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-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.cs735
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/LLUDPClient.cs12
-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.cs65
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs115
-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.cs204
-rw-r--r--OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs26
-rw-r--r--OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs102
-rw-r--r--OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs43
-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.cs63
-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.cs60
-rw-r--r--OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs19
-rw-r--r--OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs52
-rw-r--r--OpenSim/Region/CoreModules/LightShare/LightShareModule.cs3
-rw-r--r--OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs16
-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.cs72
-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.cs8
-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/Animation/ScenePresenceAnimator.cs244
-rw-r--r--OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs7
-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.cs502
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneBase.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs50
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneGraph.cs224
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs7
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs563
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs227
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs794
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs907
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneViewer.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs23
-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.cs10
-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/Scripting/XmlRpcRouterModule/XmlRpcRouterModule.cs16
-rw-r--r--OpenSim/Region/OptionalModules/World/AutoBackup/AutoBackupModuleState.cs202
-rw-r--r--OpenSim/Region/OptionalModules/World/MoneyModule/SampleMoneyModule.cs4
-rw-r--r--OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs13
-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.cs2243
-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.cs3
-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.cs11
-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.cs90
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs32
-rw-r--r--OpenSim/Region/ScriptEngine/XEngine/XEngine.cs359
113 files changed, 17276 insertions, 3004 deletions
diff --git a/OpenSim/Region/Application/OpenSim.cs b/OpenSim/Region/Application/OpenSim.cs
index eea008b..e7ee8c4 100644
--- a/OpenSim/Region/Application/OpenSim.cs
+++ b/OpenSim/Region/Application/OpenSim.cs
@@ -455,7 +455,7 @@ namespace OpenSim
455 if (alert != null) 455 if (alert != null)
456 presence.ControllingClient.Kick(alert); 456 presence.ControllingClient.Kick(alert);
457 else 457 else
458 presence.ControllingClient.Kick("\nThe OpenSim manager kicked you out.\n"); 458 presence.ControllingClient.Kick("\nYou have been logged out by an administrator.\n");
459 459
460 // ...and close on our side 460 // ...and close on our side
461 presence.Scene.IncomingCloseAgent(presence.UUID); 461 presence.Scene.IncomingCloseAgent(presence.UUID);
@@ -1156,7 +1156,7 @@ namespace OpenSim
1156 MainConsole.Instance.Output(String.Format("loadOffsets <X,Y,Z> = <{0},{1},{2}>",loadOffset.X,loadOffset.Y,loadOffset.Z)); 1156 MainConsole.Instance.Output(String.Format("loadOffsets <X,Y,Z> = <{0},{1},{2}>",loadOffset.X,loadOffset.Y,loadOffset.Z));
1157 } 1157 }
1158 } 1158 }
1159 m_sceneManager.LoadCurrentSceneFromXml(cmdparams[2], generateNewIDS, loadOffset); 1159 m_sceneManager.LoadCurrentSceneFromXml(cmdparams[0], generateNewIDS, loadOffset);
1160 } 1160 }
1161 else 1161 else
1162 { 1162 {
diff --git a/OpenSim/Region/Application/OpenSimBase.cs b/OpenSim/Region/Application/OpenSimBase.cs
index 553786b..542211a 100644
--- a/OpenSim/Region/Application/OpenSimBase.cs
+++ b/OpenSim/Region/Application/OpenSimBase.cs
@@ -92,6 +92,10 @@ namespace OpenSim
92 92
93 protected List<IApplicationPlugin> m_plugins = new List<IApplicationPlugin>(); 93 protected List<IApplicationPlugin> m_plugins = new List<IApplicationPlugin>();
94 94
95 private List<string> m_permsModules;
96
97 private bool m_securePermissionsLoading = true;
98
95 /// <value> 99 /// <value>
96 /// The config information passed into the OpenSimulator region server. 100 /// The config information passed into the OpenSimulator region server.
97 /// </value> 101 /// </value>
@@ -189,6 +193,11 @@ namespace OpenSim
189 CreatePIDFile(pidFile); 193 CreatePIDFile(pidFile);
190 194
191 userStatsURI = startupConfig.GetString("Stats_URI", String.Empty); 195 userStatsURI = startupConfig.GetString("Stats_URI", String.Empty);
196
197 m_securePermissionsLoading = startupConfig.GetBoolean("SecurePermissionsLoading", true);
198
199 string permissionModules = startupConfig.GetString("permissionmodules", "DefaultPermissionsModule");
200 m_permsModules = new List<string>(permissionModules.Split(','));
192 } 201 }
193 202
194 // Load the simulation data service 203 // Load the simulation data service
@@ -217,6 +226,12 @@ namespace OpenSim
217 m_moduleLoader = new ModuleLoader(m_config.Source); 226 m_moduleLoader = new ModuleLoader(m_config.Source);
218 227
219 LoadPlugins(); 228 LoadPlugins();
229
230 if (m_plugins.Count == 0) // We failed to load any modules. Mono Addins glitch!
231 {
232 Environment.Exit(1);
233 }
234
220 foreach (IApplicationPlugin plugin in m_plugins) 235 foreach (IApplicationPlugin plugin in m_plugins)
221 { 236 {
222 plugin.PostInitialise(); 237 plugin.PostInitialise();
@@ -364,7 +379,41 @@ namespace OpenSim
364 } 379 }
365 else m_log.Error("[REGIONMODULES]: The new RegionModulesController is missing..."); 380 else m_log.Error("[REGIONMODULES]: The new RegionModulesController is missing...");
366 381
382 if (m_securePermissionsLoading)
383 {
384 foreach (string s in m_permsModules)
385 {
386 if (!scene.RegionModules.ContainsKey(s))
387 {
388 bool found = false;
389 foreach (IRegionModule m in modules)
390 {
391 if (m.Name == s)
392 {
393 found = true;
394 }
395 }
396 if (!found)
397 {
398 m_log.Fatal("[MODULES]: Required module " + s + " not found.");
399 Environment.Exit(0);
400 }
401 }
402 }
403 }
404
367 scene.SetModuleInterfaces(); 405 scene.SetModuleInterfaces();
406// First Step of bootreport sequence
407 if (scene.SnmpService != null)
408 {
409 scene.SnmpService.ColdStart(1,scene);
410 scene.SnmpService.LinkDown(scene);
411 }
412
413 if (scene.SnmpService != null)
414 {
415 scene.SnmpService.BootInfo("Loading prins", scene);
416 }
368 417
369 while (regionInfo.EstateSettings.EstateOwner == UUID.Zero && MainConsole.Instance != null) 418 while (regionInfo.EstateSettings.EstateOwner == UUID.Zero && MainConsole.Instance != null)
370 SetUpEstateOwner(scene); 419 SetUpEstateOwner(scene);
@@ -375,6 +424,10 @@ namespace OpenSim
375 // TODO : Try setting resource for region xstats here on scene 424 // TODO : Try setting resource for region xstats here on scene
376 MainServer.Instance.AddStreamHandler(new Region.Framework.Scenes.RegionStatsHandler(regionInfo)); 425 MainServer.Instance.AddStreamHandler(new Region.Framework.Scenes.RegionStatsHandler(regionInfo));
377 426
427 if (scene.SnmpService != null)
428 {
429 scene.SnmpService.BootInfo("Grid Registration in progress", scene);
430 }
378 try 431 try
379 { 432 {
380 scene.RegisterRegionWithGrid(); 433 scene.RegisterRegionWithGrid();
@@ -385,11 +438,20 @@ namespace OpenSim
385 "[STARTUP]: Registration of region with grid failed, aborting startup due to {0} {1}", 438 "[STARTUP]: Registration of region with grid failed, aborting startup due to {0} {1}",
386 e.Message, e.StackTrace); 439 e.Message, e.StackTrace);
387 440
441 if (scene.SnmpService != null)
442 {
443 scene.SnmpService.Critical("Grid registration failed. Startup aborted.", scene);
444 }
388 // Carrying on now causes a lot of confusion down the 445 // Carrying on now causes a lot of confusion down the
389 // line - we need to get the user's attention 446 // line - we need to get the user's attention
390 Environment.Exit(1); 447 Environment.Exit(1);
391 } 448 }
392 449
450 if (scene.SnmpService != null)
451 {
452 scene.SnmpService.BootInfo("Grid Registration done", scene);
453 }
454
393 scene.loadAllLandObjectsFromStorage(regionInfo.originRegionID); 455 scene.loadAllLandObjectsFromStorage(regionInfo.originRegionID);
394 scene.EventManager.TriggerParcelPrimCountUpdate(); 456 scene.EventManager.TriggerParcelPrimCountUpdate();
395 457
@@ -397,6 +459,11 @@ namespace OpenSim
397 // scripting engines. 459 // scripting engines.
398 scene.CreateScriptInstances(); 460 scene.CreateScriptInstances();
399 461
462 if (scene.SnmpService != null)
463 {
464 scene.SnmpService.BootInfo("ScriptEngine started", scene);
465 }
466
400 m_sceneManager.Add(scene); 467 m_sceneManager.Add(scene);
401 468
402 if (m_autoCreateClientStack) 469 if (m_autoCreateClientStack)
@@ -405,6 +472,10 @@ namespace OpenSim
405 clientServer.Start(); 472 clientServer.Start();
406 } 473 }
407 474
475 if (scene.SnmpService != null)
476 {
477 scene.SnmpService.BootInfo("Initializing region modules", scene);
478 }
408 if (do_post_init) 479 if (do_post_init)
409 { 480 {
410 foreach (IRegionModule module in modules) 481 foreach (IRegionModule module in modules)
@@ -416,7 +487,14 @@ namespace OpenSim
416 487
417 mscene = scene; 488 mscene = scene;
418 489
490 if (scene.SnmpService != null)
491 {
492 scene.SnmpService.BootInfo("The region is operational", scene);
493 scene.SnmpService.LinkUp(scene);
494 }
495
419 scene.StartTimer(); 496 scene.StartTimer();
497 scene.StartTimerWatchdog();
420 498
421 scene.StartScripts(); 499 scene.StartScripts();
422 500
@@ -493,6 +571,11 @@ namespace OpenSim
493 private void ShutdownRegion(Scene scene) 571 private void ShutdownRegion(Scene scene)
494 { 572 {
495 m_log.DebugFormat("[SHUTDOWN]: Shutting down region {0}", scene.RegionInfo.RegionName); 573 m_log.DebugFormat("[SHUTDOWN]: Shutting down region {0}", scene.RegionInfo.RegionName);
574 if (scene.SnmpService != null)
575 {
576 scene.SnmpService.BootInfo("The region is shutting down", scene);
577 scene.SnmpService.LinkDown(scene);
578 }
496 IRegionModulesController controller; 579 IRegionModulesController controller;
497 if (ApplicationRegistry.TryGet<IRegionModulesController>(out controller)) 580 if (ApplicationRegistry.TryGet<IRegionModulesController>(out controller))
498 { 581 {
@@ -936,7 +1019,7 @@ namespace OpenSim
936 = MainConsole.Instance.CmdPrompt( 1019 = MainConsole.Instance.CmdPrompt(
937 string.Format( 1020 string.Format(
938 "Do you wish to join region {0} to an existing estate (yes/no)?", regInfo.RegionName), 1021 "Do you wish to join region {0} to an existing estate (yes/no)?", regInfo.RegionName),
939 "yes", 1022 "no",
940 new List<string>() { "yes", "no" }); 1023 new List<string>() { "yes", "no" });
941 1024
942 if (response == "no") 1025 if (response == "no")
@@ -952,12 +1035,15 @@ namespace OpenSim
952 = MainConsole.Instance.CmdPrompt( 1035 = MainConsole.Instance.CmdPrompt(
953 string.Format( 1036 string.Format(
954 "Name of estate to join. Existing estate names are ({0})", string.Join(", ", estateNames.ToArray())), 1037 "Name of estate to join. Existing estate names are ({0})", string.Join(", ", estateNames.ToArray())),
955 estateNames[0]); 1038 "None");
1039
1040 if (response == "None")
1041 continue;
956 1042
957 List<int> estateIDs = EstateDataService.GetEstates(response); 1043 List<int> estateIDs = EstateDataService.GetEstates(response);
958 if (estateIDs.Count < 1) 1044 if (estateIDs.Count < 1)
959 { 1045 {
960 MainConsole.Instance.Output("The name you have entered matches no known estate. Please try again."); 1046 MainConsole.Instance.Output("The name you have entered matches no known estate. Please try again.");
961 continue; 1047 continue;
962 } 1048 }
963 1049
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 7affa45..de08f90 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
@@ -157,6 +157,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
157 public event RequestTaskInventory OnRequestTaskInventory; 157 public event RequestTaskInventory OnRequestTaskInventory;
158 public event UpdateInventoryItem OnUpdateInventoryItem; 158 public event UpdateInventoryItem OnUpdateInventoryItem;
159 public event CopyInventoryItem OnCopyInventoryItem; 159 public event CopyInventoryItem OnCopyInventoryItem;
160 public event MoveItemsAndLeaveCopy OnMoveItemsAndLeaveCopy;
160 public event MoveInventoryItem OnMoveInventoryItem; 161 public event MoveInventoryItem OnMoveInventoryItem;
161 public event RemoveInventoryItem OnRemoveInventoryItem; 162 public event RemoveInventoryItem OnRemoveInventoryItem;
162 public event RemoveInventoryFolder OnRemoveInventoryFolder; 163 public event RemoveInventoryFolder OnRemoveInventoryFolder;
@@ -254,7 +255,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
254 public event ClassifiedInfoRequest OnClassifiedInfoRequest; 255 public event ClassifiedInfoRequest OnClassifiedInfoRequest;
255 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate; 256 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate;
256 public event ClassifiedDelete OnClassifiedDelete; 257 public event ClassifiedDelete OnClassifiedDelete;
257 public event ClassifiedDelete OnClassifiedGodDelete; 258 public event ClassifiedGodDelete OnClassifiedGodDelete;
258 public event EventNotificationAddRequest OnEventNotificationAddRequest; 259 public event EventNotificationAddRequest OnEventNotificationAddRequest;
259 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest; 260 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest;
260 public event EventGodDelete OnEventGodDelete; 261 public event EventGodDelete OnEventGodDelete;
@@ -330,7 +331,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
330 /// thread servicing the m_primFullUpdates queue after a kill. If this happens the object persists as an 331 /// thread servicing the m_primFullUpdates queue after a kill. If this happens the object persists as an
331 /// ownerless phantom. 332 /// ownerless phantom.
332 /// 333 ///
333 /// All manipulation of this set has to occur under a lock 334 /// All manipulation of this set has to occur under an m_entityUpdates.SyncRoot lock
334 /// 335 ///
335 /// </value> 336 /// </value>
336 protected HashSet<uint> m_killRecord; 337 protected HashSet<uint> m_killRecord;
@@ -338,6 +339,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
338// protected HashSet<uint> m_attachmentsSent; 339// protected HashSet<uint> m_attachmentsSent;
339 340
340 private int m_moneyBalance; 341 private int m_moneyBalance;
342 private bool m_deliverPackets = true;
341 private int m_animationSequenceNumber = 1; 343 private int m_animationSequenceNumber = 1;
342 private bool m_SendLogoutPacketWhenClosing = true; 344 private bool m_SendLogoutPacketWhenClosing = true;
343 private AgentUpdateArgs lastarg; 345 private AgentUpdateArgs lastarg;
@@ -378,6 +380,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP
378 get { return m_startpos; } 380 get { return m_startpos; }
379 set { m_startpos = value; } 381 set { m_startpos = value; }
380 } 382 }
383 public bool DeliverPackets
384 {
385 get { return m_deliverPackets; }
386 set {
387 m_deliverPackets = value;
388 m_udpClient.m_deliverPackets = value;
389 }
390 }
381 public UUID AgentId { get { return m_agentId; } } 391 public UUID AgentId { get { return m_agentId; } }
382 public UUID ActiveGroupId { get { return m_activeGroupID; } } 392 public UUID ActiveGroupId { get { return m_activeGroupID; } }
383 public string ActiveGroupName { get { return m_activeGroupName; } } 393 public string ActiveGroupName { get { return m_activeGroupName; } }
@@ -479,18 +489,30 @@ namespace OpenSim.Region.ClientStack.LindenUDP
479 489
480 #region Client Methods 490 #region Client Methods
481 491
492
482 /// <summary> 493 /// <summary>
483 /// Shut down the client view 494 /// Shut down the client view
484 /// </summary> 495 /// </summary>
485 public void Close() 496 public void Close()
486 { 497 {
498 Close(true);
499 }
500
501 /// <summary>
502 /// Shut down the client view
503 /// </summary>
504 public void Close(bool sendStop)
505 {
487 m_log.DebugFormat( 506 m_log.DebugFormat(
488 "[CLIENT]: Close has been called for {0} attached to scene {1}", 507 "[CLIENT]: Close has been called for {0} attached to scene {1}",
489 Name, m_scene.RegionInfo.RegionName); 508 Name, m_scene.RegionInfo.RegionName);
490 509
491 // Send the STOP packet 510 if (sendStop)
492 DisableSimulatorPacket disable = (DisableSimulatorPacket)PacketPool.Instance.GetPacket(PacketType.DisableSimulator); 511 {
493 OutPacket(disable, ThrottleOutPacketType.Unknown); 512 // Send the STOP packet
513 DisableSimulatorPacket disable = (DisableSimulatorPacket)PacketPool.Instance.GetPacket(PacketType.DisableSimulator);
514 OutPacket(disable, ThrottleOutPacketType.Unknown);
515 }
494 516
495 IsActive = false; 517 IsActive = false;
496 518
@@ -791,7 +813,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
791 reply.ChatData.OwnerID = fromAgentID; 813 reply.ChatData.OwnerID = fromAgentID;
792 reply.ChatData.SourceID = fromAgentID; 814 reply.ChatData.SourceID = fromAgentID;
793 815
794 OutPacket(reply, ThrottleOutPacketType.Task); 816 OutPacket(reply, ThrottleOutPacketType.Unknown);
795 } 817 }
796 818
797 /// <summary> 819 /// <summary>
@@ -1077,6 +1099,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1077 public virtual void SendLayerData(float[] map) 1099 public virtual void SendLayerData(float[] map)
1078 { 1100 {
1079 Util.FireAndForget(DoSendLayerData, map); 1101 Util.FireAndForget(DoSendLayerData, map);
1102
1103 // Send it sync, and async. It's not that much data
1104 // and it improves user experience just so much!
1105 DoSendLayerData(map);
1080 } 1106 }
1081 1107
1082 /// <summary> 1108 /// <summary>
@@ -1089,16 +1115,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1089 1115
1090 try 1116 try
1091 { 1117 {
1092 //for (int y = 0; y < 16; y++) 1118 for (int y = 0; y < 16; y++)
1093 //{ 1119 {
1094 // for (int x = 0; x < 16; x++) 1120 for (int x = 0; x < 16; x+=4)
1095 // { 1121 {
1096 // SendLayerData(x, y, map); 1122 SendLayerPacket(x, y, map);
1097 // } 1123 }
1098 //} 1124 }
1099
1100 // Send LayerData in a spiral pattern. Fun!
1101 SendLayerTopRight(map, 0, 0, 15, 15);
1102 } 1125 }
1103 catch (Exception e) 1126 catch (Exception e)
1104 { 1127 {
@@ -1106,51 +1129,35 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1106 } 1129 }
1107 } 1130 }
1108 1131
1109 private void SendLayerTopRight(float[] map, int x1, int y1, int x2, int y2)
1110 {
1111 // Row
1112 for (int i = x1; i <= x2; i++)
1113 SendLayerData(i, y1, map);
1114
1115 // Column
1116 for (int j = y1 + 1; j <= y2; j++)
1117 SendLayerData(x2, j, map);
1118
1119 if (x2 - x1 > 0)
1120 SendLayerBottomLeft(map, x1, y1 + 1, x2 - 1, y2);
1121 }
1122
1123 void SendLayerBottomLeft(float[] map, int x1, int y1, int x2, int y2)
1124 {
1125 // Row in reverse
1126 for (int i = x2; i >= x1; i--)
1127 SendLayerData(i, y2, map);
1128
1129 // Column in reverse
1130 for (int j = y2 - 1; j >= y1; j--)
1131 SendLayerData(x1, j, map);
1132
1133 if (x2 - x1 > 0)
1134 SendLayerTopRight(map, x1 + 1, y1, x2, y2 - 1);
1135 }
1136
1137 /// <summary> 1132 /// <summary>
1138 /// Sends a set of four patches (x, x+1, ..., x+3) to the client 1133 /// Sends a set of four patches (x, x+1, ..., x+3) to the client
1139 /// </summary> 1134 /// </summary>
1140 /// <param name="map">heightmap</param> 1135 /// <param name="map">heightmap</param>
1141 /// <param name="px">X coordinate for patches 0..12</param> 1136 /// <param name="px">X coordinate for patches 0..12</param>
1142 /// <param name="py">Y coordinate for patches 0..15</param> 1137 /// <param name="py">Y coordinate for patches 0..15</param>
1143 // private void SendLayerPacket(float[] map, int y, int x) 1138 private void SendLayerPacket(int x, int y, float[] map)
1144 // { 1139 {
1145 // int[] patches = new int[4]; 1140 int[] patches = new int[4];
1146 // patches[0] = x + 0 + y * 16; 1141 patches[0] = x + 0 + y * 16;
1147 // patches[1] = x + 1 + y * 16; 1142 patches[1] = x + 1 + y * 16;
1148 // patches[2] = x + 2 + y * 16; 1143 patches[2] = x + 2 + y * 16;
1149 // patches[3] = x + 3 + y * 16; 1144 patches[3] = x + 3 + y * 16;
1150 1145
1151 // Packet layerpack = LLClientView.TerrainManager.CreateLandPacket(map, patches); 1146 float[] heightmap = (map.Length == 65536) ?
1152 // OutPacket(layerpack, ThrottleOutPacketType.Land); 1147 map :
1153 // } 1148 LLHeightFieldMoronize(map);
1149
1150 try
1151 {
1152 Packet layerpack = TerrainCompressor.CreateLandPacket(heightmap, patches);
1153 OutPacket(layerpack, ThrottleOutPacketType.Land);
1154 }
1155 catch
1156 {
1157 for (int px = x ; px < x + 4 ; px++)
1158 SendLayerData(px, y, map);
1159 }
1160 }
1154 1161
1155 /// <summary> 1162 /// <summary>
1156 /// Sends a specified patch to a client 1163 /// Sends a specified patch to a client
@@ -1170,7 +1177,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1170 LayerDataPacket layerpack = TerrainCompressor.CreateLandPacket(heightmap, patches); 1177 LayerDataPacket layerpack = TerrainCompressor.CreateLandPacket(heightmap, patches);
1171 layerpack.Header.Reliable = true; 1178 layerpack.Header.Reliable = true;
1172 1179
1173 OutPacket(layerpack, ThrottleOutPacketType.Land); 1180 OutPacket(layerpack, ThrottleOutPacketType.Task);
1174 } 1181 }
1175 catch (Exception e) 1182 catch (Exception e)
1176 { 1183 {
@@ -1531,38 +1538,49 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1531 OutPacket(pc, ThrottleOutPacketType.Unknown); 1538 OutPacket(pc, ThrottleOutPacketType.Unknown);
1532 } 1539 }
1533 1540
1534 public void SendKillObject(ulong regionHandle, uint localID) 1541 public void SendKillObject(ulong regionHandle, List<uint> localIDs)
1535 { 1542 {
1536// m_log.DebugFormat("[CLIENT]: Sending KillObjectPacket to {0} for {1} in {2}", Name, localID, regionHandle); 1543// m_log.DebugFormat("[CLIENT]: Sending KillObjectPacket to {0} for {1} in {2}", Name, localID, regionHandle);
1537 1544
1538 KillObjectPacket kill = (KillObjectPacket)PacketPool.Instance.GetPacket(PacketType.KillObject); 1545 KillObjectPacket kill = (KillObjectPacket)PacketPool.Instance.GetPacket(PacketType.KillObject);
1539 // TODO: don't create new blocks if recycling an old packet 1546 // TODO: don't create new blocks if recycling an old packet
1540 kill.ObjectData = new KillObjectPacket.ObjectDataBlock[1]; 1547 kill.ObjectData = new KillObjectPacket.ObjectDataBlock[localIDs.Count];
1541 kill.ObjectData[0] = new KillObjectPacket.ObjectDataBlock(); 1548 for (int i = 0 ; i < localIDs.Count ; i++ )
1542 kill.ObjectData[0].ID = localID; 1549 {
1550 kill.ObjectData[i] = new KillObjectPacket.ObjectDataBlock();
1551 kill.ObjectData[i].ID = localIDs[i];
1552 }
1543 kill.Header.Reliable = true; 1553 kill.Header.Reliable = true;
1544 kill.Header.Zerocoded = true; 1554 kill.Header.Zerocoded = true;
1545 1555
1546 if (m_scene.GetScenePresence(localID) == null) 1556 lock (m_killRecord)
1547 { 1557 {
1548 // We must lock for both manipulating the kill record and sending the packet, in order to avoid a race 1558 if (localIDs.Count == 1)
1549 // condition where a kill can be processed before an out-of-date update for the same object.
1550 lock (m_killRecord)
1551 { 1559 {
1552 m_killRecord.Add(localID); 1560 if (m_scene.GetScenePresence(localIDs[0]) != null)
1553 1561 {
1554 // The throttle queue used here must match that being used for updates. Otherwise, there is a 1562 OutPacket(kill, ThrottleOutPacketType.State);
1555 // chance that a kill packet put on a separate queue will be sent to the client before an existing 1563 return;
1556 // update packet on another queue. Receiving updates after kills results in unowned and undeletable 1564 }
1557 // scene objects in a viewer until that viewer is relogged in. 1565 m_killRecord.Add(localIDs[0]);
1558 OutPacket(kill, ThrottleOutPacketType.Task); 1566 }
1567 else
1568 {
1569 lock (m_entityUpdates.SyncRoot)
1570 {
1571 foreach (uint localID in localIDs)
1572 m_killRecord.Add(localID);
1573 }
1559 } 1574 }
1560 } 1575 }
1561 else 1576
1562 { 1577 // The throttle queue used here must match that being used for
1563 // OutPacket(kill, ThrottleOutPacketType.State); 1578 // updates. Otherwise, there is a chance that a kill packet put
1564 OutPacket(kill, ThrottleOutPacketType.Task); 1579 // on a separate queue will be sent to the client before an
1565 } 1580 // existing update packet on another queue. Receiving updates
1581 // after kills results in unowned and undeletable
1582 // scene objects in a viewer until that viewer is relogged in.
1583 OutPacket(kill, ThrottleOutPacketType.Task);
1566 } 1584 }
1567 1585
1568 /// <summary> 1586 /// <summary>
@@ -2287,6 +2305,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP
2287 OutPacket(sound, ThrottleOutPacketType.Task); 2305 OutPacket(sound, ThrottleOutPacketType.Task);
2288 } 2306 }
2289 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
2290 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)
2291 { 2318 {
2292 SoundTriggerPacket sound = (SoundTriggerPacket)PacketPool.Instance.GetPacket(PacketType.SoundTrigger); 2319 SoundTriggerPacket sound = (SoundTriggerPacket)PacketPool.Instance.GetPacket(PacketType.SoundTrigger);
@@ -3589,7 +3616,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP
3589 /// </summary> 3616 /// </summary>
3590 public void SendEntityUpdate(ISceneEntity entity, PrimUpdateFlags updateFlags) 3617 public void SendEntityUpdate(ISceneEntity entity, PrimUpdateFlags updateFlags)
3591 { 3618 {
3592 //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
3593 uint priority = m_prioritizer.GetUpdatePriority(this, entity); 3628 uint priority = m_prioritizer.GetUpdatePriority(this, entity);
3594 3629
3595 lock (m_entityUpdates.SyncRoot) 3630 lock (m_entityUpdates.SyncRoot)
@@ -3656,211 +3691,230 @@ namespace OpenSim.Region.ClientStack.LindenUDP
3656 3691
3657 // 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
3658 // 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.
3659 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)
3660 { 3699 {
3661 float avgTimeDilation = 1.0f; 3700 lock (m_entityUpdates.SyncRoot)
3662 IEntityUpdate iupdate; 3701 if (!m_entityUpdates.TryDequeue(out iupdate, out timeinqueue))
3663 Int32 timeinqueue; // this is just debugging code & can be dropped later 3702 break;
3664
3665 while (updatesThisCall < maxUpdates)
3666 {
3667 lock (m_entityUpdates.SyncRoot)
3668 if (!m_entityUpdates.TryDequeue(out iupdate, out timeinqueue))
3669 break;
3670 3703
3671 EntityUpdate update = (EntityUpdate)iupdate; 3704 EntityUpdate update = (EntityUpdate)iupdate;
3672 3705
3673 avgTimeDilation += update.TimeDilation; 3706 avgTimeDilation += update.TimeDilation;
3674 avgTimeDilation *= 0.5f; 3707 avgTimeDilation *= 0.5f;
3675 3708
3676 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)
3677 { 3724 {
3678 SceneObjectPart part = (SceneObjectPart)update.Entity;
3679
3680 // Please do not remove this unless you can demonstrate on the OpenSim mailing list that a client
3681 // will never receive an update after a prim kill. Even then, keeping the kill record may be a good
3682 // safety measure.
3683 //
3684 // If a Linden Lab 1.23.5 client (and possibly later and earlier) receives an object update
3685 // after a kill, it will keep displaying the deleted object until relog. OpenSim currently performs
3686 // updates and kills on different threads with different scheduling strategies, hence this protection.
3687 //
3688 // This doesn't appear to apply to child prims - a client will happily ignore these updates
3689 // after the root prim has been deleted.
3690 if (m_killRecord.Contains(part.LocalId)) 3725 if (m_killRecord.Contains(part.LocalId))
3691 {
3692 // m_log.WarnFormat(
3693 // "[CLIENT]: Preventing update for prim with local id {0} after client for user {1} told it was deleted",
3694 // part.LocalId, Name);
3695 continue; 3726 continue;
3696 } 3727 if (m_killRecord.Contains(part.ParentGroup.RootPart.LocalId))
3697 3728 continue;
3698 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)
3699 { 3748 {
3700 if (part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.LeftHand && 3749 if (att == part.ParentGroup)
3701 part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.RightHand)
3702 { 3750 {
3703 part.Shape.LightEntry = false; 3751 found = true;
3752 break;
3704 } 3753 }
3705 } 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;
3706 } 3760 }
3707 3761 if (part.ParentGroup.IsAttachment && m_disableFacelights)
3708 ++updatesThisCall;
3709
3710 #region UpdateFlags to packet type conversion
3711
3712 PrimUpdateFlags updateFlags = (PrimUpdateFlags)update.Flags;
3713
3714 bool canUseCompressed = true;
3715 bool canUseImproved = true;
3716
3717 // Compressed object updates only make sense for LL primitives
3718 if (!(update.Entity is SceneObjectPart))
3719 {
3720 canUseCompressed = false;
3721 }
3722
3723 if (updateFlags.HasFlag(PrimUpdateFlags.FullUpdate))
3724 {
3725 canUseCompressed = false;
3726 canUseImproved = false;
3727 }
3728 else
3729 { 3762 {
3730 if (updateFlags.HasFlag(PrimUpdateFlags.Velocity) || 3763 if (part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.LeftHand &&
3731 updateFlags.HasFlag(PrimUpdateFlags.Acceleration) || 3764 part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.RightHand)
3732 updateFlags.HasFlag(PrimUpdateFlags.CollisionPlane) ||
3733 updateFlags.HasFlag(PrimUpdateFlags.Joint))
3734 {
3735 canUseCompressed = false;
3736 }
3737
3738 if (updateFlags.HasFlag(PrimUpdateFlags.PrimFlags) ||
3739 updateFlags.HasFlag(PrimUpdateFlags.ParentID) ||
3740 updateFlags.HasFlag(PrimUpdateFlags.Scale) ||
3741 updateFlags.HasFlag(PrimUpdateFlags.PrimData) ||
3742 updateFlags.HasFlag(PrimUpdateFlags.Text) ||
3743 updateFlags.HasFlag(PrimUpdateFlags.NameValue) ||
3744 updateFlags.HasFlag(PrimUpdateFlags.ExtraData) ||
3745 updateFlags.HasFlag(PrimUpdateFlags.TextureAnim) ||
3746 updateFlags.HasFlag(PrimUpdateFlags.Sound) ||
3747 updateFlags.HasFlag(PrimUpdateFlags.Particles) ||
3748 updateFlags.HasFlag(PrimUpdateFlags.Material) ||
3749 updateFlags.HasFlag(PrimUpdateFlags.ClickAction) ||
3750 updateFlags.HasFlag(PrimUpdateFlags.MediaURL) ||
3751 updateFlags.HasFlag(PrimUpdateFlags.Joint))
3752 { 3765 {
3753 canUseImproved = false; 3766 part.Shape.LightEntry = false;
3754 } 3767 }
3755 } 3768 }
3756 3769 }
3757 #endregion UpdateFlags to packet type conversion 3770
3758 3771 ++updatesThisCall;
3759 #region Block Construction 3772
3760 3773 #region UpdateFlags to packet type conversion
3761 // 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 {
3762 canUseCompressed = false; 3783 canUseCompressed = false;
3763 3784 }
3764 if (!canUseImproved && !canUseCompressed) 3785
3765 { 3786 if (updateFlags.HasFlag(PrimUpdateFlags.FullUpdate))
3766 if (update.Entity is ScenePresence) 3787 {
3767 { 3788 canUseCompressed = false;
3768 objectUpdateBlocks.Value.Add(CreateAvatarUpdateBlock((ScenePresence)update.Entity)); 3789 canUseImproved = false;
3769 objectUpdates.Value.Add(update); 3790 }
3770 } 3791 else
3771 else 3792 {
3772 { 3793 if (updateFlags.HasFlag(PrimUpdateFlags.Velocity) ||
3773 objectUpdateBlocks.Value.Add(CreatePrimUpdateBlock((SceneObjectPart)update.Entity, this.m_agentId)); 3794 updateFlags.HasFlag(PrimUpdateFlags.Acceleration) ||
3774 objectUpdates.Value.Add(update); 3795 updateFlags.HasFlag(PrimUpdateFlags.CollisionPlane) ||
3775 } 3796 updateFlags.HasFlag(PrimUpdateFlags.Joint))
3776 }
3777 else if (!canUseImproved)
3778 { 3797 {
3779 compressedUpdateBlocks.Value.Add(CreateCompressedUpdateBlock((SceneObjectPart)update.Entity, updateFlags)); 3798 canUseCompressed = false;
3780 compressedUpdates.Value.Add(update);
3781 } 3799 }
3782 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))
3783 { 3815 {
3784 if (update.Entity is ScenePresence && ((ScenePresence)update.Entity).UUID == AgentId) 3816 canUseImproved = false;
3785 {
3786 // Self updates go into a special list
3787 terseAgentUpdateBlocks.Value.Add(CreateImprovedTerseBlock(update.Entity, updateFlags.HasFlag(PrimUpdateFlags.Textures)));
3788 terseAgentUpdates.Value.Add(update);
3789 }
3790 else
3791 {
3792 // Everything else goes here
3793 terseUpdateBlocks.Value.Add(CreateImprovedTerseBlock(update.Entity, updateFlags.HasFlag(PrimUpdateFlags.Textures)));
3794 terseUpdates.Value.Add(update);
3795 }
3796 } 3817 }
3797
3798 #endregion Block Construction
3799 } 3818 }
3800
3801
3802 #region Packet Sending
3803 ushort timeDilation = Utils.FloatToUInt16(avgTimeDilation, 0.0f, 1.0f);
3804 3819
3805 if (terseAgentUpdateBlocks.IsValueCreated) 3820 #endregion UpdateFlags to packet type conversion
3806 {
3807 List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock> blocks = terseAgentUpdateBlocks.Value;
3808 3821
3809 ImprovedTerseObjectUpdatePacket packet = new ImprovedTerseObjectUpdatePacket(); 3822 #region Block Construction
3810 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
3811 packet.RegionData.TimeDilation = timeDilation;
3812 packet.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[blocks.Count];
3813 3823
3814 for (int i = 0; i < blocks.Count; i++) 3824 // TODO: Remove this once we can build compressed updates
3815 packet.ObjectData[i] = blocks[i]; 3825 canUseCompressed = false;
3816 // If any of the packets created from this call go unacknowledged, all of the updates will be resent
3817 OutPacket(packet, ThrottleOutPacketType.Unknown, true, delegate(OutgoingPacket oPacket) { ResendPrimUpdates(terseAgentUpdates.Value, oPacket); });
3818 }
3819 3826
3820 if (objectUpdateBlocks.IsValueCreated) 3827 if (!canUseImproved && !canUseCompressed)
3821 { 3828 {
3822 List<ObjectUpdatePacket.ObjectDataBlock> blocks = objectUpdateBlocks.Value; 3829 if (update.Entity is ScenePresence)
3823 3830 {
3824 ObjectUpdatePacket packet = (ObjectUpdatePacket)PacketPool.Instance.GetPacket(PacketType.ObjectUpdate); 3831 objectUpdateBlocks.Value.Add(CreateAvatarUpdateBlock((ScenePresence)update.Entity));
3825 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle; 3832 }
3826 packet.RegionData.TimeDilation = timeDilation; 3833 else
3827 packet.ObjectData = new ObjectUpdatePacket.ObjectDataBlock[blocks.Count]; 3834 {
3828 3835 objectUpdateBlocks.Value.Add(CreatePrimUpdateBlock((SceneObjectPart)update.Entity, this.m_agentId));
3829 for (int i = 0; i < blocks.Count; i++) 3836 }
3830 packet.ObjectData[i] = blocks[i];
3831 // If any of the packets created from this call go unacknowledged, all of the updates will be resent
3832 OutPacket(packet, ThrottleOutPacketType.Task, true, delegate(OutgoingPacket oPacket) { ResendPrimUpdates(objectUpdates.Value, oPacket); });
3833 } 3837 }
3834 3838 else if (!canUseImproved)
3835 if (compressedUpdateBlocks.IsValueCreated)
3836 { 3839 {
3837 List<ObjectUpdateCompressedPacket.ObjectDataBlock> blocks = compressedUpdateBlocks.Value; 3840 compressedUpdateBlocks.Value.Add(CreateCompressedUpdateBlock((SceneObjectPart)update.Entity, updateFlags));
3838
3839 ObjectUpdateCompressedPacket packet = (ObjectUpdateCompressedPacket)PacketPool.Instance.GetPacket(PacketType.ObjectUpdateCompressed);
3840 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
3841 packet.RegionData.TimeDilation = timeDilation;
3842 packet.ObjectData = new ObjectUpdateCompressedPacket.ObjectDataBlock[blocks.Count];
3843
3844 for (int i = 0; i < blocks.Count; i++)
3845 packet.ObjectData[i] = blocks[i];
3846 // If any of the packets created from this call go unacknowledged, all of the updates will be resent
3847 OutPacket(packet, ThrottleOutPacketType.Task, true, delegate(OutgoingPacket oPacket) { ResendPrimUpdates(compressedUpdates.Value, oPacket); });
3848 } 3841 }
3849 3842 else
3850 if (terseUpdateBlocks.IsValueCreated)
3851 { 3843 {
3852 List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock> blocks = terseUpdateBlocks.Value; 3844 if (update.Entity is ScenePresence && ((ScenePresence)update.Entity).UUID == AgentId)
3853 3845 // Self updates go into a special list
3854 ImprovedTerseObjectUpdatePacket packet = new ImprovedTerseObjectUpdatePacket(); 3846 terseAgentUpdateBlocks.Value.Add(CreateImprovedTerseBlock(update.Entity, updateFlags.HasFlag(PrimUpdateFlags.Textures)));
3855 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle; 3847 else
3856 packet.RegionData.TimeDilation = timeDilation; 3848 // Everything else goes here
3857 packet.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[blocks.Count]; 3849 terseUpdateBlocks.Value.Add(CreateImprovedTerseBlock(update.Entity, updateFlags.HasFlag(PrimUpdateFlags.Textures)));
3858
3859 for (int i = 0; i < blocks.Count; i++)
3860 packet.ObjectData[i] = blocks[i];
3861 // If any of the packets created from this call go unacknowledged, all of the updates will be resent
3862 OutPacket(packet, ThrottleOutPacketType.Task, true, delegate(OutgoingPacket oPacket) { ResendPrimUpdates(terseUpdates.Value, oPacket); });
3863 } 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);
3864 } 3918 }
3865 3919
3866 #endregion Packet Sending 3920 #endregion Packet Sending
@@ -4161,11 +4215,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4161 4215
4162 // 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
4163 // 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
4164 OutPacket(packet, ThrottleOutPacketType.Task, true, 4218 // HACK : Remove intelligent resending until it's fixed in core
4165 delegate(OutgoingPacket oPacket) 4219 //OutPacket(packet, ThrottleOutPacketType.Task, true,
4166 { 4220 // delegate(OutgoingPacket oPacket)
4167 ResendPropertyUpdates(updates, oPacket); 4221 // {
4168 }); 4222 // ResendPropertyUpdates(updates, oPacket);
4223 // });
4224 OutPacket(packet, ThrottleOutPacketType.Task, true);
4169 4225
4170 // pbcnt += blocks.Count; 4226 // pbcnt += blocks.Count;
4171 // ppcnt++; 4227 // ppcnt++;
@@ -4191,11 +4247,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4191 // 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
4192 List<ObjectPropertyUpdate> updates = new List<ObjectPropertyUpdate>(); 4248 List<ObjectPropertyUpdate> updates = new List<ObjectPropertyUpdate>();
4193 updates.Add(familyUpdates.Value[i]); 4249 updates.Add(familyUpdates.Value[i]);
4194 OutPacket(packet, ThrottleOutPacketType.Task, true, 4250 // HACK : Remove intelligent resending until it's fixed in core
4195 delegate(OutgoingPacket oPacket) 4251 //OutPacket(packet, ThrottleOutPacketType.Task, true,
4196 { 4252 // delegate(OutgoingPacket oPacket)
4197 ResendPropertyUpdates(updates, oPacket); 4253 // {
4198 }); 4254 // ResendPropertyUpdates(updates, oPacket);
4255 // });
4256 OutPacket(packet, ThrottleOutPacketType.Task, true);
4199 4257
4200 // fpcnt++; 4258 // fpcnt++;
4201 // fbcnt++; 4259 // fbcnt++;
@@ -4344,37 +4402,44 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4344 if (bl[i].BannedUserID == UUID.Zero) 4402 if (bl[i].BannedUserID == UUID.Zero)
4345 continue; 4403 continue;
4346 BannedUsers.Add(bl[i].BannedUserID); 4404 BannedUsers.Add(bl[i].BannedUserID);
4347 }
4348 4405
4349 EstateOwnerMessagePacket packet = new EstateOwnerMessagePacket(); 4406 if (BannedUsers.Count >= 50 || (i == (bl.Length - 1) && BannedUsers.Count > 0))
4350 packet.AgentData.TransactionID = UUID.Random(); 4407 {
4351 packet.AgentData.AgentID = AgentId; 4408 EstateOwnerMessagePacket packet = new EstateOwnerMessagePacket();
4352 packet.AgentData.SessionID = SessionId; 4409 packet.AgentData.TransactionID = UUID.Random();
4353 packet.MethodData.Invoice = invoice; 4410 packet.AgentData.AgentID = AgentId;
4354 packet.MethodData.Method = Utils.StringToBytes("setaccess"); 4411 packet.AgentData.SessionID = SessionId;
4412 packet.MethodData.Invoice = invoice;
4413 packet.MethodData.Method = Utils.StringToBytes("setaccess");
4355 4414
4356 EstateOwnerMessagePacket.ParamListBlock[] returnblock = new EstateOwnerMessagePacket.ParamListBlock[6 + BannedUsers.Count]; 4415 EstateOwnerMessagePacket.ParamListBlock[] returnblock = new EstateOwnerMessagePacket.ParamListBlock[6 + BannedUsers.Count];
4357 4416
4358 for (int i = 0; i < (6 + BannedUsers.Count); i++) 4417 int j;
4359 { 4418 for (j = 0; j < (6 + BannedUsers.Count); j++)
4360 returnblock[i] = new EstateOwnerMessagePacket.ParamListBlock(); 4419 {
4361 } 4420 returnblock[j] = new EstateOwnerMessagePacket.ParamListBlock();
4362 int j = 0; 4421 }
4422 j = 0;
4363 4423
4364 returnblock[j].Parameter = Utils.StringToBytes(estateID.ToString()); j++; 4424 returnblock[j].Parameter = Utils.StringToBytes(estateID.ToString()); j++;
4365 returnblock[j].Parameter = Utils.StringToBytes(((int)Constants.EstateAccessCodex.EstateBans).ToString()); j++; 4425 returnblock[j].Parameter = Utils.StringToBytes(((int)Constants.EstateAccessCodex.EstateBans).ToString()); j++;
4366 returnblock[j].Parameter = Utils.StringToBytes("0"); j++; 4426 returnblock[j].Parameter = Utils.StringToBytes("0"); j++;
4367 returnblock[j].Parameter = Utils.StringToBytes("0"); j++; 4427 returnblock[j].Parameter = Utils.StringToBytes("0"); j++;
4368 returnblock[j].Parameter = Utils.StringToBytes(BannedUsers.Count.ToString()); j++; 4428 returnblock[j].Parameter = Utils.StringToBytes(BannedUsers.Count.ToString()); j++;
4369 returnblock[j].Parameter = Utils.StringToBytes("0"); j++; 4429 returnblock[j].Parameter = Utils.StringToBytes("0"); j++;
4370 4430
4371 foreach (UUID banned in BannedUsers) 4431 foreach (UUID banned in BannedUsers)
4372 { 4432 {
4373 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 }
4374 } 4441 }
4375 packet.ParamList = returnblock; 4442
4376 packet.Header.Reliable = false;
4377 OutPacket(packet, ThrottleOutPacketType.Task);
4378 } 4443 }
4379 4444
4380 public void SendRegionInfoToEstateMenu(RegionInfoForEstateMenuArgs args) 4445 public void SendRegionInfoToEstateMenu(RegionInfoForEstateMenuArgs args)
@@ -4543,7 +4608,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4543 4608
4544 if (landData.SimwideArea > 0) 4609 if (landData.SimwideArea > 0)
4545 { 4610 {
4546 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;
4547 updateMessage.SimWideMaxPrims = simulatorCapacity; 4615 updateMessage.SimWideMaxPrims = simulatorCapacity;
4548 } 4616 }
4549 else 4617 else
@@ -4672,14 +4740,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4672 4740
4673 if (notifyCount > 0) 4741 if (notifyCount > 0)
4674 { 4742 {
4675 if (notifyCount > 32) 4743// if (notifyCount > 32)
4676 { 4744// {
4677 m_log.InfoFormat( 4745// m_log.InfoFormat(
4678 "[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}"
4679 + " - 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);
4680 4748//
4681 notifyCount = 32; 4749// notifyCount = 32;
4682 } 4750// }
4683 4751
4684 ParcelObjectOwnersReplyPacket.DataBlock[] dataBlock 4752 ParcelObjectOwnersReplyPacket.DataBlock[] dataBlock
4685 = new ParcelObjectOwnersReplyPacket.DataBlock[notifyCount]; 4753 = new ParcelObjectOwnersReplyPacket.DataBlock[notifyCount];
@@ -5213,6 +5281,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
5213 AddLocalPacketHandler(PacketType.TransferAbort, HandleTransferAbort, false); 5281 AddLocalPacketHandler(PacketType.TransferAbort, HandleTransferAbort, false);
5214 AddLocalPacketHandler(PacketType.MuteListRequest, HandleMuteListRequest, false); 5282 AddLocalPacketHandler(PacketType.MuteListRequest, HandleMuteListRequest, false);
5215 AddLocalPacketHandler(PacketType.UseCircuitCode, HandleUseCircuitCode); 5283 AddLocalPacketHandler(PacketType.UseCircuitCode, HandleUseCircuitCode);
5284 AddLocalPacketHandler(PacketType.CreateNewOutfitAttachments, HandleCreateNewOutfitAttachments);
5216 AddLocalPacketHandler(PacketType.AgentHeightWidth, HandleAgentHeightWidth, false); 5285 AddLocalPacketHandler(PacketType.AgentHeightWidth, HandleAgentHeightWidth, false);
5217 AddLocalPacketHandler(PacketType.InventoryDescendents, HandleInventoryDescendents); 5286 AddLocalPacketHandler(PacketType.InventoryDescendents, HandleInventoryDescendents);
5218 AddLocalPacketHandler(PacketType.DirPlacesQuery, HandleDirPlacesQuery); 5287 AddLocalPacketHandler(PacketType.DirPlacesQuery, HandleDirPlacesQuery);
@@ -5314,6 +5383,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
5314 (x.CameraLeftAxis != lastarg.CameraLeftAxis) || 5383 (x.CameraLeftAxis != lastarg.CameraLeftAxis) ||
5315 (x.CameraUpAxis != lastarg.CameraUpAxis) || 5384 (x.CameraUpAxis != lastarg.CameraUpAxis) ||
5316 (x.ControlFlags != lastarg.ControlFlags) || 5385 (x.ControlFlags != lastarg.ControlFlags) ||
5386 (x.ControlFlags != 0) ||
5317 (x.Far != lastarg.Far) || 5387 (x.Far != lastarg.Far) ||
5318 (x.Flags != lastarg.Flags) || 5388 (x.Flags != lastarg.Flags) ||
5319 (x.State != lastarg.State) || 5389 (x.State != lastarg.State) ||
@@ -5691,7 +5761,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
5691 args.Channel = ch; 5761 args.Channel = ch;
5692 args.From = String.Empty; 5762 args.From = String.Empty;
5693 args.Message = Utils.BytesToString(msg); 5763 args.Message = Utils.BytesToString(msg);
5694 args.Type = ChatTypeEnum.Shout; 5764 args.Type = ChatTypeEnum.Region; //Behaviour in SL is that the response can be heard from any distance
5695 args.Position = new Vector3(); 5765 args.Position = new Vector3();
5696 args.Scene = Scene; 5766 args.Scene = Scene;
5697 args.Sender = this; 5767 args.Sender = this;
@@ -9697,7 +9767,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
9697 handlerUpdateMuteListEntry(this, UpdateMuteListEntry.MuteData.MuteID, 9767 handlerUpdateMuteListEntry(this, UpdateMuteListEntry.MuteData.MuteID,
9698 Utils.BytesToString(UpdateMuteListEntry.MuteData.MuteName), 9768 Utils.BytesToString(UpdateMuteListEntry.MuteData.MuteName),
9699 UpdateMuteListEntry.MuteData.MuteType, 9769 UpdateMuteListEntry.MuteData.MuteType,
9700 UpdateMuteListEntry.AgentData.AgentID); 9770 UpdateMuteListEntry.MuteData.MuteFlags);
9701 return true; 9771 return true;
9702 } 9772 }
9703 return false; 9773 return false;
@@ -9712,8 +9782,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
9712 { 9782 {
9713 handlerRemoveMuteListEntry(this, 9783 handlerRemoveMuteListEntry(this,
9714 RemoveMuteListEntry.MuteData.MuteID, 9784 RemoveMuteListEntry.MuteData.MuteID,
9715 Utils.BytesToString(RemoveMuteListEntry.MuteData.MuteName), 9785 Utils.BytesToString(RemoveMuteListEntry.MuteData.MuteName));
9716 RemoveMuteListEntry.AgentData.AgentID);
9717 return true; 9786 return true;
9718 } 9787 }
9719 return false; 9788 return false;
@@ -9761,6 +9830,37 @@ namespace OpenSim.Region.ClientStack.LindenUDP
9761 { 9830 {
9762 return true; 9831 return true;
9763 } 9832 }
9833
9834 private bool HandleCreateNewOutfitAttachments(IClientAPI sender, Packet Pack)
9835 {
9836 CreateNewOutfitAttachmentsPacket packet = (CreateNewOutfitAttachmentsPacket)Pack;
9837
9838 #region Packet Session and User Check
9839 if (m_checkPackets)
9840 {
9841 if (packet.AgentData.SessionID != SessionId ||
9842 packet.AgentData.AgentID != AgentId)
9843 return true;
9844 }
9845 #endregion
9846 MoveItemsAndLeaveCopy handlerMoveItemsAndLeaveCopy = null;
9847 List<InventoryItemBase> items = new List<InventoryItemBase>();
9848 foreach (CreateNewOutfitAttachmentsPacket.ObjectDataBlock n in packet.ObjectData)
9849 {
9850 InventoryItemBase b = new InventoryItemBase();
9851 b.ID = n.OldItemID;
9852 b.Folder = n.OldFolderID;
9853 items.Add(b);
9854 }
9855
9856 handlerMoveItemsAndLeaveCopy = OnMoveItemsAndLeaveCopy;
9857 if (handlerMoveItemsAndLeaveCopy != null)
9858 {
9859 handlerMoveItemsAndLeaveCopy(this, items, packet.HeaderData.NewFolderID);
9860 }
9861
9862 return true;
9863 }
9764 9864
9765 private bool HandleAgentHeightWidth(IClientAPI sender, Packet Pack) 9865 private bool HandleAgentHeightWidth(IClientAPI sender, Packet Pack)
9766 { 9866 {
@@ -10187,6 +10287,20 @@ namespace OpenSim.Region.ClientStack.LindenUDP
10187 groupProfileReply.GroupData.MaturePublish = d.MaturePublish; 10287 groupProfileReply.GroupData.MaturePublish = d.MaturePublish;
10188 groupProfileReply.GroupData.OwnerRole = d.OwnerRole; 10288 groupProfileReply.GroupData.OwnerRole = d.OwnerRole;
10189 10289
10290 Scene scene = (Scene)m_scene;
10291 if (scene.Permissions.IsGod(sender.AgentId) && (!sender.IsGroupMember(groupProfileRequest.GroupData.GroupID)))
10292 {
10293 ScenePresence p;
10294 if (scene.TryGetScenePresence(sender.AgentId, out p))
10295 {
10296 if (p.GodLevel >= 200)
10297 {
10298 groupProfileReply.GroupData.OpenEnrollment = true;
10299 groupProfileReply.GroupData.MembershipFee = 0;
10300 }
10301 }
10302 }
10303
10190 OutPacket(groupProfileReply, ThrottleOutPacketType.Task); 10304 OutPacket(groupProfileReply, ThrottleOutPacketType.Task);
10191 } 10305 }
10192 return true; 10306 return true;
@@ -10759,11 +10873,16 @@ namespace OpenSim.Region.ClientStack.LindenUDP
10759 10873
10760 StartLure handlerStartLure = OnStartLure; 10874 StartLure handlerStartLure = OnStartLure;
10761 if (handlerStartLure != null) 10875 if (handlerStartLure != null)
10762 handlerStartLure(startLureRequest.Info.LureType, 10876 {
10763 Utils.BytesToString( 10877 for (int i = 0 ; i < startLureRequest.TargetData.Length ; i++)
10764 startLureRequest.Info.Message), 10878 {
10765 startLureRequest.TargetData[0].TargetID, 10879 handlerStartLure(startLureRequest.Info.LureType,
10766 this); 10880 Utils.BytesToString(
10881 startLureRequest.Info.Message),
10882 startLureRequest.TargetData[i].TargetID,
10883 this);
10884 }
10885 }
10767 return true; 10886 return true;
10768 } 10887 }
10769 private bool HandleTeleportLureRequest(IClientAPI sender, Packet Pack) 10888 private bool HandleTeleportLureRequest(IClientAPI sender, Packet Pack)
@@ -10877,10 +10996,11 @@ namespace OpenSim.Region.ClientStack.LindenUDP
10877 } 10996 }
10878 #endregion 10997 #endregion
10879 10998
10880 ClassifiedDelete handlerClassifiedGodDelete = OnClassifiedGodDelete; 10999 ClassifiedGodDelete handlerClassifiedGodDelete = OnClassifiedGodDelete;
10881 if (handlerClassifiedGodDelete != null) 11000 if (handlerClassifiedGodDelete != null)
10882 handlerClassifiedGodDelete( 11001 handlerClassifiedGodDelete(
10883 classifiedGodDelete.Data.ClassifiedID, 11002 classifiedGodDelete.Data.ClassifiedID,
11003 classifiedGodDelete.Data.QueryID,
10884 this); 11004 this);
10885 return true; 11005 return true;
10886 } 11006 }
@@ -11263,7 +11383,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
11263 { 11383 {
11264 // It's a ghost! tell the client to delete it from view. 11384 // It's a ghost! tell the client to delete it from view.
