aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region
diff options
context:
space:
mode:
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/Application/OpenSim.cs4
-rw-r--r--OpenSim/Region/Application/OpenSimBase.cs92
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/J2KImage.cs3
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs698
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/LLUDPClient.cs65
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs4
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs4
-rw-r--r--OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetXferUploader.cs127
-rw-r--r--OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs85
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs56
-rw-r--r--OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs4
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs105
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs2
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs19
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs202
-rw-r--r--OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs26
-rw-r--r--OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs97
-rw-r--r--OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs52
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveReadRequest.cs2
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveWriteRequest.cs5
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs138
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Lure/LureModule.cs32
-rw-r--r--OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs3
-rw-r--r--OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs38
-rw-r--r--OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs19
-rw-r--r--OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs54
-rw-r--r--OpenSim/Region/CoreModules/LightShare/LightShareModule.cs3
-rw-r--r--OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs20
-rw-r--r--OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs152
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs23
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs15
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/LocalUserAccountServiceConnector.cs8
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/RemoteUserAccountServiceConnector.cs12
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/UserAccountCache.cs15
-rw-r--r--OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs18
-rw-r--r--OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs8
-rw-r--r--OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs74
-rw-r--r--OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs456
-rw-r--r--OpenSim/Region/CoreModules/World/Land/LandObject.cs79
-rw-r--r--OpenSim/Region/CoreModules/World/Land/PrimCountModule.cs4
-rw-r--r--OpenSim/Region/CoreModules/World/Objects/BuySell/BuySellModule.cs7
-rw-r--r--OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs2
-rw-r--r--OpenSim/Region/CoreModules/World/Region/RestartModule.cs35
-rw-r--r--OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs2
-rw-r--r--OpenSim/Region/CoreModules/World/WorldMap/MapSearchModule.cs12
-rw-r--r--OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs2
-rw-r--r--OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs6
-rw-r--r--OpenSim/Region/Framework/Interfaces/IEntityInventory.cs3
-rw-r--r--OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs4
-rw-r--r--OpenSim/Region/Framework/Interfaces/IEstateModule.cs2
-rw-r--r--OpenSim/Region/Framework/Interfaces/IInterregionComms.cs8
-rw-r--r--OpenSim/Region/Framework/Interfaces/IScriptModule.cs2
-rw-r--r--OpenSim/Region/Framework/Interfaces/ISnmpModule.cs27
-rw-r--r--OpenSim/Region/Framework/Interfaces/IUserAccountCacheModule.cs13
-rw-r--r--OpenSim/Region/Framework/ModuleLoader.cs3
-rw-r--r--OpenSim/Region/Framework/Scenes/EventManager.cs24
-rw-r--r--OpenSim/Region/Framework/Scenes/Prioritizer.cs4
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Inventory.cs355
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs3
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Permissions.cs17
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs480
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneBase.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs44
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneGraph.cs224
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs17
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs556
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs219
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs806
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs227
-rw-r--r--OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs28
-rw-r--r--OpenSim/Region/Framework/Scenes/UndoState.cs87
-rw-r--r--OpenSim/Region/Framework/Scenes/UuidGatherer.cs4
-rw-r--r--OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs9
-rw-r--r--OpenSim/Region/OptionalModules/Avatar/Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs4
-rw-r--r--OpenSim/Region/OptionalModules/Avatar/Voice/VivoxVoice/VivoxVoiceModule.cs22
-rw-r--r--OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/GroupsModule.cs2
-rw-r--r--OpenSim/Region/OptionalModules/Scripting/XmlRpcRouterModule/XmlRpcRouterModule.cs16
-rw-r--r--OpenSim/Region/OptionalModules/World/MoneyModule/SampleMoneyModule.cs4
-rw-r--r--OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs12
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/AssemblyInfo.cs58
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs1437
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs3874
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/ODERayCastRequestManager.cs384
-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.cs3841
-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/Manager/PhysicsScene.cs3
-rw-r--r--OpenSim/Region/Physics/OdePlugin/ODEPrim.cs6
-rw-r--r--OpenSim/Region/Physics/OdePlugin/ODERayCastRequestManager.cs11
-rw-r--r--OpenSim/Region/Physics/POSPlugin/POSPrim.cs2
-rw-r--r--OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs82
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs20
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/CM_Api.cs118
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs2366
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs46
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs7
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs32
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Interface/ICM_Api.cs46
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Interface/ILSL_Api.cs4
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs2
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/CM_Stub.cs71
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/Executor.cs2
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs3
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs16
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LS_Stub.cs21
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/ScriptBase.cs2
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Helpers.cs8
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs92
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs32
-rw-r--r--OpenSim/Region/ScriptEngine/XEngine/XEngine.cs362
111 files changed, 16658 insertions, 2673 deletions
diff --git a/OpenSim/Region/Application/OpenSim.cs b/OpenSim/Region/Application/OpenSim.cs
index 8d98cc9..df4dbee 100644
--- a/OpenSim/Region/Application/OpenSim.cs
+++ b/OpenSim/Region/Application/OpenSim.cs
@@ -478,7 +478,7 @@ namespace OpenSim
478 if (alert != null) 478 if (alert != null)
479 presence.ControllingClient.Kick(alert); 479 presence.ControllingClient.Kick(alert);
480 else 480 else
481 presence.ControllingClient.Kick("\nThe OpenSim manager kicked you out.\n"); 481 presence.ControllingClient.Kick("\nYou have been logged out by an administrator.\n");
482 482
483 // ...and close on our side 483 // ...and close on our side
484 presence.Scene.IncomingCloseAgent(presence.UUID); 484 presence.Scene.IncomingCloseAgent(presence.UUID);
@@ -1206,7 +1206,7 @@ namespace OpenSim
1206 MainConsole.Instance.Output(String.Format("loadOffsets <X,Y,Z> = <{0},{1},{2}>",loadOffset.X,loadOffset.Y,loadOffset.Z)); 1206 MainConsole.Instance.Output(String.Format("loadOffsets <X,Y,Z> = <{0},{1},{2}>",loadOffset.X,loadOffset.Y,loadOffset.Z));
1207 } 1207 }
1208 } 1208 }
1209 m_sceneManager.LoadCurrentSceneFromXml(cmdparams[2], generateNewIDS, loadOffset); 1209 m_sceneManager.LoadCurrentSceneFromXml(cmdparams[0], generateNewIDS, loadOffset);
1210 } 1210 }
1211 else 1211 else
1212 { 1212 {
diff --git a/OpenSim/Region/Application/OpenSimBase.cs b/OpenSim/Region/Application/OpenSimBase.cs
index 55ba18a..50baa56 100644
--- a/OpenSim/Region/Application/OpenSimBase.cs
+++ b/OpenSim/Region/Application/OpenSimBase.cs
@@ -93,6 +93,10 @@ namespace OpenSim
93 93
94 protected List<IApplicationPlugin> m_plugins = new List<IApplicationPlugin>(); 94 protected List<IApplicationPlugin> m_plugins = new List<IApplicationPlugin>();
95 95
96 private List<string> m_permsModules;
97
98 private bool m_securePermissionsLoading = true;
99
96 /// <value> 100 /// <value>
97 /// The config information passed into the OpenSimulator region server. 101 /// The config information passed into the OpenSimulator region server.
98 /// </value> 102 /// </value>
@@ -197,6 +201,11 @@ namespace OpenSim
197 CreatePIDFile(pidFile); 201 CreatePIDFile(pidFile);
198 202
199 userStatsURI = startupConfig.GetString("Stats_URI", String.Empty); 203 userStatsURI = startupConfig.GetString("Stats_URI", String.Empty);
204
205 m_securePermissionsLoading = startupConfig.GetBoolean("SecurePermissionsLoading", true);
206
207 string permissionModules = startupConfig.GetString("permissionmodules", "DefaultPermissionsModule");
208 m_permsModules = new List<string>(permissionModules.Split(','));
200 } 209 }
201 210
202 // Load the simulation data service 211 // Load the simulation data service
@@ -225,6 +234,12 @@ namespace OpenSim
225 m_moduleLoader = new ModuleLoader(m_config.Source); 234 m_moduleLoader = new ModuleLoader(m_config.Source);
226 235
227 LoadPlugins(); 236 LoadPlugins();
237
238 if (m_plugins.Count == 0) // We failed to load any modules. Mono Addins glitch!
239 {
240 Environment.Exit(1);
241 }
242
228 foreach (IApplicationPlugin plugin in m_plugins) 243 foreach (IApplicationPlugin plugin in m_plugins)
229 { 244 {
230 plugin.PostInitialise(); 245 plugin.PostInitialise();
@@ -372,7 +387,41 @@ namespace OpenSim
372 } 387 }
373 else m_log.Error("[REGIONMODULES]: The new RegionModulesController is missing..."); 388 else m_log.Error("[REGIONMODULES]: The new RegionModulesController is missing...");
374 389
390 if (m_securePermissionsLoading)
391 {
392 foreach (string s in m_permsModules)
393 {
394 if (!scene.RegionModules.ContainsKey(s))
395 {
396 bool found = false;
397 foreach (IRegionModule m in modules)
398 {
399 if (m.Name == s)
400 {
401 found = true;
402 }
403 }
404 if (!found)
405 {
406 m_log.Fatal("[MODULES]: Required module " + s + " not found.");
407 Environment.Exit(0);
408 }
409 }
410 }
411 }
412
375 scene.SetModuleInterfaces(); 413 scene.SetModuleInterfaces();
414// First Step of bootreport sequence
415 if (scene.SnmpService != null)
416 {
417 scene.SnmpService.ColdStart(1,scene);
418 scene.SnmpService.LinkDown(scene);
419 }
420
421 if (scene.SnmpService != null)
422 {
423 scene.SnmpService.BootInfo("Loading prins", scene);
424 }
376 425
377 while (regionInfo.EstateSettings.EstateOwner == UUID.Zero && MainConsole.Instance != null) 426 while (regionInfo.EstateSettings.EstateOwner == UUID.Zero && MainConsole.Instance != null)
378 SetUpEstateOwner(scene); 427 SetUpEstateOwner(scene);
@@ -383,6 +432,10 @@ namespace OpenSim
383 // TODO : Try setting resource for region xstats here on scene 432 // TODO : Try setting resource for region xstats here on scene
384 MainServer.Instance.AddStreamHandler(new Region.Framework.Scenes.RegionStatsHandler(regionInfo)); 433 MainServer.Instance.AddStreamHandler(new Region.Framework.Scenes.RegionStatsHandler(regionInfo));
385 434
435 if (scene.SnmpService != null)
436 {
437 scene.SnmpService.BootInfo("Grid Registration in progress", scene);
438 }
386 try 439 try
387 { 440 {
388 scene.RegisterRegionWithGrid(); 441 scene.RegisterRegionWithGrid();
@@ -393,11 +446,20 @@ namespace OpenSim
393 "[STARTUP]: Registration of region with grid failed, aborting startup due to {0} {1}", 446 "[STARTUP]: Registration of region with grid failed, aborting startup due to {0} {1}",
394 e.Message, e.StackTrace); 447 e.Message, e.StackTrace);
395 448
449 if (scene.SnmpService != null)
450 {
451 scene.SnmpService.Critical("Grid registration failed. Startup aborted.", scene);
452 }
396 // Carrying on now causes a lot of confusion down the 453 // Carrying on now causes a lot of confusion down the
397 // line - we need to get the user's attention 454 // line - we need to get the user's attention
398 Environment.Exit(1); 455 Environment.Exit(1);
399 } 456 }
400 457
458 if (scene.SnmpService != null)
459 {
460 scene.SnmpService.BootInfo("Grid Registration done", scene);
461 }
462
401 scene.loadAllLandObjectsFromStorage(regionInfo.originRegionID); 463 scene.loadAllLandObjectsFromStorage(regionInfo.originRegionID);
402 scene.EventManager.TriggerParcelPrimCountUpdate(); 464 scene.EventManager.TriggerParcelPrimCountUpdate();
403 465
@@ -405,6 +467,11 @@ namespace OpenSim
405 // scripting engines. 467 // scripting engines.
406 scene.CreateScriptInstances(); 468 scene.CreateScriptInstances();
407 469
470 if (scene.SnmpService != null)
471 {
472 scene.SnmpService.BootInfo("ScriptEngine started", scene);
473 }
474
408 m_sceneManager.Add(scene); 475 m_sceneManager.Add(scene);
409 476
410 if (m_autoCreateClientStack) 477 if (m_autoCreateClientStack)
@@ -413,6 +480,10 @@ namespace OpenSim
413 clientServer.Start(); 480 clientServer.Start();
414 } 481 }
415 482
483 if (scene.SnmpService != null)
484 {
485 scene.SnmpService.BootInfo("Initializing region modules", scene);
486 }
416 if (do_post_init) 487 if (do_post_init)
417 { 488 {
418 foreach (IRegionModule module in modules) 489 foreach (IRegionModule module in modules)
@@ -424,7 +495,14 @@ namespace OpenSim
424 495
425 mscene = scene; 496 mscene = scene;
426 497
498 if (scene.SnmpService != null)
499 {
500 scene.SnmpService.BootInfo("The region is operational", scene);
501 scene.SnmpService.LinkUp(scene);
502 }
503
427 scene.StartTimer(); 504 scene.StartTimer();
505 scene.StartTimerWatchdog();
428 506
429 scene.StartScripts(); 507 scene.StartScripts();
430 508
@@ -501,6 +579,11 @@ namespace OpenSim
501 private void ShutdownRegion(Scene scene) 579 private void ShutdownRegion(Scene scene)
502 { 580 {
503 m_log.DebugFormat("[SHUTDOWN]: Shutting down region {0}", scene.RegionInfo.RegionName); 581 m_log.DebugFormat("[SHUTDOWN]: Shutting down region {0}", scene.RegionInfo.RegionName);
582 if (scene.SnmpService != null)
583 {
584 scene.SnmpService.BootInfo("The region is shutting down", scene);
585 scene.SnmpService.LinkDown(scene);
586 }
504 IRegionModulesController controller; 587 IRegionModulesController controller;
505 if (ApplicationRegistry.TryGet<IRegionModulesController>(out controller)) 588 if (ApplicationRegistry.TryGet<IRegionModulesController>(out controller))
506 { 589 {
@@ -944,7 +1027,7 @@ namespace OpenSim
944 = MainConsole.Instance.CmdPrompt( 1027 = MainConsole.Instance.CmdPrompt(
945 string.Format( 1028 string.Format(
946 "Do you wish to join region {0} to an existing estate (yes/no)?", regInfo.RegionName), 1029 "Do you wish to join region {0} to an existing estate (yes/no)?", regInfo.RegionName),
947 "yes", 1030 "no",
948 new List<string>() { "yes", "no" }); 1031 new List<string>() { "yes", "no" });
949 1032
950 if (response == "no") 1033 if (response == "no")
@@ -960,12 +1043,15 @@ namespace OpenSim
960 = MainConsole.Instance.CmdPrompt( 1043 = MainConsole.Instance.CmdPrompt(
961 string.Format( 1044 string.Format(
962 "Name of estate to join. Existing estate names are ({0})", string.Join(", ", estateNames.ToArray())), 1045 "Name of estate to join. Existing estate names are ({0})", string.Join(", ", estateNames.ToArray())),
963 estateNames[0]); 1046 "None");
1047
1048 if (response == "None")
1049 continue;
964 1050
965 List<int> estateIDs = EstateDataService.GetEstates(response); 1051 List<int> estateIDs = EstateDataService.GetEstates(response);
966 if (estateIDs.Count < 1) 1052 if (estateIDs.Count < 1)
967 { 1053 {
968 MainConsole.Instance.Output("The name you have entered matches no known estate. Please try again."); 1054 MainConsole.Instance.Output("The name you have entered matches no known estate. Please try again.");
969 continue; 1055 continue;
970 } 1056 }
971 1057
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/J2KImage.cs b/OpenSim/Region/ClientStack/Linden/UDP/J2KImage.cs
index e9e2dca..9dd6663 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/J2KImage.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/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/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
index 7223438..11d3e36 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
@@ -158,6 +158,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
158 public event RequestTaskInventory OnRequestTaskInventory; 158 public event RequestTaskInventory OnRequestTaskInventory;
159 public event UpdateInventoryItem OnUpdateInventoryItem; 159 public event UpdateInventoryItem OnUpdateInventoryItem;
160 public event CopyInventoryItem OnCopyInventoryItem; 160 public event CopyInventoryItem OnCopyInventoryItem;
161 public event MoveItemsAndLeaveCopy OnMoveItemsAndLeaveCopy;
161 public event MoveInventoryItem OnMoveInventoryItem; 162 public event MoveInventoryItem OnMoveInventoryItem;
162 public event RemoveInventoryItem OnRemoveInventoryItem; 163 public event RemoveInventoryItem OnRemoveInventoryItem;
163 public event RemoveInventoryFolder OnRemoveInventoryFolder; 164 public event RemoveInventoryFolder OnRemoveInventoryFolder;
@@ -255,7 +256,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
255 public event ClassifiedInfoRequest OnClassifiedInfoRequest; 256 public event ClassifiedInfoRequest OnClassifiedInfoRequest;
256 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate; 257 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate;
257 public event ClassifiedDelete OnClassifiedDelete; 258 public event ClassifiedDelete OnClassifiedDelete;
258 public event ClassifiedDelete OnClassifiedGodDelete; 259 public event ClassifiedGodDelete OnClassifiedGodDelete;
259 public event EventNotificationAddRequest OnEventNotificationAddRequest; 260 public event EventNotificationAddRequest OnEventNotificationAddRequest;
260 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest; 261 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest;
261 public event EventGodDelete OnEventGodDelete; 262 public event EventGodDelete OnEventGodDelete;
@@ -286,6 +287,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
286 public event GroupVoteHistoryRequest OnGroupVoteHistoryRequest; 287 public event GroupVoteHistoryRequest OnGroupVoteHistoryRequest;
287 public event SimWideDeletesDelegate OnSimWideDeletes; 288 public event SimWideDeletesDelegate OnSimWideDeletes;
288 public event SendPostcard OnSendPostcard; 289 public event SendPostcard OnSendPostcard;
290 public event ChangeInventoryItemFlags OnChangeInventoryItemFlags;
289 public event MuteListEntryUpdate OnUpdateMuteListEntry; 291 public event MuteListEntryUpdate OnUpdateMuteListEntry;
290 public event MuteListEntryRemove OnRemoveMuteListEntry; 292 public event MuteListEntryRemove OnRemoveMuteListEntry;
291 public event GodlikeMessage onGodlikeMessage; 293 public event GodlikeMessage onGodlikeMessage;
@@ -331,7 +333,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
331 /// thread servicing the m_primFullUpdates queue after a kill. If this happens the object persists as an 333 /// thread servicing the m_primFullUpdates queue after a kill. If this happens the object persists as an
332 /// ownerless phantom. 334 /// ownerless phantom.
333 /// 335 ///
334 /// All manipulation of this set has to occur under a lock 336 /// All manipulation of this set has to occur under an m_entityUpdates.SyncRoot lock
335 /// 337 ///
336 /// </value> 338 /// </value>
337 protected HashSet<uint> m_killRecord; 339 protected HashSet<uint> m_killRecord;
@@ -339,6 +341,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
339// protected HashSet<uint> m_attachmentsSent; 341// protected HashSet<uint> m_attachmentsSent;
340 342
341 private int m_moneyBalance; 343 private int m_moneyBalance;
344 private bool m_deliverPackets = true;
342 private int m_animationSequenceNumber = 1; 345 private int m_animationSequenceNumber = 1;
343 private bool m_SendLogoutPacketWhenClosing = true; 346 private bool m_SendLogoutPacketWhenClosing = true;
344 private AgentUpdateArgs lastarg; 347 private AgentUpdateArgs lastarg;
@@ -379,6 +382,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP
379 get { return m_startpos; } 382 get { return m_startpos; }
380 set { m_startpos = value; } 383 set { m_startpos = value; }
381 } 384 }
385 public bool DeliverPackets
386 {
387 get { return m_deliverPackets; }
388 set {
389 m_deliverPackets = value;
390 m_udpClient.m_deliverPackets = value;
391 }
392 }
382 public UUID AgentId { get { return m_agentId; } } 393 public UUID AgentId { get { return m_agentId; } }
383 public ISceneAgent SceneAgent { get; private set; } 394 public ISceneAgent SceneAgent { get; private set; }
384 public UUID ActiveGroupId { get { return m_activeGroupID; } } 395 public UUID ActiveGroupId { get { return m_activeGroupID; } }
@@ -481,18 +492,30 @@ namespace OpenSim.Region.ClientStack.LindenUDP
481 492
482 #region Client Methods 493 #region Client Methods
483 494
495
484 /// <summary> 496 /// <summary>
485 /// Shut down the client view 497 /// Shut down the client view
486 /// </summary> 498 /// </summary>
487 public void Close() 499 public void Close()
488 { 500 {
501 Close(true);
502 }
503
504 /// <summary>
505 /// Shut down the client view
506 /// </summary>
507 public void Close(bool sendStop)
508 {
489 m_log.DebugFormat( 509 m_log.DebugFormat(
490 "[CLIENT]: Close has been called for {0} attached to scene {1}", 510 "[CLIENT]: Close has been called for {0} attached to scene {1}",
491 Name, m_scene.RegionInfo.RegionName); 511 Name, m_scene.RegionInfo.RegionName);
492 512
493 // Send the STOP packet 513 if (sendStop)
494 DisableSimulatorPacket disable = (DisableSimulatorPacket)PacketPool.Instance.GetPacket(PacketType.DisableSimulator); 514 {
495 OutPacket(disable, ThrottleOutPacketType.Unknown); 515 // Send the STOP packet
516 DisableSimulatorPacket disable = (DisableSimulatorPacket)PacketPool.Instance.GetPacket(PacketType.DisableSimulator);
517 OutPacket(disable, ThrottleOutPacketType.Unknown);
518 }
496 519
497 IsActive = false; 520 IsActive = false;
498 521
@@ -794,7 +817,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
794 reply.ChatData.OwnerID = fromAgentID; 817 reply.ChatData.OwnerID = fromAgentID;
795 reply.ChatData.SourceID = fromAgentID; 818 reply.ChatData.SourceID = fromAgentID;
796 819
797 OutPacket(reply, ThrottleOutPacketType.Task); 820 OutPacket(reply, ThrottleOutPacketType.Unknown);
798 } 821 }
799 822
800 /// <summary> 823 /// <summary>
@@ -1080,6 +1103,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1080 public virtual void SendLayerData(float[] map) 1103 public virtual void SendLayerData(float[] map)
1081 { 1104 {
1082 Util.FireAndForget(DoSendLayerData, map); 1105 Util.FireAndForget(DoSendLayerData, map);
1106
1107 // Send it sync, and async. It's not that much data
1108 // and it improves user experience just so much!
1109 DoSendLayerData(map);
1083 } 1110 }
1084 1111
1085 /// <summary> 1112 /// <summary>
@@ -1092,16 +1119,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1092 1119
1093 try 1120 try
1094 { 1121 {
1095 //for (int y = 0; y < 16; y++) 1122 for (int y = 0; y < 16; y++)
1096 //{ 1123 {
1097 // for (int x = 0; x < 16; x++) 1124 for (int x = 0; x < 16; x+=4)
1098 // { 1125 {
1099 // SendLayerData(x, y, map); 1126 SendLayerPacket(x, y, map);
1100 // } 1127 }
1101 //} 1128 }
1102
1103 // Send LayerData in a spiral pattern. Fun!
1104 SendLayerTopRight(map, 0, 0, 15, 15);
1105 } 1129 }
1106 catch (Exception e) 1130 catch (Exception e)
1107 { 1131 {
@@ -1109,51 +1133,35 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1109 } 1133 }
1110 } 1134 }
1111 1135
1112 private void SendLayerTopRight(float[] map, int x1, int y1, int x2, int y2)
1113 {
1114 // Row
1115 for (int i = x1; i <= x2; i++)
1116 SendLayerData(i, y1, map);
1117
1118 // Column
1119 for (int j = y1 + 1; j <= y2; j++)
1120 SendLayerData(x2, j, map);
1121
1122 if (x2 - x1 > 0)
1123 SendLayerBottomLeft(map, x1, y1 + 1, x2 - 1, y2);
1124 }
1125
1126 void SendLayerBottomLeft(float[] map, int x1, int y1, int x2, int y2)
1127 {
1128 // Row in reverse
1129 for (int i = x2; i >= x1; i--)
1130 SendLayerData(i, y2, map);
1131
1132 // Column in reverse
1133 for (int j = y2 - 1; j >= y1; j--)
1134 SendLayerData(x1, j, map);
1135
1136 if (x2 - x1 > 0)
1137 SendLayerTopRight(map, x1 + 1, y1, x2, y2 - 1);
1138 }
1139
1140 /// <summary> 1136 /// <summary>
1141 /// Sends a set of four patches (x, x+1, ..., x+3) to the client 1137 /// Sends a set of four patches (x, x+1, ..., x+3) to the client
1142 /// </summary> 1138 /// </summary>
1143 /// <param name="map">heightmap</param> 1139 /// <param name="map">heightmap</param>
1144 /// <param name="px">X coordinate for patches 0..12</param> 1140 /// <param name="px">X coordinate for patches 0..12</param>
1145 /// <param name="py">Y coordinate for patches 0..15</param> 1141 /// <param name="py">Y coordinate for patches 0..15</param>
1146 // private void SendLayerPacket(float[] map, int y, int x) 1142 private void SendLayerPacket(int x, int y, float[] map)
1147 // { 1143 {
1148 // int[] patches = new int[4]; 1144 int[] patches = new int[4];
1149 // patches[0] = x + 0 + y * 16; 1145 patches[0] = x + 0 + y * 16;
1150 // patches[1] = x + 1 + y * 16; 1146 patches[1] = x + 1 + y * 16;
1151 // patches[2] = x + 2 + y * 16; 1147 patches[2] = x + 2 + y * 16;
1152 // patches[3] = x + 3 + y * 16; 1148 patches[3] = x + 3 + y * 16;
1153 1149
1154 // Packet layerpack = LLClientView.TerrainManager.CreateLandPacket(map, patches); 1150 float[] heightmap = (map.Length == 65536) ?
1155 // OutPacket(layerpack, ThrottleOutPacketType.Land); 1151 map :
1156 // } 1152 LLHeightFieldMoronize(map);
1153
1154 try
1155 {
1156 Packet layerpack = TerrainCompressor.CreateLandPacket(heightmap, patches);
1157 OutPacket(layerpack, ThrottleOutPacketType.Land);
1158 }
1159 catch
1160 {
1161 for (int px = x ; px < x + 4 ; px++)
1162 SendLayerData(px, y, map);
1163 }
1164 }
1157 1165
1158 /// <summary> 1166 /// <summary>
1159 /// Sends a specified patch to a client 1167 /// Sends a specified patch to a client
@@ -1173,7 +1181,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1173 LayerDataPacket layerpack = TerrainCompressor.CreateLandPacket(heightmap, patches); 1181 LayerDataPacket layerpack = TerrainCompressor.CreateLandPacket(heightmap, patches);
1174 layerpack.Header.Reliable = true; 1182 layerpack.Header.Reliable = true;
1175 1183
1176 OutPacket(layerpack, ThrottleOutPacketType.Land); 1184 OutPacket(layerpack, ThrottleOutPacketType.Task);
1177 } 1185 }
1178 catch (Exception e) 1186 catch (Exception e)
1179 { 1187 {
@@ -2297,6 +2305,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP
2297 OutPacket(sound, ThrottleOutPacketType.Task); 2305 OutPacket(sound, ThrottleOutPacketType.Task);
2298 } 2306 }
2299 2307
2308 public void SendTransferAbort(TransferRequestPacket transferRequest)
2309 {
2310 TransferAbortPacket abort = (TransferAbortPacket)PacketPool.Instance.GetPacket(PacketType.TransferAbort);
2311 abort.TransferInfo.TransferID = transferRequest.TransferInfo.TransferID;
2312 abort.TransferInfo.ChannelType = transferRequest.TransferInfo.ChannelType;
2313 m_log.Debug("[Assets] Aborting transfer; asset request failed");
2314 OutPacket(abort, ThrottleOutPacketType.Task);
2315 }
2316
2300 public void SendTriggeredSound(UUID soundID, UUID ownerID, UUID objectID, UUID parentID, ulong handle, Vector3 position, float gain) 2317 public void SendTriggeredSound(UUID soundID, UUID ownerID, UUID objectID, UUID parentID, ulong handle, Vector3 position, float gain)
2301 { 2318 {
2302 SoundTriggerPacket sound = (SoundTriggerPacket)PacketPool.Instance.GetPacket(PacketType.SoundTrigger); 2319 SoundTriggerPacket sound = (SoundTriggerPacket)PacketPool.Instance.GetPacket(PacketType.SoundTrigger);
@@ -3599,7 +3616,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP
3599 /// </summary> 3616 /// </summary>
3600 public void SendEntityUpdate(ISceneEntity entity, PrimUpdateFlags updateFlags) 3617 public void SendEntityUpdate(ISceneEntity entity, PrimUpdateFlags updateFlags)
3601 { 3618 {
3602 //double priority = m_prioritizer.GetUpdatePriority(this, entity); 3619 if (entity is SceneObjectPart)
3620 {
3621 SceneObjectPart e = (SceneObjectPart)entity;
3622 SceneObjectGroup g = e.ParentGroup;
3623 if (g.RootPart.Shape.State > 30) // HUD
3624 if (g.OwnerID != AgentId)
3625 return; // Don't send updates for other people's HUDs
3626 }
3627
3603 uint priority = m_prioritizer.GetUpdatePriority(this, entity); 3628 uint priority = m_prioritizer.GetUpdatePriority(this, entity);
3604 3629
3605 lock (m_entityUpdates.SyncRoot) 3630 lock (m_entityUpdates.SyncRoot)
@@ -3666,211 +3691,230 @@ namespace OpenSim.Region.ClientStack.LindenUDP
3666 3691
3667 // We must lock for both manipulating the kill record and sending the packet, in order to avoid a race 3692 // We must lock for both manipulating the kill record and sending the packet, in order to avoid a race
3668 // condition where a kill can be processed before an out-of-date update for the same object. 3693 // condition where a kill can be processed before an out-of-date update for the same object.
3669 lock (m_killRecord) 3694 float avgTimeDilation = 1.0f;
3695 IEntityUpdate iupdate;
3696 Int32 timeinqueue; // this is just debugging code & can be dropped later
3697
3698 while (updatesThisCall < maxUpdates)
3670 { 3699 {
3671 float avgTimeDilation = 1.0f; 3700 lock (m_entityUpdates.SyncRoot)
3672 IEntityUpdate iupdate; 3701 if (!m_entityUpdates.TryDequeue(out iupdate, out timeinqueue))
3673 Int32 timeinqueue; // this is just debugging code & can be dropped later 3702 break;
3674
3675 while (updatesThisCall < maxUpdates)
3676 {
3677 lock (m_entityUpdates.SyncRoot)
3678 if (!m_entityUpdates.TryDequeue(out iupdate, out timeinqueue))
3679 break;
3680 3703
3681 EntityUpdate update = (EntityUpdate)iupdate; 3704 EntityUpdate update = (EntityUpdate)iupdate;
3682 3705
3683 avgTimeDilation += update.TimeDilation; 3706 avgTimeDilation += update.TimeDilation;
3684 avgTimeDilation *= 0.5f; 3707 avgTimeDilation *= 0.5f;
3685 3708
3686 if (update.Entity is SceneObjectPart) 3709 if (update.Entity is SceneObjectPart)
3710 {
3711 SceneObjectPart part = (SceneObjectPart)update.Entity;
3712
3713 // Please do not remove this unless you can demonstrate on the OpenSim mailing list that a client
3714 // will never receive an update after a prim kill. Even then, keeping the kill record may be a good
3715 // safety measure.
3716 //
3717 // If a Linden Lab 1.23.5 client (and possibly later and earlier) receives an object update
3718 // after a kill, it will keep displaying the deleted object until relog. OpenSim currently performs
3719 // updates and kills on different threads with different scheduling strategies, hence this protection.
3720 //
3721 // This doesn't appear to apply to child prims - a client will happily ignore these updates
3722 // after the root prim has been deleted.
3723 lock (m_killRecord)
3687 { 3724 {
3688 SceneObjectPart part = (SceneObjectPart)update.Entity;
3689
3690 // Please do not remove this unless you can demonstrate on the OpenSim mailing list that a client
3691 // will never receive an update after a prim kill. Even then, keeping the kill record may be a good
3692 // safety measure.
3693 //
3694 // If a Linden Lab 1.23.5 client (and possibly later and earlier) receives an object update
3695 // after a kill, it will keep displaying the deleted object until relog. OpenSim currently performs
3696 // updates and kills on different threads with different scheduling strategies, hence this protection.
3697 //
3698 // This doesn't appear to apply to child prims - a client will happily ignore these updates
3699 // after the root prim has been deleted.
3700 if (m_killRecord.Contains(part.LocalId)) 3725 if (m_killRecord.Contains(part.LocalId))
3701 {
3702 // m_log.WarnFormat(
3703 // "[CLIENT]: Preventing update for prim with local id {0} after client for user {1} told it was deleted",
3704 // part.LocalId, Name);
3705 continue; 3726 continue;
3706 } 3727 if (m_killRecord.Contains(part.ParentGroup.RootPart.LocalId))
3707 3728 continue;
3708 if (part.ParentGroup.IsAttachment && m_disableFacelights) 3729 }
3730
3731 if (part.ParentGroup.IsDeleted)
3732 continue;
3733
3734 if (part.ParentGroup.IsAttachment)
3735 { // Someone else's HUD, why are we getting these?
3736 if (part.ParentGroup.OwnerID != AgentId &&
3737 part.ParentGroup.RootPart.Shape.State >= 30)
3738 continue;
3739 ScenePresence sp;
3740 // Owner is not in the sim, don't update it to
3741 // anyone
3742 if (!m_scene.TryGetScenePresence(part.OwnerID, out sp))
3743 continue;
3744
3745 List<SceneObjectGroup> atts = sp.GetAttachments();
3746 bool found = false;
3747 foreach (SceneObjectGroup att in atts)
3709 { 3748 {
3710 if (part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.LeftHand && 3749 if (att == part.ParentGroup)
3711 part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.RightHand)
3712 { 3750 {
3713 part.Shape.LightEntry = false; 3751 found = true;
3752 break;
3714 } 3753 }
3715 } 3754 }
3755
3756 // It's an attachment of a valid avatar, but
3757 // doesn't seem to be attached, skip
3758 if (!found)
3759 continue;
3716 } 3760 }
3717 3761 if (part.ParentGroup.IsAttachment && m_disableFacelights)
3718 ++updatesThisCall;
3719
3720 #region UpdateFlags to packet type conversion
3721
3722 PrimUpdateFlags updateFlags = (PrimUpdateFlags)update.Flags;
3723
3724 bool canUseCompressed = true;
3725 bool canUseImproved = true;
3726
3727 // Compressed object updates only make sense for LL primitives
3728 if (!(update.Entity is SceneObjectPart))
3729 {
3730 canUseCompressed = false;
3731 }
3732
3733 if (updateFlags.HasFlag(PrimUpdateFlags.FullUpdate))
3734 {
3735 canUseCompressed = false;
3736 canUseImproved = false;
3737 }
3738 else
3739 { 3762 {
3740 if (updateFlags.HasFlag(PrimUpdateFlags.Velocity) || 3763 if (part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.LeftHand &&
3741 updateFlags.HasFlag(PrimUpdateFlags.Acceleration) || 3764 part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.RightHand)
3742 updateFlags.HasFlag(PrimUpdateFlags.CollisionPlane) ||
3743 updateFlags.HasFlag(PrimUpdateFlags.Joint))
3744 {
3745 canUseCompressed = false;
3746 }
3747
3748 if (updateFlags.HasFlag(PrimUpdateFlags.PrimFlags) ||
3749 updateFlags.HasFlag(PrimUpdateFlags.ParentID) ||
3750 updateFlags.HasFlag(PrimUpdateFlags.Scale) ||
3751 updateFlags.HasFlag(PrimUpdateFlags.PrimData) ||
3752 updateFlags.HasFlag(PrimUpdateFlags.Text) ||
3753 updateFlags.HasFlag(PrimUpdateFlags.NameValue) ||
3754 updateFlags.HasFlag(PrimUpdateFlags.ExtraData) ||
3755 updateFlags.HasFlag(PrimUpdateFlags.TextureAnim) ||
3756 updateFlags.HasFlag(PrimUpdateFlags.Sound) ||
3757 updateFlags.HasFlag(PrimUpdateFlags.Particles) ||
3758 updateFlags.HasFlag(PrimUpdateFlags.Material) ||
3759 updateFlags.HasFlag(PrimUpdateFlags.ClickAction) ||
3760 updateFlags.HasFlag(PrimUpdateFlags.MediaURL) ||
3761 updateFlags.HasFlag(PrimUpdateFlags.Joint))
3762 { 3765 {
3763 canUseImproved = false; 3766 part.Shape.LightEntry = false;
3764 } 3767 }
3765 } 3768 }
3766 3769 }
3767 #endregion UpdateFlags to packet type conversion 3770
3768 3771 ++updatesThisCall;
3769 #region Block Construction 3772
3770 3773 #region UpdateFlags to packet type conversion
3771 // TODO: Remove this once we can build compressed updates 3774
3775 PrimUpdateFlags updateFlags = (PrimUpdateFlags)update.Flags;
3776
3777 bool canUseCompressed = true;
3778 bool canUseImproved = true;
3779
3780 // Compressed object updates only make sense for LL primitives
3781 if (!(update.Entity is SceneObjectPart))
3782 {
3772 canUseCompressed = false; 3783 canUseCompressed = false;
3773 3784 }
3774 if (!canUseImproved && !canUseCompressed) 3785
3775 { 3786 if (updateFlags.HasFlag(PrimUpdateFlags.FullUpdate))
3776 if (update.Entity is ScenePresence) 3787 {
3777 { 3788 canUseCompressed = false;
3778 objectUpdateBlocks.Value.Add(CreateAvatarUpdateBlock((ScenePresence)update.Entity)); 3789 canUseImproved = false;
3779 objectUpdates.Value.Add(update); 3790 }
3780 } 3791 else
3781 else 3792 {
3782 { 3793 if (updateFlags.HasFlag(PrimUpdateFlags.Velocity) ||
3783 objectUpdateBlocks.Value.Add(CreatePrimUpdateBlock((SceneObjectPart)update.Entity, this.m_agentId)); 3794 updateFlags.HasFlag(PrimUpdateFlags.Acceleration) ||
3784 objectUpdates.Value.Add(update); 3795 updateFlags.HasFlag(PrimUpdateFlags.CollisionPlane) ||
3785 } 3796 updateFlags.HasFlag(PrimUpdateFlags.Joint))
3786 }
3787 else if (!canUseImproved)
3788 { 3797 {
3789 compressedUpdateBlocks.Value.Add(CreateCompressedUpdateBlock((SceneObjectPart)update.Entity, updateFlags)); 3798 canUseCompressed = false;
3790 compressedUpdates.Value.Add(update);
3791 } 3799 }
3792 else 3800
3801 if (updateFlags.HasFlag(PrimUpdateFlags.PrimFlags) ||
3802 updateFlags.HasFlag(PrimUpdateFlags.ParentID) ||
3803 updateFlags.HasFlag(PrimUpdateFlags.Scale) ||
3804 updateFlags.HasFlag(PrimUpdateFlags.PrimData) ||
3805 updateFlags.HasFlag(PrimUpdateFlags.Text) ||
3806 updateFlags.HasFlag(PrimUpdateFlags.NameValue) ||
3807 updateFlags.HasFlag(PrimUpdateFlags.ExtraData) ||
3808 updateFlags.HasFlag(PrimUpdateFlags.TextureAnim) ||
3809 updateFlags.HasFlag(PrimUpdateFlags.Sound) ||
3810 updateFlags.HasFlag(PrimUpdateFlags.Particles) ||
3811 updateFlags.HasFlag(PrimUpdateFlags.Material) ||
3812 updateFlags.HasFlag(PrimUpdateFlags.ClickAction) ||
3813 updateFlags.HasFlag(PrimUpdateFlags.MediaURL) ||
3814 updateFlags.HasFlag(PrimUpdateFlags.Joint))
3793 { 3815 {
3794 if (update.Entity is ScenePresence && ((ScenePresence)update.Entity).UUID == AgentId) 3816 canUseImproved = false;
3795 {
3796 // Self updates go into a special list
3797 terseAgentUpdateBlocks.Value.Add(CreateImprovedTerseBlock(update.Entity, updateFlags.HasFlag(PrimUpdateFlags.Textures)));
3798 terseAgentUpdates.Value.Add(update);
3799 }
3800 else
3801 {
3802 // Everything else goes here
3803 terseUpdateBlocks.Value.Add(CreateImprovedTerseBlock(update.Entity, updateFlags.HasFlag(PrimUpdateFlags.Textures)));
3804 terseUpdates.Value.Add(update);
3805 }
3806 } 3817 }
3807
3808 #endregion Block Construction
3809 } 3818 }
3810
3811
3812 #region Packet Sending
3813 ushort timeDilation = Utils.FloatToUInt16(avgTimeDilation, 0.0f, 1.0f);
3814 3819
3815 if (terseAgentUpdateBlocks.IsValueCreated) 3820 #endregion UpdateFlags to packet type conversion
3816 {
3817 List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock> blocks = terseAgentUpdateBlocks.Value;
3818 3821
3819 ImprovedTerseObjectUpdatePacket packet = new ImprovedTerseObjectUpdatePacket(); 3822 #region Block Construction
3820 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
3821 packet.RegionData.TimeDilation = timeDilation;
3822 packet.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[blocks.Count];
3823 3823
3824 for (int i = 0; i < blocks.Count; i++) 3824 // TODO: Remove this once we can build compressed updates
3825 packet.ObjectData[i] = blocks[i]; 3825 canUseCompressed = false;
3826 // If any of the packets created from this call go unacknowledged, all of the updates will be resent
3827 OutPacket(packet, ThrottleOutPacketType.Unknown, true, delegate(OutgoingPacket oPacket) { ResendPrimUpdates(terseAgentUpdates.Value, oPacket); });
3828 }
3829 3826
3830 if (objectUpdateBlocks.IsValueCreated) 3827 if (!canUseImproved && !canUseCompressed)
3831 { 3828 {
3832 List<ObjectUpdatePacket.ObjectDataBlock> blocks = objectUpdateBlocks.Value; 3829 if (update.Entity is ScenePresence)
3833 3830 {
3834 ObjectUpdatePacket packet = (ObjectUpdatePacket)PacketPool.Instance.GetPacket(PacketType.ObjectUpdate); 3831 objectUpdateBlocks.Value.Add(CreateAvatarUpdateBlock((ScenePresence)update.Entity));
3835 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle; 3832 }
3836 packet.RegionData.TimeDilation = timeDilation; 3833 else
3837 packet.ObjectData = new ObjectUpdatePacket.ObjectDataBlock[blocks.Count]; 3834 {
3838 3835 objectUpdateBlocks.Value.Add(CreatePrimUpdateBlock((SceneObjectPart)update.Entity, this.m_agentId));
3839 for (int i = 0; i < blocks.Count; i++) 3836 }
3840 packet.ObjectData[i] = blocks[i];
3841 // If any of the packets created from this call go unacknowledged, all of the updates will be resent
3842 OutPacket(packet, ThrottleOutPacketType.Task, true, delegate(OutgoingPacket oPacket) { ResendPrimUpdates(objectUpdates.Value, oPacket); });
3843 } 3837 }
3844 3838 else if (!canUseImproved)
3845 if (compressedUpdateBlocks.IsValueCreated)
3846 { 3839 {
3847 List<ObjectUpdateCompressedPacket.ObjectDataBlock> blocks = compressedUpdateBlocks.Value; 3840 compressedUpdateBlocks.Value.Add(CreateCompressedUpdateBlock((SceneObjectPart)update.Entity, updateFlags));
3848
3849 ObjectUpdateCompressedPacket packet = (ObjectUpdateCompressedPacket)PacketPool.Instance.GetPacket(PacketType.ObjectUpdateCompressed);
3850 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
3851 packet.RegionData.TimeDilation = timeDilation;
3852 packet.ObjectData = new ObjectUpdateCompressedPacket.ObjectDataBlock[blocks.Count];
3853
3854 for (int i = 0; i < blocks.Count; i++)
3855 packet.ObjectData[i] = blocks[i];
3856 // If any of the packets created from this call go unacknowledged, all of the updates will be resent
3857 OutPacket(packet, ThrottleOutPacketType.Task, true, delegate(OutgoingPacket oPacket) { ResendPrimUpdates(compressedUpdates.Value, oPacket); });
3858 } 3841 }
3859 3842 else
3860 if (terseUpdateBlocks.IsValueCreated)
3861 { 3843 {
3862 List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock> blocks = terseUpdateBlocks.Value; 3844 if (update.Entity is ScenePresence && ((ScenePresence)update.Entity).UUID == AgentId)
3863 3845 // Self updates go into a special list
3864 ImprovedTerseObjectUpdatePacket packet = new ImprovedTerseObjectUpdatePacket(); 3846 terseAgentUpdateBlocks.Value.Add(CreateImprovedTerseBlock(update.Entity, updateFlags.HasFlag(PrimUpdateFlags.Textures)));
3865 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle; 3847 else
3866 packet.RegionData.TimeDilation = timeDilation; 3848 // Everything else goes here
3867 packet.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[blocks.Count]; 3849 terseUpdateBlocks.Value.Add(CreateImprovedTerseBlock(update.Entity, updateFlags.HasFlag(PrimUpdateFlags.Textures)));
3868
3869 for (int i = 0; i < blocks.Count; i++)
3870 packet.ObjectData[i] = blocks[i];
3871 // If any of the packets created from this call go unacknowledged, all of the updates will be resent
3872 OutPacket(packet, ThrottleOutPacketType.Task, true, delegate(OutgoingPacket oPacket) { ResendPrimUpdates(terseUpdates.Value, oPacket); });
3873 } 3850 }
3851
3852 #endregion Block Construction
3853 }
3854
3855 #region Packet Sending
3856
3857 const float TIME_DILATION = 1.0f;
3858 ushort timeDilation = Utils.FloatToUInt16(avgTimeDilation, 0.0f, 1.0f);
3859
3860 if (terseAgentUpdateBlocks.IsValueCreated)
3861 {
3862 List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock> blocks = terseAgentUpdateBlocks.Value;
3863
3864 ImprovedTerseObjectUpdatePacket packet = new ImprovedTerseObjectUpdatePacket();
3865 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
3866 packet.RegionData.TimeDilation = timeDilation;
3867 packet.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[blocks.Count];
3868
3869 for (int i = 0; i < blocks.Count; i++)
3870 packet.ObjectData[i] = blocks[i];
3871
3872 OutPacket(packet, ThrottleOutPacketType.Unknown, true);
3873 }
3874
3875 if (objectUpdateBlocks.IsValueCreated)
3876 {
3877 List<ObjectUpdatePacket.ObjectDataBlock> blocks = objectUpdateBlocks.Value;
3878
3879 ObjectUpdatePacket packet = (ObjectUpdatePacket)PacketPool.Instance.GetPacket(PacketType.ObjectUpdate);
3880 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
3881 packet.RegionData.TimeDilation = timeDilation;
3882 packet.ObjectData = new ObjectUpdatePacket.ObjectDataBlock[blocks.Count];
3883
3884 for (int i = 0; i < blocks.Count; i++)
3885 packet.ObjectData[i] = blocks[i];
3886
3887 OutPacket(packet, ThrottleOutPacketType.Task, true);
3888 }
3889
3890 if (compressedUpdateBlocks.IsValueCreated)
3891 {
3892 List<ObjectUpdateCompressedPacket.ObjectDataBlock> blocks = compressedUpdateBlocks.Value;
3893
3894 ObjectUpdateCompressedPacket packet = (ObjectUpdateCompressedPacket)PacketPool.Instance.GetPacket(PacketType.ObjectUpdateCompressed);
3895 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
3896 packet.RegionData.TimeDilation = timeDilation;
3897 packet.ObjectData = new ObjectUpdateCompressedPacket.ObjectDataBlock[blocks.Count];
3898
3899 for (int i = 0; i < blocks.Count; i++)
3900 packet.ObjectData[i] = blocks[i];
3901
3902 OutPacket(packet, ThrottleOutPacketType.Task, true);
3903 }
3904
3905 if (terseUpdateBlocks.IsValueCreated)
3906 {
3907 List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock> blocks = terseUpdateBlocks.Value;
3908
3909 ImprovedTerseObjectUpdatePacket packet = new ImprovedTerseObjectUpdatePacket();
3910 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
3911 packet.RegionData.TimeDilation = timeDilation;
3912 packet.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[blocks.Count];
3913
3914 for (int i = 0; i < blocks.Count; i++)
3915 packet.ObjectData[i] = blocks[i];
3916
3917 OutPacket(packet, ThrottleOutPacketType.Task, true);
3874 } 3918 }
3875 3919
3876 #endregion Packet Sending 3920 #endregion Packet Sending
@@ -4171,11 +4215,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4171 4215
4172 // Pass in the delegate so that if this packet needs to be resent, we send the current properties 4216 // Pass in the delegate so that if this packet needs to be resent, we send the current properties
4173 // of the object rather than the properties when the packet was created 4217 // of the object rather than the properties when the packet was created
4174 OutPacket(packet, ThrottleOutPacketType.Task, true, 4218 // HACK : Remove intelligent resending until it's fixed in core
4175 delegate(OutgoingPacket oPacket) 4219 //OutPacket(packet, ThrottleOutPacketType.Task, true,
4176 { 4220 // delegate(OutgoingPacket oPacket)
4177 ResendPropertyUpdates(updates, oPacket); 4221 // {
4178 }); 4222 // ResendPropertyUpdates(updates, oPacket);
4223 // });
4224 OutPacket(packet, ThrottleOutPacketType.Task, true);
4179 4225
4180 // pbcnt += blocks.Count; 4226 // pbcnt += blocks.Count;
4181 // ppcnt++; 4227 // ppcnt++;
@@ -4201,11 +4247,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4201 // of the object rather than the properties when the packet was created 4247 // of the object rather than the properties when the packet was created
4202 List<ObjectPropertyUpdate> updates = new List<ObjectPropertyUpdate>(); 4248 List<ObjectPropertyUpdate> updates = new List<ObjectPropertyUpdate>();
4203 updates.Add(familyUpdates.Value[i]); 4249 updates.Add(familyUpdates.Value[i]);
4204 OutPacket(packet, ThrottleOutPacketType.Task, true, 4250 // HACK : Remove intelligent resending until it's fixed in core
4205 delegate(OutgoingPacket oPacket) 4251 //OutPacket(packet, ThrottleOutPacketType.Task, true,
4206 { 4252 // delegate(OutgoingPacket oPacket)
4207 ResendPropertyUpdates(updates, oPacket); 4253 // {
4208 }); 4254 // ResendPropertyUpdates(updates, oPacket);
4255 // });
4256 OutPacket(packet, ThrottleOutPacketType.Task, true);
4209 4257
4210 // fpcnt++; 4258 // fpcnt++;
4211 // fbcnt++; 4259 // fbcnt++;
@@ -4354,37 +4402,44 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4354 if (bl[i].BannedUserID == UUID.Zero) 4402 if (bl[i].BannedUserID == UUID.Zero)
4355 continue; 4403 continue;
4356 BannedUsers.Add(bl[i].BannedUserID); 4404 BannedUsers.Add(bl[i].BannedUserID);
4357 }
4358 4405
4359 EstateOwnerMessagePacket packet = new EstateOwnerMessagePacket(); 4406 if (BannedUsers.Count >= 50 || (i == (bl.Length - 1) && BannedUsers.Count > 0))
4360 packet.AgentData.TransactionID = UUID.Random(); 4407 {
4361 packet.AgentData.AgentID = AgentId; 4408 EstateOwnerMessagePacket packet = new EstateOwnerMessagePacket();
4362 packet.AgentData.SessionID = SessionId; 4409 packet.AgentData.TransactionID = UUID.Random();
4363 packet.MethodData.Invoice = invoice; 4410 packet.AgentData.AgentID = AgentId;
4364 packet.MethodData.Method = Utils.StringToBytes("setaccess"); 4411 packet.AgentData.SessionID = SessionId;
4412 packet.MethodData.Invoice = invoice;
4413 packet.MethodData.Method = Utils.StringToBytes("setaccess");
4365 4414
4366 EstateOwnerMessagePacket.ParamListBlock[] returnblock = new EstateOwnerMessagePacket.ParamListBlock[6 + BannedUsers.Count]; 4415 EstateOwnerMessagePacket.ParamListBlock[] returnblock = new EstateOwnerMessagePacket.ParamListBlock[6 + BannedUsers.Count];
4367 4416
4368 for (int i = 0; i < (6 + BannedUsers.Count); i++) 4417 int j;
4369 { 4418 for (j = 0; j < (6 + BannedUsers.Count); j++)
4370 returnblock[i] = new EstateOwnerMessagePacket.ParamListBlock(); 4419 {
4371 } 4420 returnblock[j] = new EstateOwnerMessagePacket.ParamListBlock();
4372 int j = 0; 4421 }
4422 j = 0;
4373 4423
4374 returnblock[j].Parameter = Utils.StringToBytes(estateID.ToString()); j++; 4424 returnblock[j].Parameter = Utils.StringToBytes(estateID.ToString()); j++;
4375 returnblock[j].Parameter = Utils.StringToBytes(((int)Constants.EstateAccessCodex.EstateBans).ToString()); j++; 4425 returnblock[j].Parameter = Utils.StringToBytes(((int)Constants.EstateAccessCodex.EstateBans).ToString()); j++;
4376 returnblock[j].Parameter = Utils.StringToBytes("0"); j++; 4426 returnblock[j].Parameter = Utils.StringToBytes("0"); j++;
4377 returnblock[j].Parameter = Utils.StringToBytes("0"); j++; 4427 returnblock[j].Parameter = Utils.StringToBytes("0"); j++;
4378 returnblock[j].Parameter = Utils.StringToBytes(BannedUsers.Count.ToString()); j++; 4428 returnblock[j].Parameter = Utils.StringToBytes(BannedUsers.Count.ToString()); j++;
4379 returnblock[j].Parameter = Utils.StringToBytes("0"); j++; 4429 returnblock[j].Parameter = Utils.StringToBytes("0"); j++;
4380 4430
4381 foreach (UUID banned in BannedUsers) 4431 foreach (UUID banned in BannedUsers)
4382 { 4432 {
4383 returnblock[j].Parameter = banned.GetBytes(); j++; 4433 returnblock[j].Parameter = banned.GetBytes(); j++;
4434 }
4435 packet.ParamList = returnblock;
4436 packet.Header.Reliable = true;
4437 OutPacket(packet, ThrottleOutPacketType.Task);
4438
4439 BannedUsers.Clear();
4440 }
4384 } 4441 }
4385 packet.ParamList = returnblock; 4442
4386 packet.Header.Reliable = false;
4387 OutPacket(packet, ThrottleOutPacketType.Task);
4388 } 4443 }
4389 4444
4390 public void SendRegionInfoToEstateMenu(RegionInfoForEstateMenuArgs args) 4445 public void SendRegionInfoToEstateMenu(RegionInfoForEstateMenuArgs args)
@@ -4553,7 +4608,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4553 4608
4554 if (landData.SimwideArea > 0) 4609 if (landData.SimwideArea > 0)
4555 { 4610 {
4556 int simulatorCapacity = (int)(((float)landData.SimwideArea / 65536.0f) * (float)m_scene.RegionInfo.ObjectCapacity * (float)m_scene.RegionInfo.RegionSettings.ObjectBonus); 4611 int simulatorCapacity = (int)((double)(landData.SimwideArea * m_scene.RegionInfo.ObjectCapacity) * m_scene.RegionInfo.RegionSettings.ObjectBonus) / 65536;
4612 // Never report more than sim total capacity
4613 if (simulatorCapacity > m_scene.RegionInfo.ObjectCapacity)
4614 simulatorCapacity = m_scene.RegionInfo.ObjectCapacity;
4557 updateMessage.SimWideMaxPrims = simulatorCapacity; 4615 updateMessage.SimWideMaxPrims = simulatorCapacity;
4558 } 4616 }
4559 else 4617 else
@@ -4682,14 +4740,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4682 4740
4683 if (notifyCount > 0) 4741 if (notifyCount > 0)
4684 { 4742 {
4685 if (notifyCount > 32) 4743// if (notifyCount > 32)
4686 { 4744// {
4687 m_log.InfoFormat( 4745// m_log.InfoFormat(
4688 "[LAND]: More than {0} avatars own prims on this parcel. Only sending back details of first {0}" 4746// "[LAND]: More than {0} avatars own prims on this parcel. Only sending back details of first {0}"
4689 + " - a developer might want to investigate whether this is a hard limit", 32); 4747// + " - a developer might want to investigate whether this is a hard limit", 32);
4690 4748//
4691 notifyCount = 32; 4749// notifyCount = 32;
4692 } 4750// }
4693 4751
4694 ParcelObjectOwnersReplyPacket.DataBlock[] dataBlock 4752 ParcelObjectOwnersReplyPacket.DataBlock[] dataBlock
4695 = new ParcelObjectOwnersReplyPacket.DataBlock[notifyCount]; 4753 = new ParcelObjectOwnersReplyPacket.DataBlock[notifyCount];
@@ -5216,6 +5274,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
5216 AddLocalPacketHandler(PacketType.TransferAbort, HandleTransferAbort, false); 5274 AddLocalPacketHandler(PacketType.TransferAbort, HandleTransferAbort, false);
5217 AddLocalPacketHandler(PacketType.MuteListRequest, HandleMuteListRequest, false); 5275 AddLocalPacketHandler(PacketType.MuteListRequest, HandleMuteListRequest, false);
5218 AddLocalPacketHandler(PacketType.UseCircuitCode, HandleUseCircuitCode); 5276 AddLocalPacketHandler(PacketType.UseCircuitCode, HandleUseCircuitCode);
5277 AddLocalPacketHandler(PacketType.CreateNewOutfitAttachments, HandleCreateNewOutfitAttachments);
5219 AddLocalPacketHandler(PacketType.AgentHeightWidth, HandleAgentHeightWidth, false); 5278 AddLocalPacketHandler(PacketType.AgentHeightWidth, HandleAgentHeightWidth, false);
5220 AddLocalPacketHandler(PacketType.InventoryDescendents, HandleInventoryDescendents); 5279 AddLocalPacketHandler(PacketType.InventoryDescendents, HandleInventoryDescendents);
5221 AddLocalPacketHandler(PacketType.DirPlacesQuery, HandleDirPlacesQuery); 5280 AddLocalPacketHandler(PacketType.DirPlacesQuery, HandleDirPlacesQuery);
@@ -5282,6 +5341,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
5282 AddLocalPacketHandler(PacketType.GroupVoteHistoryRequest, HandleGroupVoteHistoryRequest); 5341 AddLocalPacketHandler(PacketType.GroupVoteHistoryRequest, HandleGroupVoteHistoryRequest);
5283 AddLocalPacketHandler(PacketType.SimWideDeletes, HandleSimWideDeletes); 5342 AddLocalPacketHandler(PacketType.SimWideDeletes, HandleSimWideDeletes);
5284 AddLocalPacketHandler(PacketType.SendPostcard, HandleSendPostcard); 5343 AddLocalPacketHandler(PacketType.SendPostcard, HandleSendPostcard);
5344 AddLocalPacketHandler(PacketType.ChangeInventoryItemFlags, HandleChangeInventoryItemFlags);
5285 5345
5286 AddGenericPacketHandler("autopilot", HandleAutopilot); 5346 AddGenericPacketHandler("autopilot", HandleAutopilot);
5287 } 5347 }
@@ -5317,6 +5377,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
5317 (x.CameraLeftAxis != lastarg.CameraLeftAxis) || 5377 (x.CameraLeftAxis != lastarg.CameraLeftAxis) ||
5318 (x.CameraUpAxis != lastarg.CameraUpAxis) || 5378 (x.CameraUpAxis != lastarg.CameraUpAxis) ||
5319 (x.ControlFlags != lastarg.ControlFlags) || 5379 (x.ControlFlags != lastarg.ControlFlags) ||
5380 (x.ControlFlags != 0) ||
5320 (x.Far != lastarg.Far) || 5381 (x.Far != lastarg.Far) ||
5321 (x.Flags != lastarg.Flags) || 5382 (x.Flags != lastarg.Flags) ||
5322 (x.State != lastarg.State) || 5383 (x.State != lastarg.State) ||
@@ -5694,7 +5755,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
5694 args.Channel = ch; 5755 args.Channel = ch;
5695 args.From = String.Empty; 5756 args.From = String.Empty;
5696 args.Message = Utils.BytesToString(msg); 5757 args.Message = Utils.BytesToString(msg);
5697 args.Type = ChatTypeEnum.Shout; 5758 args.Type = ChatTypeEnum.Region; //Behaviour in SL is that the response can be heard from any distance
5698 args.Position = new Vector3(); 5759 args.Position = new Vector3();
5699 args.Scene = Scene; 5760 args.Scene = Scene;
5700 args.Sender = this; 5761 args.Sender = this;
@@ -9710,7 +9771,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
9710 handlerUpdateMuteListEntry(this, UpdateMuteListEntry.MuteData.MuteID, 9771 handlerUpdateMuteListEntry(this, UpdateMuteListEntry.MuteData.MuteID,
9711 Utils.BytesToString(UpdateMuteListEntry.MuteData.MuteName), 9772 Utils.BytesToString(UpdateMuteListEntry.MuteData.MuteName),
9712 UpdateMuteListEntry.MuteData.MuteType, 9773 UpdateMuteListEntry.MuteData.MuteType,
9713 UpdateMuteListEntry.AgentData.AgentID); 9774 UpdateMuteListEntry.MuteData.MuteFlags);
9714 return true; 9775 return true;
9715 } 9776 }
9716 return false; 9777 return false;
@@ -9725,8 +9786,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
9725 { 9786 {
9726 handlerRemoveMuteListEntry(this, 9787 handlerRemoveMuteListEntry(this,
9727 RemoveMuteListEntry.MuteData.MuteID, 9788 RemoveMuteListEntry.MuteData.MuteID,
9728 Utils.BytesToString(RemoveMuteListEntry.MuteData.MuteName), 9789 Utils.BytesToString(RemoveMuteListEntry.MuteData.MuteName));
9729 RemoveMuteListEntry.AgentData.AgentID);
9730 return true; 9790 return true;
9731 } 9791 }
9732 return false; 9792 return false;
@@ -9770,10 +9830,55 @@ namespace OpenSim.Region.ClientStack.LindenUDP
9770 return false; 9830 return false;
9771 } 9831 }
9772 9832
9833 private bool HandleChangeInventoryItemFlags(IClientAPI client, Packet packet)
9834 {
9835 ChangeInventoryItemFlagsPacket ChangeInventoryItemFlags =
9836 (ChangeInventoryItemFlagsPacket)packet;
9837 ChangeInventoryItemFlags handlerChangeInventoryItemFlags = OnChangeInventoryItemFlags;
9838 if (handlerChangeInventoryItemFlags != null)
9839 {
9840 foreach(ChangeInventoryItemFlagsPacket.InventoryDataBlock b in ChangeInventoryItemFlags.InventoryData)
9841 handlerChangeInventoryItemFlags(this, b.ItemID, b.Flags);
9842 return true;
9843 }
9844 return false;
9845 }
9846
9773 private bool HandleUseCircuitCode(IClientAPI sender, Packet Pack) 9847 private bool HandleUseCircuitCode(IClientAPI sender, Packet Pack)
9774 { 9848 {
9775 return true; 9849 return true;
9776 } 9850 }
9851
9852 private bool HandleCreateNewOutfitAttachments(IClientAPI sender, Packet Pack)
9853 {
9854 CreateNewOutfitAttachmentsPacket packet = (CreateNewOutfitAttachmentsPacket)Pack;
9855
9856 #region Packet Session and User Check
9857 if (m_checkPackets)
9858 {
9859 if (packet.AgentData.SessionID != SessionId ||
9860 packet.AgentData.AgentID != AgentId)
9861 return true;
9862 }
9863 #endregion
9864 MoveItemsAndLeaveCopy handlerMoveItemsAndLeaveCopy = null;
9865 List<InventoryItemBase> items = new List<InventoryItemBase>();
9866 foreach (CreateNewOutfitAttachmentsPacket.ObjectDataBlock n in packet.ObjectData)
9867 {
9868 InventoryItemBase b = new InventoryItemBase();
9869 b.ID = n.OldItemID;
9870 b.Folder = n.OldFolderID;
9871 items.Add(b);
9872 }
9873
9874 handlerMoveItemsAndLeaveCopy = OnMoveItemsAndLeaveCopy;
9875 if (handlerMoveItemsAndLeaveCopy != null)
9876 {
9877 handlerMoveItemsAndLeaveCopy(this, items, packet.HeaderData.NewFolderID);
9878 }
9879
9880 return true;
9881 }
9777 9882
9778 private bool HandleAgentHeightWidth(IClientAPI sender, Packet Pack) 9883 private bool HandleAgentHeightWidth(IClientAPI sender, Packet Pack)
9779 { 9884 {
@@ -10200,6 +10305,20 @@ namespace OpenSim.Region.ClientStack.LindenUDP
10200 groupProfileReply.GroupData.MaturePublish = d.MaturePublish; 10305 groupProfileReply.GroupData.MaturePublish = d.MaturePublish;
10201 groupProfileReply.GroupData.OwnerRole = d.OwnerRole; 10306 groupProfileReply.GroupData.OwnerRole = d.OwnerRole;
10202 10307
10308 Scene scene = (Scene)m_scene;
10309 if (scene.Permissions.IsGod(sender.AgentId) && (!sender.IsGroupMember(groupProfileRequest.GroupData.GroupID)))
10310 {
10311 ScenePresence p;
10312 if (scene.TryGetScenePresence(sender.AgentId, out p))
10313 {
10314 if (p.GodLevel >= 200)
10315 {
10316 groupProfileReply.GroupData.OpenEnrollment = true;
10317 groupProfileReply.GroupData.MembershipFee = 0;
10318 }
10319 }
10320 }
10321
10203 OutPacket(groupProfileReply, ThrottleOutPacketType.Task); 10322 OutPacket(groupProfileReply, ThrottleOutPacketType.Task);
10204 } 10323 }
10205 return true; 10324 return true;
@@ -10772,11 +10891,16 @@ namespace OpenSim.Region.ClientStack.LindenUDP
10772 10891
10773 StartLure handlerStartLure = OnStartLure; 10892 StartLure handlerStartLure = OnStartLure;
10774 if (handlerStartLure != null) 10893 if (handlerStartLure != null)
10775 handlerStartLure(startLureRequest.Info.LureType, 10894 {
10776 Utils.BytesToString( 10895 for (int i = 0 ; i < startLureRequest.TargetData.Length ; i++)
10777 startLureRequest.Info.Message), 10896 {
10778 startLureRequest.TargetData[0].TargetID, 10897 handlerStartLure(startLureRequest.Info.LureType,
10779 this); 10898 Utils.BytesToString(
10899 startLureRequest.Info.Message),
10900 startLureRequest.TargetData[i].TargetID,
10901 this);
10902 }
10903 }
10780 return true; 10904 return true;
10781 } 10905 }
10782 private bool HandleTeleportLureRequest(IClientAPI sender, Packet Pack) 10906 private bool HandleTeleportLureRequest(IClientAPI sender, Packet Pack)
@@ -10890,10 +11014,11 @@ namespace OpenSim.Region.ClientStack.LindenUDP
10890 } 11014 }
10891 #endregion 11015 #endregion
10892 11016
10893 ClassifiedDelete handlerClassifiedGodDelete = OnClassifiedGodDelete; 11017 ClassifiedGodDelete handlerClassifiedGodDelete = OnClassifiedGodDelete;
10894 if (handlerClassifiedGodDelete != null) 11018 if (handlerClassifiedGodDelete != null)
10895 handlerClassifiedGodDelete( 11019 handlerClassifiedGodDelete(
10896 classifiedGodDelete.Data.ClassifiedID, 11020 classifiedGodDelete.Data.ClassifiedID,
11021 classifiedGodDelete.Data.QueryID,
10897 this); 11022 this);
10898 return true; 11023 return true;
10899 } 11024 }
@@ -11929,7 +12054,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
11929 12054
11930// m_log.DebugFormat("[CLIENT]: {0} requesting asset {1}", Name, requestID); 12055// m_log.DebugFormat("[CLIENT]: {0} requesting asset {1}", Name, requestID);
11931 12056
12057
12058 //Note, the bool returned from the below function is useless since it is always false.
11932 m_assetService.Get(requestID.ToString(), transferRequest, AssetReceived); 12059 m_assetService.Get(requestID.ToString(), transferRequest, AssetReceived);
12060
11933 } 12061 }
11934 12062
11935 /// <summary> 12063 /// <summary>
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPClient.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPClient.cs
index ffa3be4..ae72175 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPClient.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPClient.cs
@@ -158,6 +158,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
158 158
159 private int m_defaultRTO = 1000; // 1sec is the recommendation in the RFC 159 private int m_defaultRTO = 1000; // 1sec is the recommendation in the RFC
160 private int m_maxRTO = 60000; 160 private int m_maxRTO = 60000;
161 public bool m_deliverPackets = true;
161 162
162 /// <summary> 163 /// <summary>
163 /// Default constructor 164 /// Default constructor
@@ -439,6 +440,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
439 if (category >= 0 && category < m_packetOutboxes.Length) 440 if (category >= 0 && category < m_packetOutboxes.Length)
440 { 441 {
441 OpenSim.Framework.LocklessQueue<OutgoingPacket> queue = m_packetOutboxes[category]; 442 OpenSim.Framework.LocklessQueue<OutgoingPacket> queue = m_packetOutboxes[category];
443
444 if (m_deliverPackets == false)
445 {
446 queue.Enqueue(packet);
447 return true;
448 }
449
442 TokenBucket bucket = m_throttleCategories[category]; 450 TokenBucket bucket = m_throttleCategories[category];
443 451
444 // Don't send this packet if there is already a packet waiting in the queue 452 // Don't send this packet if there is already a packet waiting in the queue
@@ -488,7 +496,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
488 /// <returns>True if any packets were sent, otherwise false</returns> 496 /// <returns>True if any packets were sent, otherwise false</returns>
489 public bool DequeueOutgoing() 497 public bool DequeueOutgoing()
490 { 498 {
491 OutgoingPacket packet; 499 if (m_deliverPackets == false) return false;
500
501 OutgoingPacket packet = null;
492 OpenSim.Framework.LocklessQueue<OutgoingPacket> queue; 502 OpenSim.Framework.LocklessQueue<OutgoingPacket> queue;
493 TokenBucket bucket; 503 TokenBucket bucket;
494 bool packetSent = false; 504 bool packetSent = false;
@@ -520,32 +530,49 @@ namespace OpenSim.Region.ClientStack.LindenUDP
520 // No dequeued packet waiting to be sent, try to pull one off 530 // No dequeued packet waiting to be sent, try to pull one off
521 // this queue 531 // this queue
522 queue = m_packetOutboxes[i]; 532 queue = m_packetOutboxes[i];
523 if (queue.Dequeue(out packet)) 533 if (queue != null)
524 { 534 {
525 // A packet was pulled off the queue. See if we have 535 bool success = false;
526 // enough tokens in the bucket to send it out 536 try
527 if (bucket.RemoveTokens(packet.Buffer.DataLength))
528 { 537 {
529 // Send the packet 538 success = queue.Dequeue(out packet);
530 m_udpServer.SendPacketFinal(packet);
531 packetSent = true;
532 } 539 }
533 else 540 catch
534 { 541 {
535 // Save the dequeued packet for the next iteration 542 m_packetOutboxes[i] = new OpenSim.Framework.LocklessQueue<OutgoingPacket>();
536 m_nextPackets[i] = packet;
537 } 543 }
538 544 if (success)
539 // If the queue is empty after this dequeue, fire the queue 545 {
540 // empty callback now so it has a chance to fill before we 546 // A packet was pulled off the queue. See if we have
541 // get back here 547 // enough tokens in the bucket to send it out
542 if (queue.Count == 0) 548 if (bucket.RemoveTokens(packet.Buffer.DataLength))
549 {
550 // Send the packet
551 m_udpServer.SendPacketFinal(packet);
552 packetSent = true;
553 }
554 else
555 {
556 // Save the dequeued packet for the next iteration
557 m_nextPackets[i] = packet;
558 }
559
560 // If the queue is empty after this dequeue, fire the queue
561 // empty callback now so it has a chance to fill before we
562 // get back here
563 if (queue.Count == 0)
564 emptyCategories |= CategoryToFlag(i);
565 }
566 else
567 {
568 // No packets in this queue. Fire the queue empty callback
569 // if it has not been called recently
543 emptyCategories |= CategoryToFlag(i); 570 emptyCategories |= CategoryToFlag(i);
571 }
544 } 572 }
545 else 573 else
546 { 574 {
547 // No packets in this queue. Fire the queue empty callback 575 m_packetOutboxes[i] = new OpenSim.Framework.LocklessQueue<OutgoingPacket>();
548 // if it has not been called recently
549 emptyCategories |= CategoryToFlag(i); 576 emptyCategories |= CategoryToFlag(i);
550 } 577 }
551 } 578 }
@@ -703,4 +730,4 @@ namespace OpenSim.Region.ClientStack.LindenUDP
703 } 730 }
704 } 731 }
705 } 732 }
706} \ No newline at end of file 733}
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
index 5610c09..bf5b85a 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
@@ -1030,7 +1030,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1030 if (m_scene.TryGetClient(udpClient.AgentID, out client)) 1030 if (m_scene.TryGetClient(udpClient.AgentID, out client))
1031 { 1031 {
1032 client.IsLoggingOut = true; 1032 client.IsLoggingOut = true;
1033 client.Close(); 1033 client.Close(false);
1034 } 1034 }
1035 } 1035 }
1036 1036
@@ -1042,6 +1042,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1042 1042
1043 while (base.IsRunning) 1043 while (base.IsRunning)
1044 { 1044 {
1045 m_scene.ThreadAlive(1);
1045 try 1046 try
1046 { 1047 {
1047 IncomingPacket incomingPacket = null; 1048 IncomingPacket incomingPacket = null;
@@ -1084,6 +1085,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1084 1085
1085 while (base.IsRunning) 1086 while (base.IsRunning)
1086 { 1087 {
1088 m_scene.ThreadAlive(2);
1087 try 1089 try
1088 { 1090 {
1089 m_packetSent = false; 1091 m_packetSent = false;
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs b/OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs
index 039379d..cfe7c9d 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs
@@ -100,10 +100,6 @@ namespace OpenMetaverse
100 const int SIO_UDP_CONNRESET = -1744830452; 100 const int SIO_UDP_CONNRESET = -1744830452;
101 101
102 IPEndPoint ipep = new IPEndPoint(m_localBindAddress, m_udpPort); 102 IPEndPoint ipep = new IPEndPoint(m_localBindAddress, m_udpPort);
103
104 m_log.DebugFormat(
105 "[UDPBASE]: Binding UDP listener using internal IP address config {0}:{1}",
106 ipep.Address, ipep.Port);
107 103
108 m_udpSocket = new Socket( 104 m_udpSocket = new Socket(
109 AddressFamily.InterNetwork, 105 AddressFamily.InterNetwork,
diff --git a/OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetXferUploader.cs b/OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetXferUploader.cs
index ec4dfd0..4cedfe6 100644
--- a/OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetXferUploader.cs
+++ b/OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetXferUploader.cs
@@ -28,6 +28,7 @@
28using System; 28using System;
29using System.IO; 29using System.IO;
30using System.Reflection; 30using System.Reflection;
31using System.Collections.Generic;
31using log4net; 32using log4net;
32using OpenMetaverse; 33using OpenMetaverse;
33using OpenSim.Framework; 34using OpenSim.Framework;
@@ -38,6 +39,13 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
38{ 39{
39 public class AssetXferUploader 40 public class AssetXferUploader
40 { 41 {
42 // Viewer's notion of the default texture
43 private List<UUID> defaultIDs = new List<UUID> {
44 new UUID("5748decc-f629-461c-9a36-a35a221fe21f"),
45 new UUID("7ca39b4c-bd19-4699-aff7-f93fd03d3e7b"),
46 new UUID("6522e74d-1660-4e7f-b601-6f48c1659a77"),
47 new UUID("c228d1cf-4b5d-4ba8-84f4-899a0796aa97")
48 };
41 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 49 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
42 50
43 /// <summary> 51 /// <summary>
@@ -65,6 +73,7 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
65 private UUID TransactionID = UUID.Zero; 73 private UUID TransactionID = UUID.Zero;
66 private sbyte type = 0; 74 private sbyte type = 0;
67 private byte wearableType = 0; 75 private byte wearableType = 0;
76 private byte[] m_oldData = null;
68 public ulong XferID; 77 public ulong XferID;
69 private Scene m_Scene; 78 private Scene m_Scene;
70 79
@@ -302,6 +311,7 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
302 311
303 private void DoCreateItem(uint callbackID) 312 private void DoCreateItem(uint callbackID)
304 { 313 {
314 ValidateAssets();
305 m_Scene.AssetService.Store(m_asset); 315 m_Scene.AssetService.Store(m_asset);
306 316
307 InventoryItemBase item = new InventoryItemBase(); 317 InventoryItemBase item = new InventoryItemBase();
@@ -322,12 +332,84 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
322 item.Flags = (uint) wearableType; 332 item.Flags = (uint) wearableType;
323 item.CreationDate = Util.UnixTimeSinceEpoch(); 333 item.CreationDate = Util.UnixTimeSinceEpoch();
324 334
335 m_log.DebugFormat("[XFER]: Created item {0} with asset {1}",
336 item.ID, item.AssetID);
337
325 if (m_Scene.AddInventoryItem(item)) 338 if (m_Scene.AddInventoryItem(item))
326 ourClient.SendInventoryItemCreateUpdate(item, callbackID); 339 ourClient.SendInventoryItemCreateUpdate(item, callbackID);
327 else 340 else
328 ourClient.SendAlertMessage("Unable to create inventory item"); 341 ourClient.SendAlertMessage("Unable to create inventory item");
329 } 342 }
330 343
344 private void ValidateAssets()
345 {
346 if (m_asset.Type == (sbyte)AssetType.Clothing ||
347 m_asset.Type == (sbyte)AssetType.Bodypart)
348 {
349 string content = System.Text.Encoding.ASCII.GetString(m_asset.Data);
350 string[] lines = content.Split(new char[] {'\n'});
351
352 List<string> validated = new List<string>();
353
354 Dictionary<int, UUID> allowed = ExtractTexturesFromOldData();
355
356 int textures = 0;
357
358 foreach (string line in lines)
359 {
360 try
361 {
362 if (line.StartsWith("textures "))
363 {
364 textures = Convert.ToInt32(line.Substring(9));
365 validated.Add(line);
366 }
367 else if (textures > 0)
368 {
369 string[] parts = line.Split(new char[] {' '});
370
371 UUID tx = new UUID(parts[1]);
372 int id = Convert.ToInt32(parts[0]);
373
374 if (defaultIDs.Contains(tx) || tx == UUID.Zero ||
375 (allowed.ContainsKey(id) && allowed[id] == tx))
376 {
377 validated.Add(parts[0] + " " + tx.ToString());
378 }
379 else
380 {
381 int perms = m_Scene.InventoryService.GetAssetPermissions(ourClient.AgentId, tx);
382 int full = (int)(PermissionMask.Modify | PermissionMask.Transfer | PermissionMask.Copy);
383
384 if ((perms & full) != full)
385 {
386 m_log.ErrorFormat("[ASSET UPLOADER]: REJECTED update with texture {0} from {1} because they do not own the texture", tx, ourClient.AgentId);
387 validated.Add(parts[0] + " " + UUID.Zero.ToString());
388 }
389 else
390 {
391 validated.Add(line);
392 }
393 }
394 textures--;
395 }
396 else
397 {
398 validated.Add(line);
399 }
400 }
401 catch
402 {
403 // If it's malformed, skip it
404 }
405 }
406
407 string final = String.Join("\n", validated.ToArray());
408
409 m_asset.Data = System.Text.Encoding.ASCII.GetBytes(final);
410 }
411 }
412
331 /// <summary> 413 /// <summary>
332 /// Get the asset data uploaded in this transfer. 414 /// Get the asset data uploaded in this transfer.
333 /// </summary> 415 /// </summary>
@@ -336,10 +418,55 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
336 { 418 {
337 if (m_finished) 419 if (m_finished)
338 { 420 {
421 ValidateAssets();
339 return m_asset; 422 return m_asset;
340 } 423 }
341 424
342 return null; 425 return null;
343 } 426 }
427
428 public void SetOldData(byte[] d)
429 {
430 m_oldData = d;
431 }
432
433 private Dictionary<int,UUID> ExtractTexturesFromOldData()
434 {
435 Dictionary<int,UUID> result = new Dictionary<int,UUID>();
436 if (m_oldData == null)
437 return result;
438
439 string content = System.Text.Encoding.ASCII.GetString(m_oldData);
440 string[] lines = content.Split(new char[] {'\n'});
441
442 int textures = 0;
443
444 foreach (string line in lines)
445 {
446 try
447 {
448 if (line.StartsWith("textures "))
449 {
450 textures = Convert.ToInt32(line.Substring(9));
451 }
452 else if (textures > 0)
453 {
454 string[] parts = line.Split(new char[] {' '});
455
456 UUID tx = new UUID(parts[1]);
457 int id = Convert.ToInt32(parts[0]);
458 result[id] = tx;
459 textures--;
460 }
461 }
462 catch
463 {
464 // If it's malformed, skip it
465 }
466 }
467
468 return result;
469 }
344 } 470 }
345} 471}
472
diff --git a/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs b/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs
index 22c301b..8e2dba4 100644
--- a/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs
+++ b/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs
@@ -257,53 +257,66 @@ namespace Flotsam.RegionModules.AssetCache
257 257
258 private void UpdateFileCache(string key, AssetBase asset) 258 private void UpdateFileCache(string key, AssetBase asset)
259 { 259 {
260 string filename = GetFileName(asset.ID); 260 // TODO: Spawn this off to some seperate thread to do the actual writing
261 261 if (asset != null)
262 try
263 { 262 {
264 // If the file is already cached, don't cache it, just touch it so access time is updated 263 string filename = GetFileName(key);
265 if (File.Exists(filename)) 264
266 { 265 try
267 File.SetLastAccessTime(filename, DateTime.Now);
268 }
269 else
270 { 266 {
271 // Once we start writing, make sure we flag that we're writing 267 // If the file is already cached, don't cache it, just touch it so access time is updated
272 // that object to the cache so that we don't try to write the 268 if (File.Exists(filename))
273 // same file multiple times.
274 lock (m_CurrentlyWriting)
275 { 269 {
276#if WAIT_ON_INPROGRESS_REQUESTS 270 // We don't really want to know about sharing
277 if (m_CurrentlyWriting.ContainsKey(filename)) 271 // violations here. If the file is locked, then
272 // the other thread has updated the time for us.
273 try
278 { 274 {
279 return; 275 File.SetLastAccessTime(filename, DateTime.Now);
280 } 276 }
281 else 277 catch
282 {
283 m_CurrentlyWriting.Add(filename, new ManualResetEvent(false));
284 }
285
286#else
287 if (m_CurrentlyWriting.Contains(filename))
288 { 278 {
289 return;
290 } 279 }
291 else 280 } else {
281
282 // Once we start writing, make sure we flag that we're writing
283 // that object to the cache so that we don't try to write the
284 // same file multiple times.
285 lock (m_CurrentlyWriting)
292 { 286 {
293 m_CurrentlyWriting.Add(filename); 287#if WAIT_ON_INPROGRESS_REQUESTS
294 } 288 if (m_CurrentlyWriting.ContainsKey(filename))
289 {
290 return;
291 }
292 else
293 {
294 m_CurrentlyWriting.Add(filename, new ManualResetEvent(false));
295 }
296
297#else
298 if (m_CurrentlyWriting.Contains(filename))
299 {
300 return;
301 }
302 else
303 {
304 m_CurrentlyWriting.Add(filename);
305 }
295#endif 306#endif
296 }
297 307
298 Util.FireAndForget( 308 }
299 delegate { WriteFileCache(filename, asset); }); 309
310 Util.FireAndForget(
311 delegate { WriteFileCache(filename, asset); });
312 }
313 }
314 catch (Exception e)
315 {
316 m_log.ErrorFormat(
317 "[FLOTSAM ASSET CACHE]: Failed to update cache for asset {0}. Exception {1} {2}",
318 asset.ID, e.Message, e.StackTrace);
300 } 319 }
301 }
302 catch (Exception e)
303 {
304 m_log.ErrorFormat(
305 "[FLOTSAM ASSET CACHE]: Failed to update cache for asset {0}. Exception {1} {2}",
306 asset.ID, e.Message, e.StackTrace);
307 } 320 }
308 } 321 }
309 322
diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
index 280fdc7..70d9f23 100644
--- a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
@@ -28,6 +28,7 @@
28using System; 28using System;
29using System.Collections.Generic; 29using System.Collections.Generic;
30using System.Reflection; 30using System.Reflection;
31using System.Xml;
31using log4net; 32using log4net;
32using Mono.Addins; 33using Mono.Addins;
33using Nini.Config; 34using Nini.Config;
@@ -137,7 +138,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
137 // If we're an NPC then skip all the item checks and manipulations since we don't have an 138 // If we're an NPC then skip all the item checks and manipulations since we don't have an
138 // inventory right now. 139 // inventory right now.
139 if (sp.PresenceType == PresenceType.Npc) 140 if (sp.PresenceType == PresenceType.Npc)
140 RezSingleAttachmentFromInventoryInternal(sp, UUID.Zero, attach.AssetID, p); 141 RezSingleAttachmentFromInventoryInternal(sp, UUID.Zero, attach.AssetID, p, null);
141 else 142 else
142 RezSingleAttachmentFromInventory(sp, attach.ItemID, p); 143 RezSingleAttachmentFromInventory(sp, attach.ItemID, p);
143 } 144 }
@@ -267,6 +268,11 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
267 } 268 }
268 269
269 public ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt) 270 public ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt)
271 {
272 return RezSingleAttachmentFromInventory(sp, itemID, AttachmentPt, true, null);
273 }
274
275 public ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt, bool updateInventoryStatus, XmlDocument doc)
270 { 276 {
271 if (!Enabled) 277 if (!Enabled)
272 return null; 278 return null;
@@ -305,7 +311,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
305 return null; 311 return null;
306 } 312 }
307 313
308 SceneObjectGroup att = RezSingleAttachmentFromInventoryInternal(sp, itemID, UUID.Zero, AttachmentPt); 314 SceneObjectGroup att = RezSingleAttachmentFromInventoryInternal(sp, itemID, UUID.Zero, AttachmentPt, doc);
309 315
310 if (att == null) 316 if (att == null)
311 DetachSingleAttachmentToInv(sp, itemID); 317 DetachSingleAttachmentToInv(sp, itemID);
@@ -576,11 +582,11 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
576 582
577 Vector3 inventoryStoredPosition = new Vector3 583 Vector3 inventoryStoredPosition = new Vector3
578 (((grp.AbsolutePosition.X > (int)Constants.RegionSize) 584 (((grp.AbsolutePosition.X > (int)Constants.RegionSize)
579 ? Constants.RegionSize - 6 585 ? (float)Constants.RegionSize - 6
580 : grp.AbsolutePosition.X) 586 : grp.AbsolutePosition.X)
581 , 587 ,
582 (grp.AbsolutePosition.Y > (int)Constants.RegionSize) 588 (grp.AbsolutePosition.Y > (int)Constants.RegionSize)
583 ? Constants.RegionSize - 6 589 ? (float)Constants.RegionSize - 6
584 : grp.AbsolutePosition.Y, 590 : grp.AbsolutePosition.Y,
585 grp.AbsolutePosition.Z); 591 grp.AbsolutePosition.Z);
586 592
@@ -698,8 +704,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
698 } 704 }
699 } 705 }
700 706
701 private SceneObjectGroup RezSingleAttachmentFromInventoryInternal( 707 protected SceneObjectGroup RezSingleAttachmentFromInventoryInternal(
702 IScenePresence sp, UUID itemID, UUID assetID, uint attachmentPt) 708 IScenePresence sp, UUID itemID, UUID assetID, uint attachmentPt, XmlDocument doc)
703 { 709 {
704 IInventoryAccessModule invAccess = m_scene.RequestModuleInterface<IInventoryAccessModule>(); 710 IInventoryAccessModule invAccess = m_scene.RequestModuleInterface<IInventoryAccessModule>();
705 if (invAccess != null) 711 if (invAccess != null)
@@ -707,7 +713,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
707 lock (sp.AttachmentsSyncLock) 713 lock (sp.AttachmentsSyncLock)
708 { 714 {
709 SceneObjectGroup objatt; 715 SceneObjectGroup objatt;
710 716
711 if (itemID != UUID.Zero) 717 if (itemID != UUID.Zero)
712 objatt = invAccess.RezObject(sp.ControllingClient, 718 objatt = invAccess.RezObject(sp.ControllingClient,
713 itemID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true, 719 itemID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true,
@@ -716,11 +722,11 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
716 objatt = invAccess.RezObject(sp.ControllingClient, 722 objatt = invAccess.RezObject(sp.ControllingClient,
717 null, assetID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true, 723 null, assetID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true,
718 false, false, sp.UUID, true); 724 false, false, sp.UUID, true);
719 725
720 // m_log.DebugFormat( 726 // m_log.DebugFormat(
721 // "[ATTACHMENTS MODULE]: Retrieved single object {0} for attachment to {1} on point {2}", 727 // "[ATTACHMENTS MODULE]: Retrieved single object {0} for attachment to {1} on point {2}",
722 // objatt.Name, remoteClient.Name, AttachmentPt); 728 // objatt.Name, remoteClient.Name, AttachmentPt);
723 729
724 if (objatt != null) 730 if (objatt != null)
725 { 731 {
726 // HasGroupChanged is being set from within RezObject. Ideally it would be set by the caller. 732 // HasGroupChanged is being set from within RezObject. Ideally it would be set by the caller.
@@ -728,7 +734,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
728 bool tainted = false; 734 bool tainted = false;
729 if (attachmentPt != 0 && attachmentPt != objatt.AttachmentPoint) 735 if (attachmentPt != 0 && attachmentPt != objatt.AttachmentPoint)
730 tainted = true; 736 tainted = true;
731 737
732 // This will throw if the attachment fails 738 // This will throw if the attachment fails
733 try 739 try
734 { 740 {
@@ -739,21 +745,21 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
739 m_log.ErrorFormat( 745 m_log.ErrorFormat(
740 "[ATTACHMENTS MODULE]: Failed to attach {0} {1} for {2}, exception {3}{4}", 746 "[ATTACHMENTS MODULE]: Failed to attach {0} {1} for {2}, exception {3}{4}",
741 objatt.Name, objatt.UUID, sp.Name, e.Message, e.StackTrace); 747 objatt.Name, objatt.UUID, sp.Name, e.Message, e.StackTrace);
742 748
743 // Make sure the object doesn't stick around and bail 749 // Make sure the object doesn't stick around and bail
744 sp.RemoveAttachment(objatt); 750 sp.RemoveAttachment(objatt);
745 m_scene.DeleteSceneObject(objatt, false); 751 m_scene.DeleteSceneObject(objatt, false);
746 return null; 752 return null;
747 } 753 }
748 754
749 if (tainted) 755 if (tainted)
750 objatt.HasGroupChanged = true; 756 objatt.HasGroupChanged = true;
751 757
752 // Fire after attach, so we don't get messy perms dialogs 758 // Fire after attach, so we don't get messy perms dialogs
753 // 4 == AttachedRez 759 // 4 == AttachedRez
754 objatt.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 4); 760 objatt.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 4);
755 objatt.ResumeScripts(); 761 objatt.ResumeScripts();
756 762
757 // Do this last so that event listeners have access to all the effects of the attachment 763 // Do this last so that event listeners have access to all the effects of the attachment
758 m_scene.EventManager.TriggerOnAttach(objatt.LocalId, itemID, sp.UUID); 764 m_scene.EventManager.TriggerOnAttach(objatt.LocalId, itemID, sp.UUID);
759 765
@@ -765,9 +771,23 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
765 "[ATTACHMENTS MODULE]: Could not retrieve item {0} for attaching to avatar {1} at point {2}", 771 "[ATTACHMENTS MODULE]: Could not retrieve item {0} for attaching to avatar {1} at point {2}",
766 itemID, sp.Name, attachmentPt); 772 itemID, sp.Name, attachmentPt);
767 } 773 }
774
775 if (doc != null)
776 {
777 objatt.LoadScriptState(doc);
778 objatt.ResetOwnerChangeFlag();
779 }
780
781 // Fire after attach, so we don't get messy perms dialogs
782 // 4 == AttachedRez
783 objatt.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 4);
784 objatt.ResumeScripts();
785
786 // Do this last so that event listeners have access to all the effects of the attachment
787 m_scene.EventManager.TriggerOnAttach(objatt.LocalId, itemID, sp.UUID);
768 } 788 }
769 } 789 }
770 790
771 return null; 791 return null;
772 } 792 }
773 793
diff --git a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs
index f06fb14..2efb269 100644
--- a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs
@@ -325,10 +325,6 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
325 if (checkonly) 325 if (checkonly)
326 return false; 326 return false;
327 327
328 m_log.DebugFormat(
329 "[AVFACTORY]: Missing baked texture {0} ({1}) for {2}, requesting rebake.",
330 face.TextureID, idx, sp.Name);
331
332 sp.ControllingClient.SendRebakeAvatarTextures(face.TextureID); 328 sp.ControllingClient.SendRebakeAvatarTextures(face.TextureID);
333 } 329 }
334 } 330 }
diff --git a/OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs b/OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs
index 10b4c37..4d8fb90 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:
@@ -233,8 +247,20 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
233 s.ForEachRootScenePresence( 247 s.ForEachRootScenePresence(
234 delegate(ScenePresence presence) 248 delegate(ScenePresence presence)
235 { 249 {
236 if (TrySendChatMessage(presence, fromPos, regionPos, fromID, fromName, c.Type, message, sourceType)) 250 ILandObject Presencecheck = s.LandChannel.GetLandObject(presence.AbsolutePosition.X, presence.AbsolutePosition.Y);
237 receiverIDs.Add(presence.UUID); 251 if (Presencecheck != null)
252 {
253 // This will pass all chat from objects. Not
254 // perfect, but it will do. For now. Better
255 // than the prior behavior of muting all
256 // objects on a parcel with access restrictions
257 if (c.Sender == null || Presencecheck.IsEitherBannedOrRestricted(c.Sender.AgentId) != true)
258 {
259 if (TrySendChatMessage(presence, fromPos, regionPos, fromID, fromNamePrefix + fromName, c.Type, message, sourceType))
260 receiverIDs.Add(presence.UUID);
261 }
262 }
263
238 } 264 }
239 ); 265 );
240 } 266 }
@@ -278,26 +304,29 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
278 } 304 }
279 305
280 // m_log.DebugFormat("[CHAT] Broadcast: fromID {0} fromName {1}, cType {2}, sType {3}", fromID, fromName, cType, sourceType); 306 // m_log.DebugFormat("[CHAT] Broadcast: fromID {0} fromName {1}, cType {2}, sType {3}", fromID, fromName, cType, sourceType);
281
282 HashSet<UUID> receiverIDs = new HashSet<UUID>(); 307 HashSet<UUID> receiverIDs = new HashSet<UUID>();
283 308
284 ((Scene)c.Scene).ForEachRootClient( 309 if (c.Scene != null)
285 delegate(IClientAPI client) 310 {
286 { 311 ((Scene)c.Scene).ForEachRootClient
287 // don't forward SayOwner chat from objects to 312 (
288 // non-owner agents 313 delegate(IClientAPI client)
289 if ((c.Type == ChatTypeEnum.Owner) && 314 {
290 (null != c.SenderObject) && 315 // don't forward SayOwner chat from objects to
291 (((SceneObjectPart)c.SenderObject).OwnerID != client.AgentId)) 316 // non-owner agents
292 return; 317 if ((c.Type == ChatTypeEnum.Owner) &&
293 318 (null != c.SenderObject) &&
294 client.SendChatMessage(c.Message, (byte)cType, CenterOfRegion, fromName, fromID, 319 (((SceneObjectPart)c.SenderObject).OwnerID != client.AgentId))
295 (byte)sourceType, (byte)ChatAudibleLevel.Fully); 320 return;
296 receiverIDs.Add(client.AgentId); 321
297 }); 322 client.SendChatMessage(c.Message, (byte)cType, CenterOfRegion, fromName, fromID,
298 323 (byte)sourceType, (byte)ChatAudibleLevel.Fully);
299 (c.Scene as Scene).EventManager.TriggerOnChatToClients( 324 receiverIDs.Add(client.AgentId);
300 fromID, receiverIDs, c.Message, cType, CenterOfRegion, fromName, sourceType, ChatAudibleLevel.Fully); 325 }
326 );
327 (c.Scene as Scene).EventManager.TriggerOnChatToClients(
328 fromID, receiverIDs, c.Message, cType, CenterOfRegion, fromName, sourceType, ChatAudibleLevel.Fully);
329 }
301 } 330 }
302 331
303 /// <summary> 332 /// <summary>
@@ -340,5 +369,35 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
340 369
341 return true; 370 return true;
342 } 371 }
372
373 Dictionary<UUID, System.Threading.Timer> Timers = new Dictionary<UUID, System.Threading.Timer>();
374 public void ParcelFreezeUser(IClientAPI client, UUID parcelowner, uint flags, UUID target)
375 {
376 System.Threading.Timer Timer;
377 if (flags == 0)
378 {
379 FreezeCache.Add(target.ToString());
380 System.Threading.TimerCallback timeCB = new System.Threading.TimerCallback(OnEndParcelFrozen);
381 Timer = new System.Threading.Timer(timeCB, target, 30000, 0);
382 Timers.Add(target, Timer);
383 }
384 else
385 {
386 FreezeCache.Remove(target.ToString());
387 Timers.TryGetValue(target, out Timer);
388 Timers.Remove(target);
389 Timer.Dispose();
390 }
391 }
392
393 private void OnEndParcelFrozen(object avatar)
394 {
395 UUID target = (UUID)avatar;
396 FreezeCache.Remove(target.ToString());
397 System.Threading.Timer Timer;
398 Timers.TryGetValue(target, out Timer);
399 Timers.Remove(target);
400 Timer.Dispose();
401 }
343 } 402 }
344} 403}
diff --git a/OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs b/OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs
index ffe7718..bb2cd1f 100644
--- a/OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs
@@ -216,4 +216,4 @@ namespace OpenSim.Region.CoreModules.Avatar.Dialog
216 return result; 216 return result;
217 } 217 }
218 } 218 }
219} \ No newline at end of file 219}
diff --git a/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs b/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs
index c266fe5..5d94ff7 100644
--- a/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs
@@ -328,7 +328,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
328 //m_log.DebugFormat("[XXX]: OnClientLogin!"); 328 //m_log.DebugFormat("[XXX]: OnClientLogin!");
329 // Inform the friends that this user is online 329 // Inform the friends that this user is online
330 StatusChange(agentID, true); 330 StatusChange(agentID, true);
331 331
332 // Register that we need to send the list of online friends to this user 332 // Register that we need to send the list of online friends to this user
333 lock (m_NeedsListOfOnlineFriends) 333 lock (m_NeedsListOfOnlineFriends)
334 m_NeedsListOfOnlineFriends.Add(agentID); 334 m_NeedsListOfOnlineFriends.Add(agentID);
@@ -603,6 +603,12 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
603 { 603 {
604 StoreFriendships(client.AgentId, friendID); 604 StoreFriendships(client.AgentId, friendID);
605 605
606 ICallingCardModule ccm = client.Scene.RequestModuleInterface<ICallingCardModule>();
607 if (ccm != null)
608 {
609 ccm.CreateCallingCard(client.AgentId, friendID, UUID.Zero);
610 }
611
606 // Update the local cache 612 // Update the local cache
607 RecacheFriends(client); 613 RecacheFriends(client);
608 614
@@ -779,6 +785,13 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
779 (byte)OpenMetaverse.InstantMessageDialog.FriendshipAccepted, userID.ToString(), false, Vector3.Zero); 785 (byte)OpenMetaverse.InstantMessageDialog.FriendshipAccepted, userID.ToString(), false, Vector3.Zero);
780 friendClient.SendInstantMessage(im); 786 friendClient.SendInstantMessage(im);
781 787
788 ICallingCardModule ccm = friendClient.Scene.RequestModuleInterface<ICallingCardModule>();
789 if (ccm != null)
790 {
791 ccm.CreateCallingCard(friendID, userID, UUID.Zero);
792 }
793
794
782 // Update the local cache 795 // Update the local cache
783 RecacheFriends(friendClient); 796 RecacheFriends(friendClient);
784 797
@@ -801,7 +814,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
801 // we're done 814 // we're done
802 return true; 815 return true;
803 } 816 }
804 817
805 return false; 818 return false;
806 } 819 }
807 820
@@ -853,7 +866,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
853 866
854 public bool LocalStatusNotification(UUID userID, UUID friendID, bool online) 867 public bool LocalStatusNotification(UUID userID, UUID friendID, bool online)
855 { 868 {
856// m_log.DebugFormat("[FRIENDS]: Local Status Notify {0} that user {1} is {2}", friendID, userID, online); 869 //m_log.DebugFormat("[FRIENDS]: Local Status Notify {0} that user {1} is {2}", friendID, userID, online);
857 IClientAPI friendClient = LocateClientObject(friendID); 870 IClientAPI friendClient = LocateClientObject(friendID);
858 if (friendClient != null) 871 if (friendClient != null)
859 { 872 {
diff --git a/OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs b/OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs
index 2e3312f..1492302 100644
--- a/OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs
@@ -31,16 +31,40 @@ using OpenMetaverse;
31using OpenSim.Framework; 31using OpenSim.Framework;
32using OpenSim.Region.Framework.Scenes; 32using OpenSim.Region.Framework.Scenes;
33using OpenSim.Region.Framework.Interfaces; 33using OpenSim.Region.Framework.Interfaces;
34using System;
35using System.Reflection;
36using System.Collections;
37using System.Collections.Specialized;
38using System.Reflection;
39using System.IO;
40using System.Web;
41using System.Xml;
42using log4net;
43using Mono.Addins;
44using OpenMetaverse.Messages.Linden;
45using OpenMetaverse.StructuredData;
46using OpenSim.Framework.Capabilities;
47using OpenSim.Framework.Servers;
48using OpenSim.Framework.Servers.HttpServer;
49using Caps = OpenSim.Framework.Capabilities.Caps;
50using OSDArray = OpenMetaverse.StructuredData.OSDArray;
51using OSDMap = OpenMetaverse.StructuredData.OSDMap;
34 52
35namespace OpenSim.Region.CoreModules.Avatar.Gods 53namespace OpenSim.Region.CoreModules.Avatar.Gods
36{ 54{
37 public class GodsModule : IRegionModule, IGodsModule 55 public class GodsModule : IRegionModule, IGodsModule
38 { 56 {
57 private static readonly ILog m_log =
58 LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
59
39 /// <summary>Special UUID for actions that apply to all agents</summary> 60 /// <summary>Special UUID for actions that apply to all agents</summary>
40 private static readonly UUID ALL_AGENTS = new UUID("44e87126-e794-4ded-05b3-7c42da3d5cdb"); 61 private static readonly UUID ALL_AGENTS = new UUID("44e87126-e794-4ded-05b3-7c42da3d5cdb");
41 62
42 protected Scene m_scene; 63 protected Scene m_scene;
43 protected IDialogModule m_dialogModule; 64 protected IDialogModule m_dialogModule;
65
66 protected Dictionary<UUID, string> m_capsDict =
67 new Dictionary<UUID, string>();
44 68
45 public void Initialise(Scene scene, IConfigSource source) 69 public void Initialise(Scene scene, IConfigSource source)
46 { 70 {
@@ -48,6 +72,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Gods
48 m_dialogModule = m_scene.RequestModuleInterface<IDialogModule>(); 72 m_dialogModule = m_scene.RequestModuleInterface<IDialogModule>();
49 m_scene.RegisterModuleInterface<IGodsModule>(this); 73 m_scene.RegisterModuleInterface<IGodsModule>(this);
50 m_scene.EventManager.OnNewClient += SubscribeToClientEvents; 74 m_scene.EventManager.OnNewClient += SubscribeToClientEvents;
75 m_scene.EventManager.OnRegisterCaps += OnRegisterCaps;
76 m_scene.EventManager.OnClientClosed += OnClientClosed;
77 scene.EventManager.OnIncomingInstantMessage +=
78 OnIncomingInstantMessage;
51 } 79 }
52 80
53 public void PostInitialise() {} 81 public void PostInitialise() {}
@@ -67,6 +95,54 @@ namespace OpenSim.Region.CoreModules.Avatar.Gods
67 client.OnRequestGodlikePowers -= RequestGodlikePowers; 95 client.OnRequestGodlikePowers -= RequestGodlikePowers;
68 } 96 }
69 97
98 private void OnClientClosed(UUID agentID, Scene scene)
99 {
100 m_capsDict.Remove(agentID);
101 }
102
103 private void OnRegisterCaps(UUID agentID, Caps caps)
104 {
105 string uri = "/CAPS/" + UUID.Random();
106 m_capsDict[agentID] = uri;
107
108 caps.RegisterHandler("UntrustedSimulatorMessage",
109 new RestStreamHandler("POST", uri,
110 HandleUntrustedSimulatorMessage));
111 }
112
113 private string HandleUntrustedSimulatorMessage(string request,
114 string path, string param, IOSHttpRequest httpRequest,
115 IOSHttpResponse httpResponse)
116 {
117 OSDMap osd = (OSDMap)OSDParser.DeserializeLLSDXml(request);
118
119 string message = osd["message"].AsString();
120
121 if (message == "GodKickUser")
122 {
123 OSDMap body = (OSDMap)osd["body"];
124 OSDArray userInfo = (OSDArray)body["UserInfo"];
125 OSDMap userData = (OSDMap)userInfo[0];
126
127 UUID agentID = userData["AgentID"].AsUUID();
128 UUID godID = userData["GodID"].AsUUID();
129 UUID godSessionID = userData["GodSessionID"].AsUUID();
130 uint kickFlags = userData["KickFlags"].AsUInteger();
131 string reason = userData["Reason"].AsString();
132
133 ScenePresence god = m_scene.GetScenePresence(godID);
134 if (god == null || god.ControllingClient.SessionId != godSessionID)
135 return String.Empty;
136
137 KickUser(godID, godSessionID, agentID, kickFlags, Util.StringToBytes1024(reason));
138 }
139 else
140 {
141 m_log.ErrorFormat("[GOD]: Unhandled UntrustedSimulatorMessage: {0}", message);
142 }
143 return String.Empty;
144 }
145
70 public void RequestGodlikePowers( 146 public void RequestGodlikePowers(
71 UUID agentID, UUID sessionID, UUID token, bool godLike, IClientAPI controllingClient) 147 UUID agentID, UUID sessionID, UUID token, bool godLike, IClientAPI controllingClient)
72 { 148 {
@@ -115,69 +191,85 @@ namespace OpenSim.Region.CoreModules.Avatar.Gods
115 /// <param name="reason">The message to send to the user after it's been turned into a field</param> 191 /// <param name="reason">The message to send to the user after it's been turned into a field</param>
116 public void KickUser(UUID godID, UUID sessionID, UUID agentID, uint kickflags, byte[] reason) 192 public void KickUser(UUID godID, UUID sessionID, UUID agentID, uint kickflags, byte[] reason)
117 { 193 {
118 UUID kickUserID = ALL_AGENTS; 194 if (!m_scene.Permissions.IsGod(godID))
119 195 return;
196
120 ScenePresence sp = m_scene.GetScenePresence(agentID); 197 ScenePresence sp = m_scene.GetScenePresence(agentID);
121 198
122 if (sp != null || agentID == kickUserID) 199 if (sp == null && agentID != ALL_AGENTS)
123 { 200 {
124 if (m_scene.Permissions.IsGod(godID)) 201 IMessageTransferModule transferModule =
202 m_scene.RequestModuleInterface<IMessageTransferModule>();
203 if (transferModule != null)
125 { 204 {
126 if (kickflags == 0) 205 m_log.DebugFormat("[GODS]: Sending nonlocal kill for agent {0}", agentID);
127 { 206 transferModule.SendInstantMessage(new GridInstantMessage(
128 if (agentID == kickUserID) 207 m_scene, godID, "God", agentID, (byte)250, false,
129 { 208 Utils.BytesToString(reason), UUID.Zero, true,
130 string reasonStr = Utils.BytesToString(reason); 209 new Vector3(), new byte[] {(byte)kickflags}),
131 210 delegate(bool success) {} );
132 m_scene.ForEachClient( 211 }
133 delegate(IClientAPI controller) 212 return;
134 { 213 }
135 if (controller.AgentId != godID)
136 controller.Kick(reasonStr);
137 }
138 );
139
140 // This is a bit crude. It seems the client will be null before it actually stops the thread
141 // The thread will kill itself eventually :/
142 // Is there another way to make sure *all* clients get this 'inter region' message?
143 m_scene.ForEachRootClient(
144 delegate(IClientAPI client)
145 {
146 if (client.AgentId != godID)
147 {
148 client.Close();
149 }
150 }
151 );
152 }
153 else
154 {
155 m_scene.SceneGraph.removeUserCount(!sp.IsChildAgent);
156 214
157 sp.ControllingClient.Kick(Utils.BytesToString(reason)); 215 switch (kickflags)
158 sp.ControllingClient.Close(); 216 {
159 } 217 case 0:
160 } 218 if (sp != null)
161 219 {
162 if (kickflags == 1) 220 KickPresence(sp, Utils.BytesToString(reason));
163 {
164 sp.AllowMovement = false;
165 m_dialogModule.SendAlertToUser(agentID, Utils.BytesToString(reason));
166 m_dialogModule.SendAlertToUser(godID, "User Frozen");
167 }
168
169 if (kickflags == 2)
170 {
171 sp.AllowMovement = true;
172 m_dialogModule.SendAlertToUser(agentID, Utils.BytesToString(reason));
173 m_dialogModule.SendAlertToUser(godID, "User Unfrozen");
174 }
175 } 221 }
176 else 222 else if (agentID == ALL_AGENTS)
177 { 223 {
178 m_dialogModule.SendAlertToUser(godID, "Kick request denied"); 224 m_scene.ForEachRootScenePresence(
225 delegate(ScenePresence p)
226 {
227 if (p.UUID != godID && (!m_scene.Permissions.IsGod(p.UUID)))
228 KickPresence(p, Utils.BytesToString(reason));
229 }
230 );
179 } 231 }
232 break;
233 case 1:
234 if (sp != null)
235 {
236 sp.AllowMovement = false;
237 m_dialogModule.SendAlertToUser(agentID, Utils.BytesToString(reason));
238 m_dialogModule.SendAlertToUser(godID, "User Frozen");
239 }
240 break;
241 case 2:
242 if (sp != null)
243 {
244 sp.AllowMovement = true;
245 m_dialogModule.SendAlertToUser(agentID, Utils.BytesToString(reason));
246 m_dialogModule.SendAlertToUser(godID, "User Unfrozen");
247 }
248 break;
249 default:
250 break;
251 }
252 }
253
254 private void KickPresence(ScenePresence sp, string reason)
255 {
256 if (sp.IsChildAgent)
257 return;
258 sp.ControllingClient.Kick(reason);
259 sp.Scene.IncomingCloseAgent(sp.UUID);
260 }
261
262 private void OnIncomingInstantMessage(GridInstantMessage msg)
263 {
264 if (msg.dialog == (uint)250) // Nonlocal kick
265 {
266 UUID agentID = new UUID(msg.toAgentID);
267 string reason = msg.message;
268 UUID godID = new UUID(msg.fromAgentID);
269 uint kickMode = (uint)msg.binaryBucket[0];
270
271 KickUser(godID, UUID.Zero, agentID, kickMode, Util.StringToBytes1024(reason));
180 } 272 }
181 } 273 }
182 } 274 }
183} \ No newline at end of file 275}
diff --git a/OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs b/OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs
index ca5d485..1af4d68 100644
--- a/OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs
@@ -157,6 +157,32 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
157 return; 157 return;
158 } 158 }
159 159
160 //DateTime dt = DateTime.UtcNow;
161
162 // Ticks from UtcNow, but make it look like local. Evil, huh?
163 //dt = DateTime.SpecifyKind(dt, DateTimeKind.Local);
164
165 //try
166 //{
167 // // Convert that to the PST timezone
168 // TimeZoneInfo timeZoneInfo = TimeZoneInfo.FindSystemTimeZoneById("America/Los_Angeles");
169 // dt = TimeZoneInfo.ConvertTime(dt, timeZoneInfo);
170 //}
171 //catch
172 //{
173 // //m_log.Info("[OFFLINE MESSAGING]: No PST timezone found on this machine. Saving with local timestamp.");
174 //}
175
176 //// And make it look local again to fool the unix time util
177 //dt = DateTime.SpecifyKind(dt, DateTimeKind.Utc);
178
179 // If client is null, this message comes from storage and IS offline
180 if (client != null)
181 im.offline = 0;
182
183 if (im.offline == 0)
184 im.timestamp = (uint)Util.UnixTimeSinceEpoch();
185
160 if (m_TransferModule != null) 186 if (m_TransferModule != null)
161 { 187 {
162 if (client != null) 188 if (client != null)
diff --git a/OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs b/OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs
index 0dad3c4..6064ddc 100644
--- a/OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs
@@ -48,6 +48,7 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
48 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 48 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
49 49
50 private bool m_Enabled = false; 50 private bool m_Enabled = false;
51 protected string m_MessageKey = String.Empty;
51 protected List<Scene> m_Scenes = new List<Scene>(); 52 protected List<Scene> m_Scenes = new List<Scene>();
52 protected Dictionary<UUID, UUID> m_UserRegionMap = new Dictionary<UUID, UUID>(); 53 protected Dictionary<UUID, UUID> m_UserRegionMap = new Dictionary<UUID, UUID>();
53 54
@@ -67,14 +68,17 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
67 public virtual void Initialise(IConfigSource config) 68 public virtual void Initialise(IConfigSource config)
68 { 69 {
69 IConfig cnf = config.Configs["Messaging"]; 70 IConfig cnf = config.Configs["Messaging"];
70 if (cnf != null && cnf.GetString( 71 if (cnf != null)
71 "MessageTransferModule", "MessageTransferModule") !=
72 "MessageTransferModule")
73 { 72 {
74 m_log.Debug("[MESSAGE TRANSFER]: Disabled by configuration"); 73 if (cnf.GetString("MessageTransferModule",
75 return; 74 "MessageTransferModule") != "MessageTransferModule")
76 } 75 {
76 return;
77 }
77 78
79 m_MessageKey = cnf.GetString("MessageKey", String.Empty);
80 }
81 m_log.Debug("[MESSAGE TRANSFER]: Module enabled");
78 m_Enabled = true; 82 m_Enabled = true;
79 } 83 }
80 84
@@ -244,6 +248,19 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
244 && requestData.ContainsKey("position_z") && requestData.ContainsKey("region_id") 248 && requestData.ContainsKey("position_z") && requestData.ContainsKey("region_id")
245 && requestData.ContainsKey("binary_bucket")) 249 && requestData.ContainsKey("binary_bucket"))
246 { 250 {
251 if (m_MessageKey != String.Empty)
252 {
253 XmlRpcResponse error_resp = new XmlRpcResponse();
254 Hashtable error_respdata = new Hashtable();
255 error_respdata["success"] = "FALSE";
256 error_resp.Value = error_respdata;
257
258 if (!requestData.Contains("message_key"))
259 return error_resp;
260 if (m_MessageKey != (string)requestData["message_key"])
261 return error_resp;
262 }
263
247 // Do the easy way of validating the UUIDs 264 // Do the easy way of validating the UUIDs
248 UUID.TryParse((string)requestData["from_agent_id"], out fromAgentID); 265 UUID.TryParse((string)requestData["from_agent_id"], out fromAgentID);
249 UUID.TryParse((string)requestData["to_agent_id"], out toAgentID); 266 UUID.TryParse((string)requestData["to_agent_id"], out toAgentID);
@@ -420,24 +437,37 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
420 return resp; 437 return resp;
421 } 438 }
422 439
423 /// <summary> 440 private delegate void GridInstantMessageDelegate(GridInstantMessage im, MessageResultNotification result);
424 /// delegate for sending a grid instant message asynchronously
425 /// </summary>
426 public delegate void GridInstantMessageDelegate(GridInstantMessage im, MessageResultNotification result, UUID prevRegionID);
427 441
428 protected virtual void GridInstantMessageCompleted(IAsyncResult iar) 442 private class GIM {
429 { 443 public GridInstantMessage im;
430 GridInstantMessageDelegate icon = 444 public MessageResultNotification result;
431 (GridInstantMessageDelegate)iar.AsyncState; 445 };
432 icon.EndInvoke(iar);
433 }
434 446
447 private Queue<GIM> pendingInstantMessages = new Queue<GIM>();
448 private int numInstantMessageThreads = 0;
435 449
436 protected virtual void SendGridInstantMessageViaXMLRPC(GridInstantMessage im, MessageResultNotification result) 450 private void SendGridInstantMessageViaXMLRPC(GridInstantMessage im, MessageResultNotification result)
437 { 451 {
438 GridInstantMessageDelegate d = SendGridInstantMessageViaXMLRPCAsync; 452 lock (pendingInstantMessages) {
453 if (numInstantMessageThreads >= 4) {
454 GIM gim = new GIM();
455 gim.im = im;
456 gim.result = result;
457 pendingInstantMessages.Enqueue(gim);
458 } else {
459 ++ numInstantMessageThreads;
460 //m_log.DebugFormat("[SendGridInstantMessageViaXMLRPC]: ++numInstantMessageThreads={0}", numInstantMessageThreads);
461 GridInstantMessageDelegate d = SendGridInstantMessageViaXMLRPCAsyncMain;
462 d.BeginInvoke(im, result, GridInstantMessageCompleted, d);
463 }
464 }
465 }
439 466
440 d.BeginInvoke(im, result, UUID.Zero, GridInstantMessageCompleted, d); 467 private void GridInstantMessageCompleted(IAsyncResult iar)
468 {
469 GridInstantMessageDelegate d = (GridInstantMessageDelegate)iar.AsyncState;
470 d.EndInvoke(iar);
441 } 471 }
442 472
443 /// <summary> 473 /// <summary>
@@ -452,8 +482,31 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
452 /// Pass in 0 the first time this method is called. It will be called recursively with the last 482 /// Pass in 0 the first time this method is called. It will be called recursively with the last
453 /// regionhandle tried 483 /// regionhandle tried
454 /// </param> 484 /// </param>
455 protected virtual void SendGridInstantMessageViaXMLRPCAsync(GridInstantMessage im, MessageResultNotification result, UUID prevRegionID) 485 private void SendGridInstantMessageViaXMLRPCAsyncMain(GridInstantMessage im, MessageResultNotification result)
456 { 486 {
487 GIM gim;
488 do {
489 try {
490 SendGridInstantMessageViaXMLRPCAsync(im, result, UUID.Zero);
491 } catch (Exception e) {
492 m_log.Error("[SendGridInstantMessageViaXMLRPC]: exception " + e.Message);
493 }
494 lock (pendingInstantMessages) {
495 if (pendingInstantMessages.Count > 0) {
496 gim = pendingInstantMessages.Dequeue();
497 im = gim.im;
498 result = gim.result;
499 } else {
500 gim = null;
501 -- numInstantMessageThreads;
502 //m_log.DebugFormat("[SendGridInstantMessageViaXMLRPC]: --numInstantMessageThreads={0}", numInstantMessageThreads);
503 }
504 }
505 } while (gim != null);
506 }
507 private void SendGridInstantMessageViaXMLRPCAsync(GridInstantMessage im, MessageResultNotification result, UUID prevRegionID)
508 {
509
457 UUID toAgentID = new UUID(im.toAgentID); 510 UUID toAgentID = new UUID(im.toAgentID);
458 511
459 PresenceInfo upd = null; 512 PresenceInfo upd = null;
@@ -520,7 +573,7 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
520 573
521 if (upd != null) 574 if (upd != null)
522 { 575 {
523 GridRegion reginfo = m_Scenes[0].GridService.GetRegionByUUID(m_Scenes[0].RegionInfo.ScopeID, 576 GridRegion reginfo = m_Scenes[0].GridService.GetRegionByUUID(UUID.Zero,
524 upd.RegionID); 577 upd.RegionID);
525 if (reginfo != null) 578 if (reginfo != null)
526 { 579 {
@@ -669,6 +722,8 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
669 gim["position_z"] = msg.Position.Z.ToString(); 722 gim["position_z"] = msg.Position.Z.ToString();
670 gim["region_id"] = msg.RegionID.ToString(); 723 gim["region_id"] = msg.RegionID.ToString();
671 gim["binary_bucket"] = Convert.ToBase64String(msg.binaryBucket,Base64FormattingOptions.None); 724 gim["binary_bucket"] = Convert.ToBase64String(msg.binaryBucket,Base64FormattingOptions.None);
725 if (m_MessageKey != String.Empty)
726 gim["message_key"] = m_MessageKey;
672 return gim; 727 return gim;
673 } 728 }
674 729
diff --git a/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs b/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs
index de25048..b27b07d 100644
--- a/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs
@@ -171,7 +171,11 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
171 171
172 private void RetrieveInstantMessages(IClientAPI client) 172 private void RetrieveInstantMessages(IClientAPI client)
173 { 173 {
174 if (m_RestURL != "") 174 if (m_RestURL == String.Empty)
175 {
176 return;
177 }
178 else
175 { 179 {
176 m_log.DebugFormat("[OFFLINE MESSAGING]: Retrieving stored messages for {0}", client.AgentId); 180 m_log.DebugFormat("[OFFLINE MESSAGING]: Retrieving stored messages for {0}", client.AgentId);
177 181
@@ -179,22 +183,25 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
179 = SynchronousRestObjectRequester.MakeRequest<UUID, List<GridInstantMessage>>( 183 = SynchronousRestObjectRequester.MakeRequest<UUID, List<GridInstantMessage>>(
180 "POST", m_RestURL + "/RetrieveMessages/", client.AgentId); 184 "POST", m_RestURL + "/RetrieveMessages/", client.AgentId);
181 185
182 if (msglist == null) 186 if (msglist != null)
183 m_log.WarnFormat("[OFFLINE MESSAGING]: WARNING null message list.");
184
185 foreach (GridInstantMessage im in msglist)
186 { 187 {
187 // client.SendInstantMessage(im); 188 foreach (GridInstantMessage im in msglist)
188 189 {
189 // Send through scene event manager so all modules get a chance 190 // client.SendInstantMessage(im);
190 // to look at this message before it gets delivered. 191
191 // 192 // Send through scene event manager so all modules get a chance
192 // Needed for proper state management for stored group 193 // to look at this message before it gets delivered.
193 // invitations 194 //
194 // 195 // Needed for proper state management for stored group
195 Scene s = FindScene(client.AgentId); 196 // invitations
196 if (s != null) 197 //
197 s.EventManager.TriggerIncomingInstantMessage(im); 198
199 im.offline = 1;
200
201 Scene s = FindScene(client.AgentId);
202 if (s != null)
203 s.EventManager.TriggerIncomingInstantMessage(im);
204 }
198 } 205 }
199 } 206 }
200 } 207 }
@@ -205,24 +212,19 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
205 im.dialog != (byte)InstantMessageDialog.MessageFromAgent && 212 im.dialog != (byte)InstantMessageDialog.MessageFromAgent &&
206 im.dialog != (byte)InstantMessageDialog.GroupNotice && 213 im.dialog != (byte)InstantMessageDialog.GroupNotice &&
207 im.dialog != (byte)InstantMessageDialog.GroupInvitation && 214 im.dialog != (byte)InstantMessageDialog.GroupInvitation &&
208 im.dialog != (byte)InstantMessageDialog.InventoryOffered) 215 im.dialog != (byte)InstantMessageDialog.InventoryOffered &&
216 im.dialog != (byte)InstantMessageDialog.TaskInventoryOffered)
209 { 217 {
210 return; 218 return;
211 } 219 }
212 220
213 if (!m_ForwardOfflineGroupMessages)
214 {
215 if (im.dialog == (byte)InstantMessageDialog.GroupNotice ||
216 im.dialog != (byte)InstantMessageDialog.GroupInvitation)
217 return;
218 }
219
220 Scene scene = FindScene(new UUID(im.fromAgentID)); 221 Scene scene = FindScene(new UUID(im.fromAgentID));
221 if (scene == null) 222 if (scene == null)
222 scene = m_SceneList[0]; 223 scene = m_SceneList[0];
223 224
224 bool success = SynchronousRestObjectRequester.MakeRequest<GridInstantMessage, bool>( 225 bool success = SynchronousRestObjectRequester.MakeRequest<GridInstantMessage, bool>(
225 "POST", m_RestURL+"/SaveMessage/", im); 226 "POST", m_RestURL+"/SaveMessage/?scope=" +
227 scene.RegionInfo.ScopeID.ToString(), im);
226 228
227 if (im.dialog == (byte)InstantMessageDialog.MessageFromAgent) 229 if (im.dialog == (byte)InstantMessageDialog.MessageFromAgent)
228 { 230 {
diff --git a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveReadRequest.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveReadRequest.cs
index 6b24718..a19bbfd 100644
--- a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveReadRequest.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveReadRequest.cs
@@ -632,4 +632,4 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
632 m_assetsLoaded = true; 632 m_assetsLoaded = true;
633 } 633 }
634 } 634 }
635} \ No newline at end of file 635}
diff --git a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveWriteRequest.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveWriteRequest.cs
index 36ecb3b..63fde07 100644
--- a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveWriteRequest.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveWriteRequest.cs
@@ -178,9 +178,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
178 InventoryFolderBase inventoryFolder, string path, bool saveThisFolderItself, 178 InventoryFolderBase inventoryFolder, string path, bool saveThisFolderItself,
179 Dictionary<string, object> options, IUserAccountService userAccountService) 179 Dictionary<string, object> options, IUserAccountService userAccountService)
180 { 180 {
181 if (options.ContainsKey("verbose"))
182 m_log.InfoFormat("[INVENTORY ARCHIVER]: Saving folder {0}", inventoryFolder.Name);
183
184 if (saveThisFolderItself) 181 if (saveThisFolderItself)
185 { 182 {
186 path += CreateArchiveFolderName(inventoryFolder); 183 path += CreateArchiveFolderName(inventoryFolder);
@@ -449,4 +446,4 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
449 return s; 446 return s;
450 } 447 }
451 } 448 }
452} \ No newline at end of file 449}
diff --git a/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs
index 19c774f..da708d2 100644
--- a/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs
@@ -175,8 +175,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
175 if (im.binaryBucket.Length < 17) // Invalid 175 if (im.binaryBucket.Length < 17) // Invalid
176 return; 176 return;
177 177
178 UUID receipientID = new UUID(im.toAgentID); 178 UUID recipientID = new UUID(im.toAgentID);
179 ScenePresence user = scene.GetScenePresence(receipientID); 179 ScenePresence user = scene.GetScenePresence(recipientID);
180 UUID copyID; 180 UUID copyID;
181 181
182 // First byte is the asset type 182 // First byte is the asset type
@@ -191,7 +191,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
191 folderID, new UUID(im.toAgentID)); 191 folderID, new UUID(im.toAgentID));
192 192
193 InventoryFolderBase folderCopy 193 InventoryFolderBase folderCopy
194 = scene.GiveInventoryFolder(receipientID, client.AgentId, folderID, UUID.Zero); 194 = scene.GiveInventoryFolder(recipientID, client.AgentId, folderID, UUID.Zero);
195 195
196 if (folderCopy == null) 196 if (folderCopy == null)
197 { 197 {
@@ -244,6 +244,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
244 im.imSessionID = itemID.Guid; 244 im.imSessionID = itemID.Guid;
245 } 245 }
246 246
247 im.offline = 0;
248
247 // Send the IM to the recipient. The item is already 249 // Send the IM to the recipient. The item is already
248 // in their inventory, so it will not be lost if 250 // in their inventory, so it will not be lost if
249 // they are offline. 251 // they are offline.
@@ -263,7 +265,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
263 }); 265 });
264 } 266 }
265 } 267 }
266 else if (im.dialog == (byte) InstantMessageDialog.InventoryAccepted) 268 else if (im.dialog == (byte) InstantMessageDialog.InventoryAccepted ||
269 im.dialog == (byte) InstantMessageDialog.TaskInventoryAccepted)
267 { 270 {
268 ScenePresence user = scene.GetScenePresence(new UUID(im.toAgentID)); 271 ScenePresence user = scene.GetScenePresence(new UUID(im.toAgentID));
269 272
@@ -274,30 +277,11 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
274 else 277 else
275 { 278 {
276 if (m_TransferModule != null) 279 if (m_TransferModule != null)
277 m_TransferModule.SendInstantMessage(im, delegate(bool success) { 280 m_TransferModule.SendInstantMessage(im, delegate(bool success) {});
278
279 // justincc - FIXME: Comment out for now. This code was added in commit db91044 Mon Aug 22 2011
280 // and is apparently supposed to fix bulk inventory updates after accepting items. But
281 // instead it appears to cause two copies of an accepted folder for the receiving user in
282 // at least some cases. Folder/item update is already done when the offer is made (see code above)
283
284// // Send BulkUpdateInventory
285// IInventoryService invService = scene.InventoryService;
286// UUID inventoryEntityID = new UUID(im.imSessionID); // The inventory item /folder, back from it's trip
287//
288// InventoryFolderBase folder = new InventoryFolderBase(inventoryEntityID, client.AgentId);
289// folder = invService.GetFolder(folder);
290//
291// ScenePresence fromUser = scene.GetScenePresence(new UUID(im.fromAgentID));
292//
293// // If the user has left the scene by the time the message comes back then we can't send
294// // them the update.
