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-rw-r--r--OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs6
-rw-r--r--OpenSim/Region/Framework/Interfaces/IEntityInventory.cs3
-rw-r--r--OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs4
-rw-r--r--OpenSim/Region/Framework/Interfaces/IEstateModule.cs2
-rw-r--r--OpenSim/Region/Framework/Interfaces/IInterregionComms.cs8
-rw-r--r--OpenSim/Region/Framework/Interfaces/IScriptModule.cs2
-rw-r--r--OpenSim/Region/Framework/Interfaces/ISnmpModule.cs27
-rw-r--r--OpenSim/Region/Framework/Interfaces/IUserAccountCacheModule.cs13
-rw-r--r--OpenSim/Region/Framework/ModuleLoader.cs3
-rw-r--r--OpenSim/Region/Framework/Scenes/EventManager.cs24
-rw-r--r--OpenSim/Region/Framework/Scenes/Prioritizer.cs4
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Inventory.cs359
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs3
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Permissions.cs17
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs490
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneBase.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs37
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneGraph.cs224
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneManager.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs17
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs566
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs219
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs806
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs231
-rw-r--r--OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs28
-rw-r--r--OpenSim/Region/Framework/Scenes/UndoState.cs87
-rw-r--r--OpenSim/Region/Framework/Scenes/UuidGatherer.cs4
27 files changed, 2431 insertions, 757 deletions
diff --git a/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs b/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
index e668dae..a7770ad 100644
--- a/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
@@ -26,6 +26,7 @@
26 */ 26 */
27 27
28using System; 28using System;
29using System.Xml;
29using System.Collections.Generic; 30using System.Collections.Generic;
30using OpenMetaverse; 31using OpenMetaverse;
31using OpenSim.Framework; 32using OpenSim.Framework;
@@ -75,6 +76,10 @@ namespace OpenSim.Region.Framework.Interfaces
75 /// <returns>The scene object that was attached. Null if the scene object could not be found</returns> 76 /// <returns>The scene object that was attached. Null if the scene object could not be found</returns>
76 ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt); 77 ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt);
77 78
79 // Same as above, but also load script states from a separate doc
80 ISceneEntity RezSingleAttachmentFromInventory(
81 IScenePresence presence, UUID itemID, uint AttachmentPt, bool updateInventoryStatus, XmlDocument doc);
82
78 /// <summary> 83 /// <summary>
79 /// Rez multiple attachments from a user's inventory 84 /// Rez multiple attachments from a user's inventory
80 /// </summary> 85 /// </summary>
@@ -96,7 +101,6 @@ namespace OpenSim.Region.Framework.Interfaces
96 /// <param name="itemID"></param> 101 /// <param name="itemID"></param>
97 void DetachSingleAttachmentToInv(IScenePresence sp, UUID itemID); 102 void DetachSingleAttachmentToInv(IScenePresence sp, UUID itemID);
98 103
99 /// <summary>
100 /// Update the position of an attachment. 104 /// Update the position of an attachment.
101 /// </summary> 105 /// </summary>
102 /// <param name="sog"></param> 106 /// <param name="sog"></param>
diff --git a/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs b/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
index 15060fd..4b17b9a 100644
--- a/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
+++ b/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
@@ -115,6 +115,8 @@ namespace OpenSim.Region.Framework.Interfaces
115 /// <param name="stateSource"></param> 115 /// <param name="stateSource"></param>
116 void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource); 116 void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource);
117 117
118 ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource);
119
118 /// <summary> 120 /// <summary>
119 /// Stop a script which is in this prim's inventory. 121 /// Stop a script which is in this prim's inventory.
120 /// </summary> 122 /// </summary>
@@ -229,5 +231,6 @@ namespace OpenSim.Region.Framework.Interfaces
229 /// A <see cref="Dictionary`2"/> 231 /// A <see cref="Dictionary`2"/>
230 /// </returns> 232 /// </returns>
231 Dictionary<UUID, string> GetScriptStates(); 233 Dictionary<UUID, string> GetScriptStates();
234 Dictionary<UUID, string> GetScriptStates(bool oldIDs);
232 } 235 }
233} 236}
diff --git a/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs b/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs
index 07e97d5..c38ecd9 100644
--- a/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs
@@ -40,11 +40,11 @@ namespace OpenSim.Region.Framework.Interfaces
40 void Teleport(ScenePresence agent, ulong regionHandle, Vector3 position, 40 void Teleport(ScenePresence agent, ulong regionHandle, Vector3 position,
41 Vector3 lookAt, uint teleportFlags); 41 Vector3 lookAt, uint teleportFlags);
42 42
43 bool TeleportHome(UUID id, IClientAPI client);
44
43 void DoTeleport(ScenePresence sp, GridRegion reg, GridRegion finalDestination, 45 void DoTeleport(ScenePresence sp, GridRegion reg, GridRegion finalDestination,
44 Vector3 position, Vector3 lookAt, uint teleportFlags, IEventQueue eq); 46 Vector3 position, Vector3 lookAt, uint teleportFlags, IEventQueue eq);
45 47
46 void TeleportHome(UUID id, IClientAPI client);
47
48 bool Cross(ScenePresence agent, bool isFlying); 48 bool Cross(ScenePresence agent, bool isFlying);
49 49
50 void AgentArrivedAtDestination(UUID agent); 50 void AgentArrivedAtDestination(UUID agent);
diff --git a/OpenSim/Region/Framework/Interfaces/IEstateModule.cs b/OpenSim/Region/Framework/Interfaces/IEstateModule.cs
index 721f0ee..72e79ed 100644
--- a/OpenSim/Region/Framework/Interfaces/IEstateModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IEstateModule.cs
@@ -45,5 +45,7 @@ namespace OpenSim.Region.Framework.Interfaces
45 /// Tell all clients about the current state of the region (terrain textures, water height, etc.). 45 /// Tell all clients about the current state of the region (terrain textures, water height, etc.).
46 /// </summary> 46 /// </summary>
47 void sendRegionHandshakeToAll(); 47 void sendRegionHandshakeToAll();
48 void TriggerEstateInfoChange();
49 void TriggerRegionInfoChange();
48 } 50 }
49} 51}
diff --git a/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs b/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs
index 2d6287f..67a500f 100644
--- a/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs
+++ b/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs
@@ -68,6 +68,14 @@ namespace OpenSim.Region.Framework.Interfaces
68 bool SendReleaseAgent(ulong regionHandle, UUID id, string uri); 68 bool SendReleaseAgent(ulong regionHandle, UUID id, string uri);
69 69
70 /// <summary> 70 /// <summary>
71 /// Close chid agent.
72 /// </summary>
73 /// <param name="regionHandle"></param>
74 /// <param name="id"></param>
75 /// <returns></returns>
76 bool SendCloseChildAgent(ulong regionHandle, UUID id);
77
78 /// <summary>
71 /// Close agent. 79 /// Close agent.
72 /// </summary> 80 /// </summary>
73 /// <param name="regionHandle"></param> 81 /// <param name="regionHandle"></param>
diff --git a/OpenSim/Region/Framework/Interfaces/IScriptModule.cs b/OpenSim/Region/Framework/Interfaces/IScriptModule.cs
index 950e4b0..9d68eb4 100644
--- a/OpenSim/Region/Framework/Interfaces/IScriptModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IScriptModule.cs
@@ -55,6 +55,8 @@ namespace OpenSim.Region.Framework.Interfaces
55 55
56 ArrayList GetScriptErrors(UUID itemID); 56 ArrayList GetScriptErrors(UUID itemID);
57 57
58 bool HasScript(UUID itemID, out bool running);
59
58 void SaveAllState(); 60 void SaveAllState();
59 61
60 /// <summary> 62 /// <summary>
diff --git a/OpenSim/Region/Framework/Interfaces/ISnmpModule.cs b/OpenSim/Region/Framework/Interfaces/ISnmpModule.cs
new file mode 100644
index 0000000..e01f649
--- /dev/null
+++ b/OpenSim/Region/Framework/Interfaces/ISnmpModule.cs
@@ -0,0 +1,27 @@
1///////////////////////////////////////////////////////////////////
2//
3// (c) Careminster LImited, Melanie Thielker and the Meta7 Team
4//
5// This file is not open source. All rights reserved
6// Mod 2
7
8using OpenSim.Region.Framework.Scenes;
9
10public interface ISnmpModule
11{
12 void Trap(int code, string Message, Scene scene);
13 void Critical(string Message, Scene scene);
14 void Warning(string Message, Scene scene);
15 void Major(string Message, Scene scene);
16 void ColdStart(int step , Scene scene);
17 void Shutdown(int step , Scene scene);
18 //
19 // Node Start/stop events
20 //
21 void LinkUp(Scene scene);
22 void LinkDown(Scene scene);
23 void BootInfo(string data, Scene scene);
24 void trapDebug(string Module,string data, Scene scene);
25 void trapXMRE(int data, string Message, Scene scene);
26
27}
diff --git a/OpenSim/Region/Framework/Interfaces/IUserAccountCacheModule.cs b/OpenSim/Region/Framework/Interfaces/IUserAccountCacheModule.cs
new file mode 100644
index 0000000..d1a4d8e
--- /dev/null
+++ b/OpenSim/Region/Framework/Interfaces/IUserAccountCacheModule.cs
@@ -0,0 +1,13 @@
1///////////////////////////////////////////////////////////////////
2//
3// (c) Careminster Limited, Melanie Thielker and the Meta7 Team
4//
5// This file is not open source. All rights reserved
6//
7
8using OpenSim.Region.Framework.Scenes;
9
10public interface IUserAccountCacheModule
11{
12 void Remove(string name);
13}
diff --git a/OpenSim/Region/Framework/ModuleLoader.cs b/OpenSim/Region/Framework/ModuleLoader.cs
index 14ecd44..32ee674 100644
--- a/OpenSim/Region/Framework/ModuleLoader.cs
+++ b/OpenSim/Region/Framework/ModuleLoader.cs
@@ -227,7 +227,8 @@ namespace OpenSim.Region.Framework
227 pluginAssembly.FullName, e.Message, e.StackTrace); 227 pluginAssembly.FullName, e.Message, e.StackTrace);
228 228
229 // justincc: Right now this is fatal to really get the user's attention 229 // justincc: Right now this is fatal to really get the user's attention
230 throw e; 230 // TomMeta: WTF? No, how about we /don't/ throw a fatal exception when there's no need to?
231 //throw e;
231 } 232 }
232 } 233 }
233 234
diff --git a/OpenSim/Region/Framework/Scenes/EventManager.cs b/OpenSim/Region/Framework/Scenes/EventManager.cs
index 4f71915..209a0a6 100644
--- a/OpenSim/Region/Framework/Scenes/EventManager.cs
+++ b/OpenSim/Region/Framework/Scenes/EventManager.cs
@@ -55,8 +55,12 @@ namespace OpenSim.Region.Framework.Scenes
55 55
56 public delegate void OnTerrainTickDelegate(); 56 public delegate void OnTerrainTickDelegate();
57 57
58 public delegate void OnTerrainUpdateDelegate();
59
58 public event OnTerrainTickDelegate OnTerrainTick; 60 public event OnTerrainTickDelegate OnTerrainTick;
59 61
62 public event OnTerrainUpdateDelegate OnTerrainUpdate;
63
60 public delegate void OnBackupDelegate(ISimulationDataService datastore, bool forceBackup); 64 public delegate void OnBackupDelegate(ISimulationDataService datastore, bool forceBackup);
61 65
62 public event OnBackupDelegate OnBackup; 66 public event OnBackupDelegate OnBackup;
@@ -788,6 +792,26 @@ namespace OpenSim.Region.Framework.Scenes
788 } 792 }
789 } 793 }
790 } 794 }
795 public void TriggerTerrainUpdate()
796 {
797 OnTerrainUpdateDelegate handlerTerrainUpdate = OnTerrainUpdate;
798 if (handlerTerrainUpdate != null)
799 {
800 foreach (OnTerrainUpdateDelegate d in handlerTerrainUpdate.GetInvocationList())
801 {
802 try
803 {
804 d();
805 }
806 catch (Exception e)
807 {
808 m_log.ErrorFormat(
809 "[EVENT MANAGER]: Delegate for TriggerTerrainUpdate failed - continuing. {0} {1}",
810 e.Message, e.StackTrace);
811 }
812 }
813 }
814 }
791 815
792 public void TriggerTerrainTick() 816 public void TriggerTerrainTick()
793 { 817 {
diff --git a/OpenSim/Region/Framework/Scenes/Prioritizer.cs b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
index 1b10e3c..0a34a4c 100644
--- a/OpenSim/Region/Framework/Scenes/Prioritizer.cs
+++ b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
@@ -157,7 +157,7 @@ namespace OpenSim.Region.Framework.Scenes
157 157
158 private uint GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity) 158 private uint GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity)
159 { 159 {
160 uint pqueue = ComputeDistancePriority(client,entity,true); 160 uint pqueue = ComputeDistancePriority(client,entity,false);
161 161
162 ScenePresence presence = m_scene.GetScenePresence(client.AgentId); 162 ScenePresence presence = m_scene.GetScenePresence(client.AgentId);
163 if (presence != null) 163 if (presence != null)
@@ -226,7 +226,7 @@ namespace OpenSim.Region.Framework.Scenes
226 226
227 for (int i = 0; i < queues - 1; i++) 227 for (int i = 0; i < queues - 1; i++)
228 { 228 {
229 if (distance < 10 * Math.Pow(2.0,i)) 229 if (distance < 30 * Math.Pow(2.0,i))
230 break; 230 break;
231 pqueue++; 231 pqueue++;
232 } 232 }
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index b62023b..1746cfe 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -117,34 +117,22 @@ namespace OpenSim.Region.Framework.Scenes
117 /// <param name="item"></param> 117 /// <param name="item"></param>
118 public bool AddInventoryItem(InventoryItemBase item) 118 public bool AddInventoryItem(InventoryItemBase item)
119 { 119 {
120 if (UUID.Zero == item.Folder) 120 InventoryFolderBase folder;
121
122 if (item.Folder == UUID.Zero)
121 { 123 {
122 InventoryFolderBase f = InventoryService.GetFolderForType(item.Owner, (AssetType)item.AssetType); 124 folder = InventoryService.GetFolderForType(item.Owner, (AssetType)item.AssetType);
123 if (f != null) 125 if (folder == null)
124 { 126 {
125// m_log.DebugFormat( 127 folder = InventoryService.GetRootFolder(item.Owner);
126// "[LOCAL INVENTORY SERVICES CONNECTOR]: Found folder {0} type {1} for item {2}", 128
127// f.Name, (AssetType)f.Type, item.Name); 129 if (folder == null)
128
129 item.Folder = f.ID;
130 }
131 else
132 {
133 f = InventoryService.GetRootFolder(item.Owner);
134 if (f != null)
135 {
136 item.Folder = f.ID;
137 }
138 else
139 {
140 m_log.WarnFormat(
141 "[AGENT INVENTORY]: Could not find root folder for {0} when trying to add item {1} with no parent folder specified",
142 item.Owner, item.Name);
143 return false; 130 return false;
144 }
145 } 131 }
132
133 item.Folder = folder.ID;
146 } 134 }
147 135
148 if (InventoryService.AddItem(item)) 136 if (InventoryService.AddItem(item))
149 { 137 {
150 int userlevel = 0; 138 int userlevel = 0;
@@ -264,8 +252,7 @@ namespace OpenSim.Region.Framework.Scenes
264 252
265 // Update item with new asset 253 // Update item with new asset
266 item.AssetID = asset.FullID; 254 item.AssetID = asset.FullID;
267 if (group.UpdateInventoryItem(item)) 255 group.UpdateInventoryItem(item);
268 remoteClient.SendAgentAlertMessage("Script saved", false);
269 256
270 part.SendPropertiesToClient(remoteClient); 257 part.SendPropertiesToClient(remoteClient);
271 258
@@ -276,12 +263,7 @@ namespace OpenSim.Region.Framework.Scenes
276 { 263 {
277 // Needs to determine which engine was running it and use that 264 // Needs to determine which engine was running it and use that
278 // 265 //
279 part.Inventory.CreateScriptInstance(item.ItemID, 0, false, DefaultScriptEngine, 0); 266 errors = part.Inventory.CreateScriptInstanceEr(item.ItemID, 0, false, DefaultScriptEngine, 0);
280 errors = part.Inventory.GetScriptErrors(item.ItemID);
281 }
282 else
283 {
284 remoteClient.SendAgentAlertMessage("Script saved", false);
285 } 267 }
286 part.ParentGroup.ResumeScripts(); 268 part.ParentGroup.ResumeScripts();
287 return errors; 269 return errors;
@@ -345,6 +327,7 @@ namespace OpenSim.Region.Framework.Scenes
345 327
346 if (UUID.Zero == transactionID) 328 if (UUID.Zero == transactionID)
347 { 329 {
330 item.Flags = (item.Flags & ~(uint)255) | (itemUpd.Flags & (uint)255);
348 item.Name = itemUpd.Name; 331 item.Name = itemUpd.Name;
349 item.Description = itemUpd.Description; 332 item.Description = itemUpd.Description;
350 if (item.NextPermissions != (itemUpd.NextPermissions & item.BasePermissions)) 333 if (item.NextPermissions != (itemUpd.NextPermissions & item.BasePermissions))
@@ -723,6 +706,8 @@ namespace OpenSim.Region.Framework.Scenes
723 return; 706 return;
724 } 707 }
725 708
709 if (newName == null) newName = item.Name;
710
726 AssetBase asset = AssetService.Get(item.AssetID.ToString()); 711 AssetBase asset = AssetService.Get(item.AssetID.ToString());
727 712
728 if (asset != null) 713 if (asset != null)
@@ -779,6 +764,24 @@ namespace OpenSim.Region.Framework.Scenes
779 } 764 }
780 765
781 /// <summary> 766 /// <summary>
767 /// Move an item within the agent's inventory, and leave a copy (used in making a new outfit)
768 /// </summary>
769 public void MoveInventoryItemsLeaveCopy(IClientAPI remoteClient, List<InventoryItemBase> items, UUID destfolder)
770 {
771 List<InventoryItemBase> moveitems = new List<InventoryItemBase>();
772 foreach (InventoryItemBase b in items)
773 {
774 CopyInventoryItem(remoteClient, 0, remoteClient.AgentId, b.ID, b.Folder, null);
775 InventoryItemBase n = InventoryService.GetItem(b);
776 n.Folder = destfolder;
777 moveitems.Add(n);
778 remoteClient.SendInventoryItemCreateUpdate(n, 0);
779 }
780
781 MoveInventoryItem(remoteClient, moveitems);
782 }
783
784 /// <summary>
782 /// Move an item within the agent's inventory. 785 /// Move an item within the agent's inventory.
783 /// </summary> 786 /// </summary>
784 /// <param name="remoteClient"></param> 787 /// <param name="remoteClient"></param>
@@ -979,25 +982,29 @@ namespace OpenSim.Region.Framework.Scenes
979 public void RemoveTaskInventory(IClientAPI remoteClient, UUID itemID, uint localID) 982 public void RemoveTaskInventory(IClientAPI remoteClient, UUID itemID, uint localID)
980 { 983 {
981 SceneObjectPart part = GetSceneObjectPart(localID); 984 SceneObjectPart part = GetSceneObjectPart(localID);
982 if (part == null) 985 SceneObjectGroup group = null;
983 return; 986 if (part != null)
987 {
988 group = part.ParentGroup;
989 }
990 if (part != null && group != null)
991 {
992 if (!Permissions.CanEditObjectInventory(part.UUID, remoteClient.AgentId))
993 return;
984 994
985 SceneObjectGroup group = part.ParentGroup; 995 TaskInventoryItem item = group.GetInventoryItem(localID, itemID);
986 if (!Permissions.CanEditObjectInventory(part.UUID, remoteClient.AgentId)) 996 if (item == null)
987 return; 997 return;
988
989 TaskInventoryItem item = group.GetInventoryItem(localID, itemID);
990 if (item == null)
991 return;
992 998
993 if (item.Type == 10) 999 if (item.Type == 10)
994 { 1000 {
995 part.RemoveScriptEvents(itemID); 1001 part.RemoveScriptEvents(itemID);
996 EventManager.TriggerRemoveScript(localID, itemID); 1002 EventManager.TriggerRemoveScript(localID, itemID);
1003 }
1004
1005 group.RemoveInventoryItem(localID, itemID);
1006 part.SendPropertiesToClient(remoteClient);
997 } 1007 }
998
999 group.RemoveInventoryItem(localID, itemID);
1000 part.SendPropertiesToClient(remoteClient);
1001 } 1008 }
1002 1009
1003 private InventoryItemBase CreateAgentInventoryItemFromTask(UUID destAgent, SceneObjectPart part, UUID itemId) 1010 private InventoryItemBase CreateAgentInventoryItemFromTask(UUID destAgent, SceneObjectPart part, UUID itemId)
@@ -1098,6 +1105,10 @@ namespace OpenSim.Region.Framework.Scenes
1098 { 1105 {
1099 SceneObjectPart part = GetSceneObjectPart(primLocalId); 1106 SceneObjectPart part = GetSceneObjectPart(primLocalId);
1100 1107
1108 // Can't move a null item
1109 if (itemId == UUID.Zero)
1110 return;
1111
1101 if (null == part) 1112 if (null == part)
1102 { 1113 {
1103 m_log.WarnFormat( 1114 m_log.WarnFormat(
@@ -1208,6 +1219,10 @@ namespace OpenSim.Region.Framework.Scenes
1208 if ((part.OwnerID != destPart.OwnerID) && ((srcTaskItem.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)) 1219 if ((part.OwnerID != destPart.OwnerID) && ((srcTaskItem.CurrentPermissions & (uint)PermissionMask.Transfer) == 0))
1209 return; 1220 return;
1210 1221
1222 bool overrideNoMod = false;
1223 if ((part.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) != 0)
1224 overrideNoMod = true;
1225
1211 if (part.OwnerID != destPart.OwnerID && (part.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) == 0) 1226 if (part.OwnerID != destPart.OwnerID && (part.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) == 0)
1212 { 1227 {
1213 // object cannot copy items to an object owned by a different owner 1228 // object cannot copy items to an object owned by a different owner
@@ -1217,7 +1232,7 @@ namespace OpenSim.Region.Framework.Scenes
1217 } 1232 }
1218 1233
1219 // must have both move and modify permission to put an item in an object 1234 // must have both move and modify permission to put an item in an object
1220 if ((part.OwnerMask & ((uint)PermissionMask.Move | (uint)PermissionMask.Modify)) == 0) 1235 if (((part.OwnerMask & (uint)PermissionMask.Modify) == 0) && (!overrideNoMod))
1221 { 1236 {
1222 return; 1237 return;
1223 } 1238 }
@@ -1276,6 +1291,14 @@ namespace OpenSim.Region.Framework.Scenes
1276 1291
1277 public UUID MoveTaskInventoryItems(UUID destID, string category, SceneObjectPart host, List<UUID> items) 1292 public UUID MoveTaskInventoryItems(UUID destID, string category, SceneObjectPart host, List<UUID> items)
1278 { 1293 {
1294 SceneObjectPart destPart = GetSceneObjectPart(destID);
1295 if (destPart != null) // Move into a prim
1296 {
1297 foreach(UUID itemID in items)
1298 MoveTaskInventoryItem(destID, host, itemID);
1299 return destID; // Prim folder ID == prim ID
1300 }
1301
1279 InventoryFolderBase rootFolder = InventoryService.GetRootFolder(destID); 1302 InventoryFolderBase rootFolder = InventoryService.GetRootFolder(destID);
1280 1303
1281 UUID newFolderID = UUID.Random(); 1304 UUID newFolderID = UUID.Random();
@@ -1455,13 +1478,6 @@ namespace OpenSim.Region.Framework.Scenes
1455 { 1478 {
1456 agentTransactions.HandleTaskItemUpdateFromTransaction( 1479 agentTransactions.HandleTaskItemUpdateFromTransaction(
1457 remoteClient, part, transactionID, currentItem); 1480 remoteClient, part, transactionID, currentItem);
1458
1459 if ((InventoryType)itemInfo.InvType == InventoryType.Notecard)
1460 remoteClient.SendAgentAlertMessage("Notecard saved", false);
1461 else if ((InventoryType)itemInfo.InvType == InventoryType.LSL)
1462 remoteClient.SendAgentAlertMessage("Script saved", false);
1463 else
1464 remoteClient.SendAgentAlertMessage("Item saved", false);
1465 } 1481 }
1466 1482
1467 // Base ALWAYS has move 1483 // Base ALWAYS has move
@@ -1602,7 +1618,7 @@ namespace OpenSim.Region.Framework.Scenes
1602 return; 1618 return;
1603 1619
1604 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType, 1620 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType,
1605 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n}"), 1621 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n\n touch_start(integer num)\n {\n }\n}"),
1606 remoteClient.AgentId); 1622 remoteClient.AgentId);
1607 AssetService.Store(asset); 1623 AssetService.Store(asset);
1608 1624
@@ -1755,23 +1771,32 @@ namespace OpenSim.Region.Framework.Scenes
1755 // build a list of eligible objects 1771 // build a list of eligible objects
1756 List<uint> deleteIDs = new List<uint>(); 1772 List<uint> deleteIDs = new List<uint>();
1757 List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>(); 1773 List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>();
1758 1774 List<SceneObjectGroup> takeGroups = new List<SceneObjectGroup>();
1759 // Start with true for both, then remove the flags if objects
1760 // that we can't derez are part of the selection
1761 bool permissionToTake = true;
1762 bool permissionToTakeCopy = true;
1763 bool permissionToDelete = true;
1764 1775
1765 foreach (uint localID in localIDs) 1776 foreach (uint localID in localIDs)
1766 { 1777 {
1778 // Start with true for both, then remove the flags if objects
1779 // that we can't derez are part of the selection
1780 bool permissionToTake = true;
1781 bool permissionToTakeCopy = true;
1782 bool permissionToDelete = true;
1783
1767 // Invalid id 1784 // Invalid id
1768 SceneObjectPart part = GetSceneObjectPart(localID); 1785 SceneObjectPart part = GetSceneObjectPart(localID);
1769 if (part == null) 1786 if (part == null)
1787 {
1788 //Client still thinks the object exists, kill it
1789 deleteIDs.Add(localID);
1770 continue; 1790 continue;
1791 }
1771 1792
1772 // Already deleted by someone else 1793 // Already deleted by someone else
1773 if (part.ParentGroup.IsDeleted) 1794 if (part.ParentGroup.IsDeleted)
1795 {
1796 //Client still thinks the object exists, kill it
1797 deleteIDs.Add(localID);
1774 continue; 1798 continue;
1799 }
1775 1800
1776 // Can't delete child prims 1801 // Can't delete child prims
1777 if (part != part.ParentGroup.RootPart) 1802 if (part != part.ParentGroup.RootPart)
@@ -1779,9 +1804,6 @@ namespace OpenSim.Region.Framework.Scenes
1779 1804
1780 SceneObjectGroup grp = part.ParentGroup; 1805 SceneObjectGroup grp = part.ParentGroup;
1781 1806
1782 deleteIDs.Add(localID);
1783 deleteGroups.Add(grp);
1784
1785 if (remoteClient == null) 1807 if (remoteClient == null)
1786 { 1808 {
1787 // Autoreturn has a null client. Nothing else does. So 1809 // Autoreturn has a null client. Nothing else does. So
@@ -1798,83 +1820,195 @@ namespace OpenSim.Region.Framework.Scenes
1798 } 1820 }
1799 else 1821 else
1800 { 1822 {
1801 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId)) 1823 if (action == DeRezAction.TakeCopy)
1824 {
1825 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId))
1826 permissionToTakeCopy = false;
1827 }
1828 else
1829 {
1802 permissionToTakeCopy = false; 1830 permissionToTakeCopy = false;
1803 1831 }
1804 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId)) 1832 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId))
1805 permissionToTake = false; 1833 permissionToTake = false;
1806 1834
1807 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId)) 1835 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId))
1808 permissionToDelete = false; 1836 permissionToDelete = false;
1809 } 1837 }
1810 }
1811 1838
1812 // Handle god perms 1839 // Handle god perms
1813 if ((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId)) 1840 if ((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId))
1814 { 1841 {
1815 permissionToTake = true; 1842 permissionToTake = true;
1816 permissionToTakeCopy = true; 1843 permissionToTakeCopy = true;
1817 permissionToDelete = true; 1844 permissionToDelete = true;
1818 } 1845 }
1819 1846
1820 // If we're re-saving, we don't even want to delete 1847 // If we're re-saving, we don't even want to delete
1821 if (action == DeRezAction.SaveToExistingUserInventoryItem) 1848 if (action == DeRezAction.SaveToExistingUserInventoryItem)
1822 permissionToDelete = false; 1849 permissionToDelete = false;
1823 1850
1824 // if we want to take a copy, we also don't want to delete 1851 // if we want to take a copy, we also don't want to delete
1825 // Note: after this point, the permissionToTakeCopy flag 1852 // Note: after this point, the permissionToTakeCopy flag
1826 // becomes irrelevant. It already includes the permissionToTake 1853 // becomes irrelevant. It already includes the permissionToTake
1827 // permission and after excluding no copy items here, we can 1854 // permission and after excluding no copy items here, we can
1828 // just use that. 1855 // just use that.
