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-rw-r--r--OpenSim/Region/Framework/Interfaces/IRegionDataStore.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs29
-rw-r--r--OpenSim/Region/Framework/Scenes/EntityManager.cs79
-rw-r--r--OpenSim/Region/Framework/Scenes/EventManager.cs24
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Inventory.cs8
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs44
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs47
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneGraph.cs36
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs24
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs519
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs97
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs380
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs579
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/SceneTests.cs11
14 files changed, 1251 insertions, 628 deletions
diff --git a/OpenSim/Region/Framework/Interfaces/IRegionDataStore.cs b/OpenSim/Region/Framework/Interfaces/IRegionDataStore.cs
index 78bd622..7312799 100644
--- a/OpenSim/Region/Framework/Interfaces/IRegionDataStore.cs
+++ b/OpenSim/Region/Framework/Interfaces/IRegionDataStore.cs
@@ -103,6 +103,8 @@ namespace OpenSim.Region.Framework.Interfaces
103 103
104 void StoreRegionSettings(RegionSettings rs); 104 void StoreRegionSettings(RegionSettings rs);
105 RegionSettings LoadRegionSettings(UUID regionUUID); 105 RegionSettings LoadRegionSettings(UUID regionUUID);
106 RegionMeta7WindlightData LoadRegionWindlightSettings(UUID regionUUID);
107 void StoreRegionWindlightSettings(RegionMeta7WindlightData wl);
106 108
107 void Shutdown(); 109 void Shutdown();
108 } 110 }
diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
index fd526eb..e98f0e7 100644
--- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
+++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
@@ -53,8 +53,8 @@ namespace OpenSim.Region.Framework.Scenes.Animation
53 { 53 {
54 get { return m_movementAnimation; } 54 get { return m_movementAnimation; }
55 } 55 }
56 protected string m_movementAnimation = "DEFAULT"; 56 // protected string m_movementAnimation = "DEFAULT"; //KF: 'DEFAULT' does not exist!
57 57 protected string m_movementAnimation = "CROUCH"; //KF: CROUCH ensures reliable Av Anim. init.
58 private int m_animTickFall; 58 private int m_animTickFall;
59 private int m_animTickJump; 59 private int m_animTickJump;
60 60
@@ -123,17 +123,22 @@ namespace OpenSim.Region.Framework.Scenes.Animation
123 /// </summary> 123 /// </summary>
124 public void TrySetMovementAnimation(string anim) 124 public void TrySetMovementAnimation(string anim)
125 { 125 {
126 //m_log.DebugFormat("Updating movement animation to {0}", anim); 126//Console.WriteLine("Updating movement animation to {0}", anim);
127 127
128 if (!m_scenePresence.IsChildAgent) 128 if (!m_scenePresence.IsChildAgent)
129 { 129 {
130 if (m_animations.TrySetDefaultAnimation( 130 if (m_animations.TrySetDefaultAnimation(
131 anim, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, m_scenePresence.UUID)) 131 anim, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, m_scenePresence.UUID))
132 { 132 {
133//Console.WriteLine("TSMA {0} success.", anim);
133 // 16384 is CHANGED_ANIMATION 134 // 16384 is CHANGED_ANIMATION
134 m_scenePresence.SendScriptEventToAttachments("changed", new Object[] { 16384 }); 135 m_scenePresence.SendScriptEventToAttachments("changed", new Object[] { 16384 });
135 SendAnimPack(); 136 SendAnimPack();
136 } 137 }
138 else
139 {
140//Console.WriteLine("TSMA {0} fail.", anim);
141 }
137 } 142 }
138 } 143 }
139 144
@@ -146,10 +151,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
146 const float PREJUMP_DELAY = 0.25f; 151 const float PREJUMP_DELAY = 0.25f;
147 152
148 #region Inputs 153 #region Inputs
149 if (m_scenePresence.SitGround) 154
150 {
151 return "SIT_GROUND_CONSTRAINED";
152 }
153 AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_scenePresence.AgentControlFlags; 155 AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_scenePresence.AgentControlFlags;
154 PhysicsActor actor = m_scenePresence.PhysicsActor; 156 PhysicsActor actor = m_scenePresence.PhysicsActor;
155 157
@@ -159,11 +161,10 @@ namespace OpenSim.Region.Framework.Scenes.Animation
159 Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix); 161 Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix);
160 162
161 // Check control flags 163 // Check control flags
162 bool heldForward = 164 bool heldForward = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_AT_POS || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS);
163 (((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) || ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS)); 165 bool heldBack = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG);
164 bool heldBack = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG; 166 bool heldLeft = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS);
165 bool heldLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS; 167 bool heldRight = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG);
166 bool heldRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG;
167 //bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT; 168 //bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT;
168 //bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT; 169 //bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT;
169 bool heldUp = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == AgentManager.ControlFlags.AGENT_CONTROL_UP_POS; 170 bool heldUp = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == AgentManager.ControlFlags.AGENT_CONTROL_UP_POS;
@@ -316,7 +317,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
316 public void UpdateMovementAnimations() 317 public void UpdateMovementAnimations()
317 { 318 {
318 m_movementAnimation = GetMovementAnimation(); 319 m_movementAnimation = GetMovementAnimation();
319 320//Console.WriteLine("UMA got {0}", m_movementAnimation);
320 if (m_movementAnimation == "PREJUMP" && !m_scenePresence.Scene.m_usePreJump) 321 if (m_movementAnimation == "PREJUMP" && !m_scenePresence.Scene.m_usePreJump)
321 { 322 {
322 // This was the previous behavior before PREJUMP 323 // This was the previous behavior before PREJUMP
@@ -454,4 +455,4 @@ namespace OpenSim.Region.Framework.Scenes.Animation
454 m_scenePresence = null; 455 m_scenePresence = null;
455 } 456 }
456 } 457 }
457} \ No newline at end of file 458}
diff --git a/OpenSim/Region/Framework/Scenes/EntityManager.cs b/OpenSim/Region/Framework/Scenes/EntityManager.cs
index 099fcce..c246e32 100644
--- a/OpenSim/Region/Framework/Scenes/EntityManager.cs
+++ b/OpenSim/Region/Framework/Scenes/EntityManager.cs
@@ -40,7 +40,7 @@ namespace OpenSim.Region.Framework.Scenes
40 private readonly Dictionary<UUID,EntityBase> m_eb_uuid = new Dictionary<UUID, EntityBase>(); 40 private readonly Dictionary<UUID,EntityBase> m_eb_uuid = new Dictionary<UUID, EntityBase>();
41 private readonly Dictionary<uint, EntityBase> m_eb_localID = new Dictionary<uint, EntityBase>(); 41 private readonly Dictionary<uint, EntityBase> m_eb_localID = new Dictionary<uint, EntityBase>();
42 //private readonly Dictionary<UUID, ScenePresence> m_pres_uuid = new Dictionary<UUID, ScenePresence>(); 42 //private readonly Dictionary<UUID, ScenePresence> m_pres_uuid = new Dictionary<UUID, ScenePresence>();
43 private readonly Object m_lock = new Object(); 43 private System.Threading.ReaderWriterLockSlim m_lock = new System.Threading.ReaderWriterLockSlim();
44 44
45 [Obsolete("Use Add() instead.")] 45 [Obsolete("Use Add() instead.")]
46 public void Add(UUID id, EntityBase eb) 46 public void Add(UUID id, EntityBase eb)
@@ -50,7 +50,8 @@ namespace OpenSim.Region.Framework.Scenes
50 50
51 public void Add(EntityBase entity) 51 public void Add(EntityBase entity)
52 { 52 {
53 lock (m_lock) 53 m_lock.EnterWriteLock();
54 try
54 { 55 {
55 try 56 try
56 { 57 {
@@ -62,11 +63,16 @@ namespace OpenSim.Region.Framework.Scenes
62 m_log.ErrorFormat("Add Entity failed: {0}", e.Message); 63 m_log.ErrorFormat("Add Entity failed: {0}", e.Message);
63 } 64 }
64 } 65 }
66 finally
67 {
68 m_lock.ExitWriteLock();
69 }
65 } 70 }
66 71
67 public void InsertOrReplace(EntityBase entity) 72 public void InsertOrReplace(EntityBase entity)
68 { 73 {
69 lock (m_lock) 74 m_lock.EnterWriteLock();
75 try
70 { 76 {
71 try 77 try
72 { 78 {
@@ -78,15 +84,24 @@ namespace OpenSim.Region.Framework.Scenes
78 m_log.ErrorFormat("Insert or Replace Entity failed: {0}", e.Message); 84 m_log.ErrorFormat("Insert or Replace Entity failed: {0}", e.Message);
79 } 85 }
80 } 86 }
87 finally
88 {
89 m_lock.ExitWriteLock();
90 }
81 } 91 }
82 92
83 public void Clear() 93 public void Clear()
84 { 94 {
85 lock (m_lock) 95 m_lock.EnterWriteLock();
96 try
86 { 97 {
87 m_eb_uuid.Clear(); 98 m_eb_uuid.Clear();
88 m_eb_localID.Clear(); 99 m_eb_localID.Clear();
89 } 100 }
101 finally
102 {
103 m_lock.ExitWriteLock();
104 }
90 } 105 }
91 106
92 public int Count 107 public int Count
@@ -123,7 +138,8 @@ namespace OpenSim.Region.Framework.Scenes
123 138
124 public bool Remove(uint localID) 139 public bool Remove(uint localID)
125 { 140 {
126 lock (m_lock) 141 m_lock.EnterWriteLock();
142 try
127 { 143 {
128 try 144 try
129 { 145 {
@@ -141,11 +157,16 @@ namespace OpenSim.Region.Framework.Scenes
141 return false; 157 return false;
142 } 158 }
143 } 159 }
160 finally
161 {
162 m_lock.ExitWriteLock();
163 }
144 } 164 }
145 165
146 public bool Remove(UUID id) 166 public bool Remove(UUID id)
147 { 167 {
148 lock (m_lock) 168 m_lock.EnterWriteLock();
169 try
149 { 170 {
150 try 171 try
151 { 172 {
@@ -163,13 +184,18 @@ namespace OpenSim.Region.Framework.Scenes
163 return false; 184 return false;
164 } 185 }
165 } 186 }
187 finally
188 {
189 m_lock.ExitWriteLock();
190 }
166 } 191 }
167 192
168 public List<EntityBase> GetAllByType<T>() 193 public List<EntityBase> GetAllByType<T>()
169 { 194 {
170 List<EntityBase> tmp = new List<EntityBase>(); 195 List<EntityBase> tmp = new List<EntityBase>();
171 196
172 lock (m_lock) 197 m_lock.EnterReadLock();
198 try
173 { 199 {
174 try 200 try
175 { 201 {
@@ -187,23 +213,33 @@ namespace OpenSim.Region.Framework.Scenes
187 tmp = null; 213 tmp = null;
188 } 214 }
189 } 215 }
216 finally
217 {
218 m_lock.ExitReadLock();
219 }
190 220
191 return tmp; 221 return tmp;
192 } 222 }
193 223
194 public List<EntityBase> GetEntities() 224 public List<EntityBase> GetEntities()
195 { 225 {
196 lock (m_lock) 226 m_lock.EnterReadLock();
227 try
197 { 228 {
198 return new List<EntityBase>(m_eb_uuid.Values); 229 return new List<EntityBase>(m_eb_uuid.Values);
199 } 230 }
231 finally
232 {
233 m_lock.ExitReadLock();
234 }
200 } 235 }
201 236
202 public EntityBase this[UUID id] 237 public EntityBase this[UUID id]
203 { 238 {
204 get 239 get
205 { 240 {
206 lock (m_lock) 241 m_lock.EnterReadLock();
242 try
207 { 243 {
208 EntityBase entity; 244 EntityBase entity;
209 if (m_eb_uuid.TryGetValue(id, out entity)) 245 if (m_eb_uuid.TryGetValue(id, out entity))
@@ -211,6 +247,10 @@ namespace OpenSim.Region.Framework.Scenes
211 else 247 else
212 return null; 248 return null;
213 } 249 }
250 finally
251 {
252 m_lock.ExitReadLock();
253 }
214 } 254 }
215 set 255 set
216 { 256 {
@@ -222,7 +262,8 @@ namespace OpenSim.Region.Framework.Scenes
222 { 262 {
223 get 263 get
224 { 264 {
225 lock (m_lock) 265 m_lock.EnterReadLock();
266 try
226 { 267 {
227 EntityBase entity; 268 EntityBase entity;
228 if (m_eb_localID.TryGetValue(localID, out entity)) 269 if (m_eb_localID.TryGetValue(localID, out entity))
@@ -230,6 +271,10 @@ namespace OpenSim.Region.Framework.Scenes
230 else 271 else
231 return null; 272 return null;
232 } 273 }
274 finally
275 {
276 m_lock.ExitReadLock();
277 }
233 } 278 }
234 set 279 set
235 { 280 {
@@ -239,18 +284,28 @@ namespace OpenSim.Region.Framework.Scenes
239 284
240 public bool TryGetValue(UUID key, out EntityBase obj) 285 public bool TryGetValue(UUID key, out EntityBase obj)
241 { 286 {
242 lock (m_lock) 287 m_lock.EnterReadLock();
288 try
243 { 289 {
244 return m_eb_uuid.TryGetValue(key, out obj); 290 return m_eb_uuid.TryGetValue(key, out obj);
245 } 291 }
292 finally
293 {
294 m_lock.ExitReadLock();
295 }
246 } 296 }
247 297
248 public bool TryGetValue(uint key, out EntityBase obj) 298 public bool TryGetValue(uint key, out EntityBase obj)
249 { 299 {
250 lock (m_lock) 300 m_lock.EnterReadLock();
301 try
251 { 302 {
252 return m_eb_localID.TryGetValue(key, out obj); 303 return m_eb_localID.TryGetValue(key, out obj);
253 } 304 }
305 finally
306 {
307 m_lock.ExitReadLock();
308 }
254 } 309 }
255 310
256 /// <summary> 311 /// <summary>
diff --git a/OpenSim/Region/Framework/Scenes/EventManager.cs b/OpenSim/Region/Framework/Scenes/EventManager.cs
index 753344d..68e73b1 100644
--- a/OpenSim/Region/Framework/Scenes/EventManager.cs
+++ b/OpenSim/Region/Framework/Scenes/EventManager.cs
@@ -193,7 +193,11 @@ namespace OpenSim.Region.Framework.Scenes
193 public event OnMakeChildAgentDelegate OnMakeChildAgent; 193 public event OnMakeChildAgentDelegate OnMakeChildAgent;
194 194
195 public delegate void OnMakeRootAgentDelegate(ScenePresence presence); 195 public delegate void OnMakeRootAgentDelegate(ScenePresence presence);
196 public delegate void OnSaveNewWindlightProfileDelegate();
197 public delegate void OnSendNewWindlightProfileTargetedDelegate(RegionMeta7WindlightData wl, UUID user);
196 public event OnMakeRootAgentDelegate OnMakeRootAgent; 198 public event OnMakeRootAgentDelegate OnMakeRootAgent;
199 public event OnSendNewWindlightProfileTargetedDelegate OnSendNewWindlightProfileTargeted;
200 public event OnSaveNewWindlightProfileDelegate OnSaveNewWindlightProfile;
197 201
198 public delegate void NewInventoryItemUploadComplete(UUID avatarID, UUID assetID, string name, int userlevel); 202 public delegate void NewInventoryItemUploadComplete(UUID avatarID, UUID assetID, string name, int userlevel);
199 203
@@ -411,6 +415,8 @@ namespace OpenSim.Region.Framework.Scenes
411 private IncomingInstantMessage handlerUnhandledInstantMessage = null; //OnUnhandledInstantMessage; 415 private IncomingInstantMessage handlerUnhandledInstantMessage = null; //OnUnhandledInstantMessage;
412 private ClientClosed handlerClientClosed = null; //OnClientClosed; 416 private ClientClosed handlerClientClosed = null; //OnClientClosed;
413 private OnMakeChildAgentDelegate handlerMakeChildAgent = null; //OnMakeChildAgent; 417 private OnMakeChildAgentDelegate handlerMakeChildAgent = null; //OnMakeChildAgent;
418 private OnSaveNewWindlightProfileDelegate handlerSaveNewWindlightProfile = null; //OnSaveNewWindlightProfile;
419 private OnSendNewWindlightProfileTargetedDelegate handlerSendNewWindlightProfileTargeted = null; //OnSendNewWindlightProfileTargeted;
414 private OnMakeRootAgentDelegate handlerMakeRootAgent = null; //OnMakeRootAgent; 420 private OnMakeRootAgentDelegate handlerMakeRootAgent = null; //OnMakeRootAgent;
415 private OnTerrainTickDelegate handlerTerrainTick = null; // OnTerainTick; 421 private OnTerrainTickDelegate handlerTerrainTick = null; // OnTerainTick;
416 private RegisterCapsEvent handlerRegisterCaps = null; // OnRegisterCaps; 422 private RegisterCapsEvent handlerRegisterCaps = null; // OnRegisterCaps;
@@ -772,6 +778,24 @@ namespace OpenSim.Region.Framework.Scenes
772 } 778 }
773 } 779 }
774 780
781 public void TriggerOnSendNewWindlightProfileTargeted(RegionMeta7WindlightData wl, UUID user)
782 {
783 handlerSendNewWindlightProfileTargeted = OnSendNewWindlightProfileTargeted;
784 if (handlerSendNewWindlightProfileTargeted != null)
785 {
786 handlerSendNewWindlightProfileTargeted(wl, user);
787 }
788 }
789
790 public void TriggerOnSaveNewWindlightProfile()
791 {
792 handlerSaveNewWindlightProfile = OnSaveNewWindlightProfile;
793 if (handlerSaveNewWindlightProfile != null)
794 {
795 handlerSaveNewWindlightProfile();
796 }
797 }
798
775 public void TriggerOnMakeRootAgent(ScenePresence presence) 799 public void TriggerOnMakeRootAgent(ScenePresence presence)
776 { 800 {
777 handlerMakeRootAgent = OnMakeRootAgent; 801 handlerMakeRootAgent = OnMakeRootAgent;
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index 89ce4ae..bce7d32 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -846,8 +846,12 @@ namespace OpenSim.Region.Framework.Scenes
846 public void RemoveTaskInventory(IClientAPI remoteClient, UUID itemID, uint localID) 846 public void RemoveTaskInventory(IClientAPI remoteClient, UUID itemID, uint localID)
847 { 847 {
848 SceneObjectPart part = GetSceneObjectPart(localID); 848 SceneObjectPart part = GetSceneObjectPart(localID);
849 SceneObjectGroup group = part.ParentGroup; 849 SceneObjectGroup group = null;
850 if (group != null) 850 if (part != null)
851 {
852 group = part.ParentGroup;
853 }
854 if (part != null && group != null)
851 { 855 {
852 TaskInventoryItem item = group.GetInventoryItem(localID, itemID); 856 TaskInventoryItem item = group.GetInventoryItem(localID, itemID);
853 if (item == null) 857 if (item == null)
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 0e1e2be..2e34d1c 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -539,6 +539,8 @@ namespace OpenSim.Region.Framework.Scenes
539 539
540 // Load region settings 540 // Load region settings
541 m_regInfo.RegionSettings = m_storageManager.DataStore.LoadRegionSettings(m_regInfo.RegionID); 541 m_regInfo.RegionSettings = m_storageManager.DataStore.LoadRegionSettings(m_regInfo.RegionID);
542 m_regInfo.WindlightSettings = m_storageManager.DataStore.LoadRegionWindlightSettings(m_regInfo.RegionID);
543
542 if (m_storageManager.EstateDataStore != null) 544 if (m_storageManager.EstateDataStore != null)
543 { 545 {
544 m_regInfo.EstateSettings = m_storageManager.EstateDataStore.LoadEstateSettings(m_regInfo.RegionID); 546 m_regInfo.EstateSettings = m_storageManager.EstateDataStore.LoadEstateSettings(m_regInfo.RegionID);
@@ -886,6 +888,15 @@ namespace OpenSim.Region.Framework.Scenes
886 /// <param name="seconds">float indicating duration before restart.</param> 888 /// <param name="seconds">float indicating duration before restart.</param>
887 public virtual void Restart(float seconds) 889 public virtual void Restart(float seconds)
888 { 890 {
891 Restart(seconds, true);
892 }
893
894 /// <summary>
895 /// Given float seconds, this will restart the region. showDialog will optionally alert the users.
896 /// </summary>
897 /// <param name="seconds">float indicating duration before restart.</param>
898 public virtual void Restart(float seconds, bool showDialog)
899 {
889 // notifications are done in 15 second increments 900 // notifications are done in 15 second increments
890 // so .. if the number of seconds is less then 15 seconds, it's not really a restart request 901 // so .. if the number of seconds is less then 15 seconds, it's not really a restart request
891 // It's a 'Cancel restart' request. 902 // It's a 'Cancel restart' request.
