @@ namespace OpenSim.Region.Framework.Scenes
619 string xmlData = Utils.BytesToString(rezAsset.Data); 806 string xmlData = Utils.BytesToString(rezAsset.Data);
620 SceneObjectGroup group = SceneObjectSerializer.FromOriginalXmlFormat(xmlData); 807 SceneObjectGroup group = SceneObjectSerializer.FromOriginalXmlFormat(xmlData);
621 808
809 group.RootPart.AttachPoint = group.RootPart.Shape.State;
810 group.RootPart.AttachOffset = group.AbsolutePosition;
811
622 group.ResetIDs(); 812 group.ResetIDs();
623 813
624 SceneObjectPart rootPart = group.GetChildPart(group.UUID); 814 SceneObjectPart rootPart = group.GetChildPart(group.UUID);
@@ -693,8 +883,9 @@ namespace OpenSim.Region.Framework.Scenes
693 883
694 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged) 884 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged)
695 { 885 {
696 TaskInventoryItem it = GetInventoryItem(item.ItemID); 886 m_items.LockItemsForWrite(true);
697 if (it != null) 887
888 if (m_items.ContainsKey(item.ItemID))
698 { 889 {
699// 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);
700 891
@@ -707,14 +898,10 @@ namespace OpenSim.Region.Framework.Scenes
707 item.GroupID = m_part.GroupID; 898 item.GroupID = m_part.GroupID;
708 899
709 if (item.AssetID == UUID.Zero) 900 if (item.AssetID == UUID.Zero)
710 item.AssetID = it.AssetID; 901 item.AssetID = m_items[item.ItemID].AssetID;
711 902
712 lock (m_items) 903 m_items[item.ItemID] = item;
713 { 904 m_inventorySerial++;
714 m_items[item.ItemID] = item;
715 m_inventorySerial++;
716 }
717
718 if (fireScriptEvents) 905 if (fireScriptEvents)
719 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 906 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
720 907
@@ -723,7 +910,7 @@ namespace OpenSim.Region.Framework.Scenes
723 HasInventoryChanged = true; 910 HasInventoryChanged = true;
724 m_part.ParentGroup.HasGroupChanged = true; 911 m_part.ParentGroup.HasGroupChanged = true;
725 } 912 }
726 913 m_items.LockItemsForWrite(false);
727 return true; 914 return true;
728 } 915 }
729 else 916 else
@@ -734,8 +921,9 @@ namespace OpenSim.Region.Framework.Scenes
734 item.ItemID, m_part.Name, m_part.UUID, 921 item.ItemID, m_part.Name, m_part.UUID,
735 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 922 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
736 } 923 }
737 return false; 924 m_items.LockItemsForWrite(false);
738 925
926 return false;
739 } 927 }
740 928
741 /// <summary> 929 /// <summary>
@@ -746,43 +934,59 @@ namespace OpenSim.Region.Framework.Scenes
746 /// in this prim's inventory.</returns> 934 /// in this prim's inventory.</returns>
747 public int RemoveInventoryItem(UUID itemID) 935 public int RemoveInventoryItem(UUID itemID)
748 { 936 {
749 TaskInventoryItem item = GetInventoryItem(itemID); 937 m_items.LockItemsForRead(true);
750 if (item != null) 938
939 if (m_items.ContainsKey(itemID))
751 { 940 {
752 int type = m_items[itemID].InvType; 941 int type = m_items[itemID].InvType;
942 m_items.LockItemsForRead(false);
753 if (type == 10) // Script 943 if (type == 10) // Script
754 { 944 {
755 m_part.RemoveScriptEvents(itemID);
756 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID); 945 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID);
757 } 946 }
947 m_items.LockItemsForWrite(true);
758 m_items.Remove(itemID); 948 m_items.Remove(itemID);
949 m_items.LockItemsForWrite(false);
759 m_inventorySerial++; 950 m_inventorySerial++;
760 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 951 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
761 952
762 HasInventoryChanged = true; 953 HasInventoryChanged = true;
763 m_part.ParentGroup.HasGroupChanged = true; 954 m_part.ParentGroup.HasGroupChanged = true;
764 955
765 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 {
766 m_part.RemFlag(PrimFlags.Scripted); 970 m_part.RemFlag(PrimFlags.Scripted);
971 }
767 972
768 m_part.ScheduleFullUpdate(); 973 m_part.ScheduleFullUpdate();
769 974
770 return type; 975 return type;
771
772 } 976 }
773 else 977 else
774 { 978 {
979 m_items.LockItemsForRead(false);
775 m_log.ErrorFormat( 980 m_log.ErrorFormat(
776 "[PRIM INVENTORY]: " + 981 "[PRIM INVENTORY]: " +
777 "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",
778 itemID, m_part.Name, m_part.UUID, 983 itemID, m_part.Name, m_part.UUID);
779 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
780 } 984 }
781 985
782 return -1; 986 return -1;
783 } 987 }
784 988
785 private bool CreateInventoryFile() 989 private bool CreateInventoryFileName()
786 { 990 {
787// m_log.DebugFormat( 991// m_log.DebugFormat(
788// "[PRIM INVENTORY]: Creating inventory file for {0} {1} {2}, serial {3}", 992// "[PRIM INVENTORY]: Creating inventory file for {0} {1} {2}, serial {3}",
@@ -791,116 +995,125 @@ namespace OpenSim.Region.Framework.Scenes
791 if (m_inventoryFileName == String.Empty || 995 if (m_inventoryFileName == String.Empty ||
792 m_inventoryFileNameSerial < m_inventorySerial) 996 m_inventoryFileNameSerial < m_inventorySerial)
793 { 997 {
794 // Something changed, we need to create a new file
795 m_inventoryFileName = "inventory_" + UUID.Random().ToString() + ".tmp"; 998 m_inventoryFileName = "inventory_" + UUID.Random().ToString() + ".tmp";
796 m_inventoryFileNameSerial = m_inventorySerial; 999 m_inventoryFileNameSerial = m_inventorySerial;
797 1000
798 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero); 1001 return true;