1829 if (action == DeRezAction.TakeCopy) 1856 if (action == DeRezAction.TakeCopy)
1830 { 1857 {
1831 // If we don't have permission, stop right here 1858 // If we don't have permission, stop right here
1832 if (!permissionToTakeCopy) 1859 if (!permissionToTakeCopy)
1833 return; 1860 return;
1834 1861
1835 permissionToTake = true; 1862 permissionToTake = true;
1836 // Don't delete 1863 // Don't delete
1837 permissionToDelete = false; 1864 permissionToDelete = false;
1838 } 1865 }
1839 1866
1840 if (action == DeRezAction.Return) 1867 if (action == DeRezAction.Return)
1841 {
1842 if (remoteClient != null)
1843 { 1868 {
1844 if (Permissions.CanReturnObjects( 1869 if (remoteClient != null)
1845 null,
1846 remoteClient.AgentId,
1847 deleteGroups))
1848 { 1870 {
1849 permissionToTake = true; 1871 if (Permissions.CanReturnObjects(
1850 permissionToDelete = true; 1872 null,
1851 1873 remoteClient.AgentId,
1852 foreach (SceneObjectGroup g in deleteGroups) 1874 deleteGroups))
1853 { 1875 {
1854 AddReturn(g.OwnerID, g.Name, g.AbsolutePosition, "parcel owner return"); 1876 permissionToTake = true;
1877 permissionToDelete = true;
1878
1879 AddReturn(grp.OwnerID, grp.Name, grp.AbsolutePosition, "parcel owner return");
1855 } 1880 }
1856 } 1881 }
1882 else // Auto return passes through here with null agent
1883 {
1884 permissionToTake = true;
1885 permissionToDelete = true;
1886 }
1857 } 1887 }
1858 else // Auto return passes through here with null agent 1888
1889 if (permissionToTake && (!permissionToDelete))
1890 takeGroups.Add(grp);
1891
1892 if (permissionToDelete)
1859 { 1893 {
1860 permissionToTake = true; 1894 if (permissionToTake)
1861 permissionToDelete = true; 1895 deleteGroups.Add(grp);
1896 deleteIDs.Add(grp.LocalId);
1862 } 1897 }
1863 } 1898 }
1864 1899
1865 if (permissionToTake) 1900 SendKillObject(deleteIDs);
1901
1902 if (deleteGroups.Count > 0)
1866 { 1903 {
1904 foreach (SceneObjectGroup g in deleteGroups)
1905 deleteIDs.Remove(g.LocalId);
1906
1867 m_asyncSceneObjectDeleter.DeleteToInventory( 1907 m_asyncSceneObjectDeleter.DeleteToInventory(
1868 action, destinationID, deleteGroups, remoteClient, 1908 action, destinationID, deleteGroups, remoteClient,
1869 permissionToDelete); 1909 true);
1870 } 1910 }
1871 else if (permissionToDelete) 1911 if (takeGroups.Count > 0)
1912 {
1913 m_asyncSceneObjectDeleter.DeleteToInventory(
1914 action, destinationID, takeGroups, remoteClient,
1915 false);
1916 }
1917 if (deleteIDs.Count > 0)
1872 { 1918 {
1873 foreach (SceneObjectGroup g in deleteGroups) 1919 foreach (SceneObjectGroup g in deleteGroups)
1874 DeleteSceneObject(g, false); 1920 DeleteSceneObject(g, true);
1875 } 1921 }
1876 } 1922 }
1877 1923
1924 public UUID attachObjectAssetStore(IClientAPI remoteClient, SceneObjectGroup grp, UUID AgentId, out UUID itemID)
1925 {
1926 itemID = UUID.Zero;
1927 if (grp != null)
1928 {
1929 Vector3 inventoryStoredPosition = new Vector3
1930 (((grp.AbsolutePosition.X > (int)Constants.RegionSize)
1931 ? 250
1932 : grp.AbsolutePosition.X)
1933 ,
1934 (grp.AbsolutePosition.X > (int)Constants.RegionSize)
1935 ? 250
1936 : grp.AbsolutePosition.X,
1937 grp.AbsolutePosition.Z);
1938
1939 Vector3 originalPosition = grp.AbsolutePosition;
1940
1941 grp.AbsolutePosition = inventoryStoredPosition;
1942
1943 string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp);
1944
1945 grp.AbsolutePosition = originalPosition;
1946
1947 AssetBase asset = CreateAsset(
1948 grp.GetPartName(grp.LocalId),
1949 grp.GetPartDescription(grp.LocalId),
1950 (sbyte)AssetType.Object,
1951 Utils.StringToBytes(sceneObjectXml),
1952 remoteClient.AgentId);
1953 AssetService.Store(asset);
1954
1955 InventoryItemBase item = new InventoryItemBase();
1956 item.CreatorId = grp.RootPart.CreatorID.ToString();
1957 item.CreatorData = grp.RootPart.CreatorData;
1958 item.Owner = remoteClient.AgentId;
1959 item.ID = UUID.Random();
1960 item.AssetID = asset.FullID;
1961 item.Description = asset.Description;
1962 item.Name = asset.Name;
1963 item.AssetType = asset.Type;
1964 item.InvType = (int)InventoryType.Object;
1965
1966 InventoryFolderBase folder = InventoryService.GetFolderForType(remoteClient.AgentId, AssetType.Object);
1967 if (folder != null)
1968 item.Folder = folder.ID;
1969 else // oopsies
1970 item.Folder = UUID.Zero;
1971
1972 // Set up base perms properly
1973 uint permsBase = (uint)(PermissionMask.Move | PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify);
1974 permsBase &= grp.RootPart.BaseMask;
1975 permsBase |= (uint)PermissionMask.Move;
1976
1977 // Make sure we don't lock it
1978 grp.RootPart.NextOwnerMask |= (uint)PermissionMask.Move;
1979
1980 if ((remoteClient.AgentId != grp.RootPart.OwnerID) && Permissions.PropagatePermissions())
1981 {
1982 item.BasePermissions = permsBase & grp.RootPart.NextOwnerMask;
1983 item.CurrentPermissions = permsBase & grp.RootPart.NextOwnerMask;
1984 item.NextPermissions = permsBase & grp.RootPart.NextOwnerMask;
1985 item.EveryOnePermissions = permsBase & grp.RootPart.EveryoneMask & grp.RootPart.NextOwnerMask;
1986 item.GroupPermissions = permsBase & grp.RootPart.GroupMask & grp.RootPart.NextOwnerMask;
1987 }
1988 else
1989 {
1990 item.BasePermissions = permsBase;
1991 item.CurrentPermissions = permsBase & grp.RootPart.OwnerMask;
1992 item.NextPermissions = permsBase & grp.RootPart.NextOwnerMask;
1993 item.EveryOnePermissions = permsBase & grp.RootPart.EveryoneMask;
1994 item.GroupPermissions = permsBase & grp.RootPart.GroupMask;
1995 }
1996 item.CreationDate = Util.UnixTimeSinceEpoch();
1997
1998 // sets itemID so client can show item as 'attached' in inventory
1999 grp.SetFromItemID(item.ID);
2000
2001 if (AddInventoryItem(item))
2002 remoteClient.SendInventoryItemCreateUpdate(item, 0);
2003 else
2004 m_dialogModule.SendAlertToUser(remoteClient, "Operation failed");
2005
2006 itemID = item.ID;
2007 return item.AssetID;
2008 }
2009 return UUID.Zero;
2010 }
2011
1878 /// <summary> 2012 /// <summary>
1879 /// Event Handler Rez an object into a scene 2013 /// Event Handler Rez an object into a scene
1880 /// Calls the non-void event handler 2014 /// Calls the non-void event handler
@@ -2001,6 +2135,9 @@ namespace OpenSim.Region.Framework.Scenes
2001 2135
2002 public void SetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID, bool running) 2136 public void SetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID, bool running)
2003 { 2137 {
2138 if (!Permissions.CanEditScript(itemID, objectID, controllingClient.AgentId))
2139 return;
2140
2004 SceneObjectPart part = GetSceneObjectPart(objectID); 2141 SceneObjectPart part = GetSceneObjectPart(objectID);
2005 if (part == null) 2142 if (part == null)
2006 return; 2143 return;
diff --git a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
index 3355ebe..bf2e775 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
@@ -346,7 +346,10 @@ namespace OpenSim.Region.Framework.Scenes
346 List<UserAccount> accounts = UserAccountService.GetUserAccounts(RegionInfo.ScopeID, query); 346 List<UserAccount> accounts = UserAccountService.GetUserAccounts(RegionInfo.ScopeID, query);
347 347
348 if (accounts == null) 348 if (accounts == null)
349 {
350 m_log.DebugFormat("[LLCIENT]: ProcessAvatarPickerRequest: returned null result");
349 return; 351 return;
352 }
350 353
351 AvatarPickerReplyPacket replyPacket = (AvatarPickerReplyPacket) PacketPool.Instance.GetPacket(PacketType.AvatarPickerReply); 354 AvatarPickerReplyPacket replyPacket = (AvatarPickerReplyPacket) PacketPool.Instance.GetPacket(PacketType.AvatarPickerReply);
352 // TODO: don't create new blocks if recycling an old packet 355 // TODO: don't create new blocks if recycling an old packet
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Permissions.cs b/OpenSim/Region/Framework/Scenes/Scene.Permissions.cs
index e1fedf4..48beb9c 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Permissions.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Permissions.cs
@@ -49,6 +49,7 @@ namespace OpenSim.Region.Framework.Scenes
49 public delegate bool DuplicateObjectHandler(int objectCount, UUID objectID, UUID owner, Scene scene, Vector3 objectPosition); 49 public delegate bool DuplicateObjectHandler(int objectCount, UUID objectID, UUID owner, Scene scene, Vector3 objectPosition);
50 public delegate bool EditObjectHandler(UUID objectID, UUID editorID, Scene scene); 50 public delegate bool EditObjectHandler(UUID objectID, UUID editorID, Scene scene);
51 public delegate bool EditObjectInventoryHandler(UUID objectID, UUID editorID, Scene scene); 51 public delegate bool EditObjectInventoryHandler(UUID objectID, UUID editorID, Scene scene);
52 public delegate bool ViewObjectInventoryHandler(UUID objectID, UUID editorID, Scene scene);
52 public delegate bool MoveObjectHandler(UUID objectID, UUID moverID, Scene scene); 53 public delegate bool MoveObjectHandler(UUID objectID, UUID moverID, Scene scene);
53 public delegate bool ObjectEntryHandler(UUID objectID, bool enteringRegion, Vector3 newPoint, Scene scene); 54 public delegate bool ObjectEntryHandler(UUID objectID, bool enteringRegion, Vector3 newPoint, Scene scene);
54 public delegate bool ReturnObjectsHandler(ILandObject land, UUID user, List<SceneObjectGroup> objects, Scene scene); 55 public delegate bool ReturnObjectsHandler(ILandObject land, UUID user, List<SceneObjectGroup> objects, Scene scene);
@@ -116,6 +117,7 @@ namespace OpenSim.Region.Framework.Scenes
116 public event DuplicateObjectHandler OnDuplicateObject; 117 public event DuplicateObjectHandler OnDuplicateObject;
117 public event EditObjectHandler OnEditObject; 118 public event EditObjectHandler OnEditObject;
118 public event EditObjectInventoryHandler OnEditObjectInventory; 119 public event EditObjectInventoryHandler OnEditObjectInventory;
120 public event ViewObjectInventoryHandler OnViewObjectInventory;
119 public event MoveObjectHandler OnMoveObject; 121 public event MoveObjectHandler OnMoveObject;
120 public event ObjectEntryHandler OnObjectEntry; 122 public event ObjectEntryHandler OnObjectEntry;
121 public event ReturnObjectsHandler OnReturnObjects; 123 public event ReturnObjectsHandler OnReturnObjects;
@@ -401,6 +403,21 @@ namespace OpenSim.Region.Framework.Scenes
401 return true; 403 return true;
402 } 404 }
403 405
406 public bool CanViewObjectInventory(UUID objectID, UUID editorID)
407 {
408 ViewObjectInventoryHandler handler = OnViewObjectInventory;
409 if (handler != null)
410 {
411 Delegate[] list = handler.GetInvocationList();
412 foreach (ViewObjectInventoryHandler h in list)
413 {
414 if (h(objectID, editorID, m_scene) == false)
415 return false;
416 }
417 }
418 return true;
419 }
420
404 #endregion 421 #endregion
405 422
406 #region MOVE OBJECT 423 #region MOVE OBJECT
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index b4972d6..b828f39 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -103,6 +103,7 @@ namespace OpenSim.Region.Framework.Scenes
103 // TODO: need to figure out how allow client agents but deny 103 // TODO: need to figure out how allow client agents but deny
104 // root agents when ACL denies access to root agent 104 // root agents when ACL denies access to root agent
105 public bool m_strictAccessControl = true; 105 public bool m_strictAccessControl = true;
106 public bool m_seeIntoBannedRegion = false;
106 public int MaxUndoCount = 5; 107 public int MaxUndoCount = 5;
107 // Using this for RegionReady module to prevent LoginsDisabled from changing under our feet; 108 // Using this for RegionReady module to prevent LoginsDisabled from changing under our feet;
108 public bool LoginLock = false; 109 public bool LoginLock = false;
@@ -118,12 +119,14 @@ namespace OpenSim.Region.Framework.Scenes
118 119
119 protected int m_splitRegionID; 120 protected int m_splitRegionID;
120 protected Timer m_restartWaitTimer = new Timer(); 121 protected Timer m_restartWaitTimer = new Timer();
122 protected Timer m_timerWatchdog = new Timer();
121 protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>(); 123 protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>();
122 protected List<RegionInfo> m_neighbours = new List<RegionInfo>(); 124 protected List<RegionInfo> m_neighbours = new List<RegionInfo>();
123 protected string m_simulatorVersion = "OpenSimulator Server"; 125 protected string m_simulatorVersion = "OpenSimulator Server";
124 protected ModuleLoader m_moduleLoader; 126 protected ModuleLoader m_moduleLoader;
125 protected AgentCircuitManager m_authenticateHandler; 127 protected AgentCircuitManager m_authenticateHandler;
126 protected SceneCommunicationService m_sceneGridService; 128 protected SceneCommunicationService m_sceneGridService;
129 protected ISnmpModule m_snmpService = null;
127 130
128 protected ISimulationDataService m_SimulationDataService; 131 protected ISimulationDataService m_SimulationDataService;
129 protected IEstateDataService m_EstateDataService; 132 protected IEstateDataService m_EstateDataService;
@@ -176,7 +179,7 @@ namespace OpenSim.Region.Framework.Scenes
176 private int m_update_events = 1; 179 private int m_update_events = 1;
177 private int m_update_backup = 200; 180 private int m_update_backup = 200;
178 private int m_update_terrain = 50; 181 private int m_update_terrain = 50;
179// private int m_update_land = 1; 182 private int m_update_land = 10;
180 private int m_update_coarse_locations = 50; 183 private int m_update_coarse_locations = 50;
181 184
182 private int agentMS; 185 private int agentMS;
@@ -191,6 +194,7 @@ namespace OpenSim.Region.Framework.Scenes
191 private int landMS; 194 private int landMS;
192 private int lastCompletedFrame; 195 private int lastCompletedFrame;
193 196
197 public bool CombineRegions = false;
194 /// <summary> 198 /// <summary>
195 /// Signals whether temporary objects are currently being cleaned up. Needed because this is launched 199 /// Signals whether temporary objects are currently being cleaned up. Needed because this is launched
196 /// asynchronously from the update loop. 200 /// asynchronously from the update loop.
@@ -213,11 +217,14 @@ namespace OpenSim.Region.Framework.Scenes
213 private bool m_scripts_enabled = true; 217 private bool m_scripts_enabled = true;
214 private string m_defaultScriptEngine; 218 private string m_defaultScriptEngine;
215 private int m_LastLogin; 219 private int m_LastLogin;
216 private Thread HeartbeatThread; 220 private Thread HeartbeatThread = null;
217 private volatile bool shuttingdown; 221 private volatile bool shuttingdown;
218 222
219 private int m_lastUpdate; 223 private int m_lastUpdate;
224 private int m_lastIncoming;
225 private int m_lastOutgoing;
220 private bool m_firstHeartbeat = true; 226 private bool m_firstHeartbeat = true;
227 private int m_hbRestarts = 0;
221 228
222 private object m_deleting_scene_object = new object(); 229 private object m_deleting_scene_object = new object();
223 230
@@ -264,6 +271,19 @@ namespace OpenSim.Region.Framework.Scenes
264 get { return m_sceneGridService; } 271 get { return m_sceneGridService; }
265 } 272 }
266 273
274 public ISnmpModule SnmpService
275 {
276 get
277 {
278 if (m_snmpService == null)
279 {
280 m_snmpService = RequestModuleInterface<ISnmpModule>();
281 }
282
283 return m_snmpService;
284 }
285 }
286
267 public ISimulationDataService SimulationDataService 287 public ISimulationDataService SimulationDataService
268 { 288 {
269 get 289 get
@@ -545,6 +565,9 @@ namespace OpenSim.Region.Framework.Scenes
545 m_EstateDataService = estateDataService; 565 m_EstateDataService = estateDataService;
546 m_regionHandle = m_regInfo.RegionHandle; 566 m_regionHandle = m_regInfo.RegionHandle;
547 m_regionName = m_regInfo.RegionName; 567 m_regionName = m_regInfo.RegionName;
568 m_lastUpdate = Util.EnvironmentTickCount();
569 m_lastIncoming = 0;
570 m_lastOutgoing = 0;
548 571
549 m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this); 572 m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this);
550 m_asyncSceneObjectDeleter.Enabled = true; 573 m_asyncSceneObjectDeleter.Enabled = true;
@@ -662,6 +685,7 @@ namespace OpenSim.Region.Framework.Scenes
662 CollidablePrims = startupConfig.GetBoolean("collidable_prim", true); 685 CollidablePrims = startupConfig.GetBoolean("collidable_prim", true);
663 686
664 m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys); 687 m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys);
688
665 if (RegionInfo.NonphysPrimMax > 0) 689 if (RegionInfo.NonphysPrimMax > 0)
666 { 690 {
667 m_maxNonphys = RegionInfo.NonphysPrimMax; 691 m_maxNonphys = RegionInfo.NonphysPrimMax;
@@ -693,6 +717,7 @@ namespace OpenSim.Region.Framework.Scenes
693 m_persistAfter *= 10000000; 717 m_persistAfter *= 10000000;
694 718
695 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine"); 719 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine");
720 m_log.InfoFormat("[SCENE]: Default script engine {0}", m_defaultScriptEngine);
696 721
697 IConfig packetConfig = m_config.Configs["PacketPool"]; 722 IConfig packetConfig = m_config.Configs["PacketPool"];
698 if (packetConfig != null) 723 if (packetConfig != null)
@@ -702,6 +727,8 @@ namespace OpenSim.Region.Framework.Scenes
702 } 727 }
703 728
704 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl); 729 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl);
730 m_seeIntoBannedRegion = startupConfig.GetBoolean("SeeIntoBannedRegion", m_seeIntoBannedRegion);
731 CombineRegions = startupConfig.GetBoolean("CombineContiguousRegions", false);
705 732
706 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true); 733 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true);
707 if (m_generateMaptiles) 734 if (m_generateMaptiles)
@@ -737,9 +764,9 @@ namespace OpenSim.Region.Framework.Scenes
737 m_update_terrain = startupConfig.GetInt( "UpdateTerrainEveryNFrames", m_update_terrain); 764 m_update_terrain = startupConfig.GetInt( "UpdateTerrainEveryNFrames", m_update_terrain);
738 m_update_temp_cleaning = startupConfig.GetInt( "UpdateTempCleaningEveryNFrames", m_update_temp_cleaning); 765 m_update_temp_cleaning = startupConfig.GetInt( "UpdateTempCleaningEveryNFrames", m_update_temp_cleaning);
739 } 766 }
740 catch 767 catch (Exception e)
741 { 768 {
742 m_log.Warn("[SCENE]: Failed to load StartupConfig"); 769 m_log.Error("[SCENE]: Failed to load StartupConfig: " + e.ToString());
743 } 770 }
744 771
745 #endregion Region Config 772 #endregion Region Config
@@ -1150,7 +1177,22 @@ namespace OpenSim.Region.Framework.Scenes
1150 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat); 1177 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat);
1151 if (HeartbeatThread != null) 1178 if (HeartbeatThread != null)
1152 { 1179 {
1180 m_hbRestarts++;
1181 if(m_hbRestarts > 10)
1182 Environment.Exit(1);
1183 m_log.ErrorFormat("[SCENE]: Restarting heartbeat thread because it hasn't reported in in region {0}", RegionInfo.RegionName);
1184
1185//int pid = System.Diagnostics.Process.GetCurrentProcess().Id;
1186//System.Diagnostics.Process proc = new System.Diagnostics.Process();
1187//proc.EnableRaisingEvents=false;
1188//proc.StartInfo.FileName = "/bin/kill";
1189//proc.StartInfo.Arguments = "-QUIT " + pid.ToString();
1190//proc.Start();
1191//proc.WaitForExit();
1192//Thread.Sleep(1000);
1193//Environment.Exit(1);
1153 HeartbeatThread.Abort(); 1194 HeartbeatThread.Abort();
1195 Watchdog.AbortThread(HeartbeatThread.ManagedThreadId);
1154 HeartbeatThread = null; 1196 HeartbeatThread = null;
1155 } 1197 }
1156 m_lastUpdate = Util.EnvironmentTickCount(); 1198 m_lastUpdate = Util.EnvironmentTickCount();
@@ -1196,9 +1238,6 @@ namespace OpenSim.Region.Framework.Scenes
1196 { 1238 {
1197 while (!shuttingdown) 1239 while (!shuttingdown)
1198 Update(); 1240 Update();
1199
1200 m_lastUpdate = Util.EnvironmentTickCount();
1201 m_firstHeartbeat = false;
1202 } 1241 }
1203 catch (ThreadAbortException) 1242 catch (ThreadAbortException)
1204 { 1243 {
@@ -1296,6 +1335,13 @@ namespace OpenSim.Region.Framework.Scenes
1296 eventMS = Util.EnvironmentTickCountSubtract(evMS); ; 1335 eventMS = Util.EnvironmentTickCountSubtract(evMS); ;
1297 } 1336 }
1298 1337
1338 // if (Frame % m_update_land == 0)
1339 // {
1340 // int ldMS = Util.EnvironmentTickCount();
1341 // UpdateLand();
1342 // landMS = Util.EnvironmentTickCountSubtract(ldMS);
1343 // }
1344
1299 if (Frame % m_update_backup == 0) 1345 if (Frame % m_update_backup == 0)
1300 { 1346 {
1301 int backMS = Util.EnvironmentTickCount(); 1347 int backMS = Util.EnvironmentTickCount();
@@ -1403,12 +1449,16 @@ namespace OpenSim.Region.Framework.Scenes
1403 maintc = Util.EnvironmentTickCountSubtract(maintc); 1449 maintc = Util.EnvironmentTickCountSubtract(maintc);
1404 maintc = (int)(MinFrameTime * 1000) - maintc; 1450 maintc = (int)(MinFrameTime * 1000) - maintc;
1405 1451
1452
1453 m_lastUpdate = Util.EnvironmentTickCount();
1454 m_firstHeartbeat = false;
1455
1406 if (maintc > 0) 1456 if (maintc > 0)
1407 Thread.Sleep(maintc); 1457 Thread.Sleep(maintc);
1408 1458
1409 // Tell the watchdog that this thread is still alive 1459 // Tell the watchdog that this thread is still alive
1410 Watchdog.UpdateThread(); 1460 Watchdog.UpdateThread();
1411 } 1461 }
1412 1462
1413 public void AddGroupTarget(SceneObjectGroup grp) 1463 public void AddGroupTarget(SceneObjectGroup grp)
1414 { 1464 {
@@ -1424,9 +1474,9 @@ namespace OpenSim.Region.Framework.Scenes
1424 1474
1425 private void CheckAtTargets() 1475 private void CheckAtTargets()
1426 { 1476 {
1427 Dictionary<UUID, SceneObjectGroup>.ValueCollection objs; 1477 List<SceneObjectGroup> objs = new List<SceneObjectGroup>();
1428 lock (m_groupsWithTargets) 1478 lock (m_groupsWithTargets)
1429 objs = m_groupsWithTargets.Values; 1479 objs = new List<SceneObjectGroup>(m_groupsWithTargets.Values);
1430 1480
1431 foreach (SceneObjectGroup entry in objs) 1481 foreach (SceneObjectGroup entry in objs)
1432 entry.checkAtTargets(); 1482 entry.checkAtTargets();
@@ -1508,7 +1558,7 @@ namespace OpenSim.Region.Framework.Scenes
1508 msg.fromAgentName = "Server"; 1558 msg.fromAgentName = "Server";
1509 msg.dialog = (byte)19; // Object msg 1559 msg.dialog = (byte)19; // Object msg
1510 msg.fromGroup = false; 1560 msg.fromGroup = false;
1511 msg.offline = (byte)0; 1561 msg.offline = (byte)1;
1512 msg.ParentEstateID = RegionInfo.EstateSettings.ParentEstateID; 1562 msg.ParentEstateID = RegionInfo.EstateSettings.ParentEstateID;
1513 msg.Position = Vector3.Zero; 1563 msg.Position = Vector3.Zero;
1514 msg.RegionID = RegionInfo.RegionID.Guid; 1564 msg.RegionID = RegionInfo.RegionID.Guid;
@@ -1743,14 +1793,24 @@ namespace OpenSim.Region.Framework.Scenes
1743 /// <returns></returns> 1793 /// <returns></returns>
1744 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter) 1794 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter)
1745 { 1795 {
1796
1797 float wheight = (float)RegionInfo.RegionSettings.WaterHeight;
1798 Vector3 wpos = Vector3.Zero;
1799 // Check for water surface intersection from above
1800 if ( (RayStart.Z > wheight) && (RayEnd.Z < wheight) )
1801 {
1802 float ratio = (RayStart.Z - wheight) / (RayStart.Z - RayEnd.Z);
1803 wpos.X = RayStart.X - (ratio * (RayStart.X - RayEnd.X));
1804 wpos.Y = RayStart.Y - (ratio * (RayStart.Y - RayEnd.Y));
1805 wpos.Z = wheight;
1806 }
1807
1746 Vector3 pos = Vector3.Zero; 1808 Vector3 pos = Vector3.Zero;
1747 if (RayEndIsIntersection == (byte)1) 1809 if (RayEndIsIntersection == (byte)1)
1748 { 1810 {
1749 pos = RayEnd; 1811 pos = RayEnd;
1750 return pos;
1751 } 1812 }
1752 1813 else if (RayTargetID != UUID.Zero)
1753 if (RayTargetID != UUID.Zero)
1754 { 1814 {
1755 SceneObjectPart target = GetSceneObjectPart(RayTargetID); 1815 SceneObjectPart target = GetSceneObjectPart(RayTargetID);
1756 1816
@@ -1772,7 +1832,7 @@ namespace OpenSim.Region.Framework.Scenes
1772 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter); 1832 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter);
1773 1833
1774 // Un-comment out the following line to Get Raytrace results printed to the console. 1834 // Un-comment out the following line to Get Raytrace results printed to the console.
1775 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString()); 1835 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
1776 float ScaleOffset = 0.5f; 1836 float ScaleOffset = 0.5f;
1777 1837
1778 // If we hit something 1838 // If we hit something
@@ -1795,13 +1855,10 @@ namespace OpenSim.Region.Framework.Scenes
1795 //pos.Z -= 0.25F; 1855 //pos.Z -= 0.25F;
1796 1856
1797 } 1857 }
1798
1799 return pos;
1800 } 1858 }
1801 else 1859 else
1802 { 1860 {
1803 // We don't have a target here, so we're going to raytrace all the objects in the scene. 1861 // We don't have a target here, so we're going to raytrace all the objects in the scene.
1804
1805 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false); 1862 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false);
1806 1863
1807 // Un-comment the following line to print the raytrace results to the console. 1864 // Un-comment the following line to print the raytrace results to the console.
@@ -1810,13 +1867,12 @@ namespace OpenSim.Region.Framework.Scenes
1810 if (ei.HitTF) 1867 if (ei.HitTF)
1811 { 1868 {
1812 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z); 1869 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z);
1813 } else 1870 }
1871 else
1814 { 1872 {
1815 // fall back to our stupid functionality 1873 // fall back to our stupid functionality
1816 pos = RayEnd; 1874 pos = RayEnd;
1817 } 1875 }
1818
1819 return pos;
1820 } 1876 }
1821 } 1877 }
1822 else 1878 else
@@ -1827,8 +1883,12 @@ namespace OpenSim.Region.Framework.Scenes
1827 //increase height so its above the ground. 1883 //increase height so its above the ground.
1828 //should be getting the normal of the ground at the rez point and using that? 1884 //should be getting the normal of the ground at the rez point and using that?
1829 pos.Z += scale.Z / 2f; 1885 pos.Z += scale.Z / 2f;
1830 return pos; 1886// return pos;
1831 } 1887 }
1888
1889 // check against posible water intercept
1890 if (wpos.Z > pos.Z) pos = wpos;
1891 return pos;
1832 } 1892 }
1833 1893
1834 1894
@@ -1912,7 +1972,10 @@ namespace OpenSim.Region.Framework.Scenes
1912 public bool AddRestoredSceneObject( 1972 public bool AddRestoredSceneObject(
1913 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 1973 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
1914 { 1974 {
1915 return m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates); 1975 bool result = m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates);
1976 if (result)
1977 sceneObject.IsDeleted = false;
1978 return result;
1916 } 1979 }
1917 1980
1918 /// <summary> 1981 /// <summary>
@@ -2002,6 +2065,15 @@ namespace OpenSim.Region.Framework.Scenes
2002 /// </summary> 2065 /// </summary>
2003 public void DeleteAllSceneObjects() 2066 public void DeleteAllSceneObjects()
2004 { 2067 {
2068 DeleteAllSceneObjects(false);
2069 }
2070
2071 /// <summary>
2072 /// Delete every object from the scene. This does not include attachments worn by avatars.
2073 /// </summary>
2074 public void DeleteAllSceneObjects(bool exceptNoCopy)
2075 {
2076 List<SceneObjectGroup> toReturn = new List<SceneObjectGroup>();
2005 lock (Entities) 2077 lock (Entities)
2006 { 2078 {
2007 EntityBase[] entities = Entities.GetEntities(); 2079 EntityBase[] entities = Entities.GetEntities();
@@ -2010,11 +2082,24 @@ namespace OpenSim.Region.Framework.Scenes
2010 if (e is SceneObjectGroup) 2082 if (e is SceneObjectGroup)
2011 { 2083 {
2012 SceneObjectGroup sog = (SceneObjectGroup)e; 2084 SceneObjectGroup sog = (SceneObjectGroup)e;
2013 if (!sog.IsAttachment) 2085 if (sog != null && !sog.IsAttachment)
2014 DeleteSceneObject((SceneObjectGroup)e, false); 2086 {
2087 if (!exceptNoCopy || ((sog.GetEffectivePermissions() & (uint)PermissionMask.Copy) != 0))
2088 {
2089 DeleteSceneObject((SceneObjectGroup)e, false);
2090 }
2091 else
2092 {
2093 toReturn.Add((SceneObjectGroup)e);
2094 }
2095 }
2015 } 2096 }
2016 } 2097 }
2017 } 2098 }
2099 if (toReturn.Count > 0)
2100 {
2101 returnObjects(toReturn.ToArray(), UUID.Zero);
2102 }
2018 } 2103 }
2019 2104
2020 /// <summary> 2105 /// <summary>
@@ -2062,6 +2147,8 @@ namespace OpenSim.Region.Framework.Scenes
2062 } 2147 }
2063 2148
2064 group.DeleteGroupFromScene(silent); 2149 group.DeleteGroupFromScene(silent);
2150 if (!silent)
2151 SendKillObject(new List<uint>() { group.LocalId });
2065 2152
2066// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID); 2153// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID);
2067 } 2154 }
@@ -2416,10 +2503,17 @@ namespace OpenSim.Region.Framework.Scenes
2416 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns> 2503 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns>
2417 public bool AddSceneObject(SceneObjectGroup sceneObject) 2504 public bool AddSceneObject(SceneObjectGroup sceneObject)
2418 { 2505 {
2506 if (sceneObject.OwnerID == UUID.Zero)
2507 {
2508 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero", sceneObject.UUID);
2509 return false;
2510 }
2511
2419 // If the user is banned, we won't let any of their objects 2512 // If the user is banned, we won't let any of their objects
2420 // enter. Period. 2513 // enter. Period.
2421 // 2514 //
2422 if (m_regInfo.EstateSettings.IsBanned(sceneObject.OwnerID)) 2515 int flags = GetUserFlags(sceneObject.OwnerID);
2516 if (m_regInfo.EstateSettings.IsBanned(sceneObject.OwnerID, flags))
2423 { 2517 {
2424 m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", sceneObject.OwnerID); 2518 m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", sceneObject.OwnerID);
2425 2519
@@ -2465,12 +2559,23 @@ namespace OpenSim.Region.Framework.Scenes
2465 } 2559 }
2466 else 2560 else
2467 { 2561 {
2562 m_log.DebugFormat("[SCENE]: Attachment {0} arrived and scene presence was not found, setting to temp", sceneObject.UUID);
2468 RootPrim.RemFlag(PrimFlags.TemporaryOnRez); 2563 RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
2469 RootPrim.AddFlag(PrimFlags.TemporaryOnRez); 2564 RootPrim.AddFlag(PrimFlags.TemporaryOnRez);
2470 } 2565 }
2566 if (sceneObject.OwnerID == UUID.Zero)
2567 {
2568 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero after attachment processing. BUG!", sceneObject.UUID);
2569 return false;
2570 }
2471 } 2571 }
2472 else 2572 else
2473 { 2573 {
2574 if (sceneObject.OwnerID == UUID.Zero)
2575 {
2576 m_log.ErrorFormat("[SCENE]: Owner ID for non-attachment {0} was zero", sceneObject.UUID);
2577 return false;
2578 }
2474 AddRestoredSceneObject(sceneObject, true, false); 2579 AddRestoredSceneObject(sceneObject, true, false);
2475 2580
2476 if (!Permissions.CanObjectEntry(sceneObject.UUID, 2581 if (!Permissions.CanObjectEntry(sceneObject.UUID,
@@ -2499,6 +2604,24 @@ namespace OpenSim.Region.Framework.Scenes
2499 return 2; // StateSource.PrimCrossing 2604 return 2; // StateSource.PrimCrossing
2500 } 2605 }
2501 2606
2607 public int GetUserFlags(UUID user)
2608 {
2609 //Unfortunately the SP approach means that the value is cached until region is restarted
2610 /*
2611 ScenePresence sp;
2612 if (TryGetScenePresence(user, out sp))
2613 {
2614 return sp.UserFlags;
2615 }
2616 else
2617 {
2618 */
2619 UserAccount uac = UserAccountService.GetUserAccount(RegionInfo.ScopeID, user);
2620 if (uac == null)
2621 return 0;
2622 return uac.UserFlags;
2623 //}
2624 }
2502 #endregion 2625 #endregion
2503 2626
2504 #region Add/Remove Avatar Methods 2627 #region Add/Remove Avatar Methods
@@ -2513,6 +2636,7 @@ namespace OpenSim.Region.Framework.Scenes
2513 || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0; 2636 || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0;
2514 2637
2515 CheckHeartbeat(); 2638 CheckHeartbeat();
2639 ScenePresence presence;
2516 2640
2517 ScenePresence sp = GetScenePresence(client.AgentId); 2641 ScenePresence sp = GetScenePresence(client.AgentId);
2518 2642
@@ -2561,7 +2685,13 @@ namespace OpenSim.Region.Framework.Scenes
2561 2685
2562 EventManager.TriggerOnNewClient(client); 2686 EventManager.TriggerOnNewClient(client);
2563 if (vialogin) 2687 if (vialogin)
2688 {
2564 EventManager.TriggerOnClientLogin(client); 2689 EventManager.TriggerOnClientLogin(client);
2690 // Send initial parcel data
2691 Vector3 pos = sp.AbsolutePosition;
2692 ILandObject land = LandChannel.GetLandObject(pos.X, pos.Y);
2693 land.SendLandUpdateToClient(client);
2694 }
2565 2695
2566 return sp; 2696 return sp;
2567 } 2697 }
@@ -2651,19 +2781,12 @@ namespace OpenSim.Region.Framework.Scenes
2651 // and the scene presence and the client, if they exist 2781 // and the scene presence and the client, if they exist
2652 try 2782 try
2653 { 2783 {
2654 // We need to wait for the client to make UDP contact first. 2784 ScenePresence sp = GetScenePresence(agentID);
2655 // It's the UDP contact that creates the scene presence 2785 PresenceService.LogoutAgent(sp.ControllingClient.SessionId);
2656 ScenePresence sp = WaitGetScenePresence(agentID); 2786
2657 if (sp != null) 2787 if (sp != null)
2658 {
2659 PresenceService.LogoutAgent(sp.ControllingClient.SessionId);
2660
2661 sp.ControllingClient.Close(); 2788 sp.ControllingClient.Close();
2662 } 2789
2663 else
2664 {
2665 m_log.WarnFormat("[SCENE]: Could not find scene presence for {0}", agentID);
2666 }
2667 // BANG! SLASH! 2790 // BANG! SLASH!