295// if (fromUser != null)
296// fromUser.ControllingClient.SendBulkUpdateInventory(folder);
297 });
298 } 281 }
299 } 282 }
300 else if (im.dialog == (byte) InstantMessageDialog.InventoryDeclined) 283 else if (im.dialog == (byte) InstantMessageDialog.InventoryDeclined ||
284 im.dialog == (byte) InstantMessageDialog.TaskInventoryDeclined)
301 { 285 {
302 // Here, the recipient is local and we can assume that the 286 // Here, the recipient is local and we can assume that the
303 // inventory is loaded. Courtesy of the above bulk update, 287 // inventory is loaded. Courtesy of the above bulk update,
@@ -333,6 +317,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
333 { 317 {
334 folder.ParentID = trashFolder.ID; 318 folder.ParentID = trashFolder.ID;
335 invService.MoveFolder(folder); 319 invService.MoveFolder(folder);
320 client.SendBulkUpdateInventory(folder);
336 } 321 }
337 } 322 }
338 323
@@ -433,22 +418,113 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
433 /// 418 ///
434 /// </summary> 419 /// </summary>
435 /// <param name="msg"></param> 420 /// <param name="msg"></param>
436 private void OnGridInstantMessage(GridInstantMessage msg) 421 private void OnGridInstantMessage(GridInstantMessage im)
437 { 422 {
438 // Check if this is ours to handle 423 // Check if this is ours to handle
439 // 424 //
440 Scene scene = FindClientScene(new UUID(msg.toAgentID)); 425 Scene scene = FindClientScene(new UUID(im.toAgentID));
441 426
442 if (scene == null) 427 if (scene == null)
443 return; 428 return;
444 429
445 // Find agent to deliver to 430 // Find agent to deliver to
446 // 431 //
447 ScenePresence user = scene.GetScenePresence(new UUID(msg.toAgentID)); 432 ScenePresence user = scene.GetScenePresence(new UUID(im.toAgentID));
433 if (user == null)
434 return;
435
436 // This requires a little bit of processing because we have to make the
437 // new item visible in the recipient's inventory here
438 //
439 if (im.dialog == (byte) InstantMessageDialog.InventoryOffered)
440 {
441 if (im.binaryBucket.Length < 17) // Invalid
442 return;
443
444 UUID recipientID = new UUID(im.toAgentID);
445
446 // First byte is the asset type
447 AssetType assetType = (AssetType)im.binaryBucket[0];
448
449 if (AssetType.Folder == assetType)
450 {
451 UUID folderID = new UUID(im.binaryBucket, 1);
448 452
449 // Just forward to local handling 453 InventoryFolderBase given =
450 OnInstantMessage(user.ControllingClient, msg); 454 new InventoryFolderBase(folderID, recipientID);
455 InventoryFolderBase folder =
456 scene.InventoryService.GetFolder(given);
451 457
458 if (folder != null)
459 user.ControllingClient.SendBulkUpdateInventory(folder);
460 }
461 else
462 {
463 UUID itemID = new UUID(im.binaryBucket, 1);
464
465 InventoryItemBase given =
466 new InventoryItemBase(itemID, recipientID);
467 InventoryItemBase item =
468 scene.InventoryService.GetItem(given);
469
470 if (item != null)
471 {
472 user.ControllingClient.SendBulkUpdateInventory(item);
473 }
474 }
475 user.ControllingClient.SendInstantMessage(im);
476 }
477 if (im.dialog == (byte) InstantMessageDialog.TaskInventoryOffered)
478 {
479 if (im.binaryBucket.Length < 1) // Invalid
480 return;
481
482 UUID recipientID = new UUID(im.toAgentID);
483
484 // Bucket is the asset type
485 AssetType assetType = (AssetType)im.binaryBucket[0];
486
487 if (AssetType.Folder == assetType)
488 {
489 UUID folderID = new UUID(im.imSessionID);
490
491 InventoryFolderBase given =
492 new InventoryFolderBase(folderID, recipientID);
493 InventoryFolderBase folder =
494 scene.InventoryService.GetFolder(given);
495
496 if (folder != null)
497 user.ControllingClient.SendBulkUpdateInventory(folder);
498 }
499 else
500 {
501 UUID itemID = new UUID(im.imSessionID);
502
503 InventoryItemBase given =
504 new InventoryItemBase(itemID, recipientID);
505 InventoryItemBase item =
506 scene.InventoryService.GetItem(given);
507
508 if (item != null)
509 {
510 user.ControllingClient.SendBulkUpdateInventory(item);
511 }
512 }
513
514 // Fix up binary bucket since this may be 17 chars long here
515 Byte[] bucket = new Byte[1];
516 bucket[0] = im.binaryBucket[0];
517 im.binaryBucket = bucket;
518
519 user.ControllingClient.SendInstantMessage(im);
520 }
521 else if (im.dialog == (byte) InstantMessageDialog.InventoryAccepted ||
522 im.dialog == (byte) InstantMessageDialog.InventoryDeclined ||
523 im.dialog == (byte) InstantMessageDialog.TaskInventoryDeclined ||
524 im.dialog == (byte) InstantMessageDialog.TaskInventoryAccepted)
525 {
526 user.ControllingClient.SendInstantMessage(im);
527 }
452 } 528 }
453 } 529 }
454} 530}
diff --git a/OpenSim/Region/CoreModules/Avatar/Lure/LureModule.cs b/OpenSim/Region/CoreModules/Avatar/Lure/LureModule.cs
index d295384..dcfdf8f 100644
--- a/OpenSim/Region/CoreModules/Avatar/Lure/LureModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Lure/LureModule.cs
@@ -155,16 +155,29 @@ namespace OpenSim.Region.CoreModules.Avatar.Lure
155 scene.RegionInfo.RegionHandle, 155 scene.RegionInfo.RegionHandle,
156 (uint)presence.AbsolutePosition.X, 156 (uint)presence.AbsolutePosition.X,
157 (uint)presence.AbsolutePosition.Y, 157 (uint)presence.AbsolutePosition.Y,
158 (uint)presence.AbsolutePosition.Z); 158 (uint)presence.AbsolutePosition.Z + 2);
159 159
160 m_log.DebugFormat("TP invite with message {0}", message); 160 m_log.DebugFormat("[LURE]: TP invite with message {0}", message);
161
162 GridInstantMessage m;
163
164 if (scene.Permissions.IsAdministrator(client.AgentId) && presence.GodLevel >= 200 && (!scene.Permissions.IsAdministrator(targetid)))
165 {
166 m = new GridInstantMessage(scene, client.AgentId,
167 client.FirstName+" "+client.LastName, targetid,
168 (byte)InstantMessageDialog.GodLikeRequestTeleport, false,
169 message, dest, false, presence.AbsolutePosition,
170 new Byte[0]);
171 }
172 else
173 {
174 m = new GridInstantMessage(scene, client.AgentId,
175 client.FirstName+" "+client.LastName, targetid,
176 (byte)InstantMessageDialog.RequestTeleport, false,
177 message, dest, false, presence.AbsolutePosition,
178 new Byte[0]);
179 }
161 180
162 GridInstantMessage m = new GridInstantMessage(scene, client.AgentId,
163 client.FirstName+" "+client.LastName, targetid,
164 (byte)InstantMessageDialog.RequestTeleport, false,
165 message, dest, false, presence.AbsolutePosition,
166 new Byte[0]);
167
168 if (m_TransferModule != null) 181 if (m_TransferModule != null)
169 { 182 {
170 m_TransferModule.SendInstantMessage(m, 183 m_TransferModule.SendInstantMessage(m,
@@ -199,7 +212,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Lure
199 { 212 {
200 // Forward remote teleport requests 213 // Forward remote teleport requests
201 // 214 //
202 if (msg.dialog != 22) 215 if (msg.dialog != (byte)InstantMessageDialog.RequestTeleport &&
216 msg.dialog != (byte)InstantMessageDialog.GodLikeRequestTeleport)
203 return; 217 return;
204 218
205 if (m_TransferModule != null) 219 if (m_TransferModule != null)
diff --git a/OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs b/OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs
index 9d1538f..97cd738 100644
--- a/OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs
@@ -101,7 +101,8 @@ namespace OpenSim.Region.CoreModules.Framework
101 101
102 public void CreateCaps(UUID agentId) 102 public void CreateCaps(UUID agentId)
103 { 103 {
104 if (m_scene.RegionInfo.EstateSettings.IsBanned(agentId)) 104 int flags = m_scene.GetUserFlags(agentId);
105 if (m_scene.RegionInfo.EstateSettings.IsBanned(agentId, flags))
105 return; 106 return;
106 107
107 String capsObjectPath = GetCapsPath(agentId); 108 String capsObjectPath = GetCapsPath(agentId);
diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
index 2f947fd..9875f56 100644
--- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
@@ -126,7 +126,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
126 126
127 protected virtual void OnNewClient(IClientAPI client) 127 protected virtual void OnNewClient(IClientAPI client)
128 { 128 {
129 client.OnTeleportHomeRequest += TeleportHome; 129 client.OnTeleportHomeRequest += TriggerTeleportHome;
130 client.OnTeleportLandmarkRequest += RequestTeleportLandmark; 130 client.OnTeleportLandmarkRequest += RequestTeleportLandmark;
131 } 131 }
132 132
@@ -204,6 +204,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
204 sp.ControllingClient.SendTeleportStart(teleportFlags); 204 sp.ControllingClient.SendTeleportStart(teleportFlags);
205 205
206 sp.ControllingClient.SendLocalTeleport(position, lookAt, teleportFlags); 206 sp.ControllingClient.SendLocalTeleport(position, lookAt, teleportFlags);
207 sp.TeleportFlags = (TeleportFlags)teleportFlags;
207 sp.Teleport(position); 208 sp.Teleport(position);
208 209
209 foreach (SceneObjectGroup grp in sp.GetAttachments()) 210 foreach (SceneObjectGroup grp in sp.GetAttachments())
@@ -320,7 +321,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
320 // This may be a costly operation. The reg.ExternalEndPoint field is not a passive field, 321 // This may be a costly operation. The reg.ExternalEndPoint field is not a passive field,
321 // it's actually doing a lot of work. 322 // it's actually doing a lot of work.
322 IPEndPoint endPoint = finalDestination.ExternalEndPoint; 323 IPEndPoint endPoint = finalDestination.ExternalEndPoint;
323 if (endPoint.Address != null) 324 if (endPoint != null && endPoint.Address != null)
324 { 325 {
325 // Fixing a bug where teleporting while sitting results in the avatar ending up removed from 326 // Fixing a bug where teleporting while sitting results in the avatar ending up removed from
326 // both regions 327 // both regions
@@ -631,7 +632,12 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
631 632
632 #region Teleport Home 633 #region Teleport Home
633 634
634 public virtual void TeleportHome(UUID id, IClientAPI client) 635 public virtual void TriggerTeleportHome(UUID id, IClientAPI client)
636 {
637 TeleportHome(id, client);
638 }
639
640 public virtual bool TeleportHome(UUID id, IClientAPI client)
635 { 641 {
636 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Request to teleport {0} {1} home", client.FirstName, client.LastName); 642 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Request to teleport {0} {1} home", client.FirstName, client.LastName);
637 643
@@ -640,12 +646,18 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
640 646
641 if (uinfo != null) 647 if (uinfo != null)
642 { 648 {
649 if (uinfo.HomeRegionID == UUID.Zero)
650 {
651 // can't find the Home region: Tell viewer and abort
652 client.SendTeleportFailed("You don't have a home position set.");
653 return false;
654 }
643 GridRegion regionInfo = m_aScene.GridService.GetRegionByUUID(UUID.Zero, uinfo.HomeRegionID); 655 GridRegion regionInfo = m_aScene.GridService.GetRegionByUUID(UUID.Zero, uinfo.HomeRegionID);
644 if (regionInfo == null) 656 if (regionInfo == null)
645 { 657 {
646 // can't find the Home region: Tell viewer and abort 658 // can't find the Home region: Tell viewer and abort
647 client.SendTeleportFailed("Your home region could not be found."); 659 client.SendTeleportFailed("Your home region could not be found.");
648 return; 660 return false;
649 } 661 }
650 662
651 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: User's home region is {0} {1} ({2}-{3})", 663 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: User's home region is {0} {1} ({2}-{3})",
@@ -656,6 +668,13 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
656 client, regionInfo.RegionHandle, uinfo.HomePosition, uinfo.HomeLookAt, 668 client, regionInfo.RegionHandle, uinfo.HomePosition, uinfo.HomeLookAt,
657 (uint)(Constants.TeleportFlags.SetLastToTarget | Constants.TeleportFlags.ViaHome)); 669 (uint)(Constants.TeleportFlags.SetLastToTarget | Constants.TeleportFlags.ViaHome));
658 } 670 }
671 else
672 {
673 // can't find the Home region: Tell viewer and abort
674 client.SendTeleportFailed("Your home region could not be found.");
675 return false;
676 }
677 return true;
659 } 678 }
660 679
661 #endregion 680 #endregion
@@ -1132,10 +1151,14 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1132 agent.Id0 = currentAgentCircuit.Id0; 1151 agent.Id0 = currentAgentCircuit.Id0;
1133 } 1152 }
1134 1153
1135 InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync; 1154 IPEndPoint external = region.ExternalEndPoint;
1136 d.BeginInvoke(sp, agent, region, region.ExternalEndPoint, true, 1155 if (external != null)
1156 {
1157 InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync;
1158 d.BeginInvoke(sp, agent, region, external, true,
1137 InformClientOfNeighbourCompleted, 1159 InformClientOfNeighbourCompleted,
1138 d); 1160 d);
1161 }
1139 } 1162 }
1140 #endregion 1163 #endregion
1141 1164
@@ -1269,6 +1292,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1269 InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync; 1292 InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync;
1270 try 1293 try
1271 { 1294 {
1295 //neighbour.ExternalEndPoint may return null, which will be caught
1272 d.BeginInvoke(sp, cagents[count], neighbour, neighbour.ExternalEndPoint, newAgent, 1296 d.BeginInvoke(sp, cagents[count], neighbour, neighbour.ExternalEndPoint, newAgent,
1273 InformClientOfNeighbourCompleted, 1297 InformClientOfNeighbourCompleted,
1274 d); 1298 d);
@@ -1371,8 +1395,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1371 1395
1372 m_log.Debug("[ENTITY TRANSFER MODULE]: Completed inform client about neighbour " + endPoint.ToString()); 1396 m_log.Debug("[ENTITY TRANSFER MODULE]: Completed inform client about neighbour " + endPoint.ToString());
1373 } 1397 }
1374 if (!regionAccepted)
1375 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Region {0} did not accept agent: {1}", reg.RegionName, reason);
1376 } 1398 }
1377 1399
1378 /// <summary> 1400 /// <summary>
diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs
index a87279a..6daae62 100644
--- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs
@@ -84,7 +84,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
84 84
85 protected override void OnNewClient(IClientAPI client) 85 protected override void OnNewClient(IClientAPI client)
86 { 86 {
87 client.OnTeleportHomeRequest += TeleportHome; 87 client.OnTeleportHomeRequest += TriggerTeleportHome;
88 client.OnTeleportLandmarkRequest += RequestTeleportLandmark; 88 client.OnTeleportLandmarkRequest += RequestTeleportLandmark;
89 client.OnConnectionClosed += new Action<IClientAPI>(OnConnectionClosed); 89 client.OnConnectionClosed += new Action<IClientAPI>(OnConnectionClosed);
90 } 90 }
@@ -179,7 +179,12 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
179 return m_aScene.SimulationService.CreateAgent(reg, agentCircuit, teleportFlags, out reason); 179 return m_aScene.SimulationService.CreateAgent(reg, agentCircuit, teleportFlags, out reason);
180 } 180 }
181 181
182 public override void TeleportHome(UUID id, IClientAPI client) 182 public void TriggerTeleportHome(UUID id, IClientAPI client)
183 {
184 TeleportHome(id, client);
185 }
186
187 public override bool TeleportHome(UUID id, IClientAPI client)
183 { 188 {
184 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Request to teleport {0} {1} home", client.FirstName, client.LastName); 189 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Request to teleport {0} {1} home", client.FirstName, client.LastName);
185 190
@@ -189,8 +194,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
189 { 194 {
190 // local grid user 195 // local grid user
191 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: User is local"); 196 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: User is local");
192 base.TeleportHome(id, client); 197 return base.TeleportHome(id, client);
193 return;
194 } 198 }
195 199
196 // Foreign user wants to go home 200 // Foreign user wants to go home
@@ -200,7 +204,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
200 { 204 {
201 client.SendTeleportFailed("Your information has been lost"); 205 client.SendTeleportFailed("Your information has been lost");
202 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Unable to locate agent's gateway information"); 206 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Unable to locate agent's gateway information");
203 return; 207 return false;
204 } 208 }
205 209
206 IUserAgentService userAgentService = new UserAgentServiceConnector(aCircuit.ServiceURLs["HomeURI"].ToString()); 210 IUserAgentService userAgentService = new UserAgentServiceConnector(aCircuit.ServiceURLs["HomeURI"].ToString());
@@ -210,7 +214,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
210 { 214 {
211 client.SendTeleportFailed("Your home region could not be found"); 215 client.SendTeleportFailed("Your home region could not be found");
212 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Agent's home region not found"); 216 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Agent's home region not found");
213 return; 217 return false;
214 } 218 }
215 219
216 ScenePresence sp = ((Scene)(client.Scene)).GetScenePresence(client.AgentId); 220 ScenePresence sp = ((Scene)(client.Scene)).GetScenePresence(client.AgentId);
@@ -218,7 +222,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
218 { 222 {
219 client.SendTeleportFailed("Internal error"); 223 client.SendTeleportFailed("Internal error");
220 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Agent not found in the scene where it is supposed to be"); 224 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Agent not found in the scene where it is supposed to be");
221 return; 225 return false;
222 } 226 }
223 227
224 IEventQueue eq = sp.Scene.RequestModuleInterface<IEventQueue>(); 228 IEventQueue eq = sp.Scene.RequestModuleInterface<IEventQueue>();
@@ -228,6 +232,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
228 aCircuit.firstname, aCircuit.lastname, finalDestination.RegionName, homeGatekeeper.ExternalHostName, homeGatekeeper.HttpPort, homeGatekeeper.RegionName); 232 aCircuit.firstname, aCircuit.lastname, finalDestination.RegionName, homeGatekeeper.ExternalHostName, homeGatekeeper.HttpPort, homeGatekeeper.RegionName);
229 233
230 DoTeleport(sp, homeGatekeeper, finalDestination, position, lookAt, (uint)(Constants.TeleportFlags.SetLastToTarget | Constants.TeleportFlags.ViaHome), eq); 234 DoTeleport(sp, homeGatekeeper, finalDestination, position, lookAt, (uint)(Constants.TeleportFlags.SetLastToTarget | Constants.TeleportFlags.ViaHome), eq);
235 return true;
231 } 236 }
232 237
233 /// <summary> 238 /// <summary>
diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
index 54b422b..12555b7 100644
--- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
@@ -477,7 +477,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
477 { 477 {
478 uint effectivePerms = (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify | PermissionMask.Move) | 7; 478 uint effectivePerms = (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify | PermissionMask.Move) | 7;
479 foreach (SceneObjectGroup grp in objsForEffectivePermissions) 479 foreach (SceneObjectGroup grp in objsForEffectivePermissions)
480 effectivePerms &= grp.GetEffectivePermissions(); 480 effectivePerms &= grp.GetEffectivePermissions(true);
481 effectivePerms |= (uint)PermissionMask.Move; 481 effectivePerms |= (uint)PermissionMask.Move;
482 482
483 if (remoteClient != null && (remoteClient.AgentId != so.RootPart.OwnerID) && m_Scene.Permissions.PropagatePermissions()) 483 if (remoteClient != null && (remoteClient.AgentId != so.RootPart.OwnerID) && m_Scene.Permissions.PropagatePermissions())
@@ -674,19 +674,21 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
674 bool RezSelected, bool RemoveItem, UUID fromTaskID, bool attachment) 674 bool RezSelected, bool RemoveItem, UUID fromTaskID, bool attachment)
675 { 675 {
676// m_log.DebugFormat("[INVENTORY ACCESS MODULE]: RezObject for {0}, item {1}", remoteClient.Name, itemID); 676// m_log.DebugFormat("[INVENTORY ACCESS MODULE]: RezObject for {0}, item {1}", remoteClient.Name, itemID);
677
678 InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId); 677 InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId);
679 item = m_Scene.InventoryService.GetItem(item); 678 item = m_Scene.InventoryService.GetItem(item);
680 679
681 if (item == null) 680 if (item == null)
682 { 681 {
683 m_log.WarnFormat(
684 "[InventoryAccessModule]: Could not find item {0} for {1} in RezObject()",
685 itemID, remoteClient.Name);
686 682
687 return null; 683 return null;
688 } 684 }
689 685
686
687
688
689
690
691
690 item.Owner = remoteClient.AgentId; 692 item.Owner = remoteClient.AgentId;
691 693
692 return RezObject( 694 return RezObject(
@@ -784,10 +786,10 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
784 786
785 if (item != null && !DoPreRezWhenFromItem(remoteClient, item, objlist, pos, attachment)) 787 if (item != null && !DoPreRezWhenFromItem(remoteClient, item, objlist, pos, attachment))
786 return null; 788 return null;
787
788 for (int i = 0; i < objlist.Count; i++) 789 for (int i = 0; i < objlist.Count; i++)
789 { 790 {
790 group = objlist[i]; 791 group = objlist[i];
792 SceneObjectPart rootPart = group.RootPart;
791 793
792// Vector3 storedPosition = group.AbsolutePosition; 794// Vector3 storedPosition = group.AbsolutePosition;
793 if (group.UUID == UUID.Zero) 795 if (group.UUID == UUID.Zero)
@@ -842,8 +844,6 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
842 844
843 if (!attachment) 845 if (!attachment)
844 { 846 {
845 SceneObjectPart rootPart = group.RootPart;
846
847 if (rootPart.Shape.PCode == (byte)PCode.Prim) 847 if (rootPart.Shape.PCode == (byte)PCode.Prim)
848 group.ClearPartAttachmentData(); 848 group.ClearPartAttachmentData();
849 849
@@ -854,11 +854,47 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
854 rootPart.ScheduleFullUpdate(); 854 rootPart.ScheduleFullUpdate();
855 } 855 }
856 856
857 if ((rootPart.OwnerID != item.Owner) ||
858 (item.CurrentPermissions & 16) != 0 || // Magic number
859 (item.Flags & (uint)InventoryItemFlags.ObjectSlamPerm) != 0)
860 {
861 //Need to kill the for sale here
862 rootPart.ObjectSaleType = 0;
863 rootPart.SalePrice = 10;
864
865 if (m_Scene.Permissions.PropagatePermissions())
866 {
867 foreach (SceneObjectPart part in group.Parts)
868 {
869 if ((item.Flags & (uint)InventoryItemFlags.ObjectHasMultipleItems) == 0)
870 {
871 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteEveryone) != 0)
872 part.EveryoneMask = item.EveryOnePermissions;
873 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteNextOwner) != 0)
874 part.NextOwnerMask = item.NextPermissions;
875 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteGroup) != 0)
876 part.GroupMask = item.GroupPermissions;
877 }
878 }
879
880 foreach (SceneObjectPart part in group.Parts)
881 {
882 part.LastOwnerID = part.OwnerID;
883 part.OwnerID = item.Owner;
884 part.Inventory.ChangeInventoryOwner(item.Owner);
885 }
886
887 group.ApplyNextOwnerPermissions();
888 }
889 }
890
857// m_log.DebugFormat( 891// m_log.DebugFormat(
858// "[InventoryAccessModule]: Rezzed {0} {1} {2} for {3}", 892// "[InventoryAccessModule]: Rezzed {0} {1} {2} for {3}",
859// group.Name, group.LocalId, group.UUID, remoteClient.Name); 893// group.Name, group.LocalId, group.UUID, remoteClient.Name);
860 } 894 }
861 895
896 group.SetGroup(remoteClient.ActiveGroupId, remoteClient);
897 // TODO: Remove the magic number badness
862 if (item != null) 898 if (item != null)
863 DoPostRezWhenFromItem(item, attachment); 899 DoPostRezWhenFromItem(item, attachment);
864 900
@@ -1111,4 +1147,4 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
1111 1147
1112 #endregion 1148 #endregion
1113 } 1149 }
1114} \ No newline at end of file 1150}
diff --git a/OpenSim/Region/CoreModules/LightShare/LightShareModule.cs b/OpenSim/Region/CoreModules/LightShare/LightShareModule.cs
index cabbd31..41a80ce 100644
--- a/OpenSim/Region/CoreModules/LightShare/LightShareModule.cs
+++ b/OpenSim/Region/CoreModules/LightShare/LightShareModule.cs
@@ -162,7 +162,8 @@ namespace OpenSim.Region.CoreModules.World.LightShare
162 162
163 private void EventManager_OnMakeRootAgent(ScenePresence presence) 163 private void EventManager_OnMakeRootAgent(ScenePresence presence)
164 { 164 {
165 m_log.Debug("[WINDLIGHT]: Sending windlight scene to new client"); 165 if (m_enableWindlight && m_scene.RegionInfo.WindlightSettings.valid)
166 m_log.Debug("[WINDLIGHT]: Sending windlight scene to new client");
166 SendProfileToClient(presence.ControllingClient); 167 SendProfileToClient(presence.ControllingClient);
167 } 168 }
168 169
diff --git a/OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs b/OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs
index 43672d1..84ff22b 100644
--- a/OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs
+++ b/OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs
@@ -366,6 +366,10 @@ namespace OpenSim.Region.CoreModules.Scripting.HttpRequest
366 try 366 try
367 { 367 {
368 Request = (HttpWebRequest) WebRequest.Create(Url); 368 Request = (HttpWebRequest) WebRequest.Create(Url);
369
370 //This works around some buggy HTTP Servers like Lighttpd
371 Request.ServicePoint.Expect100Continue = false;
372
369 Request.Method = HttpMethod; 373 Request.Method = HttpMethod;
370 Request.ContentType = HttpMIMEType; 374 Request.ContentType = HttpMIMEType;
371 375
@@ -429,10 +433,12 @@ namespace OpenSim.Region.CoreModules.Scripting.HttpRequest
429 433
430 // continue building the string 434 // continue building the string
431 sb.Append(tempString); 435 sb.Append(tempString);
436 if (sb.Length > 2048)
437 break;
432 } 438 }
433 } while (count > 0); // any more data to read? 439 } while (count > 0); // any more data to read?
434 440
435 ResponseBody = sb.ToString(); 441 ResponseBody = sb.ToString().Replace("\r", "");
436 } 442 }
437 catch (Exception e) 443 catch (Exception e)
438 { 444 {
@@ -440,7 +446,17 @@ namespace OpenSim.Region.CoreModules.Scripting.HttpRequest
440 { 446 {
441 HttpWebResponse webRsp = (HttpWebResponse)((WebException)e).Response; 447 HttpWebResponse webRsp = (HttpWebResponse)((WebException)e).Response;
442 Status = (int)webRsp.StatusCode; 448 Status = (int)webRsp.StatusCode;
443 ResponseBody = webRsp.StatusDescription; 449 try
450 {
451 using (Stream responseStream = webRsp.GetResponseStream())
452 {
453 ResponseBody = responseStream.GetStreamString();
454 }
455 }
456 catch
457 {
458 ResponseBody = webRsp.StatusDescription;
459 }
444 } 460 }
445 else 461 else
446 { 462 {
diff --git a/OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs b/OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs
index 67d99e0..f5683f0 100644
--- a/OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs
+++ b/OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs
@@ -61,6 +61,7 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
61 //public ManualResetEvent ev; 61 //public ManualResetEvent ev;
62 public bool requestDone; 62 public bool requestDone;
63 public int startTime; 63 public int startTime;
64 public bool responseSent;
64 public string uri; 65 public string uri;
65 } 66 }
66 67
@@ -77,7 +78,7 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
77 new Dictionary<string, UrlData>(); 78 new Dictionary<string, UrlData>();
78 79
79 80
80 private int m_TotalUrls = 100; 81 private int m_TotalUrls = 5000;
81 82
82 private uint https_port = 0; 83 private uint https_port = 0;
83 private IHttpServer m_HttpServer = null; 84 private IHttpServer m_HttpServer = null;
@@ -151,7 +152,7 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
151 engine.PostScriptEvent(itemID, "http_request", new Object[] { urlcode.ToString(), "URL_REQUEST_DENIED", "" }); 152 engine.PostScriptEvent(itemID, "http_request", new Object[] { urlcode.ToString(), "URL_REQUEST_DENIED", "" });
152 return urlcode; 153 return urlcode;
153 } 154 }
154 string url = "http://" + m_ExternalHostNameForLSL + ":" + m_HttpServer.Port.ToString() + "/lslhttp/" + urlcode.ToString() + "/"; 155 string url = "http://" + m_ExternalHostNameForLSL + ":" + m_HttpServer.Port.ToString() + "/lslhttp/" + urlcode.ToString();
155 156
156 UrlData urlData = new UrlData(); 157 UrlData urlData = new UrlData();
157 urlData.hostID = host.UUID; 158 urlData.hostID = host.UUID;
@@ -161,10 +162,9 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
161 urlData.urlcode = urlcode; 162 urlData.urlcode = urlcode;
162 urlData.requests = new Dictionary<UUID, RequestData>(); 163 urlData.requests = new Dictionary<UUID, RequestData>();
163 164
164
165 m_UrlMap[url] = urlData; 165 m_UrlMap[url] = urlData;
166 166
167 string uri = "/lslhttp/" + urlcode.ToString() + "/"; 167 string uri = "/lslhttp/" + urlcode.ToString();
168 168
169 m_HttpServer.AddPollServiceHTTPHandler( 169 m_HttpServer.AddPollServiceHTTPHandler(
170 uri, 170 uri,
@@ -229,9 +229,12 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
229 return; 229 return;
230 } 230 }
231 231
232 foreach (UUID req in data.requests.Keys) 232 lock (m_RequestMap)
233 m_RequestMap.Remove(req); 233 {
234 234 foreach (UUID req in data.requests.Keys)
235 m_RequestMap.Remove(req);
236 }
237
235 RemoveUrl(data); 238 RemoveUrl(data);
236 m_UrlMap.Remove(url); 239 m_UrlMap.Remove(url);
237 } 240 }
@@ -239,32 +242,42 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
239 242
240 public void HttpResponse(UUID request, int status, string body) 243 public void HttpResponse(UUID request, int status, string body)
241 { 244 {
242 if (m_RequestMap.ContainsKey(request)) 245 lock (m_RequestMap)
243 {
244 UrlData urlData = m_RequestMap[request];
245 urlData.requests[request].responseCode = status;
246 urlData.requests[request].responseBody = body;
247 //urlData.requests[request].ev.Set();
248 urlData.requests[request].requestDone =true;
249 }
250 else
251 { 246 {
252 m_log.Info("[HttpRequestHandler] There is no http-in request with id " + request.ToString()); 247 if (m_RequestMap.ContainsKey(request))
248 {
249 UrlData urlData = m_RequestMap[request];
250 if (!urlData.requests[request].responseSent)
251 {
252 urlData.requests[request].responseCode = status;
253 urlData.requests[request].responseBody = body;
254 //urlData.requests[request].ev.Set();
255 urlData.requests[request].requestDone = true;
256 urlData.requests[request].responseSent = true;
257 }
258 }
259 else
260 {
261 m_log.Info("[HttpRequestHandler] There is no http-in request with id " + request.ToString());
262 }
253 } 263 }
254 } 264 }
255 265
256 public string GetHttpHeader(UUID requestId, string header) 266 public string GetHttpHeader(UUID requestId, string header)
257 { 267 {
258 if (m_RequestMap.ContainsKey(requestId)) 268 lock (m_RequestMap)
259 {
260 UrlData urlData=m_RequestMap[requestId];
261 string value;
262 if (urlData.requests[requestId].headers.TryGetValue(header,out value))
263 return value;
264 }
265 else
266 { 269 {
267 m_log.Warn("[HttpRequestHandler] There was no http-in request with id " + requestId); 270 if (m_RequestMap.ContainsKey(requestId))
271 {
272 UrlData urlData = m_RequestMap[requestId];
273 string value;
274 if (urlData.requests[requestId].headers.TryGetValue(header, out value))
275 return value;
276 }
277 else
278 {
279 m_log.Warn("[HttpRequestHandler] There was no http-in request with id " + requestId);
280 }
268 } 281 }
269 return String.Empty; 282 return String.Empty;
270 } 283 }
@@ -286,8 +299,11 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
286 { 299 {
287 RemoveUrl(url.Value); 300 RemoveUrl(url.Value);
288 removeURLs.Add(url.Key); 301 removeURLs.Add(url.Key);
289 foreach (UUID req in url.Value.requests.Keys) 302 lock (m_RequestMap)
290 m_RequestMap.Remove(req); 303 {
304 foreach (UUID req in url.Value.requests.Keys)
305 m_RequestMap.Remove(req);
306 }
291 } 307 }
292 } 308 }
293 309
@@ -308,8 +324,11 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
308 { 324 {
309 RemoveUrl(url.Value); 325 RemoveUrl(url.Value);
310 removeURLs.Add(url.Key); 326 removeURLs.Add(url.Key);
311 foreach (UUID req in url.Value.requests.Keys) 327 lock (m_RequestMap)
312 m_RequestMap.Remove(req); 328 {
329 foreach (UUID req in url.Value.requests.Keys)
330 m_RequestMap.Remove(req);
331 }
313 } 332 }
314 } 333 }
315 334
@@ -328,14 +347,16 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
328 { 347 {
329 Hashtable response = new Hashtable(); 348 Hashtable response = new Hashtable();
330 UrlData url; 349 UrlData url;
350 int startTime = 0;
331 lock (m_RequestMap) 351 lock (m_RequestMap)
332 { 352 {
333 if (!m_RequestMap.ContainsKey(requestID)) 353 if (!m_RequestMap.ContainsKey(requestID))
334 return response; 354 return response;
335 url = m_RequestMap[requestID]; 355 url = m_RequestMap[requestID];
356 startTime = url.requests[requestID].startTime;
336 } 357 }
337 358
338 if (System.Environment.TickCount - url.requests[requestID].startTime > 25000) 359 if (System.Environment.TickCount - startTime > 25000)
339 { 360 {
340 response["int_response_code"] = 500; 361 response["int_response_code"] = 500;
341 response["str_response_string"] = "Script timeout"; 362 response["str_response_string"] = "Script timeout";
@@ -344,9 +365,12 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
344 response["reusecontext"] = false; 365 response["reusecontext"] = false;
345 366
346 //remove from map 367 //remove from map
347 lock (url) 368 lock (url.requests)
348 { 369 {
349 url.requests.Remove(requestID); 370 url.requests.Remove(requestID);
371 }
372 lock (m_RequestMap)
373 {
350 m_RequestMap.Remove(requestID); 374 m_RequestMap.Remove(requestID);
351 } 375 }
352 376
@@ -368,22 +392,25 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
368 return false; 392 return false;
369 } 393 }
370 url = m_RequestMap[requestID]; 394 url = m_RequestMap[requestID];
395 }
396 lock (url.requests)
397 {
371 if (!url.requests.ContainsKey(requestID)) 398 if (!url.requests.ContainsKey(requestID))
372 { 399 {
373 return false; 400 return false;
374 } 401 }
402 else
403 {
404 if (System.Environment.TickCount - url.requests[requestID].startTime > 25000)
405 {
406 return true;
407 }
408 if (url.requests[requestID].requestDone)
409 return true;
410 else
411 return false;
412 }
375 } 413 }
376
377 if (System.Environment.TickCount-url.requests[requestID].startTime>25000)
378 {
379 return true;
380 }
381
382 if (url.requests[requestID].requestDone)
383 return true;
384 else
385 return false;
386
387 } 414 }
388 private Hashtable GetEvents(UUID requestID, UUID sessionID, string request) 415 private Hashtable GetEvents(UUID requestID, UUID sessionID, string request)
389 { 416 {
@@ -395,9 +422,12 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
395 if (!m_RequestMap.ContainsKey(requestID)) 422 if (!m_RequestMap.ContainsKey(requestID))
396 return NoEvents(requestID,sessionID); 423 return NoEvents(requestID,sessionID);
397 url = m_RequestMap[requestID]; 424 url = m_RequestMap[requestID];
425 }
426 lock (url.requests)
427 {
398 requestData = url.requests[requestID]; 428 requestData = url.requests[requestID];
399 } 429 }
400 430
401 if (!requestData.requestDone) 431 if (!requestData.requestDone)
402 return NoEvents(requestID,sessionID); 432 return NoEvents(requestID,sessionID);
403 433
@@ -420,14 +450,18 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
420 response["reusecontext"] = false; 450 response["reusecontext"] = false;
421 451
422 //remove from map 452 //remove from map
423 lock (url) 453 lock (url.requests)
424 { 454 {
425 url.requests.Remove(requestID); 455 url.requests.Remove(requestID);
456 }
457 lock (m_RequestMap)
458 {
426 m_RequestMap.Remove(requestID); 459 m_RequestMap.Remove(requestID);
427 } 460 }
428 461
429 return response; 462 return response;
430 } 463 }
464
431 public void HttpRequestHandler(UUID requestID, Hashtable request) 465 public void HttpRequestHandler(UUID requestID, Hashtable request)
432 { 466 {
433 lock (request) 467 lock (request)
@@ -443,8 +477,8 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
443 477
444 int pos1 = uri.IndexOf("/");// /lslhttp 478 int pos1 = uri.IndexOf("/");// /lslhttp
445 int pos2 = uri.IndexOf("/", pos1 + 1);// /lslhttp/ 479 int pos2 = uri.IndexOf("/", pos1 + 1);// /lslhttp/
446 int pos3 = uri.IndexOf("/", pos2 + 1);// /lslhttp/<UUID>/ 480 int pos3 = pos2 + 37; // /lslhttp/urlcode
447 string uri_tmp = uri.Substring(0, pos3 + 1); 481 string uri_tmp = uri.Substring(0, pos3);
448 //HTTP server code doesn't provide us with QueryStrings 482 //HTTP server code doesn't provide us with QueryStrings
449 string pathInfo; 483 string pathInfo;
450 string queryString; 484 string queryString;
@@ -453,10 +487,21 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
453 pathInfo = uri.Substring(pos3); 487 pathInfo = uri.Substring(pos3);
454 488
455 UrlData url = null; 489 UrlData url = null;
490 string urlkey;
456 if (!is_ssl) 491 if (!is_ssl)
457 url = m_UrlMap["http://" + m_ExternalHostNameForLSL + ":" + m_HttpServer.Port.ToString() + uri_tmp]; 492 urlkey = "http://" + m_ExternalHostNameForLSL + ":" + m_HttpServer.Port.ToString() + uri_tmp;
493 //m_UrlMap[];
458 else 494 else
459 url = m_UrlMap["https://" + m_ExternalHostNameForLSL + ":" + m_HttpsServer.Port.ToString() + uri_tmp]; 495 urlkey = "https://" + m_ExternalHostNameForLSL + ":" + m_HttpsServer.Port.ToString() + uri_tmp;
496
497 if (m_UrlMap.ContainsKey(urlkey))
498 {
499 url = m_UrlMap[urlkey];
500 }
501 else
502 {
503 m_log.Warn("[HttpRequestHandler]: http-in request failed; no such url: "+urlkey.ToString());
504 }
460 505
461 //for llGetHttpHeader support we need to store original URI here 506 //for llGetHttpHeader support we need to store original URI here
462 //to make x-path-info / x-query-string / x-script-url / x-remote-ip headers 507 //to make x-path-info / x-query-string / x-script-url / x-remote-ip headers
@@ -486,7 +531,14 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
486 if (request.ContainsKey(key)) 531 if (request.ContainsKey(key))
487 { 532 {
488 string val = (String)request[key]; 533 string val = (String)request[key];
489 queryString = queryString + key + "=" + val + "&"; 534 if (key != "")
535 {
536 queryString = queryString + key + "=" + val + "&";
537 }
538 else
539 {
540 queryString = queryString + val + "&";
541 }
490 } 542 }
491 } 543 }
492 if (queryString.Length > 1) 544 if (queryString.Length > 1)
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs
index a17c6ae..faa1def 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs
@@ -271,7 +271,6 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation
271 if (s.RegionInfo.RegionID == destination.RegionID) 271 if (s.RegionInfo.RegionID == destination.RegionID)
272 return s.QueryAccess(id, position, out reason); 272 return s.QueryAccess(id, position, out reason);
273 } 273 }
274 //m_log.Debug("[LOCAL COMMS]: region not found for QueryAccess");
275 return false; 274 return false;
276 } 275 }
277 276
@@ -301,10 +300,24 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation
301 if (s.RegionInfo.RegionID == destination.RegionID) 300 if (s.RegionInfo.RegionID == destination.RegionID)
302 { 301 {
303 //m_log.Debug("[LOCAL COMMS]: Found region to SendCloseAgent"); 302 //m_log.Debug("[LOCAL COMMS]: Found region to SendCloseAgent");
304 // Let's spawn a threadlet right here, because this may take 303 return s.IncomingCloseAgent(id);
305 // a while 304 }
306 Util.FireAndForget(delegate { s.IncomingCloseAgent(id); }); 305 }
307 return true; 306 //m_log.Debug("[LOCAL COMMS]: region not found in SendCloseAgent");
307 return false;
308 }
309
310 public bool CloseChildAgent(GridRegion destination, UUID id)
311 {
312 if (destination == null)
313 return false;
314
315 foreach (Scene s in m_sceneList)
316 {
317 if (s.RegionInfo.RegionID == destination.RegionID)
318 {
319 //m_log.Debug("[LOCAL COMMS]: Found region to SendCloseAgent");
320 return s.IncomingCloseChildAgent(id);
308 } 321 }
309 } 322 }
310 //m_log.Debug("[LOCAL COMMS]: region not found in SendCloseAgent"); 323 //m_log.Debug("[LOCAL COMMS]: region not found in SendCloseAgent");
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs
index f8cea71..391b1a1 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs
@@ -261,6 +261,21 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation
261 return false; 261 return false;
262 } 262 }
263 263
264 public bool CloseChildAgent(GridRegion destination, UUID id)
265 {
266 if (destination == null)
267 return false;
268
269 // Try local first
270 if (m_localBackend.CloseChildAgent(destination, id))
271 return true;
272
273 // else do the remote thing
274 if (!m_localBackend.IsLocalRegion(destination.RegionHandle))
275 return m_remoteConnector.CloseChildAgent(destination, id);
276
277 return false;
278 }
264 279
265 public bool CloseAgent(GridRegion destination, UUID id) 280 public bool CloseAgent(GridRegion destination, UUID id)
266 { 281 {
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/LocalUserAccountServiceConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/LocalUserAccountServiceConnector.cs
index 0a0ce3c..1ffd480 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/LocalUserAccountServiceConnector.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/LocalUserAccountServiceConnector.cs
@@ -127,6 +127,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts
127 // FIXME: Why do we bother setting this module and caching up if we just end up registering the inner 127 // FIXME: Why do we bother setting this module and caching up if we just end up registering the inner
128 // user account service?! 128 // user account service?!
129 scene.RegisterModuleInterface<IUserAccountService>(UserAccountService); 129 scene.RegisterModuleInterface<IUserAccountService>(UserAccountService);
130 scene.RegisterModuleInterface<IUserAccountCacheModule>(m_Cache);
130 } 131 }
131 132
132 public void RemoveRegion(Scene scene) 133 public void RemoveRegion(Scene scene)
@@ -179,6 +180,11 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts
179 return UserAccountService.GetUserAccount(scopeID, Email); 180 return UserAccountService.GetUserAccount(scopeID, Email);
180 } 181 }
181 182
183 public List<UserAccount> GetUserAccountsWhere(UUID scopeID, string query)
184 {
185 return null;
186 }
187
182 public List<UserAccount> GetUserAccounts(UUID scopeID, string query) 188 public List<UserAccount> GetUserAccounts(UUID scopeID, string query)
183 { 189 {
184 return UserAccountService.GetUserAccounts(scopeID, query); 190 return UserAccountService.GetUserAccounts(scopeID, query);
@@ -193,4 +199,4 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts
193 199
194 #endregion 200 #endregion
195 } 201 }
196} \ No newline at end of file 202}
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/RemoteUserAccountServiceConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/RemoteUserAccountServiceConnector.cs
index 3321b38..f6b6aeb 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/RemoteUserAccountServiceConnector.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/RemoteUserAccountServiceConnector.cs
@@ -33,6 +33,7 @@ using OpenSim.Region.Framework.Interfaces;
33using OpenSim.Region.Framework.Scenes; 33using OpenSim.Region.Framework.Scenes;
34using OpenSim.Services.Interfaces; 34using OpenSim.Services.Interfaces;
35using OpenSim.Services.Connectors; 35using OpenSim.Services.Connectors;
36using OpenSim.Framework;
36 37
37using OpenMetaverse; 38using OpenMetaverse;
38 39
@@ -101,6 +102,9 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts
101 return; 102 return;
102 103
103 scene.RegisterModuleInterface<IUserAccountService>(this); 104 scene.RegisterModuleInterface<IUserAccountService>(this);
105 scene.RegisterModuleInterface<IUserAccountCacheModule>(m_Cache);
106
107 scene.EventManager.OnNewClient += OnNewClient;
104 } 108 }
105 109
106 public void RemoveRegion(Scene scene) 110 public void RemoveRegion(Scene scene)
@@ -115,6 +119,14 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts
115 return; 119 return;
116 } 120 }
117 121
122 // When a user actually enters the sim, clear them from
123 // cache so the sim will have the current values for
124 // flags, title, etc. And country, don't forget country!
125 private void OnNewClient(IClientAPI client)
126 {
127 m_Cache.Remove(client.Name);
128 }
129
118 #region Overwritten methods from IUserAccountService 130 #region Overwritten methods from IUserAccountService
119 131
120 public override UserAccount GetUserAccount(UUID scopeID, UUID userID) 132 public override UserAccount GetUserAccount(UUID scopeID, UUID userID)
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/UserAccountCache.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/UserAccountCache.cs
index ddef75f..cbe2eaa 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/UserAccountCache.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/UserAccountCache.cs
@@ -34,7 +34,7 @@ using log4net;
34 34
35namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts 35namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts
36{ 36{
37 public class UserAccountCache 37 public class UserAccountCache : IUserAccountCacheModule
38 { 38 {
39 private const double CACHE_EXPIRATION_SECONDS = 120000.0; // 33 hours! 39 private const double CACHE_EXPIRATION_SECONDS = 120000.0; // 33 hours!
40 40
@@ -92,5 +92,18 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts
92 92
93 return null; 93 return null;
94 } 94 }
95
96 public void Remove(string name)
97 {
98 if (!m_NameCache.Contains(name))
99 return;
100
101 UUID uuid = UUID.Zero;
102 if (m_NameCache.TryGetValue(name, out uuid))
103 {
104 m_NameCache.Remove(name);
105 m_UUIDCache.Remove(uuid);
106 }
107 }
95 } 108 }
96} 109}
diff --git a/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs b/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs
index 587d260..238863e 100644
--- a/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs
+++ b/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs
@@ -292,6 +292,23 @@ namespace OpenSim.Region.CoreModules.World.Archiver
292 // being no copy/no mod for everyone 292 // being no copy/no mod for everyone
293 lock (part.TaskInventory) 293 lock (part.TaskInventory)
294 { 294 {
295 if (!ResolveUserUuid(part.CreatorID))
296 part.CreatorID = m_scene.RegionInfo.EstateSettings.EstateOwner;
297
298 if (!ResolveUserUuid(part.OwnerID))
299 part.OwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner;
300
301 if (!ResolveUserUuid(part.LastOwnerID))
302 part.LastOwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner;
303
304 // And zap any troublesome sit target information
305 part.SitTargetOrientation = new Quaternion(0, 0, 0, 1);
306 part.SitTargetPosition = new Vector3(0, 0, 0);
307
308 // Fix ownership/creator of inventory items
309 // Not doing so results in inventory items
310 // being no copy/no mod for everyone
311 part.TaskInventory.LockItemsForRead(true);
295 TaskInventoryDictionary inv = part.TaskInventory; 312 TaskInventoryDictionary inv = part.TaskInventory;
296 foreach (KeyValuePair<UUID, TaskInventoryItem> kvp in inv) 313 foreach (KeyValuePair<UUID, TaskInventoryItem> kvp in inv)
297 { 314 {
@@ -307,6 +324,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
307 if (UserManager != null) 324 if (UserManager != null)
308 UserManager.AddUser(kvp.Value.CreatorID, kvp.Value.CreatorData); 325 UserManager.AddUser(kvp.Value.CreatorID, kvp.Value.CreatorData);
309 } 326 }
327 part.TaskInventory.LockItemsForRead(false);
310 } 328 }
311 } 329 }
312 330
diff --git a/OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs b/OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs
index 948aac8..900260d 100644
--- a/OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs
+++ b/OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs
@@ -251,18 +251,14 @@ namespace OpenSim.Region.CoreModules.World.Archiver
251 251
252 if (asset != null) 252 if (asset != null)
253 { 253 {
254 if (m_options.ContainsKey("verbose")) 254// m_log.DebugFormat("[ARCHIVER]: Writing asset {0}", id);
255 m_log.InfoFormat("[ARCHIVER]: Writing asset {0}", id);
256
257 m_foundAssetUuids.Add(asset.FullID); 255 m_foundAssetUuids.Add(asset.FullID);
258 256
259 m_assetsArchiver.WriteAsset(PostProcess(asset)); 257 m_assetsArchiver.WriteAsset(PostProcess(asset));
260 } 258 }
261 else 259 else
262 { 260 {
263 if (m_options.ContainsKey("verbose")) 261// m_log.DebugFormat("[ARCHIVER]: Recording asset {0} as not found", id);
264 m_log.InfoFormat("[ARCHIVER]: Recording asset {0} as not found", id);
265
266 m_notFoundAssetUuids.Add(new UUID(id)); 262 m_notFoundAssetUuids.Add(new UUID(id));
267 } 263 }
268 264
diff --git a/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs b/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
index 58d9455..0067615 100644
--- a/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
+++ b/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
@@ -30,6 +30,7 @@ using System.Collections.Generic;
30using System.IO; 30using System.IO;
31using System.Reflection; 31using System.Reflection;
32using System.Security; 32using System.Security;
33using System.Timers;
33using log4net; 34using log4net;
34using Mono.Addins; 35using Mono.Addins;
35using Nini.Config; 36using Nini.Config;
@@ -47,6 +48,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
47 48
48 private delegate void LookupUUIDS(List<UUID> uuidLst); 49 private delegate void LookupUUIDS(List<UUID> uuidLst);
49 50
51 private Timer m_regionChangeTimer = new Timer();
50 public Scene Scene { get; private set; } 52 public Scene Scene { get; private set; }
51 public IUserManagement UserManager { get; private set; } 53 public IUserManagement UserManager { get; private set; }
52 54
@@ -60,8 +62,15 @@ namespace OpenSim.Region.CoreModules.World.Estate
60 62
61 #region Packet Data Responders 63 #region Packet Data Responders
62 64
65 private void clientSendDetailedEstateData(IClientAPI remote_client, UUID invoice)
66 {
67 sendDetailedEstateData(remote_client, invoice);
68 sendEstateLists(remote_client, invoice);
69 }
70
63 private void sendDetailedEstateData(IClientAPI remote_client, UUID invoice) 71 private void sendDetailedEstateData(IClientAPI remote_client, UUID invoice)
64 { 72 {
73 m_log.DebugFormat("[ESTATE]: Invoice is {0}", invoice.ToString());
65 uint sun = 0; 74 uint sun = 0;
66 75
67 if (!Scene.RegionInfo.EstateSettings.UseGlobalTime) 76 if (!Scene.RegionInfo.EstateSettings.UseGlobalTime)
@@ -81,7 +90,10 @@ namespace OpenSim.Region.CoreModules.World.Estate
81 Scene.RegionInfo.RegionSettings.Covenant, 90 Scene.RegionInfo.RegionSettings.Covenant,
82 Scene.RegionInfo.EstateSettings.AbuseEmail, 91 Scene.RegionInfo.EstateSettings.AbuseEmail,
83 estateOwner); 92 estateOwner);
93 }
84 94
95 private void sendEstateLists(IClientAPI remote_client, UUID invoice)
96 {
85 remote_client.SendEstateList(invoice, 97 remote_client.SendEstateList(invoice,
86 (int)Constants.EstateAccessCodex.EstateManagers, 98 (int)Constants.EstateAccessCodex.EstateManagers,
87 Scene.RegionInfo.EstateSettings.EstateManagers, 99 Scene.RegionInfo.EstateSettings.EstateManagers,
@@ -256,7 +268,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
256 timeInSeconds -= 15; 268 timeInSeconds -= 15;
257 } 269 }
258 270
259 restartModule.ScheduleRestart(UUID.Zero, "Region will restart in {0}", times.ToArray(), true); 271 restartModule.ScheduleRestart(UUID.Zero, "Region will restart in {0}", times.ToArray(), false);
260 } 272 }
261 } 273 }
262 274
@@ -463,7 +475,11 @@ namespace OpenSim.Region.CoreModules.World.Estate
463 { 475 {
464 if (!s.IsChildAgent) 476 if (!s.IsChildAgent)
465 { 477 {
466 Scene.TeleportClientHome(user, s.ControllingClient); 478 if (!Scene.TeleportClientHome(user, s.ControllingClient))
479 {
480 s.ControllingClient.Kick("Your access to the region was revoked and TP home failed - you have been logged out.");
481 s.ControllingClient.Close();
482 }
467 } 483 }
468 } 484 }
469 485
@@ -472,7 +488,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
472 { 488 {
473 remote_client.SendAlertMessage("User is already on the region ban list"); 489 remote_client.SendAlertMessage("User is already on the region ban list");
474 } 490 }
475 //m_scene.RegionInfo.regionBanlist.Add(Manager(user); 491 //Scene.RegionInfo.regionBanlist.Add(Manager(user);
476 remote_client.SendBannedUserList(invoice, Scene.RegionInfo.EstateSettings.EstateBans, Scene.RegionInfo.EstateSettings.EstateID); 492 remote_client.SendBannedUserList(invoice, Scene.RegionInfo.EstateSettings.EstateBans, Scene.RegionInfo.EstateSettings.EstateID);
477 } 493 }
478 else 494 else
@@ -527,7 +543,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
527 remote_client.SendAlertMessage("User is not on the region ban list"); 543 remote_client.SendAlertMessage("User is not on the region ban list");
528 } 544 }
529 545
530 //m_scene.RegionInfo.regionBanlist.Add(Manager(user); 546 //Scene.RegionInfo.regionBanlist.Add(Manager(user);
531 remote_client.SendBannedUserList(invoice, Scene.RegionInfo.EstateSettings.EstateBans, Scene.RegionInfo.EstateSettings.EstateID); 547 remote_client.SendBannedUserList(invoice, Scene.RegionInfo.EstateSettings.EstateBans, Scene.RegionInfo.EstateSettings.EstateID);
532 } 548 }
533 else 549 else
@@ -648,7 +664,11 @@ namespace OpenSim.Region.CoreModules.World.Estate
648 ScenePresence s = Scene.GetScenePresence(prey); 664 ScenePresence s = Scene.GetScenePresence(prey);
649 if (s != null) 665 if (s != null)
650 { 666 {
651 Scene.TeleportClientHome(prey, s.ControllingClient); 667 if (!Scene.TeleportClientHome(prey, s.ControllingClient))
668 {
669 s.ControllingClient.Kick("You were teleported home by the region owner, but the TP failed - you have been logged out.");
670 s.ControllingClient.Close();
671 }
652 } 672 }
653 } 673 }
654 } 674 }
@@ -666,7 +686,13 @@ namespace OpenSim.Region.CoreModules.World.Estate
666 // Also make sure they are actually in the region 686 // Also make sure they are actually in the region
667 ScenePresence p; 687 ScenePresence p;
668 if(Scene.TryGetScenePresence(client.AgentId, out p)) 688 if(Scene.TryGetScenePresence(client.AgentId, out p))
669 Scene.TeleportClientHome(p.UUID, p.ControllingClient); 689 {
690 if (!Scene.TeleportClientHome(p.UUID, p.ControllingClient))
691 {
692 p.ControllingClient.Kick("You were teleported home by the region owner, but the TP failed - you have been logged out.");
693 p.ControllingClient.Close();
694 }
695 }
670 } 696 }
671 }); 697 });
672 } 698 }
@@ -910,7 +936,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
910 936
911 for (int i = 0; i < uuidarr.Length; i++) 937 for (int i = 0; i < uuidarr.Length; i++)
912 { 938 {
913 // string lookupname = m_scene.CommsManager.UUIDNameRequestString(uuidarr[i]); 939 // string lookupname = Scene.CommsManager.UUIDNameRequestString(uuidarr[i]);
914 940
915 IUserManagement userManager = Scene.RequestModuleInterface<IUserManagement>(); 941 IUserManagement userManager = Scene.RequestModuleInterface<IUserManagement>();
916 if (userManager != null) 942 if (userManager != null)
@@ -1051,6 +1077,10 @@ namespace OpenSim.Region.CoreModules.World.Estate
1051 1077
1052 public void AddRegion(Scene scene) 1078 public void AddRegion(Scene scene)
1053 { 1079 {
1080 m_regionChangeTimer.AutoReset = false;
1081 m_regionChangeTimer.Interval = 2000;
1082 m_regionChangeTimer.Elapsed += RaiseRegionInfoChange;
1083
1054 Scene = scene; 1084 Scene = scene;
1055 Scene.RegisterModuleInterface<IEstateModule>(this); 1085 Scene.RegisterModuleInterface<IEstateModule>(this);
1056 Scene.EventManager.OnNewClient += EventManager_OnNewClient; 1086 Scene.EventManager.OnNewClient += EventManager_OnNewClient;
@@ -1099,7 +1129,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
1099 1129
1100 private void EventManager_OnNewClient(IClientAPI client) 1130 private void EventManager_OnNewClient(IClientAPI client)
1101 { 1131 {
1102 client.OnDetailedEstateDataRequest += sendDetailedEstateData; 1132 client.OnDetailedEstateDataRequest += clientSendDetailedEstateData;
1103 client.OnSetEstateFlagsRequest += estateSetRegionInfoHandler; 1133 client.OnSetEstateFlagsRequest += estateSetRegionInfoHandler;
1104// client.OnSetEstateTerrainBaseTexture += setEstateTerrainBaseTexture; 1134// client.OnSetEstateTerrainBaseTexture += setEstateTerrainBaseTexture;
1105 client.OnSetEstateTerrainDetailTexture += setEstateTerrainBaseTexture; 1135 client.OnSetEstateTerrainDetailTexture += setEstateTerrainBaseTexture;
@@ -1150,6 +1180,10 @@ namespace OpenSim.Region.CoreModules.World.Estate
1150 flags |= RegionFlags.AllowParcelChanges; 1180 flags |= RegionFlags.AllowParcelChanges;
1151 if (Scene.RegionInfo.RegionSettings.BlockShowInSearch) 1181 if (Scene.RegionInfo.RegionSettings.BlockShowInSearch)
1152 flags |= RegionFlags.BlockParcelSearch; 1182 flags |= RegionFlags.BlockParcelSearch;
1183 if (Scene.RegionInfo.RegionSettings.GodBlockSearch)
1184 flags |= (RegionFlags)(1 << 11);
1185 if (Scene.RegionInfo.RegionSettings.Casino)
1186 flags |= (RegionFlags)(1 << 10);
1153 1187
1154 if (Scene.RegionInfo.RegionSettings.FixedSun) 1188 if (Scene.RegionInfo.RegionSettings.FixedSun)
1155 flags |= RegionFlags.SunFixed; 1189 flags |= RegionFlags.SunFixed;
@@ -1157,11 +1191,15 @@ namespace OpenSim.Region.CoreModules.World.Estate
1157 flags |= RegionFlags.Sandbox; 1191 flags |= RegionFlags.Sandbox;
1158 if (Scene.RegionInfo.EstateSettings.AllowVoice) 1192 if (Scene.RegionInfo.EstateSettings.AllowVoice)
1159 flags |= RegionFlags.AllowVoice; 1193 flags |= RegionFlags.AllowVoice;
1194 if (Scene.RegionInfo.EstateSettings.AllowLandmark)
1195 flags |= RegionFlags.AllowLandmark;
1196 if (Scene.RegionInfo.EstateSettings.AllowSetHome)
1197 flags |= RegionFlags.AllowSetHome;
1198 if (Scene.RegionInfo.EstateSettings.BlockDwell)
1199 flags |= RegionFlags.BlockDwell;
1200 if (Scene.RegionInfo.EstateSettings.ResetHomeOnTeleport)
1201 flags |= RegionFlags.ResetHomeOnTeleport;
1160 1202
1161 // Fudge these to always on, so the menu options activate
1162 //
1163 flags |= RegionFlags.AllowLandmark;
1164 flags |= RegionFlags.AllowSetHome;
1165 1203
1166 // TODO: SkipUpdateInterestList 1204 // TODO: SkipUpdateInterestList
1167 1205
@@ -1202,6 +1240,12 @@ namespace OpenSim.Region.CoreModules.World.Estate
1202 flags |= RegionFlags.ResetHomeOnTeleport; 1240 flags |= RegionFlags.ResetHomeOnTeleport;
1203 if (Scene.RegionInfo.EstateSettings.TaxFree) 1241 if (Scene.RegionInfo.EstateSettings.TaxFree)
1204 flags |= RegionFlags.TaxFree; 1242 flags |= RegionFlags.TaxFree;
1243 if (Scene.RegionInfo.EstateSettings.AllowLandmark)
1244 flags |= RegionFlags.AllowLandmark;
1245 if (Scene.RegionInfo.EstateSettings.AllowParcelChanges)
1246 flags |= RegionFlags.AllowParcelChanges;
1247 if (Scene.RegionInfo.EstateSettings.AllowSetHome)
1248 flags |= RegionFlags.AllowSetHome;
1205 if (Scene.RegionInfo.EstateSettings.DenyMinors) 1249 if (Scene.RegionInfo.EstateSettings.DenyMinors)
1206 flags |= (RegionFlags)(1 << 30); 1250 flags |= (RegionFlags)(1 << 30);
1207 1251
@@ -1222,6 +1266,12 @@ namespace OpenSim.Region.CoreModules.World.Estate
1222 1266
1223 public void TriggerRegionInfoChange() 1267 public void TriggerRegionInfoChange()
1224 { 1268 {
1269 m_regionChangeTimer.Stop();
1270 m_regionChangeTimer.Start();
1271 }
1272
1273 protected void RaiseRegionInfoChange(object sender, ElapsedEventArgs e)
1274 {
1225 ChangeDelegate change = OnRegionInfoChange; 1275 ChangeDelegate change = OnRegionInfoChange;
1226 1276
1227 if (change != null) 1277 if (change != null)
diff --git a/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs b/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
index 94bba83..7a236bc 100644
--- a/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
+++ b/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
@@ -91,6 +91,8 @@ namespace OpenSim.Region.CoreModules.World.Land
91 private int m_lastLandLocalID = LandChannel.START_LAND_LOCAL_ID - 1; 91 private int m_lastLandLocalID = LandChannel.START_LAND_LOCAL_ID - 1;
92 92
93 private bool m_allowedForcefulBans = true; 93 private bool m_allowedForcefulBans = true;
94 private UUID DefaultGodParcelGroup;
95 private string DefaultGodParcelName;
94 96
95 // caches ExtendedLandData 97 // caches ExtendedLandData
96 private Cache parcelInfoCache; 98 private Cache parcelInfoCache;
@@ -106,6 +108,12 @@ namespace OpenSim.Region.CoreModules.World.Land
106 108
107 public void Initialise(IConfigSource source) 109 public void Initialise(IConfigSource source)
108 { 110 {
111 IConfig cnf = source.Configs["LandManagement"];
112 if (cnf != null)
113 {
114 DefaultGodParcelGroup = new UUID(cnf.GetString("DefaultAdministratorGroupUUID", UUID.Zero.ToString()));
115 DefaultGodParcelName = cnf.GetString("DefaultAdministratorParcelName", "Default Parcel");
116 }
109 } 117 }
110 118
111 public void AddRegion(Scene scene) 119 public void AddRegion(Scene scene)
@@ -157,13 +165,6 @@ namespace OpenSim.Region.CoreModules.World.Land
157 m_scene.UnregisterModuleCommander(m_commander.Name); 165 m_scene.UnregisterModuleCommander(m_commander.Name);
158 } 166 }
159 167
160// private bool OnVerifyUserConnection(ScenePresence scenePresence, out string reason)
161// {
162// ILandObject nearestParcel = m_scene.GetNearestAllowedParcel(scenePresence.UUID, scenePresence.AbsolutePosition.X, scenePresence.AbsolutePosition.Y);
163// reason = "You are not allowed to enter this sim.";
164// return nearestParcel != null;
165// }
166
167 /// <summary> 168 /// <summary>
168 /// Processes commandline input. Do not call directly. 169 /// Processes commandline input. Do not call directly.
169 /// </summary> 170 /// </summary>
@@ -215,36 +216,6 @@ namespace OpenSim.Region.CoreModules.World.Land
215 216
216 void ClientOnPreAgentUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData) 217 void ClientOnPreAgentUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData)
217 { 218 {
218 //If we are forcing a position for them to go
219 if (forcedPosition.ContainsKey(remoteClient.AgentId))
220 {
221 ScenePresence clientAvatar = m_scene.GetScenePresence(remoteClient.AgentId);
222
223 //Putting the user into flying, both keeps the avatar in fligth when it bumps into something and stopped from going another direction AND
224 //When the avatar walks into a ban line on the ground, it prevents getting stuck
225 agentData.ControlFlags = (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY;
226
227
228 //Make sure we stop if they get about to the right place to prevent yoyo and prevents getting stuck on banlines
229 if (Vector3.Distance(clientAvatar.AbsolutePosition, forcedPosition[remoteClient.AgentId]) < .2)
230 {
231 Debug.WriteLine(string.Format("Stopping force position because {0} is close enough to position {1}", forcedPosition[remoteClient.AgentId], clientAvatar.AbsolutePosition));
232 forcedPosition.Remove(remoteClient.AgentId);
233 }
234 //if we are far away, teleport
235 else if (Vector3.Distance(clientAvatar.AbsolutePosition, forcedPosition[remoteClient.AgentId]) > 3)
236 {
237 Debug.WriteLine(string.Format("Teleporting out because {0} is too far from avatar position {1}", forcedPosition[remoteClient.AgentId], clientAvatar.AbsolutePosition));
238 clientAvatar.Teleport(forcedPosition[remoteClient.AgentId]);
239 forcedPosition.Remove(remoteClient.AgentId);
240 }
241 else
242 {
243 //Forces them toward the forced position we want if they aren't there yet
244 agentData.UseClientAgentPosition = true;
245 agentData.ClientAgentPosition = forcedPosition[remoteClient.AgentId];
246 }
247 }
248 } 219 }
249 220
250 public void Close() 221 public void Close()
@@ -363,10 +334,16 @@ namespace OpenSim.Region.CoreModules.World.Land
363 private void ForceAvatarToPosition(ScenePresence avatar, Vector3? position) 334 private void ForceAvatarToPosition(ScenePresence avatar, Vector3? position)
364 { 335 {
365 if (m_scene.Permissions.IsGod(avatar.UUID)) return; 336 if (m_scene.Permissions.IsGod(avatar.UUID)) return;
366 if (position.HasValue) 337
367 { 338 if (!position.HasValue)
368 forcedPosition[avatar.ControllingClient.AgentId] = (Vector3)position; 339 return;
369 } 340
341 bool isFlying = avatar.PhysicsActor.Flying;
342 avatar.RemoveFromPhysicalScene();
343
344 avatar.AbsolutePosition = (Vector3)position;
345
346 avatar.AddToPhysicalScene(isFlying);
370 } 347 }
371 348
372 public void SendYouAreRestrictedNotice(ScenePresence avatar) 349 public void SendYouAreRestrictedNotice(ScenePresence avatar)
@@ -386,29 +363,7 @@ namespace OpenSim.Region.CoreModules.World.Land
386 } 363 }
387 364
388 if (parcelAvatarIsEntering != null) 365 if (parcelAvatarIsEntering != null)
389 { 366 EnforceBans(parcelAvatarIsEntering, avatar);
390 if (avatar.AbsolutePosition.Z < LandChannel.BAN_LINE_SAFETY_HIEGHT)
391 {
392 if (parcelAvatarIsEntering.IsBannedFromLand(avatar.UUID))
393 {
394 SendYouAreBannedNotice(avatar);
395 ForceAvatarToPosition(avatar, m_scene.GetNearestAllowedPosition(avatar));
396 }
397 else if (parcelAvatarIsEntering.IsRestrictedFromLand(avatar.UUID))
398 {
399 SendYouAreRestrictedNotice(avatar);
400 ForceAvatarToPosition(avatar, m_scene.GetNearestAllowedPosition(avatar));
401 }
402 else
403 {
404 avatar.sentMessageAboutRestrictedParcelFlyingDown = true;
405 }
406 }
407 else
408 {
409 avatar.sentMessageAboutRestrictedParcelFlyingDown = true;
410 }
411 }
412 } 367 }
413 } 368 }
414 369
@@ -512,6 +467,7 @@ namespace OpenSim.Region.CoreModules.World.Land
512 //when we are finally in a safe place, lets release the forced position lock 467 //when we are finally in a safe place, lets release the forced position lock
513 forcedPosition.Remove(clientAvatar.ControllingClient.AgentId); 468 forcedPosition.Remove(clientAvatar.ControllingClient.AgentId);
514 } 469 }
470 EnforceBans(parcel, clientAvatar);
515 } 471 }
516 } 472 }
517 473
@@ -720,7 +676,7 @@ namespace OpenSim.Region.CoreModules.World.Land
720 int x; 676 int x;
721 int y; 677 int y;
722 678
723 if (x_float >= Constants.RegionSize || x_float < 0 || y_float >= Constants.RegionSize || y_float < 0) 679 if (x_float > Constants.RegionSize || x_float < 0 || y_float > Constants.RegionSize || y_float < 0)
724 return null; 680 return null;
725 681
726 try 682 try
@@ -770,14 +726,13 @@ namespace OpenSim.Region.CoreModules.World.Land
770 { 726 {
771 try 727 try
772 { 728 {
773 return m_landList[m_landIDList[x / 4, y / 4]]; 729 //if (m_landList.ContainsKey(m_landIDList[x / 4, y / 4]))
730 return m_landList[m_landIDList[x / 4, y / 4]];
731 //else
732 // return null;
774 } 733 }
775 catch (IndexOutOfRangeException) 734 catch (IndexOutOfRangeException)
776 { 735 {
777// m_log.WarnFormat(
778// "[LAND MANAGEMENT MODULE]: Tried to retrieve land object from out of bounds co-ordinate ({0},{1}) in {2}",
779// x, y, m_scene.RegionInfo.RegionName);
780
781 return null; 736 return null;
782 } 737 }
783 } 738 }
@@ -1060,6 +1015,10 @@ namespace OpenSim.Region.CoreModules.World.Land
1060 //Owner Flag 1015 //Owner Flag
1061 tempByte = Convert.ToByte(tempByte | LandChannel.LAND_TYPE_OWNED_BY_REQUESTER); 1016 tempByte = Convert.ToByte(tempByte | LandChannel.LAND_TYPE_OWNED_BY_REQUESTER);
1062 } 1017 }
1018 else if (currentParcelBlock.LandData.IsGroupOwned && remote_client.IsGroupMember(currentParcelBlock.LandData.GroupID))
1019 {
1020 tempByte = Convert.ToByte(tempByte | LandChannel.LAND_TYPE_OWNED_BY_GROUP);
1021 }
1063 else if (currentParcelBlock.LandData.SalePrice > 0 && 1022 else if (currentParcelBlock.LandData.SalePrice > 0 &&
1064 (currentParcelBlock.LandData.AuthBuyerID == UUID.Zero || 1023 (currentParcelBlock.LandData.AuthBuyerID == UUID.Zero ||
1065 currentParcelBlock.LandData.AuthBuyerID == remote_client.AgentId)) 1024 currentParcelBlock.LandData.AuthBuyerID == remote_client.AgentId))
@@ -1360,18 +1319,31 @@ namespace OpenSim.Region.CoreModules.World.Land
1360 1319
1361 public void EventManagerOnIncomingLandDataFromStorage(List<LandData> data) 1320 public void EventManagerOnIncomingLandDataFromStorage(List<LandData> data)
1362 { 1321 {
1363 for (int i = 0; i < data.Count; i++) 1322 lock (m_landList)
1364 { 1323 {
1365 IncomingLandObjectFromStorage(data[i]); 1324 //Remove all the land objects in the sim and then process our new data
1325 foreach (int n in m_landList.Keys)
1326 {
1327 m_scene.EventManager.TriggerLandObjectRemoved(m_landList[n].LandData.GlobalID);
1328 }
1329 m_landIDList.Initialize();
1330 m_landList.Clear();
1331
1332 for (int i = 0; i < data.Count; i++)
1333 {
1334 IncomingLandObjectFromStorage(data[i]);
1335 }
1366 } 1336 }
1367 } 1337 }
1368 1338
1369 public void IncomingLandObjectFromStorage(LandData data) 1339 public void IncomingLandObjectFromStorage(LandData data)
1370 { 1340 {
1341
1371 ILandObject new_land = new LandObject(data.OwnerID, data.IsGroupOwned, m_scene); 1342 ILandObject new_land = new LandObject(data.OwnerID, data.IsGroupOwned, m_scene);
1372 new_land.LandData = data.Copy(); 1343 new_land.LandData = data.Copy();
1373 new_land.SetLandBitmapFromByteArray(); 1344 new_land.SetLandBitmapFromByteArray();
1374 AddLandObject(new_land); 1345 AddLandObject(new_land);
1346 new_land.SendLandUpdateToAvatarsOverMe();
1375 } 1347 }
1376 1348
1377 public void ReturnObjectsInParcel(int localID, uint returnType, UUID[] agentIDs, UUID[] taskIDs, IClientAPI remoteClient) 1349 public void ReturnObjectsInParcel(int localID, uint returnType, UUID[] agentIDs, UUID[] taskIDs, IClientAPI remoteClient)
@@ -1649,6 +1621,322 @@ namespace OpenSim.Region.CoreModules.World.Land
1649 1621
1650 UpdateLandObject(localID, land.LandData); 1622 UpdateLandObject(localID, land.LandData);
1651 } 1623 }
1624
1625 public void ClientOnParcelGodMark(IClientAPI client, UUID god, int landID)
1626 {
1627 ILandObject land = null;
1628 List<ILandObject> Land = ((Scene)client.Scene).LandChannel.AllParcels();
1629 foreach (ILandObject landObject in Land)
1630 {
1631 if (landObject.LandData.LocalID == landID)
1632 {
1633 land = landObject;
1634 }
1635 }
1636 land.DeedToGroup(DefaultGodParcelGroup);
1637 land.LandData.Name = DefaultGodParcelName;
1638 land.SendLandUpdateToAvatarsOverMe();
1639 }
1640
1641 private void ClientOnSimWideDeletes(IClientAPI client, UUID agentID, int flags, UUID targetID)
1642 {
1643 ScenePresence SP;
1644 ((Scene)client.Scene).TryGetScenePresence(client.AgentId, out SP);
1645 List<SceneObjectGroup> returns = new List<SceneObjectGroup>();
1646 if (SP.UserLevel != 0)
1647 {
1648 if (flags == 0) //All parcels, scripted or not
1649 {
1650 ((Scene)client.Scene).ForEachSOG(delegate(SceneObjectGroup e)
1651 {
1652 if (e.OwnerID == targetID)
1653 {
1654 returns.Add(e);
1655 }
1656 }
1657 );
1658 }
1659 if (flags == 4) //All parcels, scripted object
1660 {
1661 ((Scene)client.Scene).ForEachSOG(delegate(SceneObjectGroup e)
1662 {
1663 if (e.OwnerID == targetID)
1664 {
1665 if (e.scriptScore >= 0.01)
1666 {
1667 returns.Add(e);
1668 }
1669 }
1670 }
1671 );
1672 }
1673 if (flags == 4) //not target parcel, scripted object
1674 {
1675 ((Scene)client.Scene).ForEachSOG(delegate(SceneObjectGroup e)
1676 {
1677 if (e.OwnerID == targetID)
1678 {
1679 ILandObject landobject = ((Scene)client.Scene).LandChannel.GetLandObject(e.AbsolutePosition.X, e.AbsolutePosition.Y);
1680 if (landobject.LandData.OwnerID != e.OwnerID)
1681 {
1682 if (e.scriptScore >= 0.01)
1683 {
1684 returns.Add(e);
1685 }
1686 }
1687 }
1688 }
1689 );
1690 }
1691 foreach (SceneObjectGroup ol in returns)
1692 {
1693 ReturnObject(ol, client);
1694 }
1695 }
1696 }
1697 public void ReturnObject(SceneObjectGroup obj, IClientAPI client)
1698 {
1699 SceneObjectGroup[] objs = new SceneObjectGroup[1];
1700 objs[0] = obj;
1701 ((Scene)client.Scene).returnObjects(objs, client.AgentId);
1702 }
1703
1704 Dictionary<UUID, System.Threading.Timer> Timers = new Dictionary<UUID, System.Threading.Timer>();
1705
1706 public void ClientOnParcelFreezeUser(IClientAPI client, UUID parcelowner, uint flags, UUID target)
1707 {
1708 ScenePresence targetAvatar = null;
1709 ((Scene)client.Scene).TryGetScenePresence(target, out targetAvatar);
1710 ScenePresence parcelManager = null;
1711 ((Scene)client.Scene).TryGetScenePresence(client.AgentId, out parcelManager);
1712 System.Threading.Timer Timer;
1713
1714 if (targetAvatar.UserLevel == 0)
1715 {
1716 ILandObject land = ((Scene)client.Scene).LandChannel.GetLandObject(targetAvatar.AbsolutePosition.X, targetAvatar.AbsolutePosition.Y);
1717 if (!((Scene)client.Scene).Permissions.CanEditParcelProperties(client.AgentId, land, GroupPowers.LandEjectAndFreeze))
1718 return;
1719 if (flags == 0)
1720 {
1721 targetAvatar.AllowMovement = false;
1722 targetAvatar.ControllingClient.SendAlertMessage(parcelManager.Firstname + " " + parcelManager.Lastname + " has frozen you for 30 seconds. You cannot move or interact with the world.");
1723 parcelManager.ControllingClient.SendAlertMessage("Avatar Frozen.");
1724 System.Threading.TimerCallback timeCB = new System.Threading.TimerCallback(OnEndParcelFrozen);
1725 Timer = new System.Threading.Timer(timeCB, targetAvatar, 30000, 0);
1726 Timers.Add(targetAvatar.UUID, Timer);
1727 }
1728 else
1729 {
1730 targetAvatar.AllowMovement = true;
1731 targetAvatar.ControllingClient.SendAlertMessage(parcelManager.Firstname + " " + parcelManager.Lastname + " has unfrozen you.");
1732 parcelManager.ControllingClient.SendAlertMessage("Avatar Unfrozen.");
1733 Timers.TryGetValue(targetAvatar.UUID, out Timer);
1734 Timers.Remove(targetAvatar.UUID);
1735 Timer.Dispose();
1736 }
1737 }
1738 }
1739 private void OnEndParcelFrozen(object avatar)
1740 {
1741 ScenePresence targetAvatar = (ScenePresence)avatar;
1742 targetAvatar.AllowMovement = true;
1743 System.Threading.Timer Timer;
1744 Timers.TryGetValue(targetAvatar.UUID, out Timer);
1745 Timers.Remove(targetAvatar.UUID);
1746 targetAvatar.ControllingClient.SendAgentAlertMessage("The freeze has worn off; you may go about your business.", false);
1747 }
1748
1749
1750 public void ClientOnParcelEjectUser(IClientAPI client, UUID parcelowner, uint flags, UUID target)
1751 {
1752 ScenePresence targetAvatar = null;
1753 ((Scene)client.Scene).TryGetScenePresence(target, out targetAvatar);
1754 ScenePresence parcelManager = null;
1755 ((Scene)client.Scene).TryGetScenePresence(client.AgentId, out parcelManager);
1756 //Just eject
1757 if (flags == 0)
1758 {
1759 if (targetAvatar.UserLevel == 0)
1760 {
1761 ILandObject land = ((Scene)client.Scene).LandChannel.GetLandObject(targetAvatar.AbsolutePosition.X, targetAvatar.AbsolutePosition.Y);
1762 if (!((Scene)client.Scene).Permissions.CanEditParcelProperties(client.AgentId, land, GroupPowers.LandEjectAndFreeze))
1763 return;
1764
1765 Vector3 position = new Vector3(0, 0, 0);
1766 List<ILandObject> allParcels = new List<ILandObject>();
1767 allParcels = AllParcels();
1768 if (allParcels.Count != 1)
1769 {
1770 foreach (ILandObject parcel in allParcels)
1771 {
1772 if (parcel.LandData.GlobalID != land.LandData.GlobalID)
1773 {
1774 if (parcel.IsEitherBannedOrRestricted(targetAvatar.UUID) != true)
1775 {
1776 for (int x = 1; x <= Constants.RegionSize; x += 2)
1777 {
1778 for (int y = 1; y <= Constants.RegionSize; y += 2)
1779 {
1780 if (parcel.ContainsPoint(x, y))
1781 {
1782 position = new Vector3(x, y, targetAvatar.AbsolutePosition.Z);
1783 targetAvatar.TeleportWithMomentum(position);
1784 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1785 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected.");
1786 return;
1787 }
1788 }
1789 }
1790 }
1791 }
1792 }
1793 }
1794 Vector3 targetVector;
1795 if (targetAvatar.AbsolutePosition.X > targetAvatar.AbsolutePosition.Y)
1796 {
1797 if (targetAvatar.AbsolutePosition.X > .5 * Constants.RegionSize)
1798 {
1799 targetVector = new Vector3(Constants.RegionSize, targetAvatar.AbsolutePosition.Y, targetAvatar.AbsolutePosition.Z); ;
1800 targetAvatar.TeleportWithMomentum(targetVector);
1801 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1802 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected.");
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 by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1810 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected.");
1811 return;
1812 }
1813 }
1814 else
1815 {
1816 if (targetAvatar.AbsolutePosition.Y > .5 * Constants.RegionSize)
1817 {
1818 targetVector = new Vector3(targetAvatar.AbsolutePosition.X, Constants.RegionSize, targetAvatar.AbsolutePosition.Z); ;
1819 targetAvatar.TeleportWithMomentum(targetVector);
1820 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1821 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected.");
1822 return;
1823 }
1824 else
1825 {
1826 targetVector = new Vector3(targetAvatar.AbsolutePosition.X, 0, targetAvatar.AbsolutePosition.Z); ;
1827 targetAvatar.TeleportWithMomentum(targetVector);
1828 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1829 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected.");
1830 return;
1831 }
1832 }
1833 }
1834 }
1835 //Eject and ban
1836 if (flags == 1)
1837 {
1838 if (targetAvatar.UserLevel == 0)
1839 {
1840 ILandObject land = ((Scene)client.Scene).LandChannel.GetLandObject(targetAvatar.AbsolutePosition.X, targetAvatar.AbsolutePosition.Y);
1841 if (!((Scene)client.Scene).Permissions.CanEditParcelProperties(client.AgentId, land, GroupPowers.LandEjectAndFreeze))
1842 return;
1843
1844 Vector3 position = new Vector3(0, 0, 0);
1845 List<ILandObject> allParcels = new List<ILandObject>();
1846 allParcels = AllParcels();
1847 if (allParcels.Count != 1)
1848 {
1849 foreach (ILandObject parcel in allParcels)
1850 {
1851 if (parcel.LandData.GlobalID != land.LandData.GlobalID)
1852 {
1853 if (parcel.IsEitherBannedOrRestricted(targetAvatar.UUID) != true)
1854 {
1855 for (int x = 1; x <= Constants.RegionSize; x += 2)
1856 {
1857 for (int y = 1; y <= Constants.RegionSize; y += 2)
1858 {
1859 if (parcel.ContainsPoint(x, y))
1860 {
1861 position = new Vector3(x, y, targetAvatar.AbsolutePosition.Z);
1862 targetAvatar.TeleportWithMomentum(position);
1863 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected and banned by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1864 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected and Banned.");
1865 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry();
1866 entry.AgentID = targetAvatar.UUID;
1867 entry.Flags = AccessList.Ban;
1868 entry.Time = new DateTime();
1869 land.LandData.ParcelAccessList.Add(entry);
1870 return;
1871 }
1872 }
1873 }
1874 }
1875 }
1876 }
1877 }
1878 Vector3 targetVector;
1879 if (targetAvatar.AbsolutePosition.X > targetAvatar.AbsolutePosition.Y)
1880 {
1881 if (targetAvatar.AbsolutePosition.X > .5 * Constants.RegionSize)
1882 {
1883 targetVector = new Vector3(Constants.RegionSize, targetAvatar.AbsolutePosition.Y, targetAvatar.AbsolutePosition.Z); ;
1884 targetAvatar.TeleportWithMomentum(targetVector);
1885 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected and banned by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1886 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected and Banned.");
1887 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry();
1888 entry.AgentID = targetAvatar.UUID;
1889 entry.Flags = AccessList.Ban;
1890 entry.Time = new DateTime();
1891 land.LandData.ParcelAccessList.Add(entry);
1892 return;
1893 }
1894 else
1895 {
1896 targetVector = new Vector3(0, targetAvatar.AbsolutePosition.Y, targetAvatar.AbsolutePosition.Z); ;
1897 targetAvatar.TeleportWithMomentum(targetVector);
1898 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected and banned by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1899 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected and Banned.");
1900 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry();
1901 entry.AgentID = targetAvatar.UUID;
1902 entry.Flags = AccessList.Ban;
1903 entry.Time = new DateTime();
1904 land.LandData.ParcelAccessList.Add(entry);
1905 return;
1906 }
1907 }
1908 else
1909 {
1910 if (targetAvatar.AbsolutePosition.Y > .5 * Constants.RegionSize)
1911 {
1912 targetVector = new Vector3(targetAvatar.AbsolutePosition.X, Constants.RegionSize, targetAvatar.AbsolutePosition.Z); ;
1913 targetAvatar.TeleportWithMomentum(targetVector);
1914 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected and banned by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1915 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected and Banned.");
1916 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry();
1917 entry.AgentID = targetAvatar.UUID;
1918 entry.Flags = AccessList.Ban;
1919 entry.Time = new DateTime();
1920 land.LandData.ParcelAccessList.Add(entry);
1921 return;
1922 }
1923 else
1924 {
1925 targetVector = new Vector3(targetAvatar.AbsolutePosition.X, 0, targetAvatar.AbsolutePosition.Z); ;
1926 targetAvatar.TeleportWithMomentum(targetVector);
1927 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected and banned by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1928 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected and Banned.");
1929 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry();
1930 entry.AgentID = targetAvatar.UUID;
1931 entry.Flags = AccessList.Ban;
1932 entry.Time = new DateTime();
1933 land.LandData.ParcelAccessList.Add(entry);
1934 return;
1935 }
1936 }
1937 }
1938 }
1939 }
1652 1940
1653 protected void InstallInterfaces() 1941 protected void InstallInterfaces()
1654 { 1942 {
@@ -1711,5 +1999,27 @@ namespace OpenSim.Region.CoreModules.World.Land
1711 1999
1712 MainConsole.Instance.Output(report.ToString()); 2000 MainConsole.Instance.Output(report.ToString());
1713 } 2001 }
2002
2003 public void EnforceBans(ILandObject land, ScenePresence avatar)
2004 {
2005 if (avatar.AbsolutePosition.Z > LandChannel.BAN_LINE_SAFETY_HIEGHT)
2006 return;
2007
2008 if (land.IsEitherBannedOrRestricted(avatar.UUID))
2009 {
2010 if (land.ContainsPoint(Convert.ToInt32(avatar.lastKnownAllowedPosition.X), Convert.ToInt32(avatar.lastKnownAllowedPosition.Y)))
2011 {
2012 Vector3? pos = m_scene.GetNearestAllowedPosition(avatar);
2013 if (pos == null)
2014 m_scene.TeleportClientHome(avatar.UUID, avatar.ControllingClient);
2015 else
2016 ForceAvatarToPosition(avatar, (Vector3)pos);
2017 }
2018 else
2019 {
2020 ForceAvatarToPosition(avatar, avatar.lastKnownAllowedPosition);
2021 }
2022 }
2023 }
1714 } 2024 }
1715} \ No newline at end of file 2025}
diff --git a/OpenSim/Region/CoreModules/World/Land/LandObject.cs b/OpenSim/Region/CoreModules/World/Land/LandObject.cs
index 0da0de3..4f10fbf 100644
--- a/OpenSim/Region/CoreModules/World/Land/LandObject.cs
+++ b/OpenSim/Region/CoreModules/World/Land/LandObject.cs
@@ -190,10 +190,26 @@ namespace OpenSim.Region.CoreModules.World.Land
190 else 190 else
191 { 191 {
192 // Normal Calculations 192 // Normal Calculations
193 int parcelMax = (int)(((float)LandData.Area / 65536.0f) 193 int parcelMax = (int)((double)(LandData.Area
194 * (float)m_scene.RegionInfo.ObjectCapacity 194 * m_scene.RegionInfo.ObjectCapacity)
195 * (float)m_scene.RegionInfo.RegionSettings.ObjectBonus); 195 * m_scene.RegionInfo.RegionSettings.ObjectBonus)
196 // TODO: The calculation of ObjectBonus should be refactored. It does still not work in the same manner as SL! 196 / 65536;
197 return parcelMax;
198 }
199 }
200
201 private int GetParcelBasePrimCount()
202 {
203 if (overrideParcelMaxPrimCount != null)
204 {
205 return overrideParcelMaxPrimCount(this);
206 }
207 else
208 {
209 // Normal Calculations
210 int parcelMax = LandData.Area
211 * m_scene.RegionInfo.ObjectCapacity
212 / 65536;
197 return parcelMax; 213 return parcelMax;
198 } 214 }
199 } 215 }
@@ -245,7 +261,7 @@ namespace OpenSim.Region.CoreModules.World.Land
245 remote_client.SendLandProperties(seq_id, 261 remote_client.SendLandProperties(seq_id,
246 snap_selection, request_result, this, 262 snap_selection, request_result, this,
247 (float)m_scene.RegionInfo.RegionSettings.ObjectBonus, 263 (float)m_scene.RegionInfo.RegionSettings.ObjectBonus,
248 GetParcelMaxPrimCount(), 264 GetParcelBasePrimCount(),
249 GetSimulatorMaxPrimCount(), regionFlags); 265 GetSimulatorMaxPrimCount(), regionFlags);
250 } 266 }
251 267
@@ -304,7 +320,7 @@ namespace OpenSim.Region.CoreModules.World.Land
304 320
305 allowedDelta |= (uint)(ParcelFlags.ShowDirectory | 321 allowedDelta |= (uint)(ParcelFlags.ShowDirectory |
306 ParcelFlags.AllowPublish | 322 ParcelFlags.AllowPublish |
307 ParcelFlags.MaturePublish); 323 ParcelFlags.MaturePublish) | (uint)(1 << 23);
308 } 324 }
309 325
310 if (m_scene.Permissions.CanEditParcelProperties(remote_client.AgentId,this, GroupPowers.LandChangeIdentity)) 326 if (m_scene.Permissions.CanEditParcelProperties(remote_client.AgentId,this, GroupPowers.LandChangeIdentity))
@@ -416,9 +432,43 @@ namespace OpenSim.Region.CoreModules.World.Land
416 return false; 432 return false;
417 } 433 }
418 434
435 public bool HasGroupAccess(UUID avatar)
436 {
437 if (LandData.GroupID != UUID.Zero && (LandData.Flags & (uint)ParcelFlags.UseAccessGroup) == (uint)ParcelFlags.UseAccessGroup)
438 {
439 ScenePresence sp;
440 if (!m_scene.TryGetScenePresence(avatar, out sp))
441 {
442 IGroupsModule groupsModule = m_scene.RequestModuleInterface<IGroupsModule>();
443 if (groupsModule == null)
444 return false;
445
446 GroupMembershipData[] membership = groupsModule.GetMembershipData(avatar);
447 if (membership == null || membership.Length == 0)
448 return false;
449
450 foreach (GroupMembershipData d in membership)
451 {
452 if (d.GroupID == LandData.GroupID)
453 return true;
454 }
455 return false;
456 }
457
458 if (!sp.ControllingClient.IsGroupMember(LandData.GroupID))
459 return false;
460
461 return true;
462 }
463 return false;
464 }
465
419 public bool IsBannedFromLand(UUID avatar) 466 public bool IsBannedFromLand(UUID avatar)
420 { 467 {
421 if (m_scene.Permissions.CanEditParcelProperties(avatar, this, 0)) 468 if (m_scene.Permissions.IsAdministrator(avatar))
469 return false;
470
471 if (m_scene.RegionInfo.EstateSettings.IsEstateManager(avatar))
422 return false; 472 return false;
423 473
424 if ((LandData.Flags & (uint) ParcelFlags.UseBanList) > 0) 474 if ((LandData.Flags & (uint) ParcelFlags.UseBanList) > 0)
@@ -429,7 +479,7 @@ namespace OpenSim.Region.CoreModules.World.Land
429 if (e.AgentID == avatar && e.Flags == AccessList.Ban) 479 if (e.AgentID == avatar && e.Flags == AccessList.Ban)
430 return true; 480 return true;
431 return false; 481 return false;
432 }) != -1) 482 }) != -1 && LandData.OwnerID != avatar)
433 { 483 {
434 return true; 484 return true;
435 } 485 }
@@ -439,7 +489,10 @@ namespace OpenSim.Region.CoreModules.World.Land
439 489
440 public bool IsRestrictedFromLand(UUID avatar) 490 public bool IsRestrictedFromLand(UUID avatar)
441 { 491 {
442 if (m_scene.Permissions.CanEditParcelProperties(avatar, this, 0)) 492 if (m_scene.Permissions.IsAdministrator(avatar))
493 return false;
494
495 if (m_scene.RegionInfo.EstateSettings.IsEstateManager(avatar))
443 return false; 496 return false;
444 497
445 if ((LandData.Flags & (uint) ParcelFlags.UseAccessList) > 0) 498 if ((LandData.Flags & (uint) ParcelFlags.UseAccessList) > 0)
@@ -450,11 +503,15 @@ namespace OpenSim.Region.CoreModules.World.Land
450 if (e.AgentID == avatar && e.Flags == AccessList.Access) 503 if (e.AgentID == avatar && e.Flags == AccessList.Access)
451 return true; 504 return true;
452 return false; 505 return false;
453 }) == -1) 506 }) == -1 && LandData.OwnerID != avatar)
454 { 507 {
455 return true; 508 if (!HasGroupAccess(avatar))
509 {
510 return true;
511 }
456 } 512 }
457 } 513 }
514
458 return false; 515 return false;
459 } 516 }
460 517
diff --git a/OpenSim/Region/CoreModules/World/Land/PrimCountModule.cs b/OpenSim/Region/CoreModules/World/Land/PrimCountModule.cs
index efede5c..5122734 100644
--- a/OpenSim/Region/CoreModules/World/Land/PrimCountModule.cs
+++ b/OpenSim/Region/CoreModules/World/Land/PrimCountModule.cs
@@ -206,7 +206,7 @@ namespace OpenSim.Region.CoreModules.World.Land
206 if (m_ParcelCounts.TryGetValue(landData.GlobalID, out parcelCounts)) 206 if (m_ParcelCounts.TryGetValue(landData.GlobalID, out parcelCounts))
207 { 207 {
208 UUID landOwner = landData.OwnerID; 208 UUID landOwner = landData.OwnerID;
209 int partCount = obj.Parts.Length; 209 int partCount = obj.GetPartCount();
210 210
211 m_SimwideCounts[landOwner] += partCount; 211 m_SimwideCounts[landOwner] += partCount;
212 if (parcelCounts.Users.ContainsKey(obj.OwnerID)) 212 if (parcelCounts.Users.ContainsKey(obj.OwnerID))
@@ -593,4 +593,4 @@ namespace OpenSim.Region.CoreModules.World.Land
593 } 593 }
594 } 594 }
595 } 595 }
596} \ No newline at end of file 596}
diff --git a/OpenSim/Region/CoreModules/World/Objects/BuySell/BuySellModule.cs b/OpenSim/Region/CoreModules/World/Objects/BuySell/BuySellModule.cs
index 1e4f0a4..eb4731c 100644
--- a/OpenSim/Region/CoreModules/World/Objects/BuySell/BuySellModule.cs
+++ b/OpenSim/Region/CoreModules/World/Objects/BuySell/BuySellModule.cs
@@ -176,6 +176,13 @@ namespace OpenSim.Region.CoreModules.World.Objects.BuySell
176 return false; 176 return false;
177 } 177 }
178 178
179 if ((perms & (uint)PermissionMask.Copy) == 0)
180 {
181 if (m_dialogModule != null)
182 m_dialogModule.SendAlertToUser(remoteClient, "This sale has been blocked by the permissions system");
183 return false;
184 }
185
179 AssetBase asset = m_scene.CreateAsset( 186 AssetBase asset = m_scene.CreateAsset(
180 group.GetPartName(localID), 187 group.GetPartName(localID),
181 group.GetPartDescription(localID), 188 group.GetPartDescription(localID),
diff --git a/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs b/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
index 7760382..c1b8764 100644
--- a/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
+++ b/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
@@ -363,7 +363,7 @@ namespace OpenSim.Region.CoreModules.World.Permissions
363 363
364 public string Name 364 public string Name
365 { 365 {
366 get { return "PermissionsModule"; } 366 get { return "DefaultPermissionsModule"; }
367 } 367 }
368 368
369 public bool IsSharedModule 369 public bool IsSharedModule
diff --git a/OpenSim/Region/CoreModules/World/Region/RestartModule.cs b/OpenSim/Region/CoreModules/World/Region/RestartModule.cs
index 0f37ddd..7f6f4df 100644
--- a/OpenSim/Region/CoreModules/World/Region/RestartModule.cs
+++ b/OpenSim/Region/CoreModules/World/Region/RestartModule.cs
@@ -28,6 +28,8 @@
28using System; 28using System;
29using System.Reflection; 29using System.Reflection;
30using System.Timers; 30using System.Timers;
31using System.IO;
32using System.Diagnostics;
31using System.Threading; 33using System.Threading;
32using System.Collections.Generic; 34using System.Collections.Generic;
33using log4net; 35using log4net;
@@ -56,13 +58,23 @@ namespace OpenSim.Region.CoreModules.World.Region
56 protected UUID m_Initiator; 58 protected UUID m_Initiator;
57 protected bool m_Notice = false; 59 protected bool m_Notice = false;
58 protected IDialogModule m_DialogModule = null; 60 protected IDialogModule m_DialogModule = null;
61 protected string m_MarkerPath = String.Empty;
59 62
60 public void Initialise(IConfigSource config) 63 public void Initialise(IConfigSource config)
61 { 64 {
65 IConfig restartConfig = config.Configs["RestartModule"];
66 if (restartConfig != null)
67 {
68 m_MarkerPath = restartConfig.GetString("MarkerPath", String.Empty);
69 }
62 } 70 }
63 71
64 public void AddRegion(Scene scene) 72 public void AddRegion(Scene scene)
65 { 73 {
74 if (m_MarkerPath != String.Empty)
75 File.Delete(Path.Combine(m_MarkerPath,
76 scene.RegionInfo.RegionID.ToString()));
77
66 m_Scene = scene; 78 m_Scene = scene;
67 79
68 scene.RegisterModuleInterface<IRestartModule>(this); 80 scene.RegisterModuleInterface<IRestartModule>(this);
@@ -121,6 +133,7 @@ namespace OpenSim.Region.CoreModules.World.Region
121 133
122 if (alerts == null) 134 if (alerts == null)
123 { 135 {
136 CreateMarkerFile();
124 m_Scene.RestartNow(); 137 m_Scene.RestartNow();
125 return; 138 return;
126 } 139 }
@@ -134,6 +147,7 @@ namespace OpenSim.Region.CoreModules.World.Region
134 147
135 if (m_Alerts[0] == 0) 148 if (m_Alerts[0] == 0)
136 { 149 {
150 CreateMarkerFile();
137 m_Scene.RestartNow(); 151 m_Scene.RestartNow();
138 return; 152 return;
139 } 153 }
@@ -147,6 +161,7 @@ namespace OpenSim.Region.CoreModules.World.Region
147 { 161 {
148 if (m_Alerts.Count == 0 || m_Alerts[0] == 0) 162 if (m_Alerts.Count == 0 || m_Alerts[0] == 0)
149 { 163 {
164 CreateMarkerFile();
150 m_Scene.RestartNow(); 165 m_Scene.RestartNow();
151 return 0; 166 return 0;
152 } 167 }
@@ -266,5 +281,25 @@ namespace OpenSim.Region.CoreModules.World.Region
266 281
267 ScheduleRestart(UUID.Zero, args[3], times.ToArray(), notice); 282 ScheduleRestart(UUID.Zero, args[3], times.ToArray(), notice);
268 } 283 }
284
285 protected void CreateMarkerFile()
286 {
287 if (m_MarkerPath == String.Empty)
288 return;
289
290 string path = Path.Combine(m_MarkerPath, m_Scene.RegionInfo.RegionID.ToString());
291 try
292 {
293 string pidstring = System.Diagnostics.Process.GetCurrentProcess().Id.ToString();
294 FileStream fs = File.Create(path);
295 System.Text.ASCIIEncoding enc = new System.Text.ASCIIEncoding();
296 Byte[] buf = enc.GetBytes(pidstring);
297 fs.Write(buf, 0, buf.Length);
298 fs.Close();
299 }
300 catch (Exception)
301 {
302 }
303 }
269 } 304 }
270} 305}
diff --git a/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs b/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs
index cf000a4..4805ccb 100644
--- a/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs
+++ b/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs
@@ -606,6 +606,8 @@ namespace OpenSim.Region.CoreModules.World.Terrain
606 m_scene.PhysicsScene.SetTerrain(m_channel.GetFloatsSerialised()); 606 m_scene.PhysicsScene.SetTerrain(m_channel.GetFloatsSerialised());
607 m_scene.SaveTerrain(); 607 m_scene.SaveTerrain();
608 608
609 m_scene.EventManager.TriggerTerrainUpdate();
610
609 // Clients who look at the map will never see changes after they looked at the map, so i've commented this out. 611 // Clients who look at the map will never see changes after they looked at the map, so i've commented this out.
610 //m_scene.CreateTerrainTexture(true); 612 //m_scene.CreateTerrainTexture(true);
611 } 613 }
diff --git a/OpenSim/Region/CoreModules/World/WorldMap/MapSearchModule.cs b/OpenSim/Region/CoreModules/World/WorldMap/MapSearchModule.cs
index 657975b..f9384e9 100644
--- a/OpenSim/Region/CoreModules/World/WorldMap/MapSearchModule.cs
+++ b/OpenSim/Region/CoreModules/World/WorldMap/MapSearchModule.cs
@@ -86,9 +86,9 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
86 86
87 private void OnMapNameRequest(IClientAPI remoteClient, string mapName, uint flags) 87 private void OnMapNameRequest(IClientAPI remoteClient, string mapName, uint flags)
88 { 88 {
89 if (mapName.Length < 3) 89 if (mapName.Length < 2)
90 { 90 {
91 remoteClient.SendAlertMessage("Use a search string with at least 3 characters"); 91 remoteClient.SendAlertMessage("Use a search string with at least 2 characters");
92 return; 92 return;
93 } 93 }
94 94
@@ -96,10 +96,10 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
96 96
97 // try to fetch from GridServer 97 // try to fetch from GridServer
98 List<GridRegion> regionInfos = m_scene.GridService.GetRegionsByName(m_scene.RegionInfo.ScopeID, mapName, 20); 98 List<GridRegion> regionInfos = m_scene.GridService.GetRegionsByName(m_scene.RegionInfo.ScopeID, mapName, 20);
99 if (regionInfos.Count == 0) 99// if (regionInfos.Count == 0)
100 remoteClient.SendAlertMessage("Hyperlink could not be established."); 100// remoteClient.SendAlertMessage("Hyperlink could not be established.");
101 101
102 m_log.DebugFormat("[MAPSEARCHMODULE]: search {0} returned {1} regions. Flags={2}", mapName, regionInfos.Count, flags); 102 //m_log.DebugFormat("[MAPSEARCHMODULE]: search {0} returned {1} regions", mapName, regionInfos.Count);
103 List<MapBlockData> blocks = new List<MapBlockData>(); 103 List<MapBlockData> blocks = new List<MapBlockData>();
104 104
105 MapBlockData data; 105 MapBlockData data;
@@ -128,7 +128,7 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
128 data.Agents = 0; 128 data.Agents = 0;
129 data.Access = 255; 129 data.Access = 255;
130 data.MapImageId = UUID.Zero; 130 data.MapImageId = UUID.Zero;
131 data.Name = ""; // mapName; 131 data.Name = mapName;
132 data.RegionFlags = 0; 132 data.RegionFlags = 0;
133 data.WaterHeight = 0; // not used 133 data.WaterHeight = 0; // not used
134 data.X = 0; 134 data.X = 0;
diff --git a/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs b/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs
index 9b0e2ff..7118f16 100644
--- a/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs
+++ b/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs
@@ -1182,7 +1182,7 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
1182 } 1182 }
1183 else 1183 else
1184 { 1184 {
1185 OSDArray responsearr = new OSDArray(m_scene.GetRootAgentCount()); 1185 OSDArray responsearr = new OSDArray(); // Don't preallocate. MT (m_scene.GetRootAgentCount());
1186 m_scene.ForEachRootScenePresence(delegate(ScenePresence sp) 1186 m_scene.ForEachRootScenePresence(delegate(ScenePresence sp)
1187 { 1187 {
1188 OSDMap responsemapdata = new OSDMap(); 1188 OSDMap responsemapdata = new OSDMap();
diff --git a/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs b/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
index e668dae..a7770ad 100644
--- a/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
@@ -26,6 +26,7 @@
26 */ 26 */
27 27
28using System; 28using System;
29using System.Xml;
29using System.Collections.Generic; 30using System.Collections.Generic;
30using OpenMetaverse; 31using OpenMetaverse;
31using OpenSim.Framework; 32using OpenSim.Framework;
@@ -75,6 +76,10 @@ namespace OpenSim.Region.Framework.Interfaces
75 /// <returns>The scene object that was attached. Null if the scene object could not be found</returns> 76 /// <returns>The scene object that was attached. Null if the scene object could not be found</returns>
76 ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt); 77 ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt);
77 78
79 // Same as above, but also load script states from a separate doc
80 ISceneEntity RezSingleAttachmentFromInventory(
81 IScenePresence presence, UUID itemID, uint AttachmentPt, bool updateInventoryStatus, XmlDocument doc);
82
78 /// <summary> 83 /// <summary>
79 /// Rez multiple attachments from a user's inventory 84 /// Rez multiple attachments from a user's inventory
80 /// </summary> 85 /// </summary>
@@ -96,7 +101,6 @@ namespace OpenSim.Region.Framework.Interfaces
96 /// <param name="itemID"></param> 101 /// <param name="itemID"></param>
97 void DetachSingleAttachmentToInv(IScenePresence sp, UUID itemID); 102 void DetachSingleAttachmentToInv(IScenePresence sp, UUID itemID);
98 103
99 /// <summary>
100 /// Update the position of an attachment. 104 /// Update the position of an attachment.
101 /// </summary> 105 /// </summary>
102 /// <param name="sog"></param> 106 /// <param name="sog"></param>
diff --git a/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs b/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
index 15060fd..4b17b9a 100644
--- a/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
+++ b/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
@@ -115,6 +115,8 @@ namespace OpenSim.Region.Framework.Interfaces
115 /// <param name="stateSource"></param> 115 /// <param name="stateSource"></param>
116 void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource); 116 void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource);
117 117
118 ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource);
119
118 /// <summary> 120 /// <summary>
119 /// Stop a script which is in this prim's inventory. 121 /// Stop a script which is in this prim's inventory.
120 /// </summary> 122 /// </summary>
@@ -229,5 +231,6 @@ namespace OpenSim.Region.Framework.Interfaces
229 /// A <see cref="Dictionary`2"/> 231 /// A <see cref="Dictionary`2"/>
230 /// </returns> 232 /// </returns>
231 Dictionary<UUID, string> GetScriptStates(); 233 Dictionary<UUID, string> GetScriptStates();
234 Dictionary<UUID, string> GetScriptStates(bool oldIDs);
232 } 235 }
233} 236}
diff --git a/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs b/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs
index 07e97d5..c38ecd9 100644
--- a/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs
@@ -40,11 +40,11 @@ namespace OpenSim.Region.Framework.Interfaces
40 void Teleport(ScenePresence agent, ulong regionHandle, Vector3 position, 40 void Teleport(ScenePresence agent, ulong regionHandle, Vector3 position,
41 Vector3 lookAt, uint teleportFlags); 41 Vector3 lookAt, uint teleportFlags);
42 42
43 bool TeleportHome(UUID id, IClientAPI client);
44
43 void DoTeleport(ScenePresence sp, GridRegion reg, GridRegion finalDestination, 45 void DoTeleport(ScenePresence sp, GridRegion reg, GridRegion finalDestination,
44 Vector3 position, Vector3 lookAt, uint teleportFlags, IEventQueue eq); 46 Vector3 position, Vector3 lookAt, uint teleportFlags, IEventQueue eq);
45 47
46 void TeleportHome(UUID id, IClientAPI client);
47
48 bool Cross(ScenePresence agent, bool isFlying); 48 bool Cross(ScenePresence agent, bool isFlying);
49 49
50 void AgentArrivedAtDestination(UUID agent); 50 void AgentArrivedAtDestination(UUID agent);
diff --git a/OpenSim/Region/Framework/Interfaces/IEstateModule.cs b/OpenSim/Region/Framework/Interfaces/IEstateModule.cs
index 721f0ee..72e79ed 100644
--- a/OpenSim/Region/Framework/Interfaces/IEstateModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IEstateModule.cs
@@ -45,5 +45,7 @@ namespace OpenSim.Region.Framework.Interfaces
45 /// Tell all clients about the current state of the region (terrain textures, water height, etc.). 45 /// Tell all clients about the current state of the region (terrain textures, water height, etc.).
46 /// </summary> 46 /// </summary>
47 void sendRegionHandshakeToAll(); 47 void sendRegionHandshakeToAll();
48 void TriggerEstateInfoChange();
49 void TriggerRegionInfoChange();
48 } 50 }
49} 51}
diff --git a/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs b/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs
index 2d6287f..67a500f 100644
--- a/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs
+++ b/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs
@@ -68,6 +68,14 @@ namespace OpenSim.Region.Framework.Interfaces
68 bool SendReleaseAgent(ulong regionHandle, UUID id, string uri); 68 bool SendReleaseAgent(ulong regionHandle, UUID id, string uri);
69 69
70 /// <summary> 70 /// <summary>
71 /// Close chid agent.
72 /// </summary>
73 /// <param name="regionHandle"></param>
74 /// <param name="id"></param>
75 /// <returns></returns>
76 bool SendCloseChildAgent(ulong regionHandle, UUID id);
77
78 /// <summary>
71 /// Close agent. 79 /// Close agent.
72 /// </summary> 80 /// </summary>
73 /// <param name="regionHandle"></param> 81 /// <param name="regionHandle"></param>
diff --git a/OpenSim/Region/Framework/Interfaces/IScriptModule.cs b/OpenSim/Region/Framework/Interfaces/IScriptModule.cs
index 950e4b0..9d68eb4 100644
--- a/OpenSim/Region/Framework/Interfaces/IScriptModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IScriptModule.cs
@@ -55,6 +55,8 @@ namespace OpenSim.Region.Framework.Interfaces
55 55
56 ArrayList GetScriptErrors(UUID itemID); 56 ArrayList GetScriptErrors(UUID itemID);
57 57
58 bool HasScript(UUID itemID, out bool running);
59
58 void SaveAllState(); 60 void SaveAllState();
59 61
60 /// <summary> 62 /// <summary>
diff --git a/OpenSim/Region/Framework/Interfaces/ISnmpModule.cs b/OpenSim/Region/Framework/Interfaces/ISnmpModule.cs
new file mode 100644
index 0000000..e01f649
--- /dev/null
+++ b/OpenSim/Region/Framework/Interfaces/ISnmpModule.cs
@@ -0,0 +1,27 @@
1///////////////////////////////////////////////////////////////////
2//
3// (c) Careminster LImited, Melanie Thielker and the Meta7 Team
4//
5// This file is not open source. All rights reserved
6// Mod 2
7
8using OpenSim.Region.Framework.Scenes;
9
10public interface ISnmpModule
11{
12 void Trap(int code, string Message, Scene scene);
13 void Critical(string Message, Scene scene);
14 void Warning(string Message, Scene scene);
15 void Major(string Message, Scene scene);
16 void ColdStart(int step , Scene scene);
17 void Shutdown(int step , Scene scene);
18 //
19 // Node Start/stop events
20 //
21 void LinkUp(Scene scene);
22 void LinkDown(Scene scene);
23 void BootInfo(string data, Scene scene);
24 void trapDebug(string Module,string data, Scene scene);
25 void trapXMRE(int data, string Message, Scene scene);
26
27}
diff --git a/OpenSim/Region/Framework/Interfaces/IUserAccountCacheModule.cs b/OpenSim/Region/Framework/Interfaces/IUserAccountCacheModule.cs
new file mode 100644
index 0000000..d1a4d8e
--- /dev/null
+++ b/OpenSim/Region/Framework/Interfaces/IUserAccountCacheModule.cs
@@ -0,0 +1,13 @@
1///////////////////////////////////////////////////////////////////
2//
3// (c) Careminster Limited, Melanie Thielker and the Meta7 Team
4//
5// This file is not open source. All rights reserved
6//
7
8using OpenSim.Region.Framework.Scenes;
9
10public interface IUserAccountCacheModule
11{
12 void Remove(string name);
13}
diff --git a/OpenSim/Region/Framework/ModuleLoader.cs b/OpenSim/Region/Framework/ModuleLoader.cs
index 14ecd44..32ee674 100644
--- a/OpenSim/Region/Framework/ModuleLoader.cs
+++ b/OpenSim/Region/Framework/ModuleLoader.cs
@@ -227,7 +227,8 @@ namespace OpenSim.Region.Framework
227 pluginAssembly.FullName, e.Message, e.StackTrace); 227 pluginAssembly.FullName, e.Message, e.StackTrace);
228 228
229 // justincc: Right now this is fatal to really get the user's attention 229 // justincc: Right now this is fatal to really get the user's attention
230 throw e; 230 // TomMeta: WTF? No, how about we /don't/ throw a fatal exception when there's no need to?
231 //throw e;
231 } 232 }
232 } 233 }
233 234
diff --git a/OpenSim/Region/Framework/Scenes/EventManager.cs b/OpenSim/Region/Framework/Scenes/EventManager.cs
index 4a4d98f..547e693 100644
--- a/OpenSim/Region/Framework/Scenes/EventManager.cs
+++ b/OpenSim/Region/Framework/Scenes/EventManager.cs
@@ -55,8 +55,12 @@ namespace OpenSim.Region.Framework.Scenes
55 55
56 public delegate void OnTerrainTickDelegate(); 56 public delegate void OnTerrainTickDelegate();
57 57
58 public delegate void OnTerrainUpdateDelegate();
59
58 public event OnTerrainTickDelegate OnTerrainTick; 60 public event OnTerrainTickDelegate OnTerrainTick;
59 61
62 public event OnTerrainUpdateDelegate OnTerrainUpdate;
63
60 public delegate void OnBackupDelegate(ISimulationDataService datastore, bool forceBackup); 64 public delegate void OnBackupDelegate(ISimulationDataService datastore, bool forceBackup);
61 65
62 public event OnBackupDelegate OnBackup; 66 public event OnBackupDelegate OnBackup;
@@ -788,6 +792,26 @@ namespace OpenSim.Region.Framework.Scenes
788 } 792 }
789 } 793 }
790 } 794 }
795 public void TriggerTerrainUpdate()
796 {
797 OnTerrainUpdateDelegate handlerTerrainUpdate = OnTerrainUpdate;
798 if (handlerTerrainUpdate != null)
799 {
800 foreach (OnTerrainUpdateDelegate d in handlerTerrainUpdate.GetInvocationList())
801 {
802 try
803 {
804 d();
805 }
806 catch (Exception e)
807 {
808 m_log.ErrorFormat(
809 "[EVENT MANAGER]: Delegate for TriggerTerrainUpdate failed - continuing. {0} {1}",
810 e.Message, e.StackTrace);
811 }
812 }
813 }
814 }
791 815
792 public void TriggerTerrainTick() 816 public void TriggerTerrainTick()
793 { 817 {
diff --git a/OpenSim/Region/Framework/Scenes/Prioritizer.cs b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
index 1b10e3c..0a34a4c 100644
--- a/OpenSim/Region/Framework/Scenes/Prioritizer.cs
+++ b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
@@ -157,7 +157,7 @@ namespace OpenSim.Region.Framework.Scenes
157 157
158 private uint GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity) 158 private uint GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity)
159 { 159 {
160 uint pqueue = ComputeDistancePriority(client,entity,true); 160 uint pqueue = ComputeDistancePriority(client,entity,false);
161 161
162 ScenePresence presence = m_scene.GetScenePresence(client.AgentId); 162 ScenePresence presence = m_scene.GetScenePresence(client.AgentId);
163 if (presence != null) 163 if (presence != null)
@@ -226,7 +226,7 @@ namespace OpenSim.Region.Framework.Scenes
226 226
227 for (int i = 0; i < queues - 1; i++) 227 for (int i = 0; i < queues - 1; i++)
228 { 228 {
229 if (distance < 10 * Math.Pow(2.0,i)) 229 if (distance < 30 * Math.Pow(2.0,i))
230 break; 230 break;
231 pqueue++; 231 pqueue++;
232 } 232 }
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index b62023b..83990b1 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -117,34 +117,22 @@ namespace OpenSim.Region.Framework.Scenes
117 /// <param name="item"></param> 117 /// <param name="item"></param>
118 public bool AddInventoryItem(InventoryItemBase item) 118 public bool AddInventoryItem(InventoryItemBase item)
119 { 119 {
120 if (UUID.Zero == item.Folder) 120 InventoryFolderBase folder;
121
122 if (item.Folder == UUID.Zero)
121 { 123 {
122 InventoryFolderBase f = InventoryService.GetFolderForType(item.Owner, (AssetType)item.AssetType); 124 folder = InventoryService.GetFolderForType(item.Owner, (AssetType)item.AssetType);
123 if (f != null) 125 if (folder == null)
124 { 126 {
125// m_log.DebugFormat( 127 folder = InventoryService.GetRootFolder(item.Owner);
126// "[LOCAL INVENTORY SERVICES CONNECTOR]: Found folder {0} type {1} for item {2}", 128
127// f.Name, (AssetType)f.Type, item.Name); 129 if (folder == null)
128
129 item.Folder = f.ID;
130 }
131 else
132 {
133 f = InventoryService.GetRootFolder(item.Owner);
134 if (f != null)
135 {
136 item.Folder = f.ID;
137 }
138 else
139 {
140 m_log.WarnFormat(
141 "[AGENT INVENTORY]: Could not find root folder for {0} when trying to add item {1} with no parent folder specified",
142 item.Owner, item.Name);
143 return false; 130 return false;
144 }
145 } 131 }
132
133 item.Folder = folder.ID;
146 } 134 }
147 135
148 if (InventoryService.AddItem(item)) 136 if (InventoryService.AddItem(item))
149 { 137 {
150 int userlevel = 0; 138 int userlevel = 0;
@@ -264,8 +252,7 @@ namespace OpenSim.Region.Framework.Scenes
264 252
265 // Update item with new asset 253 // Update item with new asset
266 item.AssetID = asset.FullID; 254 item.AssetID = asset.FullID;
267 if (group.UpdateInventoryItem(item)) 255 group.UpdateInventoryItem(item);
268 remoteClient.SendAgentAlertMessage("Script saved", false);
269 256
270 part.SendPropertiesToClient(remoteClient); 257 part.SendPropertiesToClient(remoteClient);
271 258
@@ -276,12 +263,7 @@ namespace OpenSim.Region.Framework.Scenes
276 { 263 {
277 // Needs to determine which engine was running it and use that 264 // Needs to determine which engine was running it and use that
278 // 265 //
279 part.Inventory.CreateScriptInstance(item.ItemID, 0, false, DefaultScriptEngine, 0); 266 errors = part.Inventory.CreateScriptInstanceEr(item.ItemID, 0, false, DefaultScriptEngine, 0);
280 errors = part.Inventory.GetScriptErrors(item.ItemID);
281 }
282 else
283 {
284 remoteClient.SendAgentAlertMessage("Script saved", false);
285 } 267 }
286 part.ParentGroup.ResumeScripts(); 268 part.ParentGroup.ResumeScripts();
287 return errors; 269 return errors;
@@ -345,6 +327,7 @@ namespace OpenSim.Region.Framework.Scenes
345 327
346 if (UUID.Zero == transactionID) 328 if (UUID.Zero == transactionID)
347 { 329 {
330 item.Flags = (item.Flags & ~(uint)255) | (itemUpd.Flags & (uint)255);
348 item.Name = itemUpd.Name; 331 item.Name = itemUpd.Name;
349 item.Description = itemUpd.Description; 332 item.Description = itemUpd.Description;
350 if (item.NextPermissions != (itemUpd.NextPermissions & item.BasePermissions)) 333 if (item.NextPermissions != (itemUpd.NextPermissions & item.BasePermissions))
@@ -723,6 +706,8 @@ namespace OpenSim.Region.Framework.Scenes
723 return; 706 return;
724 } 707 }
725 708
709 if (newName == null) newName = item.Name;
710
726 AssetBase asset = AssetService.Get(item.AssetID.ToString()); 711 AssetBase asset = AssetService.Get(item.AssetID.ToString());
727 712
728 if (asset != null) 713 if (asset != null)
@@ -779,6 +764,24 @@ namespace OpenSim.Region.Framework.Scenes
779 } 764 }
780 765
781 /// <summary> 766 /// <summary>
767 /// Move an item within the agent's inventory, and leave a copy (used in making a new outfit)
768 /// </summary>
769 public void MoveInventoryItemsLeaveCopy(IClientAPI remoteClient, List<InventoryItemBase> items, UUID destfolder)
770 {
771 List<InventoryItemBase> moveitems = new List<InventoryItemBase>();
772 foreach (InventoryItemBase b in items)
773 {
774 CopyInventoryItem(remoteClient, 0, remoteClient.AgentId, b.ID, b.Folder, null);
775 InventoryItemBase n = InventoryService.GetItem(b);
776 n.Folder = destfolder;
777 moveitems.Add(n);
778 remoteClient.SendInventoryItemCreateUpdate(n, 0);
779 }
780
781 MoveInventoryItem(remoteClient, moveitems);
782 }
783
784 /// <summary>
782 /// Move an item within the agent's inventory. 785 /// Move an item within the agent's inventory.
783 /// </summary> 786 /// </summary>
784 /// <param name="remoteClient"></param> 787 /// <param name="remoteClient"></param>
@@ -979,25 +982,29 @@ namespace OpenSim.Region.Framework.Scenes
979 public void RemoveTaskInventory(IClientAPI remoteClient, UUID itemID, uint localID) 982 public void RemoveTaskInventory(IClientAPI remoteClient, UUID itemID, uint localID)
980 { 983 {
981 SceneObjectPart part = GetSceneObjectPart(localID); 984 SceneObjectPart part = GetSceneObjectPart(localID);
982 if (part == null) 985 SceneObjectGroup group = null;
983 return; 986 if (part != null)
987 {
988 group = part.ParentGroup;
989 }
990 if (part != null && group != null)
991 {
992 if (!Permissions.CanEditObjectInventory(part.UUID, remoteClient.AgentId))
993 return;
984 994
985 SceneObjectGroup group = part.ParentGroup; 995 TaskInventoryItem item = group.GetInventoryItem(localID, itemID);
986 if (!Permissions.CanEditObjectInventory(part.UUID, remoteClient.AgentId)) 996 if (item == null)
987 return; 997 return;
988
989 TaskInventoryItem item = group.GetInventoryItem(localID, itemID);
990 if (item == null)
991 return;
992 998
993 if (item.Type == 10) 999 if (item.Type == 10)
994 { 1000 {
995 part.RemoveScriptEvents(itemID); 1001 part.RemoveScriptEvents(itemID);
996 EventManager.TriggerRemoveScript(localID, itemID); 1002 EventManager.TriggerRemoveScript(localID, itemID);
1003 }
1004
1005 group.RemoveInventoryItem(localID, itemID);
1006 part.SendPropertiesToClient(remoteClient);
997 } 1007 }
998
999 group.RemoveInventoryItem(localID, itemID);
1000 part.SendPropertiesToClient(remoteClient);
1001 } 1008 }
1002 1009
1003 private InventoryItemBase CreateAgentInventoryItemFromTask(UUID destAgent, SceneObjectPart part, UUID itemId) 1010 private InventoryItemBase CreateAgentInventoryItemFromTask(UUID destAgent, SceneObjectPart part, UUID itemId)
@@ -1208,6 +1215,10 @@ namespace OpenSim.Region.Framework.Scenes
1208 if ((part.OwnerID != destPart.OwnerID) && ((srcTaskItem.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)) 1215 if ((part.OwnerID != destPart.OwnerID) && ((srcTaskItem.CurrentPermissions & (uint)PermissionMask.Transfer) == 0))
1209 return; 1216 return;
1210 1217
1218 bool overrideNoMod = false;
1219 if ((part.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) != 0)
1220 overrideNoMod = true;
1221
1211 if (part.OwnerID != destPart.OwnerID && (part.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) == 0) 1222 if (part.OwnerID != destPart.OwnerID && (part.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) == 0)
1212 { 1223 {
1213 // object cannot copy items to an object owned by a different owner 1224 // object cannot copy items to an object owned by a different owner
@@ -1217,7 +1228,7 @@ namespace OpenSim.Region.Framework.Scenes
1217 } 1228 }
1218 1229
1219 // must have both move and modify permission to put an item in an object 1230 // must have both move and modify permission to put an item in an object
1220 if ((part.OwnerMask & ((uint)PermissionMask.Move | (uint)PermissionMask.Modify)) == 0) 1231 if (((part.OwnerMask & (uint)PermissionMask.Modify) == 0) && (!overrideNoMod))
1221 { 1232 {
1222 return; 1233 return;
1223 } 1234 }
@@ -1276,6 +1287,14 @@ namespace OpenSim.Region.Framework.Scenes
1276 1287
1277 public UUID MoveTaskInventoryItems(UUID destID, string category, SceneObjectPart host, List<UUID> items) 1288 public UUID MoveTaskInventoryItems(UUID destID, string category, SceneObjectPart host, List<UUID> items)
1278 { 1289 {
1290 SceneObjectPart destPart = GetSceneObjectPart(destID);
1291 if (destPart != null) // Move into a prim
1292 {
1293 foreach(UUID itemID in items)
1294 MoveTaskInventoryItem(destID, host, itemID);
1295 return destID; // Prim folder ID == prim ID
1296 }
1297
1279 InventoryFolderBase rootFolder = InventoryService.GetRootFolder(destID); 1298 InventoryFolderBase rootFolder = InventoryService.GetRootFolder(destID);
1280 1299
1281 UUID newFolderID = UUID.Random(); 1300 UUID newFolderID = UUID.Random();
@@ -1455,13 +1474,6 @@ namespace OpenSim.Region.Framework.Scenes
1455 { 1474 {
1456 agentTransactions.HandleTaskItemUpdateFromTransaction( 1475 agentTransactions.HandleTaskItemUpdateFromTransaction(
1457 remoteClient, part, transactionID, currentItem); 1476 remoteClient, part, transactionID, currentItem);
1458
1459 if ((InventoryType)itemInfo.InvType == InventoryType.Notecard)
1460 remoteClient.SendAgentAlertMessage("Notecard saved", false);
1461 else if ((InventoryType)itemInfo.InvType == InventoryType.LSL)
1462 remoteClient.SendAgentAlertMessage("Script saved", false);
1463 else
1464 remoteClient.SendAgentAlertMessage("Item saved", false);
1465 } 1477 }
1466 1478
1467 // Base ALWAYS has move 1479 // Base ALWAYS has move
@@ -1602,7 +1614,7 @@ namespace OpenSim.Region.Framework.Scenes
1602 return; 1614 return;
1603 1615
1604 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType, 1616 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType,
1605 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n}"), 1617 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n\n touch_start(integer num)\n {\n }\n}"),
1606 remoteClient.AgentId); 1618 remoteClient.AgentId);
1607 AssetService.Store(asset); 1619 AssetService.Store(asset);
1608 1620
@@ -1755,23 +1767,32 @@ namespace OpenSim.Region.Framework.Scenes
1755 // build a list of eligible objects 1767 // build a list of eligible objects
1756 List<uint> deleteIDs = new List<uint>(); 1768 List<uint> deleteIDs = new List<uint>();
1757 List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>(); 1769 List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>();
1758 1770 List<SceneObjectGroup> takeGroups = new List<SceneObjectGroup>();
1759 // Start with true for both, then remove the flags if objects
1760 // that we can't derez are part of the selection
1761 bool permissionToTake = true;
1762 bool permissionToTakeCopy = true;
1763 bool permissionToDelete = true;
1764 1771
1765 foreach (uint localID in localIDs) 1772 foreach (uint localID in localIDs)
1766 { 1773 {
1774 // Start with true for both, then remove the flags if objects
1775 // that we can't derez are part of the selection
1776 bool permissionToTake = true;
1777 bool permissionToTakeCopy = true;
1778 bool permissionToDelete = true;
1779
1767 // Invalid id 1780 // Invalid id
1768 SceneObjectPart part = GetSceneObjectPart(localID); 1781 SceneObjectPart part = GetSceneObjectPart(localID);
1769 if (part == null) 1782 if (part == null)
1783 {
1784 //Client still thinks the object exists, kill it
1785 deleteIDs.Add(localID);
1770 continue; 1786 continue;
1787 }
1771 1788
1772 // Already deleted by someone else 1789 // Already deleted by someone else
1773 if (part.ParentGroup.IsDeleted) 1790 if (part.ParentGroup.IsDeleted)
1791 {
1792 //Client still thinks the object exists, kill it
1793 deleteIDs.Add(localID);
1774 continue; 1794 continue;
1795 }
1775 1796
1776 // Can't delete child prims 1797 // Can't delete child prims
1777 if (part != part.ParentGroup.RootPart) 1798 if (part != part.ParentGroup.RootPart)
@@ -1779,9 +1800,6 @@ namespace OpenSim.Region.Framework.Scenes
1779 1800
1780 SceneObjectGroup grp = part.ParentGroup; 1801 SceneObjectGroup grp = part.ParentGroup;
1781 1802
1782 deleteIDs.Add(localID);
1783 deleteGroups.Add(grp);
1784
1785 if (remoteClient == null) 1803 if (remoteClient == null)
1786 { 1804 {
1787 // Autoreturn has a null client. Nothing else does. So 1805 // Autoreturn has a null client. Nothing else does. So
@@ -1798,81 +1816,193 @@ namespace OpenSim.Region.Framework.Scenes
1798 } 1816 }
1799 else 1817 else
1800 { 1818 {
1801 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId)) 1819 if (action == DeRezAction.TakeCopy)
1820 {
1821 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId))
1822 permissionToTakeCopy = false;
1823 }
1824 else
1825 {
1802 permissionToTakeCopy = false; 1826 permissionToTakeCopy = false;
1803 1827 }
1804 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId)) 1828 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId))
1805 permissionToTake = false; 1829 permissionToTake = false;
1806 1830
1807 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId)) 1831 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId))
1808 permissionToDelete = false; 1832 permissionToDelete = false;
1809 } 1833 }
1810 }
1811 1834
1812 // Handle god perms 1835 // Handle god perms
1813 if ((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId)) 1836 if ((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId))
1814 { 1837 {
1815 permissionToTake = true; 1838 permissionToTake = true;
1816 permissionToTakeCopy = true; 1839 permissionToTakeCopy = true;
1817 permissionToDelete = true; 1840 permissionToDelete = true;
1818 } 1841 }
1819 1842
1820 // If we're re-saving, we don't even want to delete 1843 // If we're re-saving, we don't even want to delete
1821 if (action == DeRezAction.SaveToExistingUserInventoryItem) 1844 if (action == DeRezAction.SaveToExistingUserInventoryItem)
1822 permissionToDelete = false; 1845 permissionToDelete = false;
1823 1846
1824 // if we want to take a copy, we also don't want to delete 1847 // if we want to take a copy, we also don't want to delete
1825 // Note: after this point, the permissionToTakeCopy flag 1848 // Note: after this point, the permissionToTakeCopy flag
1826 // becomes irrelevant. It already includes the permissionToTake 1849 // becomes irrelevant. It already includes the permissionToTake
1827 // permission and after excluding no copy items here, we can 1850 // permission and after excluding no copy items here, we can
1828 // just use that. 1851 // just use that.