11265 simClient.SendKillObject(Scene.RegionInfo.RegionHandle, 11385 simClient.SendKillObject(Scene.RegionInfo.RegionHandle,
11266 localId); 11386 new List<uint>() { localId });
11267 } 11387 }
11268 else 11388 else
11269 { 11389 {
@@ -11910,7 +12030,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
11910 12030
11911// m_log.DebugFormat("[CLIENT]: {0} requesting asset {1}", Name, requestID); 12031// m_log.DebugFormat("[CLIENT]: {0} requesting asset {1}", Name, requestID);
11912 12032
12033
12034 //Note, the bool returned from the below function is useless since it is always false.
11913 m_assetService.Get(requestID.ToString(), transferRequest, AssetReceived); 12035 m_assetService.Get(requestID.ToString(), transferRequest, AssetReceived);
12036
11914 } 12037 }
11915 12038
11916 /// <summary> 12039 /// <summary>
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPClient.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPClient.cs
index ffa3be4..c951071 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
@@ -488,6 +496,8 @@ 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 {
499 if (m_deliverPackets == false) return false;
500
491 OutgoingPacket packet; 501 OutgoingPacket packet;
492 OpenSim.Framework.LocklessQueue<OutgoingPacket> queue; 502 OpenSim.Framework.LocklessQueue<OutgoingPacket> queue;
493 TokenBucket bucket; 503 TokenBucket bucket;
@@ -520,7 +530,7 @@ 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 && queue.Dequeue(out packet))
524 { 534 {
525 // A packet was pulled off the queue. See if we have 535 // A packet was pulled off the queue. See if we have
526 // enough tokens in the bucket to send it out 536 // enough tokens in the bucket to send it out
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
index ccad241..ae8251a 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
@@ -991,7 +991,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
991 if (m_scene.TryGetClient(udpClient.AgentID, out client)) 991 if (m_scene.TryGetClient(udpClient.AgentID, out client))
992 { 992 {
993 client.IsLoggingOut = true; 993 client.IsLoggingOut = true;
994 client.Close(); 994 client.Close(false);
995 } 995 }
996 } 996 }
997 997
@@ -1003,6 +1003,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1003 1003
1004 while (base.IsRunning) 1004 while (base.IsRunning)
1005 { 1005 {
1006 m_scene.ThreadAlive(1);
1006 try 1007 try
1007 { 1008 {
1008 IncomingPacket incomingPacket = null; 1009 IncomingPacket incomingPacket = null;
@@ -1045,6 +1046,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1045 1046
1046 while (base.IsRunning) 1047 while (base.IsRunning)
1047 { 1048 {
1049 m_scene.ThreadAlive(2);
1048 try 1050 try
1049 { 1051 {
1050 m_packetSent = false; 1052 m_packetSent = false;
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs b/OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs
index 6eebd9d..d2779ba 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 de99b94..f8681e7 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;
@@ -135,7 +136,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
135 // If we're an NPC then skip all the item checks and manipulations since we don't have an 136 // If we're an NPC then skip all the item checks and manipulations since we don't have an
136 // inventory right now. 137 // inventory right now.
137 if (sp.PresenceType == PresenceType.Npc) 138 if (sp.PresenceType == PresenceType.Npc)
138 RezSingleAttachmentFromInventoryInternal(sp, UUID.Zero, attach.AssetID, p); 139 RezSingleAttachmentFromInventoryInternal(sp, UUID.Zero, attach.AssetID, p, null);
139 else 140 else
140 RezSingleAttachmentFromInventory(sp, attach.ItemID, p); 141 RezSingleAttachmentFromInventory(sp, attach.ItemID, p);
141 } 142 }
@@ -265,6 +266,11 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
265 } 266 }
266 267
267 public ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt) 268 public ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt)
269 {
270 return RezSingleAttachmentFromInventory(sp, itemID, AttachmentPt, true, null);
271 }
272
273 public ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt, bool updateInventoryStatus, XmlDocument doc)
268 { 274 {
269 if (!Enabled) 275 if (!Enabled)
270 return null; 276 return null;
@@ -303,7 +309,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
303 return null; 309 return null;
304 } 310 }
305 311
306 SceneObjectGroup att = RezSingleAttachmentFromInventoryInternal(sp, itemID, UUID.Zero, AttachmentPt); 312 SceneObjectGroup att = RezSingleAttachmentFromInventoryInternal(sp, itemID, UUID.Zero, AttachmentPt, doc);
307 313
308 if (att == null) 314 if (att == null)
309 DetachSingleAttachmentToInv(sp, itemID); 315 DetachSingleAttachmentToInv(sp, itemID);
@@ -542,15 +548,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
542 548
543 if (!silent) 549 if (!silent)
544 { 550 {
545 // Killing it here will cause the client to deselect it
546 // It then reappears on the avatar, deselected
547 // through the full update below
548 //
549 if (so.IsSelected)
550 {
551 m_scene.SendKillObject(so.RootPart.LocalId);
552 }
553
554 so.IsSelected = false; // fudge.... 551 so.IsSelected = false; // fudge....
555 so.ScheduleGroupForFullUpdate(); 552 so.ScheduleGroupForFullUpdate();
556 } 553 }
@@ -574,11 +571,11 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
574 571
575 Vector3 inventoryStoredPosition = new Vector3 572 Vector3 inventoryStoredPosition = new Vector3
576 (((grp.AbsolutePosition.X > (int)Constants.RegionSize) 573 (((grp.AbsolutePosition.X > (int)Constants.RegionSize)
577 ? Constants.RegionSize - 6 574 ? (float)Constants.RegionSize - 6
578 : grp.AbsolutePosition.X) 575 : grp.AbsolutePosition.X)
579 , 576 ,
580 (grp.AbsolutePosition.Y > (int)Constants.RegionSize) 577 (grp.AbsolutePosition.Y > (int)Constants.RegionSize)
581 ? Constants.RegionSize - 6 578 ? (float)Constants.RegionSize - 6
582 : grp.AbsolutePosition.Y, 579 : grp.AbsolutePosition.Y,
583 grp.AbsolutePosition.Z); 580 grp.AbsolutePosition.Z);
584 581
@@ -696,8 +693,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
696 } 693 }
697 } 694 }
698 695
699 private SceneObjectGroup RezSingleAttachmentFromInventoryInternal( 696 protected SceneObjectGroup RezSingleAttachmentFromInventoryInternal(
700 IScenePresence sp, UUID itemID, UUID assetID, uint attachmentPt) 697 IScenePresence sp, UUID itemID, UUID assetID, uint attachmentPt, XmlDocument doc)
701 { 698 {
702 IInventoryAccessModule invAccess = m_scene.RequestModuleInterface<IInventoryAccessModule>(); 699 IInventoryAccessModule invAccess = m_scene.RequestModuleInterface<IInventoryAccessModule>();
703 if (invAccess != null) 700 if (invAccess != null)
@@ -705,7 +702,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
705 lock (sp.AttachmentsSyncLock) 702 lock (sp.AttachmentsSyncLock)
706 { 703 {
707 SceneObjectGroup objatt; 704 SceneObjectGroup objatt;
708 705
709 if (itemID != UUID.Zero) 706 if (itemID != UUID.Zero)
710 objatt = invAccess.RezObject(sp.ControllingClient, 707 objatt = invAccess.RezObject(sp.ControllingClient,
711 itemID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true, 708 itemID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true,
@@ -714,11 +711,11 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
714 objatt = invAccess.RezObject(sp.ControllingClient, 711 objatt = invAccess.RezObject(sp.ControllingClient,
715 null, assetID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true, 712 null, assetID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true,
716 false, false, sp.UUID, true); 713 false, false, sp.UUID, true);
717 714
718 // m_log.DebugFormat( 715 // m_log.DebugFormat(
719 // "[ATTACHMENTS MODULE]: Retrieved single object {0} for attachment to {1} on point {2}", 716 // "[ATTACHMENTS MODULE]: Retrieved single object {0} for attachment to {1} on point {2}",
720 // objatt.Name, remoteClient.Name, AttachmentPt); 717 // objatt.Name, remoteClient.Name, AttachmentPt);
721 718
722 if (objatt != null) 719 if (objatt != null)
723 { 720 {
724 // HasGroupChanged is being set from within RezObject. Ideally it would be set by the caller. 721 // HasGroupChanged is being set from within RezObject. Ideally it would be set by the caller.
@@ -726,7 +723,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
726 bool tainted = false; 723 bool tainted = false;
727 if (attachmentPt != 0 && attachmentPt != objatt.AttachmentPoint) 724 if (attachmentPt != 0 && attachmentPt != objatt.AttachmentPoint)
728 tainted = true; 725 tainted = true;
729 726
730 // This will throw if the attachment fails 727 // This will throw if the attachment fails
731 try 728 try
732 { 729 {
@@ -737,21 +734,21 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
737 m_log.ErrorFormat( 734 m_log.ErrorFormat(
738 "[ATTACHMENTS MODULE]: Failed to attach {0} {1} for {2}, exception {3}{4}", 735 "[ATTACHMENTS MODULE]: Failed to attach {0} {1} for {2}, exception {3}{4}",
739 objatt.Name, objatt.UUID, sp.Name, e.Message, e.StackTrace); 736 objatt.Name, objatt.UUID, sp.Name, e.Message, e.StackTrace);
740 737
741 // Make sure the object doesn't stick around and bail 738 // Make sure the object doesn't stick around and bail
742 sp.RemoveAttachment(objatt); 739 sp.RemoveAttachment(objatt);
743 m_scene.DeleteSceneObject(objatt, false); 740 m_scene.DeleteSceneObject(objatt, false);
744 return null; 741 return null;
745 } 742 }
746 743
747 if (tainted) 744 if (tainted)
748 objatt.HasGroupChanged = true; 745 objatt.HasGroupChanged = true;
749 746
750 // Fire after attach, so we don't get messy perms dialogs 747 // Fire after attach, so we don't get messy perms dialogs
751 // 4 == AttachedRez 748 // 4 == AttachedRez
752 objatt.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 4); 749 objatt.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 4);
753 objatt.ResumeScripts(); 750 objatt.ResumeScripts();
754 751
755 // Do this last so that event listeners have access to all the effects of the attachment 752 // Do this last so that event listeners have access to all the effects of the attachment
756 m_scene.EventManager.TriggerOnAttach(objatt.LocalId, itemID, sp.UUID); 753 m_scene.EventManager.TriggerOnAttach(objatt.LocalId, itemID, sp.UUID);
757 754
@@ -763,9 +760,23 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
763 "[ATTACHMENTS MODULE]: Could not retrieve item {0} for attaching to avatar {1} at point {2}", 760 "[ATTACHMENTS MODULE]: Could not retrieve item {0} for attaching to avatar {1} at point {2}",
764 itemID, sp.Name, attachmentPt); 761 itemID, sp.Name, attachmentPt);
765 } 762 }
763
764 if (doc != null)
765 {
766 objatt.LoadScriptState(doc);
767 objatt.ResetOwnerChangeFlag();
768 }
769
770 // Fire after attach, so we don't get messy perms dialogs
771 // 4 == AttachedRez
772 objatt.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 4);
773 objatt.ResumeScripts();
774
775 // Do this last so that event listeners have access to all the effects of the attachment
776 m_scene.EventManager.TriggerOnAttach(objatt.LocalId, itemID, sp.UUID);
766 } 777 }
767 } 778 }
768 779
769 return null; 780 return null;
770 } 781 }
771 782
diff --git a/OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs b/OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs
index 4359c01..35a3f43 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:
@@ -231,8 +245,20 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
231 s.ForEachScenePresence( 245 s.ForEachScenePresence(
232 delegate(ScenePresence presence) 246 delegate(ScenePresence presence)
233 { 247 {
234 if (TrySendChatMessage(presence, fromPos, regionPos, fromID, fromName, c.Type, message, sourceType)) 248 ILandObject Presencecheck = s.LandChannel.GetLandObject(presence.AbsolutePosition.X, presence.AbsolutePosition.Y);
235 receiverIDs.Add(presence.UUID); 249 if (Presencecheck != null)
250 {
251 // This will pass all chat from objects. Not
252 // perfect, but it will do. For now. Better
253 // than the prior behavior of muting all
254 // objects on a parcel with access restrictions
255 if (c.Sender == null || Presencecheck.IsEitherBannedOrRestricted(c.Sender.AgentId) != true)
256 {
257 if (TrySendChatMessage(presence, fromPos, regionPos, fromID, fromNamePrefix + fromName, c.Type, message, sourceType))
258 receiverIDs.Add(presence.UUID);
259 }
260 }
261
236 } 262 }
237 ); 263 );
238 } 264 }
@@ -276,31 +302,34 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
276 } 302 }
277 303
278 // m_log.DebugFormat("[CHAT] Broadcast: fromID {0} fromName {1}, cType {2}, sType {3}", fromID, fromName, cType, sourceType); 304 // m_log.DebugFormat("[CHAT] Broadcast: fromID {0} fromName {1}, cType {2}, sType {3}", fromID, fromName, cType, sourceType);
279
280 HashSet<UUID> receiverIDs = new HashSet<UUID>(); 305 HashSet<UUID> receiverIDs = new HashSet<UUID>();
281 306
282 ((Scene)c.Scene).ForEachScenePresence( 307 if (c.Scene != null)
283 delegate(ScenePresence presence) 308 {
284 { 309 ((Scene)c.Scene).ForEachScenePresence
285 // ignore chat from child agents 310 (
286 if (presence.IsChildAgent) return; 311 delegate(ScenePresence presence)
287 312 {
288 IClientAPI client = presence.ControllingClient; 313 // ignore chat from child agents
289 314 if (presence.IsChildAgent) return;
290 // don't forward SayOwner chat from objects to 315
291 // non-owner agents 316 IClientAPI client = presence.ControllingClient;
292 if ((c.Type == ChatTypeEnum.Owner) && 317
293 (null != c.SenderObject) && 318 // don't forward SayOwner chat from objects to
294 (((SceneObjectPart)c.SenderObject).OwnerID != client.AgentId)) 319 // non-owner agents
295 return; 320 if ((c.Type == ChatTypeEnum.Owner) &&
296 321 (null != c.SenderObject) &&
297 client.SendChatMessage(c.Message, (byte)cType, CenterOfRegion, fromName, fromID, 322 (((SceneObjectPart)c.SenderObject).OwnerID != client.AgentId))
298 (byte)sourceType, (byte)ChatAudibleLevel.Fully); 323 return;
299 receiverIDs.Add(presence.UUID); 324
300 }); 325 client.SendChatMessage(c.Message, (byte)cType, CenterOfRegion, fromName, fromID,
301 326 (byte)sourceType, (byte)ChatAudibleLevel.Fully);
302 (c.Scene as Scene).EventManager.TriggerOnChatToClients( 327 receiverIDs.Add(presence.UUID);
303 fromID, receiverIDs, c.Message, cType, CenterOfRegion, fromName, sourceType, ChatAudibleLevel.Fully); 328 }
329 );
330 (c.Scene as Scene).EventManager.TriggerOnChatToClients(
331 fromID, receiverIDs, c.Message, cType, CenterOfRegion, fromName, sourceType, ChatAudibleLevel.Fully);
332 }
304 } 333 }
305 334
306 /// <summary> 335 /// <summary>
@@ -343,5 +372,35 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
343 372
344 return true; 373 return true;
345 } 374 }
375
376 Dictionary<UUID, System.Threading.Timer> Timers = new Dictionary<UUID, System.Threading.Timer>();
377 public void ParcelFreezeUser(IClientAPI client, UUID parcelowner, uint flags, UUID target)
378 {
379 System.Threading.Timer Timer;
380 if (flags == 0)
381 {
382 FreezeCache.Add(target.ToString());
383 System.Threading.TimerCallback timeCB = new System.Threading.TimerCallback(OnEndParcelFrozen);
384 Timer = new System.Threading.Timer(timeCB, target, 30000, 0);
385 Timers.Add(target, Timer);
386 }
387 else
388 {
389 FreezeCache.Remove(target.ToString());
390 Timers.TryGetValue(target, out Timer);
391 Timers.Remove(target);
392 Timer.Dispose();
393 }
394 }
395
396 private void OnEndParcelFrozen(object avatar)
397 {
398 UUID target = (UUID)avatar;
399 FreezeCache.Remove(target.ToString());
400 System.Threading.Timer Timer;
401 Timers.TryGetValue(target, out Timer);
402 Timers.Remove(target);
403 Timer.Dispose();
404 }
346 } 405 }
347} 406}
diff --git a/OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs b/OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs
index 36fe040..f343f80 100644
--- a/OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs
@@ -218,4 +218,4 @@ namespace OpenSim.Region.CoreModules.Avatar.Dialog
218 return result; 218 return result;
219 } 219 }
220 } 220 }
221} \ No newline at end of file 221}
diff --git a/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs b/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs
index 3a7178c..4350cde 100644
--- a/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs
@@ -304,7 +304,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
304 //m_log.DebugFormat("[XXX]: OnClientLogin!"); 304 //m_log.DebugFormat("[XXX]: OnClientLogin!");
305 // Inform the friends that this user is online 305 // Inform the friends that this user is online
306 StatusChange(agentID, true); 306 StatusChange(agentID, true);
307 307
308 // Register that we need to send the list of online friends to this user 308 // Register that we need to send the list of online friends to this user
309 lock (m_NeedsListOfFriends) 309 lock (m_NeedsListOfFriends)
310 m_NeedsListOfFriends.Add(agentID); 310 m_NeedsListOfFriends.Add(agentID);
@@ -579,6 +579,12 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
579 579
580 StoreFriendships(agentID, friendID); 580 StoreFriendships(agentID, friendID);
581 581
582 ICallingCardModule ccm = client.Scene.RequestModuleInterface<ICallingCardModule>();
583 if (ccm != null)
584 {
585 ccm.CreateCallingCard(agentID, friendID, UUID.Zero);
586 }
587
582 // Update the local cache 588 // Update the local cache
583 RefetchFriends(client); 589 RefetchFriends(client);
584 590
@@ -755,6 +761,13 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
755 (byte)OpenMetaverse.InstantMessageDialog.FriendshipAccepted, userID.ToString(), false, Vector3.Zero); 761 (byte)OpenMetaverse.InstantMessageDialog.FriendshipAccepted, userID.ToString(), false, Vector3.Zero);
756 friendClient.SendInstantMessage(im); 762 friendClient.SendInstantMessage(im);
757 763
764 ICallingCardModule ccm = friendClient.Scene.RequestModuleInterface<ICallingCardModule>();
765 if (ccm != null)
766 {
767 ccm.CreateCallingCard(friendID, userID, UUID.Zero);
768 }
769
770
758 // Update the local cache 771 // Update the local cache
759 RefetchFriends(friendClient); 772 RefetchFriends(friendClient);
760 773
@@ -777,7 +790,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
777 // we're done 790 // we're done
778 return true; 791 return true;
779 } 792 }
780 793
781 return false; 794 return false;
782 } 795 }
783 796
@@ -830,7 +843,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
830 843
831 public bool LocalStatusNotification(UUID userID, UUID friendID, bool online) 844 public bool LocalStatusNotification(UUID userID, UUID friendID, bool online)
832 { 845 {
833// m_log.DebugFormat("[FRIENDS]: Local Status Notify {0} that user {1} is {2}", friendID, userID, online); 846 //m_log.DebugFormat("[FRIENDS]: Local Status Notify {0} that user {1} is {2}", friendID, userID, online);
834 IClientAPI friendClient = LocateClientObject(friendID); 847 IClientAPI friendClient = LocateClientObject(friendID);
835 if (friendClient != null) 848 if (friendClient != null)
836 { 849 {
diff --git a/OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs b/OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs
index 5ec64d5..a83b3df 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, OSHttpRequest httpRequest,
115 OSHttpResponse 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 {
@@ -115,71 +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.ForEachScenePresence(
144 delegate(ScenePresence p)
145 {
146 if (p.UUID != godID && !p.IsChildAgent)
147 {
148 // Possibly this should really be p.Close() though that method doesn't send a close
149 // to the client
150 p.ControllingClient.Close();
151 }
152 }
153 );
154 }
155 else
156 {
157 m_scene.SceneGraph.removeUserCount(!sp.IsChildAgent);
158 214
159 sp.ControllingClient.Kick(Utils.BytesToString(reason)); 215 switch (kickflags)
160 sp.ControllingClient.Close(); 216 {
161 } 217 case 0:
162 } 218 if (sp != null)
163 219 {
164 if (kickflags == 1) 220 KickPresence(sp, Utils.BytesToString(reason));
165 {
166 sp.AllowMovement = false;
167 m_dialogModule.SendAlertToUser(agentID, Utils.BytesToString(reason));
168 m_dialogModule.SendAlertToUser(godID, "User Frozen");
169 }
170
171 if (kickflags == 2)
172 {
173 sp.AllowMovement = true;
174 m_dialogModule.SendAlertToUser(agentID, Utils.BytesToString(reason));
175 m_dialogModule.SendAlertToUser(godID, "User Unfrozen");
176 }
177 } 221 }
178 else 222 else if (agentID == ALL_AGENTS)
179 { 223 {
180 m_dialogModule.SendAlertToUser(godID, "Kick request denied"); 224 m_scene.ForEachScenePresence(
225 delegate(ScenePresence p)
226 {
227 if (p.UUID != godID && (!m_scene.Permissions.IsGod(p.UUID)))
228 KickPresence(p, Utils.BytesToString(reason));
229 }
230 );
181 } 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));
182 } 272 }
183 } 273 }
184 } 274 }
185} \ 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 af39565..feb5fb8 100644
--- a/OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs
@@ -156,6 +156,32 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
156 return; 156 return;
157 } 157 }
158 158
159 //DateTime dt = DateTime.UtcNow;
160
161 // Ticks from UtcNow, but make it look like local. Evil, huh?
162 //dt = DateTime.SpecifyKind(dt, DateTimeKind.Local);
163
164 //try
165 //{
166 // // Convert that to the PST timezone
167 // TimeZoneInfo timeZoneInfo = TimeZoneInfo.FindSystemTimeZoneById("America/Los_Angeles");
168 // dt = TimeZoneInfo.ConvertTime(dt, timeZoneInfo);
169 //}
170 //catch
171 //{
172 // //m_log.Info("[OFFLINE MESSAGING]: No PST timezone found on this machine. Saving with local timestamp.");
173 //}
174
175 //// And make it look local again to fool the unix time util
176 //dt = DateTime.SpecifyKind(dt, DateTimeKind.Utc);
177
178 // If client is null, this message comes from storage and IS offline
179 if (client != null)
180 im.offline = 0;
181
182 if (im.offline == 0)
183 im.timestamp = (uint)Util.UnixTimeSinceEpoch();
184
159 if (m_TransferModule != null) 185 if (m_TransferModule != null)
160 { 186 {
161 if (client != null) 187 if (client != null)
diff --git a/OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs b/OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs
index 77c7147..c1caf44 100644
--- a/OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs
@@ -47,6 +47,7 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
47 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 47 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
48 48
49 private bool m_Enabled = false; 49 private bool m_Enabled = false;
50 protected string m_MessageKey = String.Empty;
50 protected List<Scene> m_Scenes = new List<Scene>(); 51 protected List<Scene> m_Scenes = new List<Scene>();
51 protected Dictionary<UUID, UUID> m_UserRegionMap = new Dictionary<UUID, UUID>(); 52 protected Dictionary<UUID, UUID> m_UserRegionMap = new Dictionary<UUID, UUID>();
52 53
@@ -66,14 +67,17 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
66 public virtual void Initialise(IConfigSource config) 67 public virtual void Initialise(IConfigSource config)
67 { 68 {
68 IConfig cnf = config.Configs["Messaging"]; 69 IConfig cnf = config.Configs["Messaging"];
69 if (cnf != null && cnf.GetString( 70 if (cnf != null)
70 "MessageTransferModule", "MessageTransferModule") !=
71 "MessageTransferModule")
72 { 71 {
73 m_log.Debug("[MESSAGE TRANSFER]: Disabled by configuration"); 72 if (cnf.GetString("MessageTransferModule",
74 return; 73 "MessageTransferModule") != "MessageTransferModule")
75 } 74 {
75 return;
76 }
76 77
78 m_MessageKey = cnf.GetString("MessageKey", String.Empty);
79 }
80 m_log.Debug("[MESSAGE TRANSFER]: Module enabled");
77 m_Enabled = true; 81 m_Enabled = true;
78 } 82 }
79 83
@@ -145,8 +149,7 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
145 ScenePresence user = (ScenePresence) scene.Entities[toAgentID]; 149 ScenePresence user = (ScenePresence) scene.Entities[toAgentID];
146 if (!user.IsChildAgent) 150 if (!user.IsChildAgent)
147 { 151 {
148 // Local message 152 // m_log.DebugFormat("[INSTANT MESSAGE]: Delivering to client");
149// m_log.DebugFormat("[INSTANT MESSAGE]: Delivering IM to root agent {0} {1}", user.Name, toAgentID);
150 user.ControllingClient.SendInstantMessage(im); 153 user.ControllingClient.SendInstantMessage(im);
151 154
152 // Message sent 155 // Message sent
@@ -168,7 +171,7 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
168 // Local message 171 // Local message
169 ScenePresence user = (ScenePresence) scene.Entities[toAgentID]; 172 ScenePresence user = (ScenePresence) scene.Entities[toAgentID];
170 173
171// m_log.DebugFormat("[INSTANT MESSAGE]: Delivering IM to child agent {0} {1}", user.Name, toAgentID); 174 // m_log.DebugFormat("[INSTANT MESSAGE]: Delivering to client");
172 user.ControllingClient.SendInstantMessage(im); 175 user.ControllingClient.SendInstantMessage(im);
173 176
174 // Message sent 177 // Message sent
@@ -251,6 +254,19 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
251 && requestData.ContainsKey("position_z") && requestData.ContainsKey("region_id") 254 && requestData.ContainsKey("position_z") && requestData.ContainsKey("region_id")
252 && requestData.ContainsKey("binary_bucket")) 255 && requestData.ContainsKey("binary_bucket"))
253 { 256 {
257 if (m_MessageKey != String.Empty)
258 {
259 XmlRpcResponse error_resp = new XmlRpcResponse();
260 Hashtable error_respdata = new Hashtable();
261 error_respdata["success"] = "FALSE";
262 error_resp.Value = error_respdata;
263
264 if (!requestData.Contains("message_key"))
265 return error_resp;
266 if (m_MessageKey != (string)requestData["message_key"])
267 return error_resp;
268 }
269
254 // Do the easy way of validating the UUIDs 270 // Do the easy way of validating the UUIDs
255 UUID.TryParse((string)requestData["from_agent_id"], out fromAgentID); 271 UUID.TryParse((string)requestData["from_agent_id"], out fromAgentID);
256 UUID.TryParse((string)requestData["to_agent_id"], out toAgentID); 272 UUID.TryParse((string)requestData["to_agent_id"], out toAgentID);
@@ -433,24 +449,37 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
433 return resp; 449 return resp;
434 } 450 }
435 451
436 /// <summary> 452 private delegate void GridInstantMessageDelegate(GridInstantMessage im, MessageResultNotification result);
437 /// delegate for sending a grid instant message asynchronously
438 /// </summary>
439 public delegate void GridInstantMessageDelegate(GridInstantMessage im, MessageResultNotification result, UUID prevRegionID);
440 453
441 protected virtual void GridInstantMessageCompleted(IAsyncResult iar) 454 private class GIM {
442 { 455 public GridInstantMessage im;
443 GridInstantMessageDelegate icon = 456 public MessageResultNotification result;
444 (GridInstantMessageDelegate)iar.AsyncState; 457 };
445 icon.EndInvoke(iar);
446 }
447 458
459 private Queue<GIM> pendingInstantMessages = new Queue<GIM>();
460 private int numInstantMessageThreads = 0;
448 461
449 protected virtual void SendGridInstantMessageViaXMLRPC(GridInstantMessage im, MessageResultNotification result) 462 private void SendGridInstantMessageViaXMLRPC(GridInstantMessage im, MessageResultNotification result)
450 { 463 {
451 GridInstantMessageDelegate d = SendGridInstantMessageViaXMLRPCAsync; 464 lock (pendingInstantMessages) {
465 if (numInstantMessageThreads >= 4) {
466 GIM gim = new GIM();
467 gim.im = im;
468 gim.result = result;
469 pendingInstantMessages.Enqueue(gim);
470 } else {
471 ++ numInstantMessageThreads;
472 //m_log.DebugFormat("[SendGridInstantMessageViaXMLRPC]: ++numInstantMessageThreads={0}", numInstantMessageThreads);
473 GridInstantMessageDelegate d = SendGridInstantMessageViaXMLRPCAsyncMain;
474 d.BeginInvoke(im, result, GridInstantMessageCompleted, d);
475 }
476 }
477 }
452 478
453 d.BeginInvoke(im, result, UUID.Zero, GridInstantMessageCompleted, d); 479 private void GridInstantMessageCompleted(IAsyncResult iar)
480 {
481 GridInstantMessageDelegate d = (GridInstantMessageDelegate)iar.AsyncState;
482 d.EndInvoke(iar);
454 } 483 }
455 484
456 /// <summary> 485 /// <summary>
@@ -465,8 +494,31 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
465 /// Pass in 0 the first time this method is called. It will be called recursively with the last 494 /// Pass in 0 the first time this method is called. It will be called recursively with the last
466 /// regionhandle tried 495 /// regionhandle tried
467 /// </param> 496 /// </param>
468 protected virtual void SendGridInstantMessageViaXMLRPCAsync(GridInstantMessage im, MessageResultNotification result, UUID prevRegionID) 497 private void SendGridInstantMessageViaXMLRPCAsyncMain(GridInstantMessage im, MessageResultNotification result)
469 { 498 {
499 GIM gim;
500 do {
501 try {
502 SendGridInstantMessageViaXMLRPCAsync(im, result, UUID.Zero);
503 } catch (Exception e) {
504 m_log.Error("[SendGridInstantMessageViaXMLRPC]: exception " + e.Message);
505 }
506 lock (pendingInstantMessages) {
507 if (pendingInstantMessages.Count > 0) {
508 gim = pendingInstantMessages.Dequeue();
509 im = gim.im;
510 result = gim.result;
511 } else {
512 gim = null;
513 -- numInstantMessageThreads;
514 //m_log.DebugFormat("[SendGridInstantMessageViaXMLRPC]: --numInstantMessageThreads={0}", numInstantMessageThreads);
515 }
516 }
517 } while (gim != null);
518 }
519 private void SendGridInstantMessageViaXMLRPCAsync(GridInstantMessage im, MessageResultNotification result, UUID prevRegionID)
520 {
521
470 UUID toAgentID = new UUID(im.toAgentID); 522 UUID toAgentID = new UUID(im.toAgentID);
471 523
472 PresenceInfo upd = null; 524 PresenceInfo upd = null;
@@ -533,7 +585,7 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
533 585
534 if (upd != null) 586 if (upd != null)
535 { 587 {
536 GridRegion reginfo = m_Scenes[0].GridService.GetRegionByUUID(m_Scenes[0].RegionInfo.ScopeID, 588 GridRegion reginfo = m_Scenes[0].GridService.GetRegionByUUID(UUID.Zero,
537 upd.RegionID); 589 upd.RegionID);
538 if (reginfo != null) 590 if (reginfo != null)
539 { 591 {
@@ -682,6 +734,8 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
682 gim["position_z"] = msg.Position.Z.ToString(); 734 gim["position_z"] = msg.Position.Z.ToString();
683 gim["region_id"] = msg.RegionID.ToString(); 735 gim["region_id"] = msg.RegionID.ToString();
684 gim["binary_bucket"] = Convert.ToBase64String(msg.binaryBucket,Base64FormattingOptions.None); 736 gim["binary_bucket"] = Convert.ToBase64String(msg.binaryBucket,Base64FormattingOptions.None);
737 if (m_MessageKey != String.Empty)
738 gim["message_key"] = m_MessageKey;
685 return gim; 739 return gim;
686 } 740 }
687 741
diff --git a/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs b/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs
index 8d055d4..3373bd5 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 }
@@ -205,7 +212,7 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
205 && (!im.fromGroup || (im.fromGroup && m_ForwardOfflineGroupMessages))) 212 && (!im.fromGroup || (im.fromGroup && m_ForwardOfflineGroupMessages)))
206 { 213 {
207 bool success = SynchronousRestObjectRequester.MakeRequest<GridInstantMessage, bool>( 214 bool success = SynchronousRestObjectRequester.MakeRequest<GridInstantMessage, bool>(
208 "POST", m_RestURL+"/SaveMessage/", im); 215 "POST", m_RestURL + "/SaveMessage/", im);
209 216
210 if (im.dialog == (byte)InstantMessageDialog.MessageFromAgent) 217 if (im.dialog == (byte)InstantMessageDialog.MessageFromAgent)
211 { 218 {
@@ -217,7 +224,7 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
217 null, new UUID(im.toAgentID), 224 null, new UUID(im.toAgentID),
218 "System", new UUID(im.fromAgentID), 225 "System", new UUID(im.fromAgentID),
219 (byte)InstantMessageDialog.MessageFromAgent, 226 (byte)InstantMessageDialog.MessageFromAgent,
220 "User is not logged in. "+ 227 "User is not logged in. " +
221 (success ? "Message saved." : "Message not saved"), 228 (success ? "Message saved." : "Message not saved"),
222 false, new Vector3())); 229 false, new Vector3()));
223 } 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 f46d9f7..120fd43 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 = 1; // Remember these
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.