2668 m_authenticateHandler.RemoveCircuit(agentID); 2791 m_authenticateHandler.RemoveCircuit(agentID);
2669 2792
@@ -2764,6 +2887,7 @@ namespace OpenSim.Region.Framework.Scenes
2764 client.OnFetchInventory += m_asyncInventorySender.HandleFetchInventory; 2887 client.OnFetchInventory += m_asyncInventorySender.HandleFetchInventory;
2765 client.OnUpdateInventoryItem += UpdateInventoryItemAsset; 2888 client.OnUpdateInventoryItem += UpdateInventoryItemAsset;
2766 client.OnCopyInventoryItem += CopyInventoryItem; 2889 client.OnCopyInventoryItem += CopyInventoryItem;
2890 client.OnMoveItemsAndLeaveCopy += MoveInventoryItemsLeaveCopy;
2767 client.OnMoveInventoryItem += MoveInventoryItem; 2891 client.OnMoveInventoryItem += MoveInventoryItem;
2768 client.OnRemoveInventoryItem += RemoveInventoryItem; 2892 client.OnRemoveInventoryItem += RemoveInventoryItem;
2769 client.OnRemoveInventoryFolder += RemoveInventoryFolder; 2893 client.OnRemoveInventoryFolder += RemoveInventoryFolder;
@@ -2939,15 +3063,16 @@ namespace OpenSim.Region.Framework.Scenes
2939 /// </summary> 3063 /// </summary>
2940 /// <param name="agentId">The avatar's Unique ID</param> 3064 /// <param name="agentId">The avatar's Unique ID</param>
2941 /// <param name="client">The IClientAPI for the client</param> 3065 /// <param name="client">The IClientAPI for the client</param>
2942 public virtual void TeleportClientHome(UUID agentId, IClientAPI client) 3066 public virtual bool TeleportClientHome(UUID agentId, IClientAPI client)
2943 { 3067 {
2944 if (m_teleportModule != null) 3068 if (m_teleportModule != null)
2945 m_teleportModule.TeleportHome(agentId, client); 3069 return m_teleportModule.TeleportHome(agentId, client);
2946 else 3070 else
2947 { 3071 {
2948 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active"); 3072 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active");
2949 client.SendTeleportFailed("Unable to perform teleports on this simulator."); 3073 client.SendTeleportFailed("Unable to perform teleports on this simulator.");
2950 } 3074 }
3075 return false;
2951 } 3076 }
2952 3077
2953 /// <summary> 3078 /// <summary>
@@ -3039,6 +3164,16 @@ namespace OpenSim.Region.Framework.Scenes
3039 /// <param name="flags"></param> 3164 /// <param name="flags"></param>
3040 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags) 3165 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags)
3041 { 3166 {
3167 //Add half the avatar's height so that the user doesn't fall through prims
3168 ScenePresence presence;
3169 if (TryGetScenePresence(remoteClient.AgentId, out presence))
3170 {
3171 if (presence.Appearance != null)
3172 {
3173 position.Z = position.Z + (presence.Appearance.AvatarHeight / 2);
3174 }
3175 }
3176
3042 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt)) 3177 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt))
3043 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot. 3178 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot.
3044 m_dialogModule.SendAlertToUser(remoteClient, "Home position set."); 3179 m_dialogModule.SendAlertToUser(remoteClient, "Home position set.");
@@ -3107,8 +3242,9 @@ namespace OpenSim.Region.Framework.Scenes
3107 regions.Remove(RegionInfo.RegionHandle); 3242 regions.Remove(RegionInfo.RegionHandle);
3108 m_sceneGridService.SendCloseChildAgentConnections(agentID, regions); 3243 m_sceneGridService.SendCloseChildAgentConnections(agentID, regions);
3109 } 3244 }
3110 3245 m_log.Debug("[Scene] Beginning ClientClosed");
3111 m_eventManager.TriggerClientClosed(agentID, this); 3246 m_eventManager.TriggerClientClosed(agentID, this);
3247 m_log.Debug("[Scene] Finished ClientClosed");
3112 } 3248 }
3113 catch (NullReferenceException) 3249 catch (NullReferenceException)
3114 { 3250 {
@@ -3160,9 +3296,10 @@ namespace OpenSim.Region.Framework.Scenes
3160 { 3296 {
3161 m_log.ErrorFormat("[SCENE] Scene.cs:RemoveClient exception {0}{1}", e.Message, e.StackTrace); 3297 m_log.ErrorFormat("[SCENE] Scene.cs:RemoveClient exception {0}{1}", e.Message, e.StackTrace);
3162 } 3298 }
3163 3299 m_log.Debug("[Scene] Done. Firing RemoveCircuit");
3164 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode); 3300 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode);
3165// CleanDroppedAttachments(); 3301// CleanDroppedAttachments();
3302 m_log.Debug("[Scene] The avatar has left the building");
3166 //m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false)); 3303 //m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false));
3167 //m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true)); 3304 //m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true));
3168 } 3305 }
@@ -3281,13 +3418,16 @@ namespace OpenSim.Region.Framework.Scenes
3281 sp = null; 3418 sp = null;
3282 } 3419 }
3283 3420
3284 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3285 3421
3286 //On login test land permisions 3422 //On login test land permisions
3287 if (vialogin) 3423 if (vialogin)
3288 { 3424 {
3289 if (land != null && !TestLandRestrictions(agent, land, out reason)) 3425 IUserAccountCacheModule cache = RequestModuleInterface<IUserAccountCacheModule>();
3426 if (cache != null)
3427 cache.Remove(agent.firstname + " " + agent.lastname);
3428 if (!TestLandRestrictions(agent.AgentID, out reason, ref agent.startpos.X, ref agent.startpos.Y))
3290 { 3429 {
3430 m_log.DebugFormat("[CONNECTION BEGIN]: Denying access to {0} due to no land access", agent.AgentID.ToString());
3291 return false; 3431 return false;
3292 } 3432 }
3293 } 3433 }
@@ -3311,8 +3451,13 @@ namespace OpenSim.Region.Framework.Scenes
3311 3451
3312 try 3452 try
3313 { 3453 {
3314 if (!AuthorizeUser(agent, out reason)) 3454 // Always check estate if this is a login. Always
3315 return false; 3455 // check if banned regions are to be blacked out.
3456 if (vialogin || (!m_seeIntoBannedRegion))
3457 {
3458 if (!AuthorizeUser(agent, out reason))
3459 return false;
3460 }
3316 } 3461 }
3317 catch (Exception e) 3462 catch (Exception e)
3318 { 3463 {
@@ -3415,6 +3560,8 @@ namespace OpenSim.Region.Framework.Scenes
3415 } 3560 }
3416 } 3561 }
3417 // Honor parcel landing type and position. 3562 // Honor parcel landing type and position.
3563 /*
3564 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3418 if (land != null) 3565 if (land != null)
3419 { 3566 {
3420 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero) 3567 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero)
@@ -3422,26 +3569,34 @@ namespace OpenSim.Region.Framework.Scenes
3422 agent.startpos = land.LandData.UserLocation; 3569 agent.startpos = land.LandData.UserLocation;
3423 } 3570 }
3424 } 3571 }
3572 */// This is now handled properly in ScenePresence.MakeRootAgent
3425 } 3573 }
3426 3574
3427 return true; 3575 return true;
3428 } 3576 }
3429 3577
3430 private bool TestLandRestrictions(AgentCircuitData agent, ILandObject land, out string reason) 3578 private bool TestLandRestrictions(UUID agentID, out string reason, ref float posX, ref float posY)
3431 { 3579 {
3432 3580 reason = String.Empty;
3433 bool banned = land.IsBannedFromLand(agent.AgentID); 3581 if (Permissions.IsGod(agentID))
3434 bool restricted = land.IsRestrictedFromLand(agent.AgentID); 3582 return true;
3583
3584 ILandObject land = LandChannel.GetLandObject(posX, posY);
3585 if (land == null)
3586 return false;
3587
3588 bool banned = land.IsBannedFromLand(agentID);
3589 bool restricted = land.IsRestrictedFromLand(agentID);
3435 3590
3436 if (banned || restricted) 3591 if (banned || restricted)
3437 { 3592 {
3438 ILandObject nearestParcel = GetNearestAllowedParcel(agent.AgentID, agent.startpos.X, agent.startpos.Y); 3593 ILandObject nearestParcel = GetNearestAllowedParcel(agentID, posX, posY);
3439 if (nearestParcel != null) 3594 if (nearestParcel != null)
3440 { 3595 {
3441 //Move agent to nearest allowed 3596 //Move agent to nearest allowed
3442 Vector3 newPosition = GetParcelCenterAtGround(nearestParcel); 3597 Vector3 newPosition = GetParcelCenterAtGround(nearestParcel);
3443 agent.startpos.X = newPosition.X; 3598 posX = newPosition.X;
3444 agent.startpos.Y = newPosition.Y; 3599 posY = newPosition.Y;
3445 } 3600 }
3446 else 3601 else
3447 { 3602 {
@@ -3503,7 +3658,7 @@ namespace OpenSim.Region.Framework.Scenes
3503 3658
3504 if (!m_strictAccessControl) return true; 3659 if (!m_strictAccessControl) return true;
3505 if (Permissions.IsGod(agent.AgentID)) return true; 3660 if (Permissions.IsGod(agent.AgentID)) return true;
3506 3661
3507 if (AuthorizationService != null) 3662 if (AuthorizationService != null)
3508 { 3663 {
3509 if (!AuthorizationService.IsAuthorizedForRegion( 3664 if (!AuthorizationService.IsAuthorizedForRegion(
@@ -3511,14 +3666,14 @@ namespace OpenSim.Region.Framework.Scenes
3511 { 3666 {
3512 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user does not have access to the region", 3667 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user does not have access to the region",
3513 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName); 3668 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
3514 3669
3515 return false; 3670 return false;
3516 } 3671 }
3517 } 3672 }
3518 3673
3519 if (m_regInfo.EstateSettings != null) 3674 if (m_regInfo.EstateSettings != null)
3520 { 3675 {
3521 if (m_regInfo.EstateSettings.IsBanned(agent.AgentID)) 3676 if (m_regInfo.EstateSettings.IsBanned(agent.AgentID,0))
3522 { 3677 {
3523 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist", 3678 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist",
3524 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName); 3679 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
@@ -3710,6 +3865,13 @@ namespace OpenSim.Region.Framework.Scenes
3710 3865
3711 // We have to wait until the viewer contacts this region after receiving EAC. 3866 // We have to wait until the viewer contacts this region after receiving EAC.
3712 // That calls AddNewClient, which finally creates the ScenePresence 3867 // That calls AddNewClient, which finally creates the ScenePresence
3868 int flags = GetUserFlags(cAgentData.AgentID);
3869 if (m_regInfo.EstateSettings.IsBanned(cAgentData.AgentID, flags))
3870 {
3871 m_log.DebugFormat("[SCENE]: Denying root agent entry to {0}: banned", cAgentData.AgentID);
3872 return false;
3873 }
3874
3713 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2); 3875 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2);
3714 if (nearestParcel == null) 3876 if (nearestParcel == null)
3715 { 3877 {
@@ -3791,12 +3953,22 @@ namespace OpenSim.Region.Framework.Scenes
3791 return false; 3953 return false;
3792 } 3954 }
3793 3955
3956 public bool IncomingCloseAgent(UUID agentID)
3957 {
3958 return IncomingCloseAgent(agentID, false);
3959 }
3960
3961 public bool IncomingCloseChildAgent(UUID agentID)
3962 {
3963 return IncomingCloseAgent(agentID, true);
3964 }
3965
3794 /// <summary> 3966 /// <summary>
3795 /// Tell a single agent to disconnect from the region. 3967 /// Tell a single agent to disconnect from the region.
3796 /// </summary> 3968 /// </summary>
3797 /// <param name="regionHandle"></param>
3798 /// <param name="agentID"></param> 3969 /// <param name="agentID"></param>
3799 public bool IncomingCloseAgent(UUID agentID) 3970 /// <param name="childOnly"></param>
3971 public bool IncomingCloseAgent(UUID agentID, bool childOnly)
3800 { 3972 {
3801 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID); 3973 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID);
3802 3974
@@ -3808,7 +3980,7 @@ namespace OpenSim.Region.Framework.Scenes
3808 { 3980 {
3809 m_sceneGraph.removeUserCount(false); 3981 m_sceneGraph.removeUserCount(false);
3810 } 3982 }
3811 else 3983 else if (!childOnly)
3812 { 3984 {
3813 m_sceneGraph.removeUserCount(true); 3985 m_sceneGraph.removeUserCount(true);
3814 } 3986 }
@@ -3824,9 +3996,12 @@ namespace OpenSim.Region.Framework.Scenes
3824 } 3996 }
3825 else 3997 else
3826 presence.ControllingClient.SendShutdownConnectionNotice(); 3998 presence.ControllingClient.SendShutdownConnectionNotice();
3999 presence.ControllingClient.Close(false);
4000 }
4001 else if (!childOnly)
4002 {
4003 presence.ControllingClient.Close(true);
3827 } 4004 }
3828
3829 presence.ControllingClient.Close();
3830 return true; 4005 return true;
3831 } 4006 }
3832 4007
@@ -4409,34 +4584,78 @@ namespace OpenSim.Region.Framework.Scenes
4409 SimulationDataService.RemoveObject(uuid, m_regInfo.RegionID); 4584 SimulationDataService.RemoveObject(uuid, m_regInfo.RegionID);
4410 } 4585 }
4411 4586
4412 public int GetHealth() 4587 public int GetHealth(out int flags, out string message)
4413 { 4588 {
4414 // Returns: 4589 // Returns:
4415 // 1 = sim is up and accepting http requests. The heartbeat has 4590 // 1 = sim is up and accepting http requests. The heartbeat has
4416 // stopped and the sim is probably locked up, but a remote 4591 // stopped and the sim is probably locked up, but a remote
4417 // admin restart may succeed 4592 // admin restart may succeed
4418 // 4593 //
4419 // 2 = Sim is up and the heartbeat is running. The sim is likely 4594 // 2 = Sim is up and the heartbeat is running. The sim is likely
4420 // usable for people within and logins _may_ work 4595 // usable for people within
4596 //
4597 // 3 = Sim is up and one packet thread is running. Sim is
4598 // unstable and will not accept new logins
4599 //
4600 // 4 = Sim is up and both packet threads are running. Sim is
4601 // likely usable
4421 // 4602 //
4422 // 3 = We have seen a new user enter within the past 4 minutes 4603 // 5 = We have seen a new user enter within the past 4 minutes
4423 // which can be seen as positive confirmation of sim health 4604 // which can be seen as positive confirmation of sim health
4424 // 4605 //
4606
4607 flags = 0;
4608 message = String.Empty;
4609
4610 CheckHeartbeat();
4611
4612 if (m_firstHeartbeat || (m_lastIncoming == 0 && m_lastOutgoing == 0))
4613 {
4614 // We're still starting
4615 // 0 means "in startup", it can't happen another way, since
4616 // to get here, we must be able to accept http connections
4617 return 0;
4618 }
4619
4425 int health=1; // Start at 1, means we're up 4620 int health=1; // Start at 1, means we're up
4426 4621
4427 if ((Util.EnvironmentTickCountSubtract(m_lastUpdate)) < 1000) 4622 if (Util.EnvironmentTickCountSubtract(m_lastUpdate) < 1000)
4623 {
4624 health+=1;
4625 flags |= 1;
4626 }
4627
4628 if (Util.EnvironmentTickCountSubtract(m_lastIncoming) < 1000)
4629 {
4630 health+=1;
4631 flags |= 2;
4632 }
4633
4634 if (Util.EnvironmentTickCountSubtract(m_lastOutgoing) < 1000)
4635 {
4428 health+=1; 4636 health+=1;
4637 flags |= 4;
4638 }
4429 else 4639 else
4640 {
4641int pid = System.Diagnostics.Process.GetCurrentProcess().Id;
4642System.Diagnostics.Process proc = new System.Diagnostics.Process();
4643proc.EnableRaisingEvents=false;
4644proc.StartInfo.FileName = "/bin/kill";
4645proc.StartInfo.Arguments = "-QUIT " + pid.ToString();
4646proc.Start();
4647proc.WaitForExit();
4648Thread.Sleep(1000);
4649Environment.Exit(1);
4650 }
4651
4652 if (flags != 7)
4430 return health; 4653 return health;
4431 4654
4432 // A login in the last 4 mins? We can't be doing too badly 4655 // A login in the last 4 mins? We can't be doing too badly
4433 // 4656 //
4434 if ((Util.EnvironmentTickCountSubtract(m_LastLogin)) < 240000) 4657 if (Util.EnvironmentTickCountSubtract(m_LastLogin) < 240000)
4435 health++; 4658 health++;
4436 else
4437 return health;
4438
4439 CheckHeartbeat();
4440 4659
4441 return health; 4660 return health;
4442 } 4661 }
@@ -4629,7 +4848,7 @@ namespace OpenSim.Region.Framework.Scenes
4629 if (m_firstHeartbeat) 4848 if (m_firstHeartbeat)
4630 return; 4849 return;
4631 4850
4632 if (Util.EnvironmentTickCountSubtract(m_lastUpdate) > 2000) 4851 if (Util.EnvironmentTickCountSubtract(m_lastUpdate) > 5000)
4633 StartTimer(); 4852 StartTimer();
4634 } 4853 }
4635 4854
@@ -5039,6 +5258,54 @@ namespace OpenSim.Region.Framework.Scenes
5039 mapModule.GenerateMaptile(); 5258 mapModule.GenerateMaptile();
5040 } 5259 }
5041 5260
5261// public void CleanDroppedAttachments()
5262// {
5263// List<SceneObjectGroup> objectsToDelete =
5264// new List<SceneObjectGroup>();
5265//
5266// lock (m_cleaningAttachments)
5267// {
5268// ForEachSOG(delegate (SceneObjectGroup grp)
5269// {
5270// if (grp.RootPart.Shape.PCode == 0 && grp.RootPart.Shape.State != 0 && (!objectsToDelete.Contains(grp)))
5271// {
5272// UUID agentID = grp.OwnerID;
5273// if (agentID == UUID.Zero)
5274// {
5275// objectsToDelete.Add(grp);
5276// return;
5277// }
5278//
5279// ScenePresence sp = GetScenePresence(agentID);
5280// if (sp == null)
5281// {
5282// objectsToDelete.Add(grp);
5283// return;
5284// }
5285// }
5286// });
5287// }
5288//
5289// foreach (SceneObjectGroup grp in objectsToDelete)
5290// {
5291// m_log.InfoFormat("[SCENE]: Deleting dropped attachment {0} of user {1}", grp.UUID, grp.OwnerID);
5292// DeleteSceneObject(grp, true);
5293// }
5294// }
5295
5296 public void ThreadAlive(int threadCode)
5297 {
5298 switch(threadCode)
5299 {
5300 case 1: // Incoming
5301 m_lastIncoming = Util.EnvironmentTickCount();
5302 break;
5303 case 2: // Incoming
5304 m_lastOutgoing = Util.EnvironmentTickCount();
5305 break;
5306 }
5307 }
5308
5042 // This method is called across the simulation connector to 5309 // This method is called across the simulation connector to
5043 // determine if a given agent is allowed in this region 5310 // determine if a given agent is allowed in this region
5044 // AS A ROOT AGENT. Returning false here will prevent them 5311 // AS A ROOT AGENT. Returning false here will prevent them
@@ -5047,6 +5314,14 @@ namespace OpenSim.Region.Framework.Scenes
5047 // child agent creation, thereby emulating the SL behavior. 5314 // child agent creation, thereby emulating the SL behavior.
5048 public bool QueryAccess(UUID agentID, Vector3 position, out string reason) 5315 public bool QueryAccess(UUID agentID, Vector3 position, out string reason)
5049 { 5316 {
5317 reason = "You are banned from the region";
5318
5319 if (Permissions.IsGod(agentID))
5320 {
5321 reason = String.Empty;
5322 return true;
5323 }
5324
5050 int num = m_sceneGraph.GetNumberOfScenePresences(); 5325 int num = m_sceneGraph.GetNumberOfScenePresences();
5051 5326
5052 if (num >= RegionInfo.RegionSettings.AgentLimit) 5327 if (num >= RegionInfo.RegionSettings.AgentLimit)
@@ -5058,11 +5333,82 @@ namespace OpenSim.Region.Framework.Scenes
5058 } 5333 }
5059 } 5334 }
5060 5335
5336 ScenePresence presence = GetScenePresence(agentID);
5337 IClientAPI client = null;
5338 AgentCircuitData aCircuit = null;
5339
5340 if (presence != null)
5341 {
5342 client = presence.ControllingClient;
5343 if (client != null)
5344 aCircuit = client.RequestClientInfo();
5345 }
5346
5347 // We may be called before there is a presence or a client.
5348 // Fake AgentCircuitData to keep IAuthorizationModule smiling
5349 if (client == null)
5350 {
5351 aCircuit = new AgentCircuitData();
5352 aCircuit.AgentID = agentID;
5353 aCircuit.firstname = String.Empty;
5354 aCircuit.lastname = String.Empty;
5355 }
5356
5357 try
5358 {
5359 if (!AuthorizeUser(aCircuit, out reason))
5360 {
5361 // m_log.DebugFormat("[SCENE]: Denying access for {0}", agentID);
5362 return false;
5363 }
5364 }
5365 catch (Exception e)
5366 {
5367 m_log.DebugFormat("[SCENE]: Exception authorizing agent: {0} "+ e.StackTrace, e.Message);
5368 return false;
5369 }
5370
5371 if (position == Vector3.Zero) // Teleport
5372 {
5373 float posX = 128.0f;
5374 float posY = 128.0f;
5375
5376 if (!TestLandRestrictions(agentID, out reason, ref posX, ref posY))
5377 {
5378 // m_log.DebugFormat("[SCENE]: Denying {0} because they are banned on all parcels", agentID);
5379 return false;
5380 }
5381 }
5382 else // Walking
5383 {
5384 ILandObject land = LandChannel.GetLandObject(position.X, position.Y);
5385 if (land == null)
5386 return false;
5387
5388 bool banned = land.IsBannedFromLand(agentID);
5389 bool restricted = land.IsRestrictedFromLand(agentID);
5390
5391 if (banned || restricted)
5392 return false;
5393 }
5394
5061 reason = String.Empty; 5395 reason = String.Empty;
5062 return true; 5396 return true;
5063 } 5397 }
5064 5398
5065 /// <summary> 5399 public void StartTimerWatchdog()
5400 {
5401 m_timerWatchdog.Interval = 1000;
5402 m_timerWatchdog.Elapsed += TimerWatchdog;
5403 m_timerWatchdog.AutoReset = true;
5404 m_timerWatchdog.Start();
5405 }
5406
5407 public void TimerWatchdog(object sender, ElapsedEventArgs e)
5408 {
5409 CheckHeartbeat();
5410 }
5411
5066 /// This method deals with movement when an avatar is automatically moving (but this is distinct from the 5412 /// This method deals with movement when an avatar is automatically moving (but this is distinct from the
5067 /// autopilot that moves an avatar to a sit target!. 5413 /// autopilot that moves an avatar to a sit target!.
5068 /// </summary> 5414 /// </summary>
diff --git a/OpenSim/Region/Framework/Scenes/SceneBase.cs b/OpenSim/Region/Framework/Scenes/SceneBase.cs
index 712e094..da3b4dd 100644
--- a/OpenSim/Region/Framework/Scenes/SceneBase.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneBase.cs
@@ -136,6 +136,8 @@ namespace OpenSim.Region.Framework.Scenes
136 get { return m_permissions; } 136 get { return m_permissions; }
137 } 137 }
138 138
139 protected string m_datastore;
140
139 /* Used by the loadbalancer plugin on GForge */ 141 /* Used by the loadbalancer plugin on GForge */
140 protected RegionStatus m_regStatus; 142 protected RegionStatus m_regStatus;
141 public RegionStatus RegionStatus 143 public RegionStatus RegionStatus
diff --git a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
index 58a7b20..27833e8 100644
--- a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
@@ -88,7 +88,7 @@ namespace OpenSim.Region.Framework.Scenes
88 88
89 if (neighbour != null) 89 if (neighbour != null)
90 { 90 {
91 m_log.DebugFormat("[INTERGRID]: Successfully informed neighbour {0}-{1} that I'm here", x / Constants.RegionSize, y / Constants.RegionSize); 91 // m_log.DebugFormat("[INTERGRID]: Successfully informed neighbour {0}-{1} that I'm here", x / Constants.RegionSize, y / Constants.RegionSize);
92 m_scene.EventManager.TriggerOnRegionUp(neighbour); 92 m_scene.EventManager.TriggerOnRegionUp(neighbour);
93 } 93 }
94 else 94 else
@@ -102,7 +102,7 @@ namespace OpenSim.Region.Framework.Scenes
102 //m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: Sending InterRegion Notification that region is up " + region.RegionName); 102 //m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: Sending InterRegion Notification that region is up " + region.RegionName);
103 103
104 List<GridRegion> neighbours = m_scene.GridService.GetNeighbours(m_scene.RegionInfo.ScopeID, m_scene.RegionInfo.RegionID); 104 List<GridRegion> neighbours = m_scene.GridService.GetNeighbours(m_scene.RegionInfo.ScopeID, m_scene.RegionInfo.RegionID);
105 m_log.DebugFormat("[INTERGRID]: Informing {0} neighbours that this region is up", neighbours.Count); 105 //m_log.DebugFormat("[INTERGRID]: Informing {0} neighbours that this region is up", neighbours.Count);
106 foreach (GridRegion n in neighbours) 106 foreach (GridRegion n in neighbours)
107 { 107 {
108 InformNeighbourThatRegionUpDelegate d = InformNeighboursThatRegionIsUpAsync; 108 InformNeighbourThatRegionUpDelegate d = InformNeighboursThatRegionIsUpAsync;
@@ -176,10 +176,13 @@ namespace OpenSim.Region.Framework.Scenes
176 } 176 }
177 } 177 }
178 178
179 public delegate void SendCloseChildAgentDelegate(UUID agentID, ulong regionHandle);
180
179 /// <summary> 181 /// <summary>
180 /// Closes a child agent on a given region 182 /// This Closes child agents on neighboring regions
183 /// Calls an asynchronous method to do so.. so it doesn't lag the sim.
181 /// </summary> 184 /// </summary>
182 protected void SendCloseChildAgent(UUID agentID, ulong regionHandle) 185 protected void SendCloseChildAgentAsync(UUID agentID, ulong regionHandle)
183 { 186 {
184 // let's do our best, but there's not much we can do if the neighbour doesn't accept. 187 // let's do our best, but there's not much we can do if the neighbour doesn't accept.
185 188
@@ -188,31 +191,29 @@ namespace OpenSim.Region.Framework.Scenes
188 Utils.LongToUInts(regionHandle, out x, out y); 191 Utils.LongToUInts(regionHandle, out x, out y);
189 192
190 GridRegion destination = m_scene.GridService.GetRegionByPosition(m_regionInfo.ScopeID, (int)x, (int)y); 193 GridRegion destination = m_scene.GridService.GetRegionByPosition(m_regionInfo.ScopeID, (int)x, (int)y);
194 m_scene.SimulationService.CloseChildAgent(destination, agentID);
195 }
191 196
192 m_log.DebugFormat( 197 private void SendCloseChildAgentCompleted(IAsyncResult iar)
193 "[INTERGRID]: Sending close agent {0} to region at {1}-{2}", 198 {
194 agentID, destination.RegionCoordX, destination.RegionCoordY); 199 SendCloseChildAgentDelegate icon = (SendCloseChildAgentDelegate)iar.AsyncState;
195 200 icon.EndInvoke(iar);
196 m_scene.SimulationService.CloseAgent(destination, agentID);
197 } 201 }
198 202
199 /// <summary>
200 /// Closes a child agents in a collection of regions. Does so asynchronously
201 /// so that the caller doesn't wait.
