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-rw-r--r--OpenSim/Region/Application/OpenSim.cs2
-rw-r--r--OpenSim/Region/Application/OpenSimBase.cs81
-rw-r--r--OpenSim/Region/ClientStack/LindenUDP/J2KImage.cs3
-rw-r--r--OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs215
-rw-r--r--OpenSim/Region/ClientStack/LindenUDP/LLUDPClient.cs10
-rw-r--r--OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs27
-rw-r--r--OpenSim/Region/ClientStack/LindenUDP/TokenBucket.cs66
-rw-r--r--OpenSim/Region/ClientStack/LindenUDP/UnackedPacketCollection.cs353
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs31
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs106
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs431
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs11
-rw-r--r--OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs25
-rw-r--r--OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs8
-rw-r--r--OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs69
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs4
-rw-r--r--OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs45
-rw-r--r--OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs71
-rw-r--r--OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs10
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs17
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs15
-rw-r--r--OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs8
-rw-r--r--OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs8
-rw-r--r--OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs351
-rw-r--r--OpenSim/Region/CoreModules/World/Land/LandObject.cs2058
-rw-r--r--OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs2
-rw-r--r--OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs2
-rw-r--r--OpenSim/Region/Examples/SimpleModule/MyNpcCharacter.cs11
-rw-r--r--OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs7
-rw-r--r--OpenSim/Region/Framework/Interfaces/IDwellModule.cs37
-rw-r--r--OpenSim/Region/Framework/Interfaces/IEntityInventory.cs3
-rw-r--r--OpenSim/Region/Framework/Interfaces/IInterregionComms.cs8
-rw-r--r--OpenSim/Region/Framework/Interfaces/ISnmpModule.cs27
-rw-r--r--OpenSim/Region/Framework/ModuleLoader.cs3
-rw-r--r--OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs26
-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/Prioritizer.cs15
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Inventory.cs67
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs142
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs10
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneGraph.cs134
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs26
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs1062
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs277
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs550
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs8099
-rw-r--r--OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs4
-rw-r--r--OpenSim/Region/Framework/Scenes/UndoState.cs168
-rw-r--r--OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs10
-rw-r--r--OpenSim/Region/OptionalModules/Scripting/XmlRpcRouterModule/XmlRpcRouterModule.cs16
-rw-r--r--OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs11
-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.cs1421
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs3932
-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.cs3859
-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.cs82
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs20
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs1728
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LS_Api.cs1011
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs42
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs13
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs32
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs2
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/Executor.cs2
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs1
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs2
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LS_Stub.cs15
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/ScriptBase.cs2
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs40
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs28
-rw-r--r--OpenSim/Region/ScriptEngine/XEngine/XEngine.cs338
81 files changed, 20524 insertions, 7600 deletions
diff --git a/OpenSim/Region/Application/OpenSim.cs b/OpenSim/Region/Application/OpenSim.cs
index 501d47f..cb48ac1 100644
--- a/OpenSim/Region/Application/OpenSim.cs
+++ b/OpenSim/Region/Application/OpenSim.cs
@@ -425,7 +425,7 @@ namespace OpenSim
425 if (alert != null) 425 if (alert != null)
426 presence.ControllingClient.Kick(alert); 426 presence.ControllingClient.Kick(alert);
427 else 427 else
428 presence.ControllingClient.Kick("\nThe OpenSim manager kicked you out.\n"); 428 presence.ControllingClient.Kick("\nYou have been logged out by an administrator.\n");
429 429
430 // ...and close on our side 430 // ...and close on our side
431 presence.Scene.IncomingCloseAgent(presence.UUID); 431 presence.Scene.IncomingCloseAgent(presence.UUID);
diff --git a/OpenSim/Region/Application/OpenSimBase.cs b/OpenSim/Region/Application/OpenSimBase.cs
index f535fe8..fc67f94 100644
--- a/OpenSim/Region/Application/OpenSimBase.cs
+++ b/OpenSim/Region/Application/OpenSimBase.cs
@@ -88,6 +88,10 @@ namespace OpenSim
88 88
89 protected List<IApplicationPlugin> m_plugins = new List<IApplicationPlugin>(); 89 protected List<IApplicationPlugin> m_plugins = new List<IApplicationPlugin>();
90 90
91 private List<string> m_permsModules;
92
93 private bool m_securePermissionsLoading = true;
94
91 /// <value> 95 /// <value>
92 /// The config information passed into the OpenSimulator region server. 96 /// The config information passed into the OpenSimulator region server.
93 /// </value> 97 /// </value>
@@ -185,6 +189,11 @@ namespace OpenSim
185 CreatePIDFile(pidFile); 189 CreatePIDFile(pidFile);
186 190
187 userStatsURI = startupConfig.GetString("Stats_URI", String.Empty); 191 userStatsURI = startupConfig.GetString("Stats_URI", String.Empty);
192
193 m_securePermissionsLoading = startupConfig.GetBoolean("SecurePermissionsLoading", true);
194
195 string permissionModules = startupConfig.GetString("permissionmodules", "DefaultPermissionsModule");
196 m_permsModules = new List<string>(permissionModules.Split(','));
188 } 197 }
189 198
190 base.StartupSpecific(); 199 base.StartupSpecific();
@@ -342,11 +351,50 @@ namespace OpenSim
342 } 351 }
343 else m_log.Error("[MODULES]: The new RegionModulesController is missing..."); 352 else m_log.Error("[MODULES]: The new RegionModulesController is missing...");
344 353
354 if (m_securePermissionsLoading)
355 {
356 foreach (string s in m_permsModules)
357 {
358 if (!scene.RegionModules.ContainsKey(s))
359 {
360 bool found = false;
361 foreach (IRegionModule m in modules)
362 {
363 if (m.Name == s)
364 {
365 found = true;
366 }
367 }
368 if (!found)
369 {
370 m_log.Fatal("[MODULES]: Required module " + s + " not found.");
371 Environment.Exit(0);
372 }
373 }
374 }
375 }
376
345 scene.SetModuleInterfaces(); 377 scene.SetModuleInterfaces();
378// First Step of bootreport sequence
379 if (scene.SnmpService != null)
380 {
381 scene.SnmpService.ColdStart(1,scene);
382 scene.SnmpService.LinkDown(scene);
383 }
384
385 if (scene.SnmpService != null)
386 {
387 scene.SnmpService.BootInfo("Loading prins", scene);
388 }
346 389
347 // Prims have to be loaded after module configuration since some modules may be invoked during the load 390 // Prims have to be loaded after module configuration since some modules may be invoked during the load
348 scene.LoadPrimsFromStorage(regionInfo.originRegionID); 391 scene.LoadPrimsFromStorage(regionInfo.originRegionID);
349 392
393 if (scene.SnmpService != null)
394 {
395 scene.SnmpService.BootInfo("Creating region texture", scene);
396 }
397
350 // moved these here as the terrain texture has to be created after the modules are initialized 398 // moved these here as the terrain texture has to be created after the modules are initialized
351 // and has to happen before the region is registered with the grid. 399 // and has to happen before the region is registered with the grid.
352 scene.CreateTerrainTexture(); 400 scene.CreateTerrainTexture();
@@ -354,6 +402,10 @@ namespace OpenSim
354 // TODO : Try setting resource for region xstats here on scene 402 // TODO : Try setting resource for region xstats here on scene
355 MainServer.Instance.AddStreamHandler(new Region.Framework.Scenes.RegionStatsHandler(regionInfo)); 403 MainServer.Instance.AddStreamHandler(new Region.Framework.Scenes.RegionStatsHandler(regionInfo));
356 404
405 if (scene.SnmpService != null)
406 {
407 scene.SnmpService.BootInfo("Grid Registration in progress", scene);
408 }
357 try 409 try
358 { 410 {
359 scene.RegisterRegionWithGrid(); 411 scene.RegisterRegionWithGrid();
@@ -362,11 +414,20 @@ namespace OpenSim
362 { 414 {
363 m_log.ErrorFormat("[STARTUP]: Registration of region with grid failed, aborting startup - {0}", e.StackTrace); 415 m_log.ErrorFormat("[STARTUP]: Registration of region with grid failed, aborting startup - {0}", e.StackTrace);
364 416
417 if (scene.SnmpService != null)
418 {
419 scene.SnmpService.Critical("Grid registration failed. Startup aborted.", scene);
420 }
365 // Carrying on now causes a lot of confusion down the 421 // Carrying on now causes a lot of confusion down the
366 // line - we need to get the user's attention 422 // line - we need to get the user's attention
367 Environment.Exit(1); 423 Environment.Exit(1);
368 } 424 }
369 425
426 if (scene.SnmpService != null)
427 {
428 scene.SnmpService.BootInfo("Grid Registration done", scene);
429 }
430
370 scene.loadAllLandObjectsFromStorage(regionInfo.originRegionID); 431 scene.loadAllLandObjectsFromStorage(regionInfo.originRegionID);
371 scene.EventManager.TriggerParcelPrimCountUpdate(); 432 scene.EventManager.TriggerParcelPrimCountUpdate();
372 433
@@ -374,6 +435,11 @@ namespace OpenSim
374 // scripting engines. 435 // scripting engines.
375 scene.CreateScriptInstances(); 436 scene.CreateScriptInstances();
376 437
438 if (scene.SnmpService != null)
439 {
440 scene.SnmpService.BootInfo("ScriptEngine started", scene);
441 }
442
377 m_sceneManager.Add(scene); 443 m_sceneManager.Add(scene);
378 444
379 if (m_autoCreateClientStack) 445 if (m_autoCreateClientStack)
@@ -382,6 +448,10 @@ namespace OpenSim
382 clientServer.Start(); 448 clientServer.Start();
383 } 449 }
384 450
451 if (scene.SnmpService != null)
452 {
453 scene.SnmpService.BootInfo("Initializing region modules", scene);
454 }
385 if (do_post_init) 455 if (do_post_init)
386 { 456 {
387 foreach (IRegionModule module in modules) 457 foreach (IRegionModule module in modules)
@@ -393,6 +463,12 @@ namespace OpenSim
393 463
394 mscene = scene; 464 mscene = scene;
395 465
466 if (scene.SnmpService != null)
467 {
468 scene.SnmpService.BootInfo("The region is operational", scene);
469 scene.SnmpService.LinkUp(scene);
470 }
471
396 scene.StartTimer(); 472 scene.StartTimer();
397 473
398 return clientServer; 474 return clientServer;
@@ -401,6 +477,11 @@ namespace OpenSim
401 private void ShutdownRegion(Scene scene) 477 private void ShutdownRegion(Scene scene)
402 { 478 {
403 m_log.DebugFormat("[SHUTDOWN]: Shutting down region {0}", scene.RegionInfo.RegionName); 479 m_log.DebugFormat("[SHUTDOWN]: Shutting down region {0}", scene.RegionInfo.RegionName);
480 if (scene.SnmpService != null)
481 {
482 scene.SnmpService.BootInfo("The region is shutting down", scene);
483 scene.SnmpService.LinkDown(scene);
484 }
404 IRegionModulesController controller; 485 IRegionModulesController controller;
405 if (ApplicationRegistry.TryGet<IRegionModulesController>(out controller)) 486 if (ApplicationRegistry.TryGet<IRegionModulesController>(out controller))
406 { 487 {
diff --git a/OpenSim/Region/ClientStack/LindenUDP/J2KImage.cs b/OpenSim/Region/ClientStack/LindenUDP/J2KImage.cs
index e9e2dca..9dd6663 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/J2KImage.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/J2KImage.cs
@@ -202,6 +202,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
202 m_stopPacket = TexturePacketCount(); 202 m_stopPacket = TexturePacketCount();
203 } 203 }
204 204
205 //Give them at least two packets, to play nice with some broken viewers (SL also behaves this way)
206 if (m_stopPacket == 1 && Layers[0].End > FIRST_PACKET_SIZE) m_stopPacket++;
207
205 m_currentPacket = StartPacket; 208 m_currentPacket = StartPacket;
206 } 209 }
207 } 210 }
diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
index df2690e..a0e5521 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
@@ -154,6 +154,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
154 public event RequestTaskInventory OnRequestTaskInventory; 154 public event RequestTaskInventory OnRequestTaskInventory;
155 public event UpdateInventoryItem OnUpdateInventoryItem; 155 public event UpdateInventoryItem OnUpdateInventoryItem;
156 public event CopyInventoryItem OnCopyInventoryItem; 156 public event CopyInventoryItem OnCopyInventoryItem;
157 public event MoveItemsAndLeaveCopy OnMoveItemsAndLeaveCopy;
157 public event MoveInventoryItem OnMoveInventoryItem; 158 public event MoveInventoryItem OnMoveInventoryItem;
158 public event RemoveInventoryItem OnRemoveInventoryItem; 159 public event RemoveInventoryItem OnRemoveInventoryItem;
159 public event RemoveInventoryFolder OnRemoveInventoryFolder; 160 public event RemoveInventoryFolder OnRemoveInventoryFolder;
@@ -335,11 +336,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
335// protected HashSet<uint> m_attachmentsSent; 336// protected HashSet<uint> m_attachmentsSent;
336 337
337 private int m_moneyBalance; 338 private int m_moneyBalance;
339 private bool m_deliverPackets = true;
338 private int m_animationSequenceNumber = 1; 340 private int m_animationSequenceNumber = 1;
339 private bool m_SendLogoutPacketWhenClosing = true; 341 private bool m_SendLogoutPacketWhenClosing = true;
340 private AgentUpdateArgs lastarg; 342 private AgentUpdateArgs lastarg;
341 private bool m_IsActive = true; 343 private bool m_IsActive = true;
342 private bool m_IsLoggingOut = false; 344 private bool m_IsLoggingOut = false;
345 private bool m_IsPresenceReady = false;
343 346
344 protected Dictionary<PacketType, PacketProcessor> m_packetHandlers = new Dictionary<PacketType, PacketProcessor>(); 347 protected Dictionary<PacketType, PacketProcessor> m_packetHandlers = new Dictionary<PacketType, PacketProcessor>();
345 protected Dictionary<string, GenericMessage> m_genericPacketHandlers = new Dictionary<string, GenericMessage>(); //PauPaw:Local Generic Message handlers 348 protected Dictionary<string, GenericMessage> m_genericPacketHandlers = new Dictionary<string, GenericMessage>(); //PauPaw:Local Generic Message handlers
@@ -362,6 +365,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
362 365
363 private Timer m_propertiesPacketTimer; 366 private Timer m_propertiesPacketTimer;
364 private List<ObjectPropertiesPacket.ObjectDataBlock> m_propertiesBlocks = new List<ObjectPropertiesPacket.ObjectDataBlock>(); 367 private List<ObjectPropertiesPacket.ObjectDataBlock> m_propertiesBlocks = new List<ObjectPropertiesPacket.ObjectDataBlock>();
368 private List<Packet> m_pendingPackets;
365 369
366 #endregion Class Members 370 #endregion Class Members
367 371
@@ -377,6 +381,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP
377 get { return m_startpos; } 381 get { return m_startpos; }
378 set { m_startpos = value; } 382 set { m_startpos = value; }
379 } 383 }
384 public bool DeliverPackets
385 {
386 get { return m_deliverPackets; }
387 set {
388 m_deliverPackets = value;
389 m_udpClient.m_deliverPackets = value;
390 }
391 }
380 public UUID AgentId { get { return m_agentId; } } 392 public UUID AgentId { get { return m_agentId; } }
381 public UUID ActiveGroupId { get { return m_activeGroupID; } } 393 public UUID ActiveGroupId { get { return m_activeGroupID; } }
382 public string ActiveGroupName { get { return m_activeGroupName; } } 394 public string ActiveGroupName { get { return m_activeGroupName; } }
@@ -402,6 +414,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
402 get { return m_IsActive; } 414 get { return m_IsActive; }
403 set { m_IsActive = value; } 415 set { m_IsActive = value; }
404 } 416 }
417
405 public bool IsLoggingOut 418 public bool IsLoggingOut
406 { 419 {
407 get { return m_IsLoggingOut; } 420 get { return m_IsLoggingOut; }
@@ -471,18 +484,30 @@ namespace OpenSim.Region.ClientStack.LindenUDP
471 484
472 #region Client Methods 485 #region Client Methods
473 486
487
474 /// <summary> 488 /// <summary>
475 /// Shut down the client view 489 /// Shut down the client view
476 /// </summary> 490 /// </summary>
477 public void Close() 491 public void Close()
478 { 492 {
493 Close(true);
494 }
495
496 /// <summary>
497 /// Shut down the client view
498 /// </summary>
499 public void Close(bool sendStop)
500 {
479 m_log.DebugFormat( 501 m_log.DebugFormat(
480 "[CLIENT]: Close has been called for {0} attached to scene {1}", 502 "[CLIENT]: Close has been called for {0} attached to scene {1}",
481 Name, m_scene.RegionInfo.RegionName); 503 Name, m_scene.RegionInfo.RegionName);
482 504
483 // Send the STOP packet 505 if (sendStop)
484 DisableSimulatorPacket disable = (DisableSimulatorPacket)PacketPool.Instance.GetPacket(PacketType.DisableSimulator); 506 {
485 OutPacket(disable, ThrottleOutPacketType.Unknown); 507 // Send the STOP packet
508 DisableSimulatorPacket disable = (DisableSimulatorPacket)PacketPool.Instance.GetPacket(PacketType.DisableSimulator);
509 OutPacket(disable, ThrottleOutPacketType.Unknown);
510 }
486 511
487 IsActive = false; 512 IsActive = false;
488 513
@@ -1048,6 +1073,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1048 public virtual void SendLayerData(float[] map) 1073 public virtual void SendLayerData(float[] map)
1049 { 1074 {
1050 Util.FireAndForget(DoSendLayerData, map); 1075 Util.FireAndForget(DoSendLayerData, map);
1076
1077 // Send it sync, and async. It's not that much data
1078 // and it improves user experience just so much!
1079 DoSendLayerData(map);
1051 } 1080 }
1052 1081
1053 /// <summary> 1082 /// <summary>
@@ -1060,16 +1089,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1060 1089
1061 try 1090 try
1062 { 1091 {
1063 //for (int y = 0; y < 16; y++) 1092 for (int y = 0; y < 16; y++)
1064 //{ 1093 {
1065 // for (int x = 0; x < 16; x++) 1094 for (int x = 0; x < 16; x+=4)
1066 // { 1095 {
1067 // SendLayerData(x, y, map); 1096 SendLayerPacket(x, y, map);
1068 // } 1097 }
1069 //} 1098 }
1070
1071 // Send LayerData in a spiral pattern. Fun!
1072 SendLayerTopRight(map, 0, 0, 15, 15);
1073 } 1099 }
1074 catch (Exception e) 1100 catch (Exception e)
1075 { 1101 {
@@ -1077,51 +1103,35 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1077 } 1103 }
1078 } 1104 }
1079 1105
1080 private void SendLayerTopRight(float[] map, int x1, int y1, int x2, int y2)
1081 {
1082 // Row
1083 for (int i = x1; i <= x2; i++)
1084 SendLayerData(i, y1, map);
1085
1086 // Column
1087 for (int j = y1 + 1; j <= y2; j++)
1088 SendLayerData(x2, j, map);
1089
1090 if (x2 - x1 > 0)
1091 SendLayerBottomLeft(map, x1, y1 + 1, x2 - 1, y2);
1092 }
1093
1094 void SendLayerBottomLeft(float[] map, int x1, int y1, int x2, int y2)
1095 {
1096 // Row in reverse
1097 for (int i = x2; i >= x1; i--)
1098 SendLayerData(i, y2, map);
1099
1100 // Column in reverse
1101 for (int j = y2 - 1; j >= y1; j--)
1102 SendLayerData(x1, j, map);
1103
1104 if (x2 - x1 > 0)
1105 SendLayerTopRight(map, x1 + 1, y1, x2, y2 - 1);
1106 }
1107
1108 /// <summary> 1106 /// <summary>
1109 /// Sends a set of four patches (x, x+1, ..., x+3) to the client 1107 /// Sends a set of four patches (x, x+1, ..., x+3) to the client
1110 /// </summary> 1108 /// </summary>
1111 /// <param name="map">heightmap</param> 1109 /// <param name="map">heightmap</param>
1112 /// <param name="px">X coordinate for patches 0..12</param> 1110 /// <param name="px">X coordinate for patches 0..12</param>
1113 /// <param name="py">Y coordinate for patches 0..15</param> 1111 /// <param name="py">Y coordinate for patches 0..15</param>
1114 // private void SendLayerPacket(float[] map, int y, int x) 1112 private void SendLayerPacket(int x, int y, float[] map)
1115 // { 1113 {
1116 // int[] patches = new int[4]; 1114 int[] patches = new int[4];
1117 // patches[0] = x + 0 + y * 16; 1115 patches[0] = x + 0 + y * 16;
1118 // patches[1] = x + 1 + y * 16; 1116 patches[1] = x + 1 + y * 16;
1119 // patches[2] = x + 2 + y * 16; 1117 patches[2] = x + 2 + y * 16;
1120 // patches[3] = x + 3 + y * 16; 1118 patches[3] = x + 3 + y * 16;
1121 1119
1122 // Packet layerpack = LLClientView.TerrainManager.CreateLandPacket(map, patches); 1120 float[] heightmap = (map.Length == 65536) ?
1123 // OutPacket(layerpack, ThrottleOutPacketType.Land); 1121 map :
1124 // } 1122 LLHeightFieldMoronize(map);
1123
1124 try
1125 {
1126 Packet layerpack = TerrainCompressor.CreateLandPacket(heightmap, patches);
1127 OutPacket(layerpack, ThrottleOutPacketType.Land);
1128 }
1129 catch
1130 {
1131 for (int px = x ; px < x + 4 ; px++)
1132 SendLayerData(px, y, map);
1133 }
1134 }
1125 1135
1126 /// <summary> 1136 /// <summary>
1127 /// Sends a specified patch to a client 1137 /// Sends a specified patch to a client
@@ -1141,7 +1151,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1141 LayerDataPacket layerpack = TerrainCompressor.CreateLandPacket(heightmap, patches); 1151 LayerDataPacket layerpack = TerrainCompressor.CreateLandPacket(heightmap, patches);
1142 layerpack.Header.Reliable = true; 1152 layerpack.Header.Reliable = true;
1143 1153
1144 OutPacket(layerpack, ThrottleOutPacketType.Land); 1154 OutPacket(layerpack, ThrottleOutPacketType.Task);
1145 } 1155 }
1146 catch (Exception e) 1156 catch (Exception e)
1147 { 1157 {
@@ -2213,6 +2223,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP
2213 OutPacket(sound, ThrottleOutPacketType.Task); 2223 OutPacket(sound, ThrottleOutPacketType.Task);
2214 } 2224 }
2215 2225
2226 public void SendTransferAbort(TransferRequestPacket transferRequest)
2227 {
2228 TransferAbortPacket abort = (TransferAbortPacket)PacketPool.Instance.GetPacket(PacketType.TransferAbort);
2229 abort.TransferInfo.TransferID = transferRequest.TransferInfo.TransferID;
2230 abort.TransferInfo.ChannelType = transferRequest.TransferInfo.ChannelType;
2231 m_log.Debug("[Assets] Aborting transfer; asset request failed");
2232 OutPacket(abort, ThrottleOutPacketType.Task);
2233 }
2234
2216 public void SendTriggeredSound(UUID soundID, UUID ownerID, UUID objectID, UUID parentID, ulong handle, Vector3 position, float gain) 2235 public void SendTriggeredSound(UUID soundID, UUID ownerID, UUID objectID, UUID parentID, ulong handle, Vector3 position, float gain)
2217 { 2236 {
2218 SoundTriggerPacket sound = (SoundTriggerPacket)PacketPool.Instance.GetPacket(PacketType.SoundTrigger); 2237 SoundTriggerPacket sound = (SoundTriggerPacket)PacketPool.Instance.GetPacket(PacketType.SoundTrigger);
@@ -3474,6 +3493,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP
3474 /// </summary> 3493 /// </summary>
3475 public void SendPrimUpdate(ISceneEntity entity, PrimUpdateFlags updateFlags) 3494 public void SendPrimUpdate(ISceneEntity entity, PrimUpdateFlags updateFlags)
3476 { 3495 {
3496 if (entity is SceneObjectPart)
3497 {
3498 SceneObjectPart e = (SceneObjectPart)entity;
3499 SceneObjectGroup g = e.ParentGroup;
3500 if (g.RootPart.Shape.State > 30) // HUD
3501 if (g.OwnerID != AgentId)
3502 return; // Don't send updates for other people's HUDs
3503 }
3504
3477 double priority = m_prioritizer.GetUpdatePriority(this, entity); 3505 double priority = m_prioritizer.GetUpdatePriority(this, entity);
3478 3506
3479 lock (m_entityUpdates.SyncRoot) 3507 lock (m_entityUpdates.SyncRoot)
@@ -3494,9 +3522,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
3494 EntityUpdate update; 3522 EntityUpdate update;
3495 while (updatesThisCall < maxUpdates && m_entityUpdates.TryDequeue(out update)) 3523 while (updatesThisCall < maxUpdates && m_entityUpdates.TryDequeue(out update))
3496 { 3524 {
3525 // If we have sent a kill packet for this object
3526 // drop any updates on the floor
3497 if (update.Entity is SceneObjectPart) 3527 if (update.Entity is SceneObjectPart)
3498 { 3528 {
3499 SceneObjectPart part = (SceneObjectPart)update.Entity; 3529 SceneObjectPart part = (SceneObjectPart)update.Entity;
3530 if (m_killRecord.Contains(part.ParentGroup.RootPart.LocalId))
3531 continue;
3500 3532
3501 if (part.ParentGroup.IsAttachment && m_disableFacelights) 3533 if (part.ParentGroup.IsAttachment && m_disableFacelights)
3502 { 3534 {
@@ -3930,6 +3962,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
3930 { 3962 {
3931 m_propertiesPacketTimer.Stop(); 3963 m_propertiesPacketTimer.Stop();
3932 3964
3965 if (m_propertiesBlocks.Count == 0)
3966 return;
3967
3933 proper.ObjectData = new ObjectPropertiesPacket.ObjectDataBlock[m_propertiesBlocks.Count]; 3968 proper.ObjectData = new ObjectPropertiesPacket.ObjectDataBlock[m_propertiesBlocks.Count];
3934 3969
3935 int index = 0; 3970 int index = 0;
@@ -4821,6 +4856,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4821 AddLocalPacketHandler(PacketType.TransferAbort, HandleTransferAbort, false); 4856 AddLocalPacketHandler(PacketType.TransferAbort, HandleTransferAbort, false);
4822 AddLocalPacketHandler(PacketType.MuteListRequest, HandleMuteListRequest, false); 4857 AddLocalPacketHandler(PacketType.MuteListRequest, HandleMuteListRequest, false);
4823 AddLocalPacketHandler(PacketType.UseCircuitCode, HandleUseCircuitCode); 4858 AddLocalPacketHandler(PacketType.UseCircuitCode, HandleUseCircuitCode);
4859 AddLocalPacketHandler(PacketType.CreateNewOutfitAttachments, HandleCreateNewOutfitAttachments);
4824 AddLocalPacketHandler(PacketType.AgentHeightWidth, HandleAgentHeightWidth, false); 4860 AddLocalPacketHandler(PacketType.AgentHeightWidth, HandleAgentHeightWidth, false);
4825 AddLocalPacketHandler(PacketType.InventoryDescendents, HandleInventoryDescendents); 4861 AddLocalPacketHandler(PacketType.InventoryDescendents, HandleInventoryDescendents);
4826 AddLocalPacketHandler(PacketType.DirPlacesQuery, HandleDirPlacesQuery); 4862 AddLocalPacketHandler(PacketType.DirPlacesQuery, HandleDirPlacesQuery);
@@ -4920,6 +4956,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4920 (x.CameraLeftAxis != lastarg.CameraLeftAxis) || 4956 (x.CameraLeftAxis != lastarg.CameraLeftAxis) ||
4921 (x.CameraUpAxis != lastarg.CameraUpAxis) || 4957 (x.CameraUpAxis != lastarg.CameraUpAxis) ||
4922 (x.ControlFlags != lastarg.ControlFlags) || 4958 (x.ControlFlags != lastarg.ControlFlags) ||
4959 (x.ControlFlags != 0) ||
4923 (x.Far != lastarg.Far) || 4960 (x.Far != lastarg.Far) ||
4924 (x.Flags != lastarg.Flags) || 4961 (x.Flags != lastarg.Flags) ||
4925 (x.State != lastarg.State) || 4962 (x.State != lastarg.State) ||
@@ -5291,7 +5328,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
5291 args.Channel = ch; 5328 args.Channel = ch;
5292 args.From = String.Empty; 5329 args.From = String.Empty;
5293 args.Message = Utils.BytesToString(msg); 5330 args.Message = Utils.BytesToString(msg);
5294 args.Type = ChatTypeEnum.Shout; 5331 args.Type = ChatTypeEnum.Region; //Behaviour in SL is that the response can be heard from any distance
5295 args.Position = new Vector3(); 5332 args.Position = new Vector3();
5296 args.Scene = Scene; 5333 args.Scene = Scene;
5297 args.Sender = this; 5334 args.Sender = this;
@@ -9329,6 +9366,37 @@ namespace OpenSim.Region.ClientStack.LindenUDP
9329 { 9366 {
9330 return true; 9367 return true;
9331 } 9368 }
9369
9370 private bool HandleCreateNewOutfitAttachments(IClientAPI sender, Packet Pack)
9371 {
9372 CreateNewOutfitAttachmentsPacket packet = (CreateNewOutfitAttachmentsPacket)Pack;
9373
9374 #region Packet Session and User Check
9375 if (m_checkPackets)
9376 {
9377 if (packet.AgentData.SessionID != SessionId ||
9378 packet.AgentData.AgentID != AgentId)
9379 return true;
9380 }
9381 #endregion
9382 MoveItemsAndLeaveCopy handlerMoveItemsAndLeaveCopy = null;
9383 List<InventoryItemBase> items = new List<InventoryItemBase>();
9384 foreach (CreateNewOutfitAttachmentsPacket.ObjectDataBlock n in packet.ObjectData)
9385 {
9386 InventoryItemBase b = new InventoryItemBase();
9387 b.ID = n.OldItemID;
9388 b.Folder = n.OldFolderID;
9389 items.Add(b);
9390 }
9391
9392 handlerMoveItemsAndLeaveCopy = OnMoveItemsAndLeaveCopy;
9393 if (handlerMoveItemsAndLeaveCopy != null)
9394 {
9395 handlerMoveItemsAndLeaveCopy(this, items, packet.HeaderData.NewFolderID);
9396 }
9397
9398 return true;
9399 }
9332 9400
9333 private bool HandleAgentHeightWidth(IClientAPI sender, Packet Pack) 9401 private bool HandleAgentHeightWidth(IClientAPI sender, Packet Pack)
9334 { 9402 {
@@ -11172,18 +11240,44 @@ namespace OpenSim.Region.ClientStack.LindenUDP
11172 } 11240 }
11173 11241
11174 /// <summary> 11242 /// <summary>
11243 /// This processes packets which have accumulated while the presence was still in the process of initialising.
11244 /// </summary>
11245 public void ProcessPendingPackets()
11246 {
11247 m_IsPresenceReady = true;
11248 if (m_pendingPackets == null)
11249 return;
11250 foreach (Packet p in m_pendingPackets)
11251 {
11252 ProcessInPacket(p);
11253 }
11254 m_pendingPackets.Clear();
11255 }
11256
11257 /// <summary>
11175 /// Entryway from the client to the simulator. All UDP packets from the client will end up here 11258 /// Entryway from the client to the simulator. All UDP packets from the client will end up here
11176 /// </summary> 11259 /// </summary>
11177 /// <param name="Pack">OpenMetaverse.packet</param> 11260 /// <param name="Pack">OpenMetaverse.packet</param>
11178 public void ProcessInPacket(Packet Pack) 11261 public void ProcessInPacket(Packet Pack)
11179 { 11262 {
11180 if (m_debugPacketLevel >= 255) 11263 if (!m_IsPresenceReady)
11181 m_log.DebugFormat("[CLIENT]: Packet IN {0}", Pack.Type); 11264 {
11265 if (m_pendingPackets == null)
11266 {
11267 m_pendingPackets = new List<Packet>();
11268 }
11269 m_pendingPackets.Add(Pack);
11270 }
11271 else
11272 {
11273 if (m_debugPacketLevel >= 255)
11274 m_log.DebugFormat("[CLIENT]: Packet IN {0}", Pack.Type);
11182 11275
11183 if (!ProcessPacketMethod(Pack)) 11276 if (!ProcessPacketMethod(Pack))
11184 m_log.Warn("[CLIENT]: unhandled packet " + Pack.Type); 11277 m_log.Warn("[CLIENT]: unhandled packet " + Pack.Type);
11185 11278
11186 PacketPool.Instance.ReturnPacket(Pack); 11279 PacketPool.Instance.ReturnPacket(Pack);
11280 }
11187 } 11281 }
11188 11282
11189 private static PrimitiveBaseShape GetShapeFromAddPacket(ObjectAddPacket addPacket) 11283 private static PrimitiveBaseShape GetShapeFromAddPacket(ObjectAddPacket addPacket)
@@ -11420,7 +11514,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
11420 11514
11421// m_log.DebugFormat("[CLIENT]: {0} requesting asset {1}", Name, requestID); 11515// m_log.DebugFormat("[CLIENT]: {0} requesting asset {1}", Name, requestID);
11422 11516
11517
11518 //Note, the bool returned from the below function is useless since it is always false.
11423 m_assetService.Get(requestID.ToString(), transferRequest, AssetReceived); 11519 m_assetService.Get(requestID.ToString(), transferRequest, AssetReceived);
11520
11424 } 11521 }
11425 11522
11426 /// <summary> 11523 /// <summary>
diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLUDPClient.cs b/OpenSim/Region/ClientStack/LindenUDP/LLUDPClient.cs
index 6232c48..eebbfa5 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/LLUDPClient.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/LLUDPClient.cs
@@ -149,6 +149,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
149 149
150 private int m_defaultRTO = 3000; 150 private int m_defaultRTO = 3000;
151 private int m_maxRTO = 60000; 151 private int m_maxRTO = 60000;
152 public bool m_deliverPackets = true;
152 153
153 /// <summary> 154 /// <summary>
154 /// Default constructor 155 /// Default constructor
@@ -389,6 +390,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
389 if (category >= 0 && category < m_packetOutboxes.Length) 390 if (category >= 0 && category < m_packetOutboxes.Length)
390 { 391 {
391 OpenSim.Framework.LocklessQueue<OutgoingPacket> queue = m_packetOutboxes[category]; 392 OpenSim.Framework.LocklessQueue<OutgoingPacket> queue = m_packetOutboxes[category];
393
394 if (m_deliverPackets == false)
395 {
396 queue.Enqueue(packet);
397 return true;
398 }
399
392 TokenBucket bucket = m_throttleCategories[category]; 400 TokenBucket bucket = m_throttleCategories[category];
393 401
394 if (bucket.RemoveTokens(packet.Buffer.DataLength)) 402 if (bucket.RemoveTokens(packet.Buffer.DataLength))
@@ -419,6 +427,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
419 /// <returns>True if any packets were sent, otherwise false</returns> 427 /// <returns>True if any packets were sent, otherwise false</returns>
420 public bool DequeueOutgoing() 428 public bool DequeueOutgoing()
421 { 429 {
430 if (m_deliverPackets == false) return false;
431
422 OutgoingPacket packet; 432 OutgoingPacket packet;
423 OpenSim.Framework.LocklessQueue<OutgoingPacket> queue; 433 OpenSim.Framework.LocklessQueue<OutgoingPacket> queue;
424 TokenBucket bucket; 434 TokenBucket bucket;
diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs
index ca5a297..209e35c 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs
@@ -904,7 +904,30 @@ namespace OpenSim.Region.ClientStack.LindenUDP
904 client.DisableFacelights = m_disableFacelights; 904 client.DisableFacelights = m_disableFacelights;
905 905
906 // Start the IClientAPI 906 // Start the IClientAPI
907 client.Start(); 907 // Spin it off so that it doesn't clog up the LLUDPServer
908
909 //First, and very importantly:
910 //
911 //Set our DeliverPackets flag in the client to *false*
912 //this will prevent us from missing important messages
913 //before the modules are bound
914 client.DeliverPackets = false;
915 client.DisableFacelights = m_disableFacelights;
916
917 Util.FireAndForget(
918 delegate
919 {
920 try
921 {
922 client.Start();
923 }
924 finally
925 {
926 //Now, release the hounds. er, packets.
927 client.DeliverPackets = true;
928 }
929 }
930 );
908 } 931 }
909 else 932 else
910 { 933 {
@@ -920,7 +943,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
920 if (m_scene.TryGetClient(udpClient.AgentID, out client)) 943 if (m_scene.TryGetClient(udpClient.AgentID, out client))
921 { 944 {
922 client.IsLoggingOut = true; 945 client.IsLoggingOut = true;
923 client.Close(); 946 client.Close(false);
924 } 947 }
925 } 948 }
926 949
diff --git a/OpenSim/Region/ClientStack/LindenUDP/TokenBucket.cs b/OpenSim/Region/ClientStack/LindenUDP/TokenBucket.cs
index bdbd284..91e3d20 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/TokenBucket.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/TokenBucket.cs
@@ -133,7 +133,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
133 this.parent = parent; 133 this.parent = parent;
134 MaxBurst = maxBurst; 134 MaxBurst = maxBurst;
135 DripRate = dripRate; 135 DripRate = dripRate;
136 lastDrip = Environment.TickCount & Int32.MaxValue; 136 lastDrip = Environment.TickCount;
137 } 137 }
138 138
139 /// <summary> 139 /// <summary>
@@ -144,40 +144,30 @@ namespace OpenSim.Region.ClientStack.LindenUDP
144 /// the bucket, otherwise false</returns> 144 /// the bucket, otherwise false</returns>
145 public bool RemoveTokens(int amount) 145 public bool RemoveTokens(int amount)
146 { 146 {
147 bool dummy;
148 return RemoveTokens(amount, out dummy);
149 }
150
151 /// <summary>
152 /// Remove a given number of tokens from the bucket
153 /// </summary>
154 /// <param name="amount">Number of tokens to remove from the bucket</param>
155 /// <param name="dripSucceeded">True if tokens were added to the bucket
156 /// during this call, otherwise false</param>
157 /// <returns>True if the requested number of tokens were removed from
158 /// the bucket, otherwise false</returns>
159 public bool RemoveTokens(int amount, out bool dripSucceeded)
160 {
161 if (maxBurst == 0) 147 if (maxBurst == 0)
162 { 148 {
163 dripSucceeded = true;
164 return true; 149 return true;
165 } 150 }
166 151
167 dripSucceeded = Drip(); 152 if (amount > maxBurst)
168
169 if (content - amount >= 0)
170 { 153 {
171 if (parent != null && !parent.RemoveTokens(amount)) 154 throw new Exception("amount " + amount + " exceeds maxBurst " + maxBurst);
172 return false; 155 }
173 156
174 content -= amount; 157 Drip();
175 return true; 158
159 if (content < amount)
160 {
161 return false;
176 } 162 }
177 else 163
164 if (parent != null && !parent.RemoveTokens(amount))
178 { 165 {
179 return false; 166 return false;
180 } 167 }
168
169 content -= amount;
170 return true;
181 } 171 }
182 172
183 /// <summary> 173 /// <summary>
@@ -193,25 +183,23 @@ namespace OpenSim.Region.ClientStack.LindenUDP
193 content = maxBurst; 183 content = maxBurst;
194 return true; 184 return true;
195 } 185 }
196 else
197 {
198 int now = Environment.TickCount & Int32.MaxValue;
199 int deltaMS = now - lastDrip;
200 186
201 if (deltaMS <= 0) 187 int now = Environment.TickCount;
202 { 188 int deltaMS = now - lastDrip;
203 if (deltaMS < 0) 189 lastDrip = now;
204 lastDrip = now;
205 return false;
206 }
207 190
208 int dripAmount = deltaMS * tokensPerMS; 191 if (deltaMS <= 0)
209 192 {
210 content = Math.Min(content + dripAmount, maxBurst); 193 return false;
211 lastDrip = now; 194 }
212 195
213 return true; 196 long dripAmount = (long)deltaMS * (long)tokensPerMS + (long)content;
197 if (dripAmount > maxBurst)
198 {
199 dripAmount = maxBurst;
214 } 200 }
201 content = (int)dripAmount;
202 return true;
215 } 203 }
216 } 204 }
217} 205}
diff --git a/OpenSim/Region/ClientStack/LindenUDP/UnackedPacketCollection.cs b/OpenSim/Region/ClientStack/LindenUDP/UnackedPacketCollection.cs
index e43f7cf..c120a12 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/UnackedPacketCollection.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/UnackedPacketCollection.cs
@@ -1,169 +1,184 @@
1/* 1/*
2 * Copyright (c) Contributors, http://opensimulator.org/ 2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders. 3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 * 4 *
5 * Redistribution and use in source and binary forms, with or without 5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met: 6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright 7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer. 8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright 9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the 10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution. 11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the 12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products 13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission. 14 * derived from this software without specific prior written permission.
15 * 15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY 16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED 17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE 18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY 19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES 20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; 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 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 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 24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */ 26 */
27 27
28using System; 28using System;
29using System.Collections.Generic; 29using System.Collections.Generic;
30using System.Net; 30using System.Net;
31using OpenMetaverse; 31using OpenMetaverse;
32 32
33namespace OpenSim.Region.ClientStack.LindenUDP 33namespace OpenSim.Region.ClientStack.LindenUDP
34{ 34{
35 /// <summary> 35 /// <summary>
36 /// Special collection that is optimized for tracking unacknowledged packets 36 /// Special collection that is optimized for tracking unacknowledged packets
37 /// </summary> 37 /// </summary>
38 public sealed class UnackedPacketCollection 38 public sealed class UnackedPacketCollection
39 { 39 {
40 /// <summary> 40 /// <summary>
41 /// Holds information about a pending acknowledgement 41 /// Holds information about a pending acknowledgement
42 /// </summary> 42 /// </summary>
43 private struct PendingAck 43 private struct PendingAck
44 { 44 {
45 /// <summary>Sequence number of the packet to remove</summary> 45 /// <summary>Sequence number of the packet to remove</summary>
46 public uint SequenceNumber; 46 public uint SequenceNumber;
47 /// <summary>Environment.TickCount value when the remove was queued. 47 /// <summary>Environment.TickCount value when the remove was queued.
48 /// This is used to update round-trip times for packets</summary> 48 /// This is used to update round-trip times for packets</summary>
49 public int RemoveTime; 49 public int RemoveTime;
50 /// <summary>Whether or not this acknowledgement was attached to a 50 /// <summary>Whether or not this acknowledgement was attached to a
51 /// resent packet. If so, round-trip time will not be calculated</summary> 51 /// resent packet. If so, round-trip time will not be calculated</summary>
52 public bool FromResend; 52 public bool FromResend;
53 53
54 public PendingAck(uint sequenceNumber, int currentTime, bool fromResend) 54 public PendingAck(uint sequenceNumber, int currentTime, bool fromResend)
55 { 55 {
56 SequenceNumber = sequenceNumber; 56 SequenceNumber = sequenceNumber;
57 RemoveTime = currentTime; 57 RemoveTime = currentTime;
58 FromResend = fromResend; 58 FromResend = fromResend;
59 } 59 }
60 } 60 }
61 61
62 /// <summary>Holds the actual unacked packet data, sorted by sequence number</summary> 62 /// <summary>Holds the actual unacked packet data, sorted by sequence number</summary>
63 private Dictionary<uint, OutgoingPacket> m_packets = new Dictionary<uint, OutgoingPacket>(); 63 private Dictionary<uint, OutgoingPacket> m_packets = new Dictionary<uint, OutgoingPacket>();
64 /// <summary>Holds packets that need to be added to the unacknowledged list</summary> 64 /// <summary>Holds packets that need to be added to the unacknowledged list</summary>
65 private LocklessQueue<OutgoingPacket> m_pendingAdds = new LocklessQueue<OutgoingPacket>(); 65 private LocklessQueue<OutgoingPacket> m_pendingAdds = new LocklessQueue<OutgoingPacket>();
66 /// <summary>Holds information about pending acknowledgements</summary> 66 /// <summary>Holds information about pending acknowledgements</summary>
67 private LocklessQueue<PendingAck> m_pendingRemoves = new LocklessQueue<PendingAck>(); 67 private LocklessQueue<PendingAck> m_pendingRemoves = new LocklessQueue<PendingAck>();
68 68
69 /// <summary> 69 /// <summary>
70 /// Add an unacked packet to the collection 70 /// Add an unacked packet to the collection
71 /// </summary> 71 /// </summary>
72 /// <param name="packet">Packet that is awaiting acknowledgement</param> 72 /// <param name="packet">Packet that is awaiting acknowledgement</param>
73 /// <returns>True if the packet was successfully added, false if the 73 /// <returns>True if the packet was successfully added, false if the
74 /// packet already existed in the collection</returns> 74 /// packet already existed in the collection</returns>
75 /// <remarks>This does not immediately add the ACK to the collection, 75 /// <remarks>This does not immediately add the ACK to the collection,
76 /// it only queues it so it can be added in a thread-safe way later</remarks> 76 /// it only queues it so it can be added in a thread-safe way later</remarks>
77 public void Add(OutgoingPacket packet) 77 public void Add(OutgoingPacket packet)
78 { 78 {
79 m_pendingAdds.Enqueue(packet); 79 m_pendingAdds.Enqueue(packet);
80 } 80 }
81 81
82 /// <summary> 82 /// <summary>
83 /// Marks a packet as acknowledged 83 /// Marks a packet as acknowledged
84 /// </summary> 84 /// </summary>
85 /// <param name="sequenceNumber">Sequence number of the packet to 85 /// <param name="sequenceNumber">Sequence number of the packet to
86 /// acknowledge</param> 86 /// acknowledge</param>
87 /// <param name="currentTime">Current value of Environment.TickCount</param> 87 /// <param name="currentTime">Current value of Environment.TickCount</param>
88 /// <remarks>This does not immediately acknowledge the packet, it only 88 /// <remarks>This does not immediately acknowledge the packet, it only
89 /// queues the ack so it can be handled in a thread-safe way later</remarks> 89 /// queues the ack so it can be handled in a thread-safe way later</remarks>
90 public void Remove(uint sequenceNumber, int currentTime, bool fromResend) 90 public void Remove(uint sequenceNumber, int currentTime, bool fromResend)
91 { 91 {
92 m_pendingRemoves.Enqueue(new PendingAck(sequenceNumber, currentTime, fromResend)); 92 m_pendingRemoves.Enqueue(new PendingAck(sequenceNumber, currentTime, fromResend));
93 } 93 }
94 94
95 /// <summary> 95 /// <summary>
96 /// Returns a list of all of the packets with a TickCount older than 96 /// Returns a list of all of the packets with a TickCount older than
97 /// the specified timeout 97 /// the specified timeout
98 /// </summary> 98 /// </summary>
99 /// <param name="timeoutMS">Number of ticks (milliseconds) before a 99 /// <param name="timeoutMS">Number of ticks (milliseconds) before a
100 /// packet is considered expired</param> 100 /// packet is considered expired</param>
101 /// <returns>A list of all expired packets according to the given 101 /// <returns>A list of all expired packets according to the given
102 /// expiration timeout</returns> 102 /// expiration timeout</returns>
103 /// <remarks>This function is not thread safe, and cannot be called 103 /// <remarks>This function is not thread safe, and cannot be called
104 /// multiple times concurrently</remarks> 104 /// multiple times concurrently</remarks>
105 public List<OutgoingPacket> GetExpiredPackets(int timeoutMS) 105 public List<OutgoingPacket> GetExpiredPackets(int timeoutMS)
106 { 106 {
107 ProcessQueues(); 107 ProcessQueues();
108 108
109 List<OutgoingPacket> expiredPackets = null; 109 List<OutgoingPacket> expiredPackets = null;
110 110
111 if (m_packets.Count > 0) 111 if (m_packets.Count > 0)
112 { 112 {
113 int now = Environment.TickCount & Int32.MaxValue; 113 int now = Environment.TickCount & Int32.MaxValue;
114 114
115 foreach (OutgoingPacket packet in m_packets.Values) 115 foreach (OutgoingPacket packet in m_packets.Values)
116 { 116 {
117 // TickCount of zero means a packet is in the resend queue 117 // TickCount of zero means a packet is in the resend queue
118 // but hasn't actually been sent over the wire yet 118 // but hasn't actually been sent over the wire yet
119 if (packet.TickCount == 0) 119 if (packet.TickCount == 0)
120 continue; 120 continue;
121 121
122 if (now - packet.TickCount >= timeoutMS) 122 if (now - packet.TickCount >= timeoutMS)
123 { 123 {
124 if (expiredPackets == null) 124 if (expiredPackets == null)
125 expiredPackets = new List<OutgoingPacket>(); 125 expiredPackets = new List<OutgoingPacket>();
126 126
127 // The TickCount will be set to the current time when the packet 127 // The TickCount will be set to the current time when the packet
128 // is actually sent out again 128 // is actually sent out again
129 packet.TickCount = 0; 129 packet.TickCount = 0;
130 130
131 expiredPackets.Add(packet); 131 expiredPackets.Add(packet);
132 } 132 }
133 } 133 }
134 } 134 }
135 135
136 return expiredPackets; 136 return expiredPackets;
137 } 137 }
138 138
139 private void ProcessQueues() 139 private void ProcessQueues()
140 { 140 {
141 // Process all the pending adds 141 // Process all the pending adds
142 OutgoingPacket pendingAdd; 142
143 while (m_pendingAdds.Dequeue(out pendingAdd)) 143 OutgoingPacket pendingAdd;
144 m_packets[pendingAdd.SequenceNumber] = pendingAdd; 144 if (m_pendingAdds != null)
145 145 {
146 // Process all the pending removes, including updating statistics and round-trip times 146 while (m_pendingAdds.Dequeue(out pendingAdd))
147 PendingAck pendingRemove; 147 {
148 OutgoingPacket ackedPacket; 148 if (pendingAdd != null && m_packets != null)
149 while (m_pendingRemoves.Dequeue(out pendingRemove)) 149 {
150 { 150 m_packets[pendingAdd.SequenceNumber] = pendingAdd;
151 if (m_packets.TryGetValue(pendingRemove.SequenceNumber, out ackedPacket)) 151 }
152 { 152 }
153 m_packets.Remove(pendingRemove.SequenceNumber); 153 }
154 154
155 // Update stats 155 // Process all the pending removes, including updating statistics and round-trip times
156 System.Threading.Interlocked.Add(ref ackedPacket.Client.UnackedBytes, -ackedPacket.Buffer.DataLength); 156 PendingAck pendingRemove;
157 157 OutgoingPacket ackedPacket;
158 if (!pendingRemove.FromResend) 158 if (m_pendingRemoves != null)
159 { 159 {
160 // Calculate the round-trip time for this packet and its ACK 160 while (m_pendingRemoves.Dequeue(out pendingRemove))
161 int rtt = pendingRemove.RemoveTime - ackedPacket.TickCount; 161 {
162 if (rtt > 0) 162 if (m_pendingRemoves != null && m_packets != null)
163 ackedPacket.Client.UpdateRoundTrip(rtt); 163 {
164 } 164 if (m_packets.TryGetValue(pendingRemove.SequenceNumber, out ackedPacket))
165 } 165 {
166 } 166 m_packets.Remove(pendingRemove.SequenceNumber);
167 } 167
168 } 168 // Update stats
169} 169 System.Threading.Interlocked.Add(ref ackedPacket.Client.UnackedBytes, -ackedPacket.Buffer.DataLength);
170
171 if (!pendingRemove.FromResend)
172 {
173 // Calculate the round-trip time for this packet and its ACK
174 int rtt = pendingRemove.RemoveTime - ackedPacket.TickCount;
175 if (rtt > 0)
176 ackedPacket.Client.UpdateRoundTrip(rtt);
177 }
178 }
179 }
180 }
181 }
182 }
183 }
184}
diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
index 365cdbb..c802490 100644
--- a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
@@ -28,6 +28,7 @@
28using System; 28using System;
29using System.Collections.Generic; 29using System.Collections.Generic;
30using System.Reflection; 30using System.Reflection;
31using System.Xml;
31using log4net; 32using log4net;
32using Mono.Addins; 33using Mono.Addins;
33using Nini.Config; 34using Nini.Config;
@@ -37,6 +38,7 @@ using OpenSim.Framework;
37using OpenSim.Region.Framework; 38using OpenSim.Region.Framework;
38using OpenSim.Region.Framework.Interfaces; 39using OpenSim.Region.Framework.Interfaces;
39using OpenSim.Region.Framework.Scenes; 40using OpenSim.Region.Framework.Scenes;
41using OpenSim.Region.Framework.Scenes.Serialization;
40 42
41namespace OpenSim.Region.CoreModules.Avatar.Attachments 43namespace OpenSim.Region.CoreModules.Avatar.Attachments
42{ 44{
@@ -233,8 +235,14 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
233 235
234 public UUID RezSingleAttachmentFromInventory( 236 public UUID RezSingleAttachmentFromInventory(
235 IClientAPI remoteClient, UUID itemID, uint AttachmentPt, bool updateInventoryStatus) 237 IClientAPI remoteClient, UUID itemID, uint AttachmentPt, bool updateInventoryStatus)
238 {
239 return RezSingleAttachmentFromInventory(remoteClient, itemID, AttachmentPt, true, null);
240 }
241
242 public UUID RezSingleAttachmentFromInventory(
243 IClientAPI remoteClient, UUID itemID, uint AttachmentPt, bool updateInventoryStatus, XmlDocument doc)
236 { 244 {
237 SceneObjectGroup att = RezSingleAttachmentFromInventoryInternal(remoteClient, itemID, AttachmentPt); 245 SceneObjectGroup att = RezSingleAttachmentFromInventoryInternal(remoteClient, itemID, AttachmentPt, doc);
238 246
239 if (updateInventoryStatus) 247 if (updateInventoryStatus)
240 { 248 {
@@ -253,7 +261,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
253 } 261 }
254 262
255 protected SceneObjectGroup RezSingleAttachmentFromInventoryInternal( 263 protected SceneObjectGroup RezSingleAttachmentFromInventoryInternal(
256 IClientAPI remoteClient, UUID itemID, uint AttachmentPt) 264 IClientAPI remoteClient, UUID itemID, uint AttachmentPt, XmlDocument doc)
257 { 265 {
258 IInventoryAccessModule invAccess = m_scene.RequestModuleInterface<IInventoryAccessModule>(); 266 IInventoryAccessModule invAccess = m_scene.RequestModuleInterface<IInventoryAccessModule>();
259 if (invAccess != null) 267 if (invAccess != null)
@@ -278,13 +286,19 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
278 if (tainted) 286 if (tainted)
279 objatt.HasGroupChanged = true; 287 objatt.HasGroupChanged = true;
280 288
289 if (doc != null)
290 {
291 objatt.LoadScriptState(doc);
292 objatt.ResetOwnerChangeFlag();
293 }
294
281 // Fire after attach, so we don't get messy perms dialogs 295 // Fire after attach, so we don't get messy perms dialogs
282 // 4 == AttachedRez 296 // 4 == AttachedRez
283 objatt.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 4); 297 objatt.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 4);
284 objatt.ResumeScripts(); 298 objatt.ResumeScripts();
285 299
286 // Do this last so that event listeners have access to all the effects of the attachment 300 // Do this last so that event listeners have access to all the effects of the attachment
287 m_scene.EventManager.TriggerOnAttach(objatt.LocalId, itemID, remoteClient.AgentId); 301 //m_scene.EventManager.TriggerOnAttach(objatt.LocalId, itemID, remoteClient.AgentId);
288 } 302 }
289 else 303 else
290 { 304 {
@@ -313,7 +327,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
313 if (m_scene.TryGetScenePresence(remoteClient.AgentId, out presence)) 327 if (m_scene.TryGetScenePresence(remoteClient.AgentId, out presence))
314 { 328 {
315 InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId); 329 InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId);
316 item = m_scene.InventoryService.GetItem(item); 330 if (m_scene.InventoryService != null)
331 item = m_scene.InventoryService.GetItem(item);
317 332
318 presence.Appearance.SetAttachment((int)AttachmentPt, itemID, item.AssetID /*att.UUID*/); 333 presence.Appearance.SetAttachment((int)AttachmentPt, itemID, item.AssetID /*att.UUID*/);
319 } 334 }
@@ -358,6 +373,12 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
358 { 373 {
359 // XXYY!! 374 // XXYY!!
360 InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId); 375 InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId);
376 if (item == null)
377 m_log.Error("[ATTACHMENT]: item == null");
378 if (m_scene == null)
379 m_log.Error("[ATTACHMENT]: m_scene == null");
380 if (m_scene.InventoryService == null)
381 m_log.Error("[ATTACHMENT]: m_scene.InventoryService == null");
361 item = m_scene.InventoryService.GetItem(item); 382 item = m_scene.InventoryService.GetItem(item);
362 presence.Appearance.SetAttachment((int)AttachmentPt, itemID, item.AssetID /* att.UUID */); 383 presence.Appearance.SetAttachment((int)AttachmentPt, itemID, item.AssetID /* att.UUID */);
363 384
@@ -446,6 +467,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
446 if (group.GetFromItemID() == itemID) 467 if (group.GetFromItemID() == itemID)
447 { 468 {
448 m_scene.EventManager.TriggerOnAttach(group.LocalId, itemID, UUID.Zero); 469 m_scene.EventManager.TriggerOnAttach(group.LocalId, itemID, UUID.Zero);
470 // CM / XMREngine!!!! Needed to conclude attach event
471 SceneObjectSerializer.ToOriginalXmlFormat(group);
449 group.DetachToInventoryPrep(); 472 group.DetachToInventoryPrep();
450 m_log.Debug("[ATTACHMENTS MODULE]: Saving attachpoint: " + ((uint)group.GetAttachmentPoint()).ToString()); 473 m_log.Debug("[ATTACHMENTS MODULE]: Saving attachpoint: " + ((uint)group.GetAttachmentPoint()).ToString());
451 m_scene.UpdateKnownItem(remoteClient, group,group.GetFromItemID(), group.OwnerID); 474 m_scene.UpdateKnownItem(remoteClient, group,group.GetFromItemID(), group.OwnerID);
diff --git a/OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs b/OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs
index 02f0968..06b1b00 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 +241,19 @@ 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 // This will pass all chat from objects. Not
248 // perfect, but it will do. For now. Better
249 // than the prior behavior of muting all
250 // objects on a parcel with access restrictions
251 if (c.Sender == null || Presencecheck.IsEitherBannedOrRestricted(c.Sender.AgentId) != true)
252 {
253 TrySendChatMessage(presence, fromPos, regionPos, fromID, fromNamePrefix+fromName, c.Type, message, sourceType);
254 }
255 }
256
231 } 257 }
232 ); 258 );
233 } 259 }
@@ -270,25 +296,29 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
270 } 296 }
271 297
272 // m_log.DebugFormat("[CHAT] Broadcast: fromID {0} fromName {1}, cType {2}, sType {3}", fromID, fromName, cType, sourceType); 298 // m_log.DebugFormat("[CHAT] Broadcast: fromID {0} fromName {1}, cType {2}, sType {3}", fromID, fromName, cType, sourceType);
273 299 if (c.Scene != null)
274 ((Scene)c.Scene).ForEachScenePresence( 300 {
275 delegate(ScenePresence presence) 301 ((Scene)c.Scene).ForEachScenePresence
276 { 302 (
277 // ignore chat from child agents 303 delegate(ScenePresence presence)
278 if (presence.IsChildAgent) return; 304 {
279 305 // ignore chat from child agents
280 IClientAPI client = presence.ControllingClient; 306 if (presence.IsChildAgent) return;
281 307
282 // don't forward SayOwner chat from objects to 308 IClientAPI client = presence.ControllingClient;
283 // non-owner agents 309
284 if ((c.Type == ChatTypeEnum.Owner) && 310 // don't forward SayOwner chat from objects to
285 (null != c.SenderObject) && 311 // non-owner agents
286 (((SceneObjectPart)c.SenderObject).OwnerID != client.AgentId)) 312 if ((c.Type == ChatTypeEnum.Owner) &&
287 return; 313 (null != c.SenderObject) &&
288 314 (((SceneObjectPart)c.SenderObject).OwnerID != client.AgentId))
289 client.SendChatMessage(c.Message, (byte)cType, CenterOfRegion, fromName, fromID, 315 return;
290 (byte)sourceType, (byte)ChatAudibleLevel.Fully); 316
291 }); 317 client.SendChatMessage(c.Message, (byte)cType, CenterOfRegion, fromName, fromID,
318 (byte)sourceType, (byte)ChatAudibleLevel.Fully);
319 }
320 );
321 }
292 } 322 }
293 323
294 324
@@ -317,5 +347,35 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
317 presence.ControllingClient.SendChatMessage(message, (byte) type, fromPos, fromName, 347 presence.ControllingClient.SendChatMessage(message, (byte) type, fromPos, fromName,
318 fromAgentID,(byte)src,(byte)ChatAudibleLevel.Fully); 348 fromAgentID,(byte)src,(byte)ChatAudibleLevel.Fully);
319 } 349 }
350
351 Dictionary<UUID, System.Threading.Timer> Timers = new Dictionary<UUID, System.Threading.Timer>();
352 public void ParcelFreezeUser(IClientAPI client, UUID parcelowner, uint flags, UUID target)
353 {
354 System.Threading.Timer Timer;
355 if (flags == 0)
356 {
357 FreezeCache.Add(target.ToString());
358 System.Threading.TimerCallback timeCB = new System.Threading.TimerCallback(OnEndParcelFrozen);
359 Timer = new System.Threading.Timer(timeCB, target, 30000, 0);
360 Timers.Add(target, Timer);
361 }
362 else
363 {
364 FreezeCache.Remove(target.ToString());
365 Timers.TryGetValue(target, out Timer);
366 Timers.Remove(target);
367 Timer.Dispose();
368 }
369 }
370
371 private void OnEndParcelFrozen(object avatar)
372 {
373 UUID target = (UUID)avatar;
374 FreezeCache.Remove(target.ToString());
375 System.Threading.Timer Timer;
376 Timers.TryGetValue(target, out Timer);
377 Timers.Remove(target);
378 Timer.Dispose();
379 }
320 } 380 }
321} 381}
diff --git a/OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs b/OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs
index 2105f3c..1498dba 100644
--- a/OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs
@@ -1,208 +1,223 @@
1/* 1/*
2 * Copyright (c) Contributors, http://opensimulator.org/ 2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders. 3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 * 4 *
5 * Redistribution and use in source and binary forms, with or without 5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met: 6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright 7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer. 8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright 9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the 10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution. 11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the 12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products 13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission. 14 * derived from this software without specific prior written permission.
15 * 15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY 16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED 17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE 18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY 19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES 20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; 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 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 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 24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */ 26 */
27 27
28using System; 28using System;
29using System.Collections.Generic; 29using System.Collections.Generic;
30using System.Reflection; 30using System.Reflection;
31using log4net; 31using log4net;
32using Nini.Config; 32using Nini.Config;
33using OpenMetaverse; 33using OpenMetaverse;
34using OpenSim.Framework; 34using OpenSim.Framework;
35 35
36using OpenSim.Region.Framework.Interfaces; 36using OpenSim.Region.Framework.Interfaces;
37using OpenSim.Region.Framework.Scenes; 37using OpenSim.Region.Framework.Scenes;
38using OpenSim.Services.Interfaces; 38using OpenSim.Services.Interfaces;
39 39
40namespace OpenSim.Region.CoreModules.Avatar.Dialog 40namespace OpenSim.Region.CoreModules.Avatar.Dialog
41{ 41{
42 public class DialogModule : IRegionModule, IDialogModule 42 public class DialogModule : IRegionModule, IDialogModule
43 { 43 {
44 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 44 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
45 45
46 protected Scene m_scene; 46 protected Scene m_scene;
47 47
48 public void Initialise(Scene scene, IConfigSource source) 48 public void Initialise(Scene scene, IConfigSource source)
49 { 49 {
50 m_scene = scene; 50 m_scene = scene;
51 m_scene.RegisterModuleInterface<IDialogModule>(this); 51 m_scene.RegisterModuleInterface<IDialogModule>(this);
52 52
53 m_scene.AddCommand( 53 m_scene.AddCommand(
54 this, "alert", "alert <first> <last> <message>", "Send an alert to a user", HandleAlertConsoleCommand); 54 this, "alert", "alert <first> <last> <message>", "Send an alert to a user", HandleAlertConsoleCommand);
55 55
56 m_scene.AddCommand( 56 m_scene.AddCommand(
57 this, "alert general", "alert general <message>", "Send an alert to everyone", HandleAlertConsoleCommand); 57 this, "alert general", "alert general <message>", "Send an alert to everyone", HandleAlertConsoleCommand);
58 } 58
59 59 m_scene.AddCommand(
60 public void PostInitialise() {} 60 this, "alert dialog", "alert dialog <message>", "Send a dialog alert to everyone", HandleAlertConsoleCommand);
61 public void Close() {} 61
62 public string Name { get { return "Dialog Module"; } } 62
63 public bool IsSharedModule { get { return false; } } 63 }
64 64
65 public void SendAlertToUser(IClientAPI client, string message) 65 public void PostInitialise() {}
66 { 66 public void Close() {}
67 SendAlertToUser(client, message, false); 67 public string Name { get { return "Dialog Module"; } }
68 } 68 public bool IsSharedModule { get { return false; } }
69 69
70 public void SendAlertToUser(IClientAPI client, string message, bool modal) 70 public void SendAlertToUser(IClientAPI client, string message)
71 { 71 {
72 client.SendAgentAlertMessage(message, modal); 72 SendAlertToUser(client, message, false);
73 } 73 }
74 74
75 public void SendAlertToUser(UUID agentID, string message) 75 public void SendAlertToUser(IClientAPI client, string message, bool modal)
76 { 76 {
77 SendAlertToUser(agentID, message, false); 77 client.SendAgentAlertMessage(message, modal);
78 } 78 }
79 79
80 public void SendAlertToUser(UUID agentID, string message, bool modal) 80 public void SendAlertToUser(UUID agentID, string message)
81 { 81 {
82 ScenePresence sp = m_scene.GetScenePresence(agentID); 82 SendAlertToUser(agentID, message, false);
83 83 }
84 if (sp != null) 84
85 sp.ControllingClient.SendAgentAlertMessage(message, modal); 85 public void SendAlertToUser(UUID agentID, string message, bool modal)
86 } 86 {
87 87 ScenePresence sp = m_scene.GetScenePresence(agentID);
88 public void SendAlertToUser(string firstName, string lastName, string message, bool modal) 88
89 { 89 if (sp != null)
90 ScenePresence presence = m_scene.GetScenePresence(firstName, lastName); 90 sp.ControllingClient.SendAgentAlertMessage(message, modal);
91 if (presence != null) 91 }
92 presence.ControllingClient.SendAgentAlertMessage(message, modal); 92
93 } 93 public void SendAlertToUser(string firstName, string lastName, string message, bool modal)
94 94 {
95 public void SendGeneralAlert(string message) 95 ScenePresence presence = m_scene.GetScenePresence(firstName, lastName);
96 { 96 if (presence != null)
97 m_scene.ForEachScenePresence(delegate(ScenePresence presence) 97 presence.ControllingClient.SendAgentAlertMessage(message, modal);
98 { 98 }
99 if (!presence.IsChildAgent) 99
100 presence.ControllingClient.SendAlertMessage(message); 100 public void SendGeneralAlert(string message)
101 }); 101 {
102 } 102 m_scene.ForEachScenePresence(delegate(ScenePresence presence)
103 103 {
104 public void SendDialogToUser( 104 if (!presence.IsChildAgent)
105 UUID avatarID, string objectName, UUID objectID, UUID ownerID, 105 {
106 string message, UUID textureID, int ch, string[] buttonlabels) 106 presence.ControllingClient.SendAlertMessage(message);
107 { 107 }
108 UserAccount account = m_scene.UserAccountService.GetUserAccount(m_scene.RegionInfo.ScopeID, ownerID); 108 });
109 string ownerFirstName, ownerLastName; 109 }
110 if (account != null) 110
111 { 111 public void SendDialogToUser(
112 ownerFirstName = account.FirstName; 112 UUID avatarID, string objectName, UUID objectID, UUID ownerID,
113 ownerLastName = account.LastName; 113 string message, UUID textureID, int ch, string[] buttonlabels)
114 } 114 {
115 else 115 UserAccount account = m_scene.UserAccountService.GetUserAccount(m_scene.RegionInfo.ScopeID, ownerID);
116 { 116 string ownerFirstName, ownerLastName;
117 ownerFirstName = "(unknown"; 117 if (account != null)
118 ownerLastName = "user)"; 118 {
119 } 119 ownerFirstName = account.FirstName;
120 120 ownerLastName = account.LastName;
121 ScenePresence sp = m_scene.GetScenePresence(avatarID); 121 }
122 if (sp != null) 122 else
123 sp.ControllingClient.SendDialog(objectName, objectID, ownerFirstName, ownerLastName, message, textureID, ch, buttonlabels); 123 {
124 } 124 ownerFirstName = "(unknown";
125 125 ownerLastName = "user)";
126 public void SendUrlToUser( 126 }
127 UUID avatarID, string objectName, UUID objectID, UUID ownerID, bool groupOwned, string message, string url) 127
128 { 128 ScenePresence sp = m_scene.GetScenePresence(avatarID);
129 ScenePresence sp = m_scene.GetScenePresence(avatarID); 129 if (sp != null)
130 130 sp.ControllingClient.SendDialog(objectName, objectID, ownerFirstName, ownerLastName, message, textureID, ch, buttonlabels);
131 if (sp != null) 131 }
132 sp.ControllingClient.SendLoadURL(objectName, objectID, ownerID, groupOwned, message, url); 132
133 } 133 public void SendUrlToUser(
134 134 UUID avatarID, string objectName, UUID objectID, UUID ownerID, bool groupOwned, string message, string url)
135 public void SendTextBoxToUser(UUID avatarid, string message, int chatChannel, string name, UUID objectid, UUID ownerid) 135 {
136 { 136 ScenePresence sp = m_scene.GetScenePresence(avatarID);
137 UserAccount account = m_scene.UserAccountService.GetUserAccount(m_scene.RegionInfo.ScopeID, ownerid); 137
138 string ownerFirstName, ownerLastName; 138 if (sp != null)
139 if (account != null) 139 sp.ControllingClient.SendLoadURL(objectName, objectID, ownerID, groupOwned, message, url);
140 { 140 }
141 ownerFirstName = account.FirstName; 141
142 ownerLastName = account.LastName; 142 public void SendTextBoxToUser(UUID avatarid, string message, int chatChannel, string name, UUID objectid, UUID ownerid)
143 } 143 {
144 else 144 UserAccount account = m_scene.UserAccountService.GetUserAccount(m_scene.RegionInfo.ScopeID, ownerid);
145 { 145 string ownerFirstName, ownerLastName;
146 ownerFirstName = "(unknown"; 146 if (account != null)
147 ownerLastName = "user)"; 147 {
148 } 148 ownerFirstName = account.FirstName;
149 149 ownerLastName = account.LastName;
150 ScenePresence sp = m_scene.GetScenePresence(avatarid); 150 }
151 151 else
152 if (sp != null) 152 {
153 sp.ControllingClient.SendTextBoxRequest(message, chatChannel, name, ownerFirstName, ownerLastName, objectid); 153 ownerFirstName = "(unknown";
154 } 154 ownerLastName = "user)";
155 155 }
156 public void SendNotificationToUsersInRegion( 156
157 UUID fromAvatarID, string fromAvatarName, string message) 157 ScenePresence sp = m_scene.GetScenePresence(avatarid);
158 { 158
159 m_scene.ForEachScenePresence(delegate(ScenePresence presence) 159 if (sp != null)
160 { 160 sp.ControllingClient.SendTextBoxRequest(message, chatChannel, name, ownerFirstName, ownerLastName, objectid);
161 if (!presence.IsChildAgent) 161 }
162 presence.ControllingClient.SendBlueBoxMessage(fromAvatarID, fromAvatarName, message); 162
163 }); 163 public void SendNotificationToUsersInRegion(
164 } 164 UUID fromAvatarID, string fromAvatarName, string message)
165 165 {
166 /// <summary> 166 m_scene.ForEachScenePresence(delegate(ScenePresence presence)
167 /// Handle an alert command from the console. 167 {
168 /// </summary> 168 if (!presence.IsChildAgent)
169 /// <param name="module"></param> 169 presence.ControllingClient.SendBlueBoxMessage(fromAvatarID, fromAvatarName, message);
170 /// <param name="cmdparams"></param> 170 });
171 public void HandleAlertConsoleCommand(string module, string[] cmdparams) 171 }
172 { 172
173 if (m_scene.ConsoleScene() != null && m_scene.ConsoleScene() != m_scene) 173 /// <summary>
174 return; 174 /// Handle an alert command from the console.
175 175 /// </summary>
176 if (cmdparams[1] == "general") 176 /// <param name="module"></param>
177 { 177 /// <param name="cmdparams"></param>
178 string message = CombineParams(cmdparams, 2); 178 public void HandleAlertConsoleCommand(string module, string[] cmdparams)
179 179 {
180 m_log.InfoFormat( 180 if (m_scene.ConsoleScene() != null && m_scene.ConsoleScene() != m_scene)
181 "[DIALOG]: Sending general alert in region {0} with message {1}", m_scene.RegionInfo.RegionName, message); 181 return;
182 SendGeneralAlert(message); 182
183 } 183 if (cmdparams[1] == "general")
184 else 184 {
185 { 185 string message = CombineParams(cmdparams, 2);
186 string firstName = cmdparams[1]; 186
187 string lastName = cmdparams[2]; 187 m_log.InfoFormat(
188 string message = CombineParams(cmdparams, 3); 188 "[DIALOG]: Sending general alert in region {0} with message {1}", m_scene.RegionInfo.RegionName, message);
189 189 SendGeneralAlert(message);
190 m_log.InfoFormat( 190 }
191 "[DIALOG]: Sending alert in region {0} to {1} {2} with message {3}", 191 else if (cmdparams[1] == "dialog")
192 m_scene.RegionInfo.RegionName, firstName, lastName, message); 192 {
193 SendAlertToUser(firstName, lastName, message, false); 193 string message = CombineParams(cmdparams, 2);
194 } 194
195 } 195 m_log.InfoFormat(
196 196 "[DIALOG]: Sending dialog alert in region {0} with message {1}", m_scene.RegionInfo.RegionName, message);
197 private string CombineParams(string[] commandParams, int pos) 197 SendNotificationToUsersInRegion(UUID.Zero, "System", message);
198 { 198 }
199 string result = string.Empty; 199 else
200 for (int i = pos; i < commandParams.Length; i++) 200 {
201 { 201 string firstName = cmdparams[1];
202 result += commandParams[i] + " "; 202 string lastName = cmdparams[2];
203 } 203 string message = CombineParams(cmdparams, 3);
204 204
205 return result; 205 m_log.InfoFormat(
206 } 206 "[DIALOG]: Sending alert in region {0} to {1} {2} with message {3}",
207 } 207 m_scene.RegionInfo.RegionName, firstName, lastName, message);
208} \ No newline at end of file 208 SendAlertToUser(firstName, lastName, message, false);
209 }
210 }
211
212 private string CombineParams(string[] commandParams, int pos)
213 {
214 string result = string.Empty;
215 for (int i = pos; i < commandParams.Length; i++)
216 {
217 result += commandParams[i] + " ";
218 }
219
220 return result;
221 }
222 }
223}
diff --git a/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs b/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs
index 6f044cb..ca0b7ad 100644
--- a/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs
@@ -67,7 +67,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
67 return false; 67 return false;
68 } 68 }
69 } 69 }
70 70
71 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 71 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
72 72
73 protected List<Scene> m_Scenes = new List<Scene>(); 73 protected List<Scene> m_Scenes = new List<Scene>();
@@ -203,9 +203,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
203 203
204 UserFriendData data = m_Friends[principalID]; 204 UserFriendData data = m_Friends[principalID];
205 205
206 string searchFor = friendID.ToString();
206 foreach (FriendInfo fi in data.Friends) 207 foreach (FriendInfo fi in data.Friends)
207 { 208 {
208 if (fi.Friend == friendID.ToString()) 209 if (fi.Friend == searchFor)
209 return (uint)fi.TheirFlags; 210 return (uint)fi.TheirFlags;
210 } 211 }
211 return 0; 212 return 0;
@@ -292,7 +293,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
292 293
293 // Inform the friends that this user is online 294 // Inform the friends that this user is online
294 StatusChange(agentID, true); 295 StatusChange(agentID, true);
295 296
296 // Register that we need to send the list of online friends to this user 297 // Register that we need to send the list of online friends to this user
297 lock (m_NeedsListOfFriends) 298 lock (m_NeedsListOfFriends)
298 if (!m_NeedsListOfFriends.Contains(agentID)) 299 if (!m_NeedsListOfFriends.Contains(agentID))
@@ -498,7 +499,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
498 private void OnInstantMessage(IClientAPI client, GridInstantMessage im) 499 private void OnInstantMessage(IClientAPI client, GridInstantMessage im)
499 { 500 {
500 if (im.dialog == (byte)OpenMetaverse.InstantMessageDialog.FriendshipOffered) 501 if (im.dialog == (byte)OpenMetaverse.InstantMessageDialog.FriendshipOffered)
501 { 502 {
502 // we got a friendship offer 503 // we got a friendship offer
503 UUID principalID = new UUID(im.fromAgentID); 504 UUID principalID = new UUID(im.fromAgentID);
504 UUID friendID = new UUID(im.toAgentID); 505 UUID friendID = new UUID(im.toAgentID);
@@ -730,7 +731,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
730 // we're done 731 // we're done
731 return true; 732 return true;
732 } 733 }
733 734
734 return false; 735 return false;
735 } 736 }
736 737
diff --git a/OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs b/OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs
index a3c40e0..1603c07 100644
--- a/OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs
@@ -156,6 +156,31 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
156 return; 156 return;
157 } 157 }
158 158
159 DateTime dt = DateTime.UtcNow;
160
161 // Ticks from UtcNow, but make it look like local. Evil, huh?
162 dt = DateTime.SpecifyKind(dt, DateTimeKind.Local);
163
164 try
165 {
166 // Convert that to the PST timezone
167 TimeZoneInfo timeZoneInfo = TimeZoneInfo.FindSystemTimeZoneById("America/Los_Angeles");
168 dt = TimeZoneInfo.ConvertTime(dt, timeZoneInfo);
169 }
170 catch
171 {
172 //m_log.Info("[OFFLINE MESSAGING]: No PST timezone found on this machine. Saving with local timestamp.");
173 }
174
175 // And make it look local again to fool the unix time util
176 dt = DateTime.SpecifyKind(dt, DateTimeKind.Utc);
177
178 im.timestamp = (uint)Util.ToUnixTime(dt);
179
180 // If client is null, this message comes from storage and IS offline
181 if (client != null)
182 im.offline = 0;
183
159 if (m_TransferModule != null) 184 if (m_TransferModule != null)
160 { 185 {
161 m_TransferModule.SendInstantMessage(im, 186 m_TransferModule.SendInstantMessage(im,
diff --git a/OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs b/OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs
index d025f0c..e1ee0b1 100644
--- a/OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs
@@ -132,7 +132,7 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
132 { 132 {
133 UUID toAgentID = new UUID(im.toAgentID); 133 UUID toAgentID = new UUID(im.toAgentID);
134 134
135 m_log.DebugFormat("[INSTANT MESSAGE]: Attempting delivery of IM from {0} to {1}", im.fromAgentName, toAgentID.ToString()); 135 //m_log.DebugFormat("[INSTANT MESSAGE]: Attempting delivery of IM from {0} to {1}", im.fromAgentName, toAgentID.ToString());
136 136
137 // Try root avatar only first 137 // Try root avatar only first
138 foreach (Scene scene in m_Scenes) 138 foreach (Scene scene in m_Scenes)
@@ -140,12 +140,12 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
140 if (scene.Entities.ContainsKey(toAgentID) && 140 if (scene.Entities.ContainsKey(toAgentID) &&
141 scene.Entities[toAgentID] is ScenePresence) 141 scene.Entities[toAgentID] is ScenePresence)
142 { 142 {
143 m_log.DebugFormat("[INSTANT MESSAGE]: Looking for {0} in {1}", toAgentID.ToString(), scene.RegionInfo.RegionName); 143 // m_log.DebugFormat("[INSTANT MESSAGE]: Looking for {0} in {1}", toAgentID.ToString(), scene.RegionInfo.RegionName);
144 // Local message 144 // Local message
145 ScenePresence user = (ScenePresence) scene.Entities[toAgentID]; 145 ScenePresence user = (ScenePresence) scene.Entities[toAgentID];
146 if (!user.IsChildAgent) 146 if (!user.IsChildAgent)
147 { 147 {
148 m_log.DebugFormat("[INSTANT MESSAGE]: Delivering to client"); 148 // m_log.DebugFormat("[INSTANT MESSAGE]: Delivering to client");
149 user.ControllingClient.SendInstantMessage(im); 149 user.ControllingClient.SendInstantMessage(im);
150 150
151 // Message sent 151 // Message sent
@@ -167,7 +167,7 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
167 // Local message 167 // Local message
168 ScenePresence user = (ScenePresence) scene.Entities[toAgentID]; 168 ScenePresence user = (ScenePresence) scene.Entities[toAgentID];
169 169
170 m_log.DebugFormat("[INSTANT MESSAGE]: Delivering to client"); 170 // m_log.DebugFormat("[INSTANT MESSAGE]: Delivering to client");
171 user.ControllingClient.SendInstantMessage(im); 171 user.ControllingClient.SendInstantMessage(im);
172 172
173 // Message sent 173 // Message sent
diff --git a/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs b/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs
index fdfcd10..feeb9e6 100644
--- a/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs
@@ -172,13 +172,16 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
172 172
173 private void RetrieveInstantMessages(IClientAPI client) 173 private void RetrieveInstantMessages(IClientAPI client)
174 { 174 {
175 if (m_RestURL != "") 175 if (m_RestURL == String.Empty)
176 { 176 return;
177 m_log.DebugFormat("[OFFLINE MESSAGING] Retrieving stored messages for {0}", client.AgentId);
178 177
179 List<GridInstantMessage> msglist = SynchronousRestObjectPoster.BeginPostObject<UUID, List<GridInstantMessage>>( 178 m_log.DebugFormat("[OFFLINE MESSAGING] Retrieving stored messages for {0}", client.AgentId);
179
180 List<GridInstantMessage> msglist = SynchronousRestObjectPoster.BeginPostObject<UUID, List<GridInstantMessage>>(
180 "POST", m_RestURL + "/RetrieveMessages/", client.AgentId); 181 "POST", m_RestURL + "/RetrieveMessages/", client.AgentId);
181 182
183 if (msglist != null)
184 {
182 foreach (GridInstantMessage im in msglist) 185 foreach (GridInstantMessage im in msglist)
183 { 186 {
184 // client.SendInstantMessage(im); 187 // client.SendInstantMessage(im);
@@ -189,6 +192,17 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
189 // Needed for proper state management for stored group 192 // Needed for proper state management for stored group
190 // invitations 193 // invitations
191 // 194 //
195
196 im.offline = 1;
197
198 // Reconstruct imSessionID
199 if (im.dialog == (byte)InstantMessageDialog.MessageFromAgent)
200 {
201 UUID fromAgentID = new UUID(im.fromAgentID);
202 UUID sessionID = fromAgentID ^ client.AgentId;
203 im.imSessionID = new Guid(sessionID.ToString());
204 }
205
192 Scene s = FindScene(client.AgentId); 206 Scene s = FindScene(client.AgentId);
193 if (s != null) 207 if (s != null)
194 s.EventManager.TriggerIncomingInstantMessage(im); 208 s.EventManager.TriggerIncomingInstantMessage(im);
@@ -198,26 +212,37 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
198 212
199 private void UndeliveredMessage(GridInstantMessage im) 213 private void UndeliveredMessage(GridInstantMessage im)
200 { 214 {
201 if ((im.offline != 0) 215 if (im.dialog != (byte)InstantMessageDialog.MessageFromObject &&
202 && (!im.fromGroup || (im.fromGroup && m_ForwardOfflineGroupMessages))) 216 im.dialog != (byte)InstantMessageDialog.MessageFromAgent &&
217 im.dialog != (byte)InstantMessageDialog.GroupNotice &&
218 im.dialog != (byte)InstantMessageDialog.InventoryOffered)
203 { 219 {
204 bool success = SynchronousRestObjectPoster.BeginPostObject<GridInstantMessage, bool>( 220 return;
205 "POST", m_RestURL+"/SaveMessage/", im); 221 }
206 222
207 if (im.dialog == (byte)InstantMessageDialog.MessageFromAgent) 223 // It's not delivered. Make sure the scope id is saved
208 { 224 // We don't need the imSessionID here anymore, overwrite it
209 IClientAPI client = FindClient(new UUID(im.fromAgentID)); 225 Scene scene = FindScene(new UUID(im.fromAgentID));
210 if (client == null) 226 if (scene == null)
211 return; 227 scene = m_SceneList[0];
212 228 im.imSessionID = new Guid(scene.RegionInfo.ScopeID.ToString());
213 client.SendInstantMessage(new GridInstantMessage( 229
214 null, new UUID(im.toAgentID), 230 bool success = SynchronousRestObjectPoster.BeginPostObject<GridInstantMessage, bool>(
215 "System", new UUID(im.fromAgentID), 231 "POST", m_RestURL+"/SaveMessage/", im);
216 (byte)InstantMessageDialog.MessageFromAgent, 232
217 "User is not logged in. "+ 233 if (im.dialog == (byte)InstantMessageDialog.MessageFromAgent)
218 (success ? "Message saved." : "Message not saved"), 234 {
219 false, new Vector3())); 235 IClientAPI client = FindClient(new UUID(im.fromAgentID));
220 } 236 if (client == null)
237 return;
238
239 client.SendInstantMessage(new GridInstantMessage(
240 null, new UUID(im.toAgentID),
241 "System", new UUID(im.fromAgentID),
242 (byte)InstantMessageDialog.MessageFromAgent,
243 "User is not logged in. "+
244 (success ? "Message saved." : "Message not saved"),
245 false, new Vector3()));
221 } 246 }
222 } 247 }
223 } 248 }
diff --git a/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs
index 2f1e9dd..98545f9 100644
--- a/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs
@@ -153,7 +153,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
153 153
154 private void OnInstantMessage(IClientAPI client, GridInstantMessage im) 154 private void OnInstantMessage(IClientAPI client, GridInstantMessage im)
155 { 155 {
156 m_log.InfoFormat("[INVENTORY TRANSFER]: OnInstantMessage {0}", im.dialog); 156 //m_log.InfoFormat("[INVENTORY TRANSFER]: OnInstantMessage {0}", im.dialog);
157 157
158 Scene scene = FindClientScene(client.AgentId); 158 Scene scene = FindClientScene(client.AgentId);
159 159
@@ -241,6 +241,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
241 im.imSessionID = itemID.Guid; 241 im.imSessionID = itemID.Guid;
242 } 242 }
243 243
244 im.offline = 1; // Remember these
245
244 // Send the IM to the recipient. The item is already 246 // Send the IM to the recipient. The item is already
245 // in their inventory, so it will not be lost if 247 // in their inventory, so it will not be lost if
246 // they are offline. 248 // they are offline.
diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
index ab1cfc3..1d1a0a1 100644
--- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
@@ -264,7 +264,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
264 // This may be a costly operation. The reg.ExternalEndPoint field is not a passive field, 264 // This may be a costly operation. The reg.ExternalEndPoint field is not a passive field,
265 // it's actually doing a lot of work. 265 // it's actually doing a lot of work.
266 IPEndPoint endPoint = finalDestination.ExternalEndPoint; 266 IPEndPoint endPoint = finalDestination.ExternalEndPoint;
267 if (endPoint.Address != null) 267 if (endPoint != null && endPoint.Address != null)
268 { 268 {
269 // Fixing a bug where teleporting while sitting results in the avatar ending up removed from 269 // Fixing a bug where teleporting while sitting results in the avatar ending up removed from
270 // both regions 270 // both regions
@@ -549,6 +549,12 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
549 549
550 if (uinfo != null) 550 if (uinfo != null)
551 { 551 {
552 if (uinfo.HomeRegionID == UUID.Zero)
553 {
554 // can't find the Home region: Tell viewer and abort
555 client.SendTeleportFailed("You don't have a home position set.");
556 return;
557 }
552 GridRegion regionInfo = m_aScene.GridService.GetRegionByUUID(UUID.Zero, uinfo.HomeRegionID); 558 GridRegion regionInfo = m_aScene.GridService.GetRegionByUUID(UUID.Zero, uinfo.HomeRegionID);
553 if (regionInfo == null) 559 if (regionInfo == null)
554 { 560 {
@@ -556,7 +562,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
556 client.SendTeleportFailed("Your home region could not be found."); 562 client.SendTeleportFailed("Your home region could not be found.");
557 return; 563 return;
558 } 564 }
559 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: User's home region is {0} {1} ({2}-{3})", 565 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: User's home region is {0} {1} ({2}-{3})",
560 regionInfo.RegionName, regionInfo.RegionID, regionInfo.RegionLocX / Constants.RegionSize, regionInfo.RegionLocY / Constants.RegionSize); 566 regionInfo.RegionName, regionInfo.RegionID, regionInfo.RegionLocX / Constants.RegionSize, regionInfo.RegionLocY / Constants.RegionSize);
561 567
562 // a little eekie that this goes back to Scene and with a forced cast, will fix that at some point... 568 // a little eekie that this goes back to Scene and with a forced cast, will fix that at some point...
@@ -564,6 +570,12 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
564 client, regionInfo.RegionHandle, uinfo.HomePosition, uinfo.HomeLookAt, 570 client, regionInfo.RegionHandle, uinfo.HomePosition, uinfo.HomeLookAt,
565 (uint)(Constants.TeleportFlags.SetLastToTarget | Constants.TeleportFlags.ViaHome)); 571 (uint)(Constants.TeleportFlags.SetLastToTarget | Constants.TeleportFlags.ViaHome));
566 } 572 }
573 else
574 {
575 // can't find the Home region: Tell viewer and abort
576 client.SendTeleportFailed("Your home region could not be found.");
577 return;
578 }
567 } 579 }
568 580
569 #endregion 581 #endregion
@@ -851,15 +863,19 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
851 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} to client {1}", capsPath, agent.UUID); 863 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} to client {1}", capsPath, agent.UUID);
852 864
853 IEventQueue eq = agent.Scene.RequestModuleInterface<IEventQueue>(); 865 IEventQueue eq = agent.Scene.RequestModuleInterface<IEventQueue>();
854 if (eq != null) 866 IPEndPoint neighbourExternal = neighbourRegion.ExternalEndPoint;
855 { 867 if (neighbourExternal != null)
856 eq.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourRegion.ExternalEndPoint,
857 capsPath, agent.UUID, agent.ControllingClient.SessionId);
858 }
859 else
860 { 868 {
861 agent.ControllingClient.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourRegion.ExternalEndPoint, 869 if (eq != null)
862 capsPath); 870 {
871 eq.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourExternal,
872 capsPath, agent.UUID, agent.ControllingClient.SessionId);
873 }
874 else
875 {
876 agent.ControllingClient.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourExternal,
877 capsPath);
878 }
863 } 879 }
864 880
865 if (!WaitForCallback(agent.UUID)) 881 if (!WaitForCallback(agent.UUID))
@@ -957,10 +973,14 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
957 agent.Viewer = currentAgentCircuit.Viewer; 973 agent.Viewer = currentAgentCircuit.Viewer;
958 } 974 }
959 975
960 InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync; 976 IPEndPoint external = region.ExternalEndPoint;
961 d.BeginInvoke(sp, agent, region, region.ExternalEndPoint, true, 977 if (external != null)
978 {
979 InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync;
980 d.BeginInvoke(sp, agent, region, external, true,
962 InformClientOfNeighbourCompleted, 981 InformClientOfNeighbourCompleted,
963 d); 982 d);
983 }
964 } 984 }
965 #endregion 985 #endregion
966 986
@@ -1089,6 +1109,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1089 InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync; 1109 InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync;
1090 try 1110 try
1091 { 1111 {
1112 //neighbour.ExternalEndPoint may return null, which will be caught
1092 d.BeginInvoke(sp, cagents[count], neighbour, neighbour.ExternalEndPoint, newAgent, 1113 d.BeginInvoke(sp, cagents[count], neighbour, neighbour.ExternalEndPoint, newAgent,
1093 InformClientOfNeighbourCompleted, 1114 InformClientOfNeighbourCompleted,
1094 d); 1115 d);
diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
index 1a7da61..2517a23 100644
--- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
@@ -219,6 +219,11 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
219 219
220 Vector3 originalPosition = objectGroup.AbsolutePosition; 220 Vector3 originalPosition = objectGroup.AbsolutePosition;
221 221
222 // Restore attachment data after trip through the sim
223 if (objectGroup.RootPart.AttachPoint > 0)
224 inventoryStoredPosition = objectGroup.RootPart.AttachOffset;
225 objectGroup.RootPart.Shape.State = objectGroup.RootPart.AttachPoint;
226
222 objectGroup.AbsolutePosition = inventoryStoredPosition; 227 objectGroup.AbsolutePosition = inventoryStoredPosition;
223 228
224 string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(objectGroup); 229 string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(objectGroup);
@@ -491,6 +496,11 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
491 496
492 if (item != null) 497 if (item != null)
493 { 498 {
499 if (item.ID == UUID.Zero)
500 {
501 m_log.Debug("[InventoryAccessModule]: Inventory object has UUID.Zero! Position 1");
502 }
503
494 AssetBase rezAsset = m_Scene.AssetService.Get(item.AssetID.ToString()); 504 AssetBase rezAsset = m_Scene.AssetService.Get(item.AssetID.ToString());
495 505
496 if (rezAsset != null) 506 if (rezAsset != null)
@@ -513,17 +523,30 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
513 itemId = item.ID; 523 itemId = item.ID;
514 } 524 }
515 525
526 if (item.ID == UUID.Zero)
527 {
528 m_log.Debug("[InventoryAccessModule]: Inventory object has UUID.Zero! Position 2");
529 }
530
516 string xmlData = Utils.BytesToString(rezAsset.Data); 531 string xmlData = Utils.BytesToString(rezAsset.Data);
517 SceneObjectGroup group 532 SceneObjectGroup group
518 = SceneObjectSerializer.FromOriginalXmlFormat(itemId, xmlData); 533 = SceneObjectSerializer.FromOriginalXmlFormat(itemId, xmlData);
519 534 Vector3 storedPosition = group.AbsolutePosition;
535 if (group.UUID == UUID.Zero)
536 {
537 m_log.Debug("[InventoryAccessModule]: Inventory object has UUID.Zero! Position 3");
538 }
520 group.RootPart.FromFolderID = item.Folder; 539 group.RootPart.FromFolderID = item.Folder;
521 540
522 // If it's rezzed in world, select it. Much easier to 541 // If it's rezzed in world, select it. Much easier to
523 // find small items. 542 // find small items.
524 // 543 //
525 if (!attachment) 544 if (!attachment)
545 {
526 group.RootPart.CreateSelected = true; 546 group.RootPart.CreateSelected = true;
547 foreach (SceneObjectPart child in group.Children.Values)
548 child.CreateSelected = true;
549 }
527 550
528 if (!m_Scene.Permissions.CanRezObject( 551 if (!m_Scene.Permissions.CanRezObject(
529 group.Children.Count, remoteClient.AgentId, pos) 552 group.Children.Count, remoteClient.AgentId, pos)
@@ -538,9 +561,15 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
538 remoteClient.SendBulkUpdateInventory(item); 561 remoteClient.SendBulkUpdateInventory(item);
539 return null; 562 return null;
540 } 563 }
541 564 if (group.UUID == UUID.Zero)
565 {
566 m_log.Debug("[InventoryAccessModule]: Inventory object has UUID.Zero! Position 4");
567 }
542 group.ResetIDs(); 568 group.ResetIDs();
543 569 if (group.UUID == UUID.Zero)
570 {
571 m_log.Debug("[InventoryAccessModule]: Inventory object has UUID.Zero! Position 5");
572 }
544 if (attachment) 573 if (attachment)
545 { 574 {
546 group.RootPart.ObjectFlags |= (uint)PrimFlags.Phantom; 575 group.RootPart.ObjectFlags |= (uint)PrimFlags.Phantom;
@@ -572,7 +601,10 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
572 { 601 {
573 group.SetFromItemID(itemID); 602 group.SetFromItemID(itemID);
574 } 603 }
575 604 if (group.UUID == UUID.Zero)
605 {
606 m_log.Debug("[InventoryAccessModule]: Inventory object has UUID.Zero! Position 6");
607 }
576 SceneObjectPart rootPart = null; 608 SceneObjectPart rootPart = null;
577 try 609 try
578 { 610 {
@@ -587,7 +619,10 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
587 619
588 m_log.Error("[AGENT INVENTORY]: Error rezzing ItemID: " + itemID + " object has no rootpart." + isAttachment); 620 m_log.Error("[AGENT INVENTORY]: Error rezzing ItemID: " + itemID + " object has no rootpart." + isAttachment);
589 } 621 }
590 622 if (group.UUID == UUID.Zero)
623 {
624 m_log.Debug("[InventoryAccessModule]: Inventory object has UUID.Zero! Position 7");
625 }
591 // Since renaming the item in the inventory does not affect the name stored 626 // Since renaming the item in the inventory does not affect the name stored
592 // in the serialization, transfer the correct name from the inventory to the 627 // in the serialization, transfer the correct name from the inventory to the
593 // object itself before we rez. 628 // object itself before we rez.
@@ -615,7 +650,10 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
615 group.ApplyNextOwnerPermissions(); 650 group.ApplyNextOwnerPermissions();
616 } 651 }
617 } 652 }
618 653 if (group.UUID == UUID.Zero)
654 {
655 m_log.Debug("[InventoryAccessModule]: Inventory object has UUID.Zero! Position 8");
656 }
619 foreach (SceneObjectPart part in partList) 657 foreach (SceneObjectPart part in partList)
620 { 658 {
621 if ((part.OwnerID != item.Owner) || (item.CurrentPermissions & 16) != 0) 659 if ((part.OwnerID != item.Owner) || (item.CurrentPermissions & 16) != 0)
@@ -628,13 +666,23 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
628 part.EveryoneMask = item.EveryOnePermissions; 666 part.EveryoneMask = item.EveryOnePermissions;
629 part.NextOwnerMask = item.NextPermissions; 667 part.NextOwnerMask = item.NextPermissions;
630 } 668 }
631 669 if (group.UUID == UUID.Zero)
670 {
671 m_log.Debug("[InventoryAccessModule]: Inventory object has UUID.Zero! Position 9");
672 }
632 rootPart.TrimPermissions(); 673 rootPart.TrimPermissions();
633 674 if (group.UUID == UUID.Zero)
675 {
676 m_log.Debug("[InventoryAccessModule]: Inventory object has UUID.Zero! Position 10");
677 }
634 if (!attachment) 678 if (!attachment)
635 { 679 {
636 if (group.RootPart.Shape.PCode == (byte)PCode.Prim) 680 if (group.RootPart.Shape.PCode == (byte)PCode.Prim)
637 { 681 {
682 // Save attachment data
683 group.RootPart.AttachPoint = group.RootPart.Shape.State;
684 group.RootPart.AttachOffset = storedPosition;
685
638 group.ClearPartAttachmentData(); 686 group.ClearPartAttachmentData();
639 } 687 }
640 688
@@ -660,8 +708,11 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
660 } 708 }
661 } 709 }
662 } 710 }
663 711 if (group.UUID == UUID.Zero)
664 return rootPart.ParentGroup; 712 {
713 m_log.Debug("[InventoryAccessModule]: Inventory object has UUID.Zero! Position 11");
714 }
715 return group;
665 } 716 }
666 } 717 }
667 718
diff --git a/OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs b/OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs
index 9b565ed..1fd1f47 100644
--- a/OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs
+++ b/OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs
@@ -142,7 +142,7 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
142 engine.PostScriptEvent(itemID, "http_request", new Object[] { urlcode.ToString(), "URL_REQUEST_DENIED", "" }); 142 engine.PostScriptEvent(itemID, "http_request", new Object[] { urlcode.ToString(), "URL_REQUEST_DENIED", "" });
143 return urlcode; 143 return urlcode;
144 } 144 }
145 string url = "http://" + m_ExternalHostNameForLSL + ":" + m_HttpServer.Port.ToString() + "/lslhttp/" + urlcode.ToString() + "/"; 145 string url = "http://" + m_ExternalHostNameForLSL + ":" + m_HttpServer.Port.ToString() + "/lslhttp/" + urlcode.ToString();
146 146
147 UrlData urlData = new UrlData(); 147 UrlData urlData = new UrlData();
148 urlData.hostID = host.UUID; 148 urlData.hostID = host.UUID;
@@ -152,10 +152,9 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
152 urlData.urlcode = urlcode; 152 urlData.urlcode = urlcode;
153 urlData.requests = new Dictionary<UUID, RequestData>(); 153 urlData.requests = new Dictionary<UUID, RequestData>();
154 154
155
156 m_UrlMap[url] = urlData; 155 m_UrlMap[url] = urlData;
157 156
158 string uri = "/lslhttp/" + urlcode.ToString() + "/"; 157 string uri = "/lslhttp/" + urlcode.ToString();
159 158
160 m_HttpServer.AddPollServiceHTTPHandler(uri,HandleHttpPoll, 159 m_HttpServer.AddPollServiceHTTPHandler(uri,HandleHttpPoll,
161 new PollServiceEventArgs(HttpRequestHandler,HasEvents, GetEvents, NoEvents, 160 new PollServiceEventArgs(HttpRequestHandler,HasEvents, GetEvents, NoEvents,
@@ -386,6 +385,7 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
386 385
387 return response; 386 return response;
388 } 387 }
388
389 public void HttpRequestHandler(UUID requestID, Hashtable request) 389 public void HttpRequestHandler(UUID requestID, Hashtable request)
390 { 390 {
391 lock (request) 391 lock (request)
@@ -400,8 +400,8 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
400 400
401 int pos1 = uri.IndexOf("/");// /lslhttp 401 int pos1 = uri.IndexOf("/");// /lslhttp
402 int pos2 = uri.IndexOf("/", pos1 + 1);// /lslhttp/ 402 int pos2 = uri.IndexOf("/", pos1 + 1);// /lslhttp/
403 int pos3 = uri.IndexOf("/", pos2 + 1);// /lslhttp/<UUID>/ 403 int pos3 = pos2 + 37; // /lslhttp/urlcode
404 string uri_tmp = uri.Substring(0, pos3 + 1); 404 string uri_tmp = uri.Substring(0, pos3);
405 //HTTP server code doesn't provide us with QueryStrings 405 //HTTP server code doesn't provide us with QueryStrings
406 string pathInfo; 406 string pathInfo;
407 string queryString; 407 string queryString;
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs
index e32dbb3..329a259 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs
@@ -290,6 +290,23 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation
290 return false; 290 return false;
291 } 291 }
292 292
293 public bool CloseChildAgent(GridRegion destination, UUID id)
294 {
295 if (destination == null)
296 return false;
297
298 foreach (Scene s in m_sceneList)
299 {
300 if (s.RegionInfo.RegionID == destination.RegionID)
301 {
302 //m_log.Debug("[LOCAL COMMS]: Found region to SendCloseAgent");
303 return s.IncomingCloseChildAgent(id);
304 }
305 }
306 //m_log.Debug("[LOCAL COMMS]: region not found in SendCloseAgent");
307 return false;
308 }
309
293 /** 310 /**
294 * Object-related communications 311 * Object-related communications
295 */ 312 */
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs
index 3f577f2..e16e273 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs
@@ -252,6 +252,21 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation
252 return false; 252 return false;
253 } 253 }
254 254
255 public bool CloseChildAgent(GridRegion destination, UUID id)
256 {
257 if (destination == null)
258 return false;
259
260 // Try local first
261 if (m_localBackend.CloseChildAgent(destination, id))
262 return true;
263
264 // else do the remote thing
265 if (!m_localBackend.IsLocalRegion(destination.RegionHandle))
266 return m_remoteConnector.CloseChildAgent(destination, id);
267
268 return false;
269 }
255 270
256 public bool CloseAgent(GridRegion destination, UUID id) 271 public bool CloseAgent(GridRegion destination, UUID id)
257 { 272 {
diff --git a/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs b/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs
index bc653ce..57b7672 100644
--- a/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs
+++ b/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs
@@ -261,10 +261,11 @@ namespace OpenSim.Region.CoreModules.World.Archiver
261 // Fix ownership/creator of inventory items 261 // Fix ownership/creator of inventory items
262 // Not doing so results in inventory items 262 // Not doing so results in inventory items
263 // being no copy/no mod for everyone 263 // being no copy/no mod for everyone
264 lock (part.TaskInventory) 264 part.TaskInventory.LockItemsForRead(true);
265 TaskInventoryDictionary inv = part.TaskInventory;
266 foreach (KeyValuePair<UUID, TaskInventoryItem> kvp in inv)
265 { 267 {
266 TaskInventoryDictionary inv = part.TaskInventory; 268 if (!ResolveUserUuid(kvp.Value.OwnerID))
267 foreach (KeyValuePair<UUID, TaskInventoryItem> kvp in inv)
268 { 269 {
269 if (!ResolveUserUuid(kvp.Value.OwnerID)) 270 if (!ResolveUserUuid(kvp.Value.OwnerID))
270 { 271 {
@@ -276,6 +277,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
276 } 277 }
277 } 278 }
278 } 279 }
280 part.TaskInventory.LockItemsForRead(false);
279 } 281 }
280 282
281 if (m_scene.AddRestoredSceneObject(sceneObject, true, false)) 283 if (m_scene.AddRestoredSceneObject(sceneObject, true, false))
diff --git a/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs b/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
index 940b535..ee151da 100644
--- a/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
+++ b/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
@@ -250,7 +250,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
250 250
251 if ((estateAccessType & 4) != 0) // User add 251 if ((estateAccessType & 4) != 0) // User add
252 { 252 {
253 if (m_scene.Permissions.CanIssueEstateCommand(remote_client.AgentId, true) || m_scene.Permissions.BypassPermissions()) 253 if (m_scene.Permissions.CanIssueEstateCommand(remote_client.AgentId, false) || m_scene.Permissions.BypassPermissions())
254 { 254 {
255 m_scene.RegionInfo.EstateSettings.AddEstateUser(user); 255 m_scene.RegionInfo.EstateSettings.AddEstateUser(user);
256 m_scene.RegionInfo.EstateSettings.Save(); 256 m_scene.RegionInfo.EstateSettings.Save();
@@ -265,7 +265,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
265 } 265 }
266 if ((estateAccessType & 8) != 0) // User remove 266 if ((estateAccessType & 8) != 0) // User remove
267 { 267 {
268 if (m_scene.Permissions.CanIssueEstateCommand(remote_client.AgentId, true) || m_scene.Permissions.BypassPermissions()) 268 if (m_scene.Permissions.CanIssueEstateCommand(remote_client.AgentId, false) || m_scene.Permissions.BypassPermissions())
269 { 269 {
270 m_scene.RegionInfo.EstateSettings.RemoveEstateUser(user); 270 m_scene.RegionInfo.EstateSettings.RemoveEstateUser(user);
271 m_scene.RegionInfo.EstateSettings.Save(); 271 m_scene.RegionInfo.EstateSettings.Save();
@@ -280,7 +280,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
280 } 280 }
281 if ((estateAccessType & 16) != 0) // Group add 281 if ((estateAccessType & 16) != 0) // Group add
282 { 282 {
283 if (m_scene.Permissions.CanIssueEstateCommand(remote_client.AgentId, true) || m_scene.Permissions.BypassPermissions()) 283 if (m_scene.Permissions.CanIssueEstateCommand(remote_client.AgentId, false) || m_scene.Permissions.BypassPermissions())
284 { 284 {
285 m_scene.RegionInfo.EstateSettings.AddEstateGroup(user); 285 m_scene.RegionInfo.EstateSettings.AddEstateGroup(user);
286 m_scene.RegionInfo.EstateSettings.Save(); 286 m_scene.RegionInfo.EstateSettings.Save();
@@ -294,7 +294,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
294 } 294 }
295 if ((estateAccessType & 32) != 0) // Group remove 295 if ((estateAccessType & 32) != 0) // Group remove
296 { 296 {
297 if (m_scene.Permissions.CanIssueEstateCommand(remote_client.AgentId, true) || m_scene.Permissions.BypassPermissions()) 297 if (m_scene.Permissions.CanIssueEstateCommand(remote_client.AgentId, false) || m_scene.Permissions.BypassPermissions())
298 { 298 {
299 m_scene.RegionInfo.EstateSettings.RemoveEstateGroup(user); 299 m_scene.RegionInfo.EstateSettings.RemoveEstateGroup(user);
300 m_scene.RegionInfo.EstateSettings.Save(); 300 m_scene.RegionInfo.EstateSettings.Save();
diff --git a/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs b/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
index 31aa017..7e29a56 100644
--- a/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
+++ b/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
@@ -83,6 +83,8 @@ namespace OpenSim.Region.CoreModules.World.Land
83 private int m_lastLandLocalID = LandChannel.START_LAND_LOCAL_ID - 1; 83 private int m_lastLandLocalID = LandChannel.START_LAND_LOCAL_ID - 1;
84 84
85 private bool m_allowedForcefulBans = true; 85 private bool m_allowedForcefulBans = true;
86 private UUID DefaultGodParcelGroup;
87 private string DefaultGodParcelName;
86 88
87 // caches ExtendedLandData 89 // caches ExtendedLandData
88 private Cache parcelInfoCache; 90 private Cache parcelInfoCache;
@@ -97,6 +99,12 @@ namespace OpenSim.Region.CoreModules.World.Land
97 99
98 public void Initialise(IConfigSource source) 100 public void Initialise(IConfigSource source)
99 { 101 {
102 IConfig cnf = source.Configs["LandManagement"];
103 if (cnf != null)
104 {
105 DefaultGodParcelGroup = new UUID(cnf.GetString("DefaultAdministratorGroupUUID", UUID.Zero.ToString()));
106 DefaultGodParcelName = cnf.GetString("DefaultAdministratorParcelName", "Default Parcel");
107 }
100 } 108 }
101 109
102 public void AddRegion(Scene scene) 110 public void AddRegion(Scene scene)
@@ -161,7 +169,7 @@ namespace OpenSim.Region.CoreModules.World.Land
161 client.OnParcelGodForceOwner += ClientOnParcelGodForceOwner; 169 client.OnParcelGodForceOwner += ClientOnParcelGodForceOwner;
162 client.OnParcelReclaim += ClientOnParcelReclaim; 170 client.OnParcelReclaim += ClientOnParcelReclaim;
163 client.OnParcelInfoRequest += ClientOnParcelInfoRequest; 171 client.OnParcelInfoRequest += ClientOnParcelInfoRequest;
164 client.OnParcelDwellRequest += ClientOnParcelDwellRequest; 172// client.OnParcelDwellRequest += ClientOnParcelDwellRequest;
165 client.OnParcelDeedToGroup += ClientOnParcelDeedToGroup; 173 client.OnParcelDeedToGroup += ClientOnParcelDeedToGroup;
166 client.OnPreAgentUpdate += ClientOnPreAgentUpdate; 174 client.OnPreAgentUpdate += ClientOnPreAgentUpdate;
167 175
@@ -352,7 +360,7 @@ namespace OpenSim.Region.CoreModules.World.Land
352 { 360 {
353 if (avatar.AbsolutePosition.Z < LandChannel.BAN_LINE_SAFETY_HIEGHT) 361 if (avatar.AbsolutePosition.Z < LandChannel.BAN_LINE_SAFETY_HIEGHT)
354 { 362 {
355 if (parcelAvatarIsEntering.IsBannedFromLand(avatar.UUID)) 363 if (parcelAvatarIsEntering.IsEitherBannedOrRestricted(avatar.UUID))
356 { 364 {
357 SendYouAreBannedNotice(avatar); 365 SendYouAreBannedNotice(avatar);
358 ForceAvatarToPosition(avatar, m_scene.GetNearestAllowedPosition(avatar)); 366 ForceAvatarToPosition(avatar, m_scene.GetNearestAllowedPosition(avatar));
@@ -649,7 +657,7 @@ namespace OpenSim.Region.CoreModules.World.Land
649 int x; 657 int x;
650 int y; 658 int y;
651 659
652 if (x_float > Constants.RegionSize || x_float <= 0 || y_float > Constants.RegionSize || y_float <= 0) 660 if (x_float > Constants.RegionSize || x_float < 0 || y_float > Constants.RegionSize || y_float < 0)
653 return null; 661 return null;
654 662
655 try 663 try
@@ -992,6 +1000,10 @@ namespace OpenSim.Region.CoreModules.World.Land
992 //Owner Flag 1000 //Owner Flag
993 tempByte = Convert.ToByte(tempByte | LandChannel.LAND_TYPE_OWNED_BY_REQUESTER); 1001 tempByte = Convert.ToByte(tempByte | LandChannel.LAND_TYPE_OWNED_BY_REQUESTER);
994 } 1002 }
1003 else if (currentParcelBlock.LandData.IsGroupOwned && remote_client.IsGroupMember(currentParcelBlock.LandData.GroupID))
1004 {
1005 tempByte = Convert.ToByte(tempByte | LandChannel.LAND_TYPE_OWNED_BY_GROUP);
1006 }
995 else if (currentParcelBlock.LandData.SalePrice > 0 && 1007 else if (currentParcelBlock.LandData.SalePrice > 0 &&
996 (currentParcelBlock.LandData.AuthBuyerID == UUID.Zero || 1008 (currentParcelBlock.LandData.AuthBuyerID == UUID.Zero ||
997 currentParcelBlock.LandData.AuthBuyerID == remote_client.AgentId)) 1009 currentParcelBlock.LandData.AuthBuyerID == remote_client.AgentId))
@@ -1292,18 +1304,31 @@ namespace OpenSim.Region.CoreModules.World.Land
1292 1304
1293 public void EventManagerOnIncomingLandDataFromStorage(List<LandData> data) 1305 public void EventManagerOnIncomingLandDataFromStorage(List<LandData> data)
1294 { 1306 {
1295 for (int i = 0; i < data.Count; i++) 1307 lock (m_landList)
1296 { 1308 {
1297 IncomingLandObjectFromStorage(data[i]); 1309 //Remove all the land objects in the sim and then process our new data
1310 foreach (int n in m_landList.Keys)
1311 {
1312 m_scene.EventManager.TriggerLandObjectRemoved(m_landList[n].LandData.GlobalID);
1313 }
1314 m_landIDList.Initialize();
1315 m_landList.Clear();
1316
1317 for (int i = 0; i < data.Count; i++)
1318 {
1319 IncomingLandObjectFromStorage(data[i]);
1320 }
1298 } 1321 }
1299 } 1322 }
1300 1323
1301 public void IncomingLandObjectFromStorage(LandData data) 1324 public void IncomingLandObjectFromStorage(LandData data)
1302 { 1325 {
1326
1303 ILandObject new_land = new LandObject(data.OwnerID, data.IsGroupOwned, m_scene); 1327 ILandObject new_land = new LandObject(data.OwnerID, data.IsGroupOwned, m_scene);
1304 new_land.LandData = data.Copy(); 1328 new_land.LandData = data.Copy();
1305 new_land.SetLandBitmapFromByteArray(); 1329 new_land.SetLandBitmapFromByteArray();
1306 AddLandObject(new_land); 1330 AddLandObject(new_land);
1331 new_land.SendLandUpdateToAvatarsOverMe();
1307 } 1332 }
1308 1333
1309 public void ReturnObjectsInParcel(int localID, uint returnType, UUID[] agentIDs, UUID[] taskIDs, IClientAPI remoteClient) 1334 public void ReturnObjectsInParcel(int localID, uint returnType, UUID[] agentIDs, UUID[] taskIDs, IClientAPI remoteClient)
@@ -1524,5 +1549,321 @@ namespace OpenSim.Region.CoreModules.World.Land
1524 1549
1525 UpdateLandObject(localID, land.LandData); 1550 UpdateLandObject(localID, land.LandData);
1526 } 1551 }
1552
1553 public void ClientOnParcelGodMark(IClientAPI client, UUID god, int landID)
1554 {
1555 ILandObject land = null;
1556 List<ILandObject> Land = ((Scene)client.Scene).LandChannel.AllParcels();
1557 foreach (ILandObject landObject in Land)
1558 {
1559 if (landObject.LandData.LocalID == landID)
1560 {
1561 land = landObject;
1562 }
1563 }
1564 land.DeedToGroup(DefaultGodParcelGroup);
1565 land.LandData.Name = DefaultGodParcelName;
1566 land.SendLandUpdateToAvatarsOverMe();
1567 }
1568
1569 private void ClientOnSimWideDeletes(IClientAPI client, UUID agentID, int flags, UUID targetID)
1570 {
1571 ScenePresence SP;
1572 ((Scene)client.Scene).TryGetScenePresence(client.AgentId, out SP);
1573 List<SceneObjectGroup> returns = new List<SceneObjectGroup>();
1574 if (SP.GodLevel != 0)
1575 {
1576 if (flags == 0) //All parcels, scripted or not
1577 {
1578 ((Scene)client.Scene).ForEachSOG(delegate(SceneObjectGroup e)
1579 {
1580 if (e.OwnerID == targetID)
1581 {
1582 returns.Add(e);
1583 }
1584 }
1585 );
1586 }
1587 if (flags == 4) //All parcels, scripted object
1588 {
1589 ((Scene)client.Scene).ForEachSOG(delegate(SceneObjectGroup e)
1590 {
1591 if (e.OwnerID == targetID)
1592 {
1593 if (e.scriptScore >= 0.01)
1594 {
1595 returns.Add(e);
1596 }
1597 }
1598 }
1599 );
1600 }
1601 if (flags == 4) //not target parcel, scripted object
1602 {
1603 ((Scene)client.Scene).ForEachSOG(delegate(SceneObjectGroup e)
1604 {
1605 if (e.OwnerID == targetID)
1606 {
1607 ILandObject landobject = ((Scene)client.Scene).LandChannel.GetLandObject(e.AbsolutePosition.X, e.AbsolutePosition.Y);
1608 if (landobject.LandData.OwnerID != e.OwnerID)
1609 {
1610 if (e.scriptScore >= 0.01)
1611 {
1612 returns.Add(e);
1613 }
1614 }
1615 }
1616 }
1617 );
1618 }
1619 foreach (SceneObjectGroup ol in returns)
1620 {
1621 ReturnObject(ol, client);
1622 }
1623 }
1624 }
1625 public void ReturnObject(SceneObjectGroup obj, IClientAPI client)
1626 {
1627 SceneObjectGroup[] objs = new SceneObjectGroup[1];
1628 objs[0] = obj;
1629 ((Scene)client.Scene).returnObjects(objs, client.AgentId);
1630 }
1631
1632 Dictionary<UUID, System.Threading.Timer> Timers = new Dictionary<UUID, System.Threading.Timer>();
1633
1634 public void ClientOnParcelFreezeUser(IClientAPI client, UUID parcelowner, uint flags, UUID target)
1635 {
1636 ScenePresence targetAvatar = null;
1637 ((Scene)client.Scene).TryGetScenePresence(target, out targetAvatar);
1638 ScenePresence parcelManager = null;
1639 ((Scene)client.Scene).TryGetScenePresence(client.AgentId, out parcelManager);
1640 System.Threading.Timer Timer;
1641
1642 if (targetAvatar.GodLevel == 0)
1643 {
1644 ILandObject land = ((Scene)client.Scene).LandChannel.GetLandObject(targetAvatar.AbsolutePosition.X, targetAvatar.AbsolutePosition.Y);
1645 if (!((Scene)client.Scene).Permissions.CanEditParcel(client.AgentId, land))
1646 return;
1647 if (flags == 0)
1648 {
1649 targetAvatar.AllowMovement = false;
1650 targetAvatar.ControllingClient.SendAlertMessage(parcelManager.Firstname + " " + parcelManager.Lastname + " has frozen you for 30 seconds. You cannot move or interact with the world.");
1651 parcelManager.ControllingClient.SendAlertMessage("Avatar Frozen.");
1652 System.Threading.TimerCallback timeCB = new System.Threading.TimerCallback(OnEndParcelFrozen);
1653 Timer = new System.Threading.Timer(timeCB, targetAvatar, 30000, 0);
1654 Timers.Add(targetAvatar.UUID, Timer);
1655 }
1656 else
1657 {
1658 targetAvatar.AllowMovement = true;
1659 targetAvatar.ControllingClient.SendAlertMessage(parcelManager.Firstname + " " + parcelManager.Lastname + " has unfrozen you.");
1660 parcelManager.ControllingClient.SendAlertMessage("Avatar Unfrozen.");
1661 Timers.TryGetValue(targetAvatar.UUID, out Timer);
1662 Timers.Remove(targetAvatar.UUID);
1663 Timer.Dispose();
1664 }
1665 }
1666 }
1667 private void OnEndParcelFrozen(object avatar)
1668 {
1669 ScenePresence targetAvatar = (ScenePresence)avatar;
1670 targetAvatar.AllowMovement = true;
1671 System.Threading.Timer Timer;
1672 Timers.TryGetValue(targetAvatar.UUID, out Timer);
1673 Timers.Remove(targetAvatar.UUID);
1674 targetAvatar.ControllingClient.SendAgentAlertMessage("The freeze has worn off; you may go about your business.", false);
1675 }
1676
1677
1678 public void ClientOnParcelEjectUser(IClientAPI client, UUID parcelowner, uint flags, UUID target)
1679 {
1680 ScenePresence targetAvatar = null;
1681 ((Scene)client.Scene).TryGetScenePresence(target, out targetAvatar);
1682 ScenePresence parcelManager = null;
1683 ((Scene)client.Scene).TryGetScenePresence(client.AgentId, out parcelManager);
1684 //Just eject
1685 if (flags == 0)
1686 {
1687 if (targetAvatar.GodLevel == 0)
1688 {
1689 ILandObject land = ((Scene)client.Scene).LandChannel.GetLandObject(targetAvatar.AbsolutePosition.X, targetAvatar.AbsolutePosition.Y);
1690 if (!((Scene)client.Scene).Permissions.CanEditParcel(client.AgentId, land))
1691 return;
1692
1693 Vector3 position = new Vector3(0, 0, 0);
1694 List<ILandObject> allParcels = new List<ILandObject>();
1695 allParcels = AllParcels();
1696 if (allParcels.Count != 1)
1697 {
1698 foreach (ILandObject parcel in allParcels)
1699 {
1700 if (parcel.LandData.GlobalID != land.LandData.GlobalID)
1701 {
1702 if (parcel.IsEitherBannedOrRestricted(targetAvatar.UUID) != true)
1703 {
1704 for (int x = 1; x <= Constants.RegionSize; x += 2)
1705 {
1706 for (int y = 1; y <= Constants.RegionSize; y += 2)
1707 {
1708 if (parcel.ContainsPoint(x, y))
1709 {
1710 position = new Vector3(x, y, targetAvatar.AbsolutePosition.Z);
1711 targetAvatar.TeleportWithMomentum(position);
1712 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1713 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected.");
1714 return;
1715 }
1716 }
1717 }
1718 }
1719 }
1720 }
1721 }
1722 Vector3 targetVector;
1723 if (targetAvatar.AbsolutePosition.X > targetAvatar.AbsolutePosition.Y)
1724 {
1725 if (targetAvatar.AbsolutePosition.X > .5 * Constants.RegionSize)
1726 {
1727 targetVector = new Vector3(Constants.RegionSize, targetAvatar.AbsolutePosition.Y, targetAvatar.AbsolutePosition.Z); ;
1728 targetAvatar.TeleportWithMomentum(targetVector);
1729 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1730 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected.");
1731 return;
1732 }
1733 else
1734 {
1735 targetVector = new Vector3(0, targetAvatar.AbsolutePosition.Y, targetAvatar.AbsolutePosition.Z); ;
1736 targetAvatar.TeleportWithMomentum(targetVector);
1737 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1738 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected.");
1739 return;
1740 }
1741 }
1742 else
1743 {
1744 if (targetAvatar.AbsolutePosition.Y > .5 * Constants.RegionSize)
1745 {
1746 targetVector = new Vector3(targetAvatar.AbsolutePosition.X, Constants.RegionSize, targetAvatar.AbsolutePosition.Z); ;
1747 targetAvatar.TeleportWithMomentum(targetVector);
1748 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1749 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected.");
1750 return;
1751 }
1752 else
1753 {
1754 targetVector = new Vector3(targetAvatar.AbsolutePosition.X, 0, targetAvatar.AbsolutePosition.Z); ;
1755 targetAvatar.TeleportWithMomentum(targetVector);
1756 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1757 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected.");
1758 return;
1759 }
1760 }
1761 }
1762 }
1763 //Eject and ban
1764 if (flags == 1)
1765 {
1766 if (targetAvatar.GodLevel == 0)
1767 {
1768 ILandObject land = ((Scene)client.Scene).LandChannel.GetLandObject(targetAvatar.AbsolutePosition.X, targetAvatar.AbsolutePosition.Y);
1769 if (!((Scene)client.Scene).Permissions.CanEditParcel(client.AgentId, land))
1770 return;
1771
1772 Vector3 position = new Vector3(0, 0, 0);
1773 List<ILandObject> allParcels = new List<ILandObject>();
1774 allParcels = AllParcels();
1775 if (allParcels.Count != 1)
1776 {
1777 foreach (ILandObject parcel in allParcels)
1778 {
1779 if (parcel.LandData.GlobalID != land.LandData.GlobalID)
1780 {
1781 if (parcel.IsEitherBannedOrRestricted(targetAvatar.UUID) != true)
1782 {
1783 for (int x = 1; x <= Constants.RegionSize; x += 2)
1784 {
1785 for (int y = 1; y <= Constants.RegionSize; y += 2)
1786 {
1787 if (parcel.ContainsPoint(x, y))
1788 {
1789 position = new Vector3(x, y, targetAvatar.AbsolutePosition.Z);
1790 targetAvatar.TeleportWithMomentum(position);
1791 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected and banned by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1792 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected and Banned.");
1793 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry();
1794 entry.AgentID = targetAvatar.UUID;
1795 entry.Flags = AccessList.Ban;
1796 entry.Time = new DateTime();
1797 land.LandData.ParcelAccessList.Add(entry);
1798 return;
1799 }
1800 }
1801 }
1802 }
1803 }
1804 }
1805 }
1806 Vector3 targetVector;
1807 if (targetAvatar.AbsolutePosition.X > targetAvatar.AbsolutePosition.Y)
1808 {
1809 if (targetAvatar.AbsolutePosition.X > .5 * Constants.RegionSize)
1810 {
1811 targetVector = new Vector3(Constants.RegionSize, targetAvatar.AbsolutePosition.Y, targetAvatar.AbsolutePosition.Z); ;
1812 targetAvatar.TeleportWithMomentum(targetVector);
1813 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected and banned by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1814 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected and Banned.");
1815 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry();
1816 entry.AgentID = targetAvatar.UUID;
1817 entry.Flags = AccessList.Ban;
1818 entry.Time = new DateTime();
1819 land.LandData.ParcelAccessList.Add(entry);
1820 return;
1821 }
1822 else
1823 {
1824 targetVector = new Vector3(0, targetAvatar.AbsolutePosition.Y, targetAvatar.AbsolutePosition.Z); ;
1825 targetAvatar.TeleportWithMomentum(targetVector);
1826 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected and banned by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1827 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected and Banned.");
1828 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry();
1829 entry.AgentID = targetAvatar.UUID;
1830 entry.Flags = AccessList.Ban;
1831 entry.Time = new DateTime();
1832 land.LandData.ParcelAccessList.Add(entry);
1833 return;
1834 }
1835 }
1836 else
1837 {
1838 if (targetAvatar.AbsolutePosition.Y > .5 * Constants.RegionSize)
1839 {
1840 targetVector = new Vector3(targetAvatar.AbsolutePosition.X, Constants.RegionSize, targetAvatar.AbsolutePosition.Z); ;
1841 targetAvatar.TeleportWithMomentum(targetVector);
1842 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected and banned by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1843 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected and Banned.");
1844 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry();
1845 entry.AgentID = targetAvatar.UUID;
1846 entry.Flags = AccessList.Ban;
1847 entry.Time = new DateTime();
1848 land.LandData.ParcelAccessList.Add(entry);
1849 return;
1850 }
1851 else
1852 {
1853 targetVector = new Vector3(targetAvatar.AbsolutePosition.X, 0, targetAvatar.AbsolutePosition.Z); ;
1854 targetAvatar.TeleportWithMomentum(targetVector);
1855 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected and banned by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1856 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected and Banned.");
1857 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry();
1858 entry.AgentID = targetAvatar.UUID;
1859 entry.Flags = AccessList.Ban;
1860 entry.Time = new DateTime();
1861 land.LandData.ParcelAccessList.Add(entry);
1862 return;
1863 }
1864 }
1865 }
1866 }
1867 }
1527 } 1868 }
1528} 1869}
diff --git a/OpenSim/Region/CoreModules/World/Land/LandObject.cs b/OpenSim/Region/CoreModules/World/Land/LandObject.cs
index 6864629..fcd993c 100644
--- a/OpenSim/Region/CoreModules/World/Land/LandObject.cs
+++ b/OpenSim/Region/CoreModules/World/Land/LandObject.cs
@@ -1,1013 +1,1045 @@
1/* 1/*
2 * Copyright (c) Contributors, http://opensimulator.org/ 2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders. 3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 * 4 *
5 * Redistribution and use in source and binary forms, with or without 5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met: 6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright 7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer. 8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright 9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the 10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution. 11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the 12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products 13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission. 14 * derived from this software without specific prior written permission.
15 * 15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY 16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED 17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE 18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY 19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES 20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; 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 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 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 24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */ 26 */
27 27
28using System; 28using System;
29using System.Collections.Generic; 29using System.Collections.Generic;
30using System.Reflection; 30using System.Reflection;
31using log4net; 31using log4net;
32using OpenMetaverse; 32using OpenMetaverse;
33using OpenSim.Framework; 33using OpenSim.Framework;
34using OpenSim.Region.Framework.Interfaces; 34using OpenSim.Region.Framework.Interfaces;
35using OpenSim.Region.Framework.Scenes; 35using OpenSim.Region.Framework.Scenes;
36 36
37namespace OpenSim.Region.CoreModules.World.Land 37namespace OpenSim.Region.CoreModules.World.Land
38{ 38{
39 /// <summary> 39 /// <summary>
40 /// Keeps track of a specific piece of land's information 40 /// Keeps track of a specific piece of land's information
41 /// </summary> 41 /// </summary>
42 public class LandObject : ILandObject 42 public class LandObject : ILandObject
43 { 43 {
44 #region Member Variables 44 #region Member Variables
45 45
46 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 46 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
47 #pragma warning disable 0429 47 #pragma warning disable 0429
48 private const int landArrayMax = ((int)((int)Constants.RegionSize / 4) >= 64) ? (int)((int)Constants.RegionSize / 4) : 64; 48 private const int landArrayMax = ((int)((int)Constants.RegionSize / 4) >= 64) ? (int)((int)Constants.RegionSize / 4) : 64;
49 #pragma warning restore 0429 49 #pragma warning restore 0429
50 private bool[,] m_landBitmap = new bool[landArrayMax,landArrayMax]; 50 private bool[,] m_landBitmap = new bool[landArrayMax,landArrayMax];
51 51
52 private int m_lastSeqId = 0; 52 private int m_lastSeqId = 0;
53 53
54 protected LandData m_landData = new LandData(); 54 protected LandData m_landData = new LandData();
55 protected Scene m_scene; 55 protected Scene m_scene;
56 protected List<SceneObjectGroup> primsOverMe = new List<SceneObjectGroup>(); 56 protected List<SceneObjectGroup> primsOverMe = new List<SceneObjectGroup>();
57 57
58 public bool[,] LandBitmap 58 public bool[,] LandBitmap
59 { 59 {
60 get { return m_landBitmap; } 60 get { return m_landBitmap; }
61 set { m_landBitmap = value; } 61 set { m_landBitmap = value; }
62 } 62 }
63 63
64 #endregion 64 #endregion
65 65
66 #region ILandObject Members 66 #region ILandObject Members
67 67
68 public LandData LandData 68 public LandData LandData
69 { 69 {
70 get { return m_landData; } 70 get { return m_landData; }
71 71
72 set { m_landData = value; } 72 set { m_landData = value; }
73 } 73 }
74 74
75 public UUID RegionUUID 75 public UUID RegionUUID
76 { 76 {
77 get { return m_scene.RegionInfo.RegionID; } 77 get { return m_scene.RegionInfo.RegionID; }
78 } 78 }
79 79
80 #region Constructors 80 #region Constructors
81 81
82 public LandObject(UUID owner_id, bool is_group_owned, Scene scene) 82 public LandObject(UUID owner_id, bool is_group_owned, Scene scene)
83 { 83 {
84 m_scene = scene; 84 m_scene = scene;
85 LandData.OwnerID = owner_id; 85 LandData.OwnerID = owner_id;
86 if (is_group_owned) 86 if (is_group_owned)
87 LandData.GroupID = owner_id; 87 LandData.GroupID = owner_id;
88 else 88 else
89 LandData.GroupID = UUID.Zero; 89 LandData.GroupID = UUID.Zero;
90 LandData.IsGroupOwned = is_group_owned; 90 LandData.IsGroupOwned = is_group_owned;
91 } 91 }
92 92
93 #endregion 93 #endregion
94 94
95 #region Member Functions 95 #region Member Functions
96 96
97 #region General Functions 97 #region General Functions
98 98
99 /// <summary> 99 /// <summary>
100 /// Checks to see if this land object contains a point 100 /// Checks to see if this land object contains a point
101 /// </summary> 101 /// </summary>
102 /// <param name="x"></param> 102 /// <param name="x"></param>
103 /// <param name="y"></param> 103 /// <param name="y"></param>
104 /// <returns>Returns true if the piece of land contains the specified point</returns> 104 /// <returns>Returns true if the piece of land contains the specified point</returns>
105 public bool ContainsPoint(int x, int y) 105 public bool ContainsPoint(int x, int y)
106 { 106 {
107 if (x >= 0 && y >= 0 && x <= Constants.RegionSize && y <= Constants.RegionSize) 107 if (x >= 0 && y >= 0 && x <= Constants.RegionSize && y <= Constants.RegionSize)
108 { 108 {
109 return (LandBitmap[x / 4, y / 4] == true); 109 return (LandBitmap[x / 4, y / 4] == true);
110 } 110 }
111 else 111 else
112 { 112 {
113 return false; 113 return false;
114 } 114 }
115 } 115 }
116 116
117 public ILandObject Copy() 117 public ILandObject Copy()
118 { 118 {
119 ILandObject newLand = new LandObject(LandData.OwnerID, LandData.IsGroupOwned, m_scene); 119 ILandObject newLand = new LandObject(LandData.OwnerID, LandData.IsGroupOwned, m_scene);
120 120
121 //Place all new variables here! 121 //Place all new variables here!
122 newLand.LandBitmap = (bool[,]) (LandBitmap.Clone()); 122 newLand.LandBitmap = (bool[,]) (LandBitmap.Clone());
123 newLand.LandData = LandData.Copy(); 123 newLand.LandData = LandData.Copy();
124 124
125 return newLand; 125 return newLand;
126 } 126 }
127 127
128 static overrideParcelMaxPrimCountDelegate overrideParcelMaxPrimCount; 128 static overrideParcelMaxPrimCountDelegate overrideParcelMaxPrimCount;
129 static overrideSimulatorMaxPrimCountDelegate overrideSimulatorMaxPrimCount; 129 static overrideSimulatorMaxPrimCountDelegate overrideSimulatorMaxPrimCount;
130 130
131 public void SetParcelObjectMaxOverride(overrideParcelMaxPrimCountDelegate overrideDel) 131 public void SetParcelObjectMaxOverride(overrideParcelMaxPrimCountDelegate overrideDel)
132 { 132 {
133 overrideParcelMaxPrimCount = overrideDel; 133 overrideParcelMaxPrimCount = overrideDel;
134 } 134 }
135 public void SetSimulatorObjectMaxOverride(overrideSimulatorMaxPrimCountDelegate overrideDel) 135 public void SetSimulatorObjectMaxOverride(overrideSimulatorMaxPrimCountDelegate overrideDel)
136 { 136 {
137 overrideSimulatorMaxPrimCount = overrideDel; 137 overrideSimulatorMaxPrimCount = overrideDel;
138 } 138 }
139 139
140 public int GetParcelMaxPrimCount(ILandObject thisObject) 140 public int GetParcelMaxPrimCount(ILandObject thisObject)
141 { 141 {
142 if (overrideParcelMaxPrimCount != null) 142 if (overrideParcelMaxPrimCount != null)
143 { 143 {
144 return overrideParcelMaxPrimCount(thisObject); 144 return overrideParcelMaxPrimCount(thisObject);
145 } 145 }
146 else 146 else
147 { 147 {
148 // Normal Calculations 148 // Normal Calculations
149 return (int)Math.Round(((float)LandData.Area / 65536.0f) * (float)m_scene.RegionInfo.ObjectCapacity * (float)m_scene.RegionInfo.RegionSettings.ObjectBonus); 149 return (int)Math.Round(((float)LandData.Area / 65536.0f) * (float)m_scene.RegionInfo.ObjectCapacity * (float)m_scene.RegionInfo.RegionSettings.ObjectBonus);
150 } 150 }
151 } 151 }
152 public int GetSimulatorMaxPrimCount(ILandObject thisObject) 152 public int GetSimulatorMaxPrimCount(ILandObject thisObject)
153 { 153 {
154 if (overrideSimulatorMaxPrimCount != null) 154 if (overrideSimulatorMaxPrimCount != null)
155 { 155 {
156 return overrideSimulatorMaxPrimCount(thisObject); 156 return overrideSimulatorMaxPrimCount(thisObject);
157 } 157 }
158 else 158 else
159 { 159 {
160 //Normal Calculations 160 //Normal Calculations
161 return m_scene.RegionInfo.ObjectCapacity; 161 return m_scene.RegionInfo.ObjectCapacity;
162 } 162 }
163 } 163 }
164 #endregion 164 #endregion
165 165
166 #region Packet Request Handling 166 #region Packet Request Handling
167 167
168 public void SendLandProperties(int sequence_id, bool snap_selection, int request_result, IClientAPI remote_client) 168 public void SendLandProperties(int sequence_id, bool snap_selection, int request_result, IClientAPI remote_client)
169 { 169 {
170 IEstateModule estateModule = m_scene.RequestModuleInterface<IEstateModule>(); 170 IEstateModule estateModule = m_scene.RequestModuleInterface<IEstateModule>();
171 uint regionFlags = 336723974 & ~((uint)(RegionFlags.AllowLandmark | RegionFlags.AllowSetHome)); 171 uint regionFlags = 336723974 & ~((uint)(RegionFlags.AllowLandmark | RegionFlags.AllowSetHome));
172 if (estateModule != null) 172 if (estateModule != null)
173 regionFlags = estateModule.GetRegionFlags(); 173 regionFlags = estateModule.GetRegionFlags();
174 174
175 // In a perfect world, this would have worked. 175 // In a perfect world, this would have worked.