@@ -427,22 +429,67 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
427 /// 429 ///
428 /// </summary> 430 /// </summary>
429 /// <param name="msg"></param> 431 /// <param name="msg"></param>
430 private void OnGridInstantMessage(GridInstantMessage msg) 432 private void OnGridInstantMessage(GridInstantMessage im)
431 { 433 {
432 // Check if this is ours to handle 434 // Check if this is ours to handle
433 // 435 //
434 Scene scene = FindClientScene(new UUID(msg.toAgentID)); 436 Scene scene = FindClientScene(new UUID(im.toAgentID));
435 437
436 if (scene == null) 438 if (scene == null)
437 return; 439 return;
438 440
439 // Find agent to deliver to 441 // Find agent to deliver to
440 // 442 //
441 ScenePresence user = scene.GetScenePresence(new UUID(msg.toAgentID)); 443 ScenePresence user = scene.GetScenePresence(new UUID(im.toAgentID));
444 if (user == null)
445 return;
446
447 // This requires a little bit of processing because we have to make the
448 // new item visible in the recipient's inventory here
449 //
450 if (im.dialog == (byte) InstantMessageDialog.InventoryOffered)
451 {
452 if (im.binaryBucket.Length < 17) // Invalid
453 return;
454
455 UUID recipientID = new UUID(im.toAgentID);
456
457 // First byte is the asset type
458 AssetType assetType = (AssetType)im.binaryBucket[0];
459
460 if (AssetType.Folder == assetType)
461 {
462 UUID folderID = new UUID(im.binaryBucket, 1);
463
464 InventoryFolderBase given =
465 new InventoryFolderBase(folderID, recipientID);
466 InventoryFolderBase folder =
467 scene.InventoryService.GetFolder(given);
468
469 if (folder != null)
470 user.ControllingClient.SendBulkUpdateInventory(folder);
471 }
472 else
473 {
474 UUID itemID = new UUID(im.binaryBucket, 1);
442 475
443 // Just forward to local handling 476 InventoryItemBase given =
444 OnInstantMessage(user.ControllingClient, msg); 477 new InventoryItemBase(itemID, recipientID);
478 InventoryItemBase item =
479 scene.InventoryService.GetItem(given);
445 480
481 if (item != null)
482 {
483 user.ControllingClient.SendBulkUpdateInventory(item);
484 }
485 }
486 user.ControllingClient.SendInstantMessage(im);
487 }
488 else if (im.dialog == (byte) InstantMessageDialog.InventoryAccepted ||
489 im.dialog == (byte) InstantMessageDialog.InventoryDeclined)
490 {
491 user.ControllingClient.SendInstantMessage(im);
492 }
446 } 493 }
447 } 494 }
448} 495}
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 eb776fe..7ae304c 100644
--- a/OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs
@@ -97,7 +97,8 @@ namespace OpenSim.Region.CoreModules.Framework
97 97
98 public void CreateCaps(UUID agentId) 98 public void CreateCaps(UUID agentId)
99 { 99 {
100 if (m_scene.RegionInfo.EstateSettings.IsBanned(agentId)) 100 int flags = m_scene.GetUserFlags(agentId);
101 if (m_scene.RegionInfo.EstateSettings.IsBanned(agentId, flags))
101 return; 102 return;
102 103
103 String capsObjectPath = GetCapsPath(agentId); 104 String capsObjectPath = GetCapsPath(agentId);
diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
index f4d2fda..7263b51 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
@@ -570,7 +571,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
570 571
571 protected void KillEntity(Scene scene, uint localID) 572 protected void KillEntity(Scene scene, uint localID)
572 { 573 {
573 scene.SendKillObject(localID); 574 scene.SendKillObject(new List<uint>() { localID });
574 } 575 }
575 576
576 protected virtual GridRegion GetFinalDestination(GridRegion region) 577 protected virtual GridRegion GetFinalDestination(GridRegion region)
@@ -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
@@ -999,15 +1018,19 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
999 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} to client {1}", capsPath, agent.UUID); 1018 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} to client {1}", capsPath, agent.UUID);
1000 1019
1001 IEventQueue eq = agent.Scene.RequestModuleInterface<IEventQueue>(); 1020 IEventQueue eq = agent.Scene.RequestModuleInterface<IEventQueue>();
1002 if (eq != null) 1021 IPEndPoint neighbourExternal = neighbourRegion.ExternalEndPoint;
1003 { 1022 if (neighbourExternal != null)
1004 eq.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourRegion.ExternalEndPoint,
1005 capsPath, agent.UUID, agent.ControllingClient.SessionId);
1006 }
1007 else
1008 { 1023 {
1009 agent.ControllingClient.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourRegion.ExternalEndPoint, 1024 if (eq != null)
1010 capsPath); 1025 {
1026 eq.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourExternal,
1027 capsPath, agent.UUID, agent.ControllingClient.SessionId);
1028 }
1029 else
1030 {
1031 agent.ControllingClient.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourExternal,
1032 capsPath);
1033 }
1011 } 1034 }
1012 1035
1013 if (!WaitForCallback(agent.UUID)) 1036 if (!WaitForCallback(agent.UUID))
@@ -1122,10 +1145,14 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1122 agent.Id0 = currentAgentCircuit.Id0; 1145 agent.Id0 = currentAgentCircuit.Id0;
1123 } 1146 }
1124 1147
1125 InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync; 1148 IPEndPoint external = region.ExternalEndPoint;
1126 d.BeginInvoke(sp, agent, region, region.ExternalEndPoint, true, 1149 if (external != null)
1150 {
1151 InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync;
1152 d.BeginInvoke(sp, agent, region, external, true,
1127 InformClientOfNeighbourCompleted, 1153 InformClientOfNeighbourCompleted,
1128 d); 1154 d);
1155 }
1129 } 1156 }
1130 #endregion 1157 #endregion
1131 1158
@@ -1259,6 +1286,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1259 InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync; 1286 InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync;
1260 try 1287 try
1261 { 1288 {
1289 //neighbour.ExternalEndPoint may return null, which will be caught
1262 d.BeginInvoke(sp, cagents[count], neighbour, neighbour.ExternalEndPoint, newAgent, 1290 d.BeginInvoke(sp, cagents[count], neighbour, neighbour.ExternalEndPoint, newAgent,
1263 InformClientOfNeighbourCompleted, 1291 InformClientOfNeighbourCompleted,
1264 d); 1292 d);
@@ -1362,8 +1390,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1362 1390
1363 m_log.Debug("[ENTITY TRANSFER MODULE]: Completed inform client about neighbour " + endPoint.ToString()); 1391 m_log.Debug("[ENTITY TRANSFER MODULE]: Completed inform client about neighbour " + endPoint.ToString());
1364 } 1392 }
1365 if (!regionAccepted)
1366 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Region {0} did not accept agent: {1}", reg.RegionName, reason);
1367 } 1393 }
1368 1394
1369 /// <summary> 1395 /// <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..e0f8240 100644
--- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
@@ -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 2de8d7a..93e65c3 100644
--- a/OpenSim/Region/CoreModules/LightShare/LightShareModule.cs
+++ b/OpenSim/Region/CoreModules/LightShare/LightShareModule.cs
@@ -181,7 +181,8 @@ namespace OpenSim.Region.CoreModules.World.LightShare
181 } 181 }
182 private void EventManager_OnMakeRootAgent(ScenePresence presence) 182 private void EventManager_OnMakeRootAgent(ScenePresence presence)
183 { 183 {
184 m_log.Debug("[WINDLIGHT]: Sending windlight scene to new client"); 184 if (m_enableWindlight && m_scene.RegionInfo.WindlightSettings.valid)
185 m_log.Debug("[WINDLIGHT]: Sending windlight scene to new client");
185 SendProfileToClient(presence); 186 SendProfileToClient(presence);
186 } 187 }
187 private void EventManager_OnSendNewWindlightProfileTargeted(RegionLightShareData wl, UUID pUUID) 188 private void EventManager_OnSendNewWindlightProfileTargeted(RegionLightShareData wl, UUID pUUID)
diff --git a/OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs b/OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs
index 43672d1..5e28ee1 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
@@ -440,7 +444,17 @@ namespace OpenSim.Region.CoreModules.Scripting.HttpRequest
440 { 444 {
441 HttpWebResponse webRsp = (HttpWebResponse)((WebException)e).Response; 445 HttpWebResponse webRsp = (HttpWebResponse)((WebException)e).Response;
442 Status = (int)webRsp.StatusCode; 446 Status = (int)webRsp.StatusCode;
443 ResponseBody = webRsp.StatusDescription; 447 try
448 {
449 using (Stream responseStream = webRsp.GetResponseStream())
450 {
451 ResponseBody = responseStream.GetStreamString();
452 }
453 }
454 catch
455 {
456 ResponseBody = webRsp.StatusDescription;
457 }
444 } 458 }
445 else 459 else
446 { 460 {
diff --git a/OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs b/OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs
index a552a28..b6af1f2 100644
--- a/OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs
+++ b/OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs
@@ -60,6 +60,7 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
60 //public ManualResetEvent ev; 60 //public ManualResetEvent ev;
61 public bool requestDone; 61 public bool requestDone;
62 public int startTime; 62 public int startTime;
63 public bool responseSent;
63 public string uri; 64 public string uri;
64 } 65 }
65 66
@@ -76,7 +77,7 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
76 new Dictionary<string, UrlData>(); 77 new Dictionary<string, UrlData>();
77 78
78 79
79 private int m_TotalUrls = 100; 80 private int m_TotalUrls = 5000;
80 81
81 private uint https_port = 0; 82 private uint https_port = 0;
82 private IHttpServer m_HttpServer = null; 83 private IHttpServer m_HttpServer = null;
@@ -155,7 +156,7 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
155 engine.PostScriptEvent(itemID, "http_request", new Object[] { urlcode.ToString(), "URL_REQUEST_DENIED", "" }); 156 engine.PostScriptEvent(itemID, "http_request", new Object[] { urlcode.ToString(), "URL_REQUEST_DENIED", "" });
156 return urlcode; 157 return urlcode;
157 } 158 }
158 string url = "http://" + m_ExternalHostNameForLSL + ":" + m_HttpServer.Port.ToString() + "/lslhttp/" + urlcode.ToString() + "/"; 159 string url = "http://" + m_ExternalHostNameForLSL + ":" + m_HttpServer.Port.ToString() + "/lslhttp/" + urlcode.ToString();
159 160
160 UrlData urlData = new UrlData(); 161 UrlData urlData = new UrlData();
161 urlData.hostID = host.UUID; 162 urlData.hostID = host.UUID;
@@ -165,10 +166,9 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
165 urlData.urlcode = urlcode; 166 urlData.urlcode = urlcode;
166 urlData.requests = new Dictionary<UUID, RequestData>(); 167 urlData.requests = new Dictionary<UUID, RequestData>();
167 168
168
169 m_UrlMap[url] = urlData; 169 m_UrlMap[url] = urlData;
170 170
171 string uri = "/lslhttp/" + urlcode.ToString() + "/"; 171 string uri = "/lslhttp/" + urlcode.ToString();
172 172
173 m_HttpServer.AddPollServiceHTTPHandler(uri,HandleHttpPoll, 173 m_HttpServer.AddPollServiceHTTPHandler(uri,HandleHttpPoll,
174 new PollServiceEventArgs(HttpRequestHandler,HasEvents, GetEvents, NoEvents, 174 new PollServiceEventArgs(HttpRequestHandler,HasEvents, GetEvents, NoEvents,
@@ -233,9 +233,12 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
233 return; 233 return;
234 } 234 }
235 235
236 foreach (UUID req in data.requests.Keys) 236 lock (m_RequestMap)
237 m_RequestMap.Remove(req); 237 {
238 238 foreach (UUID req in data.requests.Keys)
239 m_RequestMap.Remove(req);
240 }
241
239 RemoveUrl(data); 242 RemoveUrl(data);
240 m_UrlMap.Remove(url); 243 m_UrlMap.Remove(url);
241 } 244 }
@@ -243,32 +246,42 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
243 246
244 public void HttpResponse(UUID request, int status, string body) 247 public void HttpResponse(UUID request, int status, string body)
245 { 248 {
246 if (m_RequestMap.ContainsKey(request)) 249 lock (m_RequestMap)
247 {
248 UrlData urlData = m_RequestMap[request];
249 urlData.requests[request].responseCode = status;
250 urlData.requests[request].responseBody = body;
251 //urlData.requests[request].ev.Set();
252 urlData.requests[request].requestDone =true;
253 }
254 else
255 { 250 {
256 m_log.Info("[HttpRequestHandler] There is no http-in request with id " + request.ToString()); 251 if (m_RequestMap.ContainsKey(request))
252 {
253 UrlData urlData = m_RequestMap[request];
254 if (!urlData.requests[request].responseSent)
255 {
256 urlData.requests[request].responseCode = status;
257 urlData.requests[request].responseBody = body;
258 //urlData.requests[request].ev.Set();
259 urlData.requests[request].requestDone = true;
260 urlData.requests[request].responseSent = true;
261 }
262 }
263 else
264 {
265 m_log.Info("[HttpRequestHandler] There is no http-in request with id " + request.ToString());
266 }
257 } 267 }
258 } 268 }
259 269
260 public string GetHttpHeader(UUID requestId, string header) 270 public string GetHttpHeader(UUID requestId, string header)
261 { 271 {
262 if (m_RequestMap.ContainsKey(requestId)) 272 lock (m_RequestMap)
263 {
264 UrlData urlData=m_RequestMap[requestId];
265 string value;
266 if (urlData.requests[requestId].headers.TryGetValue(header,out value))
267 return value;
268 }
269 else
270 { 273 {
271 m_log.Warn("[HttpRequestHandler] There was no http-in request with id " + requestId); 274 if (m_RequestMap.ContainsKey(requestId))
275 {
276 UrlData urlData = m_RequestMap[requestId];
277 string value;
278 if (urlData.requests[requestId].headers.TryGetValue(header, out value))
279 return value;
280 }
281 else
282 {
283 m_log.Warn("[HttpRequestHandler] There was no http-in request with id " + requestId);
284 }
272 } 285 }
273 return String.Empty; 286 return String.Empty;
274 } 287 }
@@ -290,8 +303,11 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
290 { 303 {
291 RemoveUrl(url.Value); 304 RemoveUrl(url.Value);
292 removeURLs.Add(url.Key); 305 removeURLs.Add(url.Key);
293 foreach (UUID req in url.Value.requests.Keys) 306 lock (m_RequestMap)
294 m_RequestMap.Remove(req); 307 {
308 foreach (UUID req in url.Value.requests.Keys)
309 m_RequestMap.Remove(req);
310 }
295 } 311 }
296 } 312 }
297 313
@@ -312,8 +328,11 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
312 { 328 {
313 RemoveUrl(url.Value); 329 RemoveUrl(url.Value);
314 removeURLs.Add(url.Key); 330 removeURLs.Add(url.Key);
315 foreach (UUID req in url.Value.requests.Keys) 331 lock (m_RequestMap)
316 m_RequestMap.Remove(req); 332 {
333 foreach (UUID req in url.Value.requests.Keys)
334 m_RequestMap.Remove(req);
335 }
317 } 336 }
318 } 337 }
319 338
@@ -332,14 +351,16 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
332 { 351 {
333 Hashtable response = new Hashtable(); 352 Hashtable response = new Hashtable();
334 UrlData url; 353 UrlData url;
354 int startTime = 0;
335 lock (m_RequestMap) 355 lock (m_RequestMap)
336 { 356 {
337 if (!m_RequestMap.ContainsKey(requestID)) 357 if (!m_RequestMap.ContainsKey(requestID))
338 return response; 358 return response;
339 url = m_RequestMap[requestID]; 359 url = m_RequestMap[requestID];
360 startTime = url.requests[requestID].startTime;
340 } 361 }
341 362
342 if (System.Environment.TickCount - url.requests[requestID].startTime > 25000) 363 if (System.Environment.TickCount - startTime > 25000)
343 { 364 {
344 response["int_response_code"] = 500; 365 response["int_response_code"] = 500;
345 response["str_response_string"] = "Script timeout"; 366 response["str_response_string"] = "Script timeout";
@@ -348,9 +369,12 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
348 response["reusecontext"] = false; 369 response["reusecontext"] = false;
349 370
350 //remove from map 371 //remove from map
351 lock (url) 372 lock (url.requests)
352 { 373 {
353 url.requests.Remove(requestID); 374 url.requests.Remove(requestID);
375 }
376 lock (m_RequestMap)
377 {
354 m_RequestMap.Remove(requestID); 378 m_RequestMap.Remove(requestID);
355 } 379 }
356 380
@@ -372,22 +396,25 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
372 return false; 396 return false;
373 } 397 }
374 url = m_RequestMap[requestID]; 398 url = m_RequestMap[requestID];
399 }
400 lock (url.requests)
401 {
375 if (!url.requests.ContainsKey(requestID)) 402 if (!url.requests.ContainsKey(requestID))
376 { 403 {
377 return false; 404 return false;
378 } 405 }
406 else
407 {
408 if (System.Environment.TickCount - url.requests[requestID].startTime > 25000)
409 {
410 return true;
411 }
412 if (url.requests[requestID].requestDone)
413 return true;
414 else
415 return false;
416 }
379 } 417 }
380
381 if (System.Environment.TickCount-url.requests[requestID].startTime>25000)
382 {
383 return true;
384 }
385
386 if (url.requests[requestID].requestDone)
387 return true;
388 else
389 return false;
390
391 } 418 }
392 private Hashtable GetEvents(UUID requestID, UUID sessionID, string request) 419 private Hashtable GetEvents(UUID requestID, UUID sessionID, string request)
393 { 420 {
@@ -399,9 +426,12 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
399 if (!m_RequestMap.ContainsKey(requestID)) 426 if (!m_RequestMap.ContainsKey(requestID))
400 return NoEvents(requestID,sessionID); 427 return NoEvents(requestID,sessionID);
401 url = m_RequestMap[requestID]; 428 url = m_RequestMap[requestID];
429 }
430 lock (url.requests)
431 {
402 requestData = url.requests[requestID]; 432 requestData = url.requests[requestID];
403 } 433 }
404 434
405 if (!requestData.requestDone) 435 if (!requestData.requestDone)
406 return NoEvents(requestID,sessionID); 436 return NoEvents(requestID,sessionID);
407 437
@@ -424,14 +454,18 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
424 response["reusecontext"] = false; 454 response["reusecontext"] = false;
425 455
426 //remove from map 456 //remove from map
427 lock (url) 457 lock (url.requests)
428 { 458 {
429 url.requests.Remove(requestID); 459 url.requests.Remove(requestID);
460 }
461 lock (m_RequestMap)
462 {
430 m_RequestMap.Remove(requestID); 463 m_RequestMap.Remove(requestID);
431 } 464 }
432 465
433 return response; 466 return response;
434 } 467 }
468
435 public void HttpRequestHandler(UUID requestID, Hashtable request) 469 public void HttpRequestHandler(UUID requestID, Hashtable request)
436 { 470 {
437 lock (request) 471 lock (request)
@@ -447,8 +481,8 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
447 481
448 int pos1 = uri.IndexOf("/");// /lslhttp 482 int pos1 = uri.IndexOf("/");// /lslhttp
449 int pos2 = uri.IndexOf("/", pos1 + 1);// /lslhttp/ 483 int pos2 = uri.IndexOf("/", pos1 + 1);// /lslhttp/
450 int pos3 = uri.IndexOf("/", pos2 + 1);// /lslhttp/<UUID>/ 484 int pos3 = pos2 + 37; // /lslhttp/urlcode
451 string uri_tmp = uri.Substring(0, pos3 + 1); 485 string uri_tmp = uri.Substring(0, pos3);
452 //HTTP server code doesn't provide us with QueryStrings 486 //HTTP server code doesn't provide us with QueryStrings
453 string pathInfo; 487 string pathInfo;
454 string queryString; 488 string queryString;
@@ -457,10 +491,21 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
457 pathInfo = uri.Substring(pos3); 491 pathInfo = uri.Substring(pos3);
458 492
459 UrlData url = null; 493 UrlData url = null;
494 string urlkey;
460 if (!is_ssl) 495 if (!is_ssl)
461 url = m_UrlMap["http://" + m_ExternalHostNameForLSL + ":" + m_HttpServer.Port.ToString() + uri_tmp]; 496 urlkey = "http://" + m_ExternalHostNameForLSL + ":" + m_HttpServer.Port.ToString() + uri_tmp;
497 //m_UrlMap[];
462 else 498 else
463 url = m_UrlMap["https://" + m_ExternalHostNameForLSL + ":" + m_HttpsServer.Port.ToString() + uri_tmp]; 499 urlkey = "https://" + m_ExternalHostNameForLSL + ":" + m_HttpsServer.Port.ToString() + uri_tmp;
500
501 if (m_UrlMap.ContainsKey(urlkey))
502 {
503 url = m_UrlMap[urlkey];
504 }
505 else
506 {
507 m_log.Warn("[HttpRequestHandler]: http-in request failed; no such url: "+urlkey.ToString());
508 }
464 509
465 //for llGetHttpHeader support we need to store original URI here 510 //for llGetHttpHeader support we need to store original URI here
466 //to make x-path-info / x-query-string / x-script-url / x-remote-ip headers 511 //to make x-path-info / x-query-string / x-script-url / x-remote-ip headers
@@ -490,7 +535,14 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
490 if (request.ContainsKey(key)) 535 if (request.ContainsKey(key))
491 { 536 {
492 string val = (String)request[key]; 537 string val = (String)request[key];
493 queryString = queryString + key + "=" + val + "&"; 538 if (key != "")
539 {
540 queryString = queryString + key + "=" + val + "&";
541 }
542 else
543 {
544 queryString = queryString + val + "&";
545 }
494 } 546 }
495 } 547 }
496 if (queryString.Length > 1) 548 if (queryString.Length > 1)
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs
index 2cf02b5..9714c36 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs
@@ -272,7 +272,6 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation
272 if (s.RegionInfo.RegionID == destination.RegionID) 272 if (s.RegionInfo.RegionID == destination.RegionID)
273 return s.QueryAccess(id, position, out reason); 273 return s.QueryAccess(id, position, out reason);
274 } 274 }
275 //m_log.Debug("[LOCAL COMMS]: region not found for QueryAccess");
276 return false; 275 return false;
277 } 276 }
278 277
@@ -302,10 +301,24 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation
302 if (s.RegionInfo.RegionID == destination.RegionID) 301 if (s.RegionInfo.RegionID == destination.RegionID)
303 { 302 {
304 //m_log.Debug("[LOCAL COMMS]: Found region to SendCloseAgent"); 303 //m_log.Debug("[LOCAL COMMS]: Found region to SendCloseAgent");
305 // Let's spawn a threadlet right here, because this may take 304 return s.IncomingCloseAgent(id);
306 // a while 305 }
307 Util.FireAndForget(delegate { s.IncomingCloseAgent(id); }); 306 }
308 return true; 307 //m_log.Debug("[LOCAL COMMS]: region not found in SendCloseAgent");
308 return false;
309 }
310
311 public bool CloseChildAgent(GridRegion destination, UUID id)
312 {
313 if (destination == null)
314 return false;
315
316 foreach (Scene s in m_sceneList)
317 {
318 if (s.RegionInfo.RegionID == destination.RegionID)
319 {
320 //m_log.Debug("[LOCAL COMMS]: Found region to SendCloseAgent");
321 return s.IncomingCloseChildAgent(id);
309 } 322 }
310 } 323 }
311 //m_log.Debug("[LOCAL COMMS]: region not found in SendCloseAgent"); 324 //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 6a9c3d0..f8f3713 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 c199a77..321f6b6 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 }
@@ -667,7 +687,11 @@ namespace OpenSim.Region.CoreModules.World.Estate
667 // Also make sure they are actually in the region 687 // Also make sure they are actually in the region
668 if (p != null && !p.IsChildAgent) 688 if (p != null && !p.IsChildAgent)
669 { 689 {
670 Scene.TeleportClientHome(p.UUID, p.ControllingClient); 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 }
671 } 695 }
672 } 696 }
673 }); 697 });
@@ -912,7 +936,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
912 936
913 for (int i = 0; i < uuidarr.Length; i++) 937 for (int i = 0; i < uuidarr.Length; i++)
914 { 938 {
915 // string lookupname = m_scene.CommsManager.UUIDNameRequestString(uuidarr[i]); 939 // string lookupname = Scene.CommsManager.UUIDNameRequestString(uuidarr[i]);
916 940
917 IUserManagement userManager = Scene.RequestModuleInterface<IUserManagement>(); 941 IUserManagement userManager = Scene.RequestModuleInterface<IUserManagement>();
918 if (userManager != null) 942 if (userManager != null)
@@ -1054,6 +1078,10 @@ namespace OpenSim.Region.CoreModules.World.Estate
1054 1078
1055 public void AddRegion(Scene scene) 1079 public void AddRegion(Scene scene)
1056 { 1080 {
1081 m_regionChangeTimer.AutoReset = false;
1082 m_regionChangeTimer.Interval = 2000;
1083 m_regionChangeTimer.Elapsed += RaiseRegionInfoChange;
1084
1057 Scene = scene; 1085 Scene = scene;
1058 Scene.RegisterModuleInterface<IEstateModule>(this); 1086 Scene.RegisterModuleInterface<IEstateModule>(this);
1059 Scene.EventManager.OnNewClient += EventManager_OnNewClient; 1087 Scene.EventManager.OnNewClient += EventManager_OnNewClient;
@@ -1102,7 +1130,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
1102 1130
1103 private void EventManager_OnNewClient(IClientAPI client) 1131 private void EventManager_OnNewClient(IClientAPI client)
1104 { 1132 {
1105 client.OnDetailedEstateDataRequest += sendDetailedEstateData; 1133 client.OnDetailedEstateDataRequest += clientSendDetailedEstateData;
1106 client.OnSetEstateFlagsRequest += estateSetRegionInfoHandler; 1134 client.OnSetEstateFlagsRequest += estateSetRegionInfoHandler;
1107// client.OnSetEstateTerrainBaseTexture += setEstateTerrainBaseTexture; 1135// client.OnSetEstateTerrainBaseTexture += setEstateTerrainBaseTexture;
1108 client.OnSetEstateTerrainDetailTexture += setEstateTerrainBaseTexture; 1136 client.OnSetEstateTerrainDetailTexture += setEstateTerrainBaseTexture;
@@ -1153,6 +1181,10 @@ namespace OpenSim.Region.CoreModules.World.Estate
1153 flags |= RegionFlags.AllowParcelChanges; 1181 flags |= RegionFlags.AllowParcelChanges;
1154 if (Scene.RegionInfo.RegionSettings.BlockShowInSearch) 1182 if (Scene.RegionInfo.RegionSettings.BlockShowInSearch)
1155 flags |= RegionFlags.BlockParcelSearch; 1183 flags |= RegionFlags.BlockParcelSearch;
1184 if (Scene.RegionInfo.RegionSettings.GodBlockSearch)
1185 flags |= (RegionFlags)(1 << 11);
1186 if (Scene.RegionInfo.RegionSettings.Casino)
1187 flags |= (RegionFlags)(1 << 10);
1156 1188
1157 if (Scene.RegionInfo.RegionSettings.FixedSun) 1189 if (Scene.RegionInfo.RegionSettings.FixedSun)
1158 flags |= RegionFlags.SunFixed; 1190 flags |= RegionFlags.SunFixed;
@@ -1160,11 +1192,15 @@ namespace OpenSim.Region.CoreModules.World.Estate
1160 flags |= RegionFlags.Sandbox; 1192 flags |= RegionFlags.Sandbox;
1161 if (Scene.RegionInfo.EstateSettings.AllowVoice) 1193 if (Scene.RegionInfo.EstateSettings.AllowVoice)
1162 flags |= RegionFlags.AllowVoice; 1194 flags |= RegionFlags.AllowVoice;
1195 if (Scene.RegionInfo.EstateSettings.AllowLandmark)
1196 flags |= RegionFlags.AllowLandmark;
1197 if (Scene.RegionInfo.EstateSettings.AllowSetHome)
1198 flags |= RegionFlags.AllowSetHome;
1199 if (Scene.RegionInfo.EstateSettings.BlockDwell)
1200 flags |= RegionFlags.BlockDwell;
1201 if (Scene.RegionInfo.EstateSettings.ResetHomeOnTeleport)
1202 flags |= RegionFlags.ResetHomeOnTeleport;
1163 1203
1164 // Fudge these to always on, so the menu options activate
1165 //
1166 flags |= RegionFlags.AllowLandmark;
1167 flags |= RegionFlags.AllowSetHome;
1168 1204
1169 // TODO: SkipUpdateInterestList 1205 // TODO: SkipUpdateInterestList
1170 1206
@@ -1205,6 +1241,12 @@ namespace OpenSim.Region.CoreModules.World.Estate
1205 flags |= RegionFlags.ResetHomeOnTeleport; 1241 flags |= RegionFlags.ResetHomeOnTeleport;
1206 if (Scene.RegionInfo.EstateSettings.TaxFree) 1242 if (Scene.RegionInfo.EstateSettings.TaxFree)
1207 flags |= RegionFlags.TaxFree; 1243 flags |= RegionFlags.TaxFree;
1244 if (Scene.RegionInfo.EstateSettings.AllowLandmark)
1245 flags |= RegionFlags.AllowLandmark;
1246 if (Scene.RegionInfo.EstateSettings.AllowParcelChanges)
1247 flags |= RegionFlags.AllowParcelChanges;
1248 if (Scene.RegionInfo.EstateSettings.AllowSetHome)
1249 flags |= RegionFlags.AllowSetHome;
1208 if (Scene.RegionInfo.EstateSettings.DenyMinors) 1250 if (Scene.RegionInfo.EstateSettings.DenyMinors)
1209 flags |= (RegionFlags)(1 << 30); 1251 flags |= (RegionFlags)(1 << 30);
1210 1252
@@ -1225,6 +1267,12 @@ namespace OpenSim.Region.CoreModules.World.Estate
1225 1267
1226 public void TriggerRegionInfoChange() 1268 public void TriggerRegionInfoChange()
1227 { 1269 {
1270 m_regionChangeTimer.Stop();
1271 m_regionChangeTimer.Start();
1272 }
1273
1274 protected void RaiseRegionInfoChange(object sender, ElapsedEventArgs e)
1275 {
1228 ChangeDelegate change = OnRegionInfoChange; 1276 ChangeDelegate change = OnRegionInfoChange;
1229 1277
1230 if (change != null) 1278 if (change != null)
diff --git a/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs b/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
index 2117827..474905a 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 8c40171..950dff7 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 3b661ed..2e877f0 100644
--- a/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
+++ b/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
@@ -364,7 +364,7 @@ namespace OpenSim.Region.CoreModules.World.Permissions
364 364
365 public string Name 365 public string Name
366 { 366 {
367 get { return "PermissionsModule"; } 367 get { return "DefaultPermissionsModule"; }
368 } 368 }
369 369
370 public bool IsSharedModule 370 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 c832520..a93ffaa 100644
--- a/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs
+++ b/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs
@@ -584,6 +584,8 @@ namespace OpenSim.Region.CoreModules.World.Terrain
584 m_scene.PhysicsScene.SetTerrain(m_channel.GetFloatsSerialised()); 584 m_scene.PhysicsScene.SetTerrain(m_channel.GetFloatsSerialised());
585 m_scene.SaveTerrain(); 585 m_scene.SaveTerrain();
586 586
587 m_scene.EventManager.TriggerTerrainUpdate();
588
587 // Clients who look at the map will never see changes after they looked at the map, so i've commented this out. 589 // Clients who look at the map will never see changes after they looked at the map, so i've commented this out.
588 //m_scene.CreateTerrainTexture(true); 590 //m_scene.CreateTerrainTexture(true);
589 } 591 }
diff --git a/OpenSim/Region/CoreModules/World/WorldMap/MapSearchModule.cs b/OpenSim/Region/CoreModules/World/WorldMap/MapSearchModule.cs
index 3804017..c13e9c6 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
@@ -99,7 +99,7 @@ m_log.DebugFormat("MAP NAME=({0})", mapName);
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 @@ m_log.DebugFormat("MAP NAME=({0})", mapName);
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 857079c..21e3ecb 100644
--- a/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs
+++ b/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs
@@ -1179,7 +1179,7 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
1179 } 1179 }
1180 else 1180 else
1181 { 1181 {
1182 OSDArray responsearr = new OSDArray(m_scene.GetRootAgentCount()); 1182 OSDArray responsearr = new OSDArray(); // Don't preallocate. MT (m_scene.GetRootAgentCount());
1183 m_scene.ForEachScenePresence(delegate(ScenePresence sp) 1183 m_scene.ForEachScenePresence(delegate(ScenePresence sp)
1184 { 1184 {
1185 OSDMap responsemapdata = new OSDMap(); 1185 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/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
index e9e1845..175e8ed 100644
--- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
+++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
@@ -26,6 +26,7 @@
26 */ 26 */
27 27
28using System; 28using System;
29using System.Threading;
29using System.Collections.Generic; 30using System.Collections.Generic;
30using System.Reflection; 31using System.Reflection;
31using log4net; 32using log4net;
@@ -42,7 +43,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
42 /// </summary> 43 /// </summary>
43 public class ScenePresenceAnimator 44 public class ScenePresenceAnimator
44 { 45 {
45// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 46 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
46 47
47 public AnimationSet Animations 48 public AnimationSet Animations
48 { 49 {
@@ -57,11 +58,17 @@ namespace OpenSim.Region.Framework.Scenes.Animation
57 { 58 {
58 get { return m_movementAnimation; } 59 get { return m_movementAnimation; }
59 } 60 }
60 protected string m_movementAnimation = "DEFAULT"; 61 // protected string m_movementAnimation = "DEFAULT"; //KF: 'DEFAULT' does not exist!
61 62 protected string m_movementAnimation = "CROUCH"; //KF: CROUCH ensures reliable Av Anim. init.
62 private int m_animTickFall; 63 private int m_animTickFall;
63 private int m_animTickJump; 64// private int m_animTickJump;
64 65 public int m_animTickJump; // ScenePresence has to see this to control +Z force
66 public bool m_jumping = false; // Add for jumping
67 public float m_jumpVelocity = 0f; // Add for jumping
68 private int m_landing = 0; // Add for jumping
69 public bool m_falling = false; // Add for falling
70 private float m_fallHeight; // Add for falling
71
65 /// <value> 72 /// <value>
66 /// The scene presence that this animator applies to 73 /// The scene presence that this animator applies to
67 /// </value> 74 /// </value>
@@ -122,7 +129,9 @@ namespace OpenSim.Region.Framework.Scenes.Animation
122 129
123 public void ResetAnimations() 130 public void ResetAnimations()
124 { 131 {
132Console.WriteLine("ResetA.............");
125 m_animations.Clear(); 133 m_animations.Clear();
134TrySetMovementAnimation("STAND");
126 } 135 }
127 136
128 /// <summary> 137 /// <summary>
@@ -152,15 +161,16 @@ namespace OpenSim.Region.Framework.Scenes.Animation
152 /// </summary> 161 /// </summary>
153 public string GetMovementAnimation() 162 public string GetMovementAnimation()
154 { 163 {
155 const float FALL_DELAY = 0.33f; 164//Console.WriteLine("GMA-------"); //##
156 const float PREJUMP_DELAY = 0.25f; 165//#@ const float FALL_DELAY = 0.33f;
157 166 const float FALL_DELAY = 800f; //## mS
167//rm for jumping const float PREJUMP_DELAY = 0.25f;
168 const float PREJUMP_DELAY = 200f; // mS add for jumping
169 const float JUMP_PERIOD = 800f; // mS add for jumping
158 #region Inputs 170 #region Inputs
159 if (m_scenePresence.SitGround) 171
160 {
161 return "SIT_GROUND_CONSTRAINED";
162 }
163 AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_scenePresence.AgentControlFlags; 172 AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_scenePresence.AgentControlFlags;
173// m_log.DebugFormat("[ANIM]: Control flags: {0}", controlFlags);
164 PhysicsActor actor = m_scenePresence.PhysicsActor; 174 PhysicsActor actor = m_scenePresence.PhysicsActor;
165 175
166 // Create forward and left vectors from the current avatar rotation 176 // Create forward and left vectors from the current avatar rotation
@@ -169,13 +179,12 @@ namespace OpenSim.Region.Framework.Scenes.Animation
169 Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix); 179 Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix);
170 180
171 // Check control flags 181 // Check control flags
172 bool heldForward = 182 bool heldForward = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_AT_POS || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS);
173 (((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) || ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS)); 183 bool heldBack = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG);
174 bool heldBack = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG; 184 bool heldLeft = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS);
175 bool heldLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS; 185 bool heldRight = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG);
176 bool heldRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG; 186 //bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT;
177 bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT; 187 //bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT;
178 bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT;
179 bool heldUp = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == AgentManager.ControlFlags.AGENT_CONTROL_UP_POS; 188 bool heldUp = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == AgentManager.ControlFlags.AGENT_CONTROL_UP_POS;
180 bool heldDown = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG; 189 bool heldDown = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG;
181 //bool flying = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) == AgentManager.ControlFlags.AGENT_CONTROL_FLY; 190 //bool flying = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) == AgentManager.ControlFlags.AGENT_CONTROL_FLY;
@@ -183,17 +192,16 @@ namespace OpenSim.Region.Framework.Scenes.Animation
183 192
184 // Direction in which the avatar is trying to move 193 // Direction in which the avatar is trying to move
185 Vector3 move = Vector3.Zero; 194 Vector3 move = Vector3.Zero;
186 if (heldForward) { move.X += fwd.X; move.Y += fwd.Y; }
187 if (heldBack) { move.X -= fwd.X; move.Y -= fwd.Y; } 195 if (heldBack) { move.X -= fwd.X; move.Y -= fwd.Y; }
188 if (heldLeft) { move.X += left.X; move.Y += left.Y; } 196 if (heldLeft) { move.X += left.X; move.Y += left.Y; }
189 if (heldRight) { move.X -= left.X; move.Y -= left.Y; } 197 if (heldRight) { move.X -= left.X; move.Y -= left.Y; }
190 if (heldUp) { move.Z += 1; } 198 if (heldUp) { move.Z += 1; }
191 if (heldDown) { move.Z -= 1; } 199 if (heldDown) { move.Z -= 1; }
200 if (heldForward) { move.X += fwd.X; move.Y += fwd.Y; }
192 201
193 // Is the avatar trying to move? 202 // Is the avatar trying to move?
194// bool moving = (move != Vector3.Zero); 203// bool moving = (move != Vector3.Zero);
195 bool jumping = m_animTickJump != 0; 204// rm for jumping bool jumping = m_animTickJump != 0;
196
197 #endregion Inputs 205 #endregion Inputs
198 206
199 #region Flying 207 #region Flying
@@ -202,6 +210,11 @@ namespace OpenSim.Region.Framework.Scenes.Animation
202 { 210 {
203 m_animTickFall = 0; 211 m_animTickFall = 0;
204 m_animTickJump = 0; 212 m_animTickJump = 0;
213 m_jumping = false; //add for jumping
214 m_falling = true; //add for falling
215 m_jumpVelocity = 0f; //add for jumping
216 actor.Selected = false; //add for jumping flag
217 m_fallHeight = actor.Position.Z; // save latest flying height
205 218
206 if (move.X != 0f || move.Y != 0f) 219 if (move.X != 0f || move.Y != 0f)
207 { 220 {
@@ -213,8 +226,11 @@ namespace OpenSim.Region.Framework.Scenes.Animation
213 } 226 }
214 else if (move.Z < 0f) 227 else if (move.Z < 0f)
215 { 228 {
216 if (actor != null && actor.IsColliding) 229 if (actor != null && actor.IsColliding)
230 { //##
231//Console.WriteLine("LAND FLYING"); // ##
217 return "LAND"; 232 return "LAND";
233 } //#
218 else 234 else
219 return "HOVER_DOWN"; 235 return "HOVER_DOWN";
220 } 236 }
@@ -228,48 +244,127 @@ namespace OpenSim.Region.Framework.Scenes.Animation
228 244
229 #region Falling/Floating/Landing 245 #region Falling/Floating/Landing
230 246
231 if (actor == null || !actor.IsColliding) 247// rm for jumping if (actor == null || !actor.IsColliding)
248 if ((actor == null || !actor.IsColliding) && !m_jumping) // add for jumping
232 { 249 {
233 float fallElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f; 250// rm float fallElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f;
251 float fallElapsed = (float)(Environment.TickCount - m_animTickFall); // add, in mS
234 float fallVelocity = (actor != null) ? actor.Velocity.Z : 0.0f; 252 float fallVelocity = (actor != null) ? actor.Velocity.Z : 0.0f;
253//Console.WriteLine("falling t={0} v={1}", fallElapsed, fallVelocity); //##
254
255// rm for fall if (m_animTickFall == 0 || (fallElapsed > FALL_DELAY && fallVelocity >= 0.0f))
256 if (!m_jumping && (fallVelocity < -3.0f) ) m_falling = true; // add for falling and jumping
235 257
236 if (m_animTickFall == 0 || (fallElapsed > FALL_DELAY && fallVelocity >= 0.0f)) 258 if (m_animTickFall == 0 || (fallVelocity >= 0.0f)) // add for jumping
259 // not falling yet or going up
237 { 260 {
238 // Just started falling 261 // reset start of fall time
239 m_animTickFall = Environment.TickCount; 262 m_animTickFall = Environment.TickCount;
240 } 263 }
241 else if (!jumping && fallElapsed > FALL_DELAY) 264// else if (!jumping && fallElapsed > FALL_DELAY)
265 else if (!m_jumping && (fallElapsed > FALL_DELAY) && (fallVelocity < -3.0f) && (m_scenePresence.m_wasFlying)) // add for falling and jumping
242 { 266 {
243 // Falling long enough to trigger the animation 267 // Falling long enough to trigger the animation
268//Console.WriteLine("FALLDOWN"); //##
244 return "FALLDOWN"; 269 return "FALLDOWN";
245 } 270 }
246 else if (m_animTickJump == -1)
247 {
248 m_animTickJump = 0;
249 return "STAND";
250 }
251 271
252 return m_movementAnimation; 272 return m_movementAnimation;
253 } 273 }
254 274
255 #endregion Falling/Floating/Landing 275 #endregion Falling/Floating/Landing
256 276
277
278 #region Jumping // section added for jumping...
279
280 int jumptime;
281 jumptime = Environment.TickCount - m_animTickJump;
282
283
284 if ((move.Z > 0f) && (!m_jumping))
285 {
286//Console.WriteLine("PJ {0}", jumptime); //##
287 // Start jumping, prejump
288 m_animTickFall = 0;
289 m_jumping = true;
290 m_falling = false;
291 actor.Selected = true; // borrowed for jmping flag
292 m_animTickJump = Environment.TickCount;
293 m_jumpVelocity = 0.35f;
294 return "PREJUMP";
295 }
296
297 if(m_jumping)
298 {
299 if ( (jumptime > (JUMP_PERIOD * 1.5f)) && actor.IsColliding)
300 {
301//Console.WriteLine("LA {0}", jumptime); //##
302 // end jumping
303 m_jumping = false;
304 m_falling = false;
305 actor.Selected = false; // borrowed for jumping flag
306 m_jumpVelocity = 0f;
307 m_animTickFall = Environment.TickCount;
308 return "LAND";
309 }
310 else if (jumptime > JUMP_PERIOD)
311 {
312//Console.WriteLine("JD {0}", jumptime); //##
313 // jump down
314 m_jumpVelocity = 0f;
315 return "JUMP";
316 }
317 else if (jumptime > PREJUMP_DELAY)
318 {
319//Console.WriteLine("JU {0}", jumptime); //##
320 // jump up
321 m_jumping = true;
322 m_jumpVelocity = 10f;
323 return "JUMP";
324 }
325 }
326
327 #endregion Jumping // end added section
328
257 #region Ground Movement 329 #region Ground Movement
258 330
259 if (m_movementAnimation == "FALLDOWN") 331 if (m_movementAnimation == "FALLDOWN")
260 { 332 {
333 m_falling = false;
261 m_animTickFall = Environment.TickCount; 334 m_animTickFall = Environment.TickCount;
262
263 // TODO: SOFT_LAND support 335 // TODO: SOFT_LAND support
264 return "LAND"; 336 float fallHeight = m_fallHeight - actor.Position.Z;
337//Console.WriteLine("Hit from {0}", fallHeight); //##
338 if (fallHeight > 15.0f) // add for falling
339 return "STANDUP";
340 else if (fallHeight > 8.0f) // add for falling
341 return "SOFT_LAND"; // add for falling
342 else // add for falling
343 return "LAND"; // add for falling
265 } 344 }
266 else if (m_movementAnimation == "LAND") 345// rm jumping float landElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f;
346// rm jumping if ((m_animTickFall != 0) && (landElapsed <= FALL_DELAY))
347// rm for landing return "LAND";
348 else if ((m_movementAnimation == "LAND") || (m_movementAnimation == "SOFT_LAND") || (m_movementAnimation == "STANDUP"))
267 { 349 {
268 float landElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f; 350 int landElapsed = Environment.TickCount - m_animTickFall; // add for jumping
269 if ((m_animTickFall != 0) && (landElapsed <= FALL_DELAY)) 351 int limit = 1000; // add for jumping
270 return "LAND"; 352 if(m_movementAnimation == "LAND") limit = 350; // add for jumping
271 } 353 // NB if the above is set too long a weird anim reset from some place prevents STAND from being sent to client
272 354
355 if ((m_animTickFall != 0) && (landElapsed <= limit)) // add for jumping
356 {
357//Console.WriteLine("Lelapse {0}", m_movementAnimation); //##
358 return m_movementAnimation;
359 }
360 else
361 {
362//Console.WriteLine("end/STAND"); //##
363 m_fallHeight = actor.Position.Z; // save latest flying height
364 return "STAND";
365 }
366 }
367/* This section removed, replaced by jumping section
273 m_animTickFall = 0; 368 m_animTickFall = 0;
274 369
275 if (move.Z > 0.2f) 370 if (move.Z > 0.2f)
@@ -281,7 +376,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
281 m_animTickJump = Environment.TickCount; 376 m_animTickJump = Environment.TickCount;
282 return "PREJUMP"; 377 return "PREJUMP";
283 } 378 }
284 else if (Environment.TickCount - m_animTickJump > PREJUMP_DELAY * 1000.0f) 379 else if (Environment.TickCount - m_animTickJump > PREJUMP_DELAY * 800.0f)
285 { 380 {
286 // Start actual jump 381 // Start actual jump
287 if (m_animTickJump == -1) 382 if (m_animTickJump == -1)
@@ -294,41 +389,44 @@ namespace OpenSim.Region.Framework.Scenes.Animation
294 m_animTickJump = -1; 389 m_animTickJump = -1;
295 return "JUMP"; 390 return "JUMP";
296 } 391 }
297 else
298 return "JUMP";
299 } 392 }
300 else 393 else
301 { 394 {
302 // Not jumping 395 // Not jumping
303 m_animTickJump = 0; 396 m_animTickJump = 0;
304 397 */
305 if (move.X != 0f || move.Y != 0f) 398 // next section moved outside paren. and realigned for jumping
306 { 399 if (move.X != 0f || move.Y != 0f)
307 // Walking / crouchwalking / running 400 {
308 if (move.Z < 0) 401 m_fallHeight = actor.Position.Z; // save latest flying height
309 return "CROUCHWALK"; 402 m_falling = false; // Add for falling
310 else if (m_scenePresence.SetAlwaysRun) 403 // Walking / crouchwalking / running
311 return "RUN"; 404 if (move.Z < 0f)
312 else 405 return "CROUCHWALK";
313 return "WALK"; 406 else if (m_scenePresence.SetAlwaysRun)
314 } 407 return "RUN";
315 else 408 else
316 { 409 return "WALK";
317 // Not walking
318 if (move.Z < 0)
319 return "CROUCH";
320 else if (heldTurnLeft)
321 return "TURNLEFT";
322 else if (heldTurnRight)
323 return "TURNRIGHT";
324 else
325 return "STAND";
326 }
327 } 410 }
328 411// rm for jumping else
412 else if (!m_jumping) // add for jumping
413 {
414 m_falling = false; // Add for falling
415 // Not walking
416 if (move.Z < 0)
417 return "CROUCH";
418// else if (heldTurnLeft)
419// return "TURNLEFT";
420// else if (heldTurnRight)
421// return "TURNRIGHT";
422 else
423 return "STAND";
424 }
425 // end section realign for jumping
329 #endregion Ground Movement 426 #endregion Ground Movement
330 427
331 //return m_movementAnimation; 428 m_falling = false; // Add for falling
429 return m_movementAnimation;
332 } 430 }
333 431
334 /// <summary> 432 /// <summary>
@@ -337,9 +435,15 @@ namespace OpenSim.Region.Framework.Scenes.Animation
337 public void UpdateMovementAnimations() 435 public void UpdateMovementAnimations()
338 { 436 {
339 m_movementAnimation = GetMovementAnimation(); 437 m_movementAnimation = GetMovementAnimation();
340// m_log.DebugFormat( 438/* if (m_movementAnimation == "PREJUMP" && !m_scenePresence.Scene.m_usePreJump)
341// "[SCENE PRESENCE ANIMATOR]: Got animation {0} for {1}", m_movementAnimation, m_scenePresence.Name); 439 {
342 TrySetMovementAnimation(m_movementAnimation); 440 // This was the previous behavior before PREJUMP
441 TrySetMovementAnimation("JUMP");
442 }
443 else
444 { removed for jumping */
445 TrySetMovementAnimation(m_movementAnimation);
446// rm for jumping }
343 } 447 }
344 448
345 public UUID[] GetAnimationArray() 449 public UUID[] GetAnimationArray()
diff --git a/OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs b/OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs
index 0ac3899..12688bd 100644
--- a/OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs
+++ b/OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs
@@ -104,8 +104,15 @@ namespace OpenSim.Region.Framework.Scenes
104 // better than losing the object for now. 104 // better than losing the object for now.
