aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/Framework
diff options
context:
space:
mode:
Diffstat (limited to 'OpenSim/Region/Framework')
-rw-r--r--OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs10
-rw-r--r--OpenSim/Region/Framework/Interfaces/IEntityInventory.cs3
-rw-r--r--OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs32
-rw-r--r--OpenSim/Region/Framework/Interfaces/IEstateModule.cs2
-rw-r--r--OpenSim/Region/Framework/Interfaces/IEventQueue.cs2
-rw-r--r--OpenSim/Region/Framework/Interfaces/IInterregionComms.cs8
-rw-r--r--OpenSim/Region/Framework/Interfaces/IRestartModule.cs1
-rw-r--r--OpenSim/Region/Framework/Interfaces/ISimulationDataService.cs1
-rw-r--r--OpenSim/Region/Framework/Interfaces/ISimulationDataStore.cs1
-rw-r--r--OpenSim/Region/Framework/Interfaces/ISnmpModule.cs27
-rw-r--r--OpenSim/Region/Framework/Interfaces/IUserAccountCacheModule.cs13
-rw-r--r--OpenSim/Region/Framework/Interfaces/IWorldComm.cs2
-rw-r--r--OpenSim/Region/Framework/ModuleLoader.cs3
-rw-r--r--OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs20
-rw-r--r--OpenSim/Region/Framework/Scenes/CollisionSounds.cs304
-rw-r--r--OpenSim/Region/Framework/Scenes/EventManager.cs25
-rw-r--r--OpenSim/Region/Framework/Scenes/KeyframeMotion.cs422
-rw-r--r--OpenSim/Region/Framework/Scenes/Prioritizer.cs4
-rw-r--r--OpenSim/Region/Framework/Scenes/SOPMaterial.cs95
-rw-r--r--OpenSim/Region/Framework/Scenes/SOPVehicle.cs791
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Inventory.cs320
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs95
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs787
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneBase.cs3
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs32
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneGraph.cs486
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneManager.cs268
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs17
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs1361
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs1701
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs782
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs578
-rw-r--r--OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs121
-rw-r--r--OpenSim/Region/Framework/Scenes/SimStatsReporter.cs93
-rw-r--r--OpenSim/Region/Framework/Scenes/UndoState.cs367
-rw-r--r--OpenSim/Region/Framework/Scenes/UuidGatherer.cs4
36 files changed, 6805 insertions, 1976 deletions
diff --git a/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs b/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
index 351e603..410eda0 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;
@@ -83,7 +84,7 @@ namespace OpenSim.Region.Framework.Interfaces
83 /// <param name="AttachmentPt"></param> 84 /// <param name="AttachmentPt"></param>
84 /// <param name="silent"></param> 85 /// <param name="silent"></param>
85 /// <returns>true if the object was successfully attached, false otherwise</returns> 86 /// <returns>true if the object was successfully attached, false otherwise</returns>
86 bool AttachObject(IScenePresence sp, SceneObjectGroup grp, uint AttachmentPt, bool silent); 87 bool AttachObject(IScenePresence sp, SceneObjectGroup grp, uint AttachmentPt, bool silent, bool useAttachmentInfo);
87 88
88 /// <summary> 89 /// <summary>
89 /// Rez an attachment from user inventory and change inventory status to match. 90 /// Rez an attachment from user inventory and change inventory status to match.
@@ -92,7 +93,11 @@ namespace OpenSim.Region.Framework.Interfaces
92 /// <param name="itemID"></param> 93 /// <param name="itemID"></param>
93 /// <param name="AttachmentPt"></param> 94 /// <param name="AttachmentPt"></param>
94 /// <returns>The scene object that was attached. Null if the scene object could not be found</returns> 95 /// <returns>The scene object that was attached. Null if the scene object could not be found</returns>
95 SceneObjectGroup RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt); 96 ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt);
97
98 // Same as above, but also load script states from a separate doc
99 ISceneEntity RezSingleAttachmentFromInventory(
100 IScenePresence presence, UUID itemID, uint AttachmentPt, XmlDocument doc);
96 101
97 /// <summary> 102 /// <summary>
98 /// Rez multiple attachments from a user's inventory 103 /// Rez multiple attachments from a user's inventory
@@ -115,7 +120,6 @@ namespace OpenSim.Region.Framework.Interfaces
115 /// <param name="grp">The attachment to detach.</param> 120 /// <param name="grp">The attachment to detach.</param>
116 void DetachSingleAttachmentToInv(IScenePresence sp, SceneObjectGroup grp); 121 void DetachSingleAttachmentToInv(IScenePresence sp, SceneObjectGroup grp);
117 122
118 /// <summary>
119 /// Update the position of an attachment. 123 /// Update the position of an attachment.
120 /// </summary> 124 /// </summary>
121 /// <param name="sog"></param> 125 /// <param name="sog"></param>
diff --git a/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs b/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
index 8d62847..4274cbe 100644
--- a/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
+++ b/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
@@ -133,6 +133,8 @@ namespace OpenSim.Region.Framework.Interfaces
133 /// </returns> 133 /// </returns>
134 bool CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource); 134 bool CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource);
135 135
136 ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource);
137
136 /// <summary> 138 /// <summary>
137 /// Stop and remove a script which is in this prim's inventory from the scene. 139 /// Stop and remove a script which is in this prim's inventory from the scene.
138 /// </summary> 140 /// </summary>
@@ -295,5 +297,6 @@ namespace OpenSim.Region.Framework.Interfaces
295 /// A <see cref="Dictionary`2"/> 297 /// A <see cref="Dictionary`2"/>
296 /// </returns> 298 /// </returns>
297 Dictionary<UUID, string> GetScriptStates(); 299 Dictionary<UUID, string> GetScriptStates();
300 Dictionary<UUID, string> GetScriptStates(bool oldIDs);
298 } 301 }
299} 302}
diff --git a/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs b/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs
index 69be83e..5bc8e51 100644
--- a/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs
@@ -35,6 +35,8 @@ using OpenSim.Region.Framework.Scenes;
35 35
36namespace OpenSim.Region.Framework.Interfaces 36namespace OpenSim.Region.Framework.Interfaces
37{ 37{
38 public delegate ScenePresence CrossAgentToNewRegionDelegate(ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion, bool isFlying, string version);
39
38 public interface IEntityTransferModule 40 public interface IEntityTransferModule
39 { 41 {
40 /// <summary> 42 /// <summary>
@@ -50,29 +52,10 @@ namespace OpenSim.Region.Framework.Interfaces
50 /// <param name='teleportFlags'></param> 52 /// <param name='teleportFlags'></param>
51 void Teleport(ScenePresence agent, ulong regionHandle, Vector3 position, Vector3 lookAt, uint teleportFlags); 53 void Teleport(ScenePresence agent, ulong regionHandle, Vector3 position, Vector3 lookAt, uint teleportFlags);
52 54
53 /// <summary> 55 bool TeleportHome(UUID id, IClientAPI client);
54 /// Teleport an agent directly to a given region without checking whether the region should be subsituted.
55 /// </summary>
56 /// <remarks>
57 /// Please use Teleport() instead unless you know exactly what you're doing.
58 /// Do not use for same region teleports.
59 /// </remarks>
60 /// <param name='sp'></param>
61 /// <param name='reg'></param>
62 /// <param name='finalDestination'>/param>
63 /// <param name='position'></param>
64 /// <param name='lookAt'></param>
65 /// <param name='teleportFlags'></param>
66 void DoTeleport(
67 ScenePresence sp, GridRegion reg, GridRegion finalDestination,
68 Vector3 position, Vector3 lookAt, uint teleportFlags);
69 56
70 /// <summary> 57 void DoTeleport(ScenePresence sp, GridRegion reg, GridRegion finalDestination,
71 /// Teleports the agent for the given client to their home destination. 58 Vector3 position, Vector3 lookAt, uint teleportFlags);
72 /// </summary>
73 /// <param name='id'></param>
74 /// <param name='client'></param>
75 void TeleportHome(UUID id, IClientAPI client);
76 59
77 /// <summary> 60 /// <summary>
78 /// Show whether the given agent is being teleported. 61 /// Show whether the given agent is being teleported.
@@ -89,7 +72,12 @@ namespace OpenSim.Region.Framework.Interfaces
89 72
90 void EnableChildAgent(ScenePresence agent, GridRegion region); 73 void EnableChildAgent(ScenePresence agent, GridRegion region);
91 74
75 GridRegion GetDestination(Scene scene, UUID agentID, Vector3 pos, out uint xDest, out uint yDest, out string version, out Vector3 newpos);
76
92 void Cross(SceneObjectGroup sog, Vector3 position, bool silent); 77 void Cross(SceneObjectGroup sog, Vector3 position, bool silent);
78
79 ScenePresence CrossAgentToNewRegionAsync(ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion, bool isFlying, string version);
80
93 } 81 }
94 82
95 public interface IUserAgentVerificationModule 83 public interface IUserAgentVerificationModule
diff --git a/OpenSim/Region/Framework/Interfaces/IEstateModule.cs b/OpenSim/Region/Framework/Interfaces/IEstateModule.cs
index 15cd238..ca2ad94 100644
--- a/OpenSim/Region/Framework/Interfaces/IEstateModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IEstateModule.cs
@@ -45,6 +45,8 @@ namespace OpenSim.Region.Framework.Interfaces
45 /// Tell all clients about the current state of the region (terrain textures, water height, etc.). 45 /// Tell all clients about the current state of the region (terrain textures, water height, etc.).
46 /// </summary> 46 /// </summary>
47 void sendRegionHandshakeToAll(); 47 void sendRegionHandshakeToAll();
48 void TriggerEstateInfoChange();
49 void TriggerRegionInfoChange();
48 50
49 void setEstateTerrainBaseTexture(int level, UUID texture); 51 void setEstateTerrainBaseTexture(int level, UUID texture);
50 void setEstateTerrainTextureHeights(int corner, float lowValue, float highValue); 52 void setEstateTerrainTextureHeights(int corner, float lowValue, float highValue);
diff --git a/OpenSim/Region/Framework/Interfaces/IEventQueue.cs b/OpenSim/Region/Framework/Interfaces/IEventQueue.cs
index bfa5d17..5512642 100644
--- a/OpenSim/Region/Framework/Interfaces/IEventQueue.cs
+++ b/OpenSim/Region/Framework/Interfaces/IEventQueue.cs
@@ -59,5 +59,7 @@ namespace OpenSim.Region.Framework.Interfaces
59 void GroupMembership(AgentGroupDataUpdatePacket groupUpdate, UUID avatarID); 59 void GroupMembership(AgentGroupDataUpdatePacket groupUpdate, UUID avatarID);
60 OSD ScriptRunningEvent(UUID objectID, UUID itemID, bool running, bool mono); 60 OSD ScriptRunningEvent(UUID objectID, UUID itemID, bool running, bool mono);
61 OSD BuildEvent(string eventName, OSD eventBody); 61 OSD BuildEvent(string eventName, OSD eventBody);
62 void partPhysicsProperties(uint localID, byte physhapetype, float density, float friction, float bounce, float gravmod, UUID avatarID);
63
62 } 64 }
63} 65}
diff --git a/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs b/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs
index 2d6287f..67a500f 100644
--- a/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs
+++ b/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs
@@ -68,6 +68,14 @@ namespace OpenSim.Region.Framework.Interfaces
68 bool SendReleaseAgent(ulong regionHandle, UUID id, string uri); 68 bool SendReleaseAgent(ulong regionHandle, UUID id, string uri);
69 69
70 /// <summary> 70 /// <summary>
71 /// Close chid agent.
72 /// </summary>
73 /// <param name="regionHandle"></param>
74 /// <param name="id"></param>
75 /// <returns></returns>
76 bool SendCloseChildAgent(ulong regionHandle, UUID id);
77
78 /// <summary>
71 /// Close agent. 79 /// Close agent.
72 /// </summary> 80 /// </summary>
73 /// <param name="regionHandle"></param> 81 /// <param name="regionHandle"></param>
diff --git a/OpenSim/Region/Framework/Interfaces/IRestartModule.cs b/OpenSim/Region/Framework/Interfaces/IRestartModule.cs
index c68550f..9b25beb 100644
--- a/OpenSim/Region/Framework/Interfaces/IRestartModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IRestartModule.cs
@@ -35,5 +35,6 @@ namespace OpenSim.Region.Framework.Interfaces
35 TimeSpan TimeUntilRestart { get; } 35 TimeSpan TimeUntilRestart { get; }
36 void ScheduleRestart(UUID initiator, string message, int[] alerts, bool notice); 36 void ScheduleRestart(UUID initiator, string message, int[] alerts, bool notice);
37 void AbortRestart(string message); 37 void AbortRestart(string message);
38 void DelayRestart(int seconds, string message);
38 } 39 }
39} 40}
diff --git a/OpenSim/Region/Framework/Interfaces/ISimulationDataService.cs b/OpenSim/Region/Framework/Interfaces/ISimulationDataService.cs
index 0fcafcc..ccb583d 100644
--- a/OpenSim/Region/Framework/Interfaces/ISimulationDataService.cs
+++ b/OpenSim/Region/Framework/Interfaces/ISimulationDataService.cs
@@ -116,5 +116,6 @@ namespace OpenSim.Region.Framework.Interfaces
116 /// <param name="regionUUID">the region UUID</param> 116 /// <param name="regionUUID">the region UUID</param>
117 void RemoveRegionEnvironmentSettings(UUID regionUUID); 117 void RemoveRegionEnvironmentSettings(UUID regionUUID);
118 118
119 UUID[] GetObjectIDs(UUID regionID);
119 } 120 }
120} 121}
diff --git a/OpenSim/Region/Framework/Interfaces/ISimulationDataStore.cs b/OpenSim/Region/Framework/Interfaces/ISimulationDataStore.cs
index e424976..d7c80f7 100644
--- a/OpenSim/Region/Framework/Interfaces/ISimulationDataStore.cs
+++ b/OpenSim/Region/Framework/Interfaces/ISimulationDataStore.cs
@@ -106,6 +106,7 @@ namespace OpenSim.Region.Framework.Interfaces
106 RegionLightShareData LoadRegionWindlightSettings(UUID regionUUID); 106 RegionLightShareData LoadRegionWindlightSettings(UUID regionUUID);
107 void StoreRegionWindlightSettings(RegionLightShareData wl); 107 void StoreRegionWindlightSettings(RegionLightShareData wl);
108 void RemoveRegionWindlightSettings(UUID regionID); 108 void RemoveRegionWindlightSettings(UUID regionID);
109 UUID[] GetObjectIDs(UUID regionID);
109 110
110 /// <summary> 111 /// <summary>
111 /// Load Environment settings from region storage 112 /// Load Environment settings from region storage
diff --git a/OpenSim/Region/Framework/Interfaces/ISnmpModule.cs b/OpenSim/Region/Framework/Interfaces/ISnmpModule.cs
new file mode 100644
index 0000000..e01f649
--- /dev/null
+++ b/OpenSim/Region/Framework/Interfaces/ISnmpModule.cs
@@ -0,0 +1,27 @@
1///////////////////////////////////////////////////////////////////
2//
3// (c) Careminster LImited, Melanie Thielker and the Meta7 Team
4//
5// This file is not open source. All rights reserved
6// Mod 2
7
8using OpenSim.Region.Framework.Scenes;
9
10public interface ISnmpModule
11{
12 void Trap(int code, string Message, Scene scene);
13 void Critical(string Message, Scene scene);
14 void Warning(string Message, Scene scene);
15 void Major(string Message, Scene scene);
16 void ColdStart(int step , Scene scene);
17 void Shutdown(int step , Scene scene);
18 //
19 // Node Start/stop events
20 //
21 void LinkUp(Scene scene);
22 void LinkDown(Scene scene);
23 void BootInfo(string data, Scene scene);
24 void trapDebug(string Module,string data, Scene scene);
25 void trapXMRE(int data, string Message, Scene scene);
26
27}
diff --git a/OpenSim/Region/Framework/Interfaces/IUserAccountCacheModule.cs b/OpenSim/Region/Framework/Interfaces/IUserAccountCacheModule.cs
new file mode 100644
index 0000000..d1a4d8e
--- /dev/null
+++ b/OpenSim/Region/Framework/Interfaces/IUserAccountCacheModule.cs
@@ -0,0 +1,13 @@
1///////////////////////////////////////////////////////////////////
2//
3// (c) Careminster Limited, Melanie Thielker and the Meta7 Team
4//
5// This file is not open source. All rights reserved
6//
7
8using OpenSim.Region.Framework.Scenes;
9
10public interface IUserAccountCacheModule
11{
12 void Remove(string name);
13}
diff --git a/OpenSim/Region/Framework/Interfaces/IWorldComm.cs b/OpenSim/Region/Framework/Interfaces/IWorldComm.cs
index 4e74781..e8e375e 100644
--- a/OpenSim/Region/Framework/Interfaces/IWorldComm.cs
+++ b/OpenSim/Region/Framework/Interfaces/IWorldComm.cs
@@ -103,7 +103,7 @@ namespace OpenSim.Region.Framework.Interfaces
103 /// <param name='msg'> 103 /// <param name='msg'>
104 /// Message. 104 /// Message.
105 /// </param> 105 /// </param>
106 void DeliverMessageTo(UUID target, int channel, Vector3 pos, string name, UUID id, string msg); 106 bool DeliverMessageTo(UUID target, int channel, Vector3 pos, string name, UUID id, string msg, out string error);
107 107
108 /// <summary> 108 /// <summary>
109 /// Are there any listen events ready to be dispatched? 109 /// Are there any listen events ready to be dispatched?
diff --git a/OpenSim/Region/Framework/ModuleLoader.cs b/OpenSim/Region/Framework/ModuleLoader.cs
index 14ecd44..32ee674 100644
--- a/OpenSim/Region/Framework/ModuleLoader.cs
+++ b/OpenSim/Region/Framework/ModuleLoader.cs
@@ -227,7 +227,8 @@ namespace OpenSim.Region.Framework
227 pluginAssembly.FullName, e.Message, e.StackTrace); 227 pluginAssembly.FullName, e.Message, e.StackTrace);
228 228
229 // justincc: Right now this is fatal to really get the user's attention 229 // justincc: Right now this is fatal to really get the user's attention
230 throw e; 230 // TomMeta: WTF? No, how about we /don't/ throw a fatal exception when there's no need to?
231 //throw e;
231 } 232 }
232 } 233 }
233 234
diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
index ff53f45..50a176b 100644
--- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
+++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
@@ -79,13 +79,13 @@ namespace OpenSim.Region.Framework.Scenes.Animation
79 m_scenePresence = sp; 79 m_scenePresence = sp;
80 CurrentMovementAnimation = "CROUCH"; 80 CurrentMovementAnimation = "CROUCH";
81 } 81 }
82 82
83 public void AddAnimation(UUID animID, UUID objectID) 83 public void AddAnimation(UUID animID, UUID objectID)
84 { 84 {
85 if (m_scenePresence.IsChildAgent) 85 if (m_scenePresence.IsChildAgent)
86 return; 86 return;
87 87
88// m_log.DebugFormat("[SCENE PRESENCE ANIMATOR]: Adding animation {0} for {1}", animID, m_scenePresence.Name); 88 // m_log.DebugFormat("[SCENE PRESENCE ANIMATOR]: Adding animation {0} for {1}", animID, m_scenePresence.Name);
89 89
90 if (m_animations.Add(animID, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, objectID)) 90 if (m_animations.Add(animID, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, objectID))
91 SendAnimPack(); 91 SendAnimPack();
@@ -117,6 +117,22 @@ namespace OpenSim.Region.Framework.Scenes.Animation
117 SendAnimPack(); 117 SendAnimPack();
118 } 118 }
119 119
120 public void avnChangeAnim(UUID animID, bool addRemove, bool sendPack)
121 {
122 if (m_scenePresence.IsChildAgent)
123 return;
124
125 if (animID != UUID.Zero)
126 {
127 if (addRemove)
128 m_animations.Add(animID, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, UUID.Zero);
129 else
130 m_animations.Remove(animID);
131 }
132 if(sendPack)
133 SendAnimPack();
134 }
135
120 // Called from scripts 136 // Called from scripts
121 public void RemoveAnimation(string name) 137 public void RemoveAnimation(string name)
122 { 138 {
diff --git a/OpenSim/Region/Framework/Scenes/CollisionSounds.cs b/OpenSim/Region/Framework/Scenes/CollisionSounds.cs
new file mode 100644
index 0000000..075724e
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/CollisionSounds.cs
@@ -0,0 +1,304 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27// Ubit 2012
28
29using System;
30using System.Reflection;
31using System.Collections.Generic;
32using OpenMetaverse;
33using OpenSim.Framework;
34using log4net;
35
36namespace OpenSim.Region.Framework.Scenes
37{
38 public struct CollisionForSoundInfo
39 {
40 public uint colliderID;
41 public Vector3 position;
42 public float relativeVel;
43 }
44
45 public static class CollisionSounds
46 {
47 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
48
49 private const int MaxMaterials = 7;
50 // part part
51
52 private static UUID snd_StoneStone = new UUID("be7295c0-a158-11e1-b3dd-0800200c9a66");
53 private static UUID snd_StoneMetal = new UUID("be7295c0-a158-11e1-b3dd-0800201c9a66");
54 private static UUID snd_StoneGlass = new UUID("be7295c0-a158-11e1-b3dd-0800202c9a66");
55 private static UUID snd_StoneWood = new UUID("be7295c0-a158-11e1-b3dd-0800203c9a66");
56 private static UUID snd_StoneFlesh = new UUID("be7295c0-a158-11e1-b3dd-0800204c9a66");
57 private static UUID snd_StonePlastic = new UUID("be7295c0-a158-11e1-b3dd-0800205c9a66");
58 private static UUID snd_StoneRubber = new UUID("be7295c0-a158-11e1-b3dd-0800206c9a66");
59
60 private static UUID snd_MetalMetal = new UUID("be7295c0-a158-11e1-b3dd-0801201c9a66");
61 private static UUID snd_MetalGlass = new UUID("be7295c0-a158-11e1-b3dd-0801202c9a66");
62 private static UUID snd_MetalWood = new UUID("be7295c0-a158-11e1-b3dd-0801203c9a66");
63 private static UUID snd_MetalFlesh = new UUID("be7295c0-a158-11e1-b3dd-0801204c9a66");
64 private static UUID snd_MetalPlastic = new UUID("be7295c0-a158-11e1-b3dd-0801205c9a66");
65 private static UUID snd_MetalRubber = new UUID("be7295c0-a158-11e1-b3dd-0801206c9a66");
66
67 private static UUID snd_GlassGlass = new UUID("be7295c0-a158-11e1-b3dd-0802202c9a66");
68 private static UUID snd_GlassWood = new UUID("be7295c0-a158-11e1-b3dd-0802203c9a66");
69 private static UUID snd_GlassFlesh = new UUID("be7295c0-a158-11e1-b3dd-0802204c9a66");
70 private static UUID snd_GlassPlastic = new UUID("be7295c0-a158-11e1-b3dd-0802205c9a66");
71 private static UUID snd_GlassRubber = new UUID("be7295c0-a158-11e1-b3dd-0802206c9a66");
72
73 private static UUID snd_WoodWood = new UUID("be7295c0-a158-11e1-b3dd-0803203c9a66");
74 private static UUID snd_WoodFlesh = new UUID("be7295c0-a158-11e1-b3dd-0803204c9a66");
75 private static UUID snd_WoodPlastic = new UUID("be7295c0-a158-11e1-b3dd-0803205c9a66");
76 private static UUID snd_WoodRubber = new UUID("be7295c0-a158-11e1-b3dd-0803206c9a66");
77
78 private static UUID snd_FleshFlesh = new UUID("be7295c0-a158-11e1-b3dd-0804204c9a66");
79 private static UUID snd_FleshPlastic = new UUID("be7295c0-a158-11e1-b3dd-0804205c9a66");
80 private static UUID snd_FleshRubber = new UUID("be7295c0-a158-11e1-b3dd-0804206c9a66");
81
82 private static UUID snd_PlasticPlastic = new UUID("be7295c0-a158-11e1-b3dd-0805205c9a66");
83 private static UUID snd_PlasticRubber = new UUID("be7295c0-a158-11e1-b3dd-0805206c9a66");
84
85 private static UUID snd_RubberRubber = new UUID("be7295c0-a158-11e1-b3dd-0806206c9a66");
86
87 // terrain part
88 private static UUID snd_TerrainStone = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
89 private static UUID snd_TerrainMetal = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
90 private static UUID snd_TerrainGlass = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
91 private static UUID snd_TerrainWood = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
92 private static UUID snd_TerrainFlesh = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
93 private static UUID snd_TerrainPlastic = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
94 private static UUID snd_TerrainRubber = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
95
96 public static UUID[] m_TerrainPart = {
97 snd_TerrainStone,
98 snd_TerrainMetal,
99 snd_TerrainGlass,
100 snd_TerrainWood,
101 snd_TerrainFlesh,
102 snd_TerrainPlastic,
103 snd_TerrainRubber
104 };
105
106 // simetric sounds
107 public static UUID[] m_PartPart = {
108 snd_StoneStone, snd_StoneMetal, snd_StoneGlass, snd_StoneWood, snd_StoneFlesh, snd_StonePlastic, snd_StoneRubber,
109 snd_StoneMetal, snd_MetalMetal, snd_MetalGlass, snd_MetalWood, snd_MetalFlesh, snd_MetalPlastic, snd_MetalRubber,
110 snd_StoneGlass, snd_MetalGlass, snd_GlassGlass, snd_GlassWood, snd_GlassFlesh, snd_GlassPlastic, snd_GlassRubber,
111 snd_StoneWood, snd_MetalWood, snd_GlassWood, snd_WoodWood, snd_WoodFlesh, snd_WoodPlastic, snd_WoodRubber,
112 snd_StoneFlesh, snd_MetalFlesh, snd_GlassFlesh, snd_WoodFlesh, snd_FleshFlesh, snd_FleshPlastic, snd_FleshRubber,
113 snd_StonePlastic, snd_MetalPlastic, snd_GlassPlastic, snd_WoodPlastic, snd_FleshPlastic, snd_PlasticPlastic, snd_PlasticRubber,
114 snd_StoneRubber, snd_MetalRubber, snd_GlassRubber, snd_WoodRubber, snd_FleshRubber, snd_PlasticRubber, snd_RubberRubber
115 };
116
117 public static void PartCollisionSound(SceneObjectPart part, List<CollisionForSoundInfo> collidersinfolist)
118 {
119 if (collidersinfolist.Count == 0 || part == null)
120 return;
121
122 if (part.VolumeDetectActive || (part.Flags & PrimFlags.Physics) == 0)
123 return;
124
125 if (part.ParentGroup == null)
126 return;
127
128 if (part.CollisionSoundType < 0)
129 return;
130
131 float volume = 0.0f;
132 bool HaveSound = false;
133
134 UUID soundID = part.CollisionSound;
135
136 if (part.CollisionSoundType > 0)
137 {
138 // soundID = part.CollisionSound;
139 volume = part.CollisionSoundVolume;
140 if (volume == 0.0f)
141 return;
142 HaveSound = true;
143 }
144
145 bool doneownsound = false;
146
147 int thisMaterial = (int)part.Material;
148 if (thisMaterial >= MaxMaterials)
149 thisMaterial = 3;
150 int thisMatScaled = thisMaterial * MaxMaterials;
151
152 CollisionForSoundInfo colInfo;
153 uint id;
154
155 for(int i = 0; i< collidersinfolist.Count; i++)
156 {
157 colInfo = collidersinfolist[i];
158
159 id = colInfo.colliderID;
160 if (id == 0) // terrain collision
161 {
162 if (!doneownsound)
163 {
164 if (!HaveSound)
165 {
166 volume = Math.Abs(colInfo.relativeVel);
167 if (volume < 0.2f)
168 continue;
169
170 volume *= volume * .0625f; // 4m/s == full volume
171 if (volume > 1.0f)
172 volume = 1.0f;
173
174 soundID = m_TerrainPart[thisMaterial];
175 }
176 part.SendCollisionSound(soundID, volume, colInfo.position);
177 doneownsound = true;
178 }
179 continue;
180 }
181
182 SceneObjectPart otherPart = part.ParentGroup.Scene.GetSceneObjectPart(id);
183 if (otherPart != null)
184 {
185 if (otherPart.CollisionSoundType < 0 || otherPart.VolumeDetectActive)
186 continue;
187
188 if (!HaveSound)
189 {
190 if (otherPart.CollisionSoundType > 0)
191 {
192 soundID = otherPart.CollisionSound;
193 volume = otherPart.CollisionSoundVolume;
194 if (volume == 0.0f)
195 continue;
196 }
197 else
198 {
199 volume = Math.Abs(colInfo.relativeVel);
200 if (volume < 0.2f)
201 continue;
202
203 volume *= volume * .0625f; // 4m/s == full volume
204 if (volume > 1.0f)
205 volume = 1.0f;
206
207 int otherMaterial = (int)otherPart.Material;
208 if (otherMaterial >= MaxMaterials)
209 otherMaterial = 3;
210
211 soundID = m_PartPart[thisMatScaled + otherMaterial];
212 }
213 }
214
215 if (doneownsound)
216 otherPart.SendCollisionSound(soundID, volume, colInfo.position);
217 else
218 {
219 part.SendCollisionSound(soundID, volume, colInfo.position);
220 doneownsound = true;
221 }
222 }
223 }
224 }
225
226 public static void AvatarCollisionSound(ScenePresence av, List<CollisionForSoundInfo> collidersinfolist)
227 {
228 if (collidersinfolist.Count == 0 || av == null)
229 return;
230
231 UUID soundID;
232 int otherMaterial;
233
234 int thisMaterial = 4; // flesh
235
236 int thisMatScaled = thisMaterial * MaxMaterials;
237
238 // bool doneownsound = false;
239
240 CollisionForSoundInfo colInfo;
241 uint id;
242 float volume;
243
244 for(int i = 0; i< collidersinfolist.Count; i++)
245 {
246 colInfo = collidersinfolist[i];
247
248 id = colInfo.colliderID;
249
250 if (id == 0) // no terrain collision sounds for now
251 {
252 continue;
253// volume = Math.Abs(colInfo.relativeVel);
254// if (volume < 0.2f)
255// continue;
256
257 }
258
259 SceneObjectPart otherPart = av.Scene.GetSceneObjectPart(id);
260 if (otherPart != null)
261 {
262 if (otherPart.CollisionSoundType < 0)
263 continue;
264 if (otherPart.CollisionSoundType > 0 && otherPart.CollisionSoundVolume > 0f)
265 otherPart.SendCollisionSound(otherPart.CollisionSound, otherPart.CollisionSoundVolume, colInfo.position);
266 else
267 {
268 volume = Math.Abs(colInfo.relativeVel);
269 // Most noral collisions (running into walls, stairs)
270 // should never be heard.
271 if (volume < 3.2f)
272 continue;
273// m_log.DebugFormat("Collision speed was {0}", volume);
274
275 // Cap to 0.2 times volume because climbing stairs should not be noisy
276 // Also changed scaling
277 volume *= volume * .0125f; // 4m/s == volume 0.2
278 if (volume > 0.2f)
279 volume = 0.2f;
280 otherMaterial = (int)otherPart.Material;
281 if (otherMaterial >= MaxMaterials)
282 otherMaterial = 3;
283
284 soundID = m_PartPart[thisMatScaled + otherMaterial];
285 otherPart.SendCollisionSound(soundID, volume, colInfo.position);
286 }
287 continue;
288 }
289/*
290 else if (!doneownsound)
291 {
292 ScenePresence otherav = av.Scene.GetScenePresence(Id);
293 if (otherav != null && (!otherav.IsChildAgent))
294 {
295 soundID = snd_FleshFlesh;
296 av.SendCollisionSound(soundID, 1.0);
297 doneownsound = true;
298 }
299 }
300 */
301 }
302 }
303 }
304}
diff --git a/OpenSim/Region/Framework/Scenes/EventManager.cs b/OpenSim/Region/Framework/Scenes/EventManager.cs
index 620b605..418904f 100644
--- a/OpenSim/Region/Framework/Scenes/EventManager.cs
+++ b/OpenSim/Region/Framework/Scenes/EventManager.cs
@@ -59,8 +59,12 @@ namespace OpenSim.Region.Framework.Scenes
59 59
60 public delegate void OnTerrainTickDelegate(); 60 public delegate void OnTerrainTickDelegate();
61 61
62 public delegate void OnTerrainUpdateDelegate();
63
62 public event OnTerrainTickDelegate OnTerrainTick; 64 public event OnTerrainTickDelegate OnTerrainTick;
63 65
66 public event OnTerrainUpdateDelegate OnTerrainUpdate;
67
64 public delegate void OnBackupDelegate(ISimulationDataService datastore, bool forceBackup); 68 public delegate void OnBackupDelegate(ISimulationDataService datastore, bool forceBackup);
65 69
66 public event OnBackupDelegate OnBackup; 70 public event OnBackupDelegate OnBackup;
@@ -906,6 +910,26 @@ namespace OpenSim.Region.Framework.Scenes
906 } 910 }
907 } 911 }
908 } 912 }
913 public void TriggerTerrainUpdate()
914 {
915 OnTerrainUpdateDelegate handlerTerrainUpdate = OnTerrainUpdate;
916 if (handlerTerrainUpdate != null)
917 {
918 foreach (OnTerrainUpdateDelegate d in handlerTerrainUpdate.GetInvocationList())
919 {
920 try
921 {
922 d();
923 }
924 catch (Exception e)
925 {
926 m_log.ErrorFormat(
927 "[EVENT MANAGER]: Delegate for TriggerTerrainUpdate failed - continuing. {0} {1}",
928 e.Message, e.StackTrace);
929 }
930 }
931 }
932 }
909 933
910 public void TriggerTerrainTick() 934 public void TriggerTerrainTick()
911 { 935 {
@@ -1196,6 +1220,7 @@ namespace OpenSim.Region.Framework.Scenes
1196 m_log.ErrorFormat( 1220 m_log.ErrorFormat(
1197 "[EVENT MANAGER]: Delegate for TriggerRemoveScript failed - continuing. {0} {1}", 1221 "[EVENT MANAGER]: Delegate for TriggerRemoveScript failed - continuing. {0} {1}",
1198 e.Message, e.StackTrace); 1222 e.Message, e.StackTrace);
1223 m_log.ErrorFormat(Environment.StackTrace);
1199 } 1224 }
1200 } 1225 }
1201 } 1226 }
diff --git a/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs b/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs
new file mode 100644
index 0000000..b7b0d27
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs
@@ -0,0 +1,422 @@
1// Proprietary code of Avination Virtual Limited
2// (c) 2012 Melanie Thielker
3//
4
5using System;
6using System.Timers;
7using System.Collections;
8using System.Collections.Generic;
9using System.IO;
10using System.Diagnostics;
11using System.Reflection;
12using System.Threading;
13using OpenMetaverse;
14using OpenSim.Framework;
15using OpenSim.Region.Framework.Interfaces;
16using OpenSim.Region.Physics.Manager;
17using OpenSim.Region.Framework.Scenes.Serialization;
18using System.Runtime.Serialization.Formatters.Binary;
19using System.Runtime.Serialization;
20using Timer = System.Timers.Timer;
21using log4net;
22
23namespace OpenSim.Region.Framework.Scenes
24{
25 [Serializable]
26 public class KeyframeMotion
27 {
28 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
29
30 public enum PlayMode : int
31 {
32 Forward = 0,
33 Reverse = 1,
34 Loop = 2,
35 PingPong = 3
36 };
37
38 [Flags]
39 public enum DataFormat : int
40 {
41 Translation = 1,
42 Rotation = 2
43 }
44
45 [Serializable]
46 public struct Keyframe
47 {
48 public Vector3? Position;
49 public Quaternion? Rotation;
50 public Quaternion StartRotation;
51 public int TimeMS;
52 public int TimeTotal;
53 public Vector3 AngularVelocity;
54 };
55
56 private Vector3 m_basePosition;
57 private Quaternion m_baseRotation;
58 private Vector3 m_serializedPosition;
59
60 private Keyframe m_currentFrame;
61 private List<Keyframe> m_frames = new List<Keyframe>();
62
63 private Keyframe[] m_keyframes;
64
65 [NonSerialized()]
66 protected Timer m_timer = new Timer();
67
68 [NonSerialized()]
69 private SceneObjectGroup m_group;
70
71 private PlayMode m_mode = PlayMode.Forward;
72 private DataFormat m_data = DataFormat.Translation | DataFormat.Rotation;
73
74 private bool m_running = false;
75 [NonSerialized()]
76 private bool m_selected = false;
77
78 private int m_iterations = 0;
79
80 private const double timerInterval = 50.0;
81
82 public DataFormat Data
83 {
84 get { return m_data; }
85 }
86
87 public bool Selected
88 {
89 set
90 {
91 if (value)
92 {
93 // Once we're let go, recompute positions
94 if (m_selected)
95 UpdateSceneObject(m_group);
96 }
97 else
98 {
99 // Save selection position in case we get moved
100 if (!m_selected)
101 m_serializedPosition = m_group.AbsolutePosition;
102 }
103 m_selected = value; }
104 }
105
106 public static KeyframeMotion FromData(SceneObjectGroup grp, Byte[] data)
107 {
108 MemoryStream ms = new MemoryStream(data);
109
110 BinaryFormatter fmt = new BinaryFormatter();
111
112 KeyframeMotion newMotion = (KeyframeMotion)fmt.Deserialize(ms);
113
114 // This will be started when position is updated
115 newMotion.m_timer = new Timer();
116 newMotion.m_timer.Interval = (int)timerInterval;
117 newMotion.m_timer.AutoReset = true;
118 newMotion.m_timer.Elapsed += newMotion.OnTimer;
119
120 return newMotion;
121 }
122
123 public void UpdateSceneObject(SceneObjectGroup grp)
124 {
125 m_group = grp;
126 Vector3 offset = grp.AbsolutePosition - m_serializedPosition;
127
128 m_basePosition += offset;
129 m_currentFrame.Position += offset;
130 for (int i = 0 ; i < m_frames.Count ; i++)
131 {
132 Keyframe k = m_frames[i];
133 k.Position += offset;
134 m_frames[i] = k;
135 }
136
137 if (m_running)
138 Start();
139 }
140
141 public KeyframeMotion(SceneObjectGroup grp, PlayMode mode, DataFormat data)
142 {
143 m_mode = mode;
144 m_data = data;
145
146 m_group = grp;
147 m_basePosition = grp.AbsolutePosition;
148 m_baseRotation = grp.GroupRotation;
149
150 m_timer.Interval = (int)timerInterval;
151 m_timer.AutoReset = true;
152 m_timer.Elapsed += OnTimer;
153 }
154
155 public void SetKeyframes(Keyframe[] frames)
156 {
157 m_keyframes = frames;
158 }
159
160 public void Start()
161 {
162 if (m_keyframes.Length > 0)
163 m_timer.Start();
164 m_running = true;
165 }
166
167 public void Stop()
168 {
169 // Failed object creation
170 if (m_timer == null)
171 return;
172 m_timer.Stop();
173
174 m_basePosition = m_group.AbsolutePosition;
175 m_baseRotation = m_group.GroupRotation;
176
177 m_group.RootPart.Velocity = Vector3.Zero;
178 m_group.RootPart.UpdateAngularVelocity(Vector3.Zero);
179 m_group.SendGroupRootTerseUpdate();
180
181 m_frames.Clear();
182 m_running = false;
183 }
184
185 public void Pause()
186 {
187 m_group.RootPart.Velocity = Vector3.Zero;
188 m_group.RootPart.UpdateAngularVelocity(Vector3.Zero);
189 m_group.SendGroupRootTerseUpdate();
190
191 m_timer.Stop();
192 m_running = false;
193 }
194
195 private void GetNextList()
196 {
197 m_frames.Clear();
198 Vector3 pos = m_basePosition;
199 Quaternion rot = m_baseRotation;
200
201 if (m_mode == PlayMode.Loop || m_mode == PlayMode.PingPong || m_iterations == 0)
202 {
203 int direction = 1;
204 if (m_mode == PlayMode.Reverse || ((m_mode == PlayMode.PingPong) && ((m_iterations & 1) != 0)))
205 direction = -1;
206
207 int start = 0;
208 int end = m_keyframes.Length;
209// if (m_mode == PlayMode.PingPong && m_keyframes.Length > 1)
210// end = m_keyframes.Length - 1;
211
212 if (direction < 0)
213 {
214 start = m_keyframes.Length - 1;
215 end = -1;
216// if (m_mode == PlayMode.PingPong && m_keyframes.Length > 1)
217// end = 0;
218 }
219
220 for (int i = start; i != end ; i += direction)
221 {
222 Keyframe k = m_keyframes[i];
223
224 if (k.Position.HasValue)
225 k.Position = (k.Position * direction) + pos;
226 else
227 k.Position = pos;
228
229 k.StartRotation = rot;
230 if (k.Rotation.HasValue)
231 {
232 if (direction == -1)
233 k.Rotation = Quaternion.Conjugate((Quaternion)k.Rotation);
234 k.Rotation = rot * k.Rotation;
235 }
236 else
237 {
238 k.Rotation = rot;
239 }
240
241 float angle = 0;
242
243 float aa = k.StartRotation.X * k.StartRotation.X + k.StartRotation.Y * k.StartRotation.Y + k.StartRotation.Z * k.StartRotation.Z + k.StartRotation.W * k.StartRotation.W;
244 float bb = ((Quaternion)k.Rotation).X * ((Quaternion)k.Rotation).X + ((Quaternion)k.Rotation).Y * ((Quaternion)k.Rotation).Y + ((Quaternion)k.Rotation).Z * ((Quaternion)k.Rotation).Z + ((Quaternion)k.Rotation).W * ((Quaternion)k.Rotation).W;
245 float aa_bb = aa * bb;
246
247 if (aa_bb == 0)
248 {
249 angle = 0;
250 }
251 else
252 {
253 float ab = k.StartRotation.X * ((Quaternion)k.Rotation).X +
254 k.StartRotation.Y * ((Quaternion)k.Rotation).Y +
255 k.StartRotation.Z * ((Quaternion)k.Rotation).Z +
256 k.StartRotation.W * ((Quaternion)k.Rotation).W;
257 float q = (ab * ab) / aa_bb;
258
259 if (q > 1.0f)
260 {
261 angle = 0;
262 }
263 else
264 {
265 angle = (float)Math.Acos(2 * q - 1);
266 }
267 }
268
269 k.AngularVelocity = (new Vector3(0, 0, 1) * (Quaternion)k.Rotation) * (angle / (k.TimeMS / 1000));
270 k.TimeTotal = k.TimeMS;
271
272 m_frames.Add(k);
273
274 pos = (Vector3)k.Position;
275 rot = (Quaternion)k.Rotation;
276 }
277
278 m_basePosition = pos;
279 m_baseRotation = rot;
280
281 m_iterations++;
282 }
283 }
284
285 protected void OnTimer(object sender, ElapsedEventArgs e)
286 {
287 if (m_frames.Count == 0)
288 {
289 GetNextList();
290
291 if (m_frames.Count == 0)
292 {
293 Stop();
294 return;
295 }
296
297 m_currentFrame = m_frames[0];
298 }
299
300 if (m_selected)
301 {
302 if (m_group.RootPart.Velocity != Vector3.Zero)
303 {
304 m_group.RootPart.Velocity = Vector3.Zero;
305 m_group.SendGroupRootTerseUpdate();
306 }
307 return;
308 }
309
310 // Do the frame processing
311 double steps = (double)m_currentFrame.TimeMS / timerInterval;
312 float complete = ((float)m_currentFrame.TimeTotal - (float)m_currentFrame.TimeMS) / (float)m_currentFrame.TimeTotal;
313
314 if (steps <= 1.0)
315 {
316 m_currentFrame.TimeMS = 0;
317
318 m_group.AbsolutePosition = (Vector3)m_currentFrame.Position;
319 m_group.UpdateGroupRotationR((Quaternion)m_currentFrame.Rotation);
320 }
321 else
322 {
323 Vector3 v = (Vector3)m_currentFrame.Position - m_group.AbsolutePosition;
324 Vector3 motionThisFrame = v / (float)steps;
325 v = v * 1000 / m_currentFrame.TimeMS;
326
327 bool update = false;
328
329 if (Vector3.Mag(motionThisFrame) >= 0.05f)
330 {
331 m_group.AbsolutePosition += motionThisFrame;
332 m_group.RootPart.Velocity = v;
333 update = true;
334 }
335
336 if ((Quaternion)m_currentFrame.Rotation != m_group.GroupRotation)
337 {
338 Quaternion current = m_group.GroupRotation;
339
340 Quaternion step = Quaternion.Slerp(m_currentFrame.StartRotation, (Quaternion)m_currentFrame.Rotation, complete);
341
342 float angle = 0;
343
344 float aa = current.X * current.X + current.Y * current.Y + current.Z * current.Z + current.W * current.W;
345 float bb = step.X * step.X + step.Y * step.Y + step.Z * step.Z + step.W * step.W;
346 float aa_bb = aa * bb;
347
348 if (aa_bb == 0)
349 {
350 angle = 0;
351 }
352 else
353 {
354 float ab = current.X * step.X +
355 current.Y * step.Y +
356 current.Z * step.Z +
357 current.W * step.W;
358 float q = (ab * ab) / aa_bb;
359
360 if (q > 1.0f)
361 {
362 angle = 0;
363 }
364 else
365 {
366 angle = (float)Math.Acos(2 * q - 1);
367 }
368 }
369
370 if (angle > 0.01f)
371 {
372 m_group.UpdateGroupRotationR(step);
373 //m_group.RootPart.UpdateAngularVelocity(m_currentFrame.AngularVelocity / 2);
374 update = true;
375 }
376 }
377
378 if (update)
379 m_group.SendGroupRootTerseUpdate();
380 }
381
382 m_currentFrame.TimeMS -= (int)timerInterval;
383
384 if (m_currentFrame.TimeMS <= 0)
385 {
386 m_group.RootPart.Velocity = Vector3.Zero;
387 m_group.RootPart.UpdateAngularVelocity(Vector3.Zero);
388 m_group.SendGroupRootTerseUpdate();
389
390 m_frames.RemoveAt(0);
391 if (m_frames.Count > 0)
392 m_currentFrame = m_frames[0];
393 }
394 }
395
396 public Byte[] Serialize()
397 {
398 MemoryStream ms = new MemoryStream();
399 m_timer.Stop();
400
401 BinaryFormatter fmt = new BinaryFormatter();
402 SceneObjectGroup tmp = m_group;
403 m_group = null;
404 m_serializedPosition = tmp.AbsolutePosition;
405 fmt.Serialize(ms, this);
406 m_group = tmp;
407 return ms.ToArray();
408 }
409
410 public void CrossingFailure()
411 {
412 // The serialization has stopped the timer, so let's wait a moment
413 // then retry the crossing. We'll get back here if it fails.
414 Util.FireAndForget(delegate (object x)
415 {
416 Thread.Sleep(60000);
417 if (m_running)
418 m_timer.Start();
419 });
420 }
421 }
422}
diff --git a/OpenSim/Region/Framework/Scenes/Prioritizer.cs b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
index 1b10e3c..0a34a4c 100644
--- a/OpenSim/Region/Framework/Scenes/Prioritizer.cs
+++ b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
@@ -157,7 +157,7 @@ namespace OpenSim.Region.Framework.Scenes
157 157
158 private uint GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity) 158 private uint GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity)
159 { 159 {
160 uint pqueue = ComputeDistancePriority(client,entity,true); 160 uint pqueue = ComputeDistancePriority(client,entity,false);
161 161
162 ScenePresence presence = m_scene.GetScenePresence(client.AgentId); 162 ScenePresence presence = m_scene.GetScenePresence(client.AgentId);
163 if (presence != null) 163 if (presence != null)
@@ -226,7 +226,7 @@ namespace OpenSim.Region.Framework.Scenes
226 226
227 for (int i = 0; i < queues - 1; i++) 227 for (int i = 0; i < queues - 1; i++)
228 { 228 {
229 if (distance < 10 * Math.Pow(2.0,i)) 229 if (distance < 30 * Math.Pow(2.0,i))
230 break; 230 break;
231 pqueue++; 231 pqueue++;
232 } 232 }
diff --git a/OpenSim/Region/Framework/Scenes/SOPMaterial.cs b/OpenSim/Region/Framework/Scenes/SOPMaterial.cs
new file mode 100644
index 0000000..10ac37c
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/SOPMaterial.cs
@@ -0,0 +1,95 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using OpenMetaverse;
31using OpenSim.Framework;
32
33namespace OpenSim.Region.Framework.Scenes
34{
35 public static class SOPMaterialData
36 {
37 public enum SopMaterial : int // redundante and not in use for now
38 {
39 Stone = 0,
40 Metal = 1,
41 Glass = 2,
42 Wood = 3,
43 Flesh = 4,
44 Plastic = 5,
45 Rubber = 6,
46 light = 7 // compatibility with old viewers
47 }
48
49 private struct MaterialData
50 {
51 public float friction;
52 public float bounce;
53 public MaterialData(float f, float b)
54 {
55 friction = f;
56 bounce = b;
57 }
58 }
59
60 private static MaterialData[] m_materialdata = {
61 new MaterialData(0.8f,0.4f), // Stone
62 new MaterialData(0.3f,0.4f), // Metal
63 new MaterialData(0.2f,0.7f), // Glass
64 new MaterialData(0.6f,0.5f), // Wood
65 new MaterialData(0.9f,0.3f), // Flesh
66 new MaterialData(0.4f,0.7f), // Plastic
67 new MaterialData(0.9f,0.95f), // Rubber
68 new MaterialData(0.0f,0.0f) // light ??
69 };
70
71 public static Material MaxMaterial
72 {
73 get { return (Material)(m_materialdata.Length - 1); }
74 }
75
76 public static float friction(Material material)
77 {
78 int indx = (int)material;
79 if (indx < m_materialdata.Length)
80 return (m_materialdata[indx].friction);
81 else
82 return 0;
83 }
84
85 public static float bounce(Material material)
86 {
87 int indx = (int)material;
88 if (indx < m_materialdata.Length)
89 return (m_materialdata[indx].bounce);
90 else
91 return 0;
92 }
93
94 }
95} \ No newline at end of file
diff --git a/OpenSim/Region/Framework/Scenes/SOPVehicle.cs b/OpenSim/Region/Framework/Scenes/SOPVehicle.cs
new file mode 100644
index 0000000..9cb901a
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/SOPVehicle.cs
@@ -0,0 +1,791 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using OpenMetaverse;
31using OpenSim.Framework;
32using OpenSim.Region.Physics.Manager;
33using System.Text;
34using System.IO;
35using System.Xml;
36using OpenSim.Framework.Serialization;
37using OpenSim.Framework.Serialization.External;
38using OpenSim.Region.Framework.Scenes.Serialization;
39
40namespace OpenSim.Region.Framework.Scenes
41{
42 public class SOPVehicle
43 {
44 public VehicleData vd;
45
46 public Vehicle Type
47 {
48 get { return vd.m_type; }
49 }
50
51 public SOPVehicle()
52 {
53 vd = new VehicleData();
54 ProcessTypeChange(Vehicle.TYPE_NONE); // is needed?
55 }
56
57 public void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
58 {
59 float len;
60 float timestep = 0.01f;
61 switch (pParam)
62 {
63 case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY:
64 if (pValue < 0f) pValue = 0f;
65 if (pValue > 1f) pValue = 1f;
66 vd.m_angularDeflectionEfficiency = pValue;
67 break;
68 case Vehicle.ANGULAR_DEFLECTION_TIMESCALE:
69 if (pValue < timestep) pValue = timestep;
70 vd.m_angularDeflectionTimescale = pValue;
71 break;
72 case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE:
73 if (pValue < timestep) pValue = timestep;
74 else if (pValue > 120) pValue = 120;
75 vd.m_angularMotorDecayTimescale = pValue;
76 break;
77 case Vehicle.ANGULAR_MOTOR_TIMESCALE:
78 if (pValue < timestep) pValue = timestep;
79 vd.m_angularMotorTimescale = pValue;
80 break;
81 case Vehicle.BANKING_EFFICIENCY:
82 if (pValue < -1f) pValue = -1f;
83 if (pValue > 1f) pValue = 1f;
84 vd.m_bankingEfficiency = pValue;
85 break;
86 case Vehicle.BANKING_MIX:
87 if (pValue < 0f) pValue = 0f;
88 if (pValue > 1f) pValue = 1f;
89 vd.m_bankingMix = pValue;
90 break;
91 case Vehicle.BANKING_TIMESCALE:
92 if (pValue < timestep) pValue = timestep;
93 vd.m_bankingTimescale = pValue;
94 break;
95 case Vehicle.BUOYANCY:
96 if (pValue < -1f) pValue = -1f;
97 if (pValue > 1f) pValue = 1f;
98 vd.m_VehicleBuoyancy = pValue;
99 break;
100 case Vehicle.HOVER_EFFICIENCY:
101 if (pValue < 0f) pValue = 0f;
102 if (pValue > 1f) pValue = 1f;
103 vd.m_VhoverEfficiency = pValue;
104 break;
105 case Vehicle.HOVER_HEIGHT:
106 vd.m_VhoverHeight = pValue;
107 break;
108 case Vehicle.HOVER_TIMESCALE:
109 if (pValue < timestep) pValue = timestep;
110 vd.m_VhoverTimescale = pValue;
111 break;
112 case Vehicle.LINEAR_DEFLECTION_EFFICIENCY:
113 if (pValue < 0f) pValue = 0f;
114 if (pValue > 1f) pValue = 1f;
115 vd.m_linearDeflectionEfficiency = pValue;
116 break;
117 case Vehicle.LINEAR_DEFLECTION_TIMESCALE:
118 if (pValue < timestep) pValue = timestep;
119 vd.m_linearDeflectionTimescale = pValue;
120 break;
121 case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE:
122 if (pValue < timestep) pValue = timestep;
123 else if (pValue > 120) pValue = 120;
124 vd.m_linearMotorDecayTimescale = pValue;
125 break;
126 case Vehicle.LINEAR_MOTOR_TIMESCALE:
127 if (pValue < timestep) pValue = timestep;
128 vd.m_linearMotorTimescale = pValue;
129 break;
130 case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY:
131 if (pValue < 0f) pValue = 0f;
132 if (pValue > 1f) pValue = 1f;
133 vd.m_verticalAttractionEfficiency = pValue;
134 break;
135 case Vehicle.VERTICAL_ATTRACTION_TIMESCALE:
136 if (pValue < timestep) pValue = timestep;
137 vd.m_verticalAttractionTimescale = pValue;
138 break;
139
140 // These are vector properties but the engine lets you use a single float value to
141 // set all of the components to the same value
142 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
143 if (pValue < timestep) pValue = timestep;
144 vd.m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue);
145 break;
146 case Vehicle.ANGULAR_MOTOR_DIRECTION:
147 vd.m_angularMotorDirection = new Vector3(pValue, pValue, pValue);
148 len = vd.m_angularMotorDirection.Length();
149 if (len > 12.566f)
150 vd.m_angularMotorDirection *= (12.566f / len);
151 break;
152 case Vehicle.LINEAR_FRICTION_TIMESCALE:
153 if (pValue < timestep) pValue = timestep;
154 vd.m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue);
155 break;
156 case Vehicle.LINEAR_MOTOR_DIRECTION:
157 vd.m_linearMotorDirection = new Vector3(pValue, pValue, pValue);
158 len = vd.m_linearMotorDirection.Length();
159 if (len > 30.0f)
160 vd.m_linearMotorDirection *= (30.0f / len);
161 break;
162 case Vehicle.LINEAR_MOTOR_OFFSET:
163 vd.m_linearMotorOffset = new Vector3(pValue, pValue, pValue);
164 len = vd.m_linearMotorOffset.Length();
165 if (len > 100.0f)
166 vd.m_linearMotorOffset *= (100.0f / len);
167 break;
168 }
169 }//end ProcessFloatVehicleParam
170
171 public void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue)
172 {
173 float len;
174 float timestep = 0.01f;
175 switch (pParam)
176 {
177 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
178 if (pValue.X < timestep) pValue.X = timestep;
179 if (pValue.Y < timestep) pValue.Y = timestep;
180 if (pValue.Z < timestep) pValue.Z = timestep;
181
182 vd.m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
183 break;
184 case Vehicle.ANGULAR_MOTOR_DIRECTION:
185 vd.m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
186 // Limit requested angular speed to 2 rps= 4 pi rads/sec
187 len = vd.m_angularMotorDirection.Length();
188 if (len > 12.566f)
189 vd.m_angularMotorDirection *= (12.566f / len);
190 break;
191 case Vehicle.LINEAR_FRICTION_TIMESCALE:
192 if (pValue.X < timestep) pValue.X = timestep;
193 if (pValue.Y < timestep) pValue.Y = timestep;
194 if (pValue.Z < timestep) pValue.Z = timestep;
195 vd.m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
196 break;
197 case Vehicle.LINEAR_MOTOR_DIRECTION:
198 vd.m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
199 len = vd.m_linearMotorDirection.Length();
200 if (len > 30.0f)
201 vd.m_linearMotorDirection *= (30.0f / len);
202 break;
203 case Vehicle.LINEAR_MOTOR_OFFSET:
204 vd.m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z);
205 len = vd.m_linearMotorOffset.Length();
206 if (len > 100.0f)
207 vd.m_linearMotorOffset *= (100.0f / len);
208 break;
209 }
210 }//end ProcessVectorVehicleParam
211
212 public void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue)
213 {
214 switch (pParam)
215 {
216 case Vehicle.REFERENCE_FRAME:
217 vd.m_referenceFrame = pValue;
218 break;
219 }
220 }//end ProcessRotationVehicleParam
221
222 public void ProcessVehicleFlags(int pParam, bool remove)
223 {
224 if (remove)
225 {
226 vd.m_flags &= ~((VehicleFlag)pParam);
227 }
228 else
229 {
230 vd.m_flags |= (VehicleFlag)pParam;
231 }
232 }//end ProcessVehicleFlags
233
234 public void ProcessTypeChange(Vehicle pType)
235 {
236 vd.m_linearMotorDirection = Vector3.Zero;
237 vd.m_angularMotorDirection = Vector3.Zero;
238 vd.m_linearMotorOffset = Vector3.Zero;
239 vd.m_referenceFrame = Quaternion.Identity;
240
241 // Set Defaults For Type
242 vd.m_type = pType;
243 switch (pType)
244 {
245 case Vehicle.TYPE_NONE:
246 vd.m_linearFrictionTimescale = new Vector3(1000, 1000, 1000);
247 vd.m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
248 vd.m_linearMotorTimescale = 1000;
249 vd.m_linearMotorDecayTimescale = 120;
250 vd.m_angularMotorTimescale = 1000;
251 vd.m_angularMotorDecayTimescale = 1000;
252 vd.m_VhoverHeight = 0;
253 vd.m_VhoverEfficiency = 1;
254 vd.m_VhoverTimescale = 1000;
255 vd.m_VehicleBuoyancy = 0;
256 vd.m_linearDeflectionEfficiency = 0;
257 vd.m_linearDeflectionTimescale = 1000;
258 vd.m_angularDeflectionEfficiency = 0;
259 vd.m_angularDeflectionTimescale = 1000;
260 vd.m_bankingEfficiency = 0;
261 vd.m_bankingMix = 1;
262 vd.m_bankingTimescale = 1000;
263 vd.m_verticalAttractionEfficiency = 0;
264 vd.m_verticalAttractionTimescale = 1000;
265
266 vd.m_flags = (VehicleFlag)0;
267 break;
268
269 case Vehicle.TYPE_SLED:
270 vd.m_linearFrictionTimescale = new Vector3(30, 1, 1000);
271 vd.m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
272 vd.m_linearMotorTimescale = 1000;
273 vd.m_linearMotorDecayTimescale = 120;
274 vd.m_angularMotorTimescale = 1000;
275 vd.m_angularMotorDecayTimescale = 120;
276 vd.m_VhoverHeight = 0;
277 vd.m_VhoverEfficiency = 1;
278 vd.m_VhoverTimescale = 10;
279 vd.m_VehicleBuoyancy = 0;
280 vd.m_linearDeflectionEfficiency = 1;
281 vd.m_linearDeflectionTimescale = 1;
282 vd.m_angularDeflectionEfficiency = 0;
283 vd.m_angularDeflectionTimescale = 1000;
284 vd.m_bankingEfficiency = 0;
285 vd.m_bankingMix = 1;
286 vd.m_bankingTimescale = 10;
287 vd.m_flags &=
288 ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
289 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
290 vd.m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
291 break;
292 case Vehicle.TYPE_CAR:
293 vd.m_linearFrictionTimescale = new Vector3(100, 2, 1000);
294 vd.m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
295 vd.m_linearMotorTimescale = 1;
296 vd.m_linearMotorDecayTimescale = 60;
297 vd.m_angularMotorTimescale = 1;
298 vd.m_angularMotorDecayTimescale = 0.8f;
299 vd.m_VhoverHeight = 0;
300 vd.m_VhoverEfficiency = 0;
301 vd.m_VhoverTimescale = 1000;
302 vd.m_VehicleBuoyancy = 0;
303 vd.m_linearDeflectionEfficiency = 1;
304 vd.m_linearDeflectionTimescale = 2;
305 vd.m_angularDeflectionEfficiency = 0;
306 vd.m_angularDeflectionTimescale = 10;
307 vd.m_verticalAttractionEfficiency = 1f;
308 vd.m_verticalAttractionTimescale = 10f;
309 vd.m_bankingEfficiency = -0.2f;
310 vd.m_bankingMix = 1;
311 vd.m_bankingTimescale = 1;
312 vd.m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
313 vd.m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY |
314 VehicleFlag.LIMIT_MOTOR_UP | VehicleFlag.HOVER_UP_ONLY);
315 break;
316 case Vehicle.TYPE_BOAT:
317 vd.m_linearFrictionTimescale = new Vector3(10, 3, 2);
318 vd.m_angularFrictionTimescale = new Vector3(10, 10, 10);
319 vd.m_linearMotorTimescale = 5;
320 vd.m_linearMotorDecayTimescale = 60;
321 vd.m_angularMotorTimescale = 4;
322 vd.m_angularMotorDecayTimescale = 4;
323 vd.m_VhoverHeight = 0;
324 vd.m_VhoverEfficiency = 0.5f;
325 vd.m_VhoverTimescale = 2;
326 vd.m_VehicleBuoyancy = 1;
327 vd.m_linearDeflectionEfficiency = 0.5f;
328 vd.m_linearDeflectionTimescale = 3;
329 vd.m_angularDeflectionEfficiency = 0.5f;
330 vd.m_angularDeflectionTimescale = 5;
331 vd.m_verticalAttractionEfficiency = 0.5f;
332 vd.m_verticalAttractionTimescale = 5f;
333 vd.m_bankingEfficiency = -0.3f;
334 vd.m_bankingMix = 0.8f;
335 vd.m_bankingTimescale = 1;
336 vd.m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY |
337 VehicleFlag.HOVER_GLOBAL_HEIGHT |
338 VehicleFlag.HOVER_UP_ONLY |
339 VehicleFlag.LIMIT_ROLL_ONLY);
340 vd.m_flags |= (VehicleFlag.NO_DEFLECTION_UP |
341 VehicleFlag.LIMIT_MOTOR_UP |
342 VehicleFlag.HOVER_WATER_ONLY);
343 break;
344 case Vehicle.TYPE_AIRPLANE:
345 vd.m_linearFrictionTimescale = new Vector3(200, 10, 5);
346 vd.m_angularFrictionTimescale = new Vector3(20, 20, 20);
347 vd.m_linearMotorTimescale = 2;
348 vd.m_linearMotorDecayTimescale = 60;
349 vd.m_angularMotorTimescale = 4;
350 vd.m_angularMotorDecayTimescale = 8;
351 vd.m_VhoverHeight = 0;
352 vd.m_VhoverEfficiency = 0.5f;
353 vd.m_VhoverTimescale = 1000;
354 vd.m_VehicleBuoyancy = 0;
355 vd.m_linearDeflectionEfficiency = 0.5f;
356 vd.m_linearDeflectionTimescale = 0.5f;
357 vd.m_angularDeflectionEfficiency = 1;
358 vd.m_angularDeflectionTimescale = 2;
359 vd.m_verticalAttractionEfficiency = 0.9f;
360 vd.m_verticalAttractionTimescale = 2f;
361 vd.m_bankingEfficiency = 1;
362 vd.m_bankingMix = 0.7f;
363 vd.m_bankingTimescale = 2;
364 vd.m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
365 VehicleFlag.HOVER_TERRAIN_ONLY |
366 VehicleFlag.HOVER_GLOBAL_HEIGHT |
367 VehicleFlag.HOVER_UP_ONLY |
368 VehicleFlag.NO_DEFLECTION_UP |
369 VehicleFlag.LIMIT_MOTOR_UP);
370 vd.m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY);
371 break;
372 case Vehicle.TYPE_BALLOON:
373 vd.m_linearFrictionTimescale = new Vector3(5, 5, 5);
374 vd.m_angularFrictionTimescale = new Vector3(10, 10, 10);
375 vd.m_linearMotorTimescale = 5;
376 vd.m_linearMotorDecayTimescale = 60;
377 vd.m_angularMotorTimescale = 6;
378 vd.m_angularMotorDecayTimescale = 10;
379 vd.m_VhoverHeight = 5;
380 vd.m_VhoverEfficiency = 0.8f;
381 vd.m_VhoverTimescale = 10;
382 vd.m_VehicleBuoyancy = 1;
383 vd.m_linearDeflectionEfficiency = 0;
384 vd.m_linearDeflectionTimescale = 5;
385 vd.m_angularDeflectionEfficiency = 0;
386 vd.m_angularDeflectionTimescale = 5;
387 vd.m_verticalAttractionEfficiency = 0f;
388 vd.m_verticalAttractionTimescale = 1000f;
389 vd.m_bankingEfficiency = 0;
390 vd.m_bankingMix = 0.7f;
391 vd.m_bankingTimescale = 5;
392 vd.m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
393 VehicleFlag.HOVER_TERRAIN_ONLY |
394 VehicleFlag.HOVER_UP_ONLY |
395 VehicleFlag.NO_DEFLECTION_UP |
396 VehicleFlag.LIMIT_MOTOR_UP);
397 vd.m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY |
398 VehicleFlag.HOVER_GLOBAL_HEIGHT);
399 break;
400 }
401 }
402 public void SetVehicle(PhysicsActor ph)
403 {
404 if (ph == null)
405 return;
406 ph.SetVehicle(vd);
407 }
408
409 private XmlTextWriter writer;
410
411 private void XWint(string name, int i)
412 {
413 writer.WriteElementString(name, i.ToString());
414 }
415
416 private void XWfloat(string name, float f)
417 {
418 writer.WriteElementString(name, f.ToString(Utils.EnUsCulture));
419 }
420
421 private void XWVector(string name, Vector3 vec)
422 {
423 writer.WriteStartElement(name);
424 writer.WriteElementString("X", vec.X.ToString(Utils.EnUsCulture));
425 writer.WriteElementString("Y", vec.Y.ToString(Utils.EnUsCulture));
426 writer.WriteElementString("Z", vec.Z.ToString(Utils.EnUsCulture));
427 writer.WriteEndElement();
428 }
429
430 private void XWQuat(string name, Quaternion quat)
431 {
432 writer.WriteStartElement(name);
433 writer.WriteElementString("X", quat.X.ToString(Utils.EnUsCulture));
434 writer.WriteElementString("Y", quat.Y.ToString(Utils.EnUsCulture));
435 writer.WriteElementString("Z", quat.Z.ToString(Utils.EnUsCulture));
436 writer.WriteElementString("W", quat.W.ToString(Utils.EnUsCulture));
437 writer.WriteEndElement();
438 }
439
440 public void ToXml2(XmlTextWriter twriter)
441 {
442 writer = twriter;
443 writer.WriteStartElement("Vehicle");
444
445 XWint("TYPE", (int)vd.m_type);
446 XWint("FLAGS", (int)vd.m_flags);
447
448 // Linear properties
449 XWVector("LMDIR", vd.m_linearMotorDirection);
450 XWVector("LMFTIME", vd.m_linearFrictionTimescale);
451 XWfloat("LMDTIME", vd.m_linearMotorDecayTimescale);
452 XWfloat("LMTIME", vd.m_linearMotorTimescale);
453 XWVector("LMOFF", vd.m_linearMotorOffset);
454
455 //Angular properties
456 XWVector("AMDIR", vd.m_angularMotorDirection);
457 XWfloat("AMTIME", vd.m_angularMotorTimescale);
458 XWfloat("AMDTIME", vd.m_angularMotorDecayTimescale);
459 XWVector("AMFTIME", vd.m_angularFrictionTimescale);
460
461 //Deflection properties
462 XWfloat("ADEFF", vd.m_angularDeflectionEfficiency);
463 XWfloat("ADTIME", vd.m_angularDeflectionTimescale);
464 XWfloat("LDEFF", vd.m_linearDeflectionEfficiency);
465 XWfloat("LDTIME", vd.m_linearDeflectionTimescale);
466
467 //Banking properties
468 XWfloat("BEFF", vd.m_bankingEfficiency);
469 XWfloat("BMIX", vd.m_bankingMix);
470 XWfloat("BTIME", vd.m_bankingTimescale);
471
472 //Hover and Buoyancy properties
473 XWfloat("HHEI", vd.m_VhoverHeight);
474 XWfloat("HEFF", vd.m_VhoverEfficiency);
475 XWfloat("HTIME", vd.m_VhoverTimescale);
476 XWfloat("VBUO", vd.m_VehicleBuoyancy);
477
478 //Attractor properties
479 XWfloat("VAEFF", vd.m_verticalAttractionEfficiency);
480 XWfloat("VATIME", vd.m_verticalAttractionTimescale);
481
482 XWQuat("REF_FRAME", vd.m_referenceFrame);
483
484 writer.WriteEndElement();
485 writer = null;
486 }
487
488
489
490 XmlTextReader reader;
491
492 private int XRint()
493 {
494 return reader.ReadElementContentAsInt();
495 }
496
497 private float XRfloat()
498 {
499 return reader.ReadElementContentAsFloat();
500 }
501
502 public Vector3 XRvector()
503 {
504 Vector3 vec;
505 reader.ReadStartElement();
506 vec.X = reader.ReadElementContentAsFloat();
507 vec.Y = reader.ReadElementContentAsFloat();
508 vec.Z = reader.ReadElementContentAsFloat();
509 reader.ReadEndElement();
510 return vec;
511 }
512
513 public Quaternion XRquat()
514 {
515 Quaternion q;
516 reader.ReadStartElement();
517 q.X = reader.ReadElementContentAsFloat();
518 q.Y = reader.ReadElementContentAsFloat();
519 q.Z = reader.ReadElementContentAsFloat();
520 q.W = reader.ReadElementContentAsFloat();
521 reader.ReadEndElement();
522 return q;
523 }
524
525 public static bool EReadProcessors(
526 Dictionary<string, Action> processors,
527 XmlTextReader xtr)
528 {
529 bool errors = false;
530
531 string nodeName = string.Empty;
532 while (xtr.NodeType != XmlNodeType.EndElement)
533 {
534 nodeName = xtr.Name;
535
536 // m_log.DebugFormat("[ExternalRepresentationUtils]: Processing: {0}", nodeName);
537
538 Action p = null;
539 if (processors.TryGetValue(xtr.Name, out p))
540 {
541 // m_log.DebugFormat("[ExternalRepresentationUtils]: Found {0} processor, nodeName);
542
543 try
544 {
545 p();
546 }
547 catch (Exception e)
548 {
549 errors = true;
550 if (xtr.NodeType == XmlNodeType.EndElement)
551 xtr.Read();
552 }
553 }
554 else
555 {
556 // m_log.DebugFormat("[LandDataSerializer]: caught unknown element {0}", nodeName);
557 xtr.ReadOuterXml(); // ignore
558 }
559 }
560
561 return errors;
562 }
563
564
565 public string ToXml2()
566 {
567 MemoryStream ms = new MemoryStream(512);
568 UTF8Encoding enc = new UTF8Encoding();
569 XmlTextWriter xwriter = new XmlTextWriter(ms, enc);
570 ToXml2(xwriter);
571 xwriter.Flush();
572 string s = ms.GetStreamString();
573 xwriter.Close();
574 return s;
575 }
576
577 public static SOPVehicle FromXml2(string text)
578 {
579 if (text == String.Empty)
580 return null;
581
582 UTF8Encoding enc = new UTF8Encoding();
583 MemoryStream ms = new MemoryStream(enc.GetBytes(text));
584 XmlTextReader xreader = new XmlTextReader(ms);
585
586 SOPVehicle v = new SOPVehicle();
587 bool error;
588
589 v.FromXml2(xreader, out error);
590
591 xreader.Close();
592
593 if (error)
594 {
595 v = null;
596 return null;
597 }
598 return v;
599 }
600
601 public static SOPVehicle FromXml2(XmlTextReader reader)
602 {
603 SOPVehicle vehicle = new SOPVehicle();
604
605 bool errors = false;
606
607 vehicle.FromXml2(reader, out errors);
608 if (errors)
609 return null;
610
611 return vehicle;
612 }
613
614 private void FromXml2(XmlTextReader _reader, out bool errors)
615 {
616 errors = false;
617 reader = _reader;
618
619 Dictionary<string, Action> m_VehicleXmlProcessors
620 = new Dictionary<string, Action>();
621
622 m_VehicleXmlProcessors.Add("TYPE", ProcessXR_type);
623 m_VehicleXmlProcessors.Add("FLAGS", ProcessXR_flags);
624
625 // Linear properties
626 m_VehicleXmlProcessors.Add("LMDIR", ProcessXR_linearMotorDirection);
627 m_VehicleXmlProcessors.Add("LMFTIME", ProcessXR_linearFrictionTimescale);
628 m_VehicleXmlProcessors.Add("LMDTIME", ProcessXR_linearMotorDecayTimescale);
629 m_VehicleXmlProcessors.Add("LMTIME", ProcessXR_linearMotorTimescale);
630 m_VehicleXmlProcessors.Add("LMOFF", ProcessXR_linearMotorOffset);
631
632 //Angular properties
633 m_VehicleXmlProcessors.Add("AMDIR", ProcessXR_angularMotorDirection);
634 m_VehicleXmlProcessors.Add("AMTIME", ProcessXR_angularMotorTimescale);
635 m_VehicleXmlProcessors.Add("AMDTIME", ProcessXR_angularMotorDecayTimescale);
636 m_VehicleXmlProcessors.Add("AMFTIME", ProcessXR_angularFrictionTimescale);
637
638 //Deflection properties
639 m_VehicleXmlProcessors.Add("ADEFF", ProcessXR_angularDeflectionEfficiency);
640 m_VehicleXmlProcessors.Add("ADTIME", ProcessXR_angularDeflectionTimescale);
641 m_VehicleXmlProcessors.Add("LDEFF", ProcessXR_linearDeflectionEfficiency);
642 m_VehicleXmlProcessors.Add("LDTIME", ProcessXR_linearDeflectionTimescale);
643
644 //Banking properties
645 m_VehicleXmlProcessors.Add("BEFF", ProcessXR_bankingEfficiency);
646 m_VehicleXmlProcessors.Add("BMIX", ProcessXR_bankingMix);
647 m_VehicleXmlProcessors.Add("BTIME", ProcessXR_bankingTimescale);
648
649 //Hover and Buoyancy properties
650 m_VehicleXmlProcessors.Add("HHEI", ProcessXR_VhoverHeight);
651 m_VehicleXmlProcessors.Add("HEFF", ProcessXR_VhoverEfficiency);
652 m_VehicleXmlProcessors.Add("HTIME", ProcessXR_VhoverTimescale);
653
654 m_VehicleXmlProcessors.Add("VBUO", ProcessXR_VehicleBuoyancy);
655
656 //Attractor properties
657 m_VehicleXmlProcessors.Add("VAEFF", ProcessXR_verticalAttractionEfficiency);
658 m_VehicleXmlProcessors.Add("VATIME", ProcessXR_verticalAttractionTimescale);
659
660 m_VehicleXmlProcessors.Add("REF_FRAME", ProcessXR_referenceFrame);
661
662 vd = new VehicleData();
663
664 reader.ReadStartElement("Vehicle", String.Empty);
665
666 errors = EReadProcessors(
667 m_VehicleXmlProcessors,
668 reader);
669
670 reader.ReadEndElement();
671 reader = null;
672 }
673
674 private void ProcessXR_type()
675 {
676 vd.m_type = (Vehicle)XRint();
677 }
678 private void ProcessXR_flags()
679 {
680 vd.m_flags = (VehicleFlag)XRint();
681 }
682 // Linear properties
683 private void ProcessXR_linearMotorDirection()
684 {
685 vd.m_linearMotorDirection = XRvector();
686 }
687
688 private void ProcessXR_linearFrictionTimescale()
689 {
690 vd.m_linearFrictionTimescale = XRvector();
691 }
692
693 private void ProcessXR_linearMotorDecayTimescale()
694 {
695 vd.m_linearMotorDecayTimescale = XRfloat();
696 }
697 private void ProcessXR_linearMotorTimescale()
698 {
699 vd.m_linearMotorTimescale = XRfloat();
700 }
701 private void ProcessXR_linearMotorOffset()
702 {
703 vd.m_linearMotorOffset = XRvector();
704 }
705
706
707 //Angular properties
708 private void ProcessXR_angularMotorDirection()
709 {
710 vd.m_angularMotorDirection = XRvector();
711 }
712 private void ProcessXR_angularMotorTimescale()
713 {
714 vd.m_angularMotorTimescale = XRfloat();
715 }
716 private void ProcessXR_angularMotorDecayTimescale()
717 {
718 vd.m_angularMotorDecayTimescale = XRfloat();
719 }
720 private void ProcessXR_angularFrictionTimescale()
721 {
722 vd.m_angularFrictionTimescale = XRvector();
723 }
724
725 //Deflection properties
726 private void ProcessXR_angularDeflectionEfficiency()
727 {
728 vd.m_angularDeflectionEfficiency = XRfloat();
729 }
730 private void ProcessXR_angularDeflectionTimescale()
731 {
732 vd.m_angularDeflectionTimescale = XRfloat();
733 }
734 private void ProcessXR_linearDeflectionEfficiency()
735 {
736 vd.m_linearDeflectionEfficiency = XRfloat();
737 }
738 private void ProcessXR_linearDeflectionTimescale()
739 {
740 vd.m_linearDeflectionTimescale = XRfloat();
741 }
742
743 //Banking properties
744 private void ProcessXR_bankingEfficiency()
745 {
746 vd.m_bankingEfficiency = XRfloat();
747 }
748 private void ProcessXR_bankingMix()
749 {
750 vd.m_bankingMix = XRfloat();
751 }
752 private void ProcessXR_bankingTimescale()
753 {
754 vd.m_bankingTimescale = XRfloat();
755 }
756
757 //Hover and Buoyancy properties
758 private void ProcessXR_VhoverHeight()
759 {
760 vd.m_VhoverHeight = XRfloat();
761 }
762 private void ProcessXR_VhoverEfficiency()
763 {
764 vd.m_VhoverEfficiency = XRfloat();
765 }
766 private void ProcessXR_VhoverTimescale()
767 {
768 vd.m_VhoverTimescale = XRfloat();
769 }
770
771 private void ProcessXR_VehicleBuoyancy()
772 {
773 vd.m_VehicleBuoyancy = XRfloat();
774 }
775
776 //Attractor properties
777 private void ProcessXR_verticalAttractionEfficiency()
778 {
779 vd.m_verticalAttractionEfficiency = XRfloat();
780 }
781 private void ProcessXR_verticalAttractionTimescale()
782 {
783 vd.m_verticalAttractionTimescale = XRfloat();
784 }
785
786 private void ProcessXR_referenceFrame()
787 {
788 vd.m_referenceFrame = XRquat();
789 }
790 }
791}
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index e413281..98b8fcc 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -169,7 +169,7 @@ namespace OpenSim.Region.Framework.Scenes
169 return false; 169 return false;
170 } 170 }
171 } 171 }
172 172
173 if (InventoryService.AddItem(item)) 173 if (InventoryService.AddItem(item))
174 { 174 {
175 int userlevel = 0; 175 int userlevel = 0;
@@ -324,8 +324,7 @@ namespace OpenSim.Region.Framework.Scenes
324 324
325 // Update item with new asset 325 // Update item with new asset
326 item.AssetID = asset.FullID; 326 item.AssetID = asset.FullID;
327 if (group.UpdateInventoryItem(item)) 327 group.UpdateInventoryItem(item);
328 remoteClient.SendAgentAlertMessage("Script saved", false);
329 328
330 part.SendPropertiesToClient(remoteClient); 329 part.SendPropertiesToClient(remoteClient);
331 330
@@ -336,12 +335,7 @@ namespace OpenSim.Region.Framework.Scenes
336 { 335 {
337 // Needs to determine which engine was running it and use that 336 // Needs to determine which engine was running it and use that
338 // 337 //
339 part.Inventory.CreateScriptInstance(item.ItemID, 0, false, DefaultScriptEngine, 0); 338 errors = part.Inventory.CreateScriptInstanceEr(item.ItemID, 0, false, DefaultScriptEngine, 0);
340 errors = part.Inventory.GetScriptErrors(item.ItemID);
341 }
342 else
343 {
344 remoteClient.SendAgentAlertMessage("Script saved", false);
345 } 339 }
346 340
347 // Tell anyone managing scripts that a script has been reloaded/changed 341 // Tell anyone managing scripts that a script has been reloaded/changed
@@ -409,6 +403,7 @@ namespace OpenSim.Region.Framework.Scenes
409 403
410 if (UUID.Zero == transactionID) 404 if (UUID.Zero == transactionID)
411 { 405 {
406 item.Flags = (item.Flags & ~(uint)255) | (itemUpd.Flags & (uint)255);
412 item.Name = itemUpd.Name; 407 item.Name = itemUpd.Name;
413 item.Description = itemUpd.Description; 408 item.Description = itemUpd.Description;
414 409
@@ -795,6 +790,8 @@ namespace OpenSim.Region.Framework.Scenes
795 return; 790 return;
796 } 791 }
797 792
793 if (newName == null) newName = item.Name;
794
798 AssetBase asset = AssetService.Get(item.AssetID.ToString()); 795 AssetBase asset = AssetService.Get(item.AssetID.ToString());
799 796
800 if (asset != null) 797 if (asset != null)
@@ -851,6 +848,24 @@ namespace OpenSim.Region.Framework.Scenes
851 } 848 }
852 849
853 /// <summary> 850 /// <summary>
851 /// Move an item within the agent's inventory, and leave a copy (used in making a new outfit)
852 /// </summary>
853 public void MoveInventoryItemsLeaveCopy(IClientAPI remoteClient, List<InventoryItemBase> items, UUID destfolder)
854 {
855 List<InventoryItemBase> moveitems = new List<InventoryItemBase>();
856 foreach (InventoryItemBase b in items)
857 {
858 CopyInventoryItem(remoteClient, 0, remoteClient.AgentId, b.ID, b.Folder, null);
859 InventoryItemBase n = InventoryService.GetItem(b);
860 n.Folder = destfolder;
861 moveitems.Add(n);
862 remoteClient.SendInventoryItemCreateUpdate(n, 0);
863 }
864
865 MoveInventoryItem(remoteClient, moveitems);
866 }
867
868 /// <summary>
854 /// Move an item within the agent's inventory. 869 /// Move an item within the agent's inventory.