202 /// </summary>
203 /// <param name="agentID"></param>
204 /// <param name="regionslst"></param>
205 public void SendCloseChildAgentConnections(UUID agentID, List<ulong> regionslst) 203 public void SendCloseChildAgentConnections(UUID agentID, List<ulong> regionslst)
206 { 204 {
207 foreach (ulong handle in regionslst) 205 foreach (ulong handle in regionslst)
208 { 206 {
209 SendCloseChildAgent(agentID, handle); 207 SendCloseChildAgentDelegate d = SendCloseChildAgentAsync;
208 d.BeginInvoke(agentID, handle,
209 SendCloseChildAgentCompleted,
210 d);
210 } 211 }
211 } 212 }
212 213
213 public List<GridRegion> RequestNamedRegions(string name, int maxNumber) 214 public List<GridRegion> RequestNamedRegions(string name, int maxNumber)
214 { 215 {
215 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber); 216 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber);
216 } 217 }
217 } 218 }
218} \ No newline at end of file 219}
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index 1e2901b..6c57d57 100644
--- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
@@ -43,6 +43,12 @@ namespace OpenSim.Region.Framework.Scenes
43 43
44 public delegate void ObjectDuplicateDelegate(EntityBase original, EntityBase clone); 44 public delegate void ObjectDuplicateDelegate(EntityBase original, EntityBase clone);
45 45
46 public delegate void AttachToBackupDelegate(SceneObjectGroup sog);
47
48 public delegate void DetachFromBackupDelegate(SceneObjectGroup sog);
49
50 public delegate void ChangedBackupDelegate(SceneObjectGroup sog);
51
46 public delegate void ObjectCreateDelegate(EntityBase obj); 52 public delegate void ObjectCreateDelegate(EntityBase obj);
47 53
48 public delegate void ObjectDeleteDelegate(EntityBase obj); 54 public delegate void ObjectDeleteDelegate(EntityBase obj);
@@ -61,6 +67,9 @@ namespace OpenSim.Region.Framework.Scenes
61 private PhysicsCrash handlerPhysicsCrash = null; 67 private PhysicsCrash handlerPhysicsCrash = null;
62 68
63 public event ObjectDuplicateDelegate OnObjectDuplicate; 69 public event ObjectDuplicateDelegate OnObjectDuplicate;
70 public event AttachToBackupDelegate OnAttachToBackup;
71 public event DetachFromBackupDelegate OnDetachFromBackup;
72 public event ChangedBackupDelegate OnChangeBackup;
64 public event ObjectCreateDelegate OnObjectCreate; 73 public event ObjectCreateDelegate OnObjectCreate;
65 public event ObjectDeleteDelegate OnObjectRemove; 74 public event ObjectDeleteDelegate OnObjectRemove;
66 75
@@ -68,7 +77,7 @@ namespace OpenSim.Region.Framework.Scenes
68 77
69 #region Fields 78 #region Fields
70 79
71 protected object m_presenceLock = new object(); 80 protected OpenMetaverse.ReaderWriterLockSlim m_scenePresencesLock = new OpenMetaverse.ReaderWriterLockSlim();
72 protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>(); 81 protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>();
73 protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>(); 82 protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>();
74 83
@@ -130,13 +139,18 @@ namespace OpenSim.Region.Framework.Scenes
130 139
131 protected internal void Close() 140 protected internal void Close()
132 { 141 {
133 lock (m_presenceLock) 142 m_scenePresencesLock.EnterWriteLock();
143 try
134 { 144 {
135 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(); 145 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>();
136 List<ScenePresence> newlist = new List<ScenePresence>(); 146 List<ScenePresence> newlist = new List<ScenePresence>();
137 m_scenePresenceMap = newmap; 147 m_scenePresenceMap = newmap;
138 m_scenePresenceArray = newlist; 148 m_scenePresenceArray = newlist;
139 } 149 }
150 finally
151 {
152 m_scenePresencesLock.ExitWriteLock();
153 }
140 154
141 lock (SceneObjectGroupsByFullID) 155 lock (SceneObjectGroupsByFullID)
142 SceneObjectGroupsByFullID.Clear(); 156 SceneObjectGroupsByFullID.Clear();
@@ -275,6 +289,33 @@ namespace OpenSim.Region.Framework.Scenes
275 protected internal bool AddRestoredSceneObject( 289 protected internal bool AddRestoredSceneObject(
276 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 290 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
277 { 291 {
292 if (!m_parentScene.CombineRegions)
293 {
294 // KF: Check for out-of-region, move inside and make static.
295 Vector3 npos = new Vector3(sceneObject.RootPart.GroupPosition.X,
296 sceneObject.RootPart.GroupPosition.Y,
297 sceneObject.RootPart.GroupPosition.Z);
298 if (!(((sceneObject.RootPart.Shape.PCode == (byte)PCode.Prim) && (sceneObject.RootPart.Shape.State != 0))) && (npos.X < 0.0 || npos.Y < 0.0 || npos.Z < 0.0 ||
299 npos.X > Constants.RegionSize ||
300 npos.Y > Constants.RegionSize))
301 {
302 if (npos.X < 0.0) npos.X = 1.0f;
303 if (npos.Y < 0.0) npos.Y = 1.0f;
304 if (npos.Z < 0.0) npos.Z = 0.0f;
305 if (npos.X > Constants.RegionSize) npos.X = Constants.RegionSize - 1.0f;
306 if (npos.Y > Constants.RegionSize) npos.Y = Constants.RegionSize - 1.0f;
307
308 foreach (SceneObjectPart part in sceneObject.Parts)
309 {
310 part.GroupPosition = npos;
311 }
312 sceneObject.RootPart.Velocity = Vector3.Zero;
313 sceneObject.RootPart.AngularVelocity = Vector3.Zero;
314 sceneObject.RootPart.Acceleration = Vector3.Zero;
315 sceneObject.RootPart.Velocity = Vector3.Zero;
316 }
317 }
318
278 if (attachToBackup && (!alreadyPersisted)) 319 if (attachToBackup && (!alreadyPersisted))
279 { 320 {
280 sceneObject.ForceInventoryPersistence(); 321 sceneObject.ForceInventoryPersistence();
@@ -491,6 +532,30 @@ namespace OpenSim.Region.Framework.Scenes
491 m_updateList[obj.UUID] = obj; 532 m_updateList[obj.UUID] = obj;
492 } 533 }
493 534
535 public void FireAttachToBackup(SceneObjectGroup obj)
536 {
537 if (OnAttachToBackup != null)
538 {
539 OnAttachToBackup(obj);
540 }
541 }
542
543 public void FireDetachFromBackup(SceneObjectGroup obj)
544 {
545 if (OnDetachFromBackup != null)
546 {
547 OnDetachFromBackup(obj);
548 }
549 }
550
551 public void FireChangeBackup(SceneObjectGroup obj)
552 {
553 if (OnChangeBackup != null)
554 {
555 OnChangeBackup(obj);
556 }
557 }
558
494 /// <summary> 559 /// <summary>
495 /// Process all pending updates 560 /// Process all pending updates
496 /// </summary> 561 /// </summary>
@@ -608,7 +673,8 @@ namespace OpenSim.Region.Framework.Scenes
608 673
609 Entities[presence.UUID] = presence; 674 Entities[presence.UUID] = presence;
610 675
611 lock (m_presenceLock) 676 m_scenePresencesLock.EnterWriteLock();
677 try
612 { 678 {
613 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 679 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
614 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 680 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -632,6 +698,10 @@ namespace OpenSim.Region.Framework.Scenes
632 m_scenePresenceMap = newmap; 698 m_scenePresenceMap = newmap;
633 m_scenePresenceArray = newlist; 699 m_scenePresenceArray = newlist;
634 } 700 }
701 finally
702 {
703 m_scenePresencesLock.ExitWriteLock();
704 }
635 } 705 }
636 706
637 /// <summary> 707 /// <summary>
@@ -646,7 +716,8 @@ namespace OpenSim.Region.Framework.Scenes
646 agentID); 716 agentID);
647 } 717 }
648 718
649 lock (m_presenceLock) 719 m_scenePresencesLock.EnterWriteLock();
720 try
650 { 721 {
651 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 722 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
652 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 723 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -668,6 +739,10 @@ namespace OpenSim.Region.Framework.Scenes
668 m_log.WarnFormat("[SCENE GRAPH]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID); 739 m_log.WarnFormat("[SCENE GRAPH]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID);
669 } 740 }
670 } 741 }
742 finally
743 {
744 m_scenePresencesLock.ExitWriteLock();
745 }
671 } 746 }
672 747
673 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F) 748 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F)
@@ -1381,8 +1456,13 @@ namespace OpenSim.Region.Framework.Scenes
1381 { 1456 {
1382 if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0)) 1457 if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0))
1383 { 1458 {
1384 if (m_parentScene.AttachmentsModule != null) 1459 // Set the new attachment point data in the object
1385 m_parentScene.AttachmentsModule.UpdateAttachmentPosition(group, pos); 1460 byte attachmentPoint = group.GetAttachmentPoint();
1461 group.UpdateGroupPosition(pos);
1462 group.IsAttachment = false;
1463 group.AbsolutePosition = group.RootPart.AttachedPos;
1464 group.AttachmentPoint = attachmentPoint;
1465 group.HasGroupChanged = true;
1386 } 1466 }
1387 else 1467 else
1388 { 1468 {
@@ -1654,8 +1734,11 @@ namespace OpenSim.Region.Framework.Scenes
1654 return; 1734 return;
1655 1735
1656 Monitor.Enter(m_updateLock); 1736 Monitor.Enter(m_updateLock);
1737
1657 try 1738 try
1658 { 1739 {
1740 parentGroup.areUpdatesSuspended = true;
1741
1659 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>(); 1742 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>();
1660 1743
1661 // We do this in reverse to get the link order of the prims correct 1744 // We do this in reverse to get the link order of the prims correct
@@ -1666,9 +1749,13 @@ namespace OpenSim.Region.Framework.Scenes
1666 // Make sure no child prim is set for sale 1749 // Make sure no child prim is set for sale
1667 // So that, on delink, no prims are unwittingly 1750 // So that, on delink, no prims are unwittingly
1668 // left for sale and sold off 1751 // left for sale and sold off
1669 child.RootPart.ObjectSaleType = 0; 1752
1670 child.RootPart.SalePrice = 10; 1753 if (child != null)
1671 childGroups.Add(child); 1754 {
1755 child.RootPart.ObjectSaleType = 0;
1756 child.RootPart.SalePrice = 10;
1757 childGroups.Add(child);
1758 }
1672 } 1759 }
1673 1760
1674 foreach (SceneObjectGroup child in childGroups) 1761 foreach (SceneObjectGroup child in childGroups)
@@ -1687,12 +1774,19 @@ namespace OpenSim.Region.Framework.Scenes
1687 // occur on link to invoke this elsewhere (such as object selection) 1774 // occur on link to invoke this elsewhere (such as object selection)
1688 parentGroup.RootPart.CreateSelected = true; 1775 parentGroup.RootPart.CreateSelected = true;
1689 parentGroup.TriggerScriptChangedEvent(Changed.LINK); 1776 parentGroup.TriggerScriptChangedEvent(Changed.LINK);
1690 parentGroup.HasGroupChanged = true;
1691 parentGroup.ScheduleGroupForFullUpdate();
1692
1693 } 1777 }
1694 finally 1778 finally
1695 { 1779 {
1780 lock (SceneObjectGroupsByLocalPartID)
1781 {
1782 foreach (SceneObjectPart part in parentGroup.Parts)
1783 SceneObjectGroupsByLocalPartID[part.LocalId] = parentGroup;
1784 }
1785
1786 parentGroup.areUpdatesSuspended = false;
1787 parentGroup.HasGroupChanged = true;
1788 parentGroup.ProcessBackup(m_parentScene.SimulationDataService, true);
1789 parentGroup.ScheduleGroupForFullUpdate();
1696 Monitor.Exit(m_updateLock); 1790 Monitor.Exit(m_updateLock);
1697 } 1791 }
1698 } 1792 }
@@ -1729,21 +1823,24 @@ namespace OpenSim.Region.Framework.Scenes
1729 1823
1730 SceneObjectGroup group = part.ParentGroup; 1824 SceneObjectGroup group = part.ParentGroup;
1731 if (!affectedGroups.Contains(group)) 1825 if (!affectedGroups.Contains(group))
1826 {
1827 group.areUpdatesSuspended = true;
1732 affectedGroups.Add(group); 1828 affectedGroups.Add(group);
1829 }
1733 } 1830 }
1734 } 1831 }
1735 } 1832 }
1736 1833
1737 foreach (SceneObjectPart child in childParts) 1834 if (childParts.Count > 0)
1738 { 1835 {
1739 // Unlink all child parts from their groups 1836 foreach (SceneObjectPart child in childParts)
1740 // 1837 {
1741 child.ParentGroup.DelinkFromGroup(child, true); 1838 // Unlink all child parts from their groups
1742 1839 //
1743 // These are not in affected groups and will not be 1840 child.ParentGroup.DelinkFromGroup(child, true);
1744 // handled further. Do the honors here. 1841 child.ParentGroup.HasGroupChanged = true;
1745 child.ParentGroup.HasGroupChanged = true; 1842 child.ParentGroup.ScheduleGroupForFullUpdate();
1746 child.ParentGroup.ScheduleGroupForFullUpdate(); 1843 }
1747 } 1844 }
1748 1845
1749 foreach (SceneObjectPart root in rootParts) 1846 foreach (SceneObjectPart root in rootParts)
@@ -1753,56 +1850,68 @@ namespace OpenSim.Region.Framework.Scenes
1753 // However, editing linked parts and unlinking may be different 1850 // However, editing linked parts and unlinking may be different
1754 // 1851 //
1755 SceneObjectGroup group = root.ParentGroup; 1852 SceneObjectGroup group = root.ParentGroup;
1853 group.areUpdatesSuspended = true;
1756 1854
1757 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts); 1855 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts);
1758 int numChildren = newSet.Count; 1856 int numChildren = newSet.Count;
1759 1857
1858 if (numChildren == 1)
1859 break;
1860
1760 // If there are prims left in a link set, but the root is 1861 // If there are prims left in a link set, but the root is
1761 // slated for unlink, we need to do this 1862 // slated for unlink, we need to do this
1863 // Unlink the remaining set
1762 // 1864 //
1763 if (numChildren != 1) 1865 bool sendEventsToRemainder = true;
1764 { 1866 if (numChildren > 1)
1765 // Unlink the remaining set 1867 sendEventsToRemainder = false;
1766 //
1767 bool sendEventsToRemainder = true;
1768 if (numChildren > 1)
1769 sendEventsToRemainder = false;
1770 1868
1771 foreach (SceneObjectPart p in newSet) 1869 foreach (SceneObjectPart p in newSet)
1870 {
1871 if (p != group.RootPart)
1772 { 1872 {
1773 if (p != group.RootPart) 1873 group.DelinkFromGroup(p, sendEventsToRemainder);
1774 group.DelinkFromGroup(p, sendEventsToRemainder); 1874 if (numChildren > 2)
1875 {
1876 p.ParentGroup.areUpdatesSuspended = true;
1877 }
1878 else
1879 {
1880 p.ParentGroup.HasGroupChanged = true;
1881 p.ParentGroup.ScheduleGroupForFullUpdate();
1882 }
1775 } 1883 }
1884 }
1885
1886 // If there is more than one prim remaining, we
1887 // need to re-link
1888 //
1889 if (numChildren > 2)
1890 {
1891 // Remove old root
1892 //
1893 if (newSet.Contains(root))
1894 newSet.Remove(root);
1776 1895
1777 // If there is more than one prim remaining, we 1896 // Preserve link ordering
1778 // need to re-link
1779 // 1897 //
1780 if (numChildren > 2) 1898 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1781 { 1899 {
1782 // Remove old root 1900 return a.LinkNum.CompareTo(b.LinkNum);
1783 // 1901 });
1784 if (newSet.Contains(root))
1785 newSet.Remove(root);
1786
1787 // Preserve link ordering
1788 //
1789 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1790 {
1791 return a.LinkNum.CompareTo(b.LinkNum);
1792 });
1793 1902
1794 // Determine new root 1903 // Determine new root
1795 // 1904 //
1796 SceneObjectPart newRoot = newSet[0]; 1905 SceneObjectPart newRoot = newSet[0];
1797 newSet.RemoveAt(0); 1906 newSet.RemoveAt(0);
1798 1907
1799 foreach (SceneObjectPart newChild in newSet) 1908 foreach (SceneObjectPart newChild in newSet)
1800 newChild.ClearUpdateSchedule(); 1909 newChild.ClearUpdateSchedule();
1801 1910
1802 LinkObjects(newRoot, newSet); 1911 newRoot.ParentGroup.areUpdatesSuspended = true;
1803 if (!affectedGroups.Contains(newRoot.ParentGroup)) 1912 LinkObjects(newRoot, newSet);
1804 affectedGroups.Add(newRoot.ParentGroup); 1913 if (!affectedGroups.Contains(newRoot.ParentGroup))
1805 } 1914 affectedGroups.Add(newRoot.ParentGroup);
1806 } 1915 }
1807 } 1916 }
1808 1917
@@ -1810,8 +1919,14 @@ namespace OpenSim.Region.Framework.Scenes
1810 // 1919 //
1811 foreach (SceneObjectGroup g in affectedGroups) 1920 foreach (SceneObjectGroup g in affectedGroups)
1812 { 1921 {
1922 // Child prims that have been unlinked and deleted will
1923 // return unless the root is deleted. This will remove them
1924 // from the database. They will be rewritten immediately,
1925 // minus the rows for the unlinked child prims.
1926 m_parentScene.SimulationDataService.RemoveObject(g.UUID, m_parentScene.RegionInfo.RegionID);
1813 g.TriggerScriptChangedEvent(Changed.LINK); 1927 g.TriggerScriptChangedEvent(Changed.LINK);
1814 g.HasGroupChanged = true; // Persist 1928 g.HasGroupChanged = true; // Persist
1929 g.areUpdatesSuspended = false;
1815 g.ScheduleGroupForFullUpdate(); 1930 g.ScheduleGroupForFullUpdate();
1816 } 1931 }
1817 } 1932 }
@@ -1929,9 +2044,6 @@ namespace OpenSim.Region.Framework.Scenes
1929 child.ApplyNextOwnerPermissions(); 2044 child.ApplyNextOwnerPermissions();
1930 } 2045 }
1931 } 2046 }
1932
1933 copy.RootPart.ObjectSaleType = 0;
1934 copy.RootPart.SalePrice = 10;
1935 } 2047 }
1936 2048
1937 // FIXME: This section needs to be refactored so that it just calls AddSceneObject() 2049 // FIXME: This section needs to be refactored so that it just calls AddSceneObject()
diff --git a/OpenSim/Region/Framework/Scenes/SceneManager.cs b/OpenSim/Region/Framework/Scenes/SceneManager.cs
index d73a959..e4eaf3a 100644
--- a/OpenSim/Region/Framework/Scenes/SceneManager.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneManager.cs
@@ -356,7 +356,7 @@ namespace OpenSim.Region.Framework.Scenes
356 356
357 public bool TrySetCurrentScene(UUID regionID) 357 public bool TrySetCurrentScene(UUID regionID)
358 { 358 {
359 m_log.Debug("Searching for Region: '" + regionID + "'"); 359// m_log.Debug("Searching for Region: '" + regionID + "'");
360 360
361 lock (m_localScenes) 361 lock (m_localScenes)
362 { 362 {
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
index 905ecc9..c7da4f4 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
@@ -69,10 +69,6 @@ namespace OpenSim.Region.Framework.Scenes
69 /// <summary> 69 /// <summary>
70 /// Stop the scripts contained in all the prims in this group 70 /// Stop the scripts contained in all the prims in this group
71 /// </summary> 71 /// </summary>
72 /// <param name="sceneObjectBeingDeleted">
73 /// Should be true if these scripts are being removed because the scene
74 /// object is being deleted. This will prevent spurious updates to the client.
75 /// </param>
76 public void RemoveScriptInstances(bool sceneObjectBeingDeleted) 72 public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
77 { 73 {
78 SceneObjectPart[] parts = m_parts.GetArray(); 74 SceneObjectPart[] parts = m_parts.GetArray();
@@ -234,6 +230,11 @@ namespace OpenSim.Region.Framework.Scenes
234 230
235 public uint GetEffectivePermissions() 231 public uint GetEffectivePermissions()
236 { 232 {
233 return GetEffectivePermissions(false);
234 }
235
236 public uint GetEffectivePermissions(bool useBase)
237 {
237 uint perms=(uint)(PermissionMask.Modify | 238 uint perms=(uint)(PermissionMask.Modify |
238 PermissionMask.Copy | 239 PermissionMask.Copy |
239 PermissionMask.Move | 240 PermissionMask.Move |
@@ -245,7 +246,10 @@ namespace OpenSim.Region.Framework.Scenes
245 for (int i = 0; i < parts.Length; i++) 246 for (int i = 0; i < parts.Length; i++)
246 { 247 {
247 SceneObjectPart part = parts[i]; 248 SceneObjectPart part = parts[i];
248 ownerMask &= part.OwnerMask; 249 if (useBase)
250 ownerMask &= part.BaseMask;
251 else
252 ownerMask &= part.OwnerMask;
249 perms &= part.Inventory.MaskEffectivePermissions(); 253 perms &= part.Inventory.MaskEffectivePermissions();
250 } 254 }
251 255
@@ -385,6 +389,9 @@ namespace OpenSim.Region.Framework.Scenes
385 389
386 public void ResumeScripts() 390 public void ResumeScripts()
387 { 391 {
392 if (m_scene.RegionInfo.RegionSettings.DisableScripts)
393 return;
394
388 SceneObjectPart[] parts = m_parts.GetArray(); 395 SceneObjectPart[] parts = m_parts.GetArray();
389 for (int i = 0; i < parts.Length; i++) 396 for (int i = 0; i < parts.Length; i++)
390 parts[i].Inventory.ResumeScripts(); 397 parts[i].Inventory.ResumeScripts();
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 8860764..48a870e 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -24,11 +24,12 @@
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS 24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */ 26 */
27 27
28using System; 28using System;
29using System.Collections.Generic; 29using System.Collections.Generic;
30using System.Drawing; 30using System.Drawing;
31using System.IO; 31using System.IO;
32using System.Diagnostics;
32using System.Linq; 33using System.Linq;
33using System.Threading; 34using System.Threading;
34using System.Xml; 35using System.Xml;
@@ -105,8 +106,29 @@ namespace OpenSim.Region.Framework.Scenes
105 /// since the group's last persistent backup 106 /// since the group's last persistent backup
106 /// </summary> 107 /// </summary>
107 private bool m_hasGroupChanged = false; 108 private bool m_hasGroupChanged = false;
108 private long timeFirstChanged; 109 private long timeFirstChanged = 0;
109 private long timeLastChanged; 110 private long timeLastChanged = 0;
111 private long m_maxPersistTime = 0;
112 private long m_minPersistTime = 0;
113 private Random m_rand;
114 private bool m_suspendUpdates;
115 private List<ScenePresence> m_linkedAvatars = new List<ScenePresence>();
116
117 public bool areUpdatesSuspended
118 {
119 get
120 {
121 return m_suspendUpdates;
122 }
123 set
124 {
125 m_suspendUpdates = value;
126 if (!value)
127 {
128 QueueForUpdateCheck();
129 }
130 }
131 }
110 132
111 public bool HasGroupChanged 133 public bool HasGroupChanged
112 { 134 {
@@ -114,9 +136,39 @@ namespace OpenSim.Region.Framework.Scenes
114 { 136 {
115 if (value) 137 if (value)
116 { 138 {
139 if (m_isBackedUp)
140 {
141 m_scene.SceneGraph.FireChangeBackup(this);
142 }
117 timeLastChanged = DateTime.Now.Ticks; 143 timeLastChanged = DateTime.Now.Ticks;
118 if (!m_hasGroupChanged) 144 if (!m_hasGroupChanged)
119 timeFirstChanged = DateTime.Now.Ticks; 145 timeFirstChanged = DateTime.Now.Ticks;
146 if (m_rootPart != null && m_rootPart.UUID != null && m_scene != null)
147 {
148 if (m_rand == null)
149 {
150 byte[] val = new byte[16];
151 m_rootPart.UUID.ToBytes(val, 0);
152 m_rand = new Random(BitConverter.ToInt32(val, 0));
153 }
154
155 if (m_scene.GetRootAgentCount() == 0)
156 {
157 //If the region is empty, this change has been made by an automated process
158 //and thus we delay the persist time by a random amount between 1.5 and 2.5.
159
160 float factor = 1.5f + (float)(m_rand.NextDouble());
161 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * factor);
162 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * factor);
163 }
164 else
165 {
166 //If the region is not empty, we want to obey the minimum and maximum persist times
167 //but add a random factor so we stagger the object persistance a little
168 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * (1.0d - (m_rand.NextDouble() / 5.0d))); //Multiply by 1.0-1.5
169 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * (1.0d + (m_rand.NextDouble() / 2.0d))); //Multiply by 0.8-1.0
170 }
171 }
120 } 172 }
121 m_hasGroupChanged = value; 173 m_hasGroupChanged = value;
122 174
@@ -131,7 +183,7 @@ namespace OpenSim.Region.Framework.Scenes
131 /// Has the group changed due to an unlink operation? We record this in order to optimize deletion, since 183 /// Has the group changed due to an unlink operation? We record this in order to optimize deletion, since
132 /// an unlinked group currently has to be persisted to the database before we can perform an unlink operation. 184 /// an unlinked group currently has to be persisted to the database before we can perform an unlink operation.
133 /// </summary> 185 /// </summary>
134 public bool HasGroupChangedDueToDelink { get; private set; } 186 public bool HasGroupChangedDueToDelink { get; set; }
135 187
136 private bool isTimeToPersist() 188 private bool isTimeToPersist()
137 { 189 {
@@ -141,8 +193,19 @@ namespace OpenSim.Region.Framework.Scenes
141 return false; 193 return false;
142 if (m_scene.ShuttingDown) 194 if (m_scene.ShuttingDown)
143 return true; 195 return true;
196
197 if (m_minPersistTime == 0 || m_maxPersistTime == 0)
198 {
199 m_maxPersistTime = m_scene.m_persistAfter;
200 m_minPersistTime = m_scene.m_dontPersistBefore;
201 }
202
144 long currentTime = DateTime.Now.Ticks; 203 long currentTime = DateTime.Now.Ticks;
145 if (currentTime - timeLastChanged > m_scene.m_dontPersistBefore || currentTime - timeFirstChanged > m_scene.m_persistAfter) 204
205 if (timeLastChanged == 0) timeLastChanged = currentTime;
206 if (timeFirstChanged == 0) timeFirstChanged = currentTime;
207
208 if (currentTime - timeLastChanged > m_minPersistTime || currentTime - timeFirstChanged > m_maxPersistTime)
146 return true; 209 return true;
147 return false; 210 return false;
148 } 211 }
@@ -247,10 +310,10 @@ namespace OpenSim.Region.Framework.Scenes
247 310
248 private bool m_scriptListens_atTarget; 311 private bool m_scriptListens_atTarget;
249 private bool m_scriptListens_notAtTarget; 312 private bool m_scriptListens_notAtTarget;
250
251 private bool m_scriptListens_atRotTarget; 313 private bool m_scriptListens_atRotTarget;
252 private bool m_scriptListens_notAtRotTarget; 314 private bool m_scriptListens_notAtRotTarget;
253 315
316 public bool m_dupeInProgress = false;
254 internal Dictionary<UUID, string> m_savedScriptState; 317 internal Dictionary<UUID, string> m_savedScriptState;
255 318
256 #region Properties 319 #region Properties
@@ -281,6 +344,16 @@ namespace OpenSim.Region.Framework.Scenes
281 get { return m_parts.Count; } 344 get { return m_parts.Count; }
282 } 345 }
283 346
347// protected Quaternion m_rotation = Quaternion.Identity;
348//
349// public virtual Quaternion Rotation
350// {
351// get { return m_rotation; }
352// set {
353// m_rotation = value;
354// }
355// }
356
284 public Quaternion GroupRotation 357 public Quaternion GroupRotation
285 { 358 {
286 get { return m_rootPart.RotationOffset; } 359 get { return m_rootPart.RotationOffset; }
@@ -389,7 +462,11 @@ namespace OpenSim.Region.Framework.Scenes
389 m_scene.CrossPrimGroupIntoNewRegion(val, this, true); 462 m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
390 } 463 }
391 } 464 }
392 465
466 foreach (SceneObjectPart part in m_parts.GetArray())
467 {
468 part.IgnoreUndoUpdate = true;
469 }
393 if (RootPart.GetStatusSandbox()) 470 if (RootPart.GetStatusSandbox())
394 { 471 {
395 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) 472 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10)
@@ -403,10 +480,29 @@ namespace OpenSim.Region.Framework.Scenes
403 return; 480 return;
404 } 481 }
405 } 482 }
406
407 SceneObjectPart[] parts = m_parts.GetArray(); 483 SceneObjectPart[] parts = m_parts.GetArray();
408 for (int i = 0; i < parts.Length; i++) 484 foreach (SceneObjectPart part in parts)
409 parts[i].GroupPosition = val; 485 {
486 part.GroupPosition = val;
487 if (!m_dupeInProgress)
488 {
489 part.TriggerScriptChangedEvent(Changed.POSITION);
490 }
491 }
492 if (!m_dupeInProgress)
493 {
494 foreach (ScenePresence av in m_linkedAvatars)
495 {
496 SceneObjectPart p = m_scene.GetSceneObjectPart(av.ParentID);
497 if (m_parts.TryGetValue(p.UUID, out p))
498 {
499 Vector3 offset = p.GetWorldPosition() - av.ParentPosition;
500 av.AbsolutePosition += offset;
501 av.ParentPosition = p.GetWorldPosition(); //ParentPosition gets cleared by AbsolutePosition
502 av.SendAvatarDataToAllAgents();
503 }
504 }
505 }
410 506
411 //if (m_rootPart.PhysActor != null) 507 //if (m_rootPart.PhysActor != null)
412 //{ 508 //{
@@ -565,6 +661,7 @@ namespace OpenSim.Region.Framework.Scenes
565 /// </summary> 661 /// </summary>
566 public SceneObjectGroup() 662 public SceneObjectGroup()
567 { 663 {
664
568 } 665 }
569 666
570 /// <summary> 667 /// <summary>
@@ -581,7 +678,7 @@ namespace OpenSim.Region.Framework.Scenes
581 /// Constructor. This object is added to the scene later via AttachToScene() 678 /// Constructor. This object is added to the scene later via AttachToScene()
582 /// </summary> 679 /// </summary>
583 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) 680 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
584 { 681 {
585 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)); 682 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero));
586 } 683 }
587 684
@@ -629,6 +726,9 @@ namespace OpenSim.Region.Framework.Scenes
629 /// </summary> 726 /// </summary>
630 public virtual void AttachToBackup() 727 public virtual void AttachToBackup()
631 { 728 {
729 if (IsAttachment) return;
730 m_scene.SceneGraph.FireAttachToBackup(this);
731
632 if (InSceneBackup) 732 if (InSceneBackup)
633 { 733 {
634 //m_log.DebugFormat( 734 //m_log.DebugFormat(
@@ -671,6 +771,9 @@ namespace OpenSim.Region.Framework.Scenes
671 771
672 ApplyPhysics(); 772 ApplyPhysics();
673 773
774 if (RootPart.PhysActor != null)
775 RootPart.Buoyancy = RootPart.Buoyancy;
776
674 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled 777 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled
675 // for the same object with very different properties. The caller must schedule the update. 778 // for the same object with very different properties. The caller must schedule the update.
676 //ScheduleGroupForFullUpdate(); 779 //ScheduleGroupForFullUpdate();
@@ -686,6 +789,10 @@ namespace OpenSim.Region.Framework.Scenes
686 EntityIntersection result = new EntityIntersection(); 789 EntityIntersection result = new EntityIntersection();
687 790
688 SceneObjectPart[] parts = m_parts.GetArray(); 791 SceneObjectPart[] parts = m_parts.GetArray();
792
793 // Find closest hit here
794 float idist = float.MaxValue;
795
689 for (int i = 0; i < parts.Length; i++) 796 for (int i = 0; i < parts.Length; i++)
690 { 797 {
691 SceneObjectPart part = parts[i]; 798 SceneObjectPart part = parts[i];
@@ -700,11 +807,6 @@ namespace OpenSim.Region.Framework.Scenes
700 807
701 EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation, frontFacesOnly, faceCenters); 808 EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation, frontFacesOnly, faceCenters);
702 809
703 // This may need to be updated to the maximum draw distance possible..
704 // We might (and probably will) be checking for prim creation from other sims
705 // when the camera crosses the border.
