aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region
diff options
context:
space:
mode:
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/Application/OpenSim.cs2
-rw-r--r--OpenSim/Region/Application/OpenSimBase.cs49
-rw-r--r--OpenSim/Region/ClientStack/LindenUDP/J2KImage.cs3
-rw-r--r--OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs148
-rw-r--r--OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs5
-rw-r--r--OpenSim/Region/ClientStack/LindenUDP/TokenBucket.cs66
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs31
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs102
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs11
-rw-r--r--OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs11
-rw-r--r--OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs31
-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/Land/LandManagementModule.cs330
-rw-r--r--OpenSim/Region/Examples/SimpleModule/MyNpcCharacter.cs9
-rw-r--r--OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs7
-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/Scene.Inventory.cs27
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs70
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs4
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneGraph.cs94
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs26
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs706
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs153
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs722
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs677
-rw-r--r--OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs9
-rw-r--r--OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs9
-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.cs1369
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs3916
-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.cs3853
-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/LSL_Api.cs1123
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs36
-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/XEngine/XEngine.cs422
60 files changed, 13443 insertions, 1664 deletions
diff --git a/OpenSim/Region/Application/OpenSim.cs b/OpenSim/Region/Application/OpenSim.cs
index a09b903..75561a7 100644
--- a/OpenSim/Region/Application/OpenSim.cs
+++ b/OpenSim/Region/Application/OpenSim.cs
@@ -427,7 +427,7 @@ namespace OpenSim
427 if (alert != null) 427 if (alert != null)
428 presence.ControllingClient.Kick(alert); 428 presence.ControllingClient.Kick(alert);
429 else 429 else
430 presence.ControllingClient.Kick("\nThe OpenSim manager kicked you out.\n"); 430 presence.ControllingClient.Kick("\nYou have been logged out by an administrator.\n");
431 431
432 // ...and close on our side 432 // ...and close on our side
433 presence.Scene.IncomingCloseAgent(presence.UUID); 433 presence.Scene.IncomingCloseAgent(presence.UUID);
diff --git a/OpenSim/Region/Application/OpenSimBase.cs b/OpenSim/Region/Application/OpenSimBase.cs
index 83be61e..f053911 100644
--- a/OpenSim/Region/Application/OpenSimBase.cs
+++ b/OpenSim/Region/Application/OpenSimBase.cs
@@ -343,10 +343,26 @@ namespace OpenSim
343 else m_log.Error("[MODULES]: The new RegionModulesController is missing..."); 343 else m_log.Error("[MODULES]: The new RegionModulesController is missing...");
344 344
345 scene.SetModuleInterfaces(); 345 scene.SetModuleInterfaces();
346// First Step of bootreport sequence
347 if (scene.SnmpService != null)
348 {
349 scene.SnmpService.ColdStart(1,scene);
350 scene.SnmpService.LinkDown(scene);
351 }
352
353 if (scene.SnmpService != null)
354 {
355 scene.SnmpService.BootInfo("Loading prins", scene);
356 }
346 357
347 // Prims have to be loaded after module configuration since some modules may be invoked during the load 358 // Prims have to be loaded after module configuration since some modules may be invoked during the load
348 scene.LoadPrimsFromStorage(regionInfo.originRegionID); 359 scene.LoadPrimsFromStorage(regionInfo.originRegionID);
349 360
361 if (scene.SnmpService != null)
362 {
363 scene.SnmpService.BootInfo("Creating region texture", scene);
364 }
365
350 // moved these here as the terrain texture has to be created after the modules are initialized 366 // 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. 367 // and has to happen before the region is registered with the grid.
352 scene.CreateTerrainTexture(); 368 scene.CreateTerrainTexture();
@@ -354,6 +370,10 @@ namespace OpenSim
354 // TODO : Try setting resource for region xstats here on scene 370 // TODO : Try setting resource for region xstats here on scene
355 MainServer.Instance.AddStreamHandler(new Region.Framework.Scenes.RegionStatsHandler(regionInfo)); 371 MainServer.Instance.AddStreamHandler(new Region.Framework.Scenes.RegionStatsHandler(regionInfo));
356 372
373 if (scene.SnmpService != null)
374 {
375 scene.SnmpService.BootInfo("Grid Registration in progress", scene);
376 }
357 try 377 try
358 { 378 {
359 scene.RegisterRegionWithGrid(); 379 scene.RegisterRegionWithGrid();
@@ -362,11 +382,20 @@ namespace OpenSim
362 { 382 {
363 m_log.ErrorFormat("[STARTUP]: Registration of region with grid failed, aborting startup - {0}", e.StackTrace); 383 m_log.ErrorFormat("[STARTUP]: Registration of region with grid failed, aborting startup - {0}", e.StackTrace);
364 384
385 if (scene.SnmpService != null)
386 {
387 scene.SnmpService.Critical("Grid registration failed. Startup aborted.", scene);
388 }
365 // Carrying on now causes a lot of confusion down the 389 // Carrying on now causes a lot of confusion down the
366 // line - we need to get the user's attention 390 // line - we need to get the user's attention
367 Environment.Exit(1); 391 Environment.Exit(1);
368 } 392 }
369 393
394 if (scene.SnmpService != null)
395 {
396 scene.SnmpService.BootInfo("Grid Registration done", scene);
397 }
398
370 // We need to do this after we've initialized the 399 // We need to do this after we've initialized the
371 // scripting engines. 400 // scripting engines.
372 scene.CreateScriptInstances(); 401 scene.CreateScriptInstances();
@@ -374,6 +403,11 @@ namespace OpenSim
374 scene.loadAllLandObjectsFromStorage(regionInfo.originRegionID); 403 scene.loadAllLandObjectsFromStorage(regionInfo.originRegionID);
375 scene.EventManager.TriggerParcelPrimCountUpdate(); 404 scene.EventManager.TriggerParcelPrimCountUpdate();
376 405
406 if (scene.SnmpService != null)
407 {
408 scene.SnmpService.BootInfo("ScriptEngine started", scene);
409 }
410
377 m_sceneManager.Add(scene); 411 m_sceneManager.Add(scene);
378 412
379 if (m_autoCreateClientStack) 413 if (m_autoCreateClientStack)
@@ -382,6 +416,10 @@ namespace OpenSim
382 clientServer.Start(); 416 clientServer.Start();
383 } 417 }
384 418
419 if (scene.SnmpService != null)
420 {
421 scene.SnmpService.BootInfo("Initializing region modules", scene);
422 }
385 if (do_post_init) 423 if (do_post_init)
386 { 424 {
387 foreach (IRegionModule module in modules) 425 foreach (IRegionModule module in modules)
@@ -393,6 +431,12 @@ namespace OpenSim
393 431
394 mscene = scene; 432 mscene = scene;
395 433
434 if (scene.SnmpService != null)
435 {
436 scene.SnmpService.BootInfo("The region is operational", scene);
437 scene.SnmpService.LinkUp(scene);
438 }
439
396 scene.StartTimer(); 440 scene.StartTimer();
397 441
398 return clientServer; 442 return clientServer;
@@ -401,6 +445,11 @@ namespace OpenSim
401 private void ShutdownRegion(Scene scene) 445 private void ShutdownRegion(Scene scene)
402 { 446 {
403 m_log.DebugFormat("[SHUTDOWN]: Shutting down region {0}", scene.RegionInfo.RegionName); 447 m_log.DebugFormat("[SHUTDOWN]: Shutting down region {0}", scene.RegionInfo.RegionName);
448 if (scene.SnmpService != null)
449 {
450 scene.SnmpService.BootInfo("The region is shutting down", scene);
451 scene.SnmpService.LinkDown(scene);
452 }
404 IRegionModulesController controller; 453 IRegionModulesController controller;
405 if (ApplicationRegistry.TryGet<IRegionModulesController>(out controller)) 454 if (ApplicationRegistry.TryGet<IRegionModulesController>(out controller))
406 { 455 {
diff --git a/OpenSim/Region/ClientStack/LindenUDP/J2KImage.cs b/OpenSim/Region/ClientStack/LindenUDP/J2KImage.cs
index 9869a99..5c17b0e 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 cdd22de..f071841 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
@@ -339,6 +339,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
339 private AgentUpdateArgs lastarg; 339 private AgentUpdateArgs lastarg;
340 private bool m_IsActive = true; 340 private bool m_IsActive = true;
341 private bool m_IsLoggingOut = false; 341 private bool m_IsLoggingOut = false;
342 private bool m_IsPresenceReady = false;
342 343
343 protected Dictionary<PacketType, PacketProcessor> m_packetHandlers = new Dictionary<PacketType, PacketProcessor>(); 344 protected Dictionary<PacketType, PacketProcessor> m_packetHandlers = new Dictionary<PacketType, PacketProcessor>();
344 protected Dictionary<string, GenericMessage> m_genericPacketHandlers = new Dictionary<string, GenericMessage>(); //PauPaw:Local Generic Message handlers 345 protected Dictionary<string, GenericMessage> m_genericPacketHandlers = new Dictionary<string, GenericMessage>(); //PauPaw:Local Generic Message handlers
@@ -362,6 +363,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
362 363
363 private Timer m_propertiesPacketTimer; 364 private Timer m_propertiesPacketTimer;
364 private List<ObjectPropertiesPacket.ObjectDataBlock> m_propertiesBlocks = new List<ObjectPropertiesPacket.ObjectDataBlock>(); 365 private List<ObjectPropertiesPacket.ObjectDataBlock> m_propertiesBlocks = new List<ObjectPropertiesPacket.ObjectDataBlock>();
366 private List<Packet> m_pendingPackets;
365 367
366 #endregion Class Members 368 #endregion Class Members
367 369
@@ -402,6 +404,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
402 get { return m_IsActive; } 404 get { return m_IsActive; }
403 set { m_IsActive = value; } 405 set { m_IsActive = value; }
404 } 406 }
407
405 public bool IsLoggingOut 408 public bool IsLoggingOut
406 { 409 {
407 get { return m_IsLoggingOut; } 410 get { return m_IsLoggingOut; }
@@ -466,18 +469,30 @@ namespace OpenSim.Region.ClientStack.LindenUDP
466 469
467 #region Client Methods 470 #region Client Methods
468 471
472
469 /// <summary> 473 /// <summary>
470 /// Shut down the client view 474 /// Shut down the client view
471 /// </summary> 475 /// </summary>
472 public void Close() 476 public void Close()
473 { 477 {
478 Close(true);
479 }
480
481 /// <summary>
482 /// Shut down the client view
483 /// </summary>
484 public void Close(bool sendStop)
485 {
474 m_log.DebugFormat( 486 m_log.DebugFormat(
475 "[CLIENT]: Close has been called for {0} attached to scene {1}", 487 "[CLIENT]: Close has been called for {0} attached to scene {1}",
476 Name, m_scene.RegionInfo.RegionName); 488 Name, m_scene.RegionInfo.RegionName);
477 489
478 // Send the STOP packet 490 if (sendStop)
479 DisableSimulatorPacket disable = (DisableSimulatorPacket)PacketPool.Instance.GetPacket(PacketType.DisableSimulator); 491 {
480 OutPacket(disable, ThrottleOutPacketType.Unknown); 492 // Send the STOP packet
493 DisableSimulatorPacket disable = (DisableSimulatorPacket)PacketPool.Instance.GetPacket(PacketType.DisableSimulator);
494 OutPacket(disable, ThrottleOutPacketType.Unknown);
495 }
481 496
482 IsActive = false; 497 IsActive = false;
483 498
@@ -1043,6 +1058,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1043 public virtual void SendLayerData(float[] map) 1058 public virtual void SendLayerData(float[] map)
1044 { 1059 {
1045 Util.FireAndForget(DoSendLayerData, map); 1060 Util.FireAndForget(DoSendLayerData, map);
1061
1062 // Send it sync, and async. It's not that much data
1063 // and it improves user experience just so much!
1064 DoSendLayerData(map);
1046 } 1065 }
1047 1066
1048 /// <summary> 1067 /// <summary>
@@ -1055,16 +1074,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1055 1074
1056 try 1075 try
1057 { 1076 {
1058 //for (int y = 0; y < 16; y++) 1077 for (int y = 0; y < 16; y++)
1059 //{ 1078 {
1060 // for (int x = 0; x < 16; x++) 1079 for (int x = 0; x < 16; x+=4)
1061 // { 1080 {
1062 // SendLayerData(x, y, map); 1081 SendLayerPacket(x, y, map);
1063 // } 1082 }
1064 //} 1083 }
1065
1066 // Send LayerData in a spiral pattern. Fun!
1067 SendLayerTopRight(map, 0, 0, 15, 15);
1068 } 1084 }
1069 catch (Exception e) 1085 catch (Exception e)
1070 { 1086 {
@@ -1072,51 +1088,35 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1072 } 1088 }
1073 } 1089 }
1074 1090
1075 private void SendLayerTopRight(float[] map, int x1, int y1, int x2, int y2)
1076 {
1077 // Row
1078 for (int i = x1; i <= x2; i++)
1079 SendLayerData(i, y1, map);
1080
1081 // Column
1082 for (int j = y1 + 1; j <= y2; j++)
1083 SendLayerData(x2, j, map);
1084
1085 if (x2 - x1 > 0)
1086 SendLayerBottomLeft(map, x1, y1 + 1, x2 - 1, y2);
1087 }
1088
1089 void SendLayerBottomLeft(float[] map, int x1, int y1, int x2, int y2)
1090 {
1091 // Row in reverse
1092 for (int i = x2; i >= x1; i--)
1093 SendLayerData(i, y2, map);
1094
1095 // Column in reverse
1096 for (int j = y2 - 1; j >= y1; j--)
1097 SendLayerData(x1, j, map);
1098
1099 if (x2 - x1 > 0)
1100 SendLayerTopRight(map, x1 + 1, y1, x2, y2 - 1);
1101 }
1102
1103 /// <summary> 1091 /// <summary>
1104 /// Sends a set of four patches (x, x+1, ..., x+3) to the client 1092 /// Sends a set of four patches (x, x+1, ..., x+3) to the client
1105 /// </summary> 1093 /// </summary>
1106 /// <param name="map">heightmap</param> 1094 /// <param name="map">heightmap</param>
1107 /// <param name="px">X coordinate for patches 0..12</param> 1095 /// <param name="px">X coordinate for patches 0..12</param>
1108 /// <param name="py">Y coordinate for patches 0..15</param> 1096 /// <param name="py">Y coordinate for patches 0..15</param>
1109 // private void SendLayerPacket(float[] map, int y, int x) 1097 private void SendLayerPacket(int x, int y, float[] map)
1110 // { 1098 {
1111 // int[] patches = new int[4]; 1099 int[] patches = new int[4];
1112 // patches[0] = x + 0 + y * 16; 1100 patches[0] = x + 0 + y * 16;
1113 // patches[1] = x + 1 + y * 16; 1101 patches[1] = x + 1 + y * 16;
1114 // patches[2] = x + 2 + y * 16; 1102 patches[2] = x + 2 + y * 16;
1115 // patches[3] = x + 3 + y * 16; 1103 patches[3] = x + 3 + y * 16;
1116 1104
1117 // Packet layerpack = LLClientView.TerrainManager.CreateLandPacket(map, patches); 1105 float[] heightmap = (map.Length == 65536) ?
1118 // OutPacket(layerpack, ThrottleOutPacketType.Land); 1106 map :
1119 // } 1107 LLHeightFieldMoronize(map);
1108
1109 try
1110 {
1111 Packet layerpack = TerrainCompressor.CreateLandPacket(heightmap, patches);
1112 OutPacket(layerpack, ThrottleOutPacketType.Land);
1113 }
1114 catch
1115 {
1116 for (int px = x ; px < x + 4 ; px++)
1117 SendLayerData(px, y, map);
1118 }
1119 }
1120 1120
1121 /// <summary> 1121 /// <summary>
1122 /// Sends a specified patch to a client 1122 /// Sends a specified patch to a client
@@ -1136,7 +1136,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1136 LayerDataPacket layerpack = TerrainCompressor.CreateLandPacket(heightmap, patches); 1136 LayerDataPacket layerpack = TerrainCompressor.CreateLandPacket(heightmap, patches);
1137 layerpack.Header.Reliable = true; 1137 layerpack.Header.Reliable = true;
1138 1138
1139 OutPacket(layerpack, ThrottleOutPacketType.Land); 1139 OutPacket(layerpack, ThrottleOutPacketType.Task);
1140 } 1140 }
1141 catch (Exception e) 1141 catch (Exception e)
1142 { 1142 {
@@ -3935,6 +3935,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
3935 { 3935 {
3936 m_propertiesPacketTimer.Stop(); 3936 m_propertiesPacketTimer.Stop();
3937 3937
3938 if (m_propertiesBlocks.Count == 0)
3939 return;
3940
3938 proper.ObjectData = new ObjectPropertiesPacket.ObjectDataBlock[m_propertiesBlocks.Count]; 3941 proper.ObjectData = new ObjectPropertiesPacket.ObjectDataBlock[m_propertiesBlocks.Count];
3939 3942
3940 int index = 0; 3943 int index = 0;
@@ -4926,6 +4929,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4926 (x.CameraLeftAxis != lastarg.CameraLeftAxis) || 4929 (x.CameraLeftAxis != lastarg.CameraLeftAxis) ||
4927 (x.CameraUpAxis != lastarg.CameraUpAxis) || 4930 (x.CameraUpAxis != lastarg.CameraUpAxis) ||
4928 (x.ControlFlags != lastarg.ControlFlags) || 4931 (x.ControlFlags != lastarg.ControlFlags) ||
4932 (x.ControlFlags != 0) ||
4929 (x.Far != lastarg.Far) || 4933 (x.Far != lastarg.Far) ||
4930 (x.Flags != lastarg.Flags) || 4934 (x.Flags != lastarg.Flags) ||
4931 (x.State != lastarg.State) || 4935 (x.State != lastarg.State) ||
@@ -5297,7 +5301,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
5297 args.Channel = ch; 5301 args.Channel = ch;
5298 args.From = String.Empty; 5302 args.From = String.Empty;
5299 args.Message = Utils.BytesToString(msg); 5303 args.Message = Utils.BytesToString(msg);
5300 args.Type = ChatTypeEnum.Shout; 5304 args.Type = ChatTypeEnum.Region; //Behaviour in SL is that the response can be heard from any distance
5301 args.Position = new Vector3(); 5305 args.Position = new Vector3();
5302 args.Scene = Scene; 5306 args.Scene = Scene;
5303 args.Sender = this; 5307 args.Sender = this;
@@ -11215,18 +11219,44 @@ namespace OpenSim.Region.ClientStack.LindenUDP
11215 } 11219 }
11216 11220
11217 /// <summary> 11221 /// <summary>
11222 /// This processes packets which have accumulated while the presence was still in the process of initialising.
11223 /// </summary>
11224 public void ProcessPendingPackets()
11225 {
11226 m_IsPresenceReady = true;
11227 if (m_pendingPackets == null)
11228 return;
11229 foreach (Packet p in m_pendingPackets)
11230 {
11231 ProcessInPacket(p);
11232 }
11233 m_pendingPackets.Clear();
11234 }
11235
11236 /// <summary>
11218 /// Entryway from the client to the simulator. All UDP packets from the client will end up here 11237 /// Entryway from the client to the simulator. All UDP packets from the client will end up here
11219 /// </summary> 11238 /// </summary>
11220 /// <param name="Pack">OpenMetaverse.packet</param> 11239 /// <param name="Pack">OpenMetaverse.packet</param>
11221 public void ProcessInPacket(Packet Pack) 11240 public void ProcessInPacket(Packet Pack)
11222 { 11241 {
11223 if (m_debugPacketLevel >= 255) 11242 if (!m_IsPresenceReady)
11224 m_log.DebugFormat("[CLIENT]: Packet IN {0}", Pack.Type); 11243 {
11244 if (m_pendingPackets == null)
11245 {
11246 m_pendingPackets = new List<Packet>();
11247 }
11248 m_pendingPackets.Add(Pack);
11249 }
11250 else
11251 {
11252 if (m_debugPacketLevel >= 255)
11253 m_log.DebugFormat("[CLIENT]: Packet IN {0}", Pack.Type);
11225 11254
11226 if (!ProcessPacketMethod(Pack)) 11255 if (!ProcessPacketMethod(Pack))
11227 m_log.Warn("[CLIENT]: unhandled packet " + Pack.Type); 11256 m_log.Warn("[CLIENT]: unhandled packet " + Pack.Type);
11228 11257
11229 PacketPool.Instance.ReturnPacket(Pack); 11258 PacketPool.Instance.ReturnPacket(Pack);
11259 }
11230 } 11260 }
11231 11261
11232 private static PrimitiveBaseShape GetShapeFromAddPacket(ObjectAddPacket addPacket) 11262 private static PrimitiveBaseShape GetShapeFromAddPacket(ObjectAddPacket addPacket)
diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs
index 1b81105..cda461c 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs
@@ -899,7 +899,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
899 client.OnLogout += LogoutHandler; 899 client.OnLogout += LogoutHandler;
900 900
901 // Start the IClientAPI 901 // Start the IClientAPI
902 client.Start(); 902 // Spin it off so that it doesn't clog up the LLUDPServer
903 Util.FireAndForget(delegate(object o) { client.Start(); });
903 } 904 }
904 else 905 else
905 { 906 {
@@ -915,7 +916,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
915 if (m_scene.TryGetClient(udpClient.AgentID, out client)) 916 if (m_scene.TryGetClient(udpClient.AgentID, out client))
916 { 917 {
917 client.IsLoggingOut = true; 918 client.IsLoggingOut = true;
918 client.Close(); 919 client.Close(false);
919 } 920 }
920 } 921 }
921 922
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/CoreModules/Avatar/Attachments/AttachmentsModule.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
index 6d16c52..f63089d 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 Nini.Config; 33using Nini.Config;
33using OpenMetaverse; 34using OpenMetaverse;
@@ -36,6 +37,7 @@ using OpenSim.Framework;
36using OpenSim.Region.Framework; 37using OpenSim.Region.Framework;
37using OpenSim.Region.Framework.Interfaces; 38using OpenSim.Region.Framework.Interfaces;
38using OpenSim.Region.Framework.Scenes; 39using OpenSim.Region.Framework.Scenes;
40using OpenSim.Region.Framework.Scenes.Serialization;
39 41
40namespace OpenSim.Region.CoreModules.Avatar.Attachments 42namespace OpenSim.Region.CoreModules.Avatar.Attachments
41{ 43{
@@ -198,8 +200,14 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
198 200
199 public UUID RezSingleAttachmentFromInventory( 201 public UUID RezSingleAttachmentFromInventory(
200 IClientAPI remoteClient, UUID itemID, uint AttachmentPt, bool updateInventoryStatus) 202 IClientAPI remoteClient, UUID itemID, uint AttachmentPt, bool updateInventoryStatus)
203 {
204 return RezSingleAttachmentFromInventory(remoteClient, itemID, AttachmentPt, true, null);
205 }
206
207 public UUID RezSingleAttachmentFromInventory(
208 IClientAPI remoteClient, UUID itemID, uint AttachmentPt, bool updateInventoryStatus, XmlDocument doc)
201 { 209 {
202 SceneObjectGroup att = RezSingleAttachmentFromInventoryInternal(remoteClient, itemID, AttachmentPt); 210 SceneObjectGroup att = RezSingleAttachmentFromInventoryInternal(remoteClient, itemID, AttachmentPt, doc);
203 211
204 if (updateInventoryStatus) 212 if (updateInventoryStatus)
205 { 213 {
@@ -218,7 +226,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
218 } 226 }
219 227
220 protected SceneObjectGroup RezSingleAttachmentFromInventoryInternal( 228 protected SceneObjectGroup RezSingleAttachmentFromInventoryInternal(
221 IClientAPI remoteClient, UUID itemID, uint AttachmentPt) 229 IClientAPI remoteClient, UUID itemID, uint AttachmentPt, XmlDocument doc)
222 { 230 {
223 IInventoryAccessModule invAccess = m_scene.RequestModuleInterface<IInventoryAccessModule>(); 231 IInventoryAccessModule invAccess = m_scene.RequestModuleInterface<IInventoryAccessModule>();
224 if (invAccess != null) 232 if (invAccess != null)
@@ -244,13 +252,19 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
244 if (tainted) 252 if (tainted)
245 objatt.HasGroupChanged = true; 253 objatt.HasGroupChanged = true;
246 254
255 if (doc != null)
256 {
257 objatt.LoadScriptState(doc);
258 objatt.ResetOwnerChangeFlag();
259 }
260
247 // Fire after attach, so we don't get messy perms dialogs 261 // Fire after attach, so we don't get messy perms dialogs
248 // 3 == AttachedRez 262 // 3 == AttachedRez
249 objatt.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 3); 263 objatt.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 3);
250 objatt.ResumeScripts(); 264 objatt.ResumeScripts();
251 265
252 // Do this last so that event listeners have access to all the effects of the attachment 266 // Do this last so that event listeners have access to all the effects of the attachment
253 m_scene.EventManager.TriggerOnAttach(objatt.LocalId, itemID, remoteClient.AgentId); 267 //m_scene.EventManager.TriggerOnAttach(objatt.LocalId, itemID, remoteClient.AgentId);
254 } 268 }
255 else 269 else
256 { 270 {
@@ -279,7 +293,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
279 if (m_scene.TryGetScenePresence(remoteClient.AgentId, out presence)) 293 if (m_scene.TryGetScenePresence(remoteClient.AgentId, out presence))
280 { 294 {
281 InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId); 295 InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId);
282 item = m_scene.InventoryService.GetItem(item); 296 if (m_scene.InventoryService != null)
297 item = m_scene.InventoryService.GetItem(item);
283 298
284 presence.Appearance.SetAttachment((int)AttachmentPt, itemID, item.AssetID /*att.UUID*/); 299 presence.Appearance.SetAttachment((int)AttachmentPt, itemID, item.AssetID /*att.UUID*/);
285 } 300 }
@@ -324,6 +339,12 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
324 { 339 {
325 // XXYY!! 340 // XXYY!!
326 InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId); 341 InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId);
342 if (item == null)
343 m_log.Error("[ATTACHMENT]: item == null");
344 if (m_scene == null)
345 m_log.Error("[ATTACHMENT]: m_scene == null");
346 if (m_scene.InventoryService == null)
347 m_log.Error("[ATTACHMENT]: m_scene.InventoryService == null");
327 item = m_scene.InventoryService.GetItem(item); 348 item = m_scene.InventoryService.GetItem(item);
328 presence.Appearance.SetAttachment((int)AttachmentPt, itemID, item.AssetID /* att.UUID */); 349 presence.Appearance.SetAttachment((int)AttachmentPt, itemID, item.AssetID /* att.UUID */);
329 350
@@ -412,6 +433,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
412 if (group.GetFromItemID() == itemID) 433 if (group.GetFromItemID() == itemID)
413 { 434 {
414 m_scene.EventManager.TriggerOnAttach(group.LocalId, itemID, UUID.Zero); 435 m_scene.EventManager.TriggerOnAttach(group.LocalId, itemID, UUID.Zero);
436 // CM / XMREngine!!!! Needed to conclude attach event
437 SceneObjectSerializer.ToOriginalXmlFormat(group);
415 group.DetachToInventoryPrep(); 438 group.DetachToInventoryPrep();
416 m_log.Debug("[ATTACHMENTS MODULE]: Saving attachpoint: " + ((uint)group.GetAttachmentPoint()).ToString()); 439 m_log.Debug("[ATTACHMENTS MODULE]: Saving attachpoint: " + ((uint)group.GetAttachmentPoint()).ToString());
417 m_scene.UpdateKnownItem(remoteClient, group,group.GetFromItemID(), group.OwnerID); 440 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..9c8cbc6 100644
--- a/OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs
@@ -49,7 +49,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
49 private int m_shoutdistance = 100; 49 private int m_shoutdistance = 100;
50 private int m_whisperdistance = 10; 50 private int m_whisperdistance = 10;
51 private List<Scene> m_scenes = new List<Scene>(); 51 private List<Scene> m_scenes = new List<Scene>();
52 52 private List<string> FreezeCache = new List<string>();
53 private string m_adminPrefix = "";
53 internal object m_syncy = new object(); 54 internal object m_syncy = new object();
54 55
55 internal IConfig m_config; 56 internal IConfig m_config;
@@ -76,6 +77,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
76 m_whisperdistance = config.Configs["Chat"].GetInt("whisper_distance", m_whisperdistance); 77 m_whisperdistance = config.Configs["Chat"].GetInt("whisper_distance", m_whisperdistance);
77 m_saydistance = config.Configs["Chat"].GetInt("say_distance", m_saydistance); 78 m_saydistance = config.Configs["Chat"].GetInt("say_distance", m_saydistance);
78 m_shoutdistance = config.Configs["Chat"].GetInt("shout_distance", m_shoutdistance); 79 m_shoutdistance = config.Configs["Chat"].GetInt("shout_distance", m_shoutdistance);
80 m_adminPrefix = config.Configs["Chat"].GetString("admin_prefix", "");
79 } 81 }
80 82
81 public virtual void AddRegion(Scene scene) 83 public virtual void AddRegion(Scene scene)
@@ -171,7 +173,15 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
171 return; 173 return;
172 } 174 }
173 175
174 DeliverChatToAvatars(ChatSourceType.Agent, c); 176 if (FreezeCache.Contains(c.Sender.AgentId.ToString()))
177 {
178 if (c.Type != ChatTypeEnum.StartTyping || c.Type != ChatTypeEnum.StopTyping)
179 c.Sender.SendAgentAlertMessage("You may not talk as you are frozen.", false);
180 }
181 else
182 {
183 DeliverChatToAvatars(ChatSourceType.Agent, c);
184 }
175 } 185 }
176 186
177 public virtual void OnChatFromWorld(Object sender, OSChatMessage c) 187 public virtual void OnChatFromWorld(Object sender, OSChatMessage c)
@@ -185,6 +195,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
185 protected virtual void DeliverChatToAvatars(ChatSourceType sourceType, OSChatMessage c) 195 protected virtual void DeliverChatToAvatars(ChatSourceType sourceType, OSChatMessage c)
186 { 196 {
187 string fromName = c.From; 197 string fromName = c.From;
198 string fromNamePrefix = "";
188 UUID fromID = UUID.Zero; 199 UUID fromID = UUID.Zero;
189 string message = c.Message; 200 string message = c.Message;
190 IScene scene = c.Scene; 201 IScene scene = c.Scene;
@@ -207,7 +218,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
207 fromPos = avatar.AbsolutePosition; 218 fromPos = avatar.AbsolutePosition;
208 fromName = avatar.Name; 219 fromName = avatar.Name;
209 fromID = c.Sender.AgentId; 220 fromID = c.Sender.AgentId;
210 221 if (avatar.GodLevel > 200)
222 {
223 fromNamePrefix = m_adminPrefix;
224 }
211 break; 225 break;
212 226
213 case ChatSourceType.Object: 227 case ChatSourceType.Object:
@@ -227,7 +241,15 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
227 s.ForEachScenePresence( 241 s.ForEachScenePresence(
228 delegate(ScenePresence presence) 242 delegate(ScenePresence presence)
229 { 243 {
230 TrySendChatMessage(presence, fromPos, regionPos, fromID, fromName, c.Type, message, sourceType); 244 ILandObject Presencecheck = s.LandChannel.GetLandObject(presence.AbsolutePosition.X, presence.AbsolutePosition.Y);
245 if (Presencecheck != null)
246 {
247 if (Presencecheck.IsEitherBannedOrRestricted(c.SenderUUID) != true)
248 {
249 TrySendChatMessage(presence, fromPos, regionPos, fromID, fromNamePrefix+fromName, c.Type, message, sourceType);
250 }
251 }
252
231 } 253 }
232 ); 254 );
233 } 255 }
@@ -270,25 +292,29 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
270 } 292 }
271 293
272 // m_log.DebugFormat("[CHAT] Broadcast: fromID {0} fromName {1}, cType {2}, sType {3}", fromID, fromName, cType, sourceType); 294 // m_log.DebugFormat("[CHAT] Broadcast: fromID {0} fromName {1}, cType {2}, sType {3}", fromID, fromName, cType, sourceType);
273 295 if (c.Scene != null)
274 ((Scene)c.Scene).ForEachScenePresence( 296 {
275 delegate(ScenePresence presence) 297 ((Scene)c.Scene).ForEachScenePresence
276 { 298 (
277 // ignore chat from child agents 299 delegate(ScenePresence presence)
278 if (presence.IsChildAgent) return; 300 {
279 301 // ignore chat from child agents
280 IClientAPI client = presence.ControllingClient; 302 if (presence.IsChildAgent) return;
281 303
282 // don't forward SayOwner chat from objects to 304 IClientAPI client = presence.ControllingClient;
283 // non-owner agents 305
284 if ((c.Type == ChatTypeEnum.Owner) && 306 // don't forward SayOwner chat from objects to
285 (null != c.SenderObject) && 307 // non-owner agents
286 (((SceneObjectPart)c.SenderObject).OwnerID != client.AgentId)) 308 if ((c.Type == ChatTypeEnum.Owner) &&
287 return; 309 (null != c.SenderObject) &&
288 310 (((SceneObjectPart)c.SenderObject).OwnerID != client.AgentId))
289 client.SendChatMessage(c.Message, (byte)cType, CenterOfRegion, fromName, fromID, 311 return;
290 (byte)sourceType, (byte)ChatAudibleLevel.Fully); 312
291 }); 313 client.SendChatMessage(c.Message, (byte)cType, CenterOfRegion, fromName, fromID,
314 (byte)sourceType, (byte)ChatAudibleLevel.Fully);
315 }
316 );
317 }
292 } 318 }
293 319
294 320
@@ -317,5 +343,35 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
317 presence.ControllingClient.SendChatMessage(message, (byte) type, fromPos, fromName, 343 presence.ControllingClient.SendChatMessage(message, (byte) type, fromPos, fromName,
318 fromAgentID,(byte)src,(byte)ChatAudibleLevel.Fully); 344 fromAgentID,(byte)src,(byte)ChatAudibleLevel.Fully);
319 } 345 }
346
347 Dictionary<UUID, System.Threading.Timer> Timers = new Dictionary<UUID, System.Threading.Timer>();
348 public void ParcelFreezeUser(IClientAPI client, UUID parcelowner, uint flags, UUID target)
349 {
350 System.Threading.Timer Timer;
351 if (flags == 0)
352 {
353 FreezeCache.Add(target.ToString());
354 System.Threading.TimerCallback timeCB = new System.Threading.TimerCallback(OnEndParcelFrozen);
355 Timer = new System.Threading.Timer(timeCB, target, 30000, 0);
356 Timers.Add(target, Timer);
357 }
358 else
359 {
360 FreezeCache.Remove(target.ToString());
361 Timers.TryGetValue(target, out Timer);
362 Timers.Remove(target);
363 Timer.Dispose();
364 }
365 }
366
367 private void OnEndParcelFrozen(object avatar)
368 {
369 UUID target = (UUID)avatar;
370 FreezeCache.Remove(target.ToString());
371 System.Threading.Timer Timer;
372 Timers.TryGetValue(target, out Timer);
373 Timers.Remove(target);
374 Timer.Dispose();
375 }
320 } 376 }
321} 377}
diff --git a/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs b/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs
index 80982fd..4c01985 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);
@@ -727,7 +728,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
727 // we're done 728 // we're done
728 return true; 729 return true;
729 } 730 }
730 731
731 return false; 732 return false;
732 } 733 }
733 734
diff --git a/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs b/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs
index fdfcd10..9412735 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);
diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
index a33f5c5..3fcc0e8 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
@@ -839,15 +839,19 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
839 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} to client {1}", capsPath, agent.UUID); 839 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} to client {1}", capsPath, agent.UUID);
840 840
841 IEventQueue eq = agent.Scene.RequestModuleInterface<IEventQueue>(); 841 IEventQueue eq = agent.Scene.RequestModuleInterface<IEventQueue>();
842 if (eq != null) 842 IPEndPoint neighbourExternal = neighbourRegion.ExternalEndPoint;
843 { 843 if (neighbourExternal != null)
844 eq.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourRegion.ExternalEndPoint,
845 capsPath, agent.UUID, agent.ControllingClient.SessionId);
846 }
847 else
848 { 844 {
849 agent.ControllingClient.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourRegion.ExternalEndPoint, 845 if (eq != null)
850 capsPath); 846 {
847 eq.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourExternal,
848 capsPath, agent.UUID, agent.ControllingClient.SessionId);
849 }
850 else
851 {
852 agent.ControllingClient.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourExternal,
853 capsPath);
854 }
851 } 855 }
852 856
853 if (!WaitForCallback(agent.UUID)) 857 if (!WaitForCallback(agent.UUID))
@@ -917,10 +921,14 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
917 agent.child = true; 921 agent.child = true;
918 agent.Appearance = sp.Appearance; 922 agent.Appearance = sp.Appearance;
919 923
920 InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync; 924 IPEndPoint external = region.ExternalEndPoint;
921 d.BeginInvoke(sp, agent, region, region.ExternalEndPoint, true, 925 if (external != null)
926 {
927 InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync;
928 d.BeginInvoke(sp, agent, region, external, true,
922 InformClientOfNeighbourCompleted, 929 InformClientOfNeighbourCompleted,
923 d); 930 d);
931 }
924 } 932 }
925 #endregion 933 #endregion
926 934
@@ -1049,6 +1057,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1049 InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync; 1057 InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync;
1050 try 1058 try
1051 { 1059 {
1060 //neighbour.ExternalEndPoint may return null, which will be caught
1052 d.BeginInvoke(sp, cagents[count], neighbour, neighbour.ExternalEndPoint, newAgent, 1061 d.BeginInvoke(sp, cagents[count], neighbour, neighbour.ExternalEndPoint, newAgent,
1053 InformClientOfNeighbourCompleted, 1062 InformClientOfNeighbourCompleted,
1054 d); 1063 d);
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 9e8454f..377c868 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs
@@ -253,6 +253,21 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation
253 return false; 253 return false;
254 } 254 }
255 255
256 public bool CloseChildAgent(GridRegion destination, UUID id)
257 {
258 if (destination == null)
259 return false;
260
261 // Try local first
262 if (m_localBackend.CloseChildAgent(destination, id))
263 return true;
264
265 // else do the remote thing
266 if (!m_localBackend.IsLocalRegion(destination.RegionHandle))
267 return m_remoteConnector.CloseChildAgent(destination, id);
268
269 return false;
270 }
256 271
257 public bool CloseAgent(GridRegion destination, UUID id) 272 public bool CloseAgent(GridRegion destination, UUID id)
258 { 273 {
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/Land/LandManagementModule.cs b/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
index 4ccd0f0..9d6c9a9 100644
--- a/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
+++ b/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
@@ -82,6 +82,8 @@ namespace OpenSim.Region.CoreModules.World.Land
82 private int m_lastLandLocalID = LandChannel.START_LAND_LOCAL_ID - 1; 82 private int m_lastLandLocalID = LandChannel.START_LAND_LOCAL_ID - 1;
83 83
84 private bool m_allowedForcefulBans = true; 84 private bool m_allowedForcefulBans = true;
85 private UUID DefaultGodParcelGroup;
86 private string DefaultGodParcelName;
85 87
86 // caches ExtendedLandData 88 // caches ExtendedLandData
87 private Cache parcelInfoCache; 89 private Cache parcelInfoCache;
@@ -96,6 +98,12 @@ namespace OpenSim.Region.CoreModules.World.Land
96 98
97 public void Initialise(IConfigSource source) 99 public void Initialise(IConfigSource source)
98 { 100 {
101 IConfig cnf = source.Configs["LandManagement"];
102 if (cnf != null)
103 {
104 DefaultGodParcelGroup = new UUID(cnf.GetString("DefaultAdministratorGroupUUID", UUID.Zero.ToString()));
105 DefaultGodParcelName = cnf.GetString("DefaultAdministratorParcelName", "Default Parcel");
106 }
99 } 107 }
100 108
101 public void AddRegion(Scene scene) 109 public void AddRegion(Scene scene)
@@ -351,7 +359,7 @@ namespace OpenSim.Region.CoreModules.World.Land
351 { 359 {
352 if (avatar.AbsolutePosition.Z < LandChannel.BAN_LINE_SAFETY_HIEGHT) 360 if (avatar.AbsolutePosition.Z < LandChannel.BAN_LINE_SAFETY_HIEGHT)
353 { 361 {
354 if (parcelAvatarIsEntering.IsBannedFromLand(avatar.UUID)) 362 if (parcelAvatarIsEntering.IsEitherBannedOrRestricted(avatar.UUID))
355 { 363 {
356 SendYouAreBannedNotice(avatar); 364 SendYouAreBannedNotice(avatar);
357 ForceAvatarToPosition(avatar, m_scene.GetNearestAllowedPosition(avatar)); 365 ForceAvatarToPosition(avatar, m_scene.GetNearestAllowedPosition(avatar));
@@ -991,6 +999,10 @@ namespace OpenSim.Region.CoreModules.World.Land
991 //Owner Flag 999 //Owner Flag
992 tempByte = Convert.ToByte(tempByte | LandChannel.LAND_TYPE_OWNED_BY_REQUESTER); 1000 tempByte = Convert.ToByte(tempByte | LandChannel.LAND_TYPE_OWNED_BY_REQUESTER);
993 } 1001 }
1002 else if (currentParcelBlock.LandData.IsGroupOwned && remote_client.IsGroupMember(currentParcelBlock.LandData.GroupID))
1003 {
1004 tempByte = Convert.ToByte(tempByte | LandChannel.LAND_TYPE_OWNED_BY_GROUP);
1005 }
994 else if (currentParcelBlock.LandData.SalePrice > 0 && 1006 else if (currentParcelBlock.LandData.SalePrice > 0 &&
995 (currentParcelBlock.LandData.AuthBuyerID == UUID.Zero || 1007 (currentParcelBlock.LandData.AuthBuyerID == UUID.Zero ||
996 currentParcelBlock.LandData.AuthBuyerID == remote_client.AgentId)) 1008 currentParcelBlock.LandData.AuthBuyerID == remote_client.AgentId))
@@ -1520,5 +1532,321 @@ namespace OpenSim.Region.CoreModules.World.Land
1520 1532
1521 UpdateLandObject(localID, land.LandData); 1533 UpdateLandObject(localID, land.LandData);
1522 } 1534 }
1535
1536 public void ClientOnParcelGodMark(IClientAPI client, UUID god, int landID)
1537 {
1538 ILandObject land = null;
1539 List<ILandObject> Land = ((Scene)client.Scene).LandChannel.AllParcels();
1540 foreach (ILandObject landObject in Land)
1541 {
1542 if (landObject.LandData.LocalID == landID)
1543 {
1544 land = landObject;
1545 }
1546 }
1547 land.DeedToGroup(DefaultGodParcelGroup);
1548 land.LandData.Name = DefaultGodParcelName;
1549 land.SendLandUpdateToAvatarsOverMe();
1550 }
1551
1552 private void ClientOnSimWideDeletes(IClientAPI client, UUID agentID, int flags, UUID targetID)
1553 {
1554 ScenePresence SP;
1555 ((Scene)client.Scene).TryGetScenePresence(client.AgentId, out SP);
1556 List<SceneObjectGroup> returns = new List<SceneObjectGroup>();
1557 if (SP.GodLevel != 0)
1558 {
1559 if (flags == 0) //All parcels, scripted or not
1560 {
1561 ((Scene)client.Scene).ForEachSOG(delegate(SceneObjectGroup e)
1562 {
1563 if (e.OwnerID == targetID)
1564 {
1565 returns.Add(e);
1566 }
1567 }
1568 );
1569 }
1570 if (flags == 4) //All parcels, scripted object
1571 {
1572 ((Scene)client.Scene).ForEachSOG(delegate(SceneObjectGroup e)
1573 {
1574 if (e.OwnerID == targetID)
1575 {
1576 if (e.scriptScore >= 0.01)
1577 {
1578 returns.Add(e);
1579 }
1580 }
1581 }
1582 );
1583 }
1584 if (flags == 4) //not target parcel, scripted object
1585 {
1586 ((Scene)client.Scene).ForEachSOG(delegate(SceneObjectGroup e)
1587 {
1588 if (e.OwnerID == targetID)
1589 {
1590 ILandObject landobject = ((Scene)client.Scene).LandChannel.GetLandObject(e.AbsolutePosition.X, e.AbsolutePosition.Y);
1591 if (landobject.LandData.OwnerID != e.OwnerID)
1592 {
1593 if (e.scriptScore >= 0.01)
1594 {
1595 returns.Add(e);
1596 }
1597 }
1598 }
1599 }
1600 );
1601 }
1602 foreach (SceneObjectGroup ol in returns)
1603 {
1604 ReturnObject(ol, client);
1605 }
1606 }
1607 }
1608 public void ReturnObject(SceneObjectGroup obj, IClientAPI client)
1609 {
1610 SceneObjectGroup[] objs = new SceneObjectGroup[1];
1611 objs[0] = obj;
1612 ((Scene)client.Scene).returnObjects(objs, client.AgentId);
1613 }
1614
1615 Dictionary<UUID, System.Threading.Timer> Timers = new Dictionary<UUID, System.Threading.Timer>();
1616
1617 public void ClientOnParcelFreezeUser(IClientAPI client, UUID parcelowner, uint flags, UUID target)
1618 {
1619 ScenePresence targetAvatar = null;
1620 ((Scene)client.Scene).TryGetScenePresence(target, out targetAvatar);
1621 ScenePresence parcelManager = null;
1622 ((Scene)client.Scene).TryGetScenePresence(client.AgentId, out parcelManager);
1623 System.Threading.Timer Timer;
1624
1625 if (targetAvatar.GodLevel == 0)
1626 {
1627 ILandObject land = ((Scene)client.Scene).LandChannel.GetLandObject(targetAvatar.AbsolutePosition.X, targetAvatar.AbsolutePosition.Y);
1628 if (!((Scene)client.Scene).Permissions.CanEditParcel(client.AgentId, land))
1629 return;
1630 if (flags == 0)
1631 {
1632 targetAvatar.AllowMovement = false;
1633 targetAvatar.ControllingClient.SendAlertMessage(parcelManager.Firstname + " " + parcelManager.Lastname + " has frozen you for 30 seconds. You cannot move or interact with the world.");
1634 parcelManager.ControllingClient.SendAlertMessage("Avatar Frozen.");
1635 System.Threading.TimerCallback timeCB = new System.Threading.TimerCallback(OnEndParcelFrozen);
1636 Timer = new System.Threading.Timer(timeCB, targetAvatar, 30000, 0);
1637 Timers.Add(targetAvatar.UUID, Timer);
1638 }
1639 else
1640 {
1641 targetAvatar.AllowMovement = true;
1642 targetAvatar.ControllingClient.SendAlertMessage(parcelManager.Firstname + " " + parcelManager.Lastname + " has unfrozen you.");
1643 parcelManager.ControllingClient.SendAlertMessage("Avatar Unfrozen.");
1644 Timers.TryGetValue(targetAvatar.UUID, out Timer);
1645 Timers.Remove(targetAvatar.UUID);
1646 Timer.Dispose();
1647 }
1648 }
1649 }
1650 private void OnEndParcelFrozen(object avatar)
1651 {
1652 ScenePresence targetAvatar = (ScenePresence)avatar;
1653 targetAvatar.AllowMovement = true;
1654 System.Threading.Timer Timer;
1655 Timers.TryGetValue(targetAvatar.UUID, out Timer);
1656 Timers.Remove(targetAvatar.UUID);
1657 targetAvatar.ControllingClient.SendAgentAlertMessage("The freeze has worn off; you may go about your business.", false);
1658 }
1659
1660
1661 public void ClientOnParcelEjectUser(IClientAPI client, UUID parcelowner, uint flags, UUID target)
1662 {
1663 ScenePresence targetAvatar = null;
1664 ((Scene)client.Scene).TryGetScenePresence(target, out targetAvatar);
1665 ScenePresence parcelManager = null;
1666 ((Scene)client.Scene).TryGetScenePresence(client.AgentId, out parcelManager);
1667 //Just eject
1668 if (flags == 0)
1669 {
1670 if (targetAvatar.GodLevel == 0)
1671 {
1672 ILandObject land = ((Scene)client.Scene).LandChannel.GetLandObject(targetAvatar.AbsolutePosition.X, targetAvatar.AbsolutePosition.Y);
1673 if (!((Scene)client.Scene).Permissions.CanEditParcel(client.AgentId, land))
1674 return;
1675
1676 Vector3 position = new Vector3(0, 0, 0);
1677 List<ILandObject> allParcels = new List<ILandObject>();
1678 allParcels = AllParcels();
1679 if (allParcels.Count != 1)
1680 {
1681 foreach (ILandObject parcel in allParcels)
1682 {
1683 if (parcel.LandData.GlobalID != land.LandData.GlobalID)
1684 {
1685 if (parcel.IsEitherBannedOrRestricted(targetAvatar.UUID) != true)
1686 {
1687 for (int x = 1; x <= Constants.RegionSize; x += 2)
1688 {
1689 for (int y = 1; y <= Constants.RegionSize; y += 2)
1690 {
1691 if (parcel.ContainsPoint(x, y))
1692 {
1693 position = new Vector3(x, y, targetAvatar.AbsolutePosition.Z);
1694 targetAvatar.TeleportWithMomentum(position);
1695 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1696 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected.");
1697 return;
1698 }
1699 }
1700 }
1701 }
1702 }
1703 }
1704 }
1705 Vector3 targetVector;
1706 if (targetAvatar.AbsolutePosition.X > targetAvatar.AbsolutePosition.Y)
1707 {
1708 if (targetAvatar.AbsolutePosition.X > .5 * Constants.RegionSize)
1709 {
1710 targetVector = new Vector3(Constants.RegionSize, targetAvatar.AbsolutePosition.Y, targetAvatar.AbsolutePosition.Z); ;
1711 targetAvatar.TeleportWithMomentum(targetVector);
1712 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1713 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected.");
1714 return;
1715 }
1716 else
1717 {
1718 targetVector = new Vector3(0, targetAvatar.AbsolutePosition.Y, targetAvatar.AbsolutePosition.Z); ;
1719 targetAvatar.TeleportWithMomentum(targetVector);
1720 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1721 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected.");
1722 return;
1723 }
1724 }
1725 else
1726 {
1727 if (targetAvatar.AbsolutePosition.Y > .5 * Constants.RegionSize)
1728 {
1729 targetVector = new Vector3(targetAvatar.AbsolutePosition.X, Constants.RegionSize, targetAvatar.AbsolutePosition.Z); ;
1730 targetAvatar.TeleportWithMomentum(targetVector);
1731 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1732 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected.");
1733 return;
1734 }
1735 else
1736 {
1737 targetVector = new Vector3(targetAvatar.AbsolutePosition.X, 0, targetAvatar.AbsolutePosition.Z); ;
1738 targetAvatar.TeleportWithMomentum(targetVector);
1739 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1740 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected.");
1741 return;
1742 }
1743 }
1744 }
1745 }
1746 //Eject and ban
1747 if (flags == 1)
1748 {
1749 if (targetAvatar.GodLevel == 0)
1750 {
1751 ILandObject land = ((Scene)client.Scene).LandChannel.GetLandObject(targetAvatar.AbsolutePosition.X, targetAvatar.AbsolutePosition.Y);
1752 if (!((Scene)client.Scene).Permissions.CanEditParcel(client.AgentId, land))
1753 return;
1754
1755 Vector3 position = new Vector3(0, 0, 0);
1756 List<ILandObject> allParcels = new List<ILandObject>();
1757 allParcels = AllParcels();
1758 if (allParcels.Count != 1)
1759 {
1760 foreach (ILandObject parcel in allParcels)
1761 {
1762 if (parcel.LandData.GlobalID != land.LandData.GlobalID)
1763 {
1764 if (parcel.IsEitherBannedOrRestricted(targetAvatar.UUID) != true)
1765 {
1766 for (int x = 1; x <= Constants.RegionSize; x += 2)
1767 {
1768 for (int y = 1; y <= Constants.RegionSize; y += 2)
1769 {
1770 if (parcel.ContainsPoint(x, y))
1771 {
1772 position = new Vector3(x, y, targetAvatar.AbsolutePosition.Z);
1773 targetAvatar.TeleportWithMomentum(position);
1774 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected and banned by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1775 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected and Banned.");
1776 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry();
1777 entry.AgentID = targetAvatar.UUID;
1778 entry.Flags = AccessList.Ban;
1779 entry.Time = new DateTime();
1780 land.LandData.ParcelAccessList.Add(entry);
1781 return;
1782 }
1783 }
1784 }
1785 }
1786 }
1787 }
1788 }
1789 Vector3 targetVector;
1790 if (targetAvatar.AbsolutePosition.X > targetAvatar.AbsolutePosition.Y)
1791 {
1792 if (targetAvatar.AbsolutePosition.X > .5 * Constants.RegionSize)
1793 {
1794 targetVector = new Vector3(Constants.RegionSize, targetAvatar.AbsolutePosition.Y, targetAvatar.AbsolutePosition.Z); ;
1795 targetAvatar.TeleportWithMomentum(targetVector);
1796 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected and banned by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1797 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected and Banned.");
1798 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry();
1799 entry.AgentID = targetAvatar.UUID;
1800 entry.Flags = AccessList.Ban;
1801 entry.Time = new DateTime();
1802 land.LandData.ParcelAccessList.Add(entry);
1803 return;
1804 }
1805 else
1806 {
1807 targetVector = new Vector3(0, targetAvatar.AbsolutePosition.Y, targetAvatar.AbsolutePosition.Z); ;
1808 targetAvatar.TeleportWithMomentum(targetVector);
1809 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected and banned by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1810 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected and Banned.");
1811 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry();
1812 entry.AgentID = targetAvatar.UUID;
1813 entry.Flags = AccessList.Ban;
1814 entry.Time = new DateTime();
1815 land.LandData.ParcelAccessList.Add(entry);
1816 return;
1817 }
1818 }
1819 else
1820 {
1821 if (targetAvatar.AbsolutePosition.Y > .5 * Constants.RegionSize)
1822 {
1823 targetVector = new Vector3(targetAvatar.AbsolutePosition.X, Constants.RegionSize, targetAvatar.AbsolutePosition.Z); ;
1824 targetAvatar.TeleportWithMomentum(targetVector);
1825 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected and banned by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1826 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected and Banned.");
1827 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry();
1828 entry.AgentID = targetAvatar.UUID;
1829 entry.Flags = AccessList.Ban;
1830 entry.Time = new DateTime();
1831 land.LandData.ParcelAccessList.Add(entry);
1832 return;
1833 }
1834 else
1835 {
1836 targetVector = new Vector3(targetAvatar.AbsolutePosition.X, 0, targetAvatar.AbsolutePosition.Z); ;
1837 targetAvatar.TeleportWithMomentum(targetVector);
1838 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected and banned by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1839 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected and Banned.");
1840 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry();
1841 entry.AgentID = targetAvatar.UUID;
1842 entry.Flags = AccessList.Ban;
1843 entry.Time = new DateTime();
1844 land.LandData.ParcelAccessList.Add(entry);
1845 return;
1846 }
1847 }
1848 }
1849 }
1850 }
1523 } 1851 }
1524} 1852}
diff --git a/OpenSim/Region/Examples/SimpleModule/MyNpcCharacter.cs b/OpenSim/Region/Examples/SimpleModule/MyNpcCharacter.cs
index af9df45..8ec5bb5 100644
--- a/OpenSim/Region/Examples/SimpleModule/MyNpcCharacter.cs
+++ b/OpenSim/Region/Examples/SimpleModule/MyNpcCharacter.cs
@@ -821,12 +821,21 @@ namespace OpenSim.Region.Examples.SimpleModule
821 { 821 {
822 } 822 }
823 823
824 public void ProcessPendingPackets()
825 {
826 }
827
824 public void ProcessInPacket(Packet NewPack) 828 public void ProcessInPacket(Packet NewPack)
825 { 829 {
826 } 830 }
827 831
828 public void Close() 832 public void Close()
829 { 833 {
834 Close(true);
835 }
836
837 public void Close(bool sendStop)
838 {
830 } 839 }
831 840
832 public void Start() 841 public void Start()
diff --git a/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs b/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
index f8af367..958847b 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/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 de4c5fb..702a1e2 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/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index 64bdc99..5e1798b 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 {
@@ -836,8 +851,12 @@ namespace OpenSim.Region.Framework.Scenes
836 public void RemoveTaskInventory(IClientAPI remoteClient, UUID itemID, uint localID) 851 public void RemoveTaskInventory(IClientAPI remoteClient, UUID itemID, uint localID)
837 { 852 {
838 SceneObjectPart part = GetSceneObjectPart(localID); 853 SceneObjectPart part = GetSceneObjectPart(localID);
839 SceneObjectGroup group = part.ParentGroup; 854 SceneObjectGroup group = null;
840 if (group != null) 855 if (part != null)
856 {
857 group = part.ParentGroup;
858 }
859 if (part != null && group != null)
841 { 860 {
842 TaskInventoryItem item = group.GetInventoryItem(localID, itemID); 861 TaskInventoryItem item = group.GetInventoryItem(localID, itemID);
843 if (item == null) 862 if (item == null)
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index a89060c..b58bfb8 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -149,6 +149,20 @@ namespace OpenSim.Region.Framework.Scenes
149 149
150 public IXfer XferManager; 150 public IXfer XferManager;
151 151
152 protected ISnmpModule m_snmpService = null;
153 public ISnmpModule SnmpService
154 {
155 get
156 {
157 if (m_snmpService == null)
158 {
159 m_snmpService = RequestModuleInterface<ISnmpModule>();
160 }
161
162 return m_snmpService;
163 }
164 }
165
152 protected IAssetService m_AssetService; 166 protected IAssetService m_AssetService;
153 protected IAuthorizationService m_AuthorizationService; 167 protected IAuthorizationService m_AuthorizationService;
154 168
@@ -609,6 +623,8 @@ namespace OpenSim.Region.Framework.Scenes
609 623
610 // Load region settings 624 // Load region settings
611 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
612 if (m_storageManager.EstateDataStore != null) 628 if (m_storageManager.EstateDataStore != null)
613 { 629 {
614 m_regInfo.EstateSettings = m_storageManager.EstateDataStore.LoadEstateSettings(m_regInfo.RegionID, false); 630 m_regInfo.EstateSettings = m_storageManager.EstateDataStore.LoadEstateSettings(m_regInfo.RegionID, false);
@@ -711,7 +727,7 @@ namespace OpenSim.Region.Framework.Scenes
711 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false); 727 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
712 // TODO: Change default to true once the feature is supported 728 // TODO: Change default to true once the feature is supported
713 m_usePreJump = startupConfig.GetBoolean("enableprejump", false); 729 m_usePreJump = startupConfig.GetBoolean("enableprejump", false);
714 730 m_usePreJump = true; // Above line fails!?
715 m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys); 731 m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys);
716 if (RegionInfo.NonphysPrimMax > 0) 732 if (RegionInfo.NonphysPrimMax > 0)
717 { 733 {
@@ -1031,6 +1047,15 @@ namespace OpenSim.Region.Framework.Scenes
1031 /// <param name="seconds">float indicating duration before restart.</param> 1047 /// <param name="seconds">float indicating duration before restart.</param>
1032 public virtual void Restart(float seconds) 1048 public virtual void Restart(float seconds)
1033 { 1049 {
1050 Restart(seconds, true);
1051 }
1052
1053 /// <summary>
1054 /// Given float seconds, this will restart the region. showDialog will optionally alert the users.
1055 /// </summary>
1056 /// <param name="seconds">float indicating duration before restart.</param>
1057 public virtual void Restart(float seconds, bool showDialog)
1058 {
1034 // notifications are done in 15 second increments 1059 // notifications are done in 15 second increments
1035 // so .. if the number of seconds is less then 15 seconds, it's not really a restart request 1060 // so .. if the number of seconds is less then 15 seconds, it's not really a restart request
1036 // It's a 'Cancel restart' request. 1061 // It's a 'Cancel restart' request.
@@ -1051,8 +1076,11 @@ namespace OpenSim.Region.Framework.Scenes
1051 m_restartTimer.Elapsed += new ElapsedEventHandler(RestartTimer_Elapsed); 1076 m_restartTimer.Elapsed += new ElapsedEventHandler(RestartTimer_Elapsed);
1052 m_log.Info("[REGION]: Restarting Region in " + (seconds / 60) + " minutes"); 1077 m_log.Info("[REGION]: Restarting Region in " + (seconds / 60) + " minutes");
1053 m_restartTimer.Start(); 1078 m_restartTimer.Start();
1054 m_dialogModule.SendNotificationToUsersInRegion( 1079 if (showDialog)
1080 {
1081 m_dialogModule.SendNotificationToUsersInRegion(
1055 UUID.Random(), String.Empty, RegionInfo.RegionName + String.Format(": Restarting in {0} Minutes", (int)(seconds / 60.0))); 1082 UUID.Random(), String.Empty, RegionInfo.RegionName + String.Format(": Restarting in {0} Minutes", (int)(seconds / 60.0)));
1083 }
1056 } 1084 }
1057 } 1085 }
1058 1086
@@ -1408,16 +1436,16 @@ namespace OpenSim.Region.Framework.Scenes
1408 // Check if any objects have reached their targets 1436 // Check if any objects have reached their targets
1409 CheckAtTargets(); 1437 CheckAtTargets();
1410 1438
1411 // Update SceneObjectGroups that have scheduled themselves for updates
1412 // Objects queue their updates onto all scene presences
1413 if (m_frame % m_update_objects == 0)
1414 m_sceneGraph.UpdateObjectGroups();
1415
1416 // Run through all ScenePresences looking for updates 1439 // Run through all ScenePresences looking for updates
1417 // Presence updates and queued object updates for each presence are sent to clients 1440 // Presence updates and queued object updates for each presence are sent to clients
1418 if (m_frame % m_update_presences == 0) 1441 if (m_frame % m_update_presences == 0)
1419 m_sceneGraph.UpdatePresences(); 1442 m_sceneGraph.UpdatePresences();
1420 1443
1444 // Update SceneObjectGroups that have scheduled themselves for updates
1445 // Objects queue their updates onto all scene presences
1446 if (m_frame % m_update_objects == 0)
1447 m_sceneGraph.UpdateObjectGroups();
1448
1421 if (m_frame % m_update_coarse_locations == 0) 1449 if (m_frame % m_update_coarse_locations == 0)
1422 { 1450 {
1423 List<Vector3> coarseLocations; 1451 List<Vector3> coarseLocations;
@@ -2157,7 +2185,7 @@ namespace OpenSim.Region.Framework.Scenes
2157 public bool AddNewSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates) 2185 public bool AddNewSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates)
2158 { 2186 {
2159 return m_sceneGraph.AddNewSceneObject(sceneObject, attachToBackup, sendClientUpdates); 2187 return m_sceneGraph.AddNewSceneObject(sceneObject, attachToBackup, sendClientUpdates);
2160 } 2188 }
2161 2189
2162 /// <summary> 2190 /// <summary>
2163 /// Delete every object from the scene. This does not include attachments worn by avatars. 2191 /// Delete every object from the scene. This does not include attachments worn by avatars.
@@ -3603,6 +3631,8 @@ namespace OpenSim.Region.Framework.Scenes
3603 } 3631 }
3604 } 3632 }
3605 // Honor parcel landing type and position. 3633 // Honor parcel landing type and position.
3634 /*
3635 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3606 if (land != null) 3636 if (land != null)
3607 { 3637 {
3608 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero) 3638 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero)
@@ -3610,6 +3640,7 @@ namespace OpenSim.Region.Framework.Scenes
3610 agent.startpos = land.LandData.UserLocation; 3640 agent.startpos = land.LandData.UserLocation;
3611 } 3641 }
3612 } 3642 }
3643 */// This is now handled properly in ScenePresence.MakeRootAgent
3613 } 3644 }
3614 3645
3615 return true; 3646 return true;
@@ -3970,12 +4001,22 @@ namespace OpenSim.Region.Framework.Scenes
3970 return false; 4001 return false;
3971 } 4002 }
3972 4003
4004 public bool IncomingCloseAgent(UUID agentID)
4005 {
4006 return IncomingCloseAgent(agentID, false);
4007 }
4008
4009 public bool IncomingCloseChildAgent(UUID agentID)
4010 {
4011 return IncomingCloseAgent(agentID, true);
4012 }
4013
3973 /// <summary> 4014 /// <summary>
3974 /// Tell a single agent to disconnect from the region. 4015 /// Tell a single agent to disconnect from the region.
3975 /// </summary> 4016 /// </summary>
3976 /// <param name="regionHandle"></param>
3977 /// <param name="agentID"></param> 4017 /// <param name="agentID"></param>
3978 public bool IncomingCloseAgent(UUID agentID) 4018 /// <param name="childOnly"></param>
4019 public bool IncomingCloseAgent(UUID agentID, bool childOnly)
3979 { 4020 {
3980 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID); 4021 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID);
3981 4022
@@ -3987,7 +4028,7 @@ namespace OpenSim.Region.Framework.Scenes
3987 { 4028 {
3988 m_sceneGraph.removeUserCount(false); 4029 m_sceneGraph.removeUserCount(false);
3989 } 4030 }
3990 else 4031 else if (!childOnly)
3991 { 4032 {
3992 m_sceneGraph.removeUserCount(true); 4033 m_sceneGraph.removeUserCount(true);
3993 } 4034 }
@@ -4003,9 +4044,12 @@ namespace OpenSim.Region.Framework.Scenes
4003 } 4044 }
4004 else 4045 else
4005 presence.ControllingClient.SendShutdownConnectionNotice(); 4046 presence.ControllingClient.SendShutdownConnectionNotice();
4047 presence.ControllingClient.Close(false);
4048 }
4049 else if (!childOnly)
4050 {
4051 presence.ControllingClient.Close(true);
4006 } 4052 }
4007
4008 presence.ControllingClient.Close();
4009 return true; 4053 return true;
4010 } 4054 }
4011 4055
diff --git a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
index bd8ccce..6309cd9 100644
--- a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
@@ -281,7 +281,7 @@ namespace OpenSim.Region.Framework.Scenes
281 uint x = 0, y = 0; 281 uint x = 0, y = 0;
282 Utils.LongToUInts(regionHandle, out x, out y); 282 Utils.LongToUInts(regionHandle, out x, out y);
283 GridRegion destination = m_scene.GridService.GetRegionByPosition(UUID.Zero, (int)x, (int)y); 283 GridRegion destination = m_scene.GridService.GetRegionByPosition(UUID.Zero, (int)x, (int)y);
284 m_scene.SimulationService.CloseAgent(destination, agentID); 284 m_scene.SimulationService.CloseChildAgent(destination, agentID);
285 } 285 }
286 286
287 private void SendCloseChildAgentCompleted(IAsyncResult iar) 287 private void SendCloseChildAgentCompleted(IAsyncResult iar)
@@ -300,7 +300,7 @@ namespace OpenSim.Region.Framework.Scenes
300 d); 300 d);
301 } 301 }
302 } 302 }
303 303
304 public List<GridRegion> RequestNamedRegions(string name, int maxNumber) 304 public List<GridRegion> RequestNamedRegions(string name, int maxNumber)
305 { 305 {
306 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber); 306 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 673674d..80f9114 100644
--- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
@@ -68,7 +68,7 @@ namespace OpenSim.Region.Framework.Scenes
68 68
69 #region Fields 69 #region Fields
70 70
71 protected object m_presenceLock = new object(); 71 protected OpenMetaverse.ReaderWriterLockSlim m_scenePresencesLock = new OpenMetaverse.ReaderWriterLockSlim();
72 protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>(); 72 protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>();
73 protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>(); 73 protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>();
74 74
@@ -133,13 +133,18 @@ namespace OpenSim.Region.Framework.Scenes
133 133
134 protected internal void Close() 134 protected internal void Close()
135 { 135 {
136 lock (m_presenceLock) 136 m_scenePresencesLock.EnterWriteLock();
137 try
137 { 138 {
138 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(); 139 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>();
139 List<ScenePresence> newlist = new List<ScenePresence>(); 140 List<ScenePresence> newlist = new List<ScenePresence>();
140 m_scenePresenceMap = newmap; 141 m_scenePresenceMap = newmap;
141 m_scenePresenceArray = newlist; 142 m_scenePresenceArray = newlist;
142 } 143 }
144 finally
145 {
146 m_scenePresencesLock.ExitWriteLock();
147 }
143 148
144 lock (m_dictionary_lock) 149 lock (m_dictionary_lock)
145 { 150 {
@@ -269,6 +274,30 @@ namespace OpenSim.Region.Framework.Scenes
269 protected internal bool AddRestoredSceneObject( 274 protected internal bool AddRestoredSceneObject(
270 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 275 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
271 { 276 {
277 // KF: Check for out-of-region, move inside and make static.
278 Vector3 npos = new Vector3(sceneObject.RootPart.GroupPosition.X,
279 sceneObject.RootPart.GroupPosition.Y,
280 sceneObject.RootPart.GroupPosition.Z);
281 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 ||
282 npos.X > Constants.RegionSize ||
283 npos.Y > Constants.RegionSize))
284 {
285 if (npos.X < 0.0) npos.X = 1.0f;
286 if (npos.Y < 0.0) npos.Y = 1.0f;
287 if (npos.Z < 0.0) npos.Z = 0.0f;
288 if (npos.X > Constants.RegionSize) npos.X = Constants.RegionSize - 1.0f;
289 if (npos.Y > Constants.RegionSize) npos.Y = Constants.RegionSize - 1.0f;
290
291 foreach (SceneObjectPart part in sceneObject.Children.Values)
292 {
293 part.GroupPosition = npos;
294 }
295 sceneObject.RootPart.Velocity = Vector3.Zero;
296 sceneObject.RootPart.AngularVelocity = Vector3.Zero;
297 sceneObject.RootPart.Acceleration = Vector3.Zero;
298 sceneObject.RootPart.Velocity = Vector3.Zero;
299 }
300
272 if (!alreadyPersisted) 301 if (!alreadyPersisted)
273 { 302 {
274 sceneObject.ForceInventoryPersistence(); 303 sceneObject.ForceInventoryPersistence();
@@ -565,7 +594,8 @@ namespace OpenSim.Region.Framework.Scenes
565 594
566 Entities[presence.UUID] = presence; 595 Entities[presence.UUID] = presence;
567 596
568 lock (m_presenceLock) 597 m_scenePresencesLock.EnterWriteLock();
598 try
569 { 599 {
570 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 600 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
571 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 601 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -589,6 +619,10 @@ namespace OpenSim.Region.Framework.Scenes
589 m_scenePresenceMap = newmap; 619 m_scenePresenceMap = newmap;
590 m_scenePresenceArray = newlist; 620 m_scenePresenceArray = newlist;
591 } 621 }
622 finally
623 {
624 m_scenePresencesLock.ExitWriteLock();
625 }
592 } 626 }
593 627
594 /// <summary> 628 /// <summary>
@@ -603,7 +637,8 @@ namespace OpenSim.Region.Framework.Scenes
603 agentID); 637 agentID);
604 } 638 }
605 639
606 lock (m_presenceLock) 640 m_scenePresencesLock.EnterWriteLock();
641 try
607 { 642 {
608 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 643 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
609 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 644 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -624,6 +659,10 @@ namespace OpenSim.Region.Framework.Scenes
624 m_log.WarnFormat("[SCENE] Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID); 659 m_log.WarnFormat("[SCENE] Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID);
625 } 660 }
626 } 661 }
662 finally
663 {
664 m_scenePresencesLock.ExitWriteLock();
665 }
627 } 666 }
628 667
629 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F) 668 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F)
@@ -1501,10 +1540,13 @@ namespace OpenSim.Region.Framework.Scenes
1501 /// <param name="childPrims"></param> 1540 /// <param name="childPrims"></param>
1502 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children) 1541 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children)
1503 { 1542 {
1543 SceneObjectGroup parentGroup = root.ParentGroup;
1544 if (parentGroup == null) return;
1504 Monitor.Enter(m_updateLock); 1545 Monitor.Enter(m_updateLock);
1546
1505 try 1547 try
1506 { 1548 {
1507 SceneObjectGroup parentGroup = root.ParentGroup; 1549 parentGroup.areUpdatesSuspended = true;
1508 1550
1509 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>(); 1551 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>();
1510 if (parentGroup != null) 1552 if (parentGroup != null)
@@ -1543,12 +1585,12 @@ namespace OpenSim.Region.Framework.Scenes
1543 // occur on link to invoke this elsewhere (such as object selection) 1585 // occur on link to invoke this elsewhere (such as object selection)
1544 parentGroup.RootPart.CreateSelected = true; 1586 parentGroup.RootPart.CreateSelected = true;
1545 parentGroup.TriggerScriptChangedEvent(Changed.LINK); 1587 parentGroup.TriggerScriptChangedEvent(Changed.LINK);
1546 parentGroup.HasGroupChanged = true;
1547 parentGroup.ScheduleGroupForFullUpdate();
1548
1549 } 1588 }
1550 finally 1589 finally
1551 { 1590 {
1591 parentGroup.areUpdatesSuspended = false;
1592 parentGroup.HasGroupChanged = true;
1593 parentGroup.ScheduleGroupForFullUpdate();
1552 Monitor.Exit(m_updateLock); 1594 Monitor.Exit(m_updateLock);
1553 } 1595 }
1554 } 1596 }
@@ -1585,11 +1627,22 @@ namespace OpenSim.Region.Framework.Scenes
1585 } 1627 }
1586 } 1628 }
1587 1629
1588 foreach (SceneObjectPart child in childParts) 1630 if (childParts.Count > 0)
1589 { 1631 {
1590 // Unlink all child parts from their groups 1632 try
1591 // 1633 {
1592 child.ParentGroup.DelinkFromGroup(child, true); 1634 childParts[0].ParentGroup.areUpdatesSuspended = true;
1635 foreach (SceneObjectPart child in childParts)
1636 {
1637 // Unlink all child parts from their groups
1638 //
1639 child.ParentGroup.DelinkFromGroup(child, true);
1640 }
1641 }
1642 finally
1643 {
1644 childParts[0].ParentGroup.areUpdatesSuspended = false;
1645 }
1593 } 1646 }
1594 1647
1595 foreach (SceneObjectPart root in rootParts) 1648 foreach (SceneObjectPart root in rootParts)
@@ -1613,10 +1666,21 @@ namespace OpenSim.Region.Framework.Scenes
1613 if (numChildren > 1) 1666 if (numChildren > 1)
1614 sendEventsToRemainder = false; 1667 sendEventsToRemainder = false;
1615 1668
1616 foreach (SceneObjectPart p in newSet) 1669 if (newSet.Count > 0)
1617 { 1670 {
1618 if (p != group.RootPart) 1671 try
1619 group.DelinkFromGroup(p, sendEventsToRemainder); 1672 {
1673 newSet[0].ParentGroup.areUpdatesSuspended = true;
1674 foreach (SceneObjectPart p in newSet)
1675 {
1676 if (p != group.RootPart)
1677 group.DelinkFromGroup(p, sendEventsToRemainder);
1678 }
1679 }
1680 finally
1681 {
1682 newSet[0].ParentGroup.areUpdatesSuspended = false;
1683 }
1620 } 1684 }
1621 1685
1622 // If there is more than one prim remaining, we 1686 // 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 f7e46af..1149a20 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 e23f39f..c7d21bb 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -104,8 +104,95 @@ 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
114 private System.Threading.ReaderWriterLockSlim m_partsLock = new System.Threading.ReaderWriterLockSlim();
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 m_partsLock.ExitReadLock();
140 }
141 if (m_partsLock.RecursiveWriteCount > 0)
142 {
143 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.");
144 m_partsLock.ExitWriteLock();
145 }
146
147 while (!m_partsLock.TryEnterReadLock(60000))
148 {
149 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.");
150 if (m_partsLock.IsWriteLockHeld)
151 {
152 m_partsLock = new System.Threading.ReaderWriterLockSlim();
153 }
154 }
155 }
156 else
157 {
158 if (m_partsLock.RecursiveReadCount > 0)
159 {
160 m_partsLock.ExitReadLock();
161 }
162 }
163 }
164 public void lockPartsForWrite(bool locked)
165 {
166 if (locked)
167 {
168 if (m_partsLock.RecursiveReadCount > 0)
169 {
170 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.");
171 m_partsLock.ExitReadLock();
172 }
173 if (m_partsLock.RecursiveWriteCount > 0)
174 {
175 m_log.Error("[SceneObjectGroup.m_parts] Recursive write lock requested. This should not happen and means something needs to be fixed.");
176 m_partsLock.ExitWriteLock();
177 }
178
179 while (!m_partsLock.TryEnterWriteLock(60000))
180 {
181 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.");
182 if (m_partsLock.IsWriteLockHeld)
183 {
184 m_partsLock = new System.Threading.ReaderWriterLockSlim();
185 }
186 }
187 }
188 else
189 {
190 if (m_partsLock.RecursiveWriteCount > 0)
191 {
192 m_partsLock.ExitWriteLock();
193 }
194 }
195 }
109 196
110 public bool HasGroupChanged 197 public bool HasGroupChanged
111 { 198 {
@@ -116,6 +203,32 @@ namespace OpenSim.Region.Framework.Scenes
116 timeLastChanged = DateTime.Now.Ticks; 203 timeLastChanged = DateTime.Now.Ticks;
117 if (!m_hasGroupChanged) 204 if (!m_hasGroupChanged)
118 timeFirstChanged = DateTime.Now.Ticks; 205 timeFirstChanged = DateTime.Now.Ticks;
206 if (m_rootPart != null && m_rootPart.UUID != null && m_scene != null)
207 {
208 if (m_rand == null)
209 {
210 byte[] val = new byte[16];
211 m_rootPart.UUID.ToBytes(val, 0);
212 m_rand = new Random(BitConverter.ToInt32(val, 0));
213 }
214
215 if (m_scene.GetRootAgentCount() == 0)
216 {
217 //If the region is empty, this change has been made by an automated process
218 //and thus we delay the persist time by a random amount between 1.5 and 2.5.