1002 }
1003
1004 return false;
1005 }
1006
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 }
799 1032
800 lock (m_items) 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)
801 { 1043 {
802 foreach (TaskInventoryItem item in m_items.Values) 1044 xferManager.AddNewFile(m_inventoryFileName,
803 { 1045 m_inventoryFileData);
804// m_log.DebugFormat( 1046 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
805// "[PRIM INVENTORY]: Adding item {0} {1} for serial {2} on prim {3} {4} {5}", 1047 Util.StringToBytes256(m_inventoryFileName));
806// item.Name, item.ItemID, m_inventorySerial, m_part.Name, m_part.UUID, m_part.LocalId);
807 1048
808 UUID ownerID = item.OwnerID; 1049 Items.LockItemsForRead(false);
809 uint everyoneMask = 0; 1050 return;
810 uint baseMask = item.BasePermissions; 1051 }
811 uint ownerMask = item.CurrentPermissions; 1052 }
812 uint groupMask = item.GroupPermissions;
813 1053
814 invString.AddItemStart(); 1054 m_inventoryPrivileged = includeAssets;
815 invString.AddNameValueLine("item_id", item.ItemID.ToString());
816 invString.AddNameValueLine("parent_id", m_part.UUID.ToString());
817 1055
818 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;
819 1063
820 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask)); 1064 invString.AddItemStart();
821 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask)); 1065 invString.AddNameValueLine("item_id", item.ItemID.ToString());
822 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(groupMask)); 1066 invString.AddNameValueLine("parent_id", m_part.UUID.ToString());
823 invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask));
824 invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions));
825 1067
826 invString.AddNameValueLine("creator_id", item.CreatorID.ToString()); 1068 invString.AddPermissionsStart();
827 invString.AddNameValueLine("owner_id", ownerID.ToString());
828 1069
829 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));
830 1075
831 invString.AddNameValueLine("group_id", item.GroupID.ToString()); 1076 invString.AddNameValueLine("creator_id", item.CreatorID.ToString());
832 invString.AddSectionEnd(); 1077 invString.AddNameValueLine("owner_id", ownerID.ToString());
833 1078
834 invString.AddNameValueLine("asset_id", item.AssetID.ToString()); 1079 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString());
835 invString.AddNameValueLine("type", Utils.AssetTypeToString((AssetType)item.Type));
836 invString.AddNameValueLine("inv_type", Utils.InventoryTypeToString((InventoryType)item.InvType));
837 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags));
838 1080
839 invString.AddSaleStart(); 1081 invString.AddNameValueLine("group_id", item.GroupID.ToString());
840 invString.AddNameValueLine("sale_type", "not"); 1082 invString.AddSectionEnd();
841 invString.AddNameValueLine("sale_price", "0");
842 invString.AddSectionEnd();
843 1083
844 invString.AddNameValueLine("name", item.Name + "|"); 1084 if (includeAssets)
845 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));
846 1091
847 invString.AddNameValueLine("creation_date", item.CreationDate.ToString()); 1092 invString.AddSaleStart();
848 invString.AddSectionEnd(); 1093 invString.AddNameValueLine("sale_type", "not");
849 } 1094 invString.AddNameValueLine("sale_price", "0");
850 } 1095 invString.AddSectionEnd();
851 1096
852 m_inventoryFileData = Utils.StringToBytes(invString.BuildString); 1097 invString.AddNameValueLine("name", item.Name + "|");
1098 invString.AddNameValueLine("desc", item.Description + "|");
853 1099
854 return true; 1100 invString.AddNameValueLine("creation_date", item.CreationDate.ToString());
1101 invString.AddSectionEnd();
855 } 1102 }
856 1103
857 // No need to recreate, the existing file is fine 1104 Items.LockItemsForRead(false);
858 return false;
859 }
860 1105
861 /// <summary> 1106 m_inventoryFileData = Utils.StringToBytes(invString.BuildString);
862 /// Serialize all the metadata for the items in this prim's inventory ready for sending to the client
863 /// </summary>
864 /// <param name="xferManager"></param>
865 public void RequestInventoryFile(IClientAPI client, IXfer xferManager)
866 {
867 lock (m_items)
868 {
869 // Don't send a inventory xfer name if there are no items. Doing so causes viewer 3 to crash when rezzing
870 // a new script if any previous deletion has left the prim inventory empty.
871 if (m_items.Count == 0) // No inventory
872 {
873// m_log.DebugFormat(
874// "[PRIM INVENTORY]: Not sending inventory data for part {0} {1} {2} for {3} since no items",
875// m_part.Name, m_part.LocalId, m_part.UUID, client.Name);
876 1107
877 client.SendTaskInventory(m_part.UUID, 0, new byte[0]); 1108 if (m_inventoryFileData.Length > 2)
878 return; 1109 {
879 } 1110 xferManager.AddNewFile(m_inventoryFileName, m_inventoryFileData);
880 1111 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
881 CreateInventoryFile(); 1112 Util.StringToBytes256(m_inventoryFileName));
882 1113 return;
883 // In principle, we should only do the rest if the inventory changed;
884 // by sending m_inventorySerial to the client, it ought to know
885 // that nothing changed and that it doesn't need to request the file.
886 // Unfortunately, it doesn't look like the client optimizes this;
887 // the client seems to always come back and request the Xfer,
888 // no matter what value m_inventorySerial has.