105 if (permissionToDelete) 105 if (permissionToDelete)
106 { 106 {
107 List<uint> killIDs = new List<uint>();
108
107 foreach (SceneObjectGroup g in objectGroups) 109 foreach (SceneObjectGroup g in objectGroups)
110 {
111 killIDs.Add(g.LocalId);
108 g.DeleteGroupFromScene(false); 112 g.DeleteGroupFromScene(false);
113 }
114
115 m_scene.SendKillObject(killIDs);
109 } 116 }
110 } 117 }
111 118
diff --git a/OpenSim/Region/Framework/Scenes/EventManager.cs b/OpenSim/Region/Framework/Scenes/EventManager.cs
index 96da2c3..65c6a29 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;
@@ -775,6 +779,26 @@ namespace OpenSim.Region.Framework.Scenes
775 } 779 }
776 } 780 }
777 } 781 }
782 public void TriggerTerrainUpdate()
783 {
784 OnTerrainUpdateDelegate handlerTerrainUpdate = OnTerrainUpdate;
785 if (handlerTerrainUpdate != null)
786 {
787 foreach (OnTerrainUpdateDelegate d in handlerTerrainUpdate.GetInvocationList())
788 {
789 try
790 {
791 d();
792 }
793 catch (Exception e)
794 {
795 m_log.ErrorFormat(
796 "[EVENT MANAGER]: Delegate for TriggerTerrainUpdate failed - continuing. {0} {1}",
797 e.Message, e.StackTrace);
798 }
799 }
800 }
801 }
778 802
779 public void TriggerTerrainTick() 803 public void TriggerTerrainTick()
780 { 804 {
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 663aa22..53f0f2e 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -124,34 +124,22 @@ namespace OpenSim.Region.Framework.Scenes
124 /// <param name="item"></param> 124 /// <param name="item"></param>
125 public bool AddInventoryItem(InventoryItemBase item) 125 public bool AddInventoryItem(InventoryItemBase item)
126 { 126 {
127 if (UUID.Zero == item.Folder) 127 InventoryFolderBase folder;
128
129 if (item.Folder == UUID.Zero)
128 { 130 {
129 InventoryFolderBase f = InventoryService.GetFolderForType(item.Owner, (AssetType)item.AssetType); 131 folder = InventoryService.GetFolderForType(item.Owner, (AssetType)item.AssetType);
130 if (f != null) 132 if (folder == null)
131 { 133 {
132// m_log.DebugFormat( 134 folder = InventoryService.GetRootFolder(item.Owner);
133// "[LOCAL INVENTORY SERVICES CONNECTOR]: Found folder {0} type {1} for item {2}", 135
134// f.Name, (AssetType)f.Type, item.Name); 136 if (folder == null)
135
136 item.Folder = f.ID;
137 }
138 else
139 {
140 f = InventoryService.GetRootFolder(item.Owner);
141 if (f != null)
142 {
143 item.Folder = f.ID;
144 }
145 else
146 {
147 m_log.WarnFormat(
148 "[AGENT INVENTORY]: Could not find root folder for {0} when trying to add item {1} with no parent folder specified",
149 item.Owner, item.Name);
150 return false; 137 return false;
151 }
152 } 138 }
139
140 item.Folder = folder.ID;
153 } 141 }
154 142
155 if (InventoryService.AddItem(item)) 143 if (InventoryService.AddItem(item))
156 { 144 {
157 int userlevel = 0; 145 int userlevel = 0;
@@ -271,8 +259,7 @@ namespace OpenSim.Region.Framework.Scenes
271 259
272 // Update item with new asset 260 // Update item with new asset
273 item.AssetID = asset.FullID; 261 item.AssetID = asset.FullID;
274 if (group.UpdateInventoryItem(item)) 262 group.UpdateInventoryItem(item);
275 remoteClient.SendAgentAlertMessage("Script saved", false);
276 263
277 part.SendPropertiesToClient(remoteClient); 264 part.SendPropertiesToClient(remoteClient);
278 265
@@ -283,12 +270,7 @@ namespace OpenSim.Region.Framework.Scenes
283 { 270 {
284 // Needs to determine which engine was running it and use that 271 // Needs to determine which engine was running it and use that
285 // 272 //
286 part.Inventory.CreateScriptInstance(item.ItemID, 0, false, DefaultScriptEngine, 0); 273 errors = part.Inventory.CreateScriptInstanceEr(item.ItemID, 0, false, DefaultScriptEngine, 0);
287 errors = part.Inventory.GetScriptErrors(item.ItemID);
288 }
289 else
290 {
291 remoteClient.SendAgentAlertMessage("Script saved", false);
292 } 274 }
293 part.ParentGroup.ResumeScripts(); 275 part.ParentGroup.ResumeScripts();
294 return errors; 276 return errors;
@@ -351,6 +333,7 @@ namespace OpenSim.Region.Framework.Scenes
351 { 333 {
352 if (UUID.Zero == transactionID) 334 if (UUID.Zero == transactionID)
353 { 335 {
336 item.Flags = (item.Flags & ~(uint)255) | (itemUpd.Flags & (uint)255);
354 item.Name = itemUpd.Name; 337 item.Name = itemUpd.Name;
355 item.Description = itemUpd.Description; 338 item.Description = itemUpd.Description;
356 if (item.NextPermissions != (itemUpd.NextPermissions & item.BasePermissions)) 339 if (item.NextPermissions != (itemUpd.NextPermissions & item.BasePermissions))
@@ -728,6 +711,8 @@ namespace OpenSim.Region.Framework.Scenes
728 return; 711 return;
729 } 712 }
730 713
714 if (newName == null) newName = item.Name;
715
731 AssetBase asset = AssetService.Get(item.AssetID.ToString()); 716 AssetBase asset = AssetService.Get(item.AssetID.ToString());
732 717
733 if (asset != null) 718 if (asset != null)
@@ -784,6 +769,24 @@ namespace OpenSim.Region.Framework.Scenes
784 } 769 }
785 770
786 /// <summary> 771 /// <summary>
772 /// Move an item within the agent's inventory, and leave a copy (used in making a new outfit)
773 /// </summary>
774 public void MoveInventoryItemsLeaveCopy(IClientAPI remoteClient, List<InventoryItemBase> items, UUID destfolder)
775 {
776 List<InventoryItemBase> moveitems = new List<InventoryItemBase>();
777 foreach (InventoryItemBase b in items)
778 {
779 CopyInventoryItem(remoteClient, 0, remoteClient.AgentId, b.ID, b.Folder, null);
780 InventoryItemBase n = InventoryService.GetItem(b);
781 n.Folder = destfolder;
782 moveitems.Add(n);
783 remoteClient.SendInventoryItemCreateUpdate(n, 0);
784 }
785
786 MoveInventoryItem(remoteClient, moveitems);
787 }
788
789 /// <summary>
787 /// Move an item within the agent's inventory. 790 /// Move an item within the agent's inventory.
788 /// </summary> 791 /// </summary>
789 /// <param name="remoteClient"></param> 792 /// <param name="remoteClient"></param>
@@ -984,25 +987,29 @@ namespace OpenSim.Region.Framework.Scenes
984 public void RemoveTaskInventory(IClientAPI remoteClient, UUID itemID, uint localID) 987 public void RemoveTaskInventory(IClientAPI remoteClient, UUID itemID, uint localID)
985 { 988 {
986 SceneObjectPart part = GetSceneObjectPart(localID); 989 SceneObjectPart part = GetSceneObjectPart(localID);
987 if (part == null) 990 SceneObjectGroup group = null;
988 return; 991 if (part != null)
992 {
993 group = part.ParentGroup;
994 }
995 if (part != null && group != null)
996 {
997 if (!Permissions.CanEditObjectInventory(part.UUID, remoteClient.AgentId))
998 return;
989 999
990 SceneObjectGroup group = part.ParentGroup; 1000 TaskInventoryItem item = group.GetInventoryItem(localID, itemID);
991 if (!Permissions.CanEditObjectInventory(part.UUID, remoteClient.AgentId)) 1001 if (item == null)
992 return; 1002 return;
993
994 TaskInventoryItem item = group.GetInventoryItem(localID, itemID);
995 if (item == null)
996 return;
997 1003
998 if (item.Type == 10) 1004 if (item.Type == 10)
999 { 1005 {
1000 part.RemoveScriptEvents(itemID); 1006 part.RemoveScriptEvents(itemID);
1001 EventManager.TriggerRemoveScript(localID, itemID); 1007 EventManager.TriggerRemoveScript(localID, itemID);
1008 }
1009
1010 group.RemoveInventoryItem(localID, itemID);
1011 part.SendPropertiesToClient(remoteClient);
1002 } 1012 }
1003
1004 group.RemoveInventoryItem(localID, itemID);
1005 part.SendPropertiesToClient(remoteClient);
1006 } 1013 }
1007 1014
1008 private InventoryItemBase CreateAgentInventoryItemFromTask(UUID destAgent, SceneObjectPart part, UUID itemId) 1015 private InventoryItemBase CreateAgentInventoryItemFromTask(UUID destAgent, SceneObjectPart part, UUID itemId)
@@ -1213,6 +1220,10 @@ namespace OpenSim.Region.Framework.Scenes
1213 if ((part.OwnerID != destPart.OwnerID) && ((srcTaskItem.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)) 1220 if ((part.OwnerID != destPart.OwnerID) && ((srcTaskItem.CurrentPermissions & (uint)PermissionMask.Transfer) == 0))
1214 return; 1221 return;
1215 1222
1223 bool overrideNoMod = false;
1224 if ((part.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) != 0)
1225 overrideNoMod = true;
1226
1216 if (part.OwnerID != destPart.OwnerID && (part.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) == 0) 1227 if (part.OwnerID != destPart.OwnerID && (part.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) == 0)
1217 { 1228 {
1218 // object cannot copy items to an object owned by a different owner 1229 // object cannot copy items to an object owned by a different owner
@@ -1222,7 +1233,7 @@ namespace OpenSim.Region.Framework.Scenes
1222 } 1233 }
1223 1234
1224 // must have both move and modify permission to put an item in an object 1235 // must have both move and modify permission to put an item in an object
1225 if ((part.OwnerMask & ((uint)PermissionMask.Move | (uint)PermissionMask.Modify)) == 0) 1236 if (((part.OwnerMask & (uint)PermissionMask.Modify) == 0) && (!overrideNoMod))
1226 { 1237 {
1227 return; 1238 return;
1228 } 1239 }
@@ -1281,6 +1292,14 @@ namespace OpenSim.Region.Framework.Scenes
1281 1292
1282 public UUID MoveTaskInventoryItems(UUID destID, string category, SceneObjectPart host, List<UUID> items) 1293 public UUID MoveTaskInventoryItems(UUID destID, string category, SceneObjectPart host, List<UUID> items)
1283 { 1294 {
1295 SceneObjectPart destPart = GetSceneObjectPart(destID);
1296 if (destPart != null) // Move into a prim
1297 {
1298 foreach(UUID itemID in items)
1299 MoveTaskInventoryItem(destID, host, itemID);
1300 return destID; // Prim folder ID == prim ID
1301 }
1302
1284 InventoryFolderBase rootFolder = InventoryService.GetRootFolder(destID); 1303 InventoryFolderBase rootFolder = InventoryService.GetRootFolder(destID);
1285 1304
1286 UUID newFolderID = UUID.Random(); 1305 UUID newFolderID = UUID.Random();
@@ -1460,13 +1479,6 @@ namespace OpenSim.Region.Framework.Scenes
1460 { 1479 {
1461 agentTransactions.HandleTaskItemUpdateFromTransaction( 1480 agentTransactions.HandleTaskItemUpdateFromTransaction(
1462 remoteClient, part, transactionID, currentItem); 1481 remoteClient, part, transactionID, currentItem);
1463
1464 if ((InventoryType)itemInfo.InvType == InventoryType.Notecard)
1465 remoteClient.SendAgentAlertMessage("Notecard saved", false);
1466 else if ((InventoryType)itemInfo.InvType == InventoryType.LSL)
1467 remoteClient.SendAgentAlertMessage("Script saved", false);
1468 else
1469 remoteClient.SendAgentAlertMessage("Item saved", false);
1470 } 1482 }
1471 1483
1472 // Base ALWAYS has move 1484 // Base ALWAYS has move
@@ -1607,7 +1619,7 @@ namespace OpenSim.Region.Framework.Scenes
1607 return; 1619 return;
1608 1620
1609 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType, 1621 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType,
1610 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n}"), 1622 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n\n touch_start(integer num)\n {\n }\n}"),
1611 remoteClient.AgentId); 1623 remoteClient.AgentId);
1612 AssetService.Store(asset); 1624 AssetService.Store(asset);
1613 1625
@@ -1760,23 +1772,32 @@ namespace OpenSim.Region.Framework.Scenes
1760 // build a list of eligible objects 1772 // build a list of eligible objects
1761 List<uint> deleteIDs = new List<uint>(); 1773 List<uint> deleteIDs = new List<uint>();
1762 List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>(); 1774 List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>();
1763 1775 List<SceneObjectGroup> takeGroups = new List<SceneObjectGroup>();
1764 // Start with true for both, then remove the flags if objects
1765 // that we can't derez are part of the selection
1766 bool permissionToTake = true;
1767 bool permissionToTakeCopy = true;
1768 bool permissionToDelete = true;
1769 1776
1770 foreach (uint localID in localIDs) 1777 foreach (uint localID in localIDs)
1771 { 1778 {
1779 // Start with true for both, then remove the flags if objects
1780 // that we can't derez are part of the selection
1781 bool permissionToTake = true;
1782 bool permissionToTakeCopy = true;
1783 bool permissionToDelete = true;
1784
1772 // Invalid id 1785 // Invalid id
1773 SceneObjectPart part = GetSceneObjectPart(localID); 1786 SceneObjectPart part = GetSceneObjectPart(localID);
1774 if (part == null) 1787 if (part == null)
1788 {
1789 //Client still thinks the object exists, kill it
1790 deleteIDs.Add(localID);
1775 continue; 1791 continue;
1792 }
1776 1793
1777 // Already deleted by someone else 1794 // Already deleted by someone else
1778 if (part.ParentGroup.IsDeleted) 1795 if (part.ParentGroup.IsDeleted)
1796 {
1797 //Client still thinks the object exists, kill it
1798 deleteIDs.Add(localID);
1779 continue; 1799 continue;
1800 }
1780 1801
1781 // Can't delete child prims 1802 // Can't delete child prims
1782 if (part != part.ParentGroup.RootPart) 1803 if (part != part.ParentGroup.RootPart)
@@ -1784,9 +1805,6 @@ namespace OpenSim.Region.Framework.Scenes
1784 1805
1785 SceneObjectGroup grp = part.ParentGroup; 1806 SceneObjectGroup grp = part.ParentGroup;
1786 1807
1787 deleteIDs.Add(localID);
1788 deleteGroups.Add(grp);
1789
1790 if (remoteClient == null) 1808 if (remoteClient == null)
1791 { 1809 {
1792 // Autoreturn has a null client. Nothing else does. So 1810 // Autoreturn has a null client. Nothing else does. So
@@ -1803,81 +1821,193 @@ namespace OpenSim.Region.Framework.Scenes
1803 } 1821 }
1804 else 1822 else
1805 { 1823 {
1806 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId)) 1824 if (action == DeRezAction.TakeCopy)
1825 {
1826 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId))
1827 permissionToTakeCopy = false;
1828 }
1829 else
1830 {
1807 permissionToTakeCopy = false; 1831 permissionToTakeCopy = false;
1808 1832 }
1809 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId)) 1833 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId))
1810 permissionToTake = false; 1834 permissionToTake = false;
1811 1835
1812 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId)) 1836 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId))
1813 permissionToDelete = false; 1837 permissionToDelete = false;
1814 } 1838 }
1815 }
1816 1839
1817 // Handle god perms 1840 // Handle god perms
1818 if ((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId)) 1841 if ((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId))
1819 { 1842 {
1820 permissionToTake = true; 1843 permissionToTake = true;
1821 permissionToTakeCopy = true; 1844 permissionToTakeCopy = true;
1822 permissionToDelete = true; 1845 permissionToDelete = true;
1823 } 1846 }
1824 1847
1825 // If we're re-saving, we don't even want to delete 1848 // If we're re-saving, we don't even want to delete
1826 if (action == DeRezAction.SaveToExistingUserInventoryItem) 1849 if (action == DeRezAction.SaveToExistingUserInventoryItem)
1827 permissionToDelete = false; 1850 permissionToDelete = false;
1828 1851
1829 // if we want to take a copy, we also don't want to delete 1852 // if we want to take a copy, we also don't want to delete
1830 // Note: after this point, the permissionToTakeCopy flag 1853 // Note: after this point, the permissionToTakeCopy flag
1831 // becomes irrelevant. It already includes the permissionToTake 1854 // becomes irrelevant. It already includes the permissionToTake
1832 // permission and after excluding no copy items here, we can 1855 // permission and after excluding no copy items here, we can
1833 // just use that. 1856 // just use that.
1834 if (action == DeRezAction.TakeCopy) 1857 if (action == DeRezAction.TakeCopy)
1835 { 1858 {
1836 // If we don't have permission, stop right here 1859 // If we don't have permission, stop right here
1837 if (!permissionToTakeCopy) 1860 if (!permissionToTakeCopy)
1838 return; 1861 return;
1839 1862
1840 permissionToTake = true; 1863 permissionToTake = true;
1841 // Don't delete 1864 // Don't delete
1842 permissionToDelete = false; 1865 permissionToDelete = false;
1843 } 1866 }
1844 1867
1845 if (action == DeRezAction.Return) 1868 if (action == DeRezAction.Return)
1846 {
1847 if (remoteClient != null)
1848 { 1869 {
1849 if (Permissions.CanReturnObjects( 1870 if (remoteClient != null)
1850 null,
1851 remoteClient.AgentId,
1852 deleteGroups))
1853 { 1871 {
1854 permissionToTake = true; 1872 if (Permissions.CanReturnObjects(
1855 permissionToDelete = true; 1873 null,
1856 1874 remoteClient.AgentId,
1857 foreach (SceneObjectGroup g in deleteGroups) 1875 deleteGroups))
1858 { 1876 {
1859 AddReturn(g.OwnerID, g.Name, g.AbsolutePosition, "parcel owner return"); 1877 permissionToTake = true;
1878 permissionToDelete = true;
1879
1880 AddReturn(grp.OwnerID, grp.Name, grp.AbsolutePosition, "parcel owner return");
1860 } 1881 }
1861 } 1882 }
1883 else // Auto return passes through here with null agent
1884 {
1885 permissionToTake = true;
1886 permissionToDelete = true;
1887 }
1862 } 1888 }
1863 else // Auto return passes through here with null agent 1889
1890 if (permissionToTake && (!permissionToDelete))
1891 takeGroups.Add(grp);
1892
1893 if (permissionToDelete)
1864 { 1894 {
1865 permissionToTake = true; 1895 if (permissionToTake)
1866 permissionToDelete = true; 1896 deleteGroups.Add(grp);
1897 deleteIDs.Add(grp.LocalId);
1867 } 1898 }
1868 } 1899 }
1869 1900
1870 if (permissionToTake) 1901 SendKillObject(deleteIDs);
1902
1903 if (deleteGroups.Count > 0)
1871 { 1904 {
1905 foreach (SceneObjectGroup g in deleteGroups)
1906 deleteIDs.Remove(g.LocalId);
1907
1872 m_asyncSceneObjectDeleter.DeleteToInventory( 1908 m_asyncSceneObjectDeleter.DeleteToInventory(
1873 action, destinationID, deleteGroups, remoteClient, 1909 action, destinationID, deleteGroups, remoteClient,
1874 permissionToDelete); 1910 true);
1875 } 1911 }
1876 else if (permissionToDelete) 1912 if (takeGroups.Count > 0)
1913 {
1914 m_asyncSceneObjectDeleter.DeleteToInventory(
1915 action, destinationID, takeGroups, remoteClient,
1916 false);
1917 }
1918 if (deleteIDs.Count > 0)
1877 { 1919 {
1878 foreach (SceneObjectGroup g in deleteGroups) 1920 foreach (SceneObjectGroup g in deleteGroups)
1879 DeleteSceneObject(g, false); 1921 DeleteSceneObject(g, true);
1922 }
1923 }
1924
1925 public UUID attachObjectAssetStore(IClientAPI remoteClient, SceneObjectGroup grp, UUID AgentId, out UUID itemID)
1926 {
1927 itemID = UUID.Zero;
1928 if (grp != null)
1929 {
1930 Vector3 inventoryStoredPosition = new Vector3
1931 (((grp.AbsolutePosition.X > (int)Constants.RegionSize)
1932 ? 250
1933 : grp.AbsolutePosition.X)
1934 ,
1935 (grp.AbsolutePosition.X > (int)Constants.RegionSize)
1936 ? 250
1937 : grp.AbsolutePosition.X,
1938 grp.AbsolutePosition.Z);
1939
1940 Vector3 originalPosition = grp.AbsolutePosition;
1941
1942 grp.AbsolutePosition = inventoryStoredPosition;
1943
1944 string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp);
1945
1946 grp.AbsolutePosition = originalPosition;
1947
1948 AssetBase asset = CreateAsset(
1949 grp.GetPartName(grp.LocalId),
1950 grp.GetPartDescription(grp.LocalId),
1951 (sbyte)AssetType.Object,
1952 Utils.StringToBytes(sceneObjectXml),
1953 remoteClient.AgentId);
1954 AssetService.Store(asset);
1955
1956 InventoryItemBase item = new InventoryItemBase();
1957 item.CreatorId = grp.RootPart.CreatorID.ToString();
1958 item.CreatorData = grp.RootPart.CreatorData;
1959 item.Owner = remoteClient.AgentId;
1960 item.ID = UUID.Random();
1961 item.AssetID = asset.FullID;
1962 item.Description = asset.Description;
1963 item.Name = asset.Name;
1964 item.AssetType = asset.Type;
1965 item.InvType = (int)InventoryType.Object;
1966
1967 InventoryFolderBase folder = InventoryService.GetFolderForType(remoteClient.AgentId, AssetType.Object);
1968 if (folder != null)
1969 item.Folder = folder.ID;
1970 else // oopsies
1971 item.Folder = UUID.Zero;
1972
1973 // Set up base perms properly
1974 uint permsBase = (uint)(PermissionMask.Move | PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify);
1975 permsBase &= grp.RootPart.BaseMask;
1976 permsBase |= (uint)PermissionMask.Move;
1977
1978 // Make sure we don't lock it
1979 grp.RootPart.NextOwnerMask |= (uint)PermissionMask.Move;
1980
1981 if ((remoteClient.AgentId != grp.RootPart.OwnerID) && Permissions.PropagatePermissions())
1982 {
1983 item.BasePermissions = permsBase & grp.RootPart.NextOwnerMask;
1984 item.CurrentPermissions = permsBase & grp.RootPart.NextOwnerMask;
1985 item.NextPermissions = permsBase & grp.RootPart.NextOwnerMask;
1986 item.EveryOnePermissions = permsBase & grp.RootPart.EveryoneMask & grp.RootPart.NextOwnerMask;
1987 item.GroupPermissions = permsBase & grp.RootPart.GroupMask & grp.RootPart.NextOwnerMask;
1988 }
1989 else
1990 {
1991 item.BasePermissions = permsBase;
1992 item.CurrentPermissions = permsBase & grp.RootPart.OwnerMask;
1993 item.NextPermissions = permsBase & grp.RootPart.NextOwnerMask;
1994 item.EveryOnePermissions = permsBase & grp.RootPart.EveryoneMask;
1995 item.GroupPermissions = permsBase & grp.RootPart.GroupMask;
1996 }
1997 item.CreationDate = Util.UnixTimeSinceEpoch();
1998
1999 // sets itemID so client can show item as 'attached' in inventory
2000 grp.SetFromItemID(item.ID);
2001
2002 if (AddInventoryItem(item))
2003 remoteClient.SendInventoryItemCreateUpdate(item, 0);
2004 else
2005 m_dialogModule.SendAlertToUser(remoteClient, "Operation failed");
2006
2007 itemID = item.ID;
2008 return item.AssetID;
1880 } 2009 }
2010 return UUID.Zero;
1881 } 2011 }
1882 2012
1883 /// <summary> 2013 /// <summary>
@@ -2006,6 +2136,9 @@ namespace OpenSim.Region.Framework.Scenes
2006 2136
2007 public void SetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID, bool running) 2137 public void SetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID, bool running)
2008 { 2138 {
2139 if (!Permissions.CanEditScript(itemID, objectID, controllingClient.AgentId))
2140 return;
2141
2009 SceneObjectPart part = GetSceneObjectPart(objectID); 2142 SceneObjectPart part = GetSceneObjectPart(objectID);
2010 if (part == null) 2143 if (part == null)
2011 return; 2144 return;
diff --git a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
index 270e582..575079f 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 8a32e1d..53c9366 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -97,6 +97,7 @@ namespace OpenSim.Region.Framework.Scenes
97 // TODO: need to figure out how allow client agents but deny 97 // TODO: need to figure out how allow client agents but deny
98 // root agents when ACL denies access to root agent 98 // root agents when ACL denies access to root agent
99 public bool m_strictAccessControl = true; 99 public bool m_strictAccessControl = true;
100 public bool m_seeIntoBannedRegion = false;
100 public int MaxUndoCount = 5; 101 public int MaxUndoCount = 5;
101 // Using this for RegionReady module to prevent LoginsDisabled from changing under our feet; 102 // Using this for RegionReady module to prevent LoginsDisabled from changing under our feet;
102 public bool LoginLock = false; 103 public bool LoginLock = false;
@@ -112,12 +113,14 @@ namespace OpenSim.Region.Framework.Scenes
112 113
113 protected int m_splitRegionID; 114 protected int m_splitRegionID;
114 protected Timer m_restartWaitTimer = new Timer(); 115 protected Timer m_restartWaitTimer = new Timer();
116 protected Timer m_timerWatchdog = new Timer();
115 protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>(); 117 protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>();
116 protected List<RegionInfo> m_neighbours = new List<RegionInfo>(); 118 protected List<RegionInfo> m_neighbours = new List<RegionInfo>();
117 protected string m_simulatorVersion = "OpenSimulator Server"; 119 protected string m_simulatorVersion = "OpenSimulator Server";
118 protected ModuleLoader m_moduleLoader; 120 protected ModuleLoader m_moduleLoader;
119 protected AgentCircuitManager m_authenticateHandler; 121 protected AgentCircuitManager m_authenticateHandler;
120 protected SceneCommunicationService m_sceneGridService; 122 protected SceneCommunicationService m_sceneGridService;
123 protected ISnmpModule m_snmpService = null;
121 124
122 protected ISimulationDataService m_SimulationDataService; 125 protected ISimulationDataService m_SimulationDataService;
123 protected IEstateDataService m_EstateDataService; 126 protected IEstateDataService m_EstateDataService;
@@ -174,7 +177,7 @@ namespace OpenSim.Region.Framework.Scenes
174 private int m_update_events = 1; 177 private int m_update_events = 1;
175 private int m_update_backup = 200; 178 private int m_update_backup = 200;
176 private int m_update_terrain = 50; 179 private int m_update_terrain = 50;
177// private int m_update_land = 1; 180 private int m_update_land = 10;
178 private int m_update_coarse_locations = 50; 181 private int m_update_coarse_locations = 50;
179 182
180 private int agentMS; 183 private int agentMS;
@@ -189,6 +192,7 @@ namespace OpenSim.Region.Framework.Scenes
189 private int landMS; 192 private int landMS;
190 private int lastCompletedFrame; 193 private int lastCompletedFrame;
191 194
195 public bool CombineRegions = false;
192 /// <summary> 196 /// <summary>
193 /// Signals whether temporary objects are currently being cleaned up. Needed because this is launched 197 /// Signals whether temporary objects are currently being cleaned up. Needed because this is launched
194 /// asynchronously from the update loop. 198 /// asynchronously from the update loop.
@@ -211,10 +215,12 @@ namespace OpenSim.Region.Framework.Scenes
211 private bool m_scripts_enabled = true; 215 private bool m_scripts_enabled = true;
212 private string m_defaultScriptEngine; 216 private string m_defaultScriptEngine;
213 private int m_LastLogin; 217 private int m_LastLogin;
214 private Thread HeartbeatThread; 218 private Thread HeartbeatThread = null;
215 private volatile bool shuttingdown; 219 private volatile bool shuttingdown;
216 220
217 private int m_lastUpdate; 221 private int m_lastUpdate;
222 private int m_lastIncoming;
223 private int m_lastOutgoing;
218 private bool m_firstHeartbeat = true; 224 private bool m_firstHeartbeat = true;
219 225
220 private object m_deleting_scene_object = new object(); 226 private object m_deleting_scene_object = new object();
@@ -262,6 +268,19 @@ namespace OpenSim.Region.Framework.Scenes
262 get { return m_sceneGridService; } 268 get { return m_sceneGridService; }
263 } 269 }
264 270
271 public ISnmpModule SnmpService
272 {
273 get
274 {
275 if (m_snmpService == null)
276 {
277 m_snmpService = RequestModuleInterface<ISnmpModule>();
278 }
279
280 return m_snmpService;
281 }
282 }
283
265 public ISimulationDataService SimulationDataService 284 public ISimulationDataService SimulationDataService
266 { 285 {
267 get 286 get
@@ -554,6 +573,9 @@ namespace OpenSim.Region.Framework.Scenes
554 m_EstateDataService = estateDataService; 573 m_EstateDataService = estateDataService;
555 m_regionHandle = m_regInfo.RegionHandle; 574 m_regionHandle = m_regInfo.RegionHandle;
556 m_regionName = m_regInfo.RegionName; 575 m_regionName = m_regInfo.RegionName;
576 m_lastUpdate = Util.EnvironmentTickCount();
577 m_lastIncoming = 0;
578 m_lastOutgoing = 0;
557 579
558 m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this); 580 m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this);
559 m_asyncSceneObjectDeleter.Enabled = true; 581 m_asyncSceneObjectDeleter.Enabled = true;
@@ -675,11 +697,13 @@ namespace OpenSim.Region.Framework.Scenes
675 //Animation states 697 //Animation states
676 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false); 698 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
677 // TODO: Change default to true once the feature is supported 699 // TODO: Change default to true once the feature is supported
678 m_usePreJump = startupConfig.GetBoolean("enableprejump", false); 700 m_usePreJump = startupConfig.GetBoolean("enableprejump", true);
679 701
680 m_physicalPrim = startupConfig.GetBoolean("physical_prim", true); 702 m_physicalPrim = startupConfig.GetBoolean("physical_prim", true);
681 703
682 m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys); 704 m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys);
705
706 m_log.DebugFormat("[SCENE]: prejump is {0}", m_usePreJump ? "ON" : "OFF");
683 if (RegionInfo.NonphysPrimMax > 0) 707 if (RegionInfo.NonphysPrimMax > 0)
684 { 708 {
685 m_maxNonphys = RegionInfo.NonphysPrimMax; 709 m_maxNonphys = RegionInfo.NonphysPrimMax;
@@ -712,6 +736,7 @@ namespace OpenSim.Region.Framework.Scenes
712 m_persistAfter *= 10000000; 736 m_persistAfter *= 10000000;
713 737
714 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine"); 738 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine");
739 m_log.InfoFormat("[SCENE]: Default script engine {0}", m_defaultScriptEngine);
715 740
716 IConfig packetConfig = m_config.Configs["PacketPool"]; 741 IConfig packetConfig = m_config.Configs["PacketPool"];
717 if (packetConfig != null) 742 if (packetConfig != null)
@@ -721,6 +746,8 @@ namespace OpenSim.Region.Framework.Scenes
721 } 746 }
722 747
723 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl); 748 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl);
749 m_seeIntoBannedRegion = startupConfig.GetBoolean("SeeIntoBannedRegion", m_seeIntoBannedRegion);
750 CombineRegions = startupConfig.GetBoolean("CombineContiguousRegions", false);
724 751
725 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true); 752 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true);
726 if (m_generateMaptiles) 753 if (m_generateMaptiles)
@@ -756,9 +783,9 @@ namespace OpenSim.Region.Framework.Scenes
756 m_update_terrain = startupConfig.GetInt( "UpdateTerrainEveryNFrames", m_update_terrain); 783 m_update_terrain = startupConfig.GetInt( "UpdateTerrainEveryNFrames", m_update_terrain);
757 m_update_temp_cleaning = startupConfig.GetInt( "UpdateTempCleaningEveryNFrames", m_update_temp_cleaning); 784 m_update_temp_cleaning = startupConfig.GetInt( "UpdateTempCleaningEveryNFrames", m_update_temp_cleaning);
758 } 785 }
759 catch 786 catch (Exception e)
760 { 787 {
761 m_log.Warn("[SCENE]: Failed to load StartupConfig"); 788 m_log.Error("[SCENE]: Failed to load StartupConfig: " + e.ToString());
762 } 789 }
763 790
764 #endregion Region Config 791 #endregion Region Config
@@ -1138,7 +1165,9 @@ namespace OpenSim.Region.Framework.Scenes
1138 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat); 1165 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat);
1139 if (HeartbeatThread != null) 1166 if (HeartbeatThread != null)
1140 { 1167 {
1168 m_log.ErrorFormat("[SCENE]: Restarting heartbeat thread because it hasn't reported in in region {0}", RegionInfo.RegionName);
1141 HeartbeatThread.Abort(); 1169 HeartbeatThread.Abort();
1170 Watchdog.RemoveThread(HeartbeatThread.ManagedThreadId);
1142 HeartbeatThread = null; 1171 HeartbeatThread = null;
1143 } 1172 }
1144 m_lastUpdate = Util.EnvironmentTickCount(); 1173 m_lastUpdate = Util.EnvironmentTickCount();
@@ -1181,9 +1210,6 @@ namespace OpenSim.Region.Framework.Scenes
1181 { 1210 {
1182 while (!shuttingdown) 1211 while (!shuttingdown)
1183 Update(); 1212 Update();
1184
1185 m_lastUpdate = Util.EnvironmentTickCount();
1186 m_firstHeartbeat = false;
1187 } 1213 }
1188 catch (ThreadAbortException) 1214 catch (ThreadAbortException)
1189 { 1215 {
@@ -1281,6 +1307,13 @@ namespace OpenSim.Region.Framework.Scenes
1281 eventMS = Util.EnvironmentTickCountSubtract(evMS); ; 1307 eventMS = Util.EnvironmentTickCountSubtract(evMS); ;
1282 } 1308 }
1283 1309
1310 // if (Frame % m_update_land == 0)
1311 // {
1312 // int ldMS = Util.EnvironmentTickCount();
1313 // UpdateLand();
1314 // landMS = Util.EnvironmentTickCountSubtract(ldMS);
1315 // }
1316
1284 if (Frame % m_update_backup == 0) 1317 if (Frame % m_update_backup == 0)
1285 { 1318 {
1286 int backMS = Util.EnvironmentTickCount(); 1319 int backMS = Util.EnvironmentTickCount();
@@ -1382,12 +1415,16 @@ namespace OpenSim.Region.Framework.Scenes
1382 maintc = Util.EnvironmentTickCountSubtract(maintc); 1415 maintc = Util.EnvironmentTickCountSubtract(maintc);
1383 maintc = (int)(MinFrameTime * 1000) - maintc; 1416 maintc = (int)(MinFrameTime * 1000) - maintc;
1384 1417
1418
1419 m_lastUpdate = Util.EnvironmentTickCount();
1420 m_firstHeartbeat = false;
1421
1385 if (maintc > 0) 1422 if (maintc > 0)
1386 Thread.Sleep(maintc); 1423 Thread.Sleep(maintc);
1387 1424
1388 // Tell the watchdog that this thread is still alive 1425 // Tell the watchdog that this thread is still alive
1389 Watchdog.UpdateThread(); 1426 Watchdog.UpdateThread();
1390 } 1427 }
1391 1428
1392 public void AddGroupTarget(SceneObjectGroup grp) 1429 public void AddGroupTarget(SceneObjectGroup grp)
1393 { 1430 {
@@ -1403,9 +1440,9 @@ namespace OpenSim.Region.Framework.Scenes
1403 1440
1404 private void CheckAtTargets() 1441 private void CheckAtTargets()
1405 { 1442 {
1406 Dictionary<UUID, SceneObjectGroup>.ValueCollection objs; 1443 List<SceneObjectGroup> objs = new List<SceneObjectGroup>();
1407 lock (m_groupsWithTargets) 1444 lock (m_groupsWithTargets)
1408 objs = m_groupsWithTargets.Values; 1445 objs = new List<SceneObjectGroup>(m_groupsWithTargets.Values);
1409 1446
1410 foreach (SceneObjectGroup entry in objs) 1447 foreach (SceneObjectGroup entry in objs)
1411 entry.checkAtTargets(); 1448 entry.checkAtTargets();
@@ -1725,14 +1762,24 @@ namespace OpenSim.Region.Framework.Scenes
1725 /// <returns></returns> 1762 /// <returns></returns>
1726 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter) 1763 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter)
1727 { 1764 {
1765
1766 float wheight = (float)RegionInfo.RegionSettings.WaterHeight;
1767 Vector3 wpos = Vector3.Zero;
1768 // Check for water surface intersection from above
1769 if ( (RayStart.Z > wheight) && (RayEnd.Z < wheight) )
1770 {
1771 float ratio = (RayStart.Z - wheight) / (RayStart.Z - RayEnd.Z);
1772 wpos.X = RayStart.X - (ratio * (RayStart.X - RayEnd.X));
1773 wpos.Y = RayStart.Y - (ratio * (RayStart.Y - RayEnd.Y));
1774 wpos.Z = wheight;
1775 }
1776
1728 Vector3 pos = Vector3.Zero; 1777 Vector3 pos = Vector3.Zero;
1729 if (RayEndIsIntersection == (byte)1) 1778 if (RayEndIsIntersection == (byte)1)
1730 { 1779 {
1731 pos = RayEnd; 1780 pos = RayEnd;
1732 return pos;
1733 } 1781 }
1734 1782 else if (RayTargetID != UUID.Zero)
1735 if (RayTargetID != UUID.Zero)
1736 { 1783 {
1737 SceneObjectPart target = GetSceneObjectPart(RayTargetID); 1784 SceneObjectPart target = GetSceneObjectPart(RayTargetID);
1738 1785
@@ -1754,7 +1801,7 @@ namespace OpenSim.Region.Framework.Scenes
1754 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter); 1801 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter);
1755 1802
1756 // Un-comment out the following line to Get Raytrace results printed to the console. 1803 // Un-comment out the following line to Get Raytrace results printed to the console.
1757 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString()); 1804 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
1758 float ScaleOffset = 0.5f; 1805 float ScaleOffset = 0.5f;
1759 1806
1760 // If we hit something 1807 // If we hit something
@@ -1777,13 +1824,10 @@ namespace OpenSim.Region.Framework.Scenes
1777 //pos.Z -= 0.25F; 1824 //pos.Z -= 0.25F;
1778 1825
1779 } 1826 }
1780
1781 return pos;
1782 } 1827 }
1783 else 1828 else
1784 { 1829 {
1785 // We don't have a target here, so we're going to raytrace all the objects in the scene. 1830 // We don't have a target here, so we're going to raytrace all the objects in the scene.
1786
1787 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false); 1831 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false);
1788 1832
1789 // Un-comment the following line to print the raytrace results to the console. 1833 // Un-comment the following line to print the raytrace results to the console.
@@ -1792,13 +1836,12 @@ namespace OpenSim.Region.Framework.Scenes
1792 if (ei.HitTF) 1836 if (ei.HitTF)
1793 { 1837 {
1794 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z); 1838 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z);
1795 } else 1839 }
1840 else
1796 { 1841 {
1797 // fall back to our stupid functionality 1842 // fall back to our stupid functionality
1798 pos = RayEnd; 1843 pos = RayEnd;
1799 } 1844 }
1800
1801 return pos;
1802 } 1845 }
1803 } 1846 }
1804 else 1847 else
@@ -1809,8 +1852,12 @@ namespace OpenSim.Region.Framework.Scenes
1809 //increase height so its above the ground. 1852 //increase height so its above the ground.
1810 //should be getting the normal of the ground at the rez point and using that? 1853 //should be getting the normal of the ground at the rez point and using that?
1811 pos.Z += scale.Z / 2f; 1854 pos.Z += scale.Z / 2f;
1812 return pos; 1855// return pos;
1813 } 1856 }
1857
1858 // check against posible water intercept
1859 if (wpos.Z > pos.Z) pos = wpos;
1860 return pos;
1814 } 1861 }
1815 1862
1816 1863
@@ -1894,7 +1941,10 @@ namespace OpenSim.Region.Framework.Scenes
1894 public bool AddRestoredSceneObject( 1941 public bool AddRestoredSceneObject(
1895 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 1942 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
1896 { 1943 {
1897 return m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates); 1944 bool result = m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates);
1945 if (result)
1946 sceneObject.IsDeleted = false;
1947 return result;
1898 } 1948 }
1899 1949
1900 /// <summary> 1950 /// <summary>
@@ -1984,6 +2034,15 @@ namespace OpenSim.Region.Framework.Scenes
1984 /// </summary> 2034 /// </summary>
1985 public void DeleteAllSceneObjects() 2035 public void DeleteAllSceneObjects()
1986 { 2036 {
2037 DeleteAllSceneObjects(false);
2038 }
2039
2040 /// <summary>
2041 /// Delete every object from the scene. This does not include attachments worn by avatars.
2042 /// </summary>
2043 public void DeleteAllSceneObjects(bool exceptNoCopy)
2044 {
2045 List<SceneObjectGroup> toReturn = new List<SceneObjectGroup>();
1987 lock (Entities) 2046 lock (Entities)
1988 { 2047 {
1989 EntityBase[] entities = Entities.GetEntities(); 2048 EntityBase[] entities = Entities.GetEntities();
@@ -1992,11 +2051,24 @@ namespace OpenSim.Region.Framework.Scenes
1992 if (e is SceneObjectGroup) 2051 if (e is SceneObjectGroup)
1993 { 2052 {
1994 SceneObjectGroup sog = (SceneObjectGroup)e; 2053 SceneObjectGroup sog = (SceneObjectGroup)e;
1995 if (!sog.IsAttachment) 2054 if (sog != null && !sog.IsAttachment)
1996 DeleteSceneObject((SceneObjectGroup)e, false); 2055 {
2056 if (!exceptNoCopy || ((sog.GetEffectivePermissions() & (uint)PermissionMask.Copy) != 0))
2057 {
2058 DeleteSceneObject((SceneObjectGroup)e, false);
2059 }
2060 else
2061 {
2062 toReturn.Add((SceneObjectGroup)e);
2063 }
2064 }
1997 } 2065 }
1998 } 2066 }
1999 } 2067 }
2068 if (toReturn.Count > 0)
2069 {
2070 returnObjects(toReturn.ToArray(), UUID.Zero);
2071 }
2000 } 2072 }
2001 2073
2002 /// <summary> 2074 /// <summary>
@@ -2044,6 +2116,8 @@ namespace OpenSim.Region.Framework.Scenes
2044 } 2116 }
2045 2117
2046 group.DeleteGroupFromScene(silent); 2118 group.DeleteGroupFromScene(silent);
2119 if (!silent)
2120 SendKillObject(new List<uint>() { group.LocalId });
2047 2121
2048// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID); 2122// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID);
2049 } 2123 }
@@ -2398,10 +2472,17 @@ namespace OpenSim.Region.Framework.Scenes
2398 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns> 2472 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns>
2399 public bool AddSceneObject(SceneObjectGroup sceneObject) 2473 public bool AddSceneObject(SceneObjectGroup sceneObject)
2400 { 2474 {
2475 if (sceneObject.OwnerID == UUID.Zero)
2476 {
2477 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero", sceneObject.UUID);
2478 return false;
2479 }
2480
2401 // If the user is banned, we won't let any of their objects 2481 // If the user is banned, we won't let any of their objects
2402 // enter. Period. 2482 // enter. Period.
2403 // 2483 //
2404 if (m_regInfo.EstateSettings.IsBanned(sceneObject.OwnerID)) 2484 int flags = GetUserFlags(sceneObject.OwnerID);
2485 if (m_regInfo.EstateSettings.IsBanned(sceneObject.OwnerID, flags))
2405 { 2486 {
2406 m_log.Info("[INTERREGION]: Denied prim crossing for " + 2487 m_log.Info("[INTERREGION]: Denied prim crossing for " +
2407 "banned avatar"); 2488 "banned avatar");
@@ -2448,12 +2529,23 @@ namespace OpenSim.Region.Framework.Scenes
2448 } 2529 }
2449 else 2530 else
2450 { 2531 {
2532 m_log.DebugFormat("[SCENE]: Attachment {0} arrived and scene presence was not found, setting to temp", sceneObject.UUID);
2451 RootPrim.RemFlag(PrimFlags.TemporaryOnRez); 2533 RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
2452 RootPrim.AddFlag(PrimFlags.TemporaryOnRez); 2534 RootPrim.AddFlag(PrimFlags.TemporaryOnRez);
2453 } 2535 }
2536 if (sceneObject.OwnerID == UUID.Zero)
2537 {
2538 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero after attachment processing. BUG!", sceneObject.UUID);
2539 return false;
2540 }
2454 } 2541 }
2455 else 2542 else
2456 { 2543 {
2544 if (sceneObject.OwnerID == UUID.Zero)
2545 {
2546 m_log.ErrorFormat("[SCENE]: Owner ID for non-attachment {0} was zero", sceneObject.UUID);
2547 return false;
2548 }
2457 AddRestoredSceneObject(sceneObject, true, false); 2549 AddRestoredSceneObject(sceneObject, true, false);
2458 2550
2459 if (!Permissions.CanObjectEntry(sceneObject.UUID, 2551 if (!Permissions.CanObjectEntry(sceneObject.UUID,
@@ -2483,6 +2575,24 @@ namespace OpenSim.Region.Framework.Scenes
2483 return 2; // StateSource.PrimCrossing 2575 return 2; // StateSource.PrimCrossing
2484 } 2576 }
2485 2577
2578 public int GetUserFlags(UUID user)
2579 {
2580 //Unfortunately the SP approach means that the value is cached until region is restarted
2581 /*
2582 ScenePresence sp;
2583 if (TryGetScenePresence(user, out sp))
2584 {
2585 return sp.UserFlags;
2586 }
2587 else
2588 {
2589 */
2590 UserAccount uac = UserAccountService.GetUserAccount(RegionInfo.ScopeID, user);
2591 if (uac == null)
2592 return 0;
2593 return uac.UserFlags;
2594 //}
2595 }
2486 #endregion 2596 #endregion
2487 2597
2488 #region Add/Remove Avatar Methods 2598 #region Add/Remove Avatar Methods
@@ -2504,6 +2614,7 @@ namespace OpenSim.Region.Framework.Scenes
2504 (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0; 2614 (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0;
2505 2615
2506 CheckHeartbeat(); 2616 CheckHeartbeat();
2617 ScenePresence presence;
2507 2618
2508 if (GetScenePresence(client.AgentId) == null) // ensure there is no SP here 2619 if (GetScenePresence(client.AgentId) == null) // ensure there is no SP here
2509 { 2620 {
@@ -2537,7 +2648,14 @@ namespace OpenSim.Region.Framework.Scenes
2537 2648
2538 EventManager.TriggerOnNewClient(client); 2649 EventManager.TriggerOnNewClient(client);
2539 if (vialogin) 2650 if (vialogin)
2651 {
2540 EventManager.TriggerOnClientLogin(client); 2652 EventManager.TriggerOnClientLogin(client);
2653
2654 // Send initial parcel data
2655 Vector3 pos = createdSp.AbsolutePosition;
2656 ILandObject land = LandChannel.GetLandObject(pos.X, pos.Y);
2657 land.SendLandUpdateToClient(client);
2658 }
2541 } 2659 }
2542 } 2660 }
2543 2661
@@ -2626,19 +2744,12 @@ namespace OpenSim.Region.Framework.Scenes
2626 // and the scene presence and the client, if they exist 2744 // and the scene presence and the client, if they exist
2627 try 2745 try
2628 { 2746 {
2629 // We need to wait for the client to make UDP contact first. 2747 ScenePresence sp = GetScenePresence(agentID);
2630 // It's the UDP contact that creates the scene presence 2748 PresenceService.LogoutAgent(sp.ControllingClient.SessionId);
2631 ScenePresence sp = WaitGetScenePresence(agentID); 2749
2632 if (sp != null) 2750 if (sp != null)
2633 {
2634 PresenceService.LogoutAgent(sp.ControllingClient.SessionId);
2635
2636 sp.ControllingClient.Close(); 2751 sp.ControllingClient.Close();
2637 } 2752
2638 else
2639 {
2640 m_log.WarnFormat("[SCENE]: Could not find scene presence for {0}", agentID);
2641 }
2642 // BANG! SLASH! 2753 // BANG! SLASH!
2643 m_authenticateHandler.RemoveCircuit(agentID); 2754 m_authenticateHandler.RemoveCircuit(agentID);
2644 2755
@@ -2738,6 +2849,7 @@ namespace OpenSim.Region.Framework.Scenes
2738 client.OnFetchInventory += m_asyncInventorySender.HandleFetchInventory; 2849 client.OnFetchInventory += m_asyncInventorySender.HandleFetchInventory;
2739 client.OnUpdateInventoryItem += UpdateInventoryItemAsset; 2850 client.OnUpdateInventoryItem += UpdateInventoryItemAsset;
2740 client.OnCopyInventoryItem += CopyInventoryItem; 2851 client.OnCopyInventoryItem += CopyInventoryItem;
2852 client.OnMoveItemsAndLeaveCopy += MoveInventoryItemsLeaveCopy;
2741 client.OnMoveInventoryItem += MoveInventoryItem; 2853 client.OnMoveInventoryItem += MoveInventoryItem;
2742 client.OnRemoveInventoryItem += RemoveInventoryItem; 2854 client.OnRemoveInventoryItem += RemoveInventoryItem;
2743 client.OnRemoveInventoryFolder += RemoveInventoryFolder; 2855 client.OnRemoveInventoryFolder += RemoveInventoryFolder;
@@ -2915,15 +3027,16 @@ namespace OpenSim.Region.Framework.Scenes
2915 /// </summary> 3027 /// </summary>
2916 /// <param name="agentId">The avatar's Unique ID</param> 3028 /// <param name="agentId">The avatar's Unique ID</param>
2917 /// <param name="client">The IClientAPI for the client</param> 3029 /// <param name="client">The IClientAPI for the client</param>
2918 public virtual void TeleportClientHome(UUID agentId, IClientAPI client) 3030 public virtual bool TeleportClientHome(UUID agentId, IClientAPI client)
2919 { 3031 {
2920 if (m_teleportModule != null) 3032 if (m_teleportModule != null)
2921 m_teleportModule.TeleportHome(agentId, client); 3033 return m_teleportModule.TeleportHome(agentId, client);
2922 else 3034 else
2923 { 3035 {
2924 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active"); 3036 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active");
2925 client.SendTeleportFailed("Unable to perform teleports on this simulator."); 3037 client.SendTeleportFailed("Unable to perform teleports on this simulator.");
2926 } 3038 }
3039 return false;
2927 } 3040 }
2928 3041
2929 /// <summary> 3042 /// <summary>
@@ -3015,6 +3128,16 @@ namespace OpenSim.Region.Framework.Scenes
3015 /// <param name="flags"></param> 3128 /// <param name="flags"></param>
3016 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags) 3129 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags)
3017 { 3130 {
3131 //Add half the avatar's height so that the user doesn't fall through prims
3132 ScenePresence presence;
3133 if (TryGetScenePresence(remoteClient.AgentId, out presence))
3134 {
3135 if (presence.Appearance != null)
3136 {
3137 position.Z = position.Z + (presence.Appearance.AvatarHeight / 2);
3138 }
3139 }
3140
3018 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt)) 3141 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt))
3019 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot. 3142 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot.