176 // 176 //
177// if ((landData.Flags & (uint)ParcelFlags.AllowLandmark) != 0) 177// if ((landData.Flags & (uint)ParcelFlags.AllowLandmark) != 0)
178// regionFlags |= (uint)RegionFlags.AllowLandmark; 178// regionFlags |= (uint)RegionFlags.AllowLandmark;
179// if (landData.OwnerID == remote_client.AgentId) 179// if (landData.OwnerID == remote_client.AgentId)
180// regionFlags |= (uint)RegionFlags.AllowSetHome; 180// regionFlags |= (uint)RegionFlags.AllowSetHome;
181 181
182 int seq_id; 182 int seq_id;
183 if (snap_selection && (sequence_id == 0)) 183 if (snap_selection && (sequence_id == 0))
184 { 184 {
185 seq_id = m_lastSeqId; 185 seq_id = m_lastSeqId;
186 } 186 }
187 else 187 else
188 { 188 {
189 seq_id = sequence_id; 189 seq_id = sequence_id;
190 m_lastSeqId = seq_id; 190 m_lastSeqId = seq_id;
191 } 191 }
192 192
193 remote_client.SendLandProperties(seq_id, 193 remote_client.SendLandProperties(seq_id,
194 snap_selection, request_result, LandData, 194 snap_selection, request_result, LandData,
195 (float)m_scene.RegionInfo.RegionSettings.ObjectBonus, 195 (float)m_scene.RegionInfo.RegionSettings.ObjectBonus,
196 GetParcelMaxPrimCount(this), 196 GetParcelMaxPrimCount(this),
197 GetSimulatorMaxPrimCount(this), regionFlags); 197 GetSimulatorMaxPrimCount(this), regionFlags);
198 } 198 }
199 199
200 public void UpdateLandProperties(LandUpdateArgs args, IClientAPI remote_client) 200 public void UpdateLandProperties(LandUpdateArgs args, IClientAPI remote_client)
201 { 201 {
202 if (m_scene.Permissions.CanEditParcel(remote_client.AgentId,this)) 202 if (m_scene.Permissions.CanEditParcel(remote_client.AgentId,this))
203 { 203 {
204 //Needs later group support 204 //Needs later group support
205 bool snap_selection = false; 205 bool snap_selection = false;
206 LandData newData = LandData.Copy(); 206 LandData newData = LandData.Copy();
207 207
208 if (args.AuthBuyerID != newData.AuthBuyerID || args.SalePrice != newData.SalePrice) 208 if (args.AuthBuyerID != newData.AuthBuyerID || args.SalePrice != newData.SalePrice)
209 { 209 {
210 if (m_scene.Permissions.CanSellParcel(remote_client.AgentId, this)) 210 if (m_scene.Permissions.CanSellParcel(remote_client.AgentId, this))
211 { 211 {
212 newData.AuthBuyerID = args.AuthBuyerID; 212 newData.AuthBuyerID = args.AuthBuyerID;
213 newData.SalePrice = args.SalePrice; 213 newData.SalePrice = args.SalePrice;
214 snap_selection = true; 214 snap_selection = true;
215 } 215 }
216 } 216 }
217 newData.Category = args.Category; 217 newData.Category = args.Category;
218 newData.Description = args.Desc; 218 newData.Description = args.Desc;
219 newData.GroupID = args.GroupID; 219 newData.GroupID = args.GroupID;
220 newData.LandingType = args.LandingType; 220 newData.LandingType = args.LandingType;
221 newData.MediaAutoScale = args.MediaAutoScale; 221 newData.MediaAutoScale = args.MediaAutoScale;
222 newData.MediaID = args.MediaID; 222 newData.MediaID = args.MediaID;
223 newData.MediaURL = args.MediaURL; 223 newData.MediaURL = args.MediaURL;
224 newData.MusicURL = args.MusicURL; 224 newData.MusicURL = args.MusicURL;
225 newData.Name = args.Name; 225 newData.Name = args.Name;
226 newData.Flags = args.ParcelFlags; 226 newData.Flags = args.ParcelFlags;
227 newData.PassHours = args.PassHours; 227 newData.PassHours = args.PassHours;
228 newData.PassPrice = args.PassPrice; 228 newData.PassPrice = args.PassPrice;
229 newData.SnapshotID = args.SnapshotID; 229 newData.SnapshotID = args.SnapshotID;
230 newData.UserLocation = args.UserLocation; 230 newData.UserLocation = args.UserLocation;
231 newData.UserLookAt = args.UserLookAt; 231 newData.UserLookAt = args.UserLookAt;
232 232
233 m_scene.LandChannel.UpdateLandObject(LandData.LocalID, newData); 233 m_scene.LandChannel.UpdateLandObject(LandData.LocalID, newData);
234 234
235 SendLandUpdateToAvatarsOverMe(snap_selection); 235 SendLandUpdateToAvatarsOverMe(snap_selection);
236 } 236 }
237 } 237 }
238 238
239 public void UpdateLandSold(UUID avatarID, UUID groupID, bool groupOwned, uint AuctionID, int claimprice, int area) 239 public void UpdateLandSold(UUID avatarID, UUID groupID, bool groupOwned, uint AuctionID, int claimprice, int area)
240 { 240 {
241 LandData newData = LandData.Copy(); 241 LandData newData = LandData.Copy();
242 newData.OwnerID = avatarID; 242 newData.OwnerID = avatarID;
243 newData.GroupID = groupID; 243 newData.GroupID = groupID;
244 newData.IsGroupOwned = groupOwned; 244 newData.IsGroupOwned = groupOwned;
245 //newData.auctionID = AuctionID; 245 //newData.auctionID = AuctionID;
246 newData.ClaimDate = Util.UnixTimeSinceEpoch(); 246 newData.ClaimDate = Util.UnixTimeSinceEpoch();
247 newData.ClaimPrice = claimprice; 247 newData.ClaimPrice = claimprice;
248 newData.SalePrice = 0; 248 newData.SalePrice = 0;
249 newData.AuthBuyerID = UUID.Zero; 249 newData.AuthBuyerID = UUID.Zero;
250 newData.Flags &= ~(uint) (ParcelFlags.ForSale | ParcelFlags.ForSaleObjects | ParcelFlags.SellParcelObjects | ParcelFlags.ShowDirectory); 250 newData.Flags &= ~(uint) (ParcelFlags.ForSale | ParcelFlags.ForSaleObjects | ParcelFlags.SellParcelObjects | ParcelFlags.ShowDirectory);
251 m_scene.LandChannel.UpdateLandObject(LandData.LocalID, newData); 251 m_scene.LandChannel.UpdateLandObject(LandData.LocalID, newData);
252 252
253 SendLandUpdateToAvatarsOverMe(true); 253 SendLandUpdateToAvatarsOverMe(true);
254 } 254 }
255 255
256 public void DeedToGroup(UUID groupID) 256 public void DeedToGroup(UUID groupID)
257 { 257 {
258 LandData newData = LandData.Copy(); 258 LandData newData = LandData.Copy();
259 newData.OwnerID = groupID; 259 newData.OwnerID = groupID;
260 newData.GroupID = groupID; 260 newData.GroupID = groupID;
261 newData.IsGroupOwned = true; 261 newData.IsGroupOwned = true;
262 262
263 // Reset show in directory flag on deed 263 // Reset show in directory flag on deed
264 newData.Flags &= ~(uint) (ParcelFlags.ForSale | ParcelFlags.ForSaleObjects | ParcelFlags.SellParcelObjects | ParcelFlags.ShowDirectory); 264 newData.Flags &= ~(uint) (ParcelFlags.ForSale | ParcelFlags.ForSaleObjects | ParcelFlags.SellParcelObjects | ParcelFlags.ShowDirectory);
265 265
266 m_scene.LandChannel.UpdateLandObject(LandData.LocalID, newData); 266 m_scene.LandChannel.UpdateLandObject(LandData.LocalID, newData);
267 267
268 SendLandUpdateToAvatarsOverMe(true); 268 SendLandUpdateToAvatarsOverMe(true);
269 } 269 }
270 270
271 public bool IsEitherBannedOrRestricted(UUID avatar) 271 public bool IsEitherBannedOrRestricted(UUID avatar)
272 { 272 {
273 if (IsBannedFromLand(avatar)) 273 if (IsBannedFromLand(avatar))
274 { 274 {
275 return true; 275 return true;
276 } 276 }
277 else if (IsRestrictedFromLand(avatar)) 277 else if (IsRestrictedFromLand(avatar))
278 { 278 {
279 return true; 279 return true;
280 } 280 }
281 return false; 281 return false;
282 } 282 }
283 283
284 public bool IsBannedFromLand(UUID avatar) 284 public bool HasGroupAccess(UUID avatar)
285 { 285 {
286 if (m_scene.Permissions.IsAdministrator(avatar)) 286 if ((LandData.Flags & (uint)ParcelFlags.UseAccessGroup) == (uint)ParcelFlags.UseAccessGroup)
287 return false; 287 {
288 288 IGroupsModule groupsModule =
289 if ((LandData.Flags & (uint) ParcelFlags.UseBanList) > 0) 289 m_scene.RequestModuleInterface<IGroupsModule>();
290 { 290
291 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry(); 291 List<UUID> agentGroups = new List<UUID>();
292 entry.AgentID = avatar; 292 if (groupsModule != null)
293 entry.Flags = AccessList.Ban; 293 {
294 entry.Time = new DateTime(); 294 GroupMembershipData[] GroupMembership =
295 //See if they are on the list, but make sure the owner isn't banned 295 groupsModule.GetMembershipData(avatar);
296 if (LandData.ParcelAccessList.Contains(entry) && LandData.OwnerID != avatar) 296
297 { 297 if (GroupMembership != null)
298 //They are banned, so lets send them a notice about this parcel 298 {
299 return true; 299 for (int i = 0; i < GroupMembership.Length; i++)
300 } 300 {
301 } 301 if (LandData.GroupID == GroupMembership[i].GroupID)
302 return false; 302 {
303 } 303 return true;
304 304 }
305 public bool IsRestrictedFromLand(UUID avatar) 305 }
306 { 306 }
307 if (m_scene.Permissions.IsAdministrator(avatar)) 307 }
308 return false; 308 }
309 309 return false;
310 if ((LandData.Flags & (uint) ParcelFlags.UseAccessList) > 0) 310 }
311 { 311
312 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry(); 312 public bool IsBannedFromLand(UUID avatar)
313 entry.AgentID = avatar; 313 {
314 entry.Flags = AccessList.Access; 314 if (m_scene.Permissions.IsAdministrator(avatar))
315 entry.Time = new DateTime(); 315 return false;
316 316
317 //If they are not on the access list and are not the owner 317 if ((LandData.Flags & (uint) ParcelFlags.UseBanList) > 0)
318 if (!LandData.ParcelAccessList.Contains(entry) && LandData.OwnerID != avatar) 318 {
319 { 319 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry();
320 //They are not allowed in this parcel, but not banned, so lets send them a notice about this parcel 320 entry.AgentID = avatar;
321 return true; 321 entry.Flags = AccessList.Ban;
322 } 322 entry.Time = new DateTime();
323 } 323 //See if they are on the list, but make sure the owner isn't banned
324 return false; 324 if (LandData.ParcelAccessList.Contains(entry) && LandData.OwnerID != avatar)
325 } 325 {
326 326 //They are banned, so lets send them a notice about this parcel
327 public void SendLandUpdateToClient(IClientAPI remote_client) 327 return true;
328 { 328 }
329 SendLandProperties(0, false, 0, remote_client); 329 }
330 } 330 return false;
331 331 }
332 public void SendLandUpdateToClient(bool snap_selection, IClientAPI remote_client) 332
333 { 333 public bool IsRestrictedFromLand(UUID avatar)
334 SendLandProperties(0, snap_selection, 0, remote_client); 334 {
335 } 335 if (m_scene.Permissions.IsAdministrator(avatar))
336 336 return false;
337 public void SendLandUpdateToAvatarsOverMe() 337
338 { 338 if ((LandData.Flags & (uint) ParcelFlags.UseAccessList) > 0)
339 SendLandUpdateToAvatarsOverMe(false); 339 {
340 } 340 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry();
341 341 entry.AgentID = avatar;
342 public void SendLandUpdateToAvatarsOverMe(bool snap_selection) 342 entry.Flags = AccessList.Access;
343 { 343 entry.Time = new DateTime();
344 m_scene.ForEachScenePresence(delegate(ScenePresence avatar) 344
345 { 345 //If they are not on the access list and are not the owner
346 if (avatar.IsChildAgent) 346 if (!LandData.ParcelAccessList.Contains(entry) && LandData.OwnerID != avatar)
347 return; 347 {
348 348 if (!HasGroupAccess(avatar))
349 ILandObject over = null; 349 {
350 try 350 //They are not allowed in this parcel, but not banned, so lets send them a notice about this parcel
351 { 351 return true;
352 over = 352 }
353 m_scene.LandChannel.GetLandObject(Util.Clamp<int>((int)Math.Round(avatar.AbsolutePosition.X), 0, ((int)Constants.RegionSize - 1)), 353 }
354 Util.Clamp<int>((int)Math.Round(avatar.AbsolutePosition.Y), 0, ((int)Constants.RegionSize - 1))); 354 }
355 } 355
356 catch (Exception) 356 return false;
357 { 357 }
358 m_log.Warn("[LAND]: " + "unable to get land at x: " + Math.Round(avatar.AbsolutePosition.X) + " y: " + 358
359 Math.Round(avatar.AbsolutePosition.Y)); 359 public void SendLandUpdateToClient(IClientAPI remote_client)
360 } 360 {
361 361 SendLandProperties(0, false, 0, remote_client);
362 if (over != null) 362 }
363 { 363
364 if (over.LandData.LocalID == LandData.LocalID) 364 public void SendLandUpdateToClient(bool snap_selection, IClientAPI remote_client)
365 { 365 {
366 if (((over.LandData.Flags & (uint)ParcelFlags.AllowDamage) != 0) && 366 SendLandProperties(0, snap_selection, 0, remote_client);
367 m_scene.RegionInfo.RegionSettings.AllowDamage) 367 }
368 avatar.Invulnerable = false; 368
369 else 369 public void SendLandUpdateToAvatarsOverMe()
370 avatar.Invulnerable = true; 370 {
371 371 SendLandUpdateToAvatarsOverMe(false);
372 SendLandUpdateToClient(snap_selection, avatar.ControllingClient); 372 }
373 } 373
374 } 374 public void SendLandUpdateToAvatarsOverMe(bool snap_selection)
375 }); 375 {
376 } 376 m_scene.ForEachScenePresence(delegate(ScenePresence avatar)
377 377 {
378 #endregion 378 if (avatar.IsChildAgent)
379 379 return;
380 #region AccessList Functions 380
381 381 ILandObject over = null;
382 public List<UUID> CreateAccessListArrayByFlag(AccessList flag) 382 try
383 { 383 {
384 List<UUID> list = new List<UUID>(); 384 over =
385 foreach (ParcelManager.ParcelAccessEntry entry in LandData.ParcelAccessList) 385 m_scene.LandChannel.GetLandObject(Util.Clamp<int>((int)Math.Round(avatar.AbsolutePosition.X), 0, ((int)Constants.RegionSize - 1)),
386 { 386 Util.Clamp<int>((int)Math.Round(avatar.AbsolutePosition.Y), 0, ((int)Constants.RegionSize - 1)));
387 if (entry.Flags == flag) 387 }
388 { 388 catch (Exception)
389 list.Add(entry.AgentID); 389 {
390 } 390 m_log.Warn("[LAND]: " + "unable to get land at x: " + Math.Round(avatar.AbsolutePosition.X) + " y: " +
391 } 391 Math.Round(avatar.AbsolutePosition.Y));
392 if (list.Count == 0) 392 }
393 { 393
394 list.Add(UUID.Zero); 394 if (over != null)
395 } 395 {
396 396 if (over.LandData.LocalID == LandData.LocalID)
397 return list; 397 {
398 } 398 if (((over.LandData.Flags & (uint)ParcelFlags.AllowDamage) != 0) &&
399 399 m_scene.RegionInfo.RegionSettings.AllowDamage)
400 public void SendAccessList(UUID agentID, UUID sessionID, uint flags, int sequenceID, 400 avatar.Invulnerable = false;
401 IClientAPI remote_client) 401 else
402 { 402 avatar.Invulnerable = true;
403 403
404 if (flags == (uint) AccessList.Access || flags == (uint) AccessList.Both) 404 SendLandUpdateToClient(snap_selection, avatar.ControllingClient);
405 { 405 }
406 List<UUID> avatars = CreateAccessListArrayByFlag(AccessList.Access); 406 }
407 remote_client.SendLandAccessListData(avatars,(uint) AccessList.Access,LandData.LocalID); 407 });
408 } 408 }
409 409
410 if (flags == (uint) AccessList.Ban || flags == (uint) AccessList.Both) 410 #endregion
411 { 411
412 List<UUID> avatars = CreateAccessListArrayByFlag(AccessList.Ban); 412 #region AccessList Functions
413 remote_client.SendLandAccessListData(avatars, (uint)AccessList.Ban, LandData.LocalID); 413
414 } 414 public List<UUID> CreateAccessListArrayByFlag(AccessList flag)
415 } 415 {
416 416 List<UUID> list = new List<UUID>();
417 public void UpdateAccessList(uint flags, List<ParcelManager.ParcelAccessEntry> entries, IClientAPI remote_client) 417 foreach (ParcelManager.ParcelAccessEntry entry in LandData.ParcelAccessList)
418 { 418 {
419 LandData newData = LandData.Copy(); 419 if (entry.Flags == flag)
420 420 {
421 if (entries.Count == 1 && entries[0].AgentID == UUID.Zero) 421 list.Add(entry.AgentID);
422 { 422 }
423 entries.Clear(); 423 }
424 } 424 if (list.Count == 0)
425 425 {
426 List<ParcelManager.ParcelAccessEntry> toRemove = new List<ParcelManager.ParcelAccessEntry>(); 426 list.Add(UUID.Zero);
427 foreach (ParcelManager.ParcelAccessEntry entry in newData.ParcelAccessList) 427 }
428 { 428
429 if (entry.Flags == (AccessList)flags) 429 return list;
430 { 430 }
431 toRemove.Add(entry); 431
432 } 432 public void SendAccessList(UUID agentID, UUID sessionID, uint flags, int sequenceID,
433 } 433 IClientAPI remote_client)
434 434 {
435 foreach (ParcelManager.ParcelAccessEntry entry in toRemove) 435
436 { 436 if (flags == (uint) AccessList.Access || flags == (uint) AccessList.Both)
437 newData.ParcelAccessList.Remove(entry); 437 {
438 } 438 List<UUID> avatars = CreateAccessListArrayByFlag(AccessList.Access);
439 foreach (ParcelManager.ParcelAccessEntry entry in entries) 439 remote_client.SendLandAccessListData(avatars,(uint) AccessList.Access,LandData.LocalID);
440 { 440 }
441 ParcelManager.ParcelAccessEntry temp = new ParcelManager.ParcelAccessEntry(); 441
442 temp.AgentID = entry.AgentID; 442 if (flags == (uint) AccessList.Ban || flags == (uint) AccessList.Both)
443 temp.Time = new DateTime(); //Pointless? Yes. 443 {
444 temp.Flags = (AccessList)flags; 444 List<UUID> avatars = CreateAccessListArrayByFlag(AccessList.Ban);
445 445 remote_client.SendLandAccessListData(avatars, (uint)AccessList.Ban, LandData.LocalID);
446 if (!newData.ParcelAccessList.Contains(temp)) 446 }
447 { 447 }
448 newData.ParcelAccessList.Add(temp); 448
449 } 449 public void UpdateAccessList(uint flags, List<ParcelManager.ParcelAccessEntry> entries, IClientAPI remote_client)
450 } 450 {
451 451 LandData newData = LandData.Copy();
452 m_scene.LandChannel.UpdateLandObject(LandData.LocalID, newData); 452
453 } 453 if (entries.Count == 1 && entries[0].AgentID == UUID.Zero)
454 454 {
455 #endregion 455 entries.Clear();
456 456 }
457 #region Update Functions 457
458 458 List<ParcelManager.ParcelAccessEntry> toRemove = new List<ParcelManager.ParcelAccessEntry>();
459 public void UpdateLandBitmapByteArray() 459 foreach (ParcelManager.ParcelAccessEntry entry in newData.ParcelAccessList)
460 { 460 {
461 LandData.Bitmap = ConvertLandBitmapToBytes(); 461 if (entry.Flags == (AccessList)flags)
462 } 462 {
463 463 toRemove.Add(entry);
464 /// <summary> 464 }
465 /// Update all settings in land such as area, bitmap byte array, etc 465 }
466 /// </summary> 466
467 public void ForceUpdateLandInfo() 467 foreach (ParcelManager.ParcelAccessEntry entry in toRemove)
468 { 468 {
469 UpdateAABBAndAreaValues(); 469 newData.ParcelAccessList.Remove(entry);
470 UpdateLandBitmapByteArray(); 470 }
471 } 471 foreach (ParcelManager.ParcelAccessEntry entry in entries)
472 472 {
473 public void SetLandBitmapFromByteArray() 473 ParcelManager.ParcelAccessEntry temp = new ParcelManager.ParcelAccessEntry();
474 { 474 temp.AgentID = entry.AgentID;
475 LandBitmap = ConvertBytesToLandBitmap(); 475 temp.Time = new DateTime(); //Pointless? Yes.
476 } 476 temp.Flags = (AccessList)flags;
477 477
478 /// <summary> 478 if (!newData.ParcelAccessList.Contains(temp))
479 /// Updates the AABBMin and AABBMax values after area/shape modification of the land object 479 {
480 /// </summary> 480 newData.ParcelAccessList.Add(temp);
481 private void UpdateAABBAndAreaValues() 481 }
482 { 482 }
483 int min_x = 64; 483
484 int min_y = 64; 484 m_scene.LandChannel.UpdateLandObject(LandData.LocalID, newData);
485 int max_x = 0; 485 }
486 int max_y = 0; 486
487 int tempArea = 0; 487 #endregion
488 int x, y; 488
489 for (x = 0; x < 64; x++) 489 #region Update Functions
490 { 490
491 for (y = 0; y < 64; y++) 491 public void UpdateLandBitmapByteArray()
492 { 492 {
493 if (LandBitmap[x, y] == true) 493 LandData.Bitmap = ConvertLandBitmapToBytes();
494 { 494 }
495 if (min_x > x) min_x = x; 495
496 if (min_y > y) min_y = y; 496 /// <summary>
497 if (max_x < x) max_x = x; 497 /// Update all settings in land such as area, bitmap byte array, etc
498 if (max_y < y) max_y = y; 498 /// </summary>
499 tempArea += 16; //16sqm peice of land 499 public void ForceUpdateLandInfo()
500 } 500 {
501 } 501 UpdateAABBAndAreaValues();
502 } 502 UpdateLandBitmapByteArray();
503 int tx = min_x * 4; 503 }
504 if (tx > ((int)Constants.RegionSize - 1)) 504
505 tx = ((int)Constants.RegionSize - 1); 505 public void SetLandBitmapFromByteArray()
506 int ty = min_y * 4; 506 {
507 if (ty > ((int)Constants.RegionSize - 1)) 507 LandBitmap = ConvertBytesToLandBitmap();
508 ty = ((int)Constants.RegionSize - 1); 508 }
509 LandData.AABBMin = 509
510 new Vector3((float) (min_x * 4), (float) (min_y * 4), 510 /// <summary>
511 (float) m_scene.Heightmap[tx, ty]); 511 /// Updates the AABBMin and AABBMax values after area/shape modification of the land object
512 512 /// </summary>
513 tx = max_x * 4; 513 private void UpdateAABBAndAreaValues()
514 if (tx > ((int)Constants.RegionSize - 1)) 514 {
515 tx = ((int)Constants.RegionSize - 1); 515 int min_x = 64;
516 ty = max_y * 4; 516 int min_y = 64;
517 if (ty > ((int)Constants.RegionSize - 1)) 517 int max_x = 0;
518 ty = ((int)Constants.RegionSize - 1); 518 int max_y = 0;
519 LandData.AABBMax = 519 int tempArea = 0;
520 new Vector3((float) (max_x * 4), (float) (max_y * 4), 520 int x, y;
521 (float) m_scene.Heightmap[tx, ty]); 521 for (x = 0; x < 64; x++)
522 LandData.Area = tempArea; 522 {
523 } 523 for (y = 0; y < 64; y++)
524 524 {
525 #endregion 525 if (LandBitmap[x, y] == true)
526 526 {
527 #region Land Bitmap Functions 527 if (min_x > x) min_x = x;
528 528 if (min_y > y) min_y = y;
529 /// <summary> 529 if (max_x < x) max_x = x;
530 /// Sets the land's bitmap manually 530 if (max_y < y) max_y = y;
531 /// </summary> 531 tempArea += 16; //16sqm peice of land
532 /// <param name="bitmap">64x64 block representing where this land is on a map</param> 532 }
533 public void SetLandBitmap(bool[,] bitmap) 533 }
534 { 534 }
535 if (bitmap.GetLength(0) != 64 || bitmap.GetLength(1) != 64 || bitmap.Rank != 2) 535 int tx = min_x * 4;
536 { 536 if (tx > ((int)Constants.RegionSize - 1))
537 //Throw an exception - The bitmap is not 64x64 537 tx = ((int)Constants.RegionSize - 1);
538 //throw new Exception("Error: Invalid Parcel Bitmap"); 538 int ty = min_y * 4;
539 } 539 if (ty > ((int)Constants.RegionSize - 1))
540 else 540 ty = ((int)Constants.RegionSize - 1);
541 { 541 LandData.AABBMin =
542 //Valid: Lets set it 542 new Vector3((float) (min_x * 4), (float) (min_y * 4),
543 LandBitmap = bitmap; 543 (float) m_scene.Heightmap[tx, ty]);
544 ForceUpdateLandInfo(); 544
545 } 545 tx = max_x * 4;
546 } 546 if (tx > ((int)Constants.RegionSize - 1))
547 547 tx = ((int)Constants.RegionSize - 1);
548 /// <summary> 548 ty = max_y * 4;
549 /// Gets the land's bitmap manually 549 if (ty > ((int)Constants.RegionSize - 1))
550 /// </summary> 550 ty = ((int)Constants.RegionSize - 1);
551 /// <returns></returns> 551 LandData.AABBMax =
552 public bool[,] GetLandBitmap() 552 new Vector3((float) (max_x * 4), (float) (max_y * 4),
553 { 553 (float) m_scene.Heightmap[tx, ty]);
554 return LandBitmap; 554 LandData.Area = tempArea;
555 } 555 }
556 556
557 /// <summary> 557 #endregion
558 /// Full sim land object creation 558
559 /// </summary> 559 #region Land Bitmap Functions
560 /// <returns></returns> 560
561 public bool[,] BasicFullRegionLandBitmap() 561 /// <summary>
562 { 562 /// Sets the land's bitmap manually
563 return GetSquareLandBitmap(0, 0, (int) Constants.RegionSize, (int) Constants.RegionSize); 563 /// </summary>
564 } 564 /// <param name="bitmap">64x64 block representing where this land is on a map</param>
565 565 public void SetLandBitmap(bool[,] bitmap)
566 /// <summary> 566 {
567 /// Used to modify the bitmap between the x and y points. Points use 64 scale 567 if (bitmap.GetLength(0) != 64 || bitmap.GetLength(1) != 64 || bitmap.Rank != 2)
568 /// </summary> 568 {
569 /// <param name="start_x"></param> 569 //Throw an exception - The bitmap is not 64x64
570 /// <param name="start_y"></param> 570 //throw new Exception("Error: Invalid Parcel Bitmap");
571 /// <param name="end_x"></param> 571 }
572 /// <param name="end_y"></param> 572 else
573 /// <returns></returns> 573 {
574 public bool[,] GetSquareLandBitmap(int start_x, int start_y, int end_x, int end_y) 574 //Valid: Lets set it
575 { 575 LandBitmap = bitmap;
576 bool[,] tempBitmap = new bool[64,64]; 576 ForceUpdateLandInfo();
577 tempBitmap.Initialize(); 577 }
578 578 }
579 tempBitmap = ModifyLandBitmapSquare(tempBitmap, start_x, start_y, end_x, end_y, true); 579
580 return tempBitmap; 580 /// <summary>
581 } 581 /// Gets the land's bitmap manually
582 582 /// </summary>
583 /// <summary> 583 /// <returns></returns>
584 /// Change a land bitmap at within a square and set those points to a specific value 584 public bool[,] GetLandBitmap()
585 /// </summary> 585 {
586 /// <param name="land_bitmap"></param> 586 return LandBitmap;
587 /// <param name="start_x"></param> 587 }
588 /// <param name="start_y"></param> 588
589 /// <param name="end_x"></param> 589 /// <summary>
590 /// <param name="end_y"></param> 590 /// Full sim land object creation
591 /// <param name="set_value"></param> 591 /// </summary>
592 /// <returns></returns> 592 /// <returns></returns>
593 public bool[,] ModifyLandBitmapSquare(bool[,] land_bitmap, int start_x, int start_y, int end_x, int end_y, 593 public bool[,] BasicFullRegionLandBitmap()
594 bool set_value) 594 {
595 { 595 return GetSquareLandBitmap(0, 0, (int) Constants.RegionSize, (int) Constants.RegionSize);
596 if (land_bitmap.GetLength(0) != 64 || land_bitmap.GetLength(1) != 64 || land_bitmap.Rank != 2) 596 }
597 { 597
598 //Throw an exception - The bitmap is not 64x64 598 /// <summary>
599 //throw new Exception("Error: Invalid Parcel Bitmap in modifyLandBitmapSquare()"); 599 /// Used to modify the bitmap between the x and y points. Points use 64 scale
600 } 600 /// </summary>
601 601 /// <param name="start_x"></param>
602 int x, y; 602 /// <param name="start_y"></param>
603 for (y = 0; y < 64; y++) 603 /// <param name="end_x"></param>
604 { 604 /// <param name="end_y"></param>
605 for (x = 0; x < 64; x++) 605 /// <returns></returns>
606 { 606 public bool[,] GetSquareLandBitmap(int start_x, int start_y, int end_x, int end_y)
607 if (x >= start_x / 4 && x < end_x / 4 607 {
608 && y >= start_y / 4 && y < end_y / 4) 608 bool[,] tempBitmap = new bool[64,64];
609 { 609 tempBitmap.Initialize();
610 land_bitmap[x, y] = set_value; 610
611 } 611 tempBitmap = ModifyLandBitmapSquare(tempBitmap, start_x, start_y, end_x, end_y, true);
612 } 612 return tempBitmap;
613 } 613 }
614 return land_bitmap; 614
615 } 615 /// <summary>
616 616 /// Change a land bitmap at within a square and set those points to a specific value
617 /// <summary> 617 /// </summary>
618 /// Join the true values of 2 bitmaps together 618 /// <param name="land_bitmap"></param>
619 /// </summary> 619 /// <param name="start_x"></param>
620 /// <param name="bitmap_base"></param> 620 /// <param name="start_y"></param>
621 /// <param name="bitmap_add"></param> 621 /// <param name="end_x"></param>
622 /// <returns></returns> 622 /// <param name="end_y"></param>
623 public bool[,] MergeLandBitmaps(bool[,] bitmap_base, bool[,] bitmap_add) 623 /// <param name="set_value"></param>
624 { 624 /// <returns></returns>
625 if (bitmap_base.GetLength(0) != 64 || bitmap_base.GetLength(1) != 64 || bitmap_base.Rank != 2) 625 public bool[,] ModifyLandBitmapSquare(bool[,] land_bitmap, int start_x, int start_y, int end_x, int end_y,
626 { 626 bool set_value)
627 //Throw an exception - The bitmap is not 64x64 627 {
628 throw new Exception("Error: Invalid Parcel Bitmap - Bitmap_base in mergeLandBitmaps"); 628 if (land_bitmap.GetLength(0) != 64 || land_bitmap.GetLength(1) != 64 || land_bitmap.Rank != 2)
629 } 629 {
630 if (bitmap_add.GetLength(0) != 64 || bitmap_add.GetLength(1) != 64 || bitmap_add.Rank != 2) 630 //Throw an exception - The bitmap is not 64x64
631 { 631 //throw new Exception("Error: Invalid Parcel Bitmap in modifyLandBitmapSquare()");
632 //Throw an exception - The bitmap is not 64x64 632 }
633 throw new Exception("Error: Invalid Parcel Bitmap - Bitmap_add in mergeLandBitmaps"); 633
634 } 634 int x, y;
635 635 for (y = 0; y < 64; y++)
636 int x, y; 636 {
637 for (y = 0; y < 64; y++) 637 for (x = 0; x < 64; x++)
638 { 638 {
639 for (x = 0; x < 64; x++) 639 if (x >= start_x / 4 && x < end_x / 4
640 { 640 && y >= start_y / 4 && y < end_y / 4)
641 if (bitmap_add[x, y]) 641 {
642 { 642 land_bitmap[x, y] = set_value;
643 bitmap_base[x, y] = true; 643 }
644 } 644 }
645 } 645 }
646 } 646 return land_bitmap;
647 return bitmap_base; 647 }
648 } 648
649 649 /// <summary>
650 /// <summary> 650 /// Join the true values of 2 bitmaps together
651 /// Converts the land bitmap to a packet friendly byte array 651 /// </summary>
652 /// </summary> 652 /// <param name="bitmap_base"></param>
653 /// <returns></returns> 653 /// <param name="bitmap_add"></param>
654 private byte[] ConvertLandBitmapToBytes() 654 /// <returns></returns>
655 { 655 public bool[,] MergeLandBitmaps(bool[,] bitmap_base, bool[,] bitmap_add)
656 byte[] tempConvertArr = new byte[512]; 656 {
657 byte tempByte = 0; 657 if (bitmap_base.GetLength(0) != 64 || bitmap_base.GetLength(1) != 64 || bitmap_base.Rank != 2)
658 int x, y, i, byteNum = 0; 658 {
659 i = 0; 659 //Throw an exception - The bitmap is not 64x64
660 for (y = 0; y < 64; y++) 660 throw new Exception("Error: Invalid Parcel Bitmap - Bitmap_base in mergeLandBitmaps");
661 { 661 }
662 for (x = 0; x < 64; x++) 662 if (bitmap_add.GetLength(0) != 64 || bitmap_add.GetLength(1) != 64 || bitmap_add.Rank != 2)
663 { 663 {
664 tempByte = Convert.ToByte(tempByte | Convert.ToByte(LandBitmap[x, y]) << (i++ % 8)); 664 //Throw an exception - The bitmap is not 64x64
665 if (i % 8 == 0) 665 throw new Exception("Error: Invalid Parcel Bitmap - Bitmap_add in mergeLandBitmaps");
666 { 666 }
667 tempConvertArr[byteNum] = tempByte; 667
668 tempByte = (byte) 0; 668 int x, y;
669 i = 0; 669 for (y = 0; y < 64; y++)
670 byteNum++; 670 {
671 } 671 for (x = 0; x < 64; x++)
672 } 672 {
673 } 673 if (bitmap_add[x, y])
674 return tempConvertArr; 674 {
675 } 675 bitmap_base[x, y] = true;
676 676 }
677 private bool[,] ConvertBytesToLandBitmap() 677 }
678 { 678 }
679 bool[,] tempConvertMap = new bool[landArrayMax, landArrayMax]; 679 return bitmap_base;
680 tempConvertMap.Initialize(); 680 }
681 byte tempByte = 0; 681
682 int x = 0, y = 0, i = 0, bitNum = 0; 682 /// <summary>
683 for (i = 0; i < 512; i++) 683 /// Converts the land bitmap to a packet friendly byte array
684 { 684 /// </summary>
685 tempByte = LandData.Bitmap[i]; 685 /// <returns></returns>
686 for (bitNum = 0; bitNum < 8; bitNum++) 686 private byte[] ConvertLandBitmapToBytes()
687 { 687 {
688 bool bit = Convert.ToBoolean(Convert.ToByte(tempByte >> bitNum) & (byte) 1); 688 byte[] tempConvertArr = new byte[512];
689 tempConvertMap[x, y] = bit; 689 byte tempByte = 0;
690 x++; 690 int x, y, i, byteNum = 0;
691 if (x > 63) 691 i = 0;
692 { 692 for (y = 0; y < 64; y++)
693 x = 0; 693 {
694 y++; 694 for (x = 0; x < 64; x++)
695 } 695 {
696 } 696 tempByte = Convert.ToByte(tempByte | Convert.ToByte(LandBitmap[x, y]) << (i++ % 8));
697 } 697 if (i % 8 == 0)
698 return tempConvertMap; 698 {
699 } 699 tempConvertArr[byteNum] = tempByte;
700 700 tempByte = (byte) 0;
701 #endregion 701 i = 0;
702 702 byteNum++;
703 #region Object Select and Object Owner Listing 703 }
704 704 }
705 public void SendForceObjectSelect(int local_id, int request_type, List<UUID> returnIDs, IClientAPI remote_client) 705 }
706 { 706 return tempConvertArr;
707 if (m_scene.Permissions.CanEditParcel(remote_client.AgentId, this)) 707 }
708 { 708
709 List<uint> resultLocalIDs = new List<uint>(); 709 private bool[,] ConvertBytesToLandBitmap()
710 try 710 {
711 { 711 bool[,] tempConvertMap = new bool[landArrayMax, landArrayMax];
712 lock (primsOverMe) 712 tempConvertMap.Initialize();
713 { 713 byte tempByte = 0;
714 foreach (SceneObjectGroup obj in primsOverMe) 714 int x = 0, y = 0, i = 0, bitNum = 0;
715 { 715 for (i = 0; i < 512; i++)
716 if (obj.LocalId > 0) 716 {
717 { 717 tempByte = LandData.Bitmap[i];
718 if (request_type == LandChannel.LAND_SELECT_OBJECTS_OWNER && obj.OwnerID == LandData.OwnerID) 718 for (bitNum = 0; bitNum < 8; bitNum++)
719 { 719 {
720 resultLocalIDs.Add(obj.LocalId); 720 bool bit = Convert.ToBoolean(Convert.ToByte(tempByte >> bitNum) & (byte) 1);
721 } 721 tempConvertMap[x, y] = bit;
722 else if (request_type == LandChannel.LAND_SELECT_OBJECTS_GROUP && obj.GroupID == LandData.GroupID && LandData.GroupID != UUID.Zero) 722 x++;
723 { 723 if (x > 63)
724 resultLocalIDs.Add(obj.LocalId); 724 {
725 } 725 x = 0;
726 else if (request_type == LandChannel.LAND_SELECT_OBJECTS_OTHER && 726 y++;
727 obj.OwnerID != remote_client.AgentId) 727 }
728 { 728 }
729 resultLocalIDs.Add(obj.LocalId); 729 }
730 } 730 return tempConvertMap;
731 else if (request_type == (int)ObjectReturnType.List && returnIDs.Contains(obj.OwnerID)) 731 }
732 { 732
733 resultLocalIDs.Add(obj.LocalId); 733 #endregion
734 } 734
735 } 735 #region Object Select and Object Owner Listing
736 } 736
737 } 737 public void SendForceObjectSelect(int local_id, int request_type, List<UUID> returnIDs, IClientAPI remote_client)
738 } catch (InvalidOperationException) 738 {
739 { 739 if (m_scene.Permissions.CanEditParcel(remote_client.AgentId, this))
740 m_log.Error("[LAND]: Unable to force select the parcel objects. Arr."); 740 {
741 } 741 List<uint> resultLocalIDs = new List<uint>();
742 742 try
743 remote_client.SendForceClientSelectObjects(resultLocalIDs); 743 {
744 } 744 lock (primsOverMe)
745 } 745 {
746 746 foreach (SceneObjectGroup obj in primsOverMe)
747 /// <summary> 747 {
748 /// Notify the parcel owner each avatar that owns prims situated on their land. This notification includes 748 if (obj.LocalId > 0)
749 /// aggreagete details such as the number of prims. 749 {
750 /// 750 if (request_type == LandChannel.LAND_SELECT_OBJECTS_OWNER && obj.OwnerID == LandData.OwnerID)
751 /// </summary> 751 {
752 /// <param name="remote_client"> 752 resultLocalIDs.Add(obj.LocalId);
753 /// A <see cref="IClientAPI"/> 753 }
754 /// </param> 754 else if (request_type == LandChannel.LAND_SELECT_OBJECTS_GROUP && obj.GroupID == LandData.GroupID && LandData.GroupID != UUID.Zero)
755 public void SendLandObjectOwners(IClientAPI remote_client) 755 {
756 { 756 resultLocalIDs.Add(obj.LocalId);
757 if (m_scene.Permissions.CanEditParcel(remote_client.AgentId, this)) 757 }
758 { 758 else if (request_type == LandChannel.LAND_SELECT_OBJECTS_OTHER &&
759 Dictionary<UUID, int> primCount = new Dictionary<UUID, int>(); 759 obj.OwnerID != remote_client.AgentId)
760 List<UUID> groups = new List<UUID>(); 760 {
761 761 resultLocalIDs.Add(obj.LocalId);
762 lock (primsOverMe) 762 }
763 { 763 else if (request_type == (int)ObjectReturnType.List && returnIDs.Contains(obj.OwnerID))
764 try 764 {
765 { 765 resultLocalIDs.Add(obj.LocalId);
766 766 }
767 foreach (SceneObjectGroup obj in primsOverMe) 767 }
768 { 768 }
769 try 769 }
770 { 770 } catch (InvalidOperationException)
771 if (!primCount.ContainsKey(obj.OwnerID)) 771 {
772 { 772 m_log.Error("[LAND]: Unable to force select the parcel objects. Arr.");
773 primCount.Add(obj.OwnerID, 0); 773 }
774 } 774
775 } 775 remote_client.SendForceClientSelectObjects(resultLocalIDs);
776 catch (NullReferenceException) 776 }
777 { 777 }
778 m_log.Info("[LAND]: " + "Got Null Reference when searching land owners from the parcel panel"); 778
779 } 779 /// <summary>
780 try 780 /// Notify the parcel owner each avatar that owns prims situated on their land. This notification includes
781 { 781 /// aggreagete details such as the number of prims.
782 primCount[obj.OwnerID] += obj.PrimCount; 782 ///
783 } 783 /// </summary>
784 catch (KeyNotFoundException) 784 /// <param name="remote_client">
785 { 785 /// A <see cref="IClientAPI"/>
786 m_log.Error("[LAND]: Unable to match a prim with it's owner."); 786 /// </param>
787 } 787 public void SendLandObjectOwners(IClientAPI remote_client)
788 if (obj.OwnerID == obj.GroupID && (!groups.Contains(obj.OwnerID))) 788 {
789 groups.Add(obj.OwnerID); 789 if (m_scene.Permissions.CanEditParcel(remote_client.AgentId, this))
790 } 790 {
791 } 791 Dictionary<UUID, int> primCount = new Dictionary<UUID, int>();
792 catch (InvalidOperationException) 792 List<UUID> groups = new List<UUID>();
793 { 793
794 m_log.Error("[LAND]: Unable to Enumerate Land object arr."); 794 lock (primsOverMe)
795 } 795 {
796 } 796 try
797 797 {
798 remote_client.SendLandObjectOwners(LandData, groups, primCount); 798
799 } 799 foreach (SceneObjectGroup obj in primsOverMe)
800 } 800 {
801 801 try
802 public Dictionary<UUID, int> GetLandObjectOwners() 802 {
803 { 803 if (!primCount.ContainsKey(obj.OwnerID))
804 Dictionary<UUID, int> ownersAndCount = new Dictionary<UUID, int>(); 804 {
805 lock (primsOverMe) 805 primCount.Add(obj.OwnerID, 0);
806 { 806 }
807 try 807 }
808 { 808 catch (NullReferenceException)
809 809 {
810 foreach (SceneObjectGroup obj in primsOverMe) 810 m_log.Info("[LAND]: " + "Got Null Reference when searching land owners from the parcel panel");
811 { 811 }
812 if (!ownersAndCount.ContainsKey(obj.OwnerID)) 812 try
813 { 813 {
814 ownersAndCount.Add(obj.OwnerID, 0); 814 primCount[obj.OwnerID] += obj.PrimCount;
815 } 815 }
816 ownersAndCount[obj.OwnerID] += obj.PrimCount; 816 catch (KeyNotFoundException)
817 } 817 {
818 } 818 m_log.Error("[LAND]: Unable to match a prim with it's owner.");
819 catch (InvalidOperationException) 819 }
820 { 820 if (obj.OwnerID == obj.GroupID && (!groups.Contains(obj.OwnerID)))
821 m_log.Error("[LAND]: Unable to enumerate land owners. arr."); 821 groups.Add(obj.OwnerID);
822 } 822 }
823 823 }
824 } 824 catch (InvalidOperationException)
825 return ownersAndCount; 825 {
826 } 826 m_log.Error("[LAND]: Unable to Enumerate Land object arr.");
827 827 }
828 #endregion 828 }
829 829
830 #region Object Returning 830 remote_client.SendLandObjectOwners(LandData, groups, primCount);
831 831 }
832 public void ReturnObject(SceneObjectGroup obj) 832 }
833 { 833
834 SceneObjectGroup[] objs = new SceneObjectGroup[1]; 834 public Dictionary<UUID, int> GetLandObjectOwners()
835 objs[0] = obj; 835 {
836 m_scene.returnObjects(objs, obj.OwnerID); 836 Dictionary<UUID, int> ownersAndCount = new Dictionary<UUID, int>();
837 } 837 lock (primsOverMe)
838 838 {
839 public void ReturnLandObjects(uint type, UUID[] owners, UUID[] tasks, IClientAPI remote_client) 839 try
840 { 840 {
841 Dictionary<UUID,List<SceneObjectGroup>> returns = 841
842 new Dictionary<UUID,List<SceneObjectGroup>>(); 842 foreach (SceneObjectGroup obj in primsOverMe)
843 843 {
844 lock (primsOverMe) 844 if (!ownersAndCount.ContainsKey(obj.OwnerID))
845 { 845 {
846 if (type == (uint)ObjectReturnType.Owner) 846 ownersAndCount.Add(obj.OwnerID, 0);
847 { 847 }
848 foreach (SceneObjectGroup obj in primsOverMe) 848 ownersAndCount[obj.OwnerID] += obj.PrimCount;
849 { 849 }
850 if (obj.OwnerID == m_landData.OwnerID) 850 }
851 { 851 catch (InvalidOperationException)
852 if (!returns.ContainsKey(obj.OwnerID)) 852 {
853 returns[obj.OwnerID] = 853 m_log.Error("[LAND]: Unable to enumerate land owners. arr.");
854 new List<SceneObjectGroup>(); 854 }
855 returns[obj.OwnerID].Add(obj); 855
856 } 856 }
857 } 857 return ownersAndCount;
858 } 858 }
859 else if (type == (uint)ObjectReturnType.Group && m_landData.GroupID != UUID.Zero) 859
860 { 860 #endregion
861 foreach (SceneObjectGroup obj in primsOverMe) 861
862 { 862 #region Object Returning
863 if (obj.GroupID == m_landData.GroupID) 863
864 { 864 public void ReturnObject(SceneObjectGroup obj)
865 if (!returns.ContainsKey(obj.OwnerID)) 865 {
866 returns[obj.OwnerID] = 866 SceneObjectGroup[] objs = new SceneObjectGroup[1];
867 new List<SceneObjectGroup>(); 867 objs[0] = obj;
868 returns[obj.OwnerID].Add(obj); 868 m_scene.returnObjects(objs, obj.OwnerID);
869 } 869 }
870 } 870
871 } 871 public void ReturnLandObjects(uint type, UUID[] owners, UUID[] tasks, IClientAPI remote_client)
872 else if (type == (uint)ObjectReturnType.Other) 872 {
873 { 873 Dictionary<UUID,List<SceneObjectGroup>> returns =
874 foreach (SceneObjectGroup obj in primsOverMe) 874 new Dictionary<UUID,List<SceneObjectGroup>>();
875 { 875
876 if (obj.OwnerID != m_landData.OwnerID && 876 lock (primsOverMe)
877 (obj.GroupID != m_landData.GroupID || 877 {
878 m_landData.GroupID == UUID.Zero)) 878 if (type == (uint)ObjectReturnType.Owner)
879 { 879 {
880 if (!returns.ContainsKey(obj.OwnerID)) 880 foreach (SceneObjectGroup obj in primsOverMe)
881 returns[obj.OwnerID] = 881 {
882 new List<SceneObjectGroup>(); 882 if (obj.OwnerID == m_landData.OwnerID)
883 returns[obj.OwnerID].Add(obj); 883 {
884 } 884 if (!returns.ContainsKey(obj.OwnerID))
885 } 885 returns[obj.OwnerID] =
886 } 886 new List<SceneObjectGroup>();
887 else if (type == (uint)ObjectReturnType.List) 887 returns[obj.OwnerID].Add(obj);
888 { 888 }
889 List<UUID> ownerlist = new List<UUID>(owners); 889 }
890 890 }
891 foreach (SceneObjectGroup obj in primsOverMe) 891 else if (type == (uint)ObjectReturnType.Group && m_landData.GroupID != UUID.Zero)
892 { 892 {
893 if (ownerlist.Contains(obj.OwnerID)) 893 foreach (SceneObjectGroup obj in primsOverMe)
894 { 894 {
895 if (!returns.ContainsKey(obj.OwnerID)) 895 if (obj.GroupID == m_landData.GroupID)
896 returns[obj.OwnerID] = 896 {
897 new List<SceneObjectGroup>(); 897 if (!returns.ContainsKey(obj.OwnerID))
898 returns[obj.OwnerID].Add(obj); 898 returns[obj.OwnerID] =
899 } 899 new List<SceneObjectGroup>();
900 } 900 returns[obj.OwnerID].Add(obj);
901 } 901 }
902 } 902 }
903 903 }
904 foreach (List<SceneObjectGroup> ol in returns.Values) 904 else if (type == (uint)ObjectReturnType.Other)
905 { 905 {
906 if (m_scene.Permissions.CanReturnObjects(this, remote_client.AgentId, ol)) 906 foreach (SceneObjectGroup obj in primsOverMe)
907 m_scene.returnObjects(ol.ToArray(), remote_client.AgentId); 907 {
908 } 908 if (obj.OwnerID != m_landData.OwnerID &&
909 } 909 (obj.GroupID != m_landData.GroupID ||
910 910 m_landData.GroupID == UUID.Zero))
911 #endregion 911 {
912 912 if (!returns.ContainsKey(obj.OwnerID))
913 #region Object Adding/Removing from Parcel 913 returns[obj.OwnerID] =
914 914 new List<SceneObjectGroup>();
915 public void ResetLandPrimCounts() 915 returns[obj.OwnerID].Add(obj);
916 { 916 }
917 LandData.GroupPrims = 0; 917 }
918 LandData.OwnerPrims = 0; 918 }
919 LandData.OtherPrims = 0; 919 else if (type == (uint)ObjectReturnType.List)
920 LandData.SelectedPrims = 0; 920 {
921 921 List<UUID> ownerlist = new List<UUID>(owners);
922 922
923 lock (primsOverMe) 923 foreach (SceneObjectGroup obj in primsOverMe)
924 primsOverMe.Clear(); 924 {
925 } 925 if (ownerlist.Contains(obj.OwnerID))
926 926 {
927 public void AddPrimToCount(SceneObjectGroup obj) 927 if (!returns.ContainsKey(obj.OwnerID))
928 { 928 returns[obj.OwnerID] =
929 929 new List<SceneObjectGroup>();
930 UUID prim_owner = obj.OwnerID; 930 returns[obj.OwnerID].Add(obj);
931 int prim_count = obj.PrimCount; 931 }
932 932 }
933 if (obj.IsSelected) 933 }
934 { 934 }
935 LandData.SelectedPrims += prim_count; 935
936 } 936 foreach (List<SceneObjectGroup> ol in returns.Values)
937 else 937 {
938 { 938 if (m_scene.Permissions.CanReturnObjects(this, remote_client.AgentId, ol))
939 if (prim_owner == LandData.OwnerID) 939 m_scene.returnObjects(ol.ToArray(), remote_client.AgentId);
940 { 940 }
941 LandData.OwnerPrims += prim_count; 941 }
942 } 942
943 else if ((obj.GroupID == LandData.GroupID || 943 #endregion
944 prim_owner == LandData.GroupID) && 944
945 LandData.GroupID != UUID.Zero) 945 #region Object Adding/Removing from Parcel
946 { 946
947 LandData.GroupPrims += prim_count; 947 public void ResetLandPrimCounts()
948 } 948 {
949 else 949 LandData.GroupPrims = 0;
950 { 950 LandData.OwnerPrims = 0;
951 LandData.OtherPrims += prim_count; 951 LandData.OtherPrims = 0;
952 } 952 LandData.SelectedPrims = 0;
953 } 953
954 954
955 lock (primsOverMe) 955 lock (primsOverMe)
956 primsOverMe.Add(obj); 956 primsOverMe.Clear();
957 } 957 }
958 958
959 public void RemovePrimFromCount(SceneObjectGroup obj) 959 public void AddPrimToCount(SceneObjectGroup obj)
960 { 960 {
961 lock (primsOverMe) 961
962 { 962 UUID prim_owner = obj.OwnerID;
963 if (primsOverMe.Contains(obj)) 963 int prim_count = obj.PrimCount;
964 { 964
965 UUID prim_owner = obj.OwnerID; 965 if (obj.IsSelected)
966 int prim_count = obj.PrimCount; 966 {
967 967 LandData.SelectedPrims += prim_count;
968 if (prim_owner == LandData.OwnerID) 968 }
969 { 969 else
970 LandData.OwnerPrims -= prim_count; 970 {
971 } 971 if (prim_owner == LandData.OwnerID)
972 else if (obj.GroupID == LandData.GroupID || 972 {
973 prim_owner == LandData.GroupID) 973 LandData.OwnerPrims += prim_count;
974 { 974 }
975 LandData.GroupPrims -= prim_count; 975 else if ((obj.GroupID == LandData.GroupID ||
976 } 976 prim_owner == LandData.GroupID) &&
977 else 977 LandData.GroupID != UUID.Zero)
978 { 978 {
979 LandData.OtherPrims -= prim_count; 979 LandData.GroupPrims += prim_count;
980 } 980 }
981 981 else
982 primsOverMe.Remove(obj); 982 {
983 } 983 LandData.OtherPrims += prim_count;
984 } 984 }
985 } 985 }
986 986
987 #endregion 987 lock (primsOverMe)
988 988 primsOverMe.Add(obj);
989 #endregion 989 }
990 990
991 #endregion 991 public void RemovePrimFromCount(SceneObjectGroup obj)
992 992 {
993 /// <summary> 993 lock (primsOverMe)
994 /// Set the media url for this land parcel 994 {
995 /// </summary> 995 if (primsOverMe.Contains(obj))
996 /// <param name="url"></param> 996 {
997 public void SetMediaUrl(string url) 997 UUID prim_owner = obj.OwnerID;
998 { 998 int prim_count = obj.PrimCount;
999 LandData.MediaURL = url; 999
1000 SendLandUpdateToAvatarsOverMe(); 1000 if (prim_owner == LandData.OwnerID)
1001 } 1001 {
1002 1002 LandData.OwnerPrims -= prim_count;
1003 /// <summary> 1003 }
1004 /// Set the music url for this land parcel 1004 else if (obj.GroupID == LandData.GroupID ||
1005 /// </summary> 1005 prim_owner == LandData.GroupID)
1006 /// <param name="url"></param> 1006 {
1007 public void SetMusicUrl(string url) 1007 LandData.GroupPrims -= prim_count;
1008 { 1008 }
1009 LandData.MusicURL = url; 1009 else
1010 SendLandUpdateToAvatarsOverMe(); 1010 {
1011 } 1011 LandData.OtherPrims -= prim_count;
1012 } 1012 }
1013} 1013
1014 primsOverMe.Remove(obj);
1015 }
1016 }
1017 }
1018
1019 #endregion
1020
1021 #endregion
1022
1023 #endregion
1024
1025 /// <summary>
1026 /// Set the media url for this land parcel
1027 /// </summary>
1028 /// <param name="url"></param>
1029 public void SetMediaUrl(string url)
1030 {
1031 LandData.MediaURL = url;
1032 SendLandUpdateToAvatarsOverMe();
1033 }
1034
1035 /// <summary>
1036 /// Set the music url for this land parcel
1037 /// </summary>
1038 /// <param name="url"></param>
1039 public void SetMusicUrl(string url)
1040 {
1041 LandData.MusicURL = url;
1042 SendLandUpdateToAvatarsOverMe();
1043 }
1044 }
1045}
diff --git a/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs b/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
index bc54997..b1747ef 100644
--- a/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
+++ b/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
@@ -412,7 +412,7 @@ namespace OpenSim.Region.CoreModules.World.Permissions
412 412
413 public string Name 413 public string Name
414 { 414 {
415 get { return "PermissionsModule"; } 415 get { return "DefaultPermissionsModule"; }
416 } 416 }
417 417
418 public bool IsSharedModule 418 public bool IsSharedModule
diff --git a/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs b/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs
index 2c5e444..2817477 100644
--- a/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs
+++ b/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs
@@ -549,6 +549,8 @@ namespace OpenSim.Region.CoreModules.World.Terrain
549 m_scene.PhysicsScene.SetTerrain(m_channel.GetFloatsSerialised()); 549 m_scene.PhysicsScene.SetTerrain(m_channel.GetFloatsSerialised());
550 m_scene.SaveTerrain(); 550 m_scene.SaveTerrain();
551 551
552 m_scene.EventManager.TriggerTerrainUpdate();
553
552 // Clients who look at the map will never see changes after they looked at the map, so i've commented this out. 554 // Clients who look at the map will never see changes after they looked at the map, so i've commented this out.
553 //m_scene.CreateTerrainTexture(true); 555 //m_scene.CreateTerrainTexture(true);
554 } 556 }
diff --git a/OpenSim/Region/Examples/SimpleModule/MyNpcCharacter.cs b/OpenSim/Region/Examples/SimpleModule/MyNpcCharacter.cs
index f6e6163..cdc56a2 100644
--- a/OpenSim/Region/Examples/SimpleModule/MyNpcCharacter.cs
+++ b/OpenSim/Region/Examples/SimpleModule/MyNpcCharacter.cs
@@ -79,7 +79,7 @@ namespace OpenSim.Region.Examples.SimpleModule
79 public event DisconnectUser OnDisconnectUser; 79 public event DisconnectUser OnDisconnectUser;
80 public event RequestAvatarProperties OnRequestAvatarProperties; 80 public event RequestAvatarProperties OnRequestAvatarProperties;
81 public event SetAlwaysRun OnSetAlwaysRun; 81 public event SetAlwaysRun OnSetAlwaysRun;
82 82 public event MoveItemsAndLeaveCopy OnMoveItemsAndLeaveCopy;
83 public event DeRezObject OnDeRezObject; 83 public event DeRezObject OnDeRezObject;
84 public event Action<IClientAPI> OnRegionHandShakeReply; 84 public event Action<IClientAPI> OnRegionHandShakeReply;
85 public event GenericCall2 OnRequestWearables; 85 public event GenericCall2 OnRequestWearables;
@@ -817,12 +817,21 @@ namespace OpenSim.Region.Examples.SimpleModule
817 { 817 {
818 } 818 }
819 819
820 public void ProcessPendingPackets()
821 {
822 }
823
820 public void ProcessInPacket(Packet NewPack) 824 public void ProcessInPacket(Packet NewPack)
821 { 825 {
822 } 826 }
823 827
824 public void Close() 828 public void Close()
825 { 829 {
830 Close(true);
831 }
832
833 public void Close(bool sendStop)
834 {
826 } 835 }
827 836
828 public void Start() 837 public void Start()
diff --git a/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs b/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
index 2af2548..9fe6d96 100644
--- a/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
@@ -26,6 +26,7 @@
26 */ 26 */
27 27
28using System; 28using System;
29using System.Xml;
29using OpenMetaverse; 30using OpenMetaverse;
30using OpenMetaverse.Packets; 31using OpenMetaverse.Packets;
31using OpenSim.Framework; 32using OpenSim.Framework;
@@ -82,6 +83,10 @@ namespace OpenSim.Region.Framework.Interfaces
82 UUID RezSingleAttachmentFromInventory( 83 UUID RezSingleAttachmentFromInventory(
83 IClientAPI remoteClient, UUID itemID, uint AttachmentPt, bool updateInventoryStatus); 84 IClientAPI remoteClient, UUID itemID, uint AttachmentPt, bool updateInventoryStatus);
84 85
86 // Same as above, but also load script states from a separate doc
87 UUID RezSingleAttachmentFromInventory(
88 IClientAPI remoteClient, UUID itemID, uint AttachmentPt, bool updateInventoryStatus, XmlDocument doc);
89
85 /// <summary> 90 /// <summary>
86 /// Rez multiple attachments from a user's inventory 91 /// Rez multiple attachments from a user's inventory
87 /// </summary> 92 /// </summary>
@@ -132,4 +137,4 @@ namespace OpenSim.Region.Framework.Interfaces
132 /// </param> 137 /// </param>
133 void ShowDetachInUserInventory(UUID itemID, IClientAPI remoteClient); 138 void ShowDetachInUserInventory(UUID itemID, IClientAPI remoteClient);
134 } 139 }
135} \ No newline at end of file 140}
diff --git a/OpenSim/Region/Framework/Interfaces/IDwellModule.cs b/OpenSim/Region/Framework/Interfaces/IDwellModule.cs
new file mode 100644
index 0000000..db50439
--- /dev/null
+++ b/OpenSim/Region/Framework/Interfaces/IDwellModule.cs
@@ -0,0 +1,37 @@
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 OpenMetaverse;
29using OpenSim.Framework;
30
31namespace OpenSim.Region.Framework.Interfaces
32{
33 public interface IDwellModule
34 {
35 int GetDwell(UUID parcelID);
36 }
37}
diff --git a/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs b/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
index fd43923..1e2f60b 100644
--- a/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
+++ b/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
@@ -105,6 +105,8 @@ namespace OpenSim.Region.Framework.Interfaces
105 /// <param name="stateSource"></param> 105 /// <param name="stateSource"></param>
106 void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource); 106 void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource);
107 107
108 ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource);
109
108 /// <summary> 110 /// <summary>
109 /// Stop a script which is in this prim's inventory. 111 /// Stop a script which is in this prim's inventory.
110 /// </summary> 112 /// </summary>
@@ -214,5 +216,6 @@ namespace OpenSim.Region.Framework.Interfaces
214 /// A <see cref="Dictionary`2"/> 216 /// A <see cref="Dictionary`2"/>
215 /// </returns> 217 /// </returns>
216 Dictionary<UUID, string> GetScriptStates(); 218 Dictionary<UUID, string> GetScriptStates();
219 Dictionary<UUID, string> GetScriptStates(bool oldIDs);
217 } 220 }
218} 221}
diff --git a/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs b/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs
index 2d6287f..67a500f 100644
--- a/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs
+++ b/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs
@@ -68,6 +68,14 @@ namespace OpenSim.Region.Framework.Interfaces
68 bool SendReleaseAgent(ulong regionHandle, UUID id, string uri); 68 bool SendReleaseAgent(ulong regionHandle, UUID id, string uri);
69 69
70 /// <summary> 70 /// <summary>
71 /// Close chid agent.
72 /// </summary>
73 /// <param name="regionHandle"></param>
74 /// <param name="id"></param>
75 /// <returns></returns>
76 bool SendCloseChildAgent(ulong regionHandle, UUID id);
77
78 /// <summary>
71 /// Close agent. 79 /// Close agent.
72 /// </summary> 80 /// </summary>
73 /// <param name="regionHandle"></param> 81 /// <param name="regionHandle"></param>
diff --git a/OpenSim/Region/Framework/Interfaces/ISnmpModule.cs b/OpenSim/Region/Framework/Interfaces/ISnmpModule.cs
new file mode 100644
index 0000000..e01f649
--- /dev/null
+++ b/OpenSim/Region/Framework/Interfaces/ISnmpModule.cs
@@ -0,0 +1,27 @@
1///////////////////////////////////////////////////////////////////
2//
3// (c) Careminster LImited, Melanie Thielker and the Meta7 Team
4//
5// This file is not open source. All rights reserved
6// Mod 2
7
8using OpenSim.Region.Framework.Scenes;
9
10public interface ISnmpModule
11{
12 void Trap(int code, string Message, Scene scene);
13 void Critical(string Message, Scene scene);
14 void Warning(string Message, Scene scene);
15 void Major(string Message, Scene scene);
16 void ColdStart(int step , Scene scene);
17 void Shutdown(int step , Scene scene);
18 //
19 // Node Start/stop events
20 //
21 void LinkUp(Scene scene);
22 void LinkDown(Scene scene);
23 void BootInfo(string data, Scene scene);
24 void trapDebug(string Module,string data, Scene scene);
25 void trapXMRE(int data, string Message, Scene scene);
26
27}
diff --git a/OpenSim/Region/Framework/ModuleLoader.cs b/OpenSim/Region/Framework/ModuleLoader.cs
index 23be9c2..69ba2042 100644
--- a/OpenSim/Region/Framework/ModuleLoader.cs
+++ b/OpenSim/Region/Framework/ModuleLoader.cs
@@ -226,7 +226,8 @@ namespace OpenSim.Region.Framework
226 "[MODULES]: Could not load types for [{0}]. Exception {1}", pluginAssembly.FullName, e); 226 "[MODULES]: Could not load types for [{0}]. Exception {1}", pluginAssembly.FullName, e);
227 227
228 // justincc: Right now this is fatal to really get the user's attention 228 // justincc: Right now this is fatal to really get the user's attention
229 throw e; 229 // TomMeta: WTF? No, how about we /don't/ throw a fatal exception when there's no need to?
230 //throw e;
230 } 231 }
231 } 232 }
232 233
diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
index a90e0f3..b847d87 100644
--- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
+++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
@@ -53,10 +53,11 @@ 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 public int m_animTickJump; // ScenePresence has to see this to control +Z force
60 61
61 /// <value> 62 /// <value>
62 /// The scene presence that this animator applies to 63 /// The scene presence that this animator applies to
@@ -123,8 +124,6 @@ namespace OpenSim.Region.Framework.Scenes.Animation
123 /// </summary> 124 /// </summary>
124 public void TrySetMovementAnimation(string anim) 125 public void TrySetMovementAnimation(string anim)
125 { 126 {
126 //m_log.DebugFormat("Updating movement animation to {0}", anim);
127
128 if (!m_scenePresence.IsChildAgent) 127 if (!m_scenePresence.IsChildAgent)
129 { 128 {
130 if (m_animations.TrySetDefaultAnimation( 129 if (m_animations.TrySetDefaultAnimation(
@@ -146,10 +145,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
146 const float PREJUMP_DELAY = 0.25f; 145 const float PREJUMP_DELAY = 0.25f;
147 146
148 #region Inputs 147 #region Inputs
149 if (m_scenePresence.SitGround) 148
150 {
151 return "SIT_GROUND_CONSTRAINED";
152 }
153 AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_scenePresence.AgentControlFlags; 149 AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_scenePresence.AgentControlFlags;
154 PhysicsActor actor = m_scenePresence.PhysicsActor; 150 PhysicsActor actor = m_scenePresence.PhysicsActor;
155 151
@@ -159,11 +155,10 @@ namespace OpenSim.Region.Framework.Scenes.Animation
159 Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix); 155 Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix);
160 156
161 // Check control flags 157 // Check control flags
162 bool heldForward = 158 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)); 159 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; 160 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; 161 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; 162 //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; 163 //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; 164 bool heldUp = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == AgentManager.ControlFlags.AGENT_CONTROL_UP_POS;
@@ -266,7 +261,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
266 m_animTickJump = Environment.TickCount; 261 m_animTickJump = Environment.TickCount;
267 return "PREJUMP"; 262 return "PREJUMP";
268 } 263 }
269 else if (Environment.TickCount - m_animTickJump > PREJUMP_DELAY * 1000.0f) 264 else if (Environment.TickCount - m_animTickJump > PREJUMP_DELAY * 800.0f)
270 { 265 {
271 // Start actual jump 266 // Start actual jump
272 if (m_animTickJump == -1) 267 if (m_animTickJump == -1)
@@ -316,7 +311,6 @@ namespace OpenSim.Region.Framework.Scenes.Animation
316 public void UpdateMovementAnimations() 311 public void UpdateMovementAnimations()
317 { 312 {
318 m_movementAnimation = GetMovementAnimation(); 313 m_movementAnimation = GetMovementAnimation();
319
320 if (m_movementAnimation == "PREJUMP" && !m_scenePresence.Scene.m_usePreJump) 314 if (m_movementAnimation == "PREJUMP" && !m_scenePresence.Scene.m_usePreJump)
321 { 315 {
322 // This was the previous behavior before PREJUMP 316 // This was the previous behavior before PREJUMP
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 0ae3146..52e6e92 100644
--- a/OpenSim/Region/Framework/Scenes/EventManager.cs
+++ b/OpenSim/Region/Framework/Scenes/EventManager.cs
@@ -55,8 +55,12 @@ namespace OpenSim.Region.Framework.Scenes
55 55
56 public delegate void OnTerrainTickDelegate(); 56 public delegate void OnTerrainTickDelegate();
57 57
58 public delegate void OnTerrainUpdateDelegate();
59
58 public event OnTerrainTickDelegate OnTerrainTick; 60 public event OnTerrainTickDelegate OnTerrainTick;
59 61
62 public event OnTerrainUpdateDelegate OnTerrainUpdate;
63
60 public delegate void OnBackupDelegate(IRegionDataStore datastore, bool forceBackup); 64 public delegate void OnBackupDelegate(IRegionDataStore datastore, bool forceBackup);
61 65
62 public event OnBackupDelegate OnBackup; 66 public event OnBackupDelegate OnBackup;
@@ -744,6 +748,26 @@ namespace OpenSim.Region.Framework.Scenes
744 } 748 }
745 } 749 }
746 } 750 }
751 public void TriggerTerrainUpdate()
752 {
753 OnTerrainUpdateDelegate handlerTerrainUpdate = OnTerrainUpdate;
754 if (handlerTerrainUpdate != null)
755 {
756 foreach (OnTerrainUpdateDelegate d in handlerTerrainUpdate.GetInvocationList())
757 {
758 try
759 {
760 d();
761 }
762 catch (Exception e)
763 {
764 m_log.ErrorFormat(
765 "[EVENT MANAGER]: Delegate for TriggerTerrainUpdate failed - continuing. {0} {1}",
766 e.Message, e.StackTrace);
767 }
768 }
769 }
770 }
747 771
748 public void TriggerTerrainTick() 772 public void TriggerTerrainTick()
749 { 773 {
diff --git a/OpenSim/Region/Framework/Scenes/Prioritizer.cs b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
index de3c360..8cd0160 100644
--- a/OpenSim/Region/Framework/Scenes/Prioritizer.cs
+++ b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
@@ -211,12 +211,19 @@ namespace OpenSim.Region.Framework.Scenes
211 211
212 if (entity is SceneObjectPart) 212 if (entity is SceneObjectPart)
213 { 213 {
214 PhysicsActor physActor = ((SceneObjectPart)entity).ParentGroup.RootPart.PhysActor;
215 if (physActor == null || !physActor.IsPhysical)
216 priority += 100;
217
218 if (((SceneObjectPart)entity).ParentGroup.RootPart.IsAttachment) 214 if (((SceneObjectPart)entity).ParentGroup.RootPart.IsAttachment)
215 {
219 priority = 1.0; 216 priority = 1.0;
217 }
218 else
219 {
220 PhysicsActor physActor = ((SceneObjectPart)entity).ParentGroup.RootPart.PhysActor;
221 if (physActor == null || !physActor.IsPhysical)
222 priority += 100;
223 }
224
225 if (((SceneObjectPart)entity).ParentGroup.RootPart != (SceneObjectPart)entity)
226 priority +=1;
220 } 227 }
221 return priority; 228 return priority;
222 } 229 }
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index 01edf51..17159b4 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -94,6 +94,22 @@ namespace OpenSim.Region.Framework.Scenes
94 94
95 public void AddInventoryItem(UUID AgentID, InventoryItemBase item) 95 public void AddInventoryItem(UUID AgentID, InventoryItemBase item)
96 { 96 {
97 InventoryFolderBase folder;
98
99 if (item.Folder == UUID.Zero)
100 {
101 folder = InventoryService.GetFolderForType(AgentID, (AssetType)item.AssetType);
102 if (folder == null)
103 {
104 folder = InventoryService.GetRootFolder(AgentID);
105
106 if (folder == null)
107 return;
108 }
109
110 item.Folder = folder.ID;
111 }
112
97 if (InventoryService.AddItem(item)) 113 if (InventoryService.AddItem(item))
98 { 114 {
99 int userlevel = 0; 115 int userlevel = 0;
@@ -214,8 +230,7 @@ namespace OpenSim.Region.Framework.Scenes
214 { 230 {
215 // Needs to determine which engine was running it and use that 231 // Needs to determine which engine was running it and use that
216 // 232 //
217 part.Inventory.CreateScriptInstance(item.ItemID, 0, false, DefaultScriptEngine, 0); 233 errors = part.Inventory.CreateScriptInstanceEr(item.ItemID, 0, false, DefaultScriptEngine, 0);
218 errors = part.Inventory.GetScriptErrors(item.ItemID);
219 } 234 }
220 else 235 else
221 { 236 {
@@ -633,6 +648,8 @@ namespace OpenSim.Region.Framework.Scenes
633 return; 648 return;
634 } 649 }
635 650
651 if (newName == null) newName = item.Name;
652
636 AssetBase asset = AssetService.Get(item.AssetID.ToString()); 653 AssetBase asset = AssetService.Get(item.AssetID.ToString());
637 654
638 if (asset != null) 655 if (asset != null)
@@ -680,6 +697,24 @@ namespace OpenSim.Region.Framework.Scenes
680 } 697 }
681 698
682 /// <summary> 699 /// <summary>
700 /// Move an item within the agent's inventory, and leave a copy (used in making a new outfit)
701 /// </summary>
702 public void MoveInventoryItemsLeaveCopy(IClientAPI remoteClient, List<InventoryItemBase> items, UUID destfolder)
703 {
704 List<InventoryItemBase> moveitems = new List<InventoryItemBase>();
705 foreach (InventoryItemBase b in items)
706 {
707 CopyInventoryItem(remoteClient, 0, remoteClient.AgentId, b.ID, b.Folder, null);
708 InventoryItemBase n = InventoryService.GetItem(b);
709 n.Folder = destfolder;
710 moveitems.Add(n);
711 remoteClient.SendInventoryItemCreateUpdate(n, 0);
712 }
713
714 MoveInventoryItem(remoteClient, moveitems);
715 }
716
717 /// <summary>
683 /// Move an item within the agent's inventory. 718 /// Move an item within the agent's inventory.
684 /// </summary> 719 /// </summary>
685 /// <param name="remoteClient"></param> 720 /// <param name="remoteClient"></param>
@@ -913,8 +948,12 @@ namespace OpenSim.Region.Framework.Scenes
913 public void RemoveTaskInventory(IClientAPI remoteClient, UUID itemID, uint localID) 948 public void RemoveTaskInventory(IClientAPI remoteClient, UUID itemID, uint localID)
914 { 949 {
915 SceneObjectPart part = GetSceneObjectPart(localID); 950 SceneObjectPart part = GetSceneObjectPart(localID);
916 SceneObjectGroup group = part.ParentGroup; 951 SceneObjectGroup group = null;
917 if (group != null) 952 if (part != null)
953 {
954 group = part.ParentGroup;
955 }
956 if (part != null && group != null)
918 { 957 {
919 if (!Permissions.CanEditObjectInventory(part.UUID, remoteClient.AgentId)) 958 if (!Permissions.CanEditObjectInventory(part.UUID, remoteClient.AgentId))
920 return; 959 return;
@@ -1489,7 +1528,7 @@ namespace OpenSim.Region.Framework.Scenes
1489 return; 1528 return;
1490 1529
1491 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType, 1530 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType,
1492 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n}"), 1531 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n\n touch_start(integer num)\n {\n }\n}"),
1493 remoteClient.AgentId); 1532 remoteClient.AgentId);
1494 AssetService.Store(asset); 1533 AssetService.Store(asset);
1495 1534
@@ -1684,11 +1723,19 @@ namespace OpenSim.Region.Framework.Scenes
1684 // Invalid id 1723 // Invalid id
1685 SceneObjectPart part = GetSceneObjectPart(localID); 1724 SceneObjectPart part = GetSceneObjectPart(localID);
1686 if (part == null) 1725 if (part == null)
1726 {
1727 //Client still thinks the object exists, kill it
1728 SendKillObject(localID);
1687 continue; 1729 continue;
1730 }
1688 1731
1689 // Already deleted by someone else 1732 // Already deleted by someone else
1690 if (part.ParentGroup == null || part.ParentGroup.IsDeleted) 1733 if (part.ParentGroup == null || part.ParentGroup.IsDeleted)
1734 {
1735 //Client still thinks the object exists, kill it
1736 SendKillObject(localID);
1691 continue; 1737 continue;
1738 }
1692 1739
1693 // Can't delete child prims 1740 // Can't delete child prims
1694 if (part != part.ParentGroup.RootPart) 1741 if (part != part.ParentGroup.RootPart)
@@ -1715,15 +1762,21 @@ namespace OpenSim.Region.Framework.Scenes
1715 } 1762 }
1716 else 1763 else
1717 { 1764 {
1718 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId)) 1765 if (action == DeRezAction.TakeCopy)
1766 {
1767 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId))
1768 permissionToTakeCopy = false;
1769 }
1770 else
1771 {
1719 permissionToTakeCopy = false; 1772 permissionToTakeCopy = false;
1773 }
1720 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId)) 1774 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId))
1721 permissionToTake = false; 1775 permissionToTake = false;
1722 1776
1723 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId)) 1777 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId))
1724 permissionToDelete = false; 1778 permissionToDelete = false;
1725 } 1779 }
1726
1727 } 1780 }
1728 1781
1729 // Handle god perms 1782 // Handle god perms
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index dcd7f3d..6c17be8 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -137,6 +137,7 @@ namespace OpenSim.Region.Framework.Scenes
137 protected SceneCommunicationService m_sceneGridService; 137 protected SceneCommunicationService m_sceneGridService;
138 public bool LoginsDisabled = true; 138 public bool LoginsDisabled = true;
139 public bool LoadingPrims = false; 139 public bool LoadingPrims = false;
140 public bool CombineRegions = false;
140 141
141 public new float TimeDilation 142 public new float TimeDilation
142 { 143 {
@@ -150,6 +151,20 @@ namespace OpenSim.Region.Framework.Scenes
150 151
151 public IXfer XferManager; 152 public IXfer XferManager;
152 153
154 protected ISnmpModule m_snmpService = null;
155 public ISnmpModule SnmpService
156 {
157 get
158 {
159 if (m_snmpService == null)
160 {
161 m_snmpService = RequestModuleInterface<ISnmpModule>();
162 }
163
164 return m_snmpService;
165 }
166 }
167
153 protected IAssetService m_AssetService; 168 protected IAssetService m_AssetService;
154 protected IAuthorizationService m_AuthorizationService; 169 protected IAuthorizationService m_AuthorizationService;
155 170
@@ -608,6 +623,8 @@ namespace OpenSim.Region.Framework.Scenes
608 623
609 // Load region settings 624 // Load region settings
610 m_regInfo.RegionSettings = m_storageManager.DataStore.LoadRegionSettings(m_regInfo.RegionID); 625 m_regInfo.RegionSettings = m_storageManager.DataStore.LoadRegionSettings(m_regInfo.RegionID);
626 m_regInfo.WindlightSettings = m_storageManager.DataStore.LoadRegionWindlightSettings(m_regInfo.RegionID);
627
611 if (m_storageManager.EstateDataStore != null) 628 if (m_storageManager.EstateDataStore != null)
612 { 629 {
613 m_regInfo.EstateSettings = m_storageManager.EstateDataStore.LoadEstateSettings(m_regInfo.RegionID, false); 630 m_regInfo.EstateSettings = m_storageManager.EstateDataStore.LoadEstateSettings(m_regInfo.RegionID, false);
@@ -710,7 +727,7 @@ namespace OpenSim.Region.Framework.Scenes
710 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false); 727 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
711 // TODO: Change default to true once the feature is supported 728 // TODO: Change default to true once the feature is supported
712 m_usePreJump = startupConfig.GetBoolean("enableprejump", false); 729 m_usePreJump = startupConfig.GetBoolean("enableprejump", false);
713 730 m_usePreJump = true; // Above line fails!?
714 m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys); 731 m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys);
715 if (RegionInfo.NonphysPrimMax > 0) 732 if (RegionInfo.NonphysPrimMax > 0)
716 { 733 {
@@ -752,6 +769,7 @@ namespace OpenSim.Region.Framework.Scenes
752 } 769 }
753 770
754 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl); 771 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl);
772 CombineRegions = startupConfig.GetBoolean("CombineContiguousRegions", false);
755 773
756 #region BinaryStats 774 #region BinaryStats
757 775
@@ -1024,6 +1042,15 @@ namespace OpenSim.Region.Framework.Scenes
1024 /// <param name="seconds">float indicating duration before restart.</param> 1042 /// <param name="seconds">float indicating duration before restart.</param>
1025 public virtual void Restart(float seconds) 1043 public virtual void Restart(float seconds)
1026 { 1044 {
1045 Restart(seconds, true);
1046 }
1047
1048 /// <summary>
1049 /// Given float seconds, this will restart the region. showDialog will optionally alert the users.
1050 /// </summary>
1051 /// <param name="seconds">float indicating duration before restart.</param>
1052 public virtual void Restart(float seconds, bool showDialog)
1053 {
1027 // notifications are done in 15 second increments 1054 // notifications are done in 15 second increments
1028 // so .. if the number of seconds is less then 15 seconds, it's not really a restart request 1055 // so .. if the number of seconds is less then 15 seconds, it's not really a restart request
1029 // It's a 'Cancel restart' request. 1056 // It's a 'Cancel restart' request.
@@ -1044,8 +1071,11 @@ namespace OpenSim.Region.Framework.Scenes
1044 m_restartTimer.Elapsed += new ElapsedEventHandler(RestartTimer_Elapsed); 1071 m_restartTimer.Elapsed += new ElapsedEventHandler(RestartTimer_Elapsed);
1045 m_log.Info("[REGION]: Restarting Region in " + (seconds / 60) + " minutes"); 1072 m_log.Info("[REGION]: Restarting Region in " + (seconds / 60) + " minutes");
1046 m_restartTimer.Start(); 1073 m_restartTimer.Start();
1047 m_dialogModule.SendNotificationToUsersInRegion( 1074 if (showDialog)
1075 {
1076 m_dialogModule.SendNotificationToUsersInRegion(
1048 UUID.Random(), String.Empty, RegionInfo.RegionName + String.Format(": Restarting in {0} Minutes", (int)(seconds / 60.0))); 1077 UUID.Random(), String.Empty, RegionInfo.RegionName + String.Format(": Restarting in {0} Minutes", (int)(seconds / 60.0)));
1078 }
1049 } 1079 }
1050 } 1080 }
1051 1081
@@ -1403,16 +1433,16 @@ namespace OpenSim.Region.Framework.Scenes
1403 // Check if any objects have reached their targets 1433 // Check if any objects have reached their targets
1404 CheckAtTargets(); 1434 CheckAtTargets();
1405 1435
1406 // Update SceneObjectGroups that have scheduled themselves for updates
1407 // Objects queue their updates onto all scene presences
1408 if (m_frame % m_update_objects == 0)
1409 m_sceneGraph.UpdateObjectGroups();
1410
1411 // Run through all ScenePresences looking for updates 1436 // Run through all ScenePresences looking for updates
1412 // Presence updates and queued object updates for each presence are sent to clients 1437 // Presence updates and queued object updates for each presence are sent to clients
1413 if (m_frame % m_update_presences == 0) 1438 if (m_frame % m_update_presences == 0)
1414 m_sceneGraph.UpdatePresences(); 1439 m_sceneGraph.UpdatePresences();
1415 1440
1441 // Update SceneObjectGroups that have scheduled themselves for updates
1442 // Objects queue their updates onto all scene presences
1443 if (m_frame % m_update_objects == 0)
1444 m_sceneGraph.UpdateObjectGroups();
1445
1416 if (m_frame % m_update_coarse_locations == 0) 1446 if (m_frame % m_update_coarse_locations == 0)
1417 { 1447 {
1418 List<Vector3> coarseLocations; 1448 List<Vector3> coarseLocations;
@@ -1741,6 +1771,7 @@ namespace OpenSim.Region.Framework.Scenes
1741 public void StoreWindlightProfile(RegionLightShareData wl) 1771 public void StoreWindlightProfile(RegionLightShareData wl)
1742 { 1772 {
1743 m_regInfo.WindlightSettings = wl; 1773 m_regInfo.WindlightSettings = wl;
1774 wl.Save();
1744 m_storageManager.DataStore.StoreRegionWindlightSettings(wl); 1775 m_storageManager.DataStore.StoreRegionWindlightSettings(wl);
1745 m_eventManager.TriggerOnSaveNewWindlightProfile(); 1776 m_eventManager.TriggerOnSaveNewWindlightProfile();
1746 } 1777 }
@@ -1923,14 +1954,24 @@ namespace OpenSim.Region.Framework.Scenes
1923 /// <returns></returns> 1954 /// <returns></returns>
1924 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter) 1955 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter)
1925 { 1956 {
1957
1958 float wheight = (float)RegionInfo.RegionSettings.WaterHeight;
1959 Vector3 wpos = Vector3.Zero;
1960 // Check for water surface intersection from above
1961 if ( (RayStart.Z > wheight) && (RayEnd.Z < wheight) )
1962 {
1963 float ratio = (RayStart.Z - wheight) / (RayStart.Z - RayEnd.Z);
1964 wpos.X = RayStart.X - (ratio * (RayStart.X - RayEnd.X));
1965 wpos.Y = RayStart.Y - (ratio * (RayStart.Y - RayEnd.Y));
1966 wpos.Z = wheight;
1967 }
1968
1926 Vector3 pos = Vector3.Zero; 1969 Vector3 pos = Vector3.Zero;
1927 if (RayEndIsIntersection == (byte)1) 1970 if (RayEndIsIntersection == (byte)1)
1928 { 1971 {
1929 pos = RayEnd; 1972 pos = RayEnd;
1930 return pos;
1931 } 1973 }
1932 1974 else if (RayTargetID != UUID.Zero)
1933 if (RayTargetID != UUID.Zero)
1934 { 1975 {
1935 SceneObjectPart target = GetSceneObjectPart(RayTargetID); 1976 SceneObjectPart target = GetSceneObjectPart(RayTargetID);
1936 1977
@@ -1952,7 +1993,7 @@ namespace OpenSim.Region.Framework.Scenes
1952 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter); 1993 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter);
1953 1994
1954 // Un-comment out the following line to Get Raytrace results printed to the console. 1995 // Un-comment out the following line to Get Raytrace results printed to the console.
1955 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString()); 1996 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
1956 float ScaleOffset = 0.5f; 1997 float ScaleOffset = 0.5f;
1957 1998
1958 // If we hit something 1999 // If we hit something
@@ -1975,13 +2016,10 @@ namespace OpenSim.Region.Framework.Scenes
1975 //pos.Z -= 0.25F; 2016 //pos.Z -= 0.25F;
1976 2017
1977 } 2018 }
1978
1979 return pos;
1980 } 2019 }
1981 else 2020 else
1982 { 2021 {
1983 // We don't have a target here, so we're going to raytrace all the objects in the scene. 2022 // We don't have a target here, so we're going to raytrace all the objects in the scene.
1984
1985 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false); 2023 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false);
1986 2024
1987 // Un-comment the following line to print the raytrace results to the console. 2025 // Un-comment the following line to print the raytrace results to the console.
@@ -1990,13 +2028,12 @@ namespace OpenSim.Region.Framework.Scenes
1990 if (ei.HitTF) 2028 if (ei.HitTF)
1991 { 2029 {
1992 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z); 2030 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z);
1993 } else 2031 }
2032 else
1994 { 2033 {
1995 // fall back to our stupid functionality 2034 // fall back to our stupid functionality
1996 pos = RayEnd; 2035 pos = RayEnd;
1997 } 2036 }
1998
1999 return pos;
2000 } 2037 }
2001 } 2038 }
2002 else 2039 else
@@ -2007,8 +2044,12 @@ namespace OpenSim.Region.Framework.Scenes
2007 //increase height so its above the ground. 2044 //increase height so its above the ground.
2008 //should be getting the normal of the ground at the rez point and using that? 2045 //should be getting the normal of the ground at the rez point and using that?
2009 pos.Z += scale.Z / 2f; 2046 pos.Z += scale.Z / 2f;
2010 return pos; 2047// return pos;
2011 } 2048 }
2049
2050 // check against posible water intercept
2051 if (wpos.Z > pos.Z) pos = wpos;
2052 return pos;
2012 } 2053 }
2013 2054
2014 2055
@@ -2141,13 +2182,22 @@ namespace OpenSim.Region.Framework.Scenes
2141 public bool AddNewSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates) 2182 public bool AddNewSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates)
2142 { 2183 {
2143 return m_sceneGraph.AddNewSceneObject(sceneObject, attachToBackup, sendClientUpdates); 2184 return m_sceneGraph.AddNewSceneObject(sceneObject, attachToBackup, sendClientUpdates);
2144 } 2185 }
2145 2186
2146 /// <summary> 2187 /// <summary>
2147 /// Delete every object from the scene. This does not include attachments worn by avatars. 2188 /// Delete every object from the scene. This does not include attachments worn by avatars.
2148 /// </summary> 2189 /// </summary>
2149 public void DeleteAllSceneObjects() 2190 public void DeleteAllSceneObjects()
2150 { 2191 {
2192 DeleteAllSceneObjects(false);
2193 }
2194
2195 /// <summary>
2196 /// Delete every object from the scene. This does not include attachments worn by avatars.
2197 /// </summary>
2198 public void DeleteAllSceneObjects(bool exceptNoCopy)
2199 {
2200 List<SceneObjectGroup> toReturn = new List<SceneObjectGroup>();
2151 lock (Entities) 2201 lock (Entities)
2152 { 2202 {
2153 ICollection<EntityBase> entities = new List<EntityBase>(Entities); 2203 ICollection<EntityBase> entities = new List<EntityBase>(Entities);
@@ -2157,11 +2207,24 @@ namespace OpenSim.Region.Framework.Scenes
2157 if (e is SceneObjectGroup) 2207 if (e is SceneObjectGroup)
2158 { 2208 {
2159 SceneObjectGroup sog = (SceneObjectGroup)e; 2209 SceneObjectGroup sog = (SceneObjectGroup)e;
2160 if (!sog.IsAttachment) 2210 if (sog != null && !sog.IsAttachment)
2161 DeleteSceneObject((SceneObjectGroup)e, false); 2211 {
2212 if (!exceptNoCopy || ((sog.GetEffectivePermissions() & (uint)PermissionMask.Copy) != 0))
2213 {
2214 DeleteSceneObject((SceneObjectGroup)e, false);
2215 }
2216 else
2217 {
2218 toReturn.Add((SceneObjectGroup)e);
2219 }
2220 }
2162 } 2221 }
2163 } 2222 }
2164 } 2223 }
2224 if (toReturn.Count > 0)
2225 {
2226 returnObjects(toReturn.ToArray(), UUID.Zero);
2227 }
2165 } 2228 }
2166 2229
2167 /// <summary> 2230 /// <summary>
@@ -2861,6 +2924,7 @@ namespace OpenSim.Region.Framework.Scenes
2861 client.OnFetchInventory += HandleFetchInventory; 2924 client.OnFetchInventory += HandleFetchInventory;
2862 client.OnUpdateInventoryItem += UpdateInventoryItemAsset; 2925 client.OnUpdateInventoryItem += UpdateInventoryItemAsset;
2863 client.OnCopyInventoryItem += CopyInventoryItem; 2926 client.OnCopyInventoryItem += CopyInventoryItem;
2927 client.OnMoveItemsAndLeaveCopy += MoveInventoryItemsLeaveCopy;
2864 client.OnMoveInventoryItem += MoveInventoryItem; 2928 client.OnMoveInventoryItem += MoveInventoryItem;
2865 client.OnRemoveInventoryItem += RemoveInventoryItem; 2929 client.OnRemoveInventoryItem += RemoveInventoryItem;
2866 client.OnRemoveInventoryFolder += RemoveInventoryFolder; 2930 client.OnRemoveInventoryFolder += RemoveInventoryFolder;
@@ -3148,6 +3212,16 @@ namespace OpenSim.Region.Framework.Scenes
3148 /// <param name="flags"></param> 3212 /// <param name="flags"></param>
3149 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags) 3213 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags)
3150 { 3214 {
3215 //Add half the avatar's height so that the user doesn't fall through prims
3216 ScenePresence presence;
3217 if (TryGetScenePresence(remoteClient.AgentId, out presence))
3218 {
3219 if (presence.Appearance != null)
3220 {
3221 position.Z = position.Z + (presence.Appearance.AvatarHeight / 2);
3222 }
3223 }
3224
3151 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt)) 3225 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt))
3152 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot. 3226 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot.
3153 m_dialogModule.SendAlertToUser(remoteClient, "Home position set."); 3227 m_dialogModule.SendAlertToUser(remoteClient, "Home position set.");
@@ -3535,6 +3609,8 @@ namespace OpenSim.Region.Framework.Scenes
3535 } 3609 }
3536 } 3610 }
3537 // Honor parcel landing type and position. 3611 // Honor parcel landing type and position.
3612 /*
3613 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3538 if (land != null) 3614 if (land != null)
3539 { 3615 {
3540 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero) 3616 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero)
@@ -3542,6 +3618,7 @@ namespace OpenSim.Region.Framework.Scenes
3542 agent.startpos = land.LandData.UserLocation; 3618 agent.startpos = land.LandData.UserLocation;
3543 } 3619 }
3544 } 3620 }
3621 */// This is now handled properly in ScenePresence.MakeRootAgent
3545 } 3622 }
3546 3623
3547 return true; 3624 return true;
@@ -3904,12 +3981,22 @@ namespace OpenSim.Region.Framework.Scenes
3904 return false; 3981 return false;
3905 } 3982 }
3906 3983
3984 public bool IncomingCloseAgent(UUID agentID)
3985 {
3986 return IncomingCloseAgent(agentID, false);
3987 }
3988
3989 public bool IncomingCloseChildAgent(UUID agentID)
3990 {
3991 return IncomingCloseAgent(agentID, true);
3992 }
3993
3907 /// <summary> 3994 /// <summary>
3908 /// Tell a single agent to disconnect from the region. 3995 /// Tell a single agent to disconnect from the region.
3909 /// </summary> 3996 /// </summary>
3910 /// <param name="regionHandle"></param>
3911 /// <param name="agentID"></param> 3997 /// <param name="agentID"></param>
3912 public bool IncomingCloseAgent(UUID agentID) 3998 /// <param name="childOnly"></param>
3999 public bool IncomingCloseAgent(UUID agentID, bool childOnly)
3913 { 4000 {
3914 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID); 4001 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID);
3915 4002
@@ -3921,7 +4008,7 @@ namespace OpenSim.Region.Framework.Scenes
3921 { 4008 {
3922 m_sceneGraph.removeUserCount(false); 4009 m_sceneGraph.removeUserCount(false);
3923 } 4010 }
3924 else 4011 else if (!childOnly)
3925 { 4012 {
3926 m_sceneGraph.removeUserCount(true); 4013 m_sceneGraph.removeUserCount(true);
3927 } 4014 }
@@ -3937,9 +4024,12 @@ namespace OpenSim.Region.Framework.Scenes
3937 } 4024 }
3938 else 4025 else
3939 presence.ControllingClient.SendShutdownConnectionNotice(); 4026 presence.ControllingClient.SendShutdownConnectionNotice();
4027 presence.ControllingClient.Close(false);
4028 }
4029 else if (!childOnly)
4030 {
4031 presence.ControllingClient.Close(true);
3940 } 4032 }
3941
3942 presence.ControllingClient.Close();
3943 return true; 4033 return true;
3944 } 4034 }
3945 4035
diff --git a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
index c675322..59e4037 100644
--- a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
@@ -168,7 +168,7 @@ namespace OpenSim.Region.Framework.Scenes
168 168
169 if (neighbour != null) 169 if (neighbour != null)
170 { 170 {
171 m_log.DebugFormat("[INTERGRID]: Successfully informed neighbour {0}-{1} that I'm here", x / Constants.RegionSize, y / Constants.RegionSize); 171 // m_log.DebugFormat("[INTERGRID]: Successfully informed neighbour {0}-{1} that I'm here", x / Constants.RegionSize, y / Constants.RegionSize);
172 m_scene.EventManager.TriggerOnRegionUp(neighbour); 172 m_scene.EventManager.TriggerOnRegionUp(neighbour);
173 } 173 }
174 else 174 else
@@ -183,7 +183,7 @@ namespace OpenSim.Region.Framework.Scenes
183 //m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: Sending InterRegion Notification that region is up " + region.RegionName); 183 //m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: Sending InterRegion Notification that region is up " + region.RegionName);
184 184
185 List<GridRegion> neighbours = m_scene.GridService.GetNeighbours(m_scene.RegionInfo.ScopeID, m_scene.RegionInfo.RegionID); 185 List<GridRegion> neighbours = m_scene.GridService.GetNeighbours(m_scene.RegionInfo.ScopeID, m_scene.RegionInfo.RegionID);
186 m_log.DebugFormat("[INTERGRID]: Informing {0} neighbours that this region is up", neighbours.Count); 186 //m_log.DebugFormat("[INTERGRID]: Informing {0} neighbours that this region is up", neighbours.Count);
187 foreach (GridRegion n in neighbours) 187 foreach (GridRegion n in neighbours)
188 { 188 {
189 InformNeighbourThatRegionUpDelegate d = InformNeighboursThatRegionIsUpAsync; 189 InformNeighbourThatRegionUpDelegate d = InformNeighboursThatRegionIsUpAsync;
@@ -267,14 +267,14 @@ namespace OpenSim.Region.Framework.Scenes
267 protected void SendCloseChildAgentAsync(UUID agentID, ulong regionHandle) 267 protected void SendCloseChildAgentAsync(UUID agentID, ulong regionHandle)
268 { 268 {
269 269
270 m_log.Debug("[INTERGRID]: Sending close agent to " + regionHandle); 270 //m_log.Debug("[INTERGRID]: Sending close agent to " + regionHandle);
271 // let's do our best, but there's not much we can do if the neighbour doesn't accept. 271 // let's do our best, but there's not much we can do if the neighbour doesn't accept.
272 272
273 //m_commsProvider.InterRegion.TellRegionToCloseChildConnection(regionHandle, agentID); 273 //m_commsProvider.InterRegion.TellRegionToCloseChildConnection(regionHandle, agentID);
274 uint x = 0, y = 0; 274 uint x = 0, y = 0;
275 Utils.LongToUInts(regionHandle, out x, out y); 275 Utils.LongToUInts(regionHandle, out x, out y);
276 GridRegion destination = m_scene.GridService.GetRegionByPosition(UUID.Zero, (int)x, (int)y); 276 GridRegion destination = m_scene.GridService.GetRegionByPosition(UUID.Zero, (int)x, (int)y);
277 m_scene.SimulationService.CloseAgent(destination, agentID); 277 m_scene.SimulationService.CloseChildAgent(destination, agentID);
278 } 278 }
279 279
280 private void SendCloseChildAgentCompleted(IAsyncResult iar) 280 private void SendCloseChildAgentCompleted(IAsyncResult iar)
@@ -293,7 +293,7 @@ namespace OpenSim.Region.Framework.Scenes
293 d); 293 d);
294 } 294 }
295 } 295 }
296 296
297 public List<GridRegion> RequestNamedRegions(string name, int maxNumber) 297 public List<GridRegion> RequestNamedRegions(string name, int maxNumber)
298 { 298 {
299 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber); 299 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber);
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index 9f38a99..5acc227 100644
--- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
@@ -43,6 +43,12 @@ namespace OpenSim.Region.Framework.Scenes
43 43
44 public delegate void ObjectDuplicateDelegate(EntityBase original, EntityBase clone); 44 public delegate void ObjectDuplicateDelegate(EntityBase original, EntityBase clone);
45 45
46 public delegate void AttachToBackupDelegate(SceneObjectGroup sog);
47
48 public delegate void DetachFromBackupDelegate(SceneObjectGroup sog);
49
50 public delegate void ChangedBackupDelegate(SceneObjectGroup sog);
51
46 public delegate void ObjectCreateDelegate(EntityBase obj); 52 public delegate void ObjectCreateDelegate(EntityBase obj);
47 53
48 public delegate void ObjectDeleteDelegate(EntityBase obj); 54 public delegate void ObjectDeleteDelegate(EntityBase obj);
@@ -61,6 +67,9 @@ namespace OpenSim.Region.Framework.Scenes
61 private PhysicsCrash handlerPhysicsCrash = null; 67 private PhysicsCrash handlerPhysicsCrash = null;
62 68
63 public event ObjectDuplicateDelegate OnObjectDuplicate; 69 public event ObjectDuplicateDelegate OnObjectDuplicate;
70 public event AttachToBackupDelegate OnAttachToBackup;
71 public event DetachFromBackupDelegate OnDetachFromBackup;
72 public event ChangedBackupDelegate OnChangeBackup;
64 public event ObjectCreateDelegate OnObjectCreate; 73 public event ObjectCreateDelegate OnObjectCreate;
65 public event ObjectDeleteDelegate OnObjectRemove; 74 public event ObjectDeleteDelegate OnObjectRemove;
66 75
@@ -68,7 +77,7 @@ namespace OpenSim.Region.Framework.Scenes
68 77
69 #region Fields 78 #region Fields
70 79
71 protected object m_presenceLock = new object(); 80 protected OpenMetaverse.ReaderWriterLockSlim m_scenePresencesLock = new OpenMetaverse.ReaderWriterLockSlim();
72 protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>(); 81 protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>();
73 protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>(); 82 protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>();
74 83
@@ -128,13 +137,18 @@ namespace OpenSim.Region.Framework.Scenes
128 137
129 protected internal void Close() 138 protected internal void Close()
130 { 139 {
131 lock (m_presenceLock) 140 m_scenePresencesLock.EnterWriteLock();
141 try
132 { 142 {
133 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(); 143 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>();
134 List<ScenePresence> newlist = new List<ScenePresence>(); 144 List<ScenePresence> newlist = new List<ScenePresence>();
135 m_scenePresenceMap = newmap; 145 m_scenePresenceMap = newmap;
136 m_scenePresenceArray = newlist; 146 m_scenePresenceArray = newlist;
137 } 147 }
148 finally
149 {
150 m_scenePresencesLock.ExitWriteLock();
151 }
138 152
139 lock (m_dictionary_lock) 153 lock (m_dictionary_lock)
140 { 154 {
@@ -264,6 +278,33 @@ namespace OpenSim.Region.Framework.Scenes
264 protected internal bool AddRestoredSceneObject( 278 protected internal bool AddRestoredSceneObject(
265 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 279 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
266 { 280 {
281 if (!m_parentScene.CombineRegions)
282 {
283 // KF: Check for out-of-region, move inside and make static.
284 Vector3 npos = new Vector3(sceneObject.RootPart.GroupPosition.X,
285 sceneObject.RootPart.GroupPosition.Y,
286 sceneObject.RootPart.GroupPosition.Z);
287 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 ||
288 npos.X > Constants.RegionSize ||
289 npos.Y > Constants.RegionSize))
290 {
291 if (npos.X < 0.0) npos.X = 1.0f;
292 if (npos.Y < 0.0) npos.Y = 1.0f;
293 if (npos.Z < 0.0) npos.Z = 0.0f;
294 if (npos.X > Constants.RegionSize) npos.X = Constants.RegionSize - 1.0f;
295 if (npos.Y > Constants.RegionSize) npos.Y = Constants.RegionSize - 1.0f;
296
297 foreach (SceneObjectPart part in sceneObject.Children.Values)
298 {
299 part.GroupPosition = npos;
300 }
301 sceneObject.RootPart.Velocity = Vector3.Zero;
302 sceneObject.RootPart.AngularVelocity = Vector3.Zero;
303 sceneObject.RootPart.Acceleration = Vector3.Zero;
304 sceneObject.RootPart.Velocity = Vector3.Zero;
305 }
306 }
307
267 if (!alreadyPersisted) 308 if (!alreadyPersisted)
268 { 309 {
269 sceneObject.ForceInventoryPersistence(); 310 sceneObject.ForceInventoryPersistence();
@@ -354,10 +395,14 @@ namespace OpenSim.Region.Framework.Scenes
354 m_numPrim += sceneObject.Children.Count; 395 m_numPrim += sceneObject.Children.Count;
355 396
356 if (attachToBackup) 397 if (attachToBackup)
398 {
357 sceneObject.AttachToBackup(); 399 sceneObject.AttachToBackup();
400 }
358 401
359 if (OnObjectCreate != null) 402 if (OnObjectCreate != null)
403 {
360 OnObjectCreate(sceneObject); 404 OnObjectCreate(sceneObject);
405 }
361 406
362 lock (m_dictionary_lock) 407 lock (m_dictionary_lock)
363 { 408 {
@@ -424,6 +469,30 @@ namespace OpenSim.Region.Framework.Scenes
424 } 469 }
425 } 470 }
426 471
472 public void FireAttachToBackup(SceneObjectGroup obj)
473 {
474 if (OnAttachToBackup != null)
475 {
476 OnAttachToBackup(obj);
477 }
478 }
479
480 public void FireDetachFromBackup(SceneObjectGroup obj)
481 {
482 if (OnDetachFromBackup != null)
483 {
484 OnDetachFromBackup(obj);
485 }
486 }
487
488 public void FireChangeBackup(SceneObjectGroup obj)
489 {
490 if (OnChangeBackup != null)
491 {
492 OnChangeBackup(obj);
493 }
494 }
495
427 /// <summary> 496 /// <summary>
428 /// Process all pending updates 497 /// Process all pending updates
429 /// </summary> 498 /// </summary>
@@ -560,7 +629,8 @@ namespace OpenSim.Region.Framework.Scenes
560 629
561 Entities[presence.UUID] = presence; 630 Entities[presence.UUID] = presence;
562 631
563 lock (m_presenceLock) 632 m_scenePresencesLock.EnterWriteLock();
633 try
564 { 634 {
565 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 635 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
566 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 636 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -584,6 +654,10 @@ namespace OpenSim.Region.Framework.Scenes
584 m_scenePresenceMap = newmap; 654 m_scenePresenceMap = newmap;
585 m_scenePresenceArray = newlist; 655 m_scenePresenceArray = newlist;
586 } 656 }
657 finally
658 {
659 m_scenePresencesLock.ExitWriteLock();
660 }
587 } 661 }
588 662
589 /// <summary> 663 /// <summary>
@@ -598,7 +672,8 @@ namespace OpenSim.Region.Framework.Scenes
598 agentID); 672 agentID);
599 } 673 }
600 674
601 lock (m_presenceLock) 675 m_scenePresencesLock.EnterWriteLock();
676 try
602 { 677 {
603 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 678 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
604 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 679 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -620,6 +695,10 @@ namespace OpenSim.Region.Framework.Scenes
620 m_log.WarnFormat("[SCENE]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID); 695 m_log.WarnFormat("[SCENE]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID);
621 } 696 }
622 } 697 }
698 finally
699 {
700 m_scenePresencesLock.ExitWriteLock();
701 }
623 } 702 }
624 703
625 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F) 704 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F)
@@ -1497,10 +1576,13 @@ namespace OpenSim.Region.Framework.Scenes
1497 /// <param name="childPrims"></param> 1576 /// <param name="childPrims"></param>
1498 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children) 1577 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children)
1499 { 1578 {
1579 SceneObjectGroup parentGroup = root.ParentGroup;
1580 if (parentGroup == null) return;
1500 Monitor.Enter(m_updateLock); 1581 Monitor.Enter(m_updateLock);
1582
1501 try 1583 try
1502 { 1584 {
1503 SceneObjectGroup parentGroup = root.ParentGroup; 1585 parentGroup.areUpdatesSuspended = true;
1504 1586
1505 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>(); 1587 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>();
1506 if (parentGroup != null) 1588 if (parentGroup != null)
@@ -1539,12 +1621,12 @@ namespace OpenSim.Region.Framework.Scenes
1539 // occur on link to invoke this elsewhere (such as object selection) 1621 // occur on link to invoke this elsewhere (such as object selection)
1540 parentGroup.RootPart.CreateSelected = true; 1622 parentGroup.RootPart.CreateSelected = true;
1541 parentGroup.TriggerScriptChangedEvent(Changed.LINK); 1623 parentGroup.TriggerScriptChangedEvent(Changed.LINK);
1542 parentGroup.HasGroupChanged = true;
1543 parentGroup.ScheduleGroupForFullUpdate();
1544
1545 } 1624 }
1546 finally 1625 finally
1547 { 1626 {
1627 parentGroup.areUpdatesSuspended = false;
1628 parentGroup.HasGroupChanged = true;
1629 parentGroup.ScheduleGroupForFullUpdate();
1548 Monitor.Exit(m_updateLock); 1630 Monitor.Exit(m_updateLock);
1549 } 1631 }
1550 } 1632 }
@@ -1581,11 +1663,22 @@ namespace OpenSim.Region.Framework.Scenes
1581 } 1663 }
1582 } 1664 }
1583 1665
1584 foreach (SceneObjectPart child in childParts) 1666 if (childParts.Count > 0)
1585 { 1667 {
1586 // Unlink all child parts from their groups 1668 try
1587 // 1669 {
1588 child.ParentGroup.DelinkFromGroup(child, true); 1670 childParts[0].ParentGroup.areUpdatesSuspended = true;
1671 foreach (SceneObjectPart child in childParts)
1672 {
1673 // Unlink all child parts from their groups
1674 //
1675 child.ParentGroup.DelinkFromGroup(child, true);
1676 }
1677 }
1678 finally
1679 {
1680 childParts[0].ParentGroup.areUpdatesSuspended = false;
1681 }
1589 } 1682 }
1590 1683
1591 foreach (SceneObjectPart root in rootParts) 1684 foreach (SceneObjectPart root in rootParts)
@@ -1609,10 +1702,21 @@ namespace OpenSim.Region.Framework.Scenes
1609 if (numChildren > 1) 1702 if (numChildren > 1)
1610 sendEventsToRemainder = false; 1703 sendEventsToRemainder = false;
1611 1704
1612 foreach (SceneObjectPart p in newSet) 1705 if (newSet.Count > 0)
1613 { 1706 {
1614 if (p != group.RootPart) 1707 try
1615 group.DelinkFromGroup(p, sendEventsToRemainder); 1708 {
1709 newSet[0].ParentGroup.areUpdatesSuspended = true;
1710 foreach (SceneObjectPart p in newSet)
1711 {
1712 if (p != group.RootPart)
1713 group.DelinkFromGroup(p, sendEventsToRemainder);
1714 }
1715 }
1716 finally
1717 {
1718 newSet[0].ParentGroup.areUpdatesSuspended = false;
1719 }
1616 } 1720 }
1617 1721
1618 // If there is more than one prim remaining, we 1722 // If there is more than one prim remaining, we
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
index 9a01a28..abb4de6 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 a2c3c07..3c3f4b7 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -104,8 +104,104 @@ namespace OpenSim.Region.Framework.Scenes
104 /// since the group's last persistent backup 104 /// since the group's last persistent backup
105 /// </summary> 105 /// </summary>
106 private bool m_hasGroupChanged = false; 106 private bool m_hasGroupChanged = false;
107 private long timeFirstChanged; 107 private long timeFirstChanged = 0;
108 private long timeLastChanged; 108 private long timeLastChanged = 0;
109 private long m_maxPersistTime = 0;
110 private long m_minPersistTime = 0;
111 private Random m_rand;
112 private bool m_suspendUpdates;
113 private System.Threading.ReaderWriterLockSlim m_partsLock = new System.Threading.ReaderWriterLockSlim();
114 private List<ScenePresence> m_linkedAvatars = new List<ScenePresence>();
115
116 public bool areUpdatesSuspended
117 {
118 get
119 {
120 return m_suspendUpdates;
121 }
122 set
123 {
124 m_suspendUpdates = value;
125 if (!value)
126 {
127 QueueForUpdateCheck();
128 }
129 }
130 }
131
132 public void lockPartsForRead(bool locked)
133 {
134 if (locked)
135 {
136 if (m_partsLock.RecursiveReadCount > 0)
137 {
138 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.");
139 try
140 {
141 m_partsLock.ExitReadLock();
142 }
143 catch { } // Ignore errors, to allow resync
144 }
145 if (m_partsLock.RecursiveWriteCount > 0)
146 {
147 m_log.Error("[SceneObjectGroup.m_parts] Recursive read lock requested (write lock exists on this thread). This should not happen and means something needs to be fixed.");
148 try
149 {
150 m_partsLock.ExitWriteLock();
151 }
152 catch { }
153
154 }
155
156 while (!m_partsLock.TryEnterReadLock(60000))
157 {
158 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.");
159 if (m_partsLock.IsWriteLockHeld)
160 {
161 m_partsLock = new System.Threading.ReaderWriterLockSlim();
162 }
163 }
164 }
165 else
166 {
167 if (m_partsLock.RecursiveReadCount > 0)
168 {
169 m_partsLock.ExitReadLock();
170 }
171 }
172 }
173 public void lockPartsForWrite(bool locked)
174 {
175 if (locked)
176 {
177 if (m_partsLock.RecursiveReadCount > 0)
178 {
179 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.");
180 m_partsLock.ExitReadLock();
181 }
182 if (m_partsLock.RecursiveWriteCount > 0)
183 {
184 m_log.Error("[SceneObjectGroup.m_parts] Recursive write lock requested. This should not happen and means something needs to be fixed.");
185 m_partsLock.ExitWriteLock();
186 }
187
188 while (!m_partsLock.TryEnterWriteLock(60000))
189 {
190 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.");
191 if (m_partsLock.IsWriteLockHeld)
192 {
193 m_partsLock = new System.Threading.ReaderWriterLockSlim();
194 }
195 }
196 }
197 else
198 {
199 if (m_partsLock.RecursiveWriteCount > 0)
200 {
201 m_partsLock.ExitWriteLock();
202 }
203 }
204 }
109 205
110 public bool HasGroupChanged 206 public bool HasGroupChanged
111 { 207 {
@@ -113,9 +209,39 @@ namespace OpenSim.Region.Framework.Scenes
113 { 209 {
114 if (value) 210 if (value)
115 { 211 {
212 if (m_isBackedUp)
213 {
214 m_scene.SceneGraph.FireChangeBackup(this);
215 }
116 timeLastChanged = DateTime.Now.Ticks; 216 timeLastChanged = DateTime.Now.Ticks;
117 if (!m_hasGroupChanged) 217 if (!m_hasGroupChanged)
118 timeFirstChanged = DateTime.Now.Ticks; 218 timeFirstChanged = DateTime.Now.Ticks;
219 if (m_rootPart != null && m_rootPart.UUID != null && m_scene != null)
220 {
221 if (m_rand == null)
222 {
223 byte[] val = new byte[16];
224 m_rootPart.UUID.ToBytes(val, 0);
225 m_rand = new Random(BitConverter.ToInt32(val, 0));
226 }
227
228 if (m_scene.GetRootAgentCount() == 0)
229 {
230 //If the region is empty, this change has been made by an automated process
231 //and thus we delay the persist time by a random amount between 1.5 and 2.5.
232
233 float factor = 1.5f + (float)(m_rand.NextDouble());
234 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * factor);
235 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * factor);
236 }
237 else
238 {
239 //If the region is not empty, we want to obey the minimum and maximum persist times
240 //but add a random factor so we stagger the object persistance a little
241 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * (1.0d - (m_rand.NextDouble() / 5.0d))); //Multiply by 1.0-1.5
242 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * (1.0d + (m_rand.NextDouble() / 2.0d))); //Multiply by 0.8-1.0
243 }
244 }
119 } 245 }
120 m_hasGroupChanged = value; 246 m_hasGroupChanged = value;
121 } 247 }
@@ -131,8 +257,19 @@ namespace OpenSim.Region.Framework.Scenes
131 return false; 257 return false;
132 if (m_scene.ShuttingDown) 258 if (m_scene.ShuttingDown)
133 return true; 259 return true;
260
261 if (m_minPersistTime == 0 || m_maxPersistTime == 0)
262 {
263 m_maxPersistTime = m_scene.m_persistAfter;
264 m_minPersistTime = m_scene.m_dontPersistBefore;
265 }
266
134 long currentTime = DateTime.Now.Ticks; 267 long currentTime = DateTime.Now.Ticks;
135 if (currentTime - timeLastChanged > m_scene.m_dontPersistBefore || currentTime - timeFirstChanged > m_scene.m_persistAfter) 268
269 if (timeLastChanged == 0) timeLastChanged = currentTime;
270 if (timeFirstChanged == 0) timeFirstChanged = currentTime;
271
272 if (currentTime - timeLastChanged > m_minPersistTime || currentTime - timeFirstChanged > m_maxPersistTime)
136 return true; 273 return true;
137 return false; 274 return false;
138 } 275 }
@@ -180,8 +317,8 @@ namespace OpenSim.Region.Framework.Scenes
180 private bool m_scriptListens_notAtTarget = false; 317 private bool m_scriptListens_notAtTarget = false;
181 318
182 private bool m_scriptListens_atRotTarget = false; 319 private bool m_scriptListens_atRotTarget = false;
183 private bool m_scriptListens_notAtRotTarget = false; 320 private bool m_scriptListens_notAtRotTarget = false;
184 321 public bool m_dupeInProgress = false;
185 internal Dictionary<UUID, string> m_savedScriptState = null; 322 internal Dictionary<UUID, string> m_savedScriptState = null;
186 323
187 #region Properties 324 #region Properties
@@ -221,7 +358,21 @@ namespace OpenSim.Region.Framework.Scenes
221 public virtual Quaternion Rotation 358 public virtual Quaternion Rotation
222 { 359 {
223 get { return m_rotation; } 360 get { return m_rotation; }
224 set { m_rotation = value; } 361 set {
362 lockPartsForRead(true);
363 try
364 {
365 foreach(SceneObjectPart p in m_parts.Values)
366 {
367 p.StoreUndoState(UndoType.STATE_GROUP_ROTATION);
368 }
369 }
370 finally
371 {
372 lockPartsForRead(false);
373 }
374 m_rotation = value;
375 }
225 } 376 }
226 377
227 public Quaternion GroupRotation 378 public Quaternion GroupRotation
@@ -258,13 +409,16 @@ namespace OpenSim.Region.Framework.Scenes
258 set 409 set
259 { 410 {
260 m_regionHandle = value; 411 m_regionHandle = value;
261 lock (m_parts) 412 lockPartsForRead(true);
262 { 413 {
263 foreach (SceneObjectPart part in m_parts.Values) 414 foreach (SceneObjectPart part in m_parts.Values)
264 { 415 {
416
265 part.RegionHandle = m_regionHandle; 417 part.RegionHandle = m_regionHandle;
418
266 } 419 }
267 } 420 }
421 lockPartsForRead(false);
268 } 422 }
269 } 423 }
270 424
@@ -298,6 +452,12 @@ namespace OpenSim.Region.Framework.Scenes
298 { 452 {
299 m_scene.CrossPrimGroupIntoNewRegion(val, this, true); 453 m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
300 } 454 }
455
456 lockPartsForRead(true);
457 foreach (SceneObjectPart part in m_parts.Values)
458 {
459 part.IgnoreUndoUpdate = true;
460 }
301 if (RootPart.GetStatusSandbox()) 461 if (RootPart.GetStatusSandbox())
302 { 462 {
303 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) 463 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10)
@@ -305,15 +465,31 @@ namespace OpenSim.Region.Framework.Scenes
305 RootPart.ScriptSetPhysicsStatus(false); 465 RootPart.ScriptSetPhysicsStatus(false);
306 Scene.SimChat(Utils.StringToBytes("Hit Sandbox Limit"), 466 Scene.SimChat(Utils.StringToBytes("Hit Sandbox Limit"),
307 ChatTypeEnum.DebugChannel, 0x7FFFFFFF, RootPart.AbsolutePosition, Name, UUID, false); 467 ChatTypeEnum.DebugChannel, 0x7FFFFFFF, RootPart.AbsolutePosition, Name, UUID, false);
468 lockPartsForRead(false);
308 return; 469 return;
309 } 470 }
310 } 471 }
311 lock (m_parts) 472 List<SceneObjectPart> parts = new List<SceneObjectPart>(m_parts.Values);
473 lockPartsForRead(false);
474 foreach (SceneObjectPart part in parts)
312 { 475 {
313 foreach (SceneObjectPart part in m_parts.Values) 476 part.IgnoreUndoUpdate = false;
314 { 477 part.StoreUndoState(UndoType.STATE_GROUP_POSITION);
315 part.GroupPosition = val; 478 part.GroupPosition = val;
479 if (!m_dupeInProgress)
480 {
481 part.TriggerScriptChangedEvent(Changed.POSITION);
316 } 482 }
483 }
484 if (!m_dupeInProgress)
485 {
486 foreach (ScenePresence av in m_linkedAvatars)
487 {
488 Vector3 offset = m_parts[av.LinkedPrim].GetWorldPosition() - av.ParentPosition;
489 av.AbsolutePosition += offset;
490 av.ParentPosition = m_parts[av.LinkedPrim].GetWorldPosition(); //ParentPosition gets cleared by AbsolutePosition
491 av.SendFullUpdateToAllClients();
492 }
317 } 493 }
318 494
319 //if (m_rootPart.PhysActor != null) 495 //if (m_rootPart.PhysActor != null)
@@ -457,6 +633,7 @@ namespace OpenSim.Region.Framework.Scenes
457 /// </summary> 633 /// </summary>
458 public SceneObjectGroup() 634 public SceneObjectGroup()
459 { 635 {
636
460 } 637 }
461 638
462 /// <summary> 639 /// <summary>
@@ -473,7 +650,7 @@ namespace OpenSim.Region.Framework.Scenes
473 /// Constructor. This object is added to the scene later via AttachToScene() 650 /// Constructor. This object is added to the scene later via AttachToScene()
474 /// </summary> 651 /// </summary>
475 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) 652 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
476 { 653 {
477 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)); 654 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero));
478 } 655 }
479 656
@@ -504,13 +681,16 @@ namespace OpenSim.Region.Framework.Scenes
504 681
505 public void SetFromItemID(UUID AssetId) 682 public void SetFromItemID(UUID AssetId)
506 { 683 {
507 lock (m_parts) 684 lockPartsForRead(true);
508 { 685 {
509 foreach (SceneObjectPart part in m_parts.Values) 686 foreach (SceneObjectPart part in m_parts.Values)
510 { 687 {
688
511 part.FromItemID = AssetId; 689 part.FromItemID = AssetId;
690
512 } 691 }
513 } 692 }
693 lockPartsForRead(false);
514 } 694 }
515 695
516 public UUID GetFromItemID() 696 public UUID GetFromItemID()
@@ -523,6 +703,9 @@ namespace OpenSim.Region.Framework.Scenes
523 /// </summary> 703 /// </summary>
524 public virtual void AttachToBackup() 704 public virtual void AttachToBackup()
525 { 705 {
706 if (IsAttachment) return;
707 m_scene.SceneGraph.FireAttachToBackup(this);
708
526 if (InSceneBackup) 709 if (InSceneBackup)
527 { 710 {
528 //m_log.DebugFormat( 711 //m_log.DebugFormat(
@@ -579,7 +762,7 @@ namespace OpenSim.Region.Framework.Scenes
579 Vector3 maxScale = Vector3.Zero; 762 Vector3 maxScale = Vector3.Zero;
580 Vector3 finalScale = new Vector3(0.5f, 0.5f, 0.5f); 763 Vector3 finalScale = new Vector3(0.5f, 0.5f, 0.5f);
581 764
582 lock (m_parts) 765 lockPartsForRead(true);
583 { 766 {
584 foreach (SceneObjectPart part in m_parts.Values) 767 foreach (SceneObjectPart part in m_parts.Values)
585 { 768 {
@@ -593,8 +776,11 @@ namespace OpenSim.Region.Framework.Scenes
593 maxScale.X = (partscale.X + partoffset.X > maxScale.X) ? partscale.X + partoffset.X : maxScale.X; 776 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; 777 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; 778 maxScale.Z = (partscale.Z + partoffset.Z > maxScale.Z) ? partscale.Z + partoffset.Z : maxScale.Z;
779
596 } 780 }
597 } 781 }
782 lockPartsForRead(false);
783
598 finalScale.X = (minScale.X > maxScale.X) ? minScale.X : maxScale.X; 784 finalScale.X = (minScale.X > maxScale.X) ? minScale.X : maxScale.X;
599 finalScale.Y = (minScale.Y > maxScale.Y) ? minScale.Y : maxScale.Y; 785 finalScale.Y = (minScale.Y > maxScale.Y) ? minScale.Y : maxScale.Y;
600 finalScale.Z = (minScale.Z > maxScale.Z) ? minScale.Z : maxScale.Z; 786 finalScale.Z = (minScale.Z > maxScale.Z) ? minScale.Z : maxScale.Z;
@@ -610,10 +796,11 @@ namespace OpenSim.Region.Framework.Scenes
610 796
611 EntityIntersection result = new EntityIntersection(); 797 EntityIntersection result = new EntityIntersection();
612 798
613 lock (m_parts) 799 lockPartsForRead(true);
614 { 800 {
615 foreach (SceneObjectPart part in m_parts.Values) 801 foreach (SceneObjectPart part in m_parts.Values)
616 { 802 {
803
617 // Temporary commented to stop compiler warning 804 // Temporary commented to stop compiler warning
618 //Vector3 partPosition = 805 //Vector3 partPosition =
619 // new Vector3(part.AbsolutePosition.X, part.AbsolutePosition.Y, part.AbsolutePosition.Z); 806 // new Vector3(part.AbsolutePosition.X, part.AbsolutePosition.Y, part.AbsolutePosition.Z);
@@ -641,8 +828,10 @@ namespace OpenSim.Region.Framework.Scenes
641 result.distance = inter.distance; 828 result.distance = inter.distance;
642 } 829 }
643 } 830 }
831
644 } 832 }
645 } 833 }
834 lockPartsForRead(false);
646 return result; 835 return result;
647 } 836 }
648 837
@@ -661,10 +850,11 @@ namespace OpenSim.Region.Framework.Scenes
661 minY = 256f; 850 minY = 256f;
662 minZ = 8192f; 851 minZ = 8192f;
663 852
664 lock(m_parts); 853 lockPartsForRead(true);
665 { 854 {
666 foreach (SceneObjectPart part in m_parts.Values) 855 foreach (SceneObjectPart part in m_parts.Values)
667 { 856 {
857
668 Vector3 worldPos = part.GetWorldPosition(); 858 Vector3 worldPos = part.GetWorldPosition();
669 Vector3 offset = worldPos - AbsolutePosition; 859 Vector3 offset = worldPos - AbsolutePosition;
670 Quaternion worldRot; 860 Quaternion worldRot;
@@ -723,6 +913,8 @@ namespace OpenSim.Region.Framework.Scenes
723 backBottomRight.Y = orig.Y + (part.Scale.Y / 2); 913 backBottomRight.Y = orig.Y + (part.Scale.Y / 2);
724 backBottomRight.Z = orig.Z - (part.Scale.Z / 2); 914 backBottomRight.Z = orig.Z - (part.Scale.Z / 2);
725 915
916
917
726 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z); 918 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
727 //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z); 919 //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
728 //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z); 920 //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
@@ -894,6 +1086,7 @@ namespace OpenSim.Region.Framework.Scenes
894 minZ = backBottomLeft.Z; 1086 minZ = backBottomLeft.Z;
895 } 1087 }
896 } 1088 }
1089 lockPartsForRead(false);
897 } 1090 }
898 1091
899 public Vector3 GetAxisAlignedBoundingBox(out float offsetHeight) 1092 public Vector3 GetAxisAlignedBoundingBox(out float offsetHeight)
@@ -929,21 +1122,29 @@ namespace OpenSim.Region.Framework.Scenes
929 1122
930 public void SaveScriptedState(XmlTextWriter writer) 1123 public void SaveScriptedState(XmlTextWriter writer)
931 { 1124 {
1125 SaveScriptedState(writer, false);
1126 }
1127
1128 public void SaveScriptedState(XmlTextWriter writer, bool oldIDs)
1129 {
932 XmlDocument doc = new XmlDocument(); 1130 XmlDocument doc = new XmlDocument();
933 Dictionary<UUID,string> states = new Dictionary<UUID,string>(); 1131 Dictionary<UUID,string> states = new Dictionary<UUID,string>();
934 1132
935 // Capture script state while holding the lock 1133 // Capture script state while holding the lock
936 lock (m_parts) 1134 lockPartsForRead(true);
937 { 1135 {
938 foreach (SceneObjectPart part in m_parts.Values) 1136 foreach (SceneObjectPart part in m_parts.Values)
939 { 1137 {
940 Dictionary<UUID,string> pstates = part.Inventory.GetScriptStates(); 1138
1139 Dictionary<UUID,string> pstates = part.Inventory.GetScriptStates(oldIDs);
941 foreach (UUID itemid in pstates.Keys) 1140 foreach (UUID itemid in pstates.Keys)
942 { 1141 {
943 states.Add(itemid, pstates[itemid]); 1142 states.Add(itemid, pstates[itemid]);
944 } 1143 }
1144
945 } 1145 }
946 } 1146 }
1147 lockPartsForRead(false);
947 1148
948 if (states.Count > 0) 1149 if (states.Count > 0)
949 { 1150 {
@@ -962,6 +1163,47 @@ namespace OpenSim.Region.Framework.Scenes
962 } 1163 }
963 1164
964 /// <summary> 1165 /// <summary>
1166 /// Add the avatar to this linkset (avatar is sat).
1167 /// </summary>
1168 /// <param name="agentID"></param>
1169 public void AddAvatar(UUID agentID)
1170 {
1171 ScenePresence presence;
1172 if (m_scene.TryGetScenePresence(agentID, out presence))
1173 {
1174 if (!m_linkedAvatars.Contains(presence))
1175 {
1176 m_linkedAvatars.Add(presence);
1177 }
1178 }
1179 }
1180
1181 /// <summary>
1182 /// Delete the avatar from this linkset (avatar is unsat).
1183 /// </summary>
1184 /// <param name="agentID"></param>
1185 public void DeleteAvatar(UUID agentID)
1186 {
1187 ScenePresence presence;
1188 if (m_scene.TryGetScenePresence(agentID, out presence))
1189 {
1190 if (m_linkedAvatars.Contains(presence))
1191 {
1192 m_linkedAvatars.Remove(presence);
1193 }
1194 }
1195 }
1196
1197 /// <summary>
1198 /// Returns the list of linked presences (avatars sat on this group)
1199 /// </summary>
1200 /// <param name="agentID"></param>
1201 public List<ScenePresence> GetLinkedAvatars()
1202 {
1203 return m_linkedAvatars;
1204 }
1205
1206 /// <summary>
965 /// Attach this scene object to the given avatar. 1207 /// Attach this scene object to the given avatar.
966 /// </summary> 1208 /// </summary>
967 /// <param name="agentID"></param> 1209 /// <param name="agentID"></param>
@@ -1112,13 +1354,16 @@ namespace OpenSim.Region.Framework.Scenes
1112 1354
1113 public override void UpdateMovement() 1355 public override void UpdateMovement()
1114 { 1356 {
1115 lock (m_parts) 1357 lockPartsForRead(true);
1116 { 1358 {
1117 foreach (SceneObjectPart part in m_parts.Values) 1359 foreach (SceneObjectPart part in m_parts.Values)
1118 { 1360 {
1361
1119 part.UpdateMovement(); 1362 part.UpdateMovement();
1363
1120 } 1364 }
1121 } 1365 }
1366 lockPartsForRead(false);
1122 } 1367 }
1123 1368
1124 public ushort GetTimeDilation() 1369 public ushort GetTimeDilation()
@@ -1162,7 +1407,7 @@ namespace OpenSim.Region.Framework.Scenes
1162 /// <param name="part"></param> 1407 /// <param name="part"></param>
1163 public void AddPart(SceneObjectPart part) 1408 public void AddPart(SceneObjectPart part)
1164 { 1409 {
1165 lock (m_parts) 1410 lockPartsForWrite(true);
1166 { 1411 {
1167 part.SetParent(this); 1412 part.SetParent(this);
1168 m_parts.Add(part.UUID, part); 1413 m_parts.Add(part.UUID, part);
@@ -1172,6 +1417,7 @@ namespace OpenSim.Region.Framework.Scenes
1172 if (part.LinkNum == 2 && RootPart != null) 1417 if (part.LinkNum == 2 && RootPart != null)
1173 RootPart.LinkNum = 1; 1418 RootPart.LinkNum = 1;
1174 } 1419 }
1420 lockPartsForWrite(false);
1175 } 1421 }
1176 1422
1177 /// <summary> 1423 /// <summary>
@@ -1179,28 +1425,33 @@ namespace OpenSim.Region.Framework.Scenes
1179 /// </summary> 1425 /// </summary>
1180 private void UpdateParentIDs() 1426 private void UpdateParentIDs()
1181 { 1427 {
1182 lock (m_parts) 1428 lockPartsForRead(true);
1183 { 1429 {
1184 foreach (SceneObjectPart part in m_parts.Values) 1430 foreach (SceneObjectPart part in m_parts.Values)
1185 { 1431 {
1432
1186 if (part.UUID != m_rootPart.UUID) 1433 if (part.UUID != m_rootPart.UUID)
1187 { 1434 {
1188 part.ParentID = m_rootPart.LocalId; 1435 part.ParentID = m_rootPart.LocalId;
1189 } 1436 }
1437
1190 } 1438 }
1191 } 1439 }
1440 lockPartsForRead(false);
1192 } 1441 }
1193 1442
1194 public void RegenerateFullIDs() 1443 public void RegenerateFullIDs()
1195 { 1444 {
1196 lock (m_parts) 1445 lockPartsForRead(true);
1197 { 1446 {
1198 foreach (SceneObjectPart part in m_parts.Values) 1447 foreach (SceneObjectPart part in m_parts.Values)
1199 { 1448 {
1449
1200 part.UUID = UUID.Random(); 1450 part.UUID = UUID.Random();
1201 1451
1202 } 1452 }
1203 } 1453 }
1454 lockPartsForRead(false);
1204 } 1455 }
1205 1456
1206 // helper provided for parts. 1457 // helper provided for parts.
@@ -1261,7 +1512,7 @@ namespace OpenSim.Region.Framework.Scenes
1261 1512
1262 public virtual void OnGrabPart(SceneObjectPart part, Vector3 offsetPos, IClientAPI remoteClient) 1513 public virtual void OnGrabPart(SceneObjectPart part, Vector3 offsetPos, IClientAPI remoteClient)
1263 { 1514 {
1264 part.StoreUndoState(); 1515 part.StoreUndoState(UndoType.STATE_PRIM_ALL);
1265 part.OnGrab(offsetPos, remoteClient); 1516 part.OnGrab(offsetPos, remoteClient);
1266 } 1517 }
1267 1518
@@ -1281,27 +1532,32 @@ namespace OpenSim.Region.Framework.Scenes
1281 1532
1282 DetachFromBackup(); 1533 DetachFromBackup();
1283 1534
1284 lock (m_parts) 1535 lockPartsForRead(true);
1536 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
1537 lockPartsForRead(false);
1538
1539 foreach (SceneObjectPart part in values)
1285 { 1540 {
1286 foreach (SceneObjectPart part in m_parts.Values)
1287 {
1288// part.Inventory.RemoveScriptInstances(); 1541// part.Inventory.RemoveScriptInstances();
1289 Scene.ForEachScenePresence(delegate(ScenePresence avatar) 1542
1543 Scene.ForEachScenePresence(delegate (ScenePresence sp)
1544 {
1545 if (sp.ParentID == LocalId)
1290 { 1546 {
1291 if (avatar.ParentID == LocalId) 1547 sp.StandUp();
1292 { 1548 }
1293 avatar.StandUp();
1294 }
1295 1549
1296 if (!silent) 1550 if (!silent)
1297 { 1551 {
1298 part.UpdateFlag = 0; 1552 part.UpdateFlag = 0;
1299 if (part == m_rootPart) 1553 if (part == m_rootPart)
1300 avatar.ControllingClient.SendKillObject(m_regionHandle, part.LocalId); 1554 sp.ControllingClient.SendKillObject(m_regionHandle, part.LocalId);
1301 } 1555 }
1302 }); 1556 });
1303 } 1557
1304 } 1558 }
1559
1560
1305 } 1561 }
1306 1562
1307 public void AddScriptLPS(int count) 1563 public void AddScriptLPS(int count)
@@ -1326,17 +1582,20 @@ namespace OpenSim.Region.Framework.Scenes
1326 1582
1327 scriptEvents aggregateScriptEvents=0; 1583 scriptEvents aggregateScriptEvents=0;
1328 1584
1329 lock (m_parts) 1585 lockPartsForRead(true);
1330 { 1586 {
1331 foreach (SceneObjectPart part in m_parts.Values) 1587 foreach (SceneObjectPart part in m_parts.Values)
1332 { 1588 {
1589
1333 if (part == null) 1590 if (part == null)
1334 continue; 1591 continue;
1335 if (part != RootPart) 1592 if (part != RootPart)
1336 part.ObjectFlags = objectflagupdate; 1593 part.ObjectFlags = objectflagupdate;
1337 aggregateScriptEvents |= part.AggregateScriptEvents; 1594 aggregateScriptEvents |= part.AggregateScriptEvents;
1595
1338 } 1596 }
1339 } 1597 }
1598 lockPartsForRead(false);
1340 1599
1341 m_scriptListens_atTarget = ((aggregateScriptEvents & scriptEvents.at_target) != 0); 1600 m_scriptListens_atTarget = ((aggregateScriptEvents & scriptEvents.at_target) != 0);
1342 m_scriptListens_notAtTarget = ((aggregateScriptEvents & scriptEvents.not_at_target) != 0); 1601 m_scriptListens_notAtTarget = ((aggregateScriptEvents & scriptEvents.not_at_target) != 0);
@@ -1378,42 +1637,52 @@ namespace OpenSim.Region.Framework.Scenes
1378 /// <param name="m_physicalPrim"></param> 1637 /// <param name="m_physicalPrim"></param>
1379 public void ApplyPhysics(bool m_physicalPrim) 1638 public void ApplyPhysics(bool m_physicalPrim)
1380 { 1639 {
1381 lock (m_parts) 1640 lockPartsForRead(true);
1641
1642 if (m_parts.Count > 1)
1382 { 1643 {
1383 if (m_parts.Count > 1) 1644 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
1645 lockPartsForRead(false);
1646 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim);
1647 foreach (SceneObjectPart part in values)
1384 { 1648 {
1385 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim); 1649
1386 foreach (SceneObjectPart part in m_parts.Values) 1650 if (part.LocalId != m_rootPart.LocalId)
1387 { 1651 {
1388 if (part.LocalId != m_rootPart.LocalId) 1652 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, m_physicalPrim);
1389 {
1390 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, m_physicalPrim);
1391 }
1392 } 1653 }
1393 1654
1394 // Hack to get the physics scene geometries in the right spot
1395 ResetChildPrimPhysicsPositions();
1396 }
1397 else
1398 {
1399 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim);
1400 } 1655 }
1656 // Hack to get the physics scene geometries in the right spot
1657 ResetChildPrimPhysicsPositions();
1658 }
1659 else
1660 {
1661 lockPartsForRead(false);
1662 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim);
1401 } 1663 }
1402 } 1664 }
1403 1665
1404 public void SetOwnerId(UUID userId) 1666 public void SetOwnerId(UUID userId)
1405 { 1667 {
1406 ForEachPart(delegate(SceneObjectPart part) { part.OwnerID = userId; }); 1668 ForEachPart(delegate(SceneObjectPart part)
1669 {
1670
1671 part.OwnerID = userId;
1672
1673 });
1407 } 1674 }
1408 1675
1409 public void ForEachPart(Action<SceneObjectPart> whatToDo) 1676 public void ForEachPart(Action<SceneObjectPart> whatToDo)
1410 { 1677 {
1411 lock (m_parts) 1678 lockPartsForRead(true);
1679 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
1680 lockPartsForRead(false);
1681 foreach (SceneObjectPart part in values)
1412 { 1682 {
1413 foreach (SceneObjectPart part in m_parts.Values) 1683
1414 { 1684 whatToDo(part);
1415 whatToDo(part); 1685
1416 }
1417 } 1686 }
1418 } 1687 }
1419 1688
@@ -1436,7 +1705,10 @@ namespace OpenSim.Region.Framework.Scenes
1436 1705
1437 try 1706 try
1438 { 1707 {
1439 if (!m_scene.ShuttingDown) // if shutting down then there will be nothing to handle the return so leave till next restart 1708 if (!m_scene.ShuttingDown || // if shutting down then there will be nothing to handle the return so leave till next restart
1709 m_scene.LoginsDisabled || // We're starting up or doing maintenance, don't mess with things
1710 m_scene.LoadingPrims) // Land may not be valid yet
1711
1440 { 1712 {
1441 ILandObject parcel = m_scene.LandChannel.GetLandObject( 1713 ILandObject parcel = m_scene.LandChannel.GetLandObject(
1442 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); 1714 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y);
@@ -1468,9 +1740,9 @@ namespace OpenSim.Region.Framework.Scenes
1468 // don't backup while it's selected or you're asking for changes mid stream. 1740 // don't backup while it's selected or you're asking for changes mid stream.
1469 if ((isTimeToPersist()) || (forcedBackup)) 1741 if ((isTimeToPersist()) || (forcedBackup))
1470 { 1742 {
1471 m_log.DebugFormat( 1743 // m_log.DebugFormat(
1472 "[SCENE]: Storing {0}, {1} in {2}", 1744 // "[SCENE]: Storing {0}, {1} in {2}",
1473 Name, UUID, m_scene.RegionInfo.RegionName); 1745 // Name, UUID, m_scene.RegionInfo.RegionName);
1474 1746
1475 SceneObjectGroup backup_group = Copy(false); 1747 SceneObjectGroup backup_group = Copy(false);
1476 backup_group.RootPart.Velocity = RootPart.Velocity; 1748 backup_group.RootPart.Velocity = RootPart.Velocity;
@@ -1512,15 +1784,17 @@ namespace OpenSim.Region.Framework.Scenes
1512 RootPart.SendFullUpdate( 1784 RootPart.SendFullUpdate(
1513 remoteClient, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, RootPart.UUID)); 1785 remoteClient, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, RootPart.UUID));
1514 1786
1515 lock (m_parts) 1787 lockPartsForRead(true);
1516 { 1788 {
1517 foreach (SceneObjectPart part in m_parts.Values) 1789 foreach (SceneObjectPart part in m_parts.Values)
1518 { 1790 {
1791
1519 if (part != RootPart) 1792 if (part != RootPart)
1520 part.SendFullUpdate( 1793 part.SendFullUpdate(
1521 remoteClient, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, part.UUID)); 1794 remoteClient, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, part.UUID));
1522 } 1795 }
1523 } 1796 }
1797 lockPartsForRead(false);
1524 } 1798 }
1525 1799
1526 #region Copying 1800 #region Copying
@@ -1531,87 +1805,96 @@ namespace OpenSim.Region.Framework.Scenes
1531 /// <param name="userExposed">True if the duplicate will immediately be in the scene, false otherwise</param> 1805 /// <param name="userExposed">True if the duplicate will immediately be in the scene, false otherwise</param>
1532 /// <returns></returns> 1806 /// <returns></returns>
1533 public SceneObjectGroup Copy(bool userExposed) 1807 public SceneObjectGroup Copy(bool userExposed)
1534 { 1808 {
1535 SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone(); 1809 SceneObjectGroup dupe;
1536 dupe.m_isBackedUp = false; 1810 try
1537 dupe.m_parts = new Dictionary<UUID, SceneObjectPart>(); 1811 {
1538 1812 m_dupeInProgress = true;
1539 // Warning, The following code related to previousAttachmentStatus is needed so that clones of 1813 dupe = (SceneObjectGroup)MemberwiseClone();
1540 // attachments do not bordercross while they're being duplicated. This is hacktastic! 1814 dupe.m_isBackedUp = false;
1541 // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region! 1815 dupe.m_parts = new Dictionary<UUID, SceneObjectPart>();
1542 // unless IsAttachment is true!, so to prevent border crossing, we save it's attachment state 1816
1543 // (which should be false anyway) set it as an Attachment and then set it's Absolute Position, 1817 // Warning, The following code related to previousAttachmentStatus is needed so that clones of
1544 // then restore it's attachment state 1818 // attachments do not bordercross while they're being duplicated. This is hacktastic!
1545 1819 // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region!
1546 // This is only necessary when userExposed is false! 1820 // unless IsAttachment is true!, so to prevent border crossing, we save it's attachment state
1547 1821 // (which should be false anyway) set it as an Attachment and then set it's Absolute Position,
1548 bool previousAttachmentStatus = dupe.RootPart.IsAttachment; 1822 // then restore it's attachment state
1549 1823
1550 if (!userExposed) 1824 // This is only necessary when userExposed is false!
1551 dupe.RootPart.IsAttachment = true; 1825
1552 1826 bool previousAttachmentStatus = dupe.RootPart.IsAttachment;
1553 dupe.AbsolutePosition = new Vector3(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z); 1827
1554 1828 if (!userExposed)
1555 if (!userExposed) 1829 dupe.RootPart.IsAttachment = true;
1556 { 1830
1557 dupe.RootPart.IsAttachment = previousAttachmentStatus; 1831 dupe.AbsolutePosition = new Vector3(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z);
1558 } 1832
1559 1833 if (!userExposed)
1560 dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed); 1834 {
1561 dupe.m_rootPart.LinkNum = m_rootPart.LinkNum; 1835 dupe.RootPart.IsAttachment = previousAttachmentStatus;
1562 1836 }
1563 if (userExposed) 1837
1564 dupe.m_rootPart.TrimPermissions(); 1838 dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed);
1565 1839 dupe.m_rootPart.LinkNum = m_rootPart.LinkNum;
1566 /// may need to create a new Physics actor. 1840
1567 if (dupe.RootPart.PhysActor != null && userExposed) 1841 if (userExposed)
1568 { 1842 dupe.m_rootPart.TrimPermissions();
1569 PrimitiveBaseShape pbs = dupe.RootPart.Shape; 1843
1570 1844 /// may need to create a new Physics actor.
1571 dupe.RootPart.PhysActor = m_scene.PhysicsScene.AddPrimShape( 1845 if (dupe.RootPart.PhysActor != null && userExposed)
1572 dupe.RootPart.Name, 1846 {
1573 pbs, 1847 PrimitiveBaseShape pbs = dupe.RootPart.Shape;
1574 dupe.RootPart.AbsolutePosition, 1848
1575 dupe.RootPart.Scale, 1849 dupe.RootPart.PhysActor = m_scene.PhysicsScene.AddPrimShape(
1576 dupe.RootPart.RotationOffset, 1850 dupe.RootPart.Name,
1577 dupe.RootPart.PhysActor.IsPhysical); 1851 pbs,
1578 1852 dupe.RootPart.AbsolutePosition,
1579 dupe.RootPart.PhysActor.LocalID = dupe.RootPart.LocalId; 1853 dupe.RootPart.Scale,
1580 dupe.RootPart.DoPhysicsPropertyUpdate(dupe.RootPart.PhysActor.IsPhysical, true); 1854 dupe.RootPart.RotationOffset,
1581 } 1855 dupe.RootPart.PhysActor.IsPhysical);
1582 1856
1583 List<SceneObjectPart> partList; 1857 dupe.RootPart.PhysActor.LocalID = dupe.RootPart.LocalId;
1584 1858 dupe.RootPart.DoPhysicsPropertyUpdate(dupe.RootPart.PhysActor.IsPhysical, true);
1585 lock (m_parts) 1859 }
1586 { 1860
1587 partList = new List<SceneObjectPart>(m_parts.Values); 1861 List<SceneObjectPart> partList;
1588 } 1862
1589 1863 lockPartsForRead(true);
1590 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) 1864
1591 { 1865 partList = new List<SceneObjectPart>(m_parts.Values);
1592 return p1.LinkNum.CompareTo(p2.LinkNum); 1866
1593 } 1867 lockPartsForRead(false);
1594 ); 1868
1595 1869 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
1596 foreach (SceneObjectPart part in partList) 1870 {
1597 { 1871 return p1.LinkNum.CompareTo(p2.LinkNum);
1598 if (part.UUID != m_rootPart.UUID) 1872 }
1599 { 1873 );
1600 SceneObjectPart newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed); 1874
1601 1875 foreach (SceneObjectPart part in partList)
1602 newPart.LinkNum = part.LinkNum; 1876 {
1603 } 1877 if (part.UUID != m_rootPart.UUID)
1604 } 1878 {
1605 1879 SceneObjectPart newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed);
1606 if (userExposed) 1880
1607 { 1881 newPart.LinkNum = part.LinkNum;
1608 dupe.UpdateParentIDs(); 1882 }
1609 dupe.HasGroupChanged = true; 1883 }
1610 dupe.AttachToBackup(); 1884
1611 1885 if (userExposed)
1612 ScheduleGroupForFullUpdate(); 1886 {
1887 dupe.UpdateParentIDs();
1888 dupe.HasGroupChanged = true;
1889 dupe.AttachToBackup();
1890
1891 ScheduleGroupForFullUpdate();
1892 }
1893 }
1894 finally
1895 {
1896 m_dupeInProgress = false;
1613 } 1897 }
1614
1615 return dupe; 1898 return dupe;
1616 } 1899 }
1617 1900
@@ -1802,13 +2085,40 @@ namespace OpenSim.Region.Framework.Scenes
1802 } 2085 }
1803 } 2086 }
1804 2087
2088 public void rotLookAt(Quaternion target, float strength, float damping)
2089 {
2090 SceneObjectPart rootpart = m_rootPart;
2091 if (rootpart != null)
2092 {
2093 if (IsAttachment)
2094 {
2095 /*
2096 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
2097 if (avatar != null)
2098 {
2099 Rotate the Av?
2100 } */
2101 }
2102 else
2103 {
2104 if (rootpart.PhysActor != null)
2105 { // APID must be implemented in your physics system for this to function.
2106 rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W);
2107 rootpart.PhysActor.APIDStrength = strength;
2108 rootpart.PhysActor.APIDDamping = damping;
2109 rootpart.PhysActor.APIDActive = true;
2110 }
2111 }
2112 }
2113 }
2114
1805 public void stopLookAt() 2115 public void stopLookAt()
1806 { 2116 {
1807 SceneObjectPart rootpart = m_rootPart; 2117 SceneObjectPart rootpart = m_rootPart;
1808 if (rootpart != null) 2118 if (rootpart != null)
1809 { 2119 {
1810 if (rootpart.PhysActor != null) 2120 if (rootpart.PhysActor != null)
1811 { 2121 { // APID must be implemented in your physics system for this to function.
1812 rootpart.PhysActor.APIDActive = false; 2122 rootpart.PhysActor.APIDActive = false;
1813 } 2123 }
1814 } 2124 }
@@ -1876,10 +2186,11 @@ namespace OpenSim.Region.Framework.Scenes
1876 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); 2186 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed);
1877 newPart.SetParent(this); 2187 newPart.SetParent(this);
1878 2188
1879 lock (m_parts) 2189 lockPartsForWrite(true);
1880 { 2190 {
1881 m_parts.Add(newPart.UUID, newPart); 2191 m_parts.Add(newPart.UUID, newPart);
1882 } 2192 }
2193 lockPartsForWrite(false);
1883 2194
1884 SetPartAsNonRoot(newPart); 2195 SetPartAsNonRoot(newPart);
1885 2196
@@ -1942,7 +2253,7 @@ namespace OpenSim.Region.Framework.Scenes
1942 //if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0) 2253 //if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0)
1943 // return; 2254 // return;
1944 2255
1945 lock (m_parts) 2256 lockPartsForRead(true);
1946 { 2257 {
1947 bool UsePhysics = ((RootPart.Flags & PrimFlags.Physics) != 0); 2258 bool UsePhysics = ((RootPart.Flags & PrimFlags.Physics) != 0);
1948 2259
@@ -1962,9 +2273,12 @@ namespace OpenSim.Region.Framework.Scenes
1962 { 2273 {
1963 if (!IsSelected) 2274 if (!IsSelected)
1964 part.UpdateLookAt(); 2275 part.UpdateLookAt();
2276
1965 part.SendScheduledUpdates(); 2277 part.SendScheduledUpdates();
2278
1966 } 2279 }
1967 } 2280 }
2281 lockPartsForRead(false);
1968 } 2282 }
1969 2283
1970 public void ScheduleFullUpdateToAvatar(ScenePresence presence) 2284 public void ScheduleFullUpdateToAvatar(ScenePresence presence)
@@ -1973,27 +2287,29 @@ namespace OpenSim.Region.Framework.Scenes
1973 2287
1974 RootPart.AddFullUpdateToAvatar(presence); 2288 RootPart.AddFullUpdateToAvatar(presence);
1975 2289
1976 lock (m_parts) 2290 lockPartsForRead(true);
1977 { 2291 {
1978 foreach (SceneObjectPart part in m_parts.Values) 2292 foreach (SceneObjectPart part in m_parts.Values)
1979 { 2293 {
2294
1980 if (part != RootPart) 2295 if (part != RootPart)
1981 part.AddFullUpdateToAvatar(presence); 2296 part.AddFullUpdateToAvatar(presence);
2297
1982 } 2298 }
1983 } 2299 }
2300 lockPartsForRead(false);
1984 } 2301 }
1985 2302
1986 public void ScheduleTerseUpdateToAvatar(ScenePresence presence) 2303 public void ScheduleTerseUpdateToAvatar(ScenePresence presence)
1987 { 2304 {
1988// m_log.DebugFormat("[SOG]: Scheduling terse update for {0} {1} just to avatar {2}", Name, UUID, presence.Name); 2305 lockPartsForRead(true);
1989 2306
1990 lock (m_parts) 2307 foreach (SceneObjectPart part in m_parts.Values)
1991 { 2308 {
1992 foreach (SceneObjectPart part in m_parts.Values) 2309 part.AddTerseUpdateToAvatar(presence);
1993 {
1994 part.AddTerseUpdateToAvatar(presence);
1995 }
1996 } 2310 }
2311
2312 lockPartsForRead(false);
1997 } 2313 }
1998 2314
1999 /// <summary> 2315 /// <summary>
@@ -2007,14 +2323,17 @@ namespace OpenSim.Region.Framework.Scenes
2007 checkAtTargets(); 2323 checkAtTargets();
2008 RootPart.ScheduleFullUpdate(); 2324 RootPart.ScheduleFullUpdate();
2009 2325
2010 lock (m_parts) 2326 lockPartsForRead(true);
2011 { 2327 {
2012 foreach (SceneObjectPart part in m_parts.Values) 2328 foreach (SceneObjectPart part in m_parts.Values)
2013 { 2329 {
2330
2014 if (part != RootPart) 2331 if (part != RootPart)
2015 part.ScheduleFullUpdate(); 2332 part.ScheduleFullUpdate();
2333
2016 } 2334 }
2017 } 2335 }
2336 lockPartsForRead(false);
2018 } 2337 }
2019 2338
2020 /// <summary> 2339 /// <summary>
@@ -2022,37 +2341,38 @@ namespace OpenSim.Region.Framework.Scenes
2022 /// </summary> 2341 /// </summary>
2023 public void ScheduleGroupForTerseUpdate() 2342 public void ScheduleGroupForTerseUpdate()
2024 { 2343 {
2025// m_log.DebugFormat("[SOG]: Scheduling terse update for {0} {1}", Name, UUID); 2344 lockPartsForRead(true);
2026 2345 foreach (SceneObjectPart part in m_parts.Values)
2027 lock (m_parts)
2028 { 2346 {
2029 foreach (SceneObjectPart part in m_parts.Values) 2347 part.ScheduleTerseUpdate();
2030 {
2031 part.ScheduleTerseUpdate();
2032 }
2033 } 2348 }
2349
2350 lockPartsForRead(false);
2034 } 2351 }
2035 2352
2036 /// <summary> 2353 /// <summary>
2037 /// Immediately send a full update for this scene object. 2354 /// Immediately send a full update for this scene object.