1829 if (action == DeRezAction.TakeCopy) 1852 if (action == DeRezAction.TakeCopy)
1830 { 1853 {
1831 // If we don't have permission, stop right here 1854 // If we don't have permission, stop right here
1832 if (!permissionToTakeCopy) 1855 if (!permissionToTakeCopy)
1833 return; 1856 return;
1834 1857
1835 permissionToTake = true; 1858 permissionToTake = true;
1836 // Don't delete 1859 // Don't delete
1837 permissionToDelete = false; 1860 permissionToDelete = false;
1838 } 1861 }
1839 1862
1840 if (action == DeRezAction.Return) 1863 if (action == DeRezAction.Return)
1841 {
1842 if (remoteClient != null)
1843 { 1864 {
1844 if (Permissions.CanReturnObjects( 1865 if (remoteClient != null)
1845 null,
1846 remoteClient.AgentId,
1847 deleteGroups))
1848 { 1866 {
1849 permissionToTake = true; 1867 if (Permissions.CanReturnObjects(
1850 permissionToDelete = true; 1868 null,
1851 1869 remoteClient.AgentId,
1852 foreach (SceneObjectGroup g in deleteGroups) 1870 deleteGroups))
1853 { 1871 {
1854 AddReturn(g.OwnerID, g.Name, g.AbsolutePosition, "parcel owner return"); 1872 permissionToTake = true;
1873 permissionToDelete = true;
1874
1875 AddReturn(grp.OwnerID, grp.Name, grp.AbsolutePosition, "parcel owner return");
1855 } 1876 }
1856 } 1877 }
1878 else // Auto return passes through here with null agent
1879 {
1880 permissionToTake = true;
1881 permissionToDelete = true;
1882 }
1857 } 1883 }
1858 else // Auto return passes through here with null agent 1884
1885 if (permissionToTake && (!permissionToDelete))
1886 takeGroups.Add(grp);
1887
1888 if (permissionToDelete)
1859 { 1889 {
1860 permissionToTake = true; 1890 if (permissionToTake)
1861 permissionToDelete = true; 1891 deleteGroups.Add(grp);
1892 deleteIDs.Add(grp.LocalId);
1862 } 1893 }
1863 } 1894 }
1864 1895
1865 if (permissionToTake) 1896 SendKillObject(deleteIDs);
1897
1898 if (deleteGroups.Count > 0)
1866 { 1899 {
1900 foreach (SceneObjectGroup g in deleteGroups)
1901 deleteIDs.Remove(g.LocalId);
1902
1867 m_asyncSceneObjectDeleter.DeleteToInventory( 1903 m_asyncSceneObjectDeleter.DeleteToInventory(
1868 action, destinationID, deleteGroups, remoteClient, 1904 action, destinationID, deleteGroups, remoteClient,
1869 permissionToDelete); 1905 true);
1870 } 1906 }
1871 else if (permissionToDelete) 1907 if (takeGroups.Count > 0)
1908 {
1909 m_asyncSceneObjectDeleter.DeleteToInventory(
1910 action, destinationID, takeGroups, remoteClient,
1911 false);
1912 }
1913 if (deleteIDs.Count > 0)
1872 { 1914 {
1873 foreach (SceneObjectGroup g in deleteGroups) 1915 foreach (SceneObjectGroup g in deleteGroups)
1874 DeleteSceneObject(g, false); 1916 DeleteSceneObject(g, true);
1917 }
1918 }
1919
1920 public UUID attachObjectAssetStore(IClientAPI remoteClient, SceneObjectGroup grp, UUID AgentId, out UUID itemID)
1921 {
1922 itemID = UUID.Zero;
1923 if (grp != null)
1924 {
1925 Vector3 inventoryStoredPosition = new Vector3
1926 (((grp.AbsolutePosition.X > (int)Constants.RegionSize)
1927 ? 250
1928 : grp.AbsolutePosition.X)
1929 ,
1930 (grp.AbsolutePosition.X > (int)Constants.RegionSize)
1931 ? 250
1932 : grp.AbsolutePosition.X,
1933 grp.AbsolutePosition.Z);
1934
1935 Vector3 originalPosition = grp.AbsolutePosition;
1936
1937 grp.AbsolutePosition = inventoryStoredPosition;
1938
1939 string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp);
1940
1941 grp.AbsolutePosition = originalPosition;
1942
1943 AssetBase asset = CreateAsset(
1944 grp.GetPartName(grp.LocalId),
1945 grp.GetPartDescription(grp.LocalId),
1946 (sbyte)AssetType.Object,
1947 Utils.StringToBytes(sceneObjectXml),
1948 remoteClient.AgentId);
1949 AssetService.Store(asset);
1950
1951 InventoryItemBase item = new InventoryItemBase();
1952 item.CreatorId = grp.RootPart.CreatorID.ToString();
1953 item.CreatorData = grp.RootPart.CreatorData;
1954 item.Owner = remoteClient.AgentId;
1955 item.ID = UUID.Random();
1956 item.AssetID = asset.FullID;
1957 item.Description = asset.Description;
1958 item.Name = asset.Name;
1959 item.AssetType = asset.Type;
1960 item.InvType = (int)InventoryType.Object;
1961
1962 InventoryFolderBase folder = InventoryService.GetFolderForType(remoteClient.AgentId, AssetType.Object);
1963 if (folder != null)
1964 item.Folder = folder.ID;
1965 else // oopsies
1966 item.Folder = UUID.Zero;
1967
1968 // Set up base perms properly
1969 uint permsBase = (uint)(PermissionMask.Move | PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify);
1970 permsBase &= grp.RootPart.BaseMask;
1971 permsBase |= (uint)PermissionMask.Move;
1972
1973 // Make sure we don't lock it
1974 grp.RootPart.NextOwnerMask |= (uint)PermissionMask.Move;
1975
1976 if ((remoteClient.AgentId != grp.RootPart.OwnerID) && Permissions.PropagatePermissions())
1977 {
1978 item.BasePermissions = permsBase & grp.RootPart.NextOwnerMask;
1979 item.CurrentPermissions = permsBase & grp.RootPart.NextOwnerMask;
1980 item.NextPermissions = permsBase & grp.RootPart.NextOwnerMask;
1981 item.EveryOnePermissions = permsBase & grp.RootPart.EveryoneMask & grp.RootPart.NextOwnerMask;
1982 item.GroupPermissions = permsBase & grp.RootPart.GroupMask & grp.RootPart.NextOwnerMask;
1983 }
1984 else
1985 {
1986 item.BasePermissions = permsBase;
1987 item.CurrentPermissions = permsBase & grp.RootPart.OwnerMask;
1988 item.NextPermissions = permsBase & grp.RootPart.NextOwnerMask;
1989 item.EveryOnePermissions = permsBase & grp.RootPart.EveryoneMask;
1990 item.GroupPermissions = permsBase & grp.RootPart.GroupMask;
1991 }
1992 item.CreationDate = Util.UnixTimeSinceEpoch();
1993
1994 // sets itemID so client can show item as 'attached' in inventory
1995 grp.SetFromItemID(item.ID);
1996
1997 if (AddInventoryItem(item))
1998 remoteClient.SendInventoryItemCreateUpdate(item, 0);
1999 else
2000 m_dialogModule.SendAlertToUser(remoteClient, "Operation failed");
2001
2002 itemID = item.ID;
2003 return item.AssetID;
1875 } 2004 }
2005 return UUID.Zero;
1876 } 2006 }
1877 2007
1878 /// <summary> 2008 /// <summary>
@@ -2001,6 +2131,9 @@ namespace OpenSim.Region.Framework.Scenes
2001 2131
2002 public void SetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID, bool running) 2132 public void SetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID, bool running)
2003 { 2133 {
2134 if (!Permissions.CanEditScript(itemID, objectID, controllingClient.AgentId))
2135 return;
2136
2004 SceneObjectPart part = GetSceneObjectPart(objectID); 2137 SceneObjectPart part = GetSceneObjectPart(objectID);
2005 if (part == null) 2138 if (part == null)
2006 return; 2139 return;
diff --git a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
index 6ba74c7..59170df 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
@@ -374,7 +374,10 @@ namespace OpenSim.Region.Framework.Scenes
374 List<UserAccount> accounts = UserAccountService.GetUserAccounts(RegionInfo.ScopeID, query); 374 List<UserAccount> accounts = UserAccountService.GetUserAccounts(RegionInfo.ScopeID, query);
375 375
376 if (accounts == null) 376 if (accounts == null)
377 {
378 m_log.DebugFormat("[LLCIENT]: ProcessAvatarPickerRequest: returned null result");
377 return; 379 return;
380 }
378 381
379 AvatarPickerReplyPacket replyPacket = (AvatarPickerReplyPacket) PacketPool.Instance.GetPacket(PacketType.AvatarPickerReply); 382 AvatarPickerReplyPacket replyPacket = (AvatarPickerReplyPacket) PacketPool.Instance.GetPacket(PacketType.AvatarPickerReply);
380 // TODO: don't create new blocks if recycling an old packet 383 // TODO: don't create new blocks if recycling an old packet
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Permissions.cs b/OpenSim/Region/Framework/Scenes/Scene.Permissions.cs
index e1fedf4..48beb9c 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Permissions.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Permissions.cs
@@ -49,6 +49,7 @@ namespace OpenSim.Region.Framework.Scenes
49 public delegate bool DuplicateObjectHandler(int objectCount, UUID objectID, UUID owner, Scene scene, Vector3 objectPosition); 49 public delegate bool DuplicateObjectHandler(int objectCount, UUID objectID, UUID owner, Scene scene, Vector3 objectPosition);
50 public delegate bool EditObjectHandler(UUID objectID, UUID editorID, Scene scene); 50 public delegate bool EditObjectHandler(UUID objectID, UUID editorID, Scene scene);
51 public delegate bool EditObjectInventoryHandler(UUID objectID, UUID editorID, Scene scene); 51 public delegate bool EditObjectInventoryHandler(UUID objectID, UUID editorID, Scene scene);
52 public delegate bool ViewObjectInventoryHandler(UUID objectID, UUID editorID, Scene scene);
52 public delegate bool MoveObjectHandler(UUID objectID, UUID moverID, Scene scene); 53 public delegate bool MoveObjectHandler(UUID objectID, UUID moverID, Scene scene);
53 public delegate bool ObjectEntryHandler(UUID objectID, bool enteringRegion, Vector3 newPoint, Scene scene); 54 public delegate bool ObjectEntryHandler(UUID objectID, bool enteringRegion, Vector3 newPoint, Scene scene);
54 public delegate bool ReturnObjectsHandler(ILandObject land, UUID user, List<SceneObjectGroup> objects, Scene scene); 55 public delegate bool ReturnObjectsHandler(ILandObject land, UUID user, List<SceneObjectGroup> objects, Scene scene);
@@ -116,6 +117,7 @@ namespace OpenSim.Region.Framework.Scenes
116 public event DuplicateObjectHandler OnDuplicateObject; 117 public event DuplicateObjectHandler OnDuplicateObject;
117 public event EditObjectHandler OnEditObject; 118 public event EditObjectHandler OnEditObject;
118 public event EditObjectInventoryHandler OnEditObjectInventory; 119 public event EditObjectInventoryHandler OnEditObjectInventory;
120 public event ViewObjectInventoryHandler OnViewObjectInventory;
119 public event MoveObjectHandler OnMoveObject; 121 public event MoveObjectHandler OnMoveObject;
120 public event ObjectEntryHandler OnObjectEntry; 122 public event ObjectEntryHandler OnObjectEntry;
121 public event ReturnObjectsHandler OnReturnObjects; 123 public event ReturnObjectsHandler OnReturnObjects;
@@ -401,6 +403,21 @@ namespace OpenSim.Region.Framework.Scenes
401 return true; 403 return true;
402 } 404 }
403 405
406 public bool CanViewObjectInventory(UUID objectID, UUID editorID)
407 {
408 ViewObjectInventoryHandler handler = OnViewObjectInventory;
409 if (handler != null)
410 {
411 Delegate[] list = handler.GetInvocationList();
412 foreach (ViewObjectInventoryHandler h in list)
413 {
414 if (h(objectID, editorID, m_scene) == false)
415 return false;
416 }
417 }
418 return true;
419 }
420
404 #endregion 421 #endregion
405 422
406 #region MOVE OBJECT 423 #region MOVE OBJECT
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 85debc4..a81ee79 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -95,6 +95,7 @@ namespace OpenSim.Region.Framework.Scenes
95 // TODO: need to figure out how allow client agents but deny 95 // TODO: need to figure out how allow client agents but deny
96 // root agents when ACL denies access to root agent 96 // root agents when ACL denies access to root agent
97 public bool m_strictAccessControl = true; 97 public bool m_strictAccessControl = true;
98 public bool m_seeIntoBannedRegion = false;
98 public int MaxUndoCount = 5; 99 public int MaxUndoCount = 5;
99 // Using this for RegionReady module to prevent LoginsDisabled from changing under our feet; 100 // Using this for RegionReady module to prevent LoginsDisabled from changing under our feet;
100 public bool LoginLock = false; 101 public bool LoginLock = false;
@@ -110,12 +111,14 @@ namespace OpenSim.Region.Framework.Scenes
110 111
111 protected int m_splitRegionID; 112 protected int m_splitRegionID;
112 protected Timer m_restartWaitTimer = new Timer(); 113 protected Timer m_restartWaitTimer = new Timer();
114 protected Timer m_timerWatchdog = new Timer();
113 protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>(); 115 protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>();
114 protected List<RegionInfo> m_neighbours = new List<RegionInfo>(); 116 protected List<RegionInfo> m_neighbours = new List<RegionInfo>();
115 protected string m_simulatorVersion = "OpenSimulator Server"; 117 protected string m_simulatorVersion = "OpenSimulator Server";
116 protected ModuleLoader m_moduleLoader; 118 protected ModuleLoader m_moduleLoader;
117 protected AgentCircuitManager m_authenticateHandler; 119 protected AgentCircuitManager m_authenticateHandler;
118 protected SceneCommunicationService m_sceneGridService; 120 protected SceneCommunicationService m_sceneGridService;
121 protected ISnmpModule m_snmpService = null;
119 122
120 protected ISimulationDataService m_SimulationDataService; 123 protected ISimulationDataService m_SimulationDataService;
121 protected IEstateDataService m_EstateDataService; 124 protected IEstateDataService m_EstateDataService;
@@ -167,7 +170,7 @@ namespace OpenSim.Region.Framework.Scenes
167 private int m_update_events = 1; 170 private int m_update_events = 1;
168 private int m_update_backup = 200; 171 private int m_update_backup = 200;
169 private int m_update_terrain = 50; 172 private int m_update_terrain = 50;
170// private int m_update_land = 1; 173 private int m_update_land = 10;
171 private int m_update_coarse_locations = 50; 174 private int m_update_coarse_locations = 50;
172 175
173 private int agentMS; 176 private int agentMS;
@@ -182,6 +185,7 @@ namespace OpenSim.Region.Framework.Scenes
182 private int landMS; 185 private int landMS;
183 private int lastCompletedFrame; 186 private int lastCompletedFrame;
184 187
188 public bool CombineRegions = false;
185 /// <summary> 189 /// <summary>
186 /// Signals whether temporary objects are currently being cleaned up. Needed because this is launched 190 /// Signals whether temporary objects are currently being cleaned up. Needed because this is launched
187 /// asynchronously from the update loop. 191 /// asynchronously from the update loop.
@@ -204,11 +208,14 @@ namespace OpenSim.Region.Framework.Scenes
204 private bool m_scripts_enabled = true; 208 private bool m_scripts_enabled = true;
205 private string m_defaultScriptEngine; 209 private string m_defaultScriptEngine;
206 private int m_LastLogin; 210 private int m_LastLogin;
207 private Thread HeartbeatThread; 211 private Thread HeartbeatThread = null;
208 private volatile bool shuttingdown; 212 private volatile bool shuttingdown;
209 213
210 private int m_lastUpdate; 214 private int m_lastUpdate;
215 private int m_lastIncoming;
216 private int m_lastOutgoing;
211 private bool m_firstHeartbeat = true; 217 private bool m_firstHeartbeat = true;
218 private int m_hbRestarts = 0;
212 219
213 private object m_deleting_scene_object = new object(); 220 private object m_deleting_scene_object = new object();
214 221
@@ -255,6 +262,19 @@ namespace OpenSim.Region.Framework.Scenes
255 get { return m_sceneGridService; } 262 get { return m_sceneGridService; }
256 } 263 }
257 264
265 public ISnmpModule SnmpService
266 {
267 get
268 {
269 if (m_snmpService == null)
270 {
271 m_snmpService = RequestModuleInterface<ISnmpModule>();
272 }
273
274 return m_snmpService;
275 }
276 }
277
258 public ISimulationDataService SimulationDataService 278 public ISimulationDataService SimulationDataService
259 { 279 {
260 get 280 get
@@ -536,6 +556,9 @@ namespace OpenSim.Region.Framework.Scenes
536 m_EstateDataService = estateDataService; 556 m_EstateDataService = estateDataService;
537 m_regionHandle = m_regInfo.RegionHandle; 557 m_regionHandle = m_regInfo.RegionHandle;
538 m_regionName = m_regInfo.RegionName; 558 m_regionName = m_regInfo.RegionName;
559 m_lastUpdate = Util.EnvironmentTickCount();
560 m_lastIncoming = 0;
561 m_lastOutgoing = 0;
539 562
540 m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this); 563 m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this);
541 m_asyncSceneObjectDeleter.Enabled = true; 564 m_asyncSceneObjectDeleter.Enabled = true;
@@ -652,6 +675,7 @@ namespace OpenSim.Region.Framework.Scenes
652 m_physicalPrim = startupConfig.GetBoolean("physical_prim", true); 675 m_physicalPrim = startupConfig.GetBoolean("physical_prim", true);
653 676
654 m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys); 677 m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys);
678
655 if (RegionInfo.NonphysPrimMax > 0) 679 if (RegionInfo.NonphysPrimMax > 0)
656 { 680 {
657 m_maxNonphys = RegionInfo.NonphysPrimMax; 681 m_maxNonphys = RegionInfo.NonphysPrimMax;
@@ -683,6 +707,7 @@ namespace OpenSim.Region.Framework.Scenes
683 m_persistAfter *= 10000000; 707 m_persistAfter *= 10000000;
684 708
685 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine"); 709 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine");
710 m_log.InfoFormat("[SCENE]: Default script engine {0}", m_defaultScriptEngine);
686 711
687 IConfig packetConfig = m_config.Configs["PacketPool"]; 712 IConfig packetConfig = m_config.Configs["PacketPool"];
688 if (packetConfig != null) 713 if (packetConfig != null)
@@ -692,6 +717,8 @@ namespace OpenSim.Region.Framework.Scenes
692 } 717 }
693 718
694 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl); 719 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl);
720 m_seeIntoBannedRegion = startupConfig.GetBoolean("SeeIntoBannedRegion", m_seeIntoBannedRegion);
721 CombineRegions = startupConfig.GetBoolean("CombineContiguousRegions", false);
695 722
696 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true); 723 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true);
697 if (m_generateMaptiles) 724 if (m_generateMaptiles)
@@ -727,9 +754,9 @@ namespace OpenSim.Region.Framework.Scenes
727 m_update_terrain = startupConfig.GetInt( "UpdateTerrainEveryNFrames", m_update_terrain); 754 m_update_terrain = startupConfig.GetInt( "UpdateTerrainEveryNFrames", m_update_terrain);
728 m_update_temp_cleaning = startupConfig.GetInt( "UpdateTempCleaningEveryNFrames", m_update_temp_cleaning); 755 m_update_temp_cleaning = startupConfig.GetInt( "UpdateTempCleaningEveryNFrames", m_update_temp_cleaning);
729 } 756 }
730 catch 757 catch (Exception e)
731 { 758 {
732 m_log.Warn("[SCENE]: Failed to load StartupConfig"); 759 m_log.Error("[SCENE]: Failed to load StartupConfig: " + e.ToString());
733 } 760 }
734 761
735 #endregion Region Config 762 #endregion Region Config
@@ -1140,7 +1167,22 @@ namespace OpenSim.Region.Framework.Scenes
1140 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat); 1167 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat);
1141 if (HeartbeatThread != null) 1168 if (HeartbeatThread != null)
1142 { 1169 {
1170 m_hbRestarts++;
1171 if(m_hbRestarts > 10)
1172 Environment.Exit(1);
1173 m_log.ErrorFormat("[SCENE]: Restarting heartbeat thread because it hasn't reported in in region {0}", RegionInfo.RegionName);
1174 int pid = System.Diagnostics.Process.GetCurrentProcess().Id;
1175
1176//System.Diagnostics.Process proc = new System.Diagnostics.Process();
1177//proc.EnableRaisingEvents=false;
1178//proc.StartInfo.FileName = "/bin/kill";
1179//proc.StartInfo.Arguments = "-QUIT " + pid.ToString();
1180//proc.Start();
1181//proc.WaitForExit();
1182//Thread.Sleep(1000);
1183//Environment.Exit(1);
1143 HeartbeatThread.Abort(); 1184 HeartbeatThread.Abort();
1185 Watchdog.AbortThread(HeartbeatThread.ManagedThreadId);
1144 HeartbeatThread = null; 1186 HeartbeatThread = null;
1145 } 1187 }
1146 m_lastUpdate = Util.EnvironmentTickCount(); 1188 m_lastUpdate = Util.EnvironmentTickCount();
@@ -1185,9 +1227,6 @@ namespace OpenSim.Region.Framework.Scenes
1185 { 1227 {
1186 while (!shuttingdown) 1228 while (!shuttingdown)
1187 Update(); 1229 Update();
1188
1189 m_lastUpdate = Util.EnvironmentTickCount();
1190 m_firstHeartbeat = false;
1191 } 1230 }
1192 catch (ThreadAbortException) 1231 catch (ThreadAbortException)
1193 { 1232 {
@@ -1285,6 +1324,13 @@ namespace OpenSim.Region.Framework.Scenes
1285 eventMS = Util.EnvironmentTickCountSubtract(evMS); ; 1324 eventMS = Util.EnvironmentTickCountSubtract(evMS); ;
1286 } 1325 }
1287 1326
1327 // if (Frame % m_update_land == 0)
1328 // {
1329 // int ldMS = Util.EnvironmentTickCount();
1330 // UpdateLand();
1331 // landMS = Util.EnvironmentTickCountSubtract(ldMS);
1332 // }
1333
1288 if (Frame % m_update_backup == 0) 1334 if (Frame % m_update_backup == 0)
1289 { 1335 {
1290 int backMS = Util.EnvironmentTickCount(); 1336 int backMS = Util.EnvironmentTickCount();
@@ -1392,12 +1438,16 @@ namespace OpenSim.Region.Framework.Scenes
1392 maintc = Util.EnvironmentTickCountSubtract(maintc); 1438 maintc = Util.EnvironmentTickCountSubtract(maintc);
1393 maintc = (int)(MinFrameTime * 1000) - maintc; 1439 maintc = (int)(MinFrameTime * 1000) - maintc;
1394 1440
1441
1442 m_lastUpdate = Util.EnvironmentTickCount();
1443 m_firstHeartbeat = false;
1444
1395 if (maintc > 0) 1445 if (maintc > 0)
1396 Thread.Sleep(maintc); 1446 Thread.Sleep(maintc);
1397 1447
1398 // Tell the watchdog that this thread is still alive 1448 // Tell the watchdog that this thread is still alive
1399 Watchdog.UpdateThread(); 1449 Watchdog.UpdateThread();
1400 } 1450 }
1401 1451
1402 public void AddGroupTarget(SceneObjectGroup grp) 1452 public void AddGroupTarget(SceneObjectGroup grp)
1403 { 1453 {
@@ -1413,9 +1463,9 @@ namespace OpenSim.Region.Framework.Scenes
1413 1463
1414 private void CheckAtTargets() 1464 private void CheckAtTargets()
1415 { 1465 {
1416 Dictionary<UUID, SceneObjectGroup>.ValueCollection objs; 1466 List<SceneObjectGroup> objs = new List<SceneObjectGroup>();
1417 lock (m_groupsWithTargets) 1467 lock (m_groupsWithTargets)
1418 objs = m_groupsWithTargets.Values; 1468 objs = new List<SceneObjectGroup>(m_groupsWithTargets.Values);
1419 1469
1420 foreach (SceneObjectGroup entry in objs) 1470 foreach (SceneObjectGroup entry in objs)
1421 entry.checkAtTargets(); 1471 entry.checkAtTargets();
@@ -1497,7 +1547,7 @@ namespace OpenSim.Region.Framework.Scenes
1497 msg.fromAgentName = "Server"; 1547 msg.fromAgentName = "Server";
1498 msg.dialog = (byte)19; // Object msg 1548 msg.dialog = (byte)19; // Object msg
1499 msg.fromGroup = false; 1549 msg.fromGroup = false;
1500 msg.offline = (byte)0; 1550 msg.offline = (byte)1;
1501 msg.ParentEstateID = RegionInfo.EstateSettings.ParentEstateID; 1551 msg.ParentEstateID = RegionInfo.EstateSettings.ParentEstateID;
1502 msg.Position = Vector3.Zero; 1552 msg.Position = Vector3.Zero;
1503 msg.RegionID = RegionInfo.RegionID.Guid; 1553 msg.RegionID = RegionInfo.RegionID.Guid;
@@ -1732,14 +1782,24 @@ namespace OpenSim.Region.Framework.Scenes
1732 /// <returns></returns> 1782 /// <returns></returns>
1733 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter) 1783 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter)
1734 { 1784 {
1785
1786 float wheight = (float)RegionInfo.RegionSettings.WaterHeight;
1787 Vector3 wpos = Vector3.Zero;
1788 // Check for water surface intersection from above
1789 if ( (RayStart.Z > wheight) && (RayEnd.Z < wheight) )
1790 {
1791 float ratio = (RayStart.Z - wheight) / (RayStart.Z - RayEnd.Z);
1792 wpos.X = RayStart.X - (ratio * (RayStart.X - RayEnd.X));
1793 wpos.Y = RayStart.Y - (ratio * (RayStart.Y - RayEnd.Y));
1794 wpos.Z = wheight;
1795 }
1796
1735 Vector3 pos = Vector3.Zero; 1797 Vector3 pos = Vector3.Zero;
1736 if (RayEndIsIntersection == (byte)1) 1798 if (RayEndIsIntersection == (byte)1)
1737 { 1799 {
1738 pos = RayEnd; 1800 pos = RayEnd;
1739 return pos;
1740 } 1801 }
1741 1802 else if (RayTargetID != UUID.Zero)
1742 if (RayTargetID != UUID.Zero)
1743 { 1803 {
1744 SceneObjectPart target = GetSceneObjectPart(RayTargetID); 1804 SceneObjectPart target = GetSceneObjectPart(RayTargetID);
1745 1805
@@ -1761,7 +1821,7 @@ namespace OpenSim.Region.Framework.Scenes
1761 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter); 1821 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter);
1762 1822
1763 // Un-comment out the following line to Get Raytrace results printed to the console. 1823 // Un-comment out the following line to Get Raytrace results printed to the console.
1764 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString()); 1824 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
1765 float ScaleOffset = 0.5f; 1825 float ScaleOffset = 0.5f;
1766 1826
1767 // If we hit something 1827 // If we hit something
@@ -1784,13 +1844,10 @@ namespace OpenSim.Region.Framework.Scenes
1784 //pos.Z -= 0.25F; 1844 //pos.Z -= 0.25F;
1785 1845
1786 } 1846 }
1787
1788 return pos;
1789 } 1847 }
1790 else 1848 else
1791 { 1849 {
1792 // We don't have a target here, so we're going to raytrace all the objects in the scene. 1850 // We don't have a target here, so we're going to raytrace all the objects in the scene.
1793
1794 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false); 1851 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false);
1795 1852
1796 // Un-comment the following line to print the raytrace results to the console. 1853 // Un-comment the following line to print the raytrace results to the console.
@@ -1799,13 +1856,12 @@ namespace OpenSim.Region.Framework.Scenes
1799 if (ei.HitTF) 1856 if (ei.HitTF)
1800 { 1857 {
1801 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z); 1858 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z);
1802 } else 1859 }
1860 else
1803 { 1861 {
1804 // fall back to our stupid functionality 1862 // fall back to our stupid functionality
1805 pos = RayEnd; 1863 pos = RayEnd;
1806 } 1864 }
1807
1808 return pos;
1809 } 1865 }
1810 } 1866 }
1811 else 1867 else
@@ -1816,8 +1872,12 @@ namespace OpenSim.Region.Framework.Scenes
1816 //increase height so its above the ground. 1872 //increase height so its above the ground.
1817 //should be getting the normal of the ground at the rez point and using that? 1873 //should be getting the normal of the ground at the rez point and using that?
1818 pos.Z += scale.Z / 2f; 1874 pos.Z += scale.Z / 2f;
1819 return pos; 1875// return pos;
1820 } 1876 }
1877
1878 // check against posible water intercept
1879 if (wpos.Z > pos.Z) pos = wpos;
1880 return pos;
1821 } 1881 }
1822 1882
1823 1883
@@ -1901,7 +1961,10 @@ namespace OpenSim.Region.Framework.Scenes
1901 public bool AddRestoredSceneObject( 1961 public bool AddRestoredSceneObject(
1902 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 1962 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
1903 { 1963 {
1904 return m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates); 1964 bool result = m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates);
1965 if (result)
1966 sceneObject.IsDeleted = false;
1967 return result;
1905 } 1968 }
1906 1969
1907 /// <summary> 1970 /// <summary>
@@ -1991,6 +2054,15 @@ namespace OpenSim.Region.Framework.Scenes
1991 /// </summary> 2054 /// </summary>
1992 public void DeleteAllSceneObjects() 2055 public void DeleteAllSceneObjects()
1993 { 2056 {
2057 DeleteAllSceneObjects(false);
2058 }
2059
2060 /// <summary>
2061 /// Delete every object from the scene. This does not include attachments worn by avatars.
2062 /// </summary>
2063 public void DeleteAllSceneObjects(bool exceptNoCopy)
2064 {
2065 List<SceneObjectGroup> toReturn = new List<SceneObjectGroup>();
1994 lock (Entities) 2066 lock (Entities)
1995 { 2067 {
1996 EntityBase[] entities = Entities.GetEntities(); 2068 EntityBase[] entities = Entities.GetEntities();
@@ -1999,11 +2071,24 @@ namespace OpenSim.Region.Framework.Scenes
1999 if (e is SceneObjectGroup) 2071 if (e is SceneObjectGroup)
2000 { 2072 {
2001 SceneObjectGroup sog = (SceneObjectGroup)e; 2073 SceneObjectGroup sog = (SceneObjectGroup)e;
2002 if (!sog.IsAttachment) 2074 if (sog != null && !sog.IsAttachment)
2003 DeleteSceneObject((SceneObjectGroup)e, false); 2075 {
2076 if (!exceptNoCopy || ((sog.GetEffectivePermissions() & (uint)PermissionMask.Copy) != 0))
2077 {
2078 DeleteSceneObject((SceneObjectGroup)e, false);
2079 }
2080 else
2081 {
2082 toReturn.Add((SceneObjectGroup)e);
2083 }
2084 }
2004 } 2085 }
2005 } 2086 }
2006 } 2087 }
2088 if (toReturn.Count > 0)
2089 {
2090 returnObjects(toReturn.ToArray(), UUID.Zero);
2091 }
2007 } 2092 }
2008 2093
2009 /// <summary> 2094 /// <summary>
@@ -2051,6 +2136,8 @@ namespace OpenSim.Region.Framework.Scenes
2051 } 2136 }
2052 2137
2053 group.DeleteGroupFromScene(silent); 2138 group.DeleteGroupFromScene(silent);
2139 if (!silent)
2140 SendKillObject(new List<uint>() { group.LocalId });
2054 2141
2055// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID); 2142// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID);
2056 } 2143 }
@@ -2405,10 +2492,17 @@ namespace OpenSim.Region.Framework.Scenes
2405 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns> 2492 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns>
2406 public bool AddSceneObject(SceneObjectGroup sceneObject) 2493 public bool AddSceneObject(SceneObjectGroup sceneObject)
2407 { 2494 {
2495 if (sceneObject.OwnerID == UUID.Zero)
2496 {
2497 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero", sceneObject.UUID);
2498 return false;
2499 }
2500
2408 // If the user is banned, we won't let any of their objects 2501 // If the user is banned, we won't let any of their objects
2409 // enter. Period. 2502 // enter. Period.
2410 // 2503 //
2411 if (m_regInfo.EstateSettings.IsBanned(sceneObject.OwnerID)) 2504 int flags = GetUserFlags(sceneObject.OwnerID);
2505 if (m_regInfo.EstateSettings.IsBanned(sceneObject.OwnerID, flags))
2412 { 2506 {
2413 m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", sceneObject.OwnerID); 2507 m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", sceneObject.OwnerID);
2414 2508
@@ -2454,12 +2548,23 @@ namespace OpenSim.Region.Framework.Scenes
2454 } 2548 }
2455 else 2549 else
2456 { 2550 {
2551 m_log.DebugFormat("[SCENE]: Attachment {0} arrived and scene presence was not found, setting to temp", sceneObject.UUID);
2457 RootPrim.RemFlag(PrimFlags.TemporaryOnRez); 2552 RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
2458 RootPrim.AddFlag(PrimFlags.TemporaryOnRez); 2553 RootPrim.AddFlag(PrimFlags.TemporaryOnRez);
2459 } 2554 }
2555 if (sceneObject.OwnerID == UUID.Zero)
2556 {
2557 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero after attachment processing. BUG!", sceneObject.UUID);
2558 return false;
2559 }
2460 } 2560 }
2461 else 2561 else
2462 { 2562 {
2563 if (sceneObject.OwnerID == UUID.Zero)
2564 {
2565 m_log.ErrorFormat("[SCENE]: Owner ID for non-attachment {0} was zero", sceneObject.UUID);
2566 return false;
2567 }
2463 AddRestoredSceneObject(sceneObject, true, false); 2568 AddRestoredSceneObject(sceneObject, true, false);
2464 2569
2465 if (!Permissions.CanObjectEntry(sceneObject.UUID, 2570 if (!Permissions.CanObjectEntry(sceneObject.UUID,
@@ -2488,6 +2593,24 @@ namespace OpenSim.Region.Framework.Scenes
2488 return 2; // StateSource.PrimCrossing 2593 return 2; // StateSource.PrimCrossing
2489 } 2594 }
2490 2595
2596 public int GetUserFlags(UUID user)
2597 {
2598 //Unfortunately the SP approach means that the value is cached until region is restarted
2599 /*
2600 ScenePresence sp;
2601 if (TryGetScenePresence(user, out sp))
2602 {
2603 return sp.UserFlags;
2604 }
2605 else
2606 {
2607 */
2608 UserAccount uac = UserAccountService.GetUserAccount(RegionInfo.ScopeID, user);
2609 if (uac == null)
2610 return 0;
2611 return uac.UserFlags;
2612 //}
2613 }
2491 #endregion 2614 #endregion
2492 2615
2493 #region Add/Remove Avatar Methods 2616 #region Add/Remove Avatar Methods
@@ -2502,6 +2625,7 @@ namespace OpenSim.Region.Framework.Scenes
2502 || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0; 2625 || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0;
2503 2626
2504 CheckHeartbeat(); 2627 CheckHeartbeat();
2628 ScenePresence presence;
2505 2629
2506 ScenePresence sp = GetScenePresence(client.AgentId); 2630 ScenePresence sp = GetScenePresence(client.AgentId);
2507 2631
@@ -2550,7 +2674,13 @@ namespace OpenSim.Region.Framework.Scenes
2550 2674
2551 EventManager.TriggerOnNewClient(client); 2675 EventManager.TriggerOnNewClient(client);
2552 if (vialogin) 2676 if (vialogin)
2677 {
2553 EventManager.TriggerOnClientLogin(client); 2678 EventManager.TriggerOnClientLogin(client);
2679 // Send initial parcel data
2680 Vector3 pos = sp.AbsolutePosition;
2681 ILandObject land = LandChannel.GetLandObject(pos.X, pos.Y);
2682 land.SendLandUpdateToClient(client);
2683 }
2554 2684
2555 return sp; 2685 return sp;
2556 } 2686 }
@@ -2640,19 +2770,12 @@ namespace OpenSim.Region.Framework.Scenes
2640 // and the scene presence and the client, if they exist 2770 // and the scene presence and the client, if they exist
2641 try 2771 try
2642 { 2772 {
2643 // We need to wait for the client to make UDP contact first. 2773 ScenePresence sp = GetScenePresence(agentID);
2644 // It's the UDP contact that creates the scene presence 2774 PresenceService.LogoutAgent(sp.ControllingClient.SessionId);
2645 ScenePresence sp = WaitGetScenePresence(agentID); 2775
2646 if (sp != null) 2776 if (sp != null)
2647 {
2648 PresenceService.LogoutAgent(sp.ControllingClient.SessionId);
2649
2650 sp.ControllingClient.Close(); 2777 sp.ControllingClient.Close();
2651 } 2778
2652 else
2653 {
2654 m_log.WarnFormat("[SCENE]: Could not find scene presence for {0}", agentID);
2655 }
2656 // BANG! SLASH! 2779 // BANG! SLASH!
2657 m_authenticateHandler.RemoveCircuit(agentID); 2780 m_authenticateHandler.RemoveCircuit(agentID);
2658 2781
@@ -2752,6 +2875,7 @@ namespace OpenSim.Region.Framework.Scenes
2752 client.OnFetchInventory += m_asyncInventorySender.HandleFetchInventory; 2875 client.OnFetchInventory += m_asyncInventorySender.HandleFetchInventory;
2753 client.OnUpdateInventoryItem += UpdateInventoryItemAsset; 2876 client.OnUpdateInventoryItem += UpdateInventoryItemAsset;
2754 client.OnCopyInventoryItem += CopyInventoryItem; 2877 client.OnCopyInventoryItem += CopyInventoryItem;
2878 client.OnMoveItemsAndLeaveCopy += MoveInventoryItemsLeaveCopy;
2755 client.OnMoveInventoryItem += MoveInventoryItem; 2879 client.OnMoveInventoryItem += MoveInventoryItem;
2756 client.OnRemoveInventoryItem += RemoveInventoryItem; 2880 client.OnRemoveInventoryItem += RemoveInventoryItem;
2757 client.OnRemoveInventoryFolder += RemoveInventoryFolder; 2881 client.OnRemoveInventoryFolder += RemoveInventoryFolder;
@@ -2929,15 +3053,16 @@ namespace OpenSim.Region.Framework.Scenes
2929 /// </summary> 3053 /// </summary>
2930 /// <param name="agentId">The avatar's Unique ID</param> 3054 /// <param name="agentId">The avatar's Unique ID</param>
2931 /// <param name="client">The IClientAPI for the client</param> 3055 /// <param name="client">The IClientAPI for the client</param>
2932 public virtual void TeleportClientHome(UUID agentId, IClientAPI client) 3056 public virtual bool TeleportClientHome(UUID agentId, IClientAPI client)
2933 { 3057 {
2934 if (m_teleportModule != null) 3058 if (m_teleportModule != null)
2935 m_teleportModule.TeleportHome(agentId, client); 3059 return m_teleportModule.TeleportHome(agentId, client);
2936 else 3060 else
2937 { 3061 {
2938 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active"); 3062 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active");
2939 client.SendTeleportFailed("Unable to perform teleports on this simulator."); 3063 client.SendTeleportFailed("Unable to perform teleports on this simulator.");
2940 } 3064 }
3065 return false;
2941 } 3066 }
2942 3067
2943 /// <summary> 3068 /// <summary>
@@ -3029,6 +3154,16 @@ namespace OpenSim.Region.Framework.Scenes
3029 /// <param name="flags"></param> 3154 /// <param name="flags"></param>
3030 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags) 3155 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags)
3031 { 3156 {
3157 //Add half the avatar's height so that the user doesn't fall through prims
3158 ScenePresence presence;
3159 if (TryGetScenePresence(remoteClient.AgentId, out presence))
3160 {
3161 if (presence.Appearance != null)
3162 {
3163 position.Z = position.Z + (presence.Appearance.AvatarHeight / 2);
3164 }
3165 }
3166
3032 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt)) 3167 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt))
3033 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot. 3168 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot.
3034 m_dialogModule.SendAlertToUser(remoteClient, "Home position set."); 3169 m_dialogModule.SendAlertToUser(remoteClient, "Home position set.");
@@ -3097,8 +3232,9 @@ namespace OpenSim.Region.Framework.Scenes
3097 regions.Remove(RegionInfo.RegionHandle); 3232 regions.Remove(RegionInfo.RegionHandle);
3098 m_sceneGridService.SendCloseChildAgentConnections(agentID, regions); 3233 m_sceneGridService.SendCloseChildAgentConnections(agentID, regions);
3099 } 3234 }
3100 3235 m_log.Debug("[Scene] Beginning ClientClosed");
3101 m_eventManager.TriggerClientClosed(agentID, this); 3236 m_eventManager.TriggerClientClosed(agentID, this);
3237 m_log.Debug("[Scene] Finished ClientClosed");
3102 } 3238 }
3103 catch (NullReferenceException) 3239 catch (NullReferenceException)
3104 { 3240 {
@@ -3150,9 +3286,10 @@ namespace OpenSim.Region.Framework.Scenes
3150 { 3286 {
3151 m_log.ErrorFormat("[SCENE] Scene.cs:RemoveClient exception {0}{1}", e.Message, e.StackTrace); 3287 m_log.ErrorFormat("[SCENE] Scene.cs:RemoveClient exception {0}{1}", e.Message, e.StackTrace);
3152 } 3288 }
3153 3289 m_log.Debug("[Scene] Done. Firing RemoveCircuit");
3154 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode); 3290 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode);
3155// CleanDroppedAttachments(); 3291// CleanDroppedAttachments();
3292 m_log.Debug("[Scene] The avatar has left the building");
3156 //m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false)); 3293 //m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false));
3157 //m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true)); 3294 //m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true));
3158 } 3295 }
@@ -3271,13 +3408,16 @@ namespace OpenSim.Region.Framework.Scenes
3271 sp = null; 3408 sp = null;
3272 } 3409 }
3273 3410
3274 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3275 3411
3276 //On login test land permisions 3412 //On login test land permisions
3277 if (vialogin) 3413 if (vialogin)
3278 { 3414 {
3279 if (land != null && !TestLandRestrictions(agent, land, out reason)) 3415 IUserAccountCacheModule cache = RequestModuleInterface<IUserAccountCacheModule>();
3416 if (cache != null)
3417 cache.Remove(agent.firstname + " " + agent.lastname);
3418 if (!TestLandRestrictions(agent.AgentID, out reason, ref agent.startpos.X, ref agent.startpos.Y))
3280 { 3419 {
3420 m_log.DebugFormat("[CONNECTION BEGIN]: Denying access to {0} due to no land access", agent.AgentID.ToString());
3281 return false; 3421 return false;
3282 } 3422 }
3283 } 3423 }
@@ -3301,8 +3441,13 @@ namespace OpenSim.Region.Framework.Scenes
3301 3441
3302 try 3442 try
3303 { 3443 {
3304 if (!AuthorizeUser(agent, out reason)) 3444 // Always check estate if this is a login. Always
3305 return false; 3445 // check if banned regions are to be blacked out.
3446 if (vialogin || (!m_seeIntoBannedRegion))
3447 {
3448 if (!AuthorizeUser(agent, out reason))
3449 return false;
3450 }
3306 } 3451 }
3307 catch (Exception e) 3452 catch (Exception e)
3308 { 3453 {
@@ -3405,6 +3550,8 @@ namespace OpenSim.Region.Framework.Scenes
3405 } 3550 }
3406 } 3551 }
3407 // Honor parcel landing type and position. 3552 // Honor parcel landing type and position.
3553 /*
3554 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3408 if (land != null) 3555 if (land != null)
3409 { 3556 {
3410 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero) 3557 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero)
@@ -3412,26 +3559,34 @@ namespace OpenSim.Region.Framework.Scenes
3412 agent.startpos = land.LandData.UserLocation; 3559 agent.startpos = land.LandData.UserLocation;
3413 } 3560 }
3414 } 3561 }
3562 */// This is now handled properly in ScenePresence.MakeRootAgent
3415 } 3563 }
3416 3564
3417 return true; 3565 return true;
3418 } 3566 }
3419 3567
3420 private bool TestLandRestrictions(AgentCircuitData agent, ILandObject land, out string reason) 3568 private bool TestLandRestrictions(UUID agentID, out string reason, ref float posX, ref float posY)
3421 { 3569 {
3422 3570 reason = String.Empty;
3423 bool banned = land.IsBannedFromLand(agent.AgentID); 3571 if (Permissions.IsGod(agentID))
3424 bool restricted = land.IsRestrictedFromLand(agent.AgentID); 3572 return true;
3573
3574 ILandObject land = LandChannel.GetLandObject(posX, posY);
3575 if (land == null)
3576 return false;
3577
3578 bool banned = land.IsBannedFromLand(agentID);
3579 bool restricted = land.IsRestrictedFromLand(agentID);
3425 3580
3426 if (banned || restricted) 3581 if (banned || restricted)
3427 { 3582 {
3428 ILandObject nearestParcel = GetNearestAllowedParcel(agent.AgentID, agent.startpos.X, agent.startpos.Y); 3583 ILandObject nearestParcel = GetNearestAllowedParcel(agentID, posX, posY);
3429 if (nearestParcel != null) 3584 if (nearestParcel != null)
3430 { 3585 {
3431 //Move agent to nearest allowed 3586 //Move agent to nearest allowed
3432 Vector3 newPosition = GetParcelCenterAtGround(nearestParcel); 3587 Vector3 newPosition = GetParcelCenterAtGround(nearestParcel);
3433 agent.startpos.X = newPosition.X; 3588 posX = newPosition.X;
3434 agent.startpos.Y = newPosition.Y; 3589 posY = newPosition.Y;
3435 } 3590 }
3436 else 3591 else
3437 { 3592 {
@@ -3493,7 +3648,7 @@ namespace OpenSim.Region.Framework.Scenes
3493 3648
3494 if (!m_strictAccessControl) return true; 3649 if (!m_strictAccessControl) return true;
3495 if (Permissions.IsGod(agent.AgentID)) return true; 3650 if (Permissions.IsGod(agent.AgentID)) return true;
3496 3651
3497 if (AuthorizationService != null) 3652 if (AuthorizationService != null)
3498 { 3653 {
3499 if (!AuthorizationService.IsAuthorizedForRegion( 3654 if (!AuthorizationService.IsAuthorizedForRegion(
@@ -3501,14 +3656,14 @@ namespace OpenSim.Region.Framework.Scenes
3501 { 3656 {
3502 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user does not have access to the region", 3657 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user does not have access to the region",
3503 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName); 3658 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
3504 3659
3505 return false; 3660 return false;
3506 } 3661 }
3507 } 3662 }
3508 3663
3509 if (m_regInfo.EstateSettings != null) 3664 if (m_regInfo.EstateSettings != null)
3510 { 3665 {
3511 if (m_regInfo.EstateSettings.IsBanned(agent.AgentID)) 3666 if (m_regInfo.EstateSettings.IsBanned(agent.AgentID,0))
3512 { 3667 {
3513 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist", 3668 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist",
3514 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName); 3669 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
@@ -3704,6 +3859,13 @@ namespace OpenSim.Region.Framework.Scenes
3704 3859
3705 // We have to wait until the viewer contacts this region after receiving EAC. 3860 // We have to wait until the viewer contacts this region after receiving EAC.
3706 // That calls AddNewClient, which finally creates the ScenePresence 3861 // That calls AddNewClient, which finally creates the ScenePresence
3862 int flags = GetUserFlags(cAgentData.AgentID);
3863 if (m_regInfo.EstateSettings.IsBanned(cAgentData.AgentID, flags))
3864 {
3865 m_log.DebugFormat("[SCENE]: Denying root agent entry to {0}: banned", cAgentData.AgentID);
3866 return false;
3867 }
3868
3707 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2); 3869 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2);
3708 if (nearestParcel == null) 3870 if (nearestParcel == null)
3709 { 3871 {
@@ -3785,12 +3947,22 @@ namespace OpenSim.Region.Framework.Scenes
3785 return false; 3947 return false;
3786 } 3948 }
3787 3949
3950 public bool IncomingCloseAgent(UUID agentID)
3951 {
3952 return IncomingCloseAgent(agentID, false);
3953 }
3954
3955 public bool IncomingCloseChildAgent(UUID agentID)
3956 {
3957 return IncomingCloseAgent(agentID, true);
3958 }
3959
3788 /// <summary> 3960 /// <summary>
3789 /// Tell a single agent to disconnect from the region. 3961 /// Tell a single agent to disconnect from the region.
3790 /// </summary> 3962 /// </summary>
3791 /// <param name="regionHandle"></param>
3792 /// <param name="agentID"></param> 3963 /// <param name="agentID"></param>
3793 public bool IncomingCloseAgent(UUID agentID) 3964 /// <param name="childOnly"></param>
3965 public bool IncomingCloseAgent(UUID agentID, bool childOnly)
3794 { 3966 {
3795 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID); 3967 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID);
3796 3968
@@ -3802,7 +3974,7 @@ namespace OpenSim.Region.Framework.Scenes
3802 { 3974 {
3803 m_sceneGraph.removeUserCount(false); 3975 m_sceneGraph.removeUserCount(false);
3804 } 3976 }
3805 else 3977 else if (!childOnly)
3806 { 3978 {
3807 m_sceneGraph.removeUserCount(true); 3979 m_sceneGraph.removeUserCount(true);
3808 } 3980 }
@@ -3818,9 +3990,12 @@ namespace OpenSim.Region.Framework.Scenes
3818 } 3990 }
3819 else 3991 else
3820 presence.ControllingClient.SendShutdownConnectionNotice(); 3992 presence.ControllingClient.SendShutdownConnectionNotice();
3993 presence.ControllingClient.Close(false);
3994 }
3995 else if (!childOnly)
3996 {
3997 presence.ControllingClient.Close(true);
3821 } 3998 }
3822
3823 presence.ControllingClient.Close();
3824 return true; 3999 return true;
3825 } 4000 }
3826 4001
@@ -4403,34 +4578,66 @@ namespace OpenSim.Region.Framework.Scenes
4403 SimulationDataService.RemoveObject(uuid, m_regInfo.RegionID); 4578 SimulationDataService.RemoveObject(uuid, m_regInfo.RegionID);
4404 } 4579 }
4405 4580
4406 public int GetHealth() 4581 public int GetHealth(out int flags, out string message)
4407 { 4582 {
4408 // Returns: 4583 // Returns:
4409 // 1 = sim is up and accepting http requests. The heartbeat has 4584 // 1 = sim is up and accepting http requests. The heartbeat has
4410 // stopped and the sim is probably locked up, but a remote 4585 // stopped and the sim is probably locked up, but a remote
4411 // admin restart may succeed 4586 // admin restart may succeed
4412 // 4587 //
4413 // 2 = Sim is up and the heartbeat is running. The sim is likely 4588 // 2 = Sim is up and the heartbeat is running. The sim is likely
4414 // usable for people within and logins _may_ work 4589 // usable for people within
4590 //
4591 // 3 = Sim is up and one packet thread is running. Sim is
4592 // unstable and will not accept new logins
4415 // 4593 //
4416 // 3 = We have seen a new user enter within the past 4 minutes 4594 // 4 = Sim is up and both packet threads are running. Sim is
4595 // likely usable
4596 //
4597 // 5 = We have seen a new user enter within the past 4 minutes
4417 // which can be seen as positive confirmation of sim health 4598 // which can be seen as positive confirmation of sim health
4418 // 4599 //
4600
4601 flags = 0;
4602 message = String.Empty;
4603
4604 CheckHeartbeat();
4605
4606 if (m_firstHeartbeat || (m_lastIncoming == 0 && m_lastOutgoing == 0))
4607 {
4608 // We're still starting
4609 // 0 means "in startup", it can't happen another way, since
4610 // to get here, we must be able to accept http connections
4611 return 0;
4612 }
4613
4419 int health=1; // Start at 1, means we're up 4614 int health=1; // Start at 1, means we're up
4420 4615
4421 if ((Util.EnvironmentTickCountSubtract(m_lastUpdate)) < 1000) 4616 if (Util.EnvironmentTickCountSubtract(m_lastUpdate) < 1000)
4617 {
4422 health+=1; 4618 health+=1;
4423 else 4619 flags |= 1;
4620 }
4621
4622 if (Util.EnvironmentTickCountSubtract(m_lastIncoming) < 1000)
4623 {
4624 health+=1;
4625 flags |= 2;
4626 }
4627
4628 if (Util.EnvironmentTickCountSubtract(m_lastOutgoing) < 1000)
4629 {
4630 health+=1;
4631 flags |= 4;
4632 }
4633
4634 if (flags != 7)
4424 return health; 4635 return health;
4425 4636
4426 // A login in the last 4 mins? We can't be doing too badly 4637 // A login in the last 4 mins? We can't be doing too badly
4427 // 4638 //
4428 if ((Util.EnvironmentTickCountSubtract(m_LastLogin)) < 240000) 4639 if (Util.EnvironmentTickCountSubtract(m_LastLogin) < 240000)
4429 health++; 4640 health++;
4430 else
4431 return health;
4432
4433 CheckHeartbeat();
4434 4641
4435 return health; 4642 return health;
4436 } 4643 }
@@ -4623,7 +4830,7 @@ namespace OpenSim.Region.Framework.Scenes
4623 if (m_firstHeartbeat) 4830 if (m_firstHeartbeat)
4624 return; 4831 return;
4625 4832
4626 if (Util.EnvironmentTickCountSubtract(m_lastUpdate) > 2000) 4833 if (Util.EnvironmentTickCountSubtract(m_lastUpdate) > 5000)
4627 StartTimer(); 4834 StartTimer();
4628 } 4835 }
4629 4836
@@ -5033,6 +5240,54 @@ namespace OpenSim.Region.Framework.Scenes
5033 mapModule.GenerateMaptile(); 5240 mapModule.GenerateMaptile();
5034 } 5241 }
5035 5242
5243// public void CleanDroppedAttachments()
5244// {
5245// List<SceneObjectGroup> objectsToDelete =
5246// new List<SceneObjectGroup>();
5247//
5248// lock (m_cleaningAttachments)
5249// {
5250// ForEachSOG(delegate (SceneObjectGroup grp)
5251// {
5252// if (grp.RootPart.Shape.PCode == 0 && grp.RootPart.Shape.State != 0 && (!objectsToDelete.Contains(grp)))
5253// {
5254// UUID agentID = grp.OwnerID;
5255// if (agentID == UUID.Zero)
5256// {
5257// objectsToDelete.Add(grp);
5258// return;
5259// }
5260//
5261// ScenePresence sp = GetScenePresence(agentID);
5262// if (sp == null)
5263// {
5264// objectsToDelete.Add(grp);
5265// return;
5266// }
5267// }
5268// });
5269// }
5270//
5271// foreach (SceneObjectGroup grp in objectsToDelete)
5272// {
5273// m_log.InfoFormat("[SCENE]: Deleting dropped attachment {0} of user {1}", grp.UUID, grp.OwnerID);
5274// DeleteSceneObject(grp, true);
5275// }
5276// }
5277
5278 public void ThreadAlive(int threadCode)
5279 {
5280 switch(threadCode)
5281 {
5282 case 1: // Incoming
5283 m_lastIncoming = Util.EnvironmentTickCount();
5284 break;
5285 case 2: // Incoming
5286 m_lastOutgoing = Util.EnvironmentTickCount();
5287 break;
5288 }
5289 }
5290
5036 // This method is called across the simulation connector to 5291 // This method is called across the simulation connector to
5037 // determine if a given agent is allowed in this region 5292 // determine if a given agent is allowed in this region
5038 // AS A ROOT AGENT. Returning false here will prevent them 5293 // AS A ROOT AGENT. Returning false here will prevent them
@@ -5041,6 +5296,14 @@ namespace OpenSim.Region.Framework.Scenes
5041 // child agent creation, thereby emulating the SL behavior. 5296 // child agent creation, thereby emulating the SL behavior.
5042 public bool QueryAccess(UUID agentID, Vector3 position, out string reason) 5297 public bool QueryAccess(UUID agentID, Vector3 position, out string reason)
5043 { 5298 {
5299 reason = "You are banned from the region";
5300
5301 if (Permissions.IsGod(agentID))
5302 {
5303 reason = String.Empty;
5304 return true;
5305 }
5306
5044 int num = m_sceneGraph.GetNumberOfScenePresences(); 5307 int num = m_sceneGraph.GetNumberOfScenePresences();
5045 5308
5046 if (num >= RegionInfo.RegionSettings.AgentLimit) 5309 if (num >= RegionInfo.RegionSettings.AgentLimit)
@@ -5052,11 +5315,82 @@ namespace OpenSim.Region.Framework.Scenes
5052 } 5315 }
5053 } 5316 }
5054 5317
5318 ScenePresence presence = GetScenePresence(agentID);
5319 IClientAPI client = null;
5320 AgentCircuitData aCircuit = null;
5321
5322 if (presence != null)
5323 {
5324 client = presence.ControllingClient;
5325 if (client != null)
5326 aCircuit = client.RequestClientInfo();
5327 }
5328
5329 // We may be called before there is a presence or a client.
5330 // Fake AgentCircuitData to keep IAuthorizationModule smiling
5331 if (client == null)
5332 {
5333 aCircuit = new AgentCircuitData();
5334 aCircuit.AgentID = agentID;
5335 aCircuit.firstname = String.Empty;
5336 aCircuit.lastname = String.Empty;
5337 }
5338
5339 try
5340 {
5341 if (!AuthorizeUser(aCircuit, out reason))
5342 {
5343 // m_log.DebugFormat("[SCENE]: Denying access for {0}", agentID);
5344 return false;
5345 }
5346 }
5347 catch (Exception e)
5348 {
5349 m_log.DebugFormat("[SCENE]: Exception authorizing agent: {0} "+ e.StackTrace, e.Message);
5350 return false;
5351 }
5352
5353 if (position == Vector3.Zero) // Teleport
5354 {
5355 float posX = 128.0f;
5356 float posY = 128.0f;
5357
5358 if (!TestLandRestrictions(agentID, out reason, ref posX, ref posY))
5359 {
5360 // m_log.DebugFormat("[SCENE]: Denying {0} because they are banned on all parcels", agentID);
5361 return false;
5362 }
5363 }
5364 else // Walking
5365 {
5366 ILandObject land = LandChannel.GetLandObject(position.X, position.Y);
5367 if (land == null)
5368 return false;
5369
5370 bool banned = land.IsBannedFromLand(agentID);
5371 bool restricted = land.IsRestrictedFromLand(agentID);
5372
5373 if (banned || restricted)
5374 return false;
5375 }
5376
5055 reason = String.Empty; 5377 reason = String.Empty;
5056 return true; 5378 return true;
5057 } 5379 }
5058 5380
5059 /// <summary> 5381 public void StartTimerWatchdog()
5382 {
5383 m_timerWatchdog.Interval = 1000;
5384 m_timerWatchdog.Elapsed += TimerWatchdog;
5385 m_timerWatchdog.AutoReset = true;
5386 m_timerWatchdog.Start();
5387 }
5388
5389 public void TimerWatchdog(object sender, ElapsedEventArgs e)
5390 {
5391 CheckHeartbeat();
5392 }
5393
5060 /// This method deals with movement when an avatar is automatically moving (but this is distinct from the 5394 /// This method deals with movement when an avatar is automatically moving (but this is distinct from the
5061 /// autopilot that moves an avatar to a sit target!. 5395 /// autopilot that moves an avatar to a sit target!.
5062 /// </summary> 5396 /// </summary>
diff --git a/OpenSim/Region/Framework/Scenes/SceneBase.cs b/OpenSim/Region/Framework/Scenes/SceneBase.cs
index 712e094..da3b4dd 100644
--- a/OpenSim/Region/Framework/Scenes/SceneBase.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneBase.cs
@@ -136,6 +136,8 @@ namespace OpenSim.Region.Framework.Scenes
136 get { return m_permissions; } 136 get { return m_permissions; }
137 } 137 }
138 138
139 protected string m_datastore;
140
139 /* Used by the loadbalancer plugin on GForge */ 141 /* Used by the loadbalancer plugin on GForge */
140 protected RegionStatus m_regStatus; 142 protected RegionStatus m_regStatus;
141 public RegionStatus RegionStatus 143 public RegionStatus RegionStatus
diff --git a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
index d76ed3e..27833e8 100644
--- a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
@@ -88,7 +88,7 @@ namespace OpenSim.Region.Framework.Scenes
88 88
89 if (neighbour != null) 89 if (neighbour != null)
90 { 90 {
91 m_log.DebugFormat("[INTERGRID]: Successfully informed neighbour {0}-{1} that I'm here", x / Constants.RegionSize, y / Constants.RegionSize); 91 // m_log.DebugFormat("[INTERGRID]: Successfully informed neighbour {0}-{1} that I'm here", x / Constants.RegionSize, y / Constants.RegionSize);
92 m_scene.EventManager.TriggerOnRegionUp(neighbour); 92 m_scene.EventManager.TriggerOnRegionUp(neighbour);
93 } 93 }
94 else 94 else
@@ -102,7 +102,7 @@ namespace OpenSim.Region.Framework.Scenes
102 //m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: Sending InterRegion Notification that region is up " + region.RegionName); 102 //m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: Sending InterRegion Notification that region is up " + region.RegionName);
103 103
104 List<GridRegion> neighbours = m_scene.GridService.GetNeighbours(m_scene.RegionInfo.ScopeID, m_scene.RegionInfo.RegionID); 104 List<GridRegion> neighbours = m_scene.GridService.GetNeighbours(m_scene.RegionInfo.ScopeID, m_scene.RegionInfo.RegionID);
105 m_log.DebugFormat("[INTERGRID]: Informing {0} neighbours that this region is up", neighbours.Count); 105 //m_log.DebugFormat("[INTERGRID]: Informing {0} neighbours that this region is up", neighbours.Count);
106 foreach (GridRegion n in neighbours) 106 foreach (GridRegion n in neighbours)
107 { 107 {
108 InformNeighbourThatRegionUpDelegate d = InformNeighboursThatRegionIsUpAsync; 108 InformNeighbourThatRegionUpDelegate d = InformNeighboursThatRegionIsUpAsync;
@@ -176,10 +176,13 @@ namespace OpenSim.Region.Framework.Scenes
176 } 176 }
177 } 177 }
178 178
179 public delegate void SendCloseChildAgentDelegate(UUID agentID, ulong regionHandle);
180
179 /// <summary> 181 /// <summary>
180 /// Closes a child agent on a given region 182 /// This Closes child agents on neighboring regions
183 /// Calls an asynchronous method to do so.. so it doesn't lag the sim.
181 /// </summary> 184 /// </summary>
182 protected void SendCloseChildAgent(UUID agentID, ulong regionHandle) 185 protected void SendCloseChildAgentAsync(UUID agentID, ulong regionHandle)
183 { 186 {
184 // let's do our best, but there's not much we can do if the neighbour doesn't accept. 187 // let's do our best, but there's not much we can do if the neighbour doesn't accept.
185 188
@@ -188,34 +191,29 @@ namespace OpenSim.Region.Framework.Scenes
188 Utils.LongToUInts(regionHandle, out x, out y); 191 Utils.LongToUInts(regionHandle, out x, out y);
189 192
190 GridRegion destination = m_scene.GridService.GetRegionByPosition(m_regionInfo.ScopeID, (int)x, (int)y); 193 GridRegion destination = m_scene.GridService.GetRegionByPosition(m_regionInfo.ScopeID, (int)x, (int)y);
194 m_scene.SimulationService.CloseChildAgent(destination, agentID);
195 }
191 196
192 m_log.DebugFormat( 197 private void SendCloseChildAgentCompleted(IAsyncResult iar)
193 "[INTERGRID]: Sending close agent {0} to region at {1}-{2}", 198 {
194 agentID, destination.RegionCoordX, destination.RegionCoordY); 199 SendCloseChildAgentDelegate icon = (SendCloseChildAgentDelegate)iar.AsyncState;
195 200 icon.EndInvoke(iar);
196 m_scene.SimulationService.CloseAgent(destination, agentID);
197 } 201 }
198 202
199 /// <summary>
200 /// Closes a child agents in a collection of regions. Does so asynchronously
201 /// so that the caller doesn't wait.
202 /// </summary>
203 /// <param name="agentID"></param>
204 /// <param name="regionslst"></param>
205 public void SendCloseChildAgentConnections(UUID agentID, List<ulong> regionslst) 203 public void SendCloseChildAgentConnections(UUID agentID, List<ulong> regionslst)
206 { 204 {
207 Util.FireAndForget(delegate 205 foreach (ulong handle in regionslst)
208 { 206 {
209 foreach (ulong handle in regionslst) 207 SendCloseChildAgentDelegate d = SendCloseChildAgentAsync;
210 { 208 d.BeginInvoke(agentID, handle,
211 SendCloseChildAgent(agentID, handle); 209 SendCloseChildAgentCompleted,
212 } 210 d);
213 }); 211 }
214 } 212 }
215 213
216 public List<GridRegion> RequestNamedRegions(string name, int maxNumber) 214 public List<GridRegion> RequestNamedRegions(string name, int maxNumber)
217 { 215 {
218 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber); 216 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber);
219 } 217 }
220 } 218 }
221} \ No newline at end of file 219}
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index af95c28..c16038c 100644
--- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
@@ -43,6 +43,12 @@ namespace OpenSim.Region.Framework.Scenes
43 43
44 public delegate void ObjectDuplicateDelegate(EntityBase original, EntityBase clone); 44 public delegate void ObjectDuplicateDelegate(EntityBase original, EntityBase clone);
45 45
46 public delegate void AttachToBackupDelegate(SceneObjectGroup sog);
47
48 public delegate void DetachFromBackupDelegate(SceneObjectGroup sog);
49
50 public delegate void ChangedBackupDelegate(SceneObjectGroup sog);
51
46 public delegate void ObjectCreateDelegate(EntityBase obj); 52 public delegate void ObjectCreateDelegate(EntityBase obj);
47 53
48 public delegate void ObjectDeleteDelegate(EntityBase obj); 54 public delegate void ObjectDeleteDelegate(EntityBase obj);
@@ -61,6 +67,9 @@ namespace OpenSim.Region.Framework.Scenes
61 private PhysicsCrash handlerPhysicsCrash = null; 67 private PhysicsCrash handlerPhysicsCrash = null;
62 68
63 public event ObjectDuplicateDelegate OnObjectDuplicate; 69 public event ObjectDuplicateDelegate OnObjectDuplicate;
70 public event AttachToBackupDelegate OnAttachToBackup;
71 public event DetachFromBackupDelegate OnDetachFromBackup;
72 public event ChangedBackupDelegate OnChangeBackup;
64 public event ObjectCreateDelegate OnObjectCreate; 73 public event ObjectCreateDelegate OnObjectCreate;
65 public event ObjectDeleteDelegate OnObjectRemove; 74 public event ObjectDeleteDelegate OnObjectRemove;
66 75
@@ -68,7 +77,7 @@ namespace OpenSim.Region.Framework.Scenes
68 77
69 #region Fields 78 #region Fields
70 79
71 protected object m_presenceLock = new object(); 80 protected OpenMetaverse.ReaderWriterLockSlim m_scenePresencesLock = new OpenMetaverse.ReaderWriterLockSlim();
72 protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>(); 81 protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>();
73 protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>(); 82 protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>();
74 83
@@ -130,13 +139,18 @@ namespace OpenSim.Region.Framework.Scenes
130 139
131 protected internal void Close() 140 protected internal void Close()
132 { 141 {
133 lock (m_presenceLock) 142 m_scenePresencesLock.EnterWriteLock();
143 try
134 { 144 {
135 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(); 145 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>();
136 List<ScenePresence> newlist = new List<ScenePresence>(); 146 List<ScenePresence> newlist = new List<ScenePresence>();
137 m_scenePresenceMap = newmap; 147 m_scenePresenceMap = newmap;
138 m_scenePresenceArray = newlist; 148 m_scenePresenceArray = newlist;
139 } 149 }
150 finally
151 {
152 m_scenePresencesLock.ExitWriteLock();
153 }
140 154
141 lock (SceneObjectGroupsByFullID) 155 lock (SceneObjectGroupsByFullID)
142 SceneObjectGroupsByFullID.Clear(); 156 SceneObjectGroupsByFullID.Clear();
@@ -275,6 +289,33 @@ namespace OpenSim.Region.Framework.Scenes
275 protected internal bool AddRestoredSceneObject( 289 protected internal bool AddRestoredSceneObject(
276 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 290 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
277 { 291 {
292 if (!m_parentScene.CombineRegions)
293 {
294 // KF: Check for out-of-region, move inside and make static.
295 Vector3 npos = new Vector3(sceneObject.RootPart.GroupPosition.X,
296 sceneObject.RootPart.GroupPosition.Y,
297 sceneObject.RootPart.GroupPosition.Z);
298 if (!(((sceneObject.RootPart.Shape.PCode == (byte)PCode.Prim) && (sceneObject.RootPart.Shape.State != 0))) && (npos.X < 0.0 || npos.Y < 0.0 || npos.Z < 0.0 ||
299 npos.X > Constants.RegionSize ||
300 npos.Y > Constants.RegionSize))
301 {
302 if (npos.X < 0.0) npos.X = 1.0f;
303 if (npos.Y < 0.0) npos.Y = 1.0f;
304 if (npos.Z < 0.0) npos.Z = 0.0f;
305 if (npos.X > Constants.RegionSize) npos.X = Constants.RegionSize - 1.0f;
306 if (npos.Y > Constants.RegionSize) npos.Y = Constants.RegionSize - 1.0f;
307
308 foreach (SceneObjectPart part in sceneObject.Parts)
309 {
310 part.GroupPosition = npos;
311 }
312 sceneObject.RootPart.Velocity = Vector3.Zero;
313 sceneObject.RootPart.AngularVelocity = Vector3.Zero;
314 sceneObject.RootPart.Acceleration = Vector3.Zero;
315 sceneObject.RootPart.Velocity = Vector3.Zero;
316 }
317 }
318
278 if (attachToBackup && (!alreadyPersisted)) 319 if (attachToBackup && (!alreadyPersisted))
279 { 320 {
280 sceneObject.ForceInventoryPersistence(); 321 sceneObject.ForceInventoryPersistence();
@@ -492,6 +533,30 @@ namespace OpenSim.Region.Framework.Scenes
492 m_updateList[obj.UUID] = obj; 533 m_updateList[obj.UUID] = obj;
493 } 534 }
494 535
536 public void FireAttachToBackup(SceneObjectGroup obj)
537 {
538 if (OnAttachToBackup != null)
539 {
540 OnAttachToBackup(obj);
541 }
542 }
543
544 public void FireDetachFromBackup(SceneObjectGroup obj)
545 {
546 if (OnDetachFromBackup != null)
547 {
548 OnDetachFromBackup(obj);
549 }
550 }
551
552 public void FireChangeBackup(SceneObjectGroup obj)
553 {
554 if (OnChangeBackup != null)
555 {
556 OnChangeBackup(obj);
557 }
558 }
559
495 /// <summary> 560 /// <summary>
496 /// Process all pending updates 561 /// Process all pending updates
497 /// </summary> 562 /// </summary>
@@ -623,7 +688,8 @@ namespace OpenSim.Region.Framework.Scenes
623 688
624 Entities[presence.UUID] = presence; 689 Entities[presence.UUID] = presence;
625 690
626 lock (m_presenceLock) 691 m_scenePresencesLock.EnterWriteLock();
692 try
627 { 693 {
628 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 694 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
629 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 695 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -647,6 +713,10 @@ namespace OpenSim.Region.Framework.Scenes
647 m_scenePresenceMap = newmap; 713 m_scenePresenceMap = newmap;
648 m_scenePresenceArray = newlist; 714 m_scenePresenceArray = newlist;
649 } 715 }
716 finally
717 {
718 m_scenePresencesLock.ExitWriteLock();
719 }
650 } 720 }
651 721
652 /// <summary> 722 /// <summary>
@@ -661,7 +731,8 @@ namespace OpenSim.Region.Framework.Scenes
661 agentID); 731 agentID);
662 } 732 }
663 733
664 lock (m_presenceLock) 734 m_scenePresencesLock.EnterWriteLock();
735 try
665 { 736 {
666 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 737 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
667 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 738 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -683,6 +754,10 @@ namespace OpenSim.Region.Framework.Scenes
683 m_log.WarnFormat("[SCENE GRAPH]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID); 754 m_log.WarnFormat("[SCENE GRAPH]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID);
684 } 755 }
685 } 756 }
757 finally
758 {
759 m_scenePresencesLock.ExitWriteLock();
760 }
686 } 761 }
687 762
688 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F) 763 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F)
@@ -1396,8 +1471,13 @@ namespace OpenSim.Region.Framework.Scenes
1396 { 1471 {
1397 if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0)) 1472 if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0))
1398 { 1473 {
1399 if (m_parentScene.AttachmentsModule != null) 1474 // Set the new attachment point data in the object
1400 m_parentScene.AttachmentsModule.UpdateAttachmentPosition(group, pos); 1475 byte attachmentPoint = group.GetAttachmentPoint();
1476 group.UpdateGroupPosition(pos);
1477 group.IsAttachment = false;
1478 group.AbsolutePosition = group.RootPart.AttachedPos;
1479 group.AttachmentPoint = attachmentPoint;
1480 group.HasGroupChanged = true;
1401 } 1481 }
1402 else 1482 else
1403 { 1483 {
@@ -1669,8 +1749,11 @@ namespace OpenSim.Region.Framework.Scenes
1669 return; 1749 return;
1670 1750
1671 Monitor.Enter(m_updateLock); 1751 Monitor.Enter(m_updateLock);
1752
1672 try 1753 try
1673 { 1754 {
1755 parentGroup.areUpdatesSuspended = true;
1756
1674 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>(); 1757 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>();
1675 1758
1676 // We do this in reverse to get the link order of the prims correct 1759 // We do this in reverse to get the link order of the prims correct
@@ -1681,9 +1764,13 @@ namespace OpenSim.Region.Framework.Scenes
1681 // Make sure no child prim is set for sale 1764 // Make sure no child prim is set for sale
1682 // So that, on delink, no prims are unwittingly 1765 // So that, on delink, no prims are unwittingly
1683 // left for sale and sold off 1766 // left for sale and sold off
1684 child.RootPart.ObjectSaleType = 0; 1767
1685 child.RootPart.SalePrice = 10; 1768 if (child != null)
1686 childGroups.Add(child); 1769 {
1770 child.RootPart.ObjectSaleType = 0;
1771 child.RootPart.SalePrice = 10;
1772 childGroups.Add(child);
1773 }
1687 } 1774 }
1688 1775
1689 foreach (SceneObjectGroup child in childGroups) 1776 foreach (SceneObjectGroup child in childGroups)
@@ -1702,12 +1789,19 @@ namespace OpenSim.Region.Framework.Scenes
1702 // occur on link to invoke this elsewhere (such as object selection) 1789 // occur on link to invoke this elsewhere (such as object selection)
1703 parentGroup.RootPart.CreateSelected = true; 1790 parentGroup.RootPart.CreateSelected = true;
1704 parentGroup.TriggerScriptChangedEvent(Changed.LINK); 1791 parentGroup.TriggerScriptChangedEvent(Changed.LINK);
1705 parentGroup.HasGroupChanged = true;
1706 parentGroup.ScheduleGroupForFullUpdate();
1707
1708 } 1792 }
1709 finally 1793 finally
1710 { 1794 {
1795 lock (SceneObjectGroupsByLocalPartID)
1796 {
1797 foreach (SceneObjectPart part in parentGroup.Parts)
1798 SceneObjectGroupsByLocalPartID[part.LocalId] = parentGroup;
1799 }
1800
1801 parentGroup.areUpdatesSuspended = false;
1802 parentGroup.HasGroupChanged = true;
1803 parentGroup.ProcessBackup(m_parentScene.SimulationDataService, true);
1804 parentGroup.ScheduleGroupForFullUpdate();
1711 Monitor.Exit(m_updateLock); 1805 Monitor.Exit(m_updateLock);
1712 } 1806 }
1713 } 1807 }
@@ -1744,21 +1838,24 @@ namespace OpenSim.Region.Framework.Scenes
1744 1838
1745 SceneObjectGroup group = part.ParentGroup; 1839 SceneObjectGroup group = part.ParentGroup;
1746 if (!affectedGroups.Contains(group)) 1840 if (!affectedGroups.Contains(group))
1841 {
1842 group.areUpdatesSuspended = true;
1747 affectedGroups.Add(group); 1843 affectedGroups.Add(group);
1844 }
1748 } 1845 }
1749 } 1846 }
1750 } 1847 }
1751 1848
1752 foreach (SceneObjectPart child in childParts) 1849 if (childParts.Count > 0)
1753 { 1850 {
1754 // Unlink all child parts from their groups 1851 foreach (SceneObjectPart child in childParts)
1755 // 1852 {
1756 child.ParentGroup.DelinkFromGroup(child, true); 1853 // Unlink all child parts from their groups
1757 1854 //
1758 // These are not in affected groups and will not be 1855 child.ParentGroup.DelinkFromGroup(child, true);
1759 // handled further. Do the honors here. 1856 child.ParentGroup.HasGroupChanged = true;
1760 child.ParentGroup.HasGroupChanged = true; 1857 child.ParentGroup.ScheduleGroupForFullUpdate();
1761 child.ParentGroup.ScheduleGroupForFullUpdate(); 1858 }
1762 } 1859 }
1763 1860
1764 foreach (SceneObjectPart root in rootParts) 1861 foreach (SceneObjectPart root in rootParts)
@@ -1768,56 +1865,68 @@ namespace OpenSim.Region.Framework.Scenes
1768 // However, editing linked parts and unlinking may be different 1865 // However, editing linked parts and unlinking may be different
1769 // 1866 //
1770 SceneObjectGroup group = root.ParentGroup; 1867 SceneObjectGroup group = root.ParentGroup;
1868 group.areUpdatesSuspended = true;
1771 1869
1772 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts); 1870 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts);
1773 int numChildren = newSet.Count; 1871 int numChildren = newSet.Count;
1774 1872
1873 if (numChildren == 1)
1874 break;
1875
1775 // If there are prims left in a link set, but the root is 1876 // If there are prims left in a link set, but the root is
1776 // slated for unlink, we need to do this 1877 // slated for unlink, we need to do this
1878 // Unlink the remaining set
1777 // 1879 //
1778 if (numChildren != 1) 1880 bool sendEventsToRemainder = true;
1779 { 1881 if (numChildren > 1)
1780 // Unlink the remaining set 1882 sendEventsToRemainder = false;
1781 //
1782 bool sendEventsToRemainder = true;
1783 if (numChildren > 1)
1784 sendEventsToRemainder = false;
1785 1883
1786 foreach (SceneObjectPart p in newSet) 1884 foreach (SceneObjectPart p in newSet)
1885 {
1886 if (p != group.RootPart)
1787 { 1887 {
1788 if (p != group.RootPart) 1888 group.DelinkFromGroup(p, sendEventsToRemainder);
1789 group.DelinkFromGroup(p, sendEventsToRemainder); 1889 if (numChildren > 2)
1890 {
1891 p.ParentGroup.areUpdatesSuspended = true;
1892 }
1893 else
1894 {
1895 p.ParentGroup.HasGroupChanged = true;
1896 p.ParentGroup.ScheduleGroupForFullUpdate();
1897 }
1790 } 1898 }
1899 }
1900
1901 // If there is more than one prim remaining, we
1902 // need to re-link
1903 //
1904 if (numChildren > 2)
1905 {
1906 // Remove old root
1907 //
1908 if (newSet.Contains(root))
1909 newSet.Remove(root);
1791 1910
1792 // If there is more than one prim remaining, we 1911 // Preserve link ordering
1793 // need to re-link
1794 // 1912 //
1795 if (numChildren > 2) 1913 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1796 { 1914 {
1797 // Remove old root 1915 return a.LinkNum.CompareTo(b.LinkNum);
1798 // 1916 });
1799 if (newSet.Contains(root))
1800 newSet.Remove(root);
1801
1802 // Preserve link ordering
1803 //
1804 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1805 {
1806 return a.LinkNum.CompareTo(b.LinkNum);
1807 });
1808 1917
1809 // Determine new root 1918 // Determine new root
1810 // 1919 //
1811 SceneObjectPart newRoot = newSet[0]; 1920 SceneObjectPart newRoot = newSet[0];
1812 newSet.RemoveAt(0); 1921 newSet.RemoveAt(0);
1813 1922
1814 foreach (SceneObjectPart newChild in newSet) 1923 foreach (SceneObjectPart newChild in newSet)
1815 newChild.ClearUpdateSchedule(); 1924 newChild.ClearUpdateSchedule();
1816 1925
1817 LinkObjects(newRoot, newSet); 1926 newRoot.ParentGroup.areUpdatesSuspended = true;
1818 if (!affectedGroups.Contains(newRoot.ParentGroup)) 1927 LinkObjects(newRoot, newSet);
1819 affectedGroups.Add(newRoot.ParentGroup); 1928 if (!affectedGroups.Contains(newRoot.ParentGroup))
1820 } 1929 affectedGroups.Add(newRoot.ParentGroup);
1821 } 1930 }
1822 } 1931 }
1823 1932
@@ -1825,8 +1934,14 @@ namespace OpenSim.Region.Framework.Scenes
1825 // 1934 //
1826 foreach (SceneObjectGroup g in affectedGroups) 1935 foreach (SceneObjectGroup g in affectedGroups)
1827 { 1936 {
1937 // Child prims that have been unlinked and deleted will
1938 // return unless the root is deleted. This will remove them
1939 // from the database. They will be rewritten immediately,
1940 // minus the rows for the unlinked child prims.
1941 m_parentScene.SimulationDataService.RemoveObject(g.UUID, m_parentScene.RegionInfo.RegionID);
1828 g.TriggerScriptChangedEvent(Changed.LINK); 1942 g.TriggerScriptChangedEvent(Changed.LINK);
1829 g.HasGroupChanged = true; // Persist 1943 g.HasGroupChanged = true; // Persist
1944 g.areUpdatesSuspended = false;
1830 g.ScheduleGroupForFullUpdate(); 1945 g.ScheduleGroupForFullUpdate();
1831 } 1946 }
1832 } 1947 }
@@ -1944,9 +2059,6 @@ namespace OpenSim.Region.Framework.Scenes
1944 child.ApplyNextOwnerPermissions(); 2059 child.ApplyNextOwnerPermissions();
1945 } 2060 }
1946 } 2061 }
1947
1948 copy.RootPart.ObjectSaleType = 0;
1949 copy.RootPart.SalePrice = 10;
1950 } 2062 }
1951 2063
1952 // FIXME: This section needs to be refactored so that it just calls AddSceneObject() 2064 // FIXME: This section needs to be refactored so that it just calls AddSceneObject()
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
index 905ecc9..c7da4f4 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
@@ -69,10 +69,6 @@ namespace OpenSim.Region.Framework.Scenes
69 /// <summary> 69 /// <summary>
70 /// Stop the scripts contained in all the prims in this group 70 /// Stop the scripts contained in all the prims in this group
71 /// </summary> 71 /// </summary>
72 /// <param name="sceneObjectBeingDeleted">
73 /// Should be true if these scripts are being removed because the scene
74 /// object is being deleted. This will prevent spurious updates to the client.
75 /// </param>
76 public void RemoveScriptInstances(bool sceneObjectBeingDeleted) 72 public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
77 { 73 {
78 SceneObjectPart[] parts = m_parts.GetArray(); 74 SceneObjectPart[] parts = m_parts.GetArray();
@@ -234,6 +230,11 @@ namespace OpenSim.Region.Framework.Scenes
234 230
235 public uint GetEffectivePermissions() 231 public uint GetEffectivePermissions()
236 { 232 {
233 return GetEffectivePermissions(false);
234 }
235
236 public uint GetEffectivePermissions(bool useBase)
237 {
237 uint perms=(uint)(PermissionMask.Modify | 238 uint perms=(uint)(PermissionMask.Modify |
238 PermissionMask.Copy | 239 PermissionMask.Copy |
239 PermissionMask.Move | 240 PermissionMask.Move |
@@ -245,7 +246,10 @@ namespace OpenSim.Region.Framework.Scenes
245 for (int i = 0; i < parts.Length; i++) 246 for (int i = 0; i < parts.Length; i++)
246 { 247 {
247 SceneObjectPart part = parts[i]; 248 SceneObjectPart part = parts[i];
248 ownerMask &= part.OwnerMask; 249 if (useBase)
250 ownerMask &= part.BaseMask;
251 else
252 ownerMask &= part.OwnerMask;
249 perms &= part.Inventory.MaskEffectivePermissions(); 253 perms &= part.Inventory.MaskEffectivePermissions();
250 } 254 }
251 255
@@ -385,6 +389,9 @@ namespace OpenSim.Region.Framework.Scenes
385 389
386 public void ResumeScripts() 390 public void ResumeScripts()
387 { 391 {
392 if (m_scene.RegionInfo.RegionSettings.DisableScripts)
393 return;
394
388 SceneObjectPart[] parts = m_parts.GetArray(); 395 SceneObjectPart[] parts = m_parts.GetArray();
389 for (int i = 0; i < parts.Length; i++) 396 for (int i = 0; i < parts.Length; i++)
390 parts[i].Inventory.ResumeScripts(); 397 parts[i].Inventory.ResumeScripts();
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 9587d5f..cf2161a 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -24,11 +24,12 @@
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS 24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */ 26 */
27 27
28using System; 28using System;
29using System.Collections.Generic; 29using System.Collections.Generic;
30using System.Drawing; 30using System.Drawing;
31using System.IO; 31using System.IO;
32using System.Diagnostics;
32using System.Linq; 33using System.Linq;
33using System.Threading; 34using System.Threading;
34using System.Xml; 35using System.Xml;
@@ -105,8 +106,29 @@ namespace OpenSim.Region.Framework.Scenes
105 /// since the group's last persistent backup 106 /// since the group's last persistent backup
106 /// </summary> 107 /// </summary>
107 private bool m_hasGroupChanged = false; 108 private bool m_hasGroupChanged = false;
108 private long timeFirstChanged; 109 private long timeFirstChanged = 0;
109 private long timeLastChanged; 110 private long timeLastChanged = 0;
111 private long m_maxPersistTime = 0;
112 private long m_minPersistTime = 0;
113 private Random m_rand;
114 private bool m_suspendUpdates;
115 private List<ScenePresence> m_linkedAvatars = new List<ScenePresence>();
116
117 public bool areUpdatesSuspended
118 {
119 get
120 {
121 return m_suspendUpdates;
122 }
123 set
124 {
125 m_suspendUpdates = value;
126 if (!value)
127 {
128 QueueForUpdateCheck();
129 }
130 }
131 }
110 132
111 public bool HasGroupChanged 133 public bool HasGroupChanged
112 { 134 {
@@ -114,9 +136,39 @@ namespace OpenSim.Region.Framework.Scenes
114 { 136 {
115 if (value) 137 if (value)
116 { 138 {
139 if (m_isBackedUp)
140 {
141 m_scene.SceneGraph.FireChangeBackup(this);
142 }
117 timeLastChanged = DateTime.Now.Ticks; 143 timeLastChanged = DateTime.Now.Ticks;
118 if (!m_hasGroupChanged) 144 if (!m_hasGroupChanged)
119 timeFirstChanged = DateTime.Now.Ticks; 145 timeFirstChanged = DateTime.Now.Ticks;
146 if (m_rootPart != null && m_rootPart.UUID != null && m_scene != null)
147 {
148 if (m_rand == null)
149 {
150 byte[] val = new byte[16];
151 m_rootPart.UUID.ToBytes(val, 0);
152 m_rand = new Random(BitConverter.ToInt32(val, 0));
153 }
154
155 if (m_scene.GetRootAgentCount() == 0)
156 {
157 //If the region is empty, this change has been made by an automated process
158 //and thus we delay the persist time by a random amount between 1.5 and 2.5.
159
160 float factor = 1.5f + (float)(m_rand.NextDouble());
161 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * factor);
162 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * factor);
163 }
164 else
165 {
166 //If the region is not empty, we want to obey the minimum and maximum persist times
167 //but add a random factor so we stagger the object persistance a little
168 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * (1.0d - (m_rand.NextDouble() / 5.0d))); //Multiply by 1.0-1.5
169 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * (1.0d + (m_rand.NextDouble() / 2.0d))); //Multiply by 0.8-1.0
170 }
171 }
120 } 172 }
121 m_hasGroupChanged = value; 173 m_hasGroupChanged = value;
122 174
@@ -131,7 +183,7 @@ namespace OpenSim.Region.Framework.Scenes
131 /// Has the group changed due to an unlink operation? We record this in order to optimize deletion, since 183 /// Has the group changed due to an unlink operation? We record this in order to optimize deletion, since
132 /// an unlinked group currently has to be persisted to the database before we can perform an unlink operation. 184 /// an unlinked group currently has to be persisted to the database before we can perform an unlink operation.
133 /// </summary> 185 /// </summary>
134 public bool HasGroupChangedDueToDelink { get; private set; } 186 public bool HasGroupChangedDueToDelink { get; set; }
135 187
136 private bool isTimeToPersist() 188 private bool isTimeToPersist()
137 { 189 {
@@ -141,8 +193,19 @@ namespace OpenSim.Region.Framework.Scenes
141 return false; 193 return false;
142 if (m_scene.ShuttingDown) 194 if (m_scene.ShuttingDown)
143 return true; 195 return true;
196
197 if (m_minPersistTime == 0 || m_maxPersistTime == 0)
198 {
199 m_maxPersistTime = m_scene.m_persistAfter;
200 m_minPersistTime = m_scene.m_dontPersistBefore;
201 }
202
144 long currentTime = DateTime.Now.Ticks; 203 long currentTime = DateTime.Now.Ticks;
145 if (currentTime - timeLastChanged > m_scene.m_dontPersistBefore || currentTime - timeFirstChanged > m_scene.m_persistAfter) 204
205 if (timeLastChanged == 0) timeLastChanged = currentTime;
206 if (timeFirstChanged == 0) timeFirstChanged = currentTime;
207
208 if (currentTime - timeLastChanged > m_minPersistTime || currentTime - timeFirstChanged > m_maxPersistTime)
146 return true; 209 return true;
147 return false; 210 return false;
148 } 211 }
@@ -247,10 +310,10 @@ namespace OpenSim.Region.Framework.Scenes
247 310
248 private bool m_scriptListens_atTarget; 311 private bool m_scriptListens_atTarget;
249 private bool m_scriptListens_notAtTarget; 312 private bool m_scriptListens_notAtTarget;
250
251 private bool m_scriptListens_atRotTarget; 313 private bool m_scriptListens_atRotTarget;
252 private bool m_scriptListens_notAtRotTarget; 314 private bool m_scriptListens_notAtRotTarget;
253 315
316 public bool m_dupeInProgress = false;
254 internal Dictionary<UUID, string> m_savedScriptState; 317 internal Dictionary<UUID, string> m_savedScriptState;
255 318
256 #region Properties 319 #region Properties
@@ -281,6 +344,16 @@ namespace OpenSim.Region.Framework.Scenes
281 get { return m_parts.Count; } 344 get { return m_parts.Count; }
282 } 345 }
283 346
347// protected Quaternion m_rotation = Quaternion.Identity;
348//
349// public virtual Quaternion Rotation
350// {
351// get { return m_rotation; }
352// set {
353// m_rotation = value;
354// }
355// }
356
284 public Quaternion GroupRotation 357 public Quaternion GroupRotation
285 { 358 {
286 get { return m_rootPart.RotationOffset; } 359 get { return m_rootPart.RotationOffset; }
@@ -389,7 +462,11 @@ namespace OpenSim.Region.Framework.Scenes
389 m_scene.CrossPrimGroupIntoNewRegion(val, this, true); 462 m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
390 } 463 }
391 } 464 }
392 465
466 foreach (SceneObjectPart part in m_parts.GetArray())
467 {
468 part.IgnoreUndoUpdate = true;
469 }
393 if (RootPart.GetStatusSandbox()) 470 if (RootPart.GetStatusSandbox())
394 { 471 {
395 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) 472 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10)
@@ -403,10 +480,29 @@ namespace OpenSim.Region.Framework.Scenes
403 return; 480 return;
404 } 481 }
405 } 482 }
406
407 SceneObjectPart[] parts = m_parts.GetArray(); 483 SceneObjectPart[] parts = m_parts.GetArray();
408 for (int i = 0; i < parts.Length; i++) 484 foreach (SceneObjectPart part in parts)
409 parts[i].GroupPosition = val; 485 {
486 part.GroupPosition = val;
487 if (!m_dupeInProgress)
488 {
489 part.TriggerScriptChangedEvent(Changed.POSITION);
490 }
491 }
492 if (!m_dupeInProgress)
493 {
494 foreach (ScenePresence av in m_linkedAvatars)
495 {
496 SceneObjectPart p = m_scene.GetSceneObjectPart(av.ParentID);
497 if (m_parts.TryGetValue(p.UUID, out p))
498 {
499 Vector3 offset = p.GetWorldPosition() - av.ParentPosition;
500 av.AbsolutePosition += offset;
501 av.ParentPosition = p.GetWorldPosition(); //ParentPosition gets cleared by AbsolutePosition
502 av.SendAvatarDataToAllAgents();
503 }
504 }
505 }
410 506
411 //if (m_rootPart.PhysActor != null) 507 //if (m_rootPart.PhysActor != null)
412 //{ 508 //{
@@ -565,6 +661,7 @@ namespace OpenSim.Region.Framework.Scenes
565 /// </summary> 661 /// </summary>
566 public SceneObjectGroup() 662 public SceneObjectGroup()
567 { 663 {
664
568 } 665 }
569 666
570 /// <summary> 667 /// <summary>
@@ -581,7 +678,7 @@ namespace OpenSim.Region.Framework.Scenes
581 /// Constructor. This object is added to the scene later via AttachToScene() 678 /// Constructor. This object is added to the scene later via AttachToScene()
582 /// </summary> 679 /// </summary>
583 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) 680 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
584 { 681 {
585 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)); 682 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero));
586 } 683 }
587 684
@@ -629,6 +726,9 @@ namespace OpenSim.Region.Framework.Scenes
629 /// </summary> 726 /// </summary>
630 public virtual void AttachToBackup() 727 public virtual void AttachToBackup()
631 { 728 {
729 if (IsAttachment) return;
730 m_scene.SceneGraph.FireAttachToBackup(this);
731
632 if (InSceneBackup) 732 if (InSceneBackup)
633 { 733 {
634 //m_log.DebugFormat( 734 //m_log.DebugFormat(
@@ -671,6 +771,9 @@ namespace OpenSim.Region.Framework.Scenes
671 771
672 ApplyPhysics(m_scene.m_physicalPrim); 772 ApplyPhysics(m_scene.m_physicalPrim);
673 773
774 if (RootPart.PhysActor != null)
775 RootPart.Buoyancy = RootPart.Buoyancy;
776
674 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled 777 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled
675 // for the same object with very different properties. The caller must schedule the update. 778 // for the same object with very different properties. The caller must schedule the update.
676 //ScheduleGroupForFullUpdate(); 779 //ScheduleGroupForFullUpdate();
@@ -716,9 +819,9 @@ namespace OpenSim.Region.Framework.Scenes
716 result.normal = inter.normal; 819 result.normal = inter.normal;
717 result.distance = inter.distance; 820 result.distance = inter.distance;
718 } 821 }
822
719 } 823 }
720 } 824 }
721
722 return result; 825 return result;
723 } 826 }
724 827
@@ -738,17 +841,19 @@ namespace OpenSim.Region.Framework.Scenes
738 minZ = 8192f; 841 minZ = 8192f;
739 842
740 SceneObjectPart[] parts = m_parts.GetArray(); 843 SceneObjectPart[] parts = m_parts.GetArray();
741 for (int i = 0; i < parts.Length; i++) 844 foreach (SceneObjectPart part in parts)
742 { 845 {
743 SceneObjectPart part = parts[i];
744
745 Vector3 worldPos = part.GetWorldPosition(); 846 Vector3 worldPos = part.GetWorldPosition();
746 Vector3 offset = worldPos - AbsolutePosition; 847 Vector3 offset = worldPos - AbsolutePosition;
747 Quaternion worldRot; 848 Quaternion worldRot;
748 if (part.ParentID == 0) 849 if (part.ParentID == 0)
850 {
749 worldRot = part.RotationOffset; 851 worldRot = part.RotationOffset;
852 }
750 else 853 else
854 {
751 worldRot = part.GetWorldRotation(); 855 worldRot = part.GetWorldRotation();
856 }
752 857
753 Vector3 frontTopLeft; 858 Vector3 frontTopLeft;
754 Vector3 frontTopRight; 859 Vector3 frontTopRight;
@@ -760,6 +865,8 @@ namespace OpenSim.Region.Framework.Scenes
760 Vector3 backBottomLeft; 865 Vector3 backBottomLeft;
761 Vector3 backBottomRight; 866 Vector3 backBottomRight;
762 867
868 // Vector3[] corners = new Vector3[8];
869
763 Vector3 orig = Vector3.Zero; 870 Vector3 orig = Vector3.Zero;
764 871
765 frontTopLeft.X = orig.X - (part.Scale.X / 2); 872 frontTopLeft.X = orig.X - (part.Scale.X / 2);
@@ -794,6 +901,38 @@ namespace OpenSim.Region.Framework.Scenes
794 backBottomRight.Y = orig.Y + (part.Scale.Y / 2); 901 backBottomRight.Y = orig.Y + (part.Scale.Y / 2);
795 backBottomRight.Z = orig.Z - (part.Scale.Z / 2); 902 backBottomRight.Z = orig.Z - (part.Scale.Z / 2);
796 903
904
905
906 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
907 //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
908 //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
909 //m_log.InfoFormat("pre corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
910 //m_log.InfoFormat("pre corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
911 //m_log.InfoFormat("pre corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
912 //m_log.InfoFormat("pre corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
913 //m_log.InfoFormat("pre corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
914
915 //for (int i = 0; i < 8; i++)
916 //{
917 // corners[i] = corners[i] * worldRot;
918 // corners[i] += offset;
919
920 // if (corners[i].X > maxX)
921 // maxX = corners[i].X;
922 // if (corners[i].X < minX)
923 // minX = corners[i].X;
924
925 // if (corners[i].Y > maxY)
926 // maxY = corners[i].Y;
927 // if (corners[i].Y < minY)
928 // minY = corners[i].Y;
929
930 // if (corners[i].Z > maxZ)
931 // maxZ = corners[i].Y;
932 // if (corners[i].Z < minZ)
933 // minZ = corners[i].Z;
934 //}
935
797 frontTopLeft = frontTopLeft * worldRot; 936 frontTopLeft = frontTopLeft * worldRot;
798 frontTopRight = frontTopRight * worldRot; 937 frontTopRight = frontTopRight * worldRot;
799 frontBottomLeft = frontBottomLeft * worldRot; 938 frontBottomLeft = frontBottomLeft * worldRot;
@@ -815,6 +954,15 @@ namespace OpenSim.Region.Framework.Scenes
815 backTopLeft += offset; 954 backTopLeft += offset;
816 backTopRight += offset; 955 backTopRight += offset;
817 956
957 //m_log.InfoFormat("corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
958 //m_log.InfoFormat("corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
959 //m_log.InfoFormat("corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
960 //m_log.InfoFormat("corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
961 //m_log.InfoFormat("corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
962 //m_log.InfoFormat("corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
963 //m_log.InfoFormat("corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
964 //m_log.InfoFormat("corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
965
818 if (frontTopRight.X > maxX) 966 if (frontTopRight.X > maxX)
819 maxX = frontTopRight.X; 967 maxX = frontTopRight.X;
820 if (frontTopLeft.X > maxX) 968 if (frontTopLeft.X > maxX)
@@ -960,15 +1108,20 @@ namespace OpenSim.Region.Framework.Scenes
960 1108
961 public void SaveScriptedState(XmlTextWriter writer) 1109 public void SaveScriptedState(XmlTextWriter writer)
962 { 1110 {
1111 SaveScriptedState(writer, false);
1112 }
1113
1114 public void SaveScriptedState(XmlTextWriter writer, bool oldIDs)
1115 {
963 XmlDocument doc = new XmlDocument(); 1116 XmlDocument doc = new XmlDocument();
964 Dictionary<UUID,string> states = new Dictionary<UUID,string>(); 1117 Dictionary<UUID,string> states = new Dictionary<UUID,string>();
965 1118
966 SceneObjectPart[] parts = m_parts.GetArray(); 1119 SceneObjectPart[] parts = m_parts.GetArray();
967 for (int i = 0; i < parts.Length; i++) 1120 for (int i = 0; i < parts.Length; i++)
968 { 1121 {
969 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(); 1122 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(oldIDs);
970 foreach (KeyValuePair<UUID, string> kvp in pstates) 1123 foreach (KeyValuePair<UUID, string> kvp in pstates)
971 states.Add(kvp.Key, kvp.Value); 1124 states[kvp.Key] = kvp.Value;
972 } 1125 }
973 1126
974 if (states.Count > 0) 1127 if (states.Count > 0)
@@ -988,6 +1141,168 @@ namespace OpenSim.Region.Framework.Scenes
988 } 1141 }
989 1142
990 /// <summary> 1143 /// <summary>
1144 /// Add the avatar to this linkset (avatar is sat).
1145 /// </summary>
1146 /// <param name="agentID"></param>
1147 public void AddAvatar(UUID agentID)
1148 {
1149 ScenePresence presence;
1150 if (m_scene.TryGetScenePresence(agentID, out presence))
1151 {
1152 if (!m_linkedAvatars.Contains(presence))
1153 {
1154 m_linkedAvatars.Add(presence);
1155 }
1156 }
1157 }
1158
1159 /// <summary>
1160 /// Delete the avatar from this linkset (avatar is unsat).
1161 /// </summary>
1162 /// <param name="agentID"></param>
1163 public void DeleteAvatar(UUID agentID)
1164 {
1165 ScenePresence presence;
1166 if (m_scene.TryGetScenePresence(agentID, out presence))
1167 {
1168 if (m_linkedAvatars.Contains(presence))
1169 {
1170 m_linkedAvatars.Remove(presence);
1171 }
1172 }
1173 }
1174
1175 /// <summary>
1176 /// Returns the list of linked presences (avatars sat on this group)
1177 /// </summary>
1178 /// <param name="agentID"></param>
1179 public List<ScenePresence> GetLinkedAvatars()
1180 {
1181 return m_linkedAvatars;
1182 }
1183
1184 /// <summary>
1185 /// Attach this scene object to the given avatar.
1186 /// </summary>
1187 /// <param name="agentID"></param>
1188 /// <param name="attachmentpoint"></param>
1189 /// <param name="AttachOffset"></param>
1190 private void AttachToAgent(
1191 ScenePresence avatar, SceneObjectGroup so, uint attachmentpoint, Vector3 attachOffset, bool silent)
1192 {
1193 if (avatar != null)
1194 {
1195 // don't attach attachments to child agents
1196 if (avatar.IsChildAgent) return;
1197
1198 // Remove from database and parcel prim count
1199 m_scene.DeleteFromStorage(so.UUID);
1200 m_scene.EventManager.TriggerParcelPrimCountTainted();
1201
1202 so.AttachedAvatar = avatar.UUID;
1203
1204 if (so.RootPart.PhysActor != null)
1205 {
1206 m_scene.PhysicsScene.RemovePrim(so.RootPart.PhysActor);
1207 so.RootPart.PhysActor = null;
1208 }
1209
1210 so.AbsolutePosition = attachOffset;
1211 so.RootPart.AttachedPos = attachOffset;
1212 so.IsAttachment = true;
1213 so.RootPart.SetParentLocalId(avatar.LocalId);
1214 so.AttachmentPoint = attachmentpoint;
1215
1216 avatar.AddAttachment(this);
1217
1218 if (!silent)
1219 {
1220 // Killing it here will cause the client to deselect it
1221 // It then reappears on the avatar, deselected
1222 // through the full update below
1223 //
1224 if (IsSelected)
1225 {
1226 m_scene.SendKillObject(new List<uint> { m_rootPart.LocalId });
1227 }
1228
1229 IsSelected = false; // fudge....
1230 ScheduleGroupForFullUpdate();
1231 }
1232 }
1233 else
1234 {
1235 m_log.WarnFormat(
1236 "[SOG]: Tried to add attachment {0} to avatar with UUID {1} in region {2} but the avatar is not present",
1237 UUID, avatar.ControllingClient.AgentId, Scene.RegionInfo.RegionName);
1238 }
1239 }
1240
1241 public byte GetAttachmentPoint()
1242 {
1243 return m_rootPart.Shape.State;
1244 }
1245
1246 public void DetachToGround()
1247 {
1248 ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
1249 if (avatar == null)
1250 return;
1251
1252 avatar.RemoveAttachment(this);
1253
1254 Vector3 detachedpos = new Vector3(127f,127f,127f);
1255 if (avatar == null)
1256 return;
1257
1258 detachedpos = avatar.AbsolutePosition;
1259 RootPart.FromItemID = UUID.Zero;
1260
1261 AbsolutePosition = detachedpos;
1262 AttachedAvatar = UUID.Zero;
1263
1264 //SceneObjectPart[] parts = m_parts.GetArray();
1265 //for (int i = 0; i < parts.Length; i++)
1266 // parts[i].AttachedAvatar = UUID.Zero;
1267
1268 m_rootPart.SetParentLocalId(0);
1269 AttachmentPoint = (byte)0;
1270 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive);
1271 HasGroupChanged = true;
1272 RootPart.Rezzed = DateTime.Now;
1273 RootPart.RemFlag(PrimFlags.TemporaryOnRez);
1274 AttachToBackup();
1275 m_scene.EventManager.TriggerParcelPrimCountTainted();
1276 m_rootPart.ScheduleFullUpdate();
1277 m_rootPart.ClearUndoState();
1278 }
1279
1280 public void DetachToInventoryPrep()
1281 {
1282 ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
1283 //Vector3 detachedpos = new Vector3(127f, 127f, 127f);
1284 if (avatar != null)
1285 {
1286 //detachedpos = avatar.AbsolutePosition;
1287 avatar.RemoveAttachment(this);
1288 }
1289
1290 AttachedAvatar = UUID.Zero;
1291
1292 /*SceneObjectPart[] parts = m_parts.GetArray();
1293 for (int i = 0; i < parts.Length; i++)
1294 parts[i].AttachedAvatar = UUID.Zero;*/
1295
1296 m_rootPart.SetParentLocalId(0);
1297 //m_rootPart.SetAttachmentPoint((byte)0);
1298 IsAttachment = false;
1299 AbsolutePosition = m_rootPart.AttachedPos;
1300 //m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_scene.m_physicalPrim);
1301 //AttachToBackup();
1302 //m_rootPart.ScheduleFullUpdate();
1303 }
1304
1305 /// <summary>
991 /// 1306 ///
992 /// </summary> 1307 /// </summary>
993 /// <param name="part"></param> 1308 /// <param name="part"></param>
@@ -1037,7 +1352,10 @@ namespace OpenSim.Region.Framework.Scenes
1037 public void AddPart(SceneObjectPart part) 1352 public void AddPart(SceneObjectPart part)
1038 { 1353 {
1039 part.SetParent(this); 1354 part.SetParent(this);
1040 part.LinkNum = m_parts.Add(part.UUID, part); 1355 m_parts.Add(part.UUID, part);
1356
1357 part.LinkNum = m_parts.Count;
1358
1041 if (part.LinkNum == 2) 1359 if (part.LinkNum == 2)
1042 RootPart.LinkNum = 1; 1360 RootPart.LinkNum = 1;
1043 } 1361 }
@@ -1145,6 +1463,11 @@ namespace OpenSim.Region.Framework.Scenes
1145 /// <param name="silent">If true then deletion is not broadcast to clients</param> 1463 /// <param name="silent">If true then deletion is not broadcast to clients</param>
1146 public void DeleteGroupFromScene(bool silent) 1464 public void DeleteGroupFromScene(bool silent)
1147 { 1465 {
1466 // We need to keep track of this state in case this group is still queued for backup.
1467 IsDeleted = true;
1468
1469 DetachFromBackup();
1470
1148 SceneObjectPart[] parts = m_parts.GetArray(); 1471 SceneObjectPart[] parts = m_parts.GetArray();
1149 for (int i = 0; i < parts.Length; i++) 1472 for (int i = 0; i < parts.Length; i++)
1150 { 1473 {
@@ -1167,6 +1490,8 @@ namespace OpenSim.Region.Framework.Scenes
1167 } 1490 }
1168 }); 1491 });
1169 } 1492 }
1493
1494
1170 } 1495 }
1171 1496
1172 public void AddScriptLPS(int count) 1497 public void AddScriptLPS(int count)
@@ -1263,7 +1588,12 @@ namespace OpenSim.Region.Framework.Scenes
1263 1588
1264 public void SetOwnerId(UUID userId) 1589 public void SetOwnerId(UUID userId)
1265 { 1590 {
1266 ForEachPart(delegate(SceneObjectPart part) { part.OwnerID = userId; }); 1591 ForEachPart(delegate(SceneObjectPart part)
1592 {
1593
1594 part.OwnerID = userId;
1595
1596 });
1267 } 1597 }
1268 1598
1269 public void ForEachPart(Action<SceneObjectPart> whatToDo) 1599 public void ForEachPart(Action<SceneObjectPart> whatToDo)
@@ -1295,11 +1625,17 @@ namespace OpenSim.Region.Framework.Scenes
1295 return; 1625 return;
1296 } 1626 }
1297 1627
1628 if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0)
1629 return;
1630
1298 // Since this is the top of the section of call stack for backing up a particular scene object, don't let 1631 // Since this is the top of the section of call stack for backing up a particular scene object, don't let
1299 // any exception propogate upwards. 1632 // any exception propogate upwards.
1300 try 1633 try
1301 { 1634 {
1302 if (!m_scene.ShuttingDown) // if shutting down then there will be nothing to handle the return so leave till next restart 1635 if (!m_scene.ShuttingDown || // if shutting down then there will be nothing to handle the return so leave till next restart
1636 m_scene.LoginsDisabled || // We're starting up or doing maintenance, don't mess with things
1637 m_scene.LoadingPrims) // Land may not be valid yet
1638
1303 { 1639 {
1304 ILandObject parcel = m_scene.LandChannel.GetLandObject( 1640 ILandObject parcel = m_scene.LandChannel.GetLandObject(
1305 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); 1641 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y);
@@ -1326,6 +1662,7 @@ namespace OpenSim.Region.Framework.Scenes
1326 } 1662 }
1327 } 1663 }
1328 } 1664 }
1665
1329 } 1666 }
1330 1667
1331 if (m_scene.UseBackup && HasGroupChanged) 1668 if (m_scene.UseBackup && HasGroupChanged)
@@ -1333,6 +1670,20 @@ namespace OpenSim.Region.Framework.Scenes
1333 // don't backup while it's selected or you're asking for changes mid stream. 1670 // don't backup while it's selected or you're asking for changes mid stream.
1334 if (isTimeToPersist() || forcedBackup) 1671 if (isTimeToPersist() || forcedBackup)
1335 { 1672 {
1673 if (m_rootPart.PhysActor != null &&
1674 (!m_rootPart.PhysActor.IsPhysical))
1675 {
1676 // Possible ghost prim
1677 if (m_rootPart.PhysActor.Position != m_rootPart.GroupPosition)
1678 {
1679 foreach (SceneObjectPart part in m_parts.GetArray())
1680 {
1681 // Re-set physics actor positions and
1682 // orientations
1683 part.GroupPosition = m_rootPart.GroupPosition;
1684 }
1685 }
1686 }
1336// m_log.DebugFormat( 1687// m_log.DebugFormat(
1337// "[SCENE]: Storing {0}, {1} in {2}", 1688// "[SCENE]: Storing {0}, {1} in {2}",
1338// Name, UUID, m_scene.RegionInfo.RegionName); 1689// Name, UUID, m_scene.RegionInfo.RegionName);
@@ -1410,7 +1761,7 @@ namespace OpenSim.Region.Framework.Scenes
1410 // This is only necessary when userExposed is false! 1761 // This is only necessary when userExposed is false!
1411 1762
1412 bool previousAttachmentStatus = dupe.IsAttachment; 1763 bool previousAttachmentStatus = dupe.IsAttachment;
1413 1764
1414 if (!userExposed) 1765 if (!userExposed)
1415 dupe.IsAttachment = true; 1766 dupe.IsAttachment = true;
1416 1767
@@ -1428,11 +1779,11 @@ namespace OpenSim.Region.Framework.Scenes
1428 dupe.m_rootPart.TrimPermissions(); 1779 dupe.m_rootPart.TrimPermissions();
1429 1780
1430 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray()); 1781 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray());
1431 1782
1432 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) 1783 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
1433 { 1784 {
1434 return p1.LinkNum.CompareTo(p2.LinkNum); 1785 return p1.LinkNum.CompareTo(p2.LinkNum);
1435 } 1786 }
1436 ); 1787 );
1437 1788
1438 foreach (SceneObjectPart part in partList) 1789 foreach (SceneObjectPart part in partList)
@@ -1452,7 +1803,7 @@ namespace OpenSim.Region.Framework.Scenes
1452 if (part.PhysActor != null && userExposed) 1803 if (part.PhysActor != null && userExposed)
1453 { 1804 {
1454 PrimitiveBaseShape pbs = newPart.Shape; 1805 PrimitiveBaseShape pbs = newPart.Shape;
1455 1806
1456 newPart.PhysActor 1807 newPart.PhysActor
1457 = m_scene.PhysicsScene.AddPrimShape( 1808 = m_scene.PhysicsScene.AddPrimShape(
1458 string.Format("{0}/{1}", newPart.Name, newPart.UUID), 1809 string.Format("{0}/{1}", newPart.Name, newPart.UUID),
@@ -1462,11 +1813,11 @@ namespace OpenSim.Region.Framework.Scenes
1462 newPart.RotationOffset, 1813 newPart.RotationOffset,
1463 part.PhysActor.IsPhysical, 1814 part.PhysActor.IsPhysical,
1464 newPart.LocalId); 1815 newPart.LocalId);
1465 1816
1466 newPart.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true); 1817 newPart.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true);
1467 } 1818 }
1468 } 1819 }
1469 1820
1470 if (userExposed) 1821 if (userExposed)
1471 { 1822 {
1472 dupe.UpdateParentIDs(); 1823 dupe.UpdateParentIDs();
@@ -1581,6 +1932,7 @@ namespace OpenSim.Region.Framework.Scenes
1581 return Vector3.Zero; 1932 return Vector3.Zero;
1582 } 1933 }
1583 1934
1935 // This is used by both Double-Click Auto-Pilot and llMoveToTarget() in an attached object
1584 public void moveToTarget(Vector3 target, float tau) 1936 public void moveToTarget(Vector3 target, float tau)
1585 { 1937 {
1586 if (IsAttachment) 1938 if (IsAttachment)
@@ -1608,10 +1960,44 @@ namespace OpenSim.Region.Framework.Scenes
1608 RootPart.PhysActor.PIDActive = false; 1960 RootPart.PhysActor.PIDActive = false;
1609 } 1961 }
1610 1962
1963 public void rotLookAt(Quaternion target, float strength, float damping)
1964 {
1965 SceneObjectPart rootpart = m_rootPart;
1966 if (rootpart != null)
1967 {
1968 if (IsAttachment)
1969 {
1970 /*
1971 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
1972 if (avatar != null)
1973 {
1974 Rotate the Av?
1975 } */
1976 }
1977 else
1978 {
1979 if (rootpart.PhysActor != null)
1980 { // APID must be implemented in your physics system for this to function.
1981 rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W);
1982 rootpart.PhysActor.APIDStrength = strength;
1983 rootpart.PhysActor.APIDDamping = damping;
1984 rootpart.PhysActor.APIDActive = true;
1985 }
1986 }
1987 }
1988 }
1989
1611 public void stopLookAt() 1990 public void stopLookAt()
1612 { 1991 {
1613 if (RootPart.PhysActor != null) 1992 SceneObjectPart rootpart = m_rootPart;
1614 RootPart.PhysActor.APIDActive = false; 1993 if (rootpart != null)
1994 {
1995 if (rootpart.PhysActor != null)
1996 { // APID must be implemented in your physics system for this to function.
1997 rootpart.PhysActor.APIDActive = false;
1998 }
1999 }
2000
1615 } 2001 }
1616 2002
1617 /// <summary> 2003 /// <summary>
@@ -1669,6 +2055,8 @@ namespace OpenSim.Region.Framework.Scenes
1669 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) 2055 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
1670 { 2056 {
1671 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); 2057 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed);
2058 newPart.SetParent(this);
2059
1672 AddPart(newPart); 2060 AddPart(newPart);
1673 2061
1674 SetPartAsNonRoot(newPart); 2062 SetPartAsNonRoot(newPart);
@@ -1796,11 +2184,11 @@ namespace OpenSim.Region.Framework.Scenes
1796 /// Immediately send a full update for this scene object. 2184 /// Immediately send a full update for this scene object.
1797 /// </summary> 2185 /// </summary>
1798 public void SendGroupFullUpdate() 2186 public void SendGroupFullUpdate()
1799 { 2187 {
1800 if (IsDeleted) 2188 if (IsDeleted)
1801 return; 2189 return;
1802 2190
1803// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); 2191// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID);
1804 2192
1805 RootPart.SendFullUpdateToAllClients(); 2193 RootPart.SendFullUpdateToAllClients();
1806 2194
@@ -2001,7 +2389,7 @@ namespace OpenSim.Region.Framework.Scenes
2001 objectGroup.IsDeleted = true; 2389 objectGroup.IsDeleted = true;
2002 2390
2003 objectGroup.m_parts.Clear(); 2391 objectGroup.m_parts.Clear();
2004 2392
2005 // Can't do this yet since backup still makes use of the root part without any synchronization 2393 // Can't do this yet since backup still makes use of the root part without any synchronization
2006// objectGroup.m_rootPart = null; 2394// objectGroup.m_rootPart = null;
2007 2395
@@ -2135,6 +2523,7 @@ namespace OpenSim.Region.Framework.Scenes
2135 /// <param name="objectGroup"></param> 2523 /// <param name="objectGroup"></param>
2136 public virtual void DetachFromBackup() 2524 public virtual void DetachFromBackup()
2137 { 2525 {
2526 m_scene.SceneGraph.FireDetachFromBackup(this);
2138 if (m_isBackedUp && Scene != null) 2527 if (m_isBackedUp && Scene != null)
2139 m_scene.EventManager.OnBackup -= ProcessBackup; 2528 m_scene.EventManager.OnBackup -= ProcessBackup;
2140 2529
@@ -2153,7 +2542,8 @@ namespace OpenSim.Region.Framework.Scenes
2153 2542
2154 axPos *= parentRot; 2543 axPos *= parentRot;
2155 part.OffsetPosition = axPos; 2544 part.OffsetPosition = axPos;
2156 part.GroupPosition = oldGroupPosition + part.OffsetPosition; 2545 Vector3 newPos = oldGroupPosition + part.OffsetPosition;
2546 part.GroupPosition = newPos;
2157 part.OffsetPosition = Vector3.Zero; 2547 part.OffsetPosition = Vector3.Zero;
2158 part.RotationOffset = worldRot; 2548 part.RotationOffset = worldRot;
2159 2549
@@ -2164,7 +2554,7 @@ namespace OpenSim.Region.Framework.Scenes
2164 2554
2165 part.LinkNum = linkNum; 2555 part.LinkNum = linkNum;
2166 2556
2167 part.OffsetPosition = part.GroupPosition - AbsolutePosition; 2557 part.OffsetPosition = newPos - AbsolutePosition;
2168 2558
2169 Quaternion rootRotation = m_rootPart.RotationOffset; 2559 Quaternion rootRotation = m_rootPart.RotationOffset;
2170 2560
@@ -2174,7 +2564,7 @@ namespace OpenSim.Region.Framework.Scenes
2174 2564
2175 parentRot = m_rootPart.RotationOffset; 2565 parentRot = m_rootPart.RotationOffset;
2176 oldRot = part.RotationOffset; 2566 oldRot = part.RotationOffset;
2177 Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot; 2567 Quaternion newRot = Quaternion.Inverse(parentRot) * worldRot;
2178 part.RotationOffset = newRot; 2568 part.RotationOffset = newRot;
2179 } 2569 }
2180 2570
@@ -2421,8 +2811,12 @@ namespace OpenSim.Region.Framework.Scenes
2421 } 2811 }
2422 } 2812 }
2423 2813
2814 RootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect);
2424 for (int i = 0; i < parts.Length; i++) 2815 for (int i = 0; i < parts.Length; i++)
2425 parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect); 2816 {
2817 if (parts[i] != RootPart)
2818 parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect);
2819 }
2426 } 2820 }
2427 } 2821 }
2428 2822
@@ -2435,6 +2829,17 @@ namespace OpenSim.Region.Framework.Scenes
2435 } 2829 }
2436 } 2830 }
2437 2831
2832
2833
2834 /// <summary>
2835 /// Gets the number of parts
2836 /// </summary>
2837 /// <returns></returns>
2838 public int GetPartCount()
2839 {
2840 return Parts.Count();
2841 }
2842
2438 /// <summary> 2843 /// <summary>
2439 /// Update the texture entry for this part 2844 /// Update the texture entry for this part
2440 /// </summary> 2845 /// </summary>
@@ -2496,7 +2901,6 @@ namespace OpenSim.Region.Framework.Scenes
2496 { 2901 {
2497// m_log.DebugFormat( 2902// m_log.DebugFormat(
2498// "[SCENE OBJECT GROUP]: Group resizing {0} {1} from {2} to {3}", Name, LocalId, RootPart.Scale, scale); 2903// "[SCENE OBJECT GROUP]: Group resizing {0} {1} from {2} to {3}", Name, LocalId, RootPart.Scale, scale);
2499
2500 RootPart.StoreUndoState(true); 2904 RootPart.StoreUndoState(true);
2501 2905
2502 scale.X = Math.Min(scale.X, Scene.m_maxNonphys); 2906 scale.X = Math.Min(scale.X, Scene.m_maxNonphys);
@@ -2597,7 +3001,6 @@ namespace OpenSim.Region.Framework.Scenes
2597 prevScale.X *= x; 3001 prevScale.X *= x;
2598 prevScale.Y *= y; 3002 prevScale.Y *= y;
2599 prevScale.Z *= z; 3003 prevScale.Z *= z;
2600
2601// RootPart.IgnoreUndoUpdate = true; 3004// RootPart.IgnoreUndoUpdate = true;
2602 RootPart.Resize(prevScale); 3005 RootPart.Resize(prevScale);
2603// RootPart.IgnoreUndoUpdate = false; 3006// RootPart.IgnoreUndoUpdate = false;
@@ -2628,7 +3031,9 @@ namespace OpenSim.Region.Framework.Scenes
2628 } 3031 }
2629 3032
2630// obPart.IgnoreUndoUpdate = false; 3033// obPart.IgnoreUndoUpdate = false;
2631// obPart.StoreUndoState(); 3034 HasGroupChanged = true;
3035 m_rootPart.TriggerScriptChangedEvent(Changed.SCALE);
3036 ScheduleGroupForTerseUpdate();
2632 } 3037 }
2633 3038
2634// m_log.DebugFormat( 3039// m_log.DebugFormat(
@@ -2688,9 +3093,9 @@ namespace OpenSim.Region.Framework.Scenes
2688 { 3093 {
2689 SceneObjectPart part = GetChildPart(localID); 3094 SceneObjectPart part = GetChildPart(localID);
2690 3095
2691// SceneObjectPart[] parts = m_parts.GetArray(); 3096 SceneObjectPart[] parts = m_parts.GetArray();
2692// for (int i = 0; i < parts.Length; i++) 3097 for (int i = 0; i < parts.Length; i++)
2693// parts[i].StoreUndoState(); 3098 parts[i].StoreUndoState();
2694 3099
2695 if (part != null) 3100 if (part != null)
2696 { 3101 {
@@ -2746,10 +3151,27 @@ namespace OpenSim.Region.Framework.Scenes
2746 obPart.OffsetPosition = obPart.OffsetPosition + diff; 3151 obPart.OffsetPosition = obPart.OffsetPosition + diff;
2747 } 3152 }
2748 3153
2749 AbsolutePosition = newPos; 3154 //We have to set undoing here because otherwise an undo state will be saved
3155 if (!m_rootPart.Undoing)
3156 {
3157 m_rootPart.Undoing = true;
3158 AbsolutePosition = newPos;
3159 m_rootPart.Undoing = false;
3160 }
3161 else
3162 {
3163 AbsolutePosition = newPos;
3164 }
2750 3165
2751 HasGroupChanged = true; 3166 HasGroupChanged = true;
2752 ScheduleGroupForTerseUpdate(); 3167 if (m_rootPart.Undoing)
3168 {
3169 ScheduleGroupForFullUpdate();
3170 }
3171 else
3172 {
3173 ScheduleGroupForTerseUpdate();
3174 }
2753 } 3175 }
2754 3176
2755 #endregion 3177 #endregion
@@ -2826,10 +3248,7 @@ namespace OpenSim.Region.Framework.Scenes
2826 public void UpdateSingleRotation(Quaternion rot, uint localID) 3248 public void UpdateSingleRotation(Quaternion rot, uint localID)
2827 { 3249 {
2828 SceneObjectPart part = GetChildPart(localID); 3250 SceneObjectPart part = GetChildPart(localID);
2829
2830 SceneObjectPart[] parts = m_parts.GetArray(); 3251 SceneObjectPart[] parts = m_parts.GetArray();
2831 for (int i = 0; i < parts.Length; i++)
2832 parts[i].StoreUndoState();
2833 3252
2834 if (part != null) 3253 if (part != null)
2835 { 3254 {
@@ -2867,7 +3286,16 @@ namespace OpenSim.Region.Framework.Scenes
2867 if (part.UUID == m_rootPart.UUID) 3286 if (part.UUID == m_rootPart.UUID)
2868 { 3287 {
2869 UpdateRootRotation(rot); 3288 UpdateRootRotation(rot);
2870 AbsolutePosition = pos; 3289 if (!m_rootPart.Undoing)
3290 {
3291 m_rootPart.Undoing = true;
3292 AbsolutePosition = pos;
3293 m_rootPart.Undoing = false;
3294 }
3295 else
3296 {
3297 AbsolutePosition = pos;
3298 }
2871 } 3299 }
2872 else 3300 else
2873 { 3301 {
@@ -2891,9 +3319,10 @@ namespace OpenSim.Region.Framework.Scenes
2891 3319
2892 Quaternion axRot = rot; 3320 Quaternion axRot = rot;
2893 Quaternion oldParentRot = m_rootPart.RotationOffset; 3321 Quaternion oldParentRot = m_rootPart.RotationOffset;
2894
2895 m_rootPart.StoreUndoState(); 3322 m_rootPart.StoreUndoState();
2896 m_rootPart.UpdateRotation(rot); 3323
3324 //Don't use UpdateRotation because it schedules an update prematurely
3325 m_rootPart.RotationOffset = rot;
2897 if (m_rootPart.PhysActor != null) 3326 if (m_rootPart.PhysActor != null)
2898 { 3327 {
2899 m_rootPart.PhysActor.Orientation = m_rootPart.RotationOffset; 3328 m_rootPart.PhysActor.Orientation = m_rootPart.RotationOffset;
@@ -2907,15 +3336,17 @@ namespace OpenSim.Region.Framework.Scenes
2907 if (prim.UUID != m_rootPart.UUID) 3336 if (prim.UUID != m_rootPart.UUID)
2908 { 3337 {
2909 prim.IgnoreUndoUpdate = true; 3338 prim.IgnoreUndoUpdate = true;
3339
3340 Quaternion NewRot = oldParentRot * prim.RotationOffset;
3341 NewRot = Quaternion.Inverse(axRot) * NewRot;
3342 prim.RotationOffset = NewRot;
3343
2910 Vector3 axPos = prim.OffsetPosition; 3344 Vector3 axPos = prim.OffsetPosition;
3345
2911 axPos *= oldParentRot; 3346 axPos *= oldParentRot;
2912 axPos *= Quaternion.Inverse(axRot); 3347 axPos *= Quaternion.Inverse(axRot);
2913 prim.OffsetPosition = axPos; 3348 prim.OffsetPosition = axPos;
2914 Quaternion primsRot = prim.RotationOffset; 3349
2915 Quaternion newRot = oldParentRot * primsRot;
2916 newRot = Quaternion.Inverse(axRot) * newRot;
2917 prim.RotationOffset = newRot;
2918 prim.ScheduleTerseUpdate();
2919 prim.IgnoreUndoUpdate = false; 3350 prim.IgnoreUndoUpdate = false;
2920 } 3351 }
2921 } 3352 }
@@ -2929,8 +3360,8 @@ namespace OpenSim.Region.Framework.Scenes
2929//// childpart.StoreUndoState(); 3360//// childpart.StoreUndoState();
2930// } 3361// }
2931// } 3362// }
2932 3363 HasGroupChanged = true;
2933 m_rootPart.ScheduleTerseUpdate(); 3364 ScheduleGroupForFullUpdate();
2934 3365
2935// m_log.DebugFormat( 3366// m_log.DebugFormat(
2936// "[SCENE OBJECT GROUP]: Updated root rotation of {0} {1} to {2}", 3367// "[SCENE OBJECT GROUP]: Updated root rotation of {0} {1} to {2}",
@@ -3158,7 +3589,6 @@ namespace OpenSim.Region.Framework.Scenes
3158 public float GetMass() 3589 public float GetMass()
3159 { 3590 {
3160 float retmass = 0f; 3591 float retmass = 0f;
3161
3162 SceneObjectPart[] parts = m_parts.GetArray(); 3592 SceneObjectPart[] parts = m_parts.GetArray();
3163 for (int i = 0; i < parts.Length; i++) 3593 for (int i = 0; i < parts.Length; i++)
3164 retmass += parts[i].GetMass(); 3594 retmass += parts[i].GetMass();
@@ -3252,6 +3682,14 @@ namespace OpenSim.Region.Framework.Scenes
3252 SetFromItemID(uuid); 3682 SetFromItemID(uuid);
3253 } 3683 }
3254 3684
3685 public void ResetOwnerChangeFlag()
3686 {
3687 ForEachPart(delegate(SceneObjectPart part)
3688 {
3689 part.ResetOwnerChangeFlag();
3690 });
3691 }
3692
3255 #endregion 3693 #endregion
3256 } 3694 }
3257} 3695}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index c8b39a4..428fe1c 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -62,7 +62,8 @@ namespace OpenSim.Region.Framework.Scenes
62 TELEPORT = 512, 62 TELEPORT = 512,
63 REGION_RESTART = 1024, 63 REGION_RESTART = 1024,
64 MEDIA = 2048, 64 MEDIA = 2048,
65 ANIMATION = 16384 65 ANIMATION = 16384,
66 POSITION = 32768
66 } 67 }
67 68
68 // I don't really know where to put this except here. 69 // I don't really know where to put this except here.
@@ -184,6 +185,15 @@ namespace OpenSim.Region.Framework.Scenes
184 185
185 public UUID FromFolderID; 186 public UUID FromFolderID;
186 187
188 // The following two are to hold the attachment data
189 // while an object is inworld
190 [XmlIgnore]
191 public byte AttachPoint = 0;
192
193 [XmlIgnore]
194 public Vector3 AttachOffset = Vector3.Zero;
195
196 [XmlIgnore]
187 public int STATUS_ROTATE_X; 197 public int STATUS_ROTATE_X;
188 198
189 public int STATUS_ROTATE_Y; 199 public int STATUS_ROTATE_Y;
@@ -210,8 +220,7 @@ namespace OpenSim.Region.Framework.Scenes
210 220
211 public Vector3 RotationAxis = Vector3.One; 221 public Vector3 RotationAxis = Vector3.One;
212 222
213 public bool VolumeDetectActive; // XmlIgnore set to avoid problems with persistance until I come to care for this 223 public bool VolumeDetectActive;
214 // Certainly this must be a persistant setting finally
215 224
216 public bool IsWaitingForFirstSpinUpdatePacket; 225 public bool IsWaitingForFirstSpinUpdatePacket;
217 226
@@ -252,6 +261,7 @@ namespace OpenSim.Region.Framework.Scenes
252 private Quaternion m_sitTargetOrientation = Quaternion.Identity; 261 private Quaternion m_sitTargetOrientation = Quaternion.Identity;
253 private Vector3 m_sitTargetPosition; 262 private Vector3 m_sitTargetPosition;
254 private string m_sitAnimation = "SIT"; 263 private string m_sitAnimation = "SIT";
264 private bool m_occupied; // KF if any av is sitting on this prim
255 private string m_text = String.Empty; 265 private string m_text = String.Empty;
256 private string m_touchName = String.Empty; 266 private string m_touchName = String.Empty;
257 private readonly Stack<UndoState> m_undo = new Stack<UndoState>(5); 267 private readonly Stack<UndoState> m_undo = new Stack<UndoState>(5);
@@ -286,6 +296,7 @@ namespace OpenSim.Region.Framework.Scenes
286 protected Vector3 m_lastAcceleration; 296 protected Vector3 m_lastAcceleration;
287 protected Vector3 m_lastAngularVelocity; 297 protected Vector3 m_lastAngularVelocity;
288 protected int m_lastTerseSent; 298 protected int m_lastTerseSent;
299 protected float m_buoyancy = 0.0f;
289 300
290 /// <summary> 301 /// <summary>
291 /// Stores media texture data 302 /// Stores media texture data
@@ -341,7 +352,7 @@ namespace OpenSim.Region.Framework.Scenes
341 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, 352 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition,
342 Quaternion rotationOffset, Vector3 offsetPosition) : this() 353 Quaternion rotationOffset, Vector3 offsetPosition) : this()
343 { 354 {
344 m_name = "Primitive"; 355 m_name = "Object";
345 356
346 CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed); 357 CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed);
347 LastOwnerID = CreatorID = OwnerID = ownerID; 358 LastOwnerID = CreatorID = OwnerID = ownerID;
@@ -381,7 +392,7 @@ namespace OpenSim.Region.Framework.Scenes
381 private uint _ownerMask = (uint)PermissionMask.All; 392 private uint _ownerMask = (uint)PermissionMask.All;
382 private uint _groupMask = (uint)PermissionMask.None; 393 private uint _groupMask = (uint)PermissionMask.None;
383 private uint _everyoneMask = (uint)PermissionMask.None; 394 private uint _everyoneMask = (uint)PermissionMask.None;
384 private uint _nextOwnerMask = (uint)PermissionMask.All; 395 private uint _nextOwnerMask = (uint)(PermissionMask.Move | PermissionMask.Modify | PermissionMask.Transfer);
385 private PrimFlags _flags = PrimFlags.None; 396 private PrimFlags _flags = PrimFlags.None;
386 private DateTime m_expires; 397 private DateTime m_expires;
387 private DateTime m_rezzed; 398 private DateTime m_rezzed;
@@ -475,12 +486,16 @@ namespace OpenSim.Region.Framework.Scenes
475 } 486 }
476 487
477 /// <value> 488 /// <value>
478 /// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes 489 /// Get the inventory list
479 /// </value> 490 /// </value>
480 public TaskInventoryDictionary TaskInventory 491 public TaskInventoryDictionary TaskInventory
481 { 492 {
482 get { return m_inventory.Items; } 493 get {
483 set { m_inventory.Items = value; } 494 return m_inventory.Items;
495 }
496 set {
497 m_inventory.Items = value;
498 }
484 } 499 }
485 500
486 /// <summary> 501 /// <summary>
@@ -625,14 +640,12 @@ namespace OpenSim.Region.Framework.Scenes
625 set { m_LoopSoundSlavePrims = value; } 640 set { m_LoopSoundSlavePrims = value; }
626 } 641 }
627 642
628
629 public Byte[] TextureAnimation 643 public Byte[] TextureAnimation
630 { 644 {
631 get { return m_TextureAnimation; } 645 get { return m_TextureAnimation; }
632 set { m_TextureAnimation = value; } 646 set { m_TextureAnimation = value; }
633 } 647 }
634 648
635
636 public Byte[] ParticleSystem 649 public Byte[] ParticleSystem
637 { 650 {
638 get { return m_particleSystem; } 651 get { return m_particleSystem; }
@@ -669,9 +682,11 @@ namespace OpenSim.Region.Framework.Scenes
669 { 682 {
670 // If this is a linkset, we don't want the physics engine mucking up our group position here. 683 // If this is a linkset, we don't want the physics engine mucking up our group position here.