@@ -906,8 +917,11 @@ namespace OpenSim.Region.Framework.Scenes
906 m_restartTimer.Elapsed += new ElapsedEventHandler(RestartTimer_Elapsed); 917 m_restartTimer.Elapsed += new ElapsedEventHandler(RestartTimer_Elapsed);
907 m_log.Info("[REGION]: Restarting Region in " + (seconds / 60) + " minutes"); 918 m_log.Info("[REGION]: Restarting Region in " + (seconds / 60) + " minutes");
908 m_restartTimer.Start(); 919 m_restartTimer.Start();
909 m_dialogModule.SendNotificationToUsersInRegion( 920 if (showDialog)
921 {
922 m_dialogModule.SendNotificationToUsersInRegion(
910 UUID.Random(), String.Empty, RegionInfo.RegionName + String.Format(": Restarting in {0} Minutes", (int)(seconds / 60.0))); 923 UUID.Random(), String.Empty, RegionInfo.RegionName + String.Format(": Restarting in {0} Minutes", (int)(seconds / 60.0)));
924 }
911 } 925 }
912 } 926 }
913 927
@@ -1189,16 +1203,16 @@ namespace OpenSim.Region.Framework.Scenes
1189 // Check if any objects have reached their targets 1203 // Check if any objects have reached their targets
1190 CheckAtTargets(); 1204 CheckAtTargets();
1191 1205
1192 // Update SceneObjectGroups that have scheduled themselves for updates
1193 // Objects queue their updates onto all scene presences
1194 if (m_frame % m_update_objects == 0)
1195 m_sceneGraph.UpdateObjectGroups();
1196
1197 // Run through all ScenePresences looking for updates 1206 // Run through all ScenePresences looking for updates
1198 // Presence updates and queued object updates for each presence are sent to clients 1207 // Presence updates and queued object updates for each presence are sent to clients
1199 if (m_frame % m_update_presences == 0) 1208 if (m_frame % m_update_presences == 0)
1200 m_sceneGraph.UpdatePresences(); 1209 m_sceneGraph.UpdatePresences();
1201 1210
1211 // Update SceneObjectGroups that have scheduled themselves for updates
1212 // Objects queue their updates onto all scene presences
1213 if (m_frame % m_update_objects == 0)
1214 m_sceneGraph.UpdateObjectGroups();
1215
1202 int tmpPhysicsMS2 = Util.EnvironmentTickCount(); 1216 int tmpPhysicsMS2 = Util.EnvironmentTickCount();
1203 if ((m_frame % m_update_physics == 0) && m_physics_enabled) 1217 if ((m_frame % m_update_physics == 0) && m_physics_enabled)
1204 m_sceneGraph.UpdatePreparePhysics(); 1218 m_sceneGraph.UpdatePreparePhysics();
@@ -1505,6 +1519,19 @@ namespace OpenSim.Region.Framework.Scenes
1505 public void SaveTerrain() 1519 public void SaveTerrain()
1506 { 1520 {
1507 m_storageManager.DataStore.StoreTerrain(Heightmap.GetDoubles(), RegionInfo.RegionID); 1521 m_storageManager.DataStore.StoreTerrain(Heightmap.GetDoubles(), RegionInfo.RegionID);
1522 }
1523
1524 public void StoreWindlightProfile(RegionMeta7WindlightData wl)
1525 {
1526 m_regInfo.WindlightSettings = wl;
1527 m_storageManager.DataStore.StoreRegionWindlightSettings(wl);
1528 m_eventManager.TriggerOnSaveNewWindlightProfile();
1529 }
1530
1531 public void LoadWindlightProfile()
1532 {
1533 m_regInfo.WindlightSettings = m_storageManager.DataStore.LoadRegionWindlightSettings(RegionInfo.RegionID);
1534 m_eventManager.TriggerOnSaveNewWindlightProfile();
1508 } 1535 }
1509 1536
1510 /// <summary> 1537 /// <summary>
@@ -3387,6 +3414,9 @@ namespace OpenSim.Region.Framework.Scenes
3387 3414
3388 CapsModule.AddCapsHandler(agent.AgentID); 3415 CapsModule.AddCapsHandler(agent.AgentID);
3389 3416
3417 if ((teleportFlags & ((uint)TeleportFlags.ViaLandmark | (uint)TeleportFlags.ViaLocation | (uint)TeleportFlags.ViaLandmark | (uint)TeleportFlags.Default)) != 0)
3418 System.Threading.Thread.Sleep(2000);
3419
3390 if (!agent.child) 3420 if (!agent.child)
3391 { 3421 {
3392 if (TestBorderCross(agent.startpos,Cardinals.E)) 3422 if (TestBorderCross(agent.startpos,Cardinals.E))
@@ -3445,6 +3475,7 @@ namespace OpenSim.Region.Framework.Scenes
3445 } 3475 }
3446 } 3476 }
3447 // Honor parcel landing type and position. 3477 // Honor parcel landing type and position.
3478 /*
3448 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y); 3479 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3449 if (land != null) 3480 if (land != null)
3450 { 3481 {
@@ -3453,6 +3484,7 @@ namespace OpenSim.Region.Framework.Scenes
3453 agent.startpos = land.LandData.UserLocation; 3484 agent.startpos = land.LandData.UserLocation;
3454 } 3485 }
3455 } 3486 }
3487 */// This is now handled properly in ScenePresence.MakeRootAgent
3456 } 3488 }
3457 3489
3458 m_authenticateHandler.AddNewCircuit(agent.circuitcode, agent); 3490 m_authenticateHandler.AddNewCircuit(agent.circuitcode, agent);
diff --git a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
index f49d072..8c808ab 100644
--- a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
@@ -706,17 +706,42 @@ namespace OpenSim.Region.Framework.Scenes
706 { 706 {
707 m_log.DebugFormat( 707 m_log.DebugFormat(
708 "[SCENE COMMUNICATION SERVICE]: RequestTeleportToLocation {0} within {1}", 708 "[SCENE COMMUNICATION SERVICE]: RequestTeleportToLocation {0} within {1}",
709 position, m_regionInfo.RegionName); 709 position, m_regionInfo.RegionName);
710 710
711 // Teleport within the same region 711 // Teleport within the same region
712 if (IsOutsideRegion(avatar.Scene, position) || position.Z < 0) 712 if (IsOutsideRegion(avatar.Scene, position) || position.Z < 0)
713 { 713 {
714 Vector3 emergencyPos = new Vector3(128, 128, 128); 714 Vector3 emergencyPos = new Vector3(128, 128, 128);
715 715
716 m_log.WarnFormat( 716 m_log.WarnFormat(
717 "[SCENE COMMUNICATION SERVICE]: RequestTeleportToLocation() was given an illegal position of {0} for avatar {1}, {2}. Substituting {3}", 717 "[SCENE COMMUNICATION SERVICE]: RequestTeleportToLocation() was given an illegal position of {0} for avatar {1}, {2}. Substituting {3}",
718 position, avatar.Name, avatar.UUID, emergencyPos); 718 position, avatar.Name, avatar.UUID, emergencyPos);
719 position = emergencyPos; 719 position = emergencyPos;
720 }
721
722 Vector3 currentPos = avatar.AbsolutePosition;
723 ILandObject srcLand = m_scene.LandChannel.GetLandObject(currentPos.X, currentPos.Y);
724 ILandObject destLand = m_scene.LandChannel.GetLandObject(position.X, position.Y);
725 if (srcLand != null && destLand != null && (teleportFlags & (uint)TeleportFlags.ViaLure) == 0 && (teleportFlags & (uint)TeleportFlags.ViaGodlikeLure) == 0)
726 {
727 if (srcLand.LandData.LocalID == destLand.LandData.LocalID)
728 {
729 //TPing within the same parcel. If the landing point is restricted, block the TP.
730 //Don't restrict gods, estate managers, or land owners to the TP point. This behaviour mimics agni.
731 if (destLand.LandData.LandingType == (byte)1 && destLand.LandData.UserLocation != Vector3.Zero && avatar.GodLevel < 200 && !m_scene.RegionInfo.EstateSettings.IsEstateManager(avatar.UUID) && destLand.LandData.OwnerID != avatar.UUID)
732 {
733 avatar.ControllingClient.SendAgentAlertMessage("Can't TP to the destination; landing point set.", false);
734 position = currentPos;
735 }
736 }
737 else
738 {
739 //Tping to a different parcel. Respect the landing point on the destination parcel.
740 if (destLand.LandData.LandingType == (byte)1 && destLand.LandData.UserLocation != Vector3.Zero && avatar.GodLevel < 200 && !m_scene.RegionInfo.EstateSettings.IsEstateManager(avatar.UUID) && destLand.LandData.OwnerID != avatar.UUID)
741 {
742 position = destLand.LandData.UserLocation;
743 }
744 }
720 } 745 }
721 746
722 // TODO: Get proper AVG Height 747 // TODO: Get proper AVG Height
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index f74fd5d..34a92fe 100644
--- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
@@ -222,6 +222,30 @@ namespace OpenSim.Region.Framework.Scenes
222 protected internal bool AddRestoredSceneObject( 222 protected internal bool AddRestoredSceneObject(
223 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted) 223 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted)
224 { 224 {
225 // KF: Check for out-of-region, move inside and make static.
226 Vector3 npos = new Vector3(sceneObject.RootPart.GroupPosition.X,
227 sceneObject.RootPart.GroupPosition.Y,
228 sceneObject.RootPart.GroupPosition.Z);
229 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 ||
230 npos.X > Constants.RegionSize ||
231 npos.Y > Constants.RegionSize))
232 {
233 if (npos.X < 0.0) npos.X = 1.0f;
234 if (npos.Y < 0.0) npos.Y = 1.0f;
235 if (npos.Z < 0.0) npos.Z = 0.0f;
236 if (npos.X > Constants.RegionSize) npos.X = Constants.RegionSize - 1.0f;
237 if (npos.Y > Constants.RegionSize) npos.Y = Constants.RegionSize - 1.0f;
238
239 foreach (SceneObjectPart part in sceneObject.Children.Values)
240 {
241 part.GroupPosition = npos;
242 }
243 sceneObject.RootPart.Velocity = Vector3.Zero;
244 sceneObject.RootPart.AngularVelocity = Vector3.Zero;
245 sceneObject.RootPart.Acceleration = Vector3.Zero;
246 sceneObject.RootPart.Velocity = Vector3.Zero;
247 }
248
225 if (!alreadyPersisted) 249 if (!alreadyPersisted)
226 { 250 {
227 sceneObject.ForceInventoryPersistence(); 251 sceneObject.ForceInventoryPersistence();
@@ -542,6 +566,18 @@ namespace OpenSim.Region.Framework.Scenes
542 if (group.GetFromItemID() == itemID) 566 if (group.GetFromItemID() == itemID)
543 { 567 {
544 m_parentScene.SendAttachEvent(group.LocalId, itemID, UUID.Zero); 568 m_parentScene.SendAttachEvent(group.LocalId, itemID, UUID.Zero);
569 bool hasScripts = false;
570 foreach (SceneObjectPart part in group.Children.Values)
571 {
572 if (part.Inventory.ContainsScripts())
573 {
574 hasScripts = true;
575 break;
576 }
577 }
578
579 if (hasScripts) // Allow the object to execute the attach(NULL_KEY) event
580 System.Threading.Thread.Sleep(100);
545 group.DetachToInventoryPrep(); 581 group.DetachToInventoryPrep();
546 m_log.Debug("[DETACH]: Saving attachpoint: " + 582 m_log.Debug("[DETACH]: Saving attachpoint: " +
547 ((uint)group.GetAttachmentPoint()).ToString()); 583 ((uint)group.GetAttachmentPoint()).ToString());
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
index 5a06bdb..65ce13a 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
@@ -46,12 +46,12 @@ namespace OpenSim.Region.Framework.Scenes
46 /// </summary> 46 /// </summary>
47 public void ForceInventoryPersistence() 47 public void ForceInventoryPersistence()
48 { 48 {
49 lock (m_parts) 49 lockPartsForRead(true);
50 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
51 lockPartsForRead(false);
52 foreach (SceneObjectPart part in values)
50 { 53 {
51 foreach (SceneObjectPart part in m_parts.Values) 54 part.Inventory.ForceInventoryPersistence();
52 {
53 part.Inventory.ForceInventoryPersistence();
54 }
55 } 55 }
56 } 56 }
57 57
@@ -75,14 +75,16 @@ namespace OpenSim.Region.Framework.Scenes
75 /// Stop the scripts contained in all the prims in this group 75 /// Stop the scripts contained in all the prims in this group
76 /// </summary> 76 /// </summary>
77 public void RemoveScriptInstances() 77 public void RemoveScriptInstances()
78 { 78 {
79 lock (m_parts) 79 lockPartsForRead(true);
80 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
81 lockPartsForRead(false);
82
83 foreach (SceneObjectPart part in values)
80 { 84 {
81 foreach (SceneObjectPart part in m_parts.Values) 85 part.Inventory.RemoveScriptInstances();
82 {
83 part.Inventory.RemoveScriptInstances();
84 }
85 } 86 }
87
86 } 88 }
87 89
88 /// <summary> 90 /// <summary>
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index e9ed066..f8498c6 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -98,6 +98,72 @@ namespace OpenSim.Region.Framework.Scenes
98 private bool m_hasGroupChanged = false; 98 private bool m_hasGroupChanged = false;
99 private long timeFirstChanged; 99 private long timeFirstChanged;
100 private long timeLastChanged; 100 private long timeLastChanged;
101 private System.Threading.ReaderWriterLockSlim m_partsLock = new System.Threading.ReaderWriterLockSlim();
102
103 public void lockPartsForRead(bool locked)
104 {
105 if (locked)
106 {
107 if (m_partsLock.RecursiveReadCount > 0)
108 {
109 m_log.Error("[SceneObjectGroup.m_parts] Recursive read lock requested. This should not happen and means something needs to be fixed. For now though, it's safe to continue.");
110 m_partsLock.ExitReadLock();
111 }
112 if (m_partsLock.RecursiveWriteCount > 0)
113 {
114 m_log.Error("[SceneObjectGroup.m_parts] Recursive read lock requested. This should not happen and means something needs to be fixed.");
115 m_partsLock.ExitWriteLock();
116 }
117
118 while (!m_partsLock.TryEnterReadLock(60000))
119 {
120 m_log.Error("[SceneObjectGroup.m_parts] Thread lock detected while trying to aquire READ lock of m_parts in SceneObjectGroup. I'm going to try to solve the thread lock automatically to preserve region stability, but this needs to be fixed.");
121 if (m_partsLock.IsWriteLockHeld)
122 {
123 m_partsLock = new System.Threading.ReaderWriterLockSlim();
124 }
125 }
126 }
127 else
128 {
129 if (m_partsLock.RecursiveReadCount > 0)
130 {
131 m_partsLock.ExitReadLock();
132 }
133 }
134 }
135 public void lockPartsForWrite(bool locked)
136 {
137 if (locked)
138 {
139 if (m_partsLock.RecursiveReadCount > 0)
140 {
141 m_log.Error("[SceneObjectGroup.m_parts] Recursive write lock requested. This should not happen and means something needs to be fixed. For now though, it's safe to continue.");
142 m_partsLock.ExitReadLock();
143 }
144 if (m_partsLock.RecursiveWriteCount > 0)
145 {
146 m_log.Error("[SceneObjectGroup.m_parts] Recursive write lock requested. This should not happen and means something needs to be fixed.");
147 m_partsLock.ExitWriteLock();
148 }
149
150 while (!m_partsLock.TryEnterWriteLock(60000))
151 {
152 m_log.Error("[SceneObjectGroup.m_parts] Thread lock detected while trying to aquire WRITE lock of m_scripts in XEngine. I'm going to try to solve the thread lock automatically to preserve region stability, but this needs to be fixed.");
153 if (m_partsLock.IsWriteLockHeld)
154 {
155 m_partsLock = new System.Threading.ReaderWriterLockSlim();
156 }
157 }
158 }
159 else
160 {
161 if (m_partsLock.RecursiveWriteCount > 0)
162 {
163 m_partsLock.ExitWriteLock();
164 }
165 }
166 }
101 167
102 public bool HasGroupChanged 168 public bool HasGroupChanged
103 { 169 {
@@ -243,13 +309,16 @@ namespace OpenSim.Region.Framework.Scenes
243 set 309 set
244 { 310 {
245 m_regionHandle = value; 311 m_regionHandle = value;
246 lock (m_parts) 312 lockPartsForRead(true);
247 { 313 {
248 foreach (SceneObjectPart part in m_parts.Values) 314 foreach (SceneObjectPart part in m_parts.Values)
249 { 315 {
316
250 part.RegionHandle = m_regionHandle; 317 part.RegionHandle = m_regionHandle;
318
251 } 319 }
252 } 320 }
321 lockPartsForRead(false);
253 } 322 }
254 } 323 }
255 324
@@ -275,13 +344,16 @@ namespace OpenSim.Region.Framework.Scenes
275 m_scene.CrossPrimGroupIntoNewRegion(val, this, true); 344 m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
276 } 345 }
277 346
278 lock (m_parts) 347 lockPartsForRead(true);
279 { 348 {
280 foreach (SceneObjectPart part in m_parts.Values) 349 foreach (SceneObjectPart part in m_parts.Values)
281 { 350 {
351
282 part.GroupPosition = val; 352 part.GroupPosition = val;
353
283 } 354 }
284 } 355 }
356 lockPartsForRead(false);
285 357
286 //if (m_rootPart.PhysActor != null) 358 //if (m_rootPart.PhysActor != null)
287 //{ 359 //{
@@ -432,13 +504,16 @@ namespace OpenSim.Region.Framework.Scenes
432 504
433 public void SetFromItemID(UUID AssetId) 505 public void SetFromItemID(UUID AssetId)
434 { 506 {
435 lock (m_parts) 507 lockPartsForRead(true);
436 { 508 {
437 foreach (SceneObjectPart part in m_parts.Values) 509 foreach (SceneObjectPart part in m_parts.Values)
438 { 510 {
511
439 part.FromItemID = AssetId; 512 part.FromItemID = AssetId;
513
440 } 514 }
441 } 515 }
516 lockPartsForRead(false);
442 } 517 }
443 518
444 public UUID GetFromItemID() 519 public UUID GetFromItemID()
@@ -505,10 +580,11 @@ namespace OpenSim.Region.Framework.Scenes
505 Vector3 maxScale = Vector3.Zero; 580 Vector3 maxScale = Vector3.Zero;
506 Vector3 finalScale = new Vector3(0.5f, 0.5f, 0.5f); 581 Vector3 finalScale = new Vector3(0.5f, 0.5f, 0.5f);
507 582
508 lock (m_parts) 583 lockPartsForRead(true);
509 { 584 {
510 foreach (SceneObjectPart part in m_parts.Values) 585 foreach (SceneObjectPart part in m_parts.Values)
511 { 586 {
587
512 Vector3 partscale = part.Scale; 588 Vector3 partscale = part.Scale;
513 Vector3 partoffset = part.OffsetPosition; 589 Vector3 partoffset = part.OffsetPosition;
514 590
@@ -519,8 +595,11 @@ namespace OpenSim.Region.Framework.Scenes
519 maxScale.X = (partscale.X + partoffset.X > maxScale.X) ? partscale.X + partoffset.X : maxScale.X; 595 maxScale.X = (partscale.X + partoffset.X > maxScale.X) ? partscale.X + partoffset.X : maxScale.X;
520 maxScale.Y = (partscale.Y + partoffset.Y > maxScale.Y) ? partscale.Y + partoffset.Y : maxScale.Y; 596 maxScale.Y = (partscale.Y + partoffset.Y > maxScale.Y) ? partscale.Y + partoffset.Y : maxScale.Y;
521 maxScale.Z = (partscale.Z + partoffset.Z > maxScale.Z) ? partscale.Z + partoffset.Z : maxScale.Z; 597 maxScale.Z = (partscale.Z + partoffset.Z > maxScale.Z) ? partscale.Z + partoffset.Z : maxScale.Z;
598
522 } 599 }
523 } 600 }
601 lockPartsForRead(false);
602
524 finalScale.X = (minScale.X > maxScale.X) ? minScale.X : maxScale.X; 603 finalScale.X = (minScale.X > maxScale.X) ? minScale.X : maxScale.X;
525 finalScale.Y = (minScale.Y > maxScale.Y) ? minScale.Y : maxScale.Y; 604 finalScale.Y = (minScale.Y > maxScale.Y) ? minScale.Y : maxScale.Y;
526 finalScale.Z = (minScale.Z > maxScale.Z) ? minScale.Z : maxScale.Z; 605 finalScale.Z = (minScale.Z > maxScale.Z) ? minScale.Z : maxScale.Z;
@@ -536,10 +615,11 @@ namespace OpenSim.Region.Framework.Scenes
536 615
537 EntityIntersection result = new EntityIntersection(); 616 EntityIntersection result = new EntityIntersection();
538 617
539 lock (m_parts) 618 lockPartsForRead(true);
540 { 619 {
541 foreach (SceneObjectPart part in m_parts.Values) 620 foreach (SceneObjectPart part in m_parts.Values)
542 { 621 {
622
543 // Temporary commented to stop compiler warning 623 // Temporary commented to stop compiler warning
544 //Vector3 partPosition = 624 //Vector3 partPosition =
545 // new Vector3(part.AbsolutePosition.X, part.AbsolutePosition.Y, part.AbsolutePosition.Z); 625 // new Vector3(part.AbsolutePosition.X, part.AbsolutePosition.Y, part.AbsolutePosition.Z);
@@ -567,8 +647,10 @@ namespace OpenSim.Region.Framework.Scenes
567 result.distance = inter.distance; 647 result.distance = inter.distance;
568 } 648 }
569 } 649 }
650
570 } 651 }
571 } 652 }
653 lockPartsForRead(false);
572 return result; 654 return result;
573 } 655 }
574 656
@@ -581,10 +663,11 @@ namespace OpenSim.Region.Framework.Scenes
581 public Vector3 GetAxisAlignedBoundingBox(out float offsetHeight) 663 public Vector3 GetAxisAlignedBoundingBox(out float offsetHeight)
582 { 664 {
583 float maxX = -256f, maxY = -256f, maxZ = -256f, minX = 256f, minY = 256f, minZ = 256f; 665 float maxX = -256f, maxY = -256f, maxZ = -256f, minX = 256f, minY = 256f, minZ = 256f;
584 lock (m_parts) 666 lockPartsForRead(true);
585 { 667 {
586 foreach (SceneObjectPart part in m_parts.Values) 668 foreach (SceneObjectPart part in m_parts.Values)
587 { 669 {
670
588 Vector3 worldPos = part.GetWorldPosition(); 671 Vector3 worldPos = part.GetWorldPosition();
589 Vector3 offset = worldPos - AbsolutePosition; 672 Vector3 offset = worldPos - AbsolutePosition;
590 Quaternion worldRot; 673 Quaternion worldRot;
@@ -643,6 +726,8 @@ namespace OpenSim.Region.Framework.Scenes
643 backBottomRight.Y = orig.Y + (part.Scale.Y / 2); 726 backBottomRight.Y = orig.Y + (part.Scale.Y / 2);
644 backBottomRight.Z = orig.Z - (part.Scale.Z / 2); 727 backBottomRight.Z = orig.Z - (part.Scale.Z / 2);
645 728
729
730
646 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z); 731 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
647 //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z); 732 //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
648 //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z); 733 //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
@@ -814,6 +899,7 @@ namespace OpenSim.Region.Framework.Scenes
814 minZ = backBottomLeft.Z; 899 minZ = backBottomLeft.Z;
815 } 900 }
816 } 901 }
902 lockPartsForRead(false);
817 903
818 Vector3 boundingBox = new Vector3(maxX - minX, maxY - minY, maxZ - minZ); 904 Vector3 boundingBox = new Vector3(maxX - minX, maxY - minY, maxZ - minZ);
819 905
@@ -842,17 +928,20 @@ namespace OpenSim.Region.Framework.Scenes
842 Dictionary<UUID,string> states = new Dictionary<UUID,string>(); 928 Dictionary<UUID,string> states = new Dictionary<UUID,string>();
843 929
844 // Capture script state while holding the lock 930 // Capture script state while holding the lock
845 lock (m_parts) 931 lockPartsForRead(true);
846 { 932 {
847 foreach (SceneObjectPart part in m_parts.Values) 933 foreach (SceneObjectPart part in m_parts.Values)
848 { 934 {
935
849 Dictionary<UUID,string> pstates = part.Inventory.GetScriptStates(); 936 Dictionary<UUID,string> pstates = part.Inventory.GetScriptStates();
850 foreach (UUID itemid in pstates.Keys) 937 foreach (UUID itemid in pstates.Keys)
851 { 938 {
852 states.Add(itemid, pstates[itemid]); 939 states.Add(itemid, pstates[itemid]);
853 } 940 }
941
854 } 942 }
855 } 943 }
944 lockPartsForRead(false);
856 945
857 if (states.Count > 0) 946 if (states.Count > 0)
858 { 947 {
@@ -1014,13 +1103,16 @@ namespace OpenSim.Region.Framework.Scenes
1014 1103
1015 public override void UpdateMovement() 1104 public override void UpdateMovement()
1016 { 1105 {
1017 lock (m_parts) 1106 lockPartsForRead(true);
1018 { 1107 {
1019 foreach (SceneObjectPart part in m_parts.Values) 1108 foreach (SceneObjectPart part in m_parts.Values)
1020 { 1109 {
1110
1021 part.UpdateMovement(); 1111 part.UpdateMovement();
1112
1022 } 1113 }
1023 } 1114 }
1115 lockPartsForRead(false);
1024 } 1116 }
1025 1117
1026 public ushort GetTimeDilation() 1118 public ushort GetTimeDilation()
@@ -1064,7 +1156,7 @@ namespace OpenSim.Region.Framework.Scenes
1064 /// <param name="part"></param> 1156 /// <param name="part"></param>
1065 public void AddPart(SceneObjectPart part) 1157 public void AddPart(SceneObjectPart part)
1066 { 1158 {
1067 lock (m_parts) 1159 lockPartsForWrite(true);
1068 { 1160 {
1069 part.SetParent(this); 1161 part.SetParent(this);
1070 m_parts.Add(part.UUID, part); 1162 m_parts.Add(part.UUID, part);
@@ -1074,6 +1166,7 @@ namespace OpenSim.Region.Framework.Scenes
1074 if (part.LinkNum == 2 && RootPart != null) 1166 if (part.LinkNum == 2 && RootPart != null)
1075 RootPart.LinkNum = 1; 1167 RootPart.LinkNum = 1;
1076 } 1168 }
1169 lockPartsForWrite(false);
1077 } 1170 }
1078 1171
1079 /// <summary> 1172 /// <summary>
@@ -1081,28 +1174,33 @@ namespace OpenSim.Region.Framework.Scenes
1081 /// </summary> 1174 /// </summary>
1082 private void UpdateParentIDs() 1175 private void UpdateParentIDs()
1083 { 1176 {
1084 lock (m_parts) 1177 lockPartsForRead(true);
1085 { 1178 {
1086 foreach (SceneObjectPart part in m_parts.Values) 1179 foreach (SceneObjectPart part in m_parts.Values)
1087 { 1180 {
1181
1088 if (part.UUID != m_rootPart.UUID) 1182 if (part.UUID != m_rootPart.UUID)
1089 { 1183 {
1090 part.ParentID = m_rootPart.LocalId; 1184 part.ParentID = m_rootPart.LocalId;
1091 } 1185 }
1186
1092 } 1187 }
1093 } 1188 }
1189 lockPartsForRead(false);
1094 } 1190 }
1095 1191
1096 public void RegenerateFullIDs() 1192 public void RegenerateFullIDs()
1097 { 1193 {
1098 lock (m_parts) 1194 lockPartsForRead(true);
1099 { 1195 {
1100 foreach (SceneObjectPart part in m_parts.Values) 1196 foreach (SceneObjectPart part in m_parts.Values)
1101 { 1197 {
1198
1102 part.UUID = UUID.Random(); 1199 part.UUID = UUID.Random();
1103 1200
1104 } 1201 }
1105 } 1202 }
1203 lockPartsForRead(false);
1106 } 1204 }
1107 1205
1108 // helper provided for parts. 1206 // helper provided for parts.