706 float idist = Constants.RegionSize;
707
708 if (inter.HitTF) 810 if (inter.HitTF)
709 { 811 {
710 // We need to find the closest prim to return to the testcaller along the ray 812 // We need to find the closest prim to return to the testcaller along the ray
@@ -715,10 +817,11 @@ namespace OpenSim.Region.Framework.Scenes
715 result.obj = part; 817 result.obj = part;
716 result.normal = inter.normal; 818 result.normal = inter.normal;
717 result.distance = inter.distance; 819 result.distance = inter.distance;
820
821 idist = inter.distance;
718 } 822 }
719 } 823 }
720 } 824 }
721
722 return result; 825 return result;
723 } 826 }
724 827
@@ -738,17 +841,19 @@ namespace OpenSim.Region.Framework.Scenes
738 minZ = 8192f; 841 minZ = 8192f;
739 842
740 SceneObjectPart[] parts = m_parts.GetArray(); 843 SceneObjectPart[] parts = m_parts.GetArray();
741 for (int i = 0; i < parts.Length; i++) 844 foreach (SceneObjectPart part in parts)
742 { 845 {
743 SceneObjectPart part = parts[i];
744
745 Vector3 worldPos = part.GetWorldPosition(); 846 Vector3 worldPos = part.GetWorldPosition();
746 Vector3 offset = worldPos - AbsolutePosition; 847 Vector3 offset = worldPos - AbsolutePosition;
747 Quaternion worldRot; 848 Quaternion worldRot;
748 if (part.ParentID == 0) 849 if (part.ParentID == 0)
850 {
749 worldRot = part.RotationOffset; 851 worldRot = part.RotationOffset;
852 }
750 else 853 else
854 {
751 worldRot = part.GetWorldRotation(); 855 worldRot = part.GetWorldRotation();
856 }
752 857
753 Vector3 frontTopLeft; 858 Vector3 frontTopLeft;
754 Vector3 frontTopRight; 859 Vector3 frontTopRight;
@@ -760,6 +865,8 @@ namespace OpenSim.Region.Framework.Scenes
760 Vector3 backBottomLeft; 865 Vector3 backBottomLeft;
761 Vector3 backBottomRight; 866 Vector3 backBottomRight;
762 867
868 // Vector3[] corners = new Vector3[8];
869
763 Vector3 orig = Vector3.Zero; 870 Vector3 orig = Vector3.Zero;
764 871
765 frontTopLeft.X = orig.X - (part.Scale.X / 2); 872 frontTopLeft.X = orig.X - (part.Scale.X / 2);
@@ -794,6 +901,38 @@ namespace OpenSim.Region.Framework.Scenes
794 backBottomRight.Y = orig.Y + (part.Scale.Y / 2); 901 backBottomRight.Y = orig.Y + (part.Scale.Y / 2);
795 backBottomRight.Z = orig.Z - (part.Scale.Z / 2); 902 backBottomRight.Z = orig.Z - (part.Scale.Z / 2);
796 903
904
905
906 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
907 //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
908 //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
909 //m_log.InfoFormat("pre corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
910 //m_log.InfoFormat("pre corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
911 //m_log.InfoFormat("pre corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
912 //m_log.InfoFormat("pre corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
913 //m_log.InfoFormat("pre corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
914
915 //for (int i = 0; i < 8; i++)
916 //{
917 // corners[i] = corners[i] * worldRot;
918 // corners[i] += offset;
919
920 // if (corners[i].X > maxX)
921 // maxX = corners[i].X;
922 // if (corners[i].X < minX)
923 // minX = corners[i].X;
924
925 // if (corners[i].Y > maxY)
926 // maxY = corners[i].Y;
927 // if (corners[i].Y < minY)
928 // minY = corners[i].Y;
929
930 // if (corners[i].Z > maxZ)
931 // maxZ = corners[i].Y;
932 // if (corners[i].Z < minZ)
933 // minZ = corners[i].Z;
934 //}
935
797 frontTopLeft = frontTopLeft * worldRot; 936 frontTopLeft = frontTopLeft * worldRot;
798 frontTopRight = frontTopRight * worldRot; 937 frontTopRight = frontTopRight * worldRot;
799 frontBottomLeft = frontBottomLeft * worldRot; 938 frontBottomLeft = frontBottomLeft * worldRot;
@@ -815,6 +954,15 @@ namespace OpenSim.Region.Framework.Scenes
815 backTopLeft += offset; 954 backTopLeft += offset;
816 backTopRight += offset; 955 backTopRight += offset;
817 956
957 //m_log.InfoFormat("corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
958 //m_log.InfoFormat("corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
959 //m_log.InfoFormat("corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
960 //m_log.InfoFormat("corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
961 //m_log.InfoFormat("corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
962 //m_log.InfoFormat("corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
963 //m_log.InfoFormat("corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
964 //m_log.InfoFormat("corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
965
818 if (frontTopRight.X > maxX) 966 if (frontTopRight.X > maxX)
819 maxX = frontTopRight.X; 967 maxX = frontTopRight.X;
820 if (frontTopLeft.X > maxX) 968 if (frontTopLeft.X > maxX)
@@ -960,15 +1108,20 @@ namespace OpenSim.Region.Framework.Scenes
960 1108
961 public void SaveScriptedState(XmlTextWriter writer) 1109 public void SaveScriptedState(XmlTextWriter writer)
962 { 1110 {
1111 SaveScriptedState(writer, false);
1112 }
1113
1114 public void SaveScriptedState(XmlTextWriter writer, bool oldIDs)
1115 {
963 XmlDocument doc = new XmlDocument(); 1116 XmlDocument doc = new XmlDocument();
964 Dictionary<UUID,string> states = new Dictionary<UUID,string>(); 1117 Dictionary<UUID,string> states = new Dictionary<UUID,string>();
965 1118
966 SceneObjectPart[] parts = m_parts.GetArray(); 1119 SceneObjectPart[] parts = m_parts.GetArray();
967 for (int i = 0; i < parts.Length; i++) 1120 for (int i = 0; i < parts.Length; i++)
968 { 1121 {
969 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(); 1122 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(oldIDs);
970 foreach (KeyValuePair<UUID, string> kvp in pstates) 1123 foreach (KeyValuePair<UUID, string> kvp in pstates)
971 states.Add(kvp.Key, kvp.Value); 1124 states[kvp.Key] = kvp.Value;
972 } 1125 }
973 1126
974 if (states.Count > 0) 1127 if (states.Count > 0)
@@ -988,6 +1141,168 @@ namespace OpenSim.Region.Framework.Scenes
988 } 1141 }
989 1142
990 /// <summary> 1143 /// <summary>
1144 /// Add the avatar to this linkset (avatar is sat).
1145 /// </summary>
1146 /// <param name="agentID"></param>
1147 public void AddAvatar(UUID agentID)
1148 {
1149 ScenePresence presence;
1150 if (m_scene.TryGetScenePresence(agentID, out presence))
1151 {
1152 if (!m_linkedAvatars.Contains(presence))
1153 {
1154 m_linkedAvatars.Add(presence);
1155 }
1156 }
1157 }
1158
1159 /// <summary>
1160 /// Delete the avatar from this linkset (avatar is unsat).
1161 /// </summary>
1162 /// <param name="agentID"></param>
1163 public void DeleteAvatar(UUID agentID)
1164 {
1165 ScenePresence presence;
1166 if (m_scene.TryGetScenePresence(agentID, out presence))
1167 {
1168 if (m_linkedAvatars.Contains(presence))
1169 {
1170 m_linkedAvatars.Remove(presence);
1171 }
1172 }
1173 }
1174
1175 /// <summary>
1176 /// Returns the list of linked presences (avatars sat on this group)
1177 /// </summary>
1178 /// <param name="agentID"></param>
1179 public List<ScenePresence> GetLinkedAvatars()
1180 {
1181 return m_linkedAvatars;
1182 }
1183
1184 /// <summary>
1185 /// Attach this scene object to the given avatar.
1186 /// </summary>
1187 /// <param name="agentID"></param>
1188 /// <param name="attachmentpoint"></param>
1189 /// <param name="AttachOffset"></param>
1190 private void AttachToAgent(
1191 ScenePresence avatar, SceneObjectGroup so, uint attachmentpoint, Vector3 attachOffset, bool silent)
1192 {
1193 if (avatar != null)
1194 {
1195 // don't attach attachments to child agents
1196 if (avatar.IsChildAgent) return;
1197
1198 // Remove from database and parcel prim count
1199 m_scene.DeleteFromStorage(so.UUID);
1200 m_scene.EventManager.TriggerParcelPrimCountTainted();
1201
1202 so.AttachedAvatar = avatar.UUID;
1203
1204 if (so.RootPart.PhysActor != null)
1205 {
1206 m_scene.PhysicsScene.RemovePrim(so.RootPart.PhysActor);
1207 so.RootPart.PhysActor = null;
1208 }
1209
1210 so.AbsolutePosition = attachOffset;
1211 so.RootPart.AttachedPos = attachOffset;
1212 so.IsAttachment = true;
1213 so.RootPart.SetParentLocalId(avatar.LocalId);
1214 so.AttachmentPoint = attachmentpoint;
1215
1216 avatar.AddAttachment(this);
1217
1218 if (!silent)
1219 {
1220 // Killing it here will cause the client to deselect it
1221 // It then reappears on the avatar, deselected
1222 // through the full update below
1223 //
1224 if (IsSelected)
1225 {
1226 m_scene.SendKillObject(new List<uint> { m_rootPart.LocalId });
1227 }
1228
1229 IsSelected = false; // fudge....
1230 ScheduleGroupForFullUpdate();
1231 }
1232 }
1233 else
1234 {
1235 m_log.WarnFormat(
1236 "[SOG]: Tried to add attachment {0} to avatar with UUID {1} in region {2} but the avatar is not present",
1237 UUID, avatar.ControllingClient.AgentId, Scene.RegionInfo.RegionName);
1238 }
1239 }
1240
1241 public byte GetAttachmentPoint()
1242 {
1243 return m_rootPart.Shape.State;
1244 }
1245
1246 public void DetachToGround()
1247 {
1248 ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
1249 if (avatar == null)
1250 return;
1251
1252 avatar.RemoveAttachment(this);
1253
1254 Vector3 detachedpos = new Vector3(127f,127f,127f);
1255 if (avatar == null)
1256 return;
1257
1258 detachedpos = avatar.AbsolutePosition;
1259 RootPart.FromItemID = UUID.Zero;
1260
1261 AbsolutePosition = detachedpos;
1262 AttachedAvatar = UUID.Zero;
1263
1264 //SceneObjectPart[] parts = m_parts.GetArray();
1265 //for (int i = 0; i < parts.Length; i++)
1266 // parts[i].AttachedAvatar = UUID.Zero;
1267
1268 m_rootPart.SetParentLocalId(0);
1269 AttachmentPoint = (byte)0;
1270 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive);
1271 HasGroupChanged = true;
1272 RootPart.Rezzed = DateTime.Now;
1273 RootPart.RemFlag(PrimFlags.TemporaryOnRez);
1274 AttachToBackup();
1275 m_scene.EventManager.TriggerParcelPrimCountTainted();
1276 m_rootPart.ScheduleFullUpdate();
1277 m_rootPart.ClearUndoState();
1278 }
1279
1280 public void DetachToInventoryPrep()
1281 {
1282 ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
1283 //Vector3 detachedpos = new Vector3(127f, 127f, 127f);
1284 if (avatar != null)
1285 {
1286 //detachedpos = avatar.AbsolutePosition;
1287 avatar.RemoveAttachment(this);
1288 }
1289
1290 AttachedAvatar = UUID.Zero;
1291
1292 /*SceneObjectPart[] parts = m_parts.GetArray();
1293 for (int i = 0; i < parts.Length; i++)
1294 parts[i].AttachedAvatar = UUID.Zero;*/
1295
1296 m_rootPart.SetParentLocalId(0);
1297 //m_rootPart.SetAttachmentPoint((byte)0);
1298 IsAttachment = false;
1299 AbsolutePosition = m_rootPart.AttachedPos;
1300 //m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_scene.m_physicalPrim);
1301 //AttachToBackup();
1302 //m_rootPart.ScheduleFullUpdate();
1303 }
1304
1305 /// <summary>
991 /// 1306 ///
992 /// </summary> 1307 /// </summary>
993 /// <param name="part"></param> 1308 /// <param name="part"></param>
@@ -1037,7 +1352,10 @@ namespace OpenSim.Region.Framework.Scenes
1037 public void AddPart(SceneObjectPart part) 1352 public void AddPart(SceneObjectPart part)
1038 { 1353 {
1039 part.SetParent(this); 1354 part.SetParent(this);
1040 part.LinkNum = m_parts.Add(part.UUID, part); 1355 m_parts.Add(part.UUID, part);
1356
1357 part.LinkNum = m_parts.Count;
1358
1041 if (part.LinkNum == 2) 1359 if (part.LinkNum == 2)
1042 RootPart.LinkNum = 1; 1360 RootPart.LinkNum = 1;
1043 } 1361 }
@@ -1145,6 +1463,11 @@ namespace OpenSim.Region.Framework.Scenes
1145 /// <param name="silent">If true then deletion is not broadcast to clients</param> 1463 /// <param name="silent">If true then deletion is not broadcast to clients</param>
1146 public void DeleteGroupFromScene(bool silent) 1464 public void DeleteGroupFromScene(bool silent)
1147 { 1465 {
1466 // We need to keep track of this state in case this group is still queued for backup.
1467 IsDeleted = true;
1468
1469 DetachFromBackup();
1470
1148 SceneObjectPart[] parts = m_parts.GetArray(); 1471 SceneObjectPart[] parts = m_parts.GetArray();
1149 for (int i = 0; i < parts.Length; i++) 1472 for (int i = 0; i < parts.Length; i++)
1150 { 1473 {
@@ -1167,6 +1490,8 @@ namespace OpenSim.Region.Framework.Scenes
1167 } 1490 }
1168 }); 1491 });
1169 } 1492 }
1493
1494
1170 } 1495 }
1171 1496
1172 public void AddScriptLPS(int count) 1497 public void AddScriptLPS(int count)
@@ -1262,7 +1587,12 @@ namespace OpenSim.Region.Framework.Scenes
1262 1587
1263 public void SetOwnerId(UUID userId) 1588 public void SetOwnerId(UUID userId)
1264 { 1589 {
1265 ForEachPart(delegate(SceneObjectPart part) { part.OwnerID = userId; }); 1590 ForEachPart(delegate(SceneObjectPart part)
1591 {
1592
1593 part.OwnerID = userId;
1594
1595 });
1266 } 1596 }
1267 1597
1268 public void ForEachPart(Action<SceneObjectPart> whatToDo) 1598 public void ForEachPart(Action<SceneObjectPart> whatToDo)
@@ -1294,11 +1624,17 @@ namespace OpenSim.Region.Framework.Scenes
1294 return; 1624 return;
1295 } 1625 }
1296 1626
1627 if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0)
1628 return;
1629
1297 // Since this is the top of the section of call stack for backing up a particular scene object, don't let 1630 // Since this is the top of the section of call stack for backing up a particular scene object, don't let
1298 // any exception propogate upwards. 1631 // any exception propogate upwards.
1299 try 1632 try
1300 { 1633 {
1301 if (!m_scene.ShuttingDown) // if shutting down then there will be nothing to handle the return so leave till next restart 1634 if (!m_scene.ShuttingDown || // if shutting down then there will be nothing to handle the return so leave till next restart
1635 m_scene.LoginsDisabled || // We're starting up or doing maintenance, don't mess with things
1636 m_scene.LoadingPrims) // Land may not be valid yet
1637
1302 { 1638 {
1303 ILandObject parcel = m_scene.LandChannel.GetLandObject( 1639 ILandObject parcel = m_scene.LandChannel.GetLandObject(
1304 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); 1640 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y);
@@ -1325,6 +1661,7 @@ namespace OpenSim.Region.Framework.Scenes
1325 } 1661 }
1326 } 1662 }
1327 } 1663 }
1664
1328 } 1665 }
1329 1666
1330 if (m_scene.UseBackup && HasGroupChanged) 1667 if (m_scene.UseBackup && HasGroupChanged)
@@ -1332,6 +1669,20 @@ namespace OpenSim.Region.Framework.Scenes
1332 // don't backup while it's selected or you're asking for changes mid stream. 1669 // don't backup while it's selected or you're asking for changes mid stream.
1333 if (isTimeToPersist() || forcedBackup) 1670 if (isTimeToPersist() || forcedBackup)
1334 { 1671 {
1672 if (m_rootPart.PhysActor != null &&
1673 (!m_rootPart.PhysActor.IsPhysical))
1674 {
1675 // Possible ghost prim
1676 if (m_rootPart.PhysActor.Position != m_rootPart.GroupPosition)
1677 {
1678 foreach (SceneObjectPart part in m_parts.GetArray())
1679 {
1680 // Re-set physics actor positions and
1681 // orientations
1682 part.GroupPosition = m_rootPart.GroupPosition;
1683 }
1684 }
1685 }
1335// m_log.DebugFormat( 1686// m_log.DebugFormat(
1336// "[SCENE]: Storing {0}, {1} in {2}", 1687// "[SCENE]: Storing {0}, {1} in {2}",
1337// Name, UUID, m_scene.RegionInfo.RegionName); 1688// Name, UUID, m_scene.RegionInfo.RegionName);
@@ -1415,7 +1766,7 @@ namespace OpenSim.Region.Framework.Scenes
1415 // This is only necessary when userExposed is false! 1766 // This is only necessary when userExposed is false!
1416 1767
1417 bool previousAttachmentStatus = dupe.IsAttachment; 1768 bool previousAttachmentStatus = dupe.IsAttachment;
1418 1769
1419 if (!userExposed) 1770 if (!userExposed)
1420 dupe.IsAttachment = true; 1771 dupe.IsAttachment = true;
1421 1772
@@ -1433,11 +1784,11 @@ namespace OpenSim.Region.Framework.Scenes
1433 dupe.m_rootPart.TrimPermissions(); 1784 dupe.m_rootPart.TrimPermissions();
1434 1785
1435 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray()); 1786 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray());
1436 1787
1437 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) 1788 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
1438 { 1789 {
1439 return p1.LinkNum.CompareTo(p2.LinkNum); 1790 return p1.LinkNum.CompareTo(p2.LinkNum);
1440 } 1791 }
1441 ); 1792 );
1442 1793
1443 foreach (SceneObjectPart part in partList) 1794 foreach (SceneObjectPart part in partList)
@@ -1457,7 +1808,7 @@ namespace OpenSim.Region.Framework.Scenes
1457 if (part.PhysActor != null && userExposed) 1808 if (part.PhysActor != null && userExposed)
1458 { 1809 {
1459 PrimitiveBaseShape pbs = newPart.Shape; 1810 PrimitiveBaseShape pbs = newPart.Shape;
1460 1811
1461 newPart.PhysActor 1812 newPart.PhysActor
1462 = m_scene.PhysicsScene.AddPrimShape( 1813 = m_scene.PhysicsScene.AddPrimShape(
1463 string.Format("{0}/{1}", newPart.Name, newPart.UUID), 1814 string.Format("{0}/{1}", newPart.Name, newPart.UUID),
@@ -1467,11 +1818,11 @@ namespace OpenSim.Region.Framework.Scenes
1467 newPart.RotationOffset, 1818 newPart.RotationOffset,
1468 part.PhysActor.IsPhysical, 1819 part.PhysActor.IsPhysical,
1469 newPart.LocalId); 1820 newPart.LocalId);
1470 1821
1471 newPart.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true); 1822 newPart.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true);
1472 } 1823 }
1473 } 1824 }
1474 1825
1475 if (userExposed) 1826 if (userExposed)
1476 { 1827 {
1477 dupe.UpdateParentIDs(); 1828 dupe.UpdateParentIDs();
@@ -1586,6 +1937,7 @@ namespace OpenSim.Region.Framework.Scenes
1586 return Vector3.Zero; 1937 return Vector3.Zero;
1587 } 1938 }
1588 1939
1940 // This is used by both Double-Click Auto-Pilot and llMoveToTarget() in an attached object
1589 public void moveToTarget(Vector3 target, float tau) 1941 public void moveToTarget(Vector3 target, float tau)
1590 { 1942 {
1591 if (IsAttachment) 1943 if (IsAttachment)
@@ -1613,10 +1965,44 @@ namespace OpenSim.Region.Framework.Scenes
1613 RootPart.PhysActor.PIDActive = false; 1965 RootPart.PhysActor.PIDActive = false;
1614 } 1966 }
1615 1967
1968 public void rotLookAt(Quaternion target, float strength, float damping)
1969 {
1970 SceneObjectPart rootpart = m_rootPart;
1971 if (rootpart != null)
1972 {
1973 if (IsAttachment)
1974 {
1975 /*
1976 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
1977 if (avatar != null)
1978 {
1979 Rotate the Av?
1980 } */
1981 }
1982 else
1983 {
1984 if (rootpart.PhysActor != null)
1985 { // APID must be implemented in your physics system for this to function.
1986 rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W);
1987 rootpart.PhysActor.APIDStrength = strength;
1988 rootpart.PhysActor.APIDDamping = damping;
1989 rootpart.PhysActor.APIDActive = true;
1990 }
1991 }
1992 }
1993 }
1994
1616 public void stopLookAt() 1995 public void stopLookAt()
1617 { 1996 {
1618 if (RootPart.PhysActor != null) 1997 SceneObjectPart rootpart = m_rootPart;
1619 RootPart.PhysActor.APIDActive = false; 1998 if (rootpart != null)
1999 {
2000 if (rootpart.PhysActor != null)
2001 { // APID must be implemented in your physics system for this to function.
2002 rootpart.PhysActor.APIDActive = false;
2003 }
2004 }
2005
1620 } 2006 }
1621 2007
1622 /// <summary> 2008 /// <summary>
@@ -1674,6 +2060,8 @@ namespace OpenSim.Region.Framework.Scenes
1674 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) 2060 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
1675 { 2061 {
1676 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); 2062 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed);
2063 newPart.SetParent(this);
2064
1677 AddPart(newPart); 2065 AddPart(newPart);
1678 2066
1679 SetPartAsNonRoot(newPart); 2067 SetPartAsNonRoot(newPart);
@@ -1802,11 +2190,11 @@ namespace OpenSim.Region.Framework.Scenes
1802 /// Immediately send a full update for this scene object. 2190 /// Immediately send a full update for this scene object.
1803 /// </summary> 2191 /// </summary>
1804 public void SendGroupFullUpdate() 2192 public void SendGroupFullUpdate()
1805 { 2193 {
1806 if (IsDeleted) 2194 if (IsDeleted)
1807 return; 2195 return;
1808 2196
1809// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); 2197// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID);
1810 2198
1811 RootPart.SendFullUpdateToAllClients(); 2199 RootPart.SendFullUpdateToAllClients();
1812 2200
@@ -2007,7 +2395,7 @@ namespace OpenSim.Region.Framework.Scenes
2007 objectGroup.IsDeleted = true; 2395 objectGroup.IsDeleted = true;
2008 2396
2009 objectGroup.m_parts.Clear(); 2397 objectGroup.m_parts.Clear();
2010 2398
2011 // Can't do this yet since backup still makes use of the root part without any synchronization 2399 // Can't do this yet since backup still makes use of the root part without any synchronization
2012// objectGroup.m_rootPart = null; 2400// objectGroup.m_rootPart = null;
2013 2401
@@ -2141,6 +2529,7 @@ namespace OpenSim.Region.Framework.Scenes
2141 /// <param name="objectGroup"></param> 2529 /// <param name="objectGroup"></param>
2142 public virtual void DetachFromBackup() 2530 public virtual void DetachFromBackup()
2143 { 2531 {
2532 m_scene.SceneGraph.FireDetachFromBackup(this);
2144 if (m_isBackedUp && Scene != null) 2533 if (m_isBackedUp && Scene != null)
2145 m_scene.EventManager.OnBackup -= ProcessBackup; 2534 m_scene.EventManager.OnBackup -= ProcessBackup;
2146 2535
@@ -2159,7 +2548,8 @@ namespace OpenSim.Region.Framework.Scenes
2159 2548
2160 axPos *= parentRot; 2549 axPos *= parentRot;
2161 part.OffsetPosition = axPos; 2550 part.OffsetPosition = axPos;
2162 part.GroupPosition = oldGroupPosition + part.OffsetPosition; 2551 Vector3 newPos = oldGroupPosition + part.OffsetPosition;
2552 part.GroupPosition = newPos;
2163 part.OffsetPosition = Vector3.Zero; 2553 part.OffsetPosition = Vector3.Zero;
2164 part.RotationOffset = worldRot; 2554 part.RotationOffset = worldRot;
2165 2555
@@ -2170,7 +2560,7 @@ namespace OpenSim.Region.Framework.Scenes
2170 2560
2171 part.LinkNum = linkNum; 2561 part.LinkNum = linkNum;
2172 2562
2173 part.OffsetPosition = part.GroupPosition - AbsolutePosition; 2563 part.OffsetPosition = newPos - AbsolutePosition;
2174 2564
2175 Quaternion rootRotation = m_rootPart.RotationOffset; 2565 Quaternion rootRotation = m_rootPart.RotationOffset;
2176 2566
@@ -2180,7 +2570,7 @@ namespace OpenSim.Region.Framework.Scenes
2180 2570
2181 parentRot = m_rootPart.RotationOffset; 2571 parentRot = m_rootPart.RotationOffset;
2182 oldRot = part.RotationOffset; 2572 oldRot = part.RotationOffset;
2183 Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot; 2573 Quaternion newRot = Quaternion.Inverse(parentRot) * worldRot;
2184 part.RotationOffset = newRot; 2574 part.RotationOffset = newRot;
2185 } 2575 }
2186 2576
@@ -2427,8 +2817,12 @@ namespace OpenSim.Region.Framework.Scenes
2427 } 2817 }
2428 } 2818 }
2429 2819
2820 RootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect);
2430 for (int i = 0; i < parts.Length; i++) 2821 for (int i = 0; i < parts.Length; i++)
2431 parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect); 2822 {
2823 if (parts[i] != RootPart)
2824 parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect);
2825 }
2432 } 2826 }
2433 } 2827 }
2434 2828
@@ -2441,6 +2835,17 @@ namespace OpenSim.Region.Framework.Scenes
2441 } 2835 }
2442 } 2836 }
2443 2837
2838
2839
2840 /// <summary>
2841 /// Gets the number of parts
2842 /// </summary>
2843 /// <returns></returns>
2844 public int GetPartCount()
2845 {
2846 return Parts.Count();
2847 }
2848
2444 /// <summary> 2849 /// <summary>
2445 /// Update the texture entry for this part 2850 /// Update the texture entry for this part
2446 /// </summary> 2851 /// </summary>
@@ -2502,7 +2907,6 @@ namespace OpenSim.Region.Framework.Scenes
2502 { 2907 {
2503// m_log.DebugFormat( 2908// m_log.DebugFormat(
2504// "[SCENE OBJECT GROUP]: Group resizing {0} {1} from {2} to {3}", Name, LocalId, RootPart.Scale, scale); 2909// "[SCENE OBJECT GROUP]: Group resizing {0} {1} from {2} to {3}", Name, LocalId, RootPart.Scale, scale);
2505
2506 RootPart.StoreUndoState(true); 2910 RootPart.StoreUndoState(true);
2507 2911
2508 scale.X = Math.Min(scale.X, Scene.m_maxNonphys); 2912 scale.X = Math.Min(scale.X, Scene.m_maxNonphys);
@@ -2603,7 +3007,6 @@ namespace OpenSim.Region.Framework.Scenes
2603 prevScale.X *= x; 3007 prevScale.X *= x;
2604 prevScale.Y *= y; 3008 prevScale.Y *= y;
2605 prevScale.Z *= z; 3009 prevScale.Z *= z;
2606
2607// RootPart.IgnoreUndoUpdate = true; 3010// RootPart.IgnoreUndoUpdate = true;
2608 RootPart.Resize(prevScale); 3011 RootPart.Resize(prevScale);
2609// RootPart.IgnoreUndoUpdate = false; 3012// RootPart.IgnoreUndoUpdate = false;
@@ -2634,7 +3037,9 @@ namespace OpenSim.Region.Framework.Scenes
2634 } 3037 }
2635 3038
2636// obPart.IgnoreUndoUpdate = false; 3039// obPart.IgnoreUndoUpdate = false;
2637// obPart.StoreUndoState(); 3040 HasGroupChanged = true;
3041 m_rootPart.TriggerScriptChangedEvent(Changed.SCALE);
3042 ScheduleGroupForTerseUpdate();
2638 } 3043 }
2639 3044
2640// m_log.DebugFormat( 3045// m_log.DebugFormat(
@@ -2694,9 +3099,9 @@ namespace OpenSim.Region.Framework.Scenes
2694 { 3099 {
2695 SceneObjectPart part = GetChildPart(localID); 3100 SceneObjectPart part = GetChildPart(localID);
2696 3101
2697// SceneObjectPart[] parts = m_parts.GetArray(); 3102 SceneObjectPart[] parts = m_parts.GetArray();
2698// for (int i = 0; i < parts.Length; i++) 3103 for (int i = 0; i < parts.Length; i++)
2699// parts[i].StoreUndoState(); 3104 parts[i].StoreUndoState();
2700 3105
2701 if (part != null) 3106 if (part != null)
2702 { 3107 {
@@ -2752,10 +3157,27 @@ namespace OpenSim.Region.Framework.Scenes
2752 obPart.OffsetPosition = obPart.OffsetPosition + diff; 3157 obPart.OffsetPosition = obPart.OffsetPosition + diff;
2753 } 3158 }
2754 3159
2755 AbsolutePosition = newPos; 3160 //We have to set undoing here because otherwise an undo state will be saved
3161 if (!m_rootPart.Undoing)
3162 {
3163 m_rootPart.Undoing = true;
3164 AbsolutePosition = newPos;
3165 m_rootPart.Undoing = false;
3166 }
3167 else
3168 {
3169 AbsolutePosition = newPos;
3170 }
2756 3171
2757 HasGroupChanged = true; 3172 HasGroupChanged = true;
2758 ScheduleGroupForTerseUpdate(); 3173 if (m_rootPart.Undoing)
3174 {
3175 ScheduleGroupForFullUpdate();
3176 }
3177 else
3178 {
3179 ScheduleGroupForTerseUpdate();
3180 }
2759 } 3181 }
2760 3182
2761 #endregion 3183 #endregion
@@ -2832,10 +3254,7 @@ namespace OpenSim.Region.Framework.Scenes
2832 public void UpdateSingleRotation(Quaternion rot, uint localID) 3254 public void UpdateSingleRotation(Quaternion rot, uint localID)
2833 { 3255 {
2834 SceneObjectPart part = GetChildPart(localID); 3256 SceneObjectPart part = GetChildPart(localID);
2835
2836 SceneObjectPart[] parts = m_parts.GetArray(); 3257 SceneObjectPart[] parts = m_parts.GetArray();
2837 for (int i = 0; i < parts.Length; i++)
2838 parts[i].StoreUndoState();
2839 3258
2840 if (part != null) 3259 if (part != null)
2841 { 3260 {
@@ -2873,7 +3292,16 @@ namespace OpenSim.Region.Framework.Scenes
2873 if (part.UUID == m_rootPart.UUID) 3292 if (part.UUID == m_rootPart.UUID)
2874 { 3293 {
2875 UpdateRootRotation(rot); 3294 UpdateRootRotation(rot);
2876 AbsolutePosition = pos; 3295 if (!m_rootPart.Undoing)
3296 {
3297 m_rootPart.Undoing = true;
3298 AbsolutePosition = pos;
3299 m_rootPart.Undoing = false;
3300 }
3301 else
3302 {
3303 AbsolutePosition = pos;
3304 }
2877 } 3305 }
2878 else 3306 else
2879 { 3307 {
@@ -2897,9 +3325,10 @@ namespace OpenSim.Region.Framework.Scenes
2897 3325
2898 Quaternion axRot = rot; 3326 Quaternion axRot = rot;
2899 Quaternion oldParentRot = m_rootPart.RotationOffset; 3327 Quaternion oldParentRot = m_rootPart.RotationOffset;
2900
2901 m_rootPart.StoreUndoState(); 3328 m_rootPart.StoreUndoState();
2902 m_rootPart.UpdateRotation(rot); 3329
3330 //Don't use UpdateRotation because it schedules an update prematurely
3331 m_rootPart.RotationOffset = rot;
2903 if (m_rootPart.PhysActor != null) 3332 if (m_rootPart.PhysActor != null)
2904 { 3333 {
2905 m_rootPart.PhysActor.Orientation = m_rootPart.RotationOffset; 3334 m_rootPart.PhysActor.Orientation = m_rootPart.RotationOffset;
@@ -2913,15 +3342,17 @@ namespace OpenSim.Region.Framework.Scenes
2913 if (prim.UUID != m_rootPart.UUID) 3342 if (prim.UUID != m_rootPart.UUID)
2914 { 3343 {
2915 prim.IgnoreUndoUpdate = true; 3344 prim.IgnoreUndoUpdate = true;
3345
3346 Quaternion NewRot = oldParentRot * prim.RotationOffset;
3347 NewRot = Quaternion.Inverse(axRot) * NewRot;
3348 prim.RotationOffset = NewRot;
3349
2916 Vector3 axPos = prim.OffsetPosition; 3350 Vector3 axPos = prim.OffsetPosition;
3351
2917 axPos *= oldParentRot; 3352 axPos *= oldParentRot;
2918 axPos *= Quaternion.Inverse(axRot); 3353 axPos *= Quaternion.Inverse(axRot);
2919 prim.OffsetPosition = axPos; 3354 prim.OffsetPosition = axPos;
2920 Quaternion primsRot = prim.RotationOffset; 3355
2921 Quaternion newRot = oldParentRot * primsRot;
2922 newRot = Quaternion.Inverse(axRot) * newRot;
2923 prim.RotationOffset = newRot;
2924 prim.ScheduleTerseUpdate();
2925 prim.IgnoreUndoUpdate = false; 3356 prim.IgnoreUndoUpdate = false;
2926 } 3357 }
2927 } 3358 }
@@ -2935,8 +3366,8 @@ namespace OpenSim.Region.Framework.Scenes
2935//// childpart.StoreUndoState(); 3366//// childpart.StoreUndoState();
2936// } 3367// }
2937// } 3368// }
2938 3369 HasGroupChanged = true;
2939 m_rootPart.ScheduleTerseUpdate(); 3370 ScheduleGroupForFullUpdate();
2940 3371
2941// m_log.DebugFormat( 3372// m_log.DebugFormat(
2942// "[SCENE OBJECT GROUP]: Updated root rotation of {0} {1} to {2}", 3373// "[SCENE OBJECT GROUP]: Updated root rotation of {0} {1} to {2}",
@@ -3164,7 +3595,6 @@ namespace OpenSim.Region.Framework.Scenes
3164 public float GetMass() 3595 public float GetMass()
3165 { 3596 {
3166 float retmass = 0f; 3597 float retmass = 0f;
3167
3168 SceneObjectPart[] parts = m_parts.GetArray(); 3598 SceneObjectPart[] parts = m_parts.GetArray();
3169 for (int i = 0; i < parts.Length; i++) 3599 for (int i = 0; i < parts.Length; i++)
3170 retmass += parts[i].GetMass(); 3600 retmass += parts[i].GetMass();
@@ -3260,6 +3690,14 @@ namespace OpenSim.Region.Framework.Scenes
3260 SetFromItemID(uuid); 3690 SetFromItemID(uuid);
3261 } 3691 }
3262 3692
3693 public void ResetOwnerChangeFlag()
3694 {
3695 ForEachPart(delegate(SceneObjectPart part)
3696 {
3697 part.ResetOwnerChangeFlag();
3698 });
3699 }
3700
3263 #endregion 3701 #endregion
3264 } 3702 }
3265} 3703}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index aea47e6..fa8b1c0 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -62,7 +62,8 @@ namespace OpenSim.Region.Framework.Scenes
62 TELEPORT = 512, 62 TELEPORT = 512,
63 REGION_RESTART = 1024, 63 REGION_RESTART = 1024,
64 MEDIA = 2048, 64 MEDIA = 2048,
65 ANIMATION = 16384 65 ANIMATION = 16384,
66 POSITION = 32768
66 } 67 }
67 68
68 // I don't really know where to put this except here. 69 // I don't really know where to put this except here.