855 /// </summary> 870 /// </summary>
856 /// <param name="remoteClient"></param> 871 /// <param name="remoteClient"></param>
@@ -1193,6 +1208,10 @@ namespace OpenSim.Region.Framework.Scenes
1193 { 1208 {
1194 SceneObjectPart part = GetSceneObjectPart(primLocalId); 1209 SceneObjectPart part = GetSceneObjectPart(primLocalId);
1195 1210
1211 // Can't move a null item
1212 if (itemId == UUID.Zero)
1213 return;
1214
1196 if (null == part) 1215 if (null == part)
1197 { 1216 {
1198 m_log.WarnFormat( 1217 m_log.WarnFormat(
@@ -1297,21 +1316,28 @@ namespace OpenSim.Region.Framework.Scenes
1297 return; 1316 return;
1298 } 1317 }
1299 1318
1300 if (part.OwnerID != destPart.OwnerID) 1319 // Can't transfer this
1320 //
1321 if (part.OwnerID != destPart.OwnerID && (srcTaskItem.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1322 return;
1323
1324 bool overrideNoMod = false;
1325 if ((part.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) != 0)
1326 overrideNoMod = true;
1327
1328 if (part.OwnerID != destPart.OwnerID && (destPart.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) == 0)
1301 { 1329 {
1302 // Source must have transfer permissions 1330 // object cannot copy items to an object owned by a different owner
1303 if ((srcTaskItem.CurrentPermissions & (uint)PermissionMask.Transfer) == 0) 1331 // unless llAllowInventoryDrop has been called
1304 return;
1305 1332
1306 // Object cannot copy items to an object owned by a different owner 1333 return;
1307 // unless llAllowInventoryDrop has been called on the destination
1308 if ((destPart.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) == 0)
1309 return;
1310 } 1334 }
1311 1335
1312 // must have both move and modify permission to put an item in an object 1336 // must have both move and modify permission to put an item in an object
1313 if ((part.OwnerMask & ((uint)PermissionMask.Move | (uint)PermissionMask.Modify)) == 0) 1337 if (((part.OwnerMask & (uint)PermissionMask.Modify) == 0) && (!overrideNoMod))
1338 {
1314 return; 1339 return;
1340 }
1315 1341
1316 TaskInventoryItem destTaskItem = new TaskInventoryItem(); 1342 TaskInventoryItem destTaskItem = new TaskInventoryItem();
1317 1343
@@ -1367,6 +1393,14 @@ namespace OpenSim.Region.Framework.Scenes
1367 1393
1368 public UUID MoveTaskInventoryItems(UUID destID, string category, SceneObjectPart host, List<UUID> items) 1394 public UUID MoveTaskInventoryItems(UUID destID, string category, SceneObjectPart host, List<UUID> items)
1369 { 1395 {
1396 SceneObjectPart destPart = GetSceneObjectPart(destID);
1397 if (destPart != null) // Move into a prim
1398 {
1399 foreach(UUID itemID in items)
1400 MoveTaskInventoryItem(destID, host, itemID);
1401 return destID; // Prim folder ID == prim ID
1402 }
1403
1370 InventoryFolderBase rootFolder = InventoryService.GetRootFolder(destID); 1404 InventoryFolderBase rootFolder = InventoryService.GetRootFolder(destID);
1371 1405
1372 UUID newFolderID = UUID.Random(); 1406 UUID newFolderID = UUID.Random();
@@ -1549,12 +1583,12 @@ namespace OpenSim.Region.Framework.Scenes
1549 AgentTransactionsModule.HandleTaskItemUpdateFromTransaction( 1583 AgentTransactionsModule.HandleTaskItemUpdateFromTransaction(
1550 remoteClient, part, transactionID, currentItem); 1584 remoteClient, part, transactionID, currentItem);
1551 1585
1552 if ((InventoryType)itemInfo.InvType == InventoryType.Notecard) 1586// if ((InventoryType)itemInfo.InvType == InventoryType.Notecard)
1553 remoteClient.SendAgentAlertMessage("Notecard saved", false); 1587// remoteClient.SendAgentAlertMessage("Notecard saved", false);
1554 else if ((InventoryType)itemInfo.InvType == InventoryType.LSL) 1588// else if ((InventoryType)itemInfo.InvType == InventoryType.LSL)
1555 remoteClient.SendAgentAlertMessage("Script saved", false); 1589// remoteClient.SendAgentAlertMessage("Script saved", false);
1556 else 1590// else
1557 remoteClient.SendAgentAlertMessage("Item saved", false); 1591// remoteClient.SendAgentAlertMessage("Item saved", false);
1558 } 1592 }
1559 1593
1560 // Base ALWAYS has move 1594 // Base ALWAYS has move
@@ -1737,7 +1771,7 @@ namespace OpenSim.Region.Framework.Scenes
1737 } 1771 }
1738 1772
1739 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType, 1773 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType,
1740 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n}"), 1774 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n\n touch_start(integer num)\n {\n }\n}"),
1741 agentID); 1775 agentID);
1742 AssetService.Store(asset); 1776 AssetService.Store(asset);
1743 1777
@@ -1893,23 +1927,32 @@ namespace OpenSim.Region.Framework.Scenes
1893 // build a list of eligible objects 1927 // build a list of eligible objects
1894 List<uint> deleteIDs = new List<uint>(); 1928 List<uint> deleteIDs = new List<uint>();
1895 List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>(); 1929 List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>();
1896 1930 List<SceneObjectGroup> takeGroups = new List<SceneObjectGroup>();
1897 // Start with true for both, then remove the flags if objects
1898 // that we can't derez are part of the selection
1899 bool permissionToTake = true;
1900 bool permissionToTakeCopy = true;
1901 bool permissionToDelete = true;
1902 1931
1903 foreach (uint localID in localIDs) 1932 foreach (uint localID in localIDs)
1904 { 1933 {
1934 // Start with true for both, then remove the flags if objects
1935 // that we can't derez are part of the selection
1936 bool permissionToTake = true;
1937 bool permissionToTakeCopy = true;
1938 bool permissionToDelete = true;
1939
1905 // Invalid id 1940 // Invalid id
1906 SceneObjectPart part = GetSceneObjectPart(localID); 1941 SceneObjectPart part = GetSceneObjectPart(localID);
1907 if (part == null) 1942 if (part == null)
1943 {
1944 //Client still thinks the object exists, kill it
1945 deleteIDs.Add(localID);
1908 continue; 1946 continue;
1947 }
1909 1948
1910 // Already deleted by someone else 1949 // Already deleted by someone else
1911 if (part.ParentGroup.IsDeleted) 1950 if (part.ParentGroup.IsDeleted)
1951 {
1952 //Client still thinks the object exists, kill it
1953 deleteIDs.Add(localID);
1912 continue; 1954 continue;
1955 }
1913 1956
1914 // Can't delete child prims 1957 // Can't delete child prims
1915 if (part != part.ParentGroup.RootPart) 1958 if (part != part.ParentGroup.RootPart)
@@ -1917,9 +1960,6 @@ namespace OpenSim.Region.Framework.Scenes
1917 1960
1918 SceneObjectGroup grp = part.ParentGroup; 1961 SceneObjectGroup grp = part.ParentGroup;
1919 1962
1920 deleteIDs.Add(localID);
1921 deleteGroups.Add(grp);
1922
1923 if (remoteClient == null) 1963 if (remoteClient == null)
1924 { 1964 {
1925 // Autoreturn has a null client. Nothing else does. So 1965 // Autoreturn has a null client. Nothing else does. So
@@ -1936,81 +1976,193 @@ namespace OpenSim.Region.Framework.Scenes
1936 } 1976 }
1937 else 1977 else
1938 { 1978 {
1939 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId)) 1979 if (action == DeRezAction.TakeCopy)
1980 {
1981 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId))
1982 permissionToTakeCopy = false;
1983 }
1984 else
1985 {
1940 permissionToTakeCopy = false; 1986 permissionToTakeCopy = false;
1941 1987 }
1942 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId)) 1988 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId))
1943 permissionToTake = false; 1989 permissionToTake = false;
1944 1990
1945 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId)) 1991 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId))
1946 permissionToDelete = false; 1992 permissionToDelete = false;
1947 } 1993 }
1948 }
1949 1994
1950 // Handle god perms 1995 // Handle god perms
1951 if ((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId)) 1996 if ((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId))
1952 { 1997 {
1953 permissionToTake = true; 1998 permissionToTake = true;
1954 permissionToTakeCopy = true; 1999 permissionToTakeCopy = true;
1955 permissionToDelete = true; 2000 permissionToDelete = true;
1956 } 2001 }
1957 2002
1958 // If we're re-saving, we don't even want to delete 2003 // If we're re-saving, we don't even want to delete
1959 if (action == DeRezAction.SaveToExistingUserInventoryItem) 2004 if (action == DeRezAction.SaveToExistingUserInventoryItem)
1960 permissionToDelete = false; 2005 permissionToDelete = false;
1961 2006
1962 // if we want to take a copy, we also don't want to delete 2007 // if we want to take a copy, we also don't want to delete
1963 // Note: after this point, the permissionToTakeCopy flag 2008 // Note: after this point, the permissionToTakeCopy flag
1964 // becomes irrelevant. It already includes the permissionToTake 2009 // becomes irrelevant. It already includes the permissionToTake
1965 // permission and after excluding no copy items here, we can 2010 // permission and after excluding no copy items here, we can
1966 // just use that. 2011 // just use that.
1967 if (action == DeRezAction.TakeCopy) 2012 if (action == DeRezAction.TakeCopy)
1968 { 2013 {
1969 // If we don't have permission, stop right here 2014 // If we don't have permission, stop right here
1970 if (!permissionToTakeCopy) 2015 if (!permissionToTakeCopy)
1971 return; 2016 return;
1972 2017
1973 permissionToTake = true; 2018 permissionToTake = true;
1974 // Don't delete 2019 // Don't delete
1975 permissionToDelete = false; 2020 permissionToDelete = false;
1976 } 2021 }
1977 2022
1978 if (action == DeRezAction.Return) 2023 if (action == DeRezAction.Return)
1979 {
1980 if (remoteClient != null)
1981 { 2024 {
1982 if (Permissions.CanReturnObjects( 2025 if (remoteClient != null)
1983 null,
1984 remoteClient.AgentId,
1985 deleteGroups))
1986 { 2026 {
1987 permissionToTake = true; 2027 if (Permissions.CanReturnObjects(
1988 permissionToDelete = true; 2028 null,
1989 2029 remoteClient.AgentId,
1990 foreach (SceneObjectGroup g in deleteGroups) 2030 deleteGroups))
1991 { 2031 {
1992 AddReturn(g.OwnerID == g.GroupID ? g.LastOwnerID : g.OwnerID, g.Name, g.AbsolutePosition, "parcel owner return"); 2032 permissionToTake = true;
2033 permissionToDelete = true;
2034
2035 AddReturn(grp.OwnerID == grp.GroupID ? grp.LastOwnerID : grp.OwnerID, grp.Name, grp.AbsolutePosition, "parcel owner return");
1993 } 2036 }
1994 } 2037 }
2038 else // Auto return passes through here with null agent
2039 {
2040 permissionToTake = true;
2041 permissionToDelete = true;
2042 }
1995 } 2043 }
1996 else // Auto return passes through here with null agent 2044
2045 if (permissionToTake && (!permissionToDelete))
2046 takeGroups.Add(grp);
2047
2048 if (permissionToDelete)
1997 { 2049 {
1998 permissionToTake = true; 2050 if (permissionToTake)
1999 permissionToDelete = true; 2051 deleteGroups.Add(grp);
2052 deleteIDs.Add(grp.LocalId);
2000 } 2053 }
2001 } 2054 }
2002 2055
2003 if (permissionToTake && (action != DeRezAction.Delete || this.m_useTrashOnDelete)) 2056 SendKillObject(deleteIDs);
2057
2058 if (deleteGroups.Count > 0)
2004 { 2059 {
2060 foreach (SceneObjectGroup g in deleteGroups)
2061 deleteIDs.Remove(g.LocalId);
2062
2005 m_asyncSceneObjectDeleter.DeleteToInventory( 2063 m_asyncSceneObjectDeleter.DeleteToInventory(
2006 action, destinationID, deleteGroups, remoteClient, 2064 action, destinationID, deleteGroups, remoteClient,
2007 permissionToDelete); 2065 true);
2008 } 2066 }
2009 else if (permissionToDelete) 2067 if (takeGroups.Count > 0)
2068 {
2069 m_asyncSceneObjectDeleter.DeleteToInventory(
2070 action, destinationID, takeGroups, remoteClient,
2071 false);
2072 }
2073 if (deleteIDs.Count > 0)
2010 { 2074 {
2011 foreach (SceneObjectGroup g in deleteGroups) 2075 foreach (SceneObjectGroup g in deleteGroups)
2012 DeleteSceneObject(g, false); 2076 DeleteSceneObject(g, true);
2077 }
2078 }
2079
2080 public UUID attachObjectAssetStore(IClientAPI remoteClient, SceneObjectGroup grp, UUID AgentId, out UUID itemID)
2081 {
2082 itemID = UUID.Zero;
2083 if (grp != null)
2084 {
2085 Vector3 inventoryStoredPosition = new Vector3
2086 (((grp.AbsolutePosition.X > (int)Constants.RegionSize)
2087 ? 250
2088 : grp.AbsolutePosition.X)
2089 ,
2090 (grp.AbsolutePosition.X > (int)Constants.RegionSize)
2091 ? 250
2092 : grp.AbsolutePosition.X,
2093 grp.AbsolutePosition.Z);
2094
2095 Vector3 originalPosition = grp.AbsolutePosition;
2096
2097 grp.AbsolutePosition = inventoryStoredPosition;
2098
2099 string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp);
2100
2101 grp.AbsolutePosition = originalPosition;
2102
2103 AssetBase asset = CreateAsset(
2104 grp.GetPartName(grp.LocalId),
2105 grp.GetPartDescription(grp.LocalId),
2106 (sbyte)AssetType.Object,
2107 Utils.StringToBytes(sceneObjectXml),
2108 remoteClient.AgentId);
2109 AssetService.Store(asset);
2110
2111 InventoryItemBase item = new InventoryItemBase();
2112 item.CreatorId = grp.RootPart.CreatorID.ToString();
2113 item.CreatorData = grp.RootPart.CreatorData;
2114 item.Owner = remoteClient.AgentId;
2115 item.ID = UUID.Random();
2116 item.AssetID = asset.FullID;
2117 item.Description = asset.Description;
2118 item.Name = asset.Name;
2119 item.AssetType = asset.Type;
2120 item.InvType = (int)InventoryType.Object;
2121
2122 InventoryFolderBase folder = InventoryService.GetFolderForType(remoteClient.AgentId, AssetType.Object);
2123 if (folder != null)
2124 item.Folder = folder.ID;
2125 else // oopsies
2126 item.Folder = UUID.Zero;
2127
2128 // Set up base perms properly
2129 uint permsBase = (uint)(PermissionMask.Move | PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify);
2130 permsBase &= grp.RootPart.BaseMask;
2131 permsBase |= (uint)PermissionMask.Move;
2132
2133 // Make sure we don't lock it
2134 grp.RootPart.NextOwnerMask |= (uint)PermissionMask.Move;
2135
2136 if ((remoteClient.AgentId != grp.RootPart.OwnerID) && Permissions.PropagatePermissions())
2137 {
2138 item.BasePermissions = permsBase & grp.RootPart.NextOwnerMask;
2139 item.CurrentPermissions = permsBase & grp.RootPart.NextOwnerMask;
2140 item.NextPermissions = permsBase & grp.RootPart.NextOwnerMask;
2141 item.EveryOnePermissions = permsBase & grp.RootPart.EveryoneMask & grp.RootPart.NextOwnerMask;
2142 item.GroupPermissions = permsBase & grp.RootPart.GroupMask & grp.RootPart.NextOwnerMask;
2143 }
2144 else
2145 {
2146 item.BasePermissions = permsBase;
2147 item.CurrentPermissions = permsBase & grp.RootPart.OwnerMask;
2148 item.NextPermissions = permsBase & grp.RootPart.NextOwnerMask;
2149 item.EveryOnePermissions = permsBase & grp.RootPart.EveryoneMask;
2150 item.GroupPermissions = permsBase & grp.RootPart.GroupMask;
2151 }
2152 item.CreationDate = Util.UnixTimeSinceEpoch();
2153
2154 // sets itemID so client can show item as 'attached' in inventory
2155 grp.FromItemID = item.ID;
2156
2157 if (AddInventoryItem(item))
2158 remoteClient.SendInventoryItemCreateUpdate(item, 0);
2159 else
2160 m_dialogModule.SendAlertToUser(remoteClient, "Operation failed");
2161
2162 itemID = item.ID;
2163 return item.AssetID;
2013 } 2164 }
2165 return UUID.Zero;
2014 } 2166 }
2015 2167
2016 /// <summary> 2168 /// <summary>
@@ -2139,6 +2291,9 @@ namespace OpenSim.Region.Framework.Scenes
2139 2291
2140 public void SetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID, bool running) 2292 public void SetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID, bool running)
2141 { 2293 {
2294 if (!Permissions.CanEditScript(itemID, objectID, controllingClient.AgentId))
2295 return;
2296
2142 SceneObjectPart part = GetSceneObjectPart(objectID); 2297 SceneObjectPart part = GetSceneObjectPart(objectID);
2143 if (part == null) 2298 if (part == null)
2144 return; 2299 return;
@@ -2195,7 +2350,10 @@ namespace OpenSim.Region.Framework.Scenes
2195 } 2350 }
2196 else 2351 else
2197 { 2352 {
2198 if (!Permissions.CanEditObject(sog.UUID, remoteClient.AgentId)) 2353 if (!Permissions.IsGod(remoteClient.AgentId) && sog.OwnerID != remoteClient.AgentId)
2354 continue;
2355
2356 if (!Permissions.CanTransferObject(sog.UUID, groupID))
2199 continue; 2357 continue;
2200 2358
2201 if (sog.GroupID != groupID) 2359 if (sog.GroupID != groupID)
diff --git a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
index 2701d6e..431b903 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
@@ -38,9 +38,8 @@ namespace OpenSim.Region.Framework.Scenes
38{ 38{
39 public partial class Scene 39 public partial class Scene
40 { 40 {
41 41 public void SimChat(byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName,
42 protected void SimChat(byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName, 42 UUID fromID, bool fromAgent, bool broadcast, UUID destination)
43 UUID fromID, UUID targetID, bool fromAgent, bool broadcast)
44 { 43 {
45 OSChatMessage args = new OSChatMessage(); 44 OSChatMessage args = new OSChatMessage();
46 45
@@ -50,6 +49,7 @@ namespace OpenSim.Region.Framework.Scenes
50 args.Position = fromPos; 49 args.Position = fromPos;
51 args.SenderUUID = fromID; 50 args.SenderUUID = fromID;
52 args.Scene = this; 51 args.Scene = this;
52 args.Destination = destination;
53 53
54 if (fromAgent) 54 if (fromAgent)
55 { 55 {
@@ -64,18 +64,18 @@ namespace OpenSim.Region.Framework.Scenes
64 } 64 }
65 65
66 args.From = fromName; 66 args.From = fromName;
67 args.TargetUUID = targetID; 67 //args.
68 68
69 if (broadcast) 69 if (broadcast)
70 EventManager.TriggerOnChatBroadcast(this, args); 70 EventManager.TriggerOnChatBroadcast(this, args);
71 else 71 else
72 EventManager.TriggerOnChatFromWorld(this, args); 72 EventManager.TriggerOnChatFromWorld(this, args);
73 } 73 }
74 74
75 protected void SimChat(byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName, 75 protected void SimChat(byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName,
76 UUID fromID, bool fromAgent, bool broadcast) 76 UUID fromID, bool fromAgent, bool broadcast)
77 { 77 {
78 SimChat(message, type, channel, fromPos, fromName, fromID, UUID.Zero, fromAgent, broadcast); 78 SimChat(message, type, channel, fromPos, fromName, fromID, fromAgent, broadcast, UUID.Zero);
79 } 79 }
80 80
81 /// <summary> 81 /// <summary>
@@ -115,19 +115,6 @@ namespace OpenSim.Region.Framework.Scenes
115 { 115 {
116 SimChat(message, type, channel, fromPos, fromName, fromID, fromAgent, true); 116 SimChat(message, type, channel, fromPos, fromName, fromID, fromAgent, true);
117 } 117 }
118 /// <summary>
119 ///
120 /// </summary>
121 /// <param name="message"></param>
122 /// <param name="type"></param>
123 /// <param name="fromPos"></param>
124 /// <param name="fromName"></param>
125 /// <param name="fromAgentID"></param>
126 /// <param name="targetID"></param>
127 public void SimChatToAgent(UUID targetID, byte[] message, Vector3 fromPos, string fromName, UUID fromID, bool fromAgent)
128 {
129 SimChat(message, ChatTypeEnum.Say, 0, fromPos, fromName, fromID, targetID, fromAgent, false);
130 }
131 118
132 /// <summary> 119 /// <summary>
133 /// Invoked when the client requests a prim. 120 /// Invoked when the client requests a prim.
@@ -149,27 +136,47 @@ namespace OpenSim.Region.Framework.Scenes
149 /// <param name="remoteClient"></param> 136 /// <param name="remoteClient"></param>
150 public void SelectPrim(uint primLocalID, IClientAPI remoteClient) 137 public void SelectPrim(uint primLocalID, IClientAPI remoteClient)
151 { 138 {
139 /*
140 SceneObjectPart part = GetSceneObjectPart(primLocalID);
141
142 if (null == part)
143 return;
144
145 if (part.IsRoot)
146 {
147 SceneObjectGroup sog = part.ParentGroup;
148 sog.SendPropertiesToClient(remoteClient);
149
150 // A prim is only tainted if it's allowed to be edited by the person clicking it.
151 if (Permissions.CanEditObject(sog.UUID, remoteClient.AgentId)
152 || Permissions.CanMoveObject(sog.UUID, remoteClient.AgentId))
153 {
154 sog.IsSelected = true;
155 EventManager.TriggerParcelPrimCountTainted();
156 }
157 }
158 else
159 {
160 part.SendPropertiesToClient(remoteClient);
161 }
162 */
152 SceneObjectPart part = GetSceneObjectPart(primLocalID); 163 SceneObjectPart part = GetSceneObjectPart(primLocalID);
153 164
154 if (null == part) 165 if (null == part)
155 return; 166 return;
156 167
157 if (part.IsRoot) 168 SceneObjectGroup sog = part.ParentGroup;
158 { 169 if (sog == null)
159 SceneObjectGroup sog = part.ParentGroup; 170 return;
160 sog.SendPropertiesToClient(remoteClient);
161 sog.IsSelected = true;
162 171
163 // A prim is only tainted if it's allowed to be edited by the person clicking it. 172 part.SendPropertiesToClient(remoteClient);
164 if (Permissions.CanEditObject(sog.UUID, remoteClient.AgentId) 173
165 || Permissions.CanMoveObject(sog.UUID, remoteClient.AgentId)) 174 // A prim is only tainted if it's allowed to be edited by the person clicking it.
166 { 175 if (Permissions.CanEditObject(sog.UUID, remoteClient.AgentId)
167 EventManager.TriggerParcelPrimCountTainted(); 176 || Permissions.CanMoveObject(sog.UUID, remoteClient.AgentId))
168 }
169 }
170 else
171 { 177 {
172 part.SendPropertiesToClient(remoteClient); 178 part.IsSelected = true;
179 EventManager.TriggerParcelPrimCountTainted();
173 } 180 }
174 } 181 }
175 182
@@ -222,7 +229,7 @@ namespace OpenSim.Region.Framework.Scenes
222 SceneObjectPart part = GetSceneObjectPart(primLocalID); 229 SceneObjectPart part = GetSceneObjectPart(primLocalID);
223 if (part == null) 230 if (part == null)
224 return; 231 return;
225 232 /*
226 // A deselect packet contains all the local prims being deselected. However, since selection is still 233 // A deselect packet contains all the local prims being deselected. However, since selection is still
227 // group based we only want the root prim to trigger a full update - otherwise on objects with many prims 234 // group based we only want the root prim to trigger a full update - otherwise on objects with many prims
228 // we end up sending many duplicate ObjectUpdates 235 // we end up sending many duplicate ObjectUpdates
@@ -235,7 +242,9 @@ namespace OpenSim.Region.Framework.Scenes
235 // handled by group, but by prim. Legacy cruft. 242 // handled by group, but by prim. Legacy cruft.
236 // TODO: Make selection flagging per prim! 243 // TODO: Make selection flagging per prim!
237 // 244 //
238 part.ParentGroup.IsSelected = false; 245 if (Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId)
246 || Permissions.CanMoveObject(part.ParentGroup.UUID, remoteClient.AgentId))
247 part.ParentGroup.IsSelected = false;
239 248
240 if (part.ParentGroup.IsAttachment) 249 if (part.ParentGroup.IsAttachment)
241 isAttachment = true; 250 isAttachment = true;
@@ -255,6 +264,22 @@ namespace OpenSim.Region.Framework.Scenes
255 part.UUID, remoteClient.AgentId)) 264 part.UUID, remoteClient.AgentId))
256 EventManager.TriggerParcelPrimCountTainted(); 265 EventManager.TriggerParcelPrimCountTainted();
257 } 266 }
267 */
268
269 bool oldgprSelect = part.ParentGroup.IsSelected;
270
271 // This is wrong, wrong, wrong. Selection should not be
272 // handled by group, but by prim. Legacy cruft.
273 // TODO: Make selection flagging per prim!
274 //
275 if (Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId)
276 || Permissions.CanMoveObject(part.ParentGroup.UUID, remoteClient.AgentId))
277 {
278 part.IsSelected = false;
279 if (!part.ParentGroup.IsAttachment && oldgprSelect != part.ParentGroup.IsSelected)
280 EventManager.TriggerParcelPrimCountTainted();
281 }
282
258 } 283 }
259 284
260 public virtual void ProcessMoneyTransferRequest(UUID source, UUID destination, int amount, 285 public virtual void ProcessMoneyTransferRequest(UUID source, UUID destination, int amount,
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 51a6820..56c58b7 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -127,6 +127,7 @@ namespace OpenSim.Region.Framework.Scenes
127 // TODO: need to figure out how allow client agents but deny 127 // TODO: need to figure out how allow client agents but deny
128 // root agents when ACL denies access to root agent 128 // root agents when ACL denies access to root agent
129 public bool m_strictAccessControl = true; 129 public bool m_strictAccessControl = true;
130 public bool m_seeIntoBannedRegion = false;
130 public int MaxUndoCount = 5; 131 public int MaxUndoCount = 5;
131 132
132 // Using this for RegionReady module to prevent LoginsDisabled from changing under our feet; 133 // Using this for RegionReady module to prevent LoginsDisabled from changing under our feet;
@@ -143,12 +144,14 @@ namespace OpenSim.Region.Framework.Scenes
143 144
144 protected int m_splitRegionID; 145 protected int m_splitRegionID;
145 protected Timer m_restartWaitTimer = new Timer(); 146 protected Timer m_restartWaitTimer = new Timer();
147 protected Timer m_timerWatchdog = new Timer();
146 protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>(); 148 protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>();
147 protected List<RegionInfo> m_neighbours = new List<RegionInfo>(); 149 protected List<RegionInfo> m_neighbours = new List<RegionInfo>();
148 protected string m_simulatorVersion = "OpenSimulator Server"; 150 protected string m_simulatorVersion = "OpenSimulator Server";
149 protected ModuleLoader m_moduleLoader; 151 protected ModuleLoader m_moduleLoader;
150 protected AgentCircuitManager m_authenticateHandler; 152 protected AgentCircuitManager m_authenticateHandler;
151 protected SceneCommunicationService m_sceneGridService; 153 protected SceneCommunicationService m_sceneGridService;
154 protected ISnmpModule m_snmpService = null;
152 155
153 protected ISimulationDataService m_SimulationDataService; 156 protected ISimulationDataService m_SimulationDataService;
154 protected IEstateDataService m_EstateDataService; 157 protected IEstateDataService m_EstateDataService;
@@ -210,7 +213,7 @@ namespace OpenSim.Region.Framework.Scenes
210 private int m_update_events = 1; 213 private int m_update_events = 1;
211 private int m_update_backup = 200; 214 private int m_update_backup = 200;
212 private int m_update_terrain = 50; 215 private int m_update_terrain = 50;
213// private int m_update_land = 1; 216 private int m_update_land = 10;
214 private int m_update_coarse_locations = 50; 217 private int m_update_coarse_locations = 50;
215 218
216 private int agentMS; 219 private int agentMS;
@@ -223,13 +226,13 @@ namespace OpenSim.Region.Framework.Scenes
223 private int backupMS; 226 private int backupMS;
224 private int terrainMS; 227 private int terrainMS;
225 private int landMS; 228 private int landMS;
226 private int spareMS;
227 229
228 /// <summary> 230 /// <summary>
229 /// Tick at which the last frame was processed. 231 /// Tick at which the last frame was processed.
230 /// </summary> 232 /// </summary>
231 private int m_lastFrameTick; 233 private int m_lastFrameTick;
232 234
235 public bool CombineRegions = false;
233 /// <summary> 236 /// <summary>
234 /// Tick at which the last maintenance run occurred. 237 /// Tick at which the last maintenance run occurred.
235 /// </summary> 238 /// </summary>
@@ -260,6 +263,11 @@ namespace OpenSim.Region.Framework.Scenes
260 /// </summary> 263 /// </summary>
261 private int m_LastLogin; 264 private int m_LastLogin;
262 265
266 private int m_lastIncoming;
267 private int m_lastOutgoing;
268 private int m_hbRestarts = 0;
269
270
263 /// <summary> 271 /// <summary>
264 /// Thread that runs the scene loop. 272 /// Thread that runs the scene loop.
265 /// </summary> 273 /// </summary>
@@ -275,7 +283,7 @@ namespace OpenSim.Region.Framework.Scenes
275 private volatile bool m_shuttingDown; 283 private volatile bool m_shuttingDown;
276 284
277// private int m_lastUpdate; 285// private int m_lastUpdate;
278// private bool m_firstHeartbeat = true; 286 private bool m_firstHeartbeat = true;
279 287
280 private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time; 288 private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time;
281 private bool m_reprioritizationEnabled = true; 289 private bool m_reprioritizationEnabled = true;
@@ -320,6 +328,19 @@ namespace OpenSim.Region.Framework.Scenes
320 get { return m_sceneGridService; } 328 get { return m_sceneGridService; }
321 } 329 }
322 330
331 public ISnmpModule SnmpService
332 {
333 get
334 {
335 if (m_snmpService == null)
336 {
337 m_snmpService = RequestModuleInterface<ISnmpModule>();
338 }
339
340 return m_snmpService;
341 }
342 }
343
323 public ISimulationDataService SimulationDataService 344 public ISimulationDataService SimulationDataService
324 { 345 {
325 get 346 get
@@ -619,6 +640,8 @@ namespace OpenSim.Region.Framework.Scenes
619 m_SimulationDataService = simDataService; 640 m_SimulationDataService = simDataService;
620 m_EstateDataService = estateDataService; 641 m_EstateDataService = estateDataService;
621 m_regionHandle = RegionInfo.RegionHandle; 642 m_regionHandle = RegionInfo.RegionHandle;
643 m_lastIncoming = 0;
644 m_lastOutgoing = 0;
622 645
623 m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this); 646 m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this);
624 m_asyncSceneObjectDeleter.Enabled = true; 647 m_asyncSceneObjectDeleter.Enabled = true;
@@ -699,122 +722,131 @@ namespace OpenSim.Region.Framework.Scenes
699 722
700 // Region config overrides global config 723 // Region config overrides global config
701 // 724 //
702 if (m_config.Configs["Startup"] != null) 725 try
703 { 726 {
704 IConfig startupConfig = m_config.Configs["Startup"]; 727 if (m_config.Configs["Startup"] != null)
705
706 StartDisabled = startupConfig.GetBoolean("StartDisabled", false);
707
708 m_defaultDrawDistance = startupConfig.GetFloat("DefaultDrawDistance", m_defaultDrawDistance);
709 m_useBackup = startupConfig.GetBoolean("UseSceneBackup", m_useBackup);
710 if (!m_useBackup)
711 m_log.InfoFormat("[SCENE]: Backup has been disabled for {0}", RegionInfo.RegionName);
712
713 //Animation states
714 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
715
716 PhysicalPrims = startupConfig.GetBoolean("physical_prim", PhysicalPrims);
717 CollidablePrims = startupConfig.GetBoolean("collidable_prim", CollidablePrims);
718
719 m_maxNonphys = startupConfig.GetFloat("NonphysicalPrimMax", m_maxNonphys);
720 if (RegionInfo.NonphysPrimMax > 0)
721 { 728 {
722 m_maxNonphys = RegionInfo.NonphysPrimMax; 729 IConfig startupConfig = m_config.Configs["Startup"];
723 }
724 730
725 m_maxPhys = startupConfig.GetFloat("PhysicalPrimMax", m_maxPhys); 731 StartDisabled = startupConfig.GetBoolean("StartDisabled", false);
726 732
727 if (RegionInfo.PhysPrimMax > 0) 733 m_defaultDrawDistance = startupConfig.GetFloat("DefaultDrawDistance",m_defaultDrawDistance);
728 { 734 m_useBackup = startupConfig.GetBoolean("UseSceneBackup", m_useBackup);
729 m_maxPhys = RegionInfo.PhysPrimMax; 735 if (!m_useBackup)
730 } 736 m_log.InfoFormat("[SCENE]: Backup has been disabled for {0}", RegionInfo.RegionName);
731 737
732 // Here, if clamping is requested in either global or 738 //Animation states
733 // local config, it will be used 739 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
734 //
735 m_clampPrimSize = startupConfig.GetBoolean("ClampPrimSize", m_clampPrimSize);
736 if (RegionInfo.ClampPrimSize)
737 {
738 m_clampPrimSize = true;
739 }
740 740
741 m_useTrashOnDelete = startupConfig.GetBoolean("UseTrashOnDelete", m_useTrashOnDelete); 741 PhysicalPrims = startupConfig.GetBoolean("physical_prim", true);
742 m_trustBinaries = startupConfig.GetBoolean("TrustBinaries", m_trustBinaries); 742 CollidablePrims = startupConfig.GetBoolean("collidable_prim", true);
743 m_allowScriptCrossings = startupConfig.GetBoolean("AllowScriptCrossing", m_allowScriptCrossings);
744 m_dontPersistBefore =
745 startupConfig.GetLong("MinimumTimeBeforePersistenceConsidered", DEFAULT_MIN_TIME_FOR_PERSISTENCE);
746 m_dontPersistBefore *= 10000000;
747 m_persistAfter =
748 startupConfig.GetLong("MaximumTimeBeforePersistenceConsidered", DEFAULT_MAX_TIME_FOR_PERSISTENCE);
749 m_persistAfter *= 10000000;
750 743
751 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine"); 744 m_maxNonphys = startupConfig.GetFloat("NonphysicalPrimMax", m_maxNonphys);
745 if (RegionInfo.NonphysPrimMax > 0)
746 {
747 m_maxNonphys = RegionInfo.NonphysPrimMax;
748 }
752 749
753 SpawnPointRouting = startupConfig.GetString("SpawnPointRouting", "closest"); 750 m_maxPhys = startupConfig.GetFloat("PhysicalPrimMax", m_maxPhys);
754 TelehubAllowLandmarks = startupConfig.GetBoolean("TelehubAllowLandmark", false);
755 751
756 IConfig packetConfig = m_config.Configs["PacketPool"]; 752 if (RegionInfo.PhysPrimMax > 0)
757 if (packetConfig != null) 753 {
758 { 754 m_maxPhys = RegionInfo.PhysPrimMax;
759 PacketPool.Instance.RecyclePackets = packetConfig.GetBoolean("RecyclePackets", true); 755 }
760 PacketPool.Instance.RecycleDataBlocks = packetConfig.GetBoolean("RecycleDataBlocks", true);
761 }
762 756
763 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl); 757 SpawnPointRouting = startupConfig.GetString("SpawnPointRouting", "closest");
758 TelehubAllowLandmarks = startupConfig.GetBoolean("TelehubAllowLandmark", false);
764 759
765 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true); 760 // Here, if clamping is requested in either global or
766 if (m_generateMaptiles) 761 // local config, it will be used
767 { 762 //
768 int maptileRefresh = startupConfig.GetInt("MaptileRefresh", 0); 763 m_clampPrimSize = startupConfig.GetBoolean("ClampPrimSize", m_clampPrimSize);
769 if (maptileRefresh != 0) 764 if (RegionInfo.ClampPrimSize)
770 { 765 {
771 m_mapGenerationTimer.Interval = maptileRefresh * 1000; 766 m_clampPrimSize = true;
772 m_mapGenerationTimer.Elapsed += RegenerateMaptileAndReregister;
773 m_mapGenerationTimer.AutoReset = true;
774 m_mapGenerationTimer.Start();
775 } 767 }
776 }
777 else
778 {
779 string tile = startupConfig.GetString("MaptileStaticUUID", UUID.Zero.ToString());
780 UUID tileID;
781 768
782 if (UUID.TryParse(tile, out tileID)) 769 m_useTrashOnDelete = startupConfig.GetBoolean("UseTrashOnDelete",m_useTrashOnDelete);
770 m_trustBinaries = startupConfig.GetBoolean("TrustBinaries", m_trustBinaries);
771 m_allowScriptCrossings = startupConfig.GetBoolean("AllowScriptCrossing", m_allowScriptCrossings);
772 m_dontPersistBefore =
773 startupConfig.GetLong("MinimumTimeBeforePersistenceConsidered", DEFAULT_MIN_TIME_FOR_PERSISTENCE);
774 m_dontPersistBefore *= 10000000;
775 m_persistAfter =
776 startupConfig.GetLong("MaximumTimeBeforePersistenceConsidered", DEFAULT_MAX_TIME_FOR_PERSISTENCE);
777 m_persistAfter *= 10000000;
778
779 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine");
780 m_log.InfoFormat("[SCENE]: Default script engine {0}", m_defaultScriptEngine);
781
782 IConfig packetConfig = m_config.Configs["PacketPool"];
783 if (packetConfig != null)
783 { 784 {
784 RegionInfo.RegionSettings.TerrainImageID = tileID; 785 PacketPool.Instance.RecyclePackets = packetConfig.GetBoolean("RecyclePackets", true);
786 PacketPool.Instance.RecycleDataBlocks = packetConfig.GetBoolean("RecycleDataBlocks", true);
785 } 787 }
786 }
787 788
788 string grant = startupConfig.GetString("AllowedClients", String.Empty); 789 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl);
789 if (grant.Length > 0) 790 m_seeIntoBannedRegion = startupConfig.GetBoolean("SeeIntoBannedRegion", m_seeIntoBannedRegion);
790 { 791 CombineRegions = startupConfig.GetBoolean("CombineContiguousRegions", false);
791 foreach (string viewer in grant.Split('|')) 792
793 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true);
794 if (m_generateMaptiles)
792 { 795 {
793 m_AllowedViewers.Add(viewer.Trim().ToLower()); 796 int maptileRefresh = startupConfig.GetInt("MaptileRefresh", 0);
797 if (maptileRefresh != 0)
798 {
799 m_mapGenerationTimer.Interval = maptileRefresh * 1000;
800 m_mapGenerationTimer.Elapsed += RegenerateMaptileAndReregister;
801 m_mapGenerationTimer.AutoReset = true;
802 m_mapGenerationTimer.Start();
803 }
794 } 804 }
795 } 805 else
806 {
807 string tile = startupConfig.GetString("MaptileStaticUUID", UUID.Zero.ToString());
808 UUID tileID;
796 809
797 grant = startupConfig.GetString("BannedClients", String.Empty); 810 if (UUID.TryParse(tile, out tileID))
798 if (grant.Length > 0) 811 {
799 { 812 RegionInfo.RegionSettings.TerrainImageID = tileID;
800 foreach (string viewer in grant.Split('|')) 813 }
814 }
815
816 string grant = startupConfig.GetString("AllowedClients", String.Empty);
817 if (grant.Length > 0)
801 { 818 {
802 m_BannedViewers.Add(viewer.Trim().ToLower()); 819 foreach (string viewer in grant.Split(','))
820 {
821 m_AllowedViewers.Add(viewer.Trim().ToLower());
822 }
803 } 823 }
804 }
805 824
806 MinFrameTime = startupConfig.GetFloat( "MinFrameTime", MinFrameTime); 825 grant = startupConfig.GetString("BannedClients", String.Empty);
807 m_update_backup = startupConfig.GetInt( "UpdateStorageEveryNFrames", m_update_backup); 826 if (grant.Length > 0)
808 m_update_coarse_locations = startupConfig.GetInt( "UpdateCoarseLocationsEveryNFrames", m_update_coarse_locations); 827 {
809 m_update_entitymovement = startupConfig.GetInt( "UpdateEntityMovementEveryNFrames", m_update_entitymovement); 828 foreach (string viewer in grant.Split(','))
810 m_update_events = startupConfig.GetInt( "UpdateEventsEveryNFrames", m_update_events); 829 {
811 m_update_objects = startupConfig.GetInt( "UpdateObjectsEveryNFrames", m_update_objects); 830 m_BannedViewers.Add(viewer.Trim().ToLower());
812 m_update_physics = startupConfig.GetInt( "UpdatePhysicsEveryNFrames", m_update_physics); 831 }
813 m_update_presences = startupConfig.GetInt( "UpdateAgentsEveryNFrames", m_update_presences); 832 }
814 m_update_terrain = startupConfig.GetInt( "UpdateTerrainEveryNFrames", m_update_terrain);
815 m_update_temp_cleaning = startupConfig.GetInt( "UpdateTempCleaningEveryNFrames", m_update_temp_cleaning);
816 833
817 SendPeriodicAppearanceUpdates = startupConfig.GetBoolean("SendPeriodicAppearanceUpdates", SendPeriodicAppearanceUpdates); 834 MinFrameTime = startupConfig.GetFloat( "MinFrameTime", MinFrameTime);
835 m_update_backup = startupConfig.GetInt( "UpdateStorageEveryNFrames", m_update_backup);
836 m_update_coarse_locations = startupConfig.GetInt( "UpdateCoarseLocationsEveryNFrames", m_update_coarse_locations);
837 m_update_entitymovement = startupConfig.GetInt( "UpdateEntityMovementEveryNFrames", m_update_entitymovement);
838 m_update_events = startupConfig.GetInt( "UpdateEventsEveryNFrames", m_update_events);
839 m_update_objects = startupConfig.GetInt( "UpdateObjectsEveryNFrames", m_update_objects);
840 m_update_physics = startupConfig.GetInt( "UpdatePhysicsEveryNFrames", m_update_physics);
841 m_update_presences = startupConfig.GetInt( "UpdateAgentsEveryNFrames", m_update_presences);
842 m_update_terrain = startupConfig.GetInt( "UpdateTerrainEveryNFrames", m_update_terrain);
843 m_update_temp_cleaning = startupConfig.GetInt( "UpdateTempCleaningEveryNFrames", m_update_temp_cleaning);
844 SendPeriodicAppearanceUpdates = startupConfig.GetBoolean("SendPeriodicAppearanceUpdates", SendPeriodicAppearanceUpdates);
845 }
846 }
847 catch (Exception e)
848 {
849 m_log.Error("[SCENE]: Failed to load StartupConfig: " + e.ToString());
818 } 850 }
819 851
820 #endregion Region Config 852 #endregion Region Config
@@ -849,6 +881,8 @@ namespace OpenSim.Region.Framework.Scenes
849 StatsReporter = new SimStatsReporter(this); 881 StatsReporter = new SimStatsReporter(this);
850 StatsReporter.OnSendStatsResult += SendSimStatsPackets; 882 StatsReporter.OnSendStatsResult += SendSimStatsPackets;
851 StatsReporter.OnStatsIncorrect += m_sceneGraph.RecalculateStats; 883 StatsReporter.OnStatsIncorrect += m_sceneGraph.RecalculateStats;
884
885 MainConsole.Instance.Commands.AddCommand("scene", false, "gc collect", "gc collect", "gc collect", "Cause the garbage collector to make a single pass", HandleGcCollect);
852 } 886 }
853 887
854 public Scene(RegionInfo regInfo) : base(regInfo) 888 public Scene(RegionInfo regInfo) : base(regInfo)
@@ -1240,7 +1274,22 @@ namespace OpenSim.Region.Framework.Scenes
1240 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat); 1274 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat);
1241 if (m_heartbeatThread != null) 1275 if (m_heartbeatThread != null)
1242 { 1276 {
1277 m_hbRestarts++;
1278 if(m_hbRestarts > 10)
1279 Environment.Exit(1);
1280 m_log.ErrorFormat("[SCENE]: Restarting heartbeat thread because it hasn't reported in in region {0}", RegionInfo.RegionName);
1281
1282//int pid = System.Diagnostics.Process.GetCurrentProcess().Id;
1283//System.Diagnostics.Process proc = new System.Diagnostics.Process();
1284//proc.EnableRaisingEvents=false;
1285//proc.StartInfo.FileName = "/bin/kill";
1286//proc.StartInfo.Arguments = "-QUIT " + pid.ToString();
1287//proc.Start();
1288//proc.WaitForExit();
1289//Thread.Sleep(1000);
1290//Environment.Exit(1);
1243 m_heartbeatThread.Abort(); 1291 m_heartbeatThread.Abort();
1292 Watchdog.AbortThread(m_heartbeatThread.ManagedThreadId);
1244 m_heartbeatThread = null; 1293 m_heartbeatThread = null;
1245 } 1294 }
1246// m_lastUpdate = Util.EnvironmentTickCount(); 1295// m_lastUpdate = Util.EnvironmentTickCount();
@@ -1387,16 +1436,20 @@ namespace OpenSim.Region.Framework.Scenes
1387 endFrame = Frame + frames; 1436 endFrame = Frame + frames;
1388 1437
1389 float physicsFPS = 0f; 1438 float physicsFPS = 0f;
1390 int previousFrameTick, tmpMS; 1439 int tmpMS;
1391 int maintc = Util.EnvironmentTickCount(); 1440 int previousFrameTick;
1441 int maintc;
1442 int sleepMS;
1443 int framestart;
1392 1444
1393 while (!m_shuttingDown && (endFrame == null || Frame < endFrame)) 1445 while (!m_shuttingDown && (endFrame == null || Frame < endFrame))
1394 { 1446 {
1447 framestart = Util.EnvironmentTickCount();
1395 ++Frame; 1448 ++Frame;
1396 1449
1397// m_log.DebugFormat("[SCENE]: Processing frame {0} in {1}", Frame, RegionInfo.RegionName); 1450// m_log.DebugFormat("[SCENE]: Processing frame {0} in {1}", Frame, RegionInfo.RegionName);
1398 1451
1399 agentMS = tempOnRezMS = eventMS = backupMS = terrainMS = landMS = spareMS = 0; 1452 agentMS = tempOnRezMS = eventMS = backupMS = terrainMS = landMS = 0;
1400 1453
1401 try 1454 try
1402 { 1455 {
@@ -1448,6 +1501,7 @@ namespace OpenSim.Region.Framework.Scenes
1448 m_sceneGraph.UpdatePresences(); 1501 m_sceneGraph.UpdatePresences();
1449 1502
1450 agentMS += Util.EnvironmentTickCountSubtract(tmpMS); 1503 agentMS += Util.EnvironmentTickCountSubtract(tmpMS);
1504
1451 1505
1452 // Delete temp-on-rez stuff 1506 // Delete temp-on-rez stuff
1453 if (Frame % m_update_temp_cleaning == 0 && !m_cleaningTemps) 1507 if (Frame % m_update_temp_cleaning == 0 && !m_cleaningTemps)
@@ -1529,34 +1583,37 @@ namespace OpenSim.Region.Framework.Scenes
1529 1583
1530 Watchdog.UpdateThread(); 1584 Watchdog.UpdateThread();
1531 1585
1586 otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS;
1587
1588 StatsReporter.AddPhysicsFPS(physicsFPS);
1589 StatsReporter.AddTimeDilation(TimeDilation);
1590 StatsReporter.AddFPS(1);
1591
1592 StatsReporter.addAgentMS(agentMS);
1593 StatsReporter.addPhysicsMS(physicsMS + physicsMS2);
1594 StatsReporter.addOtherMS(otherMS);
1595 StatsReporter.addScriptLines(m_sceneGraph.GetScriptLPS());
1596
1532 previousFrameTick = m_lastFrameTick; 1597 previousFrameTick = m_lastFrameTick;
1533 m_lastFrameTick = Util.EnvironmentTickCount(); 1598 m_lastFrameTick = Util.EnvironmentTickCount();
1534 tmpMS = Util.EnvironmentTickCountSubtract(m_lastFrameTick, maintc); 1599 tmpMS = Util.EnvironmentTickCountSubtract(m_lastFrameTick, framestart);
1535 tmpMS = (int)(MinFrameTime * 1000) - tmpMS; 1600 tmpMS = (int)(MinFrameTime * 1000) - tmpMS;
1536 1601
1602 m_firstHeartbeat = false;
1603
1604 sleepMS = Util.EnvironmentTickCount();
1605
1537 if (tmpMS > 0) 1606 if (tmpMS > 0)
1538 {
1539 Thread.Sleep(tmpMS); 1607 Thread.Sleep(tmpMS);
1540 spareMS += tmpMS;
1541 }
1542
1543 frameMS = Util.EnvironmentTickCountSubtract(maintc);
1544 maintc = Util.EnvironmentTickCount();
1545 1608
1546 otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS; 1609 sleepMS = Util.EnvironmentTickCountSubtract(sleepMS);
1610 frameMS = Util.EnvironmentTickCountSubtract(framestart);
1611 StatsReporter.addSleepMS(sleepMS);
1612 StatsReporter.addFrameMS(frameMS);
1547 1613
1548 // if (Frame%m_update_avatars == 0) 1614 // if (Frame%m_update_avatars == 0)
1549 // UpdateInWorldTime(); 1615 // UpdateInWorldTime();
1550 StatsReporter.AddPhysicsFPS(physicsFPS);
1551 StatsReporter.AddTimeDilation(TimeDilation);
1552 StatsReporter.AddFPS(1);
1553 1616
1554 StatsReporter.addFrameMS(frameMS);
1555 StatsReporter.addAgentMS(agentMS);
1556 StatsReporter.addPhysicsMS(physicsMS + physicsMS2);
1557 StatsReporter.addOtherMS(otherMS);
1558 StatsReporter.AddSpareMS(spareMS);
1559 StatsReporter.addScriptLines(m_sceneGraph.GetScriptLPS());
1560 1617
1561 // Optionally warn if a frame takes double the amount of time that it should. 1618 // Optionally warn if a frame takes double the amount of time that it should.
1562 if (DebugUpdates 1619 if (DebugUpdates
@@ -1584,9 +1641,9 @@ namespace OpenSim.Region.Framework.Scenes
1584 1641
1585 private void CheckAtTargets() 1642 private void CheckAtTargets()
1586 { 1643 {
1587 Dictionary<UUID, SceneObjectGroup>.ValueCollection objs; 1644 List<SceneObjectGroup> objs = new List<SceneObjectGroup>();
1588 lock (m_groupsWithTargets) 1645 lock (m_groupsWithTargets)
1589 objs = m_groupsWithTargets.Values; 1646 objs = new List<SceneObjectGroup>(m_groupsWithTargets.Values);
1590 1647
1591 foreach (SceneObjectGroup entry in objs) 1648 foreach (SceneObjectGroup entry in objs)
1592 entry.checkAtTargets(); 1649 entry.checkAtTargets();
@@ -1667,7 +1724,7 @@ namespace OpenSim.Region.Framework.Scenes
1667 msg.fromAgentName = "Server"; 1724 msg.fromAgentName = "Server";
1668 msg.dialog = (byte)19; // Object msg 1725 msg.dialog = (byte)19; // Object msg
1669 msg.fromGroup = false; 1726 msg.fromGroup = false;
1670 msg.offline = (byte)0; 1727 msg.offline = (byte)1;
1671 msg.ParentEstateID = RegionInfo.EstateSettings.ParentEstateID; 1728 msg.ParentEstateID = RegionInfo.EstateSettings.ParentEstateID;
1672 msg.Position = Vector3.Zero; 1729 msg.Position = Vector3.Zero;
1673 msg.RegionID = RegionInfo.RegionID.Guid; 1730 msg.RegionID = RegionInfo.RegionID.Guid;
@@ -1889,6 +1946,19 @@ namespace OpenSim.Region.Framework.Scenes
1889 EventManager.TriggerPrimsLoaded(this); 1946 EventManager.TriggerPrimsLoaded(this);
1890 } 1947 }
1891 1948
1949 public bool SuportsRayCastFiltered()
1950 {
1951 if (PhysicsScene == null)
1952 return false;
1953 return PhysicsScene.SuportsRaycastWorldFiltered();
1954 }
1955
1956 public object RayCastFiltered(Vector3 position, Vector3 direction, float length, int Count, RayFilterFlags filter)
1957 {
1958 if (PhysicsScene == null)
1959 return null;
1960 return PhysicsScene.RaycastWorld(position, direction, length, Count,filter);
1961 }
1892 1962
1893 /// <summary> 1963 /// <summary>
1894 /// Gets a new rez location based on the raycast and the size of the object that is being rezzed. 1964 /// Gets a new rez location based on the raycast and the size of the object that is being rezzed.
@@ -1905,14 +1975,24 @@ namespace OpenSim.Region.Framework.Scenes
1905 /// <returns></returns> 1975 /// <returns></returns>
1906 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter) 1976 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter)
1907 { 1977 {
1978
1979 float wheight = (float)RegionInfo.RegionSettings.WaterHeight;
1980 Vector3 wpos = Vector3.Zero;
1981 // Check for water surface intersection from above
1982 if ( (RayStart.Z > wheight) && (RayEnd.Z < wheight) )
1983 {
1984 float ratio = (RayStart.Z - wheight) / (RayStart.Z - RayEnd.Z);
1985 wpos.X = RayStart.X - (ratio * (RayStart.X - RayEnd.X));
1986 wpos.Y = RayStart.Y - (ratio * (RayStart.Y - RayEnd.Y));
1987 wpos.Z = wheight;
1988 }
1989
1908 Vector3 pos = Vector3.Zero; 1990 Vector3 pos = Vector3.Zero;
1909 if (RayEndIsIntersection == (byte)1) 1991 if (RayEndIsIntersection == (byte)1)
1910 { 1992 {
1911 pos = RayEnd; 1993 pos = RayEnd;
1912 return pos;
1913 } 1994 }
1914 1995 else if (RayTargetID != UUID.Zero)
1915 if (RayTargetID != UUID.Zero)
1916 { 1996 {
1917 SceneObjectPart target = GetSceneObjectPart(RayTargetID); 1997 SceneObjectPart target = GetSceneObjectPart(RayTargetID);
1918 1998
@@ -1934,7 +2014,7 @@ namespace OpenSim.Region.Framework.Scenes
1934 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter); 2014 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter);
1935 2015
1936 // Un-comment out the following line to Get Raytrace results printed to the console. 2016 // Un-comment out the following line to Get Raytrace results printed to the console.
1937 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString()); 2017 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
1938 float ScaleOffset = 0.5f; 2018 float ScaleOffset = 0.5f;
1939 2019
1940 // If we hit something 2020 // If we hit something
@@ -1957,13 +2037,10 @@ namespace OpenSim.Region.Framework.Scenes
1957 //pos.Z -= 0.25F; 2037 //pos.Z -= 0.25F;
1958 2038
1959 } 2039 }
1960
1961 return pos;
1962 } 2040 }
1963 else 2041 else
1964 { 2042 {
1965 // We don't have a target here, so we're going to raytrace all the objects in the scene. 2043 // We don't have a target here, so we're going to raytrace all the objects in the scene.
1966
1967 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false); 2044 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false);
1968 2045
1969 // Un-comment the following line to print the raytrace results to the console. 2046 // Un-comment the following line to print the raytrace results to the console.