889 // FIXME: Could probably be > 0 here rather than > 2
890 if (m_inventoryFileData.Length > 2)
891 {
892 // Add the file for Xfer
893 // m_log.DebugFormat(
894 // "[PRIM INVENTORY]: Adding inventory file {0} (length {1}) for transfer on {2} {3} {4}",
895 // m_inventoryFileName, m_inventoryFileData.Length, m_part.Name, m_part.UUID, m_part.LocalId);
896
897 xferManager.AddNewFile(m_inventoryFileName, m_inventoryFileData);
898 }
899
900 // Tell the client we're ready to Xfer the file
901 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
902 Util.StringToBytes256(m_inventoryFileName));
903 } 1114 }
1115
1116 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
904 } 1117 }
905 1118
906 /// <summary> 1119 /// <summary>
@@ -909,13 +1122,19 @@ namespace OpenSim.Region.Framework.Scenes
909 /// <param name="datastore"></param> 1122 /// <param name="datastore"></param>
910 public void ProcessInventoryBackup(ISimulationDataService datastore) 1123 public void ProcessInventoryBackup(ISimulationDataService datastore)
911 { 1124 {
912 if (HasInventoryChanged) 1125// Removed this because linking will cause an immediate delete of the new
913 { 1126// child prim from the database and the subsequent storing of the prim sees
914 HasInventoryChanged = false; 1127// the inventory of it as unchanged and doesn't store it at all. The overhead
915 List<TaskInventoryItem> items = GetInventoryItems(); 1128// of storing prim inventory needlessly is much less than the aggravation
916 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);
917 1135
918 } 1136 HasInventoryChanged = false;
1137// }
919 } 1138 }
920 1139
921 public class InventoryStringBuilder 1140 public class InventoryStringBuilder
@@ -981,82 +1200,63 @@ namespace OpenSim.Region.Framework.Scenes
981 { 1200 {
982 uint mask=0x7fffffff; 1201 uint mask=0x7fffffff;
983 1202
984 lock (m_items) 1203 foreach (TaskInventoryItem item in m_items.Values)
985 { 1204 {
986 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)
987 { 1213 {
988 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0) 1214 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
989 mask &= ~((uint)PermissionMask.Copy >> 13); 1215 mask &= ~((uint)PermissionMask.Copy >> 13);
990 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0) 1216 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
991 mask &= ~((uint)PermissionMask.Transfer >> 13); 1217 mask &= ~((uint)PermissionMask.Transfer >> 13);
992 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0) 1218 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
993 mask &= ~((uint)PermissionMask.Modify >> 13); 1219 mask &= ~((uint)PermissionMask.Modify >> 13);
994
995 if (item.InvType != (int)InventoryType.Object)
996 {
997 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
998 mask &= ~((uint)PermissionMask.Copy >> 13);
999 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
1000 mask &= ~((uint)PermissionMask.Transfer >> 13);
1001 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
1002 mask &= ~((uint)PermissionMask.Modify >> 13);
1003 }
1004 else
1005 {
1006 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1007 mask &= ~((uint)PermissionMask.Copy >> 13);
1008 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1009 mask &= ~((uint)PermissionMask.Transfer >> 13);
1010 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1011 mask &= ~((uint)PermissionMask.Modify >> 13);
1012 }
1013
1014 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
1015 mask &= ~(uint)PermissionMask.Copy;
1016 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1017 mask &= ~(uint)PermissionMask.Transfer;
1018 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
1019 mask &= ~(uint)PermissionMask.Modify;
1020 } 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;
1021 } 1228 }
1022
1023 return mask; 1229 return mask;
1024 } 1230 }
1025 1231
1026 public void ApplyNextOwnerPermissions() 1232 public void ApplyNextOwnerPermissions()
1027 { 1233 {
1028 lock (m_items) 1234 foreach (TaskInventoryItem item in m_items.Values)
1029 { 1235 {
1030 foreach (TaskInventoryItem item in m_items.Values) 1236 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0)
1031 { 1237 {
1032 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0) 1238 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1033 { 1239 item.CurrentPermissions &= ~(uint)PermissionMask.Copy;
1034 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0) 1240 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1035 item.CurrentPermissions &= ~(uint)PermissionMask.Copy; 1241 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
1036 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0) 1242 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1037 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer; 1243 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
1038 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1039 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
1040 }
1041 item.CurrentPermissions &= item.NextPermissions;
1042 item.BasePermissions &= item.NextPermissions;
1043 item.EveryonePermissions &= item.NextPermissions;
1044 item.OwnerChanged = true;
1045 item.PermsMask = 0;
1046 item.PermsGranter = UUID.Zero;
1047 } 1244 }
1245 item.OwnerChanged = true;
1246 item.CurrentPermissions &= item.NextPermissions;
1247 item.BasePermissions &= item.NextPermissions;
1248 item.EveryonePermissions &= item.NextPermissions;
1249 item.PermsMask = 0;
1250 item.PermsGranter = UUID.Zero;
1048 } 1251 }
1049 } 1252 }
1050 1253