3020 m_dialogModule.SendAlertToUser(remoteClient, "Home position set."); 3143 m_dialogModule.SendAlertToUser(remoteClient, "Home position set.");
@@ -3083,8 +3206,9 @@ namespace OpenSim.Region.Framework.Scenes
3083 regions.Remove(RegionInfo.RegionHandle); 3206 regions.Remove(RegionInfo.RegionHandle);
3084 m_sceneGridService.SendCloseChildAgentConnections(agentID, regions); 3207 m_sceneGridService.SendCloseChildAgentConnections(agentID, regions);
3085 } 3208 }
3086 3209 m_log.Debug("[Scene] Beginning ClientClosed");
3087 m_eventManager.TriggerClientClosed(agentID, this); 3210 m_eventManager.TriggerClientClosed(agentID, this);
3211 m_log.Debug("[Scene] Finished ClientClosed");
3088 } 3212 }
3089 catch (NullReferenceException) 3213 catch (NullReferenceException)
3090 { 3214 {
@@ -3092,7 +3216,12 @@ namespace OpenSim.Region.Framework.Scenes
3092 // Avatar is already disposed :/ 3216 // Avatar is already disposed :/
3093 } 3217 }
3094 3218
3219 m_log.Debug("[Scene] Beginning OnRemovePresence");
3095 m_eventManager.TriggerOnRemovePresence(agentID); 3220 m_eventManager.TriggerOnRemovePresence(agentID);
3221 m_log.Debug("[Scene] Finished OnRemovePresence");
3222
3223 if (AttachmentsModule != null && !avatar.IsChildAgent && avatar.PresenceType != PresenceType.Npc)
3224 AttachmentsModule.SaveChangedAttachments(avatar);
3096 3225
3097 if (AttachmentsModule != null && !avatar.IsChildAgent && avatar.PresenceType != PresenceType.Npc) 3226 if (AttachmentsModule != null && !avatar.IsChildAgent && avatar.PresenceType != PresenceType.Npc)
3098 AttachmentsModule.SaveChangedAttachments(avatar); 3227 AttachmentsModule.SaveChangedAttachments(avatar);
@@ -3101,7 +3230,7 @@ namespace OpenSim.Region.Framework.Scenes
3101 delegate(IClientAPI client) 3230 delegate(IClientAPI client)
3102 { 3231 {
3103 //We can safely ignore null reference exceptions. It means the avatar is dead and cleaned up anyway 3232 //We can safely ignore null reference exceptions. It means the avatar is dead and cleaned up anyway
3104 try { client.SendKillObject(avatar.RegionHandle, avatar.LocalId); } 3233 try { client.SendKillObject(avatar.RegionHandle, new List<uint>() { avatar.LocalId}); }
3105 catch (NullReferenceException) { } 3234 catch (NullReferenceException) { }
3106 }); 3235 });
3107 3236
@@ -3112,8 +3241,11 @@ namespace OpenSim.Region.Framework.Scenes
3112 } 3241 }
3113 3242
3114 // Remove the avatar from the scene 3243 // Remove the avatar from the scene
3244 m_log.Debug("[Scene] Begin RemoveScenePresence");
3115 m_sceneGraph.RemoveScenePresence(agentID); 3245 m_sceneGraph.RemoveScenePresence(agentID);
3246 m_log.Debug("[Scene] Finished RemoveScenePresence. Removing the client manager");
3116 m_clientManager.Remove(agentID); 3247 m_clientManager.Remove(agentID);
3248 m_log.Debug("[Scene] Removed the client manager. Firing avatar.close");
3117 3249
3118 try 3250 try
3119 { 3251 {
@@ -3127,9 +3259,10 @@ namespace OpenSim.Region.Framework.Scenes
3127 { 3259 {
3128 m_log.Error("[SCENE] Scene.cs:RemoveClient exception: " + e.ToString()); 3260 m_log.Error("[SCENE] Scene.cs:RemoveClient exception: " + e.ToString());
3129 } 3261 }
3130 3262 m_log.Debug("[Scene] Done. Firing RemoveCircuit");
3131 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode); 3263 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode);
3132// CleanDroppedAttachments(); 3264// CleanDroppedAttachments();
3265 m_log.Debug("[Scene] The avatar has left the building");
3133 //m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false)); 3266 //m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false));
3134 //m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true)); 3267 //m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true));
3135 } 3268 }
@@ -3160,19 +3293,24 @@ namespace OpenSim.Region.Framework.Scenes
3160 3293
3161 #region Entities 3294 #region Entities
3162 3295
3163 public void SendKillObject(uint localID) 3296 public void SendKillObject(List<uint> localIDs)
3164 { 3297 {
3165 SceneObjectPart part = GetSceneObjectPart(localID); 3298 List<uint> deleteIDs = new List<uint>();
3166 if (part != null) // It is a prim 3299
3300 foreach (uint localID in localIDs)
3167 { 3301 {
3168 if (!part.ParentGroup.IsDeleted) // Valid 3302 SceneObjectPart part = GetSceneObjectPart(localID);
3303 if (part != null) // It is a prim
3169 { 3304 {
3170 if (part.ParentGroup.RootPart != part) // Child part 3305 if (part.ParentGroup != null && !part.ParentGroup.IsDeleted) // Valid
3171 return; 3306 {
3307 if (part.ParentGroup.RootPart != part) // Child part
3308 continue;
3309 }
3172 } 3310 }
3311 deleteIDs.Add(localID);
3173 } 3312 }
3174 3313 ForEachClient(delegate(IClientAPI client) { client.SendKillObject(m_regionHandle, deleteIDs); });
3175 ForEachClient(delegate(IClientAPI client) { client.SendKillObject(m_regionHandle, localID); });
3176 } 3314 }
3177 3315
3178 #endregion 3316 #endregion
@@ -3190,7 +3328,6 @@ namespace OpenSim.Region.Framework.Scenes
3190 //m_sceneGridService.OnChildAgentUpdate += IncomingChildAgentDataUpdate; 3328 //m_sceneGridService.OnChildAgentUpdate += IncomingChildAgentDataUpdate;
3191 //m_sceneGridService.OnRemoveKnownRegionFromAvatar += HandleRemoveKnownRegionsFromAvatar; 3329 //m_sceneGridService.OnRemoveKnownRegionFromAvatar += HandleRemoveKnownRegionsFromAvatar;
3192 m_sceneGridService.OnLogOffUser += HandleLogOffUserFromGrid; 3330 m_sceneGridService.OnLogOffUser += HandleLogOffUserFromGrid;
3193 m_sceneGridService.KiPrimitive += SendKillObject;
3194 m_sceneGridService.OnGetLandData += GetLandData; 3331 m_sceneGridService.OnGetLandData += GetLandData;
3195 } 3332 }
3196 3333
@@ -3199,7 +3336,6 @@ namespace OpenSim.Region.Framework.Scenes
3199 /// </summary> 3336 /// </summary>
3200 public void UnRegisterRegionWithComms() 3337 public void UnRegisterRegionWithComms()
3201 { 3338 {
3202 m_sceneGridService.KiPrimitive -= SendKillObject;
3203 m_sceneGridService.OnLogOffUser -= HandleLogOffUserFromGrid; 3339 m_sceneGridService.OnLogOffUser -= HandleLogOffUserFromGrid;
3204 //m_sceneGridService.OnRemoveKnownRegionFromAvatar -= HandleRemoveKnownRegionsFromAvatar; 3340 //m_sceneGridService.OnRemoveKnownRegionFromAvatar -= HandleRemoveKnownRegionsFromAvatar;
3205 //m_sceneGridService.OnChildAgentUpdate -= IncomingChildAgentDataUpdate; 3341 //m_sceneGridService.OnChildAgentUpdate -= IncomingChildAgentDataUpdate;
@@ -3279,13 +3415,16 @@ namespace OpenSim.Region.Framework.Scenes
3279 sp = null; 3415 sp = null;
3280 } 3416 }
3281 3417
3282 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3283 3418
3284 //On login test land permisions 3419 //On login test land permisions
3285 if (vialogin) 3420 if (vialogin)
3286 { 3421 {
3287 if (land != null && !TestLandRestrictions(agent, land, out reason)) 3422 IUserAccountCacheModule cache = RequestModuleInterface<IUserAccountCacheModule>();
3423 if (cache != null)
3424 cache.Remove(agent.firstname + " " + agent.lastname);
3425 if (!TestLandRestrictions(agent.AgentID, out reason, ref agent.startpos.X, ref agent.startpos.Y))
3288 { 3426 {
3427 m_log.DebugFormat("[CONNECTION BEGIN]: Denying access to {0} due to no land access", agent.AgentID.ToString());
3289 return false; 3428 return false;
3290 } 3429 }
3291 } 3430 }
@@ -3308,8 +3447,13 @@ namespace OpenSim.Region.Framework.Scenes
3308 3447
3309 try 3448 try
3310 { 3449 {
3311 if (!AuthorizeUser(agent, out reason)) 3450 // Always check estate if this is a login. Always
3312 return false; 3451 // check if banned regions are to be blacked out.
3452 if (vialogin || (!m_seeIntoBannedRegion))
3453 {
3454 if (!AuthorizeUser(agent, out reason))
3455 return false;
3456 }
3313 } 3457 }
3314 catch (Exception e) 3458 catch (Exception e)
3315 { 3459 {
@@ -3411,6 +3555,8 @@ namespace OpenSim.Region.Framework.Scenes
3411 } 3555 }
3412 } 3556 }
3413 // Honor parcel landing type and position. 3557 // Honor parcel landing type and position.
3558 /*
3559 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3414 if (land != null) 3560 if (land != null)
3415 { 3561 {
3416 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero) 3562 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero)
@@ -3418,26 +3564,34 @@ namespace OpenSim.Region.Framework.Scenes
3418 agent.startpos = land.LandData.UserLocation; 3564 agent.startpos = land.LandData.UserLocation;
3419 } 3565 }
3420 } 3566 }
3567 */// This is now handled properly in ScenePresence.MakeRootAgent
3421 } 3568 }
3422 3569
3423 return true; 3570 return true;
3424 } 3571 }
3425 3572
3426 private bool TestLandRestrictions(AgentCircuitData agent, ILandObject land, out string reason) 3573 private bool TestLandRestrictions(UUID agentID, out string reason, ref float posX, ref float posY)
3427 { 3574 {
3428 3575 reason = String.Empty;
3429 bool banned = land.IsBannedFromLand(agent.AgentID); 3576 if (Permissions.IsGod(agentID))
3430 bool restricted = land.IsRestrictedFromLand(agent.AgentID); 3577 return true;
3578
3579 ILandObject land = LandChannel.GetLandObject(posX, posY);
3580 if (land == null)
3581 return false;
3582
3583 bool banned = land.IsBannedFromLand(agentID);
3584 bool restricted = land.IsRestrictedFromLand(agentID);
3431 3585
3432 if (banned || restricted) 3586 if (banned || restricted)
3433 { 3587 {
3434 ILandObject nearestParcel = GetNearestAllowedParcel(agent.AgentID, agent.startpos.X, agent.startpos.Y); 3588 ILandObject nearestParcel = GetNearestAllowedParcel(agentID, posX, posY);
3435 if (nearestParcel != null) 3589 if (nearestParcel != null)
3436 { 3590 {
3437 //Move agent to nearest allowed 3591 //Move agent to nearest allowed
3438 Vector3 newPosition = GetParcelCenterAtGround(nearestParcel); 3592 Vector3 newPosition = GetParcelCenterAtGround(nearestParcel);
3439 agent.startpos.X = newPosition.X; 3593 posX = newPosition.X;
3440 agent.startpos.Y = newPosition.Y; 3594 posY = newPosition.Y;
3441 } 3595 }
3442 else 3596 else
3443 { 3597 {
@@ -3499,7 +3653,7 @@ namespace OpenSim.Region.Framework.Scenes
3499 3653
3500 if (!m_strictAccessControl) return true; 3654 if (!m_strictAccessControl) return true;
3501 if (Permissions.IsGod(agent.AgentID)) return true; 3655 if (Permissions.IsGod(agent.AgentID)) return true;
3502 3656
3503 if (AuthorizationService != null) 3657 if (AuthorizationService != null)
3504 { 3658 {
3505 if (!AuthorizationService.IsAuthorizedForRegion( 3659 if (!AuthorizationService.IsAuthorizedForRegion(
@@ -3507,14 +3661,14 @@ namespace OpenSim.Region.Framework.Scenes
3507 { 3661 {
3508 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user does not have access to the region", 3662 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user does not have access to the region",
3509 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName); 3663 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
3510 3664
3511 return false; 3665 return false;
3512 } 3666 }
3513 } 3667 }
3514 3668
3515 if (m_regInfo.EstateSettings != null) 3669 if (m_regInfo.EstateSettings != null)
3516 { 3670 {
3517 if (m_regInfo.EstateSettings.IsBanned(agent.AgentID)) 3671 if (m_regInfo.EstateSettings.IsBanned(agent.AgentID,0))
3518 { 3672 {
3519 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist", 3673 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist",
3520 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName); 3674 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
@@ -3704,6 +3858,13 @@ namespace OpenSim.Region.Framework.Scenes
3704 3858
3705 // We have to wait until the viewer contacts this region after receiving EAC. 3859 // We have to wait until the viewer contacts this region after receiving EAC.
3706 // That calls AddNewClient, which finally creates the ScenePresence 3860 // That calls AddNewClient, which finally creates the ScenePresence
3861 int flags = GetUserFlags(cAgentData.AgentID);
3862 if (m_regInfo.EstateSettings.IsBanned(cAgentData.AgentID, flags))
3863 {
3864 m_log.DebugFormat("[SCENE]: Denying root agent entry to {0}: banned", cAgentData.AgentID);
3865 return false;
3866 }
3867
3707 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2); 3868 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2);
3708 if (nearestParcel == null) 3869 if (nearestParcel == null)
3709 { 3870 {
@@ -3719,7 +3880,6 @@ namespace OpenSim.Region.Framework.Scenes
3719 return false; 3880 return false;
3720 } 3881 }
3721 3882
3722
3723 ScenePresence childAgentUpdate = WaitGetScenePresence(cAgentData.AgentID); 3883 ScenePresence childAgentUpdate = WaitGetScenePresence(cAgentData.AgentID);
3724 3884
3725 if (childAgentUpdate != null) 3885 if (childAgentUpdate != null)
@@ -3786,12 +3946,22 @@ namespace OpenSim.Region.Framework.Scenes
3786 return false; 3946 return false;
3787 } 3947 }
3788 3948
3949 public bool IncomingCloseAgent(UUID agentID)
3950 {
3951 return IncomingCloseAgent(agentID, false);
3952 }
3953
3954 public bool IncomingCloseChildAgent(UUID agentID)
3955 {
3956 return IncomingCloseAgent(agentID, true);
3957 }
3958
3789 /// <summary> 3959 /// <summary>
3790 /// Tell a single agent to disconnect from the region. 3960 /// Tell a single agent to disconnect from the region.
3791 /// </summary> 3961 /// </summary>
3792 /// <param name="regionHandle"></param>
3793 /// <param name="agentID"></param> 3962 /// <param name="agentID"></param>
3794 public bool IncomingCloseAgent(UUID agentID) 3963 /// <param name="childOnly"></param>
3964 public bool IncomingCloseAgent(UUID agentID, bool childOnly)
3795 { 3965 {
3796 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID); 3966 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID);
3797 3967
@@ -3803,7 +3973,7 @@ namespace OpenSim.Region.Framework.Scenes
3803 { 3973 {
3804 m_sceneGraph.removeUserCount(false); 3974 m_sceneGraph.removeUserCount(false);
3805 } 3975 }
3806 else 3976 else if (!childOnly)
3807 { 3977 {
3808 m_sceneGraph.removeUserCount(true); 3978 m_sceneGraph.removeUserCount(true);
3809 } 3979 }
@@ -3819,9 +3989,12 @@ namespace OpenSim.Region.Framework.Scenes
3819 } 3989 }
3820 else 3990 else
3821 presence.ControllingClient.SendShutdownConnectionNotice(); 3991 presence.ControllingClient.SendShutdownConnectionNotice();
3992 presence.ControllingClient.Close(false);
3993 }
3994 else if (!childOnly)
3995 {
3996 presence.ControllingClient.Close(true);
3822 } 3997 }
3823
3824 presence.ControllingClient.Close();
3825 return true; 3998 return true;
3826 } 3999 }
3827 4000
@@ -4436,34 +4609,66 @@ namespace OpenSim.Region.Framework.Scenes
4436 SimulationDataService.RemoveObject(uuid, m_regInfo.RegionID); 4609 SimulationDataService.RemoveObject(uuid, m_regInfo.RegionID);
4437 } 4610 }
4438 4611
4439 public int GetHealth() 4612 public int GetHealth(out int flags, out string message)
4440 { 4613 {
4441 // Returns: 4614 // Returns:
4442 // 1 = sim is up and accepting http requests. The heartbeat has 4615 // 1 = sim is up and accepting http requests. The heartbeat has
4443 // stopped and the sim is probably locked up, but a remote 4616 // stopped and the sim is probably locked up, but a remote
4444 // admin restart may succeed 4617 // admin restart may succeed
4445 // 4618 //
4446 // 2 = Sim is up and the heartbeat is running. The sim is likely 4619 // 2 = Sim is up and the heartbeat is running. The sim is likely
4447 // usable for people within and logins _may_ work 4620 // usable for people within
4448 // 4621 //
4449 // 3 = We have seen a new user enter within the past 4 minutes 4622 // 3 = Sim is up and one packet thread is running. Sim is
4623 // unstable and will not accept new logins
4624 //
4625 // 4 = Sim is up and both packet threads are running. Sim is
4626 // likely usable
4627 //
4628 // 5 = We have seen a new user enter within the past 4 minutes
4450 // which can be seen as positive confirmation of sim health 4629 // which can be seen as positive confirmation of sim health
4451 // 4630 //
4631
4632 flags = 0;
4633 message = String.Empty;
4634
4635 CheckHeartbeat();
4636
4637 if (m_firstHeartbeat || (m_lastIncoming == 0 && m_lastOutgoing == 0))
4638 {
4639 // We're still starting
4640 // 0 means "in startup", it can't happen another way, since
4641 // to get here, we must be able to accept http connections
4642 return 0;
4643 }
4644
4452 int health=1; // Start at 1, means we're up 4645 int health=1; // Start at 1, means we're up
4453 4646
4454 if ((Util.EnvironmentTickCountSubtract(m_lastUpdate)) < 1000) 4647 if (Util.EnvironmentTickCountSubtract(m_lastUpdate) < 1000)
4648 {
4455 health+=1; 4649 health+=1;
4456 else 4650 flags |= 1;
4651 }
4652
4653 if (Util.EnvironmentTickCountSubtract(m_lastIncoming) < 1000)
4654 {
4655 health+=1;
4656 flags |= 2;
4657 }
4658
4659 if (Util.EnvironmentTickCountSubtract(m_lastOutgoing) < 1000)
4660 {
4661 health+=1;
4662 flags |= 4;
4663 }
4664
4665 if (flags != 7)
4457 return health; 4666 return health;
4458 4667
4459 // A login in the last 4 mins? We can't be doing too badly 4668 // A login in the last 4 mins? We can't be doing too badly
4460 // 4669 //
4461 if ((Util.EnvironmentTickCountSubtract(m_LastLogin)) < 240000) 4670 if (Util.EnvironmentTickCountSubtract(m_LastLogin) < 240000)
4462 health++; 4671 health++;
4463 else
4464 return health;
4465
4466 CheckHeartbeat();
4467 4672
4468 return health; 4673 return health;
4469 } 4674 }
@@ -4656,7 +4861,7 @@ namespace OpenSim.Region.Framework.Scenes
4656 if (m_firstHeartbeat) 4861 if (m_firstHeartbeat)
4657 return; 4862 return;
4658 4863
4659 if (Util.EnvironmentTickCountSubtract(m_lastUpdate) > 2000) 4864 if (Util.EnvironmentTickCountSubtract(m_lastUpdate) > 5000)
4660 StartTimer(); 4865 StartTimer();
4661 } 4866 }
4662 4867
@@ -5070,6 +5275,54 @@ namespace OpenSim.Region.Framework.Scenes
5070 } 5275 }
5071 } 5276 }
5072 5277
5278// public void CleanDroppedAttachments()
5279// {
5280// List<SceneObjectGroup> objectsToDelete =
5281// new List<SceneObjectGroup>();
5282//
5283// lock (m_cleaningAttachments)
5284// {
5285// ForEachSOG(delegate (SceneObjectGroup grp)
5286// {
5287// if (grp.RootPart.Shape.PCode == 0 && grp.RootPart.Shape.State != 0 && (!objectsToDelete.Contains(grp)))
5288// {
5289// UUID agentID = grp.OwnerID;
5290// if (agentID == UUID.Zero)
5291// {
5292// objectsToDelete.Add(grp);
5293// return;
5294// }
5295//
5296// ScenePresence sp = GetScenePresence(agentID);
5297// if (sp == null)
5298// {
5299// objectsToDelete.Add(grp);
5300// return;
5301// }
5302// }
5303// });
5304// }
5305//
5306// foreach (SceneObjectGroup grp in objectsToDelete)
5307// {
5308// m_log.InfoFormat("[SCENE]: Deleting dropped attachment {0} of user {1}", grp.UUID, grp.OwnerID);
5309// DeleteSceneObject(grp, true);
5310// }
5311// }
5312
5313 public void ThreadAlive(int threadCode)
5314 {
5315 switch(threadCode)
5316 {
5317 case 1: // Incoming
5318 m_lastIncoming = Util.EnvironmentTickCount();
5319 break;
5320 case 2: // Incoming
5321 m_lastOutgoing = Util.EnvironmentTickCount();
5322 break;
5323 }
5324 }
5325
5073 // This method is called across the simulation connector to 5326 // This method is called across the simulation connector to
5074 // determine if a given agent is allowed in this region 5327 // determine if a given agent is allowed in this region
5075 // AS A ROOT AGENT. Returning false here will prevent them 5328 // AS A ROOT AGENT. Returning false here will prevent them
@@ -5078,6 +5331,14 @@ namespace OpenSim.Region.Framework.Scenes
5078 // child agent creation, thereby emulating the SL behavior. 5331 // child agent creation, thereby emulating the SL behavior.
5079 public bool QueryAccess(UUID agentID, Vector3 position, out string reason) 5332 public bool QueryAccess(UUID agentID, Vector3 position, out string reason)
5080 { 5333 {
5334 reason = "You are banned from the region";
5335
5336 if (Permissions.IsGod(agentID))
5337 {
5338 reason = String.Empty;
5339 return true;
5340 }
5341
5081 int num = m_sceneGraph.GetNumberOfScenePresences(); 5342 int num = m_sceneGraph.GetNumberOfScenePresences();
5082 5343
5083 if (num >= RegionInfo.RegionSettings.AgentLimit) 5344 if (num >= RegionInfo.RegionSettings.AgentLimit)
@@ -5089,11 +5350,82 @@ namespace OpenSim.Region.Framework.Scenes
5089 } 5350 }
5090 } 5351 }
5091 5352
5353 ScenePresence presence = GetScenePresence(agentID);
5354 IClientAPI client = null;
5355 AgentCircuitData aCircuit = null;
5356
5357 if (presence != null)
5358 {
5359 client = presence.ControllingClient;
5360 if (client != null)
5361 aCircuit = client.RequestClientInfo();
5362 }
5363
5364 // We may be called before there is a presence or a client.
5365 // Fake AgentCircuitData to keep IAuthorizationModule smiling
5366 if (client == null)
5367 {
5368 aCircuit = new AgentCircuitData();
5369 aCircuit.AgentID = agentID;
5370 aCircuit.firstname = String.Empty;
5371 aCircuit.lastname = String.Empty;
5372 }
5373
5374 try
5375 {
5376 if (!AuthorizeUser(aCircuit, out reason))
5377 {
5378 // m_log.DebugFormat("[SCENE]: Denying access for {0}", agentID);
5379 return false;
5380 }
5381 }
5382 catch (Exception e)
5383 {
5384 m_log.DebugFormat("[SCENE]: Exception authorizing agent: {0} "+ e.StackTrace, e.Message);
5385 return false;
5386 }
5387
5388 if (position == Vector3.Zero) // Teleport
5389 {
5390 float posX = 128.0f;
5391 float posY = 128.0f;
5392
5393 if (!TestLandRestrictions(agentID, out reason, ref posX, ref posY))
5394 {
5395 // m_log.DebugFormat("[SCENE]: Denying {0} because they are banned on all parcels", agentID);
5396 return false;
5397 }
5398 }
5399 else // Walking
5400 {
5401 ILandObject land = LandChannel.GetLandObject(position.X, position.Y);
5402 if (land == null)
5403 return false;
5404
5405 bool banned = land.IsBannedFromLand(agentID);
5406 bool restricted = land.IsRestrictedFromLand(agentID);
5407
5408 if (banned || restricted)
5409 return false;
5410 }
5411
5092 reason = String.Empty; 5412 reason = String.Empty;
5093 return true; 5413 return true;
5094 } 5414 }
5095 5415
5096 /// <summary> 5416 public void StartTimerWatchdog()
5417 {
5418 m_timerWatchdog.Interval = 1000;
5419 m_timerWatchdog.Elapsed += TimerWatchdog;
5420 m_timerWatchdog.AutoReset = true;
5421 m_timerWatchdog.Start();
5422 }
5423
5424 public void TimerWatchdog(object sender, ElapsedEventArgs e)
5425 {
5426 CheckHeartbeat();
5427 }
5428
5097 /// This method deals with movement when an avatar is automatically moving (but this is distinct from the 5429 /// This method deals with movement when an avatar is automatically moving (but this is distinct from the
5098 /// autopilot that moves an avatar to a sit target!. 5430 /// autopilot that moves an avatar to a sit target!.
5099 /// </summary> 5431 /// </summary>
diff --git a/OpenSim/Region/Framework/Scenes/SceneBase.cs b/OpenSim/Region/Framework/Scenes/SceneBase.cs
index ec94f10..bf861b8 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 7cffa70..fe9fe31 100644
--- a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
@@ -44,8 +44,6 @@ using GridRegion = OpenSim.Services.Interfaces.GridRegion;
44 44
45namespace OpenSim.Region.Framework.Scenes 45namespace OpenSim.Region.Framework.Scenes
46{ 46{
47 public delegate void KiPrimitiveDelegate(uint localID);
48
49 public delegate void RemoveKnownRegionsFromAvatarList(UUID avatarID, List<ulong> regionlst); 47 public delegate void RemoveKnownRegionsFromAvatarList(UUID avatarID, List<ulong> regionlst);
50 48
51 /// <summary> 49 /// <summary>
@@ -113,8 +111,6 @@ namespace OpenSim.Region.Framework.Scenes
113// private LogOffUser handlerLogOffUser = null; 111// private LogOffUser handlerLogOffUser = null;
114// private GetLandData handlerGetLandData = null; // OnGetLandData 112// private GetLandData handlerGetLandData = null; // OnGetLandData
115 113
116 public KiPrimitiveDelegate KiPrimitive;
117
118 public SceneCommunicationService() 114 public SceneCommunicationService()
119 { 115 {
120 } 116 }
@@ -168,7 +164,7 @@ namespace OpenSim.Region.Framework.Scenes
168 164
169 if (neighbour != null) 165 if (neighbour != null)
170 { 166 {
171 m_log.DebugFormat("[INTERGRID]: Successfully informed neighbour {0}-{1} that I'm here", x / Constants.RegionSize, y / Constants.RegionSize); 167 // m_log.DebugFormat("[INTERGRID]: Successfully informed neighbour {0}-{1} that I'm here", x / Constants.RegionSize, y / Constants.RegionSize);
172 m_scene.EventManager.TriggerOnRegionUp(neighbour); 168 m_scene.EventManager.TriggerOnRegionUp(neighbour);
173 } 169 }
174 else 170 else
@@ -183,7 +179,7 @@ namespace OpenSim.Region.Framework.Scenes
183 //m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: Sending InterRegion Notification that region is up " + region.RegionName); 179 //m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: Sending InterRegion Notification that region is up " + region.RegionName);
184 180
185 List<GridRegion> neighbours = m_scene.GridService.GetNeighbours(m_scene.RegionInfo.ScopeID, m_scene.RegionInfo.RegionID); 181 List<GridRegion> neighbours = m_scene.GridService.GetNeighbours(m_scene.RegionInfo.ScopeID, m_scene.RegionInfo.RegionID);
186 m_log.DebugFormat("[INTERGRID]: Informing {0} neighbours that this region is up", neighbours.Count); 182 //m_log.DebugFormat("[INTERGRID]: Informing {0} neighbours that this region is up", neighbours.Count);
187 foreach (GridRegion n in neighbours) 183 foreach (GridRegion n in neighbours)
188 { 184 {
189 InformNeighbourThatRegionUpDelegate d = InformNeighboursThatRegionIsUpAsync; 185 InformNeighbourThatRegionUpDelegate d = InformNeighboursThatRegionIsUpAsync;
@@ -259,46 +255,42 @@ namespace OpenSim.Region.Framework.Scenes
259 255
260 } 256 }
261 257
262 //public delegate void SendCloseChildAgentDelegate(UUID agentID, ulong regionHandle); 258 public delegate void SendCloseChildAgentDelegate(UUID agentID, ulong regionHandle);
263 //private void SendCloseChildAgentCompleted(IAsyncResult iar)
264 //{
265 // SendCloseChildAgentDelegate icon = (SendCloseChildAgentDelegate)iar.AsyncState;
266 // icon.EndInvoke(iar);
267 //}
268 259
269 /// <summary> 260 /// <summary>
270 /// Closes a child agent on a given region 261 /// This Closes child agents on neighboring regions
262 /// Calls an asynchronous method to do so.. so it doesn't lag the sim.
271 /// </summary> 263 /// </summary>
272 protected void SendCloseChildAgent(UUID agentID, ulong regionHandle) 264 protected void SendCloseChildAgentAsync(UUID agentID, ulong regionHandle)
273 { 265 {
274 266
275 m_log.Debug("[INTERGRID]: Sending close agent to " + regionHandle); 267 //m_log.Debug("[INTERGRID]: Sending close agent to " + regionHandle);
276 // let's do our best, but there's not much we can do if the neighbour doesn't accept. 268 // let's do our best, but there's not much we can do if the neighbour doesn't accept.
277 269
278 //m_commsProvider.InterRegion.TellRegionToCloseChildConnection(regionHandle, agentID); 270 //m_commsProvider.InterRegion.TellRegionToCloseChildConnection(regionHandle, agentID);
279 uint x = 0, y = 0; 271 uint x = 0, y = 0;
280 Utils.LongToUInts(regionHandle, out x, out y); 272 Utils.LongToUInts(regionHandle, out x, out y);
281 GridRegion destination = m_scene.GridService.GetRegionByPosition(m_regionInfo.ScopeID, (int)x, (int)y); 273 GridRegion destination = m_scene.GridService.GetRegionByPosition(m_regionInfo.ScopeID, (int)x, (int)y);
282 m_scene.SimulationService.CloseAgent(destination, agentID); 274 m_scene.SimulationService.CloseChildAgent(destination, agentID);
275 }
276
277 private void SendCloseChildAgentCompleted(IAsyncResult iar)
278 {
279 SendCloseChildAgentDelegate icon = (SendCloseChildAgentDelegate)iar.AsyncState;
280 icon.EndInvoke(iar);
283 } 281 }
284 282
285 /// <summary>
286 /// Closes a child agents in a collection of regions. Does so asynchronously
287 /// so that the caller doesn't wait.
288 /// </summary>
289 /// <param name="agentID"></param>
290 /// <param name="regionslst"></param>
291 public void SendCloseChildAgentConnections(UUID agentID, List<ulong> regionslst) 283 public void SendCloseChildAgentConnections(UUID agentID, List<ulong> regionslst)
292 { 284 {
293 Util.FireAndForget(delegate 285 foreach (ulong handle in regionslst)
294 { 286 {
295 foreach (ulong handle in regionslst) 287 SendCloseChildAgentDelegate d = SendCloseChildAgentAsync;
296 { 288 d.BeginInvoke(agentID, handle,
297 SendCloseChildAgent(agentID, handle); 289 SendCloseChildAgentCompleted,
298 } 290 d);
299 }); 291 }
300 } 292 }
301 293
302 public List<GridRegion> RequestNamedRegions(string name, int maxNumber) 294 public List<GridRegion> RequestNamedRegions(string name, int maxNumber)
303 { 295 {
304 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber); 296 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber);
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index caec704..13668ab 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
@@ -132,13 +141,18 @@ namespace OpenSim.Region.Framework.Scenes
132 141
133 protected internal void Close() 142 protected internal void Close()
134 { 143 {
135 lock (m_presenceLock) 144 m_scenePresencesLock.EnterWriteLock();
145 try
136 { 146 {
137 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(); 147 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>();
138 List<ScenePresence> newlist = new List<ScenePresence>(); 148 List<ScenePresence> newlist = new List<ScenePresence>();
139 m_scenePresenceMap = newmap; 149 m_scenePresenceMap = newmap;
140 m_scenePresenceArray = newlist; 150 m_scenePresenceArray = newlist;
141 } 151 }
152 finally
153 {
154 m_scenePresencesLock.ExitWriteLock();
155 }
142 156
143 lock (SceneObjectGroupsByFullID) 157 lock (SceneObjectGroupsByFullID)
144 SceneObjectGroupsByFullID.Clear(); 158 SceneObjectGroupsByFullID.Clear();
@@ -281,6 +295,33 @@ namespace OpenSim.Region.Framework.Scenes
281 protected internal bool AddRestoredSceneObject( 295 protected internal bool AddRestoredSceneObject(
282 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 296 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
283 { 297 {
298 if (!m_parentScene.CombineRegions)
299 {
300 // KF: Check for out-of-region, move inside and make static.
301 Vector3 npos = new Vector3(sceneObject.RootPart.GroupPosition.X,
302 sceneObject.RootPart.GroupPosition.Y,
303 sceneObject.RootPart.GroupPosition.Z);
304 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 ||
305 npos.X > Constants.RegionSize ||
306 npos.Y > Constants.RegionSize))
307 {
308 if (npos.X < 0.0) npos.X = 1.0f;
309 if (npos.Y < 0.0) npos.Y = 1.0f;
310 if (npos.Z < 0.0) npos.Z = 0.0f;
311 if (npos.X > Constants.RegionSize) npos.X = Constants.RegionSize - 1.0f;
312 if (npos.Y > Constants.RegionSize) npos.Y = Constants.RegionSize - 1.0f;
313
314 foreach (SceneObjectPart part in sceneObject.Parts)
315 {
316 part.GroupPosition = npos;
317 }
318 sceneObject.RootPart.Velocity = Vector3.Zero;
319 sceneObject.RootPart.AngularVelocity = Vector3.Zero;
320 sceneObject.RootPart.Acceleration = Vector3.Zero;
321 sceneObject.RootPart.Velocity = Vector3.Zero;
322 }
323 }
324
284 if (attachToBackup && (!alreadyPersisted)) 325 if (attachToBackup && (!alreadyPersisted))
285 { 326 {
286 sceneObject.ForceInventoryPersistence(); 327 sceneObject.ForceInventoryPersistence();
@@ -498,6 +539,30 @@ namespace OpenSim.Region.Framework.Scenes
498 m_updateList[obj.UUID] = obj; 539 m_updateList[obj.UUID] = obj;
499 } 540 }
500 541
542 public void FireAttachToBackup(SceneObjectGroup obj)
543 {
544 if (OnAttachToBackup != null)
545 {
546 OnAttachToBackup(obj);
547 }
548 }
549
550 public void FireDetachFromBackup(SceneObjectGroup obj)
551 {
552 if (OnDetachFromBackup != null)
553 {
554 OnDetachFromBackup(obj);
555 }
556 }
557
558 public void FireChangeBackup(SceneObjectGroup obj)
559 {
560 if (OnChangeBackup != null)
561 {
562 OnChangeBackup(obj);
563 }
564 }
565
501 /// <summary> 566 /// <summary>
502 /// Process all pending updates 567 /// Process all pending updates
503 /// </summary> 568 /// </summary>
@@ -629,7 +694,8 @@ namespace OpenSim.Region.Framework.Scenes
629 694
630 Entities[presence.UUID] = presence; 695 Entities[presence.UUID] = presence;
631 696
632 lock (m_presenceLock) 697 m_scenePresencesLock.EnterWriteLock();
698 try
633 { 699 {
634 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 700 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
635 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 701 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -653,6 +719,10 @@ namespace OpenSim.Region.Framework.Scenes
653 m_scenePresenceMap = newmap; 719 m_scenePresenceMap = newmap;
654 m_scenePresenceArray = newlist; 720 m_scenePresenceArray = newlist;
655 } 721 }
722 finally
723 {
724 m_scenePresencesLock.ExitWriteLock();
725 }
656 } 726 }
657 727
658 /// <summary> 728 /// <summary>
@@ -667,7 +737,8 @@ namespace OpenSim.Region.Framework.Scenes
667 agentID); 737 agentID);
668 } 738 }
669 739
670 lock (m_presenceLock) 740 m_scenePresencesLock.EnterWriteLock();
741 try
671 { 742 {
672 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 743 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
673 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 744 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -689,6 +760,10 @@ namespace OpenSim.Region.Framework.Scenes
689 m_log.WarnFormat("[SCENE GRAPH]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID); 760 m_log.WarnFormat("[SCENE GRAPH]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID);
690 } 761 }
691 } 762 }
763 finally
764 {
765 m_scenePresencesLock.ExitWriteLock();
766 }
692 } 767 }
693 768
694 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F) 769 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F)
@@ -1388,8 +1463,13 @@ namespace OpenSim.Region.Framework.Scenes
1388 { 1463 {
1389 if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0)) 1464 if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0))
1390 { 1465 {
1391 if (m_parentScene.AttachmentsModule != null) 1466 // Set the new attachment point data in the object
1392 m_parentScene.AttachmentsModule.UpdateAttachmentPosition(group, pos); 1467 byte attachmentPoint = group.GetAttachmentPoint();
1468 group.UpdateGroupPosition(pos);
1469 group.IsAttachment = false;
1470 group.AbsolutePosition = group.RootPart.AttachedPos;
1471 group.AttachmentPoint = attachmentPoint;
1472 group.HasGroupChanged = true;
1393 } 1473 }
1394 else 1474 else
1395 { 1475 {
@@ -1653,10 +1733,13 @@ namespace OpenSim.Region.Framework.Scenes
1653 /// <param name="childPrims"></param> 1733 /// <param name="childPrims"></param>
1654 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children) 1734 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children)
1655 { 1735 {
1736 SceneObjectGroup parentGroup = root.ParentGroup;
1737 if (parentGroup == null) return;
1656 Monitor.Enter(m_updateLock); 1738 Monitor.Enter(m_updateLock);
1739
1657 try 1740 try
1658 { 1741 {
1659 SceneObjectGroup parentGroup = root.ParentGroup; 1742 parentGroup.areUpdatesSuspended = true;
1660 1743
1661 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>(); 1744 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>();
1662 1745
@@ -1668,9 +1751,13 @@ namespace OpenSim.Region.Framework.Scenes
1668 // Make sure no child prim is set for sale 1751 // Make sure no child prim is set for sale
1669 // So that, on delink, no prims are unwittingly 1752 // So that, on delink, no prims are unwittingly
1670 // left for sale and sold off 1753 // left for sale and sold off
1671 child.RootPart.ObjectSaleType = 0; 1754
1672 child.RootPart.SalePrice = 10; 1755 if (child != null)
1673 childGroups.Add(child); 1756 {
1757 child.RootPart.ObjectSaleType = 0;
1758 child.RootPart.SalePrice = 10;
1759 childGroups.Add(child);
1760 }
1674 } 1761 }
1675 1762
1676 foreach (SceneObjectGroup child in childGroups) 1763 foreach (SceneObjectGroup child in childGroups)
@@ -1686,12 +1773,13 @@ namespace OpenSim.Region.Framework.Scenes
1686 // occur on link to invoke this elsewhere (such as object selection) 1773 // occur on link to invoke this elsewhere (such as object selection)
1687 parentGroup.RootPart.CreateSelected = true; 1774 parentGroup.RootPart.CreateSelected = true;
1688 parentGroup.TriggerScriptChangedEvent(Changed.LINK); 1775 parentGroup.TriggerScriptChangedEvent(Changed.LINK);
1689 parentGroup.HasGroupChanged = true;
1690 parentGroup.ScheduleGroupForFullUpdate();
1691
1692 } 1776 }
1693 finally 1777 finally
1694 { 1778 {
1779 parentGroup.areUpdatesSuspended = false;
1780 parentGroup.HasGroupChanged = true;
1781 parentGroup.ProcessBackup(m_parentScene.SimulationDataService, true);
1782 parentGroup.ScheduleGroupForFullUpdate();
1695 Monitor.Exit(m_updateLock); 1783 Monitor.Exit(m_updateLock);
1696 } 1784 }
1697 } 1785 }
@@ -1723,21 +1811,24 @@ namespace OpenSim.Region.Framework.Scenes
1723 1811
1724 SceneObjectGroup group = part.ParentGroup; 1812 SceneObjectGroup group = part.ParentGroup;
1725 if (!affectedGroups.Contains(group)) 1813 if (!affectedGroups.Contains(group))
1814 {
1815 group.areUpdatesSuspended = true;
1726 affectedGroups.Add(group); 1816 affectedGroups.Add(group);
1817 }
1727 } 1818 }
1728 } 1819 }
1729 } 1820 }
1730 1821
1731 foreach (SceneObjectPart child in childParts) 1822 if (childParts.Count > 0)
1732 { 1823 {
1733 // Unlink all child parts from their groups 1824 foreach (SceneObjectPart child in childParts)
1734 // 1825 {
1735 child.ParentGroup.DelinkFromGroup(child, true); 1826 // Unlink all child parts from their groups
1736 1827 //
1737 // These are not in affected groups and will not be 1828 child.ParentGroup.DelinkFromGroup(child, true);
1738 // handled further. Do the honors here. 1829 child.ParentGroup.HasGroupChanged = true;
1739 child.ParentGroup.HasGroupChanged = true; 1830 child.ParentGroup.ScheduleGroupForFullUpdate();
1740 child.ParentGroup.ScheduleGroupForFullUpdate(); 1831 }
1741 } 1832 }
1742 1833
1743 foreach (SceneObjectPart root in rootParts) 1834 foreach (SceneObjectPart root in rootParts)
@@ -1747,56 +1838,68 @@ namespace OpenSim.Region.Framework.Scenes
1747 // However, editing linked parts and unlinking may be different 1838 // However, editing linked parts and unlinking may be different
1748 // 1839 //
1749 SceneObjectGroup group = root.ParentGroup; 1840 SceneObjectGroup group = root.ParentGroup;
1841 group.areUpdatesSuspended = true;
1750 1842
1751 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts); 1843 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts);
1752 int numChildren = newSet.Count; 1844 int numChildren = newSet.Count;
1753 1845
1846 if (numChildren == 1)
1847 break;
1848
1754 // If there are prims left in a link set, but the root is 1849 // If there are prims left in a link set, but the root is
1755 // slated for unlink, we need to do this 1850 // slated for unlink, we need to do this
1851 // Unlink the remaining set
1756 // 1852 //
1757 if (numChildren != 1) 1853 bool sendEventsToRemainder = true;
1758 { 1854 if (numChildren > 1)
1759 // Unlink the remaining set 1855 sendEventsToRemainder = false;
1760 //
1761 bool sendEventsToRemainder = true;
1762 if (numChildren > 1)
1763 sendEventsToRemainder = false;
1764 1856
1765 foreach (SceneObjectPart p in newSet) 1857 foreach (SceneObjectPart p in newSet)
1858 {
1859 if (p != group.RootPart)
1766 { 1860 {
1767 if (p != group.RootPart) 1861 group.DelinkFromGroup(p, sendEventsToRemainder);
1768 group.DelinkFromGroup(p, sendEventsToRemainder); 1862 if (numChildren > 2)
1863 {
1864 p.ParentGroup.areUpdatesSuspended = true;
1865 }
1866 else
1867 {
1868 p.ParentGroup.HasGroupChanged = true;
1869 p.ParentGroup.ScheduleGroupForFullUpdate();
1870 }
1769 } 1871 }
1872 }
1770 1873
1771 // If there is more than one prim remaining, we 1874 // If there is more than one prim remaining, we
1772 // need to re-link 1875 // need to re-link
1876 //
1877 if (numChildren > 2)
1878 {
1879 // Remove old root
1880 //
1881 if (newSet.Contains(root))
1882 newSet.Remove(root);
1883
1884 // Preserve link ordering
1773 // 1885 //
1774 if (numChildren > 2) 1886 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1775 { 1887 {
1776 // Remove old root 1888 return a.LinkNum.CompareTo(b.LinkNum);
1777 // 1889 });
1778 if (newSet.Contains(root))
1779 newSet.Remove(root);
1780
1781 // Preserve link ordering
1782 //
1783 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1784 {
1785 return a.LinkNum.CompareTo(b.LinkNum);
1786 });
1787 1890
1788 // Determine new root 1891 // Determine new root
1789 // 1892 //
1790 SceneObjectPart newRoot = newSet[0]; 1893 SceneObjectPart newRoot = newSet[0];
1791 newSet.RemoveAt(0); 1894 newSet.RemoveAt(0);
1792 1895
1793 foreach (SceneObjectPart newChild in newSet) 1896 foreach (SceneObjectPart newChild in newSet)
1794 newChild.UpdateFlag = 0; 1897 newChild.UpdateFlag = 0;
1795 1898
1796 LinkObjects(newRoot, newSet); 1899 newRoot.ParentGroup.areUpdatesSuspended = true;
1797 if (!affectedGroups.Contains(newRoot.ParentGroup)) 1900 LinkObjects(newRoot, newSet);
1798 affectedGroups.Add(newRoot.ParentGroup); 1901 if (!affectedGroups.Contains(newRoot.ParentGroup))
1799 } 1902 affectedGroups.Add(newRoot.ParentGroup);
1800 } 1903 }
1801 } 1904 }
1802 1905
@@ -1804,8 +1907,14 @@ namespace OpenSim.Region.Framework.Scenes
1804 // 1907 //
1805 foreach (SceneObjectGroup g in affectedGroups) 1908 foreach (SceneObjectGroup g in affectedGroups)
1806 { 1909 {
1910 // Child prims that have been unlinked and deleted will
1911 // return unless the root is deleted. This will remove them
1912 // from the database. They will be rewritten immediately,
1913 // minus the rows for the unlinked child prims.
