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-rw-r--r--OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs99
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs102
-rw-r--r--OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs11
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs2
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/Interregion/RESTInterregionComms.cs9
-rw-r--r--OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs21
-rw-r--r--OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs540
-rw-r--r--OpenSim/Region/CoreModules/World/Land/LandObject.cs50
-rw-r--r--OpenSim/Region/CoreModules/World/Meta7Windlight/Meta7WindlightModule.cs274
-rw-r--r--OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs71
-rw-r--r--OpenSim/Region/Examples/SimpleModule/MyNpcCharacter.cs2
-rw-r--r--OpenSim/Region/Framework/Interfaces/IRegionDataStore.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs29
-rw-r--r--OpenSim/Region/Framework/Scenes/EntityManager.cs79
-rw-r--r--OpenSim/Region/Framework/Scenes/EventManager.cs24
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Inventory.cs24
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Permissions.cs29
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs44
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs27
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneGraph.cs36
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs26
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs594
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs133
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs592
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs579
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneViewer.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/SceneTests.cs11
-rw-r--r--OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs2
-rw-r--r--OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs2
-rw-r--r--OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs3
-rw-r--r--OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs2
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/AssemblyInfo.cs58
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs1357
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs3752
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/ODERayCastRequestManager.cs375
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/OdePhysicsJoint.cs (renamed from OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs)46
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs3874
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/Tests/ODETestClass.cs122
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/drawstuff.cs98
-rw-r--r--OpenSim/Region/Physics/OdePlugin/ODECharacter.cs1
-rw-r--r--OpenSim/Region/Physics/OdePlugin/ODEPrim.cs2
-rw-r--r--OpenSim/Region/Physics/POSPlugin/POSPrim.cs2
-rw-r--r--OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs85
-rw-r--r--OpenSim/Region/RegionCombinerModule/RegionCombinerPermissionModule.cs11
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/CM_Api.cs477
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs894
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs36
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs32
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Interface/ICM_Api.cs21
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs2
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/CM_Constants.cs77
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/CM_Stub.cs76
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/Executor.cs2
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs2
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/OpenSim.Region.ScriptEngine.Shared.Api.Runtime.mdp2
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/ScriptBase.cs2
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs261
-rw-r--r--OpenSim/Region/ScriptEngine/XEngine/XEngine.cs422
58 files changed, 13718 insertions, 1792 deletions
diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
index 2ca2657..ebcdd62 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
@@ -814,16 +814,16 @@ namespace OpenSim.Region.ClientStack.LindenUDP
814 } 814 }
815 } 815 }
816 816
817 public void SendGenericMessage(string method, List<string> message) 817 public void SendGenericMessage(string method, List<byte[]> message)
818 { 818 {
819 GenericMessagePacket gmp = new GenericMessagePacket(); 819 GenericMessagePacket gmp = new GenericMessagePacket();
820 gmp.MethodData.Method = Util.StringToBytes256(method); 820 gmp.MethodData.Method = Util.StringToBytes256(method);
821 gmp.ParamList = new GenericMessagePacket.ParamListBlock[message.Count]; 821 gmp.ParamList = new GenericMessagePacket.ParamListBlock[message.Count];
822 int i = 0; 822 int i = 0;
823 foreach (string val in message) 823 foreach (byte[] val in message)
824 { 824 {
825 gmp.ParamList[i] = new GenericMessagePacket.ParamListBlock(); 825 gmp.ParamList[i] = new GenericMessagePacket.ParamListBlock();
826 gmp.ParamList[i++].Parameter = Util.StringToBytes256(val); 826 gmp.ParamList[i++].Parameter = val;
827 } 827 }
828 OutPacket(gmp, ThrottleOutPacketType.Task); 828 OutPacket(gmp, ThrottleOutPacketType.Task);
829 } 829 }
@@ -1022,6 +1022,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1022 public virtual void SendLayerData(float[] map) 1022 public virtual void SendLayerData(float[] map)
1023 { 1023 {
1024 Util.FireAndForget(DoSendLayerData, map); 1024 Util.FireAndForget(DoSendLayerData, map);
1025
1026 // Send it sync, and async. It's not that much data
1027 // and it improves user experience just so much!
1028 DoSendLayerData(map);
1025 } 1029 }
1026 1030
1027 /// <summary> 1031 /// <summary>
@@ -1034,16 +1038,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1034 1038
1035 try 1039 try
1036 { 1040 {
1037 //for (int y = 0; y < 16; y++) 1041 for (int y = 0; y < 16; y++)
1038 //{ 1042 {
1039 // for (int x = 0; x < 16; x++) 1043 for (int x = 0; x < 16; x+=4)
1040 // { 1044 {
1041 // SendLayerData(x, y, map); 1045 SendLayerPacket(x, y, map);
1042 // } 1046 }
1043 //} 1047 }
1044
1045 // Send LayerData in a spiral pattern. Fun!
1046 SendLayerTopRight(map, 0, 0, 15, 15);
1047 } 1048 }
1048 catch (Exception e) 1049 catch (Exception e)
1049 { 1050 {
@@ -1051,51 +1052,35 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1051 } 1052 }
1052 } 1053 }
1053 1054
1054 private void SendLayerTopRight(float[] map, int x1, int y1, int x2, int y2)
1055 {
1056 // Row
1057 for (int i = x1; i <= x2; i++)
1058 SendLayerData(i, y1, map);
1059
1060 // Column
1061 for (int j = y1 + 1; j <= y2; j++)
1062 SendLayerData(x2, j, map);
1063
1064 if (x2 - x1 > 0)
1065 SendLayerBottomLeft(map, x1, y1 + 1, x2 - 1, y2);
1066 }
1067
1068 void SendLayerBottomLeft(float[] map, int x1, int y1, int x2, int y2)
1069 {
1070 // Row in reverse
1071 for (int i = x2; i >= x1; i--)
1072 SendLayerData(i, y2, map);
1073
1074 // Column in reverse
1075 for (int j = y2 - 1; j >= y1; j--)
1076 SendLayerData(x1, j, map);
1077
1078 if (x2 - x1 > 0)
1079 SendLayerTopRight(map, x1 + 1, y1, x2, y2 - 1);
1080 }
1081
1082 /// <summary> 1055 /// <summary>
1083 /// Sends a set of four patches (x, x+1, ..., x+3) to the client 1056 /// Sends a set of four patches (x, x+1, ..., x+3) to the client
1084 /// </summary> 1057 /// </summary>
1085 /// <param name="map">heightmap</param> 1058 /// <param name="map">heightmap</param>
1086 /// <param name="px">X coordinate for patches 0..12</param> 1059 /// <param name="px">X coordinate for patches 0..12</param>
1087 /// <param name="py">Y coordinate for patches 0..15</param> 1060 /// <param name="py">Y coordinate for patches 0..15</param>
1088 // private void SendLayerPacket(float[] map, int y, int x) 1061 private void SendLayerPacket(int x, int y, float[] map)
1089 // { 1062 {
1090 // int[] patches = new int[4]; 1063 int[] patches = new int[4];
1091 // patches[0] = x + 0 + y * 16; 1064 patches[0] = x + 0 + y * 16;
1092 // patches[1] = x + 1 + y * 16; 1065 patches[1] = x + 1 + y * 16;
1093 // patches[2] = x + 2 + y * 16; 1066 patches[2] = x + 2 + y * 16;
1094 // patches[3] = x + 3 + y * 16; 1067 patches[3] = x + 3 + y * 16;
1095 1068
1096 // Packet layerpack = LLClientView.TerrainManager.CreateLandPacket(map, patches); 1069 float[] heightmap = (map.Length == 65536) ?
1097 // OutPacket(layerpack, ThrottleOutPacketType.Land); 1070 map :
1098 // } 1071 LLHeightFieldMoronize(map);
1072
1073 try
1074 {
1075 Packet layerpack = TerrainCompressor.CreateLandPacket(heightmap, patches);
1076 OutPacket(layerpack, ThrottleOutPacketType.Land);
1077 }
1078 catch
1079 {
1080 for (int px = x ; px < x + 4 ; px++)
1081 SendLayerData(px, y, map);
1082 }
1083 }
1099 1084
1100 /// <summary> 1085 /// <summary>
1101 /// Sends a specified patch to a client 1086 /// Sends a specified patch to a client
@@ -1115,7 +1100,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1115 LayerDataPacket layerpack = TerrainCompressor.CreateLandPacket(heightmap, patches); 1100 LayerDataPacket layerpack = TerrainCompressor.CreateLandPacket(heightmap, patches);
1116 layerpack.Header.Reliable = true; 1101 layerpack.Header.Reliable = true;
1117 1102
1118 OutPacket(layerpack, ThrottleOutPacketType.Land); 1103 OutPacket(layerpack, ThrottleOutPacketType.Task);
1119 } 1104 }
1120 catch (Exception e) 1105 catch (Exception e)
1121 { 1106 {
@@ -3375,7 +3360,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
3375 3360
3376 objupdate.ObjectData = new ObjectUpdatePacket.ObjectDataBlock[1]; 3361 objupdate.ObjectData = new ObjectUpdatePacket.ObjectDataBlock[1];
3377 objupdate.ObjectData[0] = CreateAvatarUpdateBlock(data); 3362 objupdate.ObjectData[0] = CreateAvatarUpdateBlock(data);
3378
3379 OutPacket(objupdate, ThrottleOutPacketType.Task); 3363 OutPacket(objupdate, ThrottleOutPacketType.Task);
3380 } 3364 }
3381 3365
@@ -3426,8 +3410,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
3426 terse.ObjectData[i] = m_avatarTerseUpdates.Dequeue(); 3410 terse.ObjectData[i] = m_avatarTerseUpdates.Dequeue();
3427 } 3411 }
3428 3412
3429 // HACK: Using the task category until the tiered reprioritization code is in 3413 OutPacket(terse, ThrottleOutPacketType.State);
3430 OutPacket(terse, ThrottleOutPacketType.Task);
3431 } 3414 }
3432 3415
3433 public void SendCoarseLocationUpdate(List<UUID> users, List<Vector3> CoarseLocations) 3416 public void SendCoarseLocationUpdate(List<UUID> users, List<Vector3> CoarseLocations)
@@ -3904,6 +3887,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
3904 { 3887 {
3905 m_propertiesPacketTimer.Stop(); 3888 m_propertiesPacketTimer.Stop();
3906 3889
3890 if (m_propertiesBlocks.Count == 0)
3891 return;
3892
3907 proper.ObjectData = new ObjectPropertiesPacket.ObjectDataBlock[m_propertiesBlocks.Count]; 3893 proper.ObjectData = new ObjectPropertiesPacket.ObjectDataBlock[m_propertiesBlocks.Count];
3908 3894
3909 int index = 0; 3895 int index = 0;
@@ -4846,6 +4832,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4846 (x.CameraLeftAxis != lastarg.CameraLeftAxis) || 4832 (x.CameraLeftAxis != lastarg.CameraLeftAxis) ||
4847 (x.CameraUpAxis != lastarg.CameraUpAxis) || 4833 (x.CameraUpAxis != lastarg.CameraUpAxis) ||
4848 (x.ControlFlags != lastarg.ControlFlags) || 4834 (x.ControlFlags != lastarg.ControlFlags) ||
4835 (x.ControlFlags != 0) ||
4849 (x.Far != lastarg.Far) || 4836 (x.Far != lastarg.Far) ||
4850 (x.Flags != lastarg.Flags) || 4837 (x.Flags != lastarg.Flags) ||
4851 (x.State != lastarg.State) || 4838 (x.State != lastarg.State) ||
diff --git a/OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs b/OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs
index 6dacbba..acc3a78 100644
--- a/OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs
@@ -49,7 +49,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
49 private int m_shoutdistance = 100; 49 private int m_shoutdistance = 100;
50 private int m_whisperdistance = 10; 50 private int m_whisperdistance = 10;
51 private List<Scene> m_scenes = new List<Scene>(); 51 private List<Scene> m_scenes = new List<Scene>();
52 52 private List<string> FreezeCache = new List<string>();
53 private string m_adminPrefix = "";
53 internal object m_syncy = new object(); 54 internal object m_syncy = new object();
54 55
55 internal IConfig m_config; 56 internal IConfig m_config;
@@ -76,6 +77,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
76 m_whisperdistance = config.Configs["Chat"].GetInt("whisper_distance", m_whisperdistance); 77 m_whisperdistance = config.Configs["Chat"].GetInt("whisper_distance", m_whisperdistance);
77 m_saydistance = config.Configs["Chat"].GetInt("say_distance", m_saydistance); 78 m_saydistance = config.Configs["Chat"].GetInt("say_distance", m_saydistance);
78 m_shoutdistance = config.Configs["Chat"].GetInt("shout_distance", m_shoutdistance); 79 m_shoutdistance = config.Configs["Chat"].GetInt("shout_distance", m_shoutdistance);
80 m_adminPrefix = config.Configs["Chat"].GetString("admin_prefix", "");
79 } 81 }
80 82
81 public virtual void AddRegion(Scene scene) 83 public virtual void AddRegion(Scene scene)
@@ -171,7 +173,15 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
171 return; 173 return;
172 } 174 }
173 175
174 DeliverChatToAvatars(ChatSourceType.Agent, c); 176 if (FreezeCache.Contains(c.Sender.AgentId.ToString()))
177 {
178 if (c.Type != ChatTypeEnum.StartTyping || c.Type != ChatTypeEnum.StopTyping)
179 c.Sender.SendAgentAlertMessage("You may not talk as you are frozen.", false);
180 }
181 else
182 {
183 DeliverChatToAvatars(ChatSourceType.Agent, c);
184 }
175 } 185 }
176 186
177 public virtual void OnChatFromWorld(Object sender, OSChatMessage c) 187 public virtual void OnChatFromWorld(Object sender, OSChatMessage c)
@@ -185,6 +195,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
185 protected virtual void DeliverChatToAvatars(ChatSourceType sourceType, OSChatMessage c) 195 protected virtual void DeliverChatToAvatars(ChatSourceType sourceType, OSChatMessage c)
186 { 196 {
187 string fromName = c.From; 197 string fromName = c.From;
198 string fromNamePrefix = "";
188 UUID fromID = UUID.Zero; 199 UUID fromID = UUID.Zero;
189 string message = c.Message; 200 string message = c.Message;
190 IScene scene = c.Scene; 201 IScene scene = c.Scene;
@@ -207,7 +218,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
207 fromPos = avatar.AbsolutePosition; 218 fromPos = avatar.AbsolutePosition;
208 fromName = avatar.Name; 219 fromName = avatar.Name;
209 fromID = c.Sender.AgentId; 220 fromID = c.Sender.AgentId;
210 221 if (avatar.GodLevel > 200)
222 {
223 fromNamePrefix = m_adminPrefix;
224 }
211 break; 225 break;
212 226
213 case ChatSourceType.Object: 227 case ChatSourceType.Object:
@@ -227,7 +241,15 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
227 s.ForEachScenePresence( 241 s.ForEachScenePresence(
228 delegate(ScenePresence presence) 242 delegate(ScenePresence presence)
229 { 243 {
230 TrySendChatMessage(presence, fromPos, regionPos, fromID, fromName, c.Type, message, sourceType); 244 ILandObject Presencecheck = s.LandChannel.GetLandObject(presence.AbsolutePosition.X, presence.AbsolutePosition.Y);
245 if (Presencecheck != null)
246 {
247 if (Presencecheck.IsEitherBannedOrRestricted(c.SenderUUID) != true)
248 {
249 TrySendChatMessage(presence, fromPos, regionPos, fromID, fromNamePrefix+fromName, c.Type, message, sourceType);
250 }
251 }
252
231 } 253 }
232 ); 254 );
233 } 255 }
@@ -266,25 +288,29 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
266 } 288 }
267 289
268 // m_log.DebugFormat("[CHAT] Broadcast: fromID {0} fromName {1}, cType {2}, sType {3}", fromID, fromName, cType, sourceType); 290 // m_log.DebugFormat("[CHAT] Broadcast: fromID {0} fromName {1}, cType {2}, sType {3}", fromID, fromName, cType, sourceType);
269 291 if (c.Scene != null)
270 ((Scene)c.Scene).ForEachScenePresence( 292 {
271 delegate(ScenePresence presence) 293 ((Scene)c.Scene).ForEachScenePresence
272 { 294 (
273 // ignore chat from child agents 295 delegate(ScenePresence presence)
274 if (presence.IsChildAgent) return; 296 {
275 297 // ignore chat from child agents
276 IClientAPI client = presence.ControllingClient; 298 if (presence.IsChildAgent) return;
277 299
278 // don't forward SayOwner chat from objects to 300 IClientAPI client = presence.ControllingClient;
279 // non-owner agents 301
280 if ((c.Type == ChatTypeEnum.Owner) && 302 // don't forward SayOwner chat from objects to
281 (null != c.SenderObject) && 303 // non-owner agents
282 (((SceneObjectPart)c.SenderObject).OwnerID != client.AgentId)) 304 if ((c.Type == ChatTypeEnum.Owner) &&
283 return; 305 (null != c.SenderObject) &&
284 306 (((SceneObjectPart)c.SenderObject).OwnerID != client.AgentId))
285 client.SendChatMessage(c.Message, (byte)cType, CenterOfRegion, fromName, fromID, 307 return;
286 (byte)sourceType, (byte)ChatAudibleLevel.Fully); 308
287 }); 309 client.SendChatMessage(c.Message, (byte)cType, CenterOfRegion, fromName, fromID,
310 (byte)sourceType, (byte)ChatAudibleLevel.Fully);
311 }
312 );
313 }
288 } 314 }
289 315
290 316
@@ -313,5 +339,35 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
313 presence.ControllingClient.SendChatMessage(message, (byte) type, fromPos, fromName, 339 presence.ControllingClient.SendChatMessage(message, (byte) type, fromPos, fromName,
314 fromAgentID,(byte)src,(byte)ChatAudibleLevel.Fully); 340 fromAgentID,(byte)src,(byte)ChatAudibleLevel.Fully);
315 } 341 }
342
343 Dictionary<UUID, System.Threading.Timer> Timers = new Dictionary<UUID, System.Threading.Timer>();
344 public void ParcelFreezeUser(IClientAPI client, UUID parcelowner, uint flags, UUID target)
345 {
346 System.Threading.Timer Timer;
347 if (flags == 0)
348 {
349 FreezeCache.Add(target.ToString());
350 System.Threading.TimerCallback timeCB = new System.Threading.TimerCallback(OnEndParcelFrozen);
351 Timer = new System.Threading.Timer(timeCB, target, 30000, 0);
352 Timers.Add(target, Timer);
353 }
354 else
355 {
356 FreezeCache.Remove(target.ToString());
357 Timers.TryGetValue(target, out Timer);
358 Timers.Remove(target);
359 Timer.Dispose();
360 }
361 }
362
363 private void OnEndParcelFrozen(object avatar)
364 {
365 UUID target = (UUID)avatar;
366 FreezeCache.Remove(target.ToString());
367 System.Threading.Timer Timer;
368 Timers.TryGetValue(target, out Timer);
369 Timers.Remove(target);
370 Timer.Dispose();
371 }
316 } 372 }
317} 373}
diff --git a/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs b/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs
index ff38b6f..0727fa9 100644
--- a/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs
@@ -163,13 +163,16 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
163 163
164 private void RetrieveInstantMessages(IClientAPI client) 164 private void RetrieveInstantMessages(IClientAPI client)
165 { 165 {
166 if (m_RestURL != "") 166 if (m_RestURL == String.Empty)
167 { 167 return;
168 m_log.DebugFormat("[OFFLINE MESSAGING] Retrieving stored messages for {0}", client.AgentId);
169 168
170 List<GridInstantMessage> msglist = SynchronousRestObjectPoster.BeginPostObject<UUID, List<GridInstantMessage>>( 169 m_log.DebugFormat("[OFFLINE MESSAGING] Retrieving stored messages for {0}", client.AgentId);
170
171 List<GridInstantMessage> msglist = SynchronousRestObjectPoster.BeginPostObject<UUID, List<GridInstantMessage>>(
171 "POST", m_RestURL + "/RetrieveMessages/", client.AgentId); 172 "POST", m_RestURL + "/RetrieveMessages/", client.AgentId);
172 173
174 if (msglist != null)
175 {
173 foreach (GridInstantMessage im in msglist) 176 foreach (GridInstantMessage im in msglist)
174 { 177 {
175 // client.SendInstantMessage(im); 178 // client.SendInstantMessage(im);
diff --git a/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs
index d9a021f..b60b32b 100644
--- a/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs
@@ -389,7 +389,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
389 { 389 {
390 // Check if this is ours to handle 390 // Check if this is ours to handle
391 // 391 //
392 m_log.Info("OnFridInstantMessage"); 392 //m_log.Info("OnFridInstantMessage");
393 if (msg.dialog != (byte) InstantMessageDialog.InventoryOffered) 393 if (msg.dialog != (byte) InstantMessageDialog.InventoryOffered)
394 return; 394 return;
395 395
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Interregion/RESTInterregionComms.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Interregion/RESTInterregionComms.cs
index fa3681a..b7f3adf 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Interregion/RESTInterregionComms.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Interregion/RESTInterregionComms.cs
@@ -331,12 +331,11 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Interregion
331 { 331 {
332 //m_log.Debug("[CONNECTION DEBUGGING]: AgentHandler Called"); 332 //m_log.Debug("[CONNECTION DEBUGGING]: AgentHandler Called");
333 333
334 m_log.Debug("---------------------------"); 334/* m_log.Debug("---------------------------");
335 m_log.Debug(" >> uri=" + request["uri"]); 335 m_log.Debug(" >> uri=" + request["uri"]);
336 m_log.Debug(" >> content-type=" + request["content-type"]); 336 m_log.Debug(" >> content-type=" + request["content-type"]);
337 m_log.Debug(" >> http-method=" + request["http-method"]); 337 m_log.Debug(" >> http-method=" + request["http-method"]);
338 m_log.Debug("---------------------------\n"); 338 m_log.Debug("---------------------------\n"); */
339
340 Hashtable responsedata = new Hashtable(); 339 Hashtable responsedata = new Hashtable();
341 responsedata["content_type"] = "text/html"; 340 responsedata["content_type"] = "text/html";
342 responsedata["keepalive"] = false; 341 responsedata["keepalive"] = false;
@@ -581,11 +580,11 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Interregion
581 { 580 {
582 m_log.Debug("[CONNECTION DEBUGGING]: ObjectHandler Called"); 581 m_log.Debug("[CONNECTION DEBUGGING]: ObjectHandler Called");
583 582
584 m_log.Debug("---------------------------"); 583 /* m_log.Debug("---------------------------");
585 m_log.Debug(" >> uri=" + request["uri"]); 584 m_log.Debug(" >> uri=" + request["uri"]);
586 m_log.Debug(" >> content-type=" + request["content-type"]); 585 m_log.Debug(" >> content-type=" + request["content-type"]);
587 m_log.Debug(" >> http-method=" + request["http-method"]); 586 m_log.Debug(" >> http-method=" + request["http-method"]);
588 m_log.Debug("---------------------------\n"); 587 m_log.Debug("---------------------------\n"); */
589 588
590 Hashtable responsedata = new Hashtable(); 589 Hashtable responsedata = new Hashtable();
591 responsedata["content_type"] = "text/html"; 590 responsedata["content_type"] = "text/html";
diff --git a/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs b/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs
index 381c8f7..e6d4549 100644
--- a/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs
+++ b/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs
@@ -259,21 +259,20 @@ namespace OpenSim.Region.CoreModules.World.Archiver
259 // Fix ownership/creator of inventory items 259 // Fix ownership/creator of inventory items
260 // Not doing so results in inventory items 260 // Not doing so results in inventory items
261 // being no copy/no mod for everyone 261 // being no copy/no mod for everyone
262 lock (part.TaskInventory) 262 part.TaskInventory.LockItemsForRead(true);
263 TaskInventoryDictionary inv = part.TaskInventory;
264 foreach (KeyValuePair<UUID, TaskInventoryItem> kvp in inv)
263 { 265 {
264 TaskInventoryDictionary inv = part.TaskInventory; 266 if (!ResolveUserUuid(kvp.Value.OwnerID))
265 foreach (KeyValuePair<UUID, TaskInventoryItem> kvp in inv)
266 { 267 {
267 if (!ResolveUserUuid(kvp.Value.OwnerID)) 268 kvp.Value.OwnerID = masterAvatarId;
268 { 269 }
269 kvp.Value.OwnerID = masterAvatarId; 270 if (!ResolveUserUuid(kvp.Value.CreatorID))
270 } 271 {
271 if (!ResolveUserUuid(kvp.Value.CreatorID)) 272 kvp.Value.CreatorID = masterAvatarId;
272 {
273 kvp.Value.CreatorID = masterAvatarId;
274 }
275 } 273 }
276 } 274 }
275 part.TaskInventory.LockItemsForRead(false);
277 } 276 }
278 277
279 if (m_scene.AddRestoredSceneObject(sceneObject, true, false)) 278 if (m_scene.AddRestoredSceneObject(sceneObject, true, false))
diff --git a/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs b/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
index 9b39b09..6c9830c 100644
--- a/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
+++ b/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
@@ -81,6 +81,8 @@ namespace OpenSim.Region.CoreModules.World.Land
81 private int m_lastLandLocalID = LandChannel.START_LAND_LOCAL_ID - 1; 81 private int m_lastLandLocalID = LandChannel.START_LAND_LOCAL_ID - 1;
82 82
83 private bool m_allowedForcefulBans = true; 83 private bool m_allowedForcefulBans = true;
84 private UUID DefaultGodParcelGroup;
85 private string DefaultGodParcelName;
84 86
85 // caches ExtendedLandData 87 // caches ExtendedLandData
86 private Cache parcelInfoCache; 88 private Cache parcelInfoCache;
@@ -94,6 +96,12 @@ namespace OpenSim.Region.CoreModules.World.Land
94 96
95 public void Initialise(IConfigSource source) 97 public void Initialise(IConfigSource source)
96 { 98 {
99 IConfig cnf = source.Configs["LandManagement"];
100 if (cnf != null)
101 {
102 DefaultGodParcelGroup = new UUID(cnf.GetString("DefaultAdministratorGroupUUID", UUID.Zero.ToString()));
103 DefaultGodParcelName = cnf.GetString("DefaultAdministratorParcelName", "Default Parcel");
104 }
97 } 105 }
98 106
99 public void AddRegion(Scene scene) 107 public void AddRegion(Scene scene)
@@ -153,6 +161,10 @@ namespace OpenSim.Region.CoreModules.World.Land
153 client.OnParcelInfoRequest += ClientOnParcelInfoRequest; 161 client.OnParcelInfoRequest += ClientOnParcelInfoRequest;
154 client.OnParcelDwellRequest += ClientOnParcelDwellRequest; 162 client.OnParcelDwellRequest += ClientOnParcelDwellRequest;
155 client.OnParcelDeedToGroup += ClientOnParcelDeedToGroup; 163 client.OnParcelDeedToGroup += ClientOnParcelDeedToGroup;
164 client.OnParcelGodMark += ClientOnParcelGodMark;
165 client.OnSimWideDeletes += ClientOnSimWideDeletes;
166 client.OnParcelFreezeUser += ClientOnParcelFreezeUser;
167 client.OnParcelEjectUser += ClientOnParcelEjectUser;
156 168
157 EntityBase presenceEntity; 169 EntityBase presenceEntity;
158 if (m_scene.Entities.TryGetValue(client.AgentId, out presenceEntity) && presenceEntity is ScenePresence) 170 if (m_scene.Entities.TryGetValue(client.AgentId, out presenceEntity) && presenceEntity is ScenePresence)
@@ -264,20 +276,103 @@ namespace OpenSim.Region.CoreModules.World.Land
264 return parcelsNear; 276 return parcelsNear;
265 } 277 }
266 278
267 public void SendYouAreBannedNotice(ScenePresence avatar) 279
280 public void MoveUserOutOfParcel(ScenePresence avatar)
268 { 281 {
269 if (AllowedForcefulBans) 282 if (avatar.GodLevel == 0)
270 { 283 {
271 avatar.ControllingClient.SendAlertMessage( 284 ILandObject land = m_scene.LandChannel.GetLandObject(avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y);
272 "You are not allowed on this parcel because you are banned. Please go away."); 285 List<ILandObject> parcelsNear = new List<ILandObject>();
273 286
274 avatar.PhysicsActor.Position = avatar.lastKnownAllowedPosition; 287 for (int x = -2; x <= 2; x += 2)
275 avatar.PhysicsActor.Velocity = Vector3.Zero; 288 {
276 } 289 ILandObject check = GetLandObject(avatar.AbsolutePosition.X + x, avatar.AbsolutePosition.Y);
277 else 290 if (check != null)
278 { 291 {
279 avatar.ControllingClient.SendAlertMessage( 292 if (check.IsEitherBannedOrRestricted(avatar.UUID) != true)
280 "You are not allowed on this parcel because you are banned; however, the grid administrator has disabled ban lines globally. Please obey the land owner's requests or you can be banned from the entire sim!"); 293 {
294 Vector3 target = new Vector3(avatar.AbsolutePosition.X + x, avatar.AbsolutePosition.Y, avatar.AbsolutePosition.Z);
295 avatar.TeleportWithMomentum(target);
296 return;
297 }
298 }
299 }
300 for (int y = -2; y <= 2; y += 2)
301 {
302 ILandObject check = GetLandObject(avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y + y);
303 if (check != null)
304 {
305 if (check.IsEitherBannedOrRestricted(avatar.UUID) != true)
306 {
307 Vector3 target = new Vector3(avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y + y, avatar.AbsolutePosition.Z);
308 avatar.TeleportWithMomentum(target);
309 return;
310 }
311 }
312 }
313 List<ILandObject> allParcels = new List<ILandObject>();
314 allParcels = AllParcels();
315 if (allParcels.Count != 1)
316 {
317 foreach (ILandObject parcel in allParcels)
318 {
319 if (parcel.IsEitherBannedOrRestricted(avatar.UUID) != true)
320 {
321 Vector3 temptarget = parcel.LandData.UserLocation;
322 if (parcel.ContainsPoint((int)parcel.LandData.UserLocation.X, (int)parcel.LandData.UserLocation.Y))
323 {
324 avatar.TeleportWithMomentum(temptarget);
325 return;
326 }
327 else
328 {
329 for (int x = 0; x <= Constants.RegionSize / 3; x += 3)
330 {
331 for (int y = 0; y <= Constants.RegionSize / 3; y += 3)
332 {
333 if (parcel.ContainsPoint(x, y))
334 {
335 temptarget = new Vector3(x, y, avatar.AbsolutePosition.Z);
336 avatar.TeleportWithMomentum(temptarget);
337 return;
338 }
339 }
340 }
341 }
342 }
343 }
344 }
345 //Move to region side
346 if (avatar.AbsolutePosition.X > avatar.AbsolutePosition.Y)
347 {
348 if (avatar.AbsolutePosition.X > .5 * Constants.RegionSize)
349 {
350 Vector3 target = new Vector3(Constants.RegionSize, avatar.AbsolutePosition.Y, avatar.AbsolutePosition.Z); ;
351 avatar.TeleportWithMomentum(target);
352 return;
353 }
354 else
355 {
356 Vector3 target = new Vector3(0, avatar.AbsolutePosition.Y, avatar.AbsolutePosition.Z); ;
357 avatar.TeleportWithMomentum(target);
358 return;
359 }
360 }
361 else
362 {
363 if (avatar.AbsolutePosition.Y > .5 * Constants.RegionSize)
364 {
365 Vector3 target = new Vector3(avatar.AbsolutePosition.X, Constants.RegionSize, avatar.AbsolutePosition.Z); ;
366 avatar.TeleportWithMomentum(target);
367 return;
368 }
369 else
370 {
371 Vector3 target = new Vector3(avatar.AbsolutePosition.X, 0, avatar.AbsolutePosition.Z); ;
372 avatar.TeleportWithMomentum(target);
373 return;
374 }
375 }
281 } 376 }
282 } 377 }
283 378
@@ -297,16 +392,7 @@ namespace OpenSim.Region.CoreModules.World.Land
297 { 392 {
298 if (parcelAvatarIsEntering.IsBannedFromLand(avatar.UUID)) 393 if (parcelAvatarIsEntering.IsBannedFromLand(avatar.UUID))
299 { 394 {
300 SendYouAreBannedNotice(avatar); 395 MoveUserOutOfParcel(avatar);
301 }
302 else if (parcelAvatarIsEntering.IsRestrictedFromLand(avatar.UUID))
303 {
304 avatar.ControllingClient.SendAlertMessage(
305 "You are not allowed on this parcel because the land owner has restricted access. For now, you can enter, but please respect the land owner's decisions (or he can ban you!).");
306 }
307 else
308 {
309 avatar.sentMessageAboutRestrictedParcelFlyingDown = true;
310 } 396 }
311 } 397 }
312 else 398 else
@@ -317,28 +403,47 @@ namespace OpenSim.Region.CoreModules.World.Land
317 } 403 }
318 } 404 }
319 405
320 public void SendOutNearestBanLine(IClientAPI avatar) 406 public void SendOutNearestBanLine(ScenePresence avatar)
321 { 407 {
322 List<ScenePresence> avatars = m_scene.GetAvatars(); 408 ILandObject checkBan = null;
323 foreach (ScenePresence presence in avatars) 409 for (int x = -2; x <= 2; x += 2)
324 { 410 {
325 if (presence.UUID == avatar.AgentId) 411 checkBan = GetLandObject(avatar.AbsolutePosition.X + x, avatar.AbsolutePosition.Y);
412 if (checkBan != null)
326 { 413 {
327 List<ILandObject> checkLandParcels = ParcelsNearPoint(presence.AbsolutePosition); 414 if (avatar.AbsolutePosition.Z < LandChannel.BAN_LINE_SAFETY_HIEGHT)
328 foreach (ILandObject checkBan in checkLandParcels)
329 { 415 {
330 if (checkBan.IsBannedFromLand(avatar.AgentId)) 416 if (checkBan.IsRestrictedFromLand(avatar.ControllingClient.AgentId))
331 { 417 {
332 checkBan.SendLandProperties((int)ParcelPropertiesStatus.CollisionBanned, false, (int)ParcelResult.Single, avatar); 418 checkBan.SendLandProperties((int)ParcelPropertiesStatus.CollisionNotOnAccessList, true, (int)ParcelResult.Multiple, avatar.ControllingClient);
333 return; //Only send one 419 return;
334 } 420 }
335 if (checkBan.IsRestrictedFromLand(avatar.AgentId)) 421 if (checkBan.IsBannedFromLand(avatar.ControllingClient.AgentId))
336 { 422 {
337 checkBan.SendLandProperties((int)ParcelPropertiesStatus.CollisionNotOnAccessList, false, (int)ParcelResult.Single, avatar); 423 checkBan.SendLandProperties((int)ParcelPropertiesStatus.CollisionBanned, true, (int)ParcelResult.Multiple, avatar.ControllingClient);
338 return; //Only send one 424 return;
425 }
426 }
427 }
428 }
429 for (int y = -2; y <= 2; y += 2)
430 {
431 checkBan = GetLandObject(avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y + y);
432 if (checkBan != null)
433 {
434 if (avatar.AbsolutePosition.Z < LandChannel.BAN_LINE_SAFETY_HIEGHT)
435 {
436 if (checkBan.IsRestrictedFromLand(avatar.ControllingClient.AgentId))
437 {
438 checkBan.SendLandProperties((int)ParcelPropertiesStatus.CollisionNotOnAccessList, true, (int)ParcelResult.Multiple, avatar.ControllingClient);
439 return;
440 }
441 if (checkBan.IsBannedFromLand(avatar.ControllingClient.AgentId))
442 {
443 checkBan.SendLandProperties((int)ParcelPropertiesStatus.CollisionBanned, true, (int)ParcelResult.Multiple, avatar.ControllingClient);
444 return;
339 } 445 }
340 } 446 }
341 return;
342 } 447 }
343 } 448 }
344 } 449 }
@@ -385,25 +490,14 @@ namespace OpenSim.Region.CoreModules.World.Land
385 if (clientAvatar != null) 490 if (clientAvatar != null)
386 { 491 {
387 SendLandUpdate(clientAvatar); 492 SendLandUpdate(clientAvatar);
388 SendOutNearestBanLine(remote_client); 493 SendOutNearestBanLine(clientAvatar);
389 ILandObject parcel = GetLandObject(clientAvatar.AbsolutePosition.X, clientAvatar.AbsolutePosition.Y); 494 ILandObject parcel = GetLandObject(clientAvatar.AbsolutePosition.X, clientAvatar.AbsolutePosition.Y);
390 if (parcel != null) 495 if (parcel != null)
391 { 496 {
392 if (clientAvatar.AbsolutePosition.Z < LandChannel.BAN_LINE_SAFETY_HIEGHT && 497 if (clientAvatar.AbsolutePosition.Z < LandChannel.BAN_LINE_SAFETY_HIEGHT &&
393 clientAvatar.sentMessageAboutRestrictedParcelFlyingDown)
394 {
395 EventManagerOnAvatarEnteringNewParcel(clientAvatar, parcel.LandData.LocalID,
396 m_scene.RegionInfo.RegionID);
397 //They are going under the safety line!
398 if (!parcel.IsBannedFromLand(clientAvatar.UUID))
399 {
400 clientAvatar.sentMessageAboutRestrictedParcelFlyingDown = false;
401 }
402 }
403 else if (clientAvatar.AbsolutePosition.Z < LandChannel.BAN_LINE_SAFETY_HIEGHT &&
404 parcel.IsBannedFromLand(clientAvatar.UUID)) 498 parcel.IsBannedFromLand(clientAvatar.UUID))
405 { 499 {
406 SendYouAreBannedNotice(clientAvatar); 500 MoveUserOutOfParcel(clientAvatar);
407 } 501 }
408 } 502 }
409 } 503 }
@@ -451,9 +545,21 @@ namespace OpenSim.Region.CoreModules.World.Land
451 545
452 if (land != null) 546 if (land != null)
453 { 547 {
454 if (agentID == land.LandData.OwnerID) 548 if (m_scene.Permissions.CanEditParcel(agentID, land))
455 { 549 {
456 land.UpdateAccessList(flags, entries, remote_client); 550 land.UpdateAccessList(flags, entries, remote_client);
551 List<ScenePresence> presences = ((Scene)remote_client.Scene).GetAvatars();
552 foreach (ScenePresence presence in presences)
553 {
554 land = GetLandObject(presence.AbsolutePosition.X, presence.AbsolutePosition.Y);
555 if (land != null)
556 {
557 if (land.IsEitherBannedOrRestricted(presence.UUID))
558 {
559 MoveUserOutOfParcel(presence);
560 }
561 }
562 }
457 } 563 }
458 } 564 }
459 else 565 else
@@ -908,6 +1014,10 @@ namespace OpenSim.Region.CoreModules.World.Land
908 //Owner Flag 1014 //Owner Flag
909 tempByte = Convert.ToByte(tempByte | LandChannel.LAND_TYPE_OWNED_BY_REQUESTER); 1015 tempByte = Convert.ToByte(tempByte | LandChannel.LAND_TYPE_OWNED_BY_REQUESTER);
910 } 1016 }
1017 else if (currentParcelBlock.LandData.IsGroupOwned && remote_client.IsGroupMember(currentParcelBlock.LandData.GroupID))
1018 {
1019 tempByte = Convert.ToByte(tempByte | LandChannel.LAND_TYPE_OWNED_BY_GROUP);
1020 }
911 else if (currentParcelBlock.LandData.SalePrice > 0 && 1021 else if (currentParcelBlock.LandData.SalePrice > 0 &&
912 (currentParcelBlock.LandData.AuthBuyerID == UUID.Zero || 1022 (currentParcelBlock.LandData.AuthBuyerID == UUID.Zero ||
913 currentParcelBlock.LandData.AuthBuyerID == remote_client.AgentId)) 1023 currentParcelBlock.LandData.AuthBuyerID == remote_client.AgentId))
@@ -1019,7 +1129,25 @@ namespace OpenSim.Region.CoreModules.World.Land
1019 m_landList.TryGetValue(localID, out land); 1129 m_landList.TryGetValue(localID, out land);
1020 } 1130 }
1021 1131
1022 if (land != null) land.UpdateLandProperties(args, remote_client); 1132 if (land != null)
1133 {
1134 land.UpdateLandProperties(args, remote_client);
1135 if ((args.ParcelFlags & (uint)(ParcelFlags.UseBanList | ParcelFlags.UseAccessList | ParcelFlags.UseAccessGroup | ParcelFlags.UsePassList)) != 0)
1136 {
1137 List<ScenePresence> presences = ((Scene)remote_client.Scene).GetAvatars();
1138 foreach (ScenePresence presence in presences)
1139 {
1140 land = GetLandObject(presence.AbsolutePosition.X, presence.AbsolutePosition.Y);
1141 if (land != null)
1142 {
1143 if (land.IsEitherBannedOrRestricted(presence.UUID))
1144 {
1145 MoveUserOutOfParcel(presence);
1146 }
1147 }
1148 }
1149 }
1150 }
1023 } 1151 }
1024 1152
1025 public void ClientOnParcelDivideRequest(int west, int south, int east, int north, IClientAPI remote_client) 1153 public void ClientOnParcelDivideRequest(int west, int south, int east, int north, IClientAPI remote_client)
@@ -1437,5 +1565,319 @@ namespace OpenSim.Region.CoreModules.World.Land
1437 1565
1438 UpdateLandObject(localID, land.LandData); 1566 UpdateLandObject(localID, land.LandData);
1439 } 1567 }
1568 public void ClientOnParcelGodMark(IClientAPI client, UUID god, int landID)
1569 {
1570 ILandObject land = null;
1571 List<ILandObject> Land = ((Scene)client.Scene).LandChannel.AllParcels();
1572 foreach (ILandObject landObject in Land)
1573 {
1574 if (landObject.LandData.LocalID == landID)
1575 {
1576 land = landObject;
1577 }
1578 }
1579 land.DeedToGroup(DefaultGodParcelGroup);
1580 land.LandData.Name = DefaultGodParcelName;
1581 land.SendLandUpdateToAvatarsOverMe();
1582 }
1583 private void ClientOnSimWideDeletes(IClientAPI client, UUID agentID, int flags, UUID targetID)
1584 {
1585 ScenePresence SP;
1586 ((Scene)client.Scene).TryGetAvatar(client.AgentId, out SP);
1587 List<SceneObjectGroup> returns = new List<SceneObjectGroup>();
1588 if (SP.GodLevel != 0)
1589 {
1590 if (flags == 0) //All parcels, scripted or not
1591 {
1592 ((Scene)client.Scene).ForEachSOG(delegate(SceneObjectGroup e)
1593 {
1594 if (e.OwnerID == targetID)
1595 {
1596 returns.Add(e);
1597 }
1598 }
1599 );
1600 }
1601 if (flags == 4) //All parcels, scripted object
1602 {
1603 ((Scene)client.Scene).ForEachSOG(delegate(SceneObjectGroup e)
1604 {
1605 if (e.OwnerID == targetID)
1606 {
1607 if (e.scriptScore >= 0.01)
1608 {
1609 returns.Add(e);
1610 }
1611 }
1612 }
1613 );
1614 }
1615 if (flags == 4) //not target parcel, scripted object
1616 {
1617 ((Scene)client.Scene).ForEachSOG(delegate(SceneObjectGroup e)
1618 {
1619 if (e.OwnerID == targetID)
1620 {
1621 ILandObject landobject = ((Scene)client.Scene).LandChannel.GetLandObject(e.AbsolutePosition.X, e.AbsolutePosition.Y);
1622 if (landobject.LandData.OwnerID != e.OwnerID)
1623 {
1624 if (e.scriptScore >= 0.01)
1625 {
1626 returns.Add(e);
1627 }
1628 }
1629 }
1630 }
1631 );
1632 }
1633 foreach (SceneObjectGroup ol in returns)
1634 {
1635 ReturnObject(ol, client);
1636 }
1637 }
1638 }
1639 public void ReturnObject(SceneObjectGroup obj, IClientAPI client)
1640 {
1641 SceneObjectGroup[] objs = new SceneObjectGroup[1];
1642 objs[0] = obj;
1643 ((Scene)client.Scene).returnObjects(objs, client.AgentId);
1644 }
1645
1646 Dictionary<UUID, System.Threading.Timer> Timers = new Dictionary<UUID, System.Threading.Timer>();
1647
1648 public void ClientOnParcelFreezeUser(IClientAPI client, UUID parcelowner, uint flags, UUID target)
1649 {
1650 ScenePresence targetAvatar = null;
1651 ((Scene)client.Scene).TryGetAvatar(target, out targetAvatar);
1652 ScenePresence parcelManager = null;
1653 ((Scene)client.Scene).TryGetAvatar(client.AgentId, out parcelManager);
1654 System.Threading.Timer Timer;
1655
1656 if (targetAvatar.GodLevel == 0)
1657 {
1658 ILandObject land = ((Scene)client.Scene).LandChannel.GetLandObject(targetAvatar.AbsolutePosition.X, targetAvatar.AbsolutePosition.Y);
1659 if (!((Scene)client.Scene).Permissions.CanEditParcel(client.AgentId, land))
1660 return;
1661 if (flags == 0)
1662 {
1663 targetAvatar.AllowMovement = false;
1664 targetAvatar.ControllingClient.SendAlertMessage(parcelManager.Firstname + " " + parcelManager.Lastname + " has frozen you for 30 seconds. You cannot move or interact with the world.");
1665 parcelManager.ControllingClient.SendAlertMessage("Avatar Frozen.");
1666 System.Threading.TimerCallback timeCB = new System.Threading.TimerCallback(OnEndParcelFrozen);
1667 Timer = new System.Threading.Timer(timeCB, targetAvatar, 30000, 0);
1668 Timers.Add(targetAvatar.UUID, Timer);
1669 }
1670 else
1671 {
1672 targetAvatar.AllowMovement = true;
1673 targetAvatar.ControllingClient.SendAlertMessage(parcelManager.Firstname + " " + parcelManager.Lastname + " has unfrozen you.");
1674 parcelManager.ControllingClient.SendAlertMessage("Avatar Unfrozen.");
1675 Timers.TryGetValue(targetAvatar.UUID, out Timer);
1676 Timers.Remove(targetAvatar.UUID);
1677 Timer.Dispose();
1678 }
1679 }
1680 }
1681 private void OnEndParcelFrozen(object avatar)
1682 {
1683 ScenePresence targetAvatar = (ScenePresence)avatar;
1684 targetAvatar.AllowMovement = true;
1685 System.Threading.Timer Timer;
1686 Timers.TryGetValue(targetAvatar.UUID, out Timer);
1687 Timers.Remove(targetAvatar.UUID);
1688 targetAvatar.ControllingClient.SendAgentAlertMessage("The freeze has worn off; you may go about your business.", false);
1689 }
1690
1691
1692 public void ClientOnParcelEjectUser(IClientAPI client, UUID parcelowner, uint flags, UUID target)
1693 {
1694 ScenePresence targetAvatar = null;
1695 ((Scene)client.Scene).TryGetAvatar(target, out targetAvatar);
1696 ScenePresence parcelManager = null;
1697 ((Scene)client.Scene).TryGetAvatar(client.AgentId, out parcelManager);
1698 //Just eject
1699 if (flags == 0)
1700 {
1701 if (targetAvatar.GodLevel == 0)
1702 {
1703 ILandObject land = ((Scene)client.Scene).LandChannel.GetLandObject(targetAvatar.AbsolutePosition.X, targetAvatar.AbsolutePosition.Y);
1704 if (!((Scene)client.Scene).Permissions.CanEditParcel(client.AgentId, land))
1705 return;
1706
1707 Vector3 position = new Vector3(0, 0, 0);
1708 List<ILandObject> allParcels = new List<ILandObject>();
1709 allParcels = AllParcels();
1710 if (allParcels.Count != 1)
1711 {
1712 foreach (ILandObject parcel in allParcels)
1713 {
1714 if (parcel.LandData.GlobalID != land.LandData.GlobalID)
1715 {
1716 if (parcel.IsEitherBannedOrRestricted(targetAvatar.UUID) != true)
1717 {
1718 for (int x = 1; x <= Constants.RegionSize; x += 2)
1719 {
1720 for (int y = 1; y <= Constants.RegionSize; y += 2)
1721 {
1722 if (parcel.ContainsPoint(x, y))
1723 {
1724 position = new Vector3(x, y, targetAvatar.AbsolutePosition.Z);
1725 targetAvatar.TeleportWithMomentum(position);
1726 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1727 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected.");
1728 return;
1729 }
1730 }
1731 }
1732 }
1733 }
1734 }
1735 }
1736 Vector3 targetVector;
1737 if (targetAvatar.AbsolutePosition.X > targetAvatar.AbsolutePosition.Y)
1738 {
1739 if (targetAvatar.AbsolutePosition.X > .5 * Constants.RegionSize)
1740 {
1741 targetVector = new Vector3(Constants.RegionSize, targetAvatar.AbsolutePosition.Y, targetAvatar.AbsolutePosition.Z); ;
1742 targetAvatar.TeleportWithMomentum(targetVector);
1743 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1744 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected.");
1745 return;
1746 }
1747 else
1748 {
1749 targetVector = new Vector3(0, targetAvatar.AbsolutePosition.Y, targetAvatar.AbsolutePosition.Z); ;
1750 targetAvatar.TeleportWithMomentum(targetVector);
1751 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1752 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected.");
1753 return;
1754 }
1755 }
1756 else
1757 {
1758 if (targetAvatar.AbsolutePosition.Y > .5 * Constants.RegionSize)
1759 {
1760 targetVector = new Vector3(targetAvatar.AbsolutePosition.X, Constants.RegionSize, targetAvatar.AbsolutePosition.Z); ;
1761 targetAvatar.TeleportWithMomentum(targetVector);
1762 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1763 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected.");
1764 return;
1765 }
1766 else
1767 {
1768 targetVector = new Vector3(targetAvatar.AbsolutePosition.X, 0, targetAvatar.AbsolutePosition.Z); ;
1769 targetAvatar.TeleportWithMomentum(targetVector);
1770 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1771 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected.");
1772 return;
1773 }
1774 }
1775 }
1776 }
1777 //Eject and ban
1778 if (flags == 1)
1779 {
1780 if (targetAvatar.GodLevel == 0)
1781 {
1782 ILandObject land = ((Scene)client.Scene).LandChannel.GetLandObject(targetAvatar.AbsolutePosition.X, targetAvatar.AbsolutePosition.Y);
1783 if (!((Scene)client.Scene).Permissions.CanEditParcel(client.AgentId, land))
1784 return;
1785
1786 Vector3 position = new Vector3(0, 0, 0);
1787 List<ILandObject> allParcels = new List<ILandObject>();
1788 allParcels = AllParcels();
1789 if (allParcels.Count != 1)
1790 {
1791 foreach (ILandObject parcel in allParcels)
1792 {
1793 if (parcel.LandData.GlobalID != land.LandData.GlobalID)
1794 {
1795 if (parcel.IsEitherBannedOrRestricted(targetAvatar.UUID) != true)
1796 {
1797 for (int x = 1; x <= Constants.RegionSize; x += 2)
1798 {
1799 for (int y = 1; y <= Constants.RegionSize; y += 2)
1800 {
1801 if (parcel.ContainsPoint(x, y))
1802 {
1803 position = new Vector3(x, y, targetAvatar.AbsolutePosition.Z);
1804 targetAvatar.TeleportWithMomentum(position);
1805 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected and banned by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1806 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected and Banned.");
1807 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry();
1808 entry.AgentID = targetAvatar.UUID;
1809 entry.Flags = AccessList.Ban;
1810 entry.Time = new DateTime();
1811 land.LandData.ParcelAccessList.Add(entry);
1812 return;
1813 }
1814 }
1815 }
1816 }
1817 }
1818 }
1819 }
1820 Vector3 targetVector;
1821 if (targetAvatar.AbsolutePosition.X > targetAvatar.AbsolutePosition.Y)
1822 {
1823 if (targetAvatar.AbsolutePosition.X > .5 * Constants.RegionSize)
1824 {
1825 targetVector = new Vector3(Constants.RegionSize, targetAvatar.AbsolutePosition.Y, targetAvatar.AbsolutePosition.Z); ;
1826 targetAvatar.TeleportWithMomentum(targetVector);
1827 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected and banned by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1828 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected and Banned.");
1829 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry();
1830 entry.AgentID = targetAvatar.UUID;
1831 entry.Flags = AccessList.Ban;
1832 entry.Time = new DateTime();
1833 land.LandData.ParcelAccessList.Add(entry);
1834 return;
1835 }
1836 else
1837 {
1838 targetVector = new Vector3(0, targetAvatar.AbsolutePosition.Y, targetAvatar.AbsolutePosition.Z); ;
1839 targetAvatar.TeleportWithMomentum(targetVector);
1840 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected and banned by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1841 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected and Banned.");
1842 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry();
1843 entry.AgentID = targetAvatar.UUID;
1844 entry.Flags = AccessList.Ban;
1845 entry.Time = new DateTime();
1846 land.LandData.ParcelAccessList.Add(entry);
1847 return;
1848 }
1849 }
1850 else
1851 {
1852 if (targetAvatar.AbsolutePosition.Y > .5 * Constants.RegionSize)
1853 {
1854 targetVector = new Vector3(targetAvatar.AbsolutePosition.X, Constants.RegionSize, targetAvatar.AbsolutePosition.Z); ;
1855 targetAvatar.TeleportWithMomentum(targetVector);
1856 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected and banned by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1857 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected and Banned.");
1858 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry();
1859 entry.AgentID = targetAvatar.UUID;
1860 entry.Flags = AccessList.Ban;
1861 entry.Time = new DateTime();
1862 land.LandData.ParcelAccessList.Add(entry);
1863 return;
1864 }
1865 else
1866 {
1867 targetVector = new Vector3(targetAvatar.AbsolutePosition.X, 0, targetAvatar.AbsolutePosition.Z); ;
1868 targetAvatar.TeleportWithMomentum(targetVector);
1869 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected and banned by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1870 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected and Banned.");
1871 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry();
1872 entry.AgentID = targetAvatar.UUID;
1873 entry.Flags = AccessList.Ban;
1874 entry.Time = new DateTime();
1875 land.LandData.ParcelAccessList.Add(entry);
1876 return;
1877 }
1878 }
1879 }
1880 }
1881 }
1440 } 1882 }
1441} 1883}
diff --git a/OpenSim/Region/CoreModules/World/Land/LandObject.cs b/OpenSim/Region/CoreModules/World/Land/LandObject.cs
index 1fa8630..b8c35f7 100644
--- a/OpenSim/Region/CoreModules/World/Land/LandObject.cs
+++ b/OpenSim/Region/CoreModules/World/Land/LandObject.cs
@@ -267,11 +267,7 @@ namespace OpenSim.Region.CoreModules.World.Land
267 267
268 public bool IsEitherBannedOrRestricted(UUID avatar) 268 public bool IsEitherBannedOrRestricted(UUID avatar)
269 { 269 {
270 if (IsBannedFromLand(avatar)) 270 if (IsRestrictedFromLand(avatar) || IsBannedFromLand(avatar))
271 {
272 return true;
273 }
274 else if (IsRestrictedFromLand(avatar))
275 { 271 {
276 return true; 272 return true;
277 } 273 }
@@ -280,7 +276,8 @@ namespace OpenSim.Region.CoreModules.World.Land
280 276
281 public bool IsBannedFromLand(UUID avatar) 277 public bool IsBannedFromLand(UUID avatar)
282 { 278 {
283 if ((LandData.Flags & (uint) ParcelFlags.UseBanList) > 0) 279 ScenePresence SP = m_scene.GetScenePresence(avatar);
280 if ((LandData.Flags & (uint)ParcelFlags.UseBanList) > 0)
284 { 281 {
285 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry(); 282 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry();
286 entry.AgentID = avatar; 283 entry.AgentID = avatar;
@@ -288,8 +285,22 @@ namespace OpenSim.Region.CoreModules.World.Land
288 entry.Time = new DateTime(); 285 entry.Time = new DateTime();
289 if (LandData.ParcelAccessList.Contains(entry)) 286 if (LandData.ParcelAccessList.Contains(entry))
290 { 287 {
291 //They are banned, so lets send them a notice about this parcel 288 if ((LandData.Flags & (uint)ParcelFlags.UseAccessGroup) > 0)
292 return true; 289 {
290 if (LandData.GroupID == SP.ControllingClient.ActiveGroupId)
291 {
292 return false;
293 }
294 else
295 {
296 //They are not allowed in this parcel, but not banned, so lets send them a notice about this parcel
297 return true;
298 }
299 }
300 else
301 {
302 return true;
303 }
293 } 304 }
294 } 305 }
295 return false; 306 return false;
@@ -297,7 +308,8 @@ namespace OpenSim.Region.CoreModules.World.Land
297 308
298 public bool IsRestrictedFromLand(UUID avatar) 309 public bool IsRestrictedFromLand(UUID avatar)
299 { 310 {
300 if ((LandData.Flags & (uint) ParcelFlags.UseAccessList) > 0) 311 ScenePresence SP = m_scene.GetScenePresence(avatar);
312 if ((LandData.Flags & (uint)ParcelFlags.UseAccessList) > 0)
301 { 313 {
302 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry(); 314 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry();
303 entry.AgentID = avatar; 315 entry.AgentID = avatar;
@@ -305,8 +317,22 @@ namespace OpenSim.Region.CoreModules.World.Land
305 entry.Time = new DateTime(); 317 entry.Time = new DateTime();
306 if (!LandData.ParcelAccessList.Contains(entry)) 318 if (!LandData.ParcelAccessList.Contains(entry))
307 { 319 {
308 //They are not allowed in this parcel, but not banned, so lets send them a notice about this parcel 320 if ((LandData.Flags & (uint)ParcelFlags.UseAccessGroup) > 0)
309 return true; 321 {
322 if (LandData.GroupID == SP.ControllingClient.ActiveGroupId)
323 {
324 return false;
325 }
326 else
327 {
328 //They are not allowed in this parcel, but not banned, so lets send them a notice about this parcel
329 return true;
330 }
331 }
332 else
333 {
334 return true;
335 }
310 } 336 }
311 } 337 }
312 return false; 338 return false;
@@ -889,7 +915,7 @@ namespace OpenSim.Region.CoreModules.World.Land
889 915
890 foreach (List<SceneObjectGroup> ol in returns.Values) 916 foreach (List<SceneObjectGroup> ol in returns.Values)
891 { 917 {
892 if (m_scene.Permissions.CanUseObjectReturn(this, type, remote_client, ol)) 918 if (m_scene.Permissions.CanReturnObjects(this, remote_client.AgentId, ol))
893 m_scene.returnObjects(ol.ToArray(), remote_client.AgentId); 919 m_scene.returnObjects(ol.ToArray(), remote_client.AgentId);
894 } 920 }
895 } 921 }
diff --git a/OpenSim/Region/CoreModules/World/Meta7Windlight/Meta7WindlightModule.cs b/OpenSim/Region/CoreModules/World/Meta7Windlight/Meta7WindlightModule.cs
new file mode 100644
index 0000000..72b0b38
--- /dev/null
+++ b/OpenSim/Region/CoreModules/World/Meta7Windlight/Meta7WindlightModule.cs
@@ -0,0 +1,274 @@
1/*
2 * Copyright (c) Thomas Grimshaw and Magne Metaverse Research
3 *
4 * This module is not open source. All rights reserved.
5 * Unauthorised copying, distribution or public display is prohibited.
6 *
7 */
8
9using System;
10using System.Collections.Generic;
11using System.IO;
12using System.Reflection;
13using OpenMetaverse;
14using log4net;
15using Nini.Config;
16using OpenSim.Data;
17using OpenSim.Framework;
18using OpenSim.Region.CoreModules.Framework.InterfaceCommander;
19using OpenSim.Region.Framework.Interfaces;
20using OpenSim.Region.Framework.Scenes;
21
22
23namespace OpenSim.Region.CoreModules.World.Meta7Windlight
24{
25 public class Meta7WindlightModule : IRegionModule, ICommandableModule
26 {
27 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
28 private readonly Commander m_commander = new Commander("windlight");
29 private Scene m_scene;
30 private static bool m_enableWindlight;
31
32 #region ICommandableModule Members
33
34 public ICommander CommandInterface
35 {
36 get { return m_commander; }
37 }
38
39 #endregion
40
41 #region IRegionModule Members
42
43 public static bool EnableWindlight
44 {
45 get
46 {
47 return m_enableWindlight;
48 }
49 set
50 {
51 }
52 }
53
54 public void Initialise(Scene scene, IConfigSource config)
55 {
56 m_scene = scene;
57 m_scene.RegisterModuleInterface<IRegionModule>(this);
58 m_scene.EventManager.OnPluginConsole += EventManager_OnPluginConsole;
59
60 // ini file settings
61 try
62 {
63 m_enableWindlight = config.Configs["Meta7Windlight"].GetBoolean("enable_windlight", false);
64 }
65 catch (Exception)
66 {
67 m_log.Debug("[WINDLIGHT]: ini failure for enable_windlight - using default");
68 }
69
70 if (m_enableWindlight)
71 {
72 m_scene.EventManager.OnMakeRootAgent += EventManager_OnMakeRootAgent;
73 m_scene.EventManager.OnSaveNewWindlightProfile += EventManager_OnSaveNewWindlightProfile;
74 m_scene.EventManager.OnSendNewWindlightProfileTargeted += EventManager_OnSendNewWindlightProfileTargeted;
75 }
76
77 InstallCommands();
78
79 m_log.Debug("[WINDLIGHT]: Initialised windlight module");
80 }
81
82 private List<byte[]> compileWindlightSettings(RegionMeta7WindlightData wl)
83 {
84 byte[] mBlock = new Byte[249];
85 int pos = 0;
86
87 wl.waterColor.ToBytes(mBlock, 0); pos += 12;
88 Utils.FloatToBytes(wl.waterFogDensityExponent).CopyTo(mBlock, pos); pos += 4;
89 Utils.FloatToBytes(wl.underwaterFogModifier).CopyTo(mBlock, pos); pos += 4;
90 wl.reflectionWaveletScale.ToBytes(mBlock, pos); pos += 12;
91 Utils.FloatToBytes(wl.fresnelScale).CopyTo(mBlock, pos); pos += 4;
92 Utils.FloatToBytes(wl.fresnelOffset).CopyTo(mBlock, pos); pos += 4;
93 Utils.FloatToBytes(wl.refractScaleAbove).CopyTo(mBlock, pos); pos += 4;
94 Utils.FloatToBytes(wl.refractScaleBelow).CopyTo(mBlock, pos); pos += 4;
95 Utils.FloatToBytes(wl.blurMultiplier).CopyTo(mBlock, pos); pos += 4;
96 wl.bigWaveDirection.ToBytes(mBlock, pos); pos += 8;
97 wl.littleWaveDirection.ToBytes(mBlock, pos); pos += 8;
98 wl.normalMapTexture.ToBytes(mBlock, pos); pos += 16;
99 wl.horizon.ToBytes(mBlock, pos); pos += 16;
100 Utils.FloatToBytes(wl.hazeHorizon).CopyTo(mBlock, pos); pos += 4;
101 wl.blueDensity.ToBytes(mBlock, pos); pos += 16;
102 Utils.FloatToBytes(wl.hazeDensity).CopyTo(mBlock, pos); pos += 4;
103 Utils.FloatToBytes(wl.densityMultiplier).CopyTo(mBlock, pos); pos += 4;
104 Utils.FloatToBytes(wl.distanceMultiplier).CopyTo(mBlock, pos); pos += 4;
105 wl.sunMoonColor.ToBytes(mBlock, pos); pos += 16;
106 Utils.FloatToBytes(wl.sunMoonPosition).CopyTo(mBlock, pos); pos += 4;
107 wl.ambient.ToBytes(mBlock, pos); pos += 16;
108 Utils.FloatToBytes(wl.eastAngle).CopyTo(mBlock, pos); pos += 4;
109 Utils.FloatToBytes(wl.sunGlowFocus).CopyTo(mBlock, pos); pos += 4;
110 Utils.FloatToBytes(wl.sunGlowSize).CopyTo(mBlock, pos); pos += 4;
111 Utils.FloatToBytes(wl.sceneGamma).CopyTo(mBlock, pos); pos += 4;
112 Utils.FloatToBytes(wl.starBrightness).CopyTo(mBlock, pos); pos += 4;
113 wl.cloudColor.ToBytes(mBlock, pos); pos += 16;
114 wl.cloudXYDensity.ToBytes(mBlock, pos); pos += 12;
115 Utils.FloatToBytes(wl.cloudCoverage).CopyTo(mBlock, pos); pos += 4;
116 Utils.FloatToBytes(wl.cloudScale).CopyTo(mBlock, pos); pos += 4;
117 wl.cloudDetailXYDensity.ToBytes(mBlock, pos); pos += 12;
118 Utils.FloatToBytes(wl.cloudScrollX).CopyTo(mBlock, pos); pos += 4;
119 Utils.FloatToBytes(wl.cloudScrollY).CopyTo(mBlock, pos); pos += 4;
120 Utils.UInt16ToBytes(wl.maxAltitude).CopyTo(mBlock, pos); pos += 2;
121 mBlock[pos] = Convert.ToByte(wl.cloudScrollXLock); pos++;
122 mBlock[pos] = Convert.ToByte(wl.cloudScrollYLock); pos++;
123 mBlock[pos] = Convert.ToByte(wl.drawClassicClouds); pos++;
124 List<byte[]> param = new List<byte[]>();
125 param.Add(mBlock);
126 return param;
127 }
128 public void SendProfileToClient(ScenePresence presence)
129 {
130 IClientAPI client = presence.ControllingClient;
131 if (m_enableWindlight)
132 {
133 if (presence.IsChildAgent == false)
134 {
135 List<byte[]> param = compileWindlightSettings(m_scene.RegionInfo.WindlightSettings);
136 client.SendGenericMessage("Windlight", param);
137 }
138 }
139 else
140 {
141 //We probably don't want to spam chat with this.. probably
142 //m_log.Debug("[WINDLIGHT]: Module disabled");
143 }
144 }
145 public void SendProfileToClient(ScenePresence presence, RegionMeta7WindlightData wl)
146 {
147 IClientAPI client = presence.ControllingClient;
148 if (m_enableWindlight)
149 {
150 if (presence.IsChildAgent == false)
151 {
152 List<byte[]> param = compileWindlightSettings(wl);
153 client.SendGenericMessage("Windlight", param);
154 }
155 }
156 else
157 {
158 //We probably don't want to spam chat with this.. probably
159 //m_log.Debug("[WINDLIGHT]: Module disabled");
160 }
161 }
162 private void EventManager_OnMakeRootAgent(ScenePresence presence)
163 {
164 m_log.Debug("[WINDLIGHT]: Sending windlight scene to new client");
165 SendProfileToClient(presence);
166 }
167 private void EventManager_OnSendNewWindlightProfileTargeted(RegionMeta7WindlightData wl, UUID pUUID)
168 {
169 ScenePresence Sc;
170 if (m_scene.TryGetAvatar(pUUID,out Sc))
171 {
172 SendProfileToClient(Sc,wl);
173 }
174 }
175 private void EventManager_OnSaveNewWindlightProfile()
176 {
177 m_scene.ForEachScenePresence(SendProfileToClient);
178 }
179
180 public void PostInitialise()
181 {
182
183 }
184
185 public void Close()
186 {
187 }
188
189 public string Name
190 {
191 get { return "Meta7WindlightModule"; }
192 }
193
194 public bool IsSharedModule
195 {
196 get { return false; }
197 }
198
199 #endregion
200
201 #region events
202
203 #endregion
204
205 #region ICommandableModule Members
206
207 private void InstallCommands()
208 {
209 Command wlload = new Command("load", CommandIntentions.COMMAND_NON_HAZARDOUS, HandleLoad, "Load windlight profile from the database and broadcast");
210 Command wlenable = new Command("enable", CommandIntentions.COMMAND_NON_HAZARDOUS, HandleEnable, "Enable the windlight plugin");
211 Command wldisable = new Command("disable", CommandIntentions.COMMAND_NON_HAZARDOUS, HandleDisable, "Enable the windlight plugin");
212
213 m_commander.RegisterCommand("load", wlload);
214 m_commander.RegisterCommand("enable", wlenable);
215 m_commander.RegisterCommand("disable", wldisable);
216
217 m_scene.RegisterModuleCommander(m_commander);
218 }
219
220 private void HandleLoad(Object[] args)
221 {
222 if (!m_enableWindlight)
223 {
224 m_log.InfoFormat("[WINDLIGHT]: Cannot load windlight profile, module disabled. Use 'windlight enable' first.");
225 }
226 else
227 {
228 m_log.InfoFormat("[WINDLIGHT]: Loading Windlight profile from database");
229 m_scene.LoadWindlightProfile();
230 m_log.InfoFormat("[WINDLIGHT]: Load complete");
231 }
232 }
233
234 private void HandleDisable(Object[] args)
235 {
236 m_log.InfoFormat("[WINDLIGHT]: Plugin now disabled");
237 m_enableWindlight=false;
238 }
239
240 private void HandleEnable(Object[] args)
241 {
242 m_log.InfoFormat("[WINDLIGHT]: Plugin now enabled");
243 m_enableWindlight = true;
244 }
245
246 /// <summary>
247 /// Processes commandline input. Do not call directly.
248 /// </summary>
249 /// <param name="args">Commandline arguments</param>
250 private void EventManager_OnPluginConsole(string[] args)
251 {
252 if (args[0] == "windlight")
253 {
254 if (args.Length == 1)
255 {
256 m_commander.ProcessConsoleCommand("add", new string[0]);
257 return;
258 }
259
260 string[] tmpArgs = new string[args.Length - 2];
261 int i;
262 for (i = 2; i < args.Length; i++)
263 {
264 tmpArgs[i - 2] = args[i];
265 }
266
267 m_commander.ProcessConsoleCommand(args[1], tmpArgs);
268 }
269 }
270 #endregion
271
272 }
273}
274
diff --git a/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs b/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
index 1533462..7159dc6 100644
--- a/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
+++ b/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
@@ -200,7 +200,7 @@ namespace OpenSim.Region.CoreModules.World.Permissions
200 m_scene.Permissions.OnIssueEstateCommand += CanIssueEstateCommand; //FULLY IMPLEMENTED 200 m_scene.Permissions.OnIssueEstateCommand += CanIssueEstateCommand; //FULLY IMPLEMENTED
201 m_scene.Permissions.OnMoveObject += CanMoveObject; //MAYBE FULLY IMPLEMENTED 201 m_scene.Permissions.OnMoveObject += CanMoveObject; //MAYBE FULLY IMPLEMENTED
202 m_scene.Permissions.OnObjectEntry += CanObjectEntry; 202 m_scene.Permissions.OnObjectEntry += CanObjectEntry;
203 m_scene.Permissions.OnReturnObject += CanReturnObject; //NOT YET IMPLEMENTED 203 m_scene.Permissions.OnReturnObjects += CanReturnObjects; //NOT YET IMPLEMENTED
204 m_scene.Permissions.OnRezObject += CanRezObject; //MAYBE FULLY IMPLEMENTED 204 m_scene.Permissions.OnRezObject += CanRezObject; //MAYBE FULLY IMPLEMENTED
205 m_scene.Permissions.OnRunConsoleCommand += CanRunConsoleCommand; 205 m_scene.Permissions.OnRunConsoleCommand += CanRunConsoleCommand;
206 m_scene.Permissions.OnRunScript += CanRunScript; //NOT YET IMPLEMENTED 206 m_scene.Permissions.OnRunScript += CanRunScript; //NOT YET IMPLEMENTED
@@ -230,7 +230,6 @@ namespace OpenSim.Region.CoreModules.World.Permissions
230 m_scene.Permissions.OnDeleteUserInventory += CanDeleteUserInventory; //NOT YET IMPLEMENTED 230 m_scene.Permissions.OnDeleteUserInventory += CanDeleteUserInventory; //NOT YET IMPLEMENTED
231 231
232 m_scene.Permissions.OnTeleport += CanTeleport; //NOT YET IMPLEMENTED 232 m_scene.Permissions.OnTeleport += CanTeleport; //NOT YET IMPLEMENTED
233 m_scene.Permissions.OnUseObjectReturn += CanUseObjectReturn; //NOT YET IMPLEMENTED
234 233
235 m_scene.AddCommand(this, "bypass permissions", 234 m_scene.AddCommand(this, "bypass permissions",
236 "bypass permissions <true / false>", 235 "bypass permissions <true / false>",
@@ -1258,12 +1257,15 @@ namespace OpenSim.Region.CoreModules.World.Permissions
1258 return false; 1257 return false;
1259 } 1258 }
1260 1259
1261 private bool CanReturnObject(UUID objectID, UUID returnerID, Scene scene) 1260 private bool CanReturnObjects(ILandObject land, UUID user, List<SceneObjectGroup> objects, Scene scene)
1262 { 1261 {
1262 if (objects.Count == 0)
1263 return false;
1264
1263 DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name); 1265 DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
1264 if (m_bypassPermissions) return m_bypassPermissionsValue; 1266 if (m_bypassPermissions) return m_bypassPermissionsValue;
1265 1267
1266 return GenericObjectPermission(returnerID, objectID, false); 1268 return GenericObjectPermission(user, objects[0].UUID, false);
1267 } 1269 }
1268 1270
1269 private bool CanRezObject(int objectCount, UUID owner, Vector3 objectPosition, Scene scene) 1271 private bool CanRezObject(int objectCount, UUID owner, Vector3 objectPosition, Scene scene)
@@ -1730,67 +1732,6 @@ namespace OpenSim.Region.CoreModules.World.Permissions
1730 return GenericObjectPermission(agentID, prim, false); 1732 return GenericObjectPermission(agentID, prim, false);
1731 } 1733 }
1732 1734
1733 private bool CanUseObjectReturn(ILandObject parcel, uint type, IClientAPI client, List<SceneObjectGroup> retlist, Scene scene)
1734 {
1735 DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
1736 if (m_bypassPermissions) return m_bypassPermissionsValue;
1737
1738 long powers = 0;
1739 if (parcel.LandData.GroupID != UUID.Zero)
1740 client.GetGroupPowers(parcel.LandData.GroupID);
1741
1742 switch (type)
1743 {
1744 case (uint)ObjectReturnType.Owner:
1745 // Don't let group members return owner's objects, ever
1746 //
1747 if (parcel.LandData.IsGroupOwned)
1748 {
1749 if ((powers & (long)GroupPowers.ReturnGroupOwned) != 0)
1750 return true;
1751 }
1752 else
1753 {
1754 if (parcel.LandData.OwnerID != client.AgentId)
1755 return false;
1756 }
1757 return GenericParcelOwnerPermission(client.AgentId, parcel, (ulong)GroupPowers.ReturnGroupOwned);
1758 case (uint)ObjectReturnType.Group:
1759 if (parcel.LandData.OwnerID != client.AgentId)
1760 {
1761 // If permissionis granted through a group...
1762 //
1763 if ((powers & (long)GroupPowers.ReturnGroupSet) != 0)
1764 {
1765 foreach (SceneObjectGroup g in new List<SceneObjectGroup>(retlist))
1766 {
1767 // check for and remove group owned objects unless
1768 // the user also has permissions to return those
1769 //
1770 if (g.OwnerID == g.GroupID &&
1771 ((powers & (long)GroupPowers.ReturnGroupOwned) == 0))
1772 {
1773 retlist.Remove(g);
1774 }
1775 }
1776 // And allow the operation
1777 //
1778 return true;
1779 }
1780 }
1781 return GenericParcelOwnerPermission(client.AgentId, parcel, (ulong)GroupPowers.ReturnGroupSet);
1782 case (uint)ObjectReturnType.Other:
1783 if ((powers & (long)GroupPowers.ReturnNonGroup) != 0)
1784 return true;
1785 return GenericParcelOwnerPermission(client.AgentId, parcel, (ulong)GroupPowers.ReturnNonGroup);
1786 case (uint)ObjectReturnType.List:
1787 break;
1788 }
1789
1790 return GenericParcelOwnerPermission(client.AgentId, parcel, 0);
1791 // Is it correct to be less restrictive for lists of objects to be returned?
1792 }
1793
1794 private bool CanCompileScript(UUID ownerUUID, int scriptType, Scene scene) { 1735 private bool CanCompileScript(UUID ownerUUID, int scriptType, Scene scene) {
1795 //m_log.DebugFormat("check if {0} is allowed to compile {1}", ownerUUID, scriptType); 1736 //m_log.DebugFormat("check if {0} is allowed to compile {1}", ownerUUID, scriptType);
1796 switch (scriptType) { 1737 switch (scriptType) {
diff --git a/OpenSim/Region/Examples/SimpleModule/MyNpcCharacter.cs b/OpenSim/Region/Examples/SimpleModule/MyNpcCharacter.cs
index ce9362f..d2b0161 100644
--- a/OpenSim/Region/Examples/SimpleModule/MyNpcCharacter.cs
+++ b/OpenSim/Region/Examples/SimpleModule/MyNpcCharacter.cs
@@ -455,7 +455,7 @@ namespace OpenSim.Region.Examples.SimpleModule
455 455
456 } 456 }
457 457
458 public void SendGenericMessage(string method, List<string> message) 458 public void SendGenericMessage(string method, List<byte[]> message)
459 { 459 {
460 460
461 } 461 }
diff --git a/OpenSim/Region/Framework/Interfaces/IRegionDataStore.cs b/OpenSim/Region/Framework/Interfaces/IRegionDataStore.cs
index 78bd622..7312799 100644
--- a/OpenSim/Region/Framework/Interfaces/IRegionDataStore.cs
+++ b/OpenSim/Region/Framework/Interfaces/IRegionDataStore.cs
@@ -103,6 +103,8 @@ namespace OpenSim.Region.Framework.Interfaces
103 103
104 void StoreRegionSettings(RegionSettings rs); 104 void StoreRegionSettings(RegionSettings rs);
105 RegionSettings LoadRegionSettings(UUID regionUUID); 105 RegionSettings LoadRegionSettings(UUID regionUUID);
106 RegionMeta7WindlightData LoadRegionWindlightSettings(UUID regionUUID);
107 void StoreRegionWindlightSettings(RegionMeta7WindlightData wl);
106 108
107 void Shutdown(); 109 void Shutdown();
108 } 110 }
diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
index 712dcc7..be0e985 100644
--- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
+++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
@@ -53,8 +53,8 @@ namespace OpenSim.Region.Framework.Scenes.Animation
53 { 53 {
54 get { return m_movementAnimation; } 54 get { return m_movementAnimation; }
55 } 55 }
56 protected string m_movementAnimation = "DEFAULT"; 56 // protected string m_movementAnimation = "DEFAULT"; //KF: 'DEFAULT' does not exist!
57 57 protected string m_movementAnimation = "CROUCH"; //KF: CROUCH ensures reliable Av Anim. init.
58 private int m_animTickFall; 58 private int m_animTickFall;
59 private int m_animTickJump; 59 private int m_animTickJump;
60 60
@@ -123,17 +123,22 @@ namespace OpenSim.Region.Framework.Scenes.Animation
123 /// </summary> 123 /// </summary>
124 public void TrySetMovementAnimation(string anim) 124 public void TrySetMovementAnimation(string anim)
125 { 125 {
126 //m_log.DebugFormat("Updating movement animation to {0}", anim); 126//Console.WriteLine("Updating movement animation to {0}", anim);
127 127
128 if (!m_scenePresence.IsChildAgent) 128 if (!m_scenePresence.IsChildAgent)
129 { 129 {
130 if (m_animations.TrySetDefaultAnimation( 130 if (m_animations.TrySetDefaultAnimation(
131 anim, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, m_scenePresence.UUID)) 131 anim, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, m_scenePresence.UUID))
132 { 132 {
133//Console.WriteLine("TSMA {0} success.", anim);
133 // 16384 is CHANGED_ANIMATION 134 // 16384 is CHANGED_ANIMATION
134 m_scenePresence.SendScriptEventToAttachments("changed", new Object[] { 16384 }); 135 m_scenePresence.SendScriptEventToAttachments("changed", new Object[] { 16384 });
135 SendAnimPack(); 136 SendAnimPack();
136 } 137 }
138 else
139 {
140//Console.WriteLine("TSMA {0} fail.", anim);
141 }
137 } 142 }
138 } 143 }
139 144
@@ -146,10 +151,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
146 const float PREJUMP_DELAY = 0.25f; 151 const float PREJUMP_DELAY = 0.25f;
147 152
148 #region Inputs 153 #region Inputs
149 if (m_scenePresence.SitGround) 154
150 {
151 return "SIT_GROUND_CONSTRAINED";
152 }
153 AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_scenePresence.AgentControlFlags; 155 AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_scenePresence.AgentControlFlags;
154 PhysicsActor actor = m_scenePresence.PhysicsActor; 156 PhysicsActor actor = m_scenePresence.PhysicsActor;
155 157
@@ -159,11 +161,10 @@ namespace OpenSim.Region.Framework.Scenes.Animation
159 Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix); 161 Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix);
160 162
161 // Check control flags 163 // Check control flags
162 bool heldForward = 164 bool heldForward = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_AT_POS || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS);
163 (((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) || ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS)); 165 bool heldBack = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG);
164 bool heldBack = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG; 166 bool heldLeft = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS);
165 bool heldLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS; 167 bool heldRight = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG);
166 bool heldRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG;
167 //bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT; 168 //bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT;
168 //bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT; 169 //bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT;
169 bool heldUp = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == AgentManager.ControlFlags.AGENT_CONTROL_UP_POS; 170 bool heldUp = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == AgentManager.ControlFlags.AGENT_CONTROL_UP_POS;
@@ -316,7 +317,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
316 public void UpdateMovementAnimations() 317 public void UpdateMovementAnimations()
317 { 318 {
318 m_movementAnimation = GetMovementAnimation(); 319 m_movementAnimation = GetMovementAnimation();
319 320//Console.WriteLine("UMA got {0}", m_movementAnimation);
320 if (m_movementAnimation == "PREJUMP" && !m_scenePresence.Scene.m_usePreJump) 321 if (m_movementAnimation == "PREJUMP" && !m_scenePresence.Scene.m_usePreJump)
321 { 322 {
322 // This was the previous behavior before PREJUMP 323 // This was the previous behavior before PREJUMP
@@ -451,4 +452,4 @@ namespace OpenSim.Region.Framework.Scenes.Animation
451 m_scenePresence = null; 452 m_scenePresence = null;
452 } 453 }
453 } 454 }
454} \ No newline at end of file 455}
diff --git a/OpenSim/Region/Framework/Scenes/EntityManager.cs b/OpenSim/Region/Framework/Scenes/EntityManager.cs
index 099fcce..c246e32 100644
--- a/OpenSim/Region/Framework/Scenes/EntityManager.cs
+++ b/OpenSim/Region/Framework/Scenes/EntityManager.cs
@@ -40,7 +40,7 @@ namespace OpenSim.Region.Framework.Scenes
40 private readonly Dictionary<UUID,EntityBase> m_eb_uuid = new Dictionary<UUID, EntityBase>(); 40 private readonly Dictionary<UUID,EntityBase> m_eb_uuid = new Dictionary<UUID, EntityBase>();
41 private readonly Dictionary<uint, EntityBase> m_eb_localID = new Dictionary<uint, EntityBase>(); 41 private readonly Dictionary<uint, EntityBase> m_eb_localID = new Dictionary<uint, EntityBase>();
42 //private readonly Dictionary<UUID, ScenePresence> m_pres_uuid = new Dictionary<UUID, ScenePresence>(); 42 //private readonly Dictionary<UUID, ScenePresence> m_pres_uuid = new Dictionary<UUID, ScenePresence>();
43 private readonly Object m_lock = new Object(); 43 private System.Threading.ReaderWriterLockSlim m_lock = new System.Threading.ReaderWriterLockSlim();
44 44
45 [Obsolete("Use Add() instead.")] 45 [Obsolete("Use Add() instead.")]
46 public void Add(UUID id, EntityBase eb) 46 public void Add(UUID id, EntityBase eb)
@@ -50,7 +50,8 @@ namespace OpenSim.Region.Framework.Scenes
50 50
51 public void Add(EntityBase entity) 51 public void Add(EntityBase entity)
52 { 52 {
53 lock (m_lock) 53 m_lock.EnterWriteLock();
54 try
54 { 55 {
55 try 56 try
56 { 57 {
@@ -62,11 +63,16 @@ namespace OpenSim.Region.Framework.Scenes
62 m_log.ErrorFormat("Add Entity failed: {0}", e.Message); 63 m_log.ErrorFormat("Add Entity failed: {0}", e.Message);
63 } 64 }
64 } 65 }
66 finally
67 {
68 m_lock.ExitWriteLock();
69 }
65 } 70 }
66 71
67 public void InsertOrReplace(EntityBase entity) 72 public void InsertOrReplace(EntityBase entity)
68 { 73 {
69 lock (m_lock) 74 m_lock.EnterWriteLock();
75 try
70 { 76 {
71 try 77 try
72 { 78 {
@@ -78,15 +84,24 @@ namespace OpenSim.Region.Framework.Scenes
78 m_log.ErrorFormat("Insert or Replace Entity failed: {0}", e.Message); 84 m_log.ErrorFormat("Insert or Replace Entity failed: {0}", e.Message);
79 } 85 }
80 } 86 }
87 finally
88 {
89 m_lock.ExitWriteLock();
90 }
81 } 91 }
82 92
83 public void Clear() 93 public void Clear()
84 { 94 {
85 lock (m_lock) 95 m_lock.EnterWriteLock();
96 try
86 { 97 {
87 m_eb_uuid.Clear(); 98 m_eb_uuid.Clear();
88 m_eb_localID.Clear(); 99 m_eb_localID.Clear();
89 } 100 }
101 finally
102 {
103 m_lock.ExitWriteLock();
104 }
90 } 105 }
91 106
92 public int Count 107 public int Count
@@ -123,7 +138,8 @@ namespace OpenSim.Region.Framework.Scenes
123 138
124 public bool Remove(uint localID) 139 public bool Remove(uint localID)
125 { 140 {
126 lock (m_lock) 141 m_lock.EnterWriteLock();
142 try
127 { 143 {
128 try 144 try
129 { 145 {
@@ -141,11 +157,16 @@ namespace OpenSim.Region.Framework.Scenes
141 return false; 157 return false;
142 } 158 }
143 } 159 }
160 finally
161 {
162 m_lock.ExitWriteLock();
163 }
144 } 164 }
145 165
146 public bool Remove(UUID id) 166 public bool Remove(UUID id)
147 { 167 {
148 lock (m_lock) 168 m_lock.EnterWriteLock();
169 try
149 { 170 {
150 try 171 try
151 { 172 {
@@ -163,13 +184,18 @@ namespace OpenSim.Region.Framework.Scenes
163 return false; 184 return false;
164 } 185 }
165 } 186 }
187 finally
188 {
189 m_lock.ExitWriteLock();
190 }
166 } 191 }
167 192
168 public List<EntityBase> GetAllByType<T>() 193 public List<EntityBase> GetAllByType<T>()
169 { 194 {
170 List<EntityBase> tmp = new List<EntityBase>(); 195 List<EntityBase> tmp = new List<EntityBase>();
171 196
172 lock (m_lock) 197 m_lock.EnterReadLock();
198 try
173 { 199 {
174 try 200 try
175 { 201 {
@@ -187,23 +213,33 @@ namespace OpenSim.Region.Framework.Scenes
187 tmp = null; 213 tmp = null;
188 } 214 }
189 } 215 }
216 finally
217 {
218 m_lock.ExitReadLock();
219 }
190 220
191 return tmp; 221 return tmp;
192 } 222 }
193 223
194 public List<EntityBase> GetEntities() 224 public List<EntityBase> GetEntities()
195 { 225 {
196 lock (m_lock) 226 m_lock.EnterReadLock();
227 try
197 { 228 {
198 return new List<EntityBase>(m_eb_uuid.Values); 229 return new List<EntityBase>(m_eb_uuid.Values);
199 } 230 }
231 finally
232 {
233 m_lock.ExitReadLock();
234 }
200 } 235 }
201 236
202 public EntityBase this[UUID id] 237 public EntityBase this[UUID id]
203 { 238 {
204 get 239 get
205 { 240 {
206 lock (m_lock) 241 m_lock.EnterReadLock();
242 try
207 { 243 {
208 EntityBase entity; 244 EntityBase entity;
209 if (m_eb_uuid.TryGetValue(id, out entity)) 245 if (m_eb_uuid.TryGetValue(id, out entity))
@@ -211,6 +247,10 @@ namespace OpenSim.Region.Framework.Scenes
211 else 247 else
212 return null; 248 return null;
213 } 249 }
250 finally
251 {
252 m_lock.ExitReadLock();
253 }
214 } 254 }
215 set 255 set
216 { 256 {
@@ -222,7 +262,8 @@ namespace OpenSim.Region.Framework.Scenes
222 { 262 {
223 get 263 get
224 { 264 {
225 lock (m_lock) 265 m_lock.EnterReadLock();
266 try
226 { 267 {
227 EntityBase entity; 268 EntityBase entity;
228 if (m_eb_localID.TryGetValue(localID, out entity)) 269 if (m_eb_localID.TryGetValue(localID, out entity))
@@ -230,6 +271,10 @@ namespace OpenSim.Region.Framework.Scenes
230 else 271 else
231 return null; 272 return null;
232 } 273 }
274 finally
275 {
276 m_lock.ExitReadLock();
277 }
233 } 278 }
234 set 279 set
235 { 280 {
@@ -239,18 +284,28 @@ namespace OpenSim.Region.Framework.Scenes
239 284
240 public bool TryGetValue(UUID key, out EntityBase obj) 285 public bool TryGetValue(UUID key, out EntityBase obj)
241 { 286 {
242 lock (m_lock) 287 m_lock.EnterReadLock();
288 try
243 { 289 {
244 return m_eb_uuid.TryGetValue(key, out obj); 290 return m_eb_uuid.TryGetValue(key, out obj);
245 } 291 }
292 finally
293 {
294 m_lock.ExitReadLock();
295 }
246 } 296 }
247 297
248 public bool TryGetValue(uint key, out EntityBase obj) 298 public bool TryGetValue(uint key, out EntityBase obj)
249 { 299 {
250 lock (m_lock) 300 m_lock.EnterReadLock();
301 try
251 { 302 {
252 return m_eb_localID.TryGetValue(key, out obj); 303 return m_eb_localID.TryGetValue(key, out obj);
253 } 304 }
305 finally
306 {
307 m_lock.ExitReadLock();
308 }
254 } 309 }
255 310
256 /// <summary> 311 /// <summary>
diff --git a/OpenSim/Region/Framework/Scenes/EventManager.cs b/OpenSim/Region/Framework/Scenes/EventManager.cs
index 57e1c37..7fb1cd8 100644
--- a/OpenSim/Region/Framework/Scenes/EventManager.cs
+++ b/OpenSim/Region/Framework/Scenes/EventManager.cs
@@ -203,7 +203,11 @@ namespace OpenSim.Region.Framework.Scenes
203 public event OnMakeChildAgentDelegate OnMakeChildAgent; 203 public event OnMakeChildAgentDelegate OnMakeChildAgent;
204 204
205 public delegate void OnMakeRootAgentDelegate(ScenePresence presence); 205 public delegate void OnMakeRootAgentDelegate(ScenePresence presence);
206 public delegate void OnSaveNewWindlightProfileDelegate();
207 public delegate void OnSendNewWindlightProfileTargetedDelegate(RegionMeta7WindlightData wl, UUID user);
206 public event OnMakeRootAgentDelegate OnMakeRootAgent; 208 public event OnMakeRootAgentDelegate OnMakeRootAgent;
209 public event OnSendNewWindlightProfileTargetedDelegate OnSendNewWindlightProfileTargeted;
210 public event OnSaveNewWindlightProfileDelegate OnSaveNewWindlightProfile;
207 211
208 /// <summary> 212 /// <summary>
209 /// Triggered when an object or attachment enters a scene 213 /// Triggered when an object or attachment enters a scene
@@ -1191,6 +1195,24 @@ namespace OpenSim.Region.Framework.Scenes
1191 } 1195 }
1192 } 1196 }
1193 1197
1198 public void TriggerOnSendNewWindlightProfileTargeted(RegionMeta7WindlightData wl, UUID user)
1199 {
1200 OnSendNewWindlightProfileTargetedDelegate handlerSendNewWindlightProfileTargeted = OnSendNewWindlightProfileTargeted;
1201 if (handlerSendNewWindlightProfileTargeted != null)
1202 {
1203 handlerSendNewWindlightProfileTargeted(wl, user);
1204 }
1205 }
1206
1207 public void TriggerOnSaveNewWindlightProfile()
1208 {
1209 OnSaveNewWindlightProfileDelegate handlerSaveNewWindlightProfile = OnSaveNewWindlightProfile;
1210 if (handlerSaveNewWindlightProfile != null)
1211 {
1212 handlerSaveNewWindlightProfile();
1213 }
1214 }
1215
1194 public void TriggerOnMakeRootAgent(ScenePresence presence) 1216 public void TriggerOnMakeRootAgent(ScenePresence presence)
1195 { 1217 {
1196 OnMakeRootAgentDelegate handlerMakeRootAgent = OnMakeRootAgent; 1218 OnMakeRootAgentDelegate handlerMakeRootAgent = OnMakeRootAgent;
@@ -1967,4 +1989,4 @@ namespace OpenSim.Region.Framework.Scenes
1967 } 1989 }
1968 } 1990 }
1969 } 1991 }
1970} \ No newline at end of file 1992}
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index 5b21332..b04871e 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -849,8 +849,12 @@ namespace OpenSim.Region.Framework.Scenes
849 public void RemoveTaskInventory(IClientAPI remoteClient, UUID itemID, uint localID) 849 public void RemoveTaskInventory(IClientAPI remoteClient, UUID itemID, uint localID)
850 { 850 {
851 SceneObjectPart part = GetSceneObjectPart(localID); 851 SceneObjectPart part = GetSceneObjectPart(localID);
852 SceneObjectGroup group = part.ParentGroup; 852 SceneObjectGroup group = null;
853 if (group != null) 853 if (part != null)
854 {
855 group = part.ParentGroup;
856 }
857 if (part != null && group != null)
854 { 858 {
855 TaskInventoryItem item = group.GetInventoryItem(localID, itemID); 859 TaskInventoryItem item = group.GetInventoryItem(localID, itemID);
856 if (item == null) 860 if (item == null)
@@ -1577,9 +1581,10 @@ namespace OpenSim.Region.Framework.Scenes
1577 if (remoteClient != null) 1581 if (remoteClient != null)
1578 { 1582 {
1579 permissionToTake = 1583 permissionToTake =
1580 Permissions.CanReturnObject( 1584 Permissions.CanReturnObjects(
1581 grp.UUID, 1585 null,
1582 remoteClient.AgentId); 1586 remoteClient.AgentId,
1587 new List<SceneObjectGroup>() {grp});
1583 permissionToDelete = permissionToTake; 1588 permissionToDelete = permissionToTake;
1584 1589
1585 if (permissionToDelete) 1590 if (permissionToDelete)
@@ -1804,8 +1809,13 @@ namespace OpenSim.Region.Framework.Scenes
1804 } 1809 }
1805 else 1810 else
1806 { 1811 {
1807 item.BasePermissions = objectGroup.GetEffectivePermissions(); 1812 uint ownerPerms = objectGroup.GetEffectivePermissions();
1808 item.CurrentPermissions = objectGroup.GetEffectivePermissions(); 1813 if ((objectGroup.RootPart.OwnerMask & (uint)PermissionMask.Modify) != 0)
1814 ownerPerms |= (uint)PermissionMask.Modify;
1815
1816 item.BasePermissions = ownerPerms;
1817 item.CurrentPermissions = ownerPerms;
1818
1809 item.NextPermissions = objectGroup.RootPart.NextOwnerMask; 1819 item.NextPermissions = objectGroup.RootPart.NextOwnerMask;
1810 item.EveryOnePermissions = objectGroup.RootPart.EveryoneMask; 1820 item.EveryOnePermissions = objectGroup.RootPart.EveryoneMask;
1811 item.GroupPermissions = objectGroup.RootPart.GroupMask; 1821 item.GroupPermissions = objectGroup.RootPart.GroupMask;
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Permissions.cs b/OpenSim/Region/Framework/Scenes/Scene.Permissions.cs
index d1d6b6a..7dab04f 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Permissions.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Permissions.cs
@@ -48,7 +48,7 @@ namespace OpenSim.Region.Framework.Scenes
48 public delegate bool EditObjectInventoryHandler(UUID objectID, UUID editorID, Scene scene); 48 public delegate bool EditObjectInventoryHandler(UUID objectID, UUID editorID, Scene scene);
49 public delegate bool MoveObjectHandler(UUID objectID, UUID moverID, Scene scene); 49 public delegate bool MoveObjectHandler(UUID objectID, UUID moverID, Scene scene);
50 public delegate bool ObjectEntryHandler(UUID objectID, bool enteringRegion, Vector3 newPoint, Scene scene); 50 public delegate bool ObjectEntryHandler(UUID objectID, bool enteringRegion, Vector3 newPoint, Scene scene);
51 public delegate bool ReturnObjectHandler(UUID objectID, UUID returnerID, Scene scene); 51 public delegate bool ReturnObjectsHandler(ILandObject land, UUID user, List<SceneObjectGroup> objects, Scene scene);
52 public delegate bool InstantMessageHandler(UUID user, UUID target, Scene startScene); 52 public delegate bool InstantMessageHandler(UUID user, UUID target, Scene startScene);
53 public delegate bool InventoryTransferHandler(UUID user, UUID target, Scene startScene); 53 public delegate bool InventoryTransferHandler(UUID user, UUID target, Scene startScene);
54 public delegate bool ViewScriptHandler(UUID script, UUID objectID, UUID user, Scene scene); 54 public delegate bool ViewScriptHandler(UUID script, UUID objectID, UUID user, Scene scene);
@@ -81,7 +81,6 @@ namespace OpenSim.Region.Framework.Scenes
81 public delegate bool CopyUserInventoryHandler(UUID itemID, UUID userID); 81 public delegate bool CopyUserInventoryHandler(UUID itemID, UUID userID);
82 public delegate bool DeleteUserInventoryHandler(UUID itemID, UUID userID); 82 public delegate bool DeleteUserInventoryHandler(UUID itemID, UUID userID);
83 public delegate bool TeleportHandler(UUID userID, Scene scene); 83 public delegate bool TeleportHandler(UUID userID, Scene scene);
84 public delegate bool UseObjectReturnHandler(ILandObject landData, uint type, IClientAPI client, List<SceneObjectGroup> retlist, Scene scene);
85 #endregion 84 #endregion
86 85
87 public class ScenePermissions 86 public class ScenePermissions
@@ -107,7 +106,7 @@ namespace OpenSim.Region.Framework.Scenes
107 public event EditObjectInventoryHandler OnEditObjectInventory; 106 public event EditObjectInventoryHandler OnEditObjectInventory;
108 public event MoveObjectHandler OnMoveObject; 107 public event MoveObjectHandler OnMoveObject;
109 public event ObjectEntryHandler OnObjectEntry; 108 public event ObjectEntryHandler OnObjectEntry;
110 public event ReturnObjectHandler OnReturnObject; 109 public event ReturnObjectsHandler OnReturnObjects;
111 public event InstantMessageHandler OnInstantMessage; 110 public event InstantMessageHandler OnInstantMessage;
112 public event InventoryTransferHandler OnInventoryTransfer; 111 public event InventoryTransferHandler OnInventoryTransfer;
113 public event ViewScriptHandler OnViewScript; 112 public event ViewScriptHandler OnViewScript;
@@ -140,7 +139,6 @@ namespace OpenSim.Region.Framework.Scenes
140 public event CopyUserInventoryHandler OnCopyUserInventory; 139 public event CopyUserInventoryHandler OnCopyUserInventory;
141 public event DeleteUserInventoryHandler OnDeleteUserInventory; 140 public event DeleteUserInventoryHandler OnDeleteUserInventory;
142 public event TeleportHandler OnTeleport; 141 public event TeleportHandler OnTeleport;
143 public event UseObjectReturnHandler OnUseObjectReturn;
144 #endregion 142 #endregion
145 143
146 #region Object Permission Checks 144 #region Object Permission Checks
@@ -377,15 +375,15 @@ namespace OpenSim.Region.Framework.Scenes
377 #endregion 375 #endregion
378 376
379 #region RETURN OBJECT 377 #region RETURN OBJECT
380 public bool CanReturnObject(UUID objectID, UUID returnerID) 378 public bool CanReturnObjects(ILandObject land, UUID user, List<SceneObjectGroup> objects)
381 { 379 {
382 ReturnObjectHandler handler = OnReturnObject; 380 ReturnObjectsHandler handler = OnReturnObjects;
383 if (handler != null) 381 if (handler != null)
384 { 382 {
385 Delegate[] list = handler.GetInvocationList(); 383 Delegate[] list = handler.GetInvocationList();
386 foreach (ReturnObjectHandler h in list) 384 foreach (ReturnObjectsHandler h in list)
387 { 385 {
388 if (h(objectID, returnerID, m_scene) == false) 386 if (h(land, user, objects, m_scene) == false)
389 return false; 387 return false;
390 } 388 }
391 } 389 }
@@ -949,20 +947,5 @@ namespace OpenSim.Region.Framework.Scenes
949 } 947 }
950 return true; 948 return true;
951 } 949 }
952
953 public bool CanUseObjectReturn(ILandObject landData, uint type , IClientAPI client, List<SceneObjectGroup> retlist)
954 {
955 UseObjectReturnHandler handler = OnUseObjectReturn;
956 if (handler != null)
957 {
958 Delegate[] list = handler.GetInvocationList();
959 foreach (UseObjectReturnHandler h in list)
960 {
961 if (h(landData, type, client, retlist, m_scene) == false)
962 return false;
963 }
964 }
965 return true;
966 }
967 } 950 }
968} 951}
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 7796b8d..fec8aa7 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -539,6 +539,8 @@ namespace OpenSim.Region.Framework.Scenes
539 539
540 // Load region settings 540 // Load region settings
541 m_regInfo.RegionSettings = m_storageManager.DataStore.LoadRegionSettings(m_regInfo.RegionID); 541 m_regInfo.RegionSettings = m_storageManager.DataStore.LoadRegionSettings(m_regInfo.RegionID);
542 m_regInfo.WindlightSettings = m_storageManager.DataStore.LoadRegionWindlightSettings(m_regInfo.RegionID);
543
542 if (m_storageManager.EstateDataStore != null) 544 if (m_storageManager.EstateDataStore != null)
543 { 545 {
544 m_regInfo.EstateSettings = m_storageManager.EstateDataStore.LoadEstateSettings(m_regInfo.RegionID); 546 m_regInfo.EstateSettings = m_storageManager.EstateDataStore.LoadEstateSettings(m_regInfo.RegionID);
@@ -886,6 +888,15 @@ namespace OpenSim.Region.Framework.Scenes
886 /// <param name="seconds">float indicating duration before restart.</param> 888 /// <param name="seconds">float indicating duration before restart.</param>
887 public virtual void Restart(float seconds) 889 public virtual void Restart(float seconds)
888 { 890 {
891 Restart(seconds, true);
892 }
893
894 /// <summary>
895 /// Given float seconds, this will restart the region. showDialog will optionally alert the users.