2038 /// </summary> 2355 /// </summary>
2039 public void SendGroupFullUpdate() 2356 public void SendGroupFullUpdate()
2040 { 2357 {
2041 if (IsDeleted) 2358 if (IsDeleted)
2042 return; 2359 return;
2043 2360
2044// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); 2361// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID);
2045 2362
2046 RootPart.SendFullUpdateToAllClients(); 2363 RootPart.SendFullUpdateToAllClients();
2047 2364
2048 lock (m_parts) 2365 lockPartsForRead(true);
2049 { 2366 {
2050 foreach (SceneObjectPart part in m_parts.Values) 2367 foreach (SceneObjectPart part in m_parts.Values)
2051 { 2368 {
2369
2052 if (part != RootPart) 2370 if (part != RootPart)
2053 part.SendFullUpdateToAllClients(); 2371 part.SendFullUpdateToAllClients();
2372
2054 } 2373 }
2055 } 2374 }
2375 lockPartsForRead(false);
2056 } 2376 }
2057 2377
2058 /// <summary> 2378 /// <summary>
@@ -2084,14 +2404,15 @@ namespace OpenSim.Region.Framework.Scenes
2084 { 2404 {
2085 if (IsDeleted) 2405 if (IsDeleted)
2086 return; 2406 return;
2087 2407
2088 lock (m_parts) 2408 lockPartsForRead(true);
2089 { 2409 {
2090 foreach (SceneObjectPart part in m_parts.Values) 2410 foreach (SceneObjectPart part in m_parts.Values)
2091 { 2411 {
2092 part.SendTerseUpdateToAllClients(); 2412 part.SendTerseUpdateToAllClients();
2093 } 2413 }
2094 } 2414 }
2415 lockPartsForRead(false);
2095 } 2416 }
2096 2417
2097 #endregion 2418 #endregion
@@ -2105,16 +2426,18 @@ namespace OpenSim.Region.Framework.Scenes
2105 /// <returns>null if no child part with that linknum or child part</returns> 2426 /// <returns>null if no child part with that linknum or child part</returns>
2106 public SceneObjectPart GetLinkNumPart(int linknum) 2427 public SceneObjectPart GetLinkNumPart(int linknum)
2107 { 2428 {
2108 lock (m_parts) 2429 lockPartsForRead(true);
2109 { 2430 {
2110 foreach (SceneObjectPart part in m_parts.Values) 2431 foreach (SceneObjectPart part in m_parts.Values)
2111 { 2432 {
2112 if (part.LinkNum == linknum) 2433 if (part.LinkNum == linknum)
2113 { 2434 {
2435 lockPartsForRead(false);
2114 return part; 2436 return part;
2115 } 2437 }
2116 } 2438 }
2117 } 2439 }
2440 lockPartsForRead(false);
2118 2441
2119 return null; 2442 return null;
2120 } 2443 }
@@ -2142,17 +2465,19 @@ namespace OpenSim.Region.Framework.Scenes
2142 public SceneObjectPart GetChildPart(uint localID) 2465 public SceneObjectPart GetChildPart(uint localID)
2143 { 2466 {
2144 //m_log.DebugFormat("Entered looking for {0}", localID); 2467 //m_log.DebugFormat("Entered looking for {0}", localID);
2145 lock (m_parts) 2468 lockPartsForRead(true);
2146 { 2469 {
2147 foreach (SceneObjectPart part in m_parts.Values) 2470 foreach (SceneObjectPart part in m_parts.Values)
2148 { 2471 {
2149 //m_log.DebugFormat("Found {0}", part.LocalId); 2472 //m_log.DebugFormat("Found {0}", part.LocalId);
2150 if (part.LocalId == localID) 2473 if (part.LocalId == localID)
2151 { 2474 {
2475 lockPartsForRead(false);
2152 return part; 2476 return part;
2153 } 2477 }
2154 } 2478 }
2155 } 2479 }
2480 lockPartsForRead(false);
2156 2481
2157 return null; 2482 return null;
2158 } 2483 }
@@ -2182,17 +2507,19 @@ namespace OpenSim.Region.Framework.Scenes
2182 public bool HasChildPrim(uint localID) 2507 public bool HasChildPrim(uint localID)
2183 { 2508 {
2184 //m_log.DebugFormat("Entered HasChildPrim looking for {0}", localID); 2509 //m_log.DebugFormat("Entered HasChildPrim looking for {0}", localID);
2185 lock (m_parts) 2510 lockPartsForRead(true);
2186 { 2511 {
2187 foreach (SceneObjectPart part in m_parts.Values) 2512 foreach (SceneObjectPart part in m_parts.Values)
2188 { 2513 {
2189 //m_log.DebugFormat("Found {0}", part.LocalId); 2514 //m_log.DebugFormat("Found {0}", part.LocalId);
2190 if (part.LocalId == localID) 2515 if (part.LocalId == localID)
2191 { 2516 {
2517 lockPartsForRead(false);
2192 return true; 2518 return true;
2193 } 2519 }
2194 } 2520 }
2195 } 2521 }
2522 lockPartsForRead(false);
2196 2523
2197 return false; 2524 return false;
2198 } 2525 }
@@ -2242,53 +2569,57 @@ namespace OpenSim.Region.Framework.Scenes
2242 if (m_rootPart.LinkNum == 0) 2569 if (m_rootPart.LinkNum == 0)
2243 m_rootPart.LinkNum = 1; 2570 m_rootPart.LinkNum = 1;
2244 2571
2245 lock (m_parts) 2572 lockPartsForWrite(true);
2246 { 2573
2247 m_parts.Add(linkPart.UUID, linkPart); 2574 m_parts.Add(linkPart.UUID, linkPart);
2575
2576 lockPartsForWrite(false);
2248 2577
2249 // Insert in terms of link numbers, the new links 2578 // Insert in terms of link numbers, the new links
2250 // before the current ones (with the exception of 2579 // before the current ones (with the exception of
2251 // the root prim. Shuffle the old ones up 2580 // the root prim. Shuffle the old ones up
2252 foreach (KeyValuePair<UUID, SceneObjectPart> kvp in m_parts) 2581 lockPartsForRead(true);
2582 foreach (KeyValuePair<UUID, SceneObjectPart> kvp in m_parts)
2583 {
2584 if (kvp.Value.LinkNum != 1)
2253 { 2585 {
2254 if (kvp.Value.LinkNum != 1) 2586 // Don't update root prim link number
2255 { 2587 kvp.Value.LinkNum += objectGroup.PrimCount;
2256 // Don't update root prim link number
2257 kvp.Value.LinkNum += objectGroup.PrimCount;
2258 }
2259 } 2588 }
2589 }
2590 lockPartsForRead(false);
2260 2591
2261 linkPart.LinkNum = 2; 2592 linkPart.LinkNum = 2;
2262 2593
2263 linkPart.SetParent(this); 2594 linkPart.SetParent(this);
2264 linkPart.CreateSelected = true; 2595 linkPart.CreateSelected = true;
2265 2596
2266 //if (linkPart.PhysActor != null) 2597 //if (linkPart.PhysActor != null)
2267 //{ 2598 //{
2268 // m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor); 2599 // m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor);
2269 2600
2270 //linkPart.PhysActor = null; 2601 //linkPart.PhysActor = null;
2271 //} 2602 //}
2272 2603
2273 //TODO: rest of parts 2604 //TODO: rest of parts
2274 int linkNum = 3; 2605 int linkNum = 3;
2275 foreach (SceneObjectPart part in objectGroup.Children.Values) 2606 foreach (SceneObjectPart part in objectGroup.Children.Values)
2607 {
2608 if (part.UUID != objectGroup.m_rootPart.UUID)
2276 { 2609 {
2277 if (part.UUID != objectGroup.m_rootPart.UUID) 2610 LinkNonRootPart(part, oldGroupPosition, oldRootRotation, linkNum++);
2278 {
2279 LinkNonRootPart(part, oldGroupPosition, oldRootRotation, linkNum++);
2280 }
2281 part.ClearUndoState();
2282 } 2611 }
2612 part.ClearUndoState();
2283 } 2613 }
2284 2614
2285 m_scene.UnlinkSceneObject(objectGroup.UUID, true); 2615 m_scene.UnlinkSceneObject(objectGroup.UUID, true);
2286 objectGroup.m_isDeleted = true; 2616 objectGroup.m_isDeleted = true;
2617
2618 objectGroup.lockPartsForWrite(true);
2287 2619
2288 lock (objectGroup.m_parts) 2620 objectGroup.m_parts.Clear();
2289 { 2621
2290 objectGroup.m_parts.Clear(); 2622 objectGroup.lockPartsForWrite(false);
2291 }
2292 2623
2293 // Can't do this yet since backup still makes use of the root part without any synchronization 2624 // Can't do this yet since backup still makes use of the root part without any synchronization
2294// objectGroup.m_rootPart = null; 2625// objectGroup.m_rootPart = null;
@@ -2358,11 +2689,12 @@ namespace OpenSim.Region.Framework.Scenes
2358 Quaternion worldRot = linkPart.GetWorldRotation(); 2689 Quaternion worldRot = linkPart.GetWorldRotation();
2359 2690
2360 // Remove the part from this object 2691 // Remove the part from this object
2361 lock (m_parts) 2692 lockPartsForWrite(true);
2362 { 2693 {
2363 m_parts.Remove(linkPart.UUID); 2694 m_parts.Remove(linkPart.UUID);
2364 } 2695 }
2365 2696 lockPartsForWrite(false);
2697 lockPartsForRead(true);
2366 if (m_parts.Count == 1 && RootPart != null) //Single prim is left 2698 if (m_parts.Count == 1 && RootPart != null) //Single prim is left
2367 RootPart.LinkNum = 0; 2699 RootPart.LinkNum = 0;
2368 else 2700 else
@@ -2373,6 +2705,7 @@ namespace OpenSim.Region.Framework.Scenes
2373 p.LinkNum--; 2705 p.LinkNum--;
2374 } 2706 }
2375 } 2707 }
2708 lockPartsForRead(false);
2376 2709
2377 linkPart.ParentID = 0; 2710 linkPart.ParentID = 0;
2378 linkPart.LinkNum = 0; 2711 linkPart.LinkNum = 0;
@@ -2416,6 +2749,8 @@ namespace OpenSim.Region.Framework.Scenes
2416 /// <param name="objectGroup"></param> 2749 /// <param name="objectGroup"></param>
2417 public virtual void DetachFromBackup() 2750 public virtual void DetachFromBackup()
2418 { 2751 {
2752 m_scene.SceneGraph.FireDetachFromBackup(this);
2753
2419 if (m_isBackedUp) 2754 if (m_isBackedUp)
2420 m_scene.EventManager.OnBackup -= ProcessBackup; 2755 m_scene.EventManager.OnBackup -= ProcessBackup;
2421 2756
@@ -2694,9 +3029,12 @@ namespace OpenSim.Region.Framework.Scenes
2694 3029
2695 if (selectionPart != null) 3030 if (selectionPart != null)
2696 { 3031 {
2697 lock (m_parts) 3032 lockPartsForRead(true);
3033 List<SceneObjectPart> parts = new List<SceneObjectPart>(m_parts.Values);
3034 lockPartsForRead(false);
3035 foreach (SceneObjectPart part in parts)
2698 { 3036 {
2699 foreach (SceneObjectPart part in m_parts.Values) 3037 if (part.Scale.X > 10.0 || part.Scale.Y > 10.0 || part.Scale.Z > 10.0)
2700 { 3038 {
2701 if (part.Scale.X > m_scene.RegionInfo.PhysPrimMax || 3039 if (part.Scale.X > m_scene.RegionInfo.PhysPrimMax ||
2702 part.Scale.Y > m_scene.RegionInfo.PhysPrimMax || 3040 part.Scale.Y > m_scene.RegionInfo.PhysPrimMax ||
@@ -2706,12 +3044,13 @@ namespace OpenSim.Region.Framework.Scenes
2706 break; 3044 break;
2707 } 3045 }
2708 } 3046 }
3047 }
2709 3048
2710 foreach (SceneObjectPart part in m_parts.Values) 3049 foreach (SceneObjectPart part in parts)
2711 { 3050 {
2712 part.UpdatePrimFlags(UsePhysics, IsTemporary, IsPhantom, IsVolumeDetect); 3051 part.UpdatePrimFlags(UsePhysics, IsTemporary, IsPhantom, IsVolumeDetect);
2713 }
2714 } 3052 }
3053
2715 } 3054 }
2716 } 3055 }
2717 3056
@@ -2724,6 +3063,17 @@ namespace OpenSim.Region.Framework.Scenes
2724 } 3063 }
2725 } 3064 }
2726 3065
3066
3067
3068 /// <summary>
3069 /// Gets the number of parts
3070 /// </summary>
3071 /// <returns></returns>
3072 public int GetPartCount()
3073 {
3074 return Children.Count;
3075 }
3076
2727 /// <summary> 3077 /// <summary>
2728 /// Get the parts of this scene object 3078 /// Get the parts of this scene object
2729 /// </summary> 3079 /// </summary>
@@ -2797,11 +3147,9 @@ namespace OpenSim.Region.Framework.Scenes
2797 scale.Y = m_scene.m_maxNonphys; 3147 scale.Y = m_scene.m_maxNonphys;
2798 if (scale.Z > m_scene.m_maxNonphys) 3148 if (scale.Z > m_scene.m_maxNonphys)
2799 scale.Z = m_scene.m_maxNonphys; 3149 scale.Z = m_scene.m_maxNonphys;
2800
2801 SceneObjectPart part = GetChildPart(localID); 3150 SceneObjectPart part = GetChildPart(localID);
2802 if (part != null) 3151 if (part != null)
2803 { 3152 {
2804 part.Resize(scale);
2805 if (part.PhysActor != null) 3153 if (part.PhysActor != null)
2806 { 3154 {
2807 if (part.PhysActor.IsPhysical) 3155 if (part.PhysActor.IsPhysical)
@@ -2816,7 +3164,7 @@ namespace OpenSim.Region.Framework.Scenes
2816 part.PhysActor.Size = scale; 3164 part.PhysActor.Size = scale;
2817 m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor); 3165 m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor);
2818 } 3166 }
2819 //if (part.UUID != m_rootPart.UUID) 3167 part.Resize(scale);
2820 3168
2821 HasGroupChanged = true; 3169 HasGroupChanged = true;
2822 ScheduleGroupForFullUpdate(); 3170 ScheduleGroupForFullUpdate();
@@ -2838,7 +3186,6 @@ namespace OpenSim.Region.Framework.Scenes
2838 SceneObjectPart part = GetChildPart(localID); 3186 SceneObjectPart part = GetChildPart(localID);
2839 if (part != null) 3187 if (part != null)
2840 { 3188 {
2841 part.IgnoreUndoUpdate = true;
2842 if (scale.X > m_scene.m_maxNonphys) 3189 if (scale.X > m_scene.m_maxNonphys)
2843 scale.X = m_scene.m_maxNonphys; 3190 scale.X = m_scene.m_maxNonphys;
2844 if (scale.Y > m_scene.m_maxNonphys) 3191 if (scale.Y > m_scene.m_maxNonphys)
@@ -2858,94 +3205,100 @@ namespace OpenSim.Region.Framework.Scenes
2858 float y = (scale.Y / part.Scale.Y); 3205 float y = (scale.Y / part.Scale.Y);
2859 float z = (scale.Z / part.Scale.Z); 3206 float z = (scale.Z / part.Scale.Z);
2860 3207
2861 lock (m_parts) 3208 lockPartsForRead(true);
3209 if (x > 1.0f || y > 1.0f || z > 1.0f)
2862 { 3210 {
2863 if (x > 1.0f || y > 1.0f || z > 1.0f) 3211 foreach (SceneObjectPart obPart in m_parts.Values)
2864 { 3212 {
2865 foreach (SceneObjectPart obPart in m_parts.Values) 3213 if (obPart.UUID != m_rootPart.UUID)
2866 { 3214 {
2867 if (obPart.UUID != m_rootPart.UUID) 3215 Vector3 oldSize = new Vector3(obPart.Scale);
2868 { 3216 obPart.IgnoreUndoUpdate = true;
2869 obPart.IgnoreUndoUpdate = true;
2870 Vector3 oldSize = new Vector3(obPart.Scale);
2871 3217
2872 float f = 1.0f; 3218 float f = 1.0f;
2873 float a = 1.0f; 3219 float a = 1.0f;
2874 3220
2875 if (part.PhysActor != null && part.PhysActor.IsPhysical) 3221 if (part.PhysActor != null && part.PhysActor.IsPhysical)
3222 {
3223 if (oldSize.X*x > m_scene.m_maxPhys)
2876 { 3224 {
2877 if (oldSize.X*x > m_scene.m_maxPhys) 3225 f = m_scene.m_maxPhys / oldSize.X;
2878 { 3226 a = f / x;
2879 f = m_scene.m_maxPhys / oldSize.X; 3227 x *= a;
2880 a = f / x; 3228 y *= a;
2881 x *= a; 3229 z *= a;
2882 y *= a;
2883 z *= a;
2884 }
2885 if (oldSize.Y*y > m_scene.m_maxPhys)
2886 {
2887 f = m_scene.m_maxPhys / oldSize.Y;
2888 a = f / y;
2889 x *= a;
2890 y *= a;
2891 z *= a;
2892 }
2893 if (oldSize.Z*z > m_scene.m_maxPhys)
2894 {
2895 f = m_scene.m_maxPhys / oldSize.Z;
2896 a = f / z;
2897 x *= a;
2898 y *= a;
2899 z *= a;
2900 }
2901 } 3230 }
2902 else 3231 if (oldSize.Y*y > m_scene.m_maxPhys)
3232 {
3233 f = m_scene.m_maxPhys / oldSize.Y;
3234 a = f / y;
3235 x *= a;
3236 y *= a;
3237 z *= a;
3238 }
3239 if (oldSize.Z*z > m_scene.m_maxPhys)
3240 {
3241 f = m_scene.m_maxPhys / oldSize.Z;
3242 a = f / z;
3243 x *= a;
3244 y *= a;
3245 z *= a;
3246 }
3247 }
3248 else
3249 {
3250 if (oldSize.X*x > m_scene.m_maxNonphys)
3251 {
3252 f = m_scene.m_maxNonphys / oldSize.X;
3253 a = f / x;
3254 x *= a;
3255 y *= a;
3256 z *= a;
3257 }
3258 if (oldSize.Y*y > m_scene.m_maxNonphys)
3259 {
3260 f = m_scene.m_maxNonphys / oldSize.Y;
3261 a = f / y;
3262 x *= a;
3263 y *= a;
3264 z *= a;
3265 }
3266 if (oldSize.Z*z > m_scene.m_maxNonphys)
2903 { 3267 {
2904 if (oldSize.X*x > m_scene.m_maxNonphys) 3268 f = m_scene.m_maxNonphys / oldSize.Z;
2905 { 3269 a = f / z;
2906 f = m_scene.m_maxNonphys / oldSize.X; 3270 x *= a;
2907 a = f / x; 3271 y *= a;
2908 x *= a; 3272 z *= a;
2909 y *= a;
2910 z *= a;
2911 }
2912 if (oldSize.Y*y > m_scene.m_maxNonphys)
2913 {
2914 f = m_scene.m_maxNonphys / oldSize.Y;
2915 a = f / y;
2916 x *= a;
2917 y *= a;
2918 z *= a;
2919 }
2920 if (oldSize.Z*z > m_scene.m_maxNonphys)
2921 {
2922 f = m_scene.m_maxNonphys / oldSize.Z;
2923 a = f / z;
2924 x *= a;
2925 y *= a;
2926 z *= a;
2927 }
2928 } 3273 }
2929 obPart.IgnoreUndoUpdate = false; 3274
2930 obPart.StoreUndoState();
2931 } 3275 }
2932 } 3276 }
2933 } 3277 }
2934 } 3278 }
3279 lockPartsForRead(false);
2935 3280
2936 Vector3 prevScale = part.Scale; 3281 Vector3 prevScale = part.Scale;
2937 prevScale.X *= x; 3282 prevScale.X *= x;
2938 prevScale.Y *= y; 3283 prevScale.Y *= y;
2939 prevScale.Z *= z; 3284 prevScale.Z *= z;;
3285
3286 part.IgnoreUndoUpdate = false;
3287 part.StoreUndoState(UndoType.STATE_GROUP_SCALE);
3288 part.IgnoreUndoUpdate = true;
2940 part.Resize(prevScale); 3289 part.Resize(prevScale);
3290 part.IgnoreUndoUpdate = false;
2941 3291
2942 lock (m_parts) 3292 lockPartsForRead(true);
2943 { 3293 {
2944 foreach (SceneObjectPart obPart in m_parts.Values) 3294 foreach (SceneObjectPart obPart in m_parts.Values)
2945 { 3295 {
2946 obPart.IgnoreUndoUpdate = true;
2947 if (obPart.UUID != m_rootPart.UUID) 3296 if (obPart.UUID != m_rootPart.UUID)
2948 { 3297 {
3298 obPart.IgnoreUndoUpdate = false;
3299 obPart.StoreUndoState(UndoType.STATE_GROUP_SCALE);
3300 obPart.IgnoreUndoUpdate = true;
3301
2949 Vector3 currentpos = new Vector3(obPart.OffsetPosition); 3302 Vector3 currentpos = new Vector3(obPart.OffsetPosition);
2950 currentpos.X *= x; 3303 currentpos.X *= x;
2951 currentpos.Y *= y; 3304 currentpos.Y *= y;
@@ -2958,9 +3311,9 @@ namespace OpenSim.Region.Framework.Scenes
2958 obPart.UpdateOffSet(currentpos); 3311 obPart.UpdateOffSet(currentpos);
2959 } 3312 }
2960 obPart.IgnoreUndoUpdate = false; 3313 obPart.IgnoreUndoUpdate = false;
2961 obPart.StoreUndoState();
2962 } 3314 }
2963 } 3315 }
3316 lockPartsForRead(false);
2964 3317
2965 if (part.PhysActor != null) 3318 if (part.PhysActor != null)
2966 { 3319 {
@@ -2969,7 +3322,6 @@ namespace OpenSim.Region.Framework.Scenes
2969 } 3322 }
2970 3323
2971 part.IgnoreUndoUpdate = false; 3324 part.IgnoreUndoUpdate = false;
2972 part.StoreUndoState();
2973 HasGroupChanged = true; 3325 HasGroupChanged = true;
2974 ScheduleGroupForTerseUpdate(); 3326 ScheduleGroupForTerseUpdate();
2975 } 3327 }
@@ -2985,14 +3337,11 @@ namespace OpenSim.Region.Framework.Scenes
2985 /// <param name="pos"></param> 3337 /// <param name="pos"></param>
2986 public void UpdateGroupPosition(Vector3 pos) 3338 public void UpdateGroupPosition(Vector3 pos)
2987 { 3339 {
2988 foreach (SceneObjectPart part in Children.Values)
2989 {
2990 part.StoreUndoState();
2991 }
2992 if (m_scene.EventManager.TriggerGroupMove(UUID, pos)) 3340 if (m_scene.EventManager.TriggerGroupMove(UUID, pos))
2993 { 3341 {
2994 if (IsAttachment) 3342 if (IsAttachment)
2995 { 3343 {
3344 m_rootPart.StoreUndoState(UndoType.STATE_GROUP_POSITION);
2996 m_rootPart.AttachedPos = pos; 3345 m_rootPart.AttachedPos = pos;
2997 } 3346 }
2998 if (RootPart.GetStatusSandbox()) 3347 if (RootPart.GetStatusSandbox())
@@ -3025,7 +3374,7 @@ namespace OpenSim.Region.Framework.Scenes
3025 SceneObjectPart part = GetChildPart(localID); 3374 SceneObjectPart part = GetChildPart(localID);
3026 foreach (SceneObjectPart parts in Children.Values) 3375 foreach (SceneObjectPart parts in Children.Values)
3027 { 3376 {
3028 parts.StoreUndoState(); 3377 parts.StoreUndoState(UndoType.STATE_PRIM_POSITION);
3029 } 3378 }
3030 if (part != null) 3379 if (part != null)
3031 { 3380 {
@@ -3050,7 +3399,7 @@ namespace OpenSim.Region.Framework.Scenes
3050 { 3399 {
3051 foreach (SceneObjectPart part in Children.Values) 3400 foreach (SceneObjectPart part in Children.Values)
3052 { 3401 {
3053 part.StoreUndoState(); 3402 part.StoreUndoState(UndoType.STATE_PRIM_POSITION);
3054 } 3403 }
3055 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z); 3404 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z);
3056 Vector3 oldPos = 3405 Vector3 oldPos =
@@ -3063,7 +3412,7 @@ namespace OpenSim.Region.Framework.Scenes
3063 axDiff *= Quaternion.Inverse(partRotation); 3412 axDiff *= Quaternion.Inverse(partRotation);
3064 diff = axDiff; 3413 diff = axDiff;
3065 3414
3066 lock (m_parts) 3415 lockPartsForRead(true);
3067 { 3416 {
3068 foreach (SceneObjectPart obPart in m_parts.Values) 3417 foreach (SceneObjectPart obPart in m_parts.Values)
3069 { 3418 {
@@ -3073,11 +3422,29 @@ namespace OpenSim.Region.Framework.Scenes
3073 } 3422 }
3074 } 3423 }
3075 } 3424 }
3425 lockPartsForRead(false);
3076 3426
3077 AbsolutePosition = newPos; 3427 //We have to set undoing here because otherwise an undo state will be saved
3428 if (!m_rootPart.Undoing)
3429 {
3430 m_rootPart.Undoing = true;
3431 AbsolutePosition = newPos;
3432 m_rootPart.Undoing = false;
3433 }
3434 else
3435 {
3436 AbsolutePosition = newPos;
3437 }
3078 3438
3079 HasGroupChanged = true; 3439 HasGroupChanged = true;
3080 ScheduleGroupForTerseUpdate(); 3440 if (m_rootPart.Undoing)
3441 {
3442 ScheduleGroupForFullUpdate();
3443 }
3444 else
3445 {
3446 ScheduleGroupForTerseUpdate();
3447 }
3081 } 3448 }
3082 3449
3083 public void OffsetForNewRegion(Vector3 offset) 3450 public void OffsetForNewRegion(Vector3 offset)
@@ -3097,7 +3464,7 @@ namespace OpenSim.Region.Framework.Scenes
3097 { 3464 {
3098 foreach (SceneObjectPart parts in Children.Values) 3465 foreach (SceneObjectPart parts in Children.Values)
3099 { 3466 {
3100 parts.StoreUndoState(); 3467 parts.StoreUndoState(UndoType.STATE_GROUP_ROTATION);
3101 } 3468 }
3102 m_rootPart.UpdateRotation(rot); 3469 m_rootPart.UpdateRotation(rot);
3103 3470
@@ -3121,7 +3488,7 @@ namespace OpenSim.Region.Framework.Scenes
3121 { 3488 {
3122 foreach (SceneObjectPart parts in Children.Values) 3489 foreach (SceneObjectPart parts in Children.Values)
3123 { 3490 {
3124 parts.StoreUndoState(); 3491 parts.StoreUndoState(UndoType.STATE_GROUP_ROTATION);
3125 } 3492 }
3126 m_rootPart.UpdateRotation(rot); 3493 m_rootPart.UpdateRotation(rot);
3127 3494
@@ -3148,7 +3515,7 @@ namespace OpenSim.Region.Framework.Scenes
3148 SceneObjectPart part = GetChildPart(localID); 3515 SceneObjectPart part = GetChildPart(localID);
3149 foreach (SceneObjectPart parts in Children.Values) 3516 foreach (SceneObjectPart parts in Children.Values)
3150 { 3517 {
3151 parts.StoreUndoState(); 3518 parts.StoreUndoState(UndoType.STATE_PRIM_ROTATION);
3152 } 3519 }
3153 if (part != null) 3520 if (part != null)
3154 { 3521 {
@@ -3176,15 +3543,24 @@ namespace OpenSim.Region.Framework.Scenes
3176 if (part.UUID == m_rootPart.UUID) 3543 if (part.UUID == m_rootPart.UUID)
3177 { 3544 {
3178 UpdateRootRotation(rot); 3545 UpdateRootRotation(rot);
3179 AbsolutePosition = pos; 3546 if (!m_rootPart.Undoing)
3547 {
3548 m_rootPart.Undoing = true;
3549 AbsolutePosition = pos;
3550 m_rootPart.Undoing = false;
3551 }
3552 else
3553 {
3554 AbsolutePosition = pos;
3555 }
3180 } 3556 }
3181 else 3557 else
3182 { 3558 {
3559 part.StoreUndoState(UndoType.STATE_PRIM_ROTATION);
3183 part.IgnoreUndoUpdate = true; 3560 part.IgnoreUndoUpdate = true;
3184 part.UpdateRotation(rot); 3561 part.UpdateRotation(rot);
3185 part.OffsetPosition = pos; 3562 part.OffsetPosition = pos;
3186 part.IgnoreUndoUpdate = false; 3563 part.IgnoreUndoUpdate = false;
3187 part.StoreUndoState();
3188 } 3564 }
3189 } 3565 }
3190 } 3566 }
@@ -3198,7 +3574,13 @@ namespace OpenSim.Region.Framework.Scenes
3198 Quaternion axRot = rot; 3574 Quaternion axRot = rot;
3199 Quaternion oldParentRot = m_rootPart.RotationOffset; 3575 Quaternion oldParentRot = m_rootPart.RotationOffset;
3200 3576
3201 m_rootPart.StoreUndoState(); 3577 m_rootPart.StoreUndoState(UndoType.STATE_PRIM_ROTATION);
3578 bool cancelUndo = false;
3579 if (!m_rootPart.Undoing)
3580 {
3581 m_rootPart.Undoing = true;
3582 cancelUndo = true;
3583 }
3202 m_rootPart.UpdateRotation(rot); 3584 m_rootPart.UpdateRotation(rot);
3203 if (m_rootPart.PhysActor != null) 3585 if (m_rootPart.PhysActor != null)
3204 { 3586 {
@@ -3206,33 +3588,31 @@ namespace OpenSim.Region.Framework.Scenes
3206 m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor); 3588 m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
3207 } 3589 }
3208 3590
3209 lock (m_parts) 3591 lockPartsForRead(true);
3592
3593 foreach (SceneObjectPart prim in m_parts.Values)
3210 { 3594 {
3211 foreach (SceneObjectPart prim in m_parts.Values) 3595 if (prim.UUID != m_rootPart.UUID)
3212 { 3596 {
3213 if (prim.UUID != m_rootPart.UUID) 3597 prim.IgnoreUndoUpdate = true;
3214 { 3598 Vector3 axPos = prim.OffsetPosition;
3215 prim.IgnoreUndoUpdate = true; 3599 axPos *= oldParentRot;
3216 Vector3 axPos = prim.OffsetPosition; 3600 axPos *= Quaternion.Inverse(axRot);
3217 axPos *= oldParentRot; 3601 prim.OffsetPosition = axPos;
3218 axPos *= Quaternion.Inverse(axRot); 3602 Quaternion primsRot = prim.RotationOffset;
3219 prim.OffsetPosition = axPos; 3603 Quaternion newRot = primsRot * oldParentRot;
3220 Quaternion primsRot = prim.RotationOffset; 3604 newRot *= Quaternion.Inverse(axRot);
3221 Quaternion newRot = primsRot * oldParentRot; 3605 prim.RotationOffset = newRot;
3222 newRot *= Quaternion.Inverse(axRot); 3606 prim.ScheduleTerseUpdate();
3223 prim.RotationOffset = newRot; 3607 prim.IgnoreUndoUpdate = false;
3224 prim.ScheduleTerseUpdate();
3225 }
3226 } 3608 }
3227 } 3609 }
3228 foreach (SceneObjectPart childpart in Children.Values) 3610 if (cancelUndo == true)
3229 { 3611 {
3230 if (childpart != m_rootPart) 3612 m_rootPart.Undoing = false;
3231 {
3232 childpart.IgnoreUndoUpdate = false;
3233 childpart.StoreUndoState();
3234 }
3235 } 3613 }
3614 lockPartsForRead(false);
3615
3236 m_rootPart.ScheduleTerseUpdate(); 3616 m_rootPart.ScheduleTerseUpdate();
3237 } 3617 }
3238 3618
@@ -3354,7 +3734,7 @@ namespace OpenSim.Region.Framework.Scenes
3354 if (atTargets.Count > 0) 3734 if (atTargets.Count > 0)
3355 { 3735 {
3356 uint[] localids = new uint[0]; 3736 uint[] localids = new uint[0];
3357 lock (m_parts) 3737 lockPartsForRead(true);
3358 { 3738 {
3359 localids = new uint[m_parts.Count]; 3739 localids = new uint[m_parts.Count];
3360 int cntr = 0; 3740 int cntr = 0;
@@ -3364,6 +3744,7 @@ namespace OpenSim.Region.Framework.Scenes
3364 cntr++; 3744 cntr++;
3365 } 3745 }
3366 } 3746 }
3747 lockPartsForRead(false);
3367 3748
3368 for (int ctr = 0; ctr < localids.Length; ctr++) 3749 for (int ctr = 0; ctr < localids.Length; ctr++)
3369 { 3750 {
@@ -3382,7 +3763,7 @@ namespace OpenSim.Region.Framework.Scenes
3382 { 3763 {
3383 //trigger not_at_target 3764 //trigger not_at_target
3384 uint[] localids = new uint[0]; 3765 uint[] localids = new uint[0];
3385 lock (m_parts) 3766 lockPartsForRead(true);
3386 { 3767 {
3387 localids = new uint[m_parts.Count]; 3768 localids = new uint[m_parts.Count];
3388 int cntr = 0; 3769 int cntr = 0;
@@ -3392,7 +3773,8 @@ namespace OpenSim.Region.Framework.Scenes
3392 cntr++; 3773 cntr++;
3393 } 3774 }
3394 } 3775 }
3395 3776 lockPartsForRead(false);
3777
3396 for (int ctr = 0; ctr < localids.Length; ctr++) 3778 for (int ctr = 0; ctr < localids.Length; ctr++)
3397 { 3779 {
3398 m_scene.EventManager.TriggerNotAtTargetEvent(localids[ctr]); 3780 m_scene.EventManager.TriggerNotAtTargetEvent(localids[ctr]);
@@ -3433,7 +3815,8 @@ namespace OpenSim.Region.Framework.Scenes
3433 if (atRotTargets.Count > 0) 3815 if (atRotTargets.Count > 0)
3434 { 3816 {
3435 uint[] localids = new uint[0]; 3817 uint[] localids = new uint[0];
3436 lock (m_parts) 3818 lockPartsForRead(true);
3819 try
3437 { 3820 {
3438 localids = new uint[m_parts.Count]; 3821 localids = new uint[m_parts.Count];
3439 int cntr = 0; 3822 int cntr = 0;
@@ -3443,6 +3826,10 @@ namespace OpenSim.Region.Framework.Scenes
3443 cntr++; 3826 cntr++;
3444 } 3827 }
3445 } 3828 }
3829 finally
3830 {
3831 lockPartsForRead(false);
3832 }
3446 3833
3447 for (int ctr = 0; ctr < localids.Length; ctr++) 3834 for (int ctr = 0; ctr < localids.Length; ctr++)
3448 { 3835 {
@@ -3461,7 +3848,8 @@ namespace OpenSim.Region.Framework.Scenes
3461 { 3848 {
3462 //trigger not_at_target 3849 //trigger not_at_target
3463 uint[] localids = new uint[0]; 3850 uint[] localids = new uint[0];
3464 lock (m_parts) 3851 lockPartsForRead(true);
3852 try
3465 { 3853 {
3466 localids = new uint[m_parts.Count]; 3854 localids = new uint[m_parts.Count];
3467 int cntr = 0; 3855 int cntr = 0;
@@ -3471,6 +3859,10 @@ namespace OpenSim.Region.Framework.Scenes
3471 cntr++; 3859 cntr++;
3472 } 3860 }
3473 } 3861 }
3862 finally
3863 {
3864 lockPartsForRead(false);
3865 }
3474 3866
3475 for (int ctr = 0; ctr < localids.Length; ctr++) 3867 for (int ctr = 0; ctr < localids.Length; ctr++)
3476 { 3868 {
@@ -3484,19 +3876,20 @@ namespace OpenSim.Region.Framework.Scenes
3484 public float GetMass() 3876 public float GetMass()
3485 { 3877 {
3486 float retmass = 0f; 3878 float retmass = 0f;
3487 lock (m_parts) 3879 lockPartsForRead(true);
3488 { 3880 {
3489 foreach (SceneObjectPart part in m_parts.Values) 3881 foreach (SceneObjectPart part in m_parts.Values)
3490 { 3882 {
3491 retmass += part.GetMass(); 3883 retmass += part.GetMass();
3492 } 3884 }
3493 } 3885 }
3886 lockPartsForRead(false);
3494 return retmass; 3887 return retmass;
3495 } 3888 }
3496 3889
3497 public void CheckSculptAndLoad() 3890 public void CheckSculptAndLoad()
3498 { 3891 {
3499 lock (m_parts) 3892 lockPartsForRead(true);
3500 { 3893 {
3501 if (!IsDeleted) 3894 if (!IsDeleted)
3502 { 3895 {
@@ -3521,6 +3914,7 @@ namespace OpenSim.Region.Framework.Scenes
3521 } 3914 }
3522 } 3915 }
3523 } 3916 }
3917 lockPartsForRead(false);
3524 } 3918 }
3525 3919
3526 protected void AssetReceived(string id, Object sender, AssetBase asset) 3920 protected void AssetReceived(string id, Object sender, AssetBase asset)
@@ -3541,7 +3935,7 @@ namespace OpenSim.Region.Framework.Scenes
3541 /// <param name="client"></param> 3935 /// <param name="client"></param>
3542 public void SetGroup(UUID GroupID, IClientAPI client) 3936 public void SetGroup(UUID GroupID, IClientAPI client)
3543 { 3937 {
3544 lock (m_parts) 3938 lockPartsForRead(true);
3545 { 3939 {
3546 foreach (SceneObjectPart part in m_parts.Values) 3940 foreach (SceneObjectPart part in m_parts.Values)
3547 { 3941 {
@@ -3551,6 +3945,7 @@ namespace OpenSim.Region.Framework.Scenes
3551 3945
3552 HasGroupChanged = true; 3946 HasGroupChanged = true;
3553 } 3947 }
3948 lockPartsForRead(false);
3554 3949
3555 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled 3950 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled
3556 // for the same object with very different properties. The caller must schedule the update. 3951 // for the same object with very different properties. The caller must schedule the update.
@@ -3572,11 +3967,12 @@ namespace OpenSim.Region.Framework.Scenes
3572 3967
3573 public void SetAttachmentPoint(byte point) 3968 public void SetAttachmentPoint(byte point)
3574 { 3969 {
3575 lock (m_parts) 3970 lockPartsForRead(true);
3576 { 3971 {
3577 foreach (SceneObjectPart part in m_parts.Values) 3972 foreach (SceneObjectPart part in m_parts.Values)
3578 part.SetAttachmentPoint(point); 3973 part.SetAttachmentPoint(point);
3579 } 3974 }
3975 lockPartsForRead(false);
3580 } 3976 }
3581 3977
3582 #region ISceneObject 3978 #region ISceneObject
@@ -3610,6 +4006,14 @@ namespace OpenSim.Region.Framework.Scenes
3610 SetFromItemID(uuid); 4006 SetFromItemID(uuid);
3611 } 4007 }
3612 4008
4009 public void ResetOwnerChangeFlag()
4010 {
4011 ForEachPart(delegate(SceneObjectPart part)
4012 {
4013 part.ResetOwnerChangeFlag();
4014 });
4015 }
4016
3613 #endregion 4017 #endregion
3614 } 4018 }
3615} 4019}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 0c35eec..77581af 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -60,7 +60,8 @@ namespace OpenSim.Region.Framework.Scenes
60 TELEPORT = 512, 60 TELEPORT = 512,
61 REGION_RESTART = 1024, 61 REGION_RESTART = 1024,
62 MEDIA = 2048, 62 MEDIA = 2048,
63 ANIMATION = 16384 63 ANIMATION = 16384,
64 POSITION = 32768
64 } 65 }
65 66
66 // I don't really know where to put this except here. 67 // I don't really know where to put this except here.
@@ -149,7 +150,7 @@ namespace OpenSim.Region.Framework.Scenes
149 150
150 // TODO: This needs to be persisted in next XML version update! 151 // TODO: This needs to be persisted in next XML version update!
151 [XmlIgnore] 152 [XmlIgnore]
152 public readonly int[] PayPrice = {-2,-2,-2,-2,-2}; 153 public int[] PayPrice = {-2,-2,-2,-2,-2};
153 [XmlIgnore] 154 [XmlIgnore]
154 public PhysicsActor PhysActor; 155 public PhysicsActor PhysActor;
155 156
@@ -184,6 +185,14 @@ namespace OpenSim.Region.Framework.Scenes
184 [XmlIgnore] 185 [XmlIgnore]
185 public UUID FromFolderID; 186 public UUID FromFolderID;
186 187
188 // The following two are to hold the attachment data
189 // while an object is inworld
190 [XmlIgnore]
191 public byte AttachPoint = 0;
192
193 [XmlIgnore]
194 public Vector3 AttachOffset = Vector3.Zero;
195
187 [XmlIgnore] 196 [XmlIgnore]
188 public int STATUS_ROTATE_X; 197 public int STATUS_ROTATE_X;
189 198
@@ -279,6 +288,7 @@ namespace OpenSim.Region.Framework.Scenes
279 private Quaternion m_sitTargetOrientation = Quaternion.Identity; 288 private Quaternion m_sitTargetOrientation = Quaternion.Identity;
280 private Vector3 m_sitTargetPosition; 289 private Vector3 m_sitTargetPosition;
281 private string m_sitAnimation = "SIT"; 290 private string m_sitAnimation = "SIT";
291 private bool m_occupied; // KF if any av is sitting on this prim
282 private string m_text = String.Empty; 292 private string m_text = String.Empty;
283 private string m_touchName = String.Empty; 293 private string m_touchName = String.Empty;
284 private readonly UndoStack<UndoState> m_undo = new UndoStack<UndoState>(5); 294 private readonly UndoStack<UndoState> m_undo = new UndoStack<UndoState>(5);
@@ -367,7 +377,7 @@ namespace OpenSim.Region.Framework.Scenes
367 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, 377 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition,
368 Quaternion rotationOffset, Vector3 offsetPosition) 378 Quaternion rotationOffset, Vector3 offsetPosition)
369 { 379 {
370 m_name = "Primitive"; 380 m_name = "Object";
371 381
372 Rezzed = DateTime.UtcNow; 382 Rezzed = DateTime.UtcNow;
373 _creationDate = (int)Utils.DateTimeToUnixTime(Rezzed); 383 _creationDate = (int)Utils.DateTimeToUnixTime(Rezzed);
@@ -463,12 +473,16 @@ namespace OpenSim.Region.Framework.Scenes
463 } 473 }
464 474
465 /// <value> 475 /// <value>
466 /// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes 476 /// Get the inventory list
467 /// </value> 477 /// </value>
468 public TaskInventoryDictionary TaskInventory 478 public TaskInventoryDictionary TaskInventory
469 { 479 {
470 get { return m_inventory.Items; } 480 get {
471 set { m_inventory.Items = value; } 481 return m_inventory.Items;
482 }
483 set {
484 m_inventory.Items = value;
485 }
472 } 486 }
473 487
474 public uint ObjectFlags 488 public uint ObjectFlags
@@ -597,14 +611,12 @@ namespace OpenSim.Region.Framework.Scenes
597 set { m_LoopSoundSlavePrims = value; } 611 set { m_LoopSoundSlavePrims = value; }
598 } 612 }
599 613
600 [XmlIgnore]
601 public Byte[] TextureAnimation 614 public Byte[] TextureAnimation
602 { 615 {
603 get { return m_TextureAnimation; } 616 get { return m_TextureAnimation; }
604 set { m_TextureAnimation = value; } 617 set { m_TextureAnimation = value; }
605 } 618 }
606 619
607 [XmlIgnore]
608 public Byte[] ParticleSystem 620 public Byte[] ParticleSystem
609 { 621 {
610 get { return m_particleSystem; } 622 get { return m_particleSystem; }
@@ -658,7 +670,6 @@ namespace OpenSim.Region.Framework.Scenes
658 set 670 set
659 { 671 {
660 m_groupPosition = value; 672 m_groupPosition = value;
661
662 PhysicsActor actor = PhysActor; 673 PhysicsActor actor = PhysActor;
663 if (actor != null) 674 if (actor != null)
664 { 675 {
@@ -678,25 +689,13 @@ namespace OpenSim.Region.Framework.Scenes
678 689
679 // Tell the physics engines that this prim changed. 690 // Tell the physics engines that this prim changed.
680 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 691 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
692
681 } 693 }
682 catch (Exception e) 694 catch (Exception e)
683 { 695 {
684 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message); 696 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message);
685 } 697 }
686 } 698 }
687
688 // TODO if we decide to do sitting in a more SL compatible way (multiple avatars per prim), this has to be fixed, too
689 if (m_sitTargetAvatar != UUID.Zero)
690 {
691 if (m_parentGroup != null) // TODO can there be a SOP without a SOG?
692 {
693 ScenePresence avatar;
694 if (m_parentGroup.Scene.TryGetScenePresence(m_sitTargetAvatar, out avatar))
695 {
696 avatar.ParentPosition = GetWorldPosition();
697 }
698 }
699 }
700 } 699 }
701 } 700 }
702 701
@@ -705,7 +704,8 @@ namespace OpenSim.Region.Framework.Scenes
705 get { return m_offsetPosition; } 704 get { return m_offsetPosition; }
706 set 705 set
707 { 706 {
708 StoreUndoState(); 707 Vector3 oldpos = m_offsetPosition;
708 StoreUndoState(UndoType.STATE_PRIM_POSITION);
709 m_offsetPosition = value; 709 m_offsetPosition = value;
710 710
711 if (ParentGroup != null && !ParentGroup.IsDeleted) 711 if (ParentGroup != null && !ParentGroup.IsDeleted)
@@ -718,8 +718,23 @@ namespace OpenSim.Region.Framework.Scenes
718 718
719 // Tell the physics engines that this prim changed. 719 // Tell the physics engines that this prim changed.
720 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 720 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
721 }
722
723 if (!m_parentGroup.m_dupeInProgress)
724 {
725 List<ScenePresence> avs = ParentGroup.GetLinkedAvatars();
726 foreach (ScenePresence av in avs)
727 {
728 if (av.LinkedPrim == m_uuid)
729 {
730 Vector3 offset = (m_offsetPosition - oldpos);
731 av.OffsetPosition += offset;
732 av.SendFullUpdateToAllClients();
733 }
734 }
721 } 735 }
722 } 736 }
737 TriggerScriptChangedEvent(Changed.POSITION);
723 } 738 }
724 } 739 }
725 740
@@ -761,7 +776,7 @@ namespace OpenSim.Region.Framework.Scenes
761 776
762 set 777 set
763 { 778 {
764 StoreUndoState(); 779 StoreUndoState(UndoType.STATE_PRIM_ROTATION);
765 m_rotationOffset = value; 780 m_rotationOffset = value;
766 781
767 PhysicsActor actor = PhysActor; 782 PhysicsActor actor = PhysActor;
@@ -845,7 +860,16 @@ namespace OpenSim.Region.Framework.Scenes
845 /// <summary></summary> 860 /// <summary></summary>
846 public Vector3 Acceleration 861 public Vector3 Acceleration
847 { 862 {
848 get { return m_acceleration; } 863 get
864 {
865 PhysicsActor actor = PhysActor;
866 if (actor != null)
867 {
868 m_acceleration = actor.Acceleration;
869 }
870 return m_acceleration;
871 }
872
849 set { m_acceleration = value; } 873 set { m_acceleration = value; }
850 } 874 }
851 875
@@ -950,7 +974,7 @@ namespace OpenSim.Region.Framework.Scenes
950 get { return m_shape.Scale; } 974 get { return m_shape.Scale; }
951 set 975 set
952 { 976 {
953 StoreUndoState(); 977 StoreUndoState(UndoType.STATE_PRIM_SCALE);
954 if (m_shape != null) 978 if (m_shape != null)
955 { 979 {
956 m_shape.Scale = value; 980 m_shape.Scale = value;
@@ -1016,7 +1040,8 @@ namespace OpenSim.Region.Framework.Scenes
1016 if (IsAttachment) 1040 if (IsAttachment)
1017 return GroupPosition; 1041 return GroupPosition;
1018 1042
1019 return m_offsetPosition + m_groupPosition; } 1043// return m_offsetPosition + m_groupPosition; }
1044 return m_groupPosition + (m_offsetPosition * ParentGroup.RootPart.RotationOffset) ; } //KF: Rotation was ignored!
1020 } 1045 }
1021 1046
1022 public SceneObjectGroup ParentGroup 1047 public SceneObjectGroup ParentGroup
@@ -1171,6 +1196,13 @@ namespace OpenSim.Region.Framework.Scenes
1171 get { return _flags; } 1196 get { return _flags; }
1172 set { _flags = value; } 1197 set { _flags = value; }
1173 } 1198 }
1199
1200 [XmlIgnore]
1201 public bool IsOccupied // KF If an av is sittingon this prim
1202 {
1203 get { return m_occupied; }
1204 set { m_occupied = value; }
1205 }
1174 1206
1175 [XmlIgnore] 1207 [XmlIgnore]
1176 public UUID SitTargetAvatar 1208 public UUID SitTargetAvatar
@@ -1246,14 +1278,6 @@ namespace OpenSim.Region.Framework.Scenes
1246 } 1278 }
1247 } 1279 }
1248 1280
1249 /// <summary>
1250 /// Clear all pending updates of parts to clients
1251 /// </summary>
1252 private void ClearUpdateSchedule()
1253 {
1254 m_updateFlag = 0;
1255 }
1256
1257 private void SendObjectPropertiesToClient(UUID AgentID) 1281 private void SendObjectPropertiesToClient(UUID AgentID)
1258 { 1282 {
1259 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar) 1283 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar)
@@ -1504,14 +1528,21 @@ namespace OpenSim.Region.Framework.Scenes
1504 // or flexible 1528 // or flexible
1505 if (!isPhantom && !IsAttachment && !(Shape.PathCurve == (byte) Extrusion.Flexible)) 1529 if (!isPhantom && !IsAttachment && !(Shape.PathCurve == (byte) Extrusion.Flexible))
1506 { 1530 {
1507 PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape( 1531 try
1508 Name, 1532 {
1509 Shape, 1533 PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape(
1510 AbsolutePosition, 1534 Name,
1511 Scale, 1535 Shape,
1512 RotationOffset, 1536 AbsolutePosition,
1513 RigidBody); 1537 Scale,
1514 1538 RotationOffset,
1539 RigidBody);
1540 }
1541 catch
1542 {
1543 m_log.ErrorFormat("[SCENE]: caught exception meshing object {0}. Object set to phantom.", m_uuid);
1544 PhysActor = null;
1545 }
1515 // Basic Physics returns null.. joy joy joy. 1546 // Basic Physics returns null.. joy joy joy.
1516 if (PhysActor != null) 1547 if (PhysActor != null)
1517 { 1548 {
@@ -1539,7 +1570,7 @@ namespace OpenSim.Region.Framework.Scenes
1539 { 1570 {
1540 m_redo.Clear(); 1571 m_redo.Clear();
1541 } 1572 }
1542 StoreUndoState(); 1573 StoreUndoState(UndoType.STATE_ALL);
1543 } 1574 }
1544 1575
1545 public byte ConvertScriptUintToByte(uint indata) 1576 public byte ConvertScriptUintToByte(uint indata)
@@ -1651,7 +1682,7 @@ namespace OpenSim.Region.Framework.Scenes
1651 PrimitiveBaseShape shape = PrimitiveBaseShape.Create(); 1682 PrimitiveBaseShape shape = PrimitiveBaseShape.Create();
1652 part.Shape = shape; 1683 part.Shape = shape;
1653 1684
1654 part.Name = "Primitive"; 1685 part.Name = "Object";
1655 part._ownerID = UUID.Random(); 1686 part._ownerID = UUID.Random();
1656 1687
1657 return part; 1688 return part;
@@ -1774,7 +1805,7 @@ namespace OpenSim.Region.Framework.Scenes
1774 // which stops client-side interpolation of deactivated joint proxy objects. 1805 // which stops client-side interpolation of deactivated joint proxy objects.
1775 } 1806 }
1776 1807
1777 if (!UsePhysics && !isNew) 1808 if (!UsePhysics)
1778 { 1809 {
1779 // reset velocity to 0 on physics switch-off. Without that, the client thinks the 1810 // reset velocity to 0 on physics switch-off. Without that, the client thinks the
1780 // prim still has velocity and continues to interpolate its position along the old 1811 // prim still has velocity and continues to interpolate its position along the old
@@ -2009,12 +2040,17 @@ namespace OpenSim.Region.Framework.Scenes
2009 public Vector3 GetWorldPosition() 2040 public Vector3 GetWorldPosition()
2010 { 2041 {
2011 Quaternion parentRot = ParentGroup.RootPart.RotationOffset; 2042 Quaternion parentRot = ParentGroup.RootPart.RotationOffset;
2012
2013 Vector3 axPos = OffsetPosition; 2043 Vector3 axPos = OffsetPosition;
2014
2015 axPos *= parentRot; 2044 axPos *= parentRot;
2016 Vector3 translationOffsetPosition = axPos; 2045 Vector3 translationOffsetPosition = axPos;
2017 return GroupPosition + translationOffsetPosition; 2046 if(_parentID == 0)
2047 {
2048 return GroupPosition;
2049 }
2050 else
2051 {
2052 return ParentGroup.AbsolutePosition + translationOffsetPosition; //KF: Fix child prim position
2053 }
2018 } 2054 }
2019 2055
2020 /// <summary> 2056 /// <summary>
@@ -2025,7 +2061,7 @@ namespace OpenSim.Region.Framework.Scenes
2025 { 2061 {
2026 Quaternion newRot; 2062 Quaternion newRot;
2027 2063
2028 if (this.LinkNum == 0) 2064 if (this.LinkNum < 2) //KF Single or root prim
2029 { 2065 {
2030 newRot = RotationOffset; 2066 newRot = RotationOffset;
2031 } 2067 }
@@ -2671,17 +2707,18 @@ namespace OpenSim.Region.Framework.Scenes
2671 //Trys to fetch sound id from prim's inventory. 2707 //Trys to fetch sound id from prim's inventory.
2672 //Prim's inventory doesn't support non script items yet 2708 //Prim's inventory doesn't support non script items yet
2673 2709
2674 lock (TaskInventory) 2710 TaskInventory.LockItemsForRead(true);
2711
2712 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
2675 { 2713 {
2676 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 2714 if (item.Value.Name == sound)
2677 { 2715 {
2678 if (item.Value.Name == sound) 2716 soundID = item.Value.ItemID;
2679 { 2717 break;
2680 soundID = item.Value.ItemID;
2681 break;
2682 }
2683 } 2718 }
2684 } 2719 }
2720
2721 TaskInventory.LockItemsForRead(false);
2685 } 2722 }
2686 2723
2687 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence sp) 2724 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence sp)
@@ -2741,7 +2778,7 @@ namespace OpenSim.Region.Framework.Scenes
2741 /// <param name="scale"></param> 2778 /// <param name="scale"></param>
2742 public void Resize(Vector3 scale) 2779 public void Resize(Vector3 scale)
2743 { 2780 {
2744 StoreUndoState(); 2781 StoreUndoState(UndoType.STATE_PRIM_SCALE);
2745 m_shape.Scale = scale; 2782 m_shape.Scale = scale;
2746 2783
2747 ParentGroup.HasGroupChanged = true; 2784 ParentGroup.HasGroupChanged = true;
@@ -2750,38 +2787,7 @@ namespace OpenSim.Region.Framework.Scenes
2750 2787
2751 public void RotLookAt(Quaternion target, float strength, float damping) 2788 public void RotLookAt(Quaternion target, float strength, float damping)
2752 { 2789 {
2753 rotLookAt(target, strength, damping); 2790 m_parentGroup.rotLookAt(target, strength, damping); // This calls method in SceneObjectGroup.
2754 }
2755
2756 public void rotLookAt(Quaternion target, float strength, float damping)
2757 {
2758 if (IsAttachment)
2759 {
2760 /*
2761 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
2762 if (avatar != null)
2763 {
2764 Rotate the Av?
2765 } */
2766 }
2767 else
2768 {
2769 APIDDamp = damping;
2770 APIDStrength = strength;
2771 APIDTarget = target;
2772 }
2773 }
2774
2775 public void startLookAt(Quaternion rot, float damp, float strength)
2776 {
2777 APIDDamp = damp;
2778 APIDStrength = strength;
2779 APIDTarget = rot;
2780 }
2781
2782 public void stopLookAt()
2783 {
2784 APIDTarget = Quaternion.Identity;
2785 } 2791 }
2786 2792
2787 /// <summary> 2793 /// <summary>
@@ -2793,7 +2799,10 @@ namespace OpenSim.Region.Framework.Scenes
2793 2799
2794 if (m_parentGroup != null) 2800 if (m_parentGroup != null)
2795 { 2801 {
2796 m_parentGroup.QueueForUpdateCheck(); 2802 if (!m_parentGroup.areUpdatesSuspended)
2803 {
2804 m_parentGroup.QueueForUpdateCheck();
2805 }
2797 } 2806 }
2798 2807
2799 int timeNow = Util.UnixTimeSinceEpoch(); 2808 int timeNow = Util.UnixTimeSinceEpoch();
@@ -3010,8 +3019,8 @@ namespace OpenSim.Region.Framework.Scenes
3010 { 3019 {
3011 const float ROTATION_TOLERANCE = 0.01f; 3020 const float ROTATION_TOLERANCE = 0.01f;
3012 const float VELOCITY_TOLERANCE = 0.001f; 3021 const float VELOCITY_TOLERANCE = 0.001f;
3013 const float POSITION_TOLERANCE = 0.05f; 3022 const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary
3014 const int TIME_MS_TOLERANCE = 3000; 3023 const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds.
3015 3024
3016 if (m_updateFlag == 1) 3025 if (m_updateFlag == 1)
3017 { 3026 {
@@ -3025,7 +3034,7 @@ namespace OpenSim.Region.Framework.Scenes
3025 Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE) 3034 Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE)
3026 { 3035 {
3027 AddTerseUpdateToAllAvatars(); 3036 AddTerseUpdateToAllAvatars();
3028 ClearUpdateSchedule(); 3037
3029 3038
3030 // This causes the Scene to 'poll' physical objects every couple of frames 3039 // This causes the Scene to 'poll' physical objects every couple of frames
3031 // bad, so it's been replaced by an event driven method. 3040 // bad, so it's been replaced by an event driven method.
@@ -3043,16 +3052,18 @@ namespace OpenSim.Region.Framework.Scenes
3043 m_lastAngularVelocity = AngularVelocity; 3052 m_lastAngularVelocity = AngularVelocity;
3044 m_lastTerseSent = Environment.TickCount; 3053 m_lastTerseSent = Environment.TickCount;
3045 } 3054 }
3055 //Moved this outside of the if clause so updates don't get blocked.. *sigh*
3056 m_updateFlag = 0; //Why were we calling a function to do this? Inefficient! *screams*
3046 } 3057 }
3047 else 3058 else
3048 { 3059 {
3049 if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes 3060 if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes
3050 { 3061 {
3051 AddFullUpdateToAllAvatars(); 3062 AddFullUpdateToAllAvatars();
3052 ClearUpdateSchedule(); 3063 m_updateFlag = 0; //Same here
3053 } 3064 }
3054 } 3065 }
3055 ClearUpdateSchedule(); 3066 m_updateFlag = 0;
3056 } 3067 }
3057 3068
3058 /// <summary> 3069 /// <summary>
@@ -3072,6 +3083,15 @@ namespace OpenSim.Region.Framework.Scenes
3072 UUID ownerID = _ownerID; 3083 UUID ownerID = _ownerID;
3073 UUID objectID = UUID; 3084 UUID objectID = UUID;
3074 UUID parentID = GetRootPartUUID(); 3085 UUID parentID = GetRootPartUUID();
3086
3087 if (ParentGroup.IsAttachment && ParentGroup.RootPart.Shape.State > 30)
3088 {
3089 // Use the avatar as the parent for HUDs, since the prims
3090 // are not sent to other avatars
3091 objectID = _ownerID;
3092 parentID = _ownerID;
3093 }
3094
3075 UUID soundID = UUID.Zero; 3095 UUID soundID = UUID.Zero;
3076 Vector3 position = AbsolutePosition; // region local 3096 Vector3 position = AbsolutePosition; // region local
3077 ulong regionHandle = m_parentGroup.Scene.RegionInfo.RegionHandle; 3097 ulong regionHandle = m_parentGroup.Scene.RegionInfo.RegionHandle;
@@ -3079,17 +3099,16 @@ namespace OpenSim.Region.Framework.Scenes
3079 if (!UUID.TryParse(sound, out soundID)) 3099 if (!UUID.TryParse(sound, out soundID))
3080 { 3100 {
3081 // search sound file from inventory 3101 // search sound file from inventory
3082 lock (TaskInventory) 3102 TaskInventory.LockItemsForRead(true);
3103 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
3083 { 3104 {
3084 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 3105 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound)
3085 { 3106 {
3086 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound) 3107 soundID = item.Value.ItemID;
3087 { 3108 break;
3088 soundID = item.Value.ItemID;
3089 break;
3090 }
3091 } 3109 }
3092 } 3110 }
3111 TaskInventory.LockItemsForRead(false);
3093 } 3112 }
3094 3113
3095 if (soundID == UUID.Zero) 3114 if (soundID == UUID.Zero)
@@ -3524,7 +3543,7 @@ namespace OpenSim.Region.Framework.Scenes
3524 3543
3525 public void StopLookAt() 3544 public void StopLookAt()
3526 { 3545 {
3527 m_parentGroup.stopLookAt(); 3546 m_parentGroup.stopLookAt(); // This calls method in SceneObjectGroup.
3528 3547
3529 m_parentGroup.ScheduleGroupForTerseUpdate(); 3548 m_parentGroup.ScheduleGroupForTerseUpdate();
3530 } 3549 }
@@ -3551,10 +3570,9 @@ namespace OpenSim.Region.Framework.Scenes
3551 m_parentGroup.ScheduleGroupForTerseUpdate(); 3570 m_parentGroup.ScheduleGroupForTerseUpdate();
3552 //m_parentGroup.ScheduleGroupForFullUpdate(); 3571 //m_parentGroup.ScheduleGroupForFullUpdate();
3553 } 3572 }
3554 3573 public void StoreUndoState(UndoType type)
3555 public void StoreUndoState()
3556 { 3574 {
3557 if (!Undoing) 3575 if (!Undoing && (m_parentGroup == null || m_parentGroup.RootPart == null || !m_parentGroup.RootPart.Undoing))
3558 { 3576 {
3559 if (!IgnoreUndoUpdate) 3577 if (!IgnoreUndoUpdate)
3560 { 3578 {
@@ -3565,17 +3583,25 @@ namespace OpenSim.Region.Framework.Scenes
3565 if (m_undo.Count > 0) 3583 if (m_undo.Count > 0)
3566 { 3584 {
3567 UndoState last = m_undo.Peek(); 3585 UndoState last = m_undo.Peek();
3568 if (last != null) 3586
3569 {
3570 if (last.Compare(this))
3571 return;
3572 }
3573 } 3587 }
3574 3588
3575 if (m_parentGroup.GetSceneMaxUndo() > 0) 3589 if (m_parentGroup.GetSceneMaxUndo() > 0)
3576 { 3590 {
3577 UndoState nUndo = new UndoState(this); 3591 UndoState lastUndo = m_undo.Peek();
3592
3593 UndoState nUndo = new UndoState(this, type);
3578 3594
3595 if (lastUndo != null)
3596 {
3597 TimeSpan ts = DateTime.Now.Subtract(lastUndo.LastUpdated);
3598 if (ts.TotalMilliseconds < 500)
3599 {
3600 //Delete the last entry since it was less than 500 milliseconds ago
3601 nUndo.Merge(lastUndo);
3602 m_undo.Pop();
3603 }
3604 }
3579 m_undo.Push(nUndo); 3605 m_undo.Push(nUndo);
3580 } 3606 }
3581 3607
@@ -4052,11 +4078,13 @@ namespace OpenSim.Region.Framework.Scenes
4052 if (m_undo.Count > 0) 4078 if (m_undo.Count > 0)
4053 { 4079 {
4054 UndoState nUndo = null; 4080 UndoState nUndo = null;
4081 UndoState goback = m_undo.Pop();
4055 if (m_parentGroup.GetSceneMaxUndo() > 0) 4082 if (m_parentGroup.GetSceneMaxUndo() > 0)
4056 { 4083 {
4057 nUndo = new UndoState(this); 4084 nUndo = new UndoState(this, goback.Type);
4058 } 4085 }
4059 UndoState goback = m_undo.Pop(); 4086
4087
4060 if (goback != null) 4088 if (goback != null)
4061 { 4089 {
4062 goback.PlaybackState(this); 4090 goback.PlaybackState(this);
@@ -4071,13 +4099,13 @@ namespace OpenSim.Region.Framework.Scenes
4071 { 4099 {
4072 lock (m_redo) 4100 lock (m_redo)
4073 { 4101 {
4102 UndoState gofwd = m_redo.Pop();
4074 if (m_parentGroup.GetSceneMaxUndo() > 0) 4103 if (m_parentGroup.GetSceneMaxUndo() > 0)
4075 { 4104 {
4076 UndoState nUndo = new UndoState(this); 4105 UndoState nUndo = new UndoState(this, gofwd.Type);
4077 4106
4078 m_undo.Push(nUndo); 4107 m_undo.Push(nUndo);
4079 } 4108 }
4080 UndoState gofwd = m_redo.Pop();
4081 if (gofwd != null) 4109 if (gofwd != null)
4082 gofwd.PlayfwdState(this); 4110 gofwd.PlayfwdState(this);
4083 } 4111 }
@@ -4525,8 +4553,9 @@ namespace OpenSim.Region.Framework.Scenes
4525 { 4553 {
4526 m_shape.TextureEntry = textureEntry; 4554 m_shape.TextureEntry = textureEntry;
4527 TriggerScriptChangedEvent(Changed.TEXTURE); 4555 TriggerScriptChangedEvent(Changed.TEXTURE);
4528 4556 m_updateFlag = 1;
4529 ParentGroup.HasGroupChanged = true; 4557 ParentGroup.HasGroupChanged = true;
4558
4530 //This is madness.. 4559 //This is madness..
4531 //ParentGroup.ScheduleGroupForFullUpdate(); 4560 //ParentGroup.ScheduleGroupForFullUpdate();
4532 //This is sparta 4561 //This is sparta
@@ -4771,5 +4800,17 @@ namespace OpenSim.Region.Framework.Scenes
4771 Color color = Color; 4800 Color color = Color;
4772 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); 4801 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A));
4773 } 4802 }
4803
4804 public void ResetOwnerChangeFlag()
4805 {
4806 List<UUID> inv = Inventory.GetInventoryList();
4807
4808 foreach (UUID itemID in inv)
4809 {
4810 TaskInventoryItem item = Inventory.GetInventoryItem(itemID);
4811 item.OwnerChanged = false;
4812 Inventory.UpdateInventoryItem(item);
4813 }
4814 }
4774 } 4815 }
4775} 4816}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
index 4ae53a2..8b4f0ed 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
@@ -46,6 +46,8 @@ namespace OpenSim.Region.Framework.Scenes
46 46
47 private string m_inventoryFileName = String.Empty; 47 private string m_inventoryFileName = String.Empty;
48 private int m_inventoryFileNameSerial = 0; 48 private int m_inventoryFileNameSerial = 0;
49
50 private Dictionary<UUID, ArrayList> m_scriptErrors = new Dictionary<UUID, ArrayList>();
49 51
50 /// <value> 52 /// <value>
51 /// The part to which the inventory belongs. 53 /// The part to which the inventory belongs.
@@ -82,7 +84,9 @@ namespace OpenSim.Region.Framework.Scenes
82 /// </value> 84 /// </value>
83 protected internal TaskInventoryDictionary Items 85 protected internal TaskInventoryDictionary Items
84 { 86 {
85 get { return m_items; } 87 get {
88 return m_items;
89 }
86 set 90 set
87 { 91 {
88 m_items = value; 92 m_items = value;
@@ -118,22 +122,25 @@ namespace OpenSim.Region.Framework.Scenes
118 /// <param name="linkNum">Link number for the part</param> 122 /// <param name="linkNum">Link number for the part</param>
119 public void ResetInventoryIDs() 123 public void ResetInventoryIDs()
120 { 124 {
121 lock (m_items) 125 m_items.LockItemsForWrite(true);
126
127 if (0 == Items.Count)
122 { 128 {
123 if (0 == m_items.Count) 129 m_items.LockItemsForWrite(false);
124 return; 130 return;
131 }
125 132
126 HasInventoryChanged = true; 133 HasInventoryChanged = true;
127 m_part.ParentGroup.HasGroupChanged = true; 134 m_part.ParentGroup.HasGroupChanged = true;
128 IList<TaskInventoryItem> items = GetInventoryItems(); 135 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
129 m_items.Clear(); 136 Items.Clear();
130 137
131 foreach (TaskInventoryItem item in items) 138 foreach (TaskInventoryItem item in items)
132 { 139 {
133 item.ResetIDs(m_part.UUID); 140 item.ResetIDs(m_part.UUID);
134 m_items.Add(item.ItemID, item); 141 Items.Add(item.ItemID, item);
135 }
136 } 142 }
143 m_items.LockItemsForWrite(false);
137 } 144 }
138 145
139 /// <summary> 146 /// <summary>
@@ -142,12 +149,11 @@ namespace OpenSim.Region.Framework.Scenes
142 /// <param name="ownerId"></param> 149 /// <param name="ownerId"></param>
143 public void ChangeInventoryOwner(UUID ownerId) 150 public void ChangeInventoryOwner(UUID ownerId)
144 { 151 {
145 lock (Items) 152 m_items.LockItemsForWrite(true);
153 if (0 == Items.Count)
146 { 154 {
147 if (0 == Items.Count) 155 m_items.LockItemsForWrite(false);
148 { 156 return;
149 return;
150 }
151 } 157 }
152 158
153 HasInventoryChanged = true; 159 HasInventoryChanged = true;
@@ -161,6 +167,7 @@ namespace OpenSim.Region.Framework.Scenes
161 item.OwnerID = ownerId; 167 item.OwnerID = ownerId;
162 } 168 }
163 } 169 }
170 m_items.LockItemsForWrite(false);
164 } 171 }
165 172
166 /// <summary> 173 /// <summary>
@@ -169,22 +176,24 @@ namespace OpenSim.Region.Framework.Scenes
169 /// <param name="groupID"></param> 176 /// <param name="groupID"></param>
170 public void ChangeInventoryGroup(UUID groupID) 177 public void ChangeInventoryGroup(UUID groupID)
171 { 178 {
172 lock (Items) 179 m_items.LockItemsForWrite(true);
180 if (0 == Items.Count)
173 { 181 {
174 if (0 == Items.Count) 182 m_items.LockItemsForWrite(false);
175 { 183 return;
176 return;
177 }
178 } 184 }
179 185
180 HasInventoryChanged = true; 186 HasInventoryChanged = true;
181 m_part.ParentGroup.HasGroupChanged = true; 187 m_part.ParentGroup.HasGroupChanged = true;
182 List<TaskInventoryItem> items = GetInventoryItems(); 188 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
183 foreach (TaskInventoryItem item in items) 189 foreach (TaskInventoryItem item in items)
184 { 190 {
185 if (groupID != item.GroupID) 191 if (groupID != item.GroupID)
192 {
186 item.GroupID = groupID; 193 item.GroupID = groupID;
194 }
187 } 195 }
196 m_items.LockItemsForWrite(false);
188 } 197 }
189 198
190 /// <summary> 199 /// <summary>
@@ -192,9 +201,14 @@ namespace OpenSim.Region.Framework.Scenes
192 /// </summary> 201 /// </summary>
193 public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource) 202 public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource)
194 { 203 {
195 List<TaskInventoryItem> scripts = GetInventoryScripts(); 204 Items.LockItemsForRead(true);
196 foreach (TaskInventoryItem item in scripts) 205 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
197 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); 206 Items.LockItemsForRead(false);
207 foreach (TaskInventoryItem item in items)
208 {
209 if ((int)InventoryType.LSL == item.InvType)
210 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource);
211 }
198 } 212 }
199 213
200 public ArrayList GetScriptErrors(UUID itemID) 214 public ArrayList GetScriptErrors(UUID itemID)
@@ -227,9 +241,18 @@ namespace OpenSim.Region.Framework.Scenes
227 /// </param> 241 /// </param>
228 public void RemoveScriptInstances(bool sceneObjectBeingDeleted) 242 public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
229 { 243 {
230 List<TaskInventoryItem> scripts = GetInventoryScripts(); 244 Items.LockItemsForRead(true);
231 foreach (TaskInventoryItem item in scripts) 245 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
232 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted); 246 Items.LockItemsForRead(false);
247
248 foreach (TaskInventoryItem item in items)
249 {
250 if ((int)InventoryType.LSL == item.InvType)
251 {
252 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted);
253 m_part.RemoveScriptEvents(item.ItemID);
254 }
255 }
233 } 256 }
234 257
235 /// <summary> 258 /// <summary>
@@ -245,7 +268,10 @@ namespace OpenSim.Region.Framework.Scenes
245 // item.Name, item.ItemID, Name, UUID); 268 // item.Name, item.ItemID, Name, UUID);
246 269
247 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID)) 270 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID))
271 {
272 StoreScriptError(item.ItemID, "no permission");
248 return; 273 return;
274 }
249 275
250 m_part.AddFlag(PrimFlags.Scripted); 276 m_part.AddFlag(PrimFlags.Scripted);
251 277
@@ -254,14 +280,13 @@ namespace OpenSim.Region.Framework.Scenes
254 if (stateSource == 1 && // Prim crossing 280 if (stateSource == 1 && // Prim crossing
255 m_part.ParentGroup.Scene.m_trustBinaries) 281 m_part.ParentGroup.Scene.m_trustBinaries)
256 { 282 {
257 lock (m_items) 283 m_items.LockItemsForWrite(true);
258 { 284 m_items[item.ItemID].PermsMask = 0;
259 m_items[item.ItemID].PermsMask = 0; 285 m_items[item.ItemID].PermsGranter = UUID.Zero;
260 m_items[item.ItemID].PermsGranter = UUID.Zero; 286 m_items.LockItemsForWrite(false);
261 }
262
263 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 287 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
264 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource); 288 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource);
289 StoreScriptErrors(item.ItemID, null);
265 m_part.ParentGroup.AddActiveScriptCount(1); 290 m_part.ParentGroup.AddActiveScriptCount(1);
266 m_part.ScheduleFullUpdate(); 291 m_part.ScheduleFullUpdate();
267 return; 292 return;
@@ -270,6 +295,8 @@ namespace OpenSim.Region.Framework.Scenes
270 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString()); 295 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString());
271 if (null == asset) 296 if (null == asset)
272 { 297 {
298 string msg = String.Format("asset ID {0} could not be found", item.AssetID);
299 StoreScriptError(item.ItemID, msg);
273 m_log.ErrorFormat( 300 m_log.ErrorFormat(
274 "[PRIM INVENTORY]: " + 301 "[PRIM INVENTORY]: " +
275 "Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found", 302 "Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found",
@@ -281,15 +308,17 @@ namespace OpenSim.Region.Framework.Scenes
281 if (m_part.ParentGroup.m_savedScriptState != null) 308 if (m_part.ParentGroup.m_savedScriptState != null)
282 RestoreSavedScriptState(item.OldItemID, item.ItemID); 309 RestoreSavedScriptState(item.OldItemID, item.ItemID);
283 310
284 lock (m_items) 311 m_items.LockItemsForWrite(true);
285 { 312
286 m_items[item.ItemID].PermsMask = 0; 313 m_items[item.ItemID].PermsMask = 0;
287 m_items[item.ItemID].PermsGranter = UUID.Zero; 314 m_items[item.ItemID].PermsGranter = UUID.Zero;
288 } 315
316 m_items.LockItemsForWrite(false);
289 317
290 string script = Utils.BytesToString(asset.Data); 318 string script = Utils.BytesToString(asset.Data);
291 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 319 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
292 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource); 320 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource);
321 StoreScriptErrors(item.ItemID, null);
293 m_part.ParentGroup.AddActiveScriptCount(1); 322 m_part.ParentGroup.AddActiveScriptCount(1);
294 m_part.ScheduleFullUpdate(); 323 m_part.ScheduleFullUpdate();
295 } 324 }
@@ -353,21 +382,145 @@ namespace OpenSim.Region.Framework.Scenes
353 382
354 /// <summary> 383 /// <summary>
355 /// Start a script which is in this prim's inventory. 384 /// Start a script which is in this prim's inventory.
385 /// Some processing may occur in the background, but this routine returns asap.
356 /// </summary> 386 /// </summary>
357 /// <param name="itemId"> 387 /// <param name="itemId">
358 /// A <see cref="UUID"/> 388 /// A <see cref="UUID"/>
359 /// </param> 389 /// </param>
360 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource) 390 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
361 { 391 {
362 TaskInventoryItem item = GetInventoryItem(itemId); 392 lock (m_scriptErrors)
363 if (item != null) 393 {
364 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); 394 // Indicate to CreateScriptInstanceInternal() we don't want it to wait for completion
395 m_scriptErrors.Remove(itemId);
396 }
397 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
398 }
399
400 private void CreateScriptInstanceInternal(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
401 {
402 m_items.LockItemsForRead(true);
403 if (m_items.ContainsKey(itemId))
404 {
405 if (m_items.ContainsKey(itemId))
406 {
407 m_items.LockItemsForRead(false);
408 CreateScriptInstance(m_items[itemId], startParam, postOnRez, engine, stateSource);
409 }
410 else
411 {
412 m_items.LockItemsForRead(false);
413 string msg = String.Format("couldn't be found for prim {0}, {1} at {2} in {3}", m_part.Name, m_part.UUID,
414 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
415 StoreScriptError(itemId, msg);
416 m_log.ErrorFormat(
417 "[PRIM INVENTORY]: " +
418 "Couldn't start script with ID {0} since it {1}", itemId, msg);
419 }
420 }
365 else 421 else
422 {
423 m_items.LockItemsForRead(false);
424 string msg = String.Format("couldn't be found for prim {0}, {1}", m_part.Name, m_part.UUID);
425 StoreScriptError(itemId, msg);
366 m_log.ErrorFormat( 426 m_log.ErrorFormat(
367 "[PRIM INVENTORY]: " + 427 "[PRIM INVENTORY]: " +
368 "Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}", 428 "Couldn't start script with ID {0} since it {1}", itemId, msg);
369 itemId, m_part.Name, m_part.UUID, 429 }
370 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 430
431 }
432
433 /// <summary>
434 /// Start a script which is in this prim's inventory and return any compilation error messages.
435 /// </summary>
436 /// <param name="itemId">
437 /// A <see cref="UUID"/>
438 /// </param>
439 public ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
440 {
441 ArrayList errors;
442
443 // Indicate to CreateScriptInstanceInternal() we want it to
444 // post any compilation/loading error messages
445 lock (m_scriptErrors)
446 {
447 m_scriptErrors[itemId] = null;
448 }
449
450 // Perform compilation/loading
451 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
452
453 // Wait for and retrieve any errors
454 lock (m_scriptErrors)
455 {
456 while ((errors = m_scriptErrors[itemId]) == null)
457 {
458 if (!System.Threading.Monitor.Wait(m_scriptErrors, 15000))
459 {
460 m_log.ErrorFormat(
461 "[PRIM INVENTORY]: " +
462 "timedout waiting for script {0} errors", itemId);
463 errors = m_scriptErrors[itemId];
464 if (errors == null)
465 {
466 errors = new ArrayList(1);
467 errors.Add("timedout waiting for errors");
468 }
469 break;
470 }
471 }
472 m_scriptErrors.Remove(itemId);
473 }
474 return errors;
475 }
476
477 // Signal to CreateScriptInstanceEr() that compilation/loading is complete
478 private void StoreScriptErrors(UUID itemId, ArrayList errors)
479 {
480 lock (m_scriptErrors)
481 {
482 // If compilation/loading initiated via CreateScriptInstance(),
483 // it does not want the errors, so just get out
484 if (!m_scriptErrors.ContainsKey(itemId))
485 {
486 return;
487 }
488
489 // Initiated via CreateScriptInstanceEr(), if we know what the
490 // errors are, save them and wake CreateScriptInstanceEr().
491 if (errors != null)
492 {
493 m_scriptErrors[itemId] = errors;
494 System.Threading.Monitor.PulseAll(m_scriptErrors);
495 return;
496 }
497 }
498
499 // Initiated via CreateScriptInstanceEr() but we don't know what
500 // the errors are yet, so retrieve them from the script engine.
501 // This may involve some waiting internal to GetScriptErrors().
502 errors = GetScriptErrors(itemId);
503
504 // Get a default non-null value to indicate success.
505 if (errors == null)
506 {
507 errors = new ArrayList();
508 }
509
510 // Post to CreateScriptInstanceEr() and wake it up
511 lock (m_scriptErrors)
512 {
513 m_scriptErrors[itemId] = errors;
514 System.Threading.Monitor.PulseAll(m_scriptErrors);
515 }
516 }
517
518 // Like StoreScriptErrors(), but just posts a single string message
519 private void StoreScriptError(UUID itemId, string message)
520 {
521 ArrayList errors = new ArrayList(1);
522 errors.Add(message);
523 StoreScriptErrors(itemId, errors);
371 } 524 }
372 525
373 /// <summary> 526 /// <summary>
@@ -380,15 +533,7 @@ namespace OpenSim.Region.Framework.Scenes
380 /// </param> 533 /// </param>
381 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted) 534 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted)
382 { 535 {
383 bool scriptPresent = false; 536 if (m_items.ContainsKey(itemId))
384
385 lock (m_items)
386 {
387 if (m_items.ContainsKey(itemId))
388 scriptPresent = true;
389 }
390
391 if (scriptPresent)
392 { 537 {
393 if (!sceneObjectBeingDeleted) 538 if (!sceneObjectBeingDeleted)
394 m_part.RemoveScriptEvents(itemId); 539 m_part.RemoveScriptEvents(itemId);
@@ -413,14 +558,16 @@ namespace OpenSim.Region.Framework.Scenes
413 /// <returns></returns> 558 /// <returns></returns>
414 private bool InventoryContainsName(string name) 559 private bool InventoryContainsName(string name)
415 { 560 {
416 lock (m_items) 561 m_items.LockItemsForRead(true);
562 foreach (TaskInventoryItem item in m_items.Values)
417 { 563 {
418 foreach (TaskInventoryItem item in m_items.Values) 564 if (item.Name == name)
419 { 565 {
420 if (item.Name == name) 566 m_items.LockItemsForRead(false);
421 return true; 567 return true;
422 } 568 }
423 } 569 }
570 m_items.LockItemsForRead(false);
424 return false; 571 return false;
425 } 572 }
426 573
@@ -462,8 +609,9 @@ namespace OpenSim.Region.Framework.Scenes
462 /// <param name="item"></param> 609 /// <param name="item"></param>
463 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop) 610 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop)
464 { 611 {
465 List<TaskInventoryItem> il = GetInventoryItems(); 612 m_items.LockItemsForRead(true);
466 613 List<TaskInventoryItem> il = new List<TaskInventoryItem>(m_items.Values);
614 m_items.LockItemsForRead(false);
467 foreach (TaskInventoryItem i in il) 615 foreach (TaskInventoryItem i in il)
468 { 616 {
469 if (i.Name == item.Name) 617 if (i.Name == item.Name)
@@ -501,14 +649,14 @@ namespace OpenSim.Region.Framework.Scenes
501 item.Name = name; 649 item.Name = name;
502 item.GroupID = m_part.GroupID; 650 item.GroupID = m_part.GroupID;
503 651
504 lock (m_items) 652 m_items.LockItemsForWrite(true);
505 m_items.Add(item.ItemID, item); 653 m_items.Add(item.ItemID, item);
506 654 m_items.LockItemsForWrite(false);
507 if (allowedDrop) 655 if (allowedDrop)
508 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP); 656 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP);
509 else 657 else
510 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 658 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
511 659
512 m_inventorySerial++; 660 m_inventorySerial++;
513 //m_inventorySerial += 2; 661 //m_inventorySerial += 2;
514 HasInventoryChanged = true; 662 HasInventoryChanged = true;
@@ -524,15 +672,15 @@ namespace OpenSim.Region.Framework.Scenes
524 /// <param name="items"></param> 672 /// <param name="items"></param>
525 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items) 673 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items)
526 { 674 {
527 lock (m_items) 675 m_items.LockItemsForWrite(true);
676 foreach (TaskInventoryItem item in items)
528 { 677 {
529 foreach (TaskInventoryItem item in items) 678 m_items.Add(item.ItemID, item);
530 { 679// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
531 m_items.Add(item.ItemID, item);
532// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
533 }
534 m_inventorySerial++;
535 } 680 }
681 m_items.LockItemsForWrite(false);
682
683 m_inventorySerial++;
536 } 684 }
537 685
538 /// <summary> 686 /// <summary>
@@ -543,10 +691,9 @@ namespace OpenSim.Region.Framework.Scenes
543 public TaskInventoryItem GetInventoryItem(UUID itemId) 691 public TaskInventoryItem GetInventoryItem(UUID itemId)
544 { 692 {
545 TaskInventoryItem item; 693 TaskInventoryItem item;
546 694 m_items.LockItemsForRead(true);
547 lock (m_items) 695 m_items.TryGetValue(itemId, out item);
548 m_items.TryGetValue(itemId, out item); 696 m_items.LockItemsForRead(false);
549
550 return item; 697 return item;
551 } 698 }
552 699
@@ -562,15 +709,16 @@ namespace OpenSim.Region.Framework.Scenes
562 { 709 {
563 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(); 710 IList<TaskInventoryItem> items = new List<TaskInventoryItem>();
564 711
565 lock (m_items) 712 m_items.LockItemsForRead(true);
713
714 foreach (TaskInventoryItem item in m_items.Values)
566 { 715 {
567 foreach (TaskInventoryItem item in m_items.Values) 716 if (item.Name == name)
568 { 717 items.Add(item);
569 if (item.Name == name)
570 items.Add(item);
571 }
572 } 718 }
573 719
720 m_items.LockItemsForRead(false);
721
574 return items; 722 return items;
575 } 723 }
576 724
@@ -587,8 +735,9 @@ namespace OpenSim.Region.Framework.Scenes
587 735
588 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents) 736 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents)
589 { 737 {
590 TaskInventoryItem it = GetInventoryItem(item.ItemID); 738 m_items.LockItemsForWrite(true);
591 if (it != null) 739
740 if (m_items.ContainsKey(item.ItemID))
592 { 741 {
593 item.ParentID = m_part.UUID; 742 item.ParentID = m_part.UUID;
594 item.ParentPartID = m_part.UUID; 743 item.ParentPartID = m_part.UUID;
@@ -600,19 +749,15 @@ namespace OpenSim.Region.Framework.Scenes
600 item.GroupID = m_part.GroupID; 749 item.GroupID = m_part.GroupID;
601 750
602 if (item.AssetID == UUID.Zero) 751 if (item.AssetID == UUID.Zero)
603 item.AssetID = it.AssetID; 752 item.AssetID = m_items[item.ItemID].AssetID;
604
605 lock (m_items)
606 {
607 m_items[item.ItemID] = item;
608 m_inventorySerial++;
609 }
610 753
754 m_items[item.ItemID] = item;
755 m_inventorySerial++;
611 if (fireScriptEvents) 756 if (fireScriptEvents)
612 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 757 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
613
614 HasInventoryChanged = true; 758 HasInventoryChanged = true;
615 m_part.ParentGroup.HasGroupChanged = true; 759 m_part.ParentGroup.HasGroupChanged = true;
760 m_items.LockItemsForWrite(false);
616 return true; 761 return true;
617 } 762 }
618 else 763 else
@@ -623,8 +768,9 @@ namespace OpenSim.Region.Framework.Scenes
623 item.ItemID, m_part.Name, m_part.UUID, 768 item.ItemID, m_part.Name, m_part.UUID,
624 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 769 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
625 } 770 }
626 return false; 771 m_items.LockItemsForWrite(false);
627 772
773 return false;
628 } 774 }
629 775
630 /// <summary> 776 /// <summary>
@@ -635,37 +781,53 @@ namespace OpenSim.Region.Framework.Scenes
635 /// in this prim's inventory.</returns> 781 /// in this prim's inventory.</returns>
636 public int RemoveInventoryItem(UUID itemID) 782 public int RemoveInventoryItem(UUID itemID)
637 { 783 {
638 TaskInventoryItem item = GetInventoryItem(itemID); 784 m_items.LockItemsForRead(true);
639 if (item != null) 785
786 if (m_items.ContainsKey(itemID))
640 { 787 {
641 int type = m_items[itemID].InvType; 788 int type = m_items[itemID].InvType;
789 m_items.LockItemsForRead(false);
642 if (type == 10) // Script 790 if (type == 10) // Script
643 { 791 {
644 m_part.RemoveScriptEvents(itemID);
645 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID); 792 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID);
646 } 793 }
794 m_items.LockItemsForWrite(true);
647 m_items.Remove(itemID); 795 m_items.Remove(itemID);
796 m_items.LockItemsForWrite(false);
648 m_inventorySerial++; 797 m_inventorySerial++;
649 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 798 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
650 799
651 HasInventoryChanged = true; 800 HasInventoryChanged = true;
652 m_part.ParentGroup.HasGroupChanged = true; 801 m_part.ParentGroup.HasGroupChanged = true;
653 802
654 if (!ContainsScripts()) 803 int scriptcount = 0;
804 m_items.LockItemsForRead(true);
805 foreach (TaskInventoryItem item in m_items.Values)
806 {
807 if (item.Type == 10)
808 {
809 scriptcount++;
810 }
811 }
812 m_items.LockItemsForRead(false);
813
814
815 if (scriptcount <= 0)
816 {
655 m_part.RemFlag(PrimFlags.Scripted); 817 m_part.RemFlag(PrimFlags.Scripted);
818 }
656 819
657 m_part.ScheduleFullUpdate(); 820 m_part.ScheduleFullUpdate();
658 821
659 return type; 822 return type;
660
661 } 823 }
662 else 824 else
663 { 825 {
826 m_items.LockItemsForRead(false);
664 m_log.ErrorFormat( 827 m_log.ErrorFormat(
665 "[PRIM INVENTORY]: " + 828 "[PRIM INVENTORY]: " +
666 "Tried to remove item ID {0} from prim {1}, {2} at {3} in {4} but the item does not exist in this inventory", 829 "Tried to remove item ID {0} from prim {1}, {2} but the item does not exist in this inventory",
667 itemID, m_part.Name, m_part.UUID, 830 itemID, m_part.Name, m_part.UUID);
668 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
669 } 831 }
670 832
671 return -1; 833 return -1;
@@ -719,8 +881,9 @@ namespace OpenSim.Region.Framework.Scenes
719 // isn't available (such as drag from prim inventory to agent inventory) 881 // isn't available (such as drag from prim inventory to agent inventory)
720 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero); 882 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero);
721 883
722 List<TaskInventoryItem> items = GetInventoryItems(); 884 m_items.LockItemsForRead(true);
723 foreach (TaskInventoryItem item in items) 885
886 foreach (TaskInventoryItem item in m_items.Values)
724 { 887 {
725 UUID ownerID = item.OwnerID; 888 UUID ownerID = item.OwnerID;
726 uint everyoneMask = 0; 889 uint everyoneMask = 0;
@@ -764,6 +927,8 @@ namespace OpenSim.Region.Framework.Scenes
764 invString.AddNameValueLine("creation_date", item.CreationDate.ToString()); 927 invString.AddNameValueLine("creation_date", item.CreationDate.ToString());
765 invString.AddSectionEnd(); 928 invString.AddSectionEnd();
766 } 929 }
930 int count = m_items.Count;
931 m_items.LockItemsForRead(false);
767 932
768 fileData = Utils.StringToBytes(invString.BuildString); 933 fileData = Utils.StringToBytes(invString.BuildString);
769 934
@@ -784,10 +949,11 @@ namespace OpenSim.Region.Framework.Scenes
784 { 949 {
785 if (HasInventoryChanged) 950 if (HasInventoryChanged)
786 { 951 {
787 HasInventoryChanged = false; 952 Items.LockItemsForRead(true);
788 List<TaskInventoryItem> items = GetInventoryItems(); 953 datastore.StorePrimInventory(m_part.UUID, Items.Values);
789 datastore.StorePrimInventory(m_part.UUID, items); 954 Items.LockItemsForRead(false);
790 955
956 HasInventoryChanged = false;
791 } 957 }
792 } 958 }
793 959
@@ -854,89 +1020,75 @@ namespace OpenSim.Region.Framework.Scenes
854 { 1020 {
855 uint mask=0x7fffffff; 1021 uint mask=0x7fffffff;
856 1022
857 lock (m_items) 1023 foreach (TaskInventoryItem item in m_items.Values)
858 { 1024 {
859 foreach (TaskInventoryItem item in m_items.Values) 1025 if (item.InvType != (int)InventoryType.Object)
860 { 1026 {
861 if (item.InvType != (int)InventoryType.Object) 1027 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
862 { 1028 mask &= ~((uint)PermissionMask.Copy >> 13);
863 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0) 1029 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
864 mask &= ~((uint)PermissionMask.Copy >> 13); 1030 mask &= ~((uint)PermissionMask.Transfer >> 13);
865 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0) 1031 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
866 mask &= ~((uint)PermissionMask.Transfer >> 13); 1032 mask &= ~((uint)PermissionMask.Modify >> 13);
867 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
868 mask &= ~((uint)PermissionMask.Modify >> 13);
869 }
870 else
871 {
872 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
873 mask &= ~((uint)PermissionMask.Copy >> 13);
874 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
875 mask &= ~((uint)PermissionMask.Transfer >> 13);
876 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
877 mask &= ~((uint)PermissionMask.Modify >> 13);
878 }
879
880 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
881 mask &= ~(uint)PermissionMask.Copy;
882 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
883 mask &= ~(uint)PermissionMask.Transfer;
884 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
885 mask &= ~(uint)PermissionMask.Modify;
886 } 1033 }
1034 else
1035 {
1036 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1037 mask &= ~((uint)PermissionMask.Copy >> 13);
1038 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1039 mask &= ~((uint)PermissionMask.Transfer >> 13);
1040 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1041 mask &= ~((uint)PermissionMask.Modify >> 13);
1042 }
1043
1044 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
1045 mask &= ~(uint)PermissionMask.Copy;
1046 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1047 mask &= ~(uint)PermissionMask.Transfer;
1048 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
1049 mask &= ~(uint)PermissionMask.Modify;
887 } 1050 }
888
889 return mask; 1051 return mask;
890 } 1052 }
891 1053
892 public void ApplyNextOwnerPermissions() 1054 public void ApplyNextOwnerPermissions()
893 { 1055 {
894 lock (m_items) 1056 foreach (TaskInventoryItem item in m_items.Values)
895 { 1057 {
896 foreach (TaskInventoryItem item in m_items.Values) 1058 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0)
897 { 1059 {
898 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0) 1060 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
899 { 1061 item.CurrentPermissions &= ~(uint)PermissionMask.Copy;
900 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0) 1062 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
901 item.CurrentPermissions &= ~(uint)PermissionMask.Copy; 1063 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
902 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0) 1064 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
903 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer; 1065 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
904 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
905 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
906 }
907 item.CurrentPermissions &= item.NextPermissions;
908 item.BasePermissions &= item.NextPermissions;
909 item.EveryonePermissions &= item.NextPermissions;
910 item.OwnerChanged = true;
911 } 1066 }
1067 item.OwnerChanged = true;
1068 item.CurrentPermissions &= item.NextPermissions;
1069 item.BasePermissions &= item.NextPermissions;
1070 item.EveryonePermissions &= item.NextPermissions;
912 } 1071 }
913 } 1072 }
914 1073
915 public void ApplyGodPermissions(uint perms) 1074 public void ApplyGodPermissions(uint perms)
916 { 1075 {
917 lock (m_items) 1076 foreach (TaskInventoryItem item in m_items.Values)
918 { 1077 {
919 foreach (TaskInventoryItem item in m_items.Values) 1078 item.CurrentPermissions = perms;
920 { 1079 item.BasePermissions = perms;
921 item.CurrentPermissions = perms;
922 item.BasePermissions = perms;
923 }
924 } 1080 }
925 } 1081 }
926 1082
927 public bool ContainsScripts() 1083 public bool ContainsScripts()
928 { 1084 {
929 lock (m_items) 1085 foreach (TaskInventoryItem item in m_items.Values)
930 { 1086 {
931 foreach (TaskInventoryItem item in m_items.Values) 1087 if (item.InvType == (int)InventoryType.LSL)
932 { 1088 {
933 if (item.InvType == (int)InventoryType.LSL) 1089 return true;
934 {
935 return true;
936 }
937 } 1090 }
938 } 1091 }
939
940 return false; 1092 return false;
941 } 1093 }
942 1094
@@ -944,11 +1096,8 @@ namespace OpenSim.Region.Framework.Scenes
944 { 1096 {
945 List<UUID> ret = new List<UUID>(); 1097 List<UUID> ret = new List<UUID>();
946 1098
947 lock (m_items) 1099 foreach (TaskInventoryItem item in m_items.Values)
948 { 1100 ret.Add(item.ItemID);
949 foreach (TaskInventoryItem item in m_items.Values)
950 ret.Add(item.ItemID);
951 }
952 1101
953 return ret; 1102 return ret;
954 } 1103 }
@@ -979,31 +1128,44 @@ namespace OpenSim.Region.Framework.Scenes
979 1128
980 public Dictionary<UUID, string> GetScriptStates() 1129 public Dictionary<UUID, string> GetScriptStates()
981 { 1130 {
1131 return GetScriptStates(false);
1132 }
1133
1134 public Dictionary<UUID, string> GetScriptStates(bool oldIDs)
1135 {
982 IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces<IScriptModule>(); 1136 IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces<IScriptModule>();
983 1137
984 Dictionary<UUID, string> ret = new Dictionary<UUID, string>(); 1138 Dictionary<UUID, string> ret = new Dictionary<UUID, string>();
985 if (engines == null) // No engine at all 1139 if (engines == null) // No engine at all
986 return ret; 1140 return ret;
987 1141
988 List<TaskInventoryItem> scripts = GetInventoryScripts(); 1142 foreach (TaskInventoryItem item in m_items.Values)
989
990 foreach (TaskInventoryItem item in scripts)
991 { 1143 {
992 foreach (IScriptModule e in engines) 1144 if (item.InvType == (int)InventoryType.LSL)
993 { 1145 {
994 if (e != null) 1146 foreach (IScriptModule e in engines)
995 { 1147 {
996 string n = e.GetXMLState(item.ItemID); 1148 if (e != null)
997 if (n != String.Empty)
998 { 1149 {
999 if (!ret.ContainsKey(item.ItemID)) 1150 string n = e.GetXMLState(item.ItemID);
1000 ret[item.ItemID] = n; 1151 if (n != String.Empty)
1001 break; 1152 {
1153 if (oldIDs)
1154 {
1155 if (!ret.ContainsKey(item.OldItemID))
1156 ret[item.OldItemID] = n;
1157 }
1158 else
1159 {
1160 if (!ret.ContainsKey(item.ItemID))
1161 ret[item.ItemID] = n;
1162 }
1163 break;
1164 }
1002 } 1165 }
1003 } 1166 }
1004 } 1167 }
1005 } 1168 }
1006
1007 return ret; 1169 return ret;
1008 } 1170 }
1009 1171
@@ -1013,21 +1175,27 @@ namespace OpenSim.Region.Framework.Scenes
1013 if (engines == null) 1175 if (engines == null)
1014 return; 1176 return;
1015 1177
1016 List<TaskInventoryItem> scripts = GetInventoryScripts();
1017 1178
1018 foreach (TaskInventoryItem item in scripts) 1179 Items.LockItemsForRead(true);
1180
1181 foreach (TaskInventoryItem item in m_items.Values)
1019 { 1182 {
1020 foreach (IScriptModule engine in engines) 1183 if (item.InvType == (int)InventoryType.LSL)
1021 { 1184 {
1022 if (engine != null) 1185 foreach (IScriptModule engine in engines)
1023 { 1186 {
1024 if (item.OwnerChanged) 1187 if (engine != null)
1025 engine.PostScriptEvent(item.ItemID, "changed", new Object[] { (int)Changed.OWNER }); 1188 {
1026 item.OwnerChanged = false; 1189 if (item.OwnerChanged)
1027 engine.ResumeScript(item.ItemID); 1190 engine.PostScriptEvent(item.ItemID, "changed", new Object[] { (int)Changed.OWNER });
1191 item.OwnerChanged = false;
1192 engine.ResumeScript(item.ItemID);
1193 }
1028 } 1194 }
1029 } 1195 }
1030 } 1196 }
1197
1198 Items.LockItemsForRead(false);
1031 } 1199 }
1032 1200
1033 } 1201 }
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 4c17615..fc8e0d7 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -1,3767 +1,4332 @@
1/* 1/*
2 * Copyright (c) Contributors, http://opensimulator.org/ 2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders. 3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 * 4 *
5 * Redistribution and use in source and binary forms, with or without 5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met: 6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright 7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer. 8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright 9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the 10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution. 11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the 12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products 13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission. 14 * derived from this software without specific prior written permission.
15 * 15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY 16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED 17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE 18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY 19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES 20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; 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 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 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 24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */ 26 */
27 27
28using System; 28using System;
29using System.Collections.Generic; 29using System.Xml;
30using System.Reflection; 30using System.Collections.Generic;
31using System.Timers; 31using System.Reflection;
32using OpenMetaverse; 32using System.Timers;
33using log4net; 33using OpenMetaverse;
34using OpenSim.Framework; 34using log4net;
35using OpenSim.Framework.Client; 35using OpenSim.Framework;
36using OpenSim.Region.Framework.Interfaces; 36using OpenSim.Framework.Client;
37using OpenSim.Region.Framework.Scenes.Animation; 37using OpenSim.Region.Framework.Interfaces;
38using OpenSim.Region.Framework.Scenes.Types; 38using OpenSim.Region.Framework.Scenes.Animation;
39using OpenSim.Region.Physics.Manager; 39using OpenSim.Region.Framework.Scenes.Types;
40using GridRegion = OpenSim.Services.Interfaces.GridRegion; 40using OpenSim.Region.Physics.Manager;
41using OpenSim.Services.Interfaces; 41using GridRegion = OpenSim.Services.Interfaces.GridRegion;
42 42using OpenSim.Services.Interfaces;
43namespace OpenSim.Region.Framework.Scenes 43
44{ 44namespace OpenSim.Region.Framework.Scenes
45 enum ScriptControlled : uint 45{
46 { 46 enum ScriptControlled : uint
47 CONTROL_ZERO = 0, 47 {
48 CONTROL_FWD = 1, 48 CONTROL_ZERO = 0,
49 CONTROL_BACK = 2, 49 CONTROL_FWD = 1,
50 CONTROL_LEFT = 4, 50 CONTROL_BACK = 2,
51 CONTROL_RIGHT = 8, 51 CONTROL_LEFT = 4,
52 CONTROL_UP = 16, 52 CONTROL_RIGHT = 8,
53 CONTROL_DOWN = 32, 53 CONTROL_UP = 16,
54 CONTROL_ROT_LEFT = 256, 54 CONTROL_DOWN = 32,
55 CONTROL_ROT_RIGHT = 512, 55 CONTROL_ROT_LEFT = 256,
56 CONTROL_LBUTTON = 268435456, 56 CONTROL_ROT_RIGHT = 512,
57 CONTROL_ML_LBUTTON = 1073741824 57 CONTROL_LBUTTON = 268435456,
58 } 58 CONTROL_ML_LBUTTON = 1073741824
59 59 }
60 struct ScriptControllers 60
61 { 61 struct ScriptControllers
62 public UUID itemID; 62 {
63 public ScriptControlled ignoreControls; 63 public UUID itemID;
64 public ScriptControlled eventControls; 64 public ScriptControlled ignoreControls;
65 } 65 public ScriptControlled eventControls;
66 66 }
67 public delegate void SendCourseLocationsMethod(UUID scene, ScenePresence presence, List<Vector3> coarseLocations, List<UUID> avatarUUIDs); 67
68 68 public delegate void SendCourseLocationsMethod(UUID scene, ScenePresence presence, List<Vector3> coarseLocations, List<UUID> avatarUUIDs);
69 public class ScenePresence : EntityBase, ISceneEntity 69
70 { 70 public class ScenePresence : EntityBase, ISceneEntity
71// ~ScenePresence() 71 {
72// { 72// ~ScenePresence()
73// m_log.Debug("[ScenePresence] Destructor called"); 73// {
74// } 74// m_log.Debug("[ScenePresence] Destructor called");
75 75// }
76 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 76
77 77 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
78 private static readonly byte[] BAKE_INDICES = new byte[] { 8, 9, 10, 11, 19, 20 }; 78
79// private static readonly byte[] DEFAULT_TEXTURE = AvatarAppearance.GetDefaultTexture().GetBytes(); 79 private static readonly byte[] BAKE_INDICES = new byte[] { 8, 9, 10, 11, 19, 20 };
80 private static readonly Array DIR_CONTROL_FLAGS = Enum.GetValues(typeof(Dir_ControlFlags)); 80// private static readonly byte[] DEFAULT_TEXTURE = AvatarAppearance.GetDefaultTexture().GetBytes();
81 private static readonly Vector3 HEAD_ADJUSTMENT = new Vector3(0f, 0f, 0.3f); 81 private static readonly Array DIR_CONTROL_FLAGS = Enum.GetValues(typeof(Dir_ControlFlags));
82 82 private static readonly Vector3 HEAD_ADJUSTMENT = new Vector3(0f, 0f, 0.3f);
83 /// <summary> 83
84 /// Experimentally determined "fudge factor" to make sit-target positions 84 /// <summary>
85 /// the same as in SecondLife. Fudge factor was tested for 36 different 85 /// Experimentally determined "fudge factor" to make sit-target positions
86 /// test cases including prims of type box, sphere, cylinder, and torus, 86 /// the same as in SecondLife. Fudge factor was tested for 36 different
87 /// with varying parameters for sit target location, prim size, prim 87 /// test cases including prims of type box, sphere, cylinder, and torus,
88 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis 88 /// with varying parameters for sit target location, prim size, prim
89 /// issue #1716 89 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis
90 /// </summary> 90 /// issue #1716
91 private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f); 91 /// </summary>
92 92// private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f);
93 public UUID currentParcelUUID = UUID.Zero; 93 // Value revised by KF 091121 by comparison with SL.
94 94 private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.418f);
95 private ISceneViewer m_sceneViewer; 95
96 96 public UUID currentParcelUUID = UUID.Zero;
97 /// <value> 97
98 /// The animator for this avatar 98 private ISceneViewer m_sceneViewer;
99 /// </value> 99
100 public ScenePresenceAnimator Animator 100 /// <value>
101 { 101 /// The animator for this avatar
102 get { return m_animator; } 102 /// </value>
103 } 103 public ScenePresenceAnimator Animator
104 protected ScenePresenceAnimator m_animator; 104 {
105 105 get { return m_animator; }
106 /// <value> 106 }
107 /// The scene objects attached to this avatar. Do not change this list directly - use methods such as 107 protected ScenePresenceAnimator m_animator;
108 /// AddAttachment() and RemoveAttachment(). Lock this list when performing any read operations upon it. 108
109 /// </value> 109 /// <value>
110 public List<SceneObjectGroup> Attachments 110 /// The scene objects attached to this avatar. Do not change this list directly - use methods such as
111 { 111 /// AddAttachment() and RemoveAttachment(). Lock this list when performing any read operations upon it.
112 get { return m_attachments; } 112 /// </value>
113 } 113 public List<SceneObjectGroup> Attachments
114 protected List<SceneObjectGroup> m_attachments = new List<SceneObjectGroup>(); 114 {
115 115 get { return m_attachments; }
116 private Dictionary<UUID, ScriptControllers> scriptedcontrols = new Dictionary<UUID, ScriptControllers>(); 116 }
117 private ScriptControlled IgnoredControls = ScriptControlled.CONTROL_ZERO; 117 protected List<SceneObjectGroup> m_attachments = new List<SceneObjectGroup>();
118 private ScriptControlled LastCommands = ScriptControlled.CONTROL_ZERO; 118
119 private bool MouseDown = false; 119 private Dictionary<UUID, ScriptControllers> scriptedcontrols = new Dictionary<UUID, ScriptControllers>();
120 private SceneObjectGroup proxyObjectGroup; 120 private ScriptControlled IgnoredControls = ScriptControlled.CONTROL_ZERO;
121 //private SceneObjectPart proxyObjectPart = null; 121 private ScriptControlled LastCommands = ScriptControlled.CONTROL_ZERO;
122 public Vector3 lastKnownAllowedPosition; 122 private bool MouseDown = false;
123 public bool sentMessageAboutRestrictedParcelFlyingDown; 123 private SceneObjectGroup proxyObjectGroup;
124 public Vector4 CollisionPlane = Vector4.UnitW; 124 //private SceneObjectPart proxyObjectPart = null;
125 125 public Vector3 lastKnownAllowedPosition;
126 private Vector3 m_lastPosition; 126 public bool sentMessageAboutRestrictedParcelFlyingDown;
127 private Quaternion m_lastRotation; 127 public Vector4 CollisionPlane = Vector4.UnitW;
128 private Vector3 m_lastVelocity; 128
129 //private int m_lastTerseSent; 129 private Vector3 m_avInitialPos; // used to calculate unscripted sit rotation
130 130 private Vector3 m_avUnscriptedSitPos; // for non-scripted prims
131 private bool m_updateflag; 131 private Vector3 m_lastPosition;
132 private byte m_movementflag; 132 private Vector3 m_lastWorldPosition;
133 private Vector3? m_forceToApply; 133 private Quaternion m_lastRotation;
134 private uint m_requestedSitTargetID; 134 private Vector3 m_lastVelocity;
135 private UUID m_requestedSitTargetUUID; 135 //private int m_lastTerseSent;
136 public bool SitGround = false; 136
137 137 private bool m_updateflag;
138 private SendCourseLocationsMethod m_sendCourseLocationsMethod; 138 private byte m_movementflag;
139 139 private Vector3? m_forceToApply;
140 private bool m_startAnimationSet; 140 private uint m_requestedSitTargetID;
141 141 private UUID m_requestedSitTargetUUID;
142 //private Vector3 m_requestedSitOffset = new Vector3(); 142 public bool SitGround = false;
143 143
144 private Vector3 m_LastFinitePos; 144 private SendCourseLocationsMethod m_sendCourseLocationsMethod;
145 145
146 private float m_sitAvatarHeight = 2.0f; 146 private bool m_startAnimationSet;
147 147
148 private int m_godLevel; 148 //private Vector3 m_requestedSitOffset = new Vector3();
149 private int m_userLevel; 149
150 150 private Vector3 m_LastFinitePos;
151 private bool m_invulnerable = true; 151
152 152 private float m_sitAvatarHeight = 2.0f;
153 private Vector3 m_lastChildAgentUpdatePosition; 153
154 private Vector3 m_lastChildAgentUpdateCamPosition; 154 private int m_godLevel;
155 155 private int m_userLevel;
156 private int m_perfMonMS; 156
157 157 private bool m_invulnerable = true;
158 private bool m_setAlwaysRun; 158
159 159 private Vector3 m_lastChildAgentUpdatePosition;
160 private bool m_forceFly; 160 private Vector3 m_lastChildAgentUpdateCamPosition;
161 private bool m_flyDisabled; 161
162 162 private int m_perfMonMS;
163 private float m_speedModifier = 1.0f; 163
164 164 private bool m_setAlwaysRun;
165 private Quaternion m_bodyRot= Quaternion.Identity; 165 private bool m_forceFly;
166 166 private bool m_flyDisabled;
167 private Quaternion m_bodyRotPrevious = Quaternion.Identity; 167
168 168 private float m_speedModifier = 1.0f;
169 private const int LAND_VELOCITYMAG_MAX = 12; 169
170 170 private Quaternion m_bodyRot= Quaternion.Identity;
171 public bool IsRestrictedToRegion; 171
172 172 private Quaternion m_bodyRotPrevious = Quaternion.Identity;
173 public string JID = String.Empty; 173
174 174 private const int LAND_VELOCITYMAG_MAX = 12;
175 private float m_health = 100f; 175
176 176 public bool IsRestrictedToRegion;
177 // Default AV Height 177
178 private float m_avHeight = 127.0f; 178 public string JID = String.Empty;
179 179
180 protected RegionInfo m_regionInfo; 180 private float m_health = 100f;
181 protected ulong crossingFromRegion; 181
182 182 // Default AV Height
183 private readonly Vector3[] Dir_Vectors = new Vector3[9]; 183 private float m_avHeight = 127.0f;
184 184
185 // Position of agent's camera in world (region cordinates) 185 protected RegionInfo m_regionInfo;
186 protected Vector3 m_CameraCenter; 186 protected ulong crossingFromRegion;
187 protected Vector3 m_lastCameraCenter; 187
188 188 private readonly Vector3[] Dir_Vectors = new Vector3[11];
189 protected Timer m_reprioritization_timer; 189 private bool m_isNudging = false;
190 protected bool m_reprioritizing; 190
191 protected bool m_reprioritization_called; 191 // Position of agent's camera in world (region cordinates)
192 192 protected Vector3 m_CameraCenter;
193 // Use these three vectors to figure out what the agent is looking at 193 protected Vector3 m_lastCameraCenter;
194 // Convert it to a Matrix and/or Quaternion 194
195 protected Vector3 m_CameraAtAxis; 195 protected Timer m_reprioritization_timer;
196 protected Vector3 m_CameraLeftAxis; 196 protected bool m_reprioritizing;
197 protected Vector3 m_CameraUpAxis; 197 protected bool m_reprioritization_called;
198 private AgentManager.ControlFlags m_AgentControlFlags; 198
199 private Quaternion m_headrotation = Quaternion.Identity; 199 // Use these three vectors to figure out what the agent is looking at
200 private byte m_state; 200 // Convert it to a Matrix and/or Quaternion
201 201 protected Vector3 m_CameraAtAxis;
202 //Reuse the Vector3 instead of creating a new one on the UpdateMovement method 202 protected Vector3 m_CameraLeftAxis;
203// private Vector3 movementvector; 203 protected Vector3 m_CameraUpAxis;
204 204 private AgentManager.ControlFlags m_AgentControlFlags;
205 private bool m_autopilotMoving; 205 private Quaternion m_headrotation = Quaternion.Identity;
206 private Vector3 m_autoPilotTarget; 206 private byte m_state;
207 private bool m_sitAtAutoTarget; 207
208 208 //Reuse the Vector3 instead of creating a new one on the UpdateMovement method
209 private string m_nextSitAnimation = String.Empty; 209// private Vector3 movementvector;
210 210
211 //PauPaw:Proper PID Controler for autopilot************ 211 private bool m_autopilotMoving;
212 private bool m_moveToPositionInProgress; 212 private Vector3 m_autoPilotTarget;
213 private Vector3 m_moveToPositionTarget; 213 private bool m_sitAtAutoTarget;
214 214 private Vector3 m_initialSitTarget = Vector3.Zero; //KF: First estimate of where to sit
215 private bool m_followCamAuto; 215
216 216 private string m_nextSitAnimation = String.Empty;
217 private int m_movementUpdateCount; 217
218 private const int NumMovementsBetweenRayCast = 5; 218 //PauPaw:Proper PID Controler for autopilot************
219 219 private bool m_moveToPositionInProgress;
220 private bool CameraConstraintActive; 220 private Vector3 m_moveToPositionTarget;
221 //private int m_moveToPositionStateStatus; 221 private Quaternion m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
222 //***************************************************** 222
223 223 private bool m_followCamAuto;
224 // Agent's Draw distance. 224
225 protected float m_DrawDistance; 225 private int m_movementUpdateCount;
226 226 private int m_lastColCount = -1; //KF: Look for Collision chnages
227 protected AvatarAppearance m_appearance; 227 private int m_updateCount = 0; //KF: Update Anims for a while
228 228 private static readonly int UPDATE_COUNT = 10; // how many frames to update for
229 // neighbouring regions we have enabled a child agent in 229 private const int NumMovementsBetweenRayCast = 5;
230 // holds the seed cap for the child agent in that region 230 private List<uint> m_lastColliders = new List<uint>();
231 private Dictionary<ulong, string> m_knownChildRegions = new Dictionary<ulong, string>(); 231
232 232 private bool CameraConstraintActive;
233 /// <summary> 233 //private int m_moveToPositionStateStatus;
234 /// Implemented Control Flags 234 //*****************************************************
235 /// </summary> 235
236 private enum Dir_ControlFlags 236 // Agent's Draw distance.
237 { 237 protected float m_DrawDistance;
238 DIR_CONTROL_FLAG_FORWARD = AgentManager.ControlFlags.AGENT_CONTROL_AT_POS, 238
239 DIR_CONTROL_FLAG_BACK = AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG, 239 protected AvatarAppearance m_appearance;
240 DIR_CONTROL_FLAG_LEFT = AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS, 240
241 DIR_CONTROL_FLAG_RIGHT = AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG, 241 // neighbouring regions we have enabled a child agent in
242 DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS, 242 // holds the seed cap for the child agent in that region
243 DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG, 243 private Dictionary<ulong, string> m_knownChildRegions = new Dictionary<ulong, string>();
244 DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS, 244
245 DIR_CONTROL_FLAG_BACKWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG, 245 /// <summary>
246 DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG 246 /// Implemented Control Flags
247 } 247 /// </summary>
248 248 private enum Dir_ControlFlags
249 /// <summary> 249 {
250 /// Position at which a significant movement was made 250 DIR_CONTROL_FLAG_FORWARD = AgentManager.ControlFlags.AGENT_CONTROL_AT_POS,
251 /// </summary> 251 DIR_CONTROL_FLAG_BACK = AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG,
252 private Vector3 posLastSignificantMove; 252 DIR_CONTROL_FLAG_LEFT = AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS,
253 253 DIR_CONTROL_FLAG_RIGHT = AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG,
254 // For teleports and crossings callbacks 254 DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS,
255 string m_callbackURI; 255 DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG,
256 UUID m_originRegionID; 256 DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS,
257 257 DIR_CONTROL_FLAG_BACK_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG,
258 ulong m_rootRegionHandle; 258 DIR_CONTROL_FLAG_LEFT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS,
259 259 DIR_CONTROL_FLAG_RIGHT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG,
260 /// <value> 260 DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG
261 /// Script engines present in the scene 261 }
262 /// </value> 262
263 private IScriptModule[] m_scriptEngines; 263 /// <summary>
264 264 /// Position at which a significant movement was made
265 #region Properties 265 /// </summary>
266 266 private Vector3 posLastSignificantMove;
267 /// <summary> 267
268 /// Physical scene representation of this Avatar. 268 // For teleports and crossings callbacks
269 /// </summary> 269 string m_callbackURI;
270 public PhysicsActor PhysicsActor 270 UUID m_originRegionID;
271 { 271
272 set { m_physicsActor = value; } 272 ulong m_rootRegionHandle;
273 get { return m_physicsActor; } 273
274 } 274 /// <value>
275 275 /// Script engines present in the scene
276 public byte MovementFlag 276 /// </value>
277 { 277 private IScriptModule[] m_scriptEngines;
278 set { m_movementflag = value; } 278
279 get { return m_movementflag; } 279 #region Properties
280 } 280
281 281 /// <summary>
282 public bool Updated 282 /// Physical scene representation of this Avatar.
283 { 283 /// </summary>
284 set { m_updateflag = value; } 284 public PhysicsActor PhysicsActor
285 get { return m_updateflag; } 285 {
286 } 286 set { m_physicsActor = value; }
287 287 get { return m_physicsActor; }
288 public bool Invulnerable 288 }
289 { 289
290 set { m_invulnerable = value; } 290 public byte MovementFlag
291 get { return m_invulnerable; } 291 {
292 } 292 set { m_movementflag = value; }
293 293 get { return m_movementflag; }
294 public int UserLevel 294 }
295 { 295
296 get { return m_userLevel; } 296 public bool Updated
297 } 297 {
298 298 set { m_updateflag = value; }
299 public int GodLevel 299 get { return m_updateflag; }
300 { 300 }
301 get { return m_godLevel; } 301
302 } 302 public bool Invulnerable
303 303 {
304 public ulong RegionHandle 304 set { m_invulnerable = value; }
305 { 305 get { return m_invulnerable; }
306 get { return m_rootRegionHandle; } 306 }
307 } 307
308 308 public int UserLevel
309 public Vector3 CameraPosition 309 {
310 { 310 get { return m_userLevel; }
311 get { return m_CameraCenter; } 311 }
312 } 312
313 313 public int GodLevel
314 public Quaternion CameraRotation 314 {
315 { 315 get { return m_godLevel; }
316 get { return Util.Axes2Rot(m_CameraAtAxis, m_CameraLeftAxis, m_CameraUpAxis); } 316 }
317 } 317
318 318 public ulong RegionHandle
319 public Vector3 CameraAtAxis 319 {
320 { 320 get { return m_rootRegionHandle; }
321 get { return m_CameraAtAxis; } 321 }
322 } 322
323 323 public Vector3 CameraPosition
324 public Vector3 CameraLeftAxis 324 {
325 { 325 get { return m_CameraCenter; }
326 get { return m_CameraLeftAxis; } 326 }
327 } 327
328 328 public Quaternion CameraRotation
329 public Vector3 CameraUpAxis 329 {
330 { 330 get { return Util.Axes2Rot(m_CameraAtAxis, m_CameraLeftAxis, m_CameraUpAxis); }
331 get { return m_CameraUpAxis; } 331 }
332 } 332
333 333 public Vector3 CameraAtAxis
334 public Vector3 Lookat 334 {
335 { 335 get { return m_CameraAtAxis; }
336 get 336 }
337 { 337
338 Vector3 a = new Vector3(m_CameraAtAxis.X, m_CameraAtAxis.Y, 0); 338 public Vector3 CameraLeftAxis
339 339 {
340 if (a == Vector3.Zero) 340 get { return m_CameraLeftAxis; }
341 return a; 341 }
342 342
343 return Util.GetNormalizedVector(a); 343 public Vector3 CameraUpAxis
344 } 344 {
345 } 345 get { return m_CameraUpAxis; }
346 346 }
347 private readonly string m_firstname; 347
348 348 public Vector3 Lookat
349 public string Firstname 349 {
350 { 350 get
351 get { return m_firstname; } 351 {
352 } 352 Vector3 a = new Vector3(m_CameraAtAxis.X, m_CameraAtAxis.Y, 0);
353 353
354 private readonly string m_lastname; 354 if (a == Vector3.Zero)
355 355 return a;
356 public string Lastname 356
357 { 357 return Util.GetNormalizedVector(a);
358 get { return m_lastname; } 358 }
359 } 359 }
360 360
361 private string m_grouptitle; 361 private readonly string m_firstname;
362 362
363 public string Grouptitle 363 public string Firstname
364 { 364 {
365 get { return m_grouptitle; } 365 get { return m_firstname; }
366 set { m_grouptitle = value; } 366 }
367 } 367
368 368 private readonly string m_lastname;
369 public float DrawDistance 369
370 { 370 public string Lastname
371 get { return m_DrawDistance; } 371 {
372 } 372 get { return m_lastname; }
373 373 }
374 protected bool m_allowMovement = true; 374
375 375 private string m_grouptitle;
376 public bool AllowMovement 376
377 { 377 public string Grouptitle
378 get { return m_allowMovement; } 378 {
379 set { m_allowMovement = value; } 379 get { return m_grouptitle; }
380 } 380 set { m_grouptitle = value; }
381 381 }
382 public bool SetAlwaysRun 382
383 { 383 public float DrawDistance
384 get 384 {
385 { 385 get { return m_DrawDistance; }
386 if (PhysicsActor != null) 386 }
387 { 387
388 return PhysicsActor.SetAlwaysRun; 388 protected bool m_allowMovement = true;
389 } 389
390 else 390 public bool AllowMovement
391 { 391 {
392 return m_setAlwaysRun; 392 get { return m_allowMovement; }
393 } 393 set { m_allowMovement = value; }
394 } 394 }
395 set 395
396 { 396 public bool SetAlwaysRun
397 m_setAlwaysRun = value; 397 {
398 if (PhysicsActor != null) 398 get
399 { 399 {
400 PhysicsActor.SetAlwaysRun = value; 400 if (PhysicsActor != null)
401 } 401 {
402 } 402 return PhysicsActor.SetAlwaysRun;
403 } 403 }
404 404 else
405 public byte State 405 {
406 { 406 return m_setAlwaysRun;
407 get { return m_state; } 407 }
408 set { m_state = value; } 408 }
409 } 409 set
410 410 {
411 public uint AgentControlFlags 411 m_setAlwaysRun = value;
412 { 412 if (PhysicsActor != null)
413 get { return (uint)m_AgentControlFlags; } 413 {
414 set { m_AgentControlFlags = (AgentManager.ControlFlags)value; } 414 PhysicsActor.SetAlwaysRun = value;
415 } 415 }
416 416 }
417 /// <summary> 417 }
418 /// This works out to be the ClientView object associated with this avatar, or it's client connection manager 418
419 /// </summary> 419 public byte State
420 private IClientAPI m_controllingClient; 420 {
421 421 get { return m_state; }
422 protected PhysicsActor m_physicsActor; 422 set { m_state = value; }
423 423 }
424 /// <value> 424
425 /// The client controlling this presence 425 public uint AgentControlFlags
426 /// </value> 426 {
427 public IClientAPI ControllingClient 427 get { return (uint)m_AgentControlFlags; }
428 { 428 set { m_AgentControlFlags = (AgentManager.ControlFlags)value; }
429 get { return m_controllingClient; } 429 }
430 } 430
431 431 /// <summary>
432 public IClientCore ClientView 432 /// This works out to be the ClientView object associated with this avatar, or it's client connection manager
433 { 433 /// </summary>
434 get { return (IClientCore) m_controllingClient; } 434 private IClientAPI m_controllingClient;
435 } 435
436 436 protected PhysicsActor m_physicsActor;
437 protected Vector3 m_parentPosition; 437
438 public Vector3 ParentPosition 438 /// <value>
439 { 439 /// The client controlling this presence
440 get { return m_parentPosition; } 440 /// </value>
441 set { m_parentPosition = value; } 441 public IClientAPI ControllingClient
442 } 442 {
443 443 get { return m_controllingClient; }
444 /// <summary> 444 }
445 /// Position of this avatar relative to the region the avatar is in 445
446 /// </summary> 446 public IClientCore ClientView
447 public override Vector3 AbsolutePosition 447 {
448 { 448 get { return (IClientCore) m_controllingClient; }
449 get 449 }
450 { 450
451 PhysicsActor actor = m_physicsActor; 451 protected Vector3 m_parentPosition;
452 if (actor != null) 452 public Vector3 ParentPosition
453 m_pos = actor.Position; 453 {
454 454 get { return m_parentPosition; }
455 return m_parentPosition + m_pos; 455 set { m_parentPosition = value; }
456 } 456 }
457 set 457
458 { 458 /// <summary>
459 PhysicsActor actor = m_physicsActor; 459 /// Position of this avatar relative to the region the avatar is in
460 if (actor != null) 460 /// </summary>
461 { 461 public override Vector3 AbsolutePosition
462 try 462 {
463 { 463 get
464 lock (m_scene.SyncRoot) 464 {
465 m_physicsActor.Position = value; 465 PhysicsActor actor = m_physicsActor;
466 } 466// if (actor != null)
467 catch (Exception e) 467 if ((actor != null) && (m_parentID == 0)) // KF Do NOT update m_pos here if Av is sitting!
468 { 468 m_pos = actor.Position;
469 m_log.Error("[SCENEPRESENCE]: ABSOLUTE POSITION " + e.Message); 469
470 } 470 // If we're sitting, we need to update our position
471 } 471 if (m_parentID != 0)
472 472 {
473 m_pos = value; 473 SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID);
474 m_parentPosition = Vector3.Zero; 474 if (part != null)
475 } 475 m_parentPosition = part.AbsolutePosition;
476 } 476 }
477 477
478 public Vector3 OffsetPosition 478 return m_parentPosition + m_pos;
479 { 479 }
480 get { return m_pos; } 480 set
481 set { m_pos = value; } 481 {
482 } 482 PhysicsActor actor = m_physicsActor;
483 483 if (actor != null)
484 /// <summary> 484 {
485 /// Current velocity of the avatar. 485 try
486 /// </summary> 486 {
487 public override Vector3 Velocity 487 lock (m_scene.SyncRoot)
488 { 488 m_physicsActor.Position = value;
489 get 489 }
490 { 490 catch (Exception e)
491 PhysicsActor actor = m_physicsActor; 491 {
492 if (actor != null) 492 m_log.Error("[SCENEPRESENCE]: ABSOLUTE POSITION " + e.Message);
493 m_velocity = actor.Velocity; 493 }
494 494 }
495 return m_velocity; 495
496 } 496 if (m_parentID == 0) // KF Do NOT update m_pos here if Av is sitting!
497 set 497 m_pos = value;
498 { 498 m_parentPosition = Vector3.Zero;
499 PhysicsActor actor = m_physicsActor; 499 }
500 if (actor != null) 500 }
501 { 501
502 try 502 public Vector3 OffsetPosition
503 { 503 {
504 lock (m_scene.SyncRoot) 504 get { return m_pos; }
505 actor.Velocity = value; 505 set { m_pos = value; }
506 } 506 }
507 catch (Exception e) 507
508 { 508 /// <summary>
509 m_log.Error("[SCENEPRESENCE]: VELOCITY " + e.Message); 509 /// Current velocity of the avatar.
510 } 510 /// </summary>
511 } 511 public override Vector3 Velocity
512 512 {
513 m_velocity = value; 513 get
514 } 514 {
515 } 515 PhysicsActor actor = m_physicsActor;
516 516 if (actor != null)
517 public Quaternion Rotation 517 m_velocity = actor.Velocity;
518 { 518
519 get { return m_bodyRot; } 519 return m_velocity;
520 set { m_bodyRot = value; } 520 }
521 } 521 set
522 522 {
523 public Quaternion PreviousRotation 523 PhysicsActor actor = m_physicsActor;
524 { 524 if (actor != null)
525 get { return m_bodyRotPrevious; } 525 {
526 set { m_bodyRotPrevious = value; } 526 try
527 } 527 {
528 528 lock (m_scene.SyncRoot)
529 /// <summary> 529 actor.Velocity = value;
530 /// If this is true, agent doesn't have a representation in this scene. 530 }
531 /// this is an agent 'looking into' this scene from a nearby scene(region) 531 catch (Exception e)
532 /// 532 {
533 /// if False, this agent has a representation in this scene 533 m_log.Error("[SCENEPRESENCE]: VELOCITY " + e.Message);
534 /// </summary> 534 }
535 private bool m_isChildAgent = true; 535 }
536 536
537 public bool IsChildAgent 537 m_velocity = value;
538 { 538 }
539 get { return m_isChildAgent; } 539 }
540 set { m_isChildAgent = value; } 540
541 } 541 public Quaternion OffsetRotation
542 542 {
543 private uint m_parentID; 543 get { return m_offsetRotation; }
544 544 set { m_offsetRotation = value; }
545 public uint ParentID 545 }
546 { 546
547 get { return m_parentID; } 547 public Quaternion Rotation
548 set { m_parentID = value; } 548 {
549 } 549 get {
550 public float Health 550 if (m_parentID != 0)
551 { 551 {
552 get { return m_health; } 552 if (m_offsetRotation != null)
553 set { m_health = value; } 553 {
554 } 554 return m_offsetRotation;
555 555 }
556 /// <summary> 556 else
557 /// These are the region handles known by the avatar. 557 {
558 /// </summary> 558 return new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
559 public List<ulong> KnownChildRegionHandles 559 }
560 { 560
561 get 561 }
562 { 562 else
563 if (m_knownChildRegions.Count == 0) 563 {
564 return new List<ulong>(); 564 return m_bodyRot;
565 else 565 }
566 return new List<ulong>(m_knownChildRegions.Keys); 566 }
567 } 567 set {
568 } 568 m_bodyRot = value;
569 569 if (m_parentID != 0)
570 public Dictionary<ulong, string> KnownRegions 570 {
571 { 571 m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
572 get { return m_knownChildRegions; } 572 }
573 set 573 }
574 { 574 }
575 m_knownChildRegions = value; 575
576 } 576 public Quaternion PreviousRotation
577 } 577 {
578 578 get { return m_bodyRotPrevious; }
579 public ISceneViewer SceneViewer 579 set { m_bodyRotPrevious = value; }
580 { 580 }
581 get { return m_sceneViewer; } 581
582 } 582 /// <summary>
583 583 /// If this is true, agent doesn't have a representation in this scene.
584 public void AdjustKnownSeeds() 584 /// this is an agent 'looking into' this scene from a nearby scene(region)
585 { 585 ///
586 Dictionary<ulong, string> seeds; 586 /// if False, this agent has a representation in this scene
587 587 /// </summary>
588 if (Scene.CapsModule != null) 588 private bool m_isChildAgent = true;
589 seeds = Scene.CapsModule.GetChildrenSeeds(UUID); 589
590 else 590 public bool IsChildAgent
591 seeds = new Dictionary<ulong, string>(); 591 {
592 592 get { return m_isChildAgent; }
593 List<ulong> old = new List<ulong>(); 593 set { m_isChildAgent = value; }
594 foreach (ulong handle in seeds.Keys) 594 }
595 { 595
596 uint x, y; 596 private uint m_parentID;
597 Utils.LongToUInts(handle, out x, out y); 597
598 x = x / Constants.RegionSize; 598
599 y = y / Constants.RegionSize; 599 private UUID m_linkedPrim;
600 if (Util.IsOutsideView(x, Scene.RegionInfo.RegionLocX, y, Scene.RegionInfo.RegionLocY)) 600
601 { 601 public uint ParentID
602 old.Add(handle); 602 {
603 } 603 get { return m_parentID; }
604 } 604 set { m_parentID = value; }
605 DropOldNeighbours(old); 605 }
606 606
607 if (Scene.CapsModule != null) 607 public UUID LinkedPrim
608 Scene.CapsModule.SetChildrenSeed(UUID, seeds); 608 {
609 609 get { return m_linkedPrim; }
610 KnownRegions = seeds; 610 set { m_linkedPrim = value; }
611 //m_log.Debug(" ++++++++++AFTER+++++++++++++ "); 611 }
612 //DumpKnownRegions(); 612
613 } 613 public float Health
614 614 {
615 public void DumpKnownRegions() 615 get { return m_health; }
616 { 616 set { m_health = value; }
617 m_log.Info("================ KnownRegions "+Scene.RegionInfo.RegionName+" ================"); 617 }
618 foreach (KeyValuePair<ulong, string> kvp in KnownRegions) 618
619 { 619 /// <summary>
620 uint x, y; 620 /// These are the region handles known by the avatar.
621 Utils.LongToUInts(kvp.Key, out x, out y); 621 /// </summary>
622 x = x / Constants.RegionSize; 622 public List<ulong> KnownChildRegionHandles
623 y = y / Constants.RegionSize; 623 {
624 m_log.Info(" >> "+x+", "+y+": "+kvp.Value); 624 get
625 } 625 {
626 } 626 if (m_knownChildRegions.Count == 0)
627 627 return new List<ulong>();
628 private bool m_inTransit; 628 else
629 private bool m_mouseLook; 629 return new List<ulong>(m_knownChildRegions.Keys);
630 private bool m_leftButtonDown; 630 }
631 631 }
632 public bool IsInTransit 632
633 { 633 public Dictionary<ulong, string> KnownRegions
634 get { return m_inTransit; } 634 {
635 set { m_inTransit = value; } 635 get { return m_knownChildRegions; }
636 } 636 set
637 637 {
638 public float SpeedModifier 638 m_knownChildRegions = value;
639 { 639 }
640 get { return m_speedModifier; } 640 }
641 set { m_speedModifier = value; } 641
642 } 642 public ISceneViewer SceneViewer
643 643 {
644 public bool ForceFly 644 get { return m_sceneViewer; }
645 { 645 }
646 get { return m_forceFly; } 646
647 set { m_forceFly = value; } 647 public void AdjustKnownSeeds()
648 } 648 {
649 649 Dictionary<ulong, string> seeds;
650 public bool FlyDisabled 650
651 { 651 if (Scene.CapsModule != null)
652 get { return m_flyDisabled; } 652 seeds = Scene.CapsModule.GetChildrenSeeds(UUID);
653 set { m_flyDisabled = value; } 653 else
654 } 654 seeds = new Dictionary<ulong, string>();
655 655
656 public string Viewer 656 List<ulong> old = new List<ulong>();
657 { 657 foreach (ulong handle in seeds.Keys)
658 get { return m_scene.AuthenticateHandler.GetAgentCircuitData(ControllingClient.CircuitCode).Viewer; } 658 {
659 } 659 uint x, y;
660 660 Utils.LongToUInts(handle, out x, out y);
661 #endregion 661 x = x / Constants.RegionSize;
662 662 y = y / Constants.RegionSize;
663 #region Constructor(s) 663 if (Util.IsOutsideView(x, Scene.RegionInfo.RegionLocX, y, Scene.RegionInfo.RegionLocY))
664 664 {
665 public ScenePresence() 665 old.Add(handle);
666 { 666 }
667 m_sendCourseLocationsMethod = SendCoarseLocationsDefault; 667 }
668 CreateSceneViewer(); 668 DropOldNeighbours(old);
669 m_animator = new ScenePresenceAnimator(this); 669
670 } 670 if (Scene.CapsModule != null)
671 671 Scene.CapsModule.SetChildrenSeed(UUID, seeds);
672 private ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo) : this() 672
673 { 673 KnownRegions = seeds;
674 m_rootRegionHandle = reginfo.RegionHandle; 674 //m_log.Debug(" ++++++++++AFTER+++++++++++++ ");
675 m_controllingClient = client; 675 //DumpKnownRegions();
676 m_firstname = m_controllingClient.FirstName; 676 }
677 m_lastname = m_controllingClient.LastName; 677
678 m_name = String.Format("{0} {1}", m_firstname, m_lastname); 678 public void DumpKnownRegions()
679 m_scene = world; 679 {
680 m_uuid = client.AgentId; 680 m_log.Info("================ KnownRegions "+Scene.RegionInfo.RegionName+" ================");
681 m_regionInfo = reginfo; 681 foreach (KeyValuePair<ulong, string> kvp in KnownRegions)
682 m_localId = m_scene.AllocateLocalId(); 682 {
683 683 uint x, y;
684 UserAccount account = m_scene.UserAccountService.GetUserAccount(m_scene.RegionInfo.ScopeID, m_uuid); 684 Utils.LongToUInts(kvp.Key, out x, out y);
685 685 x = x / Constants.RegionSize;
686 if (account != null) 686 y = y / Constants.RegionSize;
687 m_userLevel = account.UserLevel; 687 m_log.Info(" >> "+x+", "+y+": "+kvp.Value);
688 688 }
689 IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>(); 689 }
690 if (gm != null) 690
691 m_grouptitle = gm.GetGroupTitle(m_uuid); 691 private bool m_inTransit;
692 692 private bool m_mouseLook;
693 m_scriptEngines = m_scene.RequestModuleInterfaces<IScriptModule>(); 693 private bool m_leftButtonDown;
694 694
695 AbsolutePosition = posLastSignificantMove = m_CameraCenter = 695 public bool IsInTransit
696 m_lastCameraCenter = m_controllingClient.StartPos; 696 {
697 697 get { return m_inTransit; }
698 m_reprioritization_timer = new Timer(world.ReprioritizationInterval); 698 set { m_inTransit = value; }
699 m_reprioritization_timer.Elapsed += new ElapsedEventHandler(Reprioritize); 699 }
700 m_reprioritization_timer.AutoReset = false; 700
701 701 public float SpeedModifier
702 AdjustKnownSeeds(); 702 {
703 703 get { return m_speedModifier; }
704 // TODO: I think, this won't send anything, as we are still a child here... 704 set { m_speedModifier = value; }
705 Animator.TrySetMovementAnimation("STAND"); 705 }
706 706
707 // we created a new ScenePresence (a new child agent) in a fresh region. 707 public bool ForceFly
708 // Request info about all the (root) agents in this region 708 {
709 // Note: This won't send data *to* other clients in that region (children don't send) 709 get { return m_forceFly; }
710 SendInitialFullUpdateToAllClients(); 710 set { m_forceFly = value; }
711 711 }
712 RegisterToEvents(); 712
713 SetDirectionVectors(); 713 public bool FlyDisabled
714 } 714 {
715 715 get { return m_flyDisabled; }
716 public ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo, byte[] visualParams, 716 set { m_flyDisabled = value; }
717 AvatarWearable[] wearables) 717 }
718 : this(client, world, reginfo) 718
719 { 719 public string Viewer
720 m_appearance = new AvatarAppearance(m_uuid, wearables, visualParams); 720 {
721 } 721 get { return m_scene.AuthenticateHandler.GetAgentCircuitData(ControllingClient.CircuitCode).Viewer; }
722 722 }
723 public ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo, AvatarAppearance appearance) 723
724 : this(client, world, reginfo) 724 #endregion
725 { 725
726 m_appearance = appearance; 726 #region Constructor(s)
727 } 727
728 728 public ScenePresence()
729 private void CreateSceneViewer() 729 {
730 { 730 m_sendCourseLocationsMethod = SendCoarseLocationsDefault;
731 m_sceneViewer = new SceneViewer(this); 731 CreateSceneViewer();
732 } 732 m_animator = new ScenePresenceAnimator(this);
733 733 }
734 public void RegisterToEvents() 734
735 { 735 private ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo) : this()
736 m_controllingClient.OnRequestWearables += SendWearables; 736 {
737 m_controllingClient.OnSetAppearance += SetAppearance; 737 m_rootRegionHandle = reginfo.RegionHandle;
738 m_controllingClient.OnCompleteMovementToRegion += CompleteMovement; 738 m_controllingClient = client;
739 //m_controllingClient.OnCompleteMovementToRegion += SendInitialData; 739 m_firstname = m_controllingClient.FirstName;
740 m_controllingClient.OnAgentUpdate += HandleAgentUpdate; 740 m_lastname = m_controllingClient.LastName;
741 m_controllingClient.OnAgentRequestSit += HandleAgentRequestSit; 741 m_name = String.Format("{0} {1}", m_firstname, m_lastname);
742 m_controllingClient.OnAgentSit += HandleAgentSit; 742 m_scene = world;
743 m_controllingClient.OnSetAlwaysRun += HandleSetAlwaysRun; 743 m_uuid = client.AgentId;
744 m_controllingClient.OnStartAnim += HandleStartAnim; 744 m_regionInfo = reginfo;
745 m_controllingClient.OnStopAnim += HandleStopAnim; 745 m_localId = m_scene.AllocateLocalId();
746 m_controllingClient.OnForceReleaseControls += HandleForceReleaseControls; 746
747 m_controllingClient.OnAutoPilotGo += DoAutoPilot; 747 UserAccount account = m_scene.UserAccountService.GetUserAccount(m_scene.RegionInfo.ScopeID, m_uuid);
748 m_controllingClient.AddGenericPacketHandler("autopilot", DoMoveToPosition); 748
749 749 if (account != null)
750 // ControllingClient.OnChildAgentStatus += new StatusChange(this.ChildStatusChange); 750 m_userLevel = account.UserLevel;
751 // ControllingClient.OnStopMovement += new GenericCall2(this.StopMovement); 751
752 } 752 IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>();
753 753 if (gm != null)
754 private void SetDirectionVectors() 754 m_grouptitle = gm.GetGroupTitle(m_uuid);
755 { 755
756 Dir_Vectors[0] = Vector3.UnitX; //FORWARD 756 m_scriptEngines = m_scene.RequestModuleInterfaces<IScriptModule>();
757 Dir_Vectors[1] = -Vector3.UnitX; //BACK 757
758 Dir_Vectors[2] = Vector3.UnitY; //LEFT 758 AbsolutePosition = posLastSignificantMove = m_CameraCenter =
759 Dir_Vectors[3] = -Vector3.UnitY; //RIGHT 759 m_lastCameraCenter = m_controllingClient.StartPos;
760 Dir_Vectors[4] = Vector3.UnitZ; //UP 760
761 Dir_Vectors[5] = -Vector3.UnitZ; //DOWN 761 m_reprioritization_timer = new Timer(world.ReprioritizationInterval);
762 Dir_Vectors[8] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge 762 m_reprioritization_timer.Elapsed += new ElapsedEventHandler(Reprioritize);
763 Dir_Vectors[6] = Vector3.UnitX*2; //FORWARD 763 m_reprioritization_timer.AutoReset = false;
764 Dir_Vectors[7] = -Vector3.UnitX; //BACK 764
765 } 765 AdjustKnownSeeds();
766 766 Animator.TrySetMovementAnimation("STAND");
767 private Vector3[] GetWalkDirectionVectors() 767 // we created a new ScenePresence (a new child agent) in a fresh region.
768 { 768 // Request info about all the (root) agents in this region
769 Vector3[] vector = new Vector3[9]; 769 // Note: This won't send data *to* other clients in that region (children don't send)
770 vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD 770 SendInitialFullUpdateToAllClients();
771 vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK 771 RegisterToEvents();
772 vector[2] = Vector3.UnitY; //LEFT 772 if (m_controllingClient != null)
773 vector[3] = -Vector3.UnitY; //RIGHT 773 {
774 vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP 774 m_controllingClient.ProcessPendingPackets();
775 vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN 775 }
776 vector[8] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_Nudge 776 SetDirectionVectors();
777 vector[6] = (new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z) * 2); //FORWARD Nudge 777 }
778 vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK Nudge 778
779 return vector; 779 public ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo, byte[] visualParams,
780 } 780 AvatarWearable[] wearables)
781 781 : this(client, world, reginfo)
782 #endregion 782 {
783 783 m_appearance = new AvatarAppearance(m_uuid, wearables, visualParams);
784 public uint GenerateClientFlags(UUID ObjectID) 784 }
785 { 785
786 return m_scene.Permissions.GenerateClientFlags(m_uuid, ObjectID); 786 public ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo, AvatarAppearance appearance)
787 } 787 : this(client, world, reginfo)
788 788 {
789 /// <summary> 789 m_appearance = appearance;
790 /// Send updates to the client about prims which have been placed on the update queue. We don't 790 }
791 /// necessarily send updates for all the parts on the queue, e.g. if an updates with a more recent 791
792 /// timestamp has already been sent. 792 private void CreateSceneViewer()
793 /// </summary> 793 {
794 public void SendPrimUpdates() 794 m_sceneViewer = new SceneViewer(this);
795 { 795 }
796 m_perfMonMS = Util.EnvironmentTickCount(); 796
797 797 public void RegisterToEvents()
798 m_sceneViewer.SendPrimUpdates(); 798 {
799 799 m_controllingClient.OnRequestWearables += SendWearables;
800 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); 800 m_controllingClient.OnSetAppearance += SetAppearance;
801 } 801 m_controllingClient.OnCompleteMovementToRegion += CompleteMovement;
802 802 //m_controllingClient.OnCompleteMovementToRegion += SendInitialData;
803 #region Status Methods 803 m_controllingClient.OnAgentUpdate += HandleAgentUpdate;
804 804 m_controllingClient.OnAgentRequestSit += HandleAgentRequestSit;
805 /// <summary> 805 m_controllingClient.OnAgentSit += HandleAgentSit;
806 /// This turns a child agent, into a root agent 806 m_controllingClient.OnSetAlwaysRun += HandleSetAlwaysRun;
807 /// This is called when an agent teleports into a region, or if an 807 m_controllingClient.OnStartAnim += HandleStartAnim;
808 /// agent crosses into this region from a neighbor over the border 808 m_controllingClient.OnStopAnim += HandleStopAnim;
809 /// </summary> 809 m_controllingClient.OnForceReleaseControls += HandleForceReleaseControls;
810 public void MakeRootAgent(Vector3 pos, bool isFlying) 810 m_controllingClient.OnAutoPilotGo += DoAutoPilot;
811 { 811 m_controllingClient.AddGenericPacketHandler("autopilot", DoMoveToPosition);
812 m_log.DebugFormat( 812
813 "[SCENE]: Upgrading child to root agent for {0} in {1}", 813 // ControllingClient.OnChildAgentStatus += new StatusChange(this.ChildStatusChange);
814 Name, m_scene.RegionInfo.RegionName); 814 // ControllingClient.OnStopMovement += new GenericCall2(this.StopMovement);
815 815 }
816 //m_log.DebugFormat("[SCENE]: known regions in {0}: {1}", Scene.RegionInfo.RegionName, KnownChildRegionHandles.Count); 816
817 817 private void SetDirectionVectors()
818 IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>(); 818 {
819 if (gm != null) 819 Dir_Vectors[0] = Vector3.UnitX; //FORWARD
820 m_grouptitle = gm.GetGroupTitle(m_uuid); 820 Dir_Vectors[1] = -Vector3.UnitX; //BACK
821 821 Dir_Vectors[2] = Vector3.UnitY; //LEFT
822 m_rootRegionHandle = m_scene.RegionInfo.RegionHandle; 822 Dir_Vectors[3] = -Vector3.UnitY; //RIGHT
823 823 Dir_Vectors[4] = Vector3.UnitZ; //UP
824 m_scene.SetRootAgentScene(m_uuid); 824 Dir_Vectors[5] = -Vector3.UnitZ; //DOWN
825 825 Dir_Vectors[6] = new Vector3(0.5f, 0f, 0f); //FORWARD_NUDGE
826 // Moved this from SendInitialData to ensure that m_appearance is initialized 826 Dir_Vectors[7] = new Vector3(-0.5f, 0f, 0f); //BACK_NUDGE
827 // before the inventory is processed in MakeRootAgent. This fixes a race condition 827 Dir_Vectors[8] = new Vector3(0f, 0.5f, 0f); //LEFT_NUDGE
828 // related to the handling of attachments 828 Dir_Vectors[9] = new Vector3(0f, -0.5f, 0f); //RIGHT_NUDGE
829 //m_scene.GetAvatarAppearance(m_controllingClient, out m_appearance); 829 Dir_Vectors[10] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge
830 if (m_scene.TestBorderCross(pos, Cardinals.E)) 830 }
831 { 831
832 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E); 832 private Vector3[] GetWalkDirectionVectors()
833 pos.X = crossedBorder.BorderLine.Z - 1; 833 {
834 } 834 Vector3[] vector = new Vector3[11];
835 835 vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD
836 if (m_scene.TestBorderCross(pos, Cardinals.N)) 836 vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK
837 { 837 vector[2] = Vector3.UnitY; //LEFT
838 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N); 838 vector[3] = -Vector3.UnitY; //RIGHT
839 pos.Y = crossedBorder.BorderLine.Z - 1; 839 vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP
840 } 840 vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN
841 841 vector[6] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD_NUDGE
842 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) 842 vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK_NUDGE
843 { 843 vector[8] = Vector3.UnitY; //LEFT_NUDGE
844 m_log.WarnFormat( 844 vector[9] = -Vector3.UnitY; //RIGHT_NUDGE
845 "[SCENE PRESENCE]: MakeRootAgent() was given an illegal position of {0} for avatar {1}, {2}. Clamping", 845 vector[10] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_NUDGE
846 pos, Name, UUID); 846 return vector;
847 847 }
848 if (pos.X < 0f) pos.X = 0f; 848
849 if (pos.Y < 0f) pos.Y = 0f; 849 private bool[] GetDirectionIsNudge()
850 if (pos.Z < 0f) pos.Z = 0f; 850 {
851 } 851 bool[] isNudge = new bool[11];
852 852 isNudge[0] = false; //FORWARD
853 float localAVHeight = 1.56f; 853 isNudge[1] = false; //BACK
854 if (m_avHeight != 127.0f) 854 isNudge[2] = false; //LEFT
855 { 855 isNudge[3] = false; //RIGHT
856 localAVHeight = m_avHeight; 856 isNudge[4] = false; //UP
857 } 857 isNudge[5] = false; //DOWN
858 858 isNudge[6] = true; //FORWARD_NUDGE
859 float posZLimit = 0; 859 isNudge[7] = true; //BACK_NUDGE
860 860 isNudge[8] = true; //LEFT_NUDGE
861 if (pos.X < Constants.RegionSize && pos.Y < Constants.RegionSize) 861 isNudge[9] = true; //RIGHT_NUDGE
862 posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y]; 862 isNudge[10] = true; //DOWN_Nudge
863 863 return isNudge;
864 float newPosZ = posZLimit + localAVHeight / 2; 864 }
865 if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ))) 865
866 { 866
867 pos.Z = newPosZ; 867 #endregion
868 } 868
869 AbsolutePosition = pos; 869 public uint GenerateClientFlags(UUID ObjectID)
870 870 {
871 AddToPhysicalScene(isFlying); 871 return m_scene.Permissions.GenerateClientFlags(m_uuid, ObjectID);
872 872 }
873 if (m_forceFly) 873
874 { 874 /// <summary>
875 m_physicsActor.Flying = true; 875 /// Send updates to the client about prims which have been placed on the update queue. We don't
876 } 876 /// necessarily send updates for all the parts on the queue, e.g. if an updates with a more recent
877 else if (m_flyDisabled) 877 /// timestamp has already been sent.
878 { 878 /// </summary>
879 m_physicsActor.Flying = false; 879 public void SendPrimUpdates()
880 } 880 {
881 881 m_perfMonMS = Util.EnvironmentTickCount();
882 if (m_appearance != null) 882
883 { 883 m_sceneViewer.SendPrimUpdates();
884 if (m_appearance.AvatarHeight > 0) 884
885 SetHeight(m_appearance.AvatarHeight); 885 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
886 } 886 }
887 else 887
888 { 888 #region Status Methods
889 m_log.ErrorFormat("[SCENE PRESENCE]: null appearance in MakeRoot in {0}", Scene.RegionInfo.RegionName); 889
890 // emergency; this really shouldn't happen 890 /// <summary>
891 m_appearance = new AvatarAppearance(UUID); 891 /// This turns a child agent, into a root agent
892 } 892 /// This is called when an agent teleports into a region, or if an
893 893 /// agent crosses into this region from a neighbor over the border
894 // Don't send an animation pack here, since on a region crossing this will sometimes cause a flying 894 /// </summary>
895 // avatar to return to the standing position in mid-air. On login it looks like this is being sent 895 public void MakeRootAgent(Vector3 pos, bool isFlying)
896 // elsewhere anyway 896 {
897 // Animator.SendAnimPack(); 897 m_log.DebugFormat(
898 898 "[SCENE]: Upgrading child to root agent for {0} in {1}",
899 m_scene.SwapRootAgentCount(false); 899 Name, m_scene.RegionInfo.RegionName);
900 900
901 //CachedUserInfo userInfo = m_scene.CommsManager.UserProfileCacheService.GetUserDetails(m_uuid); 901 //m_log.DebugFormat("[SCENE]: known regions in {0}: {1}", Scene.RegionInfo.RegionName, KnownChildRegionHandles.Count);
902 //if (userInfo != null) 902
903 // userInfo.FetchInventory(); 903 IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>();
904 //else 904 if (gm != null)
905 // m_log.ErrorFormat("[SCENE]: Could not find user info for {0} when making it a root agent", m_uuid); 905 m_grouptitle = gm.GetGroupTitle(m_uuid);
906 906
907 // On the next prim update, all objects will be sent 907 m_rootRegionHandle = m_scene.RegionInfo.RegionHandle;
908 // 908 m_scene.SetRootAgentScene(m_uuid);
909 m_sceneViewer.Reset(); 909
910 910 // Moved this from SendInitialData to ensure that m_appearance is initialized
911 m_isChildAgent = false; 911 // before the inventory is processed in MakeRootAgent. This fixes a race condition
912 912 // related to the handling of attachments
913 // send the animations of the other presences to me 913 //m_scene.GetAvatarAppearance(m_controllingClient, out m_appearance);
914 m_scene.ForEachScenePresence(delegate(ScenePresence presence) 914 if (m_scene.TestBorderCross(pos, Cardinals.E))
915 { 915 {
916 if (presence != this) 916 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E);
917 presence.Animator.SendAnimPackToClient(ControllingClient); 917 pos.X = crossedBorder.BorderLine.Z - 1;
918 }); 918 }
919 919
920 m_scene.EventManager.TriggerOnMakeRootAgent(this); 920 if (m_scene.TestBorderCross(pos, Cardinals.N))
921 } 921 {
922 922 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N);
923 /// <summary> 923 pos.Y = crossedBorder.BorderLine.Z - 1;
924 /// This turns a root agent into a child agent 924 }
925 /// when an agent departs this region for a neighbor, this gets called. 925
926 /// 926 //If they're TP'ing in or logging in, we haven't had time to add any known child regions yet.
927 /// It doesn't get called for a teleport. Reason being, an agent that 927 //This has the unfortunate consequence that if somebody is TP'ing who is already a child agent,
928 /// teleports out may not end up anywhere near this region 928 //they'll bypass the landing point. But I can't think of any decent way of fixing this.
929 /// </summary> 929 if (KnownChildRegionHandles.Count == 0)
930 public void MakeChildAgent() 930 {
931 { 931 ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y);
932 // It looks like m_animator is set to null somewhere, and MakeChild 932 if (land != null)
933 // is called after that. Probably in aborted teleports. 933 {
934 if (m_animator == null) 934 //Don't restrict gods, estate managers, or land owners to the TP point. This behaviour mimics agni.