1914 m_parentScene.SimulationDataService.RemoveObject(g.UUID, m_parentScene.RegionInfo.RegionID);
1807 g.TriggerScriptChangedEvent(Changed.LINK); 1915 g.TriggerScriptChangedEvent(Changed.LINK);
1808 g.HasGroupChanged = true; // Persist 1916 g.HasGroupChanged = true; // Persist
1917 g.areUpdatesSuspended = false;
1809 g.ScheduleGroupForFullUpdate(); 1918 g.ScheduleGroupForFullUpdate();
1810 } 1919 }
1811 } 1920 }
@@ -1923,9 +2032,6 @@ namespace OpenSim.Region.Framework.Scenes
1923 child.ApplyNextOwnerPermissions(); 2032 child.ApplyNextOwnerPermissions();
1924 } 2033 }
1925 } 2034 }
1926
1927 copy.RootPart.ObjectSaleType = 0;
1928 copy.RootPart.SalePrice = 10;
1929 } 2035 }
1930 2036
1931 // FIXME: This section needs to be refactored so that it just calls AddSceneObject() 2037 // 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..6bd9183 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();
@@ -385,6 +381,9 @@ namespace OpenSim.Region.Framework.Scenes
385 381
386 public void ResumeScripts() 382 public void ResumeScripts()
387 { 383 {
384 if (m_scene.RegionInfo.RegionSettings.DisableScripts)
385 return;
386
388 SceneObjectPart[] parts = m_parts.GetArray(); 387 SceneObjectPart[] parts = m_parts.GetArray();
389 for (int i = 0; i < parts.Length; i++) 388 for (int i = 0; i < parts.Length; i++)
390 parts[i].Inventory.ResumeScripts(); 389 parts[i].Inventory.ResumeScripts();
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 2d6d4ec..5381f63 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
@@ -286,7 +349,9 @@ namespace OpenSim.Region.Framework.Scenes
286 public virtual Quaternion Rotation 349 public virtual Quaternion Rotation
287 { 350 {
288 get { return m_rotation; } 351 get { return m_rotation; }
289 set { m_rotation = value; } 352 set {
353 m_rotation = value;
354 }
290 } 355 }
291 356
292 public Quaternion GroupRotation 357 public Quaternion GroupRotation
@@ -397,7 +462,11 @@ namespace OpenSim.Region.Framework.Scenes
397 m_scene.CrossPrimGroupIntoNewRegion(val, this, true); 462 m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
398 } 463 }
399 } 464 }
400 465
466 foreach (SceneObjectPart part in m_parts.GetArray())
467 {
468 part.IgnoreUndoUpdate = true;
469 }
401 if (RootPart.GetStatusSandbox()) 470 if (RootPart.GetStatusSandbox())
402 { 471 {
403 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) 472 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10)
@@ -411,10 +480,29 @@ namespace OpenSim.Region.Framework.Scenes
411 return; 480 return;
412 } 481 }
413 } 482 }
414
415 SceneObjectPart[] parts = m_parts.GetArray(); 483 SceneObjectPart[] parts = m_parts.GetArray();
416 for (int i = 0; i < parts.Length; i++) 484 foreach (SceneObjectPart part in parts)
417 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 }
418 506
419 //if (m_rootPart.PhysActor != null) 507 //if (m_rootPart.PhysActor != null)
420 //{ 508 //{
@@ -573,6 +661,7 @@ namespace OpenSim.Region.Framework.Scenes
573 /// </summary> 661 /// </summary>
574 public SceneObjectGroup() 662 public SceneObjectGroup()
575 { 663 {
664
576 } 665 }
577 666
578 /// <summary> 667 /// <summary>
@@ -589,7 +678,7 @@ namespace OpenSim.Region.Framework.Scenes
589 /// Constructor. This object is added to the scene later via AttachToScene() 678 /// Constructor. This object is added to the scene later via AttachToScene()
590 /// </summary> 679 /// </summary>
591 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) 680 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
592 { 681 {
593 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)); 682 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero));
594 } 683 }
595 684
@@ -637,6 +726,9 @@ namespace OpenSim.Region.Framework.Scenes
637 /// </summary> 726 /// </summary>
638 public virtual void AttachToBackup() 727 public virtual void AttachToBackup()
639 { 728 {
729 if (IsAttachment) return;
730 m_scene.SceneGraph.FireAttachToBackup(this);
731
640 if (InSceneBackup) 732 if (InSceneBackup)
641 { 733 {
642 //m_log.DebugFormat( 734 //m_log.DebugFormat(
@@ -679,6 +771,9 @@ namespace OpenSim.Region.Framework.Scenes
679 771
680 ApplyPhysics(m_scene.m_physicalPrim); 772 ApplyPhysics(m_scene.m_physicalPrim);
681 773
774 if (RootPart.PhysActor != null)
775 RootPart.Buoyancy = RootPart.Buoyancy;
776
682 // 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
683 // 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.
684 //ScheduleGroupForFullUpdate(); 779 //ScheduleGroupForFullUpdate();
@@ -724,9 +819,9 @@ namespace OpenSim.Region.Framework.Scenes
724 result.normal = inter.normal; 819 result.normal = inter.normal;
725 result.distance = inter.distance; 820 result.distance = inter.distance;
726 } 821 }
822
727 } 823 }
728 } 824 }
729
730 return result; 825 return result;
731 } 826 }
732 827
@@ -746,17 +841,19 @@ namespace OpenSim.Region.Framework.Scenes
746 minZ = 8192f; 841 minZ = 8192f;
747 842
748 SceneObjectPart[] parts = m_parts.GetArray(); 843 SceneObjectPart[] parts = m_parts.GetArray();
749 for (int i = 0; i < parts.Length; i++) 844 foreach (SceneObjectPart part in parts)
750 { 845 {
751 SceneObjectPart part = parts[i];
752
753 Vector3 worldPos = part.GetWorldPosition(); 846 Vector3 worldPos = part.GetWorldPosition();
754 Vector3 offset = worldPos - AbsolutePosition; 847 Vector3 offset = worldPos - AbsolutePosition;
755 Quaternion worldRot; 848 Quaternion worldRot;
756 if (part.ParentID == 0) 849 if (part.ParentID == 0)
850 {
757 worldRot = part.RotationOffset; 851 worldRot = part.RotationOffset;
852 }
758 else 853 else
854 {
759 worldRot = part.GetWorldRotation(); 855 worldRot = part.GetWorldRotation();
856 }
760 857
761 Vector3 frontTopLeft; 858 Vector3 frontTopLeft;
762 Vector3 frontTopRight; 859 Vector3 frontTopRight;
@@ -768,6 +865,8 @@ namespace OpenSim.Region.Framework.Scenes
768 Vector3 backBottomLeft; 865 Vector3 backBottomLeft;
769 Vector3 backBottomRight; 866 Vector3 backBottomRight;
770 867
868 // Vector3[] corners = new Vector3[8];
869
771 Vector3 orig = Vector3.Zero; 870 Vector3 orig = Vector3.Zero;
772 871
773 frontTopLeft.X = orig.X - (part.Scale.X / 2); 872 frontTopLeft.X = orig.X - (part.Scale.X / 2);
@@ -802,6 +901,38 @@ namespace OpenSim.Region.Framework.Scenes
802 backBottomRight.Y = orig.Y + (part.Scale.Y / 2); 901 backBottomRight.Y = orig.Y + (part.Scale.Y / 2);
803 backBottomRight.Z = orig.Z - (part.Scale.Z / 2); 902 backBottomRight.Z = orig.Z - (part.Scale.Z / 2);
804 903
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
805 frontTopLeft = frontTopLeft * worldRot; 936 frontTopLeft = frontTopLeft * worldRot;
806 frontTopRight = frontTopRight * worldRot; 937 frontTopRight = frontTopRight * worldRot;
807 frontBottomLeft = frontBottomLeft * worldRot; 938 frontBottomLeft = frontBottomLeft * worldRot;
@@ -823,6 +954,15 @@ namespace OpenSim.Region.Framework.Scenes
823 backTopLeft += offset; 954 backTopLeft += offset;
824 backTopRight += offset; 955 backTopRight += offset;
825 956
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
826 if (frontTopRight.X > maxX) 966 if (frontTopRight.X > maxX)
827 maxX = frontTopRight.X; 967 maxX = frontTopRight.X;
828 if (frontTopLeft.X > maxX) 968 if (frontTopLeft.X > maxX)
@@ -968,15 +1108,20 @@ namespace OpenSim.Region.Framework.Scenes
968 1108
969 public void SaveScriptedState(XmlTextWriter writer) 1109 public void SaveScriptedState(XmlTextWriter writer)
970 { 1110 {
1111 SaveScriptedState(writer, false);
1112 }
1113
1114 public void SaveScriptedState(XmlTextWriter writer, bool oldIDs)
1115 {
971 XmlDocument doc = new XmlDocument(); 1116 XmlDocument doc = new XmlDocument();
972 Dictionary<UUID,string> states = new Dictionary<UUID,string>(); 1117 Dictionary<UUID,string> states = new Dictionary<UUID,string>();
973 1118
974 SceneObjectPart[] parts = m_parts.GetArray(); 1119 SceneObjectPart[] parts = m_parts.GetArray();
975 for (int i = 0; i < parts.Length; i++) 1120 for (int i = 0; i < parts.Length; i++)
976 { 1121 {
977 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(); 1122 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(oldIDs);
978 foreach (KeyValuePair<UUID, string> kvp in pstates) 1123 foreach (KeyValuePair<UUID, string> kvp in pstates)
979 states.Add(kvp.Key, kvp.Value); 1124 states[kvp.Key] = kvp.Value;
980 } 1125 }
981 1126
982 if (states.Count > 0) 1127 if (states.Count > 0)
@@ -996,6 +1141,168 @@ namespace OpenSim.Region.Framework.Scenes
996 } 1141 }
997 1142
998 /// <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>
999 /// 1306 ///
1000 /// </summary> 1307 /// </summary>
1001 /// <param name="part"></param> 1308 /// <param name="part"></param>
@@ -1045,7 +1352,10 @@ namespace OpenSim.Region.Framework.Scenes
1045 public void AddPart(SceneObjectPart part) 1352 public void AddPart(SceneObjectPart part)
1046 { 1353 {
1047 part.SetParent(this); 1354 part.SetParent(this);
1048 part.LinkNum = m_parts.Add(part.UUID, part); 1355 m_parts.Add(part.UUID, part);
1356
1357 part.LinkNum = m_parts.Count;
1358
1049 if (part.LinkNum == 2) 1359 if (part.LinkNum == 2)
1050 RootPart.LinkNum = 1; 1360 RootPart.LinkNum = 1;
1051 } 1361 }
@@ -1153,6 +1463,11 @@ namespace OpenSim.Region.Framework.Scenes
1153 /// <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>
1154 public void DeleteGroupFromScene(bool silent) 1464 public void DeleteGroupFromScene(bool silent)
1155 { 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
1156 SceneObjectPart[] parts = m_parts.GetArray(); 1471 SceneObjectPart[] parts = m_parts.GetArray();
1157 for (int i = 0; i < parts.Length; i++) 1472 for (int i = 0; i < parts.Length; i++)
1158 { 1473 {
@@ -1164,17 +1479,19 @@ namespace OpenSim.Region.Framework.Scenes
1164 avatar.StandUp(); 1479 avatar.StandUp();
1165 1480
1166 if (!silent) 1481 if (!silent)
1167 { 1482 {
1168 part.UpdateFlag = 0; 1483 part.UpdateFlag = 0;
1169 if (part == m_rootPart) 1484 if (part == m_rootPart)
1170 { 1485 {
1171 if (!IsAttachment || (AttachedAvatar == avatar.ControllingClient.AgentId) || 1486 if (!IsAttachment || (AttachedAvatar == avatar.ControllingClient.AgentId) ||
1172 (AttachmentPoint < 31) || (AttachmentPoint > 38)) 1487 (AttachmentPoint < 31) || (AttachmentPoint > 38))
1173 avatar.ControllingClient.SendKillObject(m_regionHandle, part.LocalId); 1488 avatar.ControllingClient.SendKillObject(m_regionHandle, new List<uint>() {part.LocalId});
1174 } 1489 }
1175 } 1490 }
1176 }); 1491 });
1177 } 1492 }
1493
1494
1178 } 1495 }
1179 1496
1180 public void AddScriptLPS(int count) 1497 public void AddScriptLPS(int count)
@@ -1271,7 +1588,12 @@ namespace OpenSim.Region.Framework.Scenes
1271 1588
1272 public void SetOwnerId(UUID userId) 1589 public void SetOwnerId(UUID userId)
1273 { 1590 {
1274 ForEachPart(delegate(SceneObjectPart part) { part.OwnerID = userId; }); 1591 ForEachPart(delegate(SceneObjectPart part)
1592 {
1593
1594 part.OwnerID = userId;
1595
1596 });
1275 } 1597 }
1276 1598
1277 public void ForEachPart(Action<SceneObjectPart> whatToDo) 1599 public void ForEachPart(Action<SceneObjectPart> whatToDo)
@@ -1303,11 +1625,17 @@ namespace OpenSim.Region.Framework.Scenes
1303 return; 1625 return;
1304 } 1626 }
1305 1627
1628 if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0)
1629 return;
1630
1306 // 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
1307 // any exception propogate upwards. 1632 // any exception propogate upwards.
1308 try 1633 try
1309 { 1634 {
1310 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
1311 { 1639 {
1312 ILandObject parcel = m_scene.LandChannel.GetLandObject( 1640 ILandObject parcel = m_scene.LandChannel.GetLandObject(
1313 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); 1641 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y);
@@ -1334,6 +1662,7 @@ namespace OpenSim.Region.Framework.Scenes
1334 } 1662 }
1335 } 1663 }
1336 } 1664 }
1665
1337 } 1666 }
1338 1667
1339 if (m_scene.UseBackup && HasGroupChanged) 1668 if (m_scene.UseBackup && HasGroupChanged)
@@ -1341,6 +1670,20 @@ namespace OpenSim.Region.Framework.Scenes
1341 // 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.
1342 if (isTimeToPersist() || forcedBackup) 1671 if (isTimeToPersist() || forcedBackup)
1343 { 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 }
1344// m_log.DebugFormat( 1687// m_log.DebugFormat(
1345// "[SCENE]: Storing {0}, {1} in {2}", 1688// "[SCENE]: Storing {0}, {1} in {2}",
1346// Name, UUID, m_scene.RegionInfo.RegionName); 1689// Name, UUID, m_scene.RegionInfo.RegionName);
@@ -1418,7 +1761,7 @@ namespace OpenSim.Region.Framework.Scenes
1418 // This is only necessary when userExposed is false! 1761 // This is only necessary when userExposed is false!
1419 1762
1420 bool previousAttachmentStatus = dupe.IsAttachment; 1763 bool previousAttachmentStatus = dupe.IsAttachment;
1421 1764
1422 if (!userExposed) 1765 if (!userExposed)
1423 dupe.IsAttachment = true; 1766 dupe.IsAttachment = true;
1424 1767
@@ -1436,11 +1779,11 @@ namespace OpenSim.Region.Framework.Scenes
1436 dupe.m_rootPart.TrimPermissions(); 1779 dupe.m_rootPart.TrimPermissions();
1437 1780
1438 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray()); 1781 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray());
1439 1782
1440 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) 1783 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
1441 { 1784 {
1442 return p1.LinkNum.CompareTo(p2.LinkNum); 1785 return p1.LinkNum.CompareTo(p2.LinkNum);
1443 } 1786 }
1444 ); 1787 );
1445 1788
1446 foreach (SceneObjectPart part in partList) 1789 foreach (SceneObjectPart part in partList)
@@ -1460,7 +1803,7 @@ namespace OpenSim.Region.Framework.Scenes
1460 if (part.PhysActor != null && userExposed) 1803 if (part.PhysActor != null && userExposed)
1461 { 1804 {
1462 PrimitiveBaseShape pbs = newPart.Shape; 1805 PrimitiveBaseShape pbs = newPart.Shape;
1463 1806
1464 newPart.PhysActor 1807 newPart.PhysActor
1465 = m_scene.PhysicsScene.AddPrimShape( 1808 = m_scene.PhysicsScene.AddPrimShape(
1466 string.Format("{0}/{1}", newPart.Name, newPart.UUID), 1809 string.Format("{0}/{1}", newPart.Name, newPart.UUID),
@@ -1470,11 +1813,11 @@ namespace OpenSim.Region.Framework.Scenes
1470 newPart.RotationOffset, 1813 newPart.RotationOffset,
1471 part.PhysActor.IsPhysical, 1814 part.PhysActor.IsPhysical,
1472 newPart.LocalId); 1815 newPart.LocalId);
1473 1816
1474 newPart.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true); 1817 newPart.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true);
1475 } 1818 }
1476 } 1819 }
1477 1820
1478 if (userExposed) 1821 if (userExposed)
1479 { 1822 {
1480 dupe.UpdateParentIDs(); 1823 dupe.UpdateParentIDs();
@@ -1589,6 +1932,7 @@ namespace OpenSim.Region.Framework.Scenes
1589 return Vector3.Zero; 1932 return Vector3.Zero;
1590 } 1933 }
1591 1934
1935 // This is used by both Double-Click Auto-Pilot and llMoveToTarget() in an attached object
1592 public void moveToTarget(Vector3 target, float tau) 1936 public void moveToTarget(Vector3 target, float tau)
1593 { 1937 {
1594 if (IsAttachment) 1938 if (IsAttachment)
@@ -1616,10 +1960,44 @@ namespace OpenSim.Region.Framework.Scenes
1616 RootPart.PhysActor.PIDActive = false; 1960 RootPart.PhysActor.PIDActive = false;
1617 } 1961 }
1618 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
1619 public void stopLookAt() 1990 public void stopLookAt()
1620 { 1991 {
1621 if (RootPart.PhysActor != null) 1992 SceneObjectPart rootpart = m_rootPart;
1622 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
1623 } 2001 }
1624 2002
1625 /// <summary> 2003 /// <summary>
@@ -1677,6 +2055,8 @@ namespace OpenSim.Region.Framework.Scenes
1677 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) 2055 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
1678 { 2056 {
1679 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
1680 AddPart(newPart); 2060 AddPart(newPart);
1681 2061
1682 SetPartAsNonRoot(newPart); 2062 SetPartAsNonRoot(newPart);
@@ -1823,11 +2203,11 @@ namespace OpenSim.Region.Framework.Scenes
1823 /// Immediately send a full update for this scene object. 2203 /// Immediately send a full update for this scene object.
1824 /// </summary> 2204 /// </summary>
1825 public void SendGroupFullUpdate() 2205 public void SendGroupFullUpdate()
1826 { 2206 {
1827 if (IsDeleted) 2207 if (IsDeleted)
1828 return; 2208 return;
1829 2209
1830// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); 2210// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID);
1831 2211
1832 RootPart.SendFullUpdateToAllClients(); 2212 RootPart.SendFullUpdateToAllClients();
1833 2213
@@ -1991,6 +2371,7 @@ namespace OpenSim.Region.Framework.Scenes
1991 Quaternion oldRootRotation = linkPart.RotationOffset; 2371 Quaternion oldRootRotation = linkPart.RotationOffset;
1992 2372
1993 linkPart.OffsetPosition = linkPart.GroupPosition - AbsolutePosition; 2373 linkPart.OffsetPosition = linkPart.GroupPosition - AbsolutePosition;
2374 linkPart.ParentID = m_rootPart.LocalId;
1994 linkPart.GroupPosition = AbsolutePosition; 2375 linkPart.GroupPosition = AbsolutePosition;
1995 Vector3 axPos = linkPart.OffsetPosition; 2376 Vector3 axPos = linkPart.OffsetPosition;
1996 2377
@@ -2023,12 +2404,15 @@ namespace OpenSim.Region.Framework.Scenes
2023 part.LinkNum += objectGroup.PrimCount; 2404 part.LinkNum += objectGroup.PrimCount;
2024 } 2405 }
2025 } 2406 }
2407 }
2026 2408
2027 linkPart.LinkNum = 2; 2409 linkPart.LinkNum = 2;
2028 2410
2029 linkPart.SetParent(this); 2411 linkPart.SetParent(this);
2030 linkPart.CreateSelected = true; 2412 linkPart.CreateSelected = true;
2031 2413
2414 lock (m_parts.SyncRoot)
2415 {
2032 //if (linkPart.PhysActor != null) 2416 //if (linkPart.PhysActor != null)
2033 //{ 2417 //{
2034 // m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor); 2418 // m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor);
@@ -2186,6 +2570,7 @@ namespace OpenSim.Region.Framework.Scenes
2186 /// <param name="objectGroup"></param> 2570 /// <param name="objectGroup"></param>
2187 public virtual void DetachFromBackup() 2571 public virtual void DetachFromBackup()
2188 { 2572 {
2573 m_scene.SceneGraph.FireDetachFromBackup(this);
2189 if (m_isBackedUp && Scene != null) 2574 if (m_isBackedUp && Scene != null)
2190 m_scene.EventManager.OnBackup -= ProcessBackup; 2575 m_scene.EventManager.OnBackup -= ProcessBackup;
2191 2576
@@ -2204,7 +2589,8 @@ namespace OpenSim.Region.Framework.Scenes
2204 2589
2205 axPos *= parentRot; 2590 axPos *= parentRot;
2206 part.OffsetPosition = axPos; 2591 part.OffsetPosition = axPos;
2207 part.GroupPosition = oldGroupPosition + part.OffsetPosition; 2592 Vector3 newPos = oldGroupPosition + part.OffsetPosition;
2593 part.GroupPosition = newPos;
2208 part.OffsetPosition = Vector3.Zero; 2594 part.OffsetPosition = Vector3.Zero;
2209 part.RotationOffset = worldRot; 2595 part.RotationOffset = worldRot;
2210 2596
@@ -2215,7 +2601,7 @@ namespace OpenSim.Region.Framework.Scenes
2215 2601
2216 part.LinkNum = linkNum; 2602 part.LinkNum = linkNum;
2217 2603
2218 part.OffsetPosition = part.GroupPosition - AbsolutePosition; 2604 part.OffsetPosition = newPos - AbsolutePosition;
2219 2605
2220 Quaternion rootRotation = m_rootPart.RotationOffset; 2606 Quaternion rootRotation = m_rootPart.RotationOffset;
2221 2607
@@ -2225,7 +2611,7 @@ namespace OpenSim.Region.Framework.Scenes
2225 2611
2226 parentRot = m_rootPart.RotationOffset; 2612 parentRot = m_rootPart.RotationOffset;
2227 oldRot = part.RotationOffset; 2613 oldRot = part.RotationOffset;
2228 Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot; 2614 Quaternion newRot = Quaternion.Inverse(parentRot) * worldRot;
2229 part.RotationOffset = newRot; 2615 part.RotationOffset = newRot;
2230 } 2616 }
2231 2617
@@ -2472,8 +2858,12 @@ namespace OpenSim.Region.Framework.Scenes
2472 } 2858 }
2473 } 2859 }
2474 2860
2861 RootPart.UpdatePrimFlags(UsePhysics, IsTemporary, IsPhantom, SetVolumeDetect);
2475 for (int i = 0; i < parts.Length; i++) 2862 for (int i = 0; i < parts.Length; i++)
2476 parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect); 2863 {
2864 if (parts[i] != RootPart)
2865 parts[i].UpdatePrimFlags(UsePhysics, IsTemporary, IsPhantom, SetVolumeDetect);
2866 }
2477 } 2867 }
2478 } 2868 }
2479 2869
@@ -2486,6 +2876,17 @@ namespace OpenSim.Region.Framework.Scenes
2486 } 2876 }
2487 } 2877 }
2488 2878
2879
2880
2881 /// <summary>
2882 /// Gets the number of parts
2883 /// </summary>
2884 /// <returns></returns>
2885 public int GetPartCount()
2886 {
2887 return Parts.Count();
2888 }
2889
2489 /// <summary> 2890 /// <summary>
2490 /// Update the texture entry for this part 2891 /// Update the texture entry for this part
2491 /// </summary> 2892 /// </summary>
@@ -2542,7 +2943,6 @@ namespace OpenSim.Region.Framework.Scenes
2542 { 2943 {
2543// m_log.DebugFormat( 2944// m_log.DebugFormat(
2544// "[SCENE OBJECT GROUP]: Group resizing {0} {1} from {2} to {3}", Name, LocalId, RootPart.Scale, scale); 2945// "[SCENE OBJECT GROUP]: Group resizing {0} {1} from {2} to {3}", Name, LocalId, RootPart.Scale, scale);
2545
2546 RootPart.StoreUndoState(true); 2946 RootPart.StoreUndoState(true);
2547 2947
2548 scale.X = Math.Min(scale.X, Scene.m_maxNonphys); 2948 scale.X = Math.Min(scale.X, Scene.m_maxNonphys);
@@ -2643,7 +3043,6 @@ namespace OpenSim.Region.Framework.Scenes
2643 prevScale.X *= x; 3043 prevScale.X *= x;
2644 prevScale.Y *= y; 3044 prevScale.Y *= y;
2645 prevScale.Z *= z; 3045 prevScale.Z *= z;
2646
2647// RootPart.IgnoreUndoUpdate = true; 3046// RootPart.IgnoreUndoUpdate = true;
2648 RootPart.Resize(prevScale); 3047 RootPart.Resize(prevScale);
2649// RootPart.IgnoreUndoUpdate = false; 3048// RootPart.IgnoreUndoUpdate = false;
@@ -2674,7 +3073,9 @@ namespace OpenSim.Region.Framework.Scenes
2674 } 3073 }
2675 3074
2676// obPart.IgnoreUndoUpdate = false; 3075// obPart.IgnoreUndoUpdate = false;
2677// obPart.StoreUndoState(); 3076 HasGroupChanged = true;
3077 m_rootPart.TriggerScriptChangedEvent(Changed.SCALE);
3078 ScheduleGroupForTerseUpdate();
2678 } 3079 }
2679 3080
2680// m_log.DebugFormat( 3081// m_log.DebugFormat(
@@ -2734,9 +3135,9 @@ namespace OpenSim.Region.Framework.Scenes
2734 { 3135 {
2735 SceneObjectPart part = GetChildPart(localID); 3136 SceneObjectPart part = GetChildPart(localID);
2736 3137
2737// SceneObjectPart[] parts = m_parts.GetArray(); 3138 SceneObjectPart[] parts = m_parts.GetArray();
2738// for (int i = 0; i < parts.Length; i++) 3139 for (int i = 0; i < parts.Length; i++)
2739// parts[i].StoreUndoState(); 3140 parts[i].StoreUndoState();
2740 3141
2741 if (part != null) 3142 if (part != null)
2742 { 3143 {
@@ -2792,10 +3193,27 @@ namespace OpenSim.Region.Framework.Scenes
2792 obPart.OffsetPosition = obPart.OffsetPosition + diff; 3193 obPart.OffsetPosition = obPart.OffsetPosition + diff;
2793 } 3194 }
2794 3195
2795 AbsolutePosition = newPos; 3196 //We have to set undoing here because otherwise an undo state will be saved
3197 if (!m_rootPart.Undoing)
3198 {
3199 m_rootPart.Undoing = true;
3200 AbsolutePosition = newPos;
3201 m_rootPart.Undoing = false;
3202 }
3203 else
3204 {
3205 AbsolutePosition = newPos;
3206 }
2796 3207
2797 HasGroupChanged = true; 3208 HasGroupChanged = true;
2798 ScheduleGroupForTerseUpdate(); 3209 if (m_rootPart.Undoing)
3210 {
3211 ScheduleGroupForFullUpdate();
3212 }
3213 else
3214 {
3215 ScheduleGroupForTerseUpdate();
3216 }
2799 } 3217 }
2800 3218
2801 public void OffsetForNewRegion(Vector3 offset) 3219 public void OffsetForNewRegion(Vector3 offset)
@@ -2877,10 +3295,7 @@ namespace OpenSim.Region.Framework.Scenes
2877 public void UpdateSingleRotation(Quaternion rot, uint localID) 3295 public void UpdateSingleRotation(Quaternion rot, uint localID)
2878 { 3296 {
2879 SceneObjectPart part = GetChildPart(localID); 3297 SceneObjectPart part = GetChildPart(localID);
2880
2881 SceneObjectPart[] parts = m_parts.GetArray(); 3298 SceneObjectPart[] parts = m_parts.GetArray();
2882 for (int i = 0; i < parts.Length; i++)
2883 parts[i].StoreUndoState();
2884 3299
2885 if (part != null) 3300 if (part != null)
2886 { 3301 {
@@ -2918,7 +3333,16 @@ namespace OpenSim.Region.Framework.Scenes
2918 if (part.UUID == m_rootPart.UUID) 3333 if (part.UUID == m_rootPart.UUID)
2919 { 3334 {
2920 UpdateRootRotation(rot); 3335 UpdateRootRotation(rot);
2921 AbsolutePosition = pos; 3336 if (!m_rootPart.Undoing)
3337 {
3338 m_rootPart.Undoing = true;
3339 AbsolutePosition = pos;
3340 m_rootPart.Undoing = false;
3341 }
3342 else
3343 {
3344 AbsolutePosition = pos;
3345 }
2922 } 3346 }
2923 else 3347 else
2924 { 3348 {
@@ -2942,9 +3366,10 @@ namespace OpenSim.Region.Framework.Scenes
2942 3366
2943 Quaternion axRot = rot; 3367 Quaternion axRot = rot;
2944 Quaternion oldParentRot = m_rootPart.RotationOffset; 3368 Quaternion oldParentRot = m_rootPart.RotationOffset;
2945
2946 m_rootPart.StoreUndoState(); 3369 m_rootPart.StoreUndoState();
2947 m_rootPart.UpdateRotation(rot); 3370
3371 //Don't use UpdateRotation because it schedules an update prematurely
3372 m_rootPart.RotationOffset = rot;
2948 if (m_rootPart.PhysActor != null) 3373 if (m_rootPart.PhysActor != null)
2949 { 3374 {
2950 m_rootPart.PhysActor.Orientation = m_rootPart.RotationOffset; 3375 m_rootPart.PhysActor.Orientation = m_rootPart.RotationOffset;
@@ -2958,15 +3383,18 @@ namespace OpenSim.Region.Framework.Scenes
2958 if (prim.UUID != m_rootPart.UUID) 3383 if (prim.UUID != m_rootPart.UUID)
2959 { 3384 {
2960 prim.IgnoreUndoUpdate = true; 3385 prim.IgnoreUndoUpdate = true;
3386
3387 Quaternion NewRot = oldParentRot * prim.RotationOffset;
3388 NewRot = Quaternion.Inverse(axRot) * NewRot;
3389 prim.RotationOffset = NewRot;
3390
2961 Vector3 axPos = prim.OffsetPosition; 3391 Vector3 axPos = prim.OffsetPosition;
3392
2962 axPos *= oldParentRot; 3393 axPos *= oldParentRot;
2963 axPos *= Quaternion.Inverse(axRot); 3394 axPos *= Quaternion.Inverse(axRot);
2964 prim.OffsetPosition = axPos; 3395 prim.OffsetPosition = axPos;
2965 Quaternion primsRot = prim.RotationOffset; 3396
2966 Quaternion newRot = primsRot * oldParentRot; 3397 prim.IgnoreUndoUpdate = false;
2967 newRot *= Quaternion.Inverse(axRot);
2968 prim.RotationOffset = newRot;
2969 prim.ScheduleTerseUpdate();
2970 prim.IgnoreUndoUpdate = false; 3398 prim.IgnoreUndoUpdate = false;
2971 } 3399 }
2972 } 3400 }
@@ -2980,8 +3408,8 @@ namespace OpenSim.Region.Framework.Scenes
2980//// childpart.StoreUndoState(); 3408//// childpart.StoreUndoState();
2981// } 3409// }
2982// } 3410// }
2983 3411 HasGroupChanged = true;
2984 m_rootPart.ScheduleTerseUpdate(); 3412 ScheduleGroupForFullUpdate();
2985 3413
2986// m_log.DebugFormat( 3414// m_log.DebugFormat(
2987// "[SCENE OBJECT GROUP]: Updated root rotation of {0} {1} to {2}", 3415// "[SCENE OBJECT GROUP]: Updated root rotation of {0} {1} to {2}",
@@ -3209,7 +3637,6 @@ namespace OpenSim.Region.Framework.Scenes
3209 public float GetMass() 3637 public float GetMass()
3210 { 3638 {
3211 float retmass = 0f; 3639 float retmass = 0f;
3212
3213 SceneObjectPart[] parts = m_parts.GetArray(); 3640 SceneObjectPart[] parts = m_parts.GetArray();
3214 for (int i = 0; i < parts.Length; i++) 3641 for (int i = 0; i < parts.Length; i++)
3215 retmass += parts[i].GetMass(); 3642 retmass += parts[i].GetMass();
@@ -3303,6 +3730,14 @@ namespace OpenSim.Region.Framework.Scenes
3303 SetFromItemID(uuid); 3730 SetFromItemID(uuid);
3304 } 3731 }
3305 3732
3733 public void ResetOwnerChangeFlag()
3734 {
3735 ForEachPart(delegate(SceneObjectPart part)
3736 {
3737 part.ResetOwnerChangeFlag();
3738 });
3739 }
3740
3306 #endregion 3741 #endregion
3307 } 3742 }
3308} 3743}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index c25c3b4..c1097e4 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.
@@ -177,6 +178,15 @@ namespace OpenSim.Region.Framework.Scenes
177 178
178 public UUID FromFolderID; 179 public UUID FromFolderID;
179 180
181 // The following two are to hold the attachment data
182 // while an object is inworld
183 [XmlIgnore]
184 public byte AttachPoint = 0;
185
186 [XmlIgnore]
187 public Vector3 AttachOffset = Vector3.Zero;
188
189 [XmlIgnore]
180 public int STATUS_ROTATE_X; 190 public int STATUS_ROTATE_X;
181 191
182 public int STATUS_ROTATE_Y; 192 public int STATUS_ROTATE_Y;
@@ -246,6 +256,7 @@ namespace OpenSim.Region.Framework.Scenes
246 private Quaternion m_sitTargetOrientation = Quaternion.Identity; 256 private Quaternion m_sitTargetOrientation = Quaternion.Identity;
247 private Vector3 m_sitTargetPosition; 257 private Vector3 m_sitTargetPosition;
248 private string m_sitAnimation = "SIT"; 258 private string m_sitAnimation = "SIT";
259 private bool m_occupied; // KF if any av is sitting on this prim
249 private string m_text = String.Empty; 260 private string m_text = String.Empty;
250 private string m_touchName = String.Empty; 261 private string m_touchName = String.Empty;
251 private readonly Stack<UndoState> m_undo = new Stack<UndoState>(5); 262 private readonly Stack<UndoState> m_undo = new Stack<UndoState>(5);
@@ -289,6 +300,7 @@ namespace OpenSim.Region.Framework.Scenes
289 protected Vector3 m_lastAcceleration; 300 protected Vector3 m_lastAcceleration;
290 protected Vector3 m_lastAngularVelocity; 301 protected Vector3 m_lastAngularVelocity;
291 protected int m_lastTerseSent; 302 protected int m_lastTerseSent;
303 protected float m_buoyancy = 0.0f;
292 304
293 /// <summary> 305 /// <summary>
294 /// Stores media texture data 306 /// Stores media texture data
@@ -341,7 +353,7 @@ namespace OpenSim.Region.Framework.Scenes
341 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, 353 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition,
342 Quaternion rotationOffset, Vector3 offsetPosition) 354 Quaternion rotationOffset, Vector3 offsetPosition)
343 { 355 {
344 m_name = "Primitive"; 356 m_name = "Object";
345 357
346 Rezzed = DateTime.UtcNow; 358 Rezzed = DateTime.UtcNow;
347 _creationDate = (int)Utils.DateTimeToUnixTime(Rezzed); 359 _creationDate = (int)Utils.DateTimeToUnixTime(Rezzed);
@@ -396,7 +408,7 @@ namespace OpenSim.Region.Framework.Scenes
396 private uint _ownerMask = (uint)PermissionMask.All; 408 private uint _ownerMask = (uint)PermissionMask.All;
397 private uint _groupMask = (uint)PermissionMask.None; 409 private uint _groupMask = (uint)PermissionMask.None;
398 private uint _everyoneMask = (uint)PermissionMask.None; 410 private uint _everyoneMask = (uint)PermissionMask.None;
399 private uint _nextOwnerMask = (uint)PermissionMask.All; 411 private uint _nextOwnerMask = (uint)(PermissionMask.Move | PermissionMask.Modify | PermissionMask.Transfer);
400 private PrimFlags _flags = PrimFlags.None; 412 private PrimFlags _flags = PrimFlags.None;
401 private DateTime m_expires; 413 private DateTime m_expires;
402 private DateTime m_rezzed; 414 private DateTime m_rezzed;
@@ -495,12 +507,16 @@ namespace OpenSim.Region.Framework.Scenes
495 } 507 }
496 508
497 /// <value> 509 /// <value>
498 /// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes 510 /// Get the inventory list
499 /// </value> 511 /// </value>
500 public TaskInventoryDictionary TaskInventory 512 public TaskInventoryDictionary TaskInventory
501 { 513 {
502 get { return m_inventory.Items; } 514 get {
503 set { m_inventory.Items = value; } 515 return m_inventory.Items;
516 }
517 set {
518 m_inventory.Items = value;
519 }
504 } 520 }
505 521
506 /// <summary> 522 /// <summary>
@@ -641,14 +657,12 @@ namespace OpenSim.Region.Framework.Scenes
641 set { m_LoopSoundSlavePrims = value; } 657 set { m_LoopSoundSlavePrims = value; }
642 } 658 }
643 659
644
645 public Byte[] TextureAnimation 660 public Byte[] TextureAnimation
646 { 661 {
647 get { return m_TextureAnimation; } 662 get { return m_TextureAnimation; }
648 set { m_TextureAnimation = value; } 663 set { m_TextureAnimation = value; }
649 } 664 }
650 665
651
652 public Byte[] ParticleSystem 666 public Byte[] ParticleSystem
653 { 667 {
654 get { return m_particleSystem; } 668 get { return m_particleSystem; }
@@ -685,9 +699,11 @@ namespace OpenSim.Region.Framework.Scenes
685 { 699 {
686 // If this is a linkset, we don't want the physics engine mucking up our group position here. 700 // If this is a linkset, we don't want the physics engine mucking up our group position here.
687 PhysicsActor actor = PhysActor; 701 PhysicsActor actor = PhysActor;
688 if (actor != null && _parentID == 0) 702 if (_parentID == 0)
689 { 703 {
690 m_groupPosition = actor.Position; 704 if (actor != null)
705 m_groupPosition = actor.Position;
706 return m_groupPosition;
691 } 707 }
692 708
693 if (m_parentGroup.IsAttachment) 709 if (m_parentGroup.IsAttachment)
@@ -697,12 +713,14 @@ namespace OpenSim.Region.Framework.Scenes
697 return sp.AbsolutePosition; 713 return sp.AbsolutePosition;
698 } 714 }
699 715
716 // use root prim's group position. Physics may have updated it
717 if (ParentGroup.RootPart != this)
718 m_groupPosition = ParentGroup.RootPart.GroupPosition;
700 return m_groupPosition; 719 return m_groupPosition;
701 } 720 }
702 set 721 set
703 { 722 {
704 m_groupPosition = value; 723 m_groupPosition = value;
705
706 PhysicsActor actor = PhysActor; 724 PhysicsActor actor = PhysActor;
707 if (actor != null) 725 if (actor != null)
708 { 726 {
@@ -722,22 +740,13 @@ namespace OpenSim.Region.Framework.Scenes
722 740
723 // Tell the physics engines that this prim changed. 741 // Tell the physics engines that this prim changed.
724 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 742 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
743
725 } 744 }
726 catch (Exception e) 745 catch (Exception e)
727 { 746 {
728 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message); 747 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message);
729 } 748 }
730 } 749 }
731
732 // TODO if we decide to do sitting in a more SL compatible way (multiple avatars per prim), this has to be fixed, too
733 if (m_sitTargetAvatar != UUID.Zero)
734 {
735 ScenePresence avatar;
736 if (m_parentGroup.Scene.TryGetScenePresence(m_sitTargetAvatar, out avatar))
737 {
738 avatar.ParentPosition = GetWorldPosition();
739 }
740 }
741 } 750 }
742 } 751 }
743 752
@@ -746,7 +755,7 @@ namespace OpenSim.Region.Framework.Scenes
746 get { return m_offsetPosition; } 755 get { return m_offsetPosition; }
747 set 756 set
748 { 757 {
749// StoreUndoState(); 758 Vector3 oldpos = m_offsetPosition;
750 m_offsetPosition = value; 759 m_offsetPosition = value;
751 760
752 if (ParentGroup != null && !ParentGroup.IsDeleted) 761 if (ParentGroup != null && !ParentGroup.IsDeleted)
@@ -761,7 +770,22 @@ namespace OpenSim.Region.Framework.Scenes
761 if (m_parentGroup.Scene != null) 770 if (m_parentGroup.Scene != null)
762 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 771 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
763 } 772 }
773
774 if (!m_parentGroup.m_dupeInProgress)
775 {
776 List<ScenePresence> avs = ParentGroup.GetLinkedAvatars();
777 foreach (ScenePresence av in avs)
778 {
779 if (av.ParentID == m_localId)
780 {
781 Vector3 offset = (m_offsetPosition - oldpos);
782 av.AbsolutePosition += offset;
783 av.SendAvatarDataToAllAgents();
784 }
785 }
786 }
764 } 787 }
788 TriggerScriptChangedEvent(Changed.POSITION);
765 } 789 }
766 } 790 }
767 791
@@ -888,7 +912,16 @@ namespace OpenSim.Region.Framework.Scenes
888 /// <summary></summary> 912 /// <summary></summary>
889 public Vector3 Acceleration 913 public Vector3 Acceleration
890 { 914 {
891 get { return m_acceleration; } 915 get
916 {
917 PhysicsActor actor = PhysActor;
918 if (actor != null)
919 {
920 m_acceleration = actor.Acceleration;
921 }
922 return m_acceleration;
923 }
924
892 set { m_acceleration = value; } 925 set { m_acceleration = value; }
893 } 926 }
894 927
@@ -1219,6 +1252,13 @@ namespace OpenSim.Region.Framework.Scenes
1219 _flags = value; 1252 _flags = value;
1220 } 1253 }
1221 } 1254 }
1255
1256 [XmlIgnore]
1257 public bool IsOccupied // KF If an av is sittingon this prim
1258 {
1259 get { return m_occupied; }
1260 set { m_occupied = value; }
1261 }
1222 1262
1223 /// <summary> 1263 /// <summary>
1224 /// ID of the avatar that is sat on us. If there is no such avatar then is UUID.Zero 1264 /// ID of the avatar that is sat on us. If there is no such avatar then is UUID.Zero
@@ -1278,6 +1318,19 @@ namespace OpenSim.Region.Framework.Scenes
1278 set { m_collisionSoundVolume = value; } 1318 set { m_collisionSoundVolume = value; }
1279 } 1319 }
1280 1320
1321 public float Buoyancy
1322 {
1323 get { return m_buoyancy; }
1324 set
1325 {
1326 m_buoyancy = value;
1327 if (PhysActor != null)
1328 {
1329 PhysActor.Buoyancy = value;
1330 }
1331 }
1332 }
1333
1281 #endregion Public Properties with only Get 1334 #endregion Public Properties with only Get
1282 1335
1283 private uint ApplyMask(uint val, bool set, uint mask) 1336 private uint ApplyMask(uint val, bool set, uint mask)
@@ -1650,6 +1703,9 @@ namespace OpenSim.Region.Framework.Scenes
1650 1703
1651 // Move afterwards ResetIDs as it clears the localID 1704 // Move afterwards ResetIDs as it clears the localID
1652 dupe.LocalId = localID; 1705 dupe.LocalId = localID;
1706 if(dupe.PhysActor != null)
1707 dupe.PhysActor.LocalID = localID;
1708
1653 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated. 1709 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated.
1654 dupe._lastOwnerID = OwnerID; 1710 dupe._lastOwnerID = OwnerID;
1655 1711
@@ -2011,19 +2067,17 @@ namespace OpenSim.Region.Framework.Scenes
2011 public Vector3 GetWorldPosition() 2067 public Vector3 GetWorldPosition()
2012 { 2068 {
2013 Quaternion parentRot = ParentGroup.RootPart.RotationOffset; 2069 Quaternion parentRot = ParentGroup.RootPart.RotationOffset;
2014
2015 Vector3 axPos = OffsetPosition; 2070 Vector3 axPos = OffsetPosition;
2016
2017 axPos *= parentRot; 2071 axPos *= parentRot;
2018 Vector3 translationOffsetPosition = axPos; 2072 Vector3 translationOffsetPosition = axPos;
2019 2073 if(_parentID == 0)
2020// m_log.DebugFormat("[SCENE OBJECT PART]: Found group pos {0} for part {1}", GroupPosition, Name); 2074 {
2021 2075 return GroupPosition;
2022 Vector3 worldPos = GroupPosition + translationOffsetPosition; 2076 }
2023 2077 else
2024// m_log.DebugFormat("[SCENE OBJECT PART]: Found world pos {0} for part {1}", worldPos, Name); 2078 {
2025 2079 return ParentGroup.AbsolutePosition + translationOffsetPosition; //KF: Fix child prim position
2026 return worldPos; 2080 }
2027 } 2081 }
2028 2082
2029 /// <summary> 2083 /// <summary>
@@ -2663,17 +2717,18 @@ namespace OpenSim.Region.Framework.Scenes
2663 //Trys to fetch sound id from prim's inventory. 2717 //Trys to fetch sound id from prim's inventory.
2664 //Prim's inventory doesn't support non script items yet 2718 //Prim's inventory doesn't support non script items yet
2665 2719
2666 lock (TaskInventory) 2720 TaskInventory.LockItemsForRead(true);
2721
2722 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
2667 { 2723 {
2668 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 2724 if (item.Value.Name == sound)
2669 { 2725 {
2670 if (item.Value.Name == sound) 2726 soundID = item.Value.ItemID;
2671 { 2727 break;
2672 soundID = item.Value.ItemID;
2673 break;
2674 }
2675 } 2728 }
2676 } 2729 }
2730
2731 TaskInventory.LockItemsForRead(false);
2677 } 2732 }
2678 2733
2679 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence sp) 2734 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence sp)
@@ -2758,7 +2813,7 @@ namespace OpenSim.Region.Framework.Scenes
2758 2813
2759 public void RotLookAt(Quaternion target, float strength, float damping) 2814 public void RotLookAt(Quaternion target, float strength, float damping)
2760 { 2815 {
2761 rotLookAt(target, strength, damping); 2816 m_parentGroup.rotLookAt(target, strength, damping); // This calls method in SceneObjectGroup.
2762 } 2817 }
2763 2818
2764 public void rotLookAt(Quaternion target, float strength, float damping) 2819 public void rotLookAt(Quaternion target, float strength, float damping)
@@ -3004,8 +3059,8 @@ namespace OpenSim.Region.Framework.Scenes
3004 { 3059 {
3005 const float ROTATION_TOLERANCE = 0.01f; 3060 const float ROTATION_TOLERANCE = 0.01f;
3006 const float VELOCITY_TOLERANCE = 0.001f; 3061 const float VELOCITY_TOLERANCE = 0.001f;
3007 const float POSITION_TOLERANCE = 0.05f; 3062 const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary
3008 const int TIME_MS_TOLERANCE = 3000; 3063 const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds.