671 PhysicsActor actor = PhysActor; 684 PhysicsActor actor = PhysActor;
672 if (actor != null && ParentID == 0) 685 if (ParentID == 0)
673 { 686 {
674 m_groupPosition = actor.Position; 687 if (actor != null)
688 m_groupPosition = actor.Position;
689 return m_groupPosition;
675 } 690 }
676 691
677 if (ParentGroup.IsAttachment) 692 if (ParentGroup.IsAttachment)
@@ -681,12 +696,14 @@ namespace OpenSim.Region.Framework.Scenes
681 return sp.AbsolutePosition; 696 return sp.AbsolutePosition;
682 } 697 }
683 698
699 // use root prim's group position. Physics may have updated it
700 if (ParentGroup.RootPart != this)
701 m_groupPosition = ParentGroup.RootPart.GroupPosition;
684 return m_groupPosition; 702 return m_groupPosition;
685 } 703 }
686 set 704 set
687 { 705 {
688 m_groupPosition = value; 706 m_groupPosition = value;
689
690 PhysicsActor actor = PhysActor; 707 PhysicsActor actor = PhysActor;
691 if (actor != null) 708 if (actor != null)
692 { 709 {
@@ -712,16 +729,6 @@ namespace OpenSim.Region.Framework.Scenes
712 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message); 729 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message);
713 } 730 }
714 } 731 }
715
716 // TODO if we decide to do sitting in a more SL compatible way (multiple avatars per prim), this has to be fixed, too
717 if (SitTargetAvatar != UUID.Zero)
718 {
719 ScenePresence avatar;
720 if (ParentGroup.Scene.TryGetScenePresence(SitTargetAvatar, out avatar))
721 {
722 avatar.ParentPosition = GetWorldPosition();
723 }
724 }
725 } 732 }
726 } 733 }
727 734
@@ -730,7 +737,7 @@ namespace OpenSim.Region.Framework.Scenes
730 get { return m_offsetPosition; } 737 get { return m_offsetPosition; }
731 set 738 set
732 { 739 {
733// StoreUndoState(); 740 Vector3 oldpos = m_offsetPosition;
734 m_offsetPosition = value; 741 m_offsetPosition = value;
735 742
736 if (ParentGroup != null && !ParentGroup.IsDeleted) 743 if (ParentGroup != null && !ParentGroup.IsDeleted)
@@ -745,7 +752,22 @@ namespace OpenSim.Region.Framework.Scenes
745 if (ParentGroup.Scene != null) 752 if (ParentGroup.Scene != null)
746 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 753 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
747 } 754 }
755
756 if (!m_parentGroup.m_dupeInProgress)
757 {
758 List<ScenePresence> avs = ParentGroup.GetLinkedAvatars();
759 foreach (ScenePresence av in avs)
760 {
761 if (av.ParentID == m_localId)
762 {
763 Vector3 offset = (m_offsetPosition - oldpos);
764 av.AbsolutePosition += offset;
765 av.SendAvatarDataToAllAgents();
766 }
767 }
768 }
748 } 769 }
770 TriggerScriptChangedEvent(Changed.POSITION);
749 } 771 }
750 } 772 }
751 773
@@ -894,7 +916,16 @@ namespace OpenSim.Region.Framework.Scenes
894 /// <summary></summary> 916 /// <summary></summary>
895 public Vector3 Acceleration 917 public Vector3 Acceleration
896 { 918 {
897 get { return m_acceleration; } 919 get
920 {
921 PhysicsActor actor = PhysActor;
922 if (actor != null)
923 {
924 m_acceleration = actor.Acceleration;
925 }
926 return m_acceleration;
927 }
928
898 set { m_acceleration = value; } 929 set { m_acceleration = value; }
899 } 930 }
900 931
@@ -1049,10 +1080,7 @@ namespace OpenSim.Region.Framework.Scenes
1049 { 1080 {
1050 get 1081 get
1051 { 1082 {
1052 if (ParentGroup.IsAttachment) 1083 return GroupPosition + (m_offsetPosition * ParentGroup.RootPart.RotationOffset);
1053 return GroupPosition;
1054
1055 return m_offsetPosition + m_groupPosition;
1056 } 1084 }
1057 } 1085 }
1058 1086
@@ -1222,6 +1250,13 @@ namespace OpenSim.Region.Framework.Scenes
1222 _flags = value; 1250 _flags = value;
1223 } 1251 }
1224 } 1252 }
1253
1254 [XmlIgnore]
1255 public bool IsOccupied // KF If an av is sittingon this prim
1256 {
1257 get { return m_occupied; }
1258 set { m_occupied = value; }
1259 }
1225 1260
1226 /// <summary> 1261 /// <summary>
1227 /// ID of the avatar that is sat on us. If there is no such avatar then is UUID.Zero 1262 /// ID of the avatar that is sat on us. If there is no such avatar then is UUID.Zero
@@ -1281,6 +1316,19 @@ namespace OpenSim.Region.Framework.Scenes
1281 set { m_collisionSoundVolume = value; } 1316 set { m_collisionSoundVolume = value; }
1282 } 1317 }
1283 1318
1319 public float Buoyancy
1320 {
1321 get { return m_buoyancy; }
1322 set
1323 {
1324 m_buoyancy = value;
1325 if (PhysActor != null)
1326 {
1327 PhysActor.Buoyancy = value;
1328 }
1329 }
1330 }
1331
1284 #endregion Public Properties with only Get 1332 #endregion Public Properties with only Get
1285 1333
1286 private uint ApplyMask(uint val, bool set, uint mask) 1334 private uint ApplyMask(uint val, bool set, uint mask)
@@ -1602,6 +1650,9 @@ namespace OpenSim.Region.Framework.Scenes
1602 1650
1603 // Move afterwards ResetIDs as it clears the localID 1651 // Move afterwards ResetIDs as it clears the localID
1604 dupe.LocalId = localID; 1652 dupe.LocalId = localID;
1653 if(dupe.PhysActor != null)
1654 dupe.PhysActor.LocalID = localID;
1655
1605 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated. 1656 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated.
1606 dupe.LastOwnerID = OwnerID; 1657 dupe.LastOwnerID = OwnerID;
1607 1658
@@ -1963,19 +2014,17 @@ namespace OpenSim.Region.Framework.Scenes
1963 public Vector3 GetWorldPosition() 2014 public Vector3 GetWorldPosition()
1964 { 2015 {
1965 Quaternion parentRot = ParentGroup.RootPart.RotationOffset; 2016 Quaternion parentRot = ParentGroup.RootPart.RotationOffset;
1966
1967 Vector3 axPos = OffsetPosition; 2017 Vector3 axPos = OffsetPosition;
1968
1969 axPos *= parentRot; 2018 axPos *= parentRot;
1970 Vector3 translationOffsetPosition = axPos; 2019 Vector3 translationOffsetPosition = axPos;
1971 2020 if(_parentID == 0)
1972// m_log.DebugFormat("[SCENE OBJECT PART]: Found group pos {0} for part {1}", GroupPosition, Name); 2021 {
1973 2022 return GroupPosition;
1974 Vector3 worldPos = GroupPosition + translationOffsetPosition; 2023 }
1975 2024 else
1976// m_log.DebugFormat("[SCENE OBJECT PART]: Found world pos {0} for part {1}", worldPos, Name); 2025 {
1977 2026 return ParentGroup.AbsolutePosition + translationOffsetPosition; //KF: Fix child prim position
1978 return worldPos; 2027 }
1979 } 2028 }
1980 2029
1981 /// <summary> 2030 /// <summary>
@@ -2613,17 +2662,18 @@ namespace OpenSim.Region.Framework.Scenes
2613 //Trys to fetch sound id from prim's inventory. 2662 //Trys to fetch sound id from prim's inventory.
2614 //Prim's inventory doesn't support non script items yet 2663 //Prim's inventory doesn't support non script items yet
2615 2664
2616 lock (TaskInventory) 2665 TaskInventory.LockItemsForRead(true);
2666
2667 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
2617 { 2668 {
2618 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 2669 if (item.Value.Name == sound)
2619 { 2670 {
2620 if (item.Value.Name == sound) 2671 soundID = item.Value.ItemID;
2621 { 2672 break;
2622 soundID = item.Value.ItemID;
2623 break;
2624 }
2625 } 2673 }
2626 } 2674 }
2675
2676 TaskInventory.LockItemsForRead(false);
2627 } 2677 }
2628 2678
2629 ParentGroup.Scene.ForEachRootScenePresence(delegate(ScenePresence sp) 2679 ParentGroup.Scene.ForEachRootScenePresence(delegate(ScenePresence sp)
@@ -2706,7 +2756,7 @@ namespace OpenSim.Region.Framework.Scenes
2706 2756
2707 public void RotLookAt(Quaternion target, float strength, float damping) 2757 public void RotLookAt(Quaternion target, float strength, float damping)
2708 { 2758 {
2709 rotLookAt(target, strength, damping); 2759 m_parentGroup.rotLookAt(target, strength, damping); // This calls method in SceneObjectGroup.
2710 } 2760 }
2711 2761
2712 public void rotLookAt(Quaternion target, float strength, float damping) 2762 public void rotLookAt(Quaternion target, float strength, float damping)
@@ -2942,8 +2992,8 @@ namespace OpenSim.Region.Framework.Scenes
2942 { 2992 {
2943 const float ROTATION_TOLERANCE = 0.01f; 2993 const float ROTATION_TOLERANCE = 0.01f;
2944 const float VELOCITY_TOLERANCE = 0.001f; 2994 const float VELOCITY_TOLERANCE = 0.001f;
2945 const float POSITION_TOLERANCE = 0.05f; 2995 const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary
2946 const int TIME_MS_TOLERANCE = 3000; 2996 const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds.
2947 2997
2948 switch (UpdateFlag) 2998 switch (UpdateFlag)
2949 { 2999 {
@@ -3007,17 +3057,16 @@ namespace OpenSim.Region.Framework.Scenes
3007 if (!UUID.TryParse(sound, out soundID)) 3057 if (!UUID.TryParse(sound, out soundID))
3008 { 3058 {
3009 // search sound file from inventory 3059 // search sound file from inventory
3010 lock (TaskInventory) 3060 TaskInventory.LockItemsForRead(true);
3061 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
3011 { 3062 {
3012 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 3063 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound)
3013 { 3064 {
3014 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound) 3065 soundID = item.Value.ItemID;
3015 { 3066 break;
3016 soundID = item.Value.ItemID;
3017 break;
3018 }
3019 } 3067 }
3020 } 3068 }
3069 TaskInventory.LockItemsForRead(false);
3021 } 3070 }
3022 3071
3023 if (soundID == UUID.Zero) 3072 if (soundID == UUID.Zero)
@@ -3486,10 +3535,10 @@ namespace OpenSim.Region.Framework.Scenes
3486 // TODO: May need to fix for group comparison 3535 // TODO: May need to fix for group comparison
3487 if (last.Compare(this)) 3536 if (last.Compare(this))
3488 { 3537 {
3489 // m_log.DebugFormat( 3538 // m_log.DebugFormat(
3490 // "[SCENE OBJECT PART]: Not storing undo for {0} {1} since current state is same as last undo state, initial stack size {2}", 3539 // "[SCENE OBJECT PART]: Not storing undo for {0} {1} since current state is same as last undo state, initial stack size {2}",
3491 // Name, LocalId, m_undo.Count); 3540 // Name, LocalId, m_undo.Count);
3492 3541
3493 return; 3542 return;
3494 } 3543 }
3495 } 3544 }
@@ -3502,29 +3551,29 @@ namespace OpenSim.Region.Framework.Scenes
3502 if (ParentGroup.GetSceneMaxUndo() > 0) 3551 if (ParentGroup.GetSceneMaxUndo() > 0)
3503 { 3552 {
3504 UndoState nUndo = new UndoState(this, forGroup); 3553 UndoState nUndo = new UndoState(this, forGroup);
3505 3554
3506 m_undo.Push(nUndo); 3555 m_undo.Push(nUndo);
3507 3556
3508 if (m_redo.Count > 0) 3557 if (m_redo.Count > 0)
3509 m_redo.Clear(); 3558 m_redo.Clear();
3510 3559
3511 // m_log.DebugFormat( 3560 // m_log.DebugFormat(
3512 // "[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}", 3561 // "[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}",
3513 // Name, LocalId, forGroup, m_undo.Count); 3562 // Name, LocalId, forGroup, m_undo.Count);
3514 } 3563 }
3515 } 3564 }
3516 } 3565 }
3517 } 3566 }
3518// else 3567 // else
3519// { 3568 // {
3520// m_log.DebugFormat("[SCENE OBJECT PART]: Ignoring undo store for {0} {1}", Name, LocalId); 3569 // m_log.DebugFormat("[SCENE OBJECT PART]: Ignoring undo store for {0} {1}", Name, LocalId);
3521// } 3570 // }
3522 } 3571 }
3523// else 3572 // else
3524// { 3573 // {
3525// m_log.DebugFormat( 3574 // m_log.DebugFormat(
3526// "[SCENE OBJECT PART]: Ignoring undo store for {0} {1} since already undoing", Name, LocalId); 3575 // "[SCENE OBJECT PART]: Ignoring undo store for {0} {1} since already undoing", Name, LocalId);
3527// } 3576 // }
3528 } 3577 }
3529 3578
3530 /// <summary> 3579 /// <summary>
@@ -4255,6 +4304,9 @@ namespace OpenSim.Region.Framework.Scenes
4255 bool wasPhantom = ((Flags & PrimFlags.Phantom) != 0); 4304 bool wasPhantom = ((Flags & PrimFlags.Phantom) != 0);
4256 bool wasVD = VolumeDetectActive; 4305 bool wasVD = VolumeDetectActive;
4257 4306
4307// m_log.DebugFormat("[SOP]: Old states: phys: {0} temp: {1} phan: {2} vd: {3}", wasUsingPhysics, wasTemporary, wasPhantom, wasVD);
4308// m_log.DebugFormat("[SOP]: New states: phys: {0} temp: {1} phan: {2} vd: {3}", UsePhysics, SetTemporary, SetPhantom, SetVD);
4309
4258 if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD)) 4310 if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD))
4259 return; 4311 return;
4260 4312
@@ -4284,6 +4336,11 @@ namespace OpenSim.Region.Framework.Scenes
4284 SetPhantom = false; 4336 SetPhantom = false;
4285 } 4337 }
4286 } 4338 }
4339 else if (wasVD)
4340 {
4341 // Correspondingly, if VD is turned off, also turn off phantom
4342 SetPhantom = false;
4343 }
4287 4344
4288 if (UsePhysics && IsJoint()) 4345 if (UsePhysics && IsJoint())
4289 { 4346 {
@@ -4778,5 +4835,17 @@ namespace OpenSim.Region.Framework.Scenes
4778 Color color = Color; 4835 Color color = Color;
4779 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); 4836 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A));
4780 } 4837 }
4838
4839 public void ResetOwnerChangeFlag()
4840 {
4841 List<UUID> inv = Inventory.GetInventoryList();
4842
4843 foreach (UUID itemID in inv)
4844 {
4845 TaskInventoryItem item = Inventory.GetInventoryItem(itemID);
4846 item.OwnerChanged = false;
4847 Inventory.UpdateInventoryItem(item, false, false);
4848 }
4849 }
4781 } 4850 }
4782} 4851}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
index daddb90..2335ad5 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
@@ -48,6 +48,9 @@ namespace OpenSim.Region.Framework.Scenes
48 private string m_inventoryFileName = String.Empty; 48 private string m_inventoryFileName = String.Empty;
49 private byte[] m_inventoryFileData = new byte[0]; 49 private byte[] m_inventoryFileData = new byte[0];
50 private uint m_inventoryFileNameSerial = 0; 50 private uint m_inventoryFileNameSerial = 0;
51 private bool m_inventoryPrivileged = false;
52
53 private Dictionary<UUID, ArrayList> m_scriptErrors = new Dictionary<UUID, ArrayList>();
51 54
52 /// <value> 55 /// <value>
53 /// The part to which the inventory belongs. 56 /// The part to which the inventory belongs.
@@ -84,11 +87,14 @@ namespace OpenSim.Region.Framework.Scenes
84 /// </value> 87 /// </value>
85 protected internal TaskInventoryDictionary Items 88 protected internal TaskInventoryDictionary Items
86 { 89 {
87 get { return m_items; } 90 get {
91 return m_items;
92 }
88 set 93 set
89 { 94 {
90 m_items = value; 95 m_items = value;
91 m_inventorySerial++; 96 m_inventorySerial++;
97 QueryScriptStates();
92 } 98 }
93 } 99 }
94 100
@@ -123,38 +129,45 @@ namespace OpenSim.Region.Framework.Scenes
123 public void ResetInventoryIDs() 129 public void ResetInventoryIDs()
124 { 130 {
125 if (null == m_part) 131 if (null == m_part)
126 return; 132 m_items.LockItemsForWrite(true);
127 133
128 lock (m_items) 134 if (Items.Count == 0)
129 { 135 {
130 if (0 == m_items.Count) 136 m_items.LockItemsForWrite(false);
131 return; 137 return;
138 }
132 139
133 IList<TaskInventoryItem> items = GetInventoryItems(); 140 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
134 m_items.Clear(); 141 Items.Clear();
135 142
136 foreach (TaskInventoryItem item in items) 143 foreach (TaskInventoryItem item in items)
137 { 144 {
138 item.ResetIDs(m_part.UUID); 145 item.ResetIDs(m_part.UUID);
139 m_items.Add(item.ItemID, item); 146 Items.Add(item.ItemID, item);
140 }
141 } 147 }
148 m_items.LockItemsForWrite(false);
142 } 149 }
143 150
144 public void ResetObjectID() 151 public void ResetObjectID()
145 { 152 {
146 lock (Items) 153 m_items.LockItemsForWrite(true);
154
155 if (Items.Count == 0)
147 { 156 {
148 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values); 157 m_items.LockItemsForWrite(false);
149 Items.Clear(); 158 return;
150
151 foreach (TaskInventoryItem item in items)
152 {
153 item.ParentPartID = m_part.UUID;
154 item.ParentID = m_part.UUID;
155 Items.Add(item.ItemID, item);
156 }
157 } 159 }
160
161 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
162 Items.Clear();
163
164 foreach (TaskInventoryItem item in items)
165 {
166 item.ParentPartID = m_part.UUID;
167 item.ParentID = m_part.UUID;
168 Items.Add(item.ItemID, item);
169 }
170 m_items.LockItemsForWrite(false);
158 } 171 }
159 172
160 /// <summary> 173 /// <summary>
@@ -163,12 +176,11 @@ namespace OpenSim.Region.Framework.Scenes
163 /// <param name="ownerId"></param> 176 /// <param name="ownerId"></param>
164 public void ChangeInventoryOwner(UUID ownerId) 177 public void ChangeInventoryOwner(UUID ownerId)
165 { 178 {
166 lock (Items) 179 m_items.LockItemsForWrite(true);
180 if (0 == Items.Count)
167 { 181 {
168 if (0 == Items.Count) 182 m_items.LockItemsForWrite(false);
169 { 183 return;
170 return;
171 }
172 } 184 }
173 185
174 HasInventoryChanged = true; 186 HasInventoryChanged = true;
@@ -184,6 +196,7 @@ namespace OpenSim.Region.Framework.Scenes
184 item.PermsGranter = UUID.Zero; 196 item.PermsGranter = UUID.Zero;
185 item.OwnerChanged = true; 197 item.OwnerChanged = true;
186 } 198 }
199 m_items.LockItemsForWrite(false);
187 } 200 }
188 201
189 /// <summary> 202 /// <summary>
@@ -192,12 +205,11 @@ namespace OpenSim.Region.Framework.Scenes
192 /// <param name="groupID"></param> 205 /// <param name="groupID"></param>
193 public void ChangeInventoryGroup(UUID groupID) 206 public void ChangeInventoryGroup(UUID groupID)
194 { 207 {
195 lock (Items) 208 m_items.LockItemsForWrite(true);
209 if (0 == Items.Count)
196 { 210 {
197 if (0 == Items.Count) 211 m_items.LockItemsForWrite(false);
198 { 212 return;
199 return;
200 }
201 } 213 }
202 214
203 // Don't let this set the HasGroupChanged flag for attachments 215 // Don't let this set the HasGroupChanged flag for attachments
@@ -209,12 +221,45 @@ namespace OpenSim.Region.Framework.Scenes
209 m_part.ParentGroup.HasGroupChanged = true; 221 m_part.ParentGroup.HasGroupChanged = true;
210 } 222 }
211 223
212 List<TaskInventoryItem> items = GetInventoryItems(); 224 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
213 foreach (TaskInventoryItem item in items) 225 foreach (TaskInventoryItem item in items)
214 { 226 {
215 if (groupID != item.GroupID) 227 if (groupID != item.GroupID)
228 {
216 item.GroupID = groupID; 229 item.GroupID = groupID;
230 }
231 }
232 m_items.LockItemsForWrite(false);
233 }
234
235 private void QueryScriptStates()
236 {
237 if (m_part == null || m_part.ParentGroup == null)
238 return;
239
240 IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces<IScriptModule>();
241 if (engines == null) // No engine at all
242 return;
243
244 Items.LockItemsForRead(true);
245 foreach (TaskInventoryItem item in Items.Values)
246 {
247 if (item.InvType == (int)InventoryType.LSL)
248 {
249 foreach (IScriptModule e in engines)
250 {
251 bool running;
252
253 if (e.HasScript(item.ItemID, out running))
254 {
255 item.ScriptRunning = running;
256 break;
257 }
258 }
259 }
217 } 260 }
261
262 Items.LockItemsForRead(false);
218 } 263 }
219 264
220 /// <summary> 265 /// <summary>
@@ -222,9 +267,14 @@ namespace OpenSim.Region.Framework.Scenes
222 /// </summary> 267 /// </summary>
223 public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource) 268 public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource)
224 { 269 {
225 List<TaskInventoryItem> scripts = GetInventoryScripts(); 270 Items.LockItemsForRead(true);
226 foreach (TaskInventoryItem item in scripts) 271 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
227 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); 272 Items.LockItemsForRead(false);
273 foreach (TaskInventoryItem item in items)
274 {
275 if ((int)InventoryType.LSL == item.InvType)
276 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource);
277 }
228 } 278 }
229 279
230 public ArrayList GetScriptErrors(UUID itemID) 280 public ArrayList GetScriptErrors(UUID itemID)
@@ -255,9 +305,18 @@ namespace OpenSim.Region.Framework.Scenes
255 /// </param> 305 /// </param>
256 public void RemoveScriptInstances(bool sceneObjectBeingDeleted) 306 public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
257 { 307 {
258 List<TaskInventoryItem> scripts = GetInventoryScripts(); 308 Items.LockItemsForRead(true);
259 foreach (TaskInventoryItem item in scripts) 309 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
260 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted); 310 Items.LockItemsForRead(false);
311
312 foreach (TaskInventoryItem item in items)
313 {
314 if ((int)InventoryType.LSL == item.InvType)
315 {
316 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted);
317 m_part.RemoveScriptEvents(item.ItemID);
318 }
319 }
261 } 320 }
262 321
263 /// <summary> 322 /// <summary>
@@ -273,7 +332,10 @@ namespace OpenSim.Region.Framework.Scenes
273 // item.Name, item.ItemID, Name, UUID); 332 // item.Name, item.ItemID, Name, UUID);
274 333
275 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID)) 334 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID))
335 {
336 StoreScriptError(item.ItemID, "no permission");
276 return; 337 return;
338 }
277 339
278 m_part.AddFlag(PrimFlags.Scripted); 340 m_part.AddFlag(PrimFlags.Scripted);
279 341
@@ -282,14 +344,13 @@ namespace OpenSim.Region.Framework.Scenes
282 if (stateSource == 2 && // Prim crossing 344 if (stateSource == 2 && // Prim crossing
283 m_part.ParentGroup.Scene.m_trustBinaries) 345 m_part.ParentGroup.Scene.m_trustBinaries)
284 { 346 {
285 lock (m_items) 347 m_items.LockItemsForWrite(true);
286 { 348 m_items[item.ItemID].PermsMask = 0;
287 m_items[item.ItemID].PermsMask = 0; 349 m_items[item.ItemID].PermsGranter = UUID.Zero;
288 m_items[item.ItemID].PermsGranter = UUID.Zero; 350 m_items.LockItemsForWrite(false);
289 }
290
291 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 351 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
292 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource); 352 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource);
353 StoreScriptErrors(item.ItemID, null);
293 m_part.ParentGroup.AddActiveScriptCount(1); 354 m_part.ParentGroup.AddActiveScriptCount(1);
294 m_part.ScheduleFullUpdate(); 355 m_part.ScheduleFullUpdate();
295 return; 356 return;
@@ -298,6 +359,8 @@ namespace OpenSim.Region.Framework.Scenes
298 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString()); 359 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString());
299 if (null == asset) 360 if (null == asset)
300 { 361 {
362 string msg = String.Format("asset ID {0} could not be found", item.AssetID);
363 StoreScriptError(item.ItemID, msg);
301 m_log.ErrorFormat( 364 m_log.ErrorFormat(
302 "[PRIM INVENTORY]: " + 365 "[PRIM INVENTORY]: " +
303 "Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found", 366 "Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found",
@@ -309,15 +372,20 @@ namespace OpenSim.Region.Framework.Scenes
309 if (m_part.ParentGroup.m_savedScriptState != null) 372 if (m_part.ParentGroup.m_savedScriptState != null)
310 RestoreSavedScriptState(item.OldItemID, item.ItemID); 373 RestoreSavedScriptState(item.OldItemID, item.ItemID);
311 374
312 lock (m_items) 375 m_items.LockItemsForWrite(true);
313 { 376
314 m_items[item.ItemID].PermsMask = 0; 377 m_items[item.ItemID].PermsMask = 0;
315 m_items[item.ItemID].PermsGranter = UUID.Zero; 378 m_items[item.ItemID].PermsGranter = UUID.Zero;
316 } 379
380 m_items.LockItemsForWrite(false);
317 381
318 string script = Utils.BytesToString(asset.Data); 382 string script = Utils.BytesToString(asset.Data);
319 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 383 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
320 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource); 384 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource);
385 StoreScriptErrors(item.ItemID, null);
386 if (!item.ScriptRunning)
387 m_part.ParentGroup.Scene.EventManager.TriggerStopScript(
388 m_part.LocalId, item.ItemID);
321 m_part.ParentGroup.AddActiveScriptCount(1); 389 m_part.ParentGroup.AddActiveScriptCount(1);
322 m_part.ScheduleFullUpdate(); 390 m_part.ScheduleFullUpdate();
323 } 391 }
@@ -383,21 +451,145 @@ namespace OpenSim.Region.Framework.Scenes
383 451
384 /// <summary> 452 /// <summary>
385 /// Start a script which is in this prim's inventory. 453 /// Start a script which is in this prim's inventory.
454 /// Some processing may occur in the background, but this routine returns asap.
386 /// </summary> 455 /// </summary>
387 /// <param name="itemId"> 456 /// <param name="itemId">
388 /// A <see cref="UUID"/> 457 /// A <see cref="UUID"/>
389 /// </param> 458 /// </param>
390 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource) 459 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
391 { 460 {
392 TaskInventoryItem item = GetInventoryItem(itemId); 461 lock (m_scriptErrors)
393 if (item != null) 462 {
394 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); 463 // Indicate to CreateScriptInstanceInternal() we don't want it to wait for completion
464 m_scriptErrors.Remove(itemId);
465 }
466 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
467 }
468
469 private void CreateScriptInstanceInternal(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
470 {
471 m_items.LockItemsForRead(true);
472 if (m_items.ContainsKey(itemId))
473 {
474 if (m_items.ContainsKey(itemId))
475 {
476 m_items.LockItemsForRead(false);
477 CreateScriptInstance(m_items[itemId], startParam, postOnRez, engine, stateSource);
478 }
479 else
480 {
481 m_items.LockItemsForRead(false);
482 string msg = String.Format("couldn't be found for prim {0}, {1} at {2} in {3}", m_part.Name, m_part.UUID,
483 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
484 StoreScriptError(itemId, msg);
485 m_log.ErrorFormat(
486 "[PRIM INVENTORY]: " +
487 "Couldn't start script with ID {0} since it {1}", itemId, msg);
488 }
489 }
395 else 490 else
491 {
492 m_items.LockItemsForRead(false);
493 string msg = String.Format("couldn't be found for prim {0}, {1}", m_part.Name, m_part.UUID);
494 StoreScriptError(itemId, msg);
396 m_log.ErrorFormat( 495 m_log.ErrorFormat(
397 "[PRIM INVENTORY]: " + 496 "[PRIM INVENTORY]: " +
398 "Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}", 497 "Couldn't start script with ID {0} since it {1}", itemId, msg);
399 itemId, m_part.Name, m_part.UUID, 498 }
400 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 499
500 }
501
502 /// <summary>
503 /// Start a script which is in this prim's inventory and return any compilation error messages.
504 /// </summary>
505 /// <param name="itemId">
506 /// A <see cref="UUID"/>
507 /// </param>
508 public ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
509 {
510 ArrayList errors;
511
512 // Indicate to CreateScriptInstanceInternal() we want it to
513 // post any compilation/loading error messages
514 lock (m_scriptErrors)
515 {
516 m_scriptErrors[itemId] = null;
517 }
518
519 // Perform compilation/loading
520 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
521
522 // Wait for and retrieve any errors
523 lock (m_scriptErrors)
524 {
525 while ((errors = m_scriptErrors[itemId]) == null)
526 {
527 if (!System.Threading.Monitor.Wait(m_scriptErrors, 15000))
528 {
529 m_log.ErrorFormat(
530 "[PRIM INVENTORY]: " +
531 "timedout waiting for script {0} errors", itemId);
532 errors = m_scriptErrors[itemId];
533 if (errors == null)
534 {
535 errors = new ArrayList(1);
536 errors.Add("timedout waiting for errors");
537 }
538 break;
539 }
540 }
541 m_scriptErrors.Remove(itemId);
542 }
543 return errors;
544 }
545
546 // Signal to CreateScriptInstanceEr() that compilation/loading is complete
547 private void StoreScriptErrors(UUID itemId, ArrayList errors)
548 {
549 lock (m_scriptErrors)
550 {
551 // If compilation/loading initiated via CreateScriptInstance(),
552 // it does not want the errors, so just get out
553 if (!m_scriptErrors.ContainsKey(itemId))
554 {
555 return;
556 }
557
558 // Initiated via CreateScriptInstanceEr(), if we know what the
559 // errors are, save them and wake CreateScriptInstanceEr().
560 if (errors != null)
561 {
562 m_scriptErrors[itemId] = errors;
563 System.Threading.Monitor.PulseAll(m_scriptErrors);
564 return;
565 }
566 }
567
568 // Initiated via CreateScriptInstanceEr() but we don't know what
569 // the errors are yet, so retrieve them from the script engine.
570 // This may involve some waiting internal to GetScriptErrors().
571 errors = GetScriptErrors(itemId);
572
573 // Get a default non-null value to indicate success.
574 if (errors == null)
575 {
576 errors = new ArrayList();
577 }
578
579 // Post to CreateScriptInstanceEr() and wake it up
580 lock (m_scriptErrors)
581 {
582 m_scriptErrors[itemId] = errors;
583 System.Threading.Monitor.PulseAll(m_scriptErrors);
584 }
585 }
586
587 // Like StoreScriptErrors(), but just posts a single string message
588 private void StoreScriptError(UUID itemId, string message)
589 {
590 ArrayList errors = new ArrayList(1);
591 errors.Add(message);
592 StoreScriptErrors(itemId, errors);
401 } 593 }
402 594
403 /// <summary> 595 /// <summary>
@@ -410,15 +602,7 @@ namespace OpenSim.Region.Framework.Scenes
410 /// </param> 602 /// </param>
411 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted) 603 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted)
412 { 604 {
413 bool scriptPresent = false; 605 if (m_items.ContainsKey(itemId))
414
415 lock (m_items)
416 {
417 if (m_items.ContainsKey(itemId))
418 scriptPresent = true;
419 }
420
421 if (scriptPresent)
422 { 606 {
423 if (!sceneObjectBeingDeleted) 607 if (!sceneObjectBeingDeleted)
424 m_part.RemoveScriptEvents(itemId); 608 m_part.RemoveScriptEvents(itemId);
@@ -443,14 +627,16 @@ namespace OpenSim.Region.Framework.Scenes
443 /// <returns></returns> 627 /// <returns></returns>
444 private bool InventoryContainsName(string name) 628 private bool InventoryContainsName(string name)
445 { 629 {
446 lock (m_items) 630 m_items.LockItemsForRead(true);
631 foreach (TaskInventoryItem item in m_items.Values)
447 { 632 {
448 foreach (TaskInventoryItem item in m_items.Values) 633 if (item.Name == name)
449 { 634 {
450 if (item.Name == name) 635 m_items.LockItemsForRead(false);
451 return true; 636 return true;
452 } 637 }
453 } 638 }
639 m_items.LockItemsForRead(false);
454 return false; 640 return false;
455 } 641 }
456 642
@@ -492,8 +678,9 @@ namespace OpenSim.Region.Framework.Scenes
492 /// <param name="item"></param> 678 /// <param name="item"></param>
493 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop) 679 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop)
494 { 680 {
495 List<TaskInventoryItem> il = GetInventoryItems(); 681 m_items.LockItemsForRead(true);
496 682 List<TaskInventoryItem> il = new List<TaskInventoryItem>(m_items.Values);
683 m_items.LockItemsForRead(false);
497 foreach (TaskInventoryItem i in il) 684 foreach (TaskInventoryItem i in il)
498 { 685 {
499 if (i.Name == item.Name) 686 if (i.Name == item.Name)
@@ -531,14 +718,14 @@ namespace OpenSim.Region.Framework.Scenes
531 item.Name = name; 718 item.Name = name;
532 item.GroupID = m_part.GroupID; 719 item.GroupID = m_part.GroupID;
533 720
534 lock (m_items) 721 m_items.LockItemsForWrite(true);
535 m_items.Add(item.ItemID, item); 722 m_items.Add(item.ItemID, item);
536 723 m_items.LockItemsForWrite(false);
537 if (allowedDrop) 724 if (allowedDrop)
538 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP); 725 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP);
539 else 726 else
540 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 727 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
541 728
542 m_inventorySerial++; 729 m_inventorySerial++;
543 //m_inventorySerial += 2; 730 //m_inventorySerial += 2;
544 HasInventoryChanged = true; 731 HasInventoryChanged = true;
@@ -554,15 +741,15 @@ namespace OpenSim.Region.Framework.Scenes
554 /// <param name="items"></param> 741 /// <param name="items"></param>
555 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items) 742 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items)
556 { 743 {
557 lock (m_items) 744 m_items.LockItemsForWrite(true);
745 foreach (TaskInventoryItem item in items)
558 { 746 {
559 foreach (TaskInventoryItem item in items) 747 m_items.Add(item.ItemID, item);
560 { 748// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
561 m_items.Add(item.ItemID, item);
562// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
563 }
564 m_inventorySerial++;
565 } 749 }
750 m_items.LockItemsForWrite(false);
751
752 m_inventorySerial++;
566 } 753 }
567 754
568 /// <summary> 755 /// <summary>
@@ -573,10 +760,9 @@ namespace OpenSim.Region.Framework.Scenes
573 public TaskInventoryItem GetInventoryItem(UUID itemId) 760 public TaskInventoryItem GetInventoryItem(UUID itemId)
574 { 761 {
575 TaskInventoryItem item; 762 TaskInventoryItem item;
576 763 m_items.LockItemsForRead(true);
577 lock (m_items) 764 m_items.TryGetValue(itemId, out item);
578 m_items.TryGetValue(itemId, out item); 765 m_items.LockItemsForRead(false);
579
580 return item; 766 return item;
581 } 767 }
582 768
@@ -592,15 +778,16 @@ namespace OpenSim.Region.Framework.Scenes
592 { 778 {
593 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(); 779 IList<TaskInventoryItem> items = new List<TaskInventoryItem>();
594 780
595 lock (m_items) 781 m_items.LockItemsForRead(true);
782
783 foreach (TaskInventoryItem item in m_items.Values)
596 { 784 {
597 foreach (TaskInventoryItem item in m_items.Values) 785 if (item.Name == name)
598 { 786 items.Add(item);
599 if (item.Name == name)
600 items.Add(item);
601 }
602 } 787 }
603 788
789 m_items.LockItemsForRead(false);
790
604 return items; 791 return items;
605 } 792 }
606 793
@@ -619,6 +806,9 @@ namespace OpenSim.Region.Framework.Scenes
619 string xmlData = Utils.BytesToString(rezAsset.Data); 806 string xmlData = Utils.BytesToString(rezAsset.Data);
620 SceneObjectGroup group = SceneObjectSerializer.FromOriginalXmlFormat(xmlData); 807 SceneObjectGroup group = SceneObjectSerializer.FromOriginalXmlFormat(xmlData);
621 808
809 group.RootPart.AttachPoint = group.RootPart.Shape.State;
810 group.RootPart.AttachOffset = group.AbsolutePosition;
811
622 group.ResetIDs(); 812 group.ResetIDs();
623 813
624 SceneObjectPart rootPart = group.GetChildPart(group.UUID); 814 SceneObjectPart rootPart = group.GetChildPart(group.UUID);
@@ -693,8 +883,9 @@ namespace OpenSim.Region.Framework.Scenes
693 883
694 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged) 884 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged)
695 { 885 {
696 TaskInventoryItem it = GetInventoryItem(item.ItemID); 886 m_items.LockItemsForWrite(true);
697 if (it != null) 887
888 if (m_items.ContainsKey(item.ItemID))
698 { 889 {
699// m_log.DebugFormat("[PRIM INVENTORY]: Updating item {0} in {1}", item.Name, m_part.Name); 890// m_log.DebugFormat("[PRIM INVENTORY]: Updating item {0} in {1}", item.Name, m_part.Name);
700 891
@@ -707,14 +898,10 @@ namespace OpenSim.Region.Framework.Scenes
707 item.GroupID = m_part.GroupID; 898 item.GroupID = m_part.GroupID;
708 899
709 if (item.AssetID == UUID.Zero) 900 if (item.AssetID == UUID.Zero)
710 item.AssetID = it.AssetID; 901 item.AssetID = m_items[item.ItemID].AssetID;
711 902
712 lock (m_items) 903 m_items[item.ItemID] = item;
713 { 904 m_inventorySerial++;
714 m_items[item.ItemID] = item;
715 m_inventorySerial++;
716 }
717
718 if (fireScriptEvents) 905 if (fireScriptEvents)
719 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 906 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
720 907
@@ -723,7 +910,7 @@ namespace OpenSim.Region.Framework.Scenes
723 HasInventoryChanged = true; 910 HasInventoryChanged = true;
724 m_part.ParentGroup.HasGroupChanged = true; 911 m_part.ParentGroup.HasGroupChanged = true;
725 } 912 }
726 913 m_items.LockItemsForWrite(false);
727 return true; 914 return true;
728 } 915 }
729 else 916 else
@@ -734,8 +921,9 @@ namespace OpenSim.Region.Framework.Scenes
734 item.ItemID, m_part.Name, m_part.UUID, 921 item.ItemID, m_part.Name, m_part.UUID,
735 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 922 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
736 } 923 }
737 return false; 924 m_items.LockItemsForWrite(false);
738 925
926 return false;
739 } 927 }
740 928
741 /// <summary> 929 /// <summary>
@@ -746,43 +934,59 @@ namespace OpenSim.Region.Framework.Scenes
746 /// in this prim's inventory.</returns> 934 /// in this prim's inventory.</returns>
747 public int RemoveInventoryItem(UUID itemID) 935 public int RemoveInventoryItem(UUID itemID)
748 { 936 {
749 TaskInventoryItem item = GetInventoryItem(itemID); 937 m_items.LockItemsForRead(true);
750 if (item != null) 938
939 if (m_items.ContainsKey(itemID))
751 { 940 {
752 int type = m_items[itemID].InvType; 941 int type = m_items[itemID].InvType;
942 m_items.LockItemsForRead(false);
753 if (type == 10) // Script 943 if (type == 10) // Script
754 { 944 {
755 m_part.RemoveScriptEvents(itemID);
756 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID); 945 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID);
757 } 946 }
947 m_items.LockItemsForWrite(true);
758 m_items.Remove(itemID); 948 m_items.Remove(itemID);
949 m_items.LockItemsForWrite(false);
759 m_inventorySerial++; 950 m_inventorySerial++;
760 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 951 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
761 952
762 HasInventoryChanged = true; 953 HasInventoryChanged = true;
763 m_part.ParentGroup.HasGroupChanged = true; 954 m_part.ParentGroup.HasGroupChanged = true;
764 955
765 if (!ContainsScripts()) 956 int scriptcount = 0;
957 m_items.LockItemsForRead(true);
958 foreach (TaskInventoryItem item in m_items.Values)
959 {
960 if (item.Type == 10)
961 {
962 scriptcount++;
963 }
964 }
965 m_items.LockItemsForRead(false);
966
967
968 if (scriptcount <= 0)
969 {
766 m_part.RemFlag(PrimFlags.Scripted); 970 m_part.RemFlag(PrimFlags.Scripted);
971 }
767 972
768 m_part.ScheduleFullUpdate(); 973 m_part.ScheduleFullUpdate();
769 974
770 return type; 975 return type;
771
772 } 976 }
773 else 977 else
774 { 978 {
979 m_items.LockItemsForRead(false);
775 m_log.ErrorFormat( 980 m_log.ErrorFormat(
776 "[PRIM INVENTORY]: " + 981 "[PRIM INVENTORY]: " +
777 "Tried to remove item ID {0} from prim {1}, {2} at {3} in {4} but the item does not exist in this inventory", 982 "Tried to remove item ID {0} from prim {1}, {2} but the item does not exist in this inventory",
778 itemID, m_part.Name, m_part.UUID, 983 itemID, m_part.Name, m_part.UUID);
779 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
780 } 984 }
781 985
782 return -1; 986 return -1;
783 } 987 }
784 988
785 private bool CreateInventoryFile() 989 private bool CreateInventoryFileName()
786 { 990 {
787// m_log.DebugFormat( 991// m_log.DebugFormat(
788// "[PRIM INVENTORY]: Creating inventory file for {0} {1} {2}, serial {3}", 992// "[PRIM INVENTORY]: Creating inventory file for {0} {1} {2}, serial {3}",
@@ -791,116 +995,125 @@ namespace OpenSim.Region.Framework.Scenes
791 if (m_inventoryFileName == String.Empty || 995 if (m_inventoryFileName == String.Empty ||
792 m_inventoryFileNameSerial < m_inventorySerial) 996 m_inventoryFileNameSerial < m_inventorySerial)
793 { 997 {
794 // Something changed, we need to create a new file
795 m_inventoryFileName = "inventory_" + UUID.Random().ToString() + ".tmp"; 998 m_inventoryFileName = "inventory_" + UUID.Random().ToString() + ".tmp";
796 m_inventoryFileNameSerial = m_inventorySerial; 999 m_inventoryFileNameSerial = m_inventorySerial;
797 1000
798 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero); 1001 return true;
1002 }
1003
1004 return false;
1005 }
1006
1007 /// <summary>
1008 /// Serialize all the metadata for the items in this prim's inventory ready for sending to the client
1009 /// </summary>
1010 /// <param name="xferManager"></param>
1011 public void RequestInventoryFile(IClientAPI client, IXfer xferManager)
1012 {
1013 bool changed = CreateInventoryFileName();
1014
1015 bool includeAssets = false;
1016 if (m_part.ParentGroup.Scene.Permissions.CanEditObjectInventory(m_part.UUID, client.AgentId))
1017 includeAssets = true;
1018
1019 if (m_inventoryPrivileged != includeAssets)
1020 changed = true;
1021
1022 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero);
1023
1024 Items.LockItemsForRead(true);
1025
1026 if (m_inventorySerial == 0) // No inventory
1027 {
1028 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
1029 Items.LockItemsForRead(false);
1030 return;
1031 }
799 1032
800 lock (m_items) 1033 if (m_items.Count == 0) // No inventory
1034 {
1035 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
1036 Items.LockItemsForRead(false);
1037 return;
1038 }
1039
1040 if (!changed)
1041 {
1042 if (m_inventoryFileData.Length > 2)
801 { 1043 {
802 foreach (TaskInventoryItem item in m_items.Values) 1044 xferManager.AddNewFile(m_inventoryFileName,
803 { 1045 m_inventoryFileData);
804// m_log.DebugFormat( 1046 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
805// "[PRIM INVENTORY]: Adding item {0} {1} for serial {2} on prim {3} {4} {5}", 1047 Util.StringToBytes256(m_inventoryFileName));
806// item.Name, item.ItemID, m_inventorySerial, m_part.Name, m_part.UUID, m_part.LocalId);
807 1048
808 UUID ownerID = item.OwnerID; 1049 Items.LockItemsForRead(false);
809 uint everyoneMask = 0; 1050 return;
810 uint baseMask = item.BasePermissions; 1051 }
811 uint ownerMask = item.CurrentPermissions; 1052 }
812 uint groupMask = item.GroupPermissions;
813 1053
814 invString.AddItemStart(); 1054 m_inventoryPrivileged = includeAssets;
815 invString.AddNameValueLine("item_id", item.ItemID.ToString());
816 invString.AddNameValueLine("parent_id", m_part.UUID.ToString());
817 1055
818 invString.AddPermissionsStart(); 1056 foreach (TaskInventoryItem item in m_items.Values)
1057 {
1058 UUID ownerID = item.OwnerID;
1059 uint everyoneMask = 0;
1060 uint baseMask = item.BasePermissions;
1061 uint ownerMask = item.CurrentPermissions;
1062 uint groupMask = item.GroupPermissions;
819 1063
820 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask)); 1064 invString.AddItemStart();
821 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask)); 1065 invString.AddNameValueLine("item_id", item.ItemID.ToString());
822 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(groupMask)); 1066 invString.AddNameValueLine("parent_id", m_part.UUID.ToString());
823 invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask));
824 invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions));
825 1067
826 invString.AddNameValueLine("creator_id", item.CreatorID.ToString()); 1068 invString.AddPermissionsStart();
827 invString.AddNameValueLine("owner_id", ownerID.ToString());
828 1069
829 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString()); 1070 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask));
1071 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask));
1072 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(groupMask));
1073 invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask));
1074 invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions));
830 1075
831 invString.AddNameValueLine("group_id", item.GroupID.ToString()); 1076 invString.AddNameValueLine("creator_id", item.CreatorID.ToString());
832 invString.AddSectionEnd(); 1077 invString.AddNameValueLine("owner_id", ownerID.ToString());
833 1078
834 invString.AddNameValueLine("asset_id", item.AssetID.ToString()); 1079 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString());
835 invString.AddNameValueLine("type", Utils.AssetTypeToString((AssetType)item.Type));
836 invString.AddNameValueLine("inv_type", Utils.InventoryTypeToString((InventoryType)item.InvType));
837 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags));
838 1080
839 invString.AddSaleStart(); 1081 invString.AddNameValueLine("group_id", item.GroupID.ToString());
840 invString.AddNameValueLine("sale_type", "not"); 1082 invString.AddSectionEnd();
841 invString.AddNameValueLine("sale_price", "0");
842 invString.AddSectionEnd();
843 1083
844 invString.AddNameValueLine("name", item.Name + "|"); 1084 if (includeAssets)
845 invString.AddNameValueLine("desc", item.Description + "|"); 1085 invString.AddNameValueLine("asset_id", item.AssetID.ToString());
1086 else
1087 invString.AddNameValueLine("asset_id", UUID.Zero.ToString());
1088 invString.AddNameValueLine("type", Utils.AssetTypeToString((AssetType)item.Type));
1089 invString.AddNameValueLine("inv_type", Utils.InventoryTypeToString((InventoryType)item.InvType));
1090 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags));
846 1091
847 invString.AddNameValueLine("creation_date", item.CreationDate.ToString()); 1092 invString.AddSaleStart();
848 invString.AddSectionEnd(); 1093 invString.AddNameValueLine("sale_type", "not");
849 } 1094 invString.AddNameValueLine("sale_price", "0");
850 } 1095 invString.AddSectionEnd();
851 1096
852 m_inventoryFileData = Utils.StringToBytes(invString.BuildString); 1097 invString.AddNameValueLine("name", item.Name + "|");
1098 invString.AddNameValueLine("desc", item.Description + "|");
853 1099
854 return true; 1100 invString.AddNameValueLine("creation_date", item.CreationDate.ToString());
1101 invString.AddSectionEnd();
855 } 1102 }
856 1103
857 // No need to recreate, the existing file is fine 1104 Items.LockItemsForRead(false);
858 return false;
859 }
860 1105
861 /// <summary> 1106 m_inventoryFileData = Utils.StringToBytes(invString.BuildString);
862 /// Serialize all the metadata for the items in this prim's inventory ready for sending to the client
863 /// </summary>
864 /// <param name="xferManager"></param>
865 public void RequestInventoryFile(IClientAPI client, IXfer xferManager)
866 {
867 lock (m_items)
868 {
869 // Don't send a inventory xfer name if there are no items. Doing so causes viewer 3 to crash when rezzing
870 // a new script if any previous deletion has left the prim inventory empty.
871 if (m_items.Count == 0) // No inventory
872 {
873// m_log.DebugFormat(
874// "[PRIM INVENTORY]: Not sending inventory data for part {0} {1} {2} for {3} since no items",
875// m_part.Name, m_part.LocalId, m_part.UUID, client.Name);
876 1107
877 client.SendTaskInventory(m_part.UUID, 0, new byte[0]); 1108 if (m_inventoryFileData.Length > 2)
878 return; 1109 {
879 } 1110 xferManager.AddNewFile(m_inventoryFileName, m_inventoryFileData);
880 1111 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
881 CreateInventoryFile(); 1112 Util.StringToBytes256(m_inventoryFileName));
882 1113 return;
883 // In principle, we should only do the rest if the inventory changed;
884 // by sending m_inventorySerial to the client, it ought to know
885 // that nothing changed and that it doesn't need to request the file.
886 // Unfortunately, it doesn't look like the client optimizes this;
887 // the client seems to always come back and request the Xfer,
888 // no matter what value m_inventorySerial has.
889 // FIXME: Could probably be > 0 here rather than > 2
890 if (m_inventoryFileData.Length > 2)
891 {
892 // Add the file for Xfer
893 // m_log.DebugFormat(
894 // "[PRIM INVENTORY]: Adding inventory file {0} (length {1}) for transfer on {2} {3} {4}",
895 // m_inventoryFileName, m_inventoryFileData.Length, m_part.Name, m_part.UUID, m_part.LocalId);
896
897 xferManager.AddNewFile(m_inventoryFileName, m_inventoryFileData);
898 }
899
900 // Tell the client we're ready to Xfer the file
901 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
902 Util.StringToBytes256(m_inventoryFileName));
903 } 1114 }
1115
1116 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
904 } 1117 }
905 1118
906 /// <summary> 1119 /// <summary>
@@ -909,13 +1122,19 @@ namespace OpenSim.Region.Framework.Scenes
909 /// <param name="datastore"></param> 1122 /// <param name="datastore"></param>
910 public void ProcessInventoryBackup(ISimulationDataService datastore) 1123 public void ProcessInventoryBackup(ISimulationDataService datastore)
911 { 1124 {
912 if (HasInventoryChanged) 1125// Removed this because linking will cause an immediate delete of the new
913 { 1126// child prim from the database and the subsequent storing of the prim sees
914 HasInventoryChanged = false; 1127// the inventory of it as unchanged and doesn't store it at all. The overhead
915 List<TaskInventoryItem> items = GetInventoryItems(); 1128// of storing prim inventory needlessly is much less than the aggravation
916 datastore.StorePrimInventory(m_part.UUID, items); 1129// of prim inventory loss.
1130// if (HasInventoryChanged)
1131// {
1132 Items.LockItemsForRead(true);
1133 datastore.StorePrimInventory(m_part.UUID, Items.Values);
1134 Items.LockItemsForRead(false);
917 1135
918 } 1136 HasInventoryChanged = false;
1137// }
919 } 1138 }
920 1139
921 public class InventoryStringBuilder 1140 public class InventoryStringBuilder
@@ -981,82 +1200,63 @@ namespace OpenSim.Region.Framework.Scenes
981 { 1200 {
982 uint mask=0x7fffffff; 1201 uint mask=0x7fffffff;
983 1202
984 lock (m_items) 1203 foreach (TaskInventoryItem item in m_items.Values)
985 { 1204 {
986 foreach (TaskInventoryItem item in m_items.Values) 1205 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
1206 mask &= ~((uint)PermissionMask.Copy >> 13);
1207 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
1208 mask &= ~((uint)PermissionMask.Transfer >> 13);
1209 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
1210 mask &= ~((uint)PermissionMask.Modify >> 13);
1211
1212 if (item.InvType == (int)InventoryType.Object)
987 { 1213 {
988 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0) 1214 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
989 mask &= ~((uint)PermissionMask.Copy >> 13); 1215 mask &= ~((uint)PermissionMask.Copy >> 13);
990 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0) 1216 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
991 mask &= ~((uint)PermissionMask.Transfer >> 13); 1217 mask &= ~((uint)PermissionMask.Transfer >> 13);
992 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0) 1218 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
993 mask &= ~((uint)PermissionMask.Modify >> 13); 1219 mask &= ~((uint)PermissionMask.Modify >> 13);
994
995 if (item.InvType != (int)InventoryType.Object)
996 {
997 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
998 mask &= ~((uint)PermissionMask.Copy >> 13);
999 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
1000 mask &= ~((uint)PermissionMask.Transfer >> 13);
1001 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
1002 mask &= ~((uint)PermissionMask.Modify >> 13);
1003 }
1004 else
1005 {
1006 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1007 mask &= ~((uint)PermissionMask.Copy >> 13);
1008 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1009 mask &= ~((uint)PermissionMask.Transfer >> 13);
1010 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1011 mask &= ~((uint)PermissionMask.Modify >> 13);
1012 }
1013
1014 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
1015 mask &= ~(uint)PermissionMask.Copy;
1016 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1017 mask &= ~(uint)PermissionMask.Transfer;
1018 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
1019 mask &= ~(uint)PermissionMask.Modify;
1020 } 1220 }
1221
1222 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
1223 mask &= ~(uint)PermissionMask.Copy;
1224 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1225 mask &= ~(uint)PermissionMask.Transfer;
1226 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
1227 mask &= ~(uint)PermissionMask.Modify;
1021 } 1228 }
1022
1023 return mask; 1229 return mask;
1024 } 1230 }
1025 1231
1026 public void ApplyNextOwnerPermissions() 1232 public void ApplyNextOwnerPermissions()
1027 { 1233 {
1028 lock (m_items) 1234 foreach (TaskInventoryItem item in m_items.Values)
1029 { 1235 {
1030 foreach (TaskInventoryItem item in m_items.Values) 1236 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0)
1031 { 1237 {
1032 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0) 1238 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1033 { 1239 item.CurrentPermissions &= ~(uint)PermissionMask.Copy;
1034 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0) 1240 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1035 item.CurrentPermissions &= ~(uint)PermissionMask.Copy; 1241 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
1036 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0) 1242 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1037 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer; 1243 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
1038 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1039 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
1040 }
1041 item.CurrentPermissions &= item.NextPermissions;
1042 item.BasePermissions &= item.NextPermissions;
1043 item.EveryonePermissions &= item.NextPermissions;
1044 item.OwnerChanged = true;
1045 item.PermsMask = 0;
1046 item.PermsGranter = UUID.Zero;
1047 } 1244 }
1245 item.OwnerChanged = true;
1246 item.CurrentPermissions &= item.NextPermissions;
1247 item.BasePermissions &= item.NextPermissions;
1248 item.EveryonePermissions &= item.NextPermissions;
1249 item.PermsMask = 0;
1250 item.PermsGranter = UUID.Zero;
1048 } 1251 }
1049 } 1252 }
1050 1253
1051 public void ApplyGodPermissions(uint perms) 1254 public void ApplyGodPermissions(uint perms)
1052 { 1255 {
1053 lock (m_items) 1256 foreach (TaskInventoryItem item in m_items.Values)
1054 { 1257 {
1055 foreach (TaskInventoryItem item in m_items.Values) 1258 item.CurrentPermissions = perms;
1056 { 1259 item.BasePermissions = perms;
1057 item.CurrentPermissions = perms;
1058 item.BasePermissions = perms;
1059 }
1060 } 1260 }
1061 1261
1062 m_inventorySerial++; 1262 m_inventorySerial++;
@@ -1069,17 +1269,13 @@ namespace OpenSim.Region.Framework.Scenes
1069 /// <returns></returns> 1269 /// <returns></returns>
1070 public bool ContainsScripts() 1270 public bool ContainsScripts()
1071 { 1271 {
1072 lock (m_items) 1272 foreach (TaskInventoryItem item in m_items.Values)
1073 { 1273 {
1074 foreach (TaskInventoryItem item in m_items.Values) 1274 if (item.InvType == (int)InventoryType.LSL)
1075 { 1275 {
1076 if (item.InvType == (int)InventoryType.LSL) 1276 return true;
1077 {
1078 return true;
1079 }
1080 } 1277 }
1081 } 1278 }
1082
1083 return false; 1279 return false;
1084 } 1280 }
1085 1281
@@ -1087,11 +1283,8 @@ namespace OpenSim.Region.Framework.Scenes
1087 { 1283 {
1088 List<UUID> ret = new List<UUID>(); 1284 List<UUID> ret = new List<UUID>();
1089 1285
1090 lock (m_items) 1286 foreach (TaskInventoryItem item in m_items.Values)
1091 { 1287 ret.Add(item.ItemID);
1092 foreach (TaskInventoryItem item in m_items.Values)
1093 ret.Add(item.ItemID);
1094 }
1095 1288
1096 return ret; 1289 return ret;
1097 } 1290 }
@@ -1122,6 +1315,11 @@ namespace OpenSim.Region.Framework.Scenes
1122 1315
1123 public Dictionary<UUID, string> GetScriptStates() 1316 public Dictionary<UUID, string> GetScriptStates()
1124 { 1317 {
1318 return GetScriptStates(false);
1319 }
1320
1321 public Dictionary<UUID, string> GetScriptStates(bool oldIDs)
1322 {
1125 Dictionary<UUID, string> ret = new Dictionary<UUID, string>(); 1323 Dictionary<UUID, string> ret = new Dictionary<UUID, string>();
1126 1324
1127 if (m_part.ParentGroup.Scene == null) // Group not in a scene 1325 if (m_part.ParentGroup.Scene == null) // Group not in a scene
@@ -1132,25 +1330,35 @@ namespace OpenSim.Region.Framework.Scenes
1132 if (engines.Length == 0) // No engine at all 1330 if (engines.Length == 0) // No engine at all
1133 return ret; 1331 return ret;
1134 1332
1135 List<TaskInventoryItem> scripts = GetInventoryScripts(); 1333 Items.LockItemsForRead(true);
1136 1334 foreach (TaskInventoryItem item in m_items.Values)
1137 foreach (TaskInventoryItem item in scripts)
1138 { 1335 {
1139 foreach (IScriptModule e in engines) 1336 if (item.InvType == (int)InventoryType.LSL)
1140 { 1337 {
1141 if (e != null) 1338 foreach (IScriptModule e in engines)
1142 { 1339 {
1143 string n = e.GetXMLState(item.ItemID); 1340 if (e != null)
1144 if (n != String.Empty)
1145 { 1341 {
1146 if (!ret.ContainsKey(item.ItemID)) 1342 string n = e.GetXMLState(item.ItemID);
1147 ret[item.ItemID] = n; 1343 if (n != String.Empty)
1148 break; 1344 {
1345 if (oldIDs)
1346 {
1347 if (!ret.ContainsKey(item.OldItemID))
1348 ret[item.OldItemID] = n;
1349 }
1350 else
1351 {
1352 if (!ret.ContainsKey(item.ItemID))
1353 ret[item.ItemID] = n;
1354 }
1355 break;
1356 }
1149 } 1357 }
1150 } 1358 }
1151 } 1359 }
1152 } 1360 }
1153 1361 Items.LockItemsForRead(false);
1154 return ret; 1362 return ret;
1155 } 1363 }
1156 1364
@@ -1160,21 +1368,27 @@ namespace OpenSim.Region.Framework.Scenes
1160 if (engines.Length == 0) 1368 if (engines.Length == 0)
1161 return; 1369 return;
1162 1370
1163 List<TaskInventoryItem> scripts = GetInventoryScripts();
1164 1371
1165 foreach (TaskInventoryItem item in scripts) 1372 Items.LockItemsForRead(true);
1373
1374 foreach (TaskInventoryItem item in m_items.Values)
1166 { 1375 {
1167 foreach (IScriptModule engine in engines) 1376 if (item.InvType == (int)InventoryType.LSL)
1168 { 1377 {
1169 if (engine != null) 1378 foreach (IScriptModule engine in engines)
1170 { 1379 {
1171 if (item.OwnerChanged) 1380 if (engine != null)
1172 engine.PostScriptEvent(item.ItemID, "changed", new Object[] { (int)Changed.OWNER }); 1381 {
1173 item.OwnerChanged = false; 1382 if (item.OwnerChanged)
1174 engine.ResumeScript(item.ItemID); 1383 engine.PostScriptEvent(item.ItemID, "changed", new Object[] { (int)Changed.OWNER });
1384 item.OwnerChanged = false;
1385 engine.ResumeScript(item.ItemID);
1386 }
1175 } 1387 }
1176 } 1388 }
1177 } 1389 }
1390
1391 Items.LockItemsForRead(false);
1178 } 1392 }
1179 } 1393 }
1180} 1394}
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index fa731a7..5dda9e1 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -152,6 +152,7 @@ namespace OpenSim.Region.Framework.Scenes
152// private int m_lastColCount = -1; //KF: Look for Collision chnages 152// private int m_lastColCount = -1; //KF: Look for Collision chnages
153// private int m_updateCount = 0; //KF: Update Anims for a while 153// private int m_updateCount = 0; //KF: Update Anims for a while
154// private static readonly int UPDATE_COUNT = 10; // how many frames to update for 154// private static readonly int UPDATE_COUNT = 10; // how many frames to update for
155 private List<uint> m_lastColliders = new List<uint>();
155 156
156 private TeleportFlags m_teleportFlags; 157 private TeleportFlags m_teleportFlags;
157 public TeleportFlags TeleportFlags 158 public TeleportFlags TeleportFlags
@@ -542,8 +543,12 @@ namespace OpenSim.Region.Framework.Scenes
542 } 543 }
543 } 544 }
544 545
545 m_pos = value; 546 // Don't update while sitting
546 ParentPosition = Vector3.Zero; 547 if (ParentID == 0)
548 {
549 m_pos = value;
550 ParentPosition = Vector3.Zero;
551 }
547 552
548// m_log.DebugFormat( 553// m_log.DebugFormat(
549// "[ENTITY BASE]: In {0} set AbsolutePosition of {1} to {2}", 554// "[ENTITY BASE]: In {0} set AbsolutePosition of {1} to {2}",
@@ -558,6 +563,13 @@ namespace OpenSim.Region.Framework.Scenes
558 public Vector3 OffsetPosition 563 public Vector3 OffsetPosition
559 { 564 {
560 get { return m_pos; } 565 get { return m_pos; }
566 set
567 {
568 // There is no offset position when not seated
569 if (ParentID == 0)
570 return;
571 m_pos = value;
572 }
561 } 573 }
562 574
563 /// <summary> 575 /// <summary>
@@ -877,6 +889,8 @@ namespace OpenSim.Region.Framework.Scenes
877 pos.Y = crossedBorder.BorderLine.Z - 1; 889 pos.Y = crossedBorder.BorderLine.Z - 1;
878 } 890 }
879 891
892 CheckAndAdjustLandingPoint(ref pos);
893
880 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) 894 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f)
881 { 895 {
882 m_log.WarnFormat( 896 m_log.WarnFormat(
@@ -1043,6 +1057,7 @@ namespace OpenSim.Region.Framework.Scenes
1043 1057
1044 RemoveFromPhysicalScene(); 1058 RemoveFromPhysicalScene();
1045 Velocity = Vector3.Zero; 1059 Velocity = Vector3.Zero;
1060 CheckLandingPoint(ref pos);
1046 AbsolutePosition = pos; 1061 AbsolutePosition = pos;
1047 AddToPhysicalScene(isFlying); 1062 AddToPhysicalScene(isFlying);
1048 1063
@@ -1056,6 +1071,7 @@ namespace OpenSim.Region.Framework.Scenes
1056 isFlying = PhysicsActor.Flying; 1071 isFlying = PhysicsActor.Flying;
1057 1072
1058 RemoveFromPhysicalScene(); 1073 RemoveFromPhysicalScene();
1074 CheckLandingPoint(ref pos);
1059 AbsolutePosition = pos; 1075 AbsolutePosition = pos;
1060 AddToPhysicalScene(isFlying); 1076 AddToPhysicalScene(isFlying);
1061 1077
@@ -1823,6 +1839,7 @@ namespace OpenSim.Region.Framework.Scenes
1823 if (part.SitTargetAvatar == UUID) 1839 if (part.SitTargetAvatar == UUID)
1824 part.SitTargetAvatar = UUID.Zero; 1840 part.SitTargetAvatar = UUID.Zero;
1825 1841
1842 part.ParentGroup.DeleteAvatar(UUID);
1826 ParentPosition = part.GetWorldPosition(); 1843 ParentPosition = part.GetWorldPosition();
1827 ControllingClient.SendClearFollowCamProperties(part.ParentUUID); 1844 ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
1828 } 1845 }
@@ -2246,11 +2263,13 @@ namespace OpenSim.Region.Framework.Scenes
2246 m_pos = sitTargetPos + SIT_TARGET_ADJUSTMENT; 2263 m_pos = sitTargetPos + SIT_TARGET_ADJUSTMENT;
2247 Rotation = sitTargetOrient; 2264 Rotation = sitTargetOrient;
2248 ParentPosition = part.AbsolutePosition; 2265 ParentPosition = part.AbsolutePosition;
2266 part.ParentGroup.AddAvatar(UUID);
2249 } 2267 }
2250 else 2268 else
2251 { 2269 {
2252 m_pos -= part.AbsolutePosition; 2270 m_pos -= part.AbsolutePosition;
2253 ParentPosition = part.AbsolutePosition; 2271 ParentPosition = part.AbsolutePosition;
2272 part.ParentGroup.AddAvatar(UUID);
2254 2273
2255// m_log.DebugFormat( 2274// m_log.DebugFormat(
2256// "[SCENE PRESENCE]: Sitting {0} at position {1} ({2} + {3}) on part {4} {5} without sit target", 2275// "[SCENE PRESENCE]: Sitting {0} at position {1} ({2} + {3}) on part {4} {5} without sit target",
@@ -2740,6 +2759,9 @@ namespace OpenSim.Region.Framework.Scenes
2740 if (IsChildAgent) 2759 if (IsChildAgent)
2741 return; 2760 return;
2742 2761
2762 if (ParentID != 0)
2763 return;
2764
2743 Vector3 pos2 = AbsolutePosition; 2765 Vector3 pos2 = AbsolutePosition;
2744 Vector3 vel = Velocity; 2766 Vector3 vel = Velocity;
2745 int neighbor = 0; 2767 int neighbor = 0;
@@ -3343,6 +3365,8 @@ namespace OpenSim.Region.Framework.Scenes
3343 } 3365 }
3344 } 3366 }
3345 3367
3368 RaiseCollisionScriptEvents(coldata);
3369
3346 if (Invulnerable) 3370 if (Invulnerable)
3347 return; 3371 return;
3348 3372
@@ -3779,5 +3803,204 @@ namespace OpenSim.Region.Framework.Scenes
3779 m_reprioritization_called = false; 3803 m_reprioritization_called = false;
3780 } 3804 }
3781 } 3805 }
3806
3807 private void CheckLandingPoint(ref Vector3 pos)
3808 {
3809 // Never constrain lures
3810 if ((TeleportFlags & TeleportFlags.ViaLure) != 0)
3811 return;
3812
3813 if (m_scene.RegionInfo.EstateSettings.AllowDirectTeleport)
3814 return;
3815
3816 ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y);
3817
3818 if (land.LandData.LandingType == (byte)LandingType.LandingPoint &&
3819 land.LandData.UserLocation != Vector3.Zero &&
3820 land.LandData.OwnerID != m_uuid &&
3821 (!m_scene.Permissions.IsGod(m_uuid)) &&
3822 (!m_scene.RegionInfo.EstateSettings.IsEstateManager(m_uuid)))
3823 {
3824 float curr = Vector3.Distance(AbsolutePosition, pos);
3825 if (Vector3.Distance(land.LandData.UserLocation, pos) < curr)
3826 pos = land.LandData.UserLocation;
3827 else
3828 ControllingClient.SendAlertMessage("Can't teleport closer to destination");
3829 }
3830 }
3831
3832 private void CheckAndAdjustLandingPoint(ref Vector3 pos)
3833 {
3834 ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y);
3835 if (land != null)
3836 {
3837 // If we come in via login, landmark or map, we want to
3838 // honor landing points. If we come in via Lure, we want
3839 // to ignore them.
3840 if ((m_teleportFlags & (TeleportFlags.ViaLogin | TeleportFlags.ViaRegionID)) == (TeleportFlags.ViaLogin | TeleportFlags.ViaRegionID) ||
3841 (m_teleportFlags & TeleportFlags.ViaLandmark) != 0 ||
3842 (m_teleportFlags & TeleportFlags.ViaLocation) != 0)
3843 {
3844 // Don't restrict gods, estate managers, or land owners to
3845 // the TP point. This behaviour mimics agni.
3846 if (land.LandData.LandingType == (byte)LandingType.LandingPoint &&
3847 land.LandData.UserLocation != Vector3.Zero &&
3848 GodLevel < 200 &&
3849 ((land.LandData.OwnerID != m_uuid &&
3850 (!m_scene.Permissions.IsGod(m_uuid)) &&
3851 (!m_scene.RegionInfo.EstateSettings.IsEstateManager(m_uuid))) || (m_teleportFlags & TeleportFlags.ViaLocation) != 0))
3852 {
3853 pos = land.LandData.UserLocation;
3854 }
3855 }
3856
3857 land.SendLandUpdateToClient(ControllingClient);
3858 }
3859 }
3860
3861 private void RaiseCollisionScriptEvents(Dictionary<uint, ContactPoint> coldata)
3862 {
3863 List<uint> thisHitColliders = new List<uint>();
3864 List<uint> endedColliders = new List<uint>();
3865 List<uint> startedColliders = new List<uint>();
3866
3867 foreach (uint localid in coldata.Keys)
3868 {
3869 thisHitColliders.Add(localid);
3870 if (!m_lastColliders.Contains(localid))
3871 {
3872 startedColliders.Add(localid);
3873 }
3874 //m_log.Debug("[SCENE PRESENCE]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString());
3875 }
3876
3877 // calculate things that ended colliding
3878 foreach (uint localID in m_lastColliders)
3879 {
3880 if (!thisHitColliders.Contains(localID))
3881 {
3882 endedColliders.Add(localID);
3883 }
3884 }
3885 //add the items that started colliding this time to the last colliders list.
3886 foreach (uint localID in startedColliders)
3887 {
3888 m_lastColliders.Add(localID);
3889 }
3890 // remove things that ended colliding from the last colliders list
3891 foreach (uint localID in endedColliders)
3892 {
3893 m_lastColliders.Remove(localID);
3894 }
3895
3896 // do event notification
3897 if (startedColliders.Count > 0)
3898 {
3899 ColliderArgs StartCollidingMessage = new ColliderArgs();
3900 List<DetectedObject> colliding = new List<DetectedObject>();
3901 foreach (uint localId in startedColliders)
3902 {
3903 if (localId == 0)
3904 continue;
3905
3906 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3907 string data = "";
3908 if (obj != null)
3909 {
3910 DetectedObject detobj = new DetectedObject();
3911 detobj.keyUUID = obj.UUID;
3912 detobj.nameStr = obj.Name;
3913 detobj.ownerUUID = obj.OwnerID;
3914 detobj.posVector = obj.AbsolutePosition;
3915 detobj.rotQuat = obj.GetWorldRotation();
3916 detobj.velVector = obj.Velocity;
3917 detobj.colliderType = 0;
3918 detobj.groupUUID = obj.GroupID;
3919 colliding.Add(detobj);
3920 }
3921 }
3922
3923 if (colliding.Count > 0)
3924 {
3925 StartCollidingMessage.Colliders = colliding;
3926
3927 foreach (SceneObjectGroup att in GetAttachments())
3928 Scene.EventManager.TriggerScriptCollidingStart(att.LocalId, StartCollidingMessage);
3929 }
3930 }
3931
3932 if (endedColliders.Count > 0)
3933 {
3934 ColliderArgs EndCollidingMessage = new ColliderArgs();
3935 List<DetectedObject> colliding = new List<DetectedObject>();
3936 foreach (uint localId in endedColliders)
3937 {
3938 if (localId == 0)
3939 continue;
3940
3941 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3942 string data = "";
3943 if (obj != null)
3944 {
3945 DetectedObject detobj = new DetectedObject();
3946 detobj.keyUUID = obj.UUID;
3947 detobj.nameStr = obj.Name;
3948 detobj.ownerUUID = obj.OwnerID;
3949 detobj.posVector = obj.AbsolutePosition;
3950 detobj.rotQuat = obj.GetWorldRotation();
3951 detobj.velVector = obj.Velocity;
3952 detobj.colliderType = 0;
3953 detobj.groupUUID = obj.GroupID;
3954 colliding.Add(detobj);
3955 }
3956 }
3957
3958 if (colliding.Count > 0)
3959 {
3960 EndCollidingMessage.Colliders = colliding;
3961
3962 foreach (SceneObjectGroup att in GetAttachments())
3963 Scene.EventManager.TriggerScriptCollidingEnd(att.LocalId, EndCollidingMessage);
3964 }
3965 }
3966
3967 if (thisHitColliders.Count > 0)
3968 {
3969 ColliderArgs CollidingMessage = new ColliderArgs();
3970 List<DetectedObject> colliding = new List<DetectedObject>();
3971 foreach (uint localId in thisHitColliders)
3972 {
3973 if (localId == 0)
3974 continue;
3975
3976 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3977 string data = "";
3978 if (obj != null)
3979 {
3980 DetectedObject detobj = new DetectedObject();
3981 detobj.keyUUID = obj.UUID;
3982 detobj.nameStr = obj.Name;
3983 detobj.ownerUUID = obj.OwnerID;
3984 detobj.posVector = obj.AbsolutePosition;
3985 detobj.rotQuat = obj.GetWorldRotation();
3986 detobj.velVector = obj.Velocity;
3987 detobj.colliderType = 0;
3988 detobj.groupUUID = obj.GroupID;
3989 colliding.Add(detobj);
3990 }
3991 }
3992
3993 if (colliding.Count > 0)
3994 {
3995 CollidingMessage.Colliders = colliding;
3996
3997 lock (m_attachments)
3998 {
3999 foreach (SceneObjectGroup att in m_attachments)
4000 Scene.EventManager.TriggerScriptColliding(att.LocalId, CollidingMessage);
4001 }
4002 }
4003 }
4004 }
3782 } 4005 }
3783} 4006}
diff --git a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
index 60cc788..5f2f7d8 100644
--- a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
+++ b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
@@ -345,6 +345,9 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
345 m_SOPXmlProcessors.Add("PayPrice2", ProcessPayPrice2); 345 m_SOPXmlProcessors.Add("PayPrice2", ProcessPayPrice2);
346 m_SOPXmlProcessors.Add("PayPrice3", ProcessPayPrice3); 346 m_SOPXmlProcessors.Add("PayPrice3", ProcessPayPrice3);
347 m_SOPXmlProcessors.Add("PayPrice4", ProcessPayPrice4); 347 m_SOPXmlProcessors.Add("PayPrice4", ProcessPayPrice4);
348
349 m_SOPXmlProcessors.Add("Buoyancy", ProcessBuoyancy);
350 m_SOPXmlProcessors.Add("VolumeDetectActive", ProcessVolumeDetectActive);
348 #endregion 351 #endregion
349 352
350 #region TaskInventoryXmlProcessors initialization 353 #region TaskInventoryXmlProcessors initialization
@@ -729,6 +732,16 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
729 obj.PayPrice[4] = (int)reader.ReadElementContentAsInt("PayPrice4", String.Empty); 732 obj.PayPrice[4] = (int)reader.ReadElementContentAsInt("PayPrice4", String.Empty);
730 } 733 }
731 734
735 private static void ProcessBuoyancy(SceneObjectPart obj, XmlTextReader reader)
736 {
737 obj.Buoyancy = (int)reader.ReadElementContentAsFloat("Buoyancy", String.Empty);
738 }
739
740 private static void ProcessVolumeDetectActive(SceneObjectPart obj, XmlTextReader reader)
741 {
742 obj.VolumeDetectActive = Util.ReadBoolean(reader);
743 }
744
732 #endregion 745 #endregion
733 746
734 #region TaskInventoryXmlProcessors 747 #region TaskInventoryXmlProcessors
@@ -1212,6 +1225,9 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1212 writer.WriteElementString("PayPrice3", sop.PayPrice[3].ToString()); 1225 writer.WriteElementString("PayPrice3", sop.PayPrice[3].ToString());
1213 writer.WriteElementString("PayPrice4", sop.PayPrice[4].ToString()); 1226 writer.WriteElementString("PayPrice4", sop.PayPrice[4].ToString());
1214 1227
1228 writer.WriteElementString("Buoyancy", sop.Buoyancy.ToString());
1229 writer.WriteElementString("VolumeDetectActive", sop.VolumeDetectActive.ToString().ToLower());
1230
1215 writer.WriteEndElement(); 1231 writer.WriteEndElement();
1216 } 1232 }
1217 1233
@@ -1496,12 +1512,6 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1496 { 1512 {
1497 TaskInventoryDictionary tinv = new TaskInventoryDictionary(); 1513 TaskInventoryDictionary tinv = new TaskInventoryDictionary();
1498 1514
1499 if (reader.IsEmptyElement)
1500 {
1501 reader.Read();
1502 return tinv;
1503 }
1504
1505 reader.ReadStartElement(name, String.Empty); 1515 reader.ReadStartElement(name, String.Empty);
1506 1516
1507 while (reader.Name == "TaskInventoryItem") 1517 while (reader.Name == "TaskInventoryItem")
@@ -1544,12 +1554,6 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1544 1554
1545 PrimitiveBaseShape shape = new PrimitiveBaseShape(); 1555 PrimitiveBaseShape shape = new PrimitiveBaseShape();
1546 1556
1547 if (reader.IsEmptyElement)
1548 {
1549 reader.Read();
1550 return shape;
1551 }
1552
1553 reader.ReadStartElement(name, String.Empty); // Shape 1557 reader.ReadStartElement(name, String.Empty); // Shape
1554 1558
1555 string nodeName = string.Empty; 1559 string nodeName = string.Empty;
diff --git a/OpenSim/Region/Framework/Scenes/UndoState.cs b/OpenSim/Region/Framework/Scenes/UndoState.cs
index 860172c..5ed3c79 100644
--- a/OpenSim/Region/Framework/Scenes/UndoState.cs
+++ b/OpenSim/Region/Framework/Scenes/UndoState.cs
@@ -30,12 +30,27 @@ using System.Reflection;
30using log4net; 30using log4net;
31using OpenMetaverse; 31using OpenMetaverse;
32using OpenSim.Region.Framework.Interfaces; 32using OpenSim.Region.Framework.Interfaces;
33using System;
33 34
34namespace OpenSim.Region.Framework.Scenes 35namespace OpenSim.Region.Framework.Scenes
35{ 36{
37 [Flags]
38 public enum UndoType
39 {
40 STATE_PRIM_POSITION = 1,
41 STATE_PRIM_ROTATION = 2,
42 STATE_PRIM_SCALE = 4,
43 STATE_PRIM_ALL = 7,
44 STATE_GROUP_POSITION = 8,
45 STATE_GROUP_ROTATION = 16,
46 STATE_GROUP_SCALE = 32,
47 STATE_GROUP_ALL = 56,
48 STATE_ALL = 63
49 }
50
36 public class UndoState 51 public class UndoState
37 { 52 {
38// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 53 // private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
39 54
40 public Vector3 Position = Vector3.Zero; 55 public Vector3 Position = Vector3.Zero;
41 public Vector3 Scale = Vector3.Zero; 56 public Vector3 Scale = Vector3.Zero;
@@ -57,37 +72,37 @@ namespace OpenSim.Region.Framework.Scenes
57 { 72 {
58 ForGroup = forGroup; 73 ForGroup = forGroup;
59 74
60// if (ForGroup) 75 // if (ForGroup)
61 Position = part.ParentGroup.AbsolutePosition; 76 Position = part.ParentGroup.AbsolutePosition;
62// else 77 // else
63// Position = part.OffsetPosition; 78 // Position = part.OffsetPosition;
64 79
65// m_log.DebugFormat( 80 // m_log.DebugFormat(
66// "[UNDO STATE]: Storing undo position {0} for root part", Position); 81 // "[UNDO STATE]: Storing undo position {0} for root part", Position);
67 82
68 Rotation = part.RotationOffset; 83 Rotation = part.RotationOffset;
69 84
70// m_log.DebugFormat( 85 // m_log.DebugFormat(
71// "[UNDO STATE]: Storing undo rotation {0} for root part", Rotation); 86 // "[UNDO STATE]: Storing undo rotation {0} for root part", Rotation);
72 87
73 Scale = part.Shape.Scale; 88 Scale = part.Shape.Scale;
74 89
75// m_log.DebugFormat( 90 // m_log.DebugFormat(
76// "[UNDO STATE]: Storing undo scale {0} for root part", Scale); 91 // "[UNDO STATE]: Storing undo scale {0} for root part", Scale);
77 } 92 }
78 else 93 else
79 { 94 {
80 Position = part.OffsetPosition; 95 Position = part.OffsetPosition;
81// m_log.DebugFormat( 96 // m_log.DebugFormat(
82// "[UNDO STATE]: Storing undo position {0} for child part", Position); 97 // "[UNDO STATE]: Storing undo position {0} for child part", Position);
83 98
84 Rotation = part.RotationOffset; 99 Rotation = part.RotationOffset;
85// m_log.DebugFormat( 100 // m_log.DebugFormat(
86// "[UNDO STATE]: Storing undo rotation {0} for child part", Rotation); 101 // "[UNDO STATE]: Storing undo rotation {0} for child part", Rotation);
87 102
88 Scale = part.Shape.Scale; 103 Scale = part.Shape.Scale;
89// m_log.DebugFormat( 104 // m_log.DebugFormat(
90// "[UNDO STATE]: Storing undo scale {0} for child part", Scale); 105 // "[UNDO STATE]: Storing undo scale {0} for child part", Scale);
91 } 106 }
92 } 107 }
93 108
@@ -121,9 +136,9 @@ namespace OpenSim.Region.Framework.Scenes
121 136
122 if (part.ParentID == 0) 137 if (part.ParentID == 0)
123 { 138 {
124// m_log.DebugFormat( 139 // m_log.DebugFormat(
125// "[UNDO STATE]: Undoing position to {0} for root part {1} {2}", 140 // "[UNDO STATE]: Undoing position to {0} for root part {1} {2}",
126// Position, part.Name, part.LocalId); 141 // Position, part.Name, part.LocalId);
127 142
128 if (Position != Vector3.Zero) 143 if (Position != Vector3.Zero)
129 { 144 {
@@ -133,9 +148,9 @@ namespace OpenSim.Region.Framework.Scenes
133 part.ParentGroup.UpdateRootPosition(Position); 148 part.ParentGroup.UpdateRootPosition(Position);
134 } 149 }
135 150
136// m_log.DebugFormat( 151 // m_log.DebugFormat(
137// "[UNDO STATE]: Undoing rotation {0} to {1} for root part {2} {3}", 152 // "[UNDO STATE]: Undoing rotation {0} to {1} for root part {2} {3}",
138// part.RotationOffset, Rotation, part.Name, part.LocalId); 153 // part.RotationOffset, Rotation, part.Name, part.LocalId);
139 154
140 if (ForGroup) 155 if (ForGroup)
141 part.UpdateRotation(Rotation); 156 part.UpdateRotation(Rotation);
@@ -144,9 +159,9 @@ namespace OpenSim.Region.Framework.Scenes
144 159
145 if (Scale != Vector3.Zero) 160 if (Scale != Vector3.Zero)
146 { 161 {
147// m_log.DebugFormat( 162 // m_log.DebugFormat(
148// "[UNDO STATE]: Undoing scale {0} to {1} for root part {2} {3}", 163 // "[UNDO STATE]: Undoing scale {0} to {1} for root part {2} {3}",
149// part.Shape.Scale, Scale, part.Name, part.LocalId); 164 // part.Shape.Scale, Scale, part.Name, part.LocalId);
150 165
151 if (ForGroup) 166 if (ForGroup)
152 part.ParentGroup.GroupResize(Scale); 167 part.ParentGroup.GroupResize(Scale);
@@ -161,24 +176,24 @@ namespace OpenSim.Region.Framework.Scenes
161 // Note: Updating these properties on sop automatically schedules an update if needed 176 // Note: Updating these properties on sop automatically schedules an update if needed
162 if (Position != Vector3.Zero) 177 if (Position != Vector3.Zero)
163 { 178 {
164// m_log.DebugFormat( 179 // m_log.DebugFormat(
165// "[UNDO STATE]: Undoing position {0} to {1} for child part {2} {3}", 180 // "[UNDO STATE]: Undoing position {0} to {1} for child part {2} {3}",
166// part.OffsetPosition, Position, part.Name, part.LocalId); 181 // part.OffsetPosition, Position, part.Name, part.LocalId);
167 182
168 part.OffsetPosition = Position; 183 part.OffsetPosition = Position;
169 } 184 }
170 185
171// m_log.DebugFormat( 186 // m_log.DebugFormat(
172// "[UNDO STATE]: Undoing rotation {0} to {1} for child part {2} {3}", 187 // "[UNDO STATE]: Undoing rotation {0} to {1} for child part {2} {3}",
173// part.RotationOffset, Rotation, part.Name, part.LocalId); 188 // part.RotationOffset, Rotation, part.Name, part.LocalId);
174 189
175 part.UpdateRotation(Rotation); 190 part.UpdateRotation(Rotation);
176 191
177 if (Scale != Vector3.Zero) 192 if (Scale != Vector3.Zero)
178 { 193 {
179// m_log.DebugFormat( 194 // m_log.DebugFormat(
180// "[UNDO STATE]: Undoing scale {0} to {1} for child part {2} {3}", 195 // "[UNDO STATE]: Undoing scale {0} to {1} for child part {2} {3}",
181// part.Shape.Scale, Scale, part.Name, part.LocalId); 196 // part.Shape.Scale, Scale, part.Name, part.LocalId);
182 197
183 part.Resize(Scale); 198 part.Resize(Scale);
184 } 199 }
@@ -247,4 +262,4 @@ namespace OpenSim.Region.Framework.Scenes
247 m_terrainModule.UndoTerrain(m_terrainChannel); 262 m_terrainModule.UndoTerrain(m_terrainChannel);
248 } 263 }
249 } 264 }
250} \ No newline at end of file 265}
diff --git a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
index efb68a2..411e421 100644
--- a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
+++ b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
@@ -87,10 +87,6 @@ namespace OpenSim.Region.Framework.Scenes
87 /// <param name="assetUuids">The assets gathered</param> 87 /// <param name="assetUuids">The assets gathered</param>
88 public void GatherAssetUuids(UUID assetUuid, AssetType assetType, IDictionary<UUID, AssetType> assetUuids) 88 public void GatherAssetUuids(UUID assetUuid, AssetType assetType, IDictionary<UUID, AssetType> assetUuids)
89 { 89 {
90 // avoid infinite loops
91 if (assetUuids.ContainsKey(assetUuid))
92 return;
93
94 try 90 try
95 { 91 {
96 assetUuids[assetUuid] = assetType; 92 assetUuids[assetUuid] = assetType;
diff --git a/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs b/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
index 32de85f..3164969 100644
--- a/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
+++ b/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
@@ -817,6 +817,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
817 public event ObjectOwner OnObjectOwner; 817 public event ObjectOwner OnObjectOwner;
818 public event DirPlacesQuery OnDirPlacesQuery; 818 public event DirPlacesQuery OnDirPlacesQuery;
819 public event DirFindQuery OnDirFindQuery; 819 public event DirFindQuery OnDirFindQuery;
820 public event MoveItemsAndLeaveCopy OnMoveItemsAndLeaveCopy;
820 public event DirLandQuery OnDirLandQuery; 821 public event DirLandQuery OnDirLandQuery;
821 public event DirPopularQuery OnDirPopularQuery; 822 public event DirPopularQuery OnDirPopularQuery;
822 public event DirClassifiedQuery OnDirClassifiedQuery; 823 public event DirClassifiedQuery OnDirClassifiedQuery;
@@ -833,7 +834,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
833 public event ClassifiedInfoRequest OnClassifiedInfoRequest; 834 public event ClassifiedInfoRequest OnClassifiedInfoRequest;
834 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate; 835 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate;
835 public event ClassifiedDelete OnClassifiedDelete; 836 public event ClassifiedDelete OnClassifiedDelete;
836 public event ClassifiedDelete OnClassifiedGodDelete; 837 public event ClassifiedGodDelete OnClassifiedGodDelete;
837 public event EventNotificationAddRequest OnEventNotificationAddRequest; 838 public event EventNotificationAddRequest OnEventNotificationAddRequest;
838 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest; 839 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest;
839 public event EventGodDelete OnEventGodDelete; 840 public event EventGodDelete OnEventGodDelete;
@@ -863,6 +864,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
863 public event GroupVoteHistoryRequest OnGroupVoteHistoryRequest; 864 public event GroupVoteHistoryRequest OnGroupVoteHistoryRequest;
864 public event SimWideDeletesDelegate OnSimWideDeletes; 865 public event SimWideDeletesDelegate OnSimWideDeletes;
865 public event SendPostcard OnSendPostcard; 866 public event SendPostcard OnSendPostcard;
867 public event ChangeInventoryItemFlags OnChangeInventoryItemFlags;
866 public event MuteListEntryUpdate OnUpdateMuteListEntry; 868 public event MuteListEntryUpdate OnUpdateMuteListEntry;
867 public event MuteListEntryRemove OnRemoveMuteListEntry; 869 public event MuteListEntryRemove OnRemoveMuteListEntry;
868 public event GodlikeMessage onGodlikeMessage; 870 public event GodlikeMessage onGodlikeMessage;
@@ -884,6 +886,11 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
884 886
885 public void Close() 887 public void Close()
886 { 888 {
889 Close(true);
890 }
891
892 public void Close(bool sendStop)
893 {
887 Disconnect(); 894 Disconnect();
888 } 895 }
889 896
diff --git a/OpenSim/Region/OptionalModules/Avatar/Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs b/OpenSim/Region/OptionalModules/Avatar/Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs
index 5323a95..1b675a6 100644
--- a/OpenSim/Region/OptionalModules/Avatar/Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs
+++ b/OpenSim/Region/OptionalModules/Avatar/Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs
@@ -563,7 +563,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.FreeSwitchVoice
563 563
564 public Hashtable FreeSwitchSLVoiceGetPreloginHTTPHandler(Hashtable request) 564 public Hashtable FreeSwitchSLVoiceGetPreloginHTTPHandler(Hashtable request)
565 { 565 {
566 m_log.Debug("[FreeSwitchVoice]: FreeSwitchSLVoiceGetPreloginHTTPHandler called"); 566// m_log.Debug("[FreeSwitchVoice] FreeSwitchSLVoiceGetPreloginHTTPHandler called");
567 567
568 Hashtable response = new Hashtable(); 568 Hashtable response = new Hashtable();
569 response["content_type"] = "text/xml"; 569 response["content_type"] = "text/xml";
@@ -714,7 +714,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.FreeSwitchVoice
714 714
715 public Hashtable FreeSwitchSLVoiceSigninHTTPHandler(Hashtable request) 715 public Hashtable FreeSwitchSLVoiceSigninHTTPHandler(Hashtable request)
716 { 716 {
717 m_log.Debug("[FreeSwitchVoice]: FreeSwitchSLVoiceSigninHTTPHandler called"); 717 //m_log.Debug("[FreeSwitchVoice] FreeSwitchSLVoiceSigninHTTPHandler called");
718// string requestbody = (string)request["body"]; 718// string requestbody = (string)request["body"];
719// string uri = (string)request["uri"]; 719// string uri = (string)request["uri"];
720// string contenttype = (string)request["content-type"]; 720// string contenttype = (string)request["content-type"];
diff --git a/OpenSim/Region/OptionalModules/Avatar/Voice/VivoxVoice/VivoxVoiceModule.cs b/OpenSim/Region/OptionalModules/Avatar/Voice/VivoxVoice/VivoxVoiceModule.cs
index 70e2f7e..0be0a19 100644
--- a/OpenSim/Region/OptionalModules/Avatar/Voice/VivoxVoice/VivoxVoiceModule.cs
+++ b/OpenSim/Region/OptionalModules/Avatar/Voice/VivoxVoice/VivoxVoiceModule.cs
@@ -190,7 +190,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
190 break; 190 break;
191 } 191 }
192 192
193 m_vivoxVoiceAccountApi = String.Format("http://{0}/api2", m_vivoxServer); 193 m_vivoxVoiceAccountApi = String.Format("https://{0}/api2", m_vivoxServer);
194 194
195 // Admin interface required values 195 // Admin interface required values
196 if (String.IsNullOrEmpty(m_vivoxServer) || 196 if (String.IsNullOrEmpty(m_vivoxServer) ||
@@ -749,7 +749,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
749 } 749 }
750 750
751 751
752 private static readonly string m_vivoxLoginPath = "http://{0}/api2/viv_signin.php?userid={1}&pwd={2}"; 752 private static readonly string m_vivoxLoginPath = "https://{0}/api2/viv_signin.php?userid={1}&pwd={2}";
753 753
754 /// <summary> 754 /// <summary>
755 /// Perform administrative login for Vivox. 755 /// Perform administrative login for Vivox.
@@ -762,7 +762,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
762 } 762 }
763 763
764 764
765 private static readonly string m_vivoxLogoutPath = "http://{0}/api2/viv_signout.php?auth_token={1}"; 765 private static readonly string m_vivoxLogoutPath = "https://{0}/api2/viv_signout.php?auth_token={1}";
766 766
767 /// <summary> 767 /// <summary>
768 /// Perform administrative logout for Vivox. 768 /// Perform administrative logout for Vivox.
@@ -774,7 +774,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
774 } 774 }
775 775
776 776
777 private static readonly string m_vivoxGetAccountPath = "http://{0}/api2/viv_get_acct.php?auth_token={1}&user_name={2}"; 777 private static readonly string m_vivoxGetAccountPath = "https://{0}/api2/viv_get_acct.php?auth_token={1}&user_name={2}";
778 778
779 /// <summary> 779 /// <summary>
780 /// Retrieve account information for the specified user. 780 /// Retrieve account information for the specified user.
@@ -787,7 +787,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
787 } 787 }
788 788
789 789
790 private static readonly string m_vivoxNewAccountPath = "http://{0}/api2/viv_adm_acct_new.php?username={1}&pwd={2}&auth_token={3}"; 790 private static readonly string m_vivoxNewAccountPath = "https://{0}/api2/viv_adm_acct_new.php?username={1}&pwd={2}&auth_token={3}";
791 791
792 /// <summary> 792 /// <summary>
793 /// Creates a new account. 793 /// Creates a new account.
@@ -802,7 +802,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
802 } 802 }
803 803
804 804
805 private static readonly string m_vivoxPasswordPath = "http://{0}/api2/viv_adm_password.php?user_name={1}&new_pwd={2}&auth_token={3}"; 805 private static readonly string m_vivoxPasswordPath = "https://{0}/api2/viv_adm_password.php?user_name={1}&new_pwd={2}&auth_token={3}";
806 806
807 /// <summary> 807 /// <summary>
808 /// Change the user's password. 808 /// Change the user's password.
@@ -814,7 +814,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
814 } 814 }
815 815
816 816
817 private static readonly string m_vivoxChannelPath = "http://{0}/api2/viv_chan_mod.php?mode={1}&chan_name={2}&auth_token={3}"; 817 private static readonly string m_vivoxChannelPath = "https://{0}/api2/viv_chan_mod.php?mode={1}&chan_name={2}&auth_token={3}";
818 818
819 /// <summary> 819 /// <summary>
820 /// Create a channel. 820 /// Create a channel.
@@ -888,7 +888,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
888 return false; 888 return false;
889 } 889 }
890 890
891 private static readonly string m_vivoxChannelSearchPath = "http://{0}/api2/viv_chan_search.php?cond_channame={1}&auth_token={2}"; 891 private static readonly string m_vivoxChannelSearchPath = "https://{0}/api2/viv_chan_search.php?cond_channame={1}&auth_token={2}";
892 892
893 /// <summary> 893 /// <summary>
894 /// Retrieve a channel. 894 /// Retrieve a channel.
@@ -1032,7 +1032,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
1032 return false; 1032 return false;
1033 } 1033 }
1034 1034
1035 // private static readonly string m_vivoxChannelById = "http://{0}/api2/viv_chan_mod.php?mode={1}&chan_id={2}&auth_token={3}"; 1035 // private static readonly string m_vivoxChannelById = "https://{0}/api2/viv_chan_mod.php?mode={1}&chan_id={2}&auth_token={3}";
1036 1036
1037 // private XmlElement VivoxGetChannelById(string parent, string channelid) 1037 // private XmlElement VivoxGetChannelById(string parent, string channelid)
1038 // { 1038 // {
@@ -1056,7 +1056,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
1056 /// In this case the call handles parent and description as optional values. 1056 /// In this case the call handles parent and description as optional values.
1057 /// </summary> 1057 /// </summary>
1058 1058
1059 private static readonly string m_vivoxChannelDel = "http://{0}/api2/viv_chan_mod.php?mode={1}&chan_id={2}&auth_token={3}"; 1059 private static readonly string m_vivoxChannelDel = "https://{0}/api2/viv_chan_mod.php?mode={1}&chan_id={2}&auth_token={3}";
1060 1060
1061 private XmlElement VivoxDeleteChannel(string parent, string channelid) 1061 private XmlElement VivoxDeleteChannel(string parent, string channelid)
1062 { 1062 {
@@ -1072,7 +1072,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
1072 /// Return information on channels in the given directory 1072 /// Return information on channels in the given directory
1073 /// </summary> 1073 /// </summary>
1074 1074
1075 private static readonly string m_vivoxChannelSearch = "http://{0}/api2/viv_chan_search.php?&cond_chanparent={1}&auth_token={2}"; 1075 private static readonly string m_vivoxChannelSearch = "https://{0}/api2/viv_chan_search.php?&cond_chanparent={1}&auth_token={2}";
1076 1076
1077 private XmlElement VivoxListChildren(string channelid) 1077 private XmlElement VivoxListChildren(string channelid)
1078 { 1078 {
diff --git a/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/GroupsModule.cs b/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/GroupsModule.cs
index d452905..b2c0f48 100644
--- a/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/GroupsModule.cs
+++ b/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/GroupsModule.cs
@@ -881,7 +881,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups
881 msg.dialog = dialog; 881 msg.dialog = dialog;
882 // msg.dialog = (byte)OpenMetaverse.InstantMessageDialog.GroupNotice; 882 // msg.dialog = (byte)OpenMetaverse.InstantMessageDialog.GroupNotice;
883 msg.fromGroup = true; 883 msg.fromGroup = true;
884 msg.offline = (byte)0; 884 msg.offline = (byte)1; // Allow this message to be stored for offline use
885 msg.ParentEstateID = 0; 885 msg.ParentEstateID = 0;
886 msg.Position = Vector3.Zero; 886 msg.Position = Vector3.Zero;
887 msg.RegionID = UUID.Zero.Guid; 887 msg.RegionID = UUID.Zero.Guid;
diff --git a/OpenSim/Region/OptionalModules/Scripting/XmlRpcRouterModule/XmlRpcRouterModule.cs b/OpenSim/Region/OptionalModules/Scripting/XmlRpcRouterModule/XmlRpcRouterModule.cs
index 32659c8..11c87f8 100644
--- a/OpenSim/Region/OptionalModules/Scripting/XmlRpcRouterModule/XmlRpcRouterModule.cs
+++ b/OpenSim/Region/OptionalModules/Scripting/XmlRpcRouterModule/XmlRpcRouterModule.cs
@@ -42,17 +42,22 @@ namespace OpenSim.Region.OptionalModules.Scripting.XmlRpcRouterModule
42 public class XmlRpcRouter : IRegionModule, IXmlRpcRouter 42 public class XmlRpcRouter : IRegionModule, IXmlRpcRouter
43 { 43 {
44 //private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 44 //private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
45 45 private bool m_enabled = false;
46 public void Initialise(Scene scene, IConfigSource config) 46 public void Initialise(Scene scene, IConfigSource config)
47 { 47 {
48 IConfig startupConfig = config.Configs["Startup"]; 48 IConfig startupConfig = config.Configs["XMLRPC"];
49 if (startupConfig == null) 49 if (startupConfig == null)
50 return; 50 return;
51 51
52 if (startupConfig.GetString("XmlRpcRouterModule", 52 if (startupConfig.GetString("XmlRpcRouterModule",
53 "XmlRpcRouterModule") == "XmlRpcRouterModule") 53 "") == "XmlRpcRouterModule")
54 { 54 {
55 scene.RegisterModuleInterface<IXmlRpcRouter>(this); 55 scene.RegisterModuleInterface<IXmlRpcRouter>(this);
56 m_enabled = true;
57 }
58 else
59 {
60 m_enabled = false;
56 } 61 }
57 } 62 }
58 63
@@ -76,7 +81,10 @@ namespace OpenSim.Region.OptionalModules.Scripting.XmlRpcRouterModule
76 81
77 public void RegisterNewReceiver(IScriptModule scriptEngine, UUID channel, UUID objectID, UUID itemID, string uri) 82 public void RegisterNewReceiver(IScriptModule scriptEngine, UUID channel, UUID objectID, UUID itemID, string uri)
78 { 83 {
79 scriptEngine.PostScriptEvent(itemID, "xmlrpc_uri", new Object[] {uri}); 84 if (m_enabled)
85 {
86 scriptEngine.PostScriptEvent(itemID, "xmlrpc_uri", new Object[] { uri });
87 }
80 } 88 }
81 89
82 public void ScriptRemoved(UUID itemID) 90 public void ScriptRemoved(UUID itemID)
diff --git a/OpenSim/Region/OptionalModules/World/MoneyModule/SampleMoneyModule.cs b/OpenSim/Region/OptionalModules/World/MoneyModule/SampleMoneyModule.cs
index 8fc50ff..54d4e92 100644
--- a/OpenSim/Region/OptionalModules/World/MoneyModule/SampleMoneyModule.cs
+++ b/OpenSim/Region/OptionalModules/World/MoneyModule/SampleMoneyModule.cs
@@ -838,6 +838,10 @@ namespace OpenSim.Region.OptionalModules.World.MoneyModule
838 if (module != null) 838 if (module != null)
839 module.BuyObject(remoteClient, categoryID, localID, saleType, salePrice); 839 module.BuyObject(remoteClient, categoryID, localID, saleType, salePrice);
840 } 840 }
841
842 public void MoveMoney(UUID fromAgentID, UUID toAgentID, int amount, string text)
843 {
844 }
841 } 845 }
842 846
843 public enum TransactionType : int 847 public enum TransactionType : int
diff --git a/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs b/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
index 84055cc..6c7a683 100644
--- a/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
+++ b/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
@@ -158,7 +158,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
158#pragma warning disable 67 158#pragma warning disable 67
159 public event Action<IClientAPI> OnLogout; 159 public event Action<IClientAPI> OnLogout;
160 public event ObjectPermissions OnObjectPermissions; 160 public event ObjectPermissions OnObjectPermissions;
161 161 public event MoveItemsAndLeaveCopy OnMoveItemsAndLeaveCopy;
162 public event MoneyTransferRequest OnMoneyTransferRequest; 162 public event MoneyTransferRequest OnMoneyTransferRequest;
163 public event ParcelBuy OnParcelBuy; 163 public event ParcelBuy OnParcelBuy;
164 public event Action<IClientAPI> OnConnectionClosed; 164 public event Action<IClientAPI> OnConnectionClosed;
@@ -363,7 +363,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
363 public event ClassifiedInfoRequest OnClassifiedInfoRequest; 363 public event ClassifiedInfoRequest OnClassifiedInfoRequest;
364 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate; 364 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate;
365 public event ClassifiedDelete OnClassifiedDelete; 365 public event ClassifiedDelete OnClassifiedDelete;
366 public event ClassifiedDelete OnClassifiedGodDelete; 366 public event ClassifiedGodDelete OnClassifiedGodDelete;
367 367
368 public event EventNotificationAddRequest OnEventNotificationAddRequest; 368 public event EventNotificationAddRequest OnEventNotificationAddRequest;
369 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest; 369 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest;
@@ -402,6 +402,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
402 public event GroupVoteHistoryRequest OnGroupVoteHistoryRequest; 402 public event GroupVoteHistoryRequest OnGroupVoteHistoryRequest;
403 public event SimWideDeletesDelegate OnSimWideDeletes; 403 public event SimWideDeletesDelegate OnSimWideDeletes;
404 public event SendPostcard OnSendPostcard; 404 public event SendPostcard OnSendPostcard;
405 public event ChangeInventoryItemFlags OnChangeInventoryItemFlags;
405 public event MuteListEntryUpdate OnUpdateMuteListEntry; 406 public event MuteListEntryUpdate OnUpdateMuteListEntry;
406 public event MuteListEntryRemove OnRemoveMuteListEntry; 407 public event MuteListEntryRemove OnRemoveMuteListEntry;
407 public event GodlikeMessage onGodlikeMessage; 408 public event GodlikeMessage onGodlikeMessage;
@@ -837,8 +838,11 @@ namespace OpenSim.Region.OptionalModules.World.NPC
837 838
838 public void Close() 839 public void Close()
839 { 840 {
840 // Remove ourselves from the scene 841 Close(true);
841 m_scene.RemoveClient(AgentId, false); 842 }
843
844 public void Close(bool sendStop)
845 {
842 } 846 }
843 847
844 public void Start() 848 public void Start()
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..58e2e4c
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs
@@ -0,0 +1,1437 @@
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 jumping = false; // add for jumping
94 private bool m_iscolliding = false;
95 private bool m_iscollidingGround = false;
96 private bool m_wascolliding = false;
97 private bool m_wascollidingGround = false;
98 private bool m_iscollidingObj = false;
99 private bool m_alwaysRun = false;
100 private bool m_hackSentFall = false;
101 private bool m_hackSentFly = false;
102 private int m_requestedUpdateFrequency = 0;
103 private Vector3 m_taintPosition = Vector3.Zero;
104 public uint m_localID = 0;
105 public bool m_returnCollisions = false;
106 // taints and their non-tainted counterparts
107 public bool m_isPhysical = false; // the current physical status
108 public bool m_tainted_isPhysical = false; // set when the physical status is tainted (false=not existing in physics engine, true=existing)
109 public float MinimumGroundFlightOffset = 3f;
110
111 private float m_tainted_CAPSULE_LENGTH; // set when the capsule length changes.
112 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
113
114
115 private float m_buoyancy = 0f;
116
117 // private CollisionLocker ode;
118
119 private string m_name = String.Empty;
120
121 private bool[] m_colliderarr = new bool[11];
122 private bool[] m_colliderGroundarr = new bool[11];
123
124 // Default we're a Character
125 private CollisionCategories m_collisionCategories = (CollisionCategories.Character);
126
127 // Default, Collide with Other Geometries, spaces, bodies and characters.
128 private CollisionCategories m_collisionFlags = (CollisionCategories.Geom
129 | CollisionCategories.Space
130 | CollisionCategories.Body
131 | CollisionCategories.Character
132 | CollisionCategories.Land);
133 public IntPtr Body = IntPtr.Zero;
134 private OdeScene _parent_scene;
135 public IntPtr Shell = IntPtr.Zero;
136 public IntPtr Amotor = IntPtr.Zero;
137 public d.Mass ShellMass;
138 public bool collidelock = false;
139
140 public int m_eventsubscription = 0;
141 private CollisionEventUpdate CollisionEventsThisFrame = new CollisionEventUpdate();
142
143 // unique UUID of this character object
144 public UUID m_uuid;
145 public bool bad = false;
146 private Object m_syncRoot = new Object();
147
148 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)
149 {
150 m_uuid = UUID.Random();
151
152 if (pos.IsFinite())
153 {
154 if (pos.Z > 9999999f)
155 {
156 pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
157 }
158 if (pos.Z < -90000f)
159 {
160 pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
161 }
162 _position = pos;
163 m_taintPosition.X = pos.X;
164 m_taintPosition.Y = pos.Y;
165 m_taintPosition.Z = pos.Z;
166 }
167 else
168 {
169 _position = new Vector3(((float)_parent_scene.WorldExtents.X * 0.5f), ((float)_parent_scene.WorldExtents.Y * 0.5f), parent_scene.GetTerrainHeightAtXY(128f, 128f) + 10f);
170 m_taintPosition.X = _position.X;
171 m_taintPosition.Y = _position.Y;
172 m_taintPosition.Z = _position.Z;
173 m_log.Warn("[PHYSICS]: Got NaN Position on Character Create");
174 }
175
176 _parent_scene = parent_scene;
177
178 PID_D = pid_d;
179 PID_P = pid_p;
180 CAPSULE_RADIUS = capsule_radius;
181 m_tensor = tensor;
182 m_density = density;
183 heightFudgeFactor = height_fudge_factor;
184 walkDivisor = walk_divisor;
185 runDivisor = rundivisor;
186
187 // m_StandUpRotation =
188 // new d.Matrix3(0.5f, 0.7071068f, 0.5f, -0.7071068f, 0f, 0.7071068f, 0.5f, -0.7071068f,
189 // 0.5f);
190
191 for (int i = 0; i < 11; i++)
192 {
193 m_colliderarr[i] = false;
194 }
195 CAPSULE_LENGTH = (size.Z * 1.15f) - CAPSULE_RADIUS * 2.0f;
196 //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
197 m_tainted_CAPSULE_LENGTH = CAPSULE_LENGTH;
198
199 m_isPhysical = false; // current status: no ODE information exists
200 m_tainted_isPhysical = true; // new tainted status: need to create ODE information
201
202 _parent_scene.AddPhysicsActorTaint(this);
203
204 m_name = avName;
205 }
206
207 public override int PhysicsActorType
208 {
209 get { return (int) ActorTypes.Agent; }
210 set { return; }
211 }
212
213 /// <summary>
214 /// If this is set, the avatar will move faster
215 /// </summary>
216 public override bool SetAlwaysRun
217 {
218 get { return m_alwaysRun; }
219 set { m_alwaysRun = value; }
220 }
221
222 public override uint LocalID
223 {
224 set { m_localID = value; }
225 }
226
227 public override bool Grabbed
228 {
229 set { return; }
230 }
231
232 public override bool Selected
233 {
234// set { return; }
235 set { jumping = value; } // add for jumping flag
236 }
237
238 public override float Buoyancy
239 {
240 get { return m_buoyancy; }
241 set { m_buoyancy = value; }
242 }
243
244 public override bool FloatOnWater
245 {
246 set { return; }
247 }
248
249 public override bool IsPhysical
250 {
251 get { return false; }
252 set { return; }
253 }
254
255 public override bool ThrottleUpdates
256 {
257 get { return false; }
258 set { return; }
259 }
260
261 public override bool Flying
262 {
263 get { return flying; }
264 set { flying = value; }
265 }
266
267 /// <summary>
268 /// Returns if the avatar is colliding in general.
269 /// This includes the ground and objects and avatar.
270 /// </summary>
271 public override bool IsColliding
272 {
273//#@ get { return m_iscolliding; }
274 get { //##
275//Console.WriteLine(">>>>>>>>>>>> IC get = {0}", m_iscolliding); //##
276 return m_iscolliding; } //##
277 set
278 {
279 int i;
280 int truecount = 0;
281 int falsecount = 0;
282
283 if (m_colliderarr.Length >= 10)
284 {
285 for (i = 0; i < 10; i++)
286 {
287 m_colliderarr[i] = m_colliderarr[i + 1];
288 }
289 }
290 m_colliderarr[10] = value;
291
292 for (i = 0; i < 11; i++)
293 {
294 if (m_colliderarr[i])
295 {
296 truecount++;
297 }
298 else
299 {
300 falsecount++;
301 }
302 }
303
304 // Equal truecounts and false counts means we're colliding with something.
305
306 if (falsecount > 1.2*truecount)
307 {
308 m_iscolliding = false;
309 }
310 else
311 {
312 m_iscolliding = true;
313 }
314// ## Console.WriteLine("IC SET = {0} t{1} f{2} i {3}", value, truecount, falsecount, m_iscolliding);
315 if (m_wascolliding != m_iscolliding)
316 {
317 //base.SendCollisionUpdate(new CollisionEventUpdate());
318 }
319 m_wascolliding = m_iscolliding;
320 }
321 }
322
323 /// <summary>
324 /// Returns if an avatar is colliding with the ground
325 /// </summary>
326 public override bool CollidingGround
327 {
328 get { return m_iscollidingGround; }
329 set
330 {
331 // Collisions against the ground are not really reliable
332 // So, to get a consistant value we have to average the current result over time
333 // Currently we use 1 second = 10 calls to this.
334 int i;
335 int truecount = 0;
336 int falsecount = 0;
337
338 if (m_colliderGroundarr.Length >= 10)
339 {
340 for (i = 0; i < 10; i++)
341 {
342 m_colliderGroundarr[i] = m_colliderGroundarr[i + 1];
343 }
344 }
345 m_colliderGroundarr[10] = value;
346
347 for (i = 0; i < 11; i++)
348 {
349 if (m_colliderGroundarr[i])
350 {
351 truecount++;
352 }
353 else
354 {
355 falsecount++;
356 }
357 }
358
359 // Equal truecounts and false counts means we're colliding with something.
360
361 if (falsecount > 1.2*truecount)
362 {
363 m_iscollidingGround = false;
364 }
365 else
366 {
367 m_iscollidingGround = true;
368 }
369 if (m_wascollidingGround != m_iscollidingGround)
370 {
371 //base.SendCollisionUpdate(new CollisionEventUpdate());
372 }
373 m_wascollidingGround = m_iscollidingGround;
374 }
375 }
376
377 /// <summary>
378 /// Returns if the avatar is colliding with an object
379 /// </summary>
380 public override bool CollidingObj
381 {
382 get { return m_iscollidingObj; }
383 set
384 {
385 m_iscollidingObj = value;
386 if (value)
387 m_pidControllerActive = false;
388 else
389 m_pidControllerActive = true;
390 }
391 }
392
393 /// <summary>
394 /// turn the PID controller on or off.
395 /// The PID Controller will turn on all by itself in many situations
396 /// </summary>
397 /// <param name="status"></param>
398 public void SetPidStatus(bool status)
399 {
400 m_pidControllerActive = status;
401 }
402
403 public override bool Stopped
404 {
405 get { return _zeroFlag; }
406 }
407
408 /// <summary>
409 /// This 'puts' an avatar somewhere in the physics space.
410 /// Not really a good choice unless you 'know' it's a good
411 /// spot otherwise you're likely to orbit the avatar.
412 /// </summary>
413 public override Vector3 Position
414 {
415 get { return _position; }
416 set
417 {
418 if (Body == IntPtr.Zero || Shell == IntPtr.Zero)
419 {
420 if (value.IsFinite())
421 {
422 if (value.Z > 9999999f)
423 {
424 value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
425 }
426 if (value.Z < -90000f)
427 {
428 value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
429 }
430
431 _position.X = value.X;
432 _position.Y = value.Y;
433 _position.Z = value.Z;
434
435 m_taintPosition.X = value.X;
436 m_taintPosition.Y = value.Y;
437 m_taintPosition.Z = value.Z;
438 _parent_scene.AddPhysicsActorTaint(this);
439 }
440 else
441 {
442 m_log.Warn("[PHYSICS]: Got a NaN Position from Scene on a Character");
443 }
444 }
445 }
446 }
447
448 public override Vector3 RotationalVelocity
449 {
450 get { return m_rotationalVelocity; }
451 set { m_rotationalVelocity = value; }
452 }
453
454 /// <summary>
455 /// This property sets the height of the avatar only. We use the height to make sure the avatar stands up straight
456 /// and use it to offset landings properly
457 /// </summary>
458 public override Vector3 Size
459 {
460 get { return new Vector3(CAPSULE_RADIUS * 2, CAPSULE_RADIUS * 2, CAPSULE_LENGTH); }
461 set
462 {
463 if (value.IsFinite())
464 {
465 m_pidControllerActive = true;
466
467 Vector3 SetSize = value;
468 m_tainted_CAPSULE_LENGTH = (SetSize.Z*1.15f) - CAPSULE_RADIUS*2.0f;
469 //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
470
471 Velocity = Vector3.Zero;
472 m_taintPosition = _position; // update the stale taint position
473 _parent_scene.AddPhysicsActorTaint(this);
474 }
475 else
476 {
477 m_log.Warn("[PHYSICS]: Got a NaN Size from Scene on a Character");
478 }
479 }
480 }
481
482 private void AlignAvatarTiltWithCurrentDirectionOfMovement(Vector3 movementVector)
483 {
484 movementVector.Z = 0f;
485 float magnitude = (float)Math.Sqrt((double)(movementVector.X * movementVector.X + movementVector.Y * movementVector.Y));
486 if (magnitude < 0.1f) return;
487
488 // normalize the velocity vector
489 float invMagnitude = 1.0f / magnitude;
490 movementVector.X *= invMagnitude;
491 movementVector.Y *= invMagnitude;
492
493 // if we change the capsule heading too often, the capsule can fall down
494 // therefore we snap movement vector to just 1 of 4 predefined directions (ne, nw, se, sw),
495 // meaning only 4 possible capsule tilt orientations
496 if (movementVector.X > 0)
497 {
498 // east
499 if (movementVector.Y > 0)
500 {
501 // northeast
502 movementVector.X = (float)Math.Sqrt(2.0);
503 movementVector.Y = (float)Math.Sqrt(2.0);
504 }
505 else
506 {
507 // southeast
508 movementVector.X = (float)Math.Sqrt(2.0);
509 movementVector.Y = -(float)Math.Sqrt(2.0);
510 }
511 }
512 else
513 {
514 // west
515 if (movementVector.Y > 0)
516 {
517 // northwest
518 movementVector.X = -(float)Math.Sqrt(2.0);
519 movementVector.Y = (float)Math.Sqrt(2.0);
520 }
521 else
522 {
523 // southwest
524 movementVector.X = -(float)Math.Sqrt(2.0);
525 movementVector.Y = -(float)Math.Sqrt(2.0);
526 }
527 }
528
529
530 // movementVector.Z is zero
531
532 // calculate tilt components based on desired amount of tilt and current (snapped) heading.
533 // the "-" sign is to force the tilt to be OPPOSITE the direction of movement.
534 float xTiltComponent = -movementVector.X * m_tiltMagnitudeWhenProjectedOnXYPlane;
535 float yTiltComponent = -movementVector.Y * m_tiltMagnitudeWhenProjectedOnXYPlane;
536
537 //m_log.Debug("[PHYSICS] changing avatar tilt");
538 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, xTiltComponent);
539 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, xTiltComponent); // must be same as lowstop, else a different, spurious tilt is introduced
540 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, yTiltComponent);
541 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, yTiltComponent); // same as lowstop
542 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, 0f);
543 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f); // same as lowstop
544 }
545
546 /// <summary>
547 /// This creates the Avatar's physical Surrogate at the position supplied
548 /// </summary>
549 /// <param name="npositionX"></param>
550 /// <param name="npositionY"></param>
551 /// <param name="npositionZ"></param>
552
553 // WARNING: This MUST NOT be called outside of ProcessTaints, else we can have unsynchronized access
554 // to ODE internals. ProcessTaints is called from within thread-locked Simulate(), so it is the only
555 // place that is safe to call this routine AvatarGeomAndBodyCreation.
556 private void AvatarGeomAndBodyCreation(float npositionX, float npositionY, float npositionZ, float tensor)
557 {
558 //CAPSULE_LENGTH = -5;
559 //CAPSULE_RADIUS = -5;
560 int dAMotorEuler = 1;
561 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
562 if (CAPSULE_LENGTH <= 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_LENGTH = 0.01f;
566
567 }
568
569 if (CAPSULE_RADIUS <= 0)
570 {
571 m_log.Warn("[PHYSICS]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!");
572 CAPSULE_RADIUS = 0.01f;
573
574 }
575
576 if(Shell != IntPtr.Zero)
577 {
578 try
579 {
580 d.GeomDestroy(Shell);
581 }
582 catch (System.AccessViolationException)
583 {
584 m_log.Error("[PHYSICS]: PrimGeom dead");
585 }
586 // Remove any old entries
587//string tShell;
588//_parent_scene.geom_name_map.TryGetValue(Shell, out tShell);
589//Console.WriteLine("**** Remove {0}", tShell);
590 if(_parent_scene.geom_name_map.ContainsKey(Shell)) _parent_scene.geom_name_map.Remove(Shell);
591 if(_parent_scene.actor_name_map.ContainsKey(Shell)) _parent_scene.actor_name_map.Remove(Shell);
592 }
593
594 Shell = d.CreateCapsule(_parent_scene.space, CAPSULE_RADIUS, CAPSULE_LENGTH);
595 _parent_scene.geom_name_map[Shell] = m_name;
596 _parent_scene.actor_name_map[Shell] = (PhysicsActor)this;
597//Console.WriteLine("**** Create {2} Dicts: actor={0} name={1} height={3} rad={4}", _parent_scene.actor_name_map.Count, _parent_scene.geom_name_map.Count, m_name, CAPSULE_LENGTH, CAPSULE_RADIUS);
598
599 d.GeomSetCategoryBits(Shell, (int)m_collisionCategories);
600 d.GeomSetCollideBits(Shell, (int)m_collisionFlags);
601
602 d.MassSetCapsuleTotal(out ShellMass, m_mass, 2, CAPSULE_RADIUS, CAPSULE_LENGTH);
603 Body = d.BodyCreate(_parent_scene.world);
604 d.BodySetPosition(Body, npositionX, npositionY, npositionZ);
605
606 _position.X = npositionX;
607 _position.Y = npositionY;
608 _position.Z = npositionZ;
609
610
611 m_taintPosition.X = npositionX;
612 m_taintPosition.Y = npositionY;
613 m_taintPosition.Z = npositionZ;
614
615 d.BodySetMass(Body, ref ShellMass);
616 d.Matrix3 m_caprot;
617 // 90 Stand up on the cap of the capped cyllinder
618 if (_parent_scene.IsAvCapsuleTilted)
619 {
620 d.RFromAxisAndAngle(out m_caprot, 1, 0, 1, (float)(Math.PI / 2));
621 }
622 else
623 {
624 d.RFromAxisAndAngle(out m_caprot, 0, 0, 1, (float)(Math.PI / 2));
625 }
626
627
628 d.GeomSetRotation(Shell, ref m_caprot);
629 d.BodySetRotation(Body, ref m_caprot);
630
631 d.GeomSetBody(Shell, Body);
632
633
634 // The purpose of the AMotor here is to keep the avatar's physical
635 // surrogate from rotating while moving
636 Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
637 d.JointAttach(Amotor, Body, IntPtr.Zero);
638 d.JointSetAMotorMode(Amotor, dAMotorEuler);
639 d.JointSetAMotorNumAxes(Amotor, 3);
640 d.JointSetAMotorAxis(Amotor, 0, 0, 1, 0, 0);
641 d.JointSetAMotorAxis(Amotor, 1, 0, 0, 1, 0);
642 d.JointSetAMotorAxis(Amotor, 2, 0, 0, 0, 1);
643 d.JointSetAMotorAngle(Amotor, 0, 0);
644 d.JointSetAMotorAngle(Amotor, 1, 0);
645 d.JointSetAMotorAngle(Amotor, 2, 0);
646
647 // These lowstops and high stops are effectively (no wiggle room)
648 if (_parent_scene.IsAvCapsuleTilted)
649 {
650 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, -0.000000000001f);
651 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -0.000000000001f);
652 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, -0.000000000001f);
653 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0.000000000001f);
654 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0.000000000001f);
655 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0.000000000001f);
656 }
657 else
658 {
659 #region Documentation of capsule motor LowStop and HighStop parameters
660 // Intentionally introduce some tilt into the capsule by setting
661 // the motor stops to small epsilon values. This small tilt prevents
662 // the capsule from falling into the terrain; a straight-up capsule
663 // (with -0..0 motor stops) falls into the terrain for reasons yet
664 // to be comprehended in their entirety.
665 #endregion
666 AlignAvatarTiltWithCurrentDirectionOfMovement(Vector3.Zero);
667 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, 0.08f);
668 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -0f);
669 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, 0.08f);
670 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0.08f); // must be same as lowstop, else a different, spurious tilt is introduced
671 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f); // same as lowstop
672 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0.08f); // same as lowstop
673 }
674
675 // Fudge factor is 1f by default, we're setting it to 0. We don't want it to Fudge or the
676 // capped cyllinder will fall over
677 d.JointSetAMotorParam(Amotor, (int)dParam.FudgeFactor, 0f);
678 d.JointSetAMotorParam(Amotor, (int)dParam.FMax, tensor);
679
680 //d.Matrix3 bodyrotation = d.BodyGetRotation(Body);
681 //d.QfromR(
682 //d.Matrix3 checkrotation = new d.Matrix3(0.7071068,0.5, -0.7071068,
683 //
684 //m_log.Info("[PHYSICSAV]: Rotation: " + bodyrotation.M00 + " : " + bodyrotation.M01 + " : " + bodyrotation.M02 + " : " + bodyrotation.M10 + " : " + bodyrotation.M11 + " : " + bodyrotation.M12 + " : " + bodyrotation.M20 + " : " + bodyrotation.M21 + " : " + bodyrotation.M22);
685 //standupStraight();
686 }
687
688 //
689 /// <summary>
690 /// Uses the capped cyllinder volume formula to calculate the avatar's mass.
691 /// This may be used in calculations in the scene/scenepresence
692 /// </summary>
693 public override float Mass
694 {
695 get
696 {
697 float AVvolume = (float) (Math.PI*Math.Pow(CAPSULE_RADIUS, 2)*CAPSULE_LENGTH);
698 return m_density*AVvolume;
699 }
700 }
701 public override void link(PhysicsActor obj)
702 {
703
704 }
705
706 public override void delink()
707 {
708
709 }
710
711 public override void LockAngularMotion(Vector3 axis)
712 {
713
714 }
715
716// This code is very useful. Written by DanX0r. We're just not using it right now.
717// Commented out to prevent a warning.
718//
719// private void standupStraight()
720// {
721// // The purpose of this routine here is to quickly stabilize the Body while it's popped up in the air.
722// // The amotor needs a few seconds to stabilize so without it, the avatar shoots up sky high when you
723// // change appearance and when you enter the simulator
724// // After this routine is done, the amotor stabilizes much quicker
725// d.Vector3 feet;
726// d.Vector3 head;
727// d.BodyGetRelPointPos(Body, 0.0f, 0.0f, -1.0f, out feet);
728// d.BodyGetRelPointPos(Body, 0.0f, 0.0f, 1.0f, out head);
729// float posture = head.Z - feet.Z;
730
731// // restoring force proportional to lack of posture:
732// float servo = (2.5f - posture) * POSTURE_SERVO;
733// d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, servo, 0.0f, 0.0f, 1.0f);
734// d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, -servo, 0.0f, 0.0f, -1.0f);
735// //d.Matrix3 bodyrotation = d.BodyGetRotation(Body);
736// //m_log.Info("[PHYSICSAV]: Rotation: " + bodyrotation.M00 + " : " + bodyrotation.M01 + " : " + bodyrotation.M02 + " : " + bodyrotation.M10 + " : " + bodyrotation.M11 + " : " + bodyrotation.M12 + " : " + bodyrotation.M20 + " : " + bodyrotation.M21 + " : " + bodyrotation.M22);
737// }
738
739 public override Vector3 Force
740 {
741 get { return _target_velocity; }
742 set { return; }
743 }
744
745 public override int VehicleType
746 {
747 get { return 0; }
748 set { return; }
749 }
750
751 public override void VehicleFloatParam(int param, float value)
752 {
753
754 }
755
756 public override void VehicleVectorParam(int param, Vector3 value)
757 {
758
759 }
760
761 public override void VehicleRotationParam(int param, Quaternion rotation)
762 {
763
764 }
765
766 public override void VehicleFlags(int flags, bool remove)
767 {
768 }
769
770 public override void SetVolumeDetect(int param)
771 {
772
773 }
774
775 public override Vector3 CenterOfMass
776 {
777 get { return Vector3.Zero; }
778 }
779
780 public override Vector3 GeometricCenter
781 {
782 get { return Vector3.Zero; }
783 }
784
785 public override PrimitiveBaseShape Shape
786 {
787 set { return; }
788 }
789
790 public override Vector3 Velocity
791 {
792 get {
793 // There's a problem with Vector3.Zero! Don't Use it Here!
794 if (_zeroFlag)
795 return Vector3.Zero;
796 m_lastUpdateSent = false;
797 return _velocity;
798 }
799 set
800 {
801 if (value.IsFinite())
802 {
803 m_pidControllerActive = true;
804 _target_velocity = value;
805 }
806 else
807 {
808 m_log.Warn("[PHYSICS]: Got a NaN velocity from Scene in a Character");
809 }
810 }
811 }
812
813 public override Vector3 Torque
814 {
815 get { return Vector3.Zero; }
816 set { return; }
817 }
818
819 public override float CollisionScore
820 {
821 get { return 0f; }
822 set { }
823 }
824
825 public override bool Kinematic
826 {
827 get { return false; }
828 set { }
829 }
830
831 public override Quaternion Orientation
832 {
833 get { return Quaternion.Identity; }
834 set {
835 //Matrix3 or = Orientation.ToRotationMatrix();
836 //d.Matrix3 ord = new d.Matrix3(or.m00, or.m10, or.m20, or.m01, or.m11, or.m21, or.m02, or.m12, or.m22);
837 //d.BodySetRotation(Body, ref ord);
838 }
839 }
840
841 public override Vector3 Acceleration
842 {
843 get { return _acceleration; }
844 }
845
846 public void SetAcceleration(Vector3 accel)
847 {
848 m_pidControllerActive = true;
849 _acceleration = accel;
850 }
851
852 /// <summary>
853 /// Adds the force supplied to the Target Velocity
854 /// The PID controller takes this target velocity and tries to make it a reality
855 /// </summary>
856 /// <param name="force"></param>
857 public override void AddForce(Vector3 force, bool pushforce)
858 {
859 if (force.IsFinite())
860 {
861 if (pushforce)
862 {
863 m_pidControllerActive = false;
864 force *= 100f;
865//Console.WriteLine("DF 1"); // ##
866 if (!force.ApproxEquals(Vector3.Zero, 0.01f))
867 doForce(force);
868 // If uncommented, things get pushed off world
869 //
870 // m_log.Debug("Push!");
871 // _target_velocity.X += force.X;
872 // _target_velocity.Y += force.Y;
873 // _target_velocity.Z += force.Z;
874 }
875 else
876 {
877 m_pidControllerActive = true;
878 _target_velocity.X += force.X;
879 _target_velocity.Y += force.Y;
880 _target_velocity.Z += force.Z;
881 }
882 }
883 else
884 {
885 m_log.Warn("[PHYSICS]: Got a NaN force applied to a Character");
886 }
887 //m_lastUpdateSent = false;
888 }
889
890 public override void AddAngularForce(Vector3 force, bool pushforce)
891 {
892
893 }
894
895 /// <summary>
896 /// After all of the forces add up with 'add force' we apply them with doForce
897 /// </summary>
898 /// <param name="force"></param>
899 public void doForce(Vector3 force)
900 {
901 if (!collidelock)
902 {
903 d.BodyAddForce(Body, force.X, force.Y, force.Z);
904 //d.BodySetRotation(Body, ref m_StandUpRotation);
905 //standupStraight();
906 d.Vector3 vel = d.BodyGetLinearVel(Body); //##
907//Console.WriteLine("AvVel <{0},{1},{2}>", vel.X, vel.Y, vel.Z); //##
908 }
909 }
910
911 public override void SetMomentum(Vector3 momentum)
912 {
913 }
914
915
916 /// <summary>
917 /// Called from Simulate
918 /// This is the avatar's movement control + PID Controller
919 /// </summary>
920 /// <param name="timeStep"></param>
921 public void Move(float timeStep, List<OdeCharacter> defects)
922 {
923 // no lock; for now it's only called from within Simulate()
924
925 // If the PID Controller isn't active then we set our force
926 // calculating base velocity to the current position
927
928 if (Body == IntPtr.Zero)
929 return;
930
931 if (m_pidControllerActive == false)
932 {
933 _zeroPosition = d.BodyGetPosition(Body);
934 }
935 //PidStatus = true;
936
937 d.Vector3 localpos = d.BodyGetPosition(Body);
938 Vector3 localPos = new Vector3(localpos.X, localpos.Y, localpos.Z);
939
940 if (!localPos.IsFinite())
941 {
942
943 m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
944 defects.Add(this);
945 // _parent_scene.RemoveCharacter(this);
946
947 // destroy avatar capsule and related ODE data
948 if (Amotor != IntPtr.Zero)
949 {
950 // Kill the Amotor
951 d.JointDestroy(Amotor);
952 Amotor = IntPtr.Zero;
953 }
954
955 //kill the Geometry
956 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
957
958 if (Body != IntPtr.Zero)
959 {
960 //kill the body
961 d.BodyDestroy(Body);
962
963 Body = IntPtr.Zero;
964 }
965
966 if(Shell != IntPtr.Zero)
967 {
968 try
969 {
970 d.GeomDestroy(Shell);
971 }
972 catch (System.AccessViolationException)
973 {
974 m_log.Error("[PHYSICS]: PrimGeom dead");
975 }
976 // Remove any old entries
977//string tShell;
978//_parent_scene.geom_name_map.TryGetValue(Shell, out tShell);
979//Console.WriteLine("**** Remove {0}", tShell);
980
981 if(_parent_scene.geom_name_map.ContainsKey(Shell)) _parent_scene.geom_name_map.Remove(Shell);
982 if(_parent_scene.actor_name_map.ContainsKey(Shell)) _parent_scene.actor_name_map.Remove(Shell);
983 Shell = IntPtr.Zero;
984 }
985
986 return;
987 }
988
989 Vector3 vec = Vector3.Zero;
990 d.Vector3 vel = d.BodyGetLinearVel(Body);
991
992 float movementdivisor = 1f;
993
994 if (!m_alwaysRun)
995 {
996 movementdivisor = walkDivisor;
997 }
998 else
999 {
1000 movementdivisor = runDivisor;
1001 }
1002
1003 // if velocity is zero, use position control; otherwise, velocity control
1004 if (_target_velocity.X == 0.0f && _target_velocity.Y == 0.0f && _target_velocity.Z == 0.0f && m_iscolliding)
1005 {
1006 // keep track of where we stopped. No more slippin' & slidin'
1007 if (!_zeroFlag)
1008 {
1009 _zeroFlag = true;
1010 _zeroPosition = d.BodyGetPosition(Body);
1011 }
1012 if (m_pidControllerActive)
1013 {
1014 // We only want to deactivate the PID Controller if we think we want to have our surrogate
1015 // react to the physics scene by moving it's position.