935 m_animator = new ScenePresenceAnimator(this); 935 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero && UserLevel < 200 && !m_scene.RegionInfo.EstateSettings.IsEstateManager(m_uuid) && land.LandData.OwnerID != m_uuid)
936 else 936 {
937 Animator.ResetAnimations(); 937 pos = land.LandData.UserLocation;
938 938 }
939// m_log.DebugFormat( 939 }
940// "[SCENEPRESENCE]: Downgrading root agent {0}, {1} to a child agent in {2}", 940 }
941// Name, UUID, m_scene.RegionInfo.RegionName); 941
942 942 if (pos.X < 0 || pos.Y < 0 || pos.Z < 0)
943 // Don't zero out the velocity since this can cause problems when an avatar is making a region crossing, 943 {
944 // depending on the exact timing. This shouldn't matter anyway since child agent positions are not updated. 944 Vector3 emergencyPos = new Vector3(((int)Constants.RegionSize * 0.5f), ((int)Constants.RegionSize * 0.5f), 128);
945 //Velocity = new Vector3(0, 0, 0); 945
946 946 if (pos.X < 0)
947 m_isChildAgent = true; 947 {
948 m_scene.SwapRootAgentCount(true); 948 emergencyPos.X = (int)Constants.RegionSize + pos.X;
949 RemoveFromPhysicalScene(); 949 if (!(pos.Y < 0))
950 950 emergencyPos.Y = pos.Y;
951 // FIXME: Set m_rootRegionHandle to the region handle of the scene this agent is moving into 951 if (!(pos.Z < 0))
952 952 emergencyPos.Z = pos.Z;
953 m_scene.EventManager.TriggerOnMakeChildAgent(this); 953 }
954 } 954 if (pos.Y < 0)
955 955 {
956 /// <summary> 956 emergencyPos.Y = (int)Constants.RegionSize + pos.Y;
957 /// Removes physics plugin scene representation of this agent if it exists. 957 if (!(pos.X < 0))
958 /// </summary> 958 emergencyPos.X = pos.X;
959 private void RemoveFromPhysicalScene() 959 if (!(pos.Z < 0))
960 { 960 emergencyPos.Z = pos.Z;
961 if (PhysicsActor != null) 961 }
962 { 962 if (pos.Z < 0)
963 m_physicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients; 963 {
964 m_physicsActor.OnOutOfBounds -= OutOfBoundsCall; 964 emergencyPos.Z = 128;
965 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor); 965 if (!(pos.Y < 0))
966 m_physicsActor.UnSubscribeEvents(); 966 emergencyPos.Y = pos.Y;
967 m_physicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate; 967 if (!(pos.X < 0))
968 PhysicsActor = null; 968 emergencyPos.X = pos.X;
969 } 969 }
970 } 970 }
971 971
972 /// <summary> 972 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f)
973 /// 973 {
974 /// </summary> 974 m_log.WarnFormat(
975 /// <param name="pos"></param> 975 "[SCENE PRESENCE]: MakeRootAgent() was given an illegal position of {0} for avatar {1}, {2}. Clamping",
976 public void Teleport(Vector3 pos) 976 pos, Name, UUID);
977 { 977
978 bool isFlying = false; 978 if (pos.X < 0f) pos.X = 0f;
979 if (m_physicsActor != null) 979 if (pos.Y < 0f) pos.Y = 0f;
980 isFlying = m_physicsActor.Flying; 980 if (pos.Z < 0f) pos.Z = 0f;
981 981 }
982 RemoveFromPhysicalScene(); 982
983 Velocity = Vector3.Zero; 983 float localAVHeight = 1.56f;
984 AbsolutePosition = pos; 984 if (m_avHeight != 127.0f)
985 AddToPhysicalScene(isFlying); 985 {
986 if (m_appearance != null) 986 localAVHeight = m_avHeight;
987 { 987 }
988 if (m_appearance.AvatarHeight > 0) 988
989 SetHeight(m_appearance.AvatarHeight); 989 float posZLimit = 0;
990 } 990
991 991 if (pos.X < Constants.RegionSize && pos.Y < Constants.RegionSize)
992 SendTerseUpdateToAllClients(); 992 posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y];
993 } 993
994 994 float newPosZ = posZLimit + localAVHeight / 2;
995 public void TeleportWithMomentum(Vector3 pos) 995 if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ)))
996 { 996 {
997 bool isFlying = false; 997 pos.Z = newPosZ;
998 if (m_physicsActor != null) 998 }
999 isFlying = m_physicsActor.Flying; 999 AbsolutePosition = pos;
1000 1000
1001 RemoveFromPhysicalScene(); 1001 AddToPhysicalScene(isFlying);
1002 AbsolutePosition = pos; 1002
1003 AddToPhysicalScene(isFlying); 1003 if (m_forceFly)
1004 if (m_appearance != null) 1004 {
1005 { 1005 m_physicsActor.Flying = true;
1006 if (m_appearance.AvatarHeight > 0) 1006 }
1007 SetHeight(m_appearance.AvatarHeight); 1007 else if (m_flyDisabled)
1008 } 1008 {
1009 1009 m_physicsActor.Flying = false;
1010 SendTerseUpdateToAllClients(); 1010 }
1011 } 1011
1012 1012 if (m_appearance != null)
1013 /// <summary> 1013 {
1014 /// 1014 if (m_appearance.AvatarHeight > 0)
1015 /// </summary> 1015 SetHeight(m_appearance.AvatarHeight);
1016 public void StopMovement() 1016 }
1017 { 1017 else
1018 } 1018 {
1019 1019 m_log.ErrorFormat("[SCENE PRESENCE]: null appearance in MakeRoot in {0}", Scene.RegionInfo.RegionName);
1020 public void StopFlying() 1020 // emergency; this really shouldn't happen
1021 { 1021 m_appearance = new AvatarAppearance(UUID);
1022 ControllingClient.StopFlying(this); 1022 }
1023 } 1023
1024 1024 // Don't send an animation pack here, since on a region crossing this will sometimes cause a flying
1025 public void AddNeighbourRegion(ulong regionHandle, string cap) 1025 // avatar to return to the standing position in mid-air. On login it looks like this is being sent
1026 { 1026 // elsewhere anyway
1027 lock (m_knownChildRegions) 1027 // Animator.SendAnimPack();
1028 { 1028
1029 if (!m_knownChildRegions.ContainsKey(regionHandle)) 1029 m_scene.SwapRootAgentCount(false);
1030 { 1030
1031 uint x, y; 1031 //CachedUserInfo userInfo = m_scene.CommsManager.UserProfileCacheService.GetUserDetails(m_uuid);
1032 Utils.LongToUInts(regionHandle, out x, out y); 1032 //if (userInfo != null)
1033 m_knownChildRegions.Add(regionHandle, cap); 1033 // userInfo.FetchInventory();
1034 } 1034 //else
1035 } 1035 // m_log.ErrorFormat("[SCENE]: Could not find user info for {0} when making it a root agent", m_uuid);
1036 } 1036
1037 1037 // On the next prim update, all objects will be sent
1038 public void RemoveNeighbourRegion(ulong regionHandle) 1038 //
1039 { 1039 m_sceneViewer.Reset();
1040 lock (m_knownChildRegions) 1040
1041 { 1041 m_isChildAgent = false;
1042 if (m_knownChildRegions.ContainsKey(regionHandle)) 1042
1043 { 1043 // send the animations of the other presences to me
1044 m_knownChildRegions.Remove(regionHandle); 1044 m_scene.ForEachScenePresence(delegate(ScenePresence presence)
1045 //m_log.Debug(" !!! removing known region {0} in {1}. Count = {2}", regionHandle, Scene.RegionInfo.RegionName, m_knownChildRegions.Count); 1045 {
1046 } 1046 if (presence != this)
1047 } 1047 presence.Animator.SendAnimPackToClient(ControllingClient);
1048 } 1048 });
1049 1049
1050 public void DropOldNeighbours(List<ulong> oldRegions) 1050 m_scene.EventManager.TriggerOnMakeRootAgent(this);
1051 { 1051 }
1052 foreach (ulong handle in oldRegions) 1052
1053 { 1053 /// <summary>
1054 RemoveNeighbourRegion(handle); 1054 /// This turns a root agent into a child agent
1055 Scene.CapsModule.DropChildSeed(UUID, handle); 1055 /// when an agent departs this region for a neighbor, this gets called.
1056 } 1056 ///
1057 } 1057 /// It doesn't get called for a teleport. Reason being, an agent that
1058 1058 /// teleports out may not end up anywhere near this region
1059 public List<ulong> GetKnownRegionList() 1059 /// </summary>
1060 { 1060 public void MakeChildAgent()
1061 return new List<ulong>(m_knownChildRegions.Keys); 1061 {
1062 } 1062 // It looks like m_animator is set to null somewhere, and MakeChild
1063 1063 // is called after that. Probably in aborted teleports.
1064 #endregion 1064 if (m_animator == null)
1065 1065 m_animator = new ScenePresenceAnimator(this);
1066 #region Event Handlers 1066 else
1067 1067 Animator.ResetAnimations();
1068 /// <summary> 1068
1069 /// Sets avatar height in the phyiscs plugin 1069// m_log.DebugFormat(
1070 /// </summary> 1070// "[SCENEPRESENCE]: Downgrading root agent {0}, {1} to a child agent in {2}",
1071 internal void SetHeight(float height) 1071// Name, UUID, m_scene.RegionInfo.RegionName);
1072 { 1072
1073 m_avHeight = height; 1073 // Don't zero out the velocity since this can cause problems when an avatar is making a region crossing,
1074 if (PhysicsActor != null && !IsChildAgent) 1074 // depending on the exact timing. This shouldn't matter anyway since child agent positions are not updated.
1075 { 1075 //Velocity = new Vector3(0, 0, 0);
1076 Vector3 SetSize = new Vector3(0.45f, 0.6f, m_avHeight); 1076
1077 PhysicsActor.Size = SetSize; 1077 m_isChildAgent = true;
1078 } 1078 m_scene.SwapRootAgentCount(true);
1079 } 1079 RemoveFromPhysicalScene();
1080 1080
1081 /// <summary> 1081 // FIXME: Set m_rootRegionHandle to the region handle of the scene this agent is moving into
1082 /// Complete Avatar's movement into the region. 1082
1083 /// This is called upon a very important packet sent from the client, 1083 m_scene.EventManager.TriggerOnMakeChildAgent(this);
1084 /// so it's client-controlled. Never call this method directly. 1084 }
1085 /// </summary> 1085
1086 public void CompleteMovement(IClientAPI client) 1086 /// <summary>
1087 { 1087 /// Removes physics plugin scene representation of this agent if it exists.
1088 //m_log.Debug("[SCENE PRESENCE]: CompleteMovement"); 1088 /// </summary>
1089 1089 private void RemoveFromPhysicalScene()
1090 Vector3 look = Velocity; 1090 {
1091 if ((look.X == 0) && (look.Y == 0) && (look.Z == 0)) 1091 if (PhysicsActor != null)
1092 { 1092 {
1093 look = new Vector3(0.99f, 0.042f, 0); 1093 m_physicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients;
1094 } 1094 m_physicsActor.OnOutOfBounds -= OutOfBoundsCall;
1095 1095 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor);
1096 // Prevent teleporting to an underground location 1096 m_physicsActor.UnSubscribeEvents();
1097 // (may crash client otherwise) 1097 m_physicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate;
1098 // 1098 PhysicsActor = null;
1099 Vector3 pos = AbsolutePosition; 1099 }
1100 float ground = m_scene.GetGroundHeight(pos.X, pos.Y); 1100 }
1101 if (pos.Z < ground + 1.5f) 1101
1102 { 1102 /// <summary>
1103 pos.Z = ground + 1.5f; 1103 ///
1104 AbsolutePosition = pos; 1104 /// </summary>
1105 } 1105 /// <param name="pos"></param>
1106 1106 public void Teleport(Vector3 pos)
1107 m_isChildAgent = false; 1107 {
1108 bool m_flying = ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0); 1108 bool isFlying = false;
1109 MakeRootAgent(AbsolutePosition, m_flying); 1109
1110 1110 if (m_physicsActor != null)
1111 if ((m_callbackURI != null) && !m_callbackURI.Equals("")) 1111 isFlying = m_physicsActor.Flying;
1112 { 1112
1113 m_log.DebugFormat("[SCENE PRESENCE]: Releasing agent in URI {0}", m_callbackURI); 1113 RemoveFromPhysicalScene();
1114 Scene.SimulationService.ReleaseAgent(m_originRegionID, UUID, m_callbackURI); 1114 Velocity = Vector3.Zero;
1115 m_callbackURI = null; 1115 AbsolutePosition = pos;
1116 } 1116 AddToPhysicalScene(isFlying);
1117 1117 if (m_appearance != null)
1118 //m_log.DebugFormat("Completed movement"); 1118 {
1119 1119 if (m_appearance.AvatarHeight > 0)
1120 m_controllingClient.MoveAgentIntoRegion(m_regionInfo, AbsolutePosition, look); 1120 SetHeight(m_appearance.AvatarHeight);
1121 SendInitialData(); 1121 }
1122 1122
1123 // Create child agents in neighbouring regions 1123 SendTerseUpdateToAllClients();
1124 if (!m_isChildAgent) 1124
1125 { 1125 }
1126 IEntityTransferModule m_agentTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>(); 1126
1127 if (m_agentTransfer != null) 1127 public void TeleportWithMomentum(Vector3 pos)
1128 m_agentTransfer.EnableChildAgents(this); 1128 {
1129 else 1129 bool isFlying = false;
1130 m_log.DebugFormat("[SCENE PRESENCE]: Unable to create child agents in neighbours, because AgentTransferModule is not active"); 1130 if (m_physicsActor != null)
1131 1131 isFlying = m_physicsActor.Flying;
1132 IFriendsModule friendsModule = m_scene.RequestModuleInterface<IFriendsModule>(); 1132
1133 if (friendsModule != null) 1133 RemoveFromPhysicalScene();
1134 friendsModule.SendFriendsOnlineIfNeeded(ControllingClient); 1134 AbsolutePosition = pos;
1135 } 1135 AddToPhysicalScene(isFlying);
1136 1136 if (m_appearance != null)
1137 } 1137 {
1138 1138 if (m_appearance.AvatarHeight > 0)
1139 /// <summary> 1139 SetHeight(m_appearance.AvatarHeight);
1140 /// Callback for the Camera view block check. Gets called with the results of the camera view block test 1140 }
1141 /// hitYN is true when there's something in the way. 1141
1142 /// </summary> 1142 SendTerseUpdateToAllClients();
1143 /// <param name="hitYN"></param> 1143 }
1144 /// <param name="collisionPoint"></param> 1144
1145 /// <param name="localid"></param> 1145 /// <summary>
1146 /// <param name="distance"></param> 1146 ///
1147 public void RayCastCameraCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 pNormal) 1147 /// </summary>
1148 { 1148 public void StopMovement()
1149 const float POSITION_TOLERANCE = 0.02f; 1149 {
1150 const float VELOCITY_TOLERANCE = 0.02f; 1150 }
1151 const float ROTATION_TOLERANCE = 0.02f; 1151
1152 1152 public void StopFlying()
1153 if (m_followCamAuto) 1153 {
1154 { 1154 ControllingClient.StopFlying(this);
1155 if (hitYN) 1155 }
1156 { 1156
1157 CameraConstraintActive = true; 1157 public void AddNeighbourRegion(ulong regionHandle, string cap)
1158 //m_log.DebugFormat("[RAYCASTRESULT]: {0}, {1}, {2}, {3}", hitYN, collisionPoint, localid, distance); 1158 {
1159 1159 lock (m_knownChildRegions)
1160 Vector3 normal = Vector3.Normalize(new Vector3(0f, 0f, collisionPoint.Z) - collisionPoint); 1160 {
1161 ControllingClient.SendCameraConstraint(new Vector4(normal.X, normal.Y, normal.Z, -1 * Vector3.Distance(new Vector3(0,0,collisionPoint.Z),collisionPoint))); 1161 if (!m_knownChildRegions.ContainsKey(regionHandle))
1162 } 1162 {
1163 else 1163 uint x, y;
1164 { 1164 Utils.LongToUInts(regionHandle, out x, out y);
1165 if (!m_pos.ApproxEquals(m_lastPosition, POSITION_TOLERANCE) || 1165 m_knownChildRegions.Add(regionHandle, cap);
1166 !Velocity.ApproxEquals(m_lastVelocity, VELOCITY_TOLERANCE) || 1166 }
1167 !m_bodyRot.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE)) 1167 }
1168 { 1168 }
1169 if (CameraConstraintActive) 1169
1170 { 1170 public void RemoveNeighbourRegion(ulong regionHandle)
1171 ControllingClient.SendCameraConstraint(new Vector4(0f, 0.5f, 0.9f, -3000f)); 1171 {
1172 CameraConstraintActive = false; 1172 lock (m_knownChildRegions)
1173 } 1173 {
1174 } 1174 if (m_knownChildRegions.ContainsKey(regionHandle))
1175 } 1175 {
1176 } 1176 m_knownChildRegions.Remove(regionHandle);
1177 } 1177 //m_log.Debug(" !!! removing known region {0} in {1}. Count = {2}", regionHandle, Scene.RegionInfo.RegionName, m_knownChildRegions.Count);
1178 1178 }
1179 /// <summary> 1179 }
1180 /// This is the event handler for client movement. If a client is moving, this event is triggering. 1180 }
1181 /// </summary> 1181
1182 public void HandleAgentUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData) 1182 public void DropOldNeighbours(List<ulong> oldRegions)
1183 { 1183 {
1184 //if (m_isChildAgent) 1184 foreach (ulong handle in oldRegions)
1185 //{ 1185 {
1186 // // m_log.Debug("DEBUG: HandleAgentUpdate: child agent"); 1186 RemoveNeighbourRegion(handle);
1187 // return; 1187 Scene.CapsModule.DropChildSeed(UUID, handle);
1188 //} 1188 }
1189 1189 }
1190 m_perfMonMS = Util.EnvironmentTickCount(); 1190
1191 1191 public List<ulong> GetKnownRegionList()
1192 ++m_movementUpdateCount; 1192 {
1193 if (m_movementUpdateCount < 1) 1193 return new List<ulong>(m_knownChildRegions.Keys);
1194 m_movementUpdateCount = 1; 1194 }
1195 1195
1196 #region Sanity Checking 1196 #endregion
1197 1197
1198 // This is irritating. Really. 1198 #region Event Handlers
1199 if (!AbsolutePosition.IsFinite()) 1199
1200 { 1200 /// <summary>
1201 RemoveFromPhysicalScene(); 1201 /// Sets avatar height in the phyiscs plugin
1202 m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error #9999902"); 1202 /// </summary>
1203 1203 internal void SetHeight(float height)
1204 m_pos = m_LastFinitePos; 1204 {
1205 if (!m_pos.IsFinite()) 1205 m_avHeight = height;
1206 { 1206 if (PhysicsActor != null && !IsChildAgent)
1207 m_pos.X = 127f; 1207 {
1208 m_pos.Y = 127f; 1208 Vector3 SetSize = new Vector3(0.45f, 0.6f, m_avHeight);
1209 m_pos.Z = 127f; 1209 PhysicsActor.Size = SetSize;
1210 m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error #9999903"); 1210 }
1211 } 1211 }
1212 1212
1213 AddToPhysicalScene(false); 1213 /// <summary>
1214 } 1214 /// Complete Avatar's movement into the region.
1215 else 1215 /// This is called upon a very important packet sent from the client,
1216 { 1216 /// so it's client-controlled. Never call this method directly.
1217 m_LastFinitePos = m_pos; 1217 /// </summary>
1218 } 1218 public void CompleteMovement(IClientAPI client)
1219 1219 {
1220 #endregion Sanity Checking 1220 //m_log.Debug("[SCENE PRESENCE]: CompleteMovement");
1221 1221
1222 #region Inputs 1222 Vector3 look = Velocity;
1223 1223 if ((look.X == 0) && (look.Y == 0) && (look.Z == 0))
1224 AgentManager.ControlFlags flags = (AgentManager.ControlFlags)agentData.ControlFlags; 1224 {
1225 Quaternion bodyRotation = agentData.BodyRotation; 1225 look = new Vector3(0.99f, 0.042f, 0);
1226 1226 }
1227 // Camera location in world. We'll need to raytrace 1227
1228 // from this location from time to time. 1228 // Prevent teleporting to an underground location
1229 m_CameraCenter = agentData.CameraCenter; 1229 // (may crash client otherwise)
1230 if (Vector3.Distance(m_lastCameraCenter, m_CameraCenter) >= Scene.RootReprioritizationDistance) 1230 //
1231 { 1231 Vector3 pos = AbsolutePosition;
1232 ReprioritizeUpdates(); 1232 float ground = m_scene.GetGroundHeight(pos.X, pos.Y);
1233 m_lastCameraCenter = m_CameraCenter; 1233 if (pos.Z < ground + 1.5f)
1234 } 1234 {
1235 1235 pos.Z = ground + 1.5f;
1236 // Use these three vectors to figure out what the agent is looking at 1236 AbsolutePosition = pos;
1237 // Convert it to a Matrix and/or Quaternion 1237 }
1238 m_CameraAtAxis = agentData.CameraAtAxis; 1238 m_isChildAgent = false;
1239 m_CameraLeftAxis = agentData.CameraLeftAxis; 1239 bool m_flying = ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0);
1240 m_CameraUpAxis = agentData.CameraUpAxis; 1240 MakeRootAgent(AbsolutePosition, m_flying);
1241 1241
1242 // The Agent's Draw distance setting 1242 if ((m_callbackURI != null) && !m_callbackURI.Equals(""))
1243 m_DrawDistance = agentData.Far; 1243 {
1244 1244 m_log.DebugFormat("[SCENE PRESENCE]: Releasing agent in URI {0}", m_callbackURI);
1245 // Check if Client has camera in 'follow cam' or 'build' mode. 1245 Scene.SimulationService.ReleaseAgent(m_originRegionID, UUID, m_callbackURI);
1246 Vector3 camdif = (Vector3.One * m_bodyRot - Vector3.One * CameraRotation); 1246 m_callbackURI = null;
1247 1247 }
1248 m_followCamAuto = ((m_CameraUpAxis.Z > 0.959f && m_CameraUpAxis.Z < 0.98f) 1248
1249 && (Math.Abs(camdif.X) < 0.4f && Math.Abs(camdif.Y) < 0.4f)) ? true : false; 1249 //m_log.DebugFormat("Completed movement");
1250 1250
1251 m_mouseLook = (flags & AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) != 0; 1251 m_controllingClient.MoveAgentIntoRegion(m_regionInfo, AbsolutePosition, look);
1252 m_leftButtonDown = (flags & AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_DOWN) != 0; 1252 SendInitialData();
1253 1253
1254 #endregion Inputs 1254 // Create child agents in neighbouring regions
1255 1255 if (!m_isChildAgent)
1256 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_STAND_UP) != 0) 1256 {
1257 { 1257 IEntityTransferModule m_agentTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>();
1258 StandUp(); 1258 if (m_agentTransfer != null)
1259 } 1259 m_agentTransfer.EnableChildAgents(this);
1260 1260 else
1261 //m_log.DebugFormat("[FollowCam]: {0}", m_followCamAuto); 1261 m_log.DebugFormat("[SCENE PRESENCE]: Unable to create child agents in neighbours, because AgentTransferModule is not active");
1262 // Raycast from the avatar's head to the camera to see if there's anything blocking the view 1262
1263 if ((m_movementUpdateCount % NumMovementsBetweenRayCast) == 0 && m_scene.PhysicsScene.SupportsRayCast()) 1263 IFriendsModule friendsModule = m_scene.RequestModuleInterface<IFriendsModule>();
1264 { 1264 if (friendsModule != null)
1265 if (m_followCamAuto) 1265 friendsModule.SendFriendsOnlineIfNeeded(ControllingClient);
1266 { 1266 }
1267 Vector3 posAdjusted = m_pos + HEAD_ADJUSTMENT; 1267
1268 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback); 1268 }
1269 } 1269
1270 } 1270 /// <summary>
1271 1271 /// Callback for the Camera view block check. Gets called with the results of the camera view block test
1272 lock (scriptedcontrols) 1272 /// hitYN is true when there's something in the way.
1273 { 1273 /// </summary>
1274 if (scriptedcontrols.Count > 0) 1274 /// <param name="hitYN"></param>
1275 { 1275 /// <param name="collisionPoint"></param>
1276 SendControlToScripts((uint)flags); 1276 /// <param name="localid"></param>
1277 flags = RemoveIgnoredControls(flags, IgnoredControls); 1277 /// <param name="distance"></param>
1278 } 1278 public void RayCastCameraCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 pNormal)
1279 } 1279 {
1280 1280 const float POSITION_TOLERANCE = 0.02f;
1281 if (m_autopilotMoving) 1281 const float VELOCITY_TOLERANCE = 0.02f;
1282 CheckAtSitTarget(); 1282 const float ROTATION_TOLERANCE = 0.02f;
1283 1283
1284 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0) 1284 if (m_followCamAuto)
1285 { 1285 {
1286 // TODO: This doesn't prevent the user from walking yet. 1286 if (hitYN)
1287 // Setting parent ID would fix this, if we knew what value 1287 {
1288 // to use. Or we could add a m_isSitting variable. 1288 CameraConstraintActive = true;
1289 //Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED"); 1289 //m_log.DebugFormat("[RAYCASTRESULT]: {0}, {1}, {2}, {3}", hitYN, collisionPoint, localid, distance);
1290 SitGround = true; 1290
1291 } 1291 Vector3 normal = Vector3.Normalize(new Vector3(0f, 0f, collisionPoint.Z) - collisionPoint);
1292 1292 ControllingClient.SendCameraConstraint(new Vector4(normal.X, normal.Y, normal.Z, -1 * Vector3.Distance(new Vector3(0,0,collisionPoint.Z),collisionPoint)));
1293 // In the future, these values might need to go global. 1293 }
1294 // Here's where you get them. 1294 else
1295 m_AgentControlFlags = flags; 1295 {
1296 m_headrotation = agentData.HeadRotation; 1296 if (!m_pos.ApproxEquals(m_lastPosition, POSITION_TOLERANCE) ||
1297 m_state = agentData.State; 1297 !Velocity.ApproxEquals(m_lastVelocity, VELOCITY_TOLERANCE) ||
1298 1298 !m_bodyRot.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE))
1299 PhysicsActor actor = PhysicsActor; 1299 {
1300 if (actor == null) 1300 if (CameraConstraintActive)
1301 { 1301 {
1302 return; 1302 ControllingClient.SendCameraConstraint(new Vector4(0f, 0.5f, 0.9f, -3000f));
1303 } 1303 CameraConstraintActive = false;
1304 1304 }
1305 bool update_movementflag = false; 1305 }
1306 1306 }
1307 if (m_allowMovement && !SitGround) 1307 }
1308 { 1308 }
1309 if (agentData.UseClientAgentPosition) 1309
1310 { 1310 /// <summary>
1311 m_moveToPositionInProgress = (agentData.ClientAgentPosition - AbsolutePosition).Length() > 0.2f; 1311 /// This is the event handler for client movement. If a client is moving, this event is triggering.
1312 m_moveToPositionTarget = agentData.ClientAgentPosition; 1312 /// </summary>
1313 } 1313 public void HandleAgentUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData)
1314 1314 {
1315 int i = 0; 1315 //if (m_isChildAgent)
1316 1316 //{
1317 bool update_rotation = false; 1317 // // m_log.Debug("DEBUG: HandleAgentUpdate: child agent");
1318 bool DCFlagKeyPressed = false; 1318 // return;
1319 Vector3 agent_control_v3 = Vector3.Zero; 1319 //}
1320 Quaternion q = bodyRotation; 1320
1321 1321 m_perfMonMS = Util.EnvironmentTickCount();
1322 bool oldflying = PhysicsActor.Flying; 1322
1323 1323 ++m_movementUpdateCount;
1324 if (m_forceFly) 1324 if (m_movementUpdateCount < 1)
1325 actor.Flying = true; 1325 m_movementUpdateCount = 1;
1326 else if (m_flyDisabled) 1326
1327 actor.Flying = false; 1327 #region Sanity Checking
1328 else 1328
1329 actor.Flying = ((flags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0); 1329 // This is irritating. Really.
1330 1330 if (!AbsolutePosition.IsFinite())
1331 if (actor.Flying != oldflying) 1331 {
1332 update_movementflag = true; 1332 RemoveFromPhysicalScene();
1333 1333 m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error #9999902");
1334 if (q != m_bodyRot) 1334
1335 { 1335 m_pos = m_LastFinitePos;
1336 m_bodyRot = q; 1336
1337 update_rotation = true; 1337 if (!m_pos.IsFinite())
1338 } 1338 {
1339 1339 m_pos.X = 127f;
1340 if (m_parentID == 0) 1340 m_pos.Y = 127f;
1341 { 1341 m_pos.Z = 127f;
1342 bool bAllowUpdateMoveToPosition = false; 1342 m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error #9999903");
1343 bool bResetMoveToPosition = false; 1343 }
1344 1344
1345 Vector3[] dirVectors; 1345 AddToPhysicalScene(false);
1346 1346 }
1347 // use camera up angle when in mouselook and not flying or when holding the left mouse button down and not flying 1347 else
1348 // this prevents 'jumping' in inappropriate situations. 1348 {
1349 if ((m_mouseLook && !m_physicsActor.Flying) || (m_leftButtonDown && !m_physicsActor.Flying)) 1349 m_LastFinitePos = m_pos;
1350 dirVectors = GetWalkDirectionVectors(); 1350 }
1351 else 1351
1352 dirVectors = Dir_Vectors; 1352 #endregion Sanity Checking
1353 1353
1354 // The fact that m_movementflag is a byte needs to be fixed 1354 #region Inputs
1355 // it really should be a uint 1355
1356 uint nudgehack = 250; 1356 AgentManager.ControlFlags flags = (AgentManager.ControlFlags)agentData.ControlFlags;
1357 foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS) 1357 Quaternion bodyRotation = agentData.BodyRotation;
1358 { 1358
1359 if (((uint)flags & (uint)DCF) != 0) 1359 // Camera location in world. We'll need to raytrace
1360 { 1360 // from this location from time to time.
1361 bResetMoveToPosition = true; 1361 m_CameraCenter = agentData.CameraCenter;
1362 DCFlagKeyPressed = true; 1362 if (Vector3.Distance(m_lastCameraCenter, m_CameraCenter) >= Scene.RootReprioritizationDistance)
1363 try 1363 {
1364 { 1364 ReprioritizeUpdates();
1365 agent_control_v3 += dirVectors[i]; 1365 m_lastCameraCenter = m_CameraCenter;
1366 //m_log.DebugFormat("[Motion]: {0}, {1}",i, dirVectors[i]); 1366 }
1367 } 1367
1368 catch (IndexOutOfRangeException) 1368 // Use these three vectors to figure out what the agent is looking at
1369 { 1369 // Convert it to a Matrix and/or Quaternion
1370 // Why did I get this? 1370 m_CameraAtAxis = agentData.CameraAtAxis;
1371 } 1371 m_CameraLeftAxis = agentData.CameraLeftAxis;
1372 1372 m_CameraUpAxis = agentData.CameraUpAxis;
1373 if ((m_movementflag & (byte)(uint)DCF) == 0) 1373
1374 { 1374 // The Agent's Draw distance setting
1375 if (DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE) 1375 m_DrawDistance = agentData.Far;
1376 { 1376
1377 m_movementflag |= (byte)nudgehack; 1377 // Check if Client has camera in 'follow cam' or 'build' mode.
1378 } 1378 Vector3 camdif = (Vector3.One * m_bodyRot - Vector3.One * CameraRotation);
1379 m_movementflag += (byte)(uint)DCF; 1379
1380 update_movementflag = true; 1380 m_followCamAuto = ((m_CameraUpAxis.Z > 0.959f && m_CameraUpAxis.Z < 0.98f)
1381 } 1381 && (Math.Abs(camdif.X) < 0.4f && Math.Abs(camdif.Y) < 0.4f)) ? true : false;
1382 } 1382
1383 else 1383 m_mouseLook = (flags & AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) != 0;
1384 { 1384 m_leftButtonDown = (flags & AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_DOWN) != 0;
1385 if ((m_movementflag & (byte)(uint)DCF) != 0 || 1385
1386 ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE) 1386 #endregion Inputs
1387 && ((m_movementflag & (byte)nudgehack) == nudgehack)) 1387
1388 ) // This or is for Nudge forward 1388 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_STAND_UP) != 0)
1389 { 1389 {
1390 m_movementflag -= ((byte)(uint)DCF); 1390 StandUp();
1391 1391 }
1392 update_movementflag = true; 1392
1393 /* 1393 //m_log.DebugFormat("[FollowCam]: {0}", m_followCamAuto);
1394 if ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE) 1394 // Raycast from the avatar's head to the camera to see if there's anything blocking the view
1395 && ((m_movementflag & (byte)nudgehack) == nudgehack)) 1395 if ((m_movementUpdateCount % NumMovementsBetweenRayCast) == 0 && m_scene.PhysicsScene.SupportsRayCast())
1396 { 1396 {
1397 m_log.Debug("Removed Hack flag"); 1397 if (m_followCamAuto)
1398 } 1398 {
1399 */ 1399 Vector3 posAdjusted = m_pos + HEAD_ADJUSTMENT;
1400 } 1400 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback);
1401 else 1401 }
1402 { 1402 }
1403 bAllowUpdateMoveToPosition = true; 1403 lock (scriptedcontrols)
1404 } 1404 {
1405 } 1405 if (scriptedcontrols.Count > 0)
1406 i++; 1406 {
1407 } 1407 SendControlToScripts((uint)flags);
1408 1408 flags = RemoveIgnoredControls(flags, IgnoredControls);
1409 //Paupaw:Do Proper PID for Autopilot here 1409 }
1410 if (bResetMoveToPosition) 1410 }
1411 { 1411
1412 m_moveToPositionTarget = Vector3.Zero; 1412 if (m_autopilotMoving)
1413 m_moveToPositionInProgress = false; 1413 CheckAtSitTarget();
1414 update_movementflag = true; 1414
1415 bAllowUpdateMoveToPosition = false; 1415 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0)
1416 } 1416 {
1417 1417 m_updateCount = 0; // Kill animation update burst so that the SIT_G.. will stick.
1418 if (bAllowUpdateMoveToPosition && (m_moveToPositionInProgress && !m_autopilotMoving)) 1418 Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED");
1419 { 1419
1420 //Check the error term of the current position in relation to the target position 1420 // TODO: This doesn't prevent the user from walking yet.
1421 if (Util.GetDistanceTo(AbsolutePosition, m_moveToPositionTarget) <= 0.5f) 1421 // Setting parent ID would fix this, if we knew what value
1422 { 1422 // to use. Or we could add a m_isSitting variable.
1423 // we are close enough to the target 1423 //Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED");
1424 m_moveToPositionTarget = Vector3.Zero; 1424 SitGround = true;
1425 m_moveToPositionInProgress = false; 1425 }
1426 update_movementflag = true; 1426
1427 } 1427 // In the future, these values might need to go global.
1428 else 1428 // Here's where you get them.
1429 { 1429 m_AgentControlFlags = flags;
1430 try 1430 m_headrotation = agentData.HeadRotation;
1431 { 1431 m_state = agentData.State;
1432 // move avatar in 2D at one meter/second towards target, in avatar coordinate frame. 1432
1433 // This movement vector gets added to the velocity through AddNewMovement(). 1433 PhysicsActor actor = PhysicsActor;
1434 // Theoretically we might need a more complex PID approach here if other 1434 if (actor == null)
1435 // unknown forces are acting on the avatar and we need to adaptively respond 1435 {
1436 // to such forces, but the following simple approach seems to works fine. 1436 return;
1437 Vector3 LocalVectorToTarget3D = 1437 }
1438 (m_moveToPositionTarget - AbsolutePosition) // vector from cur. pos to target in global coords 1438
1439 * Matrix4.CreateFromQuaternion(Quaternion.Inverse(bodyRotation)); // change to avatar coords 1439 bool update_movementflag = false;
1440 // Ignore z component of vector 1440
1441 Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f); 1441 if (m_allowMovement && !SitGround)
1442 LocalVectorToTarget2D.Normalize(); 1442 {
1443 agent_control_v3 += LocalVectorToTarget2D; 1443 if (agentData.UseClientAgentPosition)
1444 1444 {
1445 // update avatar movement flags. the avatar coordinate system is as follows: 1445 m_moveToPositionInProgress = (agentData.ClientAgentPosition - AbsolutePosition).Length() > 0.2f;
1446 // 1446 m_moveToPositionTarget = agentData.ClientAgentPosition;
1447 // +X (forward) 1447 }
1448 // 1448
1449 // ^ 1449 int i = 0;
1450 // | 1450
1451 // | 1451 bool update_rotation = false;
1452 // | 1452 bool DCFlagKeyPressed = false;
1453 // | 1453 Vector3 agent_control_v3 = Vector3.Zero;
1454 // (left) +Y <--------o--------> -Y 1454 Quaternion q = bodyRotation;
1455 // avatar 1455
1456 // | 1456 bool oldflying = PhysicsActor.Flying;
1457 // | 1457
1458 // | 1458 if (m_forceFly)
1459 // | 1459 actor.Flying = true;
1460 // v 1460 else if (m_flyDisabled)
1461 // -X 1461 actor.Flying = false;
1462 // 1462 else
1463 1463 actor.Flying = ((flags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0);
1464 // based on the above avatar coordinate system, classify the movement into 1464
1465 // one of left/right/back/forward. 1465 if (actor.Flying != oldflying)
1466 if (LocalVectorToTarget2D.Y > 0)//MoveLeft 1466 update_movementflag = true;
1467 { 1467
1468 m_movementflag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_LEFT; 1468 if (q != m_bodyRot)
1469 //AgentControlFlags 1469 {
1470 AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_LEFT; 1470 m_bodyRot = q;
1471 update_movementflag = true; 1471 update_rotation = true;
1472 } 1472 }
1473 else if (LocalVectorToTarget2D.Y < 0) //MoveRight 1473
1474 { 1474 //guilty until proven innocent..
1475 m_movementflag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_RIGHT; 1475 bool Nudging = true;
1476 AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_RIGHT; 1476 //Basically, if there is at least one non-nudge control then we don't need
1477 update_movementflag = true; 1477 //to worry about stopping the avatar
1478 } 1478
1479 if (LocalVectorToTarget2D.X < 0) //MoveBack 1479 if (m_parentID == 0)
1480 { 1480 {
1481 m_movementflag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_BACK; 1481 bool bAllowUpdateMoveToPosition = false;
1482 AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_BACK; 1482 bool bResetMoveToPosition = false;
1483 update_movementflag = true; 1483
1484 } 1484 Vector3[] dirVectors;
1485 else if (LocalVectorToTarget2D.X > 0) //Move Forward 1485
1486 { 1486 // use camera up angle when in mouselook and not flying or when holding the left mouse button down and not flying
1487 m_movementflag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD; 1487 // this prevents 'jumping' in inappropriate situations.
1488 AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD; 1488 if ((m_mouseLook && !m_physicsActor.Flying) || (m_leftButtonDown && !m_physicsActor.Flying))
1489 update_movementflag = true; 1489 dirVectors = GetWalkDirectionVectors();
1490 } 1490 else
1491 } 1491 dirVectors = Dir_Vectors;
1492 catch (Exception e) 1492
1493 { 1493 bool[] isNudge = GetDirectionIsNudge();
1494 //Avoid system crash, can be slower but... 1494
1495 m_log.DebugFormat("Crash! {0}", e.ToString()); 1495
1496 } 1496
1497 } 1497
1498 } 1498
1499 } 1499 foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS)
1500 1500 {
1501 // Cause the avatar to stop flying if it's colliding 1501 if (((uint)flags & (uint)DCF) != 0)
1502 // with something with the down arrow pressed. 1502 {
1503 1503 bResetMoveToPosition = true;
1504 // Only do this if we're flying 1504 DCFlagKeyPressed = true;
1505 if (m_physicsActor != null && m_physicsActor.Flying && !m_forceFly) 1505 try
1506 { 1506 {
1507 // Landing detection code 1507 agent_control_v3 += dirVectors[i];
1508 1508 if (isNudge[i] == false)
1509 // Are the landing controls requirements filled? 1509 {
1510 bool controlland = (((flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || 1510 Nudging = false;
1511 ((flags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0)); 1511 }
1512 1512 }
1513 // Are the collision requirements fulfilled? 1513 catch (IndexOutOfRangeException)
1514 bool colliding = (m_physicsActor.IsColliding == true); 1514 {
1515 1515 // Why did I get this?
1516 if (m_physicsActor.Flying && colliding && controlland) 1516 }
1517 { 1517
1518 // nesting this check because LengthSquared() is expensive and we don't 1518 if ((m_movementflag & (uint)DCF) == 0)
1519 // want to do it every step when flying. 1519 {
1520 if ((Velocity.LengthSquared() <= LAND_VELOCITYMAG_MAX)) 1520 m_movementflag += (byte)(uint)DCF;
1521 StopFlying(); 1521 update_movementflag = true;
1522 } 1522 }
1523 } 1523 }
1524 1524 else
1525 if (update_movementflag || (update_rotation && DCFlagKeyPressed)) 1525 {
1526 { 1526 if ((m_movementflag & (uint)DCF) != 0)
1527 // m_log.DebugFormat("{0} {1}", update_movementflag, (update_rotation && DCFlagKeyPressed)); 1527 {
1528 // m_log.DebugFormat( 1528 m_movementflag -= (byte)(uint)DCF;
1529 // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3); 1529 update_movementflag = true;
1530 1530 }
1531 AddNewMovement(agent_control_v3, q); 1531 else
1532 1532 {
1533 1533 bAllowUpdateMoveToPosition = true;
1534 } 1534 }
1535 } 1535 }
1536 1536 i++;
1537 if (update_movementflag && ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) == 0) && (m_parentID == 0) && !SitGround) 1537 }
1538 Animator.UpdateMovementAnimations(); 1538 //Paupaw:Do Proper PID for Autopilot here
1539 1539 if (bResetMoveToPosition)
1540 m_scene.EventManager.TriggerOnClientMovement(this); 1540 {
1541 1541 m_moveToPositionTarget = Vector3.Zero;
1542 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); 1542 m_moveToPositionInProgress = false;
1543 } 1543 update_movementflag = true;
1544 1544 bAllowUpdateMoveToPosition = false;
1545 public void DoAutoPilot(uint not_used, Vector3 Pos, IClientAPI remote_client) 1545 }
1546 { 1546
1547 m_autopilotMoving = true; 1547 if (bAllowUpdateMoveToPosition && (m_moveToPositionInProgress && !m_autopilotMoving))
1548 m_autoPilotTarget = Pos; 1548 {
1549 m_sitAtAutoTarget = false; 1549 //Check the error term of the current position in relation to the target position
1550 PrimitiveBaseShape proxy = PrimitiveBaseShape.Default; 1550 if (Util.GetDistanceTo(AbsolutePosition, m_moveToPositionTarget) <= 0.5f)
1551 //proxy.PCode = (byte)PCode.ParticleSystem; 1551 {
1552 1552 // we are close enough to the target
1553 proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy); 1553 m_moveToPositionTarget = Vector3.Zero;
1554 proxyObjectGroup.AttachToScene(m_scene); 1554 m_moveToPositionInProgress = false;
1555 1555 update_movementflag = true;
1556 // Commented out this code since it could never have executed, but might still be informative. 1556 }
1557// if (proxyObjectGroup != null) 1557 else
1558// { 1558 {
1559 proxyObjectGroup.SendGroupFullUpdate(); 1559 try
1560 remote_client.SendSitResponse(proxyObjectGroup.UUID, Vector3.Zero, Quaternion.Identity, true, Vector3.Zero, Vector3.Zero, false); 1560 {
1561 m_scene.DeleteSceneObject(proxyObjectGroup, false); 1561 // move avatar in 2D at one meter/second towards target, in avatar coordinate frame.
1562// } 1562 // This movement vector gets added to the velocity through AddNewMovement().
1563// else 1563 // Theoretically we might need a more complex PID approach here if other
1564// { 1564 // unknown forces are acting on the avatar and we need to adaptively respond
1565// m_autopilotMoving = false; 1565 // to such forces, but the following simple approach seems to works fine.
1566// m_autoPilotTarget = Vector3.Zero; 1566 Vector3 LocalVectorToTarget3D =
1567// ControllingClient.SendAlertMessage("Autopilot cancelled"); 1567 (m_moveToPositionTarget - AbsolutePosition) // vector from cur. pos to target in global coords
1568// } 1568 * Matrix4.CreateFromQuaternion(Quaternion.Inverse(bodyRotation)); // change to avatar coords
1569 } 1569 // Ignore z component of vector
1570 1570 Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f);
1571 public void DoMoveToPosition(Object sender, string method, List<String> args) 1571 LocalVectorToTarget2D.Normalize();
1572 { 1572
1573 try 1573 //We're not nudging
1574 { 1574 Nudging = false;
1575 float locx = 0f; 1575 agent_control_v3 += LocalVectorToTarget2D;
1576 float locy = 0f; 1576
1577 float locz = 0f; 1577 // update avatar movement flags. the avatar coordinate system is as follows:
1578 uint regionX = 0; 1578 //
1579 uint regionY = 0; 1579 // +X (forward)
1580 try 1580 //
1581 { 1581 // ^
1582 Utils.LongToUInts(Scene.RegionInfo.RegionHandle, out regionX, out regionY); 1582 // |
1583 locx = Convert.ToSingle(args[0]) - (float)regionX; 1583 // |
1584 locy = Convert.ToSingle(args[1]) - (float)regionY; 1584 // |
1585 locz = Convert.ToSingle(args[2]); 1585 // |
1586 } 1586 // (left) +Y <--------o--------> -Y
1587 catch (InvalidCastException) 1587 // avatar
1588 { 1588 // |
1589 m_log.Error("[CLIENT]: Invalid autopilot request"); 1589 // |
1590 return; 1590 // |
1591 } 1591 // |
1592 m_moveToPositionInProgress = true; 1592 // v
1593 m_moveToPositionTarget = new Vector3(locx, locy, locz); 1593 // -X
1594 } 1594 //
1595 catch (Exception ex) 1595
1596 { 1596 // based on the above avatar coordinate system, classify the movement into
1597 //Why did I get this error? 1597 // one of left/right/back/forward.
1598 m_log.Error("[SCENEPRESENCE]: DoMoveToPosition" + ex); 1598 if (LocalVectorToTarget2D.Y > 0)//MoveLeft
1599 } 1599 {
1600 } 1600 m_movementflag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_LEFT;
1601 1601 //AgentControlFlags
1602 private void CheckAtSitTarget() 1602 AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_LEFT;
1603 { 1603 update_movementflag = true;
1604 //m_log.Debug("[AUTOPILOT]: " + Util.GetDistanceTo(AbsolutePosition, m_autoPilotTarget).ToString()); 1604 }
1605 if (Util.GetDistanceTo(AbsolutePosition, m_autoPilotTarget) <= 1.5) 1605 else if (LocalVectorToTarget2D.Y < 0) //MoveRight
1606 { 1606 {
1607 if (m_sitAtAutoTarget) 1607 m_movementflag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_RIGHT;
1608 { 1608 AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_RIGHT;
1609 SceneObjectPart part = m_scene.GetSceneObjectPart(m_requestedSitTargetUUID); 1609 update_movementflag = true;
1610 if (part != null) 1610 }
1611 { 1611 if (LocalVectorToTarget2D.X < 0) //MoveBack
1612 AbsolutePosition = part.AbsolutePosition; 1612 {
1613 Velocity = Vector3.Zero; 1613 m_movementflag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_BACK;
1614 SendFullUpdateToAllClients(); 1614 AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_BACK;
1615 1615 update_movementflag = true;
1616 //HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); 1616 }
1617 } 1617 else if (LocalVectorToTarget2D.X > 0) //Move Forward
1618 //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false); 1618 {
1619 m_requestedSitTargetUUID = UUID.Zero; 1619 m_movementflag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD;
1620 } 1620 AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD;
1621 /* 1621 update_movementflag = true;
1622 else 1622 }
1623 { 1623 }
1624 //ControllingClient.SendAlertMessage("Autopilot cancelled"); 1624 catch (Exception e)
1625 //SendTerseUpdateToAllClients(); 1625 {
1626 //PrimitiveBaseShape proxy = PrimitiveBaseShape.Default; 1626 //Avoid system crash, can be slower but...
1627 //proxy.PCode = (byte)PCode.ParticleSystem; 1627 m_log.DebugFormat("Crash! {0}", e.ToString());
1628 ////uint nextUUID = m_scene.NextLocalId; 1628 }
1629 1629 }
1630 //proxyObjectGroup = new SceneObjectGroup(m_scene, m_scene.RegionInfo.RegionHandle, UUID, nextUUID, m_autoPilotTarget, Quaternion.Identity, proxy); 1630 }
1631 //if (proxyObjectGroup != null) 1631 }
1632 //{ 1632
1633 //proxyObjectGroup.SendGroupFullUpdate(); 1633 // Cause the avatar to stop flying if it's colliding
1634 //ControllingClient.SendSitResponse(UUID.Zero, m_autoPilotTarget, Quaternion.Identity, true, Vector3.Zero, Vector3.Zero, false); 1634 // with something with the down arrow pressed.
1635 //m_scene.DeleteSceneObject(proxyObjectGroup); 1635
1636 //} 1636 // Only do this if we're flying
1637 } 1637 if (m_physicsActor != null && m_physicsActor.Flying && !m_forceFly)
1638 */ 1638 {
1639 m_autoPilotTarget = Vector3.Zero; 1639 // Landing detection code
1640 m_autopilotMoving = false; 1640
1641 } 1641 // Are the landing controls requirements filled?
1642 } 1642 bool controlland = (((flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) ||
1643 /// <summary> 1643 ((flags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0));
1644 /// Perform the logic necessary to stand the avatar up. This method also executes 1644
1645 /// the stand animation. 1645 // Are the collision requirements fulfilled?
1646 /// </summary> 1646 bool colliding = (m_physicsActor.IsColliding == true);
1647 public void StandUp() 1647
1648 { 1648 if (m_physicsActor.Flying && colliding && controlland)
1649 SitGround = false; 1649 {
1650 1650 // nesting this check because LengthSquared() is expensive and we don't
1651 if (m_parentID != 0) 1651 // want to do it every step when flying.
1652 { 1652 if ((Velocity.LengthSquared() <= LAND_VELOCITYMAG_MAX))
1653 m_log.Debug("StandupCode Executed"); 1653 StopFlying();
1654 SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID); 1654 }
1655 if (part != null) 1655 }
1656 { 1656
1657 TaskInventoryDictionary taskIDict = part.TaskInventory; 1657 if (update_movementflag || (update_rotation && DCFlagKeyPressed))
1658 if (taskIDict != null) 1658 {
1659 { 1659 // m_log.DebugFormat("{0} {1}", update_movementflag, (update_rotation && DCFlagKeyPressed));
1660 lock (taskIDict) 1660 // m_log.DebugFormat(
1661 { 1661 // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3);
1662 foreach (UUID taskID in taskIDict.Keys) 1662
1663 { 1663 AddNewMovement(agent_control_v3, q, Nudging);
1664 UnRegisterControlEventsToScript(LocalId, taskID); 1664
1665 taskIDict[taskID].PermsMask &= ~( 1665
1666 2048 | //PERMISSION_CONTROL_CAMERA 1666 }
1667 4); // PERMISSION_TAKE_CONTROLS 1667 }
1668 } 1668
1669 } 1669 if (update_movementflag && !SitGround)
1670 1670 Animator.UpdateMovementAnimations();
1671 } 1671
1672 // Reset sit target. 1672 m_scene.EventManager.TriggerOnClientMovement(this);
1673 if (part.GetAvatarOnSitTarget() == UUID) 1673
1674 part.SetAvatarOnSitTarget(UUID.Zero); 1674 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
1675 1675 }
1676 m_parentPosition = part.GetWorldPosition(); 1676
1677 ControllingClient.SendClearFollowCamProperties(part.ParentUUID); 1677 public void DoAutoPilot(uint not_used, Vector3 Pos, IClientAPI remote_client)
1678 } 1678 {
1679 1679 m_autopilotMoving = true;
1680 if (m_physicsActor == null) 1680 m_autoPilotTarget = Pos;
1681 { 1681 m_sitAtAutoTarget = false;
1682 AddToPhysicalScene(false); 1682 PrimitiveBaseShape proxy = PrimitiveBaseShape.Default;
1683 } 1683 //proxy.PCode = (byte)PCode.ParticleSystem;
1684 1684 proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy);
1685 m_pos += m_parentPosition + new Vector3(0.0f, 0.0f, 2.0f*m_sitAvatarHeight); 1685 proxyObjectGroup.AttachToScene(m_scene);
1686 m_parentPosition = Vector3.Zero; 1686
1687 1687 // Commented out this code since it could never have executed, but might still be informative.
1688 m_parentID = 0; 1688// if (proxyObjectGroup != null)
1689 SendFullUpdateToAllClients(); 1689// {
1690 m_requestedSitTargetID = 0; 1690 proxyObjectGroup.SendGroupFullUpdate();
1691 if ((m_physicsActor != null) && (m_avHeight > 0)) 1691 remote_client.SendSitResponse(proxyObjectGroup.UUID, Vector3.Zero, Quaternion.Identity, true, Vector3.Zero, Vector3.Zero, false);
1692 { 1692 m_scene.DeleteSceneObject(proxyObjectGroup, false);
1693 SetHeight(m_avHeight); 1693// }
1694 } 1694// else
1695 } 1695// {
1696 1696// m_autopilotMoving = false;
1697 Animator.TrySetMovementAnimation("STAND"); 1697// m_autoPilotTarget = Vector3.Zero;
1698 } 1698// ControllingClient.SendAlertMessage("Autopilot cancelled");
1699 1699// }
1700 private SceneObjectPart FindNextAvailableSitTarget(UUID targetID) 1700 }
1701 { 1701
1702 SceneObjectPart targetPart = m_scene.GetSceneObjectPart(targetID); 1702 public void DoMoveToPosition(Object sender, string method, List<String> args)
1703 if (targetPart == null) 1703 {
1704 return null; 1704 try
1705 1705 {
1706 // If the primitive the player clicked on has a sit target and that sit target is not full, that sit target is used. 1706 float locx = 0f;
1707 // If the primitive the player clicked on has no sit target, and one or more other linked objects have sit targets that are not full, the sit target of the object with the lowest link number will be used. 1707 float locy = 0f;
1708 1708 float locz = 0f;
1709 // Get our own copy of the part array, and sort into the order we want to test 1709 uint regionX = 0;
1710 SceneObjectPart[] partArray = targetPart.ParentGroup.GetParts(); 1710 uint regionY = 0;
1711 Array.Sort(partArray, delegate(SceneObjectPart p1, SceneObjectPart p2) 1711 try
1712 { 1712 {
1713 // we want the originally selected part first, then the rest in link order -- so make the selected part link num (-1) 1713 Utils.LongToUInts(Scene.RegionInfo.RegionHandle, out regionX, out regionY);
1714 int linkNum1 = p1==targetPart ? -1 : p1.LinkNum; 1714 locx = Convert.ToSingle(args[0]) - (float)regionX;
1715 int linkNum2 = p2==targetPart ? -1 : p2.LinkNum; 1715 locy = Convert.ToSingle(args[1]) - (float)regionY;
1716 return linkNum1 - linkNum2; 1716 locz = Convert.ToSingle(args[2]);
1717 } 1717 }
1718 ); 1718 catch (InvalidCastException)
1719 1719 {
1720 //look for prims with explicit sit targets that are available 1720 m_log.Error("[CLIENT]: Invalid autopilot request");
1721 foreach (SceneObjectPart part in partArray) 1721 return;
1722 { 1722 }
1723 // Is a sit target available? 1723 m_moveToPositionInProgress = true;
1724 Vector3 avSitOffSet = part.SitTargetPosition; 1724 m_moveToPositionTarget = new Vector3(locx, locy, locz);
1725 Quaternion avSitOrientation = part.SitTargetOrientation; 1725 }
1726 UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); 1726 catch (Exception ex)
1727 1727 {
1728 bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); 1728 //Why did I get this error?
1729 bool SitTargetisSet = 1729 m_log.Error("[SCENEPRESENCE]: DoMoveToPosition" + ex);
1730 (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && avSitOrientation.W == 1f && 1730 }
1731 avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f)); 1731 }
1732 1732
1733 if (SitTargetisSet && SitTargetUnOccupied) 1733 private void CheckAtSitTarget()
1734 { 1734 {
1735 //switch the target to this prim 1735 //m_log.Debug("[AUTOPILOT]: " + Util.GetDistanceTo(AbsolutePosition, m_autoPilotTarget).ToString());
1736 return part; 1736 if (Util.GetDistanceTo(AbsolutePosition, m_autoPilotTarget) <= 1.5)
1737 } 1737 {
1738 } 1738 if (m_sitAtAutoTarget)
1739 1739 {
1740 // no explicit sit target found - use original target 1740 SceneObjectPart part = m_scene.GetSceneObjectPart(m_requestedSitTargetUUID);
1741 return targetPart; 1741 if (part != null)
1742 } 1742 {
1743 1743 AbsolutePosition = part.AbsolutePosition;
1744 private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation) 1744 Velocity = Vector3.Zero;
1745 { 1745 SendFullUpdateToAllClients();
1746 bool autopilot = true; 1746
1747 Vector3 pos = new Vector3(); 1747 HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); //KF ??
1748 Quaternion sitOrientation = pSitOrientation; 1748 }
1749 Vector3 cameraEyeOffset = Vector3.Zero; 1749 //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false);
1750 Vector3 cameraAtOffset = Vector3.Zero; 1750 m_requestedSitTargetUUID = UUID.Zero;
1751 bool forceMouselook = false; 1751 }
1752 1752 /*
1753 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID); 1753 else
1754 SceneObjectPart part = FindNextAvailableSitTarget(targetID); 1754 {
1755 if (part != null) 1755 //ControllingClient.SendAlertMessage("Autopilot cancelled");
1756 { 1756 //SendTerseUpdateToAllClients();
1757 // TODO: determine position to sit at based on scene geometry; don't trust offset from client 1757 //PrimitiveBaseShape proxy = PrimitiveBaseShape.Default;
1758 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it 1758 //proxy.PCode = (byte)PCode.ParticleSystem;
1759 1759 ////uint nextUUID = m_scene.NextLocalId;
1760 // Is a sit target available? 1760
1761 Vector3 avSitOffSet = part.SitTargetPosition; 1761 //proxyObjectGroup = new SceneObjectGroup(m_scene, m_scene.RegionInfo.RegionHandle, UUID, nextUUID, m_autoPilotTarget, Quaternion.Identity, proxy);
1762 Quaternion avSitOrientation = part.SitTargetOrientation; 1762 //if (proxyObjectGroup != null)
1763 UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); 1763 //{
1764 1764 //proxyObjectGroup.SendGroupFullUpdate();
1765 bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); 1765 //ControllingClient.SendSitResponse(UUID.Zero, m_autoPilotTarget, Quaternion.Identity, true, Vector3.Zero, Vector3.Zero, false);
1766 bool SitTargetisSet = 1766 //m_scene.DeleteSceneObject(proxyObjectGroup);
1767 (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && 1767 //}
1768 ( 1768 }
1769 avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 1f // Valid Zero Rotation quaternion 1769 */
1770 || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 1f && avSitOrientation.W == 0f // W-Z Mapping was invalid at one point 1770 m_autoPilotTarget = Vector3.Zero;
1771 || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 0f // Invalid Quaternion 1771 m_autopilotMoving = false;
1772 ) 1772 }
1773 )); 1773 }
1774 1774 /// <summary>
1775 if (SitTargetisSet && SitTargetUnOccupied) 1775 /// Perform the logic necessary to stand the avatar up. This method also executes
1776 { 1776 /// the stand animation.
1777 part.SetAvatarOnSitTarget(UUID); 1777 /// </summary>
1778 offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); 1778 public void StandUp()
1779 sitOrientation = avSitOrientation; 1779 {
1780 autopilot = false; 1780 SitGround = false;
1781 } 1781
1782 1782 if (m_parentID != 0)
1783 pos = part.AbsolutePosition + offset; 1783 {
1784 //if (Math.Abs(part.AbsolutePosition.Z - AbsolutePosition.Z) > 1) 1784 SceneObjectPart part = m_scene.GetSceneObjectPart(m_requestedSitTargetID);
1785 //{ 1785 if (part != null)
1786 // offset = pos; 1786 {
1787 //autopilot = false; 1787 part.TaskInventory.LockItemsForRead(true);
1788 //} 1788 TaskInventoryDictionary taskIDict = part.TaskInventory;
1789 if (m_physicsActor != null) 1789 if (taskIDict != null)
1790 { 1790 {
1791 // If we're not using the client autopilot, we're immediately warping the avatar to the location 1791 foreach (UUID taskID in taskIDict.Keys)
1792 // We can remove the physicsActor until they stand up. 1792 {
1793 m_sitAvatarHeight = m_physicsActor.Size.Z; 1793 UnRegisterControlEventsToScript(LocalId, taskID);
1794 1794 taskIDict[taskID].PermsMask &= ~(
1795 if (autopilot) 1795 2048 | //PERMISSION_CONTROL_CAMERA
1796 { 1796 4); // PERMISSION_TAKE_CONTROLS
1797 if (Util.GetDistanceTo(AbsolutePosition, pos) < 4.5) 1797 }
1798 { 1798 }
1799 autopilot = false; 1799 part.TaskInventory.LockItemsForRead(false);
1800 1800 // Reset sit target.
1801 RemoveFromPhysicalScene(); 1801 if (part.GetAvatarOnSitTarget() == UUID)
1802 AbsolutePosition = pos + new Vector3(0.0f, 0.0f, m_sitAvatarHeight); 1802 part.SetAvatarOnSitTarget(UUID.Zero);
1803 } 1803 m_parentPosition = part.GetWorldPosition();
1804 } 1804 ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
1805 else 1805 }
1806 { 1806 // part.GetWorldRotation() is the rotation of the object being sat on
1807 RemoveFromPhysicalScene(); 1807 // Rotation is the sittiing Av's rotation
1808 } 1808
1809 } 1809 Quaternion partRot;
1810 1810// if (part.LinkNum == 1)
1811 cameraAtOffset = part.GetCameraAtOffset(); 1811// { // Root prim of linkset
1812 cameraEyeOffset = part.GetCameraEyeOffset(); 1812// partRot = part.ParentGroup.RootPart.RotationOffset;
1813 forceMouselook = part.GetForceMouselook(); 1813// }
1814 } 1814// else
1815 1815// { // single or child prim
1816 ControllingClient.SendSitResponse(targetID, offset, sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook); 1816
1817 m_requestedSitTargetUUID = targetID; 1817// }
1818 // This calls HandleAgentSit twice, once from here, and the client calls 1818 if (part == null) //CW: Part may be gone. llDie() for example.
1819 // HandleAgentSit itself after it gets to the location 1819 {
1820 // It doesn't get to the location until we've moved them there though 1820 partRot = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
1821 // which happens in HandleAgentSit :P 1821 }
1822 m_autopilotMoving = autopilot; 1822 else
1823 m_autoPilotTarget = pos; 1823 {
1824 m_sitAtAutoTarget = autopilot; 1824 partRot = part.GetWorldRotation();
1825 if (!autopilot) 1825 }
1826 HandleAgentSit(remoteClient, UUID); 1826
1827 } 1827 Quaternion partIRot = Quaternion.Inverse(partRot);
1828 1828
1829 public void HandleAgentRequestSit(IClientAPI remoteClient, UUID agentID, UUID targetID, Vector3 offset) 1829 Quaternion avatarRot = Quaternion.Inverse(Quaternion.Inverse(Rotation) * partIRot); // world or. of the av
1830 { 1830 Vector3 avStandUp = new Vector3(1.0f, 0f, 0f) * avatarRot; // 1M infront of av
1831 if (m_parentID != 0) 1831
1832 { 1832
1833 StandUp(); 1833 if (m_physicsActor == null)
1834 } 1834 {
1835 m_nextSitAnimation = "SIT"; 1835 AddToPhysicalScene(false);
1836 1836 }
1837 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID); 1837 //CW: If the part isn't null then we can set the current position
1838 SceneObjectPart part = FindNextAvailableSitTarget(targetID); 1838 if (part != null)
1839 1839 {
1840 if (part != null) 1840 Vector3 avWorldStandUp = avStandUp + part.GetWorldPosition() + ((m_pos - part.OffsetPosition) * partRot); // + av sit offset!
1841 { 1841 AbsolutePosition = avWorldStandUp; //KF: Fix stand up.
1842 if (!String.IsNullOrEmpty(part.SitAnimation)) 1842 part.IsOccupied = false;
1843 { 1843 part.ParentGroup.DeleteAvatar(ControllingClient.AgentId);
1844 m_nextSitAnimation = part.SitAnimation; 1844 }
1845 } 1845 else
1846 m_requestedSitTargetID = part.LocalId; 1846 {
1847 //m_requestedSitOffset = offset; 1847 //CW: Since the part doesn't exist, a coarse standup position isn't an issue
1848 m_requestedSitTargetUUID = targetID; 1848 AbsolutePosition = m_lastWorldPosition;
1849 1849 }
1850 m_log.DebugFormat("[SIT]: Client requested Sit Position: {0}", offset); 1850
1851 1851 m_parentPosition = Vector3.Zero;
1852 if (m_scene.PhysicsScene.SupportsRayCast()) 1852 m_parentID = 0;
1853 { 1853 m_linkedPrim = UUID.Zero;
1854 //m_scene.PhysicsScene.RaycastWorld(Vector3.Zero,Vector3.Zero, 0.01f,new RaycastCallback()); 1854 m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
1855 //SitRayCastAvatarPosition(part); 1855 SendFullUpdateToAllClients();
1856 //return; 1856 m_requestedSitTargetID = 0;
1857 } 1857
1858 } 1858 if ((m_physicsActor != null) && (m_avHeight > 0))
1859 else 1859 {
1860 { 1860 SetHeight(m_avHeight);
1861 1861 }
1862 m_log.Warn("Sit requested on unknown object: " + targetID.ToString()); 1862 }
1863 } 1863 Animator.TrySetMovementAnimation("STAND");
1864 1864 }
1865 1865
1866 1866 private SceneObjectPart FindNextAvailableSitTarget(UUID targetID)
1867 SendSitResponse(remoteClient, targetID, offset, Quaternion.Identity); 1867 {
1868 } 1868 SceneObjectPart targetPart = m_scene.GetSceneObjectPart(targetID);
1869 /* 1869 if (targetPart == null)
1870 public void SitRayCastAvatarPosition(SceneObjectPart part) 1870 return null;
1871 { 1871
1872 Vector3 EndRayCastPosition = part.AbsolutePosition + m_requestedSitOffset; 1872 // If the primitive the player clicked on has a sit target and that sit target is not full, that sit target is used.
1873 Vector3 StartRayCastPosition = AbsolutePosition; 1873 // If the primitive the player clicked on has no sit target, and one or more other linked objects have sit targets that are not full, the sit target of the object with the lowest link number will be used.
1874 Vector3 direction = Vector3.Normalize(EndRayCastPosition - StartRayCastPosition); 1874
1875 float distance = Vector3.Distance(EndRayCastPosition, StartRayCastPosition); 1875 // Get our own copy of the part array, and sort into the order we want to test
1876 m_scene.PhysicsScene.RaycastWorld(StartRayCastPosition, direction, distance, SitRayCastAvatarPositionResponse); 1876 SceneObjectPart[] partArray = targetPart.ParentGroup.GetParts();
1877 } 1877 Array.Sort(partArray, delegate(SceneObjectPart p1, SceneObjectPart p2)
1878 1878 {
1879 public void SitRayCastAvatarPositionResponse(bool hitYN, Vector3 collisionPoint, uint localid, float pdistance, Vector3 normal) 1879 // we want the originally selected part first, then the rest in link order -- so make the selected part link num (-1)
1880 { 1880 int linkNum1 = p1==targetPart ? -1 : p1.LinkNum;
1881 SceneObjectPart part = FindNextAvailableSitTarget(m_requestedSitTargetUUID); 1881 int linkNum2 = p2==targetPart ? -1 : p2.LinkNum;
1882 if (part != null) 1882 return linkNum1 - linkNum2;
1883 { 1883 }
1884 if (hitYN) 1884 );
1885 { 1885
1886 if (collisionPoint.ApproxEquals(m_requestedSitOffset + part.AbsolutePosition, 0.2f)) 1886 //look for prims with explicit sit targets that are available
1887 { 1887 foreach (SceneObjectPart part in partArray)
1888 SitRaycastFindEdge(collisionPoint, normal); 1888 {
1889 m_log.DebugFormat("[SIT]: Raycast Avatar Position succeeded at point: {0}, normal:{1}", collisionPoint, normal); 1889 // Is a sit target available?
1890 } 1890 Vector3 avSitOffSet = part.SitTargetPosition;
1891 else 1891 Quaternion avSitOrientation = part.SitTargetOrientation;
1892 { 1892 UUID avOnTargetAlready = part.GetAvatarOnSitTarget();
1893 SitRayCastAvatarPositionCameraZ(part); 1893 bool SitTargetOccupied = (avOnTargetAlready != UUID.Zero);
1894 } 1894 bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored.
1895 } 1895 if (SitTargetisSet && !SitTargetOccupied)
1896 else 1896 {
1897 { 1897 //switch the target to this prim
1898 SitRayCastAvatarPositionCameraZ(part); 1898 return part;
1899 } 1899 }
1900 } 1900 }
1901 else 1901
1902 { 1902 // no explicit sit target found - use original target
1903 ControllingClient.SendAlertMessage("Sit position no longer exists"); 1903 return targetPart;
1904 m_requestedSitTargetUUID = UUID.Zero; 1904 }
1905 m_requestedSitTargetID = 0; 1905
1906 m_requestedSitOffset = Vector3.Zero; 1906 private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation)
1907 } 1907 {
1908 1908 bool autopilot = true;
1909 } 1909 Vector3 autopilotTarget = new Vector3();
1910 1910 Quaternion sitOrientation = Quaternion.Identity;
1911 public void SitRayCastAvatarPositionCameraZ(SceneObjectPart part) 1911 Vector3 pos = new Vector3();
1912 { 1912 Vector3 cameraEyeOffset = Vector3.Zero;
1913 // Next, try to raycast from the camera Z position 1913 Vector3 cameraAtOffset = Vector3.Zero;
1914 Vector3 EndRayCastPosition = part.AbsolutePosition + m_requestedSitOffset; 1914 bool forceMouselook = false;
1915 Vector3 StartRayCastPosition = AbsolutePosition; StartRayCastPosition.Z = CameraPosition.Z; 1915
1916 Vector3 direction = Vector3.Normalize(EndRayCastPosition - StartRayCastPosition); 1916 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID);
1917 float distance = Vector3.Distance(EndRayCastPosition, StartRayCastPosition); 1917 SceneObjectPart part = FindNextAvailableSitTarget(targetID);
1918 m_scene.PhysicsScene.RaycastWorld(StartRayCastPosition, direction, distance, SitRayCastAvatarPositionCameraZResponse); 1918 if (part == null) return;
1919 } 1919
1920 1920 // TODO: determine position to sit at based on scene geometry; don't trust offset from client
1921 public void SitRayCastAvatarPositionCameraZResponse(bool hitYN, Vector3 collisionPoint, uint localid, float pdistance, Vector3 normal) 1921 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it
1922 { 1922
1923 SceneObjectPart part = FindNextAvailableSitTarget(m_requestedSitTargetUUID); 1923 // part is the prim to sit on
1924 if (part != null) 1924 // offset is the world-ref vector distance from that prim center to the click-spot
1925 { 1925 // UUID is the UUID of the Avatar doing the clicking
1926 if (hitYN) 1926
1927 { 1927 m_avInitialPos = AbsolutePosition; // saved to calculate unscripted sit rotation
1928 if (collisionPoint.ApproxEquals(m_requestedSitOffset + part.AbsolutePosition, 0.2f)) 1928
1929 { 1929 // Is a sit target available?
1930 SitRaycastFindEdge(collisionPoint, normal); 1930 Vector3 avSitOffSet = part.SitTargetPosition;
1931 m_log.DebugFormat("[SIT]: Raycast Avatar Position + CameraZ succeeded at point: {0}, normal:{1}", collisionPoint, normal); 1931 Quaternion avSitOrientation = part.SitTargetOrientation;
1932 } 1932
1933 else 1933 bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored.
1934 { 1934 // Quaternion partIRot = Quaternion.Inverse(part.GetWorldRotation());
1935 SitRayCastCameraPosition(part); 1935 Quaternion partRot;
1936 } 1936// if (part.LinkNum == 1)
1937 } 1937// { // Root prim of linkset
1938 else 1938// partRot = part.ParentGroup.RootPart.RotationOffset;
1939 { 1939// }
1940 SitRayCastCameraPosition(part); 1940// else
1941 } 1941// { // single or child prim
1942 } 1942 partRot = part.GetWorldRotation();
1943 else 1943// }
1944 { 1944 Quaternion partIRot = Quaternion.Inverse(partRot);
1945 ControllingClient.SendAlertMessage("Sit position no longer exists"); 1945//Console.WriteLine("SendSitResponse offset=" + offset + " Occup=" + part.IsOccupied + " TargSet=" + SitTargetisSet);
1946 m_requestedSitTargetUUID = UUID.Zero; 1946 // Sit analysis rewritten by KF 091125
1947 m_requestedSitTargetID = 0; 1947 if (SitTargetisSet) // scipted sit
1948 m_requestedSitOffset = Vector3.Zero; 1948 {
1949 } 1949 if (!part.IsOccupied)
1950 1950 {
1951 } 1951//Console.WriteLine("Scripted, unoccupied");
1952 1952 part.SetAvatarOnSitTarget(UUID); // set that Av will be on it
1953 public void SitRayCastCameraPosition(SceneObjectPart part) 1953 offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); // change ofset to the scripted one
1954 { 1954
1955 // Next, try to raycast from the camera position 1955 Quaternion nrot = avSitOrientation;
1956 Vector3 EndRayCastPosition = part.AbsolutePosition + m_requestedSitOffset; 1956 if (!part.IsRoot)
1957 Vector3 StartRayCastPosition = CameraPosition; 1957 {
1958 Vector3 direction = Vector3.Normalize(EndRayCastPosition - StartRayCastPosition); 1958 nrot = part.RotationOffset * avSitOrientation;
1959 float distance = Vector3.Distance(EndRayCastPosition, StartRayCastPosition); 1959 }
1960 m_scene.PhysicsScene.RaycastWorld(StartRayCastPosition, direction, distance, SitRayCastCameraPositionResponse); 1960 sitOrientation = nrot; // Change rotatione to the scripted one
1961 } 1961 OffsetRotation = nrot;
1962 1962 autopilot = false; // Jump direct to scripted llSitPos()
1963 public void SitRayCastCameraPositionResponse(bool hitYN, Vector3 collisionPoint, uint localid, float pdistance, Vector3 normal) 1963 }
1964 { 1964 else
1965 SceneObjectPart part = FindNextAvailableSitTarget(m_requestedSitTargetUUID); 1965 {
1966 if (part != null) 1966//Console.WriteLine("Scripted, occupied");
1967 { 1967 return;
1968 if (hitYN) 1968 }
1969 { 1969 }
1970 if (collisionPoint.ApproxEquals(m_requestedSitOffset + part.AbsolutePosition, 0.2f)) 1970 else // Not Scripted
1971 { 1971 {
1972 SitRaycastFindEdge(collisionPoint, normal); 1972 if ( (Math.Abs(offset.X) > 0.5f) || (Math.Abs(offset.Y) > 0.5f) )
1973 m_log.DebugFormat("[SIT]: Raycast Camera Position succeeded at point: {0}, normal:{1}", collisionPoint, normal); 1973 {
1974 } 1974 // large prim & offset, ignore if other Avs sitting
1975 else 1975// offset.Z -= 0.05f;
1976 { 1976 m_avUnscriptedSitPos = offset * partIRot; // (non-zero) sit where clicked
1977 SitRayHorizontal(part); 1977 autopilotTarget = part.AbsolutePosition + offset; // World location of clicked point
1978 } 1978
1979 } 1979//Console.WriteLine(" offset ={0}", offset);
1980 else 1980//Console.WriteLine(" UnscriptedSitPos={0}", m_avUnscriptedSitPos);
1981 { 1981//Console.WriteLine(" autopilotTarget={0}", autopilotTarget);
1982 SitRayHorizontal(part); 1982
1983 } 1983 }
1984 } 1984 else // small offset
1985 else 1985 {
1986 { 1986//Console.WriteLine("Small offset");
1987 ControllingClient.SendAlertMessage("Sit position no longer exists"); 1987 if (!part.IsOccupied)
1988 m_requestedSitTargetUUID = UUID.Zero; 1988 {
1989 m_requestedSitTargetID = 0; 1989 m_avUnscriptedSitPos = Vector3.Zero; // Zero = Sit on prim center
1990 m_requestedSitOffset = Vector3.Zero; 1990 autopilotTarget = part.AbsolutePosition;
1991 } 1991//Console.WriteLine("UsSmall autopilotTarget={0}", autopilotTarget);
1992 1992 }
1993 } 1993 else return; // occupied small
1994 1994 } // end large/small
1995 public void SitRayHorizontal(SceneObjectPart part) 1995 } // end Scripted/not
1996 { 1996 cameraAtOffset = part.GetCameraAtOffset();
1997 // Next, try to raycast from the avatar position to fwd 1997 cameraEyeOffset = part.GetCameraEyeOffset();
1998 Vector3 EndRayCastPosition = part.AbsolutePosition + m_requestedSitOffset; 1998 forceMouselook = part.GetForceMouselook();
1999 Vector3 StartRayCastPosition = CameraPosition; 1999 if(cameraAtOffset == Vector3.Zero) cameraAtOffset = new Vector3(0f, 0f, 0.1f); //
2000 Vector3 direction = Vector3.Normalize(EndRayCastPosition - StartRayCastPosition); 2000 if(cameraEyeOffset == Vector3.Zero) cameraEyeOffset = new Vector3(0f, 0f, 0.1f); //
2001 float distance = Vector3.Distance(EndRayCastPosition, StartRayCastPosition); 2001
2002 m_scene.PhysicsScene.RaycastWorld(StartRayCastPosition, direction, distance, SitRayCastHorizontalResponse); 2002 if (m_physicsActor != null)
2003 } 2003 {
2004 2004 // If we're not using the client autopilot, we're immediately warping the avatar to the location
2005 public void SitRayCastHorizontalResponse(bool hitYN, Vector3 collisionPoint, uint localid, float pdistance, Vector3 normal) 2005 // We can remove the physicsActor until they stand up.
2006 { 2006 m_sitAvatarHeight = m_physicsActor.Size.Z;
2007 SceneObjectPart part = FindNextAvailableSitTarget(m_requestedSitTargetUUID); 2007 if (autopilot)
2008 if (part != null) 2008 { // its not a scripted sit
2009 { 2009// if (Util.GetDistanceTo(AbsolutePosition, autopilotTarget) < 4.5)
2010 if (hitYN) 2010 if( (Math.Abs(AbsolutePosition.X - autopilotTarget.X) < 256.0f) && (Math.Abs(AbsolutePosition.Y - autopilotTarget.Y) < 256.0f) )
2011 { 2011 {
2012 if (collisionPoint.ApproxEquals(m_requestedSitOffset + part.AbsolutePosition, 0.2f)) 2012 autopilot = false; // close enough
2013 { 2013 m_lastWorldPosition = m_pos; /* CW - This give us a position to return the avatar to if the part is killed before standup.
2014 SitRaycastFindEdge(collisionPoint, normal); 2014 Not using the part's position because returning the AV to the last known standing
2015 m_log.DebugFormat("[SIT]: Raycast Horizontal Position succeeded at point: {0}, normal:{1}", collisionPoint, normal); 2015 position is likely to be more friendly, isn't it? */
2016 // Next, try to raycast from the camera position 2016 RemoveFromPhysicalScene();
2017 Vector3 EndRayCastPosition = part.AbsolutePosition + m_requestedSitOffset; 2017 Velocity = Vector3.Zero;
2018 Vector3 StartRayCastPosition = CameraPosition; 2018 AbsolutePosition = autopilotTarget + new Vector3(0.0f, 0.0f, (m_sitAvatarHeight / 2.0f)); // Warp av to over sit target
2019 Vector3 direction = Vector3.Normalize(EndRayCastPosition - StartRayCastPosition); 2019 } // else the autopilot will get us close
2020 float distance = Vector3.Distance(EndRayCastPosition, StartRayCastPosition); 2020 }
2021 //m_scene.PhysicsScene.RaycastWorld(StartRayCastPosition, direction, distance, SitRayCastResponseAvatarPosition); 2021 else
2022 } 2022 { // its a scripted sit
2023 else 2023 m_lastWorldPosition = part.AbsolutePosition; /* CW - This give us a position to return the avatar to if the part is killed before standup.
2024 { 2024 I *am* using the part's position this time because we have no real idea how far away
2025 ControllingClient.SendAlertMessage("Sit position not accessable."); 2025 the avatar is from the sit target. */
2026 m_requestedSitTargetUUID = UUID.Zero; 2026 RemoveFromPhysicalScene();
2027 m_requestedSitTargetID = 0; 2027 Velocity = Vector3.Zero;
2028 m_requestedSitOffset = Vector3.Zero; 2028 }
2029 } 2029 }
2030 } 2030 else return; // physactor is null!
2031 else 2031
2032 { 2032 Vector3 offsetr; // = offset * partIRot;
2033 ControllingClient.SendAlertMessage("Sit position not accessable."); 2033 // KF: In a linkset, offsetr needs to be relative to the group root! 091208
2034 m_requestedSitTargetUUID = UUID.Zero; 2034 // offsetr = (part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) + (offset * partIRot);
2035 m_requestedSitTargetID = 0; 2035 // if (part.LinkNum < 2) 091216 All this was necessary because of the GetWorldRotation error.
2036 m_requestedSitOffset = Vector3.Zero; 2036 // { // Single, or Root prim of linkset, target is ClickOffset * RootRot
2037 } 2037 //offsetr = offset * partIRot;
2038 } 2038//
2039 else 2039 // else
2040 { 2040 // { // Child prim, offset is (ChildOffset * RootRot) + (ClickOffset * ChildRot)
2041 ControllingClient.SendAlertMessage("Sit position no longer exists"); 2041 // offsetr = //(part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) +
2042 m_requestedSitTargetUUID = UUID.Zero; 2042 // (offset * partRot);
2043 m_requestedSitTargetID = 0; 2043 // }
2044 m_requestedSitOffset = Vector3.Zero; 2044
2045 } 2045//Console.WriteLine(" ");
2046 2046//Console.WriteLine("link number ={0}", part.LinkNum);
2047 } 2047//Console.WriteLine("Prim offset ={0}", part.OffsetPosition );
2048 2048//Console.WriteLine("Root Rotate ={0}", part.ParentGroup.RootPart.RotationOffset);
2049 private void SitRaycastFindEdge(Vector3 collisionPoint, Vector3 collisionNormal) 2049//Console.WriteLine("Click offst ={0}", offset);
2050 { 2050//Console.WriteLine("Prim Rotate ={0}", part.GetWorldRotation());
2051 int i = 0; 2051//Console.WriteLine("offsetr ={0}", offsetr);
2052 //throw new NotImplementedException(); 2052//Console.WriteLine("Camera At ={0}", cameraAtOffset);
2053 //m_requestedSitTargetUUID = UUID.Zero; 2053//Console.WriteLine("Camera Eye ={0}", cameraEyeOffset);
2054 //m_requestedSitTargetID = 0; 2054
2055 //m_requestedSitOffset = Vector3.Zero; 2055 //NOTE: SendSitResponse should be relative to the GROUP *NOT* THE PRIM if we're sitting on a child
2056 2056 ControllingClient.SendSitResponse(part.ParentGroup.UUID, ((offset * part.RotationOffset) + part.OffsetPosition), sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook);
2057 SendSitResponse(ControllingClient, m_requestedSitTargetUUID, collisionPoint - m_requestedSitOffset, Quaternion.Identity); 2057
2058 } 2058 m_requestedSitTargetUUID = part.UUID; //KF: Correct autopilot target
2059 */ 2059 // This calls HandleAgentSit twice, once from here, and the client calls
2060 public void HandleAgentRequestSit(IClientAPI remoteClient, UUID agentID, UUID targetID, Vector3 offset, string sitAnimation) 2060 // HandleAgentSit itself after it gets to the location
2061 { 2061 // It doesn't get to the location until we've moved them there though
2062 if (m_parentID != 0) 2062 // which happens in HandleAgentSit :P
2063 { 2063 m_autopilotMoving = autopilot;
2064 StandUp(); 2064 m_autoPilotTarget = autopilotTarget;
2065 } 2065 m_sitAtAutoTarget = autopilot;
2066 if (!String.IsNullOrEmpty(sitAnimation)) 2066 m_initialSitTarget = autopilotTarget;
2067 { 2067 if (!autopilot)
2068 m_nextSitAnimation = sitAnimation; 2068 HandleAgentSit(remoteClient, UUID);
2069 } 2069 }
2070 else 2070
2071 { 2071 public void HandleAgentRequestSit(IClientAPI remoteClient, UUID agentID, UUID targetID, Vector3 offset)
2072 m_nextSitAnimation = "SIT"; 2072 {
2073 } 2073 if (m_parentID != 0)
2074 2074 {
2075 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID); 2075 StandUp();
2076 SceneObjectPart part = FindNextAvailableSitTarget(targetID); 2076 }
2077 if (part != null) 2077 m_nextSitAnimation = "SIT";
2078 { 2078
2079 m_requestedSitTargetID = part.LocalId; 2079 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID);
2080 //m_requestedSitOffset = offset; 2080 SceneObjectPart part = FindNextAvailableSitTarget(targetID);
2081 m_requestedSitTargetUUID = targetID; 2081
2082 2082 if (part != null)
2083 m_log.DebugFormat("[SIT]: Client requested Sit Position: {0}", offset); 2083 {
2084 2084 if (!String.IsNullOrEmpty(part.SitAnimation))
2085 if (m_scene.PhysicsScene.SupportsRayCast()) 2085 {
2086 { 2086 m_nextSitAnimation = part.SitAnimation;
2087 //SitRayCastAvatarPosition(part); 2087 }
2088 //return; 2088 m_requestedSitTargetID = part.LocalId;
2089 } 2089 //m_requestedSitOffset = offset;
2090 } 2090 m_requestedSitTargetUUID = targetID;
2091 else 2091
2092 { 2092 m_log.DebugFormat("[SIT]: Client requested Sit Position: {0}", offset);
2093 m_log.Warn("Sit requested on unknown object: " + targetID); 2093
2094 } 2094 if (m_scene.PhysicsScene.SupportsRayCast())
2095 2095 {
2096 SendSitResponse(remoteClient, targetID, offset, Quaternion.Identity); 2096 //m_scene.PhysicsScene.RaycastWorld(Vector3.Zero,Vector3.Zero, 0.01f,new RaycastCallback());
2097 } 2097 //SitRayCastAvatarPosition(part);
2098 2098 //return;
2099 public void HandleAgentSit(IClientAPI remoteClient, UUID agentID) 2099 }
2100 { 2100 }
2101 if (!String.IsNullOrEmpty(m_nextSitAnimation)) 2101 else
2102 { 2102 {
2103 HandleAgentSit(remoteClient, agentID, m_nextSitAnimation); 2103
2104 } 2104 m_log.Warn("Sit requested on unknown object: " + targetID.ToString());
2105 else 2105 }
2106 { 2106
2107 HandleAgentSit(remoteClient, agentID, "SIT"); 2107
2108 } 2108
2109 } 2109 SendSitResponse(remoteClient, targetID, offset, Quaternion.Identity);
2110 2110 }
2111 public void HandleAgentSit(IClientAPI remoteClient, UUID agentID, string sitAnimation) 2111 /*
2112 { 2112 public void SitRayCastAvatarPosition(SceneObjectPart part)
2113 SceneObjectPart part = m_scene.GetSceneObjectPart(m_requestedSitTargetID); 2113 {
2114 2114 Vector3 EndRayCastPosition = part.AbsolutePosition + m_requestedSitOffset;
2115 if (m_sitAtAutoTarget || !m_autopilotMoving) 2115 Vector3 StartRayCastPosition = AbsolutePosition;
2116 { 2116 Vector3 direction = Vector3.Normalize(EndRayCastPosition - StartRayCastPosition);
2117 if (part != null) 2117 float distance = Vector3.Distance(EndRayCastPosition, StartRayCastPosition);
2118 { 2118 m_scene.PhysicsScene.RaycastWorld(StartRayCastPosition, direction, distance, SitRayCastAvatarPositionResponse);
2119 if (part.GetAvatarOnSitTarget() == UUID) 2119 }
2120 { 2120
2121 Vector3 sitTargetPos = part.SitTargetPosition; 2121 public void SitRayCastAvatarPositionResponse(bool hitYN, Vector3 collisionPoint, uint localid, float pdistance, Vector3 normal)
2122 Quaternion sitTargetOrient = part.SitTargetOrientation; 2122 {
2123 2123 SceneObjectPart part = FindNextAvailableSitTarget(m_requestedSitTargetUUID);
2124 //Quaternion vq = new Quaternion(sitTargetPos.X, sitTargetPos.Y+0.2f, sitTargetPos.Z+0.2f, 0); 2124 if (part != null)
2125 //Quaternion nq = new Quaternion(-sitTargetOrient.X, -sitTargetOrient.Y, -sitTargetOrient.Z, sitTargetOrient.w); 2125 {
2126 2126 if (hitYN)
2127 //Quaternion result = (sitTargetOrient * vq) * nq; 2127 {
2128 2128 if (collisionPoint.ApproxEquals(m_requestedSitOffset + part.AbsolutePosition, 0.2f))
2129 m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z); 2129 {
2130 m_pos += SIT_TARGET_ADJUSTMENT; 2130 SitRaycastFindEdge(collisionPoint, normal);
2131 m_bodyRot = sitTargetOrient; 2131 m_log.DebugFormat("[SIT]: Raycast Avatar Position succeeded at point: {0}, normal:{1}", collisionPoint, normal);
2132 //Rotation = sitTargetOrient; 2132 }
2133 m_parentPosition = part.AbsolutePosition; 2133 else
2134 2134 {
2135 //SendTerseUpdateToAllClients(); 2135 SitRayCastAvatarPositionCameraZ(part);
2136 } 2136 }
2137 else 2137 }
2138 { 2138 else
2139 m_pos -= part.AbsolutePosition; 2139 {
2140 m_parentPosition = part.AbsolutePosition; 2140 SitRayCastAvatarPositionCameraZ(part);
2141 } 2141 }
2142 } 2142 }
2143 else 2143 else
2144 { 2144 {
2145 return; 2145 ControllingClient.SendAlertMessage("Sit position no longer exists");
2146 } 2146 m_requestedSitTargetUUID = UUID.Zero;
2147 } 2147 m_requestedSitTargetID = 0;
2148 m_parentID = m_requestedSitTargetID; 2148 m_requestedSitOffset = Vector3.Zero;
2149 2149 }
2150 Velocity = Vector3.Zero; 2150
2151 RemoveFromPhysicalScene(); 2151 }
2152 2152
2153 Animator.TrySetMovementAnimation(sitAnimation); 2153 public void SitRayCastAvatarPositionCameraZ(SceneObjectPart part)
2154 SendFullUpdateToAllClients(); 2154 {
2155 // This may seem stupid, but Our Full updates don't send avatar rotation :P 2155 // Next, try to raycast from the camera Z position
2156 // So we're also sending a terse update (which has avatar rotation) 2156 Vector3 EndRayCastPosition = part.AbsolutePosition + m_requestedSitOffset;
2157 // [Update] We do now. 2157 Vector3 StartRayCastPosition = AbsolutePosition; StartRayCastPosition.Z = CameraPosition.Z;
2158 //SendTerseUpdateToAllClients(); 2158 Vector3 direction = Vector3.Normalize(EndRayCastPosition - StartRayCastPosition);
2159 } 2159 float distance = Vector3.Distance(EndRayCastPosition, StartRayCastPosition);
2160 2160 m_scene.PhysicsScene.RaycastWorld(StartRayCastPosition, direction, distance, SitRayCastAvatarPositionCameraZResponse);
2161 /// <summary> 2161 }
2162 /// Event handler for the 'Always run' setting on the client 2162
2163 /// Tells the physics plugin to increase speed of movement. 2163 public void SitRayCastAvatarPositionCameraZResponse(bool hitYN, Vector3 collisionPoint, uint localid, float pdistance, Vector3 normal)
2164 /// </summary> 2164 {
2165 public void HandleSetAlwaysRun(IClientAPI remoteClient, bool pSetAlwaysRun) 2165 SceneObjectPart part = FindNextAvailableSitTarget(m_requestedSitTargetUUID);
2166 { 2166 if (part != null)
2167 m_setAlwaysRun = pSetAlwaysRun; 2167 {
2168 if (PhysicsActor != null) 2168 if (hitYN)
2169 { 2169 {
2170 PhysicsActor.SetAlwaysRun = pSetAlwaysRun; 2170 if (collisionPoint.ApproxEquals(m_requestedSitOffset + part.AbsolutePosition, 0.2f))
2171 } 2171 {
2172 } 2172 SitRaycastFindEdge(collisionPoint, normal);
2173 2173 m_log.DebugFormat("[SIT]: Raycast Avatar Position + CameraZ succeeded at point: {0}, normal:{1}", collisionPoint, normal);
2174 public void HandleStartAnim(IClientAPI remoteClient, UUID animID) 2174 }
2175 { 2175 else
2176 Animator.AddAnimation(animID, UUID.Zero); 2176 {
2177 } 2177 SitRayCastCameraPosition(part);
2178 2178 }
2179 public void HandleStopAnim(IClientAPI remoteClient, UUID animID) 2179 }
2180 { 2180 else
2181 Animator.RemoveAnimation(animID); 2181 {
2182 } 2182 SitRayCastCameraPosition(part);
2183 2183 }
2184 /// <summary> 2184 }
2185 /// Rotate the avatar to the given rotation and apply a movement in the given relative vector 2185 else
2186 /// </summary> 2186 {
2187 /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param> 2187 ControllingClient.SendAlertMessage("Sit position no longer exists");
2188 /// <param name="rotation">The direction in which this avatar should now face. 2188 m_requestedSitTargetUUID = UUID.Zero;
2189 public void AddNewMovement(Vector3 vec, Quaternion rotation) 2189 m_requestedSitTargetID = 0;
2190 { 2190 m_requestedSitOffset = Vector3.Zero;
2191 if (m_isChildAgent) 2191 }
2192 { 2192
2193 // WHAT??? 2193 }
2194 m_log.Debug("[SCENEPRESENCE]: AddNewMovement() called on child agent, making root agent!"); 2194
2195 2195 public void SitRayCastCameraPosition(SceneObjectPart part)
2196 // we have to reset the user's child agent connections. 2196 {
2197 // Likely, here they've lost the eventqueue for other regions so border 2197 // Next, try to raycast from the camera position
2198 // crossings will fail at this point unless we reset them. 2198 Vector3 EndRayCastPosition = part.AbsolutePosition + m_requestedSitOffset;
2199 2199 Vector3 StartRayCastPosition = CameraPosition;
2200 List<ulong> regions = new List<ulong>(KnownChildRegionHandles); 2200 Vector3 direction = Vector3.Normalize(EndRayCastPosition - StartRayCastPosition);
2201 regions.Remove(m_scene.RegionInfo.RegionHandle); 2201 float distance = Vector3.Distance(EndRayCastPosition, StartRayCastPosition);
2202 2202 m_scene.PhysicsScene.RaycastWorld(StartRayCastPosition, direction, distance, SitRayCastCameraPositionResponse);
2203 MakeRootAgent(new Vector3(127f, 127f, 127f), true); 2203 }
2204 2204
2205 // Async command 2205 public void SitRayCastCameraPositionResponse(bool hitYN, Vector3 collisionPoint, uint localid, float pdistance, Vector3 normal)
2206 if (m_scene.SceneGridService != null) 2206 {
2207 { 2207 SceneObjectPart part = FindNextAvailableSitTarget(m_requestedSitTargetUUID);
2208 m_scene.SceneGridService.SendCloseChildAgentConnections(UUID, regions); 2208 if (part != null)
2209 2209 {
2210 // Give the above command some time to try and close the connections. 2210 if (hitYN)
2211 // this is really an emergency.. so sleep, or we'll get all discombobulated. 2211 {
2212 System.Threading.Thread.Sleep(500); 2212 if (collisionPoint.ApproxEquals(m_requestedSitOffset + part.AbsolutePosition, 0.2f))
2213 } 2213 {
2214 2214 SitRaycastFindEdge(collisionPoint, normal);
2215 if (m_scene.SceneGridService != null) 2215 m_log.DebugFormat("[SIT]: Raycast Camera Position succeeded at point: {0}, normal:{1}", collisionPoint, normal);
2216 { 2216 }
2217 IEntityTransferModule m_agentTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>(); 2217 else
2218 if (m_agentTransfer != null) 2218 {
2219 m_agentTransfer.EnableChildAgents(this); 2219 SitRayHorizontal(part);
2220 } 2220 }
2221 2221 }
2222 return; 2222 else
2223 } 2223 {
2224 2224 SitRayHorizontal(part);
2225 m_perfMonMS = Util.EnvironmentTickCount(); 2225 }
2226 2226 }
2227 Rotation = rotation; 2227 else
2228 Vector3 direc = vec * rotation; 2228 {
2229 direc.Normalize(); 2229 ControllingClient.SendAlertMessage("Sit position no longer exists");
2230 2230 m_requestedSitTargetUUID = UUID.Zero;
2231 direc *= 0.03f * 128f * m_speedModifier; 2231 m_requestedSitTargetID = 0;
2232 2232 m_requestedSitOffset = Vector3.Zero;
2233 PhysicsActor actor = m_physicsActor; 2233 }
2234 if (actor != null) 2234
2235 { 2235 }
2236 if (actor.Flying) 2236
2237 { 2237 public void SitRayHorizontal(SceneObjectPart part)
2238 direc *= 4.0f; 2238 {
2239 //bool controlland = (((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || ((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0)); 2239 // Next, try to raycast from the avatar position to fwd
2240 //bool colliding = (m_physicsActor.IsColliding==true); 2240 Vector3 EndRayCastPosition = part.AbsolutePosition + m_requestedSitOffset;
2241 //if (controlland) 2241 Vector3 StartRayCastPosition = CameraPosition;
2242 // m_log.Info("[AGENT]: landCommand"); 2242 Vector3 direction = Vector3.Normalize(EndRayCastPosition - StartRayCastPosition);
2243 //if (colliding) 2243 float distance = Vector3.Distance(EndRayCastPosition, StartRayCastPosition);
2244 // m_log.Info("[AGENT]: colliding"); 2244 m_scene.PhysicsScene.RaycastWorld(StartRayCastPosition, direction, distance, SitRayCastHorizontalResponse);
2245 //if (m_physicsActor.Flying && colliding && controlland) 2245 }
2246 //{ 2246
2247 // StopFlying(); 2247 public void SitRayCastHorizontalResponse(bool hitYN, Vector3 collisionPoint, uint localid, float pdistance, Vector3 normal)
2248 // m_log.Info("[AGENT]: Stop FLying"); 2248 {
2249 //} 2249 SceneObjectPart part = FindNextAvailableSitTarget(m_requestedSitTargetUUID);
2250 } 2250 if (part != null)
2251 else if (!actor.Flying && actor.IsColliding) 2251 {
2252 { 2252 if (hitYN)
2253 if (direc.Z > 2.0f) 2253 {
2254 { 2254 if (collisionPoint.ApproxEquals(m_requestedSitOffset + part.AbsolutePosition, 0.2f))
2255 direc.Z *= 3.0f; 2255 {
2256 2256 SitRaycastFindEdge(collisionPoint, normal);
2257 // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored. 2257 m_log.DebugFormat("[SIT]: Raycast Horizontal Position succeeded at point: {0}, normal:{1}", collisionPoint, normal);
2258 Animator.TrySetMovementAnimation("PREJUMP"); 2258 // Next, try to raycast from the camera position
2259 Animator.TrySetMovementAnimation("JUMP"); 2259 Vector3 EndRayCastPosition = part.AbsolutePosition + m_requestedSitOffset;
2260 } 2260 Vector3 StartRayCastPosition = CameraPosition;
2261 } 2261 Vector3 direction = Vector3.Normalize(EndRayCastPosition - StartRayCastPosition);
2262 } 2262 float distance = Vector3.Distance(EndRayCastPosition, StartRayCastPosition);
2263 2263 //m_scene.PhysicsScene.RaycastWorld(StartRayCastPosition, direction, distance, SitRayCastResponseAvatarPosition);
2264 // TODO: Add the force instead of only setting it to support multiple forces per frame? 2264 }
2265 m_forceToApply = direc; 2265 else
2266 2266 {
2267 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); 2267 ControllingClient.SendAlertMessage("Sit position not accessable.");
2268 } 2268 m_requestedSitTargetUUID = UUID.Zero;
2269 2269 m_requestedSitTargetID = 0;
2270 #endregion 2270 m_requestedSitOffset = Vector3.Zero;
2271 2271 }
2272 #region Overridden Methods 2272 }
2273 2273 else
2274 public override void Update() 2274 {
2275 { 2275 ControllingClient.SendAlertMessage("Sit position not accessable.");
2276 const float ROTATION_TOLERANCE = 0.01f; 2276 m_requestedSitTargetUUID = UUID.Zero;
2277 const float VELOCITY_TOLERANCE = 0.001f; 2277 m_requestedSitTargetID = 0;
2278 const float POSITION_TOLERANCE = 0.05f; 2278 m_requestedSitOffset = Vector3.Zero;
2279 //const int TIME_MS_TOLERANCE = 3000; 2279 }
2280 2280 }
2281 SendPrimUpdates(); 2281 else
2282 2282 {
2283 if (m_isChildAgent == false) 2283 ControllingClient.SendAlertMessage("Sit position no longer exists");
2284 { 2284 m_requestedSitTargetUUID = UUID.Zero;
2285// PhysicsActor actor = m_physicsActor; 2285 m_requestedSitTargetID = 0;
2286 2286 m_requestedSitOffset = Vector3.Zero;
2287 // NOTE: Velocity is not the same as m_velocity. Velocity will attempt to 2287 }
2288 // grab the latest PhysicsActor velocity, whereas m_velocity is often 2288
2289 // storing a requested force instead of an actual traveling velocity 2289 }
2290 2290
2291 // Throw away duplicate or insignificant updates 2291 private void SitRaycastFindEdge(Vector3 collisionPoint, Vector3 collisionNormal)
2292 if (!m_bodyRot.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE) || 2292 {
2293 !Velocity.ApproxEquals(m_lastVelocity, VELOCITY_TOLERANCE) || 2293 int i = 0;
2294 !m_pos.ApproxEquals(m_lastPosition, POSITION_TOLERANCE)) 2294 //throw new NotImplementedException();
2295 //Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE) 2295 //m_requestedSitTargetUUID = UUID.Zero;
2296 { 2296 //m_requestedSitTargetID = 0;
2297 SendTerseUpdateToAllClients(); 2297 //m_requestedSitOffset = Vector3.Zero;
2298 2298
2299 // Update the "last" values 2299 SendSitResponse(ControllingClient, m_requestedSitTargetUUID, collisionPoint - m_requestedSitOffset, Quaternion.Identity);
2300 m_lastPosition = m_pos; 2300 }
2301 m_lastRotation = m_bodyRot; 2301 */
2302 m_lastVelocity = Velocity; 2302 public void HandleAgentRequestSit(IClientAPI remoteClient, UUID agentID, UUID targetID, Vector3 offset, string sitAnimation)
2303 //m_lastTerseSent = Environment.TickCount; 2303 {
2304 } 2304 if (m_parentID != 0)
2305 2305 {
2306 // followed suggestion from mic bowman. reversed the two lines below. 2306 StandUp();
2307 if (m_parentID == 0 && m_physicsActor != null || m_parentID != 0) // Check that we have a physics actor or we're sitting on something 2307 }
2308 CheckForBorderCrossing(); 2308 if (!String.IsNullOrEmpty(sitAnimation))
2309 CheckForSignificantMovement(); // sends update to the modules. 2309 {
2310 } 2310 m_nextSitAnimation = sitAnimation;
2311 } 2311 }
2312 2312 else
2313 #endregion 2313 {
2314 2314 m_nextSitAnimation = "SIT";
2315 #region Update Client(s) 2315 }
2316 2316
2317 /// <summary> 2317 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID);
2318 /// Sends a location update to the client connected to this scenePresence 2318 SceneObjectPart part = FindNextAvailableSitTarget(targetID);
2319 /// </summary> 2319 if (part != null)
2320 /// <param name="remoteClient"></param> 2320 {
2321 public void SendTerseUpdateToClient(IClientAPI remoteClient) 2321 m_requestedSitTargetID = part.LocalId;
2322 { 2322 //m_requestedSitOffset = offset;
2323 // If the client is inactive, it's getting its updates from another 2323 m_requestedSitTargetUUID = targetID;
2324 // server. 2324
2325 if (remoteClient.IsActive) 2325 m_log.DebugFormat("[SIT]: Client requested Sit Position: {0}", offset);
2326 { 2326
2327 m_perfMonMS = Util.EnvironmentTickCount(); 2327 if (m_scene.PhysicsScene.SupportsRayCast())
2328 2328 {
2329 PhysicsActor actor = m_physicsActor; 2329 //SitRayCastAvatarPosition(part);
2330 Vector3 velocity = (actor != null) ? actor.Velocity : Vector3.Zero; 2330 //return;
2331 2331 }
2332 Vector3 pos = m_pos; 2332 }
2333 pos.Z += m_appearance.HipOffset; 2333 else
2334 2334 {
2335 //m_log.DebugFormat("[SCENEPRESENCE]: TerseUpdate: Pos={0} Rot={1} Vel={2}", m_pos, m_bodyRot, m_velocity); 2335 m_log.Warn("Sit requested on unknown object: " + targetID);
2336 2336 }
2337 remoteClient.SendPrimUpdate(this, PrimUpdateFlags.Position | PrimUpdateFlags.Rotation | PrimUpdateFlags.Velocity | PrimUpdateFlags.Acceleration | PrimUpdateFlags.AngularVelocity); 2337
2338 2338 SendSitResponse(remoteClient, targetID, offset, Quaternion.Identity);
2339 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); 2339 }
2340 m_scene.StatsReporter.AddAgentUpdates(1); 2340
2341 } 2341 public void HandleAgentSit(IClientAPI remoteClient, UUID agentID)
2342 } 2342 {
2343 2343 if (!String.IsNullOrEmpty(m_nextSitAnimation))
2344 /// <summary> 2344 {
2345 /// Send a location/velocity/accelleration update to all agents in scene 2345 HandleAgentSit(remoteClient, agentID, m_nextSitAnimation);
2346 /// </summary> 2346 }
2347 public void SendTerseUpdateToAllClients() 2347 else
2348 { 2348 {
2349 m_perfMonMS = Util.EnvironmentTickCount(); 2349 HandleAgentSit(remoteClient, agentID, "SIT");
2350 2350 }
2351 m_scene.ForEachClient(SendTerseUpdateToClient); 2351 }
2352 2352
2353 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); 2353 public void HandleAgentSit(IClientAPI remoteClient, UUID agentID, string sitAnimation)
2354 } 2354 {
2355 2355 SceneObjectPart part = m_scene.GetSceneObjectPart(m_requestedSitTargetID);
2356 public void SendCoarseLocations(List<Vector3> coarseLocations, List<UUID> avatarUUIDs) 2356
2357 { 2357 if (m_sitAtAutoTarget || !m_autopilotMoving)
2358 SendCourseLocationsMethod d = m_sendCourseLocationsMethod; 2358 {
2359 if (d != null) 2359 if (part != null)
2360 { 2360 {
2361 d.Invoke(m_scene.RegionInfo.originRegionID, this, coarseLocations, avatarUUIDs); 2361//Console.WriteLine("Link #{0}, Rot {1}", part.LinkNum, part.GetWorldRotation());
2362 } 2362 if (part.GetAvatarOnSitTarget() == UUID)
2363 } 2363 {
2364 2364//Console.WriteLine("Scripted Sit");
2365 public void SetSendCourseLocationMethod(SendCourseLocationsMethod d) 2365 // Scripted sit
2366 { 2366 Vector3 sitTargetPos = part.SitTargetPosition;
2367 if (d != null) 2367 Quaternion sitTargetOrient = part.SitTargetOrientation;
2368 m_sendCourseLocationsMethod = d; 2368 m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z);
2369 } 2369 m_pos += SIT_TARGET_ADJUSTMENT;
2370 2370 if (!part.IsRoot)
2371 public void SendCoarseLocationsDefault(UUID sceneId, ScenePresence p, List<Vector3> coarseLocations, List<UUID> avatarUUIDs) 2371 {
2372 { 2372 m_pos *= part.RotationOffset;
2373 m_perfMonMS = Util.EnvironmentTickCount(); 2373 }
2374 m_controllingClient.SendCoarseLocationUpdate(avatarUUIDs, coarseLocations); 2374 m_bodyRot = sitTargetOrient;
2375 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); 2375 m_parentPosition = part.AbsolutePosition;
2376 } 2376 part.IsOccupied = true;
2377 2377 part.ParentGroup.AddAvatar(agentID);
2378 /// <summary> 2378 }
2379 /// Tell other client about this avatar (The client previously didn't know or had outdated details about this avatar) 2379 else
2380 /// </summary> 2380 {
2381 /// <param name="remoteAvatar"></param> 2381 // if m_avUnscriptedSitPos is zero then Av sits above center
2382 public void SendFullUpdateToOtherClient(ScenePresence remoteAvatar) 2382 // Else Av sits at m_avUnscriptedSitPos
2383 { 2383
2384 // 2 stage check is needed. 2384 // Non-scripted sit by Kitto Flora 21Nov09
2385 if (remoteAvatar == null) 2385 // Calculate angle of line from prim to Av
2386 return; 2386 Quaternion partIRot;
2387 IClientAPI cl=remoteAvatar.ControllingClient; 2387// if (part.LinkNum == 1)
2388 if (cl == null) 2388// { // Root prim of linkset
2389 return; 2389// partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset);
2390 if (m_appearance.Texture == null) 2390// }
2391 return; 2391// else
2392 2392// { // single or child prim
2393 Vector3 pos = m_pos; 2393 partIRot = Quaternion.Inverse(part.GetWorldRotation());
2394 pos.Z += m_appearance.HipOffset; 2394// }
2395 2395 Vector3 sitTargetPos= part.AbsolutePosition + m_avUnscriptedSitPos;
2396 remoteAvatar.m_controllingClient.SendAvatarDataImmediate(this); 2396 float y_diff = (m_avInitialPos.Y - sitTargetPos.Y);
2397 m_scene.StatsReporter.AddAgentUpdates(1); 2397 float x_diff = ( m_avInitialPos.X - sitTargetPos.X);
2398 } 2398 if(Math.Abs(x_diff) < 0.001f) x_diff = 0.001f; // avoid div by 0
2399 2399 if(Math.Abs(y_diff) < 0.001f) y_diff = 0.001f; // avoid pol flip at 0
2400 /// <summary> 2400 float sit_angle = (float)Math.Atan2( (double)y_diff, (double)x_diff);
2401 /// Tell *ALL* agents about this agent 2401 // NOTE: when sitting m_ pos and m_bodyRot are *relative* to the prim location/rotation, not 'World'.
2402 /// </summary> 2402 // Av sits at world euler <0,0, z>, translated by part rotation
2403 public void SendInitialFullUpdateToAllClients() 2403 m_bodyRot = partIRot * Quaternion.CreateFromEulers(0f, 0f, sit_angle); // sit at 0,0,inv-click
2404 { 2404
2405 m_perfMonMS = Util.EnvironmentTickCount(); 2405 m_parentPosition = part.AbsolutePosition;
2406 int avUpdates = 0; 2406 part.IsOccupied = true;
2407 m_scene.ForEachScenePresence(delegate(ScenePresence avatar) 2407 part.ParentGroup.AddAvatar(agentID);
2408 { 2408 m_pos = new Vector3(0f, 0f, 0.05f) + // corrections to get Sit Animation
2409 ++avUpdates; 2409 (new Vector3(0.0f, 0f, 0.61f) * partIRot) + // located on center
2410 // only send if this is the root (children are only "listening posts" in a foreign region) 2410 (new Vector3(0.34f, 0f, 0.0f) * m_bodyRot) +
2411 if (!IsChildAgent) 2411 m_avUnscriptedSitPos; // adds click offset, if any
2412 { 2412 //Set up raytrace to find top surface of prim
2413 SendFullUpdateToOtherClient(avatar); 2413 Vector3 size = part.Scale;
2414 } 2414 float mag = 2.0f; // 0.1f + (float)Math.Sqrt((size.X * size.X) + (size.Y * size.Y) + (size.Z * size.Z));
2415 2415 Vector3 start = part.AbsolutePosition + new Vector3(0f, 0f, mag);
2416 if (avatar.LocalId != LocalId) 2416 Vector3 down = new Vector3(0f, 0f, -1f);
2417 { 2417//Console.WriteLine("st={0} do={1} ma={2}", start, down, mag);
2418 if (!avatar.IsChildAgent) 2418 m_scene.PhysicsScene.RaycastWorld(
2419 { 2419 start, // Vector3 position,
2420 avatar.SendFullUpdateToOtherClient(this); 2420 down, // Vector3 direction,
2421 avatar.SendAppearanceToOtherAgent(this); 2421 mag, // float length,
2422 avatar.Animator.SendAnimPackToClient(ControllingClient); 2422 SitAltitudeCallback); // retMethod
2423 } 2423 } // end scripted/not
2424 } 2424 }
2425 }); 2425 else // no Av
2426 2426 {
2427 m_scene.StatsReporter.AddAgentUpdates(avUpdates); 2427 return;
2428 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); 2428 }
2429 2429 }
2430 //Animator.SendAnimPack(); 2430
2431 } 2431 //We want our offsets to reference the root prim, not the child we may have sat on
2432 2432 if (!part.IsRoot)
2433 public void SendFullUpdateToAllClients() 2433 {
2434 { 2434 m_parentID = part.ParentGroup.RootPart.LocalId;
2435 m_perfMonMS = Util.EnvironmentTickCount(); 2435 m_pos += part.OffsetPosition;
2436 2436 }
2437 // only send update from root agents to other clients; children are only "listening posts" 2437 else
2438 int count = 0; 2438 {
2439 m_scene.ForEachScenePresence(delegate(ScenePresence sp) 2439 m_parentID = m_requestedSitTargetID;
2440 { 2440 }
2441 if (sp.IsChildAgent) 2441
2442 return; 2442 m_linkedPrim = part.UUID;
2443 SendFullUpdateToOtherClient(sp); 2443 if (part.GetAvatarOnSitTarget() != UUID)
2444 ++count; 2444 {
2445 }); 2445 m_offsetRotation = m_offsetRotation / part.RotationOffset;
2446 m_scene.StatsReporter.AddAgentUpdates(count); 2446 }
2447 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); 2447 Velocity = Vector3.Zero;
2448 2448 RemoveFromPhysicalScene();
2449 Animator.SendAnimPack(); 2449 Animator.TrySetMovementAnimation(sitAnimation);
2450 } 2450 SendFullUpdateToAllClients();
2451 2451 SendTerseUpdateToAllClients();
2452 /// <summary> 2452 }
2453 /// Do everything required once a client completes its movement into a region 2453
2454 /// </summary> 2454 public void SitAltitudeCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 normal)
2455 public void SendInitialData() 2455 {
2456 { 2456 // KF: 091202 There appears to be a bug in Prim Edit Size - the process sometimes make a prim that RayTrace no longer
2457 // Moved this into CompleteMovement to ensure that m_appearance is initialized before 2457 // sees. Take/re-rez, or sim restart corrects the condition. Result of bug is incorrect sit height.
2458 // the inventory arrives 2458 if(hitYN)
2459 // m_scene.GetAvatarAppearance(m_controllingClient, out m_appearance); 2459 {
2460 2460 // m_pos = Av offset from prim center to make look like on center
2461 Vector3 pos = m_pos; 2461 // m_parentPosition = Actual center pos of prim
2462 pos.Z += m_appearance.HipOffset; 2462 // collisionPoint = spot on prim where we want to sit
2463 2463 // collisionPoint.Z = global sit surface height
2464 m_controllingClient.SendAvatarDataImmediate(this); 2464 SceneObjectPart part = m_scene.GetSceneObjectPart(localid);
2465 2465 Quaternion partIRot;
2466 SendInitialFullUpdateToAllClients(); 2466// if (part.LinkNum == 1)
2467 SendAppearanceToAllOtherAgents(); 2467/// { // Root prim of linkset
2468 } 2468// partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset);
2469 2469// }
2470 /// <summary> 2470// else
2471 /// Tell the client for this scene presence what items it should be wearing now 2471// { // single or child prim
2472 /// </summary> 2472 partIRot = Quaternion.Inverse(part.GetWorldRotation());
2473 public void SendWearables() 2473// }
2474 { 2474 if (m_initialSitTarget != null)
2475 m_log.DebugFormat("[SCENE]: Received request for wearables of {0}", Name); 2475 {
2476 2476 float offZ = collisionPoint.Z - m_initialSitTarget.Z;
2477 ControllingClient.SendWearables(m_appearance.Wearables, m_appearance.Serial++); 2477 Vector3 offset = new Vector3(0.0f, 0.0f, offZ) * partIRot; // Altitude correction
2478 } 2478 //Console.WriteLine("sitPoint={0}, offset={1}", sitPoint, offset);
2479 2479 m_pos += offset;
2480 /// <summary> 2480 // ControllingClient.SendClearFollowCamProperties(part.UUID);
2481 /// 2481 }
2482 /// </summary> 2482
2483 public void SendAppearanceToAllOtherAgents() 2483 }
2484 { 2484 } // End SitAltitudeCallback KF.
2485 m_perfMonMS = Util.EnvironmentTickCount(); 2485
2486 2486 /// <summary>
2487 m_scene.ForEachScenePresence(delegate(ScenePresence scenePresence) 2487 /// Event handler for the 'Always run' setting on the client
2488 { 2488 /// Tells the physics plugin to increase speed of movement.
2489 if (scenePresence.UUID != UUID) 2489 /// </summary>
2490 { 2490 public void HandleSetAlwaysRun(IClientAPI remoteClient, bool pSetAlwaysRun)
2491 SendAppearanceToOtherAgent(scenePresence); 2491 {
2492 } 2492 m_setAlwaysRun = pSetAlwaysRun;
2493 }); 2493 if (PhysicsActor != null)
2494 2494 {
2495 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); 2495 PhysicsActor.SetAlwaysRun = pSetAlwaysRun;
2496 } 2496 }
2497 2497 }
2498 /// <summary> 2498
2499 /// Send appearance data to an agent that isn't this one. 2499 public void HandleStartAnim(IClientAPI remoteClient, UUID animID)
2500 /// </summary> 2500 {
2501 /// <param name="avatar"></param> 2501 Animator.AddAnimation(animID, UUID.Zero);
2502 public void SendAppearanceToOtherAgent(ScenePresence avatar) 2502 }
2503 { 2503
2504 avatar.ControllingClient.SendAppearance( 2504 public void HandleStopAnim(IClientAPI remoteClient, UUID animID)
2505 m_appearance.Owner, m_appearance.VisualParams, m_appearance.Texture.GetBytes()); 2505 {
2506 } 2506 Animator.RemoveAnimation(animID);
2507 2507 }
2508 /// <summary> 2508
2509 /// Set appearance data (textureentry and slider settings) received from the client 2509 /// <summary>
2510 /// </summary> 2510 /// Rotate the avatar to the given rotation and apply a movement in the given relative vector
2511 /// <param name="texture"></param> 2511 /// </summary>
2512 /// <param name="visualParam"></param> 2512 /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param>
2513 public void SetAppearance(Primitive.TextureEntry textureEntry, byte[] visualParams) 2513 /// <param name="rotation">The direction in which this avatar should now face.
2514 { 2514 public void AddNewMovement(Vector3 vec, Quaternion rotation, bool Nudging)
2515 if (m_physicsActor != null) 2515 {
2516 { 2516 if (m_isChildAgent)
2517 if (!IsChildAgent) 2517 {
2518 { 2518 // WHAT???
2519 // This may seem like it's redundant, remove the avatar from the physics scene 2519 m_log.Debug("[SCENEPRESENCE]: AddNewMovement() called on child agent, making root agent!");
2520 // just to add it back again, but it saves us from having to update 2520
2521 // 3 variables 10 times a second. 2521 // we have to reset the user's child agent connections.
2522 bool flyingTemp = m_physicsActor.Flying; 2522 // Likely, here they've lost the eventqueue for other regions so border
2523 RemoveFromPhysicalScene(); 2523 // crossings will fail at this point unless we reset them.
2524 //m_scene.PhysicsScene.RemoveAvatar(m_physicsActor); 2524
2525 2525 List<ulong> regions = new List<ulong>(KnownChildRegionHandles);
2526 //PhysicsActor = null; 2526 regions.Remove(m_scene.RegionInfo.RegionHandle);
2527 2527
2528 AddToPhysicalScene(flyingTemp); 2528 MakeRootAgent(new Vector3(127f, 127f, 127f), true);
2529 } 2529
2530 } 2530 // Async command
2531 2531 if (m_scene.SceneGridService != null)
2532 #region Bake Cache Check 2532 {
2533 2533 m_scene.SceneGridService.SendCloseChildAgentConnections(UUID, regions);
2534 if (textureEntry != null) 2534
2535 { 2535 // Give the above command some time to try and close the connections.
2536 for (int i = 0; i < BAKE_INDICES.Length; i++) 2536 // this is really an emergency.. so sleep, or we'll get all discombobulated.
2537 { 2537 System.Threading.Thread.Sleep(500);
2538 int j = BAKE_INDICES[i]; 2538 }
2539 Primitive.TextureEntryFace face = textureEntry.FaceTextures[j]; 2539
2540 2540 if (m_scene.SceneGridService != null)
2541 if (face != null && face.TextureID != AppearanceManager.DEFAULT_AVATAR_TEXTURE) 2541 {
2542 { 2542 IEntityTransferModule m_agentTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>();
2543 if (m_scene.AssetService.Get(face.TextureID.ToString()) == null) 2543 if (m_agentTransfer != null)
2544 { 2544 m_agentTransfer.EnableChildAgents(this);
2545 m_log.Warn("[APPEARANCE]: Missing baked texture " + face.TextureID + " (" + j + ") for avatar " + this.Name); 2545 }
2546 this.ControllingClient.SendRebakeAvatarTextures(face.TextureID); 2546
2547 } 2547 return;
2548 } 2548 }
2549 } 2549
2550 2550 m_perfMonMS = Util.EnvironmentTickCount();
2551 } 2551
2552 2552 Rotation = rotation;
2553 2553 Vector3 direc = vec * rotation;
2554 #endregion Bake Cache Check 2554 direc.Normalize();
2555 2555 PhysicsActor actor = m_physicsActor;
2556 m_appearance.SetAppearance(textureEntry, visualParams); 2556 if ((vec.Z == 0f) && !actor.Flying) direc.Z = 0f; // Prevent camera WASD up.
2557 if (m_appearance.AvatarHeight > 0) 2557
2558 SetHeight(m_appearance.AvatarHeight); 2558 direc *= 0.03f * 128f * m_speedModifier;
2559 2559
2560 // This is not needed, because only the transient data changed 2560 if (actor != null)
2561 //AvatarData adata = new AvatarData(m_appearance); 2561 {
2562 //m_scene.AvatarService.SetAvatar(m_controllingClient.AgentId, adata); 2562 if (actor.Flying)
2563 2563 {
2564 SendAppearanceToAllOtherAgents(); 2564 direc *= 4.0f;
2565 if (!m_startAnimationSet) 2565 //bool controlland = (((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || ((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0));
2566 { 2566 //bool colliding = (m_physicsActor.IsColliding==true);
2567 Animator.UpdateMovementAnimations(); 2567 //if (controlland)
2568 m_startAnimationSet = true; 2568 // m_log.Info("[AGENT]: landCommand");
2569 } 2569 //if (colliding)
2570 2570 // m_log.Info("[AGENT]: colliding");
2571 Vector3 pos = m_pos; 2571 //if (m_physicsActor.Flying && colliding && controlland)
2572 pos.Z += m_appearance.HipOffset; 2572 //{
2573 2573 // StopFlying();
2574 m_controllingClient.SendAvatarDataImmediate(this); 2574 // m_log.Info("[AGENT]: Stop FLying");
2575 } 2575 //}
2576 2576 }
2577 public void SetWearable(int wearableId, AvatarWearable wearable) 2577 else if (!actor.Flying && actor.IsColliding)
2578 { 2578 {
2579 m_appearance.SetWearable(wearableId, wearable); 2579 if (direc.Z > 2.0f)
2580 AvatarData adata = new AvatarData(m_appearance); 2580 {
2581 m_scene.AvatarService.SetAvatar(m_controllingClient.AgentId, adata); 2581 if(m_animator.m_animTickJump == -1)
2582 m_controllingClient.SendWearables(m_appearance.Wearables, m_appearance.Serial++); 2582 {
2583 } 2583 direc.Z *= 3.0f; // jump
2584 2584 }
2585 // Because appearance setting is in a module, we actually need 2585 else
2586 // to give it access to our appearance directly, otherwise we 2586 {
2587 // get a synchronization issue. 2587 direc.Z *= 0.1f; // prejump
2588 public AvatarAppearance Appearance 2588 }
2589 { 2589 /* Animations are controlled via GetMovementAnimation() in ScenePresenceAnimator.cs
2590 get { return m_appearance; } 2590 Animator.TrySetMovementAnimation("PREJUMP");
2591 set { m_appearance = value; } 2591 Animator.TrySetMovementAnimation("JUMP");
2592 } 2592 */
2593 2593 }
2594 #endregion 2594 }
2595 2595 }
2596 #region Significant Movement Method 2596
2597 2597 // TODO: Add the force instead of only setting it to support multiple forces per frame?
2598 /// <summary> 2598 m_forceToApply = direc;
2599 /// This checks for a significant movement and sends a courselocationchange update 2599 m_isNudging = Nudging;
2600 /// </summary> 2600 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
2601 protected void CheckForSignificantMovement() 2601 }
2602 { 2602
2603 // Movement updates for agents in neighboring regions are sent directly to clients. 2603 #endregion
2604 // This value only affects how often agent positions are sent to neighbor regions 2604
2605 // for things such as distance-based update prioritization 2605 #region Overridden Methods
2606 const float SIGNIFICANT_MOVEMENT = 2.0f; 2606
2607 2607 public override void Update()
2608 if (Util.GetDistanceTo(AbsolutePosition, posLastSignificantMove) > SIGNIFICANT_MOVEMENT) 2608 {
2609 { 2609 const float ROTATION_TOLERANCE = 0.01f;
2610 posLastSignificantMove = AbsolutePosition; 2610 const float VELOCITY_TOLERANCE = 0.001f;
2611 m_scene.EventManager.TriggerSignificantClientMovement(m_controllingClient); 2611 const float POSITION_TOLERANCE = 0.05f;
2612 } 2612 //const int TIME_MS_TOLERANCE = 3000;
2613 2613
2614 // Minimum Draw distance is 64 meters, the Radius of the draw distance sphere is 32m 2614
2615 if (Util.GetDistanceTo(AbsolutePosition, m_lastChildAgentUpdatePosition) >= Scene.ChildReprioritizationDistance || 2615
2616 Util.GetDistanceTo(CameraPosition, m_lastChildAgentUpdateCamPosition) >= Scene.ChildReprioritizationDistance) 2616 if (m_isChildAgent == false)
2617 { 2617 {
2618 m_lastChildAgentUpdatePosition = AbsolutePosition; 2618// PhysicsActor actor = m_physicsActor;
2619 m_lastChildAgentUpdateCamPosition = CameraPosition; 2619
2620 2620 // NOTE: Velocity is not the same as m_velocity. Velocity will attempt to
2621 ChildAgentDataUpdate cadu = new ChildAgentDataUpdate(); 2621 // grab the latest PhysicsActor velocity, whereas m_velocity is often
2622 cadu.ActiveGroupID = UUID.Zero.Guid; 2622 // storing a requested force instead of an actual traveling velocity
2623 cadu.AgentID = UUID.Guid; 2623
2624 cadu.alwaysrun = m_setAlwaysRun; 2624 // Throw away duplicate or insignificant updates
2625 cadu.AVHeight = m_avHeight; 2625 if (!m_bodyRot.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE) ||
2626 Vector3 tempCameraCenter = m_CameraCenter; 2626 !Velocity.ApproxEquals(m_lastVelocity, VELOCITY_TOLERANCE) ||
2627 cadu.cameraPosition = tempCameraCenter; 2627 !m_pos.ApproxEquals(m_lastPosition, POSITION_TOLERANCE))
2628 cadu.drawdistance = m_DrawDistance; 2628 //Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE)
2629 cadu.GroupAccess = 0; 2629 {
2630 cadu.Position = AbsolutePosition; 2630 SendTerseUpdateToAllClients();
2631 cadu.regionHandle = m_rootRegionHandle; 2631
2632 float multiplier = 1; 2632 // Update the "last" values
2633 int innacurateNeighbors = m_scene.GetInaccurateNeighborCount(); 2633 m_lastPosition = m_pos;
2634 if (innacurateNeighbors != 0) 2634 m_lastRotation = m_bodyRot;
2635 { 2635 m_lastVelocity = Velocity;
2636 multiplier = 1f / (float)innacurateNeighbors; 2636 //m_lastTerseSent = Environment.TickCount;
2637 } 2637 }
2638 if (multiplier <= 0f) 2638
2639 { 2639 // followed suggestion from mic bowman. reversed the two lines below.
2640 multiplier = 0.25f; 2640 if (m_parentID == 0 && m_physicsActor != null || m_parentID != 0) // Check that we have a physics actor or we're sitting on something
2641 } 2641 CheckForBorderCrossing();
2642 2642 CheckForSignificantMovement(); // sends update to the modules.
2643 //m_log.Info("[NeighborThrottle]: " + m_scene.GetInaccurateNeighborCount().ToString() + " - m: " + multiplier.ToString()); 2643 }
2644 cadu.throttles = ControllingClient.GetThrottlesPacked(multiplier); 2644
2645 cadu.Velocity = Velocity; 2645 //Sending prim updates AFTER the avatar terse updates are sent
2646 2646 SendPrimUpdates();
2647 AgentPosition agentpos = new AgentPosition(); 2647 }
2648 agentpos.CopyFrom(cadu); 2648
2649 2649 #endregion
2650 m_scene.SendOutChildAgentUpdates(agentpos, this); 2650
2651 } 2651 #region Update Client(s)
2652 } 2652
2653 2653 /// <summary>
2654 #endregion 2654 /// Sends a location update to the client connected to this scenePresence
2655 2655 /// </summary>
2656 #region Border Crossing Methods 2656 /// <param name="remoteClient"></param>
2657 2657 public void SendTerseUpdateToClient(IClientAPI remoteClient)
2658 /// <summary> 2658 {
2659 /// Checks to see if the avatar is in range of a border and calls CrossToNewRegion 2659 // If the client is inactive, it's getting its updates from another
2660 /// </summary> 2660 // server.
2661 protected void CheckForBorderCrossing() 2661 if (remoteClient.IsActive)
2662 { 2662 {
2663 if (IsChildAgent) 2663 m_perfMonMS = Util.EnvironmentTickCount();
2664 return; 2664
2665 2665 PhysicsActor actor = m_physicsActor;
2666 Vector3 pos2 = AbsolutePosition; 2666 Vector3 velocity = (actor != null) ? actor.Velocity : Vector3.Zero;
2667 Vector3 vel = Velocity; 2667
2668 int neighbor = 0; 2668 Vector3 pos = m_pos;
2669 int[] fix = new int[2]; 2669 pos.Z += m_appearance.HipOffset;
2670 2670
2671 float timeStep = 0.1f; 2671 //m_log.DebugFormat("[SCENEPRESENCE]: TerseUpdate: Pos={0} Rot={1} Vel={2}", m_pos, m_bodyRot, m_velocity);
2672 pos2.X = pos2.X + (vel.X*timeStep); 2672
2673 pos2.Y = pos2.Y + (vel.Y*timeStep); 2673 remoteClient.SendPrimUpdate(this, PrimUpdateFlags.Position | PrimUpdateFlags.Rotation | PrimUpdateFlags.Velocity | PrimUpdateFlags.Acceleration | PrimUpdateFlags.AngularVelocity);
2674 pos2.Z = pos2.Z + (vel.Z*timeStep); 2674
2675 2675 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
2676 if (!IsInTransit) 2676 m_scene.StatsReporter.AddAgentUpdates(1);
2677 { 2677 }
2678 // Checks if where it's headed exists a region 2678 }
2679 2679
2680 bool needsTransit = false; 2680 /// <summary>
2681 if (m_scene.TestBorderCross(pos2, Cardinals.W)) 2681 /// Send a location/velocity/accelleration update to all agents in scene
2682 { 2682 /// </summary>
2683 if (m_scene.TestBorderCross(pos2, Cardinals.S)) 2683 public void SendTerseUpdateToAllClients()
2684 { 2684 {
2685 needsTransit = true; 2685 m_perfMonMS = Util.EnvironmentTickCount();
2686 neighbor = HaveNeighbor(Cardinals.SW, ref fix); 2686
2687 } 2687 m_scene.ForEachClient(SendTerseUpdateToClient);
2688 else if (m_scene.TestBorderCross(pos2, Cardinals.N)) 2688
2689 { 2689 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
2690 needsTransit = true; 2690 }
2691 neighbor = HaveNeighbor(Cardinals.NW, ref fix); 2691
2692 } 2692 public void SendCoarseLocations(List<Vector3> coarseLocations, List<UUID> avatarUUIDs)
2693 else 2693 {
2694 { 2694 SendCourseLocationsMethod d = m_sendCourseLocationsMethod;
2695 needsTransit = true; 2695 if (d != null)
2696 neighbor = HaveNeighbor(Cardinals.W, ref fix); 2696 {
2697 } 2697 d.Invoke(m_scene.RegionInfo.originRegionID, this, coarseLocations, avatarUUIDs);
2698 } 2698 }
2699 else if (m_scene.TestBorderCross(pos2, Cardinals.E)) 2699 }
2700 { 2700
2701 if (m_scene.TestBorderCross(pos2, Cardinals.S)) 2701 public void SetSendCourseLocationMethod(SendCourseLocationsMethod d)
2702 { 2702 {
2703 needsTransit = true; 2703 if (d != null)
2704 neighbor = HaveNeighbor(Cardinals.SE, ref fix); 2704 m_sendCourseLocationsMethod = d;
2705 } 2705 }
2706 else if (m_scene.TestBorderCross(pos2, Cardinals.N)) 2706
2707 { 2707 public void SendCoarseLocationsDefault(UUID sceneId, ScenePresence p, List<Vector3> coarseLocations, List<UUID> avatarUUIDs)
2708 needsTransit = true; 2708 {
2709 neighbor = HaveNeighbor(Cardinals.NE, ref fix); 2709 m_perfMonMS = Util.EnvironmentTickCount();
2710 } 2710 m_controllingClient.SendCoarseLocationUpdate(avatarUUIDs, coarseLocations);
2711 else 2711 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
2712 { 2712 }
2713 needsTransit = true; 2713
2714 neighbor = HaveNeighbor(Cardinals.E, ref fix); 2714 /// <summary>
2715 } 2715 /// Tell other client about this avatar (The client previously didn't know or had outdated details about this avatar)
2716 } 2716 /// </summary>
2717 else if (m_scene.TestBorderCross(pos2, Cardinals.S)) 2717 /// <param name="remoteAvatar"></param>
2718 { 2718 public void SendFullUpdateToOtherClient(ScenePresence remoteAvatar)
2719 needsTransit = true; 2719 {
2720 neighbor = HaveNeighbor(Cardinals.S, ref fix); 2720 // 2 stage check is needed.
2721 } 2721 if (remoteAvatar == null)
2722 else if (m_scene.TestBorderCross(pos2, Cardinals.N)) 2722 return;
2723 { 2723 IClientAPI cl=remoteAvatar.ControllingClient;
2724 needsTransit = true; 2724 if (cl == null)
2725 neighbor = HaveNeighbor(Cardinals.N, ref fix); 2725 return;
2726 } 2726 if (m_appearance.Texture == null)
2727 2727 return;
2728 2728
2729 // Makes sure avatar does not end up outside region 2729 Vector3 pos = m_pos;
2730 if (neighbor <= 0) 2730 pos.Z += m_appearance.HipOffset;
2731 { 2731
2732 if (!needsTransit) 2732 remoteAvatar.m_controllingClient.SendAvatarDataImmediate(this);
2733 { 2733 m_scene.StatsReporter.AddAgentUpdates(1);
2734 if (m_requestedSitTargetUUID == UUID.Zero) 2734 }
2735 { 2735
2736 Vector3 pos = AbsolutePosition; 2736 /// <summary>
2737 if (AbsolutePosition.X < 0) 2737 /// Tell *ALL* agents about this agent
2738 pos.X += Velocity.X; 2738 /// </summary>
2739 else if (AbsolutePosition.X > Constants.RegionSize) 2739 public void SendInitialFullUpdateToAllClients()
2740 pos.X -= Velocity.X; 2740 {
2741 if (AbsolutePosition.Y < 0) 2741 m_perfMonMS = Util.EnvironmentTickCount();
2742 pos.Y += Velocity.Y; 2742 int avUpdates = 0;
2743 else if (AbsolutePosition.Y > Constants.RegionSize) 2743 m_scene.ForEachScenePresence(delegate(ScenePresence avatar)
2744 pos.Y -= Velocity.Y; 2744 {
2745 AbsolutePosition = pos; 2745 ++avUpdates;
2746 } 2746 // only send if this is the root (children are only "listening posts" in a foreign region)
2747 } 2747 if (!IsChildAgent)
2748 } 2748 {
2749 else if (neighbor > 0) 2749 SendFullUpdateToOtherClient(avatar);
2750 CrossToNewRegion(); 2750 }
2751 } 2751
2752 else 2752 if (avatar.LocalId != LocalId)
2753 { 2753 {
2754 RemoveFromPhysicalScene(); 2754 if (!avatar.IsChildAgent)
2755 // This constant has been inferred from experimentation 2755 {
2756 // I'm not sure what this value should be, so I tried a few values. 2756 avatar.SendFullUpdateToOtherClient(this);
2757 timeStep = 0.04f; 2757 avatar.SendAppearanceToOtherAgent(this);
2758 pos2 = AbsolutePosition; 2758 avatar.Animator.SendAnimPackToClient(ControllingClient);
2759 pos2.X = pos2.X + (vel.X * timeStep); 2759 }
2760 pos2.Y = pos2.Y + (vel.Y * timeStep); 2760 }
2761 pos2.Z = pos2.Z + (vel.Z * timeStep); 2761 });
2762 m_pos = pos2; 2762
2763 } 2763 m_scene.StatsReporter.AddAgentUpdates(avUpdates);
2764 } 2764 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
2765 2765
2766 protected int HaveNeighbor(Cardinals car, ref int[] fix) 2766 //Animator.SendAnimPack();
2767 { 2767 }
2768 uint neighbourx = m_regionInfo.RegionLocX; 2768
2769 uint neighboury = m_regionInfo.RegionLocY; 2769 public void SendFullUpdateToAllClients()
2770 2770 {
2771 int dir = (int)car; 2771 m_perfMonMS = Util.EnvironmentTickCount();
2772 2772
2773 if (dir > 1 && dir < 5) //Heading East 2773 // only send update from root agents to other clients; children are only "listening posts"
2774 neighbourx++; 2774 int count = 0;
2775 else if (dir > 5) // Heading West 2775 m_scene.ForEachScenePresence(delegate(ScenePresence sp)
2776 neighbourx--; 2776 {
2777 2777 if (sp.IsChildAgent)
2778 if (dir < 3 || dir == 8) // Heading North 2778 return;
2779 neighboury++; 2779 SendFullUpdateToOtherClient(sp);
2780 else if (dir > 3 && dir < 7) // Heading Sout 2780 ++count;
2781 neighboury--; 2781 });
2782 2782 m_scene.StatsReporter.AddAgentUpdates(count);
2783 int x = (int)(neighbourx * Constants.RegionSize); 2783 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
2784 int y = (int)(neighboury * Constants.RegionSize); 2784
2785 GridRegion neighbourRegion = m_scene.GridService.GetRegionByPosition(m_scene.RegionInfo.ScopeID, x, y); 2785 Animator.SendAnimPack();
2786 2786 }
2787 if (neighbourRegion == null) 2787
2788 { 2788 /// <summary>
2789 fix[0] = (int)(m_regionInfo.RegionLocX - neighbourx); 2789 /// Do everything required once a client completes its movement into a region
2790 fix[1] = (int)(m_regionInfo.RegionLocY - neighboury); 2790 /// </summary>
2791 return dir * (-1); 2791 public void SendInitialData()
2792 } 2792 {
2793 else 2793 // Moved this into CompleteMovement to ensure that m_appearance is initialized before
2794 return dir; 2794 // the inventory arrives
2795 } 2795 // m_scene.GetAvatarAppearance(m_controllingClient, out m_appearance);
2796 2796
2797 /// <summary> 2797 Vector3 pos = m_pos;
2798 /// Moves the agent outside the region bounds 2798 pos.Z += m_appearance.HipOffset;
2799 /// Tells neighbor region that we're crossing to it 2799
2800 /// If the neighbor accepts, remove the agent's viewable avatar from this scene 2800 m_controllingClient.SendAvatarDataImmediate(this);
2801 /// set them to a child agent. 2801
2802 /// </summary> 2802 SendInitialFullUpdateToAllClients();
2803 protected void CrossToNewRegion() 2803 SendAppearanceToAllOtherAgents();
2804 { 2804 }
2805 InTransit(); 2805
2806 try 2806 /// <summary>
2807 { 2807 /// Tell the client for this scene presence what items it should be wearing now
2808 m_scene.CrossAgentToNewRegion(this, m_physicsActor.Flying); 2808 /// </summary>
2809 } 2809 public void SendWearables()
2810 catch 2810 {
2811 { 2811 m_log.DebugFormat("[SCENE]: Received request for wearables of {0}", Name);
2812 m_scene.CrossAgentToNewRegion(this, false); 2812
2813 } 2813 ControllingClient.SendWearables(m_appearance.Wearables, m_appearance.Serial++);
2814 } 2814 }
2815 2815
2816 public void InTransit() 2816 /// <summary>
2817 { 2817 ///
2818 m_inTransit = true; 2818 /// </summary>
2819 2819 public void SendAppearanceToAllOtherAgents()
2820 if ((m_physicsActor != null) && m_physicsActor.Flying) 2820 {
2821 m_AgentControlFlags |= AgentManager.ControlFlags.AGENT_CONTROL_FLY; 2821 m_perfMonMS = Util.EnvironmentTickCount();
2822 else if ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0) 2822
2823 m_AgentControlFlags &= ~AgentManager.ControlFlags.AGENT_CONTROL_FLY; 2823 m_scene.ForEachScenePresence(delegate(ScenePresence scenePresence)
2824 } 2824 {
2825 2825 if (scenePresence.UUID != UUID)
2826 public void NotInTransit() 2826 {
2827 { 2827 SendAppearanceToOtherAgent(scenePresence);
2828 m_inTransit = false; 2828 }
2829 } 2829 });
2830 2830
2831 public void RestoreInCurrentScene() 2831 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
2832 { 2832 }
2833 AddToPhysicalScene(false); // not exactly false 2833
2834 } 2834 /// <summary>
2835 2835 /// Send appearance data to an agent that isn't this one.
2836 public void Reset() 2836 /// </summary>
2837 { 2837 /// <param name="avatar"></param>
2838 // Put the child agent back at the center 2838 public void SendAppearanceToOtherAgent(ScenePresence avatar)
2839 AbsolutePosition 2839 {
2840 = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f), 70); 2840 avatar.ControllingClient.SendAppearance(
2841 Animator.ResetAnimations(); 2841 m_appearance.Owner, m_appearance.VisualParams, m_appearance.Texture.GetBytes());
2842 } 2842 }
2843 2843
2844 /// <summary> 2844 /// <summary>
2845 /// Computes which child agents to close when the scene presence moves to another region. 2845 /// Set appearance data (textureentry and slider settings) received from the client
2846 /// Removes those regions from m_knownRegions. 2846 /// </summary>
2847 /// </summary> 2847 /// <param name="texture"></param>
2848 /// <param name="newRegionX">The new region's x on the map</param> 2848 /// <param name="visualParam"></param>
2849 /// <param name="newRegionY">The new region's y on the map</param> 2849 public void SetAppearance(Primitive.TextureEntry textureEntry, byte[] visualParams)
2850 /// <returns></returns> 2850 {
2851 public void CloseChildAgents(uint newRegionX, uint newRegionY) 2851 if (m_physicsActor != null)
2852 { 2852 {
2853 List<ulong> byebyeRegions = new List<ulong>(); 2853 if (!IsChildAgent)
2854 m_log.DebugFormat( 2854 {
2855 "[SCENE PRESENCE]: Closing child agents. Checking {0} regions in {1}", 2855 // This may seem like it's redundant, remove the avatar from the physics scene
2856 m_knownChildRegions.Keys.Count, Scene.RegionInfo.RegionName); 2856 // just to add it back again, but it saves us from having to update
2857 //DumpKnownRegions(); 2857 // 3 variables 10 times a second.
2858 2858 bool flyingTemp = m_physicsActor.Flying;
2859 lock (m_knownChildRegions) 2859 RemoveFromPhysicalScene();
2860 { 2860 //m_scene.PhysicsScene.RemoveAvatar(m_physicsActor);
2861 foreach (ulong handle in m_knownChildRegions.Keys) 2861
2862 { 2862 //PhysicsActor = null;
2863 // Don't close the agent on this region yet 2863
2864 if (handle != Scene.RegionInfo.RegionHandle) 2864 AddToPhysicalScene(flyingTemp);
2865 { 2865 }
2866 uint x, y; 2866 }
2867 Utils.LongToUInts(handle, out x, out y); 2867
2868 x = x / Constants.RegionSize; 2868 #region Bake Cache Check
2869 y = y / Constants.RegionSize; 2869
2870 2870 if (textureEntry != null)
2871 //m_log.Debug("---> x: " + x + "; newx:" + newRegionX + "; Abs:" + (int)Math.Abs((int)(x - newRegionX))); 2871 {
2872 //m_log.Debug("---> y: " + y + "; newy:" + newRegionY + "; Abs:" + (int)Math.Abs((int)(y - newRegionY))); 2872 for (int i = 0; i < BAKE_INDICES.Length; i++)
2873 if (Util.IsOutsideView(x, newRegionX, y, newRegionY)) 2873 {
2874 { 2874 int j = BAKE_INDICES[i];
2875 byebyeRegions.Add(handle); 2875 Primitive.TextureEntryFace face = textureEntry.FaceTextures[j];
2876 } 2876
2877 } 2877 if (face != null && face.TextureID != AppearanceManager.DEFAULT_AVATAR_TEXTURE)
2878 } 2878 {
2879 } 2879 if (m_scene.AssetService.Get(face.TextureID.ToString()) == null)
2880 2880 {
2881 if (byebyeRegions.Count > 0) 2881 m_log.Warn("[APPEARANCE]: Missing baked texture " + face.TextureID + " (" + j + ") for avatar " + this.Name);
2882 { 2882 this.ControllingClient.SendRebakeAvatarTextures(face.TextureID);
2883 m_log.Debug("[SCENE PRESENCE]: Closing " + byebyeRegions.Count + " child agents"); 2883 }
2884 m_scene.SceneGridService.SendCloseChildAgentConnections(m_controllingClient.AgentId, byebyeRegions); 2884 }
2885 } 2885 }
2886 2886
2887 foreach (ulong handle in byebyeRegions) 2887 }
2888 { 2888
2889 RemoveNeighbourRegion(handle); 2889
2890 } 2890 #endregion Bake Cache Check
2891 } 2891
2892 2892 m_appearance.SetAppearance(textureEntry, visualParams);
2893 #endregion 2893 if (m_appearance.AvatarHeight > 0)
2894 2894 SetHeight(m_appearance.AvatarHeight);
2895 /// <summary> 2895
2896 /// This allows the Sim owner the abiility to kick users from their sim currently. 2896 // This is not needed, because only the transient data changed
2897 /// It tells the client that the agent has permission to do so. 2897 //AvatarData adata = new AvatarData(m_appearance);
2898 /// </summary> 2898 //m_scene.AvatarService.SetAvatar(m_controllingClient.AgentId, adata);
2899 public void GrantGodlikePowers(UUID agentID, UUID sessionID, UUID token, bool godStatus) 2899
2900 { 2900 SendAppearanceToAllOtherAgents();
2901 if (godStatus) 2901 if (!m_startAnimationSet)
2902 { 2902 {
2903 // For now, assign god level 200 to anyone 2903 Animator.UpdateMovementAnimations();
2904 // who is granted god powers, but has no god level set. 2904 m_startAnimationSet = true;
2905 // 2905 }
2906 UserAccount account = m_scene.UserAccountService.GetUserAccount(m_scene.RegionInfo.ScopeID, agentID); 2906
2907 if (account != null) 2907 Vector3 pos = m_pos;
2908 { 2908 pos.Z += m_appearance.HipOffset;
2909 if (account.UserLevel > 0) 2909
2910 m_godLevel = account.UserLevel; 2910 m_controllingClient.SendAvatarDataImmediate(this);
2911 else 2911 }
2912 m_godLevel = 200; 2912
2913 } 2913 public void SetWearable(int wearableId, AvatarWearable wearable)
2914 } 2914 {
2915 else 2915 m_appearance.SetWearable(wearableId, wearable);
2916 { 2916 AvatarData adata = new AvatarData(m_appearance);
2917 m_godLevel = 0; 2917 m_scene.AvatarService.SetAvatar(m_controllingClient.AgentId, adata);
2918 } 2918 m_controllingClient.SendWearables(m_appearance.Wearables, m_appearance.Serial++);
2919 2919 }
2920 ControllingClient.SendAdminResponse(token, (uint)m_godLevel); 2920
2921 } 2921 // Because appearance setting is in a module, we actually need
2922 2922 // to give it access to our appearance directly, otherwise we
2923 #region Child Agent Updates 2923 // get a synchronization issue.
2924 2924 public AvatarAppearance Appearance
2925 public void ChildAgentDataUpdate(AgentData cAgentData) 2925 {
2926 { 2926 get { return m_appearance; }
2927 //m_log.Debug(" >>> ChildAgentDataUpdate <<< " + Scene.RegionInfo.RegionName); 2927 set { m_appearance = value; }
2928 if (!IsChildAgent) 2928 }
2929 return; 2929
2930 2930 #endregion
2931 CopyFrom(cAgentData); 2931
2932 } 2932 #region Significant Movement Method
2933 2933
2934 /// <summary> 2934 /// <summary>
2935 /// This updates important decision making data about a child agent 2935 /// This checks for a significant movement and sends a courselocationchange update
2936 /// The main purpose is to figure out what objects to send to a child agent that's in a neighboring region 2936 /// </summary>
2937 /// </summary> 2937 protected void CheckForSignificantMovement()
2938 public void ChildAgentDataUpdate(AgentPosition cAgentData, uint tRegionX, uint tRegionY, uint rRegionX, uint rRegionY) 2938 {
2939 { 2939 // Movement updates for agents in neighboring regions are sent directly to clients.