896 /// </summary>
897 /// <param name="seconds">float indicating duration before restart.</param>
898 public virtual void Restart(float seconds, bool showDialog)
899 {
889 // notifications are done in 15 second increments 900 // notifications are done in 15 second increments
890 // so .. if the number of seconds is less then 15 seconds, it's not really a restart request 901 // so .. if the number of seconds is less then 15 seconds, it's not really a restart request
891 // It's a 'Cancel restart' request. 902 // It's a 'Cancel restart' request.
@@ -906,8 +917,11 @@ namespace OpenSim.Region.Framework.Scenes
906 m_restartTimer.Elapsed += new ElapsedEventHandler(RestartTimer_Elapsed); 917 m_restartTimer.Elapsed += new ElapsedEventHandler(RestartTimer_Elapsed);
907 m_log.Info("[REGION]: Restarting Region in " + (seconds / 60) + " minutes"); 918 m_log.Info("[REGION]: Restarting Region in " + (seconds / 60) + " minutes");
908 m_restartTimer.Start(); 919 m_restartTimer.Start();
909 m_dialogModule.SendNotificationToUsersInRegion( 920 if (showDialog)
921 {
922 m_dialogModule.SendNotificationToUsersInRegion(
910 UUID.Random(), String.Empty, RegionInfo.RegionName + String.Format(": Restarting in {0} Minutes", (int)(seconds / 60.0))); 923 UUID.Random(), String.Empty, RegionInfo.RegionName + String.Format(": Restarting in {0} Minutes", (int)(seconds / 60.0)));
924 }
911 } 925 }
912 } 926 }
913 927
@@ -1189,16 +1203,16 @@ namespace OpenSim.Region.Framework.Scenes
1189 // Check if any objects have reached their targets 1203 // Check if any objects have reached their targets
1190 CheckAtTargets(); 1204 CheckAtTargets();
1191 1205
1192 // Update SceneObjectGroups that have scheduled themselves for updates
1193 // Objects queue their updates onto all scene presences
1194 if (m_frame % m_update_objects == 0)
1195 m_sceneGraph.UpdateObjectGroups();
1196
1197 // Run through all ScenePresences looking for updates 1206 // Run through all ScenePresences looking for updates
1198 // Presence updates and queued object updates for each presence are sent to clients 1207 // Presence updates and queued object updates for each presence are sent to clients
1199 if (m_frame % m_update_presences == 0) 1208 if (m_frame % m_update_presences == 0)
1200 m_sceneGraph.UpdatePresences(); 1209 m_sceneGraph.UpdatePresences();
1201 1210
1211 // Update SceneObjectGroups that have scheduled themselves for updates
1212 // Objects queue their updates onto all scene presences
1213 if (m_frame % m_update_objects == 0)
1214 m_sceneGraph.UpdateObjectGroups();
1215
1202 int tmpPhysicsMS2 = Util.EnvironmentTickCount(); 1216 int tmpPhysicsMS2 = Util.EnvironmentTickCount();
1203 if ((m_frame % m_update_physics == 0) && m_physics_enabled) 1217 if ((m_frame % m_update_physics == 0) && m_physics_enabled)
1204 m_sceneGraph.UpdatePreparePhysics(); 1218 m_sceneGraph.UpdatePreparePhysics();
@@ -1509,6 +1523,19 @@ namespace OpenSim.Region.Framework.Scenes
1509 public void SaveTerrain() 1523 public void SaveTerrain()
1510 { 1524 {
1511 m_storageManager.DataStore.StoreTerrain(Heightmap.GetDoubles(), RegionInfo.RegionID); 1525 m_storageManager.DataStore.StoreTerrain(Heightmap.GetDoubles(), RegionInfo.RegionID);
1526 }
1527
1528 public void StoreWindlightProfile(RegionMeta7WindlightData wl)
1529 {
1530 m_regInfo.WindlightSettings = wl;
1531 m_storageManager.DataStore.StoreRegionWindlightSettings(wl);
1532 m_eventManager.TriggerOnSaveNewWindlightProfile();
1533 }
1534
1535 public void LoadWindlightProfile()
1536 {
1537 m_regInfo.WindlightSettings = m_storageManager.DataStore.LoadRegionWindlightSettings(RegionInfo.RegionID);
1538 m_eventManager.TriggerOnSaveNewWindlightProfile();
1512 } 1539 }
1513 1540
1514 /// <summary> 1541 /// <summary>
@@ -3450,6 +3477,9 @@ namespace OpenSim.Region.Framework.Scenes
3450 3477
3451 CapsModule.AddCapsHandler(agent.AgentID); 3478 CapsModule.AddCapsHandler(agent.AgentID);
3452 3479
3480 if ((teleportFlags & ((uint)TeleportFlags.ViaLandmark | (uint)TeleportFlags.ViaLocation | (uint)TeleportFlags.ViaLandmark | (uint)TeleportFlags.Default)) != 0)
3481 System.Threading.Thread.Sleep(2000);
3482
3453 if (!agent.child) 3483 if (!agent.child)
3454 { 3484 {
3455 if (TestBorderCross(agent.startpos,Cardinals.E)) 3485 if (TestBorderCross(agent.startpos,Cardinals.E))
@@ -3508,6 +3538,7 @@ namespace OpenSim.Region.Framework.Scenes
3508 } 3538 }
3509 } 3539 }
3510 // Honor parcel landing type and position. 3540 // Honor parcel landing type and position.
3541 /*
3511 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y); 3542 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3512 if (land != null) 3543 if (land != null)
3513 { 3544 {
@@ -3516,6 +3547,7 @@ namespace OpenSim.Region.Framework.Scenes
3516 agent.startpos = land.LandData.UserLocation; 3547 agent.startpos = land.LandData.UserLocation;
3517 } 3548 }
3518 } 3549 }
3550 */// This is now handled properly in ScenePresence.MakeRootAgent
3519 } 3551 }
3520 3552
3521 m_authenticateHandler.AddNewCircuit(agent.circuitcode, agent); 3553 m_authenticateHandler.AddNewCircuit(agent.circuitcode, agent);
diff --git a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
index 2f6a0db..5f84252 100644
--- a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
@@ -711,6 +711,33 @@ namespace OpenSim.Region.Framework.Scenes
711 position = emergencyPos; 711 position = emergencyPos;
712 } 712 }
713 713
714 Vector3 currentPos = avatar.AbsolutePosition;
715 ILandObject srcLand = m_scene.LandChannel.GetLandObject(currentPos.X, currentPos.Y);
716 ILandObject destLand = m_scene.LandChannel.GetLandObject(position.X, position.Y);
717 if (srcLand != null && destLand != null && (teleportFlags & (uint)TeleportFlags.ViaLure) == 0 && (teleportFlags & (uint)TeleportFlags.ViaGodlikeLure) == 0)
718 {
719 if (srcLand.LandData.LocalID == destLand.LandData.LocalID)
720 {
721 //TPing within the same parcel. If the landing point is restricted, block the TP.
722 //Don't restrict gods, estate managers, or land owners to the TP point. This behaviour mimics agni.
723 if (destLand.LandData.LandingType == (byte)1 && destLand.LandData.UserLocation != Vector3.Zero && avatar.GodLevel < 200 && !m_scene.RegionInfo.EstateSettings.IsEstateManager(avatar.UUID) && destLand.LandData.OwnerID != avatar.UUID)
724 {
725 //Disabling this behaviour for now pending review. ~CasperW
726
727 //avatar.ControllingClient.SendAgentAlertMessage("Can't TP to the destination; landing point set.", false);
728 //position = currentPos;
729 }
730 }
731 else
732 {
733 //Tping to a different parcel. Respect the landing point on the destination parcel.
734 if (destLand.LandData.LandingType == (byte)1 && destLand.LandData.UserLocation != Vector3.Zero && avatar.GodLevel < 200 && !m_scene.RegionInfo.EstateSettings.IsEstateManager(avatar.UUID) && destLand.LandData.OwnerID != avatar.UUID)
735 {
736 position = destLand.LandData.UserLocation;
737 }
738 }
739 }
740
714 // TODO: Get proper AVG Height 741 // TODO: Get proper AVG Height
715 float localAVHeight = 1.56f; 742 float localAVHeight = 1.56f;
716 float posZLimit = 22; 743 float posZLimit = 22;
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index d31b45e..bbcb85e 100644
--- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
@@ -222,6 +222,30 @@ namespace OpenSim.Region.Framework.Scenes
222 protected internal bool AddRestoredSceneObject( 222 protected internal bool AddRestoredSceneObject(
223 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted) 223 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted)
224 { 224 {
225 // KF: Check for out-of-region, move inside and make static.
226 Vector3 npos = new Vector3(sceneObject.RootPart.GroupPosition.X,
227 sceneObject.RootPart.GroupPosition.Y,
228 sceneObject.RootPart.GroupPosition.Z);
229 if (!(((sceneObject.RootPart.Shape.PCode == (byte)PCode.Prim) && (sceneObject.RootPart.Shape.State != 0))) && (npos.X < 0.0 || npos.Y < 0.0 || npos.Z < 0.0 ||
230 npos.X > Constants.RegionSize ||
231 npos.Y > Constants.RegionSize))
232 {
233 if (npos.X < 0.0) npos.X = 1.0f;
234 if (npos.Y < 0.0) npos.Y = 1.0f;
235 if (npos.Z < 0.0) npos.Z = 0.0f;
236 if (npos.X > Constants.RegionSize) npos.X = Constants.RegionSize - 1.0f;
237 if (npos.Y > Constants.RegionSize) npos.Y = Constants.RegionSize - 1.0f;
238
239 foreach (SceneObjectPart part in sceneObject.Children.Values)
240 {
241 part.GroupPosition = npos;
242 }
243 sceneObject.RootPart.Velocity = Vector3.Zero;
244 sceneObject.RootPart.AngularVelocity = Vector3.Zero;
245 sceneObject.RootPart.Acceleration = Vector3.Zero;
246 sceneObject.RootPart.Velocity = Vector3.Zero;
247 }
248
225 if (!alreadyPersisted) 249 if (!alreadyPersisted)
226 { 250 {
227 sceneObject.ForceInventoryPersistence(); 251 sceneObject.ForceInventoryPersistence();
@@ -587,6 +611,18 @@ namespace OpenSim.Region.Framework.Scenes
587 if (group.GetFromItemID() == itemID) 611 if (group.GetFromItemID() == itemID)
588 { 612 {
589 m_parentScene.SendAttachEvent(group.LocalId, itemID, UUID.Zero); 613 m_parentScene.SendAttachEvent(group.LocalId, itemID, UUID.Zero);
614 bool hasScripts = false;
615 foreach (SceneObjectPart part in group.Children.Values)
616 {
617 if (part.Inventory.ContainsScripts())
618 {
619 hasScripts = true;
620 break;
621 }
622 }
623
624 if (hasScripts) // Allow the object to execute the attach(NULL_KEY) event
625 System.Threading.Thread.Sleep(100);
590 group.DetachToInventoryPrep(); 626 group.DetachToInventoryPrep();
591 m_log.Debug("[DETACH]: Saving attachpoint: " + 627 m_log.Debug("[DETACH]: Saving attachpoint: " +
592 ((uint)group.GetAttachmentPoint()).ToString()); 628 ((uint)group.GetAttachmentPoint()).ToString());
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
index 71354b4..8b58b3e 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
@@ -46,12 +46,12 @@ namespace OpenSim.Region.Framework.Scenes
46 /// </summary> 46 /// </summary>
47 public void ForceInventoryPersistence() 47 public void ForceInventoryPersistence()
48 { 48 {
49 lock (m_parts) 49 lockPartsForRead(true);
50 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
51 lockPartsForRead(false);
52 foreach (SceneObjectPart part in values)
50 { 53 {
51 foreach (SceneObjectPart part in m_parts.Values) 54 part.Inventory.ForceInventoryPersistence();
52 {
53 part.Inventory.ForceInventoryPersistence();
54 }
55 } 55 }
56 } 56 }
57 57
@@ -74,19 +74,17 @@ namespace OpenSim.Region.Framework.Scenes
74 /// <summary> 74 /// <summary>
75 /// Stop the scripts contained in all the prims in this group 75 /// Stop the scripts contained in all the prims in this group
76 /// </summary> 76 /// </summary>
77 /// <param name="sceneObjectBeingDeleted">
78 /// Should be true if these scripts are being removed because the scene
79 /// object is being deleted. This will prevent spurious updates to the client.
80 /// </param>
81 public void RemoveScriptInstances(bool sceneObjectBeingDeleted) 77 public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
82 { 78 {
83 lock (m_parts) 79 lockPartsForRead(true);
80 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
81 lockPartsForRead(false);
82
83 foreach (SceneObjectPart part in values)
84 { 84 {
85 foreach (SceneObjectPart part in m_parts.Values) 85 part.Inventory.RemoveScriptInstances(sceneObjectBeingDeleted);
86 {
87 part.Inventory.RemoveScriptInstances(sceneObjectBeingDeleted);
88 }
89 } 86 }
87
90 } 88 }
91 89
92 /// <summary> 90 /// <summary>
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index c14b39a..5951a92 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -106,6 +106,72 @@ namespace OpenSim.Region.Framework.Scenes
106 private bool m_hasGroupChanged = false; 106 private bool m_hasGroupChanged = false;
107 private long timeFirstChanged; 107 private long timeFirstChanged;
108 private long timeLastChanged; 108 private long timeLastChanged;
109 private System.Threading.ReaderWriterLockSlim m_partsLock = new System.Threading.ReaderWriterLockSlim();
110
111 public void lockPartsForRead(bool locked)
112 {
113 if (locked)
114 {
115 if (m_partsLock.RecursiveReadCount > 0)
116 {
117 m_log.Error("[SceneObjectGroup.m_parts] Recursive read lock requested. This should not happen and means something needs to be fixed. For now though, it's safe to continue.");
118 m_partsLock.ExitReadLock();
119 }
120 if (m_partsLock.RecursiveWriteCount > 0)
121 {
122 m_log.Error("[SceneObjectGroup.m_parts] Recursive read lock requested. This should not happen and means something needs to be fixed.");
123 m_partsLock.ExitWriteLock();
124 }
125
126 while (!m_partsLock.TryEnterReadLock(60000))
127 {
128 m_log.Error("[SceneObjectGroup.m_parts] Thread lock detected while trying to aquire READ lock of m_parts in SceneObjectGroup. I'm going to try to solve the thread lock automatically to preserve region stability, but this needs to be fixed.");
129 if (m_partsLock.IsWriteLockHeld)
130 {
131 m_partsLock = new System.Threading.ReaderWriterLockSlim();
132 }
133 }
134 }
135 else
136 {
137 if (m_partsLock.RecursiveReadCount > 0)
138 {
139 m_partsLock.ExitReadLock();
140 }
141 }
142 }
143 public void lockPartsForWrite(bool locked)
144 {
145 if (locked)
146 {
147 if (m_partsLock.RecursiveReadCount > 0)
148 {
149 m_log.Error("[SceneObjectGroup.m_parts] Recursive write lock requested. This should not happen and means something needs to be fixed. For now though, it's safe to continue.");
150 m_partsLock.ExitReadLock();
151 }
152 if (m_partsLock.RecursiveWriteCount > 0)
153 {
154 m_log.Error("[SceneObjectGroup.m_parts] Recursive write lock requested. This should not happen and means something needs to be fixed.");
155 m_partsLock.ExitWriteLock();
156 }
157
158 while (!m_partsLock.TryEnterWriteLock(60000))
159 {
160 m_log.Error("[SceneObjectGroup.m_parts] Thread lock detected while trying to aquire WRITE lock of m_scripts in XEngine. I'm going to try to solve the thread lock automatically to preserve region stability, but this needs to be fixed.");
161 if (m_partsLock.IsWriteLockHeld)
162 {
163 m_partsLock = new System.Threading.ReaderWriterLockSlim();
164 }
165 }
166 }
167 else
168 {
169 if (m_partsLock.RecursiveWriteCount > 0)
170 {
171 m_partsLock.ExitWriteLock();
172 }
173 }
174 }
109 175
110 public bool HasGroupChanged 176 public bool HasGroupChanged
111 { 177 {
@@ -258,13 +324,16 @@ namespace OpenSim.Region.Framework.Scenes
258 set 324 set
259 { 325 {
260 m_regionHandle = value; 326 m_regionHandle = value;
261 lock (m_parts) 327 lockPartsForRead(true);
262 { 328 {
263 foreach (SceneObjectPart part in m_parts.Values) 329 foreach (SceneObjectPart part in m_parts.Values)
264 { 330 {
331
265 part.RegionHandle = m_regionHandle; 332 part.RegionHandle = m_regionHandle;
333
266 } 334 }
267 } 335 }
336 lockPartsForRead(false);
268 } 337 }
269 } 338 }
270 339
@@ -298,6 +367,9 @@ namespace OpenSim.Region.Framework.Scenes
298 { 367 {
299 m_scene.CrossPrimGroupIntoNewRegion(val, this, true); 368 m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
300 } 369 }
370
371 lockPartsForRead(true);
372
301 if (RootPart.GetStatusSandbox()) 373 if (RootPart.GetStatusSandbox())
302 { 374 {
303 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) 375 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10)
@@ -308,14 +380,14 @@ namespace OpenSim.Region.Framework.Scenes
308 return; 380 return;
309 } 381 }
310 } 382 }
311 lock (m_parts) 383
384 foreach (SceneObjectPart part in m_parts.Values)
312 { 385 {
313 foreach (SceneObjectPart part in m_parts.Values) 386 part.GroupPosition = val;
314 {
315 part.GroupPosition = val;
316 }
317 } 387 }
318 388
389 lockPartsForRead(false);
390
319 //if (m_rootPart.PhysActor != null) 391 //if (m_rootPart.PhysActor != null)
320 //{ 392 //{
321 //m_rootPart.PhysActor.Position = 393 //m_rootPart.PhysActor.Position =
@@ -504,13 +576,16 @@ namespace OpenSim.Region.Framework.Scenes
504 576
505 public void SetFromItemID(UUID AssetId) 577 public void SetFromItemID(UUID AssetId)
506 { 578 {
507 lock (m_parts) 579 lockPartsForRead(true);
508 { 580 {
509 foreach (SceneObjectPart part in m_parts.Values) 581 foreach (SceneObjectPart part in m_parts.Values)
510 { 582 {
583
511 part.FromItemID = AssetId; 584 part.FromItemID = AssetId;
585
512 } 586 }
513 } 587 }
588 lockPartsForRead(false);
514 } 589 }
515 590
516 public UUID GetFromItemID() 591 public UUID GetFromItemID()
@@ -579,10 +654,11 @@ namespace OpenSim.Region.Framework.Scenes
579 Vector3 maxScale = Vector3.Zero; 654 Vector3 maxScale = Vector3.Zero;
580 Vector3 finalScale = new Vector3(0.5f, 0.5f, 0.5f); 655 Vector3 finalScale = new Vector3(0.5f, 0.5f, 0.5f);
581 656
582 lock (m_parts) 657 lockPartsForRead(true);
583 { 658 {
584 foreach (SceneObjectPart part in m_parts.Values) 659 foreach (SceneObjectPart part in m_parts.Values)
585 { 660 {
661
586 Vector3 partscale = part.Scale; 662 Vector3 partscale = part.Scale;
587 Vector3 partoffset = part.OffsetPosition; 663 Vector3 partoffset = part.OffsetPosition;
588 664
@@ -593,8 +669,11 @@ namespace OpenSim.Region.Framework.Scenes
593 maxScale.X = (partscale.X + partoffset.X > maxScale.X) ? partscale.X + partoffset.X : maxScale.X; 669 maxScale.X = (partscale.X + partoffset.X > maxScale.X) ? partscale.X + partoffset.X : maxScale.X;
594 maxScale.Y = (partscale.Y + partoffset.Y > maxScale.Y) ? partscale.Y + partoffset.Y : maxScale.Y; 670 maxScale.Y = (partscale.Y + partoffset.Y > maxScale.Y) ? partscale.Y + partoffset.Y : maxScale.Y;
595 maxScale.Z = (partscale.Z + partoffset.Z > maxScale.Z) ? partscale.Z + partoffset.Z : maxScale.Z; 671 maxScale.Z = (partscale.Z + partoffset.Z > maxScale.Z) ? partscale.Z + partoffset.Z : maxScale.Z;
672
596 } 673 }
597 } 674 }
675 lockPartsForRead(false);
676
598 finalScale.X = (minScale.X > maxScale.X) ? minScale.X : maxScale.X; 677 finalScale.X = (minScale.X > maxScale.X) ? minScale.X : maxScale.X;
599 finalScale.Y = (minScale.Y > maxScale.Y) ? minScale.Y : maxScale.Y; 678 finalScale.Y = (minScale.Y > maxScale.Y) ? minScale.Y : maxScale.Y;
600 finalScale.Z = (minScale.Z > maxScale.Z) ? minScale.Z : maxScale.Z; 679 finalScale.Z = (minScale.Z > maxScale.Z) ? minScale.Z : maxScale.Z;
@@ -610,10 +689,11 @@ namespace OpenSim.Region.Framework.Scenes
610 689
611 EntityIntersection result = new EntityIntersection(); 690 EntityIntersection result = new EntityIntersection();
612 691
613 lock (m_parts) 692 lockPartsForRead(true);
614 { 693 {
615 foreach (SceneObjectPart part in m_parts.Values) 694 foreach (SceneObjectPart part in m_parts.Values)
616 { 695 {
696
617 // Temporary commented to stop compiler warning 697 // Temporary commented to stop compiler warning
618 //Vector3 partPosition = 698 //Vector3 partPosition =
619 // new Vector3(part.AbsolutePosition.X, part.AbsolutePosition.Y, part.AbsolutePosition.Z); 699 // new Vector3(part.AbsolutePosition.X, part.AbsolutePosition.Y, part.AbsolutePosition.Z);
@@ -641,8 +721,10 @@ namespace OpenSim.Region.Framework.Scenes
641 result.distance = inter.distance; 721 result.distance = inter.distance;
642 } 722 }
643 } 723 }
724
644 } 725 }
645 } 726 }
727 lockPartsForRead(false);
646 return result; 728 return result;
647 } 729 }
648 730
@@ -655,10 +737,11 @@ namespace OpenSim.Region.Framework.Scenes
655 public Vector3 GetAxisAlignedBoundingBox(out float offsetHeight) 737 public Vector3 GetAxisAlignedBoundingBox(out float offsetHeight)
656 { 738 {
657 float maxX = -256f, maxY = -256f, maxZ = -256f, minX = 256f, minY = 256f, minZ = 256f; 739 float maxX = -256f, maxY = -256f, maxZ = -256f, minX = 256f, minY = 256f, minZ = 256f;
658 lock (m_parts) 740 lockPartsForRead(true);
659 { 741 {
660 foreach (SceneObjectPart part in m_parts.Values) 742 foreach (SceneObjectPart part in m_parts.Values)
661 { 743 {
744
662 Vector3 worldPos = part.GetWorldPosition(); 745 Vector3 worldPos = part.GetWorldPosition();
663 Vector3 offset = worldPos - AbsolutePosition; 746 Vector3 offset = worldPos - AbsolutePosition;
664 Quaternion worldRot; 747 Quaternion worldRot;
@@ -717,6 +800,8 @@ namespace OpenSim.Region.Framework.Scenes
717 backBottomRight.Y = orig.Y + (part.Scale.Y / 2); 800 backBottomRight.Y = orig.Y + (part.Scale.Y / 2);
718 backBottomRight.Z = orig.Z - (part.Scale.Z / 2); 801 backBottomRight.Z = orig.Z - (part.Scale.Z / 2);
719 802
803
804
720 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z); 805 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
721 //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z); 806 //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
722 //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z); 807 //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
@@ -888,6 +973,7 @@ namespace OpenSim.Region.Framework.Scenes
888 minZ = backBottomLeft.Z; 973 minZ = backBottomLeft.Z;
889 } 974 }
890 } 975 }
976 lockPartsForRead(false);
891 977
892 Vector3 boundingBox = new Vector3(maxX - minX, maxY - minY, maxZ - minZ); 978 Vector3 boundingBox = new Vector3(maxX - minX, maxY - minY, maxZ - minZ);
893 979
@@ -916,17 +1002,20 @@ namespace OpenSim.Region.Framework.Scenes
916 Dictionary<UUID,string> states = new Dictionary<UUID,string>(); 1002 Dictionary<UUID,string> states = new Dictionary<UUID,string>();
917 1003
918 // Capture script state while holding the lock 1004 // Capture script state while holding the lock
919 lock (m_parts) 1005 lockPartsForRead(true);
920 { 1006 {
921 foreach (SceneObjectPart part in m_parts.Values) 1007 foreach (SceneObjectPart part in m_parts.Values)
922 { 1008 {
1009
923 Dictionary<UUID,string> pstates = part.Inventory.GetScriptStates(); 1010 Dictionary<UUID,string> pstates = part.Inventory.GetScriptStates();
924 foreach (UUID itemid in pstates.Keys) 1011 foreach (UUID itemid in pstates.Keys)
925 { 1012 {
926 states.Add(itemid, pstates[itemid]); 1013 states.Add(itemid, pstates[itemid]);
927 } 1014 }
1015
928 } 1016 }
929 } 1017 }
1018 lockPartsForRead(false);
930 1019
931 if (states.Count > 0) 1020 if (states.Count > 0)
932 { 1021 {
@@ -1094,13 +1183,16 @@ namespace OpenSim.Region.Framework.Scenes
1094 1183
1095 public override void UpdateMovement() 1184 public override void UpdateMovement()
1096 { 1185 {
1097 lock (m_parts) 1186 lockPartsForRead(true);
1098 { 1187 {
1099 foreach (SceneObjectPart part in m_parts.Values) 1188 foreach (SceneObjectPart part in m_parts.Values)
1100 { 1189 {
1190
1101 part.UpdateMovement(); 1191 part.UpdateMovement();
1192
1102 } 1193 }
1103 } 1194 }
1195 lockPartsForRead(false);
1104 } 1196 }
1105 1197
1106 public ushort GetTimeDilation() 1198 public ushort GetTimeDilation()
@@ -1144,7 +1236,7 @@ namespace OpenSim.Region.Framework.Scenes
1144 /// <param name="part"></param> 1236 /// <param name="part"></param>
1145 public void AddPart(SceneObjectPart part) 1237 public void AddPart(SceneObjectPart part)
1146 { 1238 {
1147 lock (m_parts) 1239 lockPartsForWrite(true);
1148 { 1240 {
1149 part.SetParent(this); 1241 part.SetParent(this);
1150 m_parts.Add(part.UUID, part); 1242 m_parts.Add(part.UUID, part);
@@ -1154,6 +1246,7 @@ namespace OpenSim.Region.Framework.Scenes
1154 if (part.LinkNum == 2 && RootPart != null) 1246 if (part.LinkNum == 2 && RootPart != null)
1155 RootPart.LinkNum = 1; 1247 RootPart.LinkNum = 1;
1156 } 1248 }
1249 lockPartsForWrite(false);
1157 } 1250 }
1158 1251
1159 /// <summary> 1252 /// <summary>
@@ -1161,28 +1254,33 @@ namespace OpenSim.Region.Framework.Scenes
1161 /// </summary> 1254 /// </summary>
1162 private void UpdateParentIDs() 1255 private void UpdateParentIDs()
1163 { 1256 {
1164 lock (m_parts) 1257 lockPartsForRead(true);
1165 { 1258 {
1166 foreach (SceneObjectPart part in m_parts.Values) 1259 foreach (SceneObjectPart part in m_parts.Values)
1167 { 1260 {
1261
1168 if (part.UUID != m_rootPart.UUID) 1262 if (part.UUID != m_rootPart.UUID)
1169 { 1263 {
1170 part.ParentID = m_rootPart.LocalId; 1264 part.ParentID = m_rootPart.LocalId;
1171 } 1265 }
1266
1172 } 1267 }
1173 } 1268 }
1269 lockPartsForRead(false);
1174 } 1270 }
1175 1271
1176 public void RegenerateFullIDs() 1272 public void RegenerateFullIDs()
1177 { 1273 {
1178 lock (m_parts) 1274 lockPartsForRead(true);
1179 { 1275 {
1180 foreach (SceneObjectPart part in m_parts.Values) 1276 foreach (SceneObjectPart part in m_parts.Values)
1181 { 1277 {
1278
1182 part.UUID = UUID.Random(); 1279 part.UUID = UUID.Random();
1183 1280
1184 } 1281 }
1185 } 1282 }
1283 lockPartsForRead(false);
1186 } 1284 }
1187 1285
1188 // helper provided for parts. 1286 // helper provided for parts.
@@ -1263,29 +1361,33 @@ namespace OpenSim.Region.Framework.Scenes
1263 1361
1264 DetachFromBackup(); 1362 DetachFromBackup();
1265 1363
1266 lock (m_parts) 1364 lockPartsForRead(true);
1365 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
1366 lockPartsForRead(false);
1367
1368 foreach (SceneObjectPart part in values)
1267 { 1369 {
1268 foreach (SceneObjectPart part in m_parts.Values)
1269 {
1270// part.Inventory.RemoveScriptInstances(); 1370// part.Inventory.RemoveScriptInstances();
1271 1371
1272 ScenePresence[] avatars = Scene.GetScenePresences(); 1372 ScenePresence[] avatars = Scene.GetScenePresences();
1273 for (int i = 0; i < avatars.Length; i++) 1373 for (int i = 0; i < avatars.Length; i++)
1374 {
1375 if (avatars[i].ParentID == LocalId)
1274 { 1376 {
1275 if (avatars[i].ParentID == LocalId) 1377 avatars[i].StandUp();
1276 { 1378 }
1277 avatars[i].StandUp();
1278 }
1279 1379
1280 if (!silent) 1380 if (!silent)
1281 { 1381 {
1282 part.UpdateFlag = 0; 1382 part.UpdateFlag = 0;
1283 if (part == m_rootPart) 1383 if (part == m_rootPart)
1284 avatars[i].ControllingClient.SendKillObject(m_regionHandle, part.LocalId); 1384 avatars[i].ControllingClient.SendKillObject(m_regionHandle, part.LocalId);
1285 }
1286 } 1385 }
1287 } 1386 }
1387
1288 } 1388 }
1389
1390
1289 } 1391 }
1290 1392
1291 public void AddScriptLPS(int count) 1393 public void AddScriptLPS(int count)
@@ -1310,17 +1412,20 @@ namespace OpenSim.Region.Framework.Scenes
1310 1412
1311 scriptEvents aggregateScriptEvents=0; 1413 scriptEvents aggregateScriptEvents=0;
1312 1414
1313 lock (m_parts) 1415 lockPartsForRead(true);
1314 { 1416 {
1315 foreach (SceneObjectPart part in m_parts.Values) 1417 foreach (SceneObjectPart part in m_parts.Values)
1316 { 1418 {
1419
1317 if (part == null) 1420 if (part == null)
1318 continue; 1421 continue;
1319 if (part != RootPart) 1422 if (part != RootPart)
1320 part.ObjectFlags = objectflagupdate; 1423 part.ObjectFlags = objectflagupdate;
1321 aggregateScriptEvents |= part.AggregateScriptEvents; 1424 aggregateScriptEvents |= part.AggregateScriptEvents;
1425
1322 } 1426 }
1323 } 1427 }
1428 lockPartsForRead(false);
1324 1429
1325 m_scriptListens_atTarget = ((aggregateScriptEvents & scriptEvents.at_target) != 0); 1430 m_scriptListens_atTarget = ((aggregateScriptEvents & scriptEvents.at_target) != 0);
1326 m_scriptListens_notAtTarget = ((aggregateScriptEvents & scriptEvents.not_at_target) != 0); 1431 m_scriptListens_notAtTarget = ((aggregateScriptEvents & scriptEvents.not_at_target) != 0);
@@ -1362,42 +1467,52 @@ namespace OpenSim.Region.Framework.Scenes
1362 /// <param name="m_physicalPrim"></param> 1467 /// <param name="m_physicalPrim"></param>
1363 public void ApplyPhysics(bool m_physicalPrim) 1468 public void ApplyPhysics(bool m_physicalPrim)
1364 { 1469 {
1365 lock (m_parts) 1470 lockPartsForRead(true);
1471
1472 if (m_parts.Count > 1)
1366 { 1473 {
1367 if (m_parts.Count > 1) 1474 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
1475 lockPartsForRead(false);
1476 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim);
1477 foreach (SceneObjectPart part in values)
1368 { 1478 {
1369 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim); 1479
1370 foreach (SceneObjectPart part in m_parts.Values) 1480 if (part.LocalId != m_rootPart.LocalId)
1371 { 1481 {
1372 if (part.LocalId != m_rootPart.LocalId) 1482 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, m_physicalPrim);
1373 {
1374 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, m_physicalPrim);
1375 }
1376 } 1483 }
1377 1484
1378 // Hack to get the physics scene geometries in the right spot
1379 ResetChildPrimPhysicsPositions();
1380 }
1381 else
1382 {
1383 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim);
1384 } 1485 }
1486 // Hack to get the physics scene geometries in the right spot
1487 ResetChildPrimPhysicsPositions();
1488 }
1489 else
1490 {
1491 lockPartsForRead(false);
1492 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim);
1385 } 1493 }
1386 } 1494 }
1387 1495
1388 public void SetOwnerId(UUID userId) 1496 public void SetOwnerId(UUID userId)
1389 { 1497 {
1390 ForEachPart(delegate(SceneObjectPart part) { part.OwnerID = userId; }); 1498 ForEachPart(delegate(SceneObjectPart part)
1499 {
1500
1501 part.OwnerID = userId;
1502
1503 });
1391 } 1504 }
1392 1505
1393 public void ForEachPart(Action<SceneObjectPart> whatToDo) 1506 public void ForEachPart(Action<SceneObjectPart> whatToDo)
1394 { 1507 {
1395 lock (m_parts) 1508 lockPartsForRead(true);
1509 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
1510 lockPartsForRead(false);
1511 foreach (SceneObjectPart part in values)
1396 { 1512 {
1397 foreach (SceneObjectPart part in m_parts.Values) 1513
1398 { 1514 whatToDo(part);
1399 whatToDo(part); 1515
1400 }
1401 } 1516 }
1402 } 1517 }
1403 1518
@@ -1496,14 +1611,17 @@ namespace OpenSim.Region.Framework.Scenes
1496 { 1611 {
1497 SendPartFullUpdate(remoteClient, RootPart, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, RootPart.UUID)); 1612 SendPartFullUpdate(remoteClient, RootPart, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, RootPart.UUID));
1498 1613
1499 lock (m_parts) 1614 lockPartsForRead(true);
1500 { 1615 {
1501 foreach (SceneObjectPart part in m_parts.Values) 1616 foreach (SceneObjectPart part in m_parts.Values)
1502 { 1617 {
1618
1503 if (part != RootPart) 1619 if (part != RootPart)
1504 SendPartFullUpdate(remoteClient, part, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, part.UUID)); 1620 SendPartFullUpdate(remoteClient, part, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, part.UUID));
1621
1505 } 1622 }
1506 } 1623 }
1624 lockPartsForRead(false);
1507 } 1625 }
1508 1626
1509 /// <summary> 1627 /// <summary>
@@ -1601,10 +1719,11 @@ namespace OpenSim.Region.Framework.Scenes
1601 1719
1602 List<SceneObjectPart> partList; 1720 List<SceneObjectPart> partList;
1603 1721
1604 lock (m_parts) 1722 lockPartsForRead(true);
1605 { 1723
1606 partList = new List<SceneObjectPart>(m_parts.Values); 1724 partList = new List<SceneObjectPart>(m_parts.Values);
1607 } 1725
1726 lockPartsForRead(false);
1608 1727
1609 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) 1728 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
1610 { 1729 {
@@ -1827,13 +1946,40 @@ namespace OpenSim.Region.Framework.Scenes
1827 } 1946 }
1828 } 1947 }
1829 1948
1949 public void rotLookAt(Quaternion target, float strength, float damping)
1950 {
1951 SceneObjectPart rootpart = m_rootPart;
1952 if (rootpart != null)
1953 {
1954 if (IsAttachment)
1955 {
1956 /*
1957 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
1958 if (avatar != null)
1959 {
1960 Rotate the Av?
1961 } */
1962 }
1963 else
1964 {
1965 if (rootpart.PhysActor != null)
1966 { // APID must be implemented in your physics system for this to function.
1967 rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W);
1968 rootpart.PhysActor.APIDStrength = strength;
1969 rootpart.PhysActor.APIDDamping = damping;
1970 rootpart.PhysActor.APIDActive = true;
1971 }
1972 }
1973 }
1974 }
1975
1830 public void stopLookAt() 1976 public void stopLookAt()
1831 { 1977 {
1832 SceneObjectPart rootpart = m_rootPart; 1978 SceneObjectPart rootpart = m_rootPart;
1833 if (rootpart != null) 1979 if (rootpart != null)
1834 { 1980 {
1835 if (rootpart.PhysActor != null) 1981 if (rootpart.PhysActor != null)
1836 { 1982 { // APID must be implemented in your physics system for this to function.
1837 rootpart.PhysActor.APIDActive = false; 1983 rootpart.PhysActor.APIDActive = false;
1838 } 1984 }
1839 } 1985 }
@@ -1901,10 +2047,11 @@ namespace OpenSim.Region.Framework.Scenes
1901 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); 2047 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed);
1902 newPart.SetParent(this); 2048 newPart.SetParent(this);
1903 2049
1904 lock (m_parts) 2050 lockPartsForWrite(true);
1905 { 2051 {
1906 m_parts.Add(newPart.UUID, newPart); 2052 m_parts.Add(newPart.UUID, newPart);
1907 } 2053 }
2054 lockPartsForWrite(false);
1908 2055
1909 SetPartAsNonRoot(newPart); 2056 SetPartAsNonRoot(newPart);
1910 2057
@@ -1967,7 +2114,7 @@ namespace OpenSim.Region.Framework.Scenes
1967 //if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0) 2114 //if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0)
1968 // return; 2115 // return;
1969 2116
1970 lock (m_parts) 2117 lockPartsForRead(true);
1971 { 2118 {
1972 bool UsePhysics = ((RootPart.Flags & PrimFlags.Physics) != 0); 2119 bool UsePhysics = ((RootPart.Flags & PrimFlags.Physics) != 0);
1973 2120
@@ -1987,9 +2134,12 @@ namespace OpenSim.Region.Framework.Scenes
1987 { 2134 {
1988 if (!IsSelected) 2135 if (!IsSelected)
1989 part.UpdateLookAt(); 2136 part.UpdateLookAt();
2137
1990 part.SendScheduledUpdates(); 2138 part.SendScheduledUpdates();
2139
1991 } 2140 }
1992 } 2141 }
2142 lockPartsForRead(false);
1993 } 2143 }
1994 2144
1995 public void ScheduleFullUpdateToAvatar(ScenePresence presence) 2145 public void ScheduleFullUpdateToAvatar(ScenePresence presence)
@@ -1998,27 +2148,31 @@ namespace OpenSim.Region.Framework.Scenes
1998 2148
1999 RootPart.AddFullUpdateToAvatar(presence); 2149 RootPart.AddFullUpdateToAvatar(presence);
2000 2150
2001 lock (m_parts) 2151 lockPartsForRead(true);
2002 { 2152 {
2003 foreach (SceneObjectPart part in m_parts.Values) 2153 foreach (SceneObjectPart part in m_parts.Values)
2004 { 2154 {
2155
2005 if (part != RootPart) 2156 if (part != RootPart)
2006 part.AddFullUpdateToAvatar(presence); 2157 part.AddFullUpdateToAvatar(presence);
2158
2007 } 2159 }
2008 } 2160 }
2161 lockPartsForRead(false);
2009 } 2162 }
2010 2163
2011 public void ScheduleTerseUpdateToAvatar(ScenePresence presence) 2164 public void ScheduleTerseUpdateToAvatar(ScenePresence presence)
2012 { 2165 {
2013// m_log.DebugFormat("[SOG]: Scheduling terse update for {0} {1} just to avatar {2}", Name, UUID, presence.Name); 2166 lockPartsForRead(true);
2014
2015 lock (m_parts)
2016 { 2167 {
2017 foreach (SceneObjectPart part in m_parts.Values) 2168 foreach (SceneObjectPart part in m_parts.Values)
2018 { 2169 {
2170
2019 part.AddTerseUpdateToAvatar(presence); 2171 part.AddTerseUpdateToAvatar(presence);
2172
2020 } 2173 }
2021 } 2174 }
2175 lockPartsForRead(false);
2022 } 2176 }
2023 2177
2024 /// <summary> 2178 /// <summary>
@@ -2031,14 +2185,17 @@ namespace OpenSim.Region.Framework.Scenes
2031 checkAtTargets(); 2185 checkAtTargets();
2032 RootPart.ScheduleFullUpdate(); 2186 RootPart.ScheduleFullUpdate();
2033 2187
2034 lock (m_parts) 2188 lockPartsForRead(true);
2035 { 2189 {
2036 foreach (SceneObjectPart part in m_parts.Values) 2190 foreach (SceneObjectPart part in m_parts.Values)
2037 { 2191 {
2192
2038 if (part != RootPart) 2193 if (part != RootPart)
2039 part.ScheduleFullUpdate(); 2194 part.ScheduleFullUpdate();
2195
2040 } 2196 }
2041 } 2197 }
2198 lockPartsForRead(false);
2042 } 2199 }
2043 2200
2044 /// <summary> 2201 /// <summary>
@@ -2046,15 +2203,22 @@ namespace OpenSim.Region.Framework.Scenes
2046 /// </summary> 2203 /// </summary>
2047 public void ScheduleGroupForTerseUpdate() 2204 public void ScheduleGroupForTerseUpdate()
2048 { 2205 {
2206<<<<<<< HEAD:OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
2207 lockPartsForRead(true);
2208=======
2049// m_log.DebugFormat("[SOG]: Scheduling terse update for {0} {1}", Name, UUID); 2209// m_log.DebugFormat("[SOG]: Scheduling terse update for {0} {1}", Name, UUID);
2050 2210
2051 lock (m_parts) 2211 lock (m_parts)
2212>>>>>>> 0.6.9-post-fixes:OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
2052 { 2213 {
2053 foreach (SceneObjectPart part in m_parts.Values) 2214 foreach (SceneObjectPart part in m_parts.Values)
2054 { 2215 {
2216
2055 part.ScheduleTerseUpdate(); 2217 part.ScheduleTerseUpdate();
2218
2056 } 2219 }
2057 } 2220 }
2221 lockPartsForRead(false);
2058 } 2222 }
2059 2223
2060 /// <summary> 2224 /// <summary>
@@ -2069,14 +2233,17 @@ namespace OpenSim.Region.Framework.Scenes
2069 2233
2070 RootPart.SendFullUpdateToAllClients(); 2234 RootPart.SendFullUpdateToAllClients();
2071 2235
2072 lock (m_parts) 2236 lockPartsForRead(true);
2073 { 2237 {
2074 foreach (SceneObjectPart part in m_parts.Values) 2238 foreach (SceneObjectPart part in m_parts.Values)
2075 { 2239 {
2240
2076 if (part != RootPart) 2241 if (part != RootPart)
2077 part.SendFullUpdateToAllClients(); 2242 part.SendFullUpdateToAllClients();
2243
2078 } 2244 }
2079 } 2245 }
2246 lockPartsForRead(false);
2080 } 2247 }
2081 2248
2082 /// <summary> 2249 /// <summary>
@@ -2108,14 +2275,15 @@ namespace OpenSim.Region.Framework.Scenes
2108 { 2275 {
2109 if (IsDeleted) 2276 if (IsDeleted)
2110 return; 2277 return;
2111 2278
2112 lock (m_parts) 2279 lockPartsForRead(true);
2113 { 2280 {
2114 foreach (SceneObjectPart part in m_parts.Values) 2281 foreach (SceneObjectPart part in m_parts.Values)
2115 { 2282 {
2116 part.SendTerseUpdateToAllClients(); 2283 part.SendTerseUpdateToAllClients();
2117 } 2284 }
2118 } 2285 }
2286 lockPartsForRead(false);
2119 } 2287 }
2120 2288
2121 #endregion 2289 #endregion
@@ -2129,16 +2297,18 @@ namespace OpenSim.Region.Framework.Scenes
2129 /// <returns>null if no child part with that linknum or child part</returns> 2297 /// <returns>null if no child part with that linknum or child part</returns>
2130 public SceneObjectPart GetLinkNumPart(int linknum) 2298 public SceneObjectPart GetLinkNumPart(int linknum)
2131 { 2299 {
2132 lock (m_parts) 2300 lockPartsForRead(true);
2133 { 2301 {
2134 foreach (SceneObjectPart part in m_parts.Values) 2302 foreach (SceneObjectPart part in m_parts.Values)
2135 { 2303 {
2136 if (part.LinkNum == linknum) 2304 if (part.LinkNum == linknum)
2137 { 2305 {
2306 lockPartsForRead(false);
2138 return part; 2307 return part;
2139 } 2308 }
2140 } 2309 }
2141 } 2310 }
2311 lockPartsForRead(false);
2142 2312
2143 return null; 2313 return null;
2144 } 2314 }
@@ -2166,17 +2336,19 @@ namespace OpenSim.Region.Framework.Scenes
2166 public SceneObjectPart GetChildPart(uint localID) 2336 public SceneObjectPart GetChildPart(uint localID)
2167 { 2337 {
2168 //m_log.DebugFormat("Entered looking for {0}", localID); 2338 //m_log.DebugFormat("Entered looking for {0}", localID);
2169 lock (m_parts) 2339 lockPartsForRead(true);
2170 { 2340 {
2171 foreach (SceneObjectPart part in m_parts.Values) 2341 foreach (SceneObjectPart part in m_parts.Values)
2172 { 2342 {
2173 //m_log.DebugFormat("Found {0}", part.LocalId); 2343 //m_log.DebugFormat("Found {0}", part.LocalId);
2174 if (part.LocalId == localID) 2344 if (part.LocalId == localID)
2175 { 2345 {
2346 lockPartsForRead(false);
2176 return part; 2347 return part;
2177 } 2348 }
2178 } 2349 }
2179 } 2350 }
2351 lockPartsForRead(false);
2180 2352
2181 return null; 2353 return null;
2182 } 2354 }
@@ -2206,17 +2378,19 @@ namespace OpenSim.Region.Framework.Scenes
2206 public bool HasChildPrim(uint localID) 2378 public bool HasChildPrim(uint localID)
2207 { 2379 {
2208 //m_log.DebugFormat("Entered HasChildPrim looking for {0}", localID); 2380 //m_log.DebugFormat("Entered HasChildPrim looking for {0}", localID);
2209 lock (m_parts) 2381 lockPartsForRead(true);
2210 { 2382 {
2211 foreach (SceneObjectPart part in m_parts.Values) 2383 foreach (SceneObjectPart part in m_parts.Values)
2212 { 2384 {
2213 //m_log.DebugFormat("Found {0}", part.LocalId); 2385 //m_log.DebugFormat("Found {0}", part.LocalId);
2214 if (part.LocalId == localID) 2386 if (part.LocalId == localID)
2215 { 2387 {
2388 lockPartsForRead(false);
2216 return true; 2389 return true;
2217 } 2390 }
2218 } 2391 }
2219 } 2392 }
2393 lockPartsForRead(false);
2220 2394
2221 return false; 2395 return false;
2222 } 2396 }
@@ -2266,53 +2440,57 @@ namespace OpenSim.Region.Framework.Scenes
2266 if (m_rootPart.LinkNum == 0) 2440 if (m_rootPart.LinkNum == 0)
2267 m_rootPart.LinkNum = 1; 2441 m_rootPart.LinkNum = 1;
2268 2442
2269 lock (m_parts) 2443 lockPartsForWrite(true);
2270 { 2444
2271 m_parts.Add(linkPart.UUID, linkPart); 2445 m_parts.Add(linkPart.UUID, linkPart);
2446
2447 lockPartsForWrite(false);
2272 2448
2273 // Insert in terms of link numbers, the new links 2449 // Insert in terms of link numbers, the new links
2274 // before the current ones (with the exception of 2450 // before the current ones (with the exception of
2275 // the root prim. Shuffle the old ones up 2451 // the root prim. Shuffle the old ones up
2276 foreach (KeyValuePair<UUID, SceneObjectPart> kvp in m_parts) 2452 lockPartsForRead(true);
2453 foreach (KeyValuePair<UUID, SceneObjectPart> kvp in m_parts)
2454 {
2455 if (kvp.Value.LinkNum != 1)
2277 { 2456 {
2278 if (kvp.Value.LinkNum != 1) 2457 // Don't update root prim link number
2279 { 2458 kvp.Value.LinkNum += objectGroup.PrimCount;
2280 // Don't update root prim link number
2281 kvp.Value.LinkNum += objectGroup.PrimCount;
2282 }
2283 } 2459 }
2460 }
2461 lockPartsForRead(false);
2284 2462
2285 linkPart.LinkNum = 2; 2463 linkPart.LinkNum = 2;
2286 2464
2287 linkPart.SetParent(this); 2465 linkPart.SetParent(this);
2288 linkPart.AddFlag(PrimFlags.CreateSelected); 2466 linkPart.AddFlag(PrimFlags.CreateSelected);
2289 2467
2290 //if (linkPart.PhysActor != null) 2468 //if (linkPart.PhysActor != null)
2291 //{ 2469 //{
2292 // m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor); 2470 // m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor);
2293 2471
2294 //linkPart.PhysActor = null; 2472 //linkPart.PhysActor = null;
2295 //} 2473 //}
2296 2474
2297 //TODO: rest of parts 2475 //TODO: rest of parts
2298 int linkNum = 3; 2476 int linkNum = 3;
2299 foreach (SceneObjectPart part in objectGroup.Children.Values) 2477 foreach (SceneObjectPart part in objectGroup.Children.Values)
2478 {
2479 if (part.UUID != objectGroup.m_rootPart.UUID)
2300 { 2480 {
2301 if (part.UUID != objectGroup.m_rootPart.UUID) 2481 LinkNonRootPart(part, oldGroupPosition, oldRootRotation, linkNum++);
2302 {
2303 LinkNonRootPart(part, oldGroupPosition, oldRootRotation, linkNum++);
2304 }
2305 part.ClearUndoState();
2306 } 2482 }
2483 part.ClearUndoState();
2307 } 2484 }
2308 2485
2309 m_scene.UnlinkSceneObject(objectGroup.UUID, true); 2486 m_scene.UnlinkSceneObject(objectGroup.UUID, true);
2310 objectGroup.m_isDeleted = true; 2487 objectGroup.m_isDeleted = true;
2488
2489 objectGroup.lockPartsForWrite(true);
2311 2490
2312 lock (objectGroup.m_parts) 2491 objectGroup.m_parts.Clear();
2313 { 2492
2314 objectGroup.m_parts.Clear(); 2493 objectGroup.lockPartsForWrite(false);
2315 }
2316 2494
2317 // Can't do this yet since backup still makes use of the root part without any synchronization 2495 // Can't do this yet since backup still makes use of the root part without any synchronization
2318// objectGroup.m_rootPart = null; 2496// objectGroup.m_rootPart = null;
@@ -2382,11 +2560,12 @@ namespace OpenSim.Region.Framework.Scenes
2382 Quaternion worldRot = linkPart.GetWorldRotation(); 2560 Quaternion worldRot = linkPart.GetWorldRotation();
2383 2561
2384 // Remove the part from this object 2562 // Remove the part from this object
2385 lock (m_parts) 2563 lockPartsForWrite(true);
2386 { 2564 {
2387 m_parts.Remove(linkPart.UUID); 2565 m_parts.Remove(linkPart.UUID);
2388 } 2566 }
2389 2567 lockPartsForWrite(false);
2568 lockPartsForRead(true);
2390 if (m_parts.Count == 1 && RootPart != null) //Single prim is left 2569 if (m_parts.Count == 1 && RootPart != null) //Single prim is left
2391 RootPart.LinkNum = 0; 2570 RootPart.LinkNum = 0;
2392 else 2571 else
@@ -2397,6 +2576,7 @@ namespace OpenSim.Region.Framework.Scenes
2397 p.LinkNum--; 2576 p.LinkNum--;
2398 } 2577 }
2399 } 2578 }
2579 lockPartsForRead(false);
2400 2580
2401 linkPart.ParentID = 0; 2581 linkPart.ParentID = 0;
2402 linkPart.LinkNum = 0; 2582 linkPart.LinkNum = 0;
@@ -2718,9 +2898,12 @@ namespace OpenSim.Region.Framework.Scenes
2718 2898
2719 if (selectionPart != null) 2899 if (selectionPart != null)
2720 { 2900 {
2721 lock (m_parts) 2901 lockPartsForRead(true);
2902 List<SceneObjectPart> parts = new List<SceneObjectPart>(m_parts.Values);
2903 lockPartsForRead(false);
2904 foreach (SceneObjectPart part in parts)
2722 { 2905 {
2723 foreach (SceneObjectPart part in m_parts.Values) 2906 if (part.Scale.X > 10.0 || part.Scale.Y > 10.0 || part.Scale.Z > 10.0)
2724 { 2907 {
2725 if (part.Scale.X > m_scene.RegionInfo.PhysPrimMax || 2908 if (part.Scale.X > m_scene.RegionInfo.PhysPrimMax ||
2726 part.Scale.Y > m_scene.RegionInfo.PhysPrimMax || 2909 part.Scale.Y > m_scene.RegionInfo.PhysPrimMax ||
@@ -2730,12 +2913,13 @@ namespace OpenSim.Region.Framework.Scenes
2730 break; 2913 break;
2731 } 2914 }
2732 } 2915 }
2916 }
2733 2917
2734 foreach (SceneObjectPart part in m_parts.Values) 2918 foreach (SceneObjectPart part in parts)
2735 { 2919 {
2736 part.UpdatePrimFlags(UsePhysics, IsTemporary, IsPhantom, IsVolumeDetect); 2920 part.UpdatePrimFlags(UsePhysics, IsTemporary, IsPhantom, IsVolumeDetect);
2737 }
2738 } 2921 }
2922
2739 } 2923 }
2740 } 2924 }
2741 2925
@@ -2821,11 +3005,9 @@ namespace OpenSim.Region.Framework.Scenes
2821 scale.Y = m_scene.m_maxNonphys; 3005 scale.Y = m_scene.m_maxNonphys;
2822 if (scale.Z > m_scene.m_maxNonphys) 3006 if (scale.Z > m_scene.m_maxNonphys)
2823 scale.Z = m_scene.m_maxNonphys; 3007 scale.Z = m_scene.m_maxNonphys;
2824
2825 SceneObjectPart part = GetChildPart(localID); 3008 SceneObjectPart part = GetChildPart(localID);
2826 if (part != null) 3009 if (part != null)
2827 { 3010 {
2828 part.Resize(scale);
2829 if (part.PhysActor != null) 3011 if (part.PhysActor != null)
2830 { 3012 {
2831 if (part.PhysActor.IsPhysical) 3013 if (part.PhysActor.IsPhysical)
@@ -2840,7 +3022,7 @@ namespace OpenSim.Region.Framework.Scenes
2840 part.PhysActor.Size = scale; 3022 part.PhysActor.Size = scale;
2841 m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor); 3023 m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor);
2842 } 3024 }
2843 //if (part.UUID != m_rootPart.UUID) 3025 part.Resize(scale);
2844 3026
2845 HasGroupChanged = true; 3027 HasGroupChanged = true;
2846 ScheduleGroupForFullUpdate(); 3028 ScheduleGroupForFullUpdate();
@@ -2882,73 +3064,71 @@ namespace OpenSim.Region.Framework.Scenes
2882 float y = (scale.Y / part.Scale.Y); 3064 float y = (scale.Y / part.Scale.Y);
2883 float z = (scale.Z / part.Scale.Z); 3065 float z = (scale.Z / part.Scale.Z);
2884 3066
2885 lock (m_parts) 3067 lockPartsForRead(true);
3068 if (x > 1.0f || y > 1.0f || z > 1.0f)
2886 { 3069 {
2887 if (x > 1.0f || y > 1.0f || z > 1.0f) 3070 foreach (SceneObjectPart obPart in m_parts.Values)
2888 { 3071 {
2889 foreach (SceneObjectPart obPart in m_parts.Values) 3072 if (obPart.UUID != m_rootPart.UUID)
2890 { 3073 {
2891 if (obPart.UUID != m_rootPart.UUID) 3074 obPart.IgnoreUndoUpdate = true;
2892 { 3075 Vector3 oldSize = new Vector3(obPart.Scale);
2893 obPart.IgnoreUndoUpdate = true;
2894 Vector3 oldSize = new Vector3(obPart.Scale);
2895 3076
2896 float f = 1.0f; 3077 float f = 1.0f;
2897 float a = 1.0f; 3078 float a = 1.0f;
2898 3079
2899 if (part.PhysActor != null && part.PhysActor.IsPhysical) 3080 if (part.PhysActor != null && part.PhysActor.IsPhysical)
3081 {
3082 if (oldSize.X*x > m_scene.m_maxPhys)
2900 { 3083 {
2901 if (oldSize.X*x > m_scene.m_maxPhys) 3084 f = m_scene.m_maxPhys / oldSize.X;
2902 { 3085 a = f / x;
2903 f = m_scene.m_maxPhys / oldSize.X; 3086 x *= a;
2904 a = f / x; 3087 y *= a;
2905 x *= a; 3088 z *= a;
2906 y *= a;
2907 z *= a;
2908 }
2909 if (oldSize.Y*y > m_scene.m_maxPhys)
2910 {
2911 f = m_scene.m_maxPhys / oldSize.Y;
2912 a = f / y;
2913 x *= a;
2914 y *= a;
2915 z *= a;
2916 }
2917 if (oldSize.Z*z > m_scene.m_maxPhys)
2918 {
2919 f = m_scene.m_maxPhys / oldSize.Z;
2920 a = f / z;
2921 x *= a;
2922 y *= a;
2923 z *= a;
2924 }
2925 } 3089 }
2926 else 3090 if (oldSize.Y*y > m_scene.m_maxPhys)
3091 {
3092 f = m_scene.m_maxPhys / oldSize.Y;
3093 a = f / y;
3094 x *= a;
3095 y *= a;
3096 z *= a;
3097 }
3098 if (oldSize.Z*z > m_scene.m_maxPhys)
3099 {
3100 f = m_scene.m_maxPhys / oldSize.Z;
3101 a = f / z;
3102 x *= a;
3103 y *= a;
3104 z *= a;
3105 }
3106 }
3107 else
3108 {
3109 if (oldSize.X*x > m_scene.m_maxNonphys)
2927 { 3110 {
2928 if (oldSize.X*x > m_scene.m_maxNonphys) 3111 f = m_scene.m_maxNonphys / oldSize.X;
2929 { 3112 a = f / x;
2930 f = m_scene.m_maxNonphys / oldSize.X; 3113 x *= a;
2931 a = f / x; 3114 y *= a;
2932 x *= a; 3115 z *= a;
2933 y *= a; 3116 }
2934 z *= a; 3117 if (oldSize.Y*y > m_scene.m_maxNonphys)
2935 } 3118 {
2936 if (oldSize.Y*y > m_scene.m_maxNonphys) 3119 f = m_scene.m_maxNonphys / oldSize.Y;
2937 { 3120 a = f / y;
2938 f = m_scene.m_maxNonphys / oldSize.Y; 3121 x *= a;
2939 a = f / y; 3122 y *= a;
2940 x *= a; 3123 z *= a;
2941 y *= a; 3124 }
2942 z *= a; 3125 if (oldSize.Z*z > m_scene.m_maxNonphys)
2943 } 3126 {
2944 if (oldSize.Z*z > m_scene.m_maxNonphys) 3127 f = m_scene.m_maxNonphys / oldSize.Z;
2945 { 3128 a = f / z;
2946 f = m_scene.m_maxNonphys / oldSize.Z; 3129 x *= a;
2947 a = f / z; 3130 y *= a;
2948 x *= a; 3131 z *= a;
2949 y *= a;
2950 z *= a;
2951 }
2952 } 3132 }
2953 obPart.IgnoreUndoUpdate = false; 3133 obPart.IgnoreUndoUpdate = false;
2954 obPart.StoreUndoState(); 3134 obPart.StoreUndoState();
@@ -2956,6 +3136,7 @@ namespace OpenSim.Region.Framework.Scenes
2956 } 3136 }
2957 } 3137 }
2958 } 3138 }
3139 lockPartsForRead(false);
2959 3140
2960 Vector3 prevScale = part.Scale; 3141 Vector3 prevScale = part.Scale;
2961 prevScale.X *= x; 3142 prevScale.X *= x;
@@ -2963,7 +3144,7 @@ namespace OpenSim.Region.Framework.Scenes
2963 prevScale.Z *= z; 3144 prevScale.Z *= z;
2964 part.Resize(prevScale); 3145 part.Resize(prevScale);
2965 3146
2966 lock (m_parts) 3147 lockPartsForRead(true);
2967 { 3148 {
2968 foreach (SceneObjectPart obPart in m_parts.Values) 3149 foreach (SceneObjectPart obPart in m_parts.Values)
2969 { 3150 {
@@ -2985,6 +3166,7 @@ namespace OpenSim.Region.Framework.Scenes
2985 obPart.StoreUndoState(); 3166 obPart.StoreUndoState();
2986 } 3167 }
2987 } 3168 }
3169 lockPartsForRead(false);
2988 3170
2989 if (part.PhysActor != null) 3171 if (part.PhysActor != null)
2990 { 3172 {
@@ -3087,7 +3269,7 @@ namespace OpenSim.Region.Framework.Scenes
3087 axDiff *= Quaternion.Inverse(partRotation); 3269 axDiff *= Quaternion.Inverse(partRotation);
3088 diff = axDiff; 3270 diff = axDiff;
3089 3271
3090 lock (m_parts) 3272 lockPartsForRead(true);
3091 { 3273 {
3092 foreach (SceneObjectPart obPart in m_parts.Values) 3274 foreach (SceneObjectPart obPart in m_parts.Values)
3093 { 3275 {
@@ -3097,6 +3279,7 @@ namespace OpenSim.Region.Framework.Scenes
3097 } 3279 }
3098 } 3280 }
3099 } 3281 }
3282 lockPartsForRead(false);
3100 3283
3101 AbsolutePosition = newPos; 3284 AbsolutePosition = newPos;
3102 3285
@@ -3230,25 +3413,25 @@ namespace OpenSim.Region.Framework.Scenes
3230 m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor); 3413 m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
3231 } 3414 }
3232 3415
3233 lock (m_parts) 3416 lockPartsForRead(true);
3417
3418 foreach (SceneObjectPart prim in m_parts.Values)
3234 { 3419 {
3235 foreach (SceneObjectPart prim in m_parts.Values) 3420 if (prim.UUID != m_rootPart.UUID)
3236 { 3421 {
3237 if (prim.UUID != m_rootPart.UUID) 3422 prim.IgnoreUndoUpdate = true;
3238 { 3423 Vector3 axPos = prim.OffsetPosition;
3239 prim.IgnoreUndoUpdate = true; 3424 axPos *= oldParentRot;
3240 Vector3 axPos = prim.OffsetPosition; 3425 axPos *= Quaternion.Inverse(axRot);
3241 axPos *= oldParentRot; 3426 prim.OffsetPosition = axPos;
3242 axPos *= Quaternion.Inverse(axRot); 3427 Quaternion primsRot = prim.RotationOffset;
3243 prim.OffsetPosition = axPos; 3428 Quaternion newRot = primsRot * oldParentRot;
3244 Quaternion primsRot = prim.RotationOffset; 3429 newRot *= Quaternion.Inverse(axRot);
3245 Quaternion newRot = primsRot * oldParentRot; 3430 prim.RotationOffset = newRot;
3246 newRot *= Quaternion.Inverse(axRot); 3431 prim.ScheduleTerseUpdate();
3247 prim.RotationOffset = newRot;
3248 prim.ScheduleTerseUpdate();
3249 }
3250 } 3432 }
3251 } 3433 }
3434
3252 foreach (SceneObjectPart childpart in Children.Values) 3435 foreach (SceneObjectPart childpart in Children.Values)
3253 { 3436 {
3254 if (childpart != m_rootPart) 3437 if (childpart != m_rootPart)
@@ -3257,6 +3440,9 @@ namespace OpenSim.Region.Framework.Scenes
3257 childpart.StoreUndoState(); 3440 childpart.StoreUndoState();
3258 } 3441 }
3259 } 3442 }
3443
3444 lockPartsForRead(false);
3445
3260 m_rootPart.ScheduleTerseUpdate(); 3446 m_rootPart.ScheduleTerseUpdate();
3261 } 3447 }
3262 3448
@@ -3378,7 +3564,7 @@ namespace OpenSim.Region.Framework.Scenes
3378 if (atTargets.Count > 0) 3564 if (atTargets.Count > 0)
3379 { 3565 {
3380 uint[] localids = new uint[0]; 3566 uint[] localids = new uint[0];
3381 lock (m_parts) 3567 lockPartsForRead(true);
3382 { 3568 {
3383 localids = new uint[m_parts.Count]; 3569 localids = new uint[m_parts.Count];
3384 int cntr = 0; 3570 int cntr = 0;
@@ -3388,6 +3574,7 @@ namespace OpenSim.Region.Framework.Scenes
3388 cntr++; 3574 cntr++;
3389 } 3575 }
3390 } 3576 }
3577 lockPartsForRead(false);
3391 3578
3392 for (int ctr = 0; ctr < localids.Length; ctr++) 3579 for (int ctr = 0; ctr < localids.Length; ctr++)
3393 { 3580 {
@@ -3406,7 +3593,7 @@ namespace OpenSim.Region.Framework.Scenes
3406 { 3593 {
3407 //trigger not_at_target 3594 //trigger not_at_target
3408 uint[] localids = new uint[0]; 3595 uint[] localids = new uint[0];
3409 lock (m_parts) 3596 lockPartsForRead(true);
3410 { 3597 {
3411 localids = new uint[m_parts.Count]; 3598 localids = new uint[m_parts.Count];
3412 int cntr = 0; 3599 int cntr = 0;
@@ -3416,7 +3603,8 @@ namespace OpenSim.Region.Framework.Scenes
3416 cntr++; 3603 cntr++;
3417 } 3604 }
3418 } 3605 }
3419 3606 lockPartsForRead(false);
3607
3420 for (int ctr = 0; ctr < localids.Length; ctr++) 3608 for (int ctr = 0; ctr < localids.Length; ctr++)
3421 { 3609 {
3422 m_scene.EventManager.TriggerNotAtTargetEvent(localids[ctr]); 3610 m_scene.EventManager.TriggerNotAtTargetEvent(localids[ctr]);
@@ -3508,19 +3696,20 @@ namespace OpenSim.Region.Framework.Scenes
3508 public float GetMass() 3696 public float GetMass()
3509 { 3697 {
3510 float retmass = 0f; 3698 float retmass = 0f;
3511 lock (m_parts) 3699 lockPartsForRead(true);
3512 { 3700 {
3513 foreach (SceneObjectPart part in m_parts.Values) 3701 foreach (SceneObjectPart part in m_parts.Values)
3514 { 3702 {
3515 retmass += part.GetMass(); 3703 retmass += part.GetMass();
3516 } 3704 }
3517 } 3705 }
3706 lockPartsForRead(false);
3518 return retmass; 3707 return retmass;
3519 } 3708 }
3520 3709
3521 public void CheckSculptAndLoad() 3710 public void CheckSculptAndLoad()
3522 { 3711 {
3523 lock (m_parts) 3712 lockPartsForRead(true);
3524 { 3713 {
3525 if (!IsDeleted) 3714 if (!IsDeleted)
3526 { 3715 {
@@ -3545,6 +3734,7 @@ namespace OpenSim.Region.Framework.Scenes
3545 } 3734 }
3546 } 3735 }
3547 } 3736 }
3737 lockPartsForRead(false);
3548 } 3738 }
3549 3739
3550 protected void AssetReceived(string id, Object sender, AssetBase asset) 3740 protected void AssetReceived(string id, Object sender, AssetBase asset)
@@ -3565,7 +3755,7 @@ namespace OpenSim.Region.Framework.Scenes
3565 /// <param name="client"></param> 3755 /// <param name="client"></param>
3566 public void SetGroup(UUID GroupID, IClientAPI client) 3756 public void SetGroup(UUID GroupID, IClientAPI client)
3567 { 3757 {
3568 lock (m_parts) 3758 lockPartsForRead(true);
3569 { 3759 {
3570 foreach (SceneObjectPart part in m_parts.Values) 3760 foreach (SceneObjectPart part in m_parts.Values)
3571 { 3761 {
@@ -3575,10 +3765,15 @@ namespace OpenSim.Region.Framework.Scenes
3575 3765
3576 HasGroupChanged = true; 3766 HasGroupChanged = true;
3577 } 3767 }
3768<<<<<<< HEAD:OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
3769 lockPartsForRead(false);
3770 ScheduleGroupForFullUpdate();
3771=======
3578 3772
3579 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled 3773 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled
3580 // for the same object with very different properties. The caller must schedule the update. 3774 // for the same object with very different properties. The caller must schedule the update.
3581 //ScheduleGroupForFullUpdate(); 3775 //ScheduleGroupForFullUpdate();
3776>>>>>>> 0.6.9-post-fixes:OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
3582 } 3777 }
3583 3778
3584 public void TriggerScriptChangedEvent(Changed val) 3779 public void TriggerScriptChangedEvent(Changed val)
@@ -3596,11 +3791,12 @@ namespace OpenSim.Region.Framework.Scenes
3596 3791
3597 public void SetAttachmentPoint(byte point) 3792 public void SetAttachmentPoint(byte point)
3598 { 3793 {
3599 lock (m_parts) 3794 lockPartsForRead(true);
3600 { 3795 {
3601 foreach (SceneObjectPart part in m_parts.Values) 3796 foreach (SceneObjectPart part in m_parts.Values)
3602 part.SetAttachmentPoint(point); 3797 part.SetAttachmentPoint(point);
3603 } 3798 }
3799 lockPartsForRead(false);
3604 } 3800 }
3605 3801
3606 #region ISceneObject 3802 #region ISceneObject
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index a85a4b3..548a64f 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -147,7 +147,7 @@ namespace OpenSim.Region.Framework.Scenes
147 147
148 // TODO: This needs to be persisted in next XML version update! 148 // TODO: This needs to be persisted in next XML version update!
149 [XmlIgnore] 149 [XmlIgnore]
150 public readonly int[] PayPrice = {-2,-2,-2,-2,-2}; 150 public int[] PayPrice = {-2,-2,-2,-2,-2};
151 [XmlIgnore] 151 [XmlIgnore]
152 public PhysicsActor PhysActor; 152 public PhysicsActor PhysActor;
153 153
@@ -274,6 +274,7 @@ namespace OpenSim.Region.Framework.Scenes
274 private Quaternion m_sitTargetOrientation = Quaternion.Identity; 274 private Quaternion m_sitTargetOrientation = Quaternion.Identity;
275 private Vector3 m_sitTargetPosition; 275 private Vector3 m_sitTargetPosition;
276 private string m_sitAnimation = "SIT"; 276 private string m_sitAnimation = "SIT";
277 private bool m_occupied; // KF if any av is sitting on this prim
277 private string m_text = String.Empty; 278 private string m_text = String.Empty;
278 private string m_touchName = String.Empty; 279 private string m_touchName = String.Empty;
279 private readonly UndoStack<UndoState> m_undo = new UndoStack<UndoState>(5); 280 private readonly UndoStack<UndoState> m_undo = new UndoStack<UndoState>(5);
@@ -452,12 +453,16 @@ namespace OpenSim.Region.Framework.Scenes
452 } 453 }
453 454
454 /// <value> 455 /// <value>
455 /// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes 456 /// Get the inventory list
456 /// </value> 457 /// </value>
457 public TaskInventoryDictionary TaskInventory 458 public TaskInventoryDictionary TaskInventory
458 { 459 {
459 get { return m_inventory.Items; } 460 get {
460 set { m_inventory.Items = value; } 461 return m_inventory.Items;
462 }
463 set {
464 m_inventory.Items = value;
465 }
461 } 466 }
462 467
463 public uint ObjectFlags 468 public uint ObjectFlags
@@ -586,14 +591,12 @@ namespace OpenSim.Region.Framework.Scenes
586 set { m_LoopSoundSlavePrims = value; } 591 set { m_LoopSoundSlavePrims = value; }
587 } 592 }
588 593
589 [XmlIgnore]
590 public Byte[] TextureAnimation 594 public Byte[] TextureAnimation
591 { 595 {
592 get { return m_TextureAnimation; } 596 get { return m_TextureAnimation; }
593 set { m_TextureAnimation = value; } 597 set { m_TextureAnimation = value; }
594 } 598 }
595 599
596 [XmlIgnore]
597 public Byte[] ParticleSystem 600 public Byte[] ParticleSystem
598 { 601 {
599 get { return m_particleSystem; } 602 get { return m_particleSystem; }
@@ -647,7 +650,6 @@ namespace OpenSim.Region.Framework.Scenes
647 set 650 set
648 { 651 {
649 m_groupPosition = value; 652 m_groupPosition = value;
650
651 PhysicsActor actor = PhysActor; 653 PhysicsActor actor = PhysActor;
652 if (actor != null) 654 if (actor != null)
653 { 655 {
@@ -816,7 +818,16 @@ namespace OpenSim.Region.Framework.Scenes
816 /// <summary></summary> 818 /// <summary></summary>
817 public Vector3 Acceleration 819 public Vector3 Acceleration
818 { 820 {
819 get { return m_acceleration; } 821 get
822 {
823 PhysicsActor actor = PhysActor;
824 if (actor != null)
825 {
826 m_acceleration = actor.Acceleration;
827 }
828 return m_acceleration;
829 }
830
820 set { m_acceleration = value; } 831 set { m_acceleration = value; }
821 } 832 }
822 833
@@ -960,7 +971,8 @@ namespace OpenSim.Region.Framework.Scenes
960 if (IsAttachment) 971 if (IsAttachment)
961 return GroupPosition; 972 return GroupPosition;
962 973
963 return m_offsetPosition + m_groupPosition; } 974// return m_offsetPosition + m_groupPosition; }
975 return m_groupPosition + (m_offsetPosition * ParentGroup.RootPart.RotationOffset) ; } //KF: Rotation was ignored!
964 } 976 }
965 977
966 public SceneObjectGroup ParentGroup 978 public SceneObjectGroup ParentGroup
@@ -1112,6 +1124,13 @@ namespace OpenSim.Region.Framework.Scenes
1112 get { return _flags; } 1124 get { return _flags; }
1113 set { _flags = value; } 1125 set { _flags = value; }
1114 } 1126 }
1127
1128 [XmlIgnore]
1129 public bool IsOccupied // KF If an av is sittingon this prim
1130 {
1131 get { return m_occupied; }
1132 set { m_occupied = value; }
1133 }
1115 1134
1116 [XmlIgnore] 1135 [XmlIgnore]
1117 public UUID SitTargetAvatar 1136 public UUID SitTargetAvatar
@@ -1187,14 +1206,6 @@ namespace OpenSim.Region.Framework.Scenes
1187 } 1206 }
1188 } 1207 }
1189 1208
1190 /// <summary>
1191 /// Clear all pending updates of parts to clients
1192 /// </summary>
1193 private void ClearUpdateSchedule()
1194 {
1195 m_updateFlag = 0;
1196 }
1197
1198 private void SendObjectPropertiesToClient(UUID AgentID) 1209 private void SendObjectPropertiesToClient(UUID AgentID)
1199 { 1210 {
1200 ScenePresence[] avatars = m_parentGroup.Scene.GetScenePresences(); 1211 ScenePresence[] avatars = m_parentGroup.Scene.GetScenePresences();
@@ -1937,12 +1948,17 @@ namespace OpenSim.Region.Framework.Scenes
1937 public Vector3 GetWorldPosition() 1948 public Vector3 GetWorldPosition()
1938 { 1949 {
1939 Quaternion parentRot = ParentGroup.RootPart.RotationOffset; 1950 Quaternion parentRot = ParentGroup.RootPart.RotationOffset;
1940
1941 Vector3 axPos = OffsetPosition; 1951 Vector3 axPos = OffsetPosition;
1942
1943 axPos *= parentRot; 1952 axPos *= parentRot;
1944 Vector3 translationOffsetPosition = axPos; 1953 Vector3 translationOffsetPosition = axPos;
1945 return GroupPosition + translationOffsetPosition; 1954 if(_parentID == 0)
1955 {
1956 return GroupPosition;
1957 }
1958 else
1959 {
1960 return ParentGroup.AbsolutePosition + translationOffsetPosition; //KF: Fix child prim position
1961 }
1946 } 1962 }
1947 1963
1948 /// <summary> 1964 /// <summary>
@@ -1953,7 +1969,7 @@ namespace OpenSim.Region.Framework.Scenes
1953 { 1969 {
1954 Quaternion newRot; 1970 Quaternion newRot;
1955 1971
1956 if (this.LinkNum == 0) 1972 if (this.LinkNum < 2) //KF Single or root prim
1957 { 1973 {
1958 newRot = RotationOffset; 1974 newRot = RotationOffset;
1959 } 1975 }
@@ -2610,17 +2626,18 @@ namespace OpenSim.Region.Framework.Scenes
2610 //Trys to fetch sound id from prim's inventory. 2626 //Trys to fetch sound id from prim's inventory.
2611 //Prim's inventory doesn't support non script items yet 2627 //Prim's inventory doesn't support non script items yet
2612 2628
2613 lock (TaskInventory) 2629 TaskInventory.LockItemsForRead(true);
2630
2631 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
2614 { 2632 {
2615 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 2633 if (item.Value.Name == sound)
2616 { 2634 {
2617 if (item.Value.Name == sound) 2635 soundID = item.Value.ItemID;
2618 { 2636 break;
2619 soundID = item.Value.ItemID;
2620 break;
2621 }
2622 } 2637 }
2623 } 2638 }
2639
2640 TaskInventory.LockItemsForRead(false);
2624 } 2641 }
2625 2642
2626 List<ScenePresence> avatarts = m_parentGroup.Scene.GetAvatars(); 2643 List<ScenePresence> avatarts = m_parentGroup.Scene.GetAvatars();
@@ -2688,38 +2705,7 @@ namespace OpenSim.Region.Framework.Scenes
2688 2705
2689 public void RotLookAt(Quaternion target, float strength, float damping) 2706 public void RotLookAt(Quaternion target, float strength, float damping)
2690 { 2707 {
2691 rotLookAt(target, strength, damping); 2708 m_parentGroup.rotLookAt(target, strength, damping); // This calls method in SceneObjectGroup.
2692 }
2693
2694 public void rotLookAt(Quaternion target, float strength, float damping)
2695 {
2696 if (IsAttachment)
2697 {
2698 /*
2699 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
2700 if (avatar != null)
2701 {
2702 Rotate the Av?
2703 } */
2704 }
2705 else
2706 {
2707 APIDDamp = damping;
2708 APIDStrength = strength;
2709 APIDTarget = target;
2710 }
2711 }
2712
2713 public void startLookAt(Quaternion rot, float damp, float strength)
2714 {
2715 APIDDamp = damp;
2716 APIDStrength = strength;
2717 APIDTarget = rot;
2718 }
2719
2720 public void stopLookAt()
2721 {
2722 APIDTarget = Quaternion.Identity;
2723 } 2709 }
2724 2710
2725 /// <summary> 2711 /// <summary>
@@ -2927,8 +2913,8 @@ namespace OpenSim.Region.Framework.Scenes
2927 { 2913 {
2928 const float ROTATION_TOLERANCE = 0.01f; 2914 const float ROTATION_TOLERANCE = 0.01f;
2929 const float VELOCITY_TOLERANCE = 0.001f; 2915 const float VELOCITY_TOLERANCE = 0.001f;
2930 const float POSITION_TOLERANCE = 0.05f; 2916 const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary
2931 const int TIME_MS_TOLERANCE = 3000; 2917 const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds.
2932 2918
2933 if (m_updateFlag == 1) 2919 if (m_updateFlag == 1)
2934 { 2920 {
@@ -2942,7 +2928,7 @@ namespace OpenSim.Region.Framework.Scenes
2942 Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE) 2928 Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE)
2943 { 2929 {
2944 AddTerseUpdateToAllAvatars(); 2930 AddTerseUpdateToAllAvatars();
2945 ClearUpdateSchedule(); 2931
2946 2932
2947 // This causes the Scene to 'poll' physical objects every couple of frames 2933 // This causes the Scene to 'poll' physical objects every couple of frames
2948 // bad, so it's been replaced by an event driven method. 2934 // bad, so it's been replaced by an event driven method.
@@ -2960,16 +2946,18 @@ namespace OpenSim.Region.Framework.Scenes
2960 m_lastAngularVelocity = AngularVelocity; 2946 m_lastAngularVelocity = AngularVelocity;
2961 m_lastTerseSent = Environment.TickCount; 2947 m_lastTerseSent = Environment.TickCount;
2962 } 2948 }
2949 //Moved this outside of the if clause so updates don't get blocked.. *sigh*
2950 m_updateFlag = 0; //Why were we calling a function to do this? Inefficient! *screams*
2963 } 2951 }
2964 else 2952 else
2965 { 2953 {
2966 if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes 2954 if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes
2967 { 2955 {
2968 AddFullUpdateToAllAvatars(); 2956 AddFullUpdateToAllAvatars();
2969 ClearUpdateSchedule(); 2957 m_updateFlag = 0; //Same here
2970 } 2958 }
2971 } 2959 }
2972 ClearUpdateSchedule(); 2960 m_updateFlag = 0;
2973 } 2961 }
2974 2962
2975 /// <summary> 2963 /// <summary>
@@ -2996,17 +2984,16 @@ namespace OpenSim.Region.Framework.Scenes
2996 if (!UUID.TryParse(sound, out soundID)) 2984 if (!UUID.TryParse(sound, out soundID))
2997 { 2985 {
2998 // search sound file from inventory 2986 // search sound file from inventory
2999 lock (TaskInventory) 2987 TaskInventory.LockItemsForRead(true);
2988 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
3000 { 2989 {
3001 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 2990 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound)
3002 { 2991 {
3003 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound) 2992 soundID = item.Value.ItemID;
3004 { 2993 break;
3005 soundID = item.Value.ItemID;
3006 break;
3007 }
3008 } 2994 }
3009 } 2995 }
2996 TaskInventory.LockItemsForRead(false);
3010 } 2997 }
3011 2998
3012 if (soundID == UUID.Zero) 2999 if (soundID == UUID.Zero)
@@ -3442,7 +3429,7 @@ namespace OpenSim.Region.Framework.Scenes
3442 3429
3443 public void StopLookAt() 3430 public void StopLookAt()
3444 { 3431 {
3445 m_parentGroup.stopLookAt(); 3432 m_parentGroup.stopLookAt(); // This calls method in SceneObjectGroup.