@@ -1183,29 +1281,33 @@ namespace OpenSim.Region.Framework.Scenes
1183 1281
1184 DetachFromBackup(); 1282 DetachFromBackup();
1185 1283
1186 lock (m_parts) 1284 lockPartsForRead(true);
1285 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
1286 lockPartsForRead(false);
1287
1288 foreach (SceneObjectPart part in values)
1187 { 1289 {
1188 foreach (SceneObjectPart part in m_parts.Values)
1189 {
1190// part.Inventory.RemoveScriptInstances(); 1290// part.Inventory.RemoveScriptInstances();
1191 1291
1192 ScenePresence[] avatars = Scene.GetScenePresences(); 1292 ScenePresence[] avatars = Scene.GetScenePresences();
1193 for (int i = 0; i < avatars.Length; i++) 1293 for (int i = 0; i < avatars.Length; i++)
1294 {
1295 if (avatars[i].ParentID == LocalId)
1194 { 1296 {
1195 if (avatars[i].ParentID == LocalId) 1297 avatars[i].StandUp();
1196 { 1298 }
1197 avatars[i].StandUp();
1198 }
1199 1299
1200 if (!silent) 1300 if (!silent)
1201 { 1301 {
1202 part.UpdateFlag = 0; 1302 part.UpdateFlag = 0;
1203 if (part == m_rootPart) 1303 if (part == m_rootPart)
1204 avatars[i].ControllingClient.SendKillObject(m_regionHandle, part.LocalId); 1304 avatars[i].ControllingClient.SendKillObject(m_regionHandle, part.LocalId);
1205 }
1206 } 1305 }
1207 } 1306 }
1307
1208 } 1308 }
1309
1310
1209 } 1311 }
1210 1312
1211 public void AddScriptLPS(int count) 1313 public void AddScriptLPS(int count)
@@ -1230,17 +1332,20 @@ namespace OpenSim.Region.Framework.Scenes
1230 1332
1231 scriptEvents aggregateScriptEvents=0; 1333 scriptEvents aggregateScriptEvents=0;
1232 1334
1233 lock (m_parts) 1335 lockPartsForRead(true);
1234 { 1336 {
1235 foreach (SceneObjectPart part in m_parts.Values) 1337 foreach (SceneObjectPart part in m_parts.Values)
1236 { 1338 {
1339
1237 if (part == null) 1340 if (part == null)
1238 continue; 1341 continue;
1239 if (part != RootPart) 1342 if (part != RootPart)
1240 part.ObjectFlags = objectflagupdate; 1343 part.ObjectFlags = objectflagupdate;
1241 aggregateScriptEvents |= part.AggregateScriptEvents; 1344 aggregateScriptEvents |= part.AggregateScriptEvents;
1345
1242 } 1346 }
1243 } 1347 }
1348 lockPartsForRead(false);
1244 1349
1245 m_scriptListens_atTarget = ((aggregateScriptEvents & scriptEvents.at_target) != 0); 1350 m_scriptListens_atTarget = ((aggregateScriptEvents & scriptEvents.at_target) != 0);
1246 m_scriptListens_notAtTarget = ((aggregateScriptEvents & scriptEvents.not_at_target) != 0); 1351 m_scriptListens_notAtTarget = ((aggregateScriptEvents & scriptEvents.not_at_target) != 0);
@@ -1273,42 +1378,52 @@ namespace OpenSim.Region.Framework.Scenes
1273 /// <param name="m_physicalPrim"></param> 1378 /// <param name="m_physicalPrim"></param>
1274 public void ApplyPhysics(bool m_physicalPrim) 1379 public void ApplyPhysics(bool m_physicalPrim)
1275 { 1380 {
1276 lock (m_parts) 1381 lockPartsForRead(true);
1382
1383 if (m_parts.Count > 1)
1277 { 1384 {
1278 if (m_parts.Count > 1) 1385 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
1386 lockPartsForRead(false);
1387 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim);
1388 foreach (SceneObjectPart part in values)
1279 { 1389 {
1280 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim); 1390
1281 foreach (SceneObjectPart part in m_parts.Values) 1391 if (part.LocalId != m_rootPart.LocalId)
1282 { 1392 {
1283 if (part.LocalId != m_rootPart.LocalId) 1393 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, m_physicalPrim);
1284 {
1285 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, m_physicalPrim);
1286 }
1287 } 1394 }
1288 1395
1289 // Hack to get the physics scene geometries in the right spot
1290 ResetChildPrimPhysicsPositions();
1291 }
1292 else
1293 {
1294 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim);
1295 } 1396 }
1397 // Hack to get the physics scene geometries in the right spot
1398 ResetChildPrimPhysicsPositions();
1399 }
1400 else
1401 {
1402 lockPartsForRead(false);
1403 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim);
1296 } 1404 }
1297 } 1405 }
1298 1406
1299 public void SetOwnerId(UUID userId) 1407 public void SetOwnerId(UUID userId)
1300 { 1408 {
1301 ForEachPart(delegate(SceneObjectPart part) { part.OwnerID = userId; }); 1409 ForEachPart(delegate(SceneObjectPart part)
1410 {
1411
1412 part.OwnerID = userId;
1413
1414 });
1302 } 1415 }
1303 1416
1304 public void ForEachPart(Action<SceneObjectPart> whatToDo) 1417 public void ForEachPart(Action<SceneObjectPart> whatToDo)
1305 { 1418 {
1306 lock (m_parts) 1419 lockPartsForRead(true);
1420 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
1421 lockPartsForRead(false);
1422 foreach (SceneObjectPart part in values)
1307 { 1423 {
1308 foreach (SceneObjectPart part in m_parts.Values) 1424
1309 { 1425 whatToDo(part);
1310 whatToDo(part); 1426
1311 }
1312 } 1427 }
1313 } 1428 }
1314 1429
@@ -1407,14 +1522,17 @@ namespace OpenSim.Region.Framework.Scenes
1407 { 1522 {
1408 SendPartFullUpdate(remoteClient, RootPart, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, RootPart.UUID)); 1523 SendPartFullUpdate(remoteClient, RootPart, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, RootPart.UUID));
1409 1524
1410 lock (m_parts) 1525 lockPartsForRead(true);
1411 { 1526 {
1412 foreach (SceneObjectPart part in m_parts.Values) 1527 foreach (SceneObjectPart part in m_parts.Values)
1413 { 1528 {
1529
1414 if (part != RootPart) 1530 if (part != RootPart)
1415 SendPartFullUpdate(remoteClient, part, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, part.UUID)); 1531 SendPartFullUpdate(remoteClient, part, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, part.UUID));
1532
1416 } 1533 }
1417 } 1534 }
1535 lockPartsForRead(false);
1418 } 1536 }
1419 1537
1420 /// <summary> 1538 /// <summary>
@@ -1509,10 +1627,11 @@ namespace OpenSim.Region.Framework.Scenes
1509 1627
1510 List<SceneObjectPart> partList; 1628 List<SceneObjectPart> partList;
1511 1629
1512 lock (m_parts) 1630 lockPartsForRead(true);
1513 { 1631
1514 partList = new List<SceneObjectPart>(m_parts.Values); 1632 partList = new List<SceneObjectPart>(m_parts.Values);
1515 } 1633
1634 lockPartsForRead(false);
1516 1635
1517 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) 1636 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
1518 { 1637 {
@@ -1761,6 +1880,7 @@ namespace OpenSim.Region.Framework.Scenes
1761 } 1880 }
1762 } 1881 }
1763 } 1882 }
1883
1764 public void stopLookAt() 1884 public void stopLookAt()
1765 { 1885 {
1766 SceneObjectPart rootpart = m_rootPart; 1886 SceneObjectPart rootpart = m_rootPart;
@@ -1835,10 +1955,11 @@ namespace OpenSim.Region.Framework.Scenes
1835 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); 1955 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed);
1836 newPart.SetParent(this); 1956 newPart.SetParent(this);
1837 1957
1838 lock (m_parts) 1958 lockPartsForWrite(true);
1839 { 1959 {
1840 m_parts.Add(newPart.UUID, newPart); 1960 m_parts.Add(newPart.UUID, newPart);
1841 } 1961 }
1962 lockPartsForWrite(false);
1842 1963
1843 SetPartAsNonRoot(newPart); 1964 SetPartAsNonRoot(newPart);
1844 1965
@@ -1901,7 +2022,7 @@ namespace OpenSim.Region.Framework.Scenes
1901 //if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0) 2022 //if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0)
1902 // return; 2023 // return;
1903 2024
1904 lock (m_parts) 2025 lockPartsForRead(true);
1905 { 2026 {
1906 bool UsePhysics = ((RootPart.Flags & PrimFlags.Physics) != 0); 2027 bool UsePhysics = ((RootPart.Flags & PrimFlags.Physics) != 0);
1907 2028
@@ -1919,34 +2040,43 @@ namespace OpenSim.Region.Framework.Scenes
1919 2040
1920 foreach (SceneObjectPart part in m_parts.Values) 2041 foreach (SceneObjectPart part in m_parts.Values)
1921 { 2042 {
2043
1922 part.SendScheduledUpdates(); 2044 part.SendScheduledUpdates();
2045
1923 } 2046 }
1924 } 2047 }
2048 lockPartsForRead(false);
1925 } 2049 }
1926 2050
1927 public void ScheduleFullUpdateToAvatar(ScenePresence presence) 2051 public void ScheduleFullUpdateToAvatar(ScenePresence presence)
1928 { 2052 {
1929 RootPart.AddFullUpdateToAvatar(presence); 2053 RootPart.AddFullUpdateToAvatar(presence);
1930 2054
1931 lock (m_parts) 2055 lockPartsForRead(true);
1932 { 2056 {
1933 foreach (SceneObjectPart part in m_parts.Values) 2057 foreach (SceneObjectPart part in m_parts.Values)
1934 { 2058 {
2059
1935 if (part != RootPart) 2060 if (part != RootPart)
1936 part.AddFullUpdateToAvatar(presence); 2061 part.AddFullUpdateToAvatar(presence);
2062
1937 } 2063 }
1938 } 2064 }
2065 lockPartsForRead(false);
1939 } 2066 }
1940 2067
1941 public void ScheduleTerseUpdateToAvatar(ScenePresence presence) 2068 public void ScheduleTerseUpdateToAvatar(ScenePresence presence)
1942 { 2069 {
1943 lock (m_parts) 2070 lockPartsForRead(true);
1944 { 2071 {
1945 foreach (SceneObjectPart part in m_parts.Values) 2072 foreach (SceneObjectPart part in m_parts.Values)
1946 { 2073 {
2074
1947 part.AddTerseUpdateToAvatar(presence); 2075 part.AddTerseUpdateToAvatar(presence);
2076
1948 } 2077 }
1949 } 2078 }
2079 lockPartsForRead(false);
1950 } 2080 }
1951 2081
1952 /// <summary> 2082 /// <summary>
@@ -1957,14 +2087,17 @@ namespace OpenSim.Region.Framework.Scenes
1957 checkAtTargets(); 2087 checkAtTargets();
1958 RootPart.ScheduleFullUpdate(); 2088 RootPart.ScheduleFullUpdate();
1959 2089
1960 lock (m_parts) 2090 lockPartsForRead(true);
1961 { 2091 {
1962 foreach (SceneObjectPart part in m_parts.Values) 2092 foreach (SceneObjectPart part in m_parts.Values)
1963 { 2093 {
2094
1964 if (part != RootPart) 2095 if (part != RootPart)
1965 part.ScheduleFullUpdate(); 2096 part.ScheduleFullUpdate();
2097
1966 } 2098 }
1967 } 2099 }
2100 lockPartsForRead(false);
1968 } 2101 }
1969 2102
1970 /// <summary> 2103 /// <summary>
@@ -1972,13 +2105,16 @@ namespace OpenSim.Region.Framework.Scenes
1972 /// </summary> 2105 /// </summary>
1973 public void ScheduleGroupForTerseUpdate() 2106 public void ScheduleGroupForTerseUpdate()
1974 { 2107 {
1975 lock (m_parts) 2108 lockPartsForRead(true);
1976 { 2109 {
1977 foreach (SceneObjectPart part in m_parts.Values) 2110 foreach (SceneObjectPart part in m_parts.Values)
1978 { 2111 {
2112
1979 part.ScheduleTerseUpdate(); 2113 part.ScheduleTerseUpdate();
2114
1980 } 2115 }
1981 } 2116 }
2117 lockPartsForRead(false);
1982 } 2118 }
1983 2119
1984 /// <summary> 2120 /// <summary>
@@ -1991,14 +2127,17 @@ namespace OpenSim.Region.Framework.Scenes
1991 2127
1992 RootPart.SendFullUpdateToAllClients(); 2128 RootPart.SendFullUpdateToAllClients();
1993 2129
1994 lock (m_parts) 2130 lockPartsForRead(true);
1995 { 2131 {
1996 foreach (SceneObjectPart part in m_parts.Values) 2132 foreach (SceneObjectPart part in m_parts.Values)
1997 { 2133 {
2134
1998 if (part != RootPart) 2135 if (part != RootPart)
1999 part.SendFullUpdateToAllClients(); 2136 part.SendFullUpdateToAllClients();
2137
2000 } 2138 }
2001 } 2139 }
2140 lockPartsForRead(false);
2002 } 2141 }
2003 2142
2004 /// <summary> 2143 /// <summary>
@@ -2029,14 +2168,15 @@ namespace OpenSim.Region.Framework.Scenes
2029 { 2168 {
2030 if (IsDeleted) 2169 if (IsDeleted)
2031 return; 2170 return;
2032 2171
2033 lock (m_parts) 2172 lockPartsForRead(true);
2034 { 2173 {
2035 foreach (SceneObjectPart part in m_parts.Values) 2174 foreach (SceneObjectPart part in m_parts.Values)
2036 { 2175 {
2037 part.SendTerseUpdateToAllClients(); 2176 part.SendTerseUpdateToAllClients();
2038 } 2177 }
2039 } 2178 }
2179 lockPartsForRead(false);
2040 } 2180 }
2041 2181
2042 #endregion 2182 #endregion
@@ -2050,16 +2190,18 @@ namespace OpenSim.Region.Framework.Scenes
2050 /// <returns>null if no child part with that linknum or child part</returns> 2190 /// <returns>null if no child part with that linknum or child part</returns>
2051 public SceneObjectPart GetLinkNumPart(int linknum) 2191 public SceneObjectPart GetLinkNumPart(int linknum)
2052 { 2192 {
2053 lock (m_parts) 2193 lockPartsForRead(true);
2054 { 2194 {
2055 foreach (SceneObjectPart part in m_parts.Values) 2195 foreach (SceneObjectPart part in m_parts.Values)
2056 { 2196 {
2057 if (part.LinkNum == linknum) 2197 if (part.LinkNum == linknum)
2058 { 2198 {
2199 lockPartsForRead(false);
2059 return part; 2200 return part;
2060 } 2201 }
2061 } 2202 }
2062 } 2203 }
2204 lockPartsForRead(false);
2063 2205
2064 return null; 2206 return null;
2065 } 2207 }
@@ -2087,17 +2229,19 @@ namespace OpenSim.Region.Framework.Scenes
2087 public SceneObjectPart GetChildPart(uint localID) 2229 public SceneObjectPart GetChildPart(uint localID)
2088 { 2230 {
2089 //m_log.DebugFormat("Entered looking for {0}", localID); 2231 //m_log.DebugFormat("Entered looking for {0}", localID);
2090 lock (m_parts) 2232 lockPartsForRead(true);
2091 { 2233 {
2092 foreach (SceneObjectPart part in m_parts.Values) 2234 foreach (SceneObjectPart part in m_parts.Values)
2093 { 2235 {
2094 //m_log.DebugFormat("Found {0}", part.LocalId); 2236 //m_log.DebugFormat("Found {0}", part.LocalId);
2095 if (part.LocalId == localID) 2237 if (part.LocalId == localID)
2096 { 2238 {
2239 lockPartsForRead(false);
2097 return part; 2240 return part;
2098 } 2241 }
2099 } 2242 }
2100 } 2243 }
2244 lockPartsForRead(false);
2101 2245
2102 return null; 2246 return null;
2103 } 2247 }
@@ -2127,17 +2271,19 @@ namespace OpenSim.Region.Framework.Scenes
2127 public bool HasChildPrim(uint localID) 2271 public bool HasChildPrim(uint localID)
2128 { 2272 {
2129 //m_log.DebugFormat("Entered HasChildPrim looking for {0}", localID); 2273 //m_log.DebugFormat("Entered HasChildPrim looking for {0}", localID);
2130 lock (m_parts) 2274 lockPartsForRead(true);
2131 { 2275 {
2132 foreach (SceneObjectPart part in m_parts.Values) 2276 foreach (SceneObjectPart part in m_parts.Values)
2133 { 2277 {
2134 //m_log.DebugFormat("Found {0}", part.LocalId); 2278 //m_log.DebugFormat("Found {0}", part.LocalId);
2135 if (part.LocalId == localID) 2279 if (part.LocalId == localID)
2136 { 2280 {
2281 lockPartsForRead(false);
2137 return true; 2282 return true;
2138 } 2283 }
2139 } 2284 }
2140 } 2285 }
2286 lockPartsForRead(false);
2141 2287
2142 return false; 2288 return false;
2143 } 2289 }
@@ -2187,53 +2333,57 @@ namespace OpenSim.Region.Framework.Scenes
2187 if (m_rootPart.LinkNum == 0) 2333 if (m_rootPart.LinkNum == 0)
2188 m_rootPart.LinkNum = 1; 2334 m_rootPart.LinkNum = 1;
2189 2335
2190 lock (m_parts) 2336 lockPartsForWrite(true);
2191 { 2337
2192 m_parts.Add(linkPart.UUID, linkPart); 2338 m_parts.Add(linkPart.UUID, linkPart);
2193 2339
2194 // Insert in terms of link numbers, the new links 2340 lockPartsForWrite(false);
2195 // before the current ones (with the exception of 2341
2196 // the root prim. Shuffle the old ones up 2342 // Insert in terms of link numbers, the new links
2197 foreach (KeyValuePair<UUID, SceneObjectPart> kvp in m_parts) 2343 // before the current ones (with the exception of
2344 // the root prim. Shuffle the old ones up
2345 lockPartsForRead(true);
2346 foreach (KeyValuePair<UUID, SceneObjectPart> kvp in m_parts)
2347 {
2348 if (kvp.Value.LinkNum != 1)
2198 { 2349 {
2199 if (kvp.Value.LinkNum != 1) 2350 // Don't update root prim link number
2200 { 2351 kvp.Value.LinkNum += objectGroup.PrimCount;
2201 // Don't update root prim link number
2202 kvp.Value.LinkNum += objectGroup.PrimCount;
2203 }
2204 } 2352 }
2353 }
2354 lockPartsForRead(false);
2205 2355
2206 linkPart.LinkNum = 2; 2356 linkPart.LinkNum = 2;
2207 2357
2208 linkPart.SetParent(this); 2358 linkPart.SetParent(this);
2209 linkPart.AddFlag(PrimFlags.CreateSelected); 2359 linkPart.AddFlag(PrimFlags.CreateSelected);
2210 2360
2211 //if (linkPart.PhysActor != null) 2361 //if (linkPart.PhysActor != null)
2212 //{ 2362 //{
2213 // m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor); 2363 // m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor);