2940 if (!IsChildAgent) 2940 // This value only affects how often agent positions are sent to neighbor regions
2941 return; 2941 // for things such as distance-based update prioritization
2942 2942 const float SIGNIFICANT_MOVEMENT = 2.0f;
2943 //m_log.Debug(" >>> ChildAgentPositionUpdate <<< " + rRegionX + "-" + rRegionY); 2943
2944 int shiftx = ((int)rRegionX - (int)tRegionX) * (int)Constants.RegionSize; 2944 if (Util.GetDistanceTo(AbsolutePosition, posLastSignificantMove) > SIGNIFICANT_MOVEMENT)
2945 int shifty = ((int)rRegionY - (int)tRegionY) * (int)Constants.RegionSize; 2945 {
2946 2946 posLastSignificantMove = AbsolutePosition;
2947 Vector3 offset = new Vector3(shiftx, shifty, 0f); 2947 m_scene.EventManager.TriggerSignificantClientMovement(m_controllingClient);
2948 2948 }
2949 m_DrawDistance = cAgentData.Far; 2949
2950 if (cAgentData.Position != new Vector3(-1f, -1f, -1f)) // UGH!! 2950 // Minimum Draw distance is 64 meters, the Radius of the draw distance sphere is 32m
2951 m_pos = cAgentData.Position + offset; 2951 if (Util.GetDistanceTo(AbsolutePosition, m_lastChildAgentUpdatePosition) >= Scene.ChildReprioritizationDistance ||
2952 2952 Util.GetDistanceTo(CameraPosition, m_lastChildAgentUpdateCamPosition) >= Scene.ChildReprioritizationDistance)
2953 if (Vector3.Distance(AbsolutePosition, posLastSignificantMove) >= Scene.ChildReprioritizationDistance) 2953 {
2954 { 2954 m_lastChildAgentUpdatePosition = AbsolutePosition;
2955 posLastSignificantMove = AbsolutePosition; 2955 m_lastChildAgentUpdateCamPosition = CameraPosition;
2956 ReprioritizeUpdates(); 2956
2957 } 2957 ChildAgentDataUpdate cadu = new ChildAgentDataUpdate();
2958 2958 cadu.ActiveGroupID = UUID.Zero.Guid;
2959 m_CameraCenter = cAgentData.Center + offset; 2959 cadu.AgentID = UUID.Guid;
2960 2960 cadu.alwaysrun = m_setAlwaysRun;
2961 m_avHeight = cAgentData.Size.Z; 2961 cadu.AVHeight = m_avHeight;
2962 //SetHeight(cAgentData.AVHeight); 2962 Vector3 tempCameraCenter = m_CameraCenter;
2963 2963 cadu.cameraPosition = tempCameraCenter;
2964 if ((cAgentData.Throttles != null) && cAgentData.Throttles.Length > 0) 2964 cadu.drawdistance = m_DrawDistance;
2965 ControllingClient.SetChildAgentThrottle(cAgentData.Throttles); 2965 cadu.GroupAccess = 0;
2966 2966 cadu.Position = AbsolutePosition;
2967 // Sends out the objects in the user's draw distance if m_sendTasksToChild is true. 2967 cadu.regionHandle = m_rootRegionHandle;
2968 if (m_scene.m_seeIntoRegionFromNeighbor) 2968 float multiplier = 1;
2969 m_sceneViewer.Reset(); 2969 int innacurateNeighbors = m_scene.GetInaccurateNeighborCount();
2970 2970 if (innacurateNeighbors != 0)
2971 //cAgentData.AVHeight; 2971 {
2972 m_rootRegionHandle = cAgentData.RegionHandle; 2972 multiplier = 1f / (float)innacurateNeighbors;
2973 //m_velocity = cAgentData.Velocity; 2973 }
2974 } 2974 if (multiplier <= 0f)
2975 2975 {
2976 public void CopyTo(AgentData cAgent) 2976 multiplier = 0.25f;
2977 { 2977 }
2978 cAgent.AgentID = UUID; 2978
2979 cAgent.RegionID = Scene.RegionInfo.RegionID; 2979 //m_log.Info("[NeighborThrottle]: " + m_scene.GetInaccurateNeighborCount().ToString() + " - m: " + multiplier.ToString());
2980 2980 cadu.throttles = ControllingClient.GetThrottlesPacked(multiplier);
2981 cAgent.Position = AbsolutePosition; 2981 cadu.Velocity = Velocity;
2982 cAgent.Velocity = m_velocity; 2982
2983 cAgent.Center = m_CameraCenter; 2983 AgentPosition agentpos = new AgentPosition();
2984 // Don't copy the size; it is inferred from apearance parameters 2984 agentpos.CopyFrom(cadu);
2985 //cAgent.Size = new Vector3(0, 0, m_avHeight); 2985
2986 cAgent.AtAxis = m_CameraAtAxis; 2986 m_scene.SendOutChildAgentUpdates(agentpos, this);
2987 cAgent.LeftAxis = m_CameraLeftAxis; 2987 }
2988 cAgent.UpAxis = m_CameraUpAxis; 2988 }
2989 2989
2990 cAgent.Far = m_DrawDistance; 2990 #endregion
2991 2991
2992 // Throttles 2992 #region Border Crossing Methods
2993 float multiplier = 1; 2993
2994 int innacurateNeighbors = m_scene.GetInaccurateNeighborCount(); 2994 /// <summary>
2995 if (innacurateNeighbors != 0) 2995 /// Checks to see if the avatar is in range of a border and calls CrossToNewRegion
2996 { 2996 /// </summary>
2997 multiplier = 1f / innacurateNeighbors; 2997 protected void CheckForBorderCrossing()
2998 } 2998 {
2999 if (multiplier <= 0f) 2999 if (IsChildAgent)
3000 { 3000 return;
3001 multiplier = 0.25f; 3001
3002 } 3002 Vector3 pos2 = AbsolutePosition;
3003 //m_log.Info("[NeighborThrottle]: " + m_scene.GetInaccurateNeighborCount().ToString() + " - m: " + multiplier.ToString()); 3003 Vector3 vel = Velocity;
3004 cAgent.Throttles = ControllingClient.GetThrottlesPacked(multiplier); 3004 int neighbor = 0;
3005 3005 int[] fix = new int[2];
3006 cAgent.HeadRotation = m_headrotation; 3006
3007 cAgent.BodyRotation = m_bodyRot; 3007 float timeStep = 0.1f;
3008 cAgent.ControlFlags = (uint)m_AgentControlFlags; 3008 pos2.X = pos2.X + (vel.X*timeStep);
3009 3009 pos2.Y = pos2.Y + (vel.Y*timeStep);
3010 if (m_scene.Permissions.IsGod(new UUID(cAgent.AgentID))) 3010 pos2.Z = pos2.Z + (vel.Z*timeStep);
3011 cAgent.GodLevel = (byte)m_godLevel; 3011
3012 else 3012 if (!IsInTransit)
3013 cAgent.GodLevel = (byte) 0; 3013 {
3014 3014 // Checks if where it's headed exists a region
3015 cAgent.AlwaysRun = m_setAlwaysRun; 3015
3016 3016 bool needsTransit = false;
3017 try 3017 if (m_scene.TestBorderCross(pos2, Cardinals.W))
3018 { 3018 {
3019 // We might not pass the Wearables in all cases... 3019 if (m_scene.TestBorderCross(pos2, Cardinals.S))
3020 // They're only needed so that persistent changes to the appearance 3020 {
3021 // are preserved in the new region where the user is moving to. 3021 needsTransit = true;
3022 // But in Hypergrid we might not let this happen. 3022 neighbor = HaveNeighbor(Cardinals.SW, ref fix);
3023 int i = 0; 3023 }
3024 UUID[] wears = new UUID[m_appearance.Wearables.Length * 2]; 3024 else if (m_scene.TestBorderCross(pos2, Cardinals.N))
3025 foreach (AvatarWearable aw in m_appearance.Wearables) 3025 {
3026 { 3026 needsTransit = true;
3027 if (aw != null) 3027 neighbor = HaveNeighbor(Cardinals.NW, ref fix);
3028 { 3028 }
3029 wears[i++] = aw.ItemID; 3029 else
3030 wears[i++] = aw.AssetID; 3030 {
3031 } 3031 needsTransit = true;
3032 else 3032 neighbor = HaveNeighbor(Cardinals.W, ref fix);
3033 { 3033 }
3034 wears[i++] = UUID.Zero; 3034 }
3035 wears[i++] = UUID.Zero; 3035 else if (m_scene.TestBorderCross(pos2, Cardinals.E))
3036 } 3036 {
3037 } 3037 if (m_scene.TestBorderCross(pos2, Cardinals.S))
3038 cAgent.Wearables = wears; 3038 {
3039 3039 needsTransit = true;
3040 cAgent.VisualParams = m_appearance.VisualParams; 3040 neighbor = HaveNeighbor(Cardinals.SE, ref fix);
3041 3041 }
3042 if (m_appearance.Texture != null) 3042 else if (m_scene.TestBorderCross(pos2, Cardinals.N))
3043 cAgent.AgentTextures = m_appearance.Texture.GetBytes(); 3043 {
3044 } 3044 needsTransit = true;
3045 catch (Exception e) 3045 neighbor = HaveNeighbor(Cardinals.NE, ref fix);
3046 { 3046 }
3047 m_log.Warn("[SCENE PRESENCE]: exception in CopyTo " + e.Message); 3047 else
3048 } 3048 {
3049 3049 needsTransit = true;
3050 //Attachments 3050 neighbor = HaveNeighbor(Cardinals.E, ref fix);
3051 List<int> attPoints = m_appearance.GetAttachedPoints(); 3051 }
3052 if (attPoints != null) 3052 }
3053 { 3053 else if (m_scene.TestBorderCross(pos2, Cardinals.S))
3054 //m_log.DebugFormat("[SCENE PRESENCE]: attachments {0}", attPoints.Count); 3054 {
3055 int i = 0; 3055 needsTransit = true;
3056 AttachmentData[] attachs = new AttachmentData[attPoints.Count]; 3056 neighbor = HaveNeighbor(Cardinals.S, ref fix);
3057 foreach (int point in attPoints) 3057 }
3058 { 3058 else if (m_scene.TestBorderCross(pos2, Cardinals.N))
3059 attachs[i++] = new AttachmentData(point, m_appearance.GetAttachedItem(point), m_appearance.GetAttachedAsset(point)); 3059 {
3060 } 3060 needsTransit = true;
3061 cAgent.Attachments = attachs; 3061 neighbor = HaveNeighbor(Cardinals.N, ref fix);
3062 } 3062 }
3063 3063
3064 lock (scriptedcontrols) 3064
3065 { 3065 // Makes sure avatar does not end up outside region
3066 ControllerData[] controls = new ControllerData[scriptedcontrols.Count]; 3066 if (neighbor <= 0)
3067 int i = 0; 3067 {
3068 3068 if (!needsTransit)
3069 foreach (ScriptControllers c in scriptedcontrols.Values) 3069 {
3070 { 3070 if (m_requestedSitTargetUUID == UUID.Zero)
3071 controls[i++] = new ControllerData(c.itemID, (uint)c.ignoreControls, (uint)c.eventControls); 3071 {
3072 } 3072 Vector3 pos = AbsolutePosition;
3073 cAgent.Controllers = controls; 3073 if (AbsolutePosition.X < 0)
3074 } 3074 pos.X += Velocity.X;
3075 3075 else if (AbsolutePosition.X > Constants.RegionSize)
3076 // Animations 3076 pos.X -= Velocity.X;
3077 try 3077 if (AbsolutePosition.Y < 0)
3078 { 3078 pos.Y += Velocity.Y;
3079 cAgent.Anims = Animator.Animations.ToArray(); 3079 else if (AbsolutePosition.Y > Constants.RegionSize)
3080 } 3080 pos.Y -= Velocity.Y;
3081 catch { } 3081 AbsolutePosition = pos;
3082 3082 }
3083 // cAgent.GroupID = ?? 3083 }
3084 // Groups??? 3084 }
3085 3085 else if (neighbor > 0)
3086 } 3086 CrossToNewRegion();
3087 3087 }
3088 public void CopyFrom(AgentData cAgent) 3088 else
3089 { 3089 {
3090 m_originRegionID = cAgent.RegionID; 3090 RemoveFromPhysicalScene();
3091 3091 // This constant has been inferred from experimentation
3092 m_callbackURI = cAgent.CallbackURI; 3092 // I'm not sure what this value should be, so I tried a few values.
3093 3093 timeStep = 0.04f;
3094 m_pos = cAgent.Position; 3094 pos2 = AbsolutePosition;
3095 m_velocity = cAgent.Velocity; 3095 pos2.X = pos2.X + (vel.X * timeStep);
3096 m_CameraCenter = cAgent.Center; 3096 pos2.Y = pos2.Y + (vel.Y * timeStep);
3097 //m_avHeight = cAgent.Size.Z; 3097 pos2.Z = pos2.Z + (vel.Z * timeStep);
3098 m_CameraAtAxis = cAgent.AtAxis; 3098 m_pos = pos2;
3099 m_CameraLeftAxis = cAgent.LeftAxis; 3099 }
3100 m_CameraUpAxis = cAgent.UpAxis; 3100 }
3101 3101
3102 m_DrawDistance = cAgent.Far; 3102 protected int HaveNeighbor(Cardinals car, ref int[] fix)
3103 3103 {
3104 if ((cAgent.Throttles != null) && cAgent.Throttles.Length > 0) 3104 uint neighbourx = m_regionInfo.RegionLocX;
3105 ControllingClient.SetChildAgentThrottle(cAgent.Throttles); 3105 uint neighboury = m_regionInfo.RegionLocY;
3106 3106
3107 m_headrotation = cAgent.HeadRotation; 3107 int dir = (int)car;
3108 m_bodyRot = cAgent.BodyRotation; 3108
3109 m_AgentControlFlags = (AgentManager.ControlFlags)cAgent.ControlFlags; 3109 if (dir > 1 && dir < 5) //Heading East
3110 3110 neighbourx++;
3111 if (m_scene.Permissions.IsGod(new UUID(cAgent.AgentID))) 3111 else if (dir > 5) // Heading West
3112 m_godLevel = cAgent.GodLevel; 3112 neighbourx--;
3113 m_setAlwaysRun = cAgent.AlwaysRun; 3113
3114 3114 if (dir < 3 || dir == 8) // Heading North
3115 uint i = 0; 3115 neighboury++;
3116 try 3116 else if (dir > 3 && dir < 7) // Heading Sout
3117 { 3117 neighboury--;
3118 if (cAgent.Wearables == null) 3118
3119 cAgent.Wearables = new UUID[0]; 3119 int x = (int)(neighbourx * Constants.RegionSize);
3120 AvatarWearable[] wears = new AvatarWearable[cAgent.Wearables.Length / 2]; 3120 int y = (int)(neighboury * Constants.RegionSize);
3121 for (uint n = 0; n < cAgent.Wearables.Length; n += 2) 3121 GridRegion neighbourRegion = m_scene.GridService.GetRegionByPosition(m_scene.RegionInfo.ScopeID, x, y);
3122 { 3122
3123 UUID itemId = cAgent.Wearables[n]; 3123 if (neighbourRegion == null)
3124 UUID assetId = cAgent.Wearables[n + 1]; 3124 {
3125 wears[i++] = new AvatarWearable(itemId, assetId); 3125 fix[0] = (int)(m_regionInfo.RegionLocX - neighbourx);
3126 } 3126 fix[1] = (int)(m_regionInfo.RegionLocY - neighboury);
3127 m_appearance.Wearables = wears; 3127 return dir * (-1);
3128 Primitive.TextureEntry te; 3128 }
3129 if (cAgent.AgentTextures != null && cAgent.AgentTextures.Length > 1) 3129 else
3130 te = new Primitive.TextureEntry(cAgent.AgentTextures, 0, cAgent.AgentTextures.Length); 3130 return dir;
3131 else 3131 }
3132 te = AvatarAppearance.GetDefaultTexture(); 3132
3133 if ((cAgent.VisualParams == null) || (cAgent.VisualParams.Length < AvatarAppearance.VISUALPARAM_COUNT)) 3133 /// <summary>
3134 cAgent.VisualParams = AvatarAppearance.GetDefaultVisualParams(); 3134 /// Moves the agent outside the region bounds
3135 m_appearance.SetAppearance(te, (byte[])cAgent.VisualParams.Clone()); 3135 /// Tells neighbor region that we're crossing to it
3136 } 3136 /// If the neighbor accepts, remove the agent's viewable avatar from this scene
3137 catch (Exception e) 3137 /// set them to a child agent.
3138 { 3138 /// </summary>
3139 m_log.Warn("[SCENE PRESENCE]: exception in CopyFrom " + e.Message); 3139 protected void CrossToNewRegion()
3140 } 3140 {
3141 3141 InTransit();
3142 // Attachments 3142 try
3143 try 3143 {
3144 { 3144 m_scene.CrossAgentToNewRegion(this, m_physicsActor.Flying);
3145 if (cAgent.Attachments != null) 3145 }
3146 { 3146 catch
3147 m_appearance.ClearAttachments(); 3147 {
3148 foreach (AttachmentData att in cAgent.Attachments) 3148 m_scene.CrossAgentToNewRegion(this, false);
3149 { 3149 }
3150 m_appearance.SetAttachment(att.AttachPoint, att.ItemID, att.AssetID); 3150 }
3151 } 3151
3152 } 3152 public void InTransit()
3153 } 3153 {
3154 catch { } 3154 m_inTransit = true;
3155 3155
3156 try 3156 if ((m_physicsActor != null) && m_physicsActor.Flying)
3157 { 3157 m_AgentControlFlags |= AgentManager.ControlFlags.AGENT_CONTROL_FLY;
3158 lock (scriptedcontrols) 3158 else if ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0)
3159 { 3159 m_AgentControlFlags &= ~AgentManager.ControlFlags.AGENT_CONTROL_FLY;
3160 if (cAgent.Controllers != null) 3160 }
3161 { 3161
3162 scriptedcontrols.Clear(); 3162 public void NotInTransit()
3163 3163 {
3164 foreach (ControllerData c in cAgent.Controllers) 3164 m_inTransit = false;
3165 { 3165 }
3166 ScriptControllers sc = new ScriptControllers(); 3166
3167 sc.itemID = c.ItemID; 3167 public void RestoreInCurrentScene()
3168 sc.ignoreControls = (ScriptControlled)c.IgnoreControls; 3168 {
3169 sc.eventControls = (ScriptControlled)c.EventControls; 3169 AddToPhysicalScene(false); // not exactly false
3170 3170 }
3171 scriptedcontrols[sc.itemID] = sc; 3171
3172 } 3172 public void Reset()
3173 } 3173 {
3174 } 3174 // Put the child agent back at the center
3175 } 3175 AbsolutePosition
3176 catch { } 3176 = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f), 70);
3177 // Animations 3177 Animator.ResetAnimations();
3178 try 3178 }
3179 { 3179
3180 Animator.ResetAnimations(); 3180 /// <summary>
3181 Animator.Animations.FromArray(cAgent.Anims); 3181 /// Computes which child agents to close when the scene presence moves to another region.
3182 } 3182 /// Removes those regions from m_knownRegions.
3183 catch { } 3183 /// </summary>
3184 3184 /// <param name="newRegionX">The new region's x on the map</param>
3185 //cAgent.GroupID = ?? 3185 /// <param name="newRegionY">The new region's y on the map</param>
3186 //Groups??? 3186 /// <returns></returns>
3187 } 3187 public void CloseChildAgents(uint newRegionX, uint newRegionY)
3188 3188 {
3189 public bool CopyAgent(out IAgentData agent) 3189 List<ulong> byebyeRegions = new List<ulong>();
3190 { 3190 m_log.DebugFormat(
3191 agent = new CompleteAgentData(); 3191 "[SCENE PRESENCE]: Closing child agents. Checking {0} regions in {1}",
3192 CopyTo((AgentData)agent); 3192 m_knownChildRegions.Keys.Count, Scene.RegionInfo.RegionName);
3193 return true; 3193 //DumpKnownRegions();
3194 } 3194
3195 3195 lock (m_knownChildRegions)
3196 #endregion Child Agent Updates 3196 {
3197 3197 foreach (ulong handle in m_knownChildRegions.Keys)
3198 /// <summary> 3198 {
3199 /// Handles part of the PID controller function for moving an avatar. 3199 // Don't close the agent on this region yet
3200 /// </summary> 3200 if (handle != Scene.RegionInfo.RegionHandle)
3201 public override void UpdateMovement() 3201 {
3202 { 3202 uint x, y;
3203 if (m_forceToApply.HasValue) 3203 Utils.LongToUInts(handle, out x, out y);
3204 { 3204 x = x / Constants.RegionSize;
3205 Vector3 force = m_forceToApply.Value; 3205 y = y / Constants.RegionSize;
3206 3206
3207 m_updateflag = true; 3207 //m_log.Debug("---> x: " + x + "; newx:" + newRegionX + "; Abs:" + (int)Math.Abs((int)(x - newRegionX)));
3208// movementvector = force; 3208 //m_log.Debug("---> y: " + y + "; newy:" + newRegionY + "; Abs:" + (int)Math.Abs((int)(y - newRegionY)));
3209 Velocity = force; 3209 if (Util.IsOutsideView(x, newRegionX, y, newRegionY))
3210 3210 {
3211 m_forceToApply = null; 3211 byebyeRegions.Add(handle);
3212 } 3212 }
3213 } 3213 }
3214 3214 }
3215 public override void SetText(string text, Vector3 color, double alpha) 3215 }
3216 { 3216
3217 throw new Exception("Can't set Text on avatar."); 3217 if (byebyeRegions.Count > 0)
3218 } 3218 {
3219 3219 m_log.Debug("[SCENE PRESENCE]: Closing " + byebyeRegions.Count + " child agents");
3220 /// <summary> 3220 m_scene.SceneGridService.SendCloseChildAgentConnections(m_controllingClient.AgentId, byebyeRegions);
3221 /// Adds a physical representation of the avatar to the Physics plugin 3221 }
3222 /// </summary> 3222
3223 public void AddToPhysicalScene(bool isFlying) 3223 foreach (ulong handle in byebyeRegions)
3224 { 3224 {
3225 PhysicsScene scene = m_scene.PhysicsScene; 3225 RemoveNeighbourRegion(handle);
3226 3226 }
3227 Vector3 pVec = AbsolutePosition; 3227 }
3228 3228
3229 // Old bug where the height was in centimeters instead of meters 3229 #endregion
3230 if (m_avHeight == 127.0f) 3230
3231 { 3231 /// <summary>
3232 m_physicsActor = scene.AddAvatar(Firstname + "." + Lastname, pVec, new Vector3(0f, 0f, 1.56f), 3232 /// This allows the Sim owner the abiility to kick users from their sim currently.
3233 isFlying); 3233 /// It tells the client that the agent has permission to do so.
3234 } 3234 /// </summary>
3235 else 3235 public void GrantGodlikePowers(UUID agentID, UUID sessionID, UUID token, bool godStatus)
3236 { 3236 {
3237 m_physicsActor = scene.AddAvatar(Firstname + "." + Lastname, pVec, 3237 if (godStatus)
3238 new Vector3(0f, 0f, m_avHeight), isFlying); 3238 {
3239 } 3239 // For now, assign god level 200 to anyone
3240 scene.AddPhysicsActorTaint(m_physicsActor); 3240 // who is granted god powers, but has no god level set.
3241 //m_physicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients; 3241 //
3242 m_physicsActor.OnCollisionUpdate += PhysicsCollisionUpdate; 3242 UserAccount account = m_scene.UserAccountService.GetUserAccount(m_scene.RegionInfo.ScopeID, agentID);
3243 m_physicsActor.OnOutOfBounds += OutOfBoundsCall; // Called for PhysicsActors when there's something wrong 3243 if (account != null)
3244 m_physicsActor.SubscribeEvents(500); 3244 {
3245 m_physicsActor.LocalID = LocalId; 3245 if (account.UserLevel > 0)
3246 } 3246 m_godLevel = account.UserLevel;
3247 3247 else
3248 private void OutOfBoundsCall(Vector3 pos) 3248 m_godLevel = 200;
3249 { 3249 }
3250 //bool flying = m_physicsActor.Flying; 3250 }
3251 //RemoveFromPhysicalScene(); 3251 else
3252 3252 {
3253 //AddToPhysicalScene(flying); 3253 m_godLevel = 0;
3254 if (ControllingClient != null) 3254 }
3255 ControllingClient.SendAgentAlertMessage("Physics is having a problem with your avatar. You may not be able to move until you relog.", true); 3255
3256 } 3256 ControllingClient.SendAdminResponse(token, (uint)m_godLevel);
3257 3257 }
3258 // Event called by the physics plugin to tell the avatar about a collision. 3258
3259 private void PhysicsCollisionUpdate(EventArgs e) 3259 #region Child Agent Updates
3260 { 3260
3261 if (e == null) 3261 public void ChildAgentDataUpdate(AgentData cAgentData)
3262 return; 3262 {
3263 3263 //m_log.Debug(" >>> ChildAgentDataUpdate <<< " + Scene.RegionInfo.RegionName);
3264 //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f)) 3264 if (!IsChildAgent)
3265 // The Physics Scene will send updates every 500 ms grep: m_physicsActor.SubscribeEvents( 3265 return;
3266 // as of this comment the interval is set in AddToPhysicalScene 3266
3267 if (Animator!=null) 3267 CopyFrom(cAgentData);
3268 Animator.UpdateMovementAnimations(); 3268 }
3269 3269
3270 CollisionEventUpdate collisionData = (CollisionEventUpdate)e; 3270 /// <summary>
3271 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; 3271 /// This updates important decision making data about a child agent
3272 3272 /// The main purpose is to figure out what objects to send to a child agent that's in a neighboring region
3273 CollisionPlane = Vector4.UnitW; 3273 /// </summary>
3274 3274 public void ChildAgentDataUpdate(AgentPosition cAgentData, uint tRegionX, uint tRegionY, uint rRegionX, uint rRegionY)
3275 if (coldata.Count != 0 && Animator != null) 3275 {
3276 { 3276 if (!IsChildAgent)
3277 switch (Animator.CurrentMovementAnimation) 3277 return;
3278 { 3278
3279 case "STAND": 3279 //m_log.Debug(" >>> ChildAgentPositionUpdate <<< " + rRegionX + "-" + rRegionY);
3280 case "WALK": 3280 int shiftx = ((int)rRegionX - (int)tRegionX) * (int)Constants.RegionSize;
3281 case "RUN": 3281 int shifty = ((int)rRegionY - (int)tRegionY) * (int)Constants.RegionSize;
3282 case "CROUCH": 3282
3283 case "CROUCHWALK": 3283 Vector3 offset = new Vector3(shiftx, shifty, 0f);
3284 { 3284
3285 ContactPoint lowest; 3285 m_DrawDistance = cAgentData.Far;
3286 lowest.SurfaceNormal = Vector3.Zero; 3286 if (cAgentData.Position != new Vector3(-1f, -1f, -1f)) // UGH!!
3287 lowest.Position = Vector3.Zero; 3287 m_pos = cAgentData.Position + offset;
3288 lowest.Position.Z = Single.NaN; 3288
3289 3289 if (Vector3.Distance(AbsolutePosition, posLastSignificantMove) >= Scene.ChildReprioritizationDistance)
3290 foreach (ContactPoint contact in coldata.Values) 3290 {
3291 { 3291 posLastSignificantMove = AbsolutePosition;
3292 if (Single.IsNaN(lowest.Position.Z) || contact.Position.Z < lowest.Position.Z) 3292 ReprioritizeUpdates();
3293 { 3293 }
3294 lowest = contact; 3294
3295 } 3295 m_CameraCenter = cAgentData.Center + offset;
3296 } 3296
3297 3297 m_avHeight = cAgentData.Size.Z;
3298 CollisionPlane = new Vector4(-lowest.SurfaceNormal, -Vector3.Dot(lowest.Position, lowest.SurfaceNormal)); 3298 //SetHeight(cAgentData.AVHeight);
3299 } 3299
3300 break; 3300 if ((cAgentData.Throttles != null) && cAgentData.Throttles.Length > 0)
3301 } 3301 ControllingClient.SetChildAgentThrottle(cAgentData.Throttles);
3302 } 3302
3303 3303 // Sends out the objects in the user's draw distance if m_sendTasksToChild is true.
3304 if (m_invulnerable) 3304 if (m_scene.m_seeIntoRegionFromNeighbor)
3305 return; 3305 m_sceneViewer.Reset();
3306 3306
3307 float starthealth = Health; 3307 //cAgentData.AVHeight;
3308 uint killerObj = 0; 3308 m_rootRegionHandle = cAgentData.RegionHandle;
3309 foreach (uint localid in coldata.Keys) 3309 //m_velocity = cAgentData.Velocity;
3310 { 3310 }
3311 SceneObjectPart part = Scene.GetSceneObjectPart(localid); 3311
3312 3312 public void CopyTo(AgentData cAgent)
3313 if (part != null && part.ParentGroup.Damage != -1.0f) 3313 {
3314 Health -= part.ParentGroup.Damage; 3314 cAgent.AgentID = UUID;
3315 else 3315 cAgent.RegionID = Scene.RegionInfo.RegionID;
3316 { 3316
3317 if (coldata[localid].PenetrationDepth >= 0.10f) 3317 cAgent.Position = AbsolutePosition;
3318 Health -= coldata[localid].PenetrationDepth * 5.0f; 3318 cAgent.Velocity = m_velocity;
3319 } 3319 cAgent.Center = m_CameraCenter;
3320 3320 // Don't copy the size; it is inferred from apearance parameters
3321 if (Health <= 0.0f) 3321 //cAgent.Size = new Vector3(0, 0, m_avHeight);
3322 { 3322 cAgent.AtAxis = m_CameraAtAxis;
3323 if (localid != 0) 3323 cAgent.LeftAxis = m_CameraLeftAxis;
3324 killerObj = localid; 3324 cAgent.UpAxis = m_CameraUpAxis;
3325 } 3325
3326 //m_log.Debug("[AVATAR]: Collision with localid: " + localid.ToString() + " at depth: " + coldata[localid].ToString()); 3326 cAgent.Far = m_DrawDistance;
3327 } 3327
3328 //Health = 100; 3328 // Throttles
3329 if (!m_invulnerable) 3329 float multiplier = 1;
3330 { 3330 int innacurateNeighbors = m_scene.GetInaccurateNeighborCount();
3331 if (starthealth != Health) 3331 if (innacurateNeighbors != 0)
3332 { 3332 {
3333 ControllingClient.SendHealth(Health); 3333 multiplier = 1f / innacurateNeighbors;
3334 } 3334 }
3335 if (m_health <= 0) 3335 if (multiplier <= 0f)
3336 m_scene.EventManager.TriggerAvatarKill(killerObj, this); 3336 {
3337 } 3337 multiplier = 0.25f;
3338 } 3338 }
3339 3339 //m_log.Info("[NeighborThrottle]: " + m_scene.GetInaccurateNeighborCount().ToString() + " - m: " + multiplier.ToString());
3340 public void setHealthWithUpdate(float health) 3340 cAgent.Throttles = ControllingClient.GetThrottlesPacked(multiplier);
3341 { 3341
3342 Health = health; 3342 cAgent.HeadRotation = m_headrotation;
3343 ControllingClient.SendHealth(Health); 3343 cAgent.BodyRotation = m_bodyRot;
3344 } 3344 cAgent.ControlFlags = (uint)m_AgentControlFlags;
3345 3345
3346 public void Close() 3346 if (m_scene.Permissions.IsGod(new UUID(cAgent.AgentID)))
3347 { 3347 cAgent.GodLevel = (byte)m_godLevel;
3348 lock (m_attachments) 3348 else
3349 { 3349 cAgent.GodLevel = (byte) 0;
3350 // Delete attachments from scene 3350
3351 // Don't try to save, as this thread won't live long 3351 cAgent.AlwaysRun = m_setAlwaysRun;
3352 // enough to complete the save. This would cause no copy 3352
3353 // attachments to poof! 3353 try
3354 // 3354 {
3355 foreach (SceneObjectGroup grp in m_attachments) 3355 // We might not pass the Wearables in all cases...
3356 { 3356 // They're only needed so that persistent changes to the appearance
3357 m_scene.DeleteSceneObject(grp, false); 3357 // are preserved in the new region where the user is moving to.
3358 } 3358 // But in Hypergrid we might not let this happen.
3359 m_attachments.Clear(); 3359 int i = 0;
3360 } 3360 UUID[] wears = new UUID[m_appearance.Wearables.Length * 2];
3361 3361 foreach (AvatarWearable aw in m_appearance.Wearables)
3362 lock (m_knownChildRegions) 3362 {
3363 { 3363 if (aw != null)
3364 m_knownChildRegions.Clear(); 3364 {
3365 } 3365 wears[i++] = aw.ItemID;
3366 3366 wears[i++] = aw.AssetID;
3367 lock (m_reprioritization_timer) 3367 }
3368 { 3368 else
3369 m_reprioritization_timer.Enabled = false; 3369 {
3370 m_reprioritization_timer.Elapsed -= new ElapsedEventHandler(Reprioritize); 3370 wears[i++] = UUID.Zero;
3371 } 3371 wears[i++] = UUID.Zero;
3372 3372 }
3373 // I don't get it but mono crashes when you try to dispose of this timer, 3373 }
3374 // unsetting the elapsed callback should be enough to allow for cleanup however. 3374 cAgent.Wearables = wears;
3375 // m_reprioritizationTimer.Dispose(); 3375
3376 3376 cAgent.VisualParams = m_appearance.VisualParams;
3377 m_sceneViewer.Close(); 3377
3378 3378 if (m_appearance.Texture != null)
3379 RemoveFromPhysicalScene(); 3379 cAgent.AgentTextures = m_appearance.Texture.GetBytes();
3380 m_animator.Close(); 3380 }
3381 m_animator = null; 3381 catch (Exception e)
3382 } 3382 {
3383 3383 m_log.Warn("[SCENE PRESENCE]: exception in CopyTo " + e.Message);
3384 public void AddAttachment(SceneObjectGroup gobj) 3384 }
3385 { 3385
3386 lock (m_attachments) 3386 //Attachments
3387 { 3387 List<int> attPoints = m_appearance.GetAttachedPoints();
3388 m_attachments.Add(gobj); 3388 if (attPoints != null)
3389 } 3389 {
3390 } 3390 //m_log.DebugFormat("[SCENE PRESENCE]: attachments {0}", attPoints.Count);
3391 3391 int i = 0;
3392 public bool HasAttachments() 3392 AttachmentData[] attachs = new AttachmentData[attPoints.Count];
3393 { 3393 foreach (int point in attPoints)
3394 return m_attachments.Count > 0; 3394 {
3395 } 3395 attachs[i++] = new AttachmentData(point, m_appearance.GetAttachedItem(point), m_appearance.GetAttachedAsset(point));
3396 3396 }
3397 public bool HasScriptedAttachments() 3397 cAgent.Attachments = attachs;
3398 { 3398 }
3399 lock (m_attachments) 3399
3400 { 3400 lock (scriptedcontrols)
3401 foreach (SceneObjectGroup gobj in m_attachments) 3401 {
3402 { 3402 ControllerData[] controls = new ControllerData[scriptedcontrols.Count];
3403 if (gobj != null) 3403 int i = 0;
3404 { 3404
3405 if (gobj.RootPart.Inventory.ContainsScripts()) 3405 foreach (ScriptControllers c in scriptedcontrols.Values)
3406 return true; 3406 {
3407 } 3407 controls[i++] = new ControllerData(c.itemID, (uint)c.ignoreControls, (uint)c.eventControls);
3408 } 3408 }
3409 } 3409 cAgent.Controllers = controls;
3410 return false; 3410 }
3411 } 3411
3412 3412 // Animations
3413 public void RemoveAttachment(SceneObjectGroup gobj) 3413 try
3414 { 3414 {
3415 lock (m_attachments) 3415 cAgent.Anims = Animator.Animations.ToArray();
3416 { 3416 }
3417 if (m_attachments.Contains(gobj)) 3417 catch { }
3418 { 3418
3419 m_attachments.Remove(gobj); 3419 // cAgent.GroupID = ??
3420 } 3420 // Groups???
3421 } 3421
3422 } 3422 }
3423 3423
3424 public bool ValidateAttachments() 3424 public void CopyFrom(AgentData cAgent)
3425 { 3425 {
3426 lock (m_attachments) 3426 m_originRegionID = cAgent.RegionID;
3427 { 3427
3428 // Validate 3428 m_callbackURI = cAgent.CallbackURI;
3429 foreach (SceneObjectGroup gobj in m_attachments) 3429
3430 { 3430 m_pos = cAgent.Position;
3431 if (gobj == null) 3431
3432 return false; 3432 m_velocity = cAgent.Velocity;
3433 3433 m_CameraCenter = cAgent.Center;
3434 if (gobj.IsDeleted) 3434 //m_avHeight = cAgent.Size.Z;
3435 return false; 3435 m_CameraAtAxis = cAgent.AtAxis;
3436 } 3436 m_CameraLeftAxis = cAgent.LeftAxis;
3437 } 3437 m_CameraUpAxis = cAgent.UpAxis;
3438 return true; 3438
3439 } 3439 m_DrawDistance = cAgent.Far;
3440 3440
3441 /// <summary> 3441 if ((cAgent.Throttles != null) && cAgent.Throttles.Length > 0)
3442 /// Send a script event to this scene presence's attachments 3442 ControllingClient.SetChildAgentThrottle(cAgent.Throttles);
3443 /// </summary> 3443
3444 /// <param name="eventName">The name of the event</param> 3444 m_headrotation = cAgent.HeadRotation;
3445 /// <param name="args">The arguments for the event</param> 3445 m_bodyRot = cAgent.BodyRotation;
3446 public void SendScriptEventToAttachments(string eventName, Object[] args) 3446 m_AgentControlFlags = (AgentManager.ControlFlags)cAgent.ControlFlags;
3447 { 3447
3448 if (m_scriptEngines != null) 3448 if (m_scene.Permissions.IsGod(new UUID(cAgent.AgentID)))
3449 { 3449 m_godLevel = cAgent.GodLevel;
3450 lock (m_attachments) 3450 m_setAlwaysRun = cAgent.AlwaysRun;
3451 { 3451
3452 foreach (SceneObjectGroup grp in m_attachments) 3452 uint i = 0;
3453 { 3453 try
3454 // 16384 is CHANGED_ANIMATION 3454 {
3455 // 3455 if (cAgent.Wearables == null)
3456 // Send this to all attachment root prims 3456 cAgent.Wearables = new UUID[0];
3457 // 3457 AvatarWearable[] wears = new AvatarWearable[cAgent.Wearables.Length / 2];
3458 foreach (IScriptModule m in m_scriptEngines) 3458 for (uint n = 0; n < cAgent.Wearables.Length; n += 2)
3459 { 3459 {
3460 if (m == null) // No script engine loaded 3460 UUID itemId = cAgent.Wearables[n];
3461 continue; 3461 UUID assetId = cAgent.Wearables[n + 1];
3462 3462 wears[i++] = new AvatarWearable(itemId, assetId);
3463 m.PostObjectEvent(grp.RootPart.UUID, "changed", new Object[] { (int)Changed.ANIMATION }); 3463 }
3464 } 3464 m_appearance.Wearables = wears;
3465 } 3465 Primitive.TextureEntry te;
3466 } 3466 if (cAgent.AgentTextures != null && cAgent.AgentTextures.Length > 1)
3467 } 3467 te = new Primitive.TextureEntry(cAgent.AgentTextures, 0, cAgent.AgentTextures.Length);
3468 } 3468 else
3469 3469 te = AvatarAppearance.GetDefaultTexture();
3470 3470 if ((cAgent.VisualParams == null) || (cAgent.VisualParams.Length < AvatarAppearance.VISUALPARAM_COUNT))
3471 public void initializeScenePresence(IClientAPI client, RegionInfo region, Scene scene) 3471 cAgent.VisualParams = AvatarAppearance.GetDefaultVisualParams();
3472 { 3472 m_appearance.SetAppearance(te, (byte[])cAgent.VisualParams.Clone());
3473 m_controllingClient = client; 3473 }
3474 m_regionInfo = region; 3474 catch (Exception e)
3475 m_scene = scene; 3475 {
3476 3476 m_log.Warn("[SCENE PRESENCE]: exception in CopyFrom " + e.Message);
3477 RegisterToEvents(); 3477 }
3478 3478
3479 /* 3479 // Attachments
3480 AbsolutePosition = client.StartPos; 3480 try
3481 3481 {
3482 Animations = new AvatarAnimations(); 3482 if (cAgent.Attachments != null)
3483 Animations.LoadAnims(); 3483 {
3484 3484 m_appearance.ClearAttachments();
3485 m_animations = new List<UUID>(); 3485 foreach (AttachmentData att in cAgent.Attachments)
3486 m_animations.Add(Animations.AnimsUUID["STAND"]); 3486 {
3487 m_animationSeqs.Add(m_controllingClient.NextAnimationSequenceNumber); 3487 m_appearance.SetAttachment(att.AttachPoint, att.ItemID, att.AssetID);
3488 3488 }
3489 SetDirectionVectors(); 3489 }
3490 */ 3490 }
3491 } 3491 catch { }
3492 3492
3493 internal void PushForce(Vector3 impulse) 3493 try
3494 { 3494 {
3495 if (PhysicsActor != null) 3495 lock (scriptedcontrols)
3496 { 3496 {
3497 PhysicsActor.AddForce(impulse,true); 3497 if (cAgent.Controllers != null)
3498 } 3498 {
3499 } 3499 scriptedcontrols.Clear();
3500 3500
3501 public void RegisterControlEventsToScript(int controls, int accept, int pass_on, uint Obj_localID, UUID Script_item_UUID) 3501 foreach (ControllerData c in cAgent.Controllers)
3502 { 3502 {
3503 ScriptControllers obj = new ScriptControllers(); 3503 ScriptControllers sc = new ScriptControllers();
3504 obj.ignoreControls = ScriptControlled.CONTROL_ZERO; 3504 sc.itemID = c.ItemID;
3505 obj.eventControls = ScriptControlled.CONTROL_ZERO; 3505 sc.ignoreControls = (ScriptControlled)c.IgnoreControls;
3506 3506 sc.eventControls = (ScriptControlled)c.EventControls;
3507 obj.itemID = Script_item_UUID; 3507
3508 if (pass_on == 0 && accept == 0) 3508 scriptedcontrols[sc.itemID] = sc;
3509 { 3509 }
3510 IgnoredControls |= (ScriptControlled)controls; 3510 }
3511 obj.ignoreControls = (ScriptControlled)controls; 3511 }
3512 } 3512 }
3513 3513 catch { }
3514 if (pass_on == 0 && accept == 1) 3514 // Animations
3515 { 3515 try
3516 IgnoredControls |= (ScriptControlled)controls; 3516 {
3517 obj.ignoreControls = (ScriptControlled)controls; 3517 Animator.ResetAnimations();
3518 obj.eventControls = (ScriptControlled)controls; 3518 Animator.Animations.FromArray(cAgent.Anims);
3519 } 3519 }
3520 if (pass_on == 1 && accept == 1) 3520 catch { }
3521 { 3521
3522 IgnoredControls = ScriptControlled.CONTROL_ZERO; 3522 //cAgent.GroupID = ??
3523 obj.eventControls = (ScriptControlled)controls; 3523 //Groups???
3524 obj.ignoreControls = ScriptControlled.CONTROL_ZERO; 3524 }
3525 } 3525
3526 3526 public bool CopyAgent(out IAgentData agent)
3527 lock (scriptedcontrols) 3527 {
3528 { 3528 agent = new CompleteAgentData();
3529 if (pass_on == 1 && accept == 0) 3529 CopyTo((AgentData)agent);
3530 { 3530 return true;
3531 IgnoredControls &= ~(ScriptControlled)controls; 3531 }
3532 if (scriptedcontrols.ContainsKey(Script_item_UUID)) 3532
3533 scriptedcontrols.Remove(Script_item_UUID); 3533 #endregion Child Agent Updates
3534 } 3534
3535 else 3535 /// <summary>
3536 { 3536 /// Handles part of the PID controller function for moving an avatar.
3537 scriptedcontrols[Script_item_UUID] = obj; 3537 /// </summary>
3538 } 3538 public override void UpdateMovement()
3539 } 3539 {
3540 ControllingClient.SendTakeControls(controls, pass_on == 1 ? true : false, true); 3540 if (m_forceToApply.HasValue)
3541 } 3541 {
3542 3542
3543 public void HandleForceReleaseControls(IClientAPI remoteClient, UUID agentID) 3543 Vector3 force = m_forceToApply.Value;
3544 { 3544 m_updateflag = true;
3545 IgnoredControls = ScriptControlled.CONTROL_ZERO; 3545 Velocity = force;
3546 lock (scriptedcontrols) 3546
3547 { 3547 m_forceToApply = null;
3548 scriptedcontrols.Clear(); 3548 }
3549 } 3549 else
3550 ControllingClient.SendTakeControls(int.MaxValue, false, false); 3550 {
3551 } 3551 if (m_isNudging)
3552 3552 {
3553 public void UnRegisterControlEventsToScript(uint Obj_localID, UUID Script_item_UUID) 3553 Vector3 force = Vector3.Zero;
3554 { 3554
3555 ScriptControllers takecontrols; 3555 m_updateflag = true;
3556 3556 Velocity = force;
3557 lock (scriptedcontrols) 3557 m_isNudging = false;
3558 { 3558 m_updateCount = UPDATE_COUNT; //KF: Update anims to pickup "STAND"
3559 if (scriptedcontrols.TryGetValue(Script_item_UUID, out takecontrols)) 3559 }
3560 { 3560 }
3561 ScriptControlled sctc = takecontrols.eventControls; 3561 }
3562 3562
3563 ControllingClient.SendTakeControls((int)sctc, false, false); 3563 public override void SetText(string text, Vector3 color, double alpha)
3564 ControllingClient.SendTakeControls((int)sctc, true, false); 3564 {
3565 3565 throw new Exception("Can't set Text on avatar.");
3566 scriptedcontrols.Remove(Script_item_UUID); 3566 }
3567 IgnoredControls = ScriptControlled.CONTROL_ZERO; 3567
3568 foreach (ScriptControllers scData in scriptedcontrols.Values) 3568 /// <summary>
3569 { 3569 /// Adds a physical representation of the avatar to the Physics plugin
3570 IgnoredControls |= scData.ignoreControls; 3570 /// </summary>
3571 } 3571 public void AddToPhysicalScene(bool isFlying)
3572 } 3572 {
3573 } 3573 PhysicsScene scene = m_scene.PhysicsScene;
3574 } 3574
3575 3575 Vector3 pVec = AbsolutePosition;
3576 internal void SendControlToScripts(uint flags) 3576
3577 { 3577 // Old bug where the height was in centimeters instead of meters
3578 ScriptControlled allflags = ScriptControlled.CONTROL_ZERO; 3578 if (m_avHeight == 127.0f)
3579 3579 {
3580 if (MouseDown) 3580 m_physicsActor = scene.AddAvatar(Firstname + "." + Lastname, pVec, new Vector3(0f, 0f, 1.56f),
3581 { 3581 isFlying);
3582 allflags = LastCommands & (ScriptControlled.CONTROL_ML_LBUTTON | ScriptControlled.CONTROL_LBUTTON); 3582 }
3583 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_UP) != 0 || (flags & unchecked((uint)AgentManager.ControlFlags.AGENT_CONTROL_ML_LBUTTON_UP)) != 0) 3583 else
3584 { 3584 {
3585 allflags = ScriptControlled.CONTROL_ZERO; 3585 m_physicsActor = scene.AddAvatar(Firstname + "." + Lastname, pVec,
3586 MouseDown = true; 3586 new Vector3(0f, 0f, m_avHeight), isFlying);
3587 } 3587 }
3588 } 3588 scene.AddPhysicsActorTaint(m_physicsActor);
3589 3589 //m_physicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients;
3590 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_ML_LBUTTON_DOWN) != 0) 3590 m_physicsActor.OnCollisionUpdate += PhysicsCollisionUpdate;
3591 { 3591 m_physicsActor.OnOutOfBounds += OutOfBoundsCall; // Called for PhysicsActors when there's something wrong
3592 allflags |= ScriptControlled.CONTROL_ML_LBUTTON; 3592 m_physicsActor.SubscribeEvents(500);
3593 MouseDown = true; 3593 m_physicsActor.LocalID = LocalId;
3594 } 3594 }
3595 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_DOWN) != 0) 3595
3596 { 3596 private void OutOfBoundsCall(Vector3 pos)
3597 allflags |= ScriptControlled.CONTROL_LBUTTON; 3597 {
3598 MouseDown = true; 3598 //bool flying = m_physicsActor.Flying;
3599 } 3599 //RemoveFromPhysicalScene();
3600 3600
3601 // find all activated controls, whether the scripts are interested in them or not 3601 //AddToPhysicalScene(flying);
3602 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS) != 0) 3602 if (ControllingClient != null)
3603 { 3603 ControllingClient.SendAgentAlertMessage("Physics is having a problem with your avatar. You may not be able to move until you relog.", true);
3604 allflags |= ScriptControlled.CONTROL_FWD; 3604 }
3605 } 3605
3606 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG) != 0) 3606 // Event called by the physics plugin to tell the avatar about a collision.
3607 { 3607 private void PhysicsCollisionUpdate(EventArgs e)
3608 allflags |= ScriptControlled.CONTROL_BACK; 3608 {
3609 } 3609 if (e == null)
3610 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_POS) != 0) 3610 return;
3611 { 3611
3612 allflags |= ScriptControlled.CONTROL_UP; 3612 // The Physics Scene will send (spam!) updates every 500 ms grep: m_physicsActor.SubscribeEvents(
3613 } 3613 // as of this comment the interval is set in AddToPhysicalScene
3614 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0) 3614 if (Animator!=null)
3615 { 3615 {
3616 allflags |= ScriptControlled.CONTROL_DOWN; 3616 if (m_updateCount > 0) //KF: DO NOT call UpdateMovementAnimations outside of the m_updateCount wrapper,
3617 } 3617 { // else its will lock out other animation changes, like ground sit.
3618 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS) != 0) 3618 Animator.UpdateMovementAnimations();
3619 { 3619 m_updateCount--;
3620 allflags |= ScriptControlled.CONTROL_LEFT; 3620 }
3621 } 3621 }
3622 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG) != 0) 3622
3623 { 3623 CollisionEventUpdate collisionData = (CollisionEventUpdate)e;
3624 allflags |= ScriptControlled.CONTROL_RIGHT; 3624 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList;
3625 } 3625
3626 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_YAW_NEG) != 0) 3626 CollisionPlane = Vector4.UnitW;
3627 { 3627
3628 allflags |= ScriptControlled.CONTROL_ROT_RIGHT; 3628 if (m_lastColCount != coldata.Count)
3629 } 3629 {
3630 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_YAW_POS) != 0) 3630 m_updateCount = UPDATE_COUNT;
3631 { 3631 m_lastColCount = coldata.Count;
3632 allflags |= ScriptControlled.CONTROL_ROT_LEFT; 3632 }
3633 } 3633
3634 // optimization; we have to check per script, but if nothing is pressed and nothing changed, we can skip that 3634 if (coldata.Count != 0 && Animator != null)
3635 if (allflags != ScriptControlled.CONTROL_ZERO || allflags != LastCommands) 3635 {
3636 { 3636 switch (Animator.CurrentMovementAnimation)
3637 lock (scriptedcontrols) 3637 {
3638 { 3638 case "STAND":
3639 foreach (KeyValuePair<UUID, ScriptControllers> kvp in scriptedcontrols) 3639 case "WALK":
3640 { 3640 case "RUN":
3641 UUID scriptUUID = kvp.Key; 3641 case "CROUCH":
3642 ScriptControllers scriptControlData = kvp.Value; 3642 case "CROUCHWALK":
3643 3643 {
3644 ScriptControlled localHeld = allflags & scriptControlData.eventControls; // the flags interesting for us 3644 ContactPoint lowest;
3645 ScriptControlled localLast = LastCommands & scriptControlData.eventControls; // the activated controls in the last cycle 3645 lowest.SurfaceNormal = Vector3.Zero;
3646 ScriptControlled localChange = localHeld ^ localLast; // the changed bits 3646 lowest.Position = Vector3.Zero;
3647 if (localHeld != ScriptControlled.CONTROL_ZERO || localChange != ScriptControlled.CONTROL_ZERO) 3647 lowest.Position.Z = Single.NaN;
3648 { 3648
3649 // only send if still pressed or just changed 3649 foreach (ContactPoint contact in coldata.Values)
3650 m_scene.EventManager.TriggerControlEvent(scriptUUID, UUID, (uint)localHeld, (uint)localChange); 3650 {
3651 } 3651 if (Single.IsNaN(lowest.Position.Z) || contact.Position.Z < lowest.Position.Z)
3652 } 3652 {
3653 } 3653 lowest = contact;
3654 } 3654 }
3655 3655 }
3656 LastCommands = allflags; 3656
3657 } 3657 CollisionPlane = new Vector4(-lowest.SurfaceNormal, -Vector3.Dot(lowest.Position, lowest.SurfaceNormal));
3658 3658 }
3659 internal static AgentManager.ControlFlags RemoveIgnoredControls(AgentManager.ControlFlags flags, ScriptControlled ignored) 3659 break;
3660 { 3660 }
3661 if (ignored == ScriptControlled.CONTROL_ZERO) 3661 }
3662 return flags; 3662
3663 3663 List<uint> thisHitColliders = new List<uint>();
3664 if ((ignored & ScriptControlled.CONTROL_BACK) != 0) 3664 List<uint> endedColliders = new List<uint>();
3665 flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG); 3665 List<uint> startedColliders = new List<uint>();
3666 if ((ignored & ScriptControlled.CONTROL_FWD) != 0) 3666
3667 flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS | AgentManager.ControlFlags.AGENT_CONTROL_AT_POS); 3667 foreach (uint localid in coldata.Keys)
3668 if ((ignored & ScriptControlled.CONTROL_DOWN) != 0) 3668 {
3669 flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG); 3669 thisHitColliders.Add(localid);
3670 if ((ignored & ScriptControlled.CONTROL_UP) != 0) 3670 if (!m_lastColliders.Contains(localid))
3671 flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_POS | AgentManager.ControlFlags.AGENT_CONTROL_UP_POS); 3671 {
3672 if ((ignored & ScriptControlled.CONTROL_LEFT) != 0) 3672 startedColliders.Add(localid);
3673 flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS); 3673 }
3674 if ((ignored & ScriptControlled.CONTROL_RIGHT) != 0) 3674 //m_log.Debug("[SCENE PRESENCE]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString());
3675 flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG | AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG); 3675 }
3676 if ((ignored & ScriptControlled.CONTROL_ROT_LEFT) != 0) 3676
3677 flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_YAW_NEG); 3677 // calculate things that ended colliding
3678 if ((ignored & ScriptControlled.CONTROL_ROT_RIGHT) != 0) 3678 foreach (uint localID in m_lastColliders)
3679 flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_YAW_POS); 3679 {
3680 if ((ignored & ScriptControlled.CONTROL_ML_LBUTTON) != 0) 3680 if (!thisHitColliders.Contains(localID))
3681 flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_ML_LBUTTON_DOWN); 3681 {
3682 if ((ignored & ScriptControlled.CONTROL_LBUTTON) != 0) 3682 endedColliders.Add(localID);
3683 flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_UP | AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_DOWN); 3683 }
3684 3684 }
3685 //DIR_CONTROL_FLAG_FORWARD = AgentManager.ControlFlags.AGENT_CONTROL_AT_POS, 3685 //add the items that started colliding this time to the last colliders list.
3686 //DIR_CONTROL_FLAG_BACK = AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG, 3686 foreach (uint localID in startedColliders)
3687 //DIR_CONTROL_FLAG_LEFT = AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS, 3687 {
3688 //DIR_CONTROL_FLAG_RIGHT = AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG, 3688 m_lastColliders.Add(localID);
3689 //DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS, 3689 }
3690 //DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG, 3690 // remove things that ended colliding from the last colliders list
3691 //DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG 3691 foreach (uint localID in endedColliders)
3692 3692 {
3693 return flags; 3693 m_lastColliders.Remove(localID);
3694 } 3694 }
3695 3695
3696 /// <summary> 3696 // do event notification
3697 /// RezAttachments. This should only be called upon login on the first region. 3697 if (startedColliders.Count > 0)
3698 /// Attachment rezzings on crossings and TPs are done in a different way. 3698 {
3699 /// </summary> 3699 ColliderArgs StartCollidingMessage = new ColliderArgs();
3700 public void RezAttachments() 3700 List<DetectedObject> colliding = new List<DetectedObject>();
3701 { 3701 foreach (uint localId in startedColliders)
3702 if (null == m_appearance) 3702 {
3703 { 3703 if (localId == 0)
3704 m_log.WarnFormat("[ATTACHMENT]: Appearance has not been initialized for agent {0}", UUID); 3704 continue;
3705 return; 3705
3706 } 3706 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3707 3707 string data = "";
3708 List<int> attPoints = m_appearance.GetAttachedPoints(); 3708 if (obj != null)
3709 foreach (int p in attPoints) 3709 {
3710 { 3710 DetectedObject detobj = new DetectedObject();
3711 if (m_isDeleted) 3711 detobj.keyUUID = obj.UUID;
3712 return; 3712 detobj.nameStr = obj.Name;
3713 3713 detobj.ownerUUID = obj.OwnerID;
3714 UUID itemID = m_appearance.GetAttachedItem(p); 3714 detobj.posVector = obj.AbsolutePosition;
3715 UUID assetID = m_appearance.GetAttachedAsset(p); 3715 detobj.rotQuat = obj.GetWorldRotation();
3716 3716 detobj.velVector = obj.Velocity;
3717 // For some reason assetIDs are being written as Zero's in the DB -- need to track tat down 3717 detobj.colliderType = 0;
3718 // But they're not used anyway, the item is being looked up for now, so let's proceed. 3718 detobj.groupUUID = obj.GroupID;
3719 //if (UUID.Zero == assetID) 3719 colliding.Add(detobj);
3720 //{ 3720 }
3721 // m_log.DebugFormat("[ATTACHMENT]: Cannot rez attachment in point {0} with itemID {1}", p, itemID); 3721 }
3722 // continue; 3722
3723 //} 3723 if (colliding.Count > 0)
3724 3724 {
3725 try 3725 StartCollidingMessage.Colliders = colliding;
3726 { 3726
3727 // Rez from inventory 3727 foreach (SceneObjectGroup att in Attachments)
3728 UUID asset 3728 Scene.EventManager.TriggerScriptCollidingStart(att.LocalId, StartCollidingMessage);
3729 = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p); 3729 }
3730 3730 }
3731 m_log.InfoFormat( 3731
3732 "[ATTACHMENT]: Rezzed attachment in point {0} from item {1} and asset {2} ({3})", 3732 if (endedColliders.Count > 0)
3733 p, itemID, assetID, asset); 3733 {
3734 } 3734 ColliderArgs EndCollidingMessage = new ColliderArgs();
3735 catch (Exception e) 3735 List<DetectedObject> colliding = new List<DetectedObject>();
3736 { 3736 foreach (uint localId in endedColliders)
3737 m_log.ErrorFormat("[ATTACHMENT]: Unable to rez attachment: {0}", e.ToString()); 3737 {
3738 } 3738 if (localId == 0)
3739 } 3739 continue;
3740 } 3740
3741 3741 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3742 private void ReprioritizeUpdates() 3742 string data = "";
3743 { 3743 if (obj != null)
3744 if (Scene.IsReprioritizationEnabled && Scene.UpdatePrioritizationScheme != UpdatePrioritizationSchemes.Time) 3744 {
3745 { 3745 DetectedObject detobj = new DetectedObject();
3746 lock (m_reprioritization_timer) 3746 detobj.keyUUID = obj.UUID;
3747 { 3747 detobj.nameStr = obj.Name;
3748 if (!m_reprioritizing) 3748 detobj.ownerUUID = obj.OwnerID;
3749 m_reprioritization_timer.Enabled = m_reprioritizing = true; 3749 detobj.posVector = obj.AbsolutePosition;
3750 else 3750 detobj.rotQuat = obj.GetWorldRotation();
3751 m_reprioritization_called = true; 3751 detobj.velVector = obj.Velocity;
3752 } 3752 detobj.colliderType = 0;
3753 } 3753 detobj.groupUUID = obj.GroupID;
3754 } 3754 colliding.Add(detobj);
3755 3755 }
3756 private void Reprioritize(object sender, ElapsedEventArgs e) 3756 }
3757 { 3757
3758 m_controllingClient.ReprioritizeUpdates(); 3758 if (colliding.Count > 0)
3759 3759 {
3760 lock (m_reprioritization_timer) 3760 EndCollidingMessage.Colliders = colliding;
3761 { 3761
3762 m_reprioritization_timer.Enabled = m_reprioritizing = m_reprioritization_called; 3762 foreach (SceneObjectGroup att in Attachments)
3763 m_reprioritization_called = false; 3763 Scene.EventManager.TriggerScriptCollidingEnd(att.LocalId, EndCollidingMessage);
3764 } 3764 }
3765 } 3765 }
3766 } 3766
3767} 3767 if (thisHitColliders.Count > 0)
3768 {
3769 ColliderArgs CollidingMessage = new ColliderArgs();
3770 List<DetectedObject> colliding = new List<DetectedObject>();
3771 foreach (uint localId in thisHitColliders)
3772 {
3773 if (localId == 0)
3774 continue;
3775
3776 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3777 string data = "";
3778 if (obj != null)
3779 {
3780 DetectedObject detobj = new DetectedObject();
3781 detobj.keyUUID = obj.UUID;
3782 detobj.nameStr = obj.Name;
3783 detobj.ownerUUID = obj.OwnerID;
3784 detobj.posVector = obj.AbsolutePosition;
3785 detobj.rotQuat = obj.GetWorldRotation();
3786 detobj.velVector = obj.Velocity;
3787 detobj.colliderType = 0;
3788 detobj.groupUUID = obj.GroupID;
3789 colliding.Add(detobj);
3790 }
3791 }
3792
3793 if (colliding.Count > 0)
3794 {
3795 CollidingMessage.Colliders = colliding;
3796
3797 lock (m_attachments)
3798 {
3799 foreach (SceneObjectGroup att in m_attachments)
3800 Scene.EventManager.TriggerScriptColliding(att.LocalId, CollidingMessage);
3801 }
3802 }
3803 }
3804
3805 if (m_invulnerable)
3806 return;
3807
3808 float starthealth = Health;
3809 uint killerObj = 0;
3810 foreach (uint localid in coldata.Keys)
3811 {
3812 SceneObjectPart part = Scene.GetSceneObjectPart(localid);
3813
3814 if (part != null && part.ParentGroup.Damage != -1.0f)
3815 Health -= part.ParentGroup.Damage;
3816 else
3817 {
3818 if (coldata[localid].PenetrationDepth >= 0.10f)
3819 Health -= coldata[localid].PenetrationDepth * 5.0f;
3820 }
3821
3822 if (Health <= 0.0f)
3823 {
3824 if (localid != 0)
3825 killerObj = localid;
3826 }
3827 //m_log.Debug("[AVATAR]: Collision with localid: " + localid.ToString() + " at depth: " + coldata[localid].ToString());
3828 }
3829 //Health = 100;
3830 if (!m_invulnerable)
3831 {
3832 if (starthealth != Health)
3833 {
3834 ControllingClient.SendHealth(Health);
3835 }
3836 if (m_health <= 0)
3837 m_scene.EventManager.TriggerAvatarKill(killerObj, this);
3838 }
3839 }
3840
3841 public void setHealthWithUpdate(float health)
3842 {
3843 Health = health;
3844 ControllingClient.SendHealth(Health);
3845 }
3846
3847 public void Close()
3848 {
3849 lock (m_attachments)
3850 {
3851 // Delete attachments from scene
3852 // Don't try to save, as this thread won't live long
3853 // enough to complete the save. This would cause no copy
3854 // attachments to poof!
3855 //
3856 foreach (SceneObjectGroup grp in m_attachments)
3857 {
3858 m_scene.DeleteSceneObject(grp, false);
3859 }
3860 m_attachments.Clear();
3861 }
3862
3863 lock (m_knownChildRegions)
3864 {
3865 m_knownChildRegions.Clear();
3866 }
3867
3868 lock (m_reprioritization_timer)
3869 {
3870 m_reprioritization_timer.Enabled = false;
3871 m_reprioritization_timer.Elapsed -= new ElapsedEventHandler(Reprioritize);
3872 }
3873
3874 // I don't get it but mono crashes when you try to dispose of this timer,
3875 // unsetting the elapsed callback should be enough to allow for cleanup however.
3876 // m_reprioritizationTimer.Dispose();
3877
3878 m_sceneViewer.Close();
3879
3880 RemoveFromPhysicalScene();
3881 m_animator.Close();
3882 m_animator = null;
3883 }
3884
3885 public void AddAttachment(SceneObjectGroup gobj)
3886 {
3887 lock (m_attachments)
3888 {
3889 m_attachments.Add(gobj);
3890 }
3891 }
3892
3893 public bool HasAttachments()
3894 {
3895 return m_attachments.Count > 0;
3896 }
3897
3898 public bool HasScriptedAttachments()
3899 {
3900 lock (m_attachments)
3901 {
3902 foreach (SceneObjectGroup gobj in m_attachments)
3903 {
3904 if (gobj != null)
3905 {
3906 if (gobj.RootPart.Inventory.ContainsScripts())
3907 return true;
3908 }
3909 }
3910 }
3911 return false;
3912 }
3913
3914 public void RemoveAttachment(SceneObjectGroup gobj)
3915 {
3916 lock (m_attachments)
3917 {
3918 if (m_attachments.Contains(gobj))
3919 {
3920 m_attachments.Remove(gobj);
3921 }
3922 }
3923 }
3924
3925 public bool ValidateAttachments()
3926 {
3927 lock (m_attachments)
3928 {
3929 // Validate
3930 foreach (SceneObjectGroup gobj in m_attachments)
3931 {
3932 if (gobj == null)
3933 return false;
3934
3935 if (gobj.IsDeleted)
3936 return false;
3937 }
3938 }
3939 return true;
3940 }
3941
3942 /// <summary>
3943 /// Send a script event to this scene presence's attachments
3944 /// </summary>
3945 /// <param name="eventName">The name of the event</param>
3946 /// <param name="args">The arguments for the event</param>
3947 public void SendScriptEventToAttachments(string eventName, Object[] args)
3948 {
3949 if (m_scriptEngines != null)
3950 {
3951 lock (m_attachments)
3952 {
3953 foreach (SceneObjectGroup grp in m_attachments)
3954 {
3955 // 16384 is CHANGED_ANIMATION
3956 //
3957 // Send this to all attachment root prims
3958 //
3959 foreach (IScriptModule m in m_scriptEngines)
3960 {
3961 if (m == null) // No script engine loaded
3962 continue;
3963
3964 m.PostObjectEvent(grp.RootPart.UUID, "changed", new Object[] { (int)Changed.ANIMATION });
3965 }
3966 }
3967 }
3968 }
3969 }
3970
3971
3972 public void initializeScenePresence(IClientAPI client, RegionInfo region, Scene scene)
3973 {
3974 m_controllingClient = client;
3975 m_regionInfo = region;
3976 m_scene = scene;
3977
3978 RegisterToEvents();
3979 if (m_controllingClient != null)
3980 {
3981 m_controllingClient.ProcessPendingPackets();
3982 }
3983 /*
3984 AbsolutePosition = client.StartPos;
3985
3986 Animations = new AvatarAnimations();
3987 Animations.LoadAnims();
3988
3989 m_animations = new List<UUID>();
3990 m_animations.Add(Animations.AnimsUUID["STAND"]);
3991 m_animationSeqs.Add(m_controllingClient.NextAnimationSequenceNumber);
3992
3993 SetDirectionVectors();
3994 */
3995 }
3996
3997 internal void PushForce(Vector3 impulse)
3998 {
3999 if (PhysicsActor != null)
4000 {
4001 PhysicsActor.AddForce(impulse,true);
4002 }
4003 }
4004
4005 public void RegisterControlEventsToScript(int controls, int accept, int pass_on, uint Obj_localID, UUID Script_item_UUID)
4006 {
4007 ScriptControllers obj = new ScriptControllers();
4008 obj.ignoreControls = ScriptControlled.CONTROL_ZERO;
4009 obj.eventControls = ScriptControlled.CONTROL_ZERO;
4010
4011 obj.itemID = Script_item_UUID;
4012 if (pass_on == 0 && accept == 0)
4013 {
4014 IgnoredControls |= (ScriptControlled)controls;
4015 obj.ignoreControls = (ScriptControlled)controls;
4016 }
4017
4018 if (pass_on == 0 && accept == 1)
4019 {
4020 IgnoredControls |= (ScriptControlled)controls;
4021 obj.ignoreControls = (ScriptControlled)controls;
4022 obj.eventControls = (ScriptControlled)controls;
4023 }
4024 if (pass_on == 1 && accept == 1)
4025 {
4026 IgnoredControls = ScriptControlled.CONTROL_ZERO;
4027 obj.eventControls = (ScriptControlled)controls;
4028 obj.ignoreControls = ScriptControlled.CONTROL_ZERO;
4029 }
4030
4031 lock (scriptedcontrols)
4032 {
4033 if (pass_on == 1 && accept == 0)
4034 {
4035 IgnoredControls &= ~(ScriptControlled)controls;
4036 if (scriptedcontrols.ContainsKey(Script_item_UUID))
4037 scriptedcontrols.Remove(Script_item_UUID);
4038 }
4039 else
4040 {
4041 scriptedcontrols[Script_item_UUID] = obj;
4042 }
4043 }
4044 ControllingClient.SendTakeControls(controls, pass_on == 1 ? true : false, true);
4045 }
4046
4047 public void HandleForceReleaseControls(IClientAPI remoteClient, UUID agentID)
4048 {
4049 IgnoredControls = ScriptControlled.CONTROL_ZERO;
4050 lock (scriptedcontrols)
4051 {
4052 scriptedcontrols.Clear();
4053 }
4054 ControllingClient.SendTakeControls(int.MaxValue, false, false);
4055 }
4056
4057 public void UnRegisterControlEventsToScript(uint Obj_localID, UUID Script_item_UUID)
4058 {
4059 ScriptControllers takecontrols;
4060
4061 lock (scriptedcontrols)
4062 {
4063 if (scriptedcontrols.TryGetValue(Script_item_UUID, out takecontrols))
4064 {
4065 ScriptControlled sctc = takecontrols.eventControls;
4066
4067 ControllingClient.SendTakeControls((int)sctc, false, false);
4068 ControllingClient.SendTakeControls((int)sctc, true, false);
4069
4070 scriptedcontrols.Remove(Script_item_UUID);
4071 IgnoredControls = ScriptControlled.CONTROL_ZERO;
4072 foreach (ScriptControllers scData in scriptedcontrols.Values)
4073 {
4074 IgnoredControls |= scData.ignoreControls;
4075 }
4076 }
4077 }
4078 }
4079
4080 internal void SendControlToScripts(uint flags)
4081 {
4082 ScriptControlled allflags = ScriptControlled.CONTROL_ZERO;
4083
4084 if (MouseDown)
4085 {
4086 allflags = LastCommands & (ScriptControlled.CONTROL_ML_LBUTTON | ScriptControlled.CONTROL_LBUTTON);
4087 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_UP) != 0 || (flags & unchecked((uint)AgentManager.ControlFlags.AGENT_CONTROL_ML_LBUTTON_UP)) != 0)
4088 {
4089 allflags = ScriptControlled.CONTROL_ZERO;
4090 MouseDown = true;
4091 }
4092 }
4093
4094 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_ML_LBUTTON_DOWN) != 0)
4095 {
4096 allflags |= ScriptControlled.CONTROL_ML_LBUTTON;
4097 MouseDown = true;
4098 }
4099 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_DOWN) != 0)
4100 {
4101 allflags |= ScriptControlled.CONTROL_LBUTTON;
4102 MouseDown = true;
4103 }
4104
4105 // find all activated controls, whether the scripts are interested in them or not
4106 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS) != 0)
4107 {
4108 allflags |= ScriptControlled.CONTROL_FWD;
4109 }
4110 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG) != 0)
4111 {
4112 allflags |= ScriptControlled.CONTROL_BACK;
4113 }
4114 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_POS) != 0)
4115 {
4116 allflags |= ScriptControlled.CONTROL_UP;
4117 }
4118 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0)
4119 {
4120 allflags |= ScriptControlled.CONTROL_DOWN;
4121 }
4122 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS) != 0)
4123 {
4124 allflags |= ScriptControlled.CONTROL_LEFT;
4125 }
4126 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG) != 0)
4127 {
4128 allflags |= ScriptControlled.CONTROL_RIGHT;
4129 }
4130 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_YAW_NEG) != 0)
4131 {
4132 allflags |= ScriptControlled.CONTROL_ROT_RIGHT;
4133 }
4134 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_YAW_POS) != 0)
4135 {
4136 allflags |= ScriptControlled.CONTROL_ROT_LEFT;
4137 }
4138 // optimization; we have to check per script, but if nothing is pressed and nothing changed, we can skip that
4139 if (allflags != ScriptControlled.CONTROL_ZERO || allflags != LastCommands)
4140 {
4141 lock (scriptedcontrols)
4142 {
4143 foreach (KeyValuePair<UUID, ScriptControllers> kvp in scriptedcontrols)
4144 {
4145 UUID scriptUUID = kvp.Key;
4146 ScriptControllers scriptControlData = kvp.Value;
4147
4148 ScriptControlled localHeld = allflags & scriptControlData.eventControls; // the flags interesting for us
4149 ScriptControlled localLast = LastCommands & scriptControlData.eventControls; // the activated controls in the last cycle
4150 ScriptControlled localChange = localHeld ^ localLast; // the changed bits
4151 if (localHeld != ScriptControlled.CONTROL_ZERO || localChange != ScriptControlled.CONTROL_ZERO)
4152 {
4153 // only send if still pressed or just changed
4154 m_scene.EventManager.TriggerControlEvent(scriptUUID, UUID, (uint)localHeld, (uint)localChange);
4155 }
4156 }
4157 }
4158 }
4159
4160 LastCommands = allflags;
4161 }
4162
4163 internal static AgentManager.ControlFlags RemoveIgnoredControls(AgentManager.ControlFlags flags, ScriptControlled ignored)
4164 {
4165 if (ignored == ScriptControlled.CONTROL_ZERO)
4166 return flags;
4167
4168 if ((ignored & ScriptControlled.CONTROL_BACK) != 0)
4169 flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG);
4170 if ((ignored & ScriptControlled.CONTROL_FWD) != 0)
4171 flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS | AgentManager.ControlFlags.AGENT_CONTROL_AT_POS);
4172 if ((ignored & ScriptControlled.CONTROL_DOWN) != 0)
4173 flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG);
4174 if ((ignored & ScriptControlled.CONTROL_UP) != 0)
4175 flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_POS | AgentManager.ControlFlags.AGENT_CONTROL_UP_POS);
4176 if ((ignored & ScriptControlled.CONTROL_LEFT) != 0)
4177 flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS);
4178 if ((ignored & ScriptControlled.CONTROL_RIGHT) != 0)
4179 flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG | AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG);
4180 if ((ignored & ScriptControlled.CONTROL_ROT_LEFT) != 0)
4181 flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_YAW_NEG);
4182 if ((ignored & ScriptControlled.CONTROL_ROT_RIGHT) != 0)
4183 flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_YAW_POS);
4184 if ((ignored & ScriptControlled.CONTROL_ML_LBUTTON) != 0)
4185 flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_ML_LBUTTON_DOWN);
4186 if ((ignored & ScriptControlled.CONTROL_LBUTTON) != 0)
4187 flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_UP | AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_DOWN);
4188
4189 //DIR_CONTROL_FLAG_FORWARD = AgentManager.ControlFlags.AGENT_CONTROL_AT_POS,
4190 //DIR_CONTROL_FLAG_BACK = AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG,
4191 //DIR_CONTROL_FLAG_LEFT = AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS,
4192 //DIR_CONTROL_FLAG_RIGHT = AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG,
4193 //DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS,
4194 //DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG,
4195 //DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG
4196
4197 return flags;
4198 }
4199
4200 /// <summary>
4201 /// RezAttachments. This should only be called upon login on the first region.
4202 /// Attachment rezzings on crossings and TPs are done in a different way.
4203 /// </summary>
4204 public void RezAttachments()
4205 {
4206 if (null == m_appearance)
4207 {
4208 m_log.WarnFormat("[ATTACHMENT]: Appearance has not been initialized for agent {0}", UUID);
4209 return;
4210 }
4211
4212 XmlDocument doc = new XmlDocument();
4213 string stateData = String.Empty;
4214
4215 IAttachmentsService attServ = m_scene.RequestModuleInterface<IAttachmentsService>();
4216 if (attServ != null)
4217 {
4218 m_log.DebugFormat("[ATTACHMENT]: Loading attachment data from attachment service");
4219 stateData = attServ.Get(ControllingClient.AgentId.ToString());
4220 if (stateData != String.Empty)
4221 {
4222 try
4223 {
4224 doc.LoadXml(stateData);
4225 }
4226 catch { }
4227 }
4228 }
4229
4230 Dictionary<UUID, string> itemData = new Dictionary<UUID, string>();
4231
4232 XmlNodeList nodes = doc.GetElementsByTagName("Attachment");
4233 if (nodes.Count > 0)
4234 {
4235 foreach (XmlNode n in nodes)
4236 {
4237 XmlElement elem = (XmlElement)n;
4238 string itemID = elem.GetAttribute("ItemID");
4239 string xml = elem.InnerXml;
4240
4241 itemData[new UUID(itemID)] = xml;
4242 }
4243 }
4244
4245 List<int> attPoints = m_appearance.GetAttachedPoints();
4246 foreach (int p in attPoints)
4247 {
4248 if (m_isDeleted)
4249 return;
4250
4251 UUID itemID = m_appearance.GetAttachedItem(p);
4252 UUID assetID = m_appearance.GetAttachedAsset(p);
4253
4254 // For some reason assetIDs are being written as Zero's in the DB -- need to track tat down
4255 // But they're not used anyway, the item is being looked up for now, so let's proceed.
4256 //if (UUID.Zero == assetID)
4257 //{
4258 // m_log.DebugFormat("[ATTACHMENT]: Cannot rez attachment in point {0} with itemID {1}", p, itemID);
4259 // continue;
4260 //}
4261
4262 try
4263 {
4264 string xmlData;
4265 XmlDocument d = new XmlDocument();
4266 UUID asset;
4267 if (itemData.TryGetValue(itemID, out xmlData))
4268 {
4269 d.LoadXml(xmlData);
4270 m_log.InfoFormat("[ATTACHMENT]: Found saved state for item {0}, loading it", itemID);
4271
4272 // Rez from inventory
4273 asset
4274 = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p, true, d);
4275
4276 }
4277 else
4278 {
4279 // Rez from inventory (with a null doc to let
4280 // CHANGED_OWNER happen)
4281 asset
4282 = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p, true, null);
4283 }
4284
4285 m_log.InfoFormat(
4286 "[ATTACHMENT]: Rezzed attachment in point {0} from item {1} and asset {2} ({3})",
4287 p, itemID, assetID, asset);
4288 }
4289 catch (Exception e)
4290 {
4291 m_log.ErrorFormat("[ATTACHMENT]: Unable to rez attachment: {0}", e.ToString());
4292 }
4293 }
4294 }
4295
4296 private void ReprioritizeUpdates()
4297 {
4298 if (Scene.IsReprioritizationEnabled && Scene.UpdatePrioritizationScheme != UpdatePrioritizationSchemes.Time)
4299 {
4300 lock (m_reprioritization_timer)
4301 {
4302 if (!m_reprioritizing)
4303 m_reprioritization_timer.Enabled = m_reprioritizing = true;
4304 else
4305 m_reprioritization_called = true;
4306 }
4307 }
4308 }
4309
4310 private void Reprioritize(object sender, ElapsedEventArgs e)
4311 {
4312 m_controllingClient.ReprioritizeUpdates();
4313
4314 lock (m_reprioritization_timer)
4315 {
4316 m_reprioritization_timer.Enabled = m_reprioritizing = m_reprioritization_called;
4317 m_reprioritization_called = false;
4318 }
4319 }
4320
4321 private Vector3 Quat2Euler(Quaternion rot){
4322 float x = Utils.RAD_TO_DEG * (float)Math.Atan2((double)((2.0f * rot.X * rot.W) - (2.0f * rot.Y * rot.Z)) ,
4323 (double)(1 - (2.0f * rot.X * rot.X) - (2.0f * rot.Z * rot.Z)));
4324 float y = Utils.RAD_TO_DEG * (float)Math.Asin ((double)((2.0f * rot.X * rot.Y) + (2.0f * rot.Z * rot.W)));
4325 float z = Utils.RAD_TO_DEG * (float)Math.Atan2(((double)(2.0f * rot.Y * rot.W) - (2.0f * rot.X * rot.Z)) ,
4326 (double)(1 - (2.0f * rot.Y * rot.Y) - (2.0f * rot.Z * rot.Z)));
4327 return(new Vector3(x,y,z));
4328 }
4329
4330
4331 }
4332}
diff --git a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
index 5bdaa17..77e477f 100644
--- a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
+++ b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
@@ -105,7 +105,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
105 sceneObject.AddPart(part); 105 sceneObject.AddPart(part);
106 part.LinkNum = linkNum; 106 part.LinkNum = linkNum;
107 part.TrimPermissions(); 107 part.TrimPermissions();
108 part.StoreUndoState(); 108 part.StoreUndoState(UndoType.STATE_ALL);
109 reader.Close(); 109 reader.Close();
110 sr.Close(); 110 sr.Close();
111 } 111 }
@@ -231,7 +231,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
231 if (originalLinkNum != 0) 231 if (originalLinkNum != 0)
232 part.LinkNum = originalLinkNum; 232 part.LinkNum = originalLinkNum;
233 233
234 part.StoreUndoState(); 234 part.StoreUndoState(UndoType.STATE_ALL);
235 reader.Close(); 235 reader.Close();
236 sr.Close(); 236 sr.Close();
237 } 237 }
diff --git a/OpenSim/Region/Framework/Scenes/UndoState.cs b/OpenSim/Region/Framework/Scenes/UndoState.cs
index 55e407e..f71b507 100644
--- a/OpenSim/Region/Framework/Scenes/UndoState.cs
+++ b/OpenSim/Region/Framework/Scenes/UndoState.cs
@@ -27,48 +27,125 @@
27 27
28using OpenMetaverse; 28using OpenMetaverse;
29using OpenSim.Region.Framework.Interfaces; 29using OpenSim.Region.Framework.Interfaces;
30using System;
30 31
31namespace OpenSim.Region.Framework.Scenes 32namespace OpenSim.Region.Framework.Scenes
32{ 33{
34 [Flags]
35 public enum UndoType
36 {
37 STATE_PRIM_POSITION = 1,
38 STATE_PRIM_ROTATION = 2,
39 STATE_PRIM_SCALE = 4,
40 STATE_PRIM_ALL = 7,
41 STATE_GROUP_POSITION = 8,
42 STATE_GROUP_ROTATION = 16,
43 STATE_GROUP_SCALE = 32,
44 STATE_GROUP_ALL = 56,
45 STATE_ALL = 63
46 }
47
33 public class UndoState 48 public class UndoState
34 { 49 {
35 public Vector3 Position = Vector3.Zero; 50 public Vector3 Position = Vector3.Zero;
36 public Vector3 Scale = Vector3.Zero; 51 public Vector3 Scale = Vector3.Zero;
37 public Quaternion Rotation = Quaternion.Identity; 52 public Quaternion Rotation = Quaternion.Identity;
53 public Vector3 GroupPosition = Vector3.Zero;
54 public Quaternion GroupRotation = Quaternion.Identity;
55 public Vector3 GroupScale = Vector3.Zero;
56 public DateTime LastUpdated = DateTime.Now;
57 public UndoType Type;
38 58
39 public UndoState(SceneObjectPart part) 59 public UndoState(SceneObjectPart part, UndoType type)
40 { 60 {
61 Type = type;
41 if (part != null) 62 if (part != null)
42 { 63 {
43 if (part.ParentID == 0) 64 if (part.ParentID == 0)
44 { 65 {
45 Position = part.ParentGroup.AbsolutePosition; 66 GroupScale = part.ParentGroup.RootPart.Shape.Scale;
67
68 //FUBAR WARNING: Do NOT get the group's absoluteposition here
69 //or you'll experience a loop and/or a stack issue
70 GroupPosition = part.ParentGroup.RootPart.AbsolutePosition;
71 GroupRotation = part.ParentGroup.GroupRotation;
72 Position = part.ParentGroup.RootPart.AbsolutePosition;
46 Rotation = part.RotationOffset; 73 Rotation = part.RotationOffset;
47 Scale = part.Shape.Scale; 74 Scale = part.Shape.Scale;
75 LastUpdated = DateTime.Now;
48 } 76 }
49 else 77 else
50 { 78 {
79 GroupScale = part.Shape.Scale;
80
81 //FUBAR WARNING: Do NOT get the group's absoluteposition here
82 //or you'll experience a loop and/or a stack issue
83 GroupPosition = part.ParentGroup.RootPart.AbsolutePosition;
84 GroupRotation = part.ParentGroup.Rotation;
51 Position = part.OffsetPosition; 85 Position = part.OffsetPosition;
52 Rotation = part.RotationOffset; 86 Rotation = part.RotationOffset;
53 Scale = part.Shape.Scale; 87 Scale = part.Shape.Scale;
88 LastUpdated = DateTime.Now;
54 } 89 }
55 } 90 }
56 } 91 }
57 92 public void Merge(UndoState last)
93 {
94 if ((Type & UndoType.STATE_GROUP_POSITION) == 0 || ((last.Type & UndoType.STATE_GROUP_POSITION) >= (Type & UndoType.STATE_GROUP_POSITION)))
95 {
96 GroupPosition = last.GroupPosition;
97 Position = last.Position;
98 }
99 if ((Type & UndoType.STATE_GROUP_SCALE) == 0 || ((last.Type & UndoType.STATE_GROUP_SCALE) >= (Type & UndoType.STATE_GROUP_SCALE)))
100 {
101 GroupScale = last.GroupScale;
102 Scale = last.Scale;
103 }
104 if ((Type & UndoType.STATE_GROUP_ROTATION) == 0 || ((last.Type & UndoType.STATE_GROUP_ROTATION) >= (Type & UndoType.STATE_GROUP_ROTATION)))
105 {
106 GroupRotation = last.GroupRotation;
107 Rotation = last.Rotation;
108 }
109 if ((Type & UndoType.STATE_PRIM_POSITION) == 0 || ((last.Type & UndoType.STATE_PRIM_POSITION) >= (Type & UndoType.STATE_PRIM_POSITION)))
110 {
111 Position = last.Position;
112 }
113 if ((Type & UndoType.STATE_PRIM_SCALE) == 0 || ((last.Type & UndoType.STATE_PRIM_SCALE) >= (Type & UndoType.STATE_PRIM_SCALE)))
114 {
115 Scale = last.Scale;
116 }
117 if ((Type & UndoType.STATE_PRIM_ROTATION) == 0 || ((last.Type & UndoType.STATE_PRIM_ROTATION) >= (Type & UndoType.STATE_PRIM_ROTATION)))
118 {
119 Rotation = last.Rotation;
120 }
121 Type = Type | last.Type;
122 }
123 public bool Compare(UndoState undo)
124 {
125 if (undo == null || Position == null) return false;
126 if (undo.Position == Position && undo.Rotation == Rotation && undo.Scale == Scale && undo.GroupPosition == GroupPosition && undo.GroupScale == GroupScale && undo.GroupRotation == GroupRotation)
127 {
128 return true;
129 }
130 else
131 {
132 return false;
133 }
134 }
58 public bool Compare(SceneObjectPart part) 135 public bool Compare(SceneObjectPart part)
59 { 136 {
60 if (part != null) 137 if (part != null)
61 { 138 {
62 if (part.ParentID == 0) 139 if (part.ParentID == 0)
63 { 140 {
64 if (Position == part.ParentGroup.AbsolutePosition && Rotation == part.ParentGroup.Rotation) 141 if (Position == part.ParentGroup.RootPart.AbsolutePosition && Rotation == part.ParentGroup.Rotation && GroupPosition == part.ParentGroup.RootPart.AbsolutePosition && part.ParentGroup.Rotation == GroupRotation && part.Shape.Scale == GroupScale)
65 return true; 142 return true;
66 else 143 else
67 return false; 144 return false;
68 } 145 }
69 else 146 else
70 { 147 {
71 if (Position == part.OffsetPosition && Rotation == part.RotationOffset && Scale == part.Shape.Scale) 148 if (Position == part.OffsetPosition && Rotation == part.RotationOffset && Scale == part.Shape.Scale && GroupPosition == part.ParentGroup.RootPart.AbsolutePosition && part.ParentGroup.Rotation == GroupRotation && part.Shape.Scale == GroupScale)
72 return true; 149 return true;
73 else 150 else
74 return false; 151 return false;
@@ -78,62 +155,70 @@ namespace OpenSim.Region.Framework.Scenes
78 return false; 155 return false;
79 } 156 }
80 157
81 public void PlaybackState(SceneObjectPart part) 158 private void RestoreState(SceneObjectPart part)
82 { 159 {
160 bool GroupChange = false;
161 if ((Type & UndoType.STATE_GROUP_POSITION) != 0
162 || (Type & UndoType.STATE_GROUP_ROTATION) != 0
163 || (Type & UndoType.STATE_GROUP_SCALE) != 0)
164 {
165 GroupChange = true;
166 }
167
83 if (part != null) 168 if (part != null)
84 { 169 {
85 part.Undoing = true; 170 part.Undoing = true;
86 171
87 if (part.ParentID == 0) 172 if (part.ParentID == 0 && GroupChange == false)
88 { 173 {
89 if (Position != Vector3.Zero) 174 if (Position != Vector3.Zero)
90 part.ParentGroup.AbsolutePosition = Position; 175
91 part.RotationOffset = Rotation; 176 part.ParentGroup.UpdateSinglePosition(Position, part.LocalId);
177 part.ParentGroup.UpdateSingleRotation(Rotation, part.LocalId);
92 if (Scale != Vector3.Zero) 178 if (Scale != Vector3.Zero)
93 part.Resize(Scale); 179 part.Resize(Scale);
94 part.ParentGroup.ScheduleGroupForTerseUpdate(); 180 part.ParentGroup.ScheduleGroupForTerseUpdate();
95 } 181 }
96 else 182 else
97 { 183 {
98 if (Position != Vector3.Zero) 184 if (GroupChange)
99 part.OffsetPosition = Position; 185 {
100 part.UpdateRotation(Rotation); 186 part.ParentGroup.RootPart.Undoing = true;
101 if (Scale != Vector3.Zero) 187 if (GroupPosition != Vector3.Zero)
102 part.Resize(Scale); part.ScheduleTerseUpdate(); 188 {
189 //Calculate the scale...
190 Vector3 gs = part.Shape.Scale;
191 float scale = GroupScale.Z / gs.Z;
192
193 //Scale first since it can affect our position
194 part.ParentGroup.GroupResize(gs * scale, part.LocalId);
195 part.ParentGroup.AbsolutePosition = GroupPosition;
196 part.ParentGroup.UpdateGroupRotationR(GroupRotation);
197
198 }
199 part.ParentGroup.RootPart.Undoing = false;
200 }
201 else
202 {
203 if (Position != Vector3.Zero) //We can use this for all the updates since all are set
204 {
205 part.OffsetPosition = Position;
206 part.UpdateRotation(Rotation);
207 part.Resize(Scale); part.ScheduleTerseUpdate();
208 }
209 }
103 } 210 }
104 part.Undoing = false; 211 part.Undoing = false;
105 212
106 } 213 }
107 } 214 }
215 public void PlaybackState(SceneObjectPart part)
216 {
217 RestoreState(part);
218 }
108 public void PlayfwdState(SceneObjectPart part) 219 public void PlayfwdState(SceneObjectPart part)
109 { 220 {
110 if (part != null) 221 RestoreState(part);
111 {
112 part.Undoing = true;
113
114 if (part.ParentID == 0)
115 {
116 if (Position != Vector3.Zero)
117 part.ParentGroup.AbsolutePosition = Position;
118 if (Rotation != Quaternion.Identity)
119 part.UpdateRotation(Rotation);
120 if (Scale != Vector3.Zero)
121 part.Resize(Scale);
122 part.ParentGroup.ScheduleGroupForTerseUpdate();
123 }
124 else
125 {
126 if (Position != Vector3.Zero)
127 part.OffsetPosition = Position;
128 if (Rotation != Quaternion.Identity)
129 part.UpdateRotation(Rotation);
130 if (Scale != Vector3.Zero)
131 part.Resize(Scale);
132 part.ScheduleTerseUpdate();
133 }
134 part.Undoing = false;
135
136 }
137 } 222 }
138 } 223 }
139 public class LandUndoState 224 public class LandUndoState
@@ -161,3 +246,4 @@ namespace OpenSim.Region.Framework.Scenes
161 } 246 }
162 } 247 }
163} 248}
249
diff --git a/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs b/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
index ee7aa2da..91cbee9 100644
--- a/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
+++ b/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
@@ -815,6 +815,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
815 public event ObjectOwner OnObjectOwner; 815 public event ObjectOwner OnObjectOwner;
816 public event DirPlacesQuery OnDirPlacesQuery; 816 public event DirPlacesQuery OnDirPlacesQuery;
817 public event DirFindQuery OnDirFindQuery; 817 public event DirFindQuery OnDirFindQuery;
818 public event MoveItemsAndLeaveCopy OnMoveItemsAndLeaveCopy;
818 public event DirLandQuery OnDirLandQuery; 819 public event DirLandQuery OnDirLandQuery;
819 public event DirPopularQuery OnDirPopularQuery; 820 public event DirPopularQuery OnDirPopularQuery;
820 public event DirClassifiedQuery OnDirClassifiedQuery; 821 public event DirClassifiedQuery OnDirClassifiedQuery;
@@ -878,6 +879,10 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
878 879
879 } 880 }
880 881
882 public void ProcessPendingPackets()
883 {
884 }
885
881 public void ProcessInPacket(Packet NewPack) 886 public void ProcessInPacket(Packet NewPack)
882 { 887 {
883 888
@@ -885,6 +890,11 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
885 890
886 public void Close() 891 public void Close()
887 { 892 {
893 Close(true);
894 }
895
896 public void Close(bool sendStop)
897 {
888 Disconnect(); 898 Disconnect();
889 } 899 }
890 900
diff --git a/OpenSim/Region/OptionalModules/Scripting/XmlRpcRouterModule/XmlRpcRouterModule.cs b/OpenSim/Region/OptionalModules/Scripting/XmlRpcRouterModule/XmlRpcRouterModule.cs
index 32659c8..11c87f8 100644
--- a/OpenSim/Region/OptionalModules/Scripting/XmlRpcRouterModule/XmlRpcRouterModule.cs
+++ b/OpenSim/Region/OptionalModules/Scripting/XmlRpcRouterModule/XmlRpcRouterModule.cs
@@ -42,17 +42,22 @@ namespace OpenSim.Region.OptionalModules.Scripting.XmlRpcRouterModule
42 public class XmlRpcRouter : IRegionModule, IXmlRpcRouter 42 public class XmlRpcRouter : IRegionModule, IXmlRpcRouter
43 { 43 {
44 //private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 44 //private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
45 45 private bool m_enabled = false;
46 public void Initialise(Scene scene, IConfigSource config) 46 public void Initialise(Scene scene, IConfigSource config)
47 { 47 {
48 IConfig startupConfig = config.Configs["Startup"]; 48 IConfig startupConfig = config.Configs["XMLRPC"];
49 if (startupConfig == null) 49 if (startupConfig == null)
50 return; 50 return;
51 51
52 if (startupConfig.GetString("XmlRpcRouterModule", 52 if (startupConfig.GetString("XmlRpcRouterModule",
53 "XmlRpcRouterModule") == "XmlRpcRouterModule") 53 "") == "XmlRpcRouterModule")
54 { 54 {
55 scene.RegisterModuleInterface<IXmlRpcRouter>(this); 55 scene.RegisterModuleInterface<IXmlRpcRouter>(this);
56 m_enabled = true;
57 }
58 else
59 {
60 m_enabled = false;
56 } 61 }
57 } 62 }
58 63
@@ -76,7 +81,10 @@ namespace OpenSim.Region.OptionalModules.Scripting.XmlRpcRouterModule
76 81
77 public void RegisterNewReceiver(IScriptModule scriptEngine, UUID channel, UUID objectID, UUID itemID, string uri) 82 public void RegisterNewReceiver(IScriptModule scriptEngine, UUID channel, UUID objectID, UUID itemID, string uri)
78 { 83 {
79 scriptEngine.PostScriptEvent(itemID, "xmlrpc_uri", new Object[] {uri}); 84 if (m_enabled)
85 {
86 scriptEngine.PostScriptEvent(itemID, "xmlrpc_uri", new Object[] { uri });
87 }
80 } 88 }
81 89
82 public void ScriptRemoved(UUID itemID) 90 public void ScriptRemoved(UUID itemID)
diff --git a/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs b/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
index 2e0450c..d6f4d53 100644
--- a/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
+++ b/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
@@ -156,7 +156,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
156#pragma warning disable 67 156#pragma warning disable 67
157 public event Action<IClientAPI> OnLogout; 157 public event Action<IClientAPI> OnLogout;
158 public event ObjectPermissions OnObjectPermissions; 158 public event ObjectPermissions OnObjectPermissions;
159 159 public event MoveItemsAndLeaveCopy OnMoveItemsAndLeaveCopy;
160 public event MoneyTransferRequest OnMoneyTransferRequest; 160 public event MoneyTransferRequest OnMoneyTransferRequest;
161 public event ParcelBuy OnParcelBuy; 161 public event ParcelBuy OnParcelBuy;
162 public event Action<IClientAPI> OnConnectionClosed; 162 public event Action<IClientAPI> OnConnectionClosed;
@@ -832,12 +832,21 @@ namespace OpenSim.Region.OptionalModules.World.NPC
832 { 832 {
833 } 833 }
834 834
835 public void ProcessPendingPackets()
836 {
837 }
838
835 public void ProcessInPacket(Packet NewPack) 839 public void ProcessInPacket(Packet NewPack)
836 { 840 {
837 } 841 }
838 842
839 public void Close() 843 public void Close()
840 { 844 {
845 Close(true);
846 }
847
848 public void Close(bool sendStop)
849 {
841 } 850 }
842 851
843 public void Start() 852 public void Start()
diff --git a/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs b/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs
index ac4e2b9..f13c323 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..61c16b8
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs
@@ -0,0 +1,1421 @@
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
569 if(Shell != IntPtr.Zero)
570 {
571 try
572 {
573 d.GeomDestroy(Shell);
574 }
575 catch (System.AccessViolationException)
576 {
577 m_log.Error("[PHYSICS]: PrimGeom dead");
578 }
579 // Remove any old entries
580//string tShell;
581//_parent_scene.geom_name_map.TryGetValue(Shell, out tShell);
582//Console.WriteLine("**** Remove {0}", tShell);
583 if(_parent_scene.geom_name_map.ContainsKey(Shell)) _parent_scene.geom_name_map.Remove(Shell);
584 if(_parent_scene.actor_name_map.ContainsKey(Shell)) _parent_scene.actor_name_map.Remove(Shell);
585 }
586
587 Shell = d.CreateCapsule(_parent_scene.space, CAPSULE_RADIUS, CAPSULE_LENGTH);
588 _parent_scene.geom_name_map[Shell] = m_name;
589 _parent_scene.actor_name_map[Shell] = (PhysicsActor)this;
590//Console.WriteLine("**** Create {2} Dicts: actor={0} name={1}", _parent_scene.actor_name_map.Count, _parent_scene.geom_name_map.Count, m_name);
591
592 d.GeomSetCategoryBits(Shell, (int)m_collisionCategories);
593 d.GeomSetCollideBits(Shell, (int)m_collisionFlags);
594
595 d.MassSetCapsuleTotal(out ShellMass, m_mass, 2, CAPSULE_RADIUS, CAPSULE_LENGTH);
596 Body = d.BodyCreate(_parent_scene.world);
597 d.BodySetPosition(Body, npositionX, npositionY, npositionZ);
598
599 _position.X = npositionX;
600 _position.Y = npositionY;
601 _position.Z = npositionZ;
602
603
604 m_taintPosition.X = npositionX;
605 m_taintPosition.Y = npositionY;
606 m_taintPosition.Z = npositionZ;
607
608 d.BodySetMass(Body, ref ShellMass);
609 d.Matrix3 m_caprot;
610 // 90 Stand up on the cap of the capped cyllinder
611 if (_parent_scene.IsAvCapsuleTilted)
612 {
613 d.RFromAxisAndAngle(out m_caprot, 1, 0, 1, (float)(Math.PI / 2));
614 }
615 else
616 {
617 d.RFromAxisAndAngle(out m_caprot, 0, 0, 1, (float)(Math.PI / 2));
618 }
619
620
621 d.GeomSetRotation(Shell, ref m_caprot);
622 d.BodySetRotation(Body, ref m_caprot);
623
624 d.GeomSetBody(Shell, Body);
625
626
627 // The purpose of the AMotor here is to keep the avatar's physical
628 // surrogate from rotating while moving
629 Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
630 d.JointAttach(Amotor, Body, IntPtr.Zero);
631 d.JointSetAMotorMode(Amotor, dAMotorEuler);
632 d.JointSetAMotorNumAxes(Amotor, 3);
633 d.JointSetAMotorAxis(Amotor, 0, 0, 1, 0, 0);
634 d.JointSetAMotorAxis(Amotor, 1, 0, 0, 1, 0);
635 d.JointSetAMotorAxis(Amotor, 2, 0, 0, 0, 1);
636 d.JointSetAMotorAngle(Amotor, 0, 0);
637 d.JointSetAMotorAngle(Amotor, 1, 0);
638 d.JointSetAMotorAngle(Amotor, 2, 0);
639
640 // These lowstops and high stops are effectively (no wiggle room)
641 if (_parent_scene.IsAvCapsuleTilted)
642 {
643 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, -0.000000000001f);
644 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -0.000000000001f);
645 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, -0.000000000001f);
646 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0.000000000001f);
647 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0.000000000001f);
648 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0.000000000001f);
649 }
650 else
651 {
652 #region Documentation of capsule motor LowStop and HighStop parameters
653 // Intentionally introduce some tilt into the capsule by setting
654 // the motor stops to small epsilon values. This small tilt prevents
655 // the capsule from falling into the terrain; a straight-up capsule
656 // (with -0..0 motor stops) falls into the terrain for reasons yet
657 // to be comprehended in their entirety.
658 #endregion
659 AlignAvatarTiltWithCurrentDirectionOfMovement(Vector3.Zero);
660 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, 0.08f);
661 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -0f);
662 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, 0.08f);
663 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0.08f); // must be same as lowstop, else a different, spurious tilt is introduced
664 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f); // same as lowstop
665 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0.08f); // same as lowstop
666 }
667
668 // Fudge factor is 1f by default, we're setting it to 0. We don't want it to Fudge or the
669 // capped cyllinder will fall over
670 d.JointSetAMotorParam(Amotor, (int)dParam.FudgeFactor, 0f);
671 d.JointSetAMotorParam(Amotor, (int)dParam.FMax, tensor);
672
673 //d.Matrix3 bodyrotation = d.BodyGetRotation(Body);
674 //d.QfromR(
675 //d.Matrix3 checkrotation = new d.Matrix3(0.7071068,0.5, -0.7071068,
676 //
677 //m_log.Info("[PHYSICSAV]: Rotation: " + bodyrotation.M00 + " : " + bodyrotation.M01 + " : " + bodyrotation.M02 + " : " + bodyrotation.M10 + " : " + bodyrotation.M11 + " : " + bodyrotation.M12 + " : " + bodyrotation.M20 + " : " + bodyrotation.M21 + " : " + bodyrotation.M22);
678 //standupStraight();
679 }
680
681 //
682 /// <summary>
683 /// Uses the capped cyllinder volume formula to calculate the avatar's mass.
684 /// This may be used in calculations in the scene/scenepresence
685 /// </summary>
686 public override float Mass
687 {
688 get
689 {
690 float AVvolume = (float) (Math.PI*Math.Pow(CAPSULE_RADIUS, 2)*CAPSULE_LENGTH);
691 return m_density*AVvolume;
692 }
693 }
694 public override void link(PhysicsActor obj)
695 {
696
697 }
698
699 public override void delink()
700 {
701
702 }
703
704 public override void LockAngularMotion(Vector3 axis)
705 {
706
707 }
708
709// This code is very useful. Written by DanX0r. We're just not using it right now.
710// Commented out to prevent a warning.
711//
712// private void standupStraight()
713// {
714// // The purpose of this routine here is to quickly stabilize the Body while it's popped up in the air.
715// // The amotor needs a few seconds to stabilize so without it, the avatar shoots up sky high when you
716// // change appearance and when you enter the simulator
717// // After this routine is done, the amotor stabilizes much quicker
718// d.Vector3 feet;
719// d.Vector3 head;
720// d.BodyGetRelPointPos(Body, 0.0f, 0.0f, -1.0f, out feet);
721// d.BodyGetRelPointPos(Body, 0.0f, 0.0f, 1.0f, out head);
722// float posture = head.Z - feet.Z;
723
724// // restoring force proportional to lack of posture:
725// float servo = (2.5f - posture) * POSTURE_SERVO;
726// d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, servo, 0.0f, 0.0f, 1.0f);
727// d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, -servo, 0.0f, 0.0f, -1.0f);
728// //d.Matrix3 bodyrotation = d.BodyGetRotation(Body);
729// //m_log.Info("[PHYSICSAV]: Rotation: " + bodyrotation.M00 + " : " + bodyrotation.M01 + " : " + bodyrotation.M02 + " : " + bodyrotation.M10 + " : " + bodyrotation.M11 + " : " + bodyrotation.M12 + " : " + bodyrotation.M20 + " : " + bodyrotation.M21 + " : " + bodyrotation.M22);
730// }
731
732 public override Vector3 Force
733 {
734 get { return _target_velocity; }
735 set { return; }
736 }
737
738 public override int VehicleType
739 {
740 get { return 0; }
741 set { return; }
742 }
743
744 public override void VehicleFloatParam(int param, float value)
745 {
746
747 }
748
749 public override void VehicleVectorParam(int param, Vector3 value)
750 {
751
752 }
753
754 public override void VehicleRotationParam(int param, Quaternion rotation)
755 {
756
757 }
758
759 public override void VehicleFlags(int flags, bool remove)
760 {
761 }
762
763 public override void SetVolumeDetect(int param)
764 {
765
766 }
767
768 public override Vector3 CenterOfMass
769 {
770 get { return Vector3.Zero; }
771 }
772
773 public override Vector3 GeometricCenter
774 {
775 get { return Vector3.Zero; }
776 }
777
778 public override PrimitiveBaseShape Shape
779 {
780 set { return; }
781 }
782
783 public override Vector3 Velocity
784 {
785 get {
786 // There's a problem with Vector3.Zero! Don't Use it Here!
787 if (_zeroFlag)
788 return Vector3.Zero;
789 m_lastUpdateSent = false;
790 return _velocity;
791 }
792 set
793 {
794 if (value.IsFinite())
795 {
796 m_pidControllerActive = true;
797 _target_velocity = value;
798 }
799 else
800 {
801 m_log.Warn("[PHYSICS]: Got a NaN velocity from Scene in a Character");
802 }
803 }
804 }
805
806 public override Vector3 Torque
807 {
808 get { return Vector3.Zero; }
809 set { return; }
810 }
811
812 public override float CollisionScore
813 {
814 get { return 0f; }
815 set { }
816 }
817
818 public override bool Kinematic
819 {
820 get { return false; }
821 set { }
822 }
823
824 public override Quaternion Orientation
825 {
826 get { return Quaternion.Identity; }
827 set {
828 //Matrix3 or = Orientation.ToRotationMatrix();
829 //d.Matrix3 ord = new d.Matrix3(or.m00, or.m10, or.m20, or.m01, or.m11, or.m21, or.m02, or.m12, or.m22);
830 //d.BodySetRotation(Body, ref ord);
831 }
832 }
833
834 public override Vector3 Acceleration
835 {
836 get { return _acceleration; }
837 }
838
839 public void SetAcceleration(Vector3 accel)
840 {
841 m_pidControllerActive = true;
842 _acceleration = accel;
843 }
844
845 /// <summary>
846 /// Adds the force supplied to the Target Velocity
847 /// The PID controller takes this target velocity and tries to make it a reality
848 /// </summary>
849 /// <param name="force"></param>
850 public override void AddForce(Vector3 force, bool pushforce)
851 {
852 if (force.IsFinite())
853 {
854 if (pushforce)
855 {
856 m_pidControllerActive = false;
857 force *= 100f;
858 doForce(force);
859 // If uncommented, things get pushed off world
860 //
861 // m_log.Debug("Push!");
862 // _target_velocity.X += force.X;
863 // _target_velocity.Y += force.Y;
864 // _target_velocity.Z += force.Z;
865 }
866 else
867 {
868 m_pidControllerActive = true;
869 _target_velocity.X += force.X;
870 _target_velocity.Y += force.Y;
871 _target_velocity.Z += force.Z;
872 }
873 }
874 else
875 {
876 m_log.Warn("[PHYSICS]: Got a NaN force applied to a Character");
877 }
878 //m_lastUpdateSent = false;
879 }
880
881 public override void AddAngularForce(Vector3 force, bool pushforce)
882 {
883
884 }
885
886 /// <summary>
887 /// After all of the forces add up with 'add force' we apply them with doForce
888 /// </summary>
889 /// <param name="force"></param>
890 public void doForce(Vector3 force)
891 {
892 if (!collidelock)
893 {
894 d.BodyAddForce(Body, force.X, force.Y, force.Z);
895 //d.BodySetRotation(Body, ref m_StandUpRotation);
896 //standupStraight();
897
898 }
899 }
900
901 public override void SetMomentum(Vector3 momentum)
902 {
903 }
904
905
906 /// <summary>
907 /// Called from Simulate
908 /// This is the avatar's movement control + PID Controller
909 /// </summary>
910 /// <param name="timeStep"></param>
911 public void Move(float timeStep, List<OdeCharacter> defects)
912 {
913 // no lock; for now it's only called from within Simulate()
914
915 // If the PID Controller isn't active then we set our force
916 // calculating base velocity to the current position
917
918 if (Body == IntPtr.Zero)
919 return;
920
921 if (m_pidControllerActive == false)
922 {
923 _zeroPosition = d.BodyGetPosition(Body);
924 }
925 //PidStatus = true;
926
927 d.Vector3 localpos = d.BodyGetPosition(Body);
928 Vector3 localPos = new Vector3(localpos.X, localpos.Y, localpos.Z);
929
930 if (!localPos.IsFinite())
931 {
932
933 m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
934 defects.Add(this);
935 // _parent_scene.RemoveCharacter(this);
936
937 // destroy avatar capsule and related ODE data
938 if (Amotor != IntPtr.Zero)
939 {
940 // Kill the Amotor
941 d.JointDestroy(Amotor);
942 Amotor = IntPtr.Zero;
943 }
944
945 //kill the Geometry
946 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
947
948 if (Body != IntPtr.Zero)
949 {
950 //kill the body
951 d.BodyDestroy(Body);
952
953 Body = IntPtr.Zero;
954 }
955
956 if(Shell != IntPtr.Zero)
957 {
958 try
959 {
960 d.GeomDestroy(Shell);
961 }
962 catch (System.AccessViolationException)
963 {
964 m_log.Error("[PHYSICS]: PrimGeom dead");
965 }
966 // Remove any old entries
967//string tShell;
968//_parent_scene.geom_name_map.TryGetValue(Shell, out tShell);
969//Console.WriteLine("**** Remove {0}", tShell);
970
971 if(_parent_scene.geom_name_map.ContainsKey(Shell)) _parent_scene.geom_name_map.Remove(Shell);
972 if(_parent_scene.actor_name_map.ContainsKey(Shell)) _parent_scene.actor_name_map.Remove(Shell);
973 Shell = IntPtr.Zero;
974 }
975
976 return;
977 }
978
979 Vector3 vec = Vector3.Zero;
980 d.Vector3 vel = d.BodyGetLinearVel(Body);
981
982 float movementdivisor = 1f;
983
984 if (!m_alwaysRun)
985 {
986 movementdivisor = walkDivisor;
987 }
988 else
989 {
990 movementdivisor = runDivisor;
991 }
992
993 // if velocity is zero, use position control; otherwise, velocity control
994 if (_target_velocity.X == 0.0f && _target_velocity.Y == 0.0f && _target_velocity.Z == 0.0f && m_iscolliding)
995 {
996 // keep track of where we stopped. No more slippin' & slidin'
997 if (!_zeroFlag)
998 {
999 _zeroFlag = true;
1000 _zeroPosition = d.BodyGetPosition(Body);
1001 }
1002 if (m_pidControllerActive)
1003 {
1004 // We only want to deactivate the PID Controller if we think we want to have our surrogate
1005 // react to the physics scene by moving it's position.
1006 // Avatar to Avatar collisions
1007 // Prim to avatar collisions
1008
1009 d.Vector3 pos = d.BodyGetPosition(Body);
1010 float errX = _zeroPosition.X - pos.X;
1011 float errY = _zeroPosition.Y - pos.Y;
1012 if( (Math.Abs(errX) > 0.1f) || (Math.Abs(errY) > 0.1f) )
1013 {
1014 vec.X = (_target_velocity.X - vel.X) * (PID_D) + (errX) * (PID_P * 2);
1015 vec.Y = (_target_velocity.Y - vel.Y) * (PID_D) + (errY) * (PID_P * 2);
1016 }
1017 else
1018 { // close, jump to lateral destination
1019 d.BodySetPosition(Body, _zeroPosition.X, _zeroPosition.Y, pos.Z);
1020 }
1021 if (flying)
1022 {
1023 vec.Z = (_target_velocity.Z - vel.Z) * (PID_D) + (_zeroPosition.Z - pos.Z) * PID_P;
1024 }
1025 }
1026 //PidStatus = true;
1027 }
1028 else
1029 {
1030 m_pidControllerActive = true;
1031 _zeroFlag = false;
1032 if (m_iscolliding && !flying)
1033 {
1034 // We're standing on something
1035 vec.X = ((_target_velocity.X / movementdivisor) - vel.X) * (PID_D);
1036 vec.Y = ((_target_velocity.Y / movementdivisor) - vel.Y) * (PID_D);
1037 }
1038 else if (m_iscolliding && flying)
1039 {
1040 // We're flying and colliding with something
1041 vec.X = ((_target_velocity.X/movementdivisor) - vel.X)*(PID_D / 16);
1042 vec.Y = ((_target_velocity.Y/movementdivisor) - vel.Y)*(PID_D / 16);
1043 }
1044 else if (!m_iscolliding && flying)
1045 {
1046 // we're in mid air suspended
1047 vec.X = ((_target_velocity.X / movementdivisor) - vel.X) * (PID_D/6);
1048 vec.Y = ((_target_velocity.Y / movementdivisor) - vel.Y) * (PID_D/6);
1049 }
1050
1051 if (m_iscolliding && !flying && _target_velocity.Z > 0.0f)
1052 {
1053 // We're colliding with something and we're not flying but we're moving
1054 // This means we're walking or running.
1055 d.Vector3 pos = d.BodyGetPosition(Body);
1056 vec.Z = (_target_velocity.Z - vel.Z)*PID_D + (_zeroPosition.Z - pos.Z)*PID_P;
1057 if (_target_velocity.X > 0)
1058 {
1059 vec.X = ((_target_velocity.X - vel.X)/1.2f)*PID_D;
1060 }
1061 if (_target_velocity.Y > 0)
1062 {
1063 vec.Y = ((_target_velocity.Y - vel.Y)/1.2f)*PID_D;
1064 }
1065 }
1066 else if (!m_iscolliding && !flying)
1067 {
1068 // we're not colliding and we're not flying so that means we're falling!
1069 // m_iscolliding includes collisions with the ground.
1070
1071 // d.Vector3 pos = d.BodyGetPosition(Body);
1072 if (Math.Abs(_target_velocity.X) > 0)
1073 {
1074 vec.X = ((_target_velocity.X - vel.X)/1.2f)*PID_D;
1075 }
1076 if (Math.Abs(_target_velocity.Y) > 0)
1077 {
1078 vec.Y = ((_target_velocity.Y - vel.Y)/1.2f)*PID_D;
1079 }
1080 }
1081
1082 if (flying)
1083 {
1084 vec.Z = (_target_velocity.Z - vel.Z) * (PID_D);
1085 }
1086 }
1087 if (flying)
1088 {
1089 vec.Z += ((-1 * _parent_scene.gravityz)*m_mass);
1090
1091 //Added for auto fly height. Kitto Flora
1092 //d.Vector3 pos = d.BodyGetPosition(Body);
1093 float target_altitude = _parent_scene.GetTerrainHeightAtXY(_position.X, _position.Y) + MinimumGroundFlightOffset;
1094
1095 if (_position.Z < target_altitude)
1096 {
1097 vec.Z += (target_altitude - _position.Z) * PID_P * 5.0f;
1098 }
1099 // end add Kitto Flora
1100 }
1101 if (vec.IsFinite())
1102 {
1103 if (!vec.ApproxEquals(Vector3.Zero, 0.01f))
1104 {
1105 doForce(vec);
1106 if (!_zeroFlag)
1107 {
1108 AlignAvatarTiltWithCurrentDirectionOfMovement(vec);
1109 }
1110 }
1111 }
1112 else
1113 {
1114 m_log.Warn("[PHYSICS]: Got a NaN force vector in Move()");
1115 m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
1116 defects.Add(this);
1117 // _parent_scene.RemoveCharacter(this);
1118 // destroy avatar capsule and related ODE data
1119 if (Amotor != IntPtr.Zero)
1120 {
1121 // Kill the Amotor
1122 d.JointDestroy(Amotor);
1123 Amotor = IntPtr.Zero;
1124 }
1125 //kill the Geometry
1126 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
1127
1128 if (Body != IntPtr.Zero)
1129 {
1130 //kill the body
1131 d.BodyDestroy(Body);
1132
1133 Body = IntPtr.Zero;
1134 }
1135
1136 if(Shell != IntPtr.Zero)
1137 {
1138 try
1139 {
1140 d.GeomDestroy(Shell);
1141 }
1142 catch (System.AccessViolationException)
1143 {
1144 m_log.Error("[PHYSICS]: PrimGeom dead");
1145 }
1146 // Remove any old entries
1147//string tShell;
1148//_parent_scene.geom_name_map.TryGetValue(Shell, out tShell);
1149//Console.WriteLine("**** Remove {0}", tShell);
1150
1151 if(_parent_scene.geom_name_map.ContainsKey(Shell)) _parent_scene.geom_name_map.Remove(Shell);
1152 if(_parent_scene.actor_name_map.ContainsKey(Shell)) _parent_scene.actor_name_map.Remove(Shell);
1153 Shell = IntPtr.Zero;
1154 }
1155 }
1156 }
1157
1158 /// <summary>
1159 /// Updates the reported position and velocity. This essentially sends the data up to ScenePresence.
1160 /// </summary>
1161 public void UpdatePositionAndVelocity()
1162 {
1163 // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit!
1164 d.Vector3 vec;
1165 try
1166 {
1167 vec = d.BodyGetPosition(Body);
1168 }
1169 catch (NullReferenceException)
1170 {
1171 bad = true;
1172 _parent_scene.BadCharacter(this);
1173 vec = new d.Vector3(_position.X, _position.Y, _position.Z);
1174 base.RaiseOutOfBounds(_position); // Tells ScenePresence that there's a problem!
1175 m_log.WarnFormat("[ODEPLUGIN]: Avatar Null reference for Avatar {0}, physical actor {1}", m_name, m_uuid);
1176 }
1177
1178
1179 // kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!)
1180 if (vec.X < 0.0f) vec.X = 0.0f;
1181 if (vec.Y < 0.0f) vec.Y = 0.0f;
1182 if (vec.X > (int)_parent_scene.WorldExtents.X - 0.05f) vec.X = (int)_parent_scene.WorldExtents.X - 0.05f;
1183 if (vec.Y > (int)_parent_scene.WorldExtents.Y - 0.05f) vec.Y = (int)_parent_scene.WorldExtents.Y - 0.05f;
1184
1185 _position.X = vec.X;
1186 _position.Y = vec.Y;
1187 _position.Z = vec.Z;
1188
1189 // Did we move last? = zeroflag
1190 // This helps keep us from sliding all over
1191
1192 if (_zeroFlag)
1193 {
1194 _velocity.X = 0.0f;
1195 _velocity.Y = 0.0f;
1196 _velocity.Z = 0.0f;
1197
1198 // Did we send out the 'stopped' message?
1199 if (!m_lastUpdateSent)
1200 {
1201 m_lastUpdateSent = true;
1202 //base.RequestPhysicsterseUpdate();
1203
1204 }
1205 }
1206 else
1207 {
1208 m_lastUpdateSent = false;
1209 try
1210 {
1211 vec = d.BodyGetLinearVel(Body);
1212 }
1213 catch (NullReferenceException)
1214 {
1215 vec.X = _velocity.X;
1216 vec.Y = _velocity.Y;
1217 vec.Z = _velocity.Z;
1218 }
1219 _velocity.X = (vec.X);
1220 _velocity.Y = (vec.Y);
1221
1222 _velocity.Z = (vec.Z);
1223
1224 if (_velocity.Z < -6 && !m_hackSentFall)
1225 {
1226 m_hackSentFall = true;
1227 m_pidControllerActive = false;
1228 }
1229 else if (flying && !m_hackSentFly)
1230 {
1231 //m_hackSentFly = true;
1232 //base.SendCollisionUpdate(new CollisionEventUpdate());
1233 }
1234 else
1235 {
1236 m_hackSentFly = false;
1237 m_hackSentFall = false;
1238 }
1239 }
1240 }
1241
1242 /// <summary>
1243 /// Cleanup the things we use in the scene.
1244 /// </summary>
1245 public void Destroy()
1246 {
1247 m_tainted_isPhysical = false;
1248 _parent_scene.AddPhysicsActorTaint(this);
1249 }
1250
1251 public override void CrossingFailure()
1252 {
1253 }
1254
1255 public override Vector3 PIDTarget { set { return; } }
1256 public override bool PIDActive { set { return; } }
1257 public override float PIDTau { set { return; } }
1258
1259 public override float PIDHoverHeight { set { return; } }
1260 public override bool PIDHoverActive { set { return; } }
1261 public override PIDHoverType PIDHoverType { set { return; } }
1262 public override float PIDHoverTau { set { return; } }
1263
1264 public override Quaternion APIDTarget{ set { return; } }
1265
1266 public override bool APIDActive{ set { return; } }
1267
1268 public override float APIDStrength{ set { return; } }
1269
1270 public override float APIDDamping{ set { return; } }
1271
1272
1273 public override void SubscribeEvents(int ms)
1274 {
1275 m_requestedUpdateFrequency = ms;
1276 m_eventsubscription = ms;
1277 _parent_scene.addCollisionEventReporting(this);
1278 }
1279 public override void UnSubscribeEvents()
1280 {
1281 _parent_scene.remCollisionEventReporting(this);
1282 m_requestedUpdateFrequency = 0;
1283 m_eventsubscription = 0;
1284 }
1285 public void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
1286 {
1287 if (m_eventsubscription > 0)
1288 {
1289 CollisionEventsThisFrame.addCollider(CollidedWith, contact);
1290 }
1291 }
1292
1293 public void SendCollisions()
1294 {
1295 if (m_eventsubscription > m_requestedUpdateFrequency)
1296 {
1297 if (CollisionEventsThisFrame != null)
1298 {
1299 base.SendCollisionUpdate(CollisionEventsThisFrame);
1300 }
1301 CollisionEventsThisFrame = new CollisionEventUpdate();
1302 m_eventsubscription = 0;
1303 }
1304 }
1305 public override bool SubscribedEvents()
1306 {
1307 if (m_eventsubscription > 0)
1308 return true;
1309 return false;
1310 }
1311
1312 public void ProcessTaints(float timestep)
1313 {
1314
1315 if (m_tainted_isPhysical != m_isPhysical)
1316 {
1317 if (m_tainted_isPhysical)
1318 {
1319 // Create avatar capsule and related ODE data
1320 if (!(Shell == IntPtr.Zero && Body == IntPtr.Zero && Amotor == IntPtr.Zero))
1321 {
1322 m_log.Warn("[PHYSICS]: re-creating the following avatar ODE data, even though it already exists - "
1323 + (Shell!=IntPtr.Zero ? "Shell ":"")
1324 + (Body!=IntPtr.Zero ? "Body ":"")
1325 + (Amotor!=IntPtr.Zero ? "Amotor ":""));
1326 }
1327 AvatarGeomAndBodyCreation(_position.X, _position.Y, _position.Z, m_tensor);
1328 _parent_scene.AddCharacter(this);
1329 }
1330 else
1331 {
1332 _parent_scene.RemoveCharacter(this);
1333 // destroy avatar capsule and related ODE data
1334 if (Amotor != IntPtr.Zero)
1335 {
1336 // Kill the Amotor
1337 d.JointDestroy(Amotor);
1338 Amotor = IntPtr.Zero;
1339 }
1340 //kill the Geometry
1341 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
1342
1343 if (Body != IntPtr.Zero)
1344 {
1345 //kill the body
1346 d.BodyDestroy(Body);
1347 Body = IntPtr.Zero;
1348 }
1349
1350 if(Shell != IntPtr.Zero)
1351 {
1352 try
1353 {
1354 d.GeomDestroy(Shell);
1355 }
1356 catch (System.AccessViolationException)
1357 {
1358 m_log.Error("[PHYSICS]: PrimGeom dead");
1359 }
1360 // Remove any old entries
1361//string tShell;
1362//_parent_scene.geom_name_map.TryGetValue(Shell, out tShell);
1363//Console.WriteLine("**** Remove {0}", tShell);
1364
1365 if(_parent_scene.geom_name_map.ContainsKey(Shell)) _parent_scene.geom_name_map.Remove(Shell);
1366 if(_parent_scene.actor_name_map.ContainsKey(Shell)) _parent_scene.actor_name_map.Remove(Shell);
1367 Shell = IntPtr.Zero;
1368 }
1369 }
1370
1371 m_isPhysical = m_tainted_isPhysical;
1372 }
1373
1374 if (m_tainted_CAPSULE_LENGTH != CAPSULE_LENGTH)
1375 {
1376 if (Shell != IntPtr.Zero && Body != IntPtr.Zero && Amotor != IntPtr.Zero)
1377 {
1378
1379 m_pidControllerActive = true;
1380 // no lock needed on _parent_scene.OdeLock because we are called from within the thread lock in OdePlugin's simulate()
1381 d.JointDestroy(Amotor);
1382 float prevCapsule = CAPSULE_LENGTH;
1383 CAPSULE_LENGTH = m_tainted_CAPSULE_LENGTH;
1384 //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
1385 d.BodyDestroy(Body);
1386 AvatarGeomAndBodyCreation(_position.X, _position.Y,
1387 _position.Z + (Math.Abs(CAPSULE_LENGTH - prevCapsule) * 2), m_tensor);
1388 Velocity = Vector3.Zero;
1389 }
1390 else
1391 {
1392 m_log.Warn("[PHYSICS]: trying to change capsule size, but the following ODE data is missing - "
1393 + (Shell==IntPtr.Zero ? "Shell ":"")
1394 + (Body==IntPtr.Zero ? "Body ":"")
1395 + (Amotor==IntPtr.Zero ? "Amotor ":""));
1396 }
1397 }
1398
1399 if (!m_taintPosition.ApproxEquals(_position, 0.05f))
1400 {
1401 if (Body != IntPtr.Zero)
1402 {
1403 d.BodySetPosition(Body, m_taintPosition.X, m_taintPosition.Y, m_taintPosition.Z);
1404
1405 _position.X = m_taintPosition.X;
1406 _position.Y = m_taintPosition.Y;
1407 _position.Z = m_taintPosition.Z;
1408 }
1409 }
1410
1411 }
1412
1413 internal void AddCollisionFrameTime(int p)
1414 {
1415 // protect it from overflow crashing
1416 if (m_eventsubscription + p >= int.MaxValue)
1417 m_eventsubscription = 0;
1418 m_eventsubscription += p;
1419 }
1420 }
1421}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs
new file mode 100644
index 0000000..2105be1
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs
@@ -0,0 +1,3932 @@
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_rotateEnable = Vector3.One; // Current setting
68 private Vector3 m_rotateEnableRequest = Vector3.One; // Request from LSL
69 private bool m_rotateEnableUpdate = false;
70 private Vector3 m_lockX;
71 private Vector3 m_lockY;
72 private Vector3 m_lockZ;
73 private IntPtr Amotor = IntPtr.Zero;
74 private IntPtr AmotorX = IntPtr.Zero;
75 private IntPtr AmotorY = IntPtr.Zero;
76 private IntPtr AmotorZ = IntPtr.Zero;
77
78 private Vector3 m_PIDTarget;
79 private float m_PIDTau;
80 private float PID_D = 35f;
81 private float PID_G = 25f;
82 private bool m_usePID = false;
83
84 private Quaternion m_APIDTarget = new Quaternion();
85 private float m_APIDStrength = 0.5f;
86 private float m_APIDDamping = 0.5f;
87 private bool m_useAPID = false;
88
89 // These next 7 params apply to llSetHoverHeight(float height, integer water, float tau),
90 // do not confuse with VEHICLE HOVER
91
92 private float m_PIDHoverHeight;
93 private float m_PIDHoverTau;
94 private bool m_useHoverPID;
95 private PIDHoverType m_PIDHoverType = PIDHoverType.Ground;
96 private float m_targetHoverHeight;
97 private float m_groundHeight;
98 private float m_waterHeight;
99 private float m_buoyancy; //m_buoyancy set by llSetBuoyancy()
100
101 // private float m_tensor = 5f;
102 private int body_autodisable_frames = 20;
103
104
105 private const CollisionCategories m_default_collisionFlags = (CollisionCategories.Geom
106 | CollisionCategories.Space
107 | CollisionCategories.Body
108 | CollisionCategories.Character
109 );
110 private bool m_taintshape;
111 private bool m_taintPhysics;
112 private bool m_collidesLand = true;
113 private bool m_collidesWater;
114 public bool m_returnCollisions;
115
116 // Default we're a Geometry
117 private CollisionCategories m_collisionCategories = (CollisionCategories.Geom);
118
119 // Default, Collide with Other Geometries, spaces and Bodies
120 private CollisionCategories m_collisionFlags = m_default_collisionFlags;
121
122 public bool m_taintremove;
123 public bool m_taintdisable;
124 public bool m_disabled;
125 public bool m_taintadd;
126 public bool m_taintselected;
127 public bool m_taintCollidesWater;
128
129 public uint m_localID;
130
131 //public GCHandle gc;
132 private CollisionLocker ode;
133
134 private bool m_meshfailed = false;
135 private bool m_taintforce = false;
136 private bool m_taintaddangularforce = false;
137 private Vector3 m_force;
138 private List<Vector3> m_forcelist = new List<Vector3>();
139 private List<Vector3> m_angularforcelist = new List<Vector3>();
140
141 private IMesh _mesh;
142 private PrimitiveBaseShape _pbs;
143 private OdeScene _parent_scene;
144 public IntPtr m_targetSpace = IntPtr.Zero;
145 public IntPtr prim_geom;
146// public IntPtr prev_geom;
147 public IntPtr _triMeshData;
148
149 private IntPtr _linkJointGroup = IntPtr.Zero;
150 private PhysicsActor _parent;
151 private PhysicsActor m_taintparent;
152
153 private List<OdePrim> childrenPrim = new List<OdePrim>();
154
155 private bool iscolliding;
156 private bool m_isphysical;
157 private bool m_isSelected;
158
159 internal bool m_isVolumeDetect; // If true, this prim only detects collisions but doesn't collide actively
160
161 private bool m_throttleUpdates;
162 private int throttleCounter;
163 public int m_interpenetrationcount;
164 public float m_collisionscore;
165 public int m_roundsUnderMotionThreshold;
166 private int m_crossingfailures;
167
168 public bool outofBounds;
169 private float m_density = 10.000006836f; // Aluminum g/cm3;
170
171 public bool _zeroFlag; // if body has been stopped
172 private bool m_lastUpdateSent;
173
174 public IntPtr Body = IntPtr.Zero;
175 public String m_primName;
176 private Vector3 _target_velocity;
177 public d.Mass pMass;
178
179 public int m_eventsubscription;
180 private CollisionEventUpdate CollisionEventsThisFrame;
181
182 private IntPtr m_linkJoint = IntPtr.Zero;
183
184 public volatile bool childPrim;
185
186 internal int m_material = (int)Material.Wood;
187
188 private int frcount = 0; // Used to limit dynamics debug output to
189 private int revcount = 0; // Reverse motion while > 0
190
191 private IntPtr m_body = IntPtr.Zero;
192
193 // Vehicle properties ============================================================================================
194 private Vehicle m_type = Vehicle.TYPE_NONE; // If a 'VEHICLE', and what kind
195 // private Quaternion m_referenceFrame = Quaternion.Identity; // Axis modifier
196 private VehicleFlag m_flags = (VehicleFlag) 0; // Bit settings:
197 // HOVER_TERRAIN_ONLY
198 // HOVER_GLOBAL_HEIGHT
199 // NO_DEFLECTION_UP
200 // HOVER_WATER_ONLY
201 // HOVER_UP_ONLY
202 // LIMIT_MOTOR_UP
203 // LIMIT_ROLL_ONLY
204
205 // Linear properties
206 private Vector3 m_linearMotorDirection = Vector3.Zero; // (was m_linearMotorDirectionLASTSET) the (local) Velocity
207 //requested by LSL
208 private float m_linearMotorTimescale = 0; // Motor Attack rate set by LSL
209 private float m_linearMotorDecayTimescale = 0; // Motor Decay rate set by LSL
210 private Vector3 m_linearFrictionTimescale = Vector3.Zero; // General Friction set by LSL
211
212 private Vector3 m_lLinMotorDVel = Vector3.Zero; // decayed motor
213 private Vector3 m_lLinObjectVel = Vector3.Zero; // local frame object velocity
214 private Vector3 m_wLinObjectVel = Vector3.Zero; // world frame object velocity
215
216 //Angular properties
217 private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor
218
219 private float m_angularMotorTimescale = 0; // motor angular Attack rate set by LSL
220 private float m_angularMotorDecayTimescale = 0; // motor angular Decay rate set by LSL
221 private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular Friction set by LSL
222
223 private Vector3 m_angularMotorDVel = Vector3.Zero; // decayed angular motor
224// private Vector3 m_angObjectVel = Vector3.Zero; // current body angular velocity
225 private Vector3 m_lastAngularVelocity = Vector3.Zero; // what was last applied to body
226
227 //Deflection properties
228 // private float m_angularDeflectionEfficiency = 0;
229 // private float m_angularDeflectionTimescale = 0;
230 // private float m_linearDeflectionEfficiency = 0;
231 // private float m_linearDeflectionTimescale = 0;
232
233 //Banking properties
234 // private float m_bankingEfficiency = 0;
235 // private float m_bankingMix = 0;
236 // private float m_bankingTimescale = 0;
237
238 //Hover and Buoyancy properties
239 private float m_VhoverHeight = 0f;
240// private float m_VhoverEfficiency = 0f;
241 private float m_VhoverTimescale = 0f;
242 private float m_VhoverTargetHeight = -1.0f; // if <0 then no hover, else its the current target height
243 private float m_VehicleBuoyancy = 0f; // Set by VEHICLE_BUOYANCY, for a vehicle.
244 // Modifies gravity. Slider between -1 (double-gravity) and 1 (full anti-gravity)
245 // KF: So far I have found no good method to combine a script-requested .Z velocity and gravity.
246 // Therefore only m_VehicleBuoyancy=1 (0g) will use the script-requested .Z velocity.
247
248 //Attractor properties
249 private float m_verticalAttractionEfficiency = 1.0f; // damped
250 private float m_verticalAttractionTimescale = 500f; // Timescale > 300 means no vert attractor.
251
252
253
254
255
256
257 public OdePrim(String primName, OdeScene parent_scene, Vector3 pos, Vector3 size,
258 Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool pisPhysical, CollisionLocker dode)
259 {
260 ode = dode;
261 if (!pos.IsFinite())
262 {
263 pos = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f),
264 parent_scene.GetTerrainHeightAtXY(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f)) + 0.5f);
265 m_log.Warn("[PHYSICS]: Got nonFinite Object create Position");
266 }
267
268 _position = pos;
269 m_taintposition = pos;
270 PID_D = parent_scene.bodyPIDD;
271 PID_G = parent_scene.bodyPIDG;
272 m_density = parent_scene.geomDefaultDensity;
273 // m_tensor = parent_scene.bodyMotorJointMaxforceTensor;
274 body_autodisable_frames = parent_scene.bodyFramesAutoDisable;
275
276
277 prim_geom = IntPtr.Zero;
278// prev_geom = IntPtr.Zero;
279
280 if (!pos.IsFinite())
281 {
282 size = new Vector3(0.5f, 0.5f, 0.5f);
283 m_log.Warn("[PHYSICS]: Got nonFinite Object create Size");
284 }
285
286 if (size.X <= 0) size.X = 0.01f;
287 if (size.Y <= 0) size.Y = 0.01f;
288 if (size.Z <= 0) size.Z = 0.01f;
289
290 _size = size;
291 m_taintsize = _size;
292
293 if (!QuaternionIsFinite(rotation))
294 {
295 rotation = Quaternion.Identity;
296 m_log.Warn("[PHYSICS]: Got nonFinite Object create Rotation");
297 }
298
299 _orientation = rotation;
300 m_taintrot = _orientation;
301 _mesh = mesh;
302 _pbs = pbs;
303
304 _parent_scene = parent_scene;
305 m_targetSpace = (IntPtr)0;
306
307// if (pos.Z < 0)
308 if (pos.Z < parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y))
309 m_isphysical = false;
310 else
311 {
312 m_isphysical = pisPhysical;
313 // If we're physical, we need to be in the master space for now.
314 // linksets *should* be in a space together.. but are not currently
315 if (m_isphysical)
316 m_targetSpace = _parent_scene.space;
317 }
318 m_primName = primName;
319 m_taintadd = true;
320 _parent_scene.AddPhysicsActorTaint(this);
321 // don't do .add() here; old geoms get recycled with the same hash
322 }
323
324 public override int PhysicsActorType
325 {
326 get { return (int) ActorTypes.Prim; }
327 set { return; }
328 }
329
330 public override bool SetAlwaysRun
331 {
332 get { return false; }
333 set { return; }
334 }
335
336 public override uint LocalID
337 {
338 set {
339 //m_log.Info("[PHYSICS]: Setting TrackerID: " + value);
340 m_localID = value; }
341 }
342
343 public override bool Grabbed
344 {
345 set { return; }
346 }
347
348 public override bool Selected
349 {
350 set {
351
352//Console.WriteLine("Sel {0} {1} {2}", m_primName, value, m_isphysical);
353 // This only makes the object not collidable if the object
354 // is physical or the object is modified somehow *IN THE FUTURE*
355 // without this, if an avatar selects prim, they can walk right
356 // through it while it's selected
357 m_collisionscore = 0;
358 if ((m_isphysical && !_zeroFlag) || !value)
359 {
360 m_taintselected = value;
361 _parent_scene.AddPhysicsActorTaint(this);
362 }
363 else
364 {
365 m_taintselected = value;
366 m_isSelected = value;
367 }
368 if(m_isSelected) disableBodySoft();
369 }
370 }
371
372 public override bool IsPhysical
373 {
374 get { return m_isphysical; }
375 set
376 {
377 m_isphysical = value;
378 if (!m_isphysical)
379 { // Zero the remembered last velocity
380 m_lastVelocity = Vector3.Zero;
381 if (m_type != Vehicle.TYPE_NONE) Halt();
382 }
383 }
384 }
385
386 public void setPrimForRemoval()
387 {
388 m_taintremove = true;
389 }
390
391 public override bool Flying
392 {
393 // no flying prims for you
394 get { return false; }
395 set { }
396 }
397
398 public override bool IsColliding
399 {
400 get { return iscolliding; }
401 set { iscolliding = value; }
402 }
403
404 public override bool CollidingGround
405 {
406 get { return false; }
407 set { return; }
408 }
409
410 public override bool CollidingObj
411 {
412 get { return false; }
413 set { return; }
414 }
415
416 public override bool ThrottleUpdates
417 {
418 get { return m_throttleUpdates; }
419 set { m_throttleUpdates = value; }
420 }
421
422 public override bool Stopped
423 {
424 get { return _zeroFlag; }
425 }
426
427 public override Vector3 Position
428 {
429 get { return _position; }
430
431 set { _position = value;
432 //m_log.Info("[PHYSICS]: " + _position.ToString());
433 }
434 }
435
436 public override Vector3 Size
437 {
438 get { return _size; }
439 set
440 {
441 if (value.IsFinite())
442 {
443 _size = value;
444 }
445 else
446 {
447 m_log.Warn("[PHYSICS]: Got NaN Size on object");
448 }
449 }
450 }
451
452 public override float Mass
453 {
454 get { return CalculateMass(); }
455 }
456
457 public override Vector3 Force
458 {
459 //get { return Vector3.Zero; }
460 get { return m_force; }
461 set
462 {
463 if (value.IsFinite())
464 {
465 m_force = value;
466 }
467 else
468 {
469 m_log.Warn("[PHYSICS]: NaN in Force Applied to an Object");
470 }
471 }
472 }
473
474 public override int VehicleType
475 {
476 get { return (int)m_type; }
477 set { ProcessTypeChange((Vehicle)value); }
478 }
479
480 public override void VehicleFloatParam(int param, float value)
481 {
482 ProcessFloatVehicleParam((Vehicle) param, value);
483 }
484
485 public override void VehicleVectorParam(int param, Vector3 value)
486 {
487 ProcessVectorVehicleParam((Vehicle) param, value);
488 }
489
490 public override void VehicleRotationParam(int param, Quaternion rotation)
491 {
492 ProcessRotationVehicleParam((Vehicle) param, rotation);
493 }
494
495 public override void VehicleFlags(int param, bool remove)
496 {
497 ProcessVehicleFlags(param, remove);
498 }
499
500 public override void SetVolumeDetect(int param)
501 {
502 lock (_parent_scene.OdeLock)
503 {
504 m_isVolumeDetect = (param!=0);
505 }
506 }
507
508 public override Vector3 CenterOfMass
509 {
510 get { return Vector3.Zero; }
511 }
512
513 public override Vector3 GeometricCenter
514 {
515 get { return Vector3.Zero; }
516 }
517
518 public override PrimitiveBaseShape Shape
519 {
520 set
521 {
522 _pbs = value;
523 m_taintshape = true;
524 }
525 }
526
527 public override Vector3 Velocity
528 {
529 get
530 {
531 // Averate previous velocity with the new one so
532 // client object interpolation works a 'little' better
533 if (_zeroFlag)
534 return Vector3.Zero;
535
536 Vector3 returnVelocity = Vector3.Zero;
537 returnVelocity.X = (m_lastVelocity.X + _velocity.X)/2;
538 returnVelocity.Y = (m_lastVelocity.Y + _velocity.Y)/2;
539 returnVelocity.Z = (m_lastVelocity.Z + _velocity.Z)/2;
540 return returnVelocity;
541 }
542 set
543 {
544 if (value.IsFinite())
545 {
546 _velocity = value;
547
548 m_taintVelocity = value;
549 _parent_scene.AddPhysicsActorTaint(this);
550 }
551 else
552 {
553 m_log.Warn("[PHYSICS]: Got NaN Velocity in Object");
554 }
555
556 }
557 }
558
559 public override Vector3 Torque
560 {
561 get
562 {
563 if (!m_isphysical || Body == IntPtr.Zero)
564 return Vector3.Zero;
565
566 return _torque;
567 }
568
569 set
570 {
571 if (value.IsFinite())
572 {
573 m_taintTorque = value;
574 _parent_scene.AddPhysicsActorTaint(this);
575 }
576 else
577 {
578 m_log.Warn("[PHYSICS]: Got NaN Torque in Object");
579 }
580 }
581 }
582
583 public override float CollisionScore
584 {
585 get { return m_collisionscore; }
586 set { m_collisionscore = value; }
587 }
588
589 public override bool Kinematic
590 {
591 get { return false; }
592 set { }
593 }
594
595 public override Quaternion Orientation
596 {
597 get { return _orientation; }
598 set
599 {
600 if (QuaternionIsFinite(value))
601 {
602 _orientation = value;
603 }
604 else
605 m_log.Warn("[PHYSICS]: Got NaN quaternion Orientation from Scene in Object");
606
607 }
608 }
609
610
611 public override bool FloatOnWater
612 {
613 set {
614 m_taintCollidesWater = value;
615 _parent_scene.AddPhysicsActorTaint(this);
616 }
617 }
618
619 public override void SetMomentum(Vector3 momentum)
620 {
621 }
622
623 public override Vector3 PIDTarget
624 {
625 set
626 {
627 if (value.IsFinite())
628 {
629 m_PIDTarget = value;
630 }
631 else
632 m_log.Warn("[PHYSICS]: Got NaN PIDTarget from Scene on Object");
633 }
634 }
635 public override bool PIDActive { set { m_usePID = value; } }
636 public override float PIDTau { set { m_PIDTau = value; } }
637
638 // For RotLookAt
639 public override Quaternion APIDTarget { set { m_APIDTarget = value; } }
640 public override bool APIDActive { set { m_useAPID = value; } }
641 public override float APIDStrength { set { m_APIDStrength = value; } }
642 public override float APIDDamping { set { m_APIDDamping = value; } }
643
644 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } }
645 public override bool PIDHoverActive { set { m_useHoverPID = value; } }
646 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } }
647 public override float PIDHoverTau { set { m_PIDHoverTau = value; } }
648
649 internal static bool QuaternionIsFinite(Quaternion q)
650 {
651 if (Single.IsNaN(q.X) || Single.IsInfinity(q.X))
652 return false;
653 if (Single.IsNaN(q.Y) || Single.IsInfinity(q.Y))
654 return false;
655 if (Single.IsNaN(q.Z) || Single.IsInfinity(q.Z))
656 return false;
657 if (Single.IsNaN(q.W) || Single.IsInfinity(q.W))
658 return false;
659 return true;
660 }
661
662 public override Vector3 Acceleration // client updates read data via here
663 {
664 get { return _acceleration; }
665 }
666
667
668 public void SetAcceleration(Vector3 accel) // No one calls this, and it would not do anything.
669 {
670 _acceleration = accel;
671 }
672
673 public override void AddForce(Vector3 force, bool pushforce)
674 {
675 if (force.IsFinite())
676 {
677 lock (m_forcelist)
678 m_forcelist.Add(force);
679
680 m_taintforce = true;
681 }
682 else
683 {
684 m_log.Warn("[PHYSICS]: Got Invalid linear force vector from Scene in Object");
685 }
686 //m_log.Info("[PHYSICS]: Added Force:" + force.ToString() + " to prim at " + Position.ToString());
687 }
688
689 public override void AddAngularForce(Vector3 force, bool pushforce)
690 {
691 if (force.IsFinite())
692 {
693 m_angularforcelist.Add(force);
694 m_taintaddangularforce = true;
695 }
696 else
697 {
698 m_log.Warn("[PHYSICS]: Got Invalid Angular force vector from Scene in Object");
699 }
700 }
701
702 public override Vector3 RotationalVelocity
703 {
704 get
705 {
706 return m_rotationalVelocity;
707 }
708 set
709 {
710 if (value.IsFinite())
711 {
712 m_rotationalVelocity = value;
713 }
714 else
715 {
716 m_log.Warn("[PHYSICS]: Got NaN RotationalVelocity in Object");
717 }
718 }
719 }
720
721 public override void CrossingFailure()
722 {
723 m_crossingfailures++;
724 if (m_crossingfailures > _parent_scene.geomCrossingFailuresBeforeOutofbounds)
725 {
726 base.RaiseOutOfBounds(_position);
727 return;
728 }
729 else if (m_crossingfailures == _parent_scene.geomCrossingFailuresBeforeOutofbounds)
730 {
731 m_log.Warn("[PHYSICS]: Too many crossing failures for: " + m_primName);
732 }
733 }
734
735 public override float Buoyancy
736 {
737 get { return m_buoyancy; }
738// set { m_buoyancy = value; }
739 set {
740 m_buoyancy = value;
741
742 Console.WriteLine("m_buoyancy={0}", m_buoyancy);
743 }
744 }
745
746 public override void link(PhysicsActor obj)
747 {
748 m_taintparent = obj;
749 }
750
751 public override void delink()
752 {
753 m_taintparent = null;
754 }
755
756 public override void LockAngularMotion(Vector3 axis)
757 {
758 // This is actually ROTATION ENABLE, not a lock.
759 // default is <1,1,1> which is all enabled.
760 // The lock value is updated inside Move(), no point in using the taint system.
761 // OS 'm_taintAngularLock' etc change to m_rotateEnable.
762 if (axis.IsFinite())
763 {
764 axis.X = (axis.X > 0) ? 1f : 0f;
765 axis.Y = (axis.Y > 0) ? 1f : 0f;
766 axis.Z = (axis.Z > 0) ? 1f : 0f;
767 m_log.DebugFormat("[axislock]: <{0},{1},{2}>", axis.X, axis.Y, axis.Z);
768 m_rotateEnableRequest = axis;
769 m_rotateEnableUpdate = true;
770 }
771 else
772 {
773 m_log.Warn("[PHYSICS]: Got NaN locking axis from Scene on Object");
774 }
775 }
776
777
778 public void SetGeom(IntPtr geom)
779 {
780 if(prim_geom != IntPtr.Zero)
781 {
782 // Remove any old entries
783//string tPA;
784//_parent_scene.geom_name_map.TryGetValue(prim_geom, out tPA);
785//Console.WriteLine("**** Remove {0}", tPA);
786 if(_parent_scene.geom_name_map.ContainsKey(prim_geom)) _parent_scene.geom_name_map.Remove(prim_geom);
787 if(_parent_scene.actor_name_map.ContainsKey(prim_geom)) _parent_scene.actor_name_map.Remove(prim_geom);
788 d.GeomDestroy(prim_geom);
789 }
790
791 prim_geom = geom;
792//Console.WriteLine("SetGeom to " + prim_geom + " for " + m_primName);
793 if (prim_geom != IntPtr.Zero)
794 {
795 _parent_scene.geom_name_map[prim_geom] = this.m_primName;
796 _parent_scene.actor_name_map[prim_geom] = (PhysicsActor)this;
797 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
798 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
799//Console.WriteLine("**** Create {2} Dicts: actor={0} name={1}", _parent_scene.actor_name_map.Count, _parent_scene.geom_name_map.Count, this.m_primName);
800 }
801
802 if (childPrim)
803 {
804 if (_parent != null && _parent is OdePrim)
805 {
806 OdePrim parent = (OdePrim)_parent;
807//Console.WriteLine("SetGeom calls ChildSetGeom");
808 parent.ChildSetGeom(this);
809 }
810 }
811 //m_log.Warn("Setting Geom to: " + prim_geom);
812 }
813
814 public void enableBodySoft()
815 {
816 if (!childPrim)
817 {
818 if (m_isphysical && Body != IntPtr.Zero)
819 {
820 d.BodyEnable(Body);
821 if (m_type != Vehicle.TYPE_NONE)
822 Enable(Body, _parent_scene);
823 }
824
825 m_disabled = false;
826 }
827 }
828
829 public void disableBodySoft()
830 {
831 m_disabled = true;
832
833 if (m_isphysical && Body != IntPtr.Zero)
834 {
835 d.BodyDisable(Body);
836 Halt();
837 }
838 }
839
840 public void enableBody()
841 {
842 // Don't enable this body if we're a child prim
843 // this should be taken care of in the parent function not here
844 if (!childPrim)
845 {
846 // Sets the geom to a body
847 Body = d.BodyCreate(_parent_scene.world);
848
849 setMass();
850 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
851 d.Quaternion myrot = new d.Quaternion();
852 myrot.X = _orientation.X;
853 myrot.Y = _orientation.Y;
854 myrot.Z = _orientation.Z;
855 myrot.W = _orientation.W;
856 d.BodySetQuaternion(Body, ref myrot);
857 d.GeomSetBody(prim_geom, Body);
858 m_collisionCategories |= CollisionCategories.Body;
859 m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
860
861 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
862 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
863
864 d.BodySetAutoDisableFlag(Body, true);
865 d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
866
867 // disconnect from world gravity so we can apply buoyancy
868 d.BodySetGravityMode (Body, false);
869
870 m_interpenetrationcount = 0;
871 m_collisionscore = 0;
872 m_disabled = false;
873
874 if (m_type != Vehicle.TYPE_NONE)
875 {
876 Enable(Body, _parent_scene);
877 }
878
879 _parent_scene.addActivePrim(this);
880 }
881 }
882
883 #region Mass Calculation
884
885 private float CalculateMass()
886 {
887 float volume = 0;
888
889 // No material is passed to the physics engines yet.. soo..