3446 3433
3447 m_parentGroup.ScheduleGroupForTerseUpdate(); 3434 m_parentGroup.ScheduleGroupForTerseUpdate();
3448 } 3435 }
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
index a555eae..5d00917 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
@@ -82,7 +82,9 @@ namespace OpenSim.Region.Framework.Scenes
82 /// </value> 82 /// </value>
83 protected internal TaskInventoryDictionary Items 83 protected internal TaskInventoryDictionary Items
84 { 84 {
85 get { return m_items; } 85 get {
86 return m_items;
87 }
86 set 88 set
87 { 89 {
88 m_items = value; 90 m_items = value;
@@ -118,22 +120,25 @@ namespace OpenSim.Region.Framework.Scenes
118 /// <param name="linkNum">Link number for the part</param> 120 /// <param name="linkNum">Link number for the part</param>
119 public void ResetInventoryIDs() 121 public void ResetInventoryIDs()
120 { 122 {
121 lock (Items) 123 m_items.LockItemsForWrite(true);
124
125 if (0 == Items.Count)
122 { 126 {
123 if (0 == Items.Count) 127 m_items.LockItemsForWrite(false);
124 return; 128 return;
129 }
125 130
126 HasInventoryChanged = true; 131 HasInventoryChanged = true;
127 m_part.ParentGroup.HasGroupChanged = true; 132 m_part.ParentGroup.HasGroupChanged = true;
128 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values); 133 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
129 Items.Clear(); 134 Items.Clear();
130 135
131 foreach (TaskInventoryItem item in items) 136 foreach (TaskInventoryItem item in items)
132 { 137 {
133 item.ResetIDs(m_part.UUID); 138 item.ResetIDs(m_part.UUID);
134 Items.Add(item.ItemID, item); 139 Items.Add(item.ItemID, item);
135 }
136 } 140 }
141 m_items.LockItemsForWrite(false);
137 } 142 }
138 143
139 /// <summary> 144 /// <summary>
@@ -142,25 +147,25 @@ namespace OpenSim.Region.Framework.Scenes
142 /// <param name="ownerId"></param> 147 /// <param name="ownerId"></param>
143 public void ChangeInventoryOwner(UUID ownerId) 148 public void ChangeInventoryOwner(UUID ownerId)
144 { 149 {
145 lock (Items) 150 m_items.LockItemsForWrite(true);
151 if (0 == Items.Count)
146 { 152 {
147 if (0 == Items.Count) 153 m_items.LockItemsForWrite(false);
148 { 154 return;
149 return; 155 }
150 }
151 156
152 HasInventoryChanged = true; 157 HasInventoryChanged = true;
153 m_part.ParentGroup.HasGroupChanged = true; 158 m_part.ParentGroup.HasGroupChanged = true;
154 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values); 159 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
155 foreach (TaskInventoryItem item in items) 160 foreach (TaskInventoryItem item in items)
161 {
162 if (ownerId != item.OwnerID)
156 { 163 {
157 if (ownerId != item.OwnerID) 164 item.LastOwnerID = item.OwnerID;
158 { 165 item.OwnerID = ownerId;
159 item.LastOwnerID = item.OwnerID;
160 item.OwnerID = ownerId;
161 }
162 } 166 }
163 } 167 }
168 m_items.LockItemsForWrite(false);
164 } 169 }
165 170
166 /// <summary> 171 /// <summary>
@@ -169,24 +174,24 @@ namespace OpenSim.Region.Framework.Scenes
169 /// <param name="groupID"></param> 174 /// <param name="groupID"></param>
170 public void ChangeInventoryGroup(UUID groupID) 175 public void ChangeInventoryGroup(UUID groupID)
171 { 176 {
172 lock (Items) 177 m_items.LockItemsForWrite(true);
178 if (0 == Items.Count)
173 { 179 {
174 if (0 == Items.Count) 180 m_items.LockItemsForWrite(false);
175 { 181 return;
176 return; 182 }
177 }
178 183
179 HasInventoryChanged = true; 184 HasInventoryChanged = true;
180 m_part.ParentGroup.HasGroupChanged = true; 185 m_part.ParentGroup.HasGroupChanged = true;
181 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values); 186 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
182 foreach (TaskInventoryItem item in items) 187 foreach (TaskInventoryItem item in items)
188 {
189 if (groupID != item.GroupID)
183 { 190 {
184 if (groupID != item.GroupID) 191 item.GroupID = groupID;
185 {
186 item.GroupID = groupID;
187 }
188 } 192 }
189 } 193 }
194 m_items.LockItemsForWrite(false);
190 } 195 }
191 196
192 /// <summary> 197 /// <summary>
@@ -194,14 +199,14 @@ namespace OpenSim.Region.Framework.Scenes
194 /// </summary> 199 /// </summary>
195 public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource) 200 public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource)
196 { 201 {
197 lock (m_items) 202 Items.LockItemsForRead(true);
203 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
204 Items.LockItemsForRead(false);
205 foreach (TaskInventoryItem item in items)
198 { 206 {
199 foreach (TaskInventoryItem item in Items.Values) 207 if ((int)InventoryType.LSL == item.InvType)
200 { 208 {
201 if ((int)InventoryType.LSL == item.InvType) 209 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource);
202 {
203 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource);
204 }
205 } 210 }
206 } 211 }
207 } 212 }
@@ -236,16 +241,20 @@ namespace OpenSim.Region.Framework.Scenes
236 /// </param> 241 /// </param>
237 public void RemoveScriptInstances(bool sceneObjectBeingDeleted) 242 public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
238 { 243 {
239 lock (Items) 244 Items.LockItemsForRead(true);
245 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
246 Items.LockItemsForRead(false);
247
248 foreach (TaskInventoryItem item in items)
240 { 249 {
241 foreach (TaskInventoryItem item in Items.Values) 250 if ((int)InventoryType.LSL == item.InvType)
242 { 251 {
243 if ((int)InventoryType.LSL == item.InvType) 252 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted);
244 { 253 m_part.RemoveScriptEvents(item.ItemID);
245 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted);
246 }
247 } 254 }
248 } 255 }
256
257
249 } 258 }
250 259
251 /// <summary> 260 /// <summary>
@@ -270,12 +279,10 @@ namespace OpenSim.Region.Framework.Scenes
270 if (stateSource == 1 && // Prim crossing 279 if (stateSource == 1 && // Prim crossing
271 m_part.ParentGroup.Scene.m_trustBinaries) 280 m_part.ParentGroup.Scene.m_trustBinaries)
272 { 281 {
273 lock (m_items) 282 m_items.LockItemsForWrite(true);
274 { 283 m_items[item.ItemID].PermsMask = 0;
275 m_items[item.ItemID].PermsMask = 0; 284 m_items[item.ItemID].PermsGranter = UUID.Zero;
276 m_items[item.ItemID].PermsGranter = UUID.Zero; 285 m_items.LockItemsForWrite(false);
277 }
278
279 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 286 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
280 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource); 287 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource);
281 m_part.ParentGroup.AddActiveScriptCount(1); 288 m_part.ParentGroup.AddActiveScriptCount(1);
@@ -283,36 +290,31 @@ namespace OpenSim.Region.Framework.Scenes
283 return; 290 return;
284 } 291 }
285 292
286 m_part.ParentGroup.Scene.AssetService.Get( 293 m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString(), this, delegate(string id, object sender, AssetBase asset)
287 item.AssetID.ToString(), this, delegate(string id, object sender, AssetBase asset) 294 {
288 { 295 if (null == asset)
289 if (null == asset) 296 {
290 { 297 m_log.ErrorFormat(
291 m_log.ErrorFormat( 298 "[PRIM INVENTORY]: " +
292 "[PRIM INVENTORY]: " + 299 "Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found",
293 "Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found", 300 item.Name, item.ItemID, m_part.AbsolutePosition,
294 item.Name, item.ItemID, m_part.AbsolutePosition, 301 m_part.ParentGroup.Scene.RegionInfo.RegionName, item.AssetID);
295 m_part.ParentGroup.Scene.RegionInfo.RegionName, item.AssetID); 302 }
296 } 303 else
297 else 304 {
298 { 305 if (m_part.ParentGroup.m_savedScriptState != null)
299 if (m_part.ParentGroup.m_savedScriptState != null) 306 RestoreSavedScriptState(item.OldItemID, item.ItemID);
300 RestoreSavedScriptState(item.OldItemID, item.ItemID); 307 m_items.LockItemsForWrite(true);
301 308 m_items[item.ItemID].PermsMask = 0;
302 lock (m_items) 309 m_items[item.ItemID].PermsGranter = UUID.Zero;
303 { 310 m_items.LockItemsForWrite(false);
304 m_items[item.ItemID].PermsMask = 0; 311 string script = Utils.BytesToString(asset.Data);
305 m_items[item.ItemID].PermsGranter = UUID.Zero; 312 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
306 } 313 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource);
307 314 m_part.ParentGroup.AddActiveScriptCount(1);
308 string script = Utils.BytesToString(asset.Data); 315 m_part.ScheduleFullUpdate();
309 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 316 }
310 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource); 317 });
311 m_part.ParentGroup.AddActiveScriptCount(1);
312 m_part.ScheduleFullUpdate();
313 }
314 }
315 );
316 } 318 }
317 } 319 }
318 320
@@ -379,14 +381,17 @@ namespace OpenSim.Region.Framework.Scenes
379 /// </param> 381 /// </param>
380 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource) 382 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
381 { 383 {
382 lock (m_items) 384 m_items.LockItemsForRead(true);
385 if (m_items.ContainsKey(itemId))
383 { 386 {
384 if (m_items.ContainsKey(itemId)) 387 if (m_items.ContainsKey(itemId))
385 { 388 {
389 m_items.LockItemsForRead(false);
386 CreateScriptInstance(m_items[itemId], startParam, postOnRez, engine, stateSource); 390 CreateScriptInstance(m_items[itemId], startParam, postOnRez, engine, stateSource);
387 } 391 }
388 else 392 else
389 { 393 {
394 m_items.LockItemsForRead(false);
390 m_log.ErrorFormat( 395 m_log.ErrorFormat(
391 "[PRIM INVENTORY]: " + 396 "[PRIM INVENTORY]: " +
392 "Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}", 397 "Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}",
@@ -394,6 +399,15 @@ namespace OpenSim.Region.Framework.Scenes
394 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 399 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
395 } 400 }
396 } 401 }
402 else
403 {
404 m_items.LockItemsForRead(false);
405 m_log.ErrorFormat(
406 "[PRIM INVENTORY]: " +
407 "Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2}",
408 itemId, m_part.Name, m_part.UUID);
409 }
410
397 } 411 }
398 412
399 /// <summary> 413 /// <summary>
@@ -406,15 +420,7 @@ namespace OpenSim.Region.Framework.Scenes
406 /// </param> 420 /// </param>
407 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted) 421 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted)
408 { 422 {
409 bool scriptPresent = false; 423 if (m_items.ContainsKey(itemId))
410
411 lock (m_items)
412 {
413 if (m_items.ContainsKey(itemId))
414 scriptPresent = true;
415 }
416
417 if (scriptPresent)
418 { 424 {
419 if (!sceneObjectBeingDeleted) 425 if (!sceneObjectBeingDeleted)
420 m_part.RemoveScriptEvents(itemId); 426 m_part.RemoveScriptEvents(itemId);
@@ -440,11 +446,16 @@ namespace OpenSim.Region.Framework.Scenes
440 /// <returns></returns> 446 /// <returns></returns>
441 private bool InventoryContainsName(string name) 447 private bool InventoryContainsName(string name)
442 { 448 {
443 foreach (TaskInventoryItem item in Items.Values) 449 m_items.LockItemsForRead(true);
450 foreach (TaskInventoryItem item in m_items.Values)
444 { 451 {
445 if (item.Name == name) 452 if (item.Name == name)
453 {
454 m_items.LockItemsForRead(false);
446 return true; 455 return true;
456 }
447 } 457 }
458 m_items.LockItemsForRead(false);
448 return false; 459 return false;
449 } 460 }
450 461
@@ -486,13 +497,9 @@ namespace OpenSim.Region.Framework.Scenes
486 /// <param name="item"></param> 497 /// <param name="item"></param>
487 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop) 498 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop)
488 { 499 {
489 List<TaskInventoryItem> il; 500 m_items.LockItemsForRead(true);
490 501 List<TaskInventoryItem> il = new List<TaskInventoryItem>(m_items.Values);
491 lock (m_items) 502 m_items.LockItemsForRead(false);
492 {
493 il = new List<TaskInventoryItem>(m_items.Values);
494 }
495
496 foreach (TaskInventoryItem i in il) 503 foreach (TaskInventoryItem i in il)
497 { 504 {
498 if (i.Name == item.Name) 505 if (i.Name == item.Name)
@@ -529,15 +536,14 @@ namespace OpenSim.Region.Framework.Scenes
529 item.ParentPartID = m_part.UUID; 536 item.ParentPartID = m_part.UUID;
530 item.Name = name; 537 item.Name = name;
531 538
532 lock (m_items) 539 m_items.LockItemsForWrite(true);
533 { 540 m_items.Add(item.ItemID, item);
534 m_items.Add(item.ItemID, item); 541 m_items.LockItemsForWrite(false);
535
536 if (allowedDrop) 542 if (allowedDrop)
537 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP); 543 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP);
538 else 544 else
539 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 545 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
540 } 546
541 547
542 m_inventorySerial++; 548 m_inventorySerial++;
543 //m_inventorySerial += 2; 549 //m_inventorySerial += 2;
@@ -554,14 +560,13 @@ namespace OpenSim.Region.Framework.Scenes
554 /// <param name="items"></param> 560 /// <param name="items"></param>
555 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items) 561 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items)
556 { 562 {
557 lock (m_items) 563 m_items.LockItemsForWrite(true);
564 foreach (TaskInventoryItem item in items)
558 { 565 {
559 foreach (TaskInventoryItem item in items) 566 m_items.Add(item.ItemID, item);
560 { 567 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
561 m_items.Add(item.ItemID, item);
562 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
563 }
564 } 568 }
569 m_items.LockItemsForWrite(false);
565 570
566 m_inventorySerial++; 571 m_inventorySerial++;
567 } 572 }
@@ -574,10 +579,9 @@ namespace OpenSim.Region.Framework.Scenes
574 public TaskInventoryItem GetInventoryItem(UUID itemId) 579 public TaskInventoryItem GetInventoryItem(UUID itemId)
575 { 580 {
576 TaskInventoryItem item; 581 TaskInventoryItem item;
577 582 m_items.LockItemsForRead(true);
578 lock (m_items) 583 m_items.TryGetValue(itemId, out item);
579 m_items.TryGetValue(itemId, out item); 584 m_items.LockItemsForRead(false);
580
581 return item; 585 return item;
582 } 586 }
583 587
@@ -613,46 +617,46 @@ namespace OpenSim.Region.Framework.Scenes
613 /// <returns>false if the item did not exist, true if the update occurred successfully</returns> 617 /// <returns>false if the item did not exist, true if the update occurred successfully</returns>
614 public bool UpdateInventoryItem(TaskInventoryItem item) 618 public bool UpdateInventoryItem(TaskInventoryItem item)
615 { 619 {
616 lock (m_items) 620 m_items.LockItemsForWrite(true);
621
622 if (m_items.ContainsKey(item.ItemID))
617 { 623 {
618 if (m_items.ContainsKey(item.ItemID)) 624 item.ParentID = m_part.UUID;
625 item.ParentPartID = m_part.UUID;
626 item.Flags = m_items[item.ItemID].Flags;
627 if (item.AssetID == UUID.Zero)
619 { 628 {
620 item.ParentID = m_part.UUID; 629 item.AssetID = m_items[item.ItemID].AssetID;
621 item.ParentPartID = m_part.UUID; 630 }
622 item.Flags = m_items[item.ItemID].Flags; 631 else if ((InventoryType)item.Type == InventoryType.Notecard)
623 if (item.AssetID == UUID.Zero) 632 {
624 { 633 ScenePresence presence = m_part.ParentGroup.Scene.GetScenePresence(item.OwnerID);
625 item.AssetID = m_items[item.ItemID].AssetID;
626 }
627 else if ((InventoryType)item.Type == InventoryType.Notecard)
628 {
629 ScenePresence presence = m_part.ParentGroup.Scene.GetScenePresence(item.OwnerID);
630 634
631 if (presence != null) 635 if (presence != null)
632 { 636 {
633 presence.ControllingClient.SendAgentAlertMessage( 637 presence.ControllingClient.SendAgentAlertMessage(
634 "Notecard saved", false); 638 "Notecard saved", false);
635 }
636 } 639 }
640 }
637 641
638 m_items[item.ItemID] = item; 642 m_items[item.ItemID] = item;
639 m_inventorySerial++; 643 m_inventorySerial++;
640 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 644 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
641
642 HasInventoryChanged = true;
643 m_part.ParentGroup.HasGroupChanged = true;
644 645
645 return true; 646 HasInventoryChanged = true;
646 } 647 m_part.ParentGroup.HasGroupChanged = true;
647 else 648 m_items.LockItemsForWrite(false);
648 { 649 return true;
649 m_log.ErrorFormat( 650 }
650 "[PRIM INVENTORY]: " + 651 else
651 "Tried to retrieve item ID {0} from prim {1}, {2} at {3} in {4} but the item does not exist in this inventory", 652 {
652 item.ItemID, m_part.Name, m_part.UUID, 653 m_log.ErrorFormat(
653 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 654 "[PRIM INVENTORY]: " +
654 } 655 "Tried to retrieve item ID {0} from prim {1}, {2} at {3} in {4} but the item does not exist in this inventory",
656 item.ItemID, m_part.Name, m_part.UUID,
657 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
655 } 658 }
659 m_items.LockItemsForWrite(false);
656 660
657 return false; 661 return false;
658 } 662 }
@@ -665,53 +669,54 @@ namespace OpenSim.Region.Framework.Scenes
665 /// in this prim's inventory.</returns> 669 /// in this prim's inventory.</returns>
666 public int RemoveInventoryItem(UUID itemID) 670 public int RemoveInventoryItem(UUID itemID)
667 { 671 {
668 lock (m_items) 672 m_items.LockItemsForRead(true);
673
674 if (m_items.ContainsKey(itemID))
669 { 675 {
670 if (m_items.ContainsKey(itemID)) 676 int type = m_items[itemID].InvType;
677 m_items.LockItemsForRead(false);
678 if (type == 10) // Script
671 { 679 {
672 int type = m_items[itemID].InvType; 680 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID);
673 if (type == 10) // Script 681 }
674 { 682 m_items.LockItemsForWrite(true);
675 m_part.RemoveScriptEvents(itemID); 683 m_items.Remove(itemID);
676 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID); 684 m_items.LockItemsForWrite(false);
677 } 685 m_inventorySerial++;
678 m_items.Remove(itemID); 686 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
679 m_inventorySerial++;
680 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
681
682 HasInventoryChanged = true;
683 m_part.ParentGroup.HasGroupChanged = true;
684 687
685 int scriptcount = 0; 688 HasInventoryChanged = true;
686 lock (m_items) 689 m_part.ParentGroup.HasGroupChanged = true;
687 {
688 foreach (TaskInventoryItem item in m_items.Values)
689 {
690 if (item.Type == 10)
691 {
692 scriptcount++;
693 }
694 }
695 }
696 690
697 if (scriptcount <= 0) 691 int scriptcount = 0;
692 m_items.LockItemsForRead(true);
693 foreach (TaskInventoryItem item in m_items.Values)
694 {
695 if (item.Type == 10)
698 { 696 {
699 m_part.RemFlag(PrimFlags.Scripted); 697 scriptcount++;
700 } 698 }
701
702 m_part.ScheduleFullUpdate();
703
704 return type;
705 } 699 }
706 else 700 m_items.LockItemsForRead(false);
701
702
703 if (scriptcount <= 0)
707 { 704 {
708 m_log.ErrorFormat( 705 m_part.RemFlag(PrimFlags.Scripted);
709 "[PRIM INVENTORY]: " +
710 "Tried to remove item ID {0} from prim {1}, {2} at {3} in {4} but the item does not exist in this inventory",
711 itemID, m_part.Name, m_part.UUID,
712 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
713 } 706 }
707
708 m_part.ScheduleFullUpdate();
709
710 return type;
711 }
712 else
713 {
714 m_log.ErrorFormat(
715 "[PRIM INVENTORY]: " +
716 "Tried to remove item ID {0} from prim {1}, {2} but the item does not exist in this inventory",
717 itemID, m_part.Name, m_part.UUID);
714 } 718 }
719 m_items.LockItemsForWrite(false);
715 720
716 return -1; 721 return -1;
717 } 722 }
@@ -764,52 +769,53 @@ namespace OpenSim.Region.Framework.Scenes
764 // isn't available (such as drag from prim inventory to agent inventory) 769 // isn't available (such as drag from prim inventory to agent inventory)
765 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero); 770 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero);
766 771
767 lock (m_items) 772 m_items.LockItemsForRead(true);
773
774 foreach (TaskInventoryItem item in m_items.Values)
768 { 775 {
769 foreach (TaskInventoryItem item in m_items.Values) 776 UUID ownerID = item.OwnerID;
770 { 777 uint everyoneMask = 0;
771 UUID ownerID = item.OwnerID; 778 uint baseMask = item.BasePermissions;
772 uint everyoneMask = 0; 779 uint ownerMask = item.CurrentPermissions;
773 uint baseMask = item.BasePermissions;
774 uint ownerMask = item.CurrentPermissions;
775 780
776 invString.AddItemStart(); 781 invString.AddItemStart();
777 invString.AddNameValueLine("item_id", item.ItemID.ToString()); 782 invString.AddNameValueLine("item_id", item.ItemID.ToString());
778 invString.AddNameValueLine("parent_id", m_part.UUID.ToString()); 783 invString.AddNameValueLine("parent_id", m_part.UUID.ToString());
779 784
780 invString.AddPermissionsStart(); 785 invString.AddPermissionsStart();
781 786
782 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask)); 787 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask));
783 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask)); 788 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask));
784 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(0)); 789 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(0));
785 invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask)); 790 invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask));
786 invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions)); 791 invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions));
787 792
788 invString.AddNameValueLine("creator_id", item.CreatorID.ToString()); 793 invString.AddNameValueLine("creator_id", item.CreatorID.ToString());
789 invString.AddNameValueLine("owner_id", ownerID.ToString()); 794 invString.AddNameValueLine("owner_id", ownerID.ToString());
790 795
791 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString()); 796 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString());
792 797
793 invString.AddNameValueLine("group_id", item.GroupID.ToString()); 798 invString.AddNameValueLine("group_id", item.GroupID.ToString());
794 invString.AddSectionEnd(); 799 invString.AddSectionEnd();
795 800
796 invString.AddNameValueLine("asset_id", item.AssetID.ToString()); 801 invString.AddNameValueLine("asset_id", item.AssetID.ToString());
797 invString.AddNameValueLine("type", TaskInventoryItem.Types[item.Type]); 802 invString.AddNameValueLine("type", TaskInventoryItem.Types[item.Type]);
798 invString.AddNameValueLine("inv_type", TaskInventoryItem.InvTypes[item.InvType]); 803 invString.AddNameValueLine("inv_type", TaskInventoryItem.InvTypes[item.InvType]);
799 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags)); 804 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags));
800 805
801 invString.AddSaleStart(); 806 invString.AddSaleStart();
802 invString.AddNameValueLine("sale_type", "not"); 807 invString.AddNameValueLine("sale_type", "not");
803 invString.AddNameValueLine("sale_price", "0"); 808 invString.AddNameValueLine("sale_price", "0");
804 invString.AddSectionEnd(); 809 invString.AddSectionEnd();
805 810
806 invString.AddNameValueLine("name", item.Name + "|"); 811 invString.AddNameValueLine("name", item.Name + "|");
807 invString.AddNameValueLine("desc", item.Description + "|"); 812 invString.AddNameValueLine("desc", item.Description + "|");
808 813
809 invString.AddNameValueLine("creation_date", item.CreationDate.ToString()); 814 invString.AddNameValueLine("creation_date", item.CreationDate.ToString());
810 invString.AddSectionEnd(); 815 invString.AddSectionEnd();
811 }
812 } 816 }
817 int count = m_items.Count;
818 m_items.LockItemsForRead(false);
813 819
814 fileData = Utils.StringToBytes(invString.BuildString); 820 fileData = Utils.StringToBytes(invString.BuildString);
815 821
@@ -830,10 +836,9 @@ namespace OpenSim.Region.Framework.Scenes
830 { 836 {
831 if (HasInventoryChanged) 837 if (HasInventoryChanged)
832 { 838 {
833 lock (Items) 839 Items.LockItemsForRead(true);
834 { 840 datastore.StorePrimInventory(m_part.UUID, Items.Values);
835 datastore.StorePrimInventory(m_part.UUID, Items.Values); 841 Items.LockItemsForRead(false);
836 }
837 842
838 HasInventoryChanged = false; 843 HasInventoryChanged = false;
839 } 844 }
@@ -902,61 +907,54 @@ namespace OpenSim.Region.Framework.Scenes
902 { 907 {
903 uint mask=0x7fffffff; 908 uint mask=0x7fffffff;
904 909
905 lock (m_items) 910 foreach (TaskInventoryItem item in m_items.Values)
906 { 911 {
907 foreach (TaskInventoryItem item in m_items.Values) 912 if (item.InvType != (int)InventoryType.Object)
908 { 913 {
909 if (item.InvType != (int)InventoryType.Object) 914 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
910 { 915 mask &= ~((uint)PermissionMask.Copy >> 13);
911 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0) 916 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
912 mask &= ~((uint)PermissionMask.Copy >> 13); 917 mask &= ~((uint)PermissionMask.Transfer >> 13);
913 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0) 918 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
914 mask &= ~((uint)PermissionMask.Transfer >> 13); 919 mask &= ~((uint)PermissionMask.Modify >> 13);
915 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0) 920 }
916 mask &= ~((uint)PermissionMask.Modify >> 13); 921 else
917 } 922 {
918 else 923 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
919 { 924 mask &= ~((uint)PermissionMask.Copy >> 13);
920 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0) 925 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
921 mask &= ~((uint)PermissionMask.Copy >> 13); 926 mask &= ~((uint)PermissionMask.Transfer >> 13);
922 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0) 927 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
923 mask &= ~((uint)PermissionMask.Transfer >> 13); 928 mask &= ~((uint)PermissionMask.Modify >> 13);
924 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
925 mask &= ~((uint)PermissionMask.Modify >> 13);
926 }
927
928 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
929 mask &= ~(uint)PermissionMask.Copy;
930 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
931 mask &= ~(uint)PermissionMask.Transfer;
932 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
933 mask &= ~(uint)PermissionMask.Modify;
934 } 929 }
930
931 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
932 mask &= ~(uint)PermissionMask.Copy;
933 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
934 mask &= ~(uint)PermissionMask.Transfer;
935 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
936 mask &= ~(uint)PermissionMask.Modify;
935 } 937 }
936
937 return mask; 938 return mask;
938 } 939 }
939 940
940 public void ApplyNextOwnerPermissions() 941 public void ApplyNextOwnerPermissions()
941 { 942 {
942 lock (m_items) 943 foreach (TaskInventoryItem item in m_items.Values)
943 { 944 {
944 foreach (TaskInventoryItem item in m_items.Values) 945 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0)
945 { 946 {
946 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0) 947 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
947 { 948 item.CurrentPermissions &= ~(uint)PermissionMask.Copy;
948 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0) 949 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
949 item.CurrentPermissions &= ~(uint)PermissionMask.Copy; 950 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
950 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0) 951 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
951 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer; 952 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
952 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0) 953 item.CurrentPermissions |= 8;
953 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
954 item.CurrentPermissions |= 8;
955 }
956 item.CurrentPermissions &= item.NextPermissions;
957 item.BasePermissions &= item.NextPermissions;
958 item.EveryonePermissions &= item.NextPermissions;
959 } 954 }
955 item.CurrentPermissions &= item.NextPermissions;
956 item.BasePermissions &= item.NextPermissions;
957 item.EveryonePermissions &= item.NextPermissions;
960 } 958 }
961 959
962 m_part.TriggerScriptChangedEvent(Changed.OWNER); 960 m_part.TriggerScriptChangedEvent(Changed.OWNER);
@@ -964,29 +962,22 @@ namespace OpenSim.Region.Framework.Scenes
964 962
965 public void ApplyGodPermissions(uint perms) 963 public void ApplyGodPermissions(uint perms)
966 { 964 {
967 lock (m_items) 965 foreach (TaskInventoryItem item in m_items.Values)
968 { 966 {
969 foreach (TaskInventoryItem item in m_items.Values) 967 item.CurrentPermissions = perms;
970 { 968 item.BasePermissions = perms;
971 item.CurrentPermissions = perms;
972 item.BasePermissions = perms;
973 }
974 } 969 }
975 } 970 }
976 971
977 public bool ContainsScripts() 972 public bool ContainsScripts()
978 { 973 {
979 lock (m_items) 974 foreach (TaskInventoryItem item in m_items.Values)
980 { 975 {
981 foreach (TaskInventoryItem item in m_items.Values) 976 if (item.InvType == (int)InventoryType.LSL)
982 { 977 {
983 if (item.InvType == (int)InventoryType.LSL) 978 return true;
984 {
985 return true;
986 }
987 } 979 }
988 } 980 }
989
990 return false; 981 return false;
991 } 982 }
992 983
@@ -994,11 +985,8 @@ namespace OpenSim.Region.Framework.Scenes
994 { 985 {
995 List<UUID> ret = new List<UUID>(); 986 List<UUID> ret = new List<UUID>();
996 987
997 lock (m_items) 988 foreach (TaskInventoryItem item in m_items.Values)
998 { 989 ret.Add(item.ItemID);
999 foreach (TaskInventoryItem item in m_items.Values)
1000 ret.Add(item.ItemID);
1001 }
1002 990
1003 return ret; 991 return ret;
1004 } 992 }
@@ -1011,30 +999,26 @@ namespace OpenSim.Region.Framework.Scenes
1011 if (engines == null) // No engine at all 999 if (engines == null) // No engine at all
1012 return ret; 1000 return ret;
1013 1001
1014 lock (m_items) 1002 foreach (TaskInventoryItem item in m_items.Values)
1015 { 1003 {
1016 foreach (TaskInventoryItem item in m_items.Values) 1004 if (item.InvType == (int)InventoryType.LSL)
1017 { 1005 {
1018 if (item.InvType == (int)InventoryType.LSL) 1006 foreach (IScriptModule e in engines)
1019 { 1007 {
1020 foreach (IScriptModule e in engines) 1008 if (e != null)
1021 { 1009 {
1022 if (e != null) 1010 string n = e.GetXMLState(item.ItemID);
1011 if (n != String.Empty)
1023 { 1012 {
1024 string n = e.GetXMLState(item.ItemID); 1013 if (!ret.ContainsKey(item.ItemID))
1025 if (n != String.Empty) 1014 ret[item.ItemID] = n;
1026 { 1015 break;
1027 if (!ret.ContainsKey(item.ItemID))
1028 ret[item.ItemID] = n;
1029 break;
1030 }
1031 } 1016 }
1032 } 1017 }
1033 } 1018 }
1034 } 1019 }
1035 } 1020 }
1036
1037 return ret; 1021 return ret;
1038 } 1022 }
1039 } 1023 }
1040} \ No newline at end of file 1024}
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 4973663..2603fe1 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -73,7 +73,7 @@ namespace OpenSim.Region.Framework.Scenes
73// { 73// {
74// m_log.Debug("[ScenePresence] Destructor called"); 74// m_log.Debug("[ScenePresence] Destructor called");
75// } 75// }
76 76
77 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 77 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
78 78
79 private static readonly byte[] BAKE_INDICES = new byte[] { 8, 9, 10, 11, 19, 20 }; 79 private static readonly byte[] BAKE_INDICES = new byte[] { 8, 9, 10, 11, 19, 20 };
@@ -89,7 +89,9 @@ namespace OpenSim.Region.Framework.Scenes
89 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis 89 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis
90 /// issue #1716 90 /// issue #1716
91 /// </summary> 91 /// </summary>
92 private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f); 92// private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f);
93 // Value revised by KF 091121 by comparison with SL.
94 private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.418f);
93 95
94 public UUID currentParcelUUID = UUID.Zero; 96 public UUID currentParcelUUID = UUID.Zero;
95 97
@@ -123,8 +125,11 @@ namespace OpenSim.Region.Framework.Scenes
123 public Vector3 lastKnownAllowedPosition; 125 public Vector3 lastKnownAllowedPosition;
124 public bool sentMessageAboutRestrictedParcelFlyingDown; 126 public bool sentMessageAboutRestrictedParcelFlyingDown;
125 public Vector4 CollisionPlane = Vector4.UnitW; 127 public Vector4 CollisionPlane = Vector4.UnitW;
126 128
127 private Vector3 m_lastPosition; 129 private Vector3 m_avInitialPos; // used to calculate unscripted sit rotation
130 private Vector3 m_avUnscriptedSitPos; // for non-scripted prims
131 private Vector3 m_lastPosition;
132 private Vector3 m_lastWorldPosition;
128 private Quaternion m_lastRotation; 133 private Quaternion m_lastRotation;
129 private Vector3 m_lastVelocity; 134 private Vector3 m_lastVelocity;
130 //private int m_lastTerseSent; 135 //private int m_lastTerseSent;
@@ -134,7 +139,6 @@ namespace OpenSim.Region.Framework.Scenes
134 private Vector3? m_forceToApply; 139 private Vector3? m_forceToApply;
135 private uint m_requestedSitTargetID; 140 private uint m_requestedSitTargetID;
136 private UUID m_requestedSitTargetUUID; 141 private UUID m_requestedSitTargetUUID;
137 public bool SitGround = false;
138 142
139 private SendCourseLocationsMethod m_sendCourseLocationsMethod; 143 private SendCourseLocationsMethod m_sendCourseLocationsMethod;
140 144
@@ -156,7 +160,6 @@ namespace OpenSim.Region.Framework.Scenes
156 private int m_perfMonMS; 160 private int m_perfMonMS;
157 161
158 private bool m_setAlwaysRun; 162 private bool m_setAlwaysRun;
159
160 private bool m_forceFly; 163 private bool m_forceFly;
161 private bool m_flyDisabled; 164 private bool m_flyDisabled;
162 165
@@ -182,7 +185,8 @@ namespace OpenSim.Region.Framework.Scenes
182 protected RegionInfo m_regionInfo; 185 protected RegionInfo m_regionInfo;
183 protected ulong crossingFromRegion; 186 protected ulong crossingFromRegion;
184 187
185 private readonly Vector3[] Dir_Vectors = new Vector3[9]; 188 private readonly Vector3[] Dir_Vectors = new Vector3[11];
189 private bool m_isNudging = false;
186 190
187 // Position of agent's camera in world (region cordinates) 191 // Position of agent's camera in world (region cordinates)
188 protected Vector3 m_CameraCenter; 192 protected Vector3 m_CameraCenter;
@@ -207,6 +211,7 @@ namespace OpenSim.Region.Framework.Scenes
207 private bool m_autopilotMoving; 211 private bool m_autopilotMoving;
208 private Vector3 m_autoPilotTarget; 212 private Vector3 m_autoPilotTarget;
209 private bool m_sitAtAutoTarget; 213 private bool m_sitAtAutoTarget;
214 private Vector3 m_initialSitTarget; //KF: First estimate of where to sit
210 215
211 private string m_nextSitAnimation = String.Empty; 216 private string m_nextSitAnimation = String.Empty;
212 217
@@ -217,6 +222,9 @@ namespace OpenSim.Region.Framework.Scenes
217 private bool m_followCamAuto; 222 private bool m_followCamAuto;
218 223
219 private int m_movementUpdateCount; 224 private int m_movementUpdateCount;
225 private int m_lastColCount = -1; //KF: Look for Collision chnages
226 private int m_updateCount = 0; //KF: Update Anims for a while
227 private static readonly int UPDATE_COUNT = 10; // how many frames to update for
220 228
221 private const int NumMovementsBetweenRayCast = 5; 229 private const int NumMovementsBetweenRayCast = 5;
222 230
@@ -245,7 +253,9 @@ namespace OpenSim.Region.Framework.Scenes
245 DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS, 253 DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS,
246 DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG, 254 DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG,
247 DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS, 255 DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS,
248 DIR_CONTROL_FLAG_BACKWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG, 256 DIR_CONTROL_FLAG_BACK_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG,
257 DIR_CONTROL_FLAG_LEFT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS,
258 DIR_CONTROL_FLAG_RIGHT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG,
249 DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG 259 DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG
250 } 260 }
251 261
@@ -445,8 +455,9 @@ namespace OpenSim.Region.Framework.Scenes
445 get 455 get
446 { 456 {
447 PhysicsActor actor = m_physicsActor; 457 PhysicsActor actor = m_physicsActor;
448 if (actor != null) 458// if (actor != null)
449 m_pos = actor.Position; 459 if ((actor != null) && (m_parentID == 0)) // KF Do NOT update m_pos here if Av is sitting!
460 m_pos = actor.Position;
450 461
451 return m_parentPosition + m_pos; 462 return m_parentPosition + m_pos;
452 } 463 }
@@ -466,7 +477,8 @@ namespace OpenSim.Region.Framework.Scenes
466 } 477 }
467 } 478 }
468 479
469 m_pos = value; 480 if (m_parentID == 0) // KF Do NOT update m_pos here if Av is sitting!
481 m_pos = value;
470 m_parentPosition = Vector3.Zero; 482 m_parentPosition = Vector3.Zero;
471 } 483 }
472 } 484 }
@@ -680,10 +692,7 @@ namespace OpenSim.Region.Framework.Scenes
680 m_reprioritization_timer.AutoReset = false; 692 m_reprioritization_timer.AutoReset = false;
681 693
682 AdjustKnownSeeds(); 694 AdjustKnownSeeds();
683
684 // TODO: I think, this won't send anything, as we are still a child here...
685 Animator.TrySetMovementAnimation("STAND"); 695 Animator.TrySetMovementAnimation("STAND");
686
687 // we created a new ScenePresence (a new child agent) in a fresh region. 696 // we created a new ScenePresence (a new child agent) in a fresh region.
688 // Request info about all the (root) agents in this region 697 // Request info about all the (root) agents in this region
689 // Note: This won't send data *to* other clients in that region (children don't send) 698 // Note: This won't send data *to* other clients in that region (children don't send)
@@ -739,25 +748,47 @@ namespace OpenSim.Region.Framework.Scenes
739 Dir_Vectors[3] = -Vector3.UnitY; //RIGHT 748 Dir_Vectors[3] = -Vector3.UnitY; //RIGHT
740 Dir_Vectors[4] = Vector3.UnitZ; //UP 749 Dir_Vectors[4] = Vector3.UnitZ; //UP
741 Dir_Vectors[5] = -Vector3.UnitZ; //DOWN 750 Dir_Vectors[5] = -Vector3.UnitZ; //DOWN
742 Dir_Vectors[8] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge 751 Dir_Vectors[6] = new Vector3(0.5f, 0f, 0f); //FORWARD_NUDGE
743 Dir_Vectors[6] = Vector3.UnitX*2; //FORWARD 752 Dir_Vectors[7] = new Vector3(-0.5f, 0f, 0f); //BACK_NUDGE
744 Dir_Vectors[7] = -Vector3.UnitX; //BACK 753 Dir_Vectors[8] = new Vector3(0f, 0.5f, 0f); //LEFT_NUDGE
754 Dir_Vectors[9] = new Vector3(0f, -0.5f, 0f); //RIGHT_NUDGE
755 Dir_Vectors[10] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge
745 } 756 }
746 757
747 private Vector3[] GetWalkDirectionVectors() 758 private Vector3[] GetWalkDirectionVectors()
748 { 759 {
749 Vector3[] vector = new Vector3[9]; 760 Vector3[] vector = new Vector3[11];
750 vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD 761 vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD
751 vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK 762 vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK
752 vector[2] = Vector3.UnitY; //LEFT 763 vector[2] = Vector3.UnitY; //LEFT
753 vector[3] = -Vector3.UnitY; //RIGHT 764 vector[3] = -Vector3.UnitY; //RIGHT
754 vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP 765 vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP
755 vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN 766 vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN
756 vector[8] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_Nudge 767 vector[6] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD_NUDGE
757 vector[6] = (new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z) * 2); //FORWARD Nudge 768 vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK_NUDGE
758 vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK Nudge 769 vector[8] = Vector3.UnitY; //LEFT_NUDGE
770 vector[9] = -Vector3.UnitY; //RIGHT_NUDGE
771 vector[10] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_NUDGE
759 return vector; 772 return vector;
760 } 773 }
774
775 private bool[] GetDirectionIsNudge()
776 {
777 bool[] isNudge = new bool[11];
778 isNudge[0] = false; //FORWARD
779 isNudge[1] = false; //BACK
780 isNudge[2] = false; //LEFT
781 isNudge[3] = false; //RIGHT
782 isNudge[4] = false; //UP
783 isNudge[5] = false; //DOWN
784 isNudge[6] = true; //FORWARD_NUDGE
785 isNudge[7] = true; //BACK_NUDGE
786 isNudge[8] = true; //LEFT_NUDGE
787 isNudge[9] = true; //RIGHT_NUDGE
788 isNudge[10] = true; //DOWN_Nudge
789 return isNudge;
790 }
791
761 792
762 #endregion 793 #endregion
763 794
@@ -826,9 +857,24 @@ namespace OpenSim.Region.Framework.Scenes
826 { 857 {
827 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N); 858 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N);
828 pos.Y = crossedBorder.BorderLine.Z - 1; 859 pos.Y = crossedBorder.BorderLine.Z - 1;
860 }
861
862 //If they're TP'ing in or logging in, we haven't had time to add any known child regions yet.
863 //This has the unfortunate consequence that if somebody is TP'ing who is already a child agent,
864 //they'll bypass the landing point. But I can't think of any decent way of fixing this.
865 if (KnownChildRegionHandles.Count == 0)
866 {
867 ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y);
868 if (land != null)
869 {
870 //Don't restrict gods, estate managers, or land owners to the TP point. This behaviour mimics agni.
871 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero && m_godlevel < 200 && !m_scene.RegionInfo.EstateSettings.IsEstateManager(m_uuid) && land.LandData.OwnerID != m_uuid)
872 {
873 pos = land.LandData.UserLocation;
874 }
875 }
829 } 876 }
830 877
831
832 if (pos.X < 0 || pos.Y < 0 || pos.Z < 0) 878 if (pos.X < 0 || pos.Y < 0 || pos.Z < 0)
833 { 879 {
834 Vector3 emergencyPos = new Vector3(((int)Constants.RegionSize * 0.5f), ((int)Constants.RegionSize * 0.5f), 128); 880 Vector3 emergencyPos = new Vector3(((int)Constants.RegionSize * 0.5f), ((int)Constants.RegionSize * 0.5f), 128);
@@ -988,9 +1034,10 @@ namespace OpenSim.Region.Framework.Scenes
988 public void Teleport(Vector3 pos) 1034 public void Teleport(Vector3 pos)
989 { 1035 {
990 bool isFlying = false; 1036 bool isFlying = false;
991 if (m_physicsActor != null)
992 isFlying = m_physicsActor.Flying;
993 1037
1038 if (m_physicsActor != null)
1039 isFlying = m_physicsActor.Flying;
1040
994 RemoveFromPhysicalScene(); 1041 RemoveFromPhysicalScene();
995 Velocity = Vector3.Zero; 1042 Velocity = Vector3.Zero;
996 AbsolutePosition = pos; 1043 AbsolutePosition = pos;
@@ -1001,7 +1048,8 @@ namespace OpenSim.Region.Framework.Scenes
1001 SetHeight(m_appearance.AvatarHeight); 1048 SetHeight(m_appearance.AvatarHeight);
1002 } 1049 }
1003 1050
1004 SendTerseUpdateToAllClients(); 1051 SendTerseUpdateToAllClients();
1052
1005 } 1053 }
1006 1054
1007 public void TeleportWithMomentum(Vector3 pos) 1055 public void TeleportWithMomentum(Vector3 pos)
@@ -1046,7 +1094,9 @@ namespace OpenSim.Region.Framework.Scenes
1046 { 1094 {
1047 AbsolutePosition = AbsolutePosition + new Vector3(0f, 0f, (1.56f / 6f)); 1095 AbsolutePosition = AbsolutePosition + new Vector3(0f, 0f, (1.56f / 6f));
1048 } 1096 }
1049 1097
1098 m_updateCount = UPDATE_COUNT; //KF: Trigger Anim updates to catch falling anim.
1099
1050 ControllingClient.SendAvatarTerseUpdate(new SendAvatarTerseData(m_rootRegionHandle, (ushort)(m_scene.TimeDilation * ushort.MaxValue), LocalId, 1100 ControllingClient.SendAvatarTerseUpdate(new SendAvatarTerseData(m_rootRegionHandle, (ushort)(m_scene.TimeDilation * ushort.MaxValue), LocalId,
1051 AbsolutePosition, Velocity, Vector3.Zero, m_bodyRot, new Vector4(0,0,1,AbsolutePosition.Z - 0.5f), m_uuid, null, GetUpdatePriority(ControllingClient))); 1101 AbsolutePosition, Velocity, Vector3.Zero, m_bodyRot, new Vector4(0,0,1,AbsolutePosition.Z - 0.5f), m_uuid, null, GetUpdatePriority(ControllingClient)));
1052 } 1102 }
@@ -1280,7 +1330,6 @@ namespace OpenSim.Region.Framework.Scenes
1280 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback); 1330 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback);
1281 } 1331 }
1282 } 1332 }
1283
1284 lock (scriptedcontrols) 1333 lock (scriptedcontrols)
1285 { 1334 {
1286 if (scriptedcontrols.Count > 0) 1335 if (scriptedcontrols.Count > 0)
@@ -1295,12 +1344,8 @@ namespace OpenSim.Region.Framework.Scenes
1295 1344
1296 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0) 1345 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0)
1297 { 1346 {
1298 // TODO: This doesn't prevent the user from walking yet. 1347 m_updateCount = 0; // Kill animation update burst so that the SIT_G.. will stick.
1299 // Setting parent ID would fix this, if we knew what value 1348 Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED");
1300 // to use. Or we could add a m_isSitting variable.
1301 //Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED");
1302 SitGround = true;
1303
1304 } 1349 }
1305 1350
1306 // In the future, these values might need to go global. 1351 // In the future, these values might need to go global.
@@ -1350,6 +1395,11 @@ namespace OpenSim.Region.Framework.Scenes
1350 update_rotation = true; 1395 update_rotation = true;
1351 } 1396 }
1352 1397
1398 //guilty until proven innocent..
1399 bool Nudging = true;
1400 //Basically, if there is at least one non-nudge control then we don't need
1401 //to worry about stopping the avatar
1402
1353 if (m_parentID == 0) 1403 if (m_parentID == 0)
1354 { 1404 {
1355 bool bAllowUpdateMoveToPosition = false; 1405 bool bAllowUpdateMoveToPosition = false;
@@ -1364,9 +1414,12 @@ namespace OpenSim.Region.Framework.Scenes
1364 else 1414 else
1365 dirVectors = Dir_Vectors; 1415 dirVectors = Dir_Vectors;
1366 1416
1367 // The fact that m_movementflag is a byte needs to be fixed 1417 bool[] isNudge = GetDirectionIsNudge();
1368 // it really should be a uint 1418
1369 uint nudgehack = 250; 1419
1420
1421
1422
1370 foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS) 1423 foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS)
1371 { 1424 {
1372 if (((uint)flags & (uint)DCF) != 0) 1425 if (((uint)flags & (uint)DCF) != 0)
@@ -1376,40 +1429,28 @@ namespace OpenSim.Region.Framework.Scenes
1376 try 1429 try
1377 { 1430 {
1378 agent_control_v3 += dirVectors[i]; 1431 agent_control_v3 += dirVectors[i];
1379 //m_log.DebugFormat("[Motion]: {0}, {1}",i, dirVectors[i]); 1432 if (isNudge[i] == false)
1433 {
1434 Nudging = false;
1435 }
1380 } 1436 }
1381 catch (IndexOutOfRangeException) 1437 catch (IndexOutOfRangeException)
1382 { 1438 {
1383 // Why did I get this? 1439 // Why did I get this?
1384 } 1440 }
1385 1441
1386 if ((m_movementflag & (byte)(uint)DCF) == 0) 1442 if ((m_movementflag & (uint)DCF) == 0)
1387 { 1443 {
1388 if (DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
1389 {
1390 m_movementflag |= (byte)nudgehack;
1391 }
1392 m_movementflag += (byte)(uint)DCF; 1444 m_movementflag += (byte)(uint)DCF;
1393 update_movementflag = true; 1445 update_movementflag = true;
1394 } 1446 }
1395 } 1447 }
1396 else 1448 else
1397 { 1449 {
1398 if ((m_movementflag & (byte)(uint)DCF) != 0 || 1450 if ((m_movementflag & (uint)DCF) != 0)
1399 ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
1400 && ((m_movementflag & (byte)nudgehack) == nudgehack))
1401 ) // This or is for Nudge forward
1402 { 1451 {
1403 m_movementflag -= ((byte)(uint)DCF); 1452 m_movementflag -= (byte)(uint)DCF;
1404
1405 update_movementflag = true; 1453 update_movementflag = true;
1406 /*
1407 if ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
1408 && ((m_movementflag & (byte)nudgehack) == nudgehack))
1409 {
1410 m_log.Debug("Removed Hack flag");
1411 }
1412 */
1413 } 1454 }
1414 else 1455 else
1415 { 1456 {
@@ -1453,6 +1494,9 @@ namespace OpenSim.Region.Framework.Scenes
1453 // Ignore z component of vector 1494 // Ignore z component of vector
1454 Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f); 1495 Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f);
1455 LocalVectorToTarget2D.Normalize(); 1496 LocalVectorToTarget2D.Normalize();
1497
1498 //We're not nudging
1499 Nudging = false;
1456 agent_control_v3 += LocalVectorToTarget2D; 1500 agent_control_v3 += LocalVectorToTarget2D;
1457 1501
1458 // update avatar movement flags. the avatar coordinate system is as follows: 1502 // update avatar movement flags. the avatar coordinate system is as follows:
@@ -1541,13 +1585,13 @@ namespace OpenSim.Region.Framework.Scenes
1541 // m_log.DebugFormat( 1585 // m_log.DebugFormat(
1542 // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3); 1586 // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3);
1543 1587
1544 AddNewMovement(agent_control_v3, q); 1588 AddNewMovement(agent_control_v3, q, Nudging);
1545 1589
1546 1590
1547 } 1591 }
1548 } 1592 }
1549 1593
1550 if (update_movementflag && ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) == 0) && (m_parentID == 0) && !SitGround) 1594 if (update_movementflag)
1551 Animator.UpdateMovementAnimations(); 1595 Animator.UpdateMovementAnimations();
1552 1596
1553 m_scene.EventManager.TriggerOnClientMovement(this); 1597 m_scene.EventManager.TriggerOnClientMovement(this);
@@ -1562,7 +1606,6 @@ namespace OpenSim.Region.Framework.Scenes
1562 m_sitAtAutoTarget = false; 1606 m_sitAtAutoTarget = false;
1563 PrimitiveBaseShape proxy = PrimitiveBaseShape.Default; 1607 PrimitiveBaseShape proxy = PrimitiveBaseShape.Default;
1564 //proxy.PCode = (byte)PCode.ParticleSystem; 1608 //proxy.PCode = (byte)PCode.ParticleSystem;
1565
1566 proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy); 1609 proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy);
1567 proxyObjectGroup.AttachToScene(m_scene); 1610 proxyObjectGroup.AttachToScene(m_scene);
1568 1611
@@ -1604,7 +1647,7 @@ namespace OpenSim.Region.Framework.Scenes
1604 } 1647 }
1605 m_moveToPositionInProgress = true; 1648 m_moveToPositionInProgress = true;
1606 m_moveToPositionTarget = new Vector3(locx, locy, locz); 1649 m_moveToPositionTarget = new Vector3(locx, locy, locz);
1607 } 1650 }
1608 catch (Exception ex) 1651 catch (Exception ex)
1609 { 1652 {
1610 //Why did I get this error? 1653 //Why did I get this error?
@@ -1626,7 +1669,7 @@ namespace OpenSim.Region.Framework.Scenes
1626 Velocity = Vector3.Zero; 1669 Velocity = Vector3.Zero;
1627 SendFullUpdateToAllClients(); 1670 SendFullUpdateToAllClients();
1628 1671
1629 //HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); 1672 HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); //KF ??
1630 } 1673 }
1631 //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false); 1674 //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false);
1632 m_requestedSitTargetUUID = UUID.Zero; 1675 m_requestedSitTargetUUID = UUID.Zero;
@@ -1659,55 +1702,84 @@ namespace OpenSim.Region.Framework.Scenes
1659 /// </summary> 1702 /// </summary>
1660 public void StandUp() 1703 public void StandUp()
1661 { 1704 {
1662 if (SitGround)
1663 SitGround = false;
1664
1665 if (m_parentID != 0) 1705 if (m_parentID != 0)
1666 { 1706 {
1667 m_log.Debug("StandupCode Executed");
1668 SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID); 1707 SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID);
1669 if (part != null) 1708 if (part != null)
1670 { 1709 {
1710 part.TaskInventory.LockItemsForRead(true);
1671 TaskInventoryDictionary taskIDict = part.TaskInventory; 1711 TaskInventoryDictionary taskIDict = part.TaskInventory;
1672 if (taskIDict != null) 1712 if (taskIDict != null)
1673 { 1713 {
1674 lock (taskIDict) 1714 foreach (UUID taskID in taskIDict.Keys)
1675 { 1715 {
1676 foreach (UUID taskID in taskIDict.Keys) 1716 UnRegisterControlEventsToScript(LocalId, taskID);
1677 { 1717 taskIDict[taskID].PermsMask &= ~(
1678 UnRegisterControlEventsToScript(LocalId, taskID); 1718 2048 | //PERMISSION_CONTROL_CAMERA
1679 taskIDict[taskID].PermsMask &= ~( 1719 4); // PERMISSION_TAKE_CONTROLS
1680 2048 | //PERMISSION_CONTROL_CAMERA
1681 4); // PERMISSION_TAKE_CONTROLS
1682 }
1683 } 1720 }
1684
1685 } 1721 }
1722 part.TaskInventory.LockItemsForRead(false);
1686 // Reset sit target. 1723 // Reset sit target.
1687 if (part.GetAvatarOnSitTarget() == UUID) 1724 if (part.GetAvatarOnSitTarget() == UUID)
1688 part.SetAvatarOnSitTarget(UUID.Zero); 1725 part.SetAvatarOnSitTarget(UUID.Zero);
1689
1690 m_parentPosition = part.GetWorldPosition(); 1726 m_parentPosition = part.GetWorldPosition();
1691 ControllingClient.SendClearFollowCamProperties(part.ParentUUID); 1727 ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
1692 } 1728 }
1693 1729 // part.GetWorldRotation() is the rotation of the object being sat on
1694 if (m_physicsActor == null) 1730 // Rotation is the sittiing Av's rotation
1695 { 1731
1696 AddToPhysicalScene(false); 1732 Quaternion partRot;
1733// if (part.LinkNum == 1)
1734// { // Root prim of linkset
1735// partRot = part.ParentGroup.RootPart.RotationOffset;
1736// }
1737// else
1738// { // single or child prim
1739
1740// }
1741 if (part == null) //CW: Part may be gone. llDie() for example.
1742 {
1743 partRot = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
1744 }
1745 else
1746 {
1747 partRot = part.GetWorldRotation();
1697 } 1748 }
1698 1749
1699 m_pos += m_parentPosition + new Vector3(0.0f, 0.0f, 2.0f*m_sitAvatarHeight); 1750 Quaternion partIRot = Quaternion.Inverse(partRot);
1700 m_parentPosition = Vector3.Zero;
1701 1751
1702 m_parentID = 0; 1752 Quaternion avatarRot = Quaternion.Inverse(Quaternion.Inverse(Rotation) * partIRot); // world or. of the av
1753 Vector3 avStandUp = new Vector3(1.0f, 0f, 0f) * avatarRot; // 1M infront of av
1754
1755
1756 if (m_physicsActor == null)
1757 {
1758 AddToPhysicalScene(false);
1759 }
1760 //CW: If the part isn't null then we can set the current position
1761 if (part != null)
1762 {
1763 Vector3 avWorldStandUp = avStandUp + part.GetWorldPosition() + (m_pos * partRot); // + av sit offset!
1764 AbsolutePosition = avWorldStandUp; //KF: Fix stand up.
1765 part.IsOccupied = false;
1766 }
1767 else
1768 {
1769 //CW: Since the part doesn't exist, a coarse standup position isn't an issue
1770 AbsolutePosition = m_lastWorldPosition;
1771 }
1772
1773 m_parentPosition = Vector3.Zero;
1774 m_parentID = 0;
1703 SendFullUpdateToAllClients(); 1775 SendFullUpdateToAllClients();
1704 m_requestedSitTargetID = 0; 1776 m_requestedSitTargetID = 0;
1777
1705 if ((m_physicsActor != null) && (m_avHeight > 0)) 1778 if ((m_physicsActor != null) && (m_avHeight > 0))
1706 { 1779 {
1707 SetHeight(m_avHeight); 1780 SetHeight(m_avHeight);
1708 } 1781 }
1709 } 1782 }
1710
1711 Animator.TrySetMovementAnimation("STAND"); 1783 Animator.TrySetMovementAnimation("STAND");
1712 } 1784 }
1713 1785
@@ -1738,13 +1810,9 @@ namespace OpenSim.Region.Framework.Scenes
1738 Vector3 avSitOffSet = part.SitTargetPosition; 1810 Vector3 avSitOffSet = part.SitTargetPosition;
1739 Quaternion avSitOrientation = part.SitTargetOrientation; 1811 Quaternion avSitOrientation = part.SitTargetOrientation;
1740 UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); 1812 UUID avOnTargetAlready = part.GetAvatarOnSitTarget();
1741 1813 bool SitTargetOccupied = (avOnTargetAlready != UUID.Zero);
1742 bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); 1814 bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored.
1743 bool SitTargetisSet = 1815 if (SitTargetisSet && !SitTargetOccupied)
1744 (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && avSitOrientation.W == 1f &&
1745 avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f));
1746
1747 if (SitTargetisSet && SitTargetUnOccupied)
1748 { 1816 {
1749 //switch the target to this prim 1817 //switch the target to this prim
1750 return part; 1818 return part;
@@ -1758,84 +1826,152 @@ namespace OpenSim.Region.Framework.Scenes
1758 private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation) 1826 private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation)
1759 { 1827 {
1760 bool autopilot = true; 1828 bool autopilot = true;
1829 Vector3 autopilotTarget = new Vector3();
1830 Quaternion sitOrientation = Quaternion.Identity;
1761 Vector3 pos = new Vector3(); 1831 Vector3 pos = new Vector3();
1762 Quaternion sitOrientation = pSitOrientation;
1763 Vector3 cameraEyeOffset = Vector3.Zero; 1832 Vector3 cameraEyeOffset = Vector3.Zero;
1764 Vector3 cameraAtOffset = Vector3.Zero; 1833 Vector3 cameraAtOffset = Vector3.Zero;
1765 bool forceMouselook = false; 1834 bool forceMouselook = false;
1766 1835
1767 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID); 1836 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID);
1768 SceneObjectPart part = FindNextAvailableSitTarget(targetID); 1837 SceneObjectPart part = FindNextAvailableSitTarget(targetID);
1769 if (part != null) 1838 if (part == null) return;
1770 { 1839
1771 // TODO: determine position to sit at based on scene geometry; don't trust offset from client 1840 // TODO: determine position to sit at based on scene geometry; don't trust offset from client
1772 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it 1841 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it
1773 1842
1774 // Is a sit target available? 1843 // part is the prim to sit on
1775 Vector3 avSitOffSet = part.SitTargetPosition; 1844 // offset is the world-ref vector distance from that prim center to the click-spot
1776 Quaternion avSitOrientation = part.SitTargetOrientation; 1845 // UUID is the UUID of the Avatar doing the clicking
1777 UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); 1846
1778 1847 m_avInitialPos = AbsolutePosition; // saved to calculate unscripted sit rotation
1779 bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); 1848
1780 bool SitTargetisSet = 1849 // Is a sit target available?
1781 (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && 1850 Vector3 avSitOffSet = part.SitTargetPosition;
1782 ( 1851 Quaternion avSitOrientation = part.SitTargetOrientation;
1783 avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 1f // Valid Zero Rotation quaternion 1852
1784 || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 1f && avSitOrientation.W == 0f // W-Z Mapping was invalid at one point 1853 bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored.
1785 || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 0f // Invalid Quaternion 1854 // Quaternion partIRot = Quaternion.Inverse(part.GetWorldRotation());
1786 ) 1855 Quaternion partRot;
1787 )); 1856// if (part.LinkNum == 1)
1788 1857// { // Root prim of linkset
1789 if (SitTargetisSet && SitTargetUnOccupied) 1858// partRot = part.ParentGroup.RootPart.RotationOffset;
1790 { 1859// }
1791 part.SetAvatarOnSitTarget(UUID); 1860// else
1792 offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); 1861// { // single or child prim
1793 sitOrientation = avSitOrientation; 1862 partRot = part.GetWorldRotation();
1794 autopilot = false; 1863// }
1795 } 1864 Quaternion partIRot = Quaternion.Inverse(partRot);
1796 1865//Console.WriteLine("SendSitResponse offset=" + offset + " Occup=" + part.IsOccupied + " TargSet=" + SitTargetisSet);
1797 pos = part.AbsolutePosition + offset; 1866 // Sit analysis rewritten by KF 091125
1798 //if (Math.Abs(part.AbsolutePosition.Z - AbsolutePosition.Z) > 1) 1867 if (SitTargetisSet) // scipted sit
1799 //{ 1868 {
1800 // offset = pos; 1869 if (!part.IsOccupied)
1801 //autopilot = false; 1870 {
1802 //} 1871//Console.WriteLine("Scripted, unoccupied");
1803 if (m_physicsActor != null) 1872 part.SetAvatarOnSitTarget(UUID); // set that Av will be on it
1804 { 1873 offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); // change ofset to the scripted one
1805 // If we're not using the client autopilot, we're immediately warping the avatar to the location 1874 sitOrientation = avSitOrientation; // Change rotatione to the scripted one
1806 // We can remove the physicsActor until they stand up. 1875 autopilot = false; // Jump direct to scripted llSitPos()
1807 m_sitAvatarHeight = m_physicsActor.Size.Z; 1876 }
1808 1877 else
1809 if (autopilot) 1878 {
1810 { 1879//Console.WriteLine("Scripted, occupied");
1811 if (Util.GetDistanceTo(AbsolutePosition, pos) < 4.5) 1880 return;
1812 { 1881 }
1813 autopilot = false; 1882 }
1883 else // Not Scripted
1884 {
1885 if ( (Math.Abs(offset.X) > 0.5f) || (Math.Abs(offset.Y) > 0.5f) )
1886 {
1887 // large prim & offset, ignore if other Avs sitting
1888// offset.Z -= 0.05f;
1889 m_avUnscriptedSitPos = offset * partIRot; // (non-zero) sit where clicked
1890 autopilotTarget = part.AbsolutePosition + offset; // World location of clicked point
1891
1892//Console.WriteLine(" offset ={0}", offset);
1893//Console.WriteLine(" UnscriptedSitPos={0}", m_avUnscriptedSitPos);
1894//Console.WriteLine(" autopilotTarget={0}", autopilotTarget);
1895
1896 }
1897 else // small offset
1898 {
1899//Console.WriteLine("Small offset");
1900 if (!part.IsOccupied)
1901 {
1902 m_avUnscriptedSitPos = Vector3.Zero; // Zero = Sit on prim center
1903 autopilotTarget = part.AbsolutePosition;
1904 }
1905 else return; // occupied small
1906 } // end large/small
1907 } // end Scripted/not
1908 cameraAtOffset = part.GetCameraAtOffset();
1909 cameraEyeOffset = part.GetCameraEyeOffset();
1910 forceMouselook = part.GetForceMouselook();
1911 if(cameraAtOffset == Vector3.Zero) cameraAtOffset = new Vector3(0f, 0f, 0.1f); //
1912 if(cameraEyeOffset == Vector3.Zero) cameraEyeOffset = new Vector3(0f, 0f, 0.1f); //
1814 1913
1815 RemoveFromPhysicalScene(); 1914 if (m_physicsActor != null)
1816 AbsolutePosition = pos + new Vector3(0.0f, 0.0f, m_sitAvatarHeight); 1915 {
1817 } 1916 // If we're not using the client autopilot, we're immediately warping the avatar to the location
1818 } 1917 // We can remove the physicsActor until they stand up.
1819 else 1918 m_sitAvatarHeight = m_physicsActor.Size.Z;
1919 if (autopilot)
1920 { // its not a scripted sit
1921// if (Util.GetDistanceTo(AbsolutePosition, autopilotTarget) < 4.5)
1922 if( (Math.Abs(AbsolutePosition.X - autopilotTarget.X) < 2.0f) && (Math.Abs(AbsolutePosition.Y - autopilotTarget.Y) < 2.0f) )
1820 { 1923 {
1924 autopilot = false; // close enough
1925 m_lastWorldPosition = m_pos; /* CW - This give us a position to return the avatar to if the part is killed before standup.
1926 Not using the part's position because returning the AV to the last known standing
1927 position is likely to be more friendly, isn't it? */
1821 RemoveFromPhysicalScene(); 1928 RemoveFromPhysicalScene();
1822 } 1929 AbsolutePosition = autopilotTarget + new Vector3(0.0f, 0.0f, (m_sitAvatarHeight / 2.0f)); // Warp av to over sit target
1930 } // else the autopilot will get us close
1931 }
1932 else
1933 { // its a scripted sit
1934 m_lastWorldPosition = part.AbsolutePosition; /* CW - This give us a position to return the avatar to if the part is killed before standup.
1935 I *am* using the part's position this time because we have no real idea how far away
1936 the avatar is from the sit target. */
1937 RemoveFromPhysicalScene();
1823 } 1938 }
1824
1825 cameraAtOffset = part.GetCameraAtOffset();
1826 cameraEyeOffset = part.GetCameraEyeOffset();
1827 forceMouselook = part.GetForceMouselook();
1828 } 1939 }
1829 1940 else return; // physactor is null!
1830 ControllingClient.SendSitResponse(targetID, offset, sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook); 1941
1831 m_requestedSitTargetUUID = targetID; 1942 Vector3 offsetr; // = offset * partIRot;
1943 // KF: In a linkset, offsetr needs to be relative to the group root! 091208
1944 // offsetr = (part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) + (offset * partIRot);
1945 // if (part.LinkNum < 2) 091216 All this was necessary because of the GetWorldRotation error.
1946 // { // Single, or Root prim of linkset, target is ClickOffset * RootRot
1947 offsetr = offset * partIRot;
1948//
1949 // else
1950 // { // Child prim, offset is (ChildOffset * RootRot) + (ClickOffset * ChildRot)
1951 // offsetr = //(part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) +
1952 // (offset * partRot);
1953 // }
1954
1955//Console.WriteLine(" ");
1956//Console.WriteLine("link number ={0}", part.LinkNum);
1957//Console.WriteLine("Prim offset ={0}", part.OffsetPosition );
1958//Console.WriteLine("Root Rotate ={0}", part.ParentGroup.RootPart.RotationOffset);
1959//Console.WriteLine("Click offst ={0}", offset);
1960//Console.WriteLine("Prim Rotate ={0}", part.GetWorldRotation());
1961//Console.WriteLine("offsetr ={0}", offsetr);
1962//Console.WriteLine("Camera At ={0}", cameraAtOffset);
1963//Console.WriteLine("Camera Eye ={0}", cameraEyeOffset);
1964
1965 ControllingClient.SendSitResponse(part.UUID, offsetr, sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook);
1966 m_requestedSitTargetUUID = part.UUID; //KF: Correct autopilot target
1832 // This calls HandleAgentSit twice, once from here, and the client calls 1967 // This calls HandleAgentSit twice, once from here, and the client calls
1833 // HandleAgentSit itself after it gets to the location 1968 // HandleAgentSit itself after it gets to the location
1834 // It doesn't get to the location until we've moved them there though 1969 // It doesn't get to the location until we've moved them there though
1835 // which happens in HandleAgentSit :P 1970 // which happens in HandleAgentSit :P
1836 m_autopilotMoving = autopilot; 1971 m_autopilotMoving = autopilot;
1837 m_autoPilotTarget = pos; 1972 m_autoPilotTarget = autopilotTarget;
1838 m_sitAtAutoTarget = autopilot; 1973 m_sitAtAutoTarget = autopilot;
1974 m_initialSitTarget = autopilotTarget;
1839 if (!autopilot) 1975 if (!autopilot)
1840 HandleAgentSit(remoteClient, UUID); 1976 HandleAgentSit(remoteClient, UUID);
1841 } 1977 }
@@ -2130,31 +2266,65 @@ namespace OpenSim.Region.Framework.Scenes
2130 { 2266 {
2131 if (part != null) 2267 if (part != null)
2132 { 2268 {
2269//Console.WriteLine("Link #{0}, Rot {1}", part.LinkNum, part.GetWorldRotation());
2133 if (part.GetAvatarOnSitTarget() == UUID) 2270 if (part.GetAvatarOnSitTarget() == UUID)
2134 { 2271 {
2272//Console.WriteLine("Scripted Sit");
2273 // Scripted sit
2135 Vector3 sitTargetPos = part.SitTargetPosition; 2274 Vector3 sitTargetPos = part.SitTargetPosition;
2136 Quaternion sitTargetOrient = part.SitTargetOrientation; 2275 Quaternion sitTargetOrient = part.SitTargetOrientation;
2137
2138 //Quaternion vq = new Quaternion(sitTargetPos.X, sitTargetPos.Y+0.2f, sitTargetPos.Z+0.2f, 0);
2139 //Quaternion nq = new Quaternion(-sitTargetOrient.X, -sitTargetOrient.Y, -sitTargetOrient.Z, sitTargetOrient.w);
2140
2141 //Quaternion result = (sitTargetOrient * vq) * nq;
2142
2143 m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z); 2276 m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z);
2144 m_pos += SIT_TARGET_ADJUSTMENT; 2277 m_pos += SIT_TARGET_ADJUSTMENT;
2145 m_bodyRot = sitTargetOrient; 2278 m_bodyRot = sitTargetOrient;
2146 //Rotation = sitTargetOrient;
2147 m_parentPosition = part.AbsolutePosition; 2279 m_parentPosition = part.AbsolutePosition;
2148 2280 part.IsOccupied = true;
2149 //SendTerseUpdateToAllClients();
2150 } 2281 }
2151 else 2282 else
2152 { 2283 {
2153 m_pos -= part.AbsolutePosition; 2284 // if m_avUnscriptedSitPos is zero then Av sits above center
2285 // Else Av sits at m_avUnscriptedSitPos
2286
2287 // Non-scripted sit by Kitto Flora 21Nov09
2288 // Calculate angle of line from prim to Av
2289 Quaternion partIRot;
2290// if (part.LinkNum == 1)
2291// { // Root prim of linkset
2292// partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset);
2293// }
2294// else
2295// { // single or child prim
2296 partIRot = Quaternion.Inverse(part.GetWorldRotation());
2297// }
2298 Vector3 sitTargetPos= part.AbsolutePosition + m_avUnscriptedSitPos;
2299 float y_diff = (m_avInitialPos.Y - sitTargetPos.Y);
2300 float x_diff = ( m_avInitialPos.X - sitTargetPos.X);
2301 if(Math.Abs(x_diff) < 0.001f) x_diff = 0.001f; // avoid div by 0
2302 if(Math.Abs(y_diff) < 0.001f) y_diff = 0.001f; // avoid pol flip at 0
2303 float sit_angle = (float)Math.Atan2( (double)y_diff, (double)x_diff);
2304 // NOTE: when sitting m_ pos and m_bodyRot are *relative* to the prim location/rotation, not 'World'.
2305 // Av sits at world euler <0,0, z>, translated by part rotation
2306 m_bodyRot = partIRot * Quaternion.CreateFromEulers(0f, 0f, sit_angle); // sit at 0,0,inv-click
2307
2154 m_parentPosition = part.AbsolutePosition; 2308 m_parentPosition = part.AbsolutePosition;
2155 } 2309 part.IsOccupied = true;
2310 m_pos = new Vector3(0f, 0f, 0.05f) + // corrections to get Sit Animation
2311 (new Vector3(0.0f, 0f, 0.61f) * partIRot) + // located on center
2312 (new Vector3(0.34f, 0f, 0.0f) * m_bodyRot) +
2313 m_avUnscriptedSitPos; // adds click offset, if any
2314 //Set up raytrace to find top surface of prim
2315 Vector3 size = part.Scale;
2316 float mag = 2.0f; // 0.1f + (float)Math.Sqrt((size.X * size.X) + (size.Y * size.Y) + (size.Z * size.Z));
2317 Vector3 start = part.AbsolutePosition + new Vector3(0f, 0f, mag);
2318 Vector3 down = new Vector3(0f, 0f, -1f);
2319//Console.WriteLine("st={0} do={1} ma={2}", start, down, mag);
2320 m_scene.PhysicsScene.RaycastWorld(
2321 start, // Vector3 position,
2322 down, // Vector3 direction,
2323 mag, // float length,
2324 SitAltitudeCallback); // retMethod
2325 } // end scripted/not
2156 } 2326 }
2157 else 2327 else // no Av
2158 { 2328 {
2159 return; 2329 return;
2160 } 2330 }
@@ -2166,11 +2336,36 @@ namespace OpenSim.Region.Framework.Scenes
2166 2336
2167 Animator.TrySetMovementAnimation(sitAnimation); 2337 Animator.TrySetMovementAnimation(sitAnimation);
2168 SendFullUpdateToAllClients(); 2338 SendFullUpdateToAllClients();
2169 // This may seem stupid, but Our Full updates don't send avatar rotation :P
2170 // So we're also sending a terse update (which has avatar rotation)
2171 // [Update] We do now.
2172 //SendTerseUpdateToAllClients();
2173 } 2339 }
2340
2341 public void SitAltitudeCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 normal)
2342 {
2343 // KF: 091202 There appears to be a bug in Prim Edit Size - the process sometimes make a prim that RayTrace no longer
2344 // sees. Take/re-rez, or sim restart corrects the condition. Result of bug is incorrect sit height.
2345 if(hitYN)
2346 {
2347 // m_pos = Av offset from prim center to make look like on center
2348 // m_parentPosition = Actual center pos of prim
2349 // collisionPoint = spot on prim where we want to sit
2350 // collisionPoint.Z = global sit surface height
2351 SceneObjectPart part = m_scene.GetSceneObjectPart(localid);
2352 Quaternion partIRot;
2353// if (part.LinkNum == 1)
2354/// { // Root prim of linkset
2355// partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset);
2356// }
2357// else
2358// { // single or child prim
2359 partIRot = Quaternion.Inverse(part.GetWorldRotation());
2360// }
2361 float offZ = collisionPoint.Z - m_initialSitTarget.Z;
2362 Vector3 offset = new Vector3(0.0f, 0.0f, offZ) * partIRot; // Altitude correction
2363//Console.WriteLine("sitPoint={0}, offset={1}", sitPoint, offset);
2364 m_pos += offset;
2365// ControllingClient.SendClearFollowCamProperties(part.UUID);
2366
2367 }
2368 } // End SitAltitudeCallback KF.
2174 2369
2175 /// <summary> 2370 /// <summary>
2176 /// Event handler for the 'Always run' setting on the client 2371 /// Event handler for the 'Always run' setting on the client
@@ -2200,7 +2395,7 @@ namespace OpenSim.Region.Framework.Scenes
2200 /// </summary> 2395 /// </summary>
2201 /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param> 2396 /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param>
2202 /// <param name="rotation">The direction in which this avatar should now face. 2397 /// <param name="rotation">The direction in which this avatar should now face.
2203 public void AddNewMovement(Vector3 vec, Quaternion rotation) 2398 public void AddNewMovement(Vector3 vec, Quaternion rotation, bool Nudging)
2204 { 2399 {
2205 if (m_isChildAgent) 2400 if (m_isChildAgent)
2206 { 2401 {
@@ -2274,7 +2469,7 @@ namespace OpenSim.Region.Framework.Scenes
2274 2469
2275 // TODO: Add the force instead of only setting it to support multiple forces per frame? 2470 // TODO: Add the force instead of only setting it to support multiple forces per frame?
2276 m_forceToApply = direc; 2471 m_forceToApply = direc;
2277 2472 m_isNudging = Nudging;
2278 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); 2473 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
2279 } 2474 }
2280 2475
@@ -2289,7 +2484,7 @@ namespace OpenSim.Region.Framework.Scenes
2289 const float POSITION_TOLERANCE = 0.05f; 2484 const float POSITION_TOLERANCE = 0.05f;
2290 //const int TIME_MS_TOLERANCE = 3000; 2485 //const int TIME_MS_TOLERANCE = 3000;
2291 2486
2292 SendPrimUpdates(); 2487
2293 2488
2294 if (m_newCoarseLocations) 2489 if (m_newCoarseLocations)
2295 { 2490 {
@@ -2325,6 +2520,9 @@ namespace OpenSim.Region.Framework.Scenes
2325 CheckForBorderCrossing(); 2520 CheckForBorderCrossing();
2326 CheckForSignificantMovement(); // sends update to the modules. 2521 CheckForSignificantMovement(); // sends update to the modules.
2327 } 2522 }
2523
2524 //Sending prim updates AFTER the avatar terse updates are sent
2525 SendPrimUpdates();
2328 } 2526 }
2329 2527
2330 #endregion 2528 #endregion
@@ -3225,14 +3423,25 @@ namespace OpenSim.Region.Framework.Scenes
3225 { 3423 {
3226 if (m_forceToApply.HasValue) 3424 if (m_forceToApply.HasValue)
3227 { 3425 {
3228 Vector3 force = m_forceToApply.Value;
3229 3426
3427 Vector3 force = m_forceToApply.Value;
3230 m_updateflag = true; 3428 m_updateflag = true;
3231// movementvector = force;
3232 Velocity = force; 3429 Velocity = force;
3233 3430
3234 m_forceToApply = null; 3431 m_forceToApply = null;
3235 } 3432 }
3433 else
3434 {
3435 if (m_isNudging)
3436 {
3437 Vector3 force = Vector3.Zero;
3438
3439 m_updateflag = true;
3440 Velocity = force;
3441 m_isNudging = false;
3442 m_updateCount = UPDATE_COUNT; //KF: Update anims to pickup "STAND"
3443 }
3444 }
3236 } 3445 }
3237 3446
3238 public override void SetText(string text, Vector3 color, double alpha) 3447 public override void SetText(string text, Vector3 color, double alpha)
@@ -3283,18 +3492,29 @@ namespace OpenSim.Region.Framework.Scenes
3283 { 3492 {
3284 if (e == null) 3493 if (e == null)
3285 return; 3494 return;
3286 3495
3287 //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f)) 3496 // The Physics Scene will send (spam!) updates every 500 ms grep: m_physicsActor.SubscribeEvents(
3288 // The Physics Scene will send updates every 500 ms grep: m_physicsActor.SubscribeEvents(
3289 // as of this comment the interval is set in AddToPhysicalScene 3497 // as of this comment the interval is set in AddToPhysicalScene
3290 if (Animator!=null) 3498 if (Animator!=null)
3291 Animator.UpdateMovementAnimations(); 3499 {
3500 if (m_updateCount > 0) //KF: DO NOT call UpdateMovementAnimations outside of the m_updateCount wrapper,
3501 { // else its will lock out other animation changes, like ground sit.
3502 Animator.UpdateMovementAnimations();
3503 m_updateCount--;
3504 }
3505 }
3292 3506
3293 CollisionEventUpdate collisionData = (CollisionEventUpdate)e; 3507 CollisionEventUpdate collisionData = (CollisionEventUpdate)e;
3294 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; 3508 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList;
3295 3509
3296 CollisionPlane = Vector4.UnitW; 3510 CollisionPlane = Vector4.UnitW;
3297 3511
3512 if (m_lastColCount != coldata.Count)
3513 {
3514 m_updateCount = UPDATE_COUNT;
3515 m_lastColCount = coldata.Count;
3516 }
3517
3298 if (coldata.Count != 0 && Animator != null) 3518 if (coldata.Count != 0 && Animator != null)
3299 { 3519 {
3300 switch (Animator.CurrentMovementAnimation) 3520 switch (Animator.CurrentMovementAnimation)
@@ -3931,5 +4151,16 @@ namespace OpenSim.Region.Framework.Scenes
3931 m_reprioritization_called = false; 4151 m_reprioritization_called = false;
3932 } 4152 }
3933 } 4153 }
4154
4155 private Vector3 Quat2Euler(Quaternion rot){
4156 float x = Utils.RAD_TO_DEG * (float)Math.Atan2((double)((2.0f * rot.X * rot.W) - (2.0f * rot.Y * rot.Z)) ,
4157 (double)(1 - (2.0f * rot.X * rot.X) - (2.0f * rot.Z * rot.Z)));
4158 float y = Utils.RAD_TO_DEG * (float)Math.Asin ((double)((2.0f * rot.X * rot.Y) + (2.0f * rot.Z * rot.W)));
4159 float z = Utils.RAD_TO_DEG * (float)Math.Atan2(((double)(2.0f * rot.Y * rot.W) - (2.0f * rot.X * rot.Z)) ,
4160 (double)(1 - (2.0f * rot.Y * rot.Y) - (2.0f * rot.Z * rot.Z)));
4161 return(new Vector3(x,y,z));
4162 }
4163
4164
3934 } 4165 }
3935} 4166}
diff --git a/OpenSim/Region/Framework/Scenes/SceneViewer.cs b/OpenSim/Region/Framework/Scenes/SceneViewer.cs
index e4296ef..1cff0eb 100644
--- a/OpenSim/Region/Framework/Scenes/SceneViewer.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneViewer.cs
@@ -76,7 +76,7 @@ namespace OpenSim.Region.Framework.Scenes
76 76
77 foreach (EntityBase e in m_presence.Scene.Entities) 77 foreach (EntityBase e in m_presence.Scene.Entities)
78 { 78 {
79 if (e is SceneObjectGroup) 79 if (e != null && e is SceneObjectGroup)
80 m_pendingObjects.Enqueue((SceneObjectGroup)e); 80 m_pendingObjects.Enqueue((SceneObjectGroup)e);
81 } 81 }
82 } 82 }
diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneTests.cs
index 8a27b7b..5abbb82 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/SceneTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/SceneTests.cs
@@ -101,7 +101,16 @@ namespace OpenSim.Region.Framework.Scenes.Tests
101 { 101 {
102 throw new NotImplementedException(); 102 throw new NotImplementedException();
103 } 103 }
104 104 public RegionMeta7WindlightData LoadRegionWindlightSettings(UUID regionUUID)
105 {
106 //This connector doesn't support the windlight module yet
107 //Return default LL windlight settings
108 return new RegionMeta7WindlightData();
109 }
110 public void StoreRegionWindlightSettings(RegionMeta7WindlightData wl)
111 {
112 //This connector doesn't support the windlight module yet
113 }
105 public RegionSettings LoadRegionSettings(UUID regionUUID) 114 public RegionSettings LoadRegionSettings(UUID regionUUID)
106 { 115 {
107 return null; 116 return null;
diff --git a/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs b/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
index 009dd37..85e3fb3 100644
--- a/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
+++ b/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
@@ -957,7 +957,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
957 // TODO 957 // TODO
958 } 958 }
959 959
960 public void SendGenericMessage(string method, List<string> message) 960 public void SendGenericMessage(string method, List<byte[]> message)
961 { 961 {
962 962
963 } 963 }
diff --git a/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs b/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
index b331001..cf2076f 100644
--- a/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
+++ b/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
@@ -544,7 +544,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
544 544
545 } 545 }
546 546
547 public void SendGenericMessage(string method, List<string> message) 547 public void SendGenericMessage(string method, List<byte[]> message)
548 { 548 {
549 549
550 } 550 }
diff --git a/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs b/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs
index 6a54705..198962b 100644
--- a/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs
+++ b/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs
@@ -624,8 +624,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
624 { 624 {
625 set { return; } 625 set { return; }
626 } 626 }
627 627
628
629 public override Quaternion APIDTarget 628 public override Quaternion APIDTarget
630 { 629 {
631 set { return; } 630 set { return; }
diff --git a/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs b/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs
index e2a6a2e..f4245b6 100644
--- a/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs
+++ b/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs
@@ -996,7 +996,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin
996 { 996 {
997 997
998 } 998 }
999 999
1000 public override void VehicleFlags(int param, bool remove) 1000 public override void VehicleFlags(int param, bool remove)
1001 { 1001 {
1002 1002
diff --git a/OpenSim/Region/Physics/ChOdePlugin/AssemblyInfo.cs b/OpenSim/Region/Physics/ChOdePlugin/AssemblyInfo.cs
new file mode 100644
index 0000000..d65929a
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/AssemblyInfo.cs
@@ -0,0 +1,58 @@
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.Reflection;
29using System.Runtime.InteropServices;
30
31// Information about this assembly is defined by the following
32// attributes.
33//
34// change them to the information which is associated with the assembly
35// you compile.
36
37[assembly : AssemblyTitle("OdePlugin")]
38[assembly : AssemblyDescription("")]
39[assembly : AssemblyConfiguration("")]
40[assembly : AssemblyCompany("http://opensimulator.org")]
41[assembly : AssemblyProduct("OdePlugin")]
42[assembly : AssemblyCopyright("Copyright (c) OpenSimulator.org Developers 2007-2009")]
43[assembly : AssemblyTrademark("")]
44[assembly : AssemblyCulture("")]
45
46// This sets the default COM visibility of types in the assembly to invisible.
47// If you need to expose a type to COM, use [ComVisible(true)] on that type.
48
49[assembly : ComVisible(false)]
50
51// The assembly version has following format :
52//
53// Major.Minor.Build.Revision
54//
55// You can specify all values by your own or you can build default build and revision
56// numbers with the '*' character (the default):
57
58[assembly : AssemblyVersion("0.6.5.*")]
diff --git a/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs
new file mode 100644
index 0000000..8e87ad9
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs
@@ -0,0 +1,1357 @@
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 System.Reflection;
31using OpenMetaverse;
32using Ode.NET;
33using OpenSim.Framework;
34using OpenSim.Region.Physics.Manager;
35using log4net;
36
37namespace OpenSim.Region.Physics.OdePlugin
38{
39 /// <summary>
40 /// Various properties that ODE uses for AMotors but isn't exposed in ODE.NET so we must define them ourselves.
41 /// </summary>
42
43 public enum dParam : int
44 {
45 LowStop = 0,
46 HiStop = 1,
47 Vel = 2,
48 FMax = 3,
49 FudgeFactor = 4,
50 Bounce = 5,
51 CFM = 6,
52 StopERP = 7,
53 StopCFM = 8,
54 LoStop2 = 256,
55 HiStop2 = 257,
56 Vel2 = 258,
57 FMax2 = 259,
58 StopERP2 = 7 + 256,
59 StopCFM2 = 8 + 256,
60 LoStop3 = 512,
61 HiStop3 = 513,
62 Vel3 = 514,
63 FMax3 = 515,
64 StopERP3 = 7 + 512,
65 StopCFM3 = 8 + 512
66 }
67 public class OdeCharacter : PhysicsActor
68 {
69 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
70
71 private Vector3 _position;
72 private d.Vector3 _zeroPosition;
73 // private d.Matrix3 m_StandUpRotation;
74 private bool _zeroFlag = false;
75 private bool m_lastUpdateSent = false;
76 private Vector3 _velocity;
77 private Vector3 _target_velocity;
78 private Vector3 _acceleration;
79 private Vector3 m_rotationalVelocity;
80 private float m_mass = 80f;
81 public float m_density = 60f;
82 private bool m_pidControllerActive = true;
83 public float PID_D = 800.0f;
84 public float PID_P = 900.0f;
85 //private static float POSTURE_SERVO = 10000.0f;
86 public float CAPSULE_RADIUS = 0.37f;
87 public float CAPSULE_LENGTH = 2.140599f;
88 public float m_tensor = 3800000f;
89 public float heightFudgeFactor = 0.52f;
90 public float walkDivisor = 1.3f;
91 public float runDivisor = 0.8f;
92 private bool flying = false;
93 private bool m_iscolliding = false;
94 private bool m_iscollidingGround = false;
95 private bool m_wascolliding = false;
96 private bool m_wascollidingGround = false;
97 private bool m_iscollidingObj = false;
98 private bool m_alwaysRun = false;
99 private bool m_hackSentFall = false;
100 private bool m_hackSentFly = false;
101 private int m_requestedUpdateFrequency = 0;
102 private Vector3 m_taintPosition = Vector3.Zero;
103 public uint m_localID = 0;
104 public bool m_returnCollisions = false;
105 // taints and their non-tainted counterparts
106 public bool m_isPhysical = false; // the current physical status
107 public bool m_tainted_isPhysical = false; // set when the physical status is tainted (false=not existing in physics engine, true=existing)
108 public float MinimumGroundFlightOffset = 3f;
109
110 private float m_tainted_CAPSULE_LENGTH; // set when the capsule length changes.
111 private float m_tiltMagnitudeWhenProjectedOnXYPlane = 0.1131371f; // used to introduce a fixed tilt because a straight-up capsule falls through terrain, probably a bug in terrain collider
112
113
114 private float m_buoyancy = 0f;
115
116 // private CollisionLocker ode;
117
118 private string m_name = String.Empty;
119
120 private bool[] m_colliderarr = new bool[11];
121 private bool[] m_colliderGroundarr = new bool[11];
122
123 // Default we're a Character
124 private CollisionCategories m_collisionCategories = (CollisionCategories.Character);
125
126 // Default, Collide with Other Geometries, spaces, bodies and characters.
127 private CollisionCategories m_collisionFlags = (CollisionCategories.Geom
128 | CollisionCategories.Space
129 | CollisionCategories.Body
130 | CollisionCategories.Character
131 | CollisionCategories.Land);
132 public IntPtr Body = IntPtr.Zero;
133 private OdeScene _parent_scene;
134 public IntPtr Shell = IntPtr.Zero;
135 public IntPtr Amotor = IntPtr.Zero;
136 public d.Mass ShellMass;
137 public bool collidelock = false;
138
139 public int m_eventsubscription = 0;
140 private CollisionEventUpdate CollisionEventsThisFrame = new CollisionEventUpdate();
141
142 // unique UUID of this character object
143 public UUID m_uuid;
144 public bool bad = false;
145
146 public OdeCharacter(String avName, OdeScene parent_scene, Vector3 pos, CollisionLocker dode, Vector3 size, float pid_d, float pid_p, float capsule_radius, float tensor, float density, float height_fudge_factor, float walk_divisor, float rundivisor)
147 {
148 m_uuid = UUID.Random();
149
150 if (pos.IsFinite())
151 {
152 if (pos.Z > 9999999f)
153 {
154 pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
155 }
156 if (pos.Z < -90000f)
157 {
158 pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
159 }
160 _position = pos;
161 m_taintPosition.X = pos.X;
162 m_taintPosition.Y = pos.Y;
163 m_taintPosition.Z = pos.Z;
164 }
165 else
166 {
167 _position = new Vector3(((float)_parent_scene.WorldExtents.X * 0.5f), ((float)_parent_scene.WorldExtents.Y * 0.5f), parent_scene.GetTerrainHeightAtXY(128f, 128f) + 10f);
168 m_taintPosition.X = _position.X;
169 m_taintPosition.Y = _position.Y;
170 m_taintPosition.Z = _position.Z;
171 m_log.Warn("[PHYSICS]: Got NaN Position on Character Create");
172 }
173
174 _parent_scene = parent_scene;
175
176 PID_D = pid_d;
177 PID_P = pid_p;
178 CAPSULE_RADIUS = capsule_radius;
179 m_tensor = tensor;
180 m_density = density;
181 heightFudgeFactor = height_fudge_factor;
182 walkDivisor = walk_divisor;
183 runDivisor = rundivisor;
184
185 // m_StandUpRotation =
186 // new d.Matrix3(0.5f, 0.7071068f, 0.5f, -0.7071068f, 0f, 0.7071068f, 0.5f, -0.7071068f,
187 // 0.5f);
188
189 for (int i = 0; i < 11; i++)
190 {
191 m_colliderarr[i] = false;
192 }
193 CAPSULE_LENGTH = (size.Z * 1.15f) - CAPSULE_RADIUS * 2.0f;
194 //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
195 m_tainted_CAPSULE_LENGTH = CAPSULE_LENGTH;
196
197 m_isPhysical = false; // current status: no ODE information exists
198 m_tainted_isPhysical = true; // new tainted status: need to create ODE information
199
200 _parent_scene.AddPhysicsActorTaint(this);
201
202 m_name = avName;
203 }
204
205 public override int PhysicsActorType
206 {
207 get { return (int) ActorTypes.Agent; }
208 set { return; }
209 }
210
211 /// <summary>
212 /// If this is set, the avatar will move faster
213 /// </summary>
214 public override bool SetAlwaysRun
215 {
216 get { return m_alwaysRun; }
217 set { m_alwaysRun = value; }
218 }
219
220 public override uint LocalID
221 {
222 set { m_localID = value; }
223 }
224
225 public override bool Grabbed
226 {
227 set { return; }
228 }
229
230 public override bool Selected
231 {
232 set { return; }
233 }
234
235 public override float Buoyancy
236 {
237 get { return m_buoyancy; }
238 set { m_buoyancy = value; }
239 }
240
241 public override bool FloatOnWater
242 {
243 set { return; }
244 }
245
246 public override bool IsPhysical
247 {
248 get { return false; }
249 set { return; }
250 }
251
252 public override bool ThrottleUpdates
253 {
254 get { return false; }
255 set { return; }
256 }
257
258 public override bool Flying
259 {
260 get { return flying; }
261 set { flying = value; }
262 }
263
264 /// <summary>
265 /// Returns if the avatar is colliding in general.
266 /// This includes the ground and objects and avatar.
267 /// </summary>
268 public override bool IsColliding
269 {
270 get { return m_iscolliding; }
271 set
272 {
273 int i;
274 int truecount = 0;
275 int falsecount = 0;
276
277 if (m_colliderarr.Length >= 10)
278 {
279 for (i = 0; i < 10; i++)
280 {
281 m_colliderarr[i] = m_colliderarr[i + 1];
282 }
283 }
284 m_colliderarr[10] = value;
285
286 for (i = 0; i < 11; i++)
287 {
288 if (m_colliderarr[i])
289 {
290 truecount++;
291 }
292 else
293 {
294 falsecount++;
295 }
296 }
297
298 // Equal truecounts and false counts means we're colliding with something.
299
300 if (falsecount > 1.2*truecount)
301 {
302 m_iscolliding = false;
303 }
304 else
305 {
306 m_iscolliding = true;
307 }
308 if (m_wascolliding != m_iscolliding)
309 {
310 //base.SendCollisionUpdate(new CollisionEventUpdate());
311 }
312 m_wascolliding = m_iscolliding;
313 }
314 }
315
316 /// <summary>
317 /// Returns if an avatar is colliding with the ground
318 /// </summary>
319 public override bool CollidingGround
320 {
321 get { return m_iscollidingGround; }
322 set
323 {
324 // Collisions against the ground are not really reliable
325 // So, to get a consistant value we have to average the current result over time
326 // Currently we use 1 second = 10 calls to this.
327 int i;
328 int truecount = 0;
329 int falsecount = 0;
330
331 if (m_colliderGroundarr.Length >= 10)
332 {
333 for (i = 0; i < 10; i++)
334 {
335 m_colliderGroundarr[i] = m_colliderGroundarr[i + 1];
336 }
337 }
338 m_colliderGroundarr[10] = value;
339
340 for (i = 0; i < 11; i++)
341 {
342 if (m_colliderGroundarr[i])
343 {
344 truecount++;
345 }
346 else
347 {
348 falsecount++;
349 }
350 }
351
352 // Equal truecounts and false counts means we're colliding with something.
353
354 if (falsecount > 1.2*truecount)
355 {
356 m_iscollidingGround = false;
357 }
358 else
359 {
360 m_iscollidingGround = true;
361 }
362 if (m_wascollidingGround != m_iscollidingGround)
363 {
364 //base.SendCollisionUpdate(new CollisionEventUpdate());
365 }
366 m_wascollidingGround = m_iscollidingGround;
367 }
368 }
369
370 /// <summary>
371 /// Returns if the avatar is colliding with an object
372 /// </summary>
373 public override bool CollidingObj
374 {
375 get { return m_iscollidingObj; }
376 set
377 {
378 m_iscollidingObj = value;
379 if (value)
380 m_pidControllerActive = false;
381 else
382 m_pidControllerActive = true;
383 }
384 }
385
386 /// <summary>
387 /// turn the PID controller on or off.
388 /// The PID Controller will turn on all by itself in many situations
389 /// </summary>
390 /// <param name="status"></param>
391 public void SetPidStatus(bool status)
392 {
393 m_pidControllerActive = status;
394 }
395
396 public override bool Stopped
397 {
398 get { return _zeroFlag; }
399 }
400
401 /// <summary>
402 /// This 'puts' an avatar somewhere in the physics space.
403 /// Not really a good choice unless you 'know' it's a good
404 /// spot otherwise you're likely to orbit the avatar.
405 /// </summary>
406 public override Vector3 Position
407 {
408 get { return _position; }
409 set
410 {
411 if (Body == IntPtr.Zero || Shell == IntPtr.Zero)
412 {
413 if (value.IsFinite())
414 {
415 if (value.Z > 9999999f)
416 {
417 value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
418 }
419 if (value.Z < -90000f)
420 {
421 value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
422 }
423
424 _position.X = value.X;
425 _position.Y = value.Y;
426 _position.Z = value.Z;
427
428 m_taintPosition.X = value.X;
429 m_taintPosition.Y = value.Y;
430 m_taintPosition.Z = value.Z;
431 _parent_scene.AddPhysicsActorTaint(this);
432 }
433 else
434 {
435 m_log.Warn("[PHYSICS]: Got a NaN Position from Scene on a Character");
436 }
437 }
438 }
439 }
440
441 public override Vector3 RotationalVelocity
442 {
443 get { return m_rotationalVelocity; }
444 set { m_rotationalVelocity = value; }
445 }
446
447 /// <summary>
448 /// This property sets the height of the avatar only. We use the height to make sure the avatar stands up straight
449 /// and use it to offset landings properly
450 /// </summary>
451 public override Vector3 Size
452 {
453 get { return new Vector3(CAPSULE_RADIUS * 2, CAPSULE_RADIUS * 2, CAPSULE_LENGTH); }
454 set
455 {
456 if (value.IsFinite())
457 {
458 m_pidControllerActive = true;
459
460 Vector3 SetSize = value;
461 m_tainted_CAPSULE_LENGTH = (SetSize.Z*1.15f) - CAPSULE_RADIUS*2.0f;
462 //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
463
464 Velocity = Vector3.Zero;
465
466 _parent_scene.AddPhysicsActorTaint(this);
467 }
468 else
469 {
470 m_log.Warn("[PHYSICS]: Got a NaN Size from Scene on a Character");
471 }
472 }
473 }
474
475 private void AlignAvatarTiltWithCurrentDirectionOfMovement(Vector3 movementVector)
476 {
477 movementVector.Z = 0f;
478 float magnitude = (float)Math.Sqrt((double)(movementVector.X * movementVector.X + movementVector.Y * movementVector.Y));
479 if (magnitude < 0.1f) return;
480
481 // normalize the velocity vector
482 float invMagnitude = 1.0f / magnitude;
483 movementVector.X *= invMagnitude;
484 movementVector.Y *= invMagnitude;
485
486 // if we change the capsule heading too often, the capsule can fall down
487 // therefore we snap movement vector to just 1 of 4 predefined directions (ne, nw, se, sw),
488 // meaning only 4 possible capsule tilt orientations
489 if (movementVector.X > 0)
490 {
491 // east
492 if (movementVector.Y > 0)
493 {
494 // northeast
495 movementVector.X = (float)Math.Sqrt(2.0);
496 movementVector.Y = (float)Math.Sqrt(2.0);
497 }
498 else
499 {
500 // southeast
501 movementVector.X = (float)Math.Sqrt(2.0);
502 movementVector.Y = -(float)Math.Sqrt(2.0);
503 }
504 }
505 else
506 {
507 // west
508 if (movementVector.Y > 0)
509 {
510 // northwest
511 movementVector.X = -(float)Math.Sqrt(2.0);
512 movementVector.Y = (float)Math.Sqrt(2.0);
513 }
514 else
515 {
516 // southwest
517 movementVector.X = -(float)Math.Sqrt(2.0);
518 movementVector.Y = -(float)Math.Sqrt(2.0);
519 }
520 }
521
522
523 // movementVector.Z is zero
524
525 // calculate tilt components based on desired amount of tilt and current (snapped) heading.
526 // the "-" sign is to force the tilt to be OPPOSITE the direction of movement.
527 float xTiltComponent = -movementVector.X * m_tiltMagnitudeWhenProjectedOnXYPlane;
528 float yTiltComponent = -movementVector.Y * m_tiltMagnitudeWhenProjectedOnXYPlane;
529
530 //m_log.Debug("[PHYSICS] changing avatar tilt");
531 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, xTiltComponent);
532 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, xTiltComponent); // must be same as lowstop, else a different, spurious tilt is introduced
533 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, yTiltComponent);
534 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, yTiltComponent); // same as lowstop
535 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, 0f);
536 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f); // same as lowstop
537 }
538
539 /// <summary>
540 /// This creates the Avatar's physical Surrogate at the position supplied
541 /// </summary>
542 /// <param name="npositionX"></param>
543 /// <param name="npositionY"></param>
544 /// <param name="npositionZ"></param>
545
546 // WARNING: This MUST NOT be called outside of ProcessTaints, else we can have unsynchronized access
547 // to ODE internals. ProcessTaints is called from within thread-locked Simulate(), so it is the only
548 // place that is safe to call this routine AvatarGeomAndBodyCreation.
549 private void AvatarGeomAndBodyCreation(float npositionX, float npositionY, float npositionZ, float tensor)
550 {
551 //CAPSULE_LENGTH = -5;
552 //CAPSULE_RADIUS = -5;
553 int dAMotorEuler = 1;
554 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
555 if (CAPSULE_LENGTH <= 0)
556 {
557 m_log.Warn("[PHYSICS]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!");
558 CAPSULE_LENGTH = 0.01f;
559
560 }
561
562 if (CAPSULE_RADIUS <= 0)
563 {
564 m_log.Warn("[PHYSICS]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!");
565 CAPSULE_RADIUS = 0.01f;
566
567 }
568 Shell = d.CreateCapsule(_parent_scene.space, CAPSULE_RADIUS, CAPSULE_LENGTH);
569
570 d.GeomSetCategoryBits(Shell, (int)m_collisionCategories);
571 d.GeomSetCollideBits(Shell, (int)m_collisionFlags);
572
573 d.MassSetCapsuleTotal(out ShellMass, m_mass, 2, CAPSULE_RADIUS, CAPSULE_LENGTH);
574 Body = d.BodyCreate(_parent_scene.world);
575 d.BodySetPosition(Body, npositionX, npositionY, npositionZ);
576
577 _position.X = npositionX;
578 _position.Y = npositionY;
579 _position.Z = npositionZ;
580
581
582 m_taintPosition.X = npositionX;
583 m_taintPosition.Y = npositionY;
584 m_taintPosition.Z = npositionZ;
585
586 d.BodySetMass(Body, ref ShellMass);
587 d.Matrix3 m_caprot;
588 // 90 Stand up on the cap of the capped cyllinder
589 if (_parent_scene.IsAvCapsuleTilted)
590 {
591 d.RFromAxisAndAngle(out m_caprot, 1, 0, 1, (float)(Math.PI / 2));
592 }
593 else
594 {
595 d.RFromAxisAndAngle(out m_caprot, 0, 0, 1, (float)(Math.PI / 2));
596 }
597
598
599 d.GeomSetRotation(Shell, ref m_caprot);
600 d.BodySetRotation(Body, ref m_caprot);
601
602 d.GeomSetBody(Shell, Body);
603
604
605 // The purpose of the AMotor here is to keep the avatar's physical
606 // surrogate from rotating while moving
607 Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
608 d.JointAttach(Amotor, Body, IntPtr.Zero);
609 d.JointSetAMotorMode(Amotor, dAMotorEuler);
610 d.JointSetAMotorNumAxes(Amotor, 3);
611 d.JointSetAMotorAxis(Amotor, 0, 0, 1, 0, 0);
612 d.JointSetAMotorAxis(Amotor, 1, 0, 0, 1, 0);
613 d.JointSetAMotorAxis(Amotor, 2, 0, 0, 0, 1);
614 d.JointSetAMotorAngle(Amotor, 0, 0);
615 d.JointSetAMotorAngle(Amotor, 1, 0);
616 d.JointSetAMotorAngle(Amotor, 2, 0);
617
618 // These lowstops and high stops are effectively (no wiggle room)
619 if (_parent_scene.IsAvCapsuleTilted)
620 {
621 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, -0.000000000001f);
622 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -0.000000000001f);
623 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, -0.000000000001f);
624 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0.000000000001f);
625 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0.000000000001f);
626 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0.000000000001f);
627 }
628 else
629 {
630 #region Documentation of capsule motor LowStop and HighStop parameters
631 // Intentionally introduce some tilt into the capsule by setting
632 // the motor stops to small epsilon values. This small tilt prevents
633 // the capsule from falling into the terrain; a straight-up capsule
634 // (with -0..0 motor stops) falls into the terrain for reasons yet
635 // to be comprehended in their entirety.