1051 public void ApplyGodPermissions(uint perms) 1254 public void ApplyGodPermissions(uint perms)
1052 { 1255 {
1053 lock (m_items) 1256 foreach (TaskInventoryItem item in m_items.Values)
1054 { 1257 {
1055 foreach (TaskInventoryItem item in m_items.Values) 1258 item.CurrentPermissions = perms;
1056 { 1259 item.BasePermissions = perms;
1057 item.CurrentPermissions = perms;
1058 item.BasePermissions = perms;
1059 }
1060 } 1260 }
1061 1261
1062 m_inventorySerial++; 1262 m_inventorySerial++;
@@ -1069,17 +1269,13 @@ namespace OpenSim.Region.Framework.Scenes
1069 /// <returns></returns> 1269 /// <returns></returns>
1070 public bool ContainsScripts() 1270 public bool ContainsScripts()
1071 { 1271 {
1072 lock (m_items) 1272 foreach (TaskInventoryItem item in m_items.Values)
1073 { 1273 {
1074 foreach (TaskInventoryItem item in m_items.Values) 1274 if (item.InvType == (int)InventoryType.LSL)
1075 { 1275 {
1076 if (item.InvType == (int)InventoryType.LSL) 1276 return true;
1077 {
1078 return true;
1079 }
1080 } 1277 }
1081 } 1278 }
1082
1083 return false; 1279 return false;
1084 } 1280 }
1085 1281
@@ -1087,11 +1283,8 @@ namespace OpenSim.Region.Framework.Scenes
1087 { 1283 {
1088 List<UUID> ret = new List<UUID>(); 1284 List<UUID> ret = new List<UUID>();
1089 1285
1090 lock (m_items) 1286 foreach (TaskInventoryItem item in m_items.Values)
1091 { 1287 ret.Add(item.ItemID);
1092 foreach (TaskInventoryItem item in m_items.Values)
1093 ret.Add(item.ItemID);
1094 }
1095 1288
1096 return ret; 1289 return ret;
1097 } 1290 }
@@ -1122,6 +1315,11 @@ namespace OpenSim.Region.Framework.Scenes
1122 1315
1123 public Dictionary<UUID, string> GetScriptStates() 1316 public Dictionary<UUID, string> GetScriptStates()
1124 { 1317 {
1318 return GetScriptStates(false);
1319 }
1320
1321 public Dictionary<UUID, string> GetScriptStates(bool oldIDs)
1322 {
1125 Dictionary<UUID, string> ret = new Dictionary<UUID, string>(); 1323 Dictionary<UUID, string> ret = new Dictionary<UUID, string>();
1126 1324
1127 if (m_part.ParentGroup.Scene == null) // Group not in a scene 1325 if (m_part.ParentGroup.Scene == null) // Group not in a scene
@@ -1132,25 +1330,35 @@ namespace OpenSim.Region.Framework.Scenes
1132 if (engines.Length == 0) // No engine at all 1330 if (engines.Length == 0) // No engine at all
1133 return ret; 1331 return ret;
1134 1332
1135 List<TaskInventoryItem> scripts = GetInventoryScripts(); 1333 Items.LockItemsForRead(true);
1136 1334 foreach (TaskInventoryItem item in m_items.Values)
1137 foreach (TaskInventoryItem item in scripts)
1138 { 1335 {
1139 foreach (IScriptModule e in engines) 1336 if (item.InvType == (int)InventoryType.LSL)
1140 { 1337 {
1141 if (e != null) 1338 foreach (IScriptModule e in engines)
1142 { 1339 {
1143 string n = e.GetXMLState(item.ItemID); 1340 if (e != null)
1144 if (n != String.Empty)
1145 { 1341 {
1146 if (!ret.ContainsKey(item.ItemID)) 1342 string n = e.GetXMLState(item.ItemID);
1147 ret[item.ItemID] = n; 1343 if (n != String.Empty)
1148 break; 1344 {
1345 if (oldIDs)
1346 {
1347 if (!ret.ContainsKey(item.OldItemID))
1348 ret[item.OldItemID] = n;
1349 }
1350 else
1351 {
1352 if (!ret.ContainsKey(item.ItemID))
1353 ret[item.ItemID] = n;
1354 }
1355 break;
1356 }
1149 } 1357 }
1150 } 1358 }
1151 } 1359 }
1152 } 1360 }
1153 1361 Items.LockItemsForRead(false);
1154 return ret; 1362 return ret;
1155 } 1363 }
1156 1364
@@ -1160,21 +1368,27 @@ namespace OpenSim.Region.Framework.Scenes
1160 if (engines.Length == 0) 1368 if (engines.Length == 0)
1161 return; 1369 return;
1162 1370
1163 List<TaskInventoryItem> scripts = GetInventoryScripts();
1164 1371
1165 foreach (TaskInventoryItem item in scripts) 1372 Items.LockItemsForRead(true);
1373
1374 foreach (TaskInventoryItem item in m_items.Values)
1166 { 1375 {
1167 foreach (IScriptModule engine in engines) 1376 if (item.InvType == (int)InventoryType.LSL)
1168 { 1377 {
1169 if (engine != null) 1378 foreach (IScriptModule engine in engines)
1170 { 1379 {
1171 if (item.OwnerChanged) 1380 if (engine != null)
1172 engine.PostScriptEvent(item.ItemID, "changed", new Object[] { (int)Changed.OWNER }); 1381 {
1173 item.OwnerChanged = false; 1382 if (item.OwnerChanged)
1174 engine.ResumeScript(item.ItemID); 1383 engine.PostScriptEvent(item.ItemID, "changed", new Object[] { (int)Changed.OWNER });
1384 item.OwnerChanged = false;
1385 engine.ResumeScript(item.ItemID);
1386 }
1175 } 1387 }
1176 } 1388 }
1177 } 1389 }
1390
1391 Items.LockItemsForRead(false);
1178 } 1392 }
1179 } 1393 }
1180} 1394}
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index cebf51b..e2c6a08 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -152,6 +152,7 @@ namespace OpenSim.Region.Framework.Scenes
152// private int m_lastColCount = -1; //KF: Look for Collision chnages 152// private int m_lastColCount = -1; //KF: Look for Collision chnages
153// private int m_updateCount = 0; //KF: Update Anims for a while 153// private int m_updateCount = 0; //KF: Update Anims for a while
154// private static readonly int UPDATE_COUNT = 10; // how many frames to update for 154// private static readonly int UPDATE_COUNT = 10; // how many frames to update for
155 private List<uint> m_lastColliders = new List<uint>();
155 156
156 private TeleportFlags m_teleportFlags; 157 private TeleportFlags m_teleportFlags;
157 public TeleportFlags TeleportFlags 158 public TeleportFlags TeleportFlags
@@ -542,8 +543,12 @@ namespace OpenSim.Region.Framework.Scenes
542 } 543 }
543 } 544 }
544 545
545 m_pos = value; 546 // Don't update while sitting