2214 2364
2215 //linkPart.PhysActor = null; 2365 //linkPart.PhysActor = null;
2216 //} 2366 //}
2217 2367
2218 //TODO: rest of parts 2368 //TODO: rest of parts
2219 int linkNum = 3; 2369 int linkNum = 3;
2220 foreach (SceneObjectPart part in objectGroup.Children.Values) 2370 foreach (SceneObjectPart part in objectGroup.Children.Values)
2371 {
2372 if (part.UUID != objectGroup.m_rootPart.UUID)
2221 { 2373 {
2222 if (part.UUID != objectGroup.m_rootPart.UUID) 2374 LinkNonRootPart(part, oldGroupPosition, oldRootRotation, linkNum++);
2223 {
2224 LinkNonRootPart(part, oldGroupPosition, oldRootRotation, linkNum++);
2225 }
2226 part.ClearUndoState();
2227 } 2375 }
2376 part.ClearUndoState();
2228 } 2377 }
2229 2378
2230 m_scene.UnlinkSceneObject(objectGroup.UUID, true); 2379 m_scene.UnlinkSceneObject(objectGroup.UUID, true);
2231 objectGroup.m_isDeleted = true; 2380 objectGroup.m_isDeleted = true;
2381
2382 objectGroup.lockPartsForWrite(true);
2232 2383
2233 lock (objectGroup.m_parts) 2384 objectGroup.m_parts.Clear();
2234 { 2385
2235 objectGroup.m_parts.Clear(); 2386 objectGroup.lockPartsForWrite(false);
2236 }
2237 2387
2238 // Can't do this yet since backup still makes use of the root part without any synchronization 2388 // Can't do this yet since backup still makes use of the root part without any synchronization
2239// objectGroup.m_rootPart = null; 2389// objectGroup.m_rootPart = null;
@@ -2292,11 +2442,12 @@ namespace OpenSim.Region.Framework.Scenes
2292 Quaternion worldRot = linkPart.GetWorldRotation(); 2442 Quaternion worldRot = linkPart.GetWorldRotation();
2293 2443
2294 // Remove the part from this object 2444 // Remove the part from this object
2295 lock (m_parts) 2445 lockPartsForWrite(true);
2296 { 2446 {
2297 m_parts.Remove(linkPart.UUID); 2447 m_parts.Remove(linkPart.UUID);
2298 } 2448 }
2299 2449 lockPartsForWrite(false);
2450 lockPartsForRead(true);
2300 if (m_parts.Count == 1 && RootPart != null) //Single prim is left 2451 if (m_parts.Count == 1 && RootPart != null) //Single prim is left
2301 RootPart.LinkNum = 0; 2452 RootPart.LinkNum = 0;
2302 else 2453 else
@@ -2307,6 +2458,7 @@ namespace OpenSim.Region.Framework.Scenes
2307 p.LinkNum--; 2458 p.LinkNum--;
2308 } 2459 }
2309 } 2460 }
2461 lockPartsForRead(false);
2310 2462
2311 linkPart.ParentID = 0; 2463 linkPart.ParentID = 0;
2312 linkPart.LinkNum = 0; 2464 linkPart.LinkNum = 0;
@@ -2624,9 +2776,12 @@ namespace OpenSim.Region.Framework.Scenes
2624 2776
2625 if (selectionPart != null) 2777 if (selectionPart != null)
2626 { 2778 {
2627 lock (m_parts) 2779 lockPartsForRead(true);
2780 List<SceneObjectPart> parts = new List<SceneObjectPart>(m_parts.Values);
2781 lockPartsForRead(false);
2782 foreach (SceneObjectPart part in parts)
2628 { 2783 {
2629 foreach (SceneObjectPart part in m_parts.Values) 2784 if (part.Scale.X > 10.0 || part.Scale.Y > 10.0 || part.Scale.Z > 10.0)
2630 { 2785 {
2631 if (part.Scale.X > m_scene.RegionInfo.PhysPrimMax || 2786 if (part.Scale.X > m_scene.RegionInfo.PhysPrimMax ||
2632 part.Scale.Y > m_scene.RegionInfo.PhysPrimMax || 2787 part.Scale.Y > m_scene.RegionInfo.PhysPrimMax ||
@@ -2636,12 +2791,13 @@ namespace OpenSim.Region.Framework.Scenes
2636 break; 2791 break;
2637 } 2792 }
2638 } 2793 }
2794 }
2639 2795
2640 foreach (SceneObjectPart part in m_parts.Values) 2796 foreach (SceneObjectPart part in parts)
2641 { 2797 {
2642 part.UpdatePrimFlags(UsePhysics, IsTemporary, IsPhantom, IsVolumeDetect); 2798 part.UpdatePrimFlags(UsePhysics, IsTemporary, IsPhantom, IsVolumeDetect);
2643 }
2644 } 2799 }
2800
2645 } 2801 }
2646 } 2802 }
2647 2803
@@ -2727,11 +2883,9 @@ namespace OpenSim.Region.Framework.Scenes
2727 scale.Y = m_scene.m_maxNonphys; 2883 scale.Y = m_scene.m_maxNonphys;
2728 if (scale.Z > m_scene.m_maxNonphys) 2884 if (scale.Z > m_scene.m_maxNonphys)
2729 scale.Z = m_scene.m_maxNonphys; 2885 scale.Z = m_scene.m_maxNonphys;
2730
2731 SceneObjectPart part = GetChildPart(localID); 2886 SceneObjectPart part = GetChildPart(localID);
2732 if (part != null) 2887 if (part != null)
2733 { 2888 {
2734 part.Resize(scale);
2735 if (part.PhysActor != null) 2889 if (part.PhysActor != null)
2736 { 2890 {
2737 if (part.PhysActor.IsPhysical) 2891 if (part.PhysActor.IsPhysical)
@@ -2746,7 +2900,7 @@ namespace OpenSim.Region.Framework.Scenes
2746 part.PhysActor.Size = scale; 2900 part.PhysActor.Size = scale;
2747 m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor); 2901 m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor);
2748 } 2902 }
2749 //if (part.UUID != m_rootPart.UUID) 2903 part.Resize(scale);
2750 2904
2751 HasGroupChanged = true; 2905 HasGroupChanged = true;
2752 ScheduleGroupForFullUpdate(); 2906 ScheduleGroupForFullUpdate();
@@ -2787,77 +2941,76 @@ namespace OpenSim.Region.Framework.Scenes
2787 float y = (scale.Y / part.Scale.Y); 2941 float y = (scale.Y / part.Scale.Y);
2788 float z = (scale.Z / part.Scale.Z); 2942 float z = (scale.Z / part.Scale.Z);
2789 2943
2790 lock (m_parts) 2944 lockPartsForRead(true);
2945 if (x > 1.0f || y > 1.0f || z > 1.0f)
2791 { 2946 {
2792 if (x > 1.0f || y > 1.0f || z > 1.0f) 2947 foreach (SceneObjectPart obPart in m_parts.Values)
2793 { 2948 {
2794 foreach (SceneObjectPart obPart in m_parts.Values) 2949 if (obPart.UUID != m_rootPart.UUID)
2795 { 2950 {
2796 if (obPart.UUID != m_rootPart.UUID) 2951 Vector3 oldSize = new Vector3(obPart.Scale);
2797 {
2798 Vector3 oldSize = new Vector3(obPart.Scale);
2799 2952
2800 float f = 1.0f; 2953 float f = 1.0f;
2801 float a = 1.0f; 2954 float a = 1.0f;
2802 2955
2803 if (part.PhysActor != null && part.PhysActor.IsPhysical) 2956 if (part.PhysActor != null && part.PhysActor.IsPhysical)
2957 {
2958 if (oldSize.X*x > m_scene.m_maxPhys)
2804 { 2959 {
2805 if (oldSize.X*x > m_scene.m_maxPhys) 2960 f = m_scene.m_maxPhys / oldSize.X;
2806 { 2961 a = f / x;
2807 f = m_scene.m_maxPhys / oldSize.X; 2962 x *= a;
2808 a = f / x; 2963 y *= a;
2809 x *= a; 2964 z *= a;
2810 y *= a;
2811 z *= a;
2812 }
2813 if (oldSize.Y*y > m_scene.m_maxPhys)
2814 {
2815 f = m_scene.m_maxPhys / oldSize.Y;
2816 a = f / y;
2817 x *= a;
2818 y *= a;
2819 z *= a;
2820 }
2821 if (oldSize.Z*z > m_scene.m_maxPhys)
2822 {
2823 f = m_scene.m_maxPhys / oldSize.Z;
2824 a = f / z;
2825 x *= a;
2826 y *= a;
2827 z *= a;
2828 }
2829 } 2965 }
2830 else 2966 if (oldSize.Y*y > m_scene.m_maxPhys)
2967 {
2968 f = m_scene.m_maxPhys / oldSize.Y;
2969 a = f / y;
2970 x *= a;
2971 y *= a;
2972 z *= a;
2973 }
2974 if (oldSize.Z*z > m_scene.m_maxPhys)
2975 {
2976 f = m_scene.m_maxPhys / oldSize.Z;
2977 a = f / z;
2978 x *= a;
2979 y *= a;
2980 z *= a;
2981 }
2982 }
2983 else
2984 {
2985 if (oldSize.X*x > m_scene.m_maxNonphys)
2986 {
2987 f = m_scene.m_maxNonphys / oldSize.X;
2988 a = f / x;
2989 x *= a;
2990 y *= a;
2991 z *= a;
2992 }
2993 if (oldSize.Y*y > m_scene.m_maxNonphys)
2831 { 2994 {
2832 if (oldSize.X*x > m_scene.m_maxNonphys) 2995 f = m_scene.m_maxNonphys / oldSize.Y;
2833 { 2996 a = f / y;
2834 f = m_scene.m_maxNonphys / oldSize.X; 2997 x *= a;
2835 a = f / x; 2998 y *= a;
2836 x *= a; 2999 z *= a;
2837 y *= a; 3000 }
2838 z *= a; 3001 if (oldSize.Z*z > m_scene.m_maxNonphys)
2839 } 3002 {
2840 if (oldSize.Y*y > m_scene.m_maxNonphys) 3003 f = m_scene.m_maxNonphys / oldSize.Z;
2841 { 3004 a = f / z;
2842 f = m_scene.m_maxNonphys / oldSize.Y; 3005 x *= a;
2843 a = f / y; 3006 y *= a;
2844 x *= a; 3007 z *= a;
2845 y *= a;
2846 z *= a;
2847 }
2848 if (oldSize.Z*z > m_scene.m_maxNonphys)
2849 {
2850 f = m_scene.m_maxNonphys / oldSize.Z;
2851 a = f / z;
2852 x *= a;
2853 y *= a;
2854 z *= a;
2855 }
2856 } 3008 }
2857 } 3009 }
2858 } 3010 }
2859 } 3011 }
2860 } 3012 }
3013 lockPartsForRead(false);
2861 3014
2862 Vector3 prevScale = part.Scale; 3015 Vector3 prevScale = part.Scale;
2863 prevScale.X *= x; 3016 prevScale.X *= x;
@@ -2865,7 +3018,7 @@ namespace OpenSim.Region.Framework.Scenes
2865 prevScale.Z *= z; 3018 prevScale.Z *= z;
2866 part.Resize(prevScale); 3019 part.Resize(prevScale);
2867 3020
2868 lock (m_parts) 3021 lockPartsForRead(true);
2869 { 3022 {
2870 foreach (SceneObjectPart obPart in m_parts.Values) 3023 foreach (SceneObjectPart obPart in m_parts.Values)
2871 { 3024 {
@@ -2884,6 +3037,7 @@ namespace OpenSim.Region.Framework.Scenes
2884 } 3037 }
2885 } 3038 }
2886 } 3039 }
3040 lockPartsForRead(false);
2887 3041
2888 if (part.PhysActor != null) 3042 if (part.PhysActor != null)
2889 { 3043 {
@@ -2964,7 +3118,7 @@ namespace OpenSim.Region.Framework.Scenes
2964 axDiff *= Quaternion.Inverse(partRotation); 3118 axDiff *= Quaternion.Inverse(partRotation);
2965 diff = axDiff; 3119 diff = axDiff;
2966 3120
2967 lock (m_parts) 3121 lockPartsForRead(true);
2968 { 3122 {
2969 foreach (SceneObjectPart obPart in m_parts.Values) 3123 foreach (SceneObjectPart obPart in m_parts.Values)
2970 { 3124 {
@@ -2974,6 +3128,7 @@ namespace OpenSim.Region.Framework.Scenes
2974 } 3128 }
2975 } 3129 }
2976 } 3130 }
3131 lockPartsForRead(false);
2977 3132
2978 AbsolutePosition = newPos; 3133 AbsolutePosition = newPos;
2979 3134
@@ -3091,7 +3246,7 @@ namespace OpenSim.Region.Framework.Scenes
3091 m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor); 3246 m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
3092 } 3247 }
3093 3248
3094 lock (m_parts) 3249 lockPartsForRead(true);
3095 { 3250 {
3096 foreach (SceneObjectPart prim in m_parts.Values) 3251 foreach (SceneObjectPart prim in m_parts.Values)
3097 { 3252 {
@@ -3109,6 +3264,7 @@ namespace OpenSim.Region.Framework.Scenes
3109 } 3264 }
3110 } 3265 }
3111 } 3266 }
3267 lockPartsForRead(false);
3112 3268
3113 m_rootPart.ScheduleTerseUpdate(); 3269 m_rootPart.ScheduleTerseUpdate();
3114 } 3270 }
@@ -3207,7 +3363,7 @@ namespace OpenSim.Region.Framework.Scenes
3207 if (atTargets.Count > 0) 3363 if (atTargets.Count > 0)
3208 { 3364 {
3209 uint[] localids = new uint[0]; 3365 uint[] localids = new uint[0];
3210 lock (m_parts) 3366 lockPartsForRead(true);
3211 { 3367 {
3212 localids = new uint[m_parts.Count]; 3368 localids = new uint[m_parts.Count];
3213 int cntr = 0; 3369 int cntr = 0;
@@ -3217,6 +3373,7 @@ namespace OpenSim.Region.Framework.Scenes
3217 cntr++; 3373 cntr++;
3218 } 3374 }
3219 } 3375 }
3376 lockPartsForRead(false);
3220 3377
3221 for (int ctr = 0; ctr < localids.Length; ctr++) 3378 for (int ctr = 0; ctr < localids.Length; ctr++)
3222 { 3379 {
@@ -3235,7 +3392,7 @@ namespace OpenSim.Region.Framework.Scenes
3235 { 3392 {
3236 //trigger not_at_target 3393 //trigger not_at_target
3237 uint[] localids = new uint[0]; 3394 uint[] localids = new uint[0];
3238 lock (m_parts) 3395 lockPartsForRead(true);
3239 { 3396 {
3240 localids = new uint[m_parts.Count]; 3397 localids = new uint[m_parts.Count];
3241 int cntr = 0; 3398 int cntr = 0;
@@ -3245,7 +3402,8 @@ namespace OpenSim.Region.Framework.Scenes
3245 cntr++; 3402 cntr++;
3246 } 3403 }
3247 } 3404 }
3248 3405 lockPartsForRead(false);
3406
3249 for (int ctr = 0; ctr < localids.Length; ctr++) 3407 for (int ctr = 0; ctr < localids.Length; ctr++)
3250 { 3408 {
3251 m_scene.EventManager.TriggerNotAtTargetEvent(localids[ctr]); 3409 m_scene.EventManager.TriggerNotAtTargetEvent(localids[ctr]);
@@ -3258,19 +3416,20 @@ namespace OpenSim.Region.Framework.Scenes
3258 public float GetMass() 3416 public float GetMass()
3259 { 3417 {
3260 float retmass = 0f; 3418 float retmass = 0f;
3261 lock (m_parts) 3419 lockPartsForRead(true);
3262 { 3420 {
3263 foreach (SceneObjectPart part in m_parts.Values) 3421 foreach (SceneObjectPart part in m_parts.Values)
3264 { 3422 {
3265 retmass += part.GetMass(); 3423 retmass += part.GetMass();
3266 } 3424 }
3267 } 3425 }
3426 lockPartsForRead(false);
3268 return retmass; 3427 return retmass;
3269 } 3428 }
3270 3429
3271 public void CheckSculptAndLoad() 3430 public void CheckSculptAndLoad()
3272 { 3431 {
3273 lock (m_parts) 3432 lockPartsForRead(true);
3274 { 3433 {
3275 if (!IsDeleted) 3434 if (!IsDeleted)
3276 { 3435 {
@@ -3295,6 +3454,7 @@ namespace OpenSim.Region.Framework.Scenes
3295 } 3454 }
3296 } 3455 }
3297 } 3456 }
3457 lockPartsForRead(false);
3298 } 3458 }
3299 3459
3300 protected void AssetReceived(string id, Object sender, AssetBase asset) 3460 protected void AssetReceived(string id, Object sender, AssetBase asset)
@@ -3315,7 +3475,7 @@ namespace OpenSim.Region.Framework.Scenes
3315 /// <param name="client"></param> 3475 /// <param name="client"></param>
3316 public void SetGroup(UUID GroupID, IClientAPI client) 3476 public void SetGroup(UUID GroupID, IClientAPI client)
3317 { 3477 {
3318 lock (m_parts) 3478 lockPartsForRead(true);
3319 { 3479 {
3320 foreach (SceneObjectPart part in m_parts.Values) 3480 foreach (SceneObjectPart part in m_parts.Values)
3321 { 3481 {
@@ -3325,7 +3485,7 @@ namespace OpenSim.Region.Framework.Scenes
3325 3485
3326 HasGroupChanged = true; 3486 HasGroupChanged = true;
3327 } 3487 }
3328 3488 lockPartsForRead(false);
3329 ScheduleGroupForFullUpdate(); 3489 ScheduleGroupForFullUpdate();
3330 } 3490 }
3331 3491
@@ -3344,11 +3504,12 @@ namespace OpenSim.Region.Framework.Scenes
3344 3504
3345 public void SetAttachmentPoint(byte point) 3505 public void SetAttachmentPoint(byte point)
3346 { 3506 {
3347 lock (m_parts) 3507 lockPartsForRead(true);
3348 { 3508 {
3349 foreach (SceneObjectPart part in m_parts.Values) 3509 foreach (SceneObjectPart part in m_parts.Values)
3350 part.SetAttachmentPoint(point); 3510 part.SetAttachmentPoint(point);
3351 } 3511 }
3512 lockPartsForRead(false);
3352 } 3513 }
3353 3514
3354 #region ISceneObject 3515 #region ISceneObject
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index c0243a5..6b562e5 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -212,6 +212,7 @@ namespace OpenSim.Region.Framework.Scenes
212 private Quaternion m_sitTargetOrientation = Quaternion.Identity; 212 private Quaternion m_sitTargetOrientation = Quaternion.Identity;
213 private Vector3 m_sitTargetPosition; 213 private Vector3 m_sitTargetPosition;
214 private string m_sitAnimation = "SIT"; 214 private string m_sitAnimation = "SIT";
215 private bool m_occupied; // KF if any av is sitting on this prim
215 private string m_text = String.Empty; 216 private string m_text = String.Empty;
216 private string m_touchName = String.Empty; 217 private string m_touchName = String.Empty;
217 private readonly UndoStack<UndoState> m_undo = new UndoStack<UndoState>(5); 218 private readonly UndoStack<UndoState> m_undo = new UndoStack<UndoState>(5);
@@ -389,12 +390,16 @@ namespace OpenSim.Region.Framework.Scenes
389 } 390 }
390 391
391 /// <value> 392 /// <value>
392 /// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes 393 /// Get the inventory list
393 /// </value> 394 /// </value>
394 public TaskInventoryDictionary TaskInventory 395 public TaskInventoryDictionary TaskInventory
395 { 396 {
396 get { return m_inventory.Items; } 397 get {
397 set { m_inventory.Items = value; } 398 return m_inventory.Items;
399 }
400 set {
401 m_inventory.Items = value;
402 }
398 } 403 }
399 404
400 public uint ObjectFlags 405 public uint ObjectFlags
@@ -527,7 +532,6 @@ namespace OpenSim.Region.Framework.Scenes
527 StoreUndoState(); 532 StoreUndoState();
528 533
529 m_groupPosition = value; 534 m_groupPosition = value;
530
531 PhysicsActor actor = PhysActor; 535 PhysicsActor actor = PhysActor;
532 if (actor != null) 536 if (actor != null)
533 { 537 {
@@ -837,7 +841,8 @@ namespace OpenSim.Region.Framework.Scenes
837 if (IsAttachment) 841 if (IsAttachment)
838 return GroupPosition; 842 return GroupPosition;
839 843
840 return m_offsetPosition + m_groupPosition; } 844// return m_offsetPosition + m_groupPosition; }
845 return m_groupPosition + (m_offsetPosition * ParentGroup.RootPart.RotationOffset) ; } //KF: Rotation was ignored!