219
220 float factor = 1.5f + (float)(m_rand.NextDouble());
221 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * factor);
222 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * factor);
223 }
224 else
225 {
226 //If the region is not empty, we want to obey the minimum and maximum persist times
227 //but add a random factor so we stagger the object persistance a little
228 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * (1.0d - (m_rand.NextDouble() / 5.0d))); //Multiply by 1.0-1.5
229 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * (1.0d + (m_rand.NextDouble() / 2.0d))); //Multiply by 0.8-1.0
230 }
231 }
119 } 232 }
120 m_hasGroupChanged = value; 233 m_hasGroupChanged = value;
121 } 234 }
@@ -131,8 +244,19 @@ namespace OpenSim.Region.Framework.Scenes
131 return false; 244 return false;
132 if (m_scene.ShuttingDown) 245 if (m_scene.ShuttingDown)
133 return true; 246 return true;
247
248 if (m_minPersistTime == 0 || m_maxPersistTime == 0)
249 {
250 m_maxPersistTime = m_scene.m_persistAfter;
251 m_minPersistTime = m_scene.m_dontPersistBefore;
252 }
253
134 long currentTime = DateTime.Now.Ticks; 254 long currentTime = DateTime.Now.Ticks;
135 if (currentTime - timeLastChanged > m_scene.m_dontPersistBefore || currentTime - timeFirstChanged > m_scene.m_persistAfter) 255
256 if (timeLastChanged == 0) timeLastChanged = currentTime;
257 if (timeFirstChanged == 0) timeFirstChanged = currentTime;
258
259 if (currentTime - timeLastChanged > m_minPersistTime || currentTime - timeFirstChanged > m_maxPersistTime)
136 return true; 260 return true;
137 return false; 261 return false;
138 } 262 }
@@ -258,13 +382,16 @@ namespace OpenSim.Region.Framework.Scenes
258 set 382 set
259 { 383 {
260 m_regionHandle = value; 384 m_regionHandle = value;
261 lock (m_parts) 385 lockPartsForRead(true);
262 { 386 {
263 foreach (SceneObjectPart part in m_parts.Values) 387 foreach (SceneObjectPart part in m_parts.Values)
264 { 388 {
389
265 part.RegionHandle = m_regionHandle; 390 part.RegionHandle = m_regionHandle;
391
266 } 392 }
267 } 393 }
394 lockPartsForRead(false);
268 } 395 }
269 } 396 }
270 397
@@ -298,6 +425,9 @@ namespace OpenSim.Region.Framework.Scenes
298 { 425 {
299 m_scene.CrossPrimGroupIntoNewRegion(val, this, true); 426 m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
300 } 427 }
428
429 lockPartsForRead(true);
430
301 if (RootPart.GetStatusSandbox()) 431 if (RootPart.GetStatusSandbox())
302 { 432 {
303 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) 433 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10)
@@ -305,17 +435,18 @@ namespace OpenSim.Region.Framework.Scenes
305 RootPart.ScriptSetPhysicsStatus(false); 435 RootPart.ScriptSetPhysicsStatus(false);
306 Scene.SimChat(Utils.StringToBytes("Hit Sandbox Limit"), 436 Scene.SimChat(Utils.StringToBytes("Hit Sandbox Limit"),
307 ChatTypeEnum.DebugChannel, 0x7FFFFFFF, RootPart.AbsolutePosition, Name, UUID, false); 437 ChatTypeEnum.DebugChannel, 0x7FFFFFFF, RootPart.AbsolutePosition, Name, UUID, false);
438 lockPartsForRead(false);
308 return; 439 return;
309 } 440 }
310 } 441 }
311 lock (m_parts) 442
443 foreach (SceneObjectPart part in m_parts.Values)
312 { 444 {
313 foreach (SceneObjectPart part in m_parts.Values) 445 part.GroupPosition = val;
314 {
315 part.GroupPosition = val;
316 }
317 } 446 }
318 447
448 lockPartsForRead(false);
449
319 //if (m_rootPart.PhysActor != null) 450 //if (m_rootPart.PhysActor != null)
320 //{ 451 //{
321 //m_rootPart.PhysActor.Position = 452 //m_rootPart.PhysActor.Position =
@@ -457,6 +588,7 @@ namespace OpenSim.Region.Framework.Scenes
457 /// </summary> 588 /// </summary>
458 public SceneObjectGroup() 589 public SceneObjectGroup()
459 { 590 {
591
460 } 592 }
461 593
462 /// <summary> 594 /// <summary>
@@ -473,7 +605,7 @@ namespace OpenSim.Region.Framework.Scenes
473 /// Constructor. This object is added to the scene later via AttachToScene() 605 /// Constructor. This object is added to the scene later via AttachToScene()
474 /// </summary> 606 /// </summary>
475 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) 607 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
476 { 608 {
477 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)); 609 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero));
478 } 610 }
479 611
@@ -504,13 +636,16 @@ namespace OpenSim.Region.Framework.Scenes
504 636
505 public void SetFromItemID(UUID AssetId) 637 public void SetFromItemID(UUID AssetId)
506 { 638 {
507 lock (m_parts) 639 lockPartsForRead(true);
508 { 640 {
509 foreach (SceneObjectPart part in m_parts.Values) 641 foreach (SceneObjectPart part in m_parts.Values)
510 { 642 {
643
511 part.FromItemID = AssetId; 644 part.FromItemID = AssetId;
645
512 } 646 }
513 } 647 }
648 lockPartsForRead(false);
514 } 649 }
515 650
516 public UUID GetFromItemID() 651 public UUID GetFromItemID()
@@ -579,10 +714,11 @@ namespace OpenSim.Region.Framework.Scenes
579 Vector3 maxScale = Vector3.Zero; 714 Vector3 maxScale = Vector3.Zero;
580 Vector3 finalScale = new Vector3(0.5f, 0.5f, 0.5f); 715 Vector3 finalScale = new Vector3(0.5f, 0.5f, 0.5f);
581 716
582 lock (m_parts) 717 lockPartsForRead(true);
583 { 718 {
584 foreach (SceneObjectPart part in m_parts.Values) 719 foreach (SceneObjectPart part in m_parts.Values)
585 { 720 {
721
586 Vector3 partscale = part.Scale; 722 Vector3 partscale = part.Scale;
587 Vector3 partoffset = part.OffsetPosition; 723 Vector3 partoffset = part.OffsetPosition;
588 724
@@ -593,8 +729,11 @@ namespace OpenSim.Region.Framework.Scenes
593 maxScale.X = (partscale.X + partoffset.X > maxScale.X) ? partscale.X + partoffset.X : maxScale.X; 729 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; 730 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; 731 maxScale.Z = (partscale.Z + partoffset.Z > maxScale.Z) ? partscale.Z + partoffset.Z : maxScale.Z;
732
596 } 733 }
597 } 734 }
735 lockPartsForRead(false);
736
598 finalScale.X = (minScale.X > maxScale.X) ? minScale.X : maxScale.X; 737 finalScale.X = (minScale.X > maxScale.X) ? minScale.X : maxScale.X;
599 finalScale.Y = (minScale.Y > maxScale.Y) ? minScale.Y : maxScale.Y; 738 finalScale.Y = (minScale.Y > maxScale.Y) ? minScale.Y : maxScale.Y;
600 finalScale.Z = (minScale.Z > maxScale.Z) ? minScale.Z : maxScale.Z; 739 finalScale.Z = (minScale.Z > maxScale.Z) ? minScale.Z : maxScale.Z;
@@ -610,10 +749,11 @@ namespace OpenSim.Region.Framework.Scenes
610 749
611 EntityIntersection result = new EntityIntersection(); 750 EntityIntersection result = new EntityIntersection();
612 751
613 lock (m_parts) 752 lockPartsForRead(true);
614 { 753 {
615 foreach (SceneObjectPart part in m_parts.Values) 754 foreach (SceneObjectPart part in m_parts.Values)
616 { 755 {
756
617 // Temporary commented to stop compiler warning 757 // Temporary commented to stop compiler warning
618 //Vector3 partPosition = 758 //Vector3 partPosition =
619 // new Vector3(part.AbsolutePosition.X, part.AbsolutePosition.Y, part.AbsolutePosition.Z); 759 // new Vector3(part.AbsolutePosition.X, part.AbsolutePosition.Y, part.AbsolutePosition.Z);
@@ -641,8 +781,10 @@ namespace OpenSim.Region.Framework.Scenes
641 result.distance = inter.distance; 781 result.distance = inter.distance;
642 } 782 }
643 } 783 }
784
644 } 785 }
645 } 786 }
787 lockPartsForRead(false);
646 return result; 788 return result;
647 } 789 }
648 790
@@ -661,10 +803,11 @@ namespace OpenSim.Region.Framework.Scenes
661 minY = 256f; 803 minY = 256f;
662 minZ = 8192f; 804 minZ = 8192f;
663 805
664 lock(m_parts); 806 lockPartsForRead(true);
665 { 807 {
666 foreach (SceneObjectPart part in m_parts.Values) 808 foreach (SceneObjectPart part in m_parts.Values)
667 { 809 {
810
668 Vector3 worldPos = part.GetWorldPosition(); 811 Vector3 worldPos = part.GetWorldPosition();
669 Vector3 offset = worldPos - AbsolutePosition; 812 Vector3 offset = worldPos - AbsolutePosition;
670 Quaternion worldRot; 813 Quaternion worldRot;
@@ -723,6 +866,8 @@ namespace OpenSim.Region.Framework.Scenes
723 backBottomRight.Y = orig.Y + (part.Scale.Y / 2); 866 backBottomRight.Y = orig.Y + (part.Scale.Y / 2);
724 backBottomRight.Z = orig.Z - (part.Scale.Z / 2); 867 backBottomRight.Z = orig.Z - (part.Scale.Z / 2);
725 868
869
870
726 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z); 871 //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); 872 //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); 873 //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
@@ -894,6 +1039,7 @@ namespace OpenSim.Region.Framework.Scenes
894 minZ = backBottomLeft.Z; 1039 minZ = backBottomLeft.Z;
895 } 1040 }
896 } 1041 }
1042 lockPartsForRead(false);
897 } 1043 }
898 1044
899 public Vector3 GetAxisAlignedBoundingBox(out float offsetHeight) 1045 public Vector3 GetAxisAlignedBoundingBox(out float offsetHeight)
@@ -929,21 +1075,29 @@ namespace OpenSim.Region.Framework.Scenes
929 1075
930 public void SaveScriptedState(XmlTextWriter writer) 1076 public void SaveScriptedState(XmlTextWriter writer)
931 { 1077 {
1078 SaveScriptedState(writer, false);
1079 }
1080
1081 public void SaveScriptedState(XmlTextWriter writer, bool oldIDs)
1082 {
932 XmlDocument doc = new XmlDocument(); 1083 XmlDocument doc = new XmlDocument();
933 Dictionary<UUID,string> states = new Dictionary<UUID,string>(); 1084 Dictionary<UUID,string> states = new Dictionary<UUID,string>();
934 1085
935 // Capture script state while holding the lock 1086 // Capture script state while holding the lock
936 lock (m_parts) 1087 lockPartsForRead(true);
937 { 1088 {
938 foreach (SceneObjectPart part in m_parts.Values) 1089 foreach (SceneObjectPart part in m_parts.Values)
939 { 1090 {
940 Dictionary<UUID,string> pstates = part.Inventory.GetScriptStates(); 1091
1092 Dictionary<UUID,string> pstates = part.Inventory.GetScriptStates(oldIDs);
941 foreach (UUID itemid in pstates.Keys) 1093 foreach (UUID itemid in pstates.Keys)
942 { 1094 {
943 states.Add(itemid, pstates[itemid]); 1095 states.Add(itemid, pstates[itemid]);
944 } 1096 }
1097
945 } 1098 }
946 } 1099 }
1100 lockPartsForRead(false);
947 1101
948 if (states.Count > 0) 1102 if (states.Count > 0)
949 { 1103 {
@@ -1112,13 +1266,16 @@ namespace OpenSim.Region.Framework.Scenes
1112 1266
1113 public override void UpdateMovement() 1267 public override void UpdateMovement()
1114 { 1268 {
1115 lock (m_parts) 1269 lockPartsForRead(true);
1116 { 1270 {
1117 foreach (SceneObjectPart part in m_parts.Values) 1271 foreach (SceneObjectPart part in m_parts.Values)
1118 { 1272 {
1273
1119 part.UpdateMovement(); 1274 part.UpdateMovement();
1275
1120 } 1276 }
1121 } 1277 }
1278 lockPartsForRead(false);
1122 } 1279 }
1123 1280
1124 public ushort GetTimeDilation() 1281 public ushort GetTimeDilation()
@@ -1162,7 +1319,7 @@ namespace OpenSim.Region.Framework.Scenes
1162 /// <param name="part"></param> 1319 /// <param name="part"></param>
1163 public void AddPart(SceneObjectPart part) 1320 public void AddPart(SceneObjectPart part)
1164 { 1321 {
1165 lock (m_parts) 1322 lockPartsForWrite(true);
1166 { 1323 {
1167 part.SetParent(this); 1324 part.SetParent(this);
1168 m_parts.Add(part.UUID, part); 1325 m_parts.Add(part.UUID, part);
@@ -1172,6 +1329,7 @@ namespace OpenSim.Region.Framework.Scenes
1172 if (part.LinkNum == 2 && RootPart != null) 1329 if (part.LinkNum == 2 && RootPart != null)
1173 RootPart.LinkNum = 1; 1330 RootPart.LinkNum = 1;
1174 } 1331 }
1332 lockPartsForWrite(false);
1175 } 1333 }
1176 1334
1177 /// <summary> 1335 /// <summary>
@@ -1179,28 +1337,33 @@ namespace OpenSim.Region.Framework.Scenes
1179 /// </summary> 1337 /// </summary>
1180 private void UpdateParentIDs() 1338 private void UpdateParentIDs()
1181 { 1339 {
1182 lock (m_parts) 1340 lockPartsForRead(true);
1183 { 1341 {
1184 foreach (SceneObjectPart part in m_parts.Values) 1342 foreach (SceneObjectPart part in m_parts.Values)
1185 { 1343 {
1344
1186 if (part.UUID != m_rootPart.UUID) 1345 if (part.UUID != m_rootPart.UUID)
1187 { 1346 {
1188 part.ParentID = m_rootPart.LocalId; 1347 part.ParentID = m_rootPart.LocalId;
1189 } 1348 }
1349
1190 } 1350 }
1191 } 1351 }
1352 lockPartsForRead(false);
1192 } 1353 }
1193 1354
1194 public void RegenerateFullIDs() 1355 public void RegenerateFullIDs()
1195 { 1356 {
1196 lock (m_parts) 1357 lockPartsForRead(true);
1197 { 1358 {
1198 foreach (SceneObjectPart part in m_parts.Values) 1359 foreach (SceneObjectPart part in m_parts.Values)
1199 { 1360 {
1361
1200 part.UUID = UUID.Random(); 1362 part.UUID = UUID.Random();
1201 1363
1202 } 1364 }
1203 } 1365 }
1366 lockPartsForRead(false);
1204 } 1367 }
1205 1368
1206 // helper provided for parts. 1369 // helper provided for parts.
@@ -1281,27 +1444,32 @@ namespace OpenSim.Region.Framework.Scenes
1281 1444
1282 DetachFromBackup(); 1445 DetachFromBackup();
1283 1446
1284 lock (m_parts) 1447 lockPartsForRead(true);
1448 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
1449 lockPartsForRead(false);
1450
1451 foreach (SceneObjectPart part in values)
1285 { 1452 {
1286 foreach (SceneObjectPart part in m_parts.Values)
1287 {
1288// part.Inventory.RemoveScriptInstances(); 1453// part.Inventory.RemoveScriptInstances();
1289 Scene.ForEachScenePresence(delegate(ScenePresence avatar) 1454
1455 Scene.ForEachScenePresence(delegate (ScenePresence sp)
1456 {
1457 if (sp.ParentID == LocalId)
1290 { 1458 {
1291 if (avatar.ParentID == LocalId) 1459 sp.StandUp();
1292 { 1460 }
1293 avatar.StandUp();
1294 }
1295 1461
1296 if (!silent) 1462 if (!silent)
1297 { 1463 {
1298 part.UpdateFlag = 0; 1464 part.UpdateFlag = 0;
1299 if (part == m_rootPart) 1465 if (part == m_rootPart)
1300 avatar.ControllingClient.SendKillObject(m_regionHandle, part.LocalId); 1466 sp.ControllingClient.SendKillObject(m_regionHandle, part.LocalId);
1301 } 1467 }
1302 }); 1468 });
1303 } 1469
1304 } 1470 }
1471
1472
1305 } 1473 }
1306 1474
1307 public void AddScriptLPS(int count) 1475 public void AddScriptLPS(int count)
@@ -1326,17 +1494,20 @@ namespace OpenSim.Region.Framework.Scenes
1326 1494
1327 scriptEvents aggregateScriptEvents=0; 1495 scriptEvents aggregateScriptEvents=0;
1328 1496
1329 lock (m_parts) 1497 lockPartsForRead(true);
1330 { 1498 {
1331 foreach (SceneObjectPart part in m_parts.Values) 1499 foreach (SceneObjectPart part in m_parts.Values)
1332 { 1500 {
1501
1333 if (part == null) 1502 if (part == null)
1334 continue; 1503 continue;
1335 if (part != RootPart) 1504 if (part != RootPart)
1336 part.ObjectFlags = objectflagupdate; 1505 part.ObjectFlags = objectflagupdate;
1337 aggregateScriptEvents |= part.AggregateScriptEvents; 1506 aggregateScriptEvents |= part.AggregateScriptEvents;
1507
1338 } 1508 }
1339 } 1509 }
1510 lockPartsForRead(false);
1340 1511
1341 m_scriptListens_atTarget = ((aggregateScriptEvents & scriptEvents.at_target) != 0); 1512 m_scriptListens_atTarget = ((aggregateScriptEvents & scriptEvents.at_target) != 0);
1342 m_scriptListens_notAtTarget = ((aggregateScriptEvents & scriptEvents.not_at_target) != 0); 1513 m_scriptListens_notAtTarget = ((aggregateScriptEvents & scriptEvents.not_at_target) != 0);
@@ -1378,42 +1549,52 @@ namespace OpenSim.Region.Framework.Scenes
1378 /// <param name="m_physicalPrim"></param> 1549 /// <param name="m_physicalPrim"></param>
1379 public void ApplyPhysics(bool m_physicalPrim) 1550 public void ApplyPhysics(bool m_physicalPrim)
1380 { 1551 {
1381 lock (m_parts) 1552 lockPartsForRead(true);
1553
1554 if (m_parts.Count > 1)
1382 { 1555 {
1383 if (m_parts.Count > 1) 1556 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
1557 lockPartsForRead(false);
1558 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim);
1559 foreach (SceneObjectPart part in values)
1384 { 1560 {
1385 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim); 1561
1386 foreach (SceneObjectPart part in m_parts.Values) 1562 if (part.LocalId != m_rootPart.LocalId)
1387 { 1563 {
1388 if (part.LocalId != m_rootPart.LocalId) 1564 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, m_physicalPrim);
1389 {
1390 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, m_physicalPrim);
1391 }
1392 } 1565 }
1393 1566
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 } 1567 }
1568 // Hack to get the physics scene geometries in the right spot
1569 ResetChildPrimPhysicsPositions();
1570 }
1571 else
1572 {
1573 lockPartsForRead(false);
1574 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim);
1401 } 1575 }
1402 } 1576 }
1403 1577
1404 public void SetOwnerId(UUID userId) 1578 public void SetOwnerId(UUID userId)
1405 { 1579 {
1406 ForEachPart(delegate(SceneObjectPart part) { part.OwnerID = userId; }); 1580 ForEachPart(delegate(SceneObjectPart part)
1581 {
1582
1583 part.OwnerID = userId;
1584
1585 });
1407 } 1586 }
1408 1587
1409 public void ForEachPart(Action<SceneObjectPart> whatToDo) 1588 public void ForEachPart(Action<SceneObjectPart> whatToDo)
1410 { 1589 {
1411 lock (m_parts) 1590 lockPartsForRead(true);
1591 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
1592 lockPartsForRead(false);
1593 foreach (SceneObjectPart part in values)
1412 { 1594 {
1413 foreach (SceneObjectPart part in m_parts.Values) 1595
1414 { 1596 whatToDo(part);
1415 whatToDo(part); 1597
1416 }
1417 } 1598 }
1418 } 1599 }
1419 1600
@@ -1511,15 +1692,17 @@ namespace OpenSim.Region.Framework.Scenes
1511 RootPart.SendFullUpdate( 1692 RootPart.SendFullUpdate(
1512 remoteClient, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, RootPart.UUID)); 1693 remoteClient, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, RootPart.UUID));
1513 1694
1514 lock (m_parts) 1695 lockPartsForRead(true);
1515 { 1696 {
1516 foreach (SceneObjectPart part in m_parts.Values) 1697 foreach (SceneObjectPart part in m_parts.Values)
1517 { 1698 {
1699
1518 if (part != RootPart) 1700 if (part != RootPart)
1519 part.SendFullUpdate( 1701 part.SendFullUpdate(
1520 remoteClient, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, part.UUID)); 1702 remoteClient, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, part.UUID));
1521 } 1703 }
1522 } 1704 }
1705 lockPartsForRead(false);
1523 } 1706 }
1524 1707
1525 #region Copying 1708 #region Copying
@@ -1588,10 +1771,11 @@ namespace OpenSim.Region.Framework.Scenes
1588 1771
1589 List<SceneObjectPart> partList; 1772 List<SceneObjectPart> partList;
1590 1773
1591 lock (m_parts) 1774 lockPartsForRead(true);
1592 { 1775
1593 partList = new List<SceneObjectPart>(m_parts.Values); 1776 partList = new List<SceneObjectPart>(m_parts.Values);
1594 } 1777
1778 lockPartsForRead(false);
1595 1779
1596 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) 1780 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
1597 { 1781 {
@@ -1814,13 +1998,40 @@ namespace OpenSim.Region.Framework.Scenes
1814 } 1998 }
1815 } 1999 }
1816 2000
2001 public void rotLookAt(Quaternion target, float strength, float damping)
2002 {
2003 SceneObjectPart rootpart = m_rootPart;
2004 if (rootpart != null)
2005 {
2006 if (IsAttachment)
2007 {
2008 /*
2009 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
2010 if (avatar != null)
2011 {
2012 Rotate the Av?
2013 } */
2014 }
2015 else
2016 {
2017 if (rootpart.PhysActor != null)
2018 { // APID must be implemented in your physics system for this to function.
2019 rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W);
2020 rootpart.PhysActor.APIDStrength = strength;
2021 rootpart.PhysActor.APIDDamping = damping;
2022 rootpart.PhysActor.APIDActive = true;
2023 }
2024 }
2025 }
2026 }
2027
1817 public void stopLookAt() 2028 public void stopLookAt()
1818 { 2029 {
1819 SceneObjectPart rootpart = m_rootPart; 2030 SceneObjectPart rootpart = m_rootPart;
1820 if (rootpart != null) 2031 if (rootpart != null)
1821 { 2032 {
1822 if (rootpart.PhysActor != null) 2033 if (rootpart.PhysActor != null)
1823 { 2034 { // APID must be implemented in your physics system for this to function.
1824 rootpart.PhysActor.APIDActive = false; 2035 rootpart.PhysActor.APIDActive = false;
1825 } 2036 }
1826 } 2037 }
@@ -1888,10 +2099,11 @@ namespace OpenSim.Region.Framework.Scenes
1888 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); 2099 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed);
1889 newPart.SetParent(this); 2100 newPart.SetParent(this);
1890 2101
1891 lock (m_parts) 2102 lockPartsForWrite(true);
1892 { 2103 {
1893 m_parts.Add(newPart.UUID, newPart); 2104 m_parts.Add(newPart.UUID, newPart);
1894 } 2105 }
2106 lockPartsForWrite(false);
1895 2107
1896 SetPartAsNonRoot(newPart); 2108 SetPartAsNonRoot(newPart);
1897 2109
@@ -1954,7 +2166,7 @@ namespace OpenSim.Region.Framework.Scenes
1954 //if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0) 2166 //if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0)
1955 // return; 2167 // return;
1956 2168
1957 lock (m_parts) 2169 lockPartsForRead(true);
1958 { 2170 {
1959 bool UsePhysics = ((RootPart.Flags & PrimFlags.Physics) != 0); 2171 bool UsePhysics = ((RootPart.Flags & PrimFlags.Physics) != 0);
1960 2172
@@ -1974,9 +2186,12 @@ namespace OpenSim.Region.Framework.Scenes
1974 { 2186 {
1975 if (!IsSelected) 2187 if (!IsSelected)
1976 part.UpdateLookAt(); 2188 part.UpdateLookAt();
2189
1977 part.SendScheduledUpdates(); 2190 part.SendScheduledUpdates();
2191
1978 } 2192 }
1979 } 2193 }
2194 lockPartsForRead(false);
1980 } 2195 }
1981 2196
1982 public void ScheduleFullUpdateToAvatar(ScenePresence presence) 2197 public void ScheduleFullUpdateToAvatar(ScenePresence presence)
@@ -1985,27 +2200,29 @@ namespace OpenSim.Region.Framework.Scenes
1985 2200
1986 RootPart.AddFullUpdateToAvatar(presence); 2201 RootPart.AddFullUpdateToAvatar(presence);
1987 2202
1988 lock (m_parts) 2203 lockPartsForRead(true);
1989 { 2204 {
1990 foreach (SceneObjectPart part in m_parts.Values) 2205 foreach (SceneObjectPart part in m_parts.Values)
1991 { 2206 {
2207
1992 if (part != RootPart) 2208 if (part != RootPart)
1993 part.AddFullUpdateToAvatar(presence); 2209 part.AddFullUpdateToAvatar(presence);
2210
1994 } 2211 }
1995 } 2212 }
2213 lockPartsForRead(false);
1996 } 2214 }
1997 2215
1998 public void ScheduleTerseUpdateToAvatar(ScenePresence presence) 2216 public void ScheduleTerseUpdateToAvatar(ScenePresence presence)
1999 { 2217 {
2000// m_log.DebugFormat("[SOG]: Scheduling terse update for {0} {1} just to avatar {2}", Name, UUID, presence.Name); 2218 lockPartsForRead(true);
2001 2219
2002 lock (m_parts) 2220 foreach (SceneObjectPart part in m_parts.Values)
2003 { 2221 {
2004 foreach (SceneObjectPart part in m_parts.Values) 2222 part.AddTerseUpdateToAvatar(presence);
2005 {
2006 part.AddTerseUpdateToAvatar(presence);
2007 }
2008 } 2223 }
2224
2225 lockPartsForRead(false);
2009 } 2226 }
2010 2227
2011 /// <summary> 2228 /// <summary>
@@ -2013,20 +2230,23 @@ namespace OpenSim.Region.Framework.Scenes
2013 /// </summary> 2230 /// </summary>
2014 public void ScheduleGroupForFullUpdate() 2231 public void ScheduleGroupForFullUpdate()
2015 { 2232 {
2016 if (IsAttachment) 2233 //if (IsAttachment)
2017 m_log.DebugFormat("[SOG]: Scheduling full update for {0} {1}", Name, LocalId); 2234 // m_log.DebugFormat("[SOG]: Scheduling full update for {0} {1}", Name, LocalId);
2018 2235
2019 checkAtTargets(); 2236 checkAtTargets();
2020 RootPart.ScheduleFullUpdate(); 2237 RootPart.ScheduleFullUpdate();
2021 2238
2022 lock (m_parts) 2239 lockPartsForRead(true);
2023 { 2240 {
2024 foreach (SceneObjectPart part in m_parts.Values) 2241 foreach (SceneObjectPart part in m_parts.Values)
2025 { 2242 {
2243
2026 if (part != RootPart) 2244 if (part != RootPart)
2027 part.ScheduleFullUpdate(); 2245 part.ScheduleFullUpdate();
2246
2028 } 2247 }
2029 } 2248 }
2249 lockPartsForRead(false);
2030 } 2250 }
2031 2251
2032 /// <summary> 2252 /// <summary>
@@ -2034,37 +2254,38 @@ namespace OpenSim.Region.Framework.Scenes
2034 /// </summary> 2254 /// </summary>
2035 public void ScheduleGroupForTerseUpdate() 2255 public void ScheduleGroupForTerseUpdate()
2036 { 2256 {
2037// m_log.DebugFormat("[SOG]: Scheduling terse update for {0} {1}", Name, UUID); 2257 lockPartsForRead(true);
2038 2258 foreach (SceneObjectPart part in m_parts.Values)
2039 lock (m_parts)
2040 { 2259 {
2041 foreach (SceneObjectPart part in m_parts.Values) 2260 part.ScheduleTerseUpdate();
2042 {
2043 part.ScheduleTerseUpdate();
2044 }
2045 } 2261 }
2262
2263 lockPartsForRead(false);
2046 } 2264 }
2047 2265
2048 /// <summary> 2266 /// <summary>
2049 /// Immediately send a full update for this scene object. 2267 /// Immediately send a full update for this scene object.
2050 /// </summary> 2268 /// </summary>
2051 public void SendGroupFullUpdate() 2269 public void SendGroupFullUpdate()
2052 { 2270 {
2053 if (IsDeleted) 2271 if (IsDeleted)
2054 return; 2272 return;
2055 2273
2056// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); 2274// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID);
2057 2275
2058 RootPart.SendFullUpdateToAllClients(); 2276 RootPart.SendFullUpdateToAllClients();
2059 2277
2060 lock (m_parts) 2278 lockPartsForRead(true);
2061 { 2279 {
2062 foreach (SceneObjectPart part in m_parts.Values) 2280 foreach (SceneObjectPart part in m_parts.Values)
2063 { 2281 {
2282
2064 if (part != RootPart) 2283 if (part != RootPart)
2065 part.SendFullUpdateToAllClients(); 2284 part.SendFullUpdateToAllClients();
2285
2066 } 2286 }
2067 } 2287 }
2288 lockPartsForRead(false);
2068 } 2289 }
2069 2290
2070 /// <summary> 2291 /// <summary>
@@ -2096,14 +2317,15 @@ namespace OpenSim.Region.Framework.Scenes
2096 { 2317 {
2097 if (IsDeleted) 2318 if (IsDeleted)
2098 return; 2319 return;
2099 2320
2100 lock (m_parts) 2321 lockPartsForRead(true);
2101 { 2322 {
2102 foreach (SceneObjectPart part in m_parts.Values) 2323 foreach (SceneObjectPart part in m_parts.Values)
2103 { 2324 {
2104 part.SendTerseUpdateToAllClients(); 2325 part.SendTerseUpdateToAllClients();
2105 } 2326 }
2106 } 2327 }
2328 lockPartsForRead(false);
2107 } 2329 }
2108 2330
2109 #endregion 2331 #endregion
@@ -2117,16 +2339,18 @@ namespace OpenSim.Region.Framework.Scenes
2117 /// <returns>null if no child part with that linknum or child part</returns> 2339 /// <returns>null if no child part with that linknum or child part</returns>
2118 public SceneObjectPart GetLinkNumPart(int linknum) 2340 public SceneObjectPart GetLinkNumPart(int linknum)
2119 { 2341 {
2120 lock (m_parts) 2342 lockPartsForRead(true);
2121 { 2343 {
2122 foreach (SceneObjectPart part in m_parts.Values) 2344 foreach (SceneObjectPart part in m_parts.Values)
2123 { 2345 {
2124 if (part.LinkNum == linknum) 2346 if (part.LinkNum == linknum)
2125 { 2347 {
2348 lockPartsForRead(false);
2126 return part; 2349 return part;
2127 } 2350 }
2128 } 2351 }
2129 } 2352 }
2353 lockPartsForRead(false);
2130 2354
2131 return null; 2355 return null;
2132 } 2356 }
@@ -2154,17 +2378,19 @@ namespace OpenSim.Region.Framework.Scenes
2154 public SceneObjectPart GetChildPart(uint localID) 2378 public SceneObjectPart GetChildPart(uint localID)
2155 { 2379 {
2156 //m_log.DebugFormat("Entered looking for {0}", localID); 2380 //m_log.DebugFormat("Entered looking for {0}", localID);
2157 lock (m_parts) 2381 lockPartsForRead(true);
2158 { 2382 {
2159 foreach (SceneObjectPart part in m_parts.Values) 2383 foreach (SceneObjectPart part in m_parts.Values)
2160 { 2384 {
2161 //m_log.DebugFormat("Found {0}", part.LocalId); 2385 //m_log.DebugFormat("Found {0}", part.LocalId);
2162 if (part.LocalId == localID) 2386 if (part.LocalId == localID)
2163 { 2387 {
2388 lockPartsForRead(false);
2164 return part; 2389 return part;
2165 } 2390 }
2166 } 2391 }
2167 } 2392 }
2393 lockPartsForRead(false);
2168 2394
2169 return null; 2395 return null;
2170 } 2396 }
@@ -2194,17 +2420,19 @@ namespace OpenSim.Region.Framework.Scenes
2194 public bool HasChildPrim(uint localID) 2420 public bool HasChildPrim(uint localID)
2195 { 2421 {
2196 //m_log.DebugFormat("Entered HasChildPrim looking for {0}", localID); 2422 //m_log.DebugFormat("Entered HasChildPrim looking for {0}", localID);
2197 lock (m_parts) 2423 lockPartsForRead(true);
2198 { 2424 {
2199 foreach (SceneObjectPart part in m_parts.Values) 2425 foreach (SceneObjectPart part in m_parts.Values)
2200 { 2426 {
2201 //m_log.DebugFormat("Found {0}", part.LocalId); 2427 //m_log.DebugFormat("Found {0}", part.LocalId);
2202 if (part.LocalId == localID) 2428 if (part.LocalId == localID)
2203 { 2429 {
2430 lockPartsForRead(false);
2204 return true; 2431 return true;
2205 } 2432 }
2206 } 2433 }
2207 } 2434 }
2435 lockPartsForRead(false);
2208 2436
2209 return false; 2437 return false;
2210 } 2438 }
@@ -2254,53 +2482,57 @@ namespace OpenSim.Region.Framework.Scenes
2254 if (m_rootPart.LinkNum == 0) 2482 if (m_rootPart.LinkNum == 0)
2255 m_rootPart.LinkNum = 1; 2483 m_rootPart.LinkNum = 1;
2256 2484
2257 lock (m_parts) 2485 lockPartsForWrite(true);
2258 { 2486
2259 m_parts.Add(linkPart.UUID, linkPart); 2487 m_parts.Add(linkPart.UUID, linkPart);
2488
2489 lockPartsForWrite(false);
2260 2490
2261 // Insert in terms of link numbers, the new links 2491 // Insert in terms of link numbers, the new links
2262 // before the current ones (with the exception of 2492 // before the current ones (with the exception of
2263 // the root prim. Shuffle the old ones up 2493 // the root prim. Shuffle the old ones up
2264 foreach (KeyValuePair<UUID, SceneObjectPart> kvp in m_parts) 2494 lockPartsForRead(true);
2495 foreach (KeyValuePair<UUID, SceneObjectPart> kvp in m_parts)
2496 {
2497 if (kvp.Value.LinkNum != 1)
2265 { 2498 {
2266 if (kvp.Value.LinkNum != 1) 2499 // Don't update root prim link number
2267 { 2500 kvp.Value.LinkNum += objectGroup.PrimCount;
2268 // Don't update root prim link number
2269 kvp.Value.LinkNum += objectGroup.PrimCount;
2270 }
2271 } 2501 }
2502 }
2503 lockPartsForRead(false);
2272 2504
2273 linkPart.LinkNum = 2; 2505 linkPart.LinkNum = 2;
2274 2506
2275 linkPart.SetParent(this); 2507 linkPart.SetParent(this);
2276 linkPart.CreateSelected = true; 2508 linkPart.CreateSelected = true;
2277 2509
2278 //if (linkPart.PhysActor != null) 2510 //if (linkPart.PhysActor != null)
2279 //{ 2511 //{
2280 // m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor); 2512 // m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor);
2281 2513
2282 //linkPart.PhysActor = null; 2514 //linkPart.PhysActor = null;
2283 //} 2515 //}
2284 2516
2285 //TODO: rest of parts 2517 //TODO: rest of parts
2286 int linkNum = 3; 2518 int linkNum = 3;
2287 foreach (SceneObjectPart part in objectGroup.Children.Values) 2519 foreach (SceneObjectPart part in objectGroup.Children.Values)
2520 {
2521 if (part.UUID != objectGroup.m_rootPart.UUID)
2288 { 2522 {
2289 if (part.UUID != objectGroup.m_rootPart.UUID) 2523 LinkNonRootPart(part, oldGroupPosition, oldRootRotation, linkNum++);
2290 {
2291 LinkNonRootPart(part, oldGroupPosition, oldRootRotation, linkNum++);
2292 }
2293 part.ClearUndoState();
2294 } 2524 }
2525 part.ClearUndoState();
2295 } 2526 }
2296 2527
2297 m_scene.UnlinkSceneObject(objectGroup.UUID, true); 2528 m_scene.UnlinkSceneObject(objectGroup.UUID, true);
2298 objectGroup.m_isDeleted = true; 2529 objectGroup.m_isDeleted = true;
2530
2531 objectGroup.lockPartsForWrite(true);
2299 2532
2300 lock (objectGroup.m_parts) 2533 objectGroup.m_parts.Clear();
2301 { 2534
2302 objectGroup.m_parts.Clear(); 2535 objectGroup.lockPartsForWrite(false);
2303 }
2304 2536
2305 // Can't do this yet since backup still makes use of the root part without any synchronization 2537 // Can't do this yet since backup still makes use of the root part without any synchronization
2306// objectGroup.m_rootPart = null; 2538// objectGroup.m_rootPart = null;
@@ -2370,11 +2602,12 @@ namespace OpenSim.Region.Framework.Scenes
2370 Quaternion worldRot = linkPart.GetWorldRotation(); 2602 Quaternion worldRot = linkPart.GetWorldRotation();
2371 2603
2372 // Remove the part from this object 2604 // Remove the part from this object
2373 lock (m_parts) 2605 lockPartsForWrite(true);
2374 { 2606 {
2375 m_parts.Remove(linkPart.UUID); 2607 m_parts.Remove(linkPart.UUID);
2376 } 2608 }
2377 2609 lockPartsForWrite(false);
2610 lockPartsForRead(true);
2378 if (m_parts.Count == 1 && RootPart != null) //Single prim is left 2611 if (m_parts.Count == 1 && RootPart != null) //Single prim is left
2379 RootPart.LinkNum = 0; 2612 RootPart.LinkNum = 0;
2380 else 2613 else
@@ -2385,6 +2618,7 @@ namespace OpenSim.Region.Framework.Scenes
2385 p.LinkNum--; 2618 p.LinkNum--;
2386 } 2619 }
2387 } 2620 }
2621 lockPartsForRead(false);
2388 2622
2389 linkPart.ParentID = 0; 2623 linkPart.ParentID = 0;
2390 linkPart.LinkNum = 0; 2624 linkPart.LinkNum = 0;
@@ -2706,9 +2940,12 @@ namespace OpenSim.Region.Framework.Scenes
2706 2940
2707 if (selectionPart != null) 2941 if (selectionPart != null)
2708 { 2942 {
2709 lock (m_parts) 2943 lockPartsForRead(true);
2944 List<SceneObjectPart> parts = new List<SceneObjectPart>(m_parts.Values);
2945 lockPartsForRead(false);
2946 foreach (SceneObjectPart part in parts)
2710 { 2947 {
2711 foreach (SceneObjectPart part in m_parts.Values) 2948 if (part.Scale.X > 10.0 || part.Scale.Y > 10.0 || part.Scale.Z > 10.0)
2712 { 2949 {
2713 if (part.Scale.X > m_scene.RegionInfo.PhysPrimMax || 2950 if (part.Scale.X > m_scene.RegionInfo.PhysPrimMax ||
2714 part.Scale.Y > m_scene.RegionInfo.PhysPrimMax || 2951 part.Scale.Y > m_scene.RegionInfo.PhysPrimMax ||
@@ -2718,12 +2955,13 @@ namespace OpenSim.Region.Framework.Scenes
2718 break; 2955 break;
2719 } 2956 }
2720 } 2957 }
2958 }
2721 2959
2722 foreach (SceneObjectPart part in m_parts.Values) 2960 foreach (SceneObjectPart part in parts)
2723 { 2961 {
2724 part.UpdatePrimFlags(UsePhysics, IsTemporary, IsPhantom, IsVolumeDetect); 2962 part.UpdatePrimFlags(UsePhysics, IsTemporary, IsPhantom, IsVolumeDetect);
2725 }
2726 } 2963 }
2964
2727 } 2965 }
2728 } 2966 }
2729 2967
@@ -2809,11 +3047,9 @@ namespace OpenSim.Region.Framework.Scenes
2809 scale.Y = m_scene.m_maxNonphys; 3047 scale.Y = m_scene.m_maxNonphys;
2810 if (scale.Z > m_scene.m_maxNonphys) 3048 if (scale.Z > m_scene.m_maxNonphys)
2811 scale.Z = m_scene.m_maxNonphys; 3049 scale.Z = m_scene.m_maxNonphys;
2812
2813 SceneObjectPart part = GetChildPart(localID); 3050 SceneObjectPart part = GetChildPart(localID);
2814 if (part != null) 3051 if (part != null)
2815 { 3052 {
2816 part.Resize(scale);
2817 if (part.PhysActor != null) 3053 if (part.PhysActor != null)
2818 { 3054 {
2819 if (part.PhysActor.IsPhysical) 3055 if (part.PhysActor.IsPhysical)
@@ -2828,7 +3064,7 @@ namespace OpenSim.Region.Framework.Scenes
2828 part.PhysActor.Size = scale; 3064 part.PhysActor.Size = scale;
2829 m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor); 3065 m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor);
2830 } 3066 }
2831 //if (part.UUID != m_rootPart.UUID) 3067 part.Resize(scale);
2832 3068
2833 HasGroupChanged = true; 3069 HasGroupChanged = true;
2834 ScheduleGroupForFullUpdate(); 3070 ScheduleGroupForFullUpdate();
@@ -2870,73 +3106,71 @@ namespace OpenSim.Region.Framework.Scenes
2870 float y = (scale.Y / part.Scale.Y); 3106 float y = (scale.Y / part.Scale.Y);
2871 float z = (scale.Z / part.Scale.Z); 3107 float z = (scale.Z / part.Scale.Z);
2872 3108
2873 lock (m_parts) 3109 lockPartsForRead(true);
3110 if (x > 1.0f || y > 1.0f || z > 1.0f)
2874 { 3111 {
2875 if (x > 1.0f || y > 1.0f || z > 1.0f) 3112 foreach (SceneObjectPart obPart in m_parts.Values)
2876 { 3113 {
2877 foreach (SceneObjectPart obPart in m_parts.Values) 3114 if (obPart.UUID != m_rootPart.UUID)
2878 { 3115 {
2879 if (obPart.UUID != m_rootPart.UUID) 3116 Vector3 oldSize = new Vector3(obPart.Scale);
2880 { 3117 obPart.IgnoreUndoUpdate = true;
2881 obPart.IgnoreUndoUpdate = true;
2882 Vector3 oldSize = new Vector3(obPart.Scale);
2883 3118
2884 float f = 1.0f; 3119 float f = 1.0f;
2885 float a = 1.0f; 3120 float a = 1.0f;
2886 3121
2887 if (part.PhysActor != null && part.PhysActor.IsPhysical) 3122 if (part.PhysActor != null && part.PhysActor.IsPhysical)
3123 {
3124 if (oldSize.X*x > m_scene.m_maxPhys)
2888 { 3125 {
2889 if (oldSize.X*x > m_scene.m_maxPhys) 3126 f = m_scene.m_maxPhys / oldSize.X;
2890 { 3127 a = f / x;
2891 f = m_scene.m_maxPhys / oldSize.X; 3128 x *= a;
2892 a = f / x; 3129 y *= a;
2893 x *= a; 3130 z *= a;
2894 y *= a;
2895 z *= a;
2896 }
2897 if (oldSize.Y*y > m_scene.m_maxPhys)
2898 {
2899 f = m_scene.m_maxPhys / oldSize.Y;
2900 a = f / y;
2901 x *= a;
2902 y *= a;
2903 z *= a;
2904 }
2905 if (oldSize.Z*z > m_scene.m_maxPhys)
2906 {
2907 f = m_scene.m_maxPhys / oldSize.Z;
2908 a = f / z;
2909 x *= a;
2910 y *= a;
2911 z *= a;
2912 }
2913 } 3131 }
2914 else 3132 if (oldSize.Y*y > m_scene.m_maxPhys)
2915 { 3133 {
2916 if (oldSize.X*x > m_scene.m_maxNonphys) 3134 f = m_scene.m_maxPhys / oldSize.Y;
2917 { 3135 a = f / y;
2918 f = m_scene.m_maxNonphys / oldSize.X; 3136 x *= a;
2919 a = f / x; 3137 y *= a;
2920 x *= a; 3138 z *= a;
2921 y *= a; 3139 }
2922 z *= a; 3140 if (oldSize.Z*z > m_scene.m_maxPhys)
2923 } 3141 {
2924 if (oldSize.Y*y > m_scene.m_maxNonphys) 3142 f = m_scene.m_maxPhys / oldSize.Z;
2925 { 3143 a = f / z;
2926 f = m_scene.m_maxNonphys / oldSize.Y; 3144 x *= a;
2927 a = f / y; 3145 y *= a;
2928 x *= a; 3146 z *= a;
2929 y *= a; 3147 }
2930 z *= a; 3148 }
2931 } 3149 else
2932 if (oldSize.Z*z > m_scene.m_maxNonphys) 3150 {
2933 { 3151 if (oldSize.X*x > m_scene.m_maxNonphys)
2934 f = m_scene.m_maxNonphys / oldSize.Z; 3152 {
2935 a = f / z; 3153 f = m_scene.m_maxNonphys / oldSize.X;
2936 x *= a; 3154 a = f / x;
2937 y *= a; 3155 x *= a;
2938 z *= a; 3156 y *= a;
2939 } 3157 z *= a;
3158 }
3159 if (oldSize.Y*y > m_scene.m_maxNonphys)
3160 {
3161 f = m_scene.m_maxNonphys / oldSize.Y;
3162 a = f / y;
3163 x *= a;
3164 y *= a;
3165 z *= a;
3166 }
3167 if (oldSize.Z*z > m_scene.m_maxNonphys)
3168 {
3169 f = m_scene.m_maxNonphys / oldSize.Z;
3170 a = f / z;
3171 x *= a;
3172 y *= a;
3173 z *= a;
2940 } 3174 }
2941 obPart.IgnoreUndoUpdate = false; 3175 obPart.IgnoreUndoUpdate = false;
2942 obPart.StoreUndoState(); 3176 obPart.StoreUndoState();
@@ -2944,6 +3178,7 @@ namespace OpenSim.Region.Framework.Scenes
2944 } 3178 }
2945 } 3179 }
2946 } 3180 }
3181 lockPartsForRead(false);
2947 3182
2948 Vector3 prevScale = part.Scale; 3183 Vector3 prevScale = part.Scale;
2949 prevScale.X *= x; 3184 prevScale.X *= x;
@@ -2951,7 +3186,7 @@ namespace OpenSim.Region.Framework.Scenes
2951 prevScale.Z *= z; 3186 prevScale.Z *= z;
2952 part.Resize(prevScale); 3187 part.Resize(prevScale);
2953 3188
2954 lock (m_parts) 3189 lockPartsForRead(true);
2955 { 3190 {
2956 foreach (SceneObjectPart obPart in m_parts.Values) 3191 foreach (SceneObjectPart obPart in m_parts.Values)
2957 { 3192 {
@@ -2973,6 +3208,7 @@ namespace OpenSim.Region.Framework.Scenes
2973 obPart.StoreUndoState(); 3208 obPart.StoreUndoState();
2974 } 3209 }
2975 } 3210 }
3211 lockPartsForRead(false);
2976 3212
2977 if (part.PhysActor != null) 3213 if (part.PhysActor != null)
2978 { 3214 {
@@ -3075,7 +3311,7 @@ namespace OpenSim.Region.Framework.Scenes
3075 axDiff *= Quaternion.Inverse(partRotation); 3311 axDiff *= Quaternion.Inverse(partRotation);
3076 diff = axDiff; 3312 diff = axDiff;
3077 3313
3078 lock (m_parts) 3314 lockPartsForRead(true);
3079 { 3315 {
3080 foreach (SceneObjectPart obPart in m_parts.Values) 3316 foreach (SceneObjectPart obPart in m_parts.Values)
3081 { 3317 {
@@ -3085,6 +3321,7 @@ namespace OpenSim.Region.Framework.Scenes
3085 } 3321 }
3086 } 3322 }
3087 } 3323 }
3324 lockPartsForRead(false);
3088 3325
3089 AbsolutePosition = newPos; 3326 AbsolutePosition = newPos;
3090 3327
@@ -3218,25 +3455,25 @@ namespace OpenSim.Region.Framework.Scenes
3218 m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor); 3455 m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
3219 } 3456 }
3220 3457
3221 lock (m_parts) 3458 lockPartsForRead(true);
3459
3460 foreach (SceneObjectPart prim in m_parts.Values)
3222 { 3461 {
3223 foreach (SceneObjectPart prim in m_parts.Values) 3462 if (prim.UUID != m_rootPart.UUID)
3224 { 3463 {
3225 if (prim.UUID != m_rootPart.UUID) 3464 prim.IgnoreUndoUpdate = true;
3226 { 3465 Vector3 axPos = prim.OffsetPosition;
3227 prim.IgnoreUndoUpdate = true; 3466 axPos *= oldParentRot;
3228 Vector3 axPos = prim.OffsetPosition; 3467 axPos *= Quaternion.Inverse(axRot);
3229 axPos *= oldParentRot; 3468 prim.OffsetPosition = axPos;
3230 axPos *= Quaternion.Inverse(axRot); 3469 Quaternion primsRot = prim.RotationOffset;
3231 prim.OffsetPosition = axPos; 3470 Quaternion newRot = primsRot * oldParentRot;
3232 Quaternion primsRot = prim.RotationOffset; 3471 newRot *= Quaternion.Inverse(axRot);
3233 Quaternion newRot = primsRot * oldParentRot; 3472 prim.RotationOffset = newRot;
3234 newRot *= Quaternion.Inverse(axRot); 3473 prim.ScheduleTerseUpdate();
3235 prim.RotationOffset = newRot;
3236 prim.ScheduleTerseUpdate();
3237 }
3238 } 3474 }
3239 } 3475 }
3476
3240 foreach (SceneObjectPart childpart in Children.Values) 3477 foreach (SceneObjectPart childpart in Children.Values)
3241 { 3478 {
3242 if (childpart != m_rootPart) 3479 if (childpart != m_rootPart)
@@ -3245,6 +3482,9 @@ namespace OpenSim.Region.Framework.Scenes
3245 childpart.StoreUndoState(); 3482 childpart.StoreUndoState();
3246 } 3483 }
3247 } 3484 }
3485
3486 lockPartsForRead(false);
3487
3248 m_rootPart.ScheduleTerseUpdate(); 3488 m_rootPart.ScheduleTerseUpdate();
3249 } 3489 }
3250 3490
@@ -3366,7 +3606,7 @@ namespace OpenSim.Region.Framework.Scenes
3366 if (atTargets.Count > 0) 3606 if (atTargets.Count > 0)
3367 { 3607 {
3368 uint[] localids = new uint[0]; 3608 uint[] localids = new uint[0];
3369 lock (m_parts) 3609 lockPartsForRead(true);
3370 { 3610 {
3371 localids = new uint[m_parts.Count]; 3611 localids = new uint[m_parts.Count];
3372 int cntr = 0; 3612 int cntr = 0;
@@ -3376,6 +3616,7 @@ namespace OpenSim.Region.Framework.Scenes
3376 cntr++; 3616 cntr++;
3377 } 3617 }
3378 } 3618 }
3619 lockPartsForRead(false);
3379 3620
3380 for (int ctr = 0; ctr < localids.Length; ctr++) 3621 for (int ctr = 0; ctr < localids.Length; ctr++)
3381 { 3622 {
@@ -3394,7 +3635,7 @@ namespace OpenSim.Region.Framework.Scenes
3394 { 3635 {
3395 //trigger not_at_target 3636 //trigger not_at_target
3396 uint[] localids = new uint[0]; 3637 uint[] localids = new uint[0];
3397 lock (m_parts) 3638 lockPartsForRead(true);
3398 { 3639 {
3399 localids = new uint[m_parts.Count]; 3640 localids = new uint[m_parts.Count];
3400 int cntr = 0; 3641 int cntr = 0;
@@ -3404,7 +3645,8 @@ namespace OpenSim.Region.Framework.Scenes
3404 cntr++; 3645 cntr++;
3405 } 3646 }
3406 } 3647 }
3407 3648 lockPartsForRead(false);
3649
3408 for (int ctr = 0; ctr < localids.Length; ctr++) 3650 for (int ctr = 0; ctr < localids.Length; ctr++)
3409 { 3651 {
3410 m_scene.EventManager.TriggerNotAtTargetEvent(localids[ctr]); 3652 m_scene.EventManager.TriggerNotAtTargetEvent(localids[ctr]);
@@ -3445,7 +3687,8 @@ namespace OpenSim.Region.Framework.Scenes
3445 if (atRotTargets.Count > 0) 3687 if (atRotTargets.Count > 0)
3446 { 3688 {
3447 uint[] localids = new uint[0]; 3689 uint[] localids = new uint[0];
3448 lock (m_parts) 3690 lockPartsForRead(true);
3691 try
3449 { 3692 {
3450 localids = new uint[m_parts.Count]; 3693 localids = new uint[m_parts.Count];
3451 int cntr = 0; 3694 int cntr = 0;
@@ -3455,6 +3698,10 @@ namespace OpenSim.Region.Framework.Scenes
3455 cntr++; 3698 cntr++;
3456 } 3699 }
3457 } 3700 }
3701 finally
3702 {
3703 lockPartsForRead(false);
3704 }
3458 3705
3459 for (int ctr = 0; ctr < localids.Length; ctr++) 3706 for (int ctr = 0; ctr < localids.Length; ctr++)
3460 { 3707 {
@@ -3473,7 +3720,8 @@ namespace OpenSim.Region.Framework.Scenes
3473 { 3720 {
3474 //trigger not_at_target 3721 //trigger not_at_target
3475 uint[] localids = new uint[0]; 3722 uint[] localids = new uint[0];
3476 lock (m_parts) 3723 lockPartsForRead(true);
3724 try
3477 { 3725 {
3478 localids = new uint[m_parts.Count]; 3726 localids = new uint[m_parts.Count];
3479 int cntr = 0; 3727 int cntr = 0;
@@ -3483,6 +3731,10 @@ namespace OpenSim.Region.Framework.Scenes
3483 cntr++; 3731 cntr++;
3484 } 3732 }
3485 } 3733 }
3734 finally
3735 {
3736 lockPartsForRead(false);
3737 }
3486 3738
3487 for (int ctr = 0; ctr < localids.Length; ctr++) 3739 for (int ctr = 0; ctr < localids.Length; ctr++)
3488 { 3740 {
@@ -3496,19 +3748,20 @@ namespace OpenSim.Region.Framework.Scenes
3496 public float GetMass() 3748 public float GetMass()
3497 { 3749 {
3498 float retmass = 0f; 3750 float retmass = 0f;
3499 lock (m_parts) 3751 lockPartsForRead(true);
3500 { 3752 {
3501 foreach (SceneObjectPart part in m_parts.Values) 3753 foreach (SceneObjectPart part in m_parts.Values)
3502 { 3754 {
3503 retmass += part.GetMass(); 3755 retmass += part.GetMass();
3504 } 3756 }
3505 } 3757 }
3758 lockPartsForRead(false);
3506 return retmass; 3759 return retmass;
3507 } 3760 }
3508 3761
3509 public void CheckSculptAndLoad() 3762 public void CheckSculptAndLoad()
3510 { 3763 {
3511 lock (m_parts) 3764 lockPartsForRead(true);
3512 { 3765 {
3513 if (!IsDeleted) 3766 if (!IsDeleted)
3514 { 3767 {
@@ -3533,6 +3786,7 @@ namespace OpenSim.Region.Framework.Scenes
3533 } 3786 }
3534 } 3787 }
3535 } 3788 }
3789 lockPartsForRead(false);
3536 } 3790 }
3537 3791
3538 protected void AssetReceived(string id, Object sender, AssetBase asset) 3792 protected void AssetReceived(string id, Object sender, AssetBase asset)
@@ -3553,7 +3807,7 @@ namespace OpenSim.Region.Framework.Scenes
3553 /// <param name="client"></param> 3807 /// <param name="client"></param>
3554 public void SetGroup(UUID GroupID, IClientAPI client) 3808 public void SetGroup(UUID GroupID, IClientAPI client)
3555 { 3809 {
3556 lock (m_parts) 3810 lockPartsForRead(true);
3557 { 3811 {
3558 foreach (SceneObjectPart part in m_parts.Values) 3812 foreach (SceneObjectPart part in m_parts.Values)
3559 { 3813 {
@@ -3563,6 +3817,7 @@ namespace OpenSim.Region.Framework.Scenes
3563 3817
3564 HasGroupChanged = true; 3818 HasGroupChanged = true;
3565 } 3819 }
3820 lockPartsForRead(false);
3566 3821
3567 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled 3822 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled
3568 // for the same object with very different properties. The caller must schedule the update. 3823 // for the same object with very different properties. The caller must schedule the update.
@@ -3584,11 +3839,12 @@ namespace OpenSim.Region.Framework.Scenes
3584 3839
3585 public void SetAttachmentPoint(byte point) 3840 public void SetAttachmentPoint(byte point)
3586 { 3841 {
3587 lock (m_parts) 3842 lockPartsForRead(true);
3588 { 3843 {
3589 foreach (SceneObjectPart part in m_parts.Values) 3844 foreach (SceneObjectPart part in m_parts.Values)
3590 part.SetAttachmentPoint(point); 3845 part.SetAttachmentPoint(point);
3591 } 3846 }
3847 lockPartsForRead(false);
3592 } 3848 }
3593 3849
3594 #region ISceneObject 3850 #region ISceneObject
@@ -3622,6 +3878,14 @@ namespace OpenSim.Region.Framework.Scenes
3622 SetFromItemID(uuid); 3878 SetFromItemID(uuid);
3623 } 3879 }
3624 3880
3881 public void ResetOwnerChangeFlag()
3882 {
3883 ForEachPart(delegate(SceneObjectPart part)
3884 {
3885 part.ResetOwnerChangeFlag();
3886 });
3887 }
3888
3625 #endregion 3889 #endregion
3626 } 3890 }
3627} 3891}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 38b2dc2..e4a36ef 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -147,7 +147,7 @@ namespace OpenSim.Region.Framework.Scenes
147 147
148 // TODO: This needs to be persisted in next XML version update! 148 // TODO: This needs to be persisted in next XML version update!
149 [XmlIgnore] 149 [XmlIgnore]
150 public readonly int[] PayPrice = {-2,-2,-2,-2,-2}; 150 public int[] PayPrice = {-2,-2,-2,-2,-2};
151 [XmlIgnore] 151 [XmlIgnore]
152 public PhysicsActor PhysActor; 152 public PhysicsActor PhysActor;
153 153
@@ -274,6 +274,7 @@ namespace OpenSim.Region.Framework.Scenes
274 private Quaternion m_sitTargetOrientation = Quaternion.Identity; 274 private Quaternion m_sitTargetOrientation = Quaternion.Identity;
275 private Vector3 m_sitTargetPosition; 275 private Vector3 m_sitTargetPosition;
276 private string m_sitAnimation = "SIT"; 276 private string m_sitAnimation = "SIT";
277 private bool m_occupied; // KF if any av is sitting on this prim
277 private string m_text = String.Empty; 278 private string m_text = String.Empty;
278 private string m_touchName = String.Empty; 279 private string m_touchName = String.Empty;
279 private readonly UndoStack<UndoState> m_undo = new UndoStack<UndoState>(5); 280 private readonly UndoStack<UndoState> m_undo = new UndoStack<UndoState>(5);
@@ -453,12 +454,16 @@ namespace OpenSim.Region.Framework.Scenes
453 } 454 }
454 455
455 /// <value> 456 /// <value>
456 /// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes 457 /// Get the inventory list
457 /// </value> 458 /// </value>
458 public TaskInventoryDictionary TaskInventory 459 public TaskInventoryDictionary TaskInventory
459 { 460 {
460 get { return m_inventory.Items; } 461 get {
461 set { m_inventory.Items = value; } 462 return m_inventory.Items;
463 }
464 set {
465 m_inventory.Items = value;
466 }
462 } 467 }
463 468
464 public uint ObjectFlags 469 public uint ObjectFlags
@@ -587,14 +592,12 @@ namespace OpenSim.Region.Framework.Scenes
587 set { m_LoopSoundSlavePrims = value; } 592 set { m_LoopSoundSlavePrims = value; }
588 } 593 }
589 594
590 [XmlIgnore]
591 public Byte[] TextureAnimation 595 public Byte[] TextureAnimation
592 { 596 {
593 get { return m_TextureAnimation; } 597 get { return m_TextureAnimation; }
594 set { m_TextureAnimation = value; } 598 set { m_TextureAnimation = value; }
595 } 599 }
596 600
597 [XmlIgnore]
598 public Byte[] ParticleSystem 601 public Byte[] ParticleSystem
599 { 602 {
600 get { return m_particleSystem; } 603 get { return m_particleSystem; }
@@ -648,7 +651,6 @@ namespace OpenSim.Region.Framework.Scenes
648 set 651 set
649 { 652 {
650 m_groupPosition = value; 653 m_groupPosition = value;
651
652 PhysicsActor actor = PhysActor; 654 PhysicsActor actor = PhysActor;
653 if (actor != null) 655 if (actor != null)
654 { 656 {
@@ -835,7 +837,16 @@ namespace OpenSim.Region.Framework.Scenes
835 /// <summary></summary> 837 /// <summary></summary>
836 public Vector3 Acceleration 838 public Vector3 Acceleration
837 { 839 {
838 get { return m_acceleration; } 840 get
841 {
842 PhysicsActor actor = PhysActor;
843 if (actor != null)
844 {
845 m_acceleration = actor.Acceleration;
846 }
847 return m_acceleration;
848 }
849
839 set { m_acceleration = value; } 850 set { m_acceleration = value; }
840 } 851 }
841 852
@@ -986,7 +997,8 @@ namespace OpenSim.Region.Framework.Scenes
986 if (IsAttachment) 997 if (IsAttachment)
987 return GroupPosition; 998 return GroupPosition;
988 999
989 return m_offsetPosition + m_groupPosition; } 1000// return m_offsetPosition + m_groupPosition; }
1001 return m_groupPosition + (m_offsetPosition * ParentGroup.RootPart.RotationOffset) ; } //KF: Rotation was ignored!
990 } 1002 }
991 1003
992 public SceneObjectGroup ParentGroup 1004 public SceneObjectGroup ParentGroup
@@ -1137,6 +1149,13 @@ namespace OpenSim.Region.Framework.Scenes
1137 get { return _flags; } 1149 get { return _flags; }
1138 set { _flags = value; } 1150 set { _flags = value; }
1139 } 1151 }
1152
1153 [XmlIgnore]
1154 public bool IsOccupied // KF If an av is sittingon this prim
1155 {
1156 get { return m_occupied; }
1157 set { m_occupied = value; }
1158 }
1140 1159
1141 [XmlIgnore] 1160 [XmlIgnore]
1142 public UUID SitTargetAvatar 1161 public UUID SitTargetAvatar
@@ -1212,14 +1231,6 @@ namespace OpenSim.Region.Framework.Scenes
1212 } 1231 }
1213 } 1232 }
1214 1233
1215 /// <summary>
1216 /// Clear all pending updates of parts to clients
1217 /// </summary>
1218 private void ClearUpdateSchedule()
1219 {
1220 m_updateFlag = 0;
1221 }
1222
1223 private void SendObjectPropertiesToClient(UUID AgentID) 1234 private void SendObjectPropertiesToClient(UUID AgentID)
1224 { 1235 {
1225 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar) 1236 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar)
@@ -1962,12 +1973,17 @@ namespace OpenSim.Region.Framework.Scenes
1962 public Vector3 GetWorldPosition() 1973 public Vector3 GetWorldPosition()
1963 { 1974 {
1964 Quaternion parentRot = ParentGroup.RootPart.RotationOffset; 1975 Quaternion parentRot = ParentGroup.RootPart.RotationOffset;
1965
1966 Vector3 axPos = OffsetPosition; 1976 Vector3 axPos = OffsetPosition;
1967
1968 axPos *= parentRot; 1977 axPos *= parentRot;
1969 Vector3 translationOffsetPosition = axPos; 1978 Vector3 translationOffsetPosition = axPos;
1970 return GroupPosition + translationOffsetPosition; 1979 if(_parentID == 0)
1980 {
1981 return GroupPosition;
1982 }
1983 else
1984 {
1985 return ParentGroup.AbsolutePosition + translationOffsetPosition; //KF: Fix child prim position
1986 }
1971 } 1987 }
1972 1988
1973 /// <summary> 1989 /// <summary>
@@ -1978,7 +1994,7 @@ namespace OpenSim.Region.Framework.Scenes
1978 { 1994 {
1979 Quaternion newRot; 1995 Quaternion newRot;
1980 1996
1981 if (this.LinkNum == 0) 1997 if (this.LinkNum < 2) //KF Single or root prim
1982 { 1998 {
1983 newRot = RotationOffset; 1999 newRot = RotationOffset;
1984 } 2000 }
@@ -2624,17 +2640,18 @@ namespace OpenSim.Region.Framework.Scenes
2624 //Trys to fetch sound id from prim's inventory. 2640 //Trys to fetch sound id from prim's inventory.
2625 //Prim's inventory doesn't support non script items yet 2641 //Prim's inventory doesn't support non script items yet
2626 2642
2627 lock (TaskInventory) 2643 TaskInventory.LockItemsForRead(true);
2644
2645 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
2628 { 2646 {
2629 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 2647 if (item.Value.Name == sound)
2630 { 2648 {
2631 if (item.Value.Name == sound) 2649 soundID = item.Value.ItemID;
2632 { 2650 break;
2633 soundID = item.Value.ItemID;
2634 break;
2635 }
2636 } 2651 }
2637 } 2652 }
2653
2654 TaskInventory.LockItemsForRead(false);
2638 } 2655 }
2639 2656
2640 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence sp) 2657 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence sp)
@@ -2703,38 +2720,7 @@ namespace OpenSim.Region.Framework.Scenes
2703 2720
2704 public void RotLookAt(Quaternion target, float strength, float damping) 2721 public void RotLookAt(Quaternion target, float strength, float damping)
2705 { 2722 {
2706 rotLookAt(target, strength, damping); 2723 m_parentGroup.rotLookAt(target, strength, damping); // This calls method in SceneObjectGroup.
2707 }
2708
2709 public void rotLookAt(Quaternion target, float strength, float damping)
2710 {
2711 if (IsAttachment)
2712 {
2713 /*
2714 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
2715 if (avatar != null)
2716 {
2717 Rotate the Av?
2718 } */
2719 }
2720 else
2721 {
2722 APIDDamp = damping;
2723 APIDStrength = strength;
2724 APIDTarget = target;
2725 }
2726 }
2727
2728 public void startLookAt(Quaternion rot, float damp, float strength)
2729 {
2730 APIDDamp = damp;
2731 APIDStrength = strength;
2732 APIDTarget = rot;
2733 }
2734
2735 public void stopLookAt()
2736 {
2737 APIDTarget = Quaternion.Identity;
2738 } 2724 }
2739 2725
2740 /// <summary> 2726 /// <summary>
@@ -2746,7 +2732,10 @@ namespace OpenSim.Region.Framework.Scenes
2746 2732
2747 if (m_parentGroup != null) 2733 if (m_parentGroup != null)
2748 { 2734 {
2749 m_parentGroup.QueueForUpdateCheck(); 2735 if (!m_parentGroup.areUpdatesSuspended)
2736 {
2737 m_parentGroup.QueueForUpdateCheck();
2738 }
2750 } 2739 }
2751 2740
2752 int timeNow = Util.UnixTimeSinceEpoch(); 2741 int timeNow = Util.UnixTimeSinceEpoch();
@@ -2963,8 +2952,8 @@ namespace OpenSim.Region.Framework.Scenes
2963 { 2952 {
2964 const float ROTATION_TOLERANCE = 0.01f; 2953 const float ROTATION_TOLERANCE = 0.01f;
2965 const float VELOCITY_TOLERANCE = 0.001f; 2954 const float VELOCITY_TOLERANCE = 0.001f;
2966 const float POSITION_TOLERANCE = 0.05f; 2955 const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary
2967 const int TIME_MS_TOLERANCE = 3000; 2956 const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds.
2968 2957
2969 if (m_updateFlag == 1) 2958 if (m_updateFlag == 1)
2970 { 2959 {
@@ -2978,7 +2967,7 @@ namespace OpenSim.Region.Framework.Scenes
2978 Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE) 2967 Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE)
2979 { 2968 {
2980 AddTerseUpdateToAllAvatars(); 2969 AddTerseUpdateToAllAvatars();
2981 ClearUpdateSchedule(); 2970
2982 2971
2983 // This causes the Scene to 'poll' physical objects every couple of frames 2972 // This causes the Scene to 'poll' physical objects every couple of frames
2984 // bad, so it's been replaced by an event driven method. 2973 // bad, so it's been replaced by an event driven method.