546 ParentPosition = Vector3.Zero; 547 if (ParentID == 0)
548 {
549 m_pos = value;
550 ParentPosition = Vector3.Zero;
551 }
547 552
548// m_log.DebugFormat( 553// m_log.DebugFormat(
549// "[ENTITY BASE]: In {0} set AbsolutePosition of {1} to {2}", 554// "[ENTITY BASE]: In {0} set AbsolutePosition of {1} to {2}",
@@ -558,6 +563,13 @@ namespace OpenSim.Region.Framework.Scenes
558 public Vector3 OffsetPosition 563 public Vector3 OffsetPosition
559 { 564 {
560 get { return m_pos; } 565 get { return m_pos; }
566 set
567 {
568 // There is no offset position when not seated
569 if (ParentID == 0)
570 return;
571 m_pos = value;
572 }
561 } 573 }
562 574
563 /// <summary> 575 /// <summary>
@@ -888,6 +900,8 @@ namespace OpenSim.Region.Framework.Scenes
888 pos.Y = crossedBorder.BorderLine.Z - 1; 900 pos.Y = crossedBorder.BorderLine.Z - 1;
889 } 901 }
890 902
903 CheckAndAdjustLandingPoint(ref pos);
904
891 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) 905 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f)
892 { 906 {
893 m_log.WarnFormat( 907 m_log.WarnFormat(
@@ -1054,6 +1068,7 @@ namespace OpenSim.Region.Framework.Scenes
1054 1068
1055 RemoveFromPhysicalScene(); 1069 RemoveFromPhysicalScene();
1056 Velocity = Vector3.Zero; 1070 Velocity = Vector3.Zero;
1071 CheckLandingPoint(ref pos);
1057 AbsolutePosition = pos; 1072 AbsolutePosition = pos;
1058 AddToPhysicalScene(isFlying); 1073 AddToPhysicalScene(isFlying);
1059 1074
@@ -1067,6 +1082,7 @@ namespace OpenSim.Region.Framework.Scenes
1067 isFlying = PhysicsActor.Flying; 1082 isFlying = PhysicsActor.Flying;
1068 1083
1069 RemoveFromPhysicalScene(); 1084 RemoveFromPhysicalScene();
1085 CheckLandingPoint(ref pos);
1070 AbsolutePosition = pos; 1086 AbsolutePosition = pos;
1071 AddToPhysicalScene(isFlying); 1087 AddToPhysicalScene(isFlying);
1072 1088
@@ -1834,6 +1850,7 @@ namespace OpenSim.Region.Framework.Scenes
1834 if (part.SitTargetAvatar == UUID) 1850 if (part.SitTargetAvatar == UUID)
1835 part.SitTargetAvatar = UUID.Zero; 1851 part.SitTargetAvatar = UUID.Zero;
1836 1852
1853 part.ParentGroup.DeleteAvatar(UUID);
1837 ParentPosition = part.GetWorldPosition(); 1854 ParentPosition = part.GetWorldPosition();
1838 ControllingClient.SendClearFollowCamProperties(part.ParentUUID); 1855 ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
1839 } 1856 }
@@ -2257,11 +2274,13 @@ namespace OpenSim.Region.Framework.Scenes
2257 m_pos = sitTargetPos + SIT_TARGET_ADJUSTMENT; 2274 m_pos = sitTargetPos + SIT_TARGET_ADJUSTMENT;
2258 Rotation = sitTargetOrient; 2275 Rotation = sitTargetOrient;
2259 ParentPosition = part.AbsolutePosition; 2276 ParentPosition = part.AbsolutePosition;
2277 part.ParentGroup.AddAvatar(UUID);
2260 } 2278 }
2261 else 2279 else
2262 { 2280 {
2263 m_pos -= part.AbsolutePosition; 2281 m_pos -= part.AbsolutePosition;
2264 ParentPosition = part.AbsolutePosition; 2282 ParentPosition = part.AbsolutePosition;
2283 part.ParentGroup.AddAvatar(UUID);
2265 2284
2266// m_log.DebugFormat( 2285// m_log.DebugFormat(
2267// "[SCENE PRESENCE]: Sitting {0} at position {1} ({2} + {3}) on part {4} {5} without sit target", 2286// "[SCENE PRESENCE]: Sitting {0} at position {1} ({2} + {3}) on part {4} {5} without sit target",
@@ -2751,6 +2770,9 @@ namespace OpenSim.Region.Framework.Scenes
2751 if (IsChildAgent) 2770 if (IsChildAgent)
2752 return; 2771 return;
2753 2772
2773 if (ParentID != 0)
2774 return;
2775
2754 Vector3 pos2 = AbsolutePosition; 2776 Vector3 pos2 = AbsolutePosition;
2755 Vector3 vel = Velocity; 2777 Vector3 vel = Velocity;
2756 int neighbor = 0; 2778 int neighbor = 0;
@@ -3354,6 +3376,8 @@ namespace OpenSim.Region.Framework.Scenes
3354 } 3376 }
3355 } 3377 }
3356 3378
3379 RaiseCollisionScriptEvents(coldata);
3380
3357 if (Invulnerable) 3381 if (Invulnerable)
3358 return; 3382 return;
3359 3383
@@ -3790,5 +3814,204 @@ namespace OpenSim.Region.Framework.Scenes
3790 m_reprioritization_called = false; 3814 m_reprioritization_called = false;
3791 } 3815 }
3792 } 3816 }
3817
3818 private void CheckLandingPoint(ref Vector3 pos)
3819 {
3820 // Never constrain lures
3821 if ((TeleportFlags & TeleportFlags.ViaLure) != 0)
3822 return;
3823
3824 if (m_scene.RegionInfo.EstateSettings.AllowDirectTeleport)
3825 return;
3826
3827 ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y);
3828
3829 if (land.LandData.LandingType == (byte)LandingType.LandingPoint &&
3830 land.LandData.UserLocation != Vector3.Zero &&
3831 land.LandData.OwnerID != m_uuid &&
3832 (!m_scene.Permissions.IsGod(m_uuid)) &&
3833 (!m_scene.RegionInfo.EstateSettings.IsEstateManager(m_uuid)))
3834 {
3835 float curr = Vector3.Distance(AbsolutePosition, pos);
3836 if (Vector3.Distance(land.LandData.UserLocation, pos) < curr)
3837 pos = land.LandData.UserLocation;
3838 else
3839 ControllingClient.SendAlertMessage("Can't teleport closer to destination");
3840 }
3841 }
3842
3843 private void CheckAndAdjustLandingPoint(ref Vector3 pos)
3844 {
3845 ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y);
3846 if (land != null)
3847 {
3848 // If we come in via login, landmark or map, we want to
3849 // honor landing points. If we come in via Lure, we want
3850 // to ignore them.
3851 if ((m_teleportFlags & (TeleportFlags.ViaLogin | TeleportFlags.ViaRegionID)) == (TeleportFlags.ViaLogin | TeleportFlags.ViaRegionID) ||
3852 (m_teleportFlags & TeleportFlags.ViaLandmark) != 0 ||
3853 (m_teleportFlags & TeleportFlags.ViaLocation) != 0)
3854 {
3855 // Don't restrict gods, estate managers, or land owners to
3856 // the TP point. This behaviour mimics agni.