841 } 846 }
842 847
843 public SceneObjectGroup ParentGroup 848 public SceneObjectGroup ParentGroup
@@ -989,6 +994,13 @@ namespace OpenSim.Region.Framework.Scenes
989 get { return _flags; } 994 get { return _flags; }
990 set { _flags = value; } 995 set { _flags = value; }
991 } 996 }
997
998 [XmlIgnore]
999 public bool IsOccupied // KF If an av is sittingon this prim
1000 {
1001 get { return m_occupied; }
1002 set { m_occupied = value; }
1003 }
992 1004
993 [XmlIgnore] 1005 [XmlIgnore]
994 public UUID SitTargetAvatar 1006 public UUID SitTargetAvatar
@@ -1064,14 +1076,6 @@ namespace OpenSim.Region.Framework.Scenes
1064 } 1076 }
1065 } 1077 }
1066 1078
1067 /// <summary>
1068 /// Clear all pending updates of parts to clients
1069 /// </summary>
1070 private void ClearUpdateSchedule()
1071 {
1072 m_updateFlag = 0;
1073 }
1074
1075 private void SendObjectPropertiesToClient(UUID AgentID) 1079 private void SendObjectPropertiesToClient(UUID AgentID)
1076 { 1080 {
1077 ScenePresence[] avatars = m_parentGroup.Scene.GetScenePresences(); 1081 ScenePresence[] avatars = m_parentGroup.Scene.GetScenePresences();
@@ -1737,12 +1741,17 @@ namespace OpenSim.Region.Framework.Scenes
1737 public Vector3 GetWorldPosition() 1741 public Vector3 GetWorldPosition()
1738 { 1742 {
1739 Quaternion parentRot = ParentGroup.RootPart.RotationOffset; 1743 Quaternion parentRot = ParentGroup.RootPart.RotationOffset;
1740
1741 Vector3 axPos = OffsetPosition; 1744 Vector3 axPos = OffsetPosition;
1742
1743 axPos *= parentRot; 1745 axPos *= parentRot;
1744 Vector3 translationOffsetPosition = axPos; 1746 Vector3 translationOffsetPosition = axPos;
1745 return GroupPosition + translationOffsetPosition; 1747 if(_parentID == 0)
1748 {
1749 return GroupPosition;
1750 }
1751 else
1752 {
1753 return ParentGroup.AbsolutePosition + translationOffsetPosition; //KF: Fix child prim position
1754 }
1746 } 1755 }
1747 1756
1748 /// <summary> 1757 /// <summary>
@@ -1753,7 +1762,7 @@ namespace OpenSim.Region.Framework.Scenes
1753 { 1762 {
1754 Quaternion newRot; 1763 Quaternion newRot;
1755 1764
1756 if (this.LinkNum == 0) 1765 if (this.LinkNum < 2) //KF Single or root prim
1757 { 1766 {
1758 newRot = RotationOffset; 1767 newRot = RotationOffset;
1759 } 1768 }
@@ -2109,17 +2118,18 @@ namespace OpenSim.Region.Framework.Scenes
2109 //Trys to fetch sound id from prim's inventory. 2118 //Trys to fetch sound id from prim's inventory.
2110 //Prim's inventory doesn't support non script items yet 2119 //Prim's inventory doesn't support non script items yet
2111 2120
2112 lock (TaskInventory) 2121 TaskInventory.LockItemsForRead(true);
2122
2123 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
2113 { 2124 {
2114 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 2125 if (item.Value.Name == sound)
2115 { 2126 {
2116 if (item.Value.Name == sound) 2127 soundID = item.Value.ItemID;
2117 { 2128 break;
2118 soundID = item.Value.ItemID;
2119 break;
2120 }
2121 } 2129 }
2122 } 2130 }
2131
2132 TaskInventory.LockItemsForRead(false);
2123 } 2133 }
2124 2134
2125 List<ScenePresence> avatarts = m_parentGroup.Scene.GetAvatars(); 2135 List<ScenePresence> avatarts = m_parentGroup.Scene.GetAvatars();
@@ -2394,8 +2404,8 @@ namespace OpenSim.Region.Framework.Scenes
2394 { 2404 {
2395 const float ROTATION_TOLERANCE = 0.01f; 2405 const float ROTATION_TOLERANCE = 0.01f;
2396 const float VELOCITY_TOLERANCE = 0.001f; 2406 const float VELOCITY_TOLERANCE = 0.001f;
2397 const float POSITION_TOLERANCE = 0.05f; 2407 const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary
2398 const int TIME_MS_TOLERANCE = 3000; 2408 const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds.
2399 2409
2400 if (m_updateFlag == 1) 2410 if (m_updateFlag == 1)
2401 { 2411 {
@@ -2409,7 +2419,7 @@ namespace OpenSim.Region.Framework.Scenes
2409 Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE) 2419 Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE)
2410 { 2420 {
2411 AddTerseUpdateToAllAvatars(); 2421 AddTerseUpdateToAllAvatars();
2412 ClearUpdateSchedule(); 2422
2413 2423
2414 // This causes the Scene to 'poll' physical objects every couple of frames 2424 // This causes the Scene to 'poll' physical objects every couple of frames
2415 // bad, so it's been replaced by an event driven method. 2425 // bad, so it's been replaced by an event driven method.
@@ -2427,16 +2437,18 @@ namespace OpenSim.Region.Framework.Scenes
2427 m_lastAngularVelocity = AngularVelocity; 2437 m_lastAngularVelocity = AngularVelocity;
2428 m_lastTerseSent = Environment.TickCount; 2438 m_lastTerseSent = Environment.TickCount;
2429 } 2439 }
2440 //Moved this outside of the if clause so updates don't get blocked.. *sigh*
2441 m_updateFlag = 0; //Why were we calling a function to do this? Inefficient! *screams*
2430 } 2442 }
2431 else 2443 else
2432 { 2444 {
2433 if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes 2445 if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes
2434 { 2446 {
2435 AddFullUpdateToAllAvatars(); 2447 AddFullUpdateToAllAvatars();
2436 ClearUpdateSchedule(); 2448 m_updateFlag = 0; //Same here
2437 } 2449 }
2438 } 2450 }
2439 ClearUpdateSchedule(); 2451 m_updateFlag = 0;
2440 } 2452 }
2441 2453
2442 /// <summary> 2454 /// <summary>
@@ -2463,17 +2475,16 @@ namespace OpenSim.Region.Framework.Scenes
2463 if (!UUID.TryParse(sound, out soundID)) 2475 if (!UUID.TryParse(sound, out soundID))
2464 { 2476 {
2465 // search sound file from inventory 2477 // search sound file from inventory
2466 lock (TaskInventory) 2478 TaskInventory.LockItemsForRead(true);
2479 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
2467 { 2480 {
2468 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 2481 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound)
2469 { 2482 {
2470 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound) 2483 soundID = item.Value.ItemID;
2471 { 2484 break;
2472 soundID = item.Value.ItemID;
2473 break;
2474 }
2475 } 2485 }
2476 } 2486 }
2487 TaskInventory.LockItemsForRead(false);
2477 } 2488 }
2478 2489
2479 if (soundID == UUID.Zero) 2490 if (soundID == UUID.Zero)
@@ -2674,13 +2685,6 @@ namespace OpenSim.Region.Framework.Scenes
2674 ScheduleFullUpdate(); 2685 ScheduleFullUpdate();
2675 } 2686 }
2676 2687
2677 public void StopLookAt()
2678 {
2679 m_parentGroup.stopLookAt();
2680
2681 m_parentGroup.ScheduleGroupForTerseUpdate();
2682 }
2683
2684 /// <summary> 2688 /// <summary>
2685 /// Set the text displayed for this part. 2689 /// Set the text displayed for this part.
2686 /// </summary> 2690 /// </summary>
@@ -2696,6 +2700,13 @@ namespace OpenSim.Region.Framework.Scenes
2696 SetText(text); 2700 SetText(text);
2697 } 2701 }
2698 2702
2703 public void StopLookAt()
2704 {
2705 m_parentGroup.stopLookAt();
2706
2707 m_parentGroup.ScheduleGroupForTerseUpdate();
2708 }
2709
2699 public void StopMoveToTarget() 2710 public void StopMoveToTarget()
2700 { 2711 {
2701 m_parentGroup.stopMoveToTarget(); 2712 m_parentGroup.stopMoveToTarget();
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
index eb7f5ff..c3c6342 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
@@ -82,7 +82,9 @@ namespace OpenSim.Region.Framework.Scenes
82 /// </value> 82 /// </value>
83 protected internal TaskInventoryDictionary Items 83 protected internal TaskInventoryDictionary Items
84 { 84 {
85 get { return m_items; } 85 get {
86 return m_items;
87 }
86 set 88 set
87 { 89 {
88 m_items = value; 90 m_items = value;
@@ -118,22 +120,25 @@ namespace OpenSim.Region.Framework.Scenes
118 /// <param name="linkNum">Link number for the part</param> 120 /// <param name="linkNum">Link number for the part</param>
119 public void ResetInventoryIDs() 121 public void ResetInventoryIDs()
120 { 122 {
121 lock (Items) 123 m_items.LockItemsForWrite(true);
124
125 if (0 == Items.Count)
122 { 126 {
123 if (0 == Items.Count) 127 m_items.LockItemsForWrite(false);
124 return; 128 return;
129 }
125 130
126 HasInventoryChanged = true; 131 HasInventoryChanged = true;
127 m_part.ParentGroup.HasGroupChanged = true; 132 m_part.ParentGroup.HasGroupChanged = true;
128 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values); 133 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
129 Items.Clear(); 134 Items.Clear();
130 135
131 foreach (TaskInventoryItem item in items) 136 foreach (TaskInventoryItem item in items)
132 { 137 {
133 item.ResetIDs(m_part.UUID); 138 item.ResetIDs(m_part.UUID);
134 Items.Add(item.ItemID, item); 139 Items.Add(item.ItemID, item);
135 }
136 } 140 }
141 m_items.LockItemsForWrite(false);
137 } 142 }
138 143
139 /// <summary> 144 /// <summary>
@@ -142,25 +147,25 @@ namespace OpenSim.Region.Framework.Scenes
142 /// <param name="ownerId"></param> 147 /// <param name="ownerId"></param>
143 public void ChangeInventoryOwner(UUID ownerId) 148 public void ChangeInventoryOwner(UUID ownerId)
144 { 149 {
145 lock (Items) 150 m_items.LockItemsForWrite(true);
151 if (0 == Items.Count)
146 { 152 {
147 if (0 == Items.Count) 153 m_items.LockItemsForWrite(false);
148 { 154 return;
149 return; 155 }
150 }
151 156
152 HasInventoryChanged = true; 157 HasInventoryChanged = true;
153 m_part.ParentGroup.HasGroupChanged = true; 158 m_part.ParentGroup.HasGroupChanged = true;
154 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values); 159 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
155 foreach (TaskInventoryItem item in items) 160 foreach (TaskInventoryItem item in items)
161 {
162 if (ownerId != item.OwnerID)
156 { 163 {
157 if (ownerId != item.OwnerID) 164 item.LastOwnerID = item.OwnerID;
158 { 165 item.OwnerID = ownerId;
159 item.LastOwnerID = item.OwnerID;
160 item.OwnerID = ownerId;
161 }
162 } 166 }
163 } 167 }
168 m_items.LockItemsForWrite(false);
164 } 169 }
165 170
166 /// <summary> 171 /// <summary>
@@ -169,24 +174,24 @@ namespace OpenSim.Region.Framework.Scenes
169 /// <param name="groupID"></param> 174 /// <param name="groupID"></param>
170 public void ChangeInventoryGroup(UUID groupID) 175 public void ChangeInventoryGroup(UUID groupID)
171 { 176 {
172 lock (Items) 177 m_items.LockItemsForWrite(true);
178 if (0 == Items.Count)
173 { 179 {
174 if (0 == Items.Count) 180 m_items.LockItemsForWrite(false);
175 { 181 return;
176 return; 182 }
177 }
178 183
179 HasInventoryChanged = true; 184 HasInventoryChanged = true;
180 m_part.ParentGroup.HasGroupChanged = true; 185 m_part.ParentGroup.HasGroupChanged = true;
181 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values); 186 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
182 foreach (TaskInventoryItem item in items) 187 foreach (TaskInventoryItem item in items)
188 {
189 if (groupID != item.GroupID)
183 { 190 {
184 if (groupID != item.GroupID) 191 item.GroupID = groupID;
185 {
186 item.GroupID = groupID;
187 }
188 } 192 }
189 } 193 }
194 m_items.LockItemsForWrite(false);
190 } 195 }
191 196
192 /// <summary> 197 /// <summary>
@@ -194,14 +199,14 @@ namespace OpenSim.Region.Framework.Scenes
194 /// </summary> 199 /// </summary>
195 public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource) 200 public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource)
196 { 201 {
197 lock (m_items) 202 Items.LockItemsForRead(true);
203 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
204 Items.LockItemsForRead(false);
205 foreach (TaskInventoryItem item in items)
198 { 206 {
199 foreach (TaskInventoryItem item in Items.Values) 207 if ((int)InventoryType.LSL == item.InvType)
200 { 208 {
201 if ((int)InventoryType.LSL == item.InvType) 209 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource);
202 {
203 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource);
204 }
205 } 210 }
206 } 211 }
207 } 212 }
@@ -232,17 +237,20 @@ namespace OpenSim.Region.Framework.Scenes
232 /// </summary> 237 /// </summary>
233 public void RemoveScriptInstances() 238 public void RemoveScriptInstances()
234 { 239 {
235 lock (Items) 240 Items.LockItemsForRead(true);
241 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
242 Items.LockItemsForRead(false);
243
244 foreach (TaskInventoryItem item in items)
236 { 245 {
237 foreach (TaskInventoryItem item in Items.Values) 246 if ((int)InventoryType.LSL == item.InvType)
238 { 247 {
239 if ((int)InventoryType.LSL == item.InvType) 248 RemoveScriptInstance(item.ItemID);
240 { 249 m_part.RemoveScriptEvents(item.ItemID);
241 RemoveScriptInstance(item.ItemID);
242 m_part.RemoveScriptEvents(item.ItemID);
243 }
244 } 250 }
245 } 251 }
252
253
246 } 254 }
247 255
248 /// <summary> 256 /// <summary>
@@ -267,8 +275,10 @@ namespace OpenSim.Region.Framework.Scenes
267 if (stateSource == 1 && // Prim crossing 275 if (stateSource == 1 && // Prim crossing
268 m_part.ParentGroup.Scene.m_trustBinaries) 276 m_part.ParentGroup.Scene.m_trustBinaries)
269 { 277 {
278 m_items.LockItemsForWrite(true);
270 m_items[item.ItemID].PermsMask = 0; 279 m_items[item.ItemID].PermsMask = 0;
271 m_items[item.ItemID].PermsGranter = UUID.Zero; 280 m_items[item.ItemID].PermsGranter = UUID.Zero;
281 m_items.LockItemsForWrite(false);
272 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 282 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
273 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource); 283 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource);
274 m_part.ParentGroup.AddActiveScriptCount(1); 284 m_part.ParentGroup.AddActiveScriptCount(1);
@@ -290,8 +300,10 @@ namespace OpenSim.Region.Framework.Scenes
290 { 300 {
291 if (m_part.ParentGroup.m_savedScriptState != null) 301 if (m_part.ParentGroup.m_savedScriptState != null)
292 RestoreSavedScriptState(item.OldItemID, item.ItemID); 302 RestoreSavedScriptState(item.OldItemID, item.ItemID);
303 m_items.LockItemsForWrite(true);
293 m_items[item.ItemID].PermsMask = 0; 304 m_items[item.ItemID].PermsMask = 0;
294 m_items[item.ItemID].PermsGranter = UUID.Zero; 305 m_items[item.ItemID].PermsGranter = UUID.Zero;
306 m_items.LockItemsForWrite(false);
295 string script = Utils.BytesToString(asset.Data); 307 string script = Utils.BytesToString(asset.Data);
296 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 308 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
297 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource); 309 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource);
@@ -367,14 +379,17 @@ namespace OpenSim.Region.Framework.Scenes
367 /// </param> 379 /// </param>
368 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource) 380 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
369 { 381 {
370 lock (m_items) 382 m_items.LockItemsForRead(true);
383 if (m_items.ContainsKey(itemId))
371 { 384 {
372 if (m_items.ContainsKey(itemId)) 385 if (m_items.ContainsKey(itemId))
373 { 386 {
387 m_items.LockItemsForRead(false);
374 CreateScriptInstance(m_items[itemId], startParam, postOnRez, engine, stateSource); 388 CreateScriptInstance(m_items[itemId], startParam, postOnRez, engine, stateSource);
375 } 389 }
376 else 390 else
377 { 391 {
392 m_items.LockItemsForRead(false);
378 m_log.ErrorFormat( 393 m_log.ErrorFormat(
379 "[PRIM INVENTORY]: " + 394 "[PRIM INVENTORY]: " +
380 "Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}", 395 "Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}",
@@ -382,6 +397,15 @@ namespace OpenSim.Region.Framework.Scenes
382 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 397 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
383 } 398 }
384 } 399 }
400 else
401 {
402 m_items.LockItemsForRead(false);
403 m_log.ErrorFormat(
404 "[PRIM INVENTORY]: " +
405 "Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2}",
406 itemId, m_part.Name, m_part.UUID);
407 }
408
385 } 409 }
386 410
387 /// <summary> 411 /// <summary>
@@ -413,11 +437,16 @@ namespace OpenSim.Region.Framework.Scenes
413 /// <returns></returns> 437 /// <returns></returns>
414 private bool InventoryContainsName(string name) 438 private bool InventoryContainsName(string name)
415 { 439 {
416 foreach (TaskInventoryItem item in Items.Values) 440 m_items.LockItemsForRead(true);
441 foreach (TaskInventoryItem item in m_items.Values)
417 { 442 {
418 if (item.Name == name) 443 if (item.Name == name)
444 {
445 m_items.LockItemsForRead(false);
419 return true; 446 return true;
447 }
420 } 448 }
449 m_items.LockItemsForRead(false);
421 return false; 450 return false;
422 } 451 }
423 452
@@ -459,7 +488,9 @@ namespace OpenSim.Region.Framework.Scenes
459 /// <param name="item"></param> 488 /// <param name="item"></param>
460 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop) 489 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop)
461 { 490 {
491 m_items.LockItemsForRead(true);
462 List<TaskInventoryItem> il = new List<TaskInventoryItem>(m_items.Values); 492 List<TaskInventoryItem> il = new List<TaskInventoryItem>(m_items.Values);
493 m_items.LockItemsForRead(false);
463 foreach (TaskInventoryItem i in il) 494 foreach (TaskInventoryItem i in il)
464 { 495 {
465 if (i.Name == item.Name) 496 if (i.Name == item.Name)
@@ -496,15 +527,14 @@ namespace OpenSim.Region.Framework.Scenes
496 item.ParentPartID = m_part.UUID; 527 item.ParentPartID = m_part.UUID;
497 item.Name = name; 528 item.Name = name;
498 529
499 lock (m_items) 530 m_items.LockItemsForWrite(true);
500 { 531 m_items.Add(item.ItemID, item);
501 m_items.Add(item.ItemID, item); 532 m_items.LockItemsForWrite(false);
502
503 if (allowedDrop) 533 if (allowedDrop)
504 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP); 534 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP);
505 else 535 else
506 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 536 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
507 } 537
508 538
509 m_inventorySerial++; 539 m_inventorySerial++;
510 //m_inventorySerial += 2; 540 //m_inventorySerial += 2;
@@ -521,14 +551,13 @@ namespace OpenSim.Region.Framework.Scenes
521 /// <param name="items"></param> 551 /// <param name="items"></param>
522 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items) 552 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items)
523 { 553 {
524 lock (m_items) 554 m_items.LockItemsForWrite(true);
555 foreach (TaskInventoryItem item in items)
525 { 556 {
526 foreach (TaskInventoryItem item in items) 557 m_items.Add(item.ItemID, item);
527 { 558 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
528 m_items.Add(item.ItemID, item);
529 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
530 }
531 } 559 }
560 m_items.LockItemsForWrite(false);
532 561
533 m_inventorySerial++; 562 m_inventorySerial++;
534 } 563 }
@@ -541,8 +570,9 @@ namespace OpenSim.Region.Framework.Scenes
541 public TaskInventoryItem GetInventoryItem(UUID itemId) 570 public TaskInventoryItem GetInventoryItem(UUID itemId)
542 { 571 {
543 TaskInventoryItem item; 572 TaskInventoryItem item;
573 m_items.LockItemsForRead(true);
544 m_items.TryGetValue(itemId, out item); 574 m_items.TryGetValue(itemId, out item);
545 575 m_items.LockItemsForRead(false);
546 return item; 576 return item;
547 } 577 }
548 578
@@ -554,46 +584,46 @@ namespace OpenSim.Region.Framework.Scenes