3009 3064
3010 if (m_updateFlag == 1) 3065 if (m_updateFlag == 1)
3011 { 3066 {
@@ -3019,7 +3074,7 @@ namespace OpenSim.Region.Framework.Scenes
3019 Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE) 3074 Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE)
3020 { 3075 {
3021 AddTerseUpdateToAllAvatars(); 3076 AddTerseUpdateToAllAvatars();
3022 ClearUpdateSchedule(); 3077
3023 3078
3024 // This causes the Scene to 'poll' physical objects every couple of frames 3079 // This causes the Scene to 'poll' physical objects every couple of frames
3025 // bad, so it's been replaced by an event driven method. 3080 // bad, so it's been replaced by an event driven method.
@@ -3037,16 +3092,18 @@ namespace OpenSim.Region.Framework.Scenes
3037 m_lastAngularVelocity = AngularVelocity; 3092 m_lastAngularVelocity = AngularVelocity;
3038 m_lastTerseSent = Environment.TickCount; 3093 m_lastTerseSent = Environment.TickCount;
3039 } 3094 }
3095 //Moved this outside of the if clause so updates don't get blocked.. *sigh*
3096 m_updateFlag = 0; //Why were we calling a function to do this? Inefficient! *screams*
3040 } 3097 }
3041 else 3098 else
3042 { 3099 {
3043 if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes 3100 if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes
3044 { 3101 {
3045 AddFullUpdateToAllAvatars(); 3102 AddFullUpdateToAllAvatars();
3046 ClearUpdateSchedule(); 3103 m_updateFlag = 0; //Same here
3047 } 3104 }
3048 } 3105 }
3049 ClearUpdateSchedule(); 3106 m_updateFlag = 0;
3050 } 3107 }
3051 3108
3052 /// <summary> 3109 /// <summary>
@@ -3074,17 +3131,16 @@ namespace OpenSim.Region.Framework.Scenes
3074 if (!UUID.TryParse(sound, out soundID)) 3131 if (!UUID.TryParse(sound, out soundID))
3075 { 3132 {
3076 // search sound file from inventory 3133 // search sound file from inventory
3077 lock (TaskInventory) 3134 TaskInventory.LockItemsForRead(true);
3135 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
3078 { 3136 {
3079 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 3137 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound)
3080 { 3138 {
3081 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound) 3139 soundID = item.Value.ItemID;
3082 { 3140 break;
3083 soundID = item.Value.ItemID;
3084 break;
3085 }
3086 } 3141 }
3087 } 3142 }
3143 TaskInventory.LockItemsForRead(false);
3088 } 3144 }
3089 3145
3090 if (soundID == UUID.Zero) 3146 if (soundID == UUID.Zero)
@@ -3495,7 +3551,7 @@ namespace OpenSim.Region.Framework.Scenes
3495 3551
3496 public void StopLookAt() 3552 public void StopLookAt()
3497 { 3553 {
3498 m_parentGroup.stopLookAt(); 3554 m_parentGroup.stopLookAt(); // This calls method in SceneObjectGroup.
3499 3555
3500 m_parentGroup.ScheduleGroupForTerseUpdate(); 3556 m_parentGroup.ScheduleGroupForTerseUpdate();
3501 } 3557 }
@@ -3546,45 +3602,45 @@ namespace OpenSim.Region.Framework.Scenes
3546 // TODO: May need to fix for group comparison 3602 // TODO: May need to fix for group comparison
3547 if (last.Compare(this)) 3603 if (last.Compare(this))
3548 { 3604 {
3549 // m_log.DebugFormat( 3605 // m_log.DebugFormat(
3550 // "[SCENE OBJECT PART]: Not storing undo for {0} {1} since current state is same as last undo state, initial stack size {2}", 3606 // "[SCENE OBJECT PART]: Not storing undo for {0} {1} since current state is same as last undo state, initial stack size {2}",
3551 // Name, LocalId, m_undo.Count); 3607 // Name, LocalId, m_undo.Count);
3552 3608
3553 return; 3609 return;
3554 } 3610 }
3555 } 3611 }
3556 } 3612 }
3557 3613
3558 // m_log.DebugFormat( 3614 // m_log.DebugFormat(
3559 // "[SCENE OBJECT PART]: Storing undo state for {0} {1}, forGroup {2}, initial stack size {3}", 3615 // "[SCENE OBJECT PART]: Storing undo state for {0} {1}, forGroup {2}, initial stack size {3}",
3560 // Name, LocalId, forGroup, m_undo.Count); 3616 // Name, LocalId, forGroup, m_undo.Count);
3561 3617
3562 if (m_parentGroup.GetSceneMaxUndo() > 0) 3618 if (m_parentGroup.GetSceneMaxUndo() > 0)
3563 { 3619 {
3564 UndoState nUndo = new UndoState(this, forGroup); 3620 UndoState nUndo = new UndoState(this, forGroup);
3565 3621
3566 m_undo.Push(nUndo); 3622 m_undo.Push(nUndo);
3567 3623
3568 if (m_redo.Count > 0) 3624 if (m_redo.Count > 0)
3569 m_redo.Clear(); 3625 m_redo.Clear();
3570 3626
3571 // m_log.DebugFormat( 3627 // m_log.DebugFormat(
3572 // "[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}", 3628 // "[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}",
3573 // Name, LocalId, forGroup, m_undo.Count); 3629 // Name, LocalId, forGroup, m_undo.Count);
3574 } 3630 }
3575 } 3631 }
3576 } 3632 }
3577 } 3633 }
3578// else 3634 // else
3579// { 3635 // {
3580// m_log.DebugFormat("[SCENE OBJECT PART]: Ignoring undo store for {0} {1}", Name, LocalId); 3636 // m_log.DebugFormat("[SCENE OBJECT PART]: Ignoring undo store for {0} {1}", Name, LocalId);
3581// } 3637 // }
3582 } 3638 }
3583// else 3639 // else
3584// { 3640 // {
3585// m_log.DebugFormat( 3641 // m_log.DebugFormat(
3586// "[SCENE OBJECT PART]: Ignoring undo store for {0} {1} since already undoing", Name, LocalId); 3642 // "[SCENE OBJECT PART]: Ignoring undo store for {0} {1} since already undoing", Name, LocalId);
3587// } 3643 // }
3588 } 3644 }
3589 3645
3590 /// <summary> 3646 /// <summary>
@@ -4631,8 +4687,9 @@ namespace OpenSim.Region.Framework.Scenes
4631 { 4687 {
4632 m_shape.TextureEntry = textureEntry; 4688 m_shape.TextureEntry = textureEntry;
4633 TriggerScriptChangedEvent(Changed.TEXTURE); 4689 TriggerScriptChangedEvent(Changed.TEXTURE);
4634 4690 m_updateFlag = 1;
4635 ParentGroup.HasGroupChanged = true; 4691 ParentGroup.HasGroupChanged = true;
4692
4636 //This is madness.. 4693 //This is madness..
4637 //ParentGroup.ScheduleGroupForFullUpdate(); 4694 //ParentGroup.ScheduleGroupForFullUpdate();
4638 //This is sparta 4695 //This is sparta
@@ -4829,5 +4886,17 @@ namespace OpenSim.Region.Framework.Scenes
4829 Color color = Color; 4886 Color color = Color;
4830 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); 4887 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A));
4831 } 4888 }
4889
4890 public void ResetOwnerChangeFlag()
4891 {
4892 List<UUID> inv = Inventory.GetInventoryList();
4893
4894 foreach (UUID itemID in inv)
4895 {
4896 TaskInventoryItem item = Inventory.GetInventoryItem(itemID);
4897 item.OwnerChanged = false;
4898 Inventory.UpdateInventoryItem(item, false, false);
4899 }
4900 }
4832 } 4901 }
4833} 4902}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
index 9446741..4edc220 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 }
217 } 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 }
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)
@@ -257,9 +307,18 @@ namespace OpenSim.Region.Framework.Scenes
257 /// </param> 307 /// </param>
258 public void RemoveScriptInstances(bool sceneObjectBeingDeleted) 308 public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
259 { 309 {
260 List<TaskInventoryItem> scripts = GetInventoryScripts(); 310 Items.LockItemsForRead(true);
261 foreach (TaskInventoryItem item in scripts) 311 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
262 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted); 312 Items.LockItemsForRead(false);
313
314 foreach (TaskInventoryItem item in items)
315 {
316 if ((int)InventoryType.LSL == item.InvType)
317 {
318 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted);
319 m_part.RemoveScriptEvents(item.ItemID);
320 }
321 }
263 } 322 }
264 323
265 /// <summary> 324 /// <summary>
@@ -275,7 +334,10 @@ namespace OpenSim.Region.Framework.Scenes
275 // item.Name, item.ItemID, Name, UUID); 334 // item.Name, item.ItemID, Name, UUID);
276 335
277 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID)) 336 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID))
337 {
338 StoreScriptError(item.ItemID, "no permission");
278 return; 339 return;
340 }
279 341
280 m_part.AddFlag(PrimFlags.Scripted); 342 m_part.AddFlag(PrimFlags.Scripted);
281 343
@@ -284,14 +346,13 @@ namespace OpenSim.Region.Framework.Scenes
284 if (stateSource == 2 && // Prim crossing 346 if (stateSource == 2 && // Prim crossing
285 m_part.ParentGroup.Scene.m_trustBinaries) 347 m_part.ParentGroup.Scene.m_trustBinaries)
286 { 348 {
287 lock (m_items) 349 m_items.LockItemsForWrite(true);
288 { 350 m_items[item.ItemID].PermsMask = 0;
289 m_items[item.ItemID].PermsMask = 0; 351 m_items[item.ItemID].PermsGranter = UUID.Zero;
290 m_items[item.ItemID].PermsGranter = UUID.Zero; 352 m_items.LockItemsForWrite(false);
291 }
292
293 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 353 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
294 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource); 354 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource);
355 StoreScriptErrors(item.ItemID, null);
295 m_part.ParentGroup.AddActiveScriptCount(1); 356 m_part.ParentGroup.AddActiveScriptCount(1);
296 m_part.ScheduleFullUpdate(); 357 m_part.ScheduleFullUpdate();
297 return; 358 return;
@@ -300,6 +361,8 @@ namespace OpenSim.Region.Framework.Scenes
300 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString()); 361 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString());
301 if (null == asset) 362 if (null == asset)
302 { 363 {
364 string msg = String.Format("asset ID {0} could not be found", item.AssetID);
365 StoreScriptError(item.ItemID, msg);
303 m_log.ErrorFormat( 366 m_log.ErrorFormat(
304 "[PRIM INVENTORY]: " + 367 "[PRIM INVENTORY]: " +
305 "Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found", 368 "Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found",
@@ -311,15 +374,20 @@ namespace OpenSim.Region.Framework.Scenes
311 if (m_part.ParentGroup.m_savedScriptState != null) 374 if (m_part.ParentGroup.m_savedScriptState != null)
312 RestoreSavedScriptState(item.OldItemID, item.ItemID); 375 RestoreSavedScriptState(item.OldItemID, item.ItemID);
313 376
314 lock (m_items) 377 m_items.LockItemsForWrite(true);
315 { 378
316 m_items[item.ItemID].PermsMask = 0; 379 m_items[item.ItemID].PermsMask = 0;
317 m_items[item.ItemID].PermsGranter = UUID.Zero; 380 m_items[item.ItemID].PermsGranter = UUID.Zero;
318 } 381
382 m_items.LockItemsForWrite(false);
319 383
320 string script = Utils.BytesToString(asset.Data); 384 string script = Utils.BytesToString(asset.Data);
321 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 385 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
322 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource); 386 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource);
387 StoreScriptErrors(item.ItemID, null);
388 if (!item.ScriptRunning)
389 m_part.ParentGroup.Scene.EventManager.TriggerStopScript(
390 m_part.LocalId, item.ItemID);
323 m_part.ParentGroup.AddActiveScriptCount(1); 391 m_part.ParentGroup.AddActiveScriptCount(1);
324 m_part.ScheduleFullUpdate(); 392 m_part.ScheduleFullUpdate();
325 } 393 }
@@ -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 +995,124 @@ 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 return;
1037 }
1038
1039 if (!changed)
1040 {
1041 if (m_inventoryFileData.Length > 2)
801 { 1042 {
802 foreach (TaskInventoryItem item in m_items.Values) 1043 xferManager.AddNewFile(m_inventoryFileName,
803 { 1044 m_inventoryFileData);
804// m_log.DebugFormat( 1045 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
805// "[PRIM INVENTORY]: Adding item {0} {1} for serial {2} on prim {3} {4} {5}", 1046 Util.StringToBytes256(m_inventoryFileName));
806// item.Name, item.ItemID, m_inventorySerial, m_part.Name, m_part.UUID, m_part.LocalId);
807 1047
808 UUID ownerID = item.OwnerID; 1048 Items.LockItemsForRead(false);
809 uint everyoneMask = 0; 1049 return;
810 uint baseMask = item.BasePermissions; 1050 }
811 uint ownerMask = item.CurrentPermissions; 1051 }
812 uint groupMask = item.GroupPermissions;
813 1052
814 invString.AddItemStart(); 1053 m_inventoryPrivileged = includeAssets;
815 invString.AddNameValueLine("item_id", item.ItemID.ToString());
816 invString.AddNameValueLine("parent_id", m_part.UUID.ToString());
817 1054
818 invString.AddPermissionsStart(); 1055 foreach (TaskInventoryItem item in m_items.Values)
1056 {
1057 UUID ownerID = item.OwnerID;
1058 uint everyoneMask = 0;
1059 uint baseMask = item.BasePermissions;
1060 uint ownerMask = item.CurrentPermissions;
1061 uint groupMask = item.GroupPermissions;
819 1062
820 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask)); 1063 invString.AddItemStart();
821 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask)); 1064 invString.AddNameValueLine("item_id", item.ItemID.ToString());
822 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(groupMask)); 1065 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 1066
826 invString.AddNameValueLine("creator_id", item.CreatorID.ToString()); 1067 invString.AddPermissionsStart();
827 invString.AddNameValueLine("owner_id", ownerID.ToString());
828 1068
829 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString()); 1069 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask));
1070 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask));
1071 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(groupMask));
1072 invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask));
1073 invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions));
830 1074
831 invString.AddNameValueLine("group_id", item.GroupID.ToString()); 1075 invString.AddNameValueLine("creator_id", item.CreatorID.ToString());
832 invString.AddSectionEnd(); 1076 invString.AddNameValueLine("owner_id", ownerID.ToString());
833 1077
834 invString.AddNameValueLine("asset_id", item.AssetID.ToString()); 1078 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString());
835 invString.AddNameValueLine("type", TaskInventoryItem.Types[item.Type]);
836 invString.AddNameValueLine("inv_type", TaskInventoryItem.InvTypes[item.InvType]);
837 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags));
838 1079
839 invString.AddSaleStart(); 1080 invString.AddNameValueLine("group_id", item.GroupID.ToString());
840 invString.AddNameValueLine("sale_type", "not"); 1081 invString.AddSectionEnd();
841 invString.AddNameValueLine("sale_price", "0");
842 invString.AddSectionEnd();
843 1082
844 invString.AddNameValueLine("name", item.Name + "|"); 1083 if (includeAssets)
845 invString.AddNameValueLine("desc", item.Description + "|"); 1084 invString.AddNameValueLine("asset_id", item.AssetID.ToString());
1085 else
1086 invString.AddNameValueLine("asset_id", UUID.Zero.ToString());
1087 invString.AddNameValueLine("type", TaskInventoryItem.Types[item.Type]);
1088 invString.AddNameValueLine("inv_type", TaskInventoryItem.InvTypes[item.InvType]);
1089 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags));
846 1090
847 invString.AddNameValueLine("creation_date", item.CreationDate.ToString()); 1091 invString.AddSaleStart();
848 invString.AddSectionEnd(); 1092 invString.AddNameValueLine("sale_type", "not");
849 } 1093 invString.AddNameValueLine("sale_price", "0");
850 } 1094 invString.AddSectionEnd();
851 1095
852 m_inventoryFileData = Utils.StringToBytes(invString.BuildString); 1096 invString.AddNameValueLine("name", item.Name + "|");
1097 invString.AddNameValueLine("desc", item.Description + "|");
853 1098
854 return true; 1099 invString.AddNameValueLine("creation_date", item.CreationDate.ToString());
1100 invString.AddSectionEnd();
855 } 1101 }
856 1102
857 // No need to recreate, the existing file is fine 1103 Items.LockItemsForRead(false);
858 return false;
859 }
860 1104
861 /// <summary> 1105 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 1106
877 client.SendTaskInventory(m_part.UUID, 0, new byte[0]); 1107 if (m_inventoryFileData.Length > 2)
878 return; 1108 {
879 } 1109 xferManager.AddNewFile(m_inventoryFileName, m_inventoryFileData);
880 1110 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
881 CreateInventoryFile(); 1111 Util.StringToBytes256(m_inventoryFileName));
882 1112 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 } 1113 }
1114
1115 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
904 } 1116 }
905 1117
906 /// <summary> 1118 /// <summary>
@@ -911,10 +1123,11 @@ namespace OpenSim.Region.Framework.Scenes
911 { 1123 {
912 if (HasInventoryChanged) 1124 if (HasInventoryChanged)
913 { 1125 {
914 HasInventoryChanged = false; 1126 Items.LockItemsForRead(true);
915 List<TaskInventoryItem> items = GetInventoryItems(); 1127 datastore.StorePrimInventory(m_part.UUID, Items.Values);
916 datastore.StorePrimInventory(m_part.UUID, items); 1128 Items.LockItemsForRead(false);
917 1129
1130 HasInventoryChanged = false;
918 } 1131 }
919 } 1132 }
920 1133
@@ -981,82 +1194,63 @@ namespace OpenSim.Region.Framework.Scenes
981 { 1194 {
982 uint mask=0x7fffffff; 1195 uint mask=0x7fffffff;
983 1196
984 lock (m_items) 1197 foreach (TaskInventoryItem item in m_items.Values)
985 { 1198 {
986 foreach (TaskInventoryItem item in m_items.Values) 1199 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
1200 mask &= ~((uint)PermissionMask.Copy >> 13);
1201 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
1202 mask &= ~((uint)PermissionMask.Transfer >> 13);
1203 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
1204 mask &= ~((uint)PermissionMask.Modify >> 13);
1205
1206 if (item.InvType == (int)InventoryType.Object)
987 { 1207 {
988 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0) 1208 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
989 mask &= ~((uint)PermissionMask.Copy >> 13); 1209 mask &= ~((uint)PermissionMask.Copy >> 13);
990 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0) 1210 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
991 mask &= ~((uint)PermissionMask.Transfer >> 13); 1211 mask &= ~((uint)PermissionMask.Transfer >> 13);
992 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0) 1212 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
993 mask &= ~((uint)PermissionMask.Modify >> 13); 1213 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 } 1214 }
1215
1216 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
1217 mask &= ~(uint)PermissionMask.Copy;
1218 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1219 mask &= ~(uint)PermissionMask.Transfer;
1220 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
1221 mask &= ~(uint)PermissionMask.Modify;
1021 } 1222 }
1022
1023 return mask; 1223 return mask;
1024 } 1224 }
1025 1225
1026 public void ApplyNextOwnerPermissions() 1226 public void ApplyNextOwnerPermissions()
1027 { 1227 {
1028 lock (m_items) 1228 foreach (TaskInventoryItem item in m_items.Values)
1029 { 1229 {
1030 foreach (TaskInventoryItem item in m_items.Values) 1230 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0)
1031 { 1231 {
1032 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0) 1232 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1033 { 1233 item.CurrentPermissions &= ~(uint)PermissionMask.Copy;
1034 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0) 1234 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1035 item.CurrentPermissions &= ~(uint)PermissionMask.Copy; 1235 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
1036 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0) 1236 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1037 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer; 1237 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 } 1238 }
1239 item.OwnerChanged = true;
1240 item.CurrentPermissions &= item.NextPermissions;
1241 item.BasePermissions &= item.NextPermissions;
1242 item.EveryonePermissions &= item.NextPermissions;
1243 item.PermsMask = 0;
1244 item.PermsGranter = UUID.Zero;
1048 } 1245 }
1049 } 1246 }
1050 1247
1051 public void ApplyGodPermissions(uint perms) 1248 public void ApplyGodPermissions(uint perms)
1052 { 1249 {
1053 lock (m_items) 1250 foreach (TaskInventoryItem item in m_items.Values)
1054 { 1251 {
1055 foreach (TaskInventoryItem item in m_items.Values) 1252 item.CurrentPermissions = perms;
1056 { 1253 item.BasePermissions = perms;
1057 item.CurrentPermissions = perms;
1058 item.BasePermissions = perms;
1059 }
1060 } 1254 }
1061 1255
1062 m_inventorySerial++; 1256 m_inventorySerial++;
@@ -1069,17 +1263,13 @@ namespace OpenSim.Region.Framework.Scenes
1069 /// <returns></returns> 1263 /// <returns></returns>
1070 public bool ContainsScripts() 1264 public bool ContainsScripts()
1071 { 1265 {
1072 lock (m_items) 1266 foreach (TaskInventoryItem item in m_items.Values)
1073 { 1267 {
1074 foreach (TaskInventoryItem item in m_items.Values) 1268 if (item.InvType == (int)InventoryType.LSL)
1075 { 1269 {
1076 if (item.InvType == (int)InventoryType.LSL) 1270 return true;
1077 {
1078 return true;
1079 }
1080 } 1271 }
1081 } 1272 }
1082
1083 return false; 1273 return false;
1084 } 1274 }
1085 1275
@@ -1087,11 +1277,8 @@ namespace OpenSim.Region.Framework.Scenes
1087 { 1277 {
1088 List<UUID> ret = new List<UUID>(); 1278 List<UUID> ret = new List<UUID>();
1089 1279
1090 lock (m_items) 1280 foreach (TaskInventoryItem item in m_items.Values)
1091 { 1281 ret.Add(item.ItemID);
1092 foreach (TaskInventoryItem item in m_items.Values)
1093 ret.Add(item.ItemID);
1094 }
1095 1282
1096 return ret; 1283 return ret;
1097 } 1284 }
@@ -1122,6 +1309,11 @@ namespace OpenSim.Region.Framework.Scenes
1122 1309
1123 public Dictionary<UUID, string> GetScriptStates() 1310 public Dictionary<UUID, string> GetScriptStates()
1124 { 1311 {
1312 return GetScriptStates(false);
1313 }
1314
1315 public Dictionary<UUID, string> GetScriptStates(bool oldIDs)
1316 {
1125 Dictionary<UUID, string> ret = new Dictionary<UUID, string>(); 1317 Dictionary<UUID, string> ret = new Dictionary<UUID, string>();
1126 1318
1127 if (m_part.ParentGroup.Scene == null) // Group not in a scene 1319 if (m_part.ParentGroup.Scene == null) // Group not in a scene
@@ -1132,25 +1324,35 @@ namespace OpenSim.Region.Framework.Scenes
1132 if (engines == null) // No engine at all 1324 if (engines == null) // No engine at all
1133 return ret; 1325 return ret;
1134 1326
1135 List<TaskInventoryItem> scripts = GetInventoryScripts(); 1327 Items.LockItemsForRead(true);
1136 1328 foreach (TaskInventoryItem item in m_items.Values)
1137 foreach (TaskInventoryItem item in scripts)
1138 { 1329 {
1139 foreach (IScriptModule e in engines) 1330 if (item.InvType == (int)InventoryType.LSL)
1140 { 1331 {
1141 if (e != null) 1332 foreach (IScriptModule e in engines)
1142 { 1333 {
1143 string n = e.GetXMLState(item.ItemID); 1334 if (e != null)
1144 if (n != String.Empty)
1145 { 1335 {
1146 if (!ret.ContainsKey(item.ItemID)) 1336 string n = e.GetXMLState(item.ItemID);
1147 ret[item.ItemID] = n; 1337 if (n != String.Empty)
1148 break; 1338 {
1339 if (oldIDs)
1340 {
1341 if (!ret.ContainsKey(item.OldItemID))
1342 ret[item.OldItemID] = n;
1343 }
1344 else
1345 {
1346 if (!ret.ContainsKey(item.ItemID))
1347 ret[item.ItemID] = n;
1348 }
1349 break;
1350 }
1149 } 1351 }
1150 } 1352 }
1151 } 1353 }
1152 } 1354 }
1153 1355 Items.LockItemsForRead(false);
1154 return ret; 1356 return ret;
1155 } 1357 }
1156 1358
@@ -1160,21 +1362,27 @@ namespace OpenSim.Region.Framework.Scenes
1160 if (engines == null) 1362 if (engines == null)
1161 return; 1363 return;
1162 1364
1163 List<TaskInventoryItem> scripts = GetInventoryScripts();
1164 1365
1165 foreach (TaskInventoryItem item in scripts) 1366 Items.LockItemsForRead(true);
1367
1368 foreach (TaskInventoryItem item in m_items.Values)
1166 { 1369 {
1167 foreach (IScriptModule engine in engines) 1370 if (item.InvType == (int)InventoryType.LSL)
1168 { 1371 {
1169 if (engine != null) 1372 foreach (IScriptModule engine in engines)
1170 { 1373 {
1171 if (item.OwnerChanged) 1374 if (engine != null)
1172 engine.PostScriptEvent(item.ItemID, "changed", new Object[] { (int)Changed.OWNER }); 1375 {
1173 item.OwnerChanged = false; 1376 if (item.OwnerChanged)
1174 engine.ResumeScript(item.ItemID); 1377 engine.PostScriptEvent(item.ItemID, "changed", new Object[] { (int)Changed.OWNER });
1378 item.OwnerChanged = false;
1379 engine.ResumeScript(item.ItemID);
1380 }
1175 } 1381 }
1176 } 1382 }
1177 } 1383 }
1384
1385 Items.LockItemsForRead(false);
1178 } 1386 }
1179 } 1387 }
1180} 1388}
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index e0fd84a..941765d 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -26,6 +26,7 @@
26 */ 26 */
27 27
28using System; 28using System;
29using System.Xml;
29using System.Collections.Generic; 30using System.Collections.Generic;
30using System.Reflection; 31using System.Reflection;
31using System.Timers; 32using System.Timers;
@@ -72,7 +73,7 @@ namespace OpenSim.Region.Framework.Scenes
72// { 73// {
73// m_log.Debug("[SCENE PRESENCE] Destructor called"); 74// m_log.Debug("[SCENE PRESENCE] Destructor called");
74// } 75// }
75 76
76 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 77 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
77 78
78 public PresenceType PresenceType { get; private set; } 79 public PresenceType PresenceType { get; private set; }
@@ -89,7 +90,9 @@ namespace OpenSim.Region.Framework.Scenes
89 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis 90 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis
90 /// issue #1716 91 /// issue #1716
91 /// </summary> 92 /// </summary>
92 private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f); 93// private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f);
94 // Value revised by KF 091121 by comparison with SL.
95 private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.418f);
93 96
94 /// <summary> 97 /// <summary>
95 /// Movement updates for agents in neighboring regions are sent directly to clients. 98 /// Movement updates for agents in neighboring regions are sent directly to clients.
@@ -117,6 +120,7 @@ namespace OpenSim.Region.Framework.Scenes
117 /// TODO: For some reason, we effectively have a list both here and in Appearance. Need to work out if this is 120 /// TODO: For some reason, we effectively have a list both here and in Appearance. Need to work out if this is
118 /// necessary. 121 /// necessary.
119 /// </remarks> 122 /// </remarks>
123
120 protected List<SceneObjectGroup> m_attachments = new List<SceneObjectGroup>(); 124 protected List<SceneObjectGroup> m_attachments = new List<SceneObjectGroup>();
121 125
122 public Object AttachmentsSyncLock { get; private set; } 126 public Object AttachmentsSyncLock { get; private set; }
@@ -130,13 +134,21 @@ namespace OpenSim.Region.Framework.Scenes
130 public Vector3 lastKnownAllowedPosition; 134 public Vector3 lastKnownAllowedPosition;
131 public bool sentMessageAboutRestrictedParcelFlyingDown; 135 public bool sentMessageAboutRestrictedParcelFlyingDown;
132 public Vector4 CollisionPlane = Vector4.UnitW; 136 public Vector4 CollisionPlane = Vector4.UnitW;
133 137
138 private Vector3 m_avInitialPos; // used to calculate unscripted sit rotation
139 private Vector3 m_avUnscriptedSitPos; // for non-scripted prims
134 private Vector3 m_lastPosition; 140 private Vector3 m_lastPosition;
141 private Vector3 m_lastWorldPosition;
135 private Quaternion m_lastRotation; 142 private Quaternion m_lastRotation;
136 private Vector3 m_lastVelocity; 143 private Vector3 m_lastVelocity;
137 //private int m_lastTerseSent; 144 //private int m_lastTerseSent;
138 145
139 private Vector3? m_forceToApply; 146 private Vector3? m_forceToApply;
147 private int m_userFlags;
148 public int UserFlags
149 {
150 get { return m_userFlags; }
151 }
140 private TeleportFlags m_teleportFlags; 152 private TeleportFlags m_teleportFlags;
141 public TeleportFlags TeleportFlags 153 public TeleportFlags TeleportFlags
142 { 154 {
@@ -159,6 +171,9 @@ namespace OpenSim.Region.Framework.Scenes
159 private Vector3 m_lastChildAgentUpdatePosition; 171 private Vector3 m_lastChildAgentUpdatePosition;
160 private Vector3 m_lastChildAgentUpdateCamPosition; 172 private Vector3 m_lastChildAgentUpdateCamPosition;
161 173
174 private bool m_flyingOld; // add for fly velocity control
175 public bool m_wasFlying; // add for fly velocity control
176
162 private const int LAND_VELOCITYMAG_MAX = 12; 177 private const int LAND_VELOCITYMAG_MAX = 12;
163 178
164 public bool IsRestrictedToRegion; 179 public bool IsRestrictedToRegion;
@@ -169,7 +184,7 @@ namespace OpenSim.Region.Framework.Scenes
169 184
170 protected ulong crossingFromRegion; 185 protected ulong crossingFromRegion;
171 186
172 private readonly Vector3[] Dir_Vectors = new Vector3[9]; 187 private readonly Vector3[] Dir_Vectors = new Vector3[11];
173 188
174 189
175 protected Timer m_reprioritization_timer; 190 protected Timer m_reprioritization_timer;
@@ -184,12 +199,14 @@ namespace OpenSim.Region.Framework.Scenes
184 private bool m_autopilotMoving; 199 private bool m_autopilotMoving;
185 private Vector3 m_autoPilotTarget; 200 private Vector3 m_autoPilotTarget;
186 private bool m_sitAtAutoTarget; 201 private bool m_sitAtAutoTarget;
202 private Vector3 m_initialSitTarget = Vector3.Zero; //KF: First estimate of where to sit
187 203
188 private string m_nextSitAnimation = String.Empty; 204 private string m_nextSitAnimation = String.Empty;
189 205
190 //PauPaw:Proper PID Controler for autopilot************ 206 //PauPaw:Proper PID Controler for autopilot************
191 public bool MovingToTarget { get; private set; } 207 public bool MovingToTarget { get; private set; }
192 public Vector3 MoveToPositionTarget { get; private set; } 208 public Vector3 MoveToPositionTarget { get; private set; }
209 private Quaternion m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
193 210
194 /// <summary> 211 /// <summary>
195 /// Controls whether an avatar automatically moving to a target will land when it gets there (if flying). 212 /// Controls whether an avatar automatically moving to a target will land when it gets there (if flying).
@@ -199,7 +216,13 @@ namespace OpenSim.Region.Framework.Scenes
199 private bool m_followCamAuto; 216 private bool m_followCamAuto;
200 217
201 private int m_movementUpdateCount; 218 private int m_movementUpdateCount;
219 private int m_lastColCount = -1; //KF: Look for Collision chnages
220 private int m_updateCount = 0; //KF: Update Anims for a while
221 private static readonly int UPDATE_COUNT = 10; // how many frames to update for
202 private const int NumMovementsBetweenRayCast = 5; 222 private const int NumMovementsBetweenRayCast = 5;
223 private List<uint> m_lastColliders = new List<uint>();
224
225 private object m_syncRoot = new Object();
203 226
204 private bool CameraConstraintActive; 227 private bool CameraConstraintActive;
205 //private int m_moveToPositionStateStatus; 228 //private int m_moveToPositionStateStatus;
@@ -240,7 +263,9 @@ namespace OpenSim.Region.Framework.Scenes
240 DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS, 263 DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS,
241 DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG, 264 DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG,
242 DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS, 265 DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS,
243 DIR_CONTROL_FLAG_BACKWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG, 266 DIR_CONTROL_FLAG_BACK_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG,
267 DIR_CONTROL_FLAG_LEFT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS,
268 DIR_CONTROL_FLAG_RIGHT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG,
244 DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG 269 DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG
245 } 270 }
246 271
@@ -476,9 +501,11 @@ namespace OpenSim.Region.Framework.Scenes
476 { 501 {
477 get 502 get
478 { 503 {
479 if (PhysicsActor != null) 504 PhysicsActor actor = m_physicsActor;
480 { 505// if (actor != null)
481 m_pos = PhysicsActor.Position; 506 if ((actor != null) && (m_parentID == 0)) // KF Do NOT update m_pos here if Av is sitting!
507 {
508 m_pos = actor.Position;
482 509
483// m_log.DebugFormat( 510// m_log.DebugFormat(
484// "[SCENE PRESENCE]: Set position {0} for {1} in {2} via getting AbsolutePosition!", 511// "[SCENE PRESENCE]: Set position {0} for {1} in {2} via getting AbsolutePosition!",
@@ -504,7 +531,7 @@ namespace OpenSim.Region.Framework.Scenes
504 SceneObjectPart part = m_scene.GetSceneObjectPart(ParentID); 531 SceneObjectPart part = m_scene.GetSceneObjectPart(ParentID);
505 if (part != null) 532 if (part != null)
506 { 533 {
507 return ParentPosition + (m_pos * part.GetWorldRotation()); 534 return part.AbsolutePosition + (m_pos * part.GetWorldRotation());
508 } 535 }
509 else 536 else
510 { 537 {
@@ -530,8 +557,10 @@ namespace OpenSim.Region.Framework.Scenes
530 } 557 }
531 } 558 }
532 559
533 m_pos = value; 560// Changed this to update unconditionally to make npose work
534 ParentPosition = Vector3.Zero; 561// if (m_parentID == 0) // KF Do NOT update m_pos here if Av is sitting!
562 m_pos = value;
563 m_parentPosition = Vector3.Zero;
535 564
536// m_log.DebugFormat( 565// m_log.DebugFormat(
537// "[ENTITY BASE]: In {0} set AbsolutePosition of {1} to {2}", 566// "[ENTITY BASE]: In {0} set AbsolutePosition of {1} to {2}",
@@ -589,15 +618,39 @@ namespace OpenSim.Region.Framework.Scenes
589 } 618 }
590 } 619 }
591 620
621 public Quaternion OffsetRotation
622 {
623 get { return m_offsetRotation; }
624 set { m_offsetRotation = value; }
625 }
592 private Quaternion m_bodyRot = Quaternion.Identity; 626 private Quaternion m_bodyRot = Quaternion.Identity;
593 627
594 public Quaternion Rotation 628 public Quaternion Rotation
595 { 629 {
596 get { return m_bodyRot; } 630 get {
597 set 631 if (m_parentID != 0)
598 { 632 {
633 if (m_offsetRotation != null)
634 {
635 return m_offsetRotation;
636 }
637 else
638 {
639 return new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
640 }
641
642 }
643 else
644 {
645 return m_bodyRot;
646 }
647 }
648 set {
599 m_bodyRot = value; 649 m_bodyRot = value;
600// m_log.DebugFormat("[SCENE PRESENCE]: Body rot for {0} set to {1}", Name, m_bodyRot); 650 if (m_parentID != 0)
651 {
652 m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
653 }
601 } 654 }
602 } 655 }
603 656
@@ -615,12 +668,15 @@ namespace OpenSim.Region.Framework.Scenes
615 set { m_isChildAgent = value; } 668 set { m_isChildAgent = value; }
616 } 669 }
617 670
671 private uint m_parentID;
672
673
618 public uint ParentID 674 public uint ParentID
619 { 675 {
620 get { return m_parentID; } 676 get { return m_parentID; }
621 set { m_parentID = value; } 677 set { m_parentID = value; }
622 } 678 }
623 private uint m_parentID; 679
624 680
625 public float Health 681 public float Health
626 { 682 {
@@ -753,6 +809,7 @@ namespace OpenSim.Region.Framework.Scenes
753 m_localId = m_scene.AllocateLocalId(); 809 m_localId = m_scene.AllocateLocalId();
754 810
755 UserAccount account = m_scene.UserAccountService.GetUserAccount(m_scene.RegionInfo.ScopeID, m_uuid); 811 UserAccount account = m_scene.UserAccountService.GetUserAccount(m_scene.RegionInfo.ScopeID, m_uuid);
812 m_userFlags = account.UserFlags;
756 813
757 if (account != null) 814 if (account != null)
758 UserLevel = account.UserLevel; 815 UserLevel = account.UserLevel;
@@ -771,10 +828,7 @@ namespace OpenSim.Region.Framework.Scenes
771 m_reprioritization_timer.AutoReset = false; 828 m_reprioritization_timer.AutoReset = false;
772 829
773 AdjustKnownSeeds(); 830 AdjustKnownSeeds();
774
775 // TODO: I think, this won't send anything, as we are still a child here...
776 Animator.TrySetMovementAnimation("STAND"); 831 Animator.TrySetMovementAnimation("STAND");
777
778 // we created a new ScenePresence (a new child agent) in a fresh region. 832 // we created a new ScenePresence (a new child agent) in a fresh region.
779 // Request info about all the (root) agents in this region 833 // Request info about all the (root) agents in this region
780 // Note: This won't send data *to* other clients in that region (children don't send) 834 // Note: This won't send data *to* other clients in that region (children don't send)
@@ -815,26 +869,30 @@ namespace OpenSim.Region.Framework.Scenes
815 Dir_Vectors[3] = -Vector3.UnitY; //RIGHT 869 Dir_Vectors[3] = -Vector3.UnitY; //RIGHT
816 Dir_Vectors[4] = Vector3.UnitZ; //UP 870 Dir_Vectors[4] = Vector3.UnitZ; //UP
817 Dir_Vectors[5] = -Vector3.UnitZ; //DOWN 871 Dir_Vectors[5] = -Vector3.UnitZ; //DOWN
818 Dir_Vectors[8] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge 872 Dir_Vectors[6] = new Vector3(0.5f, 0f, 0f); //FORWARD_NUDGE
819 Dir_Vectors[6] = Vector3.UnitX*2; //FORWARD 873 Dir_Vectors[7] = new Vector3(-0.5f, 0f, 0f); //BACK_NUDGE
820 Dir_Vectors[7] = -Vector3.UnitX; //BACK 874 Dir_Vectors[8] = new Vector3(0f, 0.5f, 0f); //LEFT_NUDGE
875 Dir_Vectors[9] = new Vector3(0f, -0.5f, 0f); //RIGHT_NUDGE
876 Dir_Vectors[10] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge
821 } 877 }
822 878
823 private Vector3[] GetWalkDirectionVectors() 879 private Vector3[] GetWalkDirectionVectors()
824 { 880 {
825 Vector3[] vector = new Vector3[9]; 881 Vector3[] vector = new Vector3[11];
826 vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -CameraAtAxis.Z); //FORWARD 882 vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD
827 vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, CameraAtAxis.Z); //BACK 883 vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK
828 vector[2] = Vector3.UnitY; //LEFT 884 vector[2] = Vector3.UnitY; //LEFT
829 vector[3] = -Vector3.UnitY; //RIGHT 885 vector[3] = -Vector3.UnitY; //RIGHT
830 vector[4] = new Vector3(CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP 886 vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP
831 vector[5] = new Vector3(-CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN 887 vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN
832 vector[8] = new Vector3(-CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_Nudge 888 vector[6] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD_NUDGE
833 vector[6] = (new Vector3(m_CameraUpAxis.Z, 0f, -CameraAtAxis.Z) * 2); //FORWARD Nudge 889 vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK_NUDGE
834 vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, CameraAtAxis.Z); //BACK Nudge 890 vector[8] = Vector3.UnitY; //LEFT_NUDGE
891 vector[9] = -Vector3.UnitY; //RIGHT_NUDGE
892 vector[10] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_NUDGE
835 return vector; 893 return vector;
836 } 894 }
837 895
838 #endregion 896 #endregion
839 897
840 public uint GenerateClientFlags(UUID ObjectID) 898 public uint GenerateClientFlags(UUID ObjectID)
@@ -849,6 +907,8 @@ namespace OpenSim.Region.Framework.Scenes
849 /// </summary> 907 /// </summary>
850 public void SendPrimUpdates() 908 public void SendPrimUpdates()
851 { 909 {
910 m_sceneViewer.SendPrimUpdates();
911
852 SceneViewer.SendPrimUpdates(); 912 SceneViewer.SendPrimUpdates();
853 } 913 }
854 914
@@ -894,6 +954,62 @@ namespace OpenSim.Region.Framework.Scenes
894 pos.Y = crossedBorder.BorderLine.Z - 1; 954 pos.Y = crossedBorder.BorderLine.Z - 1;
895 } 955 }
896 956
957 ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y);
958 if (land != null)
959 {
960 // If we come in via login, landmark or map, we want to
961 // honor landing points. If we come in via Lure, we want
962 // to ignore them.
963 if ((m_teleportFlags & (TeleportFlags.ViaLogin | TeleportFlags.ViaRegionID)) == (TeleportFlags.ViaLogin | TeleportFlags.ViaRegionID) ||
964 (m_teleportFlags & TeleportFlags.ViaLandmark) != 0 ||
965 (m_teleportFlags & TeleportFlags.ViaLocation) != 0)
966 {
967 // Don't restrict gods, estate managers, or land owners to
968 // the TP point. This behaviour mimics agni.
969 if (land.LandData.LandingType == (byte)LandingType.LandingPoint &&
970 land.LandData.UserLocation != Vector3.Zero &&
971 GodLevel < 200 &&
972 ((land.LandData.OwnerID != m_uuid &&
973 (!m_scene.Permissions.IsGod(m_uuid)) &&
974 (!m_scene.RegionInfo.EstateSettings.IsEstateManager(m_uuid))) || (m_teleportFlags & TeleportFlags.ViaLocation) != 0))
975 {
976 pos = land.LandData.UserLocation;
977 }
978 }
979
980 land.SendLandUpdateToClient(ControllingClient);
981 }
982
983 if (pos.X < 0 || pos.Y < 0 || pos.Z < 0)
984 {
985 Vector3 emergencyPos = new Vector3(((int)Constants.RegionSize * 0.5f), ((int)Constants.RegionSize * 0.5f), 128);
986
987 if (pos.X < 0)
988 {
989 emergencyPos.X = (int)Constants.RegionSize + pos.X;
990 if (!(pos.Y < 0))
991 emergencyPos.Y = pos.Y;
992 if (!(pos.Z < 0))
993 emergencyPos.Z = pos.Z;
994 }
995 if (pos.Y < 0)
996 {
997 emergencyPos.Y = (int)Constants.RegionSize + pos.Y;
998 if (!(pos.X < 0))
999 emergencyPos.X = pos.X;
1000 if (!(pos.Z < 0))
1001 emergencyPos.Z = pos.Z;
1002 }
1003 if (pos.Z < 0)
1004 {
1005 emergencyPos.Z = 128;
1006 if (!(pos.Y < 0))
1007 emergencyPos.Y = pos.Y;
1008 if (!(pos.X < 0))
1009 emergencyPos.X = pos.X;
1010 }
1011 }
1012
897 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) 1013 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f)
898 { 1014 {
899 m_log.WarnFormat( 1015 m_log.WarnFormat(
@@ -1026,16 +1142,21 @@ namespace OpenSim.Region.Framework.Scenes
1026 /// <summary> 1142 /// <summary>
1027 /// Removes physics plugin scene representation of this agent if it exists. 1143 /// Removes physics plugin scene representation of this agent if it exists.
1028 /// </summary> 1144 /// </summary>
1029 private void RemoveFromPhysicalScene() 1145 public void RemoveFromPhysicalScene()
1030 { 1146 {
1031 if (PhysicsActor != null) 1147 if (PhysicsActor != null)
1032 { 1148 {
1033 PhysicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients; 1149 try
1034 PhysicsActor.OnOutOfBounds -= OutOfBoundsCall; 1150 {
1035 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor); 1151 m_physicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients;
1036 PhysicsActor.UnSubscribeEvents(); 1152 m_physicsActor.OnOutOfBounds -= OutOfBoundsCall;
1037 PhysicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate; 1153 m_physicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate;
1038 PhysicsActor = null; 1154 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor);
1155 m_physicsActor.UnSubscribeEvents();
1156 PhysicsActor = null;
1157 }
1158 catch
1159 { }
1039 } 1160 }
1040 } 1161 }
1041 1162
@@ -1051,10 +1172,12 @@ namespace OpenSim.Region.Framework.Scenes
1051 1172
1052 RemoveFromPhysicalScene(); 1173 RemoveFromPhysicalScene();
1053 Velocity = Vector3.Zero; 1174 Velocity = Vector3.Zero;
1175 CheckLandingPoint(ref pos);
1054 AbsolutePosition = pos; 1176 AbsolutePosition = pos;
1055 AddToPhysicalScene(isFlying); 1177 AddToPhysicalScene(isFlying);
1056 1178
1057 SendTerseUpdateToAllClients(); 1179 SendTerseUpdateToAllClients();
1180
1058 } 1181 }
1059 1182
1060 public void TeleportWithMomentum(Vector3 pos) 1183 public void TeleportWithMomentum(Vector3 pos)
@@ -1064,6 +1187,7 @@ namespace OpenSim.Region.Framework.Scenes
1064 isFlying = PhysicsActor.Flying; 1187 isFlying = PhysicsActor.Flying;
1065 1188
1066 RemoveFromPhysicalScene(); 1189 RemoveFromPhysicalScene();
1190 CheckLandingPoint(ref pos);
1067 AbsolutePosition = pos; 1191 AbsolutePosition = pos;
1068 AddToPhysicalScene(isFlying); 1192 AddToPhysicalScene(isFlying);
1069 1193
@@ -1271,11 +1395,12 @@ namespace OpenSim.Region.Framework.Scenes
1271 /// <summary> 1395 /// <summary>
1272 /// This is the event handler for client movement. If a client is moving, this event is triggering. 1396 /// This is the event handler for client movement. If a client is moving, this event is triggering.
1273 /// </summary> 1397 /// </summary>
1398 /// <summary>
1399 /// This is the event handler for client movement. If a client is moving, this event is triggering.
1400 /// </summary>
1274 public void HandleAgentUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData) 1401 public void HandleAgentUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData)
1275 { 1402 {
1276// m_log.DebugFormat( 1403 // m_log.DebugFormat("[SCENE PRESENCE]: Received agent update from {0}", remoteClient.Name);
1277// "[SCENE PRESENCE]: In {0} received agent update from {1}",
1278// Scene.RegionInfo.RegionName, remoteClient.Name);
1279 1404
1280 //if (IsChildAgent) 1405 //if (IsChildAgent)
1281 //{ 1406 //{
@@ -1350,6 +1475,10 @@ namespace OpenSim.Region.Framework.Scenes
1350 1475
1351 #endregion Inputs 1476 #endregion Inputs
1352 1477
1478 // Make anims work for client side autopilot
1479 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) != 0)
1480 m_updateCount = UPDATE_COUNT;
1481
1353 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_STAND_UP) != 0) 1482 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_STAND_UP) != 0)
1354 { 1483 {
1355 StandUp(); 1484 StandUp();
@@ -1380,6 +1509,9 @@ namespace OpenSim.Region.Framework.Scenes
1380 1509
1381 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0) 1510 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0)
1382 { 1511 {
1512 m_updateCount = 0; // Kill animation update burst so that the SIT_G.. will stick.