@@ -1972,13 +2049,12 @@ namespace OpenSim.Region.Framework.Scenes
1972 if (ei.HitTF) 2049 if (ei.HitTF)
1973 { 2050 {
1974 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z); 2051 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z);
1975 } else 2052 }
2053 else
1976 { 2054 {
1977 // fall back to our stupid functionality 2055 // fall back to our stupid functionality
1978 pos = RayEnd; 2056 pos = RayEnd;
1979 } 2057 }
1980
1981 return pos;
1982 } 2058 }
1983 } 2059 }
1984 else 2060 else
@@ -1989,8 +2065,12 @@ namespace OpenSim.Region.Framework.Scenes
1989 //increase height so its above the ground. 2065 //increase height so its above the ground.
1990 //should be getting the normal of the ground at the rez point and using that? 2066 //should be getting the normal of the ground at the rez point and using that?
1991 pos.Z += scale.Z / 2f; 2067 pos.Z += scale.Z / 2f;
1992 return pos; 2068// return pos;
1993 } 2069 }
2070
2071 // check against posible water intercept
2072 if (wpos.Z > pos.Z) pos = wpos;
2073 return pos;
1994 } 2074 }
1995 2075
1996 2076
@@ -2079,7 +2159,10 @@ namespace OpenSim.Region.Framework.Scenes
2079 public bool AddRestoredSceneObject( 2159 public bool AddRestoredSceneObject(
2080 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 2160 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
2081 { 2161 {
2082 return m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates); 2162 bool result = m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates);
2163 if (result)
2164 sceneObject.IsDeleted = false;
2165 return result;
2083 } 2166 }
2084 2167
2085 /// <summary> 2168 /// <summary>
@@ -2171,6 +2254,15 @@ namespace OpenSim.Region.Framework.Scenes
2171 /// </summary> 2254 /// </summary>
2172 public void DeleteAllSceneObjects() 2255 public void DeleteAllSceneObjects()
2173 { 2256 {
2257 DeleteAllSceneObjects(false);
2258 }
2259
2260 /// <summary>
2261 /// Delete every object from the scene. This does not include attachments worn by avatars.
2262 /// </summary>
2263 public void DeleteAllSceneObjects(bool exceptNoCopy)
2264 {
2265 List<SceneObjectGroup> toReturn = new List<SceneObjectGroup>();
2174 lock (Entities) 2266 lock (Entities)
2175 { 2267 {
2176 EntityBase[] entities = Entities.GetEntities(); 2268 EntityBase[] entities = Entities.GetEntities();
@@ -2179,11 +2271,24 @@ namespace OpenSim.Region.Framework.Scenes
2179 if (e is SceneObjectGroup) 2271 if (e is SceneObjectGroup)
2180 { 2272 {
2181 SceneObjectGroup sog = (SceneObjectGroup)e; 2273 SceneObjectGroup sog = (SceneObjectGroup)e;
2182 if (!sog.IsAttachment) 2274 if (sog != null && !sog.IsAttachment)
2183 DeleteSceneObject((SceneObjectGroup)e, false); 2275 {
2276 if (!exceptNoCopy || ((sog.GetEffectivePermissions() & (uint)PermissionMask.Copy) != 0))
2277 {
2278 DeleteSceneObject((SceneObjectGroup)e, false);
2279 }
2280 else
2281 {
2282 toReturn.Add((SceneObjectGroup)e);
2283 }
2284 }
2184 } 2285 }
2185 } 2286 }
2186 } 2287 }
2288 if (toReturn.Count > 0)
2289 {
2290 returnObjects(toReturn.ToArray(), UUID.Zero);
2291 }
2187 } 2292 }
2188 2293
2189 /// <summary> 2294 /// <summary>
@@ -2235,6 +2340,8 @@ namespace OpenSim.Region.Framework.Scenes
2235 } 2340 }
2236 2341
2237 group.DeleteGroupFromScene(silent); 2342 group.DeleteGroupFromScene(silent);
2343 if (!silent)
2344 SendKillObject(new List<uint>() { group.LocalId });
2238 2345
2239// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID); 2346// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID);
2240 } 2347 }
@@ -2525,7 +2632,7 @@ namespace OpenSim.Region.Framework.Scenes
2525 // If the user is banned, we won't let any of their objects 2632 // If the user is banned, we won't let any of their objects
2526 // enter. Period. 2633 // enter. Period.
2527 // 2634 //
2528 if (RegionInfo.EstateSettings.IsBanned(newObject.OwnerID)) 2635 if (RegionInfo.EstateSettings.IsBanned(newObject.OwnerID, 36))
2529 { 2636 {
2530 m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", newObject.OwnerID); 2637 m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", newObject.OwnerID);
2531 return false; 2638 return false;
@@ -2533,6 +2640,8 @@ namespace OpenSim.Region.Framework.Scenes
2533 2640
2534 if (newPosition != Vector3.Zero) 2641 if (newPosition != Vector3.Zero)
2535 newObject.RootPart.GroupPosition = newPosition; 2642 newObject.RootPart.GroupPosition = newPosition;
2643 if (newObject.RootPart.KeyframeMotion != null)
2644 newObject.RootPart.KeyframeMotion.UpdateSceneObject(newObject);
2536 2645
2537 if (!AddSceneObject(newObject)) 2646 if (!AddSceneObject(newObject))
2538 { 2647 {
@@ -2577,6 +2686,23 @@ namespace OpenSim.Region.Framework.Scenes
2577 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns> 2686 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns>
2578 public bool AddSceneObject(SceneObjectGroup sceneObject) 2687 public bool AddSceneObject(SceneObjectGroup sceneObject)
2579 { 2688 {
2689 if (sceneObject.OwnerID == UUID.Zero)
2690 {
2691 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero", sceneObject.UUID);
2692 return false;
2693 }
2694
2695 // If the user is banned, we won't let any of their objects
2696 // enter. Period.
2697 //
2698 int flags = GetUserFlags(sceneObject.OwnerID);
2699 if (RegionInfo.EstateSettings.IsBanned(sceneObject.OwnerID, flags))
2700 {
2701 m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", sceneObject.OwnerID);
2702
2703 return false;
2704 }
2705
2580 // Force allocation of new LocalId 2706 // Force allocation of new LocalId
2581 // 2707 //
2582 SceneObjectPart[] parts = sceneObject.Parts; 2708 SceneObjectPart[] parts = sceneObject.Parts;
@@ -2610,16 +2736,27 @@ namespace OpenSim.Region.Framework.Scenes
2610 RootPrim.RemFlag(PrimFlags.TemporaryOnRez); 2736 RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
2611 2737
2612 if (AttachmentsModule != null) 2738 if (AttachmentsModule != null)
2613 AttachmentsModule.AttachObject(sp, grp, 0, false); 2739 AttachmentsModule.AttachObject(sp, grp, 0, false, false);
2614 } 2740 }
2615 else 2741 else
2616 { 2742 {
2743 m_log.DebugFormat("[SCENE]: Attachment {0} arrived and scene presence was not found, setting to temp", sceneObject.UUID);
2617 RootPrim.RemFlag(PrimFlags.TemporaryOnRez); 2744 RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
2618 RootPrim.AddFlag(PrimFlags.TemporaryOnRez); 2745 RootPrim.AddFlag(PrimFlags.TemporaryOnRez);
2619 } 2746 }
2747 if (sceneObject.OwnerID == UUID.Zero)
2748 {
2749 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero after attachment processing. BUG!", sceneObject.UUID);
2750 return false;
2751 }
2620 } 2752 }
2621 else 2753 else
2622 { 2754 {
2755 if (sceneObject.OwnerID == UUID.Zero)
2756 {
2757 m_log.ErrorFormat("[SCENE]: Owner ID for non-attachment {0} was zero", sceneObject.UUID);
2758 return false;
2759 }
2623 AddRestoredSceneObject(sceneObject, true, false); 2760 AddRestoredSceneObject(sceneObject, true, false);
2624 } 2761 }
2625 2762
@@ -2636,6 +2773,24 @@ namespace OpenSim.Region.Framework.Scenes
2636 return 2; // StateSource.PrimCrossing 2773 return 2; // StateSource.PrimCrossing
2637 } 2774 }
2638 2775
2776 public int GetUserFlags(UUID user)
2777 {
2778 //Unfortunately the SP approach means that the value is cached until region is restarted
2779 /*
2780 ScenePresence sp;
2781 if (TryGetScenePresence(user, out sp))
2782 {
2783 return sp.UserFlags;
2784 }
2785 else
2786 {
2787 */
2788 UserAccount uac = UserAccountService.GetUserAccount(RegionInfo.ScopeID, user);
2789 if (uac == null)
2790 return 0;
2791 return uac.UserFlags;
2792 //}
2793 }
2639 #endregion 2794 #endregion
2640 2795
2641 #region Add/Remove Avatar Methods 2796 #region Add/Remove Avatar Methods
@@ -2649,7 +2804,7 @@ namespace OpenSim.Region.Framework.Scenes
2649 = (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0 2804 = (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0
2650 || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0; 2805 || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0;
2651 2806
2652// CheckHeartbeat(); 2807 CheckHeartbeat();
2653 2808
2654 ScenePresence sp = GetScenePresence(client.AgentId); 2809 ScenePresence sp = GetScenePresence(client.AgentId);
2655 2810
@@ -2703,7 +2858,13 @@ namespace OpenSim.Region.Framework.Scenes
2703 2858
2704 EventManager.TriggerOnNewClient(client); 2859 EventManager.TriggerOnNewClient(client);
2705 if (vialogin) 2860 if (vialogin)
2861 {
2706 EventManager.TriggerOnClientLogin(client); 2862 EventManager.TriggerOnClientLogin(client);
2863 // Send initial parcel data
2864 Vector3 pos = sp.AbsolutePosition;
2865 ILandObject land = LandChannel.GetLandObject(pos.X, pos.Y);
2866 land.SendLandUpdateToClient(client);
2867 }
2707 2868
2708 return sp; 2869 return sp;
2709 } 2870 }
@@ -2792,19 +2953,12 @@ namespace OpenSim.Region.Framework.Scenes
2792 // and the scene presence and the client, if they exist 2953 // and the scene presence and the client, if they exist
2793 try 2954 try
2794 { 2955 {
2795 // We need to wait for the client to make UDP contact first. 2956 ScenePresence sp = GetScenePresence(agentID);
2796 // It's the UDP contact that creates the scene presence 2957 PresenceService.LogoutAgent(sp.ControllingClient.SessionId);
2797 ScenePresence sp = WaitGetScenePresence(agentID); 2958
2798 if (sp != null) 2959 if (sp != null)
2799 {
2800 PresenceService.LogoutAgent(sp.ControllingClient.SessionId);
2801
2802 sp.ControllingClient.Close(); 2960 sp.ControllingClient.Close();
2803 } 2961
2804 else
2805 {
2806 m_log.WarnFormat("[SCENE]: Could not find scene presence for {0}", agentID);
2807 }
2808 // BANG! SLASH! 2962 // BANG! SLASH!
2809 m_authenticateHandler.RemoveCircuit(agentID); 2963 m_authenticateHandler.RemoveCircuit(agentID);
2810 2964
@@ -2849,6 +3003,8 @@ namespace OpenSim.Region.Framework.Scenes
2849 client.OnUpdatePrimGroupPosition += m_sceneGraph.UpdatePrimGroupPosition; 3003 client.OnUpdatePrimGroupPosition += m_sceneGraph.UpdatePrimGroupPosition;
2850 client.OnUpdatePrimSinglePosition += m_sceneGraph.UpdatePrimSinglePosition; 3004 client.OnUpdatePrimSinglePosition += m_sceneGraph.UpdatePrimSinglePosition;
2851 3005
3006 client.onClientChangeObject += m_sceneGraph.ClientChangeObject;
3007
2852 client.OnUpdatePrimGroupRotation += m_sceneGraph.UpdatePrimGroupRotation; 3008 client.OnUpdatePrimGroupRotation += m_sceneGraph.UpdatePrimGroupRotation;
2853 client.OnUpdatePrimGroupMouseRotation += m_sceneGraph.UpdatePrimGroupRotation; 3009 client.OnUpdatePrimGroupMouseRotation += m_sceneGraph.UpdatePrimGroupRotation;
2854 client.OnUpdatePrimSingleRotation += m_sceneGraph.UpdatePrimSingleRotation; 3010 client.OnUpdatePrimSingleRotation += m_sceneGraph.UpdatePrimSingleRotation;
@@ -2905,6 +3061,7 @@ namespace OpenSim.Region.Framework.Scenes
2905 client.OnFetchInventory += m_asyncInventorySender.HandleFetchInventory; 3061 client.OnFetchInventory += m_asyncInventorySender.HandleFetchInventory;
2906 client.OnUpdateInventoryItem += UpdateInventoryItemAsset; 3062 client.OnUpdateInventoryItem += UpdateInventoryItemAsset;
2907 client.OnCopyInventoryItem += CopyInventoryItem; 3063 client.OnCopyInventoryItem += CopyInventoryItem;
3064 client.OnMoveItemsAndLeaveCopy += MoveInventoryItemsLeaveCopy;
2908 client.OnMoveInventoryItem += MoveInventoryItem; 3065 client.OnMoveInventoryItem += MoveInventoryItem;
2909 client.OnRemoveInventoryItem += RemoveInventoryItem; 3066 client.OnRemoveInventoryItem += RemoveInventoryItem;
2910 client.OnRemoveInventoryFolder += RemoveInventoryFolder; 3067 client.OnRemoveInventoryFolder += RemoveInventoryFolder;
@@ -2976,6 +3133,8 @@ namespace OpenSim.Region.Framework.Scenes
2976 client.OnUpdatePrimGroupPosition -= m_sceneGraph.UpdatePrimGroupPosition; 3133 client.OnUpdatePrimGroupPosition -= m_sceneGraph.UpdatePrimGroupPosition;
2977 client.OnUpdatePrimSinglePosition -= m_sceneGraph.UpdatePrimSinglePosition; 3134 client.OnUpdatePrimSinglePosition -= m_sceneGraph.UpdatePrimSinglePosition;
2978 3135
3136 client.onClientChangeObject -= m_sceneGraph.ClientChangeObject;
3137
2979 client.OnUpdatePrimGroupRotation -= m_sceneGraph.UpdatePrimGroupRotation; 3138 client.OnUpdatePrimGroupRotation -= m_sceneGraph.UpdatePrimGroupRotation;
2980 client.OnUpdatePrimGroupMouseRotation -= m_sceneGraph.UpdatePrimGroupRotation; 3139 client.OnUpdatePrimGroupMouseRotation -= m_sceneGraph.UpdatePrimGroupRotation;
2981 client.OnUpdatePrimSingleRotation -= m_sceneGraph.UpdatePrimSingleRotation; 3140 client.OnUpdatePrimSingleRotation -= m_sceneGraph.UpdatePrimSingleRotation;
@@ -3078,7 +3237,7 @@ namespace OpenSim.Region.Framework.Scenes
3078 /// </summary> 3237 /// </summary>
3079 /// <param name="agentId">The avatar's Unique ID</param> 3238 /// <param name="agentId">The avatar's Unique ID</param>
3080 /// <param name="client">The IClientAPI for the client</param> 3239 /// <param name="client">The IClientAPI for the client</param>
3081 public virtual void TeleportClientHome(UUID agentId, IClientAPI client) 3240 public virtual bool TeleportClientHome(UUID agentId, IClientAPI client)
3082 { 3241 {
3083 if (EntityTransferModule != null) 3242 if (EntityTransferModule != null)
3084 { 3243 {
@@ -3089,6 +3248,7 @@ namespace OpenSim.Region.Framework.Scenes
3089 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active"); 3248 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active");
3090 client.SendTeleportFailed("Unable to perform teleports on this simulator."); 3249 client.SendTeleportFailed("Unable to perform teleports on this simulator.");
3091 } 3250 }
3251 return false;
3092 } 3252 }
3093 3253
3094 /// <summary> 3254 /// <summary>
@@ -3198,6 +3358,16 @@ namespace OpenSim.Region.Framework.Scenes
3198 /// <param name="flags"></param> 3358 /// <param name="flags"></param>
3199 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags) 3359 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags)
3200 { 3360 {
3361 //Add half the avatar's height so that the user doesn't fall through prims
3362 ScenePresence presence;
3363 if (TryGetScenePresence(remoteClient.AgentId, out presence))
3364 {
3365 if (presence.Appearance != null)
3366 {
3367 position.Z = position.Z + (presence.Appearance.AvatarHeight / 2);
3368 }
3369 }
3370
3201 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt)) 3371 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt))
3202 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot. 3372 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot.
3203 m_dialogModule.SendAlertToUser(remoteClient, "Home position set."); 3373 m_dialogModule.SendAlertToUser(remoteClient, "Home position set.");
@@ -3324,6 +3494,7 @@ namespace OpenSim.Region.Framework.Scenes
3324 AgentTransactionsModule.RemoveAgentAssetTransactions(agentID); 3494 AgentTransactionsModule.RemoveAgentAssetTransactions(agentID);
3325 3495
3326 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode); 3496 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode);
3497 m_log.Debug("[Scene] The avatar has left the building");
3327 } 3498 }
3328 catch (Exception e) 3499 catch (Exception e)
3329 { 3500 {
@@ -3525,13 +3696,16 @@ namespace OpenSim.Region.Framework.Scenes
3525 sp = null; 3696 sp = null;
3526 } 3697 }
3527 3698
3528 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3529 3699
3530 //On login test land permisions 3700 //On login test land permisions
3531 if (vialogin) 3701 if (vialogin)
3532 { 3702 {
3533 if (land != null && !TestLandRestrictions(agent, land, out reason)) 3703 IUserAccountCacheModule cache = RequestModuleInterface<IUserAccountCacheModule>();
3704 if (cache != null)
3705 cache.Remove(agent.firstname + " " + agent.lastname);
3706 if (!TestLandRestrictions(agent.AgentID, out reason, ref agent.startpos.X, ref agent.startpos.Y))
3534 { 3707 {
3708 m_log.DebugFormat("[CONNECTION BEGIN]: Denying access to {0} due to no land access", agent.AgentID.ToString());
3535 return false; 3709 return false;
3536 } 3710 }
3537 } 3711 }
@@ -3554,9 +3728,15 @@ namespace OpenSim.Region.Framework.Scenes
3554 3728
3555 try 3729 try
3556 { 3730 {
3557 if (!AuthorizeUser(agent, out reason)) 3731 // Always check estate if this is a login. Always
3558 return false; 3732 // check if banned regions are to be blacked out.
3559 } catch (Exception e) 3733 if (vialogin || (!m_seeIntoBannedRegion))
3734 {
3735 if (!AuthorizeUser(agent, out reason))
3736 return false;
3737 }
3738 }
3739 catch (Exception e)
3560 { 3740 {
3561 m_log.ErrorFormat( 3741 m_log.ErrorFormat(
3562 "[SCENE]: Exception authorizing user {0}{1}", e.Message, e.StackTrace); 3742 "[SCENE]: Exception authorizing user {0}{1}", e.Message, e.StackTrace);
@@ -3687,6 +3867,8 @@ namespace OpenSim.Region.Framework.Scenes
3687 } 3867 }
3688 3868
3689 // Honor parcel landing type and position. 3869 // Honor parcel landing type and position.
3870 /*
3871 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3690 if (land != null) 3872 if (land != null)
3691 { 3873 {
3692 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero) 3874 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero)
@@ -3694,25 +3876,34 @@ namespace OpenSim.Region.Framework.Scenes
3694 agent.startpos = land.LandData.UserLocation; 3876 agent.startpos = land.LandData.UserLocation;
3695 } 3877 }
3696 } 3878 }
3879 */// This is now handled properly in ScenePresence.MakeRootAgent
3697 } 3880 }
3698 3881
3699 return true; 3882 return true;
3700 } 3883 }
3701 3884
3702 private bool TestLandRestrictions(AgentCircuitData agent, ILandObject land, out string reason) 3885 public bool TestLandRestrictions(UUID agentID, out string reason, ref float posX, ref float posY)
3703 { 3886 {
3704 bool banned = land.IsBannedFromLand(agent.AgentID); 3887 reason = String.Empty;
3705 bool restricted = land.IsRestrictedFromLand(agent.AgentID); 3888 if (Permissions.IsGod(agentID))
3889 return true;
3890
3891 ILandObject land = LandChannel.GetLandObject(posX, posY);
3892 if (land == null)
3893 return false;
3894
3895 bool banned = land.IsBannedFromLand(agentID);
3896 bool restricted = land.IsRestrictedFromLand(agentID);
3706 3897
3707 if (banned || restricted) 3898 if (banned || restricted)
3708 { 3899 {
3709 ILandObject nearestParcel = GetNearestAllowedParcel(agent.AgentID, agent.startpos.X, agent.startpos.Y); 3900 ILandObject nearestParcel = GetNearestAllowedParcel(agentID, posX, posY);
3710 if (nearestParcel != null) 3901 if (nearestParcel != null)
3711 { 3902 {
3712 //Move agent to nearest allowed 3903 //Move agent to nearest allowed
3713 Vector3 newPosition = GetParcelCenterAtGround(nearestParcel); 3904 Vector3 newPosition = GetParcelCenterAtGround(nearestParcel);
3714 agent.startpos.X = newPosition.X; 3905 posX = newPosition.X;
3715 agent.startpos.Y = newPosition.Y; 3906 posY = newPosition.Y;
3716 } 3907 }
3717 else 3908 else
3718 { 3909 {
@@ -3774,7 +3965,7 @@ namespace OpenSim.Region.Framework.Scenes
3774 3965
3775 if (!m_strictAccessControl) return true; 3966 if (!m_strictAccessControl) return true;
3776 if (Permissions.IsGod(agent.AgentID)) return true; 3967 if (Permissions.IsGod(agent.AgentID)) return true;
3777 3968
3778 if (AuthorizationService != null) 3969 if (AuthorizationService != null)
3779 { 3970 {
3780 if (!AuthorizationService.IsAuthorizedForRegion( 3971 if (!AuthorizationService.IsAuthorizedForRegion(
@@ -3789,7 +3980,7 @@ namespace OpenSim.Region.Framework.Scenes
3789 3980
3790 if (RegionInfo.EstateSettings != null) 3981 if (RegionInfo.EstateSettings != null)
3791 { 3982 {
3792 if (RegionInfo.EstateSettings.IsBanned(agent.AgentID)) 3983 if (RegionInfo.EstateSettings.IsBanned(agent.AgentID, 0))
3793 { 3984 {
3794 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist", 3985 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist",
3795 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName); 3986 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
@@ -3979,6 +4170,15 @@ namespace OpenSim.Region.Framework.Scenes
3979 4170
3980 // XPTO: if this agent is not allowed here as root, always return false 4171 // XPTO: if this agent is not allowed here as root, always return false
3981 4172
4173 // We have to wait until the viewer contacts this region after receiving EAC.
4174 // That calls AddNewClient, which finally creates the ScenePresence
4175 int flags = GetUserFlags(cAgentData.AgentID);
4176 if (RegionInfo.EstateSettings.IsBanned(cAgentData.AgentID, flags))
4177 {
4178 m_log.DebugFormat("[SCENE]: Denying root agent entry to {0}: banned", cAgentData.AgentID);
4179 return false;
4180 }
4181
3982 // TODO: This check should probably be in QueryAccess(). 4182 // TODO: This check should probably be in QueryAccess().
3983 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2); 4183 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2);
3984 if (nearestParcel == null) 4184 if (nearestParcel == null)
@@ -4072,12 +4272,22 @@ namespace OpenSim.Region.Framework.Scenes
4072 return false; 4272 return false;
4073 } 4273 }
4074 4274
4275 public bool IncomingCloseAgent(UUID agentID)
4276 {
4277 return IncomingCloseAgent(agentID, false);
4278 }
4279
4280 public bool IncomingCloseChildAgent(UUID agentID)
4281 {
4282 return IncomingCloseAgent(agentID, true);
4283 }
4284
4075 /// <summary> 4285 /// <summary>
4076 /// Tell a single agent to disconnect from the region. 4286 /// Tell a single agent to disconnect from the region.
4077 /// </summary> 4287 /// </summary>
4078 /// <param name="regionHandle"></param>
4079 /// <param name="agentID"></param> 4288 /// <param name="agentID"></param>
4080 public bool IncomingCloseAgent(UUID agentID) 4289 /// <param name="childOnly"></param>
4290 public bool IncomingCloseAgent(UUID agentID, bool childOnly)
4081 { 4291 {
4082 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID); 4292 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID);
4083 4293
@@ -4698,35 +4908,81 @@ namespace OpenSim.Region.Framework.Scenes
4698 SimulationDataService.RemoveObject(uuid, RegionInfo.RegionID); 4908 SimulationDataService.RemoveObject(uuid, RegionInfo.RegionID);
4699 } 4909 }
4700 4910
4701 public int GetHealth() 4911 public int GetHealth(out int flags, out string message)
4702 { 4912 {
4703 // Returns: 4913 // Returns:
4704 // 1 = sim is up and accepting http requests. The heartbeat has 4914 // 1 = sim is up and accepting http requests. The heartbeat has
4705 // stopped and the sim is probably locked up, but a remote 4915 // stopped and the sim is probably locked up, but a remote
4706 // admin restart may succeed 4916 // admin restart may succeed
4707 // 4917 //
4708 // 2 = Sim is up and the heartbeat is running. The sim is likely 4918 // 2 = Sim is up and the heartbeat is running. The sim is likely
4709 // usable for people within and logins _may_ work 4919 // usable for people within
4920 //
4921 // 3 = Sim is up and one packet thread is running. Sim is
4922 // unstable and will not accept new logins
4923 //
4924 // 4 = Sim is up and both packet threads are running. Sim is
4925 // likely usable
4710 // 4926 //
4711 // 3 = We have seen a new user enter within the past 4 minutes 4927 // 5 = We have seen a new user enter within the past 4 minutes
4712 // which can be seen as positive confirmation of sim health 4928 // which can be seen as positive confirmation of sim health
4713 // 4929 //
4930
4931 flags = 0;
4932 message = String.Empty;
4933
4934 CheckHeartbeat();
4935
4936 if (m_firstHeartbeat || (m_lastIncoming == 0 && m_lastOutgoing == 0))
4937 {
4938 // We're still starting
4939 // 0 means "in startup", it can't happen another way, since
4940 // to get here, we must be able to accept http connections
4941 return 0;
4942 }
4943
4714 int health=1; // Start at 1, means we're up 4944 int health=1; // Start at 1, means we're up
4715 4945
4716 if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) < 1000) 4946 if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) < 1000)
4717 health += 1; 4947 {
4948 health+=1;
4949 flags |= 1;
4950 }
4951
4952 if (Util.EnvironmentTickCountSubtract(m_lastIncoming) < 1000)
4953 {
4954 health+=1;
4955 flags |= 2;
4956 }
4957
4958 if (Util.EnvironmentTickCountSubtract(m_lastOutgoing) < 1000)
4959 {
4960 health+=1;
4961 flags |= 4;
4962 }
4718 else 4963 else
4964 {
4965int pid = System.Diagnostics.Process.GetCurrentProcess().Id;
4966System.Diagnostics.Process proc = new System.Diagnostics.Process();
4967proc.EnableRaisingEvents=false;
4968proc.StartInfo.FileName = "/bin/kill";
4969proc.StartInfo.Arguments = "-QUIT " + pid.ToString();
4970proc.Start();
4971proc.WaitForExit();
4972Thread.Sleep(1000);
4973Environment.Exit(1);
4974 }
4975
4976 if (flags != 7)
4719 return health; 4977 return health;
4720 4978
4721 // A login in the last 4 mins? We can't be doing too badly 4979 // A login in the last 4 mins? We can't be doing too badly
4722 // 4980 //
4723 if ((Util.EnvironmentTickCountSubtract(m_LastLogin)) < 240000) 4981 if (Util.EnvironmentTickCountSubtract(m_LastLogin) < 240000)
4724 health++; 4982 health++;
4725 else 4983 else
4726 return health; 4984 return health;
4727 4985
4728// CheckHeartbeat();
4729
4730 return health; 4986 return health;
4731 } 4987 }
4732 4988
@@ -4814,7 +5070,7 @@ namespace OpenSim.Region.Framework.Scenes
4814 bool wasUsingPhysics = ((jointProxyObject.Flags & PrimFlags.Physics) != 0); 5070 bool wasUsingPhysics = ((jointProxyObject.Flags & PrimFlags.Physics) != 0);
4815 if (wasUsingPhysics) 5071 if (wasUsingPhysics)
4816 { 5072 {
4817 jointProxyObject.UpdatePrimFlags(false, false, true, false); // FIXME: possible deadlock here; check to make sure all the scene alterations set into motion here won't deadlock 5073 jointProxyObject.UpdatePrimFlags(false, false, true, false,false); // FIXME: possible deadlock here; check to make sure all the scene alterations set into motion here won't deadlock
4818 } 5074 }
4819 } 5075 }
4820 5076
@@ -4913,14 +5169,14 @@ namespace OpenSim.Region.Framework.Scenes
4913 return (((vsn.X * xdiff) + (vsn.Y * ydiff)) / (-1 * vsn.Z)) + p0.Z; 5169 return (((vsn.X * xdiff) + (vsn.Y * ydiff)) / (-1 * vsn.Z)) + p0.Z;
4914 } 5170 }
4915 5171
4916// private void CheckHeartbeat() 5172 private void CheckHeartbeat()
4917// { 5173 {
4918// if (m_firstHeartbeat) 5174 if (m_firstHeartbeat)
4919// return; 5175 return;
4920// 5176
4921// if (Util.EnvironmentTickCountSubtract(m_lastFrameTick) > 2000) 5177 if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) > 5000)
4922// StartTimer(); 5178 Start();
4923// } 5179 }
4924 5180
4925 public override ISceneObject DeserializeObject(string representation) 5181 public override ISceneObject DeserializeObject(string representation)
4926 { 5182 {
@@ -4932,9 +5188,14 @@ namespace OpenSim.Region.Framework.Scenes
4932 get { return m_allowScriptCrossings; } 5188 get { return m_allowScriptCrossings; }
4933 } 5189 }
4934 5190
4935 public Vector3? GetNearestAllowedPosition(ScenePresence avatar) 5191 public Vector3 GetNearestAllowedPosition(ScenePresence avatar)
4936 { 5192 {
4937 ILandObject nearestParcel = GetNearestAllowedParcel(avatar.UUID, avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y); 5193 return GetNearestAllowedPosition(avatar, null);
5194 }
5195
5196 public Vector3 GetNearestAllowedPosition(ScenePresence avatar, ILandObject excludeParcel)
5197 {
5198 ILandObject nearestParcel = GetNearestAllowedParcel(avatar.UUID, avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y, excludeParcel);
4938 5199
4939 if (nearestParcel != null) 5200 if (nearestParcel != null)
4940 { 5201 {
@@ -4943,10 +5204,7 @@ namespace OpenSim.Region.Framework.Scenes
4943 Vector3? nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel); 5204 Vector3? nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel);
4944 if (nearestPoint != null) 5205 if (nearestPoint != null)
4945 { 5206 {
4946// m_log.DebugFormat( 5207 Debug.WriteLine("Found a sane previous position based on velocity, sending them to: " + nearestPoint.ToString());
4947// "[SCENE]: Found a sane previous position based on velocity for {0}, sending them to {1} in {2}",
4948// avatar.Name, nearestPoint, nearestParcel.LandData.Name);
4949
4950 return nearestPoint.Value; 5208 return nearestPoint.Value;
4951 } 5209 }
4952 5210
@@ -4956,17 +5214,20 @@ namespace OpenSim.Region.Framework.Scenes
4956 nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel); 5214 nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel);
4957 if (nearestPoint != null) 5215 if (nearestPoint != null)
4958 { 5216 {
4959// m_log.DebugFormat( 5217 Debug.WriteLine("They had a zero velocity, sending them to: " + nearestPoint.ToString());
4960// "[SCENE]: {0} had a zero velocity, sending them to {1}", avatar.Name, nearestPoint);
4961
4962 return nearestPoint.Value; 5218 return nearestPoint.Value;
4963 } 5219 }
4964 5220
4965 //Ultimate backup if we have no idea where they are 5221 ILandObject dest = LandChannel.GetLandObject(avatar.lastKnownAllowedPosition.X, avatar.lastKnownAllowedPosition.Y);
4966// m_log.DebugFormat( 5222 if (dest != excludeParcel)
4967// "[SCENE]: No idea where {0} is, sending them to {1}", avatar.Name, avatar.lastKnownAllowedPosition); 5223 {
5224 // Ultimate backup if we have no idea where they are and
5225 // the last allowed position was in another parcel
5226 Debug.WriteLine("Have no idea where they are, sending them to: " + avatar.lastKnownAllowedPosition.ToString());
5227 return avatar.lastKnownAllowedPosition;
5228 }
4968 5229
4969 return avatar.lastKnownAllowedPosition; 5230 // else fall through to region edge
4970 } 5231 }
4971 5232
4972 //Go to the edge, this happens in teleporting to a region with no available parcels 5233 //Go to the edge, this happens in teleporting to a region with no available parcels
@@ -5000,13 +5261,18 @@ namespace OpenSim.Region.Framework.Scenes
5000 5261
5001 public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y) 5262 public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y)
5002 { 5263 {
5264 return GetNearestAllowedParcel(avatarId, x, y, null);
5265 }
5266
5267 public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y, ILandObject excludeParcel)
5268 {
5003 List<ILandObject> all = AllParcels(); 5269 List<ILandObject> all = AllParcels();
5004 float minParcelDistance = float.MaxValue; 5270 float minParcelDistance = float.MaxValue;
5005 ILandObject nearestParcel = null; 5271 ILandObject nearestParcel = null;
5006 5272
5007 foreach (var parcel in all) 5273 foreach (var parcel in all)
5008 { 5274 {
5009 if (!parcel.IsEitherBannedOrRestricted(avatarId)) 5275 if (!parcel.IsEitherBannedOrRestricted(avatarId) && parcel != excludeParcel)
5010 { 5276 {
5011 float parcelDistance = GetParcelDistancefromPoint(parcel, x, y); 5277 float parcelDistance = GetParcelDistancefromPoint(parcel, x, y);
5012 if (parcelDistance < minParcelDistance) 5278 if (parcelDistance < minParcelDistance)
@@ -5248,7 +5514,55 @@ namespace OpenSim.Region.Framework.Scenes
5248 mapModule.GenerateMaptile(); 5514 mapModule.GenerateMaptile();
5249 } 5515 }
5250 5516
5251 private void RegenerateMaptileAndReregister(object sender, ElapsedEventArgs e) 5517// public void CleanDroppedAttachments()
5518// {
5519// List<SceneObjectGroup> objectsToDelete =
5520// new List<SceneObjectGroup>();
5521//
5522// lock (m_cleaningAttachments)
5523// {
5524// ForEachSOG(delegate (SceneObjectGroup grp)
5525// {
5526// if (grp.RootPart.Shape.PCode == 0 && grp.RootPart.Shape.State != 0 && (!objectsToDelete.Contains(grp)))
5527// {
5528// UUID agentID = grp.OwnerID;
5529// if (agentID == UUID.Zero)
5530// {
5531// objectsToDelete.Add(grp);
5532// return;
5533// }
5534//
5535// ScenePresence sp = GetScenePresence(agentID);
5536// if (sp == null)
5537// {
5538// objectsToDelete.Add(grp);
5539// return;
5540// }
5541// }
5542// });
5543// }
5544//
5545// foreach (SceneObjectGroup grp in objectsToDelete)
5546// {
5547// m_log.InfoFormat("[SCENE]: Deleting dropped attachment {0} of user {1}", grp.UUID, grp.OwnerID);
5548// DeleteSceneObject(grp, true);
5549// }
5550// }
5551
5552 public void ThreadAlive(int threadCode)
5553 {
5554 switch(threadCode)
5555 {
5556 case 1: // Incoming
5557 m_lastIncoming = Util.EnvironmentTickCount();
5558 break;
5559 case 2: // Incoming
5560 m_lastOutgoing = Util.EnvironmentTickCount();
5561 break;
5562 }
5563 }
5564
5565 public void RegenerateMaptileAndReregister(object sender, ElapsedEventArgs e)
5252 { 5566 {
5253 RegenerateMaptile(); 5567 RegenerateMaptile();
5254 5568
@@ -5276,6 +5590,8 @@ namespace OpenSim.Region.Framework.Scenes
5276 /// <returns></returns> 5590 /// <returns></returns>
5277 public bool QueryAccess(UUID agentID, Vector3 position, out string reason) 5591 public bool QueryAccess(UUID agentID, Vector3 position, out string reason)
5278 { 5592 {
5593 reason = "You are banned from the region";
5594
5279 if (EntityTransferModule.IsInTransit(agentID)) 5595 if (EntityTransferModule.IsInTransit(agentID))
5280 { 5596 {
5281 reason = "Agent is still in transit from this region"; 5597 reason = "Agent is still in transit from this region";
@@ -5287,6 +5603,12 @@ namespace OpenSim.Region.Framework.Scenes
5287 return false; 5603 return false;
5288 } 5604 }
5289 5605
5606 if (Permissions.IsGod(agentID))
5607 {
5608 reason = String.Empty;
5609 return true;
5610 }
5611
5290 // FIXME: Root agent count is currently known to be inaccurate. This forces a recount before we check. 5612 // FIXME: Root agent count is currently known to be inaccurate. This forces a recount before we check.
5291 // However, the long term fix is to make sure root agent count is always accurate. 5613 // However, the long term fix is to make sure root agent count is always accurate.
5292 m_sceneGraph.RecalculateStats(); 5614 m_sceneGraph.RecalculateStats();
@@ -5307,6 +5629,41 @@ namespace OpenSim.Region.Framework.Scenes
5307 } 5629 }
5308 } 5630 }
5309 5631
5632 ScenePresence presence = GetScenePresence(agentID);
5633 IClientAPI client = null;
5634 AgentCircuitData aCircuit = null;
5635
5636 if (presence != null)
5637 {
5638 client = presence.ControllingClient;
5639 if (client != null)
5640 aCircuit = client.RequestClientInfo();
5641 }
5642
5643 // We may be called before there is a presence or a client.
5644 // Fake AgentCircuitData to keep IAuthorizationModule smiling
5645 if (client == null)
5646 {
5647 aCircuit = new AgentCircuitData();
5648 aCircuit.AgentID = agentID;
5649 aCircuit.firstname = String.Empty;
5650 aCircuit.lastname = String.Empty;
5651 }
5652
5653 try
5654 {
5655 if (!AuthorizeUser(aCircuit, out reason))
5656 {
5657 // m_log.DebugFormat("[SCENE]: Denying access for {0}", agentID);
5658 return false;
5659 }
5660 }
5661 catch (Exception e)
5662 {
5663 m_log.DebugFormat("[SCENE]: Exception authorizing agent: {0} "+ e.StackTrace, e.Message);
5664 return false;
5665 }
5666
5310 if (position == Vector3.Zero) // Teleport 5667 if (position == Vector3.Zero) // Teleport
5311 { 5668 {
5312 if (!RegionInfo.EstateSettings.AllowDirectTeleport) 5669 if (!RegionInfo.EstateSettings.AllowDirectTeleport)
@@ -5335,13 +5692,46 @@ namespace OpenSim.Region.Framework.Scenes
5335 } 5692 }
5336 } 5693 }
5337 } 5694 }
5695
5696 float posX = 128.0f;
5697 float posY = 128.0f;
5698
5699 if (!TestLandRestrictions(agentID, out reason, ref posX, ref posY))
5700 {
5701 // m_log.DebugFormat("[SCENE]: Denying {0} because they are banned on all parcels", agentID);
5702 return false;
5703 }
5704 }
5705 else // Walking
5706 {
5707 ILandObject land = LandChannel.GetLandObject(position.X, position.Y);
5708 if (land == null)
5709 return false;
5710
5711 bool banned = land.IsBannedFromLand(agentID);
5712 bool restricted = land.IsRestrictedFromLand(agentID);
5713
5714 if (banned || restricted)
5715 return false;
5338 } 5716 }
5339 5717
5340 reason = String.Empty; 5718 reason = String.Empty;
5341 return true; 5719 return true;
5342 } 5720 }
5343 5721
5344 /// <summary> 5722 public void StartTimerWatchdog()
5723 {
5724 m_timerWatchdog.Interval = 1000;
5725 m_timerWatchdog.Elapsed += TimerWatchdog;
5726 m_timerWatchdog.AutoReset = true;
5727 m_timerWatchdog.Start();
5728 }
5729
5730 public void TimerWatchdog(object sender, ElapsedEventArgs e)
5731 {
5732 CheckHeartbeat();
5733 }
5734
5345 /// This method deals with movement when an avatar is automatically moving (but this is distinct from the 5735 /// This method deals with movement when an avatar is automatically moving (but this is distinct from the
5346 /// autopilot that moves an avatar to a sit target!. 5736 /// autopilot that moves an avatar to a sit target!.
5347 /// </summary> 5737 /// </summary>
@@ -5419,5 +5809,10 @@ namespace OpenSim.Region.Framework.Scenes
5419 m_SpawnPoint = 1; 5809 m_SpawnPoint = 1;
5420 return m_SpawnPoint - 1; 5810 return m_SpawnPoint - 1;
5421 } 5811 }
5812
5813 private void HandleGcCollect(string module, string[] args)
5814 {
5815 GC.Collect();
5816 }
5422 } 5817 }
5423} 5818}
diff --git a/OpenSim/Region/Framework/Scenes/SceneBase.cs b/OpenSim/Region/Framework/Scenes/SceneBase.cs
index 282fc5e..d55b082 100644
--- a/OpenSim/Region/Framework/Scenes/SceneBase.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneBase.cs
@@ -131,7 +131,6 @@ namespace OpenSim.Region.Framework.Scenes
131 131
132 protected ulong m_regionHandle; 132 protected ulong m_regionHandle;
133 protected string m_regionName; 133 protected string m_regionName;
134 protected RegionInfo m_regInfo;
135 134
136 public ITerrainChannel Heightmap; 135 public ITerrainChannel Heightmap;
137 136
@@ -156,6 +155,8 @@ namespace OpenSim.Region.Framework.Scenes
156 get { return m_permissions; } 155 get { return m_permissions; }
157 } 156 }
158 157
158 protected string m_datastore;
159
159 /* Used by the loadbalancer plugin on GForge */ 160 /* Used by the loadbalancer plugin on GForge */
160 protected RegionStatus m_regStatus; 161 protected RegionStatus m_regStatus;
161 public RegionStatus RegionStatus 162 public RegionStatus RegionStatus
diff --git a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
index 305f8a4..775a4c2 100644
--- a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
@@ -194,10 +194,13 @@ namespace OpenSim.Region.Framework.Scenes
194 } 194 }
195 } 195 }
196 196
197 public delegate void SendCloseChildAgentDelegate(UUID agentID, ulong regionHandle);
198
197 /// <summary> 199 /// <summary>
198 /// Closes a child agent on a given region 200 /// This Closes child agents on neighboring regions
201 /// Calls an asynchronous method to do so.. so it doesn't lag the sim.
199 /// </summary> 202 /// </summary>
200 protected void SendCloseChildAgent(UUID agentID, ulong regionHandle) 203 protected void SendCloseChildAgentAsync(UUID agentID, ulong regionHandle)
201 { 204 {
202 // let's do our best, but there's not much we can do if the neighbour doesn't accept. 205 // let's do our best, but there's not much we can do if the neighbour doesn't accept.
203 206
@@ -206,30 +209,29 @@ namespace OpenSim.Region.Framework.Scenes
206 Utils.LongToUInts(regionHandle, out x, out y); 209 Utils.LongToUInts(regionHandle, out x, out y);
207 210
208 GridRegion destination = m_scene.GridService.GetRegionByPosition(m_regionInfo.ScopeID, (int)x, (int)y); 211 GridRegion destination = m_scene.GridService.GetRegionByPosition(m_regionInfo.ScopeID, (int)x, (int)y);
212 m_scene.SimulationService.CloseChildAgent(destination, agentID);
213 }
209 214
210 m_log.DebugFormat( 215 private void SendCloseChildAgentCompleted(IAsyncResult iar)
211 "[SCENE COMMUNICATION SERVICE]: Sending close agent ID {0} to {1}", agentID, destination.RegionName); 216 {
212 217 SendCloseChildAgentDelegate icon = (SendCloseChildAgentDelegate)iar.AsyncState;
213 m_scene.SimulationService.CloseAgent(destination, agentID); 218 icon.EndInvoke(iar);
214 } 219 }
215 220
216 /// <summary>
217 /// Closes a child agents in a collection of regions. Does so asynchronously
218 /// so that the caller doesn't wait.
219 /// </summary>
220 /// <param name="agentID"></param>
221 /// <param name="regionslst"></param>
222 public void SendCloseChildAgentConnections(UUID agentID, List<ulong> regionslst) 221 public void SendCloseChildAgentConnections(UUID agentID, List<ulong> regionslst)
223 { 222 {
224 foreach (ulong handle in regionslst) 223 foreach (ulong handle in regionslst)
225 { 224 {
226 SendCloseChildAgent(agentID, handle); 225 SendCloseChildAgentDelegate d = SendCloseChildAgentAsync;
226 d.BeginInvoke(agentID, handle,
227 SendCloseChildAgentCompleted,
228 d);
227 } 229 }
228 } 230 }
229 231
230 public List<GridRegion> RequestNamedRegions(string name, int maxNumber) 232 public List<GridRegion> RequestNamedRegions(string name, int maxNumber)
231 { 233 {
232 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber); 234 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber);
233 } 235 }
234 } 236 }
235} \ No newline at end of file 237}
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index ba68dfa..e0260e2 100644
--- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
@@ -41,6 +41,12 @@ namespace OpenSim.Region.Framework.Scenes
41{ 41{
42 public delegate void PhysicsCrash(); 42 public delegate void PhysicsCrash();
43 43
44 public delegate void AttachToBackupDelegate(SceneObjectGroup sog);
45
46 public delegate void DetachFromBackupDelegate(SceneObjectGroup sog);
47
48 public delegate void ChangedBackupDelegate(SceneObjectGroup sog);
49
44 /// <summary> 50 /// <summary>
45 /// This class used to be called InnerScene and may not yet truly be a SceneGraph. The non scene graph components 51 /// This class used to be called InnerScene and may not yet truly be a SceneGraph. The non scene graph components
46 /// should be migrated out over time. 52 /// should be migrated out over time.
@@ -54,11 +60,15 @@ namespace OpenSim.Region.Framework.Scenes
54 protected internal event PhysicsCrash UnRecoverableError; 60 protected internal event PhysicsCrash UnRecoverableError;
55 private PhysicsCrash handlerPhysicsCrash = null; 61 private PhysicsCrash handlerPhysicsCrash = null;
56 62
63 public event AttachToBackupDelegate OnAttachToBackup;
64 public event DetachFromBackupDelegate OnDetachFromBackup;
65 public event ChangedBackupDelegate OnChangeBackup;
66
57 #endregion 67 #endregion
58 68
59 #region Fields 69 #region Fields
60 70
61 protected object m_presenceLock = new object(); 71 protected OpenMetaverse.ReaderWriterLockSlim m_scenePresencesLock = new OpenMetaverse.ReaderWriterLockSlim();
62 protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>(); 72 protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>();
63 protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>(); 73 protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>();
64 74
@@ -127,13 +137,18 @@ namespace OpenSim.Region.Framework.Scenes
127 137
128 protected internal void Close() 138 protected internal void Close()
129 { 139 {
130 lock (m_presenceLock) 140 m_scenePresencesLock.EnterWriteLock();
141 try
131 { 142 {
132 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(); 143 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>();
133 List<ScenePresence> newlist = new List<ScenePresence>(); 144 List<ScenePresence> newlist = new List<ScenePresence>();
134 m_scenePresenceMap = newmap; 145 m_scenePresenceMap = newmap;
135 m_scenePresenceArray = newlist; 146 m_scenePresenceArray = newlist;
136 } 147 }
148 finally
149 {
150 m_scenePresencesLock.ExitWriteLock();
151 }
137 152
138 lock (SceneObjectGroupsByFullID) 153 lock (SceneObjectGroupsByFullID)
139 SceneObjectGroupsByFullID.Clear(); 154 SceneObjectGroupsByFullID.Clear();
@@ -254,6 +269,33 @@ namespace OpenSim.Region.Framework.Scenes
254 protected internal bool AddRestoredSceneObject( 269 protected internal bool AddRestoredSceneObject(
255 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 270 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
256 { 271 {
272 if (!m_parentScene.CombineRegions)
273 {
274 // KF: Check for out-of-region, move inside and make static.
275 Vector3 npos = new Vector3(sceneObject.RootPart.GroupPosition.X,
276 sceneObject.RootPart.GroupPosition.Y,
277 sceneObject.RootPart.GroupPosition.Z);
278 if (!(((sceneObject.RootPart.Shape.PCode == (byte)PCode.Prim) && (sceneObject.RootPart.Shape.State != 0))) && (npos.X < 0.0 || npos.Y < 0.0 || npos.Z < 0.0 ||
279 npos.X > Constants.RegionSize ||
280 npos.Y > Constants.RegionSize))
281 {
282 if (npos.X < 0.0) npos.X = 1.0f;
283 if (npos.Y < 0.0) npos.Y = 1.0f;
284 if (npos.Z < 0.0) npos.Z = 0.0f;
285 if (npos.X > Constants.RegionSize) npos.X = Constants.RegionSize - 1.0f;
286 if (npos.Y > Constants.RegionSize) npos.Y = Constants.RegionSize - 1.0f;
287
288 foreach (SceneObjectPart part in sceneObject.Parts)
289 {
290 part.GroupPosition = npos;
291 }
292 sceneObject.RootPart.Velocity = Vector3.Zero;
293 sceneObject.RootPart.AngularVelocity = Vector3.Zero;
294 sceneObject.RootPart.Acceleration = Vector3.Zero;
295 sceneObject.RootPart.Velocity = Vector3.Zero;
296 }
297 }
298
257 if (attachToBackup && (!alreadyPersisted)) 299 if (attachToBackup && (!alreadyPersisted))
258 { 300 {
259 sceneObject.ForceInventoryPersistence(); 301 sceneObject.ForceInventoryPersistence();
@@ -317,9 +359,8 @@ namespace OpenSim.Region.Framework.Scenes
317 if (pa != null && pa.IsPhysical && vel != Vector3.Zero) 359 if (pa != null && pa.IsPhysical && vel != Vector3.Zero)
318 { 360 {
319 sceneObject.RootPart.ApplyImpulse((vel * sceneObject.GetMass()), false); 361 sceneObject.RootPart.ApplyImpulse((vel * sceneObject.GetMass()), false);
320 sceneObject.Velocity = vel;
321 } 362 }
322 363
323 return true; 364 return true;
324 } 365 }
325 366
@@ -344,6 +385,11 @@ namespace OpenSim.Region.Framework.Scenes
344 /// </returns> 385 /// </returns>
345 protected bool AddSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates) 386 protected bool AddSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates)
346 { 387 {
388 if (sceneObject == null)
389 {
390 m_log.ErrorFormat("[SCENEGRAPH]: Tried to add null scene object");
391 return false;
392 }
347 if (sceneObject.UUID == UUID.Zero) 393 if (sceneObject.UUID == UUID.Zero)
348 { 394 {
349 m_log.ErrorFormat( 395 m_log.ErrorFormat(
@@ -478,6 +524,30 @@ namespace OpenSim.Region.Framework.Scenes
478 m_updateList[obj.UUID] = obj; 524 m_updateList[obj.UUID] = obj;
479 } 525 }
480 526
527 public void FireAttachToBackup(SceneObjectGroup obj)
528 {
529 if (OnAttachToBackup != null)
530 {
531 OnAttachToBackup(obj);
532 }
533 }
534
535 public void FireDetachFromBackup(SceneObjectGroup obj)
536 {
537 if (OnDetachFromBackup != null)
538 {
539 OnDetachFromBackup(obj);
540 }
541 }
542
543 public void FireChangeBackup(SceneObjectGroup obj)
544 {
545 if (OnChangeBackup != null)
546 {
547 OnChangeBackup(obj);
548 }
549 }
550
481 /// <summary> 551 /// <summary>
482 /// Process all pending updates 552 /// Process all pending updates
483 /// </summary> 553 /// </summary>
@@ -522,12 +592,12 @@ namespace OpenSim.Region.Framework.Scenes
522 592
523 protected internal void AddPhysicalPrim(int number) 593 protected internal void AddPhysicalPrim(int number)
524 { 594 {
525 m_physicalPrim++; 595 m_physicalPrim += number;
526 } 596 }
527 597
528 protected internal void RemovePhysicalPrim(int number) 598 protected internal void RemovePhysicalPrim(int number)
529 { 599 {
530 m_physicalPrim--; 600 m_physicalPrim -= number;
531 } 601 }
532 602
533 protected internal void AddToScriptLPS(int number) 603 protected internal void AddToScriptLPS(int number)
@@ -595,7 +665,8 @@ namespace OpenSim.Region.Framework.Scenes
595 665
596 Entities[presence.UUID] = presence; 666 Entities[presence.UUID] = presence;
597 667
598 lock (m_presenceLock) 668 m_scenePresencesLock.EnterWriteLock();
669 try
599 { 670 {
600 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 671 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
601 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 672 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -619,6 +690,10 @@ namespace OpenSim.Region.Framework.Scenes
619 m_scenePresenceMap = newmap; 690 m_scenePresenceMap = newmap;
620 m_scenePresenceArray = newlist; 691 m_scenePresenceArray = newlist;
621 } 692 }
693 finally
694 {
695 m_scenePresencesLock.ExitWriteLock();
696 }
622 } 697 }
623 698
624 /// <summary> 699 /// <summary>
@@ -633,7 +708,8 @@ namespace OpenSim.Region.Framework.Scenes
633 agentID); 708 agentID);
634 } 709 }
635 710
636 lock (m_presenceLock) 711 m_scenePresencesLock.EnterWriteLock();
712 try
637 { 713 {
638 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 714 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
639 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 715 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -655,6 +731,10 @@ namespace OpenSim.Region.Framework.Scenes
655 m_log.WarnFormat("[SCENE GRAPH]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID); 731 m_log.WarnFormat("[SCENE GRAPH]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID);
656 } 732 }
657 } 733 }
734 finally
735 {
736 m_scenePresencesLock.ExitWriteLock();
737 }
658 } 738 }
659 739
660 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F) 740 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F)
@@ -1184,6 +1264,52 @@ namespace OpenSim.Region.Framework.Scenes
1184 1264
1185 #region Client Event handlers 1265 #region Client Event handlers
1186 1266
1267 protected internal void ClientChangeObject(uint localID, object odata, IClientAPI remoteClient)
1268 {
1269 SceneObjectPart part = GetSceneObjectPart(localID);
1270 ObjectChangeData data = (ObjectChangeData)odata;
1271
1272 if (part != null)
1273 {
1274 SceneObjectGroup grp = part.ParentGroup;
1275 if (grp != null)
1276 {
1277 if (m_parentScene.Permissions.CanEditObject(grp.UUID, remoteClient.AgentId))
1278 {
1279 // These two are exceptions SL makes in the interpretation
1280 // of the change flags. Must check them here because otherwise
1281 // the group flag (see below) would be lost
1282 if (data.change == ObjectChangeType.groupS)
1283 data.change = ObjectChangeType.primS;
1284 if (data.change == ObjectChangeType.groupPS)
1285 data.change = ObjectChangeType.primPS;
1286 part.StoreUndoState(data.change); // lets test only saving what we changed
1287 grp.doChangeObject(part, (ObjectChangeData)data);
1288 }
1289 else
1290 {
1291 // Is this any kind of group operation?
1292 if ((data.change & ObjectChangeType.Group) != 0)
1293 {
1294 // Is a move and/or rotation requested?
1295 if ((data.change & (ObjectChangeType.Position | ObjectChangeType.Rotation)) != 0)
1296 {
1297 // Are we allowed to move it?
1298 if (m_parentScene.Permissions.CanMoveObject(grp.UUID, remoteClient.AgentId))
1299 {
1300 // Strip all but move and rotation from request
1301 data.change &= (ObjectChangeType.Group | ObjectChangeType.Position | ObjectChangeType.Rotation);
1302
1303 part.StoreUndoState(data.change);
1304 grp.doChangeObject(part, (ObjectChangeData)data);
1305 }
1306 }
1307 }
1308 }
1309 }
1310 }
1311 }
1312
1187 /// <summary> 1313 /// <summary>
1188 /// Update the scale of an individual prim. 1314 /// Update the scale of an individual prim.
1189 /// </summary> 1315 /// </summary>
@@ -1198,7 +1324,17 @@ namespace OpenSim.Region.Framework.Scenes
1198 { 1324 {
1199 if (m_parentScene.Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId)) 1325 if (m_parentScene.Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId))
1200 { 1326 {
1327 bool physbuild = false;
1328 if (part.ParentGroup.RootPart.PhysActor != null)
1329 {
1330 part.ParentGroup.RootPart.PhysActor.Building = true;
1331 physbuild = true;
1332 }
1333
1201 part.Resize(scale); 1334 part.Resize(scale);
1335
1336 if (physbuild)
1337 part.ParentGroup.RootPart.PhysActor.Building = false;
1202 } 1338 }
1203 } 1339 }
1204 } 1340 }
@@ -1210,7 +1346,17 @@ namespace OpenSim.Region.Framework.Scenes
1210 { 1346 {
1211 if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId)) 1347 if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId))
1212 { 1348 {
1349 bool physbuild = false;
1350 if (group.RootPart.PhysActor != null)
1351 {
1352 group.RootPart.PhysActor.Building = true;
1353 physbuild = true;
1354 }
1355
1213 group.GroupResize(scale); 1356 group.GroupResize(scale);
1357
1358 if (physbuild)
1359 group.RootPart.PhysActor.Building = false;
1214 } 1360 }
1215 } 1361 }
1216 } 1362 }
@@ -1338,8 +1484,13 @@ namespace OpenSim.Region.Framework.Scenes
1338 { 1484 {
1339 if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0)) 1485 if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0))
1340 { 1486 {
1341 if (m_parentScene.AttachmentsModule != null) 1487 // Set the new attachment point data in the object
1342 m_parentScene.AttachmentsModule.UpdateAttachmentPosition(group, pos); 1488 byte attachmentPoint = group.GetAttachmentPoint();
1489 group.UpdateGroupPosition(pos);
1490 group.IsAttachment = false;
1491 group.AbsolutePosition = group.RootPart.AttachedPos;
1492 group.AttachmentPoint = attachmentPoint;
1493 group.HasGroupChanged = true;
1343 } 1494 }
1344 else 1495 else
1345 { 1496 {
@@ -1387,7 +1538,7 @@ namespace OpenSim.Region.Framework.Scenes
1387 /// <param name="SetPhantom"></param> 1538 /// <param name="SetPhantom"></param>
1388 /// <param name="remoteClient"></param> 1539 /// <param name="remoteClient"></param>
1389 protected internal void UpdatePrimFlags( 1540 protected internal void UpdatePrimFlags(
1390 uint localID, bool UsePhysics, bool SetTemporary, bool SetPhantom, IClientAPI remoteClient) 1541 uint localID, bool UsePhysics, bool SetTemporary, bool SetPhantom, ExtraPhysicsData PhysData, IClientAPI remoteClient)
1391 { 1542 {
1392 SceneObjectGroup group = GetGroupByPrim(localID); 1543 SceneObjectGroup group = GetGroupByPrim(localID);
1393 if (group != null) 1544 if (group != null)
@@ -1395,7 +1546,28 @@ namespace OpenSim.Region.Framework.Scenes
1395 if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId)) 1546 if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId))
1396 { 1547 {
1397 // VolumeDetect can't be set via UI and will always be off when a change is made there 1548 // VolumeDetect can't be set via UI and will always be off when a change is made there
1398 group.UpdatePrimFlags(localID, UsePhysics, SetTemporary, SetPhantom, false); 1549 // now only change volume dtc if phantom off
1550
1551 if (PhysData.PhysShapeType == PhysShapeType.invalid) // check for extraPhysics data
1552 {
1553 bool vdtc;
1554 if (SetPhantom) // if phantom keep volumedtc
1555 vdtc = group.RootPart.VolumeDetectActive;
1556 else // else turn it off
1557 vdtc = false;
1558
1559 group.UpdatePrimFlags(localID, UsePhysics, SetTemporary, SetPhantom, vdtc);
1560 }
1561 else
1562 {
1563 SceneObjectPart part = GetSceneObjectPart(localID);
1564 if (part != null)
1565 {
1566 part.UpdateExtraPhysics(PhysData);
1567 if (part.UpdatePhysRequired)
1568 remoteClient.SendPartPhysicsProprieties(part);
1569 }
1570 }
1399 } 1571 }
1400 } 1572 }
1401 } 1573 }
@@ -1539,6 +1711,7 @@ namespace OpenSim.Region.Framework.Scenes
1539 { 1711 {
1540 part.Material = Convert.ToByte(material); 1712 part.Material = Convert.ToByte(material);
1541 group.HasGroupChanged = true; 1713 group.HasGroupChanged = true;
1714 remoteClient.SendPartPhysicsProprieties(part);
1542 } 1715 }
1543 } 1716 }
1544 } 1717 }
@@ -1603,6 +1776,12 @@ namespace OpenSim.Region.Framework.Scenes
1603 /// <param name="childPrims"></param> 1776 /// <param name="childPrims"></param>
1604 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children) 1777 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children)
1605 { 1778 {
1779 if (root.KeyframeMotion != null)
1780 {
1781 root.KeyframeMotion.Stop();
1782 root.KeyframeMotion = null;
1783 }
1784
1606 SceneObjectGroup parentGroup = root.ParentGroup; 1785 SceneObjectGroup parentGroup = root.ParentGroup;
1607 if (parentGroup == null) return; 1786 if (parentGroup == null) return;
1608 1787
@@ -1611,8 +1790,11 @@ namespace OpenSim.Region.Framework.Scenes
1611 return; 1790 return;
1612 1791
1613 Monitor.Enter(m_updateLock); 1792 Monitor.Enter(m_updateLock);
1793
1614 try 1794 try
1615 { 1795 {
1796 parentGroup.areUpdatesSuspended = true;
1797
1616 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>(); 1798 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>();
1617 1799
1618 // We do this in reverse to get the link order of the prims correct 1800 // We do this in reverse to get the link order of the prims correct
@@ -1627,9 +1809,13 @@ namespace OpenSim.Region.Framework.Scenes
1627 // Make sure no child prim is set for sale 1809 // Make sure no child prim is set for sale
1628 // So that, on delink, no prims are unwittingly 1810 // So that, on delink, no prims are unwittingly
1629 // left for sale and sold off 1811 // left for sale and sold off
1630 child.RootPart.ObjectSaleType = 0; 1812
1631 child.RootPart.SalePrice = 10; 1813 if (child != null)
1632 childGroups.Add(child); 1814 {
1815 child.RootPart.ObjectSaleType = 0;
1816 child.RootPart.SalePrice = 10;
1817 childGroups.Add(child);
1818 }
1633 } 1819 }
1634 1820
1635 foreach (SceneObjectGroup child in childGroups) 1821 foreach (SceneObjectGroup child in childGroups)
@@ -1638,6 +1824,8 @@ namespace OpenSim.Region.Framework.Scenes
1638 { 1824 {
1639 parentGroup.LinkToGroup(child); 1825 parentGroup.LinkToGroup(child);
1640 1826
1827 child.DetachFromBackup();
1828
1641 // this is here so physics gets updated! 1829 // this is here so physics gets updated!
1642 // Don't remove! Bad juju! Stay away! or fix physics! 1830 // Don't remove! Bad juju! Stay away! or fix physics!
1643 child.AbsolutePosition = child.AbsolutePosition; 1831 child.AbsolutePosition = child.AbsolutePosition;
@@ -1656,6 +1844,16 @@ namespace OpenSim.Region.Framework.Scenes
1656 } 1844 }
1657 finally 1845 finally
1658 { 1846 {
1847 lock (SceneObjectGroupsByLocalPartID)
1848 {
1849 foreach (SceneObjectPart part in parentGroup.Parts)
1850 SceneObjectGroupsByLocalPartID[part.LocalId] = parentGroup;
1851 }
1852
1853 parentGroup.areUpdatesSuspended = false;
1854 parentGroup.HasGroupChanged = true;
1855 parentGroup.ProcessBackup(m_parentScene.SimulationDataService, true);
1856 parentGroup.ScheduleGroupForFullUpdate();
1659 Monitor.Exit(m_updateLock); 1857 Monitor.Exit(m_updateLock);
1660 } 1858 }
1661 } 1859 }
@@ -1678,6 +1876,11 @@ namespace OpenSim.Region.Framework.Scenes
1678 { 1876 {
1679 if (part != null) 1877 if (part != null)
1680 { 1878 {
1879 if (part.KeyframeMotion != null)
1880 {
1881 part.KeyframeMotion.Stop();
1882 part.KeyframeMotion = null;
1883 }
1681 if (part.ParentGroup.PrimCount != 1) // Skip single 1884 if (part.ParentGroup.PrimCount != 1) // Skip single
1682 { 1885 {
1683 if (part.LinkNum < 2) // Root 1886 if (part.LinkNum < 2) // Root
@@ -1692,21 +1895,24 @@ namespace OpenSim.Region.Framework.Scenes
1692 1895
1693 SceneObjectGroup group = part.ParentGroup; 1896 SceneObjectGroup group = part.ParentGroup;
1694 if (!affectedGroups.Contains(group)) 1897 if (!affectedGroups.Contains(group))
1898 {
1899 group.areUpdatesSuspended = true;
1695 affectedGroups.Add(group); 1900 affectedGroups.Add(group);
1901 }
1696 } 1902 }
1697 } 1903 }
1698 } 1904 }
1699 1905
1700 foreach (SceneObjectPart child in childParts) 1906 if (childParts.Count > 0)
1701 { 1907 {
1702 // Unlink all child parts from their groups 1908 foreach (SceneObjectPart child in childParts)
1703 // 1909 {
1704 child.ParentGroup.DelinkFromGroup(child, true); 1910 // Unlink all child parts from their groups
1705 1911 //
1706 // These are not in affected groups and will not be 1912 child.ParentGroup.DelinkFromGroup(child, true);
1707 // handled further. Do the honors here. 1913 child.ParentGroup.HasGroupChanged = true;
1708 child.ParentGroup.HasGroupChanged = true; 1914 child.ParentGroup.ScheduleGroupForFullUpdate();
1709 child.ParentGroup.ScheduleGroupForFullUpdate(); 1915 }
1710 } 1916 }
1711 1917
1712 foreach (SceneObjectPart root in rootParts) 1918 foreach (SceneObjectPart root in rootParts)
@@ -1716,56 +1922,68 @@ namespace OpenSim.Region.Framework.Scenes
1716 // However, editing linked parts and unlinking may be different 1922 // However, editing linked parts and unlinking may be different
1717 // 1923 //
1718 SceneObjectGroup group = root.ParentGroup; 1924 SceneObjectGroup group = root.ParentGroup;
1925 group.areUpdatesSuspended = true;
1719 1926
1720 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts); 1927 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts);
1721 int numChildren = newSet.Count; 1928 int numChildren = newSet.Count;
1722 1929
1930 if (numChildren == 1)
1931 break;
1932
1723 // If there are prims left in a link set, but the root is 1933 // If there are prims left in a link set, but the root is
1724 // slated for unlink, we need to do this 1934 // slated for unlink, we need to do this
1935 // Unlink the remaining set
1725 // 1936 //
1726 if (numChildren != 1) 1937 bool sendEventsToRemainder = true;
1727 { 1938 if (numChildren > 1)
1728 // Unlink the remaining set 1939 sendEventsToRemainder = false;
1729 //
1730 bool sendEventsToRemainder = true;
1731 if (numChildren > 1)
1732 sendEventsToRemainder = false;
1733 1940
1734 foreach (SceneObjectPart p in newSet) 1941 foreach (SceneObjectPart p in newSet)
1942 {
1943 if (p != group.RootPart)
1735 { 1944 {
1736 if (p != group.RootPart) 1945 group.DelinkFromGroup(p, sendEventsToRemainder);
1737 group.DelinkFromGroup(p, sendEventsToRemainder); 1946 if (numChildren > 2)
1947 {
1948 p.ParentGroup.areUpdatesSuspended = true;
1949 }
1950 else
1951 {
1952 p.ParentGroup.HasGroupChanged = true;
1953 p.ParentGroup.ScheduleGroupForFullUpdate();
1954 }
1738 } 1955 }
1956 }
1957
1958 // If there is more than one prim remaining, we
1959 // need to re-link
1960 //
1961 if (numChildren > 2)
1962 {
1963 // Remove old root
1964 //
1965 if (newSet.Contains(root))
1966 newSet.Remove(root);
1739 1967
1740 // If there is more than one prim remaining, we 1968 // Preserve link ordering
1741 // need to re-link
1742 // 1969 //
1743 if (numChildren > 2) 1970 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1744 { 1971 {
1745 // Remove old root 1972 return a.LinkNum.CompareTo(b.LinkNum);
1746 // 1973 });
1747 if (newSet.Contains(root))
1748 newSet.Remove(root);
1749
1750 // Preserve link ordering
1751 //
1752 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1753 {
1754 return a.LinkNum.CompareTo(b.LinkNum);
1755 });
1756 1974
1757 // Determine new root 1975 // Determine new root
1758 // 1976 //
1759 SceneObjectPart newRoot = newSet[0]; 1977 SceneObjectPart newRoot = newSet[0];
1760 newSet.RemoveAt(0); 1978 newSet.RemoveAt(0);
1761 1979
1762 foreach (SceneObjectPart newChild in newSet) 1980 foreach (SceneObjectPart newChild in newSet)
1763 newChild.ClearUpdateSchedule(); 1981 newChild.ClearUpdateSchedule();
1764 1982
1765 LinkObjects(newRoot, newSet); 1983 newRoot.ParentGroup.areUpdatesSuspended = true;
1766 if (!affectedGroups.Contains(newRoot.ParentGroup)) 1984 LinkObjects(newRoot, newSet);
1767 affectedGroups.Add(newRoot.ParentGroup); 1985 if (!affectedGroups.Contains(newRoot.ParentGroup))
1768 } 1986 affectedGroups.Add(newRoot.ParentGroup);
1769 } 1987 }
1770 } 1988 }
1771 1989
@@ -1773,8 +1991,14 @@ namespace OpenSim.Region.Framework.Scenes
1773 // 1991 //
1774 foreach (SceneObjectGroup g in affectedGroups) 1992 foreach (SceneObjectGroup g in affectedGroups)
1775 { 1993 {
1994 // Child prims that have been unlinked and deleted will
1995 // return unless the root is deleted. This will remove them
1996 // from the database. They will be rewritten immediately,
1997 // minus the rows for the unlinked child prims.