890 // we're using the m_density constant in the class definition
891
892 float returnMass = 0;
893
894 switch (_pbs.ProfileShape)
895 {
896 case ProfileShape.Square:
897 // Profile Volume
898
899 volume = _size.X*_size.Y*_size.Z;
900
901 // If the user has 'hollowed out'
902 // ProfileHollow is one of those 0 to 50000 values :P
903 // we like percentages better.. so turning into a percentage
904
905 if (((float) _pbs.ProfileHollow/50000f) > 0.0)
906 {
907 float hollowAmount = (float) _pbs.ProfileHollow/50000f;
908
909 // calculate the hollow volume by it's shape compared to the prim shape
910 float hollowVolume = 0;
911 switch (_pbs.HollowShape)
912 {
913 case HollowShape.Square:
914 case HollowShape.Same:
915 // Cube Hollow volume calculation
916 float hollowsizex = _size.X*hollowAmount;
917 float hollowsizey = _size.Y*hollowAmount;
918 float hollowsizez = _size.Z*hollowAmount;
919 hollowVolume = hollowsizex*hollowsizey*hollowsizez;
920 break;
921
922 case HollowShape.Circle:
923 // Hollow shape is a perfect cyllinder in respect to the cube's scale
924 // Cyllinder hollow volume calculation
925 float hRadius = _size.X/2;
926 float hLength = _size.Z;
927
928 // pi * r2 * h
929 hollowVolume = ((float) (Math.PI*Math.Pow(hRadius, 2)*hLength)*hollowAmount);
930 break;
931
932 case HollowShape.Triangle:
933 // Equilateral Triangular Prism volume hollow calculation
934 // Triangle is an Equilateral Triangular Prism with aLength = to _size.Y
935
936 float aLength = _size.Y;
937 // 1/2 abh
938 hollowVolume = (float) ((0.5*aLength*_size.X*_size.Z)*hollowAmount);
939 break;
940
941 default:
942 hollowVolume = 0;
943 break;
944 }
945 volume = volume - hollowVolume;
946 }
947
948 break;
949 case ProfileShape.Circle:
950 if (_pbs.PathCurve == (byte)Extrusion.Straight)
951 {
952 // Cylinder
953 float volume1 = (float)(Math.PI * Math.Pow(_size.X/2, 2) * _size.Z);
954 float volume2 = (float)(Math.PI * Math.Pow(_size.Y/2, 2) * _size.Z);
955
956 // Approximating the cylinder's irregularity.
957 if (volume1 > volume2)
958 {
959 volume = (float)volume1 - (volume1 - volume2);
960 }
961 else if (volume2 > volume1)
962 {
963 volume = (float)volume2 - (volume2 - volume1);
964 }
965 else
966 {
967 // Regular cylinder
968 volume = volume1;
969 }
970 }
971 else
972 {
973 // We don't know what the shape is yet, so use default
974 volume = _size.X * _size.Y * _size.Z;
975 }
976 // If the user has 'hollowed out'
977 // ProfileHollow is one of those 0 to 50000 values :P
978 // we like percentages better.. so turning into a percentage
979
980 if (((float)_pbs.ProfileHollow / 50000f) > 0.0)
981 {
982 float hollowAmount = (float)_pbs.ProfileHollow / 50000f;
983
984 // calculate the hollow volume by it's shape compared to the prim shape
985 float hollowVolume = 0;
986 switch (_pbs.HollowShape)
987 {
988 case HollowShape.Same:
989 case HollowShape.Circle:
990 // Hollow shape is a perfect cyllinder in respect to the cube's scale
991 // Cyllinder hollow volume calculation
992 float hRadius = _size.X / 2;
993 float hLength = _size.Z;
994
995 // pi * r2 * h
996 hollowVolume = ((float)(Math.PI * Math.Pow(hRadius, 2) * hLength) * hollowAmount);
997 break;
998
999 case HollowShape.Square:
1000 // Cube Hollow volume calculation
1001 float hollowsizex = _size.X * hollowAmount;
1002 float hollowsizey = _size.Y * hollowAmount;
1003 float hollowsizez = _size.Z * hollowAmount;
1004 hollowVolume = hollowsizex * hollowsizey * hollowsizez;
1005 break;
1006
1007 case HollowShape.Triangle:
1008 // Equilateral Triangular Prism volume hollow calculation
1009 // Triangle is an Equilateral Triangular Prism with aLength = to _size.Y
1010
1011 float aLength = _size.Y;
1012 // 1/2 abh
1013 hollowVolume = (float)((0.5 * aLength * _size.X * _size.Z) * hollowAmount);
1014 break;
1015
1016 default:
1017 hollowVolume = 0;
1018 break;
1019 }
1020 volume = volume - hollowVolume;
1021 }
1022 break;
1023
1024 case ProfileShape.HalfCircle:
1025 if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1026 {
1027 if (_size.X == _size.Y && _size.Y == _size.Z)
1028 {
1029 // regular sphere
1030 // v = 4/3 * pi * r^3
1031 float sradius3 = (float)Math.Pow((_size.X / 2), 3);
1032 volume = (float)((4f / 3f) * Math.PI * sradius3);
1033 }
1034 else
1035 {
1036 // we treat this as a box currently
1037 volume = _size.X * _size.Y * _size.Z;
1038 }
1039 }
1040 else
1041 {
1042 // We don't know what the shape is yet, so use default
1043 volume = _size.X * _size.Y * _size.Z;
1044 }
1045 break;
1046
1047 case ProfileShape.EquilateralTriangle:
1048 /*
1049 v = (abs((xB*yA-xA*yB)+(xC*yB-xB*yC)+(xA*yC-xC*yA))/2) * h
1050
1051 // seed mesh
1052 Vertex MM = new Vertex(-0.25f, -0.45f, 0.0f);
1053 Vertex PM = new Vertex(+0.5f, 0f, 0.0f);
1054 Vertex PP = new Vertex(-0.25f, +0.45f, 0.0f);
1055 */
1056 float xA = -0.25f * _size.X;
1057 float yA = -0.45f * _size.Y;
1058
1059 float xB = 0.5f * _size.X;
1060 float yB = 0;
1061
1062 float xC = -0.25f * _size.X;
1063 float yC = 0.45f * _size.Y;
1064
1065 volume = (float)((Math.Abs((xB * yA - xA * yB) + (xC * yB - xB * yC) + (xA * yC - xC * yA)) / 2) * _size.Z);
1066
1067 // If the user has 'hollowed out'
1068 // ProfileHollow is one of those 0 to 50000 values :P
1069 // we like percentages better.. so turning into a percentage
1070 float fhollowFactor = ((float)_pbs.ProfileHollow / 1.9f);
1071 if (((float)fhollowFactor / 50000f) > 0.0)
1072 {
1073 float hollowAmount = (float)fhollowFactor / 50000f;
1074
1075 // calculate the hollow volume by it's shape compared to the prim shape
1076 float hollowVolume = 0;
1077 switch (_pbs.HollowShape)
1078 {
1079 case HollowShape.Same:
1080 case HollowShape.Triangle:
1081 // Equilateral Triangular Prism volume hollow calculation
1082 // Triangle is an Equilateral Triangular Prism with aLength = to _size.Y
1083
1084 float aLength = _size.Y;
1085 // 1/2 abh
1086 hollowVolume = (float)((0.5 * aLength * _size.X * _size.Z) * hollowAmount);
1087 break;
1088
1089 case HollowShape.Square:
1090 // Cube Hollow volume calculation
1091 float hollowsizex = _size.X * hollowAmount;
1092 float hollowsizey = _size.Y * hollowAmount;
1093 float hollowsizez = _size.Z * hollowAmount;
1094 hollowVolume = hollowsizex * hollowsizey * hollowsizez;
1095 break;
1096
1097 case HollowShape.Circle:
1098 // Hollow shape is a perfect cyllinder in respect to the cube's scale
1099 // Cyllinder hollow volume calculation
1100 float hRadius = _size.X / 2;
1101 float hLength = _size.Z;
1102
1103 // pi * r2 * h
1104 hollowVolume = ((float)((Math.PI * Math.Pow(hRadius, 2) * hLength)/2) * hollowAmount);
1105 break;
1106
1107 default:
1108 hollowVolume = 0;
1109 break;
1110 }
1111 volume = volume - hollowVolume;
1112 }
1113 break;
1114
1115 default:
1116 // we don't have all of the volume formulas yet so
1117 // use the common volume formula for all
1118 volume = _size.X*_size.Y*_size.Z;
1119 break;
1120 }
1121
1122 // Calculate Path cut effect on volume
1123 // Not exact, in the triangle hollow example
1124 // They should never be zero or less then zero..
1125 // we'll ignore it if it's less then zero
1126
1127 // ProfileEnd and ProfileBegin are values
1128 // from 0 to 50000
1129
1130 // Turning them back into percentages so that I can cut that percentage off the volume
1131
1132 float PathCutEndAmount = _pbs.ProfileEnd;
1133 float PathCutStartAmount = _pbs.ProfileBegin;
1134 if (((PathCutStartAmount + PathCutEndAmount)/50000f) > 0.0f)
1135 {
1136 float pathCutAmount = ((PathCutStartAmount + PathCutEndAmount)/50000f);
1137
1138 // Check the return amount for sanity
1139 if (pathCutAmount >= 0.99f)
1140 pathCutAmount = 0.99f;
1141
1142 volume = volume - (volume*pathCutAmount);
1143 }
1144 UInt16 taperX = _pbs.PathScaleX;
1145 UInt16 taperY = _pbs.PathScaleY;
1146 float taperFactorX = 0;
1147 float taperFactorY = 0;
1148
1149 // Mass = density * volume
1150 if (taperX != 100)
1151 {
1152 if (taperX > 100)
1153 {
1154 taperFactorX = 1.0f - ((float)taperX / 200);
1155 //m_log.Warn("taperTopFactorX: " + extr.taperTopFactorX.ToString());
1156 }
1157 else
1158 {
1159 taperFactorX = 1.0f - ((100 - (float)taperX) / 100);
1160 //m_log.Warn("taperBotFactorX: " + extr.taperBotFactorX.ToString());
1161 }
1162 volume = (float)volume * ((taperFactorX / 3f) + 0.001f);
1163 }
1164
1165 if (taperY != 100)
1166 {
1167 if (taperY > 100)
1168 {
1169 taperFactorY = 1.0f - ((float)taperY / 200);
1170 //m_log.Warn("taperTopFactorY: " + extr.taperTopFactorY.ToString());
1171 }
1172 else
1173 {
1174 taperFactorY = 1.0f - ((100 - (float)taperY) / 100);
1175 //m_log.Warn("taperBotFactorY: " + extr.taperBotFactorY.ToString());
1176 }
1177 volume = (float)volume * ((taperFactorY / 3f) + 0.001f);
1178 }
1179 returnMass = m_density*volume;
1180 if (returnMass <= 0) returnMass = 0.0001f;//ckrinke: Mass must be greater then zero.
1181
1182
1183
1184 // Recursively calculate mass
1185 bool HasChildPrim = false;
1186 lock (childrenPrim)
1187 {
1188 if (childrenPrim.Count > 0)
1189 {
1190 HasChildPrim = true;
1191 }
1192
1193 }
1194 if (HasChildPrim)
1195 {
1196 OdePrim[] childPrimArr = new OdePrim[0];
1197
1198 lock (childrenPrim)
1199 childPrimArr = childrenPrim.ToArray();
1200
1201 for (int i = 0; i < childPrimArr.Length; i++)
1202 {
1203 if (childPrimArr[i] != null && !childPrimArr[i].m_taintremove)
1204 returnMass += childPrimArr[i].CalculateMass();
1205 // failsafe, this shouldn't happen but with OpenSim, you never know :)
1206 if (i > 256)
1207 break;
1208 }
1209 }
1210 if (returnMass > _parent_scene.maximumMassObject)
1211 returnMass = _parent_scene.maximumMassObject;
1212 return returnMass;
1213 }// end CalculateMass
1214
1215 #endregion
1216
1217 public void setMass()
1218 {
1219 if (Body != (IntPtr) 0)
1220 {
1221 float newmass = CalculateMass();
1222
1223 //m_log.Info("[PHYSICS]: New Mass: " + newmass.ToString());
1224
1225 d.MassSetBoxTotal(out pMass, newmass, _size.X, _size.Y, _size.Z);
1226 d.BodySetMass(Body, ref pMass);
1227 }
1228 }
1229
1230 public void disableBody()
1231 {
1232 //this kills the body so things like 'mesh' can re-create it.
1233 lock (this)
1234 {
1235 if (!childPrim)
1236 {
1237 if (Body != IntPtr.Zero)
1238 {
1239 _parent_scene.remActivePrim(this);
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 d.BodyDestroy(Body);
1251 lock (childrenPrim)
1252 {
1253 if (childrenPrim.Count > 0)
1254 {
1255 foreach (OdePrim prm in childrenPrim)
1256 {
1257 _parent_scene.remActivePrim(prm);
1258 prm.Body = IntPtr.Zero;
1259 }
1260 }
1261 }
1262 Body = IntPtr.Zero;
1263 }
1264 }
1265 else
1266 {
1267 _parent_scene.remActivePrim(this);
1268
1269 m_collisionCategories &= ~CollisionCategories.Body;
1270 m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
1271
1272 if (prim_geom != IntPtr.Zero)
1273 {
1274 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1275 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1276 }
1277
1278
1279 Body = IntPtr.Zero;
1280 }
1281 }
1282 m_disabled = true;
1283 m_collisionscore = 0;
1284 }
1285
1286 private static Dictionary<IMesh, IntPtr> m_MeshToTriMeshMap = new Dictionary<IMesh, IntPtr>();
1287
1288 public void setMesh(OdeScene parent_scene, IMesh mesh)
1289 {
1290 // This sleeper is there to moderate how long it takes between
1291 // setting up the mesh and pre-processing it when we get rapid fire mesh requests on a single object
1292
1293 //Thread.Sleep(10);
1294
1295 //Kill Body so that mesh can re-make the geom
1296 if (IsPhysical && Body != IntPtr.Zero)
1297 {
1298 if (childPrim)
1299 {
1300 if (_parent != null)
1301 {
1302 OdePrim parent = (OdePrim)_parent;
1303 parent.ChildDelink(this);
1304 }
1305 }
1306 else
1307 {
1308 disableBody();
1309 }
1310 }
1311
1312 IntPtr vertices, indices;
1313 int vertexCount, indexCount;
1314 int vertexStride, triStride;
1315 mesh.getVertexListAsPtrToFloatArray(out vertices, out vertexStride, out vertexCount); // Note, that vertices are fixed in unmanaged heap
1316 mesh.getIndexListAsPtrToIntArray(out indices, out triStride, out indexCount); // Also fixed, needs release after usage
1317
1318 mesh.releaseSourceMeshData(); // free up the original mesh data to save memory
1319 if (m_MeshToTriMeshMap.ContainsKey(mesh))
1320 {
1321 _triMeshData = m_MeshToTriMeshMap[mesh];
1322 }
1323 else
1324 {
1325 _triMeshData = d.GeomTriMeshDataCreate();
1326
1327 d.GeomTriMeshDataBuildSimple(_triMeshData, vertices, vertexStride, vertexCount, indices, indexCount, triStride);
1328 d.GeomTriMeshDataPreprocess(_triMeshData);
1329 m_MeshToTriMeshMap[mesh] = _triMeshData;
1330 }
1331
1332 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1333 try
1334 {
1335 // if (prim_geom == IntPtr.Zero) // setGeom takes care of phys engine recreate and prim_geom pointer
1336 // {
1337 SetGeom(d.CreateTriMesh(m_targetSpace, _triMeshData, parent_scene.triCallback, null, null));
1338 // }
1339 }
1340 catch (AccessViolationException)
1341 {
1342 m_log.Error("[PHYSICS]: MESH LOCKED");
1343 return;
1344 }
1345
1346
1347 // if (IsPhysical && Body == (IntPtr) 0)
1348 // {
1349 // Recreate the body
1350 // m_interpenetrationcount = 0;
1351 // m_collisionscore = 0;
1352
1353 // enableBody();
1354 // }
1355 }
1356
1357 public void ProcessTaints(float timestep) //=============================================================================
1358 {
1359 if (m_taintadd)
1360 {
1361 changeadd(timestep);
1362 }
1363
1364 if (prim_geom != IntPtr.Zero)
1365 {
1366 if (!_position.ApproxEquals(m_taintposition, 0f))
1367 changemove(timestep);
1368
1369 if (m_taintrot != _orientation)
1370 {
1371 if(childPrim && IsPhysical) // For physical child prim...
1372 {
1373 rotate(timestep);
1374 // KF: ODE will also rotate the parent prim!
1375 // so rotate the root back to where it was
1376 OdePrim parent = (OdePrim)_parent;
1377 parent.rotate(timestep);
1378 }
1379 else
1380 {
1381 //Just rotate the prim
1382 rotate(timestep);
1383 }
1384 }
1385 //
1386
1387 if (m_taintPhysics != m_isphysical && !(m_taintparent != _parent))
1388 changePhysicsStatus(timestep);
1389 //
1390
1391 if (!_size.ApproxEquals(m_taintsize,0f))
1392 changesize(timestep);
1393 //
1394
1395 if (m_taintshape)
1396 changeshape(timestep);
1397 //
1398
1399 if (m_taintforce)
1400 changeAddForce(timestep);
1401
1402 if (m_taintaddangularforce)
1403 changeAddAngularForce(timestep);
1404
1405 if (!m_taintTorque.ApproxEquals(Vector3.Zero, 0.001f))
1406 changeSetTorque(timestep);
1407
1408 if (m_taintdisable)
1409 changedisable(timestep);
1410
1411 if (m_taintselected != m_isSelected)
1412 changeSelectedStatus(timestep);
1413
1414 if (!m_taintVelocity.ApproxEquals(Vector3.Zero, 0.001f))
1415 changevelocity(timestep);
1416
1417 if (m_taintparent != _parent)
1418 changelink(timestep);
1419
1420 if (m_taintCollidesWater != m_collidesWater)
1421 changefloatonwater(timestep);
1422/* obsolete
1423 if (!m_angularLock.ApproxEquals(m_taintAngularLock,0f))
1424 changeAngularLock(timestep);
1425 */
1426 }
1427 else
1428 {
1429 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.)");
1430 }
1431 }
1432
1433/* obsolete
1434 private void changeAngularLock(float timestep)
1435 {
1436 if (_parent == null)
1437 {
1438 m_angularLock = m_taintAngularLock;
1439 m_angularLockSet = true;
1440 }
1441 }
1442 */
1443 private void changelink(float timestep)
1444 {
1445 // If the newly set parent is not null
1446 // create link
1447 if (_parent == null && m_taintparent != null)
1448 {
1449 if (m_taintparent.PhysicsActorType == (int)ActorTypes.Prim)
1450 {
1451 OdePrim obj = (OdePrim)m_taintparent;
1452 //obj.disableBody();
1453 obj.ParentPrim(this);
1454
1455 /*
1456 if (obj.Body != (IntPtr)0 && Body != (IntPtr)0 && obj.Body != Body)
1457 {
1458 _linkJointGroup = d.JointGroupCreate(0);
1459 m_linkJoint = d.JointCreateFixed(_parent_scene.world, _linkJointGroup);
1460 d.JointAttach(m_linkJoint, obj.Body, Body);
1461 d.JointSetFixed(m_linkJoint);
1462 }
1463 */
1464 }
1465 }
1466 // If the newly set parent is null
1467 // destroy link
1468 else if (_parent != null && m_taintparent == null)
1469 {
1470 if (_parent is OdePrim)
1471 {
1472 OdePrim obj = (OdePrim)_parent;
1473 obj.ChildDelink(this);
1474 childPrim = false;
1475 //_parent = null;
1476 }
1477
1478 /*
1479 if (Body != (IntPtr)0 && _linkJointGroup != (IntPtr)0)
1480 d.JointGroupDestroy(_linkJointGroup);
1481
1482 _linkJointGroup = (IntPtr)0;
1483 m_linkJoint = (IntPtr)0;
1484 */
1485 }
1486
1487 _parent = m_taintparent;
1488 m_taintPhysics = m_isphysical;
1489 }
1490
1491 // I'm the parent
1492 // prim is the child
1493 public void ParentPrim(OdePrim prim)
1494 {
1495 if (this.m_localID != prim.m_localID)
1496 {
1497 if (Body == IntPtr.Zero)
1498 {
1499 Body = d.BodyCreate(_parent_scene.world);
1500 setMass();
1501 }
1502 if (Body != IntPtr.Zero)
1503 {
1504 lock (childrenPrim)
1505 {
1506 if (!childrenPrim.Contains(prim))
1507 {
1508 childrenPrim.Add(prim);
1509
1510 foreach (OdePrim prm in childrenPrim)
1511 {
1512 d.Mass m2;
1513 d.MassSetZero(out m2);
1514 d.MassSetBoxTotal(out m2, prim.CalculateMass(), prm._size.X, prm._size.Y, prm._size.Z);
1515
1516
1517 d.Quaternion quat = new d.Quaternion();
1518 quat.W = prm._orientation.W;
1519 quat.X = prm._orientation.X;
1520 quat.Y = prm._orientation.Y;
1521 quat.Z = prm._orientation.Z;
1522
1523 d.Matrix3 mat = new d.Matrix3();
1524 d.RfromQ(out mat, ref quat);
1525 d.MassRotate(ref m2, ref mat);
1526 d.MassTranslate(ref m2, Position.X - prm.Position.X, Position.Y - prm.Position.Y, Position.Z - prm.Position.Z);
1527 d.MassAdd(ref pMass, ref m2);
1528 }
1529 foreach (OdePrim prm in childrenPrim)
1530 {
1531
1532 prm.m_collisionCategories |= CollisionCategories.Body;
1533 prm.m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
1534
1535 if (prm.prim_geom == IntPtr.Zero)
1536 {
1537 m_log.Warn("[PHYSICS]: Unable to link one of the linkset elements. No geom yet");
1538 continue;
1539 }
1540//Console.WriteLine(" GeomSetCategoryBits 1: " + prm.prim_geom + " - " + (int)prm.m_collisionCategories + " for " + m_primName);
1541 d.GeomSetCategoryBits(prm.prim_geom, (int)prm.m_collisionCategories);
1542 d.GeomSetCollideBits(prm.prim_geom, (int)prm.m_collisionFlags);
1543
1544
1545 d.Quaternion quat = new d.Quaternion();
1546 quat.W = prm._orientation.W;
1547 quat.X = prm._orientation.X;
1548 quat.Y = prm._orientation.Y;
1549 quat.Z = prm._orientation.Z;
1550
1551 d.Matrix3 mat = new d.Matrix3();
1552 d.RfromQ(out mat, ref quat);
1553 if (Body != IntPtr.Zero)
1554 {
1555 d.GeomSetBody(prm.prim_geom, Body);
1556 prm.childPrim = true;
1557 d.GeomSetOffsetWorldPosition(prm.prim_geom, prm.Position.X , prm.Position.Y, prm.Position.Z);
1558 //d.GeomSetOffsetPosition(prim.prim_geom,
1559 // (Position.X - prm.Position.X) - pMass.c.X,
1560 // (Position.Y - prm.Position.Y) - pMass.c.Y,
1561 // (Position.Z - prm.Position.Z) - pMass.c.Z);
1562 d.GeomSetOffsetWorldRotation(prm.prim_geom, ref mat);
1563 //d.GeomSetOffsetRotation(prm.prim_geom, ref mat);
1564 d.MassTranslate(ref pMass, -pMass.c.X, -pMass.c.Y, -pMass.c.Z);
1565 d.BodySetMass(Body, ref pMass);
1566 }
1567 else
1568 {
1569 m_log.Debug("[PHYSICS]:I ain't got no boooooooooddy, no body");
1570 }
1571
1572
1573 prm.m_interpenetrationcount = 0;
1574 prm.m_collisionscore = 0;
1575 prm.m_disabled = false;
1576
1577 prm.Body = Body;
1578 _parent_scene.addActivePrim(prm);
1579 }
1580 m_collisionCategories |= CollisionCategories.Body;
1581 m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
1582
1583//Console.WriteLine("GeomSetCategoryBits 2: " + prim_geom + " - " + (int)m_collisionCategories + " for " + m_primName);
1584 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1585//Console.WriteLine(" Post GeomSetCategoryBits 2");
1586 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1587
1588
1589 d.Quaternion quat2 = new d.Quaternion();
1590 quat2.W = _orientation.W;
1591 quat2.X = _orientation.X;
1592 quat2.Y = _orientation.Y;
1593 quat2.Z = _orientation.Z;
1594
1595 d.Matrix3 mat2 = new d.Matrix3();
1596 d.RfromQ(out mat2, ref quat2);
1597 d.GeomSetBody(prim_geom, Body);
1598 d.GeomSetOffsetWorldPosition(prim_geom, Position.X - pMass.c.X, Position.Y - pMass.c.Y, Position.Z - pMass.c.Z);
1599 //d.GeomSetOffsetPosition(prim.prim_geom,
1600 // (Position.X - prm.Position.X) - pMass.c.X,
1601 // (Position.Y - prm.Position.Y) - pMass.c.Y,
1602 // (Position.Z - prm.Position.Z) - pMass.c.Z);
1603 //d.GeomSetOffsetRotation(prim_geom, ref mat2);
1604 d.MassTranslate(ref pMass, -pMass.c.X, -pMass.c.Y, -pMass.c.Z);
1605 d.BodySetMass(Body, ref pMass);
1606
1607 d.BodySetAutoDisableFlag(Body, true);
1608 d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
1609
1610
1611 m_interpenetrationcount = 0;
1612 m_collisionscore = 0;
1613 m_disabled = false;
1614
1615 d.BodySetPosition(Body, Position.X, Position.Y, Position.Z);
1616 if (m_type != Vehicle.TYPE_NONE) Enable(Body, _parent_scene);
1617 _parent_scene.addActivePrim(this);
1618 }
1619 }
1620 }
1621 }
1622
1623 }
1624
1625 private void ChildSetGeom(OdePrim odePrim)
1626 {
1627 //if (m_isphysical && Body != IntPtr.Zero)
1628 lock (childrenPrim)
1629 {
1630 foreach (OdePrim prm in childrenPrim)
1631 {
1632 //prm.childPrim = true;
1633 prm.disableBody();
1634 //prm.m_taintparent = null;
1635 //prm._parent = null;
1636 //prm.m_taintPhysics = false;
1637 //prm.m_disabled = true;
1638 //prm.childPrim = false;
1639 }
1640 }
1641 disableBody();
1642
1643
1644 if (Body != IntPtr.Zero)
1645 {
1646 _parent_scene.remActivePrim(this);
1647 }
1648
1649 lock (childrenPrim)
1650 {
1651 foreach (OdePrim prm in childrenPrim)
1652 {
1653 ParentPrim(prm);
1654 }
1655 }
1656
1657 }
1658
1659 private void ChildDelink(OdePrim odePrim)
1660 {
1661 // Okay, we have a delinked child.. need to rebuild the body.
1662 lock (childrenPrim)
1663 {
1664 foreach (OdePrim prm in childrenPrim)
1665 {
1666 prm.childPrim = true;
1667 prm.disableBody();
1668 //prm.m_taintparent = null;
1669 //prm._parent = null;
1670 //prm.m_taintPhysics = false;
1671 //prm.m_disabled = true;
1672 //prm.childPrim = false;
1673 }
1674 }
1675 disableBody();
1676
1677 lock (childrenPrim)
1678 {
1679 childrenPrim.Remove(odePrim);
1680 }
1681
1682 if (Body != IntPtr.Zero)
1683 {
1684 _parent_scene.remActivePrim(this);
1685 }
1686
1687 lock (childrenPrim)
1688 {
1689 foreach (OdePrim prm in childrenPrim)
1690 {
1691 ParentPrim(prm);
1692 }
1693 }
1694 }
1695
1696 private void changeSelectedStatus(float timestep)
1697 {
1698 if (m_taintselected)
1699 {
1700 m_collisionCategories = CollisionCategories.Selected;
1701 m_collisionFlags = (CollisionCategories.Sensor | CollisionCategories.Space);
1702
1703 // We do the body disable soft twice because 'in theory' a collision could have happened
1704 // in between the disabling and the collision properties setting
1705 // which would wake the physical body up from a soft disabling and potentially cause it to fall
1706 // through the ground.
1707
1708 // NOTE FOR JOINTS: this doesn't always work for jointed assemblies because if you select
1709 // just one part of the assembly, the rest of the assembly is non-selected and still simulating,
1710 // so that causes the selected part to wake up and continue moving.
1711
1712 // even if you select all parts of a jointed assembly, it is not guaranteed that the entire
1713 // assembly will stop simulating during the selection, because of the lack of atomicity
1714 // of select operations (their processing could be interrupted by a thread switch, causing
1715 // simulation to continue before all of the selected object notifications trickle down to
1716 // the physics engine).
1717
1718 // e.g. we select 100 prims that are connected by joints. non-atomically, the first 50 are
1719 // selected and disabled. then, due to a thread switch, the selection processing is
1720 // interrupted and the physics engine continues to simulate, so the last 50 items, whose
1721 // selection was not yet processed, continues to simulate. this wakes up ALL of the
1722 // first 50 again. then the last 50 are disabled. then the first 50, which were just woken
1723 // up, start simulating again, which in turn wakes up the last 50.
1724
1725 if (m_isphysical)
1726 {
1727 disableBodySoft();
1728 }
1729
1730 if (prim_geom != IntPtr.Zero)
1731 {
1732 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1733 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1734 }
1735
1736 if (m_isphysical)
1737 {
1738 disableBodySoft();
1739
1740 if (Body != IntPtr.Zero)
1741 {
1742 d.BodySetLinearVel(Body, 0f, 0f, 0f);
1743 d.BodySetForce(Body, 0, 0, 0);
1744 enableBodySoft();
1745 }
1746 }
1747 }
1748 else
1749 {
1750 m_collisionCategories = CollisionCategories.Geom;
1751
1752 if (m_isphysical)
1753 m_collisionCategories |= CollisionCategories.Body;
1754
1755 m_collisionFlags = m_default_collisionFlags;
1756
1757 if (m_collidesLand)
1758 m_collisionFlags |= CollisionCategories.Land;
1759 if (m_collidesWater)
1760 m_collisionFlags |= CollisionCategories.Water;
1761
1762 if (prim_geom != IntPtr.Zero)
1763 {
1764 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1765 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1766 }
1767/* Uhhh - stop the motion if the object is _selected_!!
1768 if (m_isphysical)
1769 {
1770 if (Body != IntPtr.Zero)
1771 {
1772 d.BodySetLinearVel(Body, 0f, 0f, 0f);
1773 d.BodySetForce(Body, 0, 0, 0);
1774 enableBodySoft();
1775 }
1776 }
1777*/
1778 }
1779
1780 resetCollisionAccounting();
1781 m_isSelected = m_taintselected;
1782 }//end changeSelectedStatus
1783
1784 public void ResetTaints()
1785 {
1786 m_taintposition = _position;
1787 m_taintrot = _orientation;
1788 m_taintPhysics = m_isphysical;
1789 m_taintselected = m_isSelected;
1790 m_taintsize = _size;
1791 m_taintshape = false;
1792 m_taintforce = false;
1793 m_taintdisable = false;
1794 m_taintVelocity = Vector3.Zero;
1795 }
1796
1797 public void CreateGeom(IntPtr m_targetSpace, IMesh _mesh)
1798 {
1799//Console.WriteLine("CreateGeom:");
1800 if (_mesh != null) // Special - make mesh
1801 {
1802 setMesh(_parent_scene, _mesh);
1803 }
1804 else // not a mesh
1805 {
1806 if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1) // special profile??
1807 {
1808 if (_size.X == _size.Y && _size.Y == _size.Z && _size.X == _size.Z) // Equi-size
1809 {
1810 if (((_size.X / 2f) > 0f)) // Has size
1811 {
1812 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1813 try
1814 {
1815//Console.WriteLine(" CreateGeom 1");
1816 SetGeom(d.CreateSphere(m_targetSpace, _size.X / 2));
1817 }
1818 catch (AccessViolationException)
1819 {
1820 m_log.Warn("[PHYSICS]: Unable to create physics proxy for object");
1821 ode.dunlock(_parent_scene.world);
1822 return;
1823 }
1824 }
1825 else
1826 {
1827 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1828 try
1829 {
1830//Console.WriteLine(" CreateGeom 2");
1831 SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
1832 }
1833 catch (AccessViolationException)
1834 {
1835 m_log.Warn("[PHYSICS]: Unable to create physics proxy for object");
1836 ode.dunlock(_parent_scene.world);
1837 return;
1838 }
1839 }
1840 }
1841 else // not equi-size
1842 {
1843 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1844 try
1845 {
1846//Console.WriteLine(" CreateGeom 3");
1847 SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
1848 }
1849 catch (AccessViolationException)
1850 {
1851 m_log.Warn("[PHYSICS]: Unable to create physics proxy for object");
1852 ode.dunlock(_parent_scene.world);
1853 return;
1854 }
1855 }
1856 }
1857
1858 else // not special profile
1859 {
1860 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1861 try
1862 {
1863//Console.WriteLine(" CreateGeom 4");
1864 SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
1865 }
1866 catch (AccessViolationException)
1867 {
1868 m_log.Warn("[PHYSICS]: Unable to create physics proxy for object");
1869 ode.dunlock(_parent_scene.world);
1870 return;
1871 }
1872 }
1873 }
1874 }
1875
1876 public void changeadd(float timestep)
1877 {
1878 int[] iprimspaceArrItem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
1879 IntPtr targetspace = _parent_scene.calculateSpaceForGeom(_position);
1880
1881 if (targetspace == IntPtr.Zero)
1882 targetspace = _parent_scene.createprimspace(iprimspaceArrItem[0], iprimspaceArrItem[1]);
1883
1884 m_targetSpace = targetspace;
1885
1886 if (_mesh == null && m_meshfailed == false)
1887 {
1888 if (_parent_scene.needsMeshing(_pbs))
1889 {
1890 // Don't need to re-enable body.. it's done in SetMesh
1891 try
1892 {
1893 _mesh = _parent_scene.mesher.CreateMesh(m_primName, _pbs, _size, _parent_scene.meshSculptLOD, IsPhysical);
1894 }
1895 catch
1896 {
1897 //Don't continuously try to mesh prims when meshing has failed
1898 m_meshfailed = true;
1899 }
1900 // createmesh returns null when it's a shape that isn't a cube.
1901 // m_log.Debug(m_localID);
1902 }
1903 }
1904
1905
1906 lock (_parent_scene.OdeLock)
1907 {
1908//Console.WriteLine("changeadd 1");
1909 CreateGeom(m_targetSpace, _mesh);
1910
1911 if (prim_geom != IntPtr.Zero)
1912 {
1913 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
1914 d.Quaternion myrot = new d.Quaternion();
1915 myrot.X = _orientation.X;
1916 myrot.Y = _orientation.Y;
1917 myrot.Z = _orientation.Z;
1918 myrot.W = _orientation.W;
1919 d.GeomSetQuaternion(prim_geom, ref myrot);
1920 }
1921
1922 if (m_isphysical && Body == IntPtr.Zero)
1923 {
1924 enableBody();
1925 }
1926 }
1927
1928 changeSelectedStatus(timestep);
1929
1930 m_taintadd = false;
1931 }
1932
1933 public void changemove(float timestep)
1934 {
1935//Console.WriteLine("changemove sing/root {0} to {1}", m_primName, _position );
1936 if (m_isphysical)
1937 {
1938//Console.WriteLine("phys {0} {1} {2}", m_disabled, m_taintremove, childPrim);
1939// if (!m_disabled && !m_taintremove && !childPrim) After one edit m_disabled is sometimes set, disabling further edits!
1940 if (!m_taintremove && !childPrim)
1941 {
1942 if (Body == IntPtr.Zero)
1943 enableBody();
1944 //Prim auto disable after 20 frames,
1945 //if you move it, re-enable the prim manually.
1946 if (_parent != null)
1947 {
1948 if (m_linkJoint != IntPtr.Zero)
1949 {
1950 d.JointDestroy(m_linkJoint);
1951 m_linkJoint = IntPtr.Zero;
1952 }
1953 }
1954 if (Body != IntPtr.Zero)
1955 {
1956 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
1957
1958 if (_parent != null)
1959 {
1960 OdePrim odParent = (OdePrim)_parent;
1961 if (Body != (IntPtr)0 && odParent.Body != (IntPtr)0 && Body != odParent.Body)
1962 {
1963// KF: Fixed Joints were removed? Anyway - this Console.WriteLine does not show up, so routine is not used??
1964Console.WriteLine(" JointCreateFixed");
1965 m_linkJoint = d.JointCreateFixed(_parent_scene.world, _linkJointGroup);
1966 d.JointAttach(m_linkJoint, Body, odParent.Body);
1967 d.JointSetFixed(m_linkJoint);
1968 }
1969 }
1970 d.BodyEnable(Body);
1971 if (m_type != Vehicle.TYPE_NONE)
1972 {
1973 Enable(Body, _parent_scene);
1974 }
1975 }
1976 else
1977 {
1978 m_log.Warn("[PHYSICS]: Body Still null after enableBody(). This is a crash scenario.");
1979 }
1980 }
1981 //else
1982 // {
1983 //m_log.Debug("[BUG]: race!");
1984 //}
1985 }
1986 else
1987 {
1988 // string primScenAvatarIn = _parent_scene.whichspaceamIin(_position);
1989 // int[] arrayitem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
1990 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1991
1992 IntPtr tempspace = _parent_scene.recalculateSpaceForGeom(prim_geom, _position, m_targetSpace);
1993 m_targetSpace = tempspace;
1994
1995 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1996 if (prim_geom != IntPtr.Zero)
1997 {
1998 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
1999
2000 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2001 d.SpaceAdd(m_targetSpace, prim_geom);
2002 }
2003 }
2004
2005 changeSelectedStatus(timestep);
2006
2007 resetCollisionAccounting();
2008 m_taintposition = _position;
2009 }
2010
2011
2012
2013 public void rotate(float timestep)
2014 {
2015 d.Quaternion myrot = new d.Quaternion();
2016 myrot.X = _orientation.X;
2017 myrot.Y = _orientation.Y;
2018 myrot.Z = _orientation.Z;
2019 myrot.W = _orientation.W;
2020 if (Body != IntPtr.Zero)
2021 {
2022 // KF: If this is a root prim do BodySet
2023 d.BodySetQuaternion(Body, ref myrot);
2024 }
2025 else
2026 {
2027 // daughter prim, do Geom set
2028 d.GeomSetQuaternion(prim_geom, ref myrot);
2029 }
2030
2031 resetCollisionAccounting();
2032 m_taintrot = _orientation;
2033 }
2034
2035 private void resetCollisionAccounting()
2036 {
2037 m_collisionscore = 0;
2038 m_interpenetrationcount = 0;
2039 m_disabled = false;
2040 }
2041
2042 public void changedisable(float timestep)
2043 {
2044 m_disabled = true;
2045 if (Body != IntPtr.Zero)
2046 {
2047 d.BodyDisable(Body);
2048 Body = IntPtr.Zero;
2049 }
2050
2051 m_taintdisable = false;
2052 }
2053
2054 public void changePhysicsStatus(float timestep)
2055 {
2056 if (m_isphysical == true)
2057 {
2058 if (Body == IntPtr.Zero)
2059 {
2060 if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim)
2061 {
2062 changeshape(2f);
2063 }
2064 else
2065 {
2066 enableBody();
2067 }
2068 }
2069 }
2070 else
2071 {
2072 if (Body != IntPtr.Zero)
2073 {
2074 if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim)
2075 {
2076 _mesh = null;
2077//Console.WriteLine("changePhysicsStatus for " + m_primName );
2078 changeadd(2f);
2079 }
2080 if (childPrim)
2081 {
2082 if (_parent != null)
2083 {
2084 OdePrim parent = (OdePrim)_parent;
2085 parent.ChildDelink(this);
2086 }
2087 }
2088 else
2089 {
2090 disableBody();
2091 }
2092 }
2093 }
2094
2095 changeSelectedStatus(timestep);
2096
2097 resetCollisionAccounting();
2098 m_taintPhysics = m_isphysical;
2099 }
2100
2101 public void changesize(float timestamp)
2102 {
2103
2104 string oldname = _parent_scene.geom_name_map[prim_geom];
2105
2106 if (_size.X <= 0) _size.X = 0.01f;
2107 if (_size.Y <= 0) _size.Y = 0.01f;
2108 if (_size.Z <= 0) _size.Z = 0.01f;
2109
2110 // Cleanup of old prim geometry
2111 if (_mesh != null)
2112 {
2113 // Cleanup meshing here
2114 }
2115 //kill body to rebuild
2116 if (IsPhysical && Body != IntPtr.Zero)
2117 {
2118 if (childPrim)
2119 {
2120 if (_parent != null)
2121 {
2122 OdePrim parent = (OdePrim)_parent;
2123 parent.ChildDelink(this);
2124 }
2125 }
2126 else
2127 {
2128 disableBody();
2129 }
2130 }
2131 if (d.SpaceQuery(m_targetSpace, prim_geom))
2132 {
2133 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2134 d.SpaceRemove(m_targetSpace, prim_geom);
2135 }
2136 // we don't need to do space calculation because the client sends a position update also.
2137
2138 // Construction of new prim
2139 if (_parent_scene.needsMeshing(_pbs) && m_meshfailed == false)
2140 {
2141 float meshlod = _parent_scene.meshSculptLOD;
2142
2143 if (IsPhysical)
2144 meshlod = _parent_scene.MeshSculptphysicalLOD;
2145 // Don't need to re-enable body.. it's done in SetMesh
2146
2147 IMesh mesh = null;
2148
2149 try
2150 {
2151 if (_parent_scene.needsMeshing(_pbs))
2152 mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);
2153 }
2154 catch
2155 {
2156 m_meshfailed = true;
2157 }
2158
2159 //IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);
2160//Console.WriteLine("changesize 1");
2161 CreateGeom(m_targetSpace, mesh);
2162
2163
2164 }
2165 else
2166 {
2167 _mesh = null;
2168//Console.WriteLine("changesize 2");
2169 CreateGeom(m_targetSpace, _mesh);
2170 }
2171
2172 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2173 d.Quaternion myrot = new d.Quaternion();
2174 myrot.X = _orientation.X;
2175 myrot.Y = _orientation.Y;
2176 myrot.Z = _orientation.Z;
2177 myrot.W = _orientation.W;
2178 d.GeomSetQuaternion(prim_geom, ref myrot);
2179
2180 //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z);
2181 if (IsPhysical && Body == IntPtr.Zero && !childPrim)
2182 {
2183 // Re creates body on size.
2184 // EnableBody also does setMass()
2185 enableBody();
2186 d.BodyEnable(Body);
2187 }
2188
2189 _parent_scene.geom_name_map[prim_geom] = oldname;
2190
2191 changeSelectedStatus(timestamp);
2192 if (childPrim)
2193 {
2194 if (_parent is OdePrim)
2195 {
2196 OdePrim parent = (OdePrim)_parent;
2197 parent.ChildSetGeom(this);
2198 }
2199 }
2200 resetCollisionAccounting();
2201 m_taintsize = _size;
2202 }
2203
2204
2205
2206 public void changefloatonwater(float timestep)
2207 {
2208 m_collidesWater = m_taintCollidesWater;
2209
2210 if (prim_geom != IntPtr.Zero)
2211 {
2212 if (m_collidesWater)
2213 {
2214 m_collisionFlags |= CollisionCategories.Water;
2215 }
2216 else
2217 {
2218 m_collisionFlags &= ~CollisionCategories.Water;
2219 }
2220 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
2221 }
2222 }
2223
2224 public void changeshape(float timestamp)
2225 {
2226 string oldname = _parent_scene.geom_name_map[prim_geom];
2227
2228 // Cleanup of old prim geometry and Bodies
2229 if (IsPhysical && Body != IntPtr.Zero)
2230 {
2231 if (childPrim)
2232 {
2233 if (_parent != null)
2234 {
2235 OdePrim parent = (OdePrim)_parent;
2236 parent.ChildDelink(this);
2237 }
2238 }
2239 else
2240 {
2241 disableBody();
2242 }
2243 }
2244
2245
2246 // we don't need to do space calculation because the client sends a position update also.
2247 if (_size.X <= 0) _size.X = 0.01f;
2248 if (_size.Y <= 0) _size.Y = 0.01f;
2249 if (_size.Z <= 0) _size.Z = 0.01f;
2250 // Construction of new prim
2251
2252 if (_parent_scene.needsMeshing(_pbs) && m_meshfailed == false)
2253 {
2254 // Don't need to re-enable body.. it's done in SetMesh
2255 float meshlod = _parent_scene.meshSculptLOD;
2256
2257 if (IsPhysical)
2258 meshlod = _parent_scene.MeshSculptphysicalLOD;
2259 try
2260 {
2261 IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);
2262 CreateGeom(m_targetSpace, mesh);
2263 }
2264 catch
2265 {
2266 m_meshfailed = true;
2267 }
2268 // createmesh returns null when it doesn't mesh.
2269 }
2270 else
2271 {
2272 _mesh = null;
2273//Console.WriteLine("changeshape");
2274 CreateGeom(m_targetSpace, null);
2275 }
2276
2277 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2278 d.Quaternion myrot = new d.Quaternion();
2279 //myrot.W = _orientation.w;
2280 myrot.W = _orientation.W;
2281 myrot.X = _orientation.X;
2282 myrot.Y = _orientation.Y;
2283 myrot.Z = _orientation.Z;
2284 d.GeomSetQuaternion(prim_geom, ref myrot);
2285
2286 //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z);
2287 if (IsPhysical && Body == IntPtr.Zero)
2288 {
2289 // Re creates body on size.
2290 // EnableBody also does setMass()
2291 enableBody();
2292 if (Body != IntPtr.Zero)
2293 {
2294 d.BodyEnable(Body);
2295 }
2296 }
2297 _parent_scene.geom_name_map[prim_geom] = oldname;
2298
2299 changeSelectedStatus(timestamp);
2300 if (childPrim)
2301 {
2302 if (_parent is OdePrim)
2303 {
2304 OdePrim parent = (OdePrim)_parent;
2305 parent.ChildSetGeom(this);
2306 }
2307 }
2308 resetCollisionAccounting();
2309 m_taintshape = false;
2310 }
2311
2312 public void changeAddForce(float timestamp)
2313 {
2314 if (!m_isSelected)
2315 {
2316 lock (m_forcelist)
2317 {
2318 //m_log.Info("[PHYSICS]: dequeing forcelist");
2319 if (IsPhysical)
2320 {
2321 Vector3 iforce = Vector3.Zero;
2322 int i = 0;
2323 try
2324 {
2325 for (i = 0; i < m_forcelist.Count; i++)
2326 {
2327
2328 iforce = iforce + (m_forcelist[i] * 100);
2329 }
2330 }
2331 catch (IndexOutOfRangeException)
2332 {
2333 m_forcelist = new List<Vector3>();
2334 m_collisionscore = 0;
2335 m_interpenetrationcount = 0;
2336 m_taintforce = false;
2337 return;
2338 }
2339 catch (ArgumentOutOfRangeException)
2340 {
2341 m_forcelist = new List<Vector3>();
2342 m_collisionscore = 0;
2343 m_interpenetrationcount = 0;
2344 m_taintforce = false;
2345 return;
2346 }
2347 d.BodyEnable(Body);
2348 d.BodyAddForce(Body, iforce.X, iforce.Y, iforce.Z);
2349 }
2350 m_forcelist.Clear();
2351 }
2352
2353 m_collisionscore = 0;
2354 m_interpenetrationcount = 0;
2355 }
2356
2357 m_taintforce = false;
2358
2359 }
2360
2361
2362
2363 public void changeSetTorque(float timestamp)
2364 {
2365 if (!m_isSelected)
2366 {
2367 if (IsPhysical && Body != IntPtr.Zero)
2368 {
2369 d.BodySetTorque(Body, m_taintTorque.X, m_taintTorque.Y, m_taintTorque.Z);
2370 }
2371 }
2372
2373 m_taintTorque = Vector3.Zero;
2374 }
2375
2376 public void changeAddAngularForce(float timestamp)
2377 {
2378 if (!m_isSelected)
2379 {
2380 lock (m_angularforcelist)
2381 {
2382 //m_log.Info("[PHYSICS]: dequeing forcelist");
2383 if (IsPhysical)
2384 {
2385 Vector3 iforce = Vector3.Zero;
2386 for (int i = 0; i < m_angularforcelist.Count; i++)
2387 {
2388 iforce = iforce + (m_angularforcelist[i] * 100);
2389 }
2390 d.BodyEnable(Body);
2391 d.BodyAddTorque(Body, iforce.X, iforce.Y, iforce.Z);
2392
2393 }
2394 m_angularforcelist.Clear();
2395 }
2396
2397 m_collisionscore = 0;
2398 m_interpenetrationcount = 0;
2399 }
2400
2401 m_taintaddangularforce = false;
2402 }
2403
2404 private void changevelocity(float timestep)
2405 {
2406 if (!m_isSelected)
2407 {
2408 Thread.Sleep(20);
2409 if (IsPhysical)
2410 {
2411 if (Body != IntPtr.Zero)
2412 d.BodySetLinearVel(Body, m_taintVelocity.X, m_taintVelocity.Y, m_taintVelocity.Z);
2413 }
2414
2415 //resetCollisionAccounting();
2416 }
2417 m_taintVelocity = Vector3.Zero;
2418 }
2419
2420 public void UpdatePositionAndVelocity()
2421 {
2422 return; // moved to the Move () method
2423 }
2424
2425 public d.Mass FromMatrix4(Matrix4 pMat, ref d.Mass obj)
2426 {
2427 obj.I.M00 = pMat[0, 0];
2428 obj.I.M01 = pMat[0, 1];
2429 obj.I.M02 = pMat[0, 2];
2430 obj.I.M10 = pMat[1, 0];
2431 obj.I.M11 = pMat[1, 1];
2432 obj.I.M12 = pMat[1, 2];
2433 obj.I.M20 = pMat[2, 0];
2434 obj.I.M21 = pMat[2, 1];
2435 obj.I.M22 = pMat[2, 2];
2436 return obj;
2437 }
2438
2439 public override void SubscribeEvents(int ms)
2440 {
2441 m_eventsubscription = ms;
2442 _parent_scene.addCollisionEventReporting(this);
2443 }
2444
2445 public override void UnSubscribeEvents()
2446 {
2447 _parent_scene.remCollisionEventReporting(this);
2448 m_eventsubscription = 0;
2449 }
2450
2451 public void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
2452 {
2453 if (CollisionEventsThisFrame == null)
2454 CollisionEventsThisFrame = new CollisionEventUpdate();
2455 CollisionEventsThisFrame.addCollider(CollidedWith, contact);
2456 }
2457
2458 public void SendCollisions()
2459 {
2460 if (CollisionEventsThisFrame == null)
2461 return;
2462
2463 base.SendCollisionUpdate(CollisionEventsThisFrame);
2464
2465 if (CollisionEventsThisFrame.m_objCollisionList.Count == 0)
2466 CollisionEventsThisFrame = null;
2467 else
2468 CollisionEventsThisFrame = new CollisionEventUpdate();
2469 }
2470
2471 public override bool SubscribedEvents()
2472 {
2473 if (m_eventsubscription > 0)
2474 return true;
2475 return false;
2476 }
2477
2478 public static Matrix4 Inverse(Matrix4 pMat)
2479 {
2480 if (determinant3x3(pMat) == 0)
2481 {
2482 return Matrix4.Identity; // should probably throw an error. singluar matrix inverse not possible
2483 }
2484
2485
2486
2487 return (Adjoint(pMat) / determinant3x3(pMat));
2488 }
2489
2490 public static Matrix4 Adjoint(Matrix4 pMat)
2491 {
2492 Matrix4 adjointMatrix = new Matrix4();
2493 for (int i=0; i<4; i++)
2494 {
2495 for (int j=0; j<4; j++)
2496 {
2497 Matrix4SetValue(ref adjointMatrix, i, j, (float)(Math.Pow(-1, i + j) * (determinant3x3(Minor(pMat, i, j)))));
2498 }
2499 }
2500
2501 adjointMatrix = Transpose(adjointMatrix);
2502 return adjointMatrix;
2503 }
2504
2505 public static Matrix4 Minor(Matrix4 matrix, int iRow, int iCol)
2506 {
2507 Matrix4 minor = new Matrix4();
2508 int m = 0, n = 0;
2509 for (int i = 0; i < 4; i++)
2510 {
2511 if (i == iRow)
2512 continue;
2513 n = 0;
2514 for (int j = 0; j < 4; j++)
2515 {
2516 if (j == iCol)
2517 continue;
2518 Matrix4SetValue(ref minor, m,n, matrix[i, j]);
2519 n++;
2520 }
2521 m++;
2522 }
2523 return minor;
2524 }
2525
2526 public static Matrix4 Transpose(Matrix4 pMat)
2527 {
2528 Matrix4 transposeMatrix = new Matrix4();
2529 for (int i = 0; i < 4; i++)
2530 for (int j = 0; j < 4; j++)
2531 Matrix4SetValue(ref transposeMatrix, i, j, pMat[j, i]);
2532 return transposeMatrix;
2533 }
2534
2535 public static void Matrix4SetValue(ref Matrix4 pMat, int r, int c, float val)
2536 {
2537 switch (r)
2538 {
2539 case 0:
2540 switch (c)
2541 {
2542 case 0:
2543 pMat.M11 = val;
2544 break;
2545 case 1:
2546 pMat.M12 = val;
2547 break;
2548 case 2:
2549 pMat.M13 = val;
2550 break;
2551 case 3:
2552 pMat.M14 = val;
2553 break;
2554 }
2555
2556 break;
2557 case 1:
2558 switch (c)
2559 {
2560 case 0:
2561 pMat.M21 = val;
2562 break;
2563 case 1:
2564 pMat.M22 = val;
2565 break;
2566 case 2:
2567 pMat.M23 = val;
2568 break;
2569 case 3:
2570 pMat.M24 = val;
2571 break;
2572 }
2573
2574 break;
2575 case 2:
2576 switch (c)
2577 {
2578 case 0:
2579 pMat.M31 = val;
2580 break;
2581 case 1:
2582 pMat.M32 = val;
2583 break;
2584 case 2:
2585 pMat.M33 = val;
2586 break;
2587 case 3:
2588 pMat.M34 = val;
2589 break;
2590 }
2591
2592 break;
2593 case 3:
2594 switch (c)
2595 {
2596 case 0:
2597 pMat.M41 = val;
2598 break;
2599 case 1:
2600 pMat.M42 = val;
2601 break;
2602 case 2:
2603 pMat.M43 = val;
2604 break;
2605 case 3:
2606 pMat.M44 = val;
2607 break;
2608 }
2609
2610 break;
2611 }
2612 }
2613 private static float determinant3x3(Matrix4 pMat)
2614 {
2615 float det = 0;
2616 float diag1 = pMat[0, 0]*pMat[1, 1]*pMat[2, 2];
2617 float diag2 = pMat[0, 1]*pMat[2, 1]*pMat[2, 0];
2618 float diag3 = pMat[0, 2]*pMat[1, 0]*pMat[2, 1];
2619 float diag4 = pMat[2, 0]*pMat[1, 1]*pMat[0, 2];
2620 float diag5 = pMat[2, 1]*pMat[1, 2]*pMat[0, 0];
2621 float diag6 = pMat[2, 2]*pMat[1, 0]*pMat[0, 1];
2622
2623 det = diag1 + diag2 + diag3 - (diag4 + diag5 + diag6);
2624 return det;
2625
2626 }
2627
2628 private static void DMassCopy(ref d.Mass src, ref d.Mass dst)
2629 {
2630 dst.c.W = src.c.W;
2631 dst.c.X = src.c.X;
2632 dst.c.Y = src.c.Y;
2633 dst.c.Z = src.c.Z;
2634 dst.mass = src.mass;
2635 dst.I.M00 = src.I.M00;
2636 dst.I.M01 = src.I.M01;
2637 dst.I.M02 = src.I.M02;
2638 dst.I.M10 = src.I.M10;
2639 dst.I.M11 = src.I.M11;
2640 dst.I.M12 = src.I.M12;
2641 dst.I.M20 = src.I.M20;
2642 dst.I.M21 = src.I.M21;
2643 dst.I.M22 = src.I.M22;
2644 }
2645
2646 public override void SetMaterial(int pMaterial)
2647 {
2648 m_material = pMaterial;
2649 }
2650
2651 internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
2652 {
2653 switch (pParam)
2654 {
2655 case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY:
2656 if (pValue < 0.01f) pValue = 0.01f;
2657 // m_angularDeflectionEfficiency = pValue;
2658 break;
2659 case Vehicle.ANGULAR_DEFLECTION_TIMESCALE:
2660 if (pValue < 0.1f) pValue = 0.1f;
2661 // m_angularDeflectionTimescale = pValue;
2662 break;
2663 case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE:
2664 if (pValue < 0.3f) pValue = 0.3f;
2665 m_angularMotorDecayTimescale = pValue;
2666 break;
2667 case Vehicle.ANGULAR_MOTOR_TIMESCALE:
2668 if (pValue < 0.3f) pValue = 0.3f;
2669 m_angularMotorTimescale = pValue;
2670 break;
2671 case Vehicle.BANKING_EFFICIENCY:
2672 if (pValue < 0.01f) pValue = 0.01f;
2673 // m_bankingEfficiency = pValue;
2674 break;
2675 case Vehicle.BANKING_MIX:
2676 if (pValue < 0.01f) pValue = 0.01f;
2677 // m_bankingMix = pValue;
2678 break;
2679 case Vehicle.BANKING_TIMESCALE:
2680 if (pValue < 0.01f) pValue = 0.01f;
2681 // m_bankingTimescale = pValue;
2682 break;
2683 case Vehicle.BUOYANCY:
2684 if (pValue < -1f) pValue = -1f;
2685 if (pValue > 1f) pValue = 1f;
2686 m_VehicleBuoyancy = pValue;
2687 break;
2688// case Vehicle.HOVER_EFFICIENCY:
2689// if (pValue < 0f) pValue = 0f;
2690// if (pValue > 1f) pValue = 1f;
2691// m_VhoverEfficiency = pValue;
2692// break;
2693 case Vehicle.HOVER_HEIGHT:
2694 m_VhoverHeight = pValue;
2695 break;
2696 case Vehicle.HOVER_TIMESCALE:
2697 if (pValue < 0.1f) pValue = 0.1f;
2698 m_VhoverTimescale = pValue;
2699 break;
2700 case Vehicle.LINEAR_DEFLECTION_EFFICIENCY:
2701 if (pValue < 0.01f) pValue = 0.01f;
2702 // m_linearDeflectionEfficiency = pValue;
2703 break;
2704 case Vehicle.LINEAR_DEFLECTION_TIMESCALE:
2705 if (pValue < 0.01f) pValue = 0.01f;
2706 // m_linearDeflectionTimescale = pValue;
2707 break;
2708 case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE:
2709 if (pValue < 0.3f) pValue = 0.3f;
2710 m_linearMotorDecayTimescale = pValue;
2711 break;
2712 case Vehicle.LINEAR_MOTOR_TIMESCALE:
2713 if (pValue < 0.1f) pValue = 0.1f;
2714 m_linearMotorTimescale = pValue;
2715 break;
2716 case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY:
2717 if (pValue < 0.1f) pValue = 0.1f; // Less goes unstable
2718 if (pValue > 1.0f) pValue = 1.0f;
2719 m_verticalAttractionEfficiency = pValue;
2720 break;
2721 case Vehicle.VERTICAL_ATTRACTION_TIMESCALE:
2722 if (pValue < 0.1f) pValue = 0.1f;
2723 m_verticalAttractionTimescale = pValue;
2724 break;
2725
2726 // These are vector properties but the engine lets you use a single float value to
2727 // set all of the components to the same value
2728 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
2729 if (pValue > 30f) pValue = 30f;
2730 if (pValue < 0.1f) pValue = 0.1f;
2731 m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue);
2732 break;
2733 case Vehicle.ANGULAR_MOTOR_DIRECTION:
2734 m_angularMotorDirection = new Vector3(pValue, pValue, pValue);
2735 UpdateAngDecay();
2736 break;
2737 case Vehicle.LINEAR_FRICTION_TIMESCALE:
2738 if (pValue < 0.1f) pValue = 0.1f;
2739 m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue);
2740 break;
2741 case Vehicle.LINEAR_MOTOR_DIRECTION:
2742 m_linearMotorDirection = new Vector3(pValue, pValue, pValue);
2743 UpdateLinDecay();
2744 break;
2745 case Vehicle.LINEAR_MOTOR_OFFSET:
2746 // m_linearMotorOffset = new Vector3(pValue, pValue, pValue);
2747 break;
2748
2749 }
2750
2751 }//end ProcessFloatVehicleParam
2752
2753 internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue)
2754 {
2755 switch (pParam)
2756 {
2757 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
2758 if (pValue.X > 30f) pValue.X = 30f;
2759 if (pValue.X < 0.1f) pValue.X = 0.1f;
2760 if (pValue.Y > 30f) pValue.Y = 30f;
2761 if (pValue.Y < 0.1f) pValue.Y = 0.1f;
2762 if (pValue.Z > 30f) pValue.Z = 30f;
2763 if (pValue.Z < 0.1f) pValue.Z = 0.1f;
2764 m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
2765 break;
2766 case Vehicle.ANGULAR_MOTOR_DIRECTION:
2767 m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
2768 // Limit requested angular speed to 2 rps= 4 pi rads/sec
2769 if(m_angularMotorDirection.X > 12.56f) m_angularMotorDirection.X = 12.56f;
2770 if(m_angularMotorDirection.X < - 12.56f) m_angularMotorDirection.X = - 12.56f;
2771 if(m_angularMotorDirection.Y > 12.56f) m_angularMotorDirection.Y = 12.56f;
2772 if(m_angularMotorDirection.Y < - 12.56f) m_angularMotorDirection.Y = - 12.56f;
2773 if(m_angularMotorDirection.Z > 12.56f) m_angularMotorDirection.Z = 12.56f;
2774 if(m_angularMotorDirection.Z < - 12.56f) m_angularMotorDirection.Z = - 12.56f;
2775 UpdateAngDecay();
2776 break;
2777 case Vehicle.LINEAR_FRICTION_TIMESCALE:
2778 if (pValue.X < 0.1f) pValue.X = 0.1f;
2779 if (pValue.Y < 0.1f) pValue.Y = 0.1f;
2780 if (pValue.Z < 0.1f) pValue.Z = 0.1f;
2781 m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
2782 break;
2783 case Vehicle.LINEAR_MOTOR_DIRECTION:
2784 m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z); // velocity requested by LSL, for max limiting
2785 UpdateLinDecay();
2786 break;
2787 case Vehicle.LINEAR_MOTOR_OFFSET:
2788 // m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z);
2789 break;
2790 }
2791
2792 }//end ProcessVectorVehicleParam
2793
2794 internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue)
2795 {
2796 switch (pParam)
2797 {
2798 case Vehicle.REFERENCE_FRAME:
2799 // m_referenceFrame = pValue;
2800 break;
2801 }
2802
2803 }//end ProcessRotationVehicleParam
2804
2805 internal void ProcessVehicleFlags(int pParam, bool remove)
2806 {
2807 if (remove)
2808 {
2809 m_flags &= ~((VehicleFlag)pParam);
2810 }
2811 else
2812 {
2813 m_flags |= (VehicleFlag)pParam;
2814 }
2815 }
2816
2817 internal void ProcessTypeChange(Vehicle pType)
2818 {
2819 // Set Defaults For Type
2820 m_type = pType;
2821 switch (pType)
2822 {
2823 case Vehicle.TYPE_SLED:
2824 m_linearFrictionTimescale = new Vector3(30, 1, 1000);
2825 m_angularFrictionTimescale = new Vector3(30, 30, 30);
2826// m_lLinMotorVel = Vector3.Zero;
2827 m_linearMotorTimescale = 1000;
2828 m_linearMotorDecayTimescale = 120;
2829 m_angularMotorDirection = Vector3.Zero;
2830 m_angularMotorDVel = Vector3.Zero;
2831 m_angularMotorTimescale = 1000;
2832 m_angularMotorDecayTimescale = 120;
2833 m_VhoverHeight = 0;
2834// m_VhoverEfficiency = 1;
2835 m_VhoverTimescale = 10;
2836 m_VehicleBuoyancy = 0;
2837 // m_linearDeflectionEfficiency = 1;
2838 // m_linearDeflectionTimescale = 1;
2839 // m_angularDeflectionEfficiency = 1;
2840 // m_angularDeflectionTimescale = 1000;
2841 // m_bankingEfficiency = 0;
2842 // m_bankingMix = 1;
2843 // m_bankingTimescale = 10;
2844 // m_referenceFrame = Quaternion.Identity;
2845 m_flags &=
2846 ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
2847 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
2848 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
2849 break;
2850 case Vehicle.TYPE_CAR:
2851 m_linearFrictionTimescale = new Vector3(100, 2, 1000);
2852 m_angularFrictionTimescale = new Vector3(30, 30, 30); // was 1000, but sl max frict time is 30.
2853// m_lLinMotorVel = Vector3.Zero;
2854 m_linearMotorTimescale = 1;
2855 m_linearMotorDecayTimescale = 60;
2856 m_angularMotorDirection = Vector3.Zero;
2857 m_angularMotorDVel = Vector3.Zero;
2858 m_angularMotorTimescale = 1;
2859 m_angularMotorDecayTimescale = 0.8f;
2860 m_VhoverHeight = 0;
2861// m_VhoverEfficiency = 0;
2862 m_VhoverTimescale = 1000;
2863 m_VehicleBuoyancy = 0;
2864 // // m_linearDeflectionEfficiency = 1;
2865 // // m_linearDeflectionTimescale = 2;
2866 // // m_angularDeflectionEfficiency = 0;
2867 // m_angularDeflectionTimescale = 10;
2868 m_verticalAttractionEfficiency = 1f;
2869 m_verticalAttractionTimescale = 10f;
2870 // m_bankingEfficiency = -0.2f;
2871 // m_bankingMix = 1;
2872 // m_bankingTimescale = 1;
2873 // m_referenceFrame = Quaternion.Identity;
2874 m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
2875 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.HOVER_UP_ONLY |
2876 VehicleFlag.LIMIT_MOTOR_UP);
2877 break;
2878 case Vehicle.TYPE_BOAT:
2879 m_linearFrictionTimescale = new Vector3(10, 3, 2);
2880 m_angularFrictionTimescale = new Vector3(10,10,10);
2881// m_lLinMotorVel = Vector3.Zero;
2882 m_linearMotorTimescale = 5;
2883 m_linearMotorDecayTimescale = 60;
2884 m_angularMotorDirection = Vector3.Zero;
2885 m_angularMotorDVel = Vector3.Zero;
2886 m_angularMotorTimescale = 4;
2887 m_angularMotorDecayTimescale = 4;
2888 m_VhoverHeight = 0;
2889// m_VhoverEfficiency = 0.5f;
2890 m_VhoverTimescale = 2;
2891 m_VehicleBuoyancy = 1;
2892 // m_linearDeflectionEfficiency = 0.5f;
2893 // m_linearDeflectionTimescale = 3;
2894 // m_angularDeflectionEfficiency = 0.5f;
2895 // m_angularDeflectionTimescale = 5;
2896 m_verticalAttractionEfficiency = 0.5f;
2897 m_verticalAttractionTimescale = 5f;
2898 // m_bankingEfficiency = -0.3f;
2899 // m_bankingMix = 0.8f;
2900 // m_bankingTimescale = 1;
2901 // m_referenceFrame = Quaternion.Identity;
2902 m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.LIMIT_ROLL_ONLY |
2903 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
2904 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY |
2905 VehicleFlag.LIMIT_MOTOR_UP);
2906 break;
2907 case Vehicle.TYPE_AIRPLANE:
2908 m_linearFrictionTimescale = new Vector3(200, 10, 5);
2909 m_angularFrictionTimescale = new Vector3(20, 20, 20);
2910// m_lLinMotorVel = Vector3.Zero;
2911 m_linearMotorTimescale = 2;
2912 m_linearMotorDecayTimescale = 60;
2913 m_angularMotorDirection = Vector3.Zero;
2914 m_angularMotorDVel = Vector3.Zero;
2915 m_angularMotorTimescale = 4;
2916 m_angularMotorDecayTimescale = 4;
2917 m_VhoverHeight = 0;
2918// m_VhoverEfficiency = 0.5f;
2919 m_VhoverTimescale = 1000;
2920 m_VehicleBuoyancy = 0;
2921 // m_linearDeflectionEfficiency = 0.5f;
2922 // m_linearDeflectionTimescale = 3;
2923 // m_angularDeflectionEfficiency = 1;
2924 // m_angularDeflectionTimescale = 2;
2925 m_verticalAttractionEfficiency = 0.9f;
2926 m_verticalAttractionTimescale = 2f;
2927 // m_bankingEfficiency = 1;
2928 // m_bankingMix = 0.7f;
2929 // m_bankingTimescale = 2;
2930 // m_referenceFrame = Quaternion.Identity;
2931 m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
2932 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
2933 m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY);
2934 break;
2935 case Vehicle.TYPE_BALLOON:
2936 m_linearFrictionTimescale = new Vector3(5, 5, 5);
2937 m_angularFrictionTimescale = new Vector3(10, 10, 10);
2938 m_linearMotorTimescale = 5;
2939 m_linearMotorDecayTimescale = 60;
2940 m_angularMotorDirection = Vector3.Zero;
2941 m_angularMotorDVel = Vector3.Zero;
2942 m_angularMotorTimescale = 6;
2943 m_angularMotorDecayTimescale = 10;
2944 m_VhoverHeight = 5;
2945// m_VhoverEfficiency = 0.8f;
2946 m_VhoverTimescale = 10;
2947 m_VehicleBuoyancy = 1;
2948 // m_linearDeflectionEfficiency = 0;
2949 // m_linearDeflectionTimescale = 5;
2950 // m_angularDeflectionEfficiency = 0;
2951 // m_angularDeflectionTimescale = 5;
2952 m_verticalAttractionEfficiency = 1f;
2953 m_verticalAttractionTimescale = 100f;
2954 // m_bankingEfficiency = 0;
2955 // m_bankingMix = 0.7f;
2956 // m_bankingTimescale = 5;
2957 // m_referenceFrame = Quaternion.Identity;
2958 m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
2959 VehicleFlag.HOVER_UP_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
2960 m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
2961 break;
2962
2963 }
2964 }//end SetDefaultsForType
2965
2966 internal void Enable(IntPtr pBody, OdeScene pParentScene)
2967 {
2968 if (m_type == Vehicle.TYPE_NONE)
2969 return;
2970
2971 m_body = pBody;
2972 }
2973
2974
2975 internal void Halt()
2976 { // Kill all motions, when non-physical
2977 // m_linearMotorDirection = Vector3.Zero;
2978 m_lLinMotorDVel = Vector3.Zero;
2979 m_lLinObjectVel = Vector3.Zero;
2980 m_wLinObjectVel = Vector3.Zero;
2981 m_angularMotorDirection = Vector3.Zero;
2982 m_lastAngularVelocity = Vector3.Zero;
2983 m_angularMotorDVel = Vector3.Zero;
2984 _acceleration = Vector3.Zero;
2985 }
2986
2987 private void UpdateLinDecay()
2988 {
2989// if (Math.Abs(m_linearMotorDirection.X) > Math.Abs(m_lLinMotorDVel.X)) m_lLinMotorDVel.X = m_linearMotorDirection.X;
2990// if (Math.Abs(m_linearMotorDirection.Y) > Math.Abs(m_lLinMotorDVel.Y)) m_lLinMotorDVel.Y = m_linearMotorDirection.Y;
2991// if (Math.Abs(m_linearMotorDirection.Z) > Math.Abs(m_lLinMotorDVel.Z)) m_lLinMotorDVel.Z = m_linearMotorDirection.Z;
2992 m_lLinMotorDVel.X = m_linearMotorDirection.X;
2993 m_lLinMotorDVel.Y = m_linearMotorDirection.Y;
2994 m_lLinMotorDVel.Z = m_linearMotorDirection.Z;
2995 } // else let the motor decay on its own
2996
2997 private void UpdateAngDecay()
2998 {
2999// if (Math.Abs(m_angularMotorDirection.X) > Math.Abs(m_angularMotorDVel.X)) m_angularMotorDVel.X = m_angularMotorDirection.X;
3000// if (Math.Abs(m_angularMotorDirection.Y) > Math.Abs(m_angularMotorDVel.Y)) m_angularMotorDVel.Y = m_angularMotorDirection.Y;
3001// if (Math.Abs(m_angularMotorDirection.Z) > Math.Abs(m_angularMotorDVel.Z)) m_angularMotorDVel.Z = m_angularMotorDirection.Z;
3002 m_angularMotorDVel.X = m_angularMotorDirection.X;
3003 m_angularMotorDVel.Y = m_angularMotorDirection.Y;
3004 m_angularMotorDVel.Z = m_angularMotorDirection.Z;
3005 } // else let the motor decay on its own
3006
3007 public void Move(float timestep)
3008 {
3009 float fx = 0;
3010 float fy = 0;
3011 float fz = 0;
3012 Vector3 linvel; // velocity applied, including any reversal
3013 int outside = 0;
3014
3015 // If geomCrossingFailuresBeforeOutofbounds is set to 0 in OpenSim.ini then phys objects bounce off region borders.
3016 // This is a temp patch until proper region crossing is developed.
3017
3018 int failureLimit = _parent_scene.geomCrossingFailuresBeforeOutofbounds;
3019 int fence = _parent_scene.geomRegionFence;
3020
3021 float border_limit = 0.05f; // original limit
3022 if (fence == 1) border_limit = 0.5f; // bounce point
3023
3024 frcount++; // used to limit debug comment output
3025 if (frcount > 50)
3026 frcount = 0;
3027
3028 if(revcount > 0) revcount--;
3029
3030 if (IsPhysical && (Body != IntPtr.Zero) && !m_isSelected && !childPrim) // Only move root prims.
3031 {
3032 // Old public void UpdatePositionAndVelocity(), more accuratley calculated here
3033 bool lastZeroFlag = _zeroFlag; // was it stopped
3034
3035 d.Vector3 vec = d.BodyGetPosition(Body);
3036 Vector3 l_position = Vector3.Zero;
3037 l_position.X = vec.X;
3038 l_position.Y = vec.Y;
3039 l_position.Z = vec.Z;
3040 m_lastposition = _position;
3041 _position = l_position;
3042
3043 d.Quaternion ori = d.BodyGetQuaternion(Body);
3044 // Quaternion l_orientation = Quaternion.Identity;
3045 _orientation.X = ori.X;
3046 _orientation.Y = ori.Y;
3047 _orientation.Z = ori.Z;
3048 _orientation.W = ori.W;
3049 m_lastorientation = _orientation;
3050
3051 d.Vector3 vel = d.BodyGetLinearVel(Body);
3052 m_lastVelocity = _velocity;
3053 _velocity.X = vel.X;
3054 _velocity.Y = vel.Y;
3055 _velocity.Z = vel.Z;
3056 _acceleration = ((_velocity - m_lastVelocity) / timestep);
3057
3058 d.Vector3 torque = d.BodyGetTorque(Body);
3059 _torque = new Vector3(torque.X, torque.Y, torque.Z);
3060
3061 base.RequestPhysicsterseUpdate();
3062
3063//Console.WriteLine("Move {0} at {1}", m_primName, l_position);
3064
3065 // Check if outside region
3066 // In Scene.cs/CrossPrimGroupIntoNewRegion the object is checked for 0.1M from border!
3067 if (l_position.X > ((float)_parent_scene.WorldExtents.X - border_limit))
3068 {
3069 l_position.X = ((float)_parent_scene.WorldExtents.X - border_limit);
3070 outside = 1;
3071 }
3072
3073 if (l_position.X < border_limit)
3074 {
3075 l_position.X = border_limit;
3076 outside = 2;
3077 }
3078 if (l_position.Y > ((float)_parent_scene.WorldExtents.Y - border_limit))
3079 {
3080 l_position.Y = ((float)_parent_scene.WorldExtents.Y - border_limit);
3081 outside = 3;
3082 }
3083
3084 if (l_position.Y < border_limit)
3085 {
3086 l_position.Y = border_limit;
3087 outside = 4;
3088 }
3089
3090 if (outside > 0)
3091 {
3092//Console.WriteLine(" fence = {0}",fence);
3093
3094//Console.WriteLine("Border {0}", l_position);
3095 if (fence == 1) // bounce object off boundary
3096 {
3097 if (revcount == 0)
3098 {
3099 if (outside < 3)
3100 {
3101 _velocity.X = -_velocity.X;
3102 }
3103 else
3104 {
3105 _velocity.Y = -_velocity.Y;
3106 }
3107 if (m_type != Vehicle.TYPE_NONE) Halt();
3108 _position = l_position;
3109 m_taintposition = _position;
3110 m_lastVelocity = _velocity;
3111 _acceleration = Vector3.Zero;
3112 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
3113 d.BodySetLinearVel(Body, _velocity.X, _velocity.Y, _velocity.Z);
3114 base.RequestPhysicsterseUpdate();
3115
3116 revcount = 25; // wait for object to move away from border
3117 }
3118 } // else old crossing mode
3119 else if (m_crossingfailures < failureLimit)
3120 { // keep trying to cross?
3121 _position = l_position;
3122 //_parent_scene.remActivePrim(this);
3123 if (_parent == null) base.RequestPhysicsterseUpdate();
3124 return; // Dont process any other motion?
3125 }
3126 else
3127 { // Too many tries
3128 if (_parent == null) base.RaiseOutOfBounds(l_position);
3129//Console.WriteLine("ROOB 2");
3130
3131 return; // Dont process any other motion?
3132 } // end various methods
3133 } // end outside region horizontally
3134
3135
3136 if (l_position.Z < 0)
3137 {
3138 // This is so prim that get lost underground don't fall forever and suck up
3139 //
3140 // Sim resources and memory.
3141 // Disables the prim's movement physics....
3142 // It's a hack and will generate a console message if it fails.
3143
3144 //IsPhysical = false;
3145 if (_parent == null) base.RaiseOutOfBounds(_position);
3146//Console.WriteLine("ROOB 3");
3147
3148
3149 _acceleration.X = 0; // This stuff may stop client display but it has no
3150 _acceleration.Y = 0; // effect on the object in phys engine!
3151 _acceleration.Z = 0;
3152
3153 _velocity.X = 0;
3154 _velocity.Y = 0;
3155 _velocity.Z = 0;
3156 m_rotationalVelocity.X = 0;
3157 m_rotationalVelocity.Y = 0;
3158 m_rotationalVelocity.Z = 0;
3159
3160 if (_parent == null) base.RequestPhysicsterseUpdate();
3161
3162 m_throttleUpdates = false;
3163 throttleCounter = 0;
3164 _zeroFlag = true;
3165 //outofBounds = true;
3166 } // end neg Z check
3167
3168 // Is it moving?
3169 if ((Math.Abs(m_lastposition.X - l_position.X) < 0.02)
3170 && (Math.Abs(m_lastposition.Y - l_position.Y) < 0.02)
3171 && (Math.Abs(m_lastposition.Z - l_position.Z) < 0.02)
3172 && (1.0 - Math.Abs(Quaternion.Dot(m_lastorientation, _orientation)) < 0.0001)) // KF 0.01 is far to large
3173 {
3174 _zeroFlag = true;
3175 m_throttleUpdates = false;
3176 }
3177 else
3178 {
3179 //m_log.Debug(Math.Abs(m_lastposition.X - l_position.X).ToString());
3180 _zeroFlag = false;
3181 m_lastUpdateSent = false;
3182 //m_throttleUpdates = false;
3183 }
3184
3185 if (_zeroFlag)
3186 { // Its stopped
3187 _velocity.X = 0.0f;
3188 _velocity.Y = 0.0f;
3189 _velocity.Z = 0.0f;
3190
3191 _acceleration.X = 0;
3192 _acceleration.Y = 0;
3193 _acceleration.Z = 0;
3194
3195 m_rotationalVelocity.X = 0;
3196 m_rotationalVelocity.Y = 0;
3197 m_rotationalVelocity.Z = 0;
3198 if (!m_lastUpdateSent)
3199 {
3200 m_throttleUpdates = false;
3201 throttleCounter = 0;
3202 if (_parent == null)
3203 {
3204 base.RequestPhysicsterseUpdate();
3205 }
3206
3207 m_lastUpdateSent = true;
3208 }
3209 }
3210 else
3211 { // Its moving
3212 if (lastZeroFlag != _zeroFlag)
3213 {
3214 if (_parent == null)
3215 {
3216 base.RequestPhysicsterseUpdate();
3217 }
3218 }
3219 m_lastUpdateSent = false;
3220 if (!m_throttleUpdates || throttleCounter > _parent_scene.geomUpdatesPerThrottledUpdate)
3221 {
3222 if (_parent == null)
3223 {
3224 base.RequestPhysicsterseUpdate();
3225 }
3226 }
3227 else
3228 {
3229 throttleCounter++;
3230 }
3231 }
3232 m_lastposition = l_position;
3233
3234 /// End UpdatePositionAndVelocity insert
3235
3236
3237 // Rotation lock =====================================
3238 if(m_rotateEnableUpdate)
3239 {
3240 // Snapshot current angles, set up Amotor(s)
3241 m_rotateEnableUpdate = false;
3242 m_rotateEnable = m_rotateEnableRequest;
3243Console.WriteLine("RotEnable {0} = {1}",m_primName, m_rotateEnable);
3244
3245 if (Amotor != IntPtr.Zero)
3246 {
3247 d.JointDestroy(Amotor);
3248 Amotor = IntPtr.Zero;
3249Console.WriteLine("Old Amotor Destroyed");
3250 }
3251
3252 if (!m_rotateEnable.ApproxEquals(Vector3.One, 0.003f))
3253 { // not all are enabled
3254 d.Quaternion r = d.BodyGetQuaternion(Body);
3255 Quaternion locrot = new Quaternion(r.X, r.Y, r.Z, r.W);
3256 // extract the axes vectors
3257 Vector3 vX = new Vector3(1f,0f,0f);
3258 Vector3 vY = new Vector3(0f,1f,0f);
3259 Vector3 vZ = new Vector3(0f,0f,1f);
3260 vX = vX * locrot;
3261 vY = vY * locrot;
3262 vZ = vZ * locrot;
3263 // snapshot the current angle vectors
3264 m_lockX = vX;
3265 m_lockY = vY;
3266 m_lockZ = vZ;
3267 // m_lockRot = locrot;
3268 Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
3269 d.JointAttach(Amotor, Body, IntPtr.Zero);
3270 d.JointSetAMotorMode(Amotor, 0); // User mode??
3271Console.WriteLine("New Amotor Created for {0}", m_primName);
3272
3273 float axisnum = 3; // how many to lock
3274 axisnum = (axisnum - (m_rotateEnable.X + m_rotateEnable.Y + m_rotateEnable.Z));
3275 d.JointSetAMotorNumAxes(Amotor,(int)axisnum);
3276Console.WriteLine("AxisNum={0}",(int)axisnum);
3277
3278 int i = 0;
3279
3280 if (m_rotateEnable.X == 0)
3281 {
3282 d.JointSetAMotorAxis(Amotor, i, 0, m_lockX.X, m_lockX.Y, m_lockX.Z);
3283Console.WriteLine("AxisX {0} set to {1}", i, m_lockX);
3284 i++;
3285 }
3286
3287 if (m_rotateEnable.Y == 0)
3288 {
3289 d.JointSetAMotorAxis(Amotor, i, 0, m_lockY.X, m_lockY.Y, m_lockY.Z);
3290Console.WriteLine("AxisY {0} set to {1}", i, m_lockY);
3291 i++;
3292 }
3293
3294 if (m_rotateEnable.Z == 0)
3295 {
3296 d.JointSetAMotorAxis(Amotor, i, 0, m_lockZ.X, m_lockZ.Y, m_lockZ.Z);
3297Console.WriteLine("AxisZ {0} set to {1}", i, m_lockZ);
3298 i++;
3299 }
3300
3301 // These lowstops and high stops are effectively (no wiggle room)
3302 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, 0f);
3303 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, 0f);
3304 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, 0f);
3305 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0f);
3306 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f);
3307 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0f);
3308 d.JointSetAMotorParam(Amotor, (int) dParam.Vel, 0f);
3309 d.JointSetAMotorParam(Amotor, (int) dParam.Vel3, 0f);
3310 d.JointSetAMotorParam(Amotor, (int) dParam.Vel2, 0f);
3311 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM, 0f);
3312 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM3, 0f);
3313 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM2, 0f);
3314 } // else none are locked
3315 } // end Rotation Update
3316
3317
3318 // VEHICLE processing ==========================================
3319 if (m_type != Vehicle.TYPE_NONE)
3320 {
3321 // get body attitude
3322 d.Quaternion rot = d.BodyGetQuaternion(Body);
3323 Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); // rotq = rotation of object
3324 Quaternion irotq = Quaternion.Inverse(rotq);
3325
3326 // VEHICLE Linear Motion
3327 d.Vector3 velnow = d.BodyGetLinearVel(Body); // this is in world frame
3328 Vector3 vel_now = new Vector3(velnow.X, velnow.Y, velnow.Z);
3329 m_lLinObjectVel = vel_now * irotq;
3330
3331 if (m_linearMotorDecayTimescale < 300.0f) //setting of 300 or more disables decay rate
3332 {
3333 if ( Vector3.Mag(m_lLinMotorDVel) < 1.0f)
3334 {
3335 float decayfactor = m_linearMotorDecayTimescale/timestep;
3336 Vector3 decayAmount = (m_lLinMotorDVel/decayfactor);
3337 m_lLinMotorDVel -= decayAmount;
3338 }
3339 else
3340 {
3341 float decayfactor = 3.0f - (0.57f * (float)Math.Log((double)(m_linearMotorDecayTimescale)));
3342 Vector3 decel = Vector3.Normalize(m_lLinMotorDVel) * decayfactor * timestep;
3343 m_lLinMotorDVel -= decel;
3344 }
3345 if (m_lLinMotorDVel.ApproxEquals(Vector3.Zero, 0.01f))
3346 {
3347 m_lLinMotorDVel = Vector3.Zero;
3348 }
3349
3350 /* else
3351 {
3352 if (Math.Abs(m_lLinMotorDVel.X) < Math.Abs(m_lLinObjectVel.X)) m_lLinObjectVel.X = m_lLinMotorDVel.X;
3353 if (Math.Abs(m_lLinMotorDVel.Y) < Math.Abs(m_lLinObjectVel.Y)) m_lLinObjectVel.Y = m_lLinMotorDVel.Y;
3354 if (Math.Abs(m_lLinMotorDVel.Z) < Math.Abs(m_lLinObjectVel.Z)) m_lLinObjectVel.Z = m_lLinMotorDVel.Z;
3355 } */
3356 } // end linear motor decay
3357
3358 if ( (! m_lLinMotorDVel.ApproxEquals(Vector3.Zero, 0.01f)) || (! m_lLinObjectVel.ApproxEquals(Vector3.Zero, 0.01f)) )
3359 {
3360 if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body);
3361 if (m_linearMotorTimescale < 300.0f)
3362 {
3363 Vector3 attack_error = m_lLinMotorDVel - m_lLinObjectVel;
3364 float linfactor = m_linearMotorTimescale/timestep;
3365 Vector3 attackAmount = (attack_error/linfactor) * 1.3f;
3366 m_lLinObjectVel += attackAmount;
3367 }
3368 if (m_linearFrictionTimescale.X < 300.0f)
3369 {
3370 float fricfactor = m_linearFrictionTimescale.X / timestep;
3371 float fricX = m_lLinObjectVel.X / fricfactor;
3372 m_lLinObjectVel.X -= fricX;
3373 }
3374 if (m_linearFrictionTimescale.Y < 300.0f)
3375 {
3376 float fricfactor = m_linearFrictionTimescale.Y / timestep;
3377 float fricY = m_lLinObjectVel.Y / fricfactor;
3378 m_lLinObjectVel.Y -= fricY;
3379 }
3380 if (m_linearFrictionTimescale.Z < 300.0f)
3381 {
3382 float fricfactor = m_linearFrictionTimescale.Z / timestep;
3383 float fricZ = m_lLinObjectVel.Z / fricfactor;
3384 m_lLinObjectVel.Z -= fricZ;
3385 }
3386 }
3387 m_wLinObjectVel = m_lLinObjectVel * rotq;
3388
3389 // Gravity and Buoyancy
3390 Vector3 grav = Vector3.Zero;
3391 if(m_VehicleBuoyancy < 1.0f)
3392 {
3393 // There is some gravity, make a gravity force vector
3394 // that is applied after object velocity.
3395 d.Mass objMass;
3396 d.BodyGetMass(Body, out objMass);
3397 // m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g;
3398 grav.Z = _parent_scene.gravityz * objMass.mass * (1f - m_VehicleBuoyancy); // Applied later as a force
3399 } // else its 1.0, no gravity.
3400
3401 // Hovering
3402 if( (m_flags & (VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT)) != 0)
3403 {
3404 // We should hover, get the target height
3405 d.Vector3 pos = d.BodyGetPosition(Body);
3406 if((m_flags & VehicleFlag.HOVER_WATER_ONLY) == VehicleFlag.HOVER_WATER_ONLY)
3407 {
3408 m_VhoverTargetHeight = _parent_scene.GetWaterLevel() + m_VhoverHeight;
3409 }
3410 else if((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) == VehicleFlag.HOVER_TERRAIN_ONLY)
3411 {
3412 m_VhoverTargetHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y) + m_VhoverHeight;
3413 }
3414 else if((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) == VehicleFlag.HOVER_GLOBAL_HEIGHT)
3415 {
3416 m_VhoverTargetHeight = m_VhoverHeight;
3417 }
3418
3419 if((m_flags & VehicleFlag.HOVER_UP_ONLY) == VehicleFlag.HOVER_UP_ONLY)
3420 {
3421 // If body is aready heigher, use its height as target height
3422 if(pos.Z > m_VhoverTargetHeight) m_VhoverTargetHeight = pos.Z;
3423 }
3424
3425// m_VhoverEfficiency = 0f; // 0=boucy, 1=Crit.damped
3426// m_VhoverTimescale = 0f; // time to acheive height
3427// timestep is time since last frame,in secs
3428 float herr0 = pos.Z - m_VhoverTargetHeight;
3429 // Replace Vertical speed with correction figure if significant
3430 if(Math.Abs(herr0) > 0.01f )
3431 {
3432 //? d.Mass objMass;
3433 //? d.BodyGetMass(Body, out objMass);
3434 m_wLinObjectVel.Z = - ( (herr0 * timestep * 50.0f) / m_VhoverTimescale);
3435 //KF: m_VhoverEfficiency is not yet implemented
3436 }
3437 else
3438 {
3439 m_wLinObjectVel.Z = 0f;
3440 }
3441 }
3442 else
3443 { // not hovering
3444 if (m_wLinObjectVel.Z == 0f)
3445 { // Gravity rules
3446 m_wLinObjectVel.Z = vel_now.Z;
3447 } // else the motor has it
3448 }
3449 linvel = m_wLinObjectVel;
3450
3451 // Vehicle Linear Motion done =======================================
3452 // Apply velocity
3453 d.BodySetLinearVel(Body, linvel.X, linvel.Y, linvel.Z);
3454 // apply gravity force
3455 d.BodyAddForce(Body, grav.X, grav.Y, grav.Z);
3456//if(frcount == 0) Console.WriteLine("Grav {0}", grav);
3457 // end MoveLinear()
3458
3459
3460 // MoveAngular
3461 /*
3462 private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor
3463
3464 private float m_angularMotorTimescale = 0; // motor angular Attack rate set by LSL
3465 private float m_angularMotorDecayTimescale = 0; // motor angular Decay rate set by LSL
3466 private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular Friction set by LSL
3467
3468 private Vector3 m_angularMotorDVel = Vector3.Zero; // decayed angular motor
3469 private Vector3 m_angObjectVel = Vector3.Zero; // what was last applied to body
3470 */
3471//if(frcount == 0) Console.WriteLine("MoveAngular ");
3472
3473 d.Vector3 angularObjectVel = d.BodyGetAngularVel(Body);
3474 Vector3 angObjectVel = new Vector3(angularObjectVel.X, angularObjectVel.Y, angularObjectVel.Z);
3475 angObjectVel = angObjectVel * irotq; // ============ Converts to LOCAL rotation
3476
3477//if(frcount == 0) Console.WriteLine("V0 = {0}", angObjectVel);
3478
3479 // Decay Angular Motor 1. In SL this also depends on attack rate! decay ~= 23/Attack.
3480 float atk_decayfactor = 23.0f / (m_angularMotorTimescale * timestep);
3481 m_angularMotorDVel -= m_angularMotorDVel / atk_decayfactor;
3482 // Decay Angular Motor 2.
3483 if (m_angularMotorDecayTimescale < 300.0f)
3484 {
3485 if ( Vector3.Mag(m_angularMotorDVel) < 1.0f)
3486 {
3487 float decayfactor = (m_angularMotorDecayTimescale)/timestep;
3488 Vector3 decayAmount = (m_angularMotorDVel/decayfactor);
3489 m_angularMotorDVel -= decayAmount;
3490 }
3491 else
3492 {
3493 Vector3 decel = Vector3.Normalize(m_angularMotorDVel) * timestep / m_angularMotorDecayTimescale;
3494 m_angularMotorDVel -= decel;
3495 }
3496
3497 if (m_angularMotorDVel.ApproxEquals(Vector3.Zero, 0.01f))
3498 {
3499 m_angularMotorDVel = Vector3.Zero;
3500 }
3501 else
3502 {
3503 if (Math.Abs(m_angularMotorDVel.X) < Math.Abs(angObjectVel.X)) angObjectVel.X = m_angularMotorDVel.X;
3504 if (Math.Abs(m_angularMotorDVel.Y) < Math.Abs(angObjectVel.Y)) angObjectVel.Y = m_angularMotorDVel.Y;
3505 if (Math.Abs(m_angularMotorDVel.Z) < Math.Abs(angObjectVel.Z)) angObjectVel.Z = m_angularMotorDVel.Z;
3506 }
3507 } // end decay angular motor
3508//if(frcount == 0) Console.WriteLine("MotorDvel {0} Obj {1}", m_angularMotorDVel, angObjectVel);
3509
3510//if(frcount == 0) Console.WriteLine("VA = {0}", angObjectVel);
3511
3512 if ( (! m_angularMotorDVel.ApproxEquals(Vector3.Zero, 0.01f)) || (! angObjectVel.ApproxEquals(Vector3.Zero, 0.01f)) )
3513 { // if motor or object have motion
3514 if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body);
3515
3516 if (m_angularMotorTimescale < 300.0f)
3517 {
3518 Vector3 attack_error = m_angularMotorDVel - angObjectVel;
3519 float angfactor = m_angularMotorTimescale/timestep;
3520 Vector3 attackAmount = (attack_error/angfactor);
3521 angObjectVel += attackAmount;
3522//if(frcount == 0) Console.WriteLine("Accel {0} Attk {1}",FrAaccel, attackAmount);
3523//if(frcount == 0) Console.WriteLine("V2+= {0}", angObjectVel);
3524 }
3525
3526 angObjectVel.X -= angObjectVel.X / (m_angularFrictionTimescale.X * 0.7f / timestep);
3527 angObjectVel.Y -= angObjectVel.Y / (m_angularFrictionTimescale.Y * 0.7f / timestep);
3528 angObjectVel.Z -= angObjectVel.Z / (m_angularFrictionTimescale.Z * 0.7f / timestep);
3529 } // else no signif. motion
3530
3531//if(frcount == 0) Console.WriteLine("Dmotor {0} Obj {1}", m_angularMotorDVel, angObjectVel);
3532 // Bank section tba
3533 // Deflection section tba
3534//if(frcount == 0) Console.WriteLine("V3 = {0}", angObjectVel);
3535
3536
3537 /* // Rotation Axis Disables:
3538 if (!m_angularEnable.ApproxEquals(Vector3.One, 0.003f))
3539 {
3540 if (m_angularEnable.X == 0)
3541 angObjectVel.X = 0f;
3542 if (m_angularEnable.Y == 0)
3543 angObjectVel.Y = 0f;
3544 if (m_angularEnable.Z == 0)
3545 angObjectVel.Z = 0f;
3546 }
3547 */
3548 angObjectVel = angObjectVel * rotq; // ================ Converts to WORLD rotation
3549
3550 // Vertical attractor section
3551 Vector3 vertattr = Vector3.Zero;
3552
3553 if(m_verticalAttractionTimescale < 300)
3554 {
3555 float VAservo = 1.0f / (m_verticalAttractionTimescale * timestep);
3556 // make a vector pointing up
3557 Vector3 verterr = Vector3.Zero;
3558 verterr.Z = 1.0f;
3559 // rotate it to Body Angle
3560 verterr = verterr * rotq;
3561 // 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.
3562 // 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
3563 // negative. Similar for tilt and |.Y|. .X and .Y must be modulated to prevent a stable inverted body.
3564
3565 if (verterr.Z < 0.0f)
3566 { // Deflection from vertical exceeds 90-degrees. This method will ensure stable return to
3567 // vertical, BUT for some reason a z-rotation is imparted to the object. TBI.
3568//Console.WriteLine("InvertFlip");
3569 verterr.X = 2.0f - verterr.X;
3570 verterr.Y = 2.0f - verterr.Y;
3571 }
3572 verterr *= 0.5f;
3573 // verterror is 0 (no error) to +/- 1 (max error at 180-deg tilt)
3574 Vector3 xyav = angObjectVel;
3575 xyav.Z = 0.0f;
3576 if ((!xyav.ApproxEquals(Vector3.Zero, 0.001f)) || (verterr.Z < 0.49f))
3577 {
3578 // As the body rotates around the X axis, then verterr.Y increases; Rotated around Y then .X increases, so
3579 // Change Body angular velocity X based on Y, and Y based on X. Z is not changed.
3580 vertattr.X = verterr.Y;
3581 vertattr.Y = - verterr.X;
3582 vertattr.Z = 0f;
3583//if(frcount == 0) Console.WriteLine("VAerr=" + verterr);
3584
3585 // scaling appears better usingsquare-law
3586 float damped = m_verticalAttractionEfficiency * m_verticalAttractionEfficiency;
3587 float bounce = 1.0f - damped;
3588 // 0 = crit damp, 1 = bouncy
3589 float oavz = angObjectVel.Z; // retain z velocity
3590 // time-scaled correction, which sums, therefore is bouncy:
3591 angObjectVel = (angObjectVel + (vertattr * VAservo * 0.0333f)) * bounce;
3592 // damped, good @ < 90:
3593 angObjectVel = angObjectVel + (vertattr * VAservo * 0.0667f * damped);
3594 angObjectVel.Z = oavz;
3595//if(frcount == 0) Console.WriteLine("VA+");
3596//Console.WriteLine("VAttr {0} OAvel {1}", vertattr, angObjectVel);
3597 }
3598 else
3599 {
3600 // else error is very small
3601 angObjectVel.X = 0f;
3602 angObjectVel.Y = 0f;
3603//if(frcount == 0) Console.WriteLine("VA0");
3604 }
3605 } // else vertical attractor is off
3606//if(frcount == 0) Console.WriteLine("V1 = {0}", angObjectVel);
3607
3608
3609 m_lastAngularVelocity = angObjectVel;
3610 // apply Angular Velocity to body
3611 d.BodySetAngularVel (Body, m_lastAngularVelocity.X, m_lastAngularVelocity.Y, m_lastAngularVelocity.Z);
3612//if(frcount == 0) Console.WriteLine("V4 = {0}", m_lastAngularVelocity);
3613
3614 } // end VEHICLES
3615 else
3616 {
3617 // Dyamics (NON-'VEHICLES') are dealt with here ================================================================
3618
3619 if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body); // KF add 161009
3620
3621 /// Dynamics Buoyancy
3622 //KF: m_buoyancy is set by llSetBuoyancy() and is for non-vehicle.
3623 // m_buoyancy: (unlimited value) <0=Falls fast; 0=1g; 1=0g; >1 = floats up
3624 // NB Prims in ODE are no subject to global gravity
3625 // This should only affect gravity operations
3626
3627 float m_mass = CalculateMass();
3628 // calculate z-force due togravity on object.
3629 fz = _parent_scene.gravityz * (1.0f - m_buoyancy) * m_mass; // force = acceleration * mass
3630
3631 if ((m_usePID) && (m_PIDTau > 0.0f)) // Dynamics llMoveToTarget.
3632 {
3633 fz = 0; // llMoveToTarget ignores gravity.
3634 // it also ignores mass of object, and any physical resting on it.
3635 // Vector3 m_PIDTarget is where we are going
3636 // float m_PIDTau is time to get there
3637 fx = 0;
3638 fy = 0;
3639 d.Vector3 pos = d.BodyGetPosition(Body);
3640 Vector3 error = new Vector3(
3641 (m_PIDTarget.X - pos.X),
3642 (m_PIDTarget.Y - pos.Y),
3643 (m_PIDTarget.Z - pos.Z));
3644 if (error.ApproxEquals(Vector3.Zero,0.01f))
3645 { // Very close, Jump there and quit move
3646 d.BodySetPosition(Body, m_PIDTarget.X, m_PIDTarget.Y, m_PIDTarget.Z);
3647 _target_velocity = Vector3.Zero;
3648 d.BodySetLinearVel(Body, _target_velocity.X, _target_velocity.Y, _target_velocity.Z);
3649 }
3650 else
3651 {
3652 float scale = 50.0f * timestep / m_PIDTau;
3653 if ((error.ApproxEquals(Vector3.Zero,0.5f)) && (_target_velocity != Vector3.Zero))
3654 {
3655 // Nearby, quit update of velocity
3656 }
3657 else
3658 { // Far, calc damped velocity
3659 _target_velocity = error * scale;
3660 }
3661 d.BodySetLinearVel(Body, _target_velocity.X, _target_velocity.Y, _target_velocity.Z);
3662 }
3663 } // end PID MoveToTarget
3664
3665 /* Original OS implementation: Does not work correctly as another phys object resting on THIS object purturbs its position.
3666 This is incorrect behavior. llMoveToTarget must move the Body no matter what phys object is resting on it.
3667
3668 //if (!d.BodyIsEnabled(Body))
3669 //d.BodySetForce(Body, 0f, 0f, 0f);
3670
3671 // no lock; for now it's only called from within Simulate()
3672
3673 // If the PID Controller isn't active then we set our force
3674 // calculating base velocity to the current position
3675
3676 if ((m_PIDTau < 1) && (m_PIDTau != 0))
3677 {
3678 //PID_G = PID_G / m_PIDTau;
3679 m_PIDTau = 1;
3680 }
3681
3682 if ((PID_G - m_PIDTau) <= 0)
3683 {
3684 PID_G = m_PIDTau + 1;
3685 }
3686 //PidStatus = true;
3687
3688 // PhysicsVector vec = new PhysicsVector();
3689// d.Vector3 vel = d.BodyGetLinearVel(Body);
3690
3691 d.Vector3 pos = d.BodyGetPosition(Body);
3692 _target_velocity =
3693 new Vector3(
3694 (m_PIDTarget.X - pos.X) * ((PID_G - m_PIDTau) * timestep),
3695 (m_PIDTarget.Y - pos.Y) * ((PID_G - m_PIDTau) * timestep),
3696 (m_PIDTarget.Z - pos.Z) * ((PID_G - m_PIDTau) * timestep)
3697 );
3698
3699if(frcount == 0) Console.WriteLine("PID {0} b={1} fz={2} vel={3}", m_primName, m_buoyancy, fz, _target_velocity);
3700 // if velocity is zero, use position control; otherwise, velocity control
3701
3702 if (_target_velocity.ApproxEquals(Vector3.Zero,0.1f))
3703 {
3704 // keep track of where we stopped. No more slippin' & slidin'
3705
3706 // We only want to deactivate the PID Controller if we think we want to have our surrogate
3707 // react to the physics scene by moving it's position.
3708 // Avatar to Avatar collisions
3709 // Prim to avatar collisions
3710
3711 //fx = (_target_velocity.X - vel.X) * (PID_D) + (_zeroPosition.X - pos.X) * (PID_P * 2);
3712 //fy = (_target_velocity.Y - vel.Y) * (PID_D) + (_zeroPosition.Y - pos.Y) * (PID_P * 2);
3713 //fz = fz + (_target_velocity.Z - vel.Z) * (PID_D) + (_zeroPosition.Z - pos.Z) * PID_P;
3714 d.BodySetPosition(Body, m_PIDTarget.X, m_PIDTarget.Y, m_PIDTarget.Z);
3715 d.BodySetLinearVel(Body, 0, 0, 0);
3716 d.BodyAddForce(Body, 0, 0, fz);
3717 // return;
3718 }
3719 else
3720 {
3721 _zeroFlag = false;
3722
3723 // We're flying and colliding with something
3724 fx = ((_target_velocity.X) - vel.X) * (PID_D);
3725 fy = ((_target_velocity.Y) - vel.Y) * (PID_D);
3726
3727 // vec.Z = (_target_velocity.Z - vel.Z) * PID_D + (_zeroPosition.Z - pos.Z) * PID_P;
3728
3729 fz = fz + ((_target_velocity.Z - vel.Z) * (PID_D) * m_mass);
3730 }
3731 } // end if (m_usePID)
3732 End of old PID system */
3733
3734
3735 /// Dynamics Hover ===================================================================================
3736 // Hover PID Controller can only run if the PIDcontroller is not in use.
3737 if (m_useHoverPID && !m_usePID)
3738 {
3739//Console.WriteLine("Hover " + m_primName);
3740
3741 // If we're using the PID controller, then we have no gravity
3742 fz = (-1 * _parent_scene.gravityz) * m_mass;
3743
3744 // no lock; for now it's only called from within Simulate()
3745
3746 // If the PID Controller isn't active then we set our force
3747 // calculating base velocity to the current position
3748
3749 if ((m_PIDTau < 1))
3750 {
3751 PID_G = PID_G / m_PIDTau;
3752 }
3753
3754 if ((PID_G - m_PIDTau) <= 0)
3755 {
3756 PID_G = m_PIDTau + 1;
3757 }
3758
3759
3760 // Where are we, and where are we headed?
3761 d.Vector3 pos = d.BodyGetPosition(Body);
3762// d.Vector3 vel = d.BodyGetLinearVel(Body);
3763
3764
3765 // Non-Vehicles have a limited set of Hover options.
3766 // determine what our target height really is based on HoverType
3767 switch (m_PIDHoverType)
3768 {
3769 case PIDHoverType.Ground:
3770 m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y);
3771 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
3772 break;
3773 case PIDHoverType.GroundAndWater:
3774 m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y);
3775 m_waterHeight = _parent_scene.GetWaterLevel();
3776 if (m_groundHeight > m_waterHeight)
3777 {
3778 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
3779 }
3780 else
3781 {
3782 m_targetHoverHeight = m_waterHeight + m_PIDHoverHeight;
3783 }
3784 break;
3785
3786 } // end switch (m_PIDHoverType)
3787
3788
3789 _target_velocity =
3790 new Vector3(0.0f, 0.0f,
3791 (m_targetHoverHeight - pos.Z) * ((PID_G - m_PIDHoverTau) * timestep)
3792 );
3793
3794 // if velocity is zero, use position control; otherwise, velocity control
3795
3796 if (_target_velocity.ApproxEquals(Vector3.Zero, 0.1f))
3797 {
3798 // keep track of where we stopped. No more slippin' & slidin'
3799
3800 // We only want to deactivate the PID Controller if we think we want to have our surrogate
3801 // react to the physics scene by moving it's position.
3802 // Avatar to Avatar collisions
3803 // Prim to avatar collisions
3804 d.Vector3 dlinvel = vel;
3805
3806 d.BodySetPosition(Body, pos.X, pos.Y, m_targetHoverHeight);
3807 d.BodySetLinearVel(Body, dlinvel.X, dlinvel.Y, dlinvel.Z);
3808 d.BodyAddForce(Body, 0, 0, fz);
3809 //KF this prevents furthur motions return;
3810 }
3811 else
3812 {
3813 _zeroFlag = false;
3814
3815 // We're flying and colliding with something
3816 fz = fz + ((_target_velocity.Z - vel.Z) * (PID_D) * m_mass);
3817 }
3818 } // end m_useHoverPID && !m_usePID
3819
3820 /// Dynamics RotLookAt =================================================================================
3821 if (m_useAPID)
3822 {
3823 // RotLookAt, apparently overrides all other rotation sources. Inputs:
3824 // Quaternion m_APIDTarget
3825 // float m_APIDStrength // From SL experiments, this is the time to get there
3826 // float m_APIDDamping // From SL experiments, this is damping, 1.0 = damped, 0.1 = wobbly
3827 // Also in SL the mass of the object has no effect on time to get there.
3828 // Factors:
3829 // get present body rotation
3830 float limit = 1.0f;
3831 float scaler = 50f; // adjusts damping time
3832 float RLAservo = 0f;
3833
3834 d.Quaternion rot = d.BodyGetQuaternion(Body);
3835 Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W);
3836 Quaternion rot_diff = Quaternion.Inverse(rotq) * m_APIDTarget;
3837 float diff_angle;
3838 Vector3 diff_axis;
3839 rot_diff.GetAxisAngle(out diff_axis, out diff_angle);
3840 diff_axis.Normalize();
3841 if(diff_angle > 0.01f) // diff_angle is always +ve
3842 {
3843// PhysicsVector rotforce = new PhysicsVector(diff_axis.X, diff_axis.Y, diff_axis.Z);
3844 Vector3 rotforce = new Vector3(diff_axis.X, diff_axis.Y, diff_axis.Z);
3845 rotforce = rotforce * rotq;
3846 if(diff_angle > limit) diff_angle = limit; // cap the rotate rate
3847// RLAservo = timestep / m_APIDStrength * m_mass * scaler;
3848 // rotforce = rotforce * RLAservo * diff_angle ;
3849 // d.BodyAddRelTorque(Body, rotforce.X, rotforce.Y, rotforce.Z);
3850 RLAservo = timestep / m_APIDStrength * scaler;
3851 rotforce = rotforce * RLAservo * diff_angle ;
3852 /*
3853 if (m_angularEnable.X == 0)
3854 rotforce.X = 0;
3855 if (m_angularEnable.Y == 0)
3856 rotforce.Y = 0;
3857 if (m_angularEnable.Z == 0)
3858 rotforce.Z = 0;
3859 */
3860 d.BodySetAngularVel (Body, rotforce.X, rotforce.Y, rotforce.Z);
3861//Console.WriteLine("axis= " + diff_axis + " angle= " + diff_angle + "servo= " + RLAservo);
3862 }
3863//if(frcount == 0) Console.WriteLine("mass= " + m_mass + " servo= " + RLAservo + " angle= " + diff_angle);
3864 } // end m_useAPID
3865
3866 /// Dynamics Apply Forces ===================================================================================
3867 fx *= m_mass;
3868 fy *= m_mass;
3869 //fz *= m_mass;
3870
3871 fx += m_force.X;
3872 fy += m_force.Y;
3873 fz += m_force.Z;
3874
3875 //m_log.Info("[OBJPID]: X:" + fx.ToString() + " Y:" + fy.ToString() + " Z:" + fz.ToString());
3876 if (fx != 0 || fy != 0 || fz != 0)
3877 {
3878 //m_taintdisable = true;
3879 //base.RaiseOutOfBounds(Position);
3880 //d.BodySetLinearVel(Body, fx, fy, 0f);
3881 if (!d.BodyIsEnabled(Body))
3882 {
3883 // A physical body at rest on a surface will auto-disable after a while,
3884 // this appears to re-enable it incase the surface it is upon vanishes,
3885 // and the body should fall again.
3886 d.BodySetLinearVel(Body, 0f, 0f, 0f);
3887 d.BodySetForce(Body, 0, 0, 0);
3888 enableBodySoft();
3889 }
3890
3891 // 35x10 = 350n times the mass per second applied maximum.
3892 float nmax = 35f * m_mass;
3893 float nmin = -35f * m_mass;
3894
3895
3896 if (fx > nmax)
3897 fx = nmax;
3898 if (fx < nmin)
3899 fx = nmin;
3900 if (fy > nmax)
3901 fy = nmax;
3902 if (fy < nmin)
3903 fy = nmin;
3904 d.BodyAddForce(Body, fx, fy, fz);
3905//Console.WriteLine("AddForce " + fx + "," + fy + "," + fz);
3906 } // end apply forces
3907 } // end Dynamics
3908
3909/* obsolete?
3910 else
3911 { // is not physical, or is not a body or is selected
3912 // from old UpdatePositionAndVelocity, ... Not a body.. so Make sure the client isn't interpolating
3913 _velocity.X = 0;
3914 _velocity.Y = 0;
3915 _velocity.Z = 0;
3916
3917 _acceleration.X = 0;
3918 _acceleration.Y = 0;
3919 _acceleration.Z = 0;
3920
3921 m_rotationalVelocity.X = 0;
3922 m_rotationalVelocity.Y = 0;
3923 m_rotationalVelocity.Z = 0;
3924 _zeroFlag = true;
3925 return;
3926 }
3927 */
3928 } // end root prims
3929
3930 } // end Move()
3931 } // end class
3932}
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..ab084fd
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs
@@ -0,0 +1,3859 @@
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 public int geomRegionFence = 0;
228
229 public float bodyMotorJointMaxforceTensor = 2;
230
231 public int bodyFramesAutoDisable = 20;
232
233 private DateTime m_lastframe = DateTime.UtcNow;
234
235 private float[] _watermap;
236 private bool m_filterCollisions = true;
237
238 private d.NearCallback nearCallback;
239 public d.TriCallback triCallback;
240 public d.TriArrayCallback triArrayCallback;
241 private readonly HashSet<OdeCharacter> _characters = new HashSet<OdeCharacter>();
242 private readonly HashSet<OdePrim> _prims = new HashSet<OdePrim>();
243 private readonly HashSet<OdePrim> _activeprims = new HashSet<OdePrim>();
244 private readonly HashSet<OdePrim> _taintedPrimH = new HashSet<OdePrim>();
245 private readonly Object _taintedPrimLock = new Object();
246 private readonly List<OdePrim> _taintedPrimL = new List<OdePrim>();
247 private readonly HashSet<OdeCharacter> _taintedActors = new HashSet<OdeCharacter>();
248 private readonly List<d.ContactGeom> _perloopContact = new List<d.ContactGeom>();
249 private readonly List<PhysicsActor> _collisionEventPrim = new List<PhysicsActor>();
250 private readonly HashSet<OdeCharacter> _badCharacter = new HashSet<OdeCharacter>();
251 public Dictionary<IntPtr, String> geom_name_map = new Dictionary<IntPtr, String>();
252 public Dictionary<IntPtr, PhysicsActor> actor_name_map = new Dictionary<IntPtr, PhysicsActor>();
253 private bool m_NINJA_physics_joints_enabled = false;
254 //private Dictionary<String, IntPtr> jointpart_name_map = new Dictionary<String,IntPtr>();
255 private readonly Dictionary<String, List<PhysicsJoint>> joints_connecting_actor = new Dictionary<String, List<PhysicsJoint>>();
256 private d.ContactGeom[] contacts;
257 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
258 private readonly List<PhysicsJoint> pendingJoints = new List<PhysicsJoint>(); // can lock for longer. accessed only by OdeScene.
259 private readonly List<PhysicsJoint> activeJoints = new List<PhysicsJoint>(); // can lock for longer. accessed only by OdeScene.
260 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
261 private Object externalJointRequestsLock = new Object();
262 private readonly Dictionary<String, PhysicsJoint> SOPName_to_activeJoint = new Dictionary<String, PhysicsJoint>();
263 private readonly Dictionary<String, PhysicsJoint> SOPName_to_pendingJoint = new Dictionary<String, PhysicsJoint>();
264 private readonly DoubleDictionary<Vector3, IntPtr, IntPtr> RegionTerrain = new DoubleDictionary<Vector3, IntPtr, IntPtr>();
265 private readonly Dictionary<IntPtr,float[]> TerrainHeightFieldHeights = new Dictionary<IntPtr, float[]>();
266
267 private d.Contact contact;
268 private d.Contact TerrainContact;
269 private d.Contact AvatarMovementprimContact;
270 private d.Contact AvatarMovementTerrainContact;
271 private d.Contact WaterContact;
272 private d.Contact[,] m_materialContacts;
273
274//Ckrinke: Comment out until used. We declare it, initialize it, but do not use it
275//Ckrinke private int m_randomizeWater = 200;
276 private int m_physicsiterations = 10;
277 private const float m_SkipFramesAtms = 0.40f; // Drop frames gracefully at a 400 ms lag
278 private readonly PhysicsActor PANull = new NullPhysicsActor();
279 private float step_time = 0.0f;
280//Ckrinke: Comment out until used. We declare it, initialize it, but do not use it
281//Ckrinke private int ms = 0;
282 public IntPtr world;
283 //private bool returncollisions = false;
284 // private uint obj1LocalID = 0;
285 private uint obj2LocalID = 0;
286 //private int ctype = 0;
287 private OdeCharacter cc1;
288 private OdePrim cp1;
289 private OdeCharacter cc2;
290 private OdePrim cp2;
291 //private int cStartStop = 0;
292 //private string cDictKey = "";
293
294 public IntPtr space;
295
296 //private IntPtr tmpSpace;
297 // split static geometry collision handling into spaces of 30 meters
298 public IntPtr[,] staticPrimspace;
299
300 public Object OdeLock;
301
302 public IMesher mesher;
303
304 private IConfigSource m_config;
305
306 public bool physics_logging = false;
307 public int physics_logging_interval = 0;
308 public bool physics_logging_append_existing_logfile = false;
309
310 public d.Vector3 xyz = new d.Vector3(128.1640f, 128.3079f, 25.7600f);
311 public d.Vector3 hpr = new d.Vector3(125.5000f, -17.0000f, 0.0000f);
312
313 // TODO: unused: private uint heightmapWidth = m_regionWidth + 1;
314 // TODO: unused: private uint heightmapHeight = m_regionHeight + 1;
315 // TODO: unused: private uint heightmapWidthSamples;
316 // TODO: unused: private uint heightmapHeightSamples;
317
318 private volatile int m_global_contactcount = 0;
319
320 private Vector3 m_worldOffset = Vector3.Zero;
321 public Vector2 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize);
322 private PhysicsScene m_parentScene = null;
323
324 private ODERayCastRequestManager m_rayCastManager;
325
326 /// <summary>
327 /// Initiailizes the scene
328 /// Sets many properties that ODE requires to be stable
329 /// These settings need to be tweaked 'exactly' right or weird stuff happens.
330 /// </summary>
331 public OdeScene(CollisionLocker dode, string sceneIdentifier)
332 {
333 m_log
334 = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType.ToString() + "." + sceneIdentifier);
335
336 OdeLock = new Object();
337 ode = dode;
338 nearCallback = near;
339 triCallback = TriCallback;
340 triArrayCallback = TriArrayCallback;
341 m_rayCastManager = new ODERayCastRequestManager(this);
342 lock (OdeLock)
343 {
344 // Create the world and the first space
345 world = d.WorldCreate();
346 space = d.HashSpaceCreate(IntPtr.Zero);
347
348
349 contactgroup = d.JointGroupCreate(0);
350 //contactgroup
351
352 d.WorldSetAutoDisableFlag(world, false);
353 #if USE_DRAWSTUFF
354
355 Thread viewthread = new Thread(new ParameterizedThreadStart(startvisualization));
356 viewthread.Start();
357 #endif
358 }
359
360
361 _watermap = new float[258 * 258];
362
363 // Zero out the prim spaces array (we split our space into smaller spaces so
364 // we can hit test less.
365 }
366
367#if USE_DRAWSTUFF
368 public void startvisualization(object o)
369 {
370 ds.Functions fn;
371 fn.version = ds.VERSION;
372 fn.start = new ds.CallbackFunction(start);
373 fn.step = new ds.CallbackFunction(step);
374 fn.command = new ds.CallbackFunction(command);
375 fn.stop = null;
376 fn.path_to_textures = "./textures";
377 string[] args = new string[0];
378 ds.SimulationLoop(args.Length, args, 352, 288, ref fn);
379 }
380#endif
381
382 // Initialize the mesh plugin
383 public override void Initialise(IMesher meshmerizer, IConfigSource config)
384 {
385 mesher = meshmerizer;
386 m_config = config;
387 // Defaults
388
389 if (Environment.OSVersion.Platform == PlatformID.Unix)
390 {
391 avPIDD = 3200.0f;
392 avPIDP = 1400.0f;
393 avStandupTensor = 2000000f;
394 }
395 else
396 {
397 avPIDD = 2200.0f;
398 avPIDP = 900.0f;
399 avStandupTensor = 550000f;
400 }
401
402 int contactsPerCollision = 80;
403
404 if (m_config != null)
405 {
406 IConfig physicsconfig = m_config.Configs["ODEPhysicsSettings"];
407 if (physicsconfig != null)
408 {
409 gravityx = physicsconfig.GetFloat("world_gravityx", 0f);
410 gravityy = physicsconfig.GetFloat("world_gravityy", 0f);
411 gravityz = physicsconfig.GetFloat("world_gravityz", -9.8f);
412
413 worldHashspaceLow = physicsconfig.GetInt("world_hashspace_size_low", -4);
414 worldHashspaceHigh = physicsconfig.GetInt("world_hashspace_size_high", 128);
415
416 metersInSpace = physicsconfig.GetFloat("meters_in_small_space", 29.9f);
417 smallHashspaceLow = physicsconfig.GetInt("small_hashspace_size_low", -4);
418 smallHashspaceHigh = physicsconfig.GetInt("small_hashspace_size_high", 66);
419
420 contactsurfacelayer = physicsconfig.GetFloat("world_contact_surface_layer", 0.001f);
421
422 nmTerrainContactFriction = physicsconfig.GetFloat("nm_terraincontact_friction", 255.0f);
423 nmTerrainContactBounce = physicsconfig.GetFloat("nm_terraincontact_bounce", 0.1f);
424 nmTerrainContactERP = physicsconfig.GetFloat("nm_terraincontact_erp", 0.1025f);
425
426 mTerrainContactFriction = physicsconfig.GetFloat("m_terraincontact_friction", 75f);
427 mTerrainContactBounce = physicsconfig.GetFloat("m_terraincontact_bounce", 0.05f);
428 mTerrainContactERP = physicsconfig.GetFloat("m_terraincontact_erp", 0.05025f);
429
430 nmAvatarObjectContactFriction = physicsconfig.GetFloat("objectcontact_friction", 250f);
431 nmAvatarObjectContactBounce = physicsconfig.GetFloat("objectcontact_bounce", 0.2f);
432
433 mAvatarObjectContactFriction = physicsconfig.GetFloat("m_avatarobjectcontact_friction", 75f);
434 mAvatarObjectContactBounce = physicsconfig.GetFloat("m_avatarobjectcontact_bounce", 0.1f);
435
436 ODE_STEPSIZE = physicsconfig.GetFloat("world_stepsize", 0.020f);
437 m_physicsiterations = physicsconfig.GetInt("world_internal_steps_without_collisions", 10);
438
439 avDensity = physicsconfig.GetFloat("av_density", 80f);
440 avHeightFudgeFactor = physicsconfig.GetFloat("av_height_fudge_factor", 0.52f);
441 avMovementDivisorWalk = physicsconfig.GetFloat("av_movement_divisor_walk", 1.3f);
442 avMovementDivisorRun = physicsconfig.GetFloat("av_movement_divisor_run", 0.8f);
443 avCapRadius = physicsconfig.GetFloat("av_capsule_radius", 0.37f);
444 avCapsuleTilted = physicsconfig.GetBoolean("av_capsule_tilted", false);
445
446 contactsPerCollision = physicsconfig.GetInt("contacts_per_collision", 80);
447
448 geomContactPointsStartthrottle = physicsconfig.GetInt("geom_contactpoints_start_throttling", 3);
449 geomUpdatesPerThrottledUpdate = physicsconfig.GetInt("geom_updates_before_throttled_update", 15);
450 geomCrossingFailuresBeforeOutofbounds = physicsconfig.GetInt("geom_crossing_failures_before_outofbounds", 5);
451 geomRegionFence = physicsconfig.GetInt("region_border_fence", 0);
452
453 geomDefaultDensity = physicsconfig.GetFloat("geometry_default_density", 10.000006836f);
454 bodyFramesAutoDisable = physicsconfig.GetInt("body_frames_auto_disable", 20);
455
456 bodyPIDD = physicsconfig.GetFloat("body_pid_derivative", 35f);
457 bodyPIDG = physicsconfig.GetFloat("body_pid_gain", 25f);
458
459 forceSimplePrimMeshing = physicsconfig.GetBoolean("force_simple_prim_meshing", forceSimplePrimMeshing);
460 meshSculptedPrim = physicsconfig.GetBoolean("mesh_sculpted_prim", true);
461 meshSculptLOD = physicsconfig.GetFloat("mesh_lod", 32f);
462 MeshSculptphysicalLOD = physicsconfig.GetFloat("mesh_physical_lod", 16f);
463 m_filterCollisions = physicsconfig.GetBoolean("filter_collisions", false);
464
465 if (Environment.OSVersion.Platform == PlatformID.Unix)
466 {
467 avPIDD = physicsconfig.GetFloat("av_pid_derivative_linux", 2200.0f);
468 avPIDP = physicsconfig.GetFloat("av_pid_proportional_linux", 900.0f);
469 avStandupTensor = physicsconfig.GetFloat("av_capsule_standup_tensor_linux", 550000f);
470 bodyMotorJointMaxforceTensor = physicsconfig.GetFloat("body_motor_joint_maxforce_tensor_linux", 5f);
471 }
472 else
473 {
474 avPIDD = physicsconfig.GetFloat("av_pid_derivative_win", 2200.0f);
475 avPIDP = physicsconfig.GetFloat("av_pid_proportional_win", 900.0f);
476 avStandupTensor = physicsconfig.GetFloat("av_capsule_standup_tensor_win", 550000f);
477 bodyMotorJointMaxforceTensor = physicsconfig.GetFloat("body_motor_joint_maxforce_tensor_win", 5f);
478 }
479
480 physics_logging = physicsconfig.GetBoolean("physics_logging", false);
481 physics_logging_interval = physicsconfig.GetInt("physics_logging_interval", 0);
482 physics_logging_append_existing_logfile = physicsconfig.GetBoolean("physics_logging_append_existing_logfile", false);
483
484 m_NINJA_physics_joints_enabled = physicsconfig.GetBoolean("use_NINJA_physics_joints", false);
485 minimumGroundFlightOffset = physicsconfig.GetFloat("minimum_ground_flight_offset", 3f);
486 maximumMassObject = physicsconfig.GetFloat("maximum_mass_object", 10000.01f);
487 }
488 }
489
490 contacts = new d.ContactGeom[contactsPerCollision];
491
492 staticPrimspace = new IntPtr[(int)(300 / metersInSpace), (int)(300 / metersInSpace)];
493
494 // Centeral contact friction and bounce
495 // ckrinke 11/10/08 Enabling soft_erp but not soft_cfm until I figure out why
496 // an avatar falls through in Z but not in X or Y when walking on a prim.
497 contact.surface.mode |= d.ContactFlags.SoftERP;
498 contact.surface.mu = nmAvatarObjectContactFriction;
499 contact.surface.bounce = nmAvatarObjectContactBounce;
500 contact.surface.soft_cfm = 0.010f;
501 contact.surface.soft_erp = 0.010f;
502
503 // Terrain contact friction and Bounce
504 // This is the *non* moving version. Use this when an avatar
505 // isn't moving to keep it in place better
506 TerrainContact.surface.mode |= d.ContactFlags.SoftERP;
507 TerrainContact.surface.mu = nmTerrainContactFriction;
508 TerrainContact.surface.bounce = nmTerrainContactBounce;
509 TerrainContact.surface.soft_erp = nmTerrainContactERP;
510
511 WaterContact.surface.mode |= (d.ContactFlags.SoftERP | d.ContactFlags.SoftCFM);
512 WaterContact.surface.mu = 0f; // No friction
513 WaterContact.surface.bounce = 0.0f; // No bounce
514 WaterContact.surface.soft_cfm = 0.010f;
515 WaterContact.surface.soft_erp = 0.010f;
516
517 // Prim contact friction and bounce
518 // THis is the *non* moving version of friction and bounce
519 // Use this when an avatar comes in contact with a prim
520 // and is moving
521 AvatarMovementprimContact.surface.mu = mAvatarObjectContactFriction;
522 AvatarMovementprimContact.surface.bounce = mAvatarObjectContactBounce;
523
524 // Terrain contact friction bounce and various error correcting calculations
525 // Use this when an avatar is in contact with the terrain and moving.
526 AvatarMovementTerrainContact.surface.mode |= d.ContactFlags.SoftERP;
527 AvatarMovementTerrainContact.surface.mu = mTerrainContactFriction;
528 AvatarMovementTerrainContact.surface.bounce = mTerrainContactBounce;
529 AvatarMovementTerrainContact.surface.soft_erp = mTerrainContactERP;
530
531
532 /*
533 <summary></summary>
534 Stone = 0,
535 /// <summary></summary>
536 Metal = 1,
537 /// <summary></summary>
538 Glass = 2,
539 /// <summary></summary>
540 Wood = 3,
541 /// <summary></summary>
542 Flesh = 4,
543 /// <summary></summary>
544 Plastic = 5,
545 /// <summary></summary>
546 Rubber = 6
547 */
548
549 m_materialContacts = new d.Contact[7,2];
550
551 m_materialContacts[(int)Material.Stone, 0] = new d.Contact();
552 m_materialContacts[(int)Material.Stone, 0].surface.mode |= d.ContactFlags.SoftERP;
553 m_materialContacts[(int)Material.Stone, 0].surface.mu = nmAvatarObjectContactFriction;
554 m_materialContacts[(int)Material.Stone, 0].surface.bounce = nmAvatarObjectContactBounce;
555 m_materialContacts[(int)Material.Stone, 0].surface.soft_cfm = 0.010f;
556 m_materialContacts[(int)Material.Stone, 0].surface.soft_erp = 0.010f;
557
558 m_materialContacts[(int)Material.Stone, 1] = new d.Contact();
559 m_materialContacts[(int)Material.Stone, 1].surface.mode |= d.ContactFlags.SoftERP;
560 m_materialContacts[(int)Material.Stone, 1].surface.mu = mAvatarObjectContactFriction;
561 m_materialContacts[(int)Material.Stone, 1].surface.bounce = mAvatarObjectContactBounce;
562 m_materialContacts[(int)Material.Stone, 1].surface.soft_cfm = 0.010f;
563 m_materialContacts[(int)Material.Stone, 1].surface.soft_erp = 0.010f;
564
565 m_materialContacts[(int)Material.Metal, 0] = new d.Contact();
566 m_materialContacts[(int)Material.Metal, 0].surface.mode |= d.ContactFlags.SoftERP;
567 m_materialContacts[(int)Material.Metal, 0].surface.mu = nmAvatarObjectContactFriction;
568 m_materialContacts[(int)Material.Metal, 0].surface.bounce = nmAvatarObjectContactBounce;
569 m_materialContacts[(int)Material.Metal, 0].surface.soft_cfm = 0.010f;
570 m_materialContacts[(int)Material.Metal, 0].surface.soft_erp = 0.010f;
571
572 m_materialContacts[(int)Material.Metal, 1] = new d.Contact();
573 m_materialContacts[(int)Material.Metal, 1].surface.mode |= d.ContactFlags.SoftERP;
574 m_materialContacts[(int)Material.Metal, 1].surface.mu = mAvatarObjectContactFriction;
575 m_materialContacts[(int)Material.Metal, 1].surface.bounce = mAvatarObjectContactBounce;
576 m_materialContacts[(int)Material.Metal, 1].surface.soft_cfm = 0.010f;
577 m_materialContacts[(int)Material.Metal, 1].surface.soft_erp = 0.010f;
578
579 m_materialContacts[(int)Material.Glass, 0] = new d.Contact();
580 m_materialContacts[(int)Material.Glass, 0].surface.mode |= d.ContactFlags.SoftERP;
581 m_materialContacts[(int)Material.Glass, 0].surface.mu = 1f;
582 m_materialContacts[(int)Material.Glass, 0].surface.bounce = 0.5f;
583 m_materialContacts[(int)Material.Glass, 0].surface.soft_cfm = 0.010f;
584 m_materialContacts[(int)Material.Glass, 0].surface.soft_erp = 0.010f;
585
586 /*
587 private float nmAvatarObjectContactFriction = 250f;
588 private float nmAvatarObjectContactBounce = 0.1f;
589
590 private float mAvatarObjectContactFriction = 75f;
591 private float mAvatarObjectContactBounce = 0.1f;
592 */
593 m_materialContacts[(int)Material.Glass, 1] = new d.Contact();
594 m_materialContacts[(int)Material.Glass, 1].surface.mode |= d.ContactFlags.SoftERP;
595 m_materialContacts[(int)Material.Glass, 1].surface.mu = 1f;
596 m_materialContacts[(int)Material.Glass, 1].surface.bounce = 0.5f;
597 m_materialContacts[(int)Material.Glass, 1].surface.soft_cfm = 0.010f;
598 m_materialContacts[(int)Material.Glass, 1].surface.soft_erp = 0.010f;
599
600 m_materialContacts[(int)Material.Wood, 0] = new d.Contact();
601 m_materialContacts[(int)Material.Wood, 0].surface.mode |= d.ContactFlags.SoftERP;
602 m_materialContacts[(int)Material.Wood, 0].surface.mu = nmAvatarObjectContactFriction;
603 m_materialContacts[(int)Material.Wood, 0].surface.bounce = nmAvatarObjectContactBounce;
604 m_materialContacts[(int)Material.Wood, 0].surface.soft_cfm = 0.010f;
605 m_materialContacts[(int)Material.Wood, 0].surface.soft_erp = 0.010f;
606
607 m_materialContacts[(int)Material.Wood, 1] = new d.Contact();
608 m_materialContacts[(int)Material.Wood, 1].surface.mode |= d.ContactFlags.SoftERP;
609 m_materialContacts[(int)Material.Wood, 1].surface.mu = mAvatarObjectContactFriction;
610 m_materialContacts[(int)Material.Wood, 1].surface.bounce = mAvatarObjectContactBounce;
611 m_materialContacts[(int)Material.Wood, 1].surface.soft_cfm = 0.010f;
612 m_materialContacts[(int)Material.Wood, 1].surface.soft_erp = 0.010f;
613
614 m_materialContacts[(int)Material.Flesh, 0] = new d.Contact();
615 m_materialContacts[(int)Material.Flesh, 0].surface.mode |= d.ContactFlags.SoftERP;
616 m_materialContacts[(int)Material.Flesh, 0].surface.mu = nmAvatarObjectContactFriction;
617 m_materialContacts[(int)Material.Flesh, 0].surface.bounce = nmAvatarObjectContactBounce;
618 m_materialContacts[(int)Material.Flesh, 0].surface.soft_cfm = 0.010f;
619 m_materialContacts[(int)Material.Flesh, 0].surface.soft_erp = 0.010f;
620
621 m_materialContacts[(int)Material.Flesh, 1] = new d.Contact();
622 m_materialContacts[(int)Material.Flesh, 1].surface.mode |= d.ContactFlags.SoftERP;
623 m_materialContacts[(int)Material.Flesh, 1].surface.mu = mAvatarObjectContactFriction;
624 m_materialContacts[(int)Material.Flesh, 1].surface.bounce = mAvatarObjectContactBounce;
625 m_materialContacts[(int)Material.Flesh, 1].surface.soft_cfm = 0.010f;
626 m_materialContacts[(int)Material.Flesh, 1].surface.soft_erp = 0.010f;
627
628 m_materialContacts[(int)Material.Plastic, 0] = new d.Contact();
629 m_materialContacts[(int)Material.Plastic, 0].surface.mode |= d.ContactFlags.SoftERP;
630 m_materialContacts[(int)Material.Plastic, 0].surface.mu = nmAvatarObjectContactFriction;
631 m_materialContacts[(int)Material.Plastic, 0].surface.bounce = nmAvatarObjectContactBounce;
632 m_materialContacts[(int)Material.Plastic, 0].surface.soft_cfm = 0.010f;
633 m_materialContacts[(int)Material.Plastic, 0].surface.soft_erp = 0.010f;
634
635 m_materialContacts[(int)Material.Plastic, 1] = new d.Contact();
636 m_materialContacts[(int)Material.Plastic, 1].surface.mode |= d.ContactFlags.SoftERP;
637 m_materialContacts[(int)Material.Plastic, 1].surface.mu = mAvatarObjectContactFriction;
638 m_materialContacts[(int)Material.Plastic, 1].surface.bounce = mAvatarObjectContactBounce;
639 m_materialContacts[(int)Material.Plastic, 1].surface.soft_cfm = 0.010f;
640 m_materialContacts[(int)Material.Plastic, 1].surface.soft_erp = 0.010f;
641
642 m_materialContacts[(int)Material.Rubber, 0] = new d.Contact();
643 m_materialContacts[(int)Material.Rubber, 0].surface.mode |= d.ContactFlags.SoftERP;
644 m_materialContacts[(int)Material.Rubber, 0].surface.mu = nmAvatarObjectContactFriction;
645 m_materialContacts[(int)Material.Rubber, 0].surface.bounce = nmAvatarObjectContactBounce;
646 m_materialContacts[(int)Material.Rubber, 0].surface.soft_cfm = 0.010f;
647 m_materialContacts[(int)Material.Rubber, 0].surface.soft_erp = 0.010f;
648
649 m_materialContacts[(int)Material.Rubber, 1] = new d.Contact();
650 m_materialContacts[(int)Material.Rubber, 1].surface.mode |= d.ContactFlags.SoftERP;
651 m_materialContacts[(int)Material.Rubber, 1].surface.mu = mAvatarObjectContactFriction;
652 m_materialContacts[(int)Material.Rubber, 1].surface.bounce = mAvatarObjectContactBounce;
653 m_materialContacts[(int)Material.Rubber, 1].surface.soft_cfm = 0.010f;
654 m_materialContacts[(int)Material.Rubber, 1].surface.soft_erp = 0.010f;
655
656 d.HashSpaceSetLevels(space, worldHashspaceLow, worldHashspaceHigh);
657
658 // Set the gravity,, don't disable things automatically (we set it explicitly on some things)
659
660 d.WorldSetGravity(world, gravityx, gravityy, gravityz);
661 d.WorldSetContactSurfaceLayer(world, contactsurfacelayer);
662
663 d.WorldSetLinearDamping(world, 256f);
664 d.WorldSetAngularDamping(world, 256f);
665 d.WorldSetAngularDampingThreshold(world, 256f);
666 d.WorldSetLinearDampingThreshold(world, 256f);
667 d.WorldSetMaxAngularSpeed(world, 256f);
668
669 // Set how many steps we go without running collision testing
670 // This is in addition to the step size.
671 // Essentially Steps * m_physicsiterations
672 d.WorldSetQuickStepNumIterations(world, m_physicsiterations);
673 //d.WorldSetContactMaxCorrectingVel(world, 1000.0f);
674
675
676
677 for (int i = 0; i < staticPrimspace.GetLength(0); i++)
678 {
679 for (int j = 0; j < staticPrimspace.GetLength(1); j++)
680 {
681 staticPrimspace[i, j] = IntPtr.Zero;
682 }
683 }
684 }
685
686 internal void waitForSpaceUnlock(IntPtr space)
687 {
688 //if (space != IntPtr.Zero)
689 //while (d.SpaceLockQuery(space)) { } // Wait and do nothing
690 }
691
692 /// <summary>
693 /// Debug space message for printing the space that a prim/avatar is in.
694 /// </summary>
695 /// <param name="pos"></param>
696 /// <returns>Returns which split up space the given position is in.</returns>
697 public string whichspaceamIin(Vector3 pos)
698 {
699 return calculateSpaceForGeom(pos).ToString();
700 }
701
702 #region Collision Detection
703
704 /// <summary>
705 /// This is our near callback. A geometry is near a body
706 /// </summary>
707 /// <param name="space">The space that contains the geoms. Remember, spaces are also geoms</param>
708 /// <param name="g1">a geometry or space</param>
709 /// <param name="g2">another geometry or space</param>
710 private void near(IntPtr space, IntPtr g1, IntPtr g2)
711 {
712 // no lock here! It's invoked from within Simulate(), which is thread-locked
713
714 // Test if we're colliding a geom with a space.
715 // If so we have to drill down into the space recursively
716
717 if (d.GeomIsSpace(g1) || d.GeomIsSpace(g2))
718 {
719 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
720 return;
721
722 // Separating static prim geometry spaces.
723 // We'll be calling near recursivly if one
724 // of them is a space to find all of the
725 // contact points in the space
726 try
727 {
728 d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback);
729 }
730 catch (AccessViolationException)
731 {
732 m_log.Warn("[PHYSICS]: Unable to collide test a space");
733 return;
734 }
735 //Colliding a space or a geom with a space or a geom. so drill down
736
737 //Collide all geoms in each space..
738 //if (d.GeomIsSpace(g1)) d.SpaceCollide(g1, IntPtr.Zero, nearCallback);
739 //if (d.GeomIsSpace(g2)) d.SpaceCollide(g2, IntPtr.Zero, nearCallback);
740 return;
741 }
742
743 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
744 return;
745
746 IntPtr b1 = d.GeomGetBody(g1);
747 IntPtr b2 = d.GeomGetBody(g2);
748
749 // d.GeomClassID id = d.GeomGetClass(g1);
750
751 String name1 = null;
752 String name2 = null;
753
754 if (!geom_name_map.TryGetValue(g1, out name1))
755 {
756 name1 = "null";
757 }
758 if (!geom_name_map.TryGetValue(g2, out name2))
759 {
760 name2 = "null";
761 }
762
763 //if (id == d.GeomClassId.TriMeshClass)
764 //{
765 // m_log.InfoFormat("near: A collision was detected between {1} and {2}", 0, name1, name2);
766 //m_log.Debug("near: A collision was detected between {1} and {2}", 0, name1, name2);
767 //}
768
769 // Figure out how many contact points we have
770 int count = 0;
771 try
772 {
773 // Colliding Geom To Geom
774 // This portion of the function 'was' blatantly ripped off from BoxStack.cs
775
776 if (g1 == g2)
777 return; // Can't collide with yourself
778
779 if (b1 != IntPtr.Zero && b2 != IntPtr.Zero && d.AreConnectedExcluding(b1, b2, d.JointType.Contact))
780 return;
781
782 lock (contacts)
783 {
784 count = d.Collide(g1, g2, contacts.Length, contacts, d.ContactGeom.SizeOf);
785 if (count > contacts.Length)
786 m_log.Error("[PHYSICS]: Got " + count + " contacts when we asked for a maximum of " + contacts.Length);
787 }
788 }
789 catch (SEHException)
790 {
791 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.");
792 ode.drelease(world);
793 base.TriggerPhysicsBasedRestart();
794 }
795 catch (Exception e)
796 {
797 m_log.WarnFormat("[PHYSICS]: Unable to collide test an object: {0}", e.Message);
798 return;
799 }
800
801 PhysicsActor p1;
802 PhysicsActor p2;
803
804 if (!actor_name_map.TryGetValue(g1, out p1))
805 {
806 p1 = PANull;
807 }
808
809 if (!actor_name_map.TryGetValue(g2, out p2))
810 {
811 p2 = PANull;
812 }
813
814 ContactPoint maxDepthContact = new ContactPoint();
815 if (p1.CollisionScore + count >= float.MaxValue)
816 p1.CollisionScore = 0;
817 p1.CollisionScore += count;
818
819 if (p2.CollisionScore + count >= float.MaxValue)
820 p2.CollisionScore = 0;
821 p2.CollisionScore += count;
822
823 for (int i = 0; i < count; i++)
824 {
825 d.ContactGeom curContact = contacts[i];
826
827 if (curContact.depth > maxDepthContact.PenetrationDepth)
828 {
829 maxDepthContact = new ContactPoint(
830 new Vector3(curContact.pos.X, curContact.pos.Y, curContact.pos.Z),
831 new Vector3(curContact.normal.X, curContact.normal.Y, curContact.normal.Z),
832 curContact.depth
833 );
834 }
835
836 //m_log.Warn("[CCOUNT]: " + count);
837 IntPtr joint;
838 // If we're colliding with terrain, use 'TerrainContact' instead of contact.
839 // allows us to have different settings
840
841 // We only need to test p2 for 'jump crouch purposes'
842 if (p2 is OdeCharacter && p1.PhysicsActorType == (int)ActorTypes.Prim)
843 {
844 // Testing if the collision is at the feet of the avatar
845
846 //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));
847 if ((p2.Position.Z - curContact.pos.Z) > (p2.Size.Z * 0.6f))
848 p2.IsColliding = true;
849 }
850 else
851 {
852 p2.IsColliding = true;
853 }
854
855 //if ((framecount % m_returncollisions) == 0)
856
857 switch (p1.PhysicsActorType)
858 {
859 case (int)ActorTypes.Agent:
860 p2.CollidingObj = true;
861 break;
862 case (int)ActorTypes.Prim:
863 if (p2.Velocity.LengthSquared() > 0.0f)
864 p2.CollidingObj = true;
865 break;
866 case (int)ActorTypes.Unknown:
867 p2.CollidingGround = true;
868 break;
869 default:
870 p2.CollidingGround = true;
871 break;
872 }
873
874 // we don't want prim or avatar to explode
875
876 #region InterPenetration Handling - Unintended physics explosions
877# region disabled code1
878
879 if (curContact.depth >= 0.08f)
880 {
881 //This is disabled at the moment only because it needs more tweaking
882 //It will eventually be uncommented
883 /*
884 if (contact.depth >= 1.00f)
885 {
886 //m_log.Debug("[PHYSICS]: " + contact.depth.ToString());
887 }
888
889 //If you interpenetrate a prim with an agent
890 if ((p2.PhysicsActorType == (int) ActorTypes.Agent &&
891 p1.PhysicsActorType == (int) ActorTypes.Prim) ||
892 (p1.PhysicsActorType == (int) ActorTypes.Agent &&
893 p2.PhysicsActorType == (int) ActorTypes.Prim))
894 {
895
896 //contact.depth = contact.depth * 4.15f;
897 /*
898 if (p2.PhysicsActorType == (int) ActorTypes.Agent)
899 {
900 p2.CollidingObj = true;
901 contact.depth = 0.003f;
902 p2.Velocity = p2.Velocity + new PhysicsVector(0, 0, 2.5f);
903 OdeCharacter character = (OdeCharacter) p2;
904 character.SetPidStatus(true);
905 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));
906
907 }
908 else
909 {
910
911 //contact.depth = 0.0000000f;
912 }
913 if (p1.PhysicsActorType == (int) ActorTypes.Agent)
914 {
915
916 p1.CollidingObj = true;
917 contact.depth = 0.003f;
918 p1.Velocity = p1.Velocity + new PhysicsVector(0, 0, 2.5f);
919 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));
920 OdeCharacter character = (OdeCharacter)p1;
921 character.SetPidStatus(true);
922 }
923 else
924 {
925
926 //contact.depth = 0.0000000f;
927 }
928
929
930
931 }
932*/
933 // If you interpenetrate a prim with another prim
934 /*
935 if (p1.PhysicsActorType == (int) ActorTypes.Prim && p2.PhysicsActorType == (int) ActorTypes.Prim)
936 {
937 #region disabledcode2
938 //OdePrim op1 = (OdePrim)p1;
939 //OdePrim op2 = (OdePrim)p2;
940 //op1.m_collisionscore++;
941 //op2.m_collisionscore++;
942
943 //if (op1.m_collisionscore > 8000 || op2.m_collisionscore > 8000)
944 //{
945 //op1.m_taintdisable = true;
946 //AddPhysicsActorTaint(p1);
947 //op2.m_taintdisable = true;
948 //AddPhysicsActorTaint(p2);
949 //}
950
951 //if (contact.depth >= 0.25f)
952 //{
953 // Don't collide, one or both prim will expld.