636 #endregion
637 AlignAvatarTiltWithCurrentDirectionOfMovement(Vector3.Zero);
638 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, 0.08f);
639 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -0f);
640 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, 0.08f);
641 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0.08f); // must be same as lowstop, else a different, spurious tilt is introduced
642 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f); // same as lowstop
643 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0.08f); // same as lowstop
644 }
645
646 // Fudge factor is 1f by default, we're setting it to 0. We don't want it to Fudge or the
647 // capped cyllinder will fall over
648 d.JointSetAMotorParam(Amotor, (int)dParam.FudgeFactor, 0f);
649 d.JointSetAMotorParam(Amotor, (int)dParam.FMax, tensor);
650
651 //d.Matrix3 bodyrotation = d.BodyGetRotation(Body);
652 //d.QfromR(
653 //d.Matrix3 checkrotation = new d.Matrix3(0.7071068,0.5, -0.7071068,
654 //
655 //m_log.Info("[PHYSICSAV]: Rotation: " + bodyrotation.M00 + " : " + bodyrotation.M01 + " : " + bodyrotation.M02 + " : " + bodyrotation.M10 + " : " + bodyrotation.M11 + " : " + bodyrotation.M12 + " : " + bodyrotation.M20 + " : " + bodyrotation.M21 + " : " + bodyrotation.M22);
656 //standupStraight();
657 }
658
659 //
660 /// <summary>
661 /// Uses the capped cyllinder volume formula to calculate the avatar's mass.
662 /// This may be used in calculations in the scene/scenepresence
663 /// </summary>
664 public override float Mass
665 {
666 get
667 {
668 float AVvolume = (float) (Math.PI*Math.Pow(CAPSULE_RADIUS, 2)*CAPSULE_LENGTH);
669 return m_density*AVvolume;
670 }
671 }
672 public override void link(PhysicsActor obj)
673 {
674
675 }
676
677 public override void delink()
678 {
679
680 }
681
682 public override void LockAngularMotion(Vector3 axis)
683 {
684
685 }
686
687// This code is very useful. Written by DanX0r. We're just not using it right now.
688// Commented out to prevent a warning.
689//
690// private void standupStraight()
691// {
692// // The purpose of this routine here is to quickly stabilize the Body while it's popped up in the air.
693// // The amotor needs a few seconds to stabilize so without it, the avatar shoots up sky high when you
694// // change appearance and when you enter the simulator
695// // After this routine is done, the amotor stabilizes much quicker
696// d.Vector3 feet;
697// d.Vector3 head;
698// d.BodyGetRelPointPos(Body, 0.0f, 0.0f, -1.0f, out feet);
699// d.BodyGetRelPointPos(Body, 0.0f, 0.0f, 1.0f, out head);
700// float posture = head.Z - feet.Z;
701
702// // restoring force proportional to lack of posture:
703// float servo = (2.5f - posture) * POSTURE_SERVO;
704// d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, servo, 0.0f, 0.0f, 1.0f);
705// d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, -servo, 0.0f, 0.0f, -1.0f);
706// //d.Matrix3 bodyrotation = d.BodyGetRotation(Body);
707// //m_log.Info("[PHYSICSAV]: Rotation: " + bodyrotation.M00 + " : " + bodyrotation.M01 + " : " + bodyrotation.M02 + " : " + bodyrotation.M10 + " : " + bodyrotation.M11 + " : " + bodyrotation.M12 + " : " + bodyrotation.M20 + " : " + bodyrotation.M21 + " : " + bodyrotation.M22);
708// }
709
710 public override Vector3 Force
711 {
712 get { return _target_velocity; }
713 set { return; }
714 }
715
716 public override int VehicleType
717 {
718 get { return 0; }
719 set { return; }
720 }
721
722 public override void VehicleFloatParam(int param, float value)
723 {
724
725 }
726
727 public override void VehicleVectorParam(int param, Vector3 value)
728 {
729
730 }
731
732 public override void VehicleRotationParam(int param, Quaternion rotation)
733 {
734
735 }
736
737 public override void VehicleFlags(int flags, bool remove)
738 {
739 }
740
741 public override void SetVolumeDetect(int param)
742 {
743
744 }
745
746 public override Vector3 CenterOfMass
747 {
748 get { return Vector3.Zero; }
749 }
750
751 public override Vector3 GeometricCenter
752 {
753 get { return Vector3.Zero; }
754 }
755
756 public override PrimitiveBaseShape Shape
757 {
758 set { return; }
759 }
760
761 public override Vector3 Velocity
762 {
763 get {
764 // There's a problem with Vector3.Zero! Don't Use it Here!
765 if (_zeroFlag)
766 return Vector3.Zero;
767 m_lastUpdateSent = false;
768 return _velocity;
769 }
770 set
771 {
772 if (value.IsFinite())
773 {
774 m_pidControllerActive = true;
775 _target_velocity = value;
776 }
777 else
778 {
779 m_log.Warn("[PHYSICS]: Got a NaN velocity from Scene in a Character");
780 }
781 }
782 }
783
784 public override Vector3 Torque
785 {
786 get { return Vector3.Zero; }
787 set { return; }
788 }
789
790 public override float CollisionScore
791 {
792 get { return 0f; }
793 set { }
794 }
795
796 public override bool Kinematic
797 {
798 get { return false; }
799 set { }
800 }
801
802 public override Quaternion Orientation
803 {
804 get { return Quaternion.Identity; }
805 set {
806 //Matrix3 or = Orientation.ToRotationMatrix();
807 //d.Matrix3 ord = new d.Matrix3(or.m00, or.m10, or.m20, or.m01, or.m11, or.m21, or.m02, or.m12, or.m22);
808 //d.BodySetRotation(Body, ref ord);
809 }
810 }
811
812 public override Vector3 Acceleration
813 {
814 get { return _acceleration; }
815 }
816
817 public void SetAcceleration(Vector3 accel)
818 {
819 m_pidControllerActive = true;
820 _acceleration = accel;
821 }
822
823 /// <summary>
824 /// Adds the force supplied to the Target Velocity
825 /// The PID controller takes this target velocity and tries to make it a reality
826 /// </summary>
827 /// <param name="force"></param>
828 public override void AddForce(Vector3 force, bool pushforce)
829 {
830 if (force.IsFinite())
831 {
832 if (pushforce)
833 {
834 m_pidControllerActive = false;
835 force *= 100f;
836 doForce(force);
837 // If uncommented, things get pushed off world
838 //
839 // m_log.Debug("Push!");
840 // _target_velocity.X += force.X;
841 // _target_velocity.Y += force.Y;
842 // _target_velocity.Z += force.Z;
843 }
844 else
845 {
846 m_pidControllerActive = true;
847 _target_velocity.X += force.X;
848 _target_velocity.Y += force.Y;
849 _target_velocity.Z += force.Z;
850 }
851 }
852 else
853 {
854 m_log.Warn("[PHYSICS]: Got a NaN force applied to a Character");
855 }
856 //m_lastUpdateSent = false;
857 }
858
859 public override void AddAngularForce(Vector3 force, bool pushforce)
860 {
861
862 }
863
864 /// <summary>
865 /// After all of the forces add up with 'add force' we apply them with doForce
866 /// </summary>
867 /// <param name="force"></param>
868 public void doForce(Vector3 force)
869 {
870 if (!collidelock)
871 {
872 d.BodyAddForce(Body, force.X, force.Y, force.Z);
873 //d.BodySetRotation(Body, ref m_StandUpRotation);
874 //standupStraight();
875
876 }
877 }
878
879 public override void SetMomentum(Vector3 momentum)
880 {
881 }
882
883
884 /// <summary>
885 /// Called from Simulate
886 /// This is the avatar's movement control + PID Controller
887 /// </summary>
888 /// <param name="timeStep"></param>
889 public void Move(float timeStep, List<OdeCharacter> defects)
890 {
891 // no lock; for now it's only called from within Simulate()
892
893 // If the PID Controller isn't active then we set our force
894 // calculating base velocity to the current position
895
896 if (Body == IntPtr.Zero)
897 return;
898
899 if (m_pidControllerActive == false)
900 {
901 _zeroPosition = d.BodyGetPosition(Body);
902 }
903 //PidStatus = true;
904
905 d.Vector3 localpos = d.BodyGetPosition(Body);
906 Vector3 localPos = new Vector3(localpos.X, localpos.Y, localpos.Z);
907
908 if (!localPos.IsFinite())
909 {
910
911 m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
912 defects.Add(this);
913 // _parent_scene.RemoveCharacter(this);
914
915 // destroy avatar capsule and related ODE data
916 if (Amotor != IntPtr.Zero)
917 {
918 // Kill the Amotor
919 d.JointDestroy(Amotor);
920 Amotor = IntPtr.Zero;
921 }
922
923 //kill the Geometry
924 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
925
926 if (Body != IntPtr.Zero)
927 {
928 //kill the body
929 d.BodyDestroy(Body);
930
931 Body = IntPtr.Zero;
932 }
933
934 if (Shell != IntPtr.Zero)
935 {
936 d.GeomDestroy(Shell);
937 _parent_scene.geom_name_map.Remove(Shell);
938 Shell = IntPtr.Zero;
939 }
940
941 return;
942 }
943
944 Vector3 vec = Vector3.Zero;
945 d.Vector3 vel = d.BodyGetLinearVel(Body);
946
947 float movementdivisor = 1f;
948
949 if (!m_alwaysRun)
950 {
951 movementdivisor = walkDivisor;
952 }
953 else
954 {
955 movementdivisor = runDivisor;
956 }
957
958 // if velocity is zero, use position control; otherwise, velocity control
959 if (_target_velocity.X == 0.0f && _target_velocity.Y == 0.0f && _target_velocity.Z == 0.0f && m_iscolliding)
960 {
961 // keep track of where we stopped. No more slippin' & slidin'
962 if (!_zeroFlag)
963 {
964 _zeroFlag = true;
965 _zeroPosition = d.BodyGetPosition(Body);
966 }
967 if (m_pidControllerActive)
968 {
969 // We only want to deactivate the PID Controller if we think we want to have our surrogate
970 // react to the physics scene by moving it's position.
971 // Avatar to Avatar collisions
972 // Prim to avatar collisions
973
974 d.Vector3 pos = d.BodyGetPosition(Body);
975 vec.X = (_target_velocity.X - vel.X) * (PID_D) + (_zeroPosition.X - pos.X) * (PID_P * 2);
976 vec.Y = (_target_velocity.Y - vel.Y)*(PID_D) + (_zeroPosition.Y - pos.Y)* (PID_P * 2);
977 if (flying)
978 {
979 vec.Z = (_target_velocity.Z - vel.Z) * (PID_D) + (_zeroPosition.Z - pos.Z) * PID_P;
980 }
981 }
982 //PidStatus = true;
983 }
984 else
985 {
986 m_pidControllerActive = true;
987 _zeroFlag = false;
988 if (m_iscolliding && !flying)
989 {
990 // We're standing on something
991 vec.X = ((_target_velocity.X / movementdivisor) - vel.X) * (PID_D);
992 vec.Y = ((_target_velocity.Y / movementdivisor) - vel.Y) * (PID_D);
993 }
994 else if (m_iscolliding && flying)
995 {
996 // We're flying and colliding with something
997 vec.X = ((_target_velocity.X/movementdivisor) - vel.X)*(PID_D / 16);
998 vec.Y = ((_target_velocity.Y/movementdivisor) - vel.Y)*(PID_D / 16);
999 }
1000 else if (!m_iscolliding && flying)
1001 {
1002 // we're in mid air suspended
1003 vec.X = ((_target_velocity.X / movementdivisor) - vel.X) * (PID_D/6);
1004 vec.Y = ((_target_velocity.Y / movementdivisor) - vel.Y) * (PID_D/6);
1005 }
1006
1007 if (m_iscolliding && !flying && _target_velocity.Z > 0.0f)
1008 {
1009 // We're colliding with something and we're not flying but we're moving
1010 // This means we're walking or running.
1011 d.Vector3 pos = d.BodyGetPosition(Body);
1012 vec.Z = (_target_velocity.Z - vel.Z)*PID_D + (_zeroPosition.Z - pos.Z)*PID_P;
1013 if (_target_velocity.X > 0)
1014 {
1015 vec.X = ((_target_velocity.X - vel.X)/1.2f)*PID_D;
1016 }
1017 if (_target_velocity.Y > 0)
1018 {
1019 vec.Y = ((_target_velocity.Y - vel.Y)/1.2f)*PID_D;
1020 }
1021 }
1022 else if (!m_iscolliding && !flying)
1023 {
1024 // we're not colliding and we're not flying so that means we're falling!
1025 // m_iscolliding includes collisions with the ground.
1026
1027 // d.Vector3 pos = d.BodyGetPosition(Body);
1028 if (_target_velocity.X > 0)
1029 {
1030 vec.X = ((_target_velocity.X - vel.X)/1.2f)*PID_D;
1031 }
1032 if (_target_velocity.Y > 0)
1033 {
1034 vec.Y = ((_target_velocity.Y - vel.Y)/1.2f)*PID_D;
1035 }
1036 }
1037
1038 if (flying)
1039 {
1040 vec.Z = (_target_velocity.Z - vel.Z) * (PID_D);
1041 }
1042 }
1043 if (flying)
1044 {
1045 vec.Z += ((-1 * _parent_scene.gravityz)*m_mass);
1046
1047 //Added for auto fly height. Kitto Flora
1048 //d.Vector3 pos = d.BodyGetPosition(Body);
1049 float target_altitude = _parent_scene.GetTerrainHeightAtXY(_position.X, _position.Y) + MinimumGroundFlightOffset;
1050
1051 if (_position.Z < target_altitude)
1052 {
1053 vec.Z += (target_altitude - _position.Z) * PID_P * 5.0f;
1054 }
1055 // end add Kitto Flora
1056 }
1057 if (vec.IsFinite())
1058 {
1059 doForce(vec);
1060 if (!_zeroFlag)
1061 {
1062 AlignAvatarTiltWithCurrentDirectionOfMovement(vec);
1063 }
1064 }
1065 else
1066 {
1067 m_log.Warn("[PHYSICS]: Got a NaN force vector in Move()");
1068 m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
1069 defects.Add(this);
1070 // _parent_scene.RemoveCharacter(this);
1071 // destroy avatar capsule and related ODE data
1072 if (Amotor != IntPtr.Zero)
1073 {
1074 // Kill the Amotor
1075 d.JointDestroy(Amotor);
1076 Amotor = IntPtr.Zero;
1077 }
1078 //kill the Geometry
1079 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
1080
1081 if (Body != IntPtr.Zero)
1082 {
1083 //kill the body
1084 d.BodyDestroy(Body);
1085
1086 Body = IntPtr.Zero;
1087 }
1088
1089 if (Shell != IntPtr.Zero)
1090 {
1091 d.GeomDestroy(Shell);
1092 _parent_scene.geom_name_map.Remove(Shell);
1093 Shell = IntPtr.Zero;
1094 }
1095 }
1096 }
1097
1098 /// <summary>
1099 /// Updates the reported position and velocity. This essentially sends the data up to ScenePresence.
1100 /// </summary>
1101 public void UpdatePositionAndVelocity()
1102 {
1103 // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit!
1104 d.Vector3 vec;
1105 try
1106 {
1107 vec = d.BodyGetPosition(Body);
1108 }
1109 catch (NullReferenceException)
1110 {
1111 bad = true;
1112 _parent_scene.BadCharacter(this);
1113 vec = new d.Vector3(_position.X, _position.Y, _position.Z);
1114 base.RaiseOutOfBounds(_position); // Tells ScenePresence that there's a problem!
1115 m_log.WarnFormat("[ODEPLUGIN]: Avatar Null reference for Avatar {0}, physical actor {1}", m_name, m_uuid);
1116 }
1117
1118
1119 // kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!)
1120 if (vec.X < 0.0f) vec.X = 0.0f;
1121 if (vec.Y < 0.0f) vec.Y = 0.0f;
1122 if (vec.X > (int)_parent_scene.WorldExtents.X - 0.05f) vec.X = (int)_parent_scene.WorldExtents.X - 0.05f;
1123 if (vec.Y > (int)_parent_scene.WorldExtents.Y - 0.05f) vec.Y = (int)_parent_scene.WorldExtents.Y - 0.05f;
1124
1125 _position.X = vec.X;
1126 _position.Y = vec.Y;
1127 _position.Z = vec.Z;
1128
1129 // Did we move last? = zeroflag
1130 // This helps keep us from sliding all over
1131
1132 if (_zeroFlag)
1133 {
1134 _velocity.X = 0.0f;
1135 _velocity.Y = 0.0f;
1136 _velocity.Z = 0.0f;
1137
1138 // Did we send out the 'stopped' message?
1139 if (!m_lastUpdateSent)
1140 {
1141 m_lastUpdateSent = true;
1142 //base.RequestPhysicsterseUpdate();
1143
1144 }
1145 }
1146 else
1147 {
1148 m_lastUpdateSent = false;
1149 try
1150 {
1151 vec = d.BodyGetLinearVel(Body);
1152 }
1153 catch (NullReferenceException)
1154 {
1155 vec.X = _velocity.X;
1156 vec.Y = _velocity.Y;
1157 vec.Z = _velocity.Z;
1158 }
1159 _velocity.X = (vec.X);
1160 _velocity.Y = (vec.Y);
1161
1162 _velocity.Z = (vec.Z);
1163
1164 if (_velocity.Z < -6 && !m_hackSentFall)
1165 {
1166 m_hackSentFall = true;
1167 m_pidControllerActive = false;
1168 }
1169 else if (flying && !m_hackSentFly)
1170 {
1171 //m_hackSentFly = true;
1172 //base.SendCollisionUpdate(new CollisionEventUpdate());
1173 }
1174 else
1175 {
1176 m_hackSentFly = false;
1177 m_hackSentFall = false;
1178 }
1179 }
1180 }
1181
1182 /// <summary>
1183 /// Cleanup the things we use in the scene.
1184 /// </summary>
1185 public void Destroy()
1186 {
1187 m_tainted_isPhysical = false;
1188 _parent_scene.AddPhysicsActorTaint(this);
1189 }
1190
1191 public override void CrossingFailure()
1192 {
1193 }
1194
1195 public override Vector3 PIDTarget { set { return; } }
1196 public override bool PIDActive { set { return; } }
1197 public override float PIDTau { set { return; } }
1198
1199 public override float PIDHoverHeight { set { return; } }
1200 public override bool PIDHoverActive { set { return; } }
1201 public override PIDHoverType PIDHoverType { set { return; } }
1202 public override float PIDHoverTau { set { return; } }
1203
1204 public override Quaternion APIDTarget{ set { return; } }
1205
1206 public override bool APIDActive{ set { return; } }
1207
1208 public override float APIDStrength{ set { return; } }
1209
1210 public override float APIDDamping{ set { return; } }
1211
1212
1213 public override void SubscribeEvents(int ms)
1214 {
1215 m_requestedUpdateFrequency = ms;
1216 m_eventsubscription = ms;
1217 _parent_scene.addCollisionEventReporting(this);
1218 }
1219 public override void UnSubscribeEvents()
1220 {
1221 _parent_scene.remCollisionEventReporting(this);
1222 m_requestedUpdateFrequency = 0;
1223 m_eventsubscription = 0;
1224 }
1225 public void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
1226 {
1227 if (m_eventsubscription > 0)
1228 {
1229 CollisionEventsThisFrame.addCollider(CollidedWith, contact);
1230 }
1231 }
1232
1233 public void SendCollisions()
1234 {
1235 if (m_eventsubscription > m_requestedUpdateFrequency)
1236 {
1237 if (CollisionEventsThisFrame != null)
1238 {
1239 base.SendCollisionUpdate(CollisionEventsThisFrame);
1240 }
1241 CollisionEventsThisFrame = new CollisionEventUpdate();
1242 m_eventsubscription = 0;
1243 }
1244 }
1245 public override bool SubscribedEvents()
1246 {
1247 if (m_eventsubscription > 0)
1248 return true;
1249 return false;
1250 }
1251
1252 public void ProcessTaints(float timestep)
1253 {
1254
1255 if (m_tainted_isPhysical != m_isPhysical)
1256 {
1257 if (m_tainted_isPhysical)
1258 {
1259 // Create avatar capsule and related ODE data
1260 if (!(Shell == IntPtr.Zero && Body == IntPtr.Zero && Amotor == IntPtr.Zero))
1261 {
1262 m_log.Warn("[PHYSICS]: re-creating the following avatar ODE data, even though it already exists - "
1263 + (Shell!=IntPtr.Zero ? "Shell ":"")
1264 + (Body!=IntPtr.Zero ? "Body ":"")
1265 + (Amotor!=IntPtr.Zero ? "Amotor ":""));
1266 }
1267 AvatarGeomAndBodyCreation(_position.X, _position.Y, _position.Z, m_tensor);
1268
1269 _parent_scene.geom_name_map[Shell] = m_name;
1270 _parent_scene.actor_name_map[Shell] = (PhysicsActor)this;
1271 _parent_scene.AddCharacter(this);
1272 }
1273 else
1274 {
1275 _parent_scene.RemoveCharacter(this);
1276 // destroy avatar capsule and related ODE data
1277 if (Amotor != IntPtr.Zero)
1278 {
1279 // Kill the Amotor
1280 d.JointDestroy(Amotor);
1281 Amotor = IntPtr.Zero;
1282 }
1283 //kill the Geometry
1284 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
1285
1286 if (Body != IntPtr.Zero)
1287 {
1288 //kill the body
1289 d.BodyDestroy(Body);
1290
1291 Body = IntPtr.Zero;
1292 }
1293
1294 if (Shell != IntPtr.Zero)
1295 {
1296 d.GeomDestroy(Shell);
1297 _parent_scene.geom_name_map.Remove(Shell);
1298 Shell = IntPtr.Zero;
1299 }
1300
1301 }
1302
1303 m_isPhysical = m_tainted_isPhysical;
1304 }
1305
1306 if (m_tainted_CAPSULE_LENGTH != CAPSULE_LENGTH)
1307 {
1308 if (Shell != IntPtr.Zero && Body != IntPtr.Zero && Amotor != IntPtr.Zero)
1309 {
1310
1311 m_pidControllerActive = true;
1312 // no lock needed on _parent_scene.OdeLock because we are called from within the thread lock in OdePlugin's simulate()
1313 d.JointDestroy(Amotor);
1314 float prevCapsule = CAPSULE_LENGTH;
1315 CAPSULE_LENGTH = m_tainted_CAPSULE_LENGTH;
1316 //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
1317 d.BodyDestroy(Body);
1318 d.GeomDestroy(Shell);
1319 AvatarGeomAndBodyCreation(_position.X, _position.Y,
1320 _position.Z + (Math.Abs(CAPSULE_LENGTH - prevCapsule) * 2), m_tensor);
1321 Velocity = Vector3.Zero;
1322
1323 _parent_scene.geom_name_map[Shell] = m_name;
1324 _parent_scene.actor_name_map[Shell] = (PhysicsActor)this;
1325 }
1326 else
1327 {
1328 m_log.Warn("[PHYSICS]: trying to change capsule size, but the following ODE data is missing - "
1329 + (Shell==IntPtr.Zero ? "Shell ":"")
1330 + (Body==IntPtr.Zero ? "Body ":"")
1331 + (Amotor==IntPtr.Zero ? "Amotor ":""));
1332 }
1333 }
1334
1335 if (!m_taintPosition.ApproxEquals(_position, 0.05f))
1336 {
1337 if (Body != IntPtr.Zero)
1338 {
1339 d.BodySetPosition(Body, m_taintPosition.X, m_taintPosition.Y, m_taintPosition.Z);
1340
1341 _position.X = m_taintPosition.X;
1342 _position.Y = m_taintPosition.Y;
1343 _position.Z = m_taintPosition.Z;
1344 }
1345 }
1346
1347 }
1348
1349 internal void AddCollisionFrameTime(int p)
1350 {
1351 // protect it from overflow crashing
1352 if (m_eventsubscription + p >= int.MaxValue)
1353 m_eventsubscription = 0;
1354 m_eventsubscription += p;
1355 }
1356 }
1357}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs
new file mode 100644
index 0000000..e8894f7
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs
@@ -0,0 +1,3752 @@
1/* Copyright (c) Contributors, http://opensimulator.org/
2 * See CONTRIBUTORS.TXT for a full list of copyright holders.
3 * Redistribution and use in source and binary forms, with or without
4 * modification, are permitted provided that the following conditions are met:
5 * * Redistributions of source code must retain the above copyright
6 * notice, this list of conditions and the following disclaimer.
7 * * Redistributions in binary form must reproduce the above copyright
8 * notice, this list of conditions and the following disclaimer in the
9 * documentation and/or other materials provided with the distribution.
10 * * Neither the name of the OpenSimulator Project nor the
11 * names of its contributors may be used to endorse or promote products
12 * derived from this software without specific prior written permission.
13 *
14 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
15 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
16 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
17 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
18 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
19 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
20 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
21 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
22 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
23 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
24 *
25 * Revised March 5th 2010 by Kitto Flora. ODEDynamics.cs
26 * rolled into ODEPrim.cs
27 */
28
29using System;
30using System.Collections.Generic;
31using System.Reflection;
32using System.Runtime.InteropServices;
33using System.Threading;
34using log4net;
35using OpenMetaverse;
36using Ode.NET;
37using OpenSim.Framework;
38using OpenSim.Region.Physics.Manager;
39
40
41namespace OpenSim.Region.Physics.OdePlugin
42{
43 /// <summary>
44 /// Various properties that ODE uses for AMotors but isn't exposed in ODE.NET so we must define them ourselves.
45 /// </summary>
46
47 public class OdePrim : PhysicsActor
48 {
49 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
50
51 private Vector3 _position;
52 private Vector3 _velocity;
53 private Vector3 _torque;
54 private Vector3 m_lastVelocity;
55 private Vector3 m_lastposition;
56 private Quaternion m_lastorientation = new Quaternion();
57 private Vector3 m_rotationalVelocity;
58 private Vector3 _size;
59 private Vector3 _acceleration;
60 // private d.Vector3 _zeroPosition = new d.Vector3(0.0f, 0.0f, 0.0f);
61 private Quaternion _orientation;
62 private Vector3 m_taintposition;
63 private Vector3 m_taintsize;
64 private Vector3 m_taintVelocity;
65 private Vector3 m_taintTorque;
66 private Quaternion m_taintrot;
67 private Vector3 m_angularEnable = Vector3.One; // Current setting
68 private Vector3 m_taintAngularLock = Vector3.One; // Request from LSL
69
70
71 private IntPtr Amotor = IntPtr.Zero;
72
73 private Vector3 m_PIDTarget;
74 private float m_PIDTau;
75 private float PID_D = 35f;
76 private float PID_G = 25f;
77 private bool m_usePID = false;
78
79 private Quaternion m_APIDTarget = new Quaternion();
80 private float m_APIDStrength = 0.5f;
81 private float m_APIDDamping = 0.5f;
82 private bool m_useAPID = false;
83
84 // These next 7 params apply to llSetHoverHeight(float height, integer water, float tau),
85 // do not confuse with VEHICLE HOVER
86
87 private float m_PIDHoverHeight;
88 private float m_PIDHoverTau;
89 private bool m_useHoverPID;
90 private PIDHoverType m_PIDHoverType = PIDHoverType.Ground;
91 private float m_targetHoverHeight;
92 private float m_groundHeight;
93 private float m_waterHeight;
94 private float m_buoyancy; //m_buoyancy set by llSetBuoyancy()
95
96 // private float m_tensor = 5f;
97 private int body_autodisable_frames = 20;
98
99
100 private const CollisionCategories m_default_collisionFlags = (CollisionCategories.Geom
101 | CollisionCategories.Space
102 | CollisionCategories.Body
103 | CollisionCategories.Character
104 );
105 private bool m_taintshape;
106 private bool m_taintPhysics;
107 private bool m_collidesLand = true;
108 private bool m_collidesWater;
109 public bool m_returnCollisions;
110
111 // Default we're a Geometry
112 private CollisionCategories m_collisionCategories = (CollisionCategories.Geom);
113
114 // Default, Collide with Other Geometries, spaces and Bodies
115 private CollisionCategories m_collisionFlags = m_default_collisionFlags;
116
117 public bool m_taintremove;
118 public bool m_taintdisable;
119 public bool m_disabled;
120 public bool m_taintadd;
121 public bool m_taintselected;
122 public bool m_taintCollidesWater;
123
124 public uint m_localID;
125
126 //public GCHandle gc;
127 private CollisionLocker ode;
128
129 private bool m_taintforce = false;
130 private bool m_taintaddangularforce = false;
131 private Vector3 m_force;
132 private List<Vector3> m_forcelist = new List<Vector3>();
133 private List<Vector3> m_angularforcelist = new List<Vector3>();
134
135 private IMesh _mesh;
136 private PrimitiveBaseShape _pbs;
137 private OdeScene _parent_scene;
138 public IntPtr m_targetSpace = IntPtr.Zero;
139 public IntPtr prim_geom;
140 public IntPtr prev_geom;
141 public IntPtr _triMeshData;
142
143 private IntPtr _linkJointGroup = IntPtr.Zero;
144 private PhysicsActor _parent;
145 private PhysicsActor m_taintparent;
146
147 private List<OdePrim> childrenPrim = new List<OdePrim>();
148
149 private bool iscolliding;
150 private bool m_isphysical;
151 private bool m_isSelected;
152
153 internal bool m_isVolumeDetect; // If true, this prim only detects collisions but doesn't collide actively
154
155 private bool m_throttleUpdates;
156 private int throttleCounter;
157 public int m_interpenetrationcount;
158 public float m_collisionscore;
159 public int m_roundsUnderMotionThreshold;
160 private int m_crossingfailures;
161
162 public bool outofBounds;
163 private float m_density = 10.000006836f; // Aluminum g/cm3;
164
165 public bool _zeroFlag; // if body has been stopped
166 private bool m_lastUpdateSent;
167
168 public IntPtr Body = IntPtr.Zero;
169 public String m_primName;
170 private Vector3 _target_velocity;
171 public d.Mass pMass;
172
173 public int m_eventsubscription;
174 private CollisionEventUpdate CollisionEventsThisFrame;
175
176 private IntPtr m_linkJoint = IntPtr.Zero;
177
178 public volatile bool childPrim;
179
180 internal int m_material = (int)Material.Wood;
181
182 private int frcount = 0; // Used to limit dynamics debug output to
183
184 private IntPtr m_body = IntPtr.Zero;
185
186 // Vehicle properties ============================================================================================
187 private Vehicle m_type = Vehicle.TYPE_NONE; // If a 'VEHICLE', and what kind
188 // private Quaternion m_referenceFrame = Quaternion.Identity; // Axis modifier
189 private VehicleFlag m_flags = (VehicleFlag) 0; // Bit settings:
190 // HOVER_TERRAIN_ONLY
191 // HOVER_GLOBAL_HEIGHT
192 // NO_DEFLECTION_UP
193 // HOVER_WATER_ONLY
194 // HOVER_UP_ONLY
195 // LIMIT_MOTOR_UP
196 // LIMIT_ROLL_ONLY
197
198 // Linear properties
199 private Vector3 m_linearMotorDirection = Vector3.Zero; // (was m_linearMotorDirectionLASTSET) the (local) Velocity
200 //requested by LSL
201 private float m_linearMotorTimescale = 0; // Motor Attack rate set by LSL
202 private float m_linearMotorDecayTimescale = 0; // Motor Decay rate set by LSL
203 private Vector3 m_linearFrictionTimescale = Vector3.Zero; // General Friction set by LSL
204
205 private Vector3 m_lLinMotorDVel = Vector3.Zero; // decayed motor
206 private Vector3 m_lLinObjectVel = Vector3.Zero; // local frame object velocity
207 private Vector3 m_wLinObjectVel = Vector3.Zero; // world frame object velocity
208
209 //Angular properties
210 private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor
211
212 private float m_angularMotorTimescale = 0; // motor angular Attack rate set by LSL
213 private float m_angularMotorDecayTimescale = 0; // motor angular Decay rate set by LSL
214 private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular Friction set by LSL
215
216 private Vector3 m_angularMotorDVel = Vector3.Zero; // decayed angular motor
217// private Vector3 m_angObjectVel = Vector3.Zero; // current body angular velocity
218 private Vector3 m_lastAngularVelocity = Vector3.Zero; // what was last applied to body
219
220 //Deflection properties
221 // private float m_angularDeflectionEfficiency = 0;
222 // private float m_angularDeflectionTimescale = 0;
223 // private float m_linearDeflectionEfficiency = 0;
224 // private float m_linearDeflectionTimescale = 0;
225
226 //Banking properties
227 // private float m_bankingEfficiency = 0;
228 // private float m_bankingMix = 0;
229 // private float m_bankingTimescale = 0;
230
231 //Hover and Buoyancy properties
232 private float m_VhoverHeight = 0f;
233// private float m_VhoverEfficiency = 0f;
234 private float m_VhoverTimescale = 0f;
235 private float m_VhoverTargetHeight = -1.0f; // if <0 then no hover, else its the current target height
236 private float m_VehicleBuoyancy = 0f; // Set by VEHICLE_BUOYANCY, for a vehicle.
237 // Modifies gravity. Slider between -1 (double-gravity) and 1 (full anti-gravity)
238 // KF: So far I have found no good method to combine a script-requested .Z velocity and gravity.
239 // Therefore only m_VehicleBuoyancy=1 (0g) will use the script-requested .Z velocity.
240
241 //Attractor properties
242 private float m_verticalAttractionEfficiency = 1.0f; // damped
243 private float m_verticalAttractionTimescale = 500f; // Timescale > 300 means no vert attractor.
244
245
246
247
248
249
250 public OdePrim(String primName, OdeScene parent_scene, Vector3 pos, Vector3 size,
251 Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool pisPhysical, CollisionLocker dode)
252 {
253 ode = dode;
254 if (!pos.IsFinite())
255 {
256 pos = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f),
257 parent_scene.GetTerrainHeightAtXY(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f)) + 0.5f);
258 m_log.Warn("[PHYSICS]: Got nonFinite Object create Position");
259 }
260
261 _position = pos;
262 m_taintposition = pos;
263 PID_D = parent_scene.bodyPIDD;
264 PID_G = parent_scene.bodyPIDG;
265 m_density = parent_scene.geomDefaultDensity;
266 // m_tensor = parent_scene.bodyMotorJointMaxforceTensor;
267 body_autodisable_frames = parent_scene.bodyFramesAutoDisable;
268
269
270 prim_geom = IntPtr.Zero;
271 prev_geom = IntPtr.Zero;
272
273 if (!pos.IsFinite())
274 {
275 size = new Vector3(0.5f, 0.5f, 0.5f);
276 m_log.Warn("[PHYSICS]: Got nonFinite Object create Size");
277 }
278
279 if (size.X <= 0) size.X = 0.01f;
280 if (size.Y <= 0) size.Y = 0.01f;
281 if (size.Z <= 0) size.Z = 0.01f;
282
283 _size = size;
284 m_taintsize = _size;
285
286 if (!QuaternionIsFinite(rotation))
287 {
288 rotation = Quaternion.Identity;
289 m_log.Warn("[PHYSICS]: Got nonFinite Object create Rotation");
290 }
291
292 _orientation = rotation;
293 m_taintrot = _orientation;
294 _mesh = mesh;
295 _pbs = pbs;
296
297 _parent_scene = parent_scene;
298 m_targetSpace = (IntPtr)0;
299
300// if (pos.Z < 0)
301 if (pos.Z < parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y))
302 m_isphysical = false;
303 else
304 {
305 m_isphysical = pisPhysical;
306 // If we're physical, we need to be in the master space for now.
307 // linksets *should* be in a space together.. but are not currently
308 if (m_isphysical)
309 m_targetSpace = _parent_scene.space;
310 }
311 m_primName = primName;
312 m_taintadd = true;
313 _parent_scene.AddPhysicsActorTaint(this);
314 // don't do .add() here; old geoms get recycled with the same hash
315 }
316
317 public override int PhysicsActorType
318 {
319 get { return (int) ActorTypes.Prim; }
320 set { return; }
321 }
322
323 public override bool SetAlwaysRun
324 {
325 get { return false; }
326 set { return; }
327 }
328
329 public override uint LocalID
330 {
331 set {
332 //m_log.Info("[PHYSICS]: Setting TrackerID: " + value);
333 m_localID = value; }
334 }
335
336 public override bool Grabbed
337 {
338 set { return; }
339 }
340
341 public override bool Selected
342 {
343 set {
344
345//Console.WriteLine("Sel {0} {1} {2}", m_primName, value, m_isphysical);
346 // This only makes the object not collidable if the object
347 // is physical or the object is modified somehow *IN THE FUTURE*
348 // without this, if an avatar selects prim, they can walk right
349 // through it while it's selected
350 m_collisionscore = 0;
351 if ((m_isphysical && !_zeroFlag) || !value)
352 {
353 m_taintselected = value;
354 _parent_scene.AddPhysicsActorTaint(this);
355 }
356 else
357 {
358 m_taintselected = value;
359 m_isSelected = value;
360 }
361 if(m_isSelected) disableBodySoft();
362 }
363 }
364
365 public override bool IsPhysical
366 {
367 get { return m_isphysical; }
368 set
369 {
370 m_isphysical = value;
371 if (!m_isphysical)
372 { // Zero the remembered last velocity
373 m_lastVelocity = Vector3.Zero;
374 if (m_type != Vehicle.TYPE_NONE) Halt();
375 }
376 }
377 }
378
379 public void setPrimForRemoval()
380 {
381 m_taintremove = true;
382 }
383
384 public override bool Flying
385 {
386 // no flying prims for you
387 get { return false; }
388 set { }
389 }
390
391 public override bool IsColliding
392 {
393 get { return iscolliding; }
394 set { iscolliding = value; }
395 }
396
397 public override bool CollidingGround
398 {
399 get { return false; }
400 set { return; }
401 }
402
403 public override bool CollidingObj
404 {
405 get { return false; }
406 set { return; }
407 }
408
409 public override bool ThrottleUpdates
410 {
411 get { return m_throttleUpdates; }
412 set { m_throttleUpdates = value; }
413 }
414
415 public override bool Stopped
416 {
417 get { return _zeroFlag; }
418 }
419
420 public override Vector3 Position
421 {
422 get { return _position; }
423
424 set { _position = value;
425 //m_log.Info("[PHYSICS]: " + _position.ToString());
426 }
427 }
428
429 public override Vector3 Size
430 {
431 get { return _size; }
432 set
433 {
434 if (value.IsFinite())
435 {
436 _size = value;
437 }
438 else
439 {
440 m_log.Warn("[PHYSICS]: Got NaN Size on object");
441 }
442 }
443 }
444
445 public override float Mass
446 {
447 get { return CalculateMass(); }
448 }
449
450 public override Vector3 Force
451 {
452 //get { return Vector3.Zero; }
453 get { return m_force; }
454 set
455 {
456 if (value.IsFinite())
457 {
458 m_force = value;
459 }
460 else
461 {
462 m_log.Warn("[PHYSICS]: NaN in Force Applied to an Object");
463 }
464 }
465 }
466
467 public override int VehicleType
468 {
469 get { return (int)m_type; }
470 set { ProcessTypeChange((Vehicle)value); }
471 }
472
473 public override void VehicleFloatParam(int param, float value)
474 {
475 ProcessFloatVehicleParam((Vehicle) param, value);
476 }
477
478 public override void VehicleVectorParam(int param, Vector3 value)
479 {
480 ProcessVectorVehicleParam((Vehicle) param, value);
481 }
482
483 public override void VehicleRotationParam(int param, Quaternion rotation)
484 {
485 ProcessRotationVehicleParam((Vehicle) param, rotation);
486 }
487
488 public override void VehicleFlags(int param, bool remove)
489 {
490 ProcessVehicleFlags(param, remove);
491 }
492
493 public override void SetVolumeDetect(int param)
494 {
495 lock (_parent_scene.OdeLock)
496 {
497 m_isVolumeDetect = (param!=0);
498 }
499 }
500
501 public override Vector3 CenterOfMass
502 {
503 get { return Vector3.Zero; }
504 }
505
506 public override Vector3 GeometricCenter
507 {
508 get { return Vector3.Zero; }
509 }
510
511 public override PrimitiveBaseShape Shape
512 {
513 set
514 {
515 _pbs = value;
516 m_taintshape = true;
517 }
518 }
519
520 public override Vector3 Velocity
521 {
522 get
523 {
524 // Averate previous velocity with the new one so
525 // client object interpolation works a 'little' better
526 if (_zeroFlag)
527 return Vector3.Zero;
528
529 Vector3 returnVelocity = Vector3.Zero;
530 returnVelocity.X = (m_lastVelocity.X + _velocity.X)/2;
531 returnVelocity.Y = (m_lastVelocity.Y + _velocity.Y)/2;
532 returnVelocity.Z = (m_lastVelocity.Z + _velocity.Z)/2;
533 return returnVelocity;
534 }
535 set
536 {
537 if (value.IsFinite())
538 {
539 _velocity = value;
540
541 m_taintVelocity = value;
542 _parent_scene.AddPhysicsActorTaint(this);
543 }
544 else
545 {
546 m_log.Warn("[PHYSICS]: Got NaN Velocity in Object");
547 }
548
549 }
550 }
551
552 public override Vector3 Torque
553 {
554 get
555 {
556 if (!m_isphysical || Body == IntPtr.Zero)
557 return Vector3.Zero;
558
559 return _torque;
560 }
561
562 set
563 {
564 if (value.IsFinite())
565 {
566 m_taintTorque = value;
567 _parent_scene.AddPhysicsActorTaint(this);
568 }
569 else
570 {
571 m_log.Warn("[PHYSICS]: Got NaN Torque in Object");
572 }
573 }
574 }
575
576 public override float CollisionScore
577 {
578 get { return m_collisionscore; }
579 set { m_collisionscore = value; }
580 }
581
582 public override bool Kinematic
583 {
584 get { return false; }
585 set { }
586 }
587
588 public override Quaternion Orientation
589 {
590 get { return _orientation; }
591 set
592 {
593 if (QuaternionIsFinite(value))
594 {
595 _orientation = value;
596 }
597 else
598 m_log.Warn("[PHYSICS]: Got NaN quaternion Orientation from Scene in Object");
599
600 }
601 }
602
603
604 public override bool FloatOnWater
605 {
606 set {
607 m_taintCollidesWater = value;
608 _parent_scene.AddPhysicsActorTaint(this);
609 }
610 }
611
612 public override void SetMomentum(Vector3 momentum)
613 {
614 }
615
616 public override Vector3 PIDTarget
617 {
618 set
619 {
620 if (value.IsFinite())
621 {
622 m_PIDTarget = value;
623 }
624 else
625 m_log.Warn("[PHYSICS]: Got NaN PIDTarget from Scene on Object");
626 }
627 }
628 public override bool PIDActive { set { m_usePID = value; } }
629 public override float PIDTau { set { m_PIDTau = value; } }
630
631 // For RotLookAt
632 public override Quaternion APIDTarget { set { m_APIDTarget = value; } }
633 public override bool APIDActive { set { m_useAPID = value; } }
634 public override float APIDStrength { set { m_APIDStrength = value; } }
635 public override float APIDDamping { set { m_APIDDamping = value; } }
636
637 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } }
638 public override bool PIDHoverActive { set { m_useHoverPID = value; } }
639 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } }
640 public override float PIDHoverTau { set { m_PIDHoverTau = value; } }
641
642 internal static bool QuaternionIsFinite(Quaternion q)
643 {
644 if (Single.IsNaN(q.X) || Single.IsInfinity(q.X))
645 return false;
646 if (Single.IsNaN(q.Y) || Single.IsInfinity(q.Y))
647 return false;
648 if (Single.IsNaN(q.Z) || Single.IsInfinity(q.Z))
649 return false;
650 if (Single.IsNaN(q.W) || Single.IsInfinity(q.W))
651 return false;
652 return true;
653 }
654
655 public override Vector3 Acceleration // client updates read data via here
656 {
657 get { return _acceleration; }
658 }
659
660
661 public void SetAcceleration(Vector3 accel) // No one calls this, and it would not do anything.
662 {
663 _acceleration = accel;
664 }
665
666 public override void AddForce(Vector3 force, bool pushforce)
667 {
668 if (force.IsFinite())
669 {
670 lock (m_forcelist)
671 m_forcelist.Add(force);
672
673 m_taintforce = true;
674 }
675 else
676 {
677 m_log.Warn("[PHYSICS]: Got Invalid linear force vector from Scene in Object");
678 }
679 //m_log.Info("[PHYSICS]: Added Force:" + force.ToString() + " to prim at " + Position.ToString());
680 }
681
682 public override void AddAngularForce(Vector3 force, bool pushforce)
683 {
684 if (force.IsFinite())
685 {
686 m_angularforcelist.Add(force);
687 m_taintaddangularforce = true;
688 }
689 else
690 {
691 m_log.Warn("[PHYSICS]: Got Invalid Angular force vector from Scene in Object");
692 }
693 }
694
695 public override Vector3 RotationalVelocity
696 {
697 get
698 {
699 return m_rotationalVelocity;
700 }
701 set
702 {
703 if (value.IsFinite())
704 {
705 m_rotationalVelocity = value;
706 }
707 else
708 {
709 m_log.Warn("[PHYSICS]: Got NaN RotationalVelocity in Object");
710 }
711 }
712 }
713
714 public override void CrossingFailure()
715 {
716 m_crossingfailures++;
717 if (m_crossingfailures > _parent_scene.geomCrossingFailuresBeforeOutofbounds)
718 {
719 base.RaiseOutOfBounds(_position);
720 return;
721 }
722 else if (m_crossingfailures == _parent_scene.geomCrossingFailuresBeforeOutofbounds)
723 {
724 m_log.Warn("[PHYSICS]: Too many crossing failures for: " + m_primName);
725 }
726 }
727
728 public override float Buoyancy
729 {
730 get { return m_buoyancy; }
731 set { m_buoyancy = value; }
732 }
733
734 public override void link(PhysicsActor obj)
735 {
736 m_taintparent = obj;
737 }
738
739 public override void delink()
740 {
741 m_taintparent = null;
742 }
743
744 public override void LockAngularMotion(Vector3 axis)
745 {
746 // reverse the zero/non zero values for ODE.
747 if (axis.IsFinite())
748 {
749 axis.X = (axis.X > 0) ? 1f : 0f;
750 axis.Y = (axis.Y > 0) ? 1f : 0f;
751 axis.Z = (axis.Z > 0) ? 1f : 0f;
752 m_log.DebugFormat("[axislock]: <{0},{1},{2}>", axis.X, axis.Y, axis.Z);
753 m_taintAngularLock = axis;
754 }
755 else
756 {
757 m_log.Warn("[PHYSICS]: Got NaN locking axis from Scene on Object");
758 }
759 }
760
761
762 public void SetGeom(IntPtr geom)
763 {
764 prev_geom = prim_geom;
765 prim_geom = geom;
766//Console.WriteLine("SetGeom to " + prim_geom + " for " + m_primName);
767 if (prim_geom != IntPtr.Zero)
768 {
769 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
770 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
771 }
772
773 if (childPrim)
774 {
775 if (_parent != null && _parent is OdePrim)
776 {
777 OdePrim parent = (OdePrim)_parent;
778//Console.WriteLine("SetGeom calls ChildSetGeom");
779 parent.ChildSetGeom(this);
780 }
781 }
782 //m_log.Warn("Setting Geom to: " + prim_geom);
783 }
784
785 public void enableBodySoft()
786 {
787 if (!childPrim)
788 {
789 if (m_isphysical && Body != IntPtr.Zero)
790 {
791 d.BodyEnable(Body);
792 if (m_type != Vehicle.TYPE_NONE)
793 Enable(Body, _parent_scene);
794 }
795
796 m_disabled = false;
797 }
798 }
799
800 public void disableBodySoft()
801 {
802 m_disabled = true;
803
804 if (m_isphysical && Body != IntPtr.Zero)
805 {
806 d.BodyDisable(Body);
807 Halt();
808 }
809 }
810
811 public void enableBody()
812 {
813 // Don't enable this body if we're a child prim
814 // this should be taken care of in the parent function not here
815 if (!childPrim)
816 {
817 // Sets the geom to a body
818 Body = d.BodyCreate(_parent_scene.world);
819
820 setMass();
821 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
822 d.Quaternion myrot = new d.Quaternion();
823 myrot.X = _orientation.X;
824 myrot.Y = _orientation.Y;
825 myrot.Z = _orientation.Z;
826 myrot.W = _orientation.W;
827 d.BodySetQuaternion(Body, ref myrot);
828 d.GeomSetBody(prim_geom, Body);
829 m_collisionCategories |= CollisionCategories.Body;
830 m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
831
832 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
833 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
834
835 d.BodySetAutoDisableFlag(Body, true);
836 d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
837
838 // disconnect from world gravity so we can apply buoyancy
839 d.BodySetGravityMode (Body, false);
840
841 m_interpenetrationcount = 0;
842 m_collisionscore = 0;
843 m_disabled = false;
844
845 if (m_type != Vehicle.TYPE_NONE)
846 {
847 Enable(Body, _parent_scene);
848 }
849
850 _parent_scene.addActivePrim(this);
851 }
852 }
853
854 #region Mass Calculation
855
856 private float CalculateMass()
857 {
858 float volume = 0;
859
860 // No material is passed to the physics engines yet.. soo..
861 // we're using the m_density constant in the class definition
862
863 float returnMass = 0;
864
865 switch (_pbs.ProfileShape)
866 {
867 case ProfileShape.Square:
868 // Profile Volume
869
870 volume = _size.X*_size.Y*_size.Z;
871
872 // If the user has 'hollowed out'
873 // ProfileHollow is one of those 0 to 50000 values :P
874 // we like percentages better.. so turning into a percentage
875
876 if (((float) _pbs.ProfileHollow/50000f) > 0.0)
877 {
878 float hollowAmount = (float) _pbs.ProfileHollow/50000f;
879
880 // calculate the hollow volume by it's shape compared to the prim shape
881 float hollowVolume = 0;
882 switch (_pbs.HollowShape)
883 {
884 case HollowShape.Square:
885 case HollowShape.Same:
886 // Cube Hollow volume calculation
887 float hollowsizex = _size.X*hollowAmount;
888 float hollowsizey = _size.Y*hollowAmount;
889 float hollowsizez = _size.Z*hollowAmount;
890 hollowVolume = hollowsizex*hollowsizey*hollowsizez;
891 break;
892
893 case HollowShape.Circle:
894 // Hollow shape is a perfect cyllinder in respect to the cube's scale
895 // Cyllinder hollow volume calculation
896 float hRadius = _size.X/2;
897 float hLength = _size.Z;
898
899 // pi * r2 * h
900 hollowVolume = ((float) (Math.PI*Math.Pow(hRadius, 2)*hLength)*hollowAmount);
901 break;
902
903 case HollowShape.Triangle:
904 // Equilateral Triangular Prism volume hollow calculation
905 // Triangle is an Equilateral Triangular Prism with aLength = to _size.Y
906
907 float aLength = _size.Y;
908 // 1/2 abh
909 hollowVolume = (float) ((0.5*aLength*_size.X*_size.Z)*hollowAmount);
910 break;
911
912 default:
913 hollowVolume = 0;
914 break;
915 }
916 volume = volume - hollowVolume;
917 }
918
919 break;
920 case ProfileShape.Circle:
921 if (_pbs.PathCurve == (byte)Extrusion.Straight)
922 {
923 // Cylinder
924 float volume1 = (float)(Math.PI * Math.Pow(_size.X/2, 2) * _size.Z);
925 float volume2 = (float)(Math.PI * Math.Pow(_size.Y/2, 2) * _size.Z);
926
927 // Approximating the cylinder's irregularity.
928 if (volume1 > volume2)
929 {
930 volume = (float)volume1 - (volume1 - volume2);
931 }
932 else if (volume2 > volume1)
933 {
934 volume = (float)volume2 - (volume2 - volume1);
935 }
936 else
937 {
938 // Regular cylinder
939 volume = volume1;
940 }
941 }
942 else
943 {
944 // We don't know what the shape is yet, so use default
945 volume = _size.X * _size.Y * _size.Z;
946 }
947 // If the user has 'hollowed out'
948 // ProfileHollow is one of those 0 to 50000 values :P
949 // we like percentages better.. so turning into a percentage
950
951 if (((float)_pbs.ProfileHollow / 50000f) > 0.0)
952 {
953 float hollowAmount = (float)_pbs.ProfileHollow / 50000f;
954
955 // calculate the hollow volume by it's shape compared to the prim shape
956 float hollowVolume = 0;
957 switch (_pbs.HollowShape)
958 {
959 case HollowShape.Same:
960 case HollowShape.Circle:
961 // Hollow shape is a perfect cyllinder in respect to the cube's scale
962 // Cyllinder hollow volume calculation
963 float hRadius = _size.X / 2;
964 float hLength = _size.Z;
965
966 // pi * r2 * h
967 hollowVolume = ((float)(Math.PI * Math.Pow(hRadius, 2) * hLength) * hollowAmount);
968 break;
969
970 case HollowShape.Square:
971 // Cube Hollow volume calculation
972 float hollowsizex = _size.X * hollowAmount;
973 float hollowsizey = _size.Y * hollowAmount;
974 float hollowsizez = _size.Z * hollowAmount;
975 hollowVolume = hollowsizex * hollowsizey * hollowsizez;
976 break;
977
978 case HollowShape.Triangle:
979 // Equilateral Triangular Prism volume hollow calculation
980 // Triangle is an Equilateral Triangular Prism with aLength = to _size.Y
981
982 float aLength = _size.Y;
983 // 1/2 abh
984 hollowVolume = (float)((0.5 * aLength * _size.X * _size.Z) * hollowAmount);
985 break;
986
987 default:
988 hollowVolume = 0;
989 break;
990 }
991 volume = volume - hollowVolume;
992 }
993 break;
994
995 case ProfileShape.HalfCircle:
996 if (_pbs.PathCurve == (byte)Extrusion.Curve1)
997 {
998 if (_size.X == _size.Y && _size.Y == _size.Z)
999 {
1000 // regular sphere
1001 // v = 4/3 * pi * r^3
1002 float sradius3 = (float)Math.Pow((_size.X / 2), 3);
1003 volume = (float)((4f / 3f) * Math.PI * sradius3);
1004 }
1005 else
1006 {
1007 // we treat this as a box currently
1008 volume = _size.X * _size.Y * _size.Z;
1009 }
1010 }
1011 else
1012 {
1013 // We don't know what the shape is yet, so use default
1014 volume = _size.X * _size.Y * _size.Z;
1015 }
1016 break;
1017
1018 case ProfileShape.EquilateralTriangle:
1019 /*
1020 v = (abs((xB*yA-xA*yB)+(xC*yB-xB*yC)+(xA*yC-xC*yA))/2) * h
1021
1022 // seed mesh
1023 Vertex MM = new Vertex(-0.25f, -0.45f, 0.0f);
1024 Vertex PM = new Vertex(+0.5f, 0f, 0.0f);
1025 Vertex PP = new Vertex(-0.25f, +0.45f, 0.0f);
1026 */
1027 float xA = -0.25f * _size.X;
1028 float yA = -0.45f * _size.Y;
1029
1030 float xB = 0.5f * _size.X;
1031 float yB = 0;
1032
1033 float xC = -0.25f * _size.X;
1034 float yC = 0.45f * _size.Y;
1035
1036 volume = (float)((Math.Abs((xB * yA - xA * yB) + (xC * yB - xB * yC) + (xA * yC - xC * yA)) / 2) * _size.Z);
1037
1038 // If the user has 'hollowed out'
1039 // ProfileHollow is one of those 0 to 50000 values :P
1040 // we like percentages better.. so turning into a percentage
1041 float fhollowFactor = ((float)_pbs.ProfileHollow / 1.9f);
1042 if (((float)fhollowFactor / 50000f) > 0.0)
1043 {
1044 float hollowAmount = (float)fhollowFactor / 50000f;
1045
1046 // calculate the hollow volume by it's shape compared to the prim shape
1047 float hollowVolume = 0;
1048 switch (_pbs.HollowShape)
1049 {
1050 case HollowShape.Same:
1051 case HollowShape.Triangle:
1052 // Equilateral Triangular Prism volume hollow calculation
1053 // Triangle is an Equilateral Triangular Prism with aLength = to _size.Y
1054
1055 float aLength = _size.Y;
1056 // 1/2 abh
1057 hollowVolume = (float)((0.5 * aLength * _size.X * _size.Z) * hollowAmount);
1058 break;
1059
1060 case HollowShape.Square:
1061 // Cube Hollow volume calculation
1062 float hollowsizex = _size.X * hollowAmount;
1063 float hollowsizey = _size.Y * hollowAmount;
1064 float hollowsizez = _size.Z * hollowAmount;
1065 hollowVolume = hollowsizex * hollowsizey * hollowsizez;
1066 break;
1067
1068 case HollowShape.Circle:
1069 // Hollow shape is a perfect cyllinder in respect to the cube's scale
1070 // Cyllinder hollow volume calculation
1071 float hRadius = _size.X / 2;
1072 float hLength = _size.Z;
1073
1074 // pi * r2 * h
1075 hollowVolume = ((float)((Math.PI * Math.Pow(hRadius, 2) * hLength)/2) * hollowAmount);
1076 break;
1077
1078 default:
1079 hollowVolume = 0;
1080 break;
1081 }
1082 volume = volume - hollowVolume;
1083 }
1084 break;
1085
1086 default:
1087 // we don't have all of the volume formulas yet so
1088 // use the common volume formula for all
1089 volume = _size.X*_size.Y*_size.Z;
1090 break;
1091 }
1092
1093 // Calculate Path cut effect on volume
1094 // Not exact, in the triangle hollow example
1095 // They should never be zero or less then zero..
1096 // we'll ignore it if it's less then zero
1097
1098 // ProfileEnd and ProfileBegin are values
1099 // from 0 to 50000
1100
1101 // Turning them back into percentages so that I can cut that percentage off the volume
1102
1103 float PathCutEndAmount = _pbs.ProfileEnd;
1104 float PathCutStartAmount = _pbs.ProfileBegin;
1105 if (((PathCutStartAmount + PathCutEndAmount)/50000f) > 0.0f)
1106 {
1107 float pathCutAmount = ((PathCutStartAmount + PathCutEndAmount)/50000f);
1108
1109 // Check the return amount for sanity
1110 if (pathCutAmount >= 0.99f)
1111 pathCutAmount = 0.99f;
1112
1113 volume = volume - (volume*pathCutAmount);
1114 }
1115 UInt16 taperX = _pbs.PathScaleX;
1116 UInt16 taperY = _pbs.PathScaleY;
1117 float taperFactorX = 0;
1118 float taperFactorY = 0;
1119
1120 // Mass = density * volume
1121 if (taperX != 100)
1122 {
1123 if (taperX > 100)
1124 {
1125 taperFactorX = 1.0f - ((float)taperX / 200);
1126 //m_log.Warn("taperTopFactorX: " + extr.taperTopFactorX.ToString());
1127 }
1128 else
1129 {
1130 taperFactorX = 1.0f - ((100 - (float)taperX) / 100);
1131 //m_log.Warn("taperBotFactorX: " + extr.taperBotFactorX.ToString());
1132 }
1133 volume = (float)volume * ((taperFactorX / 3f) + 0.001f);
1134 }
1135
1136 if (taperY != 100)
1137 {
1138 if (taperY > 100)
1139 {
1140 taperFactorY = 1.0f - ((float)taperY / 200);
1141 //m_log.Warn("taperTopFactorY: " + extr.taperTopFactorY.ToString());
1142 }
1143 else
1144 {
1145 taperFactorY = 1.0f - ((100 - (float)taperY) / 100);
1146 //m_log.Warn("taperBotFactorY: " + extr.taperBotFactorY.ToString());
1147 }
1148 volume = (float)volume * ((taperFactorY / 3f) + 0.001f);
1149 }
1150 returnMass = m_density*volume;
1151 if (returnMass <= 0) returnMass = 0.0001f;//ckrinke: Mass must be greater then zero.
1152
1153
1154
1155 // Recursively calculate mass
1156 bool HasChildPrim = false;
1157 lock (childrenPrim)
1158 {
1159 if (childrenPrim.Count > 0)
1160 {
1161 HasChildPrim = true;
1162 }
1163
1164 }
1165 if (HasChildPrim)
1166 {
1167 OdePrim[] childPrimArr = new OdePrim[0];
1168
1169 lock (childrenPrim)
1170 childPrimArr = childrenPrim.ToArray();
1171
1172 for (int i = 0; i < childPrimArr.Length; i++)
1173 {
1174 if (childPrimArr[i] != null && !childPrimArr[i].m_taintremove)
1175 returnMass += childPrimArr[i].CalculateMass();
1176 // failsafe, this shouldn't happen but with OpenSim, you never know :)
1177 if (i > 256)
1178 break;
1179 }
1180 }
1181 if (returnMass > _parent_scene.maximumMassObject)
1182 returnMass = _parent_scene.maximumMassObject;
1183 return returnMass;
1184 }// end CalculateMass
1185
1186 #endregion
1187
1188 public void setMass()
1189 {
1190 if (Body != (IntPtr) 0)
1191 {
1192 float newmass = CalculateMass();
1193
1194 //m_log.Info("[PHYSICS]: New Mass: " + newmass.ToString());
1195
1196 d.MassSetBoxTotal(out pMass, newmass, _size.X, _size.Y, _size.Z);
1197 d.BodySetMass(Body, ref pMass);
1198 }
1199 }
1200
1201 public void disableBody()
1202 {
1203 //this kills the body so things like 'mesh' can re-create it.
1204 lock (this)
1205 {
1206 if (!childPrim)
1207 {
1208 if (Body != IntPtr.Zero)
1209 {
1210 _parent_scene.remActivePrim(this);
1211 m_collisionCategories &= ~CollisionCategories.Body;
1212 m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
1213
1214 if (prim_geom != IntPtr.Zero)
1215 {
1216 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1217 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1218 }
1219
1220
1221 d.BodyDestroy(Body);
1222 lock (childrenPrim)
1223 {
1224 if (childrenPrim.Count > 0)
1225 {
1226 foreach (OdePrim prm in childrenPrim)
1227 {
1228 _parent_scene.remActivePrim(prm);
1229 prm.Body = IntPtr.Zero;
1230 }
1231 }
1232 }
1233 Body = IntPtr.Zero;
1234 }
1235 }
1236 else
1237 {
1238 _parent_scene.remActivePrim(this);
1239
1240 m_collisionCategories &= ~CollisionCategories.Body;
1241 m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
1242
1243 if (prim_geom != IntPtr.Zero)
1244 {
1245 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1246 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1247 }
1248
1249
1250 Body = IntPtr.Zero;
1251 }
1252 }
1253 m_disabled = true;
1254 m_collisionscore = 0;
1255 }
1256
1257 private static Dictionary<IMesh, IntPtr> m_MeshToTriMeshMap = new Dictionary<IMesh, IntPtr>();
1258
1259 public void setMesh(OdeScene parent_scene, IMesh mesh)
1260 {
1261 // This sleeper is there to moderate how long it takes between
1262 // setting up the mesh and pre-processing it when we get rapid fire mesh requests on a single object
1263
1264 //Thread.Sleep(10);
1265
1266 //Kill Body so that mesh can re-make the geom
1267 if (IsPhysical && Body != IntPtr.Zero)
1268 {
1269 if (childPrim)
1270 {
1271 if (_parent != null)
1272 {
1273 OdePrim parent = (OdePrim)_parent;
1274 parent.ChildDelink(this);
1275 }
1276 }
1277 else
1278 {
1279 disableBody();
1280 }
1281 }
1282
1283 IntPtr vertices, indices;
1284 int vertexCount, indexCount;
1285 int vertexStride, triStride;
1286 mesh.getVertexListAsPtrToFloatArray(out vertices, out vertexStride, out vertexCount); // Note, that vertices are fixed in unmanaged heap
1287 mesh.getIndexListAsPtrToIntArray(out indices, out triStride, out indexCount); // Also fixed, needs release after usage
1288
1289 mesh.releaseSourceMeshData(); // free up the original mesh data to save memory
1290 if (m_MeshToTriMeshMap.ContainsKey(mesh))
1291 {
1292 _triMeshData = m_MeshToTriMeshMap[mesh];
1293 }
1294 else
1295 {
1296 _triMeshData = d.GeomTriMeshDataCreate();
1297
1298 d.GeomTriMeshDataBuildSimple(_triMeshData, vertices, vertexStride, vertexCount, indices, indexCount, triStride);
1299 d.GeomTriMeshDataPreprocess(_triMeshData);
1300 m_MeshToTriMeshMap[mesh] = _triMeshData;
1301 }
1302
1303 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1304 try
1305 {
1306 if (prim_geom == IntPtr.Zero)
1307 {
1308 SetGeom(d.CreateTriMesh(m_targetSpace, _triMeshData, parent_scene.triCallback, null, null));
1309 }
1310 }
1311 catch (AccessViolationException)
1312 {
1313 m_log.Error("[PHYSICS]: MESH LOCKED");
1314 return;
1315 }
1316
1317
1318 // if (IsPhysical && Body == (IntPtr) 0)
1319 // {
1320 // Recreate the body
1321 // m_interpenetrationcount = 0;
1322 // m_collisionscore = 0;
1323
1324 // enableBody();
1325 // }
1326 }
1327
1328 public void ProcessTaints(float timestep) //=============================================================================
1329 {
1330 if (m_taintadd)
1331 {
1332 changeadd(timestep);
1333 }
1334
1335 if (prim_geom != IntPtr.Zero)
1336 {
1337 if (!_position.ApproxEquals(m_taintposition, 0f))
1338 changemove(timestep);
1339
1340 if (m_taintrot != _orientation)
1341 {
1342 if(childPrim && IsPhysical) // For physical child prim...
1343 {
1344 rotate(timestep);
1345 // KF: ODE will also rotate the parent prim!
1346 // so rotate the root back to where it was
1347 OdePrim parent = (OdePrim)_parent;
1348 parent.rotate(timestep);
1349 }
1350 else
1351 {
1352 //Just rotate the prim
1353 rotate(timestep);
1354 }
1355 }
1356 //
1357
1358 if (m_taintPhysics != m_isphysical && !(m_taintparent != _parent))
1359 changePhysicsStatus(timestep);
1360 //
1361
1362 if (!_size.ApproxEquals(m_taintsize,0f))
1363 changesize(timestep);
1364 //
1365
1366 if (m_taintshape)
1367 changeshape(timestep);
1368 //
1369
1370 if (m_taintforce)
1371 changeAddForce(timestep);
1372
1373 if (m_taintaddangularforce)
1374 changeAddAngularForce(timestep);
1375
1376 if (!m_taintTorque.ApproxEquals(Vector3.Zero, 0.001f))
1377 changeSetTorque(timestep);
1378
1379 if (m_taintdisable)
1380 changedisable(timestep);
1381
1382 if (m_taintselected != m_isSelected)
1383 changeSelectedStatus(timestep);
1384
1385 if (!m_taintVelocity.ApproxEquals(Vector3.Zero, 0.001f))
1386 changevelocity(timestep);
1387
1388 if (m_taintparent != _parent)
1389 changelink(timestep);
1390
1391 if (m_taintCollidesWater != m_collidesWater)
1392 changefloatonwater(timestep);
1393
1394 if (!m_angularEnable.ApproxEquals(m_taintAngularLock,0f))
1395 changeAngularLock(timestep);
1396
1397 }
1398 else
1399 {
1400 m_log.Error("[PHYSICS]: The scene reused a disposed PhysActor! *waves finger*, Don't be evil. A couple of things can cause this. An improper prim breakdown(be sure to set prim_geom to zero after d.GeomDestroy! An improper buildup (creating the geom failed). Or, the Scene Reused a physics actor after disposing it.)");
1401 }
1402 }
1403
1404
1405 private void changeAngularLock(float timestep)
1406 {
1407 if (_parent == null)
1408 {
1409 m_angularEnable = m_taintAngularLock;
1410 }
1411 }
1412
1413 private void changelink(float timestep)
1414 {
1415 // If the newly set parent is not null
1416 // create link
1417 if (_parent == null && m_taintparent != null)
1418 {
1419 if (m_taintparent.PhysicsActorType == (int)ActorTypes.Prim)
1420 {
1421 OdePrim obj = (OdePrim)m_taintparent;
1422 //obj.disableBody();
1423 obj.ParentPrim(this);
1424
1425 /*
1426 if (obj.Body != (IntPtr)0 && Body != (IntPtr)0 && obj.Body != Body)
1427 {
1428 _linkJointGroup = d.JointGroupCreate(0);
1429 m_linkJoint = d.JointCreateFixed(_parent_scene.world, _linkJointGroup);
1430 d.JointAttach(m_linkJoint, obj.Body, Body);
1431 d.JointSetFixed(m_linkJoint);
1432 }
1433 */
1434 }
1435 }
1436 // If the newly set parent is null
1437 // destroy link
1438 else if (_parent != null && m_taintparent == null)
1439 {
1440 if (_parent is OdePrim)
1441 {
1442 OdePrim obj = (OdePrim)_parent;
1443 obj.ChildDelink(this);
1444 childPrim = false;
1445 //_parent = null;
1446 }
1447
1448 /*
1449 if (Body != (IntPtr)0 && _linkJointGroup != (IntPtr)0)
1450 d.JointGroupDestroy(_linkJointGroup);
1451
1452 _linkJointGroup = (IntPtr)0;
1453 m_linkJoint = (IntPtr)0;
1454 */
1455 }
1456
1457 _parent = m_taintparent;
1458 m_taintPhysics = m_isphysical;
1459 }
1460
1461 // I'm the parent
1462 // prim is the child
1463 public void ParentPrim(OdePrim prim)
1464 {
1465 if (this.m_localID != prim.m_localID)
1466 {
1467 if (Body == IntPtr.Zero)
1468 {
1469 Body = d.BodyCreate(_parent_scene.world);
1470 setMass();
1471 }
1472 if (Body != IntPtr.Zero)
1473 {
1474 lock (childrenPrim)
1475 {
1476 if (!childrenPrim.Contains(prim))
1477 {
1478 childrenPrim.Add(prim);
1479
1480 foreach (OdePrim prm in childrenPrim)
1481 {
1482 d.Mass m2;
1483 d.MassSetZero(out m2);
1484 d.MassSetBoxTotal(out m2, prim.CalculateMass(), prm._size.X, prm._size.Y, prm._size.Z);
1485
1486
1487 d.Quaternion quat = new d.Quaternion();
1488 quat.W = prm._orientation.W;
1489 quat.X = prm._orientation.X;
1490 quat.Y = prm._orientation.Y;
1491 quat.Z = prm._orientation.Z;
1492
1493 d.Matrix3 mat = new d.Matrix3();
1494 d.RfromQ(out mat, ref quat);
1495 d.MassRotate(ref m2, ref mat);
1496 d.MassTranslate(ref m2, Position.X - prm.Position.X, Position.Y - prm.Position.Y, Position.Z - prm.Position.Z);
1497 d.MassAdd(ref pMass, ref m2);
1498 }
1499 foreach (OdePrim prm in childrenPrim)
1500 {
1501
1502 prm.m_collisionCategories |= CollisionCategories.Body;
1503 prm.m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
1504
1505 if (prm.prim_geom == IntPtr.Zero)
1506 {
1507 m_log.Warn("[PHYSICS]: Unable to link one of the linkset elements. No geom yet");
1508 continue;
1509 }
1510//Console.WriteLine(" GeomSetCategoryBits 1: " + prm.prim_geom + " - " + (int)prm.m_collisionCategories + " for " + m_primName);
1511 d.GeomSetCategoryBits(prm.prim_geom, (int)prm.m_collisionCategories);
1512 d.GeomSetCollideBits(prm.prim_geom, (int)prm.m_collisionFlags);
1513
1514
1515 d.Quaternion quat = new d.Quaternion();
1516 quat.W = prm._orientation.W;
1517 quat.X = prm._orientation.X;
1518 quat.Y = prm._orientation.Y;
1519 quat.Z = prm._orientation.Z;
1520
1521 d.Matrix3 mat = new d.Matrix3();
1522 d.RfromQ(out mat, ref quat);
1523 if (Body != IntPtr.Zero)
1524 {
1525 d.GeomSetBody(prm.prim_geom, Body);
1526 prm.childPrim = true;
1527 d.GeomSetOffsetWorldPosition(prm.prim_geom, prm.Position.X , prm.Position.Y, prm.Position.Z);
1528 //d.GeomSetOffsetPosition(prim.prim_geom,
1529 // (Position.X - prm.Position.X) - pMass.c.X,
1530 // (Position.Y - prm.Position.Y) - pMass.c.Y,
1531 // (Position.Z - prm.Position.Z) - pMass.c.Z);
1532 d.GeomSetOffsetWorldRotation(prm.prim_geom, ref mat);
1533 //d.GeomSetOffsetRotation(prm.prim_geom, ref mat);
1534 d.MassTranslate(ref pMass, -pMass.c.X, -pMass.c.Y, -pMass.c.Z);
1535 d.BodySetMass(Body, ref pMass);
1536 }
1537 else
1538 {
1539 m_log.Debug("[PHYSICS]:I ain't got no boooooooooddy, no body");
1540 }
1541
1542
1543 prm.m_interpenetrationcount = 0;
1544 prm.m_collisionscore = 0;
1545 prm.m_disabled = false;
1546
1547 prm.Body = Body;
1548 _parent_scene.addActivePrim(prm);
1549 }
1550 m_collisionCategories |= CollisionCategories.Body;
1551 m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
1552
1553//Console.WriteLine("GeomSetCategoryBits 2: " + prim_geom + " - " + (int)m_collisionCategories + " for " + m_primName);
1554 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1555//Console.WriteLine(" Post GeomSetCategoryBits 2");
1556 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1557
1558
1559 d.Quaternion quat2 = new d.Quaternion();
1560 quat2.W = _orientation.W;
1561 quat2.X = _orientation.X;
1562 quat2.Y = _orientation.Y;
1563 quat2.Z = _orientation.Z;
1564
1565 d.Matrix3 mat2 = new d.Matrix3();
1566 d.RfromQ(out mat2, ref quat2);
1567 d.GeomSetBody(prim_geom, Body);
1568 d.GeomSetOffsetWorldPosition(prim_geom, Position.X - pMass.c.X, Position.Y - pMass.c.Y, Position.Z - pMass.c.Z);
1569 //d.GeomSetOffsetPosition(prim.prim_geom,
1570 // (Position.X - prm.Position.X) - pMass.c.X,
1571 // (Position.Y - prm.Position.Y) - pMass.c.Y,
1572 // (Position.Z - prm.Position.Z) - pMass.c.Z);
1573 //d.GeomSetOffsetRotation(prim_geom, ref mat2);
1574 d.MassTranslate(ref pMass, -pMass.c.X, -pMass.c.Y, -pMass.c.Z);
1575 d.BodySetMass(Body, ref pMass);
1576
1577 d.BodySetAutoDisableFlag(Body, true);
1578 d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
1579
1580
1581 m_interpenetrationcount = 0;
1582 m_collisionscore = 0;
1583 m_disabled = false;
1584
1585 d.BodySetPosition(Body, Position.X, Position.Y, Position.Z);
1586 if (m_type != Vehicle.TYPE_NONE) Enable(Body, _parent_scene);
1587 _parent_scene.addActivePrim(this);
1588 }
1589 }
1590 }
1591 }
1592
1593 }
1594
1595 private void ChildSetGeom(OdePrim odePrim)
1596 {
1597 //if (m_isphysical && Body != IntPtr.Zero)
1598 lock (childrenPrim)
1599 {
1600 foreach (OdePrim prm in childrenPrim)
1601 {
1602 //prm.childPrim = true;
1603 prm.disableBody();
1604 //prm.m_taintparent = null;
1605 //prm._parent = null;
1606 //prm.m_taintPhysics = false;
1607 //prm.m_disabled = true;
1608 //prm.childPrim = false;
1609 }
1610 }
1611 disableBody();
1612
1613
1614 if (Body != IntPtr.Zero)
1615 {
1616 _parent_scene.remActivePrim(this);
1617 }
1618
1619 lock (childrenPrim)
1620 {
1621 foreach (OdePrim prm in childrenPrim)
1622 {
1623 ParentPrim(prm);
1624 }
1625 }
1626
1627 }
1628
1629 private void ChildDelink(OdePrim odePrim)
1630 {
1631 // Okay, we have a delinked child.. need to rebuild the body.
1632 lock (childrenPrim)
1633 {
1634 foreach (OdePrim prm in childrenPrim)
1635 {
1636 prm.childPrim = true;
1637 prm.disableBody();
1638 //prm.m_taintparent = null;
1639 //prm._parent = null;
1640 //prm.m_taintPhysics = false;
1641 //prm.m_disabled = true;
1642 //prm.childPrim = false;
1643 }
1644 }
1645 disableBody();
1646
1647 lock (childrenPrim)
1648 {
1649 childrenPrim.Remove(odePrim);
1650 }
1651
1652 if (Body != IntPtr.Zero)
1653 {
1654 _parent_scene.remActivePrim(this);
1655 }
1656
1657 lock (childrenPrim)
1658 {
1659 foreach (OdePrim prm in childrenPrim)
1660 {
1661 ParentPrim(prm);
1662 }
1663 }
1664 }
1665
1666 private void changeSelectedStatus(float timestep)
1667 {
1668 if (m_taintselected)
1669 {
1670 m_collisionCategories = CollisionCategories.Selected;
1671 m_collisionFlags = (CollisionCategories.Sensor | CollisionCategories.Space);
1672
1673 // We do the body disable soft twice because 'in theory' a collision could have happened
1674 // in between the disabling and the collision properties setting
1675 // which would wake the physical body up from a soft disabling and potentially cause it to fall
1676 // through the ground.
1677
1678 // NOTE FOR JOINTS: this doesn't always work for jointed assemblies because if you select
1679 // just one part of the assembly, the rest of the assembly is non-selected and still simulating,
1680 // so that causes the selected part to wake up and continue moving.
1681
1682 // even if you select all parts of a jointed assembly, it is not guaranteed that the entire
1683 // assembly will stop simulating during the selection, because of the lack of atomicity
1684 // of select operations (their processing could be interrupted by a thread switch, causing
1685 // simulation to continue before all of the selected object notifications trickle down to
1686 // the physics engine).
1687
1688 // e.g. we select 100 prims that are connected by joints. non-atomically, the first 50 are
1689 // selected and disabled. then, due to a thread switch, the selection processing is
1690 // interrupted and the physics engine continues to simulate, so the last 50 items, whose
1691 // selection was not yet processed, continues to simulate. this wakes up ALL of the
1692 // first 50 again. then the last 50 are disabled. then the first 50, which were just woken
1693 // up, start simulating again, which in turn wakes up the last 50.
1694
1695 if (m_isphysical)
1696 {
1697 disableBodySoft();
1698 }
1699
1700 if (prim_geom != IntPtr.Zero)
1701 {
1702 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1703 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1704 }
1705
1706 if (m_isphysical)
1707 {
1708 disableBodySoft();
1709 }
1710 }
1711 else
1712 {
1713 m_collisionCategories = CollisionCategories.Geom;
1714
1715 if (m_isphysical)
1716 m_collisionCategories |= CollisionCategories.Body;
1717
1718 m_collisionFlags = m_default_collisionFlags;
1719
1720 if (m_collidesLand)
1721 m_collisionFlags |= CollisionCategories.Land;
1722 if (m_collidesWater)
1723 m_collisionFlags |= CollisionCategories.Water;
1724
1725 if (prim_geom != IntPtr.Zero)
1726 {
1727 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1728 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1729 }
1730 if (m_isphysical)
1731 {
1732 if (Body != IntPtr.Zero)
1733 {
1734 d.BodySetLinearVel(Body, 0f, 0f, 0f);
1735 d.BodySetForce(Body, 0, 0, 0);
1736 enableBodySoft();
1737 }
1738 }
1739 }
1740
1741 resetCollisionAccounting();
1742 m_isSelected = m_taintselected;
1743 }//end changeSelectedStatus
1744
1745 public void ResetTaints()
1746 {
1747 m_taintposition = _position;
1748 m_taintrot = _orientation;
1749 m_taintPhysics = m_isphysical;
1750 m_taintselected = m_isSelected;
1751 m_taintsize = _size;
1752 m_taintshape = false;
1753 m_taintforce = false;
1754 m_taintdisable = false;
1755 m_taintVelocity = Vector3.Zero;
1756 }
1757
1758 public void CreateGeom(IntPtr m_targetSpace, IMesh _mesh)
1759 {
1760//Console.WriteLine("CreateGeom:");
1761 if (_mesh != null)
1762 {
1763 setMesh(_parent_scene, _mesh);
1764 }
1765 else
1766 {
1767 if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1)
1768 {
1769 if (_size.X == _size.Y && _size.Y == _size.Z && _size.X == _size.Z)
1770 {
1771 if (((_size.X / 2f) > 0f))
1772 {
1773 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1774 try
1775 {
1776//Console.WriteLine(" CreateGeom 1");
1777 SetGeom(d.CreateSphere(m_targetSpace, _size.X / 2));
1778 }
1779 catch (AccessViolationException)
1780 {
1781 m_log.Warn("[PHYSICS]: Unable to create physics proxy for object");
1782 ode.dunlock(_parent_scene.world);
1783 return;
1784 }
1785 }
1786 else
1787 {
1788 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1789 try
1790 {
1791//Console.WriteLine(" CreateGeom 2");
1792 SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
1793 }
1794 catch (AccessViolationException)
1795 {
1796 m_log.Warn("[PHYSICS]: Unable to create physics proxy for object");
1797 ode.dunlock(_parent_scene.world);
1798 return;
1799 }
1800 }
1801 }
1802 else
1803 {
1804 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1805 try
1806 {
1807//Console.WriteLine(" CreateGeom 3");
1808 SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
1809 }
1810 catch (AccessViolationException)
1811 {
1812 m_log.Warn("[PHYSICS]: Unable to create physics proxy for object");
1813 ode.dunlock(_parent_scene.world);
1814 return;
1815 }
1816 }
1817 }
1818
1819 else
1820 {
1821 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1822 try
1823 {
1824//Console.WriteLine(" CreateGeom 4");
1825 SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
1826 }
1827 catch (AccessViolationException)
1828 {
1829 m_log.Warn("[PHYSICS]: Unable to create physics proxy for object");
1830 ode.dunlock(_parent_scene.world);
1831 return;
1832 }
1833 }
1834 }
1835 }
1836
1837 public void changeadd(float timestep)
1838 {
1839 int[] iprimspaceArrItem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
1840 IntPtr targetspace = _parent_scene.calculateSpaceForGeom(_position);
1841
1842 if (targetspace == IntPtr.Zero)
1843 targetspace = _parent_scene.createprimspace(iprimspaceArrItem[0], iprimspaceArrItem[1]);
1844
1845 m_targetSpace = targetspace;
1846
1847 if (_mesh == null)
1848 {
1849 if (_parent_scene.needsMeshing(_pbs))
1850 {
1851 // Don't need to re-enable body.. it's done in SetMesh
1852 _mesh = _parent_scene.mesher.CreateMesh(m_primName, _pbs, _size, _parent_scene.meshSculptLOD, IsPhysical);
1853 // createmesh returns null when it's a shape that isn't a cube.
1854 // m_log.Debug(m_localID);
1855 }
1856 }
1857
1858
1859 lock (_parent_scene.OdeLock)
1860 {
1861//Console.WriteLine("changeadd 1");
1862 CreateGeom(m_targetSpace, _mesh);
1863
1864 if (prim_geom != IntPtr.Zero)
1865 {
1866 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
1867 d.Quaternion myrot = new d.Quaternion();
1868 myrot.X = _orientation.X;
1869 myrot.Y = _orientation.Y;
1870 myrot.Z = _orientation.Z;
1871 myrot.W = _orientation.W;
1872 d.GeomSetQuaternion(prim_geom, ref myrot);
1873 }
1874
1875 if (m_isphysical && Body == IntPtr.Zero)
1876 {
1877 enableBody();
1878 }
1879 }
1880
1881 _parent_scene.geom_name_map[prim_geom] = this.m_primName;
1882 _parent_scene.actor_name_map[prim_geom] = (PhysicsActor)this;
1883
1884 changeSelectedStatus(timestep);
1885
1886 m_taintadd = false;
1887 }
1888
1889 public void changemove(float timestep)
1890 {
1891//Console.WriteLine("changemove for {0}", m_primName );
1892
1893 if (m_isphysical)
1894 {
1895//Console.WriteLine("phys {0} {1} {2}", m_disabled, m_taintremove, childPrim);
1896// if (!m_disabled && !m_taintremove && !childPrim) After one edit m_disabled is sometimes set, disabling further edits!
1897 if (!m_taintremove && !childPrim)
1898 {
1899//Console.WriteLine("physOK");
1900 if (Body == IntPtr.Zero)
1901 enableBody();
1902 //Prim auto disable after 20 frames,
1903 //if you move it, re-enable the prim manually.
1904 if (_parent != null)
1905 {
1906//Console.WriteLine("physChild");
1907 if (m_linkJoint != IntPtr.Zero)
1908 {
1909 d.JointDestroy(m_linkJoint);
1910 m_linkJoint = IntPtr.Zero;
1911 }
1912 }
1913 if (Body != IntPtr.Zero)
1914 {
1915//Console.WriteLine("physNotIPZ");
1916 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
1917
1918 if (_parent != null)
1919 {
1920 OdePrim odParent = (OdePrim)_parent;
1921 if (Body != (IntPtr)0 && odParent.Body != (IntPtr)0 && Body != odParent.Body)
1922 {
1923// KF: Fixed Joints were removed? Anyway - this Console.WriteLine does not show up, so routine is not used??
1924Console.WriteLine(" JointCreateFixed");
1925 m_linkJoint = d.JointCreateFixed(_parent_scene.world, _linkJointGroup);
1926 d.JointAttach(m_linkJoint, Body, odParent.Body);
1927 d.JointSetFixed(m_linkJoint);
1928 }
1929 }
1930 d.BodyEnable(Body);
1931 if (m_type != Vehicle.TYPE_NONE)
1932 {
1933 Enable(Body, _parent_scene);
1934 }
1935 }
1936 else
1937 {
1938 m_log.Warn("[PHYSICS]: Body Still null after enableBody(). This is a crash scenario.");
1939 }
1940 }
1941 //else
1942 // {
1943 //m_log.Debug("[BUG]: race!");
1944 //}
1945 }
1946 else
1947 {
1948//Console.WriteLine("NONphys");
1949 // string primScenAvatarIn = _parent_scene.whichspaceamIin(_position);
1950 // int[] arrayitem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
1951 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1952
1953 IntPtr tempspace = _parent_scene.recalculateSpaceForGeom(prim_geom, _position, m_targetSpace);
1954 m_targetSpace = tempspace;
1955
1956 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1957 if (prim_geom != IntPtr.Zero)
1958 {
1959 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
1960
1961 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1962 d.SpaceAdd(m_targetSpace, prim_geom);
1963 }
1964 }
1965
1966 changeSelectedStatus(timestep);
1967
1968 resetCollisionAccounting();
1969 m_taintposition = _position;
1970 }
1971
1972
1973
1974 public void rotate(float timestep)
1975 {
1976 d.Quaternion myrot = new d.Quaternion();
1977 myrot.X = _orientation.X;
1978 myrot.Y = _orientation.Y;
1979 myrot.Z = _orientation.Z;
1980 myrot.W = _orientation.W;
1981 if (Body != IntPtr.Zero)
1982 {
1983 // KF: If this is a root prim do BodySet
1984 d.BodySetQuaternion(Body, ref myrot);
1985 }
1986 else
1987 {
1988 // daughter prim, do Geom set
1989 d.GeomSetQuaternion(prim_geom, ref myrot);
1990 }
1991
1992 resetCollisionAccounting();
1993 m_taintrot = _orientation;
1994 }
1995
1996 private void resetCollisionAccounting()
1997 {
1998 m_collisionscore = 0;
1999 m_interpenetrationcount = 0;
2000 m_disabled = false;
2001 }
2002
2003 public void changedisable(float timestep)
2004 {
2005 m_disabled = true;
2006 if (Body != IntPtr.Zero)
2007 {
2008 d.BodyDisable(Body);
2009 Body = IntPtr.Zero;
2010 }
2011
2012 m_taintdisable = false;
2013 }
2014
2015 public void changePhysicsStatus(float timestep)
2016 {
2017 if (m_isphysical == true)
2018 {
2019 if (Body == IntPtr.Zero)
2020 {
2021 if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim)
2022 {
2023 changeshape(2f);
2024 }
2025 else
2026 {
2027 enableBody();
2028 }
2029 }
2030 }
2031 else
2032 {
2033 if (Body != IntPtr.Zero)
2034 {
2035 if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim)
2036 {
2037
2038
2039 if (prim_geom != IntPtr.Zero)
2040 {
2041 try
2042 {
2043 d.GeomDestroy(prim_geom);
2044 prim_geom = IntPtr.Zero;
2045 _mesh = null;
2046 }
2047 catch (System.AccessViolationException)
2048 {
2049 prim_geom = IntPtr.Zero;
2050 m_log.Error("[PHYSICS]: PrimGeom dead");
2051 }
2052 }
2053//Console.WriteLine("changePhysicsStatus for " + m_primName );
2054 changeadd(2f);
2055 }
2056 if (childPrim)
2057 {
2058 if (_parent != null)
2059 {
2060 OdePrim parent = (OdePrim)_parent;
2061 parent.ChildDelink(this);
2062 }
2063 }
2064 else
2065 {
2066 disableBody();
2067 }
2068 }
2069 }
2070
2071 changeSelectedStatus(timestep);
2072
2073 resetCollisionAccounting();
2074 m_taintPhysics = m_isphysical;
2075 }
2076
2077 public void changesize(float timestamp)
2078 {
2079
2080 string oldname = _parent_scene.geom_name_map[prim_geom];
2081
2082 if (_size.X <= 0) _size.X = 0.01f;
2083 if (_size.Y <= 0) _size.Y = 0.01f;
2084 if (_size.Z <= 0) _size.Z = 0.01f;
2085
2086 // Cleanup of old prim geometry
2087 if (_mesh != null)
2088 {
2089 // Cleanup meshing here
2090 }
2091 //kill body to rebuild
2092 if (IsPhysical && Body != IntPtr.Zero)
2093 {
2094 if (childPrim)
2095 {
2096 if (_parent != null)
2097 {
2098 OdePrim parent = (OdePrim)_parent;
2099 parent.ChildDelink(this);
2100 }
2101 }
2102 else
2103 {
2104 disableBody();
2105 }
2106 }
2107 if (d.SpaceQuery(m_targetSpace, prim_geom))
2108 {
2109 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2110 d.SpaceRemove(m_targetSpace, prim_geom);
2111 }
2112 d.GeomDestroy(prim_geom);
2113 prim_geom = IntPtr.Zero;
2114 // we don't need to do space calculation because the client sends a position update also.
2115
2116 // Construction of new prim
2117 if (_parent_scene.needsMeshing(_pbs))
2118 {
2119 float meshlod = _parent_scene.meshSculptLOD;
2120
2121 if (IsPhysical)
2122 meshlod = _parent_scene.MeshSculptphysicalLOD;
2123 // Don't need to re-enable body.. it's done in SetMesh
2124
2125 IMesh mesh = null;
2126
2127 if (_parent_scene.needsMeshing(_pbs))
2128 mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);
2129
2130 //IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);
2131//Console.WriteLine("changesize 1");
2132 CreateGeom(m_targetSpace, mesh);
2133
2134
2135 }
2136 else
2137 {
2138 _mesh = null;
2139//Console.WriteLine("changesize 2");
2140 CreateGeom(m_targetSpace, _mesh);
2141 }
2142
2143 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2144 d.Quaternion myrot = new d.Quaternion();
2145 myrot.X = _orientation.X;
2146 myrot.Y = _orientation.Y;
2147 myrot.Z = _orientation.Z;
2148 myrot.W = _orientation.W;
2149 d.GeomSetQuaternion(prim_geom, ref myrot);
2150
2151 //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z);
2152 if (IsPhysical && Body == IntPtr.Zero && !childPrim)
2153 {
2154 // Re creates body on size.
2155 // EnableBody also does setMass()
2156 enableBody();
2157 d.BodyEnable(Body);
2158 }
2159
2160 _parent_scene.geom_name_map[prim_geom] = oldname;
2161
2162 changeSelectedStatus(timestamp);
2163 if (childPrim)
2164 {
2165 if (_parent is OdePrim)
2166 {
2167 OdePrim parent = (OdePrim)_parent;
2168 parent.ChildSetGeom(this);
2169 }
2170 }
2171 resetCollisionAccounting();
2172 m_taintsize = _size;
2173 }
2174
2175
2176
2177 public void changefloatonwater(float timestep)
2178 {
2179 m_collidesWater = m_taintCollidesWater;
2180
2181 if (prim_geom != IntPtr.Zero)
2182 {
2183 if (m_collidesWater)
2184 {
2185 m_collisionFlags |= CollisionCategories.Water;
2186 }
2187 else
2188 {
2189 m_collisionFlags &= ~CollisionCategories.Water;
2190 }
2191 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
2192 }
2193 }
2194
2195 public void changeshape(float timestamp)
2196 {
2197 string oldname = _parent_scene.geom_name_map[prim_geom];
2198
2199 // Cleanup of old prim geometry and Bodies
2200 if (IsPhysical && Body != IntPtr.Zero)
2201 {
2202 if (childPrim)
2203 {
2204 if (_parent != null)
2205 {
2206 OdePrim parent = (OdePrim)_parent;
2207 parent.ChildDelink(this);
2208 }
2209 }
2210 else
2211 {
2212 disableBody();
2213 }
2214 }
2215 try
2216 {
2217 d.GeomDestroy(prim_geom);
2218 }
2219 catch (System.AccessViolationException)
2220 {
2221 prim_geom = IntPtr.Zero;
2222 m_log.Error("[PHYSICS]: PrimGeom dead");
2223 }
2224 prim_geom = IntPtr.Zero;
2225 // we don't need to do space calculation because the client sends a position update also.
2226 if (_size.X <= 0) _size.X = 0.01f;
2227 if (_size.Y <= 0) _size.Y = 0.01f;
2228 if (_size.Z <= 0) _size.Z = 0.01f;
2229 // Construction of new prim
2230
2231 if (_parent_scene.needsMeshing(_pbs))
2232 {
2233 // Don't need to re-enable body.. it's done in SetMesh
2234 float meshlod = _parent_scene.meshSculptLOD;
2235
2236 if (IsPhysical)
2237 meshlod = _parent_scene.MeshSculptphysicalLOD;
2238
2239 IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);
2240 // createmesh returns null when it doesn't mesh.
2241 CreateGeom(m_targetSpace, mesh);
2242 }
2243 else
2244 {
2245 _mesh = null;
2246//Console.WriteLine("changeshape");
2247 CreateGeom(m_targetSpace, null);
2248 }
2249
2250 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2251 d.Quaternion myrot = new d.Quaternion();
2252 //myrot.W = _orientation.w;
2253 myrot.W = _orientation.W;
2254 myrot.X = _orientation.X;
2255 myrot.Y = _orientation.Y;
2256 myrot.Z = _orientation.Z;
2257 d.GeomSetQuaternion(prim_geom, ref myrot);
2258
2259 //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z);
2260 if (IsPhysical && Body == IntPtr.Zero)
2261 {
2262 // Re creates body on size.