1998 m_parentScene.SimulationDataService.RemoveObject(g.UUID, m_parentScene.RegionInfo.RegionID);
1776 g.TriggerScriptChangedEvent(Changed.LINK); 1999 g.TriggerScriptChangedEvent(Changed.LINK);
1777 g.HasGroupChanged = true; // Persist 2000 g.HasGroupChanged = true; // Persist
2001 g.areUpdatesSuspended = false;
1778 g.ScheduleGroupForFullUpdate(); 2002 g.ScheduleGroupForFullUpdate();
1779 } 2003 }
1780 } 2004 }
@@ -1846,108 +2070,96 @@ namespace OpenSim.Region.Framework.Scenes
1846 /// <param name="GroupID"></param> 2070 /// <param name="GroupID"></param>
1847 /// <param name="rot"></param> 2071 /// <param name="rot"></param>
1848 /// <returns>null if duplication fails, otherwise the duplicated object</returns> 2072 /// <returns>null if duplication fails, otherwise the duplicated object</returns>
1849 public SceneObjectGroup DuplicateObject( 2073 /// <summary>
1850 uint originalPrimID, Vector3 offset, uint flags, UUID AgentID, UUID GroupID, Quaternion rot) 2074 public SceneObjectGroup DuplicateObject(uint originalPrimID, Vector3 offset, uint flags, UUID AgentID, UUID GroupID, Quaternion rot)
1851 { 2075 {
1852 Monitor.Enter(m_updateLock); 2076// m_log.DebugFormat(
2077// "[SCENE]: Duplication of object {0} at offset {1} requested by agent {2}",
2078// originalPrimID, offset, AgentID);
1853 2079
1854 try 2080 SceneObjectGroup original = GetGroupByPrim(originalPrimID);
2081 if (original != null)
1855 { 2082 {
1856 // m_log.DebugFormat( 2083 if (m_parentScene.Permissions.CanDuplicateObject(
1857 // "[SCENE]: Duplication of object {0} at offset {1} requested by agent {2}", 2084 original.PrimCount, original.UUID, AgentID, original.AbsolutePosition))
1858 // originalPrimID, offset, AgentID);
1859
1860 SceneObjectGroup original = GetGroupByPrim(originalPrimID);
1861 if (original == null)
1862 { 2085 {
1863 m_log.WarnFormat( 2086 SceneObjectGroup copy = original.Copy(true);
1864 "[SCENEGRAPH]: Attempt to duplicate nonexistant prim id {0} by {1}", originalPrimID, AgentID); 2087 copy.AbsolutePosition = copy.AbsolutePosition + offset;
1865 2088
1866 return null; 2089 if (original.OwnerID != AgentID)
1867 } 2090 {
2091 copy.SetOwnerId(AgentID);
2092 copy.SetRootPartOwner(copy.RootPart, AgentID, GroupID);
1868 2093
1869 if (!m_parentScene.Permissions.CanDuplicateObject( 2094 SceneObjectPart[] partList = copy.Parts;
1870 original.PrimCount, original.UUID, AgentID, original.AbsolutePosition))
1871 return null;
1872 2095
1873 SceneObjectGroup copy = original.Copy(true); 2096 if (m_parentScene.Permissions.PropagatePermissions())
1874 copy.AbsolutePosition = copy.AbsolutePosition + offset; 2097 {
2098 foreach (SceneObjectPart child in partList)
2099 {
2100 child.Inventory.ChangeInventoryOwner(AgentID);
2101 child.TriggerScriptChangedEvent(Changed.OWNER);
2102 child.ApplyNextOwnerPermissions();
2103 }
2104 }
2105 }
1875 2106
1876 if (original.OwnerID != AgentID) 2107 // FIXME: This section needs to be refactored so that it just calls AddSceneObject()
1877 { 2108 Entities.Add(copy);
1878 copy.SetOwnerId(AgentID);
1879 copy.SetRootPartOwner(copy.RootPart, AgentID, GroupID);
1880 2109
1881 SceneObjectPart[] partList = copy.Parts; 2110 lock (SceneObjectGroupsByFullID)
2111 SceneObjectGroupsByFullID[copy.UUID] = copy;
1882 2112
1883 if (m_parentScene.Permissions.PropagatePermissions()) 2113 SceneObjectPart[] children = copy.Parts;
2114
2115 lock (SceneObjectGroupsByFullPartID)
1884 { 2116 {
1885 foreach (SceneObjectPart child in partList) 2117 SceneObjectGroupsByFullPartID[copy.UUID] = copy;
1886 { 2118 foreach (SceneObjectPart part in children)
1887 child.Inventory.ChangeInventoryOwner(AgentID); 2119 SceneObjectGroupsByFullPartID[part.UUID] = copy;
1888 child.TriggerScriptChangedEvent(Changed.OWNER);
1889 child.ApplyNextOwnerPermissions();
1890 }
1891 } 2120 }
1892 2121
1893 copy.RootPart.ObjectSaleType = 0; 2122 lock (SceneObjectGroupsByLocalPartID)
1894 copy.RootPart.SalePrice = 10; 2123 {
1895 } 2124 SceneObjectGroupsByLocalPartID[copy.LocalId] = copy;
2125 foreach (SceneObjectPart part in children)
2126 SceneObjectGroupsByLocalPartID[part.LocalId] = copy;
2127 }
2128 // PROBABLE END OF FIXME
1896 2129
1897 // FIXME: This section needs to be refactored so that it just calls AddSceneObject() 2130 // Since we copy from a source group that is in selected
1898 Entities.Add(copy); 2131 // state, but the copy is shown deselected in the viewer,
1899 2132 // We need to clear the selection flag here, else that
1900 lock (SceneObjectGroupsByFullID) 2133 // prim never gets persisted at all. The client doesn't
1901 SceneObjectGroupsByFullID[copy.UUID] = copy; 2134 // think it's selected, so it will never send a deselect...
1902 2135 copy.IsSelected = false;
1903 SceneObjectPart[] children = copy.Parts; 2136
1904 2137 m_numPrim += copy.Parts.Length;
1905 lock (SceneObjectGroupsByFullPartID) 2138
1906 { 2139 if (rot != Quaternion.Identity)
1907 SceneObjectGroupsByFullPartID[copy.UUID] = copy; 2140 {
1908 foreach (SceneObjectPart part in children) 2141 copy.UpdateGroupRotationR(rot);
1909 SceneObjectGroupsByFullPartID[part.UUID] = copy; 2142 }
1910 }
1911
1912 lock (SceneObjectGroupsByLocalPartID)
1913 {
1914 SceneObjectGroupsByLocalPartID[copy.LocalId] = copy;
1915 foreach (SceneObjectPart part in children)
1916 SceneObjectGroupsByLocalPartID[part.LocalId] = copy;
1917 }
1918 // PROBABLE END OF FIXME
1919
1920 // Since we copy from a source group that is in selected
1921 // state, but the copy is shown deselected in the viewer,
1922 // We need to clear the selection flag here, else that
1923 // prim never gets persisted at all. The client doesn't
1924 // think it's selected, so it will never send a deselect...
1925 copy.IsSelected = false;
1926
1927 m_numPrim += copy.Parts.Length;
1928
1929 if (rot != Quaternion.Identity)
1930 {
1931 copy.UpdateGroupRotationR(rot);
1932 }
1933 2143
1934 copy.CreateScriptInstances(0, false, m_parentScene.DefaultScriptEngine, 1); 2144 copy.CreateScriptInstances(0, false, m_parentScene.DefaultScriptEngine, 1);
1935 copy.HasGroupChanged = true; 2145 copy.HasGroupChanged = true;
1936 copy.ScheduleGroupForFullUpdate(); 2146 copy.ScheduleGroupForFullUpdate();
1937 copy.ResumeScripts(); 2147 copy.ResumeScripts();
1938 2148
1939 // required for physics to update it's position 2149 // required for physics to update it's position
1940 copy.AbsolutePosition = copy.AbsolutePosition; 2150 copy.AbsolutePosition = copy.AbsolutePosition;
1941 2151
1942 return copy; 2152 return copy;
2153 }
1943 } 2154 }
1944 finally 2155 else
1945 { 2156 {
1946 Monitor.Exit(m_updateLock); 2157 m_log.WarnFormat("[SCENE]: Attempted to duplicate nonexistant prim id {0}", GroupID);
1947 } 2158 }
2159
2160 return null;
1948 } 2161 }
1949 2162
1950 /// <summary>
1951 /// Calculates the distance between two Vector3s 2163 /// Calculates the distance between two Vector3s
1952 /// </summary> 2164 /// </summary>
1953 /// <param name="v1"></param> 2165 /// <param name="v1"></param>
diff --git a/OpenSim/Region/Framework/Scenes/SceneManager.cs b/OpenSim/Region/Framework/Scenes/SceneManager.cs
index d73a959..e3fed49 100644
--- a/OpenSim/Region/Framework/Scenes/SceneManager.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneManager.cs
@@ -53,12 +53,12 @@ namespace OpenSim.Region.Framework.Scenes
53 get { return m_instance; } 53 get { return m_instance; }
54 } 54 }
55 55
56 private readonly List<Scene> m_localScenes = new List<Scene>(); 56 private readonly DoubleDictionary<UUID, string, Scene> m_localScenes = new DoubleDictionary<UUID, string, Scene>();
57 private Scene m_currentScene = null; 57 private Scene m_currentScene = null;
58 58
59 public List<Scene> Scenes 59 public List<Scene> Scenes
60 { 60 {
61 get { return new List<Scene>(m_localScenes); } 61 get { return new List<Scene>(m_localScenes.FindAll(delegate(Scene s) { return true; })); }
62 } 62 }
63 63
64 public Scene CurrentScene 64 public Scene CurrentScene
@@ -72,13 +72,10 @@ namespace OpenSim.Region.Framework.Scenes
72 { 72 {
73 if (m_currentScene == null) 73 if (m_currentScene == null)
74 { 74 {
75 lock (m_localScenes) 75 List<Scene> sceneList = Scenes;
76 { 76 if (sceneList.Count == 0)
77 if (m_localScenes.Count > 0) 77 return null;
78 return m_localScenes[0]; 78 return sceneList[0];
79 else
80 return null;
81 }
82 } 79 }
83 else 80 else
84 { 81 {
@@ -90,7 +87,7 @@ namespace OpenSim.Region.Framework.Scenes
90 public SceneManager() 87 public SceneManager()
91 { 88 {
92 m_instance = this; 89 m_instance = this;
93 m_localScenes = new List<Scene>(); 90 m_localScenes = new DoubleDictionary<UUID, string, Scene>();
94 } 91 }
95 92
96 public void Close() 93 public void Close()
@@ -98,20 +95,18 @@ namespace OpenSim.Region.Framework.Scenes
98 // collect known shared modules in sharedModules 95 // collect known shared modules in sharedModules
99 Dictionary<string, IRegionModule> sharedModules = new Dictionary<string, IRegionModule>(); 96 Dictionary<string, IRegionModule> sharedModules = new Dictionary<string, IRegionModule>();
100 97
101 lock (m_localScenes) 98 List<Scene> sceneList = Scenes;
99 for (int i = 0; i < sceneList.Count; i++)
102 { 100 {
103 for (int i = 0; i < m_localScenes.Count; i++) 101 // extract known shared modules from scene
102 foreach (string k in sceneList[i].Modules.Keys)
104 { 103 {
105 // extract known shared modules from scene 104 if (sceneList[i].Modules[k].IsSharedModule &&
106 foreach (string k in m_localScenes[i].Modules.Keys) 105 !sharedModules.ContainsKey(k))
107 { 106 sharedModules[k] = sceneList[i].Modules[k];
108 if (m_localScenes[i].Modules[k].IsSharedModule &&
109 !sharedModules.ContainsKey(k))
110 sharedModules[k] = m_localScenes[i].Modules[k];
111 }
112 // close scene/region
113 m_localScenes[i].Close();
114 } 107 }
108 // close scene/region
109 sceneList[i].Close();
115 } 110 }
116 111
117 // all regions/scenes are now closed, we can now safely 112 // all regions/scenes are now closed, we can now safely
@@ -120,31 +115,22 @@ namespace OpenSim.Region.Framework.Scenes
120 { 115 {
121 mod.Close(); 116 mod.Close();
122 } 117 }
118
119 m_localScenes.Clear();
123 } 120 }
124 121
125 public void Close(Scene cscene) 122 public void Close(Scene cscene)
126 { 123 {
127 lock (m_localScenes) 124 if (!m_localScenes.ContainsKey(cscene.RegionInfo.RegionID))
128 { 125 return;
129 if (m_localScenes.Contains(cscene)) 126 cscene.Close();
130 {
131 for (int i = 0; i < m_localScenes.Count; i++)
132 {
133 if (m_localScenes[i].Equals(cscene))
134 {
135 m_localScenes[i].Close();
136 }
137 }
138 }
139 }
140 } 127 }
141 128
142 public void Add(Scene scene) 129 public void Add(Scene scene)
143 { 130 {
144 scene.OnRestart += HandleRestart; 131 scene.OnRestart += HandleRestart;
145 132
146 lock (m_localScenes) 133 m_localScenes.Add(scene.RegionInfo.RegionID, scene.RegionInfo.RegionName, scene);
147 m_localScenes.Add(scene);
148 } 134 }
149 135
150 public void HandleRestart(RegionInfo rdata) 136 public void HandleRestart(RegionInfo rdata)
@@ -152,24 +138,7 @@ namespace OpenSim.Region.Framework.Scenes
152 m_log.Error("[SCENEMANAGER]: Got Restart message for region:" + rdata.RegionName + " Sending up to main"); 138 m_log.Error("[SCENEMANAGER]: Got Restart message for region:" + rdata.RegionName + " Sending up to main");
153 int RegionSceneElement = -1; 139 int RegionSceneElement = -1;
154 140
155 lock (m_localScenes) 141 m_localScenes.Remove(rdata.RegionID);
156 {
157 for (int i = 0; i < m_localScenes.Count; i++)
158 {
159 if (rdata.RegionName == m_localScenes[i].RegionInfo.RegionName)
160 {
161 RegionSceneElement = i;
162 }
163 }
164
165 // Now we make sure the region is no longer known about by the SceneManager
166 // Prevents duplicates.
167
168 if (RegionSceneElement >= 0)
169 {
170 m_localScenes.RemoveAt(RegionSceneElement);
171 }
172 }
173 142
174 // Send signal to main that we're restarting this sim. 143 // Send signal to main that we're restarting this sim.
175 OnRestartSim(rdata); 144 OnRestartSim(rdata);
@@ -179,32 +148,29 @@ namespace OpenSim.Region.Framework.Scenes
179 { 148 {
180 RegionInfo Result = null; 149 RegionInfo Result = null;
181 150
182 lock (m_localScenes) 151 Scene s = m_localScenes.FindValue(delegate(Scene x)
183 {
184 for (int i = 0; i < m_localScenes.Count; i++)
185 {
186 if (m_localScenes[i].RegionInfo.RegionHandle == regionHandle)
187 { 152 {
188 // Inform other regions to tell their avatar about me 153 if (x.RegionInfo.RegionHandle == regionHandle)
189 Result = m_localScenes[i].RegionInfo; 154 return true;
190 } 155 return false;
191 } 156 });
192 157
193 if (Result != null) 158 if (s != null)
159 {
160 List<Scene> sceneList = Scenes;
161
162 for (int i = 0; i < sceneList.Count; i++)
194 { 163 {
195 for (int i = 0; i < m_localScenes.Count; i++) 164 if (sceneList[i]!= s)
196 { 165 {
197 if (m_localScenes[i].RegionInfo.RegionHandle != regionHandle) 166 // Inform other regions to tell their avatar about me
198 { 167 //sceneList[i].OtherRegionUp(Result);
199 // Inform other regions to tell their avatar about me
200 //m_localScenes[i].OtherRegionUp(Result);
201 }
202 } 168 }
203 } 169 }
204 else 170 }
205 { 171 else
206 m_log.Error("[REGION]: Unable to notify Other regions of this Region coming up"); 172 {
207 } 173 m_log.Error("[REGION]: Unable to notify Other regions of this Region coming up");
208 } 174 }
209 } 175 }
210 176
@@ -308,8 +274,8 @@ namespace OpenSim.Region.Framework.Scenes
308 { 274 {
309 if (m_currentScene == null) 275 if (m_currentScene == null)
310 { 276 {
311 lock (m_localScenes) 277 List<Scene> sceneList = Scenes;
312 m_localScenes.ForEach(func); 278 sceneList.ForEach(func);
313 } 279 }
314 else 280 else
315 { 281 {
@@ -338,16 +304,12 @@ namespace OpenSim.Region.Framework.Scenes
338 } 304 }
339 else 305 else
340 { 306 {
341 lock (m_localScenes) 307 Scene s;
308
309 if (m_localScenes.TryGetValue(regionName, out s))
342 { 310 {
343 foreach (Scene scene in m_localScenes) 311 m_currentScene = s;
344 { 312 return true;
345 if (String.Compare(scene.RegionInfo.RegionName, regionName, true) == 0)
346 {
347 m_currentScene = scene;
348 return true;
349 }
350 }
351 } 313 }
352 314
353 return false; 315 return false;
@@ -356,18 +318,14 @@ namespace OpenSim.Region.Framework.Scenes
356 318
357 public bool TrySetCurrentScene(UUID regionID) 319 public bool TrySetCurrentScene(UUID regionID)
358 { 320 {
359 m_log.Debug("Searching for Region: '" + regionID + "'"); 321// m_log.Debug("Searching for Region: '" + regionID + "'");
360 322
361 lock (m_localScenes) 323 Scene s;
324
325 if (m_localScenes.TryGetValue(regionID, out s))
362 { 326 {
363 foreach (Scene scene in m_localScenes) 327 m_currentScene = s;
364 { 328 return true;
365 if (scene.RegionInfo.RegionID == regionID)
366 {
367 m_currentScene = scene;
368 return true;
369 }
370 }
371 } 329 }
372 330
373 return false; 331 return false;
@@ -375,52 +333,24 @@ namespace OpenSim.Region.Framework.Scenes
375 333
376 public bool TryGetScene(string regionName, out Scene scene) 334 public bool TryGetScene(string regionName, out Scene scene)
377 { 335 {
378 lock (m_localScenes) 336 return m_localScenes.TryGetValue(regionName, out scene);
379 {
380 foreach (Scene mscene in m_localScenes)
381 {
382 if (String.Compare(mscene.RegionInfo.RegionName, regionName, true) == 0)
383 {
384 scene = mscene;
385 return true;
386 }
387 }
388 }
389
390 scene = null;
391 return false;
392 } 337 }
393 338
394 public bool TryGetScene(UUID regionID, out Scene scene) 339 public bool TryGetScene(UUID regionID, out Scene scene)
395 { 340 {
396 lock (m_localScenes) 341 return m_localScenes.TryGetValue(regionID, out scene);
397 {
398 foreach (Scene mscene in m_localScenes)
399 {
400 if (mscene.RegionInfo.RegionID == regionID)
401 {
402 scene = mscene;
403 return true;
404 }
405 }
406 }
407
408 scene = null;
409 return false;
410 } 342 }
411 343
412 public bool TryGetScene(uint locX, uint locY, out Scene scene) 344 public bool TryGetScene(uint locX, uint locY, out Scene scene)
413 { 345 {
414 lock (m_localScenes) 346 List<Scene> sceneList = Scenes;
347 foreach (Scene mscene in sceneList)
415 { 348 {
416 foreach (Scene mscene in m_localScenes) 349 if (mscene.RegionInfo.RegionLocX == locX &&
350 mscene.RegionInfo.RegionLocY == locY)
417 { 351 {
418 if (mscene.RegionInfo.RegionLocX == locX && 352 scene = mscene;
419 mscene.RegionInfo.RegionLocY == locY) 353 return true;
420 {
421 scene = mscene;
422 return true;
423 }
424 } 354 }
425 } 355 }
426 356
@@ -430,16 +360,14 @@ namespace OpenSim.Region.Framework.Scenes
430 360
431 public bool TryGetScene(IPEndPoint ipEndPoint, out Scene scene) 361 public bool TryGetScene(IPEndPoint ipEndPoint, out Scene scene)
432 { 362 {
433 lock (m_localScenes) 363 List<Scene> sceneList = Scenes;
364 foreach (Scene mscene in sceneList)
434 { 365 {
435 foreach (Scene mscene in m_localScenes) 366 if ((mscene.RegionInfo.InternalEndPoint.Equals(ipEndPoint.Address)) &&
367 (mscene.RegionInfo.InternalEndPoint.Port == ipEndPoint.Port))
436 { 368 {
437 if ((mscene.RegionInfo.InternalEndPoint.Equals(ipEndPoint.Address)) && 369 scene = mscene;
438 (mscene.RegionInfo.InternalEndPoint.Port == ipEndPoint.Port)) 370 return true;
439 {
440 scene = mscene;
441 return true;
442 }
443 } 371 }
444 } 372 }
445 373
@@ -504,15 +432,10 @@ namespace OpenSim.Region.Framework.Scenes
504 432
505 public RegionInfo GetRegionInfo(UUID regionID) 433 public RegionInfo GetRegionInfo(UUID regionID)
506 { 434 {
507 lock (m_localScenes) 435 Scene s;
436 if (m_localScenes.TryGetValue(regionID, out s))
508 { 437 {
509 foreach (Scene scene in m_localScenes) 438 return s.RegionInfo;
510 {
511 if (scene.RegionInfo.RegionID == regionID)
512 {
513 return scene.RegionInfo;
514 }
515 }
516 } 439 }
517 440
518 return null; 441 return null;
@@ -530,14 +453,12 @@ namespace OpenSim.Region.Framework.Scenes
530 453
531 public bool TryGetScenePresence(UUID avatarId, out ScenePresence avatar) 454 public bool TryGetScenePresence(UUID avatarId, out ScenePresence avatar)
532 { 455 {
533 lock (m_localScenes) 456 List<Scene> sceneList = Scenes;
457 foreach (Scene scene in sceneList)
534 { 458 {
535 foreach (Scene scene in m_localScenes) 459 if (scene.TryGetScenePresence(avatarId, out avatar))
536 { 460 {
537 if (scene.TryGetScenePresence(avatarId, out avatar)) 461 return true;
538 {
539 return true;
540 }
541 } 462 }
542 } 463 }
543 464
@@ -547,15 +468,13 @@ namespace OpenSim.Region.Framework.Scenes
547 468
548 public bool TryGetRootScenePresence(UUID avatarId, out ScenePresence avatar) 469 public bool TryGetRootScenePresence(UUID avatarId, out ScenePresence avatar)
549 { 470 {
550 lock (m_localScenes) 471 List<Scene> sceneList = Scenes;
472 foreach (Scene scene in sceneList)
551 { 473 {
552 foreach (Scene scene in m_localScenes) 474 avatar = scene.GetScenePresence(avatarId);
553 {
554 avatar = scene.GetScenePresence(avatarId);
555 475
556 if (avatar != null && !avatar.IsChildAgent) 476 if (avatar != null && !avatar.IsChildAgent)
557 return true; 477 return true;
558 }
559 } 478 }
560 479
561 avatar = null; 480 avatar = null;
@@ -564,22 +483,19 @@ namespace OpenSim.Region.Framework.Scenes
564 483
565 public void CloseScene(Scene scene) 484 public void CloseScene(Scene scene)
566 { 485 {
567 lock (m_localScenes) 486 m_localScenes.Remove(scene.RegionInfo.RegionID);
568 m_localScenes.Remove(scene);
569 487
570 scene.Close(); 488 scene.Close();
571 } 489 }
572 490
573 public bool TryGetAvatarByName(string avatarName, out ScenePresence avatar) 491 public bool TryGetAvatarByName(string avatarName, out ScenePresence avatar)
574 { 492 {
575 lock (m_localScenes) 493 List<Scene> sceneList = Scenes;
494 foreach (Scene scene in sceneList)
576 { 495 {
577 foreach (Scene scene in m_localScenes) 496 if (scene.TryGetAvatarByName(avatarName, out avatar))
578 { 497 {
579 if (scene.TryGetAvatarByName(avatarName, out avatar)) 498 return true;
580 {
581 return true;
582 }
583 } 499 }
584 } 500 }
585 501
@@ -589,14 +505,12 @@ namespace OpenSim.Region.Framework.Scenes
589 505
590 public bool TryGetRootScenePresenceByName(string firstName, string lastName, out ScenePresence sp) 506 public bool TryGetRootScenePresenceByName(string firstName, string lastName, out ScenePresence sp)
591 { 507 {
592 lock (m_localScenes) 508 List<Scene> sceneList = Scenes;
509 foreach (Scene scene in sceneList)
593 { 510 {
594 foreach (Scene scene in m_localScenes) 511 sp = scene.GetScenePresence(firstName, lastName);
595 { 512 if (sp != null && !sp.IsChildAgent)
596 sp = scene.GetScenePresence(firstName, lastName); 513 return true;
597 if (sp != null && !sp.IsChildAgent)
598 return true;
599 }
600 } 514 }
601 515
602 sp = null; 516 sp = null;
@@ -605,8 +519,8 @@ namespace OpenSim.Region.Framework.Scenes
605 519
606 public void ForEachScene(Action<Scene> action) 520 public void ForEachScene(Action<Scene> action)
607 { 521 {
608 lock (m_localScenes) 522 List<Scene> sceneList = Scenes;
609 m_localScenes.ForEach(action); 523 sceneList.ForEach(action);
610 } 524 }
611 } 525 }
612} 526}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
index ddf5da0..26524fb 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
@@ -81,10 +81,6 @@ namespace OpenSim.Region.Framework.Scenes
81 /// <summary> 81 /// <summary>
82 /// Stop and remove the scripts contained in all the prims in this group 82 /// Stop and remove the scripts contained in all the prims in this group
83 /// </summary> 83 /// </summary>
84 /// <param name="sceneObjectBeingDeleted">
85 /// Should be true if these scripts are being removed because the scene
86 /// object is being deleted. This will prevent spurious updates to the client.
87 /// </param>
88 public void RemoveScriptInstances(bool sceneObjectBeingDeleted) 84 public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
89 { 85 {
90 SceneObjectPart[] parts = m_parts.GetArray(); 86 SceneObjectPart[] parts = m_parts.GetArray();
@@ -247,6 +243,11 @@ namespace OpenSim.Region.Framework.Scenes
247 243
248 public uint GetEffectivePermissions() 244 public uint GetEffectivePermissions()
249 { 245 {
246 return GetEffectivePermissions(false);
247 }
248
249 public uint GetEffectivePermissions(bool useBase)
250 {
250 uint perms=(uint)(PermissionMask.Modify | 251 uint perms=(uint)(PermissionMask.Modify |
251 PermissionMask.Copy | 252 PermissionMask.Copy |
252 PermissionMask.Move | 253 PermissionMask.Move |
@@ -258,7 +259,10 @@ namespace OpenSim.Region.Framework.Scenes
258 for (int i = 0; i < parts.Length; i++) 259 for (int i = 0; i < parts.Length; i++)
259 { 260 {
260 SceneObjectPart part = parts[i]; 261 SceneObjectPart part = parts[i];
261 ownerMask &= part.OwnerMask; 262 if (useBase)
263 ownerMask &= part.BaseMask;
264 else
265 ownerMask &= part.OwnerMask;
262 perms &= part.Inventory.MaskEffectivePermissions(); 266 perms &= part.Inventory.MaskEffectivePermissions();
263 } 267 }
264 268
@@ -400,6 +404,9 @@ namespace OpenSim.Region.Framework.Scenes
400 404
401 public void ResumeScripts() 405 public void ResumeScripts()
402 { 406 {
407 if (m_scene.RegionInfo.RegionSettings.DisableScripts)
408 return;
409
403 SceneObjectPart[] parts = m_parts.GetArray(); 410 SceneObjectPart[] parts = m_parts.GetArray();
404 for (int i = 0; i < parts.Length; i++) 411 for (int i = 0; i < parts.Length; i++)
405 parts[i].Inventory.ResumeScripts(); 412 parts[i].Inventory.ResumeScripts();
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 52469a2..08c7a58 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -24,11 +24,12 @@
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS 24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */ 26 */
27 27
28using System; 28using System;
29using System.Collections.Generic; 29using System.Collections.Generic;
30using System.Drawing; 30using System.Drawing;
31using System.IO; 31using System.IO;
32using System.Diagnostics;
32using System.Linq; 33using System.Linq;
33using System.Threading; 34using System.Threading;
34using System.Xml; 35using System.Xml;
@@ -42,6 +43,7 @@ using OpenSim.Region.Framework.Scenes.Serialization;
42 43
43namespace OpenSim.Region.Framework.Scenes 44namespace OpenSim.Region.Framework.Scenes
44{ 45{
46
45 [Flags] 47 [Flags]
46 public enum scriptEvents 48 public enum scriptEvents
47 { 49 {
@@ -105,8 +107,29 @@ namespace OpenSim.Region.Framework.Scenes
105 /// since the group's last persistent backup 107 /// since the group's last persistent backup
106 /// </summary> 108 /// </summary>
107 private bool m_hasGroupChanged = false; 109 private bool m_hasGroupChanged = false;
108 private long timeFirstChanged; 110 private long timeFirstChanged = 0;
109 private long timeLastChanged; 111 private long timeLastChanged = 0;
112 private long m_maxPersistTime = 0;
113 private long m_minPersistTime = 0;
114 private Random m_rand;
115 private bool m_suspendUpdates;
116 private List<ScenePresence> m_linkedAvatars = new List<ScenePresence>();
117
118 public bool areUpdatesSuspended
119 {
120 get
121 {
122 return m_suspendUpdates;
123 }
124 set
125 {
126 m_suspendUpdates = value;
127 if (!value)
128 {
129 QueueForUpdateCheck();
130 }
131 }
132 }
110 133
111 /// <summary> 134 /// <summary>
112 /// This indicates whether the object has changed such that it needs to be repersisted to permenant storage 135 /// This indicates whether the object has changed such that it needs to be repersisted to permenant storage
@@ -123,9 +146,39 @@ namespace OpenSim.Region.Framework.Scenes
123 { 146 {
124 if (value) 147 if (value)
125 { 148 {
149 if (m_isBackedUp)
150 {
151 m_scene.SceneGraph.FireChangeBackup(this);
152 }
126 timeLastChanged = DateTime.Now.Ticks; 153 timeLastChanged = DateTime.Now.Ticks;
127 if (!m_hasGroupChanged) 154 if (!m_hasGroupChanged)
128 timeFirstChanged = DateTime.Now.Ticks; 155 timeFirstChanged = DateTime.Now.Ticks;
156 if (m_rootPart != null && m_rootPart.UUID != null && m_scene != null)
157 {
158 if (m_rand == null)
159 {
160 byte[] val = new byte[16];
161 m_rootPart.UUID.ToBytes(val, 0);
162 m_rand = new Random(BitConverter.ToInt32(val, 0));
163 }
164
165 if (m_scene.GetRootAgentCount() == 0)
166 {
167 //If the region is empty, this change has been made by an automated process
168 //and thus we delay the persist time by a random amount between 1.5 and 2.5.
169
170 float factor = 1.5f + (float)(m_rand.NextDouble());
171 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * factor);
172 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * factor);
173 }
174 else
175 {
176 //If the region is not empty, we want to obey the minimum and maximum persist times
177 //but add a random factor so we stagger the object persistance a little
178 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * (1.0d - (m_rand.NextDouble() / 5.0d))); //Multiply by 1.0-1.5
179 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * (1.0d + (m_rand.NextDouble() / 2.0d))); //Multiply by 0.8-1.0
180 }
181 }
129 } 182 }
130 m_hasGroupChanged = value; 183 m_hasGroupChanged = value;
131 184
@@ -140,7 +193,7 @@ namespace OpenSim.Region.Framework.Scenes
140 /// Has the group changed due to an unlink operation? We record this in order to optimize deletion, since 193 /// Has the group changed due to an unlink operation? We record this in order to optimize deletion, since
141 /// an unlinked group currently has to be persisted to the database before we can perform an unlink operation. 194 /// an unlinked group currently has to be persisted to the database before we can perform an unlink operation.
142 /// </summary> 195 /// </summary>
143 public bool HasGroupChangedDueToDelink { get; private set; } 196 public bool HasGroupChangedDueToDelink { get; set; }
144 197
145 private bool isTimeToPersist() 198 private bool isTimeToPersist()
146 { 199 {
@@ -150,8 +203,19 @@ namespace OpenSim.Region.Framework.Scenes
150 return false; 203 return false;
151 if (m_scene.ShuttingDown) 204 if (m_scene.ShuttingDown)
152 return true; 205 return true;
206
207 if (m_minPersistTime == 0 || m_maxPersistTime == 0)
208 {
209 m_maxPersistTime = m_scene.m_persistAfter;
210 m_minPersistTime = m_scene.m_dontPersistBefore;
211 }
212
153 long currentTime = DateTime.Now.Ticks; 213 long currentTime = DateTime.Now.Ticks;
154 if (currentTime - timeLastChanged > m_scene.m_dontPersistBefore || currentTime - timeFirstChanged > m_scene.m_persistAfter) 214
215 if (timeLastChanged == 0) timeLastChanged = currentTime;
216 if (timeFirstChanged == 0) timeFirstChanged = currentTime;
217
218 if (currentTime - timeLastChanged > m_minPersistTime || currentTime - timeFirstChanged > m_maxPersistTime)
155 return true; 219 return true;
156 return false; 220 return false;
157 } 221 }
@@ -270,10 +334,10 @@ namespace OpenSim.Region.Framework.Scenes
270 334
271 private bool m_scriptListens_atTarget; 335 private bool m_scriptListens_atTarget;
272 private bool m_scriptListens_notAtTarget; 336 private bool m_scriptListens_notAtTarget;
273
274 private bool m_scriptListens_atRotTarget; 337 private bool m_scriptListens_atRotTarget;
275 private bool m_scriptListens_notAtRotTarget; 338 private bool m_scriptListens_notAtRotTarget;
276 339
340 public bool m_dupeInProgress = false;
277 internal Dictionary<UUID, string> m_savedScriptState; 341 internal Dictionary<UUID, string> m_savedScriptState;
278 342
279 #region Properties 343 #region Properties
@@ -310,6 +374,16 @@ namespace OpenSim.Region.Framework.Scenes
310 get { return m_parts.Count; } 374 get { return m_parts.Count; }
311 } 375 }
312 376
377// protected Quaternion m_rotation = Quaternion.Identity;
378//
379// public virtual Quaternion Rotation
380// {
381// get { return m_rotation; }
382// set {
383// m_rotation = value;
384// }
385// }
386
313 public Quaternion GroupRotation 387 public Quaternion GroupRotation
314 { 388 {
315 get { return m_rootPart.RotationOffset; } 389 get { return m_rootPart.RotationOffset; }
@@ -416,7 +490,15 @@ namespace OpenSim.Region.Framework.Scenes
416 { 490 {
417 return (IsAttachment || (m_rootPart.Shape.PCode == 9 && m_rootPart.Shape.State != 0)); 491 return (IsAttachment || (m_rootPart.Shape.PCode == 9 && m_rootPart.Shape.State != 0));
418 } 492 }
419 493
494
495
496 private struct avtocrossInfo
497 {
498 public ScenePresence av;
499 public uint ParentID;
500 }
501
420 /// <summary> 502 /// <summary>
421 /// The absolute position of this scene object in the scene 503 /// The absolute position of this scene object in the scene
422 /// </summary> 504 /// </summary>
@@ -429,14 +511,128 @@ namespace OpenSim.Region.Framework.Scenes
429 511
430 if (Scene != null) 512 if (Scene != null)
431 { 513 {
432 if ((Scene.TestBorderCross(val - Vector3.UnitX, Cardinals.E) || Scene.TestBorderCross(val + Vector3.UnitX, Cardinals.W) 514 // if ((Scene.TestBorderCross(val - Vector3.UnitX, Cardinals.E) || Scene.TestBorderCross(val + Vector3.UnitX, Cardinals.W)
433 || Scene.TestBorderCross(val - Vector3.UnitY, Cardinals.N) || Scene.TestBorderCross(val + Vector3.UnitY, Cardinals.S)) 515 // || Scene.TestBorderCross(val - Vector3.UnitY, Cardinals.N) || Scene.TestBorderCross(val + Vector3.UnitY, Cardinals.S))
516 // && !IsAttachmentCheckFull() && (!Scene.LoadingPrims))
517 if ((Scene.TestBorderCross(val, Cardinals.E) || Scene.TestBorderCross(val, Cardinals.W)
518 || Scene.TestBorderCross(val, Cardinals.N) || Scene.TestBorderCross(val, Cardinals.S))
434 && !IsAttachmentCheckFull() && (!Scene.LoadingPrims)) 519 && !IsAttachmentCheckFull() && (!Scene.LoadingPrims))
435 { 520 {
436 m_scene.CrossPrimGroupIntoNewRegion(val, this, true); 521 IEntityTransferModule entityTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>();
522 uint x = 0;
523 uint y = 0;
524 string version = String.Empty;
525 Vector3 newpos = Vector3.Zero;
526 OpenSim.Services.Interfaces.GridRegion destination = null;
527
528 bool canCross = true;
529 foreach (ScenePresence av in m_linkedAvatars)
530 {
531 // We need to cross these agents. First, let's find
532 // out if any of them can't cross for some reason.
533 // We have to deny the crossing entirely if any
534 // of them are banned. Alternatively, we could
535 // unsit banned agents....
536
537
538 // We set the avatar position as being the object
539 // position to get the region to send to
540 if ((destination = entityTransfer.GetDestination(m_scene, av.UUID, val, out x, out y, out version, out newpos)) == null)
541 {
542 canCross = false;
543 break;
544 }
545
546 m_log.DebugFormat("[SCENE OBJECT]: Avatar {0} needs to be crossed to {1}", av.Name, destination.RegionName);
547 }
548
549 if (canCross)
550 {
551 // We unparent the SP quietly so that it won't
552 // be made to stand up
553
554 List<avtocrossInfo> avsToCross = new List<avtocrossInfo>();
555
556 foreach (ScenePresence av in m_linkedAvatars)
557 {
558 avtocrossInfo avinfo = new avtocrossInfo();
559 SceneObjectPart parentPart = m_scene.GetSceneObjectPart(av.ParentID);
560 if (parentPart != null)
561 av.ParentUUID = parentPart.UUID;
562
563 avinfo.av = av;
564 avinfo.ParentID = av.ParentID;
565 avsToCross.Add(avinfo);
566
567 av.ParentID = 0;
568 }
569
570// m_linkedAvatars.Clear();
571 m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
572
573 // Normalize
574 if (val.X >= Constants.RegionSize)
575 val.X -= Constants.RegionSize;
576 if (val.Y >= Constants.RegionSize)
577 val.Y -= Constants.RegionSize;
578 if (val.X < 0)
579 val.X += Constants.RegionSize;
580 if (val.Y < 0)
581 val.Y += Constants.RegionSize;
582
583 // If it's deleted, crossing was successful
584 if (IsDeleted)
585 {
586 // foreach (ScenePresence av in m_linkedAvatars)
587 foreach (avtocrossInfo avinfo in avsToCross)
588 {
589 ScenePresence av = avinfo.av;
590 if (!av.IsInTransit) // just in case...
591 {
592 m_log.DebugFormat("[SCENE OBJECT]: Crossing avatar {0} to {1}", av.Name, val);
593
594 av.IsInTransit = true;
595
596 CrossAgentToNewRegionDelegate d = entityTransfer.CrossAgentToNewRegionAsync;
597 d.BeginInvoke(av, val, x, y, destination, av.Flying, version, CrossAgentToNewRegionCompleted, d);
598 }
599 else
600 m_log.DebugFormat("[SCENE OBJECT]: Crossing avatar alreasy in transit {0} to {1}", av.Name, val);
601 }
602 avsToCross.Clear();
603 return;
604 }
605 else // cross failed, put avas back ??
606 {
607 foreach (avtocrossInfo avinfo in avsToCross)
608 {
609 ScenePresence av = avinfo.av;
610 av.ParentUUID = UUID.Zero;
611 av.ParentID = avinfo.ParentID;
612// m_linkedAvatars.Add(av);
613 }
614 }
615 avsToCross.Clear();
616
617 }
618 else if (RootPart.PhysActor != null)
619 {
620 RootPart.PhysActor.CrossingFailure();
621 }
622
623 Vector3 oldp = AbsolutePosition;
624 val.X = Util.Clamp<float>(oldp.X, 0.5f, (float)Constants.RegionSize - 0.5f);
625 val.Y = Util.Clamp<float>(oldp.Y, 0.5f, (float)Constants.RegionSize - 0.5f);
626 val.Z = Util.Clamp<float>(oldp.Z, 0.5f, 4096.0f);
437 } 627 }
438 } 628 }
439 629
630/* don't see the need but worse don't see where is restored to false if things stay in
631 foreach (SceneObjectPart part in m_parts.GetArray())
632 {
633 part.IgnoreUndoUpdate = true;
634 }
635 */
440 if (RootPart.GetStatusSandbox()) 636 if (RootPart.GetStatusSandbox())
441 { 637 {
442 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) 638 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10)
@@ -454,9 +650,38 @@ namespace OpenSim.Region.Framework.Scenes
454 // Restuff the new GroupPosition into each SOP of the linkset. 650 // Restuff the new GroupPosition into each SOP of the linkset.
455 // This has the affect of resetting and tainting the physics actors. 651 // This has the affect of resetting and tainting the physics actors.
456 SceneObjectPart[] parts = m_parts.GetArray(); 652 SceneObjectPart[] parts = m_parts.GetArray();
457 for (int i = 0; i < parts.Length; i++) 653 bool triggerScriptEvent = m_rootPart.GroupPosition != val;
458 parts[i].GroupPosition = val; 654 if (m_dupeInProgress)
655 triggerScriptEvent = false;
656 foreach (SceneObjectPart part in parts)
657 {
658 part.GroupPosition = val;
659 if (triggerScriptEvent)
660 part.TriggerScriptChangedEvent(Changed.POSITION);
661 }
459 662
663/*
664 This seems not needed and should not be needed:
665 sp absolute position depends on sit part absolute position fixed above.
666 sp ParentPosition is not used anywhere.
667 Since presence is sitting, viewer considers it 'linked' to root prim, so it will move/rotate it
668 Sending a extra packet with avatar position is not only bandwidth waste, but may cause jitter in viewers due to UPD nature.
669
670 if (!m_dupeInProgress)
671 {
672 foreach (ScenePresence av in m_linkedAvatars)
673 {
674 SceneObjectPart p = m_scene.GetSceneObjectPart(av.ParentID);
675 if (p != null && m_parts.TryGetValue(p.UUID, out p))
676 {
677 Vector3 offset = p.GetWorldPosition() - av.ParentPosition;
678 av.AbsolutePosition += offset;
679// av.ParentPosition = p.GetWorldPosition(); //ParentPosition gets cleared by AbsolutePosition
680 av.SendAvatarDataToAllAgents();
681 }
682 }
683 }
684*/
460 //if (m_rootPart.PhysActor != null) 685 //if (m_rootPart.PhysActor != null)
461 //{ 686 //{
462 //m_rootPart.PhysActor.Position = 687 //m_rootPart.PhysActor.Position =
@@ -470,6 +695,40 @@ namespace OpenSim.Region.Framework.Scenes
470 } 695 }
471 } 696 }
472 697
698 public override Vector3 Velocity
699 {
700 get { return RootPart.Velocity; }
701 set { RootPart.Velocity = value; }
702 }
703
704 private void CrossAgentToNewRegionCompleted(IAsyncResult iar)
705 {
706 CrossAgentToNewRegionDelegate icon = (CrossAgentToNewRegionDelegate)iar.AsyncState;
707 ScenePresence agent = icon.EndInvoke(iar);
708
709 //// If the cross was successful, this agent is a child agent
710 if (agent.IsChildAgent)
711 {
712 if (agent.ParentUUID != UUID.Zero)
713 {
714 agent.ParentPart = null;
715// agent.ParentPosition = Vector3.Zero;
716// agent.ParentUUID = UUID.Zero;
717 }
718 }
719
720 agent.ParentUUID = UUID.Zero;
721
722// agent.Reset();
723// else // Not successful
724// agent.RestoreInCurrentScene();
725
726 // In any case
727 agent.IsInTransit = false;
728
729 m_log.DebugFormat("[SCENE OBJECT]: Crossing agent {0} {1} completed.", agent.Firstname, agent.Lastname);
730 }
731
473 public override uint LocalId 732 public override uint LocalId
474 { 733 {
475 get { return m_rootPart.LocalId; } 734 get { return m_rootPart.LocalId; }
@@ -540,6 +799,11 @@ namespace OpenSim.Region.Framework.Scenes
540 m_isSelected = value; 799 m_isSelected = value;
541 // Tell physics engine that group is selected 800 // Tell physics engine that group is selected
542 801
802 // this is not right
803 // but ode engines should only really need to know about root part
804 // so they can put entire object simulation on hold and not colliding
805 // keep as was for now
806
543 PhysicsActor pa = m_rootPart.PhysActor; 807 PhysicsActor pa = m_rootPart.PhysActor;
544 if (pa != null) 808 if (pa != null)
545 { 809 {
@@ -556,6 +820,42 @@ namespace OpenSim.Region.Framework.Scenes
556 childPa.Selected = value; 820 childPa.Selected = value;
557 } 821 }
558 } 822 }
823 if (RootPart.KeyframeMotion != null)
824 RootPart.KeyframeMotion.Selected = value;
825 }
826 }
827
828 public void PartSelectChanged(bool partSelect)
829 {
830 // any part selected makes group selected
831 if (m_isSelected == partSelect)
832 return;
833
834 if (partSelect)
835 {
836 IsSelected = partSelect;
837// if (!IsAttachment)
838// ScheduleGroupForFullUpdate();
839 }
840 else
841 {
842 // bad bad bad 2 heavy for large linksets
843 // since viewer does send lot of (un)selects
844 // this needs to be replaced by a specific list or count ?
845 // but that will require extra code in several places
846
847 SceneObjectPart[] parts = m_parts.GetArray();
848 for (int i = 0; i < parts.Length; i++)
849 {
850 SceneObjectPart part = parts[i];
851 if (part.IsSelected)
852 return;
853 }
854 IsSelected = partSelect;
855 if (!IsAttachment)
856 {
857 ScheduleGroupForFullUpdate();
858 }
559 } 859 }
560 } 860 }
561 861
@@ -633,6 +933,7 @@ namespace OpenSim.Region.Framework.Scenes
633 /// </summary> 933 /// </summary>
634 public SceneObjectGroup() 934 public SceneObjectGroup()
635 { 935 {
936
636 } 937 }
637 938
638 /// <summary> 939 /// <summary>
@@ -649,7 +950,7 @@ namespace OpenSim.Region.Framework.Scenes
649 /// Constructor. This object is added to the scene later via AttachToScene() 950 /// Constructor. This object is added to the scene later via AttachToScene()
650 /// </summary> 951 /// </summary>
651 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) 952 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
652 { 953 {
653 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)); 954 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero));
654 } 955 }
655 956
@@ -685,6 +986,9 @@ namespace OpenSim.Region.Framework.Scenes
685 /// </summary> 986 /// </summary>
686 public virtual void AttachToBackup() 987 public virtual void AttachToBackup()
687 { 988 {
989 if (IsAttachment) return;
990 m_scene.SceneGraph.FireAttachToBackup(this);
991
688 if (InSceneBackup) 992 if (InSceneBackup)
689 { 993 {
690 //m_log.DebugFormat( 994 //m_log.DebugFormat(
@@ -727,6 +1031,13 @@ namespace OpenSim.Region.Framework.Scenes
727 1031
728 ApplyPhysics(); 1032 ApplyPhysics();
729 1033
1034 if (RootPart.PhysActor != null)
1035 RootPart.Force = RootPart.Force;
1036 if (RootPart.PhysActor != null)
1037 RootPart.Torque = RootPart.Torque;
1038 if (RootPart.PhysActor != null)
1039 RootPart.Buoyancy = RootPart.Buoyancy;
1040
730 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled 1041 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled
731 // for the same object with very different properties. The caller must schedule the update. 1042 // for the same object with very different properties. The caller must schedule the update.
732 //ScheduleGroupForFullUpdate(); 1043 //ScheduleGroupForFullUpdate();
@@ -742,6 +1053,10 @@ namespace OpenSim.Region.Framework.Scenes
742 EntityIntersection result = new EntityIntersection(); 1053 EntityIntersection result = new EntityIntersection();
743 1054
744 SceneObjectPart[] parts = m_parts.GetArray(); 1055 SceneObjectPart[] parts = m_parts.GetArray();
1056
1057 // Find closest hit here
1058 float idist = float.MaxValue;
1059
745 for (int i = 0; i < parts.Length; i++) 1060 for (int i = 0; i < parts.Length; i++)
746 { 1061 {
747 SceneObjectPart part = parts[i]; 1062 SceneObjectPart part = parts[i];
@@ -756,11 +1071,6 @@ namespace OpenSim.Region.Framework.Scenes
756 1071
757 EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation, frontFacesOnly, faceCenters); 1072 EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation, frontFacesOnly, faceCenters);
758 1073
759 // This may need to be updated to the maximum draw distance possible..
760 // We might (and probably will) be checking for prim creation from other sims
761 // when the camera crosses the border.
762 float idist = Constants.RegionSize;
763
764 if (inter.HitTF) 1074 if (inter.HitTF)
765 { 1075 {
766 // We need to find the closest prim to return to the testcaller along the ray 1076 // We need to find the closest prim to return to the testcaller along the ray
@@ -771,10 +1081,11 @@ namespace OpenSim.Region.Framework.Scenes
771 result.obj = part; 1081 result.obj = part;
772 result.normal = inter.normal; 1082 result.normal = inter.normal;
773 result.distance = inter.distance; 1083 result.distance = inter.distance;
1084
1085 idist = inter.distance;
774 } 1086 }
775 } 1087 }
776 } 1088 }
777
778 return result; 1089 return result;
779 } 1090 }
780 1091
@@ -786,25 +1097,27 @@ namespace OpenSim.Region.Framework.Scenes
786 /// <returns></returns> 1097 /// <returns></returns>
787 public void GetAxisAlignedBoundingBoxRaw(out float minX, out float maxX, out float minY, out float maxY, out float minZ, out float maxZ) 1098 public void GetAxisAlignedBoundingBoxRaw(out float minX, out float maxX, out float minY, out float maxY, out float minZ, out float maxZ)
788 { 1099 {
789 maxX = -256f; 1100 maxX = float.MinValue;
790 maxY = -256f; 1101 maxY = float.MinValue;
791 maxZ = -256f; 1102 maxZ = float.MinValue;
792 minX = 256f; 1103 minX = float.MaxValue;
793 minY = 256f; 1104 minY = float.MaxValue;
794 minZ = 8192f; 1105 minZ = float.MaxValue;
795 1106
796 SceneObjectPart[] parts = m_parts.GetArray(); 1107 SceneObjectPart[] parts = m_parts.GetArray();
797 for (int i = 0; i < parts.Length; i++) 1108 foreach (SceneObjectPart part in parts)
798 { 1109 {
799 SceneObjectPart part = parts[i];
800
801 Vector3 worldPos = part.GetWorldPosition(); 1110 Vector3 worldPos = part.GetWorldPosition();
802 Vector3 offset = worldPos - AbsolutePosition; 1111 Vector3 offset = worldPos - AbsolutePosition;
803 Quaternion worldRot; 1112 Quaternion worldRot;
804 if (part.ParentID == 0) 1113 if (part.ParentID == 0)
1114 {
805 worldRot = part.RotationOffset; 1115 worldRot = part.RotationOffset;
1116 }
806 else 1117 else
1118 {
807 worldRot = part.GetWorldRotation(); 1119 worldRot = part.GetWorldRotation();
1120 }
808 1121
809 Vector3 frontTopLeft; 1122 Vector3 frontTopLeft;
810 Vector3 frontTopRight; 1123 Vector3 frontTopRight;
@@ -816,6 +1129,8 @@ namespace OpenSim.Region.Framework.Scenes
816 Vector3 backBottomLeft; 1129 Vector3 backBottomLeft;
817 Vector3 backBottomRight; 1130 Vector3 backBottomRight;
818 1131
1132 // Vector3[] corners = new Vector3[8];
1133
819 Vector3 orig = Vector3.Zero; 1134 Vector3 orig = Vector3.Zero;
820 1135
821 frontTopLeft.X = orig.X - (part.Scale.X / 2); 1136 frontTopLeft.X = orig.X - (part.Scale.X / 2);
@@ -850,6 +1165,38 @@ namespace OpenSim.Region.Framework.Scenes
850 backBottomRight.Y = orig.Y + (part.Scale.Y / 2); 1165 backBottomRight.Y = orig.Y + (part.Scale.Y / 2);
851 backBottomRight.Z = orig.Z - (part.Scale.Z / 2); 1166 backBottomRight.Z = orig.Z - (part.Scale.Z / 2);
852 1167
1168
1169
1170 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
1171 //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
1172 //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
1173 //m_log.InfoFormat("pre corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
1174 //m_log.InfoFormat("pre corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
1175 //m_log.InfoFormat("pre corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
1176 //m_log.InfoFormat("pre corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
1177 //m_log.InfoFormat("pre corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
1178
1179 //for (int i = 0; i < 8; i++)
1180 //{
1181 // corners[i] = corners[i] * worldRot;
1182 // corners[i] += offset;
1183
1184 // if (corners[i].X > maxX)
1185 // maxX = corners[i].X;
1186 // if (corners[i].X < minX)
1187 // minX = corners[i].X;
1188
1189 // if (corners[i].Y > maxY)
1190 // maxY = corners[i].Y;
1191 // if (corners[i].Y < minY)
1192 // minY = corners[i].Y;
1193
1194 // if (corners[i].Z > maxZ)
1195 // maxZ = corners[i].Y;
1196 // if (corners[i].Z < minZ)
1197 // minZ = corners[i].Z;
1198 //}
1199
853 frontTopLeft = frontTopLeft * worldRot; 1200 frontTopLeft = frontTopLeft * worldRot;
854 frontTopRight = frontTopRight * worldRot; 1201 frontTopRight = frontTopRight * worldRot;
855 frontBottomLeft = frontBottomLeft * worldRot; 1202 frontBottomLeft = frontBottomLeft * worldRot;
@@ -871,6 +1218,15 @@ namespace OpenSim.Region.Framework.Scenes
871 backTopLeft += offset; 1218 backTopLeft += offset;
872 backTopRight += offset; 1219 backTopRight += offset;
873 1220
1221 //m_log.InfoFormat("corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
1222 //m_log.InfoFormat("corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
1223 //m_log.InfoFormat("corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
1224 //m_log.InfoFormat("corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
1225 //m_log.InfoFormat("corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
1226 //m_log.InfoFormat("corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
1227 //m_log.InfoFormat("corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
1228 //m_log.InfoFormat("corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
1229
874 if (frontTopRight.X > maxX) 1230 if (frontTopRight.X > maxX)
875 maxX = frontTopRight.X; 1231 maxX = frontTopRight.X;
876 if (frontTopLeft.X > maxX) 1232 if (frontTopLeft.X > maxX)
@@ -1014,17 +1370,118 @@ namespace OpenSim.Region.Framework.Scenes
1014 1370
1015 #endregion 1371 #endregion
1016 1372
1373 public void GetResourcesCosts(SceneObjectPart apart,
1374 out float linksetResCost, out float linksetPhysCost, out float partCost, out float partPhysCost)
1375 {
1376 // this information may need to be cached
1377
1378 float cost;
1379 float tmpcost;
1380
1381 bool ComplexCost = false;
1382
1383 SceneObjectPart p;
1384 SceneObjectPart[] parts;
1385
1386 lock (m_parts)
1387 {
1388 parts = m_parts.GetArray();
1389 }
1390
1391 int nparts = parts.Length;
1392
1393
1394 for (int i = 0; i < nparts; i++)
1395 {
1396 p = parts[i];
1397
1398 if (p.UsesComplexCost)
1399 {
1400 ComplexCost = true;
1401 break;
1402 }
1403 }
1404
1405 if (ComplexCost)
1406 {
1407 linksetResCost = 0;
1408 linksetPhysCost = 0;
1409 partCost = 0;
1410 partPhysCost = 0;
1411
1412 for (int i = 0; i < nparts; i++)
1413 {
1414 p = parts[i];
1415
1416 cost = p.StreamingCost;
1417 tmpcost = p.SimulationCost;
1418 if (tmpcost > cost)
1419 cost = tmpcost;
1420 tmpcost = p.PhysicsCost;
1421 if (tmpcost > cost)
1422 cost = tmpcost;
1423
1424 linksetPhysCost += tmpcost;
1425 linksetResCost += cost;
1426
1427 if (p == apart)
1428 {
1429 partCost = cost;
1430 partPhysCost = tmpcost;
1431 }
1432 }
1433 }
1434 else
1435 {
1436 partPhysCost = 1.0f;
1437 partCost = 1.0f;
1438 linksetResCost = (float)nparts;
1439 linksetPhysCost = linksetResCost;
1440 }
1441 }
1442
1443 public void GetSelectedCosts(out float PhysCost, out float StreamCost, out float SimulCost)
1444 {
1445 SceneObjectPart p;
1446 SceneObjectPart[] parts;
1447
1448 lock (m_parts)
1449 {
1450 parts = m_parts.GetArray();
1451 }
1452
1453 int nparts = parts.Length;
1454
1455 PhysCost = 0;
1456 StreamCost = 0;
1457 SimulCost = 0;
1458
1459 for (int i = 0; i < nparts; i++)
1460 {
1461 p = parts[i];
1462
1463 StreamCost += p.StreamingCost;
1464 SimulCost += p.SimulationCost;
1465 PhysCost += p.PhysicsCost;
1466 }
1467 }
1468
1017 public void SaveScriptedState(XmlTextWriter writer) 1469 public void SaveScriptedState(XmlTextWriter writer)
1018 { 1470 {
1471 SaveScriptedState(writer, false);
1472 }
1473
1474 public void SaveScriptedState(XmlTextWriter writer, bool oldIDs)
1475 {
1019 XmlDocument doc = new XmlDocument(); 1476 XmlDocument doc = new XmlDocument();
1020 Dictionary<UUID,string> states = new Dictionary<UUID,string>(); 1477 Dictionary<UUID,string> states = new Dictionary<UUID,string>();
1021 1478
1022 SceneObjectPart[] parts = m_parts.GetArray(); 1479 SceneObjectPart[] parts = m_parts.GetArray();
1023 for (int i = 0; i < parts.Length; i++) 1480 for (int i = 0; i < parts.Length; i++)
1024 { 1481 {
1025 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(); 1482 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(oldIDs);
1026 foreach (KeyValuePair<UUID, string> kvp in pstates) 1483 foreach (KeyValuePair<UUID, string> kvp in pstates)
1027 states.Add(kvp.Key, kvp.Value); 1484 states[kvp.Key] = kvp.Value;
1028 } 1485 }
1029 1486
1030 if (states.Count > 0) 1487 if (states.Count > 0)
@@ -1044,6 +1501,169 @@ namespace OpenSim.Region.Framework.Scenes
1044 } 1501 }
1045 1502
1046 /// <summary> 1503 /// <summary>
1504 /// Add the avatar to this linkset (avatar is sat).
1505 /// </summary>
1506 /// <param name="agentID"></param>
1507 public void AddAvatar(UUID agentID)
1508 {
1509 ScenePresence presence;
1510 if (m_scene.TryGetScenePresence(agentID, out presence))
1511 {
1512 if (!m_linkedAvatars.Contains(presence))
1513 {
1514 m_linkedAvatars.Add(presence);
1515 }
1516 }
1517 }
1518
1519 /// <summary>
1520 /// Delete the avatar from this linkset (avatar is unsat).
1521 /// </summary>
1522 /// <param name="agentID"></param>
1523 public void DeleteAvatar(UUID agentID)
1524 {
1525 ScenePresence presence;
1526 if (m_scene.TryGetScenePresence(agentID, out presence))
1527 {
1528 if (m_linkedAvatars.Contains(presence))
1529 {
1530 m_linkedAvatars.Remove(presence);
1531 }
1532 }
1533 }
1534
1535 /// <summary>
1536 /// Returns the list of linked presences (avatars sat on this group)
1537 /// </summary>
1538 /// <param name="agentID"></param>
1539 public List<ScenePresence> GetLinkedAvatars()
1540 {
1541 return m_linkedAvatars;
1542 }
1543
1544 /// <summary>
1545 /// Attach this scene object to the given avatar.
1546 /// </summary>
1547 /// <param name="agentID"></param>
1548 /// <param name="attachmentpoint"></param>
1549 /// <param name="AttachOffset"></param>
1550 private void AttachToAgent(
1551 ScenePresence avatar, SceneObjectGroup so, uint attachmentpoint, Vector3 attachOffset, bool silent)
1552 {
1553 if (avatar != null)
1554 {
1555 // don't attach attachments to child agents
1556 if (avatar.IsChildAgent) return;
1557
1558 // Remove from database and parcel prim count
1559 m_scene.DeleteFromStorage(so.UUID);
1560 m_scene.EventManager.TriggerParcelPrimCountTainted();
1561
1562 so.AttachedAvatar = avatar.UUID;
1563
1564 if (so.RootPart.PhysActor != null)
1565 {
1566 m_scene.PhysicsScene.RemovePrim(so.RootPart.PhysActor);
1567 so.RootPart.PhysActor = null;
1568 }
1569
1570 so.AbsolutePosition = attachOffset;
1571 so.RootPart.AttachedPos = attachOffset;
1572 so.IsAttachment = true;
1573 so.RootPart.SetParentLocalId(avatar.LocalId);
1574 so.AttachmentPoint = attachmentpoint;
1575
1576 avatar.AddAttachment(this);
1577
1578 if (!silent)
1579 {
1580 // Killing it here will cause the client to deselect it
1581 // It then reappears on the avatar, deselected
1582 // through the full update below
1583 //
1584 if (IsSelected)
1585 {
1586 m_scene.SendKillObject(new List<uint> { m_rootPart.LocalId });
1587 }
1588
1589 IsSelected = false; // fudge....
1590 ScheduleGroupForFullUpdate();
1591 }
1592 }
1593 else
1594 {
1595 m_log.WarnFormat(
1596 "[SOG]: Tried to add attachment {0} to avatar with UUID {1} in region {2} but the avatar is not present",
1597 UUID, avatar.ControllingClient.AgentId, Scene.RegionInfo.RegionName);
1598 }
1599 }
1600
1601 public byte GetAttachmentPoint()
1602 {
1603 return m_rootPart.Shape.State;
1604 }
1605
1606 public void DetachToGround()
1607 {
1608 ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
1609 if (avatar == null)
1610 return;
1611
1612 avatar.RemoveAttachment(this);
1613
1614 Vector3 detachedpos = new Vector3(127f,127f,127f);
1615 if (avatar == null)
1616 return;
1617
1618 detachedpos = avatar.AbsolutePosition;
1619 FromItemID = UUID.Zero;
1620
1621 AbsolutePosition = detachedpos;
1622 AttachedAvatar = UUID.Zero;
1623
1624 //SceneObjectPart[] parts = m_parts.GetArray();
1625 //for (int i = 0; i < parts.Length; i++)
1626 // parts[i].AttachedAvatar = UUID.Zero;
1627
1628 m_rootPart.SetParentLocalId(0);
1629 AttachmentPoint = (byte)0;
1630 // must check if buildind should be true or false here
1631 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive,false);
1632 HasGroupChanged = true;
1633 RootPart.Rezzed = DateTime.Now;
1634 RootPart.RemFlag(PrimFlags.TemporaryOnRez);
1635 AttachToBackup();
1636 m_scene.EventManager.TriggerParcelPrimCountTainted();
1637 m_rootPart.ScheduleFullUpdate();
1638 m_rootPart.ClearUndoState();
1639 }
1640
1641 public void DetachToInventoryPrep()
1642 {
1643 ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
1644 //Vector3 detachedpos = new Vector3(127f, 127f, 127f);
1645 if (avatar != null)
1646 {
1647 //detachedpos = avatar.AbsolutePosition;
1648 avatar.RemoveAttachment(this);
1649 }
1650
1651 AttachedAvatar = UUID.Zero;
1652
1653 /*SceneObjectPart[] parts = m_parts.GetArray();
1654 for (int i = 0; i < parts.Length; i++)
1655 parts[i].AttachedAvatar = UUID.Zero;*/
1656
1657 m_rootPart.SetParentLocalId(0);
1658 //m_rootPart.SetAttachmentPoint((byte)0);
1659 IsAttachment = false;
1660 AbsolutePosition = m_rootPart.AttachedPos;
1661 //m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_scene.m_physicalPrim);
1662 //AttachToBackup();
1663 //m_rootPart.ScheduleFullUpdate();
1664 }
1665
1666 /// <summary>
1047 /// 1667 ///
1048 /// </summary> 1668 /// </summary>
1049 /// <param name="part"></param> 1669 /// <param name="part"></param>
@@ -1083,7 +1703,10 @@ namespace OpenSim.Region.Framework.Scenes
1083 public void AddPart(SceneObjectPart part) 1703 public void AddPart(SceneObjectPart part)
1084 { 1704 {
1085 part.SetParent(this); 1705 part.SetParent(this);
1086 part.LinkNum = m_parts.Add(part.UUID, part); 1706 m_parts.Add(part.UUID, part);
1707
1708 part.LinkNum = m_parts.Count;
1709
1087 if (part.LinkNum == 2) 1710 if (part.LinkNum == 2)
1088 RootPart.LinkNum = 1; 1711 RootPart.LinkNum = 1;
1089 } 1712 }
@@ -1174,7 +1797,7 @@ namespace OpenSim.Region.Framework.Scenes
1174// "[SCENE OBJECT GROUP]: Processing OnGrabPart for {0} on {1} {2}, offsetPos {3}", 1797// "[SCENE OBJECT GROUP]: Processing OnGrabPart for {0} on {1} {2}, offsetPos {3}",
1175// remoteClient.Name, part.Name, part.LocalId, offsetPos); 1798// remoteClient.Name, part.Name, part.LocalId, offsetPos);
1176 1799
1177 part.StoreUndoState(); 1800// part.StoreUndoState();
1178 part.OnGrab(offsetPos, remoteClient); 1801 part.OnGrab(offsetPos, remoteClient);
1179 } 1802 }
1180 1803
@@ -1194,6 +1817,11 @@ namespace OpenSim.Region.Framework.Scenes
1194 /// <param name="silent">If true then deletion is not broadcast to clients</param> 1817 /// <param name="silent">If true then deletion is not broadcast to clients</param>
1195 public void DeleteGroupFromScene(bool silent) 1818 public void DeleteGroupFromScene(bool silent)
1196 { 1819 {
1820 // We need to keep track of this state in case this group is still queued for backup.
1821 IsDeleted = true;
1822
1823 DetachFromBackup();
1824
1197 SceneObjectPart[] parts = m_parts.GetArray(); 1825 SceneObjectPart[] parts = m_parts.GetArray();
1198 for (int i = 0; i < parts.Length; i++) 1826 for (int i = 0; i < parts.Length; i++)
1199 { 1827 {
@@ -1217,6 +1845,7 @@ namespace OpenSim.Region.Framework.Scenes
1217 } 1845 }
1218 }); 1846 });
1219 } 1847 }
1848
1220 } 1849 }
1221 1850
1222 public void AddScriptLPS(int count) 1851 public void AddScriptLPS(int count)
@@ -1286,28 +1915,43 @@ namespace OpenSim.Region.Framework.Scenes
1286 /// </summary> 1915 /// </summary>
1287 public void ApplyPhysics() 1916 public void ApplyPhysics()
1288 { 1917 {
1289 // Apply physics to the root prim
1290 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive);
1291
1292 // Apply physics to child prims
1293 SceneObjectPart[] parts = m_parts.GetArray(); 1918 SceneObjectPart[] parts = m_parts.GetArray();
1294 if (parts.Length > 1) 1919 if (parts.Length > 1)
1295 { 1920 {
1921 ResetChildPrimPhysicsPositions();
1922
1923 // Apply physics to the root prim
1924 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, true);
1925
1926
1296 for (int i = 0; i < parts.Length; i++) 1927 for (int i = 0; i < parts.Length; i++)
1297 { 1928 {
1298 SceneObjectPart part = parts[i]; 1929 SceneObjectPart part = parts[i];
1299 if (part.LocalId != m_rootPart.LocalId) 1930 if (part.LocalId != m_rootPart.LocalId)
1300 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive); 1931 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, true);
1301 } 1932 }
1302
1303 // Hack to get the physics scene geometries in the right spot 1933 // Hack to get the physics scene geometries in the right spot
1304 ResetChildPrimPhysicsPositions(); 1934// ResetChildPrimPhysicsPositions();
1935 if (m_rootPart.PhysActor != null)
1936 {
1937 m_rootPart.PhysActor.Building = false;
1938 }
1939 }
1940 else
1941 {
1942 // Apply physics to the root prim
1943 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, false);
1305 } 1944 }
1306 } 1945 }
1307 1946
1308 public void SetOwnerId(UUID userId) 1947 public void SetOwnerId(UUID userId)
1309 { 1948 {
1310 ForEachPart(delegate(SceneObjectPart part) { part.OwnerID = userId; }); 1949 ForEachPart(delegate(SceneObjectPart part)
1950 {
1951
1952 part.OwnerID = userId;
1953
1954 });
1311 } 1955 }
1312 1956
1313 public void ForEachPart(Action<SceneObjectPart> whatToDo) 1957 public void ForEachPart(Action<SceneObjectPart> whatToDo)
@@ -1339,11 +1983,17 @@ namespace OpenSim.Region.Framework.Scenes
1339 return; 1983 return;
1340 } 1984 }
1341 1985
1986 if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0)
1987 return;
1988
1342 // Since this is the top of the section of call stack for backing up a particular scene object, don't let 1989 // Since this is the top of the section of call stack for backing up a particular scene object, don't let
1343 // any exception propogate upwards. 1990 // any exception propogate upwards.