1016 // Avatar to Avatar collisions
1017 // Prim to avatar collisions
1018
1019 d.Vector3 pos = d.BodyGetPosition(Body);
1020 float errX = _zeroPosition.X - pos.X;
1021 float errY = _zeroPosition.Y - pos.Y;
1022 if( (Math.Abs(errX) > 0.1f) || (Math.Abs(errY) > 0.1f) )
1023 {
1024 vec.X = (_target_velocity.X - vel.X) * (PID_D) + (errX) * (PID_P * 2);
1025 vec.Y = (_target_velocity.Y - vel.Y) * (PID_D) + (errY) * (PID_P * 2);
1026 }
1027 else
1028 { // close, jump to lateral destination
1029 d.BodySetPosition(Body, _zeroPosition.X, _zeroPosition.Y, pos.Z);
1030 }
1031// if (flying)
1032 if (flying || jumping) // add for jumping
1033 {
1034 vec.Z = (_target_velocity.Z - vel.Z) * (PID_D) + (_zeroPosition.Z - pos.Z) * PID_P;
1035 }
1036 }
1037 //PidStatus = true;
1038 }
1039 else
1040 {
1041 m_pidControllerActive = true;
1042 _zeroFlag = false;
1043 if (m_iscolliding && !flying)
1044 {
1045 // We're standing on something
1046 vec.X = ((_target_velocity.X / movementdivisor) - vel.X) * (PID_D);
1047 vec.Y = ((_target_velocity.Y / movementdivisor) - vel.Y) * (PID_D);
1048 }
1049 else if (m_iscolliding && flying)
1050 {
1051 // We're flying and colliding with something
1052 vec.X = ((_target_velocity.X/movementdivisor) - vel.X)*(PID_D / 16);
1053 vec.Y = ((_target_velocity.Y/movementdivisor) - vel.Y)*(PID_D / 16);
1054 }
1055 else if (!m_iscolliding && flying)
1056 {
1057 // we're in mid air suspended
1058 vec.X = ((_target_velocity.X / movementdivisor) - vel.X) * (PID_D/6);
1059 vec.Y = ((_target_velocity.Y / movementdivisor) - vel.Y) * (PID_D/6);
1060 }
1061
1062 if (m_iscolliding && !flying && _target_velocity.Z > 0.0f)
1063 {
1064 // We're colliding with something and we're not flying but we're moving
1065 // This means we're walking or running.
1066 d.Vector3 pos = d.BodyGetPosition(Body);
1067 vec.Z = (_target_velocity.Z - vel.Z)*PID_D + (_zeroPosition.Z - pos.Z)*PID_P;
1068 if (_target_velocity.X > 0)
1069 {
1070 vec.X = ((_target_velocity.X - vel.X)/1.2f)*PID_D;
1071 }
1072 if (_target_velocity.Y > 0)
1073 {
1074 vec.Y = ((_target_velocity.Y - vel.Y)/1.2f)*PID_D;
1075 }
1076 }
1077 else if (!m_iscolliding && !flying)
1078 {
1079 // we're not colliding and we're not flying so that means we're falling!
1080 // m_iscolliding includes collisions with the ground.
1081
1082 // d.Vector3 pos = d.BodyGetPosition(Body);
1083 if (Math.Abs(_target_velocity.X) > 0)
1084 {
1085 vec.X = ((_target_velocity.X - vel.X)/1.2f)*PID_D;
1086 }
1087 if (Math.Abs(_target_velocity.Y) > 0)
1088 {
1089 vec.Y = ((_target_velocity.Y - vel.Y)/1.2f)*PID_D;
1090 }
1091 }
1092
1093 if (flying)
1094 {
1095 vec.Z = (_target_velocity.Z - vel.Z) * (PID_D);
1096 }
1097 }
1098 if (flying)
1099 {
1100 vec.Z += ((-1 * _parent_scene.gravityz)*m_mass);
1101
1102 //Added for auto fly height. Kitto Flora
1103 //d.Vector3 pos = d.BodyGetPosition(Body);
1104 float target_altitude = _parent_scene.GetTerrainHeightAtXY(_position.X, _position.Y) + MinimumGroundFlightOffset;
1105
1106 if (_position.Z < target_altitude)
1107 {
1108 vec.Z += (target_altitude - _position.Z) * PID_P * 5.0f;
1109 }
1110 // end add Kitto Flora
1111 }
1112 if (vec.IsFinite())
1113 {
1114 if (!vec.ApproxEquals(Vector3.Zero, 0.02f)) // 0.01 allows 0.002 !!
1115 {
1116//Console.WriteLine("DF 2"); // ##
1117
1118 doForce(vec);
1119 if (!_zeroFlag)
1120 {
1121// AlignAvatarTiltWithCurrentDirectionOfMovement(vec);
1122 }
1123 }
1124 }
1125 else
1126 {
1127 m_log.Warn("[PHYSICS]: Got a NaN force vector in Move()");
1128 m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
1129 defects.Add(this);
1130 // _parent_scene.RemoveCharacter(this);
1131 // destroy avatar capsule and related ODE data
1132 if (Amotor != IntPtr.Zero)
1133 {
1134 // Kill the Amotor
1135 d.JointDestroy(Amotor);
1136 Amotor = IntPtr.Zero;
1137 }
1138 //kill the Geometry
1139 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
1140
1141 if (Body != IntPtr.Zero)
1142 {
1143 //kill the body
1144 d.BodyDestroy(Body);
1145
1146 Body = IntPtr.Zero;
1147 }
1148
1149 if(Shell != IntPtr.Zero)
1150 {
1151 try
1152 {
1153 d.GeomDestroy(Shell);
1154 }
1155 catch (System.AccessViolationException)
1156 {
1157 m_log.Error("[PHYSICS]: PrimGeom dead");
1158 }
1159 // Remove any old entries
1160//string tShell;
1161//_parent_scene.geom_name_map.TryGetValue(Shell, out tShell);
1162//Console.WriteLine("**** Remove {0}", tShell);
1163
1164 if(_parent_scene.geom_name_map.ContainsKey(Shell)) _parent_scene.geom_name_map.Remove(Shell);
1165 if(_parent_scene.actor_name_map.ContainsKey(Shell)) _parent_scene.actor_name_map.Remove(Shell);
1166 Shell = IntPtr.Zero;
1167 }
1168 }
1169 }
1170
1171 /// <summary>
1172 /// Updates the reported position and velocity. This essentially sends the data up to ScenePresence.
1173 /// </summary>
1174 public void UpdatePositionAndVelocity()
1175 {
1176 // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit!
1177 d.Vector3 vec;
1178 try
1179 {
1180 vec = d.BodyGetPosition(Body);
1181 }
1182 catch (NullReferenceException)
1183 {
1184 bad = true;
1185 _parent_scene.BadCharacter(this);
1186 vec = new d.Vector3(_position.X, _position.Y, _position.Z);
1187 base.RaiseOutOfBounds(_position); // Tells ScenePresence that there's a problem!
1188 m_log.WarnFormat("[ODEPLUGIN]: Avatar Null reference for Avatar {0}, physical actor {1}", m_name, m_uuid);
1189 }
1190
1191
1192 // kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!)
1193 if (vec.X < 0.0f) vec.X = 0.0f;
1194 if (vec.Y < 0.0f) vec.Y = 0.0f;
1195 if (vec.X > (int)_parent_scene.WorldExtents.X - 0.05f) vec.X = (int)_parent_scene.WorldExtents.X - 0.05f;
1196 if (vec.Y > (int)_parent_scene.WorldExtents.Y - 0.05f) vec.Y = (int)_parent_scene.WorldExtents.Y - 0.05f;
1197
1198 _position.X = vec.X;
1199 _position.Y = vec.Y;
1200 _position.Z = vec.Z;
1201
1202 // Did we move last? = zeroflag
1203 // This helps keep us from sliding all over
1204
1205 if (_zeroFlag)
1206 {
1207 _velocity.X = 0.0f;
1208 _velocity.Y = 0.0f;
1209 _velocity.Z = 0.0f;
1210
1211 // Did we send out the 'stopped' message?
1212 if (!m_lastUpdateSent)
1213 {
1214 m_lastUpdateSent = true;
1215 //base.RequestPhysicsterseUpdate();
1216
1217 }
1218 }
1219 else
1220 {
1221 m_lastUpdateSent = false;
1222 try
1223 {
1224 vec = d.BodyGetLinearVel(Body);
1225 }
1226 catch (NullReferenceException)
1227 {
1228 vec.X = _velocity.X;
1229 vec.Y = _velocity.Y;
1230 vec.Z = _velocity.Z;
1231 }
1232 _velocity.X = (vec.X);
1233 _velocity.Y = (vec.Y);
1234
1235 _velocity.Z = (vec.Z);
1236
1237 if (_velocity.Z < -6 && !m_hackSentFall)
1238 {
1239 m_hackSentFall = true;
1240 m_pidControllerActive = false;
1241 }
1242 else if (flying && !m_hackSentFly)
1243 {
1244 //m_hackSentFly = true;
1245 //base.SendCollisionUpdate(new CollisionEventUpdate());
1246 }
1247 else
1248 {
1249 m_hackSentFly = false;
1250 m_hackSentFall = false;
1251 }
1252 }
1253 }
1254
1255 /// <summary>
1256 /// Cleanup the things we use in the scene.
1257 /// </summary>
1258 public void Destroy()
1259 {
1260 m_tainted_isPhysical = false;
1261 _parent_scene.AddPhysicsActorTaint(this);
1262 }
1263
1264 public override void CrossingFailure()
1265 {
1266 }
1267
1268 public override Vector3 PIDTarget { set { return; } }
1269 public override bool PIDActive { set { return; } }
1270 public override float PIDTau { set { return; } }
1271
1272 public override float PIDHoverHeight { set { return; } }
1273 public override bool PIDHoverActive { set { return; } }
1274 public override PIDHoverType PIDHoverType { set { return; } }
1275 public override float PIDHoverTau { set { return; } }
1276
1277 public override Quaternion APIDTarget{ set { return; } }
1278
1279 public override bool APIDActive{ set { return; } }
1280
1281 public override float APIDStrength{ set { return; } }
1282
1283 public override float APIDDamping{ set { return; } }
1284
1285
1286 public override void SubscribeEvents(int ms)
1287 {
1288 m_requestedUpdateFrequency = ms;
1289 m_eventsubscription = ms;
1290 _parent_scene.addCollisionEventReporting(this);
1291 }
1292 public override void UnSubscribeEvents()
1293 {
1294 _parent_scene.remCollisionEventReporting(this);
1295 m_requestedUpdateFrequency = 0;
1296 m_eventsubscription = 0;
1297 }
1298 public void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
1299 {
1300 if (m_eventsubscription > 0)
1301 {
1302 CollisionEventsThisFrame.AddCollider(CollidedWith, contact);
1303 }
1304 }
1305
1306 public void SendCollisions()
1307 {
1308 if (m_eventsubscription > m_requestedUpdateFrequency)
1309 {
1310 if (CollisionEventsThisFrame != null)
1311 {
1312 base.SendCollisionUpdate(CollisionEventsThisFrame);
1313 }
1314 CollisionEventsThisFrame = new CollisionEventUpdate();
1315 m_eventsubscription = 0;
1316 }
1317 }
1318 public override bool SubscribedEvents()
1319 {
1320 if (m_eventsubscription > 0)
1321 return true;
1322 return false;
1323 }
1324
1325 public void ProcessTaints(float timestep)
1326 {
1327 lock (m_syncRoot)
1328 {
1329
1330 if (m_tainted_isPhysical != m_isPhysical)
1331 {
1332 if (m_tainted_isPhysical)
1333 {
1334 // Create avatar capsule and related ODE data
1335 if (!(Shell == IntPtr.Zero && Body == IntPtr.Zero && Amotor == IntPtr.Zero))
1336 {
1337 m_log.Warn("[PHYSICS]: re-creating the following avatar ODE data, even though it already exists - "
1338 + (Shell!=IntPtr.Zero ? "Shell ":"")
1339 + (Body!=IntPtr.Zero ? "Body ":"")
1340 + (Amotor!=IntPtr.Zero ? "Amotor ":""));
1341 }
1342 AvatarGeomAndBodyCreation(_position.X, _position.Y, _position.Z, m_tensor);
1343 _parent_scene.AddCharacter(this);
1344 }
1345 else
1346 {
1347 _parent_scene.RemoveCharacter(this);
1348 // destroy avatar capsule and related ODE data
1349 if (Amotor != IntPtr.Zero)
1350 {
1351 // Kill the Amotor
1352 d.JointDestroy(Amotor);
1353 Amotor = IntPtr.Zero;
1354 }
1355 //kill the Geometry
1356 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
1357
1358 if (Body != IntPtr.Zero)
1359 {
1360 //kill the body
1361 d.BodyDestroy(Body);
1362 Body = IntPtr.Zero;
1363 }
1364
1365 if(Shell != IntPtr.Zero)
1366 {
1367 try
1368 {
1369 d.GeomDestroy(Shell);
1370 }
1371 catch (System.AccessViolationException)
1372 {
1373 m_log.Error("[PHYSICS]: PrimGeom dead");
1374 }
1375 // Remove any old entries
1376 //string tShell;
1377 //_parent_scene.geom_name_map.TryGetValue(Shell, out tShell);
1378 //Console.WriteLine("**** Remove {0}", tShell);
1379
1380 if(_parent_scene.geom_name_map.ContainsKey(Shell)) _parent_scene.geom_name_map.Remove(Shell);
1381 if(_parent_scene.actor_name_map.ContainsKey(Shell)) _parent_scene.actor_name_map.Remove(Shell);
1382 Shell = IntPtr.Zero;
1383 }
1384 }
1385
1386 m_isPhysical = m_tainted_isPhysical;
1387 }
1388
1389 if (m_tainted_CAPSULE_LENGTH != CAPSULE_LENGTH)
1390 {
1391 if (Shell != IntPtr.Zero && Body != IntPtr.Zero && Amotor != IntPtr.Zero)
1392 {
1393
1394 m_pidControllerActive = true;
1395 // no lock needed on _parent_scene.OdeLock because we are called from within the thread lock in OdePlugin's simulate()
1396 d.JointDestroy(Amotor);
1397 float prevCapsule = CAPSULE_LENGTH;
1398 CAPSULE_LENGTH = m_tainted_CAPSULE_LENGTH;
1399 //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
1400 d.BodyDestroy(Body);
1401 AvatarGeomAndBodyCreation(_position.X, _position.Y,
1402 _position.Z + (Math.Abs(CAPSULE_LENGTH - prevCapsule) * 2), m_tensor);
1403 Velocity = Vector3.Zero;
1404 }
1405 else
1406 {
1407 m_log.Warn("[PHYSICS]: trying to change capsule size, but the following ODE data is missing - "
1408 + (Shell==IntPtr.Zero ? "Shell ":"")
1409 + (Body==IntPtr.Zero ? "Body ":"")
1410 + (Amotor==IntPtr.Zero ? "Amotor ":""));
1411 }
1412 }
1413
1414 if (!m_taintPosition.ApproxEquals(_position, 0.05f))
1415 {
1416 if (Body != IntPtr.Zero)
1417 {
1418 d.BodySetPosition(Body, m_taintPosition.X, m_taintPosition.Y, m_taintPosition.Z);
1419
1420 _position.X = m_taintPosition.X;
1421 _position.Y = m_taintPosition.Y;
1422 _position.Z = m_taintPosition.Z;
1423 }
1424 }
1425
1426 }
1427 }
1428
1429 internal void AddCollisionFrameTime(int p)
1430 {
1431 // protect it from overflow crashing
1432 if (m_eventsubscription + p >= int.MaxValue)
1433 m_eventsubscription = 0;
1434 m_eventsubscription += p;
1435 }
1436 }
1437}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs
new file mode 100644
index 0000000..5f802d0
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs
@@ -0,0 +1,3874 @@
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 private float m_APIDdamper = 1.0f;
89
90 // These next 7 params apply to llSetHoverHeight(float height, integer water, float tau),
91 // do not confuse with VEHICLE HOVER
92
93 private float m_PIDHoverHeight;
94 private float m_PIDHoverTau;
95 private bool m_useHoverPID;
96 private PIDHoverType m_PIDHoverType = PIDHoverType.Ground;
97 private float m_targetHoverHeight;
98 private float m_groundHeight;
99 private float m_waterHeight;
100 private float m_buoyancy; //m_buoyancy set by llSetBuoyancy()
101
102 // private float m_tensor = 5f;
103 private int body_autodisable_frames = 20;
104
105
106 private const CollisionCategories m_default_collisionFlags = (CollisionCategories.Geom
107 | CollisionCategories.Space
108 | CollisionCategories.Body
109 | CollisionCategories.Character
110 );
111 private bool m_taintshape;
112 private bool m_taintPhysics;
113 private bool m_collidesLand = true;
114 private bool m_collidesWater;
115 public bool m_returnCollisions;
116
117 // Default we're a Geometry
118 private CollisionCategories m_collisionCategories = (CollisionCategories.Geom);
119
120 // Default, Collide with Other Geometries, spaces and Bodies
121 private CollisionCategories m_collisionFlags = m_default_collisionFlags;
122
123 public bool m_taintremove;
124 public bool m_taintdisable;
125 public bool m_disabled;
126 public bool m_taintadd;
127 public bool m_taintselected;
128 public bool m_taintCollidesWater;
129
130 public uint m_localID;
131
132 //public GCHandle gc;
133 private CollisionLocker ode;
134
135 private bool m_meshfailed = false;
136 private bool m_taintforce = false;
137 private bool m_taintaddangularforce = false;
138 private Vector3 m_force;
139 private List<Vector3> m_forcelist = new List<Vector3>();
140 private List<Vector3> m_angularforcelist = new List<Vector3>();
141
142 private IMesh _mesh;
143 private PrimitiveBaseShape _pbs;
144 private OdeScene _parent_scene;
145 public IntPtr m_targetSpace = IntPtr.Zero;
146 public IntPtr prim_geom;
147// public IntPtr prev_geom;
148 public IntPtr _triMeshData;
149
150 private IntPtr _linkJointGroup = IntPtr.Zero;
151 private PhysicsActor _parent;
152 private PhysicsActor m_taintparent;
153
154 private List<OdePrim> childrenPrim = new List<OdePrim>();
155
156 private bool iscolliding;
157 private bool m_isphysical;
158 private bool m_isSelected;
159
160 internal bool m_isVolumeDetect; // If true, this prim only detects collisions but doesn't collide actively
161
162 private bool m_throttleUpdates;
163 private int throttleCounter;
164 public int m_interpenetrationcount;
165 public float m_collisionscore;
166 public int m_roundsUnderMotionThreshold;
167 private int m_crossingfailures;
168
169 public bool outofBounds;
170 private float m_density = 10.000006836f; // Aluminum g/cm3;
171
172 public bool _zeroFlag; // if body has been stopped
173 private bool m_lastUpdateSent;
174
175 public IntPtr Body = IntPtr.Zero;
176 public String m_primName;
177 private Vector3 _target_velocity;
178 public d.Mass pMass;
179
180 public int m_eventsubscription;
181 private CollisionEventUpdate CollisionEventsThisFrame;
182
183 private IntPtr m_linkJoint = IntPtr.Zero;
184
185 public volatile bool childPrim;
186
187 internal int m_material = (int)Material.Wood;
188
189 private int frcount = 0; // Used to limit dynamics debug output to
190 private int revcount = 0; // Reverse motion while > 0
191
192 private IntPtr m_body = IntPtr.Zero;
193
194 // Vehicle properties ============================================================================================
195 private Vehicle m_type = Vehicle.TYPE_NONE; // If a 'VEHICLE', and what kind
196 // private Quaternion m_referenceFrame = Quaternion.Identity; // Axis modifier
197 private VehicleFlag m_flags = (VehicleFlag) 0; // Bit settings:
198 // HOVER_TERRAIN_ONLY
199 // HOVER_GLOBAL_HEIGHT
200 // NO_DEFLECTION_UP
201 // HOVER_WATER_ONLY
202 // HOVER_UP_ONLY
203 // LIMIT_MOTOR_UP
204 // LIMIT_ROLL_ONLY
205
206 // Linear properties
207 private Vector3 m_linearMotorDirection = Vector3.Zero; // (was m_linearMotorDirectionLASTSET) the (local) Velocity
208 //requested by LSL
209 private float m_linearMotorTimescale = 0; // Motor Attack rate set by LSL
210 private float m_linearMotorDecayTimescale = 0; // Motor Decay rate set by LSL
211 private Vector3 m_linearFrictionTimescale = Vector3.Zero; // General Friction set by LSL
212
213 private Vector3 m_lLinMotorDVel = Vector3.Zero; // decayed motor
214 private Vector3 m_lLinObjectVel = Vector3.Zero; // local frame object velocity
215 private Vector3 m_wLinObjectVel = Vector3.Zero; // world frame object velocity
216
217 //Angular properties
218 private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor
219
220 private float m_angularMotorTimescale = 0; // motor angular Attack rate set by LSL
221 private float m_angularMotorDecayTimescale = 0; // motor angular Decay rate set by LSL
222 private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular Friction set by LSL
223
224 private Vector3 m_angularMotorDVel = Vector3.Zero; // decayed angular motor
225// private Vector3 m_angObjectVel = Vector3.Zero; // current body angular velocity
226 private Vector3 m_lastAngularVelocity = Vector3.Zero; // what was last applied to body
227
228 //Deflection properties
229 // private float m_angularDeflectionEfficiency = 0;
230 // private float m_angularDeflectionTimescale = 0;
231 // private float m_linearDeflectionEfficiency = 0;
232 // private float m_linearDeflectionTimescale = 0;
233
234 //Banking properties
235 // private float m_bankingEfficiency = 0;
236 // private float m_bankingMix = 0;
237 // private float m_bankingTimescale = 0;
238
239 //Hover and Buoyancy properties
240 private float m_VhoverHeight = 0f;
241// private float m_VhoverEfficiency = 0f;
242 private float m_VhoverTimescale = 0f;
243 private float m_VhoverTargetHeight = -1.0f; // if <0 then no hover, else its the current target height
244 private float m_VehicleBuoyancy = 0f; // Set by VEHICLE_BUOYANCY, for a vehicle.
245 // Modifies gravity. Slider between -1 (double-gravity) and 1 (full anti-gravity)
246 // KF: So far I have found no good method to combine a script-requested .Z velocity and gravity.
247 // Therefore only m_VehicleBuoyancy=1 (0g) will use the script-requested .Z velocity.
248
249 //Attractor properties
250 private float m_verticalAttractionEfficiency = 1.0f; // damped
251 private float m_verticalAttractionTimescale = 500f; // Timescale > 300 means no vert attractor.
252
253
254
255
256
257
258 public OdePrim(String primName, OdeScene parent_scene, Vector3 pos, Vector3 size,
259 Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool pisPhysical, CollisionLocker dode, uint localid)
260 {
261 m_localID = localid;
262 ode = dode;
263 if (!pos.IsFinite())
264 {
265 pos = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f),
266 parent_scene.GetTerrainHeightAtXY(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f)) + 0.5f);
267 m_log.Warn("[PHYSICS]: Got nonFinite Object create Position");
268 }
269
270 _position = pos;
271 m_taintposition = pos;
272 PID_D = parent_scene.bodyPIDD;
273 PID_G = parent_scene.bodyPIDG;
274 m_density = parent_scene.geomDefaultDensity;
275 // m_tensor = parent_scene.bodyMotorJointMaxforceTensor;
276 body_autodisable_frames = parent_scene.bodyFramesAutoDisable;
277
278
279 prim_geom = IntPtr.Zero;
280// prev_geom = IntPtr.Zero;
281
282 if (!pos.IsFinite())
283 {
284 size = new Vector3(0.5f, 0.5f, 0.5f);
285 m_log.Warn("[PHYSICS]: Got nonFinite Object create Size");
286 }
287
288 if (size.X <= 0) size.X = 0.01f;
289 if (size.Y <= 0) size.Y = 0.01f;
290 if (size.Z <= 0) size.Z = 0.01f;
291
292 _size = size;
293 m_taintsize = _size;
294
295 if (!QuaternionIsFinite(rotation))
296 {
297 rotation = Quaternion.Identity;
298 m_log.Warn("[PHYSICS]: Got nonFinite Object create Rotation");
299 }
300
301 _orientation = rotation;
302 m_taintrot = _orientation;
303 _mesh = mesh;
304 _pbs = pbs;
305
306 _parent_scene = parent_scene;
307 m_targetSpace = (IntPtr)0;
308
309// if (pos.Z < 0)
310 if (pos.Z < parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y))
311 m_isphysical = false;
312 else
313 {
314 m_isphysical = pisPhysical;
315 // If we're physical, we need to be in the master space for now.
316 // linksets *should* be in a space together.. but are not currently
317 if (m_isphysical)
318 m_targetSpace = _parent_scene.space;
319 }
320 m_primName = primName;
321 m_taintadd = true;
322 _parent_scene.AddPhysicsActorTaint(this);
323 // don't do .add() here; old geoms get recycled with the same hash
324 }
325
326 public override int PhysicsActorType
327 {
328 get { return (int) ActorTypes.Prim; }
329 set { return; }
330 }
331
332 public override bool SetAlwaysRun
333 {
334 get { return false; }
335 set { return; }
336 }
337
338 public override uint LocalID
339 {
340 set {
341 //m_log.Info("[PHYSICS]: Setting TrackerID: " + value);
342 m_localID = value; }
343 }
344
345 public override bool Grabbed
346 {
347 set { return; }
348 }
349
350 public override bool Selected
351 {
352 set {
353
354//Console.WriteLine("Sel {0} {1} {2}", m_primName, value, m_isphysical);
355 // This only makes the object not collidable if the object
356 // is physical or the object is modified somehow *IN THE FUTURE*
357 // without this, if an avatar selects prim, they can walk right
358 // through it while it's selected
359 m_collisionscore = 0;
360 if ((m_isphysical && !_zeroFlag) || !value)
361 {
362 m_taintselected = value;
363 _parent_scene.AddPhysicsActorTaint(this);
364 }
365 else
366 {
367 m_taintselected = value;
368 m_isSelected = value;
369 }
370 if(m_isSelected) disableBodySoft();
371 }
372 }
373
374 public override bool IsPhysical
375 {
376 get { return m_isphysical; }
377 set
378 {
379 m_isphysical = value;
380 if (!m_isphysical)
381 { // Zero the remembered last velocity
382 m_lastVelocity = Vector3.Zero;
383 if (m_type != Vehicle.TYPE_NONE) Halt();
384 }
385 }
386 }
387
388 public void setPrimForRemoval()
389 {
390 m_taintremove = true;
391 }
392
393 public override bool Flying
394 {
395 // no flying prims for you
396 get { return false; }
397 set { }
398 }
399
400 public override bool IsColliding
401 {
402 get { return iscolliding; }
403 set { iscolliding = value; }
404 }
405
406 public override bool CollidingGround
407 {
408 get { return false; }
409 set { return; }
410 }
411
412 public override bool CollidingObj
413 {
414 get { return false; }
415 set { return; }
416 }
417
418 public override bool ThrottleUpdates
419 {
420 get { return m_throttleUpdates; }
421 set { m_throttleUpdates = value; }
422 }
423
424 public override bool Stopped
425 {
426 get { return _zeroFlag; }
427 }
428
429 public override Vector3 Position
430 {
431 get { return _position; }
432
433 set { _position = value;
434 //m_log.Info("[PHYSICS]: " + _position.ToString());
435 }
436 }
437
438 public override Vector3 Size
439 {
440 get { return _size; }
441 set
442 {
443 if (value.IsFinite())
444 {
445 _size = value;
446 }
447 else
448 {
449 m_log.Warn("[PHYSICS]: Got NaN Size on object");
450 }
451 }
452 }
453
454 public override float Mass
455 {
456 get { return CalculateMass(); }
457 }
458
459 public override Vector3 Force
460 {
461 //get { return Vector3.Zero; }
462 get { return m_force; }
463 set
464 {
465 if (value.IsFinite())
466 {
467 m_force = value;
468 }
469 else
470 {
471 m_log.Warn("[PHYSICS]: NaN in Force Applied to an Object");
472 }
473 }
474 }
475
476 public override int VehicleType
477 {
478 get { return (int)m_type; }
479 set { ProcessTypeChange((Vehicle)value); }
480 }
481
482 public override void VehicleFloatParam(int param, float value)
483 {
484 ProcessFloatVehicleParam((Vehicle) param, value);
485 }
486
487 public override void VehicleVectorParam(int param, Vector3 value)
488 {
489 ProcessVectorVehicleParam((Vehicle) param, value);
490 }
491
492 public override void VehicleRotationParam(int param, Quaternion rotation)
493 {
494 ProcessRotationVehicleParam((Vehicle) param, rotation);
495 }
496
497 public override void VehicleFlags(int param, bool remove)
498 {
499 ProcessVehicleFlags(param, remove);
500 }
501
502 public override void SetVolumeDetect(int param)
503 {
504 lock (_parent_scene.OdeLock)
505 {
506 m_isVolumeDetect = (param!=0);
507 }
508 }
509
510 public override Vector3 CenterOfMass
511 {
512 get { return Vector3.Zero; }
513 }
514
515 public override Vector3 GeometricCenter
516 {
517 get { return Vector3.Zero; }
518 }
519
520 public override PrimitiveBaseShape Shape
521 {
522 set
523 {
524 _pbs = value;
525 m_taintshape = true;
526 }
527 }
528
529 public override Vector3 Velocity
530 {
531 get
532 {
533 // Averate previous velocity with the new one so
534 // client object interpolation works a 'little' better
535 if (_zeroFlag)
536 return Vector3.Zero;
537
538 Vector3 returnVelocity = Vector3.Zero;
539 returnVelocity.X = (m_lastVelocity.X + _velocity.X)/2;
540 returnVelocity.Y = (m_lastVelocity.Y + _velocity.Y)/2;
541 returnVelocity.Z = (m_lastVelocity.Z + _velocity.Z)/2;
542 return returnVelocity;
543 }
544 set
545 {
546 if (value.IsFinite())
547 {
548 _velocity = value;
549 if (_velocity.ApproxEquals(Vector3.Zero,0.001f))
550 _acceleration = Vector3.Zero;
551
552 m_taintVelocity = value;
553 _parent_scene.AddPhysicsActorTaint(this);
554 }
555 else
556 {
557 m_log.Warn("[PHYSICS]: Got NaN Velocity in Object");
558 }
559
560 }
561 }
562
563 public override Vector3 Torque
564 {
565 get
566 {
567 if (!m_isphysical || Body == IntPtr.Zero)
568 return Vector3.Zero;
569
570 return _torque;
571 }
572
573 set
574 {
575 if (value.IsFinite())
576 {
577 m_taintTorque = value;
578 _parent_scene.AddPhysicsActorTaint(this);
579 }
580 else
581 {
582 m_log.Warn("[PHYSICS]: Got NaN Torque in Object");
583 }
584 }
585 }
586
587 public override float CollisionScore
588 {
589 get { return m_collisionscore; }
590 set { m_collisionscore = value; }
591 }
592
593 public override bool Kinematic
594 {
595 get { return false; }
596 set { }
597 }
598
599 public override Quaternion Orientation
600 {
601 get { return _orientation; }
602 set
603 {
604 if (QuaternionIsFinite(value))
605 {
606 _orientation = value;
607 }
608 else
609 m_log.Warn("[PHYSICS]: Got NaN quaternion Orientation from Scene in Object");
610
611 }
612 }
613
614
615 public override bool FloatOnWater
616 {
617 set {
618 m_taintCollidesWater = value;
619 _parent_scene.AddPhysicsActorTaint(this);
620 }
621 }
622
623 public override void SetMomentum(Vector3 momentum)
624 {
625 }
626
627 public override Vector3 PIDTarget
628 {
629 set
630 {
631 if (value.IsFinite())
632 {
633 m_PIDTarget = value;
634 }
635 else
636 m_log.Warn("[PHYSICS]: Got NaN PIDTarget from Scene on Object");
637 }
638 }
639 public override bool PIDActive { set { m_usePID = value; } }
640 public override float PIDTau { set { m_PIDTau = value; } }
641
642 // For RotLookAt
643 public override Quaternion APIDTarget { set { m_APIDTarget = value; } }
644 public override bool APIDActive { set { m_useAPID = value; } }
645 public override float APIDStrength { set { m_APIDStrength = value; } }
646 public override float APIDDamping { set { m_APIDDamping = value; } }
647
648 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } }
649 public override bool PIDHoverActive { set { m_useHoverPID = value; } }
650 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } }
651 public override float PIDHoverTau { set { m_PIDHoverTau = value; } }
652
653 internal static bool QuaternionIsFinite(Quaternion q)
654 {
655 if (Single.IsNaN(q.X) || Single.IsInfinity(q.X))
656 return false;
657 if (Single.IsNaN(q.Y) || Single.IsInfinity(q.Y))
658 return false;
659 if (Single.IsNaN(q.Z) || Single.IsInfinity(q.Z))
660 return false;
661 if (Single.IsNaN(q.W) || Single.IsInfinity(q.W))
662 return false;
663 return true;
664 }
665
666 public override Vector3 Acceleration // client updates read data via here
667 {
668 get
669 {
670 if (_zeroFlag)
671 {
672 return Vector3.Zero;
673 }
674 return _acceleration;
675 }
676 }
677
678
679 public void SetAcceleration(Vector3 accel) // No one calls this, and it would not do anything.
680 {
681 _acceleration = accel;
682 }
683
684 public override void AddForce(Vector3 force, bool pushforce)
685 {
686 if (force.IsFinite())
687 {
688 lock (m_forcelist)
689 m_forcelist.Add(force);
690
691 m_taintforce = true;
692 }
693 else
694 {
695 m_log.Warn("[PHYSICS]: Got Invalid linear force vector from Scene in Object");
696 }
697 //m_log.Info("[PHYSICS]: Added Force:" + force.ToString() + " to prim at " + Position.ToString());
698 }
699
700 public override void AddAngularForce(Vector3 force, bool pushforce)
701 {
702 if (force.IsFinite())
703 {
704 m_angularforcelist.Add(force);
705 m_taintaddangularforce = true;
706 }
707 else
708 {
709 m_log.Warn("[PHYSICS]: Got Invalid Angular force vector from Scene in Object");
710 }
711 }
712
713 public override Vector3 RotationalVelocity
714 {
715 get
716 {
717 return m_rotationalVelocity;
718 }
719 set
720 {
721 if (value.IsFinite())
722 {
723 m_rotationalVelocity = value;
724 }
725 else
726 {
727 m_log.Warn("[PHYSICS]: Got NaN RotationalVelocity in Object");
728 }
729 }
730 }
731
732 public override void CrossingFailure()
733 {
734 m_crossingfailures++;
735 if (m_crossingfailures > _parent_scene.geomCrossingFailuresBeforeOutofbounds)
736 {
737 base.RaiseOutOfBounds(_position);
738 return;
739 }
740 else if (m_crossingfailures == _parent_scene.geomCrossingFailuresBeforeOutofbounds)
741 {
742 m_log.Warn("[PHYSICS]: Too many crossing failures for: " + m_primName);
743 }
744 }
745
746 public override float Buoyancy
747 {
748 get { return m_buoyancy; }
749 set { m_buoyancy = value; }
750 }
751
752 public override void link(PhysicsActor obj)
753 {
754 m_taintparent = obj;
755 }
756
757 public override void delink()
758 {
759 m_taintparent = null;
760 }
761
762 public override void LockAngularMotion(Vector3 axis)
763 {
764 // This is actually ROTATION ENABLE, not a lock.
765 // default is <1,1,1> which is all enabled.
766 // The lock value is updated inside Move(), no point in using the taint system.
767 // OS 'm_taintAngularLock' etc change to m_rotateEnable.
768 if (axis.IsFinite())
769 {
770 axis.X = (axis.X > 0) ? 1f : 0f;
771 axis.Y = (axis.Y > 0) ? 1f : 0f;
772 axis.Z = (axis.Z > 0) ? 1f : 0f;
773 m_log.DebugFormat("[axislock]: <{0},{1},{2}>", axis.X, axis.Y, axis.Z);
774 m_rotateEnableRequest = axis;
775 m_rotateEnableUpdate = true;
776 }
777 else
778 {
779 m_log.Warn("[PHYSICS]: Got NaN locking axis from Scene on Object");
780 }
781 }
782
783
784 public void SetGeom(IntPtr geom)
785 {
786 if(prim_geom != IntPtr.Zero)
787 {
788 // Remove any old entries
789//string tPA;
790//_parent_scene.geom_name_map.TryGetValue(prim_geom, out tPA);
791//Console.WriteLine("**** Remove {0}", tPA);
792 if(_parent_scene.geom_name_map.ContainsKey(prim_geom)) _parent_scene.geom_name_map.Remove(prim_geom);
793 if(_parent_scene.actor_name_map.ContainsKey(prim_geom)) _parent_scene.actor_name_map.Remove(prim_geom);
794 d.GeomDestroy(prim_geom);
795 }
796
797 prim_geom = geom;
798//Console.WriteLine("SetGeom to " + prim_geom + " for " + m_primName);
799 if (prim_geom != IntPtr.Zero)
800 {
801 _parent_scene.geom_name_map[prim_geom] = this.m_primName;
802 _parent_scene.actor_name_map[prim_geom] = (PhysicsActor)this;
803 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
804 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
805//Console.WriteLine("**** Create {2} Dicts: actor={0} name={1}", _parent_scene.actor_name_map.Count, _parent_scene.geom_name_map.Count, this.m_primName);
806 }
807
808 if (childPrim)
809 {
810 if (_parent != null && _parent is OdePrim)
811 {
812 OdePrim parent = (OdePrim)_parent;
813//Console.WriteLine("SetGeom calls ChildSetGeom");
814 parent.ChildSetGeom(this);
815 }
816 }
817 //m_log.Warn("Setting Geom to: " + prim_geom);
818 }
819
820 public void enableBodySoft()
821 {
822 if (!childPrim)
823 {
824 if (m_isphysical && Body != IntPtr.Zero)
825 {
826 d.BodyEnable(Body);
827 if (m_type != Vehicle.TYPE_NONE)
828 Enable(Body, _parent_scene);
829 }
830
831 m_disabled = false;
832 }
833 }
834
835 public void disableBodySoft()
836 {
837 m_disabled = true;
838
839 if (m_isphysical && Body != IntPtr.Zero)
840 {
841 d.BodyDisable(Body);
842 Halt();
843 }
844 }
845
846 public void enableBody()
847 {
848 // Don't enable this body if we're a child prim
849 // this should be taken care of in the parent function not here
850 if (!childPrim)
851 {
852 // Sets the geom to a body
853 Body = d.BodyCreate(_parent_scene.world);
854
855 setMass();
856 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
857 d.Quaternion myrot = new d.Quaternion();
858 myrot.X = _orientation.X;
859 myrot.Y = _orientation.Y;
860 myrot.Z = _orientation.Z;
861 myrot.W = _orientation.W;
862 d.BodySetQuaternion(Body, ref myrot);
863 d.GeomSetBody(prim_geom, Body);
864 m_collisionCategories |= CollisionCategories.Body;
865 m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
866
867 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
868 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
869
870 d.BodySetAutoDisableFlag(Body, true);
871 d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
872
873 // disconnect from world gravity so we can apply buoyancy
874 d.BodySetGravityMode (Body, false);
875
876 m_interpenetrationcount = 0;
877 m_collisionscore = 0;
878 m_disabled = false;
879
880 if (m_type != Vehicle.TYPE_NONE)
881 {
882 Enable(Body, _parent_scene);
883 }
884
885 _parent_scene.addActivePrim(this);
886 }
887 }
888
889 #region Mass Calculation
890
891 private float CalculateMass()
892 {
893 float volume = _size.X * _size.Y * _size.Z; // default
894 float tmp;
895
896 float returnMass = 0;
897 float hollowAmount = (float)_pbs.ProfileHollow * 2.0e-5f;
898 float hollowVolume = hollowAmount * hollowAmount;
899
900 switch (_pbs.ProfileShape)
901 {
902 case ProfileShape.Square:
903 // default box
904
905 if (_pbs.PathCurve == (byte)Extrusion.Straight)
906 {
907 if (hollowAmount > 0.0)
908 {
909 switch (_pbs.HollowShape)
910 {
911 case HollowShape.Square:
912 case HollowShape.Same:
913 break;
914
915 case HollowShape.Circle:
916
917 hollowVolume *= 0.78539816339f;
918 break;
919
920 case HollowShape.Triangle:
921
922 hollowVolume *= (0.5f * .5f);
923 break;
924
925 default:
926 hollowVolume = 0;
927 break;
928 }
929 volume *= (1.0f - hollowVolume);
930 }
931 }
932
933 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
934 {
935 //a tube
936
937 volume *= 0.78539816339e-2f * (float)(200 - _pbs.PathScaleX);
938 tmp= 1.0f -2.0e-2f * (float)(200 - _pbs.PathScaleY);
939 volume -= volume*tmp*tmp;
940
941 if (hollowAmount > 0.0)
942 {
943 hollowVolume *= hollowAmount;
944
945 switch (_pbs.HollowShape)
946 {
947 case HollowShape.Square:
948 case HollowShape.Same:
949 break;
950
951 case HollowShape.Circle:
952 hollowVolume *= 0.78539816339f;;
953 break;
954
955 case HollowShape.Triangle:
956 hollowVolume *= 0.5f * 0.5f;
957 break;
958 default:
959 hollowVolume = 0;
960 break;
961 }
962 volume *= (1.0f - hollowVolume);
963 }
964 }
965
966 break;
967
968 case ProfileShape.Circle:
969
970 if (_pbs.PathCurve == (byte)Extrusion.Straight)
971 {
972 volume *= 0.78539816339f; // elipse base
973
974 if (hollowAmount > 0.0)
975 {
976 switch (_pbs.HollowShape)
977 {
978 case HollowShape.Same:
979 case HollowShape.Circle:
980 break;
981
982 case HollowShape.Square:
983 hollowVolume *= 0.5f * 2.5984480504799f;
984 break;
985
986 case HollowShape.Triangle:
987 hollowVolume *= .5f * 1.27323954473516f;
988 break;
989
990 default:
991 hollowVolume = 0;
992 break;
993 }
994 volume *= (1.0f - hollowVolume);
995 }
996 }
997
998 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
999 {
1000 volume *= 0.61685027506808491367715568749226e-2f * (float)(200 - _pbs.PathScaleX);
1001 tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY);
1002 volume *= (1.0f - tmp * tmp);
1003
1004 if (hollowAmount > 0.0)
1005 {
1006
1007 // calculate the hollow volume by it's shape compared to the prim shape
1008 hollowVolume *= hollowAmount;
1009
1010 switch (_pbs.HollowShape)
1011 {
1012 case HollowShape.Same:
1013 case HollowShape.Circle:
1014 break;
1015
1016 case HollowShape.Square:
1017 hollowVolume *= 0.5f * 2.5984480504799f;
1018 break;
1019
1020 case HollowShape.Triangle:
1021 hollowVolume *= .5f * 1.27323954473516f;
1022 break;
1023
1024 default:
1025 hollowVolume = 0;
1026 break;
1027 }
1028 volume *= (1.0f - hollowVolume);
1029 }
1030 }
1031 break;
1032
1033 case ProfileShape.HalfCircle:
1034 if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1035 {
1036 volume *= 0.52359877559829887307710723054658f;
1037 }
1038 break;
1039
1040 case ProfileShape.EquilateralTriangle:
1041
1042 if (_pbs.PathCurve == (byte)Extrusion.Straight)
1043 {
1044 volume *= 0.32475953f;
1045
1046 if (hollowAmount > 0.0)
1047 {
1048
1049 // calculate the hollow volume by it's shape compared to the prim shape
1050 switch (_pbs.HollowShape)
1051 {
1052 case HollowShape.Same:
1053 case HollowShape.Triangle:
1054 hollowVolume *= .25f;
1055 break;
1056
1057 case HollowShape.Square:
1058 hollowVolume *= 0.499849f * 3.07920140172638f;
1059 break;
1060
1061 case HollowShape.Circle:
1062 // Hollow shape is a perfect cyllinder in respect to the cube's scale
1063 // Cyllinder hollow volume calculation
1064
1065 hollowVolume *= 0.1963495f * 3.07920140172638f;
1066 break;
1067
1068 default:
1069 hollowVolume = 0;
1070 break;
1071 }
1072 volume *= (1.0f - hollowVolume);
1073 }
1074 }
1075 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1076 {
1077 volume *= 0.32475953f;
1078 volume *= 0.01f * (float)(200 - _pbs.PathScaleX);
1079 tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY);
1080 volume *= (1.0f - tmp * tmp);
1081
1082 if (hollowAmount > 0.0)
1083 {
1084
1085 hollowVolume *= hollowAmount;
1086
1087 switch (_pbs.HollowShape)
1088 {
1089 case HollowShape.Same:
1090 case HollowShape.Triangle:
1091 hollowVolume *= .25f;
1092 break;
1093
1094 case HollowShape.Square:
1095 hollowVolume *= 0.499849f * 3.07920140172638f;
1096 break;
1097
1098 case HollowShape.Circle:
1099
1100 hollowVolume *= 0.1963495f * 3.07920140172638f;
1101 break;
1102
1103 default:
1104 hollowVolume = 0;
1105 break;
1106 }
1107 volume *= (1.0f - hollowVolume);
1108 }
1109 }
1110 break;
1111
1112 default:
1113 break;
1114 }
1115
1116
1117
1118 float taperX1;
1119 float taperY1;
1120 float taperX;
1121 float taperY;
1122 float pathBegin;
1123 float pathEnd;
1124 float profileBegin;
1125 float profileEnd;
1126
1127 if (_pbs.PathCurve == (byte)Extrusion.Straight || _pbs.PathCurve == (byte)Extrusion.Flexible)
1128 {
1129 taperX1 = _pbs.PathScaleX * 0.01f;
1130 if (taperX1 > 1.0f)
1131 taperX1 = 2.0f - taperX1;
1132 taperX = 1.0f - taperX1;
1133
1134 taperY1 = _pbs.PathScaleY * 0.01f;
1135 if (taperY1 > 1.0f)
1136 taperY1 = 2.0f - taperY1;
1137 taperY = 1.0f - taperY1;
1138 }
1139 else
1140 {
1141 taperX = _pbs.PathTaperX * 0.01f;
1142 if (taperX < 0.0f)
1143 taperX = -taperX;
1144 taperX1 = 1.0f - taperX;
1145
1146 taperY = _pbs.PathTaperY * 0.01f;
1147 if (taperY < 0.0f)
1148 taperY = -taperY;
1149 taperY1 = 1.0f - taperY;
1150
1151 }
1152
1153
1154 volume *= (taperX1 * taperY1 + 0.5f * (taperX1 * taperY + taperX * taperY1) + 0.3333333333f * taperX * taperY);
1155
1156 pathBegin = (float)_pbs.PathBegin * 2.0e-5f;
1157 pathEnd = 1.0f - (float)_pbs.PathEnd * 2.0e-5f;
1158 volume *= (pathEnd - pathBegin);
1159
1160// this is crude aproximation
1161 profileBegin = (float)_pbs.ProfileBegin * 2.0e-5f;
1162 profileEnd = 1.0f - (float)_pbs.ProfileEnd * 2.0e-5f;
1163 volume *= (profileEnd - profileBegin);
1164
1165 returnMass = m_density * volume;
1166
1167 if (returnMass <= 0)
1168 returnMass = 0.0001f;//ckrinke: Mass must be greater then zero.
1169// else if (returnMass > _parent_scene.maximumMassObject)
1170// returnMass = _parent_scene.maximumMassObject;
1171
1172
1173
1174
1175 // Recursively calculate mass
1176 bool HasChildPrim = false;
1177 lock (childrenPrim)
1178 {
1179 if (childrenPrim.Count > 0)
1180 {
1181 HasChildPrim = true;
1182 }
1183
1184 }
1185 if (HasChildPrim)
1186 {
1187 OdePrim[] childPrimArr = new OdePrim[0];
1188
1189 lock (childrenPrim)
1190 childPrimArr = childrenPrim.ToArray();
1191
1192 for (int i = 0; i < childPrimArr.Length; i++)
1193 {
1194 if (childPrimArr[i] != null && !childPrimArr[i].m_taintremove)
1195 returnMass += childPrimArr[i].CalculateMass();
1196 // failsafe, this shouldn't happen but with OpenSim, you never know :)
1197 if (i > 256)
1198 break;
1199 }
1200 }
1201 if (returnMass > _parent_scene.maximumMassObject)
1202 returnMass = _parent_scene.maximumMassObject;
1203 return returnMass;
1204 }// end CalculateMass
1205
1206 #endregion
1207
1208 public void setMass()
1209 {
1210 if (Body != (IntPtr) 0)
1211 {
1212 float newmass = CalculateMass();
1213
1214 //m_log.Info("[PHYSICS]: New Mass: " + newmass.ToString());
1215
1216 d.MassSetBoxTotal(out pMass, newmass, _size.X, _size.Y, _size.Z);
1217 d.BodySetMass(Body, ref pMass);
1218 }
1219 }
1220
1221 public void disableBody()
1222 {
1223 //this kills the body so things like 'mesh' can re-create it.
1224 lock (this)
1225 {
1226 if (!childPrim)
1227 {
1228 if (Body != IntPtr.Zero)
1229 {
1230 _parent_scene.remActivePrim(this);
1231 m_collisionCategories &= ~CollisionCategories.Body;
1232 m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
1233
1234 if (prim_geom != IntPtr.Zero)
1235 {
1236 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1237 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1238 }
1239
1240
1241 d.BodyDestroy(Body);
1242 lock (childrenPrim)
1243 {
1244 if (childrenPrim.Count > 0)
1245 {
1246 foreach (OdePrim prm in childrenPrim)
1247 {
1248 _parent_scene.remActivePrim(prm);
1249 prm.Body = IntPtr.Zero;
1250 }
1251 }
1252 }
1253 Body = IntPtr.Zero;
1254 }
1255 }
1256 else
1257 {
1258 _parent_scene.remActivePrim(this);
1259
1260 m_collisionCategories &= ~CollisionCategories.Body;
1261 m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
1262
1263 if (prim_geom != IntPtr.Zero)
1264 {
1265 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1266 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1267 }
1268
1269
1270 Body = IntPtr.Zero;
1271 }
1272 }
1273 m_disabled = true;
1274 m_collisionscore = 0;
1275 }
1276
1277 private static Dictionary<IMesh, IntPtr> m_MeshToTriMeshMap = new Dictionary<IMesh, IntPtr>();
1278
1279 public void setMesh(OdeScene parent_scene, IMesh mesh)
1280 {
1281 // This sleeper is there to moderate how long it takes between
1282 // setting up the mesh and pre-processing it when we get rapid fire mesh requests on a single object
1283
1284 //Thread.Sleep(10);
1285
1286 //Kill Body so that mesh can re-make the geom
1287 if (IsPhysical && Body != IntPtr.Zero)
1288 {
1289 if (childPrim)
1290 {
1291 if (_parent != null)
1292 {
1293 OdePrim parent = (OdePrim)_parent;
1294 parent.ChildDelink(this);
1295 }
1296 }
1297 else
1298 {
1299 disableBody();
1300 }
1301 }
1302 IntPtr vertices, indices;
1303 int vertexCount, indexCount;
1304 int vertexStride, triStride;
1305 mesh.getVertexListAsPtrToFloatArray(out vertices, out vertexStride, out vertexCount); // Note, that vertices are fixed in unmanaged heap
1306 mesh.getIndexListAsPtrToIntArray(out indices, out triStride, out indexCount); // Also fixed, needs release after usage
1307
1308 mesh.releaseSourceMeshData(); // free up the original mesh data to save memory
1309 if (m_MeshToTriMeshMap.ContainsKey(mesh))
1310 {
1311 _triMeshData = m_MeshToTriMeshMap[mesh];
1312 }
1313 else
1314 {
1315 _triMeshData = d.GeomTriMeshDataCreate();
1316
1317 d.GeomTriMeshDataBuildSimple(_triMeshData, vertices, vertexStride, vertexCount, indices, indexCount, triStride);
1318 d.GeomTriMeshDataPreprocess(_triMeshData);
1319 m_MeshToTriMeshMap[mesh] = _triMeshData;
1320 }
1321
1322 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1323 try
1324 {
1325 // if (prim_geom == IntPtr.Zero) // setGeom takes care of phys engine recreate and prim_geom pointer
1326 // {
1327 SetGeom(d.CreateTriMesh(m_targetSpace, _triMeshData, parent_scene.triCallback, null, null));
1328 // }
1329 }
1330 catch (AccessViolationException)
1331 {
1332 m_log.Error("[PHYSICS]: MESH LOCKED");
1333 return;
1334 }
1335
1336
1337 // if (IsPhysical && Body == (IntPtr) 0)
1338 // {
1339 // Recreate the body
1340 // m_interpenetrationcount = 0;
1341 // m_collisionscore = 0;
1342
1343 // enableBody();
1344 // }
1345 }
1346
1347 public void ProcessTaints(float timestep) //=============================================================================
1348 {
1349 if (m_taintadd)
1350 {
1351 changeadd(timestep);
1352 }
1353
1354 if (prim_geom != IntPtr.Zero)
1355 {
1356 if (!_position.ApproxEquals(m_taintposition, 0f))
1357 {
1358 changemove(timestep);
1359 }
1360 if (m_taintrot != _orientation)
1361 {
1362 if(childPrim && IsPhysical) // For physical child prim...
1363 {
1364 rotate(timestep);
1365 // KF: ODE will also rotate the parent prim!
1366 // so rotate the root back to where it was
1367 OdePrim parent = (OdePrim)_parent;
1368 parent.rotate(timestep);
1369 }
1370 else
1371 {
1372 //Just rotate the prim
1373 rotate(timestep);
1374 }
1375 }
1376 //
1377
1378 if (m_taintPhysics != m_isphysical && !(m_taintparent != _parent))
1379 {
1380 changePhysicsStatus(timestep);
1381 }//
1382
1383 if (!_size.ApproxEquals(m_taintsize,0f))
1384 changesize(timestep);
1385 //
1386
1387 if (m_taintshape)
1388 changeshape(timestep);
1389 //
1390
1391 if (m_taintforce)
1392 changeAddForce(timestep);
1393
1394 if (m_taintaddangularforce)
1395 changeAddAngularForce(timestep);
1396
1397 if (!m_taintTorque.ApproxEquals(Vector3.Zero, 0.001f))
1398 changeSetTorque(timestep);
1399
1400 if (m_taintdisable)
1401 changedisable(timestep);
1402
1403 if (m_taintselected != m_isSelected)
1404 changeSelectedStatus(timestep);
1405
1406 if (!m_taintVelocity.ApproxEquals(Vector3.Zero, 0.001f))
1407 changevelocity(timestep);
1408
1409 if (m_taintparent != _parent)
1410 changelink(timestep);
1411
1412 if (m_taintCollidesWater != m_collidesWater)
1413 changefloatonwater(timestep);
1414/* obsolete
1415 if (!m_angularLock.ApproxEquals(m_taintAngularLock,0f))
1416 changeAngularLock(timestep);
1417 */
1418 }
1419 else
1420 {
1421 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.)");
1422 }
1423 }
1424
1425/* obsolete
1426 private void changeAngularLock(float timestep)
1427 {
1428 if (_parent == null)
1429 {
1430 m_angularLock = m_taintAngularLock;
1431 m_angularLockSet = true;
1432 }
1433 }
1434 */
1435 private void changelink(float timestep)
1436 {
1437 // If the newly set parent is not null
1438 // create link
1439 if (_parent == null && m_taintparent != null)
1440 {
1441 if (m_taintparent.PhysicsActorType == (int)ActorTypes.Prim)
1442 {
1443 OdePrim obj = (OdePrim)m_taintparent;
1444 //obj.disableBody();
1445 obj.ParentPrim(this);
1446
1447 /*
1448 if (obj.Body != (IntPtr)0 && Body != (IntPtr)0 && obj.Body != Body)
1449 {
1450 _linkJointGroup = d.JointGroupCreate(0);
1451 m_linkJoint = d.JointCreateFixed(_parent_scene.world, _linkJointGroup);
1452 d.JointAttach(m_linkJoint, obj.Body, Body);
1453 d.JointSetFixed(m_linkJoint);
1454 }
1455 */
1456 }
1457 }
1458 // If the newly set parent is null
1459 // destroy link
1460 else if (_parent != null && m_taintparent == null)
1461 {
1462 if (_parent is OdePrim)
1463 {
1464 OdePrim obj = (OdePrim)_parent;
1465 obj.ChildDelink(this);
1466 childPrim = false;
1467 //_parent = null;
1468 }
1469
1470 /*
1471 if (Body != (IntPtr)0 && _linkJointGroup != (IntPtr)0)
1472 d.JointGroupDestroy(_linkJointGroup);
1473
1474 _linkJointGroup = (IntPtr)0;
1475 m_linkJoint = (IntPtr)0;
1476 */
1477 }
1478
1479 _parent = m_taintparent;
1480 m_taintPhysics = m_isphysical;
1481 }
1482
1483 // I'm the parent
1484 // prim is the child
1485 public void ParentPrim(OdePrim prim)
1486 {
1487 if (this.m_localID != prim.m_localID)
1488 {
1489 if (Body == IntPtr.Zero)
1490 {
1491 Body = d.BodyCreate(_parent_scene.world);
1492 // disconnect from world gravity so we can apply buoyancy
1493 d.BodySetGravityMode (Body, false);
1494
1495 setMass();
1496 }
1497 if (Body != IntPtr.Zero)
1498 {
1499 lock (childrenPrim)
1500 {
1501 if (!childrenPrim.Contains(prim))
1502 {
1503 childrenPrim.Add(prim);
1504
1505 foreach (OdePrim prm in childrenPrim)
1506 {
1507 d.Mass m2;
1508 d.MassSetZero(out m2);
1509 d.MassSetBoxTotal(out m2, prim.CalculateMass(), prm._size.X, prm._size.Y, prm._size.Z);
1510
1511
1512 d.Quaternion quat = new d.Quaternion();
1513 quat.W = prm._orientation.W;
1514 quat.X = prm._orientation.X;
1515 quat.Y = prm._orientation.Y;
1516 quat.Z = prm._orientation.Z;
1517
1518 d.Matrix3 mat = new d.Matrix3();
1519 d.RfromQ(out mat, ref quat);
1520 d.MassRotate(ref m2, ref mat);
1521 d.MassTranslate(ref m2, Position.X - prm.Position.X, Position.Y - prm.Position.Y, Position.Z - prm.Position.Z);
1522 d.MassAdd(ref pMass, ref m2);
1523 }
1524 foreach (OdePrim prm in childrenPrim)
1525 {
1526
1527 prm.m_collisionCategories |= CollisionCategories.Body;
1528 prm.m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
1529
1530 if (prm.prim_geom == IntPtr.Zero)
1531 {
1532 m_log.Warn("[PHYSICS]: Unable to link one of the linkset elements. No geom yet");
1533 continue;
1534 }
1535 d.GeomSetCategoryBits(prm.prim_geom, (int)prm.m_collisionCategories);
1536 d.GeomSetCollideBits(prm.prim_geom, (int)prm.m_collisionFlags);
1537
1538
1539 d.Quaternion quat = new d.Quaternion();
1540 quat.W = prm._orientation.W;
1541 quat.X = prm._orientation.X;
1542 quat.Y = prm._orientation.Y;
1543 quat.Z = prm._orientation.Z;
1544
1545 d.Matrix3 mat = new d.Matrix3();
1546 d.RfromQ(out mat, ref quat);
1547 if (Body != IntPtr.Zero)
1548 {
1549 d.GeomSetBody(prm.prim_geom, Body);
1550 prm.childPrim = true;
1551 d.GeomSetOffsetWorldPosition(prm.prim_geom, prm.Position.X , prm.Position.Y, prm.Position.Z);
1552 //d.GeomSetOffsetPosition(prim.prim_geom,
1553 // (Position.X - prm.Position.X) - pMass.c.X,
1554 // (Position.Y - prm.Position.Y) - pMass.c.Y,
1555 // (Position.Z - prm.Position.Z) - pMass.c.Z);
1556 d.GeomSetOffsetWorldRotation(prm.prim_geom, ref mat);
1557 //d.GeomSetOffsetRotation(prm.prim_geom, ref mat);
1558 d.MassTranslate(ref pMass, -pMass.c.X, -pMass.c.Y, -pMass.c.Z);
1559 d.BodySetMass(Body, ref pMass);
1560 }
1561 else
1562 {
1563 m_log.Debug("[PHYSICS]:I ain't got no boooooooooddy, no body");
1564 }
1565
1566
1567 prm.m_interpenetrationcount = 0;
1568 prm.m_collisionscore = 0;
1569 prm.m_disabled = false;
1570
1571 prm.Body = Body;
1572 _parent_scene.addActivePrim(prm);
1573 }
1574 m_collisionCategories |= CollisionCategories.Body;
1575 m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
1576
1577 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1578 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1579
1580
1581 d.Quaternion quat2 = new d.Quaternion();
1582 quat2.W = _orientation.W;
1583 quat2.X = _orientation.X;
1584 quat2.Y = _orientation.Y;
1585 quat2.Z = _orientation.Z;
1586
1587 d.Matrix3 mat2 = new d.Matrix3();
1588 d.RfromQ(out mat2, ref quat2);
1589 d.GeomSetBody(prim_geom, Body);
1590 d.GeomSetOffsetWorldPosition(prim_geom, Position.X - pMass.c.X, Position.Y - pMass.c.Y, Position.Z - pMass.c.Z);
1591 //d.GeomSetOffsetPosition(prim.prim_geom,
1592 // (Position.X - prm.Position.X) - pMass.c.X,
1593 // (Position.Y - prm.Position.Y) - pMass.c.Y,
1594 // (Position.Z - prm.Position.Z) - pMass.c.Z);
1595 //d.GeomSetOffsetRotation(prim_geom, ref mat2);
1596 d.MassTranslate(ref pMass, -pMass.c.X, -pMass.c.Y, -pMass.c.Z);
1597 d.BodySetMass(Body, ref pMass);
1598
1599 d.BodySetAutoDisableFlag(Body, true);
1600 d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
1601
1602
1603 m_interpenetrationcount = 0;
1604 m_collisionscore = 0;
1605 m_disabled = false;
1606
1607 d.BodySetPosition(Body, Position.X, Position.Y, Position.Z);
1608 if (m_type != Vehicle.TYPE_NONE) Enable(Body, _parent_scene);
1609 _parent_scene.addActivePrim(this);
1610 }
1611 }
1612 }
1613 }
1614
1615 }
1616
1617 private void ChildSetGeom(OdePrim odePrim)
1618 {
1619 //if (m_isphysical && Body != IntPtr.Zero)
1620 lock (childrenPrim)
1621 {
1622 foreach (OdePrim prm in childrenPrim)
1623 {
1624 //prm.childPrim = true;
1625 prm.disableBody();
1626 //prm.m_taintparent = null;
1627 //prm._parent = null;
1628 //prm.m_taintPhysics = false;
1629 //prm.m_disabled = true;
1630 //prm.childPrim = false;
1631 }
1632 }
1633 disableBody();
1634
1635
1636 if (Body != IntPtr.Zero)
1637 {
1638 _parent_scene.remActivePrim(this);
1639 }
1640
1641 lock (childrenPrim)
1642 {
1643 foreach (OdePrim prm in childrenPrim)
1644 {
1645 ParentPrim(prm);
1646 }
1647 }
1648
1649 }
1650
1651 private void ChildDelink(OdePrim odePrim)
1652 {
1653 // Okay, we have a delinked child.. need to rebuild the body.
1654 lock (childrenPrim)
1655 {
1656 foreach (OdePrim prm in childrenPrim)
1657 {
1658 prm.childPrim = true;
1659 prm.disableBody();
1660 //prm.m_taintparent = null;
1661 //prm._parent = null;
1662 //prm.m_taintPhysics = false;
1663 //prm.m_disabled = true;
1664 //prm.childPrim = false;
1665 }
1666 }
1667 disableBody();
1668
1669 lock (childrenPrim)
1670 {
1671 childrenPrim.Remove(odePrim);
1672 }
1673
1674 if (Body != IntPtr.Zero)
1675 {
1676 _parent_scene.remActivePrim(this);
1677 }
1678
1679 lock (childrenPrim)
1680 {
1681 foreach (OdePrim prm in childrenPrim)
1682 {
1683 ParentPrim(prm);
1684 }
1685 }
1686 }
1687
1688 private void changeSelectedStatus(float timestep)
1689 {
1690 if (m_taintselected)
1691 {
1692 m_collisionCategories = CollisionCategories.Selected;
1693 m_collisionFlags = (CollisionCategories.Sensor | CollisionCategories.Space);
1694
1695 // We do the body disable soft twice because 'in theory' a collision could have happened
1696 // in between the disabling and the collision properties setting
1697 // which would wake the physical body up from a soft disabling and potentially cause it to fall
1698 // through the ground.
1699
1700 // NOTE FOR JOINTS: this doesn't always work for jointed assemblies because if you select
1701 // just one part of the assembly, the rest of the assembly is non-selected and still simulating,
1702 // so that causes the selected part to wake up and continue moving.
1703
1704 // even if you select all parts of a jointed assembly, it is not guaranteed that the entire
1705 // assembly will stop simulating during the selection, because of the lack of atomicity
1706 // of select operations (their processing could be interrupted by a thread switch, causing
1707 // simulation to continue before all of the selected object notifications trickle down to
1708 // the physics engine).
1709
1710 // e.g. we select 100 prims that are connected by joints. non-atomically, the first 50 are
1711 // selected and disabled. then, due to a thread switch, the selection processing is
1712 // interrupted and the physics engine continues to simulate, so the last 50 items, whose
1713 // selection was not yet processed, continues to simulate. this wakes up ALL of the
1714 // first 50 again. then the last 50 are disabled. then the first 50, which were just woken
1715 // up, start simulating again, which in turn wakes up the last 50.
1716
1717 if (m_isphysical)
1718 {
1719 disableBodySoft();
1720 }
1721
1722 if (prim_geom != IntPtr.Zero)
1723 {
1724 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1725 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1726 }
1727
1728 if (m_isphysical)
1729 {
1730 disableBodySoft();
1731 }
1732 if (Body != IntPtr.Zero)
1733 {
1734 d.BodySetLinearVel(Body, 0f, 0f, 0f);
1735 d.BodySetForce(Body, 0f, 0f, 0f);
1736 d.BodySetAngularVel (Body, 0.0f, 0.0f, 0.0f);
1737 d.BodySetTorque (Body, 0.0f, 0.0f, 0.0f);
1738 }
1739
1740 }
1741 else
1742 {
1743 m_collisionCategories = CollisionCategories.Geom;
1744
1745 if (m_isphysical)
1746 m_collisionCategories |= CollisionCategories.Body;
1747
1748 m_collisionFlags = m_default_collisionFlags;
1749
1750 if (m_collidesLand)
1751 m_collisionFlags |= CollisionCategories.Land;
1752 if (m_collidesWater)
1753 m_collisionFlags |= CollisionCategories.Water;
1754
1755 if (prim_geom != IntPtr.Zero)
1756 {
1757 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1758 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1759 }
1760 if (Body != IntPtr.Zero)
1761 {
1762 d.BodySetLinearVel(Body, 0f, 0f, 0f);
1763 d.BodySetForce(Body, 0f, 0f, 0f);
1764 d.BodySetAngularVel (Body, 0.0f, 0.0f, 0.0f);
1765 d.BodySetTorque (Body, 0.0f, 0.0f, 0.0f);
1766 }
1767
1768 if (m_isphysical)
1769 {
1770 if (Body != IntPtr.Zero)
1771 {
1772 enableBodySoft();
1773 }
1774 }
1775 }
1776
1777 resetCollisionAccounting();
1778 m_isSelected = m_taintselected;
1779 }//end changeSelectedStatus
1780
1781 public void ResetTaints()
1782 {
1783 m_taintposition = _position;
1784 m_taintrot = _orientation;
1785 m_taintPhysics = m_isphysical;
1786 m_taintselected = m_isSelected;
1787 m_taintsize = _size;
1788 m_taintshape = false;
1789 m_taintforce = false;
1790 m_taintdisable = false;
1791 m_taintVelocity = Vector3.Zero;
1792 }
1793
1794 public void CreateGeom(IntPtr m_targetSpace, IMesh _mesh)
1795 {
1796 if (_mesh != null) // Special - make mesh
1797 {
1798 setMesh(_parent_scene, _mesh);
1799 }
1800 else // not a mesh
1801 {
1802 if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1) // special profile??
1803 {
1804 if (_size.X == _size.Y && _size.Y == _size.Z && _size.X == _size.Z) // Equi-size
1805 {
1806 if (((_size.X / 2f) > 0f)) // Has size
1807 {
1808 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1809 try
1810 {
1811 SetGeom(d.CreateSphere(m_targetSpace, _size.X / 2));
1812 }
1813 catch (AccessViolationException)
1814 {
1815 m_log.Warn("[PHYSICS]: Unable to create physics proxy for object");
1816 ode.dunlock(_parent_scene.world);
1817 return;
1818 }
1819 }
1820 else
1821 {
1822 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1823 try
1824 {
1825 SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
1826 }
1827 catch (AccessViolationException)
1828 {
1829 m_log.Warn("[PHYSICS]: Unable to create physics proxy for object");
1830 ode.dunlock(_parent_scene.world);
1831 return;
1832 }
1833 }
1834 }
1835 else // not equi-size
1836 {
1837 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1838 try
1839 {
1840 SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
1841 }
1842 catch (AccessViolationException)
1843 {
1844 m_log.Warn("[PHYSICS]: Unable to create physics proxy for object");
1845 ode.dunlock(_parent_scene.world);
1846 return;
1847 }
1848 }
1849 }
1850
1851 else // not special profile
1852 {
1853 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1854 try
1855 {
1856 SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
1857 }
1858 catch (AccessViolationException)
1859 {
1860 m_log.Warn("[PHYSICS]: Unable to create physics proxy for object");
1861 ode.dunlock(_parent_scene.world);
1862 return;
1863 }
1864 }
1865 }
1866 }
1867
1868 public void changeadd(float timestep)
1869 {
1870 int[] iprimspaceArrItem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
1871 IntPtr targetspace = _parent_scene.calculateSpaceForGeom(_position);
1872
1873 if (targetspace == IntPtr.Zero)
1874 targetspace = _parent_scene.createprimspace(iprimspaceArrItem[0], iprimspaceArrItem[1]);
1875
1876 m_targetSpace = targetspace;
1877
1878 if (_mesh == null && m_meshfailed == false)
1879 {
1880 if (_parent_scene.needsMeshing(_pbs))
1881 {
1882 // Don't need to re-enable body.. it's done in SetMesh
1883 try
1884 {
1885 _mesh = _parent_scene.mesher.CreateMesh(m_primName, _pbs, _size, _parent_scene.meshSculptLOD, IsPhysical);
1886 }
1887 catch
1888 {
1889 //Don't continuously try to mesh prims when meshing has failed
1890 m_meshfailed = true;
1891 }
1892 // createmesh returns null when it's a shape that isn't a cube.
1893 // m_log.Debug(m_localID);
1894 }
1895 }
1896
1897
1898 lock (_parent_scene.OdeLock)
1899 {
1900 CreateGeom(m_targetSpace, _mesh);
1901
1902 if (prim_geom != IntPtr.Zero)
1903 {
1904 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
1905 d.Quaternion myrot = new d.Quaternion();
1906 myrot.X = _orientation.X;
1907 myrot.Y = _orientation.Y;
1908 myrot.Z = _orientation.Z;
1909 myrot.W = _orientation.W;
1910 d.GeomSetQuaternion(prim_geom, ref myrot);
1911 }
1912
1913 if (m_isphysical && Body == IntPtr.Zero)
1914 {
1915 enableBody();
1916 }
1917 }
1918
1919 changeSelectedStatus(timestep);
1920
1921 m_taintadd = false;
1922 }
1923
1924 public void changemove(float timestep)
1925 {
1926 if (m_isphysical)
1927 {
1928// if (!m_disabled && !m_taintremove && !childPrim) After one edit m_disabled is sometimes set, disabling further edits!
1929 if (!m_taintremove && !childPrim)
1930 {
1931 if (Body == IntPtr.Zero)
1932 enableBody();
1933 //Prim auto disable after 20 frames,
1934 //if you move it, re-enable the prim manually.
1935 if (_parent != null)
1936 {
1937 if (m_linkJoint != IntPtr.Zero)
1938 {
1939 d.JointDestroy(m_linkJoint);
1940 m_linkJoint = IntPtr.Zero;
1941 }
1942 }
1943 if (Body != IntPtr.Zero)
1944 {
1945 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
1946
1947 if (_parent != null)
1948 {
1949 OdePrim odParent = (OdePrim)_parent;
1950 if (Body != (IntPtr)0 && odParent.Body != (IntPtr)0 && Body != odParent.Body)
1951 {
1952// KF: Fixed Joints were removed? Anyway - this Console.WriteLine does not show up, so routine is not used??
1953Console.WriteLine("ODEPrim JointCreateFixed !!!");
1954 m_linkJoint = d.JointCreateFixed(_parent_scene.world, _linkJointGroup);
1955 d.JointAttach(m_linkJoint, Body, odParent.Body);
1956 d.JointSetFixed(m_linkJoint);
1957 }
1958 }
1959 d.BodyEnable(Body);
1960 if (m_type != Vehicle.TYPE_NONE)
1961 {
1962 Enable(Body, _parent_scene);
1963 }
1964 }
1965 else
1966 {
1967 m_log.Warn("[PHYSICS]: Body Still null after enableBody(). This is a crash scenario.");
1968 }
1969 }
1970 //else
1971 // {
1972 //m_log.Debug("[BUG]: race!");
1973 //}
1974 }
1975 else
1976 {
1977 // string primScenAvatarIn = _parent_scene.whichspaceamIin(_position);
1978 // int[] arrayitem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
1979 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1980
1981 IntPtr tempspace = _parent_scene.recalculateSpaceForGeom(prim_geom, _position, m_targetSpace);
1982 m_targetSpace = tempspace;
1983
1984 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1985 if (prim_geom != IntPtr.Zero)
1986 {
1987 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
1988
1989 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1990 d.SpaceAdd(m_targetSpace, prim_geom);
1991 }
1992 }
1993
1994 changeSelectedStatus(timestep);
1995
1996 resetCollisionAccounting();
1997 m_taintposition = _position;
1998 }
1999
2000
2001
2002 public void rotate(float timestep)
2003 {
2004 d.Quaternion myrot = new d.Quaternion();
2005 myrot.X = _orientation.X;
2006 myrot.Y = _orientation.Y;
2007 myrot.Z = _orientation.Z;
2008 myrot.W = _orientation.W;
2009 if (Body != IntPtr.Zero)
2010 {
2011 // KF: If this is a root prim do BodySet
2012 d.BodySetQuaternion(Body, ref myrot);
2013 }
2014 else
2015 {
2016 // daughter prim, do Geom set
2017 d.GeomSetQuaternion(prim_geom, ref myrot);
2018 }
2019
2020 resetCollisionAccounting();
2021 m_taintrot = _orientation;
2022 }
2023
2024 private void resetCollisionAccounting()
2025 {
2026 m_collisionscore = 0;
2027 m_interpenetrationcount = 0;
2028 m_disabled = false;
2029 }
2030
2031 public void changedisable(float timestep)
2032 {
2033 m_disabled = true;
2034 if (Body != IntPtr.Zero)
2035 {
2036 d.BodyDisable(Body);
2037 Body = IntPtr.Zero;
2038 }
2039
2040 m_taintdisable = false;
2041 }
2042
2043 public void changePhysicsStatus(float timestep)
2044 {
2045 if (m_isphysical == true)
2046 {
2047 if (Body == IntPtr.Zero)
2048 {
2049 if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim)
2050 {
2051 changeshape(2f);
2052 }
2053 else
2054 {
2055 enableBody();
2056 }
2057 }
2058 }
2059 else
2060 {
2061 if (Body != IntPtr.Zero)
2062 {
2063 if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim)
2064 {
2065 _mesh = null;
2066 changeadd(2f);
2067 }
2068 if (childPrim)
2069 {
2070 if (_parent != null)
2071 {
2072 OdePrim parent = (OdePrim)_parent;
2073 parent.ChildDelink(this);
2074 }
2075 }
2076 else
2077 {
2078 disableBody();
2079 }
2080 }
2081 }
2082
2083 changeSelectedStatus(timestep);
2084
2085 resetCollisionAccounting();
2086 m_taintPhysics = m_isphysical;
2087 }
2088
2089 public void changesize(float timestamp)
2090 {
2091
2092 string oldname = _parent_scene.geom_name_map[prim_geom];
2093
2094 if (_size.X <= 0) _size.X = 0.01f;
2095 if (_size.Y <= 0) _size.Y = 0.01f;
2096 if (_size.Z <= 0) _size.Z = 0.01f;
2097
2098 // Cleanup of old prim geometry
2099 if (_mesh != null)
2100 {
2101 // Cleanup meshing here
2102 }
2103 //kill body to rebuild
2104 if (IsPhysical && Body != IntPtr.Zero)
2105 {
2106 if (childPrim)
2107 {
2108 if (_parent != null)
2109 {
2110 OdePrim parent = (OdePrim)_parent;
2111 parent.ChildDelink(this);
2112 }
2113 }
2114 else
2115 {
2116 disableBody();
2117 }
2118 }
2119 if (d.SpaceQuery(m_targetSpace, prim_geom))
2120 {
2121 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2122 d.SpaceRemove(m_targetSpace, prim_geom);
2123 }
2124 // we don't need to do space calculation because the client sends a position update also.
2125
2126 // Construction of new prim
2127 if (_parent_scene.needsMeshing(_pbs) && m_meshfailed == false)
2128 {
2129 float meshlod = _parent_scene.meshSculptLOD;
2130
2131 if (IsPhysical)
2132 meshlod = _parent_scene.MeshSculptphysicalLOD;
2133 // Don't need to re-enable body.. it's done in SetMesh
2134
2135 IMesh mesh = null;
2136
2137 try
2138 {
2139 if (_parent_scene.needsMeshing(_pbs))
2140 mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);
2141 }
2142 catch
2143 {
2144 m_meshfailed = true;
2145 }
2146
2147 //IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);
2148 CreateGeom(m_targetSpace, mesh);
2149
2150
2151 }
2152 else
2153 {
2154 _mesh = null;
2155 CreateGeom(m_targetSpace, _mesh);
2156 }
2157
2158 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2159 d.Quaternion myrot = new d.Quaternion();
2160 myrot.X = _orientation.X;
2161 myrot.Y = _orientation.Y;
2162 myrot.Z = _orientation.Z;
2163 myrot.W = _orientation.W;
2164 d.GeomSetQuaternion(prim_geom, ref myrot);
2165
2166 //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z);
2167 if (IsPhysical && Body == IntPtr.Zero && !childPrim)
2168 {
2169 // Re creates body on size.
2170 // EnableBody also does setMass()
2171 enableBody();
2172 d.BodyEnable(Body);
2173 }
2174
2175 _parent_scene.geom_name_map[prim_geom] = oldname;
2176
2177 changeSelectedStatus(timestamp);
2178 if (childPrim)
2179 {
2180 if (_parent is OdePrim)
2181 {
2182 OdePrim parent = (OdePrim)_parent;
2183 parent.ChildSetGeom(this);
2184 }
2185 }
2186 resetCollisionAccounting();
2187 m_taintsize = _size;
2188 }
2189
2190
2191
2192 public void changefloatonwater(float timestep)
2193 {
2194 m_collidesWater = m_taintCollidesWater;
2195
2196 if (prim_geom != IntPtr.Zero)
2197 {
2198 if (m_collidesWater)
2199 {
2200 m_collisionFlags |= CollisionCategories.Water;
2201 }
2202 else
2203 {
2204 m_collisionFlags &= ~CollisionCategories.Water;
2205 }
2206 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
2207 }
2208 }
2209
2210 public void changeshape(float timestamp)
2211 {
2212 string oldname = _parent_scene.geom_name_map[prim_geom];
2213
2214 // Cleanup of old prim geometry and Bodies
2215 if (IsPhysical && Body != IntPtr.Zero)
2216 {
2217 if (childPrim)
2218 {
2219 if (_parent != null)
2220 {
2221 OdePrim parent = (OdePrim)_parent;
2222 parent.ChildDelink(this);
2223 }
2224 }
2225 else
2226 {
2227 disableBody();
2228 }
2229 }
2230
2231
2232 // we don't need to do space calculation because the client sends a position update also.
2233 if (_size.X <= 0) _size.X = 0.01f;
2234 if (_size.Y <= 0) _size.Y = 0.01f;
2235 if (_size.Z <= 0) _size.Z = 0.01f;
2236 // Construction of new prim
2237
2238 if (_parent_scene.needsMeshing(_pbs) && m_meshfailed == false)
2239 {
2240 // Don't need to re-enable body.. it's done in SetMesh
2241 float meshlod = _parent_scene.meshSculptLOD;
2242
2243 if (IsPhysical)
2244 meshlod = _parent_scene.MeshSculptphysicalLOD;
2245 try
2246 {
2247 IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);
2248 CreateGeom(m_targetSpace, mesh);
2249 }
2250 catch
2251 {
2252 m_meshfailed = true;
2253 }
2254 // createmesh returns null when it doesn't mesh.
2255 }
2256 else
2257 {
2258 _mesh = null;
2259 CreateGeom(m_targetSpace, null);
2260 }
2261
2262 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2263 d.Quaternion myrot = new d.Quaternion();
2264 //myrot.W = _orientation.w;
2265 myrot.W = _orientation.W;
2266 myrot.X = _orientation.X;
2267 myrot.Y = _orientation.Y;
2268 myrot.Z = _orientation.Z;
2269 d.GeomSetQuaternion(prim_geom, ref myrot);
2270
2271 //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z);
2272 if (IsPhysical && Body == IntPtr.Zero)
2273 {
2274 // Re creates body on size.
2275 // EnableBody also does setMass()
2276 enableBody();
2277 if (Body != IntPtr.Zero)
2278 {
2279 d.BodyEnable(Body);
2280 }
2281 }
2282 _parent_scene.geom_name_map[prim_geom] = oldname;
2283
2284 changeSelectedStatus(timestamp);
2285 if (childPrim)
2286 {
2287 if (_parent is OdePrim)
2288 {
2289 OdePrim parent = (OdePrim)_parent;
2290 parent.ChildSetGeom(this);
2291 }
2292 }
2293 resetCollisionAccounting();
2294 m_taintshape = false;
2295 }
2296
2297 public void changeAddForce(float timestamp)
2298 {
2299 if (!m_isSelected)
2300 {
2301 lock (m_forcelist)
2302 {
2303 //m_log.Info("[PHYSICS]: dequeing forcelist");
2304 if (IsPhysical)
2305 {
2306 Vector3 iforce = Vector3.Zero;
2307 int i = 0;
2308 try
2309 {
2310 for (i = 0; i < m_forcelist.Count; i++)
2311 {
2312
2313 iforce = iforce + (m_forcelist[i] * 100);
2314 }
2315 }
2316 catch (IndexOutOfRangeException)
2317 {
2318 m_forcelist = new List<Vector3>();
2319 m_collisionscore = 0;
2320 m_interpenetrationcount = 0;
2321 m_taintforce = false;
2322 return;
2323 }
2324 catch (ArgumentOutOfRangeException)
2325 {
2326 m_forcelist = new List<Vector3>();
2327 m_collisionscore = 0;
2328 m_interpenetrationcount = 0;
2329 m_taintforce = false;
2330 return;
2331 }
2332 d.BodyEnable(Body);
2333
2334 d.BodyAddForce(Body, iforce.X, iforce.Y, iforce.Z);
2335 }
2336 m_forcelist.Clear();
2337 }
2338
2339 m_collisionscore = 0;
2340 m_interpenetrationcount = 0;
2341 }
2342
2343 m_taintforce = false;
2344
2345 }
2346
2347
2348
2349 public void changeSetTorque(float timestamp)
2350 {
2351 if (!m_isSelected)
2352 {
2353 if (IsPhysical && Body != IntPtr.Zero)
2354 {
2355 d.BodySetTorque(Body, m_taintTorque.X, m_taintTorque.Y, m_taintTorque.Z);
2356 }
2357 }
2358
2359 m_taintTorque = Vector3.Zero;
2360 }
2361
2362 public void changeAddAngularForce(float timestamp)
2363 {
2364 if (!m_isSelected)
2365 {
2366 lock (m_angularforcelist)
2367 {
2368 //m_log.Info("[PHYSICS]: dequeing forcelist");
2369 if (IsPhysical)
2370 {
2371 Vector3 iforce = Vector3.Zero;
2372 for (int i = 0; i < m_angularforcelist.Count; i++)
2373 {
2374 iforce = iforce + (m_angularforcelist[i] * 100);
2375 }
2376 d.BodyEnable(Body);
2377 d.BodyAddTorque(Body, iforce.X, iforce.Y, iforce.Z);
2378
2379 }
2380 m_angularforcelist.Clear();
2381 }
2382
2383 m_collisionscore = 0;
2384 m_interpenetrationcount = 0;
2385 }
2386
2387 m_taintaddangularforce = false;
2388 }
2389
2390 private void changevelocity(float timestep)
2391 {
2392 if (!m_isSelected)
2393 {
2394 Thread.Sleep(20);
2395 if (IsPhysical)
2396 {
2397 if (Body != IntPtr.Zero)
2398 d.BodySetLinearVel(Body, m_taintVelocity.X, m_taintVelocity.Y, m_taintVelocity.Z);
2399 }
2400
2401 //resetCollisionAccounting();
2402 }
2403 m_taintVelocity = Vector3.Zero;
2404 }
2405
2406 public void UpdatePositionAndVelocity()
2407 {
2408 return; // moved to the Move () method
2409 }
2410
2411 public d.Mass FromMatrix4(Matrix4 pMat, ref d.Mass obj)
2412 {
2413 obj.I.M00 = pMat[0, 0];
2414 obj.I.M01 = pMat[0, 1];
2415 obj.I.M02 = pMat[0, 2];
2416 obj.I.M10 = pMat[1, 0];
2417 obj.I.M11 = pMat[1, 1];
2418 obj.I.M12 = pMat[1, 2];
2419 obj.I.M20 = pMat[2, 0];
2420 obj.I.M21 = pMat[2, 1];
2421 obj.I.M22 = pMat[2, 2];
2422 return obj;
2423 }
2424
2425 public override void SubscribeEvents(int ms)
2426 {
2427 m_eventsubscription = ms;
2428 _parent_scene.addCollisionEventReporting(this);
2429 }
2430
2431 public override void UnSubscribeEvents()
2432 {
2433 _parent_scene.remCollisionEventReporting(this);
2434 m_eventsubscription = 0;
2435 }
2436
2437 public void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
2438 {
2439 if (CollisionEventsThisFrame == null)
2440 CollisionEventsThisFrame = new CollisionEventUpdate();
2441 CollisionEventsThisFrame.AddCollider(CollidedWith, contact);
2442 }
2443
2444 public void SendCollisions()
2445 {
2446 if (CollisionEventsThisFrame == null)
2447 return;
2448
2449 base.SendCollisionUpdate(CollisionEventsThisFrame);
2450
2451 if (CollisionEventsThisFrame.m_objCollisionList.Count == 0)
2452 CollisionEventsThisFrame = null;
2453 else
2454 CollisionEventsThisFrame = new CollisionEventUpdate();
2455 }
2456
2457 public override bool SubscribedEvents()
2458 {
2459 if (m_eventsubscription > 0)
2460 return true;
2461 return false;
2462 }
2463
2464 public static Matrix4 Inverse(Matrix4 pMat)
2465 {
2466 if (determinant3x3(pMat) == 0)
2467 {
2468 return Matrix4.Identity; // should probably throw an error. singluar matrix inverse not possible
2469 }
2470
2471
2472
2473 return (Adjoint(pMat) / determinant3x3(pMat));
2474 }
2475
2476 public static Matrix4 Adjoint(Matrix4 pMat)
2477 {
2478 Matrix4 adjointMatrix = new Matrix4();
2479 for (int i=0; i<4; i++)
2480 {
2481 for (int j=0; j<4; j++)
2482 {
2483 Matrix4SetValue(ref adjointMatrix, i, j, (float)(Math.Pow(-1, i + j) * (determinant3x3(Minor(pMat, i, j)))));
2484 }
2485 }
2486
2487 adjointMatrix = Transpose(adjointMatrix);
2488 return adjointMatrix;
2489 }
2490
2491 public static Matrix4 Minor(Matrix4 matrix, int iRow, int iCol)
2492 {
2493 Matrix4 minor = new Matrix4();
2494 int m = 0, n = 0;
2495 for (int i = 0; i < 4; i++)
2496 {
2497 if (i == iRow)
2498 continue;
2499 n = 0;
2500 for (int j = 0; j < 4; j++)
2501 {
2502 if (j == iCol)
2503 continue;
2504 Matrix4SetValue(ref minor, m,n, matrix[i, j]);
2505 n++;
2506 }
2507 m++;
2508 }
2509 return minor;
2510 }
2511
2512 public static Matrix4 Transpose(Matrix4 pMat)
2513 {
2514 Matrix4 transposeMatrix = new Matrix4();
2515 for (int i = 0; i < 4; i++)
2516 for (int j = 0; j < 4; j++)
2517 Matrix4SetValue(ref transposeMatrix, i, j, pMat[j, i]);
2518 return transposeMatrix;
2519 }
2520
2521 public static void Matrix4SetValue(ref Matrix4 pMat, int r, int c, float val)
2522 {
2523 switch (r)
2524 {
2525 case 0:
2526 switch (c)
2527 {
2528 case 0:
2529 pMat.M11 = val;
2530 break;
2531 case 1:
2532 pMat.M12 = val;
2533 break;
2534 case 2:
2535 pMat.M13 = val;
2536 break;
2537 case 3:
2538 pMat.M14 = val;
2539 break;
2540 }
2541
2542 break;
2543 case 1:
2544 switch (c)
2545 {
2546 case 0:
2547 pMat.M21 = val;
2548 break;
2549 case 1:
2550 pMat.M22 = val;
2551 break;
2552 case 2:
2553 pMat.M23 = val;
2554 break;
2555 case 3:
2556 pMat.M24 = val;
2557 break;
2558 }
2559
2560 break;
2561 case 2:
2562 switch (c)
2563 {
2564 case 0:
2565 pMat.M31 = val;
2566 break;
2567 case 1:
2568 pMat.M32 = val;
2569 break;
2570 case 2:
2571 pMat.M33 = val;
2572 break;
2573 case 3:
2574 pMat.M34 = val;
2575 break;
2576 }
2577
2578 break;
2579 case 3:
2580 switch (c)
2581 {
2582 case 0:
2583 pMat.M41 = val;
2584 break;
2585 case 1:
2586 pMat.M42 = val;
2587 break;
2588 case 2:
2589 pMat.M43 = val;
2590 break;
2591 case 3:
2592 pMat.M44 = val;
2593 break;
2594 }
2595
2596 break;
2597 }
2598 }
2599 private static float determinant3x3(Matrix4 pMat)
2600 {
2601 float det = 0;
2602 float diag1 = pMat[0, 0]*pMat[1, 1]*pMat[2, 2];
2603 float diag2 = pMat[0, 1]*pMat[2, 1]*pMat[2, 0];
2604 float diag3 = pMat[0, 2]*pMat[1, 0]*pMat[2, 1];
2605 float diag4 = pMat[2, 0]*pMat[1, 1]*pMat[0, 2];
2606 float diag5 = pMat[2, 1]*pMat[1, 2]*pMat[0, 0];
2607 float diag6 = pMat[2, 2]*pMat[1, 0]*pMat[0, 1];
2608
2609 det = diag1 + diag2 + diag3 - (diag4 + diag5 + diag6);
2610 return det;
2611
2612 }
2613
2614 private static void DMassCopy(ref d.Mass src, ref d.Mass dst)
2615 {
2616 dst.c.W = src.c.W;
2617 dst.c.X = src.c.X;
2618 dst.c.Y = src.c.Y;
2619 dst.c.Z = src.c.Z;
2620 dst.mass = src.mass;
2621 dst.I.M00 = src.I.M00;
2622 dst.I.M01 = src.I.M01;
2623 dst.I.M02 = src.I.M02;
2624 dst.I.M10 = src.I.M10;
2625 dst.I.M11 = src.I.M11;
2626 dst.I.M12 = src.I.M12;
2627 dst.I.M20 = src.I.M20;
2628 dst.I.M21 = src.I.M21;
2629 dst.I.M22 = src.I.M22;
2630 }
2631
2632 public override void SetMaterial(int pMaterial)
2633 {
2634 m_material = pMaterial;
2635 }
2636
2637 internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
2638 {
2639 switch (pParam)
2640 {
2641 case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY:
2642 if (pValue < 0.01f) pValue = 0.01f;
2643 // m_angularDeflectionEfficiency = pValue;
2644 break;
2645 case Vehicle.ANGULAR_DEFLECTION_TIMESCALE:
2646 if (pValue < 0.1f) pValue = 0.1f;
2647 // m_angularDeflectionTimescale = pValue;
2648 break;
2649 case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE:
2650 if (pValue < 0.3f) pValue = 0.3f;
2651 m_angularMotorDecayTimescale = pValue;
2652 break;
2653 case Vehicle.ANGULAR_MOTOR_TIMESCALE:
2654 if (pValue < 0.3f) pValue = 0.3f;
2655 m_angularMotorTimescale = pValue;
2656 break;
2657 case Vehicle.BANKING_EFFICIENCY:
2658 if (pValue < 0.01f) pValue = 0.01f;
2659 // m_bankingEfficiency = pValue;
2660 break;
2661 case Vehicle.BANKING_MIX:
2662 if (pValue < 0.01f) pValue = 0.01f;
2663 // m_bankingMix = pValue;
2664 break;
2665 case Vehicle.BANKING_TIMESCALE:
2666 if (pValue < 0.01f) pValue = 0.01f;
2667 // m_bankingTimescale = pValue;
2668 break;
2669 case Vehicle.BUOYANCY:
2670 if (pValue < -1f) pValue = -1f;
2671 if (pValue > 1f) pValue = 1f;
2672 m_VehicleBuoyancy = pValue;
2673 break;
2674// case Vehicle.HOVER_EFFICIENCY:
2675// if (pValue < 0f) pValue = 0f;
2676// if (pValue > 1f) pValue = 1f;
2677// m_VhoverEfficiency = pValue;
2678// break;
2679 case Vehicle.HOVER_HEIGHT:
2680 m_VhoverHeight = pValue;
2681 break;
2682 case Vehicle.HOVER_TIMESCALE:
2683 if (pValue < 0.1f) pValue = 0.1f;
2684 m_VhoverTimescale = pValue;
2685 break;
2686 case Vehicle.LINEAR_DEFLECTION_EFFICIENCY:
2687 if (pValue < 0.01f) pValue = 0.01f;
2688 // m_linearDeflectionEfficiency = pValue;
2689 break;
2690 case Vehicle.LINEAR_DEFLECTION_TIMESCALE:
2691 if (pValue < 0.01f) pValue = 0.01f;
2692 // m_linearDeflectionTimescale = pValue;
2693 break;
2694 case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE:
2695 if (pValue < 0.3f) pValue = 0.3f;
2696 m_linearMotorDecayTimescale = pValue;
2697 break;
2698 case Vehicle.LINEAR_MOTOR_TIMESCALE:
2699 if (pValue < 0.1f) pValue = 0.1f;
2700 m_linearMotorTimescale = pValue;
2701 break;
2702 case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY:
2703 if (pValue < 0.1f) pValue = 0.1f; // Less goes unstable
2704 if (pValue > 1.0f) pValue = 1.0f;
2705 m_verticalAttractionEfficiency = pValue;
2706 break;
2707 case Vehicle.VERTICAL_ATTRACTION_TIMESCALE:
2708 if (pValue < 0.1f) pValue = 0.1f;
2709 m_verticalAttractionTimescale = pValue;
2710 break;
2711
2712 // These are vector properties but the engine lets you use a single float value to
2713 // set all of the components to the same value
2714 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
2715 if (pValue > 30f) pValue = 30f;
2716 if (pValue < 0.1f) pValue = 0.1f;
2717 m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue);
2718 break;
2719 case Vehicle.ANGULAR_MOTOR_DIRECTION:
2720 m_angularMotorDirection = new Vector3(pValue, pValue, pValue);
2721 UpdateAngDecay();
2722 break;
2723 case Vehicle.LINEAR_FRICTION_TIMESCALE:
2724 if (pValue < 0.1f) pValue = 0.1f;
2725 m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue);
2726 break;
2727 case Vehicle.LINEAR_MOTOR_DIRECTION:
2728 m_linearMotorDirection = new Vector3(pValue, pValue, pValue);
2729 UpdateLinDecay();
2730 break;
2731 case Vehicle.LINEAR_MOTOR_OFFSET:
2732 // m_linearMotorOffset = new Vector3(pValue, pValue, pValue);
2733 break;
2734
2735 }
2736
2737 }//end ProcessFloatVehicleParam
2738
2739 internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue)
2740 {
2741 switch (pParam)
2742 {
2743 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
2744 if (pValue.X > 30f) pValue.X = 30f;
2745 if (pValue.X < 0.1f) pValue.X = 0.1f;
2746 if (pValue.Y > 30f) pValue.Y = 30f;
2747 if (pValue.Y < 0.1f) pValue.Y = 0.1f;
2748 if (pValue.Z > 30f) pValue.Z = 30f;
2749 if (pValue.Z < 0.1f) pValue.Z = 0.1f;
2750 m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
2751 break;
2752 case Vehicle.ANGULAR_MOTOR_DIRECTION:
2753 m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
2754 // Limit requested angular speed to 2 rps= 4 pi rads/sec
2755 if(m_angularMotorDirection.X > 12.56f) m_angularMotorDirection.X = 12.56f;
2756 if(m_angularMotorDirection.X < - 12.56f) m_angularMotorDirection.X = - 12.56f;
2757 if(m_angularMotorDirection.Y > 12.56f) m_angularMotorDirection.Y = 12.56f;
2758 if(m_angularMotorDirection.Y < - 12.56f) m_angularMotorDirection.Y = - 12.56f;
2759 if(m_angularMotorDirection.Z > 12.56f) m_angularMotorDirection.Z = 12.56f;
2760 if(m_angularMotorDirection.Z < - 12.56f) m_angularMotorDirection.Z = - 12.56f;
2761 UpdateAngDecay();
2762 break;
2763 case Vehicle.LINEAR_FRICTION_TIMESCALE:
2764 if (pValue.X < 0.1f) pValue.X = 0.1f;
2765 if (pValue.Y < 0.1f) pValue.Y = 0.1f;
2766 if (pValue.Z < 0.1f) pValue.Z = 0.1f;
2767 m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
2768 break;
2769 case Vehicle.LINEAR_MOTOR_DIRECTION:
2770 m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z); // velocity requested by LSL, for max limiting
2771 UpdateLinDecay();
2772 break;
2773 case Vehicle.LINEAR_MOTOR_OFFSET:
2774 // m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z);
2775 break;
2776 }
2777
2778 }//end ProcessVectorVehicleParam
2779
2780 internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue)
2781 {
2782 switch (pParam)
2783 {
2784 case Vehicle.REFERENCE_FRAME:
2785 // m_referenceFrame = pValue;
2786 break;
2787 }
2788
2789 }//end ProcessRotationVehicleParam
2790
2791 internal void ProcessVehicleFlags(int pParam, bool remove)
2792 {
2793 if (remove)
2794 {
2795 m_flags &= ~((VehicleFlag)pParam);
2796 }
2797 else
2798 {
2799 m_flags |= (VehicleFlag)pParam;
2800 }
2801 }
2802
2803 internal void ProcessTypeChange(Vehicle pType)
2804 {
2805 // Set Defaults For Type
2806 m_type = pType;
2807 switch (pType)
2808 {
2809 case Vehicle.TYPE_SLED:
2810 m_linearFrictionTimescale = new Vector3(30, 1, 1000);
2811 m_angularFrictionTimescale = new Vector3(30, 30, 30);
2812// m_lLinMotorVel = Vector3.Zero;
2813 m_linearMotorTimescale = 1000;
2814 m_linearMotorDecayTimescale = 120;
2815 m_angularMotorDirection = Vector3.Zero;
2816 m_angularMotorDVel = Vector3.Zero;
2817 m_angularMotorTimescale = 1000;
2818 m_angularMotorDecayTimescale = 120;
2819 m_VhoverHeight = 0;
2820// m_VhoverEfficiency = 1;
2821 m_VhoverTimescale = 10;
2822 m_VehicleBuoyancy = 0;
2823 // m_linearDeflectionEfficiency = 1;
2824 // m_linearDeflectionTimescale = 1;
2825 // m_angularDeflectionEfficiency = 1;
2826 // m_angularDeflectionTimescale = 1000;
2827 // m_bankingEfficiency = 0;
2828 // m_bankingMix = 1;
2829 // m_bankingTimescale = 10;
2830 // m_referenceFrame = Quaternion.Identity;
2831 m_flags &=
2832 ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
2833 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
2834 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
2835 break;
2836 case Vehicle.TYPE_CAR:
2837 m_linearFrictionTimescale = new Vector3(100, 2, 1000);
2838 m_angularFrictionTimescale = new Vector3(30, 30, 30); // was 1000, but sl max frict time is 30.
2839// m_lLinMotorVel = Vector3.Zero;
2840 m_linearMotorTimescale = 1;
2841 m_linearMotorDecayTimescale = 60;
2842 m_angularMotorDirection = Vector3.Zero;
2843 m_angularMotorDVel = Vector3.Zero;
2844 m_angularMotorTimescale = 1;
2845 m_angularMotorDecayTimescale = 0.8f;
2846 m_VhoverHeight = 0;
2847// m_VhoverEfficiency = 0;
2848 m_VhoverTimescale = 1000;
2849 m_VehicleBuoyancy = 0;
2850 // // m_linearDeflectionEfficiency = 1;
2851 // // m_linearDeflectionTimescale = 2;
2852 // // m_angularDeflectionEfficiency = 0;
2853 // m_angularDeflectionTimescale = 10;
2854 m_verticalAttractionEfficiency = 1f;
2855 m_verticalAttractionTimescale = 10f;
2856 // m_bankingEfficiency = -0.2f;
2857 // m_bankingMix = 1;
2858 // m_bankingTimescale = 1;
2859 // m_referenceFrame = Quaternion.Identity;
2860 m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
2861 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.HOVER_UP_ONLY |
2862 VehicleFlag.LIMIT_MOTOR_UP);
2863 break;
2864 case Vehicle.TYPE_BOAT:
2865 m_linearFrictionTimescale = new Vector3(10, 3, 2);
2866 m_angularFrictionTimescale = new Vector3(10,10,10);
2867// m_lLinMotorVel = Vector3.Zero;
2868 m_linearMotorTimescale = 5;
2869 m_linearMotorDecayTimescale = 60;
2870 m_angularMotorDirection = Vector3.Zero;
2871 m_angularMotorDVel = Vector3.Zero;
2872 m_angularMotorTimescale = 4;
2873 m_angularMotorDecayTimescale = 4;
2874 m_VhoverHeight = 0;
2875// m_VhoverEfficiency = 0.5f;
2876 m_VhoverTimescale = 2;
2877 m_VehicleBuoyancy = 1;
2878 // m_linearDeflectionEfficiency = 0.5f;
2879 // m_linearDeflectionTimescale = 3;
2880 // m_angularDeflectionEfficiency = 0.5f;
2881 // m_angularDeflectionTimescale = 5;
2882 m_verticalAttractionEfficiency = 0.5f;
2883 m_verticalAttractionTimescale = 5f;
2884 // m_bankingEfficiency = -0.3f;
2885 // m_bankingMix = 0.8f;
2886 // m_bankingTimescale = 1;
2887 // m_referenceFrame = Quaternion.Identity;
2888 m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.LIMIT_ROLL_ONLY |
2889 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
2890 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY |
2891 VehicleFlag.LIMIT_MOTOR_UP);
2892 break;
2893 case Vehicle.TYPE_AIRPLANE:
2894 m_linearFrictionTimescale = new Vector3(200, 10, 5);
2895 m_angularFrictionTimescale = new Vector3(20, 20, 20);
2896// m_lLinMotorVel = Vector3.Zero;
2897 m_linearMotorTimescale = 2;
2898 m_linearMotorDecayTimescale = 60;
2899 m_angularMotorDirection = Vector3.Zero;
2900 m_angularMotorDVel = Vector3.Zero;
2901 m_angularMotorTimescale = 4;
2902 m_angularMotorDecayTimescale = 4;
2903 m_VhoverHeight = 0;
2904// m_VhoverEfficiency = 0.5f;
2905 m_VhoverTimescale = 1000;
2906 m_VehicleBuoyancy = 0;
2907 // m_linearDeflectionEfficiency = 0.5f;
2908 // m_linearDeflectionTimescale = 3;
2909 // m_angularDeflectionEfficiency = 1;
2910 // m_angularDeflectionTimescale = 2;
2911 m_verticalAttractionEfficiency = 0.9f;
2912 m_verticalAttractionTimescale = 2f;
2913 // m_bankingEfficiency = 1;
2914 // m_bankingMix = 0.7f;
2915 // m_bankingTimescale = 2;
2916 // m_referenceFrame = Quaternion.Identity;
2917 m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
2918 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
2919 m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY);
2920 break;
2921 case Vehicle.TYPE_BALLOON:
2922 m_linearFrictionTimescale = new Vector3(5, 5, 5);
2923 m_angularFrictionTimescale = new Vector3(10, 10, 10);
2924 m_linearMotorTimescale = 5;
2925 m_linearMotorDecayTimescale = 60;
2926 m_angularMotorDirection = Vector3.Zero;
2927 m_angularMotorDVel = Vector3.Zero;
2928 m_angularMotorTimescale = 6;
2929 m_angularMotorDecayTimescale = 10;
2930 m_VhoverHeight = 5;
2931// m_VhoverEfficiency = 0.8f;
2932 m_VhoverTimescale = 10;
2933 m_VehicleBuoyancy = 1;
2934 // m_linearDeflectionEfficiency = 0;
2935 // m_linearDeflectionTimescale = 5;
2936 // m_angularDeflectionEfficiency = 0;
2937 // m_angularDeflectionTimescale = 5;
2938 m_verticalAttractionEfficiency = 1f;
2939 m_verticalAttractionTimescale = 100f;
2940 // m_bankingEfficiency = 0;
2941 // m_bankingMix = 0.7f;
2942 // m_bankingTimescale = 5;
2943 // m_referenceFrame = Quaternion.Identity;
2944 m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
2945 VehicleFlag.HOVER_UP_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
2946 m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
2947 break;
2948
2949 }
2950 }//end SetDefaultsForType
2951
2952 internal void Enable(IntPtr pBody, OdeScene pParentScene)
2953 {
2954 if (m_type == Vehicle.TYPE_NONE)
2955 return;
2956
2957 m_body = pBody;
2958 }
2959
2960
2961 internal void Halt()
2962 { // Kill all motions, when non-physical
2963 // m_linearMotorDirection = Vector3.Zero;
2964 m_lLinMotorDVel = Vector3.Zero;
2965 m_lLinObjectVel = Vector3.Zero;
2966 m_wLinObjectVel = Vector3.Zero;
2967 m_angularMotorDirection = Vector3.Zero;
2968 m_lastAngularVelocity = Vector3.Zero;
2969 m_angularMotorDVel = Vector3.Zero;
2970 _acceleration = Vector3.Zero;
2971 }
2972
2973 private void UpdateLinDecay()
2974 {
2975// if (Math.Abs(m_linearMotorDirection.X) > Math.Abs(m_lLinMotorDVel.X)) m_lLinMotorDVel.X = m_linearMotorDirection.X;
2976// if (Math.Abs(m_linearMotorDirection.Y) > Math.Abs(m_lLinMotorDVel.Y)) m_lLinMotorDVel.Y = m_linearMotorDirection.Y;
2977// if (Math.Abs(m_linearMotorDirection.Z) > Math.Abs(m_lLinMotorDVel.Z)) m_lLinMotorDVel.Z = m_linearMotorDirection.Z;
2978 m_lLinMotorDVel.X = m_linearMotorDirection.X;
2979 m_lLinMotorDVel.Y = m_linearMotorDirection.Y;
2980 m_lLinMotorDVel.Z = m_linearMotorDirection.Z;
2981 } // else let the motor decay on its own
2982
2983 private void UpdateAngDecay()
2984 {
2985// if (Math.Abs(m_angularMotorDirection.X) > Math.Abs(m_angularMotorDVel.X)) m_angularMotorDVel.X = m_angularMotorDirection.X;
2986// if (Math.Abs(m_angularMotorDirection.Y) > Math.Abs(m_angularMotorDVel.Y)) m_angularMotorDVel.Y = m_angularMotorDirection.Y;
2987// if (Math.Abs(m_angularMotorDirection.Z) > Math.Abs(m_angularMotorDVel.Z)) m_angularMotorDVel.Z = m_angularMotorDirection.Z;
2988 m_angularMotorDVel.X = m_angularMotorDirection.X;
2989 m_angularMotorDVel.Y = m_angularMotorDirection.Y;
2990 m_angularMotorDVel.Z = m_angularMotorDirection.Z;
2991 } // else let the motor decay on its own
2992
2993 public void Move(float timestep)
2994 {
2995 float fx = 0;
2996 float fy = 0;
2997 float fz = 0;
2998 Vector3 linvel; // velocity applied, including any reversal
2999 int outside = 0;
3000
3001 // If geomCrossingFailuresBeforeOutofbounds is set to 0 in OpenSim.ini then phys objects bounce off region borders.
3002 // This is a temp patch until proper region crossing is developed.
3003
3004 int failureLimit = _parent_scene.geomCrossingFailuresBeforeOutofbounds;
3005 float fence = _parent_scene.geomRegionFence;
3006
3007 frcount++; // used to limit debug comment output
3008 if (frcount > 50)
3009 frcount = 0;
3010
3011 if(revcount > 0) revcount--;
3012
3013 if (IsPhysical && (Body != IntPtr.Zero) && !m_isSelected && !childPrim) // Only move root prims.
3014 {
3015 // Old public void UpdatePositionAndVelocity(), more accuratley calculated here
3016 bool lastZeroFlag = _zeroFlag; // was it stopped
3017
3018 d.Vector3 vec = d.BodyGetPosition(Body);
3019 Vector3 l_position = Vector3.Zero;
3020 l_position.X = vec.X;
3021 l_position.Y = vec.Y;
3022 l_position.Z = vec.Z;
3023 m_lastposition = _position;
3024 _position = l_position;
3025
3026 d.Quaternion ori = d.BodyGetQuaternion(Body);
3027 // Quaternion l_orientation = Quaternion.Identity;
3028 _orientation.X = ori.X;
3029 _orientation.Y = ori.Y;
3030 _orientation.Z = ori.Z;
3031 _orientation.W = ori.W;
3032 m_lastorientation = _orientation;
3033
3034 d.Vector3 vel = d.BodyGetLinearVel(Body);
3035 m_lastVelocity = _velocity;
3036 _velocity.X = vel.X;
3037 _velocity.Y = vel.Y;
3038 _velocity.Z = vel.Z;
3039 _acceleration = ((_velocity - m_lastVelocity) / timestep);
3040
3041 d.Vector3 torque = d.BodyGetTorque(Body);
3042 _torque = new Vector3(torque.X, torque.Y, torque.Z);
3043
3044 base.RequestPhysicsterseUpdate();
3045
3046//Console.WriteLine("Move {0} at {1}", m_primName, l_position);
3047
3048 // Check if outside region
3049 // In Scene.cs/CrossPrimGroupIntoNewRegion the object is checked for 0.1M from border!
3050 if (l_position.X > ((float)_parent_scene.WorldExtents.X - fence))
3051 {
3052 l_position.X = ((float)_parent_scene.WorldExtents.X - fence);
3053 outside = 1;
3054 }
3055
3056 if (l_position.X < fence)
3057 {
3058 l_position.X = fence;
3059 outside = 2;
3060 }
3061 if (l_position.Y > ((float)_parent_scene.WorldExtents.Y - fence))
3062 {
3063 l_position.Y = ((float)_parent_scene.WorldExtents.Y - fence);
3064 outside = 3;
3065 }
3066
3067 if (l_position.Y < fence)
3068 {
3069 l_position.Y = fence;
3070 outside = 4;
3071 }
3072
3073 if (outside > 0)
3074 {
3075
3076//Console.WriteLine("Border {0} fence={1}", l_position, fence);
3077 if (fence > 0.0f) // bounce object off boundary
3078 {
3079 if (revcount == 0)
3080 {
3081 if (outside < 3)
3082 {
3083 _velocity.X = -_velocity.X;
3084 }
3085 else
3086 {
3087 _velocity.Y = -_velocity.Y;
3088 }
3089 if (m_type != Vehicle.TYPE_NONE) Halt();
3090 _position = l_position;
3091 m_taintposition = _position;
3092 m_lastVelocity = _velocity;
3093 _acceleration = Vector3.Zero;
3094 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
3095 d.BodySetLinearVel(Body, _velocity.X, _velocity.Y, _velocity.Z);
3096 base.RequestPhysicsterseUpdate();
3097
3098 revcount = 25; // wait for object to move away from border
3099 }
3100 } // else old crossing mode
3101 else if (m_crossingfailures < failureLimit)
3102 { // keep trying to cross?
3103 _position = l_position;
3104 //_parent_scene.remActivePrim(this);
3105 if (_parent == null) base.RequestPhysicsterseUpdate();
3106 return; // Dont process any other motion?
3107 }
3108 else
3109 { // Too many tries
3110 if (_parent == null) base.RaiseOutOfBounds(l_position);
3111 return; // Dont process any other motion?
3112 } // end various methods
3113 } // end outside region horizontally
3114
3115
3116 if (l_position.Z < 0)
3117 {
3118 // This is so prim that get lost underground don't fall forever and suck up
3119 //
3120 // Sim resources and memory.
3121 // Disables the prim's movement physics....
3122 // It's a hack and will generate a console message if it fails.
3123
3124 //IsPhysical = false;
3125 if (_parent == null) base.RaiseOutOfBounds(_position);
3126
3127
3128 _acceleration.X = 0; // This stuff may stop client display but it has no
3129 _acceleration.Y = 0; // effect on the object in phys engine!
3130 _acceleration.Z = 0;
3131
3132 _velocity.X = 0;
3133 _velocity.Y = 0;
3134 _velocity.Z = 0;
3135 m_lastVelocity = Vector3.Zero;
3136 m_rotationalVelocity.X = 0;
3137 m_rotationalVelocity.Y = 0;
3138 m_rotationalVelocity.Z = 0;
3139
3140 if (_parent == null) base.RequestPhysicsterseUpdate();
3141
3142 m_throttleUpdates = false;
3143 throttleCounter = 0;
3144 _zeroFlag = true;
3145 //outofBounds = true;
3146 } // end neg Z check
3147
3148 // Is it moving?
3149 /* if ((Math.Abs(m_lastposition.X - l_position.X) < 0.02)
3150 && (Math.Abs(m_lastposition.Y - l_position.Y) < 0.02)
3151 && (Math.Abs(m_lastposition.Z - l_position.Z) < 0.02) */
3152 if ( (Vector3.Mag(_velocity) < 0.01) && // moving very slowly
3153 (Vector3.Mag(_velocity) < Vector3.Mag(m_lastVelocity)) && // decelerating
3154 (1.0 - Math.Abs(Quaternion.Dot(m_lastorientation, _orientation)) < 0.0001) ) // spinning very slowly
3155 {
3156 _zeroFlag = true;
3157 m_throttleUpdates = false;
3158 }
3159 else
3160 {
3161 //m_log.Debug(Math.Abs(m_lastposition.X - l_position.X).ToString());
3162 _zeroFlag = false;
3163 m_lastUpdateSent = false;
3164 //m_throttleUpdates = false;
3165 }
3166
3167 if (_zeroFlag)
3168 { // Its stopped
3169 _velocity.X = 0.0f;
3170 _velocity.Y = 0.0f;
3171 // _velocity.Z = 0.0f;
3172
3173 _acceleration.X = 0;
3174 _acceleration.Y = 0;
3175 // _acceleration.Z = 0;
3176
3177 m_rotationalVelocity.X = 0;
3178 m_rotationalVelocity.Y = 0;
3179 m_rotationalVelocity.Z = 0;
3180 // Stop it in the phys engine
3181 d.BodySetLinearVel(Body, 0.0f, 0.0f, _velocity.Z);
3182 d.BodySetAngularVel (Body, 0.0f, 0.0f, 0.0f);
3183 d.BodySetForce(Body, 0f, 0f, 0f);
3184
3185 if (!m_lastUpdateSent)
3186 {
3187 m_throttleUpdates = false;
3188 throttleCounter = 0;
3189 if (_parent == null)
3190 {
3191 base.RequestPhysicsterseUpdate();
3192 }
3193
3194 m_lastUpdateSent = true;
3195 }
3196 }
3197 else
3198 { // Its moving
3199 if (lastZeroFlag != _zeroFlag)
3200 {
3201 if (_parent == null)
3202 {
3203 base.RequestPhysicsterseUpdate();
3204 }
3205 }
3206 m_lastUpdateSent = false;
3207 if (!m_throttleUpdates || throttleCounter > _parent_scene.geomUpdatesPerThrottledUpdate)
3208 {
3209 if (_parent == null)
3210 {
3211 base.RequestPhysicsterseUpdate();
3212 }
3213 }
3214 else
3215 {
3216 throttleCounter++;
3217 }
3218 }
3219 m_lastposition = l_position;
3220
3221 /// End UpdatePositionAndVelocity insert
3222
3223
3224 // Rotation lock =====================================
3225 if(m_rotateEnableUpdate)
3226 {
3227 // Snapshot current angles, set up Amotor(s)
3228 m_rotateEnableUpdate = false;
3229 m_rotateEnable = m_rotateEnableRequest;
3230//Console.WriteLine("RotEnable {0} = {1}",m_primName, m_rotateEnable);
3231
3232 if (Amotor != IntPtr.Zero)
3233 {
3234 d.JointDestroy(Amotor);
3235 Amotor = IntPtr.Zero;
3236//Console.WriteLine("Old Amotor Destroyed");
3237 }
3238
3239 if (!m_rotateEnable.ApproxEquals(Vector3.One, 0.003f))
3240 { // not all are enabled
3241 d.Quaternion r = d.BodyGetQuaternion(Body);
3242 Quaternion locrot = new Quaternion(r.X, r.Y, r.Z, r.W);
3243 // extract the axes vectors
3244 Vector3 vX = new Vector3(1f,0f,0f);
3245 Vector3 vY = new Vector3(0f,1f,0f);
3246 Vector3 vZ = new Vector3(0f,0f,1f);
3247 vX = vX * locrot;
3248 vY = vY * locrot;
3249 vZ = vZ * locrot;
3250 // snapshot the current angle vectors
3251 m_lockX = vX;
3252 m_lockY = vY;
3253 m_lockZ = vZ;
3254 // m_lockRot = locrot;
3255 Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
3256 d.JointAttach(Amotor, Body, IntPtr.Zero);
3257 d.JointSetAMotorMode(Amotor, 0); // User mode??
3258//Console.WriteLine("New Amotor Created for {0}", m_primName);
3259
3260 float axisnum = 3; // how many to lock
3261 axisnum = (axisnum - (m_rotateEnable.X + m_rotateEnable.Y + m_rotateEnable.Z));
3262 d.JointSetAMotorNumAxes(Amotor,(int)axisnum);
3263//Console.WriteLine("AxisNum={0}",(int)axisnum);
3264
3265 int i = 0;
3266
3267 if (m_rotateEnable.X == 0)
3268 {
3269 d.JointSetAMotorAxis(Amotor, i, 0, m_lockX.X, m_lockX.Y, m_lockX.Z);
3270//Console.WriteLine("AxisX {0} set to {1}", i, m_lockX);
3271 i++;
3272 }
3273
3274 if (m_rotateEnable.Y == 0)
3275 {
3276 d.JointSetAMotorAxis(Amotor, i, 0, m_lockY.X, m_lockY.Y, m_lockY.Z);
3277//Console.WriteLine("AxisY {0} set to {1}", i, m_lockY);
3278 i++;
3279 }
3280
3281 if (m_rotateEnable.Z == 0)
3282 {
3283 d.JointSetAMotorAxis(Amotor, i, 0, m_lockZ.X, m_lockZ.Y, m_lockZ.Z);
3284//Console.WriteLine("AxisZ {0} set to {1}", i, m_lockZ);
3285 i++;
3286 }
3287
3288 // These lowstops and high stops are effectively (no wiggle room)
3289 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, 0f);
3290 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, 0f);
3291 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, 0f);
3292 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0f);
3293 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f);
3294 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0f);
3295 d.JointSetAMotorParam(Amotor, (int) dParam.Vel, 0f);
3296 d.JointSetAMotorParam(Amotor, (int) dParam.Vel3, 0f);
3297 d.JointSetAMotorParam(Amotor, (int) dParam.Vel2, 0f);
3298 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM, 0f);
3299 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM3, 0f);
3300 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM2, 0f);
3301 } // else none are locked
3302 } // end Rotation Update
3303
3304
3305 // VEHICLE processing ==========================================
3306 if (m_type != Vehicle.TYPE_NONE)
3307 {
3308 // get body attitude
3309 d.Quaternion rot = d.BodyGetQuaternion(Body);
3310 Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); // rotq = rotation of object
3311 Quaternion irotq = Quaternion.Inverse(rotq);
3312
3313 // VEHICLE Linear Motion
3314 d.Vector3 velnow = d.BodyGetLinearVel(Body); // this is in world frame
3315 Vector3 vel_now = new Vector3(velnow.X, velnow.Y, velnow.Z);
3316 m_lLinObjectVel = vel_now * irotq;
3317 if (m_linearMotorDecayTimescale < 300.0f) //setting of 300 or more disables decay rate
3318 {
3319 if ( Vector3.Mag(m_lLinMotorDVel) < 1.0f)
3320 {
3321 float decayfactor = m_linearMotorDecayTimescale/timestep;
3322 Vector3 decayAmount = (m_lLinMotorDVel/decayfactor);
3323 m_lLinMotorDVel -= decayAmount;
3324 }
3325 else
3326 {
3327 float decayfactor = 3.0f - (0.57f * (float)Math.Log((double)(m_linearMotorDecayTimescale)));
3328 Vector3 decel = Vector3.Normalize(m_lLinMotorDVel) * decayfactor * timestep;
3329 m_lLinMotorDVel -= decel;
3330 }
3331 if (m_lLinMotorDVel.ApproxEquals(Vector3.Zero, 0.01f))
3332 {
3333 m_lLinMotorDVel = Vector3.Zero;
3334 }
3335
3336 /* else
3337 {
3338 if (Math.Abs(m_lLinMotorDVel.X) < Math.Abs(m_lLinObjectVel.X)) m_lLinObjectVel.X = m_lLinMotorDVel.X;
3339 if (Math.Abs(m_lLinMotorDVel.Y) < Math.Abs(m_lLinObjectVel.Y)) m_lLinObjectVel.Y = m_lLinMotorDVel.Y;
3340 if (Math.Abs(m_lLinMotorDVel.Z) < Math.Abs(m_lLinObjectVel.Z)) m_lLinObjectVel.Z = m_lLinMotorDVel.Z;
3341 } */
3342 } // end linear motor decay
3343
3344 if ( (! m_lLinMotorDVel.ApproxEquals(Vector3.Zero, 0.01f)) || (! m_lLinObjectVel.ApproxEquals(Vector3.Zero, 0.01f)) )
3345 {
3346 if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body);
3347 if (m_linearMotorTimescale < 300.0f)
3348 {
3349 Vector3 attack_error = m_lLinMotorDVel - m_lLinObjectVel;
3350 float linfactor = m_linearMotorTimescale/timestep;
3351 Vector3 attackAmount = (attack_error/linfactor) * 1.3f;
3352 m_lLinObjectVel += attackAmount;
3353 }
3354 if (m_linearFrictionTimescale.X < 300.0f)
3355 {
3356 float fricfactor = m_linearFrictionTimescale.X / timestep;
3357 float fricX = m_lLinObjectVel.X / fricfactor;
3358 m_lLinObjectVel.X -= fricX;
3359 }
3360 if (m_linearFrictionTimescale.Y < 300.0f)
3361 {
3362 float fricfactor = m_linearFrictionTimescale.Y / timestep;
3363 float fricY = m_lLinObjectVel.Y / fricfactor;
3364 m_lLinObjectVel.Y -= fricY;
3365 }
3366 if (m_linearFrictionTimescale.Z < 300.0f)
3367 {
3368 float fricfactor = m_linearFrictionTimescale.Z / timestep;
3369 float fricZ = m_lLinObjectVel.Z / fricfactor;
3370 m_lLinObjectVel.Z -= fricZ;
3371 }
3372 }
3373 m_wLinObjectVel = m_lLinObjectVel * rotq;
3374
3375 // Gravity and Buoyancy
3376 Vector3 grav = Vector3.Zero;
3377 if(m_VehicleBuoyancy < 1.0f)
3378 {
3379 // There is some gravity, make a gravity force vector
3380 // that is applied after object velocity.
3381 d.Mass objMass;
3382 d.BodyGetMass(Body, out objMass);
3383 // m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g;
3384 grav.Z = _parent_scene.gravityz * objMass.mass * (1f - m_VehicleBuoyancy); // Applied later as a force
3385 } // else its 1.0, no gravity.
3386
3387 // Hovering
3388 if( (m_flags & (VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT)) != 0)
3389 {
3390 // We should hover, get the target height
3391 d.Vector3 pos = d.BodyGetPosition(Body);
3392 if((m_flags & VehicleFlag.HOVER_WATER_ONLY) == VehicleFlag.HOVER_WATER_ONLY)
3393 {
3394 m_VhoverTargetHeight = _parent_scene.GetWaterLevel() + m_VhoverHeight;
3395 }
3396 else if((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) == VehicleFlag.HOVER_TERRAIN_ONLY)
3397 {
3398 m_VhoverTargetHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y) + m_VhoverHeight;
3399 }
3400 else if((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) == VehicleFlag.HOVER_GLOBAL_HEIGHT)
3401 {
3402 m_VhoverTargetHeight = m_VhoverHeight;
3403 }
3404
3405 if((m_flags & VehicleFlag.HOVER_UP_ONLY) == VehicleFlag.HOVER_UP_ONLY)
3406 {
3407 // If body is aready heigher, use its height as target height
3408 if(pos.Z > m_VhoverTargetHeight) m_VhoverTargetHeight = pos.Z;
3409 }
3410
3411// m_VhoverEfficiency = 0f; // 0=boucy, 1=Crit.damped
3412// m_VhoverTimescale = 0f; // time to acheive height
3413// timestep is time since last frame,in secs
3414 float herr0 = pos.Z - m_VhoverTargetHeight;
3415 // Replace Vertical speed with correction figure if significant
3416 if(Math.Abs(herr0) > 0.01f )
3417 {
3418 //? d.Mass objMass;
3419 //? d.BodyGetMass(Body, out objMass);
3420 m_wLinObjectVel.Z = - ( (herr0 * timestep * 50.0f) / m_VhoverTimescale);
3421 //KF: m_VhoverEfficiency is not yet implemented
3422 }
3423 else
3424 {
3425 m_wLinObjectVel.Z = 0f;
3426 }
3427 }
3428 else
3429 { // not hovering
3430 if (m_wLinObjectVel.Z == 0f)
3431 { // Gravity rules
3432 m_wLinObjectVel.Z = vel_now.Z;
3433 } // else the motor has it
3434 }
3435 linvel = m_wLinObjectVel;
3436
3437 // Vehicle Linear Motion done =======================================
3438 // Apply velocity
3439 d.BodySetLinearVel(Body, linvel.X, linvel.Y, linvel.Z);
3440 // apply gravity force
3441 d.BodyAddForce(Body, grav.X, grav.Y, grav.Z);
3442//if(frcount == 0) Console.WriteLine("Vel={0} Force={1}",linvel , grav);
3443 // end MoveLinear()
3444
3445
3446 // MoveAngular
3447 /*
3448 private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor
3449
3450 private float m_angularMotorTimescale = 0; // motor angular Attack rate set by LSL
3451 private float m_angularMotorDecayTimescale = 0; // motor angular Decay rate set by LSL
3452 private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular Friction set by LSL
3453
3454 private Vector3 m_angularMotorDVel = Vector3.Zero; // decayed angular motor
3455 private Vector3 m_angObjectVel = Vector3.Zero; // what was last applied to body
3456 */
3457//if(frcount == 0) Console.WriteLine("MoveAngular ");
3458
3459 d.Vector3 angularObjectVel = d.BodyGetAngularVel(Body);
3460 Vector3 angObjectVel = new Vector3(angularObjectVel.X, angularObjectVel.Y, angularObjectVel.Z);
3461 angObjectVel = angObjectVel * irotq; // ============ Converts to LOCAL rotation
3462
3463//if(frcount == 0) Console.WriteLine("V0 = {0}", angObjectVel);
3464
3465 // Decay Angular Motor 1. In SL this also depends on attack rate! decay ~= 23/Attack.
3466 float atk_decayfactor = 23.0f / (m_angularMotorTimescale * timestep);
3467 m_angularMotorDVel -= m_angularMotorDVel / atk_decayfactor;
3468 // Decay Angular Motor 2.
3469 if (m_angularMotorDecayTimescale < 300.0f)
3470 {
3471 if ( Vector3.Mag(m_angularMotorDVel) < 1.0f)
3472 {
3473 float decayfactor = (m_angularMotorDecayTimescale)/timestep;
3474 Vector3 decayAmount = (m_angularMotorDVel/decayfactor);
3475 m_angularMotorDVel -= decayAmount;
3476 }
3477 else
3478 {
3479 Vector3 decel = Vector3.Normalize(m_angularMotorDVel) * timestep / m_angularMotorDecayTimescale;
3480 m_angularMotorDVel -= decel;
3481 }
3482
3483 if (m_angularMotorDVel.ApproxEquals(Vector3.Zero, 0.01f))
3484 {
3485 m_angularMotorDVel = Vector3.Zero;
3486 }
3487 else
3488 {
3489 if (Math.Abs(m_angularMotorDVel.X) < Math.Abs(angObjectVel.X)) angObjectVel.X = m_angularMotorDVel.X;
3490 if (Math.Abs(m_angularMotorDVel.Y) < Math.Abs(angObjectVel.Y)) angObjectVel.Y = m_angularMotorDVel.Y;
3491 if (Math.Abs(m_angularMotorDVel.Z) < Math.Abs(angObjectVel.Z)) angObjectVel.Z = m_angularMotorDVel.Z;
3492 }
3493 } // end decay angular motor
3494//if(frcount == 0) Console.WriteLine("MotorDvel {0} Obj {1}", m_angularMotorDVel, angObjectVel);
3495
3496//if(frcount == 0) Console.WriteLine("VA = {0}", angObjectVel);
3497
3498 if ( (! m_angularMotorDVel.ApproxEquals(Vector3.Zero, 0.01f)) || (! angObjectVel.ApproxEquals(Vector3.Zero, 0.01f)) )
3499 { // if motor or object have motion
3500 if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body);
3501
3502 if (m_angularMotorTimescale < 300.0f)
3503 {
3504 Vector3 attack_error = m_angularMotorDVel - angObjectVel;
3505 float angfactor = m_angularMotorTimescale/timestep;
3506 Vector3 attackAmount = (attack_error/angfactor);
3507 angObjectVel += attackAmount;
3508//if(frcount == 0) Console.WriteLine("Accel {0} Attk {1}",FrAaccel, attackAmount);
3509//if(frcount == 0) Console.WriteLine("V2+= {0}", angObjectVel);
3510 }
3511
3512 angObjectVel.X -= angObjectVel.X / (m_angularFrictionTimescale.X * 0.7f / timestep);
3513 angObjectVel.Y -= angObjectVel.Y / (m_angularFrictionTimescale.Y * 0.7f / timestep);
3514 angObjectVel.Z -= angObjectVel.Z / (m_angularFrictionTimescale.Z * 0.7f / timestep);
3515 } // else no signif. motion
3516
3517//if(frcount == 0) Console.WriteLine("Dmotor {0} Obj {1}", m_angularMotorDVel, angObjectVel);
3518 // Bank section tba
3519 // Deflection section tba
3520//if(frcount == 0) Console.WriteLine("V3 = {0}", angObjectVel);
3521
3522
3523 /* // Rotation Axis Disables:
3524 if (!m_angularEnable.ApproxEquals(Vector3.One, 0.003f))
3525 {
3526 if (m_angularEnable.X == 0)
3527 angObjectVel.X = 0f;
3528 if (m_angularEnable.Y == 0)
3529 angObjectVel.Y = 0f;
3530 if (m_angularEnable.Z == 0)
3531 angObjectVel.Z = 0f;
3532 }
3533 */
3534 angObjectVel = angObjectVel * rotq; // ================ Converts to WORLD rotation
3535
3536 // Vertical attractor section
3537 Vector3 vertattr = Vector3.Zero;
3538
3539 if(m_verticalAttractionTimescale < 300)
3540 {
3541 float VAservo = 1.0f / (m_verticalAttractionTimescale * timestep);
3542 // make a vector pointing up
3543 Vector3 verterr = Vector3.Zero;
3544 verterr.Z = 1.0f;
3545 // rotate it to Body Angle
3546 verterr = verterr * rotq;
3547 // 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.