@@ -2996,16 +2985,18 @@ namespace OpenSim.Region.Framework.Scenes
2996 m_lastAngularVelocity = AngularVelocity; 2985 m_lastAngularVelocity = AngularVelocity;
2997 m_lastTerseSent = Environment.TickCount; 2986 m_lastTerseSent = Environment.TickCount;
2998 } 2987 }
2988 //Moved this outside of the if clause so updates don't get blocked.. *sigh*
2989 m_updateFlag = 0; //Why were we calling a function to do this? Inefficient! *screams*
2999 } 2990 }
3000 else 2991 else
3001 { 2992 {
3002 if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes 2993 if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes
3003 { 2994 {
3004 AddFullUpdateToAllAvatars(); 2995 AddFullUpdateToAllAvatars();
3005 ClearUpdateSchedule(); 2996 m_updateFlag = 0; //Same here
3006 } 2997 }
3007 } 2998 }
3008 ClearUpdateSchedule(); 2999 m_updateFlag = 0;
3009 } 3000 }
3010 3001
3011 /// <summary> 3002 /// <summary>
@@ -3032,17 +3023,16 @@ namespace OpenSim.Region.Framework.Scenes
3032 if (!UUID.TryParse(sound, out soundID)) 3023 if (!UUID.TryParse(sound, out soundID))
3033 { 3024 {
3034 // search sound file from inventory 3025 // search sound file from inventory
3035 lock (TaskInventory) 3026 TaskInventory.LockItemsForRead(true);
3027 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
3036 { 3028 {
3037 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 3029 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound)
3038 { 3030 {
3039 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound) 3031 soundID = item.Value.ItemID;
3040 { 3032 break;
3041 soundID = item.Value.ItemID;
3042 break;
3043 }
3044 } 3033 }
3045 } 3034 }
3035 TaskInventory.LockItemsForRead(false);
3046 } 3036 }
3047 3037
3048 if (soundID == UUID.Zero) 3038 if (soundID == UUID.Zero)
@@ -3477,7 +3467,7 @@ namespace OpenSim.Region.Framework.Scenes
3477 3467
3478 public void StopLookAt() 3468 public void StopLookAt()
3479 { 3469 {
3480 m_parentGroup.stopLookAt(); 3470 m_parentGroup.stopLookAt(); // This calls method in SceneObjectGroup.
3481 3471
3482 m_parentGroup.ScheduleGroupForTerseUpdate(); 3472 m_parentGroup.ScheduleGroupForTerseUpdate();
3483 } 3473 }
@@ -4471,8 +4461,9 @@ namespace OpenSim.Region.Framework.Scenes
4471 { 4461 {
4472 m_shape.TextureEntry = textureEntry; 4462 m_shape.TextureEntry = textureEntry;
4473 TriggerScriptChangedEvent(Changed.TEXTURE); 4463 TriggerScriptChangedEvent(Changed.TEXTURE);
4474 4464 m_updateFlag = 1;
4475 ParentGroup.HasGroupChanged = true; 4465 ParentGroup.HasGroupChanged = true;
4466
4476 //This is madness.. 4467 //This is madness..
4477 //ParentGroup.ScheduleGroupForFullUpdate(); 4468 //ParentGroup.ScheduleGroupForFullUpdate();
4478 //This is sparta 4469 //This is sparta
@@ -4717,5 +4708,17 @@ namespace OpenSim.Region.Framework.Scenes
4717 Color color = Color; 4708 Color color = Color;
4718 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); 4709 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A));
4719 } 4710 }
4711
4712 public void ResetOwnerChangeFlag()
4713 {
4714 List<UUID> inv = Inventory.GetInventoryList();
4715
4716 foreach (UUID itemID in inv)
4717 {
4718 TaskInventoryItem item = Inventory.GetInventoryItem(itemID);
4719 item.OwnerChanged = false;
4720 Inventory.UpdateInventoryItem(item);
4721 }
4722 }
4720 } 4723 }
4721} 4724}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
index 866bb6e..c3cdca8 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
@@ -45,6 +45,8 @@ namespace OpenSim.Region.Framework.Scenes
45 45
46 private string m_inventoryFileName = String.Empty; 46 private string m_inventoryFileName = String.Empty;
47 private int m_inventoryFileNameSerial = 0; 47 private int m_inventoryFileNameSerial = 0;
48
49 private Dictionary<UUID, ArrayList> m_scriptErrors = new Dictionary<UUID, ArrayList>();
48 50
49 /// <value> 51 /// <value>
50 /// The part to which the inventory belongs. 52 /// The part to which the inventory belongs.
@@ -81,7 +83,9 @@ namespace OpenSim.Region.Framework.Scenes
81 /// </value> 83 /// </value>
82 protected internal TaskInventoryDictionary Items 84 protected internal TaskInventoryDictionary Items
83 { 85 {
84 get { return m_items; } 86 get {
87 return m_items;
88 }
85 set 89 set
86 { 90 {
87 m_items = value; 91 m_items = value;
@@ -117,22 +121,25 @@ namespace OpenSim.Region.Framework.Scenes
117 /// <param name="linkNum">Link number for the part</param> 121 /// <param name="linkNum">Link number for the part</param>
118 public void ResetInventoryIDs() 122 public void ResetInventoryIDs()
119 { 123 {
120 lock (Items) 124 m_items.LockItemsForWrite(true);
125
126 if (0 == Items.Count)
121 { 127 {
122 if (0 == Items.Count) 128 m_items.LockItemsForWrite(false);
123 return; 129 return;
130 }
124 131
125 HasInventoryChanged = true; 132 HasInventoryChanged = true;
126 m_part.ParentGroup.HasGroupChanged = true; 133 m_part.ParentGroup.HasGroupChanged = true;
127 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values); 134 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
128 Items.Clear(); 135 Items.Clear();
129 136
130 foreach (TaskInventoryItem item in items) 137 foreach (TaskInventoryItem item in items)
131 { 138 {
132 item.ResetIDs(m_part.UUID); 139 item.ResetIDs(m_part.UUID);
133 Items.Add(item.ItemID, item); 140 Items.Add(item.ItemID, item);
134 }
135 } 141 }
142 m_items.LockItemsForWrite(false);
136 } 143 }
137 144
138 /// <summary> 145 /// <summary>
@@ -141,25 +148,25 @@ namespace OpenSim.Region.Framework.Scenes
141 /// <param name="ownerId"></param> 148 /// <param name="ownerId"></param>
142 public void ChangeInventoryOwner(UUID ownerId) 149 public void ChangeInventoryOwner(UUID ownerId)
143 { 150 {
144 lock (Items) 151 m_items.LockItemsForWrite(true);
152 if (0 == Items.Count)
145 { 153 {
146 if (0 == Items.Count) 154 m_items.LockItemsForWrite(false);
147 { 155 return;
148 return; 156 }
149 }
150 157
151 HasInventoryChanged = true; 158 HasInventoryChanged = true;
152 m_part.ParentGroup.HasGroupChanged = true; 159 m_part.ParentGroup.HasGroupChanged = true;
153 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values); 160 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
154 foreach (TaskInventoryItem item in items) 161 foreach (TaskInventoryItem item in items)
162 {
163 if (ownerId != item.OwnerID)
155 { 164 {
156 if (ownerId != item.OwnerID) 165 item.LastOwnerID = item.OwnerID;
157 { 166 item.OwnerID = ownerId;
158 item.LastOwnerID = item.OwnerID;
159 item.OwnerID = ownerId;
160 }
161 } 167 }
162 } 168 }
169 m_items.LockItemsForWrite(false);
163 } 170 }
164 171
165 /// <summary> 172 /// <summary>
@@ -168,24 +175,24 @@ namespace OpenSim.Region.Framework.Scenes
168 /// <param name="groupID"></param> 175 /// <param name="groupID"></param>
169 public void ChangeInventoryGroup(UUID groupID) 176 public void ChangeInventoryGroup(UUID groupID)
170 { 177 {
171 lock (Items) 178 m_items.LockItemsForWrite(true);
179 if (0 == Items.Count)
172 { 180 {
173 if (0 == Items.Count) 181 m_items.LockItemsForWrite(false);
174 { 182 return;
175 return; 183 }
176 }
177 184
178 HasInventoryChanged = true; 185 HasInventoryChanged = true;
179 m_part.ParentGroup.HasGroupChanged = true; 186 m_part.ParentGroup.HasGroupChanged = true;
180 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values); 187 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
181 foreach (TaskInventoryItem item in items) 188 foreach (TaskInventoryItem item in items)
189 {
190 if (groupID != item.GroupID)
182 { 191 {
183 if (groupID != item.GroupID) 192 item.GroupID = groupID;
184 {
185 item.GroupID = groupID;
186 }
187 } 193 }
188 } 194 }
195 m_items.LockItemsForWrite(false);
189 } 196 }
190 197
191 /// <summary> 198 /// <summary>
@@ -193,14 +200,14 @@ namespace OpenSim.Region.Framework.Scenes
193 /// </summary> 200 /// </summary>
194 public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource) 201 public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource)
195 { 202 {
196 lock (m_items) 203 Items.LockItemsForRead(true);
204 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
205 Items.LockItemsForRead(false);
206 foreach (TaskInventoryItem item in items)
197 { 207 {
198 foreach (TaskInventoryItem item in Items.Values) 208 if ((int)InventoryType.LSL == item.InvType)
199 { 209 {
200 if ((int)InventoryType.LSL == item.InvType) 210 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource);
201 {
202 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource);
203 }
204 } 211 }
205 } 212 }
206 } 213 }
@@ -235,16 +242,20 @@ namespace OpenSim.Region.Framework.Scenes
235 /// </param> 242 /// </param>
236 public void RemoveScriptInstances(bool sceneObjectBeingDeleted) 243 public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
237 { 244 {
238 lock (Items) 245 Items.LockItemsForRead(true);
246 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
247 Items.LockItemsForRead(false);
248
249 foreach (TaskInventoryItem item in items)
239 { 250 {
240 foreach (TaskInventoryItem item in Items.Values) 251 if ((int)InventoryType.LSL == item.InvType)
241 { 252 {
242 if ((int)InventoryType.LSL == item.InvType) 253 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted);
243 { 254 m_part.RemoveScriptEvents(item.ItemID);
244 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted);
245 }
246 } 255 }
247 } 256 }
257
258
248 } 259 }
249 260
250 /// <summary> 261 /// <summary>
@@ -260,7 +271,10 @@ namespace OpenSim.Region.Framework.Scenes
260 // item.Name, item.ItemID, Name, UUID); 271 // item.Name, item.ItemID, Name, UUID);
261 272
262 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID)) 273 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID))
274 {
275 StoreScriptError(item.ItemID, "no permission");
263 return; 276 return;
277 }
264 278
265 m_part.AddFlag(PrimFlags.Scripted); 279 m_part.AddFlag(PrimFlags.Scripted);
266 280
@@ -269,14 +283,13 @@ namespace OpenSim.Region.Framework.Scenes
269 if (stateSource == 1 && // Prim crossing 283 if (stateSource == 1 && // Prim crossing
270 m_part.ParentGroup.Scene.m_trustBinaries) 284 m_part.ParentGroup.Scene.m_trustBinaries)
271 { 285 {
272 lock (m_items) 286 m_items.LockItemsForWrite(true);
273 { 287 m_items[item.ItemID].PermsMask = 0;
274 m_items[item.ItemID].PermsMask = 0; 288 m_items[item.ItemID].PermsGranter = UUID.Zero;
275 m_items[item.ItemID].PermsGranter = UUID.Zero; 289 m_items.LockItemsForWrite(false);
276 }
277
278 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 290 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
279 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource); 291 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource);
292 StoreScriptErrors(item.ItemID, null);
280 m_part.ParentGroup.AddActiveScriptCount(1); 293 m_part.ParentGroup.AddActiveScriptCount(1);
281 m_part.ScheduleFullUpdate(); 294 m_part.ScheduleFullUpdate();
282 return; 295 return;
@@ -285,6 +298,8 @@ namespace OpenSim.Region.Framework.Scenes
285 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString()); 298 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString());
286 if (null == asset) 299 if (null == asset)
287 { 300 {
301 string msg = String.Format("asset ID {0} could not be found", item.AssetID);
302 StoreScriptError(item.ItemID, msg);
288 m_log.ErrorFormat( 303 m_log.ErrorFormat(
289 "[PRIM INVENTORY]: " + 304 "[PRIM INVENTORY]: " +
290 "Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found", 305 "Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found",
@@ -296,15 +311,17 @@ namespace OpenSim.Region.Framework.Scenes
296 if (m_part.ParentGroup.m_savedScriptState != null) 311 if (m_part.ParentGroup.m_savedScriptState != null)
297 RestoreSavedScriptState(item.OldItemID, item.ItemID); 312 RestoreSavedScriptState(item.OldItemID, item.ItemID);
298 313
299 lock (m_items) 314 m_items.LockItemsForWrite(true);
300 { 315
301 m_items[item.ItemID].PermsMask = 0; 316 m_items[item.ItemID].PermsMask = 0;
302 m_items[item.ItemID].PermsGranter = UUID.Zero; 317 m_items[item.ItemID].PermsGranter = UUID.Zero;
303 } 318
319 m_items.LockItemsForWrite(false);
304 320
305 string script = Utils.BytesToString(asset.Data); 321 string script = Utils.BytesToString(asset.Data);
306 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 322 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
307 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource); 323 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource);
324 StoreScriptErrors(item.ItemID, null);
308 m_part.ParentGroup.AddActiveScriptCount(1); 325 m_part.ParentGroup.AddActiveScriptCount(1);
309 m_part.ScheduleFullUpdate(); 326 m_part.ScheduleFullUpdate();
310 } 327 }
@@ -368,27 +385,145 @@ namespace OpenSim.Region.Framework.Scenes
368 385
369 /// <summary> 386 /// <summary>
370 /// Start a script which is in this prim's inventory. 387 /// Start a script which is in this prim's inventory.
388 /// Some processing may occur in the background, but this routine returns asap.
371 /// </summary> 389 /// </summary>
372 /// <param name="itemId"> 390 /// <param name="itemId">
373 /// A <see cref="UUID"/> 391 /// A <see cref="UUID"/>
374 /// </param> 392 /// </param>
375 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource) 393 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
376 { 394 {
377 lock (m_items) 395 lock (m_scriptErrors)
396 {
397 // Indicate to CreateScriptInstanceInternal() we don't want it to wait for completion
398 m_scriptErrors.Remove(itemId);
399 }
400 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
401 }
402
403 private void CreateScriptInstanceInternal(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
404 {
405 m_items.LockItemsForRead(true);
406 if (m_items.ContainsKey(itemId))
378 { 407 {
379 if (m_items.ContainsKey(itemId)) 408 if (m_items.ContainsKey(itemId))
380 { 409 {
410 m_items.LockItemsForRead(false);
381 CreateScriptInstance(m_items[itemId], startParam, postOnRez, engine, stateSource); 411 CreateScriptInstance(m_items[itemId], startParam, postOnRez, engine, stateSource);
382 } 412 }
383 else 413 else
384 { 414 {
415 m_items.LockItemsForRead(false);
416 string msg = String.Format("couldn't be found for prim {0}, {1} at {2} in {3}", m_part.Name, m_part.UUID,
417 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
418 StoreScriptError(itemId, msg);
385 m_log.ErrorFormat( 419 m_log.ErrorFormat(
386 "[PRIM INVENTORY]: " + 420 "[PRIM INVENTORY]: " +
387 "Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}", 421 "Couldn't start script with ID {0} since it {1}", itemId, msg);
388 itemId, m_part.Name, m_part.UUID,
389 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
390 } 422 }
391 } 423 }
424 else
425 {
426 m_items.LockItemsForRead(false);
427 string msg = String.Format("couldn't be found for prim {0}, {1}", m_part.Name, m_part.UUID);
428 StoreScriptError(itemId, msg);
429 m_log.ErrorFormat(
430 "[PRIM INVENTORY]: " +
431 "Couldn't start script with ID {0} since it {1}", itemId, msg);
432 }
433
434 }
435
436 /// <summary>
437 /// Start a script which is in this prim's inventory and return any compilation error messages.
438 /// </summary>
439 /// <param name="itemId">
440 /// A <see cref="UUID"/>
441 /// </param>
442 public ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
443 {
444 ArrayList errors;
445
446 // Indicate to CreateScriptInstanceInternal() we want it to
447 // post any compilation/loading error messages
448 lock (m_scriptErrors)
449 {
450 m_scriptErrors[itemId] = null;
451 }
452
453 // Perform compilation/loading
454 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
455
456 // Wait for and retrieve any errors
457 lock (m_scriptErrors)
458 {
459 while ((errors = m_scriptErrors[itemId]) == null)
460 {
461 if (!System.Threading.Monitor.Wait(m_scriptErrors, 15000))
462 {
463 m_log.ErrorFormat(
464 "[PRIM INVENTORY]: " +
465 "timedout waiting for script {0} errors", itemId);
466 errors = m_scriptErrors[itemId];
467 if (errors == null)
468 {
469 errors = new ArrayList(1);
470 errors.Add("timedout waiting for errors");
471 }
472 break;
473 }
474 }
475 m_scriptErrors.Remove(itemId);
476 }
477 return errors;
478 }
479
480 // Signal to CreateScriptInstanceEr() that compilation/loading is complete
481 private void StoreScriptErrors(UUID itemId, ArrayList errors)
482 {
483 lock (m_scriptErrors)
484 {
485 // If compilation/loading initiated via CreateScriptInstance(),
486 // it does not want the errors, so just get out
487 if (!m_scriptErrors.ContainsKey(itemId))
488 {
489 return;
490 }
491
492 // Initiated via CreateScriptInstanceEr(), if we know what the
493 // errors are, save them and wake CreateScriptInstanceEr().
494 if (errors != null)
495 {
496 m_scriptErrors[itemId] = errors;
497 System.Threading.Monitor.PulseAll(m_scriptErrors);
498 return;
499 }
500 }
501
502 // Initiated via CreateScriptInstanceEr() but we don't know what
503 // the errors are yet, so retrieve them from the script engine.
504 // This may involve some waiting internal to GetScriptErrors().
505 errors = GetScriptErrors(itemId);
506
507 // Get a default non-null value to indicate success.
508 if (errors == null)
509 {
510 errors = new ArrayList();
511 }
512
513 // Post to CreateScriptInstanceEr() and wake it up
514 lock (m_scriptErrors)
515 {
516 m_scriptErrors[itemId] = errors;
517 System.Threading.Monitor.PulseAll(m_scriptErrors);
518 }
519 }
520
521 // Like StoreScriptErrors(), but just posts a single string message
522 private void StoreScriptError(UUID itemId, string message)
523 {
524 ArrayList errors = new ArrayList(1);
525 errors.Add(message);
526 StoreScriptErrors(itemId, errors);
392 } 527 }
393 528
394 /// <summary> 529 /// <summary>
@@ -401,15 +536,7 @@ namespace OpenSim.Region.Framework.Scenes
401 /// </param> 536 /// </param>
402 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted) 537 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted)
403 { 538 {
404 bool scriptPresent = false; 539 if (m_items.ContainsKey(itemId))
405
406 lock (m_items)
407 {
408 if (m_items.ContainsKey(itemId))
409 scriptPresent = true;
410 }
411
412 if (scriptPresent)
413 { 540 {
414 if (!sceneObjectBeingDeleted) 541 if (!sceneObjectBeingDeleted)
415 m_part.RemoveScriptEvents(itemId); 542 m_part.RemoveScriptEvents(itemId);
@@ -435,11 +562,16 @@ namespace OpenSim.Region.Framework.Scenes
435 /// <returns></returns> 562 /// <returns></returns>
436 private bool InventoryContainsName(string name) 563 private bool InventoryContainsName(string name)
437 { 564 {
438 foreach (TaskInventoryItem item in Items.Values) 565 m_items.LockItemsForRead(true);
566 foreach (TaskInventoryItem item in m_items.Values)
439 { 567 {
440 if (item.Name == name) 568 if (item.Name == name)
569 {
570 m_items.LockItemsForRead(false);
441 return true; 571 return true;
572 }
442 } 573 }
574 m_items.LockItemsForRead(false);
443 return false; 575 return false;
444 } 576 }
445 577
@@ -481,13 +613,9 @@ namespace OpenSim.Region.Framework.Scenes
481 /// <param name="item"></param> 613 /// <param name="item"></param>
482 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop) 614 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop)
483 { 615 {
484 List<TaskInventoryItem> il; 616 m_items.LockItemsForRead(true);
485 617 List<TaskInventoryItem> il = new List<TaskInventoryItem>(m_items.Values);
486 lock (m_items) 618 m_items.LockItemsForRead(false);
487 {
488 il = new List<TaskInventoryItem>(m_items.Values);
489 }
490
491 foreach (TaskInventoryItem i in il) 619 foreach (TaskInventoryItem i in il)
492 { 620 {
493 if (i.Name == item.Name) 621 if (i.Name == item.Name)
@@ -525,15 +653,14 @@ namespace OpenSim.Region.Framework.Scenes
525 item.Name = name; 653 item.Name = name;
526 item.GroupID = m_part.GroupID; 654 item.GroupID = m_part.GroupID;
527 655
528 lock (m_items) 656 m_items.LockItemsForWrite(true);
529 { 657 m_items.Add(item.ItemID, item);
530 m_items.Add(item.ItemID, item); 658 m_items.LockItemsForWrite(false);
531
532 if (allowedDrop) 659 if (allowedDrop)
533 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP); 660 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP);
534 else 661 else
535 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 662 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
536 } 663
537 664
538 m_inventorySerial++; 665 m_inventorySerial++;
539 //m_inventorySerial += 2; 666 //m_inventorySerial += 2;
@@ -550,14 +677,13 @@ namespace OpenSim.Region.Framework.Scenes
550 /// <param name="items"></param> 677 /// <param name="items"></param>
551 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items) 678 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items)
552 { 679 {
553 lock (m_items) 680 m_items.LockItemsForWrite(true);
681 foreach (TaskInventoryItem item in items)
554 { 682 {
555 foreach (TaskInventoryItem item in items) 683 m_items.Add(item.ItemID, item);
556 { 684// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
557 m_items.Add(item.ItemID, item);
558// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
559 }
560 } 685 }
686 m_items.LockItemsForWrite(false);
561 687
562 m_inventorySerial++; 688 m_inventorySerial++;
563 } 689 }
@@ -570,10 +696,9 @@ namespace OpenSim.Region.Framework.Scenes
570 public TaskInventoryItem GetInventoryItem(UUID itemId) 696 public TaskInventoryItem GetInventoryItem(UUID itemId)
571 { 697 {
572 TaskInventoryItem item; 698 TaskInventoryItem item;
573 699 m_items.LockItemsForRead(true);
574 lock (m_items) 700 m_items.TryGetValue(itemId, out item);
575 m_items.TryGetValue(itemId, out item); 701 m_items.LockItemsForRead(false);
576
577 return item; 702 return item;
578 } 703 }
579 704
@@ -589,15 +714,16 @@ namespace OpenSim.Region.Framework.Scenes
589 { 714 {
590 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(); 715 IList<TaskInventoryItem> items = new List<TaskInventoryItem>();
591 716
592 lock (m_items) 717 m_items.LockItemsForRead(true);
718
719 foreach (TaskInventoryItem item in m_items.Values)
593 { 720 {
594 foreach (TaskInventoryItem item in m_items.Values) 721 if (item.Name == name)
595 { 722 items.Add(item);
596 if (item.Name == name)
597 items.Add(item);
598 }
599 } 723 }
600 724
725 m_items.LockItemsForRead(false);
726
601 return items; 727 return items;
602 } 728 }
603 729
@@ -614,45 +740,54 @@ namespace OpenSim.Region.Framework.Scenes
614 740
615 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents) 741 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents)
616 { 742 {
617 lock(m_items) 743 m_items.LockItemsForWrite(true);
744
745 if (m_items.ContainsKey(item.ItemID))
618 { 746 {
619 if (m_items.ContainsKey(item.ItemID)) 747 item.ParentID = m_part.UUID;
748 item.ParentPartID = m_part.UUID;
749 item.Flags = m_items[item.ItemID].Flags;
750
751 // If group permissions have been set on, check that the groupID is up to date in case it has
752 // changed since permissions were last set.
753 if (item.GroupPermissions != (uint)PermissionMask.None)
754 item.GroupID = m_part.GroupID;
755
756 if (item.AssetID == UUID.Zero)
620 { 757 {
621 if (m_items.ContainsKey(item.ItemID)) 758 item.AssetID = m_items[item.ItemID].AssetID;
622 { 759 }
623 item.ParentID = m_part.UUID; 760 else if ((InventoryType)item.Type == InventoryType.Notecard)
624 item.ParentPartID = m_part.UUID; 761 {
625 item.Flags = m_items[item.ItemID].Flags; 762 ScenePresence presence = m_part.ParentGroup.Scene.GetScenePresence(item.OwnerID);
626 763
627 // If group permissions have been set on, check that the groupID is up to date in case it has 764 if (presence != null)
628 // changed since permissions were last set.
629 if (item.GroupPermissions != (uint)PermissionMask.None)
630 item.GroupID = m_part.GroupID;
631
632 if (item.AssetID == UUID.Zero)
633 {
634 item.AssetID = m_items[item.ItemID].AssetID;
635 }
636 m_items[item.ItemID] = item;
637 m_inventorySerial++;
638 if (fireScriptEvents)
639 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
640 HasInventoryChanged = true;
641 m_part.ParentGroup.HasGroupChanged = true;
642 return true;
643 }
644 else
645 { 765 {
646 m_log.ErrorFormat( 766 presence.ControllingClient.SendAgentAlertMessage(
647 "[PRIM INVENTORY]: " + 767 "Notecard saved", false);
648 "Tried to retrieve item ID {0} from prim {1}, {2} at {3} in {4} but the item does not exist in this inventory",
649 item.ItemID, m_part.Name, m_part.UUID,
650 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
651 } 768 }
652
653 } 769 }
654 return false; 770
771 m_items[item.ItemID] = item;
772 m_inventorySerial++;
773 if (fireScriptEvents)
774 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
775 HasInventoryChanged = true;
776 m_part.ParentGroup.HasGroupChanged = true;
777 m_items.LockItemsForWrite(false);
778 return true;
655 } 779 }
780 else
781 {
782 m_log.ErrorFormat(
783 "[PRIM INVENTORY]: " +
784 "Tried to retrieve item ID {0} from prim {1}, {2} at {3} in {4} but the item does not exist in this inventory",
785 item.ItemID, m_part.Name, m_part.UUID,
786 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
787 }
788 m_items.LockItemsForWrite(false);
789
790 return false;
656 } 791 }
657 792
658 /// <summary> 793 /// <summary>
@@ -663,52 +798,53 @@ namespace OpenSim.Region.Framework.Scenes
663 /// in this prim's inventory.</returns> 798 /// in this prim's inventory.</returns>
664 public int RemoveInventoryItem(UUID itemID) 799 public int RemoveInventoryItem(UUID itemID)
665 { 800 {
666 lock (m_items) 801 m_items.LockItemsForRead(true);
802
803 if (m_items.ContainsKey(itemID))
667 { 804 {
668 if (m_items.ContainsKey(itemID)) 805 int type = m_items[itemID].InvType;
806 m_items.LockItemsForRead(false);
807 if (type == 10) // Script
669 { 808 {
670 int type = m_items[itemID].InvType; 809 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID);
671 if (type == 10) // Script 810 }
672 { 811 m_items.LockItemsForWrite(true);
673 m_part.RemoveScriptEvents(itemID); 812 m_items.Remove(itemID);
674 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID); 813 m_items.LockItemsForWrite(false);
675 } 814 m_inventorySerial++;
676 m_items.Remove(itemID); 815 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
677 m_inventorySerial++;
678 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
679
680 HasInventoryChanged = true;
681 m_part.ParentGroup.HasGroupChanged = true;
682 816
683 int scriptcount = 0; 817 HasInventoryChanged = true;
684 lock (m_items) 818 m_part.ParentGroup.HasGroupChanged = true;
685 {
686 foreach (TaskInventoryItem item in m_items.Values)
687 {
688 if (item.Type == 10)
689 {
690 scriptcount++;
691 }
692 }
693 }
694 819
695 if (scriptcount <= 0) 820 int scriptcount = 0;
821 m_items.LockItemsForRead(true);
822 foreach (TaskInventoryItem item in m_items.Values)
823 {
824 if (item.Type == 10)
696 { 825 {
697 m_part.RemFlag(PrimFlags.Scripted); 826 scriptcount++;
698 } 827 }
699
700 m_part.ScheduleFullUpdate();
701
702 return type;
703 } 828 }
704 else 829 m_items.LockItemsForRead(false);
830
831
832 if (scriptcount <= 0)
705 { 833 {
706 m_log.ErrorFormat( 834 m_part.RemFlag(PrimFlags.Scripted);
707 "[PRIM INVENTORY]: " +
708 "Tried to remove item ID {0} from prim {1}, {2} at {3} in {4} but the item does not exist in this inventory",
709 itemID, m_part.Name, m_part.UUID,
710 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
711 } 835 }
836
837 m_part.ScheduleFullUpdate();
838
839 return type;
840 }
841 else
842 {
843 m_items.LockItemsForRead(false);
844 m_log.ErrorFormat(
845 "[PRIM INVENTORY]: " +
846 "Tried to remove item ID {0} from prim {1}, {2} but the item does not exist in this inventory",
847 itemID, m_part.Name, m_part.UUID);
712 } 848 }
713 849
714 return -1; 850 return -1;
@@ -762,53 +898,54 @@ namespace OpenSim.Region.Framework.Scenes
762 // isn't available (such as drag from prim inventory to agent inventory) 898 // isn't available (such as drag from prim inventory to agent inventory)
763 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero); 899 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero);
764 900
765 lock (m_items) 901 m_items.LockItemsForRead(true);
902
903 foreach (TaskInventoryItem item in m_items.Values)
766 { 904 {
767 foreach (TaskInventoryItem item in m_items.Values) 905 UUID ownerID = item.OwnerID;
768 { 906 uint everyoneMask = 0;
769 UUID ownerID = item.OwnerID; 907 uint baseMask = item.BasePermissions;
770 uint everyoneMask = 0; 908 uint ownerMask = item.CurrentPermissions;
771 uint baseMask = item.BasePermissions; 909 uint groupMask = item.GroupPermissions;
772 uint ownerMask = item.CurrentPermissions;
773 uint groupMask = item.GroupPermissions;
774 910
775 invString.AddItemStart(); 911 invString.AddItemStart();
776 invString.AddNameValueLine("item_id", item.ItemID.ToString()); 912 invString.AddNameValueLine("item_id", item.ItemID.ToString());
777 invString.AddNameValueLine("parent_id", m_part.UUID.ToString()); 913 invString.AddNameValueLine("parent_id", m_part.UUID.ToString());
778 914
779 invString.AddPermissionsStart(); 915 invString.AddPermissionsStart();
780 916
781 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask)); 917 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask));
782 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask)); 918 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask));
783 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(groupMask)); 919 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(groupMask));
784 invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask)); 920 invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask));
785 invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions)); 921 invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions));
786 922
787 invString.AddNameValueLine("creator_id", item.CreatorID.ToString()); 923 invString.AddNameValueLine("creator_id", item.CreatorID.ToString());
788 invString.AddNameValueLine("owner_id", ownerID.ToString()); 924 invString.AddNameValueLine("owner_id", ownerID.ToString());
789 925
790 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString()); 926 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString());
791 927
792 invString.AddNameValueLine("group_id", item.GroupID.ToString()); 928 invString.AddNameValueLine("group_id", item.GroupID.ToString());
793 invString.AddSectionEnd(); 929 invString.AddSectionEnd();
794 930
795 invString.AddNameValueLine("asset_id", item.AssetID.ToString()); 931 invString.AddNameValueLine("asset_id", item.AssetID.ToString());
796 invString.AddNameValueLine("type", TaskInventoryItem.Types[item.Type]); 932 invString.AddNameValueLine("type", TaskInventoryItem.Types[item.Type]);
797 invString.AddNameValueLine("inv_type", TaskInventoryItem.InvTypes[item.InvType]); 933 invString.AddNameValueLine("inv_type", TaskInventoryItem.InvTypes[item.InvType]);
798 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags)); 934 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags));
799 935
800 invString.AddSaleStart(); 936 invString.AddSaleStart();
801 invString.AddNameValueLine("sale_type", "not"); 937 invString.AddNameValueLine("sale_type", "not");
802 invString.AddNameValueLine("sale_price", "0"); 938 invString.AddNameValueLine("sale_price", "0");
803 invString.AddSectionEnd(); 939 invString.AddSectionEnd();
804 940
805 invString.AddNameValueLine("name", item.Name + "|"); 941 invString.AddNameValueLine("name", item.Name + "|");
806 invString.AddNameValueLine("desc", item.Description + "|"); 942 invString.AddNameValueLine("desc", item.Description + "|");
807 943
808 invString.AddNameValueLine("creation_date", item.CreationDate.ToString()); 944 invString.AddNameValueLine("creation_date", item.CreationDate.ToString());
809 invString.AddSectionEnd(); 945 invString.AddSectionEnd();
810 }
811 } 946 }
947 int count = m_items.Count;
948 m_items.LockItemsForRead(false);
812 949
813 fileData = Utils.StringToBytes(invString.BuildString); 950 fileData = Utils.StringToBytes(invString.BuildString);
814 951
@@ -829,10 +966,9 @@ namespace OpenSim.Region.Framework.Scenes
829 { 966 {
830 if (HasInventoryChanged) 967 if (HasInventoryChanged)
831 { 968 {
832 lock (Items) 969 Items.LockItemsForRead(true);
833 { 970 datastore.StorePrimInventory(m_part.UUID, Items.Values);
834 datastore.StorePrimInventory(m_part.UUID, Items.Values); 971 Items.LockItemsForRead(false);
835 }
836 972
837 HasInventoryChanged = false; 973 HasInventoryChanged = false;
838 } 974 }
@@ -901,90 +1037,76 @@ namespace OpenSim.Region.Framework.Scenes
901 { 1037 {
902 uint mask=0x7fffffff; 1038 uint mask=0x7fffffff;
903 1039
904 lock (m_items) 1040 foreach (TaskInventoryItem item in m_items.Values)
905 { 1041 {
906 foreach (TaskInventoryItem item in m_items.Values) 1042 if (item.InvType != (int)InventoryType.Object)
907 { 1043 {
908 if (item.InvType != (int)InventoryType.Object) 1044 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
909 { 1045 mask &= ~((uint)PermissionMask.Copy >> 13);
910 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0) 1046 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
911 mask &= ~((uint)PermissionMask.Copy >> 13); 1047 mask &= ~((uint)PermissionMask.Transfer >> 13);
912 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0) 1048 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
913 mask &= ~((uint)PermissionMask.Transfer >> 13); 1049 mask &= ~((uint)PermissionMask.Modify >> 13);
914 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0) 1050 }
915 mask &= ~((uint)PermissionMask.Modify >> 13); 1051 else
916 } 1052 {
917 else 1053 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
918 { 1054 mask &= ~((uint)PermissionMask.Copy >> 13);
919 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0) 1055 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
920 mask &= ~((uint)PermissionMask.Copy >> 13); 1056 mask &= ~((uint)PermissionMask.Transfer >> 13);
921 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0) 1057 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
922 mask &= ~((uint)PermissionMask.Transfer >> 13); 1058 mask &= ~((uint)PermissionMask.Modify >> 13);
923 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
924 mask &= ~((uint)PermissionMask.Modify >> 13);
925 }
926
927 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
928 mask &= ~(uint)PermissionMask.Copy;
929 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
930 mask &= ~(uint)PermissionMask.Transfer;
931 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
932 mask &= ~(uint)PermissionMask.Modify;
933 } 1059 }
1060
1061 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
1062 mask &= ~(uint)PermissionMask.Copy;
1063 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1064 mask &= ~(uint)PermissionMask.Transfer;
1065 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
1066 mask &= ~(uint)PermissionMask.Modify;
934 } 1067 }
935
936 return mask; 1068 return mask;
937 } 1069 }
938 1070
939 public void ApplyNextOwnerPermissions() 1071 public void ApplyNextOwnerPermissions()
940 { 1072 {
941 lock (m_items) 1073 foreach (TaskInventoryItem item in m_items.Values)
942 { 1074 {
943 foreach (TaskInventoryItem item in m_items.Values) 1075 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0)
944 { 1076 {
945 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0) 1077 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
946 { 1078 item.CurrentPermissions &= ~(uint)PermissionMask.Copy;
947 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0) 1079 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
948 item.CurrentPermissions &= ~(uint)PermissionMask.Copy; 1080 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
949 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0) 1081 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
950 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer; 1082 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
951 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0) 1083 item.CurrentPermissions |= 8;
952 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
953 item.CurrentPermissions |= 8;
954 }
955 item.CurrentPermissions &= item.NextPermissions;
956 item.BasePermissions &= item.NextPermissions;
957 item.EveryonePermissions &= item.NextPermissions;
958 item.OwnerChanged = true;
959 } 1084 }
1085 item.OwnerChanged = true;
1086 item.CurrentPermissions &= item.NextPermissions;
1087 item.BasePermissions &= item.NextPermissions;
1088 item.EveryonePermissions &= item.NextPermissions;
960 } 1089 }
961 } 1090 }
962 1091
963 public void ApplyGodPermissions(uint perms) 1092 public void ApplyGodPermissions(uint perms)
964 { 1093 {
965 lock (m_items) 1094 foreach (TaskInventoryItem item in m_items.Values)
966 { 1095 {
967 foreach (TaskInventoryItem item in m_items.Values) 1096 item.CurrentPermissions = perms;
968 { 1097 item.BasePermissions = perms;
969 item.CurrentPermissions = perms;
970 item.BasePermissions = perms;
971 }
972 } 1098 }
973 } 1099 }
974 1100
975 public bool ContainsScripts() 1101 public bool ContainsScripts()
976 { 1102 {
977 lock (m_items) 1103 foreach (TaskInventoryItem item in m_items.Values)
978 { 1104 {
979 foreach (TaskInventoryItem item in m_items.Values) 1105 if (item.InvType == (int)InventoryType.LSL)
980 { 1106 {
981 if (item.InvType == (int)InventoryType.LSL) 1107 return true;
982 {
983 return true;
984 }
985 } 1108 }
986 } 1109 }
987
988 return false; 1110 return false;
989 } 1111 }
990 1112
@@ -992,46 +1114,52 @@ namespace OpenSim.Region.Framework.Scenes
992 { 1114 {
993 List<UUID> ret = new List<UUID>(); 1115 List<UUID> ret = new List<UUID>();
994 1116
995 lock (m_items) 1117 foreach (TaskInventoryItem item in m_items.Values)
996 { 1118 ret.Add(item.ItemID);
997 foreach (TaskInventoryItem item in m_items.Values)
998 ret.Add(item.ItemID);
999 }
1000 1119
1001 return ret; 1120 return ret;
1002 } 1121 }
1003 1122
1004 public Dictionary<UUID, string> GetScriptStates() 1123 public Dictionary<UUID, string> GetScriptStates()
1005 { 1124 {
1125 return GetScriptStates(false);
1126 }
1127
1128 public Dictionary<UUID, string> GetScriptStates(bool oldIDs)
1129 {
1006 IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces<IScriptModule>(); 1130 IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces<IScriptModule>();
1007 1131
1008 Dictionary<UUID, string> ret = new Dictionary<UUID, string>(); 1132 Dictionary<UUID, string> ret = new Dictionary<UUID, string>();
1009 if (engines == null) // No engine at all 1133 if (engines == null) // No engine at all
1010 return ret; 1134 return ret;
1011 1135
1012 lock (m_items) 1136 foreach (TaskInventoryItem item in m_items.Values)
1013 { 1137 {
1014 foreach (TaskInventoryItem item in m_items.Values) 1138 if (item.InvType == (int)InventoryType.LSL)
1015 { 1139 {
1016 if (item.InvType == (int)InventoryType.LSL) 1140 foreach (IScriptModule e in engines)
1017 { 1141 {
1018 foreach (IScriptModule e in engines) 1142 if (e != null)
1019 { 1143 {
1020 if (e != null) 1144 string n = e.GetXMLState(item.ItemID);
1145 if (n != String.Empty)
1021 { 1146 {
1022 string n = e.GetXMLState(item.ItemID); 1147 if (oldIDs)
1023 if (n != String.Empty) 1148 {
1149 if (!ret.ContainsKey(item.OldItemID))
1150 ret[item.OldItemID] = n;
1151 }
1152 else
1024 { 1153 {
1025 if (!ret.ContainsKey(item.ItemID)) 1154 if (!ret.ContainsKey(item.ItemID))
1026 ret[item.ItemID] = n; 1155 ret[item.ItemID] = n;
1027 break;
1028 } 1156 }
1157 break;
1029 } 1158 }
1030 } 1159 }
1031 } 1160 }
1032 } 1161 }
1033 } 1162 }
1034
1035 return ret; 1163 return ret;
1036 } 1164 }
1037 1165
@@ -1041,25 +1169,27 @@ namespace OpenSim.Region.Framework.Scenes
1041 if (engines == null) 1169 if (engines == null)
1042 return; 1170 return;
1043 1171
1044 lock (m_items) 1172
1173 Items.LockItemsForRead(true);
1174
1175 foreach (TaskInventoryItem item in m_items.Values)
1045 { 1176 {
1046 foreach (TaskInventoryItem item in m_items.Values) 1177 if (item.InvType == (int)InventoryType.LSL)
1047 { 1178 {
1048 if (item.InvType == (int)InventoryType.LSL) 1179 foreach (IScriptModule engine in engines)
1049 { 1180 {
1050 foreach (IScriptModule engine in engines) 1181 if (engine != null)
1051 { 1182 {
1052 if (engine != null) 1183 if (item.OwnerChanged)
1053 { 1184 engine.PostScriptEvent(item.ItemID, "changed", new Object[] { (int)Changed.OWNER });
1054 if (item.OwnerChanged) 1185 item.OwnerChanged = false;
1055 engine.PostScriptEvent(item.ItemID, "changed", new Object[] { (int)Changed.OWNER }); 1186 engine.ResumeScript(item.ItemID);
1056 item.OwnerChanged = false;
1057 engine.ResumeScript(item.ItemID);
1058 }
1059 } 1187 }
1060 } 1188 }
1061 } 1189 }
1062 } 1190 }
1191
1192 Items.LockItemsForRead(false);
1063 } 1193 }
1064 } 1194 }
1065} 1195}
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index c1e835e..b6f67f7 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -26,6 +26,7 @@
26 */ 26 */
27 27
28using System; 28using System;
29using System.Xml;
29using System.Collections.Generic; 30using System.Collections.Generic;
30using System.Reflection; 31using System.Reflection;
31using System.Timers; 32using System.Timers;
@@ -73,7 +74,7 @@ namespace OpenSim.Region.Framework.Scenes
73// { 74// {
74// m_log.Debug("[ScenePresence] Destructor called"); 75// m_log.Debug("[ScenePresence] Destructor called");
75// } 76// }
76 77
77 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 78 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
78 79
79 private static readonly byte[] BAKE_INDICES = new byte[] { 8, 9, 10, 11, 19, 20 }; 80 private static readonly byte[] BAKE_INDICES = new byte[] { 8, 9, 10, 11, 19, 20 };
@@ -89,7 +90,9 @@ namespace OpenSim.Region.Framework.Scenes
89 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis 90 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis
90 /// issue #1716 91 /// issue #1716
91 /// </summary> 92 /// </summary>
92 private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f); 93// private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f);
94 // Value revised by KF 091121 by comparison with SL.
95 private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.418f);
93 96
94 public UUID currentParcelUUID = UUID.Zero; 97 public UUID currentParcelUUID = UUID.Zero;
95 98
@@ -123,8 +126,11 @@ namespace OpenSim.Region.Framework.Scenes
123 public Vector3 lastKnownAllowedPosition; 126 public Vector3 lastKnownAllowedPosition;
124 public bool sentMessageAboutRestrictedParcelFlyingDown; 127 public bool sentMessageAboutRestrictedParcelFlyingDown;
125 public Vector4 CollisionPlane = Vector4.UnitW; 128 public Vector4 CollisionPlane = Vector4.UnitW;
126 129
130 private Vector3 m_avInitialPos; // used to calculate unscripted sit rotation
131 private Vector3 m_avUnscriptedSitPos; // for non-scripted prims
127 private Vector3 m_lastPosition; 132 private Vector3 m_lastPosition;
133 private Vector3 m_lastWorldPosition;
128 private Quaternion m_lastRotation; 134 private Quaternion m_lastRotation;
129 private Vector3 m_lastVelocity; 135 private Vector3 m_lastVelocity;
130 //private int m_lastTerseSent; 136 //private int m_lastTerseSent;
@@ -157,7 +163,6 @@ namespace OpenSim.Region.Framework.Scenes
157 private int m_perfMonMS; 163 private int m_perfMonMS;
158 164
159 private bool m_setAlwaysRun; 165 private bool m_setAlwaysRun;
160
161 private bool m_forceFly; 166 private bool m_forceFly;
162 private bool m_flyDisabled; 167 private bool m_flyDisabled;
163 168
@@ -181,7 +186,8 @@ namespace OpenSim.Region.Framework.Scenes
181 protected RegionInfo m_regionInfo; 186 protected RegionInfo m_regionInfo;
182 protected ulong crossingFromRegion; 187 protected ulong crossingFromRegion;
183 188
184 private readonly Vector3[] Dir_Vectors = new Vector3[9]; 189 private readonly Vector3[] Dir_Vectors = new Vector3[11];
190 private bool m_isNudging = false;
185 191
186 // Position of agent's camera in world (region cordinates) 192 // Position of agent's camera in world (region cordinates)
187 protected Vector3 m_CameraCenter; 193 protected Vector3 m_CameraCenter;
@@ -206,6 +212,7 @@ namespace OpenSim.Region.Framework.Scenes
206 private bool m_autopilotMoving; 212 private bool m_autopilotMoving;
207 private Vector3 m_autoPilotTarget; 213 private Vector3 m_autoPilotTarget;
208 private bool m_sitAtAutoTarget; 214 private bool m_sitAtAutoTarget;
215 private Vector3 m_initialSitTarget = Vector3.Zero; //KF: First estimate of where to sit
209 216
210 private string m_nextSitAnimation = String.Empty; 217 private string m_nextSitAnimation = String.Empty;
211 218
@@ -216,6 +223,9 @@ namespace OpenSim.Region.Framework.Scenes
216 private bool m_followCamAuto; 223 private bool m_followCamAuto;
217 224
218 private int m_movementUpdateCount; 225 private int m_movementUpdateCount;
226 private int m_lastColCount = -1; //KF: Look for Collision chnages
227 private int m_updateCount = 0; //KF: Update Anims for a while
228 private static readonly int UPDATE_COUNT = 10; // how many frames to update for
219 private const int NumMovementsBetweenRayCast = 5; 229 private const int NumMovementsBetweenRayCast = 5;
220 230
221 private bool CameraConstraintActive; 231 private bool CameraConstraintActive;
@@ -243,7 +253,9 @@ namespace OpenSim.Region.Framework.Scenes
243 DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS, 253 DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS,
244 DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG, 254 DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG,
245 DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS, 255 DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS,
246 DIR_CONTROL_FLAG_BACKWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG, 256 DIR_CONTROL_FLAG_BACK_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG,
257 DIR_CONTROL_FLAG_LEFT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS,
258 DIR_CONTROL_FLAG_RIGHT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG,
247 DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG 259 DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG
248 } 260 }
249 261
@@ -450,7 +462,8 @@ namespace OpenSim.Region.Framework.Scenes
450 get 462 get
451 { 463 {
452 PhysicsActor actor = m_physicsActor; 464 PhysicsActor actor = m_physicsActor;
453 if (actor != null) 465// if (actor != null)
466 if ((actor != null) && (m_parentID == 0)) // KF Do NOT update m_pos here if Av is sitting!
454 m_pos = actor.Position; 467 m_pos = actor.Position;
455 468
456 return m_parentPosition + m_pos; 469 return m_parentPosition + m_pos;
@@ -471,7 +484,8 @@ namespace OpenSim.Region.Framework.Scenes
471 } 484 }
472 } 485 }
473 486
474 m_pos = value; 487 if (m_parentID == 0) // KF Do NOT update m_pos here if Av is sitting!
488 m_pos = value;
475 m_parentPosition = Vector3.Zero; 489 m_parentPosition = Vector3.Zero;
476 } 490 }
477 } 491 }
@@ -669,7 +683,7 @@ namespace OpenSim.Region.Framework.Scenes
669 CreateSceneViewer(); 683 CreateSceneViewer();
670 m_animator = new ScenePresenceAnimator(this); 684 m_animator = new ScenePresenceAnimator(this);
671 } 685 }
672 686
673 private ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo) : this() 687 private ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo) : this()
674 { 688 {
675 m_rootRegionHandle = reginfo.RegionHandle; 689 m_rootRegionHandle = reginfo.RegionHandle;
@@ -701,16 +715,16 @@ namespace OpenSim.Region.Framework.Scenes
701 m_reprioritization_timer.AutoReset = false; 715 m_reprioritization_timer.AutoReset = false;
702 716
703 AdjustKnownSeeds(); 717 AdjustKnownSeeds();
704
705 // TODO: I think, this won't send anything, as we are still a child here...
706 Animator.TrySetMovementAnimation("STAND"); 718 Animator.TrySetMovementAnimation("STAND");
707
708 // we created a new ScenePresence (a new child agent) in a fresh region. 719 // we created a new ScenePresence (a new child agent) in a fresh region.
709 // Request info about all the (root) agents in this region 720 // Request info about all the (root) agents in this region
710 // Note: This won't send data *to* other clients in that region (children don't send) 721 // Note: This won't send data *to* other clients in that region (children don't send)
711 SendInitialFullUpdateToAllClients(); 722 SendInitialFullUpdateToAllClients();
712
713 RegisterToEvents(); 723 RegisterToEvents();
724 if (m_controllingClient != null)
725 {
726 m_controllingClient.ProcessPendingPackets();
727 }
714 SetDirectionVectors(); 728 SetDirectionVectors();
715 } 729 }
716 730
@@ -760,25 +774,47 @@ namespace OpenSim.Region.Framework.Scenes
760 Dir_Vectors[3] = -Vector3.UnitY; //RIGHT 774 Dir_Vectors[3] = -Vector3.UnitY; //RIGHT
761 Dir_Vectors[4] = Vector3.UnitZ; //UP 775 Dir_Vectors[4] = Vector3.UnitZ; //UP
762 Dir_Vectors[5] = -Vector3.UnitZ; //DOWN 776 Dir_Vectors[5] = -Vector3.UnitZ; //DOWN
763 Dir_Vectors[8] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge 777 Dir_Vectors[6] = new Vector3(0.5f, 0f, 0f); //FORWARD_NUDGE
764 Dir_Vectors[6] = Vector3.UnitX*2; //FORWARD 778 Dir_Vectors[7] = new Vector3(-0.5f, 0f, 0f); //BACK_NUDGE
765 Dir_Vectors[7] = -Vector3.UnitX; //BACK 779 Dir_Vectors[8] = new Vector3(0f, 0.5f, 0f); //LEFT_NUDGE
780 Dir_Vectors[9] = new Vector3(0f, -0.5f, 0f); //RIGHT_NUDGE
781 Dir_Vectors[10] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge
766 } 782 }
767 783
768 private Vector3[] GetWalkDirectionVectors() 784 private Vector3[] GetWalkDirectionVectors()
769 { 785 {
770 Vector3[] vector = new Vector3[9]; 786 Vector3[] vector = new Vector3[11];
771 vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD 787 vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD
772 vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK 788 vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK
773 vector[2] = Vector3.UnitY; //LEFT 789 vector[2] = Vector3.UnitY; //LEFT
774 vector[3] = -Vector3.UnitY; //RIGHT 790 vector[3] = -Vector3.UnitY; //RIGHT
775 vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP 791 vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP
776 vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN 792 vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN
777 vector[8] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_Nudge 793 vector[6] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD_NUDGE
778 vector[6] = (new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z) * 2); //FORWARD Nudge 794 vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK_NUDGE
779 vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK Nudge 795 vector[8] = Vector3.UnitY; //LEFT_NUDGE
796 vector[9] = -Vector3.UnitY; //RIGHT_NUDGE
797 vector[10] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_NUDGE
780 return vector; 798 return vector;
781 } 799 }
800
801 private bool[] GetDirectionIsNudge()
802 {
803 bool[] isNudge = new bool[11];
804 isNudge[0] = false; //FORWARD
805 isNudge[1] = false; //BACK
806 isNudge[2] = false; //LEFT
807 isNudge[3] = false; //RIGHT
808 isNudge[4] = false; //UP
809 isNudge[5] = false; //DOWN
810 isNudge[6] = true; //FORWARD_NUDGE
811 isNudge[7] = true; //BACK_NUDGE
812 isNudge[8] = true; //LEFT_NUDGE
813 isNudge[9] = true; //RIGHT_NUDGE
814 isNudge[10] = true; //DOWN_Nudge
815 return isNudge;
816 }
817
782 818
783 #endregion 819 #endregion
784 820
@@ -821,7 +857,6 @@ namespace OpenSim.Region.Framework.Scenes
821 m_grouptitle = gm.GetGroupTitle(m_uuid); 857 m_grouptitle = gm.GetGroupTitle(m_uuid);
822 858
823 m_rootRegionHandle = m_scene.RegionInfo.RegionHandle; 859 m_rootRegionHandle = m_scene.RegionInfo.RegionHandle;
824
825 m_scene.SetRootAgentScene(m_uuid); 860 m_scene.SetRootAgentScene(m_uuid);
826 861
827 // Moved this from SendInitialData to ensure that m_appearance is initialized 862 // Moved this from SendInitialData to ensure that m_appearance is initialized
@@ -840,6 +875,52 @@ namespace OpenSim.Region.Framework.Scenes
840 pos.Y = crossedBorder.BorderLine.Z - 1; 875 pos.Y = crossedBorder.BorderLine.Z - 1;
841 } 876 }
842 877
878 //If they're TP'ing in or logging in, we haven't had time to add any known child regions yet.
879 //This has the unfortunate consequence that if somebody is TP'ing who is already a child agent,
880 //they'll bypass the landing point. But I can't think of any decent way of fixing this.
881 if (KnownChildRegionHandles.Count == 0)
882 {
883 ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y);
884 if (land != null)
885 {
886 //Don't restrict gods, estate managers, or land owners to the TP point. This behaviour mimics agni.
887 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)
888 {
889 pos = land.LandData.UserLocation;
890 }
891 }
892 }
893
894 if (pos.X < 0 || pos.Y < 0 || pos.Z < 0)
895 {
896 Vector3 emergencyPos = new Vector3(((int)Constants.RegionSize * 0.5f), ((int)Constants.RegionSize * 0.5f), 128);
897
898 if (pos.X < 0)
899 {
900 emergencyPos.X = (int)Constants.RegionSize + pos.X;
901 if (!(pos.Y < 0))
902 emergencyPos.Y = pos.Y;
903 if (!(pos.Z < 0))
904 emergencyPos.Z = pos.Z;
905 }
906 if (pos.Y < 0)
907 {
908 emergencyPos.Y = (int)Constants.RegionSize + pos.Y;
909 if (!(pos.X < 0))
910 emergencyPos.X = pos.X;
911 if (!(pos.Z < 0))
912 emergencyPos.Z = pos.Z;
913 }
914 if (pos.Z < 0)
915 {
916 emergencyPos.Z = 128;
917 if (!(pos.Y < 0))
918 emergencyPos.Y = pos.Y;
919 if (!(pos.X < 0))
920 emergencyPos.X = pos.X;
921 }
922 }
923
843 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) 924 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f)
844 { 925 {
845 m_log.WarnFormat( 926 m_log.WarnFormat(
@@ -972,9 +1053,10 @@ namespace OpenSim.Region.Framework.Scenes
972 public void Teleport(Vector3 pos) 1053 public void Teleport(Vector3 pos)
973 { 1054 {
974 bool isFlying = false; 1055 bool isFlying = false;
1056
975 if (m_physicsActor != null) 1057 if (m_physicsActor != null)
976 isFlying = m_physicsActor.Flying; 1058 isFlying = m_physicsActor.Flying;
977 1059
978 RemoveFromPhysicalScene(); 1060 RemoveFromPhysicalScene();
979 Velocity = Vector3.Zero; 1061 Velocity = Vector3.Zero;
980 AbsolutePosition = pos; 1062 AbsolutePosition = pos;
@@ -986,6 +1068,7 @@ namespace OpenSim.Region.Framework.Scenes
986 } 1068 }
987 1069
988 SendTerseUpdateToAllClients(); 1070 SendTerseUpdateToAllClients();
1071
989 } 1072 }
990 1073
991 public void TeleportWithMomentum(Vector3 pos) 1074 public void TeleportWithMomentum(Vector3 pos)
@@ -1099,7 +1182,6 @@ namespace OpenSim.Region.Framework.Scenes
1099 pos.Z = ground + 1.5f; 1182 pos.Z = ground + 1.5f;
1100 AbsolutePosition = pos; 1183 AbsolutePosition = pos;
1101 } 1184 }
1102
1103 m_isChildAgent = false; 1185 m_isChildAgent = false;
1104 bool m_flying = ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0); 1186 bool m_flying = ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0);
1105 MakeRootAgent(AbsolutePosition, m_flying); 1187 MakeRootAgent(AbsolutePosition, m_flying);
@@ -1198,6 +1280,7 @@ namespace OpenSim.Region.Framework.Scenes
1198 m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error #9999902"); 1280 m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error #9999902");
1199 1281
1200 m_pos = m_LastFinitePos; 1282 m_pos = m_LastFinitePos;
1283
1201 if (!m_pos.IsFinite()) 1284 if (!m_pos.IsFinite())
1202 { 1285 {
1203 m_pos.X = 127f; 1286 m_pos.X = 127f;
@@ -1264,7 +1347,6 @@ namespace OpenSim.Region.Framework.Scenes
1264 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback); 1347 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback);
1265 } 1348 }
1266 } 1349 }
1267
1268 lock (scriptedcontrols) 1350 lock (scriptedcontrols)
1269 { 1351 {
1270 if (scriptedcontrols.Count > 0) 1352 if (scriptedcontrols.Count > 0)
@@ -1279,6 +1361,9 @@ namespace OpenSim.Region.Framework.Scenes
1279 1361
1280 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0) 1362 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0)
1281 { 1363 {
1364 m_updateCount = 0; // Kill animation update burst so that the SIT_G.. will stick.
1365 Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED");
1366
1282 // TODO: This doesn't prevent the user from walking yet. 1367 // TODO: This doesn't prevent the user from walking yet.
1283 // Setting parent ID would fix this, if we knew what value 1368 // Setting parent ID would fix this, if we knew what value
1284 // to use. Or we could add a m_isSitting variable. 1369 // to use. Or we could add a m_isSitting variable.
@@ -1333,6 +1418,11 @@ namespace OpenSim.Region.Framework.Scenes
1333 update_rotation = true; 1418 update_rotation = true;
1334 } 1419 }
1335 1420
1421 //guilty until proven innocent..
1422 bool Nudging = true;
1423 //Basically, if there is at least one non-nudge control then we don't need
1424 //to worry about stopping the avatar
1425
1336 if (m_parentID == 0) 1426 if (m_parentID == 0)
1337 { 1427 {
1338 bool bAllowUpdateMoveToPosition = false; 1428 bool bAllowUpdateMoveToPosition = false;
@@ -1347,9 +1437,12 @@ namespace OpenSim.Region.Framework.Scenes
1347 else 1437 else
1348 dirVectors = Dir_Vectors; 1438 dirVectors = Dir_Vectors;
1349 1439
1350 // The fact that m_movementflag is a byte needs to be fixed 1440 bool[] isNudge = GetDirectionIsNudge();
1351 // it really should be a uint 1441
1352 uint nudgehack = 250; 1442
1443
1444
1445
1353 foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS) 1446 foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS)
1354 { 1447 {
1355 if (((uint)flags & (uint)DCF) != 0) 1448 if (((uint)flags & (uint)DCF) != 0)
@@ -1359,40 +1452,28 @@ namespace OpenSim.Region.Framework.Scenes
1359 try 1452 try
1360 { 1453 {
1361 agent_control_v3 += dirVectors[i]; 1454 agent_control_v3 += dirVectors[i];
1362 //m_log.DebugFormat("[Motion]: {0}, {1}",i, dirVectors[i]); 1455 if (isNudge[i] == false)
1456 {
1457 Nudging = false;
1458 }
1363 } 1459 }
1364 catch (IndexOutOfRangeException) 1460 catch (IndexOutOfRangeException)
1365 { 1461 {
1366 // Why did I get this? 1462 // Why did I get this?
1367 } 1463 }
1368 1464
1369 if ((m_movementflag & (byte)(uint)DCF) == 0) 1465 if ((m_movementflag & (uint)DCF) == 0)
1370 { 1466 {
1371 if (DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
1372 {
1373 m_movementflag |= (byte)nudgehack;
1374 }
1375 m_movementflag += (byte)(uint)DCF; 1467 m_movementflag += (byte)(uint)DCF;
1376 update_movementflag = true; 1468 update_movementflag = true;
1377 } 1469 }
1378 } 1470 }
1379 else 1471 else
1380 { 1472 {
1381 if ((m_movementflag & (byte)(uint)DCF) != 0 || 1473 if ((m_movementflag & (uint)DCF) != 0)
1382 ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
1383 && ((m_movementflag & (byte)nudgehack) == nudgehack))
1384 ) // This or is for Nudge forward
1385 { 1474 {
1386 m_movementflag -= ((byte)(uint)DCF); 1475 m_movementflag -= (byte)(uint)DCF;
1387
1388 update_movementflag = true; 1476 update_movementflag = true;
1389 /*
1390 if ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
1391 && ((m_movementflag & (byte)nudgehack) == nudgehack))
1392 {
1393 m_log.Debug("Removed Hack flag");
1394 }
1395 */
1396 } 1477 }
1397 else 1478 else
1398 { 1479 {
@@ -1401,7 +1482,6 @@ namespace OpenSim.Region.Framework.Scenes
1401 } 1482 }
1402 i++; 1483 i++;
1403 } 1484 }
1404
1405 //Paupaw:Do Proper PID for Autopilot here 1485 //Paupaw:Do Proper PID for Autopilot here
1406 if (bResetMoveToPosition) 1486 if (bResetMoveToPosition)
1407 { 1487 {
@@ -1436,6 +1516,9 @@ namespace OpenSim.Region.Framework.Scenes
1436 // Ignore z component of vector 1516 // Ignore z component of vector
1437 Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f); 1517 Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f);
1438 LocalVectorToTarget2D.Normalize(); 1518 LocalVectorToTarget2D.Normalize();
1519
1520 //We're not nudging
1521 Nudging = false;
1439 agent_control_v3 += LocalVectorToTarget2D; 1522 agent_control_v3 += LocalVectorToTarget2D;
1440 1523
1441 // update avatar movement flags. the avatar coordinate system is as follows: 1524 // update avatar movement flags. the avatar coordinate system is as follows:
@@ -1524,13 +1607,13 @@ namespace OpenSim.Region.Framework.Scenes
1524 // m_log.DebugFormat( 1607 // m_log.DebugFormat(
1525 // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3); 1608 // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3);
1526 1609
1527 AddNewMovement(agent_control_v3, q); 1610 AddNewMovement(agent_control_v3, q, Nudging);
1528 1611
1529 1612
1530 } 1613 }
1531 } 1614 }
1532 1615
1533 if (update_movementflag && ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) == 0) && (m_parentID == 0) && !SitGround) 1616 if (update_movementflag && !SitGround)
1534 Animator.UpdateMovementAnimations(); 1617 Animator.UpdateMovementAnimations();
1535 1618
1536 m_scene.EventManager.TriggerOnClientMovement(this); 1619 m_scene.EventManager.TriggerOnClientMovement(this);
@@ -1545,7 +1628,6 @@ namespace OpenSim.Region.Framework.Scenes
1545 m_sitAtAutoTarget = false; 1628 m_sitAtAutoTarget = false;
1546 PrimitiveBaseShape proxy = PrimitiveBaseShape.Default; 1629 PrimitiveBaseShape proxy = PrimitiveBaseShape.Default;
1547 //proxy.PCode = (byte)PCode.ParticleSystem; 1630 //proxy.PCode = (byte)PCode.ParticleSystem;
1548
1549 proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy); 1631 proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy);
1550 proxyObjectGroup.AttachToScene(m_scene); 1632 proxyObjectGroup.AttachToScene(m_scene);
1551 1633
@@ -1587,7 +1669,7 @@ namespace OpenSim.Region.Framework.Scenes
1587 } 1669 }
1588 m_moveToPositionInProgress = true; 1670 m_moveToPositionInProgress = true;
1589 m_moveToPositionTarget = new Vector3(locx, locy, locz); 1671 m_moveToPositionTarget = new Vector3(locx, locy, locz);
1590 } 1672 }
1591 catch (Exception ex) 1673 catch (Exception ex)
1592 { 1674 {
1593 //Why did I get this error? 1675 //Why did I get this error?
@@ -1609,7 +1691,7 @@ namespace OpenSim.Region.Framework.Scenes
1609 Velocity = Vector3.Zero; 1691 Velocity = Vector3.Zero;
1610 SendFullUpdateToAllClients(); 1692 SendFullUpdateToAllClients();
1611 1693
1612 //HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); 1694 HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); //KF ??
1613 } 1695 }
1614 //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false); 1696 //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false);
1615 m_requestedSitTargetUUID = UUID.Zero; 1697 m_requestedSitTargetUUID = UUID.Zero;
@@ -1646,50 +1728,82 @@ namespace OpenSim.Region.Framework.Scenes
1646 1728
1647 if (m_parentID != 0) 1729 if (m_parentID != 0)
1648 { 1730 {
1649 m_log.Debug("StandupCode Executed");
1650 SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID); 1731 SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID);
1651 if (part != null) 1732 if (part != null)
1652 { 1733 {
1734 part.TaskInventory.LockItemsForRead(true);
1653 TaskInventoryDictionary taskIDict = part.TaskInventory; 1735 TaskInventoryDictionary taskIDict = part.TaskInventory;
1654 if (taskIDict != null) 1736 if (taskIDict != null)
1655 { 1737 {
1656 lock (taskIDict) 1738 foreach (UUID taskID in taskIDict.Keys)
1657 { 1739 {
1658 foreach (UUID taskID in taskIDict.Keys) 1740 UnRegisterControlEventsToScript(LocalId, taskID);
1659 { 1741 taskIDict[taskID].PermsMask &= ~(
1660 UnRegisterControlEventsToScript(LocalId, taskID); 1742 2048 | //PERMISSION_CONTROL_CAMERA
1661 taskIDict[taskID].PermsMask &= ~( 1743 4); // PERMISSION_TAKE_CONTROLS
1662 2048 | //PERMISSION_CONTROL_CAMERA
1663 4); // PERMISSION_TAKE_CONTROLS
1664 }
1665 } 1744 }
1666
1667 } 1745 }
1746 part.TaskInventory.LockItemsForRead(false);
1668 // Reset sit target. 1747 // Reset sit target.
1669 if (part.GetAvatarOnSitTarget() == UUID) 1748 if (part.GetAvatarOnSitTarget() == UUID)
1670 part.SetAvatarOnSitTarget(UUID.Zero); 1749 part.SetAvatarOnSitTarget(UUID.Zero);
1671
1672 m_parentPosition = part.GetWorldPosition(); 1750 m_parentPosition = part.GetWorldPosition();
1673 ControllingClient.SendClearFollowCamProperties(part.ParentUUID); 1751 ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
1674 } 1752 }
1753 // part.GetWorldRotation() is the rotation of the object being sat on
1754 // Rotation is the sittiing Av's rotation
1675 1755
1676 if (m_physicsActor == null) 1756 Quaternion partRot;
1757// if (part.LinkNum == 1)
1758// { // Root prim of linkset
1759// partRot = part.ParentGroup.RootPart.RotationOffset;
1760// }
1761// else
1762// { // single or child prim
1763
1764// }
1765 if (part == null) //CW: Part may be gone. llDie() for example.
1677 { 1766 {
1678 AddToPhysicalScene(false); 1767 partRot = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
1768 }
1769 else
1770 {
1771 partRot = part.GetWorldRotation();
1679 } 1772 }
1680 1773
1681 m_pos += m_parentPosition + new Vector3(0.0f, 0.0f, 2.0f*m_sitAvatarHeight); 1774 Quaternion partIRot = Quaternion.Inverse(partRot);
1682 m_parentPosition = Vector3.Zero;
1683 1775
1684 m_parentID = 0; 1776 Quaternion avatarRot = Quaternion.Inverse(Quaternion.Inverse(Rotation) * partIRot); // world or. of the av
1777 Vector3 avStandUp = new Vector3(1.0f, 0f, 0f) * avatarRot; // 1M infront of av
1778
1779
1780 if (m_physicsActor == null)
1781 {
1782 AddToPhysicalScene(false);
1783 }
1784 //CW: If the part isn't null then we can set the current position
1785 if (part != null)
1786 {
1787 Vector3 avWorldStandUp = avStandUp + part.GetWorldPosition() + (m_pos * partRot); // + av sit offset!
1788 AbsolutePosition = avWorldStandUp; //KF: Fix stand up.
1789 part.IsOccupied = false;
1790 }
1791 else
1792 {
1793 //CW: Since the part doesn't exist, a coarse standup position isn't an issue
1794 AbsolutePosition = m_lastWorldPosition;
1795 }
1796
1797 m_parentPosition = Vector3.Zero;
1798 m_parentID = 0;
1685 SendFullUpdateToAllClients(); 1799 SendFullUpdateToAllClients();
1686 m_requestedSitTargetID = 0; 1800 m_requestedSitTargetID = 0;
1801
1687 if ((m_physicsActor != null) && (m_avHeight > 0)) 1802 if ((m_physicsActor != null) && (m_avHeight > 0))
1688 { 1803 {
1689 SetHeight(m_avHeight); 1804 SetHeight(m_avHeight);
1690 } 1805 }
1691 } 1806 }
1692
1693 Animator.TrySetMovementAnimation("STAND"); 1807 Animator.TrySetMovementAnimation("STAND");
1694 } 1808 }
1695 1809
@@ -1720,13 +1834,9 @@ namespace OpenSim.Region.Framework.Scenes
1720 Vector3 avSitOffSet = part.SitTargetPosition; 1834 Vector3 avSitOffSet = part.SitTargetPosition;
1721 Quaternion avSitOrientation = part.SitTargetOrientation; 1835 Quaternion avSitOrientation = part.SitTargetOrientation;
1722 UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); 1836 UUID avOnTargetAlready = part.GetAvatarOnSitTarget();
1723 1837 bool SitTargetOccupied = (avOnTargetAlready != UUID.Zero);
1724 bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); 1838 bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored.
1725 bool SitTargetisSet = 1839 if (SitTargetisSet && !SitTargetOccupied)
1726 (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && avSitOrientation.W == 1f &&
1727 avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f));
1728
1729 if (SitTargetisSet && SitTargetUnOccupied)
1730 { 1840 {
1731 //switch the target to this prim 1841 //switch the target to this prim
1732 return part; 1842 return part;
@@ -1740,84 +1850,153 @@ namespace OpenSim.Region.Framework.Scenes
1740 private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation) 1850 private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation)
1741 { 1851 {
1742 bool autopilot = true; 1852 bool autopilot = true;
1853 Vector3 autopilotTarget = new Vector3();
1854 Quaternion sitOrientation = Quaternion.Identity;
1743 Vector3 pos = new Vector3(); 1855 Vector3 pos = new Vector3();
1744 Quaternion sitOrientation = pSitOrientation;
1745 Vector3 cameraEyeOffset = Vector3.Zero; 1856 Vector3 cameraEyeOffset = Vector3.Zero;
1746 Vector3 cameraAtOffset = Vector3.Zero; 1857 Vector3 cameraAtOffset = Vector3.Zero;
1747 bool forceMouselook = false; 1858 bool forceMouselook = false;
1748 1859
1749 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID); 1860 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID);
1750 SceneObjectPart part = FindNextAvailableSitTarget(targetID); 1861 SceneObjectPart part = FindNextAvailableSitTarget(targetID);
1751 if (part != null) 1862 if (part == null) return;
1752 { 1863
1753 // TODO: determine position to sit at based on scene geometry; don't trust offset from client 1864 // TODO: determine position to sit at based on scene geometry; don't trust offset from client
1754 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it 1865 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it
1755 1866
1756 // Is a sit target available? 1867 // part is the prim to sit on
1757 Vector3 avSitOffSet = part.SitTargetPosition; 1868 // offset is the world-ref vector distance from that prim center to the click-spot
1758 Quaternion avSitOrientation = part.SitTargetOrientation; 1869 // UUID is the UUID of the Avatar doing the clicking
1759 UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); 1870
1760 1871 m_avInitialPos = AbsolutePosition; // saved to calculate unscripted sit rotation
1761 bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); 1872
1762 bool SitTargetisSet = 1873 // Is a sit target available?
1763 (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && 1874 Vector3 avSitOffSet = part.SitTargetPosition;
1764 ( 1875 Quaternion avSitOrientation = part.SitTargetOrientation;
1765 avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 1f // Valid Zero Rotation quaternion 1876
1766 || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 1f && avSitOrientation.W == 0f // W-Z Mapping was invalid at one point 1877 bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored.