1344 try 1991 try
1345 { 1992 {
1346 if (!m_scene.ShuttingDown) // if shutting down then there will be nothing to handle the return so leave till next restart 1993 if (!m_scene.ShuttingDown || // if shutting down then there will be nothing to handle the return so leave till next restart
1994 !m_scene.LoginsEnabled || // We're starting up or doing maintenance, don't mess with things
1995 m_scene.LoadingPrims) // Land may not be valid yet
1996
1347 { 1997 {
1348 ILandObject parcel = m_scene.LandChannel.GetLandObject( 1998 ILandObject parcel = m_scene.LandChannel.GetLandObject(
1349 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); 1999 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y);
@@ -1370,6 +2020,7 @@ namespace OpenSim.Region.Framework.Scenes
1370 } 2020 }
1371 } 2021 }
1372 } 2022 }
2023
1373 } 2024 }
1374 2025
1375 if (m_scene.UseBackup && HasGroupChanged) 2026 if (m_scene.UseBackup && HasGroupChanged)
@@ -1377,10 +2028,30 @@ namespace OpenSim.Region.Framework.Scenes
1377 // don't backup while it's selected or you're asking for changes mid stream. 2028 // don't backup while it's selected or you're asking for changes mid stream.
1378 if (isTimeToPersist() || forcedBackup) 2029 if (isTimeToPersist() || forcedBackup)
1379 { 2030 {
2031 if (m_rootPart.PhysActor != null &&
2032 (!m_rootPart.PhysActor.IsPhysical))
2033 {
2034 // Possible ghost prim
2035 if (m_rootPart.PhysActor.Position != m_rootPart.GroupPosition)
2036 {
2037 foreach (SceneObjectPart part in m_parts.GetArray())
2038 {
2039 // Re-set physics actor positions and
2040 // orientations
2041 part.GroupPosition = m_rootPart.GroupPosition;
2042 }
2043 }
2044 }
1380// m_log.DebugFormat( 2045// m_log.DebugFormat(
1381// "[SCENE]: Storing {0}, {1} in {2}", 2046// "[SCENE]: Storing {0}, {1} in {2}",
1382// Name, UUID, m_scene.RegionInfo.RegionName); 2047// Name, UUID, m_scene.RegionInfo.RegionName);
1383 2048
2049 if (RootPart.Shape.PCode == 9 && RootPart.Shape.State != 0)
2050 {
2051 RootPart.Shape.State = 0;
2052 ScheduleGroupForFullUpdate();
2053 }
2054
1384 SceneObjectGroup backup_group = Copy(false); 2055 SceneObjectGroup backup_group = Copy(false);
1385 backup_group.RootPart.Velocity = RootPart.Velocity; 2056 backup_group.RootPart.Velocity = RootPart.Velocity;
1386 backup_group.RootPart.Acceleration = RootPart.Acceleration; 2057 backup_group.RootPart.Acceleration = RootPart.Acceleration;
@@ -1390,6 +2061,15 @@ namespace OpenSim.Region.Framework.Scenes
1390 HasGroupChangedDueToDelink = false; 2061 HasGroupChangedDueToDelink = false;
1391 2062
1392 m_scene.EventManager.TriggerOnSceneObjectPreSave(backup_group, this); 2063 m_scene.EventManager.TriggerOnSceneObjectPreSave(backup_group, this);
2064 backup_group.ForEachPart(delegate(SceneObjectPart part)
2065 {
2066 if (part.KeyframeMotion != null)
2067 {
2068 part.KeyframeMotion = KeyframeMotion.FromData(backup_group, part.KeyframeMotion.Serialize());
2069 part.KeyframeMotion.UpdateSceneObject(this);
2070 }
2071 });
2072
1393 datastore.StoreObject(backup_group, m_scene.RegionInfo.RegionID); 2073 datastore.StoreObject(backup_group, m_scene.RegionInfo.RegionID);
1394 2074
1395 backup_group.ForEachPart(delegate(SceneObjectPart part) 2075 backup_group.ForEachPart(delegate(SceneObjectPart part)
@@ -1446,10 +2126,14 @@ namespace OpenSim.Region.Framework.Scenes
1446 /// <returns></returns> 2126 /// <returns></returns>
1447 public SceneObjectGroup Copy(bool userExposed) 2127 public SceneObjectGroup Copy(bool userExposed)
1448 { 2128 {
2129 m_dupeInProgress = true;
1449 SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone(); 2130 SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone();
1450 dupe.m_isBackedUp = false; 2131 dupe.m_isBackedUp = false;
1451 dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>(); 2132 dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>();
1452 2133
2134 // new group as no sitting avatars
2135 dupe.m_linkedAvatars = new List<ScenePresence>();
2136
1453 // Warning, The following code related to previousAttachmentStatus is needed so that clones of 2137 // Warning, The following code related to previousAttachmentStatus is needed so that clones of
1454 // attachments do not bordercross while they're being duplicated. This is hacktastic! 2138 // attachments do not bordercross while they're being duplicated. This is hacktastic!
1455 // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region! 2139 // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region!
@@ -1460,7 +2144,7 @@ namespace OpenSim.Region.Framework.Scenes
1460 // This is only necessary when userExposed is false! 2144 // This is only necessary when userExposed is false!
1461 2145
1462 bool previousAttachmentStatus = dupe.IsAttachment; 2146 bool previousAttachmentStatus = dupe.IsAttachment;
1463 2147
1464 if (!userExposed) 2148 if (!userExposed)
1465 dupe.IsAttachment = true; 2149 dupe.IsAttachment = true;
1466 2150
@@ -1478,11 +2162,11 @@ namespace OpenSim.Region.Framework.Scenes
1478 dupe.m_rootPart.TrimPermissions(); 2162 dupe.m_rootPart.TrimPermissions();
1479 2163
1480 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray()); 2164 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray());
1481 2165
1482 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) 2166 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
1483 { 2167 {
1484 return p1.LinkNum.CompareTo(p2.LinkNum); 2168 return p1.LinkNum.CompareTo(p2.LinkNum);
1485 } 2169 }
1486 ); 2170 );
1487 2171
1488 foreach (SceneObjectPart part in partList) 2172 foreach (SceneObjectPart part in partList)
@@ -1492,41 +2176,53 @@ namespace OpenSim.Region.Framework.Scenes
1492 { 2176 {
1493 newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed); 2177 newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed);
1494 newPart.LinkNum = part.LinkNum; 2178 newPart.LinkNum = part.LinkNum;
1495 } 2179 if (userExposed)
2180 newPart.ParentID = dupe.m_rootPart.LocalId;
2181 }
1496 else 2182 else
1497 { 2183 {
1498 newPart = dupe.m_rootPart; 2184 newPart = dupe.m_rootPart;
1499 } 2185 }
2186/*
2187 bool isphys = ((newPart.Flags & PrimFlags.Physics) != 0);
2188 bool isphan = ((newPart.Flags & PrimFlags.Phantom) != 0);
1500 2189
1501 // Need to duplicate the physics actor as well 2190 // Need to duplicate the physics actor as well
1502 PhysicsActor originalPartPa = part.PhysActor; 2191 if (userExposed && (isphys || !isphan || newPart.VolumeDetectActive))
1503 if (originalPartPa != null && userExposed)
1504 { 2192 {
1505 PrimitiveBaseShape pbs = newPart.Shape; 2193 PrimitiveBaseShape pbs = newPart.Shape;
1506
1507 newPart.PhysActor 2194 newPart.PhysActor
1508 = m_scene.PhysicsScene.AddPrimShape( 2195 = m_scene.PhysicsScene.AddPrimShape(
1509 string.Format("{0}/{1}", newPart.Name, newPart.UUID), 2196 string.Format("{0}/{1}", newPart.Name, newPart.UUID),
1510 pbs, 2197 pbs,
1511 newPart.AbsolutePosition, 2198 newPart.AbsolutePosition,
1512 newPart.Scale, 2199 newPart.Scale,
1513 newPart.RotationOffset, 2200 newPart.GetWorldRotation(),
1514 originalPartPa.IsPhysical, 2201 isphys,
2202 isphan,
1515 newPart.LocalId); 2203 newPart.LocalId);
1516 2204
1517 newPart.DoPhysicsPropertyUpdate(originalPartPa.IsPhysical, true); 2205 newPart.DoPhysicsPropertyUpdate(isphys, true);
1518 } 2206 */
2207 if (userExposed)
2208 newPart.ApplyPhysics((uint)newPart.Flags,newPart.VolumeDetectActive,true);
2209// }
1519 } 2210 }
1520 2211
1521 if (userExposed) 2212 if (userExposed)
1522 { 2213 {
1523 dupe.UpdateParentIDs(); 2214// done above dupe.UpdateParentIDs();
2215
2216 if (dupe.m_rootPart.PhysActor != null)
2217 dupe.m_rootPart.PhysActor.Building = false; // tell physics to finish building
2218
1524 dupe.HasGroupChanged = true; 2219 dupe.HasGroupChanged = true;
1525 dupe.AttachToBackup(); 2220 dupe.AttachToBackup();
1526 2221
1527 ScheduleGroupForFullUpdate(); 2222 ScheduleGroupForFullUpdate();
1528 } 2223 }
1529 2224
2225 m_dupeInProgress = false;
1530 return dupe; 2226 return dupe;
1531 } 2227 }
1532 2228
@@ -1538,11 +2234,24 @@ namespace OpenSim.Region.Framework.Scenes
1538 /// <param name="cGroupID"></param> 2234 /// <param name="cGroupID"></param>
1539 public void CopyRootPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) 2235 public void CopyRootPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
1540 { 2236 {
1541 SetRootPart(part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, 0, userExposed)); 2237 // SetRootPart(part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, 0, userExposed));
2238 // give newpart a new local ID lettng old part keep same
2239 SceneObjectPart newpart = part.Copy(part.LocalId, OwnerID, GroupID, 0, userExposed);
2240 newpart.LocalId = m_scene.AllocateLocalId();
2241
2242 SetRootPart(newpart);
2243 if (userExposed)
2244 RootPart.Velocity = Vector3.Zero; // In case source is moving
1542 } 2245 }
1543 2246
1544 public void ScriptSetPhysicsStatus(bool usePhysics) 2247 public void ScriptSetPhysicsStatus(bool usePhysics)
1545 { 2248 {
2249 if (usePhysics)
2250 {
2251 if (RootPart.KeyframeMotion != null)
2252 RootPart.KeyframeMotion.Stop();
2253 RootPart.KeyframeMotion = null;
2254 }
1546 UpdatePrimFlags(RootPart.LocalId, usePhysics, IsTemporary, IsPhantom, IsVolumeDetect); 2255 UpdatePrimFlags(RootPart.LocalId, usePhysics, IsTemporary, IsPhantom, IsVolumeDetect);
1547 } 2256 }
1548 2257
@@ -1590,13 +2299,14 @@ namespace OpenSim.Region.Framework.Scenes
1590 2299
1591 if (pa != null) 2300 if (pa != null)
1592 { 2301 {
1593 pa.AddForce(impulse, true); 2302 // false to be applied as a impulse
2303 pa.AddForce(impulse, false);
1594 m_scene.PhysicsScene.AddPhysicsActorTaint(pa); 2304 m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
1595 } 2305 }
1596 } 2306 }
1597 } 2307 }
1598 2308
1599 public void applyAngularImpulse(Vector3 impulse) 2309 public void ApplyAngularImpulse(Vector3 impulse)
1600 { 2310 {
1601 PhysicsActor pa = RootPart.PhysActor; 2311 PhysicsActor pa = RootPart.PhysActor;
1602 2312
@@ -1604,21 +2314,8 @@ namespace OpenSim.Region.Framework.Scenes
1604 { 2314 {
1605 if (!IsAttachment) 2315 if (!IsAttachment)
1606 { 2316 {
1607 pa.AddAngularForce(impulse, true); 2317 // false to be applied as a impulse
1608 m_scene.PhysicsScene.AddPhysicsActorTaint(pa); 2318 pa.AddAngularForce(impulse, false);
1609 }
1610 }
1611 }
1612
1613 public void setAngularImpulse(Vector3 impulse)
1614 {
1615 PhysicsActor pa = RootPart.PhysActor;
1616
1617 if (pa != null)
1618 {
1619 if (!IsAttachment)
1620 {
1621 pa.Torque = impulse;
1622 m_scene.PhysicsScene.AddPhysicsActorTaint(pa); 2319 m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
1623 } 2320 }
1624 } 2321 }
@@ -1626,20 +2323,10 @@ namespace OpenSim.Region.Framework.Scenes
1626 2323
1627 public Vector3 GetTorque() 2324 public Vector3 GetTorque()
1628 { 2325 {
1629 PhysicsActor pa = RootPart.PhysActor; 2326 return RootPart.Torque;
1630
1631 if (pa != null)
1632 {
1633 if (!IsAttachment)
1634 {
1635 Vector3 torque = pa.Torque;
1636 return torque;
1637 }
1638 }
1639
1640 return Vector3.Zero;
1641 } 2327 }
1642 2328
2329 // This is used by both Double-Click Auto-Pilot and llMoveToTarget() in an attached object
1643 public void moveToTarget(Vector3 target, float tau) 2330 public void moveToTarget(Vector3 target, float tau)
1644 { 2331 {
1645 if (IsAttachment) 2332 if (IsAttachment)
@@ -1671,6 +2358,46 @@ namespace OpenSim.Region.Framework.Scenes
1671 pa.PIDActive = false; 2358 pa.PIDActive = false;
1672 } 2359 }
1673 2360
2361 public void rotLookAt(Quaternion target, float strength, float damping)
2362 {
2363 SceneObjectPart rootpart = m_rootPart;
2364 if (rootpart != null)
2365 {
2366 if (IsAttachment)
2367 {
2368 /*
2369 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
2370 if (avatar != null)
2371 {
2372 Rotate the Av?
2373 } */
2374 }
2375 else
2376 {
2377 if (rootpart.PhysActor != null)
2378 { // APID must be implemented in your physics system for this to function.
2379 rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W);
2380 rootpart.PhysActor.APIDStrength = strength;
2381 rootpart.PhysActor.APIDDamping = damping;
2382 rootpart.PhysActor.APIDActive = true;
2383 }
2384 }
2385 }
2386 }
2387
2388 public void stopLookAt()
2389 {
2390 SceneObjectPart rootpart = m_rootPart;
2391 if (rootpart != null)
2392 {
2393 if (rootpart.PhysActor != null)
2394 { // APID must be implemented in your physics system for this to function.
2395 rootpart.PhysActor.APIDActive = false;
2396 }
2397 }
2398
2399 }
2400
1674 /// <summary> 2401 /// <summary>
1675 /// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds. 2402 /// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds.
1676 /// </summary> 2403 /// </summary>
@@ -1687,7 +2414,7 @@ namespace OpenSim.Region.Framework.Scenes
1687 { 2414 {
1688 pa.PIDHoverHeight = height; 2415 pa.PIDHoverHeight = height;
1689 pa.PIDHoverType = hoverType; 2416 pa.PIDHoverType = hoverType;
1690 pa.PIDTau = tau; 2417 pa.PIDHoverTau = tau;
1691 pa.PIDHoverActive = true; 2418 pa.PIDHoverActive = true;
1692 } 2419 }
1693 else 2420 else
@@ -1727,7 +2454,12 @@ namespace OpenSim.Region.Framework.Scenes
1727 /// <param name="cGroupID"></param> 2454 /// <param name="cGroupID"></param>
1728 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) 2455 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
1729 { 2456 {
1730 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); 2457 // give new ID to the new part, letting old keep original
2458 // SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed);
2459 SceneObjectPart newPart = part.Copy(part.LocalId, OwnerID, GroupID, m_parts.Count, userExposed);
2460 newPart.LocalId = m_scene.AllocateLocalId();
2461 newPart.SetParent(this);
2462
1731 AddPart(newPart); 2463 AddPart(newPart);
1732 2464
1733 SetPartAsNonRoot(newPart); 2465 SetPartAsNonRoot(newPart);
@@ -1866,11 +2598,11 @@ namespace OpenSim.Region.Framework.Scenes
1866 /// Immediately send a full update for this scene object. 2598 /// Immediately send a full update for this scene object.
1867 /// </summary> 2599 /// </summary>
1868 public void SendGroupFullUpdate() 2600 public void SendGroupFullUpdate()
1869 { 2601 {
1870 if (IsDeleted) 2602 if (IsDeleted)
1871 return; 2603 return;
1872 2604
1873// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); 2605// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID);
1874 2606
1875 RootPart.SendFullUpdateToAllClients(); 2607 RootPart.SendFullUpdateToAllClients();
1876 2608
@@ -2007,6 +2739,11 @@ namespace OpenSim.Region.Framework.Scenes
2007 // 'linkPart' == the root of the group being linked into this group 2739 // 'linkPart' == the root of the group being linked into this group
2008 SceneObjectPart linkPart = objectGroup.m_rootPart; 2740 SceneObjectPart linkPart = objectGroup.m_rootPart;
2009 2741
2742 if (m_rootPart.PhysActor != null)
2743 m_rootPart.PhysActor.Building = true;
2744 if (linkPart.PhysActor != null)
2745 linkPart.PhysActor.Building = true;
2746
2010 // physics flags from group to be applied to linked parts 2747 // physics flags from group to be applied to linked parts
2011 bool grpusephys = UsesPhysics; 2748 bool grpusephys = UsesPhysics;
2012 bool grptemporary = IsTemporary; 2749 bool grptemporary = IsTemporary;
@@ -2032,12 +2769,12 @@ namespace OpenSim.Region.Framework.Scenes
2032 Vector3 axPos = linkPart.OffsetPosition; 2769 Vector3 axPos = linkPart.OffsetPosition;
2033 // Rotate the linking root SOP's position to be relative to the new root prim 2770 // Rotate the linking root SOP's position to be relative to the new root prim
2034 Quaternion parentRot = m_rootPart.RotationOffset; 2771 Quaternion parentRot = m_rootPart.RotationOffset;
2035 axPos *= Quaternion.Inverse(parentRot); 2772 axPos *= Quaternion.Conjugate(parentRot);
2036 linkPart.OffsetPosition = axPos; 2773 linkPart.OffsetPosition = axPos;
2037 2774
2038 // Make the linking root SOP's rotation relative to the new root prim 2775 // Make the linking root SOP's rotation relative to the new root prim
2039 Quaternion oldRot = linkPart.RotationOffset; 2776 Quaternion oldRot = linkPart.RotationOffset;
2040 Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot; 2777 Quaternion newRot = Quaternion.Conjugate(parentRot) * oldRot;
2041 linkPart.RotationOffset = newRot; 2778 linkPart.RotationOffset = newRot;
2042 2779
2043 // If there is only one SOP in a SOG, the LinkNum is zero. I.e., not a linkset. 2780 // If there is only one SOP in a SOG, the LinkNum is zero. I.e., not a linkset.
@@ -2071,7 +2808,7 @@ namespace OpenSim.Region.Framework.Scenes
2071 linkPart.CreateSelected = true; 2808 linkPart.CreateSelected = true;
2072 2809
2073 // let physics know preserve part volume dtc messy since UpdatePrimFlags doesn't look to parent changes for now 2810 // let physics know preserve part volume dtc messy since UpdatePrimFlags doesn't look to parent changes for now
2074 linkPart.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (linkPart.Flags & PrimFlags.Phantom) != 0), linkPart.VolumeDetectActive); 2811 linkPart.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (linkPart.Flags & PrimFlags.Phantom) != 0), linkPart.VolumeDetectActive, true);
2075 2812
2076 // If the added SOP is physical, also tell the physics engine about the link relationship. 2813 // If the added SOP is physical, also tell the physics engine about the link relationship.
2077 if (linkPart.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical) 2814 if (linkPart.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical)
@@ -2081,6 +2818,7 @@ namespace OpenSim.Region.Framework.Scenes
2081 } 2818 }
2082 2819
2083 linkPart.LinkNum = linkNum++; 2820 linkPart.LinkNum = linkNum++;
2821 linkPart.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect, false);
2084 2822
2085 // Get a list of the SOP's in the old group in order of their linknum's. 2823 // Get a list of the SOP's in the old group in order of their linknum's.
2086 SceneObjectPart[] ogParts = objectGroup.Parts; 2824 SceneObjectPart[] ogParts = objectGroup.Parts;
@@ -2099,7 +2837,7 @@ namespace OpenSim.Region.Framework.Scenes
2099 2837
2100 // Update the physics flags for the newly added SOP 2838 // Update the physics flags for the newly added SOP
2101 // (Is this necessary? LinkNonRootPart() has already called UpdatePrimFlags but with different flags!??) 2839 // (Is this necessary? LinkNonRootPart() has already called UpdatePrimFlags but with different flags!??)
2102 part.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (part.Flags & PrimFlags.Phantom) != 0), part.VolumeDetectActive); 2840 part.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (part.Flags & PrimFlags.Phantom) != 0), part.VolumeDetectActive, true);
2103 2841
2104 // If the added SOP is physical, also tell the physics engine about the link relationship. 2842 // If the added SOP is physical, also tell the physics engine about the link relationship.
2105 if (part.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical) 2843 if (part.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical)
@@ -2117,7 +2855,7 @@ namespace OpenSim.Region.Framework.Scenes
2117 objectGroup.IsDeleted = true; 2855 objectGroup.IsDeleted = true;
2118 2856
2119 objectGroup.m_parts.Clear(); 2857 objectGroup.m_parts.Clear();
2120 2858
2121 // Can't do this yet since backup still makes use of the root part without any synchronization 2859 // Can't do this yet since backup still makes use of the root part without any synchronization
2122// objectGroup.m_rootPart = null; 2860// objectGroup.m_rootPart = null;
2123 2861
@@ -2128,6 +2866,9 @@ namespace OpenSim.Region.Framework.Scenes
2128 // unmoved prims! 2866 // unmoved prims!
2129 ResetChildPrimPhysicsPositions(); 2867 ResetChildPrimPhysicsPositions();
2130 2868
2869 if (m_rootPart.PhysActor != null)
2870 m_rootPart.PhysActor.Building = false;
2871
2131 //HasGroupChanged = true; 2872 //HasGroupChanged = true;
2132 //ScheduleGroupForFullUpdate(); 2873 //ScheduleGroupForFullUpdate();
2133 } 2874 }
@@ -2195,7 +2936,10 @@ namespace OpenSim.Region.Framework.Scenes
2195// m_log.DebugFormat( 2936// m_log.DebugFormat(
2196// "[SCENE OBJECT GROUP]: Delinking part {0}, {1} from group with root part {2}, {3}", 2937// "[SCENE OBJECT GROUP]: Delinking part {0}, {1} from group with root part {2}, {3}",
2197// linkPart.Name, linkPart.UUID, RootPart.Name, RootPart.UUID); 2938// linkPart.Name, linkPart.UUID, RootPart.Name, RootPart.UUID);
2198 2939
2940 if (m_rootPart.PhysActor != null)
2941 m_rootPart.PhysActor.Building = true;
2942
2199 linkPart.ClearUndoState(); 2943 linkPart.ClearUndoState();
2200 2944
2201 Vector3 worldPos = linkPart.GetWorldPosition(); 2945 Vector3 worldPos = linkPart.GetWorldPosition();
@@ -2266,6 +3010,14 @@ namespace OpenSim.Region.Framework.Scenes
2266 3010
2267 // When we delete a group, we currently have to force persist to the database if the object id has changed 3011 // When we delete a group, we currently have to force persist to the database if the object id has changed
2268 // (since delete works by deleting all rows which have a given object id) 3012 // (since delete works by deleting all rows which have a given object id)
3013
3014 // this is as it seems to be in sl now
3015 if(linkPart.PhysicsShapeType == (byte)PhysShapeType.none)
3016 linkPart.PhysicsShapeType = linkPart.DefaultPhysicsShapeType(); // root prims can't have type none for now
3017
3018 if (m_rootPart.PhysActor != null)
3019 m_rootPart.PhysActor.Building = false;
3020
2269 objectGroup.HasGroupChangedDueToDelink = true; 3021 objectGroup.HasGroupChangedDueToDelink = true;
2270 3022
2271 return objectGroup; 3023 return objectGroup;
@@ -2277,6 +3029,7 @@ namespace OpenSim.Region.Framework.Scenes
2277 /// <param name="objectGroup"></param> 3029 /// <param name="objectGroup"></param>
2278 public virtual void DetachFromBackup() 3030 public virtual void DetachFromBackup()
2279 { 3031 {
3032 m_scene.SceneGraph.FireDetachFromBackup(this);
2280 if (m_isBackedUp && Scene != null) 3033 if (m_isBackedUp && Scene != null)
2281 m_scene.EventManager.OnBackup -= ProcessBackup; 3034 m_scene.EventManager.OnBackup -= ProcessBackup;
2282 3035
@@ -2297,7 +3050,8 @@ namespace OpenSim.Region.Framework.Scenes
2297 Vector3 axPos = part.OffsetPosition; 3050 Vector3 axPos = part.OffsetPosition;
2298 axPos *= parentRot; 3051 axPos *= parentRot;
2299 part.OffsetPosition = axPos; 3052 part.OffsetPosition = axPos;
2300 part.GroupPosition = oldGroupPosition + part.OffsetPosition; 3053 Vector3 newPos = oldGroupPosition + part.OffsetPosition;
3054 part.GroupPosition = newPos;
2301 part.OffsetPosition = Vector3.Zero; 3055 part.OffsetPosition = Vector3.Zero;
2302 3056
2303 // Compution our rotation to be not relative to the old parent 3057 // Compution our rotation to be not relative to the old parent
@@ -2312,7 +3066,7 @@ namespace OpenSim.Region.Framework.Scenes
2312 part.LinkNum = linkNum; 3066 part.LinkNum = linkNum;
2313 3067
2314 // Compute the new position of this SOP relative to the group position 3068 // Compute the new position of this SOP relative to the group position
2315 part.OffsetPosition = part.GroupPosition - AbsolutePosition; 3069 part.OffsetPosition = newPos - AbsolutePosition;
2316 3070
2317 // (radams1 20120711: I don't know why part.OffsetPosition is set multiple times. 3071 // (radams1 20120711: I don't know why part.OffsetPosition is set multiple times.
2318 // It would have the affect of setting the physics engine position multiple 3072 // It would have the affect of setting the physics engine position multiple
@@ -2322,18 +3076,19 @@ namespace OpenSim.Region.Framework.Scenes
2322 // Rotate the relative position by the rotation of the group 3076 // Rotate the relative position by the rotation of the group
2323 Quaternion rootRotation = m_rootPart.RotationOffset; 3077 Quaternion rootRotation = m_rootPart.RotationOffset;
2324 Vector3 pos = part.OffsetPosition; 3078 Vector3 pos = part.OffsetPosition;
2325 pos *= Quaternion.Inverse(rootRotation); 3079 pos *= Quaternion.Conjugate(rootRotation);
2326 part.OffsetPosition = pos; 3080 part.OffsetPosition = pos;
2327 3081
2328 // Compute the SOP's rotation relative to the rotation of the group. 3082 // Compute the SOP's rotation relative to the rotation of the group.
2329 parentRot = m_rootPart.RotationOffset; 3083 parentRot = m_rootPart.RotationOffset;
2330 oldRot = part.RotationOffset; 3084 oldRot = part.RotationOffset;
2331 Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot; 3085 Quaternion newRot = Quaternion.Conjugate(parentRot) * worldRot;
2332 part.RotationOffset = newRot; 3086 part.RotationOffset = newRot;
2333 3087
2334 // Since this SOP's state has changed, push those changes into the physics engine 3088 // Since this SOP's state has changed, push those changes into the physics engine
2335 // and the simulator. 3089 // and the simulator.
2336 part.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect); 3090 // done on caller
3091// part.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect, false);
2337 } 3092 }
2338 3093
2339 /// <summary> 3094 /// <summary>
@@ -2355,10 +3110,14 @@ namespace OpenSim.Region.Framework.Scenes
2355 { 3110 {
2356 if (!m_rootPart.BlockGrab) 3111 if (!m_rootPart.BlockGrab)
2357 { 3112 {
2358 Vector3 llmoveforce = pos - AbsolutePosition; 3113/* Vector3 llmoveforce = pos - AbsolutePosition;
2359 Vector3 grabforce = llmoveforce; 3114 Vector3 grabforce = llmoveforce;
2360 grabforce = (grabforce / 10) * pa.Mass; 3115 grabforce = (grabforce / 10) * pa.Mass;
2361 pa.AddForce(grabforce, true); 3116 */
3117 // empirically convert distance diference to a impulse
3118 Vector3 grabforce = pos - AbsolutePosition;
3119 grabforce = grabforce * (pa.Mass/ 10.0f);
3120 pa.AddForce(grabforce, false);
2362 m_scene.PhysicsScene.AddPhysicsActorTaint(pa); 3121 m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
2363 } 3122 }
2364 } 3123 }
@@ -2584,8 +3343,22 @@ namespace OpenSim.Region.Framework.Scenes
2584 } 3343 }
2585 } 3344 }
2586 3345
2587 for (int i = 0; i < parts.Length; i++) 3346 if (parts.Length > 1)
2588 parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect); 3347 {
3348 m_rootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, true);
3349
3350 for (int i = 0; i < parts.Length; i++)
3351 {
3352
3353 if (parts[i].UUID != m_rootPart.UUID)
3354 parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, true);
3355 }
3356
3357 if (m_rootPart.PhysActor != null)
3358 m_rootPart.PhysActor.Building = false;
3359 }
3360 else
3361 m_rootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, false);
2589 } 3362 }
2590 } 3363 }
2591 3364
@@ -2598,6 +3371,17 @@ namespace OpenSim.Region.Framework.Scenes
2598 } 3371 }
2599 } 3372 }
2600 3373
3374
3375
3376 /// <summary>
3377 /// Gets the number of parts
3378 /// </summary>
3379 /// <returns></returns>
3380 public int GetPartCount()
3381 {
3382 return Parts.Count();
3383 }
3384
2601 /// <summary> 3385 /// <summary>
2602 /// Update the texture entry for this part 3386 /// Update the texture entry for this part
2603 /// </summary> 3387 /// </summary>
@@ -2659,11 +3443,6 @@ namespace OpenSim.Region.Framework.Scenes
2659 /// <param name="scale"></param> 3443 /// <param name="scale"></param>
2660 public void GroupResize(Vector3 scale) 3444 public void GroupResize(Vector3 scale)
2661 { 3445 {
2662// m_log.DebugFormat(
2663// "[SCENE OBJECT GROUP]: Group resizing {0} {1} from {2} to {3}", Name, LocalId, RootPart.Scale, scale);
2664
2665 RootPart.StoreUndoState(true);
2666
2667 scale.X = Math.Min(scale.X, Scene.m_maxNonphys); 3446 scale.X = Math.Min(scale.X, Scene.m_maxNonphys);
2668 scale.Y = Math.Min(scale.Y, Scene.m_maxNonphys); 3447 scale.Y = Math.Min(scale.Y, Scene.m_maxNonphys);
2669 scale.Z = Math.Min(scale.Z, Scene.m_maxNonphys); 3448 scale.Z = Math.Min(scale.Z, Scene.m_maxNonphys);
@@ -2690,7 +3469,6 @@ namespace OpenSim.Region.Framework.Scenes
2690 SceneObjectPart obPart = parts[i]; 3469 SceneObjectPart obPart = parts[i];
2691 if (obPart.UUID != m_rootPart.UUID) 3470 if (obPart.UUID != m_rootPart.UUID)
2692 { 3471 {
2693// obPart.IgnoreUndoUpdate = true;
2694 Vector3 oldSize = new Vector3(obPart.Scale); 3472 Vector3 oldSize = new Vector3(obPart.Scale);
2695 3473
2696 float f = 1.0f; 3474 float f = 1.0f;
@@ -2754,8 +3532,6 @@ namespace OpenSim.Region.Framework.Scenes
2754 z *= a; 3532 z *= a;
2755 } 3533 }
2756 } 3534 }
2757
2758// obPart.IgnoreUndoUpdate = false;
2759 } 3535 }
2760 } 3536 }
2761 } 3537 }
@@ -2765,9 +3541,7 @@ namespace OpenSim.Region.Framework.Scenes
2765 prevScale.Y *= y; 3541 prevScale.Y *= y;
2766 prevScale.Z *= z; 3542 prevScale.Z *= z;
2767 3543
2768// RootPart.IgnoreUndoUpdate = true;
2769 RootPart.Resize(prevScale); 3544 RootPart.Resize(prevScale);
2770// RootPart.IgnoreUndoUpdate = false;
2771 3545
2772 parts = m_parts.GetArray(); 3546 parts = m_parts.GetArray();
2773 for (int i = 0; i < parts.Length; i++) 3547 for (int i = 0; i < parts.Length; i++)
@@ -2776,8 +3550,6 @@ namespace OpenSim.Region.Framework.Scenes
2776 3550
2777 if (obPart.UUID != m_rootPart.UUID) 3551 if (obPart.UUID != m_rootPart.UUID)
2778 { 3552 {
2779 obPart.IgnoreUndoUpdate = true;
2780
2781 Vector3 currentpos = new Vector3(obPart.OffsetPosition); 3553 Vector3 currentpos = new Vector3(obPart.OffsetPosition);
2782 currentpos.X *= x; 3554 currentpos.X *= x;
2783 currentpos.Y *= y; 3555 currentpos.Y *= y;
@@ -2790,16 +3562,12 @@ namespace OpenSim.Region.Framework.Scenes
2790 3562
2791 obPart.Resize(newSize); 3563 obPart.Resize(newSize);
2792 obPart.UpdateOffSet(currentpos); 3564 obPart.UpdateOffSet(currentpos);
2793
2794 obPart.IgnoreUndoUpdate = false;
2795 } 3565 }
2796 3566
2797// obPart.IgnoreUndoUpdate = false; 3567 HasGroupChanged = true;
2798// obPart.StoreUndoState(); 3568 m_rootPart.TriggerScriptChangedEvent(Changed.SCALE);
3569 ScheduleGroupForTerseUpdate();
2799 } 3570 }
2800
2801// m_log.DebugFormat(
2802// "[SCENE OBJECT GROUP]: Finished group resizing {0} {1} to {2}", Name, LocalId, RootPart.Scale);
2803 } 3571 }
2804 3572
2805 #endregion 3573 #endregion
@@ -2812,14 +3580,6 @@ namespace OpenSim.Region.Framework.Scenes
2812 /// <param name="pos"></param> 3580 /// <param name="pos"></param>
2813 public void UpdateGroupPosition(Vector3 pos) 3581 public void UpdateGroupPosition(Vector3 pos)
2814 { 3582 {
2815// m_log.DebugFormat("[SCENE OBJECT GROUP]: Updating group position on {0} {1} to {2}", Name, LocalId, pos);
2816
2817 RootPart.StoreUndoState(true);
2818
2819// SceneObjectPart[] parts = m_parts.GetArray();
2820// for (int i = 0; i < parts.Length; i++)
2821// parts[i].StoreUndoState();
2822
2823 if (m_scene.EventManager.TriggerGroupMove(UUID, pos)) 3583 if (m_scene.EventManager.TriggerGroupMove(UUID, pos))
2824 { 3584 {
2825 if (IsAttachment) 3585 if (IsAttachment)
@@ -2852,21 +3612,17 @@ namespace OpenSim.Region.Framework.Scenes
2852 /// </summary> 3612 /// </summary>
2853 /// <param name="pos"></param> 3613 /// <param name="pos"></param>
2854 /// <param name="localID"></param> 3614 /// <param name="localID"></param>
3615 ///
3616
2855 public void UpdateSinglePosition(Vector3 pos, uint localID) 3617 public void UpdateSinglePosition(Vector3 pos, uint localID)
2856 { 3618 {
2857 SceneObjectPart part = GetPart(localID); 3619 SceneObjectPart part = GetPart(localID);
2858 3620
2859// SceneObjectPart[] parts = m_parts.GetArray();
2860// for (int i = 0; i < parts.Length; i++)
2861// parts[i].StoreUndoState();
2862
2863 if (part != null) 3621 if (part != null)
2864 { 3622 {
2865// m_log.DebugFormat( 3623// unlock parts position change
2866// "[SCENE OBJECT GROUP]: Updating single position of {0} {1} to {2}", part.Name, part.LocalId, pos); 3624 if (m_rootPart.PhysActor != null)
2867 3625 m_rootPart.PhysActor.Building = true;
2868 part.StoreUndoState(false);
2869 part.IgnoreUndoUpdate = true;
2870 3626
2871 if (part.UUID == m_rootPart.UUID) 3627 if (part.UUID == m_rootPart.UUID)
2872 { 3628 {
@@ -2877,8 +3633,10 @@ namespace OpenSim.Region.Framework.Scenes
2877 part.UpdateOffSet(pos); 3633 part.UpdateOffSet(pos);
2878 } 3634 }
2879 3635
3636 if (m_rootPart.PhysActor != null)
3637 m_rootPart.PhysActor.Building = false;
3638
2880 HasGroupChanged = true; 3639 HasGroupChanged = true;
2881 part.IgnoreUndoUpdate = false;
2882 } 3640 }
2883 } 3641 }
2884 3642
@@ -2888,13 +3646,7 @@ namespace OpenSim.Region.Framework.Scenes
2888 /// <param name="pos"></param> 3646 /// <param name="pos"></param>
2889 public void UpdateRootPosition(Vector3 pos) 3647 public void UpdateRootPosition(Vector3 pos)
2890 { 3648 {
2891// m_log.DebugFormat( 3649 // needs to be called with phys building true
2892// "[SCENE OBJECT GROUP]: Updating root position of {0} {1} to {2}", Name, LocalId, pos);
2893
2894// SceneObjectPart[] parts = m_parts.GetArray();
2895// for (int i = 0; i < parts.Length; i++)
2896// parts[i].StoreUndoState();
2897
2898 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z); 3650 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z);
2899 Vector3 oldPos = 3651 Vector3 oldPos =
2900 new Vector3(AbsolutePosition.X + m_rootPart.OffsetPosition.X, 3652 new Vector3(AbsolutePosition.X + m_rootPart.OffsetPosition.X,
@@ -2917,7 +3669,14 @@ namespace OpenSim.Region.Framework.Scenes
2917 AbsolutePosition = newPos; 3669 AbsolutePosition = newPos;
2918 3670
2919 HasGroupChanged = true; 3671 HasGroupChanged = true;
2920 ScheduleGroupForTerseUpdate(); 3672 if (m_rootPart.Undoing)
3673 {
3674 ScheduleGroupForFullUpdate();
3675 }
3676 else
3677 {
3678 ScheduleGroupForTerseUpdate();
3679 }
2921 } 3680 }
2922 3681
2923 #endregion 3682 #endregion
@@ -2930,24 +3689,16 @@ namespace OpenSim.Region.Framework.Scenes
2930 /// <param name="rot"></param> 3689 /// <param name="rot"></param>
2931 public void UpdateGroupRotationR(Quaternion rot) 3690 public void UpdateGroupRotationR(Quaternion rot)
2932 { 3691 {
2933// m_log.DebugFormat(
2934// "[SCENE OBJECT GROUP]: Updating group rotation R of {0} {1} to {2}", Name, LocalId, rot);
2935
2936// SceneObjectPart[] parts = m_parts.GetArray();
2937// for (int i = 0; i < parts.Length; i++)
2938// parts[i].StoreUndoState();
2939
2940 m_rootPart.StoreUndoState(true);
2941
2942 m_rootPart.UpdateRotation(rot); 3692 m_rootPart.UpdateRotation(rot);
2943 3693
3694/* this is done by rootpart RotationOffset set called by UpdateRotation
2944 PhysicsActor actor = m_rootPart.PhysActor; 3695 PhysicsActor actor = m_rootPart.PhysActor;
2945 if (actor != null) 3696 if (actor != null)
2946 { 3697 {
2947 actor.Orientation = m_rootPart.RotationOffset; 3698 actor.Orientation = m_rootPart.RotationOffset;
2948 m_scene.PhysicsScene.AddPhysicsActorTaint(actor); 3699 m_scene.PhysicsScene.AddPhysicsActorTaint(actor);
2949 } 3700 }
2950 3701*/
2951 HasGroupChanged = true; 3702 HasGroupChanged = true;
2952 ScheduleGroupForTerseUpdate(); 3703 ScheduleGroupForTerseUpdate();
2953 } 3704 }
@@ -2959,16 +3710,6 @@ namespace OpenSim.Region.Framework.Scenes
2959 /// <param name="rot"></param> 3710 /// <param name="rot"></param>
2960 public void UpdateGroupRotationPR(Vector3 pos, Quaternion rot) 3711 public void UpdateGroupRotationPR(Vector3 pos, Quaternion rot)
2961 { 3712 {
2962// m_log.DebugFormat(
2963// "[SCENE OBJECT GROUP]: Updating group rotation PR of {0} {1} to {2}", Name, LocalId, rot);
2964
2965// SceneObjectPart[] parts = m_parts.GetArray();
2966// for (int i = 0; i < parts.Length; i++)
2967// parts[i].StoreUndoState();
2968
2969 RootPart.StoreUndoState(true);
2970 RootPart.IgnoreUndoUpdate = true;
2971
2972 m_rootPart.UpdateRotation(rot); 3713 m_rootPart.UpdateRotation(rot);
2973 3714
2974 PhysicsActor actor = m_rootPart.PhysActor; 3715 PhysicsActor actor = m_rootPart.PhysActor;
@@ -2987,8 +3728,6 @@ namespace OpenSim.Region.Framework.Scenes
2987 3728
2988 HasGroupChanged = true; 3729 HasGroupChanged = true;
2989 ScheduleGroupForTerseUpdate(); 3730 ScheduleGroupForTerseUpdate();
2990
2991 RootPart.IgnoreUndoUpdate = false;
2992 } 3731 }
2993 3732
2994 /// <summary> 3733 /// <summary>
@@ -3001,13 +3740,11 @@ namespace OpenSim.Region.Framework.Scenes
3001 SceneObjectPart part = GetPart(localID); 3740 SceneObjectPart part = GetPart(localID);
3002 3741
3003 SceneObjectPart[] parts = m_parts.GetArray(); 3742 SceneObjectPart[] parts = m_parts.GetArray();
3004 for (int i = 0; i < parts.Length; i++)
3005 parts[i].StoreUndoState();
3006 3743
3007 if (part != null) 3744 if (part != null)
3008 { 3745 {
3009// m_log.DebugFormat( 3746 if (m_rootPart.PhysActor != null)
3010// "[SCENE OBJECT GROUP]: Updating single rotation of {0} {1} to {2}", part.Name, part.LocalId, rot); 3747 m_rootPart.PhysActor.Building = true;
3011 3748
3012 if (part.UUID == m_rootPart.UUID) 3749 if (part.UUID == m_rootPart.UUID)
3013 { 3750 {
@@ -3017,6 +3754,9 @@ namespace OpenSim.Region.Framework.Scenes
3017 { 3754 {
3018 part.UpdateRotation(rot); 3755 part.UpdateRotation(rot);
3019 } 3756 }
3757
3758 if (m_rootPart.PhysActor != null)
3759 m_rootPart.PhysActor.Building = false;
3020 } 3760 }
3021 } 3761 }
3022 3762
@@ -3030,12 +3770,8 @@ namespace OpenSim.Region.Framework.Scenes
3030 SceneObjectPart part = GetPart(localID); 3770 SceneObjectPart part = GetPart(localID);
3031 if (part != null) 3771 if (part != null)
3032 { 3772 {
3033// m_log.DebugFormat( 3773 if (m_rootPart.PhysActor != null)
3034// "[SCENE OBJECT GROUP]: Updating single position and rotation of {0} {1} to {2}", 3774 m_rootPart.PhysActor.Building = true;
3035// part.Name, part.LocalId, rot);
3036
3037 part.StoreUndoState();
3038 part.IgnoreUndoUpdate = true;
3039 3775
3040 if (part.UUID == m_rootPart.UUID) 3776 if (part.UUID == m_rootPart.UUID)
3041 { 3777 {
@@ -3048,7 +3784,8 @@ namespace OpenSim.Region.Framework.Scenes
3048 part.OffsetPosition = pos; 3784 part.OffsetPosition = pos;
3049 } 3785 }
3050 3786
3051 part.IgnoreUndoUpdate = false; 3787 if (m_rootPart.PhysActor != null)
3788 m_rootPart.PhysActor.Building = false;
3052 } 3789 }
3053 } 3790 }
3054 3791
@@ -3058,15 +3795,12 @@ namespace OpenSim.Region.Framework.Scenes
3058 /// <param name="rot"></param> 3795 /// <param name="rot"></param>
3059 public void UpdateRootRotation(Quaternion rot) 3796 public void UpdateRootRotation(Quaternion rot)
3060 { 3797 {
3061// m_log.DebugFormat( 3798 // needs to be called with phys building true
3062// "[SCENE OBJECT GROUP]: Updating root rotation of {0} {1} to {2}",
3063// Name, LocalId, rot);
3064
3065 Quaternion axRot = rot; 3799 Quaternion axRot = rot;
3066 Quaternion oldParentRot = m_rootPart.RotationOffset; 3800 Quaternion oldParentRot = m_rootPart.RotationOffset;
3067 3801
3068 m_rootPart.StoreUndoState(); 3802 //Don't use UpdateRotation because it schedules an update prematurely
3069 m_rootPart.UpdateRotation(rot); 3803 m_rootPart.RotationOffset = rot;
3070 3804
3071 PhysicsActor pa = m_rootPart.PhysActor; 3805 PhysicsActor pa = m_rootPart.PhysActor;
3072 3806
@@ -3082,35 +3816,145 @@ namespace OpenSim.Region.Framework.Scenes
3082 SceneObjectPart prim = parts[i]; 3816 SceneObjectPart prim = parts[i];
3083 if (prim.UUID != m_rootPart.UUID) 3817 if (prim.UUID != m_rootPart.UUID)
3084 { 3818 {
3085 prim.IgnoreUndoUpdate = true; 3819 Quaternion NewRot = oldParentRot * prim.RotationOffset;
3820 NewRot = Quaternion.Inverse(axRot) * NewRot;
3821 prim.RotationOffset = NewRot;
3822
3086 Vector3 axPos = prim.OffsetPosition; 3823 Vector3 axPos = prim.OffsetPosition;
3824
3087 axPos *= oldParentRot; 3825 axPos *= oldParentRot;
3088 axPos *= Quaternion.Inverse(axRot); 3826 axPos *= Quaternion.Inverse(axRot);
3089 prim.OffsetPosition = axPos; 3827 prim.OffsetPosition = axPos;
3090 Quaternion primsRot = prim.RotationOffset; 3828 }
3091 Quaternion newRot = oldParentRot * primsRot; 3829 }
3092 newRot = Quaternion.Inverse(axRot) * newRot;
3093 prim.RotationOffset = newRot;
3094 prim.ScheduleTerseUpdate();
3095 prim.IgnoreUndoUpdate = false;
3096 }
3097 }
3098
3099// for (int i = 0; i < parts.Length; i++)
3100// {
3101// SceneObjectPart childpart = parts[i];
3102// if (childpart != m_rootPart)
3103// {
3104//// childpart.IgnoreUndoUpdate = false;
3105//// childpart.StoreUndoState();
3106// }
3107// }
3108 3830
3109 m_rootPart.ScheduleTerseUpdate(); 3831 HasGroupChanged = true;
3832 ScheduleGroupForFullUpdate();
3833 }
3110 3834
3111// m_log.DebugFormat( 3835 private enum updatetype :int
3112// "[SCENE OBJECT GROUP]: Updated root rotation of {0} {1} to {2}", 3836 {
3113// Name, LocalId, rot); 3837 none = 0,
3838 partterse = 1,
3839 partfull = 2,
3840 groupterse = 3,
3841 groupfull = 4
3842 }
3843
3844 public void doChangeObject(SceneObjectPart part, ObjectChangeData data)
3845 {
3846 // TODO this still as excessive *.Schedule*Update()s
3847
3848 if (part != null && part.ParentGroup != null)
3849 {
3850 ObjectChangeType change = data.change;
3851 bool togroup = ((change & ObjectChangeType.Group) != 0);
3852 // bool uniform = ((what & ObjectChangeType.UniformScale) != 0); not in use
3853
3854 SceneObjectGroup group = part.ParentGroup;
3855 PhysicsActor pha = group.RootPart.PhysActor;
3856
3857 updatetype updateType = updatetype.none;
3858
3859 if (togroup)
3860 {
3861 // related to group
3862 if ((change & (ObjectChangeType.Rotation | ObjectChangeType.Position)) != 0)
3863 {
3864 if ((change & ObjectChangeType.Rotation) != 0)
3865 {
3866 group.RootPart.UpdateRotation(data.rotation);
3867 updateType = updatetype.none;
3868 }
3869 if ((change & ObjectChangeType.Position) != 0)
3870 {
3871 if (IsAttachment || m_scene.Permissions.CanObjectEntry(group.UUID, false, data.position))
3872 UpdateGroupPosition(data.position);
3873 updateType = updatetype.groupterse;
3874 }
3875 else
3876 // ugly rotation update of all parts
3877 {
3878 group.ResetChildPrimPhysicsPositions();
3879 }
3880
3881 }
3882 if ((change & ObjectChangeType.Scale) != 0)
3883 {
3884 if (pha != null)
3885 pha.Building = true;
3886
3887 group.GroupResize(data.scale);
3888 updateType = updatetype.none;
3889
3890 if (pha != null)
3891 pha.Building = false;
3892 }
3893 }
3894 else
3895 {
3896 // related to single prim in a link-set ( ie group)
3897 if (pha != null)
3898 pha.Building = true;
3899
3900 // root part is special
3901 // parts offset positions or rotations need to change also
3902
3903 if (part == group.RootPart)
3904 {
3905 if ((change & ObjectChangeType.Rotation) != 0)
3906 group.UpdateRootRotation(data.rotation);
3907 if ((change & ObjectChangeType.Position) != 0)
3908 group.UpdateRootPosition(data.position);
3909 if ((change & ObjectChangeType.Scale) != 0)
3910 part.Resize(data.scale);
3911 }
3912 else
3913 {
3914 if ((change & ObjectChangeType.Position) != 0)
3915 {
3916 part.OffsetPosition = data.position;
3917 updateType = updatetype.partterse;
3918 }
3919 if ((change & ObjectChangeType.Rotation) != 0)
3920 {
3921 part.UpdateRotation(data.rotation);
3922 updateType = updatetype.none;
3923 }
3924 if ((change & ObjectChangeType.Scale) != 0)
3925 {
3926 part.Resize(data.scale);
3927 updateType = updatetype.none;
3928 }
3929 }
3930
3931 if (pha != null)
3932 pha.Building = false;
3933 }
3934
3935 if (updateType != updatetype.none)
3936 {
3937 group.HasGroupChanged = true;
3938
3939 switch (updateType)
3940 {
3941 case updatetype.partterse:
3942 part.ScheduleTerseUpdate();
3943 break;
3944 case updatetype.partfull:
3945 part.ScheduleFullUpdate();
3946 break;
3947 case updatetype.groupterse:
3948 group.ScheduleGroupForTerseUpdate();
3949 break;
3950 case updatetype.groupfull:
3951 group.ScheduleGroupForFullUpdate();
3952 break;
3953 default:
3954 break;
3955 }
3956 }
3957 }
3114 } 3958 }
3115 3959
3116 #endregion 3960 #endregion
@@ -3209,10 +4053,11 @@ namespace OpenSim.Region.Framework.Scenes
3209 scriptPosTarget target = m_targets[idx]; 4053 scriptPosTarget target = m_targets[idx];
3210 if (Util.GetDistanceTo(target.targetPos, m_rootPart.GroupPosition) <= target.tolerance) 4054 if (Util.GetDistanceTo(target.targetPos, m_rootPart.GroupPosition) <= target.tolerance)
3211 { 4055 {
4056 at_target = true;
4057
3212 // trigger at_target 4058 // trigger at_target
3213 if (m_scriptListens_atTarget) 4059 if (m_scriptListens_atTarget)
3214 { 4060 {
3215 at_target = true;
3216 scriptPosTarget att = new scriptPosTarget(); 4061 scriptPosTarget att = new scriptPosTarget();
3217 att.targetPos = target.targetPos; 4062 att.targetPos = target.targetPos;
3218 att.tolerance = target.tolerance; 4063 att.tolerance = target.tolerance;
@@ -3330,11 +4175,50 @@ namespace OpenSim.Region.Framework.Scenes
3330 } 4175 }
3331 } 4176 }
3332 } 4177 }
3333 4178
4179 public Vector3 GetGeometricCenter()
4180 {
4181 // this is not real geometric center but a average of positions relative to root prim acording to
4182 // http://wiki.secondlife.com/wiki/llGetGeometricCenter
4183 // ignoring tortured prims details since sl also seems to ignore
4184 // so no real use in doing it on physics
4185
4186 Vector3 gc = Vector3.Zero;
4187
4188 int nparts = m_parts.Count;
4189 if (nparts <= 1)
4190 return gc;
4191
4192 SceneObjectPart[] parts = m_parts.GetArray();
4193 nparts = parts.Length; // just in case it changed
4194 if (nparts <= 1)
4195 return gc;
4196
4197 Quaternion parentRot = RootPart.RotationOffset;
4198 Vector3 pPos;
4199
4200 // average all parts positions
4201 for (int i = 0; i < nparts; i++)
4202 {
4203 // do it directly
4204 // gc += parts[i].GetWorldPosition();
4205 if (parts[i] != RootPart)
4206 {
4207 pPos = parts[i].OffsetPosition;
4208 gc += pPos;
4209 }
4210
4211 }
4212 gc /= nparts;
4213
4214 // relative to root:
4215// gc -= AbsolutePosition;
4216 return gc;
4217 }
4218
3334 public float GetMass() 4219 public float GetMass()
3335 { 4220 {
3336 float retmass = 0f; 4221 float retmass = 0f;
3337
3338 SceneObjectPart[] parts = m_parts.GetArray(); 4222 SceneObjectPart[] parts = m_parts.GetArray();
3339 for (int i = 0; i < parts.Length; i++) 4223 for (int i = 0; i < parts.Length; i++)
3340 retmass += parts[i].GetMass(); 4224 retmass += parts[i].GetMass();
@@ -3342,6 +4226,39 @@ namespace OpenSim.Region.Framework.Scenes
3342 return retmass; 4226 return retmass;
3343 } 4227 }
3344 4228
4229 // center of mass of full object
4230 public Vector3 GetCenterOfMass()
4231 {
4232 PhysicsActor pa = RootPart.PhysActor;
4233
4234 if(((RootPart.Flags & PrimFlags.Physics) !=0) && pa !=null)
4235 {
4236 // physics knows better about center of mass of physical prims
4237 Vector3 tmp = pa.CenterOfMass;
4238 return tmp;
4239 }
4240
4241 Vector3 Ptot = Vector3.Zero;
4242 float totmass = 0f;
4243 float m;
4244
4245 SceneObjectPart[] parts = m_parts.GetArray();
4246 for (int i = 0; i < parts.Length; i++)
4247 {
4248 m = parts[i].GetMass();
4249 Ptot += parts[i].GetPartCenterOfMass() * m;
4250 totmass += m;
4251 }
4252
4253 if (totmass == 0)
4254 totmass = 0;
4255 else
4256 totmass = 1 / totmass;
4257 Ptot *= totmass;
4258
4259 return Ptot;
4260 }
4261
3345 /// <summary> 4262 /// <summary>
3346 /// If the object is a sculpt/mesh, retrieve the mesh data for each part and reinsert it into each shape so that 4263 /// If the object is a sculpt/mesh, retrieve the mesh data for each part and reinsert it into each shape so that
3347 /// the physics engine can use it. 4264 /// the physics engine can use it.
@@ -3509,6 +4426,14 @@ namespace OpenSim.Region.Framework.Scenes
3509 FromItemID = uuid; 4426 FromItemID = uuid;
3510 } 4427 }
3511 4428
4429 public void ResetOwnerChangeFlag()
4430 {
4431 ForEachPart(delegate(SceneObjectPart part)
4432 {
4433 part.ResetOwnerChangeFlag();
4434 });
4435 }
4436
3512 #endregion 4437 #endregion
3513 } 4438 }
3514} 4439}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 4b2fede..bd11cde 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -62,7 +62,8 @@ namespace OpenSim.Region.Framework.Scenes
62 TELEPORT = 512, 62 TELEPORT = 512,
63 REGION_RESTART = 1024, 63 REGION_RESTART = 1024,
64 MEDIA = 2048, 64 MEDIA = 2048,
65 ANIMATION = 16384 65 ANIMATION = 16384,
66 POSITION = 32768
66 } 67 }
67 68
68 // I don't really know where to put this except here. 69 // I don't really know where to put this except here.
@@ -121,7 +122,18 @@ namespace OpenSim.Region.Framework.Scenes
121 /// Denote all sides of the prim 122 /// Denote all sides of the prim
122 /// </value> 123 /// </value>
123 public const int ALL_SIDES = -1; 124 public const int ALL_SIDES = -1;
124 125
126 private const scriptEvents PhysicsNeededSubsEvents = (
127 scriptEvents.collision | scriptEvents.collision_start | scriptEvents.collision_end |
128 scriptEvents.land_collision | scriptEvents.land_collision_start | scriptEvents.land_collision_end
129 );
130 private const scriptEvents PhyscicsPhantonSubsEvents = (
131 scriptEvents.land_collision | scriptEvents.land_collision_start | scriptEvents.land_collision_end
132 );
133 private const scriptEvents PhyscicsVolumeDtcSubsEvents = (
134 scriptEvents.collision_start | scriptEvents.collision_end
135 );
136
125 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 137 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
126 138
127 /// <value> 139 /// <value>
@@ -191,12 +203,25 @@ namespace OpenSim.Region.Framework.Scenes
191 203
192 public double SoundRadius; 204 public double SoundRadius;
193 205
206
194 public uint TimeStampFull; 207 public uint TimeStampFull;
195 208
196 public uint TimeStampLastActivity; // Will be used for AutoReturn 209 public uint TimeStampLastActivity; // Will be used for AutoReturn
197 210
198 public uint TimeStampTerse; 211 public uint TimeStampTerse;
199 212
213 // The following two are to hold the attachment data
214 // while an object is inworld
215 [XmlIgnore]
216 public byte AttachPoint = 0;
217
218 [XmlIgnore]
219 public Vector3 AttachOffset = Vector3.Zero;
220
221 [XmlIgnore]
222 public Quaternion AttachRotation = Quaternion.Identity;
223
224 [XmlIgnore]
200 public int STATUS_ROTATE_X; 225 public int STATUS_ROTATE_X;
201 226
202 public int STATUS_ROTATE_Y; 227 public int STATUS_ROTATE_Y;
@@ -223,8 +248,7 @@ namespace OpenSim.Region.Framework.Scenes
223 248
224 public Vector3 RotationAxis = Vector3.One; 249 public Vector3 RotationAxis = Vector3.One;
225 250
226 public bool VolumeDetectActive; // XmlIgnore set to avoid problems with persistance until I come to care for this 251 public bool VolumeDetectActive;
227 // Certainly this must be a persistant setting finally
228 252
229 public bool IsWaitingForFirstSpinUpdatePacket; 253 public bool IsWaitingForFirstSpinUpdatePacket;
230 254
@@ -264,10 +288,10 @@ namespace OpenSim.Region.Framework.Scenes
264 private Quaternion m_sitTargetOrientation = Quaternion.Identity; 288 private Quaternion m_sitTargetOrientation = Quaternion.Identity;
265 private Vector3 m_sitTargetPosition; 289 private Vector3 m_sitTargetPosition;
266 private string m_sitAnimation = "SIT"; 290 private string m_sitAnimation = "SIT";
291 private bool m_occupied; // KF if any av is sitting on this prim
267 private string m_text = String.Empty; 292 private string m_text = String.Empty;
268 private string m_touchName = String.Empty; 293 private string m_touchName = String.Empty;
269 private readonly Stack<UndoState> m_undo = new Stack<UndoState>(5); 294 private UndoRedoState m_UndoRedo = null;
270 private readonly Stack<UndoState> m_redo = new Stack<UndoState>(5);
271 295
272 private bool m_passTouches = false; 296 private bool m_passTouches = false;
273 private bool m_passCollisions = false; 297 private bool m_passCollisions = false;
@@ -296,7 +320,19 @@ namespace OpenSim.Region.Framework.Scenes
296 protected Vector3 m_lastAcceleration; 320 protected Vector3 m_lastAcceleration;
297 protected Vector3 m_lastAngularVelocity; 321 protected Vector3 m_lastAngularVelocity;
298 protected int m_lastTerseSent; 322 protected int m_lastTerseSent;
299 323 protected float m_buoyancy = 0.0f;
324 protected Vector3 m_force;
325 protected Vector3 m_torque;
326
327 protected byte m_physicsShapeType = (byte)PhysShapeType.prim;
328 protected float m_density = 1000.0f; // in kg/m^3
329 protected float m_gravitymod = 1.0f;
330 protected float m_friction = 0.6f; // wood
331 protected float m_bounce = 0.5f; // wood
332
333
334 protected bool m_isSelected = false;
335
300 /// <summary> 336 /// <summary>
301 /// Stores media texture data 337 /// Stores media texture data
302 /// </summary> 338 /// </summary>
@@ -308,10 +344,25 @@ namespace OpenSim.Region.Framework.Scenes
308 private Vector3 m_cameraAtOffset; 344 private Vector3 m_cameraAtOffset;
309 private bool m_forceMouselook; 345 private bool m_forceMouselook;
310 346
311 // TODO: Collision sound should have default. 347
348 // 0 for default collision sounds, -1 for script disabled sound 1 for script defined sound
349 private sbyte m_collisionSoundType;
312 private UUID m_collisionSound; 350 private UUID m_collisionSound;
313 private float m_collisionSoundVolume; 351 private float m_collisionSoundVolume;
314 352
353 private int LastColSoundSentTime;
354
355
356 private SOPVehicle m_vehicleParams = null;
357
358 private KeyframeMotion m_keyframeMotion = null;
359
360 public KeyframeMotion KeyframeMotion
361 {
362 get; set;
363 }
364
365
315 #endregion Fields 366 #endregion Fields
316 367
317// ~SceneObjectPart() 368// ~SceneObjectPart()
@@ -340,6 +391,7 @@ namespace OpenSim.Region.Framework.Scenes
340 // this appears to have the same UUID (!) as the prim. If this isn't the case, one can't drag items from 391 // this appears to have the same UUID (!) as the prim. If this isn't the case, one can't drag items from
341 // the prim into an agent inventory (Linden client reports that the "Object not found for drop" in its log 392 // the prim into an agent inventory (Linden client reports that the "Object not found for drop" in its log
342 m_inventory = new SceneObjectPartInventory(this); 393 m_inventory = new SceneObjectPartInventory(this);
394 LastColSoundSentTime = Util.EnvironmentTickCount();
343 } 395 }
344 396
345 /// <summary> 397 /// <summary>
@@ -354,7 +406,7 @@ namespace OpenSim.Region.Framework.Scenes
354 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, 406 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition,
355 Quaternion rotationOffset, Vector3 offsetPosition) : this() 407 Quaternion rotationOffset, Vector3 offsetPosition) : this()
356 { 408 {
357 m_name = "Primitive"; 409 m_name = "Object";
358 410
359 CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed); 411 CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed);
360 LastOwnerID = CreatorID = OwnerID = ownerID; 412 LastOwnerID = CreatorID = OwnerID = ownerID;
@@ -393,7 +445,7 @@ namespace OpenSim.Region.Framework.Scenes
393 private uint _ownerMask = (uint)PermissionMask.All; 445 private uint _ownerMask = (uint)PermissionMask.All;
394 private uint _groupMask = (uint)PermissionMask.None; 446 private uint _groupMask = (uint)PermissionMask.None;
395 private uint _everyoneMask = (uint)PermissionMask.None; 447 private uint _everyoneMask = (uint)PermissionMask.None;
396 private uint _nextOwnerMask = (uint)PermissionMask.All; 448 private uint _nextOwnerMask = (uint)(PermissionMask.Move | PermissionMask.Modify | PermissionMask.Transfer);
397 private PrimFlags _flags = PrimFlags.None; 449 private PrimFlags _flags = PrimFlags.None;
398 private DateTime m_expires; 450 private DateTime m_expires;
399 private DateTime m_rezzed; 451 private DateTime m_rezzed;
@@ -487,12 +539,16 @@ namespace OpenSim.Region.Framework.Scenes
487 } 539 }
488 540
489 /// <value> 541 /// <value>
490 /// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes 542 /// Get the inventory list
491 /// </value> 543 /// </value>
492 public TaskInventoryDictionary TaskInventory 544 public TaskInventoryDictionary TaskInventory
493 { 545 {
494 get { return m_inventory.Items; } 546 get {
495 set { m_inventory.Items = value; } 547 return m_inventory.Items;
548 }
549 set {
550 m_inventory.Items = value;
551 }
496 } 552 }
497 553
498 /// <summary> 554 /// <summary>
@@ -542,20 +598,6 @@ namespace OpenSim.Region.Framework.Scenes
542 } 598 }
543 } 599 }
544 600
545 public byte Material
546 {
547 get { return (byte) m_material; }
548 set
549 {
550 m_material = (Material)value;
551
552 PhysicsActor pa = PhysActor;
553
554 if (pa != null)
555 pa.SetMaterial((int)value);
556 }
557 }
558
559 [XmlIgnore] 601 [XmlIgnore]
560 public bool PassTouches 602 public bool PassTouches
561 { 603 {
@@ -581,6 +623,18 @@ namespace OpenSim.Region.Framework.Scenes
581 } 623 }
582 } 624 }
583 625
626 public bool IsSelected
627 {
628 get { return m_isSelected; }
629 set
630 {
631 m_isSelected = value;
632 if (ParentGroup != null)
633 ParentGroup.PartSelectChanged(value);
634 }
635 }
636
637
584 public Dictionary<int, string> CollisionFilter 638 public Dictionary<int, string> CollisionFilter
585 { 639 {
586 get { return m_CollisionFilter; } 640 get { return m_CollisionFilter; }
@@ -649,14 +703,12 @@ namespace OpenSim.Region.Framework.Scenes
649 set { m_LoopSoundSlavePrims = value; } 703 set { m_LoopSoundSlavePrims = value; }
650 } 704 }
651 705
652
653 public Byte[] TextureAnimation 706 public Byte[] TextureAnimation
654 { 707 {
655 get { return m_TextureAnimation; } 708 get { return m_TextureAnimation; }
656 set { m_TextureAnimation = value; } 709 set { m_TextureAnimation = value; }
657 } 710 }
658 711
659
660 public Byte[] ParticleSystem 712 public Byte[] ParticleSystem
661 { 713 {
662 get { return m_particleSystem; } 714 get { return m_particleSystem; }
@@ -693,9 +745,12 @@ namespace OpenSim.Region.Framework.Scenes
693 { 745 {
694 // If this is a linkset, we don't want the physics engine mucking up our group position here. 746 // If this is a linkset, we don't want the physics engine mucking up our group position here.