3857 if (land.LandData.LandingType == (byte)LandingType.LandingPoint &&
3858 land.LandData.UserLocation != Vector3.Zero &&
3859 GodLevel < 200 &&
3860 ((land.LandData.OwnerID != m_uuid &&
3861 (!m_scene.Permissions.IsGod(m_uuid)) &&
3862 (!m_scene.RegionInfo.EstateSettings.IsEstateManager(m_uuid))) || (m_teleportFlags & TeleportFlags.ViaLocation) != 0))
3863 {
3864 pos = land.LandData.UserLocation;
3865 }
3866 }
3867
3868 land.SendLandUpdateToClient(ControllingClient);
3869 }
3870 }
3871
3872 private void RaiseCollisionScriptEvents(Dictionary<uint, ContactPoint> coldata)
3873 {
3874 List<uint> thisHitColliders = new List<uint>();
3875 List<uint> endedColliders = new List<uint>();
3876 List<uint> startedColliders = new List<uint>();
3877
3878 foreach (uint localid in coldata.Keys)
3879 {
3880 thisHitColliders.Add(localid);
3881 if (!m_lastColliders.Contains(localid))
3882 {
3883 startedColliders.Add(localid);
3884 }
3885 //m_log.Debug("[SCENE PRESENCE]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString());
3886 }
3887
3888 // calculate things that ended colliding
3889 foreach (uint localID in m_lastColliders)
3890 {
3891 if (!thisHitColliders.Contains(localID))
3892 {
3893 endedColliders.Add(localID);
3894 }
3895 }
3896 //add the items that started colliding this time to the last colliders list.
3897 foreach (uint localID in startedColliders)
3898 {
3899 m_lastColliders.Add(localID);
3900 }
3901 // remove things that ended colliding from the last colliders list
3902 foreach (uint localID in endedColliders)
3903 {
3904 m_lastColliders.Remove(localID);
3905 }
3906
3907 // do event notification
3908 if (startedColliders.Count > 0)
3909 {
3910 ColliderArgs StartCollidingMessage = new ColliderArgs();
3911 List<DetectedObject> colliding = new List<DetectedObject>();
3912 foreach (uint localId in startedColliders)
3913 {
3914 if (localId == 0)
3915 continue;
3916
3917 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3918 string data = "";
3919 if (obj != null)
3920 {
3921 DetectedObject detobj = new DetectedObject();
3922 detobj.keyUUID = obj.UUID;
3923 detobj.nameStr = obj.Name;
3924 detobj.ownerUUID = obj.OwnerID;
3925 detobj.posVector = obj.AbsolutePosition;
3926 detobj.rotQuat = obj.GetWorldRotation();
3927 detobj.velVector = obj.Velocity;
3928 detobj.colliderType = 0;
3929 detobj.groupUUID = obj.GroupID;
3930 colliding.Add(detobj);
3931 }
3932 }
3933
3934 if (colliding.Count > 0)
3935 {
3936 StartCollidingMessage.Colliders = colliding;
3937
3938 foreach (SceneObjectGroup att in GetAttachments())
3939 Scene.EventManager.TriggerScriptCollidingStart(att.LocalId, StartCollidingMessage);
3940 }
3941 }
3942
3943 if (endedColliders.Count > 0)
3944 {
3945 ColliderArgs EndCollidingMessage = new ColliderArgs();
3946 List<DetectedObject> colliding = new List<DetectedObject>();
3947 foreach (uint localId in endedColliders)
3948 {
3949 if (localId == 0)
3950 continue;
3951
3952 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3953 string data = "";
3954 if (obj != null)
3955 {
3956 DetectedObject detobj = new DetectedObject();
3957 detobj.keyUUID = obj.UUID;
3958 detobj.nameStr = obj.Name;
3959 detobj.ownerUUID = obj.OwnerID;
3960 detobj.posVector = obj.AbsolutePosition;
3961 detobj.rotQuat = obj.GetWorldRotation();
3962 detobj.velVector = obj.Velocity;
3963 detobj.colliderType = 0;
3964 detobj.groupUUID = obj.GroupID;
3965 colliding.Add(detobj);
3966 }
3967 }
3968
3969 if (colliding.Count > 0)
3970 {
3971 EndCollidingMessage.Colliders = colliding;
3972
3973 foreach (SceneObjectGroup att in GetAttachments())
3974 Scene.EventManager.TriggerScriptCollidingEnd(att.LocalId, EndCollidingMessage);
3975 }
3976 }
3977
3978 if (thisHitColliders.Count > 0)
3979 {
3980 ColliderArgs CollidingMessage = new ColliderArgs();
3981 List<DetectedObject> colliding = new List<DetectedObject>();
3982 foreach (uint localId in thisHitColliders)
3983 {
3984 if (localId == 0)
3985 continue;
3986
3987 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3988 string data = "";
3989 if (obj != null)
3990 {
3991 DetectedObject detobj = new DetectedObject();
3992 detobj.keyUUID = obj.UUID;
3993 detobj.nameStr = obj.Name;
3994 detobj.ownerUUID = obj.OwnerID;
3995 detobj.posVector = obj.AbsolutePosition;
3996 detobj.rotQuat = obj.GetWorldRotation();
3997 detobj.velVector = obj.Velocity;
3998 detobj.colliderType = 0;
3999 detobj.groupUUID = obj.GroupID;
4000 colliding.Add(detobj);
4001 }
4002 }
4003
4004 if (colliding.Count > 0)
4005 {
4006 CollidingMessage.Colliders = colliding;
4007
4008 lock (m_attachments)
4009 {
4010 foreach (SceneObjectGroup att in m_attachments)
4011 Scene.EventManager.TriggerScriptColliding(att.LocalId, CollidingMessage);
4012 }
4013 }
4014 }
4015 }
3793 } 4016 }
3794} 4017}
diff --git a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
index 60cc788..5f2f7d8 100644
--- a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
+++ b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