1767 || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 0f // Invalid Quaternion 1878 // Quaternion partIRot = Quaternion.Inverse(part.GetWorldRotation());
1768 ) 1879 Quaternion partRot;
1769 )); 1880// if (part.LinkNum == 1)
1770 1881// { // Root prim of linkset
1771 if (SitTargetisSet && SitTargetUnOccupied) 1882// partRot = part.ParentGroup.RootPart.RotationOffset;
1772 { 1883// }
1773 part.SetAvatarOnSitTarget(UUID); 1884// else
1774 offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); 1885// { // single or child prim
1775 sitOrientation = avSitOrientation; 1886 partRot = part.GetWorldRotation();
1776 autopilot = false; 1887// }
1777 } 1888 Quaternion partIRot = Quaternion.Inverse(partRot);
1778 1889//Console.WriteLine("SendSitResponse offset=" + offset + " Occup=" + part.IsOccupied + " TargSet=" + SitTargetisSet);
1779 pos = part.AbsolutePosition + offset; 1890 // Sit analysis rewritten by KF 091125
1780 //if (Math.Abs(part.AbsolutePosition.Z - AbsolutePosition.Z) > 1) 1891 if (SitTargetisSet) // scipted sit
1781 //{ 1892 {
1782 // offset = pos; 1893 if (!part.IsOccupied)
1783 //autopilot = false; 1894 {
1784 //} 1895//Console.WriteLine("Scripted, unoccupied");
1785 if (m_physicsActor != null) 1896 part.SetAvatarOnSitTarget(UUID); // set that Av will be on it
1786 { 1897 offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); // change ofset to the scripted one
1787 // If we're not using the client autopilot, we're immediately warping the avatar to the location 1898 sitOrientation = avSitOrientation; // Change rotatione to the scripted one
1788 // We can remove the physicsActor until they stand up. 1899 autopilot = false; // Jump direct to scripted llSitPos()
1789 m_sitAvatarHeight = m_physicsActor.Size.Z; 1900 }
1790 1901 else
1791 if (autopilot) 1902 {
1792 { 1903//Console.WriteLine("Scripted, occupied");
1793 if (Util.GetDistanceTo(AbsolutePosition, pos) < 4.5) 1904 return;
1794 { 1905 }
1795 autopilot = false; 1906 }
1907 else // Not Scripted
1908 {
1909 if ( (Math.Abs(offset.X) > 0.5f) || (Math.Abs(offset.Y) > 0.5f) )
1910 {
1911 // large prim & offset, ignore if other Avs sitting
1912// offset.Z -= 0.05f;
1913 m_avUnscriptedSitPos = offset * partIRot; // (non-zero) sit where clicked
1914 autopilotTarget = part.AbsolutePosition + offset; // World location of clicked point
1915
1916//Console.WriteLine(" offset ={0}", offset);
1917//Console.WriteLine(" UnscriptedSitPos={0}", m_avUnscriptedSitPos);
1918//Console.WriteLine(" autopilotTarget={0}", autopilotTarget);
1919
1920 }
1921 else // small offset
1922 {
1923//Console.WriteLine("Small offset");
1924 if (!part.IsOccupied)
1925 {
1926 m_avUnscriptedSitPos = Vector3.Zero; // Zero = Sit on prim center
1927 autopilotTarget = part.AbsolutePosition;
1928//Console.WriteLine("UsSmall autopilotTarget={0}", autopilotTarget);
1929 }
1930 else return; // occupied small
1931 } // end large/small
1932 } // end Scripted/not
1933 cameraAtOffset = part.GetCameraAtOffset();
1934 cameraEyeOffset = part.GetCameraEyeOffset();
1935 forceMouselook = part.GetForceMouselook();
1936 if(cameraAtOffset == Vector3.Zero) cameraAtOffset = new Vector3(0f, 0f, 0.1f); //
1937 if(cameraEyeOffset == Vector3.Zero) cameraEyeOffset = new Vector3(0f, 0f, 0.1f); //
1796 1938
1797 RemoveFromPhysicalScene(); 1939 if (m_physicsActor != null)
1798 AbsolutePosition = pos + new Vector3(0.0f, 0.0f, m_sitAvatarHeight); 1940 {
1799 } 1941 // If we're not using the client autopilot, we're immediately warping the avatar to the location
1800 } 1942 // We can remove the physicsActor until they stand up.
1801 else 1943 m_sitAvatarHeight = m_physicsActor.Size.Z;
1944 if (autopilot)
1945 { // its not a scripted sit
1946// if (Util.GetDistanceTo(AbsolutePosition, autopilotTarget) < 4.5)
1947 if( (Math.Abs(AbsolutePosition.X - autopilotTarget.X) < 2.0f) && (Math.Abs(AbsolutePosition.Y - autopilotTarget.Y) < 2.0f) )
1802 { 1948 {
1949 autopilot = false; // close enough
1950 m_lastWorldPosition = m_pos; /* CW - This give us a position to return the avatar to if the part is killed before standup.
1951 Not using the part's position because returning the AV to the last known standing
1952 position is likely to be more friendly, isn't it? */
1803 RemoveFromPhysicalScene(); 1953 RemoveFromPhysicalScene();
1804 } 1954 AbsolutePosition = autopilotTarget + new Vector3(0.0f, 0.0f, (m_sitAvatarHeight / 2.0f)); // Warp av to over sit target
1955 } // else the autopilot will get us close
1956 }
1957 else
1958 { // its a scripted sit
1959 m_lastWorldPosition = part.AbsolutePosition; /* CW - This give us a position to return the avatar to if the part is killed before standup.
1960 I *am* using the part's position this time because we have no real idea how far away
1961 the avatar is from the sit target. */
1962 RemoveFromPhysicalScene();
1805 } 1963 }
1806
1807 cameraAtOffset = part.GetCameraAtOffset();
1808 cameraEyeOffset = part.GetCameraEyeOffset();
1809 forceMouselook = part.GetForceMouselook();
1810 } 1964 }
1811 1965 else return; // physactor is null!
1812 ControllingClient.SendSitResponse(targetID, offset, sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook); 1966
1813 m_requestedSitTargetUUID = targetID; 1967 Vector3 offsetr; // = offset * partIRot;
1968 // KF: In a linkset, offsetr needs to be relative to the group root! 091208
1969 // offsetr = (part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) + (offset * partIRot);
1970 // if (part.LinkNum < 2) 091216 All this was necessary because of the GetWorldRotation error.
1971 // { // Single, or Root prim of linkset, target is ClickOffset * RootRot
1972 offsetr = offset * partIRot;
1973//
1974 // else
1975 // { // Child prim, offset is (ChildOffset * RootRot) + (ClickOffset * ChildRot)
1976 // offsetr = //(part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) +
1977 // (offset * partRot);
1978 // }
1979
1980//Console.WriteLine(" ");
1981//Console.WriteLine("link number ={0}", part.LinkNum);
1982//Console.WriteLine("Prim offset ={0}", part.OffsetPosition );
1983//Console.WriteLine("Root Rotate ={0}", part.ParentGroup.RootPart.RotationOffset);
1984//Console.WriteLine("Click offst ={0}", offset);
1985//Console.WriteLine("Prim Rotate ={0}", part.GetWorldRotation());
1986//Console.WriteLine("offsetr ={0}", offsetr);
1987//Console.WriteLine("Camera At ={0}", cameraAtOffset);
1988//Console.WriteLine("Camera Eye ={0}", cameraEyeOffset);
1989
1990 ControllingClient.SendSitResponse(part.UUID, offsetr, sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook);
1991 m_requestedSitTargetUUID = part.UUID; //KF: Correct autopilot target
1814 // This calls HandleAgentSit twice, once from here, and the client calls 1992 // This calls HandleAgentSit twice, once from here, and the client calls
1815 // HandleAgentSit itself after it gets to the location 1993 // HandleAgentSit itself after it gets to the location
1816 // It doesn't get to the location until we've moved them there though 1994 // It doesn't get to the location until we've moved them there though
1817 // which happens in HandleAgentSit :P 1995 // which happens in HandleAgentSit :P
1818 m_autopilotMoving = autopilot; 1996 m_autopilotMoving = autopilot;
1819 m_autoPilotTarget = pos; 1997 m_autoPilotTarget = autopilotTarget;
1820 m_sitAtAutoTarget = autopilot; 1998 m_sitAtAutoTarget = autopilot;
1999 m_initialSitTarget = autopilotTarget;
1821 if (!autopilot) 2000 if (!autopilot)
1822 HandleAgentSit(remoteClient, UUID); 2001 HandleAgentSit(remoteClient, UUID);
1823 } 2002 }
@@ -2112,31 +2291,66 @@ namespace OpenSim.Region.Framework.Scenes
2112 { 2291 {
2113 if (part != null) 2292 if (part != null)
2114 { 2293 {
2294//Console.WriteLine("Link #{0}, Rot {1}", part.LinkNum, part.GetWorldRotation());
2115 if (part.GetAvatarOnSitTarget() == UUID) 2295 if (part.GetAvatarOnSitTarget() == UUID)
2116 { 2296 {
2297//Console.WriteLine("Scripted Sit");
2298 // Scripted sit
2117 Vector3 sitTargetPos = part.SitTargetPosition; 2299 Vector3 sitTargetPos = part.SitTargetPosition;
2118 Quaternion sitTargetOrient = part.SitTargetOrientation; 2300 Quaternion sitTargetOrient = part.SitTargetOrientation;
2119
2120 //Quaternion vq = new Quaternion(sitTargetPos.X, sitTargetPos.Y+0.2f, sitTargetPos.Z+0.2f, 0);
2121 //Quaternion nq = new Quaternion(-sitTargetOrient.X, -sitTargetOrient.Y, -sitTargetOrient.Z, sitTargetOrient.w);
2122
2123 //Quaternion result = (sitTargetOrient * vq) * nq;
2124
2125 m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z); 2301 m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z);
2126 m_pos += SIT_TARGET_ADJUSTMENT; 2302 m_pos += SIT_TARGET_ADJUSTMENT;
2127 m_bodyRot = sitTargetOrient; 2303 m_bodyRot = sitTargetOrient;
2128 //Rotation = sitTargetOrient;
2129 m_parentPosition = part.AbsolutePosition; 2304 m_parentPosition = part.AbsolutePosition;
2130 2305 part.IsOccupied = true;
2131 //SendTerseUpdateToAllClients(); 2306Console.WriteLine("Scripted Sit ofset {0}", m_pos);
2132 } 2307 }
2133 else 2308 else
2134 { 2309 {
2135 m_pos -= part.AbsolutePosition; 2310 // if m_avUnscriptedSitPos is zero then Av sits above center
2311 // Else Av sits at m_avUnscriptedSitPos
2312
2313 // Non-scripted sit by Kitto Flora 21Nov09
2314 // Calculate angle of line from prim to Av
2315 Quaternion partIRot;
2316// if (part.LinkNum == 1)
2317// { // Root prim of linkset
2318// partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset);
2319// }
2320// else
2321// { // single or child prim
2322 partIRot = Quaternion.Inverse(part.GetWorldRotation());
2323// }
2324 Vector3 sitTargetPos= part.AbsolutePosition + m_avUnscriptedSitPos;
2325 float y_diff = (m_avInitialPos.Y - sitTargetPos.Y);
2326 float x_diff = ( m_avInitialPos.X - sitTargetPos.X);
2327 if(Math.Abs(x_diff) < 0.001f) x_diff = 0.001f; // avoid div by 0
2328 if(Math.Abs(y_diff) < 0.001f) y_diff = 0.001f; // avoid pol flip at 0
2329 float sit_angle = (float)Math.Atan2( (double)y_diff, (double)x_diff);
2330 // NOTE: when sitting m_ pos and m_bodyRot are *relative* to the prim location/rotation, not 'World'.
2331 // Av sits at world euler <0,0, z>, translated by part rotation
2332 m_bodyRot = partIRot * Quaternion.CreateFromEulers(0f, 0f, sit_angle); // sit at 0,0,inv-click
2333
2136 m_parentPosition = part.AbsolutePosition; 2334 m_parentPosition = part.AbsolutePosition;
2137 } 2335 part.IsOccupied = true;
2138 } 2336 m_pos = new Vector3(0f, 0f, 0.05f) + // corrections to get Sit Animation
2139 else 2337 (new Vector3(0.0f, 0f, 0.61f) * partIRot) + // located on center
2338 (new Vector3(0.34f, 0f, 0.0f) * m_bodyRot) +
2339 m_avUnscriptedSitPos; // adds click offset, if any
2340 //Set up raytrace to find top surface of prim
2341 Vector3 size = part.Scale;
2342 float mag = 2.0f; // 0.1f + (float)Math.Sqrt((size.X * size.X) + (size.Y * size.Y) + (size.Z * size.Z));
2343 Vector3 start = part.AbsolutePosition + new Vector3(0f, 0f, mag);
2344 Vector3 down = new Vector3(0f, 0f, -1f);
2345//Console.WriteLine("st={0} do={1} ma={2}", start, down, mag);
2346 m_scene.PhysicsScene.RaycastWorld(
2347 start, // Vector3 position,
2348 down, // Vector3 direction,
2349 mag, // float length,
2350 SitAltitudeCallback); // retMethod
2351 } // end scripted/not
2352 }
2353 else // no Av
2140 { 2354 {
2141 return; 2355 return;
2142 } 2356 }
@@ -2148,11 +2362,39 @@ namespace OpenSim.Region.Framework.Scenes
2148 2362
2149 Animator.TrySetMovementAnimation(sitAnimation); 2363 Animator.TrySetMovementAnimation(sitAnimation);
2150 SendFullUpdateToAllClients(); 2364 SendFullUpdateToAllClients();
2151 // This may seem stupid, but Our Full updates don't send avatar rotation :P
2152 // So we're also sending a terse update (which has avatar rotation)
2153 // [Update] We do now.
2154 //SendTerseUpdateToAllClients();
2155 } 2365 }
2366
2367 public void SitAltitudeCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 normal)
2368 {
2369 // KF: 091202 There appears to be a bug in Prim Edit Size - the process sometimes make a prim that RayTrace no longer
2370 // sees. Take/re-rez, or sim restart corrects the condition. Result of bug is incorrect sit height.
2371 if(hitYN)
2372 {
2373 // m_pos = Av offset from prim center to make look like on center
2374 // m_parentPosition = Actual center pos of prim
2375 // collisionPoint = spot on prim where we want to sit
2376 // collisionPoint.Z = global sit surface height
2377 SceneObjectPart part = m_scene.GetSceneObjectPart(localid);
2378 Quaternion partIRot;
2379// if (part.LinkNum == 1)
2380/// { // Root prim of linkset
2381// partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset);
2382// }
2383// else
2384// { // single or child prim
2385 partIRot = Quaternion.Inverse(part.GetWorldRotation());
2386// }
2387 if (m_initialSitTarget != null)
2388 {
2389 float offZ = collisionPoint.Z - m_initialSitTarget.Z;
2390 Vector3 offset = new Vector3(0.0f, 0.0f, offZ) * partIRot; // Altitude correction
2391 //Console.WriteLine("sitPoint={0}, offset={1}", sitPoint, offset);
2392 m_pos += offset;
2393 // ControllingClient.SendClearFollowCamProperties(part.UUID);
2394 }
2395
2396 }
2397 } // End SitAltitudeCallback KF.
2156 2398
2157 /// <summary> 2399 /// <summary>
2158 /// Event handler for the 'Always run' setting on the client 2400 /// Event handler for the 'Always run' setting on the client
@@ -2182,7 +2424,7 @@ namespace OpenSim.Region.Framework.Scenes
2182 /// </summary> 2424 /// </summary>
2183 /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param> 2425 /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param>
2184 /// <param name="rotation">The direction in which this avatar should now face. 2426 /// <param name="rotation">The direction in which this avatar should now face.
2185 public void AddNewMovement(Vector3 vec, Quaternion rotation) 2427 public void AddNewMovement(Vector3 vec, Quaternion rotation, bool Nudging)
2186 { 2428 {
2187 if (m_isChildAgent) 2429 if (m_isChildAgent)
2188 { 2430 {
@@ -2223,10 +2465,11 @@ namespace OpenSim.Region.Framework.Scenes
2223 Rotation = rotation; 2465 Rotation = rotation;
2224 Vector3 direc = vec * rotation; 2466 Vector3 direc = vec * rotation;
2225 direc.Normalize(); 2467 direc.Normalize();
2468 PhysicsActor actor = m_physicsActor;
2469 if ((vec.Z == 0f) && !actor.Flying) direc.Z = 0f; // Prevent camera WASD up.
2226 2470
2227 direc *= 0.03f * 128f * m_speedModifier; 2471 direc *= 0.03f * 128f * m_speedModifier;
2228 2472
2229 PhysicsActor actor = m_physicsActor;
2230 if (actor != null) 2473 if (actor != null)
2231 { 2474 {
2232 if (actor.Flying) 2475 if (actor.Flying)
@@ -2248,18 +2491,25 @@ namespace OpenSim.Region.Framework.Scenes
2248 { 2491 {
2249 if (direc.Z > 2.0f) 2492 if (direc.Z > 2.0f)
2250 { 2493 {
2251 direc.Z *= 3.0f; 2494 if(m_animator.m_animTickJump == -1)
2252 2495 {
2253 // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored. 2496 direc.Z *= 3.0f; // jump
2254 Animator.TrySetMovementAnimation("PREJUMP"); 2497 }
2255 Animator.TrySetMovementAnimation("JUMP"); 2498 else
2499 {
2500 direc.Z *= 0.1f; // prejump
2501 }
2502 /* Animations are controlled via GetMovementAnimation() in ScenePresenceAnimator.cs
2503 Animator.TrySetMovementAnimation("PREJUMP");
2504 Animator.TrySetMovementAnimation("JUMP");
2505 */
2256 } 2506 }
2257 } 2507 }
2258 } 2508 }
2259 2509
2260 // TODO: Add the force instead of only setting it to support multiple forces per frame? 2510 // TODO: Add the force instead of only setting it to support multiple forces per frame?
2261 m_forceToApply = direc; 2511 m_forceToApply = direc;
2262 2512 m_isNudging = Nudging;
2263 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); 2513 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
2264 } 2514 }
2265 2515
@@ -2274,7 +2524,7 @@ namespace OpenSim.Region.Framework.Scenes
2274 const float POSITION_TOLERANCE = 0.05f; 2524 const float POSITION_TOLERANCE = 0.05f;
2275 //const int TIME_MS_TOLERANCE = 3000; 2525 //const int TIME_MS_TOLERANCE = 3000;
2276 2526
2277 SendPrimUpdates(); 2527
2278 2528
2279 if (m_isChildAgent == false) 2529 if (m_isChildAgent == false)
2280 { 2530 {
@@ -2304,6 +2554,9 @@ namespace OpenSim.Region.Framework.Scenes
2304 CheckForBorderCrossing(); 2554 CheckForBorderCrossing();
2305 CheckForSignificantMovement(); // sends update to the modules. 2555 CheckForSignificantMovement(); // sends update to the modules.
2306 } 2556 }
2557
2558 //Sending prim updates AFTER the avatar terse updates are sent
2559 SendPrimUpdates();
2307 } 2560 }
2308 2561
2309 #endregion 2562 #endregion
@@ -3076,6 +3329,7 @@ namespace OpenSim.Region.Framework.Scenes
3076 m_callbackURI = cAgent.CallbackURI; 3329 m_callbackURI = cAgent.CallbackURI;
3077 3330
3078 m_pos = cAgent.Position; 3331 m_pos = cAgent.Position;
3332
3079 m_velocity = cAgent.Velocity; 3333 m_velocity = cAgent.Velocity;
3080 m_CameraCenter = cAgent.Center; 3334 m_CameraCenter = cAgent.Center;
3081 //m_avHeight = cAgent.Size.Z; 3335 //m_avHeight = cAgent.Size.Z;
@@ -3164,14 +3418,25 @@ namespace OpenSim.Region.Framework.Scenes
3164 { 3418 {
3165 if (m_forceToApply.HasValue) 3419 if (m_forceToApply.HasValue)
3166 { 3420 {
3167 Vector3 force = m_forceToApply.Value;
3168 3421
3422 Vector3 force = m_forceToApply.Value;
3169 m_updateflag = true; 3423 m_updateflag = true;
3170// movementvector = force;
3171 Velocity = force; 3424 Velocity = force;
3172 3425
3173 m_forceToApply = null; 3426 m_forceToApply = null;
3174 } 3427 }
3428 else
3429 {
3430 if (m_isNudging)
3431 {
3432 Vector3 force = Vector3.Zero;
3433
3434 m_updateflag = true;
3435 Velocity = force;
3436 m_isNudging = false;
3437 m_updateCount = UPDATE_COUNT; //KF: Update anims to pickup "STAND"
3438 }
3439 }
3175 } 3440 }
3176 3441
3177 public override void SetText(string text, Vector3 color, double alpha) 3442 public override void SetText(string text, Vector3 color, double alpha)
@@ -3222,18 +3487,29 @@ namespace OpenSim.Region.Framework.Scenes
3222 { 3487 {
3223 if (e == null) 3488 if (e == null)
3224 return; 3489 return;
3225 3490
3226 //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f)) 3491 // The Physics Scene will send (spam!) updates every 500 ms grep: m_physicsActor.SubscribeEvents(
3227 // The Physics Scene will send updates every 500 ms grep: m_physicsActor.SubscribeEvents(
3228 // as of this comment the interval is set in AddToPhysicalScene 3492 // as of this comment the interval is set in AddToPhysicalScene
3229 if (Animator!=null) 3493 if (Animator!=null)
3230 Animator.UpdateMovementAnimations(); 3494 {
3495 if (m_updateCount > 0) //KF: DO NOT call UpdateMovementAnimations outside of the m_updateCount wrapper,
3496 { // else its will lock out other animation changes, like ground sit.
3497 Animator.UpdateMovementAnimations();
3498 m_updateCount--;
3499 }
3500 }
3231 3501
3232 CollisionEventUpdate collisionData = (CollisionEventUpdate)e; 3502 CollisionEventUpdate collisionData = (CollisionEventUpdate)e;
3233 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; 3503 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList;
3234 3504
3235 CollisionPlane = Vector4.UnitW; 3505 CollisionPlane = Vector4.UnitW;
3236 3506
3507 if (m_lastColCount != coldata.Count)
3508 {
3509 m_updateCount = UPDATE_COUNT;
3510 m_lastColCount = coldata.Count;
3511 }
3512
3237 if (coldata.Count != 0 && Animator != null) 3513 if (coldata.Count != 0 && Animator != null)
3238 { 3514 {
3239 switch (Animator.CurrentMovementAnimation) 3515 switch (Animator.CurrentMovementAnimation)
@@ -3437,7 +3713,10 @@ namespace OpenSim.Region.Framework.Scenes
3437 m_scene = scene; 3713 m_scene = scene;
3438 3714
3439 RegisterToEvents(); 3715 RegisterToEvents();
3440 3716 if (m_controllingClient != null)
3717 {
3718 m_controllingClient.ProcessPendingPackets();
3719 }
3441 /* 3720 /*
3442 AbsolutePosition = client.StartPos; 3721 AbsolutePosition = client.StartPos;
3443 3722
@@ -3668,6 +3947,32 @@ namespace OpenSim.Region.Framework.Scenes
3668 return; 3947 return;
3669 } 3948 }
3670 3949
3950 XmlDocument doc = new XmlDocument();
3951 string stateData = String.Empty;
3952
3953 IAttachmentsService attServ = m_scene.RequestModuleInterface<IAttachmentsService>();
3954 if (attServ != null)
3955 {
3956 m_log.DebugFormat("[ATTACHMENT]: Loading attachment data from attachment service");
3957 stateData = attServ.Get(ControllingClient.AgentId.ToString());
3958 doc.LoadXml(stateData);
3959 }
3960
3961 Dictionary<UUID, string> itemData = new Dictionary<UUID, string>();
3962
3963 XmlNodeList nodes = doc.GetElementsByTagName("Attachment");
3964 if (nodes.Count > 0)
3965 {
3966 foreach (XmlNode n in nodes)
3967 {
3968 XmlElement elem = (XmlElement)n;
3969 string itemID = elem.GetAttribute("ItemID");
3970 string xml = elem.InnerXml;
3971
3972 itemData[new UUID(itemID)] = xml;
3973 }
3974 }
3975
3671 List<int> attPoints = m_appearance.GetAttachedPoints(); 3976 List<int> attPoints = m_appearance.GetAttachedPoints();
3672 foreach (int p in attPoints) 3977 foreach (int p in attPoints)
3673 { 3978 {
@@ -3687,9 +3992,26 @@ namespace OpenSim.Region.Framework.Scenes
3687 3992
3688 try 3993 try
3689 { 3994 {
3690 // Rez from inventory 3995 string xmlData;
3691 UUID asset 3996 XmlDocument d = new XmlDocument();
3692 = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p); 3997 UUID asset;
3998 if (itemData.TryGetValue(itemID, out xmlData))
3999 {
4000 d.LoadXml(xmlData);
4001 m_log.InfoFormat("[ATTACHMENT]: Found saved state for item {0}, loading it", itemID);
4002
4003 // Rez from inventory
4004 asset
4005 = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p, true, d);
4006
4007 }
4008 else
4009 {
4010 // Rez from inventory (with a null doc to let
4011 // CHANGED_OWNER happen)
4012 asset
4013 = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p, true, null);
4014 }
3693 4015
3694 m_log.InfoFormat( 4016 m_log.InfoFormat(
3695 "[ATTACHMENT]: Rezzed attachment in point {0} from item {1} and asset {2} ({3})", 4017 "[ATTACHMENT]: Rezzed attachment in point {0} from item {1} and asset {2} ({3})",
@@ -3726,5 +4048,16 @@ namespace OpenSim.Region.Framework.Scenes
3726 m_reprioritization_called = false; 4048 m_reprioritization_called = false;
3727 } 4049 }
3728 } 4050 }
4051
4052 private Vector3 Quat2Euler(Quaternion rot){
4053 float x = Utils.RAD_TO_DEG * (float)Math.Atan2((double)((2.0f * rot.X * rot.W) - (2.0f * rot.Y * rot.Z)) ,
4054 (double)(1 - (2.0f * rot.X * rot.X) - (2.0f * rot.Z * rot.Z)));
4055 float y = Utils.RAD_TO_DEG * (float)Math.Asin ((double)((2.0f * rot.X * rot.Y) + (2.0f * rot.Z * rot.W)));
4056 float z = Utils.RAD_TO_DEG * (float)Math.Atan2(((double)(2.0f * rot.Y * rot.W) - (2.0f * rot.X * rot.Z)) ,
4057 (double)(1 - (2.0f * rot.Y * rot.Y) - (2.0f * rot.Z * rot.Z)));
4058 return(new Vector3(x,y,z));
4059 }
4060
4061
3729 } 4062 }
3730} 4063}
diff --git a/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs b/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
index 754b925..d72ee6f 100644
--- a/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
+++ b/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
@@ -878,6 +878,10 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
878 878
879 } 879 }
880 880
881 public void ProcessPendingPackets()
882 {
883 }
884
881 public void ProcessInPacket(Packet NewPack) 885 public void ProcessInPacket(Packet NewPack)
882 { 886 {
883 887
@@ -885,6 +889,11 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
885 889
886 public void Close() 890 public void Close()
887 { 891 {
892 Close(true);
893 }
894
895 public void Close(bool sendStop)
896 {
888 Disconnect(); 897 Disconnect();
889 } 898 }
890 899
diff --git a/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs b/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
index 12d6643..c3edba2 100644
--- a/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
+++ b/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
@@ -836,12 +836,21 @@ namespace OpenSim.Region.OptionalModules.World.NPC
836 { 836 {
837 } 837 }
838 838
839 public void ProcessPendingPackets()
840 {
841 }
842
839 public void ProcessInPacket(Packet NewPack) 843 public void ProcessInPacket(Packet NewPack)
840 { 844 {
841 } 845 }
842 846
843 public void Close() 847 public void Close()
844 { 848 {
849 Close(true);
850 }
851
852 public void Close(bool sendStop)
853 {
845 } 854 }
846 855
847 public void Start() 856 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..38c38b6
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs
@@ -0,0 +1,1369 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using System.Reflection;
31using OpenMetaverse;
32using Ode.NET;
33using OpenSim.Framework;
34using OpenSim.Region.Physics.Manager;
35using log4net;
36
37namespace OpenSim.Region.Physics.OdePlugin
38{
39 /// <summary>
40 /// Various properties that ODE uses for AMotors but isn't exposed in ODE.NET so we must define them ourselves.
41 /// </summary>
42
43 public enum dParam : int
44 {
45 LowStop = 0,
46 HiStop = 1,
47 Vel = 2,
48 FMax = 3,
49 FudgeFactor = 4,
50 Bounce = 5,
51 CFM = 6,
52 StopERP = 7,
53 StopCFM = 8,
54 LoStop2 = 256,
55 HiStop2 = 257,
56 Vel2 = 258,
57 FMax2 = 259,
58 StopERP2 = 7 + 256,
59 StopCFM2 = 8 + 256,
60 LoStop3 = 512,
61 HiStop3 = 513,
62 Vel3 = 514,
63 FMax3 = 515,
64 StopERP3 = 7 + 512,
65 StopCFM3 = 8 + 512
66 }
67 public class OdeCharacter : PhysicsActor
68 {
69 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
70
71 private Vector3 _position;
72 private d.Vector3 _zeroPosition;
73 // private d.Matrix3 m_StandUpRotation;
74 private bool _zeroFlag = false;
75 private bool m_lastUpdateSent = false;
76 private Vector3 _velocity;
77 private Vector3 _target_velocity;
78 private Vector3 _acceleration;
79 private Vector3 m_rotationalVelocity;
80 private float m_mass = 80f;
81 public float m_density = 60f;
82 private bool m_pidControllerActive = true;
83 public float PID_D = 800.0f;
84 public float PID_P = 900.0f;
85 //private static float POSTURE_SERVO = 10000.0f;
86 public float CAPSULE_RADIUS = 0.37f;
87 public float CAPSULE_LENGTH = 2.140599f;
88 public float m_tensor = 3800000f;
89 public float heightFudgeFactor = 0.52f;
90 public float walkDivisor = 1.3f;
91 public float runDivisor = 0.8f;
92 private bool flying = false;
93 private bool m_iscolliding = false;
94 private bool m_iscollidingGround = false;
95 private bool m_wascolliding = false;
96 private bool m_wascollidingGround = false;
97 private bool m_iscollidingObj = false;
98 private bool m_alwaysRun = false;
99 private bool m_hackSentFall = false;
100 private bool m_hackSentFly = false;
101 private int m_requestedUpdateFrequency = 0;
102 private Vector3 m_taintPosition = Vector3.Zero;
103 public uint m_localID = 0;
104 public bool m_returnCollisions = false;
105 // taints and their non-tainted counterparts
106 public bool m_isPhysical = false; // the current physical status
107 public bool m_tainted_isPhysical = false; // set when the physical status is tainted (false=not existing in physics engine, true=existing)
108 public float MinimumGroundFlightOffset = 3f;
109
110 private float m_tainted_CAPSULE_LENGTH; // set when the capsule length changes.
111 private float m_tiltMagnitudeWhenProjectedOnXYPlane = 0.1131371f; // used to introduce a fixed tilt because a straight-up capsule falls through terrain, probably a bug in terrain collider
112
113
114 private float m_buoyancy = 0f;
115
116 // private CollisionLocker ode;
117
118 private string m_name = String.Empty;
119
120 private bool[] m_colliderarr = new bool[11];
121 private bool[] m_colliderGroundarr = new bool[11];
122
123 // Default we're a Character
124 private CollisionCategories m_collisionCategories = (CollisionCategories.Character);
125
126 // Default, Collide with Other Geometries, spaces, bodies and characters.
127 private CollisionCategories m_collisionFlags = (CollisionCategories.Geom
128 | CollisionCategories.Space
129 | CollisionCategories.Body
130 | CollisionCategories.Character
131 | CollisionCategories.Land);
132 public IntPtr Body = IntPtr.Zero;
133 private OdeScene _parent_scene;
134 public IntPtr Shell = IntPtr.Zero;
135 public IntPtr Amotor = IntPtr.Zero;
136 public d.Mass ShellMass;
137 public bool collidelock = false;
138
139 public int m_eventsubscription = 0;
140 private CollisionEventUpdate CollisionEventsThisFrame = new CollisionEventUpdate();
141
142 // unique UUID of this character object
143 public UUID m_uuid;
144 public bool bad = false;
145
146 public OdeCharacter(String avName, OdeScene parent_scene, Vector3 pos, CollisionLocker dode, Vector3 size, float pid_d, float pid_p, float capsule_radius, float tensor, float density, float height_fudge_factor, float walk_divisor, float rundivisor)
147 {
148 m_uuid = UUID.Random();
149
150 if (pos.IsFinite())
151 {
152 if (pos.Z > 9999999f)
153 {
154 pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
155 }
156 if (pos.Z < -90000f)
157 {
158 pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
159 }
160 _position = pos;
161 m_taintPosition.X = pos.X;
162 m_taintPosition.Y = pos.Y;
163 m_taintPosition.Z = pos.Z;
164 }
165 else
166 {
167 _position = new Vector3(((float)_parent_scene.WorldExtents.X * 0.5f), ((float)_parent_scene.WorldExtents.Y * 0.5f), parent_scene.GetTerrainHeightAtXY(128f, 128f) + 10f);
168 m_taintPosition.X = _position.X;
169 m_taintPosition.Y = _position.Y;
170 m_taintPosition.Z = _position.Z;
171 m_log.Warn("[PHYSICS]: Got NaN Position on Character Create");
172 }
173
174 _parent_scene = parent_scene;
175
176 PID_D = pid_d;
177 PID_P = pid_p;
178 CAPSULE_RADIUS = capsule_radius;
179 m_tensor = tensor;
180 m_density = density;
181 heightFudgeFactor = height_fudge_factor;
182 walkDivisor = walk_divisor;
183 runDivisor = rundivisor;
184
185 // m_StandUpRotation =
186 // new d.Matrix3(0.5f, 0.7071068f, 0.5f, -0.7071068f, 0f, 0.7071068f, 0.5f, -0.7071068f,
187 // 0.5f);
188
189 for (int i = 0; i < 11; i++)
190 {
191 m_colliderarr[i] = false;
192 }
193 CAPSULE_LENGTH = (size.Z * 1.15f) - CAPSULE_RADIUS * 2.0f;
194 //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
195 m_tainted_CAPSULE_LENGTH = CAPSULE_LENGTH;
196
197 m_isPhysical = false; // current status: no ODE information exists
198 m_tainted_isPhysical = true; // new tainted status: need to create ODE information
199
200 _parent_scene.AddPhysicsActorTaint(this);
201
202 m_name = avName;
203 }
204
205 public override int PhysicsActorType
206 {
207 get { return (int) ActorTypes.Agent; }
208 set { return; }
209 }
210
211 /// <summary>
212 /// If this is set, the avatar will move faster
213 /// </summary>
214 public override bool SetAlwaysRun
215 {
216 get { return m_alwaysRun; }
217 set { m_alwaysRun = value; }
218 }
219
220 public override uint LocalID
221 {
222 set { m_localID = value; }
223 }
224
225 public override bool Grabbed
226 {
227 set { return; }
228 }
229
230 public override bool Selected
231 {
232 set { return; }
233 }
234
235 public override float Buoyancy
236 {
237 get { return m_buoyancy; }
238 set { m_buoyancy = value; }
239 }
240
241 public override bool FloatOnWater
242 {
243 set { return; }
244 }
245
246 public override bool IsPhysical
247 {
248 get { return false; }
249 set { return; }
250 }
251
252 public override bool ThrottleUpdates
253 {
254 get { return false; }
255 set { return; }
256 }
257
258 public override bool Flying
259 {
260 get { return flying; }
261 set { flying = value; }
262 }
263
264 /// <summary>
265 /// Returns if the avatar is colliding in general.
266 /// This includes the ground and objects and avatar.
267 /// </summary>
268 public override bool IsColliding
269 {
270 get { return m_iscolliding; }
271 set
272 {
273 int i;
274 int truecount = 0;
275 int falsecount = 0;
276
277 if (m_colliderarr.Length >= 10)
278 {
279 for (i = 0; i < 10; i++)
280 {
281 m_colliderarr[i] = m_colliderarr[i + 1];
282 }
283 }
284 m_colliderarr[10] = value;
285
286 for (i = 0; i < 11; i++)
287 {
288 if (m_colliderarr[i])
289 {
290 truecount++;
291 }
292 else
293 {
294 falsecount++;
295 }
296 }
297
298 // Equal truecounts and false counts means we're colliding with something.
299
300 if (falsecount > 1.2*truecount)
301 {
302 m_iscolliding = false;
303 }
304 else
305 {
306 m_iscolliding = true;
307 }
308 if (m_wascolliding != m_iscolliding)
309 {
310 //base.SendCollisionUpdate(new CollisionEventUpdate());
311 }
312 m_wascolliding = m_iscolliding;
313 }
314 }
315
316 /// <summary>
317 /// Returns if an avatar is colliding with the ground
318 /// </summary>
319 public override bool CollidingGround
320 {
321 get { return m_iscollidingGround; }
322 set
323 {
324 // Collisions against the ground are not really reliable
325 // So, to get a consistant value we have to average the current result over time
326 // Currently we use 1 second = 10 calls to this.
327 int i;
328 int truecount = 0;
329 int falsecount = 0;
330
331 if (m_colliderGroundarr.Length >= 10)
332 {
333 for (i = 0; i < 10; i++)
334 {
335 m_colliderGroundarr[i] = m_colliderGroundarr[i + 1];
336 }
337 }
338 m_colliderGroundarr[10] = value;
339
340 for (i = 0; i < 11; i++)
341 {
342 if (m_colliderGroundarr[i])
343 {
344 truecount++;
345 }
346 else
347 {
348 falsecount++;
349 }
350 }
351
352 // Equal truecounts and false counts means we're colliding with something.
353
354 if (falsecount > 1.2*truecount)
355 {
356 m_iscollidingGround = false;
357 }
358 else
359 {
360 m_iscollidingGround = true;
361 }
362 if (m_wascollidingGround != m_iscollidingGround)
363 {
364 //base.SendCollisionUpdate(new CollisionEventUpdate());
365 }
366 m_wascollidingGround = m_iscollidingGround;
367 }
368 }
369
370 /// <summary>
371 /// Returns if the avatar is colliding with an object
372 /// </summary>
373 public override bool CollidingObj
374 {
375 get { return m_iscollidingObj; }
376 set
377 {
378 m_iscollidingObj = value;
379 if (value)
380 m_pidControllerActive = false;
381 else
382 m_pidControllerActive = true;
383 }
384 }
385
386 /// <summary>
387 /// turn the PID controller on or off.
388 /// The PID Controller will turn on all by itself in many situations
389 /// </summary>
390 /// <param name="status"></param>
391 public void SetPidStatus(bool status)
392 {
393 m_pidControllerActive = status;
394 }
395
396 public override bool Stopped
397 {
398 get { return _zeroFlag; }
399 }
400
401 /// <summary>
402 /// This 'puts' an avatar somewhere in the physics space.
403 /// Not really a good choice unless you 'know' it's a good
404 /// spot otherwise you're likely to orbit the avatar.
405 /// </summary>
406 public override Vector3 Position
407 {
408 get { return _position; }
409 set
410 {
411 if (Body == IntPtr.Zero || Shell == IntPtr.Zero)
412 {
413 if (value.IsFinite())
414 {
415 if (value.Z > 9999999f)
416 {
417 value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
418 }
419 if (value.Z < -90000f)
420 {
421 value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
422 }
423
424 _position.X = value.X;
425 _position.Y = value.Y;
426 _position.Z = value.Z;
427
428 m_taintPosition.X = value.X;
429 m_taintPosition.Y = value.Y;
430 m_taintPosition.Z = value.Z;
431 _parent_scene.AddPhysicsActorTaint(this);
432 }
433 else
434 {
435 m_log.Warn("[PHYSICS]: Got a NaN Position from Scene on a Character");
436 }
437 }
438 }
439 }
440
441 public override Vector3 RotationalVelocity
442 {
443 get { return m_rotationalVelocity; }
444 set { m_rotationalVelocity = value; }
445 }
446
447 /// <summary>
448 /// This property sets the height of the avatar only. We use the height to make sure the avatar stands up straight
449 /// and use it to offset landings properly
450 /// </summary>
451 public override Vector3 Size
452 {
453 get { return new Vector3(CAPSULE_RADIUS * 2, CAPSULE_RADIUS * 2, CAPSULE_LENGTH); }
454 set
455 {
456 if (value.IsFinite())
457 {
458 m_pidControllerActive = true;
459
460 Vector3 SetSize = value;
461 m_tainted_CAPSULE_LENGTH = (SetSize.Z*1.15f) - CAPSULE_RADIUS*2.0f;
462 //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
463
464 Velocity = Vector3.Zero;
465
466 _parent_scene.AddPhysicsActorTaint(this);
467 }
468 else
469 {
470 m_log.Warn("[PHYSICS]: Got a NaN Size from Scene on a Character");
471 }
472 }
473 }
474
475 private void AlignAvatarTiltWithCurrentDirectionOfMovement(Vector3 movementVector)
476 {
477 movementVector.Z = 0f;
478 float magnitude = (float)Math.Sqrt((double)(movementVector.X * movementVector.X + movementVector.Y * movementVector.Y));
479 if (magnitude < 0.1f) return;
480
481 // normalize the velocity vector
482 float invMagnitude = 1.0f / magnitude;
483 movementVector.X *= invMagnitude;
484 movementVector.Y *= invMagnitude;
485
486 // if we change the capsule heading too often, the capsule can fall down
487 // therefore we snap movement vector to just 1 of 4 predefined directions (ne, nw, se, sw),
488 // meaning only 4 possible capsule tilt orientations
489 if (movementVector.X > 0)
490 {
491 // east
492 if (movementVector.Y > 0)
493 {
494 // northeast
495 movementVector.X = (float)Math.Sqrt(2.0);
496 movementVector.Y = (float)Math.Sqrt(2.0);
497 }
498 else
499 {
500 // southeast
501 movementVector.X = (float)Math.Sqrt(2.0);
502 movementVector.Y = -(float)Math.Sqrt(2.0);
503 }
504 }
505 else
506 {
507 // west
508 if (movementVector.Y > 0)
509 {
510 // northwest
511 movementVector.X = -(float)Math.Sqrt(2.0);
512 movementVector.Y = (float)Math.Sqrt(2.0);
513 }
514 else
515 {
516 // southwest
517 movementVector.X = -(float)Math.Sqrt(2.0);
518 movementVector.Y = -(float)Math.Sqrt(2.0);
519 }
520 }
521
522
523 // movementVector.Z is zero
524
525 // calculate tilt components based on desired amount of tilt and current (snapped) heading.
526 // the "-" sign is to force the tilt to be OPPOSITE the direction of movement.
527 float xTiltComponent = -movementVector.X * m_tiltMagnitudeWhenProjectedOnXYPlane;
528 float yTiltComponent = -movementVector.Y * m_tiltMagnitudeWhenProjectedOnXYPlane;
529
530 //m_log.Debug("[PHYSICS] changing avatar tilt");
531 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, xTiltComponent);
532 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, xTiltComponent); // must be same as lowstop, else a different, spurious tilt is introduced
533 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, yTiltComponent);
534 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, yTiltComponent); // same as lowstop
535 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, 0f);
536 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f); // same as lowstop
537 }
538
539 /// <summary>
540 /// This creates the Avatar's physical Surrogate at the position supplied
541 /// </summary>
542 /// <param name="npositionX"></param>
543 /// <param name="npositionY"></param>
544 /// <param name="npositionZ"></param>
545
546 // WARNING: This MUST NOT be called outside of ProcessTaints, else we can have unsynchronized access
547 // to ODE internals. ProcessTaints is called from within thread-locked Simulate(), so it is the only
548 // place that is safe to call this routine AvatarGeomAndBodyCreation.
549 private void AvatarGeomAndBodyCreation(float npositionX, float npositionY, float npositionZ, float tensor)
550 {
551 //CAPSULE_LENGTH = -5;
552 //CAPSULE_RADIUS = -5;
553 int dAMotorEuler = 1;
554 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
555 if (CAPSULE_LENGTH <= 0)
556 {
557 m_log.Warn("[PHYSICS]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!");
558 CAPSULE_LENGTH = 0.01f;
559
560 }
561
562 if (CAPSULE_RADIUS <= 0)
563 {
564 m_log.Warn("[PHYSICS]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!");
565 CAPSULE_RADIUS = 0.01f;
566
567 }
568 Shell = d.CreateCapsule(_parent_scene.space, CAPSULE_RADIUS, CAPSULE_LENGTH);
569
570 d.GeomSetCategoryBits(Shell, (int)m_collisionCategories);
571 d.GeomSetCollideBits(Shell, (int)m_collisionFlags);
572
573 d.MassSetCapsuleTotal(out ShellMass, m_mass, 2, CAPSULE_RADIUS, CAPSULE_LENGTH);
574 Body = d.BodyCreate(_parent_scene.world);
575 d.BodySetPosition(Body, npositionX, npositionY, npositionZ);
576
577 _position.X = npositionX;
578 _position.Y = npositionY;
579 _position.Z = npositionZ;
580
581
582 m_taintPosition.X = npositionX;
583 m_taintPosition.Y = npositionY;
584 m_taintPosition.Z = npositionZ;
585
586 d.BodySetMass(Body, ref ShellMass);
587 d.Matrix3 m_caprot;
588 // 90 Stand up on the cap of the capped cyllinder
589 if (_parent_scene.IsAvCapsuleTilted)
590 {
591 d.RFromAxisAndAngle(out m_caprot, 1, 0, 1, (float)(Math.PI / 2));
592 }
593 else
594 {
595 d.RFromAxisAndAngle(out m_caprot, 0, 0, 1, (float)(Math.PI / 2));
596 }
597
598
599 d.GeomSetRotation(Shell, ref m_caprot);
600 d.BodySetRotation(Body, ref m_caprot);
601
602 d.GeomSetBody(Shell, Body);
603
604
605 // The purpose of the AMotor here is to keep the avatar's physical
606 // surrogate from rotating while moving
607 Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
608 d.JointAttach(Amotor, Body, IntPtr.Zero);
609 d.JointSetAMotorMode(Amotor, dAMotorEuler);
610 d.JointSetAMotorNumAxes(Amotor, 3);
611 d.JointSetAMotorAxis(Amotor, 0, 0, 1, 0, 0);
612 d.JointSetAMotorAxis(Amotor, 1, 0, 0, 1, 0);
613 d.JointSetAMotorAxis(Amotor, 2, 0, 0, 0, 1);
614 d.JointSetAMotorAngle(Amotor, 0, 0);
615 d.JointSetAMotorAngle(Amotor, 1, 0);
616 d.JointSetAMotorAngle(Amotor, 2, 0);
617
618 // These lowstops and high stops are effectively (no wiggle room)
619 if (_parent_scene.IsAvCapsuleTilted)
620 {
621 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, -0.000000000001f);
622 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -0.000000000001f);
623 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, -0.000000000001f);
624 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0.000000000001f);
625 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0.000000000001f);
626 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0.000000000001f);
627 }
628 else
629 {
630 #region Documentation of capsule motor LowStop and HighStop parameters
631 // Intentionally introduce some tilt into the capsule by setting
632 // the motor stops to small epsilon values. This small tilt prevents
633 // the capsule from falling into the terrain; a straight-up capsule
634 // (with -0..0 motor stops) falls into the terrain for reasons yet
635 // to be comprehended in their entirety.
636 #endregion
637 AlignAvatarTiltWithCurrentDirectionOfMovement(Vector3.Zero);
638 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, 0.08f);
639 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -0f);
640 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, 0.08f);
641 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0.08f); // must be same as lowstop, else a different, spurious tilt is introduced
642 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f); // same as lowstop
643 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0.08f); // same as lowstop
644 }
645
646 // Fudge factor is 1f by default, we're setting it to 0. We don't want it to Fudge or the
647 // capped cyllinder will fall over
648 d.JointSetAMotorParam(Amotor, (int)dParam.FudgeFactor, 0f);
649 d.JointSetAMotorParam(Amotor, (int)dParam.FMax, tensor);
650
651 //d.Matrix3 bodyrotation = d.BodyGetRotation(Body);
652 //d.QfromR(
653 //d.Matrix3 checkrotation = new d.Matrix3(0.7071068,0.5, -0.7071068,
654 //
655 //m_log.Info("[PHYSICSAV]: Rotation: " + bodyrotation.M00 + " : " + bodyrotation.M01 + " : " + bodyrotation.M02 + " : " + bodyrotation.M10 + " : " + bodyrotation.M11 + " : " + bodyrotation.M12 + " : " + bodyrotation.M20 + " : " + bodyrotation.M21 + " : " + bodyrotation.M22);
656 //standupStraight();
657 }
658
659 //
660 /// <summary>
661 /// Uses the capped cyllinder volume formula to calculate the avatar's mass.
662 /// This may be used in calculations in the scene/scenepresence
663 /// </summary>
664 public override float Mass
665 {
666 get
667 {
668 float AVvolume = (float) (Math.PI*Math.Pow(CAPSULE_RADIUS, 2)*CAPSULE_LENGTH);
669 return m_density*AVvolume;
670 }
671 }
672 public override void link(PhysicsActor obj)
673 {
674
675 }
676
677 public override void delink()
678 {
679
680 }
681
682 public override void LockAngularMotion(Vector3 axis)
683 {
684
685 }
686
687// This code is very useful. Written by DanX0r. We're just not using it right now.
688// Commented out to prevent a warning.
689//
690// private void standupStraight()
691// {
692// // The purpose of this routine here is to quickly stabilize the Body while it's popped up in the air.
693// // The amotor needs a few seconds to stabilize so without it, the avatar shoots up sky high when you
694// // change appearance and when you enter the simulator
695// // After this routine is done, the amotor stabilizes much quicker
696// d.Vector3 feet;
697// d.Vector3 head;
698// d.BodyGetRelPointPos(Body, 0.0f, 0.0f, -1.0f, out feet);
699// d.BodyGetRelPointPos(Body, 0.0f, 0.0f, 1.0f, out head);
700// float posture = head.Z - feet.Z;
701
702// // restoring force proportional to lack of posture:
703// float servo = (2.5f - posture) * POSTURE_SERVO;
704// d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, servo, 0.0f, 0.0f, 1.0f);
705// d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, -servo, 0.0f, 0.0f, -1.0f);
706// //d.Matrix3 bodyrotation = d.BodyGetRotation(Body);
707// //m_log.Info("[PHYSICSAV]: Rotation: " + bodyrotation.M00 + " : " + bodyrotation.M01 + " : " + bodyrotation.M02 + " : " + bodyrotation.M10 + " : " + bodyrotation.M11 + " : " + bodyrotation.M12 + " : " + bodyrotation.M20 + " : " + bodyrotation.M21 + " : " + bodyrotation.M22);
708// }
709
710 public override Vector3 Force
711 {
712 get { return _target_velocity; }
713 set { return; }
714 }
715
716 public override int VehicleType
717 {
718 get { return 0; }
719 set { return; }
720 }
721
722 public override void VehicleFloatParam(int param, float value)
723 {
724
725 }
726
727 public override void VehicleVectorParam(int param, Vector3 value)
728 {
729
730 }
731
732 public override void VehicleRotationParam(int param, Quaternion rotation)
733 {
734
735 }
736
737 public override void VehicleFlags(int flags, bool remove)
738 {
739 }
740
741 public override void SetVolumeDetect(int param)
742 {
743
744 }
745
746 public override Vector3 CenterOfMass
747 {
748 get { return Vector3.Zero; }
749 }
750
751 public override Vector3 GeometricCenter
752 {
753 get { return Vector3.Zero; }
754 }
755
756 public override PrimitiveBaseShape Shape
757 {
758 set { return; }
759 }
760
761 public override Vector3 Velocity
762 {
763 get {
764 // There's a problem with Vector3.Zero! Don't Use it Here!
765 if (_zeroFlag)
766 return Vector3.Zero;
767 m_lastUpdateSent = false;
768 return _velocity;
769 }
770 set
771 {
772 if (value.IsFinite())
773 {
774 m_pidControllerActive = true;
775 _target_velocity = value;
776 }
777 else
778 {
779 m_log.Warn("[PHYSICS]: Got a NaN velocity from Scene in a Character");
780 }
781 }
782 }
783
784 public override Vector3 Torque
785 {
786 get { return Vector3.Zero; }
787 set { return; }
788 }
789
790 public override float CollisionScore
791 {
792 get { return 0f; }
793 set { }
794 }
795
796 public override bool Kinematic
797 {
798 get { return false; }
799 set { }
800 }
801
802 public override Quaternion Orientation
803 {
804 get { return Quaternion.Identity; }
805 set {
806 //Matrix3 or = Orientation.ToRotationMatrix();
807 //d.Matrix3 ord = new d.Matrix3(or.m00, or.m10, or.m20, or.m01, or.m11, or.m21, or.m02, or.m12, or.m22);
808 //d.BodySetRotation(Body, ref ord);
809 }
810 }
811
812 public override Vector3 Acceleration
813 {
814 get { return _acceleration; }
815 }
816
817 public void SetAcceleration(Vector3 accel)
818 {
819 m_pidControllerActive = true;
820 _acceleration = accel;
821 }
822
823 /// <summary>
824 /// Adds the force supplied to the Target Velocity
825 /// The PID controller takes this target velocity and tries to make it a reality
826 /// </summary>
827 /// <param name="force"></param>
828 public override void AddForce(Vector3 force, bool pushforce)
829 {
830 if (force.IsFinite())
831 {
832 if (pushforce)
833 {
834 m_pidControllerActive = false;
835 force *= 100f;
836 doForce(force);
837 // If uncommented, things get pushed off world
838 //
839 // m_log.Debug("Push!");
840 // _target_velocity.X += force.X;
841 // _target_velocity.Y += force.Y;
842 // _target_velocity.Z += force.Z;
843 }
844 else
845 {
846 m_pidControllerActive = true;
847 _target_velocity.X += force.X;
848 _target_velocity.Y += force.Y;
849 _target_velocity.Z += force.Z;
850 }
851 }
852 else
853 {
854 m_log.Warn("[PHYSICS]: Got a NaN force applied to a Character");
855 }
856 //m_lastUpdateSent = false;
857 }
858
859 public override void AddAngularForce(Vector3 force, bool pushforce)
860 {
861
862 }
863
864 /// <summary>
865 /// After all of the forces add up with 'add force' we apply them with doForce
866 /// </summary>
867 /// <param name="force"></param>
868 public void doForce(Vector3 force)
869 {
870 if (!collidelock)
871 {
872 d.BodyAddForce(Body, force.X, force.Y, force.Z);
873 //d.BodySetRotation(Body, ref m_StandUpRotation);
874 //standupStraight();
875
876 }
877 }
878
879 public override void SetMomentum(Vector3 momentum)
880 {
881 }
882
883
884 /// <summary>
885 /// Called from Simulate
886 /// This is the avatar's movement control + PID Controller
887 /// </summary>
888 /// <param name="timeStep"></param>
889 public void Move(float timeStep, List<OdeCharacter> defects)
890 {
891 // no lock; for now it's only called from within Simulate()
892
893 // If the PID Controller isn't active then we set our force
894 // calculating base velocity to the current position
895
896 if (Body == IntPtr.Zero)
897 return;
898
899 if (m_pidControllerActive == false)
900 {
901 _zeroPosition = d.BodyGetPosition(Body);
902 }
903 //PidStatus = true;
904
905 d.Vector3 localpos = d.BodyGetPosition(Body);
906 Vector3 localPos = new Vector3(localpos.X, localpos.Y, localpos.Z);
907
908 if (!localPos.IsFinite())
909 {
910
911 m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
912 defects.Add(this);
913 // _parent_scene.RemoveCharacter(this);
914
915 // destroy avatar capsule and related ODE data
916 if (Amotor != IntPtr.Zero)
917 {
918 // Kill the Amotor
919 d.JointDestroy(Amotor);
920 Amotor = IntPtr.Zero;
921 }
922
923 //kill the Geometry
924 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
925
926 if (Body != IntPtr.Zero)
927 {
928 //kill the body
929 d.BodyDestroy(Body);
930
931 Body = IntPtr.Zero;
932 }
933
934 if (Shell != IntPtr.Zero)
935 {
936 d.GeomDestroy(Shell);
937 _parent_scene.geom_name_map.Remove(Shell);
938 Shell = IntPtr.Zero;
939 }
940
941 return;
942 }
943
944 Vector3 vec = Vector3.Zero;
945 d.Vector3 vel = d.BodyGetLinearVel(Body);
946
947 float movementdivisor = 1f;
948
949 if (!m_alwaysRun)
950 {
951 movementdivisor = walkDivisor;
952 }
953 else
954 {
955 movementdivisor = runDivisor;
956 }
957
958 // if velocity is zero, use position control; otherwise, velocity control
959 if (_target_velocity.X == 0.0f && _target_velocity.Y == 0.0f && _target_velocity.Z == 0.0f && m_iscolliding)
960 {
961 // keep track of where we stopped. No more slippin' & slidin'
962 if (!_zeroFlag)
963 {
964 _zeroFlag = true;
965 _zeroPosition = d.BodyGetPosition(Body);
966 }
967 if (m_pidControllerActive)
968 {
969 // We only want to deactivate the PID Controller if we think we want to have our surrogate
970 // react to the physics scene by moving it's position.
971 // Avatar to Avatar collisions
972 // Prim to avatar collisions
973
974 d.Vector3 pos = d.BodyGetPosition(Body);
975 float errX = _zeroPosition.X - pos.X;
976 float errY = _zeroPosition.Y - pos.Y;
977 if( (Math.Abs(errX) > 0.1f) || (Math.Abs(errY) > 0.1f) )
978 {
979 vec.X = (_target_velocity.X - vel.X) * (PID_D) + (errX) * (PID_P * 2);
980 vec.Y = (_target_velocity.Y - vel.Y) * (PID_D) + (errY) * (PID_P * 2);
981 }
982 else
983 { // close, jump to lateral destination
984 d.BodySetPosition(Body, _zeroPosition.X, _zeroPosition.Y, pos.Z);
985 }
986 if (flying)
987 {
988 vec.Z = (_target_velocity.Z - vel.Z) * (PID_D) + (_zeroPosition.Z - pos.Z) * PID_P;
989 }
990 }
991 //PidStatus = true;
992 }
993 else
994 {
995 m_pidControllerActive = true;
996 _zeroFlag = false;
997 if (m_iscolliding && !flying)
998 {
999 // We're standing on something
1000 vec.X = ((_target_velocity.X / movementdivisor) - vel.X) * (PID_D);
1001 vec.Y = ((_target_velocity.Y / movementdivisor) - vel.Y) * (PID_D);
1002 }
1003 else if (m_iscolliding && flying)
1004 {
1005 // We're flying and colliding with something
1006 vec.X = ((_target_velocity.X/movementdivisor) - vel.X)*(PID_D / 16);
1007 vec.Y = ((_target_velocity.Y/movementdivisor) - vel.Y)*(PID_D / 16);
1008 }
1009 else if (!m_iscolliding && flying)
1010 {
1011 // we're in mid air suspended
1012 vec.X = ((_target_velocity.X / movementdivisor) - vel.X) * (PID_D/6);
1013 vec.Y = ((_target_velocity.Y / movementdivisor) - vel.Y) * (PID_D/6);
1014 }
1015
1016 if (m_iscolliding && !flying && _target_velocity.Z > 0.0f)
1017 {
1018 // We're colliding with something and we're not flying but we're moving
1019 // This means we're walking or running.
1020 d.Vector3 pos = d.BodyGetPosition(Body);
1021 vec.Z = (_target_velocity.Z - vel.Z)*PID_D + (_zeroPosition.Z - pos.Z)*PID_P;
1022 if (_target_velocity.X > 0)
1023 {
1024 vec.X = ((_target_velocity.X - vel.X)/1.2f)*PID_D;
1025 }
1026 if (_target_velocity.Y > 0)
1027 {
1028 vec.Y = ((_target_velocity.Y - vel.Y)/1.2f)*PID_D;
1029 }
1030 }
1031 else if (!m_iscolliding && !flying)
1032 {
1033 // we're not colliding and we're not flying so that means we're falling!
1034 // m_iscolliding includes collisions with the ground.
1035
1036 // d.Vector3 pos = d.BodyGetPosition(Body);
1037 if (Math.Abs(_target_velocity.X) > 0)
1038 {
1039 vec.X = ((_target_velocity.X - vel.X)/1.2f)*PID_D;
1040 }
1041 if (Math.Abs(_target_velocity.Y) > 0)
1042 {
1043 vec.Y = ((_target_velocity.Y - vel.Y)/1.2f)*PID_D;
1044 }
1045 }
1046
1047 if (flying)
1048 {
1049 vec.Z = (_target_velocity.Z - vel.Z) * (PID_D);
1050 }
1051 }
1052 if (flying)
1053 {
1054 vec.Z += ((-1 * _parent_scene.gravityz)*m_mass);
1055
1056 //Added for auto fly height. Kitto Flora
1057 //d.Vector3 pos = d.BodyGetPosition(Body);
1058 float target_altitude = _parent_scene.GetTerrainHeightAtXY(_position.X, _position.Y) + MinimumGroundFlightOffset;
1059
1060 if (_position.Z < target_altitude)
1061 {
1062 vec.Z += (target_altitude - _position.Z) * PID_P * 5.0f;
1063 }
1064 // end add Kitto Flora
1065 }
1066 if (vec.IsFinite())
1067 {
1068 if (!vec.ApproxEquals(Vector3.Zero, 0.01f))
1069 {
1070 doForce(vec);
1071 if (!_zeroFlag)
1072 {
1073 AlignAvatarTiltWithCurrentDirectionOfMovement(vec);
1074 }
1075 }
1076 }
1077 else
1078 {
1079 m_log.Warn("[PHYSICS]: Got a NaN force vector in Move()");
1080 m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
1081 defects.Add(this);
1082 // _parent_scene.RemoveCharacter(this);
1083 // destroy avatar capsule and related ODE data
1084 if (Amotor != IntPtr.Zero)
1085 {
1086 // Kill the Amotor
1087 d.JointDestroy(Amotor);
1088 Amotor = IntPtr.Zero;
1089 }
1090 //kill the Geometry
1091 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
1092
1093 if (Body != IntPtr.Zero)
1094 {
1095 //kill the body
1096 d.BodyDestroy(Body);
1097
1098 Body = IntPtr.Zero;
1099 }
1100
1101 if (Shell != IntPtr.Zero)
1102 {
1103 d.GeomDestroy(Shell);
1104 _parent_scene.geom_name_map.Remove(Shell);
1105 Shell = IntPtr.Zero;
1106 }
1107 }
1108 }
1109
1110 /// <summary>
1111 /// Updates the reported position and velocity. This essentially sends the data up to ScenePresence.
1112 /// </summary>
1113 public void UpdatePositionAndVelocity()
1114 {
1115 // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit!
1116 d.Vector3 vec;
1117 try
1118 {
1119 vec = d.BodyGetPosition(Body);
1120 }
1121 catch (NullReferenceException)
1122 {
1123 bad = true;
1124 _parent_scene.BadCharacter(this);
1125 vec = new d.Vector3(_position.X, _position.Y, _position.Z);
1126 base.RaiseOutOfBounds(_position); // Tells ScenePresence that there's a problem!
1127 m_log.WarnFormat("[ODEPLUGIN]: Avatar Null reference for Avatar {0}, physical actor {1}", m_name, m_uuid);
1128 }
1129
1130
1131 // kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!)
1132 if (vec.X < 0.0f) vec.X = 0.0f;
1133 if (vec.Y < 0.0f) vec.Y = 0.0f;
1134 if (vec.X > (int)_parent_scene.WorldExtents.X - 0.05f) vec.X = (int)_parent_scene.WorldExtents.X - 0.05f;
1135 if (vec.Y > (int)_parent_scene.WorldExtents.Y - 0.05f) vec.Y = (int)_parent_scene.WorldExtents.Y - 0.05f;
1136
1137 _position.X = vec.X;
1138 _position.Y = vec.Y;
1139 _position.Z = vec.Z;
1140
1141 // Did we move last? = zeroflag
1142 // This helps keep us from sliding all over
1143
1144 if (_zeroFlag)
1145 {
1146 _velocity.X = 0.0f;
1147 _velocity.Y = 0.0f;
1148 _velocity.Z = 0.0f;
1149
1150 // Did we send out the 'stopped' message?
1151 if (!m_lastUpdateSent)
1152 {
1153 m_lastUpdateSent = true;
1154 //base.RequestPhysicsterseUpdate();
1155
1156 }
1157 }
1158 else
1159 {
1160 m_lastUpdateSent = false;
1161 try
1162 {
1163 vec = d.BodyGetLinearVel(Body);
1164 }
1165 catch (NullReferenceException)
1166 {
1167 vec.X = _velocity.X;
1168 vec.Y = _velocity.Y;
1169 vec.Z = _velocity.Z;
1170 }
1171 _velocity.X = (vec.X);
1172 _velocity.Y = (vec.Y);
1173
1174 _velocity.Z = (vec.Z);
1175
1176 if (_velocity.Z < -6 && !m_hackSentFall)
1177 {
1178 m_hackSentFall = true;
1179 m_pidControllerActive = false;
1180 }
1181 else if (flying && !m_hackSentFly)
1182 {
1183 //m_hackSentFly = true;
1184 //base.SendCollisionUpdate(new CollisionEventUpdate());
1185 }
1186 else
1187 {
1188 m_hackSentFly = false;
1189 m_hackSentFall = false;
1190 }
1191 }
1192 }
1193
1194 /// <summary>
1195 /// Cleanup the things we use in the scene.
1196 /// </summary>
1197 public void Destroy()
1198 {
1199 m_tainted_isPhysical = false;
1200 _parent_scene.AddPhysicsActorTaint(this);
1201 }
1202
1203 public override void CrossingFailure()
1204 {
1205 }
1206
1207 public override Vector3 PIDTarget { set { return; } }
1208 public override bool PIDActive { set { return; } }
1209 public override float PIDTau { set { return; } }
1210
1211 public override float PIDHoverHeight { set { return; } }
1212 public override bool PIDHoverActive { set { return; } }
1213 public override PIDHoverType PIDHoverType { set { return; } }
1214 public override float PIDHoverTau { set { return; } }
1215
1216 public override Quaternion APIDTarget{ set { return; } }
1217
1218 public override bool APIDActive{ set { return; } }
1219
1220 public override float APIDStrength{ set { return; } }
1221
1222 public override float APIDDamping{ set { return; } }
1223
1224
1225 public override void SubscribeEvents(int ms)
1226 {
1227 m_requestedUpdateFrequency = ms;
1228 m_eventsubscription = ms;
1229 _parent_scene.addCollisionEventReporting(this);
1230 }
1231 public override void UnSubscribeEvents()
1232 {
1233 _parent_scene.remCollisionEventReporting(this);
1234 m_requestedUpdateFrequency = 0;
1235 m_eventsubscription = 0;
1236 }
1237 public void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
1238 {
1239 if (m_eventsubscription > 0)
1240 {
1241 CollisionEventsThisFrame.addCollider(CollidedWith, contact);
1242 }
1243 }
1244
1245 public void SendCollisions()
1246 {
1247 if (m_eventsubscription > m_requestedUpdateFrequency)
1248 {
1249 if (CollisionEventsThisFrame != null)
1250 {
1251 base.SendCollisionUpdate(CollisionEventsThisFrame);
1252 }
1253 CollisionEventsThisFrame = new CollisionEventUpdate();
1254 m_eventsubscription = 0;
1255 }
1256 }
1257 public override bool SubscribedEvents()
1258 {
1259 if (m_eventsubscription > 0)
1260 return true;
1261 return false;
1262 }
1263
1264 public void ProcessTaints(float timestep)
1265 {
1266
1267 if (m_tainted_isPhysical != m_isPhysical)
1268 {
1269 if (m_tainted_isPhysical)
1270 {
1271 // Create avatar capsule and related ODE data
1272 if (!(Shell == IntPtr.Zero && Body == IntPtr.Zero && Amotor == IntPtr.Zero))
1273 {
1274 m_log.Warn("[PHYSICS]: re-creating the following avatar ODE data, even though it already exists - "
1275 + (Shell!=IntPtr.Zero ? "Shell ":"")
1276 + (Body!=IntPtr.Zero ? "Body ":"")
1277 + (Amotor!=IntPtr.Zero ? "Amotor ":""));
1278 }
1279 AvatarGeomAndBodyCreation(_position.X, _position.Y, _position.Z, m_tensor);
1280
1281 _parent_scene.geom_name_map[Shell] = m_name;
1282 _parent_scene.actor_name_map[Shell] = (PhysicsActor)this;
1283 _parent_scene.AddCharacter(this);
1284 }
1285 else
1286 {
1287 _parent_scene.RemoveCharacter(this);
1288 // destroy avatar capsule and related ODE data
1289 if (Amotor != IntPtr.Zero)
1290 {
1291 // Kill the Amotor
1292 d.JointDestroy(Amotor);
1293 Amotor = IntPtr.Zero;
1294 }
1295 //kill the Geometry
1296 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
1297
1298 if (Body != IntPtr.Zero)
1299 {
1300 //kill the body
1301 d.BodyDestroy(Body);
1302
1303 Body = IntPtr.Zero;
1304 }
1305
1306 if (Shell != IntPtr.Zero)
1307 {
1308 d.GeomDestroy(Shell);
1309 _parent_scene.geom_name_map.Remove(Shell);
1310 Shell = IntPtr.Zero;
1311 }
1312
1313 }
1314
1315 m_isPhysical = m_tainted_isPhysical;
1316 }
1317
1318 if (m_tainted_CAPSULE_LENGTH != CAPSULE_LENGTH)
1319 {
1320 if (Shell != IntPtr.Zero && Body != IntPtr.Zero && Amotor != IntPtr.Zero)
1321 {
1322
1323 m_pidControllerActive = true;
1324 // no lock needed on _parent_scene.OdeLock because we are called from within the thread lock in OdePlugin's simulate()
1325 d.JointDestroy(Amotor);
1326 float prevCapsule = CAPSULE_LENGTH;
1327 CAPSULE_LENGTH = m_tainted_CAPSULE_LENGTH;
1328 //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
1329 d.BodyDestroy(Body);
1330 d.GeomDestroy(Shell);
1331 AvatarGeomAndBodyCreation(_position.X, _position.Y,
1332 _position.Z + (Math.Abs(CAPSULE_LENGTH - prevCapsule) * 2), m_tensor);
1333 Velocity = Vector3.Zero;
1334
1335 _parent_scene.geom_name_map[Shell] = m_name;
1336 _parent_scene.actor_name_map[Shell] = (PhysicsActor)this;
1337 }
1338 else
1339 {
1340 m_log.Warn("[PHYSICS]: trying to change capsule size, but the following ODE data is missing - "
1341 + (Shell==IntPtr.Zero ? "Shell ":"")
1342 + (Body==IntPtr.Zero ? "Body ":"")
1343 + (Amotor==IntPtr.Zero ? "Amotor ":""));
1344 }
1345 }
1346
1347 if (!m_taintPosition.ApproxEquals(_position, 0.05f))
1348 {
1349 if (Body != IntPtr.Zero)
1350 {
1351 d.BodySetPosition(Body, m_taintPosition.X, m_taintPosition.Y, m_taintPosition.Z);
1352
1353 _position.X = m_taintPosition.X;
1354 _position.Y = m_taintPosition.Y;
1355 _position.Z = m_taintPosition.Z;
1356 }
1357 }
1358
1359 }
1360
1361 internal void AddCollisionFrameTime(int p)
1362 {
1363 // protect it from overflow crashing
1364 if (m_eventsubscription + p >= int.MaxValue)
1365 m_eventsubscription = 0;
1366 m_eventsubscription += p;
1367 }
1368 }
1369}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs
new file mode 100644
index 0000000..7ce01dc
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs
@@ -0,0 +1,3916 @@
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_taintforce = false;
135 private bool m_taintaddangularforce = false;
136 private Vector3 m_force;
137 private List<Vector3> m_forcelist = new List<Vector3>();
138 private List<Vector3> m_angularforcelist = new List<Vector3>();
139
140 private IMesh _mesh;
141 private PrimitiveBaseShape _pbs;
142 private OdeScene _parent_scene;
143 public IntPtr m_targetSpace = IntPtr.Zero;
144 public IntPtr prim_geom;
145 public IntPtr prev_geom;
146 public IntPtr _triMeshData;
147
148 private IntPtr _linkJointGroup = IntPtr.Zero;
149 private PhysicsActor _parent;
150 private PhysicsActor m_taintparent;
151
152 private List<OdePrim> childrenPrim = new List<OdePrim>();
153
154 private bool iscolliding;
155 private bool m_isphysical;
156 private bool m_isSelected;
157
158 internal bool m_isVolumeDetect; // If true, this prim only detects collisions but doesn't collide actively
159
160 private bool m_throttleUpdates;
161 private int throttleCounter;
162 public int m_interpenetrationcount;
163 public float m_collisionscore;
164 public int m_roundsUnderMotionThreshold;
165 private int m_crossingfailures;
166
167 public bool outofBounds;
168 private float m_density = 10.000006836f; // Aluminum g/cm3;
169
170 public bool _zeroFlag; // if body has been stopped
171 private bool m_lastUpdateSent;
172
173 public IntPtr Body = IntPtr.Zero;
174 public String m_primName;
175 private Vector3 _target_velocity;
176 public d.Mass pMass;
177
178 public int m_eventsubscription;
179 private CollisionEventUpdate CollisionEventsThisFrame;
180
181 private IntPtr m_linkJoint = IntPtr.Zero;
182
183 public volatile bool childPrim;
184
185 internal int m_material = (int)Material.Wood;
186
187 private int frcount = 0; // Used to limit dynamics debug output to
188 private int revcount = 0; // Reverse motion while > 0
189
190 private IntPtr m_body = IntPtr.Zero;
191
192 // Vehicle properties ============================================================================================
193 private Vehicle m_type = Vehicle.TYPE_NONE; // If a 'VEHICLE', and what kind
194 // private Quaternion m_referenceFrame = Quaternion.Identity; // Axis modifier
195 private VehicleFlag m_flags = (VehicleFlag) 0; // Bit settings:
196 // HOVER_TERRAIN_ONLY
197 // HOVER_GLOBAL_HEIGHT
198 // NO_DEFLECTION_UP
199 // HOVER_WATER_ONLY
200 // HOVER_UP_ONLY
201 // LIMIT_MOTOR_UP
202 // LIMIT_ROLL_ONLY
203
204 // Linear properties
205 private Vector3 m_linearMotorDirection = Vector3.Zero; // (was m_linearMotorDirectionLASTSET) the (local) Velocity
206 //requested by LSL
207 private float m_linearMotorTimescale = 0; // Motor Attack rate set by LSL
208 private float m_linearMotorDecayTimescale = 0; // Motor Decay rate set by LSL
209 private Vector3 m_linearFrictionTimescale = Vector3.Zero; // General Friction set by LSL
210
211 private Vector3 m_lLinMotorDVel = Vector3.Zero; // decayed motor
212 private Vector3 m_lLinObjectVel = Vector3.Zero; // local frame object velocity
213 private Vector3 m_wLinObjectVel = Vector3.Zero; // world frame object velocity
214
215 //Angular properties
216 private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor
217
218 private float m_angularMotorTimescale = 0; // motor angular Attack rate set by LSL
219 private float m_angularMotorDecayTimescale = 0; // motor angular Decay rate set by LSL
220 private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular Friction set by LSL
221
222 private Vector3 m_angularMotorDVel = Vector3.Zero; // decayed angular motor
223// private Vector3 m_angObjectVel = Vector3.Zero; // current body angular velocity
224 private Vector3 m_lastAngularVelocity = Vector3.Zero; // what was last applied to body
225
226 //Deflection properties
227 // private float m_angularDeflectionEfficiency = 0;
228 // private float m_angularDeflectionTimescale = 0;
229 // private float m_linearDeflectionEfficiency = 0;
230 // private float m_linearDeflectionTimescale = 0;
231
232 //Banking properties
233 // private float m_bankingEfficiency = 0;
234 // private float m_bankingMix = 0;
235 // private float m_bankingTimescale = 0;
236
237 //Hover and Buoyancy properties
238 private float m_VhoverHeight = 0f;
239// private float m_VhoverEfficiency = 0f;
240 private float m_VhoverTimescale = 0f;
241 private float m_VhoverTargetHeight = -1.0f; // if <0 then no hover, else its the current target height
242 private float m_VehicleBuoyancy = 0f; // Set by VEHICLE_BUOYANCY, for a vehicle.