695 PhysicsActor actor = PhysActor; 747 PhysicsActor actor = PhysActor;
696 // If physical and the root prim of a linkset, the position of the group is what physics thinks. 748 if (ParentID == 0)
697 if (actor != null && ParentID == 0) 749 {
698 m_groupPosition = actor.Position; 750 if (actor != null)
751 m_groupPosition = actor.Position;
752 return m_groupPosition;
753 }
699 754
700 // If I'm an attachment, my position is reported as the position of who I'm attached to 755 // If I'm an attachment, my position is reported as the position of who I'm attached to
701 if (ParentGroup.IsAttachment) 756 if (ParentGroup.IsAttachment)
@@ -705,12 +760,14 @@ namespace OpenSim.Region.Framework.Scenes
705 return sp.AbsolutePosition; 760 return sp.AbsolutePosition;
706 } 761 }
707 762
763 // use root prim's group position. Physics may have updated it
764 if (ParentGroup.RootPart != this)
765 m_groupPosition = ParentGroup.RootPart.GroupPosition;
708 return m_groupPosition; 766 return m_groupPosition;
709 } 767 }
710 set 768 set
711 { 769 {
712 m_groupPosition = value; 770 m_groupPosition = value;
713
714 PhysicsActor actor = PhysActor; 771 PhysicsActor actor = PhysActor;
715 if (actor != null) 772 if (actor != null)
716 { 773 {
@@ -736,16 +793,6 @@ namespace OpenSim.Region.Framework.Scenes
736 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message); 793 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message);
737 } 794 }
738 } 795 }
739
740 // TODO if we decide to do sitting in a more SL compatible way (multiple avatars per prim), this has to be fixed, too
741 if (SitTargetAvatar != UUID.Zero)
742 {
743 ScenePresence avatar;
744 if (ParentGroup.Scene.TryGetScenePresence(SitTargetAvatar, out avatar))
745 {
746 avatar.ParentPosition = GetWorldPosition();
747 }
748 }
749 } 796 }
750 } 797 }
751 798
@@ -754,7 +801,7 @@ namespace OpenSim.Region.Framework.Scenes
754 get { return m_offsetPosition; } 801 get { return m_offsetPosition; }
755 set 802 set
756 { 803 {
757// StoreUndoState(); 804 Vector3 oldpos = m_offsetPosition;
758 m_offsetPosition = value; 805 m_offsetPosition = value;
759 806
760 if (ParentGroup != null && !ParentGroup.IsDeleted) 807 if (ParentGroup != null && !ParentGroup.IsDeleted)
@@ -769,7 +816,22 @@ namespace OpenSim.Region.Framework.Scenes
769 if (ParentGroup.Scene != null) 816 if (ParentGroup.Scene != null)
770 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 817 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
771 } 818 }
819
820 if (!m_parentGroup.m_dupeInProgress)
821 {
822 List<ScenePresence> avs = ParentGroup.GetLinkedAvatars();
823 foreach (ScenePresence av in avs)
824 {
825 if (av.ParentID == m_localId)
826 {
827 Vector3 offset = (m_offsetPosition - oldpos);
828 av.AbsolutePosition += offset;
829 av.SendAvatarDataToAllAgents();
830 }
831 }
832 }
772 } 833 }
834 TriggerScriptChangedEvent(Changed.POSITION);
773 } 835 }
774 } 836 }
775 837
@@ -820,7 +882,7 @@ namespace OpenSim.Region.Framework.Scenes
820 882
821 set 883 set
822 { 884 {
823 StoreUndoState(); 885// StoreUndoState();
824 m_rotationOffset = value; 886 m_rotationOffset = value;
825 887
826 PhysicsActor actor = PhysActor; 888 PhysicsActor actor = PhysActor;
@@ -908,19 +970,36 @@ namespace OpenSim.Region.Framework.Scenes
908 get 970 get
909 { 971 {
910 PhysicsActor actor = PhysActor; 972 PhysicsActor actor = PhysActor;
911 if ((actor != null) && actor.IsPhysical) 973 if ((actor != null) && actor.IsPhysical && ParentGroup.RootPart == this)
912 { 974 {
913 m_angularVelocity = actor.RotationalVelocity; 975 m_angularVelocity = actor.RotationalVelocity;
914 } 976 }
915 return m_angularVelocity; 977 return m_angularVelocity;
916 } 978 }
917 set { m_angularVelocity = value; } 979 set
980 {
981 m_angularVelocity = value;
982 PhysicsActor actor = PhysActor;
983 if ((actor != null) && actor.IsPhysical && ParentGroup.RootPart == this && VehicleType == (int)Vehicle.TYPE_NONE)
984 {
985 actor.RotationalVelocity = m_angularVelocity;
986 }
987 }
918 } 988 }
919 989
920 /// <summary></summary> 990 /// <summary></summary>
921 public Vector3 Acceleration 991 public Vector3 Acceleration
922 { 992 {
923 get { return m_acceleration; } 993 get
994 {
995 PhysicsActor actor = PhysActor;
996 if (actor != null)
997 {
998 m_acceleration = actor.Acceleration;
999 }
1000 return m_acceleration;
1001 }
1002
924 set { m_acceleration = value; } 1003 set { m_acceleration = value; }
925 } 1004 }
926 1005
@@ -988,7 +1067,10 @@ namespace OpenSim.Region.Framework.Scenes
988 public PrimitiveBaseShape Shape 1067 public PrimitiveBaseShape Shape
989 { 1068 {
990 get { return m_shape; } 1069 get { return m_shape; }
991 set { m_shape = value;} 1070 set
1071 {
1072 m_shape = value;
1073 }
992 } 1074 }
993 1075
994 /// <summary> 1076 /// <summary>
@@ -1001,7 +1083,6 @@ namespace OpenSim.Region.Framework.Scenes
1001 { 1083 {
1002 if (m_shape != null) 1084 if (m_shape != null)
1003 { 1085 {
1004 StoreUndoState();
1005 1086
1006 m_shape.Scale = value; 1087 m_shape.Scale = value;
1007 1088
@@ -1028,6 +1109,7 @@ namespace OpenSim.Region.Framework.Scenes
1028 } 1109 }
1029 1110
1030 public UpdateRequired UpdateFlag { get; set; } 1111 public UpdateRequired UpdateFlag { get; set; }
1112 public bool UpdatePhysRequired { get; set; }
1031 1113
1032 /// <summary> 1114 /// <summary>
1033 /// Used for media on a prim. 1115 /// Used for media on a prim.
@@ -1068,10 +1150,7 @@ namespace OpenSim.Region.Framework.Scenes
1068 { 1150 {
1069 get 1151 get
1070 { 1152 {
1071 if (ParentGroup.IsAttachment) 1153 return GroupPosition + (m_offsetPosition * ParentGroup.RootPart.RotationOffset);
1072 return GroupPosition;
1073
1074 return m_offsetPosition + m_groupPosition;
1075 } 1154 }
1076 } 1155 }
1077 1156
@@ -1249,6 +1328,13 @@ namespace OpenSim.Region.Framework.Scenes
1249 _flags = value; 1328 _flags = value;
1250 } 1329 }
1251 } 1330 }
1331
1332 [XmlIgnore]
1333 public bool IsOccupied // KF If an av is sittingon this prim
1334 {
1335 get { return m_occupied; }
1336 set { m_occupied = value; }
1337 }
1252 1338
1253 /// <summary> 1339 /// <summary>
1254 /// ID of the avatar that is sat on us if we have a sit target. If there is no such avatar then is UUID.Zero 1340 /// ID of the avatar that is sat on us if we have a sit target. If there is no such avatar then is UUID.Zero
@@ -1299,12 +1385,41 @@ namespace OpenSim.Region.Framework.Scenes
1299 set { m_sitAnimation = value; } 1385 set { m_sitAnimation = value; }
1300 } 1386 }
1301 1387
1388 public UUID invalidCollisionSoundUUID = new UUID("ffffffff-ffff-ffff-ffff-ffffffffffff");
1389
1390 // 0 for default collision sounds, -1 for script disabled sound 1 for script defined sound
1391 // runtime thing.. do not persist
1392 [XmlIgnore]
1393 public sbyte CollisionSoundType
1394 {
1395 get
1396 {
1397 return m_collisionSoundType;
1398 }
1399 set
1400 {
1401 m_collisionSoundType = value;
1402 if (value == -1)
1403 m_collisionSound = invalidCollisionSoundUUID;
1404 else if (value == 0)
1405 m_collisionSound = UUID.Zero;
1406 }
1407 }
1408
1302 public UUID CollisionSound 1409 public UUID CollisionSound
1303 { 1410 {
1304 get { return m_collisionSound; } 1411 get { return m_collisionSound; }
1305 set 1412 set
1306 { 1413 {
1307 m_collisionSound = value; 1414 m_collisionSound = value;
1415
1416 if (value == invalidCollisionSoundUUID)
1417 m_collisionSoundType = -1;
1418 else if (value == UUID.Zero)
1419 m_collisionSoundType = 0;
1420 else
1421 m_collisionSoundType = 1;
1422
1308 aggregateScriptEvents(); 1423 aggregateScriptEvents();
1309 } 1424 }
1310 } 1425 }
@@ -1315,6 +1430,319 @@ namespace OpenSim.Region.Framework.Scenes
1315 set { m_collisionSoundVolume = value; } 1430 set { m_collisionSoundVolume = value; }
1316 } 1431 }
1317 1432
1433 public float Buoyancy
1434 {
1435 get
1436 {
1437 if (ParentGroup.RootPart == this)
1438 return m_buoyancy;
1439
1440 return ParentGroup.RootPart.Buoyancy;
1441 }
1442 set
1443 {
1444 if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this)
1445 {
1446 ParentGroup.RootPart.Buoyancy = value;
1447 return;
1448 }
1449 m_buoyancy = value;
1450 if (PhysActor != null)
1451 PhysActor.Buoyancy = value;
1452 }
1453 }
1454
1455 public Vector3 Force
1456 {
1457 get
1458 {
1459 if (ParentGroup.RootPart == this)
1460 return m_force;
1461
1462 return ParentGroup.RootPart.Force;
1463 }
1464
1465 set
1466 {
1467 if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this)
1468 {
1469 ParentGroup.RootPart.Force = value;
1470 return;
1471 }
1472 m_force = value;
1473 if (PhysActor != null)
1474 PhysActor.Force = value;
1475 }
1476 }
1477
1478 public Vector3 Torque
1479 {
1480 get
1481 {
1482 if (ParentGroup.RootPart == this)
1483 return m_torque;
1484
1485 return ParentGroup.RootPart.Torque;
1486 }
1487
1488 set
1489 {
1490 if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this)
1491 {
1492 ParentGroup.RootPart.Torque = value;
1493 return;
1494 }
1495 m_torque = value;
1496 if (PhysActor != null)
1497 PhysActor.Torque = value;
1498 }
1499 }
1500
1501 public byte Material
1502 {
1503 get { return (byte)m_material; }
1504 set
1505 {
1506 if (value >= 0 && value <= (byte)SOPMaterialData.MaxMaterial)
1507 {
1508 bool update = false;
1509
1510 if (m_material != (Material)value)
1511 {
1512 update = true;
1513 m_material = (Material)value;
1514 }
1515
1516 if (m_friction != SOPMaterialData.friction(m_material))
1517 {
1518 update = true;
1519 m_friction = SOPMaterialData.friction(m_material);
1520 }
1521
1522 if (m_bounce != SOPMaterialData.bounce(m_material))
1523 {
1524 update = true;
1525 m_bounce = SOPMaterialData.bounce(m_material);
1526 }
1527
1528 if (update)
1529 {
1530 if (PhysActor != null)
1531 {
1532 PhysActor.SetMaterial((int)value);
1533 }
1534 if(ParentGroup != null)
1535 ParentGroup.HasGroupChanged = true;
1536 ScheduleFullUpdateIfNone();
1537 UpdatePhysRequired = true;
1538 }
1539 }
1540 }
1541 }
1542
1543 // not a propriety to move to methods place later
1544 private bool HasMesh()
1545 {
1546 if (Shape != null && (Shape.SculptType == (byte)SculptType.Mesh))
1547 return true;
1548 return false;
1549 }
1550
1551 // not a propriety to move to methods place later
1552 public byte DefaultPhysicsShapeType()
1553 {
1554 byte type;
1555
1556 if (Shape != null && (Shape.SculptType == (byte)SculptType.Mesh))
1557 type = (byte)PhysShapeType.convex;
1558 else
1559 type = (byte)PhysShapeType.prim;
1560
1561 return type;
1562 }
1563
1564 [XmlIgnore]
1565 public bool UsesComplexCost
1566 {
1567 get
1568 {
1569 byte pst = PhysicsShapeType;
1570 if(pst == (byte) PhysShapeType.none || pst == (byte) PhysShapeType.convex || HasMesh())
1571 return true;
1572 return false;
1573 }
1574 }
1575
1576 [XmlIgnore]
1577 public float PhysicsCost
1578 {
1579 get
1580 {
1581 if(PhysicsShapeType == (byte)PhysShapeType.none)
1582 return 0;
1583
1584 float cost = 0.1f;
1585 if (PhysActor != null)
1586// cost += PhysActor.Cost;
1587
1588 if ((Flags & PrimFlags.Physics) != 0)
1589 cost *= (1.0f + 0.01333f * Scale.LengthSquared()); // 0.01333 == 0.04/3
1590 return cost;
1591 }
1592 }
1593
1594 [XmlIgnore]
1595 public float StreamingCost
1596 {
1597 get
1598 {
1599
1600
1601 return 0.1f;
1602 }
1603 }
1604
1605 [XmlIgnore]
1606 public float SimulationCost
1607 {
1608 get
1609 {
1610 // ignoring scripts. Don't like considering them for this
1611 if((Flags & PrimFlags.Physics) != 0)
1612 return 1.0f;
1613
1614 return 0.5f;
1615 }
1616 }
1617
1618 public byte PhysicsShapeType
1619 {
1620 get { return m_physicsShapeType; }
1621 set
1622 {
1623 byte oldv = m_physicsShapeType;
1624
1625 if (value >= 0 && value <= (byte)PhysShapeType.convex)
1626 {
1627 if (value == (byte)PhysShapeType.none && ParentGroup != null && ParentGroup.RootPart == this)
1628 m_physicsShapeType = DefaultPhysicsShapeType();
1629 else
1630 m_physicsShapeType = value;
1631 }
1632 else
1633 m_physicsShapeType = DefaultPhysicsShapeType();
1634
1635 if (m_physicsShapeType != oldv && ParentGroup != null)
1636 {
1637 if (m_physicsShapeType == (byte)PhysShapeType.none)
1638 {
1639 if (PhysActor != null)
1640 {
1641 Velocity = new Vector3(0, 0, 0);
1642 Acceleration = new Vector3(0, 0, 0);
1643 if (ParentGroup.RootPart == this)
1644 AngularVelocity = new Vector3(0, 0, 0);
1645 ParentGroup.Scene.RemovePhysicalPrim(1);
1646 RemoveFromPhysics();
1647 }
1648 }
1649 else if (PhysActor == null)
1650 {
1651 ApplyPhysics((uint)Flags, VolumeDetectActive, false);
1652 UpdatePhysicsSubscribedEvents();
1653 }
1654 else
1655 {
1656 PhysActor.PhysicsShapeType = m_physicsShapeType;
1657 if (Shape.SculptEntry)
1658 CheckSculptAndLoad();
1659 }
1660
1661 if (ParentGroup != null)
1662 ParentGroup.HasGroupChanged = true;
1663 }
1664
1665 if (m_physicsShapeType != value)
1666 {
1667 UpdatePhysRequired = true;
1668 }
1669 }
1670 }
1671
1672 public float Density // in kg/m^3
1673 {
1674 get { return m_density; }
1675 set
1676 {
1677 if (value >=1 && value <= 22587.0)
1678 {
1679 m_density = value;
1680 UpdatePhysRequired = true;
1681 }
1682
1683 ScheduleFullUpdateIfNone();
1684
1685 if (ParentGroup != null)
1686 ParentGroup.HasGroupChanged = true;
1687 }
1688 }
1689
1690 public float GravityModifier
1691 {
1692 get { return m_gravitymod; }
1693 set
1694 {
1695 if( value >= -1 && value <=28.0f)
1696 {
1697 m_gravitymod = value;
1698 UpdatePhysRequired = true;
1699 }
1700
1701 ScheduleFullUpdateIfNone();
1702
1703 if (ParentGroup != null)
1704 ParentGroup.HasGroupChanged = true;
1705
1706 }
1707 }
1708
1709 public float Friction
1710 {
1711 get { return m_friction; }
1712 set
1713 {
1714 if (value >= 0 && value <= 255.0f)
1715 {
1716 m_friction = value;
1717 UpdatePhysRequired = true;
1718 }
1719
1720 ScheduleFullUpdateIfNone();
1721
1722 if (ParentGroup != null)
1723 ParentGroup.HasGroupChanged = true;
1724 }
1725 }
1726
1727 public float Bounciness
1728 {
1729 get { return m_bounce; }
1730 set
1731 {
1732 if (value >= 0 && value <= 1.0f)
1733 {
1734 m_bounce = value;
1735 UpdatePhysRequired = true;
1736 }
1737
1738 ScheduleFullUpdateIfNone();
1739
1740 if (ParentGroup != null)
1741 ParentGroup.HasGroupChanged = true;
1742 }
1743 }
1744
1745
1318 #endregion Public Properties with only Get 1746 #endregion Public Properties with only Get
1319 1747
1320 private uint ApplyMask(uint val, bool set, uint mask) 1748 private uint ApplyMask(uint val, bool set, uint mask)
@@ -1460,6 +1888,61 @@ namespace OpenSim.Region.Framework.Scenes
1460 } 1888 }
1461 } 1889 }
1462 1890
1891 // SetVelocity for LSL llSetVelocity.. may need revision if having other uses in future
1892 public void SetVelocity(Vector3 pVel, bool localGlobalTF)
1893 {
1894 if (ParentGroup == null || ParentGroup.IsDeleted)
1895 return;
1896
1897 if (ParentGroup.IsAttachment)
1898 return; // don't work on attachments (for now ??)
1899
1900 SceneObjectPart root = ParentGroup.RootPart;
1901
1902 if (root.VehicleType != (int)Vehicle.TYPE_NONE) // don't mess with vehicles
1903 return;
1904
1905 PhysicsActor pa = root.PhysActor;
1906
1907 if (pa == null || !pa.IsPhysical)
1908 return;
1909
1910 if (localGlobalTF)
1911 {
1912 pVel = pVel * GetWorldRotation();
1913 }
1914
1915 ParentGroup.Velocity = pVel;
1916 }
1917
1918 // SetAngularVelocity for LSL llSetAngularVelocity.. may need revision if having other uses in future
1919 public void SetAngularVelocity(Vector3 pAngVel, bool localGlobalTF)
1920 {
1921 if (ParentGroup == null || ParentGroup.IsDeleted)
1922 return;
1923
1924 if (ParentGroup.IsAttachment)
1925 return; // don't work on attachments (for now ??)
1926
1927 SceneObjectPart root = ParentGroup.RootPart;
1928
1929 if (root.VehicleType != (int)Vehicle.TYPE_NONE) // don't mess with vehicles
1930 return;
1931
1932 PhysicsActor pa = root.PhysActor;
1933
1934 if (pa == null || !pa.IsPhysical)
1935 return;
1936
1937 if (localGlobalTF)
1938 {
1939 pAngVel = pAngVel * GetWorldRotation();
1940 }
1941
1942 root.AngularVelocity = pAngVel;
1943 }
1944
1945
1463 /// <summary> 1946 /// <summary>
1464 /// hook to the physics scene to apply angular impulse 1947 /// hook to the physics scene to apply angular impulse
1465 /// This is sent up to the group, which then finds the root prim 1948 /// This is sent up to the group, which then finds the root prim
@@ -1480,7 +1963,7 @@ namespace OpenSim.Region.Framework.Scenes
1480 impulse = newimpulse; 1963 impulse = newimpulse;
1481 } 1964 }
1482 1965
1483 ParentGroup.applyAngularImpulse(impulse); 1966 ParentGroup.ApplyAngularImpulse(impulse);
1484 } 1967 }
1485 1968
1486 /// <summary> 1969 /// <summary>
@@ -1490,20 +1973,24 @@ namespace OpenSim.Region.Framework.Scenes
1490 /// </summary> 1973 /// </summary>
1491 /// <param name="impulsei">Vector force</param> 1974 /// <param name="impulsei">Vector force</param>
1492 /// <param name="localGlobalTF">true for the local frame, false for the global frame</param> 1975 /// <param name="localGlobalTF">true for the local frame, false for the global frame</param>
1493 public void SetAngularImpulse(Vector3 impulsei, bool localGlobalTF) 1976
1977 // this is actualy Set Torque.. keeping naming so not to edit lslapi also
1978 public void SetAngularImpulse(Vector3 torquei, bool localGlobalTF)
1494 { 1979 {
1495 Vector3 impulse = impulsei; 1980 Vector3 torque = torquei;
1496 1981
1497 if (localGlobalTF) 1982 if (localGlobalTF)
1498 { 1983 {
1984/*
1499 Quaternion grot = GetWorldRotation(); 1985 Quaternion grot = GetWorldRotation();
1500 Quaternion AXgrot = grot; 1986 Quaternion AXgrot = grot;
1501 Vector3 AXimpulsei = impulsei; 1987 Vector3 AXimpulsei = impulsei;
1502 Vector3 newimpulse = AXimpulsei * AXgrot; 1988 Vector3 newimpulse = AXimpulsei * AXgrot;
1503 impulse = newimpulse; 1989 */
1990 torque *= GetWorldRotation();
1504 } 1991 }
1505 1992
1506 ParentGroup.setAngularImpulse(impulse); 1993 Torque = torque;
1507 } 1994 }
1508 1995
1509 /// <summary> 1996 /// <summary>
@@ -1511,17 +1998,23 @@ namespace OpenSim.Region.Framework.Scenes
1511 /// </summary> 1998 /// </summary>
1512 /// <param name="rootObjectFlags"></param> 1999 /// <param name="rootObjectFlags"></param>
1513 /// <param name="VolumeDetectActive"></param> 2000 /// <param name="VolumeDetectActive"></param>
1514 public void ApplyPhysics(uint rootObjectFlags, bool VolumeDetectActive) 2001 /// <param name="building"></param>
2002
2003 public void ApplyPhysics(uint _ObjectFlags, bool _VolumeDetectActive, bool building)
1515 { 2004 {
2005 VolumeDetectActive = _VolumeDetectActive;
2006
1516 if (!ParentGroup.Scene.CollidablePrims) 2007 if (!ParentGroup.Scene.CollidablePrims)
1517 return; 2008 return;
1518 2009
1519// m_log.DebugFormat( 2010 if (PhysicsShapeType == (byte)PhysShapeType.none)
1520// "[SCENE OBJECT PART]: Applying physics to {0} {1}, m_physicalPrim {2}", 2011 return;
1521// Name, LocalId, UUID, m_physicalPrim); 2012
2013 bool isPhysical = (_ObjectFlags & (uint) PrimFlags.Physics) != 0;
2014 bool isPhantom = (_ObjectFlags & (uint)PrimFlags.Phantom) != 0;
1522 2015
1523 bool isPhysical = (rootObjectFlags & (uint) PrimFlags.Physics) != 0; 2016 if (_VolumeDetectActive)
1524 bool isPhantom = (rootObjectFlags & (uint) PrimFlags.Phantom) != 0; 2017 isPhantom = true;
1525 2018
1526 if (IsJoint()) 2019 if (IsJoint())
1527 { 2020 {
@@ -1529,22 +2022,14 @@ namespace OpenSim.Region.Framework.Scenes
1529 } 2022 }
1530 else 2023 else
1531 { 2024 {
1532 // Special case for VolumeDetection: If VolumeDetection is set, the phantom flag is locally ignored 2025 if ((!isPhantom || isPhysical || _VolumeDetectActive) && !ParentGroup.IsAttachment
1533 if (VolumeDetectActive) 2026 && !(Shape.PathCurve == (byte)Extrusion.Flexible))
1534 isPhantom = false;
1535
1536 // The only time the physics scene shouldn't know about the prim is if it's phantom or an attachment, which is phantom by definition
1537 // or flexible
1538 if (!isPhantom && !ParentGroup.IsAttachment && !(Shape.PathCurve == (byte)Extrusion.Flexible))
1539 { 2027 {
1540 // Added clarification.. since A rigid body is an object that you can kick around, etc. 2028 AddToPhysics(isPhysical, isPhantom, building, isPhysical);
1541 bool rigidBody = isPhysical && !isPhantom; 2029 UpdatePhysicsSubscribedEvents(); // not sure if appliable here
1542
1543 PhysicsActor pa = AddToPhysics(rigidBody);
1544
1545 if (pa != null)
1546 pa.SetVolumeDetect(VolumeDetectActive ? 1 : 0);
1547 } 2030 }
2031 else
2032 PhysActor = null; // just to be sure
1548 } 2033 }
1549 } 2034 }
1550 2035
@@ -1596,6 +2081,12 @@ namespace OpenSim.Region.Framework.Scenes
1596 dupe.Category = Category; 2081 dupe.Category = Category;
1597 dupe.m_rezzed = m_rezzed; 2082 dupe.m_rezzed = m_rezzed;
1598 2083
2084 dupe.m_UndoRedo = null;
2085 dupe.m_isSelected = false;
2086
2087 dupe.IgnoreUndoUpdate = false;
2088 dupe.Undoing = false;
2089
1599 dupe.m_inventory = new SceneObjectPartInventory(dupe); 2090 dupe.m_inventory = new SceneObjectPartInventory(dupe);
1600 dupe.m_inventory.Items = (TaskInventoryDictionary)m_inventory.Items.Clone(); 2091 dupe.m_inventory.Items = (TaskInventoryDictionary)m_inventory.Items.Clone();
1601 2092
@@ -1611,6 +2102,7 @@ namespace OpenSim.Region.Framework.Scenes
1611 2102
1612 // Move afterwards ResetIDs as it clears the localID 2103 // Move afterwards ResetIDs as it clears the localID
1613 dupe.LocalId = localID; 2104 dupe.LocalId = localID;
2105
1614 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated. 2106 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated.
1615 dupe.LastOwnerID = OwnerID; 2107 dupe.LastOwnerID = OwnerID;
1616 2108
@@ -1628,8 +2120,12 @@ namespace OpenSim.Region.Framework.Scenes
1628 2120
1629 bool UsePhysics = ((dupe.Flags & PrimFlags.Physics) != 0); 2121 bool UsePhysics = ((dupe.Flags & PrimFlags.Physics) != 0);
1630 dupe.DoPhysicsPropertyUpdate(UsePhysics, true); 2122 dupe.DoPhysicsPropertyUpdate(UsePhysics, true);
2123// dupe.UpdatePhysicsSubscribedEvents(); // not sure...
1631 } 2124 }
1632 2125
2126 if (dupe.PhysActor != null)
2127 dupe.PhysActor.LocalID = localID;
2128
1633 ParentGroup.Scene.EventManager.TriggerOnSceneObjectPartCopy(dupe, this, userExposed); 2129 ParentGroup.Scene.EventManager.TriggerOnSceneObjectPartCopy(dupe, this, userExposed);
1634 2130
1635// m_log.DebugFormat("[SCENE OBJECT PART]: Clone of {0} {1} finished", Name, UUID); 2131// m_log.DebugFormat("[SCENE OBJECT PART]: Clone of {0} {1} finished", Name, UUID);
@@ -1749,6 +2245,7 @@ namespace OpenSim.Region.Framework.Scenes
1749 2245
1750 /// <summary> 2246 /// <summary>
1751 /// Do a physics propery update for this part. 2247 /// Do a physics propery update for this part.
2248 /// now also updates phantom and volume detector
1752 /// </summary> 2249 /// </summary>
1753 /// <param name="UsePhysics"></param> 2250 /// <param name="UsePhysics"></param>
1754 /// <param name="isNew"></param> 2251 /// <param name="isNew"></param>
@@ -1774,61 +2271,69 @@ namespace OpenSim.Region.Framework.Scenes
1774 { 2271 {
1775 if (pa.IsPhysical) // implies UsePhysics==false for this block 2272 if (pa.IsPhysical) // implies UsePhysics==false for this block
1776 { 2273 {
1777 if (!isNew) 2274 if (!isNew) // implies UsePhysics==false for this block
2275 {
1778 ParentGroup.Scene.RemovePhysicalPrim(1); 2276 ParentGroup.Scene.RemovePhysicalPrim(1);
1779 2277
1780 pa.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate; 2278 Velocity = new Vector3(0, 0, 0);
1781 pa.OnOutOfBounds -= PhysicsOutOfBounds; 2279 Acceleration = new Vector3(0, 0, 0);
1782 pa.delink(); 2280 if (ParentGroup.RootPart == this)
2281 AngularVelocity = new Vector3(0, 0, 0);
1783 2282
1784 if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints && (!isNew)) 2283 if (pa.Phantom && !VolumeDetectActive)
1785 { 2284 {
1786 // destroy all joints connected to this now deactivated body 2285 RemoveFromPhysics();
1787 ParentGroup.Scene.PhysicsScene.RemoveAllJointsConnectedToActorThreadLocked(pa); 2286 return;
1788 } 2287 }
1789 2288
1790 // stop client-side interpolation of all joint proxy objects that have just been deleted 2289 pa.IsPhysical = UsePhysics;
1791 // this is done because RemoveAllJointsConnectedToActor invokes the OnJointDeactivated callback, 2290 pa.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate;
1792 // which stops client-side interpolation of deactivated joint proxy objects. 2291 pa.OnOutOfBounds -= PhysicsOutOfBounds;
2292 pa.delink();
2293 if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints)
2294 {
2295 // destroy all joints connected to this now deactivated body
2296 ParentGroup.Scene.PhysicsScene.RemoveAllJointsConnectedToActorThreadLocked(pa);
2297 }
2298 }
1793 } 2299 }
1794 2300
1795 if (!UsePhysics && !isNew) 2301 if (pa.IsPhysical != UsePhysics)
1796 { 2302 pa.IsPhysical = UsePhysics;
1797 // reset velocity to 0 on physics switch-off. Without that, the client thinks the
1798 // prim still has velocity and continues to interpolate its position along the old
1799 // velocity-vector.
1800 Velocity = new Vector3(0, 0, 0);
1801 Acceleration = new Vector3(0, 0, 0);
1802 AngularVelocity = new Vector3(0, 0, 0);
1803 //RotationalVelocity = new Vector3(0, 0, 0);
1804 }
1805 2303
1806 pa.IsPhysical = UsePhysics; 2304 if (UsePhysics)
2305 {
2306 if (ParentGroup.RootPart.KeyframeMotion != null)
2307 ParentGroup.RootPart.KeyframeMotion.Stop();
2308 ParentGroup.RootPart.KeyframeMotion = null;
2309 ParentGroup.Scene.AddPhysicalPrim(1);
1807 2310
1808 // If we're not what we're supposed to be in the physics scene, recreate ourselves. 2311 PhysActor.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate;
1809 //m_parentGroup.Scene.PhysicsScene.RemovePrim(PhysActor); 2312 PhysActor.OnOutOfBounds += PhysicsOutOfBounds;
1810 /// that's not wholesome. Had to make Scene public
1811 //PhysActor = null;
1812 2313
1813 if ((Flags & PrimFlags.Phantom) == 0) 2314 if (ParentID != 0 && ParentID != LocalId)
1814 {
1815 if (UsePhysics)
1816 { 2315 {
1817 ParentGroup.Scene.AddPhysicalPrim(1); 2316 PhysicsActor parentPa = ParentGroup.RootPart.PhysActor;
1818 2317
1819 pa.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate; 2318 if (parentPa != null)
1820 pa.OnOutOfBounds += PhysicsOutOfBounds;
1821 if (ParentID != 0 && ParentID != LocalId)
1822 { 2319 {
1823 PhysicsActor parentPa = ParentGroup.RootPart.PhysActor; 2320 pa.link(parentPa);
1824
1825 if (parentPa != null)
1826 {
1827 pa.link(parentPa);
1828 }
1829 } 2321 }
1830 } 2322 }
1831 } 2323 }
2324 }
2325
2326 bool phan = ((Flags & PrimFlags.Phantom) != 0);
2327 if (pa.Phantom != phan)
2328 pa.Phantom = phan;
2329
2330// some engines dont' have this check still
2331// if (VolumeDetectActive != pa.IsVolumeDtc)
2332 {
2333 if (VolumeDetectActive)
2334 pa.SetVolumeDetect(1);
2335 else
2336 pa.SetVolumeDetect(0);
1832 } 2337 }
1833 2338
1834 // If this part is a sculpt then delay the physics update until we've asynchronously loaded the 2339 // If this part is a sculpt then delay the physics update until we've asynchronously loaded the
@@ -1947,12 +2452,26 @@ namespace OpenSim.Region.Framework.Scenes
1947 2452
1948 public Vector3 GetGeometricCenter() 2453 public Vector3 GetGeometricCenter()
1949 { 2454 {
1950 PhysicsActor pa = PhysActor; 2455 // this is not real geometric center but a average of positions relative to root prim acording to
1951 2456 // http://wiki.secondlife.com/wiki/llGetGeometricCenter
1952 if (pa != null) 2457 // ignoring tortured prims details since sl also seems to ignore
1953 return new Vector3(pa.CenterOfMass.X, pa.CenterOfMass.Y, pa.CenterOfMass.Z); 2458 // so no real use in doing it on physics
1954 else 2459 if (ParentGroup.IsDeleted)
1955 return new Vector3(0, 0, 0); 2460 return new Vector3(0, 0, 0);
2461
2462 return ParentGroup.GetGeometricCenter();
2463
2464 /*
2465 PhysicsActor pa = PhysActor;
2466
2467 if (pa != null)
2468 {
2469 Vector3 vtmp = pa.CenterOfMass;
2470 return vtmp;
2471 }
2472 else
2473 return new Vector3(0, 0, 0);
2474 */
1956 } 2475 }
1957 2476
1958 public float GetMass() 2477 public float GetMass()
@@ -1965,14 +2484,43 @@ namespace OpenSim.Region.Framework.Scenes
1965 return 0; 2484 return 0;
1966 } 2485 }
1967 2486
1968 public Vector3 GetForce() 2487 public Vector3 GetCenterOfMass()
1969 { 2488 {
2489 if (ParentGroup.RootPart == this)
2490 {
2491 if (ParentGroup.IsDeleted)
2492 return AbsolutePosition;
2493 return ParentGroup.GetCenterOfMass();
2494 }
2495
1970 PhysicsActor pa = PhysActor; 2496 PhysicsActor pa = PhysActor;
1971 2497
1972 if (pa != null) 2498 if (pa != null)
1973 return pa.Force; 2499 {
2500 Vector3 tmp = pa.CenterOfMass;
2501 return tmp;
2502 }
2503 else
2504 return AbsolutePosition;
2505 }
2506
2507 public Vector3 GetPartCenterOfMass()
2508 {
2509 PhysicsActor pa = PhysActor;
2510
2511 if (pa != null)
2512 {
2513 Vector3 tmp = pa.CenterOfMass;
2514 return tmp;
2515 }
1974 else 2516 else
1975 return Vector3.Zero; 2517 return AbsolutePosition;
2518 }
2519
2520
2521 public Vector3 GetForce()
2522 {
2523 return Force;
1976 } 2524 }
1977 2525
1978 /// <summary> 2526 /// <summary>
@@ -2187,15 +2735,25 @@ namespace OpenSim.Region.Framework.Scenes
2187 2735
2188 private void SendLandCollisionEvent(scriptEvents ev, ScriptCollidingNotification notify) 2736 private void SendLandCollisionEvent(scriptEvents ev, ScriptCollidingNotification notify)
2189 { 2737 {
2190 if ((ParentGroup.RootPart.ScriptEvents & ev) != 0) 2738 bool sendToRoot = true;
2191 { 2739
2192 ColliderArgs LandCollidingMessage = new ColliderArgs(); 2740 ColliderArgs LandCollidingMessage = new ColliderArgs();
2193 List<DetectedObject> colliding = new List<DetectedObject>(); 2741 List<DetectedObject> colliding = new List<DetectedObject>();
2194 2742
2195 colliding.Add(CreateDetObjectForGround()); 2743 colliding.Add(CreateDetObjectForGround());
2196 LandCollidingMessage.Colliders = colliding; 2744 LandCollidingMessage.Colliders = colliding;
2197 2745
2746 if (Inventory.ContainsScripts())
2747 {
2748 if (!PassCollisions)
2749 sendToRoot = false;
2750 }
2751 if ((ScriptEvents & ev) != 0)
2198 notify(LocalId, LandCollidingMessage); 2752 notify(LocalId, LandCollidingMessage);
2753
2754 if ((ParentGroup.RootPart.ScriptEvents & ev) != 0 && sendToRoot)
2755 {
2756 notify(ParentGroup.RootPart.LocalId, LandCollidingMessage);
2199 } 2757 }
2200 } 2758 }
2201 2759
@@ -2211,45 +2769,87 @@ namespace OpenSim.Region.Framework.Scenes
2211 List<uint> endedColliders = new List<uint>(); 2769 List<uint> endedColliders = new List<uint>();
2212 List<uint> startedColliders = new List<uint>(); 2770 List<uint> startedColliders = new List<uint>();
2213 2771
2214 // calculate things that started colliding this time 2772 if (collissionswith.Count == 0)
2215 // and build up list of colliders this time
2216 foreach (uint localid in collissionswith.Keys)
2217 { 2773 {
2218 thisHitColliders.Add(localid); 2774 if (m_lastColliders.Count == 0)
2219 if (!m_lastColliders.Contains(localid)) 2775 return; // nothing to do
2220 startedColliders.Add(localid);
2221 }
2222 2776
2223 // calculate things that ended colliding 2777 foreach (uint localID in m_lastColliders)
2224 foreach (uint localID in m_lastColliders) 2778 {
2225 {
2226 if (!thisHitColliders.Contains(localID))
2227 endedColliders.Add(localID); 2779 endedColliders.Add(localID);
2780 }
2781 m_lastColliders.Clear();
2228 } 2782 }
2229 2783
2230 //add the items that started colliding this time to the last colliders list. 2784 else
2231 foreach (uint localID in startedColliders) 2785 {
2232 m_lastColliders.Add(localID); 2786 List<CollisionForSoundInfo> soundinfolist = new List<CollisionForSoundInfo>();
2787
2788 // calculate things that started colliding this time
2789 // and build up list of colliders this time
2790 if (!VolumeDetectActive && CollisionSoundType >= 0)
2791 {
2792 CollisionForSoundInfo soundinfo;
2793 ContactPoint curcontact;
2794
2795 foreach (uint id in collissionswith.Keys)
2796 {
2797 thisHitColliders.Add(id);
2798 if (!m_lastColliders.Contains(id))
2799 {
2800 startedColliders.Add(id);
2801
2802 curcontact = collissionswith[id];
2803 if (Math.Abs(curcontact.RelativeSpeed) > 0.2)
2804 {
2805 soundinfo = new CollisionForSoundInfo();
2806 soundinfo.colliderID = id;
2807 soundinfo.position = curcontact.Position;
2808 soundinfo.relativeVel = curcontact.RelativeSpeed;
2809 soundinfolist.Add(soundinfo);
2810 }
2811 }
2812 }
2813 }
2814 else
2815 {
2816 foreach (uint id in collissionswith.Keys)
2817 {
2818 thisHitColliders.Add(id);
2819 if (!m_lastColliders.Contains(id))
2820 startedColliders.Add(id);
2821 }
2822 }
2823
2824 // calculate things that ended colliding
2825 foreach (uint localID in m_lastColliders)
2826 {
2827 if (!thisHitColliders.Contains(localID))
2828 endedColliders.Add(localID);
2829 }
2830
2831 //add the items that started colliding this time to the last colliders list.
2832 foreach (uint localID in startedColliders)
2833 m_lastColliders.Add(localID);
2233 2834
2234 // remove things that ended colliding from the last colliders list 2835 // remove things that ended colliding from the last colliders list
2235 foreach (uint localID in endedColliders) 2836 foreach (uint localID in endedColliders)
2236 m_lastColliders.Remove(localID); 2837 m_lastColliders.Remove(localID);
2237 2838
2238 // play the sound. 2839 // play sounds.
2239 if (startedColliders.Count > 0 && CollisionSound != UUID.Zero && CollisionSoundVolume > 0.0f) 2840 if (soundinfolist.Count > 0)
2240 SendSound(CollisionSound.ToString(), CollisionSoundVolume, true, (byte)0, 0, false, false); 2841 CollisionSounds.PartCollisionSound(this, soundinfolist);
2842 }
2241 2843
2242 SendCollisionEvent(scriptEvents.collision_start, startedColliders, ParentGroup.Scene.EventManager.TriggerScriptCollidingStart); 2844 SendCollisionEvent(scriptEvents.collision_start, startedColliders, ParentGroup.Scene.EventManager.TriggerScriptCollidingStart);
2243 SendCollisionEvent(scriptEvents.collision , m_lastColliders , ParentGroup.Scene.EventManager.TriggerScriptColliding); 2845 if (!VolumeDetectActive)
2846 SendCollisionEvent(scriptEvents.collision , m_lastColliders , ParentGroup.Scene.EventManager.TriggerScriptColliding);
2244 SendCollisionEvent(scriptEvents.collision_end , endedColliders , ParentGroup.Scene.EventManager.TriggerScriptCollidingEnd); 2847 SendCollisionEvent(scriptEvents.collision_end , endedColliders , ParentGroup.Scene.EventManager.TriggerScriptCollidingEnd);
2245 2848
2246 if (startedColliders.Contains(0)) 2849 if (startedColliders.Contains(0))
2247 { 2850 SendLandCollisionEvent(scriptEvents.land_collision_start, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingStart);
2248 if (m_lastColliders.Contains(0)) 2851 if (m_lastColliders.Contains(0))
2249 SendLandCollisionEvent(scriptEvents.land_collision, ParentGroup.Scene.EventManager.TriggerScriptLandColliding); 2852 SendLandCollisionEvent(scriptEvents.land_collision, ParentGroup.Scene.EventManager.TriggerScriptLandColliding);
2250 else
2251 SendLandCollisionEvent(scriptEvents.land_collision_start, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingStart);
2252 }
2253 if (endedColliders.Contains(0)) 2853 if (endedColliders.Contains(0))
2254 SendLandCollisionEvent(scriptEvents.land_collision_end, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingEnd); 2854 SendLandCollisionEvent(scriptEvents.land_collision_end, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingEnd);
2255 } 2855 }
@@ -2272,9 +2872,9 @@ namespace OpenSim.Region.Framework.Scenes
2272 Vector3 newpos = new Vector3(pa.Position.GetBytes(), 0); 2872 Vector3 newpos = new Vector3(pa.Position.GetBytes(), 0);
2273 2873
2274 if (ParentGroup.Scene.TestBorderCross(newpos, Cardinals.N) 2874 if (ParentGroup.Scene.TestBorderCross(newpos, Cardinals.N)
2275 | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.S) 2875 || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.S)
2276 | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.E) 2876 || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.E)
2277 | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.W)) 2877 || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.W))
2278 { 2878 {
2279 ParentGroup.AbsolutePosition = newpos; 2879 ParentGroup.AbsolutePosition = newpos;
2280 return; 2880 return;
@@ -2296,17 +2896,18 @@ namespace OpenSim.Region.Framework.Scenes
2296 //Trys to fetch sound id from prim's inventory. 2896 //Trys to fetch sound id from prim's inventory.
2297 //Prim's inventory doesn't support non script items yet 2897 //Prim's inventory doesn't support non script items yet
2298 2898
2299 lock (TaskInventory) 2899 TaskInventory.LockItemsForRead(true);
2900
2901 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
2300 { 2902 {
2301 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 2903 if (item.Value.Name == sound)
2302 { 2904 {
2303 if (item.Value.Name == sound) 2905 soundID = item.Value.ItemID;
2304 { 2906 break;
2305 soundID = item.Value.ItemID;
2306 break;
2307 }
2308 } 2907 }
2309 } 2908 }
2909
2910 TaskInventory.LockItemsForRead(false);
2310 } 2911 }
2311 2912
2312 ParentGroup.Scene.ForEachRootScenePresence(delegate(ScenePresence sp) 2913 ParentGroup.Scene.ForEachRootScenePresence(delegate(ScenePresence sp)
@@ -2429,6 +3030,19 @@ namespace OpenSim.Region.Framework.Scenes
2429 APIDTarget = Quaternion.Identity; 3030 APIDTarget = Quaternion.Identity;
2430 } 3031 }
2431 3032
3033
3034
3035 public void ScheduleFullUpdateIfNone()
3036 {
3037 if (ParentGroup == null)
3038 return;
3039
3040// ??? ParentGroup.HasGroupChanged = true;
3041
3042 if (UpdateFlag != UpdateRequired.FULL)
3043 ScheduleFullUpdate();
3044 }
3045
2432 /// <summary> 3046 /// <summary>
2433 /// Schedules this prim for a full update 3047 /// Schedules this prim for a full update
2434 /// </summary> 3048 /// </summary>
@@ -2631,8 +3245,8 @@ namespace OpenSim.Region.Framework.Scenes
2631 { 3245 {
2632 const float ROTATION_TOLERANCE = 0.01f; 3246 const float ROTATION_TOLERANCE = 0.01f;
2633 const float VELOCITY_TOLERANCE = 0.001f; 3247 const float VELOCITY_TOLERANCE = 0.001f;
2634 const float POSITION_TOLERANCE = 0.05f; 3248 const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary
2635 const int TIME_MS_TOLERANCE = 3000; 3249 const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds.
2636 3250
2637 switch (UpdateFlag) 3251 switch (UpdateFlag)
2638 { 3252 {
@@ -2694,17 +3308,16 @@ namespace OpenSim.Region.Framework.Scenes
2694 if (!UUID.TryParse(sound, out soundID)) 3308 if (!UUID.TryParse(sound, out soundID))
2695 { 3309 {
2696 // search sound file from inventory 3310 // search sound file from inventory
2697 lock (TaskInventory) 3311 TaskInventory.LockItemsForRead(true);
3312 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
2698 { 3313 {
2699 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 3314 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound)
2700 { 3315 {
2701 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound) 3316 soundID = item.Value.ItemID;
2702 { 3317 break;
2703 soundID = item.Value.ItemID;
2704 break;
2705 }
2706 } 3318 }
2707 } 3319 }
3320 TaskInventory.LockItemsForRead(false);
2708 } 3321 }
2709 3322
2710 if (soundID == UUID.Zero) 3323 if (soundID == UUID.Zero)
@@ -2761,6 +3374,35 @@ namespace OpenSim.Region.Framework.Scenes
2761 } 3374 }
2762 } 3375 }
2763 3376
3377 public void SendCollisionSound(UUID soundID, double volume, Vector3 position)
3378 {
3379 if (soundID == UUID.Zero)
3380 return;
3381
3382 ISoundModule soundModule = ParentGroup.Scene.RequestModuleInterface<ISoundModule>();
3383 if (soundModule == null)
3384 return;
3385
3386 if (volume > 1)
3387 volume = 1;
3388 if (volume < 0)
3389 volume = 0;
3390
3391 int now = Util.EnvironmentTickCount();
3392 if(Util.EnvironmentTickCountSubtract(now,LastColSoundSentTime) <200)
3393 return;
3394
3395 LastColSoundSentTime = now;
3396
3397 UUID ownerID = OwnerID;
3398 UUID objectID = ParentGroup.RootPart.UUID;
3399 UUID parentID = ParentGroup.UUID;
3400 ulong regionHandle = ParentGroup.Scene.RegionInfo.RegionHandle;
3401
3402 soundModule.TriggerSound(soundID, ownerID, objectID, parentID, volume, position, regionHandle, 0 );
3403 }
3404
3405
2764 /// <summary> 3406 /// <summary>
2765 /// Send a terse update to all clients 3407 /// Send a terse update to all clients
2766 /// </summary> 3408 /// </summary>
@@ -2789,10 +3431,13 @@ namespace OpenSim.Region.Framework.Scenes
2789 3431
2790 public void SetBuoyancy(float fvalue) 3432 public void SetBuoyancy(float fvalue)
2791 { 3433 {
2792 PhysicsActor pa = PhysActor; 3434 Buoyancy = fvalue;
2793 3435/*
2794 if (pa != null) 3436 if (PhysActor != null)
2795 pa.Buoyancy = fvalue; 3437 {
3438 PhysActor.Buoyancy = fvalue;
3439 }
3440 */
2796 } 3441 }
2797 3442
2798 public void SetDieAtEdge(bool p) 3443 public void SetDieAtEdge(bool p)
@@ -2808,47 +3453,111 @@ namespace OpenSim.Region.Framework.Scenes
2808 PhysicsActor pa = PhysActor; 3453 PhysicsActor pa = PhysActor;
2809 3454
2810 if (pa != null) 3455 if (pa != null)
2811 pa.FloatOnWater = floatYN == 1; 3456 pa.FloatOnWater = (floatYN == 1);
2812 } 3457 }
2813 3458
2814 public void SetForce(Vector3 force) 3459 public void SetForce(Vector3 force)
2815 { 3460 {
2816 PhysicsActor pa = PhysActor; 3461 Force = force;
3462 }
2817 3463
2818 if (pa != null) 3464 public SOPVehicle VehicleParams
2819 pa.Force = force; 3465 {
3466 get
3467 {
3468 return m_vehicleParams;
3469 }
3470 set
3471 {
3472 m_vehicleParams = value;
3473 }
3474 }
3475
3476
3477 public int VehicleType
3478 {
3479 get
3480 {
3481 if (m_vehicleParams == null)
3482 return (int)Vehicle.TYPE_NONE;
3483 else
3484 return (int)m_vehicleParams.Type;
3485 }
3486 set
3487 {
3488 SetVehicleType(value);
3489 }
2820 } 3490 }
2821 3491
2822 public void SetVehicleType(int type) 3492 public void SetVehicleType(int type)
2823 { 3493 {
2824 PhysicsActor pa = PhysActor; 3494 m_vehicleParams = null;
3495
3496 if (type == (int)Vehicle.TYPE_NONE)
3497 {
3498 if (_parentID ==0 && PhysActor != null)
3499 PhysActor.VehicleType = (int)Vehicle.TYPE_NONE;
3500 return;
3501 }
3502 m_vehicleParams = new SOPVehicle();
3503 m_vehicleParams.ProcessTypeChange((Vehicle)type);
3504 {
3505 if (_parentID ==0 && PhysActor != null)
3506 PhysActor.VehicleType = type;
3507 return;
3508 }
3509 }
2825 3510
2826 if (pa != null) 3511 public void SetVehicleFlags(int param, bool remove)
2827 pa.VehicleType = type; 3512 {
3513 if (m_vehicleParams == null)
3514 return;
3515
3516 m_vehicleParams.ProcessVehicleFlags(param, remove);
3517
3518 if (_parentID ==0 && PhysActor != null)
3519 {
3520 PhysActor.VehicleFlags(param, remove);
3521 }
2828 } 3522 }
2829 3523
2830 public void SetVehicleFloatParam(int param, float value) 3524 public void SetVehicleFloatParam(int param, float value)
2831 { 3525 {
2832 PhysicsActor pa = PhysActor; 3526 if (m_vehicleParams == null)
3527 return;
2833 3528
2834 if (pa != null) 3529 m_vehicleParams.ProcessFloatVehicleParam((Vehicle)param, value);
2835 pa.VehicleFloatParam(param, value); 3530
3531 if (_parentID == 0 && PhysActor != null)
3532 {
3533 PhysActor.VehicleFloatParam(param, value);
3534 }
2836 } 3535 }
2837 3536
2838 public void SetVehicleVectorParam(int param, Vector3 value) 3537 public void SetVehicleVectorParam(int param, Vector3 value)
2839 { 3538 {
2840 PhysicsActor pa = PhysActor; 3539 if (m_vehicleParams == null)
3540 return;
2841 3541
2842 if (pa != null) 3542 m_vehicleParams.ProcessVectorVehicleParam((Vehicle)param, value);
2843 pa.VehicleVectorParam(param, value); 3543
3544 if (_parentID == 0 && PhysActor != null)
3545 {
3546 PhysActor.VehicleVectorParam(param, value);
3547 }
2844 } 3548 }
2845 3549
2846 public void SetVehicleRotationParam(int param, Quaternion rotation) 3550 public void SetVehicleRotationParam(int param, Quaternion rotation)
2847 { 3551 {
2848 PhysicsActor pa = PhysActor; 3552 if (m_vehicleParams == null)
3553 return;
2849 3554
2850 if (pa != null) 3555 m_vehicleParams.ProcessRotationVehicleParam((Vehicle)param, rotation);
2851 pa.VehicleRotationParam(param, rotation); 3556
3557 if (_parentID == 0 && PhysActor != null)
3558 {
3559 PhysActor.VehicleRotationParam(param, rotation);
3560 }
2852 } 3561 }
2853 3562
2854 /// <summary> 3563 /// <summary>
@@ -3032,14 +3741,6 @@ namespace OpenSim.Region.Framework.Scenes
3032 hasProfileCut = hasDimple; // is it the same thing? 3741 hasProfileCut = hasDimple; // is it the same thing?
3033 } 3742 }
3034 3743
3035 public void SetVehicleFlags(int param, bool remove)
3036 {
3037 PhysicsActor pa = PhysActor;
3038
3039 if (pa != null)
3040 pa.VehicleFlags(param, remove);
3041 }
3042
3043 public void SetGroup(UUID groupID, IClientAPI client) 3744 public void SetGroup(UUID groupID, IClientAPI client)
3044 { 3745 {
3045 // Scene.AddNewPrims() calls with client == null so can't use this. 3746 // Scene.AddNewPrims() calls with client == null so can't use this.
@@ -3143,68 +3844,18 @@ namespace OpenSim.Region.Framework.Scenes
3143 //ParentGroup.ScheduleGroupForFullUpdate(); 3844 //ParentGroup.ScheduleGroupForFullUpdate();
3144 } 3845 }
3145 3846
3146 public void StoreUndoState() 3847 public void StoreUndoState(ObjectChangeType change)
3147 { 3848 {
3148 StoreUndoState(false); 3849 if (m_UndoRedo == null)
3149 } 3850 m_UndoRedo = new UndoRedoState(5);
3150 3851
3151 public void StoreUndoState(bool forGroup) 3852 lock (m_UndoRedo)
3152 {
3153 if (!Undoing)
3154 { 3853 {
3155 if (!IgnoreUndoUpdate) 3854 if (!Undoing && !IgnoreUndoUpdate && ParentGroup != null) // just to read better - undo is in progress, or suspended
3156 { 3855 {
3157 if (ParentGroup != null) 3856 m_UndoRedo.StoreUndo(this, change);
3158 {
3159 lock (m_undo)
3160 {
3161 if (m_undo.Count > 0)
3162 {
3163 UndoState last = m_undo.Peek();
3164 if (last != null)
3165 {
3166 // TODO: May need to fix for group comparison
3167 if (last.Compare(this))
3168 {
3169 // m_log.DebugFormat(
3170 // "[SCENE OBJECT PART]: Not storing undo for {0} {1} since current state is same as last undo state, initial stack size {2}",
3171 // Name, LocalId, m_undo.Count);
3172
3173 return;
3174 }
3175 }
3176 }
3177
3178 // m_log.DebugFormat(
3179 // "[SCENE OBJECT PART]: Storing undo state for {0} {1}, forGroup {2}, initial stack size {3}",
3180 // Name, LocalId, forGroup, m_undo.Count);
3181
3182 if (ParentGroup.GetSceneMaxUndo() > 0)
3183 {
3184 UndoState nUndo = new UndoState(this, forGroup);
3185
3186 m_undo.Push(nUndo);
3187
3188 if (m_redo.Count > 0)
3189 m_redo.Clear();
3190
3191 // m_log.DebugFormat(
3192 // "[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}",
3193 // Name, LocalId, forGroup, m_undo.Count);
3194 }
3195 }
3196 }
3197 } 3857 }
3198// else
3199// {
3200// m_log.DebugFormat("[SCENE OBJECT PART]: Ignoring undo store for {0} {1}", Name, LocalId);
3201// }
3202 } 3858 }
3203// else
3204// {
3205// m_log.DebugFormat(
3206// "[SCENE OBJECT PART]: Ignoring undo store for {0} {1} since already undoing", Name, LocalId);
3207// }
3208 } 3859 }
3209 3860
3210 /// <summary> 3861 /// <summary>
@@ -3214,84 +3865,46 @@ namespace OpenSim.Region.Framework.Scenes
3214 { 3865 {
3215 get 3866 get
3216 { 3867 {
3217 lock (m_undo) 3868 if (m_UndoRedo == null)
3218 return m_undo.Count; 3869 return 0;
3870 return m_UndoRedo.Count;
3219 } 3871 }
3220 } 3872 }
3221 3873
3222 public void Undo() 3874 public void Undo()
3223 { 3875 {
3224 lock (m_undo) 3876 if (m_UndoRedo == null || Undoing || ParentGroup == null)
3225 { 3877 return;
3226// m_log.DebugFormat(
3227// "[SCENE OBJECT PART]: Handling undo request for {0} {1}, stack size {2}",
3228// Name, LocalId, m_undo.Count);
3229
3230 if (m_undo.Count > 0)
3231 {
3232 UndoState goback = m_undo.Pop();
3233
3234 if (goback != null)
3235 {
3236 UndoState nUndo = null;
3237
3238 if (ParentGroup.GetSceneMaxUndo() > 0)
3239 {
3240 nUndo = new UndoState(this, goback.ForGroup);
3241 }
3242
3243 goback.PlaybackState(this);
3244
3245 if (nUndo != null)
3246 m_redo.Push(nUndo);
3247 }
3248 }
3249 3878
3250// m_log.DebugFormat( 3879 lock (m_UndoRedo)
3251// "[SCENE OBJECT PART]: Handled undo request for {0} {1}, stack size now {2}", 3880 {
3252// Name, LocalId, m_undo.Count); 3881 Undoing = true;
3882 m_UndoRedo.Undo(this);
3883 Undoing = false;
3253 } 3884 }
3254 } 3885 }
3255 3886
3256 public void Redo() 3887 public void Redo()
3257 { 3888 {
3258 lock (m_undo) 3889 if (m_UndoRedo == null || Undoing || ParentGroup == null)
3259 { 3890 return;
3260// m_log.DebugFormat(
3261// "[SCENE OBJECT PART]: Handling redo request for {0} {1}, stack size {2}",
3262// Name, LocalId, m_redo.Count);
3263
3264 if (m_redo.Count > 0)
3265 {
3266 UndoState gofwd = m_redo.Pop();
3267
3268 if (gofwd != null)
3269 {
3270 if (ParentGroup.GetSceneMaxUndo() > 0)
3271 {
3272 UndoState nUndo = new UndoState(this, gofwd.ForGroup);
3273
3274 m_undo.Push(nUndo);
3275 }
3276
3277 gofwd.PlayfwdState(this);
3278 }
3279 3891
3280// m_log.DebugFormat( 3892 lock (m_UndoRedo)
3281// "[SCENE OBJECT PART]: Handled redo request for {0} {1}, stack size now {2}", 3893 {
3282// Name, LocalId, m_redo.Count); 3894 Undoing = true;
3283 } 3895 m_UndoRedo.Redo(this);
3896 Undoing = false;
3284 } 3897 }
3285 } 3898 }
3286 3899
3287 public void ClearUndoState() 3900 public void ClearUndoState()
3288 { 3901 {
3289// m_log.DebugFormat("[SCENE OBJECT PART]: Clearing undo and redo stacks in {0} {1}", Name, LocalId); 3902 if (m_UndoRedo == null || Undoing)
3903 return;
3290 3904
3291 lock (m_undo) 3905 lock (m_UndoRedo)
3292 { 3906 {
3293 m_undo.Clear(); 3907 m_UndoRedo.Clear();
3294 m_redo.Clear();
3295 } 3908 }
3296 } 3909 }
3297 3910
@@ -3921,6 +4534,27 @@ namespace OpenSim.Region.Framework.Scenes
3921 } 4534 }
3922 } 4535 }
3923 4536
4537
4538 public void UpdateExtraPhysics(ExtraPhysicsData physdata)
4539 {
4540 if (physdata.PhysShapeType == PhysShapeType.invalid || ParentGroup == null)
4541 return;
4542
4543 if (PhysicsShapeType != (byte)physdata.PhysShapeType)
4544 {
4545 PhysicsShapeType = (byte)physdata.PhysShapeType;
4546
4547 }
4548
4549 if(Density != physdata.Density)
4550 Density = physdata.Density;
4551 if(GravityModifier != physdata.GravitationModifier)
4552 GravityModifier = physdata.GravitationModifier;
4553 if(Friction != physdata.Friction)
4554 Friction = physdata.Friction;
4555 if(Bounciness != physdata.Bounce)
4556 Bounciness = physdata.Bounce;
4557 }
3924 /// <summary> 4558 /// <summary>
3925 /// Update the flags on this prim. This covers properties such as phantom, physics and temporary. 4559 /// Update the flags on this prim. This covers properties such as phantom, physics and temporary.
3926 /// </summary> 4560 /// </summary>
@@ -3928,7 +4562,7 @@ namespace OpenSim.Region.Framework.Scenes
3928 /// <param name="SetTemporary"></param> 4562 /// <param name="SetTemporary"></param>
3929 /// <param name="SetPhantom"></param> 4563 /// <param name="SetPhantom"></param>
3930 /// <param name="SetVD"></param> 4564 /// <param name="SetVD"></param>
3931 public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD) 4565 public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD, bool building)
3932 { 4566 {
3933 bool wasUsingPhysics = ((Flags & PrimFlags.Physics) != 0); 4567 bool wasUsingPhysics = ((Flags & PrimFlags.Physics) != 0);
3934 bool wasTemporary = ((Flags & PrimFlags.TemporaryOnRez) != 0); 4568 bool wasTemporary = ((Flags & PrimFlags.TemporaryOnRez) != 0);
@@ -3938,237 +4572,230 @@ namespace OpenSim.Region.Framework.Scenes
3938 if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD)) 4572 if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD))
3939 return; 4573 return;
3940 4574
3941 PhysicsActor pa = PhysActor; 4575 VolumeDetectActive = SetVD;
3942
3943 // Special cases for VD. VD can only be called from a script
3944 // and can't be combined with changes to other states. So we can rely
3945 // that...
3946 // ... if VD is changed, all others are not.
3947 // ... if one of the others is changed, VD is not.
3948 if (SetVD) // VD is active, special logic applies
3949 {
3950 // State machine logic for VolumeDetect
3951 // More logic below
3952 bool phanReset = (SetPhantom != wasPhantom) && !SetPhantom;
3953
3954 if (phanReset) // Phantom changes from on to off switch VD off too
3955 {
3956 SetVD = false; // Switch it of for the course of this routine
3957 VolumeDetectActive = false; // and also permanently
3958
3959 if (pa != null)
3960 pa.SetVolumeDetect(0); // Let physics know about it too
3961 }
3962 else
3963 {
3964 // If volumedetect is active we don't want phantom to be applied.
3965 // If this is a new call to VD out of the state "phantom"
3966 // this will also cause the prim to be visible to physics
3967 SetPhantom = false;
3968 }
3969 }
3970 4576
3971 if (UsePhysics && IsJoint()) 4577 // volume detector implies phantom
3972 { 4578 if (VolumeDetectActive)
3973 SetPhantom = true; 4579 SetPhantom = true;
3974 }
3975 4580
3976 if (UsePhysics) 4581 if (UsePhysics)
3977 {
3978 AddFlag(PrimFlags.Physics); 4582 AddFlag(PrimFlags.Physics);
3979 if (!wasUsingPhysics)
3980 {
3981 DoPhysicsPropertyUpdate(UsePhysics, false);
3982
3983 if (!ParentGroup.IsDeleted)
3984 {
3985 if (LocalId == ParentGroup.RootPart.LocalId)
3986 {
3987 ParentGroup.CheckSculptAndLoad();
3988 }
3989 }
3990 }
3991 }
3992 else 4583 else
3993 {
3994 RemFlag(PrimFlags.Physics); 4584 RemFlag(PrimFlags.Physics);
3995 if (wasUsingPhysics)
3996 {
3997 DoPhysicsPropertyUpdate(UsePhysics, false);
3998 }
3999 }
4000 4585
4001 if (SetPhantom 4586 if (SetPhantom)
4002 || ParentGroup.IsAttachment
4003 || (Shape.PathCurve == (byte)Extrusion.Flexible)) // note: this may have been changed above in the case of joints
4004 {
4005 AddFlag(PrimFlags.Phantom); 4587 AddFlag(PrimFlags.Phantom);
4588 else
4589 RemFlag(PrimFlags.Phantom);
4006 4590
4007 if (PhysActor != null) 4591 if (SetTemporary)
4592 AddFlag(PrimFlags.TemporaryOnRez);
4593 else
4594 RemFlag(PrimFlags.TemporaryOnRez);
4595
4596
4597 if (ParentGroup.Scene == null)
4598 return;
4599
4600 PhysicsActor pa = PhysActor;
4601
4602 if (pa != null && building && pa.Building != building)
4603 pa.Building = building;
4604
4605 if ((SetPhantom && !UsePhysics && !SetVD) || ParentGroup.IsAttachment || PhysicsShapeType == (byte)PhysShapeType.none
4606 || (Shape.PathCurve == (byte)Extrusion.Flexible))
4607 {
4608 if (pa != null)
4008 { 4609 {
4610 if(wasUsingPhysics)
4611 ParentGroup.Scene.RemovePhysicalPrim(1);
4009 RemoveFromPhysics(); 4612 RemoveFromPhysics();
4010 pa = null;
4011 } 4613 }
4614
4615 Velocity = new Vector3(0, 0, 0);
4616 Acceleration = new Vector3(0, 0, 0);
4617 if (ParentGroup.RootPart == this)
4618 AngularVelocity = new Vector3(0, 0, 0);
4012 } 4619 }
4013 else // Not phantom 4620 else
4014 { 4621 {
4015 RemFlag(PrimFlags.Phantom); 4622 if (ParentGroup.Scene.CollidablePrims)
4016
4017 if (ParentGroup.Scene == null)
4018 return;
4019
4020 if (ParentGroup.Scene.CollidablePrims && pa == null)
4021 { 4623 {
4022 pa = AddToPhysics(UsePhysics); 4624 if (pa == null)
4023
4024 if (pa != null)
4025 { 4625 {
4026 pa.SetMaterial(Material); 4626 AddToPhysics(UsePhysics, SetPhantom, building, false);
4027 DoPhysicsPropertyUpdate(UsePhysics, true); 4627 pa = PhysActor;
4028 4628/*
4029 if (!ParentGroup.IsDeleted) 4629 if (pa != null)
4030 { 4630 {
4031 if (LocalId == ParentGroup.RootPart.LocalId) 4631 if (
4632// ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
4633// ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4634// ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4635// ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4636// ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4637// ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4638 ((AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) ||
4639 ((ParentGroup.RootPart.AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) ||
4640 (CollisionSound != UUID.Zero)
4641 )
4032 { 4642 {
4033 ParentGroup.CheckSculptAndLoad(); 4643 pa.OnCollisionUpdate += PhysicsCollision;
4644 pa.SubscribeEvents(1000);
4034 } 4645 }
4035 } 4646 }
4036 4647*/
4037 if (
4038 ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
4039 ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4040 ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4041 ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4042 ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4043 ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4044 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision) != 0) ||
4045 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4046 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4047 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4048 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4049 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4050 (CollisionSound != UUID.Zero)
4051 )
4052 {
4053 pa.OnCollisionUpdate += PhysicsCollision;
4054 pa.SubscribeEvents(1000);
4055 }
4056 } 4648 }
4057 } 4649 else // it already has a physical representation
4058 else // it already has a physical representation
4059 {
4060 DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status. If it's phantom this will remove the prim
4061
4062 if (!ParentGroup.IsDeleted)
4063 { 4650 {
4064 if (LocalId == ParentGroup.RootPart.LocalId) 4651 DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status.
4065 { 4652/* moved into DoPhysicsPropertyUpdate
4066 ParentGroup.CheckSculptAndLoad(); 4653 if(VolumeDetectActive)
4067 } 4654 pa.SetVolumeDetect(1);
4655 else
4656 pa.SetVolumeDetect(0);
4657*/
4658
4659 if (pa.Building != building)
4660 pa.Building = building;
4068 } 4661 }
4069 }
4070 }
4071 4662
4072 if (SetVD) 4663 UpdatePhysicsSubscribedEvents();
4073 {
4074 // If the above logic worked (this is urgent candidate to unit tests!)
4075 // we now have a physicsactor.
4076 // Defensive programming calls for a check here.
4077 // Better would be throwing an exception that could be catched by a unit test as the internal
4078 // logic should make sure, this Physactor is always here.
4079 if (pa != null)
4080 {
4081 pa.SetVolumeDetect(1);
4082 AddFlag(PrimFlags.Phantom); // We set this flag also if VD is active
4083 VolumeDetectActive = true;
4084 } 4664 }
4085 } 4665 }
4086 else
4087 {
4088 // Remove VolumeDetect in any case. Note, it's safe to call SetVolumeDetect as often as you like
4089 // (mumbles, well, at least if you have infinte CPU powers :-))
4090 if (pa != null)
4091 pa.SetVolumeDetect(0);
4092
4093 VolumeDetectActive = false;
4094 }
4095
4096 if (SetTemporary)
4097 {
4098 AddFlag(PrimFlags.TemporaryOnRez);
4099 }
4100 else
4101 {
4102 RemFlag(PrimFlags.TemporaryOnRez);
4103 }
4104 4666
4105 // m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString()); 4667 // m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString());
4106 4668
4669 // and last in case we have a new actor and not building
4670
4107 if (ParentGroup != null) 4671 if (ParentGroup != null)
4108 { 4672 {
4109 ParentGroup.HasGroupChanged = true; 4673 ParentGroup.HasGroupChanged = true;
4110 ScheduleFullUpdate(); 4674 ScheduleFullUpdate();
4111 } 4675 }
4112 4676
4113// m_log.DebugFormat("[SCENE OBJECT PART]: Updated PrimFlags on {0} {1} to {2}", Name, LocalId, Flags); 4677// m_log.DebugFormat("[SCENE OBJECT PART]: Updated PrimFlags on {0} {1} to {2}", Name, LocalId, Flags);
4114 } 4678 }
4115 4679
4116 /// <summary> 4680 /// <summary>
4117 /// Adds this part to the physics scene. 4681 /// Adds this part to the physics scene.