554 /// <returns>false if the item did not exist, true if the update occurred successfully</returns> 584 /// <returns>false if the item did not exist, true if the update occurred successfully</returns>
555 public bool UpdateInventoryItem(TaskInventoryItem item) 585 public bool UpdateInventoryItem(TaskInventoryItem item)
556 { 586 {
557 lock (m_items) 587 m_items.LockItemsForWrite(true);
588
589 if (m_items.ContainsKey(item.ItemID))
558 { 590 {
559 if (m_items.ContainsKey(item.ItemID)) 591 item.ParentID = m_part.UUID;
592 item.ParentPartID = m_part.UUID;
593 item.Flags = m_items[item.ItemID].Flags;
594 if (item.AssetID == UUID.Zero)
560 { 595 {
561 item.ParentID = m_part.UUID; 596 item.AssetID = m_items[item.ItemID].AssetID;
562 item.ParentPartID = m_part.UUID; 597 }
563 item.Flags = m_items[item.ItemID].Flags; 598 else if ((InventoryType)item.Type == InventoryType.Notecard)
564 if (item.AssetID == UUID.Zero) 599 {
565 { 600 ScenePresence presence = m_part.ParentGroup.Scene.GetScenePresence(item.OwnerID);
566 item.AssetID = m_items[item.ItemID].AssetID;
567 }
568 else if ((InventoryType)item.Type == InventoryType.Notecard)
569 {
570 ScenePresence presence = m_part.ParentGroup.Scene.GetScenePresence(item.OwnerID);
571 601
572 if (presence != null) 602 if (presence != null)
573 { 603 {
574 presence.ControllingClient.SendAgentAlertMessage( 604 presence.ControllingClient.SendAgentAlertMessage(
575 "Notecard saved", false); 605 "Notecard saved", false);
576 }
577 } 606 }
607 }
578 608
579 m_items[item.ItemID] = item; 609 m_items[item.ItemID] = item;
580 m_inventorySerial++; 610 m_inventorySerial++;
581 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 611 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
582
583 HasInventoryChanged = true;
584 m_part.ParentGroup.HasGroupChanged = true;
585 612
586 return true; 613 HasInventoryChanged = true;
587 } 614 m_part.ParentGroup.HasGroupChanged = true;
588 else 615 m_items.LockItemsForWrite(false);
589 { 616 return true;
590 m_log.ErrorFormat( 617 }
591 "[PRIM INVENTORY]: " + 618 else
592 "Tried to retrieve item ID {0} from prim {1}, {2} at {3} in {4} but the item does not exist in this inventory", 619 {
593 item.ItemID, m_part.Name, m_part.UUID, 620 m_log.ErrorFormat(
594 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 621 "[PRIM INVENTORY]: " +
595 } 622 "Tried to retrieve item ID {0} from prim {1}, {2} at {3} in {4} but the item does not exist in this inventory",
623 item.ItemID, m_part.Name, m_part.UUID,
624 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
596 } 625 }
626 m_items.LockItemsForWrite(false);
597 627
598 return false; 628 return false;
599 } 629 }
@@ -606,52 +636,54 @@ namespace OpenSim.Region.Framework.Scenes
606 /// in this prim's inventory.</returns> 636 /// in this prim's inventory.</returns>
607 public int RemoveInventoryItem(UUID itemID) 637 public int RemoveInventoryItem(UUID itemID)
608 { 638 {
609 lock (m_items) 639 m_items.LockItemsForRead(true);
640
641 if (m_items.ContainsKey(itemID))
610 { 642 {
611 if (m_items.ContainsKey(itemID)) 643 int type = m_items[itemID].InvType;
644 m_items.LockItemsForRead(false);
645 if (type == 10) // Script
612 { 646 {
613 int type = m_items[itemID].InvType; 647 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID);
614 if (type == 10) // Script 648 }
615 { 649 m_items.LockItemsForWrite(true);
616 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID); 650 m_items.Remove(itemID);
617 } 651 m_items.LockItemsForWrite(false);
618 m_items.Remove(itemID); 652 m_inventorySerial++;
619 m_inventorySerial++; 653 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
620 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
621
622 HasInventoryChanged = true;
623 m_part.ParentGroup.HasGroupChanged = true;
624 654
625 int scriptcount = 0; 655 HasInventoryChanged = true;
626 lock (m_items) 656 m_part.ParentGroup.HasGroupChanged = true;
627 {
628 foreach (TaskInventoryItem item in m_items.Values)
629 {
630 if (item.Type == 10)
631 {
632 scriptcount++;
633 }
634 }
635 }
636 657
637 if (scriptcount <= 0) 658 int scriptcount = 0;
659 m_items.LockItemsForRead(true);
660 foreach (TaskInventoryItem item in m_items.Values)
661 {
662 if (item.Type == 10)
638 { 663 {
639 m_part.RemFlag(PrimFlags.Scripted); 664 scriptcount++;
640 } 665 }
641
642 m_part.ScheduleFullUpdate();
643
644 return type;
645 } 666 }
646 else 667 m_items.LockItemsForRead(false);
668
669
670 if (scriptcount <= 0)
647 { 671 {
648 m_log.ErrorFormat( 672 m_part.RemFlag(PrimFlags.Scripted);
649 "[PRIM INVENTORY]: " +
650 "Tried to remove item ID {0} from prim {1}, {2} at {3} in {4} but the item does not exist in this inventory",
651 itemID, m_part.Name, m_part.UUID,
652 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
653 } 673 }
674
675 m_part.ScheduleFullUpdate();
676
677 return type;
678 }
679 else
680 {
681 m_log.ErrorFormat(
682 "[PRIM INVENTORY]: " +
683 "Tried to remove item ID {0} from prim {1}, {2} but the item does not exist in this inventory",
684 itemID, m_part.Name, m_part.UUID);
654 } 685 }
686 m_items.LockItemsForWrite(false);
655 687
656 return -1; 688 return -1;
657 } 689 }
@@ -704,52 +736,53 @@ namespace OpenSim.Region.Framework.Scenes
704 // isn't available (such as drag from prim inventory to agent inventory) 736 // isn't available (such as drag from prim inventory to agent inventory)
705 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero); 737 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero);
706 738
707 lock (m_items) 739 m_items.LockItemsForRead(true);
740
741 foreach (TaskInventoryItem item in m_items.Values)
708 { 742 {
709 foreach (TaskInventoryItem item in m_items.Values) 743 UUID ownerID = item.OwnerID;
710 { 744 uint everyoneMask = 0;
711 UUID ownerID = item.OwnerID; 745 uint baseMask = item.BasePermissions;
712 uint everyoneMask = 0; 746 uint ownerMask = item.CurrentPermissions;
713 uint baseMask = item.BasePermissions;
714 uint ownerMask = item.CurrentPermissions;
715 747
716 invString.AddItemStart(); 748 invString.AddItemStart();
717 invString.AddNameValueLine("item_id", item.ItemID.ToString()); 749 invString.AddNameValueLine("item_id", item.ItemID.ToString());
718 invString.AddNameValueLine("parent_id", m_part.UUID.ToString()); 750 invString.AddNameValueLine("parent_id", m_part.UUID.ToString());
719 751
720 invString.AddPermissionsStart(); 752 invString.AddPermissionsStart();
721 753
722 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask)); 754 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask));
723 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask)); 755 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask));
724 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(0)); 756 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(0));
725 invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask)); 757 invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask));
726 invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions)); 758 invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions));
727 759
728 invString.AddNameValueLine("creator_id", item.CreatorID.ToString()); 760 invString.AddNameValueLine("creator_id", item.CreatorID.ToString());
729 invString.AddNameValueLine("owner_id", ownerID.ToString()); 761 invString.AddNameValueLine("owner_id", ownerID.ToString());
730 762
731 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString()); 763 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString());
732 764
733 invString.AddNameValueLine("group_id", item.GroupID.ToString()); 765 invString.AddNameValueLine("group_id", item.GroupID.ToString());
734 invString.AddSectionEnd(); 766 invString.AddSectionEnd();
735 767
736 invString.AddNameValueLine("asset_id", item.AssetID.ToString()); 768 invString.AddNameValueLine("asset_id", item.AssetID.ToString());
737 invString.AddNameValueLine("type", TaskInventoryItem.Types[item.Type]); 769 invString.AddNameValueLine("type", TaskInventoryItem.Types[item.Type]);
738 invString.AddNameValueLine("inv_type", TaskInventoryItem.InvTypes[item.InvType]); 770 invString.AddNameValueLine("inv_type", TaskInventoryItem.InvTypes[item.InvType]);
739 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags)); 771 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags));
740 772
741 invString.AddSaleStart(); 773 invString.AddSaleStart();
742 invString.AddNameValueLine("sale_type", "not"); 774 invString.AddNameValueLine("sale_type", "not");
743 invString.AddNameValueLine("sale_price", "0"); 775 invString.AddNameValueLine("sale_price", "0");
744 invString.AddSectionEnd(); 776 invString.AddSectionEnd();
745 777
746 invString.AddNameValueLine("name", item.Name + "|"); 778 invString.AddNameValueLine("name", item.Name + "|");
747 invString.AddNameValueLine("desc", item.Description + "|"); 779 invString.AddNameValueLine("desc", item.Description + "|");
748 780
749 invString.AddNameValueLine("creation_date", item.CreationDate.ToString()); 781 invString.AddNameValueLine("creation_date", item.CreationDate.ToString());
750 invString.AddSectionEnd(); 782 invString.AddSectionEnd();
751 }
752 } 783 }
784 int count = m_items.Count;
785 m_items.LockItemsForRead(false);
753 786
754 fileData = Utils.StringToBytes(invString.BuildString); 787 fileData = Utils.StringToBytes(invString.BuildString);
755 788
@@ -770,10 +803,9 @@ namespace OpenSim.Region.Framework.Scenes
770 { 803 {
771 if (HasInventoryChanged) 804 if (HasInventoryChanged)
772 { 805 {
773 lock (Items) 806 Items.LockItemsForRead(true);
774 { 807 datastore.StorePrimInventory(m_part.UUID, Items.Values);
775 datastore.StorePrimInventory(m_part.UUID, Items.Values); 808 Items.LockItemsForRead(false);
776 }
777 809
778 HasInventoryChanged = false; 810 HasInventoryChanged = false;
779 } 811 }
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 277081a..c3bc96a 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -73,7 +73,7 @@ namespace OpenSim.Region.Framework.Scenes
73// { 73// {
74// m_log.Debug("[ScenePresence] Destructor called"); 74// m_log.Debug("[ScenePresence] Destructor called");
75// } 75// }
76 76
77 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 77 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
78 78
79 private static readonly byte[] BAKE_INDICES = new byte[] { 8, 9, 10, 11, 19, 20 }; 79 private static readonly byte[] BAKE_INDICES = new byte[] { 8, 9, 10, 11, 19, 20 };
@@ -89,7 +89,9 @@ namespace OpenSim.Region.Framework.Scenes
89 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis 89 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis
90 /// issue #1716 90 /// issue #1716
91 /// </summary> 91 /// </summary>
92 private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f); 92// private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f);
93 // Value revised by KF 091121 by comparison with SL.
94 private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.418f);
93 95
94 public UUID currentParcelUUID = UUID.Zero; 96 public UUID currentParcelUUID = UUID.Zero;
95 97
@@ -113,8 +115,11 @@ namespace OpenSim.Region.Framework.Scenes
113 public Vector3 lastKnownAllowedPosition; 115 public Vector3 lastKnownAllowedPosition;
114 public bool sentMessageAboutRestrictedParcelFlyingDown; 116 public bool sentMessageAboutRestrictedParcelFlyingDown;
115 public Vector4 CollisionPlane = Vector4.UnitW; 117 public Vector4 CollisionPlane = Vector4.UnitW;
116 118
117 private Vector3 m_lastPosition; 119 private Vector3 m_avInitialPos; // used to calculate unscripted sit rotation
120 private Vector3 m_avUnscriptedSitPos; // for non-scripted prims
121 private Vector3 m_lastPosition;
122 private Vector3 m_lastWorldPosition;
118 private Quaternion m_lastRotation; 123 private Quaternion m_lastRotation;
119 private Vector3 m_lastVelocity; 124 private Vector3 m_lastVelocity;
120 //private int m_lastTerseSent; 125 //private int m_lastTerseSent;
@@ -124,7 +129,6 @@ namespace OpenSim.Region.Framework.Scenes
124 private Vector3? m_forceToApply; 129 private Vector3? m_forceToApply;
125 private uint m_requestedSitTargetID; 130 private uint m_requestedSitTargetID;
126 private UUID m_requestedSitTargetUUID; 131 private UUID m_requestedSitTargetUUID;
127 public bool SitGround = false;
128 132
129 private SendCourseLocationsMethod m_sendCourseLocationsMethod; 133 private SendCourseLocationsMethod m_sendCourseLocationsMethod;
130 134
@@ -146,7 +150,6 @@ namespace OpenSim.Region.Framework.Scenes
146 private int m_perfMonMS; 150 private int m_perfMonMS;
147 151
148 private bool m_setAlwaysRun; 152 private bool m_setAlwaysRun;
149
150 private bool m_forceFly; 153 private bool m_forceFly;
151 private bool m_flyDisabled; 154 private bool m_flyDisabled;
152 155
@@ -170,7 +173,8 @@ namespace OpenSim.Region.Framework.Scenes
170 protected RegionInfo m_regionInfo; 173 protected RegionInfo m_regionInfo;
171 protected ulong crossingFromRegion; 174 protected ulong crossingFromRegion;
172 175
173 private readonly Vector3[] Dir_Vectors = new Vector3[9]; 176 private readonly Vector3[] Dir_Vectors = new Vector3[11];
177 private bool m_isNudging = false;
174 178
175 // Position of agent's camera in world (region cordinates) 179 // Position of agent's camera in world (region cordinates)
176 protected Vector3 m_CameraCenter; 180 protected Vector3 m_CameraCenter;
@@ -195,6 +199,7 @@ namespace OpenSim.Region.Framework.Scenes
195 private bool m_autopilotMoving; 199 private bool m_autopilotMoving;
196 private Vector3 m_autoPilotTarget; 200 private Vector3 m_autoPilotTarget;
197 private bool m_sitAtAutoTarget; 201 private bool m_sitAtAutoTarget;
202 private Vector3 m_initialSitTarget; //KF: First estimate of where to sit
198 203
199 private string m_nextSitAnimation = String.Empty; 204 private string m_nextSitAnimation = String.Empty;
200 205
@@ -205,6 +210,9 @@ namespace OpenSim.Region.Framework.Scenes
205 private bool m_followCamAuto; 210 private bool m_followCamAuto;
206 211
207 private int m_movementUpdateCount; 212 private int m_movementUpdateCount;
213 private int m_lastColCount = -1; //KF: Look for Collision chnages
214 private int m_updateCount = 0; //KF: Update Anims for a while
215 private static readonly int UPDATE_COUNT = 10; // how many frames to update for
208 216
209 private const int NumMovementsBetweenRayCast = 5; 217 private const int NumMovementsBetweenRayCast = 5;
210 218
@@ -235,7 +243,9 @@ namespace OpenSim.Region.Framework.Scenes
235 DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS, 243 DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS,
236 DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG, 244 DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG,
237 DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS, 245 DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS,
238 DIR_CONTROL_FLAG_BACKWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG, 246 DIR_CONTROL_FLAG_BACK_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG,
247 DIR_CONTROL_FLAG_LEFT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS,
248 DIR_CONTROL_FLAG_RIGHT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG,
239 DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG 249 DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG
240 } 250 }
241 251
@@ -661,10 +671,7 @@ namespace OpenSim.Region.Framework.Scenes
661 671
662 672
663 AdjustKnownSeeds(); 673 AdjustKnownSeeds();
664
665 // TODO: I think, this won't send anything, as we are still a child here...
666 Animator.TrySetMovementAnimation("STAND"); 674 Animator.TrySetMovementAnimation("STAND");
667
668 // we created a new ScenePresence (a new child agent) in a fresh region. 675 // we created a new ScenePresence (a new child agent) in a fresh region.
669 // Request info about all the (root) agents in this region 676 // Request info about all the (root) agents in this region
670 // Note: This won't send data *to* other clients in that region (children don't send) 677 // Note: This won't send data *to* other clients in that region (children don't send)
@@ -720,25 +727,47 @@ namespace OpenSim.Region.Framework.Scenes
720 Dir_Vectors[3] = -Vector3.UnitY; //RIGHT 727 Dir_Vectors[3] = -Vector3.UnitY; //RIGHT
721 Dir_Vectors[4] = Vector3.UnitZ; //UP 728 Dir_Vectors[4] = Vector3.UnitZ; //UP
722 Dir_Vectors[5] = -Vector3.UnitZ; //DOWN 729 Dir_Vectors[5] = -Vector3.UnitZ; //DOWN
723 Dir_Vectors[8] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge 730 Dir_Vectors[6] = new Vector3(0.5f, 0f, 0f); //FORWARD_NUDGE
724 Dir_Vectors[6] = Vector3.UnitX*2; //FORWARD 731 Dir_Vectors[7] = new Vector3(-0.5f, 0f, 0f); //BACK_NUDGE
725 Dir_Vectors[7] = -Vector3.UnitX; //BACK 732 Dir_Vectors[8] = new Vector3(0f, 0.5f, 0f); //LEFT_NUDGE
733 Dir_Vectors[9] = new Vector3(0f, -0.5f, 0f); //RIGHT_NUDGE
734 Dir_Vectors[10] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge
726 } 735 }
727 736
728 private Vector3[] GetWalkDirectionVectors() 737 private Vector3[] GetWalkDirectionVectors()
729 { 738 {
730 Vector3[] vector = new Vector3[9]; 739 Vector3[] vector = new Vector3[11];
731 vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD 740 vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD
732 vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK 741 vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK
733 vector[2] = Vector3.UnitY; //LEFT 742 vector[2] = Vector3.UnitY; //LEFT
734 vector[3] = -Vector3.UnitY; //RIGHT 743 vector[3] = -Vector3.UnitY; //RIGHT
735 vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP 744 vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP
736 vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN 745 vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN
737 vector[8] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_Nudge 746 vector[6] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD_NUDGE
738 vector[6] = (new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z) * 2); //FORWARD Nudge 747 vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK_NUDGE
739 vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK Nudge 748 vector[8] = Vector3.UnitY; //LEFT_NUDGE
749 vector[9] = -Vector3.UnitY; //RIGHT_NUDGE
750 vector[10] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_NUDGE
740 return vector; 751 return vector;
741 } 752 }
753
754 private bool[] GetDirectionIsNudge()
755 {
756 bool[] isNudge = new bool[11];
757 isNudge[0] = false; //FORWARD
758 isNudge[1] = false; //BACK
759 isNudge[2] = false; //LEFT
760 isNudge[3] = false; //RIGHT
761 isNudge[4] = false; //UP
762 isNudge[5] = false; //DOWN
763 isNudge[6] = true; //FORWARD_NUDGE
764 isNudge[7] = true; //BACK_NUDGE
765 isNudge[8] = true; //LEFT_NUDGE
766 isNudge[9] = true; //RIGHT_NUDGE
767 isNudge[10] = true; //DOWN_Nudge
768 return isNudge;
769 }
770
742 771
743 #endregion 772 #endregion
744 773
@@ -807,9 +836,24 @@ namespace OpenSim.Region.Framework.Scenes
807 { 836 {
808 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N); 837 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N);
809 pos.Y = crossedBorder.BorderLine.Z - 1; 838 pos.Y = crossedBorder.BorderLine.Z - 1;
839 }
840
841 //If they're TP'ing in or logging in, we haven't had time to add any known child regions yet.