243 // Modifies gravity. Slider between -1 (double-gravity) and 1 (full anti-gravity)
244 // KF: So far I have found no good method to combine a script-requested .Z velocity and gravity.
245 // Therefore only m_VehicleBuoyancy=1 (0g) will use the script-requested .Z velocity.
246
247 //Attractor properties
248 private float m_verticalAttractionEfficiency = 1.0f; // damped
249 private float m_verticalAttractionTimescale = 500f; // Timescale > 300 means no vert attractor.
250
251
252
253
254
255
256 public OdePrim(String primName, OdeScene parent_scene, Vector3 pos, Vector3 size,
257 Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool pisPhysical, CollisionLocker dode)
258 {
259 ode = dode;
260 if (!pos.IsFinite())
261 {
262 pos = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f),
263 parent_scene.GetTerrainHeightAtXY(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f)) + 0.5f);
264 m_log.Warn("[PHYSICS]: Got nonFinite Object create Position");
265 }
266
267 _position = pos;
268 m_taintposition = pos;
269 PID_D = parent_scene.bodyPIDD;
270 PID_G = parent_scene.bodyPIDG;
271 m_density = parent_scene.geomDefaultDensity;
272 // m_tensor = parent_scene.bodyMotorJointMaxforceTensor;
273 body_autodisable_frames = parent_scene.bodyFramesAutoDisable;
274
275
276 prim_geom = IntPtr.Zero;
277 prev_geom = IntPtr.Zero;
278
279 if (!pos.IsFinite())
280 {
281 size = new Vector3(0.5f, 0.5f, 0.5f);
282 m_log.Warn("[PHYSICS]: Got nonFinite Object create Size");
283 }
284
285 if (size.X <= 0) size.X = 0.01f;
286 if (size.Y <= 0) size.Y = 0.01f;
287 if (size.Z <= 0) size.Z = 0.01f;
288
289 _size = size;
290 m_taintsize = _size;
291
292 if (!QuaternionIsFinite(rotation))
293 {
294 rotation = Quaternion.Identity;
295 m_log.Warn("[PHYSICS]: Got nonFinite Object create Rotation");
296 }
297
298 _orientation = rotation;
299 m_taintrot = _orientation;
300 _mesh = mesh;
301 _pbs = pbs;
302
303 _parent_scene = parent_scene;
304 m_targetSpace = (IntPtr)0;
305
306// if (pos.Z < 0)
307 if (pos.Z < parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y))
308 m_isphysical = false;
309 else
310 {
311 m_isphysical = pisPhysical;
312 // If we're physical, we need to be in the master space for now.
313 // linksets *should* be in a space together.. but are not currently
314 if (m_isphysical)
315 m_targetSpace = _parent_scene.space;
316 }
317 m_primName = primName;
318 m_taintadd = true;
319 _parent_scene.AddPhysicsActorTaint(this);
320 // don't do .add() here; old geoms get recycled with the same hash
321 }
322
323 public override int PhysicsActorType
324 {
325 get { return (int) ActorTypes.Prim; }
326 set { return; }
327 }
328
329 public override bool SetAlwaysRun
330 {
331 get { return false; }
332 set { return; }
333 }
334
335 public override uint LocalID
336 {
337 set {
338 //m_log.Info("[PHYSICS]: Setting TrackerID: " + value);
339 m_localID = value; }
340 }
341
342 public override bool Grabbed
343 {
344 set { return; }
345 }
346
347 public override bool Selected
348 {
349 set {
350
351//Console.WriteLine("Sel {0} {1} {2}", m_primName, value, m_isphysical);
352 // This only makes the object not collidable if the object
353 // is physical or the object is modified somehow *IN THE FUTURE*
354 // without this, if an avatar selects prim, they can walk right
355 // through it while it's selected
356 m_collisionscore = 0;
357 if ((m_isphysical && !_zeroFlag) || !value)
358 {
359 m_taintselected = value;
360 _parent_scene.AddPhysicsActorTaint(this);
361 }
362 else
363 {
364 m_taintselected = value;
365 m_isSelected = value;
366 }
367 if(m_isSelected) disableBodySoft();
368 }
369 }
370
371 public override bool IsPhysical
372 {
373 get { return m_isphysical; }
374 set
375 {
376 m_isphysical = value;
377 if (!m_isphysical)
378 { // Zero the remembered last velocity
379 m_lastVelocity = Vector3.Zero;
380 if (m_type != Vehicle.TYPE_NONE) Halt();
381 }
382 }
383 }
384
385 public void setPrimForRemoval()
386 {
387 m_taintremove = true;
388 }
389
390 public override bool Flying
391 {
392 // no flying prims for you
393 get { return false; }
394 set { }
395 }
396
397 public override bool IsColliding
398 {
399 get { return iscolliding; }
400 set { iscolliding = value; }
401 }
402
403 public override bool CollidingGround
404 {
405 get { return false; }
406 set { return; }
407 }
408
409 public override bool CollidingObj
410 {
411 get { return false; }
412 set { return; }
413 }
414
415 public override bool ThrottleUpdates
416 {
417 get { return m_throttleUpdates; }
418 set { m_throttleUpdates = value; }
419 }
420
421 public override bool Stopped
422 {
423 get { return _zeroFlag; }
424 }
425
426 public override Vector3 Position
427 {
428 get { return _position; }
429
430 set { _position = value;
431 //m_log.Info("[PHYSICS]: " + _position.ToString());
432 }
433 }
434
435 public override Vector3 Size
436 {
437 get { return _size; }
438 set
439 {
440 if (value.IsFinite())
441 {
442 _size = value;
443 }
444 else
445 {
446 m_log.Warn("[PHYSICS]: Got NaN Size on object");
447 }
448 }
449 }
450
451 public override float Mass
452 {
453 get { return CalculateMass(); }
454 }
455
456 public override Vector3 Force
457 {
458 //get { return Vector3.Zero; }
459 get { return m_force; }
460 set
461 {
462 if (value.IsFinite())
463 {
464 m_force = value;
465 }
466 else
467 {
468 m_log.Warn("[PHYSICS]: NaN in Force Applied to an Object");
469 }
470 }
471 }
472
473 public override int VehicleType
474 {
475 get { return (int)m_type; }
476 set { ProcessTypeChange((Vehicle)value); }
477 }
478
479 public override void VehicleFloatParam(int param, float value)
480 {
481 ProcessFloatVehicleParam((Vehicle) param, value);
482 }
483
484 public override void VehicleVectorParam(int param, Vector3 value)
485 {
486 ProcessVectorVehicleParam((Vehicle) param, value);
487 }
488
489 public override void VehicleRotationParam(int param, Quaternion rotation)
490 {
491 ProcessRotationVehicleParam((Vehicle) param, rotation);
492 }
493
494 public override void VehicleFlags(int param, bool remove)
495 {
496 ProcessVehicleFlags(param, remove);
497 }
498
499 public override void SetVolumeDetect(int param)
500 {
501 lock (_parent_scene.OdeLock)
502 {
503 m_isVolumeDetect = (param!=0);
504 }
505 }
506
507 public override Vector3 CenterOfMass
508 {
509 get { return Vector3.Zero; }
510 }
511
512 public override Vector3 GeometricCenter
513 {
514 get { return Vector3.Zero; }
515 }
516
517 public override PrimitiveBaseShape Shape
518 {
519 set
520 {
521 _pbs = value;
522 m_taintshape = true;
523 }
524 }
525
526 public override Vector3 Velocity
527 {
528 get
529 {
530 // Averate previous velocity with the new one so
531 // client object interpolation works a 'little' better
532 if (_zeroFlag)
533 return Vector3.Zero;
534
535 Vector3 returnVelocity = Vector3.Zero;
536 returnVelocity.X = (m_lastVelocity.X + _velocity.X)/2;
537 returnVelocity.Y = (m_lastVelocity.Y + _velocity.Y)/2;
538 returnVelocity.Z = (m_lastVelocity.Z + _velocity.Z)/2;
539 return returnVelocity;
540 }
541 set
542 {
543 if (value.IsFinite())
544 {
545 _velocity = value;
546
547 m_taintVelocity = value;
548 _parent_scene.AddPhysicsActorTaint(this);
549 }
550 else
551 {
552 m_log.Warn("[PHYSICS]: Got NaN Velocity in Object");
553 }
554
555 }
556 }
557
558 public override Vector3 Torque
559 {
560 get
561 {
562 if (!m_isphysical || Body == IntPtr.Zero)
563 return Vector3.Zero;
564
565 return _torque;
566 }
567
568 set
569 {
570 if (value.IsFinite())
571 {
572 m_taintTorque = value;
573 _parent_scene.AddPhysicsActorTaint(this);
574 }
575 else
576 {
577 m_log.Warn("[PHYSICS]: Got NaN Torque in Object");
578 }
579 }
580 }
581
582 public override float CollisionScore
583 {
584 get { return m_collisionscore; }
585 set { m_collisionscore = value; }
586 }
587
588 public override bool Kinematic
589 {
590 get { return false; }
591 set { }
592 }
593
594 public override Quaternion Orientation
595 {
596 get { return _orientation; }
597 set
598 {
599 if (QuaternionIsFinite(value))
600 {
601 _orientation = value;
602 }
603 else
604 m_log.Warn("[PHYSICS]: Got NaN quaternion Orientation from Scene in Object");
605
606 }
607 }
608
609
610 public override bool FloatOnWater
611 {
612 set {
613 m_taintCollidesWater = value;
614 _parent_scene.AddPhysicsActorTaint(this);
615 }
616 }
617
618 public override void SetMomentum(Vector3 momentum)
619 {
620 }
621
622 public override Vector3 PIDTarget
623 {
624 set
625 {
626 if (value.IsFinite())
627 {
628 m_PIDTarget = value;
629 }
630 else
631 m_log.Warn("[PHYSICS]: Got NaN PIDTarget from Scene on Object");
632 }
633 }
634 public override bool PIDActive { set { m_usePID = value; } }
635 public override float PIDTau { set { m_PIDTau = value; } }
636
637 // For RotLookAt
638 public override Quaternion APIDTarget { set { m_APIDTarget = value; } }
639 public override bool APIDActive { set { m_useAPID = value; } }
640 public override float APIDStrength { set { m_APIDStrength = value; } }
641 public override float APIDDamping { set { m_APIDDamping = value; } }
642
643 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } }
644 public override bool PIDHoverActive { set { m_useHoverPID = value; } }
645 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } }
646 public override float PIDHoverTau { set { m_PIDHoverTau = value; } }
647
648 internal static bool QuaternionIsFinite(Quaternion q)
649 {
650 if (Single.IsNaN(q.X) || Single.IsInfinity(q.X))
651 return false;
652 if (Single.IsNaN(q.Y) || Single.IsInfinity(q.Y))
653 return false;
654 if (Single.IsNaN(q.Z) || Single.IsInfinity(q.Z))
655 return false;
656 if (Single.IsNaN(q.W) || Single.IsInfinity(q.W))
657 return false;
658 return true;
659 }
660
661 public override Vector3 Acceleration // client updates read data via here
662 {
663 get { return _acceleration; }
664 }
665
666
667 public void SetAcceleration(Vector3 accel) // No one calls this, and it would not do anything.
668 {
669 _acceleration = accel;
670 }
671
672 public override void AddForce(Vector3 force, bool pushforce)
673 {
674 if (force.IsFinite())
675 {
676 lock (m_forcelist)
677 m_forcelist.Add(force);
678
679 m_taintforce = true;
680 }
681 else
682 {
683 m_log.Warn("[PHYSICS]: Got Invalid linear force vector from Scene in Object");
684 }
685 //m_log.Info("[PHYSICS]: Added Force:" + force.ToString() + " to prim at " + Position.ToString());
686 }
687
688 public override void AddAngularForce(Vector3 force, bool pushforce)
689 {
690 if (force.IsFinite())
691 {
692 m_angularforcelist.Add(force);
693 m_taintaddangularforce = true;
694 }
695 else
696 {
697 m_log.Warn("[PHYSICS]: Got Invalid Angular force vector from Scene in Object");
698 }
699 }
700
701 public override Vector3 RotationalVelocity
702 {
703 get
704 {
705 return m_rotationalVelocity;
706 }
707 set
708 {
709 if (value.IsFinite())
710 {
711 m_rotationalVelocity = value;
712 }
713 else
714 {
715 m_log.Warn("[PHYSICS]: Got NaN RotationalVelocity in Object");
716 }
717 }
718 }
719
720 public override void CrossingFailure()
721 {
722 m_crossingfailures++;
723 if (m_crossingfailures > _parent_scene.geomCrossingFailuresBeforeOutofbounds)
724 {
725 base.RaiseOutOfBounds(_position);
726 return;
727 }
728 else if (m_crossingfailures == _parent_scene.geomCrossingFailuresBeforeOutofbounds)
729 {
730 m_log.Warn("[PHYSICS]: Too many crossing failures for: " + m_primName);
731 }
732 }
733
734 public override float Buoyancy
735 {
736 get { return m_buoyancy; }
737// set { m_buoyancy = value; }
738 set {
739 m_buoyancy = value;
740
741 Console.WriteLine("m_buoyancy={0}", m_buoyancy);
742 }
743 }
744
745 public override void link(PhysicsActor obj)
746 {
747 m_taintparent = obj;
748 }
749
750 public override void delink()
751 {
752 m_taintparent = null;
753 }
754
755 public override void LockAngularMotion(Vector3 axis)
756 {
757 // This is actually ROTATION ENABLE, not a lock.
758 // default is <1,1,1> which is all enabled.
759 // The lock value is updated inside Move(), no point in using the taint system.
760 // OS 'm_taintAngularLock' etc change to m_rotateEnable.
761 if (axis.IsFinite())
762 {
763 axis.X = (axis.X > 0) ? 1f : 0f;
764 axis.Y = (axis.Y > 0) ? 1f : 0f;
765 axis.Z = (axis.Z > 0) ? 1f : 0f;
766 m_log.DebugFormat("[axislock]: <{0},{1},{2}>", axis.X, axis.Y, axis.Z);
767 m_rotateEnableRequest = axis;
768 m_rotateEnableUpdate = true;
769 }
770 else
771 {
772 m_log.Warn("[PHYSICS]: Got NaN locking axis from Scene on Object");
773 }
774 }
775
776
777 public void SetGeom(IntPtr geom)
778 {
779 prev_geom = prim_geom;
780 prim_geom = geom;
781//Console.WriteLine("SetGeom to " + prim_geom + " for " + m_primName);
782 if (prim_geom != IntPtr.Zero)
783 {
784 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
785 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
786 }
787
788 if (childPrim)
789 {
790 if (_parent != null && _parent is OdePrim)
791 {
792 OdePrim parent = (OdePrim)_parent;
793//Console.WriteLine("SetGeom calls ChildSetGeom");
794 parent.ChildSetGeom(this);
795 }
796 }
797 //m_log.Warn("Setting Geom to: " + prim_geom);
798 }
799
800 public void enableBodySoft()
801 {
802 if (!childPrim)
803 {
804 if (m_isphysical && Body != IntPtr.Zero)
805 {
806 d.BodyEnable(Body);
807 if (m_type != Vehicle.TYPE_NONE)
808 Enable(Body, _parent_scene);
809 }
810
811 m_disabled = false;
812 }
813 }
814
815 public void disableBodySoft()
816 {
817 m_disabled = true;
818
819 if (m_isphysical && Body != IntPtr.Zero)
820 {
821 d.BodyDisable(Body);
822 Halt();
823 }
824 }
825
826 public void enableBody()
827 {
828 // Don't enable this body if we're a child prim
829 // this should be taken care of in the parent function not here
830 if (!childPrim)
831 {
832 // Sets the geom to a body
833 Body = d.BodyCreate(_parent_scene.world);
834
835 setMass();
836 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
837 d.Quaternion myrot = new d.Quaternion();
838 myrot.X = _orientation.X;
839 myrot.Y = _orientation.Y;
840 myrot.Z = _orientation.Z;
841 myrot.W = _orientation.W;
842 d.BodySetQuaternion(Body, ref myrot);
843 d.GeomSetBody(prim_geom, Body);
844 m_collisionCategories |= CollisionCategories.Body;
845 m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
846
847 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
848 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
849
850 d.BodySetAutoDisableFlag(Body, true);
851 d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
852
853 // disconnect from world gravity so we can apply buoyancy
854 d.BodySetGravityMode (Body, false);
855
856 m_interpenetrationcount = 0;
857 m_collisionscore = 0;
858 m_disabled = false;
859
860 if (m_type != Vehicle.TYPE_NONE)
861 {
862 Enable(Body, _parent_scene);
863 }
864
865 _parent_scene.addActivePrim(this);
866 }
867 }
868
869 #region Mass Calculation
870
871 private float CalculateMass()
872 {
873 float volume = 0;
874
875 // No material is passed to the physics engines yet.. soo..
876 // we're using the m_density constant in the class definition
877
878 float returnMass = 0;
879
880 switch (_pbs.ProfileShape)
881 {
882 case ProfileShape.Square:
883 // Profile Volume
884
885 volume = _size.X*_size.Y*_size.Z;
886
887 // If the user has 'hollowed out'
888 // ProfileHollow is one of those 0 to 50000 values :P
889 // we like percentages better.. so turning into a percentage
890
891 if (((float) _pbs.ProfileHollow/50000f) > 0.0)
892 {
893 float hollowAmount = (float) _pbs.ProfileHollow/50000f;
894
895 // calculate the hollow volume by it's shape compared to the prim shape
896 float hollowVolume = 0;
897 switch (_pbs.HollowShape)
898 {
899 case HollowShape.Square:
900 case HollowShape.Same:
901 // Cube Hollow volume calculation
902 float hollowsizex = _size.X*hollowAmount;
903 float hollowsizey = _size.Y*hollowAmount;
904 float hollowsizez = _size.Z*hollowAmount;
905 hollowVolume = hollowsizex*hollowsizey*hollowsizez;
906 break;
907
908 case HollowShape.Circle:
909 // Hollow shape is a perfect cyllinder in respect to the cube's scale
910 // Cyllinder hollow volume calculation
911 float hRadius = _size.X/2;
912 float hLength = _size.Z;
913
914 // pi * r2 * h
915 hollowVolume = ((float) (Math.PI*Math.Pow(hRadius, 2)*hLength)*hollowAmount);
916 break;
917
918 case HollowShape.Triangle:
919 // Equilateral Triangular Prism volume hollow calculation
920 // Triangle is an Equilateral Triangular Prism with aLength = to _size.Y
921
922 float aLength = _size.Y;
923 // 1/2 abh
924 hollowVolume = (float) ((0.5*aLength*_size.X*_size.Z)*hollowAmount);
925 break;
926
927 default:
928 hollowVolume = 0;
929 break;
930 }
931 volume = volume - hollowVolume;
932 }
933
934 break;
935 case ProfileShape.Circle:
936 if (_pbs.PathCurve == (byte)Extrusion.Straight)
937 {
938 // Cylinder
939 float volume1 = (float)(Math.PI * Math.Pow(_size.X/2, 2) * _size.Z);
940 float volume2 = (float)(Math.PI * Math.Pow(_size.Y/2, 2) * _size.Z);
941
942 // Approximating the cylinder's irregularity.
943 if (volume1 > volume2)
944 {
945 volume = (float)volume1 - (volume1 - volume2);
946 }
947 else if (volume2 > volume1)
948 {
949 volume = (float)volume2 - (volume2 - volume1);
950 }
951 else
952 {
953 // Regular cylinder
954 volume = volume1;
955 }
956 }
957 else
958 {
959 // We don't know what the shape is yet, so use default
960 volume = _size.X * _size.Y * _size.Z;
961 }
962 // If the user has 'hollowed out'
963 // ProfileHollow is one of those 0 to 50000 values :P
964 // we like percentages better.. so turning into a percentage
965
966 if (((float)_pbs.ProfileHollow / 50000f) > 0.0)
967 {
968 float hollowAmount = (float)_pbs.ProfileHollow / 50000f;
969
970 // calculate the hollow volume by it's shape compared to the prim shape
971 float hollowVolume = 0;
972 switch (_pbs.HollowShape)
973 {
974 case HollowShape.Same:
975 case HollowShape.Circle:
976 // Hollow shape is a perfect cyllinder in respect to the cube's scale
977 // Cyllinder hollow volume calculation
978 float hRadius = _size.X / 2;
979 float hLength = _size.Z;
980
981 // pi * r2 * h
982 hollowVolume = ((float)(Math.PI * Math.Pow(hRadius, 2) * hLength) * hollowAmount);
983 break;
984
985 case HollowShape.Square:
986 // Cube Hollow volume calculation
987 float hollowsizex = _size.X * hollowAmount;
988 float hollowsizey = _size.Y * hollowAmount;
989 float hollowsizez = _size.Z * hollowAmount;
990 hollowVolume = hollowsizex * hollowsizey * hollowsizez;
991 break;
992
993 case HollowShape.Triangle:
994 // Equilateral Triangular Prism volume hollow calculation
995 // Triangle is an Equilateral Triangular Prism with aLength = to _size.Y
996
997 float aLength = _size.Y;
998 // 1/2 abh
999 hollowVolume = (float)((0.5 * aLength * _size.X * _size.Z) * hollowAmount);
1000 break;
1001
1002 default:
1003 hollowVolume = 0;
1004 break;
1005 }
1006 volume = volume - hollowVolume;
1007 }
1008 break;
1009
1010 case ProfileShape.HalfCircle:
1011 if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1012 {
1013 if (_size.X == _size.Y && _size.Y == _size.Z)
1014 {
1015 // regular sphere
1016 // v = 4/3 * pi * r^3
1017 float sradius3 = (float)Math.Pow((_size.X / 2), 3);
1018 volume = (float)((4f / 3f) * Math.PI * sradius3);
1019 }
1020 else
1021 {
1022 // we treat this as a box currently
1023 volume = _size.X * _size.Y * _size.Z;
1024 }
1025 }
1026 else
1027 {
1028 // We don't know what the shape is yet, so use default
1029 volume = _size.X * _size.Y * _size.Z;
1030 }
1031 break;
1032
1033 case ProfileShape.EquilateralTriangle:
1034 /*
1035 v = (abs((xB*yA-xA*yB)+(xC*yB-xB*yC)+(xA*yC-xC*yA))/2) * h
1036
1037 // seed mesh
1038 Vertex MM = new Vertex(-0.25f, -0.45f, 0.0f);
1039 Vertex PM = new Vertex(+0.5f, 0f, 0.0f);
1040 Vertex PP = new Vertex(-0.25f, +0.45f, 0.0f);
1041 */
1042 float xA = -0.25f * _size.X;
1043 float yA = -0.45f * _size.Y;
1044
1045 float xB = 0.5f * _size.X;
1046 float yB = 0;
1047
1048 float xC = -0.25f * _size.X;
1049 float yC = 0.45f * _size.Y;
1050
1051 volume = (float)((Math.Abs((xB * yA - xA * yB) + (xC * yB - xB * yC) + (xA * yC - xC * yA)) / 2) * _size.Z);
1052
1053 // If the user has 'hollowed out'
1054 // ProfileHollow is one of those 0 to 50000 values :P
1055 // we like percentages better.. so turning into a percentage
1056 float fhollowFactor = ((float)_pbs.ProfileHollow / 1.9f);
1057 if (((float)fhollowFactor / 50000f) > 0.0)
1058 {
1059 float hollowAmount = (float)fhollowFactor / 50000f;
1060
1061 // calculate the hollow volume by it's shape compared to the prim shape
1062 float hollowVolume = 0;
1063 switch (_pbs.HollowShape)
1064 {
1065 case HollowShape.Same:
1066 case HollowShape.Triangle:
1067 // Equilateral Triangular Prism volume hollow calculation
1068 // Triangle is an Equilateral Triangular Prism with aLength = to _size.Y
1069
1070 float aLength = _size.Y;
1071 // 1/2 abh
1072 hollowVolume = (float)((0.5 * aLength * _size.X * _size.Z) * hollowAmount);
1073 break;
1074
1075 case HollowShape.Square:
1076 // Cube Hollow volume calculation
1077 float hollowsizex = _size.X * hollowAmount;
1078 float hollowsizey = _size.Y * hollowAmount;
1079 float hollowsizez = _size.Z * hollowAmount;
1080 hollowVolume = hollowsizex * hollowsizey * hollowsizez;
1081 break;
1082
1083 case HollowShape.Circle:
1084 // Hollow shape is a perfect cyllinder in respect to the cube's scale
1085 // Cyllinder hollow volume calculation
1086 float hRadius = _size.X / 2;
1087 float hLength = _size.Z;
1088
1089 // pi * r2 * h
1090 hollowVolume = ((float)((Math.PI * Math.Pow(hRadius, 2) * hLength)/2) * hollowAmount);
1091 break;
1092
1093 default:
1094 hollowVolume = 0;
1095 break;
1096 }
1097 volume = volume - hollowVolume;
1098 }
1099 break;
1100
1101 default:
1102 // we don't have all of the volume formulas yet so
1103 // use the common volume formula for all
1104 volume = _size.X*_size.Y*_size.Z;
1105 break;
1106 }
1107
1108 // Calculate Path cut effect on volume
1109 // Not exact, in the triangle hollow example
1110 // They should never be zero or less then zero..
1111 // we'll ignore it if it's less then zero
1112
1113 // ProfileEnd and ProfileBegin are values
1114 // from 0 to 50000
1115
1116 // Turning them back into percentages so that I can cut that percentage off the volume
1117
1118 float PathCutEndAmount = _pbs.ProfileEnd;
1119 float PathCutStartAmount = _pbs.ProfileBegin;
1120 if (((PathCutStartAmount + PathCutEndAmount)/50000f) > 0.0f)
1121 {
1122 float pathCutAmount = ((PathCutStartAmount + PathCutEndAmount)/50000f);
1123
1124 // Check the return amount for sanity
1125 if (pathCutAmount >= 0.99f)
1126 pathCutAmount = 0.99f;
1127
1128 volume = volume - (volume*pathCutAmount);
1129 }
1130 UInt16 taperX = _pbs.PathScaleX;
1131 UInt16 taperY = _pbs.PathScaleY;
1132 float taperFactorX = 0;
1133 float taperFactorY = 0;
1134
1135 // Mass = density * volume
1136 if (taperX != 100)
1137 {
1138 if (taperX > 100)
1139 {
1140 taperFactorX = 1.0f - ((float)taperX / 200);
1141 //m_log.Warn("taperTopFactorX: " + extr.taperTopFactorX.ToString());
1142 }
1143 else
1144 {
1145 taperFactorX = 1.0f - ((100 - (float)taperX) / 100);
1146 //m_log.Warn("taperBotFactorX: " + extr.taperBotFactorX.ToString());
1147 }
1148 volume = (float)volume * ((taperFactorX / 3f) + 0.001f);
1149 }
1150
1151 if (taperY != 100)
1152 {
1153 if (taperY > 100)
1154 {
1155 taperFactorY = 1.0f - ((float)taperY / 200);
1156 //m_log.Warn("taperTopFactorY: " + extr.taperTopFactorY.ToString());
1157 }
1158 else
1159 {
1160 taperFactorY = 1.0f - ((100 - (float)taperY) / 100);
1161 //m_log.Warn("taperBotFactorY: " + extr.taperBotFactorY.ToString());
1162 }
1163 volume = (float)volume * ((taperFactorY / 3f) + 0.001f);
1164 }
1165 returnMass = m_density*volume;
1166 if (returnMass <= 0) returnMass = 0.0001f;//ckrinke: Mass must be greater then zero.
1167
1168
1169
1170 // Recursively calculate mass
1171 bool HasChildPrim = false;
1172 lock (childrenPrim)
1173 {
1174 if (childrenPrim.Count > 0)
1175 {
1176 HasChildPrim = true;
1177 }
1178
1179 }
1180 if (HasChildPrim)
1181 {
1182 OdePrim[] childPrimArr = new OdePrim[0];
1183
1184 lock (childrenPrim)
1185 childPrimArr = childrenPrim.ToArray();
1186
1187 for (int i = 0; i < childPrimArr.Length; i++)
1188 {
1189 if (childPrimArr[i] != null && !childPrimArr[i].m_taintremove)
1190 returnMass += childPrimArr[i].CalculateMass();
1191 // failsafe, this shouldn't happen but with OpenSim, you never know :)
1192 if (i > 256)
1193 break;
1194 }
1195 }
1196 if (returnMass > _parent_scene.maximumMassObject)
1197 returnMass = _parent_scene.maximumMassObject;
1198 return returnMass;
1199 }// end CalculateMass
1200
1201 #endregion
1202
1203 public void setMass()
1204 {
1205 if (Body != (IntPtr) 0)
1206 {
1207 float newmass = CalculateMass();
1208
1209 //m_log.Info("[PHYSICS]: New Mass: " + newmass.ToString());
1210
1211 d.MassSetBoxTotal(out pMass, newmass, _size.X, _size.Y, _size.Z);
1212 d.BodySetMass(Body, ref pMass);
1213 }
1214 }
1215
1216 public void disableBody()
1217 {
1218 //this kills the body so things like 'mesh' can re-create it.
1219 lock (this)
1220 {
1221 if (!childPrim)
1222 {
1223 if (Body != IntPtr.Zero)
1224 {
1225 _parent_scene.remActivePrim(this);
1226 m_collisionCategories &= ~CollisionCategories.Body;
1227 m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
1228
1229 if (prim_geom != IntPtr.Zero)
1230 {
1231 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1232 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1233 }
1234
1235
1236 d.BodyDestroy(Body);
1237 lock (childrenPrim)
1238 {
1239 if (childrenPrim.Count > 0)
1240 {
1241 foreach (OdePrim prm in childrenPrim)
1242 {
1243 _parent_scene.remActivePrim(prm);
1244 prm.Body = IntPtr.Zero;
1245 }
1246 }
1247 }
1248 Body = IntPtr.Zero;
1249 }
1250 }
1251 else
1252 {
1253 _parent_scene.remActivePrim(this);
1254
1255 m_collisionCategories &= ~CollisionCategories.Body;
1256 m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
1257
1258 if (prim_geom != IntPtr.Zero)
1259 {
1260 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1261 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1262 }
1263
1264
1265 Body = IntPtr.Zero;
1266 }
1267 }
1268 m_disabled = true;
1269 m_collisionscore = 0;
1270 }
1271
1272 private static Dictionary<IMesh, IntPtr> m_MeshToTriMeshMap = new Dictionary<IMesh, IntPtr>();
1273
1274 public void setMesh(OdeScene parent_scene, IMesh mesh)
1275 {
1276 // This sleeper is there to moderate how long it takes between
1277 // setting up the mesh and pre-processing it when we get rapid fire mesh requests on a single object
1278
1279 //Thread.Sleep(10);
1280
1281 //Kill Body so that mesh can re-make the geom
1282 if (IsPhysical && Body != IntPtr.Zero)
1283 {
1284 if (childPrim)
1285 {
1286 if (_parent != null)
1287 {
1288 OdePrim parent = (OdePrim)_parent;
1289 parent.ChildDelink(this);
1290 }
1291 }
1292 else
1293 {
1294 disableBody();
1295 }
1296 }
1297
1298 IntPtr vertices, indices;
1299 int vertexCount, indexCount;
1300 int vertexStride, triStride;
1301 mesh.getVertexListAsPtrToFloatArray(out vertices, out vertexStride, out vertexCount); // Note, that vertices are fixed in unmanaged heap
1302 mesh.getIndexListAsPtrToIntArray(out indices, out triStride, out indexCount); // Also fixed, needs release after usage
1303
1304 mesh.releaseSourceMeshData(); // free up the original mesh data to save memory
1305 if (m_MeshToTriMeshMap.ContainsKey(mesh))
1306 {
1307 _triMeshData = m_MeshToTriMeshMap[mesh];
1308 }
1309 else
1310 {
1311 _triMeshData = d.GeomTriMeshDataCreate();
1312
1313 d.GeomTriMeshDataBuildSimple(_triMeshData, vertices, vertexStride, vertexCount, indices, indexCount, triStride);
1314 d.GeomTriMeshDataPreprocess(_triMeshData);
1315 m_MeshToTriMeshMap[mesh] = _triMeshData;
1316 }
1317
1318 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1319 try
1320 {
1321 if (prim_geom == IntPtr.Zero)
1322 {
1323 SetGeom(d.CreateTriMesh(m_targetSpace, _triMeshData, parent_scene.triCallback, null, null));
1324 }
1325 }
1326 catch (AccessViolationException)
1327 {
1328 m_log.Error("[PHYSICS]: MESH LOCKED");
1329 return;
1330 }
1331
1332
1333 // if (IsPhysical && Body == (IntPtr) 0)
1334 // {
1335 // Recreate the body
1336 // m_interpenetrationcount = 0;
1337 // m_collisionscore = 0;
1338
1339 // enableBody();
1340 // }
1341 }
1342
1343 public void ProcessTaints(float timestep) //=============================================================================
1344 {
1345 if (m_taintadd)
1346 {
1347 changeadd(timestep);
1348 }
1349
1350 if (prim_geom != IntPtr.Zero)
1351 {
1352 if (!_position.ApproxEquals(m_taintposition, 0f))
1353 changemove(timestep);
1354
1355 if (m_taintrot != _orientation)
1356 {
1357 if(childPrim && IsPhysical) // For physical child prim...
1358 {
1359 rotate(timestep);
1360 // KF: ODE will also rotate the parent prim!
1361 // so rotate the root back to where it was
1362 OdePrim parent = (OdePrim)_parent;
1363 parent.rotate(timestep);
1364 }
1365 else
1366 {
1367 //Just rotate the prim
1368 rotate(timestep);
1369 }
1370 }
1371 //
1372
1373 if (m_taintPhysics != m_isphysical && !(m_taintparent != _parent))
1374 changePhysicsStatus(timestep);
1375 //
1376
1377 if (!_size.ApproxEquals(m_taintsize,0f))
1378 changesize(timestep);
1379 //
1380
1381 if (m_taintshape)
1382 changeshape(timestep);
1383 //
1384
1385 if (m_taintforce)
1386 changeAddForce(timestep);
1387
1388 if (m_taintaddangularforce)
1389 changeAddAngularForce(timestep);
1390
1391 if (!m_taintTorque.ApproxEquals(Vector3.Zero, 0.001f))
1392 changeSetTorque(timestep);
1393
1394 if (m_taintdisable)
1395 changedisable(timestep);
1396
1397 if (m_taintselected != m_isSelected)
1398 changeSelectedStatus(timestep);
1399
1400 if (!m_taintVelocity.ApproxEquals(Vector3.Zero, 0.001f))
1401 changevelocity(timestep);
1402
1403 if (m_taintparent != _parent)
1404 changelink(timestep);
1405
1406 if (m_taintCollidesWater != m_collidesWater)
1407 changefloatonwater(timestep);
1408/* obsolete
1409 if (!m_angularLock.ApproxEquals(m_taintAngularLock,0f))
1410 changeAngularLock(timestep);
1411 */
1412 }
1413 else
1414 {
1415 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.)");
1416 }
1417 }
1418
1419/* obsolete
1420 private void changeAngularLock(float timestep)
1421 {
1422 if (_parent == null)
1423 {
1424 m_angularLock = m_taintAngularLock;
1425 m_angularLockSet = true;
1426 }
1427 }
1428 */
1429 private void changelink(float timestep)
1430 {
1431 // If the newly set parent is not null
1432 // create link
1433 if (_parent == null && m_taintparent != null)
1434 {
1435 if (m_taintparent.PhysicsActorType == (int)ActorTypes.Prim)
1436 {
1437 OdePrim obj = (OdePrim)m_taintparent;
1438 //obj.disableBody();
1439 obj.ParentPrim(this);
1440
1441 /*
1442 if (obj.Body != (IntPtr)0 && Body != (IntPtr)0 && obj.Body != Body)
1443 {
1444 _linkJointGroup = d.JointGroupCreate(0);
1445 m_linkJoint = d.JointCreateFixed(_parent_scene.world, _linkJointGroup);
1446 d.JointAttach(m_linkJoint, obj.Body, Body);
1447 d.JointSetFixed(m_linkJoint);
1448 }
1449 */
1450 }
1451 }
1452 // If the newly set parent is null
1453 // destroy link
1454 else if (_parent != null && m_taintparent == null)
1455 {
1456 if (_parent is OdePrim)
1457 {
1458 OdePrim obj = (OdePrim)_parent;
1459 obj.ChildDelink(this);
1460 childPrim = false;
1461 //_parent = null;
1462 }
1463
1464 /*
1465 if (Body != (IntPtr)0 && _linkJointGroup != (IntPtr)0)
1466 d.JointGroupDestroy(_linkJointGroup);
1467
1468 _linkJointGroup = (IntPtr)0;
1469 m_linkJoint = (IntPtr)0;
1470 */
1471 }
1472
1473 _parent = m_taintparent;
1474 m_taintPhysics = m_isphysical;
1475 }
1476
1477 // I'm the parent
1478 // prim is the child
1479 public void ParentPrim(OdePrim prim)
1480 {
1481 if (this.m_localID != prim.m_localID)
1482 {
1483 if (Body == IntPtr.Zero)
1484 {
1485 Body = d.BodyCreate(_parent_scene.world);
1486 setMass();
1487 }
1488 if (Body != IntPtr.Zero)
1489 {
1490 lock (childrenPrim)
1491 {
1492 if (!childrenPrim.Contains(prim))
1493 {
1494 childrenPrim.Add(prim);
1495
1496 foreach (OdePrim prm in childrenPrim)
1497 {
1498 d.Mass m2;
1499 d.MassSetZero(out m2);
1500 d.MassSetBoxTotal(out m2, prim.CalculateMass(), prm._size.X, prm._size.Y, prm._size.Z);
1501
1502
1503 d.Quaternion quat = new d.Quaternion();
1504 quat.W = prm._orientation.W;
1505 quat.X = prm._orientation.X;
1506 quat.Y = prm._orientation.Y;
1507 quat.Z = prm._orientation.Z;
1508
1509 d.Matrix3 mat = new d.Matrix3();
1510 d.RfromQ(out mat, ref quat);
1511 d.MassRotate(ref m2, ref mat);
1512 d.MassTranslate(ref m2, Position.X - prm.Position.X, Position.Y - prm.Position.Y, Position.Z - prm.Position.Z);
1513 d.MassAdd(ref pMass, ref m2);
1514 }
1515 foreach (OdePrim prm in childrenPrim)
1516 {
1517
1518 prm.m_collisionCategories |= CollisionCategories.Body;
1519 prm.m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
1520
1521 if (prm.prim_geom == IntPtr.Zero)
1522 {
1523 m_log.Warn("[PHYSICS]: Unable to link one of the linkset elements. No geom yet");
1524 continue;
1525 }
1526//Console.WriteLine(" GeomSetCategoryBits 1: " + prm.prim_geom + " - " + (int)prm.m_collisionCategories + " for " + m_primName);
1527 d.GeomSetCategoryBits(prm.prim_geom, (int)prm.m_collisionCategories);
1528 d.GeomSetCollideBits(prm.prim_geom, (int)prm.m_collisionFlags);
1529
1530
1531 d.Quaternion quat = new d.Quaternion();
1532 quat.W = prm._orientation.W;
1533 quat.X = prm._orientation.X;
1534 quat.Y = prm._orientation.Y;
1535 quat.Z = prm._orientation.Z;
1536
1537 d.Matrix3 mat = new d.Matrix3();
1538 d.RfromQ(out mat, ref quat);
1539 if (Body != IntPtr.Zero)
1540 {
1541 d.GeomSetBody(prm.prim_geom, Body);
1542 prm.childPrim = true;
1543 d.GeomSetOffsetWorldPosition(prm.prim_geom, prm.Position.X , prm.Position.Y, prm.Position.Z);
1544 //d.GeomSetOffsetPosition(prim.prim_geom,
1545 // (Position.X - prm.Position.X) - pMass.c.X,
1546 // (Position.Y - prm.Position.Y) - pMass.c.Y,
1547 // (Position.Z - prm.Position.Z) - pMass.c.Z);
1548 d.GeomSetOffsetWorldRotation(prm.prim_geom, ref mat);
1549 //d.GeomSetOffsetRotation(prm.prim_geom, ref mat);
1550 d.MassTranslate(ref pMass, -pMass.c.X, -pMass.c.Y, -pMass.c.Z);
1551 d.BodySetMass(Body, ref pMass);
1552 }
1553 else
1554 {
1555 m_log.Debug("[PHYSICS]:I ain't got no boooooooooddy, no body");
1556 }
1557
1558
1559 prm.m_interpenetrationcount = 0;
1560 prm.m_collisionscore = 0;
1561 prm.m_disabled = false;
1562
1563 prm.Body = Body;
1564 _parent_scene.addActivePrim(prm);
1565 }
1566 m_collisionCategories |= CollisionCategories.Body;
1567 m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
1568
1569//Console.WriteLine("GeomSetCategoryBits 2: " + prim_geom + " - " + (int)m_collisionCategories + " for " + m_primName);
1570 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1571//Console.WriteLine(" Post GeomSetCategoryBits 2");
1572 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1573
1574
1575 d.Quaternion quat2 = new d.Quaternion();
1576 quat2.W = _orientation.W;
1577 quat2.X = _orientation.X;
1578 quat2.Y = _orientation.Y;
1579 quat2.Z = _orientation.Z;
1580
1581 d.Matrix3 mat2 = new d.Matrix3();
1582 d.RfromQ(out mat2, ref quat2);
1583 d.GeomSetBody(prim_geom, Body);
1584 d.GeomSetOffsetWorldPosition(prim_geom, Position.X - pMass.c.X, Position.Y - pMass.c.Y, Position.Z - pMass.c.Z);
1585 //d.GeomSetOffsetPosition(prim.prim_geom,
1586 // (Position.X - prm.Position.X) - pMass.c.X,
1587 // (Position.Y - prm.Position.Y) - pMass.c.Y,
1588 // (Position.Z - prm.Position.Z) - pMass.c.Z);
1589 //d.GeomSetOffsetRotation(prim_geom, ref mat2);
1590 d.MassTranslate(ref pMass, -pMass.c.X, -pMass.c.Y, -pMass.c.Z);
1591 d.BodySetMass(Body, ref pMass);
1592
1593 d.BodySetAutoDisableFlag(Body, true);
1594 d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
1595
1596
1597 m_interpenetrationcount = 0;
1598 m_collisionscore = 0;
1599 m_disabled = false;
1600
1601 d.BodySetPosition(Body, Position.X, Position.Y, Position.Z);
1602 if (m_type != Vehicle.TYPE_NONE) Enable(Body, _parent_scene);
1603 _parent_scene.addActivePrim(this);
1604 }
1605 }
1606 }
1607 }
1608
1609 }
1610
1611 private void ChildSetGeom(OdePrim odePrim)
1612 {
1613 //if (m_isphysical && Body != IntPtr.Zero)
1614 lock (childrenPrim)
1615 {
1616 foreach (OdePrim prm in childrenPrim)
1617 {
1618 //prm.childPrim = true;
1619 prm.disableBody();
1620 //prm.m_taintparent = null;
1621 //prm._parent = null;
1622 //prm.m_taintPhysics = false;
1623 //prm.m_disabled = true;
1624 //prm.childPrim = false;
1625 }
1626 }
1627 disableBody();
1628
1629
1630 if (Body != IntPtr.Zero)
1631 {
1632 _parent_scene.remActivePrim(this);
1633 }
1634
1635 lock (childrenPrim)
1636 {
1637 foreach (OdePrim prm in childrenPrim)
1638 {
1639 ParentPrim(prm);
1640 }
1641 }
1642
1643 }
1644
1645 private void ChildDelink(OdePrim odePrim)
1646 {
1647 // Okay, we have a delinked child.. need to rebuild the body.
1648 lock (childrenPrim)
1649 {
1650 foreach (OdePrim prm in childrenPrim)
1651 {
1652 prm.childPrim = true;
1653 prm.disableBody();
1654 //prm.m_taintparent = null;
1655 //prm._parent = null;
1656 //prm.m_taintPhysics = false;
1657 //prm.m_disabled = true;
1658 //prm.childPrim = false;
1659 }
1660 }
1661 disableBody();
1662
1663 lock (childrenPrim)
1664 {
1665 childrenPrim.Remove(odePrim);
1666 }
1667
1668 if (Body != IntPtr.Zero)
1669 {
1670 _parent_scene.remActivePrim(this);
1671 }
1672
1673 lock (childrenPrim)
1674 {
1675 foreach (OdePrim prm in childrenPrim)
1676 {
1677 ParentPrim(prm);
1678 }
1679 }
1680 }
1681
1682 private void changeSelectedStatus(float timestep)
1683 {
1684 if (m_taintselected)
1685 {
1686 m_collisionCategories = CollisionCategories.Selected;
1687 m_collisionFlags = (CollisionCategories.Sensor | CollisionCategories.Space);
1688
1689 // We do the body disable soft twice because 'in theory' a collision could have happened
1690 // in between the disabling and the collision properties setting
1691 // which would wake the physical body up from a soft disabling and potentially cause it to fall
1692 // through the ground.
1693
1694 // NOTE FOR JOINTS: this doesn't always work for jointed assemblies because if you select
1695 // just one part of the assembly, the rest of the assembly is non-selected and still simulating,
1696 // so that causes the selected part to wake up and continue moving.
1697
1698 // even if you select all parts of a jointed assembly, it is not guaranteed that the entire
1699 // assembly will stop simulating during the selection, because of the lack of atomicity
1700 // of select operations (their processing could be interrupted by a thread switch, causing
1701 // simulation to continue before all of the selected object notifications trickle down to
1702 // the physics engine).
1703
1704 // e.g. we select 100 prims that are connected by joints. non-atomically, the first 50 are
1705 // selected and disabled. then, due to a thread switch, the selection processing is
1706 // interrupted and the physics engine continues to simulate, so the last 50 items, whose
1707 // selection was not yet processed, continues to simulate. this wakes up ALL of the
1708 // first 50 again. then the last 50 are disabled. then the first 50, which were just woken
1709 // up, start simulating again, which in turn wakes up the last 50.
1710
1711 if (m_isphysical)
1712 {
1713 disableBodySoft();
1714 }
1715
1716 if (prim_geom != IntPtr.Zero)
1717 {
1718 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1719 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1720 }
1721
1722 if (m_isphysical)
1723 {
1724 disableBodySoft();
1725 }
1726 }
1727 else
1728 {
1729 m_collisionCategories = CollisionCategories.Geom;
1730
1731 if (m_isphysical)
1732 m_collisionCategories |= CollisionCategories.Body;
1733
1734 m_collisionFlags = m_default_collisionFlags;
1735
1736 if (m_collidesLand)
1737 m_collisionFlags |= CollisionCategories.Land;
1738 if (m_collidesWater)
1739 m_collisionFlags |= CollisionCategories.Water;
1740
1741 if (prim_geom != IntPtr.Zero)
1742 {
1743 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1744 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1745 }
1746 if (m_isphysical)
1747 {
1748 if (Body != IntPtr.Zero)
1749 {
1750 d.BodySetLinearVel(Body, 0f, 0f, 0f);
1751 d.BodySetForce(Body, 0, 0, 0);
1752 enableBodySoft();
1753 }
1754 }
1755 }
1756
1757 resetCollisionAccounting();
1758 m_isSelected = m_taintselected;
1759 }//end changeSelectedStatus
1760
1761 public void ResetTaints()
1762 {
1763 m_taintposition = _position;
1764 m_taintrot = _orientation;
1765 m_taintPhysics = m_isphysical;
1766 m_taintselected = m_isSelected;
1767 m_taintsize = _size;
1768 m_taintshape = false;
1769 m_taintforce = false;
1770 m_taintdisable = false;
1771 m_taintVelocity = Vector3.Zero;
1772 }
1773
1774 public void CreateGeom(IntPtr m_targetSpace, IMesh _mesh)
1775 {
1776//Console.WriteLine("CreateGeom:");
1777 if (_mesh != null)
1778 {
1779 setMesh(_parent_scene, _mesh);
1780 }
1781 else
1782 {
1783 if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1)
1784 {
1785 if (_size.X == _size.Y && _size.Y == _size.Z && _size.X == _size.Z)
1786 {
1787 if (((_size.X / 2f) > 0f))
1788 {
1789 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1790 try
1791 {
1792//Console.WriteLine(" CreateGeom 1");
1793 SetGeom(d.CreateSphere(m_targetSpace, _size.X / 2));
1794 }
1795 catch (AccessViolationException)
1796 {
1797 m_log.Warn("[PHYSICS]: Unable to create physics proxy for object");
1798 ode.dunlock(_parent_scene.world);
1799 return;
1800 }
1801 }
1802 else
1803 {
1804 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1805 try
1806 {
1807//Console.WriteLine(" CreateGeom 2");
1808 SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
1809 }
1810 catch (AccessViolationException)
1811 {
1812 m_log.Warn("[PHYSICS]: Unable to create physics proxy for object");
1813 ode.dunlock(_parent_scene.world);
1814 return;
1815 }
1816 }
1817 }
1818 else
1819 {
1820 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1821 try
1822 {
1823//Console.WriteLine(" CreateGeom 3");
1824 SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
1825 }
1826 catch (AccessViolationException)
1827 {
1828 m_log.Warn("[PHYSICS]: Unable to create physics proxy for object");
1829 ode.dunlock(_parent_scene.world);
1830 return;
1831 }
1832 }
1833 }
1834
1835 else
1836 {
1837 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1838 try
1839 {
1840//Console.WriteLine(" CreateGeom 4");
1841 SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
1842 }
1843 catch (AccessViolationException)
1844 {
1845 m_log.Warn("[PHYSICS]: Unable to create physics proxy for object");
1846 ode.dunlock(_parent_scene.world);
1847 return;
1848 }
1849 }
1850 }
1851 }
1852
1853 public void changeadd(float timestep)
1854 {
1855 int[] iprimspaceArrItem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
1856 IntPtr targetspace = _parent_scene.calculateSpaceForGeom(_position);
1857
1858 if (targetspace == IntPtr.Zero)
1859 targetspace = _parent_scene.createprimspace(iprimspaceArrItem[0], iprimspaceArrItem[1]);
1860
1861 m_targetSpace = targetspace;
1862
1863 if (_mesh == null)
1864 {
1865 if (_parent_scene.needsMeshing(_pbs))
1866 {
1867 // Don't need to re-enable body.. it's done in SetMesh
1868 _mesh = _parent_scene.mesher.CreateMesh(m_primName, _pbs, _size, _parent_scene.meshSculptLOD, IsPhysical);
1869 // createmesh returns null when it's a shape that isn't a cube.
1870 // m_log.Debug(m_localID);
1871 }
1872 }
1873
1874
1875 lock (_parent_scene.OdeLock)
1876 {
1877//Console.WriteLine("changeadd 1");
1878 CreateGeom(m_targetSpace, _mesh);
1879
1880 if (prim_geom != IntPtr.Zero)
1881 {
1882 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
1883 d.Quaternion myrot = new d.Quaternion();
1884 myrot.X = _orientation.X;
1885 myrot.Y = _orientation.Y;
1886 myrot.Z = _orientation.Z;
1887 myrot.W = _orientation.W;
1888 d.GeomSetQuaternion(prim_geom, ref myrot);
1889 }
1890
1891 if (m_isphysical && Body == IntPtr.Zero)
1892 {
1893 enableBody();
1894 }
1895 }
1896
1897 _parent_scene.geom_name_map[prim_geom] = this.m_primName;
1898 _parent_scene.actor_name_map[prim_geom] = (PhysicsActor)this;
1899
1900 changeSelectedStatus(timestep);
1901
1902 m_taintadd = false;
1903 }
1904
1905 public void changemove(float timestep)
1906 {
1907//Console.WriteLine("changemove sing/root {0} to {1}", m_primName, _position );
1908 if (m_isphysical)
1909 {
1910//Console.WriteLine("phys {0} {1} {2}", m_disabled, m_taintremove, childPrim);
1911// if (!m_disabled && !m_taintremove && !childPrim) After one edit m_disabled is sometimes set, disabling further edits!
1912 if (!m_taintremove && !childPrim)
1913 {
1914 if (Body == IntPtr.Zero)
1915 enableBody();
1916 //Prim auto disable after 20 frames,
1917 //if you move it, re-enable the prim manually.
1918 if (_parent != null)
1919 {
1920 if (m_linkJoint != IntPtr.Zero)
1921 {
1922 d.JointDestroy(m_linkJoint);
1923 m_linkJoint = IntPtr.Zero;
1924 }
1925 }
1926 if (Body != IntPtr.Zero)
1927 {
1928 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
1929
1930 if (_parent != null)
1931 {
1932 OdePrim odParent = (OdePrim)_parent;
1933 if (Body != (IntPtr)0 && odParent.Body != (IntPtr)0 && Body != odParent.Body)
1934 {
1935// KF: Fixed Joints were removed? Anyway - this Console.WriteLine does not show up, so routine is not used??
1936Console.WriteLine(" JointCreateFixed");
1937 m_linkJoint = d.JointCreateFixed(_parent_scene.world, _linkJointGroup);
1938 d.JointAttach(m_linkJoint, Body, odParent.Body);
1939 d.JointSetFixed(m_linkJoint);
1940 }
1941 }
1942 d.BodyEnable(Body);
1943 if (m_type != Vehicle.TYPE_NONE)
1944 {
1945 Enable(Body, _parent_scene);
1946 }
1947 }
1948 else
1949 {
1950 m_log.Warn("[PHYSICS]: Body Still null after enableBody(). This is a crash scenario.");
1951 }
1952 }
1953 //else
1954 // {
1955 //m_log.Debug("[BUG]: race!");
1956 //}
1957 }
1958 else
1959 {
1960 // string primScenAvatarIn = _parent_scene.whichspaceamIin(_position);
1961 // int[] arrayitem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
1962 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1963
1964 IntPtr tempspace = _parent_scene.recalculateSpaceForGeom(prim_geom, _position, m_targetSpace);
1965 m_targetSpace = tempspace;
1966
1967 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1968 if (prim_geom != IntPtr.Zero)
1969 {
1970 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
1971
1972 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1973 d.SpaceAdd(m_targetSpace, prim_geom);
1974 }
1975 }
1976
1977 changeSelectedStatus(timestep);
1978
1979 resetCollisionAccounting();
1980 m_taintposition = _position;
1981 }
1982
1983
1984
1985 public void rotate(float timestep)
1986 {
1987 d.Quaternion myrot = new d.Quaternion();
1988 myrot.X = _orientation.X;
1989 myrot.Y = _orientation.Y;
1990 myrot.Z = _orientation.Z;
1991 myrot.W = _orientation.W;
1992 if (Body != IntPtr.Zero)
1993 {
1994 // KF: If this is a root prim do BodySet
1995 d.BodySetQuaternion(Body, ref myrot);
1996 }
1997 else
1998 {
1999 // daughter prim, do Geom set
2000 d.GeomSetQuaternion(prim_geom, ref myrot);
2001 }
2002
2003 resetCollisionAccounting();
2004 m_taintrot = _orientation;
2005 }
2006
2007 private void resetCollisionAccounting()
2008 {
2009 m_collisionscore = 0;
2010 m_interpenetrationcount = 0;
2011 m_disabled = false;
2012 }
2013
2014 public void changedisable(float timestep)
2015 {
2016 m_disabled = true;
2017 if (Body != IntPtr.Zero)
2018 {
2019 d.BodyDisable(Body);
2020 Body = IntPtr.Zero;
2021 }
2022
2023 m_taintdisable = false;
2024 }
2025
2026 public void changePhysicsStatus(float timestep)
2027 {
2028 if (m_isphysical == true)
2029 {
2030 if (Body == IntPtr.Zero)
2031 {
2032 if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim)
2033 {
2034 changeshape(2f);
2035 }
2036 else
2037 {
2038 enableBody();
2039 }
2040 }
2041 }
2042 else
2043 {
2044 if (Body != IntPtr.Zero)
2045 {
2046 if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim)
2047 {
2048
2049
2050 if (prim_geom != IntPtr.Zero)
2051 {
2052 try
2053 {
2054 d.GeomDestroy(prim_geom);
2055 prim_geom = IntPtr.Zero;
2056 _mesh = null;
2057 }
2058 catch (System.AccessViolationException)
2059 {
2060 prim_geom = IntPtr.Zero;
2061 m_log.Error("[PHYSICS]: PrimGeom dead");
2062 }
2063 }
2064//Console.WriteLine("changePhysicsStatus for " + m_primName );
2065 changeadd(2f);
2066 }
2067 if (childPrim)
2068 {
2069 if (_parent != null)
2070 {
2071 OdePrim parent = (OdePrim)_parent;
2072 parent.ChildDelink(this);
2073 }
2074 }
2075 else
2076 {
2077 disableBody();
2078 }
2079 }
2080 }
2081
2082 changeSelectedStatus(timestep);
2083
2084 resetCollisionAccounting();
2085 m_taintPhysics = m_isphysical;
2086 }
2087
2088 public void changesize(float timestamp)
2089 {
2090
2091 string oldname = _parent_scene.geom_name_map[prim_geom];
2092
2093 if (_size.X <= 0) _size.X = 0.01f;
2094 if (_size.Y <= 0) _size.Y = 0.01f;
2095 if (_size.Z <= 0) _size.Z = 0.01f;
2096
2097 // Cleanup of old prim geometry
2098 if (_mesh != null)
2099 {
2100 // Cleanup meshing here
2101 }
2102 //kill body to rebuild
2103 if (IsPhysical && Body != IntPtr.Zero)
2104 {
2105 if (childPrim)
2106 {
2107 if (_parent != null)
2108 {
2109 OdePrim parent = (OdePrim)_parent;
2110 parent.ChildDelink(this);
2111 }
2112 }
2113 else
2114 {
2115 disableBody();
2116 }
2117 }
2118 if (d.SpaceQuery(m_targetSpace, prim_geom))
2119 {
2120 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2121 d.SpaceRemove(m_targetSpace, prim_geom);
2122 }
2123 d.GeomDestroy(prim_geom);
2124 prim_geom = IntPtr.Zero;
2125 // we don't need to do space calculation because the client sends a position update also.
2126
2127 // Construction of new prim
2128 if (_parent_scene.needsMeshing(_pbs))
2129 {
2130 float meshlod = _parent_scene.meshSculptLOD;
2131
2132 if (IsPhysical)
2133 meshlod = _parent_scene.MeshSculptphysicalLOD;
2134 // Don't need to re-enable body.. it's done in SetMesh
2135
2136 IMesh mesh = null;
2137
2138 if (_parent_scene.needsMeshing(_pbs))
2139 mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);
2140
2141 //IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);
2142//Console.WriteLine("changesize 1");
2143 CreateGeom(m_targetSpace, mesh);
2144
2145
2146 }
2147 else
2148 {
2149 _mesh = null;
2150//Console.WriteLine("changesize 2");
2151 CreateGeom(m_targetSpace, _mesh);
2152 }
2153
2154 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2155 d.Quaternion myrot = new d.Quaternion();
2156 myrot.X = _orientation.X;
2157 myrot.Y = _orientation.Y;
2158 myrot.Z = _orientation.Z;
2159 myrot.W = _orientation.W;
2160 d.GeomSetQuaternion(prim_geom, ref myrot);
2161
2162 //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z);
2163 if (IsPhysical && Body == IntPtr.Zero && !childPrim)
2164 {
2165 // Re creates body on size.
2166 // EnableBody also does setMass()
2167 enableBody();
2168 d.BodyEnable(Body);
2169 }
2170
2171 _parent_scene.geom_name_map[prim_geom] = oldname;
2172
2173 changeSelectedStatus(timestamp);
2174 if (childPrim)
2175 {
2176 if (_parent is OdePrim)
2177 {
2178 OdePrim parent = (OdePrim)_parent;
2179 parent.ChildSetGeom(this);
2180 }
2181 }
2182 resetCollisionAccounting();
2183 m_taintsize = _size;
2184 }
2185
2186
2187
2188 public void changefloatonwater(float timestep)
2189 {
2190 m_collidesWater = m_taintCollidesWater;
2191
2192 if (prim_geom != IntPtr.Zero)
2193 {
2194 if (m_collidesWater)
2195 {
2196 m_collisionFlags |= CollisionCategories.Water;
2197 }
2198 else
2199 {
2200 m_collisionFlags &= ~CollisionCategories.Water;
2201 }
2202 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
2203 }
2204 }
2205
2206 public void changeshape(float timestamp)
2207 {
2208 string oldname = _parent_scene.geom_name_map[prim_geom];
2209
2210 // Cleanup of old prim geometry and Bodies
2211 if (IsPhysical && Body != IntPtr.Zero)
2212 {
2213 if (childPrim)
2214 {
2215 if (_parent != null)
2216 {
2217 OdePrim parent = (OdePrim)_parent;
2218 parent.ChildDelink(this);
2219 }
2220 }
2221 else
2222 {
2223 disableBody();
2224 }
2225 }
2226 try
2227 {
2228 d.GeomDestroy(prim_geom);
2229 }
2230 catch (System.AccessViolationException)
2231 {
2232 prim_geom = IntPtr.Zero;
2233 m_log.Error("[PHYSICS]: PrimGeom dead");
2234 }
2235 prim_geom = IntPtr.Zero;
2236 // we don't need to do space calculation because the client sends a position update also.
2237 if (_size.X <= 0) _size.X = 0.01f;
2238 if (_size.Y <= 0) _size.Y = 0.01f;
2239 if (_size.Z <= 0) _size.Z = 0.01f;
2240 // Construction of new prim
2241
2242 if (_parent_scene.needsMeshing(_pbs))
2243 {
2244 // Don't need to re-enable body.. it's done in SetMesh
2245 float meshlod = _parent_scene.meshSculptLOD;
2246
2247 if (IsPhysical)
2248 meshlod = _parent_scene.MeshSculptphysicalLOD;
2249
2250 IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);
2251 // createmesh returns null when it doesn't mesh.
2252 CreateGeom(m_targetSpace, mesh);
2253 }
2254 else
2255 {
2256 _mesh = null;
2257//Console.WriteLine("changeshape");
2258 CreateGeom(m_targetSpace, null);
2259 }
2260
2261 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2262 d.Quaternion myrot = new d.Quaternion();
2263 //myrot.W = _orientation.w;
2264 myrot.W = _orientation.W;
2265 myrot.X = _orientation.X;
2266 myrot.Y = _orientation.Y;
2267 myrot.Z = _orientation.Z;
2268 d.GeomSetQuaternion(prim_geom, ref myrot);
2269
2270 //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z);
2271 if (IsPhysical && Body == IntPtr.Zero)
2272 {
2273 // Re creates body on size.