4682 /// and sets the PhysActor property
4118 /// </summary> 4683 /// </summary>
4119 /// <remarks>This method also sets the PhysActor property.</remarks> 4684 /// <param name="isPhysical">Add this prim as physical.</param>
4120 /// <param name="rigidBody">Add this prim with a rigid body.</param> 4685 /// <param name="isPhantom">Add this prim as phantom.</param>
4121 /// <returns> 4686 /// <param name="building">tells physics to delay full construction of object</param>
4122 /// The physics actor. null if there was a failure. 4687 /// <param name="applyDynamics">applies velocities, force and torque</param>
4123 /// </returns> 4688 private void AddToPhysics(bool isPhysical, bool isPhantom, bool building, bool applyDynamics)
4124 private PhysicsActor AddToPhysics(bool rigidBody) 4689 {
4125 {
4126 PhysicsActor pa; 4690 PhysicsActor pa;
4127 4691
4692 Vector3 velocity = Velocity;
4693 Vector3 rotationalVelocity = AngularVelocity;;
4694
4128 try 4695 try
4129 { 4696 {
4130 pa = ParentGroup.Scene.PhysicsScene.AddPrimShape( 4697 pa = ParentGroup.Scene.PhysicsScene.AddPrimShape(
4131 string.Format("{0}/{1}", Name, UUID), 4698 string.Format("{0}/{1}", Name, UUID),
4132 Shape, 4699 Shape,
4133 AbsolutePosition, 4700 AbsolutePosition,
4134 Scale, 4701 Scale,
4135 RotationOffset, 4702 GetWorldRotation(),
4136 rigidBody, 4703 isPhysical,
4137 m_localId); 4704 isPhantom,
4705 PhysicsShapeType,
4706 m_localId);
4138 } 4707 }
4139 catch 4708 catch (Exception ex)
4140 { 4709 {
4141 m_log.ErrorFormat("[SCENE]: caught exception meshing object {0}. Object set to phantom.", m_uuid); 4710 m_log.ErrorFormat("[SCENE]: AddToPhysics object {0} failed: {1}", m_uuid, ex.Message);
4142 pa = null; 4711 pa = null;
4143 } 4712 }
4144 4713
4145 // FIXME: Ideally we wouldn't set the property here to reduce situations where threads changing physical
4146 // properties can stop on each other. However, DoPhysicsPropertyUpdate() currently relies on PhysActor
4147 // being set.
4148 PhysActor = pa;
4149
4150 // Basic Physics can also return null as well as an exception catch.
4151 if (pa != null) 4714 if (pa != null)
4152 { 4715 {
4153 pa.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info 4716 pa.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info
4154 pa.SetMaterial(Material); 4717 pa.SetMaterial(Material);
4155 DoPhysicsPropertyUpdate(rigidBody, true); 4718
4719 if (VolumeDetectActive) // change if not the default only
4720 pa.SetVolumeDetect(1);
4721
4722 if (m_vehicleParams != null && LocalId == ParentGroup.RootPart.LocalId)
4723 m_vehicleParams.SetVehicle(pa);
4724
4725 // we are going to tell rest of code about physics so better have this here
4726 PhysActor = pa;
4727
4728 // DoPhysicsPropertyUpdate(isPhysical, true);
4729 // lets expand it here just with what it really needs to do
4730
4731 if (isPhysical)
4732 {
4733 if (ParentGroup.RootPart.KeyframeMotion != null)
4734 ParentGroup.RootPart.KeyframeMotion.Stop();
4735 ParentGroup.RootPart.KeyframeMotion = null;
4736 ParentGroup.Scene.AddPhysicalPrim(1);
4737
4738 pa.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate;
4739 pa.OnOutOfBounds += PhysicsOutOfBounds;
4740
4741 if (ParentID != 0 && ParentID != LocalId)
4742 {
4743 PhysicsActor parentPa = ParentGroup.RootPart.PhysActor;
4744
4745 if (parentPa != null)
4746 {
4747 pa.link(parentPa);
4748 }
4749 }
4750 }
4751
4752 if (applyDynamics)
4753 // do independent of isphysical so parameters get setted (at least some)
4754 {
4755 Velocity = velocity;
4756 AngularVelocity = rotationalVelocity;
4757// pa.Velocity = velocity;
4758 pa.RotationalVelocity = rotationalVelocity;
4759
4760 // if not vehicle and root part apply force and torque
4761 if ((m_vehicleParams == null || m_vehicleParams.Type == Vehicle.TYPE_NONE)
4762 && LocalId == ParentGroup.RootPart.LocalId)
4763 {
4764 pa.Force = Force;
4765 pa.Torque = Torque;
4766 }
4767 }
4768
4769 if (Shape.SculptEntry)
4770 CheckSculptAndLoad();
4771 else
4772 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa);
4773
4774 if (!building)
4775 pa.Building = false;
4156 } 4776 }
4157 4777
4158 return pa; 4778 PhysActor = pa;
4159 } 4779 }
4160 4780
4161 /// <summary> 4781 /// <summary>
4162 /// This removes the part from the physics scene. 4782 /// This removes the part from the physics scene.
4163 /// </summary> 4783 /// </summary>
4164 /// <remarks> 4784 /// <remarks>
4165 /// This isn't the same as turning off physical, since even without being physical the prim has a physics 4785 /// This isn't the same as turning off physical, since even without being physical the prim has a physics
4166 /// representation for collision detection. Rather, this would be used in situations such as making a prim 4786 /// representation for collision detection.
4167 /// phantom.
4168 /// </remarks> 4787 /// </remarks>
4169 public void RemoveFromPhysics() 4788 public void RemoveFromPhysics()
4170 { 4789 {
4171 ParentGroup.Scene.PhysicsScene.RemovePrim(PhysActor); 4790 PhysicsActor pa = PhysActor;
4791 if (pa != null)
4792 {
4793 pa.OnCollisionUpdate -= PhysicsCollision;
4794 pa.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate;
4795 pa.OnOutOfBounds -= PhysicsOutOfBounds;
4796
4797 ParentGroup.Scene.PhysicsScene.RemovePrim(pa);
4798 }
4172 PhysActor = null; 4799 PhysActor = null;
4173 } 4800 }
4174 4801
@@ -4328,6 +4955,44 @@ namespace OpenSim.Region.Framework.Scenes
4328 ScheduleFullUpdate(); 4955 ScheduleFullUpdate();
4329 } 4956 }
4330 4957
4958
4959 private void UpdatePhysicsSubscribedEvents()
4960 {
4961 PhysicsActor pa = PhysActor;
4962 if (pa == null)
4963 return;
4964
4965 pa.OnCollisionUpdate -= PhysicsCollision;
4966
4967 bool hassound = (!VolumeDetectActive && CollisionSoundType >= 0 && ((Flags & PrimFlags.Physics) != 0));
4968
4969 scriptEvents CombinedEvents = AggregateScriptEvents;
4970
4971 // merge with root part
4972 if (ParentGroup != null && ParentGroup.RootPart != null)
4973 CombinedEvents |= ParentGroup.RootPart.AggregateScriptEvents;
4974
4975 // submit to this part case
4976 if (VolumeDetectActive)
4977 CombinedEvents &= PhyscicsVolumeDtcSubsEvents;
4978 else if ((Flags & PrimFlags.Phantom) != 0)
4979 CombinedEvents &= PhyscicsPhantonSubsEvents;
4980 else
4981 CombinedEvents &= PhysicsNeededSubsEvents;
4982
4983 if (hassound || CombinedEvents != 0)
4984 {
4985 // subscribe to physics updates.
4986 pa.OnCollisionUpdate += PhysicsCollision;
4987 pa.SubscribeEvents(50); // 20 reports per second
4988 }
4989 else
4990 {
4991 pa.UnSubscribeEvents();
4992 }
4993 }
4994
4995
4331 public void aggregateScriptEvents() 4996 public void aggregateScriptEvents()
4332 { 4997 {
4333 if (ParentGroup == null || ParentGroup.RootPart == null) 4998 if (ParentGroup == null || ParentGroup.RootPart == null)
@@ -4364,40 +5029,32 @@ namespace OpenSim.Region.Framework.Scenes
4364 { 5029 {
4365 objectflagupdate |= (uint) PrimFlags.AllowInventoryDrop; 5030 objectflagupdate |= (uint) PrimFlags.AllowInventoryDrop;
4366 } 5031 }
4367 5032/*
4368 PhysicsActor pa = PhysActor; 5033 PhysicsActor pa = PhysActor;
4369 5034 if (pa != null)
4370 if (
4371 ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
4372 ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4373 ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4374 ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4375 ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4376 ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4377 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision) != 0) ||
4378 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4379 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4380 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4381 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4382 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4383 (CollisionSound != UUID.Zero)
4384 )
4385 { 5035 {
4386 // subscribe to physics updates. 5036 if (
4387 if (pa != null) 5037// ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
5038// ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
5039// ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
5040// ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
5041// ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
5042// ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
5043 ((AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) || ((ParentGroup.RootPart.AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) || (CollisionSound != UUID.Zero)
5044 )
4388 { 5045 {
5046 // subscribe to physics updates.
4389 pa.OnCollisionUpdate += PhysicsCollision; 5047 pa.OnCollisionUpdate += PhysicsCollision;
4390 pa.SubscribeEvents(1000); 5048 pa.SubscribeEvents(1000);
4391 } 5049 }
4392 } 5050 else
4393 else
4394 {
4395 if (pa != null)
4396 { 5051 {
4397 pa.UnSubscribeEvents(); 5052 pa.UnSubscribeEvents();
4398 pa.OnCollisionUpdate -= PhysicsCollision; 5053 pa.OnCollisionUpdate -= PhysicsCollision;
4399 } 5054 }
4400 } 5055 }
5056 */
5057 UpdatePhysicsSubscribedEvents();
4401 5058
4402 //if ((GetEffectiveObjectFlags() & (uint)PrimFlags.Scripted) != 0) 5059 //if ((GetEffectiveObjectFlags() & (uint)PrimFlags.Scripted) != 0)
4403 //{ 5060 //{
@@ -4527,6 +5184,18 @@ namespace OpenSim.Region.Framework.Scenes
4527 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); 5184 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A));
4528 } 5185 }
4529 5186
5187 public void ResetOwnerChangeFlag()
5188 {
5189 List<UUID> inv = Inventory.GetInventoryList();
5190
5191 foreach (UUID itemID in inv)
5192 {
5193 TaskInventoryItem item = Inventory.GetInventoryItem(itemID);
5194 item.OwnerChanged = false;
5195 Inventory.UpdateInventoryItem(item, false, false);
5196 }
5197 }
5198
4530 /// <summary> 5199 /// <summary>
4531 /// Record an avatar sitting on this part. 5200 /// Record an avatar sitting on this part.
4532 /// </summary> 5201 /// </summary>
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
index 821fd81..e010864 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.
@@ -84,7 +87,9 @@ 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;
@@ -124,38 +129,45 @@ namespace OpenSim.Region.Framework.Scenes
124 public void ResetInventoryIDs() 129 public void ResetInventoryIDs()
125 { 130 {
126 if (null == m_part) 131 if (null == m_part)
127 return; 132 m_items.LockItemsForWrite(true);
128 133
129 lock (m_items) 134 if (Items.Count == 0)
130 { 135 {
131 if (0 == m_items.Count) 136 m_items.LockItemsForWrite(false);
132 return; 137 return;
138 }
133 139
134 IList<TaskInventoryItem> items = GetInventoryItems(); 140 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
135 m_items.Clear(); 141 Items.Clear();
136 142
137 foreach (TaskInventoryItem item in items) 143 foreach (TaskInventoryItem item in items)
138 { 144 {
139 item.ResetIDs(m_part.UUID); 145 item.ResetIDs(m_part.UUID);
140 m_items.Add(item.ItemID, item); 146 Items.Add(item.ItemID, item);
141 }
142 } 147 }
148 m_items.LockItemsForWrite(false);
143 } 149 }
144 150
145 public void ResetObjectID() 151 public void ResetObjectID()
146 { 152 {
147 lock (Items) 153 m_items.LockItemsForWrite(true);
154
155 if (Items.Count == 0)
148 { 156 {
149 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values); 157 m_items.LockItemsForWrite(false);
150 Items.Clear(); 158 return;
151
152 foreach (TaskInventoryItem item in items)
153 {
154 item.ParentPartID = m_part.UUID;
155 item.ParentID = m_part.UUID;
156 Items.Add(item.ItemID, item);
157 }
158 } 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);
159 } 171 }
160 172
161 /// <summary> 173 /// <summary>
@@ -164,17 +176,14 @@ namespace OpenSim.Region.Framework.Scenes
164 /// <param name="ownerId"></param> 176 /// <param name="ownerId"></param>
165 public void ChangeInventoryOwner(UUID ownerId) 177 public void ChangeInventoryOwner(UUID ownerId)
166 { 178 {
167 lock (Items) 179 List<TaskInventoryItem> items = GetInventoryItems();
168 { 180
169 if (0 == Items.Count) 181 if (items.Count == 0)
170 { 182 return;
171 return;
172 }
173 }
174 183
184 m_items.LockItemsForWrite(true);
175 HasInventoryChanged = true; 185 HasInventoryChanged = true;
176 m_part.ParentGroup.HasGroupChanged = true; 186 m_part.ParentGroup.HasGroupChanged = true;
177 List<TaskInventoryItem> items = GetInventoryItems();
178 foreach (TaskInventoryItem item in items) 187 foreach (TaskInventoryItem item in items)
179 { 188 {
180 if (ownerId != item.OwnerID) 189 if (ownerId != item.OwnerID)
@@ -185,6 +194,7 @@ namespace OpenSim.Region.Framework.Scenes
185 item.PermsGranter = UUID.Zero; 194 item.PermsGranter = UUID.Zero;
186 item.OwnerChanged = true; 195 item.OwnerChanged = true;
187 } 196 }
197 m_items.LockItemsForWrite(false);
188 } 198 }
189 199
190 /// <summary> 200 /// <summary>
@@ -193,12 +203,11 @@ namespace OpenSim.Region.Framework.Scenes
193 /// <param name="groupID"></param> 203 /// <param name="groupID"></param>
194 public void ChangeInventoryGroup(UUID groupID) 204 public void ChangeInventoryGroup(UUID groupID)
195 { 205 {
196 lock (Items) 206 m_items.LockItemsForWrite(true);
207 if (0 == Items.Count)
197 { 208 {
198 if (0 == Items.Count) 209 m_items.LockItemsForWrite(false);
199 { 210 return;
200 return;
201 }
202 } 211 }
203 212
204 // Don't let this set the HasGroupChanged flag for attachments 213 // Don't let this set the HasGroupChanged flag for attachments
@@ -210,12 +219,15 @@ namespace OpenSim.Region.Framework.Scenes
210 m_part.ParentGroup.HasGroupChanged = true; 219 m_part.ParentGroup.HasGroupChanged = true;
211 } 220 }
212 221
213 List<TaskInventoryItem> items = GetInventoryItems(); 222 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
214 foreach (TaskInventoryItem item in items) 223 foreach (TaskInventoryItem item in items)
215 { 224 {
216 if (groupID != item.GroupID) 225 if (groupID != item.GroupID)
226 {
217 item.GroupID = groupID; 227 item.GroupID = groupID;
228 }
218 } 229 }
230 m_items.LockItemsForWrite(false);
219 } 231 }
220 232
221 private void QueryScriptStates() 233 private void QueryScriptStates()
@@ -227,25 +239,25 @@ namespace OpenSim.Region.Framework.Scenes
227 if (engines == null) // No engine at all 239 if (engines == null) // No engine at all
228 return; 240 return;
229 241
230 lock (Items) 242 Items.LockItemsForRead(true);
243 foreach (TaskInventoryItem item in Items.Values)
231 { 244 {
232 foreach (TaskInventoryItem item in Items.Values) 245 if (item.InvType == (int)InventoryType.LSL)
233 { 246 {
234 if (item.InvType == (int)InventoryType.LSL) 247 foreach (IScriptModule e in engines)
235 { 248 {
236 foreach (IScriptModule e in engines) 249 bool running;
237 {
238 bool running;
239 250
240 if (e.HasScript(item.ItemID, out running)) 251 if (e.HasScript(item.ItemID, out running))
241 { 252 {
242 item.ScriptRunning = running; 253 item.ScriptRunning = running;
243 break; 254 break;
244 }
245 } 255 }
246 } 256 }
247 } 257 }
248 } 258 }
259
260 Items.LockItemsForRead(false);
249 } 261 }
250 262
251 public int CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource) 263 public int CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource)
@@ -290,7 +302,10 @@ namespace OpenSim.Region.Framework.Scenes
290 { 302 {
291 List<TaskInventoryItem> scripts = GetInventoryItems(InventoryType.LSL); 303 List<TaskInventoryItem> scripts = GetInventoryItems(InventoryType.LSL);
292 foreach (TaskInventoryItem item in scripts) 304 foreach (TaskInventoryItem item in scripts)
305 {
293 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted); 306 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted);
307 m_part.RemoveScriptEvents(item.ItemID);
308 }
294 } 309 }
295 310
296 /// <summary> 311 /// <summary>
@@ -312,7 +327,10 @@ namespace OpenSim.Region.Framework.Scenes
312// item.Name, item.ItemID, m_part.Name, m_part.UUID, m_part.ParentGroup.Scene.RegionInfo.RegionName); 327// item.Name, item.ItemID, m_part.Name, m_part.UUID, m_part.ParentGroup.Scene.RegionInfo.RegionName);
313 328
314 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID)) 329 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID))
330 {
331 StoreScriptError(item.ItemID, "no permission");
315 return false; 332 return false;
333 }
316 334
317 m_part.AddFlag(PrimFlags.Scripted); 335 m_part.AddFlag(PrimFlags.Scripted);
318 336
@@ -322,14 +340,13 @@ namespace OpenSim.Region.Framework.Scenes
322 if (stateSource == 2 && // Prim crossing 340 if (stateSource == 2 && // Prim crossing
323 m_part.ParentGroup.Scene.m_trustBinaries) 341 m_part.ParentGroup.Scene.m_trustBinaries)
324 { 342 {
325 lock (m_items) 343 m_items.LockItemsForWrite(true);
326 { 344 m_items[item.ItemID].PermsMask = 0;
327 m_items[item.ItemID].PermsMask = 0; 345 m_items[item.ItemID].PermsGranter = UUID.Zero;
328 m_items[item.ItemID].PermsGranter = UUID.Zero; 346 m_items.LockItemsForWrite(false);
329 }
330
331 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 347 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
332 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource); 348 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource);
349 StoreScriptErrors(item.ItemID, null);
333 m_part.ParentGroup.AddActiveScriptCount(1); 350 m_part.ParentGroup.AddActiveScriptCount(1);
334 m_part.ScheduleFullUpdate(); 351 m_part.ScheduleFullUpdate();
335 return true; 352 return true;
@@ -338,6 +355,8 @@ namespace OpenSim.Region.Framework.Scenes
338 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString()); 355 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString());
339 if (null == asset) 356 if (null == asset)
340 { 357 {
358 string msg = String.Format("asset ID {0} could not be found", item.AssetID);
359 StoreScriptError(item.ItemID, msg);
341 m_log.ErrorFormat( 360 m_log.ErrorFormat(
342 "[PRIM INVENTORY]: Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found", 361 "[PRIM INVENTORY]: Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found",
343 item.Name, item.ItemID, m_part.AbsolutePosition, 362 item.Name, item.ItemID, m_part.AbsolutePosition,
@@ -350,16 +369,18 @@ namespace OpenSim.Region.Framework.Scenes
350 if (m_part.ParentGroup.m_savedScriptState != null) 369 if (m_part.ParentGroup.m_savedScriptState != null)
351 item.OldItemID = RestoreSavedScriptState(item.LoadedItemID, item.OldItemID, item.ItemID); 370 item.OldItemID = RestoreSavedScriptState(item.LoadedItemID, item.OldItemID, item.ItemID);
352 371
353 lock (m_items) 372 m_items.LockItemsForWrite(true);
354 {
355 m_items[item.ItemID].OldItemID = item.OldItemID;
356 m_items[item.ItemID].PermsMask = 0;
357 m_items[item.ItemID].PermsGranter = UUID.Zero;
358 }
359 373
374 m_items[item.ItemID].OldItemID = item.OldItemID;
375 m_items[item.ItemID].PermsMask = 0;
376 m_items[item.ItemID].PermsGranter = UUID.Zero;
377
378 m_items.LockItemsForWrite(false);
379
360 string script = Utils.BytesToString(asset.Data); 380 string script = Utils.BytesToString(asset.Data);
361 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 381 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
362 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource); 382 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource);
383 StoreScriptErrors(item.ItemID, null);
363 if (!item.ScriptRunning) 384 if (!item.ScriptRunning)
364 m_part.ParentGroup.Scene.EventManager.TriggerStopScript( 385 m_part.ParentGroup.Scene.EventManager.TriggerStopScript(
365 m_part.LocalId, item.ItemID); 386 m_part.LocalId, item.ItemID);
@@ -432,24 +453,151 @@ namespace OpenSim.Region.Framework.Scenes
432 return stateID; 453 return stateID;
433 } 454 }
434 455
456 /// <summary>
457 /// Start a script which is in this prim's inventory.
458 /// Some processing may occur in the background, but this routine returns asap.
459 /// </summary>
460 /// <param name="itemId">
461 /// A <see cref="UUID"/>
462 /// </param>
435 public bool CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource) 463 public bool CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
436 { 464 {
437 TaskInventoryItem item = GetInventoryItem(itemId); 465 lock (m_scriptErrors)
438 if (item != null) 466 {
467 // Indicate to CreateScriptInstanceInternal() we don't want it to wait for completion
468 m_scriptErrors.Remove(itemId);
469 }
470 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
471 return true;
472 }
473
474 private void CreateScriptInstanceInternal(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
475 {
476 m_items.LockItemsForRead(true);
477 if (m_items.ContainsKey(itemId))
439 { 478 {
440 return CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); 479 if (m_items.ContainsKey(itemId))
480 {
481 m_items.LockItemsForRead(false);
482 CreateScriptInstance(m_items[itemId], startParam, postOnRez, engine, stateSource);
483 }
484 else
485 {
486 m_items.LockItemsForRead(false);
487 string msg = String.Format("couldn't be found for prim {0}, {1} at {2} in {3}", m_part.Name, m_part.UUID,
488 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
489 StoreScriptError(itemId, msg);
490 m_log.ErrorFormat(
491 "[PRIM INVENTORY]: " +
492 "Couldn't start script with ID {0} since it {1}", itemId, msg);
493 }
441 } 494 }
442 else 495 else
443 { 496 {
497 m_items.LockItemsForRead(false);
498 string msg = String.Format("couldn't be found for prim {0}, {1}", m_part.Name, m_part.UUID);
499 StoreScriptError(itemId, msg);
444 m_log.ErrorFormat( 500 m_log.ErrorFormat(
445 "[PRIM INVENTORY]: Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}", 501 "[PRIM INVENTORY]: Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}",
446 itemId, m_part.Name, m_part.UUID, 502 itemId, m_part.Name, m_part.UUID,
447 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 503 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
504 }
505
506 }
448 507
449 return false; 508 /// <summary>
509 /// Start a script which is in this prim's inventory and return any compilation error messages.
510 /// </summary>
511 /// <param name="itemId">
512 /// A <see cref="UUID"/>
513 /// </param>
514 public ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
515 {
516 ArrayList errors;
517
518 // Indicate to CreateScriptInstanceInternal() we want it to
519 // post any compilation/loading error messages
520 lock (m_scriptErrors)
521 {
522 m_scriptErrors[itemId] = null;
523 }
524
525 // Perform compilation/loading
526 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
527
528 // Wait for and retrieve any errors
529 lock (m_scriptErrors)
530 {
531 while ((errors = m_scriptErrors[itemId]) == null)
532 {
533 if (!System.Threading.Monitor.Wait(m_scriptErrors, 15000))
534 {
535 m_log.ErrorFormat(
536 "[PRIM INVENTORY]: " +
537 "timedout waiting for script {0} errors", itemId);
538 errors = m_scriptErrors[itemId];
539 if (errors == null)
540 {
541 errors = new ArrayList(1);
542 errors.Add("timedout waiting for errors");
543 }
544 break;
545 }
546 }
547 m_scriptErrors.Remove(itemId);
548 }
549 return errors;
550 }
551
552 // Signal to CreateScriptInstanceEr() that compilation/loading is complete
553 private void StoreScriptErrors(UUID itemId, ArrayList errors)
554 {
555 lock (m_scriptErrors)
556 {
557 // If compilation/loading initiated via CreateScriptInstance(),
558 // it does not want the errors, so just get out
559 if (!m_scriptErrors.ContainsKey(itemId))
560 {
561 return;
562 }
563
564 // Initiated via CreateScriptInstanceEr(), if we know what the
565 // errors are, save them and wake CreateScriptInstanceEr().
566 if (errors != null)
567 {
568 m_scriptErrors[itemId] = errors;
569 System.Threading.Monitor.PulseAll(m_scriptErrors);
570 return;
571 }
572 }
573
574 // Initiated via CreateScriptInstanceEr() but we don't know what
575 // the errors are yet, so retrieve them from the script engine.
576 // This may involve some waiting internal to GetScriptErrors().
577 errors = GetScriptErrors(itemId);
578
579 // Get a default non-null value to indicate success.
580 if (errors == null)
581 {
582 errors = new ArrayList();
583 }
584
585 // Post to CreateScriptInstanceEr() and wake it up
586 lock (m_scriptErrors)
587 {
588 m_scriptErrors[itemId] = errors;
589 System.Threading.Monitor.PulseAll(m_scriptErrors);
450 } 590 }
451 } 591 }
452 592
593 // Like StoreScriptErrors(), but just posts a single string message
594 private void StoreScriptError(UUID itemId, string message)
595 {
596 ArrayList errors = new ArrayList(1);
597 errors.Add(message);
598 StoreScriptErrors(itemId, errors);
599 }
600
453 /// <summary> 601 /// <summary>
454 /// Stop and remove a script which is in this prim's inventory. 602 /// Stop and remove a script which is in this prim's inventory.
455 /// </summary> 603 /// </summary>
@@ -460,15 +608,7 @@ namespace OpenSim.Region.Framework.Scenes
460 /// </param> 608 /// </param>
461 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted) 609 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted)
462 { 610 {
463 bool scriptPresent = false; 611 if (m_items.ContainsKey(itemId))
464
465 lock (m_items)
466 {
467 if (m_items.ContainsKey(itemId))
468 scriptPresent = true;
469 }
470
471 if (scriptPresent)
472 { 612 {
473 if (!sceneObjectBeingDeleted) 613 if (!sceneObjectBeingDeleted)
474 m_part.RemoveScriptEvents(itemId); 614 m_part.RemoveScriptEvents(itemId);
@@ -538,14 +678,16 @@ namespace OpenSim.Region.Framework.Scenes
538 /// <returns></returns> 678 /// <returns></returns>
539 private bool InventoryContainsName(string name) 679 private bool InventoryContainsName(string name)
540 { 680 {
541 lock (m_items) 681 m_items.LockItemsForRead(true);
682 foreach (TaskInventoryItem item in m_items.Values)
542 { 683 {
543 foreach (TaskInventoryItem item in m_items.Values) 684 if (item.Name == name)
544 { 685 {
545 if (item.Name == name) 686 m_items.LockItemsForRead(false);
546 return true; 687 return true;
547 } 688 }
548 } 689 }
690 m_items.LockItemsForRead(false);
549 return false; 691 return false;
550 } 692 }
551 693
@@ -587,8 +729,9 @@ namespace OpenSim.Region.Framework.Scenes
587 /// <param name="item"></param> 729 /// <param name="item"></param>
588 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop) 730 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop)
589 { 731 {
590 List<TaskInventoryItem> il = GetInventoryItems(); 732 m_items.LockItemsForRead(true);
591 733 List<TaskInventoryItem> il = new List<TaskInventoryItem>(m_items.Values);
734 m_items.LockItemsForRead(false);
592 foreach (TaskInventoryItem i in il) 735 foreach (TaskInventoryItem i in il)
593 { 736 {
594 if (i.Name == item.Name) 737 if (i.Name == item.Name)
@@ -626,14 +769,14 @@ namespace OpenSim.Region.Framework.Scenes
626 item.Name = name; 769 item.Name = name;
627 item.GroupID = m_part.GroupID; 770 item.GroupID = m_part.GroupID;
628 771
629 lock (m_items) 772 m_items.LockItemsForWrite(true);
630 m_items.Add(item.ItemID, item); 773 m_items.Add(item.ItemID, item);
631 774 m_items.LockItemsForWrite(false);
632 if (allowedDrop) 775 if (allowedDrop)
633 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP); 776 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP);
634 else 777 else
635 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 778 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
636 779
637 m_inventorySerial++; 780 m_inventorySerial++;
638 //m_inventorySerial += 2; 781 //m_inventorySerial += 2;
639 HasInventoryChanged = true; 782 HasInventoryChanged = true;
@@ -649,15 +792,15 @@ namespace OpenSim.Region.Framework.Scenes
649 /// <param name="items"></param> 792 /// <param name="items"></param>
650 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items) 793 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items)
651 { 794 {
652 lock (m_items) 795 m_items.LockItemsForWrite(true);
796 foreach (TaskInventoryItem item in items)
653 { 797 {
654 foreach (TaskInventoryItem item in items) 798 m_items.Add(item.ItemID, item);
655 { 799// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
656 m_items.Add(item.ItemID, item);
657// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
658 }
659 m_inventorySerial++;
660 } 800 }
801 m_items.LockItemsForWrite(false);
802
803 m_inventorySerial++;
661 } 804 }
662 805
663 /// <summary> 806 /// <summary>
@@ -668,23 +811,24 @@ namespace OpenSim.Region.Framework.Scenes
668 public TaskInventoryItem GetInventoryItem(UUID itemId) 811 public TaskInventoryItem GetInventoryItem(UUID itemId)
669 { 812 {
670 TaskInventoryItem item; 813 TaskInventoryItem item;
671 814 m_items.LockItemsForRead(true);
672 lock (m_items) 815 m_items.TryGetValue(itemId, out item);
673 m_items.TryGetValue(itemId, out item); 816 m_items.LockItemsForRead(false);
674
675 return item; 817 return item;
676 } 818 }
677 819
678 public TaskInventoryItem GetInventoryItem(string name) 820 public TaskInventoryItem GetInventoryItem(string name)
679 { 821 {
680 lock (m_items) 822 m_items.LockItemsForRead(true);
823 foreach (TaskInventoryItem item in m_items.Values)
681 { 824 {
682 foreach (TaskInventoryItem item in m_items.Values) 825 if (item.Name == name)
683 { 826 {
684 if (item.Name == name) 827 m_items.LockItemsForRead(false);
685 return item; 828 return item;
686 } 829 }
687 } 830 }
831 m_items.LockItemsForRead(false);
688 832
689 return null; 833 return null;
690 } 834 }
@@ -693,15 +837,16 @@ namespace OpenSim.Region.Framework.Scenes
693 { 837 {
694 List<TaskInventoryItem> items = new List<TaskInventoryItem>(); 838 List<TaskInventoryItem> items = new List<TaskInventoryItem>();
695 839
696 lock (m_items) 840 m_items.LockItemsForRead(true);
841
842 foreach (TaskInventoryItem item in m_items.Values)
697 { 843 {
698 foreach (TaskInventoryItem item in m_items.Values) 844 if (item.Name == name)
699 { 845 items.Add(item);
700 if (item.Name == name)
701 items.Add(item);
702 }
703 } 846 }
704 847
848 m_items.LockItemsForRead(false);
849
705 return items; 850 return items;
706 } 851 }
707 852
@@ -720,6 +865,10 @@ namespace OpenSim.Region.Framework.Scenes
720 string xmlData = Utils.BytesToString(rezAsset.Data); 865 string xmlData = Utils.BytesToString(rezAsset.Data);
721 SceneObjectGroup group = SceneObjectSerializer.FromOriginalXmlFormat(xmlData); 866 SceneObjectGroup group = SceneObjectSerializer.FromOriginalXmlFormat(xmlData);
722 867
868 group.RootPart.AttachPoint = group.RootPart.Shape.State;
869 group.RootPart.AttachOffset = group.AbsolutePosition;
870 group.RootPart.AttachRotation = group.GroupRotation;
871
723 group.ResetIDs(); 872 group.ResetIDs();
724 873
725 SceneObjectPart rootPart = group.GetPart(group.UUID); 874 SceneObjectPart rootPart = group.GetPart(group.UUID);
@@ -794,8 +943,9 @@ namespace OpenSim.Region.Framework.Scenes
794 943
795 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged) 944 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged)
796 { 945 {
797 TaskInventoryItem it = GetInventoryItem(item.ItemID); 946 m_items.LockItemsForWrite(true);
798 if (it != null) 947
948 if (m_items.ContainsKey(item.ItemID))
799 { 949 {
800// m_log.DebugFormat("[PRIM INVENTORY]: Updating item {0} in {1}", item.Name, m_part.Name); 950// m_log.DebugFormat("[PRIM INVENTORY]: Updating item {0} in {1}", item.Name, m_part.Name);
801 951
@@ -808,14 +958,10 @@ namespace OpenSim.Region.Framework.Scenes
808 item.GroupID = m_part.GroupID; 958 item.GroupID = m_part.GroupID;
809 959
810 if (item.AssetID == UUID.Zero) 960 if (item.AssetID == UUID.Zero)
811 item.AssetID = it.AssetID; 961 item.AssetID = m_items[item.ItemID].AssetID;
812 962
813 lock (m_items) 963 m_items[item.ItemID] = item;
814 { 964 m_inventorySerial++;
815 m_items[item.ItemID] = item;
816 m_inventorySerial++;
817 }
818
819 if (fireScriptEvents) 965 if (fireScriptEvents)
820 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 966 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
821 967
@@ -824,7 +970,7 @@ namespace OpenSim.Region.Framework.Scenes
824 HasInventoryChanged = true; 970 HasInventoryChanged = true;
825 m_part.ParentGroup.HasGroupChanged = true; 971 m_part.ParentGroup.HasGroupChanged = true;
826 } 972 }
827 973 m_items.LockItemsForWrite(false);
828 return true; 974 return true;
829 } 975 }
830 else 976 else
@@ -835,8 +981,9 @@ namespace OpenSim.Region.Framework.Scenes
835 item.ItemID, m_part.Name, m_part.UUID, 981 item.ItemID, m_part.Name, m_part.UUID,
836 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 982 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
837 } 983 }
838 return false; 984 m_items.LockItemsForWrite(false);
839 985
986 return false;
840 } 987 }
841 988
842 /// <summary> 989 /// <summary>
@@ -847,43 +994,59 @@ namespace OpenSim.Region.Framework.Scenes
847 /// in this prim's inventory.</returns> 994 /// in this prim's inventory.</returns>
848 public int RemoveInventoryItem(UUID itemID) 995 public int RemoveInventoryItem(UUID itemID)
849 { 996 {
850 TaskInventoryItem item = GetInventoryItem(itemID); 997 m_items.LockItemsForRead(true);
851 if (item != null) 998
999 if (m_items.ContainsKey(itemID))
852 { 1000 {
853 int type = m_items[itemID].InvType; 1001 int type = m_items[itemID].InvType;
1002 m_items.LockItemsForRead(false);
854 if (type == 10) // Script 1003 if (type == 10) // Script
855 { 1004 {
856 m_part.RemoveScriptEvents(itemID);
857 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID); 1005 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID);
858 } 1006 }
1007 m_items.LockItemsForWrite(true);
859 m_items.Remove(itemID); 1008 m_items.Remove(itemID);
1009 m_items.LockItemsForWrite(false);
860 m_inventorySerial++; 1010 m_inventorySerial++;
861 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 1011 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
862 1012
863 HasInventoryChanged = true; 1013 HasInventoryChanged = true;
864 m_part.ParentGroup.HasGroupChanged = true; 1014 m_part.ParentGroup.HasGroupChanged = true;
865 1015
866 if (!ContainsScripts()) 1016 int scriptcount = 0;
1017 m_items.LockItemsForRead(true);
1018 foreach (TaskInventoryItem item in m_items.Values)
1019 {
1020 if (item.Type == 10)
1021 {
1022 scriptcount++;
1023 }
1024 }
1025 m_items.LockItemsForRead(false);
1026
1027
1028 if (scriptcount <= 0)
1029 {
867 m_part.RemFlag(PrimFlags.Scripted); 1030 m_part.RemFlag(PrimFlags.Scripted);
1031 }
868 1032
869 m_part.ScheduleFullUpdate(); 1033 m_part.ScheduleFullUpdate();
870 1034
871 return type; 1035 return type;
872
873 } 1036 }
874 else 1037 else
875 { 1038 {
1039 m_items.LockItemsForRead(false);
876 m_log.ErrorFormat( 1040 m_log.ErrorFormat(
877 "[PRIM INVENTORY]: " + 1041 "[PRIM INVENTORY]: " +
878 "Tried to remove item ID {0} from prim {1}, {2} at {3} in {4} but the item does not exist in this inventory", 1042 "Tried to remove item ID {0} from prim {1}, {2} but the item does not exist in this inventory",
879 itemID, m_part.Name, m_part.UUID, 1043 itemID, m_part.Name, m_part.UUID);
880 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
881 } 1044 }
882 1045
883 return -1; 1046 return -1;
884 } 1047 }
885 1048
886 private bool CreateInventoryFile() 1049 private bool CreateInventoryFileName()
887 { 1050 {
888// m_log.DebugFormat( 1051// m_log.DebugFormat(
889// "[PRIM INVENTORY]: Creating inventory file for {0} {1} {2}, serial {3}", 1052// "[PRIM INVENTORY]: Creating inventory file for {0} {1} {2}, serial {3}",
@@ -892,70 +1055,12 @@ namespace OpenSim.Region.Framework.Scenes
892 if (m_inventoryFileName == String.Empty || 1055 if (m_inventoryFileName == String.Empty ||
893 m_inventoryFileNameSerial < m_inventorySerial) 1056 m_inventoryFileNameSerial < m_inventorySerial)
894 { 1057 {
895 // Something changed, we need to create a new file
896 m_inventoryFileName = "inventory_" + UUID.Random().ToString() + ".tmp"; 1058 m_inventoryFileName = "inventory_" + UUID.Random().ToString() + ".tmp";
897 m_inventoryFileNameSerial = m_inventorySerial; 1059 m_inventoryFileNameSerial = m_inventorySerial;
898 1060
899 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero);
900
901 lock (m_items)
902 {
903 foreach (TaskInventoryItem item in m_items.Values)
904 {
905// m_log.DebugFormat(
906// "[PRIM INVENTORY]: Adding item {0} {1} for serial {2} on prim {3} {4} {5}",
907// item.Name, item.ItemID, m_inventorySerial, m_part.Name, m_part.UUID, m_part.LocalId);
908
909 UUID ownerID = item.OwnerID;
910 uint everyoneMask = 0;
911 uint baseMask = item.BasePermissions;
912 uint ownerMask = item.CurrentPermissions;
913 uint groupMask = item.GroupPermissions;
914
915 invString.AddItemStart();
916 invString.AddNameValueLine("item_id", item.ItemID.ToString());
917 invString.AddNameValueLine("parent_id", m_part.UUID.ToString());
918
919 invString.AddPermissionsStart();
920
921 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask));
922 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask));
923 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(groupMask));
924 invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask));
925 invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions));
926
927 invString.AddNameValueLine("creator_id", item.CreatorID.ToString());
928 invString.AddNameValueLine("owner_id", ownerID.ToString());
929
930 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString());
931
932 invString.AddNameValueLine("group_id", item.GroupID.ToString());
933 invString.AddSectionEnd();
934
935 invString.AddNameValueLine("asset_id", item.AssetID.ToString());
936 invString.AddNameValueLine("type", Utils.AssetTypeToString((AssetType)item.Type));
937 invString.AddNameValueLine("inv_type", Utils.InventoryTypeToString((InventoryType)item.InvType));
938 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags));
939
940 invString.AddSaleStart();
941 invString.AddNameValueLine("sale_type", "not");
942 invString.AddNameValueLine("sale_price", "0");
943 invString.AddSectionEnd();
944
945 invString.AddNameValueLine("name", item.Name + "|");
946 invString.AddNameValueLine("desc", item.Description + "|");
947
948 invString.AddNameValueLine("creation_date", item.CreationDate.ToString());
949 invString.AddSectionEnd();
950 }
951 }
952
953 m_inventoryFileData = Utils.StringToBytes(invString.BuildString);
954
955 return true; 1061 return true;
956 } 1062 }
957 1063
958 // No need to recreate, the existing file is fine
959 return false; 1064 return false;
960 } 1065 }
961 1066
@@ -965,43 +1070,110 @@ namespace OpenSim.Region.Framework.Scenes
965 /// <param name="xferManager"></param> 1070 /// <param name="xferManager"></param>
966 public void RequestInventoryFile(IClientAPI client, IXfer xferManager) 1071 public void RequestInventoryFile(IClientAPI client, IXfer xferManager)
967 { 1072 {
968 lock (m_items) 1073 bool changed = CreateInventoryFileName();
969 {
970 // Don't send a inventory xfer name if there are no items. Doing so causes viewer 3 to crash when rezzing
971 // a new script if any previous deletion has left the prim inventory empty.
972 if (m_items.Count == 0) // No inventory
973 {
974// m_log.DebugFormat(
975// "[PRIM INVENTORY]: Not sending inventory data for part {0} {1} {2} for {3} since no items",
976// m_part.Name, m_part.LocalId, m_part.UUID, client.Name);
977 1074
978 client.SendTaskInventory(m_part.UUID, 0, new byte[0]); 1075 bool includeAssets = false;
979 return; 1076 if (m_part.ParentGroup.Scene.Permissions.CanEditObjectInventory(m_part.UUID, client.AgentId))
980 } 1077 includeAssets = true;
1078
1079 if (m_inventoryPrivileged != includeAssets)
1080 changed = true;
981 1081
982 CreateInventoryFile(); 1082 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero);
1083
1084 Items.LockItemsForRead(true);
1085
1086 if (m_inventorySerial == 0) // No inventory
1087 {
1088 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
1089 Items.LockItemsForRead(false);
1090 return;
1091 }
1092
1093 if (m_items.Count == 0) // No inventory
1094 {
1095 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
1096 Items.LockItemsForRead(false);
1097 return;
1098 }
983 1099
984 // In principle, we should only do the rest if the inventory changed; 1100 if (!changed)
985 // by sending m_inventorySerial to the client, it ought to know 1101 {
986 // that nothing changed and that it doesn't need to request the file.
987 // Unfortunately, it doesn't look like the client optimizes this;
988 // the client seems to always come back and request the Xfer,
989 // no matter what value m_inventorySerial has.
990 // FIXME: Could probably be > 0 here rather than > 2
991 if (m_inventoryFileData.Length > 2) 1102 if (m_inventoryFileData.Length > 2)
992 { 1103 {
993 // Add the file for Xfer 1104 xferManager.AddNewFile(m_inventoryFileName,
994 // m_log.DebugFormat( 1105 m_inventoryFileData);
995 // "[PRIM INVENTORY]: Adding inventory file {0} (length {1}) for transfer on {2} {3} {4}", 1106 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
996 // m_inventoryFileName, m_inventoryFileData.Length, m_part.Name, m_part.UUID, m_part.LocalId); 1107 Util.StringToBytes256(m_inventoryFileName));
997 1108
998 xferManager.AddNewFile(m_inventoryFileName, m_inventoryFileData); 1109 Items.LockItemsForRead(false);
1110 return;
999 } 1111 }
1000
1001 // Tell the client we're ready to Xfer the file
1002 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
1003 Util.StringToBytes256(m_inventoryFileName));
1004 } 1112 }
1113
1114 m_inventoryPrivileged = includeAssets;
1115
1116 foreach (TaskInventoryItem item in m_items.Values)
1117 {
1118 UUID ownerID = item.OwnerID;
1119 uint everyoneMask = 0;
1120 uint baseMask = item.BasePermissions;
1121 uint ownerMask = item.CurrentPermissions;
1122 uint groupMask = item.GroupPermissions;
1123
1124 invString.AddItemStart();
1125 invString.AddNameValueLine("item_id", item.ItemID.ToString());
1126 invString.AddNameValueLine("parent_id", m_part.UUID.ToString());
1127
1128 invString.AddPermissionsStart();
1129
1130 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask));
1131 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask));
1132 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(groupMask));
1133 invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask));
1134 invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions));
1135
1136 invString.AddNameValueLine("creator_id", item.CreatorID.ToString());
1137 invString.AddNameValueLine("owner_id", ownerID.ToString());
1138
1139 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString());
1140
1141 invString.AddNameValueLine("group_id", item.GroupID.ToString());
1142 invString.AddSectionEnd();
1143
1144 if (includeAssets)
1145 invString.AddNameValueLine("asset_id", item.AssetID.ToString());
1146 else
1147 invString.AddNameValueLine("asset_id", UUID.Zero.ToString());
1148 invString.AddNameValueLine("type", Utils.AssetTypeToString((AssetType)item.Type));
1149 invString.AddNameValueLine("inv_type", Utils.InventoryTypeToString((InventoryType)item.InvType));
1150 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags));
1151
1152 invString.AddSaleStart();
1153 invString.AddNameValueLine("sale_type", "not");
1154 invString.AddNameValueLine("sale_price", "0");
1155 invString.AddSectionEnd();
1156
1157 invString.AddNameValueLine("name", item.Name + "|");
1158 invString.AddNameValueLine("desc", item.Description + "|");
1159
1160 invString.AddNameValueLine("creation_date", item.CreationDate.ToString());
1161 invString.AddSectionEnd();
1162 }
1163
1164 Items.LockItemsForRead(false);
1165
1166 m_inventoryFileData = Utils.StringToBytes(invString.BuildString);
1167
1168 if (m_inventoryFileData.Length > 2)
1169 {
1170 xferManager.AddNewFile(m_inventoryFileName, m_inventoryFileData);
1171 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
1172 Util.StringToBytes256(m_inventoryFileName));
1173 return;
1174 }
1175
1176 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
1005 } 1177 }
1006 1178
1007 /// <summary> 1179 /// <summary>
@@ -1010,13 +1182,19 @@ namespace OpenSim.Region.Framework.Scenes
1010 /// <param name="datastore"></param> 1182 /// <param name="datastore"></param>
1011 public void ProcessInventoryBackup(ISimulationDataService datastore) 1183 public void ProcessInventoryBackup(ISimulationDataService datastore)
1012 { 1184 {
1013 if (HasInventoryChanged) 1185// Removed this because linking will cause an immediate delete of the new
1014 { 1186// child prim from the database and the subsequent storing of the prim sees
1015 HasInventoryChanged = false; 1187// the inventory of it as unchanged and doesn't store it at all. The overhead
1016 List<TaskInventoryItem> items = GetInventoryItems(); 1188// of storing prim inventory needlessly is much less than the aggravation
1017 datastore.StorePrimInventory(m_part.UUID, items); 1189// of prim inventory loss.
1190// if (HasInventoryChanged)
1191// {
1192 Items.LockItemsForRead(true);
1193 datastore.StorePrimInventory(m_part.UUID, Items.Values);
1194 Items.LockItemsForRead(false);
1018 1195
1019 } 1196 HasInventoryChanged = false;
1197// }
1020 } 1198 }
1021 1199
1022 public class InventoryStringBuilder 1200 public class InventoryStringBuilder
@@ -1082,87 +1260,63 @@ namespace OpenSim.Region.Framework.Scenes
1082 { 1260 {
1083 uint mask=0x7fffffff; 1261 uint mask=0x7fffffff;
1084 1262
1085 lock (m_items) 1263 foreach (TaskInventoryItem item in m_items.Values)
1086 { 1264 {
1087 foreach (TaskInventoryItem item in m_items.Values) 1265 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
1266 mask &= ~((uint)PermissionMask.Copy >> 13);
1267 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
1268 mask &= ~((uint)PermissionMask.Transfer >> 13);
1269 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
1270 mask &= ~((uint)PermissionMask.Modify >> 13);
1271
1272 if (item.InvType == (int)InventoryType.Object)
1088 { 1273 {
1089 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0) 1274 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1090 mask &= ~((uint)PermissionMask.Copy >> 13); 1275 mask &= ~((uint)PermissionMask.Copy >> 13);
1091 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0) 1276 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1092 mask &= ~((uint)PermissionMask.Transfer >> 13); 1277 mask &= ~((uint)PermissionMask.Transfer >> 13);
1093 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0) 1278 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1094 mask &= ~((uint)PermissionMask.Modify >> 13); 1279 mask &= ~((uint)PermissionMask.Modify >> 13);
1095
1096 if (item.InvType != (int)InventoryType.Object)
1097 {
1098 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
1099 mask &= ~((uint)PermissionMask.Copy >> 13);
1100 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
1101 mask &= ~((uint)PermissionMask.Transfer >> 13);
1102 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
1103 mask &= ~((uint)PermissionMask.Modify >> 13);
1104 }
1105 else
1106 {
1107 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1108 mask &= ~((uint)PermissionMask.Copy >> 13);
1109 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1110 mask &= ~((uint)PermissionMask.Transfer >> 13);
1111 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1112 mask &= ~((uint)PermissionMask.Modify >> 13);
1113 }
1114
1115 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
1116 mask &= ~(uint)PermissionMask.Copy;
1117 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1118 mask &= ~(uint)PermissionMask.Transfer;
1119 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
1120 mask &= ~(uint)PermissionMask.Modify;
1121 } 1280 }
1281
1282 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
1283 mask &= ~(uint)PermissionMask.Copy;
1284 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1285 mask &= ~(uint)PermissionMask.Transfer;
1286 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
1287 mask &= ~(uint)PermissionMask.Modify;
1122 } 1288 }
1123
1124 return mask; 1289 return mask;
1125 } 1290 }
1126 1291
1127 public void ApplyNextOwnerPermissions() 1292 public void ApplyNextOwnerPermissions()
1128 { 1293 {
1129 lock (m_items) 1294 foreach (TaskInventoryItem item in m_items.Values)
1130 { 1295 {
1131 foreach (TaskInventoryItem item in m_items.Values) 1296 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0)
1132 { 1297 {
1133// m_log.DebugFormat ( 1298 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1134// "[SCENE OBJECT PART INVENTORY]: Applying next permissions {0} to {1} in {2} with current {3}, base {4}, everyone {5}", 1299 item.CurrentPermissions &= ~(uint)PermissionMask.Copy;
1135// item.NextPermissions, item.Name, m_part.Name, item.CurrentPermissions, item.BasePermissions, item.EveryonePermissions); 1300 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1136 1301 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
1137 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0) 1302 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1138 { 1303 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
1139 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1140 item.CurrentPermissions &= ~(uint)PermissionMask.Copy;
1141 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1142 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
1143 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1144 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
1145 }
1146
1147 item.CurrentPermissions &= item.NextPermissions;
1148 item.BasePermissions &= item.NextPermissions;
1149 item.EveryonePermissions &= item.NextPermissions;
1150 item.OwnerChanged = true;
1151 item.PermsMask = 0;
1152 item.PermsGranter = UUID.Zero;
1153 } 1304 }
1305 item.CurrentPermissions &= item.NextPermissions;
1306 item.BasePermissions &= item.NextPermissions;
1307 item.EveryonePermissions &= item.NextPermissions;
1308 item.OwnerChanged = true;
1309 item.PermsMask = 0;
1310 item.PermsGranter = UUID.Zero;
1154 } 1311 }
1155 } 1312 }
1156 1313
1157 public void ApplyGodPermissions(uint perms) 1314 public void ApplyGodPermissions(uint perms)
1158 { 1315 {
1159 lock (m_items) 1316 foreach (TaskInventoryItem item in m_items.Values)
1160 { 1317 {
1161 foreach (TaskInventoryItem item in m_items.Values) 1318 item.CurrentPermissions = perms;
1162 { 1319 item.BasePermissions = perms;
1163 item.CurrentPermissions = perms;
1164 item.BasePermissions = perms;
1165 }
1166 } 1320 }
1167 1321
1168 m_inventorySerial++; 1322 m_inventorySerial++;
@@ -1175,14 +1329,11 @@ namespace OpenSim.Region.Framework.Scenes
1175 /// <returns></returns> 1329 /// <returns></returns>
1176 public bool ContainsScripts() 1330 public bool ContainsScripts()
1177 { 1331 {
1178 lock (m_items) 1332 foreach (TaskInventoryItem item in m_items.Values)
1179 { 1333 {
1180 foreach (TaskInventoryItem item in m_items.Values) 1334 if (item.InvType == (int)InventoryType.LSL)
1181 { 1335 {
1182 if (item.InvType == (int)InventoryType.LSL) 1336 return true;
1183 {
1184 return true;
1185 }
1186 } 1337 }
1187 } 1338 }
1188 1339
@@ -1196,17 +1347,15 @@ namespace OpenSim.Region.Framework.Scenes
1196 public int ScriptCount() 1347 public int ScriptCount()
1197 { 1348 {
1198 int count = 0; 1349 int count = 0;
1199 lock (m_items) 1350 Items.LockItemsForRead(true);
1351 foreach (TaskInventoryItem item in m_items.Values)
1200 { 1352 {
1201 foreach (TaskInventoryItem item in m_items.Values) 1353 if (item.InvType == (int)InventoryType.LSL)
1202 { 1354 {
1203 if (item.InvType == (int)InventoryType.LSL) 1355 count++;
1204 {
1205 count++;
1206 }
1207 } 1356 }
1208 } 1357 }
1209 1358 Items.LockItemsForRead(false);
1210 return count; 1359 return count;
1211 } 1360 }
1212 /// <summary> 1361 /// <summary>
@@ -1242,11 +1391,8 @@ namespace OpenSim.Region.Framework.Scenes
1242 { 1391 {
1243 List<UUID> ret = new List<UUID>(); 1392 List<UUID> ret = new List<UUID>();
1244 1393
1245 lock (m_items) 1394 foreach (TaskInventoryItem item in m_items.Values)
1246 { 1395 ret.Add(item.ItemID);
1247 foreach (TaskInventoryItem item in m_items.Values)
1248 ret.Add(item.ItemID);
1249 }
1250 1396
1251 return ret; 1397 return ret;
1252 } 1398 }
@@ -1255,8 +1401,9 @@ namespace OpenSim.Region.Framework.Scenes
1255 { 1401 {
1256 List<TaskInventoryItem> ret = new List<TaskInventoryItem>(); 1402 List<TaskInventoryItem> ret = new List<TaskInventoryItem>();
1257 1403
1258 lock (m_items) 1404 Items.LockItemsForRead(true);
1259 ret = new List<TaskInventoryItem>(m_items.Values); 1405 ret = new List<TaskInventoryItem>(m_items.Values);
1406 Items.LockItemsForRead(false);
1260 1407
1261 return ret; 1408 return ret;
1262 } 1409 }
@@ -1265,18 +1412,24 @@ namespace OpenSim.Region.Framework.Scenes
1265 { 1412 {
1266 List<TaskInventoryItem> ret = new List<TaskInventoryItem>(); 1413 List<TaskInventoryItem> ret = new List<TaskInventoryItem>();
1267 1414
1268 lock (m_items) 1415 Items.LockItemsForRead(true);
1269 { 1416
1270 foreach (TaskInventoryItem item in m_items.Values) 1417 foreach (TaskInventoryItem item in m_items.Values)
1271 if (item.InvType == (int)type) 1418 if (item.InvType == (int)type)
1272 ret.Add(item); 1419 ret.Add(item);
1273 } 1420
1421 Items.LockItemsForRead(false);
1274 1422
1275 return ret; 1423 return ret;
1276 } 1424 }
1277 1425
1278 public Dictionary<UUID, string> GetScriptStates() 1426 public Dictionary<UUID, string> GetScriptStates()
1279 { 1427 {
1428 return GetScriptStates(false);
1429 }
1430
1431 public Dictionary<UUID, string> GetScriptStates(bool oldIDs)
1432 {
1280 Dictionary<UUID, string> ret = new Dictionary<UUID, string>(); 1433 Dictionary<UUID, string> ret = new Dictionary<UUID, string>();
1281 1434
1282 if (m_part.ParentGroup.Scene == null) // Group not in a scene 1435 if (m_part.ParentGroup.Scene == null) // Group not in a scene
@@ -1302,14 +1455,21 @@ namespace OpenSim.Region.Framework.Scenes
1302 string n = e.GetXMLState(item.ItemID); 1455 string n = e.GetXMLState(item.ItemID);
1303 if (n != String.Empty) 1456 if (n != String.Empty)
1304 { 1457 {
1305 if (!ret.ContainsKey(item.ItemID)) 1458 if (oldIDs)
1306 ret[item.ItemID] = n; 1459 {
1460 if (!ret.ContainsKey(item.OldItemID))
1461 ret[item.OldItemID] = n;
1462 }
1463 else
1464 {
1465 if (!ret.ContainsKey(item.ItemID))
1466 ret[item.ItemID] = n;
1467 }
1307 break; 1468 break;
1308 } 1469 }
1309 } 1470 }
1310 } 1471 }
1311 } 1472 }
1312
1313 return ret; 1473 return ret;
1314 } 1474 }
1315 1475
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 548dfd3..5cff3f0 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -63,6 +63,7 @@ namespace OpenSim.Region.Framework.Scenes
63 63
64 struct ScriptControllers 64 struct ScriptControllers
65 { 65 {
66 public UUID objectID;
66 public UUID itemID; 67 public UUID itemID;
67 public ScriptControlled ignoreControls; 68 public ScriptControlled ignoreControls;
68 public ScriptControlled eventControls; 69 public ScriptControlled eventControls;
@@ -98,7 +99,7 @@ namespace OpenSim.Region.Framework.Scenes
98 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis 99 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis
99 /// issue #1716 100 /// issue #1716
100 /// </summary> 101 /// </summary>
101 public static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.418f); 102 public static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.4f);
102 103
103 /// <summary> 104 /// <summary>
104 /// Movement updates for agents in neighboring regions are sent directly to clients. 105 /// Movement updates for agents in neighboring regions are sent directly to clients.
@@ -170,6 +171,7 @@ namespace OpenSim.Region.Framework.Scenes
170// private int m_lastColCount = -1; //KF: Look for Collision chnages 171// private int m_lastColCount = -1; //KF: Look for Collision chnages
171// private int m_updateCount = 0; //KF: Update Anims for a while 172// private int m_updateCount = 0; //KF: Update Anims for a while
172// private static readonly int UPDATE_COUNT = 10; // how many frames to update for 173// private static readonly int UPDATE_COUNT = 10; // how many frames to update for
174 private List<uint> m_lastColliders = new List<uint>();
173 175
174 private TeleportFlags m_teleportFlags; 176 private TeleportFlags m_teleportFlags;
175 public TeleportFlags TeleportFlags 177 public TeleportFlags TeleportFlags
@@ -231,6 +233,13 @@ namespace OpenSim.Region.Framework.Scenes
231 //private int m_moveToPositionStateStatus; 233 //private int m_moveToPositionStateStatus;
232 //***************************************************** 234 //*****************************************************
233 235
236 private bool m_collisionEventFlag = false;
237 private object m_collisionEventLock = new Object();
238
239 private int m_movementAnimationUpdateCounter = 0;
240
241 private Vector3 m_prevSitOffset;
242
234 protected AvatarAppearance m_appearance; 243 protected AvatarAppearance m_appearance;
235 244
236 public AvatarAppearance Appearance 245 public AvatarAppearance Appearance
@@ -425,7 +434,7 @@ namespace OpenSim.Region.Framework.Scenes
425 get { return (IClientCore)ControllingClient; } 434 get { return (IClientCore)ControllingClient; }
426 } 435 }
427 436
428 public Vector3 ParentPosition { get; set; } 437// public Vector3 ParentPosition { get; set; }
429 438
430 /// <summary> 439 /// <summary>
431 /// Position of this avatar relative to the region the avatar is in 440 /// Position of this avatar relative to the region the avatar is in
@@ -483,7 +492,7 @@ namespace OpenSim.Region.Framework.Scenes
483 if (ParentID == 0) 492 if (ParentID == 0)
484 { 493 {
485 m_pos = value; 494 m_pos = value;
486 ParentPosition = Vector3.Zero; 495// ParentPosition = Vector3.Zero;
487 } 496 }
488 497
489 //m_log.DebugFormat( 498 //m_log.DebugFormat(
@@ -572,6 +581,13 @@ namespace OpenSim.Region.Framework.Scenes
572 /// </summary> 581 /// </summary>
573 public uint ParentID { get; set; } 582 public uint ParentID { get; set; }
574 583
584 public UUID ParentUUID
585 {
586 get { return m_parentUUID; }
587 set { m_parentUUID = value; }
588 }
589 private UUID m_parentUUID = UUID.Zero;
590
575 /// <summary> 591 /// <summary>
576 /// Are we sitting on an object? 592 /// Are we sitting on an object?
577 /// </summary> 593 /// </summary>
@@ -738,6 +754,33 @@ namespace OpenSim.Region.Framework.Scenes
738 Appearance = appearance; 754 Appearance = appearance;
739 } 755 }
740 756
757 private void RegionHeartbeatEnd(Scene scene)
758 {
759 if (IsChildAgent)
760 return;
761
762 m_movementAnimationUpdateCounter ++;
763 if (m_movementAnimationUpdateCounter >= 2)
764 {
765 m_movementAnimationUpdateCounter = 0;
766 if (Animator != null)
767 {
768 // If the parentID == 0 we are not sitting
769 // if !SitGournd then we are not sitting on the ground
770 // Fairly straightforward, now here comes the twist
771 // if ParentUUID is NOT UUID.Zero, we are looking to
772 // be sat on an object that isn't there yet. Should
773 // be treated as if sat.
774 if(ParentID == 0 && !SitGround && ParentUUID == UUID.Zero) // skip it if sitting
775 Animator.UpdateMovementAnimations();
776 }
777 else
778 {
779 m_scene.EventManager.OnRegionHeartbeatEnd -= RegionHeartbeatEnd;
780 }
781 }
782 }
783
741 public void RegisterToEvents() 784 public void RegisterToEvents()
742 { 785 {
743 ControllingClient.OnCompleteMovementToRegion += CompleteMovement; 786 ControllingClient.OnCompleteMovementToRegion += CompleteMovement;
@@ -747,6 +790,7 @@ namespace OpenSim.Region.Framework.Scenes
747 ControllingClient.OnSetAlwaysRun += HandleSetAlwaysRun; 790 ControllingClient.OnSetAlwaysRun += HandleSetAlwaysRun;
748 ControllingClient.OnStartAnim += HandleStartAnim; 791 ControllingClient.OnStartAnim += HandleStartAnim;
749 ControllingClient.OnStopAnim += HandleStopAnim; 792 ControllingClient.OnStopAnim += HandleStopAnim;
793 ControllingClient.OnChangeAnim += avnHandleChangeAnim;
750 ControllingClient.OnForceReleaseControls += HandleForceReleaseControls; 794 ControllingClient.OnForceReleaseControls += HandleForceReleaseControls;
751 ControllingClient.OnAutoPilotGo += MoveToTarget; 795 ControllingClient.OnAutoPilotGo += MoveToTarget;
752 796
@@ -807,10 +851,39 @@ namespace OpenSim.Region.Framework.Scenes
807 "[SCENE]: Upgrading child to root agent for {0} in {1}", 851 "[SCENE]: Upgrading child to root agent for {0} in {1}",
808 Name, m_scene.RegionInfo.RegionName); 852 Name, m_scene.RegionInfo.RegionName);
809 853
810 //m_log.DebugFormat("[SCENE]: known regions in {0}: {1}", Scene.RegionInfo.RegionName, KnownChildRegionHandles.Count);
811
812 bool wasChild = IsChildAgent; 854 bool wasChild = IsChildAgent;
813 IsChildAgent = false; 855
856 if (ParentUUID != UUID.Zero)
857 {
858 m_log.DebugFormat("[SCENE PRESENCE]: Sitting avatar back on prim {0}", ParentUUID);
859 SceneObjectPart part = m_scene.GetSceneObjectPart(ParentUUID);
860 if (part == null)
861 {
862 m_log.ErrorFormat("[SCENE PRESENCE]: Can't find prim {0} to sit on", ParentUUID);
863 }
864 else
865 {
866 part.ParentGroup.AddAvatar(UUID);
867 if (part.SitTargetPosition != Vector3.Zero)
868 part.SitTargetAvatar = UUID;
869// ParentPosition = part.GetWorldPosition();
870 ParentID = part.LocalId;
871 ParentPart = part;
872 m_pos = m_prevSitOffset;
873// pos = ParentPosition;
874 pos = part.GetWorldPosition();
875 }
876 ParentUUID = UUID.Zero;
877
878 IsChildAgent = false;
879
880// Animator.TrySetMovementAnimation("SIT");
881 }
882 else
883 {
884 IsChildAgent = false;
885 }
886
814 887
815 IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>(); 888 IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>();
816 if (gm != null) 889 if (gm != null)
@@ -820,62 +893,72 @@ namespace OpenSim.Region.Framework.Scenes
820 893
821 m_scene.EventManager.TriggerSetRootAgentScene(m_uuid, m_scene); 894 m_scene.EventManager.TriggerSetRootAgentScene(m_uuid, m_scene);
822 895
823 // Moved this from SendInitialData to ensure that Appearance is initialized 896 if (ParentID == 0)
824 // before the inventory is processed in MakeRootAgent. This fixes a race condition
825 // related to the handling of attachments
826 //m_scene.GetAvatarAppearance(ControllingClient, out Appearance);
827 if (m_scene.TestBorderCross(pos, Cardinals.E))
828 { 897 {
829 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E); 898 // Moved this from SendInitialData to ensure that Appearance is initialized
830 pos.X = crossedBorder.BorderLine.Z - 1; 899 // before the inventory is processed in MakeRootAgent. This fixes a race condition
831 } 900 // related to the handling of attachments
901 //m_scene.GetAvatarAppearance(ControllingClient, out Appearance);
902 if (m_scene.TestBorderCross(pos, Cardinals.E))
903 {
904 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E);
905 pos.X = crossedBorder.BorderLine.Z - 1;
906 }
832 907
833 if (m_scene.TestBorderCross(pos, Cardinals.N)) 908 if (m_scene.TestBorderCross(pos, Cardinals.N))
834 { 909 {
835 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N); 910 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N);
836 pos.Y = crossedBorder.BorderLine.Z - 1; 911 pos.Y = crossedBorder.BorderLine.Z - 1;
837 } 912 }
838 913
839 CheckAndAdjustLandingPoint(ref pos); 914 CheckAndAdjustLandingPoint(ref pos);
840 915
841 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) 916 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f)
842 { 917 {
843 m_log.WarnFormat( 918 m_log.WarnFormat(
844 "[SCENE PRESENCE]: MakeRootAgent() was given an illegal position of {0} for avatar {1}, {2}. Clamping", 919 "[SCENE PRESENCE]: MakeRootAgent() was given an illegal position of {0} for avatar {1}, {2}. Clamping",
845 pos, Name, UUID); 920 pos, Name, UUID);
846 921
847 if (pos.X < 0f) pos.X = 0f; 922 if (pos.X < 0f) pos.X = 0f;
848 if (pos.Y < 0f) pos.Y = 0f; 923 if (pos.Y < 0f) pos.Y = 0f;
849 if (pos.Z < 0f) pos.Z = 0f; 924 if (pos.Z < 0f) pos.Z = 0f;
850 } 925 }
851 926
852 float localAVHeight = 1.56f; 927 float localAVHeight = 1.56f;
853 if (Appearance.AvatarHeight > 0) 928 if (Appearance.AvatarHeight > 0)
854 localAVHeight = Appearance.AvatarHeight; 929 localAVHeight = Appearance.AvatarHeight;
855 930
856 float posZLimit = 0; 931 float posZLimit = 0;
857 932
858 if (pos.X < Constants.RegionSize && pos.Y < Constants.RegionSize) 933 if (pos.X < Constants.RegionSize && pos.Y < Constants.RegionSize)
859 posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y]; 934 posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y];
860 935
861 float newPosZ = posZLimit + localAVHeight / 2; 936 float newPosZ = posZLimit + localAVHeight / 2;
862 if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ))) 937 if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ)))
863 { 938 {
864 pos.Z = newPosZ; 939 pos.Z = newPosZ;
865 } 940 }
866 AbsolutePosition = pos; 941 AbsolutePosition = pos;
867 942
868 AddToPhysicalScene(isFlying); 943 if (m_teleportFlags == TeleportFlags.Default)
944 {
945 Vector3 vel = Velocity;
946 AddToPhysicalScene(isFlying);
947 if (PhysicsActor != null)
948 PhysicsActor.SetMomentum(vel);
949 }
950 else
951 AddToPhysicalScene(isFlying);
869 952
870 if (ForceFly) 953 if (ForceFly)
871 { 954 {
872 Flying = true; 955 Flying = true;
873 } 956 }
874 else if (FlyDisabled) 957 else if (FlyDisabled)
875 { 958 {
876 Flying = false; 959 Flying = false;
960 }
877 } 961 }
878
879 // Don't send an animation pack here, since on a region crossing this will sometimes cause a flying 962 // Don't send an animation pack here, since on a region crossing this will sometimes cause a flying
880 // avatar to return to the standing position in mid-air. On login it looks like this is being sent 963 // avatar to return to the standing position in mid-air. On login it looks like this is being sent
881 // elsewhere anyway 964 // elsewhere anyway
@@ -893,14 +976,19 @@ namespace OpenSim.Region.Framework.Scenes
893 { 976 {
894 m_log.DebugFormat("[SCENE PRESENCE]: Restarting scripts in attachments..."); 977 m_log.DebugFormat("[SCENE PRESENCE]: Restarting scripts in attachments...");
895 // Resume scripts 978 // Resume scripts
896 foreach (SceneObjectGroup sog in m_attachments) 979 Util.FireAndForget(delegate(object x) {
897 { 980 foreach (SceneObjectGroup sog in m_attachments)
898 sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource()); 981 {
899 sog.ResumeScripts(); 982 sog.ScheduleGroupForFullUpdate();
900 } 983 sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource());
984 sog.ResumeScripts();
985 }
986 });
901 } 987 }
902 } 988 }
903 989
990 SendAvatarDataToAllAgents();
991
904 // send the animations of the other presences to me 992 // send the animations of the other presences to me
905 m_scene.ForEachRootScenePresence(delegate(ScenePresence presence) 993 m_scene.ForEachRootScenePresence(delegate(ScenePresence presence)
906 { 994 {
@@ -911,9 +999,12 @@ namespace OpenSim.Region.Framework.Scenes
911 // If we don't reset the movement flag here, an avatar that crosses to a neighbouring sim and returns will 999 // If we don't reset the movement flag here, an avatar that crosses to a neighbouring sim and returns will
912 // stall on the border crossing since the existing child agent will still have the last movement 1000 // stall on the border crossing since the existing child agent will still have the last movement
913 // recorded, which stops the input from being processed. 1001 // recorded, which stops the input from being processed.