@@ -184,6 +185,15 @@ namespace OpenSim.Region.Framework.Scenes
184 185
185 public UUID FromFolderID; 186 public UUID FromFolderID;
186 187
188 // The following two are to hold the attachment data
189 // while an object is inworld
190 [XmlIgnore]
191 public byte AttachPoint = 0;
192
193 [XmlIgnore]
194 public Vector3 AttachOffset = Vector3.Zero;
195
196 [XmlIgnore]
187 public int STATUS_ROTATE_X; 197 public int STATUS_ROTATE_X;
188 198
189 public int STATUS_ROTATE_Y; 199 public int STATUS_ROTATE_Y;
@@ -210,8 +220,7 @@ namespace OpenSim.Region.Framework.Scenes
210 220
211 public Vector3 RotationAxis = Vector3.One; 221 public Vector3 RotationAxis = Vector3.One;
212 222
213 public bool VolumeDetectActive; // XmlIgnore set to avoid problems with persistance until I come to care for this 223 public bool VolumeDetectActive;
214 // Certainly this must be a persistant setting finally
215 224
216 public bool IsWaitingForFirstSpinUpdatePacket; 225 public bool IsWaitingForFirstSpinUpdatePacket;
217 226
@@ -252,6 +261,7 @@ namespace OpenSim.Region.Framework.Scenes
252 private Quaternion m_sitTargetOrientation = Quaternion.Identity; 261 private Quaternion m_sitTargetOrientation = Quaternion.Identity;
253 private Vector3 m_sitTargetPosition; 262 private Vector3 m_sitTargetPosition;
254 private string m_sitAnimation = "SIT"; 263 private string m_sitAnimation = "SIT";
264 private bool m_occupied; // KF if any av is sitting on this prim
255 private string m_text = String.Empty; 265 private string m_text = String.Empty;
256 private string m_touchName = String.Empty; 266 private string m_touchName = String.Empty;
257 private readonly Stack<UndoState> m_undo = new Stack<UndoState>(5); 267 private readonly Stack<UndoState> m_undo = new Stack<UndoState>(5);
@@ -284,6 +294,7 @@ namespace OpenSim.Region.Framework.Scenes
284 protected Vector3 m_lastAcceleration; 294 protected Vector3 m_lastAcceleration;
285 protected Vector3 m_lastAngularVelocity; 295 protected Vector3 m_lastAngularVelocity;
286 protected int m_lastTerseSent; 296 protected int m_lastTerseSent;
297 protected float m_buoyancy = 0.0f;
287 298
288 /// <summary> 299 /// <summary>
289 /// Stores media texture data 300 /// Stores media texture data
@@ -339,7 +350,7 @@ namespace OpenSim.Region.Framework.Scenes
339 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, 350 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition,
340 Quaternion rotationOffset, Vector3 offsetPosition) : this() 351 Quaternion rotationOffset, Vector3 offsetPosition) : this()
341 { 352 {
342 m_name = "Primitive"; 353 m_name = "Object";
343 354
344 CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed); 355 CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed);
345 LastOwnerID = CreatorID = OwnerID = ownerID; 356 LastOwnerID = CreatorID = OwnerID = ownerID;
@@ -379,7 +390,7 @@ namespace OpenSim.Region.Framework.Scenes
379 private uint _ownerMask = (uint)PermissionMask.All; 390 private uint _ownerMask = (uint)PermissionMask.All;
380 private uint _groupMask = (uint)PermissionMask.None; 391 private uint _groupMask = (uint)PermissionMask.None;
381 private uint _everyoneMask = (uint)PermissionMask.None; 392 private uint _everyoneMask = (uint)PermissionMask.None;
382 private uint _nextOwnerMask = (uint)PermissionMask.All; 393 private uint _nextOwnerMask = (uint)(PermissionMask.Move | PermissionMask.Modify | PermissionMask.Transfer);
383 private PrimFlags _flags = PrimFlags.None; 394 private PrimFlags _flags = PrimFlags.None;
384 private DateTime m_expires; 395 private DateTime m_expires;
385 private DateTime m_rezzed; 396 private DateTime m_rezzed;
@@ -473,12 +484,16 @@ namespace OpenSim.Region.Framework.Scenes
473 } 484 }
474 485
475 /// <value> 486 /// <value>
476 /// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes 487 /// Get the inventory list
477 /// </value> 488 /// </value>
478 public TaskInventoryDictionary TaskInventory 489 public TaskInventoryDictionary TaskInventory
479 { 490 {
480 get { return m_inventory.Items; } 491 get {
481 set { m_inventory.Items = value; } 492 return m_inventory.Items;
493 }
494 set {
495 m_inventory.Items = value;
496 }
482 } 497 }
483 498
484 /// <summary> 499 /// <summary>
@@ -623,14 +638,12 @@ namespace OpenSim.Region.Framework.Scenes
623 set { m_LoopSoundSlavePrims = value; } 638 set { m_LoopSoundSlavePrims = value; }
624 } 639 }
625 640
626
627 public Byte[] TextureAnimation 641 public Byte[] TextureAnimation
628 { 642 {
629 get { return m_TextureAnimation; } 643 get { return m_TextureAnimation; }
630 set { m_TextureAnimation = value; } 644 set { m_TextureAnimation = value; }
631 } 645 }
632 646
633
634 public Byte[] ParticleSystem 647 public Byte[] ParticleSystem
635 { 648 {
636 get { return m_particleSystem; } 649 get { return m_particleSystem; }
@@ -667,9 +680,11 @@ namespace OpenSim.Region.Framework.Scenes
667 { 680 {
668 // If this is a linkset, we don't want the physics engine mucking up our group position here. 681 // If this is a linkset, we don't want the physics engine mucking up our group position here.
669 PhysicsActor actor = PhysActor; 682 PhysicsActor actor = PhysActor;
670 if (actor != null && ParentID == 0) 683 if (ParentID == 0)
671 { 684 {
672 m_groupPosition = actor.Position; 685 if (actor != null)
686 m_groupPosition = actor.Position;
687 return m_groupPosition;
673 } 688 }
674 689
675 if (ParentGroup.IsAttachment) 690 if (ParentGroup.IsAttachment)
@@ -679,12 +694,14 @@ namespace OpenSim.Region.Framework.Scenes
679 return sp.AbsolutePosition; 694 return sp.AbsolutePosition;
680 } 695 }
681 696
697 // use root prim's group position. Physics may have updated it
698 if (ParentGroup.RootPart != this)
699 m_groupPosition = ParentGroup.RootPart.GroupPosition;
682 return m_groupPosition; 700 return m_groupPosition;
683 } 701 }
684 set 702 set
685 { 703 {
686 m_groupPosition = value; 704 m_groupPosition = value;
687
688 PhysicsActor actor = PhysActor; 705 PhysicsActor actor = PhysActor;
689 if (actor != null) 706 if (actor != null)
690 { 707 {
@@ -710,16 +727,6 @@ namespace OpenSim.Region.Framework.Scenes
710 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message); 727 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message);
711 } 728 }
712 } 729 }
713
714 // TODO if we decide to do sitting in a more SL compatible way (multiple avatars per prim), this has to be fixed, too
715 if (SitTargetAvatar != UUID.Zero)
716 {
717 ScenePresence avatar;
718 if (ParentGroup.Scene.TryGetScenePresence(SitTargetAvatar, out avatar))
719 {
720 avatar.ParentPosition = GetWorldPosition();
721 }
722 }
723 } 730 }
724 } 731 }
725 732
@@ -728,7 +735,7 @@ namespace OpenSim.Region.Framework.Scenes
728 get { return m_offsetPosition; } 735 get { return m_offsetPosition; }
729 set 736 set
730 { 737 {
731// StoreUndoState(); 738 Vector3 oldpos = m_offsetPosition;
732 m_offsetPosition = value; 739 m_offsetPosition = value;
733 740
734 if (ParentGroup != null && !ParentGroup.IsDeleted) 741 if (ParentGroup != null && !ParentGroup.IsDeleted)
@@ -743,7 +750,22 @@ namespace OpenSim.Region.Framework.Scenes
743 if (ParentGroup.Scene != null) 750 if (ParentGroup.Scene != null)
744 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 751 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
745 } 752 }
753
754 if (!m_parentGroup.m_dupeInProgress)
755 {
756 List<ScenePresence> avs = ParentGroup.GetLinkedAvatars();
757 foreach (ScenePresence av in avs)
758 {
759 if (av.ParentID == m_localId)
760 {
761 Vector3 offset = (m_offsetPosition - oldpos);
762 av.AbsolutePosition += offset;
763 av.SendAvatarDataToAllAgents();
764 }
765 }
766 }
746 } 767 }
768 TriggerScriptChangedEvent(Changed.POSITION);
747 } 769 }
748 } 770 }
749 771
@@ -892,7 +914,16 @@ namespace OpenSim.Region.Framework.Scenes
892 /// <summary></summary> 914 /// <summary></summary>
893 public Vector3 Acceleration 915 public Vector3 Acceleration
894 { 916 {
895 get { return m_acceleration; } 917 get
918 {
919 PhysicsActor actor = PhysActor;
920 if (actor != null)
921 {
922 m_acceleration = actor.Acceleration;
923 }
924 return m_acceleration;
925 }
926
896 set { m_acceleration = value; } 927 set { m_acceleration = value; }
897 } 928 }
898 929
@@ -1043,10 +1074,7 @@ namespace OpenSim.Region.Framework.Scenes
1043 { 1074 {
1044 get 1075 get
1045 { 1076 {
1046 if (ParentGroup.IsAttachment) 1077 return GroupPosition + (m_offsetPosition * ParentGroup.RootPart.RotationOffset);
1047 return GroupPosition;
1048
1049 return m_offsetPosition + m_groupPosition;
1050 } 1078 }
1051 } 1079 }
1052 1080
@@ -1216,6 +1244,13 @@ namespace OpenSim.Region.Framework.Scenes
1216 _flags = value; 1244 _flags = value;
1217 } 1245 }
1218 } 1246 }
1247
1248 [XmlIgnore]
1249 public bool IsOccupied // KF If an av is sittingon this prim
1250 {
1251 get { return m_occupied; }
1252 set { m_occupied = value; }
1253 }
1219 1254
1220 /// <summary> 1255 /// <summary>
1221 /// ID of the avatar that is sat on us. If there is no such avatar then is UUID.Zero 1256 /// ID of the avatar that is sat on us. If there is no such avatar then is UUID.Zero
@@ -1275,6 +1310,19 @@ namespace OpenSim.Region.Framework.Scenes
1275 set { m_collisionSoundVolume = value; } 1310 set { m_collisionSoundVolume = value; }
1276 } 1311 }
1277 1312
1313 public float Buoyancy
1314 {
1315 get { return m_buoyancy; }
1316 set
1317 {
1318 m_buoyancy = value;
1319 if (PhysActor != null)
1320 {
1321 PhysActor.Buoyancy = value;
1322 }
1323 }
1324 }
1325
1278 #endregion Public Properties with only Get 1326 #endregion Public Properties with only Get
1279 1327
1280 private uint ApplyMask(uint val, bool set, uint mask) 1328 private uint ApplyMask(uint val, bool set, uint mask)
@@ -1599,6 +1647,9 @@ namespace OpenSim.Region.Framework.Scenes
1599 1647
1600 // Move afterwards ResetIDs as it clears the localID 1648 // Move afterwards ResetIDs as it clears the localID
1601 dupe.LocalId = localID; 1649 dupe.LocalId = localID;
1650 if(dupe.PhysActor != null)
1651 dupe.PhysActor.LocalID = localID;
1652
1602 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated. 1653 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated.
1603 dupe.LastOwnerID = OwnerID; 1654 dupe.LastOwnerID = OwnerID;
1604 1655
@@ -1960,19 +2011,17 @@ namespace OpenSim.Region.Framework.Scenes
1960 public Vector3 GetWorldPosition() 2011 public Vector3 GetWorldPosition()
1961 { 2012 {
1962 Quaternion parentRot = ParentGroup.RootPart.RotationOffset; 2013 Quaternion parentRot = ParentGroup.RootPart.RotationOffset;
1963
1964 Vector3 axPos = OffsetPosition; 2014 Vector3 axPos = OffsetPosition;
1965
1966 axPos *= parentRot; 2015 axPos *= parentRot;
1967 Vector3 translationOffsetPosition = axPos; 2016 Vector3 translationOffsetPosition = axPos;
1968 2017 if(_parentID == 0)
1969// m_log.DebugFormat("[SCENE OBJECT PART]: Found group pos {0} for part {1}", GroupPosition, Name); 2018 {
1970 2019 return GroupPosition;
1971 Vector3 worldPos = GroupPosition + translationOffsetPosition; 2020 }
1972 2021 else
1973// m_log.DebugFormat("[SCENE OBJECT PART]: Found world pos {0} for part {1}", worldPos, Name); 2022 {
1974 2023 return ParentGroup.AbsolutePosition + translationOffsetPosition; //KF: Fix child prim position
1975 return worldPos; 2024 }
1976 } 2025 }
1977 2026
1978 /// <summary> 2027 /// <summary>
@@ -2610,17 +2659,18 @@ namespace OpenSim.Region.Framework.Scenes
2610 //Trys to fetch sound id from prim's inventory. 2659 //Trys to fetch sound id from prim's inventory.
2611 //Prim's inventory doesn't support non script items yet 2660 //Prim's inventory doesn't support non script items yet
2612 2661
2613 lock (TaskInventory) 2662 TaskInventory.LockItemsForRead(true);
2663
2664 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
2614 { 2665 {
2615 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 2666 if (item.Value.Name == sound)
2616 { 2667 {
2617 if (item.Value.Name == sound) 2668 soundID = item.Value.ItemID;
2618 { 2669 break;
2619 soundID = item.Value.ItemID;
2620 break;
2621 }
2622 } 2670 }
2623 } 2671 }
2672
2673 TaskInventory.LockItemsForRead(false);
2624 } 2674 }
2625 2675
2626 ParentGroup.Scene.ForEachRootScenePresence(delegate(ScenePresence sp) 2676 ParentGroup.Scene.ForEachRootScenePresence(delegate(ScenePresence sp)
@@ -2703,7 +2753,7 @@ namespace OpenSim.Region.Framework.Scenes
2703 2753
2704 public void RotLookAt(Quaternion target, float strength, float damping) 2754 public void RotLookAt(Quaternion target, float strength, float damping)
2705 { 2755 {
2706 rotLookAt(target, strength, damping); 2756 m_parentGroup.rotLookAt(target, strength, damping); // This calls method in SceneObjectGroup.
2707 } 2757 }
2708 2758
2709 public void rotLookAt(Quaternion target, float strength, float damping) 2759 public void rotLookAt(Quaternion target, float strength, float damping)
@@ -2929,8 +2979,8 @@ namespace OpenSim.Region.Framework.Scenes
2929 { 2979 {
2930 const float ROTATION_TOLERANCE = 0.01f; 2980 const float ROTATION_TOLERANCE = 0.01f;
2931 const float VELOCITY_TOLERANCE = 0.001f; 2981 const float VELOCITY_TOLERANCE = 0.001f;
2932 const float POSITION_TOLERANCE = 0.05f; 2982 const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary
2933 const int TIME_MS_TOLERANCE = 3000; 2983 const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds.
2934 2984
2935 switch (UpdateFlag) 2985 switch (UpdateFlag)
2936 { 2986 {
@@ -2992,17 +3042,16 @@ namespace OpenSim.Region.Framework.Scenes
2992 if (!UUID.TryParse(sound, out soundID)) 3042 if (!UUID.TryParse(sound, out soundID))
2993 { 3043 {
2994 // search sound file from inventory 3044 // search sound file from inventory
2995 lock (TaskInventory) 3045 TaskInventory.LockItemsForRead(true);
3046 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
2996 { 3047 {
2997 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 3048 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound)
2998 { 3049 {
2999 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound) 3050 soundID = item.Value.ItemID;
3000 { 3051 break;
3001 soundID = item.Value.ItemID;
3002 break;
3003 }
3004 } 3052 }
3005 } 3053 }
3054 TaskInventory.LockItemsForRead(false);
3006 } 3055 }
3007 3056
3008 if (soundID == UUID.Zero) 3057 if (soundID == UUID.Zero)
@@ -3476,10 +3525,10 @@ namespace OpenSim.Region.Framework.Scenes
3476 // TODO: May need to fix for group comparison 3525 // TODO: May need to fix for group comparison
3477 if (last.Compare(this)) 3526 if (last.Compare(this))
3478 { 3527 {
3479 // m_log.DebugFormat( 3528 // m_log.DebugFormat(
3480 // "[SCENE OBJECT PART]: Not storing undo for {0} {1} since current state is same as last undo state, initial stack size {2}", 3529 // "[SCENE OBJECT PART]: Not storing undo for {0} {1} since current state is same as last undo state, initial stack size {2}",
3481 // Name, LocalId, m_undo.Count); 3530 // Name, LocalId, m_undo.Count);
3482 3531
3483 return; 3532 return;
3484 } 3533 }
3485 } 3534 }
@@ -3492,29 +3541,29 @@ namespace OpenSim.Region.Framework.Scenes
3492 if (ParentGroup.GetSceneMaxUndo() > 0) 3541 if (ParentGroup.GetSceneMaxUndo() > 0)
3493 { 3542 {
3494 UndoState nUndo = new UndoState(this, forGroup); 3543 UndoState nUndo = new UndoState(this, forGroup);
3495 3544
3496 m_undo.Push(nUndo); 3545 m_undo.Push(nUndo);
3497 3546
3498 if (m_redo.Count > 0) 3547 if (m_redo.Count > 0)
3499 m_redo.Clear(); 3548 m_redo.Clear();
3500 3549
3501 // m_log.DebugFormat( 3550 // m_log.DebugFormat(
3502 // "[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}", 3551 // "[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}",
3503 // Name, LocalId, forGroup, m_undo.Count); 3552 // Name, LocalId, forGroup, m_undo.Count);
3504 } 3553 }
3505 } 3554 }
3506 } 3555 }
3507 } 3556 }
3508// else 3557 // else
3509// { 3558 // {
3510// m_log.DebugFormat("[SCENE OBJECT PART]: Ignoring undo store for {0} {1}", Name, LocalId); 3559 // m_log.DebugFormat("[SCENE OBJECT PART]: Ignoring undo store for {0} {1}", Name, LocalId);
3511// } 3560 // }
3512 } 3561 }
3513// else 3562 // else
3514// { 3563 // {
3515// m_log.DebugFormat( 3564 // m_log.DebugFormat(
3516// "[SCENE OBJECT PART]: Ignoring undo store for {0} {1} since already undoing", Name, LocalId); 3565 // "[SCENE OBJECT PART]: Ignoring undo store for {0} {1} since already undoing", Name, LocalId);
3517// } 3566 // }
3518 } 3567 }
3519 3568
3520 /// <summary> 3569 /// <summary>
@@ -4245,6 +4294,9 @@ namespace OpenSim.Region.Framework.Scenes
4245 bool wasPhantom = ((Flags & PrimFlags.Phantom) != 0); 4294 bool wasPhantom = ((Flags & PrimFlags.Phantom) != 0);
4246 bool wasVD = VolumeDetectActive; 4295 bool wasVD = VolumeDetectActive;
4247 4296
4297// m_log.DebugFormat("[SOP]: Old states: phys: {0} temp: {1} phan: {2} vd: {3}", wasUsingPhysics, wasTemporary, wasPhantom, wasVD);
4298// m_log.DebugFormat("[SOP]: New states: phys: {0} temp: {1} phan: {2} vd: {3}", UsePhysics, SetTemporary, SetPhantom, SetVD);
4299
4248 if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD)) 4300 if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD))
4249 return; 4301 return;
4250 4302
@@ -4274,6 +4326,11 @@ namespace OpenSim.Region.Framework.Scenes
4274 SetPhantom = false; 4326 SetPhantom = false;
4275 } 4327 }
4276 } 4328 }
4329 else if (wasVD)
4330 {
4331 // Correspondingly, if VD is turned off, also turn off phantom
4332 SetPhantom = false;
4333 }
4277 4334
4278 if (UsePhysics && IsJoint()) 4335 if (UsePhysics && IsJoint())
4279 { 4336 {
@@ -4768,5 +4825,17 @@ namespace OpenSim.Region.Framework.Scenes
4768 Color color = Color; 4825 Color color = Color;
4769 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); 4826 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A));
4770 } 4827 }
4828
4829 public void ResetOwnerChangeFlag()
4830 {
4831 List<UUID> inv = Inventory.GetInventoryList();
4832
4833 foreach (UUID itemID in inv)
4834 {
4835 TaskInventoryItem item = Inventory.GetInventoryItem(itemID);
4836 item.OwnerChanged = false;
4837 Inventory.UpdateInventoryItem(item, false, false);
4838 }
4839 }
4771 } 4840 }
4772} 4841}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
index daddb90..2335ad5 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
@@ -48,6 +48,9 @@ namespace OpenSim.Region.Framework.Scenes
48 private string m_inventoryFileName = String.Empty; 48 private string m_inventoryFileName = String.Empty;
49 private byte[] m_inventoryFileData = new byte[0]; 49 private byte[] m_inventoryFileData = new byte[0];
50 private uint m_inventoryFileNameSerial = 0; 50 private uint m_inventoryFileNameSerial = 0;
51 private bool m_inventoryPrivileged = false;
52
53 private Dictionary<UUID, ArrayList> m_scriptErrors = new Dictionary<UUID, ArrayList>();
51 54
52 /// <value> 55 /// <value>
53 /// The part to which the inventory belongs. 56 /// The part to which the inventory belongs.
@@ -84,11 +87,14 @@ namespace OpenSim.Region.Framework.Scenes
84 /// </value> 87 /// </value>
85 protected internal TaskInventoryDictionary Items 88 protected internal TaskInventoryDictionary Items
86 { 89 {
87 get { return m_items; } 90 get {
91 return m_items;
92 }
88 set 93 set
89 { 94 {
90 m_items = value; 95 m_items = value;
91 m_inventorySerial++; 96 m_inventorySerial++;
97 QueryScriptStates();
92 } 98 }
93 } 99 }
94 100
@@ -123,38 +129,45 @@ namespace OpenSim.Region.Framework.Scenes
123 public void ResetInventoryIDs() 129 public void ResetInventoryIDs()
124 { 130 {
125 if (null == m_part) 131 if (null == m_part)
126 return; 132 m_items.LockItemsForWrite(true);
127 133
128 lock (m_items) 134 if (Items.Count == 0)
129 { 135 {
130 if (0 == m_items.Count) 136 m_items.LockItemsForWrite(false);
131 return; 137 return;
138 }
132 139
133 IList<TaskInventoryItem> items = GetInventoryItems(); 140 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
134 m_items.Clear(); 141 Items.Clear();
135 142
136 foreach (TaskInventoryItem item in items) 143 foreach (TaskInventoryItem item in items)
137 { 144 {
138 item.ResetIDs(m_part.UUID); 145 item.ResetIDs(m_part.UUID);
139 m_items.Add(item.ItemID, item); 146 Items.Add(item.ItemID, item);
140 }
141 } 147 }
148 m_items.LockItemsForWrite(false);
142 } 149 }
143 150
144 public void ResetObjectID() 151 public void ResetObjectID()
145 { 152 {
146 lock (Items) 153 m_items.LockItemsForWrite(true);
154
155 if (Items.Count == 0)
147 { 156 {
148 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values); 157 m_items.LockItemsForWrite(false);
149 Items.Clear(); 158 return;
150
151 foreach (TaskInventoryItem item in items)
152 {
153 item.ParentPartID = m_part.UUID;
154 item.ParentID = m_part.UUID;
155 Items.Add(item.ItemID, item);
156 }
157 } 159 }
160
161 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
162 Items.Clear();
163
164 foreach (TaskInventoryItem item in items)
165 {
166 item.ParentPartID = m_part.UUID;
167 item.ParentID = m_part.UUID;
168 Items.Add(item.ItemID, item);
169 }
170 m_items.LockItemsForWrite(false);
158 } 171 }
159 172
160 /// <summary> 173 /// <summary>
@@ -163,12 +176,11 @@ namespace OpenSim.Region.Framework.Scenes
163 /// <param name="ownerId"></param> 176 /// <param name="ownerId"></param>
164 public void ChangeInventoryOwner(UUID ownerId) 177 public void ChangeInventoryOwner(UUID ownerId)
165 { 178 {
166 lock (Items) 179 m_items.LockItemsForWrite(true);
180 if (0 == Items.Count)
167 { 181 {
168 if (0 == Items.Count) 182 m_items.LockItemsForWrite(false);
169 { 183 return;
170 return;
171 }
172 } 184 }
173 185
174 HasInventoryChanged = true; 186 HasInventoryChanged = true;
@@ -184,6 +196,7 @@ namespace OpenSim.Region.Framework.Scenes
184 item.PermsGranter = UUID.Zero; 196 item.PermsGranter = UUID.Zero;
185 item.OwnerChanged = true; 197 item.OwnerChanged = true;
186 } 198 }
199 m_items.LockItemsForWrite(false);
187 } 200 }
188 201
189 /// <summary> 202 /// <summary>
@@ -192,12 +205,11 @@ namespace OpenSim.Region.Framework.Scenes
192 /// <param name="groupID"></param> 205 /// <param name="groupID"></param>
193 public void ChangeInventoryGroup(UUID groupID) 206 public void ChangeInventoryGroup(UUID groupID)
194 { 207 {
195 lock (Items) 208 m_items.LockItemsForWrite(true);
209 if (0 == Items.Count)
196 { 210 {
197 if (0 == Items.Count) 211 m_items.LockItemsForWrite(false);
198 { 212 return;
199 return;
200 }
201 } 213 }
202 214
203 // Don't let this set the HasGroupChanged flag for attachments 215 // Don't let this set the HasGroupChanged flag for attachments
@@ -209,12 +221,45 @@ namespace OpenSim.Region.Framework.Scenes
209 m_part.ParentGroup.HasGroupChanged = true; 221 m_part.ParentGroup.HasGroupChanged = true;
210 } 222 }
211 223
212 List<TaskInventoryItem> items = GetInventoryItems(); 224 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
213 foreach (TaskInventoryItem item in items) 225 foreach (TaskInventoryItem item in items)
214 { 226 {
215 if (groupID != item.GroupID) 227 if (groupID != item.GroupID)
228 {
216 item.GroupID = groupID; 229 item.GroupID = groupID;
230 }
231 }
232 m_items.LockItemsForWrite(false);
233 }
234
235 private void QueryScriptStates()
236 {
237 if (m_part == null || m_part.ParentGroup == null)
238 return;
239
240 IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces<IScriptModule>();
241 if (engines == null) // No engine at all
242 return;
243
244 Items.LockItemsForRead(true);
245 foreach (TaskInventoryItem item in Items.Values)
246 {
247 if (item.InvType == (int)InventoryType.LSL)
248 {
249 foreach (IScriptModule e in engines)
250 {
251 bool running;
252
253 if (e.HasScript(item.ItemID, out running))
254 {
255 item.ScriptRunning = running;
256 break;
257 }
258 }
259 }
217 } 260 }
261
262 Items.LockItemsForRead(false);
218 } 263 }
219 264
220 /// <summary> 265 /// <summary>
@@ -222,9 +267,14 @@ namespace OpenSim.Region.Framework.Scenes
222 /// </summary> 267 /// </summary>
223 public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource) 268 public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource)
224 { 269 {
225 List<TaskInventoryItem> scripts = GetInventoryScripts(); 270 Items.LockItemsForRead(true);
226 foreach (TaskInventoryItem item in scripts) 271 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
227 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); 272 Items.LockItemsForRead(false);
273 foreach (TaskInventoryItem item in items)
274 {
275 if ((int)InventoryType.LSL == item.InvType)
276 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource);
277 }
228 } 278 }
229 279
230 public ArrayList GetScriptErrors(UUID itemID) 280 public ArrayList GetScriptErrors(UUID itemID)
@@ -255,9 +305,18 @@ namespace OpenSim.Region.Framework.Scenes
255 /// </param> 305 /// </param>
256 public void RemoveScriptInstances(bool sceneObjectBeingDeleted) 306 public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
257 { 307 {
258 List<TaskInventoryItem> scripts = GetInventoryScripts(); 308 Items.LockItemsForRead(true);
259 foreach (TaskInventoryItem item in scripts) 309 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
260 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted); 310 Items.LockItemsForRead(false);
311
312 foreach (TaskInventoryItem item in items)
313 {
314 if ((int)InventoryType.LSL == item.InvType)
315 {
316 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted);
317 m_part.RemoveScriptEvents(item.ItemID);
318 }
319 }
261 } 320 }
262 321
263 /// <summary> 322 /// <summary>
@@ -273,7 +332,10 @@ namespace OpenSim.Region.Framework.Scenes
273 // item.Name, item.ItemID, Name, UUID); 332 // item.Name, item.ItemID, Name, UUID);
274 333
275 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID)) 334 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID))
335 {
336 StoreScriptError(item.ItemID, "no permission");
276 return; 337 return;
338 }
277 339
278 m_part.AddFlag(PrimFlags.Scripted); 340 m_part.AddFlag(PrimFlags.Scripted);
279 341
@@ -282,14 +344,13 @@ namespace OpenSim.Region.Framework.Scenes
282 if (stateSource == 2 && // Prim crossing 344 if (stateSource == 2 && // Prim crossing
283 m_part.ParentGroup.Scene.m_trustBinaries) 345 m_part.ParentGroup.Scene.m_trustBinaries)
284 { 346 {
285 lock (m_items) 347 m_items.LockItemsForWrite(true);
286 { 348 m_items[item.ItemID].PermsMask = 0;
287 m_items[item.ItemID].PermsMask = 0; 349 m_items[item.ItemID].PermsGranter = UUID.Zero;
288 m_items[item.ItemID].PermsGranter = UUID.Zero; 350 m_items.LockItemsForWrite(false);
289 }
290
291 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 351 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
292 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource); 352 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource);
353 StoreScriptErrors(item.ItemID, null);
293 m_part.ParentGroup.AddActiveScriptCount(1); 354 m_part.ParentGroup.AddActiveScriptCount(1);
294 m_part.ScheduleFullUpdate(); 355 m_part.ScheduleFullUpdate();
295 return; 356 return;
@@ -298,6 +359,8 @@ namespace OpenSim.Region.Framework.Scenes
298 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString()); 359 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString());
299 if (null == asset) 360 if (null == asset)
300 { 361 {
362 string msg = String.Format("asset ID {0} could not be found", item.AssetID);
363 StoreScriptError(item.ItemID, msg);
301 m_log.ErrorFormat( 364 m_log.ErrorFormat(
302 "[PRIM INVENTORY]: " + 365 "[PRIM INVENTORY]: " +
303 "Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found", 366 "Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found",
@@ -309,15 +372,20 @@ namespace OpenSim.Region.Framework.Scenes
309 if (m_part.ParentGroup.m_savedScriptState != null) 372 if (m_part.ParentGroup.m_savedScriptState != null)
310 RestoreSavedScriptState(item.OldItemID, item.ItemID); 373 RestoreSavedScriptState(item.OldItemID, item.ItemID);
311 374
312 lock (m_items) 375 m_items.LockItemsForWrite(true);
313 { 376
314 m_items[item.ItemID].PermsMask = 0; 377 m_items[item.ItemID].PermsMask = 0;
315 m_items[item.ItemID].PermsGranter = UUID.Zero; 378 m_items[item.ItemID].PermsGranter = UUID.Zero;
316 } 379
380 m_items.LockItemsForWrite(false);
317 381
318 string script = Utils.BytesToString(asset.Data); 382 string script = Utils.BytesToString(asset.Data);
319 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 383 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
320 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource); 384 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource);
385 StoreScriptErrors(item.ItemID, null);
386 if (!item.ScriptRunning)
387 m_part.ParentGroup.Scene.EventManager.TriggerStopScript(
388 m_part.LocalId, item.ItemID);
321 m_part.ParentGroup.AddActiveScriptCount(1); 389 m_part.ParentGroup.AddActiveScriptCount(1);
322 m_part.ScheduleFullUpdate(); 390 m_part.ScheduleFullUpdate();
323 } 391 }
@@ -383,21 +451,145 @@ namespace OpenSim.Region.Framework.Scenes
383 451
384 /// <summary> 452 /// <summary>
385 /// Start a script which is in this prim's inventory. 453 /// Start a script which is in this prim's inventory.