2274 // EnableBody also does setMass()
2275 enableBody();
2276 if (Body != IntPtr.Zero)
2277 {
2278 d.BodyEnable(Body);
2279 }
2280 }
2281 _parent_scene.geom_name_map[prim_geom] = oldname;
2282
2283 changeSelectedStatus(timestamp);
2284 if (childPrim)
2285 {
2286 if (_parent is OdePrim)
2287 {
2288 OdePrim parent = (OdePrim)_parent;
2289 parent.ChildSetGeom(this);
2290 }
2291 }
2292 resetCollisionAccounting();
2293 m_taintshape = false;
2294 }
2295
2296 public void changeAddForce(float timestamp)
2297 {
2298 if (!m_isSelected)
2299 {
2300 lock (m_forcelist)
2301 {
2302 //m_log.Info("[PHYSICS]: dequeing forcelist");
2303 if (IsPhysical)
2304 {
2305 Vector3 iforce = Vector3.Zero;
2306 int i = 0;
2307 try
2308 {
2309 for (i = 0; i < m_forcelist.Count; i++)
2310 {
2311
2312 iforce = iforce + (m_forcelist[i] * 100);
2313 }
2314 }
2315 catch (IndexOutOfRangeException)
2316 {
2317 m_forcelist = new List<Vector3>();
2318 m_collisionscore = 0;
2319 m_interpenetrationcount = 0;
2320 m_taintforce = false;
2321 return;
2322 }
2323 catch (ArgumentOutOfRangeException)
2324 {
2325 m_forcelist = new List<Vector3>();
2326 m_collisionscore = 0;
2327 m_interpenetrationcount = 0;
2328 m_taintforce = false;
2329 return;
2330 }
2331 d.BodyEnable(Body);
2332 d.BodyAddForce(Body, iforce.X, iforce.Y, iforce.Z);
2333 }
2334 m_forcelist.Clear();
2335 }
2336
2337 m_collisionscore = 0;
2338 m_interpenetrationcount = 0;
2339 }
2340
2341 m_taintforce = false;
2342
2343 }
2344
2345
2346
2347 public void changeSetTorque(float timestamp)
2348 {
2349 if (!m_isSelected)
2350 {
2351 if (IsPhysical && Body != IntPtr.Zero)
2352 {
2353 d.BodySetTorque(Body, m_taintTorque.X, m_taintTorque.Y, m_taintTorque.Z);
2354 }
2355 }
2356
2357 m_taintTorque = Vector3.Zero;
2358 }
2359
2360 public void changeAddAngularForce(float timestamp)
2361 {
2362 if (!m_isSelected)
2363 {
2364 lock (m_angularforcelist)
2365 {
2366 //m_log.Info("[PHYSICS]: dequeing forcelist");
2367 if (IsPhysical)
2368 {
2369 Vector3 iforce = Vector3.Zero;
2370 for (int i = 0; i < m_angularforcelist.Count; i++)
2371 {
2372 iforce = iforce + (m_angularforcelist[i] * 100);
2373 }
2374 d.BodyEnable(Body);
2375 d.BodyAddTorque(Body, iforce.X, iforce.Y, iforce.Z);
2376
2377 }
2378 m_angularforcelist.Clear();
2379 }
2380
2381 m_collisionscore = 0;
2382 m_interpenetrationcount = 0;
2383 }
2384
2385 m_taintaddangularforce = false;
2386 }
2387
2388 private void changevelocity(float timestep)
2389 {
2390 if (!m_isSelected)
2391 {
2392 Thread.Sleep(20);
2393 if (IsPhysical)
2394 {
2395 if (Body != IntPtr.Zero)
2396 d.BodySetLinearVel(Body, m_taintVelocity.X, m_taintVelocity.Y, m_taintVelocity.Z);
2397 }
2398
2399 //resetCollisionAccounting();
2400 }
2401 m_taintVelocity = Vector3.Zero;
2402 }
2403
2404 public void UpdatePositionAndVelocity()
2405 {
2406 return; // moved to the Move () method
2407 }
2408
2409 public d.Mass FromMatrix4(Matrix4 pMat, ref d.Mass obj)
2410 {
2411 obj.I.M00 = pMat[0, 0];
2412 obj.I.M01 = pMat[0, 1];
2413 obj.I.M02 = pMat[0, 2];
2414 obj.I.M10 = pMat[1, 0];
2415 obj.I.M11 = pMat[1, 1];
2416 obj.I.M12 = pMat[1, 2];
2417 obj.I.M20 = pMat[2, 0];
2418 obj.I.M21 = pMat[2, 1];
2419 obj.I.M22 = pMat[2, 2];
2420 return obj;
2421 }
2422
2423 public override void SubscribeEvents(int ms)
2424 {
2425 m_eventsubscription = ms;
2426 _parent_scene.addCollisionEventReporting(this);
2427 }
2428
2429 public override void UnSubscribeEvents()
2430 {
2431 _parent_scene.remCollisionEventReporting(this);
2432 m_eventsubscription = 0;
2433 }
2434
2435 public void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
2436 {
2437 if (CollisionEventsThisFrame == null)
2438 CollisionEventsThisFrame = new CollisionEventUpdate();
2439 CollisionEventsThisFrame.addCollider(CollidedWith, contact);
2440 }
2441
2442 public void SendCollisions()
2443 {
2444 if (CollisionEventsThisFrame == null)
2445 return;
2446
2447 base.SendCollisionUpdate(CollisionEventsThisFrame);
2448
2449 if (CollisionEventsThisFrame.m_objCollisionList.Count == 0)
2450 CollisionEventsThisFrame = null;
2451 else
2452 CollisionEventsThisFrame = new CollisionEventUpdate();
2453 }
2454
2455 public override bool SubscribedEvents()
2456 {
2457 if (m_eventsubscription > 0)
2458 return true;
2459 return false;
2460 }
2461
2462 public static Matrix4 Inverse(Matrix4 pMat)
2463 {
2464 if (determinant3x3(pMat) == 0)
2465 {
2466 return Matrix4.Identity; // should probably throw an error. singluar matrix inverse not possible
2467 }
2468
2469
2470
2471 return (Adjoint(pMat) / determinant3x3(pMat));
2472 }
2473
2474 public static Matrix4 Adjoint(Matrix4 pMat)
2475 {
2476 Matrix4 adjointMatrix = new Matrix4();
2477 for (int i=0; i<4; i++)
2478 {
2479 for (int j=0; j<4; j++)
2480 {
2481 Matrix4SetValue(ref adjointMatrix, i, j, (float)(Math.Pow(-1, i + j) * (determinant3x3(Minor(pMat, i, j)))));
2482 }
2483 }
2484
2485 adjointMatrix = Transpose(adjointMatrix);
2486 return adjointMatrix;
2487 }
2488
2489 public static Matrix4 Minor(Matrix4 matrix, int iRow, int iCol)
2490 {
2491 Matrix4 minor = new Matrix4();
2492 int m = 0, n = 0;
2493 for (int i = 0; i < 4; i++)
2494 {
2495 if (i == iRow)
2496 continue;
2497 n = 0;
2498 for (int j = 0; j < 4; j++)
2499 {
2500 if (j == iCol)
2501 continue;
2502 Matrix4SetValue(ref minor, m,n, matrix[i, j]);
2503 n++;
2504 }
2505 m++;
2506 }
2507 return minor;
2508 }
2509
2510 public static Matrix4 Transpose(Matrix4 pMat)
2511 {
2512 Matrix4 transposeMatrix = new Matrix4();
2513 for (int i = 0; i < 4; i++)
2514 for (int j = 0; j < 4; j++)
2515 Matrix4SetValue(ref transposeMatrix, i, j, pMat[j, i]);
2516 return transposeMatrix;
2517 }
2518
2519 public static void Matrix4SetValue(ref Matrix4 pMat, int r, int c, float val)
2520 {
2521 switch (r)
2522 {
2523 case 0:
2524 switch (c)
2525 {
2526 case 0:
2527 pMat.M11 = val;
2528 break;
2529 case 1:
2530 pMat.M12 = val;
2531 break;
2532 case 2:
2533 pMat.M13 = val;
2534 break;
2535 case 3:
2536 pMat.M14 = val;
2537 break;
2538 }
2539
2540 break;
2541 case 1:
2542 switch (c)
2543 {
2544 case 0:
2545 pMat.M21 = val;
2546 break;
2547 case 1:
2548 pMat.M22 = val;
2549 break;
2550 case 2:
2551 pMat.M23 = val;
2552 break;
2553 case 3:
2554 pMat.M24 = val;
2555 break;
2556 }
2557
2558 break;
2559 case 2:
2560 switch (c)
2561 {
2562 case 0:
2563 pMat.M31 = val;
2564 break;
2565 case 1:
2566 pMat.M32 = val;
2567 break;
2568 case 2:
2569 pMat.M33 = val;
2570 break;
2571 case 3:
2572 pMat.M34 = val;
2573 break;
2574 }
2575
2576 break;
2577 case 3:
2578 switch (c)
2579 {
2580 case 0:
2581 pMat.M41 = val;
2582 break;
2583 case 1:
2584 pMat.M42 = val;
2585 break;
2586 case 2:
2587 pMat.M43 = val;
2588 break;
2589 case 3:
2590 pMat.M44 = val;
2591 break;
2592 }
2593
2594 break;
2595 }
2596 }
2597 private static float determinant3x3(Matrix4 pMat)
2598 {
2599 float det = 0;
2600 float diag1 = pMat[0, 0]*pMat[1, 1]*pMat[2, 2];
2601 float diag2 = pMat[0, 1]*pMat[2, 1]*pMat[2, 0];
2602 float diag3 = pMat[0, 2]*pMat[1, 0]*pMat[2, 1];
2603 float diag4 = pMat[2, 0]*pMat[1, 1]*pMat[0, 2];
2604 float diag5 = pMat[2, 1]*pMat[1, 2]*pMat[0, 0];
2605 float diag6 = pMat[2, 2]*pMat[1, 0]*pMat[0, 1];
2606
2607 det = diag1 + diag2 + diag3 - (diag4 + diag5 + diag6);
2608 return det;
2609
2610 }
2611
2612 private static void DMassCopy(ref d.Mass src, ref d.Mass dst)
2613 {
2614 dst.c.W = src.c.W;
2615 dst.c.X = src.c.X;
2616 dst.c.Y = src.c.Y;
2617 dst.c.Z = src.c.Z;
2618 dst.mass = src.mass;
2619 dst.I.M00 = src.I.M00;
2620 dst.I.M01 = src.I.M01;
2621 dst.I.M02 = src.I.M02;
2622 dst.I.M10 = src.I.M10;
2623 dst.I.M11 = src.I.M11;
2624 dst.I.M12 = src.I.M12;
2625 dst.I.M20 = src.I.M20;
2626 dst.I.M21 = src.I.M21;
2627 dst.I.M22 = src.I.M22;
2628 }
2629
2630 public override void SetMaterial(int pMaterial)
2631 {
2632 m_material = pMaterial;
2633 }
2634
2635 internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
2636 {
2637 switch (pParam)
2638 {
2639 case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY:
2640 if (pValue < 0.01f) pValue = 0.01f;
2641 // m_angularDeflectionEfficiency = pValue;
2642 break;
2643 case Vehicle.ANGULAR_DEFLECTION_TIMESCALE:
2644 if (pValue < 0.1f) pValue = 0.1f;
2645 // m_angularDeflectionTimescale = pValue;
2646 break;
2647 case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE:
2648 if (pValue < 0.3f) pValue = 0.3f;
2649 m_angularMotorDecayTimescale = pValue;
2650 break;
2651 case Vehicle.ANGULAR_MOTOR_TIMESCALE:
2652 if (pValue < 0.3f) pValue = 0.3f;
2653 m_angularMotorTimescale = pValue;
2654 break;
2655 case Vehicle.BANKING_EFFICIENCY:
2656 if (pValue < 0.01f) pValue = 0.01f;
2657 // m_bankingEfficiency = pValue;
2658 break;
2659 case Vehicle.BANKING_MIX:
2660 if (pValue < 0.01f) pValue = 0.01f;
2661 // m_bankingMix = pValue;
2662 break;
2663 case Vehicle.BANKING_TIMESCALE:
2664 if (pValue < 0.01f) pValue = 0.01f;
2665 // m_bankingTimescale = pValue;
2666 break;
2667 case Vehicle.BUOYANCY:
2668 if (pValue < -1f) pValue = -1f;
2669 if (pValue > 1f) pValue = 1f;
2670 m_VehicleBuoyancy = pValue;
2671 break;
2672// case Vehicle.HOVER_EFFICIENCY:
2673// if (pValue < 0f) pValue = 0f;
2674// if (pValue > 1f) pValue = 1f;
2675// m_VhoverEfficiency = pValue;
2676// break;
2677 case Vehicle.HOVER_HEIGHT:
2678 m_VhoverHeight = pValue;
2679 break;
2680 case Vehicle.HOVER_TIMESCALE:
2681 if (pValue < 0.1f) pValue = 0.1f;
2682 m_VhoverTimescale = pValue;
2683 break;
2684 case Vehicle.LINEAR_DEFLECTION_EFFICIENCY:
2685 if (pValue < 0.01f) pValue = 0.01f;
2686 // m_linearDeflectionEfficiency = pValue;
2687 break;
2688 case Vehicle.LINEAR_DEFLECTION_TIMESCALE:
2689 if (pValue < 0.01f) pValue = 0.01f;
2690 // m_linearDeflectionTimescale = pValue;
2691 break;
2692 case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE:
2693 if (pValue < 0.3f) pValue = 0.3f;
2694 m_linearMotorDecayTimescale = pValue;
2695 break;
2696 case Vehicle.LINEAR_MOTOR_TIMESCALE:
2697 if (pValue < 0.1f) pValue = 0.1f;
2698 m_linearMotorTimescale = pValue;
2699 break;
2700 case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY:
2701 if (pValue < 0.1f) pValue = 0.1f; // Less goes unstable
2702 if (pValue > 1.0f) pValue = 1.0f;
2703 m_verticalAttractionEfficiency = pValue;
2704 break;
2705 case Vehicle.VERTICAL_ATTRACTION_TIMESCALE:
2706 if (pValue < 0.1f) pValue = 0.1f;
2707 m_verticalAttractionTimescale = pValue;
2708 break;
2709
2710 // These are vector properties but the engine lets you use a single float value to
2711 // set all of the components to the same value
2712 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
2713 if (pValue > 30f) pValue = 30f;
2714 if (pValue < 0.1f) pValue = 0.1f;
2715 m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue);
2716 break;
2717 case Vehicle.ANGULAR_MOTOR_DIRECTION:
2718 m_angularMotorDirection = new Vector3(pValue, pValue, pValue);
2719 UpdateAngDecay();
2720 break;
2721 case Vehicle.LINEAR_FRICTION_TIMESCALE:
2722 if (pValue < 0.1f) pValue = 0.1f;
2723 m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue);
2724 break;
2725 case Vehicle.LINEAR_MOTOR_DIRECTION:
2726 m_linearMotorDirection = new Vector3(pValue, pValue, pValue);
2727 UpdateLinDecay();
2728 break;
2729 case Vehicle.LINEAR_MOTOR_OFFSET:
2730 // m_linearMotorOffset = new Vector3(pValue, pValue, pValue);
2731 break;
2732
2733 }
2734
2735 }//end ProcessFloatVehicleParam
2736
2737 internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue)
2738 {
2739 switch (pParam)
2740 {
2741 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
2742 if (pValue.X > 30f) pValue.X = 30f;
2743 if (pValue.X < 0.1f) pValue.X = 0.1f;
2744 if (pValue.Y > 30f) pValue.Y = 30f;
2745 if (pValue.Y < 0.1f) pValue.Y = 0.1f;
2746 if (pValue.Z > 30f) pValue.Z = 30f;
2747 if (pValue.Z < 0.1f) pValue.Z = 0.1f;
2748 m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
2749 break;
2750 case Vehicle.ANGULAR_MOTOR_DIRECTION:
2751 m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
2752 // Limit requested angular speed to 2 rps= 4 pi rads/sec
2753 if(m_angularMotorDirection.X > 12.56f) m_angularMotorDirection.X = 12.56f;
2754 if(m_angularMotorDirection.X < - 12.56f) m_angularMotorDirection.X = - 12.56f;
2755 if(m_angularMotorDirection.Y > 12.56f) m_angularMotorDirection.Y = 12.56f;
2756 if(m_angularMotorDirection.Y < - 12.56f) m_angularMotorDirection.Y = - 12.56f;
2757 if(m_angularMotorDirection.Z > 12.56f) m_angularMotorDirection.Z = 12.56f;
2758 if(m_angularMotorDirection.Z < - 12.56f) m_angularMotorDirection.Z = - 12.56f;
2759 UpdateAngDecay();
2760 break;
2761 case Vehicle.LINEAR_FRICTION_TIMESCALE:
2762 if (pValue.X < 0.1f) pValue.X = 0.1f;
2763 if (pValue.Y < 0.1f) pValue.Y = 0.1f;
2764 if (pValue.Z < 0.1f) pValue.Z = 0.1f;
2765 m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
2766 break;
2767 case Vehicle.LINEAR_MOTOR_DIRECTION:
2768 m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z); // velocity requested by LSL, for max limiting
2769 UpdateLinDecay();
2770 break;
2771 case Vehicle.LINEAR_MOTOR_OFFSET:
2772 // m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z);
2773 break;
2774 }
2775
2776 }//end ProcessVectorVehicleParam
2777
2778 internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue)
2779 {
2780 switch (pParam)
2781 {
2782 case Vehicle.REFERENCE_FRAME:
2783 // m_referenceFrame = pValue;
2784 break;
2785 }
2786
2787 }//end ProcessRotationVehicleParam
2788
2789 internal void ProcessVehicleFlags(int pParam, bool remove)
2790 {
2791 if (remove)
2792 {
2793 m_flags &= ~((VehicleFlag)pParam);
2794 }
2795 else
2796 {
2797 m_flags |= (VehicleFlag)pParam;
2798 }
2799 }
2800
2801 internal void ProcessTypeChange(Vehicle pType)
2802 {
2803 // Set Defaults For Type
2804 m_type = pType;
2805 switch (pType)
2806 {
2807 case Vehicle.TYPE_SLED:
2808 m_linearFrictionTimescale = new Vector3(30, 1, 1000);
2809 m_angularFrictionTimescale = new Vector3(30, 30, 30);
2810// m_lLinMotorVel = Vector3.Zero;
2811 m_linearMotorTimescale = 1000;
2812 m_linearMotorDecayTimescale = 120;
2813 m_angularMotorDirection = Vector3.Zero;
2814 m_angularMotorDVel = Vector3.Zero;
2815 m_angularMotorTimescale = 1000;
2816 m_angularMotorDecayTimescale = 120;
2817 m_VhoverHeight = 0;
2818// m_VhoverEfficiency = 1;
2819 m_VhoverTimescale = 10;
2820 m_VehicleBuoyancy = 0;
2821 // m_linearDeflectionEfficiency = 1;
2822 // m_linearDeflectionTimescale = 1;
2823 // m_angularDeflectionEfficiency = 1;
2824 // m_angularDeflectionTimescale = 1000;
2825 // m_bankingEfficiency = 0;
2826 // m_bankingMix = 1;
2827 // m_bankingTimescale = 10;
2828 // m_referenceFrame = Quaternion.Identity;
2829 m_flags &=
2830 ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
2831 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
2832 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
2833 break;
2834 case Vehicle.TYPE_CAR:
2835 m_linearFrictionTimescale = new Vector3(100, 2, 1000);
2836 m_angularFrictionTimescale = new Vector3(30, 30, 30); // was 1000, but sl max frict time is 30.
2837// m_lLinMotorVel = Vector3.Zero;
2838 m_linearMotorTimescale = 1;
2839 m_linearMotorDecayTimescale = 60;
2840 m_angularMotorDirection = Vector3.Zero;
2841 m_angularMotorDVel = Vector3.Zero;
2842 m_angularMotorTimescale = 1;
2843 m_angularMotorDecayTimescale = 0.8f;
2844 m_VhoverHeight = 0;
2845// m_VhoverEfficiency = 0;
2846 m_VhoverTimescale = 1000;
2847 m_VehicleBuoyancy = 0;
2848 // // m_linearDeflectionEfficiency = 1;
2849 // // m_linearDeflectionTimescale = 2;
2850 // // m_angularDeflectionEfficiency = 0;
2851 // m_angularDeflectionTimescale = 10;
2852 m_verticalAttractionEfficiency = 1f;
2853 m_verticalAttractionTimescale = 10f;
2854 // m_bankingEfficiency = -0.2f;
2855 // m_bankingMix = 1;
2856 // m_bankingTimescale = 1;
2857 // m_referenceFrame = Quaternion.Identity;
2858 m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
2859 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.HOVER_UP_ONLY |
2860 VehicleFlag.LIMIT_MOTOR_UP);
2861 break;
2862 case Vehicle.TYPE_BOAT:
2863 m_linearFrictionTimescale = new Vector3(10, 3, 2);
2864 m_angularFrictionTimescale = new Vector3(10,10,10);
2865// m_lLinMotorVel = Vector3.Zero;
2866 m_linearMotorTimescale = 5;
2867 m_linearMotorDecayTimescale = 60;
2868 m_angularMotorDirection = Vector3.Zero;
2869 m_angularMotorDVel = Vector3.Zero;
2870 m_angularMotorTimescale = 4;
2871 m_angularMotorDecayTimescale = 4;
2872 m_VhoverHeight = 0;
2873// m_VhoverEfficiency = 0.5f;
2874 m_VhoverTimescale = 2;
2875 m_VehicleBuoyancy = 1;
2876 // m_linearDeflectionEfficiency = 0.5f;
2877 // m_linearDeflectionTimescale = 3;
2878 // m_angularDeflectionEfficiency = 0.5f;
2879 // m_angularDeflectionTimescale = 5;
2880 m_verticalAttractionEfficiency = 0.5f;
2881 m_verticalAttractionTimescale = 5f;
2882 // m_bankingEfficiency = -0.3f;
2883 // m_bankingMix = 0.8f;
2884 // m_bankingTimescale = 1;
2885 // m_referenceFrame = Quaternion.Identity;
2886 m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.LIMIT_ROLL_ONLY |
2887 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
2888 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY |
2889 VehicleFlag.LIMIT_MOTOR_UP);
2890 break;
2891 case Vehicle.TYPE_AIRPLANE:
2892 m_linearFrictionTimescale = new Vector3(200, 10, 5);
2893 m_angularFrictionTimescale = new Vector3(20, 20, 20);
2894// m_lLinMotorVel = Vector3.Zero;
2895 m_linearMotorTimescale = 2;
2896 m_linearMotorDecayTimescale = 60;
2897 m_angularMotorDirection = Vector3.Zero;
2898 m_angularMotorDVel = Vector3.Zero;
2899 m_angularMotorTimescale = 4;
2900 m_angularMotorDecayTimescale = 4;
2901 m_VhoverHeight = 0;
2902// m_VhoverEfficiency = 0.5f;
2903 m_VhoverTimescale = 1000;
2904 m_VehicleBuoyancy = 0;
2905 // m_linearDeflectionEfficiency = 0.5f;
2906 // m_linearDeflectionTimescale = 3;
2907 // m_angularDeflectionEfficiency = 1;
2908 // m_angularDeflectionTimescale = 2;
2909 m_verticalAttractionEfficiency = 0.9f;
2910 m_verticalAttractionTimescale = 2f;
2911 // m_bankingEfficiency = 1;
2912 // m_bankingMix = 0.7f;
2913 // m_bankingTimescale = 2;
2914 // m_referenceFrame = Quaternion.Identity;
2915 m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
2916 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
2917 m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY);
2918 break;
2919 case Vehicle.TYPE_BALLOON:
2920 m_linearFrictionTimescale = new Vector3(5, 5, 5);
2921 m_angularFrictionTimescale = new Vector3(10, 10, 10);
2922 m_linearMotorTimescale = 5;
2923 m_linearMotorDecayTimescale = 60;
2924 m_angularMotorDirection = Vector3.Zero;
2925 m_angularMotorDVel = Vector3.Zero;
2926 m_angularMotorTimescale = 6;
2927 m_angularMotorDecayTimescale = 10;
2928 m_VhoverHeight = 5;
2929// m_VhoverEfficiency = 0.8f;
2930 m_VhoverTimescale = 10;
2931 m_VehicleBuoyancy = 1;
2932 // m_linearDeflectionEfficiency = 0;
2933 // m_linearDeflectionTimescale = 5;
2934 // m_angularDeflectionEfficiency = 0;
2935 // m_angularDeflectionTimescale = 5;
2936 m_verticalAttractionEfficiency = 1f;
2937 m_verticalAttractionTimescale = 100f;
2938 // m_bankingEfficiency = 0;
2939 // m_bankingMix = 0.7f;
2940 // m_bankingTimescale = 5;
2941 // m_referenceFrame = Quaternion.Identity;
2942 m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
2943 VehicleFlag.HOVER_UP_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
2944 m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
2945 break;
2946
2947 }
2948 }//end SetDefaultsForType
2949
2950 internal void Enable(IntPtr pBody, OdeScene pParentScene)
2951 {
2952 if (m_type == Vehicle.TYPE_NONE)
2953 return;
2954
2955 m_body = pBody;
2956 }
2957
2958
2959 internal void Halt()
2960 { // Kill all motions, when non-physical
2961 // m_linearMotorDirection = Vector3.Zero;
2962 m_lLinMotorDVel = Vector3.Zero;
2963 m_lLinObjectVel = Vector3.Zero;
2964 m_wLinObjectVel = Vector3.Zero;
2965 m_angularMotorDirection = Vector3.Zero;
2966 m_lastAngularVelocity = Vector3.Zero;
2967 m_angularMotorDVel = Vector3.Zero;
2968 _acceleration = Vector3.Zero;
2969 }
2970
2971 private void UpdateLinDecay()
2972 {
2973// if (Math.Abs(m_linearMotorDirection.X) > Math.Abs(m_lLinMotorDVel.X)) m_lLinMotorDVel.X = m_linearMotorDirection.X;
2974// if (Math.Abs(m_linearMotorDirection.Y) > Math.Abs(m_lLinMotorDVel.Y)) m_lLinMotorDVel.Y = m_linearMotorDirection.Y;
2975// if (Math.Abs(m_linearMotorDirection.Z) > Math.Abs(m_lLinMotorDVel.Z)) m_lLinMotorDVel.Z = m_linearMotorDirection.Z;
2976 m_lLinMotorDVel.X = m_linearMotorDirection.X;
2977 m_lLinMotorDVel.Y = m_linearMotorDirection.Y;
2978 m_lLinMotorDVel.Z = m_linearMotorDirection.Z;
2979 } // else let the motor decay on its own
2980
2981 private void UpdateAngDecay()
2982 {
2983// if (Math.Abs(m_angularMotorDirection.X) > Math.Abs(m_angularMotorDVel.X)) m_angularMotorDVel.X = m_angularMotorDirection.X;
2984// if (Math.Abs(m_angularMotorDirection.Y) > Math.Abs(m_angularMotorDVel.Y)) m_angularMotorDVel.Y = m_angularMotorDirection.Y;
2985// if (Math.Abs(m_angularMotorDirection.Z) > Math.Abs(m_angularMotorDVel.Z)) m_angularMotorDVel.Z = m_angularMotorDirection.Z;
2986 m_angularMotorDVel.X = m_angularMotorDirection.X;
2987 m_angularMotorDVel.Y = m_angularMotorDirection.Y;
2988 m_angularMotorDVel.Z = m_angularMotorDirection.Z;
2989 } // else let the motor decay on its own
2990
2991 public void Move(float timestep)
2992 {
2993 float fx = 0;
2994 float fy = 0;
2995 float fz = 0;
2996 Vector3 linvel; // velocity applied, including any reversal
2997 int outside = 0;
2998
2999 // If geomCrossingFailuresBeforeOutofbounds is set to 0 in OpenSim.ini then phys objects bounce off region borders.
3000 // This is a temp patch until proper region crossing is developed.
3001
3002 int failureLimit = _parent_scene.geomCrossingFailuresBeforeOutofbounds;
3003 int fence = _parent_scene.geomRegionFence;
3004
3005 float border_limit = 0.05f; // original limit
3006 if (fence == 1) border_limit = 0.5f; // bounce point
3007
3008 frcount++; // used to limit debug comment output
3009 if (frcount > 50)
3010 frcount = 0;
3011
3012 if(revcount > 0) revcount--;
3013
3014 if (IsPhysical && (Body != IntPtr.Zero) && !m_isSelected && !childPrim) // Only move root prims.
3015 {
3016 // Old public void UpdatePositionAndVelocity(), more accuratley calculated here
3017 bool lastZeroFlag = _zeroFlag; // was it stopped
3018
3019 d.Vector3 vec = d.BodyGetPosition(Body);
3020 Vector3 l_position = Vector3.Zero;
3021 l_position.X = vec.X;
3022 l_position.Y = vec.Y;
3023 l_position.Z = vec.Z;
3024 m_lastposition = _position;
3025 _position = l_position;
3026
3027 d.Quaternion ori = d.BodyGetQuaternion(Body);
3028 // Quaternion l_orientation = Quaternion.Identity;
3029 _orientation.X = ori.X;
3030 _orientation.Y = ori.Y;
3031 _orientation.Z = ori.Z;
3032 _orientation.W = ori.W;
3033 m_lastorientation = _orientation;
3034
3035 d.Vector3 vel = d.BodyGetLinearVel(Body);
3036 m_lastVelocity = _velocity;
3037 _velocity.X = vel.X;
3038 _velocity.Y = vel.Y;
3039 _velocity.Z = vel.Z;
3040 _acceleration = ((_velocity - m_lastVelocity) / timestep);
3041
3042 d.Vector3 torque = d.BodyGetTorque(Body);
3043 _torque = new Vector3(torque.X, torque.Y, torque.Z);
3044
3045 base.RequestPhysicsterseUpdate();
3046
3047//Console.WriteLine("Move {0} at {1}", m_primName, l_position);
3048
3049 // Check if outside region
3050 // In Scene.cs/CrossPrimGroupIntoNewRegion the object is checked for 0.1M from border!
3051 if (l_position.X > ((float)_parent_scene.WorldExtents.X - border_limit))
3052 {
3053 l_position.X = ((float)_parent_scene.WorldExtents.X - border_limit);
3054 outside = 1;
3055 }
3056
3057 if (l_position.X < border_limit)
3058 {
3059 l_position.X = border_limit;
3060 outside = 2;
3061 }
3062 if (l_position.Y > ((float)_parent_scene.WorldExtents.Y - border_limit))
3063 {
3064 l_position.Y = ((float)_parent_scene.WorldExtents.Y - border_limit);
3065 outside = 3;
3066 }
3067
3068 if (l_position.Y < border_limit)
3069 {
3070 l_position.Y = border_limit;
3071 outside = 4;
3072 }
3073
3074 if (outside > 0)
3075 {
3076//Console.WriteLine(" fence = {0}",fence);
3077
3078//Console.WriteLine("Border {0}", l_position);
3079 if (fence == 1) // bounce object off boundary
3080 {
3081 if (revcount == 0)
3082 {
3083 if (outside < 3)
3084 {
3085 _velocity.X = -_velocity.X;
3086 }
3087 else
3088 {
3089 _velocity.Y = -_velocity.Y;
3090 }
3091 if (m_type != Vehicle.TYPE_NONE) Halt();
3092 _position = l_position;
3093 m_taintposition = _position;
3094 m_lastVelocity = _velocity;
3095 _acceleration = Vector3.Zero;
3096 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
3097 d.BodySetLinearVel(Body, _velocity.X, _velocity.Y, _velocity.Z);
3098 base.RequestPhysicsterseUpdate();
3099
3100 revcount = 25; // wait for object to move away from border
3101 }
3102 } // else old crossing mode
3103 else if (m_crossingfailures < failureLimit)
3104 { // keep trying to cross?
3105 _position = l_position;
3106 //_parent_scene.remActivePrim(this);
3107 if (_parent == null) base.RequestPhysicsterseUpdate();
3108 return; // Dont process any other motion?
3109 }
3110 else
3111 { // Too many tries
3112 if (_parent == null) base.RaiseOutOfBounds(l_position);
3113//Console.WriteLine("ROOB 2");
3114
3115 return; // Dont process any other motion?
3116 } // end various methods
3117 } // end outside region horizontally
3118
3119
3120 if (l_position.Z < 0)
3121 {
3122 // This is so prim that get lost underground don't fall forever and suck up
3123 //
3124 // Sim resources and memory.
3125 // Disables the prim's movement physics....
3126 // It's a hack and will generate a console message if it fails.
3127
3128 //IsPhysical = false;
3129 if (_parent == null) base.RaiseOutOfBounds(_position);
3130//Console.WriteLine("ROOB 3");
3131
3132
3133 _acceleration.X = 0; // This stuff may stop client display but it has no
3134 _acceleration.Y = 0; // effect on the object in phys engine!
3135 _acceleration.Z = 0;
3136
3137 _velocity.X = 0;
3138 _velocity.Y = 0;
3139 _velocity.Z = 0;
3140 m_rotationalVelocity.X = 0;
3141 m_rotationalVelocity.Y = 0;
3142 m_rotationalVelocity.Z = 0;
3143
3144 if (_parent == null) base.RequestPhysicsterseUpdate();
3145
3146 m_throttleUpdates = false;
3147 throttleCounter = 0;
3148 _zeroFlag = true;
3149 //outofBounds = true;
3150 } // end neg Z check
3151
3152 // Is it moving?
3153 if ((Math.Abs(m_lastposition.X - l_position.X) < 0.02)
3154 && (Math.Abs(m_lastposition.Y - l_position.Y) < 0.02)
3155 && (Math.Abs(m_lastposition.Z - l_position.Z) < 0.02)
3156 && (1.0 - Math.Abs(Quaternion.Dot(m_lastorientation, _orientation)) < 0.0001)) // KF 0.01 is far to large
3157 {
3158 _zeroFlag = true;
3159 m_throttleUpdates = false;
3160 }
3161 else
3162 {
3163 //m_log.Debug(Math.Abs(m_lastposition.X - l_position.X).ToString());
3164 _zeroFlag = false;
3165 m_lastUpdateSent = false;
3166 //m_throttleUpdates = false;
3167 }
3168
3169 if (_zeroFlag)
3170 { // Its stopped
3171 _velocity.X = 0.0f;
3172 _velocity.Y = 0.0f;
3173 _velocity.Z = 0.0f;
3174
3175 _acceleration.X = 0;
3176 _acceleration.Y = 0;
3177 _acceleration.Z = 0;
3178
3179 m_rotationalVelocity.X = 0;
3180 m_rotationalVelocity.Y = 0;
3181 m_rotationalVelocity.Z = 0;
3182 if (!m_lastUpdateSent)
3183 {
3184 m_throttleUpdates = false;
3185 throttleCounter = 0;
3186 if (_parent == null)
3187 {
3188 base.RequestPhysicsterseUpdate();
3189 }
3190
3191 m_lastUpdateSent = true;
3192 }
3193 }
3194 else
3195 { // Its moving
3196 if (lastZeroFlag != _zeroFlag)
3197 {
3198 if (_parent == null)
3199 {
3200 base.RequestPhysicsterseUpdate();
3201 }
3202 }
3203 m_lastUpdateSent = false;
3204 if (!m_throttleUpdates || throttleCounter > _parent_scene.geomUpdatesPerThrottledUpdate)
3205 {
3206 if (_parent == null)
3207 {
3208 base.RequestPhysicsterseUpdate();
3209 }
3210 }
3211 else
3212 {
3213 throttleCounter++;
3214 }
3215 }
3216 m_lastposition = l_position;
3217
3218 /// End UpdatePositionAndVelocity insert
3219
3220
3221 // Rotation lock =====================================
3222 if(m_rotateEnableUpdate)
3223 {
3224 // Snapshot current angles, set up Amotor(s)
3225 m_rotateEnableUpdate = false;
3226 m_rotateEnable = m_rotateEnableRequest;
3227Console.WriteLine("RotEnable {0} = {1}",m_primName, m_rotateEnable);
3228
3229 if (Amotor != IntPtr.Zero)
3230 {
3231 d.JointDestroy(Amotor);
3232 Amotor = IntPtr.Zero;
3233Console.WriteLine("Old Amotor Destroyed");
3234 }
3235
3236 if (!m_rotateEnable.ApproxEquals(Vector3.One, 0.003f))
3237 { // not all are enabled
3238 d.Quaternion r = d.BodyGetQuaternion(Body);
3239 Quaternion locrot = new Quaternion(r.X, r.Y, r.Z, r.W);
3240 // extract the axes vectors
3241 Vector3 vX = new Vector3(1f,0f,0f);
3242 Vector3 vY = new Vector3(0f,1f,0f);
3243 Vector3 vZ = new Vector3(0f,0f,1f);
3244 vX = vX * locrot;
3245 vY = vY * locrot;
3246 vZ = vZ * locrot;
3247 // snapshot the current angle vectors
3248 m_lockX = vX;
3249 m_lockY = vY;
3250 m_lockZ = vZ;
3251 // m_lockRot = locrot;
3252 Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
3253 d.JointAttach(Amotor, Body, IntPtr.Zero);
3254 d.JointSetAMotorMode(Amotor, 0); // User mode??
3255Console.WriteLine("New Amotor Created for {0}", m_primName);
3256
3257 float axisnum = 3; // how many to lock
3258 axisnum = (axisnum - (m_rotateEnable.X + m_rotateEnable.Y + m_rotateEnable.Z));
3259 d.JointSetAMotorNumAxes(Amotor,(int)axisnum);
3260Console.WriteLine("AxisNum={0}",(int)axisnum);
3261
3262 int i = 0;
3263
3264 if (m_rotateEnable.X == 0)
3265 {
3266 d.JointSetAMotorAxis(Amotor, i, 0, m_lockX.X, m_lockX.Y, m_lockX.Z);
3267Console.WriteLine("AxisX {0} set to {1}", i, m_lockX);
3268 i++;
3269 }
3270
3271 if (m_rotateEnable.Y == 0)
3272 {
3273 d.JointSetAMotorAxis(Amotor, i, 0, m_lockY.X, m_lockY.Y, m_lockY.Z);
3274Console.WriteLine("AxisY {0} set to {1}", i, m_lockY);
3275 i++;
3276 }
3277
3278 if (m_rotateEnable.Z == 0)
3279 {
3280 d.JointSetAMotorAxis(Amotor, i, 0, m_lockZ.X, m_lockZ.Y, m_lockZ.Z);
3281Console.WriteLine("AxisZ {0} set to {1}", i, m_lockZ);
3282 i++;
3283 }
3284
3285 // These lowstops and high stops are effectively (no wiggle room)
3286 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, 0f);
3287 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, 0f);
3288 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, 0f);
3289 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0f);
3290 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f);
3291 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0f);
3292 d.JointSetAMotorParam(Amotor, (int) dParam.Vel, 0f);
3293 d.JointSetAMotorParam(Amotor, (int) dParam.Vel3, 0f);
3294 d.JointSetAMotorParam(Amotor, (int) dParam.Vel2, 0f);
3295 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM, 0f);
3296 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM3, 0f);
3297 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM2, 0f);
3298 } // else none are locked
3299 } // end Rotation Update
3300
3301
3302 // VEHICLE processing ==========================================
3303 if (m_type != Vehicle.TYPE_NONE)
3304 {
3305 // get body attitude
3306 d.Quaternion rot = d.BodyGetQuaternion(Body);
3307 Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); // rotq = rotation of object
3308 Quaternion irotq = Quaternion.Inverse(rotq);
3309
3310 // VEHICLE Linear Motion
3311 d.Vector3 velnow = d.BodyGetLinearVel(Body); // this is in world frame
3312 Vector3 vel_now = new Vector3(velnow.X, velnow.Y, velnow.Z);
3313 m_lLinObjectVel = vel_now * irotq;
3314
3315 if (m_linearMotorDecayTimescale < 300.0f) //setting of 300 or more disables decay rate
3316 {
3317 if ( Vector3.Mag(m_lLinMotorDVel) < 1.0f)
3318 {
3319 float decayfactor = m_linearMotorDecayTimescale/timestep;
3320 Vector3 decayAmount = (m_lLinMotorDVel/decayfactor);
3321 m_lLinMotorDVel -= decayAmount;
3322 }
3323 else
3324 {
3325 float decayfactor = 3.0f - (0.57f * (float)Math.Log((double)(m_linearMotorDecayTimescale)));
3326 Vector3 decel = Vector3.Normalize(m_lLinMotorDVel) * decayfactor * timestep;
3327 m_lLinMotorDVel -= decel;
3328 }
3329 if (m_lLinMotorDVel.ApproxEquals(Vector3.Zero, 0.01f))
3330 {
3331 m_lLinMotorDVel = Vector3.Zero;
3332 }
3333
3334 /* else
3335 {
3336 if (Math.Abs(m_lLinMotorDVel.X) < Math.Abs(m_lLinObjectVel.X)) m_lLinObjectVel.X = m_lLinMotorDVel.X;
3337 if (Math.Abs(m_lLinMotorDVel.Y) < Math.Abs(m_lLinObjectVel.Y)) m_lLinObjectVel.Y = m_lLinMotorDVel.Y;
3338 if (Math.Abs(m_lLinMotorDVel.Z) < Math.Abs(m_lLinObjectVel.Z)) m_lLinObjectVel.Z = m_lLinMotorDVel.Z;
3339 } */
3340 } // end linear motor decay
3341
3342 if ( (! m_lLinMotorDVel.ApproxEquals(Vector3.Zero, 0.01f)) || (! m_lLinObjectVel.ApproxEquals(Vector3.Zero, 0.01f)) )
3343 {
3344 if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body);
3345 if (m_linearMotorTimescale < 300.0f)
3346 {
3347 Vector3 attack_error = m_lLinMotorDVel - m_lLinObjectVel;
3348 float linfactor = m_linearMotorTimescale/timestep;
3349 Vector3 attackAmount = (attack_error/linfactor) * 1.3f;
3350 m_lLinObjectVel += attackAmount;
3351 }
3352 if (m_linearFrictionTimescale.X < 300.0f)
3353 {
3354 float fricfactor = m_linearFrictionTimescale.X / timestep;
3355 float fricX = m_lLinObjectVel.X / fricfactor;
3356 m_lLinObjectVel.X -= fricX;
3357 }
3358 if (m_linearFrictionTimescale.Y < 300.0f)
3359 {
3360 float fricfactor = m_linearFrictionTimescale.Y / timestep;
3361 float fricY = m_lLinObjectVel.Y / fricfactor;
3362 m_lLinObjectVel.Y -= fricY;
3363 }
3364 if (m_linearFrictionTimescale.Z < 300.0f)
3365 {
3366 float fricfactor = m_linearFrictionTimescale.Z / timestep;
3367 float fricZ = m_lLinObjectVel.Z / fricfactor;
3368 m_lLinObjectVel.Z -= fricZ;
3369 }
3370 }
3371 m_wLinObjectVel = m_lLinObjectVel * rotq;
3372
3373 // Gravity and Buoyancy
3374 Vector3 grav = Vector3.Zero;
3375 if(m_VehicleBuoyancy < 1.0f)
3376 {
3377 // There is some gravity, make a gravity force vector
3378 // that is applied after object velocity.
3379 d.Mass objMass;
3380 d.BodyGetMass(Body, out objMass);
3381 // m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g;
3382 grav.Z = _parent_scene.gravityz * objMass.mass * (1f - m_VehicleBuoyancy); // Applied later as a force
3383 } // else its 1.0, no gravity.
3384
3385 // Hovering
3386 if( (m_flags & (VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT)) != 0)
3387 {
3388 // We should hover, get the target height
3389 d.Vector3 pos = d.BodyGetPosition(Body);
3390 if((m_flags & VehicleFlag.HOVER_WATER_ONLY) == VehicleFlag.HOVER_WATER_ONLY)
3391 {
3392 m_VhoverTargetHeight = _parent_scene.GetWaterLevel() + m_VhoverHeight;
3393 }
3394 else if((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) == VehicleFlag.HOVER_TERRAIN_ONLY)
3395 {
3396 m_VhoverTargetHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y) + m_VhoverHeight;
3397 }
3398 else if((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) == VehicleFlag.HOVER_GLOBAL_HEIGHT)
3399 {
3400 m_VhoverTargetHeight = m_VhoverHeight;
3401 }
3402
3403 if((m_flags & VehicleFlag.HOVER_UP_ONLY) == VehicleFlag.HOVER_UP_ONLY)
3404 {
3405 // If body is aready heigher, use its height as target height
3406 if(pos.Z > m_VhoverTargetHeight) m_VhoverTargetHeight = pos.Z;
3407 }
3408
3409// m_VhoverEfficiency = 0f; // 0=boucy, 1=Crit.damped
3410// m_VhoverTimescale = 0f; // time to acheive height
3411// timestep is time since last frame,in secs
3412 float herr0 = pos.Z - m_VhoverTargetHeight;
3413 // Replace Vertical speed with correction figure if significant
3414 if(Math.Abs(herr0) > 0.01f )
3415 {
3416 //? d.Mass objMass;
3417 //? d.BodyGetMass(Body, out objMass);
3418 m_wLinObjectVel.Z = - ( (herr0 * timestep * 50.0f) / m_VhoverTimescale);
3419 //KF: m_VhoverEfficiency is not yet implemented
3420 }
3421 else
3422 {
3423 m_wLinObjectVel.Z = 0f;
3424 }
3425 }
3426 else
3427 { // not hovering
3428 if (m_wLinObjectVel.Z == 0f)
3429 { // Gravity rules
3430 m_wLinObjectVel.Z = vel_now.Z;
3431 } // else the motor has it
3432 }
3433 linvel = m_wLinObjectVel;
3434
3435 // Vehicle Linear Motion done =======================================
3436 // Apply velocity
3437 d.BodySetLinearVel(Body, linvel.X, linvel.Y, linvel.Z);
3438 // apply gravity force
3439 d.BodyAddForce(Body, grav.X, grav.Y, grav.Z);
3440//if(frcount == 0) Console.WriteLine("Grav {0}", grav);
3441 // end MoveLinear()
3442
3443
3444 // MoveAngular
3445 /*
3446 private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor
3447
3448 private float m_angularMotorTimescale = 0; // motor angular Attack rate set by LSL
3449 private float m_angularMotorDecayTimescale = 0; // motor angular Decay rate set by LSL
3450 private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular Friction set by LSL
3451
3452 private Vector3 m_angularMotorDVel = Vector3.Zero; // decayed angular motor
3453 private Vector3 m_angObjectVel = Vector3.Zero; // what was last applied to body
3454 */
3455//if(frcount == 0) Console.WriteLine("MoveAngular ");
3456
3457 d.Vector3 angularObjectVel = d.BodyGetAngularVel(Body);
3458 Vector3 angObjectVel = new Vector3(angularObjectVel.X, angularObjectVel.Y, angularObjectVel.Z);
3459 angObjectVel = angObjectVel * irotq; // ============ Converts to LOCAL rotation
3460
3461//if(frcount == 0) Console.WriteLine("V0 = {0}", angObjectVel);
3462
3463 // Decay Angular Motor 1. In SL this also depends on attack rate! decay ~= 23/Attack.
3464 float atk_decayfactor = 23.0f / (m_angularMotorTimescale * timestep);
3465 m_angularMotorDVel -= m_angularMotorDVel / atk_decayfactor;
3466 // Decay Angular Motor 2.
3467 if (m_angularMotorDecayTimescale < 300.0f)
3468 {
3469 if ( Vector3.Mag(m_angularMotorDVel) < 1.0f)
3470 {
3471 float decayfactor = (m_angularMotorDecayTimescale)/timestep;
3472 Vector3 decayAmount = (m_angularMotorDVel/decayfactor);
3473 m_angularMotorDVel -= decayAmount;
3474 }
3475 else
3476 {
3477 Vector3 decel = Vector3.Normalize(m_angularMotorDVel) * timestep / m_angularMotorDecayTimescale;
3478 m_angularMotorDVel -= decel;
3479 }
3480
3481 if (m_angularMotorDVel.ApproxEquals(Vector3.Zero, 0.01f))
3482 {
3483 m_angularMotorDVel = Vector3.Zero;
3484 }
3485 else
3486 {
3487 if (Math.Abs(m_angularMotorDVel.X) < Math.Abs(angObjectVel.X)) angObjectVel.X = m_angularMotorDVel.X;
3488 if (Math.Abs(m_angularMotorDVel.Y) < Math.Abs(angObjectVel.Y)) angObjectVel.Y = m_angularMotorDVel.Y;
3489 if (Math.Abs(m_angularMotorDVel.Z) < Math.Abs(angObjectVel.Z)) angObjectVel.Z = m_angularMotorDVel.Z;
3490 }
3491 } // end decay angular motor
3492//if(frcount == 0) Console.WriteLine("MotorDvel {0} Obj {1}", m_angularMotorDVel, angObjectVel);
3493
3494//if(frcount == 0) Console.WriteLine("VA = {0}", angObjectVel);
3495
3496 if ( (! m_angularMotorDVel.ApproxEquals(Vector3.Zero, 0.01f)) || (! angObjectVel.ApproxEquals(Vector3.Zero, 0.01f)) )
3497 { // if motor or object have motion
3498 if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body);
3499
3500 if (m_angularMotorTimescale < 300.0f)
3501 {
3502 Vector3 attack_error = m_angularMotorDVel - angObjectVel;
3503 float angfactor = m_angularMotorTimescale/timestep;
3504 Vector3 attackAmount = (attack_error/angfactor);
3505 angObjectVel += attackAmount;
3506//if(frcount == 0) Console.WriteLine("Accel {0} Attk {1}",FrAaccel, attackAmount);
3507//if(frcount == 0) Console.WriteLine("V2+= {0}", angObjectVel);
3508 }
3509
3510 angObjectVel.X -= angObjectVel.X / (m_angularFrictionTimescale.X * 0.7f / timestep);
3511 angObjectVel.Y -= angObjectVel.Y / (m_angularFrictionTimescale.Y * 0.7f / timestep);
3512 angObjectVel.Z -= angObjectVel.Z / (m_angularFrictionTimescale.Z * 0.7f / timestep);
3513 } // else no signif. motion
3514
3515//if(frcount == 0) Console.WriteLine("Dmotor {0} Obj {1}", m_angularMotorDVel, angObjectVel);
3516 // Bank section tba
3517 // Deflection section tba
3518//if(frcount == 0) Console.WriteLine("V3 = {0}", angObjectVel);
3519
3520
3521 /* // Rotation Axis Disables:
3522 if (!m_angularEnable.ApproxEquals(Vector3.One, 0.003f))
3523 {
3524 if (m_angularEnable.X == 0)
3525 angObjectVel.X = 0f;
3526 if (m_angularEnable.Y == 0)
3527 angObjectVel.Y = 0f;
3528 if (m_angularEnable.Z == 0)
3529 angObjectVel.Z = 0f;
3530 }
3531 */
3532 angObjectVel = angObjectVel * rotq; // ================ Converts to WORLD rotation
3533
3534 // Vertical attractor section
3535 Vector3 vertattr = Vector3.Zero;
3536
3537 if(m_verticalAttractionTimescale < 300)
3538 {
3539 float VAservo = 1.0f / (m_verticalAttractionTimescale * timestep);
3540 // make a vector pointing up
3541 Vector3 verterr = Vector3.Zero;
3542 verterr.Z = 1.0f;
3543 // rotate it to Body Angle
3544 verterr = verterr * rotq;
3545 // 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.
3546 // 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
3547 // negative. Similar for tilt and |.Y|. .X and .Y must be modulated to prevent a stable inverted body.
3548
3549 if (verterr.Z < 0.0f)
3550 { // Deflection from vertical exceeds 90-degrees. This method will ensure stable return to
3551 // vertical, BUT for some reason a z-rotation is imparted to the object. TBI.
3552//Console.WriteLine("InvertFlip");
3553 verterr.X = 2.0f - verterr.X;
3554 verterr.Y = 2.0f - verterr.Y;
3555 }
3556 verterr *= 0.5f;
3557 // verterror is 0 (no error) to +/- 1 (max error at 180-deg tilt)
3558 Vector3 xyav = angObjectVel;
3559 xyav.Z = 0.0f;
3560 if ((!xyav.ApproxEquals(Vector3.Zero, 0.001f)) || (verterr.Z < 0.49f))
3561 {
3562 // As the body rotates around the X axis, then verterr.Y increases; Rotated around Y then .X increases, so
3563 // Change Body angular velocity X based on Y, and Y based on X. Z is not changed.
3564 vertattr.X = verterr.Y;
3565 vertattr.Y = - verterr.X;
3566 vertattr.Z = 0f;
3567//if(frcount == 0) Console.WriteLine("VAerr=" + verterr);
3568
3569 // scaling appears better usingsquare-law
3570 float damped = m_verticalAttractionEfficiency * m_verticalAttractionEfficiency;
3571 float bounce = 1.0f - damped;
3572 // 0 = crit damp, 1 = bouncy
3573 float oavz = angObjectVel.Z; // retain z velocity
3574 // time-scaled correction, which sums, therefore is bouncy:
3575 angObjectVel = (angObjectVel + (vertattr * VAservo * 0.0333f)) * bounce;
3576 // damped, good @ < 90:
3577 angObjectVel = angObjectVel + (vertattr * VAservo * 0.0667f * damped);
3578 angObjectVel.Z = oavz;
3579//if(frcount == 0) Console.WriteLine("VA+");
3580//Console.WriteLine("VAttr {0} OAvel {1}", vertattr, angObjectVel);
3581 }
3582 else
3583 {
3584 // else error is very small
3585 angObjectVel.X = 0f;
3586 angObjectVel.Y = 0f;
3587//if(frcount == 0) Console.WriteLine("VA0");
3588 }
3589 } // else vertical attractor is off
3590//if(frcount == 0) Console.WriteLine("V1 = {0}", angObjectVel);
3591
3592
3593 m_lastAngularVelocity = angObjectVel;
3594 // apply Angular Velocity to body
3595 d.BodySetAngularVel (Body, m_lastAngularVelocity.X, m_lastAngularVelocity.Y, m_lastAngularVelocity.Z);
3596//if(frcount == 0) Console.WriteLine("V4 = {0}", m_lastAngularVelocity);
3597
3598 } // end VEHICLES
3599 else
3600 {
3601 // Dyamics (NON-'VEHICLES') are dealt with here ================================================================
3602
3603 if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body); // KF add 161009
3604
3605 /// Dynamics Buoyancy
3606 //KF: m_buoyancy is set by llSetBuoyancy() and is for non-vehicle.
3607 // m_buoyancy: (unlimited value) <0=Falls fast; 0=1g; 1=0g; >1 = floats up
3608 // NB Prims in ODE are no subject to global gravity
3609 // This should only affect gravity operations
3610
3611 float m_mass = CalculateMass();
3612 // calculate z-force due togravity on object.
3613 fz = _parent_scene.gravityz * (1.0f - m_buoyancy) * m_mass; // force = acceleration * mass
3614
3615 if ((m_usePID) && (m_PIDTau > 0.0f)) // Dynamics llMoveToTarget.
3616 {
3617 fz = 0; // llMoveToTarget ignores gravity.
3618 // it also ignores mass of object, and any physical resting on it.
3619 // Vector3 m_PIDTarget is where we are going
3620 // float m_PIDTau is time to get there
3621 fx = 0;
3622 fy = 0;
3623 d.Vector3 pos = d.BodyGetPosition(Body);
3624 Vector3 error = new Vector3(
3625 (m_PIDTarget.X - pos.X),
3626 (m_PIDTarget.Y - pos.Y),
3627 (m_PIDTarget.Z - pos.Z));
3628 if (error.ApproxEquals(Vector3.Zero,0.01f))
3629 { // Very close, Jump there and quit move
3630 d.BodySetPosition(Body, m_PIDTarget.X, m_PIDTarget.Y, m_PIDTarget.Z);
3631 _target_velocity = Vector3.Zero;
3632 d.BodySetLinearVel(Body, _target_velocity.X, _target_velocity.Y, _target_velocity.Z);
3633 }
3634 else
3635 {
3636 float scale = 50.0f * timestep / m_PIDTau;
3637 if ((error.ApproxEquals(Vector3.Zero,0.5f)) && (_target_velocity != Vector3.Zero))
3638 {
3639 // Nearby, quit update of velocity
3640 }
3641 else
3642 { // Far, calc damped velocity
3643 _target_velocity = error * scale;
3644 }
3645 d.BodySetLinearVel(Body, _target_velocity.X, _target_velocity.Y, _target_velocity.Z);
3646 }
3647 } // end PID MoveToTarget
3648
3649 /* Original OS implementation: Does not work correctly as another phys object resting on THIS object purturbs its position.
3650 This is incorrect behavior. llMoveToTarget must move the Body no matter what phys object is resting on it.
3651
3652 //if (!d.BodyIsEnabled(Body))
3653 //d.BodySetForce(Body, 0f, 0f, 0f);
3654
3655 // no lock; for now it's only called from within Simulate()
3656
3657 // If the PID Controller isn't active then we set our force
3658 // calculating base velocity to the current position
3659
3660 if ((m_PIDTau < 1) && (m_PIDTau != 0))
3661 {
3662 //PID_G = PID_G / m_PIDTau;
3663 m_PIDTau = 1;
3664 }
3665
3666 if ((PID_G - m_PIDTau) <= 0)
3667 {
3668 PID_G = m_PIDTau + 1;
3669 }
3670 //PidStatus = true;
3671
3672 // PhysicsVector vec = new PhysicsVector();
3673// d.Vector3 vel = d.BodyGetLinearVel(Body);
3674
3675 d.Vector3 pos = d.BodyGetPosition(Body);
3676 _target_velocity =
3677 new Vector3(
3678 (m_PIDTarget.X - pos.X) * ((PID_G - m_PIDTau) * timestep),
3679 (m_PIDTarget.Y - pos.Y) * ((PID_G - m_PIDTau) * timestep),
3680 (m_PIDTarget.Z - pos.Z) * ((PID_G - m_PIDTau) * timestep)
3681 );
3682
3683if(frcount == 0) Console.WriteLine("PID {0} b={1} fz={2} vel={3}", m_primName, m_buoyancy, fz, _target_velocity);
3684 // if velocity is zero, use position control; otherwise, velocity control
3685
3686 if (_target_velocity.ApproxEquals(Vector3.Zero,0.1f))
3687 {
3688 // keep track of where we stopped. No more slippin' & slidin'
3689
3690 // We only want to deactivate the PID Controller if we think we want to have our surrogate
3691 // react to the physics scene by moving it's position.
3692 // Avatar to Avatar collisions
3693 // Prim to avatar collisions
3694
3695 //fx = (_target_velocity.X - vel.X) * (PID_D) + (_zeroPosition.X - pos.X) * (PID_P * 2);
3696 //fy = (_target_velocity.Y - vel.Y) * (PID_D) + (_zeroPosition.Y - pos.Y) * (PID_P * 2);
3697 //fz = fz + (_target_velocity.Z - vel.Z) * (PID_D) + (_zeroPosition.Z - pos.Z) * PID_P;
3698 d.BodySetPosition(Body, m_PIDTarget.X, m_PIDTarget.Y, m_PIDTarget.Z);
3699 d.BodySetLinearVel(Body, 0, 0, 0);
3700 d.BodyAddForce(Body, 0, 0, fz);
3701 // return;
3702 }
3703 else
3704 {
3705 _zeroFlag = false;
3706
3707 // We're flying and colliding with something
3708 fx = ((_target_velocity.X) - vel.X) * (PID_D);
3709 fy = ((_target_velocity.Y) - vel.Y) * (PID_D);
3710
3711 // vec.Z = (_target_velocity.Z - vel.Z) * PID_D + (_zeroPosition.Z - pos.Z) * PID_P;
3712
3713 fz = fz + ((_target_velocity.Z - vel.Z) * (PID_D) * m_mass);
3714 }
3715 } // end if (m_usePID)
3716 End of old PID system */
3717
3718
3719 /// Dynamics Hover ===================================================================================
3720 // Hover PID Controller can only run if the PIDcontroller is not in use.
3721 if (m_useHoverPID && !m_usePID)
3722 {
3723//Console.WriteLine("Hover " + m_primName);
3724
3725 // If we're using the PID controller, then we have no gravity
3726 fz = (-1 * _parent_scene.gravityz) * m_mass;
3727
3728 // no lock; for now it's only called from within Simulate()
3729
3730 // If the PID Controller isn't active then we set our force
3731 // calculating base velocity to the current position
3732
3733 if ((m_PIDTau < 1))
3734 {
3735 PID_G = PID_G / m_PIDTau;
3736 }
3737
3738 if ((PID_G - m_PIDTau) <= 0)
3739 {
3740 PID_G = m_PIDTau + 1;
3741 }
3742
3743
3744 // Where are we, and where are we headed?
3745 d.Vector3 pos = d.BodyGetPosition(Body);
3746// d.Vector3 vel = d.BodyGetLinearVel(Body);
3747
3748
3749 // Non-Vehicles have a limited set of Hover options.
3750 // determine what our target height really is based on HoverType
3751 switch (m_PIDHoverType)
3752 {
3753 case PIDHoverType.Ground:
3754 m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y);
3755 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
3756 break;
3757 case PIDHoverType.GroundAndWater:
3758 m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y);
3759 m_waterHeight = _parent_scene.GetWaterLevel();
3760 if (m_groundHeight > m_waterHeight)
3761 {
3762 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
3763 }
3764 else
3765 {
3766 m_targetHoverHeight = m_waterHeight + m_PIDHoverHeight;
3767 }
3768 break;
3769
3770 } // end switch (m_PIDHoverType)
3771
3772
3773 _target_velocity =
3774 new Vector3(0.0f, 0.0f,
3775 (m_targetHoverHeight - pos.Z) * ((PID_G - m_PIDHoverTau) * timestep)
3776 );
3777
3778 // if velocity is zero, use position control; otherwise, velocity control
3779
3780 if (_target_velocity.ApproxEquals(Vector3.Zero, 0.1f))
3781 {
3782 // keep track of where we stopped. No more slippin' & slidin'
3783
3784 // We only want to deactivate the PID Controller if we think we want to have our surrogate
3785 // react to the physics scene by moving it's position.
3786 // Avatar to Avatar collisions
3787 // Prim to avatar collisions
3788 d.Vector3 dlinvel = vel;
3789
3790 d.BodySetPosition(Body, pos.X, pos.Y, m_targetHoverHeight);
3791 d.BodySetLinearVel(Body, dlinvel.X, dlinvel.Y, dlinvel.Z);
3792 d.BodyAddForce(Body, 0, 0, fz);
3793 //KF this prevents furthur motions return;
3794 }
3795 else
3796 {
3797 _zeroFlag = false;
3798
3799 // We're flying and colliding with something
3800 fz = fz + ((_target_velocity.Z - vel.Z) * (PID_D) * m_mass);
3801 }
3802 } // end m_useHoverPID && !m_usePID
3803
3804 /// Dynamics RotLookAt =================================================================================
3805 if (m_useAPID)
3806 {
3807 // RotLookAt, apparently overrides all other rotation sources. Inputs:
3808 // Quaternion m_APIDTarget
3809 // float m_APIDStrength // From SL experiments, this is the time to get there
3810 // float m_APIDDamping // From SL experiments, this is damping, 1.0 = damped, 0.1 = wobbly
3811 // Also in SL the mass of the object has no effect on time to get there.
3812 // Factors:
3813 // get present body rotation
3814 float limit = 1.0f;
3815 float scaler = 50f; // adjusts damping time
3816 float RLAservo = 0f;
3817
3818 d.Quaternion rot = d.BodyGetQuaternion(Body);
3819 Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W);
3820 Quaternion rot_diff = Quaternion.Inverse(rotq) * m_APIDTarget;
3821 float diff_angle;
3822 Vector3 diff_axis;
3823 rot_diff.GetAxisAngle(out diff_axis, out diff_angle);
3824 diff_axis.Normalize();
3825 if(diff_angle > 0.01f) // diff_angle is always +ve
3826 {
3827// PhysicsVector rotforce = new PhysicsVector(diff_axis.X, diff_axis.Y, diff_axis.Z);
3828 Vector3 rotforce = new Vector3(diff_axis.X, diff_axis.Y, diff_axis.Z);
3829 rotforce = rotforce * rotq;
3830 if(diff_angle > limit) diff_angle = limit; // cap the rotate rate
3831// RLAservo = timestep / m_APIDStrength * m_mass * scaler;
3832 // rotforce = rotforce * RLAservo * diff_angle ;
3833 // d.BodyAddRelTorque(Body, rotforce.X, rotforce.Y, rotforce.Z);
3834 RLAservo = timestep / m_APIDStrength * scaler;
3835 rotforce = rotforce * RLAservo * diff_angle ;
3836 /*
3837 if (m_angularEnable.X == 0)
3838 rotforce.X = 0;
3839 if (m_angularEnable.Y == 0)
3840 rotforce.Y = 0;
3841 if (m_angularEnable.Z == 0)
3842 rotforce.Z = 0;
3843 */
3844 d.BodySetAngularVel (Body, rotforce.X, rotforce.Y, rotforce.Z);
3845//Console.WriteLine("axis= " + diff_axis + " angle= " + diff_angle + "servo= " + RLAservo);
3846 }
3847//if(frcount == 0) Console.WriteLine("mass= " + m_mass + " servo= " + RLAservo + " angle= " + diff_angle);
3848 } // end m_useAPID
3849
3850 /// Dynamics Apply Forces ===================================================================================
3851 fx *= m_mass;
3852 fy *= m_mass;
3853 //fz *= m_mass;
3854
3855 fx += m_force.X;
3856 fy += m_force.Y;
3857 fz += m_force.Z;
3858
3859 //m_log.Info("[OBJPID]: X:" + fx.ToString() + " Y:" + fy.ToString() + " Z:" + fz.ToString());
3860 if (fx != 0 || fy != 0 || fz != 0)
3861 {
3862 //m_taintdisable = true;
3863 //base.RaiseOutOfBounds(Position);
3864 //d.BodySetLinearVel(Body, fx, fy, 0f);
3865 if (!d.BodyIsEnabled(Body))
3866 {
3867 // A physical body at rest on a surface will auto-disable after a while,
3868 // this appears to re-enable it incase the surface it is upon vanishes,
3869 // and the body should fall again.
3870 d.BodySetLinearVel(Body, 0f, 0f, 0f);
3871 d.BodySetForce(Body, 0, 0, 0);
3872 enableBodySoft();
3873 }
3874
3875 // 35x10 = 350n times the mass per second applied maximum.
3876 float nmax = 35f * m_mass;
3877 float nmin = -35f * m_mass;
3878
3879
3880 if (fx > nmax)
3881 fx = nmax;
3882 if (fx < nmin)
3883 fx = nmin;
3884 if (fy > nmax)
3885 fy = nmax;
3886 if (fy < nmin)
3887 fy = nmin;
3888 d.BodyAddForce(Body, fx, fy, fz);
3889//Console.WriteLine("AddForce " + fx + "," + fy + "," + fz);
3890 } // end apply forces
3891 } // end Dynamics
3892
3893/* obsolete?
3894 else
3895 { // is not physical, or is not a body or is selected
3896 // from old UpdatePositionAndVelocity, ... Not a body.. so Make sure the client isn't interpolating
3897 _velocity.X = 0;
3898 _velocity.Y = 0;
3899 _velocity.Z = 0;
3900
3901 _acceleration.X = 0;
3902 _acceleration.Y = 0;
3903 _acceleration.Z = 0;
3904
3905 m_rotationalVelocity.X = 0;
3906 m_rotationalVelocity.Y = 0;
3907 m_rotationalVelocity.Z = 0;
3908 _zeroFlag = true;
3909 return;
3910 }
3911 */
3912 } // end root prims
3913
3914 } // end Move()
3915 } // end class
3916}
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..79e2986
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs
@@ -0,0 +1,3853 @@
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 d.GeomDestroy(prim.prim_geom);
2210 prim.prim_geom = IntPtr.Zero;
2211 }
2212 else
2213 {
2214 m_log.Warn("[PHYSICS]: Unable to remove prim from physics scene");
2215 }
2216 }
2217 catch (AccessViolationException)
2218 {
2219 m_log.Info("[PHYSICS]: Couldn't remove prim from physics scene, it was already be removed.");
2220 }
2221 lock (_prims)
2222 _prims.Remove(prim);
2223
2224 //If there are no more geometries in the sub-space, we don't need it in the main space anymore
2225 //if (d.SpaceGetNumGeoms(prim.m_targetSpace) == 0)
2226 //{
2227 //if (prim.m_targetSpace != null)
2228 //{
2229 //if (d.GeomIsSpace(prim.m_targetSpace))
2230 //{
2231 //waitForSpaceUnlock(prim.m_targetSpace);
2232 //d.SpaceRemove(space, prim.m_targetSpace);
2233 // free up memory used by the space.
2234 //d.SpaceDestroy(prim.m_targetSpace);
2235 //int[] xyspace = calculateSpaceArrayItemFromPos(prim.Position);
2236 //resetSpaceArrayItemToZero(xyspace[0], xyspace[1]);
2237 //}
2238 //else
2239 //{
2240 //m_log.Info("[Physics]: Invalid Scene passed to 'removeprim from scene':" +
2241 //((OdePrim) prim).m_targetSpace.ToString());
2242 //}
2243 //}
2244 //}
2245
2246 if (SupportsNINJAJoints)
2247 {
2248 RemoveAllJointsConnectedToActorThreadLocked(prim);
2249 }
2250 }
2251 }
2252 }
2253 }
2254
2255 #endregion
2256
2257 #region Space Separation Calculation
2258
2259 /// <summary>
2260 /// Takes a space pointer and zeros out the array we're using to hold the spaces
2261 /// </summary>
2262 /// <param name="pSpace"></param>
2263 public void resetSpaceArrayItemToZero(IntPtr pSpace)
2264 {
2265 for (int x = 0; x < staticPrimspace.GetLength(0); x++)
2266 {
2267 for (int y = 0; y < staticPrimspace.GetLength(1); y++)
2268 {
2269 if (staticPrimspace[x, y] == pSpace)
2270 staticPrimspace[x, y] = IntPtr.Zero;
2271 }
2272 }
2273 }
2274
2275 public void resetSpaceArrayItemToZero(int arrayitemX, int arrayitemY)
2276 {
2277 staticPrimspace[arrayitemX, arrayitemY] = IntPtr.Zero;
2278 }
2279
2280 /// <summary>
2281 /// Called when a static prim moves. Allocates a space for the prim based on its position
2282 /// </summary>
2283 /// <param name="geom">the pointer to the geom that moved</param>
2284 /// <param name="pos">the position that the geom moved to</param>
2285 /// <param name="currentspace">a pointer to the space it was in before it was moved.</param>
2286 /// <returns>a pointer to the new space it's in</returns>
2287 public IntPtr recalculateSpaceForGeom(IntPtr geom, Vector3 pos, IntPtr currentspace)
2288 {
2289 // Called from setting the Position and Size of an ODEPrim so
2290 // it's already in locked space.
2291
2292 // we don't want to remove the main space
2293 // we don't need to test physical here because this function should
2294 // never be called if the prim is physical(active)
2295
2296 // All physical prim end up in the root space
2297 //Thread.Sleep(20);
2298 if (currentspace != space)
2299 {
2300 //m_log.Info("[SPACE]: C:" + currentspace.ToString() + " g:" + geom.ToString());
2301 //if (currentspace == IntPtr.Zero)
2302 //{
2303 //int adfadf = 0;
2304 //}
2305 if (d.SpaceQuery(currentspace, geom) && currentspace != IntPtr.Zero)
2306 {
2307 if (d.GeomIsSpace(currentspace))
2308 {
2309 waitForSpaceUnlock(currentspace);
2310 d.SpaceRemove(currentspace, geom);
2311 }
2312 else
2313 {
2314 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" + currentspace +
2315 " Geom:" + geom);
2316 }
2317 }
2318 else
2319 {
2320 IntPtr sGeomIsIn = d.GeomGetSpace(geom);
2321 if (sGeomIsIn != IntPtr.Zero)
2322 {
2323 if (d.GeomIsSpace(currentspace))
2324 {
2325 waitForSpaceUnlock(sGeomIsIn);
2326 d.SpaceRemove(sGeomIsIn, geom);
2327 }
2328 else
2329 {
2330 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2331 sGeomIsIn + " Geom:" + geom);
2332 }
2333 }
2334 }
2335
2336 //If there are no more geometries in the sub-space, we don't need it in the main space anymore
2337 if (d.SpaceGetNumGeoms(currentspace) == 0)
2338 {
2339 if (currentspace != IntPtr.Zero)
2340 {
2341 if (d.GeomIsSpace(currentspace))
2342 {
2343 waitForSpaceUnlock(currentspace);
2344 waitForSpaceUnlock(space);
2345 d.SpaceRemove(space, currentspace);
2346 // free up memory used by the space.
2347
2348 //d.SpaceDestroy(currentspace);
2349 resetSpaceArrayItemToZero(currentspace);
2350 }
2351 else
2352 {
2353 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2354 currentspace + " Geom:" + geom);
2355 }
2356 }
2357 }
2358 }
2359 else
2360 {
2361 // this is a physical object that got disabled. ;.;
2362 if (currentspace != IntPtr.Zero && geom != IntPtr.Zero)
2363 {
2364 if (d.SpaceQuery(currentspace, geom))
2365 {
2366 if (d.GeomIsSpace(currentspace))
2367 {
2368 waitForSpaceUnlock(currentspace);
2369 d.SpaceRemove(currentspace, geom);
2370 }
2371 else
2372 {
2373 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2374 currentspace + " Geom:" + geom);
2375 }
2376 }
2377 else
2378 {
2379 IntPtr sGeomIsIn = d.GeomGetSpace(geom);
2380 if (sGeomIsIn != IntPtr.Zero)
2381 {
2382 if (d.GeomIsSpace(sGeomIsIn))
2383 {
2384 waitForSpaceUnlock(sGeomIsIn);
2385 d.SpaceRemove(sGeomIsIn, geom);
2386 }
2387 else
2388 {
2389 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2390 sGeomIsIn + " Geom:" + geom);
2391 }
2392 }
2393 }
2394 }
2395 }
2396
2397 // The routines in the Position and Size sections do the 'inserting' into the space,
2398 // so all we have to do is make sure that the space that we're putting the prim into
2399 // is in the 'main' space.
2400 int[] iprimspaceArrItem = calculateSpaceArrayItemFromPos(pos);
2401 IntPtr newspace = calculateSpaceForGeom(pos);
2402
2403 if (newspace == IntPtr.Zero)
2404 {
2405 newspace = createprimspace(iprimspaceArrItem[0], iprimspaceArrItem[1]);
2406 d.HashSpaceSetLevels(newspace, smallHashspaceLow, smallHashspaceHigh);
2407 }
2408
2409 return newspace;
2410 }
2411
2412 /// <summary>
2413 /// Creates a new space at X Y
2414 /// </summary>
2415 /// <param name="iprimspaceArrItemX"></param>
2416 /// <param name="iprimspaceArrItemY"></param>
2417 /// <returns>A pointer to the created space</returns>
2418 public IntPtr createprimspace(int iprimspaceArrItemX, int iprimspaceArrItemY)
2419 {
2420 // creating a new space for prim and inserting it into main space.
2421 staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY] = d.HashSpaceCreate(IntPtr.Zero);
2422 d.GeomSetCategoryBits(staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY], (int)CollisionCategories.Space);
2423 waitForSpaceUnlock(space);
2424 d.SpaceSetSublevel(space, 1);
2425 d.SpaceAdd(space, staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY]);
2426 return staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY];
2427 }
2428
2429 /// <summary>
2430 /// Calculates the space the prim should be in by its position
2431 /// </summary>
2432 /// <param name="pos"></param>
2433 /// <returns>a pointer to the space. This could be a new space or reused space.</returns>
2434 public IntPtr calculateSpaceForGeom(Vector3 pos)
2435 {
2436 int[] xyspace = calculateSpaceArrayItemFromPos(pos);
2437 //m_log.Info("[Physics]: Attempting to use arrayItem: " + xyspace[0].ToString() + "," + xyspace[1].ToString());
2438 return staticPrimspace[xyspace[0], xyspace[1]];
2439 }
2440
2441 /// <summary>
2442 /// Holds the space allocation logic
2443 /// </summary>
2444 /// <param name="pos"></param>
2445 /// <returns>an array item based on the position</returns>
2446 public int[] calculateSpaceArrayItemFromPos(Vector3 pos)
2447 {
2448 int[] returnint = new int[2];
2449
2450 returnint[0] = (int) (pos.X/metersInSpace);
2451
2452 if (returnint[0] > ((int) (259f/metersInSpace)))
2453 returnint[0] = ((int) (259f/metersInSpace));
2454 if (returnint[0] < 0)
2455 returnint[0] = 0;
2456
2457 returnint[1] = (int) (pos.Y/metersInSpace);
2458 if (returnint[1] > ((int) (259f/metersInSpace)))
2459 returnint[1] = ((int) (259f/metersInSpace));
2460 if (returnint[1] < 0)
2461 returnint[1] = 0;
2462
2463 return returnint;
2464 }
2465
2466 #endregion
2467
2468 /// <summary>
2469 /// Routine to figure out if we need to mesh this prim with our mesher
2470 /// </summary>
2471 /// <param name="pbs"></param>
2472 /// <returns></returns>
2473 public bool needsMeshing(PrimitiveBaseShape pbs)
2474 {
2475 // most of this is redundant now as the mesher will return null if it cant mesh a prim
2476 // but we still need to check for sculptie meshing being enabled so this is the most
2477 // convenient place to do it for now...
2478
2479 // //if (pbs.PathCurve == (byte)Primitive.PathCurve.Circle && pbs.ProfileCurve == (byte)Primitive.ProfileCurve.Circle && pbs.PathScaleY <= 0.75f)
2480 // //m_log.Debug("needsMeshing: " + " pathCurve: " + pbs.PathCurve.ToString() + " profileCurve: " + pbs.ProfileCurve.ToString() + " pathScaleY: " + Primitive.UnpackPathScale(pbs.PathScaleY).ToString());
2481 int iPropertiesNotSupportedDefault = 0;
2482
2483 if (pbs.SculptEntry && !meshSculptedPrim)
2484 {
2485#if SPAM
2486 m_log.Warn("NonMesh");
2487#endif
2488 return false;
2489 }
2490
2491 // 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
2492 if (!forceSimplePrimMeshing)
2493 {
2494 if ((pbs.ProfileShape == ProfileShape.Square && pbs.PathCurve == (byte)Extrusion.Straight)
2495 || (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1
2496 && pbs.Scale.X == pbs.Scale.Y && pbs.Scale.Y == pbs.Scale.Z))
2497 {
2498
2499 if (pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0
2500 && pbs.ProfileHollow == 0
2501 && pbs.PathTwist == 0 && pbs.PathTwistBegin == 0
2502 && pbs.PathBegin == 0 && pbs.PathEnd == 0
2503 && pbs.PathTaperX == 0 && pbs.PathTaperY == 0
2504 && pbs.PathScaleX == 100 && pbs.PathScaleY == 100
2505 && pbs.PathShearX == 0 && pbs.PathShearY == 0)
2506 {
2507#if SPAM
2508 m_log.Warn("NonMesh");
2509#endif
2510 return false;
2511 }
2512 }
2513 }
2514
2515 if (pbs.ProfileHollow != 0)
2516 iPropertiesNotSupportedDefault++;
2517
2518 if ((pbs.PathTwistBegin != 0) || (pbs.PathTwist != 0))
2519 iPropertiesNotSupportedDefault++;
2520
2521 if ((pbs.ProfileBegin != 0) || pbs.ProfileEnd != 0)
2522 iPropertiesNotSupportedDefault++;
2523
2524 if ((pbs.PathScaleX != 100) || (pbs.PathScaleY != 100))
2525 iPropertiesNotSupportedDefault++;
2526
2527 if ((pbs.PathShearX != 0) || (pbs.PathShearY != 0))
2528 iPropertiesNotSupportedDefault++;
2529
2530 if (pbs.ProfileShape == ProfileShape.Circle && pbs.PathCurve == (byte)Extrusion.Straight)
2531 iPropertiesNotSupportedDefault++;
2532
2533 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))
2534 iPropertiesNotSupportedDefault++;
2535
2536 if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte) Extrusion.Curve1)
2537 iPropertiesNotSupportedDefault++;
2538
2539 // test for torus
2540 if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Square)
2541 {
2542 if (pbs.PathCurve == (byte)Extrusion.Curve1)
2543 {
2544 iPropertiesNotSupportedDefault++;
2545 }
2546 }
2547 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Circle)
2548 {
2549 if (pbs.PathCurve == (byte)Extrusion.Straight)
2550 {
2551 iPropertiesNotSupportedDefault++;
2552 }
2553
2554 // ProfileCurve seems to combine hole shape and profile curve so we need to only compare against the lower 3 bits
2555 else if (pbs.PathCurve == (byte)Extrusion.Curve1)
2556 {
2557 iPropertiesNotSupportedDefault++;
2558 }
2559 }
2560 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle)
2561 {
2562 if (pbs.PathCurve == (byte)Extrusion.Curve1 || pbs.PathCurve == (byte)Extrusion.Curve2)
2563 {
2564 iPropertiesNotSupportedDefault++;
2565 }
2566 }
2567 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle)
2568 {
2569 if (pbs.PathCurve == (byte)Extrusion.Straight)
2570 {
2571 iPropertiesNotSupportedDefault++;
2572 }
2573 else if (pbs.PathCurve == (byte)Extrusion.Curve1)
2574 {
2575 iPropertiesNotSupportedDefault++;
2576 }
2577 }
2578
2579
2580 if (iPropertiesNotSupportedDefault == 0)
2581 {
2582#if SPAM
2583 m_log.Warn("NonMesh");
2584#endif
2585 return false;
2586 }
2587#if SPAM
2588 m_log.Debug("Mesh");
2589#endif
2590 return true;
2591 }
2592
2593 /// <summary>
2594 /// Called after our prim properties are set Scale, position etc.
2595 /// We use this event queue like method to keep changes to the physical scene occuring in the threadlocked mutex
2596 /// This assures us that we have no race conditions
2597 /// </summary>
2598 /// <param name="prim"></param>
2599 public override void AddPhysicsActorTaint(PhysicsActor prim)
2600 {
2601
2602 if (prim is OdePrim)
2603 {
2604 OdePrim taintedprim = ((OdePrim) prim);
2605 lock (_taintedPrimLock)
2606 {
2607 if (!(_taintedPrimH.Contains(taintedprim)))
2608 {
2609//Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.m_primName);
2610 _taintedPrimH.Add(taintedprim); // HashSet for searching
2611 _taintedPrimL.Add(taintedprim); // List for ordered readout
2612 }
2613 }
2614 return;
2615 }
2616 else if (prim is OdeCharacter)
2617 {
2618 OdeCharacter taintedchar = ((OdeCharacter)prim);
2619 lock (_taintedActors)
2620 {
2621 if (!(_taintedActors.Contains(taintedchar)))
2622 {
2623 _taintedActors.Add(taintedchar);
2624 if (taintedchar.bad)
2625 m_log.DebugFormat("[PHYSICS]: Added BAD actor {0} to tainted actors", taintedchar.m_uuid);
2626 }
2627 }
2628 }
2629 }
2630
2631 /// <summary>
2632 /// This is our main simulate loop
2633 /// It's thread locked by a Mutex in the scene.