1002
914 MovementFlag = 0; 1003 MovementFlag = 0;
915 1004
916 m_scene.EventManager.TriggerOnMakeRootAgent(this); 1005 m_scene.EventManager.TriggerOnMakeRootAgent(this);
1006
1007 m_scene.EventManager.OnRegionHeartbeatEnd += RegionHeartbeatEnd;
917 } 1008 }
918 1009
919 public int GetStateSource() 1010 public int GetStateSource()
@@ -941,12 +1032,16 @@ namespace OpenSim.Region.Framework.Scenes
941 /// </remarks> 1032 /// </remarks>
942 public void MakeChildAgent() 1033 public void MakeChildAgent()
943 { 1034 {
1035 m_scene.EventManager.OnRegionHeartbeatEnd -= RegionHeartbeatEnd;
1036
944 m_log.DebugFormat("[SCENE PRESENCE]: Making {0} a child agent in {1}", Name, Scene.RegionInfo.RegionName); 1037 m_log.DebugFormat("[SCENE PRESENCE]: Making {0} a child agent in {1}", Name, Scene.RegionInfo.RegionName);
945 1038
946 // Reset these so that teleporting in and walking out isn't seen 1039 // Reset these so that teleporting in and walking out isn't seen
947 // as teleporting back 1040 // as teleporting back
948 TeleportFlags = TeleportFlags.Default; 1041 TeleportFlags = TeleportFlags.Default;
949 1042
1043 MovementFlag = 0;
1044
950 // It looks like Animator is set to null somewhere, and MakeChild 1045 // It looks like Animator is set to null somewhere, and MakeChild
951 // is called after that. Probably in aborted teleports. 1046 // is called after that. Probably in aborted teleports.
952 if (Animator == null) 1047 if (Animator == null)
@@ -954,6 +1049,7 @@ namespace OpenSim.Region.Framework.Scenes
954 else 1049 else
955 Animator.ResetAnimations(); 1050 Animator.ResetAnimations();
956 1051
1052
957// m_log.DebugFormat( 1053// m_log.DebugFormat(
958// "[SCENE PRESENCE]: Downgrading root agent {0}, {1} to a child agent in {2}", 1054// "[SCENE PRESENCE]: Downgrading root agent {0}, {1} to a child agent in {2}",
959// Name, UUID, m_scene.RegionInfo.RegionName); 1055// Name, UUID, m_scene.RegionInfo.RegionName);
@@ -965,6 +1061,7 @@ namespace OpenSim.Region.Framework.Scenes
965 IsChildAgent = true; 1061 IsChildAgent = true;
966 m_scene.SwapRootAgentCount(true); 1062 m_scene.SwapRootAgentCount(true);
967 RemoveFromPhysicalScene(); 1063 RemoveFromPhysicalScene();
1064 ParentID = 0; // Child agents can't be sitting
968 1065
969 // FIXME: Set RegionHandle to the region handle of the scene this agent is moving into 1066 // FIXME: Set RegionHandle to the region handle of the scene this agent is moving into
970 1067
@@ -980,9 +1077,9 @@ namespace OpenSim.Region.Framework.Scenes
980 { 1077 {
981// PhysicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients; 1078// PhysicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients;
982 PhysicsActor.OnOutOfBounds -= OutOfBoundsCall; 1079 PhysicsActor.OnOutOfBounds -= OutOfBoundsCall;
983 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor);
984 PhysicsActor.UnSubscribeEvents();
985 PhysicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate; 1080 PhysicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate;
1081 PhysicsActor.UnSubscribeEvents();
1082 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor);
986 PhysicsActor = null; 1083 PhysicsActor = null;
987 } 1084 }
988// else 1085// else
@@ -999,7 +1096,7 @@ namespace OpenSim.Region.Framework.Scenes
999 /// <param name="pos"></param> 1096 /// <param name="pos"></param>
1000 public void Teleport(Vector3 pos) 1097 public void Teleport(Vector3 pos)
1001 { 1098 {
1002 TeleportWithMomentum(pos, null); 1099 TeleportWithMomentum(pos, Vector3.Zero);
1003 } 1100 }
1004 1101
1005 public void TeleportWithMomentum(Vector3 pos, Vector3? v) 1102 public void TeleportWithMomentum(Vector3 pos, Vector3? v)
@@ -1023,6 +1120,41 @@ namespace OpenSim.Region.Framework.Scenes
1023 SendTerseUpdateToAllClients(); 1120 SendTerseUpdateToAllClients();
1024 } 1121 }
1025 1122
1123 public void avnLocalTeleport(Vector3 newpos, Vector3? newvel, bool rotateToVelXY)
1124 {
1125 CheckLandingPoint(ref newpos);
1126 AbsolutePosition = newpos;
1127
1128 if (newvel.HasValue)
1129 {
1130 if ((Vector3)newvel == Vector3.Zero)
1131 {
1132 if (PhysicsActor != null)
1133 PhysicsActor.SetMomentum(Vector3.Zero);
1134 m_velocity = Vector3.Zero;
1135 }
1136 else
1137 {
1138 if (PhysicsActor != null)
1139 PhysicsActor.SetMomentum((Vector3)newvel);
1140 m_velocity = (Vector3)newvel;
1141
1142 if (rotateToVelXY)
1143 {
1144 Vector3 lookAt = (Vector3)newvel;
1145 lookAt.Z = 0;
1146 lookAt.Normalize();
1147 ControllingClient.SendLocalTeleport(newpos, lookAt, (uint)TeleportFlags.ViaLocation);
1148 return;
1149 }
1150 }
1151 }
1152
1153 SendTerseUpdateToAllClients();
1154 }
1155
1156
1157
1026 public void StopFlying() 1158 public void StopFlying()
1027 { 1159 {
1028 ControllingClient.StopFlying(this); 1160 ControllingClient.StopFlying(this);
@@ -1338,8 +1470,18 @@ namespace OpenSim.Region.Framework.Scenes
1338 { 1470 {
1339 if (m_followCamAuto) 1471 if (m_followCamAuto)
1340 { 1472 {
1341 Vector3 posAdjusted = m_pos + HEAD_ADJUSTMENT; 1473 // Vector3 posAdjusted = m_pos + HEAD_ADJUSTMENT;
1342 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(CameraPosition - posAdjusted), Vector3.Distance(CameraPosition, posAdjusted) + 0.3f, RayCastCameraCallback); 1474 // m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(CameraPosition - posAdjusted), Vector3.Distance(CameraPosition, posAdjusted) + 0.3f, RayCastCameraCallback);
1475
1476 Vector3 posAdjusted = AbsolutePosition + HEAD_ADJUSTMENT;
1477 Vector3 distTocam = CameraPosition - posAdjusted;
1478 float distTocamlen = distTocam.Length();
1479 if (distTocamlen > 0)
1480 {
1481 distTocam *= 1.0f / distTocamlen;
1482 m_scene.PhysicsScene.RaycastWorld(posAdjusted, distTocam, distTocamlen + 0.3f, RayCastCameraCallback);
1483 }
1484
1343 } 1485 }
1344 } 1486 }
1345 1487
@@ -1773,12 +1915,17 @@ namespace OpenSim.Region.Framework.Scenes
1773// m_log.DebugFormat("[SCENE PRESENCE]: StandUp() for {0}", Name); 1915// m_log.DebugFormat("[SCENE PRESENCE]: StandUp() for {0}", Name);
1774 1916
1775 SitGround = false; 1917 SitGround = false;
1918
1919/* move this down so avatar gets physical in the new position and not where it is siting
1776 if (PhysicsActor == null) 1920 if (PhysicsActor == null)
1777 AddToPhysicalScene(false); 1921 AddToPhysicalScene(false);
1922 */
1778 1923
1779 if (ParentID != 0) 1924 if (ParentID != 0)
1780 { 1925 {
1781 SceneObjectPart part = ParentPart; 1926 SceneObjectPart part = ParentPart;
1927 UnRegisterSeatControls(part.ParentGroup.UUID);
1928
1782 TaskInventoryDictionary taskIDict = part.TaskInventory; 1929 TaskInventoryDictionary taskIDict = part.TaskInventory;
1783 if (taskIDict != null) 1930 if (taskIDict != null)
1784 { 1931 {
@@ -1794,14 +1941,20 @@ namespace OpenSim.Region.Framework.Scenes
1794 } 1941 }
1795 } 1942 }
1796 1943
1797 ParentPosition = part.GetWorldPosition(); 1944 part.ParentGroup.DeleteAvatar(UUID);
1945// ParentPosition = part.GetWorldPosition();
1798 ControllingClient.SendClearFollowCamProperties(part.ParentUUID); 1946 ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
1799 1947
1800 m_pos += ParentPosition + new Vector3(0.0f, 0.0f, 2.0f * m_sitAvatarHeight); 1948// m_pos += ParentPosition + new Vector3(0.0f, 0.0f, 2.0f * m_sitAvatarHeight);
1801 ParentPosition = Vector3.Zero; 1949// ParentPosition = Vector3.Zero;
1950 m_pos += part.GetWorldPosition() + new Vector3(0.0f, 0.0f, 2.0f * m_sitAvatarHeight);
1802 1951
1803 ParentID = 0; 1952 ParentID = 0;
1804 ParentPart = null; 1953 ParentPart = null;
1954
1955 if (PhysicsActor == null)
1956 AddToPhysicalScene(false);
1957
1805 SendAvatarDataToAllAgents(); 1958 SendAvatarDataToAllAgents();
1806 m_requestedSitTargetID = 0; 1959 m_requestedSitTargetID = 0;
1807 1960
@@ -1811,6 +1964,9 @@ namespace OpenSim.Region.Framework.Scenes
1811 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK); 1964 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK);
1812 } 1965 }
1813 1966
1967 else if (PhysicsActor == null)
1968 AddToPhysicalScene(false);
1969
1814 Animator.TrySetMovementAnimation("STAND"); 1970 Animator.TrySetMovementAnimation("STAND");
1815 } 1971 }
1816 1972
@@ -1862,7 +2018,7 @@ namespace OpenSim.Region.Framework.Scenes
1862 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it 2018 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it
1863 2019
1864 if (PhysicsActor != null) 2020 if (PhysicsActor != null)
1865 m_sitAvatarHeight = PhysicsActor.Size.Z; 2021 m_sitAvatarHeight = PhysicsActor.Size.Z * 0.5f;
1866 2022
1867 bool canSit = false; 2023 bool canSit = false;
1868 Vector3 pos = part.AbsolutePosition + offset; 2024 Vector3 pos = part.AbsolutePosition + offset;
@@ -1911,7 +2067,7 @@ namespace OpenSim.Region.Framework.Scenes
1911 forceMouselook = part.GetForceMouselook(); 2067 forceMouselook = part.GetForceMouselook();
1912 2068
1913 ControllingClient.SendSitResponse( 2069 ControllingClient.SendSitResponse(
1914 targetID, offset, sitOrientation, false, cameraAtOffset, cameraEyeOffset, forceMouselook); 2070 part.UUID, offset, sitOrientation, false, cameraAtOffset, cameraEyeOffset, forceMouselook);
1915 2071
1916 m_requestedSitTargetUUID = targetID; 2072 m_requestedSitTargetUUID = targetID;
1917 2073
@@ -1925,6 +2081,9 @@ namespace OpenSim.Region.Framework.Scenes
1925 2081
1926 public void HandleAgentRequestSit(IClientAPI remoteClient, UUID agentID, UUID targetID, Vector3 offset) 2082 public void HandleAgentRequestSit(IClientAPI remoteClient, UUID agentID, UUID targetID, Vector3 offset)
1927 { 2083 {
2084 if (IsChildAgent)
2085 return;
2086
1928 if (ParentID != 0) 2087 if (ParentID != 0)
1929 { 2088 {
1930 StandUp(); 2089 StandUp();
@@ -2202,14 +2361,39 @@ namespace OpenSim.Region.Framework.Scenes
2202 2361
2203 //Quaternion result = (sitTargetOrient * vq) * nq; 2362 //Quaternion result = (sitTargetOrient * vq) * nq;
2204 2363
2205 m_pos = sitTargetPos + SIT_TARGET_ADJUSTMENT; 2364 double x, y, z, m;
2365
2366 Quaternion r = sitTargetOrient;
2367 m = r.X * r.X + r.Y * r.Y + r.Z * r.Z + r.W * r.W;
2368
2369 if (Math.Abs(1.0 - m) > 0.000001)
2370 {
2371 m = 1.0 / Math.Sqrt(m);
2372 r.X *= (float)m;
2373 r.Y *= (float)m;
2374 r.Z *= (float)m;
2375 r.W *= (float)m;
2376 }
2377
2378 x = 2 * (r.X * r.Z + r.Y * r.W);
2379 y = 2 * (-r.X * r.W + r.Y * r.Z);
2380 z = -r.X * r.X - r.Y * r.Y + r.Z * r.Z + r.W * r.W;
2381
2382 Vector3 up = new Vector3((float)x, (float)y, (float)z);
2383 Vector3 sitOffset = up * Appearance.AvatarHeight * 0.02638f;
2384
2385 m_pos = sitTargetPos + sitOffset + SIT_TARGET_ADJUSTMENT;
2386
2387// m_pos = sitTargetPos + SIT_TARGET_ADJUSTMENT - sitOffset;
2206 Rotation = sitTargetOrient; 2388 Rotation = sitTargetOrient;
2207 ParentPosition = part.AbsolutePosition; 2389// ParentPosition = part.AbsolutePosition;
2390 part.ParentGroup.AddAvatar(UUID);
2208 } 2391 }
2209 else 2392 else
2210 { 2393 {
2211 m_pos -= part.AbsolutePosition; 2394 m_pos -= part.AbsolutePosition;
2212 ParentPosition = part.AbsolutePosition; 2395// ParentPosition = part.AbsolutePosition;
2396 part.ParentGroup.AddAvatar(UUID);
2213 2397
2214// m_log.DebugFormat( 2398// m_log.DebugFormat(
2215// "[SCENE PRESENCE]: Sitting {0} at position {1} ({2} + {3}) on part {4} {5} without sit target", 2399// "[SCENE PRESENCE]: Sitting {0} at position {1} ({2} + {3}) on part {4} {5} without sit target",
@@ -2254,6 +2438,13 @@ namespace OpenSim.Region.Framework.Scenes
2254 Animator.RemoveAnimation(animID); 2438 Animator.RemoveAnimation(animID);
2255 } 2439 }
2256 2440
2441 public void avnHandleChangeAnim(UUID animID, bool addRemove,bool sendPack)
2442 {
2443 Animator.avnChangeAnim(animID, addRemove, sendPack);
2444 }
2445
2446
2447
2257 /// <summary> 2448 /// <summary>
2258 /// Rotate the avatar to the given rotation and apply a movement in the given relative vector 2449 /// Rotate the avatar to the given rotation and apply a movement in the given relative vector
2259 /// </summary> 2450 /// </summary>
@@ -2307,14 +2498,15 @@ namespace OpenSim.Region.Framework.Scenes
2307 direc.Z *= 2.6f; 2498 direc.Z *= 2.6f;
2308 2499
2309 // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored. 2500 // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored.
2310 Animator.TrySetMovementAnimation("PREJUMP"); 2501// Animator.TrySetMovementAnimation("PREJUMP");
2311 Animator.TrySetMovementAnimation("JUMP"); 2502// Animator.TrySetMovementAnimation("JUMP");
2312 } 2503 }
2313 } 2504 }
2314 } 2505 }
2315 2506
2316 // TODO: Add the force instead of only setting it to support multiple forces per frame? 2507 // TODO: Add the force instead of only setting it to support multiple forces per frame?
2317 m_forceToApply = direc; 2508 m_forceToApply = direc;
2509 Animator.UpdateMovementAnimations();
2318 } 2510 }
2319 2511
2320 #endregion 2512 #endregion
@@ -2706,8 +2898,9 @@ namespace OpenSim.Region.Framework.Scenes
2706 2898
2707 // If we don't have a PhysActor, we can't cross anyway 2899 // If we don't have a PhysActor, we can't cross anyway
2708 // Also don't do this while sat, sitting avatars cross with the 2900 // Also don't do this while sat, sitting avatars cross with the
2709 // object they sit on. 2901 // object they sit on. ParentUUID denoted a pending sit, don't
2710 if (ParentID != 0 || PhysicsActor == null) 2902 // interfere with it.
2903 if (ParentID != 0 || PhysicsActor == null || ParentUUID != UUID.Zero)
2711 return; 2904 return;
2712 2905
2713 if (!IsInTransit) 2906 if (!IsInTransit)
@@ -3048,6 +3241,9 @@ namespace OpenSim.Region.Framework.Scenes
3048 cAgent.AlwaysRun = SetAlwaysRun; 3241 cAgent.AlwaysRun = SetAlwaysRun;
3049 3242
3050 cAgent.Appearance = new AvatarAppearance(Appearance); 3243 cAgent.Appearance = new AvatarAppearance(Appearance);
3244
3245 cAgent.ParentPart = ParentUUID;
3246 cAgent.SitOffset = m_pos;
3051 3247
3052 lock (scriptedcontrols) 3248 lock (scriptedcontrols)
3053 { 3249 {
@@ -3056,7 +3252,7 @@ namespace OpenSim.Region.Framework.Scenes
3056 3252
3057 foreach (ScriptControllers c in scriptedcontrols.Values) 3253 foreach (ScriptControllers c in scriptedcontrols.Values)
3058 { 3254 {
3059 controls[i++] = new ControllerData(c.itemID, (uint)c.ignoreControls, (uint)c.eventControls); 3255 controls[i++] = new ControllerData(c.objectID, c.itemID, (uint)c.ignoreControls, (uint)c.eventControls);
3060 } 3256 }
3061 cAgent.Controllers = controls; 3257 cAgent.Controllers = controls;
3062 } 3258 }
@@ -3067,6 +3263,7 @@ namespace OpenSim.Region.Framework.Scenes
3067 cAgent.Anims = Animator.Animations.ToArray(); 3263 cAgent.Anims = Animator.Animations.ToArray();
3068 } 3264 }
3069 catch { } 3265 catch { }
3266 cAgent.DefaultAnim = Animator.Animations.DefaultAnimation;
3070 3267
3071 if (Scene.AttachmentsModule != null) 3268 if (Scene.AttachmentsModule != null)
3072 Scene.AttachmentsModule.CopyAttachments(this, cAgent); 3269 Scene.AttachmentsModule.CopyAttachments(this, cAgent);
@@ -3087,6 +3284,8 @@ namespace OpenSim.Region.Framework.Scenes
3087 CameraAtAxis = cAgent.AtAxis; 3284 CameraAtAxis = cAgent.AtAxis;
3088 CameraLeftAxis = cAgent.LeftAxis; 3285 CameraLeftAxis = cAgent.LeftAxis;
3089 CameraUpAxis = cAgent.UpAxis; 3286 CameraUpAxis = cAgent.UpAxis;
3287 ParentUUID = cAgent.ParentPart;
3288 m_prevSitOffset = cAgent.SitOffset;
3090 3289
3091 // When we get to the point of re-computing neighbors everytime this 3290 // When we get to the point of re-computing neighbors everytime this
3092 // changes, then start using the agent's drawdistance rather than the 3291 // changes, then start using the agent's drawdistance rather than the
@@ -3124,6 +3323,7 @@ namespace OpenSim.Region.Framework.Scenes
3124 foreach (ControllerData c in cAgent.Controllers) 3323 foreach (ControllerData c in cAgent.Controllers)
3125 { 3324 {
3126 ScriptControllers sc = new ScriptControllers(); 3325 ScriptControllers sc = new ScriptControllers();
3326 sc.objectID = c.ObjectID;
3127 sc.itemID = c.ItemID; 3327 sc.itemID = c.ItemID;
3128 sc.ignoreControls = (ScriptControlled)c.IgnoreControls; 3328 sc.ignoreControls = (ScriptControlled)c.IgnoreControls;
3129 sc.eventControls = (ScriptControlled)c.EventControls; 3329 sc.eventControls = (ScriptControlled)c.EventControls;
@@ -3138,6 +3338,8 @@ namespace OpenSim.Region.Framework.Scenes
3138 // FIXME: Why is this null check necessary? Where are the cases where we get a null Anims object? 3338 // FIXME: Why is this null check necessary? Where are the cases where we get a null Anims object?
3139 if (cAgent.Anims != null) 3339 if (cAgent.Anims != null)
3140 Animator.Animations.FromArray(cAgent.Anims); 3340 Animator.Animations.FromArray(cAgent.Anims);
3341 if (cAgent.DefaultAnim != null)
3342 Animator.Animations.SetDefaultAnimation(cAgent.DefaultAnim.AnimID, cAgent.DefaultAnim.SequenceNum, UUID.Zero);
3141 3343
3142 if (Scene.AttachmentsModule != null) 3344 if (Scene.AttachmentsModule != null)
3143 Scene.AttachmentsModule.CopyAttachments(cAgent, this); 3345 Scene.AttachmentsModule.CopyAttachments(cAgent, this);
@@ -3200,7 +3402,7 @@ namespace OpenSim.Region.Framework.Scenes
3200 //PhysicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients; 3402 //PhysicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients;
3201 PhysicsActor.OnCollisionUpdate += PhysicsCollisionUpdate; 3403 PhysicsActor.OnCollisionUpdate += PhysicsCollisionUpdate;
3202 PhysicsActor.OnOutOfBounds += OutOfBoundsCall; // Called for PhysicsActors when there's something wrong 3404 PhysicsActor.OnOutOfBounds += OutOfBoundsCall; // Called for PhysicsActors when there's something wrong
3203 PhysicsActor.SubscribeEvents(500); 3405 PhysicsActor.SubscribeEvents(100);
3204 PhysicsActor.LocalID = LocalId; 3406 PhysicsActor.LocalID = LocalId;
3205 } 3407 }
3206 3408
@@ -3282,6 +3484,8 @@ namespace OpenSim.Region.Framework.Scenes
3282 } 3484 }
3283 } 3485 }
3284 3486
3487 RaiseCollisionScriptEvents(coldata);
3488
3285 // Gods do not take damage and Invulnerable is set depending on parcel/region flags 3489 // Gods do not take damage and Invulnerable is set depending on parcel/region flags
3286 if (Invulnerable || GodLevel > 0) 3490 if (Invulnerable || GodLevel > 0)
3287 return; 3491 return;
@@ -3609,10 +3813,15 @@ namespace OpenSim.Region.Framework.Scenes
3609 3813
3610 public void RegisterControlEventsToScript(int controls, int accept, int pass_on, uint Obj_localID, UUID Script_item_UUID) 3814 public void RegisterControlEventsToScript(int controls, int accept, int pass_on, uint Obj_localID, UUID Script_item_UUID)
3611 { 3815 {
3816 SceneObjectPart p = m_scene.GetSceneObjectPart(Obj_localID);
3817 if (p == null)
3818 return;
3819
3612 ScriptControllers obj = new ScriptControllers(); 3820 ScriptControllers obj = new ScriptControllers();
3613 obj.ignoreControls = ScriptControlled.CONTROL_ZERO; 3821 obj.ignoreControls = ScriptControlled.CONTROL_ZERO;
3614 obj.eventControls = ScriptControlled.CONTROL_ZERO; 3822 obj.eventControls = ScriptControlled.CONTROL_ZERO;
3615 3823
3824 obj.objectID = p.ParentGroup.UUID;
3616 obj.itemID = Script_item_UUID; 3825 obj.itemID = Script_item_UUID;
3617 if (pass_on == 0 && accept == 0) 3826 if (pass_on == 0 && accept == 0)
3618 { 3827 {
@@ -3661,6 +3870,21 @@ namespace OpenSim.Region.Framework.Scenes
3661 ControllingClient.SendTakeControls(int.MaxValue, false, false); 3870 ControllingClient.SendTakeControls(int.MaxValue, false, false);
3662 } 3871 }
3663 3872
3873 private void UnRegisterSeatControls(UUID obj)
3874 {
3875 List<UUID> takers = new List<UUID>();
3876
3877 foreach (ScriptControllers c in scriptedcontrols.Values)
3878 {
3879 if (c.objectID == obj)
3880 takers.Add(c.itemID);
3881 }
3882 foreach (UUID t in takers)
3883 {
3884 UnRegisterControlEventsToScript(0, t);
3885 }
3886 }
3887
3664 public void UnRegisterControlEventsToScript(uint Obj_localID, UUID Script_item_UUID) 3888 public void UnRegisterControlEventsToScript(uint Obj_localID, UUID Script_item_UUID)
3665 { 3889 {
3666 ScriptControllers takecontrols; 3890 ScriptControllers takecontrols;
@@ -3979,6 +4203,12 @@ namespace OpenSim.Region.Framework.Scenes
3979 4203
3980 private void CheckAndAdjustLandingPoint(ref Vector3 pos) 4204 private void CheckAndAdjustLandingPoint(ref Vector3 pos)
3981 { 4205 {
4206 string reason;
4207
4208 // Honor bans
4209 if (!m_scene.TestLandRestrictions(UUID, out reason, ref pos.X, ref pos.Y))
4210 return;
4211
3982 SceneObjectGroup telehub = null; 4212 SceneObjectGroup telehub = null;
3983 if (m_scene.RegionInfo.RegionSettings.TelehubObject != UUID.Zero && (telehub = m_scene.GetSceneObjectGroup(m_scene.RegionInfo.RegionSettings.TelehubObject)) != null) 4213 if (m_scene.RegionInfo.RegionSettings.TelehubObject != UUID.Zero && (telehub = m_scene.GetSceneObjectGroup(m_scene.RegionInfo.RegionSettings.TelehubObject)) != null)
3984 { 4214 {
@@ -4018,11 +4248,206 @@ namespace OpenSim.Region.Framework.Scenes
4018 pos = land.LandData.UserLocation; 4248 pos = land.LandData.UserLocation;
4019 } 4249 }
4020 } 4250 }
4021 4251
4022 land.SendLandUpdateToClient(ControllingClient); 4252 land.SendLandUpdateToClient(ControllingClient);
4023 } 4253 }
4024 } 4254 }
4025 4255
4256 private DetectedObject CreateDetObject(SceneObjectPart obj)
4257 {
4258 DetectedObject detobj = new DetectedObject();
4259 detobj.keyUUID = obj.UUID;
4260 detobj.nameStr = obj.Name;
4261 detobj.ownerUUID = obj.OwnerID;
4262 detobj.posVector = obj.AbsolutePosition;
4263 detobj.rotQuat = obj.GetWorldRotation();
4264 detobj.velVector = obj.Velocity;
4265 detobj.colliderType = 0;
4266 detobj.groupUUID = obj.GroupID;
4267
4268 return detobj;
4269 }
4270
4271 private DetectedObject CreateDetObject(ScenePresence av)
4272 {
4273 DetectedObject detobj = new DetectedObject();
4274 detobj.keyUUID = av.UUID;
4275 detobj.nameStr = av.ControllingClient.Name;
4276 detobj.ownerUUID = av.UUID;
4277 detobj.posVector = av.AbsolutePosition;
4278 detobj.rotQuat = av.Rotation;
4279 detobj.velVector = av.Velocity;
4280 detobj.colliderType = 0;
4281 detobj.groupUUID = av.ControllingClient.ActiveGroupId;
4282
4283 return detobj;
4284 }
4285
4286 private DetectedObject CreateDetObjectForGround()
4287 {
4288 DetectedObject detobj = new DetectedObject();
4289 detobj.keyUUID = UUID.Zero;
4290 detobj.nameStr = "";
4291 detobj.ownerUUID = UUID.Zero;
4292 detobj.posVector = AbsolutePosition;
4293 detobj.rotQuat = Quaternion.Identity;
4294 detobj.velVector = Vector3.Zero;
4295 detobj.colliderType = 0;
4296 detobj.groupUUID = UUID.Zero;
4297
4298 return detobj;
4299 }
4300
4301 private ColliderArgs CreateColliderArgs(SceneObjectPart dest, List<uint> colliders)
4302 {
4303 ColliderArgs colliderArgs = new ColliderArgs();
4304 List<DetectedObject> colliding = new List<DetectedObject>();
4305 foreach (uint localId in colliders)
4306 {
4307 if (localId == 0)
4308 continue;
4309
4310 SceneObjectPart obj = m_scene.GetSceneObjectPart(localId);
4311 if (obj != null)
4312 {
4313 if (!dest.CollisionFilteredOut(obj.UUID, obj.Name))
4314 colliding.Add(CreateDetObject(obj));
4315 }
4316 else
4317 {
4318 ScenePresence av = m_scene.GetScenePresence(localId);
4319 if (av != null && (!av.IsChildAgent))
4320 {
4321 if (!dest.CollisionFilteredOut(av.UUID, av.Name))
4322 colliding.Add(CreateDetObject(av));
4323 }
4324 }
4325 }
4326
4327 colliderArgs.Colliders = colliding;
4328
4329 return colliderArgs;
4330 }
4331
4332 private delegate void ScriptCollidingNotification(uint localID, ColliderArgs message);
4333
4334 private void SendCollisionEvent(SceneObjectGroup dest, scriptEvents ev, List<uint> colliders, ScriptCollidingNotification notify)
4335 {
4336 ColliderArgs CollidingMessage;
4337
4338 if (colliders.Count > 0)
4339 {
4340 if ((dest.RootPart.ScriptEvents & ev) != 0)
4341 {
4342 CollidingMessage = CreateColliderArgs(dest.RootPart, colliders);
4343
4344 if (CollidingMessage.Colliders.Count > 0)
4345 notify(dest.RootPart.LocalId, CollidingMessage);
4346 }
4347 }
4348 }
4349
4350 private void SendLandCollisionEvent(SceneObjectGroup dest, scriptEvents ev, ScriptCollidingNotification notify)
4351 {
4352 if ((dest.RootPart.ScriptEvents & ev) != 0)
4353 {
4354 ColliderArgs LandCollidingMessage = new ColliderArgs();
4355 List<DetectedObject> colliding = new List<DetectedObject>();
4356
4357 colliding.Add(CreateDetObjectForGround());
4358 LandCollidingMessage.Colliders = colliding;
4359
4360 notify(dest.RootPart.LocalId, LandCollidingMessage);
4361 }
4362 }
4363
4364 private void RaiseCollisionScriptEvents(Dictionary<uint, ContactPoint> coldata)
4365 {
4366 try
4367 {
4368 List<uint> thisHitColliders = new List<uint>();
4369 List<uint> endedColliders = new List<uint>();
4370 List<uint> startedColliders = new List<uint>();
4371 List<CollisionForSoundInfo> soundinfolist = new List<CollisionForSoundInfo>();
4372 CollisionForSoundInfo soundinfo;
4373 ContactPoint curcontact;
4374
4375 if (coldata.Count == 0)
4376 {
4377 if (m_lastColliders.Count == 0)
4378 return; // nothing to do
4379
4380 foreach (uint localID in m_lastColliders)
4381 {
4382 endedColliders.Add(localID);
4383 }
4384 m_lastColliders.Clear();
4385 }
4386
4387 else
4388 {
4389 foreach (uint id in coldata.Keys)
4390 {
4391 thisHitColliders.Add(id);
4392 if (!m_lastColliders.Contains(id))
4393 {
4394 startedColliders.Add(id);
4395 curcontact = coldata[id];
4396 if (Math.Abs(curcontact.RelativeSpeed) > 0.2)
4397 {
4398 soundinfo = new CollisionForSoundInfo();
4399 soundinfo.colliderID = id;
4400 soundinfo.position = curcontact.Position;
4401 soundinfo.relativeVel = curcontact.RelativeSpeed;
4402 soundinfolist.Add(soundinfo);
4403 }
4404 }
4405 //m_log.Debug("[SCENE PRESENCE]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString());
4406 }
4407
4408 // calculate things that ended colliding
4409 foreach (uint localID in m_lastColliders)
4410 {
4411 if (!thisHitColliders.Contains(localID))
4412 {
4413 endedColliders.Add(localID);
4414 }
4415 }
4416 //add the items that started colliding this time to the last colliders list.
4417 foreach (uint localID in startedColliders)
4418 {
4419 m_lastColliders.Add(localID);
4420 }
4421 // remove things that ended colliding from the last colliders list
4422 foreach (uint localID in endedColliders)
4423 {
4424 m_lastColliders.Remove(localID);
4425 }
4426
4427 if (soundinfolist.Count > 0)
4428 CollisionSounds.AvatarCollisionSound(this, soundinfolist);
4429 }
4430
4431 foreach (SceneObjectGroup att in GetAttachments())
4432 {
4433 SendCollisionEvent(att, scriptEvents.collision_start, startedColliders, m_scene.EventManager.TriggerScriptCollidingStart);
4434 SendCollisionEvent(att, scriptEvents.collision , m_lastColliders , m_scene.EventManager.TriggerScriptColliding);
4435 SendCollisionEvent(att, scriptEvents.collision_end , endedColliders , m_scene.EventManager.TriggerScriptCollidingEnd);
4436
4437 if (startedColliders.Contains(0))
4438 SendLandCollisionEvent(att, scriptEvents.land_collision_start, m_scene.EventManager.TriggerScriptLandCollidingStart);
4439 if (m_lastColliders.Contains(0))
4440 SendLandCollisionEvent(att, scriptEvents.land_collision, m_scene.EventManager.TriggerScriptLandColliding);
4441 if (endedColliders.Contains(0))
4442 SendLandCollisionEvent(att, scriptEvents.land_collision_end, m_scene.EventManager.TriggerScriptLandCollidingEnd);
4443 }
4444 }
4445 finally
4446 {
4447 m_collisionEventFlag = false;
4448 }
4449 }
4450
4026 private void TeleportFlagsDebug() { 4451 private void TeleportFlagsDebug() {
4027 4452
4028 // Some temporary debugging help to show all the TeleportFlags we have... 4453 // Some temporary debugging help to show all the TeleportFlags we have...
@@ -4047,6 +4472,5 @@ namespace OpenSim.Region.Framework.Scenes
4047 m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************"); 4472 m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************");
4048 4473
4049 } 4474 }
4050
4051 } 4475 }
4052} 4476}
diff --git a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
index 0b34156..2372d6b 100644
--- a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
+++ b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
@@ -244,6 +244,12 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
244 sr.Close(); 244 sr.Close();
245 } 245 }
246 246
247 XmlNodeList keymotion = doc.GetElementsByTagName("KeyframeMotion");
248 if (keymotion.Count > 0)
249 sceneObject.RootPart.KeyframeMotion = KeyframeMotion.FromData(sceneObject, Convert.FromBase64String(keymotion[0].InnerText));
250 else
251 sceneObject.RootPart.KeyframeMotion = null;
252
247 // Script state may, or may not, exist. Not having any, is NOT 253 // Script state may, or may not, exist. Not having any, is NOT
248 // ever a problem. 254 // ever a problem.
249 sceneObject.LoadScriptState(doc); 255 sceneObject.LoadScriptState(doc);
@@ -348,6 +354,21 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
348 m_SOPXmlProcessors.Add("PayPrice2", ProcessPayPrice2); 354 m_SOPXmlProcessors.Add("PayPrice2", ProcessPayPrice2);
349 m_SOPXmlProcessors.Add("PayPrice3", ProcessPayPrice3); 355 m_SOPXmlProcessors.Add("PayPrice3", ProcessPayPrice3);
350 m_SOPXmlProcessors.Add("PayPrice4", ProcessPayPrice4); 356 m_SOPXmlProcessors.Add("PayPrice4", ProcessPayPrice4);
357
358 m_SOPXmlProcessors.Add("Buoyancy", ProcessBuoyancy);
359 m_SOPXmlProcessors.Add("Force", ProcessForce);
360 m_SOPXmlProcessors.Add("Torque", ProcessTorque);
361 m_SOPXmlProcessors.Add("VolumeDetectActive", ProcessVolumeDetectActive);
362
363
364 m_SOPXmlProcessors.Add("Vehicle", ProcessVehicle);
365
366 m_SOPXmlProcessors.Add("PhysicsShapeType", ProcessPhysicsShapeType);
367 m_SOPXmlProcessors.Add("Density", ProcessDensity);
368 m_SOPXmlProcessors.Add("Friction", ProcessFriction);
369 m_SOPXmlProcessors.Add("Bounce", ProcessBounce);
370 m_SOPXmlProcessors.Add("GravityModifier", ProcessGravityModifier);
371
351 #endregion 372 #endregion
352 373
353 #region TaskInventoryXmlProcessors initialization 374 #region TaskInventoryXmlProcessors initialization
@@ -375,7 +396,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
375 m_TaskInventoryXmlProcessors.Add("PermsMask", ProcessTIPermsMask); 396 m_TaskInventoryXmlProcessors.Add("PermsMask", ProcessTIPermsMask);
376 m_TaskInventoryXmlProcessors.Add("Type", ProcessTIType); 397 m_TaskInventoryXmlProcessors.Add("Type", ProcessTIType);
377 m_TaskInventoryXmlProcessors.Add("OwnerChanged", ProcessTIOwnerChanged); 398 m_TaskInventoryXmlProcessors.Add("OwnerChanged", ProcessTIOwnerChanged);
378 399
379 #endregion 400 #endregion
380 401
381 #region ShapeXmlProcessors initialization 402 #region ShapeXmlProcessors initialization
@@ -575,6 +596,48 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
575 obj.ClickAction = (byte)reader.ReadElementContentAsInt("ClickAction", String.Empty); 596 obj.ClickAction = (byte)reader.ReadElementContentAsInt("ClickAction", String.Empty);
576 } 597 }
577 598
599 private static void ProcessPhysicsShapeType(SceneObjectPart obj, XmlTextReader reader)
600 {
601 obj.PhysicsShapeType = (byte)reader.ReadElementContentAsInt("PhysicsShapeType", String.Empty);
602 }
603
604 private static void ProcessDensity(SceneObjectPart obj, XmlTextReader reader)
605 {
606 obj.Density = reader.ReadElementContentAsFloat("Density", String.Empty);
607 }
608
609 private static void ProcessFriction(SceneObjectPart obj, XmlTextReader reader)
610 {
611 obj.Friction = reader.ReadElementContentAsFloat("Friction", String.Empty);
612 }
613
614 private static void ProcessBounce(SceneObjectPart obj, XmlTextReader reader)
615 {
616 obj.Bounciness = reader.ReadElementContentAsFloat("Bounce", String.Empty);
617 }
618
619 private static void ProcessGravityModifier(SceneObjectPart obj, XmlTextReader reader)
620 {
621 obj.GravityModifier = reader.ReadElementContentAsFloat("GravityModifier", String.Empty);
622 }
623
624 private static void ProcessVehicle(SceneObjectPart obj, XmlTextReader reader)
625 {
626 SOPVehicle vehicle = SOPVehicle.FromXml2(reader);
627
628 if (vehicle == null)
629 {
630 obj.VehicleParams = null;
631 m_log.DebugFormat(
632 "[SceneObjectSerializer]: Parsing Vehicle for object part {0} {1} encountered errors. Please see earlier log entries.",
633 obj.Name, obj.UUID);
634 }
635 else
636 {
637 obj.VehicleParams = vehicle;
638 }
639 }
640
578 private static void ProcessShape(SceneObjectPart obj, XmlTextReader reader) 641 private static void ProcessShape(SceneObjectPart obj, XmlTextReader reader)
579 { 642 {
580 List<string> errorNodeNames; 643 List<string> errorNodeNames;
@@ -739,6 +802,25 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
739 obj.PayPrice[4] = (int)reader.ReadElementContentAsInt("PayPrice4", String.Empty); 802 obj.PayPrice[4] = (int)reader.ReadElementContentAsInt("PayPrice4", String.Empty);
740 } 803 }
741 804
805 private static void ProcessBuoyancy(SceneObjectPart obj, XmlTextReader reader)
806 {
807 obj.Buoyancy = (float)reader.ReadElementContentAsFloat("Buoyancy", String.Empty);
808 }
809
810 private static void ProcessForce(SceneObjectPart obj, XmlTextReader reader)
811 {
812 obj.Force = Util.ReadVector(reader, "Force");
813 }
814 private static void ProcessTorque(SceneObjectPart obj, XmlTextReader reader)
815 {
816 obj.Torque = Util.ReadVector(reader, "Torque");
817 }
818
819 private static void ProcessVolumeDetectActive(SceneObjectPart obj, XmlTextReader reader)
820 {
821 obj.VolumeDetectActive = Util.ReadBoolean(reader);
822 }
823
742 #endregion 824 #endregion
743 825
744 #region TaskInventoryXmlProcessors 826 #region TaskInventoryXmlProcessors
@@ -1126,6 +1208,16 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1126 }); 1208 });
1127 1209
1128 writer.WriteEndElement(); 1210 writer.WriteEndElement();
1211
1212 if (sog.RootPart.KeyframeMotion != null)
1213 {
1214 Byte[] data = sog.RootPart.KeyframeMotion.Serialize();
1215
1216 writer.WriteStartElement(String.Empty, "KeyframeMotion", String.Empty);
1217 writer.WriteBase64(data, 0, data.Length);
1218 writer.WriteEndElement();
1219 }
1220
1129 writer.WriteEndElement(); 1221 writer.WriteEndElement();
1130 } 1222 }
1131 1223
@@ -1225,6 +1317,27 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1225 writer.WriteElementString("PayPrice3", sop.PayPrice[3].ToString()); 1317 writer.WriteElementString("PayPrice3", sop.PayPrice[3].ToString());
1226 writer.WriteElementString("PayPrice4", sop.PayPrice[4].ToString()); 1318 writer.WriteElementString("PayPrice4", sop.PayPrice[4].ToString());
1227 1319
1320 writer.WriteElementString("Buoyancy", sop.Buoyancy.ToString());
1321
1322 WriteVector(writer, "Force", sop.Force);
1323 WriteVector(writer, "Torque", sop.Torque);
1324
1325 writer.WriteElementString("VolumeDetectActive", sop.VolumeDetectActive.ToString().ToLower());
1326
1327 if (sop.VehicleParams != null)
1328 sop.VehicleParams.ToXml2(writer);
1329
1330 if(sop.PhysicsShapeType != sop.DefaultPhysicsShapeType())
1331 writer.WriteElementString("PhysicsShapeType", sop.PhysicsShapeType.ToString().ToLower());
1332 if (sop.Density != 1000.0f)
1333 writer.WriteElementString("Density", sop.Density.ToString().ToLower());
1334 if (sop.Friction != 0.6f)
1335 writer.WriteElementString("Friction", sop.Friction.ToString().ToLower());
1336 if (sop.Bounciness != 0.5f)
1337 writer.WriteElementString("Bounce", sop.Bounciness.ToString().ToLower());
1338 if (sop.GravityModifier != 1.0f)
1339 writer.WriteElementString("GravityModifier", sop.GravityModifier.ToString().ToLower());
1340
1228 writer.WriteEndElement(); 1341 writer.WriteEndElement();
1229 } 1342 }
1230 1343
@@ -1449,12 +1562,6 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1449 { 1562 {
1450 TaskInventoryDictionary tinv = new TaskInventoryDictionary(); 1563 TaskInventoryDictionary tinv = new TaskInventoryDictionary();
1451 1564
1452 if (reader.IsEmptyElement)
1453 {
1454 reader.Read();
1455 return tinv;
1456 }
1457
1458 reader.ReadStartElement(name, String.Empty); 1565 reader.ReadStartElement(name, String.Empty);
1459 1566
1460 while (reader.Name == "TaskInventoryItem") 1567 while (reader.Name == "TaskInventoryItem")
diff --git a/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs b/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
index 742d42a..d6ff5a2 100644
--- a/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
+++ b/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
@@ -164,7 +164,7 @@ namespace OpenSim.Region.Framework.Scenes
164 164
165 // saved last reported value so there is something available for llGetRegionFPS 165 // saved last reported value so there is something available for llGetRegionFPS
166 private float lastReportedSimFPS; 166 private float lastReportedSimFPS;
167 private float[] lastReportedSimStats = new float[22]; 167 private float[] lastReportedSimStats = new float[23];
168 private float m_pfps; 168 private float m_pfps;
169 169
170 /// <summary> 170 /// <summary>
@@ -178,12 +178,13 @@ namespace OpenSim.Region.Framework.Scenes
178 private int m_objectUpdates; 178 private int m_objectUpdates;
179 179
180 private int m_frameMS; 180 private int m_frameMS;
181 private int m_spareMS; 181
182 private int m_netMS; 182 private int m_netMS;
183 private int m_agentMS; 183 private int m_agentMS;
184 private int m_physicsMS; 184 private int m_physicsMS;
185 private int m_imageMS; 185 private int m_imageMS;
186 private int m_otherMS; 186 private int m_otherMS;
187 private int m_sleeptimeMS;
187 188
188//Ckrinke: (3-21-08) Comment out to remove a compiler warning. Bring back into play when needed. 189//Ckrinke: (3-21-08) Comment out to remove a compiler warning. Bring back into play when needed.
189//Ckrinke private int m_scriptMS = 0; 190//Ckrinke private int m_scriptMS = 0;
@@ -260,7 +261,7 @@ namespace OpenSim.Region.Framework.Scenes
260 261
261 private void statsHeartBeat(object sender, EventArgs e) 262 private void statsHeartBeat(object sender, EventArgs e)
262 { 263 {
263 SimStatsPacket.StatBlock[] sb = new SimStatsPacket.StatBlock[22]; 264 SimStatsPacket.StatBlock[] sb = new SimStatsPacket.StatBlock[23];
264 SimStatsPacket.RegionBlock rb = new SimStatsPacket.RegionBlock(); 265 SimStatsPacket.RegionBlock rb = new SimStatsPacket.RegionBlock();
265 266
266 // Know what's not thread safe in Mono... modifying timers. 267 // Know what's not thread safe in Mono... modifying timers.
@@ -298,6 +299,35 @@ namespace OpenSim.Region.Framework.Scenes
298 physfps = 0; 299 physfps = 0;
299 300
300#endregion 301#endregion
302 float factor = 1 / m_statsUpdateFactor;
303
304 if (reportedFPS <= 0)
305 reportedFPS = 1;
306
307 float perframe = 1.0f / (float)reportedFPS;
308
309 float TotalFrameTime = m_frameMS * perframe;
310
311 float targetframetime = 1100.0f / (float)m_nominalReportedFps;
312
313 float sparetime;
314 float sleeptime;
315
316 if (TotalFrameTime > targetframetime)
317 {
318 sparetime = 0;
319 sleeptime = 0;
320 }
321 else
322 {
323 sparetime = m_frameMS - m_physicsMS - m_agentMS;
324 sparetime *= perframe;
325 if (sparetime < 0)
326 sparetime = 0;
327 else if (sparetime > TotalFrameTime)
328 sparetime = TotalFrameTime;
329 sleeptime = m_sleeptimeMS * perframe;
330 }
301 331
302 m_rootAgents = m_scene.SceneGraph.GetRootAgentCount(); 332 m_rootAgents = m_scene.SceneGraph.GetRootAgentCount();
303 m_childAgents = m_scene.SceneGraph.GetChildAgentCount(); 333 m_childAgents = m_scene.SceneGraph.GetChildAgentCount();
@@ -309,25 +339,15 @@ namespace OpenSim.Region.Framework.Scenes
309 // so that stat numbers are always consistent. 339 // so that stat numbers are always consistent.
310 CheckStatSanity(); 340 CheckStatSanity();
311 341
312 //Our time dilation is 0.91 when we're running a full speed, 342 // other MS is actually simulation time
313 // therefore to make sure we get an appropriate range, 343 // m_otherMS = m_frameMS - m_physicsMS - m_imageMS - m_netMS - m_agentMS;
314 // we have to factor in our error. (0.10f * statsUpdateFactor) 344 // m_imageMS m_netMS are not included in m_frameMS
315 // multiplies the fix for the error times the amount of times it'll occur a second
316 // / 10 divides the value by the number of times the sim heartbeat runs (10fps)
317 // Then we divide the whole amount by the amount of seconds pass in between stats updates.
318 345
319 // 'statsUpdateFactor' is how often stats packets are sent in seconds. Used below to change 346 m_otherMS = m_frameMS - m_physicsMS - m_agentMS - m_sleeptimeMS;
320 // values to X-per-second values. 347 if (m_otherMS < 0)
348 m_otherMS = 0;
321 349
322 uint thisFrame = m_scene.Frame; 350 for (int i = 0; i < 23; i++)
323 float framesUpdated = (float)(thisFrame - m_lastUpdateFrame) * m_reportedFpsCorrectionFactor;
324 m_lastUpdateFrame = thisFrame;
325
326 // Avoid div-by-zero if somehow we've not updated any frames.
327 if (framesUpdated == 0)
328 framesUpdated = 1;
329
330 for (int i = 0; i < 22; i++)
331 { 351 {
332 sb[i] = new SimStatsPacket.StatBlock(); 352 sb[i] = new SimStatsPacket.StatBlock();
333 } 353 }
@@ -357,19 +377,19 @@ namespace OpenSim.Region.Framework.Scenes
357 sb[7].StatValue = m_activePrim; 377 sb[7].StatValue = m_activePrim;
358 378
359 sb[8].StatID = (uint)Stats.FrameMS; 379 sb[8].StatID = (uint)Stats.FrameMS;
360 sb[8].StatValue = m_frameMS / framesUpdated; 380 sb[8].StatValue = TotalFrameTime;
361 381
362 sb[9].StatID = (uint)Stats.NetMS; 382 sb[9].StatID = (uint)Stats.NetMS;
363 sb[9].StatValue = m_netMS / framesUpdated; 383 sb[9].StatValue = m_netMS * perframe;
364 384
365 sb[10].StatID = (uint)Stats.PhysicsMS; 385 sb[10].StatID = (uint)Stats.PhysicsMS;
366 sb[10].StatValue = m_physicsMS / framesUpdated; 386 sb[10].StatValue = m_physicsMS * perframe;
367 387
368 sb[11].StatID = (uint)Stats.ImageMS ; 388 sb[11].StatID = (uint)Stats.ImageMS ;
369 sb[11].StatValue = m_imageMS / framesUpdated; 389 sb[11].StatValue = m_imageMS * perframe;
370 390
371 sb[12].StatID = (uint)Stats.OtherMS; 391 sb[12].StatID = (uint)Stats.OtherMS;
372 sb[12].StatValue = m_otherMS / framesUpdated; 392 sb[12].StatValue = m_otherMS * perframe;
373 393
374 sb[13].StatID = (uint)Stats.InPacketsPerSecond; 394 sb[13].StatID = (uint)Stats.InPacketsPerSecond;
375 sb[13].StatValue = (m_inPacketsPerSecond / m_statsUpdateFactor); 395 sb[13].StatValue = (m_inPacketsPerSecond / m_statsUpdateFactor);
@@ -381,7 +401,7 @@ namespace OpenSim.Region.Framework.Scenes
381 sb[15].StatValue = m_unAckedBytes; 401 sb[15].StatValue = m_unAckedBytes;
382 402
383 sb[16].StatID = (uint)Stats.AgentMS; 403 sb[16].StatID = (uint)Stats.AgentMS;
384 sb[16].StatValue = m_agentMS / framesUpdated; 404 sb[16].StatValue = m_agentMS * perframe;
385 405
386 sb[17].StatID = (uint)Stats.PendingDownloads; 406 sb[17].StatID = (uint)Stats.PendingDownloads;
387 sb[17].StatValue = m_pendingDownloads; 407 sb[17].StatValue = m_pendingDownloads;
@@ -396,7 +416,10 @@ namespace OpenSim.Region.Framework.Scenes
396 sb[20].StatValue = m_scriptLinesPerSecond / m_statsUpdateFactor; 416 sb[20].StatValue = m_scriptLinesPerSecond / m_statsUpdateFactor;
397 417
398 sb[21].StatID = (uint)Stats.SimSpareMs; 418 sb[21].StatID = (uint)Stats.SimSpareMs;
399 sb[21].StatValue = m_spareMS / framesUpdated; 419 sb[21].StatValue = sparetime;
420
421 sb[22].StatID = (uint)Stats.SimSleepMs;
422 sb[22].StatValue = sleeptime;
400 423
401 for (int i = 0; i < 22; i++) 424 for (int i = 0; i < 22; i++)
402 { 425 {
@@ -429,13 +452,14 @@ namespace OpenSim.Region.Framework.Scenes
429 // Need to change things so that stats source can indicate whether they are per second or 452 // Need to change things so that stats source can indicate whether they are per second or
430 // per frame. 453 // per frame.
431 if (tuple.Key.EndsWith("MS")) 454 if (tuple.Key.EndsWith("MS"))
432 m_lastReportedExtraSimStats[tuple.Key] = tuple.Value / framesUpdated; 455 m_lastReportedExtraSimStats[tuple.Key] = tuple.Value * perframe;
433 else 456 else
434 m_lastReportedExtraSimStats[tuple.Key] = tuple.Value / m_statsUpdateFactor; 457 m_lastReportedExtraSimStats[tuple.Key] = tuple.Value / m_statsUpdateFactor;
435 } 458 }
436 } 459 }
437 } 460 }
438 461
462// LastReportedObjectUpdates = m_objectUpdates / m_statsUpdateFactor;
439 ResetValues(); 463 ResetValues();
440 } 464 }
441 } 465 }
@@ -458,7 +482,8 @@ namespace OpenSim.Region.Framework.Scenes
458 m_physicsMS = 0; 482 m_physicsMS = 0;
459 m_imageMS = 0; 483 m_imageMS = 0;
460 m_otherMS = 0; 484 m_otherMS = 0;
461 m_spareMS = 0; 485// m_spareMS = 0;
486 m_sleeptimeMS = 0;
462 487
463//Ckrinke This variable is not used, so comment to remove compiler warning until it is used. 488//Ckrinke This variable is not used, so comment to remove compiler warning until it is used.
464//Ckrinke m_scriptMS = 0; 489//Ckrinke m_scriptMS = 0;
@@ -537,11 +562,6 @@ namespace OpenSim.Region.Framework.Scenes
537 m_frameMS += ms; 562 m_frameMS += ms;
538 } 563 }
539 564
540 public void AddSpareMS(int ms)
541 {
542 m_spareMS += ms;
543 }
544
545 public void addNetMS(int ms) 565 public void addNetMS(int ms)
546 { 566 {
547 m_netMS += ms; 567 m_netMS += ms;
@@ -567,6 +587,11 @@ namespace OpenSim.Region.Framework.Scenes
567 m_otherMS += ms; 587 m_otherMS += ms;
568 } 588 }
569 589
590 public void addSleepMS(int ms)
591 {
592 m_sleeptimeMS += ms;
593 }
594
570 public void AddPendingDownloads(int count) 595 public void AddPendingDownloads(int count)
571 { 596 {
572 m_pendingDownloads += count; 597 m_pendingDownloads += count;
diff --git a/OpenSim/Region/Framework/Scenes/UndoState.cs b/OpenSim/Region/Framework/Scenes/UndoState.cs
index 860172c..7bbf1bd 100644
--- a/OpenSim/Region/Framework/Scenes/UndoState.cs
+++ b/OpenSim/Region/Framework/Scenes/UndoState.cs
@@ -27,202 +27,307 @@
27 27
28using System; 28using System;
29using System.Reflection; 29using System.Reflection;
30using System.Collections.Generic;
30using log4net; 31using log4net;
31using OpenMetaverse; 32using OpenMetaverse;
33using OpenSim.Framework;
32using OpenSim.Region.Framework.Interfaces; 34using OpenSim.Region.Framework.Interfaces;
33 35
34namespace OpenSim.Region.Framework.Scenes 36namespace OpenSim.Region.Framework.Scenes
35{ 37{
36 public class UndoState 38 public class UndoState
37 { 39 {
38// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 40 const int UNDOEXPIRESECONDS = 300; // undo expire time (nice to have it came from a ini later)
39
40 public Vector3 Position = Vector3.Zero;
41 public Vector3 Scale = Vector3.Zero;
42 public Quaternion Rotation = Quaternion.Identity;
43
44 /// <summary>
45 /// Is this undo state for an entire group?
46 /// </summary>
47 public bool ForGroup;
48 41
42 public ObjectChangeData data;
43 public DateTime creationtime;
49 /// <summary> 44 /// <summary>
50 /// Constructor. 45 /// Constructor.
51 /// </summary> 46 /// </summary>
52 /// <param name="part"></param> 47 /// <param name="part"></param>
53 /// <param name="forGroup">True if the undo is for an entire group</param> 48 /// <param name="change">bit field with what is changed</param>
54 public UndoState(SceneObjectPart part, bool forGroup) 49 ///
50 public UndoState(SceneObjectPart part, ObjectChangeType change)
55 { 51 {
56 if (part.ParentID == 0) 52 data = new ObjectChangeData();
57 { 53 data.change = change;
58 ForGroup = forGroup; 54 creationtime = DateTime.UtcNow;
59
60// if (ForGroup)
61 Position = part.ParentGroup.AbsolutePosition;
62// else
63// Position = part.OffsetPosition;
64
65// m_log.DebugFormat(
66// "[UNDO STATE]: Storing undo position {0} for root part", Position);
67 55
68 Rotation = part.RotationOffset; 56 if (part.ParentGroup.RootPart == part)
69 57 {
70// m_log.DebugFormat( 58 if ((change & ObjectChangeType.Position) != 0)
71// "[UNDO STATE]: Storing undo rotation {0} for root part", Rotation); 59 data.position = part.ParentGroup.AbsolutePosition;
72 60 if ((change & ObjectChangeType.Rotation) != 0)
73 Scale = part.Shape.Scale; 61 data.rotation = part.RotationOffset;
74 62 if ((change & ObjectChangeType.Scale) != 0)
75// m_log.DebugFormat( 63 data.scale = part.Shape.Scale;
76// "[UNDO STATE]: Storing undo scale {0} for root part", Scale);
77 } 64 }
78 else 65 else
79 { 66 {
80 Position = part.OffsetPosition; 67 if ((change & ObjectChangeType.Position) != 0)
81// m_log.DebugFormat( 68 data.position = part.OffsetPosition;
82// "[UNDO STATE]: Storing undo position {0} for child part", Position); 69 if ((change & ObjectChangeType.Rotation) != 0)
70 data.rotation = part.RotationOffset;
71 if ((change & ObjectChangeType.Scale) != 0)
72 data.scale = part.Shape.Scale;
73 }
74 }
75 /// <summary>
76 /// check if undo or redo is too old
77 /// </summary>
83 78
84 Rotation = part.RotationOffset; 79 public bool checkExpire()
85// m_log.DebugFormat( 80 {
86// "[UNDO STATE]: Storing undo rotation {0} for child part", Rotation); 81 TimeSpan t = DateTime.UtcNow - creationtime;
82 if (t.Seconds > UNDOEXPIRESECONDS)
83 return true;
84 return false;
85 }
87 86
88 Scale = part.Shape.Scale; 87 /// <summary>
89// m_log.DebugFormat( 88 /// updates undo or redo creation time to now
90// "[UNDO STATE]: Storing undo scale {0} for child part", Scale); 89 /// </summary>
91 } 90 public void updateExpire()
91 {
92 creationtime = DateTime.UtcNow;
92 } 93 }
93 94
94 /// <summary> 95 /// <summary>
95 /// Compare the relevant state in the given part to this state. 96 /// Compare the relevant state in the given part to this state.
96 /// </summary> 97 /// </summary>
97 /// <param name="part"></param> 98 /// <param name="part"></param>
98 /// <returns>true if both the part's position, rotation and scale match those in this undo state. False otherwise.</returns> 99 /// <returns>true what fiels and related data are equal, False otherwise.</returns>
99 public bool Compare(SceneObjectPart part) 100 ///
101 public bool Compare(SceneObjectPart part, ObjectChangeType change)
100 { 102 {
103 if (data.change != change) // if diferent targets, then they are diferent
104 return false;
105
101 if (part != null) 106 if (part != null)
102 { 107 {
103 if (part.ParentID == 0) 108 if (part.ParentID == 0)
104 return 109 {
105 Position == part.ParentGroup.AbsolutePosition 110 if ((change & ObjectChangeType.Position) != 0 && data.position != part.ParentGroup.AbsolutePosition)
106 && Rotation == part.RotationOffset 111 return false;
107 && Scale == part.Shape.Scale; 112 }
108 else 113 else
109 return 114 {
110 Position == part.OffsetPosition 115 if ((change & ObjectChangeType.Position) != 0 && data.position != part.OffsetPosition)
111 && Rotation == part.RotationOffset 116 return false;
112 && Scale == part.Shape.Scale; 117 }
113 } 118
119 if ((change & ObjectChangeType.Rotation) != 0 && data.rotation != part.RotationOffset)
120 return false;
121 if ((change & ObjectChangeType.Rotation) != 0 && data.scale == part.Shape.Scale)
122 return false;
123 return true;
114 124
125 }
115 return false; 126 return false;
116 } 127 }
117 128
118 public void PlaybackState(SceneObjectPart part) 129 /// <summary>
130 /// executes the undo or redo to a part or its group
131 /// </summary>
132 /// <param name="part"></param>
133 ///
134
135 public void PlayState(SceneObjectPart part)
119 { 136 {
120 part.Undoing = true; 137 part.Undoing = true;
121 138
122 if (part.ParentID == 0) 139 SceneObjectGroup grp = part.ParentGroup;
123 {
124// m_log.DebugFormat(
125// "[UNDO STATE]: Undoing position to {0} for root part {1} {2}",
126// Position, part.Name, part.LocalId);
127 140
128 if (Position != Vector3.Zero) 141 if (grp != null)
129 { 142 {
130 if (ForGroup) 143 grp.doChangeObject(part, data);
131 part.ParentGroup.AbsolutePosition = Position; 144 }
132 else 145 part.Undoing = false;
133 part.ParentGroup.UpdateRootPosition(Position); 146 }
134 } 147 }
135 148
136// m_log.DebugFormat( 149 public class UndoRedoState
137// "[UNDO STATE]: Undoing rotation {0} to {1} for root part {2} {3}", 150 {
138// part.RotationOffset, Rotation, part.Name, part.LocalId); 151 int size;
152 public LinkedList<UndoState> m_redo = new LinkedList<UndoState>();
153 public LinkedList<UndoState> m_undo = new LinkedList<UndoState>();
139 154
140 if (ForGroup) 155 /// <summary>
141 part.UpdateRotation(Rotation); 156 /// creates a new UndoRedoState with default states memory size
142 else 157 /// </summary>
143 part.ParentGroup.UpdateRootRotation(Rotation);
144 158
145 if (Scale != Vector3.Zero) 159 public UndoRedoState()
146 { 160 {
147// m_log.DebugFormat( 161 size = 5;
148// "[UNDO STATE]: Undoing scale {0} to {1} for root part {2} {3}", 162 }
149// part.Shape.Scale, Scale, part.Name, part.LocalId);
150 163
151 if (ForGroup) 164 /// <summary>
152 part.ParentGroup.GroupResize(Scale); 165 /// creates a new UndoRedoState with states memory having indicated size
153 else 166 /// </summary>
154 part.Resize(Scale); 167 /// <param name="size"></param>
155 }
156 168
157 part.ParentGroup.ScheduleGroupForTerseUpdate(); 169 public UndoRedoState(int _size)
158 } 170 {
171 if (_size < 3)
172 size = 3;
159 else 173 else
160 { 174 size = _size;
161 // Note: Updating these properties on sop automatically schedules an update if needed 175 }
162 if (Position != Vector3.Zero)
163 {
164// m_log.DebugFormat(
165// "[UNDO STATE]: Undoing position {0} to {1} for child part {2} {3}",
166// part.OffsetPosition, Position, part.Name, part.LocalId);
167 176
168 part.OffsetPosition = Position; 177 /// <summary>
169 } 178 /// returns number of undo entries in memory
179 /// </summary>
170 180
171// m_log.DebugFormat( 181 public int Count
172// "[UNDO STATE]: Undoing rotation {0} to {1} for child part {2} {3}", 182 {
173// part.RotationOffset, Rotation, part.Name, part.LocalId); 183 get { return m_undo.Count; }
184 }
174 185
175 part.UpdateRotation(Rotation); 186 /// <summary>
187 /// clears all undo and redo entries
188 /// </summary>
176 189
177 if (Scale != Vector3.Zero) 190 public void Clear()
191 {
192 m_undo.Clear();
193 m_redo.Clear();
194 }
195
196 /// <summary>
197 /// adds a new state undo to part or its group, with changes indicated by what bits
198 /// </summary>
199 /// <param name="part"></param>
200 /// <param name="change">bit field with what is changed</param>
201
202 public void StoreUndo(SceneObjectPart part, ObjectChangeType change)
203 {
204 lock (m_undo)
205 {
206 UndoState last;
207
208 if (m_redo.Count > 0) // last code seems to clear redo on every new undo
178 { 209 {
179// m_log.DebugFormat( 210 m_redo.Clear();
180// "[UNDO STATE]: Undoing scale {0} to {1} for child part {2} {3}", 211 }
181// part.Shape.Scale, Scale, part.Name, part.LocalId);
182 212
183 part.Resize(Scale); 213 if (m_undo.Count > 0)
214 {
215 // check expired entry
216 last = m_undo.First.Value;
217 if (last != null && last.checkExpire())
218 m_undo.Clear();
219 else
220 {
221 // see if we actually have a change
222 if (last != null)
223 {
224 if (last.Compare(part, change))
225 return;
226 }
227 }
184 } 228 }
185 }
186 229
187 part.Undoing = false; 230 // limite size
231 while (m_undo.Count >= size)
232 m_undo.RemoveLast();
233
234 UndoState nUndo = new UndoState(part, change);
235 m_undo.AddFirst(nUndo);
236 }
188 } 237 }
189 238
190 public void PlayfwdState(SceneObjectPart part) 239 /// <summary>
191 { 240 /// executes last state undo to part or its group
192 part.Undoing = true; 241 /// current state is pushed into redo
242 /// </summary>
243 /// <param name="part"></param>
193 244
194 if (part.ParentID == 0) 245 public void Undo(SceneObjectPart part)
246 {
247 lock (m_undo)
195 { 248 {
196 if (Position != Vector3.Zero) 249 UndoState nUndo;
197 part.ParentGroup.AbsolutePosition = Position;
198
199 if (Rotation != Quaternion.Identity)
200 part.UpdateRotation(Rotation);
201 250
202 if (Scale != Vector3.Zero) 251 // expire redo
252 if (m_redo.Count > 0)
203 { 253 {
204 if (ForGroup) 254 nUndo = m_redo.First.Value;
205 part.ParentGroup.GroupResize(Scale); 255 if (nUndo != null && nUndo.checkExpire())
206 else 256 m_redo.Clear();
207 part.Resize(Scale);
208 } 257 }
209 258
210 part.ParentGroup.ScheduleGroupForTerseUpdate(); 259 if (m_undo.Count > 0)
260 {
261 UndoState goback = m_undo.First.Value;
262 // check expired
263 if (goback != null && goback.checkExpire())
264 {
265 m_undo.Clear();
266 return;
267 }
268
269 if (goback != null)
270 {
271 m_undo.RemoveFirst();
272
273 // redo limite size
274 while (m_redo.Count >= size)
275 m_redo.RemoveLast();
276
277 nUndo = new UndoState(part, goback.data.change); // new value in part should it be full goback copy?
278 m_redo.AddFirst(nUndo);
279
280 goback.PlayState(part);
281 }
282 }
211 } 283 }
212 else 284 }
285
286 /// <summary>
287 /// executes last state redo to part or its group
288 /// current state is pushed into undo
289 /// </summary>
290 /// <param name="part"></param>
291
292 public void Redo(SceneObjectPart part)
293 {
294 lock (m_undo)
213 { 295 {
214 // Note: Updating these properties on sop automatically schedules an update if needed 296 UndoState nUndo;
215 if (Position != Vector3.Zero)
216 part.OffsetPosition = Position;
217 297
218 if (Rotation != Quaternion.Identity) 298 // expire undo
219 part.UpdateRotation(Rotation); 299 if (m_undo.Count > 0)
300 {
301 nUndo = m_undo.First.Value;
302 if (nUndo != null && nUndo.checkExpire())
303 m_undo.Clear();
304 }
220 305
221 if (Scale != Vector3.Zero) 306 if (m_redo.Count > 0)
222 part.Resize(Scale); 307 {
308 UndoState gofwd = m_redo.First.Value;
309 // check expired
310 if (gofwd != null && gofwd.checkExpire())
311 {
312 m_redo.Clear();
313 return;
314 }
315
316 if (gofwd != null)
317 {
318 m_redo.RemoveFirst();
319
320 // limite undo size
321 while (m_undo.Count >= size)
322 m_undo.RemoveLast();
323
324 nUndo = new UndoState(part, gofwd.data.change); // new value in part should it be full gofwd copy?
325 m_undo.AddFirst(nUndo);
326
327 gofwd.PlayState(part);
328 }
329 }
223 } 330 }
224
225 part.Undoing = false;
226 } 331 }
227 } 332 }
228 333
@@ -247,4 +352,4 @@ namespace OpenSim.Region.Framework.Scenes
247 m_terrainModule.UndoTerrain(m_terrainChannel); 352 m_terrainModule.UndoTerrain(m_terrainChannel);
248 } 353 }
249 } 354 }
250} \ No newline at end of file 355}
diff --git a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
index efb68a2..411e421 100644
--- a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
+++ b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
@@ -87,10 +87,6 @@ namespace OpenSim.Region.Framework.Scenes
87 /// <param name="assetUuids">The assets gathered</param> 87 /// <param name="assetUuids">The assets gathered</param>
88 public void GatherAssetUuids(UUID assetUuid, AssetType assetType, IDictionary<UUID, AssetType> assetUuids) 88 public void GatherAssetUuids(UUID assetUuid, AssetType assetType, IDictionary<UUID, AssetType> assetUuids)
89 { 89 {
90 // avoid infinite loops
91 if (assetUuids.ContainsKey(assetUuid))
92 return;
93
94 try 90 try
95 { 91 {
96 assetUuids[assetUuid] = assetType; 92 assetUuids[assetUuid] = assetType;