@@ -345,6 +345,9 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
345 m_SOPXmlProcessors.Add("PayPrice2", ProcessPayPrice2); 345 m_SOPXmlProcessors.Add("PayPrice2", ProcessPayPrice2);
346 m_SOPXmlProcessors.Add("PayPrice3", ProcessPayPrice3); 346 m_SOPXmlProcessors.Add("PayPrice3", ProcessPayPrice3);
347 m_SOPXmlProcessors.Add("PayPrice4", ProcessPayPrice4); 347 m_SOPXmlProcessors.Add("PayPrice4", ProcessPayPrice4);
348
349 m_SOPXmlProcessors.Add("Buoyancy", ProcessBuoyancy);
350 m_SOPXmlProcessors.Add("VolumeDetectActive", ProcessVolumeDetectActive);
348 #endregion 351 #endregion
349 352
350 #region TaskInventoryXmlProcessors initialization 353 #region TaskInventoryXmlProcessors initialization
@@ -729,6 +732,16 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
729 obj.PayPrice[4] = (int)reader.ReadElementContentAsInt("PayPrice4", String.Empty); 732 obj.PayPrice[4] = (int)reader.ReadElementContentAsInt("PayPrice4", String.Empty);
730 } 733 }
731 734
735 private static void ProcessBuoyancy(SceneObjectPart obj, XmlTextReader reader)
736 {
737 obj.Buoyancy = (int)reader.ReadElementContentAsFloat("Buoyancy", String.Empty);
738 }
739
740 private static void ProcessVolumeDetectActive(SceneObjectPart obj, XmlTextReader reader)
741 {
742 obj.VolumeDetectActive = Util.ReadBoolean(reader);
743 }
744
732 #endregion 745 #endregion
733 746
734 #region TaskInventoryXmlProcessors 747 #region TaskInventoryXmlProcessors
@@ -1212,6 +1225,9 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1212 writer.WriteElementString("PayPrice3", sop.PayPrice[3].ToString()); 1225 writer.WriteElementString("PayPrice3", sop.PayPrice[3].ToString());
1213 writer.WriteElementString("PayPrice4", sop.PayPrice[4].ToString()); 1226 writer.WriteElementString("PayPrice4", sop.PayPrice[4].ToString());
1214 1227
1228 writer.WriteElementString("Buoyancy", sop.Buoyancy.ToString());
1229 writer.WriteElementString("VolumeDetectActive", sop.VolumeDetectActive.ToString().ToLower());
1230
1215 writer.WriteEndElement(); 1231 writer.WriteEndElement();
1216 } 1232 }
1217 1233
@@ -1496,12 +1512,6 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1496 { 1512 {
1497 TaskInventoryDictionary tinv = new TaskInventoryDictionary(); 1513 TaskInventoryDictionary tinv = new TaskInventoryDictionary();
1498 1514
1499 if (reader.IsEmptyElement)
1500 {
1501 reader.Read();
1502 return tinv;
1503 }
1504
1505 reader.ReadStartElement(name, String.Empty); 1515 reader.ReadStartElement(name, String.Empty);
1506 1516
1507 while (reader.Name == "TaskInventoryItem") 1517 while (reader.Name == "TaskInventoryItem")
@@ -1544,12 +1554,6 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1544 1554
1545 PrimitiveBaseShape shape = new PrimitiveBaseShape(); 1555 PrimitiveBaseShape shape = new PrimitiveBaseShape();
1546 1556
1547 if (reader.IsEmptyElement)
1548 {
1549 reader.Read();
1550 return shape;
1551 }
1552
1553 reader.ReadStartElement(name, String.Empty); // Shape 1557 reader.ReadStartElement(name, String.Empty); // Shape
1554 1558
1555 string nodeName = string.Empty; 1559 string nodeName = string.Empty;
diff --git a/OpenSim/Region/Framework/Scenes/UndoState.cs b/OpenSim/Region/Framework/Scenes/UndoState.cs
index 860172c..5ed3c79 100644
--- a/OpenSim/Region/Framework/Scenes/UndoState.cs
+++ b/OpenSim/Region/Framework/Scenes/UndoState.cs
@@ -30,12 +30,27 @@ using System.Reflection;
30using log4net; 30using log4net;
31using OpenMetaverse; 31using OpenMetaverse;
32using OpenSim.Region.Framework.Interfaces; 32using OpenSim.Region.Framework.Interfaces;
33using System;
33 34
34namespace OpenSim.Region.Framework.Scenes 35namespace OpenSim.Region.Framework.Scenes
35{ 36{
37 [Flags]
38 public enum UndoType
39 {
40 STATE_PRIM_POSITION = 1,
41 STATE_PRIM_ROTATION = 2,
42 STATE_PRIM_SCALE = 4,
43 STATE_PRIM_ALL = 7,
44 STATE_GROUP_POSITION = 8,
45 STATE_GROUP_ROTATION = 16,
46 STATE_GROUP_SCALE = 32,
47 STATE_GROUP_ALL = 56,
48 STATE_ALL = 63
49 }
50
36 public class UndoState 51 public class UndoState
37 { 52 {
38// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 53 // private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
39 54
40 public Vector3 Position = Vector3.Zero; 55 public Vector3 Position = Vector3.Zero;
41 public Vector3 Scale = Vector3.Zero; 56 public Vector3 Scale = Vector3.Zero;
@@ -57,37 +72,37 @@ namespace OpenSim.Region.Framework.Scenes
57 { 72 {
58 ForGroup = forGroup; 73 ForGroup = forGroup;
59 74
60// if (ForGroup) 75 // if (ForGroup)
61 Position = part.ParentGroup.AbsolutePosition; 76 Position = part.ParentGroup.AbsolutePosition;
62// else 77 // else
63// Position = part.OffsetPosition; 78 // Position = part.OffsetPosition;
64 79
65// m_log.DebugFormat( 80 // m_log.DebugFormat(
66// "[UNDO STATE]: Storing undo position {0} for root part", Position); 81 // "[UNDO STATE]: Storing undo position {0} for root part", Position);
67 82
68 Rotation = part.RotationOffset; 83 Rotation = part.RotationOffset;