2263 // EnableBody also does setMass()
2264 enableBody();
2265 if (Body != IntPtr.Zero)
2266 {
2267 d.BodyEnable(Body);
2268 }
2269 }
2270 _parent_scene.geom_name_map[prim_geom] = oldname;
2271
2272 changeSelectedStatus(timestamp);
2273 if (childPrim)
2274 {
2275 if (_parent is OdePrim)
2276 {
2277 OdePrim parent = (OdePrim)_parent;
2278 parent.ChildSetGeom(this);
2279 }
2280 }
2281 resetCollisionAccounting();
2282 m_taintshape = false;
2283 }
2284
2285 public void changeAddForce(float timestamp)
2286 {
2287 if (!m_isSelected)
2288 {
2289 lock (m_forcelist)
2290 {
2291 //m_log.Info("[PHYSICS]: dequeing forcelist");
2292 if (IsPhysical)
2293 {
2294 Vector3 iforce = Vector3.Zero;
2295 int i = 0;
2296 try
2297 {
2298 for (i = 0; i < m_forcelist.Count; i++)
2299 {
2300
2301 iforce = iforce + (m_forcelist[i] * 100);
2302 }
2303 }
2304 catch (IndexOutOfRangeException)
2305 {
2306 m_forcelist = new List<Vector3>();
2307 m_collisionscore = 0;
2308 m_interpenetrationcount = 0;
2309 m_taintforce = false;
2310 return;
2311 }
2312 catch (ArgumentOutOfRangeException)
2313 {
2314 m_forcelist = new List<Vector3>();
2315 m_collisionscore = 0;
2316 m_interpenetrationcount = 0;
2317 m_taintforce = false;
2318 return;
2319 }
2320 d.BodyEnable(Body);
2321 d.BodyAddForce(Body, iforce.X, iforce.Y, iforce.Z);
2322 }
2323 m_forcelist.Clear();
2324 }
2325
2326 m_collisionscore = 0;
2327 m_interpenetrationcount = 0;
2328 }
2329
2330 m_taintforce = false;
2331
2332 }
2333
2334
2335
2336 public void changeSetTorque(float timestamp)
2337 {
2338 if (!m_isSelected)
2339 {
2340 if (IsPhysical && Body != IntPtr.Zero)
2341 {
2342 d.BodySetTorque(Body, m_taintTorque.X, m_taintTorque.Y, m_taintTorque.Z);
2343 }
2344 }
2345
2346 m_taintTorque = Vector3.Zero;
2347 }
2348
2349 public void changeAddAngularForce(float timestamp)
2350 {
2351 if (!m_isSelected)
2352 {
2353 lock (m_angularforcelist)
2354 {
2355 //m_log.Info("[PHYSICS]: dequeing forcelist");
2356 if (IsPhysical)
2357 {
2358 Vector3 iforce = Vector3.Zero;
2359 for (int i = 0; i < m_angularforcelist.Count; i++)
2360 {
2361 iforce = iforce + (m_angularforcelist[i] * 100);
2362 }
2363 d.BodyEnable(Body);
2364 d.BodyAddTorque(Body, iforce.X, iforce.Y, iforce.Z);
2365
2366 }
2367 m_angularforcelist.Clear();
2368 }
2369
2370 m_collisionscore = 0;
2371 m_interpenetrationcount = 0;
2372 }
2373
2374 m_taintaddangularforce = false;
2375 }
2376
2377 private void changevelocity(float timestep)
2378 {
2379 if (!m_isSelected)
2380 {
2381 Thread.Sleep(20);
2382 if (IsPhysical)
2383 {
2384 if (Body != IntPtr.Zero)
2385 {
2386 d.BodySetLinearVel(Body, m_taintVelocity.X, m_taintVelocity.Y, m_taintVelocity.Z);
2387 }
2388 }
2389
2390 //resetCollisionAccounting();
2391 }
2392 m_taintVelocity = Vector3.Zero;
2393 }
2394
2395 public void UpdatePositionAndVelocity()
2396 {
2397 return; // moved to the Move() method
2398 }
2399/* No one uses this?
2400 public Matrix4 FromDMass(d.Mass pMass)
2401 {
2402 Matrix4 obj;
2403 obj.M11 = pMass.I.M00;
2404 obj.M12 = pMass.I.M01;
2405 obj.M13 = pMass.I.M02;
2406 obj.M14 = 0;
2407 obj.M21 = pMass.I.M10;
2408 obj.M22 = pMass.I.M11;
2409 obj.M23 = pMass.I.M12;
2410 obj.M24 = 0;
2411 obj.M31 = pMass.I.M20;
2412 obj.M32 = pMass.I.M21;
2413 obj.M33 = pMass.I.M22;
2414 obj.M34 = 0;
2415 obj.M41 = 0;
2416 obj.M42 = 0;
2417 obj.M43 = 0;
2418 obj.M44 = 1;
2419 return obj;
2420 }
2421*/
2422 public d.Mass FromMatrix4(Matrix4 pMat, ref d.Mass obj)
2423 {
2424 obj.I.M00 = pMat[0, 0];
2425 obj.I.M01 = pMat[0, 1];
2426 obj.I.M02 = pMat[0, 2];
2427 obj.I.M10 = pMat[1, 0];
2428 obj.I.M11 = pMat[1, 1];
2429 obj.I.M12 = pMat[1, 2];
2430 obj.I.M20 = pMat[2, 0];
2431 obj.I.M21 = pMat[2, 1];
2432 obj.I.M22 = pMat[2, 2];
2433 return obj;
2434 }
2435
2436 public override void SubscribeEvents(int ms)
2437 {
2438 m_eventsubscription = ms;
2439 _parent_scene.addCollisionEventReporting(this);
2440 }
2441
2442 public override void UnSubscribeEvents()
2443 {
2444 _parent_scene.remCollisionEventReporting(this);
2445 m_eventsubscription = 0;
2446 }
2447
2448 public void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
2449 {
2450 if (CollisionEventsThisFrame == null)
2451 CollisionEventsThisFrame = new CollisionEventUpdate();
2452 CollisionEventsThisFrame.addCollider(CollidedWith, contact);
2453 }
2454
2455 public void SendCollisions()
2456 {
2457 if (CollisionEventsThisFrame == null)
2458 return;
2459
2460 base.SendCollisionUpdate(CollisionEventsThisFrame);
2461
2462 if (CollisionEventsThisFrame.m_objCollisionList.Count == 0)
2463 CollisionEventsThisFrame = null;
2464 else
2465 CollisionEventsThisFrame = new CollisionEventUpdate();
2466 }
2467
2468 public override bool SubscribedEvents()
2469 {
2470 if (m_eventsubscription > 0)
2471 return true;
2472 return false;
2473 }
2474
2475 public static Matrix4 Inverse(Matrix4 pMat)
2476 {
2477 if (determinant3x3(pMat) == 0)
2478 {
2479 return Matrix4.Identity; // should probably throw an error. singluar matrix inverse not possible
2480 }
2481
2482
2483
2484 return (Adjoint(pMat) / determinant3x3(pMat));
2485 }
2486
2487 public static Matrix4 Adjoint(Matrix4 pMat)
2488 {
2489 Matrix4 adjointMatrix = new Matrix4();
2490 for (int i=0; i<4; i++)
2491 {
2492 for (int j=0; j<4; j++)
2493 {
2494 Matrix4SetValue(ref adjointMatrix, i, j, (float)(Math.Pow(-1, i + j) * (determinant3x3(Minor(pMat, i, j)))));
2495 }
2496 }
2497
2498 adjointMatrix = Transpose(adjointMatrix);
2499 return adjointMatrix;
2500 }
2501
2502 public static Matrix4 Minor(Matrix4 matrix, int iRow, int iCol)
2503 {
2504 Matrix4 minor = new Matrix4();
2505 int m = 0, n = 0;
2506 for (int i = 0; i < 4; i++)
2507 {
2508 if (i == iRow)
2509 continue;
2510 n = 0;
2511 for (int j = 0; j < 4; j++)
2512 {
2513 if (j == iCol)
2514 continue;
2515 Matrix4SetValue(ref minor, m,n, matrix[i, j]);
2516 n++;
2517 }
2518 m++;
2519 }
2520 return minor;
2521 }
2522
2523 public static Matrix4 Transpose(Matrix4 pMat)
2524 {
2525 Matrix4 transposeMatrix = new Matrix4();
2526 for (int i = 0; i < 4; i++)
2527 for (int j = 0; j < 4; j++)
2528 Matrix4SetValue(ref transposeMatrix, i, j, pMat[j, i]);
2529 return transposeMatrix;
2530 }
2531
2532 public static void Matrix4SetValue(ref Matrix4 pMat, int r, int c, float val)
2533 {
2534 switch (r)
2535 {
2536 case 0:
2537 switch (c)
2538 {
2539 case 0:
2540 pMat.M11 = val;
2541 break;
2542 case 1:
2543 pMat.M12 = val;
2544 break;
2545 case 2:
2546 pMat.M13 = val;
2547 break;
2548 case 3:
2549 pMat.M14 = val;
2550 break;
2551 }
2552
2553 break;
2554 case 1:
2555 switch (c)
2556 {
2557 case 0:
2558 pMat.M21 = val;
2559 break;
2560 case 1:
2561 pMat.M22 = val;
2562 break;
2563 case 2:
2564 pMat.M23 = val;
2565 break;
2566 case 3:
2567 pMat.M24 = val;
2568 break;
2569 }
2570
2571 break;
2572 case 2:
2573 switch (c)
2574 {
2575 case 0:
2576 pMat.M31 = val;
2577 break;
2578 case 1:
2579 pMat.M32 = val;
2580 break;
2581 case 2:
2582 pMat.M33 = val;
2583 break;
2584 case 3:
2585 pMat.M34 = val;
2586 break;
2587 }
2588
2589 break;
2590 case 3:
2591 switch (c)
2592 {
2593 case 0:
2594 pMat.M41 = val;
2595 break;
2596 case 1:
2597 pMat.M42 = val;
2598 break;
2599 case 2:
2600 pMat.M43 = val;
2601 break;
2602 case 3:
2603 pMat.M44 = val;
2604 break;
2605 }
2606
2607 break;
2608 }
2609 }
2610 private static float determinant3x3(Matrix4 pMat)
2611 {
2612 float det = 0;
2613 float diag1 = pMat[0, 0]*pMat[1, 1]*pMat[2, 2];
2614 float diag2 = pMat[0, 1]*pMat[2, 1]*pMat[2, 0];
2615 float diag3 = pMat[0, 2]*pMat[1, 0]*pMat[2, 1];
2616 float diag4 = pMat[2, 0]*pMat[1, 1]*pMat[0, 2];
2617 float diag5 = pMat[2, 1]*pMat[1, 2]*pMat[0, 0];
2618 float diag6 = pMat[2, 2]*pMat[1, 0]*pMat[0, 1];
2619
2620 det = diag1 + diag2 + diag3 - (diag4 + diag5 + diag6);
2621 return det;
2622
2623 }
2624
2625 private static void DMassCopy(ref d.Mass src, ref d.Mass dst)
2626 {
2627 dst.c.W = src.c.W;
2628 dst.c.X = src.c.X;
2629 dst.c.Y = src.c.Y;
2630 dst.c.Z = src.c.Z;
2631 dst.mass = src.mass;
2632 dst.I.M00 = src.I.M00;
2633 dst.I.M01 = src.I.M01;
2634 dst.I.M02 = src.I.M02;
2635 dst.I.M10 = src.I.M10;
2636 dst.I.M11 = src.I.M11;
2637 dst.I.M12 = src.I.M12;
2638 dst.I.M20 = src.I.M20;
2639 dst.I.M21 = src.I.M21;
2640 dst.I.M22 = src.I.M22;
2641 }
2642
2643 public override void SetMaterial(int pMaterial)
2644 {
2645 m_material = pMaterial;
2646 }
2647
2648 internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
2649 {
2650 switch (pParam)
2651 {
2652 case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY:
2653 if (pValue < 0.01f) pValue = 0.01f;
2654 // m_angularDeflectionEfficiency = pValue;
2655 break;
2656 case Vehicle.ANGULAR_DEFLECTION_TIMESCALE:
2657 if (pValue < 0.01f) pValue = 0.01f;
2658 // m_angularDeflectionTimescale = pValue;
2659 break;
2660 case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE:
2661 if (pValue < 0.01f) pValue = 0.01f;
2662 m_angularMotorDecayTimescale = pValue;
2663 break;
2664 case Vehicle.ANGULAR_MOTOR_TIMESCALE:
2665 if (pValue < 0.01f) pValue = 0.01f;
2666 m_angularMotorTimescale = pValue;
2667 break;
2668 case Vehicle.BANKING_EFFICIENCY:
2669 if (pValue < 0.01f) pValue = 0.01f;
2670 // m_bankingEfficiency = pValue;
2671 break;
2672 case Vehicle.BANKING_MIX:
2673 if (pValue < 0.01f) pValue = 0.01f;
2674 // m_bankingMix = pValue;
2675 break;
2676 case Vehicle.BANKING_TIMESCALE:
2677 if (pValue < 0.01f) pValue = 0.01f;
2678 // m_bankingTimescale = pValue;
2679 break;
2680 case Vehicle.BUOYANCY:
2681 if (pValue < -1f) pValue = -1f;
2682 if (pValue > 1f) pValue = 1f;
2683 m_VehicleBuoyancy = pValue;
2684 break;
2685// case Vehicle.HOVER_EFFICIENCY:
2686// if (pValue < 0f) pValue = 0f;
2687// if (pValue > 1f) pValue = 1f;
2688// m_VhoverEfficiency = pValue;
2689// break;
2690 case Vehicle.HOVER_HEIGHT:
2691 m_VhoverHeight = pValue;
2692 break;
2693 case Vehicle.HOVER_TIMESCALE:
2694 if (pValue < 0.01f) pValue = 0.01f;
2695 m_VhoverTimescale = pValue;
2696 break;
2697 case Vehicle.LINEAR_DEFLECTION_EFFICIENCY:
2698 if (pValue < 0.01f) pValue = 0.01f;
2699 // m_linearDeflectionEfficiency = pValue;
2700 break;
2701 case Vehicle.LINEAR_DEFLECTION_TIMESCALE:
2702 if (pValue < 0.01f) pValue = 0.01f;
2703 // m_linearDeflectionTimescale = pValue;
2704 break;
2705 case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE:
2706 if (pValue < 0.01f) pValue = 0.01f;
2707 m_linearMotorDecayTimescale = pValue;
2708 break;
2709 case Vehicle.LINEAR_MOTOR_TIMESCALE:
2710 if (pValue < 0.01f) pValue = 0.01f;
2711 m_linearMotorTimescale = pValue;
2712 break;
2713 case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY:
2714 if (pValue < 0.1f) pValue = 0.1f; // Less goes unstable
2715 if (pValue > 1.0f) pValue = 1.0f;
2716 m_verticalAttractionEfficiency = pValue;
2717 break;
2718 case Vehicle.VERTICAL_ATTRACTION_TIMESCALE:
2719 if (pValue < 0.01f) pValue = 0.01f;
2720 m_verticalAttractionTimescale = pValue;
2721 break;
2722
2723 // These are vector properties but the engine lets you use a single float value to
2724 // set all of the components to the same value
2725 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
2726 if (pValue > 30f) pValue = 30f;
2727 if (pValue < 0.1f) pValue = 0.1f;
2728 m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue);
2729 break;
2730 case Vehicle.ANGULAR_MOTOR_DIRECTION:
2731 m_angularMotorDirection = new Vector3(pValue, pValue, pValue);
2732 UpdateAngDecay();
2733 break;
2734 case Vehicle.LINEAR_FRICTION_TIMESCALE:
2735 m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue);
2736 break;
2737 case Vehicle.LINEAR_MOTOR_DIRECTION:
2738 m_linearMotorDirection = new Vector3(pValue, pValue, pValue);
2739 UpdateLinDecay();
2740 break;
2741 case Vehicle.LINEAR_MOTOR_OFFSET:
2742 // m_linearMotorOffset = new Vector3(pValue, pValue, pValue);
2743 break;
2744
2745 }
2746
2747 }//end ProcessFloatVehicleParam
2748
2749 internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue)
2750 {
2751 switch (pParam)
2752 {
2753 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
2754 if (pValue.X > 30f) pValue.X = 30f;
2755 if (pValue.X < 0.1f) pValue.X = 0.1f;
2756 if (pValue.Y > 30f) pValue.Y = 30f;
2757 if (pValue.Y < 0.1f) pValue.Y = 0.1f;
2758 if (pValue.Z > 30f) pValue.Z = 30f;
2759 if (pValue.Z < 0.1f) pValue.Z = 0.1f;
2760 m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
2761 break;
2762 case Vehicle.ANGULAR_MOTOR_DIRECTION:
2763 m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
2764 // Limit requested angular speed to 2 rps= 4 pi rads/sec
2765 if(m_angularMotorDirection.X > 12.56f) m_angularMotorDirection.X = 12.56f;
2766 if(m_angularMotorDirection.X < - 12.56f) m_angularMotorDirection.X = - 12.56f;
2767 if(m_angularMotorDirection.Y > 12.56f) m_angularMotorDirection.Y = 12.56f;
2768 if(m_angularMotorDirection.Y < - 12.56f) m_angularMotorDirection.Y = - 12.56f;
2769 if(m_angularMotorDirection.Z > 12.56f) m_angularMotorDirection.Z = 12.56f;
2770 if(m_angularMotorDirection.Z < - 12.56f) m_angularMotorDirection.Z = - 12.56f;
2771 UpdateAngDecay();
2772 break;
2773 case Vehicle.LINEAR_FRICTION_TIMESCALE:
2774 m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
2775 break;
2776 case Vehicle.LINEAR_MOTOR_DIRECTION:
2777 m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z); // velocity requested by LSL, for max limiting
2778 UpdateLinDecay();
2779 break;
2780 case Vehicle.LINEAR_MOTOR_OFFSET:
2781 // m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z);
2782 break;
2783 }
2784
2785 }//end ProcessVectorVehicleParam
2786
2787 internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue)
2788 {
2789 switch (pParam)
2790 {
2791 case Vehicle.REFERENCE_FRAME:
2792 // m_referenceFrame = pValue;
2793 break;
2794 }
2795
2796 }//end ProcessRotationVehicleParam
2797
2798 internal void ProcessVehicleFlags(int pParam, bool remove)
2799 {
2800 if (remove)
2801 {
2802 m_flags &= ~((VehicleFlag)pParam);
2803 }
2804 else
2805 {
2806 m_flags |= (VehicleFlag)pParam;
2807 }
2808 }
2809
2810 internal void ProcessTypeChange(Vehicle pType)
2811 {
2812 // Set Defaults For Type
2813 m_type = pType;
2814 switch (pType)
2815 {
2816 case Vehicle.TYPE_SLED:
2817 m_linearFrictionTimescale = new Vector3(30, 1, 1000);
2818 m_angularFrictionTimescale = new Vector3(30, 30, 30);
2819// m_lLinMotorVel = Vector3.Zero;
2820 m_linearMotorTimescale = 1000;
2821 m_linearMotorDecayTimescale = 120;
2822 m_angularMotorDirection = Vector3.Zero;
2823 m_angularMotorDVel = Vector3.Zero;
2824 m_angularMotorTimescale = 1000;
2825 m_angularMotorDecayTimescale = 120;
2826 m_VhoverHeight = 0;
2827// m_VhoverEfficiency = 1;
2828 m_VhoverTimescale = 10;
2829 m_VehicleBuoyancy = 0;
2830 // m_linearDeflectionEfficiency = 1;
2831 // m_linearDeflectionTimescale = 1;
2832 // m_angularDeflectionEfficiency = 1;
2833 // m_angularDeflectionTimescale = 1000;
2834 // m_bankingEfficiency = 0;
2835 // m_bankingMix = 1;
2836 // m_bankingTimescale = 10;
2837 // m_referenceFrame = Quaternion.Identity;
2838 m_flags &=
2839 ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
2840 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
2841 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
2842 break;
2843 case Vehicle.TYPE_CAR:
2844 m_linearFrictionTimescale = new Vector3(100, 2, 1000);
2845 m_angularFrictionTimescale = new Vector3(30, 30, 30); // was 1000, but sl max frict time is 30.
2846// m_lLinMotorVel = Vector3.Zero;
2847 m_linearMotorTimescale = 1;
2848 m_linearMotorDecayTimescale = 60;
2849 m_angularMotorDirection = Vector3.Zero;
2850 m_angularMotorDVel = Vector3.Zero;
2851 m_angularMotorTimescale = 1;
2852 m_angularMotorDecayTimescale = 0.8f;
2853 m_VhoverHeight = 0;
2854// m_VhoverEfficiency = 0;
2855 m_VhoverTimescale = 1000;
2856 m_VehicleBuoyancy = 0;
2857 // // m_linearDeflectionEfficiency = 1;
2858 // // m_linearDeflectionTimescale = 2;
2859 // // m_angularDeflectionEfficiency = 0;
2860 // m_angularDeflectionTimescale = 10;
2861 m_verticalAttractionEfficiency = 1f;
2862 m_verticalAttractionTimescale = 10f;
2863 // m_bankingEfficiency = -0.2f;
2864 // m_bankingMix = 1;
2865 // m_bankingTimescale = 1;
2866 // m_referenceFrame = Quaternion.Identity;
2867 m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
2868 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.HOVER_UP_ONLY |
2869 VehicleFlag.LIMIT_MOTOR_UP);
2870 break;
2871 case Vehicle.TYPE_BOAT:
2872 m_linearFrictionTimescale = new Vector3(10, 3, 2);
2873 m_angularFrictionTimescale = new Vector3(10,10,10);
2874// m_lLinMotorVel = Vector3.Zero;
2875 m_linearMotorTimescale = 5;
2876 m_linearMotorDecayTimescale = 60;
2877 m_angularMotorDirection = Vector3.Zero;
2878 m_angularMotorDVel = Vector3.Zero;
2879 m_angularMotorTimescale = 4;
2880 m_angularMotorDecayTimescale = 4;
2881 m_VhoverHeight = 0;
2882// m_VhoverEfficiency = 0.5f;
2883 m_VhoverTimescale = 2;
2884 m_VehicleBuoyancy = 1;
2885 // m_linearDeflectionEfficiency = 0.5f;
2886 // m_linearDeflectionTimescale = 3;
2887 // m_angularDeflectionEfficiency = 0.5f;
2888 // m_angularDeflectionTimescale = 5;
2889 m_verticalAttractionEfficiency = 0.5f;
2890 m_verticalAttractionTimescale = 5f;
2891 // m_bankingEfficiency = -0.3f;
2892 // m_bankingMix = 0.8f;
2893 // m_bankingTimescale = 1;
2894 // m_referenceFrame = Quaternion.Identity;
2895 m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.LIMIT_ROLL_ONLY |
2896 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
2897 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY |
2898 VehicleFlag.LIMIT_MOTOR_UP);
2899 break;
2900 case Vehicle.TYPE_AIRPLANE:
2901 m_linearFrictionTimescale = new Vector3(200, 10, 5);
2902 m_angularFrictionTimescale = new Vector3(20, 20, 20);
2903// m_lLinMotorVel = Vector3.Zero;
2904 m_linearMotorTimescale = 2;
2905 m_linearMotorDecayTimescale = 60;
2906 m_angularMotorDirection = Vector3.Zero;
2907 m_angularMotorDVel = Vector3.Zero;
2908 m_angularMotorTimescale = 4;
2909 m_angularMotorDecayTimescale = 4;
2910 m_VhoverHeight = 0;
2911// m_VhoverEfficiency = 0.5f;
2912 m_VhoverTimescale = 1000;
2913 m_VehicleBuoyancy = 0;
2914 // m_linearDeflectionEfficiency = 0.5f;
2915 // m_linearDeflectionTimescale = 3;
2916 // m_angularDeflectionEfficiency = 1;
2917 // m_angularDeflectionTimescale = 2;
2918 m_verticalAttractionEfficiency = 0.9f;
2919 m_verticalAttractionTimescale = 2f;
2920 // m_bankingEfficiency = 1;
2921 // m_bankingMix = 0.7f;
2922 // m_bankingTimescale = 2;
2923 // m_referenceFrame = Quaternion.Identity;
2924 m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
2925 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
2926 m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY);
2927 break;
2928 case Vehicle.TYPE_BALLOON:
2929 m_linearFrictionTimescale = new Vector3(5, 5, 5);
2930 m_angularFrictionTimescale = new Vector3(10, 10, 10);
2931 m_linearMotorTimescale = 5;
2932 m_linearMotorDecayTimescale = 60;
2933 m_angularMotorDirection = Vector3.Zero;
2934 m_angularMotorDVel = Vector3.Zero;
2935 m_angularMotorTimescale = 6;
2936 m_angularMotorDecayTimescale = 10;
2937 m_VhoverHeight = 5;
2938// m_VhoverEfficiency = 0.8f;
2939 m_VhoverTimescale = 10;
2940 m_VehicleBuoyancy = 1;
2941 // m_linearDeflectionEfficiency = 0;
2942 // m_linearDeflectionTimescale = 5;
2943 // m_angularDeflectionEfficiency = 0;
2944 // m_angularDeflectionTimescale = 5;
2945 m_verticalAttractionEfficiency = 1f;
2946 m_verticalAttractionTimescale = 100f;
2947 // m_bankingEfficiency = 0;
2948 // m_bankingMix = 0.7f;
2949 // m_bankingTimescale = 5;
2950 // m_referenceFrame = Quaternion.Identity;
2951 m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
2952 VehicleFlag.HOVER_UP_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
2953 m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
2954 break;
2955
2956 }
2957 }//end SetDefaultsForType
2958
2959 internal void Enable(IntPtr pBody, OdeScene pParentScene)
2960 {
2961 if (m_type == Vehicle.TYPE_NONE)
2962 return;
2963
2964 m_body = pBody;
2965 }
2966
2967
2968 internal void Halt()
2969 { // Kill all motions, when non-physical
2970 m_linearMotorDirection = Vector3.Zero;
2971 m_lLinMotorDVel = Vector3.Zero;
2972 m_lLinObjectVel = Vector3.Zero;
2973 m_wLinObjectVel = Vector3.Zero;
2974 m_angularMotorDirection = Vector3.Zero;
2975 m_lastAngularVelocity = Vector3.Zero;
2976 m_angularMotorDVel = Vector3.Zero;
2977 _acceleration = Vector3.Zero;
2978 }
2979
2980 private void UpdateLinDecay()
2981 {
2982 if (Math.Abs(m_linearMotorDirection.X) > Math.Abs(m_lLinMotorDVel.X)) m_lLinMotorDVel.X = m_linearMotorDirection.X;
2983 if (Math.Abs(m_linearMotorDirection.Y) > Math.Abs(m_lLinMotorDVel.Y)) m_lLinMotorDVel.Y = m_linearMotorDirection.Y;
2984 if (Math.Abs(m_linearMotorDirection.Z) > Math.Abs(m_lLinMotorDVel.Z)) m_lLinMotorDVel.Z = m_linearMotorDirection.Z;
2985 } // else let the motor decay on its own
2986
2987 private void UpdateAngDecay()
2988 {
2989 if (Math.Abs(m_angularMotorDirection.X) > Math.Abs(m_angularMotorDVel.X)) m_angularMotorDVel.X = m_angularMotorDirection.X;
2990 if (Math.Abs(m_angularMotorDirection.Y) > Math.Abs(m_angularMotorDVel.Y)) m_angularMotorDVel.Y = m_angularMotorDirection.Y;
2991 if (Math.Abs(m_angularMotorDirection.Z) > Math.Abs(m_angularMotorDVel.Z)) m_angularMotorDVel.Z = m_angularMotorDirection.Z;
2992 } // else let the motor decay on its own
2993
2994 public void Move(float timestep)
2995 {
2996 float fx = 0;
2997 float fy = 0;
2998 float fz = 0;
2999
3000 frcount++; // used to limit debug comment output
3001 if (frcount > 100)
3002 frcount = 0;
3003
3004 if (IsPhysical && (Body != IntPtr.Zero) && !m_isSelected && !childPrim) // KF: Only move root prims.
3005 {
3006
3007// Old public void UpdatePositionAndVelocity(), more accuratley calculated here
3008 bool lastZeroFlag = _zeroFlag; // was it stopped
3009 d.Vector3 vec = d.BodyGetPosition(Body);
3010 d.Quaternion ori = d.BodyGetQuaternion(Body);
3011 d.Vector3 vel = d.BodyGetLinearVel(Body);
3012 // d.Vector3 rotvel = d.BodyGetAngularVel(Body);
3013 d.Vector3 torque = d.BodyGetTorque(Body);
3014 _torque = new Vector3(torque.X, torque.Y, torque.Z);
3015 Vector3 l_position = Vector3.Zero;
3016 Quaternion l_orientation = Quaternion.Identity;
3017
3018 m_lastposition = _position;
3019 m_lastorientation = _orientation;
3020
3021 l_position.X = vec.X;
3022 l_position.Y = vec.Y;
3023 l_position.Z = vec.Z;
3024 l_orientation.X = ori.X;
3025 l_orientation.Y = ori.Y;
3026 l_orientation.Z = ori.Z;
3027 l_orientation.W = ori.W;
3028//Console.WriteLine("Move {0} at {1}", m_primName, l_position);
3029
3030 // Check if outside region horizontally
3031 if (l_position.X > ((int)_parent_scene.WorldExtents.X - 0.05f) ||
3032 l_position.X < 0f ||
3033 l_position.Y > ((int)_parent_scene.WorldExtents.Y - 0.05f) ||
3034 l_position.Y < 0f)
3035 {
3036 if (m_crossingfailures < _parent_scene.geomCrossingFailuresBeforeOutofbounds)
3037 { // keep trying to cross?
3038 _position = l_position;
3039 //_parent_scene.remActivePrim(this);
3040 if (_parent == null) base.RequestPhysicsterseUpdate();
3041 return; // Dont process any other motion?
3042 }
3043 else
3044 { // Too many tries
3045 if (_parent == null) base.RaiseOutOfBounds(l_position);
3046 return; // Dont process any other motion?
3047 }
3048 } // end outside region horizontally
3049
3050 if (l_position.Z < 0)
3051 {
3052 // This is so prim that get lost underground don't fall forever and suck up
3053 //
3054 // Sim resources and memory.
3055 // Disables the prim's movement physics....
3056 // It's a hack and will generate a console message if it fails.
3057
3058 //IsPhysical = false;
3059 if (_parent == null) base.RaiseOutOfBounds(_position);
3060
3061 _acceleration.X = 0; // This stuff may stop client display but it has no
3062 _acceleration.Y = 0; // effect on the object in phys engine!
3063 _acceleration.Z = 0;
3064
3065 _velocity.X = 0;
3066 _velocity.Y = 0;
3067 _velocity.Z = 0;
3068 m_rotationalVelocity.X = 0;
3069 m_rotationalVelocity.Y = 0;
3070 m_rotationalVelocity.Z = 0;
3071
3072 if (_parent == null) base.RequestPhysicsterseUpdate();
3073
3074 m_throttleUpdates = false;
3075 throttleCounter = 0;
3076 _zeroFlag = true;
3077 //outofBounds = true;
3078 } // end neg Z check
3079
3080 // Is it moving?
3081 if ((Math.Abs(m_lastposition.X - l_position.X) < 0.02)
3082 && (Math.Abs(m_lastposition.Y - l_position.Y) < 0.02)
3083 && (Math.Abs(m_lastposition.Z - l_position.Z) < 0.02)
3084 && (1.0 - Math.Abs(Quaternion.Dot(m_lastorientation, l_orientation)) < 0.0001)) // KF 0.01 is far to large
3085 {
3086 _zeroFlag = true;
3087//Console.WriteLine("ZFT 2");
3088 m_throttleUpdates = false;
3089 }
3090 else
3091 {
3092 //m_log.Debug(Math.Abs(m_lastposition.X - l_position.X).ToString());
3093 _zeroFlag = false;
3094 m_lastUpdateSent = false;
3095 //m_throttleUpdates = false;
3096 }
3097
3098 if (_zeroFlag)
3099 { // Its stopped
3100 _velocity.X = 0.0f;
3101 _velocity.Y = 0.0f;
3102 _velocity.Z = 0.0f;
3103
3104 _acceleration.X = 0;
3105 _acceleration.Y = 0;
3106 _acceleration.Z = 0;
3107 //_orientation.w = 0f;
3108 //_orientation.X = 0f;
3109 //_orientation.Y = 0f;
3110 //_orientation.Z = 0f;
3111 m_rotationalVelocity.X = 0;
3112 m_rotationalVelocity.Y = 0;
3113 m_rotationalVelocity.Z = 0;
3114 if (!m_lastUpdateSent)
3115 {
3116 m_throttleUpdates = false;
3117 throttleCounter = 0;
3118 if (_parent == null)
3119 {
3120 base.RequestPhysicsterseUpdate();
3121 }
3122
3123 m_lastUpdateSent = true;
3124 }
3125 }
3126 else
3127 { // Its moving
3128 if (lastZeroFlag != _zeroFlag)
3129 {
3130 if (_parent == null)
3131 {
3132 base.RequestPhysicsterseUpdate();
3133 }
3134 }
3135
3136 m_lastVelocity = _velocity;
3137
3138 _position = l_position;
3139
3140 _velocity.X = vel.X;
3141 _velocity.Y = vel.Y;
3142 _velocity.Z = vel.Z;
3143// Why 2 calcs???
3144// _acceleration = ((_velocity - m_lastVelocity) / 0.1f);
3145// _acceleration = new Vector3(_velocity.X - m_lastVelocity.X / 0.1f,
3146// _velocity.Y - m_lastVelocity.Y / 0.1f,
3147// _velocity.Z - m_lastVelocity.Z / 0.1f);
3148
3149 _acceleration = ((_velocity - m_lastVelocity) / timestep);
3150
3151 _orientation.X = ori.X;
3152 _orientation.Y = ori.Y;
3153 _orientation.Z = ori.Z;
3154 _orientation.W = ori.W;
3155 m_lastUpdateSent = false;
3156 if (!m_throttleUpdates || throttleCounter > _parent_scene.geomUpdatesPerThrottledUpdate)
3157 {
3158 if (_parent == null)
3159 {
3160 base.RequestPhysicsterseUpdate();
3161 }
3162 }
3163 else
3164 {
3165 throttleCounter++;
3166 }
3167 }
3168 m_lastposition = l_position;
3169
3170 /// End of old UpdatePositionAndVelocity insert
3171
3172//if (!Acceleration.ApproxEquals(Vector3.Zero, 0.01f)) Console.WriteLine("Move " + m_primName + " Accel=" + Acceleration);
3173// if(frcount == 0) Console.WriteLine("Move " + m_primName + " VTyp " + m_type +
3174// " usePID=" + m_usePID + " seHover=" + m_useHoverPID + " useAPID=" + m_useAPID);
3175 if (m_type != Vehicle.TYPE_NONE)
3176 {
3177 // get body attitude
3178 d.Quaternion rot = d.BodyGetQuaternion(Body);
3179 Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); // rotq = rotation of object
3180 Quaternion irotq = Quaternion.Inverse(rotq);
3181
3182 // VEHICLE Linear Motion
3183 d.Vector3 velnow = d.BodyGetLinearVel(Body); // this is in world frame
3184 Vector3 vel_now = new Vector3(velnow.X, velnow.Y, velnow.Z);
3185 m_lLinObjectVel = vel_now * irotq;
3186
3187 if (m_linearMotorDecayTimescale < 300.0f) //setting of 300 or more disables decay rate
3188 {
3189 if ( Vector3.Mag(m_lLinMotorDVel) < 1.0f)
3190 {
3191 float decayfactor = m_linearMotorDecayTimescale/timestep;
3192 Vector3 decayAmount = (m_lLinMotorDVel/decayfactor);
3193 m_lLinMotorDVel -= decayAmount;
3194 }
3195 else
3196 {
3197 float decayfactor = 3.0f - (0.57f * (float)Math.Log((double)(m_linearMotorDecayTimescale)));
3198 Vector3 decel = Vector3.Normalize(m_lLinMotorDVel) * decayfactor * timestep;
3199 m_lLinMotorDVel -= decel;
3200 }
3201 if (m_lLinMotorDVel.ApproxEquals(Vector3.Zero, 0.01f))
3202 {
3203 m_lLinMotorDVel = Vector3.Zero;
3204 }
3205 else
3206 {
3207 if (Math.Abs(m_lLinMotorDVel.X) < Math.Abs(m_lLinObjectVel.X)) m_lLinObjectVel.X = m_lLinMotorDVel.X;
3208 if (Math.Abs(m_lLinMotorDVel.Y) < Math.Abs(m_lLinObjectVel.Y)) m_lLinObjectVel.Y = m_lLinMotorDVel.Y;
3209 if (Math.Abs(m_lLinMotorDVel.Z) < Math.Abs(m_lLinObjectVel.Z)) m_lLinObjectVel.Z = m_lLinMotorDVel.Z;
3210 }
3211 } // end linear motor decay
3212
3213 if ( (! m_lLinMotorDVel.ApproxEquals(Vector3.Zero, 0.01f)) || (! m_lLinObjectVel.ApproxEquals(Vector3.Zero, 0.01f)) )
3214 {
3215 if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body);
3216 if (m_linearMotorTimescale < 300.0f)
3217 {
3218 Vector3 attack_error = m_lLinMotorDVel - m_lLinObjectVel;
3219 float linfactor = m_linearMotorTimescale/timestep;
3220 Vector3 attackAmount = (attack_error/linfactor) * 1.3f;
3221 m_lLinObjectVel += attackAmount;
3222 }
3223 if (m_linearFrictionTimescale.X < 300.0f)
3224 {
3225 float fricfactor = m_linearFrictionTimescale.X / timestep;
3226 float fricX = m_lLinObjectVel.X / fricfactor;
3227 m_lLinObjectVel.X -= fricX;
3228 }
3229 if (m_linearFrictionTimescale.Y < 300.0f)
3230 {
3231 float fricfactor = m_linearFrictionTimescale.Y / timestep;
3232 float fricY = m_lLinObjectVel.Y / fricfactor;
3233 m_lLinObjectVel.Y -= fricY;
3234 }
3235 if (m_linearFrictionTimescale.Z < 300.0f)
3236 {
3237 float fricfactor = m_linearFrictionTimescale.Z / timestep;
3238//if(frcount == 0) Console.WriteLine("Zfric={0}", fricfactor);
3239 float fricZ = m_lLinObjectVel.Z / fricfactor;
3240 m_lLinObjectVel.Z -= fricZ;
3241 }
3242 }
3243 m_wLinObjectVel = m_lLinObjectVel * rotq;
3244
3245 // Gravity and Buoyancy
3246 Vector3 grav = Vector3.Zero;
3247 if(m_VehicleBuoyancy < 1.0f)
3248 {
3249 // There is some gravity, make a gravity force vector
3250 // that is applied after object velocity.
3251 d.Mass objMass;
3252 d.BodyGetMass(Body, out objMass);
3253 // m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g;
3254 grav.Z = _parent_scene.gravityz * objMass.mass * (1f - m_VehicleBuoyancy); // Applied later as a force
3255 } // else its 1.0, no gravity.
3256
3257 // Hovering
3258 if( (m_flags & (VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT)) != 0)
3259 {
3260 // We should hover, get the target height
3261 d.Vector3 pos = d.BodyGetPosition(Body);
3262 if((m_flags & VehicleFlag.HOVER_WATER_ONLY) == VehicleFlag.HOVER_WATER_ONLY)
3263 {
3264 m_VhoverTargetHeight = _parent_scene.GetWaterLevel() + m_VhoverHeight;
3265 }
3266 else if((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) == VehicleFlag.HOVER_TERRAIN_ONLY)
3267 {
3268 m_VhoverTargetHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y) + m_VhoverHeight;
3269 }
3270 else if((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) == VehicleFlag.HOVER_GLOBAL_HEIGHT)
3271 {
3272 m_VhoverTargetHeight = m_VhoverHeight;
3273 }
3274
3275 if((m_flags & VehicleFlag.HOVER_UP_ONLY) == VehicleFlag.HOVER_UP_ONLY)
3276 {
3277 // If body is aready heigher, use its height as target height
3278 if(pos.Z > m_VhoverTargetHeight) m_VhoverTargetHeight = pos.Z;
3279 }
3280
3281// m_VhoverEfficiency = 0f; // 0=boucy, 1=Crit.damped
3282// m_VhoverTimescale = 0f; // time to acheive height
3283// timestep is time since last frame,in secs
3284 float herr0 = pos.Z - m_VhoverTargetHeight;
3285 // Replace Vertical speed with correction figure if significant
3286 if(Math.Abs(herr0) > 0.01f )
3287 {
3288 //? d.Mass objMass;
3289 //? d.BodyGetMass(Body, out objMass);
3290 m_wLinObjectVel.Z = - ( (herr0 * timestep * 50.0f) / m_VhoverTimescale);
3291 //KF: m_VhoverEfficiency is not yet implemented
3292 }
3293 else
3294 {
3295 m_wLinObjectVel.Z = 0f;
3296 }
3297 }
3298 else
3299 { // not hovering, Gravity rules
3300 m_wLinObjectVel.Z = vel_now.Z;
3301 }
3302
3303
3304 // Vehicle Linear Motion done =======================================
3305 // Apply velocity
3306 d.BodySetLinearVel(Body, m_wLinObjectVel.X, m_wLinObjectVel.Y, m_wLinObjectVel.Z);
3307 // apply gravity force
3308 d.BodyAddForce(Body, grav.X, grav.Y, grav.Z);
3309//if(frcount == 0) Console.WriteLine("Grav {0}", grav);
3310 // end MoveLinear()
3311
3312
3313 // MoveAngular
3314 /*
3315 private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor
3316
3317 private float m_angularMotorTimescale = 0; // motor angular Attack rate set by LSL
3318 private float m_angularMotorDecayTimescale = 0; // motor angular Decay rate set by LSL
3319 private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular Friction set by LSL
3320
3321 private Vector3 m_angularMotorDVel = Vector3.Zero; // decayed angular motor
3322 private Vector3 m_angObjectVel = Vector3.Zero; // what was last applied to body
3323 */
3324//if(frcount == 0) Console.WriteLine("MoveAngular ");
3325
3326 d.Vector3 angularObjectVel = d.BodyGetAngularVel(Body);
3327 Vector3 angObjectVel = new Vector3(angularObjectVel.X, angularObjectVel.Y, angularObjectVel.Z);
3328 angObjectVel = angObjectVel * irotq; // ============ Converts to LOCAL rotation
3329
3330//if(frcount == 0) Console.WriteLine("V0 = {0}", angObjectVel);
3331
3332 // Decay Angular Motor 1. In SL this also depends on attack rate! decay ~= 23/Attack.
3333 float atk_decayfactor = 23.0f / (m_angularMotorTimescale * timestep);
3334 m_angularMotorDVel -= m_angularMotorDVel / atk_decayfactor;
3335 // Decay Angular Motor 2.
3336 if (m_angularMotorDecayTimescale < 300.0f)
3337 {
3338 if ( Vector3.Mag(m_angularMotorDVel) < 1.0f)
3339 {
3340 float decayfactor = (m_angularMotorDecayTimescale)/timestep;
3341 Vector3 decayAmount = (m_angularMotorDVel/decayfactor);
3342 m_angularMotorDVel -= decayAmount;
3343 }
3344 else
3345 {
3346 Vector3 decel = Vector3.Normalize(m_angularMotorDVel) * timestep / m_angularMotorDecayTimescale;
3347 m_angularMotorDVel -= decel;
3348 }
3349
3350 if (m_angularMotorDVel.ApproxEquals(Vector3.Zero, 0.01f))
3351 {
3352 m_angularMotorDVel = Vector3.Zero;
3353 }
3354 else
3355 {
3356 if (Math.Abs(m_angularMotorDVel.X) < Math.Abs(angObjectVel.X)) angObjectVel.X = m_angularMotorDVel.X;
3357 if (Math.Abs(m_angularMotorDVel.Y) < Math.Abs(angObjectVel.Y)) angObjectVel.Y = m_angularMotorDVel.Y;
3358 if (Math.Abs(m_angularMotorDVel.Z) < Math.Abs(angObjectVel.Z)) angObjectVel.Z = m_angularMotorDVel.Z;
3359 }
3360 } // end decay angular motor
3361//if(frcount == 0) Console.WriteLine("MotorDvel {0} Obj {1}", m_angularMotorDVel, angObjectVel);
3362
3363//if(frcount == 0) Console.WriteLine("VA = {0}", angObjectVel);
3364
3365 // Vertical attractor section
3366 Vector3 vertattr = Vector3.Zero;
3367
3368 if(m_verticalAttractionTimescale < 300)
3369 {
3370 float VAservo = 1.0f / (m_verticalAttractionTimescale * timestep);
3371 // make a vector pointing up
3372 Vector3 verterr = Vector3.Zero;
3373 verterr.Z = 1.0f;
3374 // rotate it to Body Angle
3375 verterr = verterr * rotq;
3376 // verterr.X and .Y are the World error ammounts. They are 0 when there is no error (Vehicle Body is 'vertical'), and .Z will be 1.
3377 // As the body leans to its side |.X| will increase to 1 and .Z fall to 0. As body inverts |.X| will fall and .Z will go
3378 // negative. Similar for tilt and |.Y|. .X and .Y must be modulated to prevent a stable inverted body.
3379
3380 if (verterr.Z < 0.0f)
3381 { // Deflection from vertical exceeds 90-degrees. This method will ensure stable return to
3382 // vertical, BUT for some reason a z-rotation is imparted to the object. TBI.
3383//Console.WriteLine("InvertFlip");
3384 verterr.X = 2.0f - verterr.X;
3385 verterr.Y = 2.0f - verterr.Y;
3386 }
3387 verterr *= 0.5f;
3388 // verterror is 0 (no error) to +/- 1 (max error at 180-deg tilt)
3389
3390 if ((!angObjectVel.ApproxEquals(Vector3.Zero, 0.001f)) || (verterr.Z < 0.49f))
3391 {
3392 // As the body rotates around the X axis, then verterr.Y increases; Rotated around Y then .X increases, so
3393 // Change Body angular velocity X based on Y, and Y based on X. Z is not changed.
3394 vertattr.X = verterr.Y;
3395 vertattr.Y = - verterr.X;
3396 vertattr.Z = 0f;
3397//if(frcount == 0) Console.WriteLine("VAerr=" + verterr);
3398
3399 // scaling appears better usingsquare-law
3400 float damped = m_verticalAttractionEfficiency * m_verticalAttractionEfficiency;
3401 float bounce = 1.0f - damped;
3402 // 0 = crit damp, 1 = bouncy
3403 float oavz = angObjectVel.Z; // retain z velocity
3404 // time-scaled correction, which sums, therefore is bouncy:
3405 angObjectVel = (angObjectVel + (vertattr * VAservo * 0.0333f)) * bounce;
3406 // damped, good @ < 90:
3407 angObjectVel = angObjectVel + (vertattr * VAservo * 0.0667f * damped);
3408 angObjectVel.Z = oavz;
3409//if(frcount == 0) Console.WriteLine("VA+");
3410//Console.WriteLine("VAttr {0} OAvel {1}", vertattr, angObjectVel);
3411 }
3412 else
3413 {
3414 // else error is very small
3415 angObjectVel.X = 0f;
3416 angObjectVel.Y = 0f;
3417//if(frcount == 0) Console.WriteLine("VA0");
3418 }
3419 } // else vertical attractor is off
3420//if(frcount == 0) Console.WriteLine("V1 = {0}", angObjectVel);
3421
3422 if ( (! m_angularMotorDVel.ApproxEquals(Vector3.Zero, 0.01f)) || (! angObjectVel.ApproxEquals(Vector3.Zero, 0.01f)) )
3423 { // if motor or object have motion
3424 if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body);
3425
3426 if (m_angularMotorTimescale < 300.0f)
3427 {
3428 Vector3 attack_error = m_angularMotorDVel - angObjectVel;
3429 float angfactor = m_angularMotorTimescale/timestep;
3430 Vector3 attackAmount = (attack_error/angfactor);
3431 angObjectVel += attackAmount;
3432//if(frcount == 0) Console.WriteLine("Accel {0} Attk {1}",FrAaccel, attackAmount);
3433//if(frcount == 0) Console.WriteLine("V2+= {0}", angObjectVel);
3434 }
3435
3436 angObjectVel.X -= angObjectVel.X / (m_angularFrictionTimescale.X * 0.7f / timestep);
3437 angObjectVel.Y -= angObjectVel.Y / (m_angularFrictionTimescale.Y * 0.7f / timestep);
3438 angObjectVel.Z -= angObjectVel.Z / (m_angularFrictionTimescale.Z * 0.7f / timestep);
3439 } // else no signif. motion
3440
3441//if(frcount == 0) Console.WriteLine("Dmotor {0} Obj {1}", m_angularMotorDVel, angObjectVel);
3442 // Bank section tba
3443 // Deflection section tba
3444//if(frcount == 0) Console.WriteLine("V3 = {0}", angObjectVel);
3445
3446 m_lastAngularVelocity = angObjectVel;
3447
3448 if (!m_angularEnable.ApproxEquals(Vector3.One, 0.003f))
3449 {
3450 if (m_angularEnable.X == 0)
3451 m_lastAngularVelocity.X = 0f;
3452 if (m_angularEnable.Y == 0)
3453 m_lastAngularVelocity.Y = 0f;
3454 if (m_angularEnable.Z == 0)
3455 m_lastAngularVelocity.Z = 0f;
3456 }
3457 // Apply to the body
3458// Vector3 aInc = m_lastAngularVelocity - initavel;
3459//if(frcount == 0) Console.WriteLine("Inc {0}", aInc);
3460 m_lastAngularVelocity = m_lastAngularVelocity * rotq; // ================ Converts to WORLD rotation
3461
3462 d.BodySetAngularVel (Body, m_lastAngularVelocity.X, m_lastAngularVelocity.Y, m_lastAngularVelocity.Z);
3463//if(frcount == 0) Console.WriteLine("V4 = {0}", m_lastAngularVelocity);
3464
3465 } // end VEHICLES
3466 else
3467 {
3468 if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body); // KF add 161009
3469 // NON-'VEHICLES' are dealt with here
3470 /// Dynamics Angular Lock ========================================================================
3471 if (d.BodyIsEnabled(Body) && !m_angularEnable.ApproxEquals(Vector3.One, 0.003f))
3472 {
3473 d.Vector3 avel2 = d.BodyGetAngularVel(Body);
3474 if (m_angularEnable.X == 0)
3475 avel2.X = 0;
3476 if (m_angularEnable.Y == 0)
3477 avel2.Y = 0;
3478 if (m_angularEnable.Z == 0)
3479 avel2.Z = 0;
3480 d.BodySetAngularVel(Body, avel2.X, avel2.Y, avel2.Z);
3481 }
3482
3483
3484 /// Dynamics Buoyancy ===============================================================================
3485 //KF: m_buoyancy is set by llSetBuoyancy() and is for non-vehicle.
3486 // m_buoyancy: (unlimited value) <0=Falls fast; 0=1g; 1=0g; >1 = floats up
3487 // NB Prims in ODE are no subject to global gravity
3488 float m_mass = CalculateMass();
3489 fz = _parent_scene.gravityz * (1.0f - m_buoyancy) * m_mass; // force = acceleration * mass
3490
3491 if (m_usePID)
3492 {
3493//if(frcount == 0) Console.WriteLine("PID " + m_primName);
3494 // KF - this is for object MoveToTarget.
3495
3496 //if (!d.BodyIsEnabled(Body))
3497 //d.BodySetForce(Body, 0f, 0f, 0f);
3498
3499 // no lock; for now it's only called from within Simulate()
3500
3501 // If the PID Controller isn't active then we set our force
3502 // calculating base velocity to the current position
3503
3504 if ((m_PIDTau < 1) && (m_PIDTau != 0))
3505 {
3506 //PID_G = PID_G / m_PIDTau;
3507 m_PIDTau = 1;
3508 }
3509
3510 if ((PID_G - m_PIDTau) <= 0)
3511 {
3512 PID_G = m_PIDTau + 1;
3513 }
3514 //PidStatus = true;
3515
3516 // PhysicsVector vec = new PhysicsVector();
3517// d.Vector3 vel = d.BodyGetLinearVel(Body);
3518
3519 d.Vector3 pos = d.BodyGetPosition(Body);
3520 _target_velocity =
3521 new Vector3(
3522 (m_PIDTarget.X - pos.X) * ((PID_G - m_PIDTau) * timestep),
3523 (m_PIDTarget.Y - pos.Y) * ((PID_G - m_PIDTau) * timestep),
3524 (m_PIDTarget.Z - pos.Z) * ((PID_G - m_PIDTau) * timestep)
3525 );
3526
3527 // if velocity is zero, use position control; otherwise, velocity control
3528
3529 if (_target_velocity.ApproxEquals(Vector3.Zero,0.1f))
3530 {
3531 // keep track of where we stopped. No more slippin' & slidin'
3532
3533 // We only want to deactivate the PID Controller if we think we want to have our surrogate
3534 // react to the physics scene by moving it's position.
3535 // Avatar to Avatar collisions
3536 // Prim to avatar collisions
3537
3538 //fx = (_target_velocity.X - vel.X) * (PID_D) + (_zeroPosition.X - pos.X) * (PID_P * 2);
3539 //fy = (_target_velocity.Y - vel.Y) * (PID_D) + (_zeroPosition.Y - pos.Y) * (PID_P * 2);
3540 //fz = fz + (_target_velocity.Z - vel.Z) * (PID_D) + (_zeroPosition.Z - pos.Z) * PID_P;
3541 d.BodySetPosition(Body, m_PIDTarget.X, m_PIDTarget.Y, m_PIDTarget.Z);
3542 d.BodySetLinearVel(Body, 0, 0, 0);
3543 d.BodyAddForce(Body, 0, 0, fz);
3544 // return;
3545 }
3546 else
3547 {
3548 _zeroFlag = false;
3549
3550 // We're flying and colliding with something
3551 fx = ((_target_velocity.X) - vel.X) * (PID_D);
3552 fy = ((_target_velocity.Y) - vel.Y) * (PID_D);
3553
3554 // vec.Z = (_target_velocity.Z - vel.Z) * PID_D + (_zeroPosition.Z - pos.Z) * PID_P;
3555
3556 fz = fz + ((_target_velocity.Z - vel.Z) * (PID_D) * m_mass);
3557 }
3558 } // end if (m_usePID)
3559
3560 /// Dynamics Hover ===================================================================================
3561 // Hover PID Controller needs to be mutually exlusive to MoveTo PID controller
3562 if (m_useHoverPID && !m_usePID)
3563 {
3564//Console.WriteLine("Hover " + m_primName);
3565
3566 // If we're using the PID controller, then we have no gravity
3567 fz = (-1 * _parent_scene.gravityz) * m_mass;
3568
3569 // no lock; for now it's only called from within Simulate()
3570
3571 // If the PID Controller isn't active then we set our force
3572 // calculating base velocity to the current position
3573
3574 if ((m_PIDTau < 1))
3575 {
3576 PID_G = PID_G / m_PIDTau;
3577 }
3578
3579 if ((PID_G - m_PIDTau) <= 0)
3580 {
3581 PID_G = m_PIDTau + 1;
3582 }
3583
3584
3585 // Where are we, and where are we headed?
3586 d.Vector3 pos = d.BodyGetPosition(Body);
3587// d.Vector3 vel = d.BodyGetLinearVel(Body);
3588
3589
3590 // Non-Vehicles have a limited set of Hover options.
3591 // determine what our target height really is based on HoverType
3592 switch (m_PIDHoverType)
3593 {
3594 case PIDHoverType.Ground:
3595 m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y);
3596 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
3597 break;
3598 case PIDHoverType.GroundAndWater:
3599 m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y);
3600 m_waterHeight = _parent_scene.GetWaterLevel();
3601 if (m_groundHeight > m_waterHeight)
3602 {
3603 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
3604 }
3605 else
3606 {
3607 m_targetHoverHeight = m_waterHeight + m_PIDHoverHeight;
3608 }
3609 break;
3610
3611 } // end switch (m_PIDHoverType)
3612
3613
3614 _target_velocity =
3615 new Vector3(0.0f, 0.0f,
3616 (m_targetHoverHeight - pos.Z) * ((PID_G - m_PIDHoverTau) * timestep)
3617 );
3618
3619 // if velocity is zero, use position control; otherwise, velocity control
3620
3621 if (_target_velocity.ApproxEquals(Vector3.Zero, 0.1f))
3622 {
3623 // keep track of where we stopped. No more slippin' & slidin'
3624
3625 // We only want to deactivate the PID Controller if we think we want to have our surrogate
3626 // react to the physics scene by moving it's position.
3627 // Avatar to Avatar collisions
3628 // Prim to avatar collisions
3629
3630 d.BodySetPosition(Body, pos.X, pos.Y, m_targetHoverHeight);
3631 d.BodySetLinearVel(Body, vel.X, vel.Y, 0);
3632 d.BodyAddForce(Body, 0, 0, fz);
3633 //KF this prevents furthur motions return;
3634 }
3635 else
3636 {
3637 _zeroFlag = false;
3638
3639 // We're flying and colliding with something
3640 fz = fz + ((_target_velocity.Z - vel.Z) * (PID_D) * m_mass);
3641 }
3642 } // end m_useHoverPID && !m_usePID
3643
3644 /// Dynamics RotLookAt =================================================================================
3645 if (m_useAPID)
3646 {
3647 // RotLookAt, apparently overrides all other rotation sources. Inputs:
3648 // Quaternion m_APIDTarget
3649 // float m_APIDStrength // From SL experiments, this is the time to get there
3650 // float m_APIDDamping // From SL experiments, this is damping, 1.0 = damped, 0.1 = wobbly
3651 // Also in SL the mass of the object has no effect on time to get there.
3652 // Factors:
3653 // get present body rotation
3654 float limit = 1.0f;
3655 float scaler = 50f; // adjusts damping time
3656 float RLAservo = 0f;
3657
3658 d.Quaternion rot = d.BodyGetQuaternion(Body);
3659 Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W);
3660 Quaternion rot_diff = Quaternion.Inverse(rotq) * m_APIDTarget;
3661 float diff_angle;
3662 Vector3 diff_axis;
3663 rot_diff.GetAxisAngle(out diff_axis, out diff_angle);
3664 diff_axis.Normalize();
3665 if(diff_angle > 0.01f) // diff_angle is always +ve
3666 {
3667// PhysicsVector rotforce = new PhysicsVector(diff_axis.X, diff_axis.Y, diff_axis.Z);
3668 Vector3 rotforce = new Vector3(diff_axis.X, diff_axis.Y, diff_axis.Z);
3669 rotforce = rotforce * rotq;
3670 if(diff_angle > limit) diff_angle = limit; // cap the rotate rate
3671// RLAservo = timestep / m_APIDStrength * m_mass * scaler;
3672 // rotforce = rotforce * RLAservo * diff_angle ;
3673 // d.BodyAddRelTorque(Body, rotforce.X, rotforce.Y, rotforce.Z);
3674 RLAservo = timestep / m_APIDStrength * scaler;
3675 rotforce = rotforce * RLAservo * diff_angle ;
3676
3677 if (m_angularEnable.X == 0)
3678 rotforce.X = 0;
3679 if (m_angularEnable.Y == 0)
3680 rotforce.Y = 0;
3681 if (m_angularEnable.Z == 0)
3682 rotforce.Z = 0;
3683
3684 d.BodySetAngularVel (Body, rotforce.X, rotforce.Y, rotforce.Z);
3685//Console.WriteLine("axis= " + diff_axis + " angle= " + diff_angle + "servo= " + RLAservo);
3686 }
3687//if(frcount == 0) Console.WriteLine("mass= " + m_mass + " servo= " + RLAservo + " angle= " + diff_angle);
3688 } // end m_useAPID
3689
3690 /// Dynamics Apply Forces ===================================================================================
3691 fx *= m_mass;
3692 fy *= m_mass;
3693 //fz *= m_mass;
3694
3695 fx += m_force.X;
3696 fy += m_force.Y;
3697 fz += m_force.Z;
3698
3699 //m_log.Info("[OBJPID]: X:" + fx.ToString() + " Y:" + fy.ToString() + " Z:" + fz.ToString());
3700 if (fx != 0 || fy != 0 || fz != 0)
3701 {
3702 //m_taintdisable = true;
3703 //base.RaiseOutOfBounds(Position);
3704 //d.BodySetLinearVel(Body, fx, fy, 0f);
3705 if (!d.BodyIsEnabled(Body))
3706 {
3707 // A physical body at rest on a surface will auto-disable after a while,
3708 // this appears to re-enable it incase the surface it is upon vanishes,
3709 // and the body should fall again.
3710 d.BodySetLinearVel(Body, 0f, 0f, 0f);
3711 d.BodySetForce(Body, 0, 0, 0);
3712 enableBodySoft();
3713 }
3714
3715 // 35x10 = 350n times the mass per second applied maximum.
3716 float nmax = 35f * m_mass;
3717 float nmin = -35f * m_mass;
3718
3719
3720 if (fx > nmax)
3721 fx = nmax;
3722 if (fx < nmin)
3723 fx = nmin;
3724 if (fy > nmax)
3725 fy = nmax;
3726 if (fy < nmin)
3727 fy = nmin;
3728 d.BodyAddForce(Body, fx, fy, fz);
3729//Console.WriteLine("AddForce " + fx + "," + fy + "," + fz);
3730 }
3731 }
3732 }
3733 else
3734 { // is not physical, or is not a body or is selected
3735 // from old UpdatePositionAndVelocity, ... Not a body.. so Make sure the client isn't interpolating
3736 _velocity.X = 0;
3737 _velocity.Y = 0;
3738 _velocity.Z = 0;
3739
3740 _acceleration.X = 0;
3741 _acceleration.Y = 0;
3742 _acceleration.Z = 0;
3743
3744 m_rotationalVelocity.X = 0;
3745 m_rotationalVelocity.Y = 0;
3746 m_rotationalVelocity.Z = 0;
3747 _zeroFlag = true;
3748 return;
3749 }
3750 } // end Move()
3751 } // end class
3752}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/ODERayCastRequestManager.cs b/OpenSim/Region/Physics/ChOdePlugin/ODERayCastRequestManager.cs
new file mode 100644
index 0000000..7314107
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODERayCastRequestManager.cs
@@ -0,0 +1,375 @@
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 System.Reflection;
31using System.Runtime.InteropServices;
32using System.Text;
33using OpenMetaverse;
34using OpenSim.Region.Physics.Manager;
35using Ode.NET;
36using log4net;
37
38namespace OpenSim.Region.Physics.OdePlugin
39{
40 /// <summary>
41 /// Processes raycast requests as ODE is in a state to be able to do them.
42 /// This ensures that it's thread safe and there will be no conflicts.
43 /// Requests get returned by a different thread then they were requested by.
44 /// </summary>
45 public class ODERayCastRequestManager
46 {
47 /// <summary>
48 /// Pending Raycast Requests
49 /// </summary>
50 protected List<ODERayCastRequest> m_PendingRequests = new List<ODERayCastRequest>();
51
52 /// <summary>
53 /// Scene that created this object.
54 /// </summary>
55 private OdeScene m_scene;
56
57 /// <summary>
58 /// ODE contact array to be filled by the collision testing
59 /// </summary>
60 d.ContactGeom[] contacts = new d.ContactGeom[5];
61
62 /// <summary>
63 /// ODE near callback delegate
64 /// </summary>
65 private d.NearCallback nearCallback;
66 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
67 private List<ContactResult> m_contactResults = new List<ContactResult>();
68
69
70 public ODERayCastRequestManager(OdeScene pScene)
71 {
72 m_scene = pScene;
73 nearCallback = near;
74
75 }
76
77 /// <summary>
78 /// Queues a raycast
79 /// </summary>
80 /// <param name="position">Origin of Ray</param>
81 /// <param name="direction">Ray normal</param>
82 /// <param name="length">Ray length</param>
83 /// <param name="retMethod">Return method to send the results</param>
84 public void QueueRequest(Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
85 {
86 lock (m_PendingRequests)
87 {
88 ODERayCastRequest req = new ODERayCastRequest();
89 req.callbackMethod = retMethod;
90 req.length = length;
91 req.Normal = direction;
92 req.Origin = position;
93
94 m_PendingRequests.Add(req);
95 }
96 }
97
98 /// <summary>
99 /// Process all queued raycast requests
100 /// </summary>
101 /// <returns>Time in MS the raycasts took to process.</returns>
102 public int ProcessQueuedRequests()
103 {
104 int time = System.Environment.TickCount;
105 lock (m_PendingRequests)
106 {
107 if (m_PendingRequests.Count > 0)
108 {
109 ODERayCastRequest[] reqs = m_PendingRequests.ToArray();
110 for (int i = 0; i < reqs.Length; i++)
111 {
112 if (reqs[i].callbackMethod != null) // quick optimization here, don't raycast
113 RayCast(reqs[i]); // if there isn't anyone to send results
114 }
115 /*
116 foreach (ODERayCastRequest req in m_PendingRequests)
117 {
118 if (req.callbackMethod != null) // quick optimization here, don't raycast
119 RayCast(req); // if there isn't anyone to send results to
120
121 }
122 */
123 m_PendingRequests.Clear();
124 }
125 }
126
127 lock (m_contactResults)
128 m_contactResults.Clear();
129
130 return System.Environment.TickCount - time;
131 }
132
133 /// <summary>
134 /// Method that actually initiates the raycast
135 /// </summary>
136 /// <param name="req"></param>
137 private void RayCast(ODERayCastRequest req)
138 {
139 // Create the ray
140 IntPtr ray = d.CreateRay(m_scene.space, req.length);
141 d.GeomRaySet(ray, req.Origin.X, req.Origin.Y, req.Origin.Z, req.Normal.X, req.Normal.Y, req.Normal.Z);
142
143 // Collide test
144 d.SpaceCollide2(m_scene.space, ray, IntPtr.Zero, nearCallback);
145
146 // Remove Ray
147 d.GeomDestroy(ray);
148
149
150 // Define default results
151 bool hitYN = false;
152 uint hitConsumerID = 0;
153 float distance = 999999999999f;
154 Vector3 closestcontact = new Vector3(99999f, 99999f, 99999f);
155 Vector3 snormal = Vector3.Zero;
156
157 // Find closest contact and object.
158 lock (m_contactResults)
159 {
160 foreach (ContactResult cResult in m_contactResults)
161 {
162 if (Vector3.Distance(req.Origin, cResult.Pos) < Vector3.Distance(req.Origin, closestcontact))
163 {
164 closestcontact = cResult.Pos;
165 hitConsumerID = cResult.ConsumerID;
166 distance = cResult.Depth;
167 hitYN = true;
168 snormal = cResult.Normal;
169 }
170 }
171
172 m_contactResults.Clear();
173 }
174
175 // Return results
176 if (req.callbackMethod != null)
177 req.callbackMethod(hitYN, closestcontact, hitConsumerID, distance, snormal);
178 }
179
180 // This is the standard Near. Uses space AABBs to speed up detection.
181 private void near(IntPtr space, IntPtr g1, IntPtr g2)
182 {
183
184 //Don't test against heightfield Geom, or you'll be sorry!
185
186 /*
187 terminate called after throwing an instance of 'std::bad_alloc'
188 what(): std::bad_alloc
189 Stacktrace:
190
191 at (wrapper managed-to-native) Ode.NET.d.Collide (intptr,intptr,int,Ode.NET.d/ContactGeom[],int) <0x00004>
192 at (wrapper managed-to-native) Ode.NET.d.Collide (intptr,intptr,int,Ode.NET.d/ContactGeom[],int) <0xffffffff>
193 at OpenSim.Region.Physics.OdePlugin.ODERayCastRequestManager.near (intptr,intptr,intptr) <0x00280>
194 at (wrapper native-to-managed) OpenSim.Region.Physics.OdePlugin.ODERayCastRequestManager.near (intptr,intptr,intptr) <0xfff
195 fffff>
196 at (wrapper managed-to-native) Ode.NET.d.SpaceCollide2 (intptr,intptr,intptr,Ode.NET.d/NearCallback) <0x00004>
197 at (wrapper managed-to-native) Ode.NET.d.SpaceCollide2 (intptr,intptr,intptr,Ode.NET.d/NearCallback) <0xffffffff>
198 at OpenSim.Region.Physics.OdePlugin.ODERayCastRequestManager.RayCast (OpenSim.Region.Physics.OdePlugin.ODERayCastRequest) <
199 0x00114>
200 at OpenSim.Region.Physics.OdePlugin.ODERayCastRequestManager.ProcessQueuedRequests () <0x000eb>
201 at OpenSim.Region.Physics.OdePlugin.OdeScene.Simulate (single) <0x017e6>
202 at OpenSim.Region.Framework.Scenes.SceneGraph.UpdatePhysics (double) <0x00042>
203 at OpenSim.Region.Framework.Scenes.Scene.Update () <0x0039e>
204 at OpenSim.Region.Framework.Scenes.Scene.Heartbeat (object) <0x00019>
205 at (wrapper runtime-invoke) object.runtime_invoke_void__this___object (object,intptr,intptr,intptr) <0xffffffff>
206
207 Native stacktrace:
208
209 mono [0x80d2a42]
210 [0xb7f5840c]
211 /lib/i686/cmov/libc.so.6(abort+0x188) [0xb7d1a018]
212 /usr/lib/libstdc++.so.6(_ZN9__gnu_cxx27__verbose_terminate_handlerEv+0x158) [0xb45fc988]
213 /usr/lib/libstdc++.so.6 [0xb45fa865]
214 /usr/lib/libstdc++.so.6 [0xb45fa8a2]
215 /usr/lib/libstdc++.so.6 [0xb45fa9da]
216 /usr/lib/libstdc++.so.6(_Znwj+0x83) [0xb45fb033]
217 /usr/lib/libstdc++.so.6(_Znaj+0x1d) [0xb45fb11d]
218 libode.so(_ZN13dxHeightfield23dCollideHeightfieldZoneEiiiiP6dxGeomiiP12dContactGeomi+0xd04) [0xb46678e4]
219 libode.so(_Z19dCollideHeightfieldP6dxGeomS0_iP12dContactGeomi+0x54b) [0xb466832b]
220 libode.so(dCollide+0x102) [0xb46571b2]
221 [0x95cfdec9]
222 [0x8ea07fe1]
223 [0xab260146]
224 libode.so [0xb465a5c4]
225 libode.so(_ZN11dxHashSpace8collide2EPvP6dxGeomPFvS0_S2_S2_E+0x75) [0xb465bcf5]
226 libode.so(dSpaceCollide2+0x177) [0xb465ac67]
227 [0x95cf978e]
228 [0x8ea07945]
229 [0x95cf2bbc]
230 [0xab2787e7]
231 [0xab419fb3]
232 [0xab416657]
233 [0xab415bda]
234 [0xb609b08e]
235 mono(mono_runtime_delegate_invoke+0x34) [0x8192534]
236 mono [0x81a2f0f]
237 mono [0x81d28b6]
238 mono [0x81ea2c6]
239 /lib/i686/cmov/libpthread.so.0 [0xb7e744c0]
240 /lib/i686/cmov/libc.so.6(clone+0x5e) [0xb7dcd6de]
241 */
242
243 // Exclude heightfield geom
244
245 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
246 return;
247 if (d.GeomGetClass(g1) == d.GeomClassID.HeightfieldClass || d.GeomGetClass(g2) == d.GeomClassID.HeightfieldClass)
248 return;
249
250 // Raytest against AABBs of spaces first, then dig into the spaces it hits for actual geoms.
251 if (d.GeomIsSpace(g1) || d.GeomIsSpace(g2))
252 {
253 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
254 return;
255
256 // Separating static prim geometry spaces.
257 // We'll be calling near recursivly if one
258 // of them is a space to find all of the
259 // contact points in the space
260 try
261 {
262 d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback);
263 }
264 catch (AccessViolationException)
265 {
266 m_log.Warn("[PHYSICS]: Unable to collide test a space");
267 return;
268 }
269 //Colliding a space or a geom with a space or a geom. so drill down
270
271 //Collide all geoms in each space..
272 //if (d.GeomIsSpace(g1)) d.SpaceCollide(g1, IntPtr.Zero, nearCallback);
273 //if (d.GeomIsSpace(g2)) d.SpaceCollide(g2, IntPtr.Zero, nearCallback);
274 return;
275 }
276
277 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
278 return;
279
280 int count = 0;
281 try
282 {
283
284 if (g1 == g2)
285 return; // Can't collide with yourself
286
287 lock (contacts)
288 {
289 count = d.Collide(g1, g2, contacts.GetLength(0), contacts, d.ContactGeom.SizeOf);
290 }
291 }
292 catch (SEHException)
293 {
294 m_log.Error("[PHYSICS]: The Operating system shut down ODE because of corrupt memory. This could be a result of really irregular terrain. If this repeats continuously, restart using Basic Physics and terrain fill your terrain. Restarting the sim.");
295 }
296 catch (Exception e)
297 {
298 m_log.WarnFormat("[PHYSICS]: Unable to collide test an object: {0}", e.Message);
299 return;
300 }
301
302 PhysicsActor p1 = null;
303 PhysicsActor p2 = null;
304
305 if (g1 != IntPtr.Zero)
306 m_scene.actor_name_map.TryGetValue(g1, out p1);
307
308 if (g2 != IntPtr.Zero)
309 m_scene.actor_name_map.TryGetValue(g1, out p2);
310
311 // Loop over contacts, build results.
312 for (int i = 0; i < count; i++)
313 {
314 if (p1 != null) {
315 if (p1 is OdePrim)
316 {
317 ContactResult collisionresult = new ContactResult();
318
319 collisionresult.ConsumerID = ((OdePrim)p1).m_localID;
320 collisionresult.Pos = new Vector3(contacts[i].pos.X, contacts[i].pos.Y, contacts[i].pos.Z);
321 collisionresult.Depth = contacts[i].depth;
322 collisionresult.Normal = new Vector3(contacts[i].normal.X, contacts[i].normal.Y,
323 contacts[i].normal.Z);
324 lock (m_contactResults)
325 m_contactResults.Add(collisionresult);
326 }
327 }
328
329 if (p2 != null)
330 {
331 if (p2 is OdePrim)
332 {
333 ContactResult collisionresult = new ContactResult();
334
335 collisionresult.ConsumerID = ((OdePrim)p2).m_localID;
336 collisionresult.Pos = new Vector3(contacts[i].pos.X, contacts[i].pos.Y, contacts[i].pos.Z);
337 collisionresult.Depth = contacts[i].depth;
338 collisionresult.Normal = new Vector3(contacts[i].normal.X, contacts[i].normal.Y,
339 contacts[i].normal.Z);
340
341 lock (m_contactResults)
342 m_contactResults.Add(collisionresult);
343 }
344 }
345
346
347 }
348
349 }
350
351 /// <summary>
352 /// Dereference the creator scene so that it can be garbage collected if needed.
353 /// </summary>
354 internal void Dispose()
355 {
356 m_scene = null;
357 }
358 }
359
360 public struct ODERayCastRequest
361 {
362 public Vector3 Origin;
363 public Vector3 Normal;
364 public float length;
365 public RaycastCallback callbackMethod;
366 }
367
368 public struct ContactResult
369 {
370 public Vector3 Pos;
371 public float Depth;
372 public uint ConsumerID;
373 public Vector3 Normal;
374 }
375}
diff --git a/OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs b/OpenSim/Region/Physics/ChOdePlugin/OdePhysicsJoint.cs
index ca7a4f8..b4a3c48 100644
--- a/OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs
+++ b/OpenSim/Region/Physics/ChOdePlugin/OdePhysicsJoint.cs
@@ -26,51 +26,23 @@
26 */ 26 */
27 27
28using System; 28using System;
29using System.Collections.Generic; 29using OpenMetaverse;
30using Nini.Config; 30using Ode.NET;
31using OpenSim.Framework; 31using OpenSim.Framework;
32using OpenSim.Region.Physics.Manager; 32using OpenSim.Region.Physics.Manager;
33using PhysXWrapper; 33using OpenSim.Region.Physics.OdePlugin;
34using Quaternion=OpenMetaverse.Quaternion;
35using System.Reflection;
36using log4net;
37using OpenMetaverse;
38 34
39namespace OpenSim.Region.Physics.PhysXPlugin 35namespace OpenSim.Region.Physics.OdePlugin
40{ 36{
41 /// <summary> 37 class OdePhysicsJoint : PhysicsJoint
42 /// Will be the PhysX plugin but for now will be a very basic physics engine
43 /// </summary>
44 public class PhysXPlugin : IPhysicsPlugin
45 { 38 {
46 //private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 39 public override bool IsInPhysicsEngine
47 private PhysXScene _mScene;
48
49 public PhysXPlugin()
50 {
51 }
52
53 public bool Init()
54 { 40 {
55 return true; 41 get
56 }
57
58 public PhysicsScene GetScene(string sceneIdentifier)
59 {
60 if (_mScene == null)
61 { 42 {
62 _mScene = new PhysXScene(sceneIdentifier); 43 return (jointID != IntPtr.Zero);
63 } 44 }
64 return (_mScene);
65 }
66
67 public string GetName()
68 {
69 return ("RealPhysX");
70 }
71
72 public void Dispose()
73 {
74 } 45 }
46 public IntPtr jointID;
75 } 47 }
76} 48}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs
new file mode 100644
index 0000000..deb6164
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs
@@ -0,0 +1,3874 @@
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
28//#define USE_DRAWSTUFF
29
30using System;
31using System.Collections.Generic;
32using System.Reflection;
33using System.Runtime.InteropServices;
34using System.Threading;
35using System.IO;
36using System.Diagnostics;
37using log4net;
38using Nini.Config;
39using Ode.NET;
40#if USE_DRAWSTUFF
41using Drawstuff.NET;
42#endif
43using OpenSim.Framework;
44using OpenSim.Region.Physics.Manager;
45using OpenMetaverse;
46
47//using OpenSim.Region.Physics.OdePlugin.Meshing;
48
49namespace OpenSim.Region.Physics.OdePlugin
50{
51 /// <summary>
52 /// ODE plugin
53 /// </summary>
54 public class OdePlugin : IPhysicsPlugin
55 {
56 //private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
57
58 private CollisionLocker ode;
59 private OdeScene _mScene;
60
61 public OdePlugin()
62 {
63 ode = new CollisionLocker();
64 }
65
66 public bool Init()
67 {
68 return true;
69 }
70
71 public PhysicsScene GetScene(String sceneIdentifier)
72 {
73 if (_mScene == null)
74 {
75 // Initializing ODE only when a scene is created allows alternative ODE plugins to co-habit (according to
76 // http://opensimulator.org/mantis/view.php?id=2750).
77 d.InitODE();
78
79 _mScene = new OdeScene(ode, sceneIdentifier);
80 }
81 return (_mScene);
82 }
83
84 public string GetName()
85 {
86 return ("ChODE");
87 }
88
89 public void Dispose()
90 {
91 }
92 }
93
94 public enum StatusIndicators : int
95 {
96 Generic = 0,
97 Start = 1,
98 End = 2
99 }
100
101 public struct sCollisionData
102 {
103 public uint ColliderLocalId;
104 public uint CollidedWithLocalId;
105 public int NumberOfCollisions;
106 public int CollisionType;
107 public int StatusIndicator;
108 public int lastframe;
109 }
110
111 [Flags]
112 public enum CollisionCategories : int
113 {
114 Disabled = 0,
115 Geom = 0x00000001,
116 Body = 0x00000002,
117 Space = 0x00000004,
118 Character = 0x00000008,
119 Land = 0x00000010,
120 Water = 0x00000020,
121 Wind = 0x00000040,
122 Sensor = 0x00000080,
123 Selected = 0x00000100
124 }
125
126 /// <summary>
127 /// Material type for a primitive
128 /// </summary>
129 public enum Material : int
130 {
131 /// <summary></summary>
132 Stone = 0,
133 /// <summary></summary>
134 Metal = 1,
135 /// <summary></summary>
136 Glass = 2,
137 /// <summary></summary>
138 Wood = 3,
139 /// <summary></summary>
140 Flesh = 4,
141 /// <summary></summary>
142 Plastic = 5,
143 /// <summary></summary>
144 Rubber = 6
145
146 }
147
148 public sealed class OdeScene : PhysicsScene
149 {
150 private readonly ILog m_log;
151 // private Dictionary<string, sCollisionData> m_storedCollisions = new Dictionary<string, sCollisionData>();
152
153 CollisionLocker ode;
154
155 private Random fluidRandomizer = new Random(Environment.TickCount);
156
157 private const uint m_regionWidth = Constants.RegionSize;
158 private const uint m_regionHeight = Constants.RegionSize;
159
160 private float ODE_STEPSIZE = 0.020f;
161 private float metersInSpace = 29.9f;
162 private float m_timeDilation = 1.0f;
163
164 public float gravityx = 0f;
165 public float gravityy = 0f;
166 public float gravityz = -9.8f;
167
168 private float contactsurfacelayer = 0.001f;
169
170 private int worldHashspaceLow = -4;
171 private int worldHashspaceHigh = 128;
172
173 private int smallHashspaceLow = -4;
174 private int smallHashspaceHigh = 66;
175
176 private float waterlevel = 0f;
177 private int framecount = 0;
178 //private int m_returncollisions = 10;
179
180 private readonly IntPtr contactgroup;
181
182 internal IntPtr LandGeom;
183 internal IntPtr WaterGeom;
184
185 private float nmTerrainContactFriction = 255.0f;
186 private float nmTerrainContactBounce = 0.1f;
187 private float nmTerrainContactERP = 0.1025f;
188
189 private float mTerrainContactFriction = 75f;
190 private float mTerrainContactBounce = 0.1f;
191 private float mTerrainContactERP = 0.05025f;
192
193 private float nmAvatarObjectContactFriction = 250f;
194 private float nmAvatarObjectContactBounce = 0.1f;
195
196 private float mAvatarObjectContactFriction = 75f;
197 private float mAvatarObjectContactBounce = 0.1f;
198
199 private float avPIDD = 3200f;
200 private float avPIDP = 1400f;
201 private float avCapRadius = 0.37f;
202 private float avStandupTensor = 2000000f;
203 private bool avCapsuleTilted = true; // true = old compatibility mode with leaning capsule; false = new corrected mode
204 public bool IsAvCapsuleTilted { get { return avCapsuleTilted; } set { avCapsuleTilted = value; } }
205 private float avDensity = 80f;
206 private float avHeightFudgeFactor = 0.52f;
207 private float avMovementDivisorWalk = 1.3f;
208 private float avMovementDivisorRun = 0.8f;
209 private float minimumGroundFlightOffset = 3f;
210 public float maximumMassObject = 10000.01f;
211
212 public bool meshSculptedPrim = true;
213 public bool forceSimplePrimMeshing = false;
214
215 public float meshSculptLOD = 32;
216 public float MeshSculptphysicalLOD = 16;
217
218 public float geomDefaultDensity = 10.000006836f;
219
220 public int geomContactPointsStartthrottle = 3;
221 public int geomUpdatesPerThrottledUpdate = 15;
222
223 public float bodyPIDD = 35f;
224 public float bodyPIDG = 25;
225
226 public int geomCrossingFailuresBeforeOutofbounds = 5;
227
228 public float bodyMotorJointMaxforceTensor = 2;
229
230 public int bodyFramesAutoDisable = 20;
231
232 private DateTime m_lastframe = DateTime.UtcNow;
233
234 private float[] _watermap;
235 private bool m_filterCollisions = true;
236
237 private d.NearCallback nearCallback;
238 public d.TriCallback triCallback;
239 public d.TriArrayCallback triArrayCallback;
240 private readonly HashSet<OdeCharacter> _characters = new HashSet<OdeCharacter>();
241 private readonly HashSet<OdePrim> _prims = new HashSet<OdePrim>();
242 private readonly HashSet<OdePrim> _activeprims = new HashSet<OdePrim>();
243 private readonly HashSet<OdePrim> _taintedPrimH = new HashSet<OdePrim>();
244 private readonly Object _taintedPrimLock = new Object();
245 private readonly List<OdePrim> _taintedPrimL = new List<OdePrim>();
246 private readonly HashSet<OdeCharacter> _taintedActors = new HashSet<OdeCharacter>();
247 private readonly List<d.ContactGeom> _perloopContact = new List<d.ContactGeom>();
248 private readonly List<PhysicsActor> _collisionEventPrim = new List<PhysicsActor>();
249 private readonly HashSet<OdeCharacter> _badCharacter = new HashSet<OdeCharacter>();
250 public Dictionary<IntPtr, String> geom_name_map = new Dictionary<IntPtr, String>();
251 public Dictionary<IntPtr, PhysicsActor> actor_name_map = new Dictionary<IntPtr, PhysicsActor>();
252 private bool m_NINJA_physics_joints_enabled = false;
253 //private Dictionary<String, IntPtr> jointpart_name_map = new Dictionary<String,IntPtr>();
254 private readonly Dictionary<String, List<PhysicsJoint>> joints_connecting_actor = new Dictionary<String, List<PhysicsJoint>>();
255 private d.ContactGeom[] contacts;
256 private readonly List<PhysicsJoint> requestedJointsToBeCreated = new List<PhysicsJoint>(); // lock only briefly. accessed by external code (to request new joints) and by OdeScene.Simulate() to move those joints into pending/active
257 private readonly List<PhysicsJoint> pendingJoints = new List<PhysicsJoint>(); // can lock for longer. accessed only by OdeScene.
258 private readonly List<PhysicsJoint> activeJoints = new List<PhysicsJoint>(); // can lock for longer. accessed only by OdeScene.
259 private readonly List<string> requestedJointsToBeDeleted = new List<string>(); // lock only briefly. accessed by external code (to request deletion of joints) and by OdeScene.Simulate() to move those joints out of pending/active
260 private Object externalJointRequestsLock = new Object();
261 private readonly Dictionary<String, PhysicsJoint> SOPName_to_activeJoint = new Dictionary<String, PhysicsJoint>();
262 private readonly Dictionary<String, PhysicsJoint> SOPName_to_pendingJoint = new Dictionary<String, PhysicsJoint>();
263 private readonly DoubleDictionary<Vector3, IntPtr, IntPtr> RegionTerrain = new DoubleDictionary<Vector3, IntPtr, IntPtr>();
264 private readonly Dictionary<IntPtr,float[]> TerrainHeightFieldHeights = new Dictionary<IntPtr, float[]>();
265
266 private d.Contact contact;
267 private d.Contact TerrainContact;
268 private d.Contact AvatarMovementprimContact;
269 private d.Contact AvatarMovementTerrainContact;
270 private d.Contact WaterContact;
271 private d.Contact[,] m_materialContacts;
272
273//Ckrinke: Comment out until used. We declare it, initialize it, but do not use it
274//Ckrinke private int m_randomizeWater = 200;
275 private int m_physicsiterations = 10;
276 private const float m_SkipFramesAtms = 0.40f; // Drop frames gracefully at a 400 ms lag
277 private readonly PhysicsActor PANull = new NullPhysicsActor();
278 private float step_time = 0.0f;
279//Ckrinke: Comment out until used. We declare it, initialize it, but do not use it
280//Ckrinke private int ms = 0;
281 public IntPtr world;
282 //private bool returncollisions = false;
283 // private uint obj1LocalID = 0;
284 private uint obj2LocalID = 0;
285 //private int ctype = 0;
286 private OdeCharacter cc1;
287 private OdePrim cp1;
288 private OdeCharacter cc2;
289 private OdePrim cp2;
290 //private int cStartStop = 0;
291 //private string cDictKey = "";
292
293 public IntPtr space;
294
295 //private IntPtr tmpSpace;
296 // split static geometry collision handling into spaces of 30 meters
297 public IntPtr[,] staticPrimspace;
298
299 public Object OdeLock;
300
301 public IMesher mesher;
302
303 private IConfigSource m_config;
304
305 public bool physics_logging = false;
306 public int physics_logging_interval = 0;
307 public bool physics_logging_append_existing_logfile = false;
308
309 public d.Vector3 xyz = new d.Vector3(128.1640f, 128.3079f, 25.7600f);
310 public d.Vector3 hpr = new d.Vector3(125.5000f, -17.0000f, 0.0000f);
311
312 // TODO: unused: private uint heightmapWidth = m_regionWidth + 1;
313 // TODO: unused: private uint heightmapHeight = m_regionHeight + 1;
314 // TODO: unused: private uint heightmapWidthSamples;
315 // TODO: unused: private uint heightmapHeightSamples;
316
317 private volatile int m_global_contactcount = 0;
318
319 private Vector3 m_worldOffset = Vector3.Zero;
320 public Vector2 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize);
321 private PhysicsScene m_parentScene = null;
322
323 private ODERayCastRequestManager m_rayCastManager;
324
325 /// <summary>
326 /// Initiailizes the scene
327 /// Sets many properties that ODE requires to be stable
328 /// These settings need to be tweaked 'exactly' right or weird stuff happens.
329 /// </summary>
330 public OdeScene(CollisionLocker dode, string sceneIdentifier)
331 {
332 m_log
333 = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType.ToString() + "." + sceneIdentifier);
334
335 OdeLock = new Object();
336 ode = dode;
337 nearCallback = near;
338 triCallback = TriCallback;
339 triArrayCallback = TriArrayCallback;
340 m_rayCastManager = new ODERayCastRequestManager(this);
341 lock (OdeLock)
342 {
343 // Create the world and the first space
344 world = d.WorldCreate();
345 space = d.HashSpaceCreate(IntPtr.Zero);
346
347
348 contactgroup = d.JointGroupCreate(0);
349 //contactgroup
350
351 d.WorldSetAutoDisableFlag(world, false);
352 #if USE_DRAWSTUFF
353
354 Thread viewthread = new Thread(new ParameterizedThreadStart(startvisualization));
355 viewthread.Start();
356 #endif
357 }
358
359
360 _watermap = new float[258 * 258];
361
362 // Zero out the prim spaces array (we split our space into smaller spaces so
363 // we can hit test less.
364 }
365
366#if USE_DRAWSTUFF
367 public void startvisualization(object o)
368 {
369 ds.Functions fn;
370 fn.version = ds.VERSION;
371 fn.start = new ds.CallbackFunction(start);
372 fn.step = new ds.CallbackFunction(step);
373 fn.command = new ds.CallbackFunction(command);
374 fn.stop = null;
375 fn.path_to_textures = "./textures";
376 string[] args = new string[0];
377 ds.SimulationLoop(args.Length, args, 352, 288, ref fn);
378 }
379#endif
380
381 // Initialize the mesh plugin
382 public override void Initialise(IMesher meshmerizer, IConfigSource config)
383 {
384 mesher = meshmerizer;
385 m_config = config;
386 // Defaults
387
388 if (Environment.OSVersion.Platform == PlatformID.Unix)
389 {
390 avPIDD = 3200.0f;
391 avPIDP = 1400.0f;
392 avStandupTensor = 2000000f;
393 }
394 else
395 {
396 avPIDD = 2200.0f;
397 avPIDP = 900.0f;
398 avStandupTensor = 550000f;
399 }
400
401 int contactsPerCollision = 80;
402
403 if (m_config != null)
404 {
405 IConfig physicsconfig = m_config.Configs["ODEPhysicsSettings"];
406 if (physicsconfig != null)
407 {
408 gravityx = physicsconfig.GetFloat("world_gravityx", 0f);
409 gravityy = physicsconfig.GetFloat("world_gravityy", 0f);
410 gravityz = physicsconfig.GetFloat("world_gravityz", -9.8f);
411
412 worldHashspaceLow = physicsconfig.GetInt("world_hashspace_size_low", -4);
413 worldHashspaceHigh = physicsconfig.GetInt("world_hashspace_size_high", 128);
414
415 metersInSpace = physicsconfig.GetFloat("meters_in_small_space", 29.9f);
416 smallHashspaceLow = physicsconfig.GetInt("small_hashspace_size_low", -4);
417 smallHashspaceHigh = physicsconfig.GetInt("small_hashspace_size_high", 66);
418
419 contactsurfacelayer = physicsconfig.GetFloat("world_contact_surface_layer", 0.001f);
420
421 nmTerrainContactFriction = physicsconfig.GetFloat("nm_terraincontact_friction", 255.0f);
422 nmTerrainContactBounce = physicsconfig.GetFloat("nm_terraincontact_bounce", 0.1f);
423 nmTerrainContactERP = physicsconfig.GetFloat("nm_terraincontact_erp", 0.1025f);
424
425 mTerrainContactFriction = physicsconfig.GetFloat("m_terraincontact_friction", 75f);
426 mTerrainContactBounce = physicsconfig.GetFloat("m_terraincontact_bounce", 0.05f);
427 mTerrainContactERP = physicsconfig.GetFloat("m_terraincontact_erp", 0.05025f);
428
429 nmAvatarObjectContactFriction = physicsconfig.GetFloat("objectcontact_friction", 250f);
430 nmAvatarObjectContactBounce = physicsconfig.GetFloat("objectcontact_bounce", 0.2f);
431
432 mAvatarObjectContactFriction = physicsconfig.GetFloat("m_avatarobjectcontact_friction", 75f);
433 mAvatarObjectContactBounce = physicsconfig.GetFloat("m_avatarobjectcontact_bounce", 0.1f);
434
435 ODE_STEPSIZE = physicsconfig.GetFloat("world_stepsize", 0.020f);
436 m_physicsiterations = physicsconfig.GetInt("world_internal_steps_without_collisions", 10);
437
438 avDensity = physicsconfig.GetFloat("av_density", 80f);
439 avHeightFudgeFactor = physicsconfig.GetFloat("av_height_fudge_factor", 0.52f);
440 avMovementDivisorWalk = physicsconfig.GetFloat("av_movement_divisor_walk", 1.3f);
441 avMovementDivisorRun = physicsconfig.GetFloat("av_movement_divisor_run", 0.8f);
442 avCapRadius = physicsconfig.GetFloat("av_capsule_radius", 0.37f);
443 avCapsuleTilted = physicsconfig.GetBoolean("av_capsule_tilted", false);
444
445 contactsPerCollision = physicsconfig.GetInt("contacts_per_collision", 80);
446
447 geomContactPointsStartthrottle = physicsconfig.GetInt("geom_contactpoints_start_throttling", 3);
448 geomUpdatesPerThrottledUpdate = physicsconfig.GetInt("geom_updates_before_throttled_update", 15);
449 geomCrossingFailuresBeforeOutofbounds = physicsconfig.GetInt("geom_crossing_failures_before_outofbounds", 5);
450
451 geomDefaultDensity = physicsconfig.GetFloat("geometry_default_density", 10.000006836f);
452 bodyFramesAutoDisable = physicsconfig.GetInt("body_frames_auto_disable", 20);
453
454 bodyPIDD = physicsconfig.GetFloat("body_pid_derivative", 35f);
455 bodyPIDG = physicsconfig.GetFloat("body_pid_gain", 25f);
456
457 forceSimplePrimMeshing = physicsconfig.GetBoolean("force_simple_prim_meshing", forceSimplePrimMeshing);
458 meshSculptedPrim = physicsconfig.GetBoolean("mesh_sculpted_prim", true);
459 meshSculptLOD = physicsconfig.GetFloat("mesh_lod", 32f);
460 MeshSculptphysicalLOD = physicsconfig.GetFloat("mesh_physical_lod", 16f);
461 m_filterCollisions = physicsconfig.GetBoolean("filter_collisions", false);
462
463 if (Environment.OSVersion.Platform == PlatformID.Unix)
464 {
465 avPIDD = physicsconfig.GetFloat("av_pid_derivative_linux", 2200.0f);
466 avPIDP = physicsconfig.GetFloat("av_pid_proportional_linux", 900.0f);
467 avStandupTensor = physicsconfig.GetFloat("av_capsule_standup_tensor_linux", 550000f);
468 bodyMotorJointMaxforceTensor = physicsconfig.GetFloat("body_motor_joint_maxforce_tensor_linux", 5f);
469 }
470 else
471 {
472 avPIDD = physicsconfig.GetFloat("av_pid_derivative_win", 2200.0f);
473 avPIDP = physicsconfig.GetFloat("av_pid_proportional_win", 900.0f);
474 avStandupTensor = physicsconfig.GetFloat("av_capsule_standup_tensor_win", 550000f);
475 bodyMotorJointMaxforceTensor = physicsconfig.GetFloat("body_motor_joint_maxforce_tensor_win", 5f);
476 }
477
478 physics_logging = physicsconfig.GetBoolean("physics_logging", false);
479 physics_logging_interval = physicsconfig.GetInt("physics_logging_interval", 0);
480 physics_logging_append_existing_logfile = physicsconfig.GetBoolean("physics_logging_append_existing_logfile", false);
481
482 m_NINJA_physics_joints_enabled = physicsconfig.GetBoolean("use_NINJA_physics_joints", false);
483 minimumGroundFlightOffset = physicsconfig.GetFloat("minimum_ground_flight_offset", 3f);
484 maximumMassObject = physicsconfig.GetFloat("maximum_mass_object", 10000.01f);
485 }
486 }
487
488 contacts = new d.ContactGeom[contactsPerCollision];
489
490 staticPrimspace = new IntPtr[(int)(300 / metersInSpace), (int)(300 / metersInSpace)];
491
492 // Centeral contact friction and bounce
493 // ckrinke 11/10/08 Enabling soft_erp but not soft_cfm until I figure out why
494 // an avatar falls through in Z but not in X or Y when walking on a prim.