2634 /// It holds Collisions, it instructs ODE to step through the physical reactions
2635 /// It moves the objects around in memory
2636 /// It calls the methods that report back to the object owners.. (scenepresence, SceneObjectGroup)
2637 /// </summary>
2638 /// <param name="timeStep"></param>
2639 /// <returns></returns>
2640 public override float Simulate(float timeStep)
2641 {
2642 if (framecount >= int.MaxValue)
2643 framecount = 0;
2644 //if (m_worldOffset != Vector3.Zero)
2645 // return 0;
2646
2647 framecount++;
2648
2649 DateTime now = DateTime.UtcNow;
2650 TimeSpan SinceLastFrame = now - m_lastframe;
2651 m_lastframe = now;
2652 float realtime = (float)SinceLastFrame.TotalSeconds;
2653// Console.WriteLine("ts={0} rt={1}", timeStep, realtime);
2654 timeStep = realtime;
2655
2656 // float fps = 1.0f / realtime;
2657 float fps = 0.0f; // number of ODE steps in this Simulate step
2658 //m_log.Info(timeStep.ToString());
2659 step_time += timeStep;
2660
2661 // If We're loaded down by something else,
2662 // or debugging with the Visual Studio project on pause
2663 // skip a few frames to catch up gracefully.
2664 // without shooting the physicsactors all over the place
2665
2666 if (step_time >= m_SkipFramesAtms)
2667 {
2668 // Instead of trying to catch up, it'll do 5 physics frames only
2669 step_time = ODE_STEPSIZE;
2670 m_physicsiterations = 5;
2671 }
2672 else
2673 {
2674 m_physicsiterations = 10;
2675 }
2676
2677 if (SupportsNINJAJoints)
2678 {
2679 DeleteRequestedJoints(); // this must be outside of the lock (OdeLock) to avoid deadlocks
2680 CreateRequestedJoints(); // this must be outside of the lock (OdeLock) to avoid deadlocks
2681 }
2682
2683 lock (OdeLock)
2684 {
2685 // Process 10 frames if the sim is running normal..
2686 // process 5 frames if the sim is running slow
2687 //try
2688 //{
2689 //d.WorldSetQuickStepNumIterations(world, m_physicsiterations);
2690 //}
2691 //catch (StackOverflowException)
2692 //{
2693 // m_log.Error("[PHYSICS]: The operating system wasn't able to allocate enough memory for the simulation. Restarting the sim.");
2694 // ode.drelease(world);
2695 //base.TriggerPhysicsBasedRestart();
2696 //}
2697
2698 int i = 0;
2699
2700 // Figure out the Frames Per Second we're going at.
2701 //(step_time == 0.004f, there's 250 of those per second. Times the step time/step size
2702
2703 // fps = (step_time / ODE_STEPSIZE) * 1000;
2704 // HACK: Using a time dilation of 1.0 to debug rubberbanding issues
2705 //m_timeDilation = Math.Min((step_time / ODE_STEPSIZE) / (0.09375f / ODE_STEPSIZE), 1.0f);
2706
2707 // step_time = 0.09375f;
2708
2709 while (step_time > 0.0f)
2710 {
2711 //lock (ode)
2712 //{
2713 //if (!ode.lockquery())
2714 //{
2715 // ode.dlock(world);
2716 try
2717 {
2718 // Insert, remove Characters
2719 bool processedtaints = false;
2720
2721 lock (_taintedActors)
2722 {
2723 if (_taintedActors.Count > 0)
2724 {
2725 foreach (OdeCharacter character in _taintedActors)
2726 {
2727
2728 character.ProcessTaints(ODE_STEPSIZE);
2729
2730 processedtaints = true;
2731 //character.m_collisionscore = 0;
2732 }
2733
2734 if (processedtaints)
2735 _taintedActors.Clear();
2736 }
2737 } // end lock _taintedActors
2738
2739 // Modify other objects in the scene.
2740 processedtaints = false;
2741
2742 lock (_taintedPrimLock)
2743 {
2744 foreach (OdePrim prim in _taintedPrimL)
2745 {
2746 if (prim.m_taintremove)
2747 {
2748 //Console.WriteLine("Simulate calls RemovePrimThreadLocked");
2749 RemovePrimThreadLocked(prim);
2750 }
2751 else
2752 {
2753 //Console.WriteLine("Simulate calls ProcessTaints");
2754 prim.ProcessTaints(ODE_STEPSIZE);
2755 }
2756 processedtaints = true;
2757 prim.m_collisionscore = 0;
2758
2759 // This loop can block up the Heartbeat for a very long time on large regions.
2760 // We need to let the Watchdog know that the Heartbeat is not dead
2761 // NOTE: This is currently commented out, but if things like OAR loading are
2762 // timing the heartbeat out we will need to uncomment it
2763 //Watchdog.UpdateThread();
2764 }
2765
2766 if (SupportsNINJAJoints)
2767 {
2768 // Create pending joints, if possible
2769
2770 // joints can only be processed after ALL bodies are processed (and exist in ODE), since creating
2771 // a joint requires specifying the body id of both involved bodies
2772 if (pendingJoints.Count > 0)
2773 {
2774 List<PhysicsJoint> successfullyProcessedPendingJoints = new List<PhysicsJoint>();
2775 //DoJointErrorMessage(joints_connecting_actor, "taint: " + pendingJoints.Count + " pending joints");
2776 foreach (PhysicsJoint joint in pendingJoints)
2777 {
2778 //DoJointErrorMessage(joint, "taint: time to create joint with parms: " + joint.RawParams);
2779 string[] jointParams = joint.RawParams.Split(" ".ToCharArray(),
2780 System.StringSplitOptions.RemoveEmptyEntries);
2781 List<IntPtr> jointBodies = new List<IntPtr>();
2782 bool allJointBodiesAreReady = true;
2783 foreach (string jointParam in jointParams)
2784 {
2785 if (jointParam == "NULL")
2786 {
2787 //DoJointErrorMessage(joint, "attaching NULL joint to world");
2788 jointBodies.Add(IntPtr.Zero);
2789 }
2790 else
2791 {
2792 //DoJointErrorMessage(joint, "looking for prim name: " + jointParam);
2793 bool foundPrim = false;
2794 lock (_prims)
2795 {
2796 foreach (OdePrim prim in _prims) // FIXME: inefficient
2797 {
2798 if (prim.SOPName == jointParam)
2799 {
2800 //DoJointErrorMessage(joint, "found for prim name: " + jointParam);
2801 if (prim.IsPhysical && prim.Body != IntPtr.Zero)
2802 {
2803 jointBodies.Add(prim.Body);
2804 foundPrim = true;
2805 break;
2806 }
2807 else
2808 {
2809 DoJointErrorMessage(joint, "prim name " + jointParam +
2810 " exists but is not (yet) physical; deferring joint creation. " +
2811 "IsPhysical property is " + prim.IsPhysical +
2812 " and body is " + prim.Body);
2813 foundPrim = false;
2814 break;
2815 }
2816 }
2817 }
2818 }
2819 if (foundPrim)
2820 {
2821 // all is fine
2822 }
2823 else
2824 {
2825 allJointBodiesAreReady = false;
2826 break;
2827 }
2828 }
2829 }
2830 if (allJointBodiesAreReady)
2831 {
2832 //DoJointErrorMessage(joint, "allJointBodiesAreReady for " + joint.ObjectNameInScene + " with parms " + joint.RawParams);
2833 if (jointBodies[0] == jointBodies[1])
2834 {
2835 DoJointErrorMessage(joint, "ERROR: joint cannot be created; the joint bodies are the same, body1==body2. Raw body is " + jointBodies[0] + ". raw parms: " + joint.RawParams);
2836 }
2837 else
2838 {
2839 switch (joint.Type)
2840 {
2841 case PhysicsJointType.Ball:
2842 {
2843 IntPtr odeJoint;
2844 //DoJointErrorMessage(joint, "ODE creating ball joint ");
2845 odeJoint = d.JointCreateBall(world, IntPtr.Zero);
2846 //DoJointErrorMessage(joint, "ODE attaching ball joint: " + odeJoint + " with b1:" + jointBodies[0] + " b2:" + jointBodies[1]);
2847 d.JointAttach(odeJoint, jointBodies[0], jointBodies[1]);
2848 //DoJointErrorMessage(joint, "ODE setting ball anchor: " + odeJoint + " to vec:" + joint.Position);
2849 d.JointSetBallAnchor(odeJoint,
2850 joint.Position.X,
2851 joint.Position.Y,
2852 joint.Position.Z);
2853 //DoJointErrorMessage(joint, "ODE joint setting OK");
2854 //DoJointErrorMessage(joint, "The ball joint's bodies are here: b0: ");
2855 //DoJointErrorMessage(joint, "" + (jointBodies[0] != IntPtr.Zero ? "" + d.BodyGetPosition(jointBodies[0]) : "fixed environment"));
2856 //DoJointErrorMessage(joint, "The ball joint's bodies are here: b1: ");
2857 //DoJointErrorMessage(joint, "" + (jointBodies[1] != IntPtr.Zero ? "" + d.BodyGetPosition(jointBodies[1]) : "fixed environment"));
2858
2859 if (joint is OdePhysicsJoint)
2860 {
2861 ((OdePhysicsJoint)joint).jointID = odeJoint;
2862 }
2863 else
2864 {
2865 DoJointErrorMessage(joint, "WARNING: non-ode joint in ODE!");
2866 }
2867 }
2868 break;
2869 case PhysicsJointType.Hinge:
2870 {
2871 IntPtr odeJoint;
2872 //DoJointErrorMessage(joint, "ODE creating hinge joint ");
2873 odeJoint = d.JointCreateHinge(world, IntPtr.Zero);
2874 //DoJointErrorMessage(joint, "ODE attaching hinge joint: " + odeJoint + " with b1:" + jointBodies[0] + " b2:" + jointBodies[1]);
2875 d.JointAttach(odeJoint, jointBodies[0], jointBodies[1]);
2876 //DoJointErrorMessage(joint, "ODE setting hinge anchor: " + odeJoint + " to vec:" + joint.Position);
2877 d.JointSetHingeAnchor(odeJoint,
2878 joint.Position.X,
2879 joint.Position.Y,
2880 joint.Position.Z);
2881 // We use the orientation of the x-axis of the joint's coordinate frame
2882 // as the axis for the hinge.
2883
2884 // Therefore, we must get the joint's coordinate frame based on the
2885 // joint.Rotation field, which originates from the orientation of the
2886 // joint's proxy object in the scene.
2887
2888 // The joint's coordinate frame is defined as the transformation matrix
2889 // that converts a vector from joint-local coordinates into world coordinates.
2890 // World coordinates are defined as the XYZ coordinate system of the sim,
2891 // as shown in the top status-bar of the viewer.
2892
2893 // Once we have the joint's coordinate frame, we extract its X axis (AtAxis)
2894 // and use that as the hinge axis.
2895
2896 //joint.Rotation.Normalize();
2897 Matrix4 proxyFrame = Matrix4.CreateFromQuaternion(joint.Rotation);
2898
2899 // Now extract the X axis of the joint's coordinate frame.
2900
2901 // Do not try to use proxyFrame.AtAxis or you will become mired in the
2902 // tar pit of transposed, inverted, and generally messed-up orientations.
2903 // (In other words, Matrix4.AtAxis() is borked.)
2904 // Vector3 jointAxis = proxyFrame.AtAxis; <--- this path leadeth to madness
2905
2906 // Instead, compute the X axis of the coordinate frame by transforming
2907 // the (1,0,0) vector. At least that works.
2908
2909 //m_log.Debug("PHY: making axis: complete matrix is " + proxyFrame);
2910 Vector3 jointAxis = Vector3.Transform(Vector3.UnitX, proxyFrame);
2911 //m_log.Debug("PHY: making axis: hinge joint axis is " + jointAxis);
2912 //DoJointErrorMessage(joint, "ODE setting hinge axis: " + odeJoint + " to vec:" + jointAxis);
2913 d.JointSetHingeAxis(odeJoint,
2914 jointAxis.X,
2915 jointAxis.Y,
2916 jointAxis.Z);
2917 //d.JointSetHingeParam(odeJoint, (int)dParam.CFM, 0.1f);
2918 if (joint is OdePhysicsJoint)
2919 {
2920 ((OdePhysicsJoint)joint).jointID = odeJoint;
2921 }
2922 else
2923 {
2924 DoJointErrorMessage(joint, "WARNING: non-ode joint in ODE!");
2925 }
2926 }
2927 break;
2928 }
2929 successfullyProcessedPendingJoints.Add(joint);
2930 }
2931 }
2932 else
2933 {
2934 DoJointErrorMessage(joint, "joint could not yet be created; still pending");
2935 }
2936 }
2937 foreach (PhysicsJoint successfullyProcessedJoint in successfullyProcessedPendingJoints)
2938 {
2939 //DoJointErrorMessage(successfullyProcessedJoint, "finalizing succesfully procsssed joint " + successfullyProcessedJoint.ObjectNameInScene + " parms " + successfullyProcessedJoint.RawParams);
2940 //DoJointErrorMessage(successfullyProcessedJoint, "removing from pending");
2941 InternalRemovePendingJoint(successfullyProcessedJoint);
2942 //DoJointErrorMessage(successfullyProcessedJoint, "adding to active");
2943 InternalAddActiveJoint(successfullyProcessedJoint);
2944 //DoJointErrorMessage(successfullyProcessedJoint, "done");
2945 }
2946 }
2947 } // end SupportsNINJAJoints
2948
2949 if (processedtaints)
2950//Console.WriteLine("Simulate calls Clear of _taintedPrim list");
2951 _taintedPrimH.Clear(); // ??? if this only ???
2952 _taintedPrimL.Clear();
2953 } // end lock _taintedPrimLock
2954
2955 // Move characters
2956 lock (_characters)
2957 {
2958 List<OdeCharacter> defects = new List<OdeCharacter>();
2959 foreach (OdeCharacter actor in _characters)
2960 {
2961 if (actor != null)
2962 actor.Move(ODE_STEPSIZE, defects);
2963 }
2964 if (0 != defects.Count)
2965 {
2966 foreach (OdeCharacter defect in defects)
2967 {
2968 RemoveCharacter(defect);
2969 }
2970 }
2971 } // end lock _characters
2972
2973 // Move other active objects
2974 lock (_activeprims)
2975 {
2976 foreach (OdePrim prim in _activeprims)
2977 {
2978 prim.m_collisionscore = 0;
2979 prim.Move(ODE_STEPSIZE);
2980 }
2981 } // end lock _activeprims
2982
2983 //if ((framecount % m_randomizeWater) == 0)
2984 // randomizeWater(waterlevel);
2985
2986 //int RayCastTimeMS = m_rayCastManager.ProcessQueuedRequests();
2987 m_rayCastManager.ProcessQueuedRequests();
2988
2989 collision_optimized(ODE_STEPSIZE);
2990
2991 lock (_collisionEventPrim)
2992 {
2993 foreach (PhysicsActor obj in _collisionEventPrim)
2994 {
2995 if (obj == null)
2996 continue;
2997
2998 switch ((ActorTypes)obj.PhysicsActorType)
2999 {
3000 case ActorTypes.Agent:
3001 OdeCharacter cobj = (OdeCharacter)obj;
3002 cobj.AddCollisionFrameTime(100);
3003 cobj.SendCollisions();
3004 break;
3005 case ActorTypes.Prim:
3006 OdePrim pobj = (OdePrim)obj;
3007 pobj.SendCollisions();
3008 break;
3009 }
3010 }
3011 } // end lock _collisionEventPrim
3012
3013 //if (m_global_contactcount > 5)
3014 //{
3015 // m_log.DebugFormat("[PHYSICS]: Contacts:{0}", m_global_contactcount);
3016 //}
3017
3018 m_global_contactcount = 0;
3019
3020 d.WorldQuickStep(world, ODE_STEPSIZE);
3021 d.JointGroupEmpty(contactgroup);
3022 fps++;
3023 //ode.dunlock(world);
3024 } // end try
3025 catch (Exception e)
3026 {
3027 m_log.ErrorFormat("[PHYSICS]: {0}, {1}, {2}", e.Message, e.TargetSite, e);
3028 ode.dunlock(world);
3029 }
3030
3031 step_time -= ODE_STEPSIZE;
3032 i++;
3033 //}
3034 //else
3035 //{
3036 //fps = 0;
3037 //}
3038 //}
3039 } // end while (step_time > 0.0f)
3040
3041 lock (_characters)
3042 {
3043 foreach (OdeCharacter actor in _characters)
3044 {
3045 if (actor != null)
3046 {
3047 if (actor.bad)
3048 m_log.WarnFormat("[PHYSICS]: BAD Actor {0} in _characters list was not removed?", actor.m_uuid);
3049 actor.UpdatePositionAndVelocity();
3050 }
3051 }
3052 }
3053
3054 lock (_badCharacter)
3055 {
3056 if (_badCharacter.Count > 0)
3057 {
3058 foreach (OdeCharacter chr in _badCharacter)
3059 {
3060 RemoveCharacter(chr);
3061 }
3062 _badCharacter.Clear();
3063 }
3064 }
3065
3066 lock (_activeprims)
3067 {
3068 //if (timeStep < 0.2f)
3069 {
3070 foreach (OdePrim actor in _activeprims)
3071 {
3072 if (actor.IsPhysical && (d.BodyIsEnabled(actor.Body) || !actor._zeroFlag))
3073 {
3074 actor.UpdatePositionAndVelocity();
3075
3076 if (SupportsNINJAJoints)
3077 {
3078 // If an actor moved, move its joint proxy objects as well.
3079 // There seems to be an event PhysicsActor.OnPositionUpdate that could be used
3080 // for this purpose but it is never called! So we just do the joint
3081 // movement code here.
3082
3083 if (actor.SOPName != null &&
3084 joints_connecting_actor.ContainsKey(actor.SOPName) &&
3085 joints_connecting_actor[actor.SOPName] != null &&
3086 joints_connecting_actor[actor.SOPName].Count > 0)
3087 {
3088 foreach (PhysicsJoint affectedJoint in joints_connecting_actor[actor.SOPName])
3089 {
3090 if (affectedJoint.IsInPhysicsEngine)
3091 {
3092 DoJointMoved(affectedJoint);
3093 }
3094 else
3095 {
3096 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);
3097 }
3098 }
3099 }
3100 }
3101 }
3102 }
3103 }
3104 } // end lock _activeprims
3105
3106 //DumpJointInfo();
3107
3108 // Finished with all sim stepping. If requested, dump world state to file for debugging.
3109 // TODO: This call to the export function is already inside lock (OdeLock) - but is an extra lock needed?
3110 // TODO: This overwrites all dump files in-place. Should this be a growing logfile, or separate snapshots?
3111 if (physics_logging && (physics_logging_interval>0) && (framecount % physics_logging_interval == 0))
3112 {
3113 string fname = "state-" + world.ToString() + ".DIF"; // give each physics world a separate filename
3114 string prefix = "world" + world.ToString(); // prefix for variable names in exported .DIF file
3115
3116 if (physics_logging_append_existing_logfile)
3117 {
3118 string header = "-------------- START OF PHYSICS FRAME " + framecount.ToString() + " --------------";
3119 TextWriter fwriter = File.AppendText(fname);
3120 fwriter.WriteLine(header);
3121 fwriter.Close();
3122 }
3123 d.WorldExportDIF(world, fname, physics_logging_append_existing_logfile, prefix);
3124 }
3125 } // end lock OdeLock
3126
3127 return fps * 1000.0f; //NB This is a FRAME COUNT, not a time! AND is divide by 1000 in SimStatusReporter!
3128 } // end Simulate
3129
3130 public override void GetResults()
3131 {
3132 }
3133
3134 public override bool IsThreaded
3135 {
3136 // for now we won't be multithreaded
3137 get { return (false); }
3138 }
3139
3140 #region ODE Specific Terrain Fixes
3141 public float[] ResizeTerrain512NearestNeighbour(float[] heightMap)
3142 {
3143 float[] returnarr = new float[262144];
3144 float[,] resultarr = new float[(int)WorldExtents.X, (int)WorldExtents.Y];
3145
3146 // Filling out the array into its multi-dimensional components
3147 for (int y = 0; y < WorldExtents.Y; y++)
3148 {
3149 for (int x = 0; x < WorldExtents.X; x++)
3150 {
3151 resultarr[y, x] = heightMap[y * (int)WorldExtents.Y + x];
3152 }
3153 }
3154
3155 // Resize using Nearest Neighbour
3156
3157 // This particular way is quick but it only works on a multiple of the original
3158
3159 // The idea behind this method can be described with the following diagrams
3160 // second pass and third pass happen in the same loop really.. just separated
3161 // them to show what this does.
3162
3163 // First Pass
3164 // ResultArr:
3165 // 1,1,1,1,1,1
3166 // 1,1,1,1,1,1
3167 // 1,1,1,1,1,1
3168 // 1,1,1,1,1,1
3169 // 1,1,1,1,1,1
3170 // 1,1,1,1,1,1
3171
3172 // Second Pass
3173 // ResultArr2:
3174 // 1,,1,,1,,1,,1,,1,
3175 // ,,,,,,,,,,
3176 // 1,,1,,1,,1,,1,,1,
3177 // ,,,,,,,,,,
3178 // 1,,1,,1,,1,,1,,1,
3179 // ,,,,,,,,,,
3180 // 1,,1,,1,,1,,1,,1,
3181 // ,,,,,,,,,,
3182 // 1,,1,,1,,1,,1,,1,
3183 // ,,,,,,,,,,
3184 // 1,,1,,1,,1,,1,,1,
3185
3186 // Third pass fills in the blanks
3187 // ResultArr2:
3188 // 1,1,1,1,1,1,1,1,1,1,1,1
3189 // 1,1,1,1,1,1,1,1,1,1,1,1
3190 // 1,1,1,1,1,1,1,1,1,1,1,1
3191 // 1,1,1,1,1,1,1,1,1,1,1,1
3192 // 1,1,1,1,1,1,1,1,1,1,1,1
3193 // 1,1,1,1,1,1,1,1,1,1,1,1
3194 // 1,1,1,1,1,1,1,1,1,1,1,1
3195 // 1,1,1,1,1,1,1,1,1,1,1,1
3196 // 1,1,1,1,1,1,1,1,1,1,1,1
3197 // 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
3200 // X,Y = .
3201 // X+1,y = ^
3202 // X,Y+1 = *
3203 // X+1,Y+1 = #
3204
3205 // Filling in like this;
3206 // .*
3207 // ^#
3208 // 1st .
3209 // 2nd *
3210 // 3rd ^
3211 // 4th #
3212 // on single loop.
3213
3214 float[,] resultarr2 = new float[512, 512];
3215 for (int y = 0; y < WorldExtents.Y; y++)
3216 {
3217 for (int x = 0; x < WorldExtents.X; x++)
3218 {
3219 resultarr2[y * 2, x * 2] = resultarr[y, x];
3220
3221 if (y < WorldExtents.Y)
3222 {
3223 resultarr2[(y * 2) + 1, x * 2] = resultarr[y, x];
3224 }
3225 if (x < WorldExtents.X)
3226 {
3227 resultarr2[y * 2, (x * 2) + 1] = resultarr[y, x];
3228 }
3229 if (x < WorldExtents.X && y < WorldExtents.Y)
3230 {
3231 resultarr2[(y * 2) + 1, (x * 2) + 1] = resultarr[y, x];
3232 }
3233 }
3234 }
3235
3236 //Flatten out the array
3237 int i = 0;
3238 for (int y = 0; y < 512; y++)
3239 {
3240 for (int x = 0; x < 512; x++)
3241 {
3242 if (resultarr2[y, x] <= 0)
3243 returnarr[i] = 0.0000001f;
3244 else
3245 returnarr[i] = resultarr2[y, x];
3246
3247 i++;
3248 }
3249 }
3250
3251 return returnarr;
3252 }
3253
3254 public float[] ResizeTerrain512Interpolation(float[] heightMap)
3255 {
3256 float[] returnarr = new float[262144];
3257 float[,] resultarr = new float[512,512];
3258
3259 // Filling out the array into its multi-dimensional components
3260 for (int y = 0; y < 256; y++)
3261 {
3262 for (int x = 0; x < 256; x++)
3263 {
3264 resultarr[y, x] = heightMap[y * 256 + x];
3265 }
3266 }
3267
3268 // Resize using interpolation
3269
3270 // This particular way is quick but it only works on a multiple of the original
3271
3272 // The idea behind this method can be described with the following diagrams
3273 // second pass and third pass happen in the same loop really.. just separated
3274 // them to show what this does.
3275
3276 // First Pass
3277 // ResultArr:
3278 // 1,1,1,1,1,1
3279 // 1,1,1,1,1,1
3280 // 1,1,1,1,1,1
3281 // 1,1,1,1,1,1
3282 // 1,1,1,1,1,1
3283 // 1,1,1,1,1,1
3284
3285 // Second Pass
3286 // ResultArr2:
3287 // 1,,1,,1,,1,,1,,1,
3288 // ,,,,,,,,,,
3289 // 1,,1,,1,,1,,1,,1,
3290 // ,,,,,,,,,,
3291 // 1,,1,,1,,1,,1,,1,
3292 // ,,,,,,,,,,
3293 // 1,,1,,1,,1,,1,,1,
3294 // ,,,,,,,,,,
3295 // 1,,1,,1,,1,,1,,1,
3296 // ,,,,,,,,,,
3297 // 1,,1,,1,,1,,1,,1,
3298
3299 // Third pass fills in the blanks
3300 // ResultArr2:
3301 // 1,1,1,1,1,1,1,1,1,1,1,1
3302 // 1,1,1,1,1,1,1,1,1,1,1,1
3303 // 1,1,1,1,1,1,1,1,1,1,1,1
3304 // 1,1,1,1,1,1,1,1,1,1,1,1
3305 // 1,1,1,1,1,1,1,1,1,1,1,1
3306 // 1,1,1,1,1,1,1,1,1,1,1,1
3307 // 1,1,1,1,1,1,1,1,1,1,1,1
3308 // 1,1,1,1,1,1,1,1,1,1,1,1
3309 // 1,1,1,1,1,1,1,1,1,1,1,1
3310 // 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
3313 // X,Y = .
3314 // X+1,y = ^
3315 // X,Y+1 = *
3316 // X+1,Y+1 = #
3317
3318 // Filling in like this;
3319 // .*
3320 // ^#
3321 // 1st .
3322 // 2nd *
3323 // 3rd ^
3324 // 4th #
3325 // on single loop.
3326
3327 float[,] resultarr2 = new float[512,512];
3328 for (int y = 0; y < (int)Constants.RegionSize; y++)
3329 {
3330 for (int x = 0; x < (int)Constants.RegionSize; x++)
3331 {
3332 resultarr2[y*2, x*2] = resultarr[y, x];
3333
3334 if (y < (int)Constants.RegionSize)
3335 {
3336 if (y + 1 < (int)Constants.RegionSize)
3337 {
3338 if (x + 1 < (int)Constants.RegionSize)
3339 {
3340 resultarr2[(y*2) + 1, x*2] = ((resultarr[y, x] + resultarr[y + 1, x] +
3341 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
3342 }
3343 else
3344 {
3345 resultarr2[(y*2) + 1, x*2] = ((resultarr[y, x] + resultarr[y + 1, x])/2);
3346 }
3347 }
3348 else
3349 {
3350 resultarr2[(y*2) + 1, x*2] = resultarr[y, x];
3351 }
3352 }
3353 if (x < (int)Constants.RegionSize)
3354 {
3355 if (x + 1 < (int)Constants.RegionSize)
3356 {
3357 if (y + 1 < (int)Constants.RegionSize)
3358 {
3359 resultarr2[y*2, (x*2) + 1] = ((resultarr[y, x] + resultarr[y + 1, x] +
3360 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
3361 }
3362 else
3363 {
3364 resultarr2[y*2, (x*2) + 1] = ((resultarr[y, x] + resultarr[y, x + 1])/2);
3365 }
3366 }
3367 else
3368 {
3369 resultarr2[y*2, (x*2) + 1] = resultarr[y, x];
3370 }
3371 }
3372 if (x < (int)Constants.RegionSize && y < (int)Constants.RegionSize)
3373 {
3374 if ((x + 1 < (int)Constants.RegionSize) && (y + 1 < (int)Constants.RegionSize))
3375 {
3376 resultarr2[(y*2) + 1, (x*2) + 1] = ((resultarr[y, x] + resultarr[y + 1, x] +
3377 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
3378 }
3379 else
3380 {
3381 resultarr2[(y*2) + 1, (x*2) + 1] = resultarr[y, x];
3382 }
3383 }
3384 }
3385 }
3386 //Flatten out the array
3387 int i = 0;
3388 for (int y = 0; y < 512; y++)
3389 {
3390 for (int x = 0; x < 512; x++)
3391 {
3392 if (Single.IsNaN(resultarr2[y, x]) || Single.IsInfinity(resultarr2[y, x]))
3393 {
3394 m_log.Warn("[PHYSICS]: Non finite heightfield element detected. Setting it to 0");
3395 resultarr2[y, x] = 0;
3396 }
3397 returnarr[i] = resultarr2[y, x];
3398 i++;
3399 }
3400 }
3401
3402 return returnarr;
3403 }
3404
3405 #endregion
3406
3407 public override void SetTerrain(float[] heightMap)
3408 {
3409 if (m_worldOffset != Vector3.Zero && m_parentScene != null)
3410 {
3411 if (m_parentScene is OdeScene)
3412 {
3413 ((OdeScene)m_parentScene).SetTerrain(heightMap, m_worldOffset);
3414 }
3415 }
3416 else
3417 {
3418 SetTerrain(heightMap, m_worldOffset);
3419 }
3420 }
3421
3422 public void SetTerrain(float[] heightMap, Vector3 pOffset)
3423 {
3424
3425 uint regionsize = (uint) Constants.RegionSize; // visible region size eg. 256(M)
3426
3427 uint heightmapWidth = regionsize + 1; // ODE map size 257 x 257 (Meters) (1 extra
3428 uint heightmapHeight = regionsize + 1;
3429
3430 uint heightmapWidthSamples = (uint)regionsize + 2; // Sample file size, 258 x 258 samples
3431 uint heightmapHeightSamples = (uint)regionsize + 2;
3432
3433 // Array of height samples for ODE
3434 float[] _heightmap;
3435 _heightmap = new float[(heightmapWidthSamples * heightmapHeightSamples)]; // loaded samples 258 x 258
3436
3437 // Other ODE parameters
3438 const float scale = 1.0f;
3439 const float offset = 0.0f;
3440 const float thickness = 2.0f; // Was 0.2f, Larger appears to prevent Av fall-through
3441 const int wrap = 0;
3442
3443 float hfmin = 2000f;
3444 float hfmax = -2000f;
3445 float minele = 0.0f; // Dont allow -ve heights
3446
3447 uint x = 0;
3448 uint y = 0;
3449 uint xx = 0;
3450 uint yy = 0;
3451
3452 // load the height samples array from the heightMap
3453 for ( x = 0; x < heightmapWidthSamples; x++) // 0 to 257
3454 {
3455 for ( y = 0; y < heightmapHeightSamples; y++) // 0 to 257
3456 {
3457 xx = x - 1;
3458 if (xx < 0) xx = 0;
3459 if (xx > (regionsize - 1)) xx = regionsize - 1;
3460
3461 yy = y - 1;
3462 if (yy < 0) yy = 0;
3463 if (yy > (regionsize - 1)) yy = regionsize - 1;
3464 // Input xx = 0 0 1 2 ..... 254 255 255 256 total in
3465 // Output x = 0 1 2 3 ..... 255 256 257 258 total out
3466 float val= heightMap[(yy * regionsize) + xx]; // input from heightMap, <0-255 * 256> <0-255>
3467 if (val < minele) val = minele;
3468 _heightmap[x * (regionsize + 2) + y] = val; // samples output to _heightmap, <0-257 * 258> <0-257>
3469 hfmin = (val < hfmin) ? val : hfmin;
3470 hfmax = (val > hfmax) ? val : hfmax;
3471 }
3472 }
3473
3474 lock (OdeLock)
3475 {
3476 IntPtr GroundGeom = IntPtr.Zero;
3477 if (RegionTerrain.TryGetValue(pOffset, out GroundGeom))
3478 {
3479 RegionTerrain.Remove(pOffset);
3480 if (GroundGeom != IntPtr.Zero)
3481 {
3482 if (TerrainHeightFieldHeights.ContainsKey(GroundGeom))
3483 {
3484 TerrainHeightFieldHeights.Remove(GroundGeom);
3485 }
3486 d.SpaceRemove(space, GroundGeom);
3487 d.GeomDestroy(GroundGeom);
3488 }
3489 }
3490 IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
3491 d.GeomHeightfieldDataBuildSingle(HeightmapData, _heightmap, 0,
3492 heightmapWidth, heightmapHeight, (int)heightmapWidthSamples,
3493 (int)heightmapHeightSamples, scale, offset, thickness, wrap);
3494 d.GeomHeightfieldDataSetBounds(HeightmapData, hfmin - 1, hfmax + 1);
3495 GroundGeom = d.CreateHeightfield(space, HeightmapData, 1);
3496 if (GroundGeom != IntPtr.Zero)
3497 {
3498 d.GeomSetCategoryBits(GroundGeom, (int)(CollisionCategories.Land));
3499 d.GeomSetCollideBits(GroundGeom, (int)(CollisionCategories.Space));
3500 }
3501 geom_name_map[GroundGeom] = "Terrain";
3502
3503 d.Matrix3 R = new d.Matrix3();
3504
3505 Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f);
3506 Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f);
3507 //Axiom.Math.Quaternion q3 = Axiom.Math.Quaternion.FromAngleAxis(3.14f, new Axiom.Math.Vector3(0, 0, 1));
3508
3509 q1 = q1 * q2;
3510 //q1 = q1 * q3;
3511 Vector3 v3;
3512 float angle;
3513 q1.GetAxisAngle(out v3, out angle);
3514
3515 d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
3516 d.GeomSetRotation(GroundGeom, ref R);
3517 d.GeomSetPosition(GroundGeom, (pOffset.X + (regionsize * 0.5f)) - 0.5f, (pOffset.Y + (regionsize * 0.5f)) - 0.5f, 0);
3518 IntPtr testGround = IntPtr.Zero;
3519 if (RegionTerrain.TryGetValue(pOffset, out testGround))
3520 {
3521 RegionTerrain.Remove(pOffset);
3522 }
3523 RegionTerrain.Add(pOffset, GroundGeom, GroundGeom);
3524 TerrainHeightFieldHeights.Add(GroundGeom,_heightmap);
3525 }
3526 }
3527
3528 public override void DeleteTerrain()
3529 {
3530 }
3531
3532 public float GetWaterLevel()
3533 {
3534 return waterlevel;
3535 }
3536
3537 public override bool SupportsCombining()
3538 {
3539 return true;
3540 }
3541
3542 public override void UnCombine(PhysicsScene pScene)
3543 {
3544 IntPtr localGround = IntPtr.Zero;
3545// float[] localHeightfield;
3546 bool proceed = false;
3547 List<IntPtr> geomDestroyList = new List<IntPtr>();
3548
3549 lock (OdeLock)
3550 {
3551 if (RegionTerrain.TryGetValue(Vector3.Zero, out localGround))
3552 {
3553 foreach (IntPtr geom in TerrainHeightFieldHeights.Keys)
3554 {
3555 if (geom == localGround)
3556 {
3557// localHeightfield = TerrainHeightFieldHeights[geom];
3558 proceed = true;
3559 }
3560 else
3561 {
3562 geomDestroyList.Add(geom);
3563 }
3564 }
3565
3566 if (proceed)
3567 {
3568 m_worldOffset = Vector3.Zero;
3569 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize);
3570 m_parentScene = null;
3571
3572 foreach (IntPtr g in geomDestroyList)
3573 {
3574 // removingHeightField needs to be done or the garbage collector will
3575 // collect the terrain data before we tell ODE to destroy it causing
3576 // memory corruption
3577 if (TerrainHeightFieldHeights.ContainsKey(g))
3578 {
3579// float[] removingHeightField = TerrainHeightFieldHeights[g];
3580 TerrainHeightFieldHeights.Remove(g);
3581
3582 if (RegionTerrain.ContainsKey(g))
3583 {
3584 RegionTerrain.Remove(g);
3585 }
3586
3587 d.GeomDestroy(g);
3588 //removingHeightField = new float[0];
3589 }
3590 }
3591
3592 }
3593 else
3594 {
3595 m_log.Warn("[PHYSICS]: Couldn't proceed with UnCombine. Region has inconsistant data.");
3596
3597 }
3598 }
3599 }
3600 }
3601
3602 public override void SetWaterLevel(float baseheight)
3603 {
3604 waterlevel = baseheight;
3605 randomizeWater(waterlevel);
3606 }
3607
3608 public void randomizeWater(float baseheight)
3609 {
3610 const uint heightmapWidth = m_regionWidth + 2;
3611 const uint heightmapHeight = m_regionHeight + 2;
3612 const uint heightmapWidthSamples = m_regionWidth + 2;
3613 const uint heightmapHeightSamples = m_regionHeight + 2;
3614 const float scale = 1.0f;
3615 const float offset = 0.0f;
3616 const float thickness = 2.9f;
3617 const int wrap = 0;
3618
3619 for (int i = 0; i < (258 * 258); i++)
3620 {
3621 _watermap[i] = (baseheight-0.1f) + ((float)fluidRandomizer.Next(1,9) / 10f);
3622 // m_log.Info((baseheight - 0.1f) + ((float)fluidRandomizer.Next(1, 9) / 10f));
3623 }
3624
3625 lock (OdeLock)
3626 {
3627 if (WaterGeom != IntPtr.Zero)
3628 {
3629 d.SpaceRemove(space, WaterGeom);
3630 }
3631 IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
3632 d.GeomHeightfieldDataBuildSingle(HeightmapData, _watermap, 0, heightmapWidth, heightmapHeight,
3633 (int)heightmapWidthSamples, (int)heightmapHeightSamples, scale,
3634 offset, thickness, wrap);
3635 d.GeomHeightfieldDataSetBounds(HeightmapData, m_regionWidth, m_regionHeight);
3636 WaterGeom = d.CreateHeightfield(space, HeightmapData, 1);
3637 if (WaterGeom != IntPtr.Zero)
3638 {
3639 d.GeomSetCategoryBits(WaterGeom, (int)(CollisionCategories.Water));
3640 d.GeomSetCollideBits(WaterGeom, (int)(CollisionCategories.Space));
3641
3642 }
3643 geom_name_map[WaterGeom] = "Water";
3644
3645 d.Matrix3 R = new d.Matrix3();
3646
3647 Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f);
3648 Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f);
3649 //Axiom.Math.Quaternion q3 = Axiom.Math.Quaternion.FromAngleAxis(3.14f, new Axiom.Math.Vector3(0, 0, 1));
3650
3651 q1 = q1 * q2;
3652 //q1 = q1 * q3;
3653 Vector3 v3;
3654 float angle;
3655 q1.GetAxisAngle(out v3, out angle);
3656
3657 d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
3658 d.GeomSetRotation(WaterGeom, ref R);
3659 d.GeomSetPosition(WaterGeom, 128, 128, 0);
3660
3661 }
3662
3663 }
3664
3665 public override void Dispose()
3666 {
3667 m_rayCastManager.Dispose();
3668 m_rayCastManager = null;
3669
3670 lock (OdeLock)
3671 {
3672 lock (_prims)
3673 {
3674 foreach (OdePrim prm in _prims)
3675 {
3676 RemovePrim(prm);
3677 }
3678 }
3679
3680 //foreach (OdeCharacter act in _characters)
3681 //{
3682 //RemoveAvatar(act);
3683 //}
3684 d.WorldDestroy(world);
3685 //d.CloseODE();
3686 }
3687 }
3688 public override Dictionary<uint, float> GetTopColliders()
3689 {
3690 Dictionary<uint, float> returncolliders = new Dictionary<uint, float>();
3691 int cnt = 0;
3692 lock (_prims)
3693 {
3694 foreach (OdePrim prm in _prims)
3695 {
3696 if (prm.CollisionScore > 0)
3697 {
3698 returncolliders.Add(prm.m_localID, prm.CollisionScore);
3699 cnt++;
3700 prm.CollisionScore = 0f;
3701 if (cnt > 25)
3702 {
3703 break;
3704 }
3705 }
3706 }
3707 }
3708 return returncolliders;
3709 }
3710
3711 public override bool SupportsRayCast()
3712 {
3713 return true;
3714 }
3715
3716 public override void RaycastWorld(Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
3717 {
3718 if (retMethod != null)
3719 {
3720 m_rayCastManager.QueueRequest(position, direction, length, retMethod);
3721 }
3722 }
3723
3724#if USE_DRAWSTUFF
3725 // Keyboard callback
3726 public void command(int cmd)
3727 {
3728 IntPtr geom;
3729 d.Mass mass;
3730 d.Vector3 sides = new d.Vector3(d.RandReal() * 0.5f + 0.1f, d.RandReal() * 0.5f + 0.1f, d.RandReal() * 0.5f + 0.1f);
3731
3732
3733
3734 Char ch = Char.ToLower((Char)cmd);
3735 switch ((Char)ch)
3736 {
3737 case 'w':
3738 try
3739 {
3740 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));
3741
3742 xyz.X += rotate.X; xyz.Y += rotate.Y; xyz.Z += rotate.Z;
3743 ds.SetViewpoint(ref xyz, ref hpr);
3744 }
3745 catch (ArgumentException)
3746 { hpr.X = 0; }
3747 break;
3748
3749 case 'a':
3750 hpr.X++;
3751 ds.SetViewpoint(ref xyz, ref hpr);
3752 break;
3753
3754 case 's':
3755 try
3756 {
3757 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));
3758
3759 xyz.X += rotate2.X; xyz.Y += rotate2.Y; xyz.Z += rotate2.Z;
3760 ds.SetViewpoint(ref xyz, ref hpr);
3761 }
3762 catch (ArgumentException)
3763 { hpr.X = 0; }
3764 break;
3765 case 'd':
3766 hpr.X--;
3767 ds.SetViewpoint(ref xyz, ref hpr);
3768 break;
3769 case 'r':
3770 xyz.Z++;
3771 ds.SetViewpoint(ref xyz, ref hpr);
3772 break;
3773 case 'f':
3774 xyz.Z--;
3775 ds.SetViewpoint(ref xyz, ref hpr);
3776 break;
3777 case 'e':
3778 xyz.Y++;
3779 ds.SetViewpoint(ref xyz, ref hpr);
3780 break;
3781 case 'q':
3782 xyz.Y--;
3783 ds.SetViewpoint(ref xyz, ref hpr);
3784 break;
3785 }
3786 }
3787
3788 public void step(int pause)
3789 {
3790
3791 ds.SetColor(1.0f, 1.0f, 0.0f);
3792 ds.SetTexture(ds.Texture.Wood);
3793 lock (_prims)
3794 {
3795 foreach (OdePrim prm in _prims)
3796 {
3797 //IntPtr body = d.GeomGetBody(prm.prim_geom);
3798 if (prm.prim_geom != IntPtr.Zero)
3799 {
3800 d.Vector3 pos;
3801 d.GeomCopyPosition(prm.prim_geom, out pos);
3802 //d.BodyCopyPosition(body, out pos);
3803
3804 d.Matrix3 R;
3805 d.GeomCopyRotation(prm.prim_geom, out R);
3806 //d.BodyCopyRotation(body, out R);
3807
3808
3809 d.Vector3 sides = new d.Vector3();
3810 sides.X = prm.Size.X;
3811 sides.Y = prm.Size.Y;
3812 sides.Z = prm.Size.Z;
3813
3814 ds.DrawBox(ref pos, ref R, ref sides);
3815 }
3816 }
3817 }
3818 ds.SetColor(1.0f, 0.0f, 0.0f);
3819 lock (_characters)
3820 {
3821 foreach (OdeCharacter chr in _characters)
3822 {
3823 if (chr.Shell != IntPtr.Zero)
3824 {
3825 IntPtr body = d.GeomGetBody(chr.Shell);
3826
3827 d.Vector3 pos;
3828 d.GeomCopyPosition(chr.Shell, out pos);
3829 //d.BodyCopyPosition(body, out pos);
3830
3831 d.Matrix3 R;
3832 d.GeomCopyRotation(chr.Shell, out R);
3833 //d.BodyCopyRotation(body, out R);
3834
3835 ds.DrawCapsule(ref pos, ref R, chr.Size.Z, 0.35f);
3836 d.Vector3 sides = new d.Vector3();
3837 sides.X = 0.5f;
3838 sides.Y = 0.5f;
3839 sides.Z = 0.5f;
3840
3841 ds.DrawBox(ref pos, ref R, ref sides);
3842 }
3843 }
3844 }
3845 }
3846
3847 public void start(int unused)
3848 {
3849 ds.SetViewpoint(ref xyz, ref hpr);
3850 }
3851#endif
3852 }
3853}
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 0720b5e..be7c348 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/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
index 59ab26b..9f3e354 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
@@ -28,6 +28,7 @@
28using System; 28using System;
29using System.Collections; 29using System.Collections;
30using System.Collections.Generic; 30using System.Collections.Generic;
31using System.Diagnostics; //for [DebuggerNonUserCode]
31using System.Runtime.Remoting.Lifetime; 32using System.Runtime.Remoting.Lifetime;
32using System.Text; 33using System.Text;
33using System.Threading; 34using System.Threading;
@@ -151,6 +152,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
151 get { return m_ScriptEngine.World; } 152 get { return m_ScriptEngine.World; }
152 } 153 }
153 154
155 [DebuggerNonUserCode]
154 public void state(string newState) 156 public void state(string newState)
155 { 157 {
156 m_ScriptEngine.SetState(m_itemID, newState); 158 m_ScriptEngine.SetState(m_itemID, newState);
@@ -160,6 +162,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
160 /// Reset the named script. The script must be present 162 /// Reset the named script. The script must be present
161 /// in the same prim. 163 /// in the same prim.
162 /// </summary> 164 /// </summary>
165 [DebuggerNonUserCode]
163 public void llResetScript() 166 public void llResetScript()
164 { 167 {
165 m_host.AddScriptLPS(1); 168 m_host.AddScriptLPS(1);
@@ -219,6 +222,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
219 public List<SceneObjectPart> GetLinkParts(int linkType) 222 public List<SceneObjectPart> GetLinkParts(int linkType)
220 { 223 {
221 List<SceneObjectPart> ret = new List<SceneObjectPart>(); 224 List<SceneObjectPart> ret = new List<SceneObjectPart>();
225 if (m_host == null || m_host.ParentGroup == null || m_host.ParentGroup.IsDeleted)
226 return ret;
222 ret.Add(m_host); 227 ret.Add(m_host);
223 228
224 switch (linkType) 229 switch (linkType)
@@ -272,40 +277,48 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
272 protected UUID InventorySelf() 277 protected UUID InventorySelf()
273 { 278 {
274 UUID invItemID = new UUID(); 279 UUID invItemID = new UUID();
275 280 bool unlock = false;
276 lock (m_host.TaskInventory) 281 if (!m_host.TaskInventory.IsReadLockedByMe())
282 {
283 m_host.TaskInventory.LockItemsForRead(true);
284 unlock = true;
285 }
286 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
277 { 287 {
278 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 288 if (inv.Value.Type == 10 && inv.Value.ItemID == m_itemID)
279 { 289 {
280 if (inv.Value.Type == 10 && inv.Value.ItemID == m_itemID) 290 invItemID = inv.Key;
281 { 291 break;
282 invItemID = inv.Key;
283 break;
284 }
285 } 292 }
286 } 293 }
287 294 if (unlock)
295 {
296 m_host.TaskInventory.LockItemsForRead(false);
297 }
288 return invItemID; 298 return invItemID;
289 } 299 }
290 300
291 protected UUID InventoryKey(string name, int type) 301 protected UUID InventoryKey(string name, int type)
292 { 302 {
293 m_host.AddScriptLPS(1); 303 m_host.AddScriptLPS(1);
294 304 m_host.TaskInventory.LockItemsForRead(true);
295 lock (m_host.TaskInventory) 305
306 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
296 { 307 {
297 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 308 if (inv.Value.Name == name)
298 { 309 {
299 if (inv.Value.Name == name) 310 m_host.TaskInventory.LockItemsForRead(false);
311
312 if (inv.Value.Type != type)
300 { 313 {
301 if (inv.Value.Type != type) 314 return UUID.Zero;
302 return UUID.Zero;
303
304 return inv.Value.AssetID;
305 } 315 }
316
317 return inv.Value.AssetID;
306 } 318 }
307 } 319 }
308 320
321 m_host.TaskInventory.LockItemsForRead(false);
309 return UUID.Zero; 322 return UUID.Zero;
310 } 323 }
311 324
@@ -313,17 +326,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
313 { 326 {
314 m_host.AddScriptLPS(1); 327 m_host.AddScriptLPS(1);
315 328
316 lock (m_host.TaskInventory) 329
330 m_host.TaskInventory.LockItemsForRead(true);
331
332 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
317 { 333 {
318 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 334 if (inv.Value.Name == name)
319 { 335 {
320 if (inv.Value.Name == name) 336 m_host.TaskInventory.LockItemsForRead(false);
321 { 337 return inv.Value.AssetID;
322 return inv.Value.AssetID;
323 }
324 } 338 }
325 } 339 }
326 340
341 m_host.TaskInventory.LockItemsForRead(false);
342
343
327 return UUID.Zero; 344 return UUID.Zero;
328 } 345 }
329 346
@@ -705,6 +722,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
705 { 722 {
706 //A and B should both be normalized 723 //A and B should both be normalized
707 m_host.AddScriptLPS(1); 724 m_host.AddScriptLPS(1);
725 /* This method is more accurate than the SL one, and thus causes problems
726 for scripts that deal with the SL inaccuracy around 180-degrees -.- .._.
727
708 double dotProduct = LSL_Vector.Dot(a, b); 728 double dotProduct = LSL_Vector.Dot(a, b);
709 LSL_Vector crossProduct = LSL_Vector.Cross(a, b); 729 LSL_Vector crossProduct = LSL_Vector.Cross(a, b);
710 double magProduct = LSL_Vector.Mag(a) * LSL_Vector.Mag(b); 730 double magProduct = LSL_Vector.Mag(a) * LSL_Vector.Mag(b);
@@ -721,8 +741,57 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
721 return new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f); 741 return new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
722 742
723 return new LSL_Rotation((float)x, (float)y, (float)z, (float)w); 743 return new LSL_Rotation((float)x, (float)y, (float)z, (float)w);
724 } 744 */
725 745
746 // This method mimics the 180 errors found in SL
747 // See www.euclideanspace.com... angleBetween
748 LSL_Vector vec_a = a;
749 LSL_Vector vec_b = b;
750
751 // Eliminate zero length
752 LSL_Float vec_a_mag = LSL_Vector.Mag(vec_a);
753 LSL_Float vec_b_mag = LSL_Vector.Mag(vec_b);
754 if (vec_a_mag < 0.00001 ||
755 vec_b_mag < 0.00001)
756 {
757 return new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
758 }
759
760 // Normalize
761 vec_a = llVecNorm(vec_a);
762 vec_b = llVecNorm(vec_b);
763
764 // Calculate axis and rotation angle
765 LSL_Vector axis = vec_a % vec_b;
766 LSL_Float cos_theta = vec_a * vec_b;
767
768 // Check if parallel
769 if (cos_theta > 0.99999)
770 {
771 return new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
772 }
773
774 // Check if anti-parallel
775 else if (cos_theta < -0.99999)
776 {
777 LSL_Vector orthog_axis = new LSL_Vector(1.0, 0.0, 0.0) - (vec_a.x / (vec_a * vec_a) * vec_a);
778 if (LSL_Vector.Mag(orthog_axis) < 0.000001) orthog_axis = new LSL_Vector(0.0, 0.0, 1.0);
779 return new LSL_Rotation((float)orthog_axis.x, (float)orthog_axis.y, (float)orthog_axis.z, 0.0);
780 }
781 else // other rotation
782 {
783 LSL_Float theta = (LSL_Float)Math.Acos(cos_theta) * 0.5f;
784 axis = llVecNorm(axis);
785 double x, y, z, s, t;
786 s = Math.Cos(theta);
787 t = Math.Sin(theta);
788 x = axis.x * t;
789 y = axis.y * t;
790 z = axis.z * t;
791 return new LSL_Rotation(x,y,z,s);
792 }
793 }
794
726 public void llWhisper(int channelID, string text) 795 public void llWhisper(int channelID, string text)
727 { 796 {
728 m_host.AddScriptLPS(1); 797 m_host.AddScriptLPS(1);
@@ -1046,10 +1115,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1046 return detectedParams.TouchUV; 1115 return detectedParams.TouchUV;
1047 } 1116 }
1048 1117
1118 [DebuggerNonUserCode]
1049 public virtual void llDie() 1119 public virtual void llDie()
1050 { 1120 {
1051 m_host.AddScriptLPS(1); 1121 m_host.AddScriptLPS(1);
1052 throw new SelfDeleteException(); 1122 if (!m_host.IsAttachment) throw new SelfDeleteException();
1053 } 1123 }
1054 1124
1055 public LSL_Float llGround(LSL_Vector offset) 1125 public LSL_Float llGround(LSL_Vector offset)
@@ -1122,6 +1192,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1122 1192
1123 public void llSetStatus(int status, int value) 1193 public void llSetStatus(int status, int value)
1124 { 1194 {
1195 if (m_host == null || m_host.ParentGroup == null || m_host.ParentGroup.IsDeleted)
1196 return;
1125 m_host.AddScriptLPS(1); 1197 m_host.AddScriptLPS(1);
1126 1198
1127 int statusrotationaxis = 0; 1199 int statusrotationaxis = 0;
@@ -1351,6 +1423,48 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1351 { 1423 {
1352 m_host.AddScriptLPS(1); 1424 m_host.AddScriptLPS(1);
1353 1425
1426 SetColor(m_host, color, face);
1427 }
1428
1429 protected void SetColor(SceneObjectPart part, LSL_Vector color, int face)
1430 {
1431 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1432 return;
1433
1434 Primitive.TextureEntry tex = part.Shape.Textures;
1435 Color4 texcolor;
1436 if (face >= 0 && face < GetNumberOfSides(part))
1437 {
1438 texcolor = tex.CreateFace((uint)face).RGBA;
1439 texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f);
1440 texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f);
1441 texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f);
1442 tex.FaceTextures[face].RGBA = texcolor;
1443 part.UpdateTexture(tex);
1444 return;
1445 }
1446 else if (face == ScriptBaseClass.ALL_SIDES)
1447 {
1448 for (uint i = 0; i < GetNumberOfSides(part); i++)
1449 {
1450 if (tex.FaceTextures[i] != null)
1451 {
1452 texcolor = tex.FaceTextures[i].RGBA;
1453 texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f);
1454 texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f);
1455 texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f);
1456 tex.FaceTextures[i].RGBA = texcolor;
1457 }
1458 texcolor = tex.DefaultTexture.RGBA;
1459 texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f);
1460 texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f);
1461 texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f);
1462 tex.DefaultTexture.RGBA = texcolor;
1463 }
1464 part.UpdateTexture(tex);
1465 return;
1466 }
1467
1354 if (face == ScriptBaseClass.ALL_SIDES) 1468 if (face == ScriptBaseClass.ALL_SIDES)
1355 face = SceneObjectPart.ALL_SIDES; 1469 face = SceneObjectPart.ALL_SIDES;
1356 1470
@@ -1359,6 +1473,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1359 1473
1360 public void SetTexGen(SceneObjectPart part, int face,int style) 1474 public void SetTexGen(SceneObjectPart part, int face,int style)
1361 { 1475 {
1476 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1477 return;
1478
1362 Primitive.TextureEntry tex = part.Shape.Textures; 1479 Primitive.TextureEntry tex = part.Shape.Textures;
1363 MappingType textype; 1480 MappingType textype;
1364 textype = MappingType.Default; 1481 textype = MappingType.Default;
@@ -1389,6 +1506,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1389 1506
1390 public void SetGlow(SceneObjectPart part, int face, float glow) 1507 public void SetGlow(SceneObjectPart part, int face, float glow)
1391 { 1508 {
1509 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1510 return;
1511
1392 Primitive.TextureEntry tex = part.Shape.Textures; 1512 Primitive.TextureEntry tex = part.Shape.Textures;
1393 if (face >= 0 && face < GetNumberOfSides(part)) 1513 if (face >= 0 && face < GetNumberOfSides(part))
1394 { 1514 {
@@ -1414,6 +1534,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1414 1534
1415 public void SetShiny(SceneObjectPart part, int face, int shiny, Bumpiness bump) 1535 public void SetShiny(SceneObjectPart part, int face, int shiny, Bumpiness bump)
1416 { 1536 {
1537 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1538 return;
1417 1539
1418 Shininess sval = new Shininess(); 1540 Shininess sval = new Shininess();
1419 1541
@@ -1464,6 +1586,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1464 1586
1465 public void SetFullBright(SceneObjectPart part, int face, bool bright) 1587 public void SetFullBright(SceneObjectPart part, int face, bool bright)
1466 { 1588 {
1589 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1590 return;
1591
1467 Primitive.TextureEntry tex = part.Shape.Textures; 1592 Primitive.TextureEntry tex = part.Shape.Textures;
1468 if (face >= 0 && face < GetNumberOfSides(part)) 1593 if (face >= 0 && face < GetNumberOfSides(part))
1469 { 1594 {
@@ -1524,13 +1649,26 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1524 m_host.AddScriptLPS(1); 1649 m_host.AddScriptLPS(1);
1525 1650
1526 List<SceneObjectPart> parts = GetLinkParts(linknumber); 1651 List<SceneObjectPart> parts = GetLinkParts(linknumber);
1527 1652 if (parts.Count > 0)
1528 foreach (SceneObjectPart part in parts) 1653 {
1529 SetAlpha(part, alpha, face); 1654 try
1655 {
1656 parts[0].ParentGroup.areUpdatesSuspended = true;
1657 foreach (SceneObjectPart part in parts)
1658 SetAlpha(part, alpha, face);
1659 }
1660 finally
1661 {
1662 parts[0].ParentGroup.areUpdatesSuspended = false;
1663 }
1664 }
1530 } 1665 }
1531 1666
1532 protected void SetAlpha(SceneObjectPart part, double alpha, int face) 1667 protected void SetAlpha(SceneObjectPart part, double alpha, int face)
1533 { 1668 {
1669 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1670 return;
1671
1534 Primitive.TextureEntry tex = part.Shape.Textures; 1672 Primitive.TextureEntry tex = part.Shape.Textures;
1535 Color4 texcolor; 1673 Color4 texcolor;
1536 if (face >= 0 && face < GetNumberOfSides(part)) 1674 if (face >= 0 && face < GetNumberOfSides(part))
@@ -1576,7 +1714,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1576 protected void SetFlexi(SceneObjectPart part, bool flexi, int softness, float gravity, float friction, 1714 protected void SetFlexi(SceneObjectPart part, bool flexi, int softness, float gravity, float friction,
1577 float wind, float tension, LSL_Vector Force) 1715 float wind, float tension, LSL_Vector Force)
1578 { 1716 {
1579 if (part == null) 1717 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1580 return; 1718 return;
1581 1719
1582 if (flexi) 1720 if (flexi)
@@ -1611,7 +1749,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1611 /// <param name="falloff"></param> 1749 /// <param name="falloff"></param>
1612 protected void SetPointLight(SceneObjectPart part, bool light, LSL_Vector color, float intensity, float radius, float falloff) 1750 protected void SetPointLight(SceneObjectPart part, bool light, LSL_Vector color, float intensity, float radius, float falloff)
1613 { 1751 {
1614 if (part == null) 1752 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1615 return; 1753 return;
1616 1754
1617 if (light) 1755 if (light)
@@ -1688,15 +1826,27 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1688 m_host.AddScriptLPS(1); 1826 m_host.AddScriptLPS(1);
1689 1827
1690 List<SceneObjectPart> parts = GetLinkParts(linknumber); 1828 List<SceneObjectPart> parts = GetLinkParts(linknumber);
1691 1829 if (parts.Count > 0)
1692 foreach (SceneObjectPart part in parts) 1830 {
1693 SetTexture(part, texture, face); 1831 try
1694 1832 {
1833 parts[0].ParentGroup.areUpdatesSuspended = true;
1834 foreach (SceneObjectPart part in parts)
1835 SetTexture(part, texture, face);
1836 }
1837 finally
1838 {
1839 parts[0].ParentGroup.areUpdatesSuspended = false;
1840 }
1841 }
1695 ScriptSleep(200); 1842 ScriptSleep(200);
1696 } 1843 }
1697 1844
1698 protected void SetTexture(SceneObjectPart part, string texture, int face) 1845 protected void SetTexture(SceneObjectPart part, string texture, int face)
1699 { 1846 {
1847 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1848 return;
1849
1700 UUID textureID=new UUID(); 1850 UUID textureID=new UUID();
1701 1851
1702 if (!UUID.TryParse(texture, out textureID)) 1852 if (!UUID.TryParse(texture, out textureID))
@@ -1742,6 +1892,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1742 1892
1743 protected void ScaleTexture(SceneObjectPart part, double u, double v, int face) 1893 protected void ScaleTexture(SceneObjectPart part, double u, double v, int face)
1744 { 1894 {
1895 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1896 return;
1897
1745 Primitive.TextureEntry tex = part.Shape.Textures; 1898 Primitive.TextureEntry tex = part.Shape.Textures;
1746 if (face >= 0 && face < GetNumberOfSides(part)) 1899 if (face >= 0 && face < GetNumberOfSides(part))
1747 { 1900 {
@@ -1778,6 +1931,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1778 1931
1779 protected void OffsetTexture(SceneObjectPart part, double u, double v, int face) 1932 protected void OffsetTexture(SceneObjectPart part, double u, double v, int face)
1780 { 1933 {
1934 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1935 return;
1936
1781 Primitive.TextureEntry tex = part.Shape.Textures; 1937 Primitive.TextureEntry tex = part.Shape.Textures;
1782 if (face >= 0 && face < GetNumberOfSides(part)) 1938 if (face >= 0 && face < GetNumberOfSides(part))
1783 { 1939 {
@@ -1814,6 +1970,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1814 1970
1815 protected void RotateTexture(SceneObjectPart part, double rotation, int face) 1971 protected void RotateTexture(SceneObjectPart part, double rotation, int face)
1816 { 1972 {
1973 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1974 return;
1975
1817 Primitive.TextureEntry tex = part.Shape.Textures; 1976 Primitive.TextureEntry tex = part.Shape.Textures;
1818 if (face >= 0 && face < GetNumberOfSides(part)) 1977 if (face >= 0 && face < GetNumberOfSides(part))
1819 { 1978 {
@@ -1884,6 +2043,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1884 2043
1885 protected void SetPos(SceneObjectPart part, LSL_Vector targetPos) 2044 protected void SetPos(SceneObjectPart part, LSL_Vector targetPos)
1886 { 2045 {
2046 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2047 return;
2048
1887 // Capped movemment if distance > 10m (http://wiki.secondlife.com/wiki/LlSetPos) 2049 // Capped movemment if distance > 10m (http://wiki.secondlife.com/wiki/LlSetPos)
1888 LSL_Vector currentPos = llGetLocalPos(); 2050 LSL_Vector currentPos = llGetLocalPos();
1889 2051
@@ -1970,6 +2132,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1970 2132
1971 protected void SetRot(SceneObjectPart part, Quaternion rot) 2133 protected void SetRot(SceneObjectPart part, Quaternion rot)
1972 { 2134 {
2135 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2136 return;
2137
1973 part.UpdateRotation(rot); 2138 part.UpdateRotation(rot);
1974 // Update rotation does not move the object in the physics scene if it's a linkset. 2139 // Update rotation does not move the object in the physics scene if it's a linkset.
1975 2140
@@ -2589,12 +2754,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2589 2754
2590 m_host.AddScriptLPS(1); 2755 m_host.AddScriptLPS(1);
2591 2756
2757 m_host.TaskInventory.LockItemsForRead(true);
2592 TaskInventoryItem item = m_host.TaskInventory[invItemID]; 2758 TaskInventoryItem item = m_host.TaskInventory[invItemID];
2593 2759 m_host.TaskInventory.LockItemsForRead(false);
2594 lock (m_host.TaskInventory)
2595 {
2596 item = m_host.TaskInventory[invItemID];
2597 }
2598 2760
2599 if (item.PermsGranter == UUID.Zero) 2761 if (item.PermsGranter == UUID.Zero)
2600 return 0; 2762 return 0;
@@ -2669,6 +2831,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2669 if (dist > m_ScriptDistanceFactor * 10.0f) 2831 if (dist > m_ScriptDistanceFactor * 10.0f)
2670 return; 2832 return;
2671 2833
2834 //Clone is thread-safe
2672 TaskInventoryDictionary partInventory = (TaskInventoryDictionary)m_host.TaskInventory.Clone(); 2835 TaskInventoryDictionary partInventory = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
2673 2836
2674 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in partInventory) 2837 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in partInventory)
@@ -2731,6 +2894,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2731 2894
2732 public void llLookAt(LSL_Vector target, double strength, double damping) 2895 public void llLookAt(LSL_Vector target, double strength, double damping)
2733 { 2896 {
2897 /*
2734 m_host.AddScriptLPS(1); 2898 m_host.AddScriptLPS(1);
2735 // Determine where we are looking from 2899 // Determine where we are looking from
2736 LSL_Vector from = llGetPos(); 2900 LSL_Vector from = llGetPos();
@@ -2750,10 +2914,31 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2750 // the angles of rotation in radians into rotation value 2914 // the angles of rotation in radians into rotation value
2751 2915
2752 LSL_Types.Quaternion rot = llEuler2Rot(angle); 2916 LSL_Types.Quaternion rot = llEuler2Rot(angle);
2753 Quaternion rotation = new Quaternion((float)rot.x, (float)rot.y, (float)rot.z, (float)rot.s); 2917
2754 m_host.startLookAt(rotation, (float)damping, (float)strength); 2918 // This would only work if your physics system contains an APID controller:
2919 // Quaternion rotation = new Quaternion((float)rot.x, (float)rot.y, (float)rot.z, (float)rot.s);
2920 // m_host.startLookAt(rotation, (float)damping, (float)strength);
2921
2755 // Orient the object to the angle calculated 2922 // Orient the object to the angle calculated
2756 //llSetRot(rot); 2923 llSetRot(rot);
2924 */
2925
2926 //The above code, while nice, doesn't replicate the behaviour of SL and tends to "roll" the object.
2927 //There's probably a smarter way of doing this, my rotation math-fu is weak.
2928 // http://bugs.meta7.com/view.php?id=28
2929 // - Tom
2930
2931 LSL_Rotation newrot = llGetRot() * llRotBetween(new LSL_Vector(1.0d, 0.0d, 0.0d) * llGetRot(), new LSL_Vector(0.0d, 0.0d, -1.0d));
2932 llSetRot(newrot * llRotBetween(new LSL_Vector(0.0d,0.0d,1.0d) * newrot, target - llGetPos()));
2933
2934 }
2935
2936 public void llRotLookAt(LSL_Rotation target, double strength, double damping)
2937 {
2938 m_host.AddScriptLPS(1);
2939// NotImplemented("llRotLookAt");
2940 m_host.RotLookAt(Rot2Quaternion(target), (float)strength, (float)damping);
2941
2757 } 2942 }
2758 2943
2759 public void llStopLookAt() 2944 public void llStopLookAt()
@@ -2802,13 +2987,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2802 { 2987 {
2803 TaskInventoryItem item; 2988 TaskInventoryItem item;
2804 2989
2805 lock (m_host.TaskInventory) 2990 m_host.TaskInventory.LockItemsForRead(true);
2991 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
2806 { 2992 {
2807 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 2993 m_host.TaskInventory.LockItemsForRead(false);
2808 return; 2994 return;
2809 else
2810 item = m_host.TaskInventory[InventorySelf()];
2811 } 2995 }
2996 else
2997 {
2998 item = m_host.TaskInventory[InventorySelf()];
2999 }
3000 m_host.TaskInventory.LockItemsForRead(false);
2812 3001
2813 if (item.PermsGranter != UUID.Zero) 3002 if (item.PermsGranter != UUID.Zero)
2814 { 3003 {
@@ -2830,13 +3019,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2830 { 3019 {
2831 TaskInventoryItem item; 3020 TaskInventoryItem item;
2832 3021
3022 m_host.TaskInventory.LockItemsForRead(true);
2833 lock (m_host.TaskInventory) 3023 lock (m_host.TaskInventory)
2834 { 3024 {
3025
2835 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3026 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
3027 {
3028 m_host.TaskInventory.LockItemsForRead(false);
2836 return; 3029 return;
3030 }
2837 else 3031 else
3032 {
2838 item = m_host.TaskInventory[InventorySelf()]; 3033 item = m_host.TaskInventory[InventorySelf()];
3034 }
2839 } 3035 }
3036 m_host.TaskInventory.LockItemsForRead(false);
2840 3037
2841 m_host.AddScriptLPS(1); 3038 m_host.AddScriptLPS(1);
2842 3039
@@ -2873,14 +3070,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2873 3070
2874 TaskInventoryItem item; 3071 TaskInventoryItem item;
2875 3072
2876 lock (m_host.TaskInventory) 3073 m_host.TaskInventory.LockItemsForRead(true);
3074
3075 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
2877 { 3076 {
2878 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3077 m_host.TaskInventory.LockItemsForRead(false);
2879 return; 3078 return;
2880 else 3079 }
2881 item = m_host.TaskInventory[InventorySelf()]; 3080 else
3081 {
3082 item = m_host.TaskInventory[InventorySelf()];
2882 } 3083 }
2883 3084
3085 m_host.TaskInventory.LockItemsForRead(false);
3086
2884 if (item.PermsGranter != m_host.OwnerID) 3087 if (item.PermsGranter != m_host.OwnerID)
2885 return; 3088 return;
2886 3089
@@ -2907,13 +3110,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2907 3110
2908 TaskInventoryItem item; 3111 TaskInventoryItem item;
2909 3112
2910 lock (m_host.TaskInventory) 3113 m_host.TaskInventory.LockItemsForRead(true);
3114
3115 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
2911 { 3116 {
2912 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3117 m_host.TaskInventory.LockItemsForRead(false);
2913 return; 3118 return;
2914 else
2915 item = m_host.TaskInventory[InventorySelf()];
2916 } 3119 }
3120 else
3121 {
3122 item = m_host.TaskInventory[InventorySelf()];
3123 }
3124 m_host.TaskInventory.LockItemsForRead(false);
3125
2917 3126
2918 if (item.PermsGranter != m_host.OwnerID) 3127 if (item.PermsGranter != m_host.OwnerID)
2919 return; 3128 return;
@@ -2950,8 +3159,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2950 return m_host.OwnerID.ToString(); 3159 return m_host.OwnerID.ToString();
2951 } 3160 }
2952 3161
3162 [DebuggerNonUserCode]
2953 public void llInstantMessage(string user, string message) 3163 public void llInstantMessage(string user, string message)
2954 { 3164 {
3165 UUID result;
3166 if (!UUID.TryParse(user, out result))
3167 {
3168 throw new Exception(String.Format("An invalid key of '{0} was passed to llInstantMessage", user));
3169 return;
3170 }
3171
3172
2955 m_host.AddScriptLPS(1); 3173 m_host.AddScriptLPS(1);
2956 3174
2957 // We may be able to use ClientView.SendInstantMessage here, but we need a client instance. 3175 // We may be able to use ClientView.SendInstantMessage here, but we need a client instance.