69 84
70// m_log.DebugFormat( 85 // m_log.DebugFormat(
71// "[UNDO STATE]: Storing undo rotation {0} for root part", Rotation); 86 // "[UNDO STATE]: Storing undo rotation {0} for root part", Rotation);
72 87
73 Scale = part.Shape.Scale; 88 Scale = part.Shape.Scale;
74 89
75// m_log.DebugFormat( 90 // m_log.DebugFormat(
76// "[UNDO STATE]: Storing undo scale {0} for root part", Scale); 91 // "[UNDO STATE]: Storing undo scale {0} for root part", Scale);
77 } 92 }
78 else 93 else
79 { 94 {
80 Position = part.OffsetPosition; 95 Position = part.OffsetPosition;
81// m_log.DebugFormat( 96 // m_log.DebugFormat(
82// "[UNDO STATE]: Storing undo position {0} for child part", Position); 97 // "[UNDO STATE]: Storing undo position {0} for child part", Position);
83 98
84 Rotation = part.RotationOffset; 99 Rotation = part.RotationOffset;
85// m_log.DebugFormat( 100 // m_log.DebugFormat(
86// "[UNDO STATE]: Storing undo rotation {0} for child part", Rotation); 101 // "[UNDO STATE]: Storing undo rotation {0} for child part", Rotation);
87 102
88 Scale = part.Shape.Scale; 103 Scale = part.Shape.Scale;
89// m_log.DebugFormat( 104 // m_log.DebugFormat(
90// "[UNDO STATE]: Storing undo scale {0} for child part", Scale); 105 // "[UNDO STATE]: Storing undo scale {0} for child part", Scale);
91 } 106 }
92 } 107 }
93 108
@@ -121,9 +136,9 @@ namespace OpenSim.Region.Framework.Scenes
121 136
122 if (part.ParentID == 0) 137 if (part.ParentID == 0)
123 { 138 {
124// m_log.DebugFormat( 139 // m_log.DebugFormat(
125// "[UNDO STATE]: Undoing position to {0} for root part {1} {2}", 140 // "[UNDO STATE]: Undoing position to {0} for root part {1} {2}",
126// Position, part.Name, part.LocalId); 141 // Position, part.Name, part.LocalId);
127 142
128 if (Position != Vector3.Zero) 143 if (Position != Vector3.Zero)
129 { 144 {
@@ -133,9 +148,9 @@ namespace OpenSim.Region.Framework.Scenes
133 part.ParentGroup.UpdateRootPosition(Position); 148 part.ParentGroup.UpdateRootPosition(Position);
134 } 149 }
135 150
136// m_log.DebugFormat( 151 // m_log.DebugFormat(
137// "[UNDO STATE]: Undoing rotation {0} to {1} for root part {2} {3}", 152 // "[UNDO STATE]: Undoing rotation {0} to {1} for root part {2} {3}",
138// part.RotationOffset, Rotation, part.Name, part.LocalId); 153 // part.RotationOffset, Rotation, part.Name, part.LocalId);
139 154
140 if (ForGroup) 155 if (ForGroup)
141 part.UpdateRotation(Rotation); 156 part.UpdateRotation(Rotation);
@@ -144,9 +159,9 @@ namespace OpenSim.Region.Framework.Scenes
144 159
145 if (Scale != Vector3.Zero) 160 if (Scale != Vector3.Zero)
146 { 161 {
147// m_log.DebugFormat( 162 // m_log.DebugFormat(
148// "[UNDO STATE]: Undoing scale {0} to {1} for root part {2} {3}", 163 // "[UNDO STATE]: Undoing scale {0} to {1} for root part {2} {3}",
149// part.Shape.Scale, Scale, part.Name, part.LocalId); 164 // part.Shape.Scale, Scale, part.Name, part.LocalId);
150 165
151 if (ForGroup) 166 if (ForGroup)
152 part.ParentGroup.GroupResize(Scale); 167 part.ParentGroup.GroupResize(Scale);
@@ -161,24 +176,24 @@ namespace OpenSim.Region.Framework.Scenes
161 // Note: Updating these properties on sop automatically schedules an update if needed 176 // Note: Updating these properties on sop automatically schedules an update if needed
162 if (Position != Vector3.Zero) 177 if (Position != Vector3.Zero)
163 { 178 {
164// m_log.DebugFormat( 179 // m_log.DebugFormat(
165// "[UNDO STATE]: Undoing position {0} to {1} for child part {2} {3}", 180 // "[UNDO STATE]: Undoing position {0} to {1} for child part {2} {3}",
166// part.OffsetPosition, Position, part.Name, part.LocalId); 181 // part.OffsetPosition, Position, part.Name, part.LocalId);
167 182
168 part.OffsetPosition = Position; 183 part.OffsetPosition = Position;
169 } 184 }
170 185
171// m_log.DebugFormat( 186 // m_log.DebugFormat(
172// "[UNDO STATE]: Undoing rotation {0} to {1} for child part {2} {3}", 187 // "[UNDO STATE]: Undoing rotation {0} to {1} for child part {2} {3}",
173// part.RotationOffset, Rotation, part.Name, part.LocalId); 188 // part.RotationOffset, Rotation, part.Name, part.LocalId);
174 189
175 part.UpdateRotation(Rotation); 190 part.UpdateRotation(Rotation);
176 191
177 if (Scale != Vector3.Zero) 192 if (Scale != Vector3.Zero)
178 { 193 {
179// m_log.DebugFormat( 194 // m_log.DebugFormat(
180// "[UNDO STATE]: Undoing scale {0} to {1} for child part {2} {3}", 195 // "[UNDO STATE]: Undoing scale {0} to {1} for child part {2} {3}",
181// part.Shape.Scale, Scale, part.Name, part.LocalId); 196 // part.Shape.Scale, Scale, part.Name, part.LocalId);
182 197
183 part.Resize(Scale); 198 part.Resize(Scale);
184 } 199 }
@@ -247,4 +262,4 @@ namespace OpenSim.Region.Framework.Scenes
247 m_terrainModule.UndoTerrain(m_terrainChannel); 262 m_terrainModule.UndoTerrain(m_terrainChannel);
248 } 263 }
249 } 264 }
250} \ No newline at end of file 265}
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;