454 /// Some processing may occur in the background, but this routine returns asap.
386 /// </summary> 455 /// </summary>
387 /// <param name="itemId"> 456 /// <param name="itemId">
388 /// A <see cref="UUID"/> 457 /// A <see cref="UUID"/>
389 /// </param> 458 /// </param>
390 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource) 459 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
391 { 460 {
392 TaskInventoryItem item = GetInventoryItem(itemId); 461 lock (m_scriptErrors)
393 if (item != null) 462 {
394 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); 463 // Indicate to CreateScriptInstanceInternal() we don't want it to wait for completion
464 m_scriptErrors.Remove(itemId);
465 }
466 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
467 }
468
469 private void CreateScriptInstanceInternal(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
470 {
471 m_items.LockItemsForRead(true);
472 if (m_items.ContainsKey(itemId))
473 {
474 if (m_items.ContainsKey(itemId))
475 {
476 m_items.LockItemsForRead(false);
477 CreateScriptInstance(m_items[itemId], startParam, postOnRez, engine, stateSource);
478 }
479 else
480 {
481 m_items.LockItemsForRead(false);
482 string msg = String.Format("couldn't be found for prim {0}, {1} at {2} in {3}", m_part.Name, m_part.UUID,
483 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
484 StoreScriptError(itemId, msg);
485 m_log.ErrorFormat(
486 "[PRIM INVENTORY]: " +
487 "Couldn't start script with ID {0} since it {1}", itemId, msg);
488 }
489 }
395 else 490 else
491 {
492 m_items.LockItemsForRead(false);
493 string msg = String.Format("couldn't be found for prim {0}, {1}", m_part.Name, m_part.UUID);
494 StoreScriptError(itemId, msg);
396 m_log.ErrorFormat( 495 m_log.ErrorFormat(
397 "[PRIM INVENTORY]: " + 496 "[PRIM INVENTORY]: " +
398 "Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}", 497 "Couldn't start script with ID {0} since it {1}", itemId, msg);
399 itemId, m_part.Name, m_part.UUID, 498 }
400 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 499
500 }
501
502 /// <summary>
503 /// Start a script which is in this prim's inventory and return any compilation error messages.
504 /// </summary>
505 /// <param name="itemId">
506 /// A <see cref="UUID"/>
507 /// </param>
508 public ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
509 {
510 ArrayList errors;
511
512 // Indicate to CreateScriptInstanceInternal() we want it to
513 // post any compilation/loading error messages
514 lock (m_scriptErrors)
515 {
516 m_scriptErrors[itemId] = null;
517 }
518
519 // Perform compilation/loading
520 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
521
522 // Wait for and retrieve any errors
523 lock (m_scriptErrors)
524 {
525 while ((errors = m_scriptErrors[itemId]) == null)
526 {
527 if (!System.Threading.Monitor.Wait(m_scriptErrors, 15000))
528 {
529 m_log.ErrorFormat(
530 "[PRIM INVENTORY]: " +
531 "timedout waiting for script {0} errors", itemId);
532 errors = m_scriptErrors[itemId];
533 if (errors == null)
534 {
535 errors = new ArrayList(1);
536 errors.Add("timedout waiting for errors");
537 }
538 break;
539 }
540 }
541 m_scriptErrors.Remove(itemId);
542 }
543 return errors;
544 }
545
546 // Signal to CreateScriptInstanceEr() that compilation/loading is complete
547 private void StoreScriptErrors(UUID itemId, ArrayList errors)
548 {
549 lock (m_scriptErrors)
550 {
551 // If compilation/loading initiated via CreateScriptInstance(),
552 // it does not want the errors, so just get out
553 if (!m_scriptErrors.ContainsKey(itemId))
554 {
555 return;
556 }
557
558 // Initiated via CreateScriptInstanceEr(), if we know what the
559 // errors are, save them and wake CreateScriptInstanceEr().
560 if (errors != null)
561 {
562 m_scriptErrors[itemId] = errors;
563 System.Threading.Monitor.PulseAll(m_scriptErrors);
564 return;
565 }
566 }
567
568 // Initiated via CreateScriptInstanceEr() but we don't know what
569 // the errors are yet, so retrieve them from the script engine.
570 // This may involve some waiting internal to GetScriptErrors().
571 errors = GetScriptErrors(itemId);
572
573 // Get a default non-null value to indicate success.
574 if (errors == null)
575 {
576 errors = new ArrayList();
577 }
578
579 // Post to CreateScriptInstanceEr() and wake it up
580 lock (m_scriptErrors)
581 {
582 m_scriptErrors[itemId] = errors;
583 System.Threading.Monitor.PulseAll(m_scriptErrors);
584 }
585 }
586
587 // Like StoreScriptErrors(), but just posts a single string message
588 private void StoreScriptError(UUID itemId, string message)
589 {
590 ArrayList errors = new ArrayList(1);
591 errors.Add(message);
592 StoreScriptErrors(itemId, errors);
401 } 593 }
402 594
403 /// <summary> 595 /// <summary>
@@ -410,15 +602,7 @@ namespace OpenSim.Region.Framework.Scenes
410 /// </param> 602 /// </param>
411 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted) 603 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted)
412 { 604 {
413 bool scriptPresent = false; 605 if (m_items.ContainsKey(itemId))
414
415 lock (m_items)
416 {
417 if (m_items.ContainsKey(itemId))
418 scriptPresent = true;
419 }
420
421 if (scriptPresent)
422 { 606 {
423 if (!sceneObjectBeingDeleted) 607 if (!sceneObjectBeingDeleted)
424 m_part.RemoveScriptEvents(itemId); 608 m_part.RemoveScriptEvents(itemId);
@@ -443,14 +627,16 @@ namespace OpenSim.Region.Framework.Scenes
443 /// <returns></returns> 627 /// <returns></returns>
444 private bool InventoryContainsName(string name) 628 private bool InventoryContainsName(string name)
445 { 629 {
446 lock (m_items) 630 m_items.LockItemsForRead(true);
631 foreach (TaskInventoryItem item in m_items.Values)
447 { 632 {
448 foreach (TaskInventoryItem item in m_items.Values) 633 if (item.Name == name)
449 { 634 {
450 if (item.Name == name) 635 m_items.LockItemsForRead(false);
451 return true; 636 return true;
452 } 637 }
453 } 638 }
639 m_items.LockItemsForRead(false);
454 return false; 640 return false;
455 } 641 }
456 642
@@ -492,8 +678,9 @@ namespace OpenSim.Region.Framework.Scenes
492 /// <param name="item"></param> 678 /// <param name="item"></param>
493 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop) 679 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop)
494 { 680 {
495 List<TaskInventoryItem> il = GetInventoryItems(); 681 m_items.LockItemsForRead(true);
496 682 List<TaskInventoryItem> il = new List<TaskInventoryItem>(m_items.Values);
683 m_items.LockItemsForRead(false);
497 foreach (TaskInventoryItem i in il) 684 foreach (TaskInventoryItem i in il)
498 { 685 {
499 if (i.Name == item.Name) 686 if (i.Name == item.Name)
@@ -531,14 +718,14 @@ namespace OpenSim.Region.Framework.Scenes
531 item.Name = name; 718 item.Name = name;
532 item.GroupID = m_part.GroupID; 719 item.GroupID = m_part.GroupID;
533 720
534 lock (m_items) 721 m_items.LockItemsForWrite(true);
535 m_items.Add(item.ItemID, item); 722 m_items.Add(item.ItemID, item);
536 723 m_items.LockItemsForWrite(false);
537 if (allowedDrop) 724 if (allowedDrop)
538 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP); 725 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP);
539 else 726 else
540 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 727 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
541 728
542 m_inventorySerial++; 729 m_inventorySerial++;
543 //m_inventorySerial += 2; 730 //m_inventorySerial += 2;
544 HasInventoryChanged = true; 731 HasInventoryChanged = true;
@@ -554,15 +741,15 @@ namespace OpenSim.Region.Framework.Scenes
554 /// <param name="items"></param> 741 /// <param name="items"></param>
555 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items) 742 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items)
556 { 743 {
557 lock (m_items) 744 m_items.LockItemsForWrite(true);
745 foreach (TaskInventoryItem item in items)
558 { 746 {
559 foreach (TaskInventoryItem item in items) 747 m_items.Add(item.ItemID, item);
560 { 748// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
561 m_items.Add(item.ItemID, item);
562// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
563 }
564 m_inventorySerial++;
565 } 749 }
750 m_items.LockItemsForWrite(false);
751
752 m_inventorySerial++;
566 } 753 }
567 754
568 /// <summary> 755 /// <summary>
@@ -573,10 +760,9 @@ namespace OpenSim.Region.Framework.Scenes
573 public TaskInventoryItem GetInventoryItem(UUID itemId) 760 public TaskInventoryItem GetInventoryItem(UUID itemId)
574 { 761 {
575 TaskInventoryItem item; 762 TaskInventoryItem item;
576 763 m_items.LockItemsForRead(true);
577 lock (m_items) 764 m_items.TryGetValue(itemId, out item);
578 m_items.TryGetValue(itemId, out item); 765 m_items.LockItemsForRead(false);
579
580 return item; 766 return item;
581 } 767 }
582 768
@@ -592,15 +778,16 @@ namespace OpenSim.Region.Framework.Scenes
592 { 778 {
593 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(); 779 IList<TaskInventoryItem> items = new List<TaskInventoryItem>();
594 780
595 lock (m_items) 781 m_items.LockItemsForRead(true);
782
783 foreach (TaskInventoryItem item in m_items.Values)
596 { 784 {
597 foreach (TaskInventoryItem item in m_items.Values) 785 if (item.Name == name)
598 { 786 items.Add(item);
599 if (item.Name == name)
600 items.Add(item);
601 }
602 } 787 }
603 788
789 m_items.LockItemsForRead(false);
790
604 return items; 791 return items;
605 } 792 }
606 793
@@ -619,6 +806,9 @@ namespace OpenSim.Region.Framework.Scenes
619 string xmlData = Utils.BytesToString(rezAsset.Data); 806 string xmlData = Utils.BytesToString(rezAsset.Data);
620 SceneObjectGroup group = SceneObjectSerializer.FromOriginalXmlFormat(xmlData); 807 SceneObjectGroup group = SceneObjectSerializer.FromOriginalXmlFormat(xmlData);
621 808
809 group.RootPart.AttachPoint = group.RootPart.Shape.State;
810 group.RootPart.AttachOffset = group.AbsolutePosition;
811
622 group.ResetIDs(); 812 group.ResetIDs();
623 813
624 SceneObjectPart rootPart = group.GetChildPart(group.UUID); 814 SceneObjectPart rootPart = group.GetChildPart(group.UUID);
@@ -693,8 +883,9 @@ namespace OpenSim.Region.Framework.Scenes
693 883
694 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged) 884 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged)
695 { 885 {
696 TaskInventoryItem it = GetInventoryItem(item.ItemID); 886 m_items.LockItemsForWrite(true);
697 if (it != null) 887
888 if (m_items.ContainsKey(item.ItemID))
698 { 889 {
699// m_log.DebugFormat("[PRIM INVENTORY]: Updating item {0} in {1}", item.Name, m_part.Name); 890// m_log.DebugFormat("[PRIM INVENTORY]: Updating item {0} in {1}", item.Name, m_part.Name);
700 891
@@ -707,14 +898,10 @@ namespace OpenSim.Region.Framework.Scenes
707 item.GroupID = m_part.GroupID; 898 item.GroupID = m_part.GroupID;
708 899
709 if (item.AssetID == UUID.Zero) 900 if (item.AssetID == UUID.Zero)
710 item.AssetID = it.AssetID; 901 item.AssetID = m_items[item.ItemID].AssetID;
711 902
712 lock (m_items) 903 m_items[item.ItemID] = item;
713 { 904 m_inventorySerial++;
714 m_items[item.ItemID] = item;
715 m_inventorySerial++;
716 }
717
718 if (fireScriptEvents) 905 if (fireScriptEvents)
719 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 906 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
720 907
@@ -723,7 +910,7 @@ namespace OpenSim.Region.Framework.Scenes
723 HasInventoryChanged = true; 910 HasInventoryChanged = true;
724 m_part.ParentGroup.HasGroupChanged = true; 911 m_part.ParentGroup.HasGroupChanged = true;
725 } 912 }
726 913 m_items.LockItemsForWrite(false);
727 return true; 914 return true;
728 } 915 }
729 else 916 else
@@ -734,8 +921,9 @@ namespace OpenSim.Region.Framework.Scenes
734 item.ItemID, m_part.Name, m_part.UUID, 921 item.ItemID, m_part.Name, m_part.UUID,
735 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 922 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
736 } 923 }
737 return false; 924 m_items.LockItemsForWrite(false);
738 925
926 return false;
739 } 927 }
740 928
741 /// <summary> 929 /// <summary>
@@ -746,43 +934,59 @@ namespace OpenSim.Region.Framework.Scenes
746 /// in this prim's inventory.</returns> 934 /// in this prim's inventory.</returns>
747 public int RemoveInventoryItem(UUID itemID) 935 public int RemoveInventoryItem(UUID itemID)
748 { 936 {
749 TaskInventoryItem item = GetInventoryItem(itemID); 937 m_items.LockItemsForRead(true);
750 if (item != null) 938
939 if (m_items.ContainsKey(itemID))
751 { 940 {
752 int type = m_items[itemID].InvType; 941 int type = m_items[itemID].InvType;
942 m_items.LockItemsForRead(false);
753 if (type == 10) // Script 943 if (type == 10) // Script
754 { 944 {
755 m_part.RemoveScriptEvents(itemID);
756 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID); 945 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID);
757 } 946 }
947 m_items.LockItemsForWrite(true);
758 m_items.Remove(itemID); 948 m_items.Remove(itemID);
949 m_items.LockItemsForWrite(false);
759 m_inventorySerial++; 950 m_inventorySerial++;
760 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 951 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
761 952
762 HasInventoryChanged = true; 953 HasInventoryChanged = true;
763 m_part.ParentGroup.HasGroupChanged = true; 954 m_part.ParentGroup.HasGroupChanged = true;
764 955
765 if (!ContainsScripts()) 956 int scriptcount = 0;
957 m_items.LockItemsForRead(true);
958 foreach (TaskInventoryItem item in m_items.Values)
959 {
960 if (item.Type == 10)
961 {
962 scriptcount++;
963 }
964 }
965 m_items.LockItemsForRead(false);
966
967
968 if (scriptcount <= 0)
969 {
766 m_part.RemFlag(PrimFlags.Scripted); 970 m_part.RemFlag(PrimFlags.Scripted);
971 }
767 972
768 m_part.ScheduleFullUpdate(); 973 m_part.ScheduleFullUpdate();
769 974
770 return type; 975 return type;
771
772 } 976 }
773 else 977 else
774 { 978 {
979 m_items.LockItemsForRead(false);
775 m_log.ErrorFormat( 980 m_log.ErrorFormat(
776 "[PRIM INVENTORY]: " + 981 "[PRIM INVENTORY]: " +
777 "Tried to remove item ID {0} from prim {1}, {2} at {3} in {4} but the item does not exist in this inventory", 982 "Tried to remove item ID {0} from prim {1}, {2} but the item does not exist in this inventory",
778 itemID, m_part.Name, m_part.UUID, 983 itemID, m_part.Name, m_part.UUID);
779 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
780 } 984 }
781 985
782 return -1; 986 return -1;
783 } 987 }
784 988
785 private bool CreateInventoryFile() 989 private bool CreateInventoryFileName()
786 { 990 {
787// m_log.DebugFormat( 991// m_log.DebugFormat(
788// "[PRIM INVENTORY]: Creating inventory file for {0} {1} {2}, serial {3}", 992// "[PRIM INVENTORY]: Creating inventory file for {0} {1} {2}, serial {3}",
@@ -791,116 +995,125 @@ namespace OpenSim.Region.Framework.Scenes
791 if (m_inventoryFileName == String.Empty || 995 if (m_inventoryFileName == String.Empty ||
792 m_inventoryFileNameSerial < m_inventorySerial) 996 m_inventoryFileNameSerial < m_inventorySerial)
793 { 997 {
794 // Something changed, we need to create a new file
795 m_inventoryFileName = "inventory_" + UUID.Random().ToString() + ".tmp"; 998 m_inventoryFileName = "inventory_" + UUID.Random().ToString() + ".tmp";
796 m_inventoryFileNameSerial = m_inventorySerial; 999 m_inventoryFileNameSerial = m_inventorySerial;
797 1000
798 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero); 1001 return true;
1002 }
1003
1004 return false;
1005 }
1006
1007 /// <summary>
1008 /// Serialize all the metadata for the items in this prim's inventory ready for sending to the client
1009 /// </summary>
1010 /// <param name="xferManager"></param>
1011 public void RequestInventoryFile(IClientAPI client, IXfer xferManager)
1012 {
1013 bool changed = CreateInventoryFileName();
1014
1015 bool includeAssets = false;
1016 if (m_part.ParentGroup.Scene.Permissions.CanEditObjectInventory(m_part.UUID, client.AgentId))
1017 includeAssets = true;
1018
1019 if (m_inventoryPrivileged != includeAssets)
1020 changed = true;
1021
1022 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero);
1023
1024 Items.LockItemsForRead(true);
1025
1026 if (m_inventorySerial == 0) // No inventory
1027 {
1028 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
1029 Items.LockItemsForRead(false);
1030 return;
1031 }
799 1032
800 lock (m_items) 1033 if (m_items.Count == 0) // No inventory
1034 {
1035 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
1036 Items.LockItemsForRead(false);
1037 return;
1038 }
1039
1040 if (!changed)
1041 {
1042 if (m_inventoryFileData.Length > 2)
801 { 1043 {
802 foreach (TaskInventoryItem item in m_items.Values) 1044 xferManager.AddNewFile(m_inventoryFileName,
803 { 1045 m_inventoryFileData);
804// m_log.DebugFormat( 1046 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
805// "[PRIM INVENTORY]: Adding item {0} {1} for serial {2} on prim {3} {4} {5}", 1047 Util.StringToBytes256(m_inventoryFileName));
806// item.Name, item.ItemID, m_inventorySerial, m_part.Name, m_part.UUID, m_part.LocalId);
807 1048
808 UUID ownerID = item.OwnerID; 1049 Items.LockItemsForRead(false);
809 uint everyoneMask = 0; 1050 return;
810 uint baseMask = item.BasePermissions; 1051 }
811 uint ownerMask = item.CurrentPermissions; 1052 }
812 uint groupMask = item.GroupPermissions;
813 1053
814 invString.AddItemStart(); 1054 m_inventoryPrivileged = includeAssets;
815 invString.AddNameValueLine("item_id", item.ItemID.ToString());
816 invString.AddNameValueLine("parent_id", m_part.UUID.ToString());
817 1055
818 invString.AddPermissionsStart(); 1056 foreach (TaskInventoryItem item in m_items.Values)
1057 {
1058 UUID ownerID = item.OwnerID;
1059 uint everyoneMask = 0;
1060 uint baseMask = item.BasePermissions;
1061 uint ownerMask = item.CurrentPermissions;
1062 uint groupMask = item.GroupPermissions;
819 1063
820 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask)); 1064 invString.AddItemStart();
821 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask)); 1065 invString.AddNameValueLine("item_id", item.ItemID.ToString());
822 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(groupMask)); 1066 invString.AddNameValueLine("parent_id", m_part.UUID.ToString());
823 invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask));
824 invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions));
825 1067
826 invString.AddNameValueLine("creator_id", item.CreatorID.ToString()); 1068 invString.AddPermissionsStart();
827 invString.AddNameValueLine("owner_id", ownerID.ToString());
828 1069
829 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString()); 1070 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask));
1071 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask));
1072 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(groupMask));
1073 invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask));
1074 invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions));
830 1075
831 invString.AddNameValueLine("group_id", item.GroupID.ToString()); 1076 invString.AddNameValueLine("creator_id", item.CreatorID.ToString());
832 invString.AddSectionEnd(); 1077 invString.AddNameValueLine("owner_id", ownerID.ToString());
833 1078
834 invString.AddNameValueLine("asset_id", item.AssetID.ToString()); 1079 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString());
835 invString.AddNameValueLine("type", Utils.AssetTypeToString((AssetType)item.Type));
836 invString.AddNameValueLine("inv_type", Utils.InventoryTypeToString((InventoryType)item.InvType));
837 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags));
838 1080
839 invString.AddSaleStart(); 1081 invString.AddNameValueLine("group_id", item.GroupID.ToString());
840 invString.AddNameValueLine("sale_type", "not"); 1082 invString.AddSectionEnd();
841 invString.AddNameValueLine("sale_price", "0");
842 invString.AddSectionEnd();
843 1083
844 invString.AddNameValueLine("name", item.Name + "|"); 1084 if (includeAssets)
845 invString.AddNameValueLine("desc", item.Description + "|"); 1085 invString.AddNameValueLine("asset_id", item.AssetID.ToString());
1086 else
1087 invString.AddNameValueLine("asset_id", UUID.Zero.ToString());
1088 invString.AddNameValueLine("type", Utils.AssetTypeToString((AssetType)item.Type));
1089 invString.AddNameValueLine("inv_type", Utils.InventoryTypeToString((InventoryType)item.InvType));
1090 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags));
846 1091
847 invString.AddNameValueLine("creation_date", item.CreationDate.ToString()); 1092 invString.AddSaleStart();
848 invString.AddSectionEnd(); 1093 invString.AddNameValueLine("sale_type", "not");
849 } 1094 invString.AddNameValueLine("sale_price", "0");
850 } 1095 invString.AddSectionEnd();
851 1096
852 m_inventoryFileData = Utils.StringToBytes(invString.BuildString); 1097 invString.AddNameValueLine("name", item.Name + "|");
1098 invString.AddNameValueLine("desc", item.Description + "|");
853 1099
854 return true; 1100 invString.AddNameValueLine("creation_date", item.CreationDate.ToString());
1101 invString.AddSectionEnd();
855 } 1102 }
856 1103
857 // No need to recreate, the existing file is fine 1104 Items.LockItemsForRead(false);
858 return false;
859 }
860 1105
861 /// <summary> 1106 m_inventoryFileData = Utils.StringToBytes(invString.BuildString);
862 /// Serialize all the metadata for the items in this prim's inventory ready for sending to the client
863 /// </summary>
864 /// <param name="xferManager"></param>
865 public void RequestInventoryFile(IClientAPI client, IXfer xferManager)
866 {
867 lock (m_items)
868 {
869 // Don't send a inventory xfer name if there are no items. Doing so causes viewer 3 to crash when rezzing
870 // a new script if any previous deletion has left the prim inventory empty.
871 if (m_items.Count == 0) // No inventory
872 {
873// m_log.DebugFormat(
874// "[PRIM INVENTORY]: Not sending inventory data for part {0} {1} {2} for {3} since no items",
875// m_part.Name, m_part.LocalId, m_part.UUID, client.Name);
876 1107
877 client.SendTaskInventory(m_part.UUID, 0, new byte[0]); 1108 if (m_inventoryFileData.Length > 2)
878 return; 1109 {
879 } 1110 xferManager.AddNewFile(m_inventoryFileName, m_inventoryFileData);
880 1111 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
881 CreateInventoryFile(); 1112 Util.StringToBytes256(m_inventoryFileName));
882 1113 return;
883 // In principle, we should only do the rest if the inventory changed;
884 // by sending m_inventorySerial to the client, it ought to know
885 // that nothing changed and that it doesn't need to request the file.
886 // Unfortunately, it doesn't look like the client optimizes this;
887 // the client seems to always come back and request the Xfer,
888 // no matter what value m_inventorySerial has.
889 // FIXME: Could probably be > 0 here rather than > 2
890 if (m_inventoryFileData.Length > 2)
891 {
892 // Add the file for Xfer
893 // m_log.DebugFormat(
894 // "[PRIM INVENTORY]: Adding inventory file {0} (length {1}) for transfer on {2} {3} {4}",
895 // m_inventoryFileName, m_inventoryFileData.Length, m_part.Name, m_part.UUID, m_part.LocalId);
896
897 xferManager.AddNewFile(m_inventoryFileName, m_inventoryFileData);
898 }
899
900 // Tell the client we're ready to Xfer the file
901 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
902 Util.StringToBytes256(m_inventoryFileName));
903 } 1114 }
1115
1116 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
904 } 1117 }
905 1118
906 /// <summary> 1119 /// <summary>
@@ -909,13 +1122,19 @@ namespace OpenSim.Region.Framework.Scenes
909 /// <param name="datastore"></param> 1122 /// <param name="datastore"></param>
910 public void ProcessInventoryBackup(ISimulationDataService datastore) 1123 public void ProcessInventoryBackup(ISimulationDataService datastore)
911 { 1124 {
912 if (HasInventoryChanged) 1125// Removed this because linking will cause an immediate delete of the new
913 { 1126// child prim from the database and the subsequent storing of the prim sees
914 HasInventoryChanged = false; 1127// the inventory of it as unchanged and doesn't store it at all. The overhead
915 List<TaskInventoryItem> items = GetInventoryItems(); 1128// of storing prim inventory needlessly is much less than the aggravation
916 datastore.StorePrimInventory(m_part.UUID, items); 1129// of prim inventory loss.