495 contact.surface.mode |= d.ContactFlags.SoftERP;
496 contact.surface.mu = nmAvatarObjectContactFriction;
497 contact.surface.bounce = nmAvatarObjectContactBounce;
498 contact.surface.soft_cfm = 0.010f;
499 contact.surface.soft_erp = 0.010f;
500
501 // Terrain contact friction and Bounce
502 // This is the *non* moving version. Use this when an avatar
503 // isn't moving to keep it in place better
504 TerrainContact.surface.mode |= d.ContactFlags.SoftERP;
505 TerrainContact.surface.mu = nmTerrainContactFriction;
506 TerrainContact.surface.bounce = nmTerrainContactBounce;
507 TerrainContact.surface.soft_erp = nmTerrainContactERP;
508
509 WaterContact.surface.mode |= (d.ContactFlags.SoftERP | d.ContactFlags.SoftCFM);
510 WaterContact.surface.mu = 0f; // No friction
511 WaterContact.surface.bounce = 0.0f; // No bounce
512 WaterContact.surface.soft_cfm = 0.010f;
513 WaterContact.surface.soft_erp = 0.010f;
514
515 // Prim contact friction and bounce
516 // THis is the *non* moving version of friction and bounce
517 // Use this when an avatar comes in contact with a prim
518 // and is moving
519 AvatarMovementprimContact.surface.mu = mAvatarObjectContactFriction;
520 AvatarMovementprimContact.surface.bounce = mAvatarObjectContactBounce;
521
522 // Terrain contact friction bounce and various error correcting calculations
523 // Use this when an avatar is in contact with the terrain and moving.
524 AvatarMovementTerrainContact.surface.mode |= d.ContactFlags.SoftERP;
525 AvatarMovementTerrainContact.surface.mu = mTerrainContactFriction;
526 AvatarMovementTerrainContact.surface.bounce = mTerrainContactBounce;
527 AvatarMovementTerrainContact.surface.soft_erp = mTerrainContactERP;
528
529
530 /*
531 <summary></summary>
532 Stone = 0,
533 /// <summary></summary>
534 Metal = 1,
535 /// <summary></summary>
536 Glass = 2,
537 /// <summary></summary>
538 Wood = 3,
539 /// <summary></summary>
540 Flesh = 4,
541 /// <summary></summary>
542 Plastic = 5,
543 /// <summary></summary>
544 Rubber = 6
545 */
546
547 m_materialContacts = new d.Contact[7,2];
548
549 m_materialContacts[(int)Material.Stone, 0] = new d.Contact();
550 m_materialContacts[(int)Material.Stone, 0].surface.mode |= d.ContactFlags.SoftERP;
551 m_materialContacts[(int)Material.Stone, 0].surface.mu = nmAvatarObjectContactFriction;
552 m_materialContacts[(int)Material.Stone, 0].surface.bounce = nmAvatarObjectContactBounce;
553 m_materialContacts[(int)Material.Stone, 0].surface.soft_cfm = 0.010f;
554 m_materialContacts[(int)Material.Stone, 0].surface.soft_erp = 0.010f;
555
556 m_materialContacts[(int)Material.Stone, 1] = new d.Contact();
557 m_materialContacts[(int)Material.Stone, 1].surface.mode |= d.ContactFlags.SoftERP;
558 m_materialContacts[(int)Material.Stone, 1].surface.mu = mAvatarObjectContactFriction;
559 m_materialContacts[(int)Material.Stone, 1].surface.bounce = mAvatarObjectContactBounce;
560 m_materialContacts[(int)Material.Stone, 1].surface.soft_cfm = 0.010f;
561 m_materialContacts[(int)Material.Stone, 1].surface.soft_erp = 0.010f;
562
563 m_materialContacts[(int)Material.Metal, 0] = new d.Contact();
564 m_materialContacts[(int)Material.Metal, 0].surface.mode |= d.ContactFlags.SoftERP;
565 m_materialContacts[(int)Material.Metal, 0].surface.mu = nmAvatarObjectContactFriction;
566 m_materialContacts[(int)Material.Metal, 0].surface.bounce = nmAvatarObjectContactBounce;
567 m_materialContacts[(int)Material.Metal, 0].surface.soft_cfm = 0.010f;
568 m_materialContacts[(int)Material.Metal, 0].surface.soft_erp = 0.010f;
569
570 m_materialContacts[(int)Material.Metal, 1] = new d.Contact();
571 m_materialContacts[(int)Material.Metal, 1].surface.mode |= d.ContactFlags.SoftERP;
572 m_materialContacts[(int)Material.Metal, 1].surface.mu = mAvatarObjectContactFriction;
573 m_materialContacts[(int)Material.Metal, 1].surface.bounce = mAvatarObjectContactBounce;
574 m_materialContacts[(int)Material.Metal, 1].surface.soft_cfm = 0.010f;
575 m_materialContacts[(int)Material.Metal, 1].surface.soft_erp = 0.010f;
576
577 m_materialContacts[(int)Material.Glass, 0] = new d.Contact();
578 m_materialContacts[(int)Material.Glass, 0].surface.mode |= d.ContactFlags.SoftERP;
579 m_materialContacts[(int)Material.Glass, 0].surface.mu = 1f;
580 m_materialContacts[(int)Material.Glass, 0].surface.bounce = 0.5f;
581 m_materialContacts[(int)Material.Glass, 0].surface.soft_cfm = 0.010f;
582 m_materialContacts[(int)Material.Glass, 0].surface.soft_erp = 0.010f;
583
584 /*
585 private float nmAvatarObjectContactFriction = 250f;
586 private float nmAvatarObjectContactBounce = 0.1f;
587
588 private float mAvatarObjectContactFriction = 75f;
589 private float mAvatarObjectContactBounce = 0.1f;
590 */
591 m_materialContacts[(int)Material.Glass, 1] = new d.Contact();
592 m_materialContacts[(int)Material.Glass, 1].surface.mode |= d.ContactFlags.SoftERP;
593 m_materialContacts[(int)Material.Glass, 1].surface.mu = 1f;
594 m_materialContacts[(int)Material.Glass, 1].surface.bounce = 0.5f;
595 m_materialContacts[(int)Material.Glass, 1].surface.soft_cfm = 0.010f;
596 m_materialContacts[(int)Material.Glass, 1].surface.soft_erp = 0.010f;
597
598 m_materialContacts[(int)Material.Wood, 0] = new d.Contact();
599 m_materialContacts[(int)Material.Wood, 0].surface.mode |= d.ContactFlags.SoftERP;
600 m_materialContacts[(int)Material.Wood, 0].surface.mu = nmAvatarObjectContactFriction;
601 m_materialContacts[(int)Material.Wood, 0].surface.bounce = nmAvatarObjectContactBounce;
602 m_materialContacts[(int)Material.Wood, 0].surface.soft_cfm = 0.010f;
603 m_materialContacts[(int)Material.Wood, 0].surface.soft_erp = 0.010f;
604
605 m_materialContacts[(int)Material.Wood, 1] = new d.Contact();
606 m_materialContacts[(int)Material.Wood, 1].surface.mode |= d.ContactFlags.SoftERP;
607 m_materialContacts[(int)Material.Wood, 1].surface.mu = mAvatarObjectContactFriction;
608 m_materialContacts[(int)Material.Wood, 1].surface.bounce = mAvatarObjectContactBounce;
609 m_materialContacts[(int)Material.Wood, 1].surface.soft_cfm = 0.010f;
610 m_materialContacts[(int)Material.Wood, 1].surface.soft_erp = 0.010f;
611
612 m_materialContacts[(int)Material.Flesh, 0] = new d.Contact();
613 m_materialContacts[(int)Material.Flesh, 0].surface.mode |= d.ContactFlags.SoftERP;
614 m_materialContacts[(int)Material.Flesh, 0].surface.mu = nmAvatarObjectContactFriction;
615 m_materialContacts[(int)Material.Flesh, 0].surface.bounce = nmAvatarObjectContactBounce;
616 m_materialContacts[(int)Material.Flesh, 0].surface.soft_cfm = 0.010f;
617 m_materialContacts[(int)Material.Flesh, 0].surface.soft_erp = 0.010f;
618
619 m_materialContacts[(int)Material.Flesh, 1] = new d.Contact();
620 m_materialContacts[(int)Material.Flesh, 1].surface.mode |= d.ContactFlags.SoftERP;
621 m_materialContacts[(int)Material.Flesh, 1].surface.mu = mAvatarObjectContactFriction;
622 m_materialContacts[(int)Material.Flesh, 1].surface.bounce = mAvatarObjectContactBounce;
623 m_materialContacts[(int)Material.Flesh, 1].surface.soft_cfm = 0.010f;
624 m_materialContacts[(int)Material.Flesh, 1].surface.soft_erp = 0.010f;
625
626 m_materialContacts[(int)Material.Plastic, 0] = new d.Contact();
627 m_materialContacts[(int)Material.Plastic, 0].surface.mode |= d.ContactFlags.SoftERP;
628 m_materialContacts[(int)Material.Plastic, 0].surface.mu = nmAvatarObjectContactFriction;
629 m_materialContacts[(int)Material.Plastic, 0].surface.bounce = nmAvatarObjectContactBounce;
630 m_materialContacts[(int)Material.Plastic, 0].surface.soft_cfm = 0.010f;
631 m_materialContacts[(int)Material.Plastic, 0].surface.soft_erp = 0.010f;
632
633 m_materialContacts[(int)Material.Plastic, 1] = new d.Contact();
634 m_materialContacts[(int)Material.Plastic, 1].surface.mode |= d.ContactFlags.SoftERP;
635 m_materialContacts[(int)Material.Plastic, 1].surface.mu = mAvatarObjectContactFriction;
636 m_materialContacts[(int)Material.Plastic, 1].surface.bounce = mAvatarObjectContactBounce;
637 m_materialContacts[(int)Material.Plastic, 1].surface.soft_cfm = 0.010f;
638 m_materialContacts[(int)Material.Plastic, 1].surface.soft_erp = 0.010f;
639
640 m_materialContacts[(int)Material.Rubber, 0] = new d.Contact();
641 m_materialContacts[(int)Material.Rubber, 0].surface.mode |= d.ContactFlags.SoftERP;
642 m_materialContacts[(int)Material.Rubber, 0].surface.mu = nmAvatarObjectContactFriction;
643 m_materialContacts[(int)Material.Rubber, 0].surface.bounce = nmAvatarObjectContactBounce;
644 m_materialContacts[(int)Material.Rubber, 0].surface.soft_cfm = 0.010f;
645 m_materialContacts[(int)Material.Rubber, 0].surface.soft_erp = 0.010f;
646
647 m_materialContacts[(int)Material.Rubber, 1] = new d.Contact();
648 m_materialContacts[(int)Material.Rubber, 1].surface.mode |= d.ContactFlags.SoftERP;
649 m_materialContacts[(int)Material.Rubber, 1].surface.mu = mAvatarObjectContactFriction;
650 m_materialContacts[(int)Material.Rubber, 1].surface.bounce = mAvatarObjectContactBounce;
651 m_materialContacts[(int)Material.Rubber, 1].surface.soft_cfm = 0.010f;
652 m_materialContacts[(int)Material.Rubber, 1].surface.soft_erp = 0.010f;
653
654 d.HashSpaceSetLevels(space, worldHashspaceLow, worldHashspaceHigh);
655
656 // Set the gravity,, don't disable things automatically (we set it explicitly on some things)
657
658 d.WorldSetGravity(world, gravityx, gravityy, gravityz);
659 d.WorldSetContactSurfaceLayer(world, contactsurfacelayer);
660
661 d.WorldSetLinearDamping(world, 256f);
662 d.WorldSetAngularDamping(world, 256f);
663 d.WorldSetAngularDampingThreshold(world, 256f);
664 d.WorldSetLinearDampingThreshold(world, 256f);
665 d.WorldSetMaxAngularSpeed(world, 256f);
666
667 // Set how many steps we go without running collision testing
668 // This is in addition to the step size.
669 // Essentially Steps * m_physicsiterations
670 d.WorldSetQuickStepNumIterations(world, m_physicsiterations);
671 //d.WorldSetContactMaxCorrectingVel(world, 1000.0f);
672
673
674
675 for (int i = 0; i < staticPrimspace.GetLength(0); i++)
676 {
677 for (int j = 0; j < staticPrimspace.GetLength(1); j++)
678 {
679 staticPrimspace[i, j] = IntPtr.Zero;
680 }
681 }
682 }
683
684 internal void waitForSpaceUnlock(IntPtr space)
685 {
686 //if (space != IntPtr.Zero)
687 //while (d.SpaceLockQuery(space)) { } // Wait and do nothing
688 }
689
690 /// <summary>
691 /// Debug space message for printing the space that a prim/avatar is in.
692 /// </summary>
693 /// <param name="pos"></param>
694 /// <returns>Returns which split up space the given position is in.</returns>
695 public string whichspaceamIin(Vector3 pos)
696 {
697 return calculateSpaceForGeom(pos).ToString();
698 }
699
700 #region Collision Detection
701
702 /// <summary>
703 /// This is our near callback. A geometry is near a body
704 /// </summary>
705 /// <param name="space">The space that contains the geoms. Remember, spaces are also geoms</param>
706 /// <param name="g1">a geometry or space</param>
707 /// <param name="g2">another geometry or space</param>
708 private void near(IntPtr space, IntPtr g1, IntPtr g2)
709 {
710 // no lock here! It's invoked from within Simulate(), which is thread-locked
711
712 // Test if we're colliding a geom with a space.
713 // If so we have to drill down into the space recursively
714
715 if (d.GeomIsSpace(g1) || d.GeomIsSpace(g2))
716 {
717 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
718 return;
719
720 // Separating static prim geometry spaces.
721 // We'll be calling near recursivly if one
722 // of them is a space to find all of the
723 // contact points in the space
724 try
725 {
726 d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback);
727 }
728 catch (AccessViolationException)
729 {
730 m_log.Warn("[PHYSICS]: Unable to collide test a space");
731 return;
732 }
733 //Colliding a space or a geom with a space or a geom. so drill down
734
735 //Collide all geoms in each space..
736 //if (d.GeomIsSpace(g1)) d.SpaceCollide(g1, IntPtr.Zero, nearCallback);
737 //if (d.GeomIsSpace(g2)) d.SpaceCollide(g2, IntPtr.Zero, nearCallback);
738 return;
739 }
740
741 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
742 return;
743
744 IntPtr b1 = d.GeomGetBody(g1);
745 IntPtr b2 = d.GeomGetBody(g2);
746
747 // d.GeomClassID id = d.GeomGetClass(g1);
748
749 String name1 = null;
750 String name2 = null;
751
752 if (!geom_name_map.TryGetValue(g1, out name1))
753 {
754 name1 = "null";
755 }
756 if (!geom_name_map.TryGetValue(g2, out name2))
757 {
758 name2 = "null";
759 }
760
761 //if (id == d.GeomClassId.TriMeshClass)
762 //{
763 // m_log.InfoFormat("near: A collision was detected between {1} and {2}", 0, name1, name2);
764 //m_log.Debug("near: A collision was detected between {1} and {2}", 0, name1, name2);
765 //}
766
767 // Figure out how many contact points we have
768 int count = 0;
769 try
770 {
771 // Colliding Geom To Geom
772 // This portion of the function 'was' blatantly ripped off from BoxStack.cs
773
774 if (g1 == g2)
775 return; // Can't collide with yourself
776
777 if (b1 != IntPtr.Zero && b2 != IntPtr.Zero && d.AreConnectedExcluding(b1, b2, d.JointType.Contact))
778 return;
779
780 lock (contacts)
781 {
782 count = d.Collide(g1, g2, contacts.Length, contacts, d.ContactGeom.SizeOf);
783 if (count > contacts.Length)
784 m_log.Error("[PHYSICS]: Got " + count + " contacts when we asked for a maximum of " + contacts.Length);
785 }
786 }
787 catch (SEHException)
788 {
789 m_log.Error("[PHYSICS]: The Operating system shut down ODE because of corrupt memory. This could be a result of really irregular terrain. If this repeats continuously, restart using Basic Physics and terrain fill your terrain. Restarting the sim.");
790 ode.drelease(world);
791 base.TriggerPhysicsBasedRestart();
792 }
793 catch (Exception e)
794 {
795 m_log.WarnFormat("[PHYSICS]: Unable to collide test an object: {0}", e.Message);
796 return;
797 }
798
799 PhysicsActor p1;
800 PhysicsActor p2;
801
802 if (!actor_name_map.TryGetValue(g1, out p1))
803 {
804 p1 = PANull;
805 }
806
807 if (!actor_name_map.TryGetValue(g2, out p2))
808 {
809 p2 = PANull;
810 }
811
812 ContactPoint maxDepthContact = new ContactPoint();
813 if (p1.CollisionScore + count >= float.MaxValue)
814 p1.CollisionScore = 0;
815 p1.CollisionScore += count;
816
817 if (p2.CollisionScore + count >= float.MaxValue)
818 p2.CollisionScore = 0;
819 p2.CollisionScore += count;
820
821 for (int i = 0; i < count; i++)
822 {
823 d.ContactGeom curContact = contacts[i];
824
825 if (curContact.depth > maxDepthContact.PenetrationDepth)
826 {
827 maxDepthContact = new ContactPoint(
828 new Vector3(curContact.pos.X, curContact.pos.Y, curContact.pos.Z),
829 new Vector3(curContact.normal.X, curContact.normal.Y, curContact.normal.Z),
830 curContact.depth
831 );
832 }
833
834 //m_log.Warn("[CCOUNT]: " + count);
835 IntPtr joint;
836 // If we're colliding with terrain, use 'TerrainContact' instead of contact.
837 // allows us to have different settings
838
839 // We only need to test p2 for 'jump crouch purposes'
840 if (p2 is OdeCharacter && p1.PhysicsActorType == (int)ActorTypes.Prim)
841 {
842 // Testing if the collision is at the feet of the avatar
843
844 //m_log.DebugFormat("[PHYSICS]: {0} - {1} - {2} - {3}", curContact.pos.Z, p2.Position.Z, (p2.Position.Z - curContact.pos.Z), (p2.Size.Z * 0.6f));
845 if ((p2.Position.Z - curContact.pos.Z) > (p2.Size.Z * 0.6f))
846 p2.IsColliding = true;
847 }
848 else
849 {
850 p2.IsColliding = true;
851 }
852
853 //if ((framecount % m_returncollisions) == 0)
854
855 switch (p1.PhysicsActorType)
856 {
857 case (int)ActorTypes.Agent:
858 p2.CollidingObj = true;
859 break;
860 case (int)ActorTypes.Prim:
861 if (p2.Velocity.LengthSquared() > 0.0f)
862 p2.CollidingObj = true;
863 break;
864 case (int)ActorTypes.Unknown:
865 p2.CollidingGround = true;
866 break;
867 default:
868 p2.CollidingGround = true;
869 break;
870 }
871
872 // we don't want prim or avatar to explode
873
874 #region InterPenetration Handling - Unintended physics explosions
875# region disabled code1
876
877 if (curContact.depth >= 0.08f)
878 {
879 //This is disabled at the moment only because it needs more tweaking
880 //It will eventually be uncommented
881 /*
882 if (contact.depth >= 1.00f)
883 {
884 //m_log.Debug("[PHYSICS]: " + contact.depth.ToString());
885 }
886
887 //If you interpenetrate a prim with an agent
888 if ((p2.PhysicsActorType == (int) ActorTypes.Agent &&
889 p1.PhysicsActorType == (int) ActorTypes.Prim) ||
890 (p1.PhysicsActorType == (int) ActorTypes.Agent &&
891 p2.PhysicsActorType == (int) ActorTypes.Prim))
892 {
893
894 //contact.depth = contact.depth * 4.15f;
895 /*
896 if (p2.PhysicsActorType == (int) ActorTypes.Agent)
897 {
898 p2.CollidingObj = true;
899 contact.depth = 0.003f;
900 p2.Velocity = p2.Velocity + new PhysicsVector(0, 0, 2.5f);
901 OdeCharacter character = (OdeCharacter) p2;
902 character.SetPidStatus(true);
903 contact.pos = new d.Vector3(contact.pos.X + (p1.Size.X / 2), contact.pos.Y + (p1.Size.Y / 2), contact.pos.Z + (p1.Size.Z / 2));
904
905 }
906 else
907 {
908
909 //contact.depth = 0.0000000f;
910 }
911 if (p1.PhysicsActorType == (int) ActorTypes.Agent)
912 {
913
914 p1.CollidingObj = true;
915 contact.depth = 0.003f;
916 p1.Velocity = p1.Velocity + new PhysicsVector(0, 0, 2.5f);
917 contact.pos = new d.Vector3(contact.pos.X + (p2.Size.X / 2), contact.pos.Y + (p2.Size.Y / 2), contact.pos.Z + (p2.Size.Z / 2));
918 OdeCharacter character = (OdeCharacter)p1;
919 character.SetPidStatus(true);
920 }
921 else
922 {
923
924 //contact.depth = 0.0000000f;
925 }
926
927
928
929 }
930*/
931 // If you interpenetrate a prim with another prim
932 /*
933 if (p1.PhysicsActorType == (int) ActorTypes.Prim && p2.PhysicsActorType == (int) ActorTypes.Prim)
934 {
935 #region disabledcode2
936 //OdePrim op1 = (OdePrim)p1;
937 //OdePrim op2 = (OdePrim)p2;
938 //op1.m_collisionscore++;
939 //op2.m_collisionscore++;
940
941 //if (op1.m_collisionscore > 8000 || op2.m_collisionscore > 8000)
942 //{
943 //op1.m_taintdisable = true;
944 //AddPhysicsActorTaint(p1);
945 //op2.m_taintdisable = true;
946 //AddPhysicsActorTaint(p2);
947 //}
948
949 //if (contact.depth >= 0.25f)
950 //{
951 // Don't collide, one or both prim will expld.
952
953 //op1.m_interpenetrationcount++;
954 //op2.m_interpenetrationcount++;
955 //interpenetrations_before_disable = 200;
956 //if (op1.m_interpenetrationcount >= interpenetrations_before_disable)
957 //{
958 //op1.m_taintdisable = true;
959 //AddPhysicsActorTaint(p1);
960 //}
961 //if (op2.m_interpenetrationcount >= interpenetrations_before_disable)
962 //{
963 // op2.m_taintdisable = true;
964 //AddPhysicsActorTaint(p2);
965 //}
966
967 //contact.depth = contact.depth / 8f;
968 //contact.normal = new d.Vector3(0, 0, 1);
969 //}
970 //if (op1.m_disabled || op2.m_disabled)
971 //{
972 //Manually disabled objects stay disabled
973 //contact.depth = 0f;
974 //}
975 #endregion
976 }
977 */
978#endregion
979 if (curContact.depth >= 1.00f)
980 {
981 //m_log.Info("[P]: " + contact.depth.ToString());
982 if ((p2.PhysicsActorType == (int) ActorTypes.Agent &&
983 p1.PhysicsActorType == (int) ActorTypes.Unknown) ||
984 (p1.PhysicsActorType == (int) ActorTypes.Agent &&
985 p2.PhysicsActorType == (int) ActorTypes.Unknown))
986 {
987 if (p2.PhysicsActorType == (int) ActorTypes.Agent)
988 {
989 if (p2 is OdeCharacter)
990 {
991 OdeCharacter character = (OdeCharacter) p2;
992
993 //p2.CollidingObj = true;
994 curContact.depth = 0.00000003f;
995 p2.Velocity = p2.Velocity + new Vector3(0f, 0f, 0.5f);
996 curContact.pos =
997 new d.Vector3(curContact.pos.X + (p1.Size.X/2),
998 curContact.pos.Y + (p1.Size.Y/2),
999 curContact.pos.Z + (p1.Size.Z/2));
1000 character.SetPidStatus(true);
1001 }
1002 }
1003
1004
1005 if (p1.PhysicsActorType == (int) ActorTypes.Agent)
1006 {
1007 if (p1 is OdeCharacter)
1008 {
1009 OdeCharacter character = (OdeCharacter) p1;
1010
1011 //p2.CollidingObj = true;
1012 curContact.depth = 0.00000003f;
1013 p1.Velocity = p1.Velocity + new Vector3(0f, 0f, 0.5f);
1014 curContact.pos =
1015 new d.Vector3(curContact.pos.X + (p1.Size.X/2),
1016 curContact.pos.Y + (p1.Size.Y/2),
1017 curContact.pos.Z + (p1.Size.Z/2));
1018 character.SetPidStatus(true);
1019 }
1020 }
1021 }
1022 }
1023 }
1024
1025 #endregion
1026
1027 // Logic for collision handling
1028 // Note, that if *all* contacts are skipped (VolumeDetect)
1029 // The prim still detects (and forwards) collision events but
1030 // appears to be phantom for the world
1031 Boolean skipThisContact = false;
1032
1033 if ((p1 is OdePrim) && (((OdePrim)p1).m_isVolumeDetect))
1034 skipThisContact = true; // No collision on volume detect prims
1035
1036 if (!skipThisContact && (p2 is OdePrim) && (((OdePrim)p2).m_isVolumeDetect))
1037 skipThisContact = true; // No collision on volume detect prims
1038
1039 if (!skipThisContact && curContact.depth < 0f)
1040 skipThisContact = true;
1041
1042 if (!skipThisContact && checkDupe(curContact, p2.PhysicsActorType))
1043 skipThisContact = true;
1044
1045 const int maxContactsbeforedeath = 4000;
1046 joint = IntPtr.Zero;
1047
1048 if (!skipThisContact)
1049 {
1050 // If we're colliding against terrain
1051 if (name1 == "Terrain" || name2 == "Terrain")
1052 {
1053 // If we're moving
1054 if ((p2.PhysicsActorType == (int) ActorTypes.Agent) &&
1055 (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f))
1056 {
1057 // Use the movement terrain contact
1058 AvatarMovementTerrainContact.geom = curContact;
1059 _perloopContact.Add(curContact);
1060 if (m_global_contactcount < maxContactsbeforedeath)
1061 {
1062 joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementTerrainContact);
1063 m_global_contactcount++;
1064 }
1065 }
1066 else
1067 {
1068 if (p2.PhysicsActorType == (int)ActorTypes.Agent)
1069 {
1070 // Use the non moving terrain contact
1071 TerrainContact.geom = curContact;
1072 _perloopContact.Add(curContact);
1073 if (m_global_contactcount < maxContactsbeforedeath)
1074 {
1075 joint = d.JointCreateContact(world, contactgroup, ref TerrainContact);
1076 m_global_contactcount++;
1077 }
1078 }
1079 else
1080 {
1081 if (p2.PhysicsActorType == (int)ActorTypes.Prim && p1.PhysicsActorType == (int)ActorTypes.Prim)
1082 {
1083 // prim prim contact
1084 // int pj294950 = 0;
1085 int movintYN = 0;
1086 int material = (int) Material.Wood;
1087 // prim terrain contact
1088 if (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f)
1089 {
1090 movintYN = 1;
1091 }
1092
1093 if (p2 is OdePrim)
1094 material = ((OdePrim)p2).m_material;
1095
1096 //m_log.DebugFormat("Material: {0}", material);
1097 m_materialContacts[material, movintYN].geom = curContact;
1098 _perloopContact.Add(curContact);
1099
1100 if (m_global_contactcount < maxContactsbeforedeath)
1101 {
1102 joint = d.JointCreateContact(world, contactgroup, ref m_materialContacts[material, movintYN]);
1103 m_global_contactcount++;
1104
1105 }
1106
1107 }
1108 else
1109 {
1110
1111 int movintYN = 0;
1112 // prim terrain contact
1113 if (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f)
1114 {
1115 movintYN = 1;
1116 }
1117
1118 int material = (int)Material.Wood;
1119
1120 if (p2 is OdePrim)
1121 material = ((OdePrim)p2).m_material;
1122 //m_log.DebugFormat("Material: {0}", material);
1123 m_materialContacts[material, movintYN].geom = curContact;
1124 _perloopContact.Add(curContact);
1125
1126 if (m_global_contactcount < maxContactsbeforedeath)
1127 {
1128 joint = d.JointCreateContact(world, contactgroup, ref m_materialContacts[material, movintYN]);
1129 m_global_contactcount++;
1130
1131 }
1132 }
1133 }
1134 }
1135 //if (p2.PhysicsActorType == (int)ActorTypes.Prim)
1136 //{
1137 //m_log.Debug("[PHYSICS]: prim contacting with ground");
1138 //}
1139 }
1140 else if (name1 == "Water" || name2 == "Water")
1141 {
1142 /*
1143 if ((p2.PhysicsActorType == (int) ActorTypes.Prim))
1144 {
1145 }
1146 else
1147 {
1148 }
1149 */
1150 //WaterContact.surface.soft_cfm = 0.0000f;
1151 //WaterContact.surface.soft_erp = 0.00000f;
1152 if (curContact.depth > 0.1f)
1153 {
1154 curContact.depth *= 52;
1155 //contact.normal = new d.Vector3(0, 0, 1);
1156 //contact.pos = new d.Vector3(0, 0, contact.pos.Z - 5f);
1157 }
1158 WaterContact.geom = curContact;
1159 _perloopContact.Add(curContact);
1160 if (m_global_contactcount < maxContactsbeforedeath)
1161 {
1162 joint = d.JointCreateContact(world, contactgroup, ref WaterContact);
1163 m_global_contactcount++;
1164 }
1165 //m_log.Info("[PHYSICS]: Prim Water Contact" + contact.depth);
1166 }
1167 else
1168 {
1169 // we're colliding with prim or avatar
1170 // check if we're moving
1171 if ((p2.PhysicsActorType == (int)ActorTypes.Agent))
1172 {
1173 if ((Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f))
1174 {
1175 // Use the Movement prim contact
1176 AvatarMovementprimContact.geom = curContact;
1177 _perloopContact.Add(curContact);
1178 if (m_global_contactcount < maxContactsbeforedeath)
1179 {
1180 joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementprimContact);
1181 m_global_contactcount++;
1182 }
1183 }
1184 else
1185 {
1186 // Use the non movement contact
1187 contact.geom = curContact;
1188 _perloopContact.Add(curContact);
1189
1190 if (m_global_contactcount < maxContactsbeforedeath)
1191 {
1192 joint = d.JointCreateContact(world, contactgroup, ref contact);
1193 m_global_contactcount++;
1194 }
1195 }
1196 }
1197 else if (p2.PhysicsActorType == (int)ActorTypes.Prim)
1198 {
1199 //p1.PhysicsActorType
1200 int material = (int)Material.Wood;
1201
1202 if (p2 is OdePrim)
1203 material = ((OdePrim)p2).m_material;
1204
1205 //m_log.DebugFormat("Material: {0}", material);
1206 m_materialContacts[material, 0].geom = curContact;
1207 _perloopContact.Add(curContact);
1208
1209 if (m_global_contactcount < maxContactsbeforedeath)
1210 {
1211 joint = d.JointCreateContact(world, contactgroup, ref m_materialContacts[material, 0]);
1212 m_global_contactcount++;
1213
1214 }
1215 }
1216 }
1217
1218 if (m_global_contactcount < maxContactsbeforedeath && joint != IntPtr.Zero) // stack collide!
1219 {
1220 d.JointAttach(joint, b1, b2);
1221 m_global_contactcount++;
1222 }
1223
1224 }
1225 collision_accounting_events(p1, p2, maxDepthContact);
1226 if (count > geomContactPointsStartthrottle)
1227 {
1228 // If there are more then 3 contact points, it's likely
1229 // that we've got a pile of objects, so ...
1230 // We don't want to send out hundreds of terse updates over and over again
1231 // so lets throttle them and send them again after it's somewhat sorted out.
1232 p2.ThrottleUpdates = true;
1233 }
1234 //m_log.Debug(count.ToString());
1235 //m_log.Debug("near: A collision was detected between {1} and {2}", 0, name1, name2);
1236 }
1237 }
1238
1239 private bool checkDupe(d.ContactGeom contactGeom, int atype)
1240 {
1241 bool result = false;
1242 //return result;
1243 if (!m_filterCollisions)
1244 return false;
1245
1246 ActorTypes at = (ActorTypes)atype;
1247 lock (_perloopContact)
1248 {
1249 foreach (d.ContactGeom contact in _perloopContact)
1250 {
1251 //if ((contact.g1 == contactGeom.g1 && contact.g2 == contactGeom.g2))
1252 //{
1253 // || (contact.g2 == contactGeom.g1 && contact.g1 == contactGeom.g2)
1254 if (at == ActorTypes.Agent)
1255 {
1256 if (((Math.Abs(contactGeom.normal.X - contact.normal.X) < 1.026f) && (Math.Abs(contactGeom.normal.Y - contact.normal.Y) < 0.303f) && (Math.Abs(contactGeom.normal.Z - contact.normal.Z) < 0.065f)) && contactGeom.g1 != LandGeom && contactGeom.g2 != LandGeom)
1257 {
1258
1259 if (Math.Abs(contact.depth - contactGeom.depth) < 0.052f)
1260 {
1261 //contactGeom.depth *= .00005f;
1262 //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth));
1263 // m_log.DebugFormat("[Collision]: <{0},{1},{2}>", Math.Abs(contactGeom.normal.X - contact.normal.X), Math.Abs(contactGeom.normal.Y - contact.normal.Y), Math.Abs(contactGeom.normal.Z - contact.normal.Z));
1264 result = true;
1265 break;
1266 }
1267 else
1268 {
1269 //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth));
1270 }
1271 }
1272 else
1273 {
1274 //m_log.DebugFormat("[Collision]: <{0},{1},{2}>", Math.Abs(contactGeom.normal.X - contact.normal.X), Math.Abs(contactGeom.normal.Y - contact.normal.Y), Math.Abs(contactGeom.normal.Z - contact.normal.Z));
1275 //int i = 0;
1276 }
1277 }
1278 else if (at == ActorTypes.Prim)
1279 {
1280 //d.AABB aabb1 = new d.AABB();
1281 //d.AABB aabb2 = new d.AABB();
1282
1283 //d.GeomGetAABB(contactGeom.g2, out aabb2);
1284 //d.GeomGetAABB(contactGeom.g1, out aabb1);
1285 //aabb1.
1286 if (((Math.Abs(contactGeom.normal.X - contact.normal.X) < 1.026f) && (Math.Abs(contactGeom.normal.Y - contact.normal.Y) < 0.303f) && (Math.Abs(contactGeom.normal.Z - contact.normal.Z) < 0.065f)) && contactGeom.g1 != LandGeom && contactGeom.g2 != LandGeom)
1287 {
1288 if (contactGeom.normal.X == contact.normal.X && contactGeom.normal.Y == contact.normal.Y && contactGeom.normal.Z == contact.normal.Z)
1289 {
1290 if (Math.Abs(contact.depth - contactGeom.depth) < 0.272f)
1291 {
1292 result = true;
1293 break;
1294 }
1295 }
1296 //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth));
1297 //m_log.DebugFormat("[Collision]: <{0},{1},{2}>", Math.Abs(contactGeom.normal.X - contact.normal.X), Math.Abs(contactGeom.normal.Y - contact.normal.Y), Math.Abs(contactGeom.normal.Z - contact.normal.Z));
1298 }
1299
1300 }
1301
1302 //}
1303
1304 }
1305 }
1306 return result;
1307 }
1308
1309 private void collision_accounting_events(PhysicsActor p1, PhysicsActor p2, ContactPoint contact)
1310 {
1311 // obj1LocalID = 0;
1312 //returncollisions = false;
1313 obj2LocalID = 0;
1314 //ctype = 0;
1315 //cStartStop = 0;
1316 if (!p2.SubscribedEvents() && !p1.SubscribedEvents())
1317 return;
1318
1319 switch ((ActorTypes)p2.PhysicsActorType)
1320 {
1321 case ActorTypes.Agent:
1322 cc2 = (OdeCharacter)p2;
1323
1324 // obj1LocalID = cc2.m_localID;
1325 switch ((ActorTypes)p1.PhysicsActorType)
1326 {
1327 case ActorTypes.Agent:
1328 cc1 = (OdeCharacter)p1;
1329 obj2LocalID = cc1.m_localID;
1330 cc1.AddCollisionEvent(cc2.m_localID, contact);
1331 //ctype = (int)CollisionCategories.Character;
1332
1333 //if (cc1.CollidingObj)
1334 //cStartStop = (int)StatusIndicators.Generic;
1335 //else
1336 //cStartStop = (int)StatusIndicators.Start;
1337
1338 //returncollisions = true;
1339 break;
1340 case ActorTypes.Prim:
1341 if (p1 is OdePrim)
1342 {
1343 cp1 = (OdePrim) p1;
1344 obj2LocalID = cp1.m_localID;
1345 cp1.AddCollisionEvent(cc2.m_localID, contact);
1346 }
1347 //ctype = (int)CollisionCategories.Geom;
1348
1349 //if (cp1.CollidingObj)
1350 //cStartStop = (int)StatusIndicators.Generic;
1351 //else
1352 //cStartStop = (int)StatusIndicators.Start;
1353
1354 //returncollisions = true;
1355 break;
1356
1357 case ActorTypes.Ground:
1358 case ActorTypes.Unknown:
1359 obj2LocalID = 0;
1360 //ctype = (int)CollisionCategories.Land;
1361 //returncollisions = true;
1362 break;
1363 }
1364
1365 cc2.AddCollisionEvent(obj2LocalID, contact);
1366 break;
1367 case ActorTypes.Prim:
1368
1369 if (p2 is OdePrim)
1370 {
1371 cp2 = (OdePrim) p2;
1372
1373 // obj1LocalID = cp2.m_localID;
1374 switch ((ActorTypes) p1.PhysicsActorType)
1375 {
1376 case ActorTypes.Agent:
1377 if (p1 is OdeCharacter)
1378 {
1379 cc1 = (OdeCharacter) p1;
1380 obj2LocalID = cc1.m_localID;
1381 cc1.AddCollisionEvent(cp2.m_localID, contact);
1382 //ctype = (int)CollisionCategories.Character;
1383
1384 //if (cc1.CollidingObj)
1385 //cStartStop = (int)StatusIndicators.Generic;
1386 //else
1387 //cStartStop = (int)StatusIndicators.Start;
1388 //returncollisions = true;
1389 }
1390 break;
1391 case ActorTypes.Prim:
1392
1393 if (p1 is OdePrim)
1394 {
1395 cp1 = (OdePrim) p1;
1396 obj2LocalID = cp1.m_localID;
1397 cp1.AddCollisionEvent(cp2.m_localID, contact);
1398 //ctype = (int)CollisionCategories.Geom;
1399
1400 //if (cp1.CollidingObj)
1401 //cStartStop = (int)StatusIndicators.Generic;
1402 //else
1403 //cStartStop = (int)StatusIndicators.Start;
1404
1405 //returncollisions = true;
1406 }
1407 break;
1408
1409 case ActorTypes.Ground:
1410 case ActorTypes.Unknown:
1411 obj2LocalID = 0;
1412 //ctype = (int)CollisionCategories.Land;
1413
1414 //returncollisions = true;
1415 break;
1416 }
1417
1418 cp2.AddCollisionEvent(obj2LocalID, contact);
1419 }
1420 break;
1421 }
1422 //if (returncollisions)
1423 //{
1424
1425 //lock (m_storedCollisions)
1426 //{
1427 //cDictKey = obj1LocalID.ToString() + obj2LocalID.ToString() + cStartStop.ToString() + ctype.ToString();
1428 //if (m_storedCollisions.ContainsKey(cDictKey))
1429 //{
1430 //sCollisionData objd = m_storedCollisions[cDictKey];
1431 //objd.NumberOfCollisions += 1;
1432 //objd.lastframe = framecount;
1433 //m_storedCollisions[cDictKey] = objd;
1434 //}
1435 //else
1436 //{
1437 //sCollisionData objd = new sCollisionData();
1438 //objd.ColliderLocalId = obj1LocalID;
1439 //objd.CollidedWithLocalId = obj2LocalID;
1440 //objd.CollisionType = ctype;
1441 //objd.NumberOfCollisions = 1;
1442 //objd.lastframe = framecount;
1443 //objd.StatusIndicator = cStartStop;
1444 //m_storedCollisions.Add(cDictKey, objd);
1445 //}
1446 //}
1447 // }
1448 }
1449
1450 public int TriArrayCallback(IntPtr trimesh, IntPtr refObject, int[] triangleIndex, int triCount)
1451 {
1452 /* String name1 = null;
1453 String name2 = null;
1454
1455 if (!geom_name_map.TryGetValue(trimesh, out name1))
1456 {
1457 name1 = "null";
1458 }
1459 if (!geom_name_map.TryGetValue(refObject, out name2))
1460 {
1461 name2 = "null";
1462 }
1463
1464 m_log.InfoFormat("TriArrayCallback: A collision was detected between {1} and {2}", 0, name1, name2);
1465 */
1466 return 1;
1467 }
1468
1469 public int TriCallback(IntPtr trimesh, IntPtr refObject, int triangleIndex)
1470 {
1471 String name1 = null;
1472 String name2 = null;
1473
1474 if (!geom_name_map.TryGetValue(trimesh, out name1))
1475 {
1476 name1 = "null";
1477 }
1478
1479 if (!geom_name_map.TryGetValue(refObject, out name2))
1480 {
1481 name2 = "null";
1482 }
1483
1484 // m_log.InfoFormat("TriCallback: A collision was detected between {1} and {2}. Index was {3}", 0, name1, name2, triangleIndex);
1485
1486 d.Vector3 v0 = new d.Vector3();
1487 d.Vector3 v1 = new d.Vector3();
1488 d.Vector3 v2 = new d.Vector3();
1489
1490 d.GeomTriMeshGetTriangle(trimesh, 0, ref v0, ref v1, ref v2);
1491 // m_log.DebugFormat("Triangle {0} is <{1},{2},{3}>, <{4},{5},{6}>, <{7},{8},{9}>", triangleIndex, v0.X, v0.Y, v0.Z, v1.X, v1.Y, v1.Z, v2.X, v2.Y, v2.Z);
1492
1493 return 1;
1494 }
1495
1496 /// <summary>
1497 /// This is our collision testing routine in ODE
1498 /// </summary>
1499 /// <param name="timeStep"></param>
1500 private void collision_optimized(float timeStep)
1501 {
1502 _perloopContact.Clear();
1503
1504 lock (_characters)
1505 {
1506 foreach (OdeCharacter chr in _characters)
1507 {
1508 // Reset the collision values to false
1509 // since we don't know if we're colliding yet
1510
1511 // For some reason this can happen. Don't ask...
1512 //
1513 if (chr == null)
1514 continue;
1515
1516 if (chr.Shell == IntPtr.Zero || chr.Body == IntPtr.Zero)
1517 continue;
1518
1519 chr.IsColliding = false;
1520 chr.CollidingGround = false;
1521 chr.CollidingObj = false;
1522
1523 // test the avatar's geometry for collision with the space
1524 // This will return near and the space that they are the closest to
1525 // And we'll run this again against the avatar and the space segment
1526 // This will return with a bunch of possible objects in the space segment
1527 // and we'll run it again on all of them.
1528 try
1529 {
1530 d.SpaceCollide2(space, chr.Shell, IntPtr.Zero, nearCallback);
1531 }
1532 catch (AccessViolationException)
1533 {
1534 m_log.Warn("[PHYSICS]: Unable to space collide");
1535 }
1536 //float terrainheight = GetTerrainHeightAtXY(chr.Position.X, chr.Position.Y);
1537 //if (chr.Position.Z + (chr.Velocity.Z * timeStep) < terrainheight + 10)
1538 //{
1539 //chr.Position.Z = terrainheight + 10.0f;
1540 //forcedZ = true;
1541 //}
1542 }
1543 }
1544
1545 lock (_activeprims)
1546 {
1547 List<OdePrim> removeprims = null;
1548 foreach (OdePrim chr in _activeprims)
1549 {
1550 if (chr.Body != IntPtr.Zero && d.BodyIsEnabled(chr.Body) && (!chr.m_disabled))
1551 {
1552 try
1553 {
1554 lock (chr)
1555 {
1556 if (space != IntPtr.Zero && chr.prim_geom != IntPtr.Zero && chr.m_taintremove == false)
1557 {
1558 d.SpaceCollide2(space, chr.prim_geom, IntPtr.Zero, nearCallback);
1559 }
1560 else
1561 {
1562 if (removeprims == null)
1563 {
1564 removeprims = new List<OdePrim>();
1565 }
1566 removeprims.Add(chr);
1567 m_log.Debug("[PHYSICS]: unable to collide test active prim against space. The space was zero, the geom was zero or it was in the process of being removed. Removed it from the active prim list. This needs to be fixed!");
1568 }
1569 }
1570 }
1571 catch (AccessViolationException)
1572 {
1573 m_log.Warn("[PHYSICS]: Unable to space collide");
1574 }
1575 }
1576 }
1577 if (removeprims != null)
1578 {
1579 foreach (OdePrim chr in removeprims)
1580 {
1581 _activeprims.Remove(chr);
1582 }
1583 }
1584 }
1585
1586 _perloopContact.Clear();
1587 }
1588
1589 #endregion
1590
1591 public override void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents)
1592 {
1593 m_worldOffset = offset;
1594 WorldExtents = new Vector2(extents.X, extents.Y);
1595 m_parentScene = pScene;
1596
1597 }
1598
1599 // Recovered for use by fly height. Kitto Flora
1600 public float GetTerrainHeightAtXY(float x, float y)
1601 {
1602
1603 int offsetX = ((int)(x / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
1604 int offsetY = ((int)(y / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
1605
1606 IntPtr heightFieldGeom = IntPtr.Zero;
1607
1608 if (RegionTerrain.TryGetValue(new Vector3(offsetX,offsetY,0), out heightFieldGeom))
1609 {
1610 if (heightFieldGeom != IntPtr.Zero)
1611 {
1612 if (TerrainHeightFieldHeights.ContainsKey(heightFieldGeom))
1613 {
1614
1615 int index;
1616
1617
1618 if ((int)x > WorldExtents.X || (int)y > WorldExtents.Y ||
1619 (int)x < 0.001f || (int)y < 0.001f)
1620 return 0;
1621
1622 x = x - offsetX;
1623 y = y - offsetY;
1624
1625 index = (int)((int)x * ((int)Constants.RegionSize + 2) + (int)y);
1626
1627 if (index < TerrainHeightFieldHeights[heightFieldGeom].Length)
1628 {
1629 //m_log.DebugFormat("x{0} y{1} = {2}", x, y, (float)TerrainHeightFieldHeights[heightFieldGeom][index]);
1630 return (float)TerrainHeightFieldHeights[heightFieldGeom][index];
1631 }
1632
1633 else
1634 return 0f;
1635 }
1636 else
1637 {
1638 return 0f;
1639 }
1640
1641 }
1642 else
1643 {
1644 return 0f;
1645 }
1646
1647 }
1648 else
1649 {
1650 return 0f;
1651 }
1652
1653
1654 }
1655// End recovered. Kitto Flora
1656
1657 public void addCollisionEventReporting(PhysicsActor obj)
1658 {
1659 lock (_collisionEventPrim)
1660 {
1661 if (!_collisionEventPrim.Contains(obj))
1662 _collisionEventPrim.Add(obj);
1663 }
1664 }
1665
1666 public void remCollisionEventReporting(PhysicsActor obj)
1667 {
1668 lock (_collisionEventPrim)
1669 {
1670 if (!_collisionEventPrim.Contains(obj))
1671 _collisionEventPrim.Remove(obj);
1672 }
1673 }
1674
1675 #region Add/Remove Entities
1676
1677 public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying)
1678 {
1679 Vector3 pos;
1680 pos.X = position.X;
1681 pos.Y = position.Y;
1682 pos.Z = position.Z;
1683 OdeCharacter newAv = new OdeCharacter(avName, this, pos, ode, size, avPIDD, avPIDP, avCapRadius, avStandupTensor, avDensity, avHeightFudgeFactor, avMovementDivisorWalk, avMovementDivisorRun);
1684 newAv.Flying = isFlying;
1685 newAv.MinimumGroundFlightOffset = minimumGroundFlightOffset;
1686
1687 return newAv;
1688 }
1689
1690 public void AddCharacter(OdeCharacter chr)
1691 {
1692 lock (_characters)
1693 {
1694 if (!_characters.Contains(chr))
1695 {
1696 _characters.Add(chr);
1697 if (chr.bad)
1698 m_log.DebugFormat("[PHYSICS] Added BAD actor {0} to characters list", chr.m_uuid);
1699 }
1700 }
1701 }
1702
1703 public void RemoveCharacter(OdeCharacter chr)
1704 {
1705 lock (_characters)
1706 {
1707 if (_characters.Contains(chr))
1708 {
1709 _characters.Remove(chr);
1710 }
1711 }
1712 }
1713 public void BadCharacter(OdeCharacter chr)
1714 {
1715 lock (_badCharacter)
1716 {
1717 if (!_badCharacter.Contains(chr))
1718 _badCharacter.Add(chr);
1719 }
1720 }
1721
1722 public override void RemoveAvatar(PhysicsActor actor)
1723 {
1724 //m_log.Debug("[PHYSICS]:ODELOCK");
1725 ((OdeCharacter) actor).Destroy();
1726
1727 }
1728
1729 private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation,
1730 IMesh mesh, PrimitiveBaseShape pbs, bool isphysical)
1731 {
1732
1733 Vector3 pos = position;
1734 Vector3 siz = size;
1735 Quaternion rot = rotation;
1736
1737 OdePrim newPrim;
1738 lock (OdeLock)
1739 {
1740 newPrim = new OdePrim(name, this, pos, siz, rot, mesh, pbs, isphysical, ode);
1741
1742 lock (_prims)
1743 _prims.Add(newPrim);
1744 }
1745
1746 return newPrim;
1747 }
1748
1749 public void addActivePrim(OdePrim activatePrim)
1750 {
1751 // adds active prim.. (ones that should be iterated over in collisions_optimized
1752 lock (_activeprims)
1753 {
1754 if (!_activeprims.Contains(activatePrim))
1755 _activeprims.Add(activatePrim);
1756 //else
1757 // m_log.Warn("[PHYSICS]: Double Entry in _activeprims detected, potential crash immenent");
1758 }
1759 }
1760
1761 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
1762 Vector3 size, Quaternion rotation) //To be removed
1763 {
1764 return AddPrimShape(primName, pbs, position, size, rotation, false);
1765 }
1766
1767 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
1768 Vector3 size, Quaternion rotation, bool isPhysical)
1769 {
1770 PhysicsActor result;
1771 IMesh mesh = null;
1772
1773 if (needsMeshing(pbs))
1774 mesh = mesher.CreateMesh(primName, pbs, size, 32f, isPhysical);
1775
1776 result = AddPrim(primName, position, size, rotation, mesh, pbs, isPhysical);
1777
1778 return result;
1779 }
1780
1781 public override float TimeDilation
1782 {
1783 get { return m_timeDilation; }
1784 }
1785
1786 public override bool SupportsNINJAJoints
1787 {
1788 get { return m_NINJA_physics_joints_enabled; }
1789 }
1790
1791 // internal utility function: must be called within a lock (OdeLock)
1792 private void InternalAddActiveJoint(PhysicsJoint joint)
1793 {
1794 activeJoints.Add(joint);
1795 SOPName_to_activeJoint.Add(joint.ObjectNameInScene, joint);
1796 }
1797
1798 // internal utility function: must be called within a lock (OdeLock)
1799 private void InternalAddPendingJoint(OdePhysicsJoint joint)
1800 {
1801 pendingJoints.Add(joint);
1802 SOPName_to_pendingJoint.Add(joint.ObjectNameInScene, joint);
1803 }
1804
1805 // internal utility function: must be called within a lock (OdeLock)
1806 private void InternalRemovePendingJoint(PhysicsJoint joint)
1807 {
1808 pendingJoints.Remove(joint);
1809 SOPName_to_pendingJoint.Remove(joint.ObjectNameInScene);
1810 }
1811
1812 // internal utility function: must be called within a lock (OdeLock)
1813 private void InternalRemoveActiveJoint(PhysicsJoint joint)
1814 {
1815 activeJoints.Remove(joint);
1816 SOPName_to_activeJoint.Remove(joint.ObjectNameInScene);
1817 }
1818
1819 public override void DumpJointInfo()
1820 {
1821 string hdr = "[NINJA] JOINTINFO: ";
1822 foreach (PhysicsJoint j in pendingJoints)
1823 {
1824 m_log.Debug(hdr + " pending joint, Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams);
1825 }
1826 m_log.Debug(hdr + pendingJoints.Count + " total pending joints");
1827 foreach (string jointName in SOPName_to_pendingJoint.Keys)
1828 {
1829 m_log.Debug(hdr + " pending joints dict contains Name: " + jointName);
1830 }
1831 m_log.Debug(hdr + SOPName_to_pendingJoint.Keys.Count + " total pending joints dict entries");
1832 foreach (PhysicsJoint j in activeJoints)
1833 {
1834 m_log.Debug(hdr + " active joint, Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams);
1835 }
1836 m_log.Debug(hdr + activeJoints.Count + " total active joints");
1837 foreach (string jointName in SOPName_to_activeJoint.Keys)
1838 {
1839 m_log.Debug(hdr + " active joints dict contains Name: " + jointName);
1840 }
1841 m_log.Debug(hdr + SOPName_to_activeJoint.Keys.Count + " total active joints dict entries");
1842
1843 m_log.Debug(hdr + " Per-body joint connectivity information follows.");
1844 m_log.Debug(hdr + joints_connecting_actor.Keys.Count + " bodies are connected by joints.");
1845 foreach (string actorName in joints_connecting_actor.Keys)
1846 {
1847 m_log.Debug(hdr + " Actor " + actorName + " has the following joints connecting it");
1848 foreach (PhysicsJoint j in joints_connecting_actor[actorName])
1849 {
1850 m_log.Debug(hdr + " * joint Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams);
1851 }
1852 m_log.Debug(hdr + joints_connecting_actor[actorName].Count + " connecting joints total for this actor");
1853 }
1854 }
1855
1856 public override void RequestJointDeletion(string ObjectNameInScene)
1857 {
1858 lock (externalJointRequestsLock)
1859 {
1860 if (!requestedJointsToBeDeleted.Contains(ObjectNameInScene)) // forbid same deletion request from entering twice to prevent spurious deletions processed asynchronously
1861 {
1862 requestedJointsToBeDeleted.Add(ObjectNameInScene);
1863 }
1864 }
1865 }
1866
1867 private void DeleteRequestedJoints()
1868 {
1869 List<string> myRequestedJointsToBeDeleted;
1870 lock (externalJointRequestsLock)
1871 {
1872 // make a local copy of the shared list for processing (threading issues)
1873 myRequestedJointsToBeDeleted = new List<string>(requestedJointsToBeDeleted);
1874 }
1875
1876 foreach (string jointName in myRequestedJointsToBeDeleted)
1877 {
1878 lock (OdeLock)
1879 {
1880 //m_log.Debug("[NINJA] trying to deleting requested joint " + jointName);
1881 if (SOPName_to_activeJoint.ContainsKey(jointName) || SOPName_to_pendingJoint.ContainsKey(jointName))
1882 {
1883 OdePhysicsJoint joint = null;
1884 if (SOPName_to_activeJoint.ContainsKey(jointName))
1885 {
1886 joint = SOPName_to_activeJoint[jointName] as OdePhysicsJoint;
1887 InternalRemoveActiveJoint(joint);
1888 }
1889 else if (SOPName_to_pendingJoint.ContainsKey(jointName))
1890 {
1891 joint = SOPName_to_pendingJoint[jointName] as OdePhysicsJoint;
1892 InternalRemovePendingJoint(joint);
1893 }
1894
1895 if (joint != null)
1896 {
1897 //m_log.Debug("joint.BodyNames.Count is " + joint.BodyNames.Count + " and contents " + joint.BodyNames);
1898 for (int iBodyName = 0; iBodyName < 2; iBodyName++)
1899 {
1900 string bodyName = joint.BodyNames[iBodyName];
1901 if (bodyName != "NULL")
1902 {
1903 joints_connecting_actor[bodyName].Remove(joint);
1904 if (joints_connecting_actor[bodyName].Count == 0)
1905 {
1906 joints_connecting_actor.Remove(bodyName);
1907 }
1908 }
1909 }
1910
1911 DoJointDeactivated(joint);
1912 if (joint.jointID != IntPtr.Zero)
1913 {
1914 d.JointDestroy(joint.jointID);
1915 joint.jointID = IntPtr.Zero;
1916 //DoJointErrorMessage(joint, "successfully destroyed joint " + jointName);
1917 }
1918 else
1919 {
1920 //m_log.Warn("[NINJA] Ignoring re-request to destroy joint " + jointName);
1921 }
1922 }
1923 else
1924 {
1925 // DoJointErrorMessage(joint, "coult not find joint to destroy based on name " + jointName);
1926 }
1927 }
1928 else
1929 {
1930 // DoJointErrorMessage(joint, "WARNING - joint removal failed, joint " + jointName);
1931 }
1932 }
1933 }
1934
1935 // remove processed joints from the shared list
1936 lock (externalJointRequestsLock)
1937 {
1938 foreach (string jointName in myRequestedJointsToBeDeleted)
1939 {
1940 requestedJointsToBeDeleted.Remove(jointName);
1941 }
1942 }
1943 }
1944
1945 // for pending joints we don't know if their associated bodies exist yet or not.
1946 // the joint is actually created during processing of the taints
1947 private void CreateRequestedJoints()
1948 {
1949 List<PhysicsJoint> myRequestedJointsToBeCreated;
1950 lock (externalJointRequestsLock)
1951 {
1952 // make a local copy of the shared list for processing (threading issues)
1953 myRequestedJointsToBeCreated = new List<PhysicsJoint>(requestedJointsToBeCreated);
1954 }
1955
1956 foreach (PhysicsJoint joint in myRequestedJointsToBeCreated)
1957 {
1958 lock (OdeLock)
1959 {
1960 if (SOPName_to_pendingJoint.ContainsKey(joint.ObjectNameInScene) && SOPName_to_pendingJoint[joint.ObjectNameInScene] != null)
1961 {
1962 DoJointErrorMessage(joint, "WARNING: ignoring request to re-add already pending joint Name:" + joint.ObjectNameInScene + " type:" + joint.Type + " parms: " + joint.RawParams + " pos: " + joint.Position + " rot:" + joint.Rotation);
1963 continue;
1964 }
1965 if (SOPName_to_activeJoint.ContainsKey(joint.ObjectNameInScene) && SOPName_to_activeJoint[joint.ObjectNameInScene] != null)
1966 {
1967 DoJointErrorMessage(joint, "WARNING: ignoring request to re-add already active joint Name:" + joint.ObjectNameInScene + " type:" + joint.Type + " parms: " + joint.RawParams + " pos: " + joint.Position + " rot:" + joint.Rotation);
1968 continue;
1969 }
1970
1971 InternalAddPendingJoint(joint as OdePhysicsJoint);
1972
1973 if (joint.BodyNames.Count >= 2)
1974 {
1975 for (int iBodyName = 0; iBodyName < 2; iBodyName++)
1976 {
1977 string bodyName = joint.BodyNames[iBodyName];
1978 if (bodyName != "NULL")
1979 {
1980 if (!joints_connecting_actor.ContainsKey(bodyName))
1981 {
1982 joints_connecting_actor.Add(bodyName, new List<PhysicsJoint>());
1983 }
1984 joints_connecting_actor[bodyName].Add(joint);
1985 }
1986 }
1987 }
1988 }
1989 }
1990
1991 // remove processed joints from shared list
1992 lock (externalJointRequestsLock)
1993 {
1994 foreach (PhysicsJoint joint in myRequestedJointsToBeCreated)
1995 {
1996 requestedJointsToBeCreated.Remove(joint);
1997 }
1998 }
1999
2000 }
2001
2002 // public function to add an request for joint creation
2003 // this joint will just be added to a waiting list that is NOT processed during the main
2004 // Simulate() loop (to avoid deadlocks). After Simulate() is finished, we handle unprocessed joint requests.
2005
2006 public override PhysicsJoint RequestJointCreation(string objectNameInScene, PhysicsJointType jointType, Vector3 position,
2007 Quaternion rotation, string parms, List<string> bodyNames, string trackedBodyName, Quaternion localRotation)
2008
2009 {
2010
2011 OdePhysicsJoint joint = new OdePhysicsJoint();
2012 joint.ObjectNameInScene = objectNameInScene;
2013 joint.Type = jointType;
2014 joint.Position = position;
2015 joint.Rotation = rotation;
2016 joint.RawParams = parms;
2017 joint.BodyNames = new List<string>(bodyNames);
2018 joint.TrackedBodyName = trackedBodyName;
2019 joint.LocalRotation = localRotation;
2020 joint.jointID = IntPtr.Zero;
2021 joint.ErrorMessageCount = 0;
2022
2023 lock (externalJointRequestsLock)
2024 {
2025 if (!requestedJointsToBeCreated.Contains(joint)) // forbid same creation request from entering twice
2026 {
2027 requestedJointsToBeCreated.Add(joint);
2028 }
2029 }
2030 return joint;
2031 }
2032
2033 private void RemoveAllJointsConnectedToActor(PhysicsActor actor)
2034 {
2035 //m_log.Debug("RemoveAllJointsConnectedToActor: start");
2036 if (actor.SOPName != null && joints_connecting_actor.ContainsKey(actor.SOPName) && joints_connecting_actor[actor.SOPName] != null)
2037 {
2038
2039 List<PhysicsJoint> jointsToRemove = new List<PhysicsJoint>();
2040 //TODO: merge these 2 loops (originally it was needed to avoid altering a list being iterated over, but it is no longer needed due to the joint request queue mechanism)
2041 foreach (PhysicsJoint j in joints_connecting_actor[actor.SOPName])
2042 {
2043 jointsToRemove.Add(j);
2044 }
2045 foreach (PhysicsJoint j in jointsToRemove)
2046 {
2047 //m_log.Debug("RemoveAllJointsConnectedToActor: about to request deletion of " + j.ObjectNameInScene);
2048 RequestJointDeletion(j.ObjectNameInScene);
2049 //m_log.Debug("RemoveAllJointsConnectedToActor: done request deletion of " + j.ObjectNameInScene);
2050 j.TrackedBodyName = null; // *IMMEDIATELY* prevent any further movement of this joint (else a deleted actor might cause spurious tracking motion of the joint for a few frames, leading to the joint proxy object disappearing)
2051 }
2052 }
2053 }
2054
2055 public override void RemoveAllJointsConnectedToActorThreadLocked(PhysicsActor actor)
2056 {
2057 //m_log.Debug("RemoveAllJointsConnectedToActorThreadLocked: start");
2058 lock (OdeLock)
2059 {
2060 //m_log.Debug("RemoveAllJointsConnectedToActorThreadLocked: got lock");
2061 RemoveAllJointsConnectedToActor(actor);
2062 }
2063 }
2064
2065 // normally called from within OnJointMoved, which is called from within a lock (OdeLock)
2066 public override Vector3 GetJointAnchor(PhysicsJoint joint)
2067 {
2068 Debug.Assert(joint.IsInPhysicsEngine);
2069 d.Vector3 pos = new d.Vector3();
2070
2071 if (!(joint is OdePhysicsJoint))
2072 {
2073 DoJointErrorMessage(joint, "warning: non-ODE joint requesting anchor: " + joint.ObjectNameInScene);
2074 }
2075 else
2076 {
2077 OdePhysicsJoint odeJoint = (OdePhysicsJoint)joint;
2078 switch (odeJoint.Type)
2079 {
2080 case PhysicsJointType.Ball:
2081 d.JointGetBallAnchor(odeJoint.jointID, out pos);
2082 break;
2083 case PhysicsJointType.Hinge:
2084 d.JointGetHingeAnchor(odeJoint.jointID, out pos);
2085 break;
2086 }
2087 }
2088 return new Vector3(pos.X, pos.Y, pos.Z);
2089 }
2090
2091 // normally called from within OnJointMoved, which is called from within a lock (OdeLock)
2092 // WARNING: ODE sometimes returns <0,0,0> as the joint axis! Therefore this function
2093 // appears to be unreliable. Fortunately we can compute the joint axis ourselves by
2094 // keeping track of the joint's original orientation relative to one of the involved bodies.
2095 public override Vector3 GetJointAxis(PhysicsJoint joint)
2096 {
2097 Debug.Assert(joint.IsInPhysicsEngine);
2098 d.Vector3 axis = new d.Vector3();
2099
2100 if (!(joint is OdePhysicsJoint))
2101 {
2102 DoJointErrorMessage(joint, "warning: non-ODE joint requesting anchor: " + joint.ObjectNameInScene);
2103 }
2104 else
2105 {
2106 OdePhysicsJoint odeJoint = (OdePhysicsJoint)joint;
2107 switch (odeJoint.Type)
2108 {
2109 case PhysicsJointType.Ball:
2110 DoJointErrorMessage(joint, "warning - axis requested for ball joint: " + joint.ObjectNameInScene);
2111 break;
2112 case PhysicsJointType.Hinge:
2113 d.JointGetHingeAxis(odeJoint.jointID, out axis);
2114 break;
2115 }
2116 }
2117 return new Vector3(axis.X, axis.Y, axis.Z);
2118 }
2119
2120
2121 public void remActivePrim(OdePrim deactivatePrim)
2122 {
2123 lock (_activeprims)
2124 {
2125 _activeprims.Remove(deactivatePrim);
2126 }
2127 }
2128
2129 public override void RemovePrim(PhysicsActor prim)
2130 {
2131 if (prim is OdePrim)
2132 {
2133 lock (OdeLock)
2134 {
2135 OdePrim p = (OdePrim) prim;
2136
2137 p.setPrimForRemoval();
2138 AddPhysicsActorTaint(prim);
2139 //RemovePrimThreadLocked(p);
2140 }
2141 }
2142 }
2143
2144 /// <summary>
2145 /// This is called from within simulate but outside the locked portion
2146 /// We need to do our own locking here
2147 /// Essentially, we need to remove the prim from our space segment, whatever segment it's in.
2148 ///
2149 /// If there are no more prim in the segment, we need to empty (spacedestroy)the segment and reclaim memory
2150 /// that the space was using.
2151 /// </summary>
2152 /// <param name="prim"></param>
2153 public void RemovePrimThreadLocked(OdePrim prim)
2154 {
2155//Console.WriteLine("RemovePrimThreadLocked " + prim.m_primName);
2156 lock (prim)
2157 {
2158 remCollisionEventReporting(prim);
2159 lock (ode)
2160 {
2161 if (prim.prim_geom != IntPtr.Zero)
2162 {
2163 prim.ResetTaints();
2164
2165 if (prim.IsPhysical)
2166 {
2167 prim.disableBody();
2168 if (prim.childPrim)
2169 {
2170 prim.childPrim = false;
2171 prim.Body = IntPtr.Zero;
2172 prim.m_disabled = true;
2173 prim.IsPhysical = false;
2174 }
2175
2176
2177 }
2178 // we don't want to remove the main space
2179
2180 // If the geometry is in the targetspace, remove it from the target space
2181 //m_log.Warn(prim.m_targetSpace);
2182
2183 //if (prim.m_targetSpace != IntPtr.Zero)
2184 //{
2185 //if (d.SpaceQuery(prim.m_targetSpace, prim.prim_geom))
2186 //{
2187
2188 //if (d.GeomIsSpace(prim.m_targetSpace))
2189 //{
2190 //waitForSpaceUnlock(prim.m_targetSpace);
2191 //d.SpaceRemove(prim.m_targetSpace, prim.prim_geom);
2192 prim.m_targetSpace = IntPtr.Zero;
2193 //}
2194 //else
2195 //{
2196 // m_log.Info("[Physics]: Invalid Scene passed to 'removeprim from scene':" +
2197 //((OdePrim)prim).m_targetSpace.ToString());
2198 //}
2199
2200 //}
2201 //}
2202 //m_log.Warn(prim.prim_geom);
2203 try
2204 {
2205 if (prim.prim_geom != IntPtr.Zero)
2206 {
2207 d.GeomDestroy(prim.prim_geom);
2208 prim.prim_geom = IntPtr.Zero;
2209 }
2210 else
2211 {
2212 m_log.Warn("[PHYSICS]: Unable to remove prim from physics scene");
2213 }
2214 }
2215 catch (AccessViolationException)
2216 {
2217 m_log.Info("[PHYSICS]: Couldn't remove prim from physics scene, it was already be removed.");
2218 }
2219 lock (_prims)
2220 _prims.Remove(prim);
2221
2222 //If there are no more geometries in the sub-space, we don't need it in the main space anymore
2223 //if (d.SpaceGetNumGeoms(prim.m_targetSpace) == 0)
2224 //{
2225 //if (prim.m_targetSpace != null)
2226 //{
2227 //if (d.GeomIsSpace(prim.m_targetSpace))
2228 //{
2229 //waitForSpaceUnlock(prim.m_targetSpace);
2230 //d.SpaceRemove(space, prim.m_targetSpace);
2231 // free up memory used by the space.
2232 //d.SpaceDestroy(prim.m_targetSpace);
2233 //int[] xyspace = calculateSpaceArrayItemFromPos(prim.Position);
2234 //resetSpaceArrayItemToZero(xyspace[0], xyspace[1]);
2235 //}
2236 //else
2237 //{
2238 //m_log.Info("[Physics]: Invalid Scene passed to 'removeprim from scene':" +
2239 //((OdePrim) prim).m_targetSpace.ToString());
2240 //}
2241 //}
2242 //}
2243
2244 if (SupportsNINJAJoints)
2245 {
2246 RemoveAllJointsConnectedToActorThreadLocked(prim);
2247 }
2248 }
2249 }
2250 }
2251 }
2252
2253 #endregion
2254
2255 #region Space Separation Calculation
2256
2257 /// <summary>
2258 /// Takes a space pointer and zeros out the array we're using to hold the spaces
2259 /// </summary>
2260 /// <param name="pSpace"></param>
2261 public void resetSpaceArrayItemToZero(IntPtr pSpace)
2262 {
2263 for (int x = 0; x < staticPrimspace.GetLength(0); x++)
2264 {
2265 for (int y = 0; y < staticPrimspace.GetLength(1); y++)
2266 {
2267 if (staticPrimspace[x, y] == pSpace)
2268 staticPrimspace[x, y] = IntPtr.Zero;
2269 }
2270 }
2271 }
2272
2273 public void resetSpaceArrayItemToZero(int arrayitemX, int arrayitemY)
2274 {
2275 staticPrimspace[arrayitemX, arrayitemY] = IntPtr.Zero;
2276 }
2277
2278 /// <summary>
2279 /// Called when a static prim moves. Allocates a space for the prim based on its position
2280 /// </summary>
2281 /// <param name="geom">the pointer to the geom that moved</param>
2282 /// <param name="pos">the position that the geom moved to</param>
2283 /// <param name="currentspace">a pointer to the space it was in before it was moved.</param>
2284 /// <returns>a pointer to the new space it's in</returns>
2285 public IntPtr recalculateSpaceForGeom(IntPtr geom, Vector3 pos, IntPtr currentspace)
2286 {
2287 // Called from setting the Position and Size of an ODEPrim so
2288 // it's already in locked space.
2289
2290 // we don't want to remove the main space
2291 // we don't need to test physical here because this function should
2292 // never be called if the prim is physical(active)
2293
2294 // All physical prim end up in the root space
2295 //Thread.Sleep(20);
2296 if (currentspace != space)
2297 {
2298 //m_log.Info("[SPACE]: C:" + currentspace.ToString() + " g:" + geom.ToString());
2299 //if (currentspace == IntPtr.Zero)
2300 //{
2301 //int adfadf = 0;
2302 //}
2303 if (d.SpaceQuery(currentspace, geom) && currentspace != IntPtr.Zero)
2304 {
2305 if (d.GeomIsSpace(currentspace))
2306 {
2307 waitForSpaceUnlock(currentspace);
2308 d.SpaceRemove(currentspace, geom);
2309 }
2310 else
2311 {
2312 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" + currentspace +
2313 " Geom:" + geom);
2314 }
2315 }
2316 else
2317 {
2318 IntPtr sGeomIsIn = d.GeomGetSpace(geom);
2319 if (sGeomIsIn != IntPtr.Zero)
2320 {
2321 if (d.GeomIsSpace(currentspace))
2322 {
2323 waitForSpaceUnlock(sGeomIsIn);
2324 d.SpaceRemove(sGeomIsIn, geom);
2325 }
2326 else
2327 {
2328 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2329 sGeomIsIn + " Geom:" + geom);
2330 }
2331 }
2332 }
2333
2334 //If there are no more geometries in the sub-space, we don't need it in the main space anymore
2335 if (d.SpaceGetNumGeoms(currentspace) == 0)
2336 {
2337 if (currentspace != IntPtr.Zero)
2338 {
2339 if (d.GeomIsSpace(currentspace))
2340 {
2341 waitForSpaceUnlock(currentspace);
2342 waitForSpaceUnlock(space);
2343 d.SpaceRemove(space, currentspace);
2344 // free up memory used by the space.
2345
2346 //d.SpaceDestroy(currentspace);
2347 resetSpaceArrayItemToZero(currentspace);
2348 }
2349 else
2350 {
2351 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2352 currentspace + " Geom:" + geom);
2353 }
2354 }
2355 }
2356 }
2357 else
2358 {
2359 // this is a physical object that got disabled. ;.;
2360 if (currentspace != IntPtr.Zero && geom != IntPtr.Zero)
2361 {
2362 if (d.SpaceQuery(currentspace, geom))
2363 {
2364 if (d.GeomIsSpace(currentspace))
2365 {
2366 waitForSpaceUnlock(currentspace);
2367 d.SpaceRemove(currentspace, geom);
2368 }
2369 else
2370 {
2371 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2372 currentspace + " Geom:" + geom);
2373 }
2374 }
2375 else
2376 {
2377 IntPtr sGeomIsIn = d.GeomGetSpace(geom);
2378 if (sGeomIsIn != IntPtr.Zero)
2379 {
2380 if (d.GeomIsSpace(sGeomIsIn))
2381 {
2382 waitForSpaceUnlock(sGeomIsIn);
2383 d.SpaceRemove(sGeomIsIn, geom);
2384 }
2385 else
2386 {
2387 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2388 sGeomIsIn + " Geom:" + geom);
2389 }
2390 }
2391 }
2392 }
2393 }
2394
2395 // The routines in the Position and Size sections do the 'inserting' into the space,
2396 // so all we have to do is make sure that the space that we're putting the prim into
2397 // is in the 'main' space.
2398 int[] iprimspaceArrItem = calculateSpaceArrayItemFromPos(pos);
2399 IntPtr newspace = calculateSpaceForGeom(pos);
2400
2401 if (newspace == IntPtr.Zero)
2402 {
2403 newspace = createprimspace(iprimspaceArrItem[0], iprimspaceArrItem[1]);
2404 d.HashSpaceSetLevels(newspace, smallHashspaceLow, smallHashspaceHigh);
2405 }
2406
2407 return newspace;
2408 }
2409
2410 /// <summary>
2411 /// Creates a new space at X Y
2412 /// </summary>
2413 /// <param name="iprimspaceArrItemX"></param>
2414 /// <param name="iprimspaceArrItemY"></param>
2415 /// <returns>A pointer to the created space</returns>
2416 public IntPtr createprimspace(int iprimspaceArrItemX, int iprimspaceArrItemY)
2417 {
2418 // creating a new space for prim and inserting it into main space.
2419 staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY] = d.HashSpaceCreate(IntPtr.Zero);
2420 d.GeomSetCategoryBits(staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY], (int)CollisionCategories.Space);
2421 waitForSpaceUnlock(space);
2422 d.SpaceSetSublevel(space, 1);
2423 d.SpaceAdd(space, staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY]);
2424 return staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY];
2425 }
2426
2427 /// <summary>
2428 /// Calculates the space the prim should be in by its position
2429 /// </summary>
2430 /// <param name="pos"></param>
2431 /// <returns>a pointer to the space. This could be a new space or reused space.</returns>
2432 public IntPtr calculateSpaceForGeom(Vector3 pos)
2433 {
2434 int[] xyspace = calculateSpaceArrayItemFromPos(pos);
2435 //m_log.Info("[Physics]: Attempting to use arrayItem: " + xyspace[0].ToString() + "," + xyspace[1].ToString());
2436 return staticPrimspace[xyspace[0], xyspace[1]];
2437 }
2438
2439 /// <summary>
2440 /// Holds the space allocation logic
2441 /// </summary>
2442 /// <param name="pos"></param>
2443 /// <returns>an array item based on the position</returns>
2444 public int[] calculateSpaceArrayItemFromPos(Vector3 pos)
2445 {
2446 int[] returnint = new int[2];
2447
2448 returnint[0] = (int) (pos.X/metersInSpace);
2449
2450 if (returnint[0] > ((int) (259f/metersInSpace)))
2451 returnint[0] = ((int) (259f/metersInSpace));
2452 if (returnint[0] < 0)
2453 returnint[0] = 0;
2454
2455 returnint[1] = (int) (pos.Y/metersInSpace);
2456 if (returnint[1] > ((int) (259f/metersInSpace)))
2457 returnint[1] = ((int) (259f/metersInSpace));
2458 if (returnint[1] < 0)
2459 returnint[1] = 0;
2460
2461 return returnint;
2462 }
2463
2464 #endregion
2465
2466 /// <summary>
2467 /// Routine to figure out if we need to mesh this prim with our mesher
2468 /// </summary>
2469 /// <param name="pbs"></param>
2470 /// <returns></returns>
2471 public bool needsMeshing(PrimitiveBaseShape pbs)
2472 {
2473 // most of this is redundant now as the mesher will return null if it cant mesh a prim
2474 // but we still need to check for sculptie meshing being enabled so this is the most
2475 // convenient place to do it for now...
2476
2477 // //if (pbs.PathCurve == (byte)Primitive.PathCurve.Circle && pbs.ProfileCurve == (byte)Primitive.ProfileCurve.Circle && pbs.PathScaleY <= 0.75f)
2478 // //m_log.Debug("needsMeshing: " + " pathCurve: " + pbs.PathCurve.ToString() + " profileCurve: " + pbs.ProfileCurve.ToString() + " pathScaleY: " + Primitive.UnpackPathScale(pbs.PathScaleY).ToString());
2479 int iPropertiesNotSupportedDefault = 0;
2480
2481 if (pbs.SculptEntry && !meshSculptedPrim)
2482 {
2483#if SPAM
2484 m_log.Warn("NonMesh");
2485#endif
2486 return false;
2487 }
2488
2489 // if it's a standard box or sphere with no cuts, hollows, twist or top shear, return false since ODE can use an internal representation for the prim
2490 if (!forceSimplePrimMeshing)
2491 {
2492 if ((pbs.ProfileShape == ProfileShape.Square && pbs.PathCurve == (byte)Extrusion.Straight)
2493 || (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1
2494 && pbs.Scale.X == pbs.Scale.Y && pbs.Scale.Y == pbs.Scale.Z))
2495 {
2496
2497 if (pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0
2498 && pbs.ProfileHollow == 0
2499 && pbs.PathTwist == 0 && pbs.PathTwistBegin == 0
2500 && pbs.PathBegin == 0 && pbs.PathEnd == 0
2501 && pbs.PathTaperX == 0 && pbs.PathTaperY == 0
2502 && pbs.PathScaleX == 100 && pbs.PathScaleY == 100
2503 && pbs.PathShearX == 0 && pbs.PathShearY == 0)
2504 {
2505#if SPAM
2506 m_log.Warn("NonMesh");
2507#endif
2508 return false;
2509 }
2510 }
2511 }
2512
2513 if (pbs.ProfileHollow != 0)
2514 iPropertiesNotSupportedDefault++;
2515
2516 if ((pbs.PathTwistBegin != 0) || (pbs.PathTwist != 0))
2517 iPropertiesNotSupportedDefault++;
2518
2519 if ((pbs.ProfileBegin != 0) || pbs.ProfileEnd != 0)
2520 iPropertiesNotSupportedDefault++;
2521
2522 if ((pbs.PathScaleX != 100) || (pbs.PathScaleY != 100))
2523 iPropertiesNotSupportedDefault++;
2524
2525 if ((pbs.PathShearX != 0) || (pbs.PathShearY != 0))
2526 iPropertiesNotSupportedDefault++;
2527
2528 if (pbs.ProfileShape == ProfileShape.Circle && pbs.PathCurve == (byte)Extrusion.Straight)
2529 iPropertiesNotSupportedDefault++;
2530
2531 if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1 && (pbs.Scale.X != pbs.Scale.Y || pbs.Scale.Y != pbs.Scale.Z || pbs.Scale.Z != pbs.Scale.X))
2532 iPropertiesNotSupportedDefault++;
2533
2534 if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte) Extrusion.Curve1)
2535 iPropertiesNotSupportedDefault++;
2536
2537 // test for torus
2538 if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Square)
2539 {
2540 if (pbs.PathCurve == (byte)Extrusion.Curve1)
2541 {
2542 iPropertiesNotSupportedDefault++;
2543 }
2544 }
2545 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Circle)
2546 {
2547 if (pbs.PathCurve == (byte)Extrusion.Straight)
2548 {
2549 iPropertiesNotSupportedDefault++;
2550 }
2551
2552 // ProfileCurve seems to combine hole shape and profile curve so we need to only compare against the lower 3 bits
2553 else if (pbs.PathCurve == (byte)Extrusion.Curve1)
2554 {
2555 iPropertiesNotSupportedDefault++;
2556 }
2557 }
2558 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle)
2559 {
2560 if (pbs.PathCurve == (byte)Extrusion.Curve1 || pbs.PathCurve == (byte)Extrusion.Curve2)
2561 {
2562 iPropertiesNotSupportedDefault++;
2563 }
2564 }
2565 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle)
2566 {
2567 if (pbs.PathCurve == (byte)Extrusion.Straight)
2568 {
2569 iPropertiesNotSupportedDefault++;
2570 }
2571 else if (pbs.PathCurve == (byte)Extrusion.Curve1)
2572 {
2573 iPropertiesNotSupportedDefault++;
2574 }
2575 }
2576
2577
2578 if (iPropertiesNotSupportedDefault == 0)
2579 {
2580#if SPAM
2581 m_log.Warn("NonMesh");
2582#endif
2583 return false;
2584 }
2585#if SPAM
2586 m_log.Debug("Mesh");
2587#endif
2588 return true;
2589 }
2590
2591 /// <summary>
2592 /// Called after our prim properties are set Scale, position etc.
2593 /// We use this event queue like method to keep changes to the physical scene occuring in the threadlocked mutex
2594 /// This assures us that we have no race conditions
2595 /// </summary>
2596 /// <param name="prim"></param>
2597 public override void AddPhysicsActorTaint(PhysicsActor prim)
2598 {
2599
2600 if (prim is OdePrim)
2601 {
2602 OdePrim taintedprim = ((OdePrim) prim);
2603 lock (_taintedPrimLock)
2604 {
2605 if (!(_taintedPrimH.Contains(taintedprim)))
2606 {
2607//Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.m_primName);
2608 _taintedPrimH.Add(taintedprim); // HashSet for searching
2609 _taintedPrimL.Add(taintedprim); // List for ordered readout
2610 }
2611 }
2612 return;
2613 }
2614 else if (prim is OdeCharacter)
2615 {
2616 OdeCharacter taintedchar = ((OdeCharacter)prim);
2617 lock (_taintedActors)
2618 {
2619 if (!(_taintedActors.Contains(taintedchar)))
2620 {
2621 _taintedActors.Add(taintedchar);
2622 if (taintedchar.bad)
2623 m_log.DebugFormat("[PHYSICS]: Added BAD actor {0} to tainted actors", taintedchar.m_uuid);
2624 }
2625 }
2626 }
2627 }
2628
2629 /// <summary>
2630 /// This is our main simulate loop
2631 /// It's thread locked by a Mutex in the scene.
2632 /// It holds Collisions, it instructs ODE to step through the physical reactions
2633 /// It moves the objects around in memory
2634 /// It calls the methods that report back to the object owners.. (scenepresence, SceneObjectGroup)
2635 /// </summary>
2636 /// <param name="timeStep"></param>
2637 /// <returns></returns>
2638 public override float Simulate(float timeStep)
2639 {
2640 if (framecount >= int.MaxValue)
2641 framecount = 0;
2642 //if (m_worldOffset != Vector3.Zero)
2643 // return 0;
2644
2645 framecount++;
2646
2647 DateTime now = DateTime.UtcNow;
2648 TimeSpan SinceLastFrame = now - m_lastframe;
2649 m_lastframe = now;
2650 float realtime = (float)SinceLastFrame.TotalSeconds;
2651// Console.WriteLine("ts={0} rt={1}", timeStep, realtime);
2652 timeStep = realtime;
2653
2654 // float fps = 1.0f / realtime;
2655 float fps = 0.0f; // number of ODE steps in this Simulate step
2656 //m_log.Info(timeStep.ToString());
2657 step_time += timeStep;
2658
2659 // If We're loaded down by something else,
2660 // or debugging with the Visual Studio project on pause
2661 // skip a few frames to catch up gracefully.
2662 // without shooting the physicsactors all over the place
2663
2664 if (step_time >= m_SkipFramesAtms)
2665 {
2666 // Instead of trying to catch up, it'll do 5 physics frames only
2667 step_time = ODE_STEPSIZE;
2668 m_physicsiterations = 5;
2669 }
2670 else
2671 {
2672 m_physicsiterations = 10;
2673 }
2674
2675 if (SupportsNINJAJoints)
2676 {
2677 DeleteRequestedJoints(); // this must be outside of the lock (OdeLock) to avoid deadlocks
2678 CreateRequestedJoints(); // this must be outside of the lock (OdeLock) to avoid deadlocks
2679 }
2680
2681 lock (OdeLock)
2682 {
2683 // Process 10 frames if the sim is running normal..
2684 // process 5 frames if the sim is running slow
2685 //try
2686 //{
2687 //d.WorldSetQuickStepNumIterations(world, m_physicsiterations);
2688 //}
2689 //catch (StackOverflowException)
2690 //{
2691 // m_log.Error("[PHYSICS]: The operating system wasn't able to allocate enough memory for the simulation. Restarting the sim.");
2692 // ode.drelease(world);
2693 //base.TriggerPhysicsBasedRestart();
2694 //}
2695
2696 int i = 0;
2697
2698 // Figure out the Frames Per Second we're going at.
2699 //(step_time == 0.004f, there's 250 of those per second. Times the step time/step size
2700
2701 // fps = (step_time / ODE_STEPSIZE) * 1000;
2702 // HACK: Using a time dilation of 1.0 to debug rubberbanding issues
2703 //m_timeDilation = Math.Min((step_time / ODE_STEPSIZE) / (0.09375f / ODE_STEPSIZE), 1.0f);
2704
2705 // step_time = 0.09375f;
2706
2707 while (step_time > 0.0f)
2708 {
2709 //lock (ode)
2710 //{
2711 //if (!ode.lockquery())
2712 //{
2713 // ode.dlock(world);
2714 try
2715 {
2716 // Insert, remove Characters
2717 bool processedtaints = false;
2718
2719 lock (_taintedActors)
2720 {
2721 if (_taintedActors.Count > 0)
2722 {
2723 foreach (OdeCharacter character in _taintedActors)
2724 {
2725
2726 character.ProcessTaints(ODE_STEPSIZE);
2727
2728 processedtaints = true;
2729 //character.m_collisionscore = 0;
2730 }
2731
2732 if (processedtaints)
2733 _taintedActors.Clear();
2734 }
2735 } // end lock _taintedActors
2736
2737 // Modify other objects in the scene.
2738 processedtaints = false;
2739
2740 lock (_taintedPrimLock)
2741 {
2742 foreach (OdePrim prim in _taintedPrimL)
2743 {
2744 if (prim.m_taintremove)
2745 {
2746 //Console.WriteLine("Simulate calls RemovePrimThreadLocked");
2747 RemovePrimThreadLocked(prim);
2748 }
2749 else
2750 {
2751 //Console.WriteLine("Simulate calls ProcessTaints");
2752 prim.ProcessTaints(ODE_STEPSIZE);
2753 }
2754 processedtaints = true;
2755 prim.m_collisionscore = 0;
2756
2757 // This loop can block up the Heartbeat for a very long time on large regions.
2758 // We need to let the Watchdog know that the Heartbeat is not dead
2759 // NOTE: This is currently commented out, but if things like OAR loading are
2760 // timing the heartbeat out we will need to uncomment it
2761 //Watchdog.UpdateThread();
2762 }
2763
2764 if (SupportsNINJAJoints)
2765 {
2766 // Create pending joints, if possible
2767
2768 // joints can only be processed after ALL bodies are processed (and exist in ODE), since creating
2769 // a joint requires specifying the body id of both involved bodies
2770 if (pendingJoints.Count > 0)
2771 {
2772 List<PhysicsJoint> successfullyProcessedPendingJoints = new List<PhysicsJoint>();
2773 //DoJointErrorMessage(joints_connecting_actor, "taint: " + pendingJoints.Count + " pending joints");
2774 foreach (PhysicsJoint joint in pendingJoints)
2775 {
2776 //DoJointErrorMessage(joint, "taint: time to create joint with parms: " + joint.RawParams);
2777 string[] jointParams = joint.RawParams.Split(" ".ToCharArray(),
2778 System.StringSplitOptions.RemoveEmptyEntries);
2779 List<IntPtr> jointBodies = new List<IntPtr>();
2780 bool allJointBodiesAreReady = true;
2781 foreach (string jointParam in jointParams)
2782 {
2783 if (jointParam == "NULL")
2784 {
2785 //DoJointErrorMessage(joint, "attaching NULL joint to world");
2786 jointBodies.Add(IntPtr.Zero);
2787 }
2788 else
2789 {
2790 //DoJointErrorMessage(joint, "looking for prim name: " + jointParam);
2791 bool foundPrim = false;
2792 lock (_prims)
2793 {
2794 foreach (OdePrim prim in _prims) // FIXME: inefficient
2795 {
2796 if (prim.SOPName == jointParam)
2797 {
2798 //DoJointErrorMessage(joint, "found for prim name: " + jointParam);
2799 if (prim.IsPhysical && prim.Body != IntPtr.Zero)
2800 {
2801 jointBodies.Add(prim.Body);
2802 foundPrim = true;
2803 break;
2804 }
2805 else
2806 {
2807 DoJointErrorMessage(joint, "prim name " + jointParam +
2808 " exists but is not (yet) physical; deferring joint creation. " +
2809 "IsPhysical property is " + prim.IsPhysical +
2810 " and body is " + prim.Body);
2811 foundPrim = false;
2812 break;
2813 }
2814 }
2815 }
2816 }
2817 if (foundPrim)
2818 {
2819 // all is fine
2820 }
2821 else
2822 {
2823 allJointBodiesAreReady = false;
2824 break;
2825 }
2826 }
2827 }
2828 if (allJointBodiesAreReady)
2829 {
2830 //DoJointErrorMessage(joint, "allJointBodiesAreReady for " + joint.ObjectNameInScene + " with parms " + joint.RawParams);
2831 if (jointBodies[0] == jointBodies[1])
2832 {
2833 DoJointErrorMessage(joint, "ERROR: joint cannot be created; the joint bodies are the same, body1==body2. Raw body is " + jointBodies[0] + ". raw parms: " + joint.RawParams);
2834 }
2835 else
2836 {
2837 switch (joint.Type)
2838 {
2839 case PhysicsJointType.Ball:
2840 {
2841 IntPtr odeJoint;
2842 //DoJointErrorMessage(joint, "ODE creating ball joint ");
2843 odeJoint = d.JointCreateBall(world, IntPtr.Zero);
2844 //DoJointErrorMessage(joint, "ODE attaching ball joint: " + odeJoint + " with b1:" + jointBodies[0] + " b2:" + jointBodies[1]);
2845 d.JointAttach(odeJoint, jointBodies[0], jointBodies[1]);
2846 //DoJointErrorMessage(joint, "ODE setting ball anchor: " + odeJoint + " to vec:" + joint.Position);
2847 d.JointSetBallAnchor(odeJoint,
2848 joint.Position.X,
2849 joint.Position.Y,
2850 joint.Position.Z);
2851 //DoJointErrorMessage(joint, "ODE joint setting OK");
2852 //DoJointErrorMessage(joint, "The ball joint's bodies are here: b0: ");
2853 //DoJointErrorMessage(joint, "" + (jointBodies[0] != IntPtr.Zero ? "" + d.BodyGetPosition(jointBodies[0]) : "fixed environment"));
2854 //DoJointErrorMessage(joint, "The ball joint's bodies are here: b1: ");
2855 //DoJointErrorMessage(joint, "" + (jointBodies[1] != IntPtr.Zero ? "" + d.BodyGetPosition(jointBodies[1]) : "fixed environment"));
2856
2857 if (joint is OdePhysicsJoint)
2858 {
2859 ((OdePhysicsJoint)joint).jointID = odeJoint;
2860 }
2861 else
2862 {
2863 DoJointErrorMessage(joint, "WARNING: non-ode joint in ODE!");
2864 }
2865 }
2866 break;
2867 case PhysicsJointType.Hinge:
2868 {
2869 IntPtr odeJoint;
2870 //DoJointErrorMessage(joint, "ODE creating hinge joint ");
2871 odeJoint = d.JointCreateHinge(world, IntPtr.Zero);
2872 //DoJointErrorMessage(joint, "ODE attaching hinge joint: " + odeJoint + " with b1:" + jointBodies[0] + " b2:" + jointBodies[1]);
2873 d.JointAttach(odeJoint, jointBodies[0], jointBodies[1]);
2874 //DoJointErrorMessage(joint, "ODE setting hinge anchor: " + odeJoint + " to vec:" + joint.Position);
2875 d.JointSetHingeAnchor(odeJoint,
2876 joint.Position.X,
2877 joint.Position.Y,
2878 joint.Position.Z);
2879 // We use the orientation of the x-axis of the joint's coordinate frame
2880 // as the axis for the hinge.
2881
2882 // Therefore, we must get the joint's coordinate frame based on the
2883 // joint.Rotation field, which originates from the orientation of the
2884 // joint's proxy object in the scene.
2885
2886 // The joint's coordinate frame is defined as the transformation matrix
2887 // that converts a vector from joint-local coordinates into world coordinates.
2888 // World coordinates are defined as the XYZ coordinate system of the sim,
2889 // as shown in the top status-bar of the viewer.
2890
2891 // Once we have the joint's coordinate frame, we extract its X axis (AtAxis)
2892 // and use that as the hinge axis.
2893
2894 //joint.Rotation.Normalize();
2895 Matrix4 proxyFrame = Matrix4.CreateFromQuaternion(joint.Rotation);
2896
2897 // Now extract the X axis of the joint's coordinate frame.
2898
2899 // Do not try to use proxyFrame.AtAxis or you will become mired in the
2900 // tar pit of transposed, inverted, and generally messed-up orientations.
2901 // (In other words, Matrix4.AtAxis() is borked.)
2902 // Vector3 jointAxis = proxyFrame.AtAxis; <--- this path leadeth to madness
2903
2904 // Instead, compute the X axis of the coordinate frame by transforming
2905 // the (1,0,0) vector. At least that works.