842 //This has the unfortunate consequence that if somebody is TP'ing who is already a child agent,
843 //they'll bypass the landing point. But I can't think of any decent way of fixing this.
844 if (KnownChildRegionHandles.Count == 0)
845 {
846 ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y);
847 if (land != null)
848 {
849 //Don't restrict gods, estate managers, or land owners to the TP point. This behaviour mimics agni.
850 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero && m_godlevel < 200 && !m_scene.RegionInfo.EstateSettings.IsEstateManager(m_uuid) && land.LandData.OwnerID != m_uuid)
851 {
852 pos = land.LandData.UserLocation;
853 }
854 }
810 } 855 }
811 856
812
813 if (pos.X < 0 || pos.Y < 0 || pos.Z < 0) 857 if (pos.X < 0 || pos.Y < 0 || pos.Z < 0)
814 { 858 {
815 Vector3 emergencyPos = new Vector3(((int)Constants.RegionSize * 0.5f), ((int)Constants.RegionSize * 0.5f), 128); 859 Vector3 emergencyPos = new Vector3(((int)Constants.RegionSize * 0.5f), ((int)Constants.RegionSize * 0.5f), 128);
@@ -944,9 +988,10 @@ namespace OpenSim.Region.Framework.Scenes
944 public void Teleport(Vector3 pos) 988 public void Teleport(Vector3 pos)
945 { 989 {
946 bool isFlying = false; 990 bool isFlying = false;
947 if (m_physicsActor != null)
948 isFlying = m_physicsActor.Flying;
949 991
992 if (m_physicsActor != null)
993 isFlying = m_physicsActor.Flying;
994
950 RemoveFromPhysicalScene(); 995 RemoveFromPhysicalScene();
951 Velocity = Vector3.Zero; 996 Velocity = Vector3.Zero;
952 AbsolutePosition = pos; 997 AbsolutePosition = pos;
@@ -957,7 +1002,8 @@ namespace OpenSim.Region.Framework.Scenes
957 SetHeight(m_appearance.AvatarHeight); 1002 SetHeight(m_appearance.AvatarHeight);
958 } 1003 }
959 1004
960 SendTerseUpdateToAllClients(); 1005 SendTerseUpdateToAllClients();
1006
961 } 1007 }
962 1008
963 public void TeleportWithMomentum(Vector3 pos) 1009 public void TeleportWithMomentum(Vector3 pos)
@@ -1002,7 +1048,9 @@ namespace OpenSim.Region.Framework.Scenes
1002 { 1048 {
1003 AbsolutePosition = AbsolutePosition + new Vector3(0f, 0f, (1.56f / 6f)); 1049 AbsolutePosition = AbsolutePosition + new Vector3(0f, 0f, (1.56f / 6f));
1004 } 1050 }
1005 1051
1052 m_updateCount = UPDATE_COUNT; //KF: Trigger Anim updates to catch falling anim.
1053
1006 ControllingClient.SendAvatarTerseUpdate(new SendAvatarTerseData(m_rootRegionHandle, (ushort)(m_scene.TimeDilation * ushort.MaxValue), LocalId, 1054 ControllingClient.SendAvatarTerseUpdate(new SendAvatarTerseData(m_rootRegionHandle, (ushort)(m_scene.TimeDilation * ushort.MaxValue), LocalId,
1007 AbsolutePosition, Velocity, Vector3.Zero, m_bodyRot, new Vector4(0,0,1,AbsolutePosition.Z - 0.5f), m_uuid, null, GetUpdatePriority(ControllingClient))); 1055 AbsolutePosition, Velocity, Vector3.Zero, m_bodyRot, new Vector4(0,0,1,AbsolutePosition.Z - 0.5f), m_uuid, null, GetUpdatePriority(ControllingClient)));
1008 } 1056 }
@@ -1237,7 +1285,6 @@ namespace OpenSim.Region.Framework.Scenes
1237 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback); 1285 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback);
1238 } 1286 }
1239 } 1287 }
1240
1241 lock (scriptedcontrols) 1288 lock (scriptedcontrols)
1242 { 1289 {
1243 if (scriptedcontrols.Count > 0) 1290 if (scriptedcontrols.Count > 0)
@@ -1252,12 +1299,8 @@ namespace OpenSim.Region.Framework.Scenes
1252 1299
1253 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0) 1300 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0)
1254 { 1301 {
1255 // TODO: This doesn't prevent the user from walking yet. 1302 m_updateCount = 0; // Kill animation update burst so that the SIT_G.. will stick.
1256 // Setting parent ID would fix this, if we knew what value 1303 Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED");
1257 // to use. Or we could add a m_isSitting variable.
1258 //Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED");
1259 SitGround = true;
1260
1261 } 1304 }
1262 1305
1263 // In the future, these values might need to go global. 1306 // In the future, these values might need to go global.
@@ -1301,6 +1344,11 @@ namespace OpenSim.Region.Framework.Scenes
1301 update_rotation = true; 1344 update_rotation = true;
1302 } 1345 }
1303 1346
1347 //guilty until proven innocent..
1348 bool Nudging = true;
1349 //Basically, if there is at least one non-nudge control then we don't need
1350 //to worry about stopping the avatar
1351
1304 if (m_parentID == 0) 1352 if (m_parentID == 0)
1305 { 1353 {
1306 bool bAllowUpdateMoveToPosition = false; 1354 bool bAllowUpdateMoveToPosition = false;
@@ -1315,9 +1363,12 @@ namespace OpenSim.Region.Framework.Scenes
1315 else 1363 else
1316 dirVectors = Dir_Vectors; 1364 dirVectors = Dir_Vectors;
1317 1365
1318 // The fact that m_movementflag is a byte needs to be fixed 1366 bool[] isNudge = GetDirectionIsNudge();
1319 // it really should be a uint 1367
1320 uint nudgehack = 250; 1368
1369
1370
1371
1321 foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS) 1372 foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS)
1322 { 1373 {
1323 if (((uint)flags & (uint)DCF) != 0) 1374 if (((uint)flags & (uint)DCF) != 0)
@@ -1327,40 +1378,28 @@ namespace OpenSim.Region.Framework.Scenes
1327 try 1378 try
1328 { 1379 {
1329 agent_control_v3 += dirVectors[i]; 1380 agent_control_v3 += dirVectors[i];
1330 //m_log.DebugFormat("[Motion]: {0}, {1}",i, dirVectors[i]); 1381 if (isNudge[i] == false)
1382 {
1383 Nudging = false;
1384 }
1331 } 1385 }
1332 catch (IndexOutOfRangeException) 1386 catch (IndexOutOfRangeException)
1333 { 1387 {
1334 // Why did I get this? 1388 // Why did I get this?
1335 } 1389 }
1336 1390
1337 if ((m_movementflag & (byte)(uint)DCF) == 0) 1391 if ((m_movementflag & (uint)DCF) == 0)
1338 { 1392 {
1339 if (DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
1340 {
1341 m_movementflag |= (byte)nudgehack;
1342 }
1343 m_movementflag += (byte)(uint)DCF; 1393 m_movementflag += (byte)(uint)DCF;
1344 update_movementflag = true; 1394 update_movementflag = true;
1345 } 1395 }
1346 } 1396 }
1347 else 1397 else
1348 { 1398 {
1349 if ((m_movementflag & (byte)(uint)DCF) != 0 || 1399 if ((m_movementflag & (uint)DCF) != 0)
1350 ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
1351 && ((m_movementflag & (byte)nudgehack) == nudgehack))
1352 ) // This or is for Nudge forward
1353 { 1400 {
1354 m_movementflag -= ((byte)(uint)DCF); 1401 m_movementflag -= (byte)(uint)DCF;
1355
1356 update_movementflag = true; 1402 update_movementflag = true;
1357 /*
1358 if ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
1359 && ((m_movementflag & (byte)nudgehack) == nudgehack))
1360 {
1361 m_log.Debug("Removed Hack flag");
1362 }
1363 */
1364 } 1403 }
1365 else 1404 else
1366 { 1405 {
@@ -1404,6 +1443,9 @@ namespace OpenSim.Region.Framework.Scenes
1404 // Ignore z component of vector 1443 // Ignore z component of vector
1405 Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f); 1444 Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f);
1406 LocalVectorToTarget2D.Normalize(); 1445 LocalVectorToTarget2D.Normalize();
1446
1447 //We're not nudging
1448 Nudging = false;
1407 agent_control_v3 += LocalVectorToTarget2D; 1449 agent_control_v3 += LocalVectorToTarget2D;
1408 1450
1409 // update avatar movement flags. the avatar coordinate system is as follows: 1451 // update avatar movement flags. the avatar coordinate system is as follows:
@@ -1492,13 +1534,13 @@ namespace OpenSim.Region.Framework.Scenes
1492 // m_log.DebugFormat( 1534 // m_log.DebugFormat(
1493 // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3); 1535 // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3);
1494 1536
1495 AddNewMovement(agent_control_v3, q); 1537 AddNewMovement(agent_control_v3, q, Nudging);
1496 1538
1497 1539
1498 } 1540 }
1499 } 1541 }
1500 1542
1501 if (update_movementflag && ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) == 0) && (m_parentID == 0) && !SitGround) 1543 if (update_movementflag)
1502 Animator.UpdateMovementAnimations(); 1544 Animator.UpdateMovementAnimations();
1503 1545
1504 m_scene.EventManager.TriggerOnClientMovement(this); 1546 m_scene.EventManager.TriggerOnClientMovement(this);
@@ -1513,7 +1555,6 @@ namespace OpenSim.Region.Framework.Scenes
1513 m_sitAtAutoTarget = false; 1555 m_sitAtAutoTarget = false;
1514 PrimitiveBaseShape proxy = PrimitiveBaseShape.Default; 1556 PrimitiveBaseShape proxy = PrimitiveBaseShape.Default;
1515 //proxy.PCode = (byte)PCode.ParticleSystem; 1557 //proxy.PCode = (byte)PCode.ParticleSystem;
1516
1517 proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy); 1558 proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy);
1518 proxyObjectGroup.AttachToScene(m_scene); 1559 proxyObjectGroup.AttachToScene(m_scene);
1519 1560
@@ -1555,7 +1596,7 @@ namespace OpenSim.Region.Framework.Scenes
1555 } 1596 }
1556 m_moveToPositionInProgress = true; 1597 m_moveToPositionInProgress = true;
1557 m_moveToPositionTarget = new Vector3(locx, locy, locz); 1598 m_moveToPositionTarget = new Vector3(locx, locy, locz);
1558 } 1599 }
1559 catch (Exception ex) 1600 catch (Exception ex)
1560 { 1601 {
1561 //Why did I get this error? 1602 //Why did I get this error?
@@ -1577,7 +1618,7 @@ namespace OpenSim.Region.Framework.Scenes
1577 Velocity = Vector3.Zero; 1618 Velocity = Vector3.Zero;
1578 SendFullUpdateToAllClients(); 1619 SendFullUpdateToAllClients();
1579 1620
1580 //HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); 1621 HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); //KF ??
1581 } 1622 }
1582 //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false); 1623 //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false);
1583 m_requestedSitTargetUUID = UUID.Zero; 1624 m_requestedSitTargetUUID = UUID.Zero;
@@ -1610,55 +1651,84 @@ namespace OpenSim.Region.Framework.Scenes
1610 /// </summary> 1651 /// </summary>
1611 public void StandUp() 1652 public void StandUp()
1612 { 1653 {
1613 if (SitGround)
1614 SitGround = false;
1615
1616 if (m_parentID != 0) 1654 if (m_parentID != 0)
1617 { 1655 {
1618 m_log.Debug("StandupCode Executed");
1619 SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID); 1656 SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID);
1620 if (part != null) 1657 if (part != null)
1621 { 1658 {
1659 part.TaskInventory.LockItemsForRead(true);
1622 TaskInventoryDictionary taskIDict = part.TaskInventory; 1660 TaskInventoryDictionary taskIDict = part.TaskInventory;
1623 if (taskIDict != null) 1661 if (taskIDict != null)
1624 { 1662 {
1625 lock (taskIDict) 1663 foreach (UUID taskID in taskIDict.Keys)
1626 { 1664 {
1627 foreach (UUID taskID in taskIDict.Keys) 1665 UnRegisterControlEventsToScript(LocalId, taskID);
1628 { 1666 taskIDict[taskID].PermsMask &= ~(
1629 UnRegisterControlEventsToScript(LocalId, taskID); 1667 2048 | //PERMISSION_CONTROL_CAMERA
1630 taskIDict[taskID].PermsMask &= ~( 1668 4); // PERMISSION_TAKE_CONTROLS
1631 2048 | //PERMISSION_CONTROL_CAMERA
1632 4); // PERMISSION_TAKE_CONTROLS
1633 }
1634 } 1669 }
1635
1636 } 1670 }
1671 part.TaskInventory.LockItemsForRead(false);
1637 // Reset sit target. 1672 // Reset sit target.
1638 if (part.GetAvatarOnSitTarget() == UUID) 1673 if (part.GetAvatarOnSitTarget() == UUID)
1639 part.SetAvatarOnSitTarget(UUID.Zero); 1674 part.SetAvatarOnSitTarget(UUID.Zero);
1640
1641 m_parentPosition = part.GetWorldPosition(); 1675 m_parentPosition = part.GetWorldPosition();
1642 ControllingClient.SendClearFollowCamProperties(part.ParentUUID); 1676 ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
1643 } 1677 }
1644 1678 // part.GetWorldRotation() is the rotation of the object being sat on
1645 if (m_physicsActor == null) 1679 // Rotation is the sittiing Av's rotation
1646 { 1680
1647 AddToPhysicalScene(false); 1681 Quaternion partRot;
1682// if (part.LinkNum == 1)
1683// { // Root prim of linkset
1684// partRot = part.ParentGroup.RootPart.RotationOffset;
1685// }
1686// else
1687// { // single or child prim
1688
1689// }
1690 if (part == null) //CW: Part may be gone. llDie() for example.
1691 {
1692 partRot = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
1693 }
1694 else
1695 {
1696 partRot = part.GetWorldRotation();
1697 }
1698
1699 Quaternion partIRot = Quaternion.Inverse(partRot);
1700
1701 Quaternion avatarRot = Quaternion.Inverse(Quaternion.Inverse(Rotation) * partIRot); // world or. of the av
1702 Vector3 avStandUp = new Vector3(1.0f, 0f, 0f) * avatarRot; // 1M infront of av
1703
1704
1705 if (m_physicsActor == null)
1706 {
1707 AddToPhysicalScene(false);
1708 }
1709 //CW: If the part isn't null then we can set the current position
1710 if (part != null)
1711 {
1712 Vector3 avWorldStandUp = avStandUp + part.GetWorldPosition() + (m_pos * partRot); // + av sit offset!
1713 AbsolutePosition = avWorldStandUp; //KF: Fix stand up.
1714 part.IsOccupied = false;
1715 }
1716 else
1717 {
1718 //CW: Since the part doesn't exist, a coarse standup position isn't an issue
1719 AbsolutePosition = m_lastWorldPosition;
1648 } 1720 }
1649 1721
1650 m_pos += m_parentPosition + new Vector3(0.0f, 0.0f, 2.0f*m_sitAvatarHeight); 1722 m_parentPosition = Vector3.Zero;
1651 m_parentPosition = Vector3.Zero; 1723 m_parentID = 0;
1652
1653 m_parentID = 0;
1654 SendFullUpdateToAllClients(); 1724 SendFullUpdateToAllClients();
1655 m_requestedSitTargetID = 0; 1725 m_requestedSitTargetID = 0;
1726
1656 if ((m_physicsActor != null) && (m_avHeight > 0)) 1727 if ((m_physicsActor != null) && (m_avHeight > 0))
1657 { 1728 {
1658 SetHeight(m_avHeight); 1729 SetHeight(m_avHeight);
1659 } 1730 }
1660 } 1731 }
1661
1662 Animator.TrySetMovementAnimation("STAND"); 1732 Animator.TrySetMovementAnimation("STAND");
1663 } 1733 }
1664 1734
@@ -1689,13 +1759,9 @@ namespace OpenSim.Region.Framework.Scenes
1689 Vector3 avSitOffSet = part.SitTargetPosition; 1759 Vector3 avSitOffSet = part.SitTargetPosition;
1690 Quaternion avSitOrientation = part.SitTargetOrientation; 1760 Quaternion avSitOrientation = part.SitTargetOrientation;
1691 UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); 1761 UUID avOnTargetAlready = part.GetAvatarOnSitTarget();
1692 1762 bool SitTargetOccupied = (avOnTargetAlready != UUID.Zero);
1693 bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); 1763 bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored.
1694 bool SitTargetisSet = 1764 if (SitTargetisSet && !SitTargetOccupied)
1695 (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && avSitOrientation.W == 1f &&
1696 avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f));
1697
1698 if (SitTargetisSet && SitTargetUnOccupied)
1699 { 1765 {
1700 //switch the target to this prim 1766 //switch the target to this prim
1701 return part; 1767 return part;
@@ -1709,84 +1775,152 @@ namespace OpenSim.Region.Framework.Scenes
1709 private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation) 1775 private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation)
1710 { 1776 {
1711 bool autopilot = true; 1777 bool autopilot = true;
1778 Vector3 autopilotTarget = new Vector3();
1779 Quaternion sitOrientation = Quaternion.Identity;
1712 Vector3 pos = new Vector3(); 1780 Vector3 pos = new Vector3();
1713 Quaternion sitOrientation = pSitOrientation;
1714 Vector3 cameraEyeOffset = Vector3.Zero; 1781 Vector3 cameraEyeOffset = Vector3.Zero;
1715 Vector3 cameraAtOffset = Vector3.Zero; 1782 Vector3 cameraAtOffset = Vector3.Zero;
1716 bool forceMouselook = false; 1783 bool forceMouselook = false;
1717 1784
1718 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID); 1785 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID);
1719 SceneObjectPart part = FindNextAvailableSitTarget(targetID); 1786 SceneObjectPart part = FindNextAvailableSitTarget(targetID);
1720 if (part != null) 1787 if (part == null) return;
1721 { 1788
1722 // TODO: determine position to sit at based on scene geometry; don't trust offset from client 1789 // TODO: determine position to sit at based on scene geometry; don't trust offset from client
1723 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it 1790 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it
1724 1791
1725 // Is a sit target available? 1792 // part is the prim to sit on
1726 Vector3 avSitOffSet = part.SitTargetPosition; 1793 // offset is the world-ref vector distance from that prim center to the click-spot
1727 Quaternion avSitOrientation = part.SitTargetOrientation; 1794 // UUID is the UUID of the Avatar doing the clicking
1728 UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); 1795
1729 1796 m_avInitialPos = AbsolutePosition; // saved to calculate unscripted sit rotation
1730 bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); 1797
1731 bool SitTargetisSet = 1798 // Is a sit target available?
1732 (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && 1799 Vector3 avSitOffSet = part.SitTargetPosition;
1733 ( 1800 Quaternion avSitOrientation = part.SitTargetOrientation;
1734 avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 1f // Valid Zero Rotation quaternion 1801
1735 || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 1f && avSitOrientation.W == 0f // W-Z Mapping was invalid at one point 1802 bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored.