1130// if (HasInventoryChanged)
1131// {
1132 Items.LockItemsForRead(true);
1133 datastore.StorePrimInventory(m_part.UUID, Items.Values);
1134 Items.LockItemsForRead(false);
917 1135
918 } 1136 HasInventoryChanged = false;
1137// }
919 } 1138 }
920 1139
921 public class InventoryStringBuilder 1140 public class InventoryStringBuilder
@@ -981,82 +1200,63 @@ namespace OpenSim.Region.Framework.Scenes
981 { 1200 {
982 uint mask=0x7fffffff; 1201 uint mask=0x7fffffff;
983 1202
984 lock (m_items) 1203 foreach (TaskInventoryItem item in m_items.Values)
985 { 1204 {
986 foreach (TaskInventoryItem item in m_items.Values) 1205 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
1206 mask &= ~((uint)PermissionMask.Copy >> 13);
1207 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
1208 mask &= ~((uint)PermissionMask.Transfer >> 13);
1209 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
1210 mask &= ~((uint)PermissionMask.Modify >> 13);
1211
1212 if (item.InvType == (int)InventoryType.Object)
987 { 1213 {
988 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0) 1214 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
989 mask &= ~((uint)PermissionMask.Copy >> 13); 1215 mask &= ~((uint)PermissionMask.Copy >> 13);
990 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0) 1216 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
991 mask &= ~((uint)PermissionMask.Transfer >> 13); 1217 mask &= ~((uint)PermissionMask.Transfer >> 13);
992 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0) 1218 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
993 mask &= ~((uint)PermissionMask.Modify >> 13); 1219 mask &= ~((uint)PermissionMask.Modify >> 13);
994
995 if (item.InvType != (int)InventoryType.Object)
996 {
997 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
998 mask &= ~((uint)PermissionMask.Copy >> 13);
999 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
1000 mask &= ~((uint)PermissionMask.Transfer >> 13);
1001 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
1002 mask &= ~((uint)PermissionMask.Modify >> 13);
1003 }
1004 else
1005 {
1006 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1007 mask &= ~((uint)PermissionMask.Copy >> 13);
1008 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1009 mask &= ~((uint)PermissionMask.Transfer >> 13);
1010 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1011 mask &= ~((uint)PermissionMask.Modify >> 13);
1012 }
1013
1014 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
1015 mask &= ~(uint)PermissionMask.Copy;
1016 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1017 mask &= ~(uint)PermissionMask.Transfer;
1018 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
1019 mask &= ~(uint)PermissionMask.Modify;
1020 } 1220 }
1221
1222 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
1223 mask &= ~(uint)PermissionMask.Copy;
1224 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1225 mask &= ~(uint)PermissionMask.Transfer;
1226 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
1227 mask &= ~(uint)PermissionMask.Modify;
1021 } 1228 }
1022
1023 return mask; 1229 return mask;
1024 } 1230 }
1025 1231
1026 public void ApplyNextOwnerPermissions() 1232 public void ApplyNextOwnerPermissions()
1027 { 1233 {
1028 lock (m_items) 1234 foreach (TaskInventoryItem item in m_items.Values)
1029 { 1235 {
1030 foreach (TaskInventoryItem item in m_items.Values) 1236 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0)
1031 { 1237 {
1032 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0) 1238 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1033 { 1239 item.CurrentPermissions &= ~(uint)PermissionMask.Copy;
1034 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0) 1240 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1035 item.CurrentPermissions &= ~(uint)PermissionMask.Copy; 1241 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
1036 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0) 1242 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1037 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer; 1243 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
1038 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1039 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
1040 }
1041 item.CurrentPermissions &= item.NextPermissions;
1042 item.BasePermissions &= item.NextPermissions;
1043 item.EveryonePermissions &= item.NextPermissions;
1044 item.OwnerChanged = true;
1045 item.PermsMask = 0;
1046 item.PermsGranter = UUID.Zero;
1047 } 1244 }
1245 item.OwnerChanged = true;
1246 item.CurrentPermissions &= item.NextPermissions;
1247 item.BasePermissions &= item.NextPermissions;
1248 item.EveryonePermissions &= item.NextPermissions;
1249 item.PermsMask = 0;
1250 item.PermsGranter = UUID.Zero;
1048 } 1251 }
1049 } 1252 }
1050 1253
1051 public void ApplyGodPermissions(uint perms) 1254 public void ApplyGodPermissions(uint perms)
1052 { 1255 {
1053 lock (m_items) 1256 foreach (TaskInventoryItem item in m_items.Values)
1054 { 1257 {
1055 foreach (TaskInventoryItem item in m_items.Values) 1258 item.CurrentPermissions = perms;
1056 { 1259 item.BasePermissions = perms;
1057 item.CurrentPermissions = perms;
1058 item.BasePermissions = perms;
1059 }
1060 } 1260 }
1061 1261
1062 m_inventorySerial++; 1262 m_inventorySerial++;
@@ -1069,17 +1269,13 @@ namespace OpenSim.Region.Framework.Scenes
1069 /// <returns></returns> 1269 /// <returns></returns>
1070 public bool ContainsScripts() 1270 public bool ContainsScripts()
1071 { 1271 {
1072 lock (m_items) 1272 foreach (TaskInventoryItem item in m_items.Values)
1073 { 1273 {
1074 foreach (TaskInventoryItem item in m_items.Values) 1274 if (item.InvType == (int)InventoryType.LSL)
1075 { 1275 {
1076 if (item.InvType == (int)InventoryType.LSL) 1276 return true;
1077 {
1078 return true;
1079 }
1080 } 1277 }
1081 } 1278 }
1082
1083 return false; 1279 return false;
1084 } 1280 }
1085 1281
@@ -1087,11 +1283,8 @@ namespace OpenSim.Region.Framework.Scenes
1087 { 1283 {
1088 List<UUID> ret = new List<UUID>(); 1284 List<UUID> ret = new List<UUID>();
1089 1285
1090 lock (m_items) 1286 foreach (TaskInventoryItem item in m_items.Values)
1091 { 1287 ret.Add(item.ItemID);
1092 foreach (TaskInventoryItem item in m_items.Values)
1093 ret.Add(item.ItemID);
1094 }
1095 1288
1096 return ret; 1289 return ret;
1097 } 1290 }
@@ -1122,6 +1315,11 @@ namespace OpenSim.Region.Framework.Scenes
1122 1315
1123 public Dictionary<UUID, string> GetScriptStates() 1316 public Dictionary<UUID, string> GetScriptStates()
1124 { 1317 {
1318 return GetScriptStates(false);
1319 }
1320
1321 public Dictionary<UUID, string> GetScriptStates(bool oldIDs)
1322 {
1125 Dictionary<UUID, string> ret = new Dictionary<UUID, string>(); 1323 Dictionary<UUID, string> ret = new Dictionary<UUID, string>();
1126 1324
1127 if (m_part.ParentGroup.Scene == null) // Group not in a scene 1325 if (m_part.ParentGroup.Scene == null) // Group not in a scene
@@ -1132,25 +1330,35 @@ namespace OpenSim.Region.Framework.Scenes
1132 if (engines.Length == 0) // No engine at all 1330 if (engines.Length == 0) // No engine at all
1133 return ret; 1331 return ret;
1134 1332
1135 List<TaskInventoryItem> scripts = GetInventoryScripts(); 1333 Items.LockItemsForRead(true);
1136 1334 foreach (TaskInventoryItem item in m_items.Values)
1137 foreach (TaskInventoryItem item in scripts)
1138 { 1335 {
1139 foreach (IScriptModule e in engines) 1336 if (item.InvType == (int)InventoryType.LSL)
1140 { 1337 {
1141 if (e != null) 1338 foreach (IScriptModule e in engines)
1142 { 1339 {
1143 string n = e.GetXMLState(item.ItemID); 1340 if (e != null)
1144 if (n != String.Empty)
1145 { 1341 {
1146 if (!ret.ContainsKey(item.ItemID)) 1342 string n = e.GetXMLState(item.ItemID);
1147 ret[item.ItemID] = n; 1343 if (n != String.Empty)
1148 break; 1344 {
1345 if (oldIDs)
1346 {
1347 if (!ret.ContainsKey(item.OldItemID))
1348 ret[item.OldItemID] = n;
1349 }
1350 else
1351 {
1352 if (!ret.ContainsKey(item.ItemID))
1353 ret[item.ItemID] = n;
1354 }
1355 break;
1356 }
1149 } 1357 }
1150 } 1358 }
1151 } 1359 }
1152 } 1360 }
1153 1361 Items.LockItemsForRead(false);
1154 return ret; 1362 return ret;
1155 } 1363 }
1156 1364
@@ -1160,21 +1368,27 @@ namespace OpenSim.Region.Framework.Scenes
1160 if (engines.Length == 0) 1368 if (engines.Length == 0)
1161 return; 1369 return;
1162 1370
1163 List<TaskInventoryItem> scripts = GetInventoryScripts();
1164 1371
1165 foreach (TaskInventoryItem item in scripts) 1372 Items.LockItemsForRead(true);
1373
1374 foreach (TaskInventoryItem item in m_items.Values)
1166 { 1375 {
1167 foreach (IScriptModule engine in engines) 1376 if (item.InvType == (int)InventoryType.LSL)
1168 { 1377 {
1169 if (engine != null) 1378 foreach (IScriptModule engine in engines)
1170 { 1379 {
1171 if (item.OwnerChanged) 1380 if (engine != null)
1172 engine.PostScriptEvent(item.ItemID, "changed", new Object[] { (int)Changed.OWNER }); 1381 {
1173 item.OwnerChanged = false; 1382 if (item.OwnerChanged)
1174 engine.ResumeScript(item.ItemID); 1383 engine.PostScriptEvent(item.ItemID, "changed", new Object[] { (int)Changed.OWNER });
1384 item.OwnerChanged = false;
1385 engine.ResumeScript(item.ItemID);
1386 }
1175 } 1387 }
1176 } 1388 }
1177 } 1389 }
1390
1391 Items.LockItemsForRead(false);
1178 } 1392 }
1179 } 1393 }
1180} 1394}
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 3d1c1b5..845553a 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -167,6 +167,7 @@ namespace OpenSim.Region.Framework.Scenes
167// private int m_lastColCount = -1; //KF: Look for Collision chnages 167// private int m_lastColCount = -1; //KF: Look for Collision chnages
168// private int m_updateCount = 0; //KF: Update Anims for a while 168// private int m_updateCount = 0; //KF: Update Anims for a while
169// private static readonly int UPDATE_COUNT = 10; // how many frames to update for 169// private static readonly int UPDATE_COUNT = 10; // how many frames to update for
170 private List<uint> m_lastColliders = new List<uint>();
170 171
171 private TeleportFlags m_teleportFlags; 172 private TeleportFlags m_teleportFlags;
172 public TeleportFlags TeleportFlags 173 public TeleportFlags TeleportFlags
@@ -228,6 +229,9 @@ namespace OpenSim.Region.Framework.Scenes
228 //private int m_moveToPositionStateStatus; 229 //private int m_moveToPositionStateStatus;
229 //***************************************************** 230 //*****************************************************
230 231
232 private bool m_collisionEventFlag = false;
233 private object m_collisionEventLock = new Object();
234
231 protected AvatarAppearance m_appearance; 235 protected AvatarAppearance m_appearance;
232 236
233 public AvatarAppearance Appearance 237 public AvatarAppearance Appearance
@@ -892,6 +896,8 @@ namespace OpenSim.Region.Framework.Scenes
892 pos.Y = crossedBorder.BorderLine.Z - 1; 896 pos.Y = crossedBorder.BorderLine.Z - 1;
893 } 897 }
894 898
899 CheckAndAdjustLandingPoint(ref pos);
900
895 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) 901 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f)
896 { 902 {
897 m_log.WarnFormat( 903 m_log.WarnFormat(
@@ -1056,6 +1062,7 @@ namespace OpenSim.Region.Framework.Scenes
1056 bool isFlying = Flying; 1062 bool isFlying = Flying;
1057 RemoveFromPhysicalScene(); 1063 RemoveFromPhysicalScene();
1058 Velocity = Vector3.Zero; 1064 Velocity = Vector3.Zero;
1065 CheckLandingPoint(ref pos);
1059 AbsolutePosition = pos; 1066 AbsolutePosition = pos;
1060 AddToPhysicalScene(isFlying); 1067 AddToPhysicalScene(isFlying);
1061 1068
@@ -1066,6 +1073,7 @@ namespace OpenSim.Region.Framework.Scenes
1066 { 1073 {
1067 bool isFlying = Flying; 1074 bool isFlying = Flying;
1068 RemoveFromPhysicalScene(); 1075 RemoveFromPhysicalScene();
1076 CheckLandingPoint(ref pos);
1069 AbsolutePosition = pos; 1077 AbsolutePosition = pos;
1070 AddToPhysicalScene(isFlying); 1078 AddToPhysicalScene(isFlying);
1071 1079
@@ -1831,6 +1839,7 @@ namespace OpenSim.Region.Framework.Scenes
1831 if (part.SitTargetAvatar == UUID) 1839 if (part.SitTargetAvatar == UUID)
1832 part.SitTargetAvatar = UUID.Zero; 1840 part.SitTargetAvatar = UUID.Zero;
1833 1841
1842 part.ParentGroup.DeleteAvatar(UUID);
1834 ParentPosition = part.GetWorldPosition(); 1843 ParentPosition = part.GetWorldPosition();
1835 ControllingClient.SendClearFollowCamProperties(part.ParentUUID); 1844 ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
1836 } 1845 }
@@ -1969,7 +1978,7 @@ namespace OpenSim.Region.Framework.Scenes
1969 forceMouselook = part.GetForceMouselook(); 1978 forceMouselook = part.GetForceMouselook();
1970 1979
1971 ControllingClient.SendSitResponse( 1980 ControllingClient.SendSitResponse(
1972 targetID, offset, sitOrientation, false, cameraAtOffset, cameraEyeOffset, forceMouselook); 1981 part.UUID, offset, sitOrientation, false, cameraAtOffset, cameraEyeOffset, forceMouselook);
1973 1982
1974 m_requestedSitTargetUUID = targetID; 1983 m_requestedSitTargetUUID = targetID;
1975 1984
@@ -2254,11 +2263,13 @@ namespace OpenSim.Region.Framework.Scenes
2254 m_pos = sitTargetPos + SIT_TARGET_ADJUSTMENT; 2263 m_pos = sitTargetPos + SIT_TARGET_ADJUSTMENT;
2255 Rotation = sitTargetOrient; 2264 Rotation = sitTargetOrient;
2256 ParentPosition = part.AbsolutePosition; 2265 ParentPosition = part.AbsolutePosition;
2266 part.ParentGroup.AddAvatar(UUID);
2257 } 2267 }
2258 else 2268 else
2259 { 2269 {
2260 m_pos -= part.AbsolutePosition; 2270 m_pos -= part.AbsolutePosition;
2261 ParentPosition = part.AbsolutePosition; 2271 ParentPosition = part.AbsolutePosition;
2272 part.ParentGroup.AddAvatar(UUID);
2262 2273
2263// m_log.DebugFormat( 2274// m_log.DebugFormat(
2264// "[SCENE PRESENCE]: Sitting {0} at position {1} ({2} + {3}) on part {4} {5} without sit target", 2275// "[SCENE PRESENCE]: Sitting {0} at position {1} ({2} + {3}) on part {4} {5} without sit target",
@@ -3362,6 +3373,8 @@ namespace OpenSim.Region.Framework.Scenes
3362 } 3373 }
3363 } 3374 }
3364 3375
3376 RaiseCollisionScriptEvents(coldata);
3377
3365 if (Invulnerable) 3378 if (Invulnerable)
3366 return; 3379 return;
3367 3380
@@ -3801,5 +3814,221 @@ namespace OpenSim.Region.Framework.Scenes
3801 m_reprioritization_called = false; 3814 m_reprioritization_called = false;
3802 } 3815 }
3803 } 3816 }
3817
3818 private void CheckLandingPoint(ref Vector3 pos)
3819 {
3820 // Never constrain lures
3821 if ((TeleportFlags & TeleportFlags.ViaLure) != 0)
3822 return;
3823
3824 if (m_scene.RegionInfo.EstateSettings.AllowDirectTeleport)
3825 return;
3826
3827 ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y);
3828
3829 if (land.LandData.LandingType == (byte)LandingType.LandingPoint &&
3830 land.LandData.UserLocation != Vector3.Zero &&
3831 land.LandData.OwnerID != m_uuid &&
3832 (!m_scene.Permissions.IsGod(m_uuid)) &&
3833 (!m_scene.RegionInfo.EstateSettings.IsEstateManager(m_uuid)))
3834 {
3835 float curr = Vector3.Distance(AbsolutePosition, pos);
3836 if (Vector3.Distance(land.LandData.UserLocation, pos) < curr)
3837 pos = land.LandData.UserLocation;
3838 else
3839 ControllingClient.SendAlertMessage("Can't teleport closer to destination");
3840 }
3841 }
3842
3843 private void CheckAndAdjustLandingPoint(ref Vector3 pos)
3844 {
3845 ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y);
3846 if (land != null)
3847 {
3848 // If we come in via login, landmark or map, we want to
3849 // honor landing points. If we come in via Lure, we want
3850 // to ignore them.
3851 if ((m_teleportFlags & (TeleportFlags.ViaLogin | TeleportFlags.ViaRegionID)) == (TeleportFlags.ViaLogin | TeleportFlags.ViaRegionID) ||
3852 (m_teleportFlags & TeleportFlags.ViaLandmark) != 0 ||
3853 (m_teleportFlags & TeleportFlags.ViaLocation) != 0)
3854 {
3855 // Don't restrict gods, estate managers, or land owners to
3856 // the TP point. This behaviour mimics agni.
3857 if (land.LandData.LandingType == (byte)LandingType.LandingPoint &&
3858 land.LandData.UserLocation != Vector3.Zero &&
3859 GodLevel < 200 &&
3860 ((land.LandData.OwnerID != m_uuid &&
3861 (!m_scene.Permissions.IsGod(m_uuid)) &&
3862 (!m_scene.RegionInfo.EstateSettings.IsEstateManager(m_uuid))) || (m_teleportFlags & TeleportFlags.ViaLocation) != 0))
3863 {
3864 pos = land.LandData.UserLocation;
3865 }
3866 }
3867
3868 land.SendLandUpdateToClient(ControllingClient);
3869 }
3870 }
3871
3872 private void RaiseCollisionScriptEvents(Dictionary<uint, ContactPoint> coldata)
3873 {
3874 lock(m_collisionEventLock)
3875 {
3876 if (m_collisionEventFlag)
3877 return;
3878 m_collisionEventFlag = true;
3879 }
3880
3881 Util.FireAndForget(delegate(object x)
3882 {
3883 try
3884 {
3885 List<uint> thisHitColliders = new List<uint>();
3886 List<uint> endedColliders = new List<uint>();
3887 List<uint> startedColliders = new List<uint>();
3888
3889 foreach (uint localid in coldata.Keys)
3890 {
3891 thisHitColliders.Add(localid);
3892 if (!m_lastColliders.Contains(localid))
3893 {
3894 startedColliders.Add(localid);
3895 }
3896 //m_log.Debug("[SCENE PRESENCE]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString());
3897 }
3898
3899 // calculate things that ended colliding
3900 foreach (uint localID in m_lastColliders)
3901 {
3902 if (!thisHitColliders.Contains(localID))
3903 {
3904 endedColliders.Add(localID);
3905 }
3906 }
3907 //add the items that started colliding this time to the last colliders list.
3908 foreach (uint localID in startedColliders)
3909 {
3910 m_lastColliders.Add(localID);
3911 }
3912 // remove things that ended colliding from the last colliders list
3913 foreach (uint localID in endedColliders)
3914 {
3915 m_lastColliders.Remove(localID);
3916 }
3917
3918 // do event notification
3919 if (startedColliders.Count > 0)
3920 {
3921 ColliderArgs StartCollidingMessage = new ColliderArgs();
3922 List<DetectedObject> colliding = new List<DetectedObject>();
3923 foreach (uint localId in startedColliders)
3924 {
3925 if (localId == 0)
3926 continue;
3927
3928 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3929 string data = "";
3930 if (obj != null)
3931 {
3932 DetectedObject detobj = new DetectedObject();
3933 detobj.keyUUID = obj.UUID;
3934 detobj.nameStr = obj.Name;
3935 detobj.ownerUUID = obj.OwnerID;
3936 detobj.posVector = obj.AbsolutePosition;
3937 detobj.rotQuat = obj.GetWorldRotation();
3938 detobj.velVector = obj.Velocity;
3939 detobj.colliderType = 0;
3940 detobj.groupUUID = obj.GroupID;
3941 colliding.Add(detobj);
3942 }
3943 }
3944
3945 if (colliding.Count > 0)
3946 {
3947 StartCollidingMessage.Colliders = colliding;
3948
3949 foreach (SceneObjectGroup att in GetAttachments())
3950 Scene.EventManager.TriggerScriptCollidingStart(att.LocalId, StartCollidingMessage);
3951 }
3952 }
3953
3954 if (endedColliders.Count > 0)
3955 {
3956 ColliderArgs EndCollidingMessage = new ColliderArgs();
3957 List<DetectedObject> colliding = new List<DetectedObject>();
3958 foreach (uint localId in endedColliders)
3959 {
3960 if (localId == 0)
3961 continue;
3962
3963 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3964 string data = "";
3965 if (obj != null)
3966 {
3967 DetectedObject detobj = new DetectedObject();
3968 detobj.keyUUID = obj.UUID;
3969 detobj.nameStr = obj.Name;
3970 detobj.ownerUUID = obj.OwnerID;
3971 detobj.posVector = obj.AbsolutePosition;
3972 detobj.rotQuat = obj.GetWorldRotation();
3973 detobj.velVector = obj.Velocity;
3974 detobj.colliderType = 0;
3975 detobj.groupUUID = obj.GroupID;
3976 colliding.Add(detobj);
3977 }
3978 }
3979
3980 if (colliding.Count > 0)
3981 {
3982 EndCollidingMessage.Colliders = colliding;
3983
3984 foreach (SceneObjectGroup att in GetAttachments())
3985 Scene.EventManager.TriggerScriptCollidingEnd(att.LocalId, EndCollidingMessage);
3986 }
3987 }
3988
3989 if (thisHitColliders.Count > 0)
3990 {
3991 ColliderArgs CollidingMessage = new ColliderArgs();
3992 List<DetectedObject> colliding = new List<DetectedObject>();
3993 foreach (uint localId in thisHitColliders)
3994 {
3995 if (localId == 0)
3996 continue;
3997
3998 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3999 string data = "";
4000 if (obj != null)
4001 {
4002 DetectedObject detobj = new DetectedObject();
4003 detobj.keyUUID = obj.UUID;
4004 detobj.nameStr = obj.Name;
4005 detobj.ownerUUID = obj.OwnerID;
4006 detobj.posVector = obj.AbsolutePosition;
4007 detobj.rotQuat = obj.GetWorldRotation();
4008 detobj.velVector = obj.Velocity;
4009 detobj.colliderType = 0;
4010 detobj.groupUUID = obj.GroupID;
4011 colliding.Add(detobj);
4012 }
4013 }
4014
4015 if (colliding.Count > 0)
4016 {
4017 CollidingMessage.Colliders = colliding;
4018
4019 lock (m_attachments)
4020 {
4021 foreach (SceneObjectGroup att in m_attachments)
4022 Scene.EventManager.TriggerScriptColliding(att.LocalId, CollidingMessage);
4023 }
4024 }
4025 }
4026 }
4027 finally
4028 {
4029 m_collisionEventFlag = false;
4030 }
4031 });
4032 }
3804 } 4033 }
3805} 4034}
diff --git a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
index 60cc788..5f2f7d8 100644
--- a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
+++ b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
@@ -345,6 +345,9 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
345 m_SOPXmlProcessors.Add("PayPrice2", ProcessPayPrice2); 345 m_SOPXmlProcessors.Add("PayPrice2", ProcessPayPrice2);
346 m_SOPXmlProcessors.Add("PayPrice3", ProcessPayPrice3); 346 m_SOPXmlProcessors.Add("PayPrice3", ProcessPayPrice3);
347 m_SOPXmlProcessors.Add("PayPrice4", ProcessPayPrice4); 347 m_SOPXmlProcessors.Add("PayPrice4", ProcessPayPrice4);
348
349 m_SOPXmlProcessors.Add("Buoyancy", ProcessBuoyancy);
350 m_SOPXmlProcessors.Add("VolumeDetectActive", ProcessVolumeDetectActive);
348 #endregion 351 #endregion
349 352
350 #region TaskInventoryXmlProcessors initialization 353 #region TaskInventoryXmlProcessors initialization
@@ -729,6 +732,16 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
729 obj.PayPrice[4] = (int)reader.ReadElementContentAsInt("PayPrice4", String.Empty); 732 obj.PayPrice[4] = (int)reader.ReadElementContentAsInt("PayPrice4", String.Empty);
730 } 733 }
731 734
735 private static void ProcessBuoyancy(SceneObjectPart obj, XmlTextReader reader)
736 {
737 obj.Buoyancy = (int)reader.ReadElementContentAsFloat("Buoyancy", String.Empty);
738 }
739
740 private static void ProcessVolumeDetectActive(SceneObjectPart obj, XmlTextReader reader)
741 {
742 obj.VolumeDetectActive = Util.ReadBoolean(reader);
743 }
744
732 #endregion 745 #endregion
733 746
734 #region TaskInventoryXmlProcessors 747 #region TaskInventoryXmlProcessors
@@ -1212,6 +1225,9 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1212 writer.WriteElementString("PayPrice3", sop.PayPrice[3].ToString()); 1225 writer.WriteElementString("PayPrice3", sop.PayPrice[3].ToString());
1213 writer.WriteElementString("PayPrice4", sop.PayPrice[4].ToString()); 1226 writer.WriteElementString("PayPrice4", sop.PayPrice[4].ToString());
1214 1227
1228 writer.WriteElementString("Buoyancy", sop.Buoyancy.ToString());
1229 writer.WriteElementString("VolumeDetectActive", sop.VolumeDetectActive.ToString().ToLower());
1230
1215 writer.WriteEndElement(); 1231 writer.WriteEndElement();
1216 } 1232 }
1217 1233
@@ -1496,12 +1512,6 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1496 { 1512 {
1497 TaskInventoryDictionary tinv = new TaskInventoryDictionary(); 1513 TaskInventoryDictionary tinv = new TaskInventoryDictionary();
1498 1514
1499 if (reader.IsEmptyElement)
1500 {
1501 reader.Read();
1502 return tinv;
1503 }
1504
1505 reader.ReadStartElement(name, String.Empty); 1515 reader.ReadStartElement(name, String.Empty);
1506 1516
1507 while (reader.Name == "TaskInventoryItem") 1517 while (reader.Name == "TaskInventoryItem")
@@ -1544,12 +1554,6 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1544 1554
1545 PrimitiveBaseShape shape = new PrimitiveBaseShape(); 1555 PrimitiveBaseShape shape = new PrimitiveBaseShape();
1546 1556
1547 if (reader.IsEmptyElement)
1548 {
1549 reader.Read();
1550 return shape;
1551 }
1552
1553 reader.ReadStartElement(name, String.Empty); // Shape 1557 reader.ReadStartElement(name, String.Empty); // Shape
1554 1558
1555 string nodeName = string.Empty; 1559 string nodeName = string.Empty;
diff --git a/OpenSim/Region/Framework/Scenes/UndoState.cs b/OpenSim/Region/Framework/Scenes/UndoState.cs
index 860172c..5ed3c79 100644
--- a/OpenSim/Region/Framework/Scenes/UndoState.cs
+++ b/OpenSim/Region/Framework/Scenes/UndoState.cs
@@ -30,12 +30,27 @@ using System.Reflection;
30using log4net; 30using log4net;
31using OpenMetaverse; 31using OpenMetaverse;
32using OpenSim.Region.Framework.Interfaces; 32using OpenSim.Region.Framework.Interfaces;
33using System;
33 34
34namespace OpenSim.Region.Framework.Scenes 35namespace OpenSim.Region.Framework.Scenes
35{ 36{
37 [Flags]
38 public enum UndoType
39 {
40 STATE_PRIM_POSITION = 1,
41 STATE_PRIM_ROTATION = 2,
42 STATE_PRIM_SCALE = 4,
43 STATE_PRIM_ALL = 7,
44 STATE_GROUP_POSITION = 8,
45 STATE_GROUP_ROTATION = 16,
46 STATE_GROUP_SCALE = 32,
47 STATE_GROUP_ALL = 56,
48 STATE_ALL = 63
49 }
50
36 public class UndoState 51 public class UndoState
37 { 52 {
38// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 53 // private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
39 54
40 public Vector3 Position = Vector3.Zero; 55 public Vector3 Position = Vector3.Zero;
41 public Vector3 Scale = Vector3.Zero; 56 public Vector3 Scale = Vector3.Zero;
@@ -57,37 +72,37 @@ namespace OpenSim.Region.Framework.Scenes
57 { 72 {
58 ForGroup = forGroup; 73 ForGroup = forGroup;
59 74
60// if (ForGroup) 75 // if (ForGroup)
61 Position = part.ParentGroup.AbsolutePosition; 76 Position = part.ParentGroup.AbsolutePosition;
62// else 77 // else
63// Position = part.OffsetPosition; 78 // Position = part.OffsetPosition;
64 79
65// m_log.DebugFormat( 80 // m_log.DebugFormat(
66// "[UNDO STATE]: Storing undo position {0} for root part", Position); 81 // "[UNDO STATE]: Storing undo position {0} for root part", Position);
67 82
68 Rotation = part.RotationOffset; 83 Rotation = part.RotationOffset;
69 84
70// m_log.DebugFormat( 85 // m_log.DebugFormat(
71// "[UNDO STATE]: Storing undo rotation {0} for root part", Rotation); 86 // "[UNDO STATE]: Storing undo rotation {0} for root part", Rotation);
72 87
73 Scale = part.Shape.Scale; 88 Scale = part.Shape.Scale;
74 89
75// m_log.DebugFormat( 90 // m_log.DebugFormat(
76// "[UNDO STATE]: Storing undo scale {0} for root part", Scale); 91 // "[UNDO STATE]: Storing undo scale {0} for root part", Scale);
77 } 92 }
78 else 93 else
79 { 94 {
80 Position = part.OffsetPosition; 95 Position = part.OffsetPosition;
81// m_log.DebugFormat( 96 // m_log.DebugFormat(
82// "[UNDO STATE]: Storing undo position {0} for child part", Position); 97 // "[UNDO STATE]: Storing undo position {0} for child part", Position);
83 98
84 Rotation = part.RotationOffset; 99 Rotation = part.RotationOffset;
85// m_log.DebugFormat( 100 // m_log.DebugFormat(
86// "[UNDO STATE]: Storing undo rotation {0} for child part", Rotation); 101 // "[UNDO STATE]: Storing undo rotation {0} for child part", Rotation);
87 102
88 Scale = part.Shape.Scale; 103 Scale = part.Shape.Scale;
89// m_log.DebugFormat( 104 // m_log.DebugFormat(
90// "[UNDO STATE]: Storing undo scale {0} for child part", Scale); 105 // "[UNDO STATE]: Storing undo scale {0} for child part", Scale);
91 } 106 }
92 } 107 }
93 108
@@ -121,9 +136,9 @@ namespace OpenSim.Region.Framework.Scenes
121 136
122 if (part.ParentID == 0) 137 if (part.ParentID == 0)
123 { 138 {
124// m_log.DebugFormat( 139 // m_log.DebugFormat(
125// "[UNDO STATE]: Undoing position to {0} for root part {1} {2}", 140 // "[UNDO STATE]: Undoing position to {0} for root part {1} {2}",
126// Position, part.Name, part.LocalId); 141 // Position, part.Name, part.LocalId);
127 142
128 if (Position != Vector3.Zero) 143 if (Position != Vector3.Zero)
129 { 144 {
@@ -133,9 +148,9 @@ namespace OpenSim.Region.Framework.Scenes
133 part.ParentGroup.UpdateRootPosition(Position); 148 part.ParentGroup.UpdateRootPosition(Position);
134 } 149 }
135 150
136// m_log.DebugFormat( 151 // m_log.DebugFormat(
137// "[UNDO STATE]: Undoing rotation {0} to {1} for root part {2} {3}", 152 // "[UNDO STATE]: Undoing rotation {0} to {1} for root part {2} {3}",
138// part.RotationOffset, Rotation, part.Name, part.LocalId); 153 // part.RotationOffset, Rotation, part.Name, part.LocalId);
139 154
140 if (ForGroup) 155 if (ForGroup)
141 part.UpdateRotation(Rotation); 156 part.UpdateRotation(Rotation);
@@ -144,9 +159,9 @@ namespace OpenSim.Region.Framework.Scenes
144 159
145 if (Scale != Vector3.Zero) 160 if (Scale != Vector3.Zero)
146 { 161 {
147// m_log.DebugFormat( 162 // m_log.DebugFormat(
148// "[UNDO STATE]: Undoing scale {0} to {1} for root part {2} {3}", 163 // "[UNDO STATE]: Undoing scale {0} to {1} for root part {2} {3}",
149// part.Shape.Scale, Scale, part.Name, part.LocalId); 164 // part.Shape.Scale, Scale, part.Name, part.LocalId);
150 165
151 if (ForGroup) 166 if (ForGroup)
152 part.ParentGroup.GroupResize(Scale); 167 part.ParentGroup.GroupResize(Scale);
@@ -161,24 +176,24 @@ namespace OpenSim.Region.Framework.Scenes
161 // Note: Updating these properties on sop automatically schedules an update if needed 176 // Note: Updating these properties on sop automatically schedules an update if needed
162 if (Position != Vector3.Zero) 177 if (Position != Vector3.Zero)
163 { 178 {
164// m_log.DebugFormat( 179 // m_log.DebugFormat(
165// "[UNDO STATE]: Undoing position {0} to {1} for child part {2} {3}", 180 // "[UNDO STATE]: Undoing position {0} to {1} for child part {2} {3}",
166// part.OffsetPosition, Position, part.Name, part.LocalId); 181 // part.OffsetPosition, Position, part.Name, part.LocalId);
167 182
168 part.OffsetPosition = Position; 183 part.OffsetPosition = Position;
169 } 184 }
170 185
171// m_log.DebugFormat( 186 // m_log.DebugFormat(
172// "[UNDO STATE]: Undoing rotation {0} to {1} for child part {2} {3}", 187 // "[UNDO STATE]: Undoing rotation {0} to {1} for child part {2} {3}",
173// part.RotationOffset, Rotation, part.Name, part.LocalId); 188 // part.RotationOffset, Rotation, part.Name, part.LocalId);
174 189
175 part.UpdateRotation(Rotation); 190 part.UpdateRotation(Rotation);
176 191
177 if (Scale != Vector3.Zero) 192 if (Scale != Vector3.Zero)
178 { 193 {
179// m_log.DebugFormat( 194 // m_log.DebugFormat(
180// "[UNDO STATE]: Undoing scale {0} to {1} for child part {2} {3}", 195 // "[UNDO STATE]: Undoing scale {0} to {1} for child part {2} {3}",
181// part.Shape.Scale, Scale, part.Name, part.LocalId); 196 // part.Shape.Scale, Scale, part.Name, part.LocalId);
182 197
183 part.Resize(Scale); 198 part.Resize(Scale);
184 } 199 }
@@ -247,4 +262,4 @@ namespace OpenSim.Region.Framework.Scenes
247 m_terrainModule.UndoTerrain(m_terrainChannel); 262 m_terrainModule.UndoTerrain(m_terrainChannel);
248 } 263 }
249 } 264 }
250} \ No newline at end of file 265}
diff --git a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
index efb68a2..411e421 100644
--- a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
+++ b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
@@ -87,10 +87,6 @@ namespace OpenSim.Region.Framework.Scenes
87 /// <param name="assetUuids">The assets gathered</param> 87 /// <param name="assetUuids">The assets gathered</param>
88 public void GatherAssetUuids(UUID assetUuid, AssetType assetType, IDictionary<UUID, AssetType> assetUuids) 88 public void GatherAssetUuids(UUID assetUuid, AssetType assetType, IDictionary<UUID, AssetType> assetUuids)
89 { 89 {
90 // avoid infinite loops
91 if (assetUuids.ContainsKey(assetUuid))
92 return;
93
94 try 90 try
95 { 91 {
96 assetUuids[assetUuid] = assetType; 92 assetUuids[assetUuid] = assetType;