2906
2907 //m_log.Debug("PHY: making axis: complete matrix is " + proxyFrame);
2908 Vector3 jointAxis = Vector3.Transform(Vector3.UnitX, proxyFrame);
2909 //m_log.Debug("PHY: making axis: hinge joint axis is " + jointAxis);
2910 //DoJointErrorMessage(joint, "ODE setting hinge axis: " + odeJoint + " to vec:" + jointAxis);
2911 d.JointSetHingeAxis(odeJoint,
2912 jointAxis.X,
2913 jointAxis.Y,
2914 jointAxis.Z);
2915 //d.JointSetHingeParam(odeJoint, (int)dParam.CFM, 0.1f);
2916 if (joint is OdePhysicsJoint)
2917 {
2918 ((OdePhysicsJoint)joint).jointID = odeJoint;
2919 }
2920 else
2921 {
2922 DoJointErrorMessage(joint, "WARNING: non-ode joint in ODE!");
2923 }
2924 }
2925 break;
2926 }
2927 successfullyProcessedPendingJoints.Add(joint);
2928 }
2929 }
2930 else
2931 {
2932 DoJointErrorMessage(joint, "joint could not yet be created; still pending");
2933 }
2934 }
2935 foreach (PhysicsJoint successfullyProcessedJoint in successfullyProcessedPendingJoints)
2936 {
2937 //DoJointErrorMessage(successfullyProcessedJoint, "finalizing succesfully procsssed joint " + successfullyProcessedJoint.ObjectNameInScene + " parms " + successfullyProcessedJoint.RawParams);
2938 //DoJointErrorMessage(successfullyProcessedJoint, "removing from pending");
2939 InternalRemovePendingJoint(successfullyProcessedJoint);
2940 //DoJointErrorMessage(successfullyProcessedJoint, "adding to active");
2941 InternalAddActiveJoint(successfullyProcessedJoint);
2942 //DoJointErrorMessage(successfullyProcessedJoint, "done");
2943 }
2944 }
2945 } // end SupportsNINJAJoints
2946
2947 if (processedtaints)
2948//Console.WriteLine("Simulate calls Clear of _taintedPrim list");
2949 _taintedPrimH.Clear(); // ??? if this only ???
2950 _taintedPrimL.Clear();
2951 } // end lock _taintedPrimLock
2952
2953 // Move characters
2954 lock (_characters)
2955 {
2956 List<OdeCharacter> defects = new List<OdeCharacter>();
2957 foreach (OdeCharacter actor in _characters)
2958 {
2959 if (actor != null)
2960 actor.Move(ODE_STEPSIZE, defects);
2961 }
2962 if (0 != defects.Count)
2963 {
2964 foreach (OdeCharacter defect in defects)
2965 {
2966 RemoveCharacter(defect);
2967 }
2968 }
2969 } // end lock _characters
2970
2971 // Move other active objects
2972 lock (_activeprims)
2973 {
2974 foreach (OdePrim prim in _activeprims)
2975 {
2976 prim.m_collisionscore = 0;
2977 prim.Move(ODE_STEPSIZE);
2978 }
2979 } // end lock _activeprims
2980
2981 //if ((framecount % m_randomizeWater) == 0)
2982 // randomizeWater(waterlevel);
2983
2984 //int RayCastTimeMS = m_rayCastManager.ProcessQueuedRequests();
2985 m_rayCastManager.ProcessQueuedRequests();
2986
2987 collision_optimized(ODE_STEPSIZE);
2988
2989 lock (_collisionEventPrim)
2990 {
2991 foreach (PhysicsActor obj in _collisionEventPrim)
2992 {
2993 if (obj == null)
2994 continue;
2995
2996 switch ((ActorTypes)obj.PhysicsActorType)
2997 {
2998 case ActorTypes.Agent:
2999 OdeCharacter cobj = (OdeCharacter)obj;
3000 cobj.AddCollisionFrameTime(100);
3001 cobj.SendCollisions();
3002 break;
3003 case ActorTypes.Prim:
3004 OdePrim pobj = (OdePrim)obj;
3005 pobj.SendCollisions();
3006 break;
3007 }
3008 }
3009 } // end lock _collisionEventPrim
3010
3011 //if (m_global_contactcount > 5)
3012 //{
3013 // m_log.DebugFormat("[PHYSICS]: Contacts:{0}", m_global_contactcount);
3014 //}
3015
3016 m_global_contactcount = 0;
3017
3018 d.WorldQuickStep(world, ODE_STEPSIZE);
3019 d.JointGroupEmpty(contactgroup);
3020 fps++;
3021 //ode.dunlock(world);
3022 } // end try
3023 catch (Exception e)
3024 {
3025 m_log.ErrorFormat("[PHYSICS]: {0}, {1}, {2}", e.Message, e.TargetSite, e);
3026 ode.dunlock(world);
3027 }
3028
3029 step_time -= ODE_STEPSIZE;
3030 i++;
3031 //}
3032 //else
3033 //{
3034 //fps = 0;
3035 //}
3036 //}
3037 } // end while (step_time > 0.0f)
3038
3039 lock (_characters)
3040 {
3041 foreach (OdeCharacter actor in _characters)
3042 {
3043 if (actor != null)
3044 {
3045 if (actor.bad)
3046 m_log.WarnFormat("[PHYSICS]: BAD Actor {0} in _characters list was not removed?", actor.m_uuid);
3047 actor.UpdatePositionAndVelocity();
3048 }
3049 }
3050 }
3051
3052 lock (_badCharacter)
3053 {
3054 if (_badCharacter.Count > 0)
3055 {
3056 foreach (OdeCharacter chr in _badCharacter)
3057 {
3058 RemoveCharacter(chr);
3059 }
3060 _badCharacter.Clear();
3061 }
3062 }
3063
3064 lock (_activeprims)
3065 {
3066 //if (timeStep < 0.2f)
3067 {
3068 foreach (OdePrim actor in _activeprims)
3069 {
3070 if (actor.IsPhysical && (d.BodyIsEnabled(actor.Body) || !actor._zeroFlag))
3071 {
3072 actor.UpdatePositionAndVelocity();
3073
3074 if (SupportsNINJAJoints)
3075 {
3076 // If an actor moved, move its joint proxy objects as well.
3077 // There seems to be an event PhysicsActor.OnPositionUpdate that could be used
3078 // for this purpose but it is never called! So we just do the joint
3079 // movement code here.
3080
3081 if (actor.SOPName != null &&
3082 joints_connecting_actor.ContainsKey(actor.SOPName) &&
3083 joints_connecting_actor[actor.SOPName] != null &&
3084 joints_connecting_actor[actor.SOPName].Count > 0)
3085 {
3086 foreach (PhysicsJoint affectedJoint in joints_connecting_actor[actor.SOPName])
3087 {
3088 if (affectedJoint.IsInPhysicsEngine)
3089 {
3090 DoJointMoved(affectedJoint);
3091 }
3092 else
3093 {
3094 DoJointErrorMessage(affectedJoint, "a body connected to a joint was moved, but the joint doesn't exist yet! this will lead to joint error. joint was: " + affectedJoint.ObjectNameInScene + " parms:" + affectedJoint.RawParams);
3095 }
3096 }
3097 }
3098 }
3099 }
3100 }
3101 }
3102 } // end lock _activeprims
3103
3104 //DumpJointInfo();
3105
3106 // Finished with all sim stepping. If requested, dump world state to file for debugging.
3107 // TODO: This call to the export function is already inside lock (OdeLock) - but is an extra lock needed?
3108 // TODO: This overwrites all dump files in-place. Should this be a growing logfile, or separate snapshots?
3109 if (physics_logging && (physics_logging_interval>0) && (framecount % physics_logging_interval == 0))
3110 {
3111 string fname = "state-" + world.ToString() + ".DIF"; // give each physics world a separate filename
3112 string prefix = "world" + world.ToString(); // prefix for variable names in exported .DIF file
3113
3114 if (physics_logging_append_existing_logfile)
3115 {
3116 string header = "-------------- START OF PHYSICS FRAME " + framecount.ToString() + " --------------";
3117 TextWriter fwriter = File.AppendText(fname);
3118 fwriter.WriteLine(header);
3119 fwriter.Close();
3120 }
3121 d.WorldExportDIF(world, fname, physics_logging_append_existing_logfile, prefix);
3122 }
3123 } // end lock OdeLock
3124
3125 return fps * 1000.0f; //NB This is a FRAME COUNT, not a time! AND is divide by 1000 in SimStatusReporter!
3126 } // end Simulate
3127
3128 public override void GetResults()
3129 {
3130 }
3131
3132 public override bool IsThreaded
3133 {
3134 // for now we won't be multithreaded
3135 get { return (false); }
3136 }
3137
3138 #region ODE Specific Terrain Fixes
3139 public float[] ResizeTerrain512NearestNeighbour(float[] heightMap)
3140 {
3141 float[] returnarr = new float[262144];
3142 float[,] resultarr = new float[(int)WorldExtents.X, (int)WorldExtents.Y];
3143
3144 // Filling out the array into its multi-dimensional components
3145 for (int y = 0; y < WorldExtents.Y; y++)
3146 {
3147 for (int x = 0; x < WorldExtents.X; x++)
3148 {
3149 resultarr[y, x] = heightMap[y * (int)WorldExtents.Y + x];
3150 }
3151 }
3152
3153 // Resize using Nearest Neighbour
3154
3155 // This particular way is quick but it only works on a multiple of the original
3156
3157 // The idea behind this method can be described with the following diagrams
3158 // second pass and third pass happen in the same loop really.. just separated
3159 // them to show what this does.
3160
3161 // First Pass
3162 // ResultArr:
3163 // 1,1,1,1,1,1
3164 // 1,1,1,1,1,1
3165 // 1,1,1,1,1,1
3166 // 1,1,1,1,1,1
3167 // 1,1,1,1,1,1
3168 // 1,1,1,1,1,1
3169
3170 // Second Pass
3171 // ResultArr2:
3172 // 1,,1,,1,,1,,1,,1,
3173 // ,,,,,,,,,,
3174 // 1,,1,,1,,1,,1,,1,
3175 // ,,,,,,,,,,
3176 // 1,,1,,1,,1,,1,,1,
3177 // ,,,,,,,,,,
3178 // 1,,1,,1,,1,,1,,1,
3179 // ,,,,,,,,,,
3180 // 1,,1,,1,,1,,1,,1,
3181 // ,,,,,,,,,,
3182 // 1,,1,,1,,1,,1,,1,
3183
3184 // Third pass fills in the blanks
3185 // ResultArr2:
3186 // 1,1,1,1,1,1,1,1,1,1,1,1
3187 // 1,1,1,1,1,1,1,1,1,1,1,1
3188 // 1,1,1,1,1,1,1,1,1,1,1,1
3189 // 1,1,1,1,1,1,1,1,1,1,1,1
3190 // 1,1,1,1,1,1,1,1,1,1,1,1
3191 // 1,1,1,1,1,1,1,1,1,1,1,1
3192 // 1,1,1,1,1,1,1,1,1,1,1,1
3193 // 1,1,1,1,1,1,1,1,1,1,1,1
3194 // 1,1,1,1,1,1,1,1,1,1,1,1
3195 // 1,1,1,1,1,1,1,1,1,1,1,1
3196 // 1,1,1,1,1,1,1,1,1,1,1,1
3197
3198 // X,Y = .
3199 // X+1,y = ^
3200 // X,Y+1 = *
3201 // X+1,Y+1 = #
3202
3203 // Filling in like this;
3204 // .*
3205 // ^#
3206 // 1st .
3207 // 2nd *
3208 // 3rd ^
3209 // 4th #
3210 // on single loop.
3211
3212 float[,] resultarr2 = new float[512, 512];
3213 for (int y = 0; y < WorldExtents.Y; y++)
3214 {
3215 for (int x = 0; x < WorldExtents.X; x++)
3216 {
3217 resultarr2[y * 2, x * 2] = resultarr[y, x];
3218
3219 if (y < WorldExtents.Y)
3220 {
3221 resultarr2[(y * 2) + 1, x * 2] = resultarr[y, x];
3222 }
3223 if (x < WorldExtents.X)
3224 {
3225 resultarr2[y * 2, (x * 2) + 1] = resultarr[y, x];
3226 }
3227 if (x < WorldExtents.X && y < WorldExtents.Y)
3228 {
3229 resultarr2[(y * 2) + 1, (x * 2) + 1] = resultarr[y, x];
3230 }
3231 }
3232 }
3233
3234 //Flatten out the array
3235 int i = 0;
3236 for (int y = 0; y < 512; y++)
3237 {
3238 for (int x = 0; x < 512; x++)
3239 {
3240 if (resultarr2[y, x] <= 0)
3241 returnarr[i] = 0.0000001f;
3242 else
3243 returnarr[i] = resultarr2[y, x];
3244
3245 i++;
3246 }
3247 }
3248
3249 return returnarr;
3250 }
3251
3252 public float[] ResizeTerrain512Interpolation(float[] heightMap)
3253 {
3254 float[] returnarr = new float[262144];
3255 float[,] resultarr = new float[512,512];
3256
3257 // Filling out the array into its multi-dimensional components
3258 for (int y = 0; y < 256; y++)
3259 {
3260 for (int x = 0; x < 256; x++)
3261 {
3262 resultarr[y, x] = heightMap[y * 256 + x];
3263 }
3264 }
3265
3266 // Resize using interpolation
3267
3268 // This particular way is quick but it only works on a multiple of the original
3269
3270 // The idea behind this method can be described with the following diagrams
3271 // second pass and third pass happen in the same loop really.. just separated
3272 // them to show what this does.
3273
3274 // First Pass
3275 // ResultArr:
3276 // 1,1,1,1,1,1
3277 // 1,1,1,1,1,1
3278 // 1,1,1,1,1,1
3279 // 1,1,1,1,1,1
3280 // 1,1,1,1,1,1
3281 // 1,1,1,1,1,1
3282
3283 // Second Pass
3284 // ResultArr2:
3285 // 1,,1,,1,,1,,1,,1,
3286 // ,,,,,,,,,,
3287 // 1,,1,,1,,1,,1,,1,
3288 // ,,,,,,,,,,
3289 // 1,,1,,1,,1,,1,,1,
3290 // ,,,,,,,,,,
3291 // 1,,1,,1,,1,,1,,1,
3292 // ,,,,,,,,,,
3293 // 1,,1,,1,,1,,1,,1,
3294 // ,,,,,,,,,,
3295 // 1,,1,,1,,1,,1,,1,
3296
3297 // Third pass fills in the blanks
3298 // ResultArr2:
3299 // 1,1,1,1,1,1,1,1,1,1,1,1
3300 // 1,1,1,1,1,1,1,1,1,1,1,1
3301 // 1,1,1,1,1,1,1,1,1,1,1,1
3302 // 1,1,1,1,1,1,1,1,1,1,1,1
3303 // 1,1,1,1,1,1,1,1,1,1,1,1
3304 // 1,1,1,1,1,1,1,1,1,1,1,1
3305 // 1,1,1,1,1,1,1,1,1,1,1,1
3306 // 1,1,1,1,1,1,1,1,1,1,1,1
3307 // 1,1,1,1,1,1,1,1,1,1,1,1
3308 // 1,1,1,1,1,1,1,1,1,1,1,1
3309 // 1,1,1,1,1,1,1,1,1,1,1,1
3310
3311 // X,Y = .
3312 // X+1,y = ^
3313 // X,Y+1 = *
3314 // X+1,Y+1 = #
3315
3316 // Filling in like this;
3317 // .*
3318 // ^#
3319 // 1st .
3320 // 2nd *
3321 // 3rd ^
3322 // 4th #
3323 // on single loop.
3324
3325 float[,] resultarr2 = new float[512,512];
3326 for (int y = 0; y < (int)Constants.RegionSize; y++)
3327 {
3328 for (int x = 0; x < (int)Constants.RegionSize; x++)
3329 {
3330 resultarr2[y*2, x*2] = resultarr[y, x];
3331
3332 if (y < (int)Constants.RegionSize)
3333 {
3334 if (y + 1 < (int)Constants.RegionSize)
3335 {
3336 if (x + 1 < (int)Constants.RegionSize)
3337 {
3338 resultarr2[(y*2) + 1, x*2] = ((resultarr[y, x] + resultarr[y + 1, x] +
3339 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
3340 }
3341 else
3342 {
3343 resultarr2[(y*2) + 1, x*2] = ((resultarr[y, x] + resultarr[y + 1, x])/2);
3344 }
3345 }
3346 else
3347 {
3348 resultarr2[(y*2) + 1, x*2] = resultarr[y, x];
3349 }
3350 }
3351 if (x < (int)Constants.RegionSize)
3352 {
3353 if (x + 1 < (int)Constants.RegionSize)
3354 {
3355 if (y + 1 < (int)Constants.RegionSize)
3356 {
3357 resultarr2[y*2, (x*2) + 1] = ((resultarr[y, x] + resultarr[y + 1, x] +
3358 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
3359 }
3360 else
3361 {
3362 resultarr2[y*2, (x*2) + 1] = ((resultarr[y, x] + resultarr[y, x + 1])/2);
3363 }
3364 }
3365 else
3366 {
3367 resultarr2[y*2, (x*2) + 1] = resultarr[y, x];
3368 }
3369 }
3370 if (x < (int)Constants.RegionSize && y < (int)Constants.RegionSize)
3371 {
3372 if ((x + 1 < (int)Constants.RegionSize) && (y + 1 < (int)Constants.RegionSize))
3373 {
3374 resultarr2[(y*2) + 1, (x*2) + 1] = ((resultarr[y, x] + resultarr[y + 1, x] +
3375 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
3376 }
3377 else
3378 {
3379 resultarr2[(y*2) + 1, (x*2) + 1] = resultarr[y, x];
3380 }
3381 }
3382 }
3383 }
3384 //Flatten out the array
3385 int i = 0;
3386 for (int y = 0; y < 512; y++)
3387 {
3388 for (int x = 0; x < 512; x++)
3389 {
3390 if (Single.IsNaN(resultarr2[y, x]) || Single.IsInfinity(resultarr2[y, x]))
3391 {
3392 m_log.Warn("[PHYSICS]: Non finite heightfield element detected. Setting it to 0");
3393 resultarr2[y, x] = 0;
3394 }
3395 returnarr[i] = resultarr2[y, x];
3396 i++;
3397 }
3398 }
3399
3400 return returnarr;
3401 }
3402
3403 #endregion
3404
3405 public override void SetTerrain(float[] heightMap)
3406 {
3407 if (m_worldOffset != Vector3.Zero && m_parentScene != null)
3408 {
3409 if (m_parentScene is OdeScene)
3410 {
3411 ((OdeScene)m_parentScene).SetTerrain(heightMap, m_worldOffset);
3412 }
3413 }
3414 else
3415 {
3416 SetTerrain(heightMap, m_worldOffset);
3417 }
3418 }
3419
3420 public void SetTerrain(float[] heightMap, Vector3 pOffset)
3421 {
3422 // this._heightmap[i] = (double)heightMap[i];
3423 // dbm (danx0r) -- creating a buffer zone of one extra sample all around
3424 //_origheightmap = heightMap;
3425
3426 float[] _heightmap;
3427
3428 // zero out a heightmap array float array (single dimension [flattened]))
3429 //if ((int)Constants.RegionSize == 256)
3430 // _heightmap = new float[514 * 514];
3431 //else
3432
3433 _heightmap = new float[(((int)Constants.RegionSize + 2) * ((int)Constants.RegionSize + 2))];
3434
3435 uint heightmapWidth = Constants.RegionSize + 1;
3436 uint heightmapHeight = Constants.RegionSize + 1;
3437
3438 uint heightmapWidthSamples;
3439
3440 uint heightmapHeightSamples;
3441
3442 //if (((int)Constants.RegionSize) == 256)
3443 //{
3444 // heightmapWidthSamples = 2 * (uint)Constants.RegionSize + 2;
3445 // heightmapHeightSamples = 2 * (uint)Constants.RegionSize + 2;
3446 // heightmapWidth++;
3447 // heightmapHeight++;
3448 //}
3449 //else
3450 //{
3451
3452 heightmapWidthSamples = (uint)Constants.RegionSize + 1;
3453 heightmapHeightSamples = (uint)Constants.RegionSize + 1;
3454 //}
3455
3456 const float scale = 1.0f;
3457 const float offset = 0.0f;
3458 const float thickness = 0.2f;
3459 const int wrap = 0;
3460
3461 int regionsize = (int) Constants.RegionSize + 2;
3462 //Double resolution
3463 //if (((int)Constants.RegionSize) == 256)
3464 // heightMap = ResizeTerrain512Interpolation(heightMap);
3465
3466
3467 // if (((int)Constants.RegionSize) == 256 && (int)Constants.RegionSize == 256)
3468 // regionsize = 512;
3469
3470 float hfmin = 2000;
3471 float hfmax = -2000;
3472
3473 for (int x = 0; x < heightmapWidthSamples; x++)
3474 {
3475 for (int y = 0; y < heightmapHeightSamples; y++)
3476 {
3477 int xx = Util.Clip(x - 1, 0, regionsize - 1);
3478 int yy = Util.Clip(y - 1, 0, regionsize - 1);
3479
3480
3481 float val= heightMap[yy * (int)Constants.RegionSize + xx];
3482 _heightmap[x * ((int)Constants.RegionSize + 2) + y] = val;
3483
3484 hfmin = (val < hfmin) ? val : hfmin;
3485 hfmax = (val > hfmax) ? val : hfmax;
3486 }
3487 }
3488
3489
3490
3491
3492 lock (OdeLock)
3493 {
3494 IntPtr GroundGeom = IntPtr.Zero;
3495 if (RegionTerrain.TryGetValue(pOffset, out GroundGeom))
3496 {
3497 RegionTerrain.Remove(pOffset);
3498 if (GroundGeom != IntPtr.Zero)
3499 {
3500 if (TerrainHeightFieldHeights.ContainsKey(GroundGeom))
3501 {
3502 TerrainHeightFieldHeights.Remove(GroundGeom);
3503 }
3504 d.SpaceRemove(space, GroundGeom);
3505 d.GeomDestroy(GroundGeom);
3506 }
3507
3508 }
3509 IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
3510 d.GeomHeightfieldDataBuildSingle(HeightmapData, _heightmap, 0, heightmapWidth + 1, heightmapHeight + 1,
3511 (int)heightmapWidthSamples + 1, (int)heightmapHeightSamples + 1, scale,
3512 offset, thickness, wrap);
3513 d.GeomHeightfieldDataSetBounds(HeightmapData, hfmin - 1, hfmax + 1);
3514 GroundGeom = d.CreateHeightfield(space, HeightmapData, 1);
3515 if (GroundGeom != IntPtr.Zero)
3516 {
3517 d.GeomSetCategoryBits(GroundGeom, (int)(CollisionCategories.Land));
3518 d.GeomSetCollideBits(GroundGeom, (int)(CollisionCategories.Space));
3519
3520 }
3521 geom_name_map[GroundGeom] = "Terrain";
3522
3523 d.Matrix3 R = new d.Matrix3();
3524
3525 Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f);
3526 Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f);
3527 //Axiom.Math.Quaternion q3 = Axiom.Math.Quaternion.FromAngleAxis(3.14f, new Axiom.Math.Vector3(0, 0, 1));
3528
3529 q1 = q1 * q2;
3530 //q1 = q1 * q3;
3531 Vector3 v3;
3532 float angle;
3533 q1.GetAxisAngle(out v3, out angle);
3534
3535 d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
3536 d.GeomSetRotation(GroundGeom, ref R);
3537 d.GeomSetPosition(GroundGeom, (pOffset.X + ((int)Constants.RegionSize * 0.5f)) - 1, (pOffset.Y + ((int)Constants.RegionSize * 0.5f)) - 1, 0);
3538 IntPtr testGround = IntPtr.Zero;
3539 if (RegionTerrain.TryGetValue(pOffset, out testGround))
3540 {
3541 RegionTerrain.Remove(pOffset);
3542 }
3543 RegionTerrain.Add(pOffset, GroundGeom, GroundGeom);
3544 TerrainHeightFieldHeights.Add(GroundGeom,_heightmap);
3545
3546 }
3547 }
3548
3549 public override void DeleteTerrain()
3550 {
3551 }
3552
3553 public float GetWaterLevel()
3554 {
3555 return waterlevel;
3556 }
3557
3558 public override bool SupportsCombining()
3559 {
3560 return true;
3561 }
3562
3563 public override void UnCombine(PhysicsScene pScene)
3564 {
3565 IntPtr localGround = IntPtr.Zero;
3566// float[] localHeightfield;
3567 bool proceed = false;
3568 List<IntPtr> geomDestroyList = new List<IntPtr>();
3569
3570 lock (OdeLock)
3571 {
3572 if (RegionTerrain.TryGetValue(Vector3.Zero, out localGround))
3573 {
3574 foreach (IntPtr geom in TerrainHeightFieldHeights.Keys)
3575 {
3576 if (geom == localGround)
3577 {
3578// localHeightfield = TerrainHeightFieldHeights[geom];
3579 proceed = true;
3580 }
3581 else
3582 {
3583 geomDestroyList.Add(geom);
3584 }
3585 }
3586
3587 if (proceed)
3588 {
3589 m_worldOffset = Vector3.Zero;
3590 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize);
3591 m_parentScene = null;
3592
3593 foreach (IntPtr g in geomDestroyList)
3594 {
3595 // removingHeightField needs to be done or the garbage collector will
3596 // collect the terrain data before we tell ODE to destroy it causing
3597 // memory corruption
3598 if (TerrainHeightFieldHeights.ContainsKey(g))
3599 {
3600// float[] removingHeightField = TerrainHeightFieldHeights[g];
3601 TerrainHeightFieldHeights.Remove(g);
3602
3603 if (RegionTerrain.ContainsKey(g))
3604 {
3605 RegionTerrain.Remove(g);
3606 }
3607
3608 d.GeomDestroy(g);
3609 //removingHeightField = new float[0];
3610 }
3611 }
3612
3613 }
3614 else
3615 {
3616 m_log.Warn("[PHYSICS]: Couldn't proceed with UnCombine. Region has inconsistant data.");
3617
3618 }
3619 }
3620 }
3621 }
3622
3623 public override void SetWaterLevel(float baseheight)
3624 {
3625 waterlevel = baseheight;
3626 randomizeWater(waterlevel);
3627 }
3628
3629 public void randomizeWater(float baseheight)
3630 {
3631 const uint heightmapWidth = m_regionWidth + 2;
3632 const uint heightmapHeight = m_regionHeight + 2;
3633 const uint heightmapWidthSamples = m_regionWidth + 2;
3634 const uint heightmapHeightSamples = m_regionHeight + 2;
3635 const float scale = 1.0f;
3636 const float offset = 0.0f;
3637 const float thickness = 2.9f;
3638 const int wrap = 0;
3639
3640 for (int i = 0; i < (258 * 258); i++)
3641 {
3642 _watermap[i] = (baseheight-0.1f) + ((float)fluidRandomizer.Next(1,9) / 10f);
3643 // m_log.Info((baseheight - 0.1f) + ((float)fluidRandomizer.Next(1, 9) / 10f));
3644 }
3645
3646 lock (OdeLock)
3647 {
3648 if (WaterGeom != IntPtr.Zero)
3649 {
3650 d.SpaceRemove(space, WaterGeom);
3651 }
3652 IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
3653 d.GeomHeightfieldDataBuildSingle(HeightmapData, _watermap, 0, heightmapWidth, heightmapHeight,
3654 (int)heightmapWidthSamples, (int)heightmapHeightSamples, scale,
3655 offset, thickness, wrap);
3656 d.GeomHeightfieldDataSetBounds(HeightmapData, m_regionWidth, m_regionHeight);
3657 WaterGeom = d.CreateHeightfield(space, HeightmapData, 1);
3658 if (WaterGeom != IntPtr.Zero)
3659 {
3660 d.GeomSetCategoryBits(WaterGeom, (int)(CollisionCategories.Water));
3661 d.GeomSetCollideBits(WaterGeom, (int)(CollisionCategories.Space));
3662
3663 }
3664 geom_name_map[WaterGeom] = "Water";
3665
3666 d.Matrix3 R = new d.Matrix3();
3667
3668 Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f);
3669 Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f);
3670 //Axiom.Math.Quaternion q3 = Axiom.Math.Quaternion.FromAngleAxis(3.14f, new Axiom.Math.Vector3(0, 0, 1));
3671
3672 q1 = q1 * q2;
3673 //q1 = q1 * q3;
3674 Vector3 v3;
3675 float angle;
3676 q1.GetAxisAngle(out v3, out angle);
3677
3678 d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
3679 d.GeomSetRotation(WaterGeom, ref R);
3680 d.GeomSetPosition(WaterGeom, 128, 128, 0);
3681
3682 }
3683
3684 }
3685
3686 public override void Dispose()
3687 {
3688 m_rayCastManager.Dispose();
3689 m_rayCastManager = null;
3690
3691 lock (OdeLock)
3692 {
3693 lock (_prims)
3694 {
3695 foreach (OdePrim prm in _prims)
3696 {
3697 RemovePrim(prm);
3698 }
3699 }
3700
3701 //foreach (OdeCharacter act in _characters)
3702 //{
3703 //RemoveAvatar(act);
3704 //}
3705 d.WorldDestroy(world);
3706 //d.CloseODE();
3707 }
3708 }
3709 public override Dictionary<uint, float> GetTopColliders()
3710 {
3711 Dictionary<uint, float> returncolliders = new Dictionary<uint, float>();
3712 int cnt = 0;
3713 lock (_prims)
3714 {
3715 foreach (OdePrim prm in _prims)
3716 {
3717 if (prm.CollisionScore > 0)
3718 {
3719 returncolliders.Add(prm.m_localID, prm.CollisionScore);
3720 cnt++;
3721 prm.CollisionScore = 0f;
3722 if (cnt > 25)
3723 {
3724 break;
3725 }
3726 }
3727 }
3728 }
3729 return returncolliders;
3730 }
3731
3732 public override bool SupportsRayCast()
3733 {
3734 return true;
3735 }
3736
3737 public override void RaycastWorld(Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
3738 {
3739 if (retMethod != null)
3740 {
3741 m_rayCastManager.QueueRequest(position, direction, length, retMethod);
3742 }
3743 }
3744
3745#if USE_DRAWSTUFF
3746 // Keyboard callback
3747 public void command(int cmd)
3748 {
3749 IntPtr geom;
3750 d.Mass mass;
3751 d.Vector3 sides = new d.Vector3(d.RandReal() * 0.5f + 0.1f, d.RandReal() * 0.5f + 0.1f, d.RandReal() * 0.5f + 0.1f);
3752
3753
3754
3755 Char ch = Char.ToLower((Char)cmd);
3756 switch ((Char)ch)
3757 {
3758 case 'w':
3759 try
3760 {
3761 Vector3 rotate = (new Vector3(1, 0, 0) * Quaternion.CreateFromEulers(hpr.Z * Utils.DEG_TO_RAD, hpr.Y * Utils.DEG_TO_RAD, hpr.X * Utils.DEG_TO_RAD));
3762
3763 xyz.X += rotate.X; xyz.Y += rotate.Y; xyz.Z += rotate.Z;
3764 ds.SetViewpoint(ref xyz, ref hpr);
3765 }
3766 catch (ArgumentException)
3767 { hpr.X = 0; }
3768 break;
3769
3770 case 'a':
3771 hpr.X++;
3772 ds.SetViewpoint(ref xyz, ref hpr);
3773 break;
3774
3775 case 's':
3776 try
3777 {
3778 Vector3 rotate2 = (new Vector3(-1, 0, 0) * Quaternion.CreateFromEulers(hpr.Z * Utils.DEG_TO_RAD, hpr.Y * Utils.DEG_TO_RAD, hpr.X * Utils.DEG_TO_RAD));
3779
3780 xyz.X += rotate2.X; xyz.Y += rotate2.Y; xyz.Z += rotate2.Z;
3781 ds.SetViewpoint(ref xyz, ref hpr);
3782 }
3783 catch (ArgumentException)
3784 { hpr.X = 0; }
3785 break;
3786 case 'd':
3787 hpr.X--;
3788 ds.SetViewpoint(ref xyz, ref hpr);
3789 break;
3790 case 'r':
3791 xyz.Z++;
3792 ds.SetViewpoint(ref xyz, ref hpr);
3793 break;
3794 case 'f':
3795 xyz.Z--;
3796 ds.SetViewpoint(ref xyz, ref hpr);
3797 break;
3798 case 'e':
3799 xyz.Y++;
3800 ds.SetViewpoint(ref xyz, ref hpr);
3801 break;
3802 case 'q':
3803 xyz.Y--;
3804 ds.SetViewpoint(ref xyz, ref hpr);
3805 break;
3806 }
3807 }
3808
3809 public void step(int pause)
3810 {
3811
3812 ds.SetColor(1.0f, 1.0f, 0.0f);
3813 ds.SetTexture(ds.Texture.Wood);
3814 lock (_prims)
3815 {
3816 foreach (OdePrim prm in _prims)
3817 {
3818 //IntPtr body = d.GeomGetBody(prm.prim_geom);
3819 if (prm.prim_geom != IntPtr.Zero)
3820 {
3821 d.Vector3 pos;
3822 d.GeomCopyPosition(prm.prim_geom, out pos);
3823 //d.BodyCopyPosition(body, out pos);
3824
3825 d.Matrix3 R;
3826 d.GeomCopyRotation(prm.prim_geom, out R);
3827 //d.BodyCopyRotation(body, out R);
3828
3829
3830 d.Vector3 sides = new d.Vector3();
3831 sides.X = prm.Size.X;
3832 sides.Y = prm.Size.Y;
3833 sides.Z = prm.Size.Z;
3834
3835 ds.DrawBox(ref pos, ref R, ref sides);
3836 }
3837 }
3838 }
3839 ds.SetColor(1.0f, 0.0f, 0.0f);
3840 lock (_characters)
3841 {
3842 foreach (OdeCharacter chr in _characters)
3843 {
3844 if (chr.Shell != IntPtr.Zero)
3845 {
3846 IntPtr body = d.GeomGetBody(chr.Shell);
3847
3848 d.Vector3 pos;
3849 d.GeomCopyPosition(chr.Shell, out pos);
3850 //d.BodyCopyPosition(body, out pos);
3851
3852 d.Matrix3 R;
3853 d.GeomCopyRotation(chr.Shell, out R);
3854 //d.BodyCopyRotation(body, out R);
3855
3856 ds.DrawCapsule(ref pos, ref R, chr.Size.Z, 0.35f);
3857 d.Vector3 sides = new d.Vector3();
3858 sides.X = 0.5f;
3859 sides.Y = 0.5f;
3860 sides.Z = 0.5f;
3861
3862 ds.DrawBox(ref pos, ref R, ref sides);
3863 }
3864 }
3865 }
3866 }
3867
3868 public void start(int unused)
3869 {
3870 ds.SetViewpoint(ref xyz, ref hpr);
3871 }
3872#endif
3873 }
3874}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/Tests/ODETestClass.cs b/OpenSim/Region/Physics/ChOdePlugin/Tests/ODETestClass.cs
new file mode 100644
index 0000000..69e2d03
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/Tests/ODETestClass.cs
@@ -0,0 +1,122 @@
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 Nini.Config;
30using NUnit.Framework;
31using OpenMetaverse;
32using OpenSim.Framework;
33using OpenSim.Region.Physics.Manager;
34using log4net;
35using System.Reflection;
36
37namespace OpenSim.Region.Physics.OdePlugin
38{
39 [TestFixture]
40 public class ODETestClass
41 {
42 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
43
44 private OdePlugin cbt;
45 private PhysicsScene ps;
46 private IMeshingPlugin imp;
47
48 [SetUp]
49 public void Initialize()
50 {
51 // Loading ODEPlugin
52 cbt = new OdePlugin();
53 // Loading Zero Mesher
54 imp = new ZeroMesherPlugin();
55 // Getting Physics Scene
56 ps = cbt.GetScene("test");
57 // Initializing Physics Scene.
58 ps.Initialise(imp.GetMesher(),null);
59 float[] _heightmap = new float[(int)Constants.RegionSize * (int)Constants.RegionSize];
60 for (int i = 0; i < ((int)Constants.RegionSize * (int)Constants.RegionSize); i++)
61 {
62 _heightmap[i] = 21f;
63 }
64 ps.SetTerrain(_heightmap);
65 }
66
67 [TearDown]
68 public void Terminate()
69 {
70 ps.DeleteTerrain();
71 ps.Dispose();
72
73 }
74
75 [Test]
76 public void CreateAndDropPhysicalCube()
77 {
78 PrimitiveBaseShape newcube = PrimitiveBaseShape.CreateBox();
79 Vector3 position = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f), 128f);
80 Vector3 size = new Vector3(0.5f, 0.5f, 0.5f);
81 Quaternion rot = Quaternion.Identity;
82 PhysicsActor prim = ps.AddPrimShape("CoolShape", newcube, position, size, rot, true);
83 OdePrim oprim = (OdePrim)prim;
84 OdeScene pscene = (OdeScene) ps;
85
86 Assert.That(oprim.m_taintadd);
87
88 prim.LocalID = 5;
89
90 for (int i = 0; i < 58; i++)
91 {
92 ps.Simulate(0.133f);
93
94 Assert.That(oprim.prim_geom != (IntPtr)0);
95
96 Assert.That(oprim.m_targetSpace != (IntPtr)0);
97
98 //Assert.That(oprim.m_targetSpace == pscene.space);
99 m_log.Info("TargetSpace: " + oprim.m_targetSpace + " - SceneMainSpace: " + pscene.space);
100
101 Assert.That(!oprim.m_taintadd);
102 m_log.Info("Prim Position (" + oprim.m_localID + "): " + prim.Position.ToString());
103
104 // Make sure we're above the ground
105 //Assert.That(prim.Position.Z > 20f);
106 //m_log.Info("PrimCollisionScore (" + oprim.m_localID + "): " + oprim.m_collisionscore);
107
108 // Make sure we've got a Body
109 Assert.That(oprim.Body != (IntPtr)0);
110 //m_log.Info(
111 }
112
113 // Make sure we're not somewhere above the ground
114 Assert.That(prim.Position.Z < 21.5f);
115
116 ps.RemovePrim(prim);
117 Assert.That(oprim.m_taintremove);
118 ps.Simulate(0.133f);
119 Assert.That(oprim.Body == (IntPtr)0);
120 }
121 }
122}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/drawstuff.cs b/OpenSim/Region/Physics/ChOdePlugin/drawstuff.cs
new file mode 100644
index 0000000..87ca446
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/drawstuff.cs
@@ -0,0 +1,98 @@
1/*
2 * Copyright ODE
3 * Ode.NET - .NET bindings for ODE
4 * Jason Perkins (starkos@industriousone.com)
5 * Licensed under the New BSD
6 * Part of the OpenDynamicsEngine
7Open Dynamics Engine
8Copyright (c) 2001-2007, Russell L. Smith.
9All rights reserved.
10
11Redistribution and use in source and binary forms, with or without
12modification, are permitted provided that the following conditions
13are met:
14
15Redistributions of source code must retain the above copyright notice,
16this list of conditions and the following disclaimer.
17
18Redistributions in binary form must reproduce the above copyright notice,
19this list of conditions and the following disclaimer in the documentation
20and/or other materials provided with the distribution.
21
22Neither the names of ODE's copyright owner nor the names of its
23contributors may be used to endorse or promote products derived from
24this software without specific prior written permission.
25
26THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
27"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
28LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
29FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
30OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
31SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
32TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
33PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
34LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
35NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
36SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
37 *
38 *
39 */
40
41using System;
42using System.Runtime.InteropServices;
43using Ode.NET;
44
45namespace Drawstuff.NET
46{
47#if dDOUBLE
48 using dReal = System.Double;
49#else
50 using dReal = System.Single;
51#endif
52
53 public static class ds
54 {
55 public const int VERSION = 2;
56
57 public enum Texture
58 {
59 None,
60 Wood
61 }
62
63 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
64 public delegate void CallbackFunction(int arg);
65
66 [StructLayout(LayoutKind.Sequential)]
67 public struct Functions
68 {
69 public int version;
70 public CallbackFunction start;
71 public CallbackFunction step;
72 public CallbackFunction command;
73 public CallbackFunction stop;
74 public string path_to_textures;
75 }
76
77 [DllImport("drawstuff", EntryPoint = "dsDrawBox")]
78 public static extern void DrawBox(ref d.Vector3 pos, ref d.Matrix3 R, ref d.Vector3 sides);
79
80 [DllImport("drawstuff", EntryPoint = "dsDrawCapsule")]
81 public static extern void DrawCapsule(ref d.Vector3 pos, ref d.Matrix3 R, dReal length, dReal radius);
82
83 [DllImport("drawstuff", EntryPoint = "dsDrawConvex")]
84 public static extern void DrawConvex(ref d.Vector3 pos, ref d.Matrix3 R, dReal[] planes, int planeCount, dReal[] points, int pointCount, int[] polygons);
85
86 [DllImport("drawstuff", EntryPoint = "dsSetColor")]
87 public static extern void SetColor(float red, float green, float blue);
88
89 [DllImport("drawstuff", EntryPoint = "dsSetTexture")]
90 public static extern void SetTexture(Texture texture);
91
92 [DllImport("drawstuff", EntryPoint = "dsSetViewpoint")]
93 public static extern void SetViewpoint(ref d.Vector3 xyz, ref d.Vector3 hpr);
94
95 [DllImport("drawstuff", EntryPoint = "dsSimulationLoop")]
96 public static extern void SimulationLoop(int argc, string[] argv, int window_width, int window_height, ref Functions fn);
97 }
98}
diff --git a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
index a2229e8..2a66060 100644
--- a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
+++ b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
@@ -1210,7 +1210,6 @@ namespace OpenSim.Region.Physics.OdePlugin
1210 1210
1211 public override float APIDDamping{ set { return; } } 1211 public override float APIDDamping{ set { return; } }
1212 1212
1213
1214 public override void SubscribeEvents(int ms) 1213 public override void SubscribeEvents(int ms)
1215 { 1214 {
1216 m_requestedUpdateFrequency = ms; 1215 m_requestedUpdateFrequency = ms;
diff --git a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
index 03736d1..2ab00a3 100644
--- a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
+++ b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
@@ -2831,7 +2831,7 @@ Console.WriteLine(" JointCreateFixed");
2831 } 2831 }
2832 public override bool PIDActive { set { m_usePID = value; } } 2832 public override bool PIDActive { set { m_usePID = value; } }
2833 public override float PIDTau { set { m_PIDTau = value; } } 2833 public override float PIDTau { set { m_PIDTau = value; } }
2834 2834
2835 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } } 2835 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } }
2836 public override bool PIDHoverActive { set { m_useHoverPID = value; } } 2836 public override bool PIDHoverActive { set { m_useHoverPID = value; } }
2837 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } } 2837 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } }
diff --git a/OpenSim/Region/Physics/POSPlugin/POSPrim.cs b/OpenSim/Region/Physics/POSPlugin/POSPrim.cs
index 91ec3df..9ba5ebb 100644
--- a/OpenSim/Region/Physics/POSPlugin/POSPrim.cs
+++ b/OpenSim/Region/Physics/POSPlugin/POSPrim.cs
@@ -301,7 +301,7 @@ namespace OpenSim.Region.Physics.POSPlugin
301 { 301 {
302 set { return; } 302 set { return; }
303 } 303 }
304 304
305 public override Quaternion APIDTarget 305 public override Quaternion APIDTarget
306 { 306 {
307 set { return; } 307 set { return; }
diff --git a/OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs b/OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs
index 1a99c83..0b8771c 100644
--- a/OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs
+++ b/OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs
@@ -88,89 +88,7 @@ namespace OpenSim.Region.RegionCombinerModule
88 public void RegionLoaded(Scene scene) 88 public void RegionLoaded(Scene scene)
89 { 89 {
90 if (enabledYN) 90 if (enabledYN)
91 {
92 RegionLoadedDoWork(scene); 91 RegionLoadedDoWork(scene);
93
94 scene.EventManager.OnNewPresence += NewPresence;
95 }
96 }
97
98 private void NewPresence(ScenePresence presence)
99 {
100 if (presence.IsChildAgent)
101 {
102 byte[] throttleData;
103
104 try
105 {
106 throttleData = presence.ControllingClient.GetThrottlesPacked(1);
107 }
108 catch (NotImplementedException)
109 {
110 return;
111 }
112
113 if (throttleData == null)
114 return;
115
116 if (throttleData.Length == 0)
117 return;
118
119 if (throttleData.Length != 28)
120 return;
121
122 byte[] adjData;
123 int pos = 0;
124
125 if (!BitConverter.IsLittleEndian)
126 {
127 byte[] newData = new byte[7 * 4];
128 Buffer.BlockCopy(throttleData, 0, newData, 0, 7 * 4);
129
130 for (int i = 0; i < 7; i++)
131 Array.Reverse(newData, i * 4, 4);
132
133 adjData = newData;
134 }
135 else
136 {
137 adjData = throttleData;
138 }
139
140 // 0.125f converts from bits to bytes
141 int resend = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
142 int land = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
143 int wind = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
144 int cloud = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
145 int task = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
146 int texture = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
147 int asset = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f);
148 // State is a subcategory of task that we allocate a percentage to
149
150
151 //int total = resend + land + wind + cloud + task + texture + asset;
152
153 byte[] data = new byte[7 * 4];
154 int ii = 0;
155
156 Buffer.BlockCopy(Utils.FloatToBytes(resend), 0, data, ii, 4); ii += 4;
157 Buffer.BlockCopy(Utils.FloatToBytes(land * 50), 0, data, ii, 4); ii += 4;
158 Buffer.BlockCopy(Utils.FloatToBytes(wind), 0, data, ii, 4); ii += 4;
159 Buffer.BlockCopy(Utils.FloatToBytes(cloud), 0, data, ii, 4); ii += 4;
160 Buffer.BlockCopy(Utils.FloatToBytes(task), 0, data, ii, 4); ii += 4;
161 Buffer.BlockCopy(Utils.FloatToBytes(texture), 0, data, ii, 4); ii += 4;
162 Buffer.BlockCopy(Utils.FloatToBytes(asset), 0, data, ii, 4);
163
164 try
165 {
166 presence.ControllingClient.SetChildAgentThrottle(data);
167 }
168 catch (NotImplementedException)
169 {
170 return;
171 }
172
173 }
174 } 92 }
175 93
176 private void RegionLoadedDoWork(Scene scene) 94 private void RegionLoadedDoWork(Scene scene)
@@ -1004,7 +922,7 @@ namespace OpenSim.Region.RegionCombinerModule
1004 VirtualRegion.Permissions.OnIssueEstateCommand += BigRegion.PermissionModule.CanIssueEstateCommand; //FULLY IMPLEMENTED 922 VirtualRegion.Permissions.OnIssueEstateCommand += BigRegion.PermissionModule.CanIssueEstateCommand; //FULLY IMPLEMENTED
1005 VirtualRegion.Permissions.OnMoveObject += BigRegion.PermissionModule.CanMoveObject; //MAYBE FULLY IMPLEMENTED 923 VirtualRegion.Permissions.OnMoveObject += BigRegion.PermissionModule.CanMoveObject; //MAYBE FULLY IMPLEMENTED
1006 VirtualRegion.Permissions.OnObjectEntry += BigRegion.PermissionModule.CanObjectEntry; 924 VirtualRegion.Permissions.OnObjectEntry += BigRegion.PermissionModule.CanObjectEntry;
1007 VirtualRegion.Permissions.OnReturnObject += BigRegion.PermissionModule.CanReturnObject; //NOT YET IMPLEMENTED 925 VirtualRegion.Permissions.OnReturnObjects += BigRegion.PermissionModule.CanReturnObjects; //NOT YET IMPLEMENTED
1008 VirtualRegion.Permissions.OnRezObject += BigRegion.PermissionModule.CanRezObject; //MAYBE FULLY IMPLEMENTED 926 VirtualRegion.Permissions.OnRezObject += BigRegion.PermissionModule.CanRezObject; //MAYBE FULLY IMPLEMENTED
1009 VirtualRegion.Permissions.OnRunConsoleCommand += BigRegion.PermissionModule.CanRunConsoleCommand; 927 VirtualRegion.Permissions.OnRunConsoleCommand += BigRegion.PermissionModule.CanRunConsoleCommand;
1010 VirtualRegion.Permissions.OnRunScript += BigRegion.PermissionModule.CanRunScript; //NOT YET IMPLEMENTED 928 VirtualRegion.Permissions.OnRunScript += BigRegion.PermissionModule.CanRunScript; //NOT YET IMPLEMENTED
@@ -1030,7 +948,6 @@ namespace OpenSim.Region.RegionCombinerModule
1030 VirtualRegion.Permissions.OnEditUserInventory += BigRegion.PermissionModule.CanEditUserInventory; //NOT YET IMPLEMENTED 948 VirtualRegion.Permissions.OnEditUserInventory += BigRegion.PermissionModule.CanEditUserInventory; //NOT YET IMPLEMENTED
1031 VirtualRegion.Permissions.OnDeleteUserInventory += BigRegion.PermissionModule.CanDeleteUserInventory; //NOT YET IMPLEMENTED 949 VirtualRegion.Permissions.OnDeleteUserInventory += BigRegion.PermissionModule.CanDeleteUserInventory; //NOT YET IMPLEMENTED
1032 VirtualRegion.Permissions.OnTeleport += BigRegion.PermissionModule.CanTeleport; //NOT YET IMPLEMENTED 950 VirtualRegion.Permissions.OnTeleport += BigRegion.PermissionModule.CanTeleport; //NOT YET IMPLEMENTED
1033 VirtualRegion.Permissions.OnUseObjectReturn += BigRegion.PermissionModule.CanUseObjectReturn; //NOT YET IMPLEMENTED
1034 } 951 }
1035 952
1036 #region console commands 953 #region console commands
diff --git a/OpenSim/Region/RegionCombinerModule/RegionCombinerPermissionModule.cs b/OpenSim/Region/RegionCombinerModule/RegionCombinerPermissionModule.cs
index 4d1af57..393322d 100644
--- a/OpenSim/Region/RegionCombinerModule/RegionCombinerPermissionModule.cs
+++ b/OpenSim/Region/RegionCombinerModule/RegionCombinerPermissionModule.cs
@@ -135,9 +135,9 @@ namespace OpenSim.Region.RegionCombinerModule
135 return m_rootScene.Permissions.CanObjectEntry(objectid, enteringregion, newpoint); 135 return m_rootScene.Permissions.CanObjectEntry(objectid, enteringregion, newpoint);
136 } 136 }
137 137
138 public bool CanReturnObject(UUID objectid, UUID returnerid, Scene scene) 138 public bool CanReturnObjects(ILandObject land, UUID user, List<SceneObjectGroup> objects, Scene scene)
139 { 139 {
140 return m_rootScene.Permissions.CanReturnObject(objectid, returnerid); 140 return m_rootScene.Permissions.CanReturnObjects(land, user, objects);
141 } 141 }
142 142
143 public bool CanRezObject(int objectcount, UUID owner, Vector3 objectposition, Scene scene) 143 public bool CanRezObject(int objectcount, UUID owner, Vector3 objectposition, Scene scene)
@@ -265,11 +265,6 @@ namespace OpenSim.Region.RegionCombinerModule
265 return m_rootScene.Permissions.CanTeleport(userid); 265 return m_rootScene.Permissions.CanTeleport(userid);
266 } 266 }
267 267
268 public bool CanUseObjectReturn(ILandObject landdata, uint type, IClientAPI client, List<SceneObjectGroup> retlist, Scene scene)
269 {
270 return m_rootScene.Permissions.CanUseObjectReturn(landdata, type, client, retlist);
271 }
272
273 #endregion 268 #endregion
274 } 269 }
275} \ No newline at end of file 270}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/CM_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/CM_Api.cs
new file mode 100644
index 0000000..99973b4
--- /dev/null
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/CM_Api.cs
@@ -0,0 +1,477 @@
1using System;
2using System.Reflection;
3using System.Collections;
4using System.Collections.Generic;
5using System.Runtime.Remoting.Lifetime;
6using OpenMetaverse;
7using Nini.Config;
8using OpenSim;
9using OpenSim.Framework;
10using OpenSim.Region.CoreModules.World.Meta7Windlight;
11using OpenSim.Region.Framework.Interfaces;
12using OpenSim.Region.Framework.Scenes;
13using OpenSim.Region.ScriptEngine.Shared;
14using OpenSim.Region.ScriptEngine.Shared.Api.Plugins;
15using OpenSim.Region.ScriptEngine.Shared.ScriptBase;
16using OpenSim.Region.ScriptEngine.Interfaces;
17using OpenSim.Region.ScriptEngine.Shared.Api.Interfaces;
18
19using LSL_Float = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLFloat;
20using LSL_Integer = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLInteger;
21using LSL_Key = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
22using LSL_List = OpenSim.Region.ScriptEngine.Shared.LSL_Types.list;
23using LSL_Rotation = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Quaternion;
24using LSL_String = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
25using LSL_Vector = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Vector3;
26
27namespace OpenSim.Region.ScriptEngine.Shared.Api
28{
29 [Serializable]
30 public class CM_Api : MarshalByRefObject, ICM_Api, IScriptApi
31 {
32 internal IScriptEngine m_ScriptEngine;
33 internal SceneObjectPart m_host;
34 internal uint m_localID;
35 internal UUID m_itemID;
36 internal bool m_CMFunctionsEnabled = false;
37 internal IScriptModuleComms m_comms = null;
38
39 public void Initialize(IScriptEngine ScriptEngine, SceneObjectPart host, uint localID, UUID itemID)
40 {
41 m_ScriptEngine = ScriptEngine;
42 m_host = host;
43 m_localID = localID;
44 m_itemID = itemID;
45
46 if (m_ScriptEngine.Config.GetBoolean("AllowCareminsterFunctions", false))
47 m_CMFunctionsEnabled = true;
48
49 m_comms = m_ScriptEngine.World.RequestModuleInterface<IScriptModuleComms>();
50 if (m_comms == null)
51 m_CMFunctionsEnabled = false;
52 }
53
54 public override Object InitializeLifetimeService()
55 {
56 ILease lease = (ILease)base.InitializeLifetimeService();
57
58 if (lease.CurrentState == LeaseState.Initial)
59 {
60 lease.InitialLeaseTime = TimeSpan.FromMinutes(0);
61 // lease.RenewOnCallTime = TimeSpan.FromSeconds(10.0);
62 // lease.SponsorshipTimeout = TimeSpan.FromMinutes(1.0);
63 }
64 return lease;
65 }
66
67 public Scene World
68 {
69 get { return m_ScriptEngine.World; }
70 }
71
72 //
73 //Dumps an error message on the debug console.
74 //
75
76 internal void CMShoutError(string message)
77 {
78 if (message.Length > 1023)
79 message = message.Substring(0, 1023);
80
81 World.SimChat(Utils.StringToBytes(message),
82 ChatTypeEnum.Shout, ScriptBaseClass.DEBUG_CHANNEL, m_host.ParentGroup.RootPart.AbsolutePosition, m_host.Name, m_host.UUID, true);
83
84 IWorldComm wComm = m_ScriptEngine.World.RequestModuleInterface<IWorldComm>();
85 wComm.DeliverMessage(ChatTypeEnum.Shout, ScriptBaseClass.DEBUG_CHANNEL, m_host.Name, m_host.UUID, message);
86 }
87
88 /// <summary>
89 /// Get the current Windlight scene
90 /// </summary>
91 /// <returns>List of windlight parameters</returns>
92 public LSL_List cmGetWindlightScene(LSL_List rules)
93 {
94 if (!m_CMFunctionsEnabled)
95 {
96 CMShoutError("Careminster functions are not enabled.");
97 return new LSL_List();
98 }
99 m_host.AddScriptLPS(1);
100 RegionMeta7WindlightData wl = m_host.ParentGroup.Scene.RegionInfo.WindlightSettings;
101
102 LSL_List values = new LSL_List();
103 int idx = 0;
104 while (idx < rules.Length)
105 {
106 uint rule = (uint)rules.GetLSLIntegerItem(idx);
107 LSL_List toadd = new LSL_List();
108
109 switch (rule)
110 {
111 case (int)ScriptBaseClass.WL_AMBIENT:
112 toadd.Add(new LSL_Rotation(wl.ambient.X, wl.ambient.Y, wl.ambient.Z, wl.ambient.W));
113 break;
114 case (int)ScriptBaseClass.WL_BIG_WAVE_DIRECTION:
115 toadd.Add(new LSL_Vector(wl.bigWaveDirection.X, wl.bigWaveDirection.Y, 0.0f));
116 break;
117 case (int)ScriptBaseClass.WL_BLUE_DENSITY:
118 toadd.Add(new LSL_Rotation(wl.blueDensity.X, wl.blueDensity.Y, wl.blueDensity.Z, wl.blueDensity.W));
119 break;
120 case (int)ScriptBaseClass.WL_BLUR_MULTIPLIER:
121 toadd.Add(new LSL_Float(wl.blurMultiplier));
122 break;
123 case (int)ScriptBaseClass.WL_CLOUD_COLOR:
124 toadd.Add(new LSL_Rotation(wl.cloudColor.X, wl.cloudColor.Y, wl.cloudColor.Z, wl.cloudColor.W));
125 break;
126 case (int)ScriptBaseClass.WL_CLOUD_COVERAGE:
127 toadd.Add(new LSL_Float(wl.cloudCoverage));
128 break;
129 case (int)ScriptBaseClass.WL_CLOUD_DETAIL_XY_DENSITY:
130 toadd.Add(new LSL_Vector(wl.cloudDetailXYDensity.X, wl.cloudDetailXYDensity.Y, wl.cloudDetailXYDensity.Z));
131 break;
132 case (int)ScriptBaseClass.WL_CLOUD_SCALE:
133 toadd.Add(new LSL_Float(wl.cloudScale));
134 break;
135 case (int)ScriptBaseClass.WL_CLOUD_SCROLL_X:
136 toadd.Add(new LSL_Float(wl.cloudScrollX));
137 break;
138 case (int)ScriptBaseClass.WL_CLOUD_SCROLL_X_LOCK:
139 toadd.Add(new LSL_Integer(wl.cloudScrollXLock ? 1 : 0));
140 break;
141 case (int)ScriptBaseClass.WL_CLOUD_SCROLL_Y:
142 toadd.Add(new LSL_Float(wl.cloudScrollY));
143 break;
144 case (int)ScriptBaseClass.WL_CLOUD_SCROLL_Y_LOCK:
145 toadd.Add(new LSL_Integer(wl.cloudScrollYLock ? 1 : 0));
146 break;
147 case (int)ScriptBaseClass.WL_CLOUD_XY_DENSITY:
148 toadd.Add(new LSL_Vector(wl.cloudXYDensity.X, wl.cloudXYDensity.Y, wl.cloudXYDensity.Z));
149 break;
150 case (int)ScriptBaseClass.WL_DENSITY_MULTIPLIER:
151 toadd.Add(new LSL_Float(wl.densityMultiplier));
152 break;
153 case (int)ScriptBaseClass.WL_DISTANCE_MULTIPLIER:
154 toadd.Add(new LSL_Float(wl.distanceMultiplier));
155 break;
156 case (int)ScriptBaseClass.WL_DRAW_CLASSIC_CLOUDS:
157 toadd.Add(new LSL_Integer(wl.drawClassicClouds ? 1 : 0));
158 break;
159 case (int)ScriptBaseClass.WL_EAST_ANGLE:
160 toadd.Add(new LSL_Float(wl.eastAngle));
161 break;
162 case (int)ScriptBaseClass.WL_FRESNEL_OFFSET:
163 toadd.Add(new LSL_Float(wl.fresnelOffset));
164 break;
165 case (int)ScriptBaseClass.WL_FRESNEL_SCALE:
166 toadd.Add(new LSL_Float(wl.fresnelScale));
167 break;
168 case (int)ScriptBaseClass.WL_HAZE_DENSITY:
169 toadd.Add(new LSL_Float(wl.hazeDensity));
170 break;
171 case (int)ScriptBaseClass.WL_HAZE_HORIZON:
172 toadd.Add(new LSL_Float(wl.hazeHorizon));
173 break;
174 case (int)ScriptBaseClass.WL_HORIZON:
175 toadd.Add(new LSL_Rotation(wl.horizon.X, wl.horizon.Y, wl.horizon.Z, wl.horizon.W));
176 break;
177 case (int)ScriptBaseClass.WL_LITTLE_WAVE_DIRECTION:
178 toadd.Add(new LSL_Vector(wl.littleWaveDirection.X, wl.littleWaveDirection.Y, 0.0f));
179 break;
180 case (int)ScriptBaseClass.WL_MAX_ALTITUDE:
181 toadd.Add(new LSL_Integer(wl.maxAltitude));
182 break;
183 case (int)ScriptBaseClass.WL_NORMAL_MAP_TEXTURE:
184 toadd.Add(new LSL_Key(wl.normalMapTexture.ToString()));
185 break;
186 case (int)ScriptBaseClass.WL_REFLECTION_WAVELET_SCALE:
187 toadd.Add(new LSL_Vector(wl.reflectionWaveletScale.X, wl.reflectionWaveletScale.Y, wl.reflectionWaveletScale.Z));
188 break;
189 case (int)ScriptBaseClass.WL_REFRACT_SCALE_ABOVE:
190 toadd.Add(new LSL_Float(wl.refractScaleAbove));
191 break;
192 case (int)ScriptBaseClass.WL_REFRACT_SCALE_BELOW:
193 toadd.Add(new LSL_Float(wl.refractScaleBelow));
194 break;
195 case (int)ScriptBaseClass.WL_SCENE_GAMMA:
196 toadd.Add(new LSL_Float(wl.sceneGamma));
197 break;
198 case (int)ScriptBaseClass.WL_STAR_BRIGHTNESS:
199 toadd.Add(new LSL_Float(wl.starBrightness));
200 break;
201 case (int)ScriptBaseClass.WL_SUN_GLOW_FOCUS:
202 toadd.Add(new LSL_Float(wl.sunGlowFocus));
203 break;
204 case (int)ScriptBaseClass.WL_SUN_GLOW_SIZE:
205 toadd.Add(new LSL_Float(wl.sunGlowSize));
206 break;
207 case (int)ScriptBaseClass.WL_SUN_MOON_COLOR:
208 toadd.Add(new LSL_Rotation(wl.sunMoonColor.X, wl.sunMoonColor.Y, wl.sunMoonColor.Z, wl.sunMoonColor.W));
209 break;
210 case (int)ScriptBaseClass.WL_UNDERWATER_FOG_MODIFIER:
211 toadd.Add(new LSL_Float(wl.underwaterFogModifier));
212 break;
213 case (int)ScriptBaseClass.WL_WATER_COLOR:
214 toadd.Add(new LSL_Vector(wl.waterColor.X, wl.waterColor.Y, wl.waterColor.Z));
215 break;
216 case (int)ScriptBaseClass.WL_WATER_FOG_DENSITY_EXPONENT:
217 toadd.Add(new LSL_Float(wl.waterFogDensityExponent));
218 break;
219 }
220
221 if (toadd.Length > 0)
222 {
223 values.Add(rule);
224 values.Add(toadd.Data[0]);
225 }
226 idx++;
227 }
228
229
230 return values;
231
232 }
233
234 private RegionMeta7WindlightData getWindlightProfileFromRules(LSL_List rules)
235 {
236 RegionMeta7WindlightData wl = (RegionMeta7WindlightData)m_host.ParentGroup.Scene.RegionInfo.WindlightSettings.Clone();
237
238 LSL_List values = new LSL_List();
239 int idx = 0;
240 while (idx < rules.Length)
241 {
242 uint rule = (uint)rules.GetLSLIntegerItem(idx);
243 LSL_Types.Quaternion iQ;
244 LSL_Types.Vector3 iV;
245 switch (rule)
246 {
247 case (int)ScriptBaseClass.WL_SUN_MOON_POSITION:
248 idx++;
249 wl.sunMoonPosition = (float)rules.GetLSLFloatItem(idx);
250 break;
251 case (int)ScriptBaseClass.WL_AMBIENT:
252 idx++;
253 iQ = rules.GetQuaternionItem(idx);
254 wl.ambient = new Vector4((float)iQ.x, (float)iQ.y, (float)iQ.z, (float)iQ.s);
255 break;
256 case (int)ScriptBaseClass.WL_BIG_WAVE_DIRECTION:
257 idx++;
258 iV = rules.GetVector3Item(idx);
259 wl.bigWaveDirection = new Vector2((float)iV.x, (float)iV.y);
260 break;
261 case (int)ScriptBaseClass.WL_BLUE_DENSITY:
262 idx++;
263 iQ = rules.GetQuaternionItem(idx);
264 wl.blueDensity = new Vector4((float)iQ.x, (float)iQ.y, (float)iQ.z, (float)iQ.s);
265 break;
266 case (int)ScriptBaseClass.WL_BLUR_MULTIPLIER:
267 idx++;
268 wl.blurMultiplier = (float)rules.GetLSLFloatItem(idx);
269 break;
270 case (int)ScriptBaseClass.WL_CLOUD_COLOR:
271 idx++;
272 iQ = rules.GetQuaternionItem(idx);
273 wl.cloudColor = new Vector4((float)iQ.x, (float)iQ.y, (float)iQ.z, (float)iQ.s);
274 break;
275 case (int)ScriptBaseClass.WL_CLOUD_COVERAGE:
276 idx++;
277 wl.cloudCoverage = (float)rules.GetLSLFloatItem(idx);
278 break;
279 case (int)ScriptBaseClass.WL_CLOUD_DETAIL_XY_DENSITY:
280 idx++;
281 iV = rules.GetVector3Item(idx);
282 wl.cloudDetailXYDensity = new Vector3((float)iV.x, (float)iV.y, (float)iV.z);
283 break;
284 case (int)ScriptBaseClass.WL_CLOUD_SCALE:
285 idx++;
286 wl.cloudScale = (float)rules.GetLSLFloatItem(idx);
287 break;
288 case (int)ScriptBaseClass.WL_CLOUD_SCROLL_X:
289 idx++;
290 wl.cloudScrollX = (float)rules.GetLSLFloatItem(idx);
291 break;
292 case (int)ScriptBaseClass.WL_CLOUD_SCROLL_X_LOCK:
293 idx++;
294 wl.cloudScrollXLock = rules.GetLSLIntegerItem(idx).value == 1 ? true : false;
295 break;
296 case (int)ScriptBaseClass.WL_CLOUD_SCROLL_Y:
297 idx++;
298 wl.cloudScrollY = (float)rules.GetLSLFloatItem(idx);
299 break;
300 case (int)ScriptBaseClass.WL_CLOUD_SCROLL_Y_LOCK:
301 idx++;
302 wl.cloudScrollYLock = rules.GetLSLIntegerItem(idx).value == 1 ? true : false;
303 break;
304 case (int)ScriptBaseClass.WL_CLOUD_XY_DENSITY:
305 idx++;
306 iV = rules.GetVector3Item(idx);
307 wl.cloudXYDensity = new Vector3((float)iV.x, (float)iV.y, (float)iV.z);
308 break;
309 case (int)ScriptBaseClass.WL_DENSITY_MULTIPLIER:
310 idx++;
311 wl.densityMultiplier = (float)rules.GetLSLFloatItem(idx);
312 break;
313 case (int)ScriptBaseClass.WL_DISTANCE_MULTIPLIER:
314 idx++;
315 wl.distanceMultiplier = (float)rules.GetLSLFloatItem(idx);
316 break;
317 case (int)ScriptBaseClass.WL_DRAW_CLASSIC_CLOUDS:
318 idx++;
319 wl.drawClassicClouds = rules.GetLSLIntegerItem(idx).value == 1 ? true : false;
320 break;
321 case (int)ScriptBaseClass.WL_EAST_ANGLE:
322 idx++;
323 wl.eastAngle = (float)rules.GetLSLFloatItem(idx);
324 break;
325 case (int)ScriptBaseClass.WL_FRESNEL_OFFSET:
326 idx++;
327 wl.fresnelOffset = (float)rules.GetLSLFloatItem(idx);
328 break;
329 case (int)ScriptBaseClass.WL_FRESNEL_SCALE:
330 idx++;
331 wl.fresnelScale = (float)rules.GetLSLFloatItem(idx);
332 break;
333 case (int)ScriptBaseClass.WL_HAZE_DENSITY:
334 idx++;
335 wl.hazeDensity = (float)rules.GetLSLFloatItem(idx);
336 break;
337 case (int)ScriptBaseClass.WL_HAZE_HORIZON:
338 idx++;
339 wl.hazeHorizon = (float)rules.GetLSLFloatItem(idx);
340 break;
341 case (int)ScriptBaseClass.WL_HORIZON:
342 idx++;
343 iQ = rules.GetQuaternionItem(idx);
344 wl.horizon = new Vector4((float)iQ.x, (float)iQ.y, (float)iQ.z, (float)iQ.s);
345 break;
346 case (int)ScriptBaseClass.WL_LITTLE_WAVE_DIRECTION:
347 idx++;
348 iV = rules.GetVector3Item(idx);
349 wl.littleWaveDirection = new Vector2((float)iV.x, (float)iV.y);
350 break;
351 case (int)ScriptBaseClass.WL_MAX_ALTITUDE:
352 idx++;
353 wl.maxAltitude = (ushort)rules.GetLSLIntegerItem(idx).value;
354 break;
355 case (int)ScriptBaseClass.WL_NORMAL_MAP_TEXTURE:
356 idx++;
357 wl.normalMapTexture = new UUID(rules.GetLSLStringItem(idx).m_string);
358 break;
359 case (int)ScriptBaseClass.WL_REFLECTION_WAVELET_SCALE:
360 idx++;
361 iV = rules.GetVector3Item(idx);
362 wl.reflectionWaveletScale = new Vector3((float)iV.x, (float)iV.y, (float)iV.z);
363 break;
364 case (int)ScriptBaseClass.WL_REFRACT_SCALE_ABOVE:
365 idx++;
366 wl.refractScaleAbove = (float)rules.GetLSLFloatItem(idx);
367 break;
368 case (int)ScriptBaseClass.WL_REFRACT_SCALE_BELOW:
369 idx++;
370 wl.refractScaleBelow = (float)rules.GetLSLFloatItem(idx);
371 break;
372 case (int)ScriptBaseClass.WL_SCENE_GAMMA:
373 idx++;
374 wl.sceneGamma = (float)rules.GetLSLFloatItem(idx);
375 break;
376 case (int)ScriptBaseClass.WL_STAR_BRIGHTNESS:
377 idx++;
378 wl.starBrightness = (float)rules.GetLSLFloatItem(idx);
379 break;
380 case (int)ScriptBaseClass.WL_SUN_GLOW_FOCUS:
381 idx++;
382 wl.sunGlowFocus = (float)rules.GetLSLFloatItem(idx);
383 break;
384 case (int)ScriptBaseClass.WL_SUN_GLOW_SIZE:
385 idx++;
386 wl.sunGlowSize = (float)rules.GetLSLFloatItem(idx);
387 break;
388 case (int)ScriptBaseClass.WL_SUN_MOON_COLOR:
389 idx++;
390 iQ = rules.GetQuaternionItem(idx);
391 wl.sunMoonColor = new Vector4((float)iQ.x, (float)iQ.y, (float)iQ.z, (float)iQ.s);
392 break;
393 case (int)ScriptBaseClass.WL_UNDERWATER_FOG_MODIFIER:
394 idx++;
395 wl.underwaterFogModifier = (float)rules.GetLSLFloatItem(idx);
396 break;
397 case (int)ScriptBaseClass.WL_WATER_COLOR:
398 idx++;
399 iV = rules.GetVector3Item(idx);
400 wl.waterColor = new Vector3((float)iV.x, (float)iV.y, (float)iV.z);
401 break;
402 case (int)ScriptBaseClass.WL_WATER_FOG_DENSITY_EXPONENT:
403 idx++;
404 wl.waterFogDensityExponent = (float)rules.GetLSLFloatItem(idx);
405 break;
406 }
407 idx++;
408 }
409 return wl;
410 }
411 /// <summary>
412 /// Set the current Windlight scene
413 /// </summary>
414 /// <param name="rules"></param>
415 /// <returns>success: true or false</returns>
416 public int cmSetWindlightScene(LSL_List rules)
417 {
418 if (!m_CMFunctionsEnabled)
419 {
420 CMShoutError("Careminster functions are not enabled.");
421 return 0;
422 }
423 if (!World.RegionInfo.EstateSettings.IsEstateManager(m_host.OwnerID) && World.GetScenePresence(m_host.OwnerID).GodLevel < 200)
424 {
425 CMShoutError("cmSetWindlightScene can only be used by estate managers or owners.");
426 return 0;
427 }
428 int success = 0;
429 m_host.AddScriptLPS(1);
430 if (Meta7WindlightModule.EnableWindlight)
431 {
432 RegionMeta7WindlightData wl = getWindlightProfileFromRules(rules);
433 m_host.ParentGroup.Scene.StoreWindlightProfile(wl);
434 success = 1;
435 }
436 else
437 {
438 CMShoutError("Windlight module is disabled");
439 return 0;
440 }
441 return success;
442 }
443 /// <summary>
444 /// Set the current Windlight scene to a target avatar
445 /// </summary>
446 /// <param name="rules"></param>
447 /// <returns>success: true or false</returns>
448 public int cmSetWindlightSceneTargeted(LSL_List rules, LSL_Key target)
449 {
450 if (!m_CMFunctionsEnabled)
451 {
452 CMShoutError("Careminster functions are not enabled.");
453 return 0;
454 }
455 if (!World.RegionInfo.EstateSettings.IsEstateManager(m_host.OwnerID) && World.GetScenePresence(m_host.OwnerID).GodLevel < 200)
456 {
457 CMShoutError("cmSetWindlightSceneTargeted can only be used by estate managers or owners.");
458 return 0;
459 }
460 int success = 0;
461 m_host.AddScriptLPS(1);
462 if (Meta7WindlightModule.EnableWindlight)
463 {
464 RegionMeta7WindlightData wl = getWindlightProfileFromRules(rules);
465 World.EventManager.TriggerOnSendNewWindlightProfileTargeted(wl, new UUID(target.m_string));
466 success = 1;
467 }
468 else
469 {
470 CMShoutError("Windlight module is disabled");
471 return 0;
472 }
473 return success;
474 }
475
476 }
477}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
index 3b2c9b1..10ebf67 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
@@ -28,6 +28,7 @@
28using System; 28using System;
29using System.Collections; 29using System.Collections;
30using System.Collections.Generic; 30using System.Collections.Generic;
31using System.Diagnostics; //for [DebuggerNonUserCode]
31using System.Runtime.Remoting.Lifetime; 32using System.Runtime.Remoting.Lifetime;
32using System.Text; 33using System.Text;
33using System.Threading; 34using System.Threading;
@@ -151,6 +152,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
151 get { return m_ScriptEngine.World; } 152 get { return m_ScriptEngine.World; }
152 } 153 }
153 154
155 [DebuggerNonUserCode]
154 public void state(string newState) 156 public void state(string newState)
155 { 157 {
156 m_ScriptEngine.SetState(m_itemID, newState); 158 m_ScriptEngine.SetState(m_itemID, newState);
@@ -160,6 +162,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
160 /// Reset the named script. The script must be present 162 /// Reset the named script. The script must be present
161 /// in the same prim. 163 /// in the same prim.
162 /// </summary> 164 /// </summary>
165 [DebuggerNonUserCode]
163 public void llResetScript() 166 public void llResetScript()
164 { 167 {
165 m_host.AddScriptLPS(1); 168 m_host.AddScriptLPS(1);
@@ -219,6 +222,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
219 public List<SceneObjectPart> GetLinkParts(int linkType) 222 public List<SceneObjectPart> GetLinkParts(int linkType)
220 { 223 {
221 List<SceneObjectPart> ret = new List<SceneObjectPart>(); 224 List<SceneObjectPart> ret = new List<SceneObjectPart>();
225 if (m_host == null || m_host.ParentGroup == null || m_host.ParentGroup.IsDeleted)
226 return ret;
222 ret.Add(m_host); 227 ret.Add(m_host);
223 228
224 switch (linkType) 229 switch (linkType)
@@ -272,40 +277,48 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
272 protected UUID InventorySelf() 277 protected UUID InventorySelf()
273 { 278 {
274 UUID invItemID = new UUID(); 279 UUID invItemID = new UUID();
275 280 bool unlock = false;
276 lock (m_host.TaskInventory) 281 if (!m_host.TaskInventory.IsReadLockedByMe())
277 { 282 {
278 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 283 m_host.TaskInventory.LockItemsForRead(true);
284 unlock = true;
285 }
286 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
287 {
288 if (inv.Value.Type == 10 && inv.Value.ItemID == m_itemID)
279 { 289 {
280 if (inv.Value.Type == 10 && inv.Value.ItemID == m_itemID) 290 invItemID = inv.Key;
281 { 291 break;
282 invItemID = inv.Key;
283 break;
284 }
285 } 292 }
286 } 293 }
287 294 if (unlock)
295 {
296 m_host.TaskInventory.LockItemsForRead(false);
297 }
288 return invItemID; 298 return invItemID;
289 } 299 }
290 300
291 protected UUID InventoryKey(string name, int type) 301 protected UUID InventoryKey(string name, int type)
292 { 302 {
293 m_host.AddScriptLPS(1); 303 m_host.AddScriptLPS(1);
294 304 m_host.TaskInventory.LockItemsForRead(true);
295 lock (m_host.TaskInventory) 305
306 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
296 { 307 {
297 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 308 if (inv.Value.Name == name)
298 { 309 {
299 if (inv.Value.Name == name) 310 m_host.TaskInventory.LockItemsForRead(false);
311
312 if (inv.Value.Type != type)
300 { 313 {
301 if (inv.Value.Type != type) 314 return UUID.Zero;
302 return UUID.Zero;
303
304 return inv.Value.AssetID;
305 } 315 }
316
317 return inv.Value.AssetID;
306 } 318 }
307 } 319 }
308 320
321 m_host.TaskInventory.LockItemsForRead(false);
309 return UUID.Zero; 322 return UUID.Zero;
310 } 323 }
311 324
@@ -313,17 +326,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
313 { 326 {
314 m_host.AddScriptLPS(1); 327 m_host.AddScriptLPS(1);
315 328
316 lock (m_host.TaskInventory) 329
330 m_host.TaskInventory.LockItemsForRead(true);
331
332 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
317 { 333 {
318 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 334 if (inv.Value.Name == name)
319 { 335 {
320 if (inv.Value.Name == name) 336 m_host.TaskInventory.LockItemsForRead(false);
321 { 337 return inv.Value.AssetID;
322 return inv.Value.AssetID;
323 }
324 } 338 }
325 } 339 }
326 340
341 m_host.TaskInventory.LockItemsForRead(false);
342
343
327 return UUID.Zero; 344 return UUID.Zero;
328 } 345 }
329 346
@@ -705,6 +722,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
705 { 722 {
706 //A and B should both be normalized 723 //A and B should both be normalized
707 m_host.AddScriptLPS(1); 724 m_host.AddScriptLPS(1);
725 /* This method is more accurate than the SL one, and thus causes problems
726 for scripts that deal with the SL inaccuracy around 180-degrees -.- .._.
727
708 double dotProduct = LSL_Vector.Dot(a, b); 728 double dotProduct = LSL_Vector.Dot(a, b);
709 LSL_Vector crossProduct = LSL_Vector.Cross(a, b); 729 LSL_Vector crossProduct = LSL_Vector.Cross(a, b);
710 double magProduct = LSL_Vector.Mag(a) * LSL_Vector.Mag(b); 730 double magProduct = LSL_Vector.Mag(a) * LSL_Vector.Mag(b);
@@ -721,8 +741,57 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
721 return new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f); 741 return new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
722 742
723 return new LSL_Rotation((float)x, (float)y, (float)z, (float)w); 743 return new LSL_Rotation((float)x, (float)y, (float)z, (float)w);
724 } 744 */
725 745
746 // This method mimics the 180 errors found in SL
747 // See www.euclideanspace.com... angleBetween
748 LSL_Vector vec_a = a;
749 LSL_Vector vec_b = b;
750
751 // Eliminate zero length
752 LSL_Float vec_a_mag = LSL_Vector.Mag(vec_a);
753 LSL_Float vec_b_mag = LSL_Vector.Mag(vec_b);
754 if (vec_a_mag < 0.00001 ||
755 vec_b_mag < 0.00001)
756 {
757 return new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
758 }
759
760 // Normalize
761 vec_a = llVecNorm(vec_a);
762 vec_b = llVecNorm(vec_b);
763
764 // Calculate axis and rotation angle
765 LSL_Vector axis = vec_a % vec_b;
766 LSL_Float cos_theta = vec_a * vec_b;
767
768 // Check if parallel
769 if (cos_theta > 0.99999)
770 {
771 return new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
772 }
773
774 // Check if anti-parallel
775 else if (cos_theta < -0.99999)
776 {
777 LSL_Vector orthog_axis = new LSL_Vector(1.0, 0.0, 0.0) - (vec_a.x / (vec_a * vec_a) * vec_a);
778 if (LSL_Vector.Mag(orthog_axis) < 0.000001) orthog_axis = new LSL_Vector(0.0, 0.0, 1.0);
779 return new LSL_Rotation((float)orthog_axis.x, (float)orthog_axis.y, (float)orthog_axis.z, 0.0);
780 }
781 else // other rotation
782 {
783 LSL_Float theta = (LSL_Float)Math.Acos(cos_theta) * 0.5f;
784 axis = llVecNorm(axis);
785 double x, y, z, s, t;
786 s = Math.Cos(theta);
787 t = Math.Sin(theta);
788 x = axis.x * t;
789 y = axis.y * t;
790 z = axis.z * t;
791 return new LSL_Rotation(x,y,z,s);
792 }
793 }
794
726 public void llWhisper(int channelID, string text) 795 public void llWhisper(int channelID, string text)
727 { 796 {
728 m_host.AddScriptLPS(1); 797 m_host.AddScriptLPS(1);
@@ -1046,10 +1115,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1046 return detectedParams.TouchUV; 1115 return detectedParams.TouchUV;
1047 } 1116 }
1048 1117
1118 [DebuggerNonUserCode]
1049 public virtual void llDie() 1119 public virtual void llDie()
1050 { 1120 {
1051 m_host.AddScriptLPS(1); 1121 m_host.AddScriptLPS(1);
1052 throw new SelfDeleteException(); 1122 if (!m_host.IsAttachment) throw new SelfDeleteException();
1053 } 1123 }
1054 1124
1055 public LSL_Float llGround(LSL_Vector offset) 1125 public LSL_Float llGround(LSL_Vector offset)
@@ -1122,6 +1192,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1122 1192
1123 public void llSetStatus(int status, int value) 1193 public void llSetStatus(int status, int value)
1124 { 1194 {
1195 if (m_host == null || m_host.ParentGroup == null || m_host.ParentGroup.IsDeleted)
1196 return;
1125 m_host.AddScriptLPS(1); 1197 m_host.AddScriptLPS(1);
1126 1198
1127 int statusrotationaxis = 0; 1199 int statusrotationaxis = 0;
@@ -1351,6 +1423,48 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1351 { 1423 {
1352 m_host.AddScriptLPS(1); 1424 m_host.AddScriptLPS(1);
1353 1425
1426 SetColor(m_host, color, face);
1427 }
1428
1429 protected void SetColor(SceneObjectPart part, LSL_Vector color, int face)
1430 {
1431 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1432 return;
1433
1434 Primitive.TextureEntry tex = part.Shape.Textures;
1435 Color4 texcolor;
1436 if (face >= 0 && face < GetNumberOfSides(part))
1437 {
1438 texcolor = tex.CreateFace((uint)face).RGBA;
1439 texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f);
1440 texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f);
1441 texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f);
1442 tex.FaceTextures[face].RGBA = texcolor;
1443 part.UpdateTexture(tex);
1444 return;
1445 }
1446 else if (face == ScriptBaseClass.ALL_SIDES)
1447 {
1448 for (uint i = 0; i < GetNumberOfSides(part); i++)
1449 {
1450 if (tex.FaceTextures[i] != null)
1451 {
1452 texcolor = tex.FaceTextures[i].RGBA;
1453 texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f);
1454 texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f);
1455 texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f);
1456 tex.FaceTextures[i].RGBA = texcolor;
1457 }
1458 texcolor = tex.DefaultTexture.RGBA;
1459 texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f);
1460 texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f);
1461 texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f);
1462 tex.DefaultTexture.RGBA = texcolor;
1463 }
1464 part.UpdateTexture(tex);
1465 return;
1466 }
1467
1354 if (face == ScriptBaseClass.ALL_SIDES) 1468 if (face == ScriptBaseClass.ALL_SIDES)
1355 face = SceneObjectPart.ALL_SIDES; 1469 face = SceneObjectPart.ALL_SIDES;
1356 1470
@@ -1359,6 +1473,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1359 1473
1360 public void SetTexGen(SceneObjectPart part, int face,int style) 1474 public void SetTexGen(SceneObjectPart part, int face,int style)
1361 { 1475 {
1476 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1477 return;
1478
1362 Primitive.TextureEntry tex = part.Shape.Textures; 1479 Primitive.TextureEntry tex = part.Shape.Textures;
1363 MappingType textype; 1480 MappingType textype;
1364 textype = MappingType.Default; 1481 textype = MappingType.Default;
@@ -1389,6 +1506,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1389 1506
1390 public void SetGlow(SceneObjectPart part, int face, float glow) 1507 public void SetGlow(SceneObjectPart part, int face, float glow)
1391 { 1508 {
1509 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1510 return;
1511
1392 Primitive.TextureEntry tex = part.Shape.Textures; 1512 Primitive.TextureEntry tex = part.Shape.Textures;
1393 if (face >= 0 && face < GetNumberOfSides(part)) 1513 if (face >= 0 && face < GetNumberOfSides(part))
1394 { 1514 {
@@ -1414,6 +1534,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1414 1534
1415 public void SetShiny(SceneObjectPart part, int face, int shiny, Bumpiness bump) 1535 public void SetShiny(SceneObjectPart part, int face, int shiny, Bumpiness bump)
1416 { 1536 {
1537 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1538 return;
1417 1539
1418 Shininess sval = new Shininess(); 1540 Shininess sval = new Shininess();
1419 1541
@@ -1464,6 +1586,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1464 1586
1465 public void SetFullBright(SceneObjectPart part, int face, bool bright) 1587 public void SetFullBright(SceneObjectPart part, int face, bool bright)
1466 { 1588 {
1589 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1590 return;
1591
1467 Primitive.TextureEntry tex = part.Shape.Textures; 1592 Primitive.TextureEntry tex = part.Shape.Textures;
1468 if (face >= 0 && face < GetNumberOfSides(part)) 1593 if (face >= 0 && face < GetNumberOfSides(part))
1469 { 1594 {
@@ -1531,6 +1656,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1531 1656
1532 protected void SetAlpha(SceneObjectPart part, double alpha, int face) 1657 protected void SetAlpha(SceneObjectPart part, double alpha, int face)
1533 { 1658 {
1659 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1660 return;
1661
1534 Primitive.TextureEntry tex = part.Shape.Textures; 1662 Primitive.TextureEntry tex = part.Shape.Textures;
1535 Color4 texcolor; 1663 Color4 texcolor;
1536 if (face >= 0 && face < GetNumberOfSides(part)) 1664 if (face >= 0 && face < GetNumberOfSides(part))
@@ -1576,7 +1704,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1576 protected void SetFlexi(SceneObjectPart part, bool flexi, int softness, float gravity, float friction, 1704 protected void SetFlexi(SceneObjectPart part, bool flexi, int softness, float gravity, float friction,
1577 float wind, float tension, LSL_Vector Force) 1705 float wind, float tension, LSL_Vector Force)
1578 { 1706 {
1579 if (part == null) 1707 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1580 return; 1708 return;
1581 1709
1582 if (flexi) 1710 if (flexi)
@@ -1611,7 +1739,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1611 /// <param name="falloff"></param> 1739 /// <param name="falloff"></param>
1612 protected void SetPointLight(SceneObjectPart part, bool light, LSL_Vector color, float intensity, float radius, float falloff) 1740 protected void SetPointLight(SceneObjectPart part, bool light, LSL_Vector color, float intensity, float radius, float falloff)
1613 { 1741 {
1614 if (part == null) 1742 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1615 return; 1743 return;
1616 1744
1617 if (light) 1745 if (light)
@@ -1697,6 +1825,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1697 1825
1698 protected void SetTexture(SceneObjectPart part, string texture, int face) 1826 protected void SetTexture(SceneObjectPart part, string texture, int face)
1699 { 1827 {
1828 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1829 return;
1830
1700 UUID textureID=new UUID(); 1831 UUID textureID=new UUID();
1701 1832
1702 if (!UUID.TryParse(texture, out textureID)) 1833 if (!UUID.TryParse(texture, out textureID))
@@ -1742,6 +1873,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1742 1873
1743 protected void ScaleTexture(SceneObjectPart part, double u, double v, int face) 1874 protected void ScaleTexture(SceneObjectPart part, double u, double v, int face)
1744 { 1875 {
1876 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1877 return;
1878
1745 Primitive.TextureEntry tex = part.Shape.Textures; 1879 Primitive.TextureEntry tex = part.Shape.Textures;
1746 if (face >= 0 && face < GetNumberOfSides(part)) 1880 if (face >= 0 && face < GetNumberOfSides(part))
1747 { 1881 {
@@ -1778,6 +1912,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1778 1912
1779 protected void OffsetTexture(SceneObjectPart part, double u, double v, int face) 1913 protected void OffsetTexture(SceneObjectPart part, double u, double v, int face)
1780 { 1914 {
1915 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1916 return;
1917
1781 Primitive.TextureEntry tex = part.Shape.Textures; 1918 Primitive.TextureEntry tex = part.Shape.Textures;
1782 if (face >= 0 && face < GetNumberOfSides(part)) 1919 if (face >= 0 && face < GetNumberOfSides(part))
1783 { 1920 {
@@ -1814,6 +1951,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1814 1951
1815 protected void RotateTexture(SceneObjectPart part, double rotation, int face) 1952 protected void RotateTexture(SceneObjectPart part, double rotation, int face)
1816 { 1953 {
1954 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1955 return;
1956
1817 Primitive.TextureEntry tex = part.Shape.Textures; 1957 Primitive.TextureEntry tex = part.Shape.Textures;
1818 if (face >= 0 && face < GetNumberOfSides(part)) 1958 if (face >= 0 && face < GetNumberOfSides(part))
1819 { 1959 {
@@ -1884,6 +2024,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1884 2024
1885 protected void SetPos(SceneObjectPart part, LSL_Vector targetPos) 2025 protected void SetPos(SceneObjectPart part, LSL_Vector targetPos)
1886 { 2026 {
2027 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2028 return;
2029
1887 // Capped movemment if distance > 10m (http://wiki.secondlife.com/wiki/LlSetPos) 2030 // Capped movemment if distance > 10m (http://wiki.secondlife.com/wiki/LlSetPos)
1888 LSL_Vector currentPos = llGetLocalPos(); 2031 LSL_Vector currentPos = llGetLocalPos();
1889 2032
@@ -1978,6 +2121,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1978 2121
1979 protected void SetRot(SceneObjectPart part, Quaternion rot) 2122 protected void SetRot(SceneObjectPart part, Quaternion rot)
1980 { 2123 {
2124 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2125 return;
2126
1981 part.UpdateRotation(rot); 2127 part.UpdateRotation(rot);
1982 // Update rotation does not move the object in the physics scene if it's a linkset. 2128 // Update rotation does not move the object in the physics scene if it's a linkset.
1983 2129
@@ -2597,12 +2743,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2597 2743
2598 m_host.AddScriptLPS(1); 2744 m_host.AddScriptLPS(1);
2599 2745
2746 m_host.TaskInventory.LockItemsForRead(true);
2600 TaskInventoryItem item = m_host.TaskInventory[invItemID]; 2747 TaskInventoryItem item = m_host.TaskInventory[invItemID];
2601 2748 m_host.TaskInventory.LockItemsForRead(false);
2602 lock (m_host.TaskInventory)
2603 {
2604 item = m_host.TaskInventory[invItemID];
2605 }
2606 2749
2607 if (item.PermsGranter == UUID.Zero) 2750 if (item.PermsGranter == UUID.Zero)
2608 return 0; 2751 return 0;
@@ -2677,6 +2820,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2677 if (dist > m_ScriptDistanceFactor * 10.0f) 2820 if (dist > m_ScriptDistanceFactor * 10.0f)
2678 return; 2821 return;
2679 2822
2823 //Clone is thread-safe
2680 TaskInventoryDictionary partInventory = (TaskInventoryDictionary)m_host.TaskInventory.Clone(); 2824 TaskInventoryDictionary partInventory = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
2681 2825
2682 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in partInventory) 2826 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in partInventory)
@@ -2756,10 +2900,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2756 // the angles of rotation in radians into rotation value 2900 // the angles of rotation in radians into rotation value
2757 2901
2758 LSL_Types.Quaternion rot = llEuler2Rot(angle); 2902 LSL_Types.Quaternion rot = llEuler2Rot(angle);
2903 /*
2759 Quaternion rotation = new Quaternion((float)rot.x, (float)rot.y, (float)rot.z, (float)rot.s); 2904 Quaternion rotation = new Quaternion((float)rot.x, (float)rot.y, (float)rot.z, (float)rot.s);
2760 m_host.startLookAt(rotation, (float)damping, (float)strength); 2905 m_host.startLookAt(rotation, (float)damping, (float)strength);
2906 This would only work if your physics system contains an APID controller */
2761 // Orient the object to the angle calculated 2907 // Orient the object to the angle calculated
2762 //llSetRot(rot); 2908 llSetRot(rot);
2909 }
2910
2911 public void llRotLookAt(LSL_Rotation target, double strength, double damping)
2912 {
2913 m_host.AddScriptLPS(1);
2914// NotImplemented("llRotLookAt");
2915 m_host.RotLookAt(Rot2Quaternion(target), (float)strength, (float)damping);
2916
2763 } 2917 }
2764 2918
2765 public void llStopLookAt() 2919 public void llStopLookAt()
@@ -2808,13 +2962,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2808 { 2962 {
2809 TaskInventoryItem item; 2963 TaskInventoryItem item;
2810 2964
2811 lock (m_host.TaskInventory) 2965 m_host.TaskInventory.LockItemsForRead(true);
2966 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
2812 { 2967 {
2813 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 2968 m_host.TaskInventory.LockItemsForRead(false);
2814 return; 2969 return;
2815 else 2970 }
2816 item = m_host.TaskInventory[InventorySelf()]; 2971 else
2972 {
2973 item = m_host.TaskInventory[InventorySelf()];
2817 } 2974 }
2975 m_host.TaskInventory.LockItemsForRead(false);
2818 2976
2819 if (item.PermsGranter != UUID.Zero) 2977 if (item.PermsGranter != UUID.Zero)
2820 { 2978 {
@@ -2836,13 +2994,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2836 { 2994 {
2837 TaskInventoryItem item; 2995 TaskInventoryItem item;
2838 2996
2997 m_host.TaskInventory.LockItemsForRead(true);
2839 lock (m_host.TaskInventory) 2998 lock (m_host.TaskInventory)
2840 { 2999 {
3000
2841 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3001 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
3002 {
3003 m_host.TaskInventory.LockItemsForRead(false);
2842 return; 3004 return;
3005 }
2843 else 3006 else
3007 {
2844 item = m_host.TaskInventory[InventorySelf()]; 3008 item = m_host.TaskInventory[InventorySelf()];
3009 }
2845 } 3010 }
3011 m_host.TaskInventory.LockItemsForRead(false);
2846 3012
2847 m_host.AddScriptLPS(1); 3013 m_host.AddScriptLPS(1);
2848 3014
@@ -2879,14 +3045,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2879 3045
2880 TaskInventoryItem item; 3046 TaskInventoryItem item;
2881 3047
2882 lock (m_host.TaskInventory) 3048 m_host.TaskInventory.LockItemsForRead(true);
3049
3050 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
2883 { 3051 {
2884 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3052 m_host.TaskInventory.LockItemsForRead(false);
2885 return; 3053 return;
2886 else 3054 }
2887 item = m_host.TaskInventory[InventorySelf()]; 3055 else
3056 {
3057 item = m_host.TaskInventory[InventorySelf()];
2888 } 3058 }
2889 3059
3060 m_host.TaskInventory.LockItemsForRead(false);
3061
2890 if (item.PermsGranter != m_host.OwnerID) 3062 if (item.PermsGranter != m_host.OwnerID)
2891 return; 3063 return;
2892 3064
@@ -2911,13 +3083,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2911 3083
2912 TaskInventoryItem item; 3084 TaskInventoryItem item;
2913 3085
2914 lock (m_host.TaskInventory) 3086 m_host.TaskInventory.LockItemsForRead(true);
3087
3088 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
2915 { 3089 {
2916 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3090 m_host.TaskInventory.LockItemsForRead(false);
2917 return; 3091 return;
2918 else 3092 }
2919 item = m_host.TaskInventory[InventorySelf()]; 3093 else
3094 {
3095 item = m_host.TaskInventory[InventorySelf()];
2920 } 3096 }
3097 m_host.TaskInventory.LockItemsForRead(false);
3098
2921 3099
2922 if (item.PermsGranter != m_host.OwnerID) 3100 if (item.PermsGranter != m_host.OwnerID)
2923 return; 3101 return;
@@ -2953,8 +3131,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2953 return m_host.OwnerID.ToString(); 3131 return m_host.OwnerID.ToString();
2954 } 3132 }
2955 3133
3134 [DebuggerNonUserCode]
2956 public void llInstantMessage(string user, string message) 3135 public void llInstantMessage(string user, string message)
2957 { 3136 {
3137 UUID result;
3138 if (!UUID.TryParse(user, out result))
3139 {
3140 throw new Exception(String.Format("An invalid key of '{0} was passed to llInstantMessage", user));
3141 return;
3142 }
3143
3144
2958 m_host.AddScriptLPS(1); 3145 m_host.AddScriptLPS(1);
2959 3146
2960 // We may be able to use ClientView.SendInstantMessage here, but we need a client instance. 3147 // We may be able to use ClientView.SendInstantMessage here, but we need a client instance.