954
955 //op1.m_interpenetrationcount++;
956 //op2.m_interpenetrationcount++;
957 //interpenetrations_before_disable = 200;
958 //if (op1.m_interpenetrationcount >= interpenetrations_before_disable)
959 //{
960 //op1.m_taintdisable = true;
961 //AddPhysicsActorTaint(p1);
962 //}
963 //if (op2.m_interpenetrationcount >= interpenetrations_before_disable)
964 //{
965 // op2.m_taintdisable = true;
966 //AddPhysicsActorTaint(p2);
967 //}
968
969 //contact.depth = contact.depth / 8f;
970 //contact.normal = new d.Vector3(0, 0, 1);
971 //}
972 //if (op1.m_disabled || op2.m_disabled)
973 //{
974 //Manually disabled objects stay disabled
975 //contact.depth = 0f;
976 //}
977 #endregion
978 }
979 */
980#endregion
981 if (curContact.depth >= 1.00f)
982 {
983 //m_log.Info("[P]: " + contact.depth.ToString());
984 if ((p2.PhysicsActorType == (int) ActorTypes.Agent &&
985 p1.PhysicsActorType == (int) ActorTypes.Unknown) ||
986 (p1.PhysicsActorType == (int) ActorTypes.Agent &&
987 p2.PhysicsActorType == (int) ActorTypes.Unknown))
988 {
989 if (p2.PhysicsActorType == (int) ActorTypes.Agent)
990 {
991 if (p2 is OdeCharacter)
992 {
993 OdeCharacter character = (OdeCharacter) p2;
994
995 //p2.CollidingObj = true;
996 curContact.depth = 0.00000003f;
997 p2.Velocity = p2.Velocity + new Vector3(0f, 0f, 0.5f);
998 curContact.pos =
999 new d.Vector3(curContact.pos.X + (p1.Size.X/2),
1000 curContact.pos.Y + (p1.Size.Y/2),
1001 curContact.pos.Z + (p1.Size.Z/2));
1002 character.SetPidStatus(true);
1003 }
1004 }
1005
1006
1007 if (p1.PhysicsActorType == (int) ActorTypes.Agent)
1008 {
1009 if (p1 is OdeCharacter)
1010 {
1011 OdeCharacter character = (OdeCharacter) p1;
1012
1013 //p2.CollidingObj = true;
1014 curContact.depth = 0.00000003f;
1015 p1.Velocity = p1.Velocity + new Vector3(0f, 0f, 0.5f);
1016 curContact.pos =
1017 new d.Vector3(curContact.pos.X + (p1.Size.X/2),
1018 curContact.pos.Y + (p1.Size.Y/2),
1019 curContact.pos.Z + (p1.Size.Z/2));
1020 character.SetPidStatus(true);
1021 }
1022 }
1023 }
1024 }
1025 }
1026
1027 #endregion
1028
1029 // Logic for collision handling
1030 // Note, that if *all* contacts are skipped (VolumeDetect)
1031 // The prim still detects (and forwards) collision events but
1032 // appears to be phantom for the world
1033 Boolean skipThisContact = false;
1034
1035 if ((p1 is OdePrim) && (((OdePrim)p1).m_isVolumeDetect))
1036 skipThisContact = true; // No collision on volume detect prims
1037
1038 if (!skipThisContact && (p2 is OdePrim) && (((OdePrim)p2).m_isVolumeDetect))
1039 skipThisContact = true; // No collision on volume detect prims
1040
1041 if (!skipThisContact && curContact.depth < 0f)
1042 skipThisContact = true;
1043
1044 if (!skipThisContact && checkDupe(curContact, p2.PhysicsActorType))
1045 skipThisContact = true;
1046
1047 const int maxContactsbeforedeath = 4000;
1048 joint = IntPtr.Zero;
1049
1050 if (!skipThisContact)
1051 {
1052 // If we're colliding against terrain
1053 if (name1 == "Terrain" || name2 == "Terrain")
1054 {
1055 // If we're moving
1056 if ((p2.PhysicsActorType == (int) ActorTypes.Agent) &&
1057 (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f))
1058 {
1059 // Use the movement terrain contact
1060 AvatarMovementTerrainContact.geom = curContact;
1061 _perloopContact.Add(curContact);
1062 if (m_global_contactcount < maxContactsbeforedeath)
1063 {
1064 joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementTerrainContact);
1065 m_global_contactcount++;
1066 }
1067 }
1068 else
1069 {
1070 if (p2.PhysicsActorType == (int)ActorTypes.Agent)
1071 {
1072 // Use the non moving terrain contact
1073 TerrainContact.geom = curContact;
1074 _perloopContact.Add(curContact);
1075 if (m_global_contactcount < maxContactsbeforedeath)
1076 {
1077 joint = d.JointCreateContact(world, contactgroup, ref TerrainContact);
1078 m_global_contactcount++;
1079 }
1080 }
1081 else
1082 {
1083 if (p2.PhysicsActorType == (int)ActorTypes.Prim && p1.PhysicsActorType == (int)ActorTypes.Prim)
1084 {
1085 // prim prim contact
1086 // int pj294950 = 0;
1087 int movintYN = 0;
1088 int material = (int) Material.Wood;
1089 // prim terrain contact
1090 if (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f)
1091 {
1092 movintYN = 1;
1093 }
1094
1095 if (p2 is OdePrim)
1096 material = ((OdePrim)p2).m_material;
1097
1098 //m_log.DebugFormat("Material: {0}", material);
1099 m_materialContacts[material, movintYN].geom = curContact;
1100 _perloopContact.Add(curContact);
1101
1102 if (m_global_contactcount < maxContactsbeforedeath)
1103 {
1104 joint = d.JointCreateContact(world, contactgroup, ref m_materialContacts[material, movintYN]);
1105 m_global_contactcount++;
1106
1107 }
1108
1109 }
1110 else
1111 {
1112
1113 int movintYN = 0;
1114 // prim terrain contact
1115 if (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f)
1116 {
1117 movintYN = 1;
1118 }
1119
1120 int material = (int)Material.Wood;
1121
1122 if (p2 is OdePrim)
1123 material = ((OdePrim)p2).m_material;
1124 //m_log.DebugFormat("Material: {0}", material);
1125 m_materialContacts[material, movintYN].geom = curContact;
1126 _perloopContact.Add(curContact);
1127
1128 if (m_global_contactcount < maxContactsbeforedeath)
1129 {
1130 joint = d.JointCreateContact(world, contactgroup, ref m_materialContacts[material, movintYN]);
1131 m_global_contactcount++;
1132
1133 }
1134 }
1135 }
1136 }
1137 //if (p2.PhysicsActorType == (int)ActorTypes.Prim)
1138 //{
1139 //m_log.Debug("[PHYSICS]: prim contacting with ground");
1140 //}
1141 }
1142 else if (name1 == "Water" || name2 == "Water")
1143 {
1144 /*
1145 if ((p2.PhysicsActorType == (int) ActorTypes.Prim))
1146 {
1147 }
1148 else
1149 {
1150 }
1151 */
1152 //WaterContact.surface.soft_cfm = 0.0000f;
1153 //WaterContact.surface.soft_erp = 0.00000f;
1154 if (curContact.depth > 0.1f)
1155 {
1156 curContact.depth *= 52;
1157 //contact.normal = new d.Vector3(0, 0, 1);
1158 //contact.pos = new d.Vector3(0, 0, contact.pos.Z - 5f);
1159 }
1160 WaterContact.geom = curContact;
1161 _perloopContact.Add(curContact);
1162 if (m_global_contactcount < maxContactsbeforedeath)
1163 {
1164 joint = d.JointCreateContact(world, contactgroup, ref WaterContact);
1165 m_global_contactcount++;
1166 }
1167 //m_log.Info("[PHYSICS]: Prim Water Contact" + contact.depth);
1168 }
1169 else
1170 {
1171 // we're colliding with prim or avatar
1172 // check if we're moving
1173 if ((p2.PhysicsActorType == (int)ActorTypes.Agent))
1174 {
1175 if ((Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f))
1176 {
1177 // Use the Movement prim contact
1178 AvatarMovementprimContact.geom = curContact;
1179 _perloopContact.Add(curContact);
1180 if (m_global_contactcount < maxContactsbeforedeath)
1181 {
1182 joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementprimContact);
1183 m_global_contactcount++;
1184 }
1185 }
1186 else
1187 {
1188 // Use the non movement contact
1189 contact.geom = curContact;
1190 _perloopContact.Add(curContact);
1191
1192 if (m_global_contactcount < maxContactsbeforedeath)
1193 {
1194 joint = d.JointCreateContact(world, contactgroup, ref contact);
1195 m_global_contactcount++;
1196 }
1197 }
1198 }
1199 else if (p2.PhysicsActorType == (int)ActorTypes.Prim)
1200 {
1201 //p1.PhysicsActorType
1202 int material = (int)Material.Wood;
1203
1204 if (p2 is OdePrim)
1205 material = ((OdePrim)p2).m_material;
1206
1207 //m_log.DebugFormat("Material: {0}", material);
1208 m_materialContacts[material, 0].geom = curContact;
1209 _perloopContact.Add(curContact);
1210
1211 if (m_global_contactcount < maxContactsbeforedeath)
1212 {
1213 joint = d.JointCreateContact(world, contactgroup, ref m_materialContacts[material, 0]);
1214 m_global_contactcount++;
1215
1216 }
1217 }
1218 }
1219
1220 if (m_global_contactcount < maxContactsbeforedeath && joint != IntPtr.Zero) // stack collide!
1221 {
1222 d.JointAttach(joint, b1, b2);
1223 m_global_contactcount++;
1224 }
1225
1226 }
1227 collision_accounting_events(p1, p2, maxDepthContact);
1228 if (count > geomContactPointsStartthrottle)
1229 {
1230 // If there are more then 3 contact points, it's likely
1231 // that we've got a pile of objects, so ...
1232 // We don't want to send out hundreds of terse updates over and over again
1233 // so lets throttle them and send them again after it's somewhat sorted out.
1234 p2.ThrottleUpdates = true;
1235 }
1236 //m_log.Debug(count.ToString());
1237 //m_log.Debug("near: A collision was detected between {1} and {2}", 0, name1, name2);
1238 }
1239 }
1240
1241 private bool checkDupe(d.ContactGeom contactGeom, int atype)
1242 {
1243 bool result = false;
1244 //return result;
1245 if (!m_filterCollisions)
1246 return false;
1247
1248 ActorTypes at = (ActorTypes)atype;
1249 lock (_perloopContact)
1250 {
1251 foreach (d.ContactGeom contact in _perloopContact)
1252 {
1253 //if ((contact.g1 == contactGeom.g1 && contact.g2 == contactGeom.g2))
1254 //{
1255 // || (contact.g2 == contactGeom.g1 && contact.g1 == contactGeom.g2)
1256 if (at == ActorTypes.Agent)
1257 {
1258 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)
1259 {
1260
1261 if (Math.Abs(contact.depth - contactGeom.depth) < 0.052f)
1262 {
1263 //contactGeom.depth *= .00005f;
1264 //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth));
1265 // 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));
1266 result = true;
1267 break;
1268 }
1269 else
1270 {
1271 //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth));
1272 }
1273 }
1274 else
1275 {
1276 //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));
1277 //int i = 0;
1278 }
1279 }
1280 else if (at == ActorTypes.Prim)
1281 {
1282 //d.AABB aabb1 = new d.AABB();
1283 //d.AABB aabb2 = new d.AABB();
1284
1285 //d.GeomGetAABB(contactGeom.g2, out aabb2);
1286 //d.GeomGetAABB(contactGeom.g1, out aabb1);
1287 //aabb1.
1288 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)
1289 {
1290 if (contactGeom.normal.X == contact.normal.X && contactGeom.normal.Y == contact.normal.Y && contactGeom.normal.Z == contact.normal.Z)
1291 {
1292 if (Math.Abs(contact.depth - contactGeom.depth) < 0.272f)
1293 {
1294 result = true;
1295 break;
1296 }
1297 }
1298 //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth));
1299 //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));
1300 }
1301
1302 }
1303
1304 //}
1305
1306 }
1307 }
1308 return result;
1309 }
1310
1311 private void collision_accounting_events(PhysicsActor p1, PhysicsActor p2, ContactPoint contact)
1312 {
1313 // obj1LocalID = 0;
1314 //returncollisions = false;
1315 obj2LocalID = 0;
1316 //ctype = 0;
1317 //cStartStop = 0;
1318 if (!p2.SubscribedEvents() && !p1.SubscribedEvents())
1319 return;
1320
1321 switch ((ActorTypes)p2.PhysicsActorType)
1322 {
1323 case ActorTypes.Agent:
1324 cc2 = (OdeCharacter)p2;
1325
1326 // obj1LocalID = cc2.m_localID;
1327 switch ((ActorTypes)p1.PhysicsActorType)
1328 {
1329 case ActorTypes.Agent:
1330 cc1 = (OdeCharacter)p1;
1331 obj2LocalID = cc1.m_localID;
1332 cc1.AddCollisionEvent(cc2.m_localID, contact);
1333 //ctype = (int)CollisionCategories.Character;
1334
1335 //if (cc1.CollidingObj)
1336 //cStartStop = (int)StatusIndicators.Generic;
1337 //else
1338 //cStartStop = (int)StatusIndicators.Start;
1339
1340 //returncollisions = true;
1341 break;
1342 case ActorTypes.Prim:
1343 if (p1 is OdePrim)
1344 {
1345 cp1 = (OdePrim) p1;
1346 obj2LocalID = cp1.m_localID;
1347 cp1.AddCollisionEvent(cc2.m_localID, contact);
1348 }
1349 //ctype = (int)CollisionCategories.Geom;
1350
1351 //if (cp1.CollidingObj)
1352 //cStartStop = (int)StatusIndicators.Generic;
1353 //else
1354 //cStartStop = (int)StatusIndicators.Start;
1355
1356 //returncollisions = true;
1357 break;
1358
1359 case ActorTypes.Ground:
1360 case ActorTypes.Unknown:
1361 obj2LocalID = 0;
1362 //ctype = (int)CollisionCategories.Land;
1363 //returncollisions = true;
1364 break;
1365 }
1366
1367 cc2.AddCollisionEvent(obj2LocalID, contact);
1368 break;
1369 case ActorTypes.Prim:
1370
1371 if (p2 is OdePrim)
1372 {
1373 cp2 = (OdePrim) p2;
1374
1375 // obj1LocalID = cp2.m_localID;
1376 switch ((ActorTypes) p1.PhysicsActorType)
1377 {
1378 case ActorTypes.Agent:
1379 if (p1 is OdeCharacter)
1380 {
1381 cc1 = (OdeCharacter) p1;
1382 obj2LocalID = cc1.m_localID;
1383 cc1.AddCollisionEvent(cp2.m_localID, contact);
1384 //ctype = (int)CollisionCategories.Character;
1385
1386 //if (cc1.CollidingObj)
1387 //cStartStop = (int)StatusIndicators.Generic;
1388 //else
1389 //cStartStop = (int)StatusIndicators.Start;
1390 //returncollisions = true;
1391 }
1392 break;
1393 case ActorTypes.Prim:
1394
1395 if (p1 is OdePrim)
1396 {
1397 cp1 = (OdePrim) p1;
1398 obj2LocalID = cp1.m_localID;
1399 cp1.AddCollisionEvent(cp2.m_localID, contact);
1400 //ctype = (int)CollisionCategories.Geom;
1401
1402 //if (cp1.CollidingObj)
1403 //cStartStop = (int)StatusIndicators.Generic;
1404 //else
1405 //cStartStop = (int)StatusIndicators.Start;
1406
1407 //returncollisions = true;
1408 }
1409 break;
1410
1411 case ActorTypes.Ground:
1412 case ActorTypes.Unknown:
1413 obj2LocalID = 0;
1414 //ctype = (int)CollisionCategories.Land;
1415
1416 //returncollisions = true;
1417 break;
1418 }
1419
1420 cp2.AddCollisionEvent(obj2LocalID, contact);
1421 }
1422 break;
1423 }
1424 //if (returncollisions)
1425 //{
1426
1427 //lock (m_storedCollisions)
1428 //{
1429 //cDictKey = obj1LocalID.ToString() + obj2LocalID.ToString() + cStartStop.ToString() + ctype.ToString();
1430 //if (m_storedCollisions.ContainsKey(cDictKey))
1431 //{
1432 //sCollisionData objd = m_storedCollisions[cDictKey];
1433 //objd.NumberOfCollisions += 1;
1434 //objd.lastframe = framecount;
1435 //m_storedCollisions[cDictKey] = objd;
1436 //}
1437 //else
1438 //{
1439 //sCollisionData objd = new sCollisionData();
1440 //objd.ColliderLocalId = obj1LocalID;
1441 //objd.CollidedWithLocalId = obj2LocalID;
1442 //objd.CollisionType = ctype;
1443 //objd.NumberOfCollisions = 1;
1444 //objd.lastframe = framecount;
1445 //objd.StatusIndicator = cStartStop;
1446 //m_storedCollisions.Add(cDictKey, objd);
1447 //}
1448 //}
1449 // }
1450 }
1451
1452 public int TriArrayCallback(IntPtr trimesh, IntPtr refObject, int[] triangleIndex, int triCount)
1453 {
1454 /* String name1 = null;
1455 String name2 = null;
1456
1457 if (!geom_name_map.TryGetValue(trimesh, out name1))
1458 {
1459 name1 = "null";
1460 }
1461 if (!geom_name_map.TryGetValue(refObject, out name2))
1462 {
1463 name2 = "null";
1464 }
1465
1466 m_log.InfoFormat("TriArrayCallback: A collision was detected between {1} and {2}", 0, name1, name2);
1467 */
1468 return 1;
1469 }
1470
1471 public int TriCallback(IntPtr trimesh, IntPtr refObject, int triangleIndex)
1472 {
1473 String name1 = null;
1474 String name2 = null;
1475
1476 if (!geom_name_map.TryGetValue(trimesh, out name1))
1477 {
1478 name1 = "null";
1479 }
1480
1481 if (!geom_name_map.TryGetValue(refObject, out name2))
1482 {
1483 name2 = "null";
1484 }
1485
1486 // m_log.InfoFormat("TriCallback: A collision was detected between {1} and {2}. Index was {3}", 0, name1, name2, triangleIndex);
1487
1488 d.Vector3 v0 = new d.Vector3();
1489 d.Vector3 v1 = new d.Vector3();
1490 d.Vector3 v2 = new d.Vector3();
1491
1492 d.GeomTriMeshGetTriangle(trimesh, 0, ref v0, ref v1, ref v2);
1493 // 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);
1494
1495 return 1;
1496 }
1497
1498 /// <summary>
1499 /// This is our collision testing routine in ODE
1500 /// </summary>
1501 /// <param name="timeStep"></param>
1502 private void collision_optimized(float timeStep)
1503 {
1504 _perloopContact.Clear();
1505
1506 lock (_characters)
1507 {
1508 foreach (OdeCharacter chr in _characters)
1509 {
1510 // Reset the collision values to false
1511 // since we don't know if we're colliding yet
1512
1513 // For some reason this can happen. Don't ask...
1514 //
1515 if (chr == null)
1516 continue;
1517
1518 if (chr.Shell == IntPtr.Zero || chr.Body == IntPtr.Zero)
1519 continue;
1520
1521 chr.IsColliding = false;
1522 chr.CollidingGround = false;
1523 chr.CollidingObj = false;
1524
1525 // test the avatar's geometry for collision with the space
1526 // This will return near and the space that they are the closest to
1527 // And we'll run this again against the avatar and the space segment
1528 // This will return with a bunch of possible objects in the space segment
1529 // and we'll run it again on all of them.
1530 try
1531 {
1532 d.SpaceCollide2(space, chr.Shell, IntPtr.Zero, nearCallback);
1533 }
1534 catch (AccessViolationException)
1535 {
1536 m_log.Warn("[PHYSICS]: Unable to space collide");
1537 }
1538 //float terrainheight = GetTerrainHeightAtXY(chr.Position.X, chr.Position.Y);
1539 //if (chr.Position.Z + (chr.Velocity.Z * timeStep) < terrainheight + 10)
1540 //{
1541 //chr.Position.Z = terrainheight + 10.0f;
1542 //forcedZ = true;
1543 //}
1544 }
1545 }
1546
1547 lock (_activeprims)
1548 {
1549 List<OdePrim> removeprims = null;
1550 foreach (OdePrim chr in _activeprims)
1551 {
1552 if (chr.Body != IntPtr.Zero && d.BodyIsEnabled(chr.Body) && (!chr.m_disabled))
1553 {
1554 try
1555 {
1556 lock (chr)
1557 {
1558 if (space != IntPtr.Zero && chr.prim_geom != IntPtr.Zero && chr.m_taintremove == false)
1559 {
1560 d.SpaceCollide2(space, chr.prim_geom, IntPtr.Zero, nearCallback);
1561 }
1562 else
1563 {
1564 if (removeprims == null)
1565 {
1566 removeprims = new List<OdePrim>();
1567 }
1568 removeprims.Add(chr);
1569 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!");
1570 }
1571 }
1572 }
1573 catch (AccessViolationException)
1574 {
1575 m_log.Warn("[PHYSICS]: Unable to space collide");
1576 }
1577 }
1578 }
1579 if (removeprims != null)
1580 {
1581 foreach (OdePrim chr in removeprims)
1582 {
1583 _activeprims.Remove(chr);
1584 }
1585 }
1586 }
1587
1588 _perloopContact.Clear();
1589 }
1590
1591 #endregion
1592
1593 public override void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents)
1594 {
1595 m_worldOffset = offset;
1596 WorldExtents = new Vector2(extents.X, extents.Y);
1597 m_parentScene = pScene;
1598
1599 }
1600
1601 // Recovered for use by fly height. Kitto Flora
1602 public float GetTerrainHeightAtXY(float x, float y)
1603 {
1604
1605 int offsetX = ((int)(x / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
1606 int offsetY = ((int)(y / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
1607
1608 IntPtr heightFieldGeom = IntPtr.Zero;
1609
1610 if (RegionTerrain.TryGetValue(new Vector3(offsetX,offsetY,0), out heightFieldGeom))
1611 {
1612 if (heightFieldGeom != IntPtr.Zero)
1613 {
1614 if (TerrainHeightFieldHeights.ContainsKey(heightFieldGeom))
1615 {
1616
1617 int index;
1618
1619
1620 if ((int)x > WorldExtents.X || (int)y > WorldExtents.Y ||
1621 (int)x < 0.001f || (int)y < 0.001f)
1622 return 0;
1623
1624 x = x - offsetX;
1625 y = y - offsetY;
1626
1627 index = (int)((int)x * ((int)Constants.RegionSize + 2) + (int)y);
1628
1629 if (index < TerrainHeightFieldHeights[heightFieldGeom].Length)
1630 {
1631 //m_log.DebugFormat("x{0} y{1} = {2}", x, y, (float)TerrainHeightFieldHeights[heightFieldGeom][index]);
1632 return (float)TerrainHeightFieldHeights[heightFieldGeom][index];
1633 }
1634
1635 else
1636 return 0f;
1637 }
1638 else
1639 {
1640 return 0f;
1641 }
1642
1643 }
1644 else
1645 {
1646 return 0f;
1647 }
1648
1649 }
1650 else
1651 {
1652 return 0f;
1653 }
1654
1655
1656 }
1657// End recovered. Kitto Flora
1658
1659 public void addCollisionEventReporting(PhysicsActor obj)
1660 {
1661 lock (_collisionEventPrim)
1662 {
1663 if (!_collisionEventPrim.Contains(obj))
1664 _collisionEventPrim.Add(obj);
1665 }
1666 }
1667
1668 public void remCollisionEventReporting(PhysicsActor obj)
1669 {
1670 lock (_collisionEventPrim)
1671 {
1672 if (!_collisionEventPrim.Contains(obj))
1673 _collisionEventPrim.Remove(obj);
1674 }
1675 }
1676
1677 #region Add/Remove Entities
1678
1679 public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying)
1680 {
1681 Vector3 pos;
1682 pos.X = position.X;
1683 pos.Y = position.Y;
1684 pos.Z = position.Z;
1685 OdeCharacter newAv = new OdeCharacter(avName, this, pos, ode, size, avPIDD, avPIDP, avCapRadius, avStandupTensor, avDensity, avHeightFudgeFactor, avMovementDivisorWalk, avMovementDivisorRun);
1686 newAv.Flying = isFlying;
1687 newAv.MinimumGroundFlightOffset = minimumGroundFlightOffset;
1688
1689 return newAv;
1690 }
1691
1692 public void AddCharacter(OdeCharacter chr)
1693 {
1694 lock (_characters)
1695 {
1696 if (!_characters.Contains(chr))
1697 {
1698 _characters.Add(chr);
1699 if (chr.bad)
1700 m_log.DebugFormat("[PHYSICS] Added BAD actor {0} to characters list", chr.m_uuid);
1701 }
1702 }
1703 }
1704
1705 public void RemoveCharacter(OdeCharacter chr)
1706 {
1707 lock (_characters)
1708 {
1709 if (_characters.Contains(chr))
1710 {
1711 _characters.Remove(chr);
1712 }
1713 }
1714 }
1715 public void BadCharacter(OdeCharacter chr)
1716 {
1717 lock (_badCharacter)
1718 {
1719 if (!_badCharacter.Contains(chr))
1720 _badCharacter.Add(chr);
1721 }
1722 }
1723
1724 public override void RemoveAvatar(PhysicsActor actor)
1725 {
1726 //m_log.Debug("[PHYSICS]:ODELOCK");
1727 ((OdeCharacter) actor).Destroy();
1728
1729 }
1730
1731 private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation,
1732 IMesh mesh, PrimitiveBaseShape pbs, bool isphysical)
1733 {
1734
1735 Vector3 pos = position;
1736 Vector3 siz = size;
1737 Quaternion rot = rotation;
1738
1739 OdePrim newPrim;
1740 lock (OdeLock)
1741 {
1742 newPrim = new OdePrim(name, this, pos, siz, rot, mesh, pbs, isphysical, ode);
1743
1744 lock (_prims)
1745 _prims.Add(newPrim);
1746 }
1747
1748 return newPrim;
1749 }
1750
1751 public void addActivePrim(OdePrim activatePrim)
1752 {
1753 // adds active prim.. (ones that should be iterated over in collisions_optimized
1754 lock (_activeprims)
1755 {
1756 if (!_activeprims.Contains(activatePrim))
1757 _activeprims.Add(activatePrim);
1758 //else
1759 // m_log.Warn("[PHYSICS]: Double Entry in _activeprims detected, potential crash immenent");
1760 }
1761 }
1762
1763 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
1764 Vector3 size, Quaternion rotation) //To be removed
1765 {
1766 return AddPrimShape(primName, pbs, position, size, rotation, false);
1767 }
1768
1769 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
1770 Vector3 size, Quaternion rotation, bool isPhysical)
1771 {
1772 PhysicsActor result;
1773 IMesh mesh = null;
1774
1775 if (needsMeshing(pbs))
1776 mesh = mesher.CreateMesh(primName, pbs, size, 32f, isPhysical);
1777
1778 result = AddPrim(primName, position, size, rotation, mesh, pbs, isPhysical);
1779
1780 return result;
1781 }
1782
1783 public override float TimeDilation
1784 {
1785 get { return m_timeDilation; }
1786 }
1787
1788 public override bool SupportsNINJAJoints
1789 {
1790 get { return m_NINJA_physics_joints_enabled; }
1791 }
1792
1793 // internal utility function: must be called within a lock (OdeLock)
1794 private void InternalAddActiveJoint(PhysicsJoint joint)
1795 {
1796 activeJoints.Add(joint);
1797 SOPName_to_activeJoint.Add(joint.ObjectNameInScene, joint);
1798 }
1799
1800 // internal utility function: must be called within a lock (OdeLock)
1801 private void InternalAddPendingJoint(OdePhysicsJoint joint)
1802 {
1803 pendingJoints.Add(joint);
1804 SOPName_to_pendingJoint.Add(joint.ObjectNameInScene, joint);
1805 }
1806
1807 // internal utility function: must be called within a lock (OdeLock)
1808 private void InternalRemovePendingJoint(PhysicsJoint joint)
1809 {
1810 pendingJoints.Remove(joint);
1811 SOPName_to_pendingJoint.Remove(joint.ObjectNameInScene);
1812 }
1813
1814 // internal utility function: must be called within a lock (OdeLock)
1815 private void InternalRemoveActiveJoint(PhysicsJoint joint)
1816 {
1817 activeJoints.Remove(joint);
1818 SOPName_to_activeJoint.Remove(joint.ObjectNameInScene);
1819 }
1820
1821 public override void DumpJointInfo()
1822 {
1823 string hdr = "[NINJA] JOINTINFO: ";
1824 foreach (PhysicsJoint j in pendingJoints)
1825 {
1826 m_log.Debug(hdr + " pending joint, Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams);
1827 }
1828 m_log.Debug(hdr + pendingJoints.Count + " total pending joints");
1829 foreach (string jointName in SOPName_to_pendingJoint.Keys)
1830 {
1831 m_log.Debug(hdr + " pending joints dict contains Name: " + jointName);
1832 }
1833 m_log.Debug(hdr + SOPName_to_pendingJoint.Keys.Count + " total pending joints dict entries");
1834 foreach (PhysicsJoint j in activeJoints)
1835 {
1836 m_log.Debug(hdr + " active joint, Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams);
1837 }
1838 m_log.Debug(hdr + activeJoints.Count + " total active joints");
1839 foreach (string jointName in SOPName_to_activeJoint.Keys)
1840 {
1841 m_log.Debug(hdr + " active joints dict contains Name: " + jointName);
1842 }
1843 m_log.Debug(hdr + SOPName_to_activeJoint.Keys.Count + " total active joints dict entries");
1844
1845 m_log.Debug(hdr + " Per-body joint connectivity information follows.");
1846 m_log.Debug(hdr + joints_connecting_actor.Keys.Count + " bodies are connected by joints.");
1847 foreach (string actorName in joints_connecting_actor.Keys)
1848 {
1849 m_log.Debug(hdr + " Actor " + actorName + " has the following joints connecting it");
1850 foreach (PhysicsJoint j in joints_connecting_actor[actorName])
1851 {
1852 m_log.Debug(hdr + " * joint Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams);
1853 }
1854 m_log.Debug(hdr + joints_connecting_actor[actorName].Count + " connecting joints total for this actor");
1855 }
1856 }
1857
1858 public override void RequestJointDeletion(string ObjectNameInScene)
1859 {
1860 lock (externalJointRequestsLock)
1861 {
1862 if (!requestedJointsToBeDeleted.Contains(ObjectNameInScene)) // forbid same deletion request from entering twice to prevent spurious deletions processed asynchronously
1863 {
1864 requestedJointsToBeDeleted.Add(ObjectNameInScene);
1865 }
1866 }
1867 }
1868
1869 private void DeleteRequestedJoints()
1870 {
1871 List<string> myRequestedJointsToBeDeleted;
1872 lock (externalJointRequestsLock)
1873 {
1874 // make a local copy of the shared list for processing (threading issues)
1875 myRequestedJointsToBeDeleted = new List<string>(requestedJointsToBeDeleted);
1876 }
1877
1878 foreach (string jointName in myRequestedJointsToBeDeleted)
1879 {
1880 lock (OdeLock)
1881 {
1882 //m_log.Debug("[NINJA] trying to deleting requested joint " + jointName);
1883 if (SOPName_to_activeJoint.ContainsKey(jointName) || SOPName_to_pendingJoint.ContainsKey(jointName))
1884 {
1885 OdePhysicsJoint joint = null;
1886 if (SOPName_to_activeJoint.ContainsKey(jointName))
1887 {
1888 joint = SOPName_to_activeJoint[jointName] as OdePhysicsJoint;
1889 InternalRemoveActiveJoint(joint);
1890 }
1891 else if (SOPName_to_pendingJoint.ContainsKey(jointName))
1892 {
1893 joint = SOPName_to_pendingJoint[jointName] as OdePhysicsJoint;
1894 InternalRemovePendingJoint(joint);
1895 }
1896
1897 if (joint != null)
1898 {
1899 //m_log.Debug("joint.BodyNames.Count is " + joint.BodyNames.Count + " and contents " + joint.BodyNames);
1900 for (int iBodyName = 0; iBodyName < 2; iBodyName++)
1901 {
1902 string bodyName = joint.BodyNames[iBodyName];
1903 if (bodyName != "NULL")
1904 {
1905 joints_connecting_actor[bodyName].Remove(joint);
1906 if (joints_connecting_actor[bodyName].Count == 0)
1907 {
1908 joints_connecting_actor.Remove(bodyName);
1909 }
1910 }
1911 }
1912
1913 DoJointDeactivated(joint);
1914 if (joint.jointID != IntPtr.Zero)
1915 {
1916 d.JointDestroy(joint.jointID);
1917 joint.jointID = IntPtr.Zero;
1918 //DoJointErrorMessage(joint, "successfully destroyed joint " + jointName);
1919 }
1920 else
1921 {
1922 //m_log.Warn("[NINJA] Ignoring re-request to destroy joint " + jointName);
1923 }
1924 }
1925 else
1926 {
1927 // DoJointErrorMessage(joint, "coult not find joint to destroy based on name " + jointName);
1928 }
1929 }
1930 else
1931 {
1932 // DoJointErrorMessage(joint, "WARNING - joint removal failed, joint " + jointName);
1933 }
1934 }
1935 }
1936
1937 // remove processed joints from the shared list
1938 lock (externalJointRequestsLock)
1939 {
1940 foreach (string jointName in myRequestedJointsToBeDeleted)
1941 {
1942 requestedJointsToBeDeleted.Remove(jointName);
1943 }
1944 }
1945 }
1946
1947 // for pending joints we don't know if their associated bodies exist yet or not.
1948 // the joint is actually created during processing of the taints
1949 private void CreateRequestedJoints()
1950 {
1951 List<PhysicsJoint> myRequestedJointsToBeCreated;
1952 lock (externalJointRequestsLock)
1953 {
1954 // make a local copy of the shared list for processing (threading issues)
1955 myRequestedJointsToBeCreated = new List<PhysicsJoint>(requestedJointsToBeCreated);
1956 }
1957
1958 foreach (PhysicsJoint joint in myRequestedJointsToBeCreated)
1959 {
1960 lock (OdeLock)
1961 {
1962 if (SOPName_to_pendingJoint.ContainsKey(joint.ObjectNameInScene) && SOPName_to_pendingJoint[joint.ObjectNameInScene] != null)
1963 {
1964 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);
1965 continue;
1966 }
1967 if (SOPName_to_activeJoint.ContainsKey(joint.ObjectNameInScene) && SOPName_to_activeJoint[joint.ObjectNameInScene] != null)
1968 {
1969 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);
1970 continue;
1971 }
1972
1973 InternalAddPendingJoint(joint as OdePhysicsJoint);
1974
1975 if (joint.BodyNames.Count >= 2)
1976 {
1977 for (int iBodyName = 0; iBodyName < 2; iBodyName++)
1978 {
1979 string bodyName = joint.BodyNames[iBodyName];
1980 if (bodyName != "NULL")
1981 {
1982 if (!joints_connecting_actor.ContainsKey(bodyName))
1983 {
1984 joints_connecting_actor.Add(bodyName, new List<PhysicsJoint>());
1985 }
1986 joints_connecting_actor[bodyName].Add(joint);
1987 }
1988 }
1989 }
1990 }
1991 }
1992
1993 // remove processed joints from shared list
1994 lock (externalJointRequestsLock)
1995 {
1996 foreach (PhysicsJoint joint in myRequestedJointsToBeCreated)
1997 {
1998 requestedJointsToBeCreated.Remove(joint);
1999 }
2000 }
2001
2002 }
2003
2004 // public function to add an request for joint creation
2005 // this joint will just be added to a waiting list that is NOT processed during the main
2006 // Simulate() loop (to avoid deadlocks). After Simulate() is finished, we handle unprocessed joint requests.
2007
2008 public override PhysicsJoint RequestJointCreation(string objectNameInScene, PhysicsJointType jointType, Vector3 position,
2009 Quaternion rotation, string parms, List<string> bodyNames, string trackedBodyName, Quaternion localRotation)
2010
2011 {
2012
2013 OdePhysicsJoint joint = new OdePhysicsJoint();
2014 joint.ObjectNameInScene = objectNameInScene;
2015 joint.Type = jointType;
2016 joint.Position = position;
2017 joint.Rotation = rotation;
2018 joint.RawParams = parms;
2019 joint.BodyNames = new List<string>(bodyNames);
2020 joint.TrackedBodyName = trackedBodyName;
2021 joint.LocalRotation = localRotation;
2022 joint.jointID = IntPtr.Zero;
2023 joint.ErrorMessageCount = 0;
2024
2025 lock (externalJointRequestsLock)
2026 {
2027 if (!requestedJointsToBeCreated.Contains(joint)) // forbid same creation request from entering twice
2028 {
2029 requestedJointsToBeCreated.Add(joint);
2030 }
2031 }
2032 return joint;
2033 }
2034
2035 private void RemoveAllJointsConnectedToActor(PhysicsActor actor)
2036 {
2037 //m_log.Debug("RemoveAllJointsConnectedToActor: start");
2038 if (actor.SOPName != null && joints_connecting_actor.ContainsKey(actor.SOPName) && joints_connecting_actor[actor.SOPName] != null)
2039 {
2040
2041 List<PhysicsJoint> jointsToRemove = new List<PhysicsJoint>();
2042 //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)
2043 foreach (PhysicsJoint j in joints_connecting_actor[actor.SOPName])
2044 {
2045 jointsToRemove.Add(j);
2046 }
2047 foreach (PhysicsJoint j in jointsToRemove)
2048 {
2049 //m_log.Debug("RemoveAllJointsConnectedToActor: about to request deletion of " + j.ObjectNameInScene);
2050 RequestJointDeletion(j.ObjectNameInScene);
2051 //m_log.Debug("RemoveAllJointsConnectedToActor: done request deletion of " + j.ObjectNameInScene);
2052 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)
2053 }
2054 }
2055 }
2056
2057 public override void RemoveAllJointsConnectedToActorThreadLocked(PhysicsActor actor)
2058 {
2059 //m_log.Debug("RemoveAllJointsConnectedToActorThreadLocked: start");
2060 lock (OdeLock)
2061 {
2062 //m_log.Debug("RemoveAllJointsConnectedToActorThreadLocked: got lock");
2063 RemoveAllJointsConnectedToActor(actor);
2064 }
2065 }
2066
2067 // normally called from within OnJointMoved, which is called from within a lock (OdeLock)
2068 public override Vector3 GetJointAnchor(PhysicsJoint joint)
2069 {
2070 Debug.Assert(joint.IsInPhysicsEngine);
2071 d.Vector3 pos = new d.Vector3();
2072
2073 if (!(joint is OdePhysicsJoint))
2074 {
2075 DoJointErrorMessage(joint, "warning: non-ODE joint requesting anchor: " + joint.ObjectNameInScene);
2076 }
2077 else
2078 {
2079 OdePhysicsJoint odeJoint = (OdePhysicsJoint)joint;
2080 switch (odeJoint.Type)
2081 {
2082 case PhysicsJointType.Ball:
2083 d.JointGetBallAnchor(odeJoint.jointID, out pos);
2084 break;
2085 case PhysicsJointType.Hinge:
2086 d.JointGetHingeAnchor(odeJoint.jointID, out pos);
2087 break;
2088 }
2089 }
2090 return new Vector3(pos.X, pos.Y, pos.Z);
2091 }
2092
2093 // normally called from within OnJointMoved, which is called from within a lock (OdeLock)
2094 // WARNING: ODE sometimes returns <0,0,0> as the joint axis! Therefore this function
2095 // appears to be unreliable. Fortunately we can compute the joint axis ourselves by
2096 // keeping track of the joint's original orientation relative to one of the involved bodies.
2097 public override Vector3 GetJointAxis(PhysicsJoint joint)
2098 {
2099 Debug.Assert(joint.IsInPhysicsEngine);
2100 d.Vector3 axis = new d.Vector3();
2101
2102 if (!(joint is OdePhysicsJoint))
2103 {
2104 DoJointErrorMessage(joint, "warning: non-ODE joint requesting anchor: " + joint.ObjectNameInScene);
2105 }
2106 else
2107 {
2108 OdePhysicsJoint odeJoint = (OdePhysicsJoint)joint;
2109 switch (odeJoint.Type)
2110 {
2111 case PhysicsJointType.Ball:
2112 DoJointErrorMessage(joint, "warning - axis requested for ball joint: " + joint.ObjectNameInScene);
2113 break;
2114 case PhysicsJointType.Hinge:
2115 d.JointGetHingeAxis(odeJoint.jointID, out axis);
2116 break;
2117 }
2118 }
2119 return new Vector3(axis.X, axis.Y, axis.Z);
2120 }
2121
2122
2123 public void remActivePrim(OdePrim deactivatePrim)
2124 {
2125 lock (_activeprims)
2126 {
2127 _activeprims.Remove(deactivatePrim);
2128 }
2129 }
2130
2131 public override void RemovePrim(PhysicsActor prim)
2132 {
2133 if (prim is OdePrim)
2134 {
2135 lock (OdeLock)
2136 {
2137 OdePrim p = (OdePrim) prim;
2138
2139 p.setPrimForRemoval();
2140 AddPhysicsActorTaint(prim);
2141 //RemovePrimThreadLocked(p);
2142 }
2143 }
2144 }
2145
2146 /// <summary>
2147 /// This is called from within simulate but outside the locked portion
2148 /// We need to do our own locking here
2149 /// Essentially, we need to remove the prim from our space segment, whatever segment it's in.
2150 ///
2151 /// If there are no more prim in the segment, we need to empty (spacedestroy)the segment and reclaim memory
2152 /// that the space was using.
2153 /// </summary>
2154 /// <param name="prim"></param>
2155 public void RemovePrimThreadLocked(OdePrim prim)
2156 {
2157//Console.WriteLine("RemovePrimThreadLocked " + prim.m_primName);
2158 lock (prim)
2159 {
2160 remCollisionEventReporting(prim);
2161 lock (ode)
2162 {
2163 if (prim.prim_geom != IntPtr.Zero)
2164 {
2165 prim.ResetTaints();
2166
2167 if (prim.IsPhysical)
2168 {
2169 prim.disableBody();
2170 if (prim.childPrim)
2171 {
2172 prim.childPrim = false;
2173 prim.Body = IntPtr.Zero;
2174 prim.m_disabled = true;
2175 prim.IsPhysical = false;
2176 }
2177
2178
2179 }
2180 // we don't want to remove the main space
2181
2182 // If the geometry is in the targetspace, remove it from the target space
2183 //m_log.Warn(prim.m_targetSpace);
2184
2185 //if (prim.m_targetSpace != IntPtr.Zero)
2186 //{
2187 //if (d.SpaceQuery(prim.m_targetSpace, prim.prim_geom))
2188 //{
2189
2190 //if (d.GeomIsSpace(prim.m_targetSpace))
2191 //{
2192 //waitForSpaceUnlock(prim.m_targetSpace);
2193 //d.SpaceRemove(prim.m_targetSpace, prim.prim_geom);
2194 prim.m_targetSpace = IntPtr.Zero;
2195 //}
2196 //else
2197 //{
2198 // m_log.Info("[Physics]: Invalid Scene passed to 'removeprim from scene':" +
2199 //((OdePrim)prim).m_targetSpace.ToString());
2200 //}
2201
2202 //}
2203 //}
2204 //m_log.Warn(prim.prim_geom);
2205 try
2206 {
2207 if (prim.prim_geom != IntPtr.Zero)
2208 {
2209
2210//string tPA;
2211//geom_name_map.TryGetValue(prim.prim_geom, out tPA);
2212//Console.WriteLine("**** Remove {0}", tPA);
2213 if(geom_name_map.ContainsKey(prim.prim_geom)) geom_name_map.Remove(prim.prim_geom);
2214 if(actor_name_map.ContainsKey(prim.prim_geom)) actor_name_map.Remove(prim.prim_geom);
2215 d.GeomDestroy(prim.prim_geom);
2216 prim.prim_geom = IntPtr.Zero;
2217 }
2218 else
2219 {
2220 m_log.Warn("[PHYSICS]: Unable to remove prim from physics scene");
2221 }
2222 }
2223 catch (AccessViolationException)
2224 {
2225 m_log.Info("[PHYSICS]: Couldn't remove prim from physics scene, it was already be removed.");
2226 }
2227 lock (_prims)
2228 _prims.Remove(prim);
2229
2230 //If there are no more geometries in the sub-space, we don't need it in the main space anymore
2231 //if (d.SpaceGetNumGeoms(prim.m_targetSpace) == 0)
2232 //{
2233 //if (prim.m_targetSpace != null)
2234 //{
2235 //if (d.GeomIsSpace(prim.m_targetSpace))
2236 //{
2237 //waitForSpaceUnlock(prim.m_targetSpace);
2238 //d.SpaceRemove(space, prim.m_targetSpace);
2239 // free up memory used by the space.
2240 //d.SpaceDestroy(prim.m_targetSpace);
2241 //int[] xyspace = calculateSpaceArrayItemFromPos(prim.Position);
2242 //resetSpaceArrayItemToZero(xyspace[0], xyspace[1]);
2243 //}
2244 //else
2245 //{
2246 //m_log.Info("[Physics]: Invalid Scene passed to 'removeprim from scene':" +
2247 //((OdePrim) prim).m_targetSpace.ToString());
2248 //}
2249 //}
2250 //}
2251
2252 if (SupportsNINJAJoints)
2253 {
2254 RemoveAllJointsConnectedToActorThreadLocked(prim);
2255 }
2256 }
2257 }
2258 }
2259 }
2260
2261 #endregion
2262
2263 #region Space Separation Calculation
2264
2265 /// <summary>
2266 /// Takes a space pointer and zeros out the array we're using to hold the spaces
2267 /// </summary>
2268 /// <param name="pSpace"></param>
2269 public void resetSpaceArrayItemToZero(IntPtr pSpace)
2270 {
2271 for (int x = 0; x < staticPrimspace.GetLength(0); x++)
2272 {
2273 for (int y = 0; y < staticPrimspace.GetLength(1); y++)
2274 {
2275 if (staticPrimspace[x, y] == pSpace)
2276 staticPrimspace[x, y] = IntPtr.Zero;
2277 }
2278 }
2279 }
2280
2281 public void resetSpaceArrayItemToZero(int arrayitemX, int arrayitemY)
2282 {
2283 staticPrimspace[arrayitemX, arrayitemY] = IntPtr.Zero;
2284 }
2285
2286 /// <summary>
2287 /// Called when a static prim moves. Allocates a space for the prim based on its position
2288 /// </summary>
2289 /// <param name="geom">the pointer to the geom that moved</param>
2290 /// <param name="pos">the position that the geom moved to</param>
2291 /// <param name="currentspace">a pointer to the space it was in before it was moved.</param>
2292 /// <returns>a pointer to the new space it's in</returns>
2293 public IntPtr recalculateSpaceForGeom(IntPtr geom, Vector3 pos, IntPtr currentspace)
2294 {
2295 // Called from setting the Position and Size of an ODEPrim so
2296 // it's already in locked space.
2297
2298 // we don't want to remove the main space
2299 // we don't need to test physical here because this function should
2300 // never be called if the prim is physical(active)
2301
2302 // All physical prim end up in the root space
2303 //Thread.Sleep(20);
2304 if (currentspace != space)
2305 {
2306 //m_log.Info("[SPACE]: C:" + currentspace.ToString() + " g:" + geom.ToString());
2307 //if (currentspace == IntPtr.Zero)
2308 //{
2309 //int adfadf = 0;
2310 //}
2311 if (d.SpaceQuery(currentspace, geom) && currentspace != IntPtr.Zero)
2312 {
2313 if (d.GeomIsSpace(currentspace))
2314 {
2315 waitForSpaceUnlock(currentspace);
2316 d.SpaceRemove(currentspace, geom);
2317 }
2318 else
2319 {
2320 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" + currentspace +
2321 " Geom:" + geom);
2322 }
2323 }
2324 else
2325 {
2326 IntPtr sGeomIsIn = d.GeomGetSpace(geom);
2327 if (sGeomIsIn != IntPtr.Zero)
2328 {
2329 if (d.GeomIsSpace(currentspace))
2330 {
2331 waitForSpaceUnlock(sGeomIsIn);
2332 d.SpaceRemove(sGeomIsIn, geom);
2333 }
2334 else
2335 {
2336 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2337 sGeomIsIn + " Geom:" + geom);
2338 }
2339 }
2340 }
2341
2342 //If there are no more geometries in the sub-space, we don't need it in the main space anymore
2343 if (d.SpaceGetNumGeoms(currentspace) == 0)
2344 {
2345 if (currentspace != IntPtr.Zero)
2346 {
2347 if (d.GeomIsSpace(currentspace))
2348 {
2349 waitForSpaceUnlock(currentspace);
2350 waitForSpaceUnlock(space);
2351 d.SpaceRemove(space, currentspace);
2352 // free up memory used by the space.
2353
2354 //d.SpaceDestroy(currentspace);
2355 resetSpaceArrayItemToZero(currentspace);
2356 }
2357 else
2358 {
2359 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2360 currentspace + " Geom:" + geom);
2361 }
2362 }
2363 }
2364 }
2365 else
2366 {
2367 // this is a physical object that got disabled. ;.;
2368 if (currentspace != IntPtr.Zero && geom != IntPtr.Zero)
2369 {
2370 if (d.SpaceQuery(currentspace, geom))
2371 {
2372 if (d.GeomIsSpace(currentspace))
2373 {
2374 waitForSpaceUnlock(currentspace);
2375 d.SpaceRemove(currentspace, geom);
2376 }
2377 else
2378 {
2379 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2380 currentspace + " Geom:" + geom);
2381 }
2382 }
2383 else
2384 {
2385 IntPtr sGeomIsIn = d.GeomGetSpace(geom);
2386 if (sGeomIsIn != IntPtr.Zero)
2387 {
2388 if (d.GeomIsSpace(sGeomIsIn))
2389 {
2390 waitForSpaceUnlock(sGeomIsIn);
2391 d.SpaceRemove(sGeomIsIn, geom);
2392 }
2393 else
2394 {
2395 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2396 sGeomIsIn + " Geom:" + geom);
2397 }
2398 }
2399 }
2400 }
2401 }
2402
2403 // The routines in the Position and Size sections do the 'inserting' into the space,
2404 // so all we have to do is make sure that the space that we're putting the prim into
2405 // is in the 'main' space.
2406 int[] iprimspaceArrItem = calculateSpaceArrayItemFromPos(pos);
2407 IntPtr newspace = calculateSpaceForGeom(pos);
2408
2409 if (newspace == IntPtr.Zero)
2410 {
2411 newspace = createprimspace(iprimspaceArrItem[0], iprimspaceArrItem[1]);
2412 d.HashSpaceSetLevels(newspace, smallHashspaceLow, smallHashspaceHigh);
2413 }
2414
2415 return newspace;
2416 }
2417
2418 /// <summary>
2419 /// Creates a new space at X Y
2420 /// </summary>
2421 /// <param name="iprimspaceArrItemX"></param>
2422 /// <param name="iprimspaceArrItemY"></param>
2423 /// <returns>A pointer to the created space</returns>
2424 public IntPtr createprimspace(int iprimspaceArrItemX, int iprimspaceArrItemY)
2425 {
2426 // creating a new space for prim and inserting it into main space.
2427 staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY] = d.HashSpaceCreate(IntPtr.Zero);
2428 d.GeomSetCategoryBits(staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY], (int)CollisionCategories.Space);
2429 waitForSpaceUnlock(space);
2430 d.SpaceSetSublevel(space, 1);
2431 d.SpaceAdd(space, staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY]);
2432 return staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY];
2433 }
2434
2435 /// <summary>
2436 /// Calculates the space the prim should be in by its position
2437 /// </summary>
2438 /// <param name="pos"></param>
2439 /// <returns>a pointer to the space. This could be a new space or reused space.</returns>
2440 public IntPtr calculateSpaceForGeom(Vector3 pos)
2441 {
2442 int[] xyspace = calculateSpaceArrayItemFromPos(pos);
2443 //m_log.Info("[Physics]: Attempting to use arrayItem: " + xyspace[0].ToString() + "," + xyspace[1].ToString());
2444 return staticPrimspace[xyspace[0], xyspace[1]];
2445 }
2446
2447 /// <summary>
2448 /// Holds the space allocation logic
2449 /// </summary>
2450 /// <param name="pos"></param>
2451 /// <returns>an array item based on the position</returns>
2452 public int[] calculateSpaceArrayItemFromPos(Vector3 pos)
2453 {
2454 int[] returnint = new int[2];
2455
2456 returnint[0] = (int) (pos.X/metersInSpace);
2457
2458 if (returnint[0] > ((int) (259f/metersInSpace)))
2459 returnint[0] = ((int) (259f/metersInSpace));
2460 if (returnint[0] < 0)
2461 returnint[0] = 0;
2462
2463 returnint[1] = (int) (pos.Y/metersInSpace);
2464 if (returnint[1] > ((int) (259f/metersInSpace)))
2465 returnint[1] = ((int) (259f/metersInSpace));
2466 if (returnint[1] < 0)
2467 returnint[1] = 0;
2468
2469 return returnint;
2470 }
2471
2472 #endregion
2473
2474 /// <summary>
2475 /// Routine to figure out if we need to mesh this prim with our mesher
2476 /// </summary>
2477 /// <param name="pbs"></param>
2478 /// <returns></returns>
2479 public bool needsMeshing(PrimitiveBaseShape pbs)
2480 {
2481 // most of this is redundant now as the mesher will return null if it cant mesh a prim
2482 // but we still need to check for sculptie meshing being enabled so this is the most
2483 // convenient place to do it for now...
2484
2485 // //if (pbs.PathCurve == (byte)Primitive.PathCurve.Circle && pbs.ProfileCurve == (byte)Primitive.ProfileCurve.Circle && pbs.PathScaleY <= 0.75f)
2486 // //m_log.Debug("needsMeshing: " + " pathCurve: " + pbs.PathCurve.ToString() + " profileCurve: " + pbs.ProfileCurve.ToString() + " pathScaleY: " + Primitive.UnpackPathScale(pbs.PathScaleY).ToString());
2487 int iPropertiesNotSupportedDefault = 0;
2488
2489 if (pbs.SculptEntry && !meshSculptedPrim)
2490 {
2491#if SPAM
2492 m_log.Warn("NonMesh");
2493#endif
2494 return false;
2495 }
2496
2497 // 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
2498 if (!forceSimplePrimMeshing)
2499 {
2500 if ((pbs.ProfileShape == ProfileShape.Square && pbs.PathCurve == (byte)Extrusion.Straight)
2501 || (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1
2502 && pbs.Scale.X == pbs.Scale.Y && pbs.Scale.Y == pbs.Scale.Z))
2503 {
2504
2505 if (pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0
2506 && pbs.ProfileHollow == 0
2507 && pbs.PathTwist == 0 && pbs.PathTwistBegin == 0
2508 && pbs.PathBegin == 0 && pbs.PathEnd == 0
2509 && pbs.PathTaperX == 0 && pbs.PathTaperY == 0
2510 && pbs.PathScaleX == 100 && pbs.PathScaleY == 100
2511 && pbs.PathShearX == 0 && pbs.PathShearY == 0)
2512 {
2513#if SPAM
2514 m_log.Warn("NonMesh");
2515#endif
2516 return false;
2517 }
2518 }
2519 }
2520
2521 if (pbs.ProfileHollow != 0)
2522 iPropertiesNotSupportedDefault++;
2523
2524 if ((pbs.PathTwistBegin != 0) || (pbs.PathTwist != 0))
2525 iPropertiesNotSupportedDefault++;
2526
2527 if ((pbs.ProfileBegin != 0) || pbs.ProfileEnd != 0)
2528 iPropertiesNotSupportedDefault++;
2529
2530 if ((pbs.PathScaleX != 100) || (pbs.PathScaleY != 100))
2531 iPropertiesNotSupportedDefault++;
2532
2533 if ((pbs.PathShearX != 0) || (pbs.PathShearY != 0))
2534 iPropertiesNotSupportedDefault++;
2535
2536 if (pbs.ProfileShape == ProfileShape.Circle && pbs.PathCurve == (byte)Extrusion.Straight)
2537 iPropertiesNotSupportedDefault++;
2538
2539 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))
2540 iPropertiesNotSupportedDefault++;
2541
2542 if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte) Extrusion.Curve1)
2543 iPropertiesNotSupportedDefault++;
2544
2545 // test for torus
2546 if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Square)
2547 {
2548 if (pbs.PathCurve == (byte)Extrusion.Curve1)
2549 {
2550 iPropertiesNotSupportedDefault++;
2551 }
2552 }
2553 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Circle)
2554 {
2555 if (pbs.PathCurve == (byte)Extrusion.Straight)
2556 {
2557 iPropertiesNotSupportedDefault++;
2558 }
2559
2560 // ProfileCurve seems to combine hole shape and profile curve so we need to only compare against the lower 3 bits
2561 else if (pbs.PathCurve == (byte)Extrusion.Curve1)
2562 {
2563 iPropertiesNotSupportedDefault++;
2564 }
2565 }
2566 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle)
2567 {
2568 if (pbs.PathCurve == (byte)Extrusion.Curve1 || pbs.PathCurve == (byte)Extrusion.Curve2)
2569 {
2570 iPropertiesNotSupportedDefault++;
2571 }
2572 }
2573 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle)
2574 {
2575 if (pbs.PathCurve == (byte)Extrusion.Straight)
2576 {
2577 iPropertiesNotSupportedDefault++;
2578 }
2579 else if (pbs.PathCurve == (byte)Extrusion.Curve1)
2580 {
2581 iPropertiesNotSupportedDefault++;
2582 }
2583 }
2584
2585
2586 if (iPropertiesNotSupportedDefault == 0)
2587 {
2588#if SPAM
2589 m_log.Warn("NonMesh");
2590#endif
2591 return false;
2592 }
2593#if SPAM
2594 m_log.Debug("Mesh");
2595#endif
2596 return true;
2597 }
2598
2599 /// <summary>
2600 /// Called after our prim properties are set Scale, position etc.
2601 /// We use this event queue like method to keep changes to the physical scene occuring in the threadlocked mutex
2602 /// This assures us that we have no race conditions
2603 /// </summary>
2604 /// <param name="prim"></param>
2605 public override void AddPhysicsActorTaint(PhysicsActor prim)
2606 {
2607
2608 if (prim is OdePrim)
2609 {
2610 OdePrim taintedprim = ((OdePrim) prim);
2611 lock (_taintedPrimLock)
2612 {
2613 if (!(_taintedPrimH.Contains(taintedprim)))
2614 {
2615//Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.m_primName);
2616 _taintedPrimH.Add(taintedprim); // HashSet for searching
2617 _taintedPrimL.Add(taintedprim); // List for ordered readout
2618 }
2619 }
2620 return;
2621 }
2622 else if (prim is OdeCharacter)
2623 {
2624 OdeCharacter taintedchar = ((OdeCharacter)prim);
2625 lock (_taintedActors)
2626 {
2627 if (!(_taintedActors.Contains(taintedchar)))
2628 {
2629 _taintedActors.Add(taintedchar);
2630 if (taintedchar.bad)
2631 m_log.DebugFormat("[PHYSICS]: Added BAD actor {0} to tainted actors", taintedchar.m_uuid);
2632 }
2633 }
2634 }
2635 }
2636
2637 /// <summary>
2638 /// This is our main simulate loop
2639 /// It's thread locked by a Mutex in the scene.
2640 /// It holds Collisions, it instructs ODE to step through the physical reactions
2641 /// It moves the objects around in memory
2642 /// It calls the methods that report back to the object owners.. (scenepresence, SceneObjectGroup)
2643 /// </summary>
2644 /// <param name="timeStep"></param>
2645 /// <returns></returns>
2646 public override float Simulate(float timeStep)
2647 {
2648 if (framecount >= int.MaxValue)
2649 framecount = 0;
2650 //if (m_worldOffset != Vector3.Zero)
2651 // return 0;
2652
2653 framecount++;
2654
2655 DateTime now = DateTime.UtcNow;
2656 TimeSpan SinceLastFrame = now - m_lastframe;
2657 m_lastframe = now;
2658 float realtime = (float)SinceLastFrame.TotalSeconds;
2659// Console.WriteLine("ts={0} rt={1}", timeStep, realtime);
2660 timeStep = realtime;
2661
2662 // float fps = 1.0f / realtime;
2663 float fps = 0.0f; // number of ODE steps in this Simulate step
2664 //m_log.Info(timeStep.ToString());
2665 step_time += timeStep;
2666
2667 // If We're loaded down by something else,
2668 // or debugging with the Visual Studio project on pause
2669 // skip a few frames to catch up gracefully.
2670 // without shooting the physicsactors all over the place
2671
2672 if (step_time >= m_SkipFramesAtms)
2673 {
2674 // Instead of trying to catch up, it'll do 5 physics frames only
2675 step_time = ODE_STEPSIZE;
2676 m_physicsiterations = 5;
2677 }
2678 else
2679 {
2680 m_physicsiterations = 10;
2681 }
2682
2683 if (SupportsNINJAJoints)
2684 {
2685 DeleteRequestedJoints(); // this must be outside of the lock (OdeLock) to avoid deadlocks
2686 CreateRequestedJoints(); // this must be outside of the lock (OdeLock) to avoid deadlocks
2687 }
2688
2689 lock (OdeLock)
2690 {
2691 // Process 10 frames if the sim is running normal..
2692 // process 5 frames if the sim is running slow
2693 //try
2694 //{
2695 //d.WorldSetQuickStepNumIterations(world, m_physicsiterations);
2696 //}
2697 //catch (StackOverflowException)
2698 //{
2699 // m_log.Error("[PHYSICS]: The operating system wasn't able to allocate enough memory for the simulation. Restarting the sim.");
2700 // ode.drelease(world);
2701 //base.TriggerPhysicsBasedRestart();
2702 //}
2703
2704 int i = 0;
2705
2706 // Figure out the Frames Per Second we're going at.
2707 //(step_time == 0.004f, there's 250 of those per second. Times the step time/step size
2708
2709 // fps = (step_time / ODE_STEPSIZE) * 1000;
2710 // HACK: Using a time dilation of 1.0 to debug rubberbanding issues
2711 //m_timeDilation = Math.Min((step_time / ODE_STEPSIZE) / (0.09375f / ODE_STEPSIZE), 1.0f);
2712
2713 // step_time = 0.09375f;
2714
2715 while (step_time > 0.0f)
2716 {
2717 //lock (ode)
2718 //{
2719 //if (!ode.lockquery())
2720 //{
2721 // ode.dlock(world);
2722 try
2723 {
2724 // Insert, remove Characters
2725 bool processedtaints = false;
2726
2727 lock (_taintedActors)
2728 {
2729 if (_taintedActors.Count > 0)
2730 {
2731 foreach (OdeCharacter character in _taintedActors)
2732 {
2733
2734 character.ProcessTaints(ODE_STEPSIZE);
2735
2736 processedtaints = true;
2737 //character.m_collisionscore = 0;
2738 }
2739
2740 if (processedtaints)
2741 _taintedActors.Clear();
2742 }
2743 } // end lock _taintedActors
2744
2745 // Modify other objects in the scene.
2746 processedtaints = false;
2747
2748 lock (_taintedPrimLock)
2749 {
2750 foreach (OdePrim prim in _taintedPrimL)
2751 {
2752 if (prim.m_taintremove)
2753 {
2754 //Console.WriteLine("Simulate calls RemovePrimThreadLocked");
2755 RemovePrimThreadLocked(prim);
2756 }
2757 else
2758 {
2759 //Console.WriteLine("Simulate calls ProcessTaints");
2760 prim.ProcessTaints(ODE_STEPSIZE);
2761 }
2762 processedtaints = true;
2763 prim.m_collisionscore = 0;
2764
2765 // This loop can block up the Heartbeat for a very long time on large regions.
2766 // We need to let the Watchdog know that the Heartbeat is not dead
2767 // NOTE: This is currently commented out, but if things like OAR loading are
2768 // timing the heartbeat out we will need to uncomment it
2769 //Watchdog.UpdateThread();
2770 }
2771
2772 if (SupportsNINJAJoints)
2773 {
2774 // Create pending joints, if possible
2775
2776 // joints can only be processed after ALL bodies are processed (and exist in ODE), since creating
2777 // a joint requires specifying the body id of both involved bodies
2778 if (pendingJoints.Count > 0)
2779 {
2780 List<PhysicsJoint> successfullyProcessedPendingJoints = new List<PhysicsJoint>();
2781 //DoJointErrorMessage(joints_connecting_actor, "taint: " + pendingJoints.Count + " pending joints");
2782 foreach (PhysicsJoint joint in pendingJoints)
2783 {
2784 //DoJointErrorMessage(joint, "taint: time to create joint with parms: " + joint.RawParams);
2785 string[] jointParams = joint.RawParams.Split(" ".ToCharArray(),
2786 System.StringSplitOptions.RemoveEmptyEntries);
2787 List<IntPtr> jointBodies = new List<IntPtr>();
2788 bool allJointBodiesAreReady = true;
2789 foreach (string jointParam in jointParams)
2790 {
2791 if (jointParam == "NULL")
2792 {
2793 //DoJointErrorMessage(joint, "attaching NULL joint to world");
2794 jointBodies.Add(IntPtr.Zero);
2795 }
2796 else
2797 {
2798 //DoJointErrorMessage(joint, "looking for prim name: " + jointParam);
2799 bool foundPrim = false;
2800 lock (_prims)
2801 {
2802 foreach (OdePrim prim in _prims) // FIXME: inefficient
2803 {
2804 if (prim.SOPName == jointParam)
2805 {
2806 //DoJointErrorMessage(joint, "found for prim name: " + jointParam);
2807 if (prim.IsPhysical && prim.Body != IntPtr.Zero)
2808 {
2809 jointBodies.Add(prim.Body);
2810 foundPrim = true;
2811 break;
2812 }
2813 else
2814 {
2815 DoJointErrorMessage(joint, "prim name " + jointParam +
2816 " exists but is not (yet) physical; deferring joint creation. " +
2817 "IsPhysical property is " + prim.IsPhysical +
2818 " and body is " + prim.Body);
2819 foundPrim = false;
2820 break;
2821 }
2822 }
2823 }
2824 }
2825 if (foundPrim)
2826 {
2827 // all is fine
2828 }
2829 else
2830 {
2831 allJointBodiesAreReady = false;
2832 break;
2833 }
2834 }
2835 }
2836 if (allJointBodiesAreReady)
2837 {
2838 //DoJointErrorMessage(joint, "allJointBodiesAreReady for " + joint.ObjectNameInScene + " with parms " + joint.RawParams);
2839 if (jointBodies[0] == jointBodies[1])
2840 {
2841 DoJointErrorMessage(joint, "ERROR: joint cannot be created; the joint bodies are the same, body1==body2. Raw body is " + jointBodies[0] + ". raw parms: " + joint.RawParams);
2842 }
2843 else
2844 {
2845 switch (joint.Type)
2846 {
2847 case PhysicsJointType.Ball:
2848 {
2849 IntPtr odeJoint;
2850 //DoJointErrorMessage(joint, "ODE creating ball joint ");
2851 odeJoint = d.JointCreateBall(world, IntPtr.Zero);
2852 //DoJointErrorMessage(joint, "ODE attaching ball joint: " + odeJoint + " with b1:" + jointBodies[0] + " b2:" + jointBodies[1]);
2853 d.JointAttach(odeJoint, jointBodies[0], jointBodies[1]);
2854 //DoJointErrorMessage(joint, "ODE setting ball anchor: " + odeJoint + " to vec:" + joint.Position);
2855 d.JointSetBallAnchor(odeJoint,
2856 joint.Position.X,
2857 joint.Position.Y,
2858 joint.Position.Z);
2859 //DoJointErrorMessage(joint, "ODE joint setting OK");
2860 //DoJointErrorMessage(joint, "The ball joint's bodies are here: b0: ");
2861 //DoJointErrorMessage(joint, "" + (jointBodies[0] != IntPtr.Zero ? "" + d.BodyGetPosition(jointBodies[0]) : "fixed environment"));
2862 //DoJointErrorMessage(joint, "The ball joint's bodies are here: b1: ");
2863 //DoJointErrorMessage(joint, "" + (jointBodies[1] != IntPtr.Zero ? "" + d.BodyGetPosition(jointBodies[1]) : "fixed environment"));
2864
2865 if (joint is OdePhysicsJoint)
2866 {
2867 ((OdePhysicsJoint)joint).jointID = odeJoint;
2868 }
2869 else
2870 {
2871 DoJointErrorMessage(joint, "WARNING: non-ode joint in ODE!");
2872 }
2873 }
2874 break;
2875 case PhysicsJointType.Hinge:
2876 {
2877 IntPtr odeJoint;
2878 //DoJointErrorMessage(joint, "ODE creating hinge joint ");
2879 odeJoint = d.JointCreateHinge(world, IntPtr.Zero);
2880 //DoJointErrorMessage(joint, "ODE attaching hinge joint: " + odeJoint + " with b1:" + jointBodies[0] + " b2:" + jointBodies[1]);
2881 d.JointAttach(odeJoint, jointBodies[0], jointBodies[1]);
2882 //DoJointErrorMessage(joint, "ODE setting hinge anchor: " + odeJoint + " to vec:" + joint.Position);
2883 d.JointSetHingeAnchor(odeJoint,
2884 joint.Position.X,
2885 joint.Position.Y,
2886 joint.Position.Z);
2887 // We use the orientation of the x-axis of the joint's coordinate frame
2888 // as the axis for the hinge.
2889
2890 // Therefore, we must get the joint's coordinate frame based on the
2891 // joint.Rotation field, which originates from the orientation of the
2892 // joint's proxy object in the scene.
2893
2894 // The joint's coordinate frame is defined as the transformation matrix
2895 // that converts a vector from joint-local coordinates into world coordinates.
2896 // World coordinates are defined as the XYZ coordinate system of the sim,
2897 // as shown in the top status-bar of the viewer.
2898
2899 // Once we have the joint's coordinate frame, we extract its X axis (AtAxis)
2900 // and use that as the hinge axis.
2901
2902 //joint.Rotation.Normalize();
2903 Matrix4 proxyFrame = Matrix4.CreateFromQuaternion(joint.Rotation);
2904
2905 // Now extract the X axis of the joint's coordinate frame.
2906
2907 // Do not try to use proxyFrame.AtAxis or you will become mired in the
2908 // tar pit of transposed, inverted, and generally messed-up orientations.
2909 // (In other words, Matrix4.AtAxis() is borked.)
2910 // Vector3 jointAxis = proxyFrame.AtAxis; <--- this path leadeth to madness
2911
2912 // Instead, compute the X axis of the coordinate frame by transforming
2913 // the (1,0,0) vector. At least that works.
2914
2915 //m_log.Debug("PHY: making axis: complete matrix is " + proxyFrame);
2916 Vector3 jointAxis = Vector3.Transform(Vector3.UnitX, proxyFrame);
2917 //m_log.Debug("PHY: making axis: hinge joint axis is " + jointAxis);
2918 //DoJointErrorMessage(joint, "ODE setting hinge axis: " + odeJoint + " to vec:" + jointAxis);
2919 d.JointSetHingeAxis(odeJoint,
2920 jointAxis.X,
2921 jointAxis.Y,
2922 jointAxis.Z);
2923 //d.JointSetHingeParam(odeJoint, (int)dParam.CFM, 0.1f);
2924 if (joint is OdePhysicsJoint)
2925 {
2926 ((OdePhysicsJoint)joint).jointID = odeJoint;
2927 }
2928 else
2929 {
2930 DoJointErrorMessage(joint, "WARNING: non-ode joint in ODE!");
2931 }
2932 }
2933 break;
2934 }
2935 successfullyProcessedPendingJoints.Add(joint);
2936 }
2937 }
2938 else
2939 {
2940 DoJointErrorMessage(joint, "joint could not yet be created; still pending");
2941 }
2942 }
2943 foreach (PhysicsJoint successfullyProcessedJoint in successfullyProcessedPendingJoints)
2944 {
2945 //DoJointErrorMessage(successfullyProcessedJoint, "finalizing succesfully procsssed joint " + successfullyProcessedJoint.ObjectNameInScene + " parms " + successfullyProcessedJoint.RawParams);
2946 //DoJointErrorMessage(successfullyProcessedJoint, "removing from pending");
2947 InternalRemovePendingJoint(successfullyProcessedJoint);
2948 //DoJointErrorMessage(successfullyProcessedJoint, "adding to active");
2949 InternalAddActiveJoint(successfullyProcessedJoint);
2950 //DoJointErrorMessage(successfullyProcessedJoint, "done");
2951 }
2952 }
2953 } // end SupportsNINJAJoints
2954
2955 if (processedtaints)
2956//Console.WriteLine("Simulate calls Clear of _taintedPrim list");
2957 _taintedPrimH.Clear(); // ??? if this only ???
2958 _taintedPrimL.Clear();
2959 } // end lock _taintedPrimLock
2960
2961 // Move characters
2962 lock (_characters)
2963 {
2964 List<OdeCharacter> defects = new List<OdeCharacter>();
2965 foreach (OdeCharacter actor in _characters)
2966 {
2967 if (actor != null)
2968 actor.Move(ODE_STEPSIZE, defects);
2969 }
2970 if (0 != defects.Count)
2971 {
2972 foreach (OdeCharacter defect in defects)
2973 {
2974 RemoveCharacter(defect);
2975 }
2976 }
2977 } // end lock _characters
2978
2979 // Move other active objects
2980 lock (_activeprims)
2981 {
2982 foreach (OdePrim prim in _activeprims)
2983 {
2984 prim.m_collisionscore = 0;
2985 prim.Move(ODE_STEPSIZE);
2986 }
2987 } // end lock _activeprims
2988
2989 //if ((framecount % m_randomizeWater) == 0)
2990 // randomizeWater(waterlevel);
2991
2992 //int RayCastTimeMS = m_rayCastManager.ProcessQueuedRequests();
2993 m_rayCastManager.ProcessQueuedRequests();
2994
2995 collision_optimized(ODE_STEPSIZE);
2996
2997 lock (_collisionEventPrim)
2998 {
2999 foreach (PhysicsActor obj in _collisionEventPrim)
3000 {
3001 if (obj == null)
3002 continue;
3003
3004 switch ((ActorTypes)obj.PhysicsActorType)
3005 {
3006 case ActorTypes.Agent:
3007 OdeCharacter cobj = (OdeCharacter)obj;
3008 cobj.AddCollisionFrameTime(100);
3009 cobj.SendCollisions();
3010 break;
3011 case ActorTypes.Prim:
3012 OdePrim pobj = (OdePrim)obj;
3013 pobj.SendCollisions();
3014 break;
3015 }
3016 }
3017 } // end lock _collisionEventPrim
3018
3019 //if (m_global_contactcount > 5)
3020 //{
3021 // m_log.DebugFormat("[PHYSICS]: Contacts:{0}", m_global_contactcount);
3022 //}
3023
3024 m_global_contactcount = 0;
3025
3026 d.WorldQuickStep(world, ODE_STEPSIZE);
3027 d.JointGroupEmpty(contactgroup);
3028 fps++;
3029 //ode.dunlock(world);
3030 } // end try
3031 catch (Exception e)
3032 {
3033 m_log.ErrorFormat("[PHYSICS]: {0}, {1}, {2}", e.Message, e.TargetSite, e);
3034 ode.dunlock(world);
3035 }
3036
3037 step_time -= ODE_STEPSIZE;
3038 i++;
3039 //}
3040 //else
3041 //{
3042 //fps = 0;
3043 //}
3044 //}
3045 } // end while (step_time > 0.0f)
3046
3047 lock (_characters)
3048 {
3049 foreach (OdeCharacter actor in _characters)
3050 {
3051 if (actor != null)
3052 {
3053 if (actor.bad)
3054 m_log.WarnFormat("[PHYSICS]: BAD Actor {0} in _characters list was not removed?", actor.m_uuid);
3055 actor.UpdatePositionAndVelocity();
3056 }
3057 }
3058 }
3059
3060 lock (_badCharacter)
3061 {
3062 if (_badCharacter.Count > 0)
3063 {
3064 foreach (OdeCharacter chr in _badCharacter)
3065 {
3066 RemoveCharacter(chr);
3067 }
3068 _badCharacter.Clear();
3069 }
3070 }
3071
3072 lock (_activeprims)
3073 {
3074 //if (timeStep < 0.2f)
3075 {
3076 foreach (OdePrim actor in _activeprims)
3077 {
3078 if (actor.IsPhysical && (d.BodyIsEnabled(actor.Body) || !actor._zeroFlag))
3079 {
3080 actor.UpdatePositionAndVelocity();
3081
3082 if (SupportsNINJAJoints)
3083 {
3084 // If an actor moved, move its joint proxy objects as well.
3085 // There seems to be an event PhysicsActor.OnPositionUpdate that could be used
3086 // for this purpose but it is never called! So we just do the joint
3087 // movement code here.
3088
3089 if (actor.SOPName != null &&
3090 joints_connecting_actor.ContainsKey(actor.SOPName) &&
3091 joints_connecting_actor[actor.SOPName] != null &&
3092 joints_connecting_actor[actor.SOPName].Count > 0)
3093 {
3094 foreach (PhysicsJoint affectedJoint in joints_connecting_actor[actor.SOPName])
3095 {
3096 if (affectedJoint.IsInPhysicsEngine)
3097 {
3098 DoJointMoved(affectedJoint);
3099 }
3100 else
3101 {
3102 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);
3103 }
3104 }
3105 }
3106 }
3107 }
3108 }
3109 }
3110 } // end lock _activeprims
3111
3112 //DumpJointInfo();
3113
3114 // Finished with all sim stepping. If requested, dump world state to file for debugging.
3115 // TODO: This call to the export function is already inside lock (OdeLock) - but is an extra lock needed?
3116 // TODO: This overwrites all dump files in-place. Should this be a growing logfile, or separate snapshots?
3117 if (physics_logging && (physics_logging_interval>0) && (framecount % physics_logging_interval == 0))
3118 {
3119 string fname = "state-" + world.ToString() + ".DIF"; // give each physics world a separate filename
3120 string prefix = "world" + world.ToString(); // prefix for variable names in exported .DIF file
3121
3122 if (physics_logging_append_existing_logfile)
3123 {
3124 string header = "-------------- START OF PHYSICS FRAME " + framecount.ToString() + " --------------";
3125 TextWriter fwriter = File.AppendText(fname);
3126 fwriter.WriteLine(header);
3127 fwriter.Close();
3128 }
3129 d.WorldExportDIF(world, fname, physics_logging_append_existing_logfile, prefix);
3130 }
3131 } // end lock OdeLock
3132
3133 return fps * 1000.0f; //NB This is a FRAME COUNT, not a time! AND is divide by 1000 in SimStatusReporter!
3134 } // end Simulate
3135
3136 public override void GetResults()
3137 {
3138 }
3139
3140 public override bool IsThreaded
3141 {
3142 // for now we won't be multithreaded
3143 get { return (false); }
3144 }
3145
3146 #region ODE Specific Terrain Fixes
3147 public float[] ResizeTerrain512NearestNeighbour(float[] heightMap)
3148 {
3149 float[] returnarr = new float[262144];
3150 float[,] resultarr = new float[(int)WorldExtents.X, (int)WorldExtents.Y];
3151
3152 // Filling out the array into its multi-dimensional components
3153 for (int y = 0; y < WorldExtents.Y; y++)
3154 {
3155 for (int x = 0; x < WorldExtents.X; x++)
3156 {
3157 resultarr[y, x] = heightMap[y * (int)WorldExtents.Y + x];
3158 }
3159 }
3160
3161 // Resize using Nearest Neighbour
3162
3163 // This particular way is quick but it only works on a multiple of the original
3164
3165 // The idea behind this method can be described with the following diagrams
3166 // second pass and third pass happen in the same loop really.. just separated
3167 // them to show what this does.
3168
3169 // First Pass
3170 // ResultArr:
3171 // 1,1,1,1,1,1
3172 // 1,1,1,1,1,1
3173 // 1,1,1,1,1,1
3174 // 1,1,1,1,1,1
3175 // 1,1,1,1,1,1
3176 // 1,1,1,1,1,1
3177
3178 // Second Pass
3179 // ResultArr2:
3180 // 1,,1,,1,,1,,1,,1,
3181 // ,,,,,,,,,,
3182 // 1,,1,,1,,1,,1,,1,
3183 // ,,,,,,,,,,
3184 // 1,,1,,1,,1,,1,,1,
3185 // ,,,,,,,,,,
3186 // 1,,1,,1,,1,,1,,1,
3187 // ,,,,,,,,,,
3188 // 1,,1,,1,,1,,1,,1,
3189 // ,,,,,,,,,,
3190 // 1,,1,,1,,1,,1,,1,
3191
3192 // Third pass fills in the blanks
3193 // ResultArr2:
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 // 1,1,1,1,1,1,1,1,1,1,1,1
3198 // 1,1,1,1,1,1,1,1,1,1,1,1
3199 // 1,1,1,1,1,1,1,1,1,1,1,1
3200 // 1,1,1,1,1,1,1,1,1,1,1,1
3201 // 1,1,1,1,1,1,1,1,1,1,1,1
3202 // 1,1,1,1,1,1,1,1,1,1,1,1
3203 // 1,1,1,1,1,1,1,1,1,1,1,1
3204 // 1,1,1,1,1,1,1,1,1,1,1,1
3205
3206 // X,Y = .
3207 // X+1,y = ^
3208 // X,Y+1 = *
3209 // X+1,Y+1 = #
3210
3211 // Filling in like this;
3212 // .*
3213 // ^#
3214 // 1st .
3215 // 2nd *
3216 // 3rd ^
3217 // 4th #
3218 // on single loop.
3219
3220 float[,] resultarr2 = new float[512, 512];
3221 for (int y = 0; y < WorldExtents.Y; y++)
3222 {
3223 for (int x = 0; x < WorldExtents.X; x++)
3224 {
3225 resultarr2[y * 2, x * 2] = resultarr[y, x];
3226
3227 if (y < WorldExtents.Y)
3228 {
3229 resultarr2[(y * 2) + 1, x * 2] = resultarr[y, x];
3230 }
3231 if (x < WorldExtents.X)
3232 {
3233 resultarr2[y * 2, (x * 2) + 1] = resultarr[y, x];
3234 }
3235 if (x < WorldExtents.X && y < WorldExtents.Y)
3236 {
3237 resultarr2[(y * 2) + 1, (x * 2) + 1] = resultarr[y, x];
3238 }
3239 }
3240 }
3241
3242 //Flatten out the array
3243 int i = 0;
3244 for (int y = 0; y < 512; y++)
3245 {
3246 for (int x = 0; x < 512; x++)
3247 {
3248 if (resultarr2[y, x] <= 0)
3249 returnarr[i] = 0.0000001f;
3250 else
3251 returnarr[i] = resultarr2[y, x];
3252
3253 i++;
3254 }
3255 }
3256
3257 return returnarr;
3258 }
3259
3260 public float[] ResizeTerrain512Interpolation(float[] heightMap)
3261 {
3262 float[] returnarr = new float[262144];
3263 float[,] resultarr = new float[512,512];
3264
3265 // Filling out the array into its multi-dimensional components
3266 for (int y = 0; y < 256; y++)
3267 {
3268 for (int x = 0; x < 256; x++)
3269 {
3270 resultarr[y, x] = heightMap[y * 256 + x];
3271 }
3272 }
3273
3274 // Resize using interpolation
3275
3276 // This particular way is quick but it only works on a multiple of the original
3277
3278 // The idea behind this method can be described with the following diagrams
3279 // second pass and third pass happen in the same loop really.. just separated
3280 // them to show what this does.
3281
3282 // First Pass
3283 // ResultArr:
3284 // 1,1,1,1,1,1
3285 // 1,1,1,1,1,1
3286 // 1,1,1,1,1,1
3287 // 1,1,1,1,1,1
3288 // 1,1,1,1,1,1
3289 // 1,1,1,1,1,1
3290
3291 // Second Pass
3292 // ResultArr2:
3293 // 1,,1,,1,,1,,1,,1,
3294 // ,,,,,,,,,,
3295 // 1,,1,,1,,1,,1,,1,
3296 // ,,,,,,,,,,
3297 // 1,,1,,1,,1,,1,,1,
3298 // ,,,,,,,,,,
3299 // 1,,1,,1,,1,,1,,1,
3300 // ,,,,,,,,,,
3301 // 1,,1,,1,,1,,1,,1,
3302 // ,,,,,,,,,,
3303 // 1,,1,,1,,1,,1,,1,
3304
3305 // Third pass fills in the blanks
3306 // ResultArr2:
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 // 1,1,1,1,1,1,1,1,1,1,1,1
3311 // 1,1,1,1,1,1,1,1,1,1,1,1
3312 // 1,1,1,1,1,1,1,1,1,1,1,1
3313 // 1,1,1,1,1,1,1,1,1,1,1,1
3314 // 1,1,1,1,1,1,1,1,1,1,1,1
3315 // 1,1,1,1,1,1,1,1,1,1,1,1
3316 // 1,1,1,1,1,1,1,1,1,1,1,1
3317 // 1,1,1,1,1,1,1,1,1,1,1,1
3318
3319 // X,Y = .
3320 // X+1,y = ^
3321 // X,Y+1 = *
3322 // X+1,Y+1 = #
3323
3324 // Filling in like this;
3325 // .*
3326 // ^#
3327 // 1st .
3328 // 2nd *
3329 // 3rd ^
3330 // 4th #
3331 // on single loop.
3332
3333 float[,] resultarr2 = new float[512,512];
3334 for (int y = 0; y < (int)Constants.RegionSize; y++)
3335 {
3336 for (int x = 0; x < (int)Constants.RegionSize; x++)
3337 {
3338 resultarr2[y*2, x*2] = resultarr[y, x];
3339
3340 if (y < (int)Constants.RegionSize)
3341 {
3342 if (y + 1 < (int)Constants.RegionSize)
3343 {
3344 if (x + 1 < (int)Constants.RegionSize)
3345 {
3346 resultarr2[(y*2) + 1, x*2] = ((resultarr[y, x] + resultarr[y + 1, x] +
3347 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
3348 }
3349 else
3350 {
3351 resultarr2[(y*2) + 1, x*2] = ((resultarr[y, x] + resultarr[y + 1, x])/2);
3352 }
3353 }
3354 else
3355 {
3356 resultarr2[(y*2) + 1, x*2] = resultarr[y, x];
3357 }
3358 }
3359 if (x < (int)Constants.RegionSize)
3360 {
3361 if (x + 1 < (int)Constants.RegionSize)
3362 {
3363 if (y + 1 < (int)Constants.RegionSize)
3364 {
3365 resultarr2[y*2, (x*2) + 1] = ((resultarr[y, x] + resultarr[y + 1, x] +
3366 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
3367 }
3368 else
3369 {
3370 resultarr2[y*2, (x*2) + 1] = ((resultarr[y, x] + resultarr[y, x + 1])/2);
3371 }
3372 }
3373 else
3374 {
3375 resultarr2[y*2, (x*2) + 1] = resultarr[y, x];
3376 }
3377 }
3378 if (x < (int)Constants.RegionSize && y < (int)Constants.RegionSize)
3379 {
3380 if ((x + 1 < (int)Constants.RegionSize) && (y + 1 < (int)Constants.RegionSize))
3381 {
3382 resultarr2[(y*2) + 1, (x*2) + 1] = ((resultarr[y, x] + resultarr[y + 1, x] +
3383 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
3384 }
3385 else
3386 {
3387 resultarr2[(y*2) + 1, (x*2) + 1] = resultarr[y, x];
3388 }
3389 }
3390 }
3391 }
3392 //Flatten out the array
3393 int i = 0;
3394 for (int y = 0; y < 512; y++)
3395 {
3396 for (int x = 0; x < 512; x++)
3397 {
3398 if (Single.IsNaN(resultarr2[y, x]) || Single.IsInfinity(resultarr2[y, x]))
3399 {
3400 m_log.Warn("[PHYSICS]: Non finite heightfield element detected. Setting it to 0");
3401 resultarr2[y, x] = 0;
3402 }
3403 returnarr[i] = resultarr2[y, x];
3404 i++;
3405 }
3406 }
3407
3408 return returnarr;
3409 }
3410
3411 #endregion
3412
3413 public override void SetTerrain(float[] heightMap)
3414 {
3415 if (m_worldOffset != Vector3.Zero && m_parentScene != null)
3416 {
3417 if (m_parentScene is OdeScene)
3418 {
3419 ((OdeScene)m_parentScene).SetTerrain(heightMap, m_worldOffset);
3420 }
3421 }
3422 else
3423 {
3424 SetTerrain(heightMap, m_worldOffset);
3425 }
3426 }
3427
3428 public void SetTerrain(float[] heightMap, Vector3 pOffset)
3429 {
3430
3431 uint regionsize = (uint) Constants.RegionSize; // visible region size eg. 256(M)
3432
3433 uint heightmapWidth = regionsize + 1; // ODE map size 257 x 257 (Meters) (1 extra
3434 uint heightmapHeight = regionsize + 1;
3435
3436 uint heightmapWidthSamples = (uint)regionsize + 2; // Sample file size, 258 x 258 samples
3437 uint heightmapHeightSamples = (uint)regionsize + 2;
3438
3439 // Array of height samples for ODE
3440 float[] _heightmap;
3441 _heightmap = new float[(heightmapWidthSamples * heightmapHeightSamples)]; // loaded samples 258 x 258
3442
3443 // Other ODE parameters
3444 const float scale = 1.0f;
3445 const float offset = 0.0f;
3446 const float thickness = 2.0f; // Was 0.2f, Larger appears to prevent Av fall-through
3447 const int wrap = 0;
3448
3449 float hfmin = 2000f;
3450 float hfmax = -2000f;
3451 float minele = 0.0f; // Dont allow -ve heights
3452
3453 uint x = 0;
3454 uint y = 0;
3455 uint xx = 0;
3456 uint yy = 0;
3457
3458 // load the height samples array from the heightMap
3459 for ( x = 0; x < heightmapWidthSamples; x++) // 0 to 257
3460 {
3461 for ( y = 0; y < heightmapHeightSamples; y++) // 0 to 257
3462 {
3463 xx = x - 1;
3464 if (xx < 0) xx = 0;
3465 if (xx > (regionsize - 1)) xx = regionsize - 1;
3466
3467 yy = y - 1;
3468 if (yy < 0) yy = 0;
3469 if (yy > (regionsize - 1)) yy = regionsize - 1;
3470 // Input xx = 0 0 1 2 ..... 254 255 255 256 total in
3471 // Output x = 0 1 2 3 ..... 255 256 257 258 total out
3472 float val= heightMap[(yy * regionsize) + xx]; // input from heightMap, <0-255 * 256> <0-255>
3473 if (val < minele) val = minele;
3474 _heightmap[x * (regionsize + 2) + y] = val; // samples output to _heightmap, <0-257 * 258> <0-257>
3475 hfmin = (val < hfmin) ? val : hfmin;
3476 hfmax = (val > hfmax) ? val : hfmax;
3477 }
3478 }
3479
3480 lock (OdeLock)
3481 {
3482 IntPtr GroundGeom = IntPtr.Zero;
3483 if (RegionTerrain.TryGetValue(pOffset, out GroundGeom))
3484 {
3485 RegionTerrain.Remove(pOffset);
3486 if (GroundGeom != IntPtr.Zero)
3487 {
3488 if (TerrainHeightFieldHeights.ContainsKey(GroundGeom))
3489 {
3490 TerrainHeightFieldHeights.Remove(GroundGeom);
3491 }
3492 d.SpaceRemove(space, GroundGeom);
3493 d.GeomDestroy(GroundGeom);
3494 }
3495 }
3496 IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
3497 d.GeomHeightfieldDataBuildSingle(HeightmapData, _heightmap, 0,
3498 heightmapWidth, heightmapHeight, (int)heightmapWidthSamples,
3499 (int)heightmapHeightSamples, scale, offset, thickness, wrap);
3500 d.GeomHeightfieldDataSetBounds(HeightmapData, hfmin - 1, hfmax + 1);
3501 GroundGeom = d.CreateHeightfield(space, HeightmapData, 1);
3502 if (GroundGeom != IntPtr.Zero)
3503 {
3504 d.GeomSetCategoryBits(GroundGeom, (int)(CollisionCategories.Land));
3505 d.GeomSetCollideBits(GroundGeom, (int)(CollisionCategories.Space));
3506 }
3507 geom_name_map[GroundGeom] = "Terrain";
3508
3509 d.Matrix3 R = new d.Matrix3();
3510
3511 Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f);
3512 Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f);
3513 //Axiom.Math.Quaternion q3 = Axiom.Math.Quaternion.FromAngleAxis(3.14f, new Axiom.Math.Vector3(0, 0, 1));
3514
3515 q1 = q1 * q2;
3516 //q1 = q1 * q3;
3517 Vector3 v3;
3518 float angle;
3519 q1.GetAxisAngle(out v3, out angle);
3520
3521 d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
3522 d.GeomSetRotation(GroundGeom, ref R);
3523 d.GeomSetPosition(GroundGeom, (pOffset.X + (regionsize * 0.5f)) - 0.5f, (pOffset.Y + (regionsize * 0.5f)) - 0.5f, 0);
3524 IntPtr testGround = IntPtr.Zero;
3525 if (RegionTerrain.TryGetValue(pOffset, out testGround))
3526 {
3527 RegionTerrain.Remove(pOffset);
3528 }
3529 RegionTerrain.Add(pOffset, GroundGeom, GroundGeom);
3530 TerrainHeightFieldHeights.Add(GroundGeom,_heightmap);
3531 }
3532 }
3533
3534 public override void DeleteTerrain()
3535 {
3536 }
3537
3538 public float GetWaterLevel()
3539 {
3540 return waterlevel;
3541 }
3542
3543 public override bool SupportsCombining()
3544 {
3545 return true;
3546 }
3547
3548 public override void UnCombine(PhysicsScene pScene)
3549 {
3550 IntPtr localGround = IntPtr.Zero;
3551// float[] localHeightfield;
3552 bool proceed = false;
3553 List<IntPtr> geomDestroyList = new List<IntPtr>();
3554
3555 lock (OdeLock)
3556 {
3557 if (RegionTerrain.TryGetValue(Vector3.Zero, out localGround))
3558 {
3559 foreach (IntPtr geom in TerrainHeightFieldHeights.Keys)
3560 {
3561 if (geom == localGround)
3562 {
3563// localHeightfield = TerrainHeightFieldHeights[geom];
3564 proceed = true;
3565 }
3566 else
3567 {
3568 geomDestroyList.Add(geom);
3569 }
3570 }
3571
3572 if (proceed)
3573 {
3574 m_worldOffset = Vector3.Zero;
3575 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize);
3576 m_parentScene = null;
3577
3578 foreach (IntPtr g in geomDestroyList)
3579 {
3580 // removingHeightField needs to be done or the garbage collector will
3581 // collect the terrain data before we tell ODE to destroy it causing
3582 // memory corruption
3583 if (TerrainHeightFieldHeights.ContainsKey(g))
3584 {
3585// float[] removingHeightField = TerrainHeightFieldHeights[g];
3586 TerrainHeightFieldHeights.Remove(g);
3587
3588 if (RegionTerrain.ContainsKey(g))
3589 {
3590 RegionTerrain.Remove(g);
3591 }
3592
3593 d.GeomDestroy(g);
3594 //removingHeightField = new float[0];
3595 }
3596 }
3597
3598 }
3599 else
3600 {
3601 m_log.Warn("[PHYSICS]: Couldn't proceed with UnCombine. Region has inconsistant data.");
3602
3603 }
3604 }
3605 }
3606 }
3607
3608 public override void SetWaterLevel(float baseheight)
3609 {
3610 waterlevel = baseheight;
3611 randomizeWater(waterlevel);
3612 }
3613
3614 public void randomizeWater(float baseheight)
3615 {
3616 const uint heightmapWidth = m_regionWidth + 2;
3617 const uint heightmapHeight = m_regionHeight + 2;
3618 const uint heightmapWidthSamples = m_regionWidth + 2;
3619 const uint heightmapHeightSamples = m_regionHeight + 2;
3620 const float scale = 1.0f;
3621 const float offset = 0.0f;
3622 const float thickness = 2.9f;
3623 const int wrap = 0;
3624
3625 for (int i = 0; i < (258 * 258); i++)
3626 {
3627 _watermap[i] = (baseheight-0.1f) + ((float)fluidRandomizer.Next(1,9) / 10f);
3628 // m_log.Info((baseheight - 0.1f) + ((float)fluidRandomizer.Next(1, 9) / 10f));
3629 }
3630
3631 lock (OdeLock)
3632 {
3633 if (WaterGeom != IntPtr.Zero)
3634 {
3635 d.SpaceRemove(space, WaterGeom);
3636 }
3637 IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
3638 d.GeomHeightfieldDataBuildSingle(HeightmapData, _watermap, 0, heightmapWidth, heightmapHeight,
3639 (int)heightmapWidthSamples, (int)heightmapHeightSamples, scale,
3640 offset, thickness, wrap);
3641 d.GeomHeightfieldDataSetBounds(HeightmapData, m_regionWidth, m_regionHeight);
3642 WaterGeom = d.CreateHeightfield(space, HeightmapData, 1);
3643 if (WaterGeom != IntPtr.Zero)
3644 {
3645 d.GeomSetCategoryBits(WaterGeom, (int)(CollisionCategories.Water));
3646 d.GeomSetCollideBits(WaterGeom, (int)(CollisionCategories.Space));
3647
3648 }
3649 geom_name_map[WaterGeom] = "Water";
3650
3651 d.Matrix3 R = new d.Matrix3();
3652
3653 Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f);
3654 Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f);
3655 //Axiom.Math.Quaternion q3 = Axiom.Math.Quaternion.FromAngleAxis(3.14f, new Axiom.Math.Vector3(0, 0, 1));
3656
3657 q1 = q1 * q2;
3658 //q1 = q1 * q3;
3659 Vector3 v3;
3660 float angle;
3661 q1.GetAxisAngle(out v3, out angle);
3662
3663 d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
3664 d.GeomSetRotation(WaterGeom, ref R);
3665 d.GeomSetPosition(WaterGeom, 128, 128, 0);
3666
3667 }
3668
3669 }
3670
3671 public override void Dispose()
3672 {
3673 m_rayCastManager.Dispose();
3674 m_rayCastManager = null;
3675
3676 lock (OdeLock)
3677 {
3678 lock (_prims)
3679 {
3680 foreach (OdePrim prm in _prims)
3681 {
3682 RemovePrim(prm);
3683 }
3684 }
3685
3686 //foreach (OdeCharacter act in _characters)
3687 //{
3688 //RemoveAvatar(act);
3689 //}
3690 d.WorldDestroy(world);
3691 //d.CloseODE();
3692 }
3693 }
3694 public override Dictionary<uint, float> GetTopColliders()
3695 {
3696 Dictionary<uint, float> returncolliders = new Dictionary<uint, float>();
3697 int cnt = 0;
3698 lock (_prims)
3699 {
3700 foreach (OdePrim prm in _prims)
3701 {
3702 if (prm.CollisionScore > 0)
3703 {
3704 returncolliders.Add(prm.m_localID, prm.CollisionScore);
3705 cnt++;
3706 prm.CollisionScore = 0f;
3707 if (cnt > 25)
3708 {
3709 break;
3710 }
3711 }
3712 }
3713 }
3714 return returncolliders;
3715 }
3716
3717 public override bool SupportsRayCast()
3718 {
3719 return true;
3720 }
3721
3722 public override void RaycastWorld(Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
3723 {
3724 if (retMethod != null)
3725 {
3726 m_rayCastManager.QueueRequest(position, direction, length, retMethod);
3727 }
3728 }
3729
3730#if USE_DRAWSTUFF
3731 // Keyboard callback
3732 public void command(int cmd)
3733 {
3734 IntPtr geom;
3735 d.Mass mass;
3736 d.Vector3 sides = new d.Vector3(d.RandReal() * 0.5f + 0.1f, d.RandReal() * 0.5f + 0.1f, d.RandReal() * 0.5f + 0.1f);
3737
3738
3739
3740 Char ch = Char.ToLower((Char)cmd);
3741 switch ((Char)ch)
3742 {
3743 case 'w':
3744 try
3745 {
3746 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));
3747
3748 xyz.X += rotate.X; xyz.Y += rotate.Y; xyz.Z += rotate.Z;
3749 ds.SetViewpoint(ref xyz, ref hpr);
3750 }
3751 catch (ArgumentException)
3752 { hpr.X = 0; }
3753 break;
3754
3755 case 'a':
3756 hpr.X++;
3757 ds.SetViewpoint(ref xyz, ref hpr);
3758 break;
3759
3760 case 's':
3761 try
3762 {
3763 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));
3764
3765 xyz.X += rotate2.X; xyz.Y += rotate2.Y; xyz.Z += rotate2.Z;
3766 ds.SetViewpoint(ref xyz, ref hpr);
3767 }
3768 catch (ArgumentException)
3769 { hpr.X = 0; }
3770 break;
3771 case 'd':
3772 hpr.X--;
3773 ds.SetViewpoint(ref xyz, ref hpr);
3774 break;
3775 case 'r':
3776 xyz.Z++;
3777 ds.SetViewpoint(ref xyz, ref hpr);
3778 break;
3779 case 'f':
3780 xyz.Z--;
3781 ds.SetViewpoint(ref xyz, ref hpr);
3782 break;
3783 case 'e':
3784 xyz.Y++;
3785 ds.SetViewpoint(ref xyz, ref hpr);
3786 break;
3787 case 'q':
3788 xyz.Y--;
3789 ds.SetViewpoint(ref xyz, ref hpr);
3790 break;
3791 }
3792 }
3793
3794 public void step(int pause)
3795 {
3796
3797 ds.SetColor(1.0f, 1.0f, 0.0f);
3798 ds.SetTexture(ds.Texture.Wood);
3799 lock (_prims)
3800 {
3801 foreach (OdePrim prm in _prims)
3802 {
3803 //IntPtr body = d.GeomGetBody(prm.prim_geom);
3804 if (prm.prim_geom != IntPtr.Zero)
3805 {
3806 d.Vector3 pos;
3807 d.GeomCopyPosition(prm.prim_geom, out pos);
3808 //d.BodyCopyPosition(body, out pos);
3809
3810 d.Matrix3 R;
3811 d.GeomCopyRotation(prm.prim_geom, out R);
3812 //d.BodyCopyRotation(body, out R);
3813
3814
3815 d.Vector3 sides = new d.Vector3();
3816 sides.X = prm.Size.X;
3817 sides.Y = prm.Size.Y;
3818 sides.Z = prm.Size.Z;
3819
3820 ds.DrawBox(ref pos, ref R, ref sides);
3821 }
3822 }
3823 }
3824 ds.SetColor(1.0f, 0.0f, 0.0f);
3825 lock (_characters)
3826 {
3827 foreach (OdeCharacter chr in _characters)
3828 {
3829 if (chr.Shell != IntPtr.Zero)
3830 {
3831 IntPtr body = d.GeomGetBody(chr.Shell);
3832
3833 d.Vector3 pos;
3834 d.GeomCopyPosition(chr.Shell, out pos);
3835 //d.BodyCopyPosition(body, out pos);
3836
3837 d.Matrix3 R;
3838 d.GeomCopyRotation(chr.Shell, out R);
3839 //d.BodyCopyRotation(body, out R);
3840
3841 ds.DrawCapsule(ref pos, ref R, chr.Size.Z, 0.35f);
3842 d.Vector3 sides = new d.Vector3();
3843 sides.X = 0.5f;
3844 sides.Y = 0.5f;
3845 sides.Z = 0.5f;
3846
3847 ds.DrawBox(ref pos, ref R, ref sides);
3848 }
3849 }
3850 }
3851 }
3852
3853 public void start(int unused)
3854 {
3855 ds.SetViewpoint(ref xyz, ref hpr);
3856 }
3857#endif
3858 }
3859}
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 3cf4501..2e39726 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 ff0e743..d854176 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)
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs
index ee32755..61e4934 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs
@@ -248,6 +248,26 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
248 248
249 } 249 }
250 250
251 public static void StateChange(IScriptEngine engine, uint localID, UUID itemID)
252 {
253 // Remove a specific script
254
255 // Remove dataserver events
256 m_Dataserver[engine].RemoveEvents(localID, itemID);
257
258 IWorldComm comms = engine.World.RequestModuleInterface<IWorldComm>();
259 if (comms != null)
260 comms.DeleteListener(itemID);
261
262 IXMLRPC xmlrpc = engine.World.RequestModuleInterface<IXMLRPC>();
263 xmlrpc.DeleteChannels(itemID);
264 xmlrpc.CancelSRDRequests(itemID);
265
266 // Remove Sensors
267 m_SensorRepeat[engine].UnSetSenseRepeaterEvents(localID, itemID);
268
269 }
270
251 public static Object[] GetSerializationData(IScriptEngine engine, UUID itemID) 271 public static Object[] GetSerializationData(IScriptEngine engine, UUID itemID)
252 { 272 {
253 List<Object> data = new List<Object>(); 273 List<Object> data = new List<Object>();
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
index 32e46ec..68b645e 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;
@@ -81,7 +82,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
81 /// </summary> 82 /// </summary>
82 public class LSL_Api : MarshalByRefObject, ILSL_Api, IScriptApi 83 public class LSL_Api : MarshalByRefObject, ILSL_Api, IScriptApi
83 { 84 {
84 //private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 85// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
85 protected IScriptEngine m_ScriptEngine; 86 protected IScriptEngine m_ScriptEngine;
86 protected SceneObjectPart m_host; 87 protected SceneObjectPart m_host;
87 protected uint m_localID; 88 protected uint m_localID;
@@ -161,6 +162,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
161 get { return m_ScriptEngine.World; } 162 get { return m_ScriptEngine.World; }
162 } 163 }
163 164
165 [DebuggerNonUserCode]
164 public void state(string newState) 166 public void state(string newState)
165 { 167 {
166 m_ScriptEngine.SetState(m_itemID, newState); 168 m_ScriptEngine.SetState(m_itemID, newState);
@@ -170,6 +172,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
170 /// Reset the named script. The script must be present 172 /// Reset the named script. The script must be present
171 /// in the same prim. 173 /// in the same prim.
172 /// </summary> 174 /// </summary>
175 [DebuggerNonUserCode]
173 public void llResetScript() 176 public void llResetScript()
174 { 177 {
175 m_host.AddScriptLPS(1); 178 m_host.AddScriptLPS(1);
@@ -226,9 +229,62 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
226 } 229 }
227 } 230 }
228 231
232 public List<ScenePresence> GetLinkAvatars(int linkType)
233 {
234 List<ScenePresence> ret = new List<ScenePresence>();
235 if (m_host == null || m_host.ParentGroup == null || m_host.ParentGroup.IsDeleted)
236 return ret;
237
238 List<ScenePresence> avs = m_host.ParentGroup.GetLinkedAvatars();
239
240 switch (linkType)
241 {
242 case ScriptBaseClass.LINK_SET:
243 return avs;
244
245 case ScriptBaseClass.LINK_ROOT:
246 return ret;
247
248 case ScriptBaseClass.LINK_ALL_OTHERS:
249 return avs;
250
251 case ScriptBaseClass.LINK_ALL_CHILDREN:
252 return avs;
253
254 case ScriptBaseClass.LINK_THIS:
255 return ret;
256
257 default:
258 if (linkType < 0)
259 return ret;
260
261 int partCount = m_host.ParentGroup.GetPartCount();
262
263 if (linkType <= partCount)
264 {
265 return ret;
266 }
267 else
268 {
269 linkType = linkType - partCount;
270 if (linkType > avs.Count)
271 {
272 return ret;
273 }
274 else
275 {
276 ret.Add(avs[linkType-1]);
277 return ret;
278 }
279 }
280 }
281 }
282
229 public List<SceneObjectPart> GetLinkParts(int linkType) 283 public List<SceneObjectPart> GetLinkParts(int linkType)
230 { 284 {
231 List<SceneObjectPart> ret = new List<SceneObjectPart>(); 285 List<SceneObjectPart> ret = new List<SceneObjectPart>();
286 if (m_host == null || m_host.ParentGroup == null || m_host.ParentGroup.IsDeleted)
287 return ret;
232 ret.Add(m_host); 288 ret.Add(m_host);
233 289
234 switch (linkType) 290 switch (linkType)
@@ -282,40 +338,48 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
282 protected UUID InventorySelf() 338 protected UUID InventorySelf()
283 { 339 {
284 UUID invItemID = new UUID(); 340 UUID invItemID = new UUID();
285 341 bool unlock = false;
286 lock (m_host.TaskInventory) 342 if (!m_host.TaskInventory.IsReadLockedByMe())
343 {
344 m_host.TaskInventory.LockItemsForRead(true);
345 unlock = true;
346 }
347 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
287 { 348 {
288 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 349 if (inv.Value.Type == 10 && inv.Value.ItemID == m_itemID)
289 { 350 {
290 if (inv.Value.Type == 10 && inv.Value.ItemID == m_itemID) 351 invItemID = inv.Key;
291 { 352 break;
292 invItemID = inv.Key;
293 break;
294 }
295 } 353 }
296 } 354 }
297 355 if (unlock)
356 {
357 m_host.TaskInventory.LockItemsForRead(false);
358 }
298 return invItemID; 359 return invItemID;
299 } 360 }
300 361
301 protected UUID InventoryKey(string name, int type) 362 protected UUID InventoryKey(string name, int type)
302 { 363 {
303 m_host.AddScriptLPS(1); 364 m_host.AddScriptLPS(1);
304 365 m_host.TaskInventory.LockItemsForRead(true);
305 lock (m_host.TaskInventory) 366
367 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
306 { 368 {
307 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 369 if (inv.Value.Name == name)
308 { 370 {
309 if (inv.Value.Name == name) 371 m_host.TaskInventory.LockItemsForRead(false);
372
373 if (inv.Value.Type != type)
310 { 374 {
311 if (inv.Value.Type != type) 375 return UUID.Zero;
312 return UUID.Zero;
313
314 return inv.Value.AssetID;
315 } 376 }
377
378 return inv.Value.AssetID;
316 } 379 }
317 } 380 }
318 381
382 m_host.TaskInventory.LockItemsForRead(false);
319 return UUID.Zero; 383 return UUID.Zero;
320 } 384 }
321 385
@@ -323,17 +387,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
323 { 387 {
324 m_host.AddScriptLPS(1); 388 m_host.AddScriptLPS(1);
325 389
326 lock (m_host.TaskInventory) 390
391 m_host.TaskInventory.LockItemsForRead(true);
392
393 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
327 { 394 {
328 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 395 if (inv.Value.Name == name)
329 { 396 {
330 if (inv.Value.Name == name) 397 m_host.TaskInventory.LockItemsForRead(false);
331 { 398 return inv.Value.AssetID;
332 return inv.Value.AssetID;
333 }
334 } 399 }
335 } 400 }
336 401
402 m_host.TaskInventory.LockItemsForRead(false);
403
404
337 return UUID.Zero; 405 return UUID.Zero;
338 } 406 }
339 407
@@ -475,26 +543,48 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
475 543
476 //Now we start getting into quaternions which means sin/cos, matrices and vectors. ckrinke 544 //Now we start getting into quaternions which means sin/cos, matrices and vectors. ckrinke
477 545
478 // Old implementation of llRot2Euler. Normalization not required as Atan2 function will 546 // Utility function for llRot2Euler
479 // only return values >= -PI (-180 degrees) and <= PI (180 degrees).
480 547
481 public LSL_Vector llRot2Euler(LSL_Rotation r) 548 // normalize an angle between -PI and PI (-180 to +180 degrees)
549 protected double NormalizeAngle(double angle)
550 {
551 if (angle > -Math.PI && angle < Math.PI)
552 return angle;
553
554 int numPis = (int)(Math.PI / angle);
555 double remainder = angle - Math.PI * numPis;
556 if (numPis % 2 == 1)
557 return Math.PI - angle;
558 return remainder;
559 }
560
561 public LSL_Vector llRot2Euler(LSL_Rotation q1)
482 { 562 {
483 m_host.AddScriptLPS(1); 563 m_host.AddScriptLPS(1);
484 //This implementation is from http://lslwiki.net/lslwiki/wakka.php?wakka=LibraryRotationFunctions. ckrinke 564 LSL_Vector eul = new LSL_Vector();
485 LSL_Rotation t = new LSL_Rotation(r.x * r.x, r.y * r.y, r.z * r.z, r.s * r.s); 565
486 double m = (t.x + t.y + t.z + t.s); 566 double sqw = q1.s*q1.s;
487 if (m == 0) return new LSL_Vector(); 567 double sqx = q1.x*q1.x;
488 double n = 2 * (r.y * r.s + r.x * r.z); 568 double sqy = q1.z*q1.z;
489 double p = m * m - n * n; 569 double sqz = q1.y*q1.y;
490 if (p > 0) 570 double unit = sqx + sqy + sqz + sqw; // if normalised is one, otherwise is correction factor
491 return new LSL_Vector(Math.Atan2(2.0 * (r.x * r.s - r.y * r.z), (-t.x - t.y + t.z + t.s)), 571 double test = q1.x*q1.z + q1.y*q1.s;
492 Math.Atan2(n, Math.Sqrt(p)), 572 if (test > 0.4999*unit) { // singularity at north pole
493 Math.Atan2(2.0 * (r.z * r.s - r.x * r.y), (t.x - t.y - t.z + t.s))); 573 eul.z = 2 * Math.Atan2(q1.x,q1.s);
494 else if (n > 0) 574 eul.y = Math.PI/2;
495 return new LSL_Vector(0.0, Math.PI * 0.5, Math.Atan2((r.z * r.s + r.x * r.y), 0.5 - t.x - t.z)); 575 eul.x = 0;
496 else 576 return eul;
497 return new LSL_Vector(0.0, -Math.PI * 0.5, Math.Atan2((r.z * r.s + r.x * r.y), 0.5 - t.x - t.z)); 577 }
578 if (test < -0.4999*unit) { // singularity at south pole
579 eul.z = -2 * Math.Atan2(q1.x,q1.s);
580 eul.y = -Math.PI/2;
581 eul.x = 0;
582 return eul;
583 }
584 eul.z = Math.Atan2(2*q1.z*q1.s-2*q1.x*q1.y , sqx - sqy - sqz + sqw);
585 eul.y = Math.Asin(2*test/unit);
586 eul.x = Math.Atan2(2*q1.x*q1.s-2*q1.z*q1.y , -sqx + sqy - sqz + sqw);
587 return eul;
498 } 588 }
499 589
500 /* From wiki: 590 /* From wiki:
@@ -696,77 +786,76 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
696 { 786 {
697 //A and B should both be normalized 787 //A and B should both be normalized
698 m_host.AddScriptLPS(1); 788 m_host.AddScriptLPS(1);
699 LSL_Rotation rotBetween; 789 /* This method is more accurate than the SL one, and thus causes problems
700 // Check for zero vectors. If either is zero, return zero rotation. Otherwise, 790 for scripts that deal with the SL inaccuracy around 180-degrees -.- .._.
701 // continue calculation. 791
702 if (a == new LSL_Vector(0.0f, 0.0f, 0.0f) || b == new LSL_Vector(0.0f, 0.0f, 0.0f)) 792 double dotProduct = LSL_Vector.Dot(a, b);
793 LSL_Vector crossProduct = LSL_Vector.Cross(a, b);
794 double magProduct = LSL_Vector.Mag(a) * LSL_Vector.Mag(b);
795 double angle = Math.Acos(dotProduct / magProduct);
796 LSL_Vector axis = LSL_Vector.Norm(crossProduct);
797 double s = Math.Sin(angle / 2);
798
799 double x = axis.x * s;
800 double y = axis.y * s;
801 double z = axis.z * s;
802 double w = Math.Cos(angle / 2);
803
804 if (Double.IsNaN(x) || Double.IsNaN(y) || Double.IsNaN(z) || Double.IsNaN(w))
805 return new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
806
807 return new LSL_Rotation((float)x, (float)y, (float)z, (float)w);
808 */
809
810 // This method mimics the 180 errors found in SL
811 // See www.euclideanspace.com... angleBetween
812 LSL_Vector vec_a = a;
813 LSL_Vector vec_b = b;
814
815 // Eliminate zero length
816 LSL_Float vec_a_mag = LSL_Vector.Mag(vec_a);
817 LSL_Float vec_b_mag = LSL_Vector.Mag(vec_b);
818 if (vec_a_mag < 0.00001 ||
819 vec_b_mag < 0.00001)
703 { 820 {
704 rotBetween = new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f); 821 return new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
705 } 822 }
706 else 823
824 // Normalize
825 vec_a = llVecNorm(vec_a);
826 vec_b = llVecNorm(vec_b);
827
828 // Calculate axis and rotation angle
829 LSL_Vector axis = vec_a % vec_b;
830 LSL_Float cos_theta = vec_a * vec_b;
831
832 // Check if parallel
833 if (cos_theta > 0.99999)
707 { 834 {
708 a = LSL_Vector.Norm(a); 835 return new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
709 b = LSL_Vector.Norm(b); 836 }
710 double dotProduct = LSL_Vector.Dot(a, b); 837
711 // There are two degenerate cases possible. These are for vectors 180 or 838 // Check if anti-parallel
712 // 0 degrees apart. These have to be detected and handled individually. 839 else if (cos_theta < -0.99999)
713 // 840 {
714 // Check for vectors 180 degrees apart. 841 LSL_Vector orthog_axis = new LSL_Vector(1.0, 0.0, 0.0) - (vec_a.x / (vec_a * vec_a) * vec_a);
715 // A dot product of -1 would mean the angle between vectors is 180 degrees. 842 if (LSL_Vector.Mag(orthog_axis) < 0.000001) orthog_axis = new LSL_Vector(0.0, 0.0, 1.0);
716 if (dotProduct < -0.9999999f) 843 return new LSL_Rotation((float)orthog_axis.x, (float)orthog_axis.y, (float)orthog_axis.z, 0.0);
717 { 844 }
718 // First assume X axis is orthogonal to the vectors. 845 else // other rotation
719 LSL_Vector orthoVector = new LSL_Vector(1.0f, 0.0f, 0.0f); 846 {
720 orthoVector = orthoVector - a * (a.x / LSL_Vector.Dot(a, a)); 847 LSL_Float theta = (LSL_Float)Math.Acos(cos_theta) * 0.5f;
721 // Check for near zero vector. A very small non-zero number here will create 848 axis = llVecNorm(axis);
722 // a rotation in an undesired direction. 849 double x, y, z, s, t;
723 if (LSL_Vector.Mag(orthoVector) > 0.0001) 850 s = Math.Cos(theta);
724 { 851 t = Math.Sin(theta);
725 rotBetween = new LSL_Rotation(orthoVector.x, orthoVector.y, orthoVector.z, 0.0f); 852 x = axis.x * t;
726 } 853 y = axis.y * t;
727 // If the magnitude of the vector was near zero, then assume the X axis is not 854 z = axis.z * t;
728 // orthogonal and use the Z axis instead. 855 return new LSL_Rotation(x,y,z,s);
729 else
730 {
731 // Set 180 z rotation.
732 rotBetween = new LSL_Rotation(0.0f, 0.0f, 1.0f, 0.0f);
733 }
734 }
735 // Check for parallel vectors.
736 // A dot product of 1 would mean the angle between vectors is 0 degrees.
737 else if (dotProduct > 0.9999999f)
738 {
739 // Set zero rotation.
740 rotBetween = new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
741 }
742 else
743 {
744 // All special checks have been performed so get the axis of rotation.
745 LSL_Vector crossProduct = LSL_Vector.Cross(a, b);
746 // Quarternion s value is the length of the unit vector + dot product.
747 double qs = 1.0 + dotProduct;
748 rotBetween = new LSL_Rotation(crossProduct.x, crossProduct.y, crossProduct.z, qs);
749 // Normalize the rotation.
750 double mag = LSL_Rotation.Mag(rotBetween);
751 // We shouldn't have to worry about a divide by zero here. The qs value will be
752 // non-zero because we already know if we're here, then the dotProduct is not -1 so
753 // qs will not be zero. Also, we've already handled the input vectors being zero so the
754 // crossProduct vector should also not be zero.
755 rotBetween.x = rotBetween.x / mag;
756 rotBetween.y = rotBetween.y / mag;
757 rotBetween.z = rotBetween.z / mag;
758 rotBetween.s = rotBetween.s / mag;
759 // Check for undefined values and set zero rotation if any found. This code might not actually be required
760 // any longer since zero vectors are checked for at the top.
761 if (Double.IsNaN(rotBetween.x) || Double.IsNaN(rotBetween.y) || Double.IsNaN(rotBetween.z) || Double.IsNaN(rotBetween.s))
762 {
763 rotBetween = new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
764 }
765 }
766 } 856 }
767 return rotBetween;
768 } 857 }
769 858
770 public void llWhisper(int channelID, string text) 859 public void llWhisper(int channelID, string text)
771 { 860 {
772 m_host.AddScriptLPS(1); 861 m_host.AddScriptLPS(1);
@@ -1090,10 +1179,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1090 return detectedParams.TouchUV; 1179 return detectedParams.TouchUV;
1091 } 1180 }
1092 1181
1182 [DebuggerNonUserCode]
1093 public virtual void llDie() 1183 public virtual void llDie()
1094 { 1184 {
1095 m_host.AddScriptLPS(1); 1185 m_host.AddScriptLPS(1);
1096 throw new SelfDeleteException(); 1186 if (!m_host.IsAttachment) throw new SelfDeleteException();
1097 } 1187 }
1098 1188
1099 public LSL_Float llGround(LSL_Vector offset) 1189 public LSL_Float llGround(LSL_Vector offset)
@@ -1166,6 +1256,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1166 1256
1167 public void llSetStatus(int status, int value) 1257 public void llSetStatus(int status, int value)
1168 { 1258 {
1259 if (m_host == null || m_host.ParentGroup == null || m_host.ParentGroup.IsDeleted)
1260 return;
1169 m_host.AddScriptLPS(1); 1261 m_host.AddScriptLPS(1);
1170 1262
1171 int statusrotationaxis = 0; 1263 int statusrotationaxis = 0;
@@ -1395,6 +1487,48 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1395 { 1487 {
1396 m_host.AddScriptLPS(1); 1488 m_host.AddScriptLPS(1);
1397 1489
1490 SetColor(m_host, color, face);
1491 }
1492
1493 protected void SetColor(SceneObjectPart part, LSL_Vector color, int face)
1494 {
1495 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1496 return;
1497
1498 Primitive.TextureEntry tex = part.Shape.Textures;
1499 Color4 texcolor;
1500 if (face >= 0 && face < GetNumberOfSides(part))
1501 {
1502 texcolor = tex.CreateFace((uint)face).RGBA;
1503 texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f);
1504 texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f);
1505 texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f);
1506 tex.FaceTextures[face].RGBA = texcolor;
1507 part.UpdateTexture(tex);
1508 return;
1509 }
1510 else if (face == ScriptBaseClass.ALL_SIDES)
1511 {
1512 for (uint i = 0; i < GetNumberOfSides(part); i++)
1513 {
1514 if (tex.FaceTextures[i] != null)
1515 {
1516 texcolor = tex.FaceTextures[i].RGBA;
1517 texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f);
1518 texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f);
1519 texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f);
1520 tex.FaceTextures[i].RGBA = texcolor;
1521 }
1522 texcolor = tex.DefaultTexture.RGBA;
1523 texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f);
1524 texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f);
1525 texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f);
1526 tex.DefaultTexture.RGBA = texcolor;
1527 }
1528 part.UpdateTexture(tex);
1529 return;
1530 }
1531
1398 if (face == ScriptBaseClass.ALL_SIDES) 1532 if (face == ScriptBaseClass.ALL_SIDES)
1399 face = SceneObjectPart.ALL_SIDES; 1533 face = SceneObjectPart.ALL_SIDES;
1400 1534
@@ -1403,6 +1537,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1403 1537
1404 public void SetTexGen(SceneObjectPart part, int face,int style) 1538 public void SetTexGen(SceneObjectPart part, int face,int style)
1405 { 1539 {
1540 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1541 return;
1542
1406 Primitive.TextureEntry tex = part.Shape.Textures; 1543 Primitive.TextureEntry tex = part.Shape.Textures;
1407 MappingType textype; 1544 MappingType textype;
1408 textype = MappingType.Default; 1545 textype = MappingType.Default;
@@ -1433,6 +1570,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1433 1570
1434 public void SetGlow(SceneObjectPart part, int face, float glow) 1571 public void SetGlow(SceneObjectPart part, int face, float glow)
1435 { 1572 {
1573 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1574 return;
1575
1436 Primitive.TextureEntry tex = part.Shape.Textures; 1576 Primitive.TextureEntry tex = part.Shape.Textures;
1437 if (face >= 0 && face < GetNumberOfSides(part)) 1577 if (face >= 0 && face < GetNumberOfSides(part))
1438 { 1578 {
@@ -1458,6 +1598,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1458 1598
1459 public void SetShiny(SceneObjectPart part, int face, int shiny, Bumpiness bump) 1599 public void SetShiny(SceneObjectPart part, int face, int shiny, Bumpiness bump)
1460 { 1600 {
1601 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1602 return;
1461 1603
1462 Shininess sval = new Shininess(); 1604 Shininess sval = new Shininess();
1463 1605
@@ -1508,6 +1650,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1508 1650
1509 public void SetFullBright(SceneObjectPart part, int face, bool bright) 1651 public void SetFullBright(SceneObjectPart part, int face, bool bright)
1510 { 1652 {
1653 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1654 return;
1655
1511 Primitive.TextureEntry tex = part.Shape.Textures; 1656 Primitive.TextureEntry tex = part.Shape.Textures;
1512 if (face >= 0 && face < GetNumberOfSides(part)) 1657 if (face >= 0 && face < GetNumberOfSides(part))
1513 { 1658 {
@@ -1568,13 +1713,26 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1568 m_host.AddScriptLPS(1); 1713 m_host.AddScriptLPS(1);
1569 1714
1570 List<SceneObjectPart> parts = GetLinkParts(linknumber); 1715 List<SceneObjectPart> parts = GetLinkParts(linknumber);
1571 1716 if (parts.Count > 0)
1572 foreach (SceneObjectPart part in parts) 1717 {
1573 SetAlpha(part, alpha, face); 1718 try
1719 {
1720 parts[0].ParentGroup.areUpdatesSuspended = true;
1721 foreach (SceneObjectPart part in parts)
1722 SetAlpha(part, alpha, face);
1723 }
1724 finally
1725 {
1726 parts[0].ParentGroup.areUpdatesSuspended = false;
1727 }
1728 }
1574 } 1729 }
1575 1730
1576 protected void SetAlpha(SceneObjectPart part, double alpha, int face) 1731 protected void SetAlpha(SceneObjectPart part, double alpha, int face)
1577 { 1732 {
1733 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1734 return;
1735
1578 Primitive.TextureEntry tex = part.Shape.Textures; 1736 Primitive.TextureEntry tex = part.Shape.Textures;
1579 Color4 texcolor; 1737 Color4 texcolor;
1580 if (face >= 0 && face < GetNumberOfSides(part)) 1738 if (face >= 0 && face < GetNumberOfSides(part))
@@ -1620,7 +1778,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1620 protected void SetFlexi(SceneObjectPart part, bool flexi, int softness, float gravity, float friction, 1778 protected void SetFlexi(SceneObjectPart part, bool flexi, int softness, float gravity, float friction,
1621 float wind, float tension, LSL_Vector Force) 1779 float wind, float tension, LSL_Vector Force)
1622 { 1780 {
1623 if (part == null) 1781 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1624 return; 1782 return;
1625 1783
1626 if (flexi) 1784 if (flexi)
@@ -1655,7 +1813,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1655 /// <param name="falloff"></param> 1813 /// <param name="falloff"></param>
1656 protected void SetPointLight(SceneObjectPart part, bool light, LSL_Vector color, float intensity, float radius, float falloff) 1814 protected void SetPointLight(SceneObjectPart part, bool light, LSL_Vector color, float intensity, float radius, float falloff)
1657 { 1815 {
1658 if (part == null) 1816 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1659 return; 1817 return;
1660 1818
1661 if (light) 1819 if (light)
@@ -1732,15 +1890,27 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1732 m_host.AddScriptLPS(1); 1890 m_host.AddScriptLPS(1);
1733 1891
1734 List<SceneObjectPart> parts = GetLinkParts(linknumber); 1892 List<SceneObjectPart> parts = GetLinkParts(linknumber);
1735 1893 if (parts.Count > 0)
1736 foreach (SceneObjectPart part in parts) 1894 {
1737 SetTexture(part, texture, face); 1895 try
1738 1896 {
1897 parts[0].ParentGroup.areUpdatesSuspended = true;
1898 foreach (SceneObjectPart part in parts)
1899 SetTexture(part, texture, face);
1900 }
1901 finally
1902 {
1903 parts[0].ParentGroup.areUpdatesSuspended = false;
1904 }
1905 }
1739 ScriptSleep(200); 1906 ScriptSleep(200);
1740 } 1907 }
1741 1908
1742 protected void SetTexture(SceneObjectPart part, string texture, int face) 1909 protected void SetTexture(SceneObjectPart part, string texture, int face)
1743 { 1910 {
1911 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1912 return;
1913
1744 UUID textureID=new UUID(); 1914 UUID textureID=new UUID();
1745 1915
1746 if (!UUID.TryParse(texture, out textureID)) 1916 if (!UUID.TryParse(texture, out textureID))
@@ -1786,6 +1956,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1786 1956
1787 protected void ScaleTexture(SceneObjectPart part, double u, double v, int face) 1957 protected void ScaleTexture(SceneObjectPart part, double u, double v, int face)
1788 { 1958 {
1959 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1960 return;
1961
1789 Primitive.TextureEntry tex = part.Shape.Textures; 1962 Primitive.TextureEntry tex = part.Shape.Textures;
1790 if (face >= 0 && face < GetNumberOfSides(part)) 1963 if (face >= 0 && face < GetNumberOfSides(part))
1791 { 1964 {
@@ -1822,6 +1995,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1822 1995
1823 protected void OffsetTexture(SceneObjectPart part, double u, double v, int face) 1996 protected void OffsetTexture(SceneObjectPart part, double u, double v, int face)
1824 { 1997 {
1998 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1999 return;
2000
1825 Primitive.TextureEntry tex = part.Shape.Textures; 2001 Primitive.TextureEntry tex = part.Shape.Textures;
1826 if (face >= 0 && face < GetNumberOfSides(part)) 2002 if (face >= 0 && face < GetNumberOfSides(part))
1827 { 2003 {
@@ -1858,6 +2034,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1858 2034
1859 protected void RotateTexture(SceneObjectPart part, double rotation, int face) 2035 protected void RotateTexture(SceneObjectPart part, double rotation, int face)
1860 { 2036 {
2037 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2038 return;
2039
1861 Primitive.TextureEntry tex = part.Shape.Textures; 2040 Primitive.TextureEntry tex = part.Shape.Textures;
1862 if (face >= 0 && face < GetNumberOfSides(part)) 2041 if (face >= 0 && face < GetNumberOfSides(part))
1863 { 2042 {
@@ -1928,6 +2107,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1928 2107
1929 protected void SetPos(SceneObjectPart part, LSL_Vector targetPos) 2108 protected void SetPos(SceneObjectPart part, LSL_Vector targetPos)
1930 { 2109 {
2110 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2111 return;
2112
1931 // Capped movemment if distance > 10m (http://wiki.secondlife.com/wiki/LlSetPos) 2113 // Capped movemment if distance > 10m (http://wiki.secondlife.com/wiki/LlSetPos)
1932 LSL_Vector currentPos = GetPartLocalPos(part); 2114 LSL_Vector currentPos = GetPartLocalPos(part);
1933 2115
@@ -1944,7 +2126,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1944 } 2126 }
1945 else 2127 else
1946 { 2128 {
1947 LSL_Vector rel_vec = SetPosAdjust(currentPos, targetPos); 2129 LSL_Vector rel_vec = SetPosAdjust(new LSL_Vector(part.OffsetPosition.X, part.OffsetPosition.Y, part.OffsetPosition.Z), targetPos);
1948 part.OffsetPosition = new Vector3((float)rel_vec.x, (float)rel_vec.y, (float)rel_vec.z); 2130 part.OffsetPosition = new Vector3((float)rel_vec.x, (float)rel_vec.y, (float)rel_vec.z);
1949 SceneObjectGroup parent = part.ParentGroup; 2131 SceneObjectGroup parent = part.ParentGroup;
1950 parent.HasGroupChanged = true; 2132 parent.HasGroupChanged = true;
@@ -2018,6 +2200,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2018 2200
2019 protected void SetRot(SceneObjectPart part, Quaternion rot) 2201 protected void SetRot(SceneObjectPart part, Quaternion rot)
2020 { 2202 {
2203 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2204 return;
2205
2021 part.UpdateRotation(rot); 2206 part.UpdateRotation(rot);
2022 // Update rotation does not move the object in the physics scene if it's a linkset. 2207 // Update rotation does not move the object in the physics scene if it's a linkset.
2023 2208
@@ -2637,12 +2822,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2637 2822
2638 m_host.AddScriptLPS(1); 2823 m_host.AddScriptLPS(1);
2639 2824
2825 m_host.TaskInventory.LockItemsForRead(true);
2640 TaskInventoryItem item = m_host.TaskInventory[invItemID]; 2826 TaskInventoryItem item = m_host.TaskInventory[invItemID];
2641 2827 m_host.TaskInventory.LockItemsForRead(false);
2642 lock (m_host.TaskInventory)
2643 {
2644 item = m_host.TaskInventory[invItemID];
2645 }
2646 2828
2647 if (item.PermsGranter == UUID.Zero) 2829 if (item.PermsGranter == UUID.Zero)
2648 return 0; 2830 return 0;
@@ -2717,6 +2899,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2717 if (dist > m_ScriptDistanceFactor * 10.0f) 2899 if (dist > m_ScriptDistanceFactor * 10.0f)
2718 return; 2900 return;
2719 2901
2902 //Clone is thread-safe
2720 TaskInventoryDictionary partInventory = (TaskInventoryDictionary)m_host.TaskInventory.Clone(); 2903 TaskInventoryDictionary partInventory = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
2721 2904
2722 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in partInventory) 2905 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in partInventory)
@@ -2779,6 +2962,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2779 2962
2780 public void llLookAt(LSL_Vector target, double strength, double damping) 2963 public void llLookAt(LSL_Vector target, double strength, double damping)
2781 { 2964 {
2965 /*
2782 m_host.AddScriptLPS(1); 2966 m_host.AddScriptLPS(1);
2783 // Determine where we are looking from 2967 // Determine where we are looking from
2784 LSL_Vector from = llGetPos(); 2968 LSL_Vector from = llGetPos();
@@ -2798,10 +2982,31 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2798 // the angles of rotation in radians into rotation value 2982 // the angles of rotation in radians into rotation value
2799 2983
2800 LSL_Types.Quaternion rot = llEuler2Rot(angle); 2984 LSL_Types.Quaternion rot = llEuler2Rot(angle);
2801 Quaternion rotation = new Quaternion((float)rot.x, (float)rot.y, (float)rot.z, (float)rot.s); 2985
2802 m_host.startLookAt(rotation, (float)damping, (float)strength); 2986 // This would only work if your physics system contains an APID controller:
2987 // Quaternion rotation = new Quaternion((float)rot.x, (float)rot.y, (float)rot.z, (float)rot.s);
2988 // m_host.startLookAt(rotation, (float)damping, (float)strength);
2989
2803 // Orient the object to the angle calculated 2990 // Orient the object to the angle calculated
2804 //llSetRot(rot); 2991 llSetRot(rot);
2992 */
2993
2994 //The above code, while nice, doesn't replicate the behaviour of SL and tends to "roll" the object.
2995 //There's probably a smarter way of doing this, my rotation math-fu is weak.
2996 // http://bugs.meta7.com/view.php?id=28
2997 // - Tom
2998
2999 LSL_Rotation newrot = llGetRot() * llRotBetween(new LSL_Vector(1.0d, 0.0d, 0.0d) * llGetRot(), new LSL_Vector(0.0d, 0.0d, -1.0d));
3000 llSetRot(newrot * llRotBetween(new LSL_Vector(0.0d,0.0d,1.0d) * newrot, target - llGetPos()));
3001
3002 }
3003
3004 public void llRotLookAt(LSL_Rotation target, double strength, double damping)
3005 {
3006 m_host.AddScriptLPS(1);
3007// NotImplemented("llRotLookAt");
3008 m_host.RotLookAt(Rot2Quaternion(target), (float)strength, (float)damping);
3009
2805 } 3010 }
2806 3011
2807 public void llStopLookAt() 3012 public void llStopLookAt()
@@ -2850,13 +3055,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2850 { 3055 {
2851 TaskInventoryItem item; 3056 TaskInventoryItem item;
2852 3057
2853 lock (m_host.TaskInventory) 3058 m_host.TaskInventory.LockItemsForRead(true);
3059 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
2854 { 3060 {
2855 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3061 m_host.TaskInventory.LockItemsForRead(false);
2856 return; 3062 return;
2857 else
2858 item = m_host.TaskInventory[InventorySelf()];
2859 } 3063 }
3064 else
3065 {
3066 item = m_host.TaskInventory[InventorySelf()];
3067 }
3068 m_host.TaskInventory.LockItemsForRead(false);
2860 3069
2861 if (item.PermsGranter != UUID.Zero) 3070 if (item.PermsGranter != UUID.Zero)
2862 { 3071 {
@@ -2878,13 +3087,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2878 { 3087 {
2879 TaskInventoryItem item; 3088 TaskInventoryItem item;
2880 3089
3090 m_host.TaskInventory.LockItemsForRead(true);
2881 lock (m_host.TaskInventory) 3091 lock (m_host.TaskInventory)
2882 { 3092 {
3093
2883 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3094 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
3095 {
3096 m_host.TaskInventory.LockItemsForRead(false);
2884 return; 3097 return;
3098 }
2885 else 3099 else
3100 {
2886 item = m_host.TaskInventory[InventorySelf()]; 3101 item = m_host.TaskInventory[InventorySelf()];
3102 }
2887 } 3103 }
3104 m_host.TaskInventory.LockItemsForRead(false);
2888 3105
2889 m_host.AddScriptLPS(1); 3106 m_host.AddScriptLPS(1);
2890 3107
@@ -2916,19 +3133,22 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2916 { 3133 {
2917 m_host.AddScriptLPS(1); 3134 m_host.AddScriptLPS(1);
2918 3135
2919 if (m_host.ParentGroup.RootPart.AttachmentPoint == 0)
2920 return;
2921
2922 TaskInventoryItem item; 3136 TaskInventoryItem item;
2923 3137
2924 lock (m_host.TaskInventory) 3138 m_host.TaskInventory.LockItemsForRead(true);
3139
3140 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
2925 { 3141 {
2926 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3142 m_host.TaskInventory.LockItemsForRead(false);
2927 return; 3143 return;
2928 else 3144 }
2929 item = m_host.TaskInventory[InventorySelf()]; 3145 else
3146 {
3147 item = m_host.TaskInventory[InventorySelf()];
2930 } 3148 }
2931 3149
3150 m_host.TaskInventory.LockItemsForRead(false);
3151
2932 if (item.PermsGranter != m_host.OwnerID) 3152 if (item.PermsGranter != m_host.OwnerID)
2933 return; 3153 return;
2934 3154
@@ -2938,10 +3158,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2938 3158
2939 ScenePresence presence = World.GetScenePresence(m_host.OwnerID); 3159 ScenePresence presence = World.GetScenePresence(m_host.OwnerID);
2940 3160
2941 IAttachmentsModule attachmentsModule = m_ScriptEngine.World.AttachmentsModule; 3161 grp.AttachToAgent(m_host.OwnerID, (uint)attachment, Vector3.Zero, false);
2942 if (attachmentsModule != null)
2943 attachmentsModule.AttachObject(presence.ControllingClient,
2944 grp, (uint)attachment, false);
2945 } 3162 }
2946 } 3163 }
2947 3164
@@ -2954,13 +3171,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2954 3171
2955 TaskInventoryItem item; 3172 TaskInventoryItem item;
2956 3173
2957 lock (m_host.TaskInventory) 3174 m_host.TaskInventory.LockItemsForRead(true);
3175
3176 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
2958 { 3177 {
2959 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3178 m_host.TaskInventory.LockItemsForRead(false);
2960 return; 3179 return;
2961 else 3180 }
2962 item = m_host.TaskInventory[InventorySelf()]; 3181 else
3182 {
3183 item = m_host.TaskInventory[InventorySelf()];
2963 } 3184 }
3185 m_host.TaskInventory.LockItemsForRead(false);
3186
2964 3187
2965 if (item.PermsGranter != m_host.OwnerID) 3188 if (item.PermsGranter != m_host.OwnerID)
2966 return; 3189 return;
@@ -2997,8 +3220,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2997 return m_host.OwnerID.ToString(); 3220 return m_host.OwnerID.ToString();
2998 } 3221 }
2999 3222
3223 [DebuggerNonUserCode]
3000 public void llInstantMessage(string user, string message) 3224 public void llInstantMessage(string user, string message)
3001 { 3225 {
3226 UUID result;
3227 if (!UUID.TryParse(user, out result))
3228 {
3229 throw new Exception(String.Format("An invalid key of '{0} was passed to llInstantMessage", user));
3230 return;
3231 }
3232
3233
3002 m_host.AddScriptLPS(1); 3234 m_host.AddScriptLPS(1);
3003 3235
3004 // We may be able to use ClientView.SendInstantMessage here, but we need a client instance. 3236 // We may be able to use ClientView.SendInstantMessage here, but we need a client instance.
@@ -3013,14 +3245,34 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3013 UUID friendTransactionID = UUID.Random(); 3245 UUID friendTransactionID = UUID.Random();
3014 3246
3015 //m_pendingFriendRequests.Add(friendTransactionID, fromAgentID); 3247 //m_pendingFriendRequests.Add(friendTransactionID, fromAgentID);
3016 3248
3017 GridInstantMessage msg = new GridInstantMessage(); 3249 GridInstantMessage msg = new GridInstantMessage();
3018 msg.fromAgentID = new Guid(m_host.UUID.ToString()); // fromAgentID.Guid; 3250 msg.fromAgentID = new Guid(m_host.UUID.ToString()); // fromAgentID.Guid;
3019 msg.toAgentID = new Guid(user); // toAgentID.Guid; 3251 msg.toAgentID = new Guid(user); // toAgentID.Guid;
3020 msg.imSessionID = new Guid(friendTransactionID.ToString()); // This is the item we're mucking with here 3252 msg.imSessionID = new Guid(friendTransactionID.ToString()); // This is the item we're mucking with here
3021// m_log.Debug("[Scripting IM]: From:" + msg.fromAgentID.ToString() + " To: " + msg.toAgentID.ToString() + " Session:" + msg.imSessionID.ToString() + " Message:" + message); 3253// m_log.Debug("[Scripting IM]: From:" + msg.fromAgentID.ToString() + " To: " + msg.toAgentID.ToString() + " Session:" + msg.imSessionID.ToString() + " Message:" + message);
3022// m_log.Debug("[Scripting IM]: Filling Session: " + msg.imSessionID.ToString()); 3254// m_log.Debug("[Scripting IM]: Filling Session: " + msg.imSessionID.ToString());
3023 msg.timestamp = (uint)Util.UnixTimeSinceEpoch();// timestamp; 3255 DateTime dt = DateTime.UtcNow;
3256
3257 // Ticks from UtcNow, but make it look like local. Evil, huh?
3258 dt = DateTime.SpecifyKind(dt, DateTimeKind.Local);
3259
3260 try
3261 {
3262 // Convert that to the PST timezone
3263 TimeZoneInfo timeZoneInfo = TimeZoneInfo.FindSystemTimeZoneById("America/Los_Angeles");
3264 dt = TimeZoneInfo.ConvertTime(dt, timeZoneInfo);
3265 }
3266 catch
3267 {
3268 // No logging here, as it could be VERY spammy
3269 }
3270
3271 // And make it look local again to fool the unix time util
3272 dt = DateTime.SpecifyKind(dt, DateTimeKind.Utc);
3273
3274 msg.timestamp = (uint)Util.ToUnixTime(dt);
3275
3024 //if (client != null) 3276 //if (client != null)
3025 //{ 3277 //{
3026 msg.fromAgentName = m_host.Name;//client.FirstName + " " + client.LastName;// fromAgentName; 3278 msg.fromAgentName = m_host.Name;//client.FirstName + " " + client.LastName;// fromAgentName;
@@ -3034,13 +3286,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3034 msg.message = message.Substring(0, 1024); 3286 msg.message = message.Substring(0, 1024);
3035 else 3287 else
3036 msg.message = message; 3288 msg.message = message;
3037 msg.dialog = (byte)19; // messgage from script ??? // dialog; 3289 msg.dialog = (byte)19; // MessageFromObject
3038 msg.fromGroup = false;// fromGroup; 3290 msg.fromGroup = false;// fromGroup;
3039 msg.offline = (byte)0; //offline; 3291 msg.offline = (byte)0; //offline;
3040 msg.ParentEstateID = 0; //ParentEstateID; 3292 msg.ParentEstateID = World.RegionInfo.EstateSettings.EstateID;
3041 msg.Position = Vector3.Zero;// new Vector3(m_host.AbsolutePosition); 3293 msg.Position = new Vector3(m_host.AbsolutePosition);
3042 msg.RegionID = World.RegionInfo.RegionID.Guid;//RegionID.Guid; 3294 msg.RegionID = World.RegionInfo.RegionID.Guid;
3043 msg.binaryBucket = new byte[0];// binaryBucket; 3295 msg.binaryBucket = Util.StringToBytes256(m_host.OwnerID.ToString());
3044 3296
3045 if (m_TransferModule != null) 3297 if (m_TransferModule != null)
3046 { 3298 {
@@ -3060,7 +3312,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3060 } 3312 }
3061 3313
3062 emailModule.SendEmail(m_host.UUID, address, subject, message); 3314 emailModule.SendEmail(m_host.UUID, address, subject, message);
3063 ScriptSleep(20000); 3315 ScriptSleep(15000);
3064 } 3316 }
3065 3317
3066 public void llGetNextEmail(string address, string subject) 3318 public void llGetNextEmail(string address, string subject)
@@ -3162,13 +3414,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3162 m_host.AddScriptLPS(1); 3414 m_host.AddScriptLPS(1);
3163 } 3415 }
3164 3416
3165 public void llRotLookAt(LSL_Rotation target, double strength, double damping)
3166 {
3167 m_host.AddScriptLPS(1);
3168 Quaternion rot = new Quaternion((float)target.x, (float)target.y, (float)target.z, (float)target.s);
3169 m_host.RotLookAt(rot, (float)strength, (float)damping);
3170 }
3171
3172 public LSL_Integer llStringLength(string str) 3417 public LSL_Integer llStringLength(string str)
3173 { 3418 {
3174 m_host.AddScriptLPS(1); 3419 m_host.AddScriptLPS(1);
@@ -3192,14 +3437,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3192 3437
3193 TaskInventoryItem item; 3438 TaskInventoryItem item;
3194 3439
3195 lock (m_host.TaskInventory) 3440 m_host.TaskInventory.LockItemsForRead(true);
3441 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
3196 { 3442 {
3197 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3443 m_host.TaskInventory.LockItemsForRead(false);
3198 return; 3444 return;
3199 else
3200 item = m_host.TaskInventory[InventorySelf()];
3201 } 3445 }
3202 3446 else
3447 {
3448 item = m_host.TaskInventory[InventorySelf()];
3449 }
3450 m_host.TaskInventory.LockItemsForRead(false);
3203 if (item.PermsGranter == UUID.Zero) 3451 if (item.PermsGranter == UUID.Zero)
3204 return; 3452 return;
3205 3453
@@ -3229,13 +3477,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3229 3477
3230 TaskInventoryItem item; 3478 TaskInventoryItem item;
3231 3479
3232 lock (m_host.TaskInventory) 3480 m_host.TaskInventory.LockItemsForRead(true);
3481 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
3233 { 3482 {
3234 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3483 m_host.TaskInventory.LockItemsForRead(false);
3235 return; 3484 return;
3236 else
3237 item = m_host.TaskInventory[InventorySelf()];
3238 } 3485 }
3486 else
3487 {
3488 item = m_host.TaskInventory[InventorySelf()];
3489 }
3490 m_host.TaskInventory.LockItemsForRead(false);
3491
3239 3492
3240 if (item.PermsGranter == UUID.Zero) 3493 if (item.PermsGranter == UUID.Zero)
3241 return; 3494 return;
@@ -3306,10 +3559,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3306 3559
3307 TaskInventoryItem item; 3560 TaskInventoryItem item;
3308 3561
3309 lock (m_host.TaskInventory) 3562
3563 m_host.TaskInventory.LockItemsForRead(true);
3564 if (!m_host.TaskInventory.ContainsKey(invItemID))
3565 {
3566 m_host.TaskInventory.LockItemsForRead(false);
3567 return;
3568 }
3569 else
3310 { 3570 {
3311 item = m_host.TaskInventory[invItemID]; 3571 item = m_host.TaskInventory[invItemID];
3312 } 3572 }
3573 m_host.TaskInventory.LockItemsForRead(false);
3313 3574
3314 if (agentID == UUID.Zero || perm == 0) // Releasing permissions 3575 if (agentID == UUID.Zero || perm == 0) // Releasing permissions
3315 { 3576 {
@@ -3341,11 +3602,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3341 3602
3342 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms 3603 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms
3343 { 3604 {
3344 lock (m_host.TaskInventory) 3605 m_host.TaskInventory.LockItemsForWrite(true);
3345 { 3606 m_host.TaskInventory[invItemID].PermsGranter = agentID;
3346 m_host.TaskInventory[invItemID].PermsGranter = agentID; 3607 m_host.TaskInventory[invItemID].PermsMask = perm;
3347 m_host.TaskInventory[invItemID].PermsMask = perm; 3608 m_host.TaskInventory.LockItemsForWrite(false);
3348 }
3349 3609
3350 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams( 3610 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams(
3351 "run_time_permissions", new Object[] { 3611 "run_time_permissions", new Object[] {
@@ -3365,11 +3625,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3365 3625
3366 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms 3626 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms
3367 { 3627 {
3368 lock (m_host.TaskInventory) 3628 m_host.TaskInventory.LockItemsForWrite(true);
3369 { 3629 m_host.TaskInventory[invItemID].PermsGranter = agentID;
3370 m_host.TaskInventory[invItemID].PermsGranter = agentID; 3630 m_host.TaskInventory[invItemID].PermsMask = perm;
3371 m_host.TaskInventory[invItemID].PermsMask = perm; 3631 m_host.TaskInventory.LockItemsForWrite(false);
3372 }
3373 3632
3374 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams( 3633 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams(
3375 "run_time_permissions", new Object[] { 3634 "run_time_permissions", new Object[] {
@@ -3390,11 +3649,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3390 3649
3391 if (!m_waitingForScriptAnswer) 3650 if (!m_waitingForScriptAnswer)
3392 { 3651 {
3393 lock (m_host.TaskInventory) 3652 m_host.TaskInventory.LockItemsForWrite(true);
3394 { 3653 m_host.TaskInventory[invItemID].PermsGranter = agentID;
3395 m_host.TaskInventory[invItemID].PermsGranter = agentID; 3654 m_host.TaskInventory[invItemID].PermsMask = 0;
3396 m_host.TaskInventory[invItemID].PermsMask = 0; 3655 m_host.TaskInventory.LockItemsForWrite(false);
3397 }
3398 3656
3399 presence.ControllingClient.OnScriptAnswer += handleScriptAnswer; 3657 presence.ControllingClient.OnScriptAnswer += handleScriptAnswer;
3400 m_waitingForScriptAnswer=true; 3658 m_waitingForScriptAnswer=true;
@@ -3429,10 +3687,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3429 if ((answer & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) == 0) 3687 if ((answer & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) == 0)
3430 llReleaseControls(); 3688 llReleaseControls();
3431 3689
3432 lock (m_host.TaskInventory) 3690
3433 { 3691 m_host.TaskInventory.LockItemsForWrite(true);
3434 m_host.TaskInventory[invItemID].PermsMask = answer; 3692 m_host.TaskInventory[invItemID].PermsMask = answer;
3435 } 3693 m_host.TaskInventory.LockItemsForWrite(false);
3694
3436 3695
3437 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams( 3696 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams(
3438 "run_time_permissions", new Object[] { 3697 "run_time_permissions", new Object[] {
@@ -3444,16 +3703,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3444 { 3703 {
3445 m_host.AddScriptLPS(1); 3704 m_host.AddScriptLPS(1);
3446 3705
3447 lock (m_host.TaskInventory) 3706 m_host.TaskInventory.LockItemsForRead(true);
3707
3708 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
3448 { 3709 {
3449 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 3710 if (item.Type == 10 && item.ItemID == m_itemID)
3450 { 3711 {
3451 if (item.Type == 10 && item.ItemID == m_itemID) 3712 m_host.TaskInventory.LockItemsForRead(false);
3452 { 3713 return item.PermsGranter.ToString();
3453 return item.PermsGranter.ToString();
3454 }
3455 } 3714 }
3456 } 3715 }
3716 m_host.TaskInventory.LockItemsForRead(false);
3457 3717
3458 return UUID.Zero.ToString(); 3718 return UUID.Zero.ToString();
3459 } 3719 }
@@ -3462,19 +3722,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3462 { 3722 {
3463 m_host.AddScriptLPS(1); 3723 m_host.AddScriptLPS(1);
3464 3724
3465 lock (m_host.TaskInventory) 3725 m_host.TaskInventory.LockItemsForRead(true);
3726
3727 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
3466 { 3728 {
3467 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 3729 if (item.Type == 10 && item.ItemID == m_itemID)
3468 { 3730 {
3469 if (item.Type == 10 && item.ItemID == m_itemID) 3731 int perms = item.PermsMask;
3470 { 3732 if (m_automaticLinkPermission)
3471 int perms = item.PermsMask; 3733 perms |= ScriptBaseClass.PERMISSION_CHANGE_LINKS;
3472 if (m_automaticLinkPermission) 3734 m_host.TaskInventory.LockItemsForRead(false);
3473 perms |= ScriptBaseClass.PERMISSION_CHANGE_LINKS; 3735 return perms;
3474 return perms;
3475 }
3476 } 3736 }
3477 } 3737 }
3738 m_host.TaskInventory.LockItemsForRead(false);
3478 3739
3479 return 0; 3740 return 0;
3480 } 3741 }
@@ -3496,9 +3757,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3496 public void llSetLinkColor(int linknumber, LSL_Vector color, int face) 3757 public void llSetLinkColor(int linknumber, LSL_Vector color, int face)
3497 { 3758 {
3498 List<SceneObjectPart> parts = GetLinkParts(linknumber); 3759 List<SceneObjectPart> parts = GetLinkParts(linknumber);
3499 3760 if (parts.Count > 0)
3500 foreach (SceneObjectPart part in parts) 3761 {
3501 part.SetFaceColor(new Vector3((float)color.x, (float)color.y, (float)color.z), face); 3762 try
3763 {
3764 parts[0].ParentGroup.areUpdatesSuspended = true;
3765 foreach (SceneObjectPart part in parts)
3766 part.SetFaceColor(new Vector3((float)color.x, (float)color.y, (float)color.z), face);
3767 }
3768 finally
3769 {
3770 parts[0].ParentGroup.areUpdatesSuspended = false;
3771 }
3772 }
3502 } 3773 }
3503 3774
3504 public void llCreateLink(string target, int parent) 3775 public void llCreateLink(string target, int parent)
@@ -3507,11 +3778,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3507 UUID invItemID = InventorySelf(); 3778 UUID invItemID = InventorySelf();
3508 3779
3509 TaskInventoryItem item; 3780 TaskInventoryItem item;
3510 lock (m_host.TaskInventory) 3781 m_host.TaskInventory.LockItemsForRead(true);
3511 { 3782 item = m_host.TaskInventory[invItemID];
3512 item = m_host.TaskInventory[invItemID]; 3783 m_host.TaskInventory.LockItemsForRead(false);
3513 } 3784
3514
3515 if ((item.PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0 3785 if ((item.PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0
3516 && !m_automaticLinkPermission) 3786 && !m_automaticLinkPermission)
3517 { 3787 {
@@ -3564,16 +3834,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3564 m_host.AddScriptLPS(1); 3834 m_host.AddScriptLPS(1);
3565 UUID invItemID = InventorySelf(); 3835 UUID invItemID = InventorySelf();
3566 3836
3567 lock (m_host.TaskInventory) 3837 m_host.TaskInventory.LockItemsForRead(true);
3568 {
3569 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0 3838 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0
3570 && !m_automaticLinkPermission) 3839 && !m_automaticLinkPermission)
3571 { 3840 {
3572 ShoutError("Script trying to link but PERMISSION_CHANGE_LINKS permission not set!"); 3841 ShoutError("Script trying to link but PERMISSION_CHANGE_LINKS permission not set!");
3842 m_host.TaskInventory.LockItemsForRead(false);
3573 return; 3843 return;
3574 } 3844 }
3575 } 3845 m_host.TaskInventory.LockItemsForRead(false);
3576 3846
3577 if (linknum < ScriptBaseClass.LINK_THIS) 3847 if (linknum < ScriptBaseClass.LINK_THIS)
3578 return; 3848 return;
3579 3849
@@ -3612,10 +3882,22 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3612 // Restructuring Multiple Prims. 3882 // Restructuring Multiple Prims.