3548 // 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
3549 // negative. Similar for tilt and |.Y|. .X and .Y must be modulated to prevent a stable inverted body.
3550
3551 if (verterr.Z < 0.0f)
3552 { // Deflection from vertical exceeds 90-degrees. This method will ensure stable return to
3553 // vertical, BUT for some reason a z-rotation is imparted to the object. TBI.
3554//Console.WriteLine("InvertFlip");
3555 verterr.X = 2.0f - verterr.X;
3556 verterr.Y = 2.0f - verterr.Y;
3557 }
3558 verterr *= 0.5f;
3559 // verterror is 0 (no error) to +/- 1 (max error at 180-deg tilt)
3560 Vector3 xyav = angObjectVel;
3561 xyav.Z = 0.0f;
3562 if ((!xyav.ApproxEquals(Vector3.Zero, 0.001f)) || (verterr.Z < 0.49f))
3563 {
3564 // As the body rotates around the X axis, then verterr.Y increases; Rotated around Y then .X increases, so
3565 // Change Body angular velocity X based on Y, and Y based on X. Z is not changed.
3566 vertattr.X = verterr.Y;
3567 vertattr.Y = - verterr.X;
3568 vertattr.Z = 0f;
3569//if(frcount == 0) Console.WriteLine("VAerr=" + verterr);
3570
3571 // scaling appears better usingsquare-law
3572 float damped = m_verticalAttractionEfficiency * m_verticalAttractionEfficiency;
3573 float bounce = 1.0f - damped;
3574 // 0 = crit damp, 1 = bouncy
3575 float oavz = angObjectVel.Z; // retain z velocity
3576 // time-scaled correction, which sums, therefore is bouncy:
3577 angObjectVel = (angObjectVel + (vertattr * VAservo * 0.0333f)) * bounce;
3578 // damped, good @ < 90:
3579 angObjectVel = angObjectVel + (vertattr * VAservo * 0.0667f * damped);
3580 angObjectVel.Z = oavz;
3581//if(frcount == 0) Console.WriteLine("VA+");
3582//Console.WriteLine("VAttr {0} OAvel {1}", vertattr, angObjectVel);
3583 }
3584 else
3585 {
3586 // else error is very small
3587 angObjectVel.X = 0f;
3588 angObjectVel.Y = 0f;
3589//if(frcount == 0) Console.WriteLine("VA0");
3590 }
3591 } // else vertical attractor is off
3592//if(frcount == 0) Console.WriteLine("V1 = {0}", angObjectVel);
3593
3594
3595 m_lastAngularVelocity = angObjectVel;
3596 // apply Angular Velocity to body
3597 d.BodySetAngularVel (Body, m_lastAngularVelocity.X, m_lastAngularVelocity.Y, m_lastAngularVelocity.Z);
3598//if(frcount == 0) Console.WriteLine("V4 = {0}", m_lastAngularVelocity);
3599
3600 } // end VEHICLES
3601 else
3602 {
3603 // Dyamics (NON-'VEHICLES') are dealt with here ================================================================
3604
3605 if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body); // KF add 161009
3606
3607 /// Dynamics Buoyancy
3608 //KF: m_buoyancy is set by llSetBuoyancy() and is for non-vehicle.
3609 // m_buoyancy: (unlimited value) <0=Falls fast; 0=1g; 1=0g; >1 = floats up
3610 // NB Prims in ODE are no subject to global gravity
3611 // This should only affect gravity operations
3612
3613 float m_mass = CalculateMass();
3614 // calculate z-force due togravity on object.
3615 fz = _parent_scene.gravityz * (1.0f - m_buoyancy) * m_mass; // force = acceleration * mass
3616 if ((m_usePID) && (m_PIDTau > 0.0f)) // Dynamics llMoveToTarget.
3617 {
3618 fz = 0; // llMoveToTarget ignores gravity.
3619 // it also ignores mass of object, and any physical resting on it.
3620 // Vector3 m_PIDTarget is where we are going
3621 // float m_PIDTau is time to get there
3622 fx = 0;
3623 fy = 0;
3624 d.Vector3 pos = d.BodyGetPosition(Body);
3625 Vector3 error = new Vector3(
3626 (m_PIDTarget.X - pos.X),
3627 (m_PIDTarget.Y - pos.Y),
3628 (m_PIDTarget.Z - pos.Z));
3629 if (error.ApproxEquals(Vector3.Zero,0.01f))
3630 { // Very close, Jump there and quit move
3631
3632 d.BodySetPosition(Body, m_PIDTarget.X, m_PIDTarget.Y, m_PIDTarget.Z);
3633 _target_velocity = Vector3.Zero;
3634 d.BodySetLinearVel(Body, _target_velocity.X, _target_velocity.Y, _target_velocity.Z);
3635 d.BodySetForce(Body, 0f, 0f, 0f);
3636 }
3637 else
3638 {
3639 float scale = 50.0f * timestep / m_PIDTau;
3640 if ((error.ApproxEquals(Vector3.Zero,0.5f)) && (_target_velocity != Vector3.Zero))
3641 {
3642 // Nearby, quit update of velocity
3643 }
3644 else
3645 { // Far, calc damped velocity
3646 _target_velocity = error * scale;
3647 }
3648 d.BodySetLinearVel(Body, _target_velocity.X, _target_velocity.Y, _target_velocity.Z);
3649 }
3650 } // end PID MoveToTarget
3651
3652
3653 /// Dynamics Hover ===================================================================================
3654 // Hover PID Controller can only run if the PIDcontroller is not in use.
3655 if (m_useHoverPID && !m_usePID)
3656 {
3657//Console.WriteLine("Hover " + m_primName);
3658
3659 // If we're using the PID controller, then we have no gravity
3660 fz = (-1 * _parent_scene.gravityz) * m_mass;
3661
3662 // no lock; for now it's only called from within Simulate()
3663
3664 // If the PID Controller isn't active then we set our force
3665 // calculating base velocity to the current position
3666
3667 if ((m_PIDTau < 1))
3668 {
3669 PID_G = PID_G / m_PIDTau;
3670 }
3671
3672 if ((PID_G - m_PIDTau) <= 0)
3673 {
3674 PID_G = m_PIDTau + 1;
3675 }
3676
3677
3678 // Where are we, and where are we headed?
3679 d.Vector3 pos = d.BodyGetPosition(Body);
3680// d.Vector3 vel = d.BodyGetLinearVel(Body);
3681
3682
3683 // Non-Vehicles have a limited set of Hover options.
3684 // determine what our target height really is based on HoverType
3685 switch (m_PIDHoverType)
3686 {
3687 case PIDHoverType.Ground:
3688 m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y);
3689 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
3690 break;
3691 case PIDHoverType.GroundAndWater:
3692 m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y);
3693 m_waterHeight = _parent_scene.GetWaterLevel();
3694 if (m_groundHeight > m_waterHeight)
3695 {
3696 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
3697 }
3698 else
3699 {
3700 m_targetHoverHeight = m_waterHeight + m_PIDHoverHeight;
3701 }
3702 break;
3703
3704 } // end switch (m_PIDHoverType)
3705
3706
3707 _target_velocity =
3708 new Vector3(0.0f, 0.0f,
3709 (m_targetHoverHeight - pos.Z) * ((PID_G - m_PIDHoverTau) * timestep)
3710 );
3711
3712 // if velocity is zero, use position control; otherwise, velocity control
3713
3714 if (_target_velocity.ApproxEquals(Vector3.Zero, 0.1f))
3715 {
3716 // keep track of where we stopped. No more slippin' & slidin'
3717
3718 // We only want to deactivate the PID Controller if we think we want to have our surrogate
3719 // react to the physics scene by moving it's position.
3720 // Avatar to Avatar collisions
3721 // Prim to avatar collisions
3722 d.Vector3 dlinvel = vel;
3723 d.BodySetPosition(Body, pos.X, pos.Y, m_targetHoverHeight);
3724 d.BodySetLinearVel(Body, dlinvel.X, dlinvel.Y, dlinvel.Z);
3725 d.BodyAddForce(Body, 0, 0, fz);
3726 //KF this prevents furthur motions return;
3727 }
3728 else
3729 {
3730 _zeroFlag = false;
3731
3732 // We're flying and colliding with something
3733 fz = fz + ((_target_velocity.Z - vel.Z) * (PID_D) * m_mass);
3734 }
3735 } // end m_useHoverPID && !m_usePID
3736
3737
3738 /// Dynamics Apply Forces ===================================================================================
3739 fx *= m_mass;
3740 fy *= m_mass;
3741 //fz *= m_mass;
3742 fx += m_force.X;
3743 fy += m_force.Y;
3744 fz += m_force.Z;
3745
3746 //m_log.Info("[OBJPID]: X:" + fx.ToString() + " Y:" + fy.ToString() + " Z:" + fz.ToString());
3747 if (fx != 0 || fy != 0 || fz != 0)
3748 {
3749 //m_taintdisable = true;
3750 //base.RaiseOutOfBounds(Position);
3751 //d.BodySetLinearVel(Body, fx, fy, 0f);
3752 if (!d.BodyIsEnabled(Body))
3753 {
3754 // A physical body at rest on a surface will auto-disable after a while,
3755 // this appears to re-enable it incase the surface it is upon vanishes,
3756 // and the body should fall again.
3757 d.BodySetLinearVel(Body, 0f, 0f, 0f);
3758 d.BodySetForce(Body, 0f, 0f, 0f);
3759 enableBodySoft();
3760 }
3761
3762 // 35x10 = 350n times the mass per second applied maximum.
3763 float nmax = 35f * m_mass;
3764 float nmin = -35f * m_mass;
3765
3766
3767 if (fx > nmax)
3768 fx = nmax;
3769 if (fx < nmin)
3770 fx = nmin;
3771 if (fy > nmax)
3772 fy = nmax;
3773 if (fy < nmin)
3774 fy = nmin;
3775 d.BodyAddForce(Body, fx, fy, fz);
3776 } // end apply forces
3777 } // end Vehicle/Dynamics
3778
3779 /// RotLookAt / LookAt =================================================================================
3780 if (m_useAPID)
3781 {
3782 // RotLookAt, apparently overrides all other rotation sources. Inputs:
3783 // Quaternion m_APIDTarget
3784 // float m_APIDStrength // From SL experiments, this is the time to get there
3785 // float m_APIDDamping // From SL experiments, this is damping, 1.0 = damped, 0.1 = wobbly
3786 // Also in SL the mass of the object has no effect on time to get there.
3787 // Factors:
3788 // get present body rotation
3789 float limit = 1.0f;
3790 float rscaler = 50f; // adjusts rotation damping time
3791 float lscaler = 10f; // adjusts linear damping time in llLookAt
3792 float RLAservo = 0f;
3793 Vector3 diff_axis;
3794 float diff_angle;
3795 d.Quaternion rot = d.BodyGetQuaternion(Body); // prim present rotation
3796 Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W);
3797 Quaternion rtarget = new Quaternion();
3798
3799 if(m_APIDTarget.W == -99.9f)
3800 {
3801 // this is really a llLookAt(), x,y,z is the target vector
3802 Vector3 target = new Vector3(m_APIDTarget.X, m_APIDTarget.Y, m_APIDTarget.Z);
3803 Vector3 ospin = new Vector3(1.0f, 0.0f, 0.0f) * rotq;
3804 Vector3 error = new Vector3(0.0f, 0.0f, 0.0f);
3805 float twopi = 2.0f * (float)Math.PI;
3806 Vector3 dir = target - _position;
3807 dir.Normalize();
3808 float tzrot = (float)Math.Atan2(dir.Y, dir.X);
3809 float txy = (float)Math.Sqrt((dir.X * dir.X) + (dir.Y * dir.Y));
3810 float terot = (float)Math.Atan2(dir.Z, txy);
3811 float ozrot = (float)Math.Atan2(ospin.Y, ospin.X);
3812 float oxy = (float)Math.Sqrt((ospin.X * ospin.X) + (ospin.Y * ospin.Y));
3813 float oerot = (float)Math.Atan2(ospin.Z, oxy);
3814 float ra = 2.0f * ((rotq.W * rotq.X) + (rotq.Y * rotq.Z));
3815 float rb = 1.0f - 2.0f * ((rotq.Y * rotq.Y)+(rotq.X * rotq.X));
3816 float roll = (float)Math.Atan2(ra, rb);
3817 float errorz = tzrot - ozrot;
3818 if(errorz > (float)Math.PI) errorz -= twopi;
3819 else if(errorz < -(float)Math.PI) errorz += twopi;
3820 float errory = oerot - terot;
3821 if(errory > (float)Math.PI) errory -= twopi;
3822 else if(errory < -(float)Math.PI) errory += twopi;
3823 diff_angle = Math.Abs(errorz) + Math.Abs(errory) + Math.Abs(roll);
3824 if(diff_angle > 0.01f * m_APIDdamper)
3825 {
3826 m_APIDdamper = 1.0f;
3827 RLAservo = timestep / m_APIDStrength * rscaler;
3828 errorz *= RLAservo;
3829 errory *= RLAservo;
3830 error.X = -roll * 8.0f;
3831 error.Y = errory;
3832 error.Z = errorz;
3833 error *= rotq;
3834 d.BodySetAngularVel (Body, error.X, error.Y, error.Z);
3835 }
3836 else
3837 {
3838 d.BodySetAngularVel (Body, 0.0f, 0.0f, 0.0f);
3839 m_APIDdamper = 2.0f;
3840 }
3841 }
3842 else
3843 {
3844 // this is a llRotLookAt()
3845 rtarget = m_APIDTarget;
3846
3847 Quaternion rot_diff = Quaternion.Inverse(rotq) * rtarget; // difference to desired rot
3848 rot_diff.GetAxisAngle(out diff_axis, out diff_angle); // convert to axis to point at & error angle
3849//if(frcount == 0) Console.WriteLine("axis {0} angle {1}",diff_axis * 57.3f, diff_angle);
3850
3851 // diff_axis.Normalize(); it already is!
3852 if(diff_angle > 0.01f * m_APIDdamper) // diff_angle is always +ve // if there is enough error
3853 {
3854 m_APIDdamper = 1.0f;
3855 Vector3 rotforce = new Vector3(diff_axis.X, diff_axis.Y, diff_axis.Z);
3856 rotforce = rotforce * rotq;
3857 if(diff_angle > limit) diff_angle = limit; // cap the rotate rate
3858 RLAservo = timestep / m_APIDStrength * lscaler;
3859 rotforce = rotforce * RLAservo * diff_angle ;
3860 d.BodySetAngularVel (Body, rotforce.X, rotforce.Y, rotforce.Z);
3861//Console.WriteLine("axis= " + diff_axis + " angle= " + diff_angle + "servo= " + RLAservo);
3862 }
3863 else
3864 { // close enough
3865 d.BodySetAngularVel (Body, 0.0f, 0.0f, 0.0f);
3866 m_APIDdamper = 2.0f;
3867 }
3868 } // end llLookAt/llRotLookAt
3869//if(frcount == 0) Console.WriteLine("mass= " + m_mass + " servo= " + RLAservo + " angle= " + diff_angle);
3870 } // end m_useAPID
3871 } // end root prims
3872 } // end Move()
3873 } // end class
3874}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/ODERayCastRequestManager.cs b/OpenSim/Region/Physics/ChOdePlugin/ODERayCastRequestManager.cs
new file mode 100644
index 0000000..712029e
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODERayCastRequestManager.cs
@@ -0,0 +1,384 @@
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 try
113 {
114 if (reqs[i].callbackMethod != null) // quick optimization here, don't raycast
115 RayCast(reqs[i]); // if there isn't anyone to send results
116 }
117 catch
118 {
119 //Fail silently
120 //This can genuinely happen because raycast requests are queued, and the actor may have
121 //been removed from the scene since it was queued
122 }
123 }
124 /*
125 foreach (ODERayCastRequest req in m_PendingRequests)
126 {
127 if (req.callbackMethod != null) // quick optimization here, don't raycast
128 RayCast(req); // if there isn't anyone to send results to
129
130 }
131 */
132 m_PendingRequests.Clear();
133 }
134 }
135
136 lock (m_contactResults)
137 m_contactResults.Clear();
138
139 return System.Environment.TickCount - time;
140 }
141
142 /// <summary>
143 /// Method that actually initiates the raycast
144 /// </summary>
145 /// <param name="req"></param>
146 private void RayCast(ODERayCastRequest req)
147 {
148 // Create the ray
149 IntPtr ray = d.CreateRay(m_scene.space, req.length);
150 d.GeomRaySet(ray, req.Origin.X, req.Origin.Y, req.Origin.Z, req.Normal.X, req.Normal.Y, req.Normal.Z);
151
152 // Collide test
153 d.SpaceCollide2(m_scene.space, ray, IntPtr.Zero, nearCallback);
154
155 // Remove Ray
156 d.GeomDestroy(ray);
157
158
159 // Define default results
160 bool hitYN = false;
161 uint hitConsumerID = 0;
162 float distance = 999999999999f;
163 Vector3 closestcontact = new Vector3(99999f, 99999f, 99999f);
164 Vector3 snormal = Vector3.Zero;
165
166 // Find closest contact and object.
167 lock (m_contactResults)
168 {
169 foreach (ContactResult cResult in m_contactResults)
170 {
171 if (Vector3.Distance(req.Origin, cResult.Pos) < Vector3.Distance(req.Origin, closestcontact))
172 {
173 closestcontact = cResult.Pos;
174 hitConsumerID = cResult.ConsumerID;
175 distance = cResult.Depth;
176 hitYN = true;
177 snormal = cResult.Normal;
178 }
179 }
180
181 m_contactResults.Clear();
182 }
183
184 // Return results
185 if (req.callbackMethod != null)
186 req.callbackMethod(hitYN, closestcontact, hitConsumerID, distance, snormal);
187 }
188
189 // This is the standard Near. Uses space AABBs to speed up detection.
190 private void near(IntPtr space, IntPtr g1, IntPtr g2)
191 {
192
193 //Don't test against heightfield Geom, or you'll be sorry!
194
195 /*
196 terminate called after throwing an instance of 'std::bad_alloc'
197 what(): std::bad_alloc
198 Stacktrace:
199
200 at (wrapper managed-to-native) Ode.NET.d.Collide (intptr,intptr,int,Ode.NET.d/ContactGeom[],int) <0x00004>
201 at (wrapper managed-to-native) Ode.NET.d.Collide (intptr,intptr,int,Ode.NET.d/ContactGeom[],int) <0xffffffff>
202 at OpenSim.Region.Physics.OdePlugin.ODERayCastRequestManager.near (intptr,intptr,intptr) <0x00280>
203 at (wrapper native-to-managed) OpenSim.Region.Physics.OdePlugin.ODERayCastRequestManager.near (intptr,intptr,intptr) <0xfff
204 fffff>
205 at (wrapper managed-to-native) Ode.NET.d.SpaceCollide2 (intptr,intptr,intptr,Ode.NET.d/NearCallback) <0x00004>
206 at (wrapper managed-to-native) Ode.NET.d.SpaceCollide2 (intptr,intptr,intptr,Ode.NET.d/NearCallback) <0xffffffff>
207 at OpenSim.Region.Physics.OdePlugin.ODERayCastRequestManager.RayCast (OpenSim.Region.Physics.OdePlugin.ODERayCastRequest) <
208 0x00114>
209 at OpenSim.Region.Physics.OdePlugin.ODERayCastRequestManager.ProcessQueuedRequests () <0x000eb>
210 at OpenSim.Region.Physics.OdePlugin.OdeScene.Simulate (single) <0x017e6>
211 at OpenSim.Region.Framework.Scenes.SceneGraph.UpdatePhysics (double) <0x00042>
212 at OpenSim.Region.Framework.Scenes.Scene.Update () <0x0039e>
213 at OpenSim.Region.Framework.Scenes.Scene.Heartbeat (object) <0x00019>
214 at (wrapper runtime-invoke) object.runtime_invoke_void__this___object (object,intptr,intptr,intptr) <0xffffffff>
215
216 Native stacktrace:
217
218 mono [0x80d2a42]
219 [0xb7f5840c]
220 /lib/i686/cmov/libc.so.6(abort+0x188) [0xb7d1a018]
221 /usr/lib/libstdc++.so.6(_ZN9__gnu_cxx27__verbose_terminate_handlerEv+0x158) [0xb45fc988]
222 /usr/lib/libstdc++.so.6 [0xb45fa865]
223 /usr/lib/libstdc++.so.6 [0xb45fa8a2]
224 /usr/lib/libstdc++.so.6 [0xb45fa9da]
225 /usr/lib/libstdc++.so.6(_Znwj+0x83) [0xb45fb033]
226 /usr/lib/libstdc++.so.6(_Znaj+0x1d) [0xb45fb11d]
227 libode.so(_ZN13dxHeightfield23dCollideHeightfieldZoneEiiiiP6dxGeomiiP12dContactGeomi+0xd04) [0xb46678e4]
228 libode.so(_Z19dCollideHeightfieldP6dxGeomS0_iP12dContactGeomi+0x54b) [0xb466832b]
229 libode.so(dCollide+0x102) [0xb46571b2]
230 [0x95cfdec9]
231 [0x8ea07fe1]
232 [0xab260146]
233 libode.so [0xb465a5c4]
234 libode.so(_ZN11dxHashSpace8collide2EPvP6dxGeomPFvS0_S2_S2_E+0x75) [0xb465bcf5]
235 libode.so(dSpaceCollide2+0x177) [0xb465ac67]
236 [0x95cf978e]
237 [0x8ea07945]
238 [0x95cf2bbc]
239 [0xab2787e7]
240 [0xab419fb3]
241 [0xab416657]
242 [0xab415bda]
243 [0xb609b08e]
244 mono(mono_runtime_delegate_invoke+0x34) [0x8192534]
245 mono [0x81a2f0f]
246 mono [0x81d28b6]
247 mono [0x81ea2c6]
248 /lib/i686/cmov/libpthread.so.0 [0xb7e744c0]
249 /lib/i686/cmov/libc.so.6(clone+0x5e) [0xb7dcd6de]
250 */
251
252 // Exclude heightfield geom
253
254 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
255 return;
256 if (d.GeomGetClass(g1) == d.GeomClassID.HeightfieldClass || d.GeomGetClass(g2) == d.GeomClassID.HeightfieldClass)
257 return;
258
259 // Raytest against AABBs of spaces first, then dig into the spaces it hits for actual geoms.
260 if (d.GeomIsSpace(g1) || d.GeomIsSpace(g2))
261 {
262 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
263 return;
264
265 // Separating static prim geometry spaces.
266 // We'll be calling near recursivly if one
267 // of them is a space to find all of the
268 // contact points in the space
269 try
270 {
271 d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback);
272 }
273 catch (AccessViolationException)
274 {
275 m_log.Warn("[PHYSICS]: Unable to collide test a space");
276 return;
277 }
278 //Colliding a space or a geom with a space or a geom. so drill down
279
280 //Collide all geoms in each space..
281 //if (d.GeomIsSpace(g1)) d.SpaceCollide(g1, IntPtr.Zero, nearCallback);
282 //if (d.GeomIsSpace(g2)) d.SpaceCollide(g2, IntPtr.Zero, nearCallback);
283 return;
284 }
285
286 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
287 return;
288
289 int count = 0;
290 try
291 {
292
293 if (g1 == g2)
294 return; // Can't collide with yourself
295
296 lock (contacts)
297 {
298 count = d.Collide(g1, g2, contacts.GetLength(0), contacts, d.ContactGeom.SizeOf);
299 }
300 }
301 catch (SEHException)
302 {
303 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.");
304 }
305 catch (Exception e)
306 {
307 m_log.WarnFormat("[PHYSICS]: Unable to collide test an object: {0}", e.Message);
308 return;
309 }
310
311 PhysicsActor p1 = null;
312 PhysicsActor p2 = null;
313
314 if (g1 != IntPtr.Zero)
315 m_scene.actor_name_map.TryGetValue(g1, out p1);
316
317 if (g2 != IntPtr.Zero)
318 m_scene.actor_name_map.TryGetValue(g1, out p2);
319
320 // Loop over contacts, build results.
321 for (int i = 0; i < count; i++)
322 {
323 if (p1 != null) {
324 if (p1 is OdePrim)
325 {
326 ContactResult collisionresult = new ContactResult();
327
328 collisionresult.ConsumerID = ((OdePrim)p1).m_localID;
329 collisionresult.Pos = new Vector3(contacts[i].pos.X, contacts[i].pos.Y, contacts[i].pos.Z);
330 collisionresult.Depth = contacts[i].depth;
331 collisionresult.Normal = new Vector3(contacts[i].normal.X, contacts[i].normal.Y,
332 contacts[i].normal.Z);
333 lock (m_contactResults)
334 m_contactResults.Add(collisionresult);
335 }
336 }
337
338 if (p2 != null)
339 {
340 if (p2 is OdePrim)
341 {
342 ContactResult collisionresult = new ContactResult();
343
344 collisionresult.ConsumerID = ((OdePrim)p2).m_localID;
345 collisionresult.Pos = new Vector3(contacts[i].pos.X, contacts[i].pos.Y, contacts[i].pos.Z);
346 collisionresult.Depth = contacts[i].depth;
347 collisionresult.Normal = new Vector3(contacts[i].normal.X, contacts[i].normal.Y,
348 contacts[i].normal.Z);
349
350 lock (m_contactResults)
351 m_contactResults.Add(collisionresult);
352 }
353 }
354
355
356 }
357
358 }
359
360 /// <summary>
361 /// Dereference the creator scene so that it can be garbage collected if needed.
362 /// </summary>
363 internal void Dispose()
364 {
365 m_scene = null;
366 }
367 }
368
369 public struct ODERayCastRequest
370 {
371 public Vector3 Origin;
372 public Vector3 Normal;
373 public float length;
374 public RaycastCallback callbackMethod;
375 }
376
377 public struct ContactResult
378 {
379 public Vector3 Pos;
380 public float Depth;
381 public uint ConsumerID;
382 public Vector3 Normal;
383 }
384}
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..353db44
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs
@@ -0,0 +1,3841 @@
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 float geomRegionFence = 0.0f;
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 ContactCopy; // local copy that can be modified
268 private d.Contact TerrainContact;
269 private d.Contact AvatarStaticprimContact; // was 'contact'
270 private d.Contact AvatarMovementprimContact;
271 private d.Contact AvatarMovementTerrainContact;
272 private d.Contact WaterContact;
273 private d.Contact[,] m_materialContacts;
274
275//Ckrinke: Comment out until used. We declare it, initialize it, but do not use it
276//Ckrinke private int m_randomizeWater = 200;
277 private int m_physicsiterations = 10;
278 private const float m_SkipFramesAtms = 0.40f; // Drop frames gracefully at a 400 ms lag
279 private readonly PhysicsActor PANull = new NullPhysicsActor();
280 private float step_time = 0.0f;
281//Ckrinke: Comment out until used. We declare it, initialize it, but do not use it
282//Ckrinke private int ms = 0;
283 public IntPtr world;
284 //private bool returncollisions = false;
285 // private uint obj1LocalID = 0;
286 private uint obj2LocalID = 0;
287 //private int ctype = 0;
288 private OdeCharacter cc1;
289 private OdePrim cp1;
290 private OdeCharacter cc2;
291 private OdePrim cp2;
292 //private int cStartStop = 0;
293 //private string cDictKey = "";
294
295 public IntPtr space;
296
297 //private IntPtr tmpSpace;
298 // split static geometry collision handling into spaces of 30 meters
299 public IntPtr[,] staticPrimspace;
300
301 public Object OdeLock;
302
303 public IMesher mesher;
304
305 private IConfigSource m_config;
306
307 public bool physics_logging = false;
308 public int physics_logging_interval = 0;
309 public bool physics_logging_append_existing_logfile = false;
310
311 public d.Vector3 xyz = new d.Vector3(128.1640f, 128.3079f, 25.7600f);
312 public d.Vector3 hpr = new d.Vector3(125.5000f, -17.0000f, 0.0000f);
313
314 // TODO: unused: private uint heightmapWidth = m_regionWidth + 1;
315 // TODO: unused: private uint heightmapHeight = m_regionHeight + 1;
316 // TODO: unused: private uint heightmapWidthSamples;
317 // TODO: unused: private uint heightmapHeightSamples;
318
319 private volatile int m_global_contactcount = 0;
320
321 private Vector3 m_worldOffset = Vector3.Zero;
322 public Vector2 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize);
323 private PhysicsScene m_parentScene = null;
324
325 private ODERayCastRequestManager m_rayCastManager;
326
327 /// <summary>
328 /// Initiailizes the scene
329 /// Sets many properties that ODE requires to be stable
330 /// These settings need to be tweaked 'exactly' right or weird stuff happens.
331 /// </summary>
332 public OdeScene(CollisionLocker dode, string sceneIdentifier)
333 {
334 m_log
335 = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType.ToString() + "." + sceneIdentifier);
336
337 OdeLock = new Object();
338 ode = dode;
339 nearCallback = near;
340 triCallback = TriCallback;
341 triArrayCallback = TriArrayCallback;
342 m_rayCastManager = new ODERayCastRequestManager(this);
343 lock (OdeLock)
344 {
345 // Create the world and the first space
346 world = d.WorldCreate();
347 space = d.HashSpaceCreate(IntPtr.Zero);
348
349
350 contactgroup = d.JointGroupCreate(0);
351 //contactgroup
352
353 d.WorldSetAutoDisableFlag(world, false);
354 #if USE_DRAWSTUFF
355
356 Thread viewthread = new Thread(new ParameterizedThreadStart(startvisualization));
357 viewthread.Start();
358 #endif
359 }
360
361
362 _watermap = new float[258 * 258];
363
364 // Zero out the prim spaces array (we split our space into smaller spaces so
365 // we can hit test less.
366 }
367
368#if USE_DRAWSTUFF
369 public void startvisualization(object o)
370 {
371 ds.Functions fn;
372 fn.version = ds.VERSION;
373 fn.start = new ds.CallbackFunction(start);
374 fn.step = new ds.CallbackFunction(step);
375 fn.command = new ds.CallbackFunction(command);
376 fn.stop = null;
377 fn.path_to_textures = "./textures";
378 string[] args = new string[0];
379 ds.SimulationLoop(args.Length, args, 352, 288, ref fn);
380 }
381#endif
382
383 // Initialize the mesh plugin
384 public override void Initialise(IMesher meshmerizer, IConfigSource config)
385 {
386 mesher = meshmerizer;
387 m_config = config;
388 // Defaults
389
390 if (Environment.OSVersion.Platform == PlatformID.Unix)
391 {
392 avPIDD = 3200.0f;
393 avPIDP = 1400.0f;
394 avStandupTensor = 2000000f;
395 }
396 else
397 {
398 avPIDD = 2200.0f;
399 avPIDP = 900.0f;
400 avStandupTensor = 550000f;
401 }
402
403 int contactsPerCollision = 80;
404
405 if (m_config != null)
406 {
407 IConfig physicsconfig = m_config.Configs["ODEPhysicsSettings"];
408 if (physicsconfig != null)
409 {
410 gravityx = physicsconfig.GetFloat("world_gravityx", 0f);
411 gravityy = physicsconfig.GetFloat("world_gravityy", 0f);
412 gravityz = physicsconfig.GetFloat("world_gravityz", -9.8f);
413
414 worldHashspaceLow = physicsconfig.GetInt("world_hashspace_size_low", -4);
415 worldHashspaceHigh = physicsconfig.GetInt("world_hashspace_size_high", 128);
416
417 metersInSpace = physicsconfig.GetFloat("meters_in_small_space", 29.9f);
418 smallHashspaceLow = physicsconfig.GetInt("small_hashspace_size_low", -4);
419 smallHashspaceHigh = physicsconfig.GetInt("small_hashspace_size_high", 66);
420
421 contactsurfacelayer = physicsconfig.GetFloat("world_contact_surface_layer", 0.001f);
422
423 nmTerrainContactFriction = physicsconfig.GetFloat("nm_terraincontact_friction", 255.0f);
424 nmTerrainContactBounce = physicsconfig.GetFloat("nm_terraincontact_bounce", 0.1f);
425 nmTerrainContactERP = physicsconfig.GetFloat("nm_terraincontact_erp", 0.1025f);
426
427 mTerrainContactFriction = physicsconfig.GetFloat("m_terraincontact_friction", 75f);
428 mTerrainContactBounce = physicsconfig.GetFloat("m_terraincontact_bounce", 0.05f);
429 mTerrainContactERP = physicsconfig.GetFloat("m_terraincontact_erp", 0.05025f);
430
431 nmAvatarObjectContactFriction = physicsconfig.GetFloat("objectcontact_friction", 250f);
432 nmAvatarObjectContactBounce = physicsconfig.GetFloat("objectcontact_bounce", 0.2f);
433
434 mAvatarObjectContactFriction = physicsconfig.GetFloat("m_avatarobjectcontact_friction", 75f);
435 mAvatarObjectContactBounce = physicsconfig.GetFloat("m_avatarobjectcontact_bounce", 0.1f);
436
437 ODE_STEPSIZE = physicsconfig.GetFloat("world_stepsize", 0.020f);
438 m_physicsiterations = physicsconfig.GetInt("world_internal_steps_without_collisions", 10);
439
440 avDensity = physicsconfig.GetFloat("av_density", 80f);
441 avHeightFudgeFactor = physicsconfig.GetFloat("av_height_fudge_factor", 0.52f);
442 avMovementDivisorWalk = physicsconfig.GetFloat("av_movement_divisor_walk", 1.3f);
443 avMovementDivisorRun = physicsconfig.GetFloat("av_movement_divisor_run", 0.8f);
444 avCapRadius = physicsconfig.GetFloat("av_capsule_radius", 0.37f);
445 avCapsuleTilted = physicsconfig.GetBoolean("av_capsule_tilted", false);
446
447 contactsPerCollision = physicsconfig.GetInt("contacts_per_collision", 80);
448
449 geomContactPointsStartthrottle = physicsconfig.GetInt("geom_contactpoints_start_throttling", 3);
450 geomUpdatesPerThrottledUpdate = physicsconfig.GetInt("geom_updates_before_throttled_update", 15);
451 geomCrossingFailuresBeforeOutofbounds = physicsconfig.GetInt("geom_crossing_failures_before_outofbounds", 5);
452 geomRegionFence = physicsconfig.GetFloat("region_border_fence", 0.0f);
453
454 geomDefaultDensity = physicsconfig.GetFloat("geometry_default_density", 10.000006836f);
455 bodyFramesAutoDisable = physicsconfig.GetInt("body_frames_auto_disable", 20);
456
457 bodyPIDD = physicsconfig.GetFloat("body_pid_derivative", 35f);
458 bodyPIDG = physicsconfig.GetFloat("body_pid_gain", 25f);
459
460 forceSimplePrimMeshing = physicsconfig.GetBoolean("force_simple_prim_meshing", forceSimplePrimMeshing);
461 meshSculptedPrim = physicsconfig.GetBoolean("mesh_sculpted_prim", true);
462 meshSculptLOD = physicsconfig.GetFloat("mesh_lod", 32f);
463 MeshSculptphysicalLOD = physicsconfig.GetFloat("mesh_physical_lod", 16f);
464 m_filterCollisions = physicsconfig.GetBoolean("filter_collisions", false);
465
466 if (Environment.OSVersion.Platform == PlatformID.Unix)
467 {
468 avPIDD = physicsconfig.GetFloat("av_pid_derivative_linux", 2200.0f);
469 avPIDP = physicsconfig.GetFloat("av_pid_proportional_linux", 900.0f);
470 avStandupTensor = physicsconfig.GetFloat("av_capsule_standup_tensor_linux", 550000f);
471 bodyMotorJointMaxforceTensor = physicsconfig.GetFloat("body_motor_joint_maxforce_tensor_linux", 5f);
472 }
473 else
474 {
475 avPIDD = physicsconfig.GetFloat("av_pid_derivative_win", 2200.0f);
476 avPIDP = physicsconfig.GetFloat("av_pid_proportional_win", 900.0f);
477 avStandupTensor = physicsconfig.GetFloat("av_capsule_standup_tensor_win", 550000f);
478 bodyMotorJointMaxforceTensor = physicsconfig.GetFloat("body_motor_joint_maxforce_tensor_win", 5f);
479 }
480
481 physics_logging = physicsconfig.GetBoolean("physics_logging", false);
482 physics_logging_interval = physicsconfig.GetInt("physics_logging_interval", 0);
483 physics_logging_append_existing_logfile = physicsconfig.GetBoolean("physics_logging_append_existing_logfile", false);
484
485 m_NINJA_physics_joints_enabled = physicsconfig.GetBoolean("use_NINJA_physics_joints", false);
486 minimumGroundFlightOffset = physicsconfig.GetFloat("minimum_ground_flight_offset", 3f);
487 maximumMassObject = physicsconfig.GetFloat("maximum_mass_object", 10000.01f);
488 }
489 }
490
491 contacts = new d.ContactGeom[contactsPerCollision];
492
493 staticPrimspace = new IntPtr[(int)(300 / metersInSpace), (int)(300 / metersInSpace)];
494
495 // Avatar static on a Prim parameters
496 AvatarStaticprimContact.surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
497 AvatarStaticprimContact.surface.mu = 255.0f;
498 AvatarStaticprimContact.surface.bounce = 0.0f;
499 AvatarStaticprimContact.surface.soft_cfm = 0.0f;
500 AvatarStaticprimContact.surface.soft_erp = 0.30f; // If this is too small static Av will fall through a sloping prim. 1.0 prevents fall-thru
501
502 // Avatar moving on a Prim parameters
503 AvatarMovementprimContact.surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
504 AvatarMovementprimContact.surface.mu = 255.0f;
505 AvatarMovementprimContact.surface.bounce = 0.0f;
506 AvatarMovementprimContact.surface.soft_cfm = 0.0f; // if this is 0.01 then prims become phantom to Avs!
507 AvatarMovementprimContact.surface.soft_erp = 0.3f;
508
509 // Static Avatar on Terrain parameters
510 // Keeps Avatar in place better
511 TerrainContact.surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
512 TerrainContact.surface.mu = 255.0f;
513 TerrainContact.surface.bounce = 0.0f;
514 TerrainContact.surface.soft_cfm = 0.0f;
515 TerrainContact.surface.soft_erp = 0.05f;
516
517 // Moving Avatar on Terrain parameters
518 AvatarMovementTerrainContact.surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
519 AvatarMovementTerrainContact.surface.mu = 75f;
520 AvatarMovementTerrainContact.surface.bounce = 0.0f;
521 AvatarMovementTerrainContact.surface.soft_cfm = 0.0f;
522 AvatarMovementTerrainContact.surface.soft_erp = 0.05f;
523
524 // Avatar or prim the the water, this may not be used, possibly water is same as air?
525 WaterContact.surface.mode |= (d.ContactFlags.SoftERP | d.ContactFlags.SoftCFM);
526 WaterContact.surface.mu = 0.0f; // No friction
527 WaterContact.surface.bounce = 0.0f; // No bounce
528 WaterContact.surface.soft_cfm = 0.010f;
529 WaterContact.surface.soft_erp = 0.010f;
530
531
532 // Prim static or moving on a prim, depends on material type
533 m_materialContacts = new d.Contact[7,2];
534 // V 1 = Sliding; 0 = static or fell onto
535 m_materialContacts[(int)Material.Stone, 0] = new d.Contact();
536 m_materialContacts[(int)Material.Stone, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
537 m_materialContacts[(int)Material.Stone, 0].surface.mu = 60f; // friction, 1 = slippery, 255 = no slip
538 m_materialContacts[(int)Material.Stone, 0].surface.bounce = 0.0f;
539 m_materialContacts[(int)Material.Stone, 0].surface.soft_cfm = 0.0f;
540 m_materialContacts[(int)Material.Stone, 0].surface.soft_erp = 0.50f; // erp also changes friction, more erp=less friction
541
542 m_materialContacts[(int)Material.Stone, 1] = new d.Contact();
543 m_materialContacts[(int)Material.Stone, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
544 m_materialContacts[(int)Material.Stone, 1].surface.mu = 40f;
545 m_materialContacts[(int)Material.Stone, 1].surface.bounce = 0.0f;
546 m_materialContacts[(int)Material.Stone, 1].surface.soft_cfm = 0.0f;
547 m_materialContacts[(int)Material.Stone, 1].surface.soft_erp = 0.50f;
548
549 m_materialContacts[(int)Material.Metal, 0] = new d.Contact();
550 m_materialContacts[(int)Material.Metal, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
551 m_materialContacts[(int)Material.Metal, 0].surface.mu = 15f;
552 m_materialContacts[(int)Material.Metal, 0].surface.bounce = 0.2f;
553 m_materialContacts[(int)Material.Metal, 0].surface.soft_cfm = 0.0f;
554 m_materialContacts[(int)Material.Metal, 0].surface.soft_erp = 0.50f;
555
556 m_materialContacts[(int)Material.Metal, 1] = new d.Contact();
557 m_materialContacts[(int)Material.Metal, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
558 m_materialContacts[(int)Material.Metal, 1].surface.mu = 10f;
559 m_materialContacts[(int)Material.Metal, 1].surface.bounce = 0.2f;
560 m_materialContacts[(int)Material.Metal, 1].surface.soft_cfm = 0.0f;
561 m_materialContacts[(int)Material.Metal, 1].surface.soft_erp = 0.50f;
562
563 m_materialContacts[(int)Material.Glass, 0] = new d.Contact();
564 m_materialContacts[(int)Material.Glass, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
565 m_materialContacts[(int)Material.Glass, 0].surface.mu = 7.5f;
566 m_materialContacts[(int)Material.Glass, 0].surface.bounce = 0.0f;
567 m_materialContacts[(int)Material.Glass, 0].surface.soft_cfm = 0.0f;
568 m_materialContacts[(int)Material.Glass, 0].surface.soft_erp = 0.50f;
569
570 m_materialContacts[(int)Material.Glass, 1] = new d.Contact();
571 m_materialContacts[(int)Material.Glass, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
572 m_materialContacts[(int)Material.Glass, 1].surface.mu = 5f;
573 m_materialContacts[(int)Material.Glass, 1].surface.bounce = 0.0f;
574 m_materialContacts[(int)Material.Glass, 1].surface.soft_cfm = 0.0f;
575 m_materialContacts[(int)Material.Glass, 1].surface.soft_erp = 0.50f;
576
577 m_materialContacts[(int)Material.Wood, 0] = new d.Contact();
578 m_materialContacts[(int)Material.Wood, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
579 m_materialContacts[(int)Material.Wood, 0].surface.mu = 45f;
580 m_materialContacts[(int)Material.Wood, 0].surface.bounce = 0.1f;
581 m_materialContacts[(int)Material.Wood, 0].surface.soft_cfm = 0.0f;
582 m_materialContacts[(int)Material.Wood, 0].surface.soft_erp = 0.50f;
583
584 m_materialContacts[(int)Material.Wood, 1] = new d.Contact();
585 m_materialContacts[(int)Material.Wood, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
586 m_materialContacts[(int)Material.Wood, 1].surface.mu = 30f;
587 m_materialContacts[(int)Material.Wood, 1].surface.bounce = 0.1f;
588 m_materialContacts[(int)Material.Wood, 1].surface.soft_cfm = 0.0f;
589 m_materialContacts[(int)Material.Wood, 1].surface.soft_erp = 0.50f;
590
591 m_materialContacts[(int)Material.Flesh, 0] = new d.Contact();
592 m_materialContacts[(int)Material.Flesh, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
593 m_materialContacts[(int)Material.Flesh, 0].surface.mu = 150f;
594 m_materialContacts[(int)Material.Flesh, 0].surface.bounce = 0.0f;
595 m_materialContacts[(int)Material.Flesh, 0].surface.soft_cfm = 0.0f;
596 m_materialContacts[(int)Material.Flesh, 0].surface.soft_erp = 0.50f;
597
598 m_materialContacts[(int)Material.Flesh, 1] = new d.Contact();
599 m_materialContacts[(int)Material.Flesh, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
600 m_materialContacts[(int)Material.Flesh, 1].surface.mu = 100f;
601 m_materialContacts[(int)Material.Flesh, 1].surface.bounce = 0.0f;
602 m_materialContacts[(int)Material.Flesh, 1].surface.soft_cfm = 0.0f;
603 m_materialContacts[(int)Material.Flesh, 1].surface.soft_erp = 0.50f;
604
605 m_materialContacts[(int)Material.Plastic, 0] = new d.Contact();
606 m_materialContacts[(int)Material.Plastic, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
607 m_materialContacts[(int)Material.Plastic, 0].surface.mu = 30f;
608 m_materialContacts[(int)Material.Plastic, 0].surface.bounce = 0.2f;
609 m_materialContacts[(int)Material.Plastic, 0].surface.soft_cfm = 0.0f;
610 m_materialContacts[(int)Material.Plastic, 0].surface.soft_erp = 0.50f;
611
612 m_materialContacts[(int)Material.Plastic, 1] = new d.Contact();
613 m_materialContacts[(int)Material.Plastic, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
614 m_materialContacts[(int)Material.Plastic, 1].surface.mu = 20f;
615 m_materialContacts[(int)Material.Plastic, 1].surface.bounce = 0.2f;
616 m_materialContacts[(int)Material.Plastic, 1].surface.soft_cfm = 0.0f;
617 m_materialContacts[(int)Material.Plastic, 1].surface.soft_erp = 0.50f;
618
619 m_materialContacts[(int)Material.Rubber, 0] = new d.Contact();
620 m_materialContacts[(int)Material.Rubber, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
621 m_materialContacts[(int)Material.Rubber, 0].surface.mu = 150f;
622 m_materialContacts[(int)Material.Rubber, 0].surface.bounce = 0.7f;
623 m_materialContacts[(int)Material.Rubber, 0].surface.soft_cfm = 0.0f;
624 m_materialContacts[(int)Material.Rubber, 0].surface.soft_erp = 0.50f;
625
626 m_materialContacts[(int)Material.Rubber, 1] = new d.Contact();
627 m_materialContacts[(int)Material.Rubber, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
628 m_materialContacts[(int)Material.Rubber, 1].surface.mu = 100f;
629 m_materialContacts[(int)Material.Rubber, 1].surface.bounce = 0.7f;
630 m_materialContacts[(int)Material.Rubber, 1].surface.soft_cfm = 0.0f;
631 m_materialContacts[(int)Material.Rubber, 1].surface.soft_erp = 0.50f;
632
633 d.HashSpaceSetLevels(space, worldHashspaceLow, worldHashspaceHigh);
634
635 // Set the gravity,, don't disable things automatically (we set it explicitly on some things)
636
637 d.WorldSetGravity(world, gravityx, gravityy, gravityz);
638 d.WorldSetContactSurfaceLayer(world, contactsurfacelayer);
639
640
641 d.WorldSetLinearDampingThreshold(world, 256f);
642 d.WorldSetLinearDamping(world, 256f);
643// d.WorldSetLinearDampingThreshold(world, 0.01f);
644// d.WorldSetLinearDamping(world, 0.1f);
645 d.WorldSetAngularDampingThreshold(world, 256f);
646 d.WorldSetAngularDamping(world, 256f);
647 d.WorldSetMaxAngularSpeed(world, 256f);
648
649 // Set how many steps we go without running collision testing
650 // This is in addition to the step size.
651 // Essentially Steps * m_physicsiterations
652 d.WorldSetQuickStepNumIterations(world, m_physicsiterations);
653 //d.WorldSetContactMaxCorrectingVel(world, 1000.0f);
654
655
656
657 for (int i = 0; i < staticPrimspace.GetLength(0); i++)
658 {
659 for (int j = 0; j < staticPrimspace.GetLength(1); j++)
660 {
661 staticPrimspace[i, j] = IntPtr.Zero;
662 }
663 }
664 }
665
666 internal void waitForSpaceUnlock(IntPtr space)
667 {
668 //if (space != IntPtr.Zero)
669 //while (d.SpaceLockQuery(space)) { } // Wait and do nothing
670 }
671
672 /// <summary>
673 /// Debug space message for printing the space that a prim/avatar is in.
674 /// </summary>
675 /// <param name="pos"></param>
676 /// <returns>Returns which split up space the given position is in.</returns>
677 public string whichspaceamIin(Vector3 pos)
678 {
679 return calculateSpaceForGeom(pos).ToString();
680 }
681
682 #region Collision Detection
683
684 /// <summary>
685 /// This is our near callback. A geometry is near a body
686 /// </summary>
687 /// <param name="space">The space that contains the geoms. Remember, spaces are also geoms</param>
688 /// <param name="g1">a geometry or space</param>
689 /// <param name="g2">another geometry or space</param>
690 private void near(IntPtr space, IntPtr g1, IntPtr g2)
691 {
692 // no lock here! It's invoked from within Simulate(), which is thread-locked
693
694 // Test if we're colliding a geom with a space.
695 // If so we have to drill down into the space recursively
696//Console.WriteLine("near -----------"); //##
697 if (d.GeomIsSpace(g1) || d.GeomIsSpace(g2))
698 {
699 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
700 return;
701
702 // Separating static prim geometry spaces.
703 // We'll be calling near recursivly if one
704 // of them is a space to find all of the
705 // contact points in the space
706 try
707 {
708 d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback);
709 }
710 catch (AccessViolationException)
711 {
712 m_log.Warn("[PHYSICS]: Unable to collide test a space");
713 return;
714 }
715 //Colliding a space or a geom with a space or a geom. so drill down
716
717 //Collide all geoms in each space..
718 //if (d.GeomIsSpace(g1)) d.SpaceCollide(g1, IntPtr.Zero, nearCallback);
719 //if (d.GeomIsSpace(g2)) d.SpaceCollide(g2, IntPtr.Zero, nearCallback);
720 return;
721 }
722
723 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
724 return;
725
726 IntPtr b1 = d.GeomGetBody(g1);
727 IntPtr b2 = d.GeomGetBody(g2);
728
729 // d.GeomClassID id = d.GeomGetClass(g1);
730
731 String name1 = null;
732 String name2 = null;
733
734 if (!geom_name_map.TryGetValue(g1, out name1))
735 {
736 name1 = "null";
737 }
738 if (!geom_name_map.TryGetValue(g2, out name2))
739 {
740 name2 = "null";
741 }
742
743 //if (id == d.GeomClassId.TriMeshClass)
744 //{
745 // m_log.InfoFormat("near: A collision was detected between {1} and {2}", 0, name1, name2);
746 //m_log.Debug("near: A collision was detected between {1} and {2}", 0, name1, name2);
747 //}
748
749 // Figure out how many contact points we have
750 int count = 0;
751 try
752 {
753 // Colliding Geom To Geom
754 // This portion of the function 'was' blatantly ripped off from BoxStack.cs
755
756 if (g1 == g2)
757 return; // Can't collide with yourself
758
759 if (b1 != IntPtr.Zero && b2 != IntPtr.Zero && d.AreConnectedExcluding(b1, b2, d.JointType.Contact))
760 return;
761
762 lock (contacts)
763 {
764 count = d.Collide(g1, g2, contacts.Length, contacts, d.ContactGeom.SizeOf);
765 if (count > contacts.Length)
766 m_log.Error("[PHYSICS]: Got " + count + " contacts when we asked for a maximum of " + contacts.Length);
767 }
768 }
769 catch (SEHException)
770 {
771 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.");
772 ode.drelease(world);
773 base.TriggerPhysicsBasedRestart();
774 }
775 catch (Exception e)
776 {
777 m_log.WarnFormat("[PHYSICS]: Unable to collide test an object: {0}", e.Message);
778 return;
779 }
780
781 PhysicsActor p1;
782 PhysicsActor p2;
783
784 if (!actor_name_map.TryGetValue(g1, out p1))
785 {
786 p1 = PANull;
787 }
788
789 if (!actor_name_map.TryGetValue(g2, out p2))
790 {
791 p2 = PANull;
792 }
793
794 ContactPoint maxDepthContact = new ContactPoint();
795 if (p1.CollisionScore + count >= float.MaxValue)
796 p1.CollisionScore = 0;
797 p1.CollisionScore += count;
798
799 if (p2.CollisionScore + count >= float.MaxValue)
800 p2.CollisionScore = 0;
801 p2.CollisionScore += count;
802 for (int i = 0; i < count; i++)
803 {
804 d.ContactGeom curContact = contacts[i];
805
806 if (curContact.depth > maxDepthContact.PenetrationDepth)
807 {
808 maxDepthContact = new ContactPoint(
809 new Vector3(curContact.pos.X, curContact.pos.Y, curContact.pos.Z),
810 new Vector3(curContact.normal.X, curContact.normal.Y, curContact.normal.Z),
811 curContact.depth
812 );
813 }
814
815 //m_log.Warn("[CCOUNT]: " + count);
816 IntPtr joint;
817 // If we're colliding with terrain, use 'TerrainContact' instead of AvatarStaticprimContact.
818 // allows us to have different settings
819
820 // We only need to test p2 for 'jump crouch purposes'
821 if (p2 is OdeCharacter && p1.PhysicsActorType == (int)ActorTypes.Prim)
822 {
823 // Testing if the collision is at the feet of the avatar
824
825 //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));
826//#@ if ((p2.Position.Z - curContact.pos.Z) > (p2.Size.Z * 0.6f))
827//#@ p2.IsColliding = true;
828 if ((p2.Position.Z - curContact.pos.Z) > (p2.Size.Z * 0.6f)){ //##
829 p2.IsColliding = true; //##
830 }else{
831
832 } //##
833 }
834 else
835 {
836 p2.IsColliding = true;
837 }
838
839 //if ((framecount % m_returncollisions) == 0)
840
841 switch (p1.PhysicsActorType)
842 {
843 case (int)ActorTypes.Agent:
844 p2.CollidingObj = true;
845 break;
846 case (int)ActorTypes.Prim:
847 if (p2.Velocity.LengthSquared() > 0.0f)
848 p2.CollidingObj = true;
849 break;
850 case (int)ActorTypes.Unknown:
851 p2.CollidingGround = true;
852 break;
853 default:
854 p2.CollidingGround = true;
855 break;
856 }
857
858 // we don't want prim or avatar to explode
859
860 #region InterPenetration Handling - Unintended physics explosions
861# region disabled code1
862
863 if (curContact.depth >= 0.08f)
864 {
865 //This is disabled at the moment only because it needs more tweaking
866 //It will eventually be uncommented
867 /*
868 if (AvatarStaticprimContact.depth >= 1.00f)
869 {
870 //m_log.Debug("[PHYSICS]: " + AvatarStaticprimContact.depth.ToString());
871 }
872
873 //If you interpenetrate a prim with an agent
874 if ((p2.PhysicsActorType == (int) ActorTypes.Agent &&
875 p1.PhysicsActorType == (int) ActorTypes.Prim) ||
876 (p1.PhysicsActorType == (int) ActorTypes.Agent &&
877 p2.PhysicsActorType == (int) ActorTypes.Prim))
878 {
879
880 //AvatarStaticprimContact.depth = AvatarStaticprimContact.depth * 4.15f;
881 /*
882 if (p2.PhysicsActorType == (int) ActorTypes.Agent)
883 {
884 p2.CollidingObj = true;
885 AvatarStaticprimContact.depth = 0.003f;
886 p2.Velocity = p2.Velocity + new PhysicsVector(0, 0, 2.5f);
887 OdeCharacter character = (OdeCharacter) p2;
888 character.SetPidStatus(true);
889 AvatarStaticprimContact.pos = new d.Vector3(AvatarStaticprimContact.pos.X + (p1.Size.X / 2), AvatarStaticprimContact.pos.Y + (p1.Size.Y / 2), AvatarStaticprimContact.pos.Z + (p1.Size.Z / 2));
890
891 }
892 else
893 {
894
895 //AvatarStaticprimContact.depth = 0.0000000f;
896 }
897 if (p1.PhysicsActorType == (int) ActorTypes.Agent)
898 {
899
900 p1.CollidingObj = true;
901 AvatarStaticprimContact.depth = 0.003f;
902 p1.Velocity = p1.Velocity + new PhysicsVector(0, 0, 2.5f);
903 AvatarStaticprimContact.pos = new d.Vector3(AvatarStaticprimContact.pos.X + (p2.Size.X / 2), AvatarStaticprimContact.pos.Y + (p2.Size.Y / 2), AvatarStaticprimContact.pos.Z + (p2.Size.Z / 2));
904 OdeCharacter character = (OdeCharacter)p1;
905 character.SetPidStatus(true);
906 }
907 else
908 {
909
910 //AvatarStaticprimContact.depth = 0.0000000f;
911 }
912
913
914
915 }
916*/
917 // If you interpenetrate a prim with another prim
918 /*
919 if (p1.PhysicsActorType == (int) ActorTypes.Prim && p2.PhysicsActorType == (int) ActorTypes.Prim)
920 {
921 #region disabledcode2
922 //OdePrim op1 = (OdePrim)p1;
923 //OdePrim op2 = (OdePrim)p2;
924 //op1.m_collisionscore++;
925 //op2.m_collisionscore++;
926
927 //if (op1.m_collisionscore > 8000 || op2.m_collisionscore > 8000)
928 //{
929 //op1.m_taintdisable = true;
930 //AddPhysicsActorTaint(p1);
931 //op2.m_taintdisable = true;
932 //AddPhysicsActorTaint(p2);
933 //}
934
935 //if (AvatarStaticprimContact.depth >= 0.25f)
936 //{
937 // Don't collide, one or both prim will expld.
938
939 //op1.m_interpenetrationcount++;
940 //op2.m_interpenetrationcount++;
941 //interpenetrations_before_disable = 200;
942 //if (op1.m_interpenetrationcount >= interpenetrations_before_disable)
943 //{
944 //op1.m_taintdisable = true;
945 //AddPhysicsActorTaint(p1);
946 //}
947 //if (op2.m_interpenetrationcount >= interpenetrations_before_disable)
948 //{
949 // op2.m_taintdisable = true;
950 //AddPhysicsActorTaint(p2);
951 //}
952
953 //AvatarStaticprimContact.depth = AvatarStaticprimContact.depth / 8f;
954 //AvatarStaticprimContact.normal = new d.Vector3(0, 0, 1);
955 //}
956 //if (op1.m_disabled || op2.m_disabled)
957 //{
958 //Manually disabled objects stay disabled
959 //AvatarStaticprimContact.depth = 0f;
960 //}
961 #endregion
962 }
963 */
964#endregion
965 if (curContact.depth >= 1.00f)
966 {
967 //m_log.Info("[P]: " + AvatarStaticprimContact.depth.ToString());
968 if ((p2.PhysicsActorType == (int) ActorTypes.Agent &&
969 p1.PhysicsActorType == (int) ActorTypes.Unknown) ||
970 (p1.PhysicsActorType == (int) ActorTypes.Agent &&
971 p2.PhysicsActorType == (int) ActorTypes.Unknown))
972 {
973 if (p2.PhysicsActorType == (int) ActorTypes.Agent)
974 {
975 if (p2 is OdeCharacter)
976 {
977 OdeCharacter character = (OdeCharacter) p2;
978
979 //p2.CollidingObj = true;
980 curContact.depth = 0.00000003f;
981 p2.Velocity = p2.Velocity + new Vector3(0f, 0f, 0.5f);
982 curContact.pos =
983 new d.Vector3(curContact.pos.X + (p1.Size.X/2),
984 curContact.pos.Y + (p1.Size.Y/2),
985 curContact.pos.Z + (p1.Size.Z/2));
986 character.SetPidStatus(true);
987 }
988 }
989
990
991 if (p1.PhysicsActorType == (int) ActorTypes.Agent)
992 {
993 if (p1 is OdeCharacter)
994 {
995 OdeCharacter character = (OdeCharacter) p1;
996
997 //p2.CollidingObj = true;
998 curContact.depth = 0.00000003f;
999 p1.Velocity = p1.Velocity + new Vector3(0f, 0f, 0.5f);
1000 curContact.pos =
1001 new d.Vector3(curContact.pos.X + (p1.Size.X/2),
1002 curContact.pos.Y + (p1.Size.Y/2),
1003 curContact.pos.Z + (p1.Size.Z/2));
1004 character.SetPidStatus(true);
1005 }
1006 }
1007 }
1008 }
1009 }
1010
1011 #endregion
1012
1013 // Logic for collision handling
1014 // Note, that if *all* contacts are skipped (VolumeDetect)
1015 // The prim still detects (and forwards) collision events but
1016 // appears to be phantom for the world
1017 Boolean skipThisContact = false;
1018
1019 if ((p1 is OdePrim) && (((OdePrim)p1).m_isVolumeDetect))
1020 skipThisContact = true; // No collision on volume detect prims
1021
1022 if (!skipThisContact && (p2 is OdePrim) && (((OdePrim)p2).m_isVolumeDetect))
1023 skipThisContact = true; // No collision on volume detect prims
1024
1025 if (!skipThisContact && curContact.depth < 0f)
1026 skipThisContact = true;
1027
1028 if (!skipThisContact && checkDupe(curContact, p2.PhysicsActorType))
1029 skipThisContact = true;
1030
1031 const int maxContactsbeforedeath = 4000;
1032 joint = IntPtr.Zero;
1033
1034 if (!skipThisContact)
1035 {
1036 // Add contact joints with materials params----------------------------------
1037 // p1 is what is being hit, p2 is the physical object doing the hitting
1038 int material = (int) Material.Wood;
1039 int movintYN = 0; // 1 = Sliding; 0 = static or fell onto
1040 if (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f) movintYN = 1;
1041
1042 // If we're colliding against terrain
1043 if (name1 == "Terrain" || name2 == "Terrain")
1044 {
1045 // If we're moving
1046 if ((p2.PhysicsActorType == (int) ActorTypes.Agent) && (movintYN == 1))
1047 {
1048 //$ Av walk/run on terrain (not falling) Use the Avatar movement terrain contact
1049 AvatarMovementTerrainContact.geom = curContact;
1050 _perloopContact.Add(curContact);
1051 if (m_global_contactcount < maxContactsbeforedeath)
1052 {
1053 joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementTerrainContact);
1054 m_global_contactcount++;
1055 }
1056 }
1057 else
1058 {
1059 if (p2.PhysicsActorType == (int)ActorTypes.Agent)
1060 {
1061 //$ Av standing on terrain, Use the non moving Avata terrain contact
1062 TerrainContact.geom = curContact;
1063 _perloopContact.Add(curContact);
1064 if (m_global_contactcount < maxContactsbeforedeath)
1065 {
1066 joint = d.JointCreateContact(world, contactgroup, ref TerrainContact);
1067 m_global_contactcount++;
1068 }
1069 }
1070 else
1071 {
1072 if (p2.PhysicsActorType == (int)ActorTypes.Prim && p1.PhysicsActorType == (int)ActorTypes.Prim)
1073 {
1074 //& THIS NEVER HAPPENS? prim prim contact In terrain contact?
1075 // int pj294950 = 0;
1076 // prim terrain contact
1077
1078 if (p2 is OdePrim)
1079 material = ((OdePrim)p2).m_material;
1080 //m_log.DebugFormat("Material: {0}", material);
1081 m_materialContacts[material, movintYN].geom = curContact;
1082 _perloopContact.Add(curContact);
1083
1084 if (m_global_contactcount < maxContactsbeforedeath)
1085 {
1086 joint = d.JointCreateContact(world, contactgroup, ref m_materialContacts[material, movintYN]);
1087 m_global_contactcount++;
1088
1089 }
1090
1091 }
1092 else
1093 {
1094 //$ prim on terrain contact
1095 if (p2 is OdePrim)
1096 material = ((OdePrim)p2).m_material;
1097 //m_log.DebugFormat("Material: {0}", material);
1098 m_materialContacts[material, movintYN].geom = curContact;
1099 _perloopContact.Add(curContact);
1100
1101 ContactCopy = m_materialContacts[material, movintYN];
1102 if(movintYN == 1)
1103 {
1104 // prevent excessive slide on terrain
1105 ContactCopy.surface.mu = m_materialContacts[material, movintYN].surface.mu * 30.0f;
1106 }
1107
1108 if (m_global_contactcount < maxContactsbeforedeath)
1109 {
1110 joint = d.JointCreateContact(world, contactgroup, ref ContactCopy);
1111 m_global_contactcount++;
1112 }
1113 }
1114 }
1115 }
1116 }
1117 else if (name1 == "Water" || name2 == "Water")
1118 {
1119 //$ This never happens! Perhaps water is treated like air?
1120 /*
1121 if ((p2.PhysicsActorType == (int) ActorTypes.Prim))
1122 {
1123 }
1124 else
1125 {
1126 }
1127 */
1128 //WaterContact.surface.soft_cfm = 0.0000f;
1129 //WaterContact.surface.soft_erp = 0.00000f;
1130 if (curContact.depth > 0.1f)
1131 {
1132 curContact.depth *= 52;
1133 //AvatarStaticprimContact.normal = new d.Vector3(0, 0, 1);
1134 //AvatarStaticprimContact.pos = new d.Vector3(0, 0, contact.pos.Z - 5f);
1135 }
1136 WaterContact.geom = curContact;
1137 _perloopContact.Add(curContact);
1138 if (m_global_contactcount < maxContactsbeforedeath)
1139 {
1140 joint = d.JointCreateContact(world, contactgroup, ref WaterContact);
1141 m_global_contactcount++;
1142 }
1143 //m_log.Info("[PHYSICS]: Prim Water Contact" + AvatarStaticprimContact.depth);
1144 }
1145 else
1146 {
1147
1148 // no terrain and no water, we're colliding with prim or avatar
1149 // check if we're moving
1150 if ((p2.PhysicsActorType == (int)ActorTypes.Agent))
1151 {
1152 //$ Avatar on Prim or other Avatar
1153 if (movintYN == 1)
1154 {
1155 // Use the AV Movement / prim contact
1156 AvatarMovementprimContact.geom = curContact;
1157 _perloopContact.Add(curContact);
1158 if (m_global_contactcount < maxContactsbeforedeath)
1159 {
1160 joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementprimContact);
1161 m_global_contactcount++;
1162 }
1163 }
1164 else
1165 {
1166 // Use the Av non movement / prim contact
1167 AvatarStaticprimContact.geom = curContact;
1168 _perloopContact.Add(curContact);
1169 ContactCopy = AvatarStaticprimContact; // local copy so we can change locally
1170
1171 if (m_global_contactcount < maxContactsbeforedeath)
1172 {
1173 if (curContact.depth > 0.2)
1174 { // embedded, eject slowly
1175 ContactCopy.surface.soft_erp = 0.1f;
1176 ContactCopy.surface.soft_cfm = 0.1f;
1177 }
1178 else
1179 { // keep on the surface
1180 ContactCopy.surface.soft_erp = 0.3f;
1181 ContactCopy.surface.soft_cfm = 0.0f;
1182 }
1183 joint = d.JointCreateContact(world, contactgroup, ref ContactCopy);
1184 m_global_contactcount++;
1185 }
1186 }
1187 }
1188 else if (p2.PhysicsActorType == (int)ActorTypes.Prim)
1189 {
1190 //$ Prim on Prim
1191 //p1.PhysicsActorType
1192
1193 if (p2 is OdePrim) material = ((OdePrim)p2).m_material;
1194 //m_log.DebugFormat("Material: {0}", material);
1195
1196 m_materialContacts[material, movintYN].geom = curContact;
1197 _perloopContact.Add(curContact);
1198
1199 if (m_global_contactcount < maxContactsbeforedeath)
1200 {
1201 joint = d.JointCreateContact(world, contactgroup, ref m_materialContacts[material, movintYN]);
1202 m_global_contactcount++;
1203 }
1204 }
1205 }
1206
1207 if (m_global_contactcount < maxContactsbeforedeath && joint != IntPtr.Zero) // stack collide!
1208 {
1209 d.JointAttach(joint, b1, b2);
1210 m_global_contactcount++;
1211 }
1212
1213 }
1214 collision_accounting_events(p1, p2, maxDepthContact);
1215 if (count > geomContactPointsStartthrottle)
1216 {
1217 // If there are more then 3 contact points, it's likely
1218 // that we've got a pile of objects, so ...
1219 // We don't want to send out hundreds of terse updates over and over again
1220 // so lets throttle them and send them again after it's somewhat sorted out.
1221 p2.ThrottleUpdates = true;
1222 }
1223 //m_log.Debug(count.ToString());
1224 //m_log.Debug("near: A collision was detected between {1} and {2}", 0, name1, name2);
1225 } // end for i.. loop
1226 } // end near
1227
1228 private bool checkDupe(d.ContactGeom contactGeom, int atype)
1229 {
1230 bool result = false;
1231 //return result;
1232 if (!m_filterCollisions)
1233 return false;
1234
1235 ActorTypes at = (ActorTypes)atype;
1236 lock (_perloopContact)
1237 {
1238 foreach (d.ContactGeom contact in _perloopContact)
1239 {
1240 //if ((contact.g1 == contactGeom.g1 && contact.g2 == contactGeom.g2))
1241 //{
1242 // || (contact.g2 == contactGeom.g1 && contact.g1 == contactGeom.g2)
1243 if (at == ActorTypes.Agent)
1244 {
1245 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)
1246 {
1247
1248 if (Math.Abs(contact.depth - contactGeom.depth) < 0.052f)
1249 {
1250 //contactGeom.depth *= .00005f;
1251 //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth));
1252 // 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));
1253 result = true;
1254 break;
1255 }
1256 else
1257 {
1258 //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth));
1259 }
1260 }
1261 else
1262 {
1263 //m_log.DebugFormat("[Collision]: <{0},{1},{2}>", Math.Abs(contactGeom.normal.X - contact.normal.X), Math.Abs(contactGeom.normal.Y - contact.normal.Y), Math.Abs(contactGeom.normal.Z - contact.normal.Z));
1264 //int i = 0;
1265 }
1266 }
1267 else if (at == ActorTypes.Prim)
1268 {
1269 //d.AABB aabb1 = new d.AABB();
1270 //d.AABB aabb2 = new d.AABB();
1271
1272 //d.GeomGetAABB(contactGeom.g2, out aabb2);
1273 //d.GeomGetAABB(contactGeom.g1, out aabb1);
1274 //aabb1.
1275 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)
1276 {
1277 if (contactGeom.normal.X == contact.normal.X && contactGeom.normal.Y == contact.normal.Y && contactGeom.normal.Z == contact.normal.Z)
1278 {
1279 if (Math.Abs(contact.depth - contactGeom.depth) < 0.272f)
1280 {
1281 result = true;
1282 break;
1283 }
1284 }
1285 //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth));
1286 //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));
1287 }
1288
1289 }
1290
1291 //}
1292
1293 }
1294 }
1295 return result;
1296 }
1297
1298 private void collision_accounting_events(PhysicsActor p1, PhysicsActor p2, ContactPoint contact)
1299 {
1300 // obj1LocalID = 0;
1301 //returncollisions = false;
1302 obj2LocalID = 0;
1303 //ctype = 0;
1304 //cStartStop = 0;
1305 if (!p2.SubscribedEvents() && !p1.SubscribedEvents())
1306 return;
1307
1308 switch ((ActorTypes)p2.PhysicsActorType)
1309 {
1310 case ActorTypes.Agent:
1311 cc2 = (OdeCharacter)p2;
1312
1313 // obj1LocalID = cc2.m_localID;
1314 switch ((ActorTypes)p1.PhysicsActorType)
1315 {
1316 case ActorTypes.Agent:
1317 cc1 = (OdeCharacter)p1;
1318 obj2LocalID = cc1.m_localID;
1319 cc1.AddCollisionEvent(cc2.m_localID, contact);
1320 //ctype = (int)CollisionCategories.Character;
1321
1322 //if (cc1.CollidingObj)
1323 //cStartStop = (int)StatusIndicators.Generic;
1324 //else
1325 //cStartStop = (int)StatusIndicators.Start;
1326
1327 //returncollisions = true;
1328 break;
1329 case ActorTypes.Prim:
1330 if (p1 is OdePrim)
1331 {
1332 cp1 = (OdePrim) p1;
1333 obj2LocalID = cp1.m_localID;
1334 cp1.AddCollisionEvent(cc2.m_localID, contact);
1335 }
1336 //ctype = (int)CollisionCategories.Geom;
1337
1338 //if (cp1.CollidingObj)
1339 //cStartStop = (int)StatusIndicators.Generic;
1340 //else
1341 //cStartStop = (int)StatusIndicators.Start;
1342
1343 //returncollisions = true;
1344 break;
1345
1346 case ActorTypes.Ground:
1347 case ActorTypes.Unknown:
1348 obj2LocalID = 0;
1349 //ctype = (int)CollisionCategories.Land;
1350 //returncollisions = true;
1351 break;
1352 }
1353
1354 cc2.AddCollisionEvent(obj2LocalID, contact);
1355 break;
1356 case ActorTypes.Prim:
1357
1358 if (p2 is OdePrim)
1359 {
1360 cp2 = (OdePrim) p2;
1361
1362 // obj1LocalID = cp2.m_localID;
1363 switch ((ActorTypes) p1.PhysicsActorType)
1364 {
1365 case ActorTypes.Agent:
1366 if (p1 is OdeCharacter)
1367 {
1368 cc1 = (OdeCharacter) p1;
1369 obj2LocalID = cc1.m_localID;
1370 cc1.AddCollisionEvent(cp2.m_localID, contact);
1371 //ctype = (int)CollisionCategories.Character;
1372
1373 //if (cc1.CollidingObj)
1374 //cStartStop = (int)StatusIndicators.Generic;
1375 //else
1376 //cStartStop = (int)StatusIndicators.Start;
1377 //returncollisions = true;
1378 }
1379 break;
1380 case ActorTypes.Prim:
1381
1382 if (p1 is OdePrim)
1383 {
1384 cp1 = (OdePrim) p1;
1385 obj2LocalID = cp1.m_localID;
1386 cp1.AddCollisionEvent(cp2.m_localID, contact);
1387 //ctype = (int)CollisionCategories.Geom;
1388
1389 //if (cp1.CollidingObj)
1390 //cStartStop = (int)StatusIndicators.Generic;
1391 //else
1392 //cStartStop = (int)StatusIndicators.Start;
1393
1394 //returncollisions = true;
1395 }
1396 break;
1397
1398 case ActorTypes.Ground:
1399 case ActorTypes.Unknown:
1400 obj2LocalID = 0;
1401 //ctype = (int)CollisionCategories.Land;
1402
1403 //returncollisions = true;
1404 break;
1405 }
1406
1407 cp2.AddCollisionEvent(obj2LocalID, contact);
1408 }
1409 break;
1410 }
1411 //if (returncollisions)
1412 //{
1413
1414 //lock (m_storedCollisions)
1415 //{
1416 //cDictKey = obj1LocalID.ToString() + obj2LocalID.ToString() + cStartStop.ToString() + ctype.ToString();
1417 //if (m_storedCollisions.ContainsKey(cDictKey))
1418 //{
1419 //sCollisionData objd = m_storedCollisions[cDictKey];
1420 //objd.NumberOfCollisions += 1;
1421 //objd.lastframe = framecount;
1422 //m_storedCollisions[cDictKey] = objd;
1423 //}
1424 //else
1425 //{
1426 //sCollisionData objd = new sCollisionData();
1427 //objd.ColliderLocalId = obj1LocalID;
1428 //objd.CollidedWithLocalId = obj2LocalID;
1429 //objd.CollisionType = ctype;
1430 //objd.NumberOfCollisions = 1;
1431 //objd.lastframe = framecount;
1432 //objd.StatusIndicator = cStartStop;
1433 //m_storedCollisions.Add(cDictKey, objd);
1434 //}
1435 //}
1436 // }
1437 }
1438
1439 public int TriArrayCallback(IntPtr trimesh, IntPtr refObject, int[] triangleIndex, int triCount)
1440 {
1441 /* String name1 = null;
1442 String name2 = null;
1443
1444 if (!geom_name_map.TryGetValue(trimesh, out name1))
1445 {
1446 name1 = "null";
1447 }
1448 if (!geom_name_map.TryGetValue(refObject, out name2))
1449 {
1450 name2 = "null";
1451 }
1452
1453 m_log.InfoFormat("TriArrayCallback: A collision was detected between {1} and {2}", 0, name1, name2);
1454 */
1455 return 1;
1456 }
1457
1458 public int TriCallback(IntPtr trimesh, IntPtr refObject, int triangleIndex)
1459 {
1460 String name1 = null;
1461 String name2 = null;
1462
1463 if (!geom_name_map.TryGetValue(trimesh, out name1))
1464 {
1465 name1 = "null";
1466 }
1467
1468 if (!geom_name_map.TryGetValue(refObject, out name2))
1469 {
1470 name2 = "null";
1471 }
1472
1473 // m_log.InfoFormat("TriCallback: A collision was detected between {1} and {2}. Index was {3}", 0, name1, name2, triangleIndex);
1474
1475 d.Vector3 v0 = new d.Vector3();
1476 d.Vector3 v1 = new d.Vector3();
1477 d.Vector3 v2 = new d.Vector3();
1478
1479 d.GeomTriMeshGetTriangle(trimesh, 0, ref v0, ref v1, ref v2);
1480 // 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);
1481
1482 return 1;
1483 }
1484
1485 /// <summary>
1486 /// This is our collision testing routine in ODE
1487 /// </summary>
1488 /// <param name="timeStep"></param>
1489 private void collision_optimized(float timeStep)
1490 {
1491 _perloopContact.Clear();
1492
1493 lock (_characters)
1494 {
1495 foreach (OdeCharacter chr in _characters)
1496 {
1497 // Reset the collision values to false
1498 // since we don't know if we're colliding yet
1499
1500 // For some reason this can happen. Don't ask...
1501 //
1502 if (chr == null)
1503 continue;
1504
1505 if (chr.Shell == IntPtr.Zero || chr.Body == IntPtr.Zero)
1506 continue;
1507
1508 chr.IsColliding = false;
1509 chr.CollidingGround = false;
1510 chr.CollidingObj = false;
1511
1512 // test the avatar's geometry for collision with the space
1513 // This will return near and the space that they are the closest to
1514 // And we'll run this again against the avatar and the space segment
1515 // This will return with a bunch of possible objects in the space segment
1516 // and we'll run it again on all of them.
1517 try
1518 {
1519 d.SpaceCollide2(space, chr.Shell, IntPtr.Zero, nearCallback);
1520 }
1521 catch (AccessViolationException)
1522 {
1523 m_log.Warn("[PHYSICS]: Unable to space collide");
1524 }
1525 //float terrainheight = GetTerrainHeightAtXY(chr.Position.X, chr.Position.Y);
1526 //if (chr.Position.Z + (chr.Velocity.Z * timeStep) < terrainheight + 10)
1527 //{
1528 //chr.Position.Z = terrainheight + 10.0f;
1529 //forcedZ = true;
1530 //}
1531 }
1532 }
1533
1534 lock (_activeprims)
1535 {
1536 List<OdePrim> removeprims = null;
1537 foreach (OdePrim chr in _activeprims)
1538 {
1539 if (chr.Body != IntPtr.Zero && d.BodyIsEnabled(chr.Body) && (!chr.m_disabled))
1540 {
1541 try
1542 {
1543 lock (chr)
1544 {
1545 if (space != IntPtr.Zero && chr.prim_geom != IntPtr.Zero && chr.m_taintremove == false)
1546 {
1547 d.SpaceCollide2(space, chr.prim_geom, IntPtr.Zero, nearCallback);
1548 }
1549 else
1550 {
1551 if (removeprims == null)
1552 {
1553 removeprims = new List<OdePrim>();
1554 }
1555 removeprims.Add(chr);
1556 /// Commented this because it triggers on every bullet
1557 //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!");
1558 }
1559 }
1560 }
1561 catch (AccessViolationException)
1562 {
1563 m_log.Warn("[PHYSICS]: Unable to space collide");
1564 }
1565 }
1566 }
1567 if (removeprims != null)
1568 {
1569 foreach (OdePrim chr in removeprims)
1570 {
1571 _activeprims.Remove(chr);
1572 }
1573 }
1574 }
1575
1576 _perloopContact.Clear();
1577 }
1578
1579 #endregion
1580
1581 public override void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents)
1582 {
1583 m_worldOffset = offset;
1584 WorldExtents = new Vector2(extents.X, extents.Y);
1585 m_parentScene = pScene;
1586
1587 }
1588
1589 // Recovered for use by fly height. Kitto Flora
1590 public float GetTerrainHeightAtXY(float x, float y)
1591 {
1592
1593 int offsetX = ((int)(x / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
1594 int offsetY = ((int)(y / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
1595
1596 IntPtr heightFieldGeom = IntPtr.Zero;
1597
1598 if (RegionTerrain.TryGetValue(new Vector3(offsetX,offsetY,0), out heightFieldGeom))
1599 {
1600 if (heightFieldGeom != IntPtr.Zero)
1601 {
1602 if (TerrainHeightFieldHeights.ContainsKey(heightFieldGeom))
1603 {
1604
1605 int index;
1606
1607
1608 if ((int)x > WorldExtents.X || (int)y > WorldExtents.Y ||
1609 (int)x < 0.001f || (int)y < 0.001f)
1610 return 0;
1611
1612 x = x - offsetX;
1613 y = y - offsetY;
1614
1615 index = (int)((int)x * ((int)Constants.RegionSize + 2) + (int)y);
1616
1617 if (index < TerrainHeightFieldHeights[heightFieldGeom].Length)
1618 {
1619 //m_log.DebugFormat("x{0} y{1} = {2}", x, y, (float)TerrainHeightFieldHeights[heightFieldGeom][index]);
1620 return (float)TerrainHeightFieldHeights[heightFieldGeom][index];
1621 }
1622
1623 else
1624 return 0f;
1625 }
1626 else
1627 {
1628 return 0f;
1629 }
1630
1631 }
1632 else
1633 {
1634 return 0f;
1635 }
1636
1637 }
1638 else
1639 {
1640 return 0f;
1641 }
1642
1643
1644 }
1645// End recovered. Kitto Flora
1646
1647 public void addCollisionEventReporting(PhysicsActor obj)
1648 {
1649 lock (_collisionEventPrim)
1650 {
1651 if (!_collisionEventPrim.Contains(obj))
1652 _collisionEventPrim.Add(obj);
1653 }
1654 }
1655
1656 public void remCollisionEventReporting(PhysicsActor obj)
1657 {
1658 lock (_collisionEventPrim)
1659 {
1660 if (!_collisionEventPrim.Contains(obj))
1661 _collisionEventPrim.Remove(obj);
1662 }
1663 }
1664
1665 #region Add/Remove Entities
1666
1667 public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying)
1668 {
1669 Vector3 pos;
1670 pos.X = position.X;
1671 pos.Y = position.Y;
1672 pos.Z = position.Z;
1673 OdeCharacter newAv = new OdeCharacter(avName, this, pos, ode, size, avPIDD, avPIDP, avCapRadius, avStandupTensor, avDensity, avHeightFudgeFactor, avMovementDivisorWalk, avMovementDivisorRun);
1674 newAv.Flying = isFlying;
1675 newAv.MinimumGroundFlightOffset = minimumGroundFlightOffset;
1676
1677 return newAv;
1678 }
1679
1680 public void AddCharacter(OdeCharacter chr)
1681 {
1682 lock (_characters)
1683 {
1684 if (!_characters.Contains(chr))
1685 {
1686 _characters.Add(chr);
1687 if (chr.bad)
1688 m_log.DebugFormat("[PHYSICS] Added BAD actor {0} to characters list", chr.m_uuid);
1689 }
1690 }
1691 }
1692
1693 public void RemoveCharacter(OdeCharacter chr)
1694 {
1695 lock (_characters)
1696 {
1697 if (_characters.Contains(chr))
1698 {
1699 _characters.Remove(chr);
1700 }
1701 }
1702 }
1703 public void BadCharacter(OdeCharacter chr)
1704 {
1705 lock (_badCharacter)
1706 {
1707 if (!_badCharacter.Contains(chr))
1708 _badCharacter.Add(chr);
1709 }
1710 }
1711
1712 public override void RemoveAvatar(PhysicsActor actor)
1713 {
1714 //m_log.Debug("[PHYSICS]:ODELOCK");
1715 ((OdeCharacter) actor).Destroy();
1716
1717 }
1718
1719 private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation,
1720 IMesh mesh, PrimitiveBaseShape pbs, bool isphysical, uint localid)
1721 {
1722
1723 Vector3 pos = position;
1724 Vector3 siz = size;
1725 Quaternion rot = rotation;
1726
1727 OdePrim newPrim;
1728 lock (OdeLock)
1729 {
1730 newPrim = new OdePrim(name, this, pos, siz, rot, mesh, pbs, isphysical, ode, localid);
1731
1732 lock (_prims)
1733 _prims.Add(newPrim);
1734 }
1735
1736 return newPrim;
1737 }
1738
1739 public void addActivePrim(OdePrim activatePrim)
1740 {
1741 // adds active prim.. (ones that should be iterated over in collisions_optimized
1742 lock (_activeprims)
1743 {
1744 if (!_activeprims.Contains(activatePrim))
1745 _activeprims.Add(activatePrim);
1746 //else
1747 // m_log.Warn("[PHYSICS]: Double Entry in _activeprims detected, potential crash immenent");
1748 }
1749 }
1750
1751 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
1752 Vector3 size, Quaternion rotation, bool isPhysical, uint localid)
1753 {
1754 PhysicsActor result;
1755 IMesh mesh = null;
1756
1757 if (needsMeshing(pbs))
1758 mesh = mesher.CreateMesh(primName, pbs, size, 32f, isPhysical);
1759
1760 result = AddPrim(primName, position, size, rotation, mesh, pbs, isPhysical, localid);
1761
1762 return result;
1763 }
1764
1765 public override float TimeDilation
1766 {
1767 get { return m_timeDilation; }
1768 }
1769
1770 public override bool SupportsNINJAJoints
1771 {
1772 get { return m_NINJA_physics_joints_enabled; }
1773 }
1774
1775 // internal utility function: must be called within a lock (OdeLock)
1776 private void InternalAddActiveJoint(PhysicsJoint joint)
1777 {
1778 activeJoints.Add(joint);
1779 SOPName_to_activeJoint.Add(joint.ObjectNameInScene, joint);
1780 }
1781
1782 // internal utility function: must be called within a lock (OdeLock)
1783 private void InternalAddPendingJoint(OdePhysicsJoint joint)
1784 {
1785 pendingJoints.Add(joint);
1786 SOPName_to_pendingJoint.Add(joint.ObjectNameInScene, joint);
1787 }
1788
1789 // internal utility function: must be called within a lock (OdeLock)
1790 private void InternalRemovePendingJoint(PhysicsJoint joint)
1791 {
1792 pendingJoints.Remove(joint);
1793 SOPName_to_pendingJoint.Remove(joint.ObjectNameInScene);
1794 }
1795
1796 // internal utility function: must be called within a lock (OdeLock)
1797 private void InternalRemoveActiveJoint(PhysicsJoint joint)
1798 {
1799 activeJoints.Remove(joint);
1800 SOPName_to_activeJoint.Remove(joint.ObjectNameInScene);
1801 }
1802
1803 public override void DumpJointInfo()
1804 {
1805 string hdr = "[NINJA] JOINTINFO: ";
1806 foreach (PhysicsJoint j in pendingJoints)
1807 {
1808 m_log.Debug(hdr + " pending joint, Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams);
1809 }
1810 m_log.Debug(hdr + pendingJoints.Count + " total pending joints");
1811 foreach (string jointName in SOPName_to_pendingJoint.Keys)
1812 {
1813 m_log.Debug(hdr + " pending joints dict contains Name: " + jointName);
1814 }
1815 m_log.Debug(hdr + SOPName_to_pendingJoint.Keys.Count + " total pending joints dict entries");
1816 foreach (PhysicsJoint j in activeJoints)
1817 {
1818 m_log.Debug(hdr + " active joint, Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams);
1819 }
1820 m_log.Debug(hdr + activeJoints.Count + " total active joints");
1821 foreach (string jointName in SOPName_to_activeJoint.Keys)
1822 {
1823 m_log.Debug(hdr + " active joints dict contains Name: " + jointName);
1824 }
1825 m_log.Debug(hdr + SOPName_to_activeJoint.Keys.Count + " total active joints dict entries");
1826
1827 m_log.Debug(hdr + " Per-body joint connectivity information follows.");
1828 m_log.Debug(hdr + joints_connecting_actor.Keys.Count + " bodies are connected by joints.");
1829 foreach (string actorName in joints_connecting_actor.Keys)
1830 {
1831 m_log.Debug(hdr + " Actor " + actorName + " has the following joints connecting it");
1832 foreach (PhysicsJoint j in joints_connecting_actor[actorName])
1833 {
1834 m_log.Debug(hdr + " * joint Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams);
1835 }
1836 m_log.Debug(hdr + joints_connecting_actor[actorName].Count + " connecting joints total for this actor");
1837 }
1838 }
1839
1840 public override void RequestJointDeletion(string ObjectNameInScene)
1841 {
1842 lock (externalJointRequestsLock)
1843 {
1844 if (!requestedJointsToBeDeleted.Contains(ObjectNameInScene)) // forbid same deletion request from entering twice to prevent spurious deletions processed asynchronously
1845 {
1846 requestedJointsToBeDeleted.Add(ObjectNameInScene);
1847 }
1848 }
1849 }
1850
1851 private void DeleteRequestedJoints()
1852 {
1853 List<string> myRequestedJointsToBeDeleted;
1854 lock (externalJointRequestsLock)
1855 {
1856 // make a local copy of the shared list for processing (threading issues)
1857 myRequestedJointsToBeDeleted = new List<string>(requestedJointsToBeDeleted);
1858 }
1859
1860 foreach (string jointName in myRequestedJointsToBeDeleted)
1861 {
1862 lock (OdeLock)
1863 {
1864 //m_log.Debug("[NINJA] trying to deleting requested joint " + jointName);
1865 if (SOPName_to_activeJoint.ContainsKey(jointName) || SOPName_to_pendingJoint.ContainsKey(jointName))
1866 {
1867 OdePhysicsJoint joint = null;
1868 if (SOPName_to_activeJoint.ContainsKey(jointName))
1869 {
1870 joint = SOPName_to_activeJoint[jointName] as OdePhysicsJoint;
1871 InternalRemoveActiveJoint(joint);
1872 }
1873 else if (SOPName_to_pendingJoint.ContainsKey(jointName))
1874 {
1875 joint = SOPName_to_pendingJoint[jointName] as OdePhysicsJoint;
1876 InternalRemovePendingJoint(joint);
1877 }
1878
1879 if (joint != null)
1880 {
1881 //m_log.Debug("joint.BodyNames.Count is " + joint.BodyNames.Count + " and contents " + joint.BodyNames);
1882 for (int iBodyName = 0; iBodyName < 2; iBodyName++)
1883 {
1884 string bodyName = joint.BodyNames[iBodyName];
1885 if (bodyName != "NULL")
1886 {
1887 joints_connecting_actor[bodyName].Remove(joint);
1888 if (joints_connecting_actor[bodyName].Count == 0)
1889 {
1890 joints_connecting_actor.Remove(bodyName);
1891 }
1892 }
1893 }
1894
1895 DoJointDeactivated(joint);
1896 if (joint.jointID != IntPtr.Zero)
1897 {
1898 d.JointDestroy(joint.jointID);
1899 joint.jointID = IntPtr.Zero;
1900 //DoJointErrorMessage(joint, "successfully destroyed joint " + jointName);
1901 }
1902 else
1903 {
1904 //m_log.Warn("[NINJA] Ignoring re-request to destroy joint " + jointName);
1905 }
1906 }
1907 else
1908 {
1909 // DoJointErrorMessage(joint, "coult not find joint to destroy based on name " + jointName);
1910 }
1911 }
1912 else
1913 {
1914 // DoJointErrorMessage(joint, "WARNING - joint removal failed, joint " + jointName);
1915 }
1916 }
1917 }
1918
1919 // remove processed joints from the shared list
1920 lock (externalJointRequestsLock)
1921 {
1922 foreach (string jointName in myRequestedJointsToBeDeleted)
1923 {
1924 requestedJointsToBeDeleted.Remove(jointName);
1925 }
1926 }
1927 }
1928
1929 // for pending joints we don't know if their associated bodies exist yet or not.
1930 // the joint is actually created during processing of the taints
1931 private void CreateRequestedJoints()
1932 {
1933 List<PhysicsJoint> myRequestedJointsToBeCreated;
1934 lock (externalJointRequestsLock)
1935 {
1936 // make a local copy of the shared list for processing (threading issues)
1937 myRequestedJointsToBeCreated = new List<PhysicsJoint>(requestedJointsToBeCreated);
1938 }
1939
1940 foreach (PhysicsJoint joint in myRequestedJointsToBeCreated)
1941 {
1942 lock (OdeLock)
1943 {
1944 if (SOPName_to_pendingJoint.ContainsKey(joint.ObjectNameInScene) && SOPName_to_pendingJoint[joint.ObjectNameInScene] != null)
1945 {
1946 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);
1947 continue;
1948 }
1949 if (SOPName_to_activeJoint.ContainsKey(joint.ObjectNameInScene) && SOPName_to_activeJoint[joint.ObjectNameInScene] != null)
1950 {
1951 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);
1952 continue;
1953 }
1954
1955 InternalAddPendingJoint(joint as OdePhysicsJoint);
1956
1957 if (joint.BodyNames.Count >= 2)
1958 {
1959 for (int iBodyName = 0; iBodyName < 2; iBodyName++)
1960 {
1961 string bodyName = joint.BodyNames[iBodyName];
1962 if (bodyName != "NULL")
1963 {
1964 if (!joints_connecting_actor.ContainsKey(bodyName))
1965 {
1966 joints_connecting_actor.Add(bodyName, new List<PhysicsJoint>());
1967 }
1968 joints_connecting_actor[bodyName].Add(joint);
1969 }
1970 }
1971 }
1972 }
1973 }
1974
1975 // remove processed joints from shared list
1976 lock (externalJointRequestsLock)
1977 {
1978 foreach (PhysicsJoint joint in myRequestedJointsToBeCreated)
1979 {
1980 requestedJointsToBeCreated.Remove(joint);
1981 }
1982 }
1983
1984 }
1985
1986 // public function to add an request for joint creation
1987 // this joint will just be added to a waiting list that is NOT processed during the main
1988 // Simulate() loop (to avoid deadlocks). After Simulate() is finished, we handle unprocessed joint requests.
1989
1990 public override PhysicsJoint RequestJointCreation(string objectNameInScene, PhysicsJointType jointType, Vector3 position,
1991 Quaternion rotation, string parms, List<string> bodyNames, string trackedBodyName, Quaternion localRotation)
1992
1993 {
1994
1995 OdePhysicsJoint joint = new OdePhysicsJoint();
1996 joint.ObjectNameInScene = objectNameInScene;
1997 joint.Type = jointType;
1998 joint.Position = position;
1999 joint.Rotation = rotation;
2000 joint.RawParams = parms;
2001 joint.BodyNames = new List<string>(bodyNames);
2002 joint.TrackedBodyName = trackedBodyName;
2003 joint.LocalRotation = localRotation;
2004 joint.jointID = IntPtr.Zero;
2005 joint.ErrorMessageCount = 0;
2006
2007 lock (externalJointRequestsLock)
2008 {
2009 if (!requestedJointsToBeCreated.Contains(joint)) // forbid same creation request from entering twice
2010 {
2011 requestedJointsToBeCreated.Add(joint);
2012 }
2013 }
2014 return joint;
2015 }
2016
2017 private void RemoveAllJointsConnectedToActor(PhysicsActor actor)
2018 {
2019 //m_log.Debug("RemoveAllJointsConnectedToActor: start");
2020 if (actor.SOPName != null && joints_connecting_actor.ContainsKey(actor.SOPName) && joints_connecting_actor[actor.SOPName] != null)
2021 {
2022
2023 List<PhysicsJoint> jointsToRemove = new List<PhysicsJoint>();
2024 //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)
2025 foreach (PhysicsJoint j in joints_connecting_actor[actor.SOPName])
2026 {
2027 jointsToRemove.Add(j);
2028 }
2029 foreach (PhysicsJoint j in jointsToRemove)
2030 {
2031 //m_log.Debug("RemoveAllJointsConnectedToActor: about to request deletion of " + j.ObjectNameInScene);
2032 RequestJointDeletion(j.ObjectNameInScene);
2033 //m_log.Debug("RemoveAllJointsConnectedToActor: done request deletion of " + j.ObjectNameInScene);
2034 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)
2035 }
2036 }
2037 }
2038
2039 public override void RemoveAllJointsConnectedToActorThreadLocked(PhysicsActor actor)
2040 {
2041 //m_log.Debug("RemoveAllJointsConnectedToActorThreadLocked: start");
2042 lock (OdeLock)
2043 {
2044 //m_log.Debug("RemoveAllJointsConnectedToActorThreadLocked: got lock");
2045 RemoveAllJointsConnectedToActor(actor);
2046 }
2047 }
2048
2049 // normally called from within OnJointMoved, which is called from within a lock (OdeLock)
2050 public override Vector3 GetJointAnchor(PhysicsJoint joint)
2051 {
2052 Debug.Assert(joint.IsInPhysicsEngine);
2053 d.Vector3 pos = new d.Vector3();
2054
2055 if (!(joint is OdePhysicsJoint))
2056 {
2057 DoJointErrorMessage(joint, "warning: non-ODE joint requesting anchor: " + joint.ObjectNameInScene);
2058 }
2059 else
2060 {
2061 OdePhysicsJoint odeJoint = (OdePhysicsJoint)joint;
2062 switch (odeJoint.Type)
2063 {
2064 case PhysicsJointType.Ball:
2065 d.JointGetBallAnchor(odeJoint.jointID, out pos);
2066 break;
2067 case PhysicsJointType.Hinge:
2068 d.JointGetHingeAnchor(odeJoint.jointID, out pos);
2069 break;
2070 }
2071 }
2072 return new Vector3(pos.X, pos.Y, pos.Z);
2073 }
2074
2075 // normally called from within OnJointMoved, which is called from within a lock (OdeLock)
2076 // WARNING: ODE sometimes returns <0,0,0> as the joint axis! Therefore this function
2077 // appears to be unreliable. Fortunately we can compute the joint axis ourselves by
2078 // keeping track of the joint's original orientation relative to one of the involved bodies.
2079 public override Vector3 GetJointAxis(PhysicsJoint joint)
2080 {
2081 Debug.Assert(joint.IsInPhysicsEngine);
2082 d.Vector3 axis = new d.Vector3();
2083
2084 if (!(joint is OdePhysicsJoint))
2085 {
2086 DoJointErrorMessage(joint, "warning: non-ODE joint requesting anchor: " + joint.ObjectNameInScene);
2087 }
2088 else
2089 {
2090 OdePhysicsJoint odeJoint = (OdePhysicsJoint)joint;
2091 switch (odeJoint.Type)
2092 {
2093 case PhysicsJointType.Ball:
2094 DoJointErrorMessage(joint, "warning - axis requested for ball joint: " + joint.ObjectNameInScene);
2095 break;
2096 case PhysicsJointType.Hinge:
2097 d.JointGetHingeAxis(odeJoint.jointID, out axis);
2098 break;
2099 }
2100 }
2101 return new Vector3(axis.X, axis.Y, axis.Z);
2102 }
2103
2104
2105 public void remActivePrim(OdePrim deactivatePrim)
2106 {
2107 lock (_activeprims)
2108 {
2109 _activeprims.Remove(deactivatePrim);
2110 }
2111 }
2112
2113 public override void RemovePrim(PhysicsActor prim)
2114 {
2115 if (prim is OdePrim)
2116 {
2117 lock (OdeLock)
2118 {
2119 OdePrim p = (OdePrim) prim;
2120
2121 p.setPrimForRemoval();
2122 AddPhysicsActorTaint(prim);
2123 //RemovePrimThreadLocked(p);
2124 }
2125 }
2126 }
2127
2128 /// <summary>
2129 /// This is called from within simulate but outside the locked portion
2130 /// We need to do our own locking here
2131 /// Essentially, we need to remove the prim from our space segment, whatever segment it's in.
2132 ///
2133 /// If there are no more prim in the segment, we need to empty (spacedestroy)the segment and reclaim memory
2134 /// that the space was using.
2135 /// </summary>
2136 /// <param name="prim"></param>
2137 public void RemovePrimThreadLocked(OdePrim prim)
2138 {
2139//Console.WriteLine("RemovePrimThreadLocked " + prim.m_primName);
2140 lock (prim)
2141 {
2142 remCollisionEventReporting(prim);
2143 lock (ode)
2144 {
2145 if (prim.prim_geom != IntPtr.Zero)
2146 {
2147 prim.ResetTaints();
2148
2149 if (prim.IsPhysical)
2150 {
2151 prim.disableBody();
2152 if (prim.childPrim)
2153 {
2154 prim.childPrim = false;
2155 prim.Body = IntPtr.Zero;
2156 prim.m_disabled = true;
2157 prim.IsPhysical = false;
2158 }
2159
2160
2161 }
2162 // we don't want to remove the main space
2163
2164 // If the geometry is in the targetspace, remove it from the target space
2165 //m_log.Warn(prim.m_targetSpace);
2166
2167 //if (prim.m_targetSpace != IntPtr.Zero)
2168 //{
2169 //if (d.SpaceQuery(prim.m_targetSpace, prim.prim_geom))
2170 //{
2171
2172 //if (d.GeomIsSpace(prim.m_targetSpace))
2173 //{
2174 //waitForSpaceUnlock(prim.m_targetSpace);
2175 //d.SpaceRemove(prim.m_targetSpace, prim.prim_geom);
2176 prim.m_targetSpace = IntPtr.Zero;
2177 //}
2178 //else
2179 //{
2180 // m_log.Info("[Physics]: Invalid Scene passed to 'removeprim from scene':" +
2181 //((OdePrim)prim).m_targetSpace.ToString());
2182 //}
2183
2184 //}
2185 //}
2186 //m_log.Warn(prim.prim_geom);
2187 try
2188 {
2189 if (prim.prim_geom != IntPtr.Zero)
2190 {
2191
2192//string tPA;
2193//geom_name_map.TryGetValue(prim.prim_geom, out tPA);
2194//Console.WriteLine("**** Remove {0}", tPA);
2195 if(geom_name_map.ContainsKey(prim.prim_geom)) geom_name_map.Remove(prim.prim_geom);
2196 if(actor_name_map.ContainsKey(prim.prim_geom)) actor_name_map.Remove(prim.prim_geom);
2197 d.GeomDestroy(prim.prim_geom);
2198 prim.prim_geom = IntPtr.Zero;
2199 }
2200 else
2201 {
2202 m_log.Warn("[PHYSICS]: Unable to remove prim from physics scene");
2203 }
2204 }
2205 catch (AccessViolationException)
2206 {
2207 m_log.Info("[PHYSICS]: Couldn't remove prim from physics scene, it was already be removed.");
2208 }
2209 lock (_prims)
2210 _prims.Remove(prim);
2211
2212 //If there are no more geometries in the sub-space, we don't need it in the main space anymore
2213 //if (d.SpaceGetNumGeoms(prim.m_targetSpace) == 0)
2214 //{
2215 //if (prim.m_targetSpace != null)
2216 //{
2217 //if (d.GeomIsSpace(prim.m_targetSpace))
2218 //{
2219 //waitForSpaceUnlock(prim.m_targetSpace);
2220 //d.SpaceRemove(space, prim.m_targetSpace);
2221 // free up memory used by the space.
2222 //d.SpaceDestroy(prim.m_targetSpace);
2223 //int[] xyspace = calculateSpaceArrayItemFromPos(prim.Position);
2224 //resetSpaceArrayItemToZero(xyspace[0], xyspace[1]);
2225 //}
2226 //else
2227 //{
2228 //m_log.Info("[Physics]: Invalid Scene passed to 'removeprim from scene':" +
2229 //((OdePrim) prim).m_targetSpace.ToString());
2230 //}
2231 //}
2232 //}
2233
2234 if (SupportsNINJAJoints)
2235 {
2236 RemoveAllJointsConnectedToActorThreadLocked(prim);
2237 }
2238 }
2239 }
2240 }
2241 }
2242
2243 #endregion
2244
2245 #region Space Separation Calculation
2246
2247 /// <summary>
2248 /// Takes a space pointer and zeros out the array we're using to hold the spaces
2249 /// </summary>
2250 /// <param name="pSpace"></param>
2251 public void resetSpaceArrayItemToZero(IntPtr pSpace)
2252 {
2253 for (int x = 0; x < staticPrimspace.GetLength(0); x++)
2254 {
2255 for (int y = 0; y < staticPrimspace.GetLength(1); y++)
2256 {
2257 if (staticPrimspace[x, y] == pSpace)
2258 staticPrimspace[x, y] = IntPtr.Zero;
2259 }
2260 }
2261 }
2262
2263 public void resetSpaceArrayItemToZero(int arrayitemX, int arrayitemY)
2264 {
2265 staticPrimspace[arrayitemX, arrayitemY] = IntPtr.Zero;
2266 }
2267
2268 /// <summary>
2269 /// Called when a static prim moves. Allocates a space for the prim based on its position
2270 /// </summary>
2271 /// <param name="geom">the pointer to the geom that moved</param>
2272 /// <param name="pos">the position that the geom moved to</param>
2273 /// <param name="currentspace">a pointer to the space it was in before it was moved.</param>
2274 /// <returns>a pointer to the new space it's in</returns>
2275 public IntPtr recalculateSpaceForGeom(IntPtr geom, Vector3 pos, IntPtr currentspace)
2276 {
2277 // Called from setting the Position and Size of an ODEPrim so
2278 // it's already in locked space.
2279
2280 // we don't want to remove the main space
2281 // we don't need to test physical here because this function should
2282 // never be called if the prim is physical(active)
2283
2284 // All physical prim end up in the root space
2285 //Thread.Sleep(20);
2286 if (currentspace != space)
2287 {
2288 //m_log.Info("[SPACE]: C:" + currentspace.ToString() + " g:" + geom.ToString());
2289 //if (currentspace == IntPtr.Zero)
2290 //{
2291 //int adfadf = 0;
2292 //}
2293 if (d.SpaceQuery(currentspace, geom) && currentspace != IntPtr.Zero)
2294 {
2295 if (d.GeomIsSpace(currentspace))
2296 {
2297 waitForSpaceUnlock(currentspace);
2298 d.SpaceRemove(currentspace, geom);
2299 }
2300 else
2301 {
2302 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" + currentspace +
2303 " Geom:" + geom);
2304 }
2305 }
2306 else
2307 {
2308 IntPtr sGeomIsIn = d.GeomGetSpace(geom);
2309 if (sGeomIsIn != IntPtr.Zero)
2310 {
2311 if (d.GeomIsSpace(currentspace))
2312 {
2313 waitForSpaceUnlock(sGeomIsIn);
2314 d.SpaceRemove(sGeomIsIn, geom);
2315 }
2316 else
2317 {
2318 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2319 sGeomIsIn + " Geom:" + geom);
2320 }
2321 }
2322 }
2323
2324 //If there are no more geometries in the sub-space, we don't need it in the main space anymore
2325 if (d.SpaceGetNumGeoms(currentspace) == 0)
2326 {
2327 if (currentspace != IntPtr.Zero)
2328 {
2329 if (d.GeomIsSpace(currentspace))
2330 {
2331 waitForSpaceUnlock(currentspace);
2332 waitForSpaceUnlock(space);
2333 d.SpaceRemove(space, currentspace);
2334 // free up memory used by the space.
2335
2336 //d.SpaceDestroy(currentspace);
2337 resetSpaceArrayItemToZero(currentspace);
2338 }
2339 else
2340 {
2341 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2342 currentspace + " Geom:" + geom);
2343 }
2344 }
2345 }
2346 }
2347 else
2348 {
2349 // this is a physical object that got disabled. ;.;
2350 if (currentspace != IntPtr.Zero && geom != IntPtr.Zero)
2351 {
2352 if (d.SpaceQuery(currentspace, geom))
2353 {
2354 if (d.GeomIsSpace(currentspace))
2355 {
2356 waitForSpaceUnlock(currentspace);
2357 d.SpaceRemove(currentspace, geom);
2358 }
2359 else
2360 {
2361 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2362 currentspace + " Geom:" + geom);
2363 }
2364 }
2365 else
2366 {
2367 IntPtr sGeomIsIn = d.GeomGetSpace(geom);
2368 if (sGeomIsIn != IntPtr.Zero)
2369 {
2370 if (d.GeomIsSpace(sGeomIsIn))
2371 {
2372 waitForSpaceUnlock(sGeomIsIn);
2373 d.SpaceRemove(sGeomIsIn, geom);
2374 }
2375 else
2376 {
2377 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2378 sGeomIsIn + " Geom:" + geom);
2379 }
2380 }
2381 }
2382 }
2383 }
2384
2385 // The routines in the Position and Size sections do the 'inserting' into the space,
2386 // so all we have to do is make sure that the space that we're putting the prim into
2387 // is in the 'main' space.
2388 int[] iprimspaceArrItem = calculateSpaceArrayItemFromPos(pos);
2389 IntPtr newspace = calculateSpaceForGeom(pos);
2390
2391 if (newspace == IntPtr.Zero)
2392 {
2393 newspace = createprimspace(iprimspaceArrItem[0], iprimspaceArrItem[1]);
2394 d.HashSpaceSetLevels(newspace, smallHashspaceLow, smallHashspaceHigh);
2395 }
2396
2397 return newspace;
2398 }
2399
2400 /// <summary>
2401 /// Creates a new space at X Y
2402 /// </summary>
2403 /// <param name="iprimspaceArrItemX"></param>
2404 /// <param name="iprimspaceArrItemY"></param>
2405 /// <returns>A pointer to the created space</returns>
2406 public IntPtr createprimspace(int iprimspaceArrItemX, int iprimspaceArrItemY)
2407 {
2408 // creating a new space for prim and inserting it into main space.
2409 staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY] = d.HashSpaceCreate(IntPtr.Zero);
2410 d.GeomSetCategoryBits(staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY], (int)CollisionCategories.Space);
2411 waitForSpaceUnlock(space);
2412 d.SpaceSetSublevel(space, 1);
2413 d.SpaceAdd(space, staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY]);
2414 return staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY];
2415 }
2416
2417 /// <summary>
2418 /// Calculates the space the prim should be in by its position
2419 /// </summary>
2420 /// <param name="pos"></param>
2421 /// <returns>a pointer to the space. This could be a new space or reused space.</returns>
2422 public IntPtr calculateSpaceForGeom(Vector3 pos)
2423 {
2424 int[] xyspace = calculateSpaceArrayItemFromPos(pos);
2425 //m_log.Info("[Physics]: Attempting to use arrayItem: " + xyspace[0].ToString() + "," + xyspace[1].ToString());
2426 return staticPrimspace[xyspace[0], xyspace[1]];
2427 }
2428
2429 /// <summary>
2430 /// Holds the space allocation logic
2431 /// </summary>
2432 /// <param name="pos"></param>
2433 /// <returns>an array item based on the position</returns>
2434 public int[] calculateSpaceArrayItemFromPos(Vector3 pos)
2435 {
2436 int[] returnint = new int[2];
2437
2438 returnint[0] = (int) (pos.X/metersInSpace);
2439
2440 if (returnint[0] > ((int) (259f/metersInSpace)))
2441 returnint[0] = ((int) (259f/metersInSpace));
2442 if (returnint[0] < 0)
2443 returnint[0] = 0;
2444
2445 returnint[1] = (int) (pos.Y/metersInSpace);
2446 if (returnint[1] > ((int) (259f/metersInSpace)))
2447 returnint[1] = ((int) (259f/metersInSpace));
2448 if (returnint[1] < 0)
2449 returnint[1] = 0;
2450
2451 return returnint;
2452 }
2453
2454 #endregion
2455
2456 /// <summary>
2457 /// Routine to figure out if we need to mesh this prim with our mesher
2458 /// </summary>
2459 /// <param name="pbs"></param>
2460 /// <returns></returns>
2461 public bool needsMeshing(PrimitiveBaseShape pbs)
2462 {
2463 // most of this is redundant now as the mesher will return null if it cant mesh a prim
2464 // but we still need to check for sculptie meshing being enabled so this is the most
2465 // convenient place to do it for now...
2466
2467 // //if (pbs.PathCurve == (byte)Primitive.PathCurve.Circle && pbs.ProfileCurve == (byte)Primitive.ProfileCurve.Circle && pbs.PathScaleY <= 0.75f)
2468 // //m_log.Debug("needsMeshing: " + " pathCurve: " + pbs.PathCurve.ToString() + " profileCurve: " + pbs.ProfileCurve.ToString() + " pathScaleY: " + Primitive.UnpackPathScale(pbs.PathScaleY).ToString());
2469 int iPropertiesNotSupportedDefault = 0;
2470
2471 if (pbs.SculptEntry && !meshSculptedPrim)
2472 {
2473#if SPAM
2474 m_log.Warn("NonMesh");
2475#endif
2476 return false;
2477 }
2478
2479 // 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
2480 if (!forceSimplePrimMeshing)
2481 {
2482 if ((pbs.ProfileShape == ProfileShape.Square && pbs.PathCurve == (byte)Extrusion.Straight)
2483 || (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1
2484 && pbs.Scale.X == pbs.Scale.Y && pbs.Scale.Y == pbs.Scale.Z))
2485 {
2486
2487 if (pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0
2488 && pbs.ProfileHollow == 0
2489 && pbs.PathTwist == 0 && pbs.PathTwistBegin == 0
2490 && pbs.PathBegin == 0 && pbs.PathEnd == 0
2491 && pbs.PathTaperX == 0 && pbs.PathTaperY == 0
2492 && pbs.PathScaleX == 100 && pbs.PathScaleY == 100
2493 && pbs.PathShearX == 0 && pbs.PathShearY == 0)
2494 {
2495#if SPAM
2496 m_log.Warn("NonMesh");
2497#endif
2498 return false;
2499 }
2500 }
2501 }
2502
2503 if (pbs.ProfileHollow != 0)
2504 iPropertiesNotSupportedDefault++;
2505
2506 if ((pbs.PathTwistBegin != 0) || (pbs.PathTwist != 0))
2507 iPropertiesNotSupportedDefault++;
2508
2509 if ((pbs.ProfileBegin != 0) || pbs.ProfileEnd != 0)
2510 iPropertiesNotSupportedDefault++;
2511
2512 if ((pbs.PathScaleX != 100) || (pbs.PathScaleY != 100))
2513 iPropertiesNotSupportedDefault++;
2514
2515 if ((pbs.PathShearX != 0) || (pbs.PathShearY != 0))
2516 iPropertiesNotSupportedDefault++;
2517
2518 if (pbs.ProfileShape == ProfileShape.Circle && pbs.PathCurve == (byte)Extrusion.Straight)
2519 iPropertiesNotSupportedDefault++;
2520
2521 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))
2522 iPropertiesNotSupportedDefault++;
2523
2524 if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte) Extrusion.Curve1)
2525 iPropertiesNotSupportedDefault++;
2526
2527 // test for torus
2528 if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Square)
2529 {
2530 if (pbs.PathCurve == (byte)Extrusion.Curve1)
2531 {
2532 iPropertiesNotSupportedDefault++;
2533 }
2534 }
2535 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Circle)
2536 {
2537 if (pbs.PathCurve == (byte)Extrusion.Straight)
2538 {
2539 iPropertiesNotSupportedDefault++;
2540 }
2541
2542 // ProfileCurve seems to combine hole shape and profile curve so we need to only compare against the lower 3 bits
2543 else if (pbs.PathCurve == (byte)Extrusion.Curve1)
2544 {
2545 iPropertiesNotSupportedDefault++;
2546 }
2547 }
2548 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle)
2549 {
2550 if (pbs.PathCurve == (byte)Extrusion.Curve1 || pbs.PathCurve == (byte)Extrusion.Curve2)
2551 {
2552 iPropertiesNotSupportedDefault++;
2553 }
2554 }
2555 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle)
2556 {
2557 if (pbs.PathCurve == (byte)Extrusion.Straight)
2558 {
2559 iPropertiesNotSupportedDefault++;
2560 }
2561 else if (pbs.PathCurve == (byte)Extrusion.Curve1)
2562 {
2563 iPropertiesNotSupportedDefault++;
2564 }
2565 }
2566
2567
2568 if (iPropertiesNotSupportedDefault == 0)
2569 {
2570#if SPAM
2571 m_log.Warn("NonMesh");
2572#endif
2573 return false;
2574 }
2575#if SPAM
2576 m_log.Debug("Mesh");
2577#endif
2578 return true;
2579 }
2580
2581 /// <summary>
2582 /// Called after our prim properties are set Scale, position etc.
2583 /// We use this event queue like method to keep changes to the physical scene occuring in the threadlocked mutex
2584 /// This assures us that we have no race conditions
2585 /// </summary>
2586 /// <param name="prim"></param>
2587 public override void AddPhysicsActorTaint(PhysicsActor prim)
2588 {
2589
2590 if (prim is OdePrim)
2591 {
2592 OdePrim taintedprim = ((OdePrim) prim);
2593 lock (_taintedPrimLock)
2594 {
2595 if (!(_taintedPrimH.Contains(taintedprim)))
2596 {
2597//Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.m_primName);
2598 _taintedPrimH.Add(taintedprim); // HashSet for searching
2599 _taintedPrimL.Add(taintedprim); // List for ordered readout
2600 }
2601 }
2602 return;
2603 }
2604 else if (prim is OdeCharacter)
2605 {
2606 OdeCharacter taintedchar = ((OdeCharacter)prim);
2607 lock (_taintedActors)
2608 {
2609 if (!(_taintedActors.Contains(taintedchar)))
2610 {
2611 _taintedActors.Add(taintedchar);
2612 if (taintedchar.bad)
2613 m_log.DebugFormat("[PHYSICS]: Added BAD actor {0} to tainted actors", taintedchar.m_uuid);
2614 }
2615 }
2616 }
2617 }
2618
2619 /// <summary>
2620 /// This is our main simulate loop
2621 /// It's thread locked by a Mutex in the scene.
2622 /// It holds Collisions, it instructs ODE to step through the physical reactions
2623 /// It moves the objects around in memory
2624 /// It calls the methods that report back to the object owners.. (scenepresence, SceneObjectGroup)
2625 /// </summary>
2626 /// <param name="timeStep"></param>
2627 /// <returns></returns>
2628 public override float Simulate(float timeStep)
2629 {
2630 if (framecount >= int.MaxValue)
2631 framecount = 0;
2632 //if (m_worldOffset != Vector3.Zero)
2633 // return 0;
2634
2635 framecount++;
2636
2637 DateTime now = DateTime.UtcNow;
2638 TimeSpan SinceLastFrame = now - m_lastframe;
2639 m_lastframe = now;
2640 float realtime = (float)SinceLastFrame.TotalSeconds;
2641// Console.WriteLine("ts={0} rt={1}", timeStep, realtime);
2642 timeStep = realtime;
2643
2644 // float fps = 1.0f / realtime;
2645 float fps = 0.0f; // number of ODE steps in this Simulate step
2646 //m_log.Info(timeStep.ToString());
2647 step_time += timeStep;
2648
2649 // If We're loaded down by something else,
2650 // or debugging with the Visual Studio project on pause
2651 // skip a few frames to catch up gracefully.
2652 // without shooting the physicsactors all over the place
2653
2654 if (step_time >= m_SkipFramesAtms)
2655 {
2656 // Instead of trying to catch up, it'll do 5 physics frames only
2657 step_time = ODE_STEPSIZE;
2658 m_physicsiterations = 5;
2659 }
2660 else
2661 {
2662 m_physicsiterations = 10;
2663 }
2664
2665 if (SupportsNINJAJoints)
2666 {
2667 DeleteRequestedJoints(); // this must be outside of the lock (OdeLock) to avoid deadlocks
2668 CreateRequestedJoints(); // this must be outside of the lock (OdeLock) to avoid deadlocks
2669 }
2670
2671 lock (OdeLock)
2672 {
2673 // Process 10 frames if the sim is running normal..
2674 // process 5 frames if the sim is running slow
2675 //try
2676 //{
2677 //d.WorldSetQuickStepNumIterations(world, m_physicsiterations);
2678 //}
2679 //catch (StackOverflowException)
2680 //{
2681 // m_log.Error("[PHYSICS]: The operating system wasn't able to allocate enough memory for the simulation. Restarting the sim.");
2682 // ode.drelease(world);
2683 //base.TriggerPhysicsBasedRestart();
2684 //}
2685
2686 int i = 0;
2687
2688 // Figure out the Frames Per Second we're going at.
2689 //(step_time == 0.004f, there's 250 of those per second. Times the step time/step size
2690
2691 // fps = (step_time / ODE_STEPSIZE) * 1000;
2692 // HACK: Using a time dilation of 1.0 to debug rubberbanding issues
2693 //m_timeDilation = Math.Min((step_time / ODE_STEPSIZE) / (0.09375f / ODE_STEPSIZE), 1.0f);
2694
2695 // step_time = 0.09375f;
2696
2697 while (step_time > 0.0f)
2698 {
2699 //lock (ode)
2700 //{
2701 //if (!ode.lockquery())
2702 //{
2703 // ode.dlock(world);
2704 try
2705 {
2706 // Insert, remove Characters
2707 bool processedtaints = false;
2708
2709 lock (_taintedActors)
2710 {
2711 if (_taintedActors.Count > 0)
2712 {
2713 foreach (OdeCharacter character in _taintedActors)
2714 {
2715
2716 character.ProcessTaints(ODE_STEPSIZE);
2717
2718 processedtaints = true;
2719 //character.m_collisionscore = 0;
2720 }
2721
2722 if (processedtaints)
2723 _taintedActors.Clear();
2724 }
2725 } // end lock _taintedActors
2726
2727 // Modify other objects in the scene.
2728 processedtaints = false;
2729
2730 lock (_taintedPrimLock)
2731 {
2732 foreach (OdePrim prim in _taintedPrimL)
2733 {
2734 if (prim.m_taintremove)
2735 {
2736 //Console.WriteLine("Simulate calls RemovePrimThreadLocked");
2737 RemovePrimThreadLocked(prim);
2738 }
2739 else
2740 {
2741 //Console.WriteLine("Simulate calls ProcessTaints");
2742 prim.ProcessTaints(ODE_STEPSIZE);
2743 }
2744 processedtaints = true;
2745 prim.m_collisionscore = 0;
2746
2747 // This loop can block up the Heartbeat for a very long time on large regions.
2748 // We need to let the Watchdog know that the Heartbeat is not dead
2749 // NOTE: This is currently commented out, but if things like OAR loading are
2750 // timing the heartbeat out we will need to uncomment it
2751 //Watchdog.UpdateThread();
2752 }
2753
2754 if (SupportsNINJAJoints)
2755 {
2756 // Create pending joints, if possible
2757
2758 // joints can only be processed after ALL bodies are processed (and exist in ODE), since creating
2759 // a joint requires specifying the body id of both involved bodies
2760 if (pendingJoints.Count > 0)
2761 {
2762 List<PhysicsJoint> successfullyProcessedPendingJoints = new List<PhysicsJoint>();
2763 //DoJointErrorMessage(joints_connecting_actor, "taint: " + pendingJoints.Count + " pending joints");
2764 foreach (PhysicsJoint joint in pendingJoints)
2765 {
2766 //DoJointErrorMessage(joint, "taint: time to create joint with parms: " + joint.RawParams);
2767 string[] jointParams = joint.RawParams.Split(" ".ToCharArray(),
2768 System.StringSplitOptions.RemoveEmptyEntries);
2769 List<IntPtr> jointBodies = new List<IntPtr>();
2770 bool allJointBodiesAreReady = true;
2771 foreach (string jointParam in jointParams)
2772 {
2773 if (jointParam == "NULL")
2774 {
2775 //DoJointErrorMessage(joint, "attaching NULL joint to world");
2776 jointBodies.Add(IntPtr.Zero);
2777 }
2778 else
2779 {
2780 //DoJointErrorMessage(joint, "looking for prim name: " + jointParam);
2781 bool foundPrim = false;
2782 lock (_prims)
2783 {
2784 foreach (OdePrim prim in _prims) // FIXME: inefficient
2785 {
2786 if (prim.SOPName == jointParam)
2787 {
2788 //DoJointErrorMessage(joint, "found for prim name: " + jointParam);
2789 if (prim.IsPhysical && prim.Body != IntPtr.Zero)
2790 {
2791 jointBodies.Add(prim.Body);
2792 foundPrim = true;
2793 break;
2794 }
2795 else
2796 {
2797 DoJointErrorMessage(joint, "prim name " + jointParam +
2798 " exists but is not (yet) physical; deferring joint creation. " +
2799 "IsPhysical property is " + prim.IsPhysical +
2800 " and body is " + prim.Body);
2801 foundPrim = false;
2802 break;
2803 }
2804 }
2805 }
2806 }
2807 if (foundPrim)
2808 {
2809 // all is fine
2810 }
2811 else
2812 {
2813 allJointBodiesAreReady = false;
2814 break;
2815 }
2816 }
2817 }
2818 if (allJointBodiesAreReady)
2819 {
2820 //DoJointErrorMessage(joint, "allJointBodiesAreReady for " + joint.ObjectNameInScene + " with parms " + joint.RawParams);
2821 if (jointBodies[0] == jointBodies[1])
2822 {
2823 DoJointErrorMessage(joint, "ERROR: joint cannot be created; the joint bodies are the same, body1==body2. Raw body is " + jointBodies[0] + ". raw parms: " + joint.RawParams);
2824 }
2825 else
2826 {
2827 switch (joint.Type)
2828 {
2829 case PhysicsJointType.Ball:
2830 {
2831 IntPtr odeJoint;
2832 //DoJointErrorMessage(joint, "ODE creating ball joint ");
2833 odeJoint = d.JointCreateBall(world, IntPtr.Zero);
2834 //DoJointErrorMessage(joint, "ODE attaching ball joint: " + odeJoint + " with b1:" + jointBodies[0] + " b2:" + jointBodies[1]);
2835 d.JointAttach(odeJoint, jointBodies[0], jointBodies[1]);
2836 //DoJointErrorMessage(joint, "ODE setting ball anchor: " + odeJoint + " to vec:" + joint.Position);
2837 d.JointSetBallAnchor(odeJoint,
2838 joint.Position.X,
2839 joint.Position.Y,
2840 joint.Position.Z);
2841 //DoJointErrorMessage(joint, "ODE joint setting OK");
2842 //DoJointErrorMessage(joint, "The ball joint's bodies are here: b0: ");
2843 //DoJointErrorMessage(joint, "" + (jointBodies[0] != IntPtr.Zero ? "" + d.BodyGetPosition(jointBodies[0]) : "fixed environment"));
2844 //DoJointErrorMessage(joint, "The ball joint's bodies are here: b1: ");
2845 //DoJointErrorMessage(joint, "" + (jointBodies[1] != IntPtr.Zero ? "" + d.BodyGetPosition(jointBodies[1]) : "fixed environment"));
2846
2847 if (joint is OdePhysicsJoint)
2848 {
2849 ((OdePhysicsJoint)joint).jointID = odeJoint;
2850 }
2851 else
2852 {
2853 DoJointErrorMessage(joint, "WARNING: non-ode joint in ODE!");
2854 }
2855 }
2856 break;
2857 case PhysicsJointType.Hinge:
2858 {
2859 IntPtr odeJoint;
2860 //DoJointErrorMessage(joint, "ODE creating hinge joint ");
2861 odeJoint = d.JointCreateHinge(world, IntPtr.Zero);
2862 //DoJointErrorMessage(joint, "ODE attaching hinge joint: " + odeJoint + " with b1:" + jointBodies[0] + " b2:" + jointBodies[1]);
2863 d.JointAttach(odeJoint, jointBodies[0], jointBodies[1]);
2864 //DoJointErrorMessage(joint, "ODE setting hinge anchor: " + odeJoint + " to vec:" + joint.Position);
2865 d.JointSetHingeAnchor(odeJoint,
2866 joint.Position.X,
2867 joint.Position.Y,
2868 joint.Position.Z);
2869 // We use the orientation of the x-axis of the joint's coordinate frame
2870 // as the axis for the hinge.
2871
2872 // Therefore, we must get the joint's coordinate frame based on the
2873 // joint.Rotation field, which originates from the orientation of the
2874 // joint's proxy object in the scene.
2875
2876 // The joint's coordinate frame is defined as the transformation matrix
2877 // that converts a vector from joint-local coordinates into world coordinates.
2878 // World coordinates are defined as the XYZ coordinate system of the sim,
2879 // as shown in the top status-bar of the viewer.
2880
2881 // Once we have the joint's coordinate frame, we extract its X axis (AtAxis)
2882 // and use that as the hinge axis.
2883
2884 //joint.Rotation.Normalize();
2885 Matrix4 proxyFrame = Matrix4.CreateFromQuaternion(joint.Rotation);
2886
2887 // Now extract the X axis of the joint's coordinate frame.
2888
2889 // Do not try to use proxyFrame.AtAxis or you will become mired in the
2890 // tar pit of transposed, inverted, and generally messed-up orientations.
2891 // (In other words, Matrix4.AtAxis() is borked.)
2892 // Vector3 jointAxis = proxyFrame.AtAxis; <--- this path leadeth to madness
2893
2894 // Instead, compute the X axis of the coordinate frame by transforming
2895 // the (1,0,0) vector. At least that works.
2896
2897 //m_log.Debug("PHY: making axis: complete matrix is " + proxyFrame);
2898 Vector3 jointAxis = Vector3.Transform(Vector3.UnitX, proxyFrame);
2899 //m_log.Debug("PHY: making axis: hinge joint axis is " + jointAxis);
2900 //DoJointErrorMessage(joint, "ODE setting hinge axis: " + odeJoint + " to vec:" + jointAxis);
2901 d.JointSetHingeAxis(odeJoint,
2902 jointAxis.X,
2903 jointAxis.Y,
2904 jointAxis.Z);
2905 //d.JointSetHingeParam(odeJoint, (int)dParam.CFM, 0.1f);
2906 if (joint is OdePhysicsJoint)
2907 {
2908 ((OdePhysicsJoint)joint).jointID = odeJoint;
2909 }
2910 else
2911 {
2912 DoJointErrorMessage(joint, "WARNING: non-ode joint in ODE!");
2913 }
2914 }
2915 break;
2916 }
2917 successfullyProcessedPendingJoints.Add(joint);
2918 }
2919 }
2920 else
2921 {
2922 DoJointErrorMessage(joint, "joint could not yet be created; still pending");
2923 }
2924 }
2925 foreach (PhysicsJoint successfullyProcessedJoint in successfullyProcessedPendingJoints)
2926 {
2927 //DoJointErrorMessage(successfullyProcessedJoint, "finalizing succesfully procsssed joint " + successfullyProcessedJoint.ObjectNameInScene + " parms " + successfullyProcessedJoint.RawParams);
2928 //DoJointErrorMessage(successfullyProcessedJoint, "removing from pending");
2929 InternalRemovePendingJoint(successfullyProcessedJoint);
2930 //DoJointErrorMessage(successfullyProcessedJoint, "adding to active");
2931 InternalAddActiveJoint(successfullyProcessedJoint);
2932 //DoJointErrorMessage(successfullyProcessedJoint, "done");
2933 }
2934 }
2935 } // end SupportsNINJAJoints
2936
2937 if (processedtaints)
2938//Console.WriteLine("Simulate calls Clear of _taintedPrim list");
2939 _taintedPrimH.Clear(); // ??? if this only ???