@@ -2966,7 +3184,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2966 UUID friendTransactionID = UUID.Random(); 3184 UUID friendTransactionID = UUID.Random();
2967 3185
2968 //m_pendingFriendRequests.Add(friendTransactionID, fromAgentID); 3186 //m_pendingFriendRequests.Add(friendTransactionID, fromAgentID);
2969 3187
2970 GridInstantMessage msg = new GridInstantMessage(); 3188 GridInstantMessage msg = new GridInstantMessage();
2971 msg.fromAgentID = new Guid(m_host.UUID.ToString()); // fromAgentID.Guid; 3189 msg.fromAgentID = new Guid(m_host.UUID.ToString()); // fromAgentID.Guid;
2972 msg.toAgentID = new Guid(user); // toAgentID.Guid; 3190 msg.toAgentID = new Guid(user); // toAgentID.Guid;
@@ -3115,13 +3333,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3115 m_host.AddScriptLPS(1); 3333 m_host.AddScriptLPS(1);
3116 } 3334 }
3117 3335
3118 public void llRotLookAt(LSL_Rotation target, double strength, double damping)
3119 {
3120 m_host.AddScriptLPS(1);
3121 Quaternion rot = new Quaternion((float)target.x, (float)target.y, (float)target.z, (float)target.s);
3122 m_host.RotLookAt(rot, (float)strength, (float)damping);
3123 }
3124
3125 public LSL_Integer llStringLength(string str) 3336 public LSL_Integer llStringLength(string str)
3126 { 3337 {
3127 m_host.AddScriptLPS(1); 3338 m_host.AddScriptLPS(1);
@@ -3145,14 +3356,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3145 3356
3146 TaskInventoryItem item; 3357 TaskInventoryItem item;
3147 3358
3148 lock (m_host.TaskInventory) 3359 m_host.TaskInventory.LockItemsForRead(true);
3360 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
3149 { 3361 {
3150 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3362 m_host.TaskInventory.LockItemsForRead(false);
3151 return; 3363 return;
3152 else
3153 item = m_host.TaskInventory[InventorySelf()];
3154 } 3364 }
3155 3365 else
3366 {
3367 item = m_host.TaskInventory[InventorySelf()];
3368 }
3369 m_host.TaskInventory.LockItemsForRead(false);
3156 if (item.PermsGranter == UUID.Zero) 3370 if (item.PermsGranter == UUID.Zero)
3157 return; 3371 return;
3158 3372
@@ -3182,13 +3396,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3182 3396
3183 TaskInventoryItem item; 3397 TaskInventoryItem item;
3184 3398
3185 lock (m_host.TaskInventory) 3399 m_host.TaskInventory.LockItemsForRead(true);
3400 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
3186 { 3401 {
3187 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3402 m_host.TaskInventory.LockItemsForRead(false);
3188 return; 3403 return;
3189 else
3190 item = m_host.TaskInventory[InventorySelf()];
3191 } 3404 }
3405 else
3406 {
3407 item = m_host.TaskInventory[InventorySelf()];
3408 }
3409 m_host.TaskInventory.LockItemsForRead(false);
3410
3192 3411
3193 if (item.PermsGranter == UUID.Zero) 3412 if (item.PermsGranter == UUID.Zero)
3194 return; 3413 return;
@@ -3265,10 +3484,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3265 3484
3266 TaskInventoryItem item; 3485 TaskInventoryItem item;
3267 3486
3268 lock (m_host.TaskInventory) 3487
3488 m_host.TaskInventory.LockItemsForRead(true);
3489 if (!m_host.TaskInventory.ContainsKey(invItemID))
3490 {
3491 m_host.TaskInventory.LockItemsForRead(false);
3492 return;
3493 }
3494 else
3269 { 3495 {
3270 item = m_host.TaskInventory[invItemID]; 3496 item = m_host.TaskInventory[invItemID];
3271 } 3497 }
3498 m_host.TaskInventory.LockItemsForRead(false);
3272 3499
3273 if (agentID == UUID.Zero || perm == 0) // Releasing permissions 3500 if (agentID == UUID.Zero || perm == 0) // Releasing permissions
3274 { 3501 {
@@ -3300,11 +3527,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3300 3527
3301 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms 3528 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms
3302 { 3529 {
3303 lock (m_host.TaskInventory) 3530 m_host.TaskInventory.LockItemsForWrite(true);
3304 { 3531 m_host.TaskInventory[invItemID].PermsGranter = agentID;
3305 m_host.TaskInventory[invItemID].PermsGranter = agentID; 3532 m_host.TaskInventory[invItemID].PermsMask = perm;
3306 m_host.TaskInventory[invItemID].PermsMask = perm; 3533 m_host.TaskInventory.LockItemsForWrite(false);
3307 }
3308 3534
3309 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams( 3535 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams(
3310 "run_time_permissions", new Object[] { 3536 "run_time_permissions", new Object[] {
@@ -3324,11 +3550,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3324 3550
3325 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms 3551 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms
3326 { 3552 {
3327 lock (m_host.TaskInventory) 3553 m_host.TaskInventory.LockItemsForWrite(true);
3328 { 3554 m_host.TaskInventory[invItemID].PermsGranter = agentID;
3329 m_host.TaskInventory[invItemID].PermsGranter = agentID; 3555 m_host.TaskInventory[invItemID].PermsMask = perm;
3330 m_host.TaskInventory[invItemID].PermsMask = perm; 3556 m_host.TaskInventory.LockItemsForWrite(false);
3331 }
3332 3557
3333 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams( 3558 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams(
3334 "run_time_permissions", new Object[] { 3559 "run_time_permissions", new Object[] {
@@ -3349,11 +3574,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3349 3574
3350 if (!m_waitingForScriptAnswer) 3575 if (!m_waitingForScriptAnswer)
3351 { 3576 {
3352 lock (m_host.TaskInventory) 3577 m_host.TaskInventory.LockItemsForWrite(true);
3353 { 3578 m_host.TaskInventory[invItemID].PermsGranter = agentID;
3354 m_host.TaskInventory[invItemID].PermsGranter = agentID; 3579 m_host.TaskInventory[invItemID].PermsMask = 0;
3355 m_host.TaskInventory[invItemID].PermsMask = 0; 3580 m_host.TaskInventory.LockItemsForWrite(false);
3356 }
3357 3581
3358 presence.ControllingClient.OnScriptAnswer += handleScriptAnswer; 3582 presence.ControllingClient.OnScriptAnswer += handleScriptAnswer;
3359 m_waitingForScriptAnswer=true; 3583 m_waitingForScriptAnswer=true;
@@ -3388,10 +3612,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3388 if ((answer & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) == 0) 3612 if ((answer & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) == 0)
3389 llReleaseControls(); 3613 llReleaseControls();
3390 3614
3391 lock (m_host.TaskInventory) 3615
3392 { 3616 m_host.TaskInventory.LockItemsForWrite(true);
3393 m_host.TaskInventory[invItemID].PermsMask = answer; 3617 m_host.TaskInventory[invItemID].PermsMask = answer;
3394 } 3618 m_host.TaskInventory.LockItemsForWrite(false);
3619
3395 3620
3396 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams( 3621 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams(
3397 "run_time_permissions", new Object[] { 3622 "run_time_permissions", new Object[] {
@@ -3403,16 +3628,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3403 { 3628 {
3404 m_host.AddScriptLPS(1); 3629 m_host.AddScriptLPS(1);
3405 3630
3406 lock (m_host.TaskInventory) 3631 m_host.TaskInventory.LockItemsForRead(true);
3632
3633 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
3407 { 3634 {
3408 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 3635 if (item.Type == 10 && item.ItemID == m_itemID)
3409 { 3636 {
3410 if (item.Type == 10 && item.ItemID == m_itemID) 3637 m_host.TaskInventory.LockItemsForRead(false);
3411 { 3638 return item.PermsGranter.ToString();
3412 return item.PermsGranter.ToString();
3413 }
3414 } 3639 }
3415 } 3640 }
3641 m_host.TaskInventory.LockItemsForRead(false);
3416 3642
3417 return UUID.Zero.ToString(); 3643 return UUID.Zero.ToString();
3418 } 3644 }
@@ -3421,19 +3647,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3421 { 3647 {
3422 m_host.AddScriptLPS(1); 3648 m_host.AddScriptLPS(1);
3423 3649
3424 lock (m_host.TaskInventory) 3650 m_host.TaskInventory.LockItemsForRead(true);
3651
3652 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
3425 { 3653 {
3426 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 3654 if (item.Type == 10 && item.ItemID == m_itemID)
3427 { 3655 {
3428 if (item.Type == 10 && item.ItemID == m_itemID) 3656 int perms = item.PermsMask;
3429 { 3657 if (m_automaticLinkPermission)
3430 int perms = item.PermsMask; 3658 perms |= ScriptBaseClass.PERMISSION_CHANGE_LINKS;
3431 if (m_automaticLinkPermission) 3659 m_host.TaskInventory.LockItemsForRead(false);
3432 perms |= ScriptBaseClass.PERMISSION_CHANGE_LINKS; 3660 return perms;
3433 return perms;
3434 }
3435 } 3661 }
3436 } 3662 }
3663 m_host.TaskInventory.LockItemsForRead(false);
3437 3664
3438 return 0; 3665 return 0;
3439 } 3666 }
@@ -3455,9 +3682,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3455 public void llSetLinkColor(int linknumber, LSL_Vector color, int face) 3682 public void llSetLinkColor(int linknumber, LSL_Vector color, int face)
3456 { 3683 {
3457 List<SceneObjectPart> parts = GetLinkParts(linknumber); 3684 List<SceneObjectPart> parts = GetLinkParts(linknumber);
3458 3685 if (parts.Count > 0)
3459 foreach (SceneObjectPart part in parts) 3686 {
3460 part.SetFaceColor(new Vector3((float)color.x, (float)color.y, (float)color.z), face); 3687 try
3688 {
3689 parts[0].ParentGroup.areUpdatesSuspended = true;
3690 foreach (SceneObjectPart part in parts)
3691 part.SetFaceColor(new Vector3((float)color.x, (float)color.y, (float)color.z), face);
3692 }
3693 finally
3694 {
3695 parts[0].ParentGroup.areUpdatesSuspended = false;
3696 }
3697 }
3461 } 3698 }
3462 3699
3463 public void llCreateLink(string target, int parent) 3700 public void llCreateLink(string target, int parent)
@@ -3466,11 +3703,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3466 UUID invItemID = InventorySelf(); 3703 UUID invItemID = InventorySelf();
3467 3704
3468 TaskInventoryItem item; 3705 TaskInventoryItem item;
3469 lock (m_host.TaskInventory) 3706 m_host.TaskInventory.LockItemsForRead(true);
3470 { 3707 item = m_host.TaskInventory[invItemID];
3471 item = m_host.TaskInventory[invItemID]; 3708 m_host.TaskInventory.LockItemsForRead(false);
3472 } 3709
3473
3474 if ((item.PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0 3710 if ((item.PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0
3475 && !m_automaticLinkPermission) 3711 && !m_automaticLinkPermission)
3476 { 3712 {
@@ -3523,16 +3759,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3523 m_host.AddScriptLPS(1); 3759 m_host.AddScriptLPS(1);
3524 UUID invItemID = InventorySelf(); 3760 UUID invItemID = InventorySelf();
3525 3761
3526 lock (m_host.TaskInventory) 3762 m_host.TaskInventory.LockItemsForRead(true);
3527 {
3528 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0 3763 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0
3529 && !m_automaticLinkPermission) 3764 && !m_automaticLinkPermission)
3530 { 3765 {
3531 ShoutError("Script trying to link but PERMISSION_CHANGE_LINKS permission not set!"); 3766 ShoutError("Script trying to link but PERMISSION_CHANGE_LINKS permission not set!");
3767 m_host.TaskInventory.LockItemsForRead(false);
3532 return; 3768 return;
3533 } 3769 }
3534 } 3770 m_host.TaskInventory.LockItemsForRead(false);
3535 3771
3536 if (linknum < ScriptBaseClass.LINK_THIS) 3772 if (linknum < ScriptBaseClass.LINK_THIS)
3537 return; 3773 return;
3538 3774
@@ -3571,10 +3807,22 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3571 // Restructuring Multiple Prims. 3807 // Restructuring Multiple Prims.
3572 List<SceneObjectPart> parts = new List<SceneObjectPart>(parentPrim.Children.Values); 3808 List<SceneObjectPart> parts = new List<SceneObjectPart>(parentPrim.Children.Values);
3573 parts.Remove(parentPrim.RootPart); 3809 parts.Remove(parentPrim.RootPart);
3574 foreach (SceneObjectPart part in parts) 3810 if (parts.Count > 0)
3575 { 3811 {
3576 parentPrim.DelinkFromGroup(part.LocalId, true); 3812 try
3813 {
3814 parts[0].ParentGroup.areUpdatesSuspended = true;
3815 foreach (SceneObjectPart part in parts)
3816 {
3817 parentPrim.DelinkFromGroup(part.LocalId, true);
3818 }
3819 }
3820 finally
3821 {
3822 parts[0].ParentGroup.areUpdatesSuspended = false;
3823 }
3577 } 3824 }
3825
3578 parentPrim.HasGroupChanged = true; 3826 parentPrim.HasGroupChanged = true;
3579 parentPrim.ScheduleGroupForFullUpdate(); 3827 parentPrim.ScheduleGroupForFullUpdate();
3580 parentPrim.TriggerScriptChangedEvent(Changed.LINK); 3828 parentPrim.TriggerScriptChangedEvent(Changed.LINK);
@@ -3583,11 +3831,22 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3583 { 3831 {
3584 SceneObjectPart newRoot = parts[0]; 3832 SceneObjectPart newRoot = parts[0];
3585 parts.Remove(newRoot); 3833 parts.Remove(newRoot);
3586 foreach (SceneObjectPart part in parts) 3834
3835 try
3587 { 3836 {
3588 part.UpdateFlag = 0; 3837 parts[0].ParentGroup.areUpdatesSuspended = true;
3589 newRoot.ParentGroup.LinkToGroup(part.ParentGroup); 3838 foreach (SceneObjectPart part in parts)
3839 {
3840 part.UpdateFlag = 0;
3841 newRoot.ParentGroup.LinkToGroup(part.ParentGroup);
3842 }
3590 } 3843 }
3844 finally
3845 {
3846 parts[0].ParentGroup.areUpdatesSuspended = false;
3847 }
3848
3849
3591 newRoot.ParentGroup.HasGroupChanged = true; 3850 newRoot.ParentGroup.HasGroupChanged = true;
3592 newRoot.ParentGroup.ScheduleGroupForFullUpdate(); 3851 newRoot.ParentGroup.ScheduleGroupForFullUpdate();
3593 } 3852 }
@@ -3613,11 +3872,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3613 3872
3614 List<SceneObjectPart> parts = new List<SceneObjectPart>(parentPrim.Children.Values); 3873 List<SceneObjectPart> parts = new List<SceneObjectPart>(parentPrim.Children.Values);
3615 parts.Remove(parentPrim.RootPart); 3874 parts.Remove(parentPrim.RootPart);
3616 3875 if (parts.Count > 0)
3617 foreach (SceneObjectPart part in parts)
3618 { 3876 {
3619 parentPrim.DelinkFromGroup(part.LocalId, true); 3877 try
3620 parentPrim.TriggerScriptChangedEvent(Changed.LINK); 3878 {
3879 parts[0].ParentGroup.areUpdatesSuspended = true;
3880 foreach (SceneObjectPart part in parts)
3881 {
3882 parentPrim.DelinkFromGroup(part.LocalId, true);
3883 parentPrim.TriggerScriptChangedEvent(Changed.LINK);
3884 }
3885 }
3886 finally
3887 {
3888 parts[0].ParentGroup.areUpdatesSuspended = false;
3889 }
3621 } 3890 }
3622 parentPrim.HasGroupChanged = true; 3891 parentPrim.HasGroupChanged = true;
3623 parentPrim.ScheduleGroupForFullUpdate(); 3892 parentPrim.ScheduleGroupForFullUpdate();
@@ -3709,17 +3978,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3709 m_host.AddScriptLPS(1); 3978 m_host.AddScriptLPS(1);
3710 int count = 0; 3979 int count = 0;
3711 3980
3712 lock (m_host.TaskInventory) 3981 m_host.TaskInventory.LockItemsForRead(true);
3982 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
3713 { 3983 {
3714 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 3984 if (inv.Value.Type == type || type == -1)
3715 { 3985 {
3716 if (inv.Value.Type == type || type == -1) 3986 count = count + 1;
3717 {
3718 count = count + 1;
3719 }
3720 } 3987 }
3721 } 3988 }
3722 3989
3990 m_host.TaskInventory.LockItemsForRead(false);
3723 return count; 3991 return count;
3724 } 3992 }
3725 3993
@@ -3728,16 +3996,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3728 m_host.AddScriptLPS(1); 3996 m_host.AddScriptLPS(1);
3729 ArrayList keys = new ArrayList(); 3997 ArrayList keys = new ArrayList();
3730 3998
3731 lock (m_host.TaskInventory) 3999 m_host.TaskInventory.LockItemsForRead(true);
4000 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
3732 { 4001 {
3733 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 4002 if (inv.Value.Type == type || type == -1)
3734 { 4003 {
3735 if (inv.Value.Type == type || type == -1) 4004 keys.Add(inv.Value.Name);
3736 {
3737 keys.Add(inv.Value.Name);
3738 }
3739 } 4005 }
3740 } 4006 }
4007 m_host.TaskInventory.LockItemsForRead(false);
3741 4008
3742 if (keys.Count == 0) 4009 if (keys.Count == 0)
3743 { 4010 {
@@ -3774,20 +4041,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3774 } 4041 }
3775 4042
3776 // move the first object found with this inventory name 4043 // move the first object found with this inventory name
3777 lock (m_host.TaskInventory) 4044 m_host.TaskInventory.LockItemsForRead(true);
4045 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
3778 { 4046 {
3779 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 4047 if (inv.Value.Name == inventory)
3780 { 4048 {
3781 if (inv.Value.Name == inventory) 4049 found = true;
3782 { 4050 objId = inv.Key;
3783 found = true; 4051 assetType = inv.Value.Type;
3784 objId = inv.Key; 4052 objName = inv.Value.Name;
3785 assetType = inv.Value.Type; 4053 break;
3786 objName = inv.Value.Name;
3787 break;
3788 }
3789 } 4054 }
3790 } 4055 }
4056 m_host.TaskInventory.LockItemsForRead(false);
3791 4057
3792 if (!found) 4058 if (!found)
3793 { 4059 {
@@ -3795,9 +4061,30 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3795 throw new Exception(String.Format("The inventory object '{0}' could not be found", inventory)); 4061 throw new Exception(String.Format("The inventory object '{0}' could not be found", inventory));
3796 } 4062 }
3797 4063
3798 // check if destination is an avatar 4064 // check if destination is an object
3799 if (World.GetScenePresence(destId) != null) 4065 if (World.GetSceneObjectPart(destId) != null)
4066 {
4067 // destination is an object
4068 World.MoveTaskInventoryItem(destId, m_host, objId);
4069 }
4070 else
3800 { 4071 {
4072 ScenePresence presence = World.GetScenePresence(destId);
4073
4074 if (presence == null)
4075 {
4076 UserAccount account =
4077 World.UserAccountService.GetUserAccount(
4078 World.RegionInfo.ScopeID,
4079 destId);
4080
4081 if (account == null)
4082 {
4083 llSay(0, "Can't find destination "+destId.ToString());
4084 return;
4085 }
4086 }
4087
3801 // destination is an avatar 4088 // destination is an avatar
3802 InventoryItemBase agentItem = 4089 InventoryItemBase agentItem =
3803 World.MoveTaskInventoryItem(destId, UUID.Zero, m_host, objId); 4090 World.MoveTaskInventoryItem(destId, UUID.Zero, m_host, objId);
@@ -3823,33 +4110,32 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3823 4110
3824 if (m_TransferModule != null) 4111 if (m_TransferModule != null)
3825 m_TransferModule.SendInstantMessage(msg, delegate(bool success) {}); 4112 m_TransferModule.SendInstantMessage(msg, delegate(bool success) {});
4113
4114 //This delay should only occur when giving inventory to avatars.
4115 ScriptSleep(3000);
3826 } 4116 }
3827 else
3828 {
3829 // destination is an object
3830 World.MoveTaskInventoryItem(destId, m_host, objId);
3831 }
3832 ScriptSleep(3000);
3833 } 4117 }
3834 4118
4119 [DebuggerNonUserCode]
3835 public void llRemoveInventory(string name) 4120 public void llRemoveInventory(string name)
3836 { 4121 {
3837 m_host.AddScriptLPS(1); 4122 m_host.AddScriptLPS(1);
3838 4123
3839 lock (m_host.TaskInventory) 4124 m_host.TaskInventory.LockItemsForRead(true);
4125 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
3840 { 4126 {
3841 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 4127 if (item.Name == name)
3842 { 4128 {
3843 if (item.Name == name) 4129 if (item.ItemID == m_itemID)
3844 { 4130 throw new ScriptDeleteException();
3845 if (item.ItemID == m_itemID) 4131 else
3846 throw new ScriptDeleteException(); 4132 m_host.Inventory.RemoveInventoryItem(item.ItemID);
3847 else 4133
3848 m_host.Inventory.RemoveInventoryItem(item.ItemID); 4134 m_host.TaskInventory.LockItemsForRead(false);
3849 return; 4135 return;
3850 }
3851 } 4136 }
3852 } 4137 }
4138 m_host.TaskInventory.LockItemsForRead(false);
3853 } 4139 }
3854 4140
3855 public void llSetText(string text, LSL_Vector color, double alpha) 4141 public void llSetText(string text, LSL_Vector color, double alpha)
@@ -3940,6 +4226,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3940 { 4226 {
3941 m_host.AddScriptLPS(1); 4227 m_host.AddScriptLPS(1);
3942 4228
4229 //Clone is thread safe
3943 TaskInventoryDictionary itemDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone(); 4230 TaskInventoryDictionary itemDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
3944 4231
3945 foreach (TaskInventoryItem item in itemDictionary.Values) 4232 foreach (TaskInventoryItem item in itemDictionary.Values)
@@ -3993,6 +4280,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3993 ScenePresence presence = World.GetScenePresence(agentId); 4280 ScenePresence presence = World.GetScenePresence(agentId);
3994 if (presence != null) 4281 if (presence != null)
3995 { 4282 {
4283 // agent must not be a god
4284 if (presence.GodLevel >= 200) return;
4285
3996 // agent must be over the owners land 4286 // agent must be over the owners land
3997 if (m_host.OwnerID == World.LandChannel.GetLandObject( 4287 if (m_host.OwnerID == World.LandChannel.GetLandObject(
3998 presence.AbsolutePosition.X, presence.AbsolutePosition.Y).LandData.OwnerID) 4288 presence.AbsolutePosition.X, presence.AbsolutePosition.Y).LandData.OwnerID)
@@ -4053,17 +4343,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4053 UUID soundId = UUID.Zero; 4343 UUID soundId = UUID.Zero;
4054 if (!UUID.TryParse(impact_sound, out soundId)) 4344 if (!UUID.TryParse(impact_sound, out soundId))
4055 { 4345 {
4056 lock (m_host.TaskInventory) 4346 m_host.TaskInventory.LockItemsForRead(true);
4347 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
4057 { 4348 {
4058 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 4349 if (item.Type == (int)AssetType.Sound && item.Name == impact_sound)
4059 { 4350 {
4060 if (item.Type == (int)AssetType.Sound && item.Name == impact_sound) 4351 soundId = item.AssetID;
4061 { 4352 break;
4062 soundId = item.AssetID;
4063 break;
4064 }
4065 } 4353 }
4066 } 4354 }
4355 m_host.TaskInventory.LockItemsForRead(false);
4067 } 4356 }
4068 m_host.CollisionSound = soundId; 4357 m_host.CollisionSound = soundId;
4069 m_host.CollisionSoundVolume = (float)impact_volume; 4358 m_host.CollisionSoundVolume = (float)impact_volume;
@@ -4109,6 +4398,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4109 UUID partItemID; 4398 UUID partItemID;
4110 foreach (SceneObjectPart part in parts) 4399 foreach (SceneObjectPart part in parts)
4111 { 4400 {
4401 //Clone is thread safe
4112 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)part.TaskInventory.Clone(); 4402 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)part.TaskInventory.Clone();
4113 4403
4114 foreach (TaskInventoryItem item in itemsDictionary.Values) 4404 foreach (TaskInventoryItem item in itemsDictionary.Values)
@@ -4323,17 +4613,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4323 4613
4324 m_host.AddScriptLPS(1); 4614 m_host.AddScriptLPS(1);
4325 4615
4326 lock (m_host.TaskInventory) 4616 m_host.TaskInventory.LockItemsForRead(true);
4617 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
4327 { 4618 {
4328 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 4619 if (item.Type == 10 && item.ItemID == m_itemID)
4329 { 4620 {
4330 if (item.Type == 10 && item.ItemID == m_itemID) 4621 result = item.Name!=null?item.Name:String.Empty;
4331 { 4622 break;
4332 result = item.Name != null ? item.Name : String.Empty;
4333 break;
4334 }
4335 } 4623 }
4336 } 4624 }
4625 m_host.TaskInventory.LockItemsForRead(false);
4337 4626
4338 return result; 4627 return result;
4339 } 4628 }
@@ -4486,23 +4775,24 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4486 { 4775 {
4487 m_host.AddScriptLPS(1); 4776 m_host.AddScriptLPS(1);
4488 4777
4489 lock (m_host.TaskInventory) 4778 m_host.TaskInventory.LockItemsForRead(true);
4779 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
4490 { 4780 {
4491 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 4781 if (inv.Value.Name == name)
4492 { 4782 {
4493 if (inv.Value.Name == name) 4783 if ((inv.Value.CurrentPermissions & (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify)) == (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify))
4494 { 4784 {
4495 if ((inv.Value.CurrentPermissions & (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify)) == (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify)) 4785 m_host.TaskInventory.LockItemsForRead(false);
4496 { 4786 return inv.Value.AssetID.ToString();
4497 return inv.Value.AssetID.ToString(); 4787 }
4498 } 4788 else
4499 else 4789 {
4500 { 4790 m_host.TaskInventory.LockItemsForRead(false);
4501 return UUID.Zero.ToString(); 4791 return UUID.Zero.ToString();
4502 }
4503 } 4792 }
4504 } 4793 }
4505 } 4794 }
4795 m_host.TaskInventory.LockItemsForRead(false);
4506 4796
4507 return UUID.Zero.ToString(); 4797 return UUID.Zero.ToString();
4508 } 4798 }
@@ -5438,10 +5728,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5438 m_host.AddScriptLPS(1); 5728 m_host.AddScriptLPS(1);
5439 5729
5440 List<SceneObjectPart> parts = GetLinkParts(linknumber); 5730 List<SceneObjectPart> parts = GetLinkParts(linknumber);
5441 5731 if (parts.Count > 0)
5442 foreach (var part in parts)
5443 { 5732 {
5444 SetTextureAnim(part, mode, face, sizex, sizey, start, length, rate); 5733 try
5734 {
5735 parts[0].ParentGroup.areUpdatesSuspended = true;
5736 foreach (var part in parts)
5737 {
5738 SetTextureAnim(part, mode, face, sizex, sizey, start, length, rate);
5739 }
5740 }
5741 finally
5742 {
5743 parts[0].ParentGroup.areUpdatesSuspended = false;
5744 }
5445 } 5745 }
5446 } 5746 }
5447 5747
@@ -6020,6 +6320,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6020 tempf = (float)rules.GetLSLFloatItem(i + 1); 6320 tempf = (float)rules.GetLSLFloatItem(i + 1);
6021 prules.OuterAngle = (float)tempf; 6321 prules.OuterAngle = (float)tempf;
6022 break; 6322 break;
6323
6324 case (int)ScriptBaseClass.PSYS_SRC_INNERANGLE:
6325 tempf = (float)rules.GetLSLFloatItem(i + 1);
6326 prules.InnerAngle = (float)tempf;
6327 break;
6328
6329 case (int)ScriptBaseClass.PSYS_SRC_OUTERANGLE:
6330 tempf = (float)rules.GetLSLFloatItem(i + 1);
6331 prules.OuterAngle = (float)tempf;
6332 break;
6023 } 6333 }
6024 6334
6025 } 6335 }
@@ -6058,14 +6368,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6058 6368
6059 protected UUID GetTaskInventoryItem(string name) 6369 protected UUID GetTaskInventoryItem(string name)
6060 { 6370 {
6061 lock (m_host.TaskInventory) 6371 m_host.TaskInventory.LockItemsForRead(true);
6372 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
6062 { 6373 {
6063 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 6374 if (inv.Value.Name == name)
6064 { 6375 {
6065 if (inv.Value.Name == name) 6376 m_host.TaskInventory.LockItemsForRead(false);
6066 return inv.Key; 6377 return inv.Key;
6067 } 6378 }
6068 } 6379 }
6380 m_host.TaskInventory.LockItemsForRead(false);
6069 6381
6070 return UUID.Zero; 6382 return UUID.Zero;
6071 } 6383 }
@@ -6393,22 +6705,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6393 } 6705 }
6394 6706
6395 // copy the first script found with this inventory name 6707 // copy the first script found with this inventory name
6396 lock (m_host.TaskInventory) 6708 m_host.TaskInventory.LockItemsForRead(true);
6709 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
6397 { 6710 {
6398 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 6711 if (inv.Value.Name == name)
6399 { 6712 {
6400 if (inv.Value.Name == name) 6713 // make sure the object is a script
6714 if (10 == inv.Value.Type)
6401 { 6715 {
6402 // make sure the object is a script 6716 found = true;
6403 if (10 == inv.Value.Type) 6717 srcId = inv.Key;
6404 { 6718 break;
6405 found = true;
6406 srcId = inv.Key;
6407 break;
6408 }
6409 } 6719 }
6410 } 6720 }
6411 } 6721 }
6722 m_host.TaskInventory.LockItemsForRead(false);
6412 6723
6413 if (!found) 6724 if (!found)
6414 { 6725 {
@@ -6492,6 +6803,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6492 protected ObjectShapePacket.ObjectDataBlock SetPrimitiveBlockShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist) 6803 protected ObjectShapePacket.ObjectDataBlock SetPrimitiveBlockShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist)
6493 { 6804 {
6494 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock(); 6805 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock();
6806 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
6807 return shapeBlock;
6495 6808
6496 if (holeshape != (int)ScriptBaseClass.PRIM_HOLE_DEFAULT && 6809 if (holeshape != (int)ScriptBaseClass.PRIM_HOLE_DEFAULT &&
6497 holeshape != (int)ScriptBaseClass.PRIM_HOLE_CIRCLE && 6810 holeshape != (int)ScriptBaseClass.PRIM_HOLE_CIRCLE &&
@@ -6562,6 +6875,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6562 6875
6563 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector taper_b, LSL_Vector topshear, byte fudge) 6876 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector taper_b, LSL_Vector topshear, byte fudge)
6564 { 6877 {
6878 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
6879 return;
6880
6565 ObjectShapePacket.ObjectDataBlock shapeBlock; 6881 ObjectShapePacket.ObjectDataBlock shapeBlock;
6566 6882
6567 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist); 6883 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist);
@@ -6611,6 +6927,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6611 6927
6612 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector dimple, byte fudge) 6928 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector dimple, byte fudge)
6613 { 6929 {
6930 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
6931 return;
6932
6614 ObjectShapePacket.ObjectDataBlock shapeBlock; 6933 ObjectShapePacket.ObjectDataBlock shapeBlock;
6615 6934
6616 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist); 6935 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist);
@@ -6653,6 +6972,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6653 6972
6654 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) 6973 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)
6655 { 6974 {
6975 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
6976 return;
6977
6656 ObjectShapePacket.ObjectDataBlock shapeBlock; 6978 ObjectShapePacket.ObjectDataBlock shapeBlock;
6657 6979
6658 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist); 6980 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist);
@@ -6774,6 +7096,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6774 7096
6775 protected void SetPrimitiveShapeParams(SceneObjectPart part, string map, int type) 7097 protected void SetPrimitiveShapeParams(SceneObjectPart part, string map, int type)
6776 { 7098 {
7099 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7100 return;
7101
6777 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock(); 7102 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock();
6778 UUID sculptId; 7103 UUID sculptId;
6779 7104
@@ -6789,13 +7114,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6789 shapeBlock.PathScaleX = 100; 7114 shapeBlock.PathScaleX = 100;
6790 shapeBlock.PathScaleY = 150; 7115 shapeBlock.PathScaleY = 150;
6791 7116
6792 if (type != (int)ScriptBaseClass.PRIM_SCULPT_TYPE_CYLINDER && 7117 if ((type & (int)ScriptBaseClass.PRIM_SCULPT_TYPE_CYLINDER) == 0 &&
6793 type != (int)ScriptBaseClass.PRIM_SCULPT_TYPE_PLANE && 7118 (type & (int)ScriptBaseClass.PRIM_SCULPT_TYPE_PLANE) == 0 &&
6794 type != (int)ScriptBaseClass.PRIM_SCULPT_TYPE_SPHERE && 7119 (type & (int)ScriptBaseClass.PRIM_SCULPT_TYPE_SPHERE) == 0 &&
6795 type != (int)ScriptBaseClass.PRIM_SCULPT_TYPE_TORUS) 7120 (type & (int)ScriptBaseClass.PRIM_SCULPT_TYPE_TORUS) == 0)
6796 { 7121 {
6797 // default 7122 // default
6798 type = (int)ScriptBaseClass.PRIM_SCULPT_TYPE_SPHERE; 7123 type = type | (int)ScriptBaseClass.PRIM_SCULPT_TYPE_SPHERE;
6799 } 7124 }
6800 7125
6801 // retain pathcurve 7126 // retain pathcurve
@@ -6814,12 +7139,22 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6814 7139
6815 public void llSetLinkPrimitiveParams(int linknumber, LSL_List rules) 7140 public void llSetLinkPrimitiveParams(int linknumber, LSL_List rules)
6816 { 7141 {
6817 m_host.AddScriptLPS(1); 7142 m_host.AddScriptLPS(1);
6818 7143
6819 List<SceneObjectPart> parts = GetLinkParts(linknumber); 7144 List<SceneObjectPart> parts = GetLinkParts(linknumber);
6820 7145 if (parts.Count>0)
6821 foreach (SceneObjectPart part in parts) 7146 {
6822 SetPrimParams(part, rules); 7147 try
7148 {
7149 parts[0].ParentGroup.areUpdatesSuspended = true;
7150 foreach (SceneObjectPart part in parts)
7151 SetPrimParams(part, rules);
7152 }
7153 finally
7154 {
7155 parts[0].ParentGroup.areUpdatesSuspended = false;
7156 }
7157 }
6823 } 7158 }
6824 7159
6825 public void llSetLinkPrimitiveParamsFast(int linknumber, LSL_List rules) 7160 public void llSetLinkPrimitiveParamsFast(int linknumber, LSL_List rules)
@@ -6829,6 +7164,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6829 7164
6830 protected void SetPrimParams(SceneObjectPart part, LSL_List rules) 7165 protected void SetPrimParams(SceneObjectPart part, LSL_List rules)
6831 { 7166 {
7167 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7168 return;
7169
6832 int idx = 0; 7170 int idx = 0;
6833 7171
6834 while (idx < rules.Length) 7172 while (idx < rules.Length)
@@ -7660,24 +7998,95 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7660 break; 7998 break;
7661 7999
7662 case (int)ScriptBaseClass.PRIM_BUMP_SHINY: 8000 case (int)ScriptBaseClass.PRIM_BUMP_SHINY:
7663 // TODO--------------
7664 if (remain < 1) 8001 if (remain < 1)
7665 return res; 8002 return res;
8003 face = (int)rules.GetLSLIntegerItem(idx++);
7666 8004
7667 face=(int)rules.GetLSLIntegerItem(idx++); 8005 tex = part.Shape.Textures;
7668 8006 int shiny;
7669 res.Add(new LSL_Integer(0)); 8007 if (face == ScriptBaseClass.ALL_SIDES)
7670 res.Add(new LSL_Integer(0)); 8008 {
8009 for (face = 0; face < GetNumberOfSides(part); face++)
8010 {
8011 Shininess shinyness = tex.GetFace((uint)face).Shiny;
8012 if (shinyness == Shininess.High)
8013 {
8014 shiny = ScriptBaseClass.PRIM_SHINY_HIGH;
8015 }
8016 else if (shinyness == Shininess.Medium)
8017 {
8018 shiny = ScriptBaseClass.PRIM_SHINY_MEDIUM;
8019 }
8020 else if (shinyness == Shininess.Low)
8021 {
8022 shiny = ScriptBaseClass.PRIM_SHINY_LOW;
8023 }
8024 else
8025 {
8026 shiny = ScriptBaseClass.PRIM_SHINY_NONE;
8027 }
8028 res.Add(new LSL_Integer(shiny));
8029 res.Add(new LSL_Integer((int)tex.GetFace((uint)face).Bump));
8030 }
8031 }
8032 else
8033 {
8034 Shininess shinyness = tex.GetFace((uint)face).Shiny;
8035 if (shinyness == Shininess.High)
8036 {
8037 shiny = ScriptBaseClass.PRIM_SHINY_HIGH;
8038 }
8039 else if (shinyness == Shininess.Medium)
8040 {
8041 shiny = ScriptBaseClass.PRIM_SHINY_MEDIUM;
8042 }
8043 else if (shinyness == Shininess.Low)
8044 {
8045 shiny = ScriptBaseClass.PRIM_SHINY_LOW;
8046 }
8047 else
8048 {
8049 shiny = ScriptBaseClass.PRIM_SHINY_NONE;
8050 }
8051 res.Add(new LSL_Integer(shiny));
8052 res.Add(new LSL_Integer((int)tex.GetFace((uint)face).Bump));
8053 }
7671 break; 8054 break;
7672 8055
7673 case (int)ScriptBaseClass.PRIM_FULLBRIGHT: 8056 case (int)ScriptBaseClass.PRIM_FULLBRIGHT:
7674 // TODO--------------
7675 if (remain < 1) 8057 if (remain < 1)
7676 return res; 8058 return res;
8059 face = (int)rules.GetLSLIntegerItem(idx++);
7677 8060
7678 face=(int)rules.GetLSLIntegerItem(idx++); 8061 tex = part.Shape.Textures;
7679 8062 int fullbright;
7680 res.Add(new LSL_Integer(0)); 8063 if (face == ScriptBaseClass.ALL_SIDES)
8064 {
8065 for (face = 0; face < GetNumberOfSides(part); face++)
8066 {
8067 if (tex.GetFace((uint)face).Fullbright == true)
8068 {
8069 fullbright = ScriptBaseClass.TRUE;
8070 }
8071 else
8072 {
8073 fullbright = ScriptBaseClass.FALSE;
8074 }
8075 res.Add(new LSL_Integer(fullbright));
8076 }
8077 }
8078 else
8079 {
8080 if (tex.GetFace((uint)face).Fullbright == true)
8081 {
8082 fullbright = ScriptBaseClass.TRUE;
8083 }
8084 else
8085 {
8086 fullbright = ScriptBaseClass.FALSE;
8087 }
8088 res.Add(new LSL_Integer(fullbright));
8089 }
7681 break; 8090 break;
7682 8091
7683 case (int)ScriptBaseClass.PRIM_FLEXIBLE: 8092 case (int)ScriptBaseClass.PRIM_FLEXIBLE:
@@ -7698,14 +8107,37 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7698 break; 8107 break;
7699 8108
7700 case (int)ScriptBaseClass.PRIM_TEXGEN: 8109 case (int)ScriptBaseClass.PRIM_TEXGEN:
7701 // TODO--------------
7702 // (PRIM_TEXGEN_DEFAULT, PRIM_TEXGEN_PLANAR) 8110 // (PRIM_TEXGEN_DEFAULT, PRIM_TEXGEN_PLANAR)
7703 if (remain < 1) 8111 if (remain < 1)
7704 return res; 8112 return res;
8113 face = (int)rules.GetLSLIntegerItem(idx++);
7705 8114
7706 face=(int)rules.GetLSLIntegerItem(idx++); 8115 tex = part.Shape.Textures;
7707 8116 if (face == ScriptBaseClass.ALL_SIDES)
7708 res.Add(new LSL_Integer(0)); 8117 {
8118 for (face = 0; face < GetNumberOfSides(part); face++)
8119 {
8120 if (tex.GetFace((uint)face).TexMapType == MappingType.Planar)
8121 {
8122 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_PLANAR));
8123 }
8124 else
8125 {
8126 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_DEFAULT));
8127 }
8128 }
8129 }
8130 else
8131 {
8132 if (tex.GetFace((uint)face).TexMapType == MappingType.Planar)
8133 {
8134 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_PLANAR));
8135 }
8136 else
8137 {
8138 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_DEFAULT));
8139 }
8140 }
7709 break; 8141 break;
7710 8142
7711 case (int)ScriptBaseClass.PRIM_POINT_LIGHT: 8143 case (int)ScriptBaseClass.PRIM_POINT_LIGHT:
@@ -7724,13 +8156,25 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7724 break; 8156 break;
7725 8157
7726 case (int)ScriptBaseClass.PRIM_GLOW: 8158 case (int)ScriptBaseClass.PRIM_GLOW:
7727 // TODO--------------
7728 if (remain < 1) 8159 if (remain < 1)
7729 return res; 8160 return res;
8161 face = (int)rules.GetLSLIntegerItem(idx++);
7730 8162
7731 face=(int)rules.GetLSLIntegerItem(idx++); 8163 tex = part.Shape.Textures;
7732 8164 float primglow;
7733 res.Add(new LSL_Float(0)); 8165 if (face == ScriptBaseClass.ALL_SIDES)
8166 {
8167 for (face = 0; face < GetNumberOfSides(part); face++)
8168 {
8169 primglow = tex.GetFace((uint)face).Glow;
8170 res.Add(new LSL_Float(primglow));
8171 }
8172 }
8173 else
8174 {
8175 primglow = tex.GetFace((uint)face).Glow;
8176 res.Add(new LSL_Float(primglow));
8177 }
7734 break; 8178 break;
7735 case (int)ScriptBaseClass.PRIM_TEXT: 8179 case (int)ScriptBaseClass.PRIM_TEXT:
7736 Color4 textColor = part.GetTextColor(); 8180 Color4 textColor = part.GetTextColor();
@@ -8267,28 +8711,28 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8267 { 8711 {
8268 m_host.AddScriptLPS(1); 8712 m_host.AddScriptLPS(1);
8269 8713
8270 lock (m_host.TaskInventory) 8714 m_host.TaskInventory.LockItemsForRead(true);
8715 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
8271 { 8716 {
8272 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 8717 if (inv.Value.Name == item)
8273 { 8718 {
8274 if (inv.Value.Name == item) 8719 m_host.TaskInventory.LockItemsForRead(false);
8720 switch (mask)
8275 { 8721 {
8276 switch (mask) 8722 case 0:
8277 { 8723 return (int)inv.Value.BasePermissions;
8278 case 0: 8724 case 1:
8279 return (int)inv.Value.BasePermissions; 8725 return (int)inv.Value.CurrentPermissions;
8280 case 1: 8726 case 2:
8281 return (int)inv.Value.CurrentPermissions; 8727 return (int)inv.Value.GroupPermissions;
8282 case 2: 8728 case 3:
8283 return (int)inv.Value.GroupPermissions; 8729 return (int)inv.Value.EveryonePermissions;
8284 case 3: 8730 case 4:
8285 return (int)inv.Value.EveryonePermissions; 8731 return (int)inv.Value.NextPermissions;
8286 case 4:
8287 return (int)inv.Value.NextPermissions;
8288 }
8289 } 8732 }
8290 } 8733 }
8291 } 8734 }
8735 m_host.TaskInventory.LockItemsForRead(false);
8292 8736
8293 return -1; 8737 return -1;
8294 } 8738 }
@@ -8335,16 +8779,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8335 { 8779 {
8336 m_host.AddScriptLPS(1); 8780 m_host.AddScriptLPS(1);
8337 8781
8338 lock (m_host.TaskInventory) 8782 m_host.TaskInventory.LockItemsForRead(true);
8783 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
8339 { 8784 {
8340 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 8785 if (inv.Value.Name == item)
8341 { 8786 {
8342 if (inv.Value.Name == item) 8787 m_host.TaskInventory.LockItemsForRead(false);
8343 { 8788 return inv.Value.CreatorID.ToString();
8344 return inv.Value.CreatorID.ToString();
8345 }
8346 } 8789 }
8347 } 8790 }
8791 m_host.TaskInventory.LockItemsForRead(false);
8348 8792
8349 llSay(0, "No item name '" + item + "'"); 8793 llSay(0, "No item name '" + item + "'");
8350 8794
@@ -8604,17 +9048,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8604 int width = 0; 9048 int width = 0;
8605 int height = 0; 9049 int height = 0;
8606 9050
8607 ParcelMediaCommandEnum? commandToSend = null; 9051 uint commandToSend = 0;
8608 float time = 0.0f; // default is from start 9052 float time = 0.0f; // default is from start
8609 9053
8610 ScenePresence presence = null; 9054 ScenePresence presence = null;
8611 9055
8612 for (int i = 0; i < commandList.Data.Length; i++) 9056 for (int i = 0; i < commandList.Data.Length; i++)
8613 { 9057 {
8614 ParcelMediaCommandEnum command = (ParcelMediaCommandEnum)commandList.Data[i]; 9058 uint command = (uint)(commandList.GetLSLIntegerItem(i));
8615 switch (command) 9059 switch (command)
8616 { 9060 {
8617 case ParcelMediaCommandEnum.Agent: 9061 case (uint)ParcelMediaCommandEnum.Agent:
8618 // we send only to one agent 9062 // we send only to one agent
8619 if ((i + 1) < commandList.Length) 9063 if ((i + 1) < commandList.Length)
8620 { 9064 {
@@ -8631,25 +9075,25 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8631 } 9075 }
8632 break; 9076 break;
8633 9077
8634 case ParcelMediaCommandEnum.Loop: 9078 case (uint)ParcelMediaCommandEnum.Loop:
8635 loop = 1; 9079 loop = 1;
8636 commandToSend = command; 9080 commandToSend = command;
8637 update = true; //need to send the media update packet to set looping 9081 update = true; //need to send the media update packet to set looping
8638 break; 9082 break;
8639 9083
8640 case ParcelMediaCommandEnum.Play: 9084 case (uint)ParcelMediaCommandEnum.Play:
8641 loop = 0; 9085 loop = 0;
8642 commandToSend = command; 9086 commandToSend = command;
8643 update = true; //need to send the media update packet to make sure it doesn't loop 9087 update = true; //need to send the media update packet to make sure it doesn't loop
8644 break; 9088 break;
8645 9089
8646 case ParcelMediaCommandEnum.Pause: 9090 case (uint)ParcelMediaCommandEnum.Pause:
8647 case ParcelMediaCommandEnum.Stop: 9091 case (uint)ParcelMediaCommandEnum.Stop:
8648 case ParcelMediaCommandEnum.Unload: 9092 case (uint)ParcelMediaCommandEnum.Unload:
8649 commandToSend = command; 9093 commandToSend = command;
8650 break; 9094 break;
8651 9095
8652 case ParcelMediaCommandEnum.Url: 9096 case (uint)ParcelMediaCommandEnum.Url:
8653 if ((i + 1) < commandList.Length) 9097 if ((i + 1) < commandList.Length)
8654 { 9098 {
8655 if (commandList.Data[i + 1] is LSL_String) 9099 if (commandList.Data[i + 1] is LSL_String)
@@ -8662,7 +9106,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8662 } 9106 }
8663 break; 9107 break;
8664 9108
8665 case ParcelMediaCommandEnum.Texture: 9109 case (uint)ParcelMediaCommandEnum.Texture:
8666 if ((i + 1) < commandList.Length) 9110 if ((i + 1) < commandList.Length)
8667 { 9111 {
8668 if (commandList.Data[i + 1] is LSL_String) 9112 if (commandList.Data[i + 1] is LSL_String)
@@ -8675,7 +9119,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8675 } 9119 }
8676 break; 9120 break;
8677 9121
8678 case ParcelMediaCommandEnum.Time: 9122 case (uint)ParcelMediaCommandEnum.Time:
8679 if ((i + 1) < commandList.Length) 9123 if ((i + 1) < commandList.Length)
8680 { 9124 {
8681 if (commandList.Data[i + 1] is LSL_Float) 9125 if (commandList.Data[i + 1] is LSL_Float)
@@ -8687,7 +9131,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8687 } 9131 }
8688 break; 9132 break;
8689 9133
8690 case ParcelMediaCommandEnum.AutoAlign: 9134 case (uint)ParcelMediaCommandEnum.AutoAlign:
8691 if ((i + 1) < commandList.Length) 9135 if ((i + 1) < commandList.Length)
8692 { 9136 {
8693 if (commandList.Data[i + 1] is LSL_Integer) 9137 if (commandList.Data[i + 1] is LSL_Integer)
@@ -8701,7 +9145,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8701 } 9145 }
8702 break; 9146 break;
8703 9147
8704 case ParcelMediaCommandEnum.Type: 9148 case (uint)ParcelMediaCommandEnum.Type:
8705 if ((i + 1) < commandList.Length) 9149 if ((i + 1) < commandList.Length)
8706 { 9150 {
8707 if (commandList.Data[i + 1] is LSL_String) 9151 if (commandList.Data[i + 1] is LSL_String)
@@ -8714,7 +9158,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8714 } 9158 }
8715 break; 9159 break;
8716 9160
8717 case ParcelMediaCommandEnum.Desc: 9161 case (uint)ParcelMediaCommandEnum.Desc:
8718 if ((i + 1) < commandList.Length) 9162 if ((i + 1) < commandList.Length)
8719 { 9163 {
8720 if (commandList.Data[i + 1] is LSL_String) 9164 if (commandList.Data[i + 1] is LSL_String)
@@ -8727,7 +9171,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8727 } 9171 }
8728 break; 9172 break;
8729 9173
8730 case ParcelMediaCommandEnum.Size: 9174 case (uint)ParcelMediaCommandEnum.Size:
8731 if ((i + 2) < commandList.Length) 9175 if ((i + 2) < commandList.Length)
8732 { 9176 {
8733 if (commandList.Data[i + 1] is LSL_Integer) 9177 if (commandList.Data[i + 1] is LSL_Integer)
@@ -8797,7 +9241,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8797 } 9241 }
8798 } 9242 }
8799 9243
8800 if (commandToSend != null) 9244 if (commandToSend != 0)
8801 { 9245 {
8802 // the commandList contained a start/stop/... command, too 9246 // the commandList contained a start/stop/... command, too
8803 if (presence == null) 9247 if (presence == null)
@@ -8877,16 +9321,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8877 { 9321 {
8878 m_host.AddScriptLPS(1); 9322 m_host.AddScriptLPS(1);
8879 9323
8880 lock (m_host.TaskInventory) 9324 m_host.TaskInventory.LockItemsForRead(true);
9325 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
8881 { 9326 {
8882 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 9327 if (inv.Value.Name == name)
8883 { 9328 {
8884 if (inv.Value.Name == name) 9329 m_host.TaskInventory.LockItemsForRead(false);
8885 { 9330 return inv.Value.Type;
8886 return inv.Value.Type;
8887 }
8888 } 9331 }
8889 } 9332 }
9333 m_host.TaskInventory.LockItemsForRead(false);
8890 9334
8891 return -1; 9335 return -1;
8892 } 9336 }
@@ -8897,15 +9341,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8897 9341
8898 if (quick_pay_buttons.Data.Length < 4) 9342 if (quick_pay_buttons.Data.Length < 4)
8899 { 9343 {
8900 LSLError("List must have at least 4 elements"); 9344 int x;
8901 return; 9345 for (x=quick_pay_buttons.Data.Length; x<= 4; x++)
9346 {
9347 quick_pay_buttons.Add(ScriptBaseClass.PAY_HIDE);
9348 }
8902 } 9349 }
8903 m_host.ParentGroup.RootPart.PayPrice[0]=price; 9350 int[] nPrice = new int[5];
8904 9351 nPrice[0]=price;
8905 m_host.ParentGroup.RootPart.PayPrice[1]=(LSL_Integer)quick_pay_buttons.Data[0]; 9352 nPrice[1] = (LSL_Integer)quick_pay_buttons.Data[0];
8906 m_host.ParentGroup.RootPart.PayPrice[2]=(LSL_Integer)quick_pay_buttons.Data[1]; 9353 nPrice[2] = (LSL_Integer)quick_pay_buttons.Data[1];
8907 m_host.ParentGroup.RootPart.PayPrice[3]=(LSL_Integer)quick_pay_buttons.Data[2]; 9354 nPrice[3] = (LSL_Integer)quick_pay_buttons.Data[2];
8908 m_host.ParentGroup.RootPart.PayPrice[4]=(LSL_Integer)quick_pay_buttons.Data[3]; 9355 nPrice[4] = (LSL_Integer)quick_pay_buttons.Data[3];
9356 m_host.ParentGroup.RootPart.PayPrice = nPrice;
8909 m_host.ParentGroup.HasGroupChanged = true; 9357 m_host.ParentGroup.HasGroupChanged = true;
8910 } 9358 }
8911 9359
@@ -8917,17 +9365,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8917 if (invItemID == UUID.Zero) 9365 if (invItemID == UUID.Zero)
8918 return new LSL_Vector(); 9366 return new LSL_Vector();
8919 9367
8920 lock (m_host.TaskInventory) 9368 m_host.TaskInventory.LockItemsForRead(true);
9369 if (m_host.TaskInventory[invItemID].PermsGranter == UUID.Zero)
8921 { 9370 {
8922 if (m_host.TaskInventory[invItemID].PermsGranter == UUID.Zero) 9371 m_host.TaskInventory.LockItemsForRead(false);
8923 return new LSL_Vector(); 9372 return new LSL_Vector();
9373 }
8924 9374
8925 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_TRACK_CAMERA) == 0) 9375 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_TRACK_CAMERA) == 0)
8926 { 9376 {
8927 ShoutError("No permissions to track the camera"); 9377 ShoutError("No permissions to track the camera");
8928 return new LSL_Vector(); 9378 m_host.TaskInventory.LockItemsForRead(false);
8929 } 9379 return new LSL_Vector();
8930 } 9380 }
9381 m_host.TaskInventory.LockItemsForRead(false);
8931 9382
8932 ScenePresence presence = World.GetScenePresence(m_host.OwnerID); 9383 ScenePresence presence = World.GetScenePresence(m_host.OwnerID);
8933 if (presence != null) 9384 if (presence != null)
@@ -8945,17 +9396,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8945 if (invItemID == UUID.Zero) 9396 if (invItemID == UUID.Zero)
8946 return new LSL_Rotation(); 9397 return new LSL_Rotation();
8947 9398
8948 lock (m_host.TaskInventory) 9399 m_host.TaskInventory.LockItemsForRead(true);
9400 if (m_host.TaskInventory[invItemID].PermsGranter == UUID.Zero)
8949 { 9401 {
8950 if (m_host.TaskInventory[invItemID].PermsGranter == UUID.Zero) 9402 m_host.TaskInventory.LockItemsForRead(false);
8951 return new LSL_Rotation(); 9403 return new LSL_Rotation();
8952 9404 }
8953 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_TRACK_CAMERA) == 0) 9405 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_TRACK_CAMERA) == 0)
8954 { 9406 {
8955 ShoutError("No permissions to track the camera"); 9407 ShoutError("No permissions to track the camera");
8956 return new LSL_Rotation(); 9408 m_host.TaskInventory.LockItemsForRead(false);
8957 } 9409 return new LSL_Rotation();
8958 } 9410 }
9411 m_host.TaskInventory.LockItemsForRead(false);
8959 9412
8960 ScenePresence presence = World.GetScenePresence(m_host.OwnerID); 9413 ScenePresence presence = World.GetScenePresence(m_host.OwnerID);
8961 if (presence != null) 9414 if (presence != null)
@@ -9105,14 +9558,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9105 if (objectID == UUID.Zero) return; 9558 if (objectID == UUID.Zero) return;
9106 9559
9107 UUID agentID; 9560 UUID agentID;
9108 lock (m_host.TaskInventory) 9561 m_host.TaskInventory.LockItemsForRead(true);
9109 { 9562 // we need the permission first, to know which avatar we want to set the camera for
9110 // we need the permission first, to know which avatar we want to set the camera for 9563 agentID = m_host.TaskInventory[invItemID].PermsGranter;
9111 agentID = m_host.TaskInventory[invItemID].PermsGranter;
9112 9564
9113 if (agentID == UUID.Zero) return; 9565 if (agentID == UUID.Zero)
9114 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CONTROL_CAMERA) == 0) return; 9566 {
9567 m_host.TaskInventory.LockItemsForRead(false);
9568 return;
9115 } 9569 }
9570 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CONTROL_CAMERA) == 0)
9571 {
9572 m_host.TaskInventory.LockItemsForRead(false);
9573 return;
9574 }
9575 m_host.TaskInventory.LockItemsForRead(false);
9116 9576
9117 ScenePresence presence = World.GetScenePresence(agentID); 9577 ScenePresence presence = World.GetScenePresence(agentID);
9118 9578
@@ -9162,12 +9622,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9162 9622
9163 // we need the permission first, to know which avatar we want to clear the camera for 9623 // we need the permission first, to know which avatar we want to clear the camera for
9164 UUID agentID; 9624 UUID agentID;
9165 lock (m_host.TaskInventory) 9625 m_host.TaskInventory.LockItemsForRead(true);
9626 agentID = m_host.TaskInventory[invItemID].PermsGranter;
9627 if (agentID == UUID.Zero)
9166 { 9628 {
9167 agentID = m_host.TaskInventory[invItemID].PermsGranter; 9629 m_host.TaskInventory.LockItemsForRead(false);
9168 if (agentID == UUID.Zero) return; 9630 return;
9169 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CONTROL_CAMERA) == 0) return; 9631 }
9632 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CONTROL_CAMERA) == 0)
9633 {
9634 m_host.TaskInventory.LockItemsForRead(false);
9635 return;
9170 } 9636 }
9637 m_host.TaskInventory.LockItemsForRead(false);
9171 9638
9172 ScenePresence presence = World.GetScenePresence(agentID); 9639 ScenePresence presence = World.GetScenePresence(agentID);
9173 9640
@@ -9624,15 +10091,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9624 10091
9625 internal UUID ScriptByName(string name) 10092 internal UUID ScriptByName(string name)
9626 { 10093 {
9627 lock (m_host.TaskInventory) 10094 m_host.TaskInventory.LockItemsForRead(true);
10095
10096 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
9628 { 10097 {
9629 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 10098 if (item.Type == 10 && item.Name == name)
9630 { 10099 {
9631 if (item.Type == 10 && item.Name == name) 10100 m_host.TaskInventory.LockItemsForRead(false);
9632 return item.ItemID; 10101 return item.ItemID;
9633 } 10102 }
9634 } 10103 }
9635 10104
10105 m_host.TaskInventory.LockItemsForRead(false);
10106
9636 return UUID.Zero; 10107 return UUID.Zero;
9637 } 10108 }
9638 10109
@@ -9673,6 +10144,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9673 { 10144 {
9674 m_host.AddScriptLPS(1); 10145 m_host.AddScriptLPS(1);
9675 10146
10147 //Clone is thread safe
9676 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone(); 10148 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
9677 10149
9678 UUID assetID = UUID.Zero; 10150 UUID assetID = UUID.Zero;
@@ -9735,6 +10207,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9735 { 10207 {
9736 m_host.AddScriptLPS(1); 10208 m_host.AddScriptLPS(1);
9737 10209
10210 //Clone is thread safe
9738 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone(); 10211 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
9739 10212
9740 UUID assetID = UUID.Zero; 10213 UUID assetID = UUID.Zero;
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
index cd6d3a3..0e86c86 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)
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 dba6502..96f6486 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs
@@ -274,6 +274,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
274 public const int CHANGED_ALLOWED_DROP = 64; 274 public const int CHANGED_ALLOWED_DROP = 64;
275 public const int CHANGED_OWNER = 128; 275 public const int CHANGED_OWNER = 128;
276 public const int CHANGED_REGION_RESTART = 256; 276 public const int CHANGED_REGION_RESTART = 256;
277 public const int CHANGED_REGION_START = 256; //LL Changed the constant from CHANGED_REGION_RESTART
277 public const int CHANGED_REGION = 512; 278 public const int CHANGED_REGION = 512;
278 public const int CHANGED_TELEPORT = 1024; 279 public const int CHANGED_TELEPORT = 1024;
279 public const int CHANGED_ANIMATION = 16384; 280 public const int CHANGED_ANIMATION = 16384;
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs
index 3339995..e86d08c 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs
@@ -26,6 +26,7 @@
26 */ 26 */
27 27
28using System; 28using System;
29using System.Diagnostics; //for [DebuggerNonUserCode]
29using System.Runtime.Remoting.Lifetime; 30using System.Runtime.Remoting.Lifetime;
30using System.Threading; 31using System.Threading;
31using System.Reflection; 32using System.Reflection;
@@ -309,6 +310,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
309 m_LSL_Functions.llDialog(avatar, message, buttons, chat_channel); 310 m_LSL_Functions.llDialog(avatar, message, buttons, chat_channel);
310 } 311 }
311 312
313 [DebuggerNonUserCode]
312 public void llDie() 314 public void llDie()
313 { 315 {
314 m_LSL_Functions.llDie(); 316 m_LSL_Functions.llDie();
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/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 3dd381d..b348403 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/XEngine/XEngine.cs b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
index 61a2088..30e127d 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 }
@@ -696,111 +764,117 @@ namespace OpenSim.Region.ScriptEngine.XEngine
696 } 764 }
697 } 765 }
698 766
699 lock (m_Scripts) 767
768
769 ScriptInstance instance = null;
770 // Create the object record
771 lockScriptsForRead(true);
772 if ((!m_Scripts.ContainsKey(itemID)) ||
773 (m_Scripts[itemID].AssetID != assetID))
700 { 774 {
701 ScriptInstance instance = null; 775 lockScriptsForRead(false);
702 // Create the object record
703 776
704 if ((!m_Scripts.ContainsKey(itemID)) || 777 UUID appDomain = assetID;
705 (m_Scripts[itemID].AssetID != assetID))
706 {
707 UUID appDomain = assetID;
708 778
709 if (part.ParentGroup.IsAttachment) 779 if (part.ParentGroup.IsAttachment)
710 appDomain = part.ParentGroup.RootPart.UUID; 780 appDomain = part.ParentGroup.RootPart.UUID;
711 781
712 if (!m_AppDomains.ContainsKey(appDomain)) 782 if (!m_AppDomains.ContainsKey(appDomain))
783 {
784 try
713 { 785 {
714 try 786 AppDomainSetup appSetup = new AppDomainSetup();
715 { 787 // appSetup.ApplicationBase = Path.Combine(
716 AppDomainSetup appSetup = new AppDomainSetup(); 788 // "ScriptEngines",
717// appSetup.ApplicationBase = Path.Combine( 789 // m_Scene.RegionInfo.RegionID.ToString());
718// "ScriptEngines", 790
719// m_Scene.RegionInfo.RegionID.ToString()); 791 Evidence baseEvidence = AppDomain.CurrentDomain.Evidence;
720 792 Evidence evidence = new Evidence(baseEvidence);
721 Evidence baseEvidence = AppDomain.CurrentDomain.Evidence; 793
722 Evidence evidence = new Evidence(baseEvidence); 794 AppDomain sandbox;
723 795 if (m_AppDomainLoading)
724 AppDomain sandbox; 796 sandbox = AppDomain.CreateDomain(
725 if (m_AppDomainLoading) 797 m_Scene.RegionInfo.RegionID.ToString(),
726 sandbox = AppDomain.CreateDomain( 798 evidence, appSetup);
727 m_Scene.RegionInfo.RegionID.ToString(), 799 else
728 evidence, appSetup); 800 sandbox = AppDomain.CurrentDomain;
729 else 801
730 sandbox = AppDomain.CurrentDomain; 802 //PolicyLevel sandboxPolicy = PolicyLevel.CreateAppDomainLevel();
731 803 //AllMembershipCondition sandboxMembershipCondition = new AllMembershipCondition();
732 //PolicyLevel sandboxPolicy = PolicyLevel.CreateAppDomainLevel(); 804 //PermissionSet sandboxPermissionSet = sandboxPolicy.GetNamedPermissionSet("Internet");
733 //AllMembershipCondition sandboxMembershipCondition = new AllMembershipCondition(); 805 //PolicyStatement sandboxPolicyStatement = new PolicyStatement(sandboxPermissionSet);
734 //PermissionSet sandboxPermissionSet = sandboxPolicy.GetNamedPermissionSet("Internet"); 806 //CodeGroup sandboxCodeGroup = new UnionCodeGroup(sandboxMembershipCondition, sandboxPolicyStatement);
735 //PolicyStatement sandboxPolicyStatement = new PolicyStatement(sandboxPermissionSet); 807 //sandboxPolicy.RootCodeGroup = sandboxCodeGroup;
736 //CodeGroup sandboxCodeGroup = new UnionCodeGroup(sandboxMembershipCondition, sandboxPolicyStatement); 808 //sandbox.SetAppDomainPolicy(sandboxPolicy);
737 //sandboxPolicy.RootCodeGroup = sandboxCodeGroup; 809
738 //sandbox.SetAppDomainPolicy(sandboxPolicy); 810 m_AppDomains[appDomain] = sandbox;
739 811
740 m_AppDomains[appDomain] = sandbox; 812 m_AppDomains[appDomain].AssemblyResolve +=
741 813 new ResolveEventHandler(
742 m_AppDomains[appDomain].AssemblyResolve += 814 AssemblyResolver.OnAssemblyResolve);
743 new ResolveEventHandler( 815 m_DomainScripts[appDomain] = new List<UUID>();
744 AssemblyResolver.OnAssemblyResolve);
745 m_DomainScripts[appDomain] = new List<UUID>();
746 }
747 catch (Exception e)
748 {
749 m_log.ErrorFormat("[XEngine] Exception creating app domain:\n {0}", e.ToString());
750 m_ScriptErrorMessage += "Exception creating app domain:\n";
751 m_ScriptFailCount++;
752 lock (m_AddingAssemblies)
753 {
754 m_AddingAssemblies[assembly]--;
755 }
756 return false;
757 }
758 } 816 }
759 m_DomainScripts[appDomain].Add(itemID); 817 catch (Exception e)
760
761 instance = new ScriptInstance(this, part,
762 itemID, assetID, assembly,
763 m_AppDomains[appDomain],
764 part.ParentGroup.RootPart.Name,
765 item.Name, startParam, postOnRez,
766 stateSource, m_MaxScriptQueue);
767
768 m_log.DebugFormat("[XEngine] Loaded script {0}.{1}, script UUID {2}, prim UUID {3} @ {4}",
769 part.ParentGroup.RootPart.Name, item.Name, assetID, part.UUID, part.ParentGroup.RootPart.AbsolutePosition.ToString());
770
771 if (presence != null)
772 { 818 {
773 ShowScriptSaveResponse(item.OwnerID, 819 m_log.ErrorFormat("[XEngine] Exception creating app domain:\n {0}", e.ToString());
774 assetID, "Compile successful", true); 820 m_ScriptErrorMessage += "Exception creating app domain:\n";
821 m_ScriptFailCount++;
822 lock (m_AddingAssemblies)
823 {
824 m_AddingAssemblies[assembly]--;
825 }
826 return false;
775 } 827 }
828 }
829 m_DomainScripts[appDomain].Add(itemID);
776 830
777 instance.AppDomain = appDomain; 831 instance = new ScriptInstance(this, part,
778 instance.LineMap = linemap; 832 itemID, assetID, assembly,
833 m_AppDomains[appDomain],
834 part.ParentGroup.RootPart.Name,
835 item.Name, startParam, postOnRez,
836 stateSource, m_MaxScriptQueue);
779 837
780 m_Scripts[itemID] = instance; 838 m_log.DebugFormat("[XEngine] Loaded script {0}.{1}, script UUID {2}, prim UUID {3} @ {4}",
781 } 839 part.ParentGroup.RootPart.Name, item.Name, assetID, part.UUID, part.ParentGroup.RootPart.AbsolutePosition.ToString());
782 840
783 lock (m_PrimObjects) 841 if (presence != null)
784 { 842 {
785 if (!m_PrimObjects.ContainsKey(localID)) 843 ShowScriptSaveResponse(item.OwnerID,
786 m_PrimObjects[localID] = new List<UUID>(); 844 assetID, "Compile successful", true);
845 }
787 846
788 if (!m_PrimObjects[localID].Contains(itemID)) 847 instance.AppDomain = appDomain;
789 m_PrimObjects[localID].Add(itemID); 848 instance.LineMap = linemap;
849 lockScriptsForWrite(true);
850 m_Scripts[itemID] = instance;
851 lockScriptsForWrite(false);
852 }
853 else
854 {
855 lockScriptsForRead(false);
856 }
857 lock (m_PrimObjects)
858 {
859 if (!m_PrimObjects.ContainsKey(localID))
860 m_PrimObjects[localID] = new List<UUID>();
790 861
791 } 862 if (!m_PrimObjects[localID].Contains(itemID))
863 m_PrimObjects[localID].Add(itemID);
792 864
793 if (!m_Assemblies.ContainsKey(assetID)) 865 }
794 m_Assemblies[assetID] = assembly;
795 866
796 lock (m_AddingAssemblies) 867 if (!m_Assemblies.ContainsKey(assetID))
797 { 868 m_Assemblies[assetID] = assembly;
798 m_AddingAssemblies[assembly]--;
799 }
800 869
801 if (instance!=null) 870 lock (m_AddingAssemblies)
802 instance.Init(); 871 {
872 m_AddingAssemblies[assembly]--;
803 } 873 }
874
875 if (instance!=null)
876 instance.Init();
877
804 return true; 878 return true;
805 } 879 }
806 880
@@ -813,60 +887,65 @@ namespace OpenSim.Region.ScriptEngine.XEngine
813 m_CompileDict.Remove(itemID); 887 m_CompileDict.Remove(itemID);
814 } 888 }
815 889
816 lock (m_Scripts) 890 lockScriptsForRead(true);
891 // Do we even have it?
892 if (!m_Scripts.ContainsKey(itemID))
817 { 893 {
818 // Do we even have it? 894 lockScriptsForRead(false);
819 if (!m_Scripts.ContainsKey(itemID)) 895 return;
820 return; 896 }
821 897
822 IScriptInstance instance=m_Scripts[itemID];
823 m_Scripts.Remove(itemID);
824 898
825 instance.ClearQueue(); 899 IScriptInstance instance=m_Scripts[itemID];
826 instance.Stop(0); 900 lockScriptsForRead(false);
901 lockScriptsForWrite(true);
902 m_Scripts.Remove(itemID);
903 lockScriptsForWrite(false);
904 instance.ClearQueue();
905 instance.Stop(0);
827 906
828// bool objectRemoved = false; 907// bool objectRemoved = false;
829 908
830 lock (m_PrimObjects) 909 lock (m_PrimObjects)
910 {
911 // Remove the script from it's prim
912 if (m_PrimObjects.ContainsKey(localID))
831 { 913 {
832 // Remove the script from it's prim 914 // Remove inventory item record
833 if (m_PrimObjects.ContainsKey(localID)) 915 if (m_PrimObjects[localID].Contains(itemID))
834 { 916 m_PrimObjects[localID].Remove(itemID);
835 // Remove inventory item record
836 if (m_PrimObjects[localID].Contains(itemID))
837 m_PrimObjects[localID].Remove(itemID);
838 917
839 // If there are no more scripts, remove prim 918 // If there are no more scripts, remove prim
840 if (m_PrimObjects[localID].Count == 0) 919 if (m_PrimObjects[localID].Count == 0)
841 { 920 {
842 m_PrimObjects.Remove(localID); 921 m_PrimObjects.Remove(localID);
843// objectRemoved = true; 922// objectRemoved = true;
844 }
845 } 923 }
846 } 924 }
925 }
847 926
848 instance.RemoveState(); 927 instance.RemoveState();
849 instance.DestroyScriptInstance(); 928 instance.DestroyScriptInstance();
850
851 m_DomainScripts[instance.AppDomain].Remove(instance.ItemID);
852 if (m_DomainScripts[instance.AppDomain].Count == 0)
853 {
854 m_DomainScripts.Remove(instance.AppDomain);
855 UnloadAppDomain(instance.AppDomain);
856 }
857 929
858 instance = null; 930 m_DomainScripts[instance.AppDomain].Remove(instance.ItemID);
931 if (m_DomainScripts[instance.AppDomain].Count == 0)
932 {
933 m_DomainScripts.Remove(instance.AppDomain);
934 UnloadAppDomain(instance.AppDomain);
935 }
859 936
860 ObjectRemoved handlerObjectRemoved = OnObjectRemoved; 937 instance = null;
861 if (handlerObjectRemoved != null)
862 {
863 SceneObjectPart part = m_Scene.GetSceneObjectPart(localID);
864 handlerObjectRemoved(part.UUID);
865 }
866 938
867 CleanAssemblies(); 939 ObjectRemoved handlerObjectRemoved = OnObjectRemoved;
940 if (handlerObjectRemoved != null)
941 {
942 SceneObjectPart part = m_Scene.GetSceneObjectPart(localID);
943 handlerObjectRemoved(part.UUID);
868 } 944 }
869 945
946 CleanAssemblies();
947
948
870 ScriptRemoved handlerScriptRemoved = OnScriptRemoved; 949 ScriptRemoved handlerScriptRemoved = OnScriptRemoved;
871 if (handlerScriptRemoved != null) 950 if (handlerScriptRemoved != null)
872 handlerScriptRemoved(itemID); 951 handlerScriptRemoved(itemID);
@@ -1118,12 +1197,14 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1118 private IScriptInstance GetInstance(UUID itemID) 1197 private IScriptInstance GetInstance(UUID itemID)
1119 { 1198 {
1120 IScriptInstance instance; 1199 IScriptInstance instance;
1121 lock (m_Scripts) 1200 lockScriptsForRead(true);
1201 if (!m_Scripts.ContainsKey(itemID))
1122 { 1202 {
1123 if (!m_Scripts.ContainsKey(itemID)) 1203 lockScriptsForRead(false);
1124 return null; 1204 return null;
1125 instance = m_Scripts[itemID];
1126 } 1205 }
1206 instance = m_Scripts[itemID];
1207 lockScriptsForRead(false);
1127 return instance; 1208 return instance;
1128 } 1209 }
1129 1210
@@ -1147,6 +1228,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1147 return false; 1228 return false;
1148 } 1229 }
1149 1230
1231 [DebuggerNonUserCode]
1150 public void ApiResetScript(UUID itemID) 1232 public void ApiResetScript(UUID itemID)
1151 { 1233 {
1152 IScriptInstance instance = GetInstance(itemID); 1234 IScriptInstance instance = GetInstance(itemID);
@@ -1198,6 +1280,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1198 return UUID.Zero; 1280 return UUID.Zero;
1199 } 1281 }
1200 1282
1283 [DebuggerNonUserCode]
1201 public void SetState(UUID itemID, string newState) 1284 public void SetState(UUID itemID, string newState)
1202 { 1285 {
1203 IScriptInstance instance = GetInstance(itemID); 1286 IScriptInstance instance = GetInstance(itemID);
@@ -1218,11 +1301,10 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1218 { 1301 {
1219 List<IScriptInstance> instances = new List<IScriptInstance>(); 1302 List<IScriptInstance> instances = new List<IScriptInstance>();
1220 1303
1221 lock (m_Scripts) 1304 lockScriptsForRead(true);
1222 { 1305 foreach (IScriptInstance instance in m_Scripts.Values)
1223 foreach (IScriptInstance instance in m_Scripts.Values)
1224 instances.Add(instance); 1306 instances.Add(instance);
1225 } 1307 lockScriptsForRead(false);
1226 1308
1227 foreach (IScriptInstance i in instances) 1309 foreach (IScriptInstance i in instances)
1228 { 1310 {