1736 || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 0f // Invalid Quaternion 1803 // Quaternion partIRot = Quaternion.Inverse(part.GetWorldRotation());
1737 ) 1804 Quaternion partRot;
1738 )); 1805// if (part.LinkNum == 1)
1739 1806// { // Root prim of linkset
1740 if (SitTargetisSet && SitTargetUnOccupied) 1807// partRot = part.ParentGroup.RootPart.RotationOffset;
1741 { 1808// }
1742 part.SetAvatarOnSitTarget(UUID); 1809// else
1743 offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); 1810// { // single or child prim
1744 sitOrientation = avSitOrientation; 1811 partRot = part.GetWorldRotation();
1745 autopilot = false; 1812// }
1746 } 1813 Quaternion partIRot = Quaternion.Inverse(partRot);
1747 1814//Console.WriteLine("SendSitResponse offset=" + offset + " Occup=" + part.IsOccupied + " TargSet=" + SitTargetisSet);
1748 pos = part.AbsolutePosition + offset; 1815 // Sit analysis rewritten by KF 091125
1749 //if (Math.Abs(part.AbsolutePosition.Z - AbsolutePosition.Z) > 1) 1816 if (SitTargetisSet) // scipted sit
1750 //{ 1817 {
1751 // offset = pos; 1818 if (!part.IsOccupied)
1752 //autopilot = false; 1819 {
1753 //} 1820//Console.WriteLine("Scripted, unoccupied");
1754 if (m_physicsActor != null) 1821 part.SetAvatarOnSitTarget(UUID); // set that Av will be on it
1755 { 1822 offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); // change ofset to the scripted one
1756 // If we're not using the client autopilot, we're immediately warping the avatar to the location 1823 sitOrientation = avSitOrientation; // Change rotatione to the scripted one
1757 // We can remove the physicsActor until they stand up. 1824 autopilot = false; // Jump direct to scripted llSitPos()
1758 m_sitAvatarHeight = m_physicsActor.Size.Z; 1825 }
1759 1826 else
1760 if (autopilot) 1827 {
1761 { 1828//Console.WriteLine("Scripted, occupied");
1762 if (Util.GetDistanceTo(AbsolutePosition, pos) < 4.5) 1829 return;
1763 { 1830 }
1764 autopilot = false; 1831 }
1832 else // Not Scripted
1833 {
1834 if ( (Math.Abs(offset.X) > 0.5f) || (Math.Abs(offset.Y) > 0.5f) )
1835 {
1836 // large prim & offset, ignore if other Avs sitting
1837// offset.Z -= 0.05f;
1838 m_avUnscriptedSitPos = offset * partIRot; // (non-zero) sit where clicked
1839 autopilotTarget = part.AbsolutePosition + offset; // World location of clicked point
1840
1841//Console.WriteLine(" offset ={0}", offset);
1842//Console.WriteLine(" UnscriptedSitPos={0}", m_avUnscriptedSitPos);
1843//Console.WriteLine(" autopilotTarget={0}", autopilotTarget);
1844
1845 }
1846 else // small offset
1847 {
1848//Console.WriteLine("Small offset");
1849 if (!part.IsOccupied)
1850 {
1851 m_avUnscriptedSitPos = Vector3.Zero; // Zero = Sit on prim center
1852 autopilotTarget = part.AbsolutePosition;
1853 }
1854 else return; // occupied small
1855 } // end large/small
1856 } // end Scripted/not
1857 cameraAtOffset = part.GetCameraAtOffset();
1858 cameraEyeOffset = part.GetCameraEyeOffset();
1859 forceMouselook = part.GetForceMouselook();
1860 if(cameraAtOffset == Vector3.Zero) cameraAtOffset = new Vector3(0f, 0f, 0.1f); //
1861 if(cameraEyeOffset == Vector3.Zero) cameraEyeOffset = new Vector3(0f, 0f, 0.1f); //
1765 1862
1766 RemoveFromPhysicalScene(); 1863 if (m_physicsActor != null)
1767 AbsolutePosition = pos + new Vector3(0.0f, 0.0f, m_sitAvatarHeight); 1864 {
1768 } 1865 // If we're not using the client autopilot, we're immediately warping the avatar to the location
1769 } 1866 // We can remove the physicsActor until they stand up.
1770 else 1867 m_sitAvatarHeight = m_physicsActor.Size.Z;
1868 if (autopilot)
1869 { // its not a scripted sit
1870// if (Util.GetDistanceTo(AbsolutePosition, autopilotTarget) < 4.5)
1871 if( (Math.Abs(AbsolutePosition.X - autopilotTarget.X) < 2.0f) && (Math.Abs(AbsolutePosition.Y - autopilotTarget.Y) < 2.0f) )
1771 { 1872 {
1873 autopilot = false; // close enough
1874 m_lastWorldPosition = m_pos; /* CW - This give us a position to return the avatar to if the part is killed before standup.
1875 Not using the part's position because returning the AV to the last known standing
1876 position is likely to be more friendly, isn't it? */
1772 RemoveFromPhysicalScene(); 1877 RemoveFromPhysicalScene();
1773 } 1878 AbsolutePosition = autopilotTarget + new Vector3(0.0f, 0.0f, (m_sitAvatarHeight / 2.0f)); // Warp av to over sit target
1879 } // else the autopilot will get us close
1880 }
1881 else
1882 { // its a scripted sit
1883 m_lastWorldPosition = part.AbsolutePosition; /* CW - This give us a position to return the avatar to if the part is killed before standup.
1884 I *am* using the part's position this time because we have no real idea how far away
1885 the avatar is from the sit target. */
1886 RemoveFromPhysicalScene();
1774 } 1887 }
1775
1776 cameraAtOffset = part.GetCameraAtOffset();
1777 cameraEyeOffset = part.GetCameraEyeOffset();
1778 forceMouselook = part.GetForceMouselook();
1779 } 1888 }
1780 1889 else return; // physactor is null!
1781 ControllingClient.SendSitResponse(targetID, offset, sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook); 1890
1782 m_requestedSitTargetUUID = targetID; 1891 Vector3 offsetr; // = offset * partIRot;
1892 // KF: In a linkset, offsetr needs to be relative to the group root! 091208
1893 // offsetr = (part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) + (offset * partIRot);
1894 // if (part.LinkNum < 2) 091216 All this was necessary because of the GetWorldRotation error.
1895 // { // Single, or Root prim of linkset, target is ClickOffset * RootRot
1896 offsetr = offset * partIRot;
1897//
1898 // else
1899 // { // Child prim, offset is (ChildOffset * RootRot) + (ClickOffset * ChildRot)
1900 // offsetr = //(part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) +
1901 // (offset * partRot);
1902 // }
1903
1904//Console.WriteLine(" ");
1905//Console.WriteLine("link number ={0}", part.LinkNum);
1906//Console.WriteLine("Prim offset ={0}", part.OffsetPosition );
1907//Console.WriteLine("Root Rotate ={0}", part.ParentGroup.RootPart.RotationOffset);
1908//Console.WriteLine("Click offst ={0}", offset);
1909//Console.WriteLine("Prim Rotate ={0}", part.GetWorldRotation());
1910//Console.WriteLine("offsetr ={0}", offsetr);
1911//Console.WriteLine("Camera At ={0}", cameraAtOffset);
1912//Console.WriteLine("Camera Eye ={0}", cameraEyeOffset);
1913
1914 ControllingClient.SendSitResponse(part.UUID, offsetr, sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook);
1915 m_requestedSitTargetUUID = part.UUID; //KF: Correct autopilot target
1783 // This calls HandleAgentSit twice, once from here, and the client calls 1916 // This calls HandleAgentSit twice, once from here, and the client calls
1784 // HandleAgentSit itself after it gets to the location 1917 // HandleAgentSit itself after it gets to the location
1785 // It doesn't get to the location until we've moved them there though 1918 // It doesn't get to the location until we've moved them there though
1786 // which happens in HandleAgentSit :P 1919 // which happens in HandleAgentSit :P
1787 m_autopilotMoving = autopilot; 1920 m_autopilotMoving = autopilot;
1788 m_autoPilotTarget = pos; 1921 m_autoPilotTarget = autopilotTarget;
1789 m_sitAtAutoTarget = autopilot; 1922 m_sitAtAutoTarget = autopilot;
1923 m_initialSitTarget = autopilotTarget;
1790 if (!autopilot) 1924 if (!autopilot)
1791 HandleAgentSit(remoteClient, UUID); 1925 HandleAgentSit(remoteClient, UUID);
1792 } 1926 }
@@ -2081,31 +2215,65 @@ namespace OpenSim.Region.Framework.Scenes
2081 { 2215 {
2082 if (part != null) 2216 if (part != null)
2083 { 2217 {
2218//Console.WriteLine("Link #{0}, Rot {1}", part.LinkNum, part.GetWorldRotation());
2084 if (part.GetAvatarOnSitTarget() == UUID) 2219 if (part.GetAvatarOnSitTarget() == UUID)
2085 { 2220 {
2221//Console.WriteLine("Scripted Sit");
2222 // Scripted sit
2086 Vector3 sitTargetPos = part.SitTargetPosition; 2223 Vector3 sitTargetPos = part.SitTargetPosition;
2087 Quaternion sitTargetOrient = part.SitTargetOrientation; 2224 Quaternion sitTargetOrient = part.SitTargetOrientation;
2088
2089 //Quaternion vq = new Quaternion(sitTargetPos.X, sitTargetPos.Y+0.2f, sitTargetPos.Z+0.2f, 0);
2090 //Quaternion nq = new Quaternion(-sitTargetOrient.X, -sitTargetOrient.Y, -sitTargetOrient.Z, sitTargetOrient.w);
2091
2092 //Quaternion result = (sitTargetOrient * vq) * nq;
2093
2094 m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z); 2225 m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z);
2095 m_pos += SIT_TARGET_ADJUSTMENT; 2226 m_pos += SIT_TARGET_ADJUSTMENT;
2096 m_bodyRot = sitTargetOrient; 2227 m_bodyRot = sitTargetOrient;
2097 //Rotation = sitTargetOrient;
2098 m_parentPosition = part.AbsolutePosition; 2228 m_parentPosition = part.AbsolutePosition;
2099 2229 part.IsOccupied = true;
2100 //SendTerseUpdateToAllClients();
2101 } 2230 }
2102 else 2231 else
2103 { 2232 {
2104 m_pos -= part.AbsolutePosition; 2233 // if m_avUnscriptedSitPos is zero then Av sits above center
2234 // Else Av sits at m_avUnscriptedSitPos
2235
2236 // Non-scripted sit by Kitto Flora 21Nov09
2237 // Calculate angle of line from prim to Av
2238 Quaternion partIRot;
2239// if (part.LinkNum == 1)
2240// { // Root prim of linkset
2241// partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset);
2242// }
2243// else
2244// { // single or child prim
2245 partIRot = Quaternion.Inverse(part.GetWorldRotation());
2246// }
2247 Vector3 sitTargetPos= part.AbsolutePosition + m_avUnscriptedSitPos;
2248 float y_diff = (m_avInitialPos.Y - sitTargetPos.Y);
2249 float x_diff = ( m_avInitialPos.X - sitTargetPos.X);
2250 if(Math.Abs(x_diff) < 0.001f) x_diff = 0.001f; // avoid div by 0
2251 if(Math.Abs(y_diff) < 0.001f) y_diff = 0.001f; // avoid pol flip at 0
2252 float sit_angle = (float)Math.Atan2( (double)y_diff, (double)x_diff);
2253 // NOTE: when sitting m_ pos and m_bodyRot are *relative* to the prim location/rotation, not 'World'.
2254 // Av sits at world euler <0,0, z>, translated by part rotation
2255 m_bodyRot = partIRot * Quaternion.CreateFromEulers(0f, 0f, sit_angle); // sit at 0,0,inv-click
2256
2105 m_parentPosition = part.AbsolutePosition; 2257 m_parentPosition = part.AbsolutePosition;
2106 } 2258 part.IsOccupied = true;
2107 } 2259 m_pos = new Vector3(0f, 0f, 0.05f) + // corrections to get Sit Animation
2108 else 2260 (new Vector3(0.0f, 0f, 0.61f) * partIRot) + // located on center
2261 (new Vector3(0.34f, 0f, 0.0f) * m_bodyRot) +
2262 m_avUnscriptedSitPos; // adds click offset, if any
2263 //Set up raytrace to find top surface of prim
2264 Vector3 size = part.Scale;
2265 float mag = 2.0f; // 0.1f + (float)Math.Sqrt((size.X * size.X) + (size.Y * size.Y) + (size.Z * size.Z));
2266 Vector3 start = part.AbsolutePosition + new Vector3(0f, 0f, mag);
2267 Vector3 down = new Vector3(0f, 0f, -1f);
2268//Console.WriteLine("st={0} do={1} ma={2}", start, down, mag);
2269 m_scene.PhysicsScene.RaycastWorld(
2270 start, // Vector3 position,
2271 down, // Vector3 direction,
2272 mag, // float length,
2273 SitAltitudeCallback); // retMethod
2274 } // end scripted/not
2275 }
2276 else // no Av
2109 { 2277 {
2110 return; 2278 return;
2111 } 2279 }
@@ -2117,11 +2285,36 @@ namespace OpenSim.Region.Framework.Scenes
2117 2285
2118 Animator.TrySetMovementAnimation(sitAnimation); 2286 Animator.TrySetMovementAnimation(sitAnimation);
2119 SendFullUpdateToAllClients(); 2287 SendFullUpdateToAllClients();
2120 // This may seem stupid, but Our Full updates don't send avatar rotation :P
2121 // So we're also sending a terse update (which has avatar rotation)
2122 // [Update] We do now.
2123 //SendTerseUpdateToAllClients();
2124 } 2288 }
2289
2290 public void SitAltitudeCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 normal)
2291 {
2292 // KF: 091202 There appears to be a bug in Prim Edit Size - the process sometimes make a prim that RayTrace no longer
2293 // sees. Take/re-rez, or sim restart corrects the condition. Result of bug is incorrect sit height.
2294 if(hitYN)
2295 {
2296 // m_pos = Av offset from prim center to make look like on center
2297 // m_parentPosition = Actual center pos of prim
2298 // collisionPoint = spot on prim where we want to sit
2299 // collisionPoint.Z = global sit surface height
2300 SceneObjectPart part = m_scene.GetSceneObjectPart(localid);
2301 Quaternion partIRot;
2302// if (part.LinkNum == 1)
2303/// { // Root prim of linkset
2304// partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset);
2305// }
2306// else
2307// { // single or child prim
2308 partIRot = Quaternion.Inverse(part.GetWorldRotation());
2309// }
2310 float offZ = collisionPoint.Z - m_initialSitTarget.Z;
2311 Vector3 offset = new Vector3(0.0f, 0.0f, offZ) * partIRot; // Altitude correction
2312//Console.WriteLine("sitPoint={0}, offset={1}", sitPoint, offset);
2313 m_pos += offset;
2314// ControllingClient.SendClearFollowCamProperties(part.UUID);
2315
2316 }
2317 } // End SitAltitudeCallback KF.
2125 2318
2126 /// <summary> 2319 /// <summary>
2127 /// Event handler for the 'Always run' setting on the client 2320 /// Event handler for the 'Always run' setting on the client
@@ -2151,7 +2344,7 @@ namespace OpenSim.Region.Framework.Scenes
2151 /// </summary> 2344 /// </summary>
2152 /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param> 2345 /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param>
2153 /// <param name="rotation">The direction in which this avatar should now face. 2346 /// <param name="rotation">The direction in which this avatar should now face.
2154 public void AddNewMovement(Vector3 vec, Quaternion rotation) 2347 public void AddNewMovement(Vector3 vec, Quaternion rotation, bool Nudging)
2155 { 2348 {
2156 if (m_isChildAgent) 2349 if (m_isChildAgent)
2157 { 2350 {
@@ -2225,7 +2418,7 @@ namespace OpenSim.Region.Framework.Scenes
2225 2418
2226 // TODO: Add the force instead of only setting it to support multiple forces per frame? 2419 // TODO: Add the force instead of only setting it to support multiple forces per frame?
2227 m_forceToApply = direc; 2420 m_forceToApply = direc;
2228 2421 m_isNudging = Nudging;
2229 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); 2422 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
2230 } 2423 }
2231 2424
@@ -2240,7 +2433,7 @@ namespace OpenSim.Region.Framework.Scenes
2240 const float POSITION_TOLERANCE = 0.05f; 2433 const float POSITION_TOLERANCE = 0.05f;
2241 //const int TIME_MS_TOLERANCE = 3000; 2434 //const int TIME_MS_TOLERANCE = 3000;
2242 2435
2243 SendPrimUpdates(); 2436
2244 2437
2245 if (m_newCoarseLocations) 2438 if (m_newCoarseLocations)
2246 { 2439 {
@@ -2276,6 +2469,9 @@ namespace OpenSim.Region.Framework.Scenes
2276 CheckForBorderCrossing(); 2469 CheckForBorderCrossing();
2277 CheckForSignificantMovement(); // sends update to the modules. 2470 CheckForSignificantMovement(); // sends update to the modules.
2278 } 2471 }
2472
2473 //Sending prim updates AFTER the avatar terse updates are sent
2474 SendPrimUpdates();
2279 } 2475 }
2280 2476
2281 #endregion 2477 #endregion
@@ -3129,14 +3325,25 @@ namespace OpenSim.Region.Framework.Scenes
3129 { 3325 {
3130 if (m_forceToApply.HasValue) 3326 if (m_forceToApply.HasValue)
3131 { 3327 {
3132 Vector3 force = m_forceToApply.Value;
3133 3328
3329 Vector3 force = m_forceToApply.Value;
3134 m_updateflag = true; 3330 m_updateflag = true;
3135// movementvector = force;
3136 Velocity = force; 3331 Velocity = force;
3137 3332
3138 m_forceToApply = null; 3333 m_forceToApply = null;
3139 } 3334 }
3335 else
3336 {
3337 if (m_isNudging)
3338 {
3339 Vector3 force = Vector3.Zero;
3340
3341 m_updateflag = true;
3342 Velocity = force;
3343 m_isNudging = false;
3344 m_updateCount = UPDATE_COUNT; //KF: Update anims to pickup "STAND"
3345 }
3346 }
3140 } 3347 }
3141 3348
3142 public override void SetText(string text, Vector3 color, double alpha) 3349 public override void SetText(string text, Vector3 color, double alpha)
@@ -3188,18 +3395,29 @@ namespace OpenSim.Region.Framework.Scenes
3188 { 3395 {
3189 if (e == null) 3396 if (e == null)
3190 return; 3397 return;
3191 3398
3192 //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f)) 3399 // The Physics Scene will send (spam!) updates every 500 ms grep: m_physicsActor.SubscribeEvents(
3193 // The Physics Scene will send updates every 500 ms grep: m_physicsActor.SubscribeEvents(
3194 // as of this comment the interval is set in AddToPhysicalScene 3400 // as of this comment the interval is set in AddToPhysicalScene
3195 if (Animator!=null) 3401 if (Animator!=null)
3196 Animator.UpdateMovementAnimations(); 3402 {
3403 if (m_updateCount > 0) //KF: DO NOT call UpdateMovementAnimations outside of the m_updateCount wrapper,
3404 { // else its will lock out other animation changes, like ground sit.
3405 Animator.UpdateMovementAnimations();
3406 m_updateCount--;
3407 }
3408 }
3197 3409
3198 CollisionEventUpdate collisionData = (CollisionEventUpdate)e; 3410 CollisionEventUpdate collisionData = (CollisionEventUpdate)e;
3199 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; 3411 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList;
3200 3412
3201 CollisionPlane = Vector4.UnitW; 3413 CollisionPlane = Vector4.UnitW;
3202 3414
3415 if (m_lastColCount != coldata.Count)
3416 {
3417 m_updateCount = UPDATE_COUNT;
3418 m_lastColCount = coldata.Count;
3419 }
3420
3203 if (coldata.Count != 0 && Animator != null) 3421 if (coldata.Count != 0 && Animator != null)
3204 { 3422 {
3205 switch (Animator.CurrentMovementAnimation) 3423 switch (Animator.CurrentMovementAnimation)
@@ -3847,5 +4065,16 @@ namespace OpenSim.Region.Framework.Scenes
3847 m_reprioritization_called = false; 4065 m_reprioritization_called = false;
3848 } 4066 }
3849 } 4067 }
4068
4069 private Vector3 Quat2Euler(Quaternion rot){
4070 float x = Utils.RAD_TO_DEG * (float)Math.Atan2((double)((2.0f * rot.X * rot.W) - (2.0f * rot.Y * rot.Z)) ,
4071 (double)(1 - (2.0f * rot.X * rot.X) - (2.0f * rot.Z * rot.Z)));
4072 float y = Utils.RAD_TO_DEG * (float)Math.Asin ((double)((2.0f * rot.X * rot.Y) + (2.0f * rot.Z * rot.W)));
4073 float z = Utils.RAD_TO_DEG * (float)Math.Atan2(((double)(2.0f * rot.Y * rot.W) - (2.0f * rot.X * rot.Z)) ,
4074 (double)(1 - (2.0f * rot.Y * rot.Y) - (2.0f * rot.Z * rot.Z)));
4075 return(new Vector3(x,y,z));
4076 }
4077
4078
3850 } 4079 }
3851} \ No newline at end of file 4080}
diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneTests.cs
index 8a27b7b..5abbb82 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/SceneTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/SceneTests.cs
@@ -101,7 +101,16 @@ namespace OpenSim.Region.Framework.Scenes.Tests
101 { 101 {
102 throw new NotImplementedException(); 102 throw new NotImplementedException();
103 } 103 }
104 104 public RegionMeta7WindlightData LoadRegionWindlightSettings(UUID regionUUID)
105 {
106 //This connector doesn't support the windlight module yet
107 //Return default LL windlight settings
108 return new RegionMeta7WindlightData();
109 }
110 public void StoreRegionWindlightSettings(RegionMeta7WindlightData wl)
111 {
112 //This connector doesn't support the windlight module yet
113 }
105 public RegionSettings LoadRegionSettings(UUID regionUUID) 114 public RegionSettings LoadRegionSettings(UUID regionUUID)
106 { 115 {
107 return null; 116 return null;