3613 List<SceneObjectPart> parts = new List<SceneObjectPart>(parentPrim.Children.Values); 3883 List<SceneObjectPart> parts = new List<SceneObjectPart>(parentPrim.Children.Values);
3614 parts.Remove(parentPrim.RootPart); 3884 parts.Remove(parentPrim.RootPart);
3615 foreach (SceneObjectPart part in parts) 3885 if (parts.Count > 0)
3616 { 3886 {
3617 parentPrim.DelinkFromGroup(part.LocalId, true); 3887 try
3888 {
3889 parts[0].ParentGroup.areUpdatesSuspended = true;
3890 foreach (SceneObjectPart part in parts)
3891 {
3892 parentPrim.DelinkFromGroup(part.LocalId, true);
3893 }
3894 }
3895 finally
3896 {
3897 parts[0].ParentGroup.areUpdatesSuspended = false;
3898 }
3618 } 3899 }
3900
3619 parentPrim.HasGroupChanged = true; 3901 parentPrim.HasGroupChanged = true;
3620 parentPrim.ScheduleGroupForFullUpdate(); 3902 parentPrim.ScheduleGroupForFullUpdate();
3621 parentPrim.TriggerScriptChangedEvent(Changed.LINK); 3903 parentPrim.TriggerScriptChangedEvent(Changed.LINK);
@@ -3624,11 +3906,22 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3624 { 3906 {
3625 SceneObjectPart newRoot = parts[0]; 3907 SceneObjectPart newRoot = parts[0];
3626 parts.Remove(newRoot); 3908 parts.Remove(newRoot);
3627 foreach (SceneObjectPart part in parts) 3909
3910 try
3628 { 3911 {
3629 part.UpdateFlag = 0; 3912 parts[0].ParentGroup.areUpdatesSuspended = true;
3630 newRoot.ParentGroup.LinkToGroup(part.ParentGroup); 3913 foreach (SceneObjectPart part in parts)
3914 {
3915 part.UpdateFlag = 0;
3916 newRoot.ParentGroup.LinkToGroup(part.ParentGroup);
3917 }
3631 } 3918 }
3919 finally
3920 {
3921 parts[0].ParentGroup.areUpdatesSuspended = false;
3922 }
3923
3924
3632 newRoot.ParentGroup.HasGroupChanged = true; 3925 newRoot.ParentGroup.HasGroupChanged = true;
3633 newRoot.ParentGroup.ScheduleGroupForFullUpdate(); 3926 newRoot.ParentGroup.ScheduleGroupForFullUpdate();
3634 } 3927 }
@@ -3654,11 +3947,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3654 3947
3655 List<SceneObjectPart> parts = new List<SceneObjectPart>(parentPrim.Children.Values); 3948 List<SceneObjectPart> parts = new List<SceneObjectPart>(parentPrim.Children.Values);
3656 parts.Remove(parentPrim.RootPart); 3949 parts.Remove(parentPrim.RootPart);
3657 3950 if (parts.Count > 0)
3658 foreach (SceneObjectPart part in parts)
3659 { 3951 {
3660 parentPrim.DelinkFromGroup(part.LocalId, true); 3952 try
3661 parentPrim.TriggerScriptChangedEvent(Changed.LINK); 3953 {
3954 parts[0].ParentGroup.areUpdatesSuspended = true;
3955 foreach (SceneObjectPart part in parts)
3956 {
3957 parentPrim.DelinkFromGroup(part.LocalId, true);
3958 parentPrim.TriggerScriptChangedEvent(Changed.LINK);
3959 }
3960 }
3961 finally
3962 {
3963 parts[0].ParentGroup.areUpdatesSuspended = false;
3964 }
3662 } 3965 }
3663 parentPrim.HasGroupChanged = true; 3966 parentPrim.HasGroupChanged = true;
3664 parentPrim.ScheduleGroupForFullUpdate(); 3967 parentPrim.ScheduleGroupForFullUpdate();
@@ -3750,17 +4053,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3750 m_host.AddScriptLPS(1); 4053 m_host.AddScriptLPS(1);
3751 int count = 0; 4054 int count = 0;
3752 4055
3753 lock (m_host.TaskInventory) 4056 m_host.TaskInventory.LockItemsForRead(true);
4057 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
3754 { 4058 {
3755 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 4059 if (inv.Value.Type == type || type == -1)
3756 { 4060 {
3757 if (inv.Value.Type == type || type == -1) 4061 count = count + 1;
3758 {
3759 count = count + 1;
3760 }
3761 } 4062 }
3762 } 4063 }
3763 4064
4065 m_host.TaskInventory.LockItemsForRead(false);
3764 return count; 4066 return count;
3765 } 4067 }
3766 4068
@@ -3769,16 +4071,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3769 m_host.AddScriptLPS(1); 4071 m_host.AddScriptLPS(1);
3770 ArrayList keys = new ArrayList(); 4072 ArrayList keys = new ArrayList();
3771 4073
3772 lock (m_host.TaskInventory) 4074 m_host.TaskInventory.LockItemsForRead(true);
4075 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
3773 { 4076 {
3774 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 4077 if (inv.Value.Type == type || type == -1)
3775 { 4078 {
3776 if (inv.Value.Type == type || type == -1) 4079 keys.Add(inv.Value.Name);
3777 {
3778 keys.Add(inv.Value.Name);
3779 }
3780 } 4080 }
3781 } 4081 }
4082 m_host.TaskInventory.LockItemsForRead(false);
3782 4083
3783 if (keys.Count == 0) 4084 if (keys.Count == 0)
3784 { 4085 {
@@ -3815,20 +4116,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3815 } 4116 }
3816 4117
3817 // move the first object found with this inventory name 4118 // move the first object found with this inventory name
3818 lock (m_host.TaskInventory) 4119 m_host.TaskInventory.LockItemsForRead(true);
4120 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
3819 { 4121 {
3820 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 4122 if (inv.Value.Name == inventory)
3821 { 4123 {
3822 if (inv.Value.Name == inventory) 4124 found = true;
3823 { 4125 objId = inv.Key;
3824 found = true; 4126 assetType = inv.Value.Type;
3825 objId = inv.Key; 4127 objName = inv.Value.Name;
3826 assetType = inv.Value.Type; 4128 break;
3827 objName = inv.Value.Name;
3828 break;
3829 }
3830 } 4129 }
3831 } 4130 }
4131 m_host.TaskInventory.LockItemsForRead(false);
3832 4132
3833 if (!found) 4133 if (!found)
3834 { 4134 {
@@ -3836,9 +4136,30 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3836 throw new Exception(String.Format("The inventory object '{0}' could not be found", inventory)); 4136 throw new Exception(String.Format("The inventory object '{0}' could not be found", inventory));
3837 } 4137 }
3838 4138
3839 // check if destination is an avatar 4139 // check if destination is an object
3840 if (World.GetScenePresence(destId) != null) 4140 if (World.GetSceneObjectPart(destId) != null)
4141 {
4142 // destination is an object
4143 World.MoveTaskInventoryItem(destId, m_host, objId);
4144 }
4145 else
3841 { 4146 {
4147 ScenePresence presence = World.GetScenePresence(destId);
4148
4149 if (presence == null)
4150 {
4151 UserAccount account =
4152 World.UserAccountService.GetUserAccount(
4153 World.RegionInfo.ScopeID,
4154 destId);
4155
4156 if (account == null)
4157 {
4158 llSay(0, "Can't find destination "+destId.ToString());
4159 return;
4160 }
4161 }
4162
3842 // destination is an avatar 4163 // destination is an avatar
3843 InventoryItemBase agentItem = 4164 InventoryItemBase agentItem =
3844 World.MoveTaskInventoryItem(destId, UUID.Zero, m_host, objId); 4165 World.MoveTaskInventoryItem(destId, UUID.Zero, m_host, objId);
@@ -3848,7 +4169,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3848 4169
3849 byte[] bucket = new byte[17]; 4170 byte[] bucket = new byte[17];
3850 bucket[0] = (byte)assetType; 4171 bucket[0] = (byte)assetType;
3851 byte[] objBytes = objId.GetBytes(); 4172 byte[] objBytes = agentItem.ID.GetBytes();
3852 Array.Copy(objBytes, 0, bucket, 1, 16); 4173 Array.Copy(objBytes, 0, bucket, 1, 16);
3853 4174
3854 Console.WriteLine("Giving inventory"); 4175 Console.WriteLine("Giving inventory");
@@ -3864,33 +4185,32 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3864 4185
3865 if (m_TransferModule != null) 4186 if (m_TransferModule != null)
3866 m_TransferModule.SendInstantMessage(msg, delegate(bool success) {}); 4187 m_TransferModule.SendInstantMessage(msg, delegate(bool success) {});
4188
4189 //This delay should only occur when giving inventory to avatars.
4190 ScriptSleep(3000);
3867 } 4191 }
3868 else
3869 {
3870 // destination is an object
3871 World.MoveTaskInventoryItem(destId, m_host, objId);
3872 }
3873 ScriptSleep(3000);
3874 } 4192 }
3875 4193
4194 [DebuggerNonUserCode]
3876 public void llRemoveInventory(string name) 4195 public void llRemoveInventory(string name)
3877 { 4196 {
3878 m_host.AddScriptLPS(1); 4197 m_host.AddScriptLPS(1);
3879 4198
3880 lock (m_host.TaskInventory) 4199 m_host.TaskInventory.LockItemsForRead(true);
4200 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
3881 { 4201 {
3882 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 4202 if (item.Name == name)
3883 { 4203 {
3884 if (item.Name == name) 4204 if (item.ItemID == m_itemID)
3885 { 4205 throw new ScriptDeleteException();
3886 if (item.ItemID == m_itemID) 4206 else
3887 throw new ScriptDeleteException(); 4207 m_host.Inventory.RemoveInventoryItem(item.ItemID);
3888 else 4208
3889 m_host.Inventory.RemoveInventoryItem(item.ItemID); 4209 m_host.TaskInventory.LockItemsForRead(false);
3890 return; 4210 return;
3891 }
3892 } 4211 }
3893 } 4212 }
4213 m_host.TaskInventory.LockItemsForRead(false);
3894 } 4214 }
3895 4215
3896 public void llSetText(string text, LSL_Vector color, double alpha) 4216 public void llSetText(string text, LSL_Vector color, double alpha)
@@ -3946,6 +4266,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3946 ce.time = Util.EnvironmentTickCount(); 4266 ce.time = Util.EnvironmentTickCount();
3947 ce.account = account; 4267 ce.account = account;
3948 ce.pinfo = pinfo; 4268 ce.pinfo = pinfo;
4269 m_userInfoCache[uuid] = ce;
3949 } 4270 }
3950 else 4271 else
3951 { 4272 {
@@ -4013,6 +4334,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4013 { 4334 {
4014 m_host.AddScriptLPS(1); 4335 m_host.AddScriptLPS(1);
4015 4336
4337 //Clone is thread safe
4016 TaskInventoryDictionary itemDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone(); 4338 TaskInventoryDictionary itemDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
4017 4339
4018 foreach (TaskInventoryItem item in itemDictionary.Values) 4340 foreach (TaskInventoryItem item in itemDictionary.Values)
@@ -4066,6 +4388,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4066 ScenePresence presence = World.GetScenePresence(agentId); 4388 ScenePresence presence = World.GetScenePresence(agentId);
4067 if (presence != null) 4389 if (presence != null)
4068 { 4390 {
4391 // agent must not be a god
4392 if (presence.GodLevel >= 200) return;
4393
4069 // agent must be over the owners land 4394 // agent must be over the owners land
4070 if (m_host.OwnerID == World.LandChannel.GetLandObject( 4395 if (m_host.OwnerID == World.LandChannel.GetLandObject(
4071 presence.AbsolutePosition.X, presence.AbsolutePosition.Y).LandData.OwnerID) 4396 presence.AbsolutePosition.X, presence.AbsolutePosition.Y).LandData.OwnerID)
@@ -4126,17 +4451,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4126 UUID soundId = UUID.Zero; 4451 UUID soundId = UUID.Zero;
4127 if (!UUID.TryParse(impact_sound, out soundId)) 4452 if (!UUID.TryParse(impact_sound, out soundId))
4128 { 4453 {
4129 lock (m_host.TaskInventory) 4454 m_host.TaskInventory.LockItemsForRead(true);
4455 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
4130 { 4456 {
4131 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 4457 if (item.Type == (int)AssetType.Sound && item.Name == impact_sound)
4132 { 4458 {
4133 if (item.Type == (int)AssetType.Sound && item.Name == impact_sound) 4459 soundId = item.AssetID;
4134 { 4460 break;
4135 soundId = item.AssetID;
4136 break;
4137 }
4138 } 4461 }
4139 } 4462 }
4463 m_host.TaskInventory.LockItemsForRead(false);
4140 } 4464 }
4141 m_host.CollisionSound = soundId; 4465 m_host.CollisionSound = soundId;
4142 m_host.CollisionSoundVolume = (float)impact_volume; 4466 m_host.CollisionSoundVolume = (float)impact_volume;
@@ -4182,6 +4506,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4182 UUID partItemID; 4506 UUID partItemID;
4183 foreach (SceneObjectPart part in parts) 4507 foreach (SceneObjectPart part in parts)
4184 { 4508 {
4509 //Clone is thread safe
4185 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)part.TaskInventory.Clone(); 4510 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)part.TaskInventory.Clone();
4186 4511
4187 foreach (TaskInventoryItem item in itemsDictionary.Values) 4512 foreach (TaskInventoryItem item in itemsDictionary.Values)
@@ -4396,17 +4721,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4396 4721
4397 m_host.AddScriptLPS(1); 4722 m_host.AddScriptLPS(1);
4398 4723
4399 lock (m_host.TaskInventory) 4724 m_host.TaskInventory.LockItemsForRead(true);
4725 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
4400 { 4726 {
4401 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 4727 if (item.Type == 10 && item.ItemID == m_itemID)
4402 { 4728 {
4403 if (item.Type == 10 && item.ItemID == m_itemID) 4729 result = item.Name!=null?item.Name:String.Empty;
4404 { 4730 break;
4405 result = item.Name != null ? item.Name : String.Empty;
4406 break;
4407 }
4408 } 4731 }
4409 } 4732 }
4733 m_host.TaskInventory.LockItemsForRead(false);
4410 4734
4411 return result; 4735 return result;
4412 } 4736 }
@@ -4559,23 +4883,24 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4559 { 4883 {
4560 m_host.AddScriptLPS(1); 4884 m_host.AddScriptLPS(1);
4561 4885
4562 lock (m_host.TaskInventory) 4886 m_host.TaskInventory.LockItemsForRead(true);
4887 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
4563 { 4888 {
4564 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 4889 if (inv.Value.Name == name)
4565 { 4890 {
4566 if (inv.Value.Name == name) 4891 if ((inv.Value.CurrentPermissions & (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify)) == (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify))
4567 { 4892 {
4568 if ((inv.Value.CurrentPermissions & (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify)) == (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify)) 4893 m_host.TaskInventory.LockItemsForRead(false);
4569 { 4894 return inv.Value.AssetID.ToString();
4570 return inv.Value.AssetID.ToString(); 4895 }
4571 } 4896 else
4572 else 4897 {
4573 { 4898 m_host.TaskInventory.LockItemsForRead(false);
4574 return UUID.Zero.ToString(); 4899 return UUID.Zero.ToString();
4575 }
4576 } 4900 }
4577 } 4901 }
4578 } 4902 }
4903 m_host.TaskInventory.LockItemsForRead(false);
4579 4904
4580 return UUID.Zero.ToString(); 4905 return UUID.Zero.ToString();
4581 } 4906 }
@@ -4728,14 +5053,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4728 { 5053 {
4729 m_host.AddScriptLPS(1); 5054 m_host.AddScriptLPS(1);
4730 5055
4731 if (src == null) 5056 return src.Length;
4732 {
4733 return 0;
4734 }
4735 else
4736 {
4737 return src.Length;
4738 }
4739 } 5057 }
4740 5058
4741 public LSL_Integer llList2Integer(LSL_List src, int index) 5059 public LSL_Integer llList2Integer(LSL_List src, int index)
@@ -5511,10 +5829,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5511 m_host.AddScriptLPS(1); 5829 m_host.AddScriptLPS(1);
5512 5830
5513 List<SceneObjectPart> parts = GetLinkParts(linknumber); 5831 List<SceneObjectPart> parts = GetLinkParts(linknumber);
5514 5832 if (parts.Count > 0)
5515 foreach (var part in parts)
5516 { 5833 {
5517 SetTextureAnim(part, mode, face, sizex, sizey, start, length, rate); 5834 try
5835 {
5836 parts[0].ParentGroup.areUpdatesSuspended = true;
5837 foreach (var part in parts)
5838 {
5839 SetTextureAnim(part, mode, face, sizex, sizey, start, length, rate);
5840 }
5841 }
5842 finally
5843 {
5844 parts[0].ParentGroup.areUpdatesSuspended = false;
5845 }
5518 } 5846 }
5519 } 5847 }
5520 5848
@@ -5570,74 +5898,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5570 5898
5571 public LSL_List llParseString2List(string str, LSL_List separators, LSL_List in_spacers) 5899 public LSL_List llParseString2List(string str, LSL_List separators, LSL_List in_spacers)
5572 { 5900 {
5573 m_host.AddScriptLPS(1); 5901 return ParseString2List(str, separators, in_spacers, false);
5574 LSL_List ret = new LSL_List();
5575 LSL_List spacers = new LSL_List();
5576 if (in_spacers.Length > 0 && separators.Length > 0)
5577 {
5578 for (int i = 0; i < in_spacers.Length; i++)
5579 {
5580 object s = in_spacers.Data[i];
5581 for (int j = 0; j < separators.Length; j++)
5582 {
5583 if (separators.Data[j].ToString() == s.ToString())
5584 {
5585 s = null;
5586 break;
5587 }
5588 }
5589 if (s != null)
5590 {
5591 spacers.Add(s);
5592 }
5593 }
5594 }
5595 object[] delimiters = new object[separators.Length + spacers.Length];
5596 separators.Data.CopyTo(delimiters, 0);
5597 spacers.Data.CopyTo(delimiters, separators.Length);
5598 bool dfound = false;
5599 do
5600 {
5601 dfound = false;
5602 int cindex = -1;
5603 string cdeli = "";
5604 for (int i = 0; i < delimiters.Length; i++)
5605 {
5606 int index = str.IndexOf(delimiters[i].ToString());
5607 bool found = index != -1;
5608 if (found && String.Empty != delimiters[i].ToString())
5609 {
5610 if ((cindex > index) || (cindex == -1))
5611 {
5612 cindex = index;
5613 cdeli = delimiters[i].ToString();
5614 }
5615 dfound = dfound || found;
5616 }
5617 }
5618 if (cindex != -1)
5619 {
5620 if (cindex > 0)
5621 {
5622 ret.Add(new LSL_String(str.Substring(0, cindex)));
5623 }
5624 // Cannot use spacers.Contains() because spacers may be either type String or LSLString
5625 for (int j = 0; j < spacers.Length; j++)
5626 {
5627 if (spacers.Data[j].ToString() == cdeli)
5628 {
5629 ret.Add(new LSL_String(cdeli));
5630 break;
5631 }
5632 }
5633 str = str.Substring(cindex + cdeli.Length);
5634 }
5635 } while (dfound);
5636 if (str != "")
5637 {
5638 ret.Add(new LSL_String(str));
5639 }
5640 return ret;
5641 } 5902 }
5642 5903
5643 public LSL_Integer llOverMyLand(string id) 5904 public LSL_Integer llOverMyLand(string id)
@@ -5840,7 +6101,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5840 return m_host.ParentGroup.RootPart.AttachmentPoint; 6101 return m_host.ParentGroup.RootPart.AttachmentPoint;
5841 } 6102 }
5842 6103
5843 public LSL_Integer llGetFreeMemory() 6104 public virtual LSL_Integer llGetFreeMemory()
5844 { 6105 {
5845 m_host.AddScriptLPS(1); 6106 m_host.AddScriptLPS(1);
5846 // Make scripts designed for LSO happy 6107 // Make scripts designed for LSO happy
@@ -6151,14 +6412,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6151 6412
6152 protected UUID GetTaskInventoryItem(string name) 6413 protected UUID GetTaskInventoryItem(string name)
6153 { 6414 {
6154 lock (m_host.TaskInventory) 6415 m_host.TaskInventory.LockItemsForRead(true);
6416 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
6155 { 6417 {
6156 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 6418 if (inv.Value.Name == name)
6157 { 6419 {
6158 if (inv.Value.Name == name) 6420 m_host.TaskInventory.LockItemsForRead(false);
6159 return inv.Key; 6421 return inv.Key;
6160 } 6422 }
6161 } 6423 }
6424 m_host.TaskInventory.LockItemsForRead(false);
6162 6425
6163 return UUID.Zero; 6426 return UUID.Zero;
6164 } 6427 }
@@ -6486,22 +6749,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6486 } 6749 }
6487 6750
6488 // copy the first script found with this inventory name 6751 // copy the first script found with this inventory name
6489 lock (m_host.TaskInventory) 6752 m_host.TaskInventory.LockItemsForRead(true);
6753 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
6490 { 6754 {
6491 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 6755 if (inv.Value.Name == name)
6492 { 6756 {
6493 if (inv.Value.Name == name) 6757 // make sure the object is a script
6758 if (10 == inv.Value.Type)
6494 { 6759 {
6495 // make sure the object is a script 6760 found = true;
6496 if (10 == inv.Value.Type) 6761 srcId = inv.Key;
6497 { 6762 break;
6498 found = true;
6499 srcId = inv.Key;
6500 break;
6501 }
6502 } 6763 }
6503 } 6764 }
6504 } 6765 }
6766 m_host.TaskInventory.LockItemsForRead(false);
6505 6767
6506 if (!found) 6768 if (!found)
6507 { 6769 {
@@ -6585,6 +6847,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6585 protected ObjectShapePacket.ObjectDataBlock SetPrimitiveBlockShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist) 6847 protected ObjectShapePacket.ObjectDataBlock SetPrimitiveBlockShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist)
6586 { 6848 {
6587 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock(); 6849 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock();
6850 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
6851 return shapeBlock;
6588 6852
6589 if (holeshape != (int)ScriptBaseClass.PRIM_HOLE_DEFAULT && 6853 if (holeshape != (int)ScriptBaseClass.PRIM_HOLE_DEFAULT &&
6590 holeshape != (int)ScriptBaseClass.PRIM_HOLE_CIRCLE && 6854 holeshape != (int)ScriptBaseClass.PRIM_HOLE_CIRCLE &&
@@ -6660,6 +6924,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6660 6924
6661 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector taper_b, LSL_Vector topshear, byte fudge) 6925 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector taper_b, LSL_Vector topshear, byte fudge)
6662 { 6926 {
6927 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
6928 return;
6929
6663 ObjectShapePacket.ObjectDataBlock shapeBlock; 6930 ObjectShapePacket.ObjectDataBlock shapeBlock;
6664 6931
6665 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist); 6932 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist);
@@ -6709,6 +6976,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6709 6976
6710 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector dimple, byte fudge) 6977 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector dimple, byte fudge)
6711 { 6978 {
6979 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
6980 return;
6981
6712 ObjectShapePacket.ObjectDataBlock shapeBlock; 6982 ObjectShapePacket.ObjectDataBlock shapeBlock;
6713 6983
6714 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist); 6984 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist);
@@ -6751,6 +7021,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6751 7021
6752 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) 7022 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)
6753 { 7023 {
7024 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7025 return;
7026
6754 ObjectShapePacket.ObjectDataBlock shapeBlock; 7027 ObjectShapePacket.ObjectDataBlock shapeBlock;
6755 7028
6756 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist); 7029 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist);
@@ -6877,6 +7150,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6877 7150
6878 protected void SetPrimitiveShapeParams(SceneObjectPart part, string map, int type) 7151 protected void SetPrimitiveShapeParams(SceneObjectPart part, string map, int type)
6879 { 7152 {
7153 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7154 return;
7155
6880 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock(); 7156 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock();
6881 UUID sculptId; 7157 UUID sculptId;
6882 7158
@@ -6892,13 +7168,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6892 shapeBlock.PathScaleX = 100; 7168 shapeBlock.PathScaleX = 100;
6893 shapeBlock.PathScaleY = 150; 7169 shapeBlock.PathScaleY = 150;
6894 7170
6895 if (type != (int)ScriptBaseClass.PRIM_SCULPT_TYPE_CYLINDER && 7171 if ((type & (int)ScriptBaseClass.PRIM_SCULPT_TYPE_CYLINDER) == 0 &&
6896 type != (int)ScriptBaseClass.PRIM_SCULPT_TYPE_PLANE && 7172 (type & (int)ScriptBaseClass.PRIM_SCULPT_TYPE_PLANE) == 0 &&
6897 type != (int)ScriptBaseClass.PRIM_SCULPT_TYPE_SPHERE && 7173 (type & (int)ScriptBaseClass.PRIM_SCULPT_TYPE_SPHERE) == 0 &&
6898 type != (int)ScriptBaseClass.PRIM_SCULPT_TYPE_TORUS) 7174 (type & (int)ScriptBaseClass.PRIM_SCULPT_TYPE_TORUS) == 0)
6899 { 7175 {
6900 // default 7176 // default
6901 type = (int)ScriptBaseClass.PRIM_SCULPT_TYPE_SPHERE; 7177 type = type | (int)ScriptBaseClass.PRIM_SCULPT_TYPE_SPHERE;
6902 } 7178 }
6903 7179
6904 // retain pathcurve 7180 // retain pathcurve
@@ -6915,23 +7191,83 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6915 SetPrimParams(m_host, rules); 7191 SetPrimParams(m_host, rules);
6916 } 7192 }
6917 7193
6918 public void llSetLinkPrimitiveParams(int linknumber, LSL_List rules) 7194 public void llSetLinkPrimitiveParamsFast(int linknumber, LSL_List rules)
6919 { 7195 {
6920 m_host.AddScriptLPS(1); 7196 m_host.AddScriptLPS(1);
6921 7197
6922 List<SceneObjectPart> parts = GetLinkParts(linknumber); 7198 List<SceneObjectPart> parts = GetLinkParts(linknumber);
7199 List<ScenePresence> avatars = GetLinkAvatars(linknumber);
7200 if (parts.Count>0)
7201 {
7202 try
7203 {
7204 parts[0].ParentGroup.areUpdatesSuspended = true;
7205 foreach (SceneObjectPart part in parts)
7206 SetPrimParams(part, rules);
7207 }
7208 finally
7209 {
7210 parts[0].ParentGroup.areUpdatesSuspended = false;
7211 }
7212 }
7213 if (avatars.Count > 0)
7214 {
7215 foreach (ScenePresence avatar in avatars)
7216 SetPrimParams(avatar, rules);
7217 }
7218 }
6923 7219
6924 foreach (SceneObjectPart part in parts) 7220 public void llSetLinkPrimitiveParams(int linknumber, LSL_List rules)
6925 SetPrimParams(part, rules); 7221 {
7222 llSetLinkPrimitiveParamsFast(linknumber, rules);
7223 ScriptSleep(200);
6926 } 7224 }
6927 7225
6928 public void llSetLinkPrimitiveParamsFast(int linknumber, LSL_List rules) 7226 protected void SetPrimParams(ScenePresence av, LSL_List rules)
6929 { 7227 {
6930 llSetLinkPrimitiveParams(linknumber, rules); 7228 //This is a special version of SetPrimParams to deal with avatars which are sat on the linkset.
7229 //We only support PRIM_POSITION and PRIM_ROTATION
7230
7231 int idx = 0;
7232
7233 while (idx < rules.Length)
7234 {
7235 int code = rules.GetLSLIntegerItem(idx++);
7236
7237 int remain = rules.Length - idx;
7238
7239
7240
7241 switch (code)
7242 {
7243 case (int)ScriptBaseClass.PRIM_POSITION:
7244 if (remain < 1)
7245 return;
7246 LSL_Vector v;
7247 v = rules.GetVector3Item(idx++);
7248 av.OffsetPosition = new Vector3((float)v.x, (float)v.y, (float)v.z);
7249 av.SendFullUpdateToAllClients();
7250
7251 break;
7252
7253 case (int)ScriptBaseClass.PRIM_ROTATION:
7254 if (remain < 1)
7255 return;
7256 LSL_Rotation r;
7257 r = rules.GetQuaternionItem(idx++);
7258 av.OffsetRotation = new Quaternion((float)r.x, (float)r.y, (float)r.z, (float)r.s);
7259 av.SendFullUpdateToAllClients();
7260 break;
7261 }
7262 }
7263
6931 } 7264 }
6932 7265
6933 protected void SetPrimParams(SceneObjectPart part, LSL_List rules) 7266 protected void SetPrimParams(SceneObjectPart part, LSL_List rules)
6934 { 7267 {
7268 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7269 return;
7270
6935 int idx = 0; 7271 int idx = 0;
6936 7272
6937 while (idx < rules.Length) 7273 while (idx < rules.Length)
@@ -7763,24 +8099,95 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7763 break; 8099 break;
7764 8100
7765 case (int)ScriptBaseClass.PRIM_BUMP_SHINY: 8101 case (int)ScriptBaseClass.PRIM_BUMP_SHINY:
7766 // TODO--------------
7767 if (remain < 1) 8102 if (remain < 1)
7768 return res; 8103 return res;
8104 face = (int)rules.GetLSLIntegerItem(idx++);
7769 8105
7770 face=(int)rules.GetLSLIntegerItem(idx++); 8106 tex = part.Shape.Textures;
7771 8107 int shiny;
7772 res.Add(new LSL_Integer(0)); 8108 if (face == ScriptBaseClass.ALL_SIDES)
7773 res.Add(new LSL_Integer(0)); 8109 {
8110 for (face = 0; face < GetNumberOfSides(part); face++)
8111 {
8112 Shininess shinyness = tex.GetFace((uint)face).Shiny;
8113 if (shinyness == Shininess.High)
8114 {
8115 shiny = ScriptBaseClass.PRIM_SHINY_HIGH;
8116 }
8117 else if (shinyness == Shininess.Medium)
8118 {
8119 shiny = ScriptBaseClass.PRIM_SHINY_MEDIUM;
8120 }
8121 else if (shinyness == Shininess.Low)
8122 {
8123 shiny = ScriptBaseClass.PRIM_SHINY_LOW;
8124 }
8125 else
8126 {
8127 shiny = ScriptBaseClass.PRIM_SHINY_NONE;
8128 }
8129 res.Add(new LSL_Integer(shiny));
8130 res.Add(new LSL_Integer((int)tex.GetFace((uint)face).Bump));
8131 }
8132 }
8133 else
8134 {
8135 Shininess shinyness = tex.GetFace((uint)face).Shiny;
8136 if (shinyness == Shininess.High)
8137 {
8138 shiny = ScriptBaseClass.PRIM_SHINY_HIGH;
8139 }
8140 else if (shinyness == Shininess.Medium)
8141 {
8142 shiny = ScriptBaseClass.PRIM_SHINY_MEDIUM;
8143 }
8144 else if (shinyness == Shininess.Low)
8145 {
8146 shiny = ScriptBaseClass.PRIM_SHINY_LOW;
8147 }
8148 else
8149 {
8150 shiny = ScriptBaseClass.PRIM_SHINY_NONE;
8151 }
8152 res.Add(new LSL_Integer(shiny));
8153 res.Add(new LSL_Integer((int)tex.GetFace((uint)face).Bump));
8154 }
7774 break; 8155 break;
7775 8156
7776 case (int)ScriptBaseClass.PRIM_FULLBRIGHT: 8157 case (int)ScriptBaseClass.PRIM_FULLBRIGHT:
7777 // TODO--------------
7778 if (remain < 1) 8158 if (remain < 1)
7779 return res; 8159 return res;
8160 face = (int)rules.GetLSLIntegerItem(idx++);
7780 8161
7781 face=(int)rules.GetLSLIntegerItem(idx++); 8162 tex = part.Shape.Textures;
7782 8163 int fullbright;
7783 res.Add(new LSL_Integer(0)); 8164 if (face == ScriptBaseClass.ALL_SIDES)
8165 {
8166 for (face = 0; face < GetNumberOfSides(part); face++)
8167 {
8168 if (tex.GetFace((uint)face).Fullbright == true)
8169 {
8170 fullbright = ScriptBaseClass.TRUE;
8171 }
8172 else
8173 {
8174 fullbright = ScriptBaseClass.FALSE;
8175 }
8176 res.Add(new LSL_Integer(fullbright));
8177 }
8178 }
8179 else
8180 {
8181 if (tex.GetFace((uint)face).Fullbright == true)
8182 {
8183 fullbright = ScriptBaseClass.TRUE;
8184 }
8185 else
8186 {
8187 fullbright = ScriptBaseClass.FALSE;
8188 }
8189 res.Add(new LSL_Integer(fullbright));
8190 }
7784 break; 8191 break;
7785 8192
7786 case (int)ScriptBaseClass.PRIM_FLEXIBLE: 8193 case (int)ScriptBaseClass.PRIM_FLEXIBLE:
@@ -7801,14 +8208,37 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7801 break; 8208 break;
7802 8209
7803 case (int)ScriptBaseClass.PRIM_TEXGEN: 8210 case (int)ScriptBaseClass.PRIM_TEXGEN:
7804 // TODO--------------
7805 // (PRIM_TEXGEN_DEFAULT, PRIM_TEXGEN_PLANAR) 8211 // (PRIM_TEXGEN_DEFAULT, PRIM_TEXGEN_PLANAR)
7806 if (remain < 1) 8212 if (remain < 1)
7807 return res; 8213 return res;
8214 face = (int)rules.GetLSLIntegerItem(idx++);
7808 8215
7809 face=(int)rules.GetLSLIntegerItem(idx++); 8216 tex = part.Shape.Textures;
7810 8217 if (face == ScriptBaseClass.ALL_SIDES)
7811 res.Add(new LSL_Integer(0)); 8218 {
8219 for (face = 0; face < GetNumberOfSides(part); face++)
8220 {
8221 if (tex.GetFace((uint)face).TexMapType == MappingType.Planar)
8222 {
8223 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_PLANAR));
8224 }
8225 else
8226 {
8227 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_DEFAULT));
8228 }
8229 }
8230 }
8231 else
8232 {
8233 if (tex.GetFace((uint)face).TexMapType == MappingType.Planar)
8234 {
8235 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_PLANAR));
8236 }
8237 else
8238 {
8239 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_DEFAULT));
8240 }
8241 }
7812 break; 8242 break;
7813 8243
7814 case (int)ScriptBaseClass.PRIM_POINT_LIGHT: 8244 case (int)ScriptBaseClass.PRIM_POINT_LIGHT:
@@ -7827,13 +8257,25 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7827 break; 8257 break;
7828 8258
7829 case (int)ScriptBaseClass.PRIM_GLOW: 8259 case (int)ScriptBaseClass.PRIM_GLOW:
7830 // TODO--------------
7831 if (remain < 1) 8260 if (remain < 1)
7832 return res; 8261 return res;
8262 face = (int)rules.GetLSLIntegerItem(idx++);
7833 8263
7834 face=(int)rules.GetLSLIntegerItem(idx++); 8264 tex = part.Shape.Textures;
7835 8265 float primglow;
7836 res.Add(new LSL_Float(0)); 8266 if (face == ScriptBaseClass.ALL_SIDES)
8267 {
8268 for (face = 0; face < GetNumberOfSides(part); face++)
8269 {
8270 primglow = tex.GetFace((uint)face).Glow;
8271 res.Add(new LSL_Float(primglow));
8272 }
8273 }
8274 else
8275 {
8276 primglow = tex.GetFace((uint)face).Glow;
8277 res.Add(new LSL_Float(primglow));
8278 }
7837 break; 8279 break;
7838 case (int)ScriptBaseClass.PRIM_TEXT: 8280 case (int)ScriptBaseClass.PRIM_TEXT:
7839 Color4 textColor = part.GetTextColor(); 8281 Color4 textColor = part.GetTextColor();
@@ -8374,8 +8816,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8374 // The function returns an ordered list 8816 // The function returns an ordered list
8375 // representing the tokens found in the supplied 8817 // representing the tokens found in the supplied
8376 // sources string. If two successive tokenizers 8818 // sources string. If two successive tokenizers
8377 // are encountered, then a NULL entry is added 8819 // are encountered, then a null-string entry is
8378 // to the list. 8820 // added to the list.
8379 // 8821 //
8380 // It is a precondition that the source and 8822 // It is a precondition that the source and
8381 // toekizer lisst are non-null. If they are null, 8823 // toekizer lisst are non-null. If they are null,
@@ -8383,7 +8825,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8383 // while their lengths are being determined. 8825 // while their lengths are being determined.
8384 // 8826 //
8385 // A small amount of working memoryis required 8827 // A small amount of working memoryis required
8386 // of approximately 8*#tokenizers. 8828 // of approximately 8*#tokenizers + 8*srcstrlen.
8387 // 8829 //
8388 // There are many ways in which this function 8830 // There are many ways in which this function
8389 // can be implemented, this implementation is 8831 // can be implemented, this implementation is
@@ -8399,136 +8841,111 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8399 // and eliminates redundant tokenizers as soon 8841 // and eliminates redundant tokenizers as soon
8400 // as is possible. 8842 // as is possible.
8401 // 8843 //
8402 // The implementation tries to avoid any copying 8844 // The implementation tries to minimize temporary
8403 // of arrays or other objects. 8845 // garbage generation.
8404 // </remarks> 8846 // </remarks>
8405 8847
8406 public LSL_List llParseStringKeepNulls(string src, LSL_List separators, LSL_List spacers) 8848 public LSL_List llParseStringKeepNulls(string src, LSL_List separators, LSL_List spacers)
8407 { 8849 {
8408 int beginning = 0; 8850 return ParseString2List(src, separators, spacers, true);
8409 int srclen = src.Length; 8851 }
8410 int seplen = separators.Length;
8411 object[] separray = separators.Data;
8412 int spclen = spacers.Length;
8413 object[] spcarray = spacers.Data;
8414 int mlen = seplen+spclen;
8415
8416 int[] offset = new int[mlen+1];
8417 bool[] active = new bool[mlen];
8418 8852
8419 int best; 8853 private LSL_List ParseString2List(string src, LSL_List separators, LSL_List spacers, bool keepNulls)
8420 int j; 8854 {
8855 int srclen = src.Length;
8856 int seplen = separators.Length;
8857 object[] separray = separators.Data;
8858 int spclen = spacers.Length;
8859 object[] spcarray = spacers.Data;
8860 int dellen = 0;
8861 string[] delarray = new string[seplen+spclen];
8421 8862
8422 // Initial capacity reduces resize cost 8863 int outlen = 0;
8864 string[] outarray = new string[srclen*2+1];
8423 8865
8424 LSL_List tokens = new LSL_List(); 8866 int i, j;
8867 string d;
8425 8868
8426 m_host.AddScriptLPS(1); 8869 m_host.AddScriptLPS(1);
8427 8870
8428 // All entries are initially valid 8871 /*
8429 8872 * Convert separator and spacer lists to C# strings.
8430 for (int i = 0; i < mlen; i++) 8873 * Also filter out null strings so we don't hang.
8431 active[i] = true; 8874 */
8432 8875 for (i = 0; i < seplen; i ++) {
8433 offset[mlen] = srclen; 8876 d = separray[i].ToString();
8434 8877 if (d.Length > 0) {
8435 while (beginning < srclen) 8878 delarray[dellen++] = d;
8436 { 8879 }
8437 8880 }
8438 best = mlen; // as bad as it gets 8881 seplen = dellen;
8439
8440 // Scan for separators
8441 8882
8442 for (j = 0; j < seplen; j++) 8883 for (i = 0; i < spclen; i ++) {
8443 { 8884 d = spcarray[i].ToString();
8444 if (active[j]) 8885 if (d.Length > 0) {
8445 { 8886 delarray[dellen++] = d;
8446 // scan all of the markers
8447 if ((offset[j] = src.IndexOf(separray[j].ToString(), beginning)) == -1)
8448 {
8449 // not present at all
8450 active[j] = false;
8451 }
8452 else
8453 {
8454 // present and correct
8455 if (offset[j] < offset[best])
8456 {
8457 // closest so far
8458 best = j;
8459 if (offset[best] == beginning)
8460 break;
8461 }
8462 }
8463 }
8464 } 8887 }
8888 }
8465 8889
8466 // Scan for spacers 8890 /*
8891 * Scan through source string from beginning to end.
8892 */
8893 for (i = 0;;) {
8467 8894
8468 if (offset[best] != beginning) 8895 /*
8469 { 8896 * Find earliest delimeter in src starting at i (if any).
8470 for (j = seplen; (j < mlen) && (offset[best] > beginning); j++) 8897 */
8471 { 8898 int earliestDel = -1;
8472 if (active[j]) 8899 int earliestSrc = srclen;
8473 { 8900 string earliestStr = null;
8474 // scan all of the markers 8901 for (j = 0; j < dellen; j ++) {
8475 if ((offset[j] = src.IndexOf(spcarray[j-seplen].ToString(), beginning)) == -1) 8902 d = delarray[j];
8476 { 8903 if (d != null) {
8477 // not present at all 8904 int index = src.IndexOf(d, i);
8478 active[j] = false; 8905 if (index < 0) {
8479 } 8906 delarray[j] = null; // delim nowhere in src, don't check it anymore
8480 else 8907 } else if (index < earliestSrc) {
8481 { 8908 earliestSrc = index; // where delimeter starts in source string
8482 // present and correct 8909 earliestDel = j; // where delimeter is in delarray[]
8483 if (offset[j] < offset[best]) 8910 earliestStr = d; // the delimeter string from delarray[]
8484 { 8911 if (index == i) break; // can't do any better than found at beg of string
8485 // closest so far
8486 best = j;
8487 }
8488 }
8489 } 8912 }
8490 } 8913 }
8491 } 8914 }
8492 8915
8493 // This is the normal exit from the scanning loop 8916 /*
8494 8917 * Output source string starting at i through start of earliest delimeter.
8495 if (best == mlen) 8918 */
8496 { 8919 if (keepNulls || (earliestSrc > i)) {
8497 // no markers were found on this pass 8920 outarray[outlen++] = src.Substring(i, earliestSrc - i);
8498 // so we're pretty much done
8499 tokens.Add(new LSL_String(src.Substring(beginning, srclen - beginning)));
8500 break;
8501 } 8921 }
8502 8922
8503 // Otherwise we just add the newly delimited token 8923 /*
8504 // and recalculate where the search should continue. 8924 * If no delimeter found at or after i, we're done scanning.
8925 */
8926 if (earliestDel < 0) break;
8505 8927
8506 tokens.Add(new LSL_String(src.Substring(beginning,offset[best]-beginning))); 8928 /*
8507 8929 * If delimeter was a spacer, output the spacer.
8508 if (best < seplen) 8930 */
8509 { 8931 if (earliestDel >= seplen) {
8510 beginning = offset[best] + (separray[best].ToString()).Length; 8932 outarray[outlen++] = earliestStr;
8511 } 8933 }
8512 else
8513 {
8514 beginning = offset[best] + (spcarray[best - seplen].ToString()).Length;
8515 tokens.Add(new LSL_String(spcarray[best - seplen].ToString()));
8516 }
8517 }
8518 8934
8519 // This an awkward an not very intuitive boundary case. If the 8935 /*
8520 // last substring is a tokenizer, then there is an implied trailing 8936 * Look at rest of src string following delimeter.
8521 // null list entry. Hopefully the single comparison will not be too 8937 */
8522 // arduous. Alternatively the 'break' could be replced with a return 8938 i = earliestSrc + earliestStr.Length;
8523 // but that's shabby programming.
8524
8525 if (beginning == srclen)
8526 {
8527 if (srclen != 0)
8528 tokens.Add(new LSL_String(""));
8529 } 8939 }
8530 8940
8531 return tokens; 8941 /*
8942 * Make up an exact-sized output array suitable for an LSL_List object.
8943 */
8944 object[] outlist = new object[outlen];
8945 for (i = 0; i < outlen; i ++) {
8946 outlist[i] = new LSL_String(outarray[i]);
8947 }
8948 return new LSL_List(outlist);
8532 } 8949 }
8533 8950
8534 public LSL_Integer llGetObjectPermMask(int mask) 8951 public LSL_Integer llGetObjectPermMask(int mask)
@@ -8605,28 +9022,28 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8605 { 9022 {
8606 m_host.AddScriptLPS(1); 9023 m_host.AddScriptLPS(1);
8607 9024
8608 lock (m_host.TaskInventory) 9025 m_host.TaskInventory.LockItemsForRead(true);
9026 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
8609 { 9027 {
8610 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 9028 if (inv.Value.Name == item)
8611 { 9029 {
8612 if (inv.Value.Name == item) 9030 m_host.TaskInventory.LockItemsForRead(false);
9031 switch (mask)
8613 { 9032 {
8614 switch (mask) 9033 case 0:
8615 { 9034 return (int)inv.Value.BasePermissions;
8616 case 0: 9035 case 1:
8617 return (int)inv.Value.BasePermissions; 9036 return (int)inv.Value.CurrentPermissions;
8618 case 1: 9037 case 2:
8619 return (int)inv.Value.CurrentPermissions; 9038 return (int)inv.Value.GroupPermissions;
8620 case 2: 9039 case 3:
8621 return (int)inv.Value.GroupPermissions; 9040 return (int)inv.Value.EveryonePermissions;
8622 case 3: 9041 case 4:
8623 return (int)inv.Value.EveryonePermissions; 9042 return (int)inv.Value.NextPermissions;
8624 case 4:
8625 return (int)inv.Value.NextPermissions;
8626 }
8627 } 9043 }
8628 } 9044 }
8629 } 9045 }
9046 m_host.TaskInventory.LockItemsForRead(false);
8630 9047
8631 return -1; 9048 return -1;
8632 } 9049 }
@@ -8673,16 +9090,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8673 { 9090 {
8674 m_host.AddScriptLPS(1); 9091 m_host.AddScriptLPS(1);
8675 9092
8676 lock (m_host.TaskInventory) 9093 m_host.TaskInventory.LockItemsForRead(true);
9094 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
8677 { 9095 {
8678 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 9096 if (inv.Value.Name == item)
8679 { 9097 {
8680 if (inv.Value.Name == item) 9098 m_host.TaskInventory.LockItemsForRead(false);
8681 { 9099 return inv.Value.CreatorID.ToString();
8682 return inv.Value.CreatorID.ToString();
8683 }
8684 } 9100 }
8685 } 9101 }
9102 m_host.TaskInventory.LockItemsForRead(false);
8686 9103
8687 llSay(0, "No item name '" + item + "'"); 9104 llSay(0, "No item name '" + item + "'");
8688 9105
@@ -8728,8 +9145,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8728 return UUID.Zero.ToString(); 9145 return UUID.Zero.ToString();
8729 } 9146 }
8730 reply = new LSL_Vector( 9147 reply = new LSL_Vector(
8731 info.RegionLocX * Constants.RegionSize, 9148 info.RegionLocX,
8732 info.RegionLocY * Constants.RegionSize, 9149 info.RegionLocY,
8733 0).ToString(); 9150 0).ToString();
8734 break; 9151 break;
8735 case 6: // DATA_SIM_STATUS 9152 case 6: // DATA_SIM_STATUS
@@ -8942,17 +9359,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8942 int width = 0; 9359 int width = 0;
8943 int height = 0; 9360 int height = 0;
8944 9361
8945 ParcelMediaCommandEnum? commandToSend = null; 9362 uint commandToSend = 0;
8946 float time = 0.0f; // default is from start 9363 float time = 0.0f; // default is from start
8947 9364
8948 ScenePresence presence = null; 9365 ScenePresence presence = null;
8949 9366
8950 for (int i = 0; i < commandList.Data.Length; i++) 9367 for (int i = 0; i < commandList.Data.Length; i++)
8951 { 9368 {
8952 ParcelMediaCommandEnum command = (ParcelMediaCommandEnum)commandList.Data[i]; 9369 uint command = (uint)(commandList.GetLSLIntegerItem(i));
8953 switch (command) 9370 switch (command)
8954 { 9371 {
8955 case ParcelMediaCommandEnum.Agent: 9372 case (uint)ParcelMediaCommandEnum.Agent:
8956 // we send only to one agent 9373 // we send only to one agent
8957 if ((i + 1) < commandList.Length) 9374 if ((i + 1) < commandList.Length)
8958 { 9375 {
@@ -8969,25 +9386,25 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8969 } 9386 }
8970 break; 9387 break;
8971 9388
8972 case ParcelMediaCommandEnum.Loop: 9389 case (uint)ParcelMediaCommandEnum.Loop:
8973 loop = 1; 9390 loop = 1;
8974 commandToSend = command; 9391 commandToSend = command;
8975 update = true; //need to send the media update packet to set looping 9392 update = true; //need to send the media update packet to set looping
8976 break; 9393 break;
8977 9394
8978 case ParcelMediaCommandEnum.Play: 9395 case (uint)ParcelMediaCommandEnum.Play:
8979 loop = 0; 9396 loop = 0;
8980 commandToSend = command; 9397 commandToSend = command;
8981 update = true; //need to send the media update packet to make sure it doesn't loop 9398 update = true; //need to send the media update packet to make sure it doesn't loop
8982 break; 9399 break;
8983 9400
8984 case ParcelMediaCommandEnum.Pause: 9401 case (uint)ParcelMediaCommandEnum.Pause:
8985 case ParcelMediaCommandEnum.Stop: 9402 case (uint)ParcelMediaCommandEnum.Stop:
8986 case ParcelMediaCommandEnum.Unload: 9403 case (uint)ParcelMediaCommandEnum.Unload:
8987 commandToSend = command; 9404 commandToSend = command;
8988 break; 9405 break;
8989 9406
8990 case ParcelMediaCommandEnum.Url: 9407 case (uint)ParcelMediaCommandEnum.Url:
8991 if ((i + 1) < commandList.Length) 9408 if ((i + 1) < commandList.Length)
8992 { 9409 {
8993 if (commandList.Data[i + 1] is LSL_String) 9410 if (commandList.Data[i + 1] is LSL_String)
@@ -9000,7 +9417,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9000 } 9417 }
9001 break; 9418 break;
9002 9419
9003 case ParcelMediaCommandEnum.Texture: 9420 case (uint)ParcelMediaCommandEnum.Texture:
9004 if ((i + 1) < commandList.Length) 9421 if ((i + 1) < commandList.Length)
9005 { 9422 {
9006 if (commandList.Data[i + 1] is LSL_String) 9423 if (commandList.Data[i + 1] is LSL_String)
@@ -9013,7 +9430,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9013 } 9430 }
9014 break; 9431 break;
9015 9432
9016 case ParcelMediaCommandEnum.Time: 9433 case (uint)ParcelMediaCommandEnum.Time:
9017 if ((i + 1) < commandList.Length) 9434 if ((i + 1) < commandList.Length)
9018 { 9435 {
9019 if (commandList.Data[i + 1] is LSL_Float) 9436 if (commandList.Data[i + 1] is LSL_Float)
@@ -9025,7 +9442,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9025 } 9442 }
9026 break; 9443 break;
9027 9444
9028 case ParcelMediaCommandEnum.AutoAlign: 9445 case (uint)ParcelMediaCommandEnum.AutoAlign:
9029 if ((i + 1) < commandList.Length) 9446 if ((i + 1) < commandList.Length)
9030 { 9447 {
9031 if (commandList.Data[i + 1] is LSL_Integer) 9448 if (commandList.Data[i + 1] is LSL_Integer)
@@ -9039,7 +9456,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9039 } 9456 }
9040 break; 9457 break;
9041 9458
9042 case ParcelMediaCommandEnum.Type: 9459 case (uint)ParcelMediaCommandEnum.Type:
9043 if ((i + 1) < commandList.Length) 9460 if ((i + 1) < commandList.Length)
9044 { 9461 {
9045 if (commandList.Data[i + 1] is LSL_String) 9462 if (commandList.Data[i + 1] is LSL_String)
@@ -9052,7 +9469,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9052 } 9469 }
9053 break; 9470 break;
9054 9471
9055 case ParcelMediaCommandEnum.Desc: 9472 case (uint)ParcelMediaCommandEnum.Desc:
9056 if ((i + 1) < commandList.Length) 9473 if ((i + 1) < commandList.Length)
9057 { 9474 {
9058 if (commandList.Data[i + 1] is LSL_String) 9475 if (commandList.Data[i + 1] is LSL_String)
@@ -9065,7 +9482,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9065 } 9482 }
9066 break; 9483 break;
9067 9484
9068 case ParcelMediaCommandEnum.Size: 9485 case (uint)ParcelMediaCommandEnum.Size:
9069 if ((i + 2) < commandList.Length) 9486 if ((i + 2) < commandList.Length)
9070 { 9487 {
9071 if (commandList.Data[i + 1] is LSL_Integer) 9488 if (commandList.Data[i + 1] is LSL_Integer)
@@ -9135,7 +9552,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9135 } 9552 }
9136 } 9553 }
9137 9554
9138 if (commandToSend != null) 9555 if (commandToSend != 0)
9139 { 9556 {
9140 // the commandList contained a start/stop/... command, too 9557 // the commandList contained a start/stop/... command, too
9141 if (presence == null) 9558 if (presence == null)
@@ -9172,7 +9589,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9172 9589
9173 if (aList.Data[i] != null) 9590 if (aList.Data[i] != null)
9174 { 9591 {
9175 switch ((ParcelMediaCommandEnum) aList.Data[i]) 9592 switch ((ParcelMediaCommandEnum) Convert.ToInt32(aList.Data[i].ToString()))
9176 { 9593 {
9177 case ParcelMediaCommandEnum.Url: 9594 case ParcelMediaCommandEnum.Url:
9178 list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y).MediaURL)); 9595 list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y).MediaURL));
@@ -9215,16 +9632,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9215 { 9632 {
9216 m_host.AddScriptLPS(1); 9633 m_host.AddScriptLPS(1);
9217 9634
9218 lock (m_host.TaskInventory) 9635 m_host.TaskInventory.LockItemsForRead(true);
9636 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
9219 { 9637 {
9220 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 9638 if (inv.Value.Name == name)
9221 { 9639 {
9222 if (inv.Value.Name == name) 9640 m_host.TaskInventory.LockItemsForRead(false);
9223 { 9641 return inv.Value.Type;
9224 return inv.Value.Type;
9225 }
9226 } 9642 }
9227 } 9643 }
9644 m_host.TaskInventory.LockItemsForRead(false);
9228 9645
9229 return -1; 9646 return -1;
9230 } 9647 }
@@ -9235,15 +9652,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9235 9652
9236 if (quick_pay_buttons.Data.Length < 4) 9653 if (quick_pay_buttons.Data.Length < 4)
9237 { 9654 {
9238 LSLError("List must have at least 4 elements"); 9655 int x;
9239 return; 9656 for (x=quick_pay_buttons.Data.Length; x<= 4; x++)
9657 {
9658 quick_pay_buttons.Add(ScriptBaseClass.PAY_HIDE);
9659 }
9240 } 9660 }
9241 m_host.ParentGroup.RootPart.PayPrice[0]=price; 9661 int[] nPrice = new int[5];
9242 9662 nPrice[0]=price;
9243 m_host.ParentGroup.RootPart.PayPrice[1]=(LSL_Integer)quick_pay_buttons.Data[0]; 9663 nPrice[1] = (LSL_Integer)quick_pay_buttons.Data[0];
9244 m_host.ParentGroup.RootPart.PayPrice[2]=(LSL_Integer)quick_pay_buttons.Data[1]; 9664 nPrice[2] = (LSL_Integer)quick_pay_buttons.Data[1];
9245 m_host.ParentGroup.RootPart.PayPrice[3]=(LSL_Integer)quick_pay_buttons.Data[2]; 9665 nPrice[3] = (LSL_Integer)quick_pay_buttons.Data[2];
9246 m_host.ParentGroup.RootPart.PayPrice[4]=(LSL_Integer)quick_pay_buttons.Data[3]; 9666 nPrice[4] = (LSL_Integer)quick_pay_buttons.Data[3];
9667 m_host.ParentGroup.RootPart.PayPrice = nPrice;
9247 m_host.ParentGroup.HasGroupChanged = true; 9668 m_host.ParentGroup.HasGroupChanged = true;
9248 } 9669 }
9249 9670
@@ -9255,17 +9676,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9255 if (invItemID == UUID.Zero) 9676 if (invItemID == UUID.Zero)
9256 return new LSL_Vector(); 9677 return new LSL_Vector();
9257 9678
9258 lock (m_host.TaskInventory) 9679 m_host.TaskInventory.LockItemsForRead(true);
9680 if (m_host.TaskInventory[invItemID].PermsGranter == UUID.Zero)
9259 { 9681 {
9260 if (m_host.TaskInventory[invItemID].PermsGranter == UUID.Zero) 9682 m_host.TaskInventory.LockItemsForRead(false);
9261 return new LSL_Vector(); 9683 return new LSL_Vector();
9684 }
9262 9685
9263 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_TRACK_CAMERA) == 0) 9686 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_TRACK_CAMERA) == 0)
9264 { 9687 {
9265 ShoutError("No permissions to track the camera"); 9688 ShoutError("No permissions to track the camera");
9266 return new LSL_Vector(); 9689 m_host.TaskInventory.LockItemsForRead(false);
9267 } 9690 return new LSL_Vector();
9268 } 9691 }
9692 m_host.TaskInventory.LockItemsForRead(false);
9269 9693
9270 ScenePresence presence = World.GetScenePresence(m_host.OwnerID); 9694 ScenePresence presence = World.GetScenePresence(m_host.OwnerID);
9271 if (presence != null) 9695 if (presence != null)
@@ -9283,17 +9707,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9283 if (invItemID == UUID.Zero) 9707 if (invItemID == UUID.Zero)
9284 return new LSL_Rotation(); 9708 return new LSL_Rotation();
9285 9709
9286 lock (m_host.TaskInventory) 9710 m_host.TaskInventory.LockItemsForRead(true);
9711 if (m_host.TaskInventory[invItemID].PermsGranter == UUID.Zero)
9287 { 9712 {
9288 if (m_host.TaskInventory[invItemID].PermsGranter == UUID.Zero) 9713 m_host.TaskInventory.LockItemsForRead(false);
9289 return new LSL_Rotation(); 9714 return new LSL_Rotation();
9290 9715 }
9291 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_TRACK_CAMERA) == 0) 9716 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_TRACK_CAMERA) == 0)
9292 { 9717 {
9293 ShoutError("No permissions to track the camera"); 9718 ShoutError("No permissions to track the camera");
9294 return new LSL_Rotation(); 9719 m_host.TaskInventory.LockItemsForRead(false);
9295 } 9720 return new LSL_Rotation();
9296 } 9721 }
9722 m_host.TaskInventory.LockItemsForRead(false);
9297 9723
9298 ScenePresence presence = World.GetScenePresence(m_host.OwnerID); 9724 ScenePresence presence = World.GetScenePresence(m_host.OwnerID);
9299 if (presence != null) 9725 if (presence != null)
@@ -9355,8 +9781,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9355 { 9781 {
9356 m_host.AddScriptLPS(1); 9782 m_host.AddScriptLPS(1);
9357 DetectParams detectedParams = m_ScriptEngine.GetDetectParams(m_itemID, 0); 9783 DetectParams detectedParams = m_ScriptEngine.GetDetectParams(m_itemID, 0);
9358 if (detectedParams == null) return; // only works on the first detected avatar 9784 if (detectedParams == null)
9359 9785 {
9786 if (m_host.IsAttachment == true)
9787 {
9788 detectedParams = new DetectParams();
9789 detectedParams.Key = m_host.OwnerID;
9790 }
9791 else
9792 {
9793 return;
9794 }
9795 }
9796
9360 ScenePresence avatar = World.GetScenePresence(detectedParams.Key); 9797 ScenePresence avatar = World.GetScenePresence(detectedParams.Key);
9361 if (avatar != null) 9798 if (avatar != null)
9362 { 9799 {
@@ -9364,6 +9801,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9364 new Vector3((float)pos.x, (float)pos.y, (float)pos.z), 9801 new Vector3((float)pos.x, (float)pos.y, (float)pos.z),
9365 new Vector3((float)lookAt.x, (float)lookAt.y, (float)lookAt.z)); 9802 new Vector3((float)lookAt.x, (float)lookAt.y, (float)lookAt.z));
9366 } 9803 }
9804
9367 ScriptSleep(1000); 9805 ScriptSleep(1000);
9368 } 9806 }
9369 9807
@@ -9443,14 +9881,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9443 if (objectID == UUID.Zero) return; 9881 if (objectID == UUID.Zero) return;
9444 9882
9445 UUID agentID; 9883 UUID agentID;
9446 lock (m_host.TaskInventory) 9884 m_host.TaskInventory.LockItemsForRead(true);
9447 { 9885 // we need the permission first, to know which avatar we want to set the camera for
9448 // we need the permission first, to know which avatar we want to set the camera for 9886 agentID = m_host.TaskInventory[invItemID].PermsGranter;
9449 agentID = m_host.TaskInventory[invItemID].PermsGranter;
9450 9887
9451 if (agentID == UUID.Zero) return; 9888 if (agentID == UUID.Zero)
9452 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CONTROL_CAMERA) == 0) return; 9889 {
9890 m_host.TaskInventory.LockItemsForRead(false);
9891 return;
9892 }
9893 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CONTROL_CAMERA) == 0)
9894 {
9895 m_host.TaskInventory.LockItemsForRead(false);
9896 return;
9453 } 9897 }
9898 m_host.TaskInventory.LockItemsForRead(false);
9454 9899
9455 ScenePresence presence = World.GetScenePresence(agentID); 9900 ScenePresence presence = World.GetScenePresence(agentID);
9456 9901
@@ -9500,12 +9945,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9500 9945
9501 // we need the permission first, to know which avatar we want to clear the camera for 9946 // we need the permission first, to know which avatar we want to clear the camera for
9502 UUID agentID; 9947 UUID agentID;
9503 lock (m_host.TaskInventory) 9948 m_host.TaskInventory.LockItemsForRead(true);
9949 agentID = m_host.TaskInventory[invItemID].PermsGranter;
9950 if (agentID == UUID.Zero)
9951 {
9952 m_host.TaskInventory.LockItemsForRead(false);
9953 return;
9954 }
9955 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CONTROL_CAMERA) == 0)
9504 { 9956 {
9505 agentID = m_host.TaskInventory[invItemID].PermsGranter; 9957 m_host.TaskInventory.LockItemsForRead(false);
9506 if (agentID == UUID.Zero) return; 9958 return;
9507 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CONTROL_CAMERA) == 0) return;
9508 } 9959 }
9960 m_host.TaskInventory.LockItemsForRead(false);
9509 9961
9510 ScenePresence presence = World.GetScenePresence(agentID); 9962 ScenePresence presence = World.GetScenePresence(agentID);
9511 9963
@@ -9572,19 +10024,39 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9572 public LSL_String llXorBase64StringsCorrect(string str1, string str2) 10024 public LSL_String llXorBase64StringsCorrect(string str1, string str2)
9573 { 10025 {
9574 m_host.AddScriptLPS(1); 10026 m_host.AddScriptLPS(1);
9575 string ret = String.Empty; 10027
9576 string src1 = llBase64ToString(str1); 10028 if (str1 == String.Empty)
9577 string src2 = llBase64ToString(str2); 10029 return String.Empty;
9578 int c = 0; 10030 if (str2 == String.Empty)
9579 for (int i = 0; i < src1.Length; i++) 10031 return str1;
10032
10033 byte[] data1 = Convert.FromBase64String(str1);
10034 byte[] data2 = Convert.FromBase64String(str2);
10035
10036 byte[] d2 = new Byte[data1.Length];
10037 int pos = 0;
10038
10039 if (data1.Length <= data2.Length)
9580 { 10040 {
9581 ret += (char) (src1[i] ^ src2[c]); 10041 Array.Copy(data2, 0, d2, 0, data1.Length);
10042 }
10043 else
10044 {
10045 while (pos < data1.Length)
10046 {
10047 int len = data1.Length - pos;
10048 if (len > data2.Length)
10049 len = data2.Length;
9582 10050
9583 c++; 10051 Array.Copy(data2, 0, d2, pos, len);
9584 if (c >= src2.Length) 10052 pos += len;
9585 c = 0; 10053 }
9586 } 10054 }
9587 return llStringToBase64(ret); 10055
10056 for (pos = 0 ; pos < data1.Length ; pos++ )
10057 data1[pos] ^= d2[pos];
10058
10059 return Convert.ToBase64String(data1);
9588 } 10060 }
9589 10061
9590 public LSL_String llHTTPRequest(string url, LSL_List parameters, string body) 10062 public LSL_String llHTTPRequest(string url, LSL_List parameters, string body)
@@ -9962,15 +10434,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9962 10434
9963 internal UUID ScriptByName(string name) 10435 internal UUID ScriptByName(string name)
9964 { 10436 {
9965 lock (m_host.TaskInventory) 10437 m_host.TaskInventory.LockItemsForRead(true);
10438
10439 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
9966 { 10440 {
9967 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 10441 if (item.Type == 10 && item.Name == name)
9968 { 10442 {
9969 if (item.Type == 10 && item.Name == name) 10443 m_host.TaskInventory.LockItemsForRead(false);
9970 return item.ItemID; 10444 return item.ItemID;
9971 } 10445 }
9972 } 10446 }
9973 10447
10448 m_host.TaskInventory.LockItemsForRead(false);
10449
9974 return UUID.Zero; 10450 return UUID.Zero;
9975 } 10451 }
9976 10452
@@ -10011,6 +10487,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10011 { 10487 {
10012 m_host.AddScriptLPS(1); 10488 m_host.AddScriptLPS(1);
10013 10489
10490 //Clone is thread safe
10014 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone(); 10491 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
10015 10492
10016 UUID assetID = UUID.Zero; 10493 UUID assetID = UUID.Zero;
@@ -10073,6 +10550,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10073 { 10550 {
10074 m_host.AddScriptLPS(1); 10551 m_host.AddScriptLPS(1);
10075 10552
10553 //Clone is thread safe
10076 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone(); 10554 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
10077 10555
10078 UUID assetID = UUID.Zero; 10556 UUID assetID = UUID.Zero;
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LS_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LS_Api.cs
index 5ae6439..f0384f8 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LS_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LS_Api.cs
@@ -1,504 +1,507 @@
1/* 1/*
2 * Copyright (c) Contributors, http://opensimulator.org/ 2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders. 3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 * 4 *
5 * Redistribution and use in source and binary forms, with or without 5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met: 6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright 7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer. 8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright 9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the 10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution. 11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the 12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products 13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission. 14 * derived from this software without specific prior written permission.
15 * 15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY 16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED 17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE 18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY 19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES 20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; 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 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 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 24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */ 26 */
27 27
28using System; 28using System;
29using System.Reflection; 29using System.Reflection;
30using System.Collections; 30using System.Collections;
31using System.Collections.Generic; 31using System.Collections.Generic;
32using System.Runtime.Remoting.Lifetime; 32using System.Runtime.Remoting.Lifetime;
33using OpenMetaverse; 33using OpenMetaverse;
34using Nini.Config; 34using Nini.Config;
35using OpenSim; 35using OpenSim;
36using OpenSim.Framework; 36using OpenSim.Framework;
37using OpenSim.Region.CoreModules.World.LightShare; 37using OpenSim.Region.CoreModules.World.LightShare;
38using OpenSim.Region.Framework.Interfaces; 38using OpenSim.Region.Framework.Interfaces;
39using OpenSim.Region.Framework.Scenes; 39using OpenSim.Region.Framework.Scenes;
40using OpenSim.Region.ScriptEngine.Shared; 40using OpenSim.Region.ScriptEngine.Shared;
41using OpenSim.Region.ScriptEngine.Shared.Api.Plugins; 41using OpenSim.Region.ScriptEngine.Shared.Api.Plugins;
42using OpenSim.Region.ScriptEngine.Shared.ScriptBase; 42using OpenSim.Region.ScriptEngine.Shared.ScriptBase;
43using OpenSim.Region.ScriptEngine.Interfaces; 43using OpenSim.Region.ScriptEngine.Interfaces;
44using OpenSim.Region.ScriptEngine.Shared.Api.Interfaces; 44using OpenSim.Region.ScriptEngine.Shared.Api.Interfaces;
45 45
46using LSL_Float = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLFloat; 46using LSL_Float = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLFloat;
47using LSL_Integer = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLInteger; 47using LSL_Integer = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLInteger;
48using LSL_Key = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString; 48using LSL_Key = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
49using LSL_List = OpenSim.Region.ScriptEngine.Shared.LSL_Types.list; 49using LSL_List = OpenSim.Region.ScriptEngine.Shared.LSL_Types.list;
50using LSL_Rotation = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Quaternion; 50using LSL_Rotation = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Quaternion;
51using LSL_String = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString; 51using LSL_String = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
52using LSL_Vector = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Vector3; 52using LSL_Vector = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Vector3;
53 53
54namespace OpenSim.Region.ScriptEngine.Shared.Api 54namespace OpenSim.Region.ScriptEngine.Shared.Api
55{ 55{
56 [Serializable] 56 [Serializable]
57 public class LS_Api : MarshalByRefObject, ILS_Api, IScriptApi 57 public class LS_Api : MarshalByRefObject, ILS_Api, IScriptApi
58 { 58 {
59 internal IScriptEngine m_ScriptEngine; 59 internal IScriptEngine m_ScriptEngine;
60 internal SceneObjectPart m_host; 60 internal SceneObjectPart m_host;
61 internal uint m_localID; 61 internal uint m_localID;
62 internal UUID m_itemID; 62 internal UUID m_itemID;
63 internal bool m_LSFunctionsEnabled = false; 63 internal bool m_LSFunctionsEnabled = false;
64 internal IScriptModuleComms m_comms = null; 64 internal IScriptModuleComms m_comms = null;
65 65
66 public void Initialize(IScriptEngine ScriptEngine, SceneObjectPart host, uint localID, UUID itemID) 66 public void Initialize(IScriptEngine ScriptEngine, SceneObjectPart host, uint localID, UUID itemID)
67 { 67 {
68 m_ScriptEngine = ScriptEngine; 68 m_ScriptEngine = ScriptEngine;
69 m_host = host; 69 m_host = host;
70 m_localID = localID; 70 m_localID = localID;
71 m_itemID = itemID; 71 m_itemID = itemID;
72 72
73 if (m_ScriptEngine.Config.GetBoolean("AllowLightShareFunctions", false)) 73 if (m_ScriptEngine.Config.GetBoolean("AllowLightShareFunctions", false))
74 m_LSFunctionsEnabled = true; 74 m_LSFunctionsEnabled = true;
75 75
76 m_comms = m_ScriptEngine.World.RequestModuleInterface<IScriptModuleComms>(); 76 if (m_ScriptEngine.Config.GetBoolean("AllowCareminsterFunctions", false))
77 if (m_comms == null) 77 m_LSFunctionsEnabled = true;
78 m_LSFunctionsEnabled = false; 78
79 } 79 m_comms = m_ScriptEngine.World.RequestModuleInterface<IScriptModuleComms>();
80 80 if (m_comms == null)
81 public override Object InitializeLifetimeService() 81 m_LSFunctionsEnabled = false;
82 { 82 }
83 ILease lease = (ILease)base.InitializeLifetimeService(); 83
84 84 public override Object InitializeLifetimeService()
85 if (lease.CurrentState == LeaseState.Initial) 85 {
86 { 86 ILease lease = (ILease)base.InitializeLifetimeService();
87 lease.InitialLeaseTime = TimeSpan.FromMinutes(0); 87
88 // lease.RenewOnCallTime = TimeSpan.FromSeconds(10.0); 88 if (lease.CurrentState == LeaseState.Initial)
89 // lease.SponsorshipTimeout = TimeSpan.FromMinutes(1.0); 89 {
90 } 90 lease.InitialLeaseTime = TimeSpan.FromMinutes(0);
91 return lease; 91 // lease.RenewOnCallTime = TimeSpan.FromSeconds(10.0);
92 } 92 // lease.SponsorshipTimeout = TimeSpan.FromMinutes(1.0);
93 93 }
94 public Scene World 94 return lease;
95 { 95 }
96 get { return m_ScriptEngine.World; } 96
97 } 97 public Scene World
98 98 {
99 // 99 get { return m_ScriptEngine.World; }
100 //Dumps an error message on the debug console. 100 }
101 // 101
102 102 //
103 internal void LSShoutError(string message) 103 //Dumps an error message on the debug console.
104 { 104 //
105 if (message.Length > 1023) 105
106 message = message.Substring(0, 1023); 106 internal void LSShoutError(string message)
107 107 {
108 World.SimChat(Utils.StringToBytes(message), 108 if (message.Length > 1023)
109 ChatTypeEnum.Shout, ScriptBaseClass.DEBUG_CHANNEL, m_host.ParentGroup.RootPart.AbsolutePosition, m_host.Name, m_host.UUID, true); 109 message = message.Substring(0, 1023);
110 110
111 IWorldComm wComm = m_ScriptEngine.World.RequestModuleInterface<IWorldComm>(); 111 World.SimChat(Utils.StringToBytes(message),
112 wComm.DeliverMessage(ChatTypeEnum.Shout, ScriptBaseClass.DEBUG_CHANNEL, m_host.Name, m_host.UUID, message); 112 ChatTypeEnum.Shout, ScriptBaseClass.DEBUG_CHANNEL, m_host.ParentGroup.RootPart.AbsolutePosition, m_host.Name, m_host.UUID, true);
113 } 113
114 114 IWorldComm wComm = m_ScriptEngine.World.RequestModuleInterface<IWorldComm>();
115 /// <summary> 115 wComm.DeliverMessage(ChatTypeEnum.Shout, ScriptBaseClass.DEBUG_CHANNEL, m_host.Name, m_host.UUID, message);
116 /// Get the current Windlight scene 116 }
117 /// </summary> 117
118 /// <returns>List of windlight parameters</returns> 118 /// <summary>
119 public LSL_List lsGetWindlightScene(LSL_List rules) 119 /// Get the current Windlight scene
120 { 120 /// </summary>
121 if (!m_LSFunctionsEnabled) 121 /// <returns>List of windlight parameters</returns>
122 { 122 public LSL_List lsGetWindlightScene(LSL_List rules)
123 LSShoutError("LightShare functions are not enabled."); 123 {
124 return new LSL_List(); 124 if (!m_LSFunctionsEnabled)
125 } 125 {
126 m_host.AddScriptLPS(1); 126 LSShoutError("LightShare functions are not enabled.");
127 RegionLightShareData wl = m_host.ParentGroup.Scene.RegionInfo.WindlightSettings; 127 return new LSL_List();
128 128 }
129 LSL_List values = new LSL_List(); 129 m_host.AddScriptLPS(1);
130 int idx = 0; 130 RegionLightShareData wl = m_host.ParentGroup.Scene.RegionInfo.WindlightSettings;
131 while (idx < rules.Length) 131
132 { 132 LSL_List values = new LSL_List();
133 uint rule = (uint)rules.GetLSLIntegerItem(idx); 133 int idx = 0;
134 LSL_List toadd = new LSL_List(); 134 while (idx < rules.Length)
135 135 {
136 switch (rule) 136 uint rule = (uint)rules.GetLSLIntegerItem(idx);
137 { 137 LSL_List toadd = new LSL_List();
138 case (int)ScriptBaseClass.WL_AMBIENT: 138
139 toadd.Add(new LSL_Rotation(wl.ambient.X, wl.ambient.Y, wl.ambient.Z, wl.ambient.W)); 139 switch (rule)
140 break; 140 {
141 case (int)ScriptBaseClass.WL_BIG_WAVE_DIRECTION: 141 case (int)ScriptBaseClass.WL_AMBIENT:
142 toadd.Add(new LSL_Vector(wl.bigWaveDirection.X, wl.bigWaveDirection.Y, 0.0f)); 142 toadd.Add(new LSL_Rotation(wl.ambient.X, wl.ambient.Y, wl.ambient.Z, wl.ambient.W));
143 break; 143 break;
144 case (int)ScriptBaseClass.WL_BLUE_DENSITY: 144 case (int)ScriptBaseClass.WL_BIG_WAVE_DIRECTION:
145 toadd.Add(new LSL_Rotation(wl.blueDensity.X, wl.blueDensity.Y, wl.blueDensity.Z, wl.blueDensity.W)); 145 toadd.Add(new LSL_Vector(wl.bigWaveDirection.X, wl.bigWaveDirection.Y, 0.0f));
146 break; 146 break;
147 case (int)ScriptBaseClass.WL_BLUR_MULTIPLIER: 147 case (int)ScriptBaseClass.WL_BLUE_DENSITY:
148 toadd.Add(new LSL_Float(wl.blurMultiplier)); 148 toadd.Add(new LSL_Rotation(wl.blueDensity.X, wl.blueDensity.Y, wl.blueDensity.Z, wl.blueDensity.W));
149 break; 149 break;
150 case (int)ScriptBaseClass.WL_CLOUD_COLOR: 150 case (int)ScriptBaseClass.WL_BLUR_MULTIPLIER:
151 toadd.Add(new LSL_Rotation(wl.cloudColor.X, wl.cloudColor.Y, wl.cloudColor.Z, wl.cloudColor.W)); 151 toadd.Add(new LSL_Float(wl.blurMultiplier));
152 break; 152 break;
153 case (int)ScriptBaseClass.WL_CLOUD_COVERAGE: 153 case (int)ScriptBaseClass.WL_CLOUD_COLOR:
154 toadd.Add(new LSL_Float(wl.cloudCoverage)); 154 toadd.Add(new LSL_Rotation(wl.cloudColor.X, wl.cloudColor.Y, wl.cloudColor.Z, wl.cloudColor.W));
155 break; 155 break;
156 case (int)ScriptBaseClass.WL_CLOUD_DETAIL_XY_DENSITY: 156 case (int)ScriptBaseClass.WL_CLOUD_COVERAGE:
157 toadd.Add(new LSL_Vector(wl.cloudDetailXYDensity.X, wl.cloudDetailXYDensity.Y, wl.cloudDetailXYDensity.Z)); 157 toadd.Add(new LSL_Float(wl.cloudCoverage));
158 break; 158 break;
159 case (int)ScriptBaseClass.WL_CLOUD_SCALE: 159 case (int)ScriptBaseClass.WL_CLOUD_DETAIL_XY_DENSITY:
160 toadd.Add(new LSL_Float(wl.cloudScale)); 160 toadd.Add(new LSL_Vector(wl.cloudDetailXYDensity.X, wl.cloudDetailXYDensity.Y, wl.cloudDetailXYDensity.Z));
161 break; 161 break;
162 case (int)ScriptBaseClass.WL_CLOUD_SCROLL_X: 162 case (int)ScriptBaseClass.WL_CLOUD_SCALE:
163 toadd.Add(new LSL_Float(wl.cloudScrollX)); 163 toadd.Add(new LSL_Float(wl.cloudScale));
164 break; 164 break;
165 case (int)ScriptBaseClass.WL_CLOUD_SCROLL_X_LOCK: 165 case (int)ScriptBaseClass.WL_CLOUD_SCROLL_X:
166 toadd.Add(new LSL_Integer(wl.cloudScrollXLock ? 1 : 0)); 166 toadd.Add(new LSL_Float(wl.cloudScrollX));
167 break; 167 break;
168 case (int)ScriptBaseClass.WL_CLOUD_SCROLL_Y: 168 case (int)ScriptBaseClass.WL_CLOUD_SCROLL_X_LOCK:
169 toadd.Add(new LSL_Float(wl.cloudScrollY)); 169 toadd.Add(new LSL_Integer(wl.cloudScrollXLock ? 1 : 0));
170 break; 170 break;
171 case (int)ScriptBaseClass.WL_CLOUD_SCROLL_Y_LOCK: 171 case (int)ScriptBaseClass.WL_CLOUD_SCROLL_Y:
172 toadd.Add(new LSL_Integer(wl.cloudScrollYLock ? 1 : 0)); 172 toadd.Add(new LSL_Float(wl.cloudScrollY));
173 break; 173 break;
174 case (int)ScriptBaseClass.WL_CLOUD_XY_DENSITY: 174 case (int)ScriptBaseClass.WL_CLOUD_SCROLL_Y_LOCK:
175 toadd.Add(new LSL_Vector(wl.cloudXYDensity.X, wl.cloudXYDensity.Y, wl.cloudXYDensity.Z)); 175 toadd.Add(new LSL_Integer(wl.cloudScrollYLock ? 1 : 0));
176 break; 176 break;
177 case (int)ScriptBaseClass.WL_DENSITY_MULTIPLIER: 177 case (int)ScriptBaseClass.WL_CLOUD_XY_DENSITY:
178 toadd.Add(new LSL_Float(wl.densityMultiplier)); 178 toadd.Add(new LSL_Vector(wl.cloudXYDensity.X, wl.cloudXYDensity.Y, wl.cloudXYDensity.Z));
179 break; 179 break;
180 case (int)ScriptBaseClass.WL_DISTANCE_MULTIPLIER: 180 case (int)ScriptBaseClass.WL_DENSITY_MULTIPLIER:
181 toadd.Add(new LSL_Float(wl.distanceMultiplier)); 181 toadd.Add(new LSL_Float(wl.densityMultiplier));
182 break; 182 break;
183 case (int)ScriptBaseClass.WL_DRAW_CLASSIC_CLOUDS: 183 case (int)ScriptBaseClass.WL_DISTANCE_MULTIPLIER:
184 toadd.Add(new LSL_Integer(wl.drawClassicClouds ? 1 : 0)); 184 toadd.Add(new LSL_Float(wl.distanceMultiplier));
185 break; 185 break;
186 case (int)ScriptBaseClass.WL_EAST_ANGLE: 186 case (int)ScriptBaseClass.WL_DRAW_CLASSIC_CLOUDS:
187 toadd.Add(new LSL_Float(wl.eastAngle)); 187 toadd.Add(new LSL_Integer(wl.drawClassicClouds ? 1 : 0));
188 break; 188 break;
189 case (int)ScriptBaseClass.WL_FRESNEL_OFFSET: 189 case (int)ScriptBaseClass.WL_EAST_ANGLE:
190 toadd.Add(new LSL_Float(wl.fresnelOffset)); 190 toadd.Add(new LSL_Float(wl.eastAngle));
191 break; 191 break;
192 case (int)ScriptBaseClass.WL_FRESNEL_SCALE: 192 case (int)ScriptBaseClass.WL_FRESNEL_OFFSET:
193 toadd.Add(new LSL_Float(wl.fresnelScale)); 193 toadd.Add(new LSL_Float(wl.fresnelOffset));
194 break; 194 break;
195 case (int)ScriptBaseClass.WL_HAZE_DENSITY: 195 case (int)ScriptBaseClass.WL_FRESNEL_SCALE:
196 toadd.Add(new LSL_Float(wl.hazeDensity)); 196 toadd.Add(new LSL_Float(wl.fresnelScale));
197 break; 197 break;
198 case (int)ScriptBaseClass.WL_HAZE_HORIZON: 198 case (int)ScriptBaseClass.WL_HAZE_DENSITY:
199 toadd.Add(new LSL_Float(wl.hazeHorizon)); 199 toadd.Add(new LSL_Float(wl.hazeDensity));
200 break; 200 break;
201 case (int)ScriptBaseClass.WL_HORIZON: 201 case (int)ScriptBaseClass.WL_HAZE_HORIZON:
202 toadd.Add(new LSL_Rotation(wl.horizon.X, wl.horizon.Y, wl.horizon.Z, wl.horizon.W)); 202 toadd.Add(new LSL_Float(wl.hazeHorizon));
203 break; 203 break;
204 case (int)ScriptBaseClass.WL_LITTLE_WAVE_DIRECTION: 204 case (int)ScriptBaseClass.WL_HORIZON:
205 toadd.Add(new LSL_Vector(wl.littleWaveDirection.X, wl.littleWaveDirection.Y, 0.0f)); 205 toadd.Add(new LSL_Rotation(wl.horizon.X, wl.horizon.Y, wl.horizon.Z, wl.horizon.W));
206 break; 206 break;
207 case (int)ScriptBaseClass.WL_MAX_ALTITUDE: 207 case (int)ScriptBaseClass.WL_LITTLE_WAVE_DIRECTION:
208 toadd.Add(new LSL_Integer(wl.maxAltitude)); 208 toadd.Add(new LSL_Vector(wl.littleWaveDirection.X, wl.littleWaveDirection.Y, 0.0f));
209 break; 209 break;
210 case (int)ScriptBaseClass.WL_NORMAL_MAP_TEXTURE: 210 case (int)ScriptBaseClass.WL_MAX_ALTITUDE:
211 toadd.Add(new LSL_Key(wl.normalMapTexture.ToString())); 211 toadd.Add(new LSL_Integer(wl.maxAltitude));
212 break; 212 break;
213 case (int)ScriptBaseClass.WL_REFLECTION_WAVELET_SCALE: 213 case (int)ScriptBaseClass.WL_NORMAL_MAP_TEXTURE:
214 toadd.Add(new LSL_Vector(wl.reflectionWaveletScale.X, wl.reflectionWaveletScale.Y, wl.reflectionWaveletScale.Z)); 214 toadd.Add(new LSL_Key(wl.normalMapTexture.ToString()));
215 break; 215 break;
216 case (int)ScriptBaseClass.WL_REFRACT_SCALE_ABOVE: 216 case (int)ScriptBaseClass.WL_REFLECTION_WAVELET_SCALE:
217 toadd.Add(new LSL_Float(wl.refractScaleAbove)); 217 toadd.Add(new LSL_Vector(wl.reflectionWaveletScale.X, wl.reflectionWaveletScale.Y, wl.reflectionWaveletScale.Z));
218 break; 218 break;
219 case (int)ScriptBaseClass.WL_REFRACT_SCALE_BELOW: 219 case (int)ScriptBaseClass.WL_REFRACT_SCALE_ABOVE:
220 toadd.Add(new LSL_Float(wl.refractScaleBelow)); 220 toadd.Add(new LSL_Float(wl.refractScaleAbove));
221 break; 221 break;
222 case (int)ScriptBaseClass.WL_SCENE_GAMMA: 222 case (int)ScriptBaseClass.WL_REFRACT_SCALE_BELOW:
223 toadd.Add(new LSL_Float(wl.sceneGamma)); 223 toadd.Add(new LSL_Float(wl.refractScaleBelow));
224 break; 224 break;
225 case (int)ScriptBaseClass.WL_STAR_BRIGHTNESS: 225 case (int)ScriptBaseClass.WL_SCENE_GAMMA:
226 toadd.Add(new LSL_Float(wl.starBrightness)); 226 toadd.Add(new LSL_Float(wl.sceneGamma));
227 break; 227 break;
228 case (int)ScriptBaseClass.WL_SUN_GLOW_FOCUS: 228 case (int)ScriptBaseClass.WL_STAR_BRIGHTNESS:
229 toadd.Add(new LSL_Float(wl.sunGlowFocus)); 229 toadd.Add(new LSL_Float(wl.starBrightness));
230 break; 230 break;
231 case (int)ScriptBaseClass.WL_SUN_GLOW_SIZE: 231 case (int)ScriptBaseClass.WL_SUN_GLOW_FOCUS:
232 toadd.Add(new LSL_Float(wl.sunGlowSize)); 232 toadd.Add(new LSL_Float(wl.sunGlowFocus));
233 break; 233 break;
234 case (int)ScriptBaseClass.WL_SUN_MOON_COLOR: 234 case (int)ScriptBaseClass.WL_SUN_GLOW_SIZE:
235 toadd.Add(new LSL_Rotation(wl.sunMoonColor.X, wl.sunMoonColor.Y, wl.sunMoonColor.Z, wl.sunMoonColor.W)); 235 toadd.Add(new LSL_Float(wl.sunGlowSize));
236 break; 236 break;
237 case (int)ScriptBaseClass.WL_UNDERWATER_FOG_MODIFIER: 237 case (int)ScriptBaseClass.WL_SUN_MOON_COLOR:
238 toadd.Add(new LSL_Float(wl.underwaterFogModifier)); 238 toadd.Add(new LSL_Rotation(wl.sunMoonColor.X, wl.sunMoonColor.Y, wl.sunMoonColor.Z, wl.sunMoonColor.W));
239 break; 239 break;
240 case (int)ScriptBaseClass.WL_WATER_COLOR: 240 case (int)ScriptBaseClass.WL_UNDERWATER_FOG_MODIFIER:
241 toadd.Add(new LSL_Vector(wl.waterColor.X, wl.waterColor.Y, wl.waterColor.Z)); 241 toadd.Add(new LSL_Float(wl.underwaterFogModifier));
242 break; 242 break;
243 case (int)ScriptBaseClass.WL_WATER_FOG_DENSITY_EXPONENT: 243 case (int)ScriptBaseClass.WL_WATER_COLOR:
244 toadd.Add(new LSL_Float(wl.waterFogDensityExponent)); 244 toadd.Add(new LSL_Vector(wl.waterColor.X, wl.waterColor.Y, wl.waterColor.Z));
245 break; 245 break;
246 } 246 case (int)ScriptBaseClass.WL_WATER_FOG_DENSITY_EXPONENT:
247 247 toadd.Add(new LSL_Float(wl.waterFogDensityExponent));
248 if (toadd.Length > 0) 248 break;
249 { 249 }
250 values.Add(rule); 250
251 values.Add(toadd.Data[0]); 251 if (toadd.Length > 0)
252 } 252 {
253 idx++; 253 values.Add(new LSL_Integer(rule));
254 } 254 values.Add(toadd.Data[0]);
255 255 }
256 256 idx++;
257 return values; 257 }
258 258
259 } 259
260 260 return values;
261 private RegionLightShareData getWindlightProfileFromRules(LSL_List rules) 261
262 { 262 }
263 RegionLightShareData wl = (RegionLightShareData)m_host.ParentGroup.Scene.RegionInfo.WindlightSettings.Clone(); 263
264 264 private RegionLightShareData getWindlightProfileFromRules(LSL_List rules)
265 LSL_List values = new LSL_List(); 265 {
266 int idx = 0; 266 RegionLightShareData wl = (RegionLightShareData)m_host.ParentGroup.Scene.RegionInfo.WindlightSettings.Clone();
267 while (idx < rules.Length) 267
268 { 268 LSL_List values = new LSL_List();
269 uint rule = (uint)rules.GetLSLIntegerItem(idx); 269 int idx = 0;
270 LSL_Types.Quaternion iQ; 270 while (idx < rules.Length)
271 LSL_Types.Vector3 iV; 271 {
272 switch (rule) 272 uint rule = (uint)rules.GetLSLIntegerItem(idx);
273 { 273 LSL_Types.Quaternion iQ;
274 case (int)ScriptBaseClass.WL_SUN_MOON_POSITION: 274 LSL_Types.Vector3 iV;
275 idx++; 275 switch (rule)
276 wl.sunMoonPosition = (float)rules.GetLSLFloatItem(idx); 276 {
277 break; 277 case (int)ScriptBaseClass.WL_SUN_MOON_POSITION:
278 case (int)ScriptBaseClass.WL_AMBIENT: 278 idx++;
279 idx++; 279 wl.sunMoonPosition = (float)rules.GetLSLFloatItem(idx);
280 iQ = rules.GetQuaternionItem(idx); 280 break;
281 wl.ambient = new Vector4((float)iQ.x, (float)iQ.y, (float)iQ.z, (float)iQ.s); 281 case (int)ScriptBaseClass.WL_AMBIENT:
282 break; 282 idx++;
283 case (int)ScriptBaseClass.WL_BIG_WAVE_DIRECTION: 283 iQ = rules.GetQuaternionItem(idx);
284 idx++; 284 wl.ambient = new Vector4((float)iQ.x, (float)iQ.y, (float)iQ.z, (float)iQ.s);
285 iV = rules.GetVector3Item(idx); 285 break;
286 wl.bigWaveDirection = new Vector2((float)iV.x, (float)iV.y); 286 case (int)ScriptBaseClass.WL_BIG_WAVE_DIRECTION:
287 break; 287 idx++;
288 case (int)ScriptBaseClass.WL_BLUE_DENSITY: 288 iV = rules.GetVector3Item(idx);
289 idx++; 289 wl.bigWaveDirection = new Vector2((float)iV.x, (float)iV.y);
290 iQ = rules.GetQuaternionItem(idx); 290 break;
291 wl.blueDensity = new Vector4((float)iQ.x, (float)iQ.y, (float)iQ.z, (float)iQ.s); 291 case (int)ScriptBaseClass.WL_BLUE_DENSITY:
292 break; 292 idx++;
293 case (int)ScriptBaseClass.WL_BLUR_MULTIPLIER: 293 iQ = rules.GetQuaternionItem(idx);
294 idx++; 294 wl.blueDensity = new Vector4((float)iQ.x, (float)iQ.y, (float)iQ.z, (float)iQ.s);
295 wl.blurMultiplier = (float)rules.GetLSLFloatItem(idx); 295 break;
296 break; 296 case (int)ScriptBaseClass.WL_BLUR_MULTIPLIER:
297 case (int)ScriptBaseClass.WL_CLOUD_COLOR: 297 idx++;
298 idx++; 298 wl.blurMultiplier = (float)rules.GetLSLFloatItem(idx);
299 iQ = rules.GetQuaternionItem(idx); 299 break;
300 wl.cloudColor = new Vector4((float)iQ.x, (float)iQ.y, (float)iQ.z, (float)iQ.s); 300 case (int)ScriptBaseClass.WL_CLOUD_COLOR:
301 break; 301 idx++;
302 case (int)ScriptBaseClass.WL_CLOUD_COVERAGE: 302 iQ = rules.GetQuaternionItem(idx);
303 idx++; 303 wl.cloudColor = new Vector4((float)iQ.x, (float)iQ.y, (float)iQ.z, (float)iQ.s);
304 wl.cloudCoverage = (float)rules.GetLSLFloatItem(idx); 304 break;
305 break; 305 case (int)ScriptBaseClass.WL_CLOUD_COVERAGE:
306 case (int)ScriptBaseClass.WL_CLOUD_DETAIL_XY_DENSITY: 306 idx++;
307 idx++; 307 wl.cloudCoverage = (float)rules.GetLSLFloatItem(idx);
308 iV = rules.GetVector3Item(idx); 308 break;
309 wl.cloudDetailXYDensity = new Vector3((float)iV.x, (float)iV.y, (float)iV.z); 309 case (int)ScriptBaseClass.WL_CLOUD_DETAIL_XY_DENSITY:
310 break; 310 idx++;
311 case (int)ScriptBaseClass.WL_CLOUD_SCALE: 311 iV = rules.GetVector3Item(idx);
312 idx++; 312 wl.cloudDetailXYDensity = new Vector3((float)iV.x, (float)iV.y, (float)iV.z);
313 wl.cloudScale = (float)rules.GetLSLFloatItem(idx); 313 break;
314 break; 314 case (int)ScriptBaseClass.WL_CLOUD_SCALE:
315 case (int)ScriptBaseClass.WL_CLOUD_SCROLL_X: 315 idx++;
316 idx++; 316 wl.cloudScale = (float)rules.GetLSLFloatItem(idx);
317 wl.cloudScrollX = (float)rules.GetLSLFloatItem(idx); 317 break;
318 break; 318 case (int)ScriptBaseClass.WL_CLOUD_SCROLL_X:
319 case (int)ScriptBaseClass.WL_CLOUD_SCROLL_X_LOCK: 319 idx++;
320 idx++; 320 wl.cloudScrollX = (float)rules.GetLSLFloatItem(idx);
321 wl.cloudScrollXLock = rules.GetLSLIntegerItem(idx).value == 1 ? true : false; 321 break;
322 break; 322 case (int)ScriptBaseClass.WL_CLOUD_SCROLL_X_LOCK:
323 case (int)ScriptBaseClass.WL_CLOUD_SCROLL_Y: 323 idx++;
324 idx++; 324 wl.cloudScrollXLock = rules.GetLSLIntegerItem(idx).value == 1 ? true : false;
325 wl.cloudScrollY = (float)rules.GetLSLFloatItem(idx); 325 break;
326 break; 326 case (int)ScriptBaseClass.WL_CLOUD_SCROLL_Y:
327 case (int)ScriptBaseClass.WL_CLOUD_SCROLL_Y_LOCK: 327 idx++;
328 idx++; 328 wl.cloudScrollY = (float)rules.GetLSLFloatItem(idx);
329 wl.cloudScrollYLock = rules.GetLSLIntegerItem(idx).value == 1 ? true : false; 329 break;
330 break; 330 case (int)ScriptBaseClass.WL_CLOUD_SCROLL_Y_LOCK:
331 case (int)ScriptBaseClass.WL_CLOUD_XY_DENSITY: 331 idx++;
332 idx++; 332 wl.cloudScrollYLock = rules.GetLSLIntegerItem(idx).value == 1 ? true : false;
333 iV = rules.GetVector3Item(idx); 333 break;
334 wl.cloudXYDensity = new Vector3((float)iV.x, (float)iV.y, (float)iV.z); 334 case (int)ScriptBaseClass.WL_CLOUD_XY_DENSITY:
335 break; 335 idx++;
336 case (int)ScriptBaseClass.WL_DENSITY_MULTIPLIER: 336 iV = rules.GetVector3Item(idx);
337 idx++; 337 wl.cloudXYDensity = new Vector3((float)iV.x, (float)iV.y, (float)iV.z);
338 wl.densityMultiplier = (float)rules.GetLSLFloatItem(idx); 338 break;
339 break; 339 case (int)ScriptBaseClass.WL_DENSITY_MULTIPLIER:
340 case (int)ScriptBaseClass.WL_DISTANCE_MULTIPLIER: 340 idx++;
341 idx++; 341 wl.densityMultiplier = (float)rules.GetLSLFloatItem(idx);
342 wl.distanceMultiplier = (float)rules.GetLSLFloatItem(idx); 342 break;
343 break; 343 case (int)ScriptBaseClass.WL_DISTANCE_MULTIPLIER:
344 case (int)ScriptBaseClass.WL_DRAW_CLASSIC_CLOUDS: 344 idx++;
345 idx++; 345 wl.distanceMultiplier = (float)rules.GetLSLFloatItem(idx);
346 wl.drawClassicClouds = rules.GetLSLIntegerItem(idx).value == 1 ? true : false; 346 break;
347 break; 347 case (int)ScriptBaseClass.WL_DRAW_CLASSIC_CLOUDS:
348 case (int)ScriptBaseClass.WL_EAST_ANGLE: 348 idx++;
349 idx++; 349 wl.drawClassicClouds = rules.GetLSLIntegerItem(idx).value == 1 ? true : false;
350 wl.eastAngle = (float)rules.GetLSLFloatItem(idx); 350 break;
351 break; 351 case (int)ScriptBaseClass.WL_EAST_ANGLE:
352 case (int)ScriptBaseClass.WL_FRESNEL_OFFSET: 352 idx++;
353 idx++; 353 wl.eastAngle = (float)rules.GetLSLFloatItem(idx);
354 wl.fresnelOffset = (float)rules.GetLSLFloatItem(idx); 354 break;
355 break; 355 case (int)ScriptBaseClass.WL_FRESNEL_OFFSET:
356 case (int)ScriptBaseClass.WL_FRESNEL_SCALE: 356 idx++;
357 idx++; 357 wl.fresnelOffset = (float)rules.GetLSLFloatItem(idx);
358 wl.fresnelScale = (float)rules.GetLSLFloatItem(idx); 358 break;
359 break; 359 case (int)ScriptBaseClass.WL_FRESNEL_SCALE:
360 case (int)ScriptBaseClass.WL_HAZE_DENSITY: 360 idx++;
361 idx++; 361 wl.fresnelScale = (float)rules.GetLSLFloatItem(idx);
362 wl.hazeDensity = (float)rules.GetLSLFloatItem(idx); 362 break;
363 break; 363 case (int)ScriptBaseClass.WL_HAZE_DENSITY:
364 case (int)ScriptBaseClass.WL_HAZE_HORIZON: 364 idx++;
365 idx++; 365 wl.hazeDensity = (float)rules.GetLSLFloatItem(idx);
366 wl.hazeHorizon = (float)rules.GetLSLFloatItem(idx); 366 break;
367 break; 367 case (int)ScriptBaseClass.WL_HAZE_HORIZON:
368 case (int)ScriptBaseClass.WL_HORIZON: 368 idx++;
369 idx++; 369 wl.hazeHorizon = (float)rules.GetLSLFloatItem(idx);
370 iQ = rules.GetQuaternionItem(idx); 370 break;
371 wl.horizon = new Vector4((float)iQ.x, (float)iQ.y, (float)iQ.z, (float)iQ.s); 371 case (int)ScriptBaseClass.WL_HORIZON:
372 break; 372 idx++;
373 case (int)ScriptBaseClass.WL_LITTLE_WAVE_DIRECTION: 373 iQ = rules.GetQuaternionItem(idx);
374 idx++; 374 wl.horizon = new Vector4((float)iQ.x, (float)iQ.y, (float)iQ.z, (float)iQ.s);
375 iV = rules.GetVector3Item(idx); 375 break;
376 wl.littleWaveDirection = new Vector2((float)iV.x, (float)iV.y); 376 case (int)ScriptBaseClass.WL_LITTLE_WAVE_DIRECTION:
377 break; 377 idx++;
378 case (int)ScriptBaseClass.WL_MAX_ALTITUDE: 378 iV = rules.GetVector3Item(idx);
379 idx++; 379 wl.littleWaveDirection = new Vector2((float)iV.x, (float)iV.y);
380 wl.maxAltitude = (ushort)rules.GetLSLIntegerItem(idx).value; 380 break;
381 break; 381 case (int)ScriptBaseClass.WL_MAX_ALTITUDE:
382 case (int)ScriptBaseClass.WL_NORMAL_MAP_TEXTURE: 382 idx++;
383 idx++; 383 wl.maxAltitude = (ushort)rules.GetLSLIntegerItem(idx).value;
384 wl.normalMapTexture = new UUID(rules.GetLSLStringItem(idx).m_string); 384 break;
385 break; 385 case (int)ScriptBaseClass.WL_NORMAL_MAP_TEXTURE:
386 case (int)ScriptBaseClass.WL_REFLECTION_WAVELET_SCALE: 386 idx++;
387 idx++; 387 wl.normalMapTexture = new UUID(rules.GetLSLStringItem(idx).m_string);
388 iV = rules.GetVector3Item(idx); 388 break;
389 wl.reflectionWaveletScale = new Vector3((float)iV.x, (float)iV.y, (float)iV.z); 389 case (int)ScriptBaseClass.WL_REFLECTION_WAVELET_SCALE:
390 break; 390 idx++;
391 case (int)ScriptBaseClass.WL_REFRACT_SCALE_ABOVE: 391 iV = rules.GetVector3Item(idx);
392 idx++; 392 wl.reflectionWaveletScale = new Vector3((float)iV.x, (float)iV.y, (float)iV.z);
393 wl.refractScaleAbove = (float)rules.GetLSLFloatItem(idx); 393 break;
394 break; 394 case (int)ScriptBaseClass.WL_REFRACT_SCALE_ABOVE:
395 case (int)ScriptBaseClass.WL_REFRACT_SCALE_BELOW: 395 idx++;
396 idx++; 396 wl.refractScaleAbove = (float)rules.GetLSLFloatItem(idx);
397 wl.refractScaleBelow = (float)rules.GetLSLFloatItem(idx); 397 break;
398 break; 398 case (int)ScriptBaseClass.WL_REFRACT_SCALE_BELOW:
399 case (int)ScriptBaseClass.WL_SCENE_GAMMA: 399 idx++;
400 idx++; 400 wl.refractScaleBelow = (float)rules.GetLSLFloatItem(idx);
401 wl.sceneGamma = (float)rules.GetLSLFloatItem(idx); 401 break;
402 break; 402 case (int)ScriptBaseClass.WL_SCENE_GAMMA:
403 case (int)ScriptBaseClass.WL_STAR_BRIGHTNESS: 403 idx++;
404 idx++; 404 wl.sceneGamma = (float)rules.GetLSLFloatItem(idx);
405 wl.starBrightness = (float)rules.GetLSLFloatItem(idx); 405 break;
406 break; 406 case (int)ScriptBaseClass.WL_STAR_BRIGHTNESS:
407 case (int)ScriptBaseClass.WL_SUN_GLOW_FOCUS: 407 idx++;
408 idx++; 408 wl.starBrightness = (float)rules.GetLSLFloatItem(idx);
409 wl.sunGlowFocus = (float)rules.GetLSLFloatItem(idx); 409 break;
410 break; 410 case (int)ScriptBaseClass.WL_SUN_GLOW_FOCUS:
411 case (int)ScriptBaseClass.WL_SUN_GLOW_SIZE: 411 idx++;
412 idx++; 412 wl.sunGlowFocus = (float)rules.GetLSLFloatItem(idx);
413 wl.sunGlowSize = (float)rules.GetLSLFloatItem(idx); 413 break;
414 break; 414 case (int)ScriptBaseClass.WL_SUN_GLOW_SIZE:
415 case (int)ScriptBaseClass.WL_SUN_MOON_COLOR: 415 idx++;
416 idx++; 416 wl.sunGlowSize = (float)rules.GetLSLFloatItem(idx);
417 iQ = rules.GetQuaternionItem(idx); 417 break;
418 wl.sunMoonColor = new Vector4((float)iQ.x, (float)iQ.y, (float)iQ.z, (float)iQ.s); 418 case (int)ScriptBaseClass.WL_SUN_MOON_COLOR:
419 break; 419 idx++;
420 case (int)ScriptBaseClass.WL_UNDERWATER_FOG_MODIFIER: 420 iQ = rules.GetQuaternionItem(idx);
421 idx++; 421 wl.sunMoonColor = new Vector4((float)iQ.x, (float)iQ.y, (float)iQ.z, (float)iQ.s);
422 wl.underwaterFogModifier = (float)rules.GetLSLFloatItem(idx); 422 break;
423 break; 423 case (int)ScriptBaseClass.WL_UNDERWATER_FOG_MODIFIER:
424 case (int)ScriptBaseClass.WL_WATER_COLOR: 424 idx++;
425 idx++; 425 wl.underwaterFogModifier = (float)rules.GetLSLFloatItem(idx);
426 iV = rules.GetVector3Item(idx); 426 break;
427 wl.waterColor = new Vector3((float)iV.x, (float)iV.y, (float)iV.z); 427 case (int)ScriptBaseClass.WL_WATER_COLOR:
428 break; 428 idx++;
429 case (int)ScriptBaseClass.WL_WATER_FOG_DENSITY_EXPONENT: 429 iV = rules.GetVector3Item(idx);
430 idx++; 430 wl.waterColor = new Vector3((float)iV.x, (float)iV.y, (float)iV.z);
431 wl.waterFogDensityExponent = (float)rules.GetLSLFloatItem(idx); 431 break;
432 break; 432 case (int)ScriptBaseClass.WL_WATER_FOG_DENSITY_EXPONENT:
433 } 433 idx++;
434 idx++; 434 wl.waterFogDensityExponent = (float)rules.GetLSLFloatItem(idx);
435 } 435 break;
436 return wl; 436 }
437 } 437 idx++;
438 /// <summary> 438 }
439 /// Set the current Windlight scene 439 return wl;
440 /// </summary> 440 }
441 /// <param name="rules"></param> 441 /// <summary>
442 /// <returns>success: true or false</returns> 442 /// Set the current Windlight scene
443 public int lsSetWindlightScene(LSL_List rules) 443 /// </summary>
444 { 444 /// <param name="rules"></param>
445 if (!m_LSFunctionsEnabled) 445 /// <returns>success: true or false</returns>
446 { 446 public int lsSetWindlightScene(LSL_List rules)
447 LSShoutError("LightShare functions are not enabled."); 447 {
448 return 0; 448 if (!m_LSFunctionsEnabled)
449 } 449 {
450 if (!World.RegionInfo.EstateSettings.IsEstateManager(m_host.OwnerID) && World.GetScenePresence(m_host.OwnerID).GodLevel < 200) 450 LSShoutError("LightShare functions are not enabled.");
451 { 451 return 0;
452 LSShoutError("lsSetWindlightScene can only be used by estate managers or owners."); 452 }
453 return 0; 453 if (!World.RegionInfo.EstateSettings.IsEstateManager(m_host.OwnerID) && World.GetScenePresence(m_host.OwnerID).GodLevel < 200)
454 } 454 {
455 int success = 0; 455 LSShoutError("lsSetWindlightScene can only be used by estate managers or owners.");
456 m_host.AddScriptLPS(1); 456 return 0;
457 if (LightShareModule.EnableWindlight) 457 }
458 { 458 int success = 0;
459 RegionLightShareData wl = getWindlightProfileFromRules(rules); 459 m_host.AddScriptLPS(1);
460 m_host.ParentGroup.Scene.StoreWindlightProfile(wl); 460 if (LightShareModule.EnableWindlight)
461 success = 1; 461 {
462 } 462 RegionLightShareData wl = getWindlightProfileFromRules(rules);
463 else 463 m_host.ParentGroup.Scene.StoreWindlightProfile(wl);
464 { 464 success = 1;
465 LSShoutError("Windlight module is disabled"); 465 }
466 return 0; 466 else
467 } 467 {
468 return success; 468 LSShoutError("Windlight module is disabled");
469 } 469 return 0;
470 /// <summary> 470 }
471 /// Set the current Windlight scene to a target avatar 471 return success;
472 /// </summary> 472 }
473 /// <param name="rules"></param> 473 /// <summary>
474 /// <returns>success: true or false</returns> 474 /// Set the current Windlight scene to a target avatar
475 public int lsSetWindlightSceneTargeted(LSL_List rules, LSL_Key target) 475 /// </summary>
476 { 476 /// <param name="rules"></param>
477 if (!m_LSFunctionsEnabled) 477 /// <returns>success: true or false</returns>
478 { 478 public int lsSetWindlightSceneTargeted(LSL_List rules, LSL_Key target)
479 LSShoutError("LightShare functions are not enabled."); 479 {
480 return 0; 480 if (!m_LSFunctionsEnabled)
481 } 481 {
482 if (!World.RegionInfo.EstateSettings.IsEstateManager(m_host.OwnerID) && World.GetScenePresence(m_host.OwnerID).GodLevel < 200) 482 LSShoutError("LightShare functions are not enabled.");
483 { 483 return 0;
484 LSShoutError("lsSetWindlightSceneTargeted can only be used by estate managers or owners."); 484 }
485 return 0; 485 if (!World.RegionInfo.EstateSettings.IsEstateManager(m_host.OwnerID) && World.GetScenePresence(m_host.OwnerID).GodLevel < 200)
486 } 486 {
487 int success = 0; 487 LSShoutError("lsSetWindlightSceneTargeted can only be used by estate managers or owners.");
488 m_host.AddScriptLPS(1); 488 return 0;
489 if (LightShareModule.EnableWindlight) 489 }
490 { 490 int success = 0;
491 RegionLightShareData wl = getWindlightProfileFromRules(rules); 491 m_host.AddScriptLPS(1);
492 World.EventManager.TriggerOnSendNewWindlightProfileTargeted(wl, new UUID(target.m_string)); 492 if (LightShareModule.EnableWindlight)
493 success = 1; 493 {
494 } 494 RegionLightShareData wl = getWindlightProfileFromRules(rules);
495 else 495 World.EventManager.TriggerOnSendNewWindlightProfileTargeted(wl, new UUID(target.m_string));
496 { 496 success = 1;
497 LSShoutError("Windlight module is disabled"); 497 }
498 return 0; 498 else
499 } 499 {
500 return success; 500 LSShoutError("Windlight module is disabled");
501 } 501 return 0;
502 502 }
503 } 503 return success;
504} 504 }
505
506 }
507}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
index 01b64eb..80b021f 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
@@ -769,18 +769,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
769 if (target != null) 769 if (target != null)
770 { 770 {
771 UUID animID=UUID.Zero; 771 UUID animID=UUID.Zero;
772 lock (m_host.TaskInventory) 772 m_host.TaskInventory.LockItemsForRead(true);
773 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
773 { 774 {
774 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 775 if (inv.Value.Name == animation)
775 { 776 {
776 if (inv.Value.Name == animation) 777 if (inv.Value.Type == (int)AssetType.Animation)
777 { 778 animID = inv.Value.AssetID;
778 if (inv.Value.Type == (int)AssetType.Animation) 779 continue;
779 animID = inv.Value.AssetID;
780 continue;
781 }
782 } 780 }
783 } 781 }
782 m_host.TaskInventory.LockItemsForRead(false);
784 if (animID == UUID.Zero) 783 if (animID == UUID.Zero)
785 target.Animator.AddAnimation(animation, m_host.UUID); 784 target.Animator.AddAnimation(animation, m_host.UUID);
786 else 785 else
@@ -802,18 +801,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
802 if (target != null) 801 if (target != null)
803 { 802 {
804 UUID animID=UUID.Zero; 803 UUID animID=UUID.Zero;
805 lock (m_host.TaskInventory) 804 m_host.TaskInventory.LockItemsForRead(true);
805 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
806 { 806 {
807 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 807 if (inv.Value.Name == animation)
808 { 808 {
809 if (inv.Value.Name == animation) 809 if (inv.Value.Type == (int)AssetType.Animation)
810 { 810 animID = inv.Value.AssetID;
811 if (inv.Value.Type == (int)AssetType.Animation) 811 continue;
812 animID = inv.Value.AssetID;
813 continue;
814 }
815 } 812 }
816 } 813 }
814 m_host.TaskInventory.LockItemsForRead(false);
817 815
818 if (animID == UUID.Zero) 816 if (animID == UUID.Zero)
819 target.Animator.RemoveAnimation(animation); 817 target.Animator.RemoveAnimation(animation);
@@ -1664,6 +1662,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1664 1662
1665 if (!UUID.TryParse(name, out assetID)) 1663 if (!UUID.TryParse(name, out assetID))
1666 { 1664 {
1665 m_host.TaskInventory.LockItemsForRead(true);
1667 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 1666 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
1668 { 1667 {
1669 if (item.Type == 7 && item.Name == name) 1668 if (item.Type == 7 && item.Name == name)
@@ -1671,6 +1670,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1671 assetID = item.AssetID; 1670 assetID = item.AssetID;
1672 } 1671 }
1673 } 1672 }
1673 m_host.TaskInventory.LockItemsForRead(false);
1674 } 1674 }
1675 1675
1676 if (assetID == UUID.Zero) 1676 if (assetID == UUID.Zero)
@@ -1717,6 +1717,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1717 1717
1718 if (!UUID.TryParse(name, out assetID)) 1718 if (!UUID.TryParse(name, out assetID))
1719 { 1719 {
1720 m_host.TaskInventory.LockItemsForRead(true);
1720 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 1721 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
1721 { 1722 {
1722 if (item.Type == 7 && item.Name == name) 1723 if (item.Type == 7 && item.Name == name)
@@ -1724,6 +1725,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1724 assetID = item.AssetID; 1725 assetID = item.AssetID;
1725 } 1726 }
1726 } 1727 }
1728 m_host.TaskInventory.LockItemsForRead(false);
1727 } 1729 }
1728 1730
1729 if (assetID == UUID.Zero) 1731 if (assetID == UUID.Zero)
@@ -1774,6 +1776,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1774 1776
1775 if (!UUID.TryParse(name, out assetID)) 1777 if (!UUID.TryParse(name, out assetID))
1776 { 1778 {
1779 m_host.TaskInventory.LockItemsForRead(true);
1777 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 1780 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
1778 { 1781 {
1779 if (item.Type == 7 && item.Name == name) 1782 if (item.Type == 7 && item.Name == name)
@@ -1781,6 +1784,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1781 assetID = item.AssetID; 1784 assetID = item.AssetID;
1782 } 1785 }
1783 } 1786 }
1787 m_host.TaskInventory.LockItemsForRead(false);
1784 } 1788 }
1785 1789
1786 if (assetID == UUID.Zero) 1790 if (assetID == UUID.Zero)
@@ -2218,9 +2222,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2218 { 2222 {
2219 if (avatar.IsChildAgent == false) 2223 if (avatar.IsChildAgent == false)
2220 { 2224 {
2221 result.Add(avatar.UUID); 2225 result.Add(new LSL_Key(avatar.UUID.ToString()));
2222 result.Add(avatar.AbsolutePosition); 2226 result.Add(new LSL_Vector(avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y, avatar.AbsolutePosition.Z));
2223 result.Add(avatar.Name); 2227 result.Add(new LSL_String(avatar.Name));
2224 } 2228 }
2225 } 2229 }
2226 }); 2230 });
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
index 5c2abd5..a5b1124 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
@@ -204,7 +204,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
204 // Is the sensor type is AGENT and not SCRIPTED then include agents 204 // Is the sensor type is AGENT and not SCRIPTED then include agents
205 if ((ts.type & AGENT) != 0 && (ts.type & SCRIPTED) == 0) 205 if ((ts.type & AGENT) != 0 && (ts.type & SCRIPTED) == 0)
206 { 206 {
207 sensedEntities.AddRange(doAgentSensor(ts)); 207 sensedEntities.AddRange(doAgentSensor(ts));
208 } 208 }
209 209
210 // If SCRIPTED or PASSIVE or ACTIVE check objects 210 // If SCRIPTED or PASSIVE or ACTIVE check objects
@@ -309,6 +309,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
309 // in mouselook. 309 // in mouselook.
310 310
311 ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.RootPart.AttachedAvatar); 311 ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.RootPart.AttachedAvatar);
312 fromRegionPos = avatar.AbsolutePosition;
312 q = avatar.Rotation; 313 q = avatar.Rotation;
313 } 314 }
314 LSL_Types.Quaternion r = new LSL_Types.Quaternion(q.X, q.Y, q.Z, q.W); 315 LSL_Types.Quaternion r = new LSL_Types.Quaternion(q.X, q.Y, q.Z, q.W);
@@ -422,6 +423,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
422 SceneObjectPart SensePoint = ts.host; 423 SceneObjectPart SensePoint = ts.host;
423 Vector3 fromRegionPos = SensePoint.AbsolutePosition; 424 Vector3 fromRegionPos = SensePoint.AbsolutePosition;
424 Quaternion q = SensePoint.RotationOffset; 425 Quaternion q = SensePoint.RotationOffset;
426 if (SensePoint.ParentGroup.RootPart.IsAttachment)
427 {
428 // In attachments, the sensor cone always orients with the
429 // avatar rotation. This may include a nonzero elevation if
430 // in mouselook.
431
432 ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.RootPart.AttachedAvatar);
433 fromRegionPos = avatar.AbsolutePosition;
434 q = avatar.Rotation;
435 }
425 LSL_Types.Quaternion r = new LSL_Types.Quaternion(q.X, q.Y, q.Z, q.W); 436 LSL_Types.Quaternion r = new LSL_Types.Quaternion(q.X, q.Y, q.Z, q.W);
426 LSL_Types.Vector3 forward_dir = (new LSL_Types.Vector3(1, 0, 0) * r); 437 LSL_Types.Vector3 forward_dir = (new LSL_Types.Vector3(1, 0, 0) * r);
427 double mag_fwd = LSL_Types.Vector3.Mag(forward_dir); 438 double mag_fwd = LSL_Types.Vector3.Mag(forward_dir);
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/IOSSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs
index 78ee43c..c8f3623 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs
@@ -81,7 +81,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
81 // Avatar Info Commands 81 // Avatar Info Commands
82 string osGetAgentIP(string agent); 82 string osGetAgentIP(string agent);
83 LSL_List osGetAgents(); 83 LSL_List osGetAgents();
84 84
85 // Teleport commands 85 // Teleport commands
86 void osTeleportAgent(string agent, string regionName, LSL_Types.Vector3 position, LSL_Types.Vector3 lookat); 86 void osTeleportAgent(string agent, string regionName, LSL_Types.Vector3 position, LSL_Types.Vector3 lookat);
87 void osTeleportAgent(string agent, int regionX, int regionY, LSL_Types.Vector3 position, LSL_Types.Vector3 lookat); 87 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/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_Constants.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs
index 5da6bb9..6e8435d 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs
@@ -279,6 +279,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
279 public const int CHANGED_REGION_START = 1024; //LL Changed the constant from CHANGED_REGION_RESTART 279 public const int CHANGED_REGION_START = 1024; //LL Changed the constant from CHANGED_REGION_RESTART
280 public const int CHANGED_MEDIA = 2048; 280 public const int CHANGED_MEDIA = 2048;
281 public const int CHANGED_ANIMATION = 16384; 281 public const int CHANGED_ANIMATION = 16384;
282 public const int CHANGED_POSITION = 32768;
282 public const int TYPE_INVALID = 0; 283 public const int TYPE_INVALID = 0;
283 public const int TYPE_INTEGER = 1; 284 public const int TYPE_INTEGER = 1;
284 public const int TYPE_FLOAT = 2; 285 public const int TYPE_FLOAT = 2;
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs
index 451163f..f14967e 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/LS_Stub.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LS_Stub.cs
index f8dbe03..8280ca5 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LS_Stub.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LS_Stub.cs
@@ -72,5 +72,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
72 { 72 {
73 return m_LS_Functions.lsSetWindlightSceneTargeted(rules, target); 73 return m_LS_Functions.lsSetWindlightSceneTargeted(rules, target);
74 } 74 }
75
76 public LSL_List cmGetWindlightScene(LSL_List rules)
77 {
78 return m_LS_Functions.lsGetWindlightScene(rules);
79 }
80
81 public int cmSetWindlightScene(LSL_List rules)
82 {
83 return m_LS_Functions.lsSetWindlightScene(rules);
84 }
85
86 public int cmSetWindlightSceneTargeted(LSL_List rules, key target)
87 {
88 return m_LS_Functions.lsSetWindlightSceneTargeted(rules, target);
89 }
75 } 90 }
76} 91}
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 6663aa5..b4da246 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;
@@ -238,13 +239,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
238 239
239 if (part != null) 240 if (part != null)
240 { 241 {
241 lock (part.TaskInventory) 242 part.TaskInventory.LockItemsForRead(true);
243 if (part.TaskInventory.ContainsKey(m_ItemID))
242 { 244 {
243 if (part.TaskInventory.ContainsKey(m_ItemID)) 245 m_thisScriptTask = part.TaskInventory[m_ItemID];
244 {
245 m_thisScriptTask = part.TaskInventory[m_ItemID];
246 }
247 } 246 }
247 part.TaskInventory.LockItemsForRead(false);
248 } 248 }
249 249
250 ApiManager am = new ApiManager(); 250 ApiManager am = new ApiManager();
@@ -429,14 +429,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
429 { 429 {
430 int permsMask; 430 int permsMask;
431 UUID permsGranter; 431 UUID permsGranter;
432 lock (part.TaskInventory) 432 part.TaskInventory.LockItemsForRead(true);
433 if (!part.TaskInventory.ContainsKey(m_ItemID))
433 { 434 {
434 if (!part.TaskInventory.ContainsKey(m_ItemID)) 435 part.TaskInventory.LockItemsForRead(false);
435 return; 436 return;
436
437 permsGranter = part.TaskInventory[m_ItemID].PermsGranter;
438 permsMask = part.TaskInventory[m_ItemID].PermsMask;
439 } 437 }
438 permsGranter = part.TaskInventory[m_ItemID].PermsGranter;
439 permsMask = part.TaskInventory[m_ItemID].PermsMask;
440 part.TaskInventory.LockItemsForRead(false);
440 441
441 if ((permsMask & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) != 0) 442 if ((permsMask & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) != 0)
442 { 443 {
@@ -545,6 +546,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
545 return true; 546 return true;
546 } 547 }
547 548
549 [DebuggerNonUserCode] //Prevents the debugger from farting in this function
548 public void SetState(string state) 550 public void SetState(string state)
549 { 551 {
550 if (state == State) 552 if (state == State)
@@ -556,7 +558,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
556 new DetectParams[0])); 558 new DetectParams[0]));
557 PostEvent(new EventParams("state_entry", new Object[0], 559 PostEvent(new EventParams("state_entry", new Object[0],
558 new DetectParams[0])); 560 new DetectParams[0]));
559 561
560 throw new EventAbortException(); 562 throw new EventAbortException();
561 } 563 }
562 564
@@ -639,14 +641,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
639 /// <returns></returns> 641 /// <returns></returns>
640 public object EventProcessor() 642 public object EventProcessor()
641 { 643 {
642 if (m_Suspended) 644 EventParams data = null;
643 return 0;
644 645
645 lock (m_Script) 646 lock (m_EventQueue)
646 { 647 {
647 EventParams data = null; 648 if (m_Suspended)
649 return 0;
648 650
649 lock (m_EventQueue) 651 lock (m_Script)
650 { 652 {
651 data = (EventParams) m_EventQueue.Dequeue(); 653 data = (EventParams) m_EventQueue.Dequeue();
652 if (data == null) // Shouldn't happen 654 if (data == null) // Shouldn't happen
@@ -672,6 +674,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
672 if (data.EventName == "collision") 674 if (data.EventName == "collision")
673 m_CollisionInQueue = false; 675 m_CollisionInQueue = false;
674 } 676 }
677 }
678 lock(m_Script)
679 {
675 680
676 //m_log.DebugFormat("[XENGINE]: Processing event {0} for {1}", data.EventName, this); 681 //m_log.DebugFormat("[XENGINE]: Processing event {0} for {1}", data.EventName, this);
677 682
@@ -828,6 +833,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
828 new Object[0], new DetectParams[0])); 833 new Object[0], new DetectParams[0]));
829 } 834 }
830 835
836 [DebuggerNonUserCode] //Stops the VS debugger from farting in this function
831 public void ApiResetScript() 837 public void ApiResetScript()
832 { 838 {
833 // bool running = Running; 839 // bool running = Running;
diff --git a/OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs b/OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs
index 91e03ac..a3a2fdf 100644
--- a/OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs
@@ -83,19 +83,19 @@ namespace OpenSim.Region.ScriptEngine.Shared
83 83
84 public override string ToString() 84 public override string ToString()
85 { 85 {
86 string s=String.Format("<{0:0.000000},{1:0.000000},{2:0.000000}>", x, y, z); 86 string s=String.Format("<{0:0.000000}, {1:0.000000}, {2:0.000000}>", x, y, z);
87 return s; 87 return s;
88 } 88 }
89 89
90 public static explicit operator LSLString(Vector3 vec) 90 public static explicit operator LSLString(Vector3 vec)
91 { 91 {
92 string s=String.Format("<{0:0.000000},{1:0.000000},{2:0.000000}>", vec.x, vec.y, vec.z); 92 string s=String.Format("<{0:0.000000}, {1:0.000000}, {2:0.000000}>", vec.x, vec.y, vec.z);
93 return new LSLString(s); 93 return new LSLString(s);
94 } 94 }
95 95
96 public static explicit operator string(Vector3 vec) 96 public static explicit operator string(Vector3 vec)
97 { 97 {
98 string s=String.Format("<{0:0.000000},{1:0.000000},{2:0.000000}>", vec.x, vec.y, vec.z); 98 string s=String.Format("<{0:0.000000}, {1:0.000000}, {2:0.000000}>", vec.x, vec.y, vec.z);
99 return s; 99 return s;
100 } 100 }
101 101
@@ -342,19 +342,19 @@ namespace OpenSim.Region.ScriptEngine.Shared
342 342
343 public override string ToString() 343 public override string ToString()
344 { 344 {
345 string st=String.Format(Culture.FormatProvider, "<{0:0.000000},{1:0.000000},{2:0.000000},{3:0.000000}>", x, y, z, s); 345 string st=String.Format(Culture.FormatProvider, "<{0:0.000000}, {1:0.000000}, {2:0.000000}, {3:0.000000}>", x, y, z, s);
346 return st; 346 return st;
347 } 347 }
348 348
349 public static explicit operator string(Quaternion r) 349 public static explicit operator string(Quaternion r)
350 { 350 {
351 string s=String.Format("<{0:0.000000},{1:0.000000},{2:0.000000},{3:0.000000}>", r.x, r.y, r.z, r.s); 351 string s=String.Format("<{0:0.000000}, {1:0.000000}, {2:0.000000}, {3:0.000000}>", r.x, r.y, r.z, r.s);
352 return s; 352 return s;
353 } 353 }
354 354
355 public static explicit operator LSLString(Quaternion r) 355 public static explicit operator LSLString(Quaternion r)
356 { 356 {
357 string s=String.Format("<{0:0.000000},{1:0.000000},{2:0.000000},{3:0.000000}>", r.x, r.y, r.z, r.s); 357 string s=String.Format("<{0:0.000000}, {1:0.000000}, {2:0.000000}, {3:0.000000}>", r.x, r.y, r.z, r.s);
358 return new LSLString(s); 358 return new LSLString(s);
359 } 359 }
360 360
@@ -613,24 +613,16 @@ namespace OpenSim.Region.ScriptEngine.Shared
613 613
614 public static bool operator ==(list a, list b) 614 public static bool operator ==(list a, list b)
615 { 615 {
616 int la = -1; 616 int la = a.Length;
617 int lb = -1; 617 int lb = b.Length;
618 try { la = a.Length; }
619 catch (NullReferenceException) { }
620 try { lb = b.Length; }
621 catch (NullReferenceException) { }
622 618
623 return la == lb; 619 return la == lb;
624 } 620 }
625 621
626 public static bool operator !=(list a, list b) 622 public static bool operator !=(list a, list b)
627 { 623 {
628 int la = -1; 624 int la = a.Length;
629 int lb = -1; 625 int lb = b.Length;
630 try { la = a.Length; }
631 catch (NullReferenceException) { }
632 try {lb = b.Length;}
633 catch (NullReferenceException) { }
634 626
635 return la != lb; 627 return la != lb;
636 } 628 }
diff --git a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
index b050349..916e27f 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 =
@@ -124,6 +127,71 @@ namespace OpenSim.Region.ScriptEngine.XEngine
124 IWorkItemResult m_CurrentCompile = null; 127 IWorkItemResult m_CurrentCompile = null;
125 private Dictionary<UUID, int> m_CompileDict = new Dictionary<UUID, int>(); 128 private Dictionary<UUID, int> m_CompileDict = new Dictionary<UUID, int>();
126 129
130 private void lockScriptsForRead(bool locked)
131 {
132 if (locked)
133 {
134 if (m_scriptsLock.RecursiveReadCount > 0)
135 {
136 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.");
137 m_scriptsLock.ExitReadLock();
138 }
139 if (m_scriptsLock.RecursiveWriteCount > 0)
140 {
141 m_log.Error("[XEngine.m_Scripts] Recursive write lock requested. This should not happen and means something needs to be fixed.");
142 m_scriptsLock.ExitWriteLock();
143 }
144
145 while (!m_scriptsLock.TryEnterReadLock(60000))
146 {
147 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.");
148 if (m_scriptsLock.IsWriteLockHeld)
149 {
150 m_scriptsLock = new OpenMetaverse.ReaderWriterLockSlim();
151 }
152 }
153 }
154 else
155 {
156 if (m_scriptsLock.RecursiveReadCount > 0)
157 {
158 m_scriptsLock.ExitReadLock();
159 }
160 }
161 }
162 private void lockScriptsForWrite(bool locked)
163 {
164 if (locked)
165 {
166 if (m_scriptsLock.RecursiveReadCount > 0)
167 {
168 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.");
169 m_scriptsLock.ExitReadLock();
170 }
171 if (m_scriptsLock.RecursiveWriteCount > 0)
172 {
173 m_log.Error("[XEngine.m_Scripts] Recursive write lock requested. This should not happen and means something needs to be fixed.");
174 m_scriptsLock.ExitWriteLock();
175 }
176
177 while (!m_scriptsLock.TryEnterWriteLock(60000))
178 {
179 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.");
180 if (m_scriptsLock.IsWriteLockHeld)
181 {
182 m_scriptsLock = new OpenMetaverse.ReaderWriterLockSlim();
183 }
184 }
185 }
186 else
187 {
188 if (m_scriptsLock.RecursiveWriteCount > 0)
189 {
190 m_scriptsLock.ExitWriteLock();
191 }
192 }
193 }
194
127 public string ScriptEngineName 195 public string ScriptEngineName
128 { 196 {
129 get { return "XEngine"; } 197 get { return "XEngine"; }
@@ -263,43 +331,45 @@ namespace OpenSim.Region.ScriptEngine.XEngine
263 331
264 public void RemoveRegion(Scene scene) 332 public void RemoveRegion(Scene scene)
265 { 333 {
266 lock (m_Scripts) 334 lockScriptsForRead(true);
335 foreach (IScriptInstance instance in m_Scripts.Values)
267 { 336 {
268 foreach (IScriptInstance instance in m_Scripts.Values) 337 // Force a final state save
338 //
339 if (m_Assemblies.ContainsKey(instance.AssetID))
269 { 340 {
270 // Force a final state save 341 string assembly = m_Assemblies[instance.AssetID];
271 // 342 instance.SaveState(assembly);
272 if (m_Assemblies.ContainsKey(instance.AssetID)) 343 }
273 {
274 string assembly = m_Assemblies[instance.AssetID];
275 instance.SaveState(assembly);
276 }
277 344
278 // Clear the event queue and abort the instance thread 345 // Clear the event queue and abort the instance thread
279 // 346 //
280 instance.ClearQueue(); 347 instance.ClearQueue();
281 instance.Stop(0); 348 instance.Stop(0);
282 349
283 // Release events, timer, etc 350 // Release events, timer, etc
284 // 351 //
285 instance.DestroyScriptInstance(); 352 instance.DestroyScriptInstance();
286 353
287 // Unload scripts and app domains 354 // Unload scripts and app domains
288 // Must be done explicitly because they have infinite 355 // Must be done explicitly because they have infinite
289 // lifetime 356 // lifetime
290 // 357 //
291 m_DomainScripts[instance.AppDomain].Remove(instance.ItemID); 358 m_DomainScripts[instance.AppDomain].Remove(instance.ItemID);
292 if (m_DomainScripts[instance.AppDomain].Count == 0) 359 if (m_DomainScripts[instance.AppDomain].Count == 0)
293 { 360 {
294 m_DomainScripts.Remove(instance.AppDomain); 361 m_DomainScripts.Remove(instance.AppDomain);
295 UnloadAppDomain(instance.AppDomain); 362 UnloadAppDomain(instance.AppDomain);
296 }
297 } 363 }
298 m_Scripts.Clear();
299 m_PrimObjects.Clear();
300 m_Assemblies.Clear();
301 m_DomainScripts.Clear();
302 } 364 }
365 lockScriptsForRead(false);
366 lockScriptsForWrite(true);
367 m_Scripts.Clear();
368 lockScriptsForWrite(false);
369 m_PrimObjects.Clear();
370 m_Assemblies.Clear();
371 m_DomainScripts.Clear();
372
303 lock (m_ScriptEngines) 373 lock (m_ScriptEngines)
304 { 374 {
305 m_ScriptEngines.Remove(this); 375 m_ScriptEngines.Remove(this);
@@ -358,22 +428,20 @@ namespace OpenSim.Region.ScriptEngine.XEngine
358 428
359 List<IScriptInstance> instances = new List<IScriptInstance>(); 429 List<IScriptInstance> instances = new List<IScriptInstance>();
360 430
361 lock (m_Scripts) 431 lockScriptsForRead(true);
362 { 432 foreach (IScriptInstance instance in m_Scripts.Values)
363 foreach (IScriptInstance instance in m_Scripts.Values)
364 instances.Add(instance); 433 instances.Add(instance);
365 } 434 lockScriptsForRead(false);
366 435
367 foreach (IScriptInstance i in instances) 436 foreach (IScriptInstance i in instances)
368 { 437 {
369 string assembly = String.Empty; 438 string assembly = String.Empty;
370 439
371 lock (m_Scripts) 440
372 {
373 if (!m_Assemblies.ContainsKey(i.AssetID)) 441 if (!m_Assemblies.ContainsKey(i.AssetID))
374 continue; 442 continue;
375 assembly = m_Assemblies[i.AssetID]; 443 assembly = m_Assemblies[i.AssetID];
376 } 444
377 445
378 i.SaveState(assembly); 446 i.SaveState(assembly);
379 } 447 }
@@ -702,92 +770,95 @@ namespace OpenSim.Region.ScriptEngine.XEngine
702 } 770 }
703 771
704 ScriptInstance instance = null; 772 ScriptInstance instance = null;
705 lock (m_Scripts) 773 // Create the object record
774 lockScriptsForRead(true);
775 if ((!m_Scripts.ContainsKey(itemID)) ||
776 (m_Scripts[itemID].AssetID != assetID))
706 { 777 {
707 // Create the object record 778 lockScriptsForRead(false);
708 779
709 if ((!m_Scripts.ContainsKey(itemID)) || 780 UUID appDomain = assetID;
710 (m_Scripts[itemID].AssetID != assetID))
711 {
712 UUID appDomain = assetID;
713 781
714 if (part.ParentGroup.IsAttachment) 782 if (part.ParentGroup.IsAttachment)
715 appDomain = part.ParentGroup.RootPart.UUID; 783 appDomain = part.ParentGroup.RootPart.UUID;
716 784
717 if (!m_AppDomains.ContainsKey(appDomain)) 785 if (!m_AppDomains.ContainsKey(appDomain))
786 {
787 try
718 { 788 {
719 try 789 AppDomainSetup appSetup = new AppDomainSetup();
720 { 790 // appSetup.ApplicationBase = Path.Combine(
721 AppDomainSetup appSetup = new AppDomainSetup(); 791 // "ScriptEngines",
722// appSetup.ApplicationBase = Path.Combine( 792 // m_Scene.RegionInfo.RegionID.ToString());
723// "ScriptEngines", 793
724// m_Scene.RegionInfo.RegionID.ToString()); 794 Evidence baseEvidence = AppDomain.CurrentDomain.Evidence;
725 795 Evidence evidence = new Evidence(baseEvidence);
726 Evidence baseEvidence = AppDomain.CurrentDomain.Evidence; 796
727 Evidence evidence = new Evidence(baseEvidence); 797 AppDomain sandbox;
728 798 if (m_AppDomainLoading)
729 AppDomain sandbox; 799 sandbox = AppDomain.CreateDomain(
730 if (m_AppDomainLoading) 800 m_Scene.RegionInfo.RegionID.ToString(),
731 sandbox = AppDomain.CreateDomain( 801 evidence, appSetup);
732 m_Scene.RegionInfo.RegionID.ToString(), 802 else
733 evidence, appSetup); 803 sandbox = AppDomain.CurrentDomain;
734 else 804
735 sandbox = AppDomain.CurrentDomain; 805 //PolicyLevel sandboxPolicy = PolicyLevel.CreateAppDomainLevel();
736 806 //AllMembershipCondition sandboxMembershipCondition = new AllMembershipCondition();
737 //PolicyLevel sandboxPolicy = PolicyLevel.CreateAppDomainLevel(); 807 //PermissionSet sandboxPermissionSet = sandboxPolicy.GetNamedPermissionSet("Internet");
738 //AllMembershipCondition sandboxMembershipCondition = new AllMembershipCondition(); 808 //PolicyStatement sandboxPolicyStatement = new PolicyStatement(sandboxPermissionSet);
739 //PermissionSet sandboxPermissionSet = sandboxPolicy.GetNamedPermissionSet("Internet"); 809 //CodeGroup sandboxCodeGroup = new UnionCodeGroup(sandboxMembershipCondition, sandboxPolicyStatement);
740 //PolicyStatement sandboxPolicyStatement = new PolicyStatement(sandboxPermissionSet); 810 //sandboxPolicy.RootCodeGroup = sandboxCodeGroup;
741 //CodeGroup sandboxCodeGroup = new UnionCodeGroup(sandboxMembershipCondition, sandboxPolicyStatement); 811 //sandbox.SetAppDomainPolicy(sandboxPolicy);
742 //sandboxPolicy.RootCodeGroup = sandboxCodeGroup; 812
743 //sandbox.SetAppDomainPolicy(sandboxPolicy); 813 m_AppDomains[appDomain] = sandbox;
744 814
745 m_AppDomains[appDomain] = sandbox; 815 m_AppDomains[appDomain].AssemblyResolve +=
746 816 new ResolveEventHandler(
747 m_AppDomains[appDomain].AssemblyResolve += 817 AssemblyResolver.OnAssemblyResolve);
748 new ResolveEventHandler( 818 m_DomainScripts[appDomain] = new List<UUID>();
749 AssemblyResolver.OnAssemblyResolve); 819 }
750 m_DomainScripts[appDomain] = new List<UUID>(); 820 catch (Exception e)
751 } 821 {
752 catch (Exception e) 822 m_log.ErrorFormat("[XEngine] Exception creating app domain:\n {0}", e.ToString());
823 m_ScriptErrorMessage += "Exception creating app domain:\n";
824 m_ScriptFailCount++;
825 lock (m_AddingAssemblies)
753 { 826 {
754 m_log.ErrorFormat("[XEngine] Exception creating app domain:\n {0}", e.ToString()); 827 m_AddingAssemblies[assembly]--;
755 m_ScriptErrorMessage += "Exception creating app domain:\n";
756 m_ScriptFailCount++;
757 lock (m_AddingAssemblies)
758 {
759 m_AddingAssemblies[assembly]--;
760 }
761 return false;
762 } 828 }
829 return false;
763 } 830 }
764 m_DomainScripts[appDomain].Add(itemID); 831 }
765 832 m_DomainScripts[appDomain].Add(itemID);
766 instance = new ScriptInstance(this, part, 833
767 itemID, assetID, assembly, 834 instance = new ScriptInstance(this, part,
768 m_AppDomains[appDomain], 835 itemID, assetID, assembly,
769 part.ParentGroup.RootPart.Name, 836 m_AppDomains[appDomain],
770 item.Name, startParam, postOnRez, 837 part.ParentGroup.RootPart.Name,
771 stateSource, m_MaxScriptQueue); 838 item.Name, startParam, postOnRez,
772 839 stateSource, m_MaxScriptQueue);
773 m_log.DebugFormat( 840
841 m_log.DebugFormat(
774 "[XEngine] Loaded script {0}.{1}, script UUID {2}, prim UUID {3} @ {4}.{5}", 842 "[XEngine] Loaded script {0}.{1}, script UUID {2}, prim UUID {3} @ {4}.{5}",
775 part.ParentGroup.RootPart.Name, item.Name, assetID, part.UUID, 843 part.ParentGroup.RootPart.Name, item.Name, assetID, part.UUID,
776 part.ParentGroup.RootPart.AbsolutePosition, part.ParentGroup.Scene.RegionInfo.RegionName); 844 part.ParentGroup.RootPart.AbsolutePosition, part.ParentGroup.Scene.RegionInfo.RegionName);
777 845
778 if (presence != null) 846 if (presence != null)
779 { 847 {
780 ShowScriptSaveResponse(item.OwnerID, 848 ShowScriptSaveResponse(item.OwnerID,
781 assetID, "Compile successful", true); 849 assetID, "Compile successful", true);
782 }
783
784 instance.AppDomain = appDomain;
785 instance.LineMap = linemap;
786
787 m_Scripts[itemID] = instance;
788 } 850 }
789 }
790 851
852 instance.AppDomain = appDomain;
853 instance.LineMap = linemap;
854 lockScriptsForWrite(true);
855 m_Scripts[itemID] = instance;
856 lockScriptsForWrite(false);
857 }
858 else
859 {
860 lockScriptsForRead(false);
861 }
791 lock (m_PrimObjects) 862 lock (m_PrimObjects)
792 { 863 {
793 if (!m_PrimObjects.ContainsKey(localID)) 864 if (!m_PrimObjects.ContainsKey(localID))
@@ -806,9 +877,9 @@ namespace OpenSim.Region.ScriptEngine.XEngine
806 m_AddingAssemblies[assembly]--; 877 m_AddingAssemblies[assembly]--;
807 } 878 }
808 879
809 if (instance != null) 880 if (instance!=null)
810 instance.Init(); 881 instance.Init();
811 882
812 return true; 883 return true;
813 } 884 }
814 885
@@ -821,20 +892,23 @@ namespace OpenSim.Region.ScriptEngine.XEngine
821 m_CompileDict.Remove(itemID); 892 m_CompileDict.Remove(itemID);
822 } 893 }
823 894
824 IScriptInstance instance = null; 895 lockScriptsForRead(true);
825 896 // Do we even have it?
826 lock (m_Scripts) 897 if (!m_Scripts.ContainsKey(itemID))
827 { 898 {
828 // Do we even have it? 899 lockScriptsForRead(false);
829 if (!m_Scripts.ContainsKey(itemID)) 900 return;
830 return;
831
832 instance=m_Scripts[itemID];
833 m_Scripts.Remove(itemID);
834 } 901 }
902
835 903
904 IScriptInstance instance=m_Scripts[itemID];
905 lockScriptsForRead(false);
906 lockScriptsForWrite(true);
907 m_Scripts.Remove(itemID);
908 lockScriptsForWrite(false);
836 instance.ClearQueue(); 909 instance.ClearQueue();
837 instance.Stop(0); 910 instance.Stop(0);
911
838// bool objectRemoved = false; 912// bool objectRemoved = false;
839 913
840 lock (m_PrimObjects) 914 lock (m_PrimObjects)
@@ -870,11 +944,12 @@ namespace OpenSim.Region.ScriptEngine.XEngine
870 ObjectRemoved handlerObjectRemoved = OnObjectRemoved; 944 ObjectRemoved handlerObjectRemoved = OnObjectRemoved;
871 if (handlerObjectRemoved != null) 945 if (handlerObjectRemoved != null)
872 { 946 {
873 SceneObjectPart part = m_Scene.GetSceneObjectPart(localID); 947 SceneObjectPart part = m_Scene.GetSceneObjectPart(localID);
874 handlerObjectRemoved(part.UUID); 948 handlerObjectRemoved(part.UUID);
875 } 949 }
876 950
877 951 CleanAssemblies();
952
878 ScriptRemoved handlerScriptRemoved = OnScriptRemoved; 953 ScriptRemoved handlerScriptRemoved = OnScriptRemoved;
879 if (handlerScriptRemoved != null) 954 if (handlerScriptRemoved != null)
880 handlerScriptRemoved(itemID); 955 handlerScriptRemoved(itemID);
@@ -1133,12 +1208,14 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1133 private IScriptInstance GetInstance(UUID itemID) 1208 private IScriptInstance GetInstance(UUID itemID)
1134 { 1209 {
1135 IScriptInstance instance; 1210 IScriptInstance instance;
1136 lock (m_Scripts) 1211 lockScriptsForRead(true);
1212 if (!m_Scripts.ContainsKey(itemID))
1137 { 1213 {
1138 if (!m_Scripts.ContainsKey(itemID)) 1214 lockScriptsForRead(false);
1139 return null; 1215 return null;
1140 instance = m_Scripts[itemID];
1141 } 1216 }
1217 instance = m_Scripts[itemID];
1218 lockScriptsForRead(false);
1142 return instance; 1219 return instance;
1143 } 1220 }
1144 1221
@@ -1162,6 +1239,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1162 return false; 1239 return false;
1163 } 1240 }
1164 1241
1242 [DebuggerNonUserCode]
1165 public void ApiResetScript(UUID itemID) 1243 public void ApiResetScript(UUID itemID)
1166 { 1244 {
1167 IScriptInstance instance = GetInstance(itemID); 1245 IScriptInstance instance = GetInstance(itemID);
@@ -1213,6 +1291,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1213 return UUID.Zero; 1291 return UUID.Zero;
1214 } 1292 }
1215 1293
1294 [DebuggerNonUserCode]
1216 public void SetState(UUID itemID, string newState) 1295 public void SetState(UUID itemID, string newState)
1217 { 1296 {
1218 IScriptInstance instance = GetInstance(itemID); 1297 IScriptInstance instance = GetInstance(itemID);
@@ -1233,11 +1312,10 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1233 { 1312 {
1234 List<IScriptInstance> instances = new List<IScriptInstance>(); 1313 List<IScriptInstance> instances = new List<IScriptInstance>();
1235 1314
1236 lock (m_Scripts) 1315 lockScriptsForRead(true);
1237 { 1316 foreach (IScriptInstance instance in m_Scripts.Values)
1238 foreach (IScriptInstance instance in m_Scripts.Values)
1239 instances.Add(instance); 1317 instances.Add(instance);
1240 } 1318 lockScriptsForRead(false);
1241 1319
1242 foreach (IScriptInstance i in instances) 1320 foreach (IScriptInstance i in instances)
1243 { 1321 {