2940 _taintedPrimL.Clear();
2941 } // end lock _taintedPrimLock
2942
2943 // Move characters
2944 lock (_characters)
2945 {
2946 List<OdeCharacter> defects = new List<OdeCharacter>();
2947 foreach (OdeCharacter actor in _characters)
2948 {
2949 if (actor != null)
2950 actor.Move(ODE_STEPSIZE, defects);
2951 }
2952 if (0 != defects.Count)
2953 {
2954 foreach (OdeCharacter defect in defects)
2955 {
2956 RemoveCharacter(defect);
2957 }
2958 }
2959 } // end lock _characters
2960
2961 // Move other active objects
2962 lock (_activeprims)
2963 {
2964 foreach (OdePrim prim in _activeprims)
2965 {
2966 prim.m_collisionscore = 0;
2967 prim.Move(ODE_STEPSIZE);
2968 }
2969 } // end lock _activeprims
2970
2971 //if ((framecount % m_randomizeWater) == 0)
2972 // randomizeWater(waterlevel);
2973
2974 //int RayCastTimeMS = m_rayCastManager.ProcessQueuedRequests();
2975 m_rayCastManager.ProcessQueuedRequests();
2976
2977 collision_optimized(ODE_STEPSIZE);
2978
2979 lock (_collisionEventPrim)
2980 {
2981 foreach (PhysicsActor obj in _collisionEventPrim)
2982 {
2983 if (obj == null)
2984 continue;
2985
2986 switch ((ActorTypes)obj.PhysicsActorType)
2987 {
2988 case ActorTypes.Agent:
2989 OdeCharacter cobj = (OdeCharacter)obj;
2990 cobj.AddCollisionFrameTime(100);
2991 cobj.SendCollisions();
2992 break;
2993 case ActorTypes.Prim:
2994 OdePrim pobj = (OdePrim)obj;
2995 pobj.SendCollisions();
2996 break;
2997 }
2998 }
2999 } // end lock _collisionEventPrim
3000
3001 //if (m_global_contactcount > 5)
3002 //{
3003 // m_log.DebugFormat("[PHYSICS]: Contacts:{0}", m_global_contactcount);
3004 //}
3005
3006 m_global_contactcount = 0;
3007
3008 d.WorldQuickStep(world, ODE_STEPSIZE);
3009 d.JointGroupEmpty(contactgroup);
3010 fps++;
3011 //ode.dunlock(world);
3012 } // end try
3013 catch (Exception e)
3014 {
3015 m_log.ErrorFormat("[PHYSICS]: {0}, {1}, {2}", e.Message, e.TargetSite, e);
3016 ode.dunlock(world);
3017 }
3018
3019 step_time -= ODE_STEPSIZE;
3020 i++;
3021 //}
3022 //else
3023 //{
3024 //fps = 0;
3025 //}
3026 //}
3027 } // end while (step_time > 0.0f)
3028
3029 lock (_characters)
3030 {
3031 foreach (OdeCharacter actor in _characters)
3032 {
3033 if (actor != null)
3034 {
3035 if (actor.bad)
3036 m_log.WarnFormat("[PHYSICS]: BAD Actor {0} in _characters list was not removed?", actor.m_uuid);
3037 actor.UpdatePositionAndVelocity();
3038 }
3039 }
3040 }
3041
3042 lock (_badCharacter)
3043 {
3044 if (_badCharacter.Count > 0)
3045 {
3046 foreach (OdeCharacter chr in _badCharacter)
3047 {
3048 RemoveCharacter(chr);
3049 }
3050 _badCharacter.Clear();
3051 }
3052 }
3053
3054 lock (_activeprims)
3055 {
3056 //if (timeStep < 0.2f)
3057 {
3058 foreach (OdePrim actor in _activeprims)
3059 {
3060 if (actor.IsPhysical && (d.BodyIsEnabled(actor.Body) || !actor._zeroFlag))
3061 {
3062 actor.UpdatePositionAndVelocity();
3063
3064 if (SupportsNINJAJoints)
3065 {
3066 // If an actor moved, move its joint proxy objects as well.
3067 // There seems to be an event PhysicsActor.OnPositionUpdate that could be used
3068 // for this purpose but it is never called! So we just do the joint
3069 // movement code here.
3070
3071 if (actor.SOPName != null &&
3072 joints_connecting_actor.ContainsKey(actor.SOPName) &&
3073 joints_connecting_actor[actor.SOPName] != null &&
3074 joints_connecting_actor[actor.SOPName].Count > 0)
3075 {
3076 foreach (PhysicsJoint affectedJoint in joints_connecting_actor[actor.SOPName])
3077 {
3078 if (affectedJoint.IsInPhysicsEngine)
3079 {
3080 DoJointMoved(affectedJoint);
3081 }
3082 else
3083 {
3084 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);
3085 }
3086 }
3087 }
3088 }
3089 }
3090 }
3091 }
3092 } // end lock _activeprims
3093
3094 //DumpJointInfo();
3095
3096 // Finished with all sim stepping. If requested, dump world state to file for debugging.
3097 // TODO: This call to the export function is already inside lock (OdeLock) - but is an extra lock needed?
3098 // TODO: This overwrites all dump files in-place. Should this be a growing logfile, or separate snapshots?
3099 if (physics_logging && (physics_logging_interval>0) && (framecount % physics_logging_interval == 0))
3100 {
3101 string fname = "state-" + world.ToString() + ".DIF"; // give each physics world a separate filename
3102 string prefix = "world" + world.ToString(); // prefix for variable names in exported .DIF file
3103
3104 if (physics_logging_append_existing_logfile)
3105 {
3106 string header = "-------------- START OF PHYSICS FRAME " + framecount.ToString() + " --------------";
3107 TextWriter fwriter = File.AppendText(fname);
3108 fwriter.WriteLine(header);
3109 fwriter.Close();
3110 }
3111 d.WorldExportDIF(world, fname, physics_logging_append_existing_logfile, prefix);
3112 }
3113 } // end lock OdeLock
3114
3115 return fps * 1000.0f; //NB This is a FRAME COUNT, not a time! AND is divide by 1000 in SimStatusReporter!
3116 } // end Simulate
3117
3118 public override void GetResults()
3119 {
3120 }
3121
3122 public override bool IsThreaded
3123 {
3124 // for now we won't be multithreaded
3125 get { return (false); }
3126 }
3127
3128 #region ODE Specific Terrain Fixes
3129 public float[] ResizeTerrain512NearestNeighbour(float[] heightMap)
3130 {
3131 float[] returnarr = new float[262144];
3132 float[,] resultarr = new float[(int)WorldExtents.X, (int)WorldExtents.Y];
3133
3134 // Filling out the array into its multi-dimensional components
3135 for (int y = 0; y < WorldExtents.Y; y++)
3136 {
3137 for (int x = 0; x < WorldExtents.X; x++)
3138 {
3139 resultarr[y, x] = heightMap[y * (int)WorldExtents.Y + x];
3140 }
3141 }
3142
3143 // Resize using Nearest Neighbour
3144
3145 // This particular way is quick but it only works on a multiple of the original
3146
3147 // The idea behind this method can be described with the following diagrams
3148 // second pass and third pass happen in the same loop really.. just separated
3149 // them to show what this does.
3150
3151 // First Pass
3152 // ResultArr:
3153 // 1,1,1,1,1,1
3154 // 1,1,1,1,1,1
3155 // 1,1,1,1,1,1
3156 // 1,1,1,1,1,1
3157 // 1,1,1,1,1,1
3158 // 1,1,1,1,1,1
3159
3160 // Second Pass
3161 // ResultArr2:
3162 // 1,,1,,1,,1,,1,,1,
3163 // ,,,,,,,,,,
3164 // 1,,1,,1,,1,,1,,1,
3165 // ,,,,,,,,,,
3166 // 1,,1,,1,,1,,1,,1,
3167 // ,,,,,,,,,,
3168 // 1,,1,,1,,1,,1,,1,
3169 // ,,,,,,,,,,
3170 // 1,,1,,1,,1,,1,,1,
3171 // ,,,,,,,,,,
3172 // 1,,1,,1,,1,,1,,1,
3173
3174 // Third pass fills in the blanks
3175 // ResultArr2:
3176 // 1,1,1,1,1,1,1,1,1,1,1,1
3177 // 1,1,1,1,1,1,1,1,1,1,1,1
3178 // 1,1,1,1,1,1,1,1,1,1,1,1
3179 // 1,1,1,1,1,1,1,1,1,1,1,1
3180 // 1,1,1,1,1,1,1,1,1,1,1,1
3181 // 1,1,1,1,1,1,1,1,1,1,1,1
3182 // 1,1,1,1,1,1,1,1,1,1,1,1
3183 // 1,1,1,1,1,1,1,1,1,1,1,1
3184 // 1,1,1,1,1,1,1,1,1,1,1,1
3185 // 1,1,1,1,1,1,1,1,1,1,1,1
3186 // 1,1,1,1,1,1,1,1,1,1,1,1
3187
3188 // X,Y = .
3189 // X+1,y = ^
3190 // X,Y+1 = *
3191 // X+1,Y+1 = #
3192
3193 // Filling in like this;
3194 // .*
3195 // ^#
3196 // 1st .
3197 // 2nd *
3198 // 3rd ^
3199 // 4th #
3200 // on single loop.
3201
3202 float[,] resultarr2 = new float[512, 512];
3203 for (int y = 0; y < WorldExtents.Y; y++)
3204 {
3205 for (int x = 0; x < WorldExtents.X; x++)
3206 {
3207 resultarr2[y * 2, x * 2] = resultarr[y, x];
3208
3209 if (y < WorldExtents.Y)
3210 {
3211 resultarr2[(y * 2) + 1, x * 2] = resultarr[y, x];
3212 }
3213 if (x < WorldExtents.X)
3214 {
3215 resultarr2[y * 2, (x * 2) + 1] = resultarr[y, x];
3216 }
3217 if (x < WorldExtents.X && y < WorldExtents.Y)
3218 {
3219 resultarr2[(y * 2) + 1, (x * 2) + 1] = resultarr[y, x];
3220 }
3221 }
3222 }
3223
3224 //Flatten out the array
3225 int i = 0;
3226 for (int y = 0; y < 512; y++)
3227 {
3228 for (int x = 0; x < 512; x++)
3229 {
3230 if (resultarr2[y, x] <= 0)
3231 returnarr[i] = 0.0000001f;
3232 else
3233 returnarr[i] = resultarr2[y, x];
3234
3235 i++;
3236 }
3237 }
3238
3239 return returnarr;
3240 }
3241
3242 public float[] ResizeTerrain512Interpolation(float[] heightMap)
3243 {
3244 float[] returnarr = new float[262144];
3245 float[,] resultarr = new float[512,512];
3246
3247 // Filling out the array into its multi-dimensional components
3248 for (int y = 0; y < 256; y++)
3249 {
3250 for (int x = 0; x < 256; x++)
3251 {
3252 resultarr[y, x] = heightMap[y * 256 + x];
3253 }
3254 }
3255
3256 // Resize using interpolation
3257
3258 // This particular way is quick but it only works on a multiple of the original
3259
3260 // The idea behind this method can be described with the following diagrams
3261 // second pass and third pass happen in the same loop really.. just separated
3262 // them to show what this does.
3263
3264 // First Pass
3265 // ResultArr:
3266 // 1,1,1,1,1,1
3267 // 1,1,1,1,1,1
3268 // 1,1,1,1,1,1
3269 // 1,1,1,1,1,1
3270 // 1,1,1,1,1,1
3271 // 1,1,1,1,1,1
3272
3273 // Second Pass
3274 // ResultArr2:
3275 // 1,,1,,1,,1,,1,,1,
3276 // ,,,,,,,,,,
3277 // 1,,1,,1,,1,,1,,1,
3278 // ,,,,,,,,,,
3279 // 1,,1,,1,,1,,1,,1,
3280 // ,,,,,,,,,,
3281 // 1,,1,,1,,1,,1,,1,
3282 // ,,,,,,,,,,
3283 // 1,,1,,1,,1,,1,,1,
3284 // ,,,,,,,,,,
3285 // 1,,1,,1,,1,,1,,1,
3286
3287 // Third pass fills in the blanks
3288 // ResultArr2:
3289 // 1,1,1,1,1,1,1,1,1,1,1,1
3290 // 1,1,1,1,1,1,1,1,1,1,1,1
3291 // 1,1,1,1,1,1,1,1,1,1,1,1
3292 // 1,1,1,1,1,1,1,1,1,1,1,1
3293 // 1,1,1,1,1,1,1,1,1,1,1,1
3294 // 1,1,1,1,1,1,1,1,1,1,1,1
3295 // 1,1,1,1,1,1,1,1,1,1,1,1
3296 // 1,1,1,1,1,1,1,1,1,1,1,1
3297 // 1,1,1,1,1,1,1,1,1,1,1,1
3298 // 1,1,1,1,1,1,1,1,1,1,1,1
3299 // 1,1,1,1,1,1,1,1,1,1,1,1
3300
3301 // X,Y = .
3302 // X+1,y = ^
3303 // X,Y+1 = *
3304 // X+1,Y+1 = #
3305
3306 // Filling in like this;
3307 // .*
3308 // ^#
3309 // 1st .
3310 // 2nd *
3311 // 3rd ^
3312 // 4th #
3313 // on single loop.
3314
3315 float[,] resultarr2 = new float[512,512];
3316 for (int y = 0; y < (int)Constants.RegionSize; y++)
3317 {
3318 for (int x = 0; x < (int)Constants.RegionSize; x++)
3319 {
3320 resultarr2[y*2, x*2] = resultarr[y, x];
3321
3322 if (y < (int)Constants.RegionSize)
3323 {
3324 if (y + 1 < (int)Constants.RegionSize)
3325 {
3326 if (x + 1 < (int)Constants.RegionSize)
3327 {
3328 resultarr2[(y*2) + 1, x*2] = ((resultarr[y, x] + resultarr[y + 1, x] +
3329 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
3330 }
3331 else
3332 {
3333 resultarr2[(y*2) + 1, x*2] = ((resultarr[y, x] + resultarr[y + 1, x])/2);
3334 }
3335 }
3336 else
3337 {
3338 resultarr2[(y*2) + 1, x*2] = resultarr[y, x];
3339 }
3340 }
3341 if (x < (int)Constants.RegionSize)
3342 {
3343 if (x + 1 < (int)Constants.RegionSize)
3344 {
3345 if (y + 1 < (int)Constants.RegionSize)
3346 {
3347 resultarr2[y*2, (x*2) + 1] = ((resultarr[y, x] + resultarr[y + 1, x] +
3348 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
3349 }
3350 else
3351 {
3352 resultarr2[y*2, (x*2) + 1] = ((resultarr[y, x] + resultarr[y, x + 1])/2);
3353 }
3354 }
3355 else
3356 {
3357 resultarr2[y*2, (x*2) + 1] = resultarr[y, x];
3358 }
3359 }
3360 if (x < (int)Constants.RegionSize && y < (int)Constants.RegionSize)
3361 {
3362 if ((x + 1 < (int)Constants.RegionSize) && (y + 1 < (int)Constants.RegionSize))
3363 {
3364 resultarr2[(y*2) + 1, (x*2) + 1] = ((resultarr[y, x] + resultarr[y + 1, x] +
3365 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
3366 }
3367 else
3368 {
3369 resultarr2[(y*2) + 1, (x*2) + 1] = resultarr[y, x];
3370 }
3371 }
3372 }
3373 }
3374 //Flatten out the array
3375 int i = 0;
3376 for (int y = 0; y < 512; y++)
3377 {
3378 for (int x = 0; x < 512; x++)
3379 {
3380 if (Single.IsNaN(resultarr2[y, x]) || Single.IsInfinity(resultarr2[y, x]))
3381 {
3382 m_log.Warn("[PHYSICS]: Non finite heightfield element detected. Setting it to 0");
3383 resultarr2[y, x] = 0;
3384 }
3385 returnarr[i] = resultarr2[y, x];
3386 i++;
3387 }
3388 }
3389
3390 return returnarr;
3391 }
3392
3393 #endregion
3394
3395 public override void SetTerrain(float[] heightMap)
3396 {
3397 if (m_worldOffset != Vector3.Zero && m_parentScene != null)
3398 {
3399 if (m_parentScene is OdeScene)
3400 {
3401 ((OdeScene)m_parentScene).SetTerrain(heightMap, m_worldOffset);
3402 }
3403 }
3404 else
3405 {
3406 SetTerrain(heightMap, m_worldOffset);
3407 }
3408 }
3409
3410 public void SetTerrain(float[] heightMap, Vector3 pOffset)
3411 {
3412
3413 uint regionsize = (uint) Constants.RegionSize; // visible region size eg. 256(M)
3414
3415 uint heightmapWidth = regionsize + 1; // ODE map size 257 x 257 (Meters) (1 extra
3416 uint heightmapHeight = regionsize + 1;
3417
3418 uint heightmapWidthSamples = (uint)regionsize + 2; // Sample file size, 258 x 258 samples
3419 uint heightmapHeightSamples = (uint)regionsize + 2;
3420
3421 // Array of height samples for ODE
3422 float[] _heightmap;
3423 _heightmap = new float[(heightmapWidthSamples * heightmapHeightSamples)]; // loaded samples 258 x 258
3424
3425 // Other ODE parameters
3426 const float scale = 1.0f;
3427 const float offset = 0.0f;
3428 const float thickness = 2.0f; // Was 0.2f, Larger appears to prevent Av fall-through
3429 const int wrap = 0;
3430
3431 float hfmin = 2000f;
3432 float hfmax = -2000f;
3433 float minele = 0.0f; // Dont allow -ve heights
3434
3435 uint x = 0;
3436 uint y = 0;
3437 uint xx = 0;
3438 uint yy = 0;
3439
3440 // load the height samples array from the heightMap
3441 for ( x = 0; x < heightmapWidthSamples; x++) // 0 to 257
3442 {
3443 for ( y = 0; y < heightmapHeightSamples; y++) // 0 to 257
3444 {
3445 xx = x - 1;
3446 if (xx < 0) xx = 0;
3447 if (xx > (regionsize - 1)) xx = regionsize - 1;
3448
3449 yy = y - 1;
3450 if (yy < 0) yy = 0;
3451 if (yy > (regionsize - 1)) yy = regionsize - 1;
3452 // Input xx = 0 0 1 2 ..... 254 255 255 256 total in
3453 // Output x = 0 1 2 3 ..... 255 256 257 258 total out
3454 float val= heightMap[(yy * regionsize) + xx]; // input from heightMap, <0-255 * 256> <0-255>
3455 if (val < minele) val = minele;
3456 _heightmap[x * (regionsize + 2) + y] = val; // samples output to _heightmap, <0-257 * 258> <0-257>
3457 hfmin = (val < hfmin) ? val : hfmin;
3458 hfmax = (val > hfmax) ? val : hfmax;
3459 }
3460 }
3461
3462 lock (OdeLock)
3463 {
3464 IntPtr GroundGeom = IntPtr.Zero;
3465 if (RegionTerrain.TryGetValue(pOffset, out GroundGeom))
3466 {
3467 RegionTerrain.Remove(pOffset);
3468 if (GroundGeom != IntPtr.Zero)
3469 {
3470 if (TerrainHeightFieldHeights.ContainsKey(GroundGeom))
3471 {
3472 TerrainHeightFieldHeights.Remove(GroundGeom);
3473 }
3474 d.SpaceRemove(space, GroundGeom);
3475 d.GeomDestroy(GroundGeom);
3476 }
3477 }
3478 IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
3479 d.GeomHeightfieldDataBuildSingle(HeightmapData, _heightmap, 0,
3480 heightmapWidth, heightmapHeight, (int)heightmapWidthSamples,
3481 (int)heightmapHeightSamples, scale, offset, thickness, wrap);
3482 d.GeomHeightfieldDataSetBounds(HeightmapData, hfmin - 1, hfmax + 1);
3483 GroundGeom = d.CreateHeightfield(space, HeightmapData, 1);
3484 if (GroundGeom != IntPtr.Zero)
3485 {
3486 d.GeomSetCategoryBits(GroundGeom, (int)(CollisionCategories.Land));
3487 d.GeomSetCollideBits(GroundGeom, (int)(CollisionCategories.Space));
3488 }
3489 geom_name_map[GroundGeom] = "Terrain";
3490
3491 d.Matrix3 R = new d.Matrix3();
3492
3493 Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f);
3494 Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f);
3495 //Axiom.Math.Quaternion q3 = Axiom.Math.Quaternion.FromAngleAxis(3.14f, new Axiom.Math.Vector3(0, 0, 1));
3496
3497 q1 = q1 * q2;
3498 //q1 = q1 * q3;
3499 Vector3 v3;
3500 float angle;
3501 q1.GetAxisAngle(out v3, out angle);
3502
3503 d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
3504 d.GeomSetRotation(GroundGeom, ref R);
3505 d.GeomSetPosition(GroundGeom, (pOffset.X + (regionsize * 0.5f)) - 0.5f, (pOffset.Y + (regionsize * 0.5f)) - 0.5f, 0);
3506 IntPtr testGround = IntPtr.Zero;
3507 if (RegionTerrain.TryGetValue(pOffset, out testGround))
3508 {
3509 RegionTerrain.Remove(pOffset);
3510 }
3511 RegionTerrain.Add(pOffset, GroundGeom, GroundGeom);
3512 TerrainHeightFieldHeights.Add(GroundGeom,_heightmap);
3513 }
3514 }
3515
3516 public override void DeleteTerrain()
3517 {
3518 }
3519
3520 public float GetWaterLevel()
3521 {
3522 return waterlevel;
3523 }
3524
3525 public override bool SupportsCombining()
3526 {
3527 return true;
3528 }
3529
3530 public override void UnCombine(PhysicsScene pScene)
3531 {
3532 IntPtr localGround = IntPtr.Zero;
3533// float[] localHeightfield;
3534 bool proceed = false;
3535 List<IntPtr> geomDestroyList = new List<IntPtr>();
3536
3537 lock (OdeLock)
3538 {
3539 if (RegionTerrain.TryGetValue(Vector3.Zero, out localGround))
3540 {
3541 foreach (IntPtr geom in TerrainHeightFieldHeights.Keys)
3542 {
3543 if (geom == localGround)
3544 {
3545// localHeightfield = TerrainHeightFieldHeights[geom];
3546 proceed = true;
3547 }
3548 else
3549 {
3550 geomDestroyList.Add(geom);
3551 }
3552 }
3553
3554 if (proceed)
3555 {
3556 m_worldOffset = Vector3.Zero;
3557 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize);
3558 m_parentScene = null;
3559
3560 foreach (IntPtr g in geomDestroyList)
3561 {
3562 // removingHeightField needs to be done or the garbage collector will
3563 // collect the terrain data before we tell ODE to destroy it causing
3564 // memory corruption
3565 if (TerrainHeightFieldHeights.ContainsKey(g))
3566 {
3567// float[] removingHeightField = TerrainHeightFieldHeights[g];
3568 TerrainHeightFieldHeights.Remove(g);
3569
3570 if (RegionTerrain.ContainsKey(g))
3571 {
3572 RegionTerrain.Remove(g);
3573 }
3574
3575 d.GeomDestroy(g);
3576 //removingHeightField = new float[0];
3577 }
3578 }
3579
3580 }
3581 else
3582 {
3583 m_log.Warn("[PHYSICS]: Couldn't proceed with UnCombine. Region has inconsistant data.");
3584
3585 }
3586 }
3587 }
3588 }
3589
3590 public override void SetWaterLevel(float baseheight)
3591 {
3592 waterlevel = baseheight;
3593 randomizeWater(waterlevel);
3594 }
3595
3596 public void randomizeWater(float baseheight)
3597 {
3598 const uint heightmapWidth = m_regionWidth + 2;
3599 const uint heightmapHeight = m_regionHeight + 2;
3600 const uint heightmapWidthSamples = m_regionWidth + 2;
3601 const uint heightmapHeightSamples = m_regionHeight + 2;
3602 const float scale = 1.0f;
3603 const float offset = 0.0f;
3604 const float thickness = 2.9f;
3605 const int wrap = 0;
3606
3607 for (int i = 0; i < (258 * 258); i++)
3608 {
3609 _watermap[i] = (baseheight-0.1f) + ((float)fluidRandomizer.Next(1,9) / 10f);
3610 // m_log.Info((baseheight - 0.1f) + ((float)fluidRandomizer.Next(1, 9) / 10f));
3611 }
3612
3613 lock (OdeLock)
3614 {
3615 if (WaterGeom != IntPtr.Zero)
3616 {
3617 d.SpaceRemove(space, WaterGeom);
3618 }
3619 IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
3620 d.GeomHeightfieldDataBuildSingle(HeightmapData, _watermap, 0, heightmapWidth, heightmapHeight,
3621 (int)heightmapWidthSamples, (int)heightmapHeightSamples, scale,
3622 offset, thickness, wrap);
3623 d.GeomHeightfieldDataSetBounds(HeightmapData, m_regionWidth, m_regionHeight);
3624 WaterGeom = d.CreateHeightfield(space, HeightmapData, 1);
3625 if (WaterGeom != IntPtr.Zero)
3626 {
3627 d.GeomSetCategoryBits(WaterGeom, (int)(CollisionCategories.Water));
3628 d.GeomSetCollideBits(WaterGeom, (int)(CollisionCategories.Space));
3629
3630 }
3631 geom_name_map[WaterGeom] = "Water";
3632
3633 d.Matrix3 R = new d.Matrix3();
3634
3635 Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f);
3636 Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f);
3637 //Axiom.Math.Quaternion q3 = Axiom.Math.Quaternion.FromAngleAxis(3.14f, new Axiom.Math.Vector3(0, 0, 1));
3638
3639 q1 = q1 * q2;
3640 //q1 = q1 * q3;
3641 Vector3 v3;
3642 float angle;
3643 q1.GetAxisAngle(out v3, out angle);
3644
3645 d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
3646 d.GeomSetRotation(WaterGeom, ref R);
3647 d.GeomSetPosition(WaterGeom, 128, 128, 0);
3648
3649 }
3650
3651 }
3652
3653 public override void Dispose()
3654 {
3655 m_rayCastManager.Dispose();
3656 m_rayCastManager = null;
3657
3658 lock (OdeLock)
3659 {
3660 lock (_prims)
3661 {
3662 foreach (OdePrim prm in _prims)
3663 {
3664 RemovePrim(prm);
3665 }
3666 }
3667
3668 //foreach (OdeCharacter act in _characters)
3669 //{
3670 //RemoveAvatar(act);
3671 //}
3672 d.WorldDestroy(world);
3673 //d.CloseODE();
3674 }
3675 }
3676 public override Dictionary<uint, float> GetTopColliders()
3677 {
3678 Dictionary<uint, float> returncolliders = new Dictionary<uint, float>();
3679 int cnt = 0;
3680 lock (_prims)
3681 {
3682 foreach (OdePrim prm in _prims)
3683 {
3684 if (prm.CollisionScore > 0)
3685 {
3686 returncolliders.Add(prm.m_localID, prm.CollisionScore);
3687 cnt++;
3688 prm.CollisionScore = 0f;
3689 if (cnt > 25)
3690 {
3691 break;
3692 }
3693 }
3694 }
3695 }
3696 return returncolliders;
3697 }
3698
3699 public override bool SupportsRayCast()
3700 {
3701 return true;
3702 }
3703
3704 public override void RaycastWorld(Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
3705 {
3706 if (retMethod != null)
3707 {
3708 m_rayCastManager.QueueRequest(position, direction, length, retMethod);
3709 }
3710 }
3711
3712#if USE_DRAWSTUFF
3713 // Keyboard callback
3714 public void command(int cmd)
3715 {
3716 IntPtr geom;
3717 d.Mass mass;
3718 d.Vector3 sides = new d.Vector3(d.RandReal() * 0.5f + 0.1f, d.RandReal() * 0.5f + 0.1f, d.RandReal() * 0.5f + 0.1f);
3719
3720
3721
3722 Char ch = Char.ToLower((Char)cmd);
3723 switch ((Char)ch)
3724 {
3725 case 'w':
3726 try
3727 {
3728 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));
3729
3730 xyz.X += rotate.X; xyz.Y += rotate.Y; xyz.Z += rotate.Z;
3731 ds.SetViewpoint(ref xyz, ref hpr);
3732 }
3733 catch (ArgumentException)
3734 { hpr.X = 0; }
3735 break;
3736
3737 case 'a':
3738 hpr.X++;
3739 ds.SetViewpoint(ref xyz, ref hpr);
3740 break;
3741
3742 case 's':
3743 try
3744 {
3745 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));
3746
3747 xyz.X += rotate2.X; xyz.Y += rotate2.Y; xyz.Z += rotate2.Z;
3748 ds.SetViewpoint(ref xyz, ref hpr);
3749 }
3750 catch (ArgumentException)
3751 { hpr.X = 0; }
3752 break;
3753 case 'd':
3754 hpr.X--;
3755 ds.SetViewpoint(ref xyz, ref hpr);
3756 break;
3757 case 'r':
3758 xyz.Z++;
3759 ds.SetViewpoint(ref xyz, ref hpr);
3760 break;
3761 case 'f':
3762 xyz.Z--;
3763 ds.SetViewpoint(ref xyz, ref hpr);
3764 break;
3765 case 'e':
3766 xyz.Y++;
3767 ds.SetViewpoint(ref xyz, ref hpr);
3768 break;
3769 case 'q':
3770 xyz.Y--;
3771 ds.SetViewpoint(ref xyz, ref hpr);
3772 break;
3773 }
3774 }
3775
3776 public void step(int pause)
3777 {
3778
3779 ds.SetColor(1.0f, 1.0f, 0.0f);
3780 ds.SetTexture(ds.Texture.Wood);
3781 lock (_prims)
3782 {
3783 foreach (OdePrim prm in _prims)
3784 {
3785 //IntPtr body = d.GeomGetBody(prm.prim_geom);
3786 if (prm.prim_geom != IntPtr.Zero)
3787 {
3788 d.Vector3 pos;
3789 d.GeomCopyPosition(prm.prim_geom, out pos);
3790 //d.BodyCopyPosition(body, out pos);
3791
3792 d.Matrix3 R;
3793 d.GeomCopyRotation(prm.prim_geom, out R);
3794 //d.BodyCopyRotation(body, out R);
3795
3796
3797 d.Vector3 sides = new d.Vector3();
3798 sides.X = prm.Size.X;
3799 sides.Y = prm.Size.Y;
3800 sides.Z = prm.Size.Z;
3801
3802 ds.DrawBox(ref pos, ref R, ref sides);
3803 }
3804 }
3805 }
3806 ds.SetColor(1.0f, 0.0f, 0.0f);
3807 lock (_characters)
3808 {
3809 foreach (OdeCharacter chr in _characters)
3810 {
3811 if (chr.Shell != IntPtr.Zero)
3812 {
3813 IntPtr body = d.GeomGetBody(chr.Shell);
3814
3815 d.Vector3 pos;
3816 d.GeomCopyPosition(chr.Shell, out pos);
3817 //d.BodyCopyPosition(body, out pos);
3818
3819 d.Matrix3 R;
3820 d.GeomCopyRotation(chr.Shell, out R);
3821 //d.BodyCopyRotation(body, out R);
3822
3823 ds.DrawCapsule(ref pos, ref R, chr.Size.Z, 0.35f);
3824 d.Vector3 sides = new d.Vector3();
3825 sides.X = 0.5f;
3826 sides.Y = 0.5f;
3827 sides.Z = 0.5f;
3828
3829 ds.DrawBox(ref pos, ref R, ref sides);
3830 }
3831 }
3832 }
3833 }
3834
3835 public void start(int unused)
3836 {
3837 ds.SetViewpoint(ref xyz, ref hpr);
3838 }
3839#endif
3840 }
3841}
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/Manager/PhysicsScene.cs b/OpenSim/Region/Physics/Manager/PhysicsScene.cs
index 2a6163c..514d9ad 100644
--- a/OpenSim/Region/Physics/Manager/PhysicsScene.cs
+++ b/OpenSim/Region/Physics/Manager/PhysicsScene.cs
@@ -122,6 +122,9 @@ namespace OpenSim.Region.Physics.Manager
122 /// <param name="prim"></param> 122 /// <param name="prim"></param>
123 public abstract void RemovePrim(PhysicsActor prim); 123 public abstract void RemovePrim(PhysicsActor prim);
124 124
125 //public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
126 // Vector3 size, Quaternion rotation); //To be removed - Actually removed!
127
125 public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, 128 public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
126 Vector3 size, Quaternion rotation, bool isPhysical, uint localid); 129 Vector3 size, Quaternion rotation, bool isPhysical, uint localid);
127 130
diff --git a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
index 94e6185..af05a15 100644
--- a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
+++ b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
@@ -595,8 +595,8 @@ namespace OpenSim.Region.Physics.OdePlugin
595 break; 595 break;
596 596
597 case HollowShape.Circle: 597 case HollowShape.Circle:
598 // Hollow shape is a perfect cyllinder in respect to the cube's scale 598 // Hollow shape is a perfect cylinder in respect to the cube's scale
599 // Cyllinder hollow volume calculation 599 // Cylinder hollow volume calculation
600 600
601 hollowVolume *= 0.1963495f * 3.07920140172638f; 601 hollowVolume *= 0.1963495f * 3.07920140172638f;
602 break; 602 break;
@@ -2836,7 +2836,7 @@ Console.WriteLine(" JointCreateFixed");
2836 } 2836 }
2837 public override bool PIDActive { set { m_usePID = value; } } 2837 public override bool PIDActive { set { m_usePID = value; } }
2838 public override float PIDTau { set { m_PIDTau = value; } } 2838 public override float PIDTau { set { m_PIDTau = value; } }
2839 2839
2840 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } } 2840 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } }
2841 public override bool PIDHoverActive { set { m_useHoverPID = value; } } 2841 public override bool PIDHoverActive { set { m_useHoverPID = value; } }
2842 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } } 2842 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } }
diff --git a/OpenSim/Region/Physics/OdePlugin/ODERayCastRequestManager.cs b/OpenSim/Region/Physics/OdePlugin/ODERayCastRequestManager.cs
index 8d7d3b3..7e3ec63 100644
--- a/OpenSim/Region/Physics/OdePlugin/ODERayCastRequestManager.cs
+++ b/OpenSim/Region/Physics/OdePlugin/ODERayCastRequestManager.cs
@@ -137,8 +137,15 @@ namespace OpenSim.Region.Physics.OdePlugin
137 ODERayCastRequest[] reqs = m_PendingRequests.ToArray(); 137 ODERayCastRequest[] reqs = m_PendingRequests.ToArray();
138 for (int i = 0; i < reqs.Length; i++) 138 for (int i = 0; i < reqs.Length; i++)
139 { 139 {
140 if (reqs[i].callbackMethod != null) // quick optimization here, don't raycast 140 try
141 RayCast(reqs[i]); // if there isn't anyone to send results 141 {
142 if (reqs[i].callbackMethod != null) // quick optimization here, don't raycast
143 RayCast(reqs[i]); // if there isn't anyone to send results
144 }
145 catch
146 {
147 //Fail silently
148 }
142 } 149 }
143 150
144 m_PendingRequests.Clear(); 151 m_PendingRequests.Clear();
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 9b468dd..cf2f46a 100644
--- a/OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs
+++ b/OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs
@@ -89,89 +89,7 @@ namespace OpenSim.Region.RegionCombinerModule
89 public void RegionLoaded(Scene scene) 89 public void RegionLoaded(Scene scene)
90 { 90 {
91 if (enabledYN) 91 if (enabledYN)
92 {
93 RegionLoadedDoWork(scene); 92 RegionLoadedDoWork(scene);
94
95 scene.EventManager.OnNewPresence += NewPresence;
96 }
97 }
98
99 private void NewPresence(ScenePresence presence)
100 {
101 if (presence.IsChildAgent)
102 {
103 byte[] throttleData;
104
105 try
106 {
107 throttleData = presence.ControllingClient.GetThrottlesPacked(1);
108 }
109 catch (NotImplementedException)
110 {
111 return;
112 }
113
114 if (throttleData == null)
115 return;
116
117 if (throttleData.Length == 0)
118 return;
119
120 if (throttleData.Length != 28)
121 return;
122
123 byte[] adjData;
124 int pos = 0;
125
126 if (!BitConverter.IsLittleEndian)
127 {
128 byte[] newData = new byte[7 * 4];
129 Buffer.BlockCopy(throttleData, 0, newData, 0, 7 * 4);
130
131 for (int i = 0; i < 7; i++)
132 Array.Reverse(newData, i * 4, 4);
133
134 adjData = newData;
135 }
136 else
137 {
138 adjData = throttleData;
139 }
140
141 // 0.125f converts from bits to bytes
142 int resend = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
143 int land = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
144 int wind = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
145 int cloud = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
146 int task = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
147 int texture = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
148 int asset = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f);
149 // State is a subcategory of task that we allocate a percentage to
150
151
152 //int total = resend + land + wind + cloud + task + texture + asset;
153
154 byte[] data = new byte[7 * 4];
155 int ii = 0;
156
157 Buffer.BlockCopy(Utils.FloatToBytes(resend), 0, data, ii, 4); ii += 4;
158 Buffer.BlockCopy(Utils.FloatToBytes(land * 50), 0, data, ii, 4); ii += 4;
159 Buffer.BlockCopy(Utils.FloatToBytes(wind), 0, data, ii, 4); ii += 4;
160 Buffer.BlockCopy(Utils.FloatToBytes(cloud), 0, data, ii, 4); ii += 4;
161 Buffer.BlockCopy(Utils.FloatToBytes(task), 0, data, ii, 4); ii += 4;
162 Buffer.BlockCopy(Utils.FloatToBytes(texture), 0, data, ii, 4); ii += 4;
163 Buffer.BlockCopy(Utils.FloatToBytes(asset), 0, data, ii, 4);
164
165 try
166 {
167 presence.ControllingClient.SetChildAgentThrottle(data);
168 }
169 catch (NotImplementedException)
170 {
171 return;
172 }
173
174 }
175 } 93 }
176 94
177 private void RegionLoadedDoWork(Scene scene) 95 private void RegionLoadedDoWork(Scene scene)
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs
index ee32755..61e4934 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs
@@ -248,6 +248,26 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
248 248
249 } 249 }
250 250
251 public static void StateChange(IScriptEngine engine, uint localID, UUID itemID)
252 {
253 // Remove a specific script
254
255 // Remove dataserver events
256 m_Dataserver[engine].RemoveEvents(localID, itemID);
257
258 IWorldComm comms = engine.World.RequestModuleInterface<IWorldComm>();
259 if (comms != null)
260 comms.DeleteListener(itemID);
261
262 IXMLRPC xmlrpc = engine.World.RequestModuleInterface<IXMLRPC>();
263 xmlrpc.DeleteChannels(itemID);
264 xmlrpc.CancelSRDRequests(itemID);
265
266 // Remove Sensors
267 m_SensorRepeat[engine].UnSetSenseRepeaterEvents(localID, itemID);
268
269 }
270
251 public static Object[] GetSerializationData(IScriptEngine engine, UUID itemID) 271 public static Object[] GetSerializationData(IScriptEngine engine, UUID itemID)
252 { 272 {
253 List<Object> data = new List<Object>(); 273 List<Object> data = new List<Object>();
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/CM_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/CM_Api.cs
new file mode 100644
index 0000000..489c1c6
--- /dev/null
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/CM_Api.cs
@@ -0,0 +1,118 @@
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.Reflection;
30using System.Collections;
31using System.Collections.Generic;
32using System.Runtime.Remoting.Lifetime;
33using OpenMetaverse;
34using Nini.Config;
35using OpenSim;
36using OpenSim.Framework;
37using OpenSim.Region.CoreModules.World.LightShare;
38using OpenSim.Region.Framework.Interfaces;
39using OpenSim.Region.Framework.Scenes;
40using OpenSim.Region.ScriptEngine.Shared;
41using OpenSim.Region.ScriptEngine.Shared.Api.Plugins;
42using OpenSim.Region.ScriptEngine.Shared.ScriptBase;
43using OpenSim.Region.ScriptEngine.Interfaces;
44using OpenSim.Region.ScriptEngine.Shared.Api.Interfaces;
45using OpenSim.Services.Interfaces;
46
47using LSL_Float = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLFloat;
48using LSL_Integer = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLInteger;
49using LSL_Key = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
50using LSL_List = OpenSim.Region.ScriptEngine.Shared.LSL_Types.list;
51using LSL_Rotation = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Quaternion;
52using LSL_String = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
53using LSL_Vector = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Vector3;
54
55namespace OpenSim.Region.ScriptEngine.Shared.Api
56{
57 [Serializable]
58 public class CM_Api : MarshalByRefObject, ICM_Api, IScriptApi
59 {
60 internal IScriptEngine m_ScriptEngine;
61 internal SceneObjectPart m_host;
62 internal uint m_localID;
63 internal UUID m_itemID;
64 internal bool m_CMFunctionsEnabled = false;
65
66 public void Initialize(IScriptEngine ScriptEngine, SceneObjectPart host, uint localID, UUID itemID)
67 {
68 m_ScriptEngine = ScriptEngine;
69 m_host = host;
70 m_localID = localID;
71 m_itemID = itemID;
72
73 if (m_ScriptEngine.Config.GetBoolean("AllowCareminsterFunctions", false))
74 m_CMFunctionsEnabled = true;
75 }
76
77 public override Object InitializeLifetimeService()
78 {
79 ILease lease = (ILease)base.InitializeLifetimeService();
80
81 if (lease.CurrentState == LeaseState.Initial)
82 {
83 lease.InitialLeaseTime = TimeSpan.FromMinutes(0);
84 // lease.RenewOnCallTime = TimeSpan.FromSeconds(10.0);
85 // lease.SponsorshipTimeout = TimeSpan.FromMinutes(1.0);
86 }
87 return lease;
88 }
89
90 public Scene World
91 {
92 get { return m_ScriptEngine.World; }
93 }
94
95 public string cmDetectedCountry(int number)
96 {
97 m_host.AddScriptLPS(1);
98 DetectParams detectedParams = m_ScriptEngine.GetDetectParams(m_itemID, number);
99 if (detectedParams == null)
100 return String.Empty;
101 return detectedParams.Country;
102 }
103
104 public string cmGetAgentCountry(LSL_Key key)
105 {
106 if (!World.Permissions.IsGod(m_host.OwnerID))
107 return String.Empty;
108
109 UUID uuid;
110
111 if (!UUID.TryParse(key, out uuid))
112 return String.Empty;
113
114 UserAccount account = World.UserAccountService.GetUserAccount(World.RegionInfo.ScopeID, uuid);
115 return account.UserCountry;
116 }
117 }
118}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
index 6d067b0..fcb1278 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
@@ -28,10 +28,12 @@
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;
34using System.Text.RegularExpressions; 35using System.Text.RegularExpressions;
36using System.Timers;
35using Nini.Config; 37using Nini.Config;
36using log4net; 38using log4net;
37using OpenMetaverse; 39using OpenMetaverse;
@@ -44,6 +46,7 @@ using OpenSim.Region.CoreModules.World.Land;
44using OpenSim.Region.CoreModules.World.Terrain; 46using OpenSim.Region.CoreModules.World.Terrain;
45using OpenSim.Region.Framework.Interfaces; 47using OpenSim.Region.Framework.Interfaces;
46using OpenSim.Region.Framework.Scenes; 48using OpenSim.Region.Framework.Scenes;
49using OpenSim.Region.Framework.Scenes.Serialization;
47using OpenSim.Region.Framework.Scenes.Animation; 50using OpenSim.Region.Framework.Scenes.Animation;
48using OpenSim.Region.Physics.Manager; 51using OpenSim.Region.Physics.Manager;
49using OpenSim.Region.ScriptEngine.Shared; 52using OpenSim.Region.ScriptEngine.Shared;
@@ -65,6 +68,7 @@ using LSL_Rotation = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Quaternion;
65using LSL_String = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString; 68using LSL_String = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
66using LSL_Vector = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Vector3; 69using LSL_Vector = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Vector3;
67using System.Reflection; 70using System.Reflection;
71using Timer = System.Timers.Timer;
68 72
69namespace OpenSim.Region.ScriptEngine.Shared.Api 73namespace OpenSim.Region.ScriptEngine.Shared.Api
70{ 74{
@@ -81,7 +85,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
81 /// </summary> 85 /// </summary>
82 public class LSL_Api : MarshalByRefObject, ILSL_Api, IScriptApi 86 public class LSL_Api : MarshalByRefObject, ILSL_Api, IScriptApi
83 { 87 {
84 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 88// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
85 protected IScriptEngine m_ScriptEngine; 89 protected IScriptEngine m_ScriptEngine;
86 protected SceneObjectPart m_host; 90 protected SceneObjectPart m_host;
87 protected uint m_localID; 91 protected uint m_localID;
@@ -99,16 +103,26 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
99 protected int m_notecardLineReadCharsMax = 255; 103 protected int m_notecardLineReadCharsMax = 255;
100 protected int m_scriptConsoleChannel = 0; 104 protected int m_scriptConsoleChannel = 0;
101 protected bool m_scriptConsoleChannelEnabled = false; 105 protected bool m_scriptConsoleChannelEnabled = false;
106 protected bool m_debuggerSafe = false;
102 protected IUrlModule m_UrlModule = null; 107 protected IUrlModule m_UrlModule = null;
103 protected Dictionary<UUID, UserInfoCacheEntry> m_userInfoCache = 108 protected Dictionary<UUID, UserInfoCacheEntry> m_userInfoCache =
104 new Dictionary<UUID, UserInfoCacheEntry>(); 109 new Dictionary<UUID, UserInfoCacheEntry>();
105 110
111 protected Timer m_ShoutSayTimer;
112 protected int m_SayShoutCount = 0;
113
106 public void Initialize(IScriptEngine ScriptEngine, SceneObjectPart host, uint localID, UUID itemID) 114 public void Initialize(IScriptEngine ScriptEngine, SceneObjectPart host, uint localID, UUID itemID)
107 { 115 {
116 m_ShoutSayTimer = new Timer(1000);
117 m_ShoutSayTimer.Elapsed += SayShoutTimerElapsed;
118 m_ShoutSayTimer.AutoReset = true;
119 m_ShoutSayTimer.Start();
120
108 m_ScriptEngine = ScriptEngine; 121 m_ScriptEngine = ScriptEngine;
109 m_host = host; 122 m_host = host;
110 m_localID = localID; 123 m_localID = localID;
111 m_itemID = itemID; 124 m_itemID = itemID;
125 m_debuggerSafe = m_ScriptEngine.Config.GetBoolean("DebuggerSafe", false);
112 126
113 m_ScriptDelayFactor = 127 m_ScriptDelayFactor =
114 m_ScriptEngine.Config.GetFloat("ScriptDelayFactor", 1.0f); 128 m_ScriptEngine.Config.GetFloat("ScriptDelayFactor", 1.0f);
@@ -161,6 +175,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
161 get { return m_ScriptEngine.World; } 175 get { return m_ScriptEngine.World; }
162 } 176 }
163 177
178 [DebuggerNonUserCode]
164 public void state(string newState) 179 public void state(string newState)
165 { 180 {
166 m_ScriptEngine.SetState(m_itemID, newState); 181 m_ScriptEngine.SetState(m_itemID, newState);
@@ -170,6 +185,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
170 /// Reset the named script. The script must be present 185 /// Reset the named script. The script must be present
171 /// in the same prim. 186 /// in the same prim.
172 /// </summary> 187 /// </summary>
188 [DebuggerNonUserCode]
173 public void llResetScript() 189 public void llResetScript()
174 { 190 {
175 m_host.AddScriptLPS(1); 191 m_host.AddScriptLPS(1);
@@ -226,9 +242,62 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
226 } 242 }
227 } 243 }
228 244
245 public List<ScenePresence> GetLinkAvatars(int linkType)
246 {
247 List<ScenePresence> ret = new List<ScenePresence>();
248 if (m_host == null || m_host.ParentGroup == null || m_host.ParentGroup.IsDeleted)
249 return ret;
250
251 List<ScenePresence> avs = m_host.ParentGroup.GetLinkedAvatars();
252
253 switch (linkType)
254 {
255 case ScriptBaseClass.LINK_SET:
256 return avs;
257
258 case ScriptBaseClass.LINK_ROOT:
259 return ret;
260
261 case ScriptBaseClass.LINK_ALL_OTHERS:
262 return avs;
263
264 case ScriptBaseClass.LINK_ALL_CHILDREN:
265 return avs;
266
267 case ScriptBaseClass.LINK_THIS:
268 return ret;
269
270 default:
271 if (linkType < 0)
272 return ret;
273
274 int partCount = m_host.ParentGroup.GetPartCount();
275
276 if (linkType <= partCount)
277 {
278 return ret;
279 }
280 else
281 {
282 linkType = linkType - partCount;
283 if (linkType > avs.Count)
284 {
285 return ret;
286 }
287 else
288 {
289 ret.Add(avs[linkType-1]);
290 return ret;
291 }
292 }
293 }
294 }
295
229 public List<SceneObjectPart> GetLinkParts(int linkType) 296 public List<SceneObjectPart> GetLinkParts(int linkType)
230 { 297 {
231 List<SceneObjectPart> ret = new List<SceneObjectPart>(); 298 List<SceneObjectPart> ret = new List<SceneObjectPart>();
299 if (m_host == null || m_host.ParentGroup == null || m_host.ParentGroup.IsDeleted)
300 return ret;
232 ret.Add(m_host); 301 ret.Add(m_host);
233 302
234 switch (linkType) 303 switch (linkType)
@@ -275,40 +344,48 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
275 protected UUID InventorySelf() 344 protected UUID InventorySelf()
276 { 345 {
277 UUID invItemID = new UUID(); 346 UUID invItemID = new UUID();
278 347 bool unlock = false;
279 lock (m_host.TaskInventory) 348 if (!m_host.TaskInventory.IsReadLockedByMe())
349 {
350 m_host.TaskInventory.LockItemsForRead(true);
351 unlock = true;
352 }
353 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
280 { 354 {
281 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 355 if (inv.Value.Type == 10 && inv.Value.ItemID == m_itemID)
282 { 356 {
283 if (inv.Value.Type == 10 && inv.Value.ItemID == m_itemID) 357 invItemID = inv.Key;
284 { 358 break;
285 invItemID = inv.Key;
286 break;
287 }
288 } 359 }
289 } 360 }
290 361 if (unlock)
362 {
363 m_host.TaskInventory.LockItemsForRead(false);
364 }
291 return invItemID; 365 return invItemID;
292 } 366 }
293 367
294 protected UUID InventoryKey(string name, int type) 368 protected UUID InventoryKey(string name, int type)
295 { 369 {
296 m_host.AddScriptLPS(1); 370 m_host.AddScriptLPS(1);
297 371 m_host.TaskInventory.LockItemsForRead(true);
298 lock (m_host.TaskInventory) 372
373 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
299 { 374 {
300 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 375 if (inv.Value.Name == name)
301 { 376 {
302 if (inv.Value.Name == name) 377 m_host.TaskInventory.LockItemsForRead(false);
378
379 if (inv.Value.Type != type)
303 { 380 {
304 if (inv.Value.Type != type) 381 return UUID.Zero;
305 return UUID.Zero;
306
307 return inv.Value.AssetID;
308 } 382 }
383
384 return inv.Value.AssetID;
309 } 385 }
310 } 386 }
311 387
388 m_host.TaskInventory.LockItemsForRead(false);
312 return UUID.Zero; 389 return UUID.Zero;
313 } 390 }
314 391
@@ -316,17 +393,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
316 { 393 {
317 m_host.AddScriptLPS(1); 394 m_host.AddScriptLPS(1);
318 395
319 lock (m_host.TaskInventory) 396
397 m_host.TaskInventory.LockItemsForRead(true);
398
399 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
320 { 400 {
321 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 401 if (inv.Value.Name == name)
322 { 402 {
323 if (inv.Value.Name == name) 403 m_host.TaskInventory.LockItemsForRead(false);
324 { 404 return inv.Value.AssetID;
325 return inv.Value.AssetID;
326 }
327 } 405 }
328 } 406 }
329 407
408 m_host.TaskInventory.LockItemsForRead(false);
409
410
330 return UUID.Zero; 411 return UUID.Zero;
331 } 412 }
332 413
@@ -468,26 +549,48 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
468 549
469 //Now we start getting into quaternions which means sin/cos, matrices and vectors. ckrinke 550 //Now we start getting into quaternions which means sin/cos, matrices and vectors. ckrinke
470 551
471 // Old implementation of llRot2Euler. Normalization not required as Atan2 function will 552 // Utility function for llRot2Euler
472 // only return values >= -PI (-180 degrees) and <= PI (180 degrees). 553
554 // normalize an angle between -PI and PI (-180 to +180 degrees)
555 protected double NormalizeAngle(double angle)
556 {
557 if (angle > -Math.PI && angle < Math.PI)
558 return angle;
559
560 int numPis = (int)(Math.PI / angle);
561 double remainder = angle - Math.PI * numPis;
562 if (numPis % 2 == 1)
563 return Math.PI - angle;
564 return remainder;
565 }
473 566
474 public LSL_Vector llRot2Euler(LSL_Rotation r) 567 public LSL_Vector llRot2Euler(LSL_Rotation q1)
475 { 568 {
476 m_host.AddScriptLPS(1); 569 m_host.AddScriptLPS(1);
477 //This implementation is from http://lslwiki.net/lslwiki/wakka.php?wakka=LibraryRotationFunctions. ckrinke 570 LSL_Vector eul = new LSL_Vector();
478 LSL_Rotation t = new LSL_Rotation(r.x * r.x, r.y * r.y, r.z * r.z, r.s * r.s); 571
479 double m = (t.x + t.y + t.z + t.s); 572 double sqw = q1.s*q1.s;
480 if (m == 0) return new LSL_Vector(); 573 double sqx = q1.x*q1.x;
481 double n = 2 * (r.y * r.s + r.x * r.z); 574 double sqy = q1.z*q1.z;
482 double p = m * m - n * n; 575 double sqz = q1.y*q1.y;
483 if (p > 0) 576 double unit = sqx + sqy + sqz + sqw; // if normalised is one, otherwise is correction factor
484 return new LSL_Vector(Math.Atan2(2.0 * (r.x * r.s - r.y * r.z), (-t.x - t.y + t.z + t.s)), 577 double test = q1.x*q1.z + q1.y*q1.s;
485 Math.Atan2(n, Math.Sqrt(p)), 578 if (test > 0.4999*unit) { // singularity at north pole
486 Math.Atan2(2.0 * (r.z * r.s - r.x * r.y), (t.x - t.y - t.z + t.s))); 579 eul.z = 2 * Math.Atan2(q1.x,q1.s);
487 else if (n > 0) 580 eul.y = Math.PI/2;
488 return new LSL_Vector(0.0, Math.PI * 0.5, Math.Atan2((r.z * r.s + r.x * r.y), 0.5 - t.x - t.z)); 581 eul.x = 0;
489 else 582 return eul;
490 return new LSL_Vector(0.0, -Math.PI * 0.5, Math.Atan2((r.z * r.s + r.x * r.y), 0.5 - t.x - t.z)); 583 }
584 if (test < -0.4999*unit) { // singularity at south pole
585 eul.z = -2 * Math.Atan2(q1.x,q1.s);
586 eul.y = -Math.PI/2;
587 eul.x = 0;
588 return eul;
589 }
590 eul.z = Math.Atan2(2*q1.z*q1.s-2*q1.x*q1.y , sqx - sqy - sqz + sqw);
591 eul.y = Math.Asin(2*test/unit);
592 eul.x = Math.Atan2(2*q1.x*q1.s-2*q1.z*q1.y , -sqx + sqy - sqz + sqw);
593 return eul;
491 } 594 }
492 595
493 /* From wiki: 596 /* From wiki:
@@ -689,77 +792,76 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
689 { 792 {
690 //A and B should both be normalized 793 //A and B should both be normalized
691 m_host.AddScriptLPS(1); 794 m_host.AddScriptLPS(1);
692 LSL_Rotation rotBetween; 795 /* This method is more accurate than the SL one, and thus causes problems
693 // Check for zero vectors. If either is zero, return zero rotation. Otherwise, 796 for scripts that deal with the SL inaccuracy around 180-degrees -.- .._.
694 // continue calculation. 797
695 if (a == new LSL_Vector(0.0f, 0.0f, 0.0f) || b == new LSL_Vector(0.0f, 0.0f, 0.0f)) 798 double dotProduct = LSL_Vector.Dot(a, b);
799 LSL_Vector crossProduct = LSL_Vector.Cross(a, b);
800 double magProduct = LSL_Vector.Mag(a) * LSL_Vector.Mag(b);
801 double angle = Math.Acos(dotProduct / magProduct);
802 LSL_Vector axis = LSL_Vector.Norm(crossProduct);
803 double s = Math.Sin(angle / 2);
804
805 double x = axis.x * s;
806 double y = axis.y * s;
807 double z = axis.z * s;
808 double w = Math.Cos(angle / 2);
809
810 if (Double.IsNaN(x) || Double.IsNaN(y) || Double.IsNaN(z) || Double.IsNaN(w))
811 return new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
812
813 return new LSL_Rotation((float)x, (float)y, (float)z, (float)w);
814 */
815
816 // This method mimics the 180 errors found in SL
817 // See www.euclideanspace.com... angleBetween
818 LSL_Vector vec_a = a;
819 LSL_Vector vec_b = b;
820
821 // Eliminate zero length
822 LSL_Float vec_a_mag = LSL_Vector.Mag(vec_a);
823 LSL_Float vec_b_mag = LSL_Vector.Mag(vec_b);
824 if (vec_a_mag < 0.00001 ||
825 vec_b_mag < 0.00001)
696 { 826 {
697 rotBetween = new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f); 827 return new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
698 } 828 }
699 else 829
830 // Normalize
831 vec_a = llVecNorm(vec_a);
832 vec_b = llVecNorm(vec_b);
833
834 // Calculate axis and rotation angle
835 LSL_Vector axis = vec_a % vec_b;
836 LSL_Float cos_theta = vec_a * vec_b;
837
838 // Check if parallel
839 if (cos_theta > 0.99999)
700 { 840 {
701 a = LSL_Vector.Norm(a); 841 return new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
702 b = LSL_Vector.Norm(b); 842 }
703 double dotProduct = LSL_Vector.Dot(a, b); 843
704 // There are two degenerate cases possible. These are for vectors 180 or 844 // Check if anti-parallel
705 // 0 degrees apart. These have to be detected and handled individually. 845 else if (cos_theta < -0.99999)
706 // 846 {
707 // Check for vectors 180 degrees apart. 847 LSL_Vector orthog_axis = new LSL_Vector(1.0, 0.0, 0.0) - (vec_a.x / (vec_a * vec_a) * vec_a);
708 // A dot product of -1 would mean the angle between vectors is 180 degrees. 848 if (LSL_Vector.Mag(orthog_axis) < 0.000001) orthog_axis = new LSL_Vector(0.0, 0.0, 1.0);
709 if (dotProduct < -0.9999999f) 849 return new LSL_Rotation((float)orthog_axis.x, (float)orthog_axis.y, (float)orthog_axis.z, 0.0);
710 { 850 }
711 // First assume X axis is orthogonal to the vectors. 851 else // other rotation
712 LSL_Vector orthoVector = new LSL_Vector(1.0f, 0.0f, 0.0f); 852 {
713 orthoVector = orthoVector - a * (a.x / LSL_Vector.Dot(a, a)); 853 LSL_Float theta = (LSL_Float)Math.Acos(cos_theta) * 0.5f;
714 // Check for near zero vector. A very small non-zero number here will create 854 axis = llVecNorm(axis);
715 // a rotation in an undesired direction. 855 double x, y, z, s, t;
716 if (LSL_Vector.Mag(orthoVector) > 0.0001) 856 s = Math.Cos(theta);
717 { 857 t = Math.Sin(theta);
718 rotBetween = new LSL_Rotation(orthoVector.x, orthoVector.y, orthoVector.z, 0.0f); 858 x = axis.x * t;
719 } 859 y = axis.y * t;
720 // If the magnitude of the vector was near zero, then assume the X axis is not 860 z = axis.z * t;
721 // orthogonal and use the Z axis instead. 861 return new LSL_Rotation(x,y,z,s);
722 else
723 {
724 // Set 180 z rotation.
725 rotBetween = new LSL_Rotation(0.0f, 0.0f, 1.0f, 0.0f);
726 }
727 }
728 // Check for parallel vectors.
729 // A dot product of 1 would mean the angle between vectors is 0 degrees.
730 else if (dotProduct > 0.9999999f)
731 {
732 // Set zero rotation.
733 rotBetween = new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
734 }
735 else
736 {
737 // All special checks have been performed so get the axis of rotation.
738 LSL_Vector crossProduct = LSL_Vector.Cross(a, b);
739 // Quarternion s value is the length of the unit vector + dot product.
740 double qs = 1.0 + dotProduct;
741 rotBetween = new LSL_Rotation(crossProduct.x, crossProduct.y, crossProduct.z, qs);
742 // Normalize the rotation.
743 double mag = LSL_Rotation.Mag(rotBetween);
744 // We shouldn't have to worry about a divide by zero here. The qs value will be
745 // non-zero because we already know if we're here, then the dotProduct is not -1 so
746 // qs will not be zero. Also, we've already handled the input vectors being zero so the
747 // crossProduct vector should also not be zero.
748 rotBetween.x = rotBetween.x / mag;
749 rotBetween.y = rotBetween.y / mag;
750 rotBetween.z = rotBetween.z / mag;
751 rotBetween.s = rotBetween.s / mag;
752 // Check for undefined values and set zero rotation if any found. This code might not actually be required
753 // any longer since zero vectors are checked for at the top.
754 if (Double.IsNaN(rotBetween.x) || Double.IsNaN(rotBetween.y) || Double.IsNaN(rotBetween.z) || Double.IsNaN(rotBetween.s))
755 {
756 rotBetween = new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
757 }
758 }
759 } 862 }
760 return rotBetween;
761 } 863 }
762 864
763 public void llWhisper(int channelID, string text) 865 public void llWhisper(int channelID, string text)
764 { 866 {
765 m_host.AddScriptLPS(1); 867 m_host.AddScriptLPS(1);
@@ -779,6 +881,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
779 { 881 {
780 m_host.AddScriptLPS(1); 882 m_host.AddScriptLPS(1);
781 883
884 if (channelID == 0)
885 m_SayShoutCount++;
886
887 if (m_SayShoutCount >= 11)
888 ScriptSleep(2000);
889
782 if (m_scriptConsoleChannelEnabled && (channelID == m_scriptConsoleChannel)) 890 if (m_scriptConsoleChannelEnabled && (channelID == m_scriptConsoleChannel))
783 { 891 {
784 Console.WriteLine(text); 892 Console.WriteLine(text);
@@ -801,6 +909,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
801 { 909 {
802 m_host.AddScriptLPS(1); 910 m_host.AddScriptLPS(1);
803 911
912 if (channelID == 0)
913 m_SayShoutCount++;
914
915 if (m_SayShoutCount >= 11)
916 ScriptSleep(2000);
917
804 if (text.Length > 1023) 918 if (text.Length > 1023)
805 text = text.Substring(0, 1023); 919 text = text.Substring(0, 1023);
806 920
@@ -1101,10 +1215,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1101 return detectedParams.TouchUV; 1215 return detectedParams.TouchUV;
1102 } 1216 }
1103 1217
1218 [DebuggerNonUserCode]
1104 public virtual void llDie() 1219 public virtual void llDie()
1105 { 1220 {
1106 m_host.AddScriptLPS(1); 1221 m_host.AddScriptLPS(1);
1107 throw new SelfDeleteException(); 1222 if (!m_host.ParentGroup.IsAttachment) throw new SelfDeleteException();
1108 } 1223 }
1109 1224
1110 public LSL_Float llGround(LSL_Vector offset) 1225 public LSL_Float llGround(LSL_Vector offset)
@@ -1177,6 +1292,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1177 1292
1178 public void llSetStatus(int status, int value) 1293 public void llSetStatus(int status, int value)
1179 { 1294 {
1295 if (m_host == null || m_host.ParentGroup == null || m_host.ParentGroup.IsDeleted)
1296 return;
1180 m_host.AddScriptLPS(1); 1297 m_host.AddScriptLPS(1);
1181 1298
1182 int statusrotationaxis = 0; 1299 int statusrotationaxis = 0;
@@ -1406,6 +1523,48 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1406 { 1523 {
1407 m_host.AddScriptLPS(1); 1524 m_host.AddScriptLPS(1);
1408 1525
1526 SetColor(m_host, color, face);
1527 }
1528
1529 protected void SetColor(SceneObjectPart part, LSL_Vector color, int face)
1530 {
1531 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1532 return;
1533
1534 Primitive.TextureEntry tex = part.Shape.Textures;
1535 Color4 texcolor;
1536 if (face >= 0 && face < GetNumberOfSides(part))
1537 {
1538 texcolor = tex.CreateFace((uint)face).RGBA;
1539 texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f);
1540 texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f);
1541 texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f);
1542 tex.FaceTextures[face].RGBA = texcolor;
1543 part.UpdateTextureEntry(tex.GetBytes());
1544 return;
1545 }
1546 else if (face == ScriptBaseClass.ALL_SIDES)
1547 {
1548 for (uint i = 0; i < GetNumberOfSides(part); i++)
1549 {
1550 if (tex.FaceTextures[i] != null)
1551 {
1552 texcolor = tex.FaceTextures[i].RGBA;
1553 texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f);
1554 texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f);
1555 texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f);
1556 tex.FaceTextures[i].RGBA = texcolor;
1557 }
1558 texcolor = tex.DefaultTexture.RGBA;
1559 texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f);
1560 texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f);
1561 texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f);
1562 tex.DefaultTexture.RGBA = texcolor;
1563 }
1564 part.UpdateTextureEntry(tex.GetBytes());
1565 return;
1566 }
1567
1409 if (face == ScriptBaseClass.ALL_SIDES) 1568 if (face == ScriptBaseClass.ALL_SIDES)
1410 face = SceneObjectPart.ALL_SIDES; 1569 face = SceneObjectPart.ALL_SIDES;
1411 1570
@@ -1414,6 +1573,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1414 1573
1415 public void SetTexGen(SceneObjectPart part, int face,int style) 1574 public void SetTexGen(SceneObjectPart part, int face,int style)
1416 { 1575 {
1576 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1577 return;
1578
1417 Primitive.TextureEntry tex = part.Shape.Textures; 1579 Primitive.TextureEntry tex = part.Shape.Textures;
1418 MappingType textype; 1580 MappingType textype;
1419 textype = MappingType.Default; 1581 textype = MappingType.Default;
@@ -1444,6 +1606,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1444 1606
1445 public void SetGlow(SceneObjectPart part, int face, float glow) 1607 public void SetGlow(SceneObjectPart part, int face, float glow)
1446 { 1608 {
1609 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1610 return;
1611
1447 Primitive.TextureEntry tex = part.Shape.Textures; 1612 Primitive.TextureEntry tex = part.Shape.Textures;
1448 if (face >= 0 && face < GetNumberOfSides(part)) 1613 if (face >= 0 && face < GetNumberOfSides(part))
1449 { 1614 {
@@ -1469,6 +1634,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1469 1634
1470 public void SetShiny(SceneObjectPart part, int face, int shiny, Bumpiness bump) 1635 public void SetShiny(SceneObjectPart part, int face, int shiny, Bumpiness bump)
1471 { 1636 {
1637 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1638 return;
1472 1639
1473 Shininess sval = new Shininess(); 1640 Shininess sval = new Shininess();
1474 1641
@@ -1519,6 +1686,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1519 1686
1520 public void SetFullBright(SceneObjectPart part, int face, bool bright) 1687 public void SetFullBright(SceneObjectPart part, int face, bool bright)
1521 { 1688 {
1689 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1690 return;
1691
1522 Primitive.TextureEntry tex = part.Shape.Textures; 1692 Primitive.TextureEntry tex = part.Shape.Textures;
1523 if (face >= 0 && face < GetNumberOfSides(part)) 1693 if (face >= 0 && face < GetNumberOfSides(part))
1524 { 1694 {
@@ -1579,13 +1749,26 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1579 m_host.AddScriptLPS(1); 1749 m_host.AddScriptLPS(1);
1580 1750
1581 List<SceneObjectPart> parts = GetLinkParts(linknumber); 1751 List<SceneObjectPart> parts = GetLinkParts(linknumber);
1582 1752 if (parts.Count > 0)
1583 foreach (SceneObjectPart part in parts) 1753 {
1584 SetAlpha(part, alpha, face); 1754 try
1755 {
1756 parts[0].ParentGroup.areUpdatesSuspended = true;
1757 foreach (SceneObjectPart part in parts)
1758 SetAlpha(part, alpha, face);
1759 }
1760 finally
1761 {
1762 parts[0].ParentGroup.areUpdatesSuspended = false;
1763 }
1764 }
1585 } 1765 }
1586 1766
1587 protected void SetAlpha(SceneObjectPart part, double alpha, int face) 1767 protected void SetAlpha(SceneObjectPart part, double alpha, int face)
1588 { 1768 {
1769 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1770 return;
1771
1589 Primitive.TextureEntry tex = part.Shape.Textures; 1772 Primitive.TextureEntry tex = part.Shape.Textures;
1590 Color4 texcolor; 1773 Color4 texcolor;
1591 if (face >= 0 && face < GetNumberOfSides(part)) 1774 if (face >= 0 && face < GetNumberOfSides(part))
@@ -1638,7 +1821,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1638 protected void SetFlexi(SceneObjectPart part, bool flexi, int softness, float gravity, float friction, 1821 protected void SetFlexi(SceneObjectPart part, bool flexi, int softness, float gravity, float friction,
1639 float wind, float tension, LSL_Vector Force) 1822 float wind, float tension, LSL_Vector Force)
1640 { 1823 {
1641 if (part == null) 1824 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1642 return; 1825 return;
1643 1826
1644 if (flexi) 1827 if (flexi)
@@ -1672,7 +1855,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1672 /// <param name="falloff"></param> 1855 /// <param name="falloff"></param>
1673 protected void SetPointLight(SceneObjectPart part, bool light, LSL_Vector color, float intensity, float radius, float falloff) 1856 protected void SetPointLight(SceneObjectPart part, bool light, LSL_Vector color, float intensity, float radius, float falloff)
1674 { 1857 {
1675 if (part == null) 1858 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1676 return; 1859 return;
1677 1860
1678 if (light) 1861 if (light)
@@ -1749,15 +1932,27 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1749 m_host.AddScriptLPS(1); 1932 m_host.AddScriptLPS(1);
1750 1933
1751 List<SceneObjectPart> parts = GetLinkParts(linknumber); 1934 List<SceneObjectPart> parts = GetLinkParts(linknumber);
1752 1935 if (parts.Count > 0)
1753 foreach (SceneObjectPart part in parts) 1936 {
1754 SetTexture(part, texture, face); 1937 try
1755 1938 {
1939 parts[0].ParentGroup.areUpdatesSuspended = true;
1940 foreach (SceneObjectPart part in parts)
1941 SetTexture(part, texture, face);
1942 }
1943 finally
1944 {
1945 parts[0].ParentGroup.areUpdatesSuspended = false;
1946 }
1947 }
1756 ScriptSleep(200); 1948 ScriptSleep(200);
1757 } 1949 }
1758 1950
1759 protected void SetTexture(SceneObjectPart part, string texture, int face) 1951 protected void SetTexture(SceneObjectPart part, string texture, int face)
1760 { 1952 {
1953 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1954 return;
1955
1761 UUID textureID = new UUID(); 1956 UUID textureID = new UUID();
1762 1957
1763 textureID = InventoryKey(texture, (int)AssetType.Texture); 1958 textureID = InventoryKey(texture, (int)AssetType.Texture);
@@ -1802,6 +1997,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1802 1997
1803 protected void ScaleTexture(SceneObjectPart part, double u, double v, int face) 1998 protected void ScaleTexture(SceneObjectPart part, double u, double v, int face)
1804 { 1999 {
2000 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2001 return;
2002
1805 Primitive.TextureEntry tex = part.Shape.Textures; 2003 Primitive.TextureEntry tex = part.Shape.Textures;
1806 if (face >= 0 && face < GetNumberOfSides(part)) 2004 if (face >= 0 && face < GetNumberOfSides(part))
1807 { 2005 {
@@ -1838,6 +2036,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1838 2036
1839 protected void OffsetTexture(SceneObjectPart part, double u, double v, int face) 2037 protected void OffsetTexture(SceneObjectPart part, double u, double v, int face)
1840 { 2038 {
2039 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2040 return;
2041
1841 Primitive.TextureEntry tex = part.Shape.Textures; 2042 Primitive.TextureEntry tex = part.Shape.Textures;
1842 if (face >= 0 && face < GetNumberOfSides(part)) 2043 if (face >= 0 && face < GetNumberOfSides(part))
1843 { 2044 {
@@ -1874,6 +2075,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1874 2075
1875 protected void RotateTexture(SceneObjectPart part, double rotation, int face) 2076 protected void RotateTexture(SceneObjectPart part, double rotation, int face)
1876 { 2077 {
2078 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2079 return;
2080
1877 Primitive.TextureEntry tex = part.Shape.Textures; 2081 Primitive.TextureEntry tex = part.Shape.Textures;
1878 if (face >= 0 && face < GetNumberOfSides(part)) 2082 if (face >= 0 && face < GetNumberOfSides(part))
1879 { 2083 {
@@ -1980,24 +2184,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1980 2184
1981 protected void SetPos(SceneObjectPart part, LSL_Vector targetPos) 2185 protected void SetPos(SceneObjectPart part, LSL_Vector targetPos)
1982 { 2186 {
1983 // Capped movemment if distance > 10m (http://wiki.secondlife.com/wiki/LlSetPos) 2187 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1984 LSL_Vector currentPos = GetPartLocalPos(part); 2188 return;
1985 2189
1986 float ground = World.GetGroundHeight((float)targetPos.x, (float)targetPos.y); 2190 LSL_Vector currentPos = GetPartLocalPos(part);
1987 bool disable_underground_movement = m_ScriptEngine.Config.GetBoolean("DisableUndergroundMovement", true); 2191 LSL_Vector toPos = GetSetPosTarget(part, targetPos, currentPos);
1988 2192
1989 if (part.ParentGroup.RootPart == part) 2193 if (part.ParentGroup.RootPart == part)
1990 { 2194 {
1991 if ((targetPos.z < ground) && disable_underground_movement && m_host.ParentGroup.AttachmentPoint == 0)
1992 targetPos.z = ground;
1993 SceneObjectGroup parent = part.ParentGroup; 2195 SceneObjectGroup parent = part.ParentGroup;
1994 LSL_Vector real_vec = SetPosAdjust(currentPos, targetPos); 2196 parent.UpdateGroupPosition(new Vector3((float)toPos.x, (float)toPos.y, (float)toPos.z));
1995 parent.UpdateGroupPosition(new Vector3((float)real_vec.x, (float)real_vec.y, (float)real_vec.z));
1996 } 2197 }
1997 else 2198 else
1998 { 2199 {
1999 LSL_Vector rel_vec = SetPosAdjust(currentPos, targetPos); 2200 part.OffsetPosition = new Vector3((float)toPos.x, (float)toPos.y, (float)toPos.z);
2000 part.OffsetPosition = new Vector3((float)rel_vec.x, (float)rel_vec.y, (float)rel_vec.z);
2001 SceneObjectGroup parent = part.ParentGroup; 2201 SceneObjectGroup parent = part.ParentGroup;
2002 parent.HasGroupChanged = true; 2202 parent.HasGroupChanged = true;
2003 parent.ScheduleGroupForTerseUpdate(); 2203 parent.ScheduleGroupForTerseUpdate();
@@ -2048,9 +2248,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2048 m_host.AddScriptLPS(1); 2248 m_host.AddScriptLPS(1);
2049 2249
2050 // try to let this work as in SL... 2250 // try to let this work as in SL...
2051 if (m_host.ParentID == 0) 2251 if (m_host.LinkNum < 2)
2052 { 2252 {
2053 // special case: If we are root, rotate complete SOG to new rotation 2253 // Special case: If we are root, rotate complete SOG to new
2254 // rotation.
2255 // We are root if the link number is 0 (single prim) or 1
2256 // (root prim). ParentID may be nonzero in attachments and
2257 // using it would cause attachments and HUDs to rotate
2258 // to the wrong positions.
2054 SetRot(m_host, Rot2Quaternion(rot)); 2259 SetRot(m_host, Rot2Quaternion(rot));
2055 } 2260 }
2056 else 2261 else
@@ -2075,6 +2280,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2075 2280
2076 protected void SetRot(SceneObjectPart part, Quaternion rot) 2281 protected void SetRot(SceneObjectPart part, Quaternion rot)
2077 { 2282 {
2283 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2284 return;
2285
2078 part.UpdateRotation(rot); 2286 part.UpdateRotation(rot);
2079 // Update rotation does not move the object in the physics scene if it's a linkset. 2287 // Update rotation does not move the object in the physics scene if it's a linkset.
2080 2288
@@ -2698,12 +2906,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2698 2906
2699 m_host.AddScriptLPS(1); 2907 m_host.AddScriptLPS(1);
2700 2908
2909 m_host.TaskInventory.LockItemsForRead(true);
2701 TaskInventoryItem item = m_host.TaskInventory[invItemID]; 2910 TaskInventoryItem item = m_host.TaskInventory[invItemID];
2702 2911 m_host.TaskInventory.LockItemsForRead(false);
2703 lock (m_host.TaskInventory)
2704 {
2705 item = m_host.TaskInventory[invItemID];
2706 }
2707 2912
2708 if (item.PermsGranter == UUID.Zero) 2913 if (item.PermsGranter == UUID.Zero)
2709 return 0; 2914 return 0;
@@ -2778,6 +2983,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2778 if (dist > m_ScriptDistanceFactor * 10.0f) 2983 if (dist > m_ScriptDistanceFactor * 10.0f)
2779 return; 2984 return;
2780 2985
2986 //Clone is thread-safe
2781 TaskInventoryDictionary partInventory = (TaskInventoryDictionary)m_host.TaskInventory.Clone(); 2987 TaskInventoryDictionary partInventory = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
2782 2988
2783 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in partInventory) 2989 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in partInventory)
@@ -2838,6 +3044,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2838 3044
2839 public void llLookAt(LSL_Vector target, double strength, double damping) 3045 public void llLookAt(LSL_Vector target, double strength, double damping)
2840 { 3046 {
3047 /*
2841 m_host.AddScriptLPS(1); 3048 m_host.AddScriptLPS(1);
2842 // Determine where we are looking from 3049 // Determine where we are looking from
2843 LSL_Vector from = llGetPos(); 3050 LSL_Vector from = llGetPos();
@@ -2857,10 +3064,54 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2857 // the angles of rotation in radians into rotation value 3064 // the angles of rotation in radians into rotation value
2858 3065
2859 LSL_Types.Quaternion rot = llEuler2Rot(angle); 3066 LSL_Types.Quaternion rot = llEuler2Rot(angle);
2860 Quaternion rotation = new Quaternion((float)rot.x, (float)rot.y, (float)rot.z, (float)rot.s); 3067
2861 m_host.startLookAt(rotation, (float)damping, (float)strength); 3068 // This would only work if your physics system contains an APID controller:
3069 // Quaternion rotation = new Quaternion((float)rot.x, (float)rot.y, (float)rot.z, (float)rot.s);
3070 // m_host.startLookAt(rotation, (float)damping, (float)strength);
3071
2862 // Orient the object to the angle calculated 3072 // Orient the object to the angle calculated
2863 //llSetRot(rot); 3073 llSetRot(rot);
3074 */
3075
3076 //The above code, while nice, doesn't replicate the behaviour of SL and tends to "roll" the object.
3077 //There's probably a smarter way of doing this, my rotation math-fu is weak.
3078 // http://bugs.meta7.com/view.php?id=28
3079 // - Tom
3080
3081 /* And the following does not do the job either. It has to be performed inside the ODE glue-code. -.- .._.
3082 LSL_Rotation newrot = llGetRot() * llRotBetween(new LSL_Vector(1.0d, 0.0d, 0.0d) * llGetRot(), new LSL_Vector(0.0d, 0.0d, -1.0d));
3083 llSetRot(newrot * llRotBetween(new LSL_Vector(0.0d,0.0d,1.0d) * newrot, target - llGetPos()));
3084 */
3085 if (m_host.PhysActor != null && !m_host.PhysActor.IsPhysical)
3086 {
3087 // Part is non-phys, convert this to a llSetRot()
3088 Vector3 tgt = new Vector3((float)target.x, (float)target.y, (float)target.z);
3089 Vector3 dir = tgt - m_host.GroupPosition;
3090 dir.Normalize();
3091 float tzrot = (float)Math.Atan2(dir.Y, dir.X);
3092 float txy = (float)Math.Sqrt((dir.X * dir.X) + (dir.Y * dir.Y));
3093 float terot = (float)Math.Atan2(-dir.Z, txy);
3094 LSL_Vector az = new LSL_Vector(0.0f, 0.0f, tzrot);
3095 LSL_Vector ae = new LSL_Vector(0.0f, terot, 0.0f);
3096 LSL_Types.Quaternion spin = llEuler2Rot(az);
3097 LSL_Types.Quaternion rot = llEuler2Rot(ae) * spin;
3098 llSetRot(rot);
3099 }
3100 else
3101 {
3102 // Physical, send the target vector to RotLookAt method inside a 'rotation', the .w -99.9 value indicates it is really a LookAt.
3103 Quaternion q = new Quaternion((float)target.x, (float)target.y, (float)target.z, -99.9f);
3104 m_host.RotLookAt(q, (float)strength, (float)damping);
3105 }
3106
3107 }
3108
3109 public void llRotLookAt(LSL_Rotation target, double strength, double damping)
3110 {
3111 m_host.AddScriptLPS(1);
3112// NotImplemented("llRotLookAt");
3113 m_host.RotLookAt(Rot2Quaternion(target), (float)strength, (float)damping);
3114
2864 } 3115 }
2865 3116
2866 public void llStopLookAt() 3117 public void llStopLookAt()
@@ -2909,13 +3160,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2909 { 3160 {
2910 TaskInventoryItem item; 3161 TaskInventoryItem item;
2911 3162
2912 lock (m_host.TaskInventory) 3163 m_host.TaskInventory.LockItemsForRead(true);
3164 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
2913 { 3165 {
2914 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3166 m_host.TaskInventory.LockItemsForRead(false);
2915 return; 3167 return;
2916 else 3168 }
2917 item = m_host.TaskInventory[InventorySelf()]; 3169 else
3170 {
3171 item = m_host.TaskInventory[InventorySelf()];
2918 } 3172 }
3173 m_host.TaskInventory.LockItemsForRead(false);
2919 3174
2920 if (item.PermsGranter != UUID.Zero) 3175 if (item.PermsGranter != UUID.Zero)
2921 { 3176 {
@@ -2937,13 +3192,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2937 { 3192 {
2938 TaskInventoryItem item; 3193 TaskInventoryItem item;
2939 3194
3195 m_host.TaskInventory.LockItemsForRead(true);
2940 lock (m_host.TaskInventory) 3196 lock (m_host.TaskInventory)
2941 { 3197 {
3198
2942 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3199 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
3200 {
3201 m_host.TaskInventory.LockItemsForRead(false);
2943 return; 3202 return;
3203 }
2944 else 3204 else
3205 {
2945 item = m_host.TaskInventory[InventorySelf()]; 3206 item = m_host.TaskInventory[InventorySelf()];
3207 }
2946 } 3208 }
3209 m_host.TaskInventory.LockItemsForRead(false);
2947 3210
2948 m_host.AddScriptLPS(1); 3211 m_host.AddScriptLPS(1);
2949 3212
@@ -2975,19 +3238,22 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2975 { 3238 {
2976 m_host.AddScriptLPS(1); 3239 m_host.AddScriptLPS(1);
2977 3240
2978// if (m_host.ParentGroup.RootPart.AttachmentPoint == 0)
2979// return;
2980
2981 TaskInventoryItem item; 3241 TaskInventoryItem item;
2982 3242
2983 lock (m_host.TaskInventory) 3243 m_host.TaskInventory.LockItemsForRead(true);
3244
3245 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
2984 { 3246 {
2985 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3247 m_host.TaskInventory.LockItemsForRead(false);
2986 return; 3248 return;
2987 else 3249 }
2988 item = m_host.TaskInventory[InventorySelf()]; 3250 else
3251 {
3252 item = m_host.TaskInventory[InventorySelf()];
2989 } 3253 }
2990 3254
3255 m_host.TaskInventory.LockItemsForRead(false);
3256
2991 if (item.PermsGranter != m_host.OwnerID) 3257 if (item.PermsGranter != m_host.OwnerID)
2992 return; 3258 return;
2993 3259
@@ -3012,13 +3278,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3012 3278
3013 TaskInventoryItem item; 3279 TaskInventoryItem item;
3014 3280
3015 lock (m_host.TaskInventory) 3281 m_host.TaskInventory.LockItemsForRead(true);
3282
3283 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
3016 { 3284 {
3017 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3285 m_host.TaskInventory.LockItemsForRead(false);
3018 return; 3286 return;
3019 else
3020 item = m_host.TaskInventory[InventorySelf()];
3021 } 3287 }
3288 else
3289 {
3290 item = m_host.TaskInventory[InventorySelf()];
3291 }
3292 m_host.TaskInventory.LockItemsForRead(false);
3293
3022 3294
3023 if (item.PermsGranter != m_host.OwnerID) 3295 if (item.PermsGranter != m_host.OwnerID)
3024 return; 3296 return;
@@ -3065,6 +3337,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3065 3337
3066 public void llInstantMessage(string user, string message) 3338 public void llInstantMessage(string user, string message)
3067 { 3339 {
3340 UUID result;
3341 if (!UUID.TryParse(user, out result))
3342 {
3343 ShoutError("An invalid key was passed to llInstantMessage");
3344 ScriptSleep(2000);
3345 return;
3346 }
3347
3348
3068 m_host.AddScriptLPS(1); 3349 m_host.AddScriptLPS(1);
3069 3350
3070 // We may be able to use ClientView.SendInstantMessage here, but we need a client instance. 3351 // We may be able to use ClientView.SendInstantMessage here, but we need a client instance.
@@ -3079,14 +3360,34 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3079 UUID friendTransactionID = UUID.Random(); 3360 UUID friendTransactionID = UUID.Random();
3080 3361
3081 //m_pendingFriendRequests.Add(friendTransactionID, fromAgentID); 3362 //m_pendingFriendRequests.Add(friendTransactionID, fromAgentID);
3082 3363
3083 GridInstantMessage msg = new GridInstantMessage(); 3364 GridInstantMessage msg = new GridInstantMessage();
3084 msg.fromAgentID = new Guid(m_host.UUID.ToString()); // fromAgentID.Guid; 3365 msg.fromAgentID = new Guid(m_host.UUID.ToString()); // fromAgentID.Guid;
3085 msg.toAgentID = new Guid(user); // toAgentID.Guid; 3366 msg.toAgentID = new Guid(user); // toAgentID.Guid;
3086 msg.imSessionID = new Guid(friendTransactionID.ToString()); // This is the item we're mucking with here 3367 msg.imSessionID = new Guid(friendTransactionID.ToString()); // This is the item we're mucking with here
3087// m_log.Debug("[Scripting IM]: From:" + msg.fromAgentID.ToString() + " To: " + msg.toAgentID.ToString() + " Session:" + msg.imSessionID.ToString() + " Message:" + message); 3368// m_log.Debug("[Scripting IM]: From:" + msg.fromAgentID.ToString() + " To: " + msg.toAgentID.ToString() + " Session:" + msg.imSessionID.ToString() + " Message:" + message);
3088// m_log.Debug("[Scripting IM]: Filling Session: " + msg.imSessionID.ToString()); 3369// m_log.Debug("[Scripting IM]: Filling Session: " + msg.imSessionID.ToString());
3089 msg.timestamp = (uint)Util.UnixTimeSinceEpoch();// timestamp; 3370// DateTime dt = DateTime.UtcNow;
3371//
3372// // Ticks from UtcNow, but make it look like local. Evil, huh?
3373// dt = DateTime.SpecifyKind(dt, DateTimeKind.Local);
3374//
3375// try
3376// {
3377// // Convert that to the PST timezone
3378// TimeZoneInfo timeZoneInfo = TimeZoneInfo.FindSystemTimeZoneById("America/Los_Angeles");
3379// dt = TimeZoneInfo.ConvertTime(dt, timeZoneInfo);
3380// }
3381// catch
3382// {
3383// // No logging here, as it could be VERY spammy
3384// }
3385//
3386// // And make it look local again to fool the unix time util
3387// dt = DateTime.SpecifyKind(dt, DateTimeKind.Utc);
3388
3389 msg.timestamp = (uint)Util.UnixTimeSinceEpoch();
3390
3090 //if (client != null) 3391 //if (client != null)
3091 //{ 3392 //{
3092 msg.fromAgentName = m_host.Name;//client.FirstName + " " + client.LastName;// fromAgentName; 3393 msg.fromAgentName = m_host.Name;//client.FirstName + " " + client.LastName;// fromAgentName;
@@ -3100,12 +3401,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3100 msg.message = message.Substring(0, 1024); 3401 msg.message = message.Substring(0, 1024);
3101 else 3402 else
3102 msg.message = message; 3403 msg.message = message;
3103 msg.dialog = (byte)19; // messgage from script ??? // dialog; 3404 msg.dialog = (byte)19; // MessageFromObject
3104 msg.fromGroup = false;// fromGroup; 3405 msg.fromGroup = false;// fromGroup;
3105 msg.offline = (byte)0; //offline; 3406 msg.offline = (byte)0; //offline;
3106 msg.ParentEstateID = 0; //ParentEstateID; 3407 msg.ParentEstateID = World.RegionInfo.EstateSettings.EstateID;
3107 msg.Position = new Vector3(m_host.AbsolutePosition); 3408 msg.Position = new Vector3(m_host.AbsolutePosition);
3108 msg.RegionID = World.RegionInfo.RegionID.Guid;//RegionID.Guid; 3409 msg.RegionID = World.RegionInfo.RegionID.Guid;
3109 msg.binaryBucket 3410 msg.binaryBucket
3110 = Util.StringToBytes256( 3411 = Util.StringToBytes256(
3111 "{0}/{1}/{2}/{3}", 3412 "{0}/{1}/{2}/{3}",
@@ -3133,7 +3434,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3133 } 3434 }
3134 3435
3135 emailModule.SendEmail(m_host.UUID, address, subject, message); 3436 emailModule.SendEmail(m_host.UUID, address, subject, message);
3136 ScriptSleep(20000); 3437 ScriptSleep(15000);
3137 } 3438 }
3138 3439
3139 public void llGetNextEmail(string address, string subject) 3440 public void llGetNextEmail(string address, string subject)
@@ -3233,13 +3534,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3233 m_host.AddScriptLPS(1); 3534 m_host.AddScriptLPS(1);
3234 } 3535 }
3235 3536
3236 public void llRotLookAt(LSL_Rotation target, double strength, double damping)
3237 {
3238 m_host.AddScriptLPS(1);
3239 Quaternion rot = new Quaternion((float)target.x, (float)target.y, (float)target.z, (float)target.s);
3240 m_host.RotLookAt(rot, (float)strength, (float)damping);
3241 }
3242
3243 public LSL_Integer llStringLength(string str) 3537 public LSL_Integer llStringLength(string str)
3244 { 3538 {
3245 m_host.AddScriptLPS(1); 3539 m_host.AddScriptLPS(1);
@@ -3263,14 +3557,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3263 3557
3264 TaskInventoryItem item; 3558 TaskInventoryItem item;
3265 3559
3266 lock (m_host.TaskInventory) 3560 m_host.TaskInventory.LockItemsForRead(true);
3561 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
3267 { 3562 {
3268 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3563 m_host.TaskInventory.LockItemsForRead(false);
3269 return; 3564 return;
3270 else
3271 item = m_host.TaskInventory[InventorySelf()];
3272 } 3565 }
3273 3566 else
3567 {
3568 item = m_host.TaskInventory[InventorySelf()];
3569 }
3570 m_host.TaskInventory.LockItemsForRead(false);
3274 if (item.PermsGranter == UUID.Zero) 3571 if (item.PermsGranter == UUID.Zero)
3275 return; 3572 return;
3276 3573
@@ -3300,13 +3597,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3300 3597
3301 TaskInventoryItem item; 3598 TaskInventoryItem item;
3302 3599
3303 lock (m_host.TaskInventory) 3600 m_host.TaskInventory.LockItemsForRead(true);
3601 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
3304 { 3602 {
3305 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3603 m_host.TaskInventory.LockItemsForRead(false);
3306 return; 3604 return;
3307 else 3605 }
3308 item = m_host.TaskInventory[InventorySelf()]; 3606 else
3607 {
3608 item = m_host.TaskInventory[InventorySelf()];
3309 } 3609 }
3610 m_host.TaskInventory.LockItemsForRead(false);
3611
3310 3612
3311 if (item.PermsGranter == UUID.Zero) 3613 if (item.PermsGranter == UUID.Zero)
3312 return; 3614 return;
@@ -3373,10 +3675,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3373 3675
3374 TaskInventoryItem item; 3676 TaskInventoryItem item;
3375 3677
3376 lock (m_host.TaskInventory) 3678
3679 m_host.TaskInventory.LockItemsForRead(true);
3680 if (!m_host.TaskInventory.ContainsKey(invItemID))
3681 {
3682 m_host.TaskInventory.LockItemsForRead(false);
3683 return;
3684 }
3685 else
3377 { 3686 {
3378 item = m_host.TaskInventory[invItemID]; 3687 item = m_host.TaskInventory[invItemID];
3379 } 3688 }
3689 m_host.TaskInventory.LockItemsForRead(false);
3380 3690
3381 if (agentID == UUID.Zero || perm == 0) // Releasing permissions 3691 if (agentID == UUID.Zero || perm == 0) // Releasing permissions
3382 { 3692 {
@@ -3404,15 +3714,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3404 int implicitPerms = ScriptBaseClass.PERMISSION_TAKE_CONTROLS | 3714 int implicitPerms = ScriptBaseClass.PERMISSION_TAKE_CONTROLS |
3405 ScriptBaseClass.PERMISSION_TRIGGER_ANIMATION | 3715 ScriptBaseClass.PERMISSION_TRIGGER_ANIMATION |
3406 ScriptBaseClass.PERMISSION_CONTROL_CAMERA | 3716 ScriptBaseClass.PERMISSION_CONTROL_CAMERA |
3717 ScriptBaseClass.PERMISSION_TRACK_CAMERA |
3407 ScriptBaseClass.PERMISSION_ATTACH; 3718 ScriptBaseClass.PERMISSION_ATTACH;
3408 3719
3409 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms 3720 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms
3410 { 3721 {
3411 lock (m_host.TaskInventory) 3722 m_host.TaskInventory.LockItemsForWrite(true);
3412 { 3723 m_host.TaskInventory[invItemID].PermsGranter = agentID;
3413 m_host.TaskInventory[invItemID].PermsGranter = agentID; 3724 m_host.TaskInventory[invItemID].PermsMask = perm;
3414 m_host.TaskInventory[invItemID].PermsMask = perm; 3725 m_host.TaskInventory.LockItemsForWrite(false);
3415 }
3416 3726
3417 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams( 3727 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams(
3418 "run_time_permissions", new Object[] { 3728 "run_time_permissions", new Object[] {
@@ -3422,28 +3732,44 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3422 return; 3732 return;
3423 } 3733 }
3424 } 3734 }
3425 else if (m_host.SitTargetAvatar == agentID) // Sitting avatar 3735 else
3426 { 3736 {
3427 // When agent is sitting, certain permissions are implicit if requested from sitting agent 3737 bool sitting = false;
3428 int implicitPerms = ScriptBaseClass.PERMISSION_TRIGGER_ANIMATION | 3738 if (m_host.SitTargetAvatar == agentID)
3429 ScriptBaseClass.PERMISSION_CONTROL_CAMERA | 3739 {
3430 ScriptBaseClass.PERMISSION_TRACK_CAMERA | 3740 sitting = true;
3431 ScriptBaseClass.PERMISSION_TAKE_CONTROLS; 3741 }
3742 else
3743 {
3744 foreach (SceneObjectPart p in m_host.ParentGroup.Parts)
3745 {
3746 if (p.SitTargetAvatar == agentID)
3747 sitting = true;
3748 }
3749 }
3432 3750
3433 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms 3751 if (sitting)
3434 { 3752 {
3435 lock (m_host.TaskInventory) 3753 // When agent is sitting, certain permissions are implicit if requested from sitting agent
3754 int implicitPerms = ScriptBaseClass.PERMISSION_TRIGGER_ANIMATION |
3755 ScriptBaseClass.PERMISSION_CONTROL_CAMERA |
3756 ScriptBaseClass.PERMISSION_TRACK_CAMERA |
3757 ScriptBaseClass.PERMISSION_TAKE_CONTROLS;
3758
3759 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms
3436 { 3760 {
3761 m_host.TaskInventory.LockItemsForWrite(true);
3437 m_host.TaskInventory[invItemID].PermsGranter = agentID; 3762 m_host.TaskInventory[invItemID].PermsGranter = agentID;
3438 m_host.TaskInventory[invItemID].PermsMask = perm; 3763 m_host.TaskInventory[invItemID].PermsMask = perm;
3439 } 3764 m_host.TaskInventory.LockItemsForWrite(false);
3440 3765
3441 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams( 3766 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams(
3442 "run_time_permissions", new Object[] { 3767 "run_time_permissions", new Object[] {
3443 new LSL_Integer(perm) }, 3768 new LSL_Integer(perm) },
3444 new DetectParams[0])); 3769 new DetectParams[0]));
3445 3770
3446 return; 3771 return;
3772 }
3447 } 3773 }
3448 } 3774 }
3449 3775
@@ -3457,11 +3783,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3457 3783
3458 if (!m_waitingForScriptAnswer) 3784 if (!m_waitingForScriptAnswer)
3459 { 3785 {
3460 lock (m_host.TaskInventory) 3786 m_host.TaskInventory.LockItemsForWrite(true);
3461 { 3787 m_host.TaskInventory[invItemID].PermsGranter = agentID;
3462 m_host.TaskInventory[invItemID].PermsGranter = agentID; 3788 m_host.TaskInventory[invItemID].PermsMask = 0;
3463 m_host.TaskInventory[invItemID].PermsMask = 0; 3789 m_host.TaskInventory.LockItemsForWrite(false);
3464 }
3465 3790
3466 presence.ControllingClient.OnScriptAnswer += handleScriptAnswer; 3791 presence.ControllingClient.OnScriptAnswer += handleScriptAnswer;
3467 m_waitingForScriptAnswer=true; 3792 m_waitingForScriptAnswer=true;
@@ -3496,10 +3821,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3496 if ((answer & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) == 0) 3821 if ((answer & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) == 0)
3497 llReleaseControls(); 3822 llReleaseControls();
3498 3823
3499 lock (m_host.TaskInventory) 3824
3500 { 3825 m_host.TaskInventory.LockItemsForWrite(true);
3501 m_host.TaskInventory[invItemID].PermsMask = answer; 3826 m_host.TaskInventory[invItemID].PermsMask = answer;
3502 } 3827 m_host.TaskInventory.LockItemsForWrite(false);
3828
3503 3829
3504 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams( 3830 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams(
3505 "run_time_permissions", new Object[] { 3831 "run_time_permissions", new Object[] {
@@ -3511,16 +3837,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3511 { 3837 {
3512 m_host.AddScriptLPS(1); 3838 m_host.AddScriptLPS(1);
3513 3839
3514 lock (m_host.TaskInventory) 3840 m_host.TaskInventory.LockItemsForRead(true);
3841
3842 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
3515 { 3843 {
3516 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 3844 if (item.Type == 10 && item.ItemID == m_itemID)
3517 { 3845 {
3518 if (item.Type == 10 && item.ItemID == m_itemID) 3846 m_host.TaskInventory.LockItemsForRead(false);
3519 { 3847 return item.PermsGranter.ToString();
3520 return item.PermsGranter.ToString();
3521 }
3522 } 3848 }
3523 } 3849 }
3850 m_host.TaskInventory.LockItemsForRead(false);
3524 3851
3525 return UUID.Zero.ToString(); 3852 return UUID.Zero.ToString();
3526 } 3853 }
@@ -3529,19 +3856,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3529 { 3856 {
3530 m_host.AddScriptLPS(1); 3857 m_host.AddScriptLPS(1);
3531 3858
3532 lock (m_host.TaskInventory) 3859 m_host.TaskInventory.LockItemsForRead(true);
3860
3861 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
3533 { 3862 {
3534 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 3863 if (item.Type == 10 && item.ItemID == m_itemID)
3535 { 3864 {
3536 if (item.Type == 10 && item.ItemID == m_itemID) 3865 int perms = item.PermsMask;
3537 { 3866 if (m_automaticLinkPermission)
3538 int perms = item.PermsMask; 3867 perms |= ScriptBaseClass.PERMISSION_CHANGE_LINKS;
3539 if (m_automaticLinkPermission) 3868 m_host.TaskInventory.LockItemsForRead(false);
3540 perms |= ScriptBaseClass.PERMISSION_CHANGE_LINKS; 3869 return perms;
3541 return perms;
3542 }
3543 } 3870 }
3544 } 3871 }
3872 m_host.TaskInventory.LockItemsForRead(false);
3545 3873
3546 return 0; 3874 return 0;
3547 } 3875 }
@@ -3563,9 +3891,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3563 public void llSetLinkColor(int linknumber, LSL_Vector color, int face) 3891 public void llSetLinkColor(int linknumber, LSL_Vector color, int face)
3564 { 3892 {
3565 List<SceneObjectPart> parts = GetLinkParts(linknumber); 3893 List<SceneObjectPart> parts = GetLinkParts(linknumber);
3566 3894 if (parts.Count > 0)
3567 foreach (SceneObjectPart part in parts) 3895 {
3568 part.SetFaceColor(new Vector3((float)color.x, (float)color.y, (float)color.z), face); 3896 try
3897 {
3898 parts[0].ParentGroup.areUpdatesSuspended = true;
3899 foreach (SceneObjectPart part in parts)
3900 part.SetFaceColor(new Vector3((float)color.x, (float)color.y, (float)color.z), face);
3901 }
3902 finally
3903 {
3904 parts[0].ParentGroup.areUpdatesSuspended = false;
3905 }
3906 }
3569 } 3907 }
3570 3908
3571 public void llCreateLink(string target, int parent) 3909 public void llCreateLink(string target, int parent)
@@ -3578,11 +3916,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3578 return; 3916 return;
3579 3917
3580 TaskInventoryItem item; 3918 TaskInventoryItem item;
3581 lock (m_host.TaskInventory) 3919 m_host.TaskInventory.LockItemsForRead(true);
3582 { 3920 item = m_host.TaskInventory[invItemID];
3583 item = m_host.TaskInventory[invItemID]; 3921 m_host.TaskInventory.LockItemsForRead(false);
3584 } 3922
3585
3586 if ((item.PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0 3923 if ((item.PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0
3587 && !m_automaticLinkPermission) 3924 && !m_automaticLinkPermission)
3588 { 3925 {
@@ -3599,11 +3936,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3599 3936
3600 if (targetPart.ParentGroup.AttachmentPoint != 0) 3937 if (targetPart.ParentGroup.AttachmentPoint != 0)
3601 return; // Fail silently if attached 3938 return; // Fail silently if attached
3939
3940 if (targetPart.ParentGroup.RootPart.OwnerID != m_host.ParentGroup.RootPart.OwnerID)
3941 return;
3942
3602 SceneObjectGroup parentPrim = null, childPrim = null; 3943 SceneObjectGroup parentPrim = null, childPrim = null;
3603 3944
3604 if (targetPart != null) 3945 if (targetPart != null)
3605 { 3946 {
3606 if (parent != 0) { 3947 if (parent != 0)
3948 {
3607 parentPrim = m_host.ParentGroup; 3949 parentPrim = m_host.ParentGroup;
3608 childPrim = targetPart.ParentGroup; 3950 childPrim = targetPart.ParentGroup;
3609 } 3951 }
@@ -3634,16 +3976,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3634 m_host.AddScriptLPS(1); 3976 m_host.AddScriptLPS(1);
3635 UUID invItemID = InventorySelf(); 3977 UUID invItemID = InventorySelf();
3636 3978
3637 lock (m_host.TaskInventory) 3979 m_host.TaskInventory.LockItemsForRead(true);
3638 {
3639 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0 3980 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0
3640 && !m_automaticLinkPermission) 3981 && !m_automaticLinkPermission)
3641 { 3982 {
3642 ShoutError("Script trying to link but PERMISSION_CHANGE_LINKS permission not set!"); 3983 ShoutError("Script trying to link but PERMISSION_CHANGE_LINKS permission not set!");
3984 m_host.TaskInventory.LockItemsForRead(false);
3643 return; 3985 return;
3644 } 3986 }
3645 } 3987 m_host.TaskInventory.LockItemsForRead(false);
3646 3988
3647 if (linknum < ScriptBaseClass.LINK_THIS) 3989 if (linknum < ScriptBaseClass.LINK_THIS)
3648 return; 3990 return;
3649 3991
@@ -3682,10 +4024,22 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3682 // Restructuring Multiple Prims. 4024 // Restructuring Multiple Prims.
3683 List<SceneObjectPart> parts = new List<SceneObjectPart>(parentPrim.Parts); 4025 List<SceneObjectPart> parts = new List<SceneObjectPart>(parentPrim.Parts);
3684 parts.Remove(parentPrim.RootPart); 4026 parts.Remove(parentPrim.RootPart);
3685 foreach (SceneObjectPart part in parts) 4027 if (parts.Count > 0)
3686 { 4028 {
3687 parentPrim.DelinkFromGroup(part.LocalId, true); 4029 try
4030 {
4031 parts[0].ParentGroup.areUpdatesSuspended = true;
4032 foreach (SceneObjectPart part in parts)
4033 {
4034 parentPrim.DelinkFromGroup(part.LocalId, true);
4035 }
4036 }
4037 finally
4038 {
4039 parts[0].ParentGroup.areUpdatesSuspended = false;
4040 }
3688 } 4041 }
4042
3689 parentPrim.HasGroupChanged = true; 4043 parentPrim.HasGroupChanged = true;
3690 parentPrim.ScheduleGroupForFullUpdate(); 4044 parentPrim.ScheduleGroupForFullUpdate();
3691 parentPrim.TriggerScriptChangedEvent(Changed.LINK); 4045 parentPrim.TriggerScriptChangedEvent(Changed.LINK);
@@ -3694,12 +4048,22 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3694 { 4048 {
3695 SceneObjectPart newRoot = parts[0]; 4049 SceneObjectPart newRoot = parts[0];
3696 parts.Remove(newRoot); 4050 parts.Remove(newRoot);
3697 foreach (SceneObjectPart part in parts) 4051
4052 try
3698 { 4053 {
3699 // Required for linking 4054 parts[0].ParentGroup.areUpdatesSuspended = true;
3700 part.ClearUpdateSchedule(); 4055 foreach (SceneObjectPart part in parts)
3701 newRoot.ParentGroup.LinkToGroup(part.ParentGroup); 4056 {
4057 part.ClearUpdateSchedule();
4058 newRoot.ParentGroup.LinkToGroup(part.ParentGroup);
4059 }
3702 } 4060 }
4061 finally
4062 {
4063 parts[0].ParentGroup.areUpdatesSuspended = false;
4064 }
4065
4066
3703 newRoot.ParentGroup.HasGroupChanged = true; 4067 newRoot.ParentGroup.HasGroupChanged = true;
3704 newRoot.ParentGroup.ScheduleGroupForFullUpdate(); 4068 newRoot.ParentGroup.ScheduleGroupForFullUpdate();
3705 } 4069 }
@@ -3719,6 +4083,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3719 public void llBreakAllLinks() 4083 public void llBreakAllLinks()
3720 { 4084 {
3721 m_host.AddScriptLPS(1); 4085 m_host.AddScriptLPS(1);
4086
4087 UUID invItemID = InventorySelf();
4088
4089 TaskInventoryItem item;
4090 m_host.TaskInventory.LockItemsForRead(true);
4091 item = m_host.TaskInventory[invItemID];
4092 m_host.TaskInventory.LockItemsForRead(false);
4093
4094 if ((item.PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0
4095 && !m_automaticLinkPermission)
4096 {
4097 ShoutError("Script trying to link but PERMISSION_CHANGE_LINKS permission not set!");
4098 return;
4099 }
4100
3722 SceneObjectGroup parentPrim = m_host.ParentGroup; 4101 SceneObjectGroup parentPrim = m_host.ParentGroup;
3723 if (parentPrim.AttachmentPoint != 0) 4102 if (parentPrim.AttachmentPoint != 0)
3724 return; // Fail silently if attached 4103 return; // Fail silently if attached
@@ -3738,25 +4117,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3738 public LSL_String llGetLinkKey(int linknum) 4117 public LSL_String llGetLinkKey(int linknum)
3739 { 4118 {
3740 m_host.AddScriptLPS(1); 4119 m_host.AddScriptLPS(1);
3741 List<UUID> keytable = new List<UUID>();
3742 // parse for sitting avatare-uuids
3743 World.ForEachRootScenePresence(delegate(ScenePresence presence)
3744 {
3745 if (presence.ParentID != 0 && m_host.ParentGroup.HasChildPrim(presence.ParentID))
3746 keytable.Add(presence.UUID);
3747 });
3748
3749 int totalprims = m_host.ParentGroup.PrimCount + keytable.Count;
3750 if (linknum > m_host.ParentGroup.PrimCount && linknum <= totalprims)
3751 {
3752 return keytable[totalprims - linknum].ToString();
3753 }
3754
3755 if (linknum == 1 && m_host.ParentGroup.PrimCount == 1 && keytable.Count == 1)
3756 {
3757 return m_host.UUID.ToString();
3758 }
3759
3760 SceneObjectPart part = m_host.ParentGroup.GetLinkNumPart(linknum); 4120 SceneObjectPart part = m_host.ParentGroup.GetLinkNumPart(linknum);
3761 if (part != null) 4121 if (part != null)
3762 { 4122 {
@@ -3764,6 +4124,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3764 } 4124 }
3765 else 4125 else
3766 { 4126 {
4127 if (linknum > m_host.ParentGroup.PrimCount || (linknum == 1 && m_host.ParentGroup.PrimCount == 1))
4128 {
4129 linknum -= (m_host.ParentGroup.PrimCount) + 1;
4130
4131 if (linknum < 0)
4132 return UUID.Zero.ToString();
4133
4134 List<ScenePresence> avatars = GetLinkAvatars(ScriptBaseClass.LINK_SET);
4135 if (avatars.Count > linknum)
4136 {
4137 return avatars[linknum].UUID.ToString();
4138 }
4139 }
3767 return UUID.Zero.ToString(); 4140 return UUID.Zero.ToString();
3768 } 4141 }
3769 } 4142 }
@@ -3862,17 +4235,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3862 m_host.AddScriptLPS(1); 4235 m_host.AddScriptLPS(1);
3863 int count = 0; 4236 int count = 0;
3864 4237
3865 lock (m_host.TaskInventory) 4238 m_host.TaskInventory.LockItemsForRead(true);
4239 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
3866 { 4240 {
3867 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 4241 if (inv.Value.Type == type || type == -1)
3868 { 4242 {
3869 if (inv.Value.Type == type || type == -1) 4243 count = count + 1;
3870 {
3871 count = count + 1;
3872 }
3873 } 4244 }
3874 } 4245 }
3875 4246
4247 m_host.TaskInventory.LockItemsForRead(false);
3876 return count; 4248 return count;
3877 } 4249 }
3878 4250
@@ -3881,16 +4253,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3881 m_host.AddScriptLPS(1); 4253 m_host.AddScriptLPS(1);
3882 ArrayList keys = new ArrayList(); 4254 ArrayList keys = new ArrayList();
3883 4255
3884 lock (m_host.TaskInventory) 4256 m_host.TaskInventory.LockItemsForRead(true);
4257 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
3885 { 4258 {
3886 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 4259 if (inv.Value.Type == type || type == -1)
3887 { 4260 {
3888 if (inv.Value.Type == type || type == -1) 4261 keys.Add(inv.Value.Name);
3889 {
3890 keys.Add(inv.Value.Name);
3891 }
3892 } 4262 }
3893 } 4263 }
4264 m_host.TaskInventory.LockItemsForRead(false);
3894 4265
3895 if (keys.Count == 0) 4266 if (keys.Count == 0)
3896 { 4267 {
@@ -3927,25 +4298,25 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3927 } 4298 }
3928 4299
3929 // move the first object found with this inventory name 4300 // move the first object found with this inventory name
3930 lock (m_host.TaskInventory) 4301 m_host.TaskInventory.LockItemsForRead(true);
4302 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
3931 { 4303 {
3932 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 4304 if (inv.Value.Name == inventory)
3933 { 4305 {
3934 if (inv.Value.Name == inventory) 4306 found = true;
3935 { 4307 objId = inv.Key;
3936 found = true; 4308 assetType = inv.Value.Type;
3937 objId = inv.Key; 4309 objName = inv.Value.Name;
3938 assetType = inv.Value.Type; 4310 break;
3939 objName = inv.Value.Name;
3940 break;
3941 }
3942 } 4311 }
3943 } 4312 }
4313 m_host.TaskInventory.LockItemsForRead(false);
3944 4314
3945 if (!found) 4315 if (!found)
3946 { 4316 {
3947 llSay(0, String.Format("Could not find object '{0}'", inventory)); 4317 llSay(0, String.Format("Could not find object '{0}'", inventory));
3948 throw new Exception(String.Format("The inventory object '{0}' could not be found", inventory)); 4318 return;
4319// throw new Exception(String.Format("The inventory object '{0}' could not be found", inventory));
3949 } 4320 }
3950 4321
3951 // check if destination is an object 4322 // check if destination is an object
@@ -3971,48 +4342,68 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3971 return; 4342 return;
3972 } 4343 }
3973 } 4344 }
4345
3974 // destination is an avatar 4346 // destination is an avatar
3975 InventoryItemBase agentItem = World.MoveTaskInventoryItem(destId, UUID.Zero, m_host, objId); 4347 InventoryItemBase agentItem = World.MoveTaskInventoryItem(destId, UUID.Zero, m_host, objId);
3976 4348
3977 if (agentItem == null) 4349 if (agentItem == null)
3978 return; 4350 return;
3979 4351
3980 byte[] bucket = new byte[17]; 4352 byte[] bucket = new byte[1];
3981 bucket[0] = (byte)assetType; 4353 bucket[0] = (byte)assetType;
3982 byte[] objBytes = agentItem.ID.GetBytes(); 4354 //byte[] objBytes = agentItem.ID.GetBytes();
3983 Array.Copy(objBytes, 0, bucket, 1, 16); 4355 //Array.Copy(objBytes, 0, bucket, 1, 16);
3984 4356
3985 GridInstantMessage msg = new GridInstantMessage(World, 4357 GridInstantMessage msg = new GridInstantMessage(World,
3986 m_host.UUID, m_host.Name+", an object owned by "+ 4358 m_host.OwnerID, m_host.Name, destId,
3987 resolveName(m_host.OwnerID)+",", destId,
3988 (byte)InstantMessageDialog.TaskInventoryOffered, 4359 (byte)InstantMessageDialog.TaskInventoryOffered,
3989 false, objName+"\n"+m_host.Name+" is located at "+ 4360 false, objName+". "+m_host.Name+" is located at "+
3990 World.RegionInfo.RegionName+" "+ 4361 World.RegionInfo.RegionName+" "+
3991 m_host.AbsolutePosition.ToString(), 4362 m_host.AbsolutePosition.ToString(),
3992 agentItem.ID, true, m_host.AbsolutePosition, 4363 agentItem.ID, true, m_host.AbsolutePosition,
3993 bucket); 4364 bucket);
3994 if (m_TransferModule != null) 4365
3995 m_TransferModule.SendInstantMessage(msg, delegate(bool success) {}); 4366 ScenePresence sp;
4367
4368 if (World.TryGetScenePresence(destId, out sp))
4369 {
4370 sp.ControllingClient.SendInstantMessage(msg);
4371 }
4372 else
4373 {
4374 if (m_TransferModule != null)
4375 m_TransferModule.SendInstantMessage(msg, delegate(bool success) {});
4376 }
4377
4378 //This delay should only occur when giving inventory to avatars.
3996 ScriptSleep(3000); 4379 ScriptSleep(3000);
3997 } 4380 }
3998 } 4381 }
3999 4382
4383 [DebuggerNonUserCode]
4000 public void llRemoveInventory(string name) 4384 public void llRemoveInventory(string name)
4001 { 4385 {
4002 m_host.AddScriptLPS(1); 4386 m_host.AddScriptLPS(1);
4003 4387
4004 lock (m_host.TaskInventory) 4388 List<TaskInventoryItem> inv;
4389 try
4005 { 4390 {
4006 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 4391 m_host.TaskInventory.LockItemsForRead(true);
4392 inv = new List<TaskInventoryItem>(m_host.TaskInventory.Values);
4393 }
4394 finally
4395 {
4396 m_host.TaskInventory.LockItemsForRead(false);
4397 }
4398 foreach (TaskInventoryItem item in inv)
4399 {
4400 if (item.Name == name)
4007 { 4401 {
4008 if (item.Name == name) 4402 if (item.ItemID == m_itemID)
4009 { 4403 throw new ScriptDeleteException();
4010 if (item.ItemID == m_itemID) 4404 else
4011 throw new ScriptDeleteException(); 4405 m_host.Inventory.RemoveInventoryItem(item.ItemID);
4012 else 4406 return;
4013 m_host.Inventory.RemoveInventoryItem(item.ItemID);
4014 return;
4015 }
4016 } 4407 }
4017 } 4408 }
4018 } 4409 }
@@ -4047,112 +4438,122 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4047 { 4438 {
4048 m_host.AddScriptLPS(1); 4439 m_host.AddScriptLPS(1);
4049 4440
4050 UUID uuid = (UUID)id; 4441 UUID uuid;
4051 PresenceInfo pinfo = null; 4442 if (UUID.TryParse(id, out uuid))
4052 UserAccount account;
4053
4054 UserInfoCacheEntry ce;
4055 if (!m_userInfoCache.TryGetValue(uuid, out ce))
4056 { 4443 {
4057 account = World.UserAccountService.GetUserAccount(World.RegionInfo.ScopeID, uuid); 4444 PresenceInfo pinfo = null;
4058 if (account == null) 4445 UserAccount account;
4446
4447 UserInfoCacheEntry ce;
4448 if (!m_userInfoCache.TryGetValue(uuid, out ce))
4059 { 4449 {
4060 m_userInfoCache[uuid] = null; // Cache negative 4450 account = World.UserAccountService.GetUserAccount(World.RegionInfo.ScopeID, uuid);
4061 return UUID.Zero.ToString(); 4451 if (account == null)
4062 } 4452 {
4453 m_userInfoCache[uuid] = null; // Cache negative
4454 return UUID.Zero.ToString();
4455 }
4063 4456
4064 4457
4065 PresenceInfo[] pinfos = World.PresenceService.GetAgents(new string[] { uuid.ToString() }); 4458 PresenceInfo[] pinfos = World.PresenceService.GetAgents(new string[] { uuid.ToString() });
4066 if (pinfos != null && pinfos.Length > 0) 4459 if (pinfos != null && pinfos.Length > 0)
4067 {
4068 foreach (PresenceInfo p in pinfos)
4069 { 4460 {
4070 if (p.RegionID != UUID.Zero) 4461 foreach (PresenceInfo p in pinfos)
4071 { 4462 {
4072 pinfo = p; 4463 if (p.RegionID != UUID.Zero)
4464 {
4465 pinfo = p;
4466 }
4073 } 4467 }
4074 } 4468 }
4075 }
4076 4469
4077 ce = new UserInfoCacheEntry(); 4470 ce = new UserInfoCacheEntry();
4078 ce.time = Util.EnvironmentTickCount(); 4471 ce.time = Util.EnvironmentTickCount();
4079 ce.account = account; 4472 ce.account = account;
4080 ce.pinfo = pinfo; 4473 ce.pinfo = pinfo;
4081 } 4474 m_userInfoCache[uuid] = ce;
4082 else 4475 }
4083 { 4476 else
4084 if (ce == null) 4477 {
4085 return UUID.Zero.ToString(); 4478 if (ce == null)
4479 return UUID.Zero.ToString();
4086 4480
4087 account = ce.account; 4481 account = ce.account;
4088 pinfo = ce.pinfo; 4482 pinfo = ce.pinfo;
4089 } 4483 }
4090 4484
4091 if (Util.EnvironmentTickCount() < ce.time || (Util.EnvironmentTickCount() - ce.time) >= 20000) 4485 if (Util.EnvironmentTickCount() < ce.time || (Util.EnvironmentTickCount() - ce.time) >= 20000)
4092 {
4093 PresenceInfo[] pinfos = World.PresenceService.GetAgents(new string[] { uuid.ToString() });
4094 if (pinfos != null && pinfos.Length > 0)
4095 { 4486 {
4096 foreach (PresenceInfo p in pinfos) 4487 PresenceInfo[] pinfos = World.PresenceService.GetAgents(new string[] { uuid.ToString() });
4488 if (pinfos != null && pinfos.Length > 0)
4097 { 4489 {
4098 if (p.RegionID != UUID.Zero) 4490 foreach (PresenceInfo p in pinfos)
4099 { 4491 {
4100 pinfo = p; 4492 if (p.RegionID != UUID.Zero)
4493 {
4494 pinfo = p;
4495 }
4101 } 4496 }
4102 } 4497 }
4103 } 4498 else
4104 else 4499 pinfo = null;
4105 pinfo = null;
4106 4500
4107 ce.time = Util.EnvironmentTickCount(); 4501 ce.time = Util.EnvironmentTickCount();
4108 ce.pinfo = pinfo; 4502 ce.pinfo = pinfo;
4109 } 4503 }
4110 4504
4111 string reply = String.Empty; 4505 string reply = String.Empty;
4112 4506
4113 switch (data) 4507 switch (data)
4114 { 4508 {
4115 case 1: // DATA_ONLINE (0|1) 4509 case 1: // DATA_ONLINE (0|1)
4116 if (pinfo != null && pinfo.RegionID != UUID.Zero) 4510 if (pinfo != null && pinfo.RegionID != UUID.Zero)
4117 reply = "1"; 4511 reply = "1";
4118 else 4512 else
4119 reply = "0"; 4513 reply = "0";
4120 break; 4514 break;
4121 case 2: // DATA_NAME (First Last) 4515 case 2: // DATA_NAME (First Last)
4122 reply = account.FirstName + " " + account.LastName; 4516 reply = account.FirstName + " " + account.LastName;
4123 break; 4517 break;
4124 case 3: // DATA_BORN (YYYY-MM-DD) 4518 case 3: // DATA_BORN (YYYY-MM-DD)
4125 DateTime born = new DateTime(1970, 1, 1, 0, 0, 0, 0); 4519 DateTime born = new DateTime(1970, 1, 1, 0, 0, 0, 0);
4126 born = born.AddSeconds(account.Created); 4520 born = born.AddSeconds(account.Created);
4127 reply = born.ToString("yyyy-MM-dd"); 4521 reply = born.ToString("yyyy-MM-dd");
4128 break; 4522 break;
4129 case 4: // DATA_RATING (0,0,0,0,0,0) 4523 case 4: // DATA_RATING (0,0,0,0,0,0)
4130 reply = "0,0,0,0,0,0"; 4524 reply = "0,0,0,0,0,0";
4131 break; 4525 break;
4132 case 8: // DATA_PAYINFO (0|1|2|3) 4526 case 8: // DATA_PAYINFO (0|1|2|3)
4133 reply = "0"; 4527 reply = "0";
4134 break; 4528 break;
4135 default: 4529 default:
4136 return UUID.Zero.ToString(); // Raise no event 4530 return UUID.Zero.ToString(); // Raise no event
4137 } 4531 }
4138 4532
4139 UUID rq = UUID.Random(); 4533 UUID rq = UUID.Random();
4140 4534
4141 UUID tid = AsyncCommands. 4535 UUID tid = AsyncCommands.
4142 DataserverPlugin.RegisterRequest(m_localID, 4536 DataserverPlugin.RegisterRequest(m_localID,
4143 m_itemID, rq.ToString()); 4537 m_itemID, rq.ToString());
4144 4538
4145 AsyncCommands. 4539 AsyncCommands.
4146 DataserverPlugin.DataserverReply(rq.ToString(), reply); 4540 DataserverPlugin.DataserverReply(rq.ToString(), reply);
4147 4541
4148 ScriptSleep(100); 4542 ScriptSleep(100);
4149 return tid.ToString(); 4543 return tid.ToString();
4544 }
4545 else
4546 {
4547 ShoutError("Invalid UUID passed to llRequestAgentData.");
4548 }
4549 return "";
4150 } 4550 }
4151 4551
4152 public LSL_String llRequestInventoryData(string name) 4552 public LSL_String llRequestInventoryData(string name)
4153 { 4553 {
4154 m_host.AddScriptLPS(1); 4554 m_host.AddScriptLPS(1);
4155 4555
4556 //Clone is thread safe
4156 TaskInventoryDictionary itemDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone(); 4557 TaskInventoryDictionary itemDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
4157 4558
4158 foreach (TaskInventoryItem item in itemDictionary.Values) 4559 foreach (TaskInventoryItem item in itemDictionary.Values)
@@ -4206,6 +4607,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4206 ScenePresence presence = World.GetScenePresence(agentId); 4607 ScenePresence presence = World.GetScenePresence(agentId);
4207 if (presence != null) 4608 if (presence != null)
4208 { 4609 {
4610 // agent must not be a god
4611 if (presence.UserLevel >= 200) return;
4612
4209 // agent must be over the owners land 4613 // agent must be over the owners land
4210 if (m_host.OwnerID == World.LandChannel.GetLandObject( 4614 if (m_host.OwnerID == World.LandChannel.GetLandObject(
4211 presence.AbsolutePosition.X, presence.AbsolutePosition.Y).LandData.OwnerID) 4615 presence.AbsolutePosition.X, presence.AbsolutePosition.Y).LandData.OwnerID)
@@ -4228,7 +4632,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4228 UUID av = new UUID(); 4632 UUID av = new UUID();
4229 if (!UUID.TryParse(agent,out av)) 4633 if (!UUID.TryParse(agent,out av))
4230 { 4634 {
4231 LSLError("First parameter to llDialog needs to be a key"); 4635 //LSLError("First parameter to llDialog needs to be a key");
4232 return; 4636 return;
4233 } 4637 }
4234 4638
@@ -4265,17 +4669,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4265 UUID soundId = UUID.Zero; 4669 UUID soundId = UUID.Zero;
4266 if (!UUID.TryParse(impact_sound, out soundId)) 4670 if (!UUID.TryParse(impact_sound, out soundId))
4267 { 4671 {
4268 lock (m_host.TaskInventory) 4672 m_host.TaskInventory.LockItemsForRead(true);
4673 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
4269 { 4674 {
4270 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 4675 if (item.Type == (int)AssetType.Sound && item.Name == impact_sound)
4271 { 4676 {
4272 if (item.Type == (int)AssetType.Sound && item.Name == impact_sound) 4677 soundId = item.AssetID;
4273 { 4678 break;
4274 soundId = item.AssetID;
4275 break;
4276 }
4277 } 4679 }
4278 } 4680 }
4681 m_host.TaskInventory.LockItemsForRead(false);
4279 } 4682 }
4280 m_host.CollisionSound = soundId; 4683 m_host.CollisionSound = soundId;
4281 m_host.CollisionSoundVolume = (float)impact_volume; 4684 m_host.CollisionSoundVolume = (float)impact_volume;
@@ -4315,6 +4718,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4315 UUID partItemID; 4718 UUID partItemID;
4316 foreach (SceneObjectPart part in parts) 4719 foreach (SceneObjectPart part in parts)
4317 { 4720 {
4721 //Clone is thread safe
4318 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)part.TaskInventory.Clone(); 4722 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)part.TaskInventory.Clone();
4319 4723
4320 foreach (TaskInventoryItem item in itemsDictionary.Values) 4724 foreach (TaskInventoryItem item in itemsDictionary.Values)
@@ -4529,17 +4933,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4529 4933
4530 m_host.AddScriptLPS(1); 4934 m_host.AddScriptLPS(1);
4531 4935
4532 lock (m_host.TaskInventory) 4936 m_host.TaskInventory.LockItemsForRead(true);
4937 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
4533 { 4938 {
4534 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 4939 if (item.Type == 10 && item.ItemID == m_itemID)
4535 { 4940 {
4536 if (item.Type == 10 && item.ItemID == m_itemID) 4941 result = item.Name!=null?item.Name:String.Empty;
4537 { 4942 break;
4538 result = item.Name != null ? item.Name : String.Empty;
4539 break;
4540 }
4541 } 4943 }
4542 } 4944 }
4945 m_host.TaskInventory.LockItemsForRead(false);
4543 4946
4544 return result; 4947 return result;
4545 } 4948 }
@@ -4708,23 +5111,24 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4708 { 5111 {
4709 m_host.AddScriptLPS(1); 5112 m_host.AddScriptLPS(1);
4710 5113
4711 lock (m_host.TaskInventory) 5114 m_host.TaskInventory.LockItemsForRead(true);
5115 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
4712 { 5116 {
4713 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 5117 if (inv.Value.Name == name)
4714 { 5118 {
4715 if (inv.Value.Name == name) 5119 if ((inv.Value.CurrentPermissions & (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify)) == (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify))
4716 { 5120 {
4717 if ((inv.Value.CurrentPermissions & (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify)) == (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify)) 5121 m_host.TaskInventory.LockItemsForRead(false);
4718 { 5122 return inv.Value.AssetID.ToString();
4719 return inv.Value.AssetID.ToString(); 5123 }
4720 } 5124 else
4721 else 5125 {
4722 { 5126 m_host.TaskInventory.LockItemsForRead(false);
4723 return UUID.Zero.ToString(); 5127 return UUID.Zero.ToString();
4724 }
4725 } 5128 }
4726 } 5129 }
4727 } 5130 }
5131 m_host.TaskInventory.LockItemsForRead(false);
4728 5132
4729 return UUID.Zero.ToString(); 5133 return UUID.Zero.ToString();
4730 } 5134 }
@@ -4877,14 +5281,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4877 { 5281 {
4878 m_host.AddScriptLPS(1); 5282 m_host.AddScriptLPS(1);
4879 5283
4880 if (src == null) 5284 return src.Length;
4881 {
4882 return 0;
4883 }
4884 else
4885 {
4886 return src.Length;
4887 }
4888 } 5285 }
4889 5286
4890 public LSL_Integer llList2Integer(LSL_List src, int index) 5287 public LSL_Integer llList2Integer(LSL_List src, int index)
@@ -4930,7 +5327,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4930 else if (src.Data[index] is LSL_Float) 5327 else if (src.Data[index] is LSL_Float)
4931 return Convert.ToDouble(((LSL_Float) src.Data[index]).value); 5328 return Convert.ToDouble(((LSL_Float) src.Data[index]).value);
4932 else if (src.Data[index] is LSL_String) 5329 else if (src.Data[index] is LSL_String)
4933 return Convert.ToDouble(((LSL_String) src.Data[index]).m_string); 5330 {
5331 string str = ((LSL_String) src.Data[index]).m_string;
5332 Match m = Regex.Match(str, "^\\s*(-?\\+?[,0-9]+\\.?[0-9]*)");
5333 if (m != Match.Empty)
5334 {
5335 str = m.Value;
5336 double d = 0.0;
5337 if (!Double.TryParse(str, out d))
5338 return 0.0;
5339
5340 return d;
5341 }
5342 return 0.0;
5343 }
4934 return Convert.ToDouble(src.Data[index]); 5344 return Convert.ToDouble(src.Data[index]);
4935 } 5345 }
4936 catch (FormatException) 5346 catch (FormatException)
@@ -5203,7 +5613,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5203 } 5613 }
5204 } 5614 }
5205 } 5615 }
5206 else { 5616 else
5617 {
5207 object[] array = new object[src.Length]; 5618 object[] array = new object[src.Length];
5208 Array.Copy(src.Data, 0, array, 0, src.Length); 5619 Array.Copy(src.Data, 0, array, 0, src.Length);
5209 result = new LSL_List(array); 5620 result = new LSL_List(array);
@@ -5654,10 +6065,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5654 m_host.AddScriptLPS(1); 6065 m_host.AddScriptLPS(1);
5655 6066
5656 List<SceneObjectPart> parts = GetLinkParts(linknumber); 6067 List<SceneObjectPart> parts = GetLinkParts(linknumber);
5657 6068 if (parts.Count > 0)
5658 foreach (var part in parts)
5659 { 6069 {
5660 SetTextureAnim(part, mode, face, sizex, sizey, start, length, rate); 6070 try
6071 {
6072 parts[0].ParentGroup.areUpdatesSuspended = true;
6073 foreach (var part in parts)
6074 {
6075 SetTextureAnim(part, mode, face, sizex, sizey, start, length, rate);
6076 }
6077 }
6078 finally
6079 {
6080 parts[0].ParentGroup.areUpdatesSuspended = false;
6081 }
5661 } 6082 }
5662 } 6083 }
5663 6084
@@ -5711,6 +6132,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5711 ScriptSleep(5000); 6132 ScriptSleep(5000);
5712 } 6133 }
5713 6134
6135 public LSL_List llParseString2List(string str, LSL_List separators, LSL_List in_spacers)
6136 {
6137 return ParseString2List(str, separators, in_spacers, false);
6138 }
6139
5714 public LSL_Integer llOverMyLand(string id) 6140 public LSL_Integer llOverMyLand(string id)
5715 { 6141 {
5716 m_host.AddScriptLPS(1); 6142 m_host.AddScriptLPS(1);
@@ -5775,8 +6201,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5775 UUID agentId = new UUID(); 6201 UUID agentId = new UUID();
5776 if (!UUID.TryParse(agent, out agentId)) 6202 if (!UUID.TryParse(agent, out agentId))
5777 return new LSL_Integer(0); 6203 return new LSL_Integer(0);
6204 if (agentId == m_host.GroupID)
6205 return new LSL_Integer(1);
5778 ScenePresence presence = World.GetScenePresence(agentId); 6206 ScenePresence presence = World.GetScenePresence(agentId);
5779 if (presence == null || presence.IsChildAgent) // Return flase for child agents 6207 if (presence == null || presence.IsChildAgent) // Return false for child agents
5780 return new LSL_Integer(0); 6208 return new LSL_Integer(0);
5781 IClientAPI client = presence.ControllingClient; 6209 IClientAPI client = presence.ControllingClient;
5782 if (m_host.GroupID == client.ActiveGroupId) 6210 if (m_host.GroupID == client.ActiveGroupId)
@@ -5911,7 +6339,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5911 return m_host.ParentGroup.AttachmentPoint; 6339 return m_host.ParentGroup.AttachmentPoint;
5912 } 6340 }
5913 6341
5914 public LSL_Integer llGetFreeMemory() 6342 public virtual LSL_Integer llGetFreeMemory()
5915 { 6343 {
5916 m_host.AddScriptLPS(1); 6344 m_host.AddScriptLPS(1);
5917 // Make scripts designed for LSO happy 6345 // Make scripts designed for LSO happy
@@ -6028,7 +6456,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6028 SetParticleSystem(m_host, rules); 6456 SetParticleSystem(m_host, rules);
6029 } 6457 }
6030 6458
6031 private void SetParticleSystem(SceneObjectPart part, LSL_List rules) { 6459 private void SetParticleSystem(SceneObjectPart part, LSL_List rules)
6460 {
6032 6461
6033 6462
6034 if (rules.Length == 0) 6463 if (rules.Length == 0)
@@ -6222,14 +6651,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6222 6651
6223 protected UUID GetTaskInventoryItem(string name) 6652 protected UUID GetTaskInventoryItem(string name)
6224 { 6653 {
6225 lock (m_host.TaskInventory) 6654 m_host.TaskInventory.LockItemsForRead(true);
6655 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
6226 { 6656 {
6227 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 6657 if (inv.Value.Name == name)
6228 { 6658 {
6229 if (inv.Value.Name == name) 6659 m_host.TaskInventory.LockItemsForRead(false);
6230 return inv.Key; 6660 return inv.Key;
6231 } 6661 }
6232 } 6662 }
6663 m_host.TaskInventory.LockItemsForRead(false);
6233 6664
6234 return UUID.Zero; 6665 return UUID.Zero;
6235 } 6666 }
@@ -6267,16 +6698,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6267 if (folderID == UUID.Zero) 6698 if (folderID == UUID.Zero)
6268 return; 6699 return;
6269 6700
6270 byte[] bucket = new byte[17]; 6701 byte[] bucket = new byte[1];
6271 bucket[0] = (byte)AssetType.Folder; 6702 bucket[0] = (byte)AssetType.Folder;
6272 byte[] objBytes = folderID.GetBytes(); 6703 //byte[] objBytes = folderID.GetBytes();
6273 Array.Copy(objBytes, 0, bucket, 1, 16); 6704 //Array.Copy(objBytes, 0, bucket, 1, 16);
6274 6705
6275 GridInstantMessage msg = new GridInstantMessage(World, 6706 GridInstantMessage msg = new GridInstantMessage(World,
6276 m_host.UUID, m_host.Name+", an object owned by "+ 6707 m_host.OwnerID, m_host.Name, destID,
6277 resolveName(m_host.OwnerID)+",", destID, 6708 (byte)InstantMessageDialog.TaskInventoryOffered,
6278 (byte)InstantMessageDialog.InventoryOffered, 6709 false, category+". "+m_host.Name+" is located at "+
6279 false, category+"\n"+m_host.Name+" is located at "+
6280 World.RegionInfo.RegionName+" "+ 6710 World.RegionInfo.RegionName+" "+
6281 m_host.AbsolutePosition.ToString(), 6711 m_host.AbsolutePosition.ToString(),
6282 folderID, true, m_host.AbsolutePosition, 6712 folderID, true, m_host.AbsolutePosition,
@@ -6479,13 +6909,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6479 UUID av = new UUID(); 6909 UUID av = new UUID();
6480 if (!UUID.TryParse(avatar,out av)) 6910 if (!UUID.TryParse(avatar,out av))
6481 { 6911 {
6482 LSLError("First parameter to llDialog needs to be a key"); 6912 //LSLError("First parameter to llDialog needs to be a key");
6483 return; 6913 return;
6484 } 6914 }
6485 if (buttons.Length < 1) 6915 if (buttons.Length < 1)
6486 { 6916 {
6487 LSLError("No less than 1 button can be shown"); 6917 buttons.Add("OK");
6488 return;
6489 } 6918 }
6490 if (buttons.Length > 12) 6919 if (buttons.Length > 12)
6491 { 6920 {
@@ -6502,7 +6931,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6502 } 6931 }
6503 if (buttons.Data[i].ToString().Length > 24) 6932 if (buttons.Data[i].ToString().Length > 24)
6504 { 6933 {
6505 LSLError("button label cannot be longer than 24 characters"); 6934 llWhisper(ScriptBaseClass.DEBUG_CHANNEL, "button label cannot be longer than 24 characters");
6506 return; 6935 return;
6507 } 6936 }
6508 buts[i] = buttons.Data[i].ToString(); 6937 buts[i] = buttons.Data[i].ToString();
@@ -6561,22 +6990,23 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6561 } 6990 }
6562 6991
6563 // copy the first script found with this inventory name 6992 // copy the first script found with this inventory name
6564 lock (m_host.TaskInventory) 6993 TaskInventoryItem scriptItem = null;
6994 m_host.TaskInventory.LockItemsForRead(true);
6995 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
6565 { 6996 {
6566 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 6997 if (inv.Value.Name == name)
6567 { 6998 {
6568 if (inv.Value.Name == name) 6999 // make sure the object is a script
7000 if (10 == inv.Value.Type)
6569 { 7001 {
6570 // make sure the object is a script 7002 found = true;
6571 if (10 == inv.Value.Type) 7003 srcId = inv.Key;
6572 { 7004 scriptItem = inv.Value;
6573 found = true; 7005 break;
6574 srcId = inv.Key;
6575 break;
6576 }
6577 } 7006 }
6578 } 7007 }
6579 } 7008 }
7009 m_host.TaskInventory.LockItemsForRead(false);
6580 7010
6581 if (!found) 7011 if (!found)
6582 { 7012 {
@@ -6584,8 +7014,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6584 return; 7014 return;
6585 } 7015 }
6586 7016
6587 // the rest of the permission checks are done in RezScript, so check the pin there as well 7017 SceneObjectPart dest = World.GetSceneObjectPart(destId);
6588 World.RezScript(srcId, m_host, destId, pin, running, start_param); 7018 if (dest != null)
7019 {
7020 if ((scriptItem.BasePermissions & (uint)PermissionMask.Transfer) != 0 || dest.ParentGroup.RootPart.OwnerID == m_host.ParentGroup.RootPart.OwnerID)
7021 {
7022 // the rest of the permission checks are done in RezScript, so check the pin there as well
7023 World.RezScript(srcId, m_host, destId, pin, running, start_param);
7024
7025 if ((scriptItem.BasePermissions & (uint)PermissionMask.Copy) == 0)
7026 m_host.Inventory.RemoveInventoryItem(srcId);
7027 }
7028 }
6589 // this will cause the delay even if the script pin or permissions were wrong - seems ok 7029 // this will cause the delay even if the script pin or permissions were wrong - seems ok
6590 ScriptSleep(3000); 7030 ScriptSleep(3000);
6591 } 7031 }
@@ -6648,19 +7088,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6648 public LSL_String llMD5String(string src, int nonce) 7088 public LSL_String llMD5String(string src, int nonce)
6649 { 7089 {
6650 m_host.AddScriptLPS(1); 7090 m_host.AddScriptLPS(1);
6651 return Util.Md5Hash(String.Format("{0}:{1}", src, nonce.ToString())); 7091 return Util.Md5Hash(String.Format("{0}:{1}", src, nonce.ToString()), Encoding.UTF8);
6652 } 7092 }
6653 7093
6654 public LSL_String llSHA1String(string src) 7094 public LSL_String llSHA1String(string src)
6655 { 7095 {
6656 m_host.AddScriptLPS(1); 7096 m_host.AddScriptLPS(1);
6657 return Util.SHA1Hash(src).ToLower(); 7097 return Util.SHA1Hash(src, Encoding.UTF8).ToLower();
6658 } 7098 }
6659 7099
6660 protected ObjectShapePacket.ObjectDataBlock SetPrimitiveBlockShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, byte profileshape, byte pathcurve) 7100 protected ObjectShapePacket.ObjectDataBlock SetPrimitiveBlockShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, byte profileshape, byte pathcurve)
6661 { 7101 {
6662 float tempFloat; // Use in float expressions below to avoid byte cast precision issues. 7102 float tempFloat; // Use in float expressions below to avoid byte cast precision issues.