@@ -2969,7 +3156,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2969 UUID friendTransactionID = UUID.Random(); 3156 UUID friendTransactionID = UUID.Random();
2970 3157
2971 //m_pendingFriendRequests.Add(friendTransactionID, fromAgentID); 3158 //m_pendingFriendRequests.Add(friendTransactionID, fromAgentID);
2972 3159
2973 GridInstantMessage msg = new GridInstantMessage(); 3160 GridInstantMessage msg = new GridInstantMessage();
2974 msg.fromAgentID = new Guid(m_host.UUID.ToString()); // fromAgentID.Guid; 3161 msg.fromAgentID = new Guid(m_host.UUID.ToString()); // fromAgentID.Guid;
2975 msg.toAgentID = new Guid(user); // toAgentID.Guid; 3162 msg.toAgentID = new Guid(user); // toAgentID.Guid;
@@ -3118,13 +3305,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3118 m_host.AddScriptLPS(1); 3305 m_host.AddScriptLPS(1);
3119 } 3306 }
3120 3307
3121 public void llRotLookAt(LSL_Rotation target, double strength, double damping)
3122 {
3123 m_host.AddScriptLPS(1);
3124 Quaternion rot = new Quaternion((float)target.x, (float)target.y, (float)target.z, (float)target.s);
3125 m_host.RotLookAt(rot, (float)strength, (float)damping);
3126 }
3127
3128 public LSL_Integer llStringLength(string str) 3308 public LSL_Integer llStringLength(string str)
3129 { 3309 {
3130 m_host.AddScriptLPS(1); 3310 m_host.AddScriptLPS(1);
@@ -3148,14 +3328,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3148 3328
3149 TaskInventoryItem item; 3329 TaskInventoryItem item;
3150 3330
3151 lock (m_host.TaskInventory) 3331 m_host.TaskInventory.LockItemsForRead(true);
3332 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
3152 { 3333 {
3153 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3334 m_host.TaskInventory.LockItemsForRead(false);
3154 return; 3335 return;
3155 else
3156 item = m_host.TaskInventory[InventorySelf()];
3157 } 3336 }
3158 3337 else
3338 {
3339 item = m_host.TaskInventory[InventorySelf()];
3340 }
3341 m_host.TaskInventory.LockItemsForRead(false);
3159 if (item.PermsGranter == UUID.Zero) 3342 if (item.PermsGranter == UUID.Zero)
3160 return; 3343 return;
3161 3344
@@ -3185,13 +3368,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3185 3368
3186 TaskInventoryItem item; 3369 TaskInventoryItem item;
3187 3370
3188 lock (m_host.TaskInventory) 3371 m_host.TaskInventory.LockItemsForRead(true);
3372 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
3189 { 3373 {
3190 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3374 m_host.TaskInventory.LockItemsForRead(false);
3191 return; 3375 return;
3192 else 3376 }
3193 item = m_host.TaskInventory[InventorySelf()]; 3377 else
3378 {
3379 item = m_host.TaskInventory[InventorySelf()];
3194 } 3380 }
3381 m_host.TaskInventory.LockItemsForRead(false);
3382
3195 3383
3196 if (item.PermsGranter == UUID.Zero) 3384 if (item.PermsGranter == UUID.Zero)
3197 return; 3385 return;
@@ -3268,10 +3456,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3268 3456
3269 TaskInventoryItem item; 3457 TaskInventoryItem item;
3270 3458
3271 lock (m_host.TaskInventory) 3459
3460 m_host.TaskInventory.LockItemsForRead(true);
3461 if (!m_host.TaskInventory.ContainsKey(invItemID))
3462 {
3463 m_host.TaskInventory.LockItemsForRead(false);
3464 return;
3465 }
3466 else
3272 { 3467 {
3273 item = m_host.TaskInventory[invItemID]; 3468 item = m_host.TaskInventory[invItemID];
3274 } 3469 }
3470 m_host.TaskInventory.LockItemsForRead(false);
3275 3471
3276 if (agentID == UUID.Zero || perm == 0) // Releasing permissions 3472 if (agentID == UUID.Zero || perm == 0) // Releasing permissions
3277 { 3473 {
@@ -3303,11 +3499,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3303 3499
3304 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms 3500 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms
3305 { 3501 {
3306 lock (m_host.TaskInventory) 3502 m_host.TaskInventory.LockItemsForWrite(true);
3307 { 3503 m_host.TaskInventory[invItemID].PermsGranter = agentID;
3308 m_host.TaskInventory[invItemID].PermsGranter = agentID; 3504 m_host.TaskInventory[invItemID].PermsMask = perm;
3309 m_host.TaskInventory[invItemID].PermsMask = perm; 3505 m_host.TaskInventory.LockItemsForWrite(false);
3310 }
3311 3506
3312 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams( 3507 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams(
3313 "run_time_permissions", new Object[] { 3508 "run_time_permissions", new Object[] {
@@ -3327,11 +3522,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3327 3522
3328 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms 3523 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms
3329 { 3524 {
3330 lock (m_host.TaskInventory) 3525 m_host.TaskInventory.LockItemsForWrite(true);
3331 { 3526 m_host.TaskInventory[invItemID].PermsGranter = agentID;
3332 m_host.TaskInventory[invItemID].PermsGranter = agentID; 3527 m_host.TaskInventory[invItemID].PermsMask = perm;
3333 m_host.TaskInventory[invItemID].PermsMask = perm; 3528 m_host.TaskInventory.LockItemsForWrite(false);
3334 }
3335 3529
3336 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams( 3530 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams(
3337 "run_time_permissions", new Object[] { 3531 "run_time_permissions", new Object[] {
@@ -3352,11 +3546,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3352 3546
3353 if (!m_waitingForScriptAnswer) 3547 if (!m_waitingForScriptAnswer)
3354 { 3548 {
3355 lock (m_host.TaskInventory) 3549 m_host.TaskInventory.LockItemsForWrite(true);
3356 { 3550 m_host.TaskInventory[invItemID].PermsGranter = agentID;
3357 m_host.TaskInventory[invItemID].PermsGranter = agentID; 3551 m_host.TaskInventory[invItemID].PermsMask = 0;
3358 m_host.TaskInventory[invItemID].PermsMask = 0; 3552 m_host.TaskInventory.LockItemsForWrite(false);
3359 }
3360 3553
3361 presence.ControllingClient.OnScriptAnswer += handleScriptAnswer; 3554 presence.ControllingClient.OnScriptAnswer += handleScriptAnswer;
3362 m_waitingForScriptAnswer=true; 3555 m_waitingForScriptAnswer=true;
@@ -3391,10 +3584,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3391 if ((answer & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) == 0) 3584 if ((answer & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) == 0)
3392 llReleaseControls(); 3585 llReleaseControls();
3393 3586
3394 lock (m_host.TaskInventory) 3587
3395 { 3588 m_host.TaskInventory.LockItemsForWrite(true);
3396 m_host.TaskInventory[invItemID].PermsMask = answer; 3589 m_host.TaskInventory[invItemID].PermsMask = answer;
3397 } 3590 m_host.TaskInventory.LockItemsForWrite(false);
3591
3398 3592
3399 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams( 3593 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams(
3400 "run_time_permissions", new Object[] { 3594 "run_time_permissions", new Object[] {
@@ -3406,16 +3600,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3406 { 3600 {
3407 m_host.AddScriptLPS(1); 3601 m_host.AddScriptLPS(1);
3408 3602
3409 lock (m_host.TaskInventory) 3603 m_host.TaskInventory.LockItemsForRead(true);
3604
3605 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
3410 { 3606 {
3411 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 3607 if (item.Type == 10 && item.ItemID == m_itemID)
3412 { 3608 {
3413 if (item.Type == 10 && item.ItemID == m_itemID) 3609 m_host.TaskInventory.LockItemsForRead(false);
3414 { 3610 return item.PermsGranter.ToString();
3415 return item.PermsGranter.ToString();
3416 }
3417 } 3611 }
3418 } 3612 }
3613 m_host.TaskInventory.LockItemsForRead(false);
3419 3614
3420 return UUID.Zero.ToString(); 3615 return UUID.Zero.ToString();
3421 } 3616 }
@@ -3424,19 +3619,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3424 { 3619 {
3425 m_host.AddScriptLPS(1); 3620 m_host.AddScriptLPS(1);
3426 3621
3427 lock (m_host.TaskInventory) 3622 m_host.TaskInventory.LockItemsForRead(true);
3623
3624 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
3428 { 3625 {
3429 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 3626 if (item.Type == 10 && item.ItemID == m_itemID)
3430 { 3627 {
3431 if (item.Type == 10 && item.ItemID == m_itemID) 3628 int perms = item.PermsMask;
3432 { 3629 if (m_automaticLinkPermission)
3433 int perms = item.PermsMask; 3630 perms |= ScriptBaseClass.PERMISSION_CHANGE_LINKS;
3434 if (m_automaticLinkPermission) 3631 m_host.TaskInventory.LockItemsForRead(false);
3435 perms |= ScriptBaseClass.PERMISSION_CHANGE_LINKS; 3632 return perms;
3436 return perms;
3437 }
3438 } 3633 }
3439 } 3634 }
3635 m_host.TaskInventory.LockItemsForRead(false);
3440 3636
3441 return 0; 3637 return 0;
3442 } 3638 }
@@ -3469,11 +3665,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3469 UUID invItemID = InventorySelf(); 3665 UUID invItemID = InventorySelf();
3470 3666
3471 TaskInventoryItem item; 3667 TaskInventoryItem item;
3472 lock (m_host.TaskInventory) 3668 m_host.TaskInventory.LockItemsForRead(true);
3473 { 3669 item = m_host.TaskInventory[invItemID];
3474 item = m_host.TaskInventory[invItemID]; 3670 m_host.TaskInventory.LockItemsForRead(false);
3475 } 3671
3476
3477 if ((item.PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0 3672 if ((item.PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0
3478 && !m_automaticLinkPermission) 3673 && !m_automaticLinkPermission)
3479 { 3674 {
@@ -3526,16 +3721,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3526 m_host.AddScriptLPS(1); 3721 m_host.AddScriptLPS(1);
3527 UUID invItemID = InventorySelf(); 3722 UUID invItemID = InventorySelf();
3528 3723
3529 lock (m_host.TaskInventory) 3724 m_host.TaskInventory.LockItemsForRead(true);
3530 {
3531 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0 3725 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0
3532 && !m_automaticLinkPermission) 3726 && !m_automaticLinkPermission)
3533 { 3727 {
3534 ShoutError("Script trying to link but PERMISSION_CHANGE_LINKS permission not set!"); 3728 ShoutError("Script trying to link but PERMISSION_CHANGE_LINKS permission not set!");
3729 m_host.TaskInventory.LockItemsForRead(false);
3535 return; 3730 return;
3536 } 3731 }
3537 } 3732 m_host.TaskInventory.LockItemsForRead(false);
3538 3733
3539 if (linknum < ScriptBaseClass.LINK_THIS) 3734 if (linknum < ScriptBaseClass.LINK_THIS)
3540 return; 3735 return;
3541 3736
@@ -3712,17 +3907,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3712 m_host.AddScriptLPS(1); 3907 m_host.AddScriptLPS(1);
3713 int count = 0; 3908 int count = 0;
3714 3909
3715 lock (m_host.TaskInventory) 3910 m_host.TaskInventory.LockItemsForRead(true);
3911 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
3716 { 3912 {
3717 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 3913 if (inv.Value.Type == type || type == -1)
3718 { 3914 {
3719 if (inv.Value.Type == type || type == -1) 3915 count = count + 1;
3720 {
3721 count = count + 1;
3722 }
3723 } 3916 }
3724 } 3917 }
3725 3918
3919 m_host.TaskInventory.LockItemsForRead(false);
3726 return count; 3920 return count;
3727 } 3921 }
3728 3922
@@ -3731,16 +3925,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3731 m_host.AddScriptLPS(1); 3925 m_host.AddScriptLPS(1);
3732 ArrayList keys = new ArrayList(); 3926 ArrayList keys = new ArrayList();
3733 3927
3734 lock (m_host.TaskInventory) 3928 m_host.TaskInventory.LockItemsForRead(true);
3929 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
3735 { 3930 {
3736 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 3931 if (inv.Value.Type == type || type == -1)
3737 { 3932 {
3738 if (inv.Value.Type == type || type == -1) 3933 keys.Add(inv.Value.Name);
3739 {
3740 keys.Add(inv.Value.Name);
3741 }
3742 } 3934 }
3743 } 3935 }
3936 m_host.TaskInventory.LockItemsForRead(false);
3744 3937
3745 if (keys.Count == 0) 3938 if (keys.Count == 0)
3746 { 3939 {
@@ -3777,20 +3970,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3777 } 3970 }
3778 3971
3779 // move the first object found with this inventory name 3972 // move the first object found with this inventory name
3780 lock (m_host.TaskInventory) 3973 m_host.TaskInventory.LockItemsForRead(true);
3974 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
3781 { 3975 {
3782 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 3976 if (inv.Value.Name == inventory)
3783 { 3977 {
3784 if (inv.Value.Name == inventory) 3978 found = true;
3785 { 3979 objId = inv.Key;
3786 found = true; 3980 assetType = inv.Value.Type;
3787 objId = inv.Key; 3981 objName = inv.Value.Name;
3788 assetType = inv.Value.Type; 3982 break;
3789 objName = inv.Value.Name;
3790 break;
3791 }
3792 } 3983 }
3793 } 3984 }
3985 m_host.TaskInventory.LockItemsForRead(false);
3794 3986
3795 if (!found) 3987 if (!found)
3796 { 3988 {
@@ -3826,33 +4018,38 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3826 4018
3827 if (m_TransferModule != null) 4019 if (m_TransferModule != null)
3828 m_TransferModule.SendInstantMessage(msg, delegate(bool success) {}); 4020 m_TransferModule.SendInstantMessage(msg, delegate(bool success) {});
4021
4022 //This delay should only occur when giving inventory to avatars.
4023 ScriptSleep(3000);
3829 } 4024 }
3830 else 4025 else
3831 { 4026 {
3832 // destination is an object 4027 // destination is an object
3833 World.MoveTaskInventoryItem(destId, m_host, objId); 4028 World.MoveTaskInventoryItem(destId, m_host, objId);
3834 } 4029 }
3835 ScriptSleep(3000); 4030
3836 } 4031 }
3837 4032
4033 [DebuggerNonUserCode]
3838 public void llRemoveInventory(string name) 4034 public void llRemoveInventory(string name)
3839 { 4035 {
3840 m_host.AddScriptLPS(1); 4036 m_host.AddScriptLPS(1);
3841 4037
3842 lock (m_host.TaskInventory) 4038 m_host.TaskInventory.LockItemsForRead(true);
4039 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
3843 { 4040 {
3844 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 4041 if (item.Name == name)
3845 { 4042 {
3846 if (item.Name == name) 4043 if (item.ItemID == m_itemID)
3847 { 4044 throw new ScriptDeleteException();
3848 if (item.ItemID == m_itemID) 4045 else
3849 throw new ScriptDeleteException(); 4046 m_host.Inventory.RemoveInventoryItem(item.ItemID);
3850 else 4047
3851 m_host.Inventory.RemoveInventoryItem(item.ItemID); 4048 m_host.TaskInventory.LockItemsForRead(false);
3852 return; 4049 return;
3853 }
3854 } 4050 }
3855 } 4051 }
4052 m_host.TaskInventory.LockItemsForRead(false);
3856 } 4053 }
3857 4054
3858 public void llSetText(string text, LSL_Vector color, double alpha) 4055 public void llSetText(string text, LSL_Vector color, double alpha)
@@ -3942,6 +4139,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3942 { 4139 {
3943 m_host.AddScriptLPS(1); 4140 m_host.AddScriptLPS(1);
3944 4141
4142 //Clone is thread safe
3945 TaskInventoryDictionary itemDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone(); 4143 TaskInventoryDictionary itemDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
3946 4144
3947 foreach (TaskInventoryItem item in itemDictionary.Values) 4145 foreach (TaskInventoryItem item in itemDictionary.Values)
@@ -3995,6 +4193,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3995 ScenePresence presence = World.GetScenePresence(agentId); 4193 ScenePresence presence = World.GetScenePresence(agentId);
3996 if (presence != null) 4194 if (presence != null)
3997 { 4195 {
4196 // agent must not be a god
4197 if (presence.GodLevel >= 200) return;
4198
3998 // agent must be over the owners land 4199 // agent must be over the owners land
3999 if (m_host.OwnerID == World.LandChannel.GetLandObject( 4200 if (m_host.OwnerID == World.LandChannel.GetLandObject(
4000 presence.AbsolutePosition.X, presence.AbsolutePosition.Y).LandData.OwnerID) 4201 presence.AbsolutePosition.X, presence.AbsolutePosition.Y).LandData.OwnerID)
@@ -4030,17 +4231,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4030 UUID soundId = UUID.Zero; 4231 UUID soundId = UUID.Zero;
4031 if (!UUID.TryParse(impact_sound, out soundId)) 4232 if (!UUID.TryParse(impact_sound, out soundId))
4032 { 4233 {
4033 lock (m_host.TaskInventory) 4234 m_host.TaskInventory.LockItemsForRead(true);
4235 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
4034 { 4236 {
4035 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 4237 if (item.Type == (int)AssetType.Sound && item.Name == impact_sound)
4036 { 4238 {
4037 if (item.Type == (int)AssetType.Sound && item.Name == impact_sound) 4239 soundId = item.AssetID;
4038 { 4240 break;
4039 soundId = item.AssetID;
4040 break;
4041 }
4042 } 4241 }
4043 } 4242 }
4243 m_host.TaskInventory.LockItemsForRead(false);
4044 } 4244 }
4045 m_host.CollisionSound = soundId; 4245 m_host.CollisionSound = soundId;
4046 m_host.CollisionSoundVolume = (float)impact_volume; 4246 m_host.CollisionSoundVolume = (float)impact_volume;
@@ -4086,6 +4286,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4086 UUID partItemID; 4286 UUID partItemID;
4087 foreach (SceneObjectPart part in parts) 4287 foreach (SceneObjectPart part in parts)
4088 { 4288 {
4289 //Clone is thread safe
4089 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)part.TaskInventory.Clone(); 4290 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)part.TaskInventory.Clone();
4090 4291
4091 foreach (TaskInventoryItem item in itemsDictionary.Values) 4292 foreach (TaskInventoryItem item in itemsDictionary.Values)
@@ -4300,17 +4501,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4300 4501
4301 m_host.AddScriptLPS(1); 4502 m_host.AddScriptLPS(1);
4302 4503
4303 lock (m_host.TaskInventory) 4504 m_host.TaskInventory.LockItemsForRead(true);
4505 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
4304 { 4506 {
4305 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 4507 if (item.Type == 10 && item.ItemID == m_itemID)
4306 { 4508 {
4307 if (item.Type == 10 && item.ItemID == m_itemID) 4509 result = item.Name!=null?item.Name:String.Empty;
4308 { 4510 break;
4309 result = item.Name != null ? item.Name : String.Empty;
4310 break;
4311 }
4312 } 4511 }
4313 } 4512 }
4513 m_host.TaskInventory.LockItemsForRead(false);
4314 4514
4315 return result; 4515 return result;
4316 } 4516 }
@@ -4463,23 +4663,24 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4463 { 4663 {
4464 m_host.AddScriptLPS(1); 4664 m_host.AddScriptLPS(1);
4465 4665
4466 lock (m_host.TaskInventory) 4666 m_host.TaskInventory.LockItemsForRead(true);
4667 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
4467 { 4668 {
4468 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 4669 if (inv.Value.Name == name)
4469 { 4670 {
4470 if (inv.Value.Name == name) 4671 if ((inv.Value.CurrentPermissions & (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify)) == (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify))
4471 { 4672 {
4472 if ((inv.Value.CurrentPermissions & (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify)) == (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify)) 4673 m_host.TaskInventory.LockItemsForRead(false);
4473 { 4674 return inv.Value.AssetID.ToString();
4474 return inv.Value.AssetID.ToString(); 4675 }
4475 } 4676 else
4476 else 4677 {
4477 { 4678 m_host.TaskInventory.LockItemsForRead(false);
4478 return UUID.Zero.ToString(); 4679 return UUID.Zero.ToString();
4479 }
4480 } 4680 }
4481 } 4681 }
4482 } 4682 }
4683 m_host.TaskInventory.LockItemsForRead(false);
4483 4684
4484 return UUID.Zero.ToString(); 4685 return UUID.Zero.ToString();
4485 } 4686 }
@@ -6032,14 +6233,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6032 6233
6033 protected UUID GetTaskInventoryItem(string name) 6234 protected UUID GetTaskInventoryItem(string name)
6034 { 6235 {
6035 lock (m_host.TaskInventory) 6236 m_host.TaskInventory.LockItemsForRead(true);
6237 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
6036 { 6238 {
6037 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 6239 if (inv.Value.Name == name)
6038 { 6240 {
6039 if (inv.Value.Name == name) 6241 m_host.TaskInventory.LockItemsForRead(false);
6040 return inv.Key; 6242 return inv.Key;
6041 } 6243 }
6042 } 6244 }
6245 m_host.TaskInventory.LockItemsForRead(false);
6043 6246
6044 return UUID.Zero; 6247 return UUID.Zero;
6045 } 6248 }
@@ -6367,22 +6570,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6367 } 6570 }
6368 6571
6369 // copy the first script found with this inventory name 6572 // copy the first script found with this inventory name
6370 lock (m_host.TaskInventory) 6573 m_host.TaskInventory.LockItemsForRead(true);
6574 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
6371 { 6575 {
6372 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 6576 if (inv.Value.Name == name)
6373 { 6577 {
6374 if (inv.Value.Name == name) 6578 // make sure the object is a script
6579 if (10 == inv.Value.Type)
6375 { 6580 {
6376 // make sure the object is a script 6581 found = true;
6377 if (10 == inv.Value.Type) 6582 srcId = inv.Key;
6378 { 6583 break;
6379 found = true;
6380 srcId = inv.Key;
6381 break;
6382 }
6383 } 6584 }
6384 } 6585 }
6385 } 6586 }
6587 m_host.TaskInventory.LockItemsForRead(false);
6386 6588
6387 if (!found) 6589 if (!found)
6388 { 6590 {
@@ -6466,6 +6668,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6466 protected ObjectShapePacket.ObjectDataBlock SetPrimitiveBlockShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist) 6668 protected ObjectShapePacket.ObjectDataBlock SetPrimitiveBlockShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist)
6467 { 6669 {
6468 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock(); 6670 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock();
6671 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
6672 return shapeBlock;
6469 6673
6470 if (holeshape != (int)ScriptBaseClass.PRIM_HOLE_DEFAULT && 6674 if (holeshape != (int)ScriptBaseClass.PRIM_HOLE_DEFAULT &&
6471 holeshape != (int)ScriptBaseClass.PRIM_HOLE_CIRCLE && 6675 holeshape != (int)ScriptBaseClass.PRIM_HOLE_CIRCLE &&
@@ -6536,6 +6740,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6536 6740
6537 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector taper_b, LSL_Vector topshear, byte fudge) 6741 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector taper_b, LSL_Vector topshear, byte fudge)
6538 { 6742 {
6743 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
6744 return;
6745
6539 ObjectShapePacket.ObjectDataBlock shapeBlock; 6746 ObjectShapePacket.ObjectDataBlock shapeBlock;
6540 6747
6541 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist); 6748 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist);
@@ -6585,6 +6792,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6585 6792
6586 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector dimple, byte fudge) 6793 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector dimple, byte fudge)
6587 { 6794 {
6795 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
6796 return;
6797
6588 ObjectShapePacket.ObjectDataBlock shapeBlock; 6798 ObjectShapePacket.ObjectDataBlock shapeBlock;
6589 6799
6590 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist); 6800 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist);
@@ -6627,6 +6837,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6627 6837
6628 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector holesize, LSL_Vector topshear, LSL_Vector profilecut, LSL_Vector taper_a, float revolutions, float radiusoffset, float skew, byte fudge) 6838 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector holesize, LSL_Vector topshear, LSL_Vector profilecut, LSL_Vector taper_a, float revolutions, float radiusoffset, float skew, byte fudge)
6629 { 6839 {
6840 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
6841 return;
6842
6630 ObjectShapePacket.ObjectDataBlock shapeBlock; 6843 ObjectShapePacket.ObjectDataBlock shapeBlock;
6631 6844
6632 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist); 6845 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist);
@@ -6748,6 +6961,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6748 6961
6749 protected void SetPrimitiveShapeParams(SceneObjectPart part, string map, int type) 6962 protected void SetPrimitiveShapeParams(SceneObjectPart part, string map, int type)
6750 { 6963 {
6964 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
6965 return;
6966
6751 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock(); 6967 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock();
6752 UUID sculptId; 6968 UUID sculptId;
6753 6969
@@ -6788,7 +7004,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6788 7004
6789 public void llSetLinkPrimitiveParams(int linknumber, LSL_List rules) 7005 public void llSetLinkPrimitiveParams(int linknumber, LSL_List rules)
6790 { 7006 {
6791 m_host.AddScriptLPS(1); 7007 m_host.AddScriptLPS(1);
6792 7008
6793 List<SceneObjectPart> parts = GetLinkParts(linknumber); 7009 List<SceneObjectPart> parts = GetLinkParts(linknumber);
6794 7010
@@ -6803,6 +7019,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6803 7019
6804 protected void SetPrimParams(SceneObjectPart part, LSL_List rules) 7020 protected void SetPrimParams(SceneObjectPart part, LSL_List rules)
6805 { 7021 {
7022 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7023 return;
7024
6806 int idx = 0; 7025 int idx = 0;
6807 7026
6808 while (idx < rules.Length) 7027 while (idx < rules.Length)
@@ -7634,24 +7853,95 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7634 break; 7853 break;
7635 7854
7636 case (int)ScriptBaseClass.PRIM_BUMP_SHINY: 7855 case (int)ScriptBaseClass.PRIM_BUMP_SHINY:
7637 // TODO--------------
7638 if (remain < 1) 7856 if (remain < 1)
7639 return res; 7857 return res;
7858 face = (int)rules.GetLSLIntegerItem(idx++);
7640 7859
7641 face=(int)rules.GetLSLIntegerItem(idx++); 7860 tex = part.Shape.Textures;
7642 7861 int shiny;
7643 res.Add(new LSL_Integer(0)); 7862 if (face == ScriptBaseClass.ALL_SIDES)
7644 res.Add(new LSL_Integer(0)); 7863 {
7864 for (face = 0; face < GetNumberOfSides(part); face++)
7865 {
7866 Shininess shinyness = tex.GetFace((uint)face).Shiny;
7867 if (shinyness == Shininess.High)
7868 {
7869 shiny = ScriptBaseClass.PRIM_SHINY_HIGH;
7870 }
7871 else if (shinyness == Shininess.Medium)
7872 {
7873 shiny = ScriptBaseClass.PRIM_SHINY_MEDIUM;
7874 }
7875 else if (shinyness == Shininess.Low)
7876 {
7877 shiny = ScriptBaseClass.PRIM_SHINY_LOW;
7878 }
7879 else
7880 {
7881 shiny = ScriptBaseClass.PRIM_SHINY_NONE;
7882 }
7883 res.Add(new LSL_Integer(shiny));
7884 res.Add(new LSL_Integer((int)tex.GetFace((uint)face).Bump));
7885 }
7886 }
7887 else
7888 {
7889 Shininess shinyness = tex.GetFace((uint)face).Shiny;
7890 if (shinyness == Shininess.High)
7891 {
7892 shiny = ScriptBaseClass.PRIM_SHINY_HIGH;
7893 }
7894 else if (shinyness == Shininess.Medium)
7895 {
7896 shiny = ScriptBaseClass.PRIM_SHINY_MEDIUM;
7897 }
7898 else if (shinyness == Shininess.Low)
7899 {
7900 shiny = ScriptBaseClass.PRIM_SHINY_LOW;
7901 }
7902 else
7903 {
7904 shiny = ScriptBaseClass.PRIM_SHINY_NONE;
7905 }
7906 res.Add(new LSL_Integer(shiny));
7907 res.Add(new LSL_Integer((int)tex.GetFace((uint)face).Bump));
7908 }
7645 break; 7909 break;
7646 7910
7647 case (int)ScriptBaseClass.PRIM_FULLBRIGHT: 7911 case (int)ScriptBaseClass.PRIM_FULLBRIGHT:
7648 // TODO--------------
7649 if (remain < 1) 7912 if (remain < 1)
7650 return res; 7913 return res;
7914 face = (int)rules.GetLSLIntegerItem(idx++);
7651 7915
7652 face=(int)rules.GetLSLIntegerItem(idx++); 7916 tex = part.Shape.Textures;
7653 7917 int fullbright;
7654 res.Add(new LSL_Integer(0)); 7918 if (face == ScriptBaseClass.ALL_SIDES)
7919 {
7920 for (face = 0; face < GetNumberOfSides(part); face++)
7921 {
7922 if (tex.GetFace((uint)face).Fullbright == true)
7923 {
7924 fullbright = ScriptBaseClass.TRUE;
7925 }
7926 else
7927 {
7928 fullbright = ScriptBaseClass.FALSE;
7929 }
7930 res.Add(new LSL_Integer(fullbright));
7931 }
7932 }
7933 else
7934 {
7935 if (tex.GetFace((uint)face).Fullbright == true)
7936 {
7937 fullbright = ScriptBaseClass.TRUE;
7938 }
7939 else
7940 {
7941 fullbright = ScriptBaseClass.FALSE;
7942 }
7943 res.Add(new LSL_Integer(fullbright));
7944 }
7655 break; 7945 break;
7656 7946
7657 case (int)ScriptBaseClass.PRIM_FLEXIBLE: 7947 case (int)ScriptBaseClass.PRIM_FLEXIBLE:
@@ -7672,14 +7962,37 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7672 break; 7962 break;
7673 7963
7674 case (int)ScriptBaseClass.PRIM_TEXGEN: 7964 case (int)ScriptBaseClass.PRIM_TEXGEN:
7675 // TODO--------------
7676 // (PRIM_TEXGEN_DEFAULT, PRIM_TEXGEN_PLANAR) 7965 // (PRIM_TEXGEN_DEFAULT, PRIM_TEXGEN_PLANAR)
7677 if (remain < 1) 7966 if (remain < 1)
7678 return res; 7967 return res;
7968 face = (int)rules.GetLSLIntegerItem(idx++);
7679 7969
7680 face=(int)rules.GetLSLIntegerItem(idx++); 7970 tex = part.Shape.Textures;
7681 7971 if (face == ScriptBaseClass.ALL_SIDES)
7682 res.Add(new LSL_Integer(0)); 7972 {
7973 for (face = 0; face < GetNumberOfSides(part); face++)
7974 {
7975 if (tex.GetFace((uint)face).TexMapType == MappingType.Planar)
7976 {
7977 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_PLANAR));
7978 }
7979 else
7980 {
7981 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_DEFAULT));
7982 }
7983 }
7984 }
7985 else
7986 {
7987 if (tex.GetFace((uint)face).TexMapType == MappingType.Planar)
7988 {
7989 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_PLANAR));
7990 }
7991 else
7992 {
7993 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_DEFAULT));
7994 }
7995 }
7683 break; 7996 break;
7684 7997
7685 case (int)ScriptBaseClass.PRIM_POINT_LIGHT: 7998 case (int)ScriptBaseClass.PRIM_POINT_LIGHT:
@@ -7698,13 +8011,25 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7698 break; 8011 break;
7699 8012
7700 case (int)ScriptBaseClass.PRIM_GLOW: 8013 case (int)ScriptBaseClass.PRIM_GLOW:
7701 // TODO--------------
7702 if (remain < 1) 8014 if (remain < 1)
7703 return res; 8015 return res;
8016 face = (int)rules.GetLSLIntegerItem(idx++);
7704 8017
7705 face=(int)rules.GetLSLIntegerItem(idx++); 8018 tex = part.Shape.Textures;
7706 8019 float primglow;
7707 res.Add(new LSL_Float(0)); 8020 if (face == ScriptBaseClass.ALL_SIDES)
8021 {
8022 for (face = 0; face < GetNumberOfSides(part); face++)
8023 {
8024 primglow = tex.GetFace((uint)face).Glow;
8025 res.Add(new LSL_Float(primglow));
8026 }
8027 }
8028 else
8029 {
8030 primglow = tex.GetFace((uint)face).Glow;
8031 res.Add(new LSL_Float(primglow));
8032 }
7708 break; 8033 break;
7709 case (int)ScriptBaseClass.PRIM_TEXT: 8034 case (int)ScriptBaseClass.PRIM_TEXT:
7710 Color4 textColor = part.GetTextColor(); 8035 Color4 textColor = part.GetTextColor();
@@ -8241,28 +8566,28 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8241 { 8566 {
8242 m_host.AddScriptLPS(1); 8567 m_host.AddScriptLPS(1);
8243 8568
8244 lock (m_host.TaskInventory) 8569 m_host.TaskInventory.LockItemsForRead(true);
8570 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
8245 { 8571 {
8246 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 8572 if (inv.Value.Name == item)
8247 { 8573 {
8248 if (inv.Value.Name == item) 8574 m_host.TaskInventory.LockItemsForRead(false);
8575 switch (mask)
8249 { 8576 {
8250 switch (mask) 8577 case 0:
8251 { 8578 return (int)inv.Value.BasePermissions;
8252 case 0: 8579 case 1:
8253 return (int)inv.Value.BasePermissions; 8580 return (int)inv.Value.CurrentPermissions;
8254 case 1: 8581 case 2:
8255 return (int)inv.Value.CurrentPermissions; 8582 return (int)inv.Value.GroupPermissions;
8256 case 2: 8583 case 3:
8257 return (int)inv.Value.GroupPermissions; 8584 return (int)inv.Value.EveryonePermissions;
8258 case 3: 8585 case 4:
8259 return (int)inv.Value.EveryonePermissions; 8586 return (int)inv.Value.NextPermissions;
8260 case 4:
8261 return (int)inv.Value.NextPermissions;
8262 }
8263 } 8587 }
8264 } 8588 }
8265 } 8589 }
8590 m_host.TaskInventory.LockItemsForRead(false);
8266 8591
8267 return -1; 8592 return -1;
8268 } 8593 }
@@ -8309,16 +8634,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8309 { 8634 {
8310 m_host.AddScriptLPS(1); 8635 m_host.AddScriptLPS(1);
8311 8636
8312 lock (m_host.TaskInventory) 8637 m_host.TaskInventory.LockItemsForRead(true);
8638 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
8313 { 8639 {
8314 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 8640 if (inv.Value.Name == item)
8315 { 8641 {
8316 if (inv.Value.Name == item) 8642 m_host.TaskInventory.LockItemsForRead(false);
8317 { 8643 return inv.Value.CreatorID.ToString();
8318 return inv.Value.CreatorID.ToString();
8319 }
8320 } 8644 }
8321 } 8645 }
8646 m_host.TaskInventory.LockItemsForRead(false);
8322 8647
8323 llSay(0, "No item name '" + item + "'"); 8648 llSay(0, "No item name '" + item + "'");
8324 8649
@@ -8847,16 +9172,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8847 { 9172 {
8848 m_host.AddScriptLPS(1); 9173 m_host.AddScriptLPS(1);
8849 9174
8850 lock (m_host.TaskInventory) 9175 m_host.TaskInventory.LockItemsForRead(true);
9176 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
8851 { 9177 {
8852 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 9178 if (inv.Value.Name == name)
8853 { 9179 {
8854 if (inv.Value.Name == name) 9180 m_host.TaskInventory.LockItemsForRead(false);
8855 { 9181 return inv.Value.Type;
8856 return inv.Value.Type;
8857 }
8858 } 9182 }
8859 } 9183 }
9184 m_host.TaskInventory.LockItemsForRead(false);
8860 9185
8861 return -1; 9186 return -1;
8862 } 9187 }
@@ -8867,15 +9192,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8867 9192
8868 if (quick_pay_buttons.Data.Length < 4) 9193 if (quick_pay_buttons.Data.Length < 4)
8869 { 9194 {
8870 LSLError("List must have at least 4 elements"); 9195 int x;
8871 return; 9196 for (x=quick_pay_buttons.Data.Length; x<= 4; x++)
9197 {
9198 quick_pay_buttons.Add(ScriptBaseClass.PAY_HIDE);
9199 }
8872 } 9200 }
8873 m_host.ParentGroup.RootPart.PayPrice[0]=price; 9201 int[] nPrice = new int[5];
8874 9202 nPrice[0]=price;
8875 m_host.ParentGroup.RootPart.PayPrice[1]=(LSL_Integer)quick_pay_buttons.Data[0]; 9203 nPrice[1] = (LSL_Integer)quick_pay_buttons.Data[0];
8876 m_host.ParentGroup.RootPart.PayPrice[2]=(LSL_Integer)quick_pay_buttons.Data[1]; 9204 nPrice[2] = (LSL_Integer)quick_pay_buttons.Data[1];
8877 m_host.ParentGroup.RootPart.PayPrice[3]=(LSL_Integer)quick_pay_buttons.Data[2]; 9205 nPrice[3] = (LSL_Integer)quick_pay_buttons.Data[2];
8878 m_host.ParentGroup.RootPart.PayPrice[4]=(LSL_Integer)quick_pay_buttons.Data[3]; 9206 nPrice[4] = (LSL_Integer)quick_pay_buttons.Data[3];
9207 m_host.ParentGroup.RootPart.PayPrice = nPrice;
8879 m_host.ParentGroup.HasGroupChanged = true; 9208 m_host.ParentGroup.HasGroupChanged = true;
8880 } 9209 }
8881 9210
@@ -8887,17 +9216,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8887 if (invItemID == UUID.Zero) 9216 if (invItemID == UUID.Zero)
8888 return new LSL_Vector(); 9217 return new LSL_Vector();
8889 9218
8890 lock (m_host.TaskInventory) 9219 m_host.TaskInventory.LockItemsForRead(true);
9220 if (m_host.TaskInventory[invItemID].PermsGranter == UUID.Zero)
8891 { 9221 {
8892 if (m_host.TaskInventory[invItemID].PermsGranter == UUID.Zero) 9222 m_host.TaskInventory.LockItemsForRead(false);
8893 return new LSL_Vector(); 9223 return new LSL_Vector();
9224 }
8894 9225
8895 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_TRACK_CAMERA) == 0) 9226 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_TRACK_CAMERA) == 0)
8896 { 9227 {
8897 ShoutError("No permissions to track the camera"); 9228 ShoutError("No permissions to track the camera");
8898 return new LSL_Vector(); 9229 m_host.TaskInventory.LockItemsForRead(false);
8899 } 9230 return new LSL_Vector();
8900 } 9231 }
9232 m_host.TaskInventory.LockItemsForRead(false);
8901 9233
8902 ScenePresence presence = World.GetScenePresence(m_host.OwnerID); 9234 ScenePresence presence = World.GetScenePresence(m_host.OwnerID);
8903 if (presence != null) 9235 if (presence != null)
@@ -8915,17 +9247,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8915 if (invItemID == UUID.Zero) 9247 if (invItemID == UUID.Zero)
8916 return new LSL_Rotation(); 9248 return new LSL_Rotation();
8917 9249
8918 lock (m_host.TaskInventory) 9250 m_host.TaskInventory.LockItemsForRead(true);
9251 if (m_host.TaskInventory[invItemID].PermsGranter == UUID.Zero)
8919 { 9252 {
8920 if (m_host.TaskInventory[invItemID].PermsGranter == UUID.Zero) 9253 m_host.TaskInventory.LockItemsForRead(false);
8921 return new LSL_Rotation(); 9254 return new LSL_Rotation();
8922
8923 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_TRACK_CAMERA) == 0)
8924 {
8925 ShoutError("No permissions to track the camera");
8926 return new LSL_Rotation();
8927 }
8928 } 9255 }
9256 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_TRACK_CAMERA) == 0)
9257 {
9258 ShoutError("No permissions to track the camera");
9259 m_host.TaskInventory.LockItemsForRead(false);
9260 return new LSL_Rotation();
9261 }
9262 m_host.TaskInventory.LockItemsForRead(false);
8929 9263
8930 ScenePresence presence = World.GetScenePresence(m_host.OwnerID); 9264 ScenePresence presence = World.GetScenePresence(m_host.OwnerID);
8931 if (presence != null) 9265 if (presence != null)
@@ -9075,14 +9409,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9075 if (objectID == UUID.Zero) return; 9409 if (objectID == UUID.Zero) return;
9076 9410
9077 UUID agentID; 9411 UUID agentID;
9078 lock (m_host.TaskInventory) 9412 m_host.TaskInventory.LockItemsForRead(true);
9079 { 9413 // we need the permission first, to know which avatar we want to set the camera for
9080 // we need the permission first, to know which avatar we want to set the camera for 9414 agentID = m_host.TaskInventory[invItemID].PermsGranter;
9081 agentID = m_host.TaskInventory[invItemID].PermsGranter;
9082 9415
9083 if (agentID == UUID.Zero) return; 9416 if (agentID == UUID.Zero)
9084 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CONTROL_CAMERA) == 0) return; 9417 {
9418 m_host.TaskInventory.LockItemsForRead(false);
9419 return;
9085 } 9420 }
9421 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CONTROL_CAMERA) == 0)
9422 {
9423 m_host.TaskInventory.LockItemsForRead(false);
9424 return;
9425 }
9426 m_host.TaskInventory.LockItemsForRead(false);
9086 9427
9087 ScenePresence presence = World.GetScenePresence(agentID); 9428 ScenePresence presence = World.GetScenePresence(agentID);
9088 9429
@@ -9132,12 +9473,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9132 9473
9133 // we need the permission first, to know which avatar we want to clear the camera for 9474 // we need the permission first, to know which avatar we want to clear the camera for
9134 UUID agentID; 9475 UUID agentID;
9135 lock (m_host.TaskInventory) 9476 m_host.TaskInventory.LockItemsForRead(true);
9477 agentID = m_host.TaskInventory[invItemID].PermsGranter;
9478 if (agentID == UUID.Zero)
9479 {
9480 m_host.TaskInventory.LockItemsForRead(false);
9481 return;
9482 }
9483 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CONTROL_CAMERA) == 0)
9136 { 9484 {
9137 agentID = m_host.TaskInventory[invItemID].PermsGranter; 9485 m_host.TaskInventory.LockItemsForRead(false);
9138 if (agentID == UUID.Zero) return; 9486 return;
9139 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CONTROL_CAMERA) == 0) return;
9140 } 9487 }
9488 m_host.TaskInventory.LockItemsForRead(false);
9141 9489
9142 ScenePresence presence = World.GetScenePresence(agentID); 9490 ScenePresence presence = World.GetScenePresence(agentID);
9143 9491
@@ -9594,15 +9942,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9594 9942
9595 internal UUID ScriptByName(string name) 9943 internal UUID ScriptByName(string name)
9596 { 9944 {
9597 lock (m_host.TaskInventory) 9945 m_host.TaskInventory.LockItemsForRead(true);
9946
9947 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
9598 { 9948 {
9599 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 9949 if (item.Type == 10 && item.Name == name)
9600 { 9950 {
9601 if (item.Type == 10 && item.Name == name) 9951 m_host.TaskInventory.LockItemsForRead(false);
9602 return item.ItemID; 9952 return item.ItemID;
9603 } 9953 }
9604 } 9954 }
9605 9955
9956 m_host.TaskInventory.LockItemsForRead(false);
9957
9606 return UUID.Zero; 9958 return UUID.Zero;
9607 } 9959 }
9608 9960
@@ -9643,6 +9995,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9643 { 9995 {
9644 m_host.AddScriptLPS(1); 9996 m_host.AddScriptLPS(1);
9645 9997
9998 //Clone is thread safe
9646 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone(); 9999 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
9647 10000
9648 UUID assetID = UUID.Zero; 10001 UUID assetID = UUID.Zero;
@@ -9705,6 +10058,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9705 { 10058 {
9706 m_host.AddScriptLPS(1); 10059 m_host.AddScriptLPS(1);
9707 10060
10061 //Clone is thread safe
9708 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone(); 10062 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
9709 10063
9710 UUID assetID = UUID.Zero; 10064 UUID assetID = UUID.Zero;
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
index 2c8b0ea..1ddba1e 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
@@ -728,18 +728,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
728 if (target != null) 728 if (target != null)
729 { 729 {
730 UUID animID=UUID.Zero; 730 UUID animID=UUID.Zero;
731 lock (m_host.TaskInventory) 731 m_host.TaskInventory.LockItemsForRead(true);
732 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
732 { 733 {
733 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 734 if (inv.Value.Name == animation)
734 { 735 {
735 if (inv.Value.Name == animation) 736 if (inv.Value.Type == (int)AssetType.Animation)
736 { 737 animID = inv.Value.AssetID;
737 if (inv.Value.Type == (int)AssetType.Animation) 738 continue;
738 animID = inv.Value.AssetID;
739 continue;
740 }
741 } 739 }
742 } 740 }
741 m_host.TaskInventory.LockItemsForRead(false);
743 if (animID == UUID.Zero) 742 if (animID == UUID.Zero)
744 target.Animator.AddAnimation(animation, m_host.UUID); 743 target.Animator.AddAnimation(animation, m_host.UUID);
745 else 744 else
@@ -761,18 +760,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
761 if (target != null) 760 if (target != null)
762 { 761 {
763 UUID animID=UUID.Zero; 762 UUID animID=UUID.Zero;
764 lock (m_host.TaskInventory) 763 m_host.TaskInventory.LockItemsForRead(true);
764 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
765 { 765 {
766 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 766 if (inv.Value.Name == animation)
767 { 767 {
768 if (inv.Value.Name == animation) 768 if (inv.Value.Type == (int)AssetType.Animation)
769 { 769 animID = inv.Value.AssetID;
770 if (inv.Value.Type == (int)AssetType.Animation) 770 continue;
771 animID = inv.Value.AssetID;
772 continue;
773 }
774 } 771 }
775 } 772 }
773 m_host.TaskInventory.LockItemsForRead(false);
776 774
777 if (animID == UUID.Zero) 775 if (animID == UUID.Zero)
778 target.Animator.RemoveAnimation(animation); 776 target.Animator.RemoveAnimation(animation);
@@ -1541,6 +1539,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1541 1539
1542 if (!UUID.TryParse(name, out assetID)) 1540 if (!UUID.TryParse(name, out assetID))
1543 { 1541 {
1542 m_host.TaskInventory.LockItemsForRead(true);
1544 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 1543 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
1545 { 1544 {
1546 if (item.Type == 7 && item.Name == name) 1545 if (item.Type == 7 && item.Name == name)
@@ -1548,6 +1547,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1548 assetID = item.AssetID; 1547 assetID = item.AssetID;
1549 } 1548 }
1550 } 1549 }
1550 m_host.TaskInventory.LockItemsForRead(false);
1551 } 1551 }
1552 1552
1553 if (assetID == UUID.Zero) 1553 if (assetID == UUID.Zero)
@@ -1594,6 +1594,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1594 1594
1595 if (!UUID.TryParse(name, out assetID)) 1595 if (!UUID.TryParse(name, out assetID))
1596 { 1596 {
1597 m_host.TaskInventory.LockItemsForRead(true);
1597 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 1598 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
1598 { 1599 {
1599 if (item.Type == 7 && item.Name == name) 1600 if (item.Type == 7 && item.Name == name)
@@ -1601,6 +1602,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1601 assetID = item.AssetID; 1602 assetID = item.AssetID;
1602 } 1603 }
1603 } 1604 }
1605 m_host.TaskInventory.LockItemsForRead(false);
1604 } 1606 }
1605 1607
1606 if (assetID == UUID.Zero) 1608 if (assetID == UUID.Zero)
@@ -1651,6 +1653,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1651 1653
1652 if (!UUID.TryParse(name, out assetID)) 1654 if (!UUID.TryParse(name, out assetID))
1653 { 1655 {
1656 m_host.TaskInventory.LockItemsForRead(true);
1654 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 1657 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
1655 { 1658 {
1656 if (item.Type == 7 && item.Name == name) 1659 if (item.Type == 7 && item.Name == name)
@@ -1658,6 +1661,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1658 assetID = item.AssetID; 1661 assetID = item.AssetID;
1659 } 1662 }
1660 } 1663 }
1664 m_host.TaskInventory.LockItemsForRead(false);
1661 } 1665 }
1662 1666
1663 if (assetID == UUID.Zero) 1667 if (assetID == UUID.Zero)
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs
index eeb59d9..2fd33fe 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs
@@ -109,25 +109,27 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
109 if (Timers.Count == 0) 109 if (Timers.Count == 0)
110 return; 110 return;
111 111
112 Dictionary<string, TimerClass>.ValueCollection tvals;
112 lock (TimerListLock) 113 lock (TimerListLock)
113 { 114 {
114 // Go through all timers 115 // Go through all timers
115 Dictionary<string, TimerClass>.ValueCollection tvals = Timers.Values; 116 tvals = Timers.Values;
116 foreach (TimerClass ts in tvals) 117 }
118
119 foreach (TimerClass ts in tvals)
120 {
121 // Time has passed?
122 if (ts.next < DateTime.Now.Ticks)
117 { 123 {
118 // Time has passed? 124 //m_log.Debug("Time has passed: Now: " + DateTime.Now.Ticks + ", Passed: " + ts.next);
119 if (ts.next < DateTime.Now.Ticks) 125 // Add it to queue
120 { 126 m_CmdManager.m_ScriptEngine.PostScriptEvent(ts.itemID,
121 //m_log.Debug("Time has passed: Now: " + DateTime.Now.Ticks + ", Passed: " + ts.next); 127 new EventParams("timer", new Object[0],
122 // Add it to queue 128 new DetectParams[0]));
123 m_CmdManager.m_ScriptEngine.PostScriptEvent(ts.itemID, 129 // set next interval
124 new EventParams("timer", new Object[0], 130
125 new DetectParams[0])); 131 //ts.next = DateTime.Now.ToUniversalTime().AddSeconds(ts.interval);
126 // set next interval 132 ts.next = DateTime.Now.Ticks + ts.interval;
127
128 //ts.next = DateTime.Now.ToUniversalTime().AddSeconds(ts.interval);
129 ts.next = DateTime.Now.Ticks + ts.interval;
130 }
131 } 133 }
132 } 134 }
133 } 135 }
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ICM_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ICM_Api.cs
new file mode 100644
index 0000000..ef990a1
--- /dev/null
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ICM_Api.cs
@@ -0,0 +1,21 @@
1using System.Collections;
2using OpenSim.Region.ScriptEngine.Interfaces;
3
4using key = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
5using rotation = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Quaternion;
6using vector = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Vector3;
7using LSL_List = OpenSim.Region.ScriptEngine.Shared.LSL_Types.list;
8using LSL_String = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
9using LSL_Integer = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLInteger;
10using LSL_Float = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLFloat;
11
12namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
13{
14 public interface ICM_Api
15 {
16 // Windlight Functions
17 LSL_List cmGetWindlightScene(LSL_List rules);
18 int cmSetWindlightScene(LSL_List rules);
19 int cmSetWindlightSceneTargeted(LSL_List rules, key target);
20 }
21}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs
index 60b8050..f5921e1 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs
@@ -80,7 +80,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
80 // Avatar Info Commands 80 // Avatar Info Commands
81 string osGetAgentIP(string agent); 81 string osGetAgentIP(string agent);
82 LSL_List osGetAgents(); 82 LSL_List osGetAgents();
83 83
84 // Teleport commands 84 // Teleport commands
85 void osTeleportAgent(string agent, string regionName, LSL_Types.Vector3 position, LSL_Types.Vector3 lookat); 85 void osTeleportAgent(string agent, string regionName, LSL_Types.Vector3 position, LSL_Types.Vector3 lookat);
86 void osTeleportAgent(string agent, int regionX, int regionY, LSL_Types.Vector3 position, LSL_Types.Vector3 lookat); 86 void osTeleportAgent(string agent, int regionX, int regionY, LSL_Types.Vector3 position, LSL_Types.Vector3 lookat);
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/CM_Constants.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/CM_Constants.cs
new file mode 100644
index 0000000..522c020
--- /dev/null
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/CM_Constants.cs
@@ -0,0 +1,77 @@
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 vector = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Vector3;
30using rotation = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Quaternion;
31using LSLInteger = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLInteger;
32
33namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
34{
35 public partial class ScriptBaseClass
36 {
37 // Constants for cmWindlight*
38 public const int WL_WATER_COLOR = 0;
39 public const int WL_WATER_FOG_DENSITY_EXPONENT = 1;
40 public const int WL_UNDERWATER_FOG_MODIFIER = 2;
41 public const int WL_REFLECTION_WAVELET_SCALE = 3;
42 public const int WL_FRESNEL_SCALE = 4;
43 public const int WL_FRESNEL_OFFSET = 5;
44 public const int WL_REFRACT_SCALE_ABOVE = 6;
45 public const int WL_REFRACT_SCALE_BELOW = 7;
46 public const int WL_BLUR_MULTIPLIER = 8;
47 public const int WL_BIG_WAVE_DIRECTION = 9;
48 public const int WL_LITTLE_WAVE_DIRECTION = 10;
49 public const int WL_NORMAL_MAP_TEXTURE = 11;
50 public const int WL_HORIZON = 12;
51 public const int WL_HAZE_HORIZON = 13;
52 public const int WL_BLUE_DENSITY = 14;
53 public const int WL_HAZE_DENSITY = 15;
54 public const int WL_DENSITY_MULTIPLIER = 16;
55 public const int WL_DISTANCE_MULTIPLIER = 17;
56 public const int WL_MAX_ALTITUDE = 18;
57 public const int WL_SUN_MOON_COLOR = 19;
58 public const int WL_AMBIENT = 20;
59 public const int WL_EAST_ANGLE = 21;
60 public const int WL_SUN_GLOW_FOCUS = 22;
61 public const int WL_SUN_GLOW_SIZE = 23;
62 public const int WL_SCENE_GAMMA = 24;
63 public const int WL_STAR_BRIGHTNESS = 25;
64 public const int WL_CLOUD_COLOR = 26;
65 public const int WL_CLOUD_XY_DENSITY = 27;
66 public const int WL_CLOUD_COVERAGE = 28;
67 public const int WL_CLOUD_SCALE = 29;
68 public const int WL_CLOUD_DETAIL_XY_DENSITY = 30;
69 public const int WL_CLOUD_SCROLL_X = 31;
70 public const int WL_CLOUD_SCROLL_Y = 32;
71 public const int WL_CLOUD_SCROLL_Y_LOCK = 33;
72 public const int WL_CLOUD_SCROLL_X_LOCK = 34;
73 public const int WL_DRAW_CLASSIC_CLOUDS = 35;
74 public const int WL_SUN_MOON_POSITION = 36;
75
76 }
77}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/CM_Stub.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/CM_Stub.cs
new file mode 100644
index 0000000..5bc3a88
--- /dev/null
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/CM_Stub.cs
@@ -0,0 +1,76 @@
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.Runtime.Remoting.Lifetime;
30using System.Threading;
31using System.Reflection;
32using System.Collections;
33using System.Collections.Generic;
34using OpenSim.Framework;
35using OpenSim.Region.Framework.Interfaces;
36using OpenSim.Region.ScriptEngine.Interfaces;
37using OpenSim.Region.ScriptEngine.Shared.Api.Interfaces;
38using integer = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLInteger;
39using vector = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Vector3;
40using rotation = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Quaternion;
41using key = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
42using LSL_List = OpenSim.Region.ScriptEngine.Shared.LSL_Types.list;
43using LSL_String = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
44using LSL_Float = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLFloat;
45using LSL_Integer = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLInteger;
46
47namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
48{
49 public partial class ScriptBaseClass : MarshalByRefObject
50 {
51 public ICM_Api m_CM_Functions;
52
53 public void ApiTypeCM(IScriptApi api)
54 {
55 if (!(api is ICM_Api))
56 return;
57
58 m_CM_Functions = (ICM_Api)api;
59 }
60
61 public LSL_List cmGetWindlightScene(LSL_List rules)
62 {
63 return m_CM_Functions.cmGetWindlightScene(rules);
64 }
65
66 public int cmSetWindlightScene(LSL_List rules)
67 {
68 return m_CM_Functions.cmSetWindlightScene(rules);
69 }
70
71 public int cmSetWindlightSceneTargeted(LSL_List rules, key target)
72 {
73 return m_CM_Functions.cmSetWindlightSceneTargeted(rules, target);
74 }
75 }
76}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/Executor.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/Executor.cs
index 9615315..943d7a2 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/Executor.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/Executor.cs
@@ -27,6 +27,7 @@
27 27
28using System; 28using System;
29using System.Collections.Generic; 29using System.Collections.Generic;
30using System.Diagnostics; //for [DebuggerNonUserCode]
30using System.Reflection; 31using System.Reflection;
31using System.Runtime.Remoting.Lifetime; 32using System.Runtime.Remoting.Lifetime;
32using OpenSim.Region.ScriptEngine.Shared; 33using OpenSim.Region.ScriptEngine.Shared;
@@ -132,6 +133,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
132 return (eventFlags); 133 return (eventFlags);
133 } 134 }
134 135
136 [DebuggerNonUserCode]
135 public void ExecuteEvent(string state, string FunctionName, object[] args) 137 public void ExecuteEvent(string state, string FunctionName, object[] args)
136 { 138 {
137 // IMPORTANT: Types and MemberInfo-derived objects require a LOT of memory. 139 // IMPORTANT: Types and MemberInfo-derived objects require a LOT of memory.
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs
index 3339995..e86d08c 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs
@@ -26,6 +26,7 @@
26 */ 26 */
27 27
28using System; 28using System;
29using System.Diagnostics; //for [DebuggerNonUserCode]
29using System.Runtime.Remoting.Lifetime; 30using System.Runtime.Remoting.Lifetime;
30using System.Threading; 31using System.Threading;
31using System.Reflection; 32using System.Reflection;
@@ -309,6 +310,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
309 m_LSL_Functions.llDialog(avatar, message, buttons, chat_channel); 310 m_LSL_Functions.llDialog(avatar, message, buttons, chat_channel);
310 } 311 }
311 312
313 [DebuggerNonUserCode]
312 public void llDie() 314 public void llDie()
313 { 315 {
314 m_LSL_Functions.llDie(); 316 m_LSL_Functions.llDie();
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/OpenSim.Region.ScriptEngine.Shared.Api.Runtime.mdp b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/OpenSim.Region.ScriptEngine.Shared.Api.Runtime.mdp
index 98bbc68..23138ef 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/OpenSim.Region.ScriptEngine.Shared.Api.Runtime.mdp
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/OpenSim.Region.ScriptEngine.Shared.Api.Runtime.mdp
@@ -17,6 +17,8 @@
17 <excludeFiles /> 17 <excludeFiles />
18 </DeploymentInformation> 18 </DeploymentInformation>
19 <Contents> 19 <Contents>
20 <File name="./CM_Constants.cs" subtype="Code" buildaction="Compile" dependson="" data="" />
21 <File name="./CM_Stub.cs" subtype="Code" buildaction="Compile" dependson="" data="" />
20 <File name="./Executor.cs" subtype="Code" buildaction="Compile" dependson="" data="" /> 22 <File name="./Executor.cs" subtype="Code" buildaction="Compile" dependson="" data="" />
21 <File name="./LSL_Constants.cs" subtype="Code" buildaction="Compile" dependson="" data="" /> 23 <File name="./LSL_Constants.cs" subtype="Code" buildaction="Compile" dependson="" data="" />
22 <File name="./LSL_Stub.cs" subtype="Code" buildaction="Compile" dependson="" data="" /> 24 <File name="./LSL_Stub.cs" subtype="Code" buildaction="Compile" dependson="" data="" />
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/ScriptBase.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/ScriptBase.cs
index edbbc2a..b138da3 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/ScriptBase.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/ScriptBase.cs
@@ -33,6 +33,7 @@ using System.Threading;
33using System.Reflection; 33using System.Reflection;
34using System.Collections; 34using System.Collections;
35using System.Collections.Generic; 35using System.Collections.Generic;
36using System.Diagnostics; //for [DebuggerNonUserCode]
36using OpenSim.Region.ScriptEngine.Interfaces; 37using OpenSim.Region.ScriptEngine.Interfaces;
37using OpenSim.Region.ScriptEngine.Shared; 38using OpenSim.Region.ScriptEngine.Shared;
38using OpenSim.Region.ScriptEngine.Shared.Api.Runtime; 39using OpenSim.Region.ScriptEngine.Shared.Api.Runtime;
@@ -90,6 +91,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
90 return (int)m_Executor.GetStateEventFlags(state); 91 return (int)m_Executor.GetStateEventFlags(state);
91 } 92 }
92 93
94 [DebuggerNonUserCode]
93 public void ExecuteEvent(string state, string FunctionName, object[] args) 95 public void ExecuteEvent(string state, string FunctionName, object[] args)
94 { 96 {
95 m_Executor.ExecuteEvent(state, FunctionName, args); 97 m_Executor.ExecuteEvent(state, FunctionName, args);
diff --git a/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs b/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs
index d30d2dc..6ecafd4 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs
@@ -27,6 +27,7 @@
27 27
28using System; 28using System;
29using System.IO; 29using System.IO;
30using System.Diagnostics; //for [DebuggerNonUserCode]
30using System.Runtime.Remoting; 31using System.Runtime.Remoting;
31using System.Runtime.Remoting.Lifetime; 32using System.Runtime.Remoting.Lifetime;
32using System.Threading; 33using System.Threading;
@@ -237,13 +238,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
237 238
238 if (part != null) 239 if (part != null)
239 { 240 {
240 lock (part.TaskInventory) 241 part.TaskInventory.LockItemsForRead(true);
242 if (part.TaskInventory.ContainsKey(m_ItemID))
241 { 243 {
242 if (part.TaskInventory.ContainsKey(m_ItemID)) 244 m_thisScriptTask = part.TaskInventory[m_ItemID];
243 {
244 m_thisScriptTask = part.TaskInventory[m_ItemID];
245 }
246 } 245 }
246 part.TaskInventory.LockItemsForRead(false);
247 } 247 }
248 248
249 ApiManager am = new ApiManager(); 249 ApiManager am = new ApiManager();
@@ -428,14 +428,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
428 { 428 {
429 int permsMask; 429 int permsMask;
430 UUID permsGranter; 430 UUID permsGranter;
431 lock (part.TaskInventory) 431 part.TaskInventory.LockItemsForRead(true);
432 if (!part.TaskInventory.ContainsKey(m_ItemID))
432 { 433 {
433 if (!part.TaskInventory.ContainsKey(m_ItemID)) 434 part.TaskInventory.LockItemsForRead(false);
434 return; 435 return;
435
436 permsGranter = part.TaskInventory[m_ItemID].PermsGranter;
437 permsMask = part.TaskInventory[m_ItemID].PermsMask;
438 } 436 }
437 permsGranter = part.TaskInventory[m_ItemID].PermsGranter;
438 permsMask = part.TaskInventory[m_ItemID].PermsMask;
439 part.TaskInventory.LockItemsForRead(false);
439 440
440 if ((permsMask & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) != 0) 441 if ((permsMask & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) != 0)
441 { 442 {
@@ -544,6 +545,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
544 return true; 545 return true;
545 } 546 }
546 547
548 [DebuggerNonUserCode] //Prevents the debugger from farting in this function
547 public void SetState(string state) 549 public void SetState(string state)
548 { 550 {
549 if (state == State) 551 if (state == State)
@@ -555,7 +557,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
555 new DetectParams[0])); 557 new DetectParams[0]));
556 PostEvent(new EventParams("state_entry", new Object[0], 558 PostEvent(new EventParams("state_entry", new Object[0],
557 new DetectParams[0])); 559 new DetectParams[0]));
558 560
559 throw new EventAbortException(); 561 throw new EventAbortException();
560 } 562 }
561 563
@@ -638,154 +640,158 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
638 /// <returns></returns> 640 /// <returns></returns>
639 public object EventProcessor() 641 public object EventProcessor()
640 { 642 {
643
644 EventParams data = null;
645
646 lock (m_EventQueue)
647 {
641 lock (m_Script) 648 lock (m_Script)
642 { 649 {
643 EventParams data = null; 650 data = (EventParams) m_EventQueue.Dequeue();
644 651 if (data == null) // Shouldn't happen
645 lock (m_EventQueue)
646 { 652 {
647 data = (EventParams) m_EventQueue.Dequeue(); 653 if ((m_EventQueue.Count > 0) && m_RunEvents && (!m_ShuttingDown))
648 if (data == null) // Shouldn't happen
649 { 654 {
650 if ((m_EventQueue.Count > 0) && m_RunEvents && (!m_ShuttingDown)) 655 m_CurrentResult = m_Engine.QueueEventHandler(this);
651 {
652 m_CurrentResult = m_Engine.QueueEventHandler(this);
653 }
654 else
655 {
656 m_CurrentResult = null;
657 }
658 return 0;
659 } 656 }
660 657 else
661 if (data.EventName == "timer")
662 m_TimerQueued = false;
663 if (data.EventName == "control")
664 { 658 {
665 if (m_ControlEventsInQueue > 0) 659 m_CurrentResult = null;
666 m_ControlEventsInQueue--;
667 } 660 }
668 if (data.EventName == "collision") 661 return 0;
669 m_CollisionInQueue = false;
670 } 662 }
671
672 //m_log.DebugFormat("[XENGINE]: Processing event {0} for {1}", data.EventName, this);
673 663
674 m_DetectParams = data.DetectParams; 664 if (data.EventName == "timer")
675 665 m_TimerQueued = false;
676 if (data.EventName == "state") // Hardcoded state change 666 if (data.EventName == "control")
677 { 667 {
678 // m_log.DebugFormat("[Script] Script {0}.{1} state set to {2}", 668 if (m_ControlEventsInQueue > 0)
679 // m_PrimName, m_ScriptName, data.Params[0].ToString()); 669 m_ControlEventsInQueue--;
680 m_State=data.Params[0].ToString(); 670 }
681 AsyncCommandManager.RemoveScript(m_Engine, 671 if (data.EventName == "collision")
682 m_LocalID, m_ItemID); 672 m_CollisionInQueue = false;
673 }
674 }
675 lock(m_Script)
676 {
677
678 //m_log.DebugFormat("[XENGINE]: Processing event {0} for {1}", data.EventName, this);
683 679
684 SceneObjectPart part = m_Engine.World.GetSceneObjectPart( 680 m_DetectParams = data.DetectParams;
685 m_LocalID); 681
686 if (part != null) 682 if (data.EventName == "state") // Hardcoded state change
687 { 683 {
688 part.SetScriptEvents(m_ItemID, 684// m_log.DebugFormat("[Script] Script {0}.{1} state set to {2}",
689 (int)m_Script.GetStateEventFlags(State)); 685// m_PrimName, m_ScriptName, data.Params[0].ToString());
690 } 686 m_State=data.Params[0].ToString();
687 AsyncCommandManager.RemoveScript(m_Engine,
688 m_LocalID, m_ItemID);
689
690 SceneObjectPart part = m_Engine.World.GetSceneObjectPart(
691 m_LocalID);
692 if (part != null)
693 {
694 part.SetScriptEvents(m_ItemID,
695 (int)m_Script.GetStateEventFlags(State));
691 } 696 }
692 else 697 }
698 else
699 {
700 if (m_Engine.World.PipeEventsForScript(m_LocalID) ||
701 data.EventName == "control") // Don't freeze avies!
693 { 702 {
694 if (m_Engine.World.PipeEventsForScript(m_LocalID) || 703 SceneObjectPart part = m_Engine.World.GetSceneObjectPart(
695 data.EventName == "control") // Don't freeze avies! 704 m_LocalID);
696 { 705 // m_log.DebugFormat("[Script] Delivered event {2} in state {3} to {0}.{1}",
697 SceneObjectPart part = m_Engine.World.GetSceneObjectPart( 706 // m_PrimName, m_ScriptName, data.EventName, m_State);
698 m_LocalID);
699 // m_log.DebugFormat("[Script] Delivered event {2} in state {3} to {0}.{1}",
700 // m_PrimName, m_ScriptName, data.EventName, m_State);
701 707
702 try 708 try
703 { 709 {
704 m_CurrentEvent = data.EventName; 710 m_CurrentEvent = data.EventName;
705 m_EventStart = DateTime.Now; 711 m_EventStart = DateTime.Now;
706 m_InEvent = true; 712 m_InEvent = true;
707 713
708 m_Script.ExecuteEvent(State, data.EventName, data.Params); 714 m_Script.ExecuteEvent(State, data.EventName, data.Params);
709 715
710 m_InEvent = false; 716 m_InEvent = false;
711 m_CurrentEvent = String.Empty; 717 m_CurrentEvent = String.Empty;
712 718
713 if (m_SaveState) 719 if (m_SaveState)
714 { 720 {
715 // This will be the very first event we deliver 721 // This will be the very first event we deliver
716 // (state_entry) in default state 722 // (state_entry) in default state
717 // 723 //
718 724
719 SaveState(m_Assembly); 725 SaveState(m_Assembly);
720 726
721 m_SaveState = false; 727 m_SaveState = false;
722 }
723 } 728 }
724 catch (Exception e) 729 }
725 { 730 catch (Exception e)
726 // m_log.DebugFormat("[SCRIPT] Exception: {0}", e.Message); 731 {
727 m_InEvent = false; 732 // m_log.DebugFormat("[SCRIPT] Exception: {0}", e.Message);
728 m_CurrentEvent = String.Empty; 733 m_InEvent = false;
734 m_CurrentEvent = String.Empty;
729 735
730 if ((!(e is TargetInvocationException) || (!(e.InnerException is SelfDeleteException) && !(e.InnerException is ScriptDeleteException))) && !(e is ThreadAbortException)) 736 if ((!(e is TargetInvocationException) || (!(e.InnerException is SelfDeleteException) && !(e.InnerException is ScriptDeleteException))) && !(e is ThreadAbortException))
731 { 737 {
732 try 738 try
733 {
734 // DISPLAY ERROR INWORLD
735 string text = FormatException(e);
736
737 if (text.Length > 1000)
738 text = text.Substring(0, 1000);
739 m_Engine.World.SimChat(Utils.StringToBytes(text),
740 ChatTypeEnum.DebugChannel, 2147483647,
741 part.AbsolutePosition,
742 part.Name, part.UUID, false);
743 }
744 catch (Exception)
745 {
746 }
747 // catch (Exception e2) // LEGIT: User Scripting
748 // {
749 // m_log.Error("[SCRIPT]: "+
750 // "Error displaying error in-world: " +
751 // e2.ToString());
752 // m_log.Error("[SCRIPT]: " +
753 // "Errormessage: Error compiling script:\r\n" +
754 // e.ToString());
755 // }
756 }
757 else if ((e is TargetInvocationException) && (e.InnerException is SelfDeleteException))
758 { 739 {
759 m_InSelfDelete = true; 740 // DISPLAY ERROR INWORLD
760 if (part != null && part.ParentGroup != null) 741 string text = FormatException(e);
761 m_Engine.World.DeleteSceneObject(part.ParentGroup, false); 742
743 if (text.Length > 1000)
744 text = text.Substring(0, 1000);
745 m_Engine.World.SimChat(Utils.StringToBytes(text),
746 ChatTypeEnum.DebugChannel, 2147483647,
747 part.AbsolutePosition,
748 part.Name, part.UUID, false);
762 } 749 }
763 else if ((e is TargetInvocationException) && (e.InnerException is ScriptDeleteException)) 750 catch (Exception)
764 { 751 {
765 m_InSelfDelete = true;
766 if (part != null && part.ParentGroup != null)
767 part.Inventory.RemoveInventoryItem(m_ItemID);
768 } 752 }
753 // catch (Exception e2) // LEGIT: User Scripting
754 // {
755 // m_log.Error("[SCRIPT]: "+
756 // "Error displaying error in-world: " +
757 // e2.ToString());
758 // m_log.Error("[SCRIPT]: " +
759 // "Errormessage: Error compiling script:\r\n" +
760 // e.ToString());
761 // }
762 }
763 else if ((e is TargetInvocationException) && (e.InnerException is SelfDeleteException))
764 {
765 m_InSelfDelete = true;
766 if (part != null && part.ParentGroup != null)
767 m_Engine.World.DeleteSceneObject(part.ParentGroup, false);
768 }
769 else if ((e is TargetInvocationException) && (e.InnerException is ScriptDeleteException))
770 {
771 m_InSelfDelete = true;
772 if (part != null && part.ParentGroup != null)
773 part.Inventory.RemoveInventoryItem(m_ItemID);
769 } 774 }
770 } 775 }
771 } 776 }
777 }
772 778
773 lock (m_EventQueue) 779 lock (m_EventQueue)
780 {
781 if ((m_EventQueue.Count > 0) && m_RunEvents && (!m_ShuttingDown))
774 { 782 {
775 if ((m_EventQueue.Count > 0) && m_RunEvents && (!m_ShuttingDown)) 783 m_CurrentResult = m_Engine.QueueEventHandler(this);
776 { 784 }
777 m_CurrentResult = m_Engine.QueueEventHandler(this); 785 else
778 } 786 {
779 else 787 m_CurrentResult = null;
780 {
781 m_CurrentResult = null;
782 }
783 } 788 }
789 }
784 790
785 m_DetectParams = null; 791 m_DetectParams = null;
786 792
787 return 0; 793 return 0;
788 } 794 }
789 } 795 }
790 796
791 public int EventTime() 797 public int EventTime()
@@ -824,6 +830,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
824 new Object[0], new DetectParams[0])); 830 new Object[0], new DetectParams[0]));
825 } 831 }
826 832
833 [DebuggerNonUserCode] //Stops the VS debugger from farting in this function
827 public void ApiResetScript() 834 public void ApiResetScript()
828 { 835 {
829 // bool running = Running; 836 // bool running = Running;
diff --git a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
index 98e77c0..35d57d8 100644
--- a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
+++ b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
@@ -30,6 +30,7 @@ using System.IO;
30using System.Threading; 30using System.Threading;
31using System.Collections; 31using System.Collections;
32using System.Collections.Generic; 32using System.Collections.Generic;
33using System.Diagnostics; //for [DebuggerNonUserCode]
33using System.Security; 34using System.Security;
34using System.Security.Policy; 35using System.Security.Policy;
35using System.Reflection; 36using System.Reflection;
@@ -102,6 +103,8 @@ namespace OpenSim.Region.ScriptEngine.XEngine
102 private Dictionary<UUID, IScriptInstance> m_Scripts = 103 private Dictionary<UUID, IScriptInstance> m_Scripts =
103 new Dictionary<UUID, IScriptInstance>(); 104 new Dictionary<UUID, IScriptInstance>();
104 105
106 private OpenMetaverse.ReaderWriterLockSlim m_scriptsLock = new OpenMetaverse.ReaderWriterLockSlim();
107
105 // Maps the asset ID to the assembly 108 // Maps the asset ID to the assembly
106 109
107 private Dictionary<UUID, string> m_Assemblies = 110 private Dictionary<UUID, string> m_Assemblies =
@@ -123,6 +126,71 @@ namespace OpenSim.Region.ScriptEngine.XEngine
123 private ScriptCompileQueue m_CompileQueue = new ScriptCompileQueue(); 126 private ScriptCompileQueue m_CompileQueue = new ScriptCompileQueue();
124 IWorkItemResult m_CurrentCompile = null; 127 IWorkItemResult m_CurrentCompile = null;
125 128
129 private void lockScriptsForRead(bool locked)
130 {
131 if (locked)
132 {
133 if (m_scriptsLock.RecursiveReadCount > 0)
134 {
135 m_log.Error("[XEngine.m_Scripts] Recursive read lock requested. This should not happen and means something needs to be fixed. For now though, it's safe to continue.");
136 m_scriptsLock.ExitReadLock();
137 }
138 if (m_scriptsLock.RecursiveWriteCount > 0)
139 {
140 m_log.Error("[XEngine.m_Scripts] Recursive write lock requested. This should not happen and means something needs to be fixed.");
141 m_scriptsLock.ExitWriteLock();
142 }
143
144 while (!m_scriptsLock.TryEnterReadLock(60000))
145 {
146 m_log.Error("[XEngine.m_Scripts] Thread lock detected while trying to aquire READ lock of m_scripts in XEngine. I'm going to try to solve the thread lock automatically to preserve region stability, but this needs to be fixed.");
147 if (m_scriptsLock.IsWriteLockHeld)
148 {
149 m_scriptsLock = new OpenMetaverse.ReaderWriterLockSlim();
150 }
151 }
152 }
153 else
154 {
155 if (m_scriptsLock.RecursiveReadCount > 0)
156 {
157 m_scriptsLock.ExitReadLock();
158 }
159 }
160 }
161 private void lockScriptsForWrite(bool locked)
162 {
163 if (locked)
164 {
165 if (m_scriptsLock.RecursiveReadCount > 0)
166 {
167 m_log.Error("[XEngine.m_Scripts] Recursive read lock requested. This should not happen and means something needs to be fixed. For now though, it's safe to continue.");
168 m_scriptsLock.ExitReadLock();
169 }
170 if (m_scriptsLock.RecursiveWriteCount > 0)
171 {
172 m_log.Error("[XEngine.m_Scripts] Recursive write lock requested. This should not happen and means something needs to be fixed.");
173 m_scriptsLock.ExitWriteLock();
174 }
175
176 while (!m_scriptsLock.TryEnterWriteLock(60000))
177 {
178 m_log.Error("[XEngine.m_Scripts] Thread lock detected while trying to aquire WRITE lock of m_scripts in XEngine. I'm going to try to solve the thread lock automatically to preserve region stability, but this needs to be fixed.");
179 if (m_scriptsLock.IsWriteLockHeld)
180 {
181 m_scriptsLock = new OpenMetaverse.ReaderWriterLockSlim();
182 }
183 }
184 }
185 else
186 {
187 if (m_scriptsLock.RecursiveWriteCount > 0)
188 {
189 m_scriptsLock.ExitWriteLock();
190 }
191 }
192 }
193
126 public string ScriptEngineName 194 public string ScriptEngineName
127 { 195 {
128 get { return "XEngine"; } 196 get { return "XEngine"; }
@@ -262,43 +330,45 @@ namespace OpenSim.Region.ScriptEngine.XEngine
262 330
263 public void RemoveRegion(Scene scene) 331 public void RemoveRegion(Scene scene)
264 { 332 {
265 lock (m_Scripts) 333 lockScriptsForRead(true);
334 foreach (IScriptInstance instance in m_Scripts.Values)
266 { 335 {
267 foreach (IScriptInstance instance in m_Scripts.Values) 336 // Force a final state save
337 //
338 if (m_Assemblies.ContainsKey(instance.AssetID))
268 { 339 {
269 // Force a final state save 340 string assembly = m_Assemblies[instance.AssetID];
270 // 341 instance.SaveState(assembly);
271 if (m_Assemblies.ContainsKey(instance.AssetID)) 342 }
272 {
273 string assembly = m_Assemblies[instance.AssetID];
274 instance.SaveState(assembly);
275 }
276 343
277 // Clear the event queue and abort the instance thread 344 // Clear the event queue and abort the instance thread
278 // 345 //
279 instance.ClearQueue(); 346 instance.ClearQueue();
280 instance.Stop(0); 347 instance.Stop(0);
281 348
282 // Release events, timer, etc 349 // Release events, timer, etc
283 // 350 //
284 instance.DestroyScriptInstance(); 351 instance.DestroyScriptInstance();
285 352
286 // Unload scripts and app domains 353 // Unload scripts and app domains
287 // Must be done explicitly because they have infinite 354 // Must be done explicitly because they have infinite
288 // lifetime 355 // lifetime
289 // 356 //
290 m_DomainScripts[instance.AppDomain].Remove(instance.ItemID); 357 m_DomainScripts[instance.AppDomain].Remove(instance.ItemID);
291 if (m_DomainScripts[instance.AppDomain].Count == 0) 358 if (m_DomainScripts[instance.AppDomain].Count == 0)
292 { 359 {
293 m_DomainScripts.Remove(instance.AppDomain); 360 m_DomainScripts.Remove(instance.AppDomain);
294 UnloadAppDomain(instance.AppDomain); 361 UnloadAppDomain(instance.AppDomain);
295 }
296 } 362 }
297 m_Scripts.Clear();
298 m_PrimObjects.Clear();
299 m_Assemblies.Clear();
300 m_DomainScripts.Clear();
301 } 363 }
364 lockScriptsForRead(false);
365 lockScriptsForWrite(true);
366 m_Scripts.Clear();
367 lockScriptsForWrite(false);
368 m_PrimObjects.Clear();
369 m_Assemblies.Clear();
370 m_DomainScripts.Clear();
371
302 lock (m_ScriptEngines) 372 lock (m_ScriptEngines)
303 { 373 {
304 m_ScriptEngines.Remove(this); 374 m_ScriptEngines.Remove(this);
@@ -357,22 +427,20 @@ namespace OpenSim.Region.ScriptEngine.XEngine
357 427
358 List<IScriptInstance> instances = new List<IScriptInstance>(); 428 List<IScriptInstance> instances = new List<IScriptInstance>();
359 429
360 lock (m_Scripts) 430 lockScriptsForRead(true);
361 { 431 foreach (IScriptInstance instance in m_Scripts.Values)
362 foreach (IScriptInstance instance in m_Scripts.Values)
363 instances.Add(instance); 432 instances.Add(instance);
364 } 433 lockScriptsForRead(false);
365 434
366 foreach (IScriptInstance i in instances) 435 foreach (IScriptInstance i in instances)
367 { 436 {
368 string assembly = String.Empty; 437 string assembly = String.Empty;
369 438
370 lock (m_Scripts) 439
371 {
372 if (!m_Assemblies.ContainsKey(i.AssetID)) 440 if (!m_Assemblies.ContainsKey(i.AssetID))
373 continue; 441 continue;
374 assembly = m_Assemblies[i.AssetID]; 442 assembly = m_Assemblies[i.AssetID];
375 } 443
376 444
377 i.SaveState(assembly); 445 i.SaveState(assembly);
378 } 446 }
@@ -684,170 +752,181 @@ namespace OpenSim.Region.ScriptEngine.XEngine
684 } 752 }
685 } 753 }
686 754
687 lock (m_Scripts) 755
756
757 ScriptInstance instance = null;
758 // Create the object record
759 lockScriptsForRead(true);
760 if ((!m_Scripts.ContainsKey(itemID)) ||
761 (m_Scripts[itemID].AssetID != assetID))
688 { 762 {
689 ScriptInstance instance = null; 763 lockScriptsForRead(false);
690 // Create the object record
691 764
692 if ((!m_Scripts.ContainsKey(itemID)) || 765 UUID appDomain = assetID;
693 (m_Scripts[itemID].AssetID != assetID))
694 {
695 UUID appDomain = assetID;
696 766
697 if (part.ParentGroup.IsAttachment) 767 if (part.ParentGroup.IsAttachment)
698 appDomain = part.ParentGroup.RootPart.UUID; 768 appDomain = part.ParentGroup.RootPart.UUID;
699 769
700 if (!m_AppDomains.ContainsKey(appDomain)) 770 if (!m_AppDomains.ContainsKey(appDomain))
771 {
772 try
701 { 773 {
702 try 774 AppDomainSetup appSetup = new AppDomainSetup();
703 { 775 // appSetup.ApplicationBase = Path.Combine(
704 AppDomainSetup appSetup = new AppDomainSetup(); 776 // "ScriptEngines",
705// appSetup.ApplicationBase = Path.Combine( 777 // m_Scene.RegionInfo.RegionID.ToString());
706// "ScriptEngines", 778
707// m_Scene.RegionInfo.RegionID.ToString()); 779 Evidence baseEvidence = AppDomain.CurrentDomain.Evidence;
708 780 Evidence evidence = new Evidence(baseEvidence);
709 Evidence baseEvidence = AppDomain.CurrentDomain.Evidence; 781
710 Evidence evidence = new Evidence(baseEvidence); 782 AppDomain sandbox;
711 783 if (m_AppDomainLoading)
712 AppDomain sandbox; 784 sandbox = AppDomain.CreateDomain(
713 if (m_AppDomainLoading) 785 m_Scene.RegionInfo.RegionID.ToString(),
714 sandbox = AppDomain.CreateDomain( 786 evidence, appSetup);
715 m_Scene.RegionInfo.RegionID.ToString(), 787 else
716 evidence, appSetup); 788 sandbox = AppDomain.CurrentDomain;
717 else 789
718 sandbox = AppDomain.CurrentDomain; 790 //PolicyLevel sandboxPolicy = PolicyLevel.CreateAppDomainLevel();
719 791 //AllMembershipCondition sandboxMembershipCondition = new AllMembershipCondition();
720 //PolicyLevel sandboxPolicy = PolicyLevel.CreateAppDomainLevel(); 792 //PermissionSet sandboxPermissionSet = sandboxPolicy.GetNamedPermissionSet("Internet");
721 //AllMembershipCondition sandboxMembershipCondition = new AllMembershipCondition(); 793 //PolicyStatement sandboxPolicyStatement = new PolicyStatement(sandboxPermissionSet);
722 //PermissionSet sandboxPermissionSet = sandboxPolicy.GetNamedPermissionSet("Internet"); 794 //CodeGroup sandboxCodeGroup = new UnionCodeGroup(sandboxMembershipCondition, sandboxPolicyStatement);
723 //PolicyStatement sandboxPolicyStatement = new PolicyStatement(sandboxPermissionSet); 795 //sandboxPolicy.RootCodeGroup = sandboxCodeGroup;
724 //CodeGroup sandboxCodeGroup = new UnionCodeGroup(sandboxMembershipCondition, sandboxPolicyStatement); 796 //sandbox.SetAppDomainPolicy(sandboxPolicy);
725 //sandboxPolicy.RootCodeGroup = sandboxCodeGroup; 797
726 //sandbox.SetAppDomainPolicy(sandboxPolicy); 798 m_AppDomains[appDomain] = sandbox;
727 799
728 m_AppDomains[appDomain] = sandbox; 800 m_AppDomains[appDomain].AssemblyResolve +=
729 801 new ResolveEventHandler(
730 m_AppDomains[appDomain].AssemblyResolve += 802 AssemblyResolver.OnAssemblyResolve);
731 new ResolveEventHandler( 803 m_DomainScripts[appDomain] = new List<UUID>();
732 AssemblyResolver.OnAssemblyResolve);
733 m_DomainScripts[appDomain] = new List<UUID>();
734 }
735 catch (Exception e)
736 {
737 m_log.ErrorFormat("[XEngine] Exception creating app domain:\n {0}", e.ToString());
738 m_ScriptErrorMessage += "Exception creating app domain:\n";
739 m_ScriptFailCount++;
740 lock (m_AddingAssemblies)
741 {
742 m_AddingAssemblies[assembly]--;
743 }
744 return false;
745 }
746 } 804 }
747 m_DomainScripts[appDomain].Add(itemID); 805 catch (Exception e)
748
749 instance = new ScriptInstance(this, part,
750 itemID, assetID, assembly,
751 m_AppDomains[appDomain],
752 part.ParentGroup.RootPart.Name,
753 item.Name, startParam, postOnRez,
754 stateSource, m_MaxScriptQueue);
755
756 m_log.DebugFormat("[XEngine] Loaded script {0}.{1}, script UUID {2}, prim UUID {3} @ {4}",
757 part.ParentGroup.RootPart.Name, item.Name, assetID, part.UUID, part.ParentGroup.RootPart.AbsolutePosition.ToString());
758
759 if (presence != null)
760 { 806 {
761 ShowScriptSaveResponse(item.OwnerID, 807 m_log.ErrorFormat("[XEngine] Exception creating app domain:\n {0}", e.ToString());
762 assetID, "Compile successful", true); 808 m_ScriptErrorMessage += "Exception creating app domain:\n";
809 m_ScriptFailCount++;
810 lock (m_AddingAssemblies)
811 {
812 m_AddingAssemblies[assembly]--;
813 }
814 return false;
763 } 815 }
816 }
817 m_DomainScripts[appDomain].Add(itemID);
764 818
765 instance.AppDomain = appDomain; 819 instance = new ScriptInstance(this, part,
766 instance.LineMap = linemap; 820 itemID, assetID, assembly,
821 m_AppDomains[appDomain],
822 part.ParentGroup.RootPart.Name,
823 item.Name, startParam, postOnRez,
824 stateSource, m_MaxScriptQueue);
767 825
768 m_Scripts[itemID] = instance; 826 m_log.DebugFormat("[XEngine] Loaded script {0}.{1}, script UUID {2}, prim UUID {3} @ {4}",
769 } 827 part.ParentGroup.RootPart.Name, item.Name, assetID, part.UUID, part.ParentGroup.RootPart.AbsolutePosition.ToString());
770 828
771 lock (m_PrimObjects) 829 if (presence != null)
772 { 830 {
773 if (!m_PrimObjects.ContainsKey(localID)) 831 ShowScriptSaveResponse(item.OwnerID,
774 m_PrimObjects[localID] = new List<UUID>(); 832 assetID, "Compile successful", true);
833 }
775 834
776 if (!m_PrimObjects[localID].Contains(itemID)) 835 instance.AppDomain = appDomain;
777 m_PrimObjects[localID].Add(itemID); 836 instance.LineMap = linemap;
837 lockScriptsForWrite(true);
838 m_Scripts[itemID] = instance;
839 lockScriptsForWrite(false);
840 }
841 else
842 {
843 lockScriptsForRead(false);
844 }
845 lock (m_PrimObjects)
846 {
847 if (!m_PrimObjects.ContainsKey(localID))
848 m_PrimObjects[localID] = new List<UUID>();
778 849
779 } 850 if (!m_PrimObjects[localID].Contains(itemID))
851 m_PrimObjects[localID].Add(itemID);
780 852
781 if (!m_Assemblies.ContainsKey(assetID)) 853 }
782 m_Assemblies[assetID] = assembly;
783 854
784 lock (m_AddingAssemblies) 855 if (!m_Assemblies.ContainsKey(assetID))
785 { 856 m_Assemblies[assetID] = assembly;
786 m_AddingAssemblies[assembly]--;
787 }
788 857
789 if (instance!=null) 858 lock (m_AddingAssemblies)
790 instance.Init(); 859 {
860 m_AddingAssemblies[assembly]--;
791 } 861 }
862
863 if (instance!=null)
864 instance.Init();
865
792 return true; 866 return true;
793 } 867 }
794 868
795 public void OnRemoveScript(uint localID, UUID itemID) 869 public void OnRemoveScript(uint localID, UUID itemID)
796 { 870 {
797 lock (m_Scripts) 871 lockScriptsForRead(true);
872 // Do we even have it?
873 if (!m_Scripts.ContainsKey(itemID))
798 { 874 {
799 // Do we even have it? 875 lockScriptsForRead(false);
800 if (!m_Scripts.ContainsKey(itemID)) 876 return;
801 return; 877 }
802 878
803 IScriptInstance instance=m_Scripts[itemID];
804 m_Scripts.Remove(itemID);
805 879
806 instance.ClearQueue(); 880 IScriptInstance instance=m_Scripts[itemID];
807 instance.Stop(0); 881 lockScriptsForRead(false);
882 lockScriptsForWrite(true);
883 m_Scripts.Remove(itemID);
884 lockScriptsForWrite(false);
885 instance.ClearQueue();
886 instance.Stop(0);
808 887
809// bool objectRemoved = false; 888// bool objectRemoved = false;
810 889
811 lock (m_PrimObjects) 890 lock (m_PrimObjects)
891 {
892 // Remove the script from it's prim
893 if (m_PrimObjects.ContainsKey(localID))
812 { 894 {
813 // Remove the script from it's prim 895 // Remove inventory item record
814 if (m_PrimObjects.ContainsKey(localID)) 896 if (m_PrimObjects[localID].Contains(itemID))
815 { 897 m_PrimObjects[localID].Remove(itemID);
816 // Remove inventory item record
817 if (m_PrimObjects[localID].Contains(itemID))
818 m_PrimObjects[localID].Remove(itemID);
819 898
820 // If there are no more scripts, remove prim 899 // If there are no more scripts, remove prim
821 if (m_PrimObjects[localID].Count == 0) 900 if (m_PrimObjects[localID].Count == 0)
822 { 901 {
823 m_PrimObjects.Remove(localID); 902 m_PrimObjects.Remove(localID);
824// objectRemoved = true; 903// objectRemoved = true;
825 }
826 } 904 }
827 } 905 }
906 }
828 907
829 instance.RemoveState(); 908 instance.RemoveState();
830 instance.DestroyScriptInstance(); 909 instance.DestroyScriptInstance();
831
832 m_DomainScripts[instance.AppDomain].Remove(instance.ItemID);
833 if (m_DomainScripts[instance.AppDomain].Count == 0)
834 {
835 m_DomainScripts.Remove(instance.AppDomain);
836 UnloadAppDomain(instance.AppDomain);
837 }
838 910
839 instance = null; 911 m_DomainScripts[instance.AppDomain].Remove(instance.ItemID);
912 if (m_DomainScripts[instance.AppDomain].Count == 0)
913 {
914 m_DomainScripts.Remove(instance.AppDomain);
915 UnloadAppDomain(instance.AppDomain);
916 }
840 917
841 ObjectRemoved handlerObjectRemoved = OnObjectRemoved; 918 instance = null;
842 if (handlerObjectRemoved != null)
843 {
844 SceneObjectPart part = m_Scene.GetSceneObjectPart(localID);
845 handlerObjectRemoved(part.UUID);
846 }
847 919
848 CleanAssemblies(); 920 ObjectRemoved handlerObjectRemoved = OnObjectRemoved;
921 if (handlerObjectRemoved != null)
922 {
923 SceneObjectPart part = m_Scene.GetSceneObjectPart(localID);
924 handlerObjectRemoved(part.UUID);
849 } 925 }
850 926
927 CleanAssemblies();
928
929
851 ScriptRemoved handlerScriptRemoved = OnScriptRemoved; 930 ScriptRemoved handlerScriptRemoved = OnScriptRemoved;
852 if (handlerScriptRemoved != null) 931 if (handlerScriptRemoved != null)
853 handlerScriptRemoved(itemID); 932 handlerScriptRemoved(itemID);
@@ -1099,12 +1178,14 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1099 private IScriptInstance GetInstance(UUID itemID) 1178 private IScriptInstance GetInstance(UUID itemID)
1100 { 1179 {
1101 IScriptInstance instance; 1180 IScriptInstance instance;
1102 lock (m_Scripts) 1181 lockScriptsForRead(true);
1182 if (!m_Scripts.ContainsKey(itemID))
1103 { 1183 {
1104 if (!m_Scripts.ContainsKey(itemID)) 1184 lockScriptsForRead(false);
1105 return null; 1185 return null;
1106 instance = m_Scripts[itemID];
1107 } 1186 }
1187 instance = m_Scripts[itemID];
1188 lockScriptsForRead(false);
1108 return instance; 1189 return instance;
1109 } 1190 }
1110 1191
@@ -1128,6 +1209,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1128 return false; 1209 return false;
1129 } 1210 }
1130 1211
1212 [DebuggerNonUserCode]
1131 public void ApiResetScript(UUID itemID) 1213 public void ApiResetScript(UUID itemID)
1132 { 1214 {
1133 IScriptInstance instance = GetInstance(itemID); 1215 IScriptInstance instance = GetInstance(itemID);
@@ -1179,6 +1261,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1179 return UUID.Zero; 1261 return UUID.Zero;
1180 } 1262 }
1181 1263
1264 [DebuggerNonUserCode]
1182 public void SetState(UUID itemID, string newState) 1265 public void SetState(UUID itemID, string newState)
1183 { 1266 {
1184 IScriptInstance instance = GetInstance(itemID); 1267 IScriptInstance instance = GetInstance(itemID);
@@ -1199,11 +1282,10 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1199 { 1282 {
1200 List<IScriptInstance> instances = new List<IScriptInstance>(); 1283 List<IScriptInstance> instances = new List<IScriptInstance>();
1201 1284
1202 lock (m_Scripts) 1285 lockScriptsForRead(true);
1203 { 1286 foreach (IScriptInstance instance in m_Scripts.Values)
1204 foreach (IScriptInstance instance in m_Scripts.Values)
1205 instances.Add(instance); 1287 instances.Add(instance);
1206 } 1288 lockScriptsForRead(false);
1207 1289
1208 foreach (IScriptInstance i in instances) 1290 foreach (IScriptInstance i in instances)
1209 { 1291 {