6663 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock(); 7103 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock();
7104 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7105 return shapeBlock;
6664 7106
6665 if (holeshape != (int)ScriptBaseClass.PRIM_HOLE_DEFAULT && 7107 if (holeshape != (int)ScriptBaseClass.PRIM_HOLE_DEFAULT &&
6666 holeshape != (int)ScriptBaseClass.PRIM_HOLE_CIRCLE && 7108 holeshape != (int)ScriptBaseClass.PRIM_HOLE_CIRCLE &&
@@ -6765,6 +7207,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6765 // Prim type box, cylinder and prism. 7207 // Prim type box, cylinder and prism.
6766 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector taper_b, LSL_Vector topshear, byte profileshape, byte pathcurve) 7208 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector taper_b, LSL_Vector topshear, byte profileshape, byte pathcurve)
6767 { 7209 {
7210 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7211 return;
7212
6768 float tempFloat; // Use in float expressions below to avoid byte cast precision issues. 7213 float tempFloat; // Use in float expressions below to avoid byte cast precision issues.
6769 ObjectShapePacket.ObjectDataBlock shapeBlock; 7214 ObjectShapePacket.ObjectDataBlock shapeBlock;
6770 7215
@@ -6818,6 +7263,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6818 // Prim type sphere. 7263 // Prim type sphere.
6819 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector dimple, byte profileshape, byte pathcurve) 7264 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector dimple, byte profileshape, byte pathcurve)
6820 { 7265 {
7266 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7267 return;
7268
6821 ObjectShapePacket.ObjectDataBlock shapeBlock; 7269 ObjectShapePacket.ObjectDataBlock shapeBlock;
6822 7270
6823 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist, profileshape, pathcurve); 7271 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist, profileshape, pathcurve);
@@ -6859,6 +7307,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6859 // Prim type torus, tube and ring. 7307 // Prim type torus, tube and ring.
6860 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 profileshape, byte pathcurve) 7308 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 profileshape, byte pathcurve)
6861 { 7309 {
7310 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7311 return;
7312
6862 float tempFloat; // Use in float expressions below to avoid byte cast precision issues. 7313 float tempFloat; // Use in float expressions below to avoid byte cast precision issues.
6863 ObjectShapePacket.ObjectDataBlock shapeBlock; 7314 ObjectShapePacket.ObjectDataBlock shapeBlock;
6864 7315
@@ -6994,6 +7445,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6994 // Prim type sculpt. 7445 // Prim type sculpt.
6995 protected void SetPrimitiveShapeParams(SceneObjectPart part, string map, int type, byte pathcurve) 7446 protected void SetPrimitiveShapeParams(SceneObjectPart part, string map, int type, byte pathcurve)
6996 { 7447 {
7448 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7449 return;
7450
6997 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock(); 7451 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock();
6998 UUID sculptId; 7452 UUID sculptId;
6999 7453
@@ -7010,13 +7464,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7010 shapeBlock.PathScaleX = 100; 7464 shapeBlock.PathScaleX = 100;
7011 shapeBlock.PathScaleY = 150; 7465 shapeBlock.PathScaleY = 150;
7012 7466
7013 if (type != (int)ScriptBaseClass.PRIM_SCULPT_TYPE_CYLINDER && 7467 if ((type & (int)ScriptBaseClass.PRIM_SCULPT_TYPE_CYLINDER) == 0 &&
7014 type != (int)ScriptBaseClass.PRIM_SCULPT_TYPE_PLANE && 7468 (type & (int)ScriptBaseClass.PRIM_SCULPT_TYPE_PLANE) == 0 &&
7015 type != (int)ScriptBaseClass.PRIM_SCULPT_TYPE_SPHERE && 7469 (type & (int)ScriptBaseClass.PRIM_SCULPT_TYPE_SPHERE) == 0 &&
7016 type != (int)ScriptBaseClass.PRIM_SCULPT_TYPE_TORUS) 7470 (type & (int)ScriptBaseClass.PRIM_SCULPT_TYPE_TORUS) == 0)
7017 { 7471 {
7018 // default 7472 // default
7019 type = (int)ScriptBaseClass.PRIM_SCULPT_TYPE_SPHERE; 7473 type = type | (int)ScriptBaseClass.PRIM_SCULPT_TYPE_SPHERE;
7020 } 7474 }
7021 7475
7022 part.Shape.SetSculptProperties((byte)type, sculptId); 7476 part.Shape.SetSculptProperties((byte)type, sculptId);
@@ -7032,32 +7486,87 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7032 ScriptSleep(200); 7486 ScriptSleep(200);
7033 } 7487 }
7034 7488
7035 public void llSetLinkPrimitiveParams(int linknumber, LSL_List rules) 7489 public void llSetLinkPrimitiveParamsFast(int linknumber, LSL_List rules)
7036 { 7490 {
7037 m_host.AddScriptLPS(1); 7491 m_host.AddScriptLPS(1);
7038 7492
7039 setLinkPrimParams(linknumber, rules); 7493 setLinkPrimParams(linknumber, rules);
7040
7041 ScriptSleep(200);
7042 } 7494 }
7043 7495
7044 public void llSetLinkPrimitiveParamsFast(int linknumber, LSL_List rules) 7496 private void setLinkPrimParams(int linknumber, LSL_List rules)
7045 { 7497 {
7046 m_host.AddScriptLPS(1); 7498 List<SceneObjectPart> parts = GetLinkParts(linknumber);
7499 List<ScenePresence> avatars = GetLinkAvatars(linknumber);
7500 if (parts.Count>0)
7501 {
7502 try
7503 {
7504 parts[0].ParentGroup.areUpdatesSuspended = true;
7505 foreach (SceneObjectPart part in parts)
7506 SetPrimParams(part, rules);
7507 }
7508 finally
7509 {
7510 parts[0].ParentGroup.areUpdatesSuspended = false;
7511 }
7512 }
7513 if (avatars.Count > 0)
7514 {
7515 foreach (ScenePresence avatar in avatars)
7516 SetPrimParams(avatar, rules);
7517 }
7518 }
7047 7519
7048 setLinkPrimParams(linknumber, rules); 7520 public void llSetLinkPrimitiveParams(int linknumber, LSL_List rules)
7521 {
7522 llSetLinkPrimitiveParamsFast(linknumber, rules);
7523 ScriptSleep(200);
7049 } 7524 }
7050 7525
7051 protected void setLinkPrimParams(int linknumber, LSL_List rules) 7526 protected void SetPrimParams(ScenePresence av, LSL_List rules)
7052 { 7527 {
7053 List<SceneObjectPart> parts = GetLinkParts(linknumber); 7528 //This is a special version of SetPrimParams to deal with avatars which are sat on the linkset.
7529 //We only support PRIM_POSITION and PRIM_ROTATION
7054 7530
7055 foreach (SceneObjectPart part in parts) 7531 int idx = 0;
7056 SetPrimParams(part, rules); 7532
7533 while (idx < rules.Length)
7534 {
7535 int code = rules.GetLSLIntegerItem(idx++);
7536
7537 int remain = rules.Length - idx;
7538
7539
7540
7541 switch (code)
7542 {
7543 case (int)ScriptBaseClass.PRIM_POSITION:
7544 if (remain < 1)
7545 return;
7546 LSL_Vector v;
7547 v = rules.GetVector3Item(idx++);
7548 av.OffsetPosition = new Vector3((float)v.x, (float)v.y, (float)v.z);
7549 av.SendAvatarDataToAllAgents();
7550
7551 break;
7552
7553 case (int)ScriptBaseClass.PRIM_ROTATION:
7554 if (remain < 1)
7555 return;
7556 LSL_Rotation r;
7557 r = rules.GetQuaternionItem(idx++);
7558 av.Rotation = new Quaternion((float)r.x, (float)r.y, (float)r.z, (float)r.s);
7559 av.SendAvatarDataToAllAgents();
7560 break;
7561 }
7562 }
7057 } 7563 }
7058 7564
7059 protected void SetPrimParams(SceneObjectPart part, LSL_List rules) 7565 protected void SetPrimParams(SceneObjectPart part, LSL_List rules)
7060 { 7566 {
7567 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7568 return;
7569
7061 int idx = 0; 7570 int idx = 0;
7062 7571
7063 bool positionChanged = false; 7572 bool positionChanged = false;
@@ -7462,6 +7971,22 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7462 } 7971 }
7463 } 7972 }
7464 } 7973 }
7974
7975 if (positionChanged)
7976 {
7977 if (part.ParentGroup.RootPart == part)
7978 {
7979 SceneObjectGroup parent = part.ParentGroup;
7980 parent.UpdateGroupPosition(new Vector3((float)currentPosition.x, (float)currentPosition.y, (float)currentPosition.z));
7981 }
7982 else
7983 {
7984 part.OffsetPosition = new Vector3((float)currentPosition.x, (float)currentPosition.y, (float)currentPosition.z);
7985 SceneObjectGroup parent = part.ParentGroup;
7986 parent.HasGroupChanged = true;
7987 parent.ScheduleGroupForTerseUpdate();
7988 }
7989 }
7465 } 7990 }
7466 7991
7467 public LSL_String llStringToBase64(string str) 7992 public LSL_String llStringToBase64(string str)
@@ -7610,13 +8135,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7610 public LSL_Integer llGetNumberOfPrims() 8135 public LSL_Integer llGetNumberOfPrims()
7611 { 8136 {
7612 m_host.AddScriptLPS(1); 8137 m_host.AddScriptLPS(1);
7613 int avatarCount = 0; 8138 int avatarCount = m_host.ParentGroup.GetLinkedAvatars().Count;
7614 World.ForEachRootScenePresence(delegate(ScenePresence presence) 8139
7615 {
7616 if (presence.ParentID != 0 && m_host.ParentGroup.HasChildPrim(presence.ParentID))
7617 avatarCount++;
7618 });
7619
7620 return m_host.ParentGroup.PrimCount + avatarCount; 8140 return m_host.ParentGroup.PrimCount + avatarCount;
7621 } 8141 }
7622 8142
@@ -7632,55 +8152,98 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7632 m_host.AddScriptLPS(1); 8152 m_host.AddScriptLPS(1);
7633 UUID objID = UUID.Zero; 8153 UUID objID = UUID.Zero;
7634 LSL_List result = new LSL_List(); 8154 LSL_List result = new LSL_List();
8155
8156 // If the ID is not valid, return null result
7635 if (!UUID.TryParse(obj, out objID)) 8157 if (!UUID.TryParse(obj, out objID))
7636 { 8158 {
7637 result.Add(new LSL_Vector()); 8159 result.Add(new LSL_Vector());
7638 result.Add(new LSL_Vector()); 8160 result.Add(new LSL_Vector());
7639 return result; 8161 return result;
7640 } 8162 }
8163
8164 // Check if this is an attached prim. If so, replace
8165 // the UUID with the avatar UUID and report it's bounding box
8166 SceneObjectPart part = World.GetSceneObjectPart(objID);
8167 if (part != null && part.ParentGroup.IsAttachment)
8168 objID = part.ParentGroup.AttachedAvatar;
8169
8170 // Find out if this is an avatar ID. If so, return it's box
7641 ScenePresence presence = World.GetScenePresence(objID); 8171 ScenePresence presence = World.GetScenePresence(objID);
7642 if (presence != null) 8172 if (presence != null)
7643 { 8173 {
7644 if (presence.ParentID == 0) // not sat on an object 8174 // As per LSL Wiki, there is no difference between sitting
8175 // and standing avatar since server 1.36
8176 LSL_Vector lower;
8177 LSL_Vector upper;
8178 if (presence.Animator.Animations.DefaultAnimation.AnimID
8179 == AnimationSet.Animations.AnimsUUID["SIT_GROUND_CONSTRAINED"])
7645 { 8180 {
7646 LSL_Vector lower; 8181 // This is for ground sitting avatars
7647 LSL_Vector upper; 8182 float height = presence.Appearance.AvatarHeight / 2.66666667f;
7648 if (presence.Animator.Animations.DefaultAnimation.AnimID 8183 lower = new LSL_Vector(-0.3375f, -0.45f, height * -1.0f);
7649 == AnimationSet.Animations.AnimsUUID["SIT_GROUND_CONSTRAINED"]) 8184 upper = new LSL_Vector(0.3375f, 0.45f, 0.0f);
7650 {
7651 // This is for ground sitting avatars
7652 float height = presence.Appearance.AvatarHeight / 2.66666667f;
7653 lower = new LSL_Vector(-0.3375f, -0.45f, height * -1.0f);
7654 upper = new LSL_Vector(0.3375f, 0.45f, 0.0f);
7655 }
7656 else
7657 {
7658 // This is for standing/flying avatars
7659 float height = presence.Appearance.AvatarHeight / 2.0f;
7660 lower = new LSL_Vector(-0.225f, -0.3f, height * -1.0f);
7661 upper = new LSL_Vector(0.225f, 0.3f, height + 0.05f);
7662 }
7663 result.Add(lower);
7664 result.Add(upper);
7665 return result;
7666 } 8185 }
7667 else 8186 else
7668 { 8187 {
7669 // sitting on an object so we need the bounding box of that 8188 // This is for standing/flying avatars
7670 // which should include the avatar so set the UUID to the 8189 float height = presence.Appearance.AvatarHeight / 2.0f;
7671 // UUID of the object the avatar is sat on and allow it to fall through 8190 lower = new LSL_Vector(-0.225f, -0.3f, height * -1.0f);
7672 // to processing an object 8191 upper = new LSL_Vector(0.225f, 0.3f, height + 0.05f);
7673 SceneObjectPart p = World.GetSceneObjectPart(presence.ParentID);
7674 objID = p.UUID;
7675 } 8192 }
8193
8194 // Adjust to the documented error offsets (see LSL Wiki)
8195 lower += new LSL_Vector(0.05f, 0.05f, 0.05f);
8196 upper -= new LSL_Vector(0.05f, 0.05f, 0.05f);
8197
8198 if (lower.x > upper.x)
8199 lower.x = upper.x;
8200 if (lower.y > upper.y)
8201 lower.y = upper.y;
8202 if (lower.z > upper.z)
8203 lower.z = upper.z;
8204
8205 result.Add(lower);
8206 result.Add(upper);
8207 return result;
7676 } 8208 }
7677 SceneObjectPart part = World.GetSceneObjectPart(objID); 8209
8210 part = World.GetSceneObjectPart(objID);
7678 // Currently only works for single prims without a sitting avatar 8211 // Currently only works for single prims without a sitting avatar
7679 if (part != null) 8212 if (part != null)
7680 { 8213 {
7681 Vector3 halfSize = part.Scale / 2.0f; 8214 float minX;
7682 LSL_Vector lower = new LSL_Vector(halfSize.X * -1.0f, halfSize.Y * -1.0f, halfSize.Z * -1.0f); 8215 float maxX;
7683 LSL_Vector upper = new LSL_Vector(halfSize.X, halfSize.Y, halfSize.Z); 8216 float minY;
8217 float maxY;
8218 float minZ;
8219 float maxZ;
8220
8221 // This BBox is in sim coordinates, with the offset being
8222 // a contained point.
8223 Vector3[] offsets = Scene.GetCombinedBoundingBox(new List<SceneObjectGroup> { part.ParentGroup },
8224 out minX, out maxX, out minY, out maxY, out minZ, out maxZ);
8225
8226 minX -= offsets[0].X;
8227 maxX -= offsets[0].X;
8228 minY -= offsets[0].Y;
8229 maxY -= offsets[0].Y;
8230 minZ -= offsets[0].Z;
8231 maxZ -= offsets[0].Z;
8232
8233 LSL_Vector lower;
8234 LSL_Vector upper;
8235
8236 // Adjust to the documented error offsets (see LSL Wiki)
8237 lower = new LSL_Vector(minX + 0.05f, minY + 0.05f, minZ + 0.05f);
8238 upper = new LSL_Vector(maxX - 0.05f, maxY - 0.05f, maxZ - 0.05f);
8239
8240 if (lower.x > upper.x)
8241 lower.x = upper.x;
8242 if (lower.y > upper.y)
8243 lower.y = upper.y;
8244 if (lower.z > upper.z)
8245 lower.z = upper.z;
8246
7684 result.Add(lower); 8247 result.Add(lower);
7685 result.Add(upper); 8248 result.Add(upper);
7686 return result; 8249 return result;
@@ -7760,13 +8323,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7760 LSL_Vector v = new LSL_Vector(part.AbsolutePosition.X, 8323 LSL_Vector v = new LSL_Vector(part.AbsolutePosition.X,
7761 part.AbsolutePosition.Y, 8324 part.AbsolutePosition.Y,
7762 part.AbsolutePosition.Z); 8325 part.AbsolutePosition.Z);
7763 // For some reason, the part.AbsolutePosition.* values do not change if the
7764 // linkset is rotated; they always reflect the child prim's world position
7765 // as though the linkset is unrotated. This is incompatible behavior with SL's
7766 // implementation, so will break scripts imported from there (not to mention it
7767 // makes it more difficult to determine a child prim's actual inworld position).
7768 if (part.ParentID != 0)
7769 v = ((v - llGetRootPosition()) * llGetRootRotation()) + llGetRootPosition();
7770 res.Add(v); 8326 res.Add(v);
7771 break; 8327 break;
7772 8328
@@ -7937,56 +8493,92 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7937 case (int)ScriptBaseClass.PRIM_BUMP_SHINY: 8493 case (int)ScriptBaseClass.PRIM_BUMP_SHINY:
7938 if (remain < 1) 8494 if (remain < 1)
7939 return res; 8495 return res;
7940 8496 face = (int)rules.GetLSLIntegerItem(idx++);
7941 face=(int)rules.GetLSLIntegerItem(idx++);
7942 8497
7943 tex = part.Shape.Textures; 8498 tex = part.Shape.Textures;
8499 int shiny;
7944 if (face == ScriptBaseClass.ALL_SIDES) 8500 if (face == ScriptBaseClass.ALL_SIDES)
7945 { 8501 {
7946 for (face = 0; face < GetNumberOfSides(part); face++) 8502 for (face = 0; face < GetNumberOfSides(part); face++)
7947 { 8503 {
7948 Primitive.TextureEntryFace texface = tex.GetFace((uint)face); 8504 Shininess shinyness = tex.GetFace((uint)face).Shiny;
7949 // Convert Shininess to PRIM_SHINY_* 8505 if (shinyness == Shininess.High)
7950 res.Add(new LSL_Integer((uint)texface.Shiny >> 6)); 8506 {
7951 // PRIM_BUMP_* 8507 shiny = ScriptBaseClass.PRIM_SHINY_HIGH;
7952 res.Add(new LSL_Integer((int)texface.Bump)); 8508 }
8509 else if (shinyness == Shininess.Medium)
8510 {
8511 shiny = ScriptBaseClass.PRIM_SHINY_MEDIUM;
8512 }
8513 else if (shinyness == Shininess.Low)
8514 {
8515 shiny = ScriptBaseClass.PRIM_SHINY_LOW;
8516 }
8517 else
8518 {
8519 shiny = ScriptBaseClass.PRIM_SHINY_NONE;
8520 }
8521 res.Add(new LSL_Integer(shiny));
8522 res.Add(new LSL_Integer((int)tex.GetFace((uint)face).Bump));
7953 } 8523 }
7954 } 8524 }
7955 else 8525 else
7956 { 8526 {
7957 if (face >= 0 && face < GetNumberOfSides(part)) 8527 Shininess shinyness = tex.GetFace((uint)face).Shiny;
8528 if (shinyness == Shininess.High)
7958 { 8529 {
7959 Primitive.TextureEntryFace texface = tex.GetFace((uint)face); 8530 shiny = ScriptBaseClass.PRIM_SHINY_HIGH;
7960 // Convert Shininess to PRIM_SHINY_* 8531 }
7961 res.Add(new LSL_Integer((uint)texface.Shiny >> 6)); 8532 else if (shinyness == Shininess.Medium)
7962 // PRIM_BUMP_* 8533 {
7963 res.Add(new LSL_Integer((int)texface.Bump)); 8534 shiny = ScriptBaseClass.PRIM_SHINY_MEDIUM;
8535 }
8536 else if (shinyness == Shininess.Low)
8537 {
8538 shiny = ScriptBaseClass.PRIM_SHINY_LOW;
8539 }
8540 else
8541 {
8542 shiny = ScriptBaseClass.PRIM_SHINY_NONE;
7964 } 8543 }
8544 res.Add(new LSL_Integer(shiny));
8545 res.Add(new LSL_Integer((int)tex.GetFace((uint)face).Bump));
7965 } 8546 }
7966 break; 8547 break;
7967 8548
7968 case (int)ScriptBaseClass.PRIM_FULLBRIGHT: 8549 case (int)ScriptBaseClass.PRIM_FULLBRIGHT:
7969 if (remain < 1) 8550 if (remain < 1)
7970 return res; 8551 return res;
7971 8552 face = (int)rules.GetLSLIntegerItem(idx++);
7972 face=(int)rules.GetLSLIntegerItem(idx++);
7973 8553
7974 tex = part.Shape.Textures; 8554 tex = part.Shape.Textures;
8555 int fullbright;
7975 if (face == ScriptBaseClass.ALL_SIDES) 8556 if (face == ScriptBaseClass.ALL_SIDES)
7976 { 8557 {
7977 for (face = 0; face < GetNumberOfSides(part); face++) 8558 for (face = 0; face < GetNumberOfSides(part); face++)
7978 { 8559 {
7979 Primitive.TextureEntryFace texface = tex.GetFace((uint)face); 8560 if (tex.GetFace((uint)face).Fullbright == true)
7980 res.Add(new LSL_Integer(texface.Fullbright ? 1 : 0)); 8561 {
8562 fullbright = ScriptBaseClass.TRUE;
8563 }
8564 else
8565 {
8566 fullbright = ScriptBaseClass.FALSE;
8567 }
8568 res.Add(new LSL_Integer(fullbright));
7981 } 8569 }
7982 } 8570 }
7983 else 8571 else
7984 { 8572 {
7985 if (face >= 0 && face < GetNumberOfSides(part)) 8573 if (tex.GetFace((uint)face).Fullbright == true)
7986 { 8574 {
7987 Primitive.TextureEntryFace texface = tex.GetFace((uint)face); 8575 fullbright = ScriptBaseClass.TRUE;
7988 res.Add(new LSL_Integer(texface.Fullbright ? 1 : 0)); 8576 }
8577 else
8578 {
8579 fullbright = ScriptBaseClass.FALSE;
7989 } 8580 }
8581 res.Add(new LSL_Integer(fullbright));
7990 } 8582 }
7991 break; 8583 break;
7992 8584
@@ -8008,27 +8600,35 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8008 break; 8600 break;
8009 8601
8010 case (int)ScriptBaseClass.PRIM_TEXGEN: 8602 case (int)ScriptBaseClass.PRIM_TEXGEN:
8603 // (PRIM_TEXGEN_DEFAULT, PRIM_TEXGEN_PLANAR)
8011 if (remain < 1) 8604 if (remain < 1)
8012 return res; 8605 return res;
8013 8606 face = (int)rules.GetLSLIntegerItem(idx++);
8014 face=(int)rules.GetLSLIntegerItem(idx++);
8015 8607
8016 tex = part.Shape.Textures; 8608 tex = part.Shape.Textures;
8017 if (face == ScriptBaseClass.ALL_SIDES) 8609 if (face == ScriptBaseClass.ALL_SIDES)
8018 { 8610 {
8019 for (face = 0; face < GetNumberOfSides(part); face++) 8611 for (face = 0; face < GetNumberOfSides(part); face++)
8020 { 8612 {
8021 MappingType texgen = tex.GetFace((uint)face).TexMapType; 8613 if (tex.GetFace((uint)face).TexMapType == MappingType.Planar)
8022 // Convert MappingType to PRIM_TEXGEN_DEFAULT, PRIM_TEXGEN_PLANAR etc. 8614 {
8023 res.Add(new LSL_Integer((uint)texgen >> 1)); 8615 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_PLANAR));
8616 }
8617 else
8618 {
8619 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_DEFAULT));
8620 }
8024 } 8621 }
8025 } 8622 }
8026 else 8623 else
8027 { 8624 {
8028 if (face >= 0 && face < GetNumberOfSides(part)) 8625 if (tex.GetFace((uint)face).TexMapType == MappingType.Planar)
8029 { 8626 {
8030 MappingType texgen = tex.GetFace((uint)face).TexMapType; 8627 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_PLANAR));
8031 res.Add(new LSL_Integer((uint)texgen >> 1)); 8628 }
8629 else
8630 {
8631 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_DEFAULT));
8032 } 8632 }
8033 } 8633 }
8034 break; 8634 break;
@@ -8051,28 +8651,24 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8051 case (int)ScriptBaseClass.PRIM_GLOW: 8651 case (int)ScriptBaseClass.PRIM_GLOW:
8052 if (remain < 1) 8652 if (remain < 1)
8053 return res; 8653 return res;
8054 8654 face = (int)rules.GetLSLIntegerItem(idx++);
8055 face=(int)rules.GetLSLIntegerItem(idx++);
8056 8655
8057 tex = part.Shape.Textures; 8656 tex = part.Shape.Textures;
8657 float primglow;
8058 if (face == ScriptBaseClass.ALL_SIDES) 8658 if (face == ScriptBaseClass.ALL_SIDES)
8059 { 8659 {
8060 for (face = 0; face < GetNumberOfSides(part); face++) 8660 for (face = 0; face < GetNumberOfSides(part); face++)
8061 { 8661 {
8062 Primitive.TextureEntryFace texface = tex.GetFace((uint)face); 8662 primglow = tex.GetFace((uint)face).Glow;
8063 res.Add(new LSL_Float(texface.Glow)); 8663 res.Add(new LSL_Float(primglow));
8064 } 8664 }
8065 } 8665 }
8066 else 8666 else
8067 { 8667 {
8068 if (face >= 0 && face < GetNumberOfSides(part)) 8668 primglow = tex.GetFace((uint)face).Glow;
8069 { 8669 res.Add(new LSL_Float(primglow));
8070 Primitive.TextureEntryFace texface = tex.GetFace((uint)face);
8071 res.Add(new LSL_Float(texface.Glow));
8072 }
8073 } 8670 }
8074 break; 8671 break;
8075
8076 case (int)ScriptBaseClass.PRIM_TEXT: 8672 case (int)ScriptBaseClass.PRIM_TEXT:
8077 Color4 textColor = part.GetTextColor(); 8673 Color4 textColor = part.GetTextColor();
8078 res.Add(new LSL_String(part.Text)); 8674 res.Add(new LSL_String(part.Text));
@@ -8624,8 +9220,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8624 // The function returns an ordered list 9220 // The function returns an ordered list
8625 // representing the tokens found in the supplied 9221 // representing the tokens found in the supplied
8626 // sources string. If two successive tokenizers 9222 // sources string. If two successive tokenizers
8627 // are encountered, then a NULL entry is added 9223 // are encountered, then a null-string entry is
8628 // to the list. 9224 // added to the list.
8629 // 9225 //
8630 // It is a precondition that the source and 9226 // It is a precondition that the source and
8631 // toekizer lisst are non-null. If they are null, 9227 // toekizer lisst are non-null. If they are null,
@@ -8633,7 +9229,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8633 // while their lengths are being determined. 9229 // while their lengths are being determined.
8634 // 9230 //
8635 // A small amount of working memoryis required 9231 // A small amount of working memoryis required
8636 // of approximately 8*#tokenizers. 9232 // of approximately 8*#tokenizers + 8*srcstrlen.
8637 // 9233 //
8638 // There are many ways in which this function 9234 // There are many ways in which this function
8639 // can be implemented, this implementation is 9235 // can be implemented, this implementation is
@@ -8649,155 +9245,124 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8649 // and eliminates redundant tokenizers as soon 9245 // and eliminates redundant tokenizers as soon
8650 // as is possible. 9246 // as is possible.
8651 // 9247 //
8652 // The implementation tries to avoid any copying 9248 // The implementation tries to minimize temporary
8653 // of arrays or other objects. 9249 // garbage generation.
8654 // </remarks> 9250 // </remarks>
8655 9251
8656 private LSL_List ParseString(string src, LSL_List separators, LSL_List spacers, bool keepNulls) 9252 public LSL_List llParseStringKeepNulls(string src, LSL_List separators, LSL_List spacers)
8657 { 9253 {
8658 int beginning = 0; 9254 return ParseString2List(src, separators, spacers, true);
8659 int srclen = src.Length; 9255 }
8660 int seplen = separators.Length;
8661 object[] separray = separators.Data;
8662 int spclen = spacers.Length;
8663 object[] spcarray = spacers.Data;
8664 int mlen = seplen+spclen;
8665
8666 int[] offset = new int[mlen+1];
8667 bool[] active = new bool[mlen];
8668
8669 int best;
8670 int j;
8671
8672 // Initial capacity reduces resize cost
8673 9256
8674 LSL_List tokens = new LSL_List(); 9257 private LSL_List ParseString2List(string src, LSL_List separators, LSL_List spacers, bool keepNulls)
9258 {
9259 int srclen = src.Length;
9260 int seplen = separators.Length;
9261 object[] separray = separators.Data;
9262 int spclen = spacers.Length;
9263 object[] spcarray = spacers.Data;
9264 int dellen = 0;
9265 string[] delarray = new string[seplen+spclen];
8675 9266
8676 // All entries are initially valid 9267 int outlen = 0;
9268 string[] outarray = new string[srclen*2+1];
8677 9269
8678 for (int i = 0; i < mlen; i++) 9270 int i, j;
8679 active[i] = true; 9271 string d;
8680 9272
8681 offset[mlen] = srclen; 9273 m_host.AddScriptLPS(1);
8682 9274
8683 while (beginning < srclen) 9275 /*
9276 * Convert separator and spacer lists to C# strings.
9277 * Also filter out null strings so we don't hang.
9278 */
9279 for (i = 0; i < seplen; i ++)
8684 { 9280 {
9281 d = separray[i].ToString();
9282 if (d.Length > 0)
9283 {
9284 delarray[dellen++] = d;
9285 }
9286 }
9287 seplen = dellen;
8685 9288
8686 best = mlen; // as bad as it gets 9289 for (i = 0; i < spclen; i ++)
9290 {
9291 d = spcarray[i].ToString();
9292 if (d.Length > 0)
9293 {
9294 delarray[dellen++] = d;
9295 }
9296 }
8687 9297
8688 // Scan for separators 9298 /*
9299 * Scan through source string from beginning to end.
9300 */
9301 for (i = 0;;)
9302 {
8689 9303
8690 for (j = 0; j < seplen; j++) 9304 /*
9305 * Find earliest delimeter in src starting at i (if any).
9306 */
9307 int earliestDel = -1;
9308 int earliestSrc = srclen;
9309 string earliestStr = null;
9310 for (j = 0; j < dellen; j ++)
8691 { 9311 {
8692 if (separray[j].ToString() == String.Empty) 9312 d = delarray[j];
8693 active[j] = false; 9313 if (d != null)
8694
8695 if (active[j])
8696 { 9314 {
8697 // scan all of the markers 9315 int index = src.IndexOf(d, i);
8698 if ((offset[j] = src.IndexOf(separray[j].ToString(), beginning)) == -1) 9316 if (index < 0)
8699 { 9317 {
8700 // not present at all 9318 delarray[j] = null; // delim nowhere in src, don't check it anymore
8701 active[j] = false;
8702 } 9319 }
8703 else 9320 else if (index < earliestSrc)
8704 { 9321 {
8705 // present and correct 9322 earliestSrc = index; // where delimeter starts in source string
8706 if (offset[j] < offset[best]) 9323 earliestDel = j; // where delimeter is in delarray[]
8707 { 9324 earliestStr = d; // the delimeter string from delarray[]
8708 // closest so far 9325 if (index == i) break; // can't do any better than found at beg of string
8709 best = j;
8710 if (offset[best] == beginning)
8711 break;
8712 }
8713 } 9326 }
8714 } 9327 }
8715 } 9328 }
8716 9329
8717 // Scan for spacers 9330 /*
8718 9331 * Output source string starting at i through start of earliest delimeter.
8719 if (offset[best] != beginning) 9332 */
9333 if (keepNulls || (earliestSrc > i))
8720 { 9334 {
8721 for (j = seplen; (j < mlen) && (offset[best] > beginning); j++) 9335 outarray[outlen++] = src.Substring(i, earliestSrc - i);
8722 {
8723 if (spcarray[j-seplen].ToString() == String.Empty)
8724 active[j] = false;
8725
8726 if (active[j])
8727 {
8728 // scan all of the markers
8729 if ((offset[j] = src.IndexOf(spcarray[j-seplen].ToString(), beginning)) == -1)
8730 {
8731 // not present at all
8732 active[j] = false;
8733 }
8734 else
8735 {
8736 // present and correct
8737 if (offset[j] < offset[best])
8738 {
8739 // closest so far
8740 best = j;
8741 }
8742 }
8743 }
8744 }
8745 } 9336 }
8746 9337
8747 // This is the normal exit from the scanning loop 9338 /*
9339 * If no delimeter found at or after i, we're done scanning.
9340 */
9341 if (earliestDel < 0) break;
8748 9342
8749 if (best == mlen) 9343 /*
9344 * If delimeter was a spacer, output the spacer.
9345 */
9346 if (earliestDel >= seplen)
8750 { 9347 {
8751 // no markers were found on this pass 9348 outarray[outlen++] = earliestStr;
8752 // so we're pretty much done
8753 if ((keepNulls) || ((!keepNulls) && (srclen - beginning) > 0))
8754 tokens.Add(new LSL_String(src.Substring(beginning, srclen - beginning)));
8755 break;
8756 } 9349 }
8757 9350
8758 // Otherwise we just add the newly delimited token 9351 /*
8759 // and recalculate where the search should continue. 9352 * Look at rest of src string following delimeter.
8760 if ((keepNulls) || ((!keepNulls) && (offset[best] - beginning) > 0)) 9353 */
8761 tokens.Add(new LSL_String(src.Substring(beginning,offset[best]-beginning))); 9354 i = earliestSrc + earliestStr.Length;
8762
8763 if (best < seplen)
8764 {
8765 beginning = offset[best] + (separray[best].ToString()).Length;
8766 }
8767 else
8768 {
8769 beginning = offset[best] + (spcarray[best - seplen].ToString()).Length;
8770 string str = spcarray[best - seplen].ToString();
8771 if ((keepNulls) || ((!keepNulls) && (str.Length > 0)))
8772 tokens.Add(new LSL_String(str));
8773 }
8774 } 9355 }
8775 9356
8776 // This an awkward an not very intuitive boundary case. If the 9357 /*
8777 // last substring is a tokenizer, then there is an implied trailing 9358 * Make up an exact-sized output array suitable for an LSL_List object.
8778 // null list entry. Hopefully the single comparison will not be too 9359 */
8779 // arduous. Alternatively the 'break' could be replced with a return 9360 object[] outlist = new object[outlen];
8780 // but that's shabby programming. 9361 for (i = 0; i < outlen; i ++)
8781
8782 if ((beginning == srclen) && (keepNulls))
8783 { 9362 {
8784 if (srclen != 0) 9363 outlist[i] = new LSL_String(outarray[i]);
8785 tokens.Add(new LSL_String(""));
8786 } 9364 }
8787 9365 return new LSL_List(outlist);
8788 return tokens;
8789 }
8790
8791 public LSL_List llParseString2List(string src, LSL_List separators, LSL_List spacers)
8792 {
8793 m_host.AddScriptLPS(1);
8794 return this.ParseString(src, separators, spacers, false);
8795 }
8796
8797 public LSL_List llParseStringKeepNulls(string src, LSL_List separators, LSL_List spacers)
8798 {
8799 m_host.AddScriptLPS(1);
8800 return this.ParseString(src, separators, spacers, true);
8801 } 9366 }
8802 9367
8803 public LSL_Integer llGetObjectPermMask(int mask) 9368 public LSL_Integer llGetObjectPermMask(int mask)
@@ -8874,28 +9439,28 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8874 { 9439 {
8875 m_host.AddScriptLPS(1); 9440 m_host.AddScriptLPS(1);
8876 9441
8877 lock (m_host.TaskInventory) 9442 m_host.TaskInventory.LockItemsForRead(true);
9443 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
8878 { 9444 {
8879 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 9445 if (inv.Value.Name == item)
8880 { 9446 {
8881 if (inv.Value.Name == item) 9447 m_host.TaskInventory.LockItemsForRead(false);
9448 switch (mask)
8882 { 9449 {
8883 switch (mask) 9450 case 0:
8884 { 9451 return (int)inv.Value.BasePermissions;
8885 case 0: 9452 case 1:
8886 return (int)inv.Value.BasePermissions; 9453 return (int)inv.Value.CurrentPermissions;
8887 case 1: 9454 case 2:
8888 return (int)inv.Value.CurrentPermissions; 9455 return (int)inv.Value.GroupPermissions;
8889 case 2: 9456 case 3:
8890 return (int)inv.Value.GroupPermissions; 9457 return (int)inv.Value.EveryonePermissions;
8891 case 3: 9458 case 4:
8892 return (int)inv.Value.EveryonePermissions; 9459 return (int)inv.Value.NextPermissions;
8893 case 4:
8894 return (int)inv.Value.NextPermissions;
8895 }
8896 } 9460 }
8897 } 9461 }
8898 } 9462 }
9463 m_host.TaskInventory.LockItemsForRead(false);
8899 9464
8900 return -1; 9465 return -1;
8901 } 9466 }
@@ -8942,16 +9507,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8942 { 9507 {
8943 m_host.AddScriptLPS(1); 9508 m_host.AddScriptLPS(1);
8944 9509
8945 lock (m_host.TaskInventory) 9510 m_host.TaskInventory.LockItemsForRead(true);
9511 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
8946 { 9512 {
8947 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 9513 if (inv.Value.Name == item)
8948 { 9514 {
8949 if (inv.Value.Name == item) 9515 m_host.TaskInventory.LockItemsForRead(false);
8950 { 9516 return inv.Value.CreatorID.ToString();
8951 return inv.Value.CreatorID.ToString();
8952 }
8953 } 9517 }
8954 } 9518 }
9519 m_host.TaskInventory.LockItemsForRead(false);
8955 9520
8956 llSay(0, "No item name '" + item + "'"); 9521 llSay(0, "No item name '" + item + "'");
8957 9522
@@ -9099,7 +9664,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9099 } 9664 }
9100 9665
9101 /// <summary> 9666 /// <summary>
9102 /// illListReplaceList removes the sub-list defined by the inclusive indices 9667 /// llListReplaceList removes the sub-list defined by the inclusive indices
9103 /// start and end and inserts the src list in its place. The inclusive 9668 /// start and end and inserts the src list in its place. The inclusive
9104 /// nature of the indices means that at least one element must be deleted 9669 /// nature of the indices means that at least one element must be deleted
9105 /// if the indices are within the bounds of the existing list. I.e. 2,2 9670 /// if the indices are within the bounds of the existing list. I.e. 2,2
@@ -9156,16 +9721,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9156 // based upon end. Note that if end exceeds the upper 9721 // based upon end. Note that if end exceeds the upper
9157 // bound in this case, the entire destination list 9722 // bound in this case, the entire destination list
9158 // is removed. 9723 // is removed.
9159 else 9724 else if (start == 0)
9160 { 9725 {
9161 if (end + 1 < dest.Length) 9726 if (end + 1 < dest.Length)
9162 {
9163 return src + dest.GetSublist(end + 1, -1); 9727 return src + dest.GetSublist(end + 1, -1);
9164 }
9165 else 9728 else
9166 {
9167 return src; 9729 return src;
9168 } 9730 }
9731 else // Start < 0
9732 {
9733 if (end + 1 < dest.Length)
9734 return dest.GetSublist(end + 1, -1);
9735 else
9736 return new LSL_List();
9169 } 9737 }
9170 } 9738 }
9171 // Finally, if start > end, we strip away a prefix and 9739 // Finally, if start > end, we strip away a prefix and
@@ -9216,17 +9784,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9216 int width = 0; 9784 int width = 0;
9217 int height = 0; 9785 int height = 0;
9218 9786
9219 ParcelMediaCommandEnum? commandToSend = null; 9787 uint commandToSend = 0;
9220 float time = 0.0f; // default is from start 9788 float time = 0.0f; // default is from start
9221 9789
9222 ScenePresence presence = null; 9790 ScenePresence presence = null;
9223 9791
9224 for (int i = 0; i < commandList.Data.Length; i++) 9792 for (int i = 0; i < commandList.Data.Length; i++)
9225 { 9793 {
9226 ParcelMediaCommandEnum command = (ParcelMediaCommandEnum)commandList.Data[i]; 9794 uint command = (uint)(commandList.GetLSLIntegerItem(i));
9227 switch (command) 9795 switch (command)
9228 { 9796 {
9229 case ParcelMediaCommandEnum.Agent: 9797 case (uint)ParcelMediaCommandEnum.Agent:
9230 // we send only to one agent 9798 // we send only to one agent
9231 if ((i + 1) < commandList.Length) 9799 if ((i + 1) < commandList.Length)
9232 { 9800 {
@@ -9243,25 +9811,25 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9243 } 9811 }
9244 break; 9812 break;
9245 9813
9246 case ParcelMediaCommandEnum.Loop: 9814 case (uint)ParcelMediaCommandEnum.Loop:
9247 loop = 1; 9815 loop = 1;
9248 commandToSend = command; 9816 commandToSend = command;
9249 update = true; //need to send the media update packet to set looping 9817 update = true; //need to send the media update packet to set looping
9250 break; 9818 break;
9251 9819
9252 case ParcelMediaCommandEnum.Play: 9820 case (uint)ParcelMediaCommandEnum.Play:
9253 loop = 0; 9821 loop = 0;
9254 commandToSend = command; 9822 commandToSend = command;
9255 update = true; //need to send the media update packet to make sure it doesn't loop 9823 update = true; //need to send the media update packet to make sure it doesn't loop
9256 break; 9824 break;
9257 9825
9258 case ParcelMediaCommandEnum.Pause: 9826 case (uint)ParcelMediaCommandEnum.Pause:
9259 case ParcelMediaCommandEnum.Stop: 9827 case (uint)ParcelMediaCommandEnum.Stop:
9260 case ParcelMediaCommandEnum.Unload: 9828 case (uint)ParcelMediaCommandEnum.Unload:
9261 commandToSend = command; 9829 commandToSend = command;
9262 break; 9830 break;
9263 9831
9264 case ParcelMediaCommandEnum.Url: 9832 case (uint)ParcelMediaCommandEnum.Url:
9265 if ((i + 1) < commandList.Length) 9833 if ((i + 1) < commandList.Length)
9266 { 9834 {
9267 if (commandList.Data[i + 1] is LSL_String) 9835 if (commandList.Data[i + 1] is LSL_String)
@@ -9274,7 +9842,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9274 } 9842 }
9275 break; 9843 break;
9276 9844
9277 case ParcelMediaCommandEnum.Texture: 9845 case (uint)ParcelMediaCommandEnum.Texture:
9278 if ((i + 1) < commandList.Length) 9846 if ((i + 1) < commandList.Length)
9279 { 9847 {
9280 if (commandList.Data[i + 1] is LSL_String) 9848 if (commandList.Data[i + 1] is LSL_String)
@@ -9287,7 +9855,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9287 } 9855 }
9288 break; 9856 break;
9289 9857
9290 case ParcelMediaCommandEnum.Time: 9858 case (uint)ParcelMediaCommandEnum.Time:
9291 if ((i + 1) < commandList.Length) 9859 if ((i + 1) < commandList.Length)
9292 { 9860 {
9293 if (commandList.Data[i + 1] is LSL_Float) 9861 if (commandList.Data[i + 1] is LSL_Float)
@@ -9299,7 +9867,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9299 } 9867 }
9300 break; 9868 break;
9301 9869
9302 case ParcelMediaCommandEnum.AutoAlign: 9870 case (uint)ParcelMediaCommandEnum.AutoAlign:
9303 if ((i + 1) < commandList.Length) 9871 if ((i + 1) < commandList.Length)
9304 { 9872 {
9305 if (commandList.Data[i + 1] is LSL_Integer) 9873 if (commandList.Data[i + 1] is LSL_Integer)
@@ -9313,7 +9881,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9313 } 9881 }
9314 break; 9882 break;
9315 9883
9316 case ParcelMediaCommandEnum.Type: 9884 case (uint)ParcelMediaCommandEnum.Type:
9317 if ((i + 1) < commandList.Length) 9885 if ((i + 1) < commandList.Length)
9318 { 9886 {
9319 if (commandList.Data[i + 1] is LSL_String) 9887 if (commandList.Data[i + 1] is LSL_String)
@@ -9326,7 +9894,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9326 } 9894 }
9327 break; 9895 break;
9328 9896
9329 case ParcelMediaCommandEnum.Desc: 9897 case (uint)ParcelMediaCommandEnum.Desc:
9330 if ((i + 1) < commandList.Length) 9898 if ((i + 1) < commandList.Length)
9331 { 9899 {
9332 if (commandList.Data[i + 1] is LSL_String) 9900 if (commandList.Data[i + 1] is LSL_String)
@@ -9339,7 +9907,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9339 } 9907 }
9340 break; 9908 break;
9341 9909
9342 case ParcelMediaCommandEnum.Size: 9910 case (uint)ParcelMediaCommandEnum.Size:
9343 if ((i + 2) < commandList.Length) 9911 if ((i + 2) < commandList.Length)
9344 { 9912 {
9345 if (commandList.Data[i + 1] is LSL_Integer) 9913 if (commandList.Data[i + 1] is LSL_Integer)
@@ -9409,7 +9977,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9409 } 9977 }
9410 } 9978 }
9411 9979
9412 if (commandToSend != null) 9980 if (commandToSend != 0)
9413 { 9981 {
9414 // the commandList contained a start/stop/... command, too 9982 // the commandList contained a start/stop/... command, too
9415 if (presence == null) 9983 if (presence == null)
@@ -9446,7 +10014,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9446 10014
9447 if (aList.Data[i] != null) 10015 if (aList.Data[i] != null)
9448 { 10016 {
9449 switch ((ParcelMediaCommandEnum) aList.Data[i]) 10017 switch ((ParcelMediaCommandEnum) Convert.ToInt32(aList.Data[i].ToString()))
9450 { 10018 {
9451 case ParcelMediaCommandEnum.Url: 10019 case ParcelMediaCommandEnum.Url:
9452 list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y).MediaURL)); 10020 list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y).MediaURL));
@@ -9489,16 +10057,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9489 { 10057 {
9490 m_host.AddScriptLPS(1); 10058 m_host.AddScriptLPS(1);
9491 10059
9492 lock (m_host.TaskInventory) 10060 m_host.TaskInventory.LockItemsForRead(true);
10061 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
9493 { 10062 {
9494 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 10063 if (inv.Value.Name == name)
9495 { 10064 {
9496 if (inv.Value.Name == name) 10065 m_host.TaskInventory.LockItemsForRead(false);
9497 { 10066 return inv.Value.Type;
9498 return inv.Value.Type;
9499 }
9500 } 10067 }
9501 } 10068 }
10069 m_host.TaskInventory.LockItemsForRead(false);
9502 10070
9503 return -1; 10071 return -1;
9504 } 10072 }
@@ -9509,15 +10077,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9509 10077
9510 if (quick_pay_buttons.Data.Length < 4) 10078 if (quick_pay_buttons.Data.Length < 4)
9511 { 10079 {
9512 LSLError("List must have at least 4 elements"); 10080 int x;
9513 return; 10081 for (x=quick_pay_buttons.Data.Length; x<= 4; x++)
10082 {
10083 quick_pay_buttons.Add(ScriptBaseClass.PAY_HIDE);
10084 }
9514 } 10085 }
9515 m_host.ParentGroup.RootPart.PayPrice[0]=price; 10086 int[] nPrice = new int[5];
9516 10087 nPrice[0] = price;
9517 m_host.ParentGroup.RootPart.PayPrice[1]=(LSL_Integer)quick_pay_buttons.Data[0]; 10088 nPrice[1] = quick_pay_buttons.GetLSLIntegerItem(0);
9518 m_host.ParentGroup.RootPart.PayPrice[2]=(LSL_Integer)quick_pay_buttons.Data[1]; 10089 nPrice[2] = quick_pay_buttons.GetLSLIntegerItem(1);
9519 m_host.ParentGroup.RootPart.PayPrice[3]=(LSL_Integer)quick_pay_buttons.Data[2]; 10090 nPrice[3] = quick_pay_buttons.GetLSLIntegerItem(2);
9520 m_host.ParentGroup.RootPart.PayPrice[4]=(LSL_Integer)quick_pay_buttons.Data[3]; 10091 nPrice[4] = quick_pay_buttons.GetLSLIntegerItem(3);
10092 m_host.ParentGroup.RootPart.PayPrice = nPrice;
9521 m_host.ParentGroup.HasGroupChanged = true; 10093 m_host.ParentGroup.HasGroupChanged = true;
9522 } 10094 }
9523 10095
@@ -9529,17 +10101,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9529 if (invItemID == UUID.Zero) 10101 if (invItemID == UUID.Zero)
9530 return new LSL_Vector(); 10102 return new LSL_Vector();
9531 10103
9532 lock (m_host.TaskInventory) 10104 m_host.TaskInventory.LockItemsForRead(true);
10105 if (m_host.TaskInventory[invItemID].PermsGranter == UUID.Zero)
9533 { 10106 {
9534 if (m_host.TaskInventory[invItemID].PermsGranter == UUID.Zero) 10107 m_host.TaskInventory.LockItemsForRead(false);
9535 return new LSL_Vector(); 10108 return new LSL_Vector();
10109 }
9536 10110
9537 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_TRACK_CAMERA) == 0) 10111 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_TRACK_CAMERA) == 0)
9538 { 10112 {
9539 ShoutError("No permissions to track the camera"); 10113 ShoutError("No permissions to track the camera");
9540 return new LSL_Vector(); 10114 m_host.TaskInventory.LockItemsForRead(false);
9541 } 10115 return new LSL_Vector();
9542 } 10116 }
10117 m_host.TaskInventory.LockItemsForRead(false);
9543 10118
9544 ScenePresence presence = World.GetScenePresence(m_host.OwnerID); 10119 ScenePresence presence = World.GetScenePresence(m_host.OwnerID);
9545 if (presence != null) 10120 if (presence != null)
@@ -9557,17 +10132,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9557 if (invItemID == UUID.Zero) 10132 if (invItemID == UUID.Zero)
9558 return new LSL_Rotation(); 10133 return new LSL_Rotation();
9559 10134
9560 lock (m_host.TaskInventory) 10135 m_host.TaskInventory.LockItemsForRead(true);
10136 if (m_host.TaskInventory[invItemID].PermsGranter == UUID.Zero)
9561 { 10137 {
9562 if (m_host.TaskInventory[invItemID].PermsGranter == UUID.Zero) 10138 m_host.TaskInventory.LockItemsForRead(false);
9563 return new LSL_Rotation(); 10139 return new LSL_Rotation();
9564 10140 }
9565 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_TRACK_CAMERA) == 0) 10141 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_TRACK_CAMERA) == 0)
9566 { 10142 {
9567 ShoutError("No permissions to track the camera"); 10143 ShoutError("No permissions to track the camera");
9568 return new LSL_Rotation(); 10144 m_host.TaskInventory.LockItemsForRead(false);
9569 } 10145 return new LSL_Rotation();
9570 } 10146 }
10147 m_host.TaskInventory.LockItemsForRead(false);
9571 10148
9572 ScenePresence presence = World.GetScenePresence(m_host.OwnerID); 10149 ScenePresence presence = World.GetScenePresence(m_host.OwnerID);
9573 if (presence != null) 10150 if (presence != null)
@@ -9629,8 +10206,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9629 { 10206 {
9630 m_host.AddScriptLPS(1); 10207 m_host.AddScriptLPS(1);
9631 DetectParams detectedParams = m_ScriptEngine.GetDetectParams(m_itemID, 0); 10208 DetectParams detectedParams = m_ScriptEngine.GetDetectParams(m_itemID, 0);
9632 if (detectedParams == null) return; // only works on the first detected avatar 10209 if (detectedParams == null)
9633 10210 {
10211 if (m_host.ParentGroup.IsAttachment == true)
10212 {
10213 detectedParams = new DetectParams();
10214 detectedParams.Key = m_host.OwnerID;
10215 }
10216 else
10217 {
10218 return;
10219 }
10220 }
10221
9634 ScenePresence avatar = World.GetScenePresence(detectedParams.Key); 10222 ScenePresence avatar = World.GetScenePresence(detectedParams.Key);
9635 if (avatar != null) 10223 if (avatar != null)
9636 { 10224 {
@@ -9638,6 +10226,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9638 new Vector3((float)pos.x, (float)pos.y, (float)pos.z), 10226 new Vector3((float)pos.x, (float)pos.y, (float)pos.z),
9639 new Vector3((float)lookAt.x, (float)lookAt.y, (float)lookAt.z)); 10227 new Vector3((float)lookAt.x, (float)lookAt.y, (float)lookAt.z));
9640 } 10228 }
10229
9641 ScriptSleep(1000); 10230 ScriptSleep(1000);
9642 } 10231 }
9643 10232
@@ -9730,14 +10319,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9730 if (objectID == UUID.Zero) return; 10319 if (objectID == UUID.Zero) return;
9731 10320
9732 UUID agentID; 10321 UUID agentID;
9733 lock (m_host.TaskInventory) 10322 m_host.TaskInventory.LockItemsForRead(true);
9734 { 10323 // we need the permission first, to know which avatar we want to set the camera for
9735 // we need the permission first, to know which avatar we want to set the camera for 10324 agentID = m_host.TaskInventory[invItemID].PermsGranter;
9736 agentID = m_host.TaskInventory[invItemID].PermsGranter;
9737 10325
9738 if (agentID == UUID.Zero) return; 10326 if (agentID == UUID.Zero)
9739 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CONTROL_CAMERA) == 0) return; 10327 {
10328 m_host.TaskInventory.LockItemsForRead(false);
10329 return;
9740 } 10330 }
10331 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CONTROL_CAMERA) == 0)
10332 {
10333 m_host.TaskInventory.LockItemsForRead(false);
10334 return;
10335 }
10336 m_host.TaskInventory.LockItemsForRead(false);
9741 10337
9742 ScenePresence presence = World.GetScenePresence(agentID); 10338 ScenePresence presence = World.GetScenePresence(agentID);
9743 10339
@@ -9746,12 +10342,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9746 10342
9747 SortedDictionary<int, float> parameters = new SortedDictionary<int, float>(); 10343 SortedDictionary<int, float> parameters = new SortedDictionary<int, float>();
9748 object[] data = rules.Data; 10344 object[] data = rules.Data;
9749 for (int i = 0; i < data.Length; ++i) { 10345 for (int i = 0; i < data.Length; ++i)
10346 {
9750 int type = Convert.ToInt32(data[i++].ToString()); 10347 int type = Convert.ToInt32(data[i++].ToString());
9751 if (i >= data.Length) break; // odd number of entries => ignore the last 10348 if (i >= data.Length) break; // odd number of entries => ignore the last
9752 10349
9753 // some special cases: Vector parameters are split into 3 float parameters (with type+1, type+2, type+3) 10350 // some special cases: Vector parameters are split into 3 float parameters (with type+1, type+2, type+3)
9754 switch (type) { 10351 switch (type)
10352 {
9755 case ScriptBaseClass.CAMERA_FOCUS: 10353 case ScriptBaseClass.CAMERA_FOCUS:
9756 case ScriptBaseClass.CAMERA_FOCUS_OFFSET: 10354 case ScriptBaseClass.CAMERA_FOCUS_OFFSET:
9757 case ScriptBaseClass.CAMERA_POSITION: 10355 case ScriptBaseClass.CAMERA_POSITION:
@@ -9787,12 +10385,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9787 10385
9788 // we need the permission first, to know which avatar we want to clear the camera for 10386 // we need the permission first, to know which avatar we want to clear the camera for
9789 UUID agentID; 10387 UUID agentID;
9790 lock (m_host.TaskInventory) 10388 m_host.TaskInventory.LockItemsForRead(true);
10389 agentID = m_host.TaskInventory[invItemID].PermsGranter;
10390 if (agentID == UUID.Zero)
9791 { 10391 {
9792 agentID = m_host.TaskInventory[invItemID].PermsGranter; 10392 m_host.TaskInventory.LockItemsForRead(false);
9793 if (agentID == UUID.Zero) return; 10393 return;
9794 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CONTROL_CAMERA) == 0) return;
9795 } 10394 }
10395 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CONTROL_CAMERA) == 0)
10396 {
10397 m_host.TaskInventory.LockItemsForRead(false);
10398 return;
10399 }
10400 m_host.TaskInventory.LockItemsForRead(false);
9796 10401
9797 ScenePresence presence = World.GetScenePresence(agentID); 10402 ScenePresence presence = World.GetScenePresence(agentID);
9798 10403
@@ -9859,19 +10464,65 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9859 public LSL_String llXorBase64StringsCorrect(string str1, string str2) 10464 public LSL_String llXorBase64StringsCorrect(string str1, string str2)
9860 { 10465 {
9861 m_host.AddScriptLPS(1); 10466 m_host.AddScriptLPS(1);
9862 string ret = String.Empty; 10467
9863 string src1 = llBase64ToString(str1); 10468 if (str1 == String.Empty)
9864 string src2 = llBase64ToString(str2); 10469 return String.Empty;
9865 int c = 0; 10470 if (str2 == String.Empty)
9866 for (int i = 0; i < src1.Length; i++) 10471 return str1;
10472
10473 int len = str2.Length;
10474 if ((len % 4) != 0) // LL is EVIL!!!!
9867 { 10475 {
9868 ret += (char) (src1[i] ^ src2[c]); 10476 while (str2.EndsWith("="))
10477 str2 = str2.Substring(0, str2.Length - 1);
10478
10479 len = str2.Length;
10480 int mod = len % 4;
10481
10482 if (mod == 1)
10483 str2 = str2.Substring(0, str2.Length - 1);
10484 else if (mod == 2)
10485 str2 += "==";
10486 else if (mod == 3)
10487 str2 += "=";
10488 }
10489
10490 byte[] data1;
10491 byte[] data2;
10492 try
10493 {
10494 data1 = Convert.FromBase64String(str1);
10495 data2 = Convert.FromBase64String(str2);
10496 }
10497 catch (Exception)
10498 {
10499 return new LSL_String(String.Empty);
10500 }
10501
10502 byte[] d2 = new Byte[data1.Length];
10503 int pos = 0;
10504
10505 if (data1.Length <= data2.Length)
10506 {
10507 Array.Copy(data2, 0, d2, 0, data1.Length);
10508 }
10509 else
10510 {
10511 while (pos < data1.Length)
10512 {
10513 len = data1.Length - pos;
10514 if (len > data2.Length)
10515 len = data2.Length;
9869 10516
9870 c++; 10517 Array.Copy(data2, 0, d2, pos, len);
9871 if (c >= src2.Length) 10518 pos += len;
9872 c = 0; 10519 }
9873 } 10520 }
9874 return llStringToBase64(ret); 10521
10522 for (pos = 0 ; pos < data1.Length ; pos++ )
10523 data1[pos] ^= d2[pos];
10524
10525 return Convert.ToBase64String(data1);
9875 } 10526 }
9876 10527
9877 public LSL_String llHTTPRequest(string url, LSL_List parameters, string body) 10528 public LSL_String llHTTPRequest(string url, LSL_List parameters, string body)
@@ -9928,12 +10579,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9928 Regex r = new Regex(authregex); 10579 Regex r = new Regex(authregex);
9929 int[] gnums = r.GetGroupNumbers(); 10580 int[] gnums = r.GetGroupNumbers();
9930 Match m = r.Match(url); 10581 Match m = r.Match(url);
9931 if (m.Success) { 10582 if (m.Success)
9932 for (int i = 1; i < gnums.Length; i++) { 10583 {
10584 for (int i = 1; i < gnums.Length; i++)
10585 {
9933 //System.Text.RegularExpressions.Group g = m.Groups[gnums[i]]; 10586 //System.Text.RegularExpressions.Group g = m.Groups[gnums[i]];
9934 //CaptureCollection cc = g.Captures; 10587 //CaptureCollection cc = g.Captures;
9935 } 10588 }
9936 if (m.Groups.Count == 5) { 10589 if (m.Groups.Count == 5)
10590 {
9937 httpHeaders["Authorization"] = String.Format("Basic {0}", Convert.ToBase64String(System.Text.ASCIIEncoding.ASCII.GetBytes(m.Groups[2].ToString() + ":" + m.Groups[3].ToString()))); 10591 httpHeaders["Authorization"] = String.Format("Basic {0}", Convert.ToBase64String(System.Text.ASCIIEncoding.ASCII.GetBytes(m.Groups[2].ToString() + ":" + m.Groups[3].ToString())));
9938 url = m.Groups[1].ToString() + m.Groups[4].ToString(); 10592 url = m.Groups[1].ToString() + m.Groups[4].ToString();
9939 } 10593 }
@@ -10219,15 +10873,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10219 10873
10220 internal UUID ScriptByName(string name) 10874 internal UUID ScriptByName(string name)
10221 { 10875 {
10222 lock (m_host.TaskInventory) 10876 m_host.TaskInventory.LockItemsForRead(true);
10877
10878 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
10223 { 10879 {
10224 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 10880 if (item.Type == 10 && item.Name == name)
10225 { 10881 {
10226 if (item.Type == 10 && item.Name == name) 10882 m_host.TaskInventory.LockItemsForRead(false);
10227 return item.ItemID; 10883 return item.ItemID;
10228 } 10884 }
10229 } 10885 }
10230 10886
10887 m_host.TaskInventory.LockItemsForRead(false);
10888
10231 return UUID.Zero; 10889 return UUID.Zero;
10232 } 10890 }
10233 10891
@@ -10268,6 +10926,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10268 { 10926 {
10269 m_host.AddScriptLPS(1); 10927 m_host.AddScriptLPS(1);
10270 10928
10929 //Clone is thread safe
10271 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone(); 10930 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
10272 10931
10273 UUID assetID = UUID.Zero; 10932 UUID assetID = UUID.Zero;
@@ -10330,6 +10989,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10330 { 10989 {
10331 m_host.AddScriptLPS(1); 10990 m_host.AddScriptLPS(1);
10332 10991
10992 //Clone is thread safe
10333 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone(); 10993 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
10334 10994
10335 UUID assetID = UUID.Zero; 10995 UUID assetID = UUID.Zero;
@@ -10410,15 +11070,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10410 return GetLinkPrimitiveParams(obj, rules); 11070 return GetLinkPrimitiveParams(obj, rules);
10411 } 11071 }
10412 11072
10413 public void print(string str) 11073 public LSL_Integer llGetLinkNumberOfSides(LSL_Integer link)
10414 { 11074 {
10415 // yes, this is a real LSL function. See: http://wiki.secondlife.com/wiki/Print 11075 List<SceneObjectPart> parts = GetLinkParts(link);
10416 IOSSL_Api ossl = (IOSSL_Api)m_ScriptEngine.GetApi(m_itemID, "OSSL"); 11076 if (parts.Count < 1)
10417 if (ossl != null) 11077 return 0;
10418 { 11078
10419 ossl.CheckThreatLevel(ThreatLevel.High, "print"); 11079 return GetNumberOfSides(parts[0]);
10420 m_log.Info("LSL print():" + str);
10421 }
10422 } 11080 }
10423 11081
10424 private string Name2Username(string name) 11082 private string Name2Username(string name)
@@ -10464,6 +11122,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10464 return rq.ToString(); 11122 return rq.ToString();
10465 } 11123 }
10466 11124
11125 private void SayShoutTimerElapsed(Object sender, ElapsedEventArgs args)
11126 {
11127 m_SayShoutCount = 0;
11128 }
10467 public LSL_List llCastRay(LSL_Vector start, LSL_Vector end, LSL_List options) 11129 public LSL_List llCastRay(LSL_Vector start, LSL_Vector end, LSL_List options)
10468 { 11130 {
10469 m_host.AddScriptLPS(1); 11131 m_host.AddScriptLPS(1);
@@ -10633,22 +11295,22 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10633 NotImplemented("llGetSPMaxMemory"); 11295 NotImplemented("llGetSPMaxMemory");
10634 } 11296 }
10635 11297
10636 public void llGetUsedMemory() 11298 public virtual LSL_Integer llGetUsedMemory()
10637 { 11299 {
10638 m_host.AddScriptLPS(1); 11300 m_host.AddScriptLPS(1);
10639 NotImplemented("llGetUsedMemory"); 11301 NotImplemented("llGetUsedMemory");
11302 return 0;
10640 } 11303 }
10641 11304
10642 public void llScriptProfiler(LSL_Integer flags) 11305 public void llScriptProfiler(LSL_Integer flags)
10643 { 11306 {
10644 m_host.AddScriptLPS(1); 11307 m_host.AddScriptLPS(1);
10645 NotImplemented("llScriptProfiler"); 11308 //NotImplemented("llScriptProfiler");
10646 } 11309 }
10647 11310
10648 public void llSetSoundQueueing(int queue) 11311 public void llSetSoundQueueing(int queue)
10649 { 11312 {
10650 m_host.AddScriptLPS(1); 11313 m_host.AddScriptLPS(1);
10651 NotImplemented("llSetSoundQueueing");
10652 } 11314 }
10653 11315
10654 public void llCollisionSprite(string impact_sprite) 11316 public void llCollisionSprite(string impact_sprite)
@@ -10660,7 +11322,133 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10660 public void llGodLikeRezObject(string inventory, LSL_Vector pos) 11322 public void llGodLikeRezObject(string inventory, LSL_Vector pos)
10661 { 11323 {
10662 m_host.AddScriptLPS(1); 11324 m_host.AddScriptLPS(1);
10663 NotImplemented("llGodLikeRezObject"); 11325
11326 if (!World.Permissions.IsGod(m_host.OwnerID))
11327 NotImplemented("llGodLikeRezObject");
11328
11329 AssetBase rezAsset = World.AssetService.Get(inventory);
11330 if (rezAsset == null)
11331 {
11332 llSay(0, "Asset not found");
11333 return;
11334 }
11335
11336 SceneObjectGroup group = null;
11337
11338 try
11339 {
11340 string xmlData = Utils.BytesToString(rezAsset.Data);
11341 group = SceneObjectSerializer.FromOriginalXmlFormat(xmlData);
11342 }
11343 catch
11344 {
11345 llSay(0, "Asset not found");
11346 return;
11347 }
11348
11349 if (group == null)
11350 {
11351 llSay(0, "Asset not found");
11352 return;
11353 }
11354
11355 group.RootPart.AttachPoint = group.RootPart.Shape.State;
11356 group.RootPart.AttachOffset = group.AbsolutePosition;
11357
11358 group.ResetIDs();
11359
11360 Vector3 llpos = new Vector3((float)pos.x, (float)pos.y, (float)pos.z);
11361 World.AddNewSceneObject(group, true, llpos, Quaternion.Identity, Vector3.Zero);
11362 group.CreateScriptInstances(0, true, World.DefaultScriptEngine, 3);
11363 group.ScheduleGroupForFullUpdate();
11364
11365 // objects rezzed with this method are die_at_edge by default.
11366 group.RootPart.SetDieAtEdge(true);
11367
11368 group.ResumeScripts();
11369
11370 m_ScriptEngine.PostObjectEvent(m_host.LocalId, new EventParams(
11371 "object_rez", new Object[] {
11372 new LSL_String(
11373 group.RootPart.UUID.ToString()) },
11374 new DetectParams[0]));
11375 }
11376
11377 public LSL_String llTransferLindenDollars(string destination, int amount)
11378 {
11379 UUID txn = UUID.Random();
11380
11381 Util.FireAndForget(delegate(object x)
11382 {
11383 int replycode = 0;
11384 string replydata = destination + "," + amount.ToString();
11385
11386 try
11387 {
11388 UUID invItemID=InventorySelf();
11389 if (invItemID == UUID.Zero)
11390 {
11391 replydata = "SERVICE_ERROR";
11392 return;
11393 }
11394
11395 m_host.AddScriptLPS(1);
11396
11397 m_host.TaskInventory.LockItemsForRead(true);
11398 TaskInventoryItem item = m_host.TaskInventory[invItemID];
11399 m_host.TaskInventory.LockItemsForRead(false);
11400
11401 if (item.PermsGranter == UUID.Zero)
11402 {
11403 replydata = "MISSING_PERMISSION_DEBIT";
11404 return;
11405 }
11406
11407 if ((item.PermsMask & ScriptBaseClass.PERMISSION_DEBIT) == 0)
11408 {
11409 replydata = "MISSING_PERMISSION_DEBIT";
11410 return;
11411 }
11412
11413 UUID toID = new UUID();
11414
11415 if (!UUID.TryParse(destination, out toID))
11416 {
11417 replydata = "INVALID_AGENT";
11418 return;
11419 }
11420
11421 IMoneyModule money = World.RequestModuleInterface<IMoneyModule>();
11422
11423 if (money == null)
11424 {
11425 replydata = "TRANSFERS_DISABLED";
11426 return;
11427 }
11428
11429 bool result = money.ObjectGiveMoney(
11430 m_host.ParentGroup.RootPart.UUID, m_host.ParentGroup.RootPart.OwnerID, toID, amount);
11431
11432 if (result)
11433 {
11434 replycode = 1;
11435 return;
11436 }
11437
11438 replydata = "LINDENDOLLAR_INSUFFICIENTFUNDS";
11439 }
11440 finally
11441 {
11442 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams(
11443 "transaction_result", new Object[] {
11444 new LSL_String(txn.ToString()),
11445 new LSL_Integer(replycode),
11446 new LSL_String(replydata) },
11447 new DetectParams[0]));
11448 }
11449 });
11450
11451 return txn.ToString();
10664 } 11452 }
10665 11453
10666 #endregion 11454 #endregion
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
index f3206ac..c0d2f38 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
@@ -137,6 +137,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
137 internal ThreatLevel m_MaxThreatLevel = ThreatLevel.VeryLow; 137 internal ThreatLevel m_MaxThreatLevel = ThreatLevel.VeryLow;
138 internal float m_ScriptDelayFactor = 1.0f; 138 internal float m_ScriptDelayFactor = 1.0f;
139 internal float m_ScriptDistanceFactor = 1.0f; 139 internal float m_ScriptDistanceFactor = 1.0f;
140 internal bool m_debuggerSafe = false;
140 internal Dictionary<string, FunctionPerms > m_FunctionPerms = new Dictionary<string, FunctionPerms >(); 141 internal Dictionary<string, FunctionPerms > m_FunctionPerms = new Dictionary<string, FunctionPerms >();
141 142
142 public void Initialize(IScriptEngine ScriptEngine, SceneObjectPart host, uint localID, UUID itemID) 143 public void Initialize(IScriptEngine ScriptEngine, SceneObjectPart host, uint localID, UUID itemID)
@@ -145,6 +146,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
145 m_host = host; 146 m_host = host;
146 m_localID = localID; 147 m_localID = localID;
147 m_itemID = itemID; 148 m_itemID = itemID;
149 m_debuggerSafe = m_ScriptEngine.Config.GetBoolean("DebuggerSafe", false);
148 150
149 if (m_ScriptEngine.Config.GetBoolean("AllowOSFunctions", false)) 151 if (m_ScriptEngine.Config.GetBoolean("AllowOSFunctions", false))
150 m_OSFunctionsEnabled = true; 152 m_OSFunctionsEnabled = true;
@@ -203,7 +205,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
203 205
204 internal void OSSLError(string msg) 206 internal void OSSLError(string msg)
205 { 207 {
206 throw new Exception("OSSL Runtime Error: " + msg); 208 if (m_debuggerSafe)
209 {
210 OSSLShoutError(msg);
211 }
212 else
213 {
214 throw new Exception("OSSL Runtime Error: " + msg);
215 }
207 } 216 }
208 217
209 private void InitLSL() 218 private void InitLSL()
@@ -894,18 +903,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
894 if (target != null) 903 if (target != null)
895 { 904 {
896 UUID animID=UUID.Zero; 905 UUID animID=UUID.Zero;
897 lock (m_host.TaskInventory) 906 m_host.TaskInventory.LockItemsForRead(true);
907 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
898 { 908 {
899 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 909 if (inv.Value.Name == animation)
900 { 910 {
901 if (inv.Value.Name == animation) 911 if (inv.Value.Type == (int)AssetType.Animation)
902 { 912 animID = inv.Value.AssetID;
903 if (inv.Value.Type == (int)AssetType.Animation) 913 continue;
904 animID = inv.Value.AssetID;
905 continue;
906 }
907 } 914 }
908 } 915 }
916 m_host.TaskInventory.LockItemsForRead(false);
909 if (animID == UUID.Zero) 917 if (animID == UUID.Zero)
910 target.Animator.AddAnimation(animation, m_host.UUID); 918 target.Animator.AddAnimation(animation, m_host.UUID);
911 else 919 else
@@ -927,18 +935,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
927 if (target != null) 935 if (target != null)
928 { 936 {
929 UUID animID = UUID.Zero; 937 UUID animID = UUID.Zero;
930 lock (m_host.TaskInventory) 938 m_host.TaskInventory.LockItemsForRead(true);
939 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
931 { 940 {
932 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 941 if (inv.Value.Name == animation)
933 { 942 {
934 if (inv.Value.Name == animation) 943 if (inv.Value.Type == (int)AssetType.Animation)
935 { 944 animID = inv.Value.AssetID;
936 if (inv.Value.Type == (int)AssetType.Animation) 945 continue;
937 animID = inv.Value.AssetID;
938 continue;
939 }
940 } 946 }
941 } 947 }
948 m_host.TaskInventory.LockItemsForRead(false);
942 949
943 if (animID == UUID.Zero) 950 if (animID == UUID.Zero)
944 target.Animator.RemoveAnimation(animation); 951 target.Animator.RemoveAnimation(animation);
@@ -1895,6 +1902,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1895 1902
1896 if (!UUID.TryParse(notecardNameOrUuid, out assetID)) 1903 if (!UUID.TryParse(notecardNameOrUuid, out assetID))
1897 { 1904 {
1905 m_host.TaskInventory.LockItemsForRead(true);
1898 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 1906 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
1899 { 1907 {
1900 if (item.Type == 7 && item.Name == notecardNameOrUuid) 1908 if (item.Type == 7 && item.Name == notecardNameOrUuid)
@@ -1902,6 +1910,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1902 assetID = item.AssetID; 1910 assetID = item.AssetID;
1903 } 1911 }
1904 } 1912 }
1913 m_host.TaskInventory.LockItemsForRead(false);
1905 } 1914 }
1906 1915
1907 if (assetID == UUID.Zero) 1916 if (assetID == UUID.Zero)
@@ -2225,8 +2234,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2225 UUID x = module.CreateNPC(firstname, 2234 UUID x = module.CreateNPC(firstname,
2226 lastname, 2235 lastname,
2227 new Vector3((float) position.x, (float) position.y, (float) position.z), 2236 new Vector3((float) position.x, (float) position.y, (float) position.z),
2228 World, 2237 World,appearance);
2229 appearance);
2230 2238
2231 return new LSL_Key(x.ToString()); 2239 return new LSL_Key(x.ToString());
2232 } 2240 }
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
index 3eeb23d..4da8fe7 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
@@ -205,7 +205,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
205 // Is the sensor type is AGENT and not SCRIPTED then include agents 205 // Is the sensor type is AGENT and not SCRIPTED then include agents
206 if ((ts.type & (AGENT | AGENT_BY_USERNAME)) != 0 && (ts.type & SCRIPTED) == 0) 206 if ((ts.type & (AGENT | AGENT_BY_USERNAME)) != 0 && (ts.type & SCRIPTED) == 0)
207 { 207 {
208 sensedEntities.AddRange(doAgentSensor(ts)); 208 sensedEntities.AddRange(doAgentSensor(ts));
209 } 209 }
210 210
211 // If SCRIPTED or PASSIVE or ACTIVE check objects 211 // If SCRIPTED or PASSIVE or ACTIVE check objects
@@ -302,13 +302,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
302 float dy; 302 float dy;
303 float dz; 303 float dz;
304 304
305 Quaternion q = SensePoint.RotationOffset; 305// Quaternion q = SensePoint.RotationOffset;
306 Quaternion q = SensePoint.GetWorldRotation(); // non-attached prim Sensor *always* uses World rotation!
306 if (SensePoint.ParentGroup.IsAttachment) 307 if (SensePoint.ParentGroup.IsAttachment)
307 { 308 {
308 // In attachments, the sensor cone always orients with the 309 // In attachments, the sensor cone always orients with the
309 // avatar rotation. This may include a nonzero elevation if 310 // avatar rotation. This may include a nonzero elevation if
310 // in mouselook. 311 // in mouselook.
311 ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.AttachedAvatar); 312 ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.AttachedAvatar);
313 fromRegionPos = avatar.AbsolutePosition;
312 q = avatar.Rotation; 314 q = avatar.Rotation;
313 } 315 }
314 LSL_Types.Quaternion r = new LSL_Types.Quaternion(q.X, q.Y, q.Z, q.W); 316 LSL_Types.Quaternion r = new LSL_Types.Quaternion(q.X, q.Y, q.Z, q.W);
@@ -429,6 +431,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
429 // avatar rotation. This may include a nonzero elevation if 431 // avatar rotation. This may include a nonzero elevation if
430 // in mouselook. 432 // in mouselook.
431 ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.AttachedAvatar); 433 ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.AttachedAvatar);
434 fromRegionPos = avatar.AbsolutePosition;
432 q = avatar.Rotation; 435 q = avatar.Rotation;
433 } 436 }
434 437
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs
index eeb59d9..2fd33fe 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs
@@ -109,25 +109,27 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
109 if (Timers.Count == 0) 109 if (Timers.Count == 0)
110 return; 110 return;
111 111
112 Dictionary<string, TimerClass>.ValueCollection tvals;
112 lock (TimerListLock) 113 lock (TimerListLock)
113 { 114 {
114 // Go through all timers 115 // Go through all timers
115 Dictionary<string, TimerClass>.ValueCollection tvals = Timers.Values; 116 tvals = Timers.Values;
116 foreach (TimerClass ts in tvals) 117 }
118
119 foreach (TimerClass ts in tvals)
120 {
121 // Time has passed?
122 if (ts.next < DateTime.Now.Ticks)
117 { 123 {
118 // Time has passed? 124 //m_log.Debug("Time has passed: Now: " + DateTime.Now.Ticks + ", Passed: " + ts.next);
119 if (ts.next < DateTime.Now.Ticks) 125 // Add it to queue
120 { 126 m_CmdManager.m_ScriptEngine.PostScriptEvent(ts.itemID,
121 //m_log.Debug("Time has passed: Now: " + DateTime.Now.Ticks + ", Passed: " + ts.next); 127 new EventParams("timer", new Object[0],
122 // Add it to queue 128 new DetectParams[0]));
123 m_CmdManager.m_ScriptEngine.PostScriptEvent(ts.itemID, 129 // set next interval
124 new EventParams("timer", new Object[0], 130
125 new DetectParams[0])); 131 //ts.next = DateTime.Now.ToUniversalTime().AddSeconds(ts.interval);
126 // set next interval 132 ts.next = DateTime.Now.Ticks + ts.interval;
127
128 //ts.next = DateTime.Now.ToUniversalTime().AddSeconds(ts.interval);
129 ts.next = DateTime.Now.Ticks + ts.interval;
130 }
131 } 133 }
132 } 134 }
133 } 135 }
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ICM_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ICM_Api.cs
new file mode 100644
index 0000000..ab215f3
--- /dev/null
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ICM_Api.cs
@@ -0,0 +1,46 @@
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.Collections;
29using OpenSim.Region.ScriptEngine.Interfaces;
30
31using key = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
32using rotation = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Quaternion;
33using vector = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Vector3;
34using LSL_List = OpenSim.Region.ScriptEngine.Shared.LSL_Types.list;
35using LSL_String = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
36using LSL_Integer = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLInteger;
37using LSL_Float = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLFloat;
38
39namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
40{
41 public interface ICM_Api
42 {
43 string cmDetectedCountry(int num);
44 string cmGetAgentCountry(key key);
45 }
46}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ILSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ILSL_Api.cs
index 62e2854..e0027b2 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ILSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ILSL_Api.cs
@@ -123,6 +123,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
123 LSL_Float llGetEnergy(); 123 LSL_Float llGetEnergy();
124 LSL_Vector llGetForce(); 124 LSL_Vector llGetForce();
125 LSL_Integer llGetFreeMemory(); 125 LSL_Integer llGetFreeMemory();
126 LSL_Integer llGetUsedMemory();
126 LSL_Integer llGetFreeURLs(); 127 LSL_Integer llGetFreeURLs();
127 LSL_Vector llGetGeometricCenter(); 128 LSL_Vector llGetGeometricCenter();
128 LSL_Float llGetGMTclock(); 129 LSL_Float llGetGMTclock();
@@ -199,6 +200,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
199 void llGiveInventory(string destination, string inventory); 200 void llGiveInventory(string destination, string inventory);
200 void llGiveInventoryList(string destination, string category, LSL_List inventory); 201 void llGiveInventoryList(string destination, string category, LSL_List inventory);
201 LSL_Integer llGiveMoney(string destination, int amount); 202 LSL_Integer llGiveMoney(string destination, int amount);
203 LSL_String llTransferLindenDollars(string destination, int amount);
202 void llGodLikeRezObject(string inventory, LSL_Vector pos); 204 void llGodLikeRezObject(string inventory, LSL_Vector pos);
203 LSL_Float llGround(LSL_Vector offset); 205 LSL_Float llGround(LSL_Vector offset);
204 LSL_Vector llGroundContour(LSL_Vector offset); 206 LSL_Vector llGroundContour(LSL_Vector offset);
@@ -405,7 +407,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
405 LSL_Vector llWind(LSL_Vector offset); 407 LSL_Vector llWind(LSL_Vector offset);
406 LSL_String llXorBase64Strings(string str1, string str2); 408 LSL_String llXorBase64Strings(string str1, string str2);
407 LSL_String llXorBase64StringsCorrect(string str1, string str2); 409 LSL_String llXorBase64StringsCorrect(string str1, string str2);
408 void print(string str); 410 LSL_Integer llGetLinkNumberOfSides(LSL_Integer link);
409 411
410 void SetPrimitiveParamsEx(LSL_Key prim, LSL_List rules); 412 void SetPrimitiveParamsEx(LSL_Key prim, LSL_List rules);
411 LSL_List GetLinkPrimitiveParamsEx(LSL_Key prim, LSL_List rules); 413 LSL_List GetLinkPrimitiveParamsEx(LSL_Key prim, LSL_List rules);
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs
index 3221833..a61d553 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs
@@ -83,7 +83,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
83 // Avatar Info Commands 83 // Avatar Info Commands
84 string osGetAgentIP(string agent); 84 string osGetAgentIP(string agent);
85 LSL_List osGetAgents(); 85 LSL_List osGetAgents();
86 86
87 // Teleport commands 87 // Teleport commands
88 void osTeleportAgent(string agent, string regionName, LSL_Types.Vector3 position, LSL_Types.Vector3 lookat); 88 void osTeleportAgent(string agent, string regionName, LSL_Types.Vector3 position, LSL_Types.Vector3 lookat);
89 void osTeleportAgent(string agent, int regionX, int regionY, LSL_Types.Vector3 position, LSL_Types.Vector3 lookat); 89 void osTeleportAgent(string agent, int regionX, int regionY, LSL_Types.Vector3 position, LSL_Types.Vector3 lookat);
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/CM_Stub.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/CM_Stub.cs
new file mode 100644
index 0000000..4132dfa
--- /dev/null
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/CM_Stub.cs
@@ -0,0 +1,71 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Runtime.Remoting.Lifetime;
30using System.Threading;
31using System.Reflection;
32using System.Collections;
33using System.Collections.Generic;
34using OpenSim.Framework;
35using OpenSim.Region.Framework.Interfaces;
36using OpenSim.Region.ScriptEngine.Interfaces;
37using OpenSim.Region.ScriptEngine.Shared.Api.Interfaces;
38using integer = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLInteger;
39using vector = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Vector3;
40using rotation = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Quaternion;
41using key = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
42using LSL_List = OpenSim.Region.ScriptEngine.Shared.LSL_Types.list;
43using LSL_String = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
44using LSL_Float = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLFloat;
45using LSL_Integer = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLInteger;
46
47namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
48{
49 public partial class ScriptBaseClass : MarshalByRefObject
50 {
51 public ICM_Api m_CM_Functions;
52
53 public void ApiTypeCM(IScriptApi api)
54 {
55 if (!(api is ICM_Api))
56 return;
57
58 m_CM_Functions = (ICM_Api)api;
59 }
60
61 public string cmDetectedCountry(int num)
62 {
63 return m_CM_Functions.cmDetectedCountry(num);
64 }
65
66 public string cmGetAgentCountry(key key)
67 {
68 return m_CM_Functions.cmGetAgentCountry(key);
69 }
70 }
71}
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 fd08373..0ad3f78 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs
@@ -281,6 +281,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
281 public const int CHANGED_REGION_START = 1024; //LL Changed the constant from CHANGED_REGION_RESTART 281 public const int CHANGED_REGION_START = 1024; //LL Changed the constant from CHANGED_REGION_RESTART
282 public const int CHANGED_MEDIA = 2048; 282 public const int CHANGED_MEDIA = 2048;
283 public const int CHANGED_ANIMATION = 16384; 283 public const int CHANGED_ANIMATION = 16384;
284 public const int CHANGED_POSITION = 32768;
284 public const int TYPE_INVALID = 0; 285 public const int TYPE_INVALID = 0;
285 public const int TYPE_INTEGER = 1; 286 public const int TYPE_INTEGER = 1;
286 public const int TYPE_FLOAT = 2; 287 public const int TYPE_FLOAT = 2;
@@ -377,6 +378,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
377 public const int PRIM_SCULPT_TYPE_TORUS = 2; 378 public const int PRIM_SCULPT_TYPE_TORUS = 2;
378 public const int PRIM_SCULPT_TYPE_PLANE = 3; 379 public const int PRIM_SCULPT_TYPE_PLANE = 3;
379 public const int PRIM_SCULPT_TYPE_CYLINDER = 4; 380 public const int PRIM_SCULPT_TYPE_CYLINDER = 4;
381 public const int PRIM_SCULPT_FLAG_INVERT = 64;
382 public const int PRIM_SCULPT_FLAG_MIRROR = 128;
380 383
381 public const int MASK_BASE = 0; 384 public const int MASK_BASE = 0;
382 public const int MASK_OWNER = 1; 385 public const int MASK_OWNER = 1;
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs
index 508f33b..c717589 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;
@@ -314,6 +315,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
314 m_LSL_Functions.llDialog(avatar, message, buttons, chat_channel); 315 m_LSL_Functions.llDialog(avatar, message, buttons, chat_channel);
315 } 316 }
316 317
318 [DebuggerNonUserCode]
317 public void llDie() 319 public void llDie()
318 { 320 {
319 m_LSL_Functions.llDie(); 321 m_LSL_Functions.llDie();
@@ -464,6 +466,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
464 return m_LSL_Functions.llGetFreeMemory(); 466 return m_LSL_Functions.llGetFreeMemory();
465 } 467 }
466 468
469 public LSL_Integer llGetUsedMemory()
470 {
471 return m_LSL_Functions.llGetUsedMemory();
472 }
473
467 public LSL_Integer llGetFreeURLs() 474 public LSL_Integer llGetFreeURLs()
468 { 475 {
469 return m_LSL_Functions.llGetFreeURLs(); 476 return m_LSL_Functions.llGetFreeURLs();
@@ -839,6 +846,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
839 return m_LSL_Functions.llGiveMoney(destination, amount); 846 return m_LSL_Functions.llGiveMoney(destination, amount);
840 } 847 }
841 848
849 public LSL_String llTransferLindenDollars(string destination, int amount)
850 {
851 return m_LSL_Functions.llTransferLindenDollars(destination, amount);
852 }
853
842 public void llGodLikeRezObject(string inventory, LSL_Vector pos) 854 public void llGodLikeRezObject(string inventory, LSL_Vector pos)
843 { 855 {
844 m_LSL_Functions.llGodLikeRezObject(inventory, pos); 856 m_LSL_Functions.llGodLikeRezObject(inventory, pos);
@@ -1878,9 +1890,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
1878 return m_LSL_Functions.llClearPrimMedia(face); 1890 return m_LSL_Functions.llClearPrimMedia(face);
1879 } 1891 }
1880 1892
1881 public void print(string str) 1893 public LSL_Integer llGetLinkNumberOfSides(LSL_Integer link)
1882 { 1894 {
1883 m_LSL_Functions.print(str); 1895 return m_LSL_Functions.llGetLinkNumberOfSides(link);
1884 } 1896 }
1885 } 1897 }
1886} 1898}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LS_Stub.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LS_Stub.cs
index 143b497..2e27f16 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LS_Stub.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LS_Stub.cs
@@ -72,9 +72,30 @@ 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
75 public void lsClearWindlightScene() 76 public void lsClearWindlightScene()
76 { 77 {
77 m_LS_Functions.lsClearWindlightScene(); 78 m_LS_Functions.lsClearWindlightScene();
78 } 79 }
80
81 public LSL_List cmGetWindlightScene(LSL_List rules)
82 {
83 return m_LS_Functions.lsGetWindlightScene(rules);
84 }
85
86 public int cmSetWindlightScene(LSL_List rules)
87 {
88 return m_LS_Functions.lsSetWindlightScene(rules);
89 }
90
91 public int cmSetWindlightSceneTargeted(LSL_List rules, key target)
92 {
93 return m_LS_Functions.lsSetWindlightSceneTargeted(rules, target);
94 }
95
96 public void cmClearWindlightScene()
97 {
98 m_LS_Functions.lsClearWindlightScene();
99 }
79 } 100 }
80} 101}
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/Helpers.cs b/OpenSim/Region/ScriptEngine/Shared/Helpers.cs
index 8cebb4a..7e7e278 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Helpers.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Helpers.cs
@@ -35,6 +35,7 @@ using OpenMetaverse;
35using OpenSim.Framework; 35using OpenSim.Framework;
36using OpenSim.Region.CoreModules; 36using OpenSim.Region.CoreModules;
37using OpenSim.Region.Framework.Scenes; 37using OpenSim.Region.Framework.Scenes;
38using OpenSim.Services.Interfaces;
38 39
39namespace OpenSim.Region.ScriptEngine.Shared 40namespace OpenSim.Region.ScriptEngine.Shared
40{ 41{
@@ -95,6 +96,7 @@ namespace OpenSim.Region.ScriptEngine.Shared
95 Type = 0; 96 Type = 0;
96 Velocity = new LSL_Types.Vector3(); 97 Velocity = new LSL_Types.Vector3();
97 initializeSurfaceTouch(); 98 initializeSurfaceTouch();
99 Country = String.Empty;
98 } 100 }
99 101
100 public UUID Key; 102 public UUID Key;
@@ -126,6 +128,8 @@ namespace OpenSim.Region.ScriptEngine.Shared
126 private int touchFace; 128 private int touchFace;
127 public int TouchFace { get { return touchFace; } } 129 public int TouchFace { get { return touchFace; } }
128 130
131 public string Country;
132
129 // This can be done in two places including the constructor 133 // This can be done in two places including the constructor
130 // so be carefull what gets added here 134 // so be carefull what gets added here
131 private void initializeSurfaceTouch() 135 private void initializeSurfaceTouch()
@@ -173,6 +177,10 @@ namespace OpenSim.Region.ScriptEngine.Shared
173 return; 177 return;
174 178
175 Name = presence.Firstname + " " + presence.Lastname; 179 Name = presence.Firstname + " " + presence.Lastname;
180 UserAccount account = scene.UserAccountService.GetUserAccount(scene.RegionInfo.ScopeID, Key);
181 if (account != null)
182 Country = account.UserCountry;
183
176 Owner = Key; 184 Owner = Key;
177 Position = new LSL_Types.Vector3( 185 Position = new LSL_Types.Vector3(
178 presence.AbsolutePosition.X, 186 presence.AbsolutePosition.X,
diff --git a/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs b/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs
index f9d6eee..9ff2e4d 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;
@@ -55,7 +56,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
55{ 56{
56 public class ScriptInstance : MarshalByRefObject, IScriptInstance 57 public class ScriptInstance : MarshalByRefObject, IScriptInstance
57 { 58 {
58// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 59 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
59 60
60 private IScriptEngine m_Engine; 61 private IScriptEngine m_Engine;
61 private IScriptWorkItem m_CurrentResult = null; 62 private IScriptWorkItem m_CurrentResult = null;
@@ -263,13 +264,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
263 264
264 if (part != null) 265 if (part != null)
265 { 266 {
266 lock (part.TaskInventory) 267 part.TaskInventory.LockItemsForRead(true);
268 if (part.TaskInventory.ContainsKey(m_ItemID))
267 { 269 {
268 if (part.TaskInventory.ContainsKey(m_ItemID)) 270 m_thisScriptTask = part.TaskInventory[m_ItemID];
269 {
270 m_thisScriptTask = part.TaskInventory[m_ItemID];
271 }
272 } 271 }
272 part.TaskInventory.LockItemsForRead(false);
273 } 273 }
274 274
275 ApiManager am = new ApiManager(); 275 ApiManager am = new ApiManager();
@@ -296,9 +296,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
296 //RemotingServices.GetLifetimeService(m_Script as ScriptBaseClass); 296 //RemotingServices.GetLifetimeService(m_Script as ScriptBaseClass);
297// lease.Register(this); 297// lease.Register(this);
298 } 298 }
299 catch (Exception) 299 catch (Exception e)
300 { 300 {
301 // m_log.ErrorFormat("[Script] Error loading assembly {0}\n"+e.ToString(), assembly); 301 m_log.ErrorFormat("[Script] Error loading assembly {0}\n"+e.ToString(), assembly);
302 throw;
302 } 303 }
303 304
304 try 305 try
@@ -459,14 +460,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
459 { 460 {
460 int permsMask; 461 int permsMask;
461 UUID permsGranter; 462 UUID permsGranter;
462 lock (part.TaskInventory) 463 part.TaskInventory.LockItemsForRead(true);
464 if (!part.TaskInventory.ContainsKey(m_ItemID))
463 { 465 {
464 if (!part.TaskInventory.ContainsKey(m_ItemID)) 466 part.TaskInventory.LockItemsForRead(false);
465 return; 467 return;
466
467 permsGranter = part.TaskInventory[m_ItemID].PermsGranter;
468 permsMask = part.TaskInventory[m_ItemID].PermsMask;
469 } 468 }
469 permsGranter = part.TaskInventory[m_ItemID].PermsGranter;
470 permsMask = part.TaskInventory[m_ItemID].PermsMask;
471 part.TaskInventory.LockItemsForRead(false);
470 472
471 if ((permsMask & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) != 0) 473 if ((permsMask & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) != 0)
472 { 474 {
@@ -575,6 +577,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
575 return true; 577 return true;
576 } 578 }
577 579
580 [DebuggerNonUserCode] //Prevents the debugger from farting in this function
578 public void SetState(string state) 581 public void SetState(string state)
579 { 582 {
580 if (state == State) 583 if (state == State)
@@ -586,7 +589,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
586 new DetectParams[0])); 589 new DetectParams[0]));
587 PostEvent(new EventParams("state_entry", new Object[0], 590 PostEvent(new EventParams("state_entry", new Object[0],
588 new DetectParams[0])); 591 new DetectParams[0]));
589 592
590 throw new EventAbortException(); 593 throw new EventAbortException();
591 } 594 }
592 595
@@ -669,41 +672,42 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
669 /// <returns></returns> 672 /// <returns></returns>
670 public object EventProcessor() 673 public object EventProcessor()
671 { 674 {
672 lock (m_Script) 675 EventParams data = null;
673 {
674// m_log.DebugFormat("[XEngine]: EventProcessor() invoked for {0}.{1}", PrimName, ScriptName);
675 676
676 if (Suspended) 677// m_log.DebugFormat("[XEngine]: EventProcessor() invoked for {0}.{1}", PrimName, ScriptName);
677 return 0;
678 678
679 EventParams data = null; 679 if (Suspended)
680 return 0;
680 681
681 lock (m_EventQueue) 682 lock (m_EventQueue)
683 {
684 data = (EventParams) m_EventQueue.Dequeue();
685 if (data == null) // Shouldn't happen
682 { 686 {
683 data = (EventParams) m_EventQueue.Dequeue(); 687 if ((m_EventQueue.Count > 0) && m_RunEvents && (!m_ShuttingDown))
684 if (data == null) // Shouldn't happen
685 { 688 {
686 if ((m_EventQueue.Count > 0) && m_RunEvents && (!m_ShuttingDown)) 689 m_CurrentResult = m_Engine.QueueEventHandler(this);
687 {
688 m_CurrentResult = m_Engine.QueueEventHandler(this);
689 }
690 else
691 {
692 m_CurrentResult = null;
693 }
694 return 0;
695 } 690 }
696 691 else
697 if (data.EventName == "timer")
698 m_TimerQueued = false;
699 if (data.EventName == "control")
700 { 692 {
701 if (m_ControlEventsInQueue > 0) 693 m_CurrentResult = null;
702 m_ControlEventsInQueue--;
703 } 694 }
704 if (data.EventName == "collision") 695 return 0;
705 m_CollisionInQueue = false; 696 }
697
698 if (data.EventName == "timer")
699 m_TimerQueued = false;
700 if (data.EventName == "control")
701 {
702 if (m_ControlEventsInQueue > 0)
703 m_ControlEventsInQueue--;
706 } 704 }
705 if (data.EventName == "collision")
706 m_CollisionInQueue = false;
707 }
708
709 lock(m_Script)
710 {
707 711
708// m_log.DebugFormat("[XEngine]: Processing event {0} for {1}", data.EventName, this); 712// m_log.DebugFormat("[XEngine]: Processing event {0} for {1}", data.EventName, this);
709 713
@@ -860,6 +864,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
860 new Object[0], new DetectParams[0])); 864 new Object[0], new DetectParams[0]));
861 } 865 }
862 866
867 [DebuggerNonUserCode] //Stops the VS debugger from farting in this function
863 public void ApiResetScript() 868 public void ApiResetScript()
864 { 869 {
865 // bool running = Running; 870 // bool running = Running;
@@ -891,10 +896,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
891 896
892 public Dictionary<string, object> GetVars() 897 public Dictionary<string, object> GetVars()
893 { 898 {
894 if (m_Script != null) 899 return m_Script.GetVars();
895 return m_Script.GetVars();
896 else
897 return new Dictionary<string, object>();
898 } 900 }
899 901
900 public void SetVars(Dictionary<string, object> vars) 902 public void SetVars(Dictionary<string, object> vars)
diff --git a/OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs b/OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs
index d848b2a..9e6752c 100644
--- a/OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs
@@ -83,19 +83,19 @@ namespace OpenSim.Region.ScriptEngine.Shared
83 83
84 public override string ToString() 84 public override string ToString()
85 { 85 {
86 string s=String.Format("<{0:0.000000},{1:0.000000},{2:0.000000}>", x, y, z); 86 string s=String.Format("<{0:0.000000}, {1:0.000000}, {2:0.000000}>", x, y, z);
87 return s; 87 return s;
88 } 88 }
89 89
90 public static explicit operator LSLString(Vector3 vec) 90 public static explicit operator LSLString(Vector3 vec)
91 { 91 {
92 string s=String.Format("<{0:0.000000},{1:0.000000},{2:0.000000}>", vec.x, vec.y, vec.z); 92 string s=String.Format("<{0:0.000000}, {1:0.000000}, {2:0.000000}>", vec.x, vec.y, vec.z);
93 return new LSLString(s); 93 return new LSLString(s);
94 } 94 }
95 95
96 public static explicit operator string(Vector3 vec) 96 public static explicit operator string(Vector3 vec)
97 { 97 {
98 string s=String.Format("<{0:0.000000},{1:0.000000},{2:0.000000}>", vec.x, vec.y, vec.z); 98 string s=String.Format("<{0:0.000000}, {1:0.000000}, {2:0.000000}>", vec.x, vec.y, vec.z);
99 return s; 99 return s;
100 } 100 }
101 101
@@ -342,19 +342,19 @@ namespace OpenSim.Region.ScriptEngine.Shared
342 342
343 public override string ToString() 343 public override string ToString()
344 { 344 {
345 string st=String.Format(Culture.FormatProvider, "<{0:0.000000},{1:0.000000},{2:0.000000},{3:0.000000}>", x, y, z, s); 345 string st=String.Format(Culture.FormatProvider, "<{0:0.000000}, {1:0.000000}, {2:0.000000}, {3:0.000000}>", x, y, z, s);
346 return st; 346 return st;
347 } 347 }
348 348
349 public static explicit operator string(Quaternion r) 349 public static explicit operator string(Quaternion r)
350 { 350 {
351 string s=String.Format("<{0:0.000000},{1:0.000000},{2:0.000000},{3:0.000000}>", r.x, r.y, r.z, r.s); 351 string s=String.Format("<{0:0.000000}, {1:0.000000}, {2:0.000000}, {3:0.000000}>", r.x, r.y, r.z, r.s);
352 return s; 352 return s;
353 } 353 }
354 354
355 public static explicit operator LSLString(Quaternion r) 355 public static explicit operator LSLString(Quaternion r)
356 { 356 {
357 string s=String.Format("<{0:0.000000},{1:0.000000},{2:0.000000},{3:0.000000}>", r.x, r.y, r.z, r.s); 357 string s=String.Format("<{0:0.000000}, {1:0.000000}, {2:0.000000}, {3:0.000000}>", r.x, r.y, r.z, r.s);
358 return new LSLString(s); 358 return new LSLString(s);
359 } 359 }
360 360
@@ -459,6 +459,8 @@ namespace OpenSim.Region.ScriptEngine.Shared
459 size += 64; 459 size += 64;
460 else if (o is int) 460 else if (o is int)
461 size += 4; 461 size += 4;
462 else if (o is uint)
463 size += 4;
462 else if (o is string) 464 else if (o is string)
463 size += ((string)o).Length; 465 size += ((string)o).Length;
464 else if (o is float) 466 else if (o is float)
@@ -613,24 +615,16 @@ namespace OpenSim.Region.ScriptEngine.Shared
613 615
614 public static bool operator ==(list a, list b) 616 public static bool operator ==(list a, list b)
615 { 617 {
616 int la = -1; 618 int la = a.Length;
617 int lb = -1; 619 int lb = b.Length;
618 try { la = a.Length; }
619 catch (NullReferenceException) { }
620 try { lb = b.Length; }
621 catch (NullReferenceException) { }
622 620
623 return la == lb; 621 return la == lb;
624 } 622 }
625 623
626 public static bool operator !=(list a, list b) 624 public static bool operator !=(list a, list b)
627 { 625 {
628 int la = -1; 626 int la = a.Length;
629 int lb = -1; 627 int lb = b.Length;
630 try { la = a.Length; }
631 catch (NullReferenceException) { }
632 try {lb = b.Length;}
633 catch (NullReferenceException) { }
634 628
635 return la != lb; 629 return la != lb;
636 } 630 }
@@ -1064,7 +1058,7 @@ namespace OpenSim.Region.ScriptEngine.Shared
1064 { 1058 {
1065 list ret = new list(); 1059 list ret = new list();
1066 double entry; 1060 double entry;
1067 for (int i = 0; i < src.Data.Length - 1; i++) 1061 for (int i = 0; i < src.Data.Length; i++)
1068 { 1062 {
1069 if (double.TryParse(src.Data[i].ToString(), NumberStyles.Float, Culture.NumberFormatInfo, out entry)) 1063 if (double.TryParse(src.Data[i].ToString(), NumberStyles.Float, Culture.NumberFormatInfo, out entry))
1070 { 1064 {
diff --git a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
index 12e1a78..65c7416 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;
@@ -108,6 +109,8 @@ namespace OpenSim.Region.ScriptEngine.XEngine
108 private Dictionary<UUID, IScriptInstance> m_Scripts = 109 private Dictionary<UUID, IScriptInstance> m_Scripts =
109 new Dictionary<UUID, IScriptInstance>(); 110 new Dictionary<UUID, IScriptInstance>();
110 111
112 private OpenMetaverse.ReaderWriterLockSlim m_scriptsLock = new OpenMetaverse.ReaderWriterLockSlim();
113
111 // Maps the asset ID to the assembly 114 // Maps the asset ID to the assembly
112 115
113 private Dictionary<UUID, string> m_Assemblies = 116 private Dictionary<UUID, string> m_Assemblies =
@@ -130,6 +133,71 @@ namespace OpenSim.Region.ScriptEngine.XEngine
130 IWorkItemResult m_CurrentCompile = null; 133 IWorkItemResult m_CurrentCompile = null;
131 private Dictionary<UUID, int> m_CompileDict = new Dictionary<UUID, int>(); 134 private Dictionary<UUID, int> m_CompileDict = new Dictionary<UUID, int>();
132 135
136 private void lockScriptsForRead(bool locked)
137 {
138 if (locked)
139 {
140 if (m_scriptsLock.RecursiveReadCount > 0)
141 {
142 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.");
143 m_scriptsLock.ExitReadLock();
144 }
145 if (m_scriptsLock.RecursiveWriteCount > 0)
146 {
147 m_log.Error("[XEngine.m_Scripts] Recursive write lock requested. This should not happen and means something needs to be fixed.");
148 m_scriptsLock.ExitWriteLock();
149 }
150
151 while (!m_scriptsLock.TryEnterReadLock(60000))
152 {
153 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.");
154 if (m_scriptsLock.IsWriteLockHeld)
155 {
156 m_scriptsLock = new OpenMetaverse.ReaderWriterLockSlim();
157 }
158 }
159 }
160 else
161 {
162 if (m_scriptsLock.RecursiveReadCount > 0)
163 {
164 m_scriptsLock.ExitReadLock();
165 }
166 }
167 }
168 private void lockScriptsForWrite(bool locked)
169 {
170 if (locked)
171 {
172 if (m_scriptsLock.RecursiveReadCount > 0)
173 {
174 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.");
175 m_scriptsLock.ExitReadLock();
176 }
177 if (m_scriptsLock.RecursiveWriteCount > 0)
178 {
179 m_log.Error("[XEngine.m_Scripts] Recursive write lock requested. This should not happen and means something needs to be fixed.");
180 m_scriptsLock.ExitWriteLock();
181 }
182
183 while (!m_scriptsLock.TryEnterWriteLock(60000))
184 {
185 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.");
186 if (m_scriptsLock.IsWriteLockHeld)
187 {
188 m_scriptsLock = new OpenMetaverse.ReaderWriterLockSlim();
189 }
190 }
191 }
192 else
193 {
194 if (m_scriptsLock.RecursiveWriteCount > 0)
195 {
196 m_scriptsLock.ExitWriteLock();
197 }
198 }
199 }
200
133 public string ScriptEngineName 201 public string ScriptEngineName
134 { 202 {
135 get { return "XEngine"; } 203 get { return "XEngine"; }
@@ -450,44 +518,37 @@ namespace OpenSim.Region.ScriptEngine.XEngine
450 { 518 {
451 if (!m_Enabled) 519 if (!m_Enabled)
452 return; 520 return;
453 521 lockScriptsForRead(true);
454 lock (m_Scripts) 522 foreach (IScriptInstance instance in m_Scripts.Values)
455 { 523 {
456 m_log.InfoFormat( 524 // Force a final state save
457 "[XEngine]: Shutting down {0} scripts in {1}", m_Scripts.Count, m_Scene.RegionInfo.RegionName); 525 //
458 526 if (m_Assemblies.ContainsKey(instance.AssetID))
459 foreach (IScriptInstance instance in m_Scripts.Values)
460 { 527 {
461 // Force a final state save 528 string assembly = m_Assemblies[instance.AssetID];
462 // 529 instance.SaveState(assembly);
463 if (m_Assemblies.ContainsKey(instance.AssetID)) 530 }
464 {
465 string assembly = m_Assemblies[instance.AssetID];
466 instance.SaveState(assembly);
467 }
468 531
469 // Clear the event queue and abort the instance thread 532 // Clear the event queue and abort the instance thread
470 // 533 //
471 instance.ClearQueue(); 534 instance.ClearQueue();
472 instance.Stop(0); 535 instance.Stop(0);
473 536
474 // Release events, timer, etc 537 // Release events, timer, etc
475 // 538 //
476 instance.DestroyScriptInstance(); 539 instance.DestroyScriptInstance();
477 540
478 // Unload scripts and app domains. 541 // Unload scripts and app domains
479 // Must be done explicitly because they have infinite 542 // Must be done explicitly because they have infinite
480 // lifetime. 543 // lifetime
481 // However, don't bother to do this if the simulator is shutting 544 //
482 // down since it takes a long time with many scripts. 545 if (!m_SimulatorShuttingDown)
483 if (!m_SimulatorShuttingDown) 546 {
547 m_DomainScripts[instance.AppDomain].Remove(instance.ItemID);
548 if (m_DomainScripts[instance.AppDomain].Count == 0)
484 { 549 {
485 m_DomainScripts[instance.AppDomain].Remove(instance.ItemID); 550 m_DomainScripts.Remove(instance.AppDomain);
486 if (m_DomainScripts[instance.AppDomain].Count == 0) 551 UnloadAppDomain(instance.AppDomain);
487 {
488 m_DomainScripts.Remove(instance.AppDomain);
489 UnloadAppDomain(instance.AppDomain);
490 }
491 } 552 }
492 } 553 }
493 554
@@ -496,6 +557,14 @@ namespace OpenSim.Region.ScriptEngine.XEngine
496 m_Assemblies.Clear(); 557 m_Assemblies.Clear();
497 m_DomainScripts.Clear(); 558 m_DomainScripts.Clear();
498 } 559 }
560 lockScriptsForRead(false);
561 lockScriptsForWrite(true);
562 m_Scripts.Clear();
563 lockScriptsForWrite(false);
564 m_PrimObjects.Clear();
565 m_Assemblies.Clear();
566 m_DomainScripts.Clear();
567
499 lock (m_ScriptEngines) 568 lock (m_ScriptEngines)
500 { 569 {
501 m_ScriptEngines.Remove(this); 570 m_ScriptEngines.Remove(this);
@@ -560,22 +629,20 @@ namespace OpenSim.Region.ScriptEngine.XEngine
560 629
561 List<IScriptInstance> instances = new List<IScriptInstance>(); 630 List<IScriptInstance> instances = new List<IScriptInstance>();
562 631
563 lock (m_Scripts) 632 lockScriptsForRead(true);
564 { 633 foreach (IScriptInstance instance in m_Scripts.Values)
565 foreach (IScriptInstance instance in m_Scripts.Values)
566 instances.Add(instance); 634 instances.Add(instance);
567 } 635 lockScriptsForRead(false);
568 636
569 foreach (IScriptInstance i in instances) 637 foreach (IScriptInstance i in instances)
570 { 638 {
571 string assembly = String.Empty; 639 string assembly = String.Empty;
572 640
573 lock (m_Scripts) 641
574 {
575 if (!m_Assemblies.ContainsKey(i.AssetID)) 642 if (!m_Assemblies.ContainsKey(i.AssetID))
576 continue; 643 continue;
577 assembly = m_Assemblies[i.AssetID]; 644 assembly = m_Assemblies[i.AssetID];
578 } 645
579 646
580 i.SaveState(assembly); 647 i.SaveState(assembly);
581 } 648 }
@@ -909,92 +976,95 @@ namespace OpenSim.Region.ScriptEngine.XEngine
909 } 976 }
910 977
911 ScriptInstance instance = null; 978 ScriptInstance instance = null;
912 lock (m_Scripts) 979 // Create the object record
980 lockScriptsForRead(true);
981 if ((!m_Scripts.ContainsKey(itemID)) ||
982 (m_Scripts[itemID].AssetID != assetID))
913 { 983 {
914 // Create the object record 984 lockScriptsForRead(false);
915 985
916 if ((!m_Scripts.ContainsKey(itemID)) || 986 UUID appDomain = assetID;
917 (m_Scripts[itemID].AssetID != assetID))
918 {
919 UUID appDomain = assetID;
920 987
921 if (part.ParentGroup.IsAttachment) 988 if (part.ParentGroup.IsAttachment)
922 appDomain = part.ParentGroup.RootPart.UUID; 989 appDomain = part.ParentGroup.RootPart.UUID;
923 990
924 if (!m_AppDomains.ContainsKey(appDomain)) 991 if (!m_AppDomains.ContainsKey(appDomain))
992 {
993 try
925 { 994 {
926 try 995 AppDomainSetup appSetup = new AppDomainSetup();
927 { 996 appSetup.PrivateBinPath = Path.Combine(
928 AppDomainSetup appSetup = new AppDomainSetup(); 997 m_ScriptEnginesPath,
929 appSetup.PrivateBinPath = Path.Combine( 998 m_Scene.RegionInfo.RegionID.ToString());
930 m_ScriptEnginesPath, 999
931 m_Scene.RegionInfo.RegionID.ToString()); 1000 Evidence baseEvidence = AppDomain.CurrentDomain.Evidence;
932 1001 Evidence evidence = new Evidence(baseEvidence);
933 Evidence baseEvidence = AppDomain.CurrentDomain.Evidence; 1002
934 Evidence evidence = new Evidence(baseEvidence); 1003 AppDomain sandbox;
935 1004 if (m_AppDomainLoading)
936 AppDomain sandbox; 1005 sandbox = AppDomain.CreateDomain(
937 if (m_AppDomainLoading) 1006 m_Scene.RegionInfo.RegionID.ToString(),
938 sandbox = AppDomain.CreateDomain( 1007 evidence, appSetup);
939 m_Scene.RegionInfo.RegionID.ToString(), 1008 else
940 evidence, appSetup); 1009 sandbox = AppDomain.CurrentDomain;
941 else 1010
942 sandbox = AppDomain.CurrentDomain; 1011 //PolicyLevel sandboxPolicy = PolicyLevel.CreateAppDomainLevel();
943 1012 //AllMembershipCondition sandboxMembershipCondition = new AllMembershipCondition();
944 //PolicyLevel sandboxPolicy = PolicyLevel.CreateAppDomainLevel(); 1013 //PermissionSet sandboxPermissionSet = sandboxPolicy.GetNamedPermissionSet("Internet");
945 //AllMembershipCondition sandboxMembershipCondition = new AllMembershipCondition(); 1014 //PolicyStatement sandboxPolicyStatement = new PolicyStatement(sandboxPermissionSet);
946 //PermissionSet sandboxPermissionSet = sandboxPolicy.GetNamedPermissionSet("Internet"); 1015 //CodeGroup sandboxCodeGroup = new UnionCodeGroup(sandboxMembershipCondition, sandboxPolicyStatement);
947 //PolicyStatement sandboxPolicyStatement = new PolicyStatement(sandboxPermissionSet); 1016 //sandboxPolicy.RootCodeGroup = sandboxCodeGroup;
948 //CodeGroup sandboxCodeGroup = new UnionCodeGroup(sandboxMembershipCondition, sandboxPolicyStatement); 1017 //sandbox.SetAppDomainPolicy(sandboxPolicy);
949 //sandboxPolicy.RootCodeGroup = sandboxCodeGroup; 1018
950 //sandbox.SetAppDomainPolicy(sandboxPolicy); 1019 m_AppDomains[appDomain] = sandbox;
951 1020
952 m_AppDomains[appDomain] = sandbox; 1021 m_AppDomains[appDomain].AssemblyResolve +=
953 1022 new ResolveEventHandler(
954 m_AppDomains[appDomain].AssemblyResolve += 1023 AssemblyResolver.OnAssemblyResolve);
955 new ResolveEventHandler( 1024 m_DomainScripts[appDomain] = new List<UUID>();
956 AssemblyResolver.OnAssemblyResolve); 1025 }
957 m_DomainScripts[appDomain] = new List<UUID>(); 1026 catch (Exception e)
958 } 1027 {
959 catch (Exception e) 1028 m_log.ErrorFormat("[XEngine] Exception creating app domain:\n {0}", e.ToString());
1029 m_ScriptErrorMessage += "Exception creating app domain:\n";
1030 m_ScriptFailCount++;
1031 lock (m_AddingAssemblies)
960 { 1032 {
961 m_log.ErrorFormat("[XEngine] Exception creating app domain:\n {0}", e.ToString()); 1033 m_AddingAssemblies[assembly]--;
962 m_ScriptErrorMessage += "Exception creating app domain:\n";
963 m_ScriptFailCount++;
964 lock (m_AddingAssemblies)
965 {
966 m_AddingAssemblies[assembly]--;
967 }
968 return false;
969 } 1034 }
1035 return false;
970 } 1036 }
971 m_DomainScripts[appDomain].Add(itemID); 1037 }
972 1038 m_DomainScripts[appDomain].Add(itemID);
973 instance = new ScriptInstance(this, part, 1039
974 itemID, assetID, assembly, 1040 instance = new ScriptInstance(this, part,
975 m_AppDomains[appDomain], 1041 itemID, assetID, assembly,
976 part.ParentGroup.RootPart.Name, 1042 m_AppDomains[appDomain],
977 item.Name, startParam, postOnRez, 1043 part.ParentGroup.RootPart.Name,
978 stateSource, m_MaxScriptQueue); 1044 item.Name, startParam, postOnRez,
979 1045 stateSource, m_MaxScriptQueue);
980 m_log.DebugFormat( 1046
981 "[XEngine] Loaded script {0}.{1}, item UUID {2}, prim UUID {3} @ {4}.{5}", 1047 m_log.DebugFormat(
982 part.ParentGroup.RootPart.Name, item.Name, itemID, part.UUID, 1048 "[XEngine] Loaded script {0}.{1}, script UUID {2}, prim UUID {3} @ {4}.{5}",
1049 part.ParentGroup.RootPart.Name, item.Name, assetID, part.UUID,
983 part.ParentGroup.RootPart.AbsolutePosition, part.ParentGroup.Scene.RegionInfo.RegionName); 1050 part.ParentGroup.RootPart.AbsolutePosition, part.ParentGroup.Scene.RegionInfo.RegionName);
984 1051
985 if (presence != null) 1052 if (presence != null)
986 { 1053 {
987 ShowScriptSaveResponse(item.OwnerID, 1054 ShowScriptSaveResponse(item.OwnerID,
988 assetID, "Compile successful", true); 1055 assetID, "Compile successful", true);
989 }
990
991 instance.AppDomain = appDomain;
992 instance.LineMap = linemap;
993
994 m_Scripts[itemID] = instance;
995 } 1056 }
996 }
997 1057
1058 instance.AppDomain = appDomain;
1059 instance.LineMap = linemap;
1060 lockScriptsForWrite(true);
1061 m_Scripts[itemID] = instance;
1062 lockScriptsForWrite(false);
1063 }
1064 else
1065 {
1066 lockScriptsForRead(false);
1067 }
998 lock (m_PrimObjects) 1068 lock (m_PrimObjects)
999 { 1069 {
1000 if (!m_PrimObjects.ContainsKey(localID)) 1070 if (!m_PrimObjects.ContainsKey(localID))
@@ -1013,9 +1083,9 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1013 m_AddingAssemblies[assembly]--; 1083 m_AddingAssemblies[assembly]--;
1014 } 1084 }
1015 1085
1016 if (instance != null) 1086 if (instance!=null)
1017 instance.Init(); 1087 instance.Init();
1018 1088
1019 return true; 1089 return true;
1020 } 1090 }
1021 1091
@@ -1028,20 +1098,31 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1028 m_CompileDict.Remove(itemID); 1098 m_CompileDict.Remove(itemID);
1029 } 1099 }
1030 1100
1031 IScriptInstance instance = null; 1101 lockScriptsForRead(true);
1032 1102 // Do we even have it?
1033 lock (m_Scripts) 1103 if (!m_Scripts.ContainsKey(itemID))
1034 { 1104 {
1035 // Do we even have it? 1105 // Do we even have it?
1036 if (!m_Scripts.ContainsKey(itemID)) 1106 if (!m_Scripts.ContainsKey(itemID))
1037 return; 1107 return;
1038 1108
1039 instance = m_Scripts[itemID]; 1109 lockScriptsForRead(false);
1110 lockScriptsForWrite(true);
1040 m_Scripts.Remove(itemID); 1111 m_Scripts.Remove(itemID);
1112 lockScriptsForWrite(false);
1113
1114 return;
1041 } 1115 }
1116
1042 1117
1118 IScriptInstance instance=m_Scripts[itemID];
1119 lockScriptsForRead(false);
1120 lockScriptsForWrite(true);
1121 m_Scripts.Remove(itemID);
1122 lockScriptsForWrite(false);
1043 instance.ClearQueue(); 1123 instance.ClearQueue();
1044 instance.Stop(0); 1124 instance.Stop(0);
1125
1045// bool objectRemoved = false; 1126// bool objectRemoved = false;
1046 1127
1047 lock (m_PrimObjects) 1128 lock (m_PrimObjects)
@@ -1077,11 +1158,12 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1077 ObjectRemoved handlerObjectRemoved = OnObjectRemoved; 1158 ObjectRemoved handlerObjectRemoved = OnObjectRemoved;
1078 if (handlerObjectRemoved != null) 1159 if (handlerObjectRemoved != null)
1079 { 1160 {
1080 SceneObjectPart part = m_Scene.GetSceneObjectPart(localID); 1161 SceneObjectPart part = m_Scene.GetSceneObjectPart(localID);
1081 handlerObjectRemoved(part.UUID); 1162 handlerObjectRemoved(part.UUID);
1082 } 1163 }
1083 1164
1084 1165 CleanAssemblies();
1166
1085 ScriptRemoved handlerScriptRemoved = OnScriptRemoved; 1167 ScriptRemoved handlerScriptRemoved = OnScriptRemoved;
1086 if (handlerScriptRemoved != null) 1168 if (handlerScriptRemoved != null)
1087 handlerScriptRemoved(itemID); 1169 handlerScriptRemoved(itemID);
@@ -1223,7 +1305,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1223 return false; 1305 return false;
1224 1306
1225 uuids = m_PrimObjects[localID]; 1307 uuids = m_PrimObjects[localID];
1226 } 1308
1227 1309
1228 foreach (UUID itemID in uuids) 1310 foreach (UUID itemID in uuids)
1229 { 1311 {
@@ -1241,6 +1323,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1241 result = true; 1323 result = true;
1242 } 1324 }
1243 } 1325 }
1326 }
1244 1327
1245 return result; 1328 return result;
1246 } 1329 }
@@ -1340,12 +1423,14 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1340 private IScriptInstance GetInstance(UUID itemID) 1423 private IScriptInstance GetInstance(UUID itemID)
1341 { 1424 {
1342 IScriptInstance instance; 1425 IScriptInstance instance;
1343 lock (m_Scripts) 1426 lockScriptsForRead(true);
1427 if (!m_Scripts.ContainsKey(itemID))
1344 { 1428 {
1345 if (!m_Scripts.ContainsKey(itemID)) 1429 lockScriptsForRead(false);
1346 return null; 1430 return null;
1347 instance = m_Scripts[itemID];
1348 } 1431 }
1432 instance = m_Scripts[itemID];
1433 lockScriptsForRead(false);
1349 return instance; 1434 return instance;
1350 } 1435 }
1351 1436
@@ -1369,6 +1454,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1369 return false; 1454 return false;
1370 } 1455 }
1371 1456
1457 [DebuggerNonUserCode]
1372 public void ApiResetScript(UUID itemID) 1458 public void ApiResetScript(UUID itemID)
1373 { 1459 {
1374 IScriptInstance instance = GetInstance(itemID); 1460 IScriptInstance instance = GetInstance(itemID);
@@ -1420,6 +1506,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1420 return UUID.Zero; 1506 return UUID.Zero;
1421 } 1507 }
1422 1508
1509 [DebuggerNonUserCode]
1423 public void SetState(UUID itemID, string newState) 1510 public void SetState(UUID itemID, string newState)
1424 { 1511 {
1425 IScriptInstance instance = GetInstance(itemID); 1512 IScriptInstance instance = GetInstance(itemID);
@@ -1442,11 +1529,10 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1442 1529
1443 List<IScriptInstance> instances = new List<IScriptInstance>(); 1530 List<IScriptInstance> instances = new List<IScriptInstance>();
1444 1531
1445 lock (m_Scripts) 1532 lockScriptsForRead(true);
1446 { 1533 foreach (IScriptInstance instance in m_Scripts.Values)
1447 foreach (IScriptInstance instance in m_Scripts.Values)
1448 instances.Add(instance); 1534 instances.Add(instance);
1449 } 1535 lockScriptsForRead(false);
1450 1536
1451 foreach (IScriptInstance i in instances) 1537 foreach (IScriptInstance i in instances)
1452 { 1538 {
@@ -1823,5 +1909,17 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1823 if (instance != null) 1909 if (instance != null)
1824 instance.Resume(); 1910 instance.Resume();
1825 } 1911 }
1912
1913 public bool HasScript(UUID itemID, out bool running)
1914 {
1915 running = true;
1916
1917 IScriptInstance instance = GetInstance(itemID);
1918 if (instance == null)
1919 return false;
1920
1921 running = instance.Running;
1922 return true;
1923 }
1826 } 1924 }
1827} \ No newline at end of file 1925}