1513 Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED");
1514
1383 // TODO: This doesn't prevent the user from walking yet. 1515 // TODO: This doesn't prevent the user from walking yet.
1384 // Setting parent ID would fix this, if we knew what value 1516 // Setting parent ID would fix this, if we knew what value
1385 // to use. Or we could add a m_isSitting variable. 1517 // to use. Or we could add a m_isSitting variable.
@@ -1469,7 +1601,7 @@ namespace OpenSim.Region.Framework.Scenes
1469 1601
1470 if ((MovementFlag & (byte)(uint)DCF) == 0) 1602 if ((MovementFlag & (byte)(uint)DCF) == 0)
1471 { 1603 {
1472 if (DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE) 1604 if (DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACK_NUDGE)
1473 { 1605 {
1474 MovementFlag |= (byte)nudgehack; 1606 MovementFlag |= (byte)nudgehack;
1475 } 1607 }
@@ -1481,13 +1613,13 @@ namespace OpenSim.Region.Framework.Scenes
1481 } 1613 }
1482 else 1614 else
1483 { 1615 {
1484 if ((MovementFlag & (byte)(uint)DCF) != 0 || 1616 if ((m_movementflag & (byte)(uint)DCF) != 0 ||
1485 ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE) 1617 ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACK_NUDGE)
1486 && ((MovementFlag & (byte)nudgehack) == nudgehack)) 1618 && ((m_movementflag & (byte)nudgehack) == nudgehack))
1487 ) // This or is for Nudge forward 1619 ) // This or is for Nudge forward
1488 { 1620 {
1489// m_log.DebugFormat("[SCENE PRESENCE]: Updating MovementFlag for {0} with lack of {1}", Name, DCF); 1621 // m_log.DebugFormat("[SCENE PRESENCE]: Updating m_movementflag for {0} with lack of {1}", Name, DCF);
1490 MovementFlag -= ((byte)(uint)DCF); 1622 m_movementflag -= ((byte)(uint)DCF);
1491 update_movementflag = true; 1623 update_movementflag = true;
1492 1624
1493 /* 1625 /*
@@ -1548,21 +1680,21 @@ namespace OpenSim.Region.Framework.Scenes
1548 // which occurs later in the main scene loop 1680 // which occurs later in the main scene loop
1549 if (update_movementflag || (update_rotation && DCFlagKeyPressed)) 1681 if (update_movementflag || (update_rotation && DCFlagKeyPressed))
1550 { 1682 {
1551// m_log.DebugFormat( 1683 // m_log.DebugFormat(
1552// "[SCENE PRESENCE]: In {0} adding velocity of {1} to {2}, umf = {3}, ur = {4}", 1684 // "[SCENE PRESENCE]: In {0} adding velocity of {1} to {2}, umf = {3}, ur = {4}",
1553// m_scene.RegionInfo.RegionName, agent_control_v3, Name, update_movementflag, update_rotation); 1685 // m_scene.RegionInfo.RegionName, agent_control_v3, Name, update_movementflag, update_rotation);
1554 1686
1555 AddNewMovement(agent_control_v3); 1687 AddNewMovement(agent_control_v3);
1556 } 1688 }
1557// else 1689 // else
1558// { 1690 // {
1559// if (!update_movementflag) 1691 // if (!update_movementflag)
1560// { 1692 // {
1561// m_log.DebugFormat( 1693 // m_log.DebugFormat(
1562// "[SCENE PRESENCE]: In {0} ignoring requested update of {1} for {2} as update_movementflag = false", 1694 // "[SCENE PRESENCE]: In {0} ignoring requested update of {1} for {2} as update_movementflag = false",
1563// m_scene.RegionInfo.RegionName, agent_control_v3, Name); 1695 // m_scene.RegionInfo.RegionName, agent_control_v3, Name);
1564// } 1696 // }
1565// } 1697 // }
1566 1698
1567 if (update_movementflag && ParentID == 0) 1699 if (update_movementflag && ParentID == 0)
1568 Animator.UpdateMovementAnimations(); 1700 Animator.UpdateMovementAnimations();
@@ -1581,20 +1713,20 @@ namespace OpenSim.Region.Framework.Scenes
1581 /// <returns>True if movement has been updated in some way. False otherwise.</returns> 1713 /// <returns>True if movement has been updated in some way. False otherwise.</returns>
1582 public bool HandleMoveToTargetUpdate(ref Vector3 agent_control_v3) 1714 public bool HandleMoveToTargetUpdate(ref Vector3 agent_control_v3)
1583 { 1715 {
1584// m_log.DebugFormat("[SCENE PRESENCE]: Called HandleMoveToTargetUpdate() for {0}", Name); 1716 // m_log.DebugFormat("[SCENE PRESENCE]: Called HandleMoveToTargetUpdate() for {0}", Name);
1585 1717
1586 bool updated = false; 1718 bool updated = false;
1587 1719
1588// m_log.DebugFormat( 1720 // m_log.DebugFormat(
1589// "[SCENE PRESENCE]: bAllowUpdateMoveToPosition {0}, m_moveToPositionInProgress {1}, m_autopilotMoving {2}", 1721 // "[SCENE PRESENCE]: bAllowUpdateMoveToPosition {0}, m_moveToPositionInProgress {1}, m_autopilotMoving {2}",
1590// allowUpdate, m_moveToPositionInProgress, m_autopilotMoving); 1722 // allowUpdate, m_moveToPositionInProgress, m_autopilotMoving);
1591 1723
1592 if (!m_autopilotMoving) 1724 if (!m_autopilotMoving)
1593 { 1725 {
1594 double distanceToTarget = Util.GetDistanceTo(AbsolutePosition, MoveToPositionTarget); 1726 double distanceToTarget = Util.GetDistanceTo(AbsolutePosition, MoveToPositionTarget);
1595// m_log.DebugFormat( 1727 // m_log.DebugFormat(
1596// "[SCENE PRESENCE]: Abs pos of {0} is {1}, target {2}, distance {3}", 1728 // "[SCENE PRESENCE]: Abs pos of {0} is {1}, target {2}, distance {3}",
1597// Name, AbsolutePosition, MoveToPositionTarget, distanceToTarget); 1729 // Name, AbsolutePosition, MoveToPositionTarget, distanceToTarget);
1598 1730
1599 // Check the error term of the current position in relation to the target position 1731 // Check the error term of the current position in relation to the target position
1600 if (distanceToTarget <= 1) 1732 if (distanceToTarget <= 1)
@@ -1617,7 +1749,7 @@ namespace OpenSim.Region.Framework.Scenes
1617 (MoveToPositionTarget - AbsolutePosition) // vector from cur. pos to target in global coords 1749 (MoveToPositionTarget - AbsolutePosition) // vector from cur. pos to target in global coords
1618 * Matrix4.CreateFromQuaternion(Quaternion.Inverse(Rotation)); // change to avatar coords 1750 * Matrix4.CreateFromQuaternion(Quaternion.Inverse(Rotation)); // change to avatar coords
1619 // Ignore z component of vector 1751 // Ignore z component of vector
1620// Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f); 1752 // Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f);
1621 LocalVectorToTarget3D.Normalize(); 1753 LocalVectorToTarget3D.Normalize();
1622 1754
1623 // update avatar movement flags. the avatar coordinate system is as follows: 1755 // update avatar movement flags. the avatar coordinate system is as follows:
@@ -1683,9 +1815,9 @@ namespace OpenSim.Region.Framework.Scenes
1683 updated = true; 1815 updated = true;
1684 } 1816 }
1685 1817
1686// m_log.DebugFormat( 1818 // m_log.DebugFormat(
1687// "[SCENE PRESENCE]: HandleMoveToTargetUpdate adding {0} to move vector {1} for {2}", 1819 // "[SCENE PRESENCE]: HandleMoveToTargetUpdate adding {0} to move vector {1} for {2}",
1688// LocalVectorToTarget3D, agent_control_v3, Name); 1820 // LocalVectorToTarget3D, agent_control_v3, Name);
1689 1821
1690 agent_control_v3 += LocalVectorToTarget3D; 1822 agent_control_v3 += LocalVectorToTarget3D;
1691 } 1823 }
@@ -1714,9 +1846,12 @@ namespace OpenSim.Region.Framework.Scenes
1714 /// </param> 1846 /// </param>
1715 public void MoveToTarget(Vector3 pos, bool noFly, bool landAtTarget) 1847 public void MoveToTarget(Vector3 pos, bool noFly, bool landAtTarget)
1716 { 1848 {
1717 m_log.DebugFormat( 1849 if (SitGround)
1718 "[SCENE PRESENCE]: Avatar {0} received request to move to position {1} in {2}", 1850 StandUp();
1719 Name, pos, m_scene.RegionInfo.RegionName); 1851
1852// m_log.DebugFormat(
1853// "[SCENE PRESENCE]: Avatar {0} received request to move to position {1} in {2}",
1854// Name, pos, m_scene.RegionInfo.RegionName);
1720 1855
1721 if (pos.X < 0 || pos.X >= Constants.RegionSize 1856 if (pos.X < 0 || pos.X >= Constants.RegionSize
1722 || pos.Y < 0 || pos.Y >= Constants.RegionSize 1857 || pos.Y < 0 || pos.Y >= Constants.RegionSize
@@ -1742,9 +1877,9 @@ namespace OpenSim.Region.Framework.Scenes
1742 if (pos.Z - terrainHeight < 0.2) 1877 if (pos.Z - terrainHeight < 0.2)
1743 pos.Z = terrainHeight; 1878 pos.Z = terrainHeight;
1744 1879
1745 m_log.DebugFormat( 1880// m_log.DebugFormat(
1746 "[SCENE PRESENCE]: Avatar {0} set move to target {1} (terrain height {2}) in {3}", 1881// "[SCENE PRESENCE]: Avatar {0} set move to target {1} (terrain height {2}) in {3}",
1747 Name, pos, terrainHeight, m_scene.RegionInfo.RegionName); 1882// Name, pos, terrainHeight, m_scene.RegionInfo.RegionName);
1748 1883
1749 if (noFly) 1884 if (noFly)
1750 PhysicsActor.Flying = false; 1885 PhysicsActor.Flying = false;
@@ -1780,7 +1915,7 @@ namespace OpenSim.Region.Framework.Scenes
1780 /// </summary> 1915 /// </summary>
1781 public void ResetMoveToTarget() 1916 public void ResetMoveToTarget()
1782 { 1917 {
1783 m_log.DebugFormat("[SCENE PRESENCE]: Resetting move to target for {0}", Name); 1918// m_log.DebugFormat("[SCENE PRESENCE]: Resetting move to target for {0}", Name);
1784 1919
1785 MovingToTarget = false; 1920 MovingToTarget = false;
1786 MoveToPositionTarget = Vector3.Zero; 1921 MoveToPositionTarget = Vector3.Zero;
@@ -1806,7 +1941,7 @@ namespace OpenSim.Region.Framework.Scenes
1806 Velocity = Vector3.Zero; 1941 Velocity = Vector3.Zero;
1807 SendAvatarDataToAllAgents(); 1942 SendAvatarDataToAllAgents();
1808 1943
1809 //HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); 1944 HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); //KF ??
1810 } 1945 }
1811 //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false); 1946 //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false);
1812 m_requestedSitTargetUUID = UUID.Zero; 1947 m_requestedSitTargetUUID = UUID.Zero;
@@ -1843,24 +1978,22 @@ namespace OpenSim.Region.Framework.Scenes
1843 1978
1844 if (ParentID != 0) 1979 if (ParentID != 0)
1845 { 1980 {
1846 m_log.Debug("StandupCode Executed"); 1981 SceneObjectPart part = m_scene.GetSceneObjectPart(m_requestedSitTargetID);
1847 SceneObjectPart part = m_scene.GetSceneObjectPart(ParentID);
1848 if (part != null) 1982 if (part != null)
1849 { 1983 {
1984 part.TaskInventory.LockItemsForRead(true);
1850 TaskInventoryDictionary taskIDict = part.TaskInventory; 1985 TaskInventoryDictionary taskIDict = part.TaskInventory;
1851 if (taskIDict != null) 1986 if (taskIDict != null)
1852 { 1987 {
1853 lock (taskIDict) 1988 foreach (UUID taskID in taskIDict.Keys)
1854 { 1989 {
1855 foreach (UUID taskID in taskIDict.Keys) 1990 UnRegisterControlEventsToScript(LocalId, taskID);
1856 { 1991 taskIDict[taskID].PermsMask &= ~(
1857 UnRegisterControlEventsToScript(LocalId, taskID); 1992 2048 | //PERMISSION_CONTROL_CAMERA
1858 taskIDict[taskID].PermsMask &= ~( 1993 4); // PERMISSION_TAKE_CONTROLS
1859 2048 | //PERMISSION_CONTROL_CAMERA
1860 4); // PERMISSION_TAKE_CONTROLS
1861 }
1862 } 1994 }
1863 } 1995 }
1996 part.TaskInventory.LockItemsForRead(false);
1864 1997
1865 // Reset sit target. 1998 // Reset sit target.
1866 if (part.SitTargetAvatar == UUID) 1999 if (part.SitTargetAvatar == UUID)
@@ -1871,21 +2004,59 @@ namespace OpenSim.Region.Framework.Scenes
1871 ParentPosition = part.GetWorldPosition(); 2004 ParentPosition = part.GetWorldPosition();
1872 ControllingClient.SendClearFollowCamProperties(part.ParentUUID); 2005 ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
1873 } 2006 }
1874 2007 // part.GetWorldRotation() is the rotation of the object being sat on
1875 if (PhysicsActor == null) 2008 // Rotation is the sittiing Av's rotation
2009
2010 Quaternion partRot;
2011// if (part.LinkNum == 1)
2012// { // Root prim of linkset
2013// partRot = part.ParentGroup.RootPart.RotationOffset;
2014// }
2015// else
2016// { // single or child prim
2017
2018// }
2019 if (part == null) //CW: Part may be gone. llDie() for example.
1876 { 2020 {
1877 AddToPhysicalScene(false); 2021 partRot = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
2022 }
2023 else
2024 {
2025 partRot = part.GetWorldRotation();
1878 } 2026 }
1879 2027
1880 m_pos += ParentPosition + new Vector3(0.0f, 0.0f, 2.0f*m_sitAvatarHeight); 2028 Quaternion partIRot = Quaternion.Inverse(partRot);
1881 ParentPosition = Vector3.Zero;
1882 2029
1883 ParentID = 0; 2030 Quaternion avatarRot = Quaternion.Inverse(Quaternion.Inverse(Rotation) * partIRot); // world or. of the av
2031 Vector3 avStandUp = new Vector3(0.3f, 0f, 0f) * avatarRot; // 0.3M infront of av
2032
2033
2034 if (m_physicsActor == null)
2035 {
2036 AddToPhysicalScene(false);
2037 }
2038 //CW: If the part isn't null then we can set the current position
2039 if (part != null)
2040 {
2041 Vector3 avWorldStandUp = avStandUp + part.GetWorldPosition() + ((m_pos - part.OffsetPosition) * partRot); // + av sit offset!
2042 AbsolutePosition = avWorldStandUp; //KF: Fix stand up.
2043 part.IsOccupied = false;
2044 part.ParentGroup.DeleteAvatar(ControllingClient.AgentId);
2045 }
2046 else
2047 {
2048 //CW: Since the part doesn't exist, a coarse standup position isn't an issue
2049 AbsolutePosition = m_lastWorldPosition;
2050 }
2051
2052 m_parentPosition = Vector3.Zero;
2053 m_parentID = 0;
2054 m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
1884 SendAvatarDataToAllAgents(); 2055 SendAvatarDataToAllAgents();
1885 m_requestedSitTargetID = 0; 2056 m_requestedSitTargetID = 0;
1886 } 2057 }
1887 2058
1888 Animator.TrySetMovementAnimation("STAND"); 2059 Animator.UpdateMovementAnimations();
1889 } 2060 }
1890 2061
1891 private SceneObjectPart FindNextAvailableSitTarget(UUID targetID) 2062 private SceneObjectPart FindNextAvailableSitTarget(UUID targetID)
@@ -1917,9 +2088,7 @@ namespace OpenSim.Region.Framework.Scenes
1917 UUID avOnTargetAlready = part.SitTargetAvatar; 2088 UUID avOnTargetAlready = part.SitTargetAvatar;
1918 2089
1919 bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); 2090 bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero));
1920 bool SitTargetisSet = 2091 bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored.
1921 (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && avSitOrientation.W == 1f &&
1922 avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f));
1923 2092
1924 if (SitTargetisSet && SitTargetUnOccupied) 2093 if (SitTargetisSet && SitTargetUnOccupied)
1925 { 2094 {
@@ -1935,87 +2104,168 @@ namespace OpenSim.Region.Framework.Scenes
1935 private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation) 2104 private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation)
1936 { 2105 {
1937 bool autopilot = true; 2106 bool autopilot = true;
2107 Vector3 autopilotTarget = new Vector3();
2108 Quaternion sitOrientation = Quaternion.Identity;
1938 Vector3 pos = new Vector3(); 2109 Vector3 pos = new Vector3();
1939 Quaternion sitOrientation = pSitOrientation;
1940 Vector3 cameraEyeOffset = Vector3.Zero; 2110 Vector3 cameraEyeOffset = Vector3.Zero;
1941 Vector3 cameraAtOffset = Vector3.Zero; 2111 Vector3 cameraAtOffset = Vector3.Zero;
1942 bool forceMouselook = false; 2112 bool forceMouselook = false;
1943 2113
1944 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID); 2114 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID);
1945 SceneObjectPart part = FindNextAvailableSitTarget(targetID); 2115 SceneObjectPart part = FindNextAvailableSitTarget(targetID);
1946 if (part != null) 2116 if (part == null) return;
2117
2118 // TODO: determine position to sit at based on scene geometry; don't trust offset from client
2119 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it
2120
2121 // part is the prim to sit on
2122 // offset is the world-ref vector distance from that prim center to the click-spot
2123 // UUID is the UUID of the Avatar doing the clicking
2124
2125 m_avInitialPos = AbsolutePosition; // saved to calculate unscripted sit rotation
2126
2127 // Is a sit target available?
2128 Vector3 avSitOffSet = part.SitTargetPosition;
2129 Quaternion avSitOrientation = part.SitTargetOrientation;
2130
2131 bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored.
2132 // Quaternion partIRot = Quaternion.Inverse(part.GetWorldRotation());
2133 Quaternion partRot;
2134// if (part.LinkNum == 1)
2135// { // Root prim of linkset
2136// partRot = part.ParentGroup.RootPart.RotationOffset;
2137// }
2138// else
2139// { // single or child prim
2140 partRot = part.GetWorldRotation();
2141// }
2142 Quaternion partIRot = Quaternion.Inverse(partRot);
2143//Console.WriteLine("SendSitResponse offset=" + offset + " Occup=" + part.IsOccupied + " TargSet=" + SitTargetisSet);
2144 // Sit analysis rewritten by KF 091125
2145 if (SitTargetisSet) // scipted sit
1947 { 2146 {
1948 // TODO: determine position to sit at based on scene geometry; don't trust offset from client 2147 if (!part.IsOccupied)
1949 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it 2148 {
1950 2149//Console.WriteLine("Scripted, unoccupied");
1951 // Is a sit target available? 2150 part.SitTargetAvatar = UUID; // set that Av will be on it
1952 Vector3 avSitOffSet = part.SitTargetPosition; 2151 offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); // change ofset to the scripted one
1953 Quaternion avSitOrientation = part.SitTargetOrientation; 2152
1954 UUID avOnTargetAlready = part.SitTargetAvatar; 2153 Quaternion nrot = avSitOrientation;
1955 2154 if (!part.IsRoot)
1956 bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero));
1957 bool SitTargetisSet =
1958 (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f &&
1959 (
1960 avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 1f // Valid Zero Rotation quaternion
1961 || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 1f && avSitOrientation.W == 0f // W-Z Mapping was invalid at one point
1962 || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 0f // Invalid Quaternion
1963 )
1964 ));
1965
1966// m_log.DebugFormat("[SCENE PRESENCE]: {0} {1}", SitTargetisSet, SitTargetUnOccupied);
1967
1968 if (SitTargetisSet && SitTargetUnOccupied)
1969 {
1970 part.SitTargetAvatar = UUID;
1971 offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z);
1972 sitOrientation = avSitOrientation;
1973 autopilot = false;
1974 }
1975 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK);
1976
1977 pos = part.AbsolutePosition + offset;
1978 //if (Math.Abs(part.AbsolutePosition.Z - AbsolutePosition.Z) > 1)
1979 //{
1980 // offset = pos;
1981 //autopilot = false;
1982 //}
1983 if (PhysicsActor != null)
1984 {
1985 // If we're not using the client autopilot, we're immediately warping the avatar to the location
1986 // We can remove the physicsActor until they stand up.
1987 m_sitAvatarHeight = PhysicsActor.Size.Z;
1988
1989 if (autopilot)
1990 { 2155 {
1991 if (Util.GetDistanceTo(AbsolutePosition, pos) < 4.5) 2156 nrot = part.RotationOffset * avSitOrientation;
1992 {
1993 autopilot = false;
1994
1995 RemoveFromPhysicalScene();
1996 AbsolutePosition = pos + new Vector3(0.0f, 0.0f, m_sitAvatarHeight);
1997 }
1998 } 2157 }
1999 else 2158 sitOrientation = nrot; // Change rotatione to the scripted one
2159 OffsetRotation = nrot;
2160 autopilot = false; // Jump direct to scripted llSitPos()
2161 }
2162 else
2163 {
2164//Console.WriteLine("Scripted, occupied");
2165 return;
2166 }
2167 }
2168 else // Not Scripted
2169 {
2170 if ( (Math.Abs(offset.X) > 0.1f) || (Math.Abs(offset.Y) > 0.1f) ) // Changed 0.5M to 0.1M as they want to be able to sit close together
2171 {
2172 // large prim & offset, ignore if other Avs sitting
2173// offset.Z -= 0.05f;
2174 m_avUnscriptedSitPos = offset * partIRot; // (non-zero) sit where clicked
2175 autopilotTarget = part.AbsolutePosition + offset; // World location of clicked point
2176
2177//Console.WriteLine(" offset ={0}", offset);
2178//Console.WriteLine(" UnscriptedSitPos={0}", m_avUnscriptedSitPos);
2179//Console.WriteLine(" autopilotTarget={0}", autopilotTarget);
2180
2181 }
2182 else // small offset
2183 {
2184//Console.WriteLine("Small offset");
2185 if (!part.IsOccupied)
2186 {
2187 m_avUnscriptedSitPos = Vector3.Zero; // Zero = Sit on prim center
2188 autopilotTarget = part.AbsolutePosition;
2189//Console.WriteLine("UsSmall autopilotTarget={0}", autopilotTarget);
2190 }
2191 else return; // occupied small
2192 } // end large/small
2193 } // end Scripted/not
2194
2195 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK);
2196
2197 cameraAtOffset = part.GetCameraAtOffset();
2198 cameraEyeOffset = part.GetCameraEyeOffset();
2199 forceMouselook = part.GetForceMouselook();
2200 if(cameraAtOffset == Vector3.Zero) cameraAtOffset = new Vector3(0f, 0f, 0.1f); //
2201 if(cameraEyeOffset == Vector3.Zero) cameraEyeOffset = new Vector3(0f, 0f, 0.1f); //
2202
2203 if (m_physicsActor != null)
2204 {
2205 // If we're not using the client autopilot, we're immediately warping the avatar to the location
2206 // We can remove the physicsActor until they stand up.
2207 m_sitAvatarHeight = m_physicsActor.Size.Z;
2208 if (autopilot)
2209 { // its not a scripted sit
2210// if (Util.GetDistanceTo(AbsolutePosition, autopilotTarget) < 4.5)
2211 if( (Math.Abs(AbsolutePosition.X - autopilotTarget.X) < 256.0f) && (Math.Abs(AbsolutePosition.Y - autopilotTarget.Y) < 256.0f) )
2000 { 2212 {
2213 autopilot = false; // close enough
2214 m_lastWorldPosition = m_pos; /* CW - This give us a position to return the avatar to if the part is killed before standup.
2215 Not using the part's position because returning the AV to the last known standing
2216 position is likely to be more friendly, isn't it? */
2001 RemoveFromPhysicalScene(); 2217 RemoveFromPhysicalScene();
2002 } 2218 Velocity = Vector3.Zero;
2219 AbsolutePosition = autopilotTarget + new Vector3(0.0f, 0.0f, (m_sitAvatarHeight / 2.0f)); // Warp av to over sit target
2220 } // else the autopilot will get us close
2221 }
2222 else
2223 { // its a scripted sit
2224 m_lastWorldPosition = part.AbsolutePosition; /* CW - This give us a position to return the avatar to if the part is killed before standup.
2225 I *am* using the part's position this time because we have no real idea how far away
2226 the avatar is from the sit target. */
2227 RemoveFromPhysicalScene();
2228 Velocity = Vector3.Zero;
2003 } 2229 }
2004
2005 cameraAtOffset = part.GetCameraAtOffset();
2006 cameraEyeOffset = part.GetCameraEyeOffset();
2007 forceMouselook = part.GetForceMouselook();
2008 } 2230 }
2009 2231 else return; // physactor is null!
2010 ControllingClient.SendSitResponse(targetID, offset, sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook); 2232
2011 m_requestedSitTargetUUID = targetID; 2233 Vector3 offsetr; // = offset * partIRot;
2234 // KF: In a linkset, offsetr needs to be relative to the group root! 091208
2235 // offsetr = (part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) + (offset * partIRot);
2236 // if (part.LinkNum < 2) 091216 All this was necessary because of the GetWorldRotation error.
2237 // { // Single, or Root prim of linkset, target is ClickOffset * RootRot
2238 //offsetr = offset * partIRot;
2239//
2240 // }
2241 // else
2242 // { // Child prim, offset is (ChildOffset * RootRot) + (ClickOffset * ChildRot)
2243 // offsetr = //(part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) +
2244 // (offset * partRot);
2245 // }
2246
2247//Console.WriteLine(" ");
2248//Console.WriteLine("link number ={0}", part.LinkNum);
2249//Console.WriteLine("Prim offset ={0}", part.OffsetPosition );
2250//Console.WriteLine("Root Rotate ={0}", part.ParentGroup.RootPart.RotationOffset);
2251//Console.WriteLine("Click offst ={0}", offset);
2252//Console.WriteLine("Prim Rotate ={0}", part.GetWorldRotation());
2253//Console.WriteLine("offsetr ={0}", offsetr);
2254//Console.WriteLine("Camera At ={0}", cameraAtOffset);
2255//Console.WriteLine("Camera Eye ={0}", cameraEyeOffset);
2256
2257 //NOTE: SendSitResponse should be relative to the GROUP *NOT* THE PRIM if we're sitting on a child
2258 ControllingClient.SendSitResponse(part.ParentGroup.UUID, ((offset * part.RotationOffset) + part.OffsetPosition), sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook);
2259
2260 m_requestedSitTargetUUID = part.UUID; //KF: Correct autopilot target
2012 // This calls HandleAgentSit twice, once from here, and the client calls 2261 // This calls HandleAgentSit twice, once from here, and the client calls
2013 // HandleAgentSit itself after it gets to the location 2262 // HandleAgentSit itself after it gets to the location
2014 // It doesn't get to the location until we've moved them there though 2263 // It doesn't get to the location until we've moved them there though
2015 // which happens in HandleAgentSit :P 2264 // which happens in HandleAgentSit :P
2016 m_autopilotMoving = autopilot; 2265 m_autopilotMoving = autopilot;
2017 m_autoPilotTarget = pos; 2266 m_autoPilotTarget = autopilotTarget;
2018 m_sitAtAutoTarget = autopilot; 2267 m_sitAtAutoTarget = autopilot;
2268 m_initialSitTarget = autopilotTarget;
2019 if (!autopilot) 2269 if (!autopilot)
2020 HandleAgentSit(remoteClient, UUID); 2270 HandleAgentSit(remoteClient, UUID);
2021 } 2271 }
@@ -2281,45 +2531,127 @@ namespace OpenSim.Region.Framework.Scenes
2281 { 2531 {
2282 if (part.SitTargetAvatar == UUID) 2532 if (part.SitTargetAvatar == UUID)
2283 { 2533 {
2534//Console.WriteLine("Scripted Sit");
2535 // Scripted sit
2284 Vector3 sitTargetPos = part.SitTargetPosition; 2536 Vector3 sitTargetPos = part.SitTargetPosition;
2285 Quaternion sitTargetOrient = part.SitTargetOrientation; 2537 Quaternion sitTargetOrient = part.SitTargetOrientation;
2286
2287 //Quaternion vq = new Quaternion(sitTargetPos.X, sitTargetPos.Y+0.2f, sitTargetPos.Z+0.2f, 0);
2288 //Quaternion nq = new Quaternion(-sitTargetOrient.X, -sitTargetOrient.Y, -sitTargetOrient.Z, sitTargetOrient.w);
2289
2290 //Quaternion result = (sitTargetOrient * vq) * nq;
2291
2292 m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z); 2538 m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z);
2293 m_pos += SIT_TARGET_ADJUSTMENT; 2539 m_pos += SIT_TARGET_ADJUSTMENT;
2294 Rotation = sitTargetOrient; 2540 if (!part.IsRoot)
2295 //Rotation = sitTargetOrient; 2541 {
2296 ParentPosition = part.AbsolutePosition; 2542 m_pos *= part.RotationOffset;
2297 2543 }
2298 //SendTerseUpdateToAllClients(); 2544 m_bodyRot = sitTargetOrient;
2545 m_parentPosition = part.AbsolutePosition;
2546 part.IsOccupied = true;
2547 part.ParentGroup.AddAvatar(agentID);
2299 } 2548 }
2300 else 2549 else
2301 { 2550 {
2302 m_pos -= part.AbsolutePosition; 2551 // if m_avUnscriptedSitPos is zero then Av sits above center
2303 ParentPosition = part.AbsolutePosition; 2552 // Else Av sits at m_avUnscriptedSitPos
2304 } 2553
2554 // Non-scripted sit by Kitto Flora 21Nov09
2555 // Calculate angle of line from prim to Av
2556 Quaternion partIRot;
2557// if (part.LinkNum == 1)
2558// { // Root prim of linkset
2559// partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset);
2560// }
2561// else
2562// { // single or child prim
2563 partIRot = Quaternion.Inverse(part.GetWorldRotation());
2564// }
2565 Vector3 sitTargetPos= part.AbsolutePosition + m_avUnscriptedSitPos;
2566 float y_diff = (m_avInitialPos.Y - sitTargetPos.Y);
2567 float x_diff = ( m_avInitialPos.X - sitTargetPos.X);
2568 if(Math.Abs(x_diff) < 0.001f) x_diff = 0.001f; // avoid div by 0
2569 if(Math.Abs(y_diff) < 0.001f) y_diff = 0.001f; // avoid pol flip at 0
2570 float sit_angle = (float)Math.Atan2( (double)y_diff, (double)x_diff);
2571 // NOTE: when sitting m_ pos and m_bodyRot are *relative* to the prim location/rotation, not 'World'.
2572 // Av sits at world euler <0,0, z>, translated by part rotation
2573 m_bodyRot = partIRot * Quaternion.CreateFromEulers(0f, 0f, sit_angle); // sit at 0,0,inv-click
2574
2575 m_parentPosition = part.AbsolutePosition;
2576 part.IsOccupied = true;
2577 part.ParentGroup.AddAvatar(agentID);
2578 m_pos = new Vector3(0f, 0f, 0.05f) + // corrections to get Sit Animation
2579 (new Vector3(0.0f, 0f, 0.61f) * partIRot) + // located on center
2580 (new Vector3(0.34f, 0f, 0.0f) * m_bodyRot) +
2581 m_avUnscriptedSitPos; // adds click offset, if any
2582 //Set up raytrace to find top surface of prim
2583 Vector3 size = part.Scale;
2584 float mag = 2.0f; // 0.1f + (float)Math.Sqrt((size.X * size.X) + (size.Y * size.Y) + (size.Z * size.Z));
2585 Vector3 start = part.AbsolutePosition + new Vector3(0f, 0f, mag);
2586 Vector3 down = new Vector3(0f, 0f, -1f);
2587//Console.WriteLine("st={0} do={1} ma={2}", start, down, mag);
2588 m_scene.PhysicsScene.RaycastWorld(
2589 start, // Vector3 position,
2590 down, // Vector3 direction,
2591 mag, // float length,
2592 SitAltitudeCallback); // retMethod
2593 } // end scripted/not
2305 } 2594 }
2306 else 2595 else // no Av
2307 { 2596 {
2308 return; 2597 return;
2309 } 2598 }
2310 } 2599 }
2311 ParentID = m_requestedSitTargetID; 2600 ParentID = m_requestedSitTargetID;
2312 2601
2602 //We want our offsets to reference the root prim, not the child we may have sat on
2603 if (!part.IsRoot)
2604 {
2605 m_parentID = part.ParentGroup.RootPart.LocalId;
2606 m_pos += part.OffsetPosition;
2607 }
2608 else
2609 {
2610 m_parentID = m_requestedSitTargetID;
2611 }
2612
2613 if (part.SitTargetAvatar != UUID)
2614 {
2615 m_offsetRotation = m_offsetRotation / part.RotationOffset;
2616 }
2313 Velocity = Vector3.Zero; 2617 Velocity = Vector3.Zero;
2314 RemoveFromPhysicalScene(); 2618 RemoveFromPhysicalScene();
2315
2316 Animator.TrySetMovementAnimation(sitAnimation); 2619 Animator.TrySetMovementAnimation(sitAnimation);
2317 SendAvatarDataToAllAgents(); 2620 SendAvatarDataToAllAgents();
2318 // This may seem stupid, but Our Full updates don't send avatar rotation :P
2319 // So we're also sending a terse update (which has avatar rotation)
2320 // [Update] We do now.
2321 //SendTerseUpdateToAllClients(); 2621 //SendTerseUpdateToAllClients();
2322 } 2622 }
2623
2624 public void SitAltitudeCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 normal)
2625 {
2626 // KF: 091202 There appears to be a bug in Prim Edit Size - the process sometimes make a prim that RayTrace no longer
2627 // sees. Take/re-rez, or sim restart corrects the condition. Result of bug is incorrect sit height.
2628 if(hitYN)
2629 {
2630 // m_pos = Av offset from prim center to make look like on center
2631 // m_parentPosition = Actual center pos of prim
2632 // collisionPoint = spot on prim where we want to sit
2633 // collisionPoint.Z = global sit surface height
2634 SceneObjectPart part = m_scene.GetSceneObjectPart(localid);
2635 Quaternion partIRot;
2636// if (part.LinkNum == 1)
2637/// { // Root prim of linkset
2638// partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset);
2639// }
2640// else
2641// { // single or child prim
2642 partIRot = Quaternion.Inverse(part.GetWorldRotation());
2643// }
2644 if (m_initialSitTarget != null)
2645 {
2646 float offZ = collisionPoint.Z - m_initialSitTarget.Z;
2647 Vector3 offset = new Vector3(0.0f, 0.0f, offZ) * partIRot; // Altitude correction
2648 //Console.WriteLine("sitPoint={0}, offset={1}", sitPoint, offset);
2649 m_pos += offset;
2650 // ControllingClient.SendClearFollowCamProperties(part.UUID);
2651 }
2652
2653 }
2654 } // End SitAltitudeCallback KF.
2323 2655
2324 /// <summary> 2656 /// <summary>
2325 /// Event handler for the 'Always run' setting on the client 2657 /// Event handler for the 'Always run' setting on the client
@@ -2349,6 +2681,19 @@ namespace OpenSim.Region.Framework.Scenes
2349 Vector3 direc = vec * Rotation; 2681 Vector3 direc = vec * Rotation;
2350 direc.Normalize(); 2682 direc.Normalize();
2351 2683
2684 if (PhysicsActor.Flying != m_flyingOld) // add for fly velocity control
2685 {
2686 m_flyingOld = PhysicsActor.Flying; // add for fly velocity control
2687 if (!PhysicsActor.Flying)
2688 m_wasFlying = true; // add for fly velocity control
2689 }
2690
2691 if (PhysicsActor.IsColliding == true)
2692 m_wasFlying = false; // add for fly velocity control
2693
2694 if ((vec.Z == 0f) && !PhysicsActor.Flying)
2695 direc.Z = 0f; // Prevent camera WASD up.
2696
2352 direc *= 0.03f * 128f * SpeedModifier; 2697 direc *= 0.03f * 128f * SpeedModifier;
2353 2698
2354 if (PhysicsActor != null) 2699 if (PhysicsActor != null)
@@ -2367,6 +2712,10 @@ namespace OpenSim.Region.Framework.Scenes
2367 // m_log.Info("[AGENT]: Stop Flying"); 2712 // m_log.Info("[AGENT]: Stop Flying");
2368 //} 2713 //}
2369 } 2714 }
2715 if (Animator.m_falling && m_wasFlying) // if falling from flying, disable motion add
2716 {
2717 direc *= 0.0f;
2718 }
2370 else if (!PhysicsActor.Flying && PhysicsActor.IsColliding) 2719 else if (!PhysicsActor.Flying && PhysicsActor.IsColliding)
2371 { 2720 {
2372 if (direc.Z > 2.0f) 2721 if (direc.Z > 2.0f)
@@ -2427,6 +2776,9 @@ namespace OpenSim.Region.Framework.Scenes
2427 2776
2428 CheckForSignificantMovement(); // sends update to the modules. 2777 CheckForSignificantMovement(); // sends update to the modules.
2429 } 2778 }
2779
2780 //Sending prim updates AFTER the avatar terse updates are sent
2781 SendPrimUpdates();
2430 } 2782 }
2431 2783
2432 #endregion 2784 #endregion
@@ -3198,6 +3550,7 @@ namespace OpenSim.Region.Framework.Scenes
3198 m_callbackURI = cAgent.CallbackURI; 3550 m_callbackURI = cAgent.CallbackURI;
3199 3551
3200 m_pos = cAgent.Position; 3552 m_pos = cAgent.Position;
3553
3201 m_velocity = cAgent.Velocity; 3554 m_velocity = cAgent.Velocity;
3202 CameraPosition = cAgent.Center; 3555 CameraPosition = cAgent.Center;
3203 CameraAtAxis = cAgent.AtAxis; 3556 CameraAtAxis = cAgent.AtAxis;
@@ -3347,14 +3700,28 @@ namespace OpenSim.Region.Framework.Scenes
3347 //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f)) 3700 //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f))
3348 // The Physics Scene will send updates every 500 ms grep: PhysicsActor.SubscribeEvents( 3701 // The Physics Scene will send updates every 500 ms grep: PhysicsActor.SubscribeEvents(
3349 // as of this comment the interval is set in AddToPhysicalScene 3702 // as of this comment the interval is set in AddToPhysicalScene
3350 if (Animator != null) 3703 if (Animator!=null)
3351 Animator.UpdateMovementAnimations(); 3704 {
3705 if (m_updateCount > 0) //KF: DO NOT call UpdateMovementAnimations outside of the m_updateCount wrapper,
3706 { // else its will lock out other animation changes, like ground sit.
3707 Animator.UpdateMovementAnimations();
3708 m_updateCount--;
3709 }
3710 }
3352 3711
3353 CollisionEventUpdate collisionData = (CollisionEventUpdate)e; 3712 CollisionEventUpdate collisionData = (CollisionEventUpdate)e;
3354 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; 3713 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList;
3355 3714
3356 CollisionPlane = Vector4.UnitW; 3715 CollisionPlane = Vector4.UnitW;
3357 3716
3717 // No collisions at all means we may be flying. Update always
3718 // to make falling work
3719 if (m_lastColCount != coldata.Count || coldata.Count == 0)
3720 {
3721 m_updateCount = UPDATE_COUNT;
3722 m_lastColCount = coldata.Count;
3723 }
3724
3358 if (coldata.Count != 0 && Animator != null) 3725 if (coldata.Count != 0 && Animator != null)
3359 { 3726 {
3360 switch (Animator.CurrentMovementAnimation) 3727 switch (Animator.CurrentMovementAnimation)
@@ -3384,6 +3751,148 @@ namespace OpenSim.Region.Framework.Scenes
3384 } 3751 }
3385 } 3752 }
3386 3753
3754 List<uint> thisHitColliders = new List<uint>();
3755 List<uint> endedColliders = new List<uint>();
3756 List<uint> startedColliders = new List<uint>();
3757
3758 foreach (uint localid in coldata.Keys)
3759 {
3760 thisHitColliders.Add(localid);
3761 if (!m_lastColliders.Contains(localid))
3762 {
3763 startedColliders.Add(localid);
3764 }
3765 //m_log.Debug("[SCENE PRESENCE]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString());
3766 }
3767
3768 // calculate things that ended colliding
3769 foreach (uint localID in m_lastColliders)
3770 {
3771 if (!thisHitColliders.Contains(localID))
3772 {
3773 endedColliders.Add(localID);
3774 }
3775 }
3776 //add the items that started colliding this time to the last colliders list.
3777 foreach (uint localID in startedColliders)
3778 {
3779 m_lastColliders.Add(localID);
3780 }
3781 // remove things that ended colliding from the last colliders list
3782 foreach (uint localID in endedColliders)
3783 {
3784 m_lastColliders.Remove(localID);
3785 }
3786
3787 // do event notification
3788 if (startedColliders.Count > 0)
3789 {
3790 ColliderArgs StartCollidingMessage = new ColliderArgs();
3791 List<DetectedObject> colliding = new List<DetectedObject>();
3792 foreach (uint localId in startedColliders)
3793 {
3794 if (localId == 0)
3795 continue;
3796
3797 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3798 string data = "";
3799 if (obj != null)
3800 {
3801 DetectedObject detobj = new DetectedObject();
3802 detobj.keyUUID = obj.UUID;
3803 detobj.nameStr = obj.Name;
3804 detobj.ownerUUID = obj.OwnerID;
3805 detobj.posVector = obj.AbsolutePosition;
3806 detobj.rotQuat = obj.GetWorldRotation();
3807 detobj.velVector = obj.Velocity;
3808 detobj.colliderType = 0;
3809 detobj.groupUUID = obj.GroupID;
3810 colliding.Add(detobj);
3811 }
3812 }
3813
3814 if (colliding.Count > 0)
3815 {
3816 StartCollidingMessage.Colliders = colliding;
3817
3818 foreach (SceneObjectGroup att in GetAttachments())
3819 Scene.EventManager.TriggerScriptCollidingStart(att.LocalId, StartCollidingMessage);
3820 }
3821 }
3822
3823 if (endedColliders.Count > 0)
3824 {
3825 ColliderArgs EndCollidingMessage = new ColliderArgs();
3826 List<DetectedObject> colliding = new List<DetectedObject>();
3827 foreach (uint localId in endedColliders)
3828 {
3829 if (localId == 0)
3830 continue;
3831
3832 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3833 string data = "";
3834 if (obj != null)
3835 {
3836 DetectedObject detobj = new DetectedObject();
3837 detobj.keyUUID = obj.UUID;
3838 detobj.nameStr = obj.Name;
3839 detobj.ownerUUID = obj.OwnerID;
3840 detobj.posVector = obj.AbsolutePosition;
3841 detobj.rotQuat = obj.GetWorldRotation();
3842 detobj.velVector = obj.Velocity;
3843 detobj.colliderType = 0;
3844 detobj.groupUUID = obj.GroupID;
3845 colliding.Add(detobj);
3846 }
3847 }
3848
3849 if (colliding.Count > 0)
3850 {
3851 EndCollidingMessage.Colliders = colliding;
3852
3853 foreach (SceneObjectGroup att in GetAttachments())
3854 Scene.EventManager.TriggerScriptCollidingEnd(att.LocalId, EndCollidingMessage);
3855 }
3856 }
3857
3858 if (thisHitColliders.Count > 0)
3859 {
3860 ColliderArgs CollidingMessage = new ColliderArgs();
3861 List<DetectedObject> colliding = new List<DetectedObject>();
3862 foreach (uint localId in thisHitColliders)
3863 {
3864 if (localId == 0)
3865 continue;
3866
3867 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3868 string data = "";
3869 if (obj != null)
3870 {
3871 DetectedObject detobj = new DetectedObject();
3872 detobj.keyUUID = obj.UUID;
3873 detobj.nameStr = obj.Name;
3874 detobj.ownerUUID = obj.OwnerID;
3875 detobj.posVector = obj.AbsolutePosition;
3876 detobj.rotQuat = obj.GetWorldRotation();
3877 detobj.velVector = obj.Velocity;
3878 detobj.colliderType = 0;
3879 detobj.groupUUID = obj.GroupID;
3880 colliding.Add(detobj);
3881 }
3882 }
3883
3884 if (colliding.Count > 0)
3885 {
3886 CollidingMessage.Colliders = colliding;
3887
3888 lock (m_attachments)
3889 {
3890 foreach (SceneObjectGroup att in m_attachments)
3891 Scene.EventManager.TriggerScriptColliding(att.LocalId, CollidingMessage);
3892 }
3893 }
3894 }
3895
3387 if (Invulnerable) 3896 if (Invulnerable)
3388 return; 3897 return;
3389 3898
@@ -3455,6 +3964,10 @@ namespace OpenSim.Region.Framework.Scenes
3455 { 3964 {
3456 lock (m_attachments) 3965 lock (m_attachments)
3457 { 3966 {
3967 // This may be true when the attachment comes back
3968 // from serialization after login. Clear it.
3969 gobj.IsDeleted = false;
3970
3458 m_attachments.Add(gobj); 3971 m_attachments.Add(gobj);
3459 } 3972 }
3460 } 3973 }
@@ -3818,5 +4331,39 @@ namespace OpenSim.Region.Framework.Scenes
3818 m_reprioritization_called = false; 4331 m_reprioritization_called = false;
3819 } 4332 }
3820 } 4333 }
4334
4335 private Vector3 Quat2Euler(Quaternion rot){
4336 float x = Utils.RAD_TO_DEG * (float)Math.Atan2((double)((2.0f * rot.X * rot.W) - (2.0f * rot.Y * rot.Z)) ,
4337 (double)(1 - (2.0f * rot.X * rot.X) - (2.0f * rot.Z * rot.Z)));
4338 float y = Utils.RAD_TO_DEG * (float)Math.Asin ((double)((2.0f * rot.X * rot.Y) + (2.0f * rot.Z * rot.W)));
4339 float z = Utils.RAD_TO_DEG * (float)Math.Atan2(((double)(2.0f * rot.Y * rot.W) - (2.0f * rot.X * rot.Z)) ,
4340 (double)(1 - (2.0f * rot.Y * rot.Y) - (2.0f * rot.Z * rot.Z)));
4341 return(new Vector3(x,y,z));
4342 }
4343
4344 private void CheckLandingPoint(ref Vector3 pos)
4345 {
4346 // Never constrain lures
4347 if ((TeleportFlags & TeleportFlags.ViaLure) != 0)
4348 return;
4349
4350 if (m_scene.RegionInfo.EstateSettings.AllowDirectTeleport)
4351 return;
4352
4353 ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y);
4354
4355 if (land.LandData.LandingType == (byte)LandingType.LandingPoint &&
4356 land.LandData.UserLocation != Vector3.Zero &&
4357 land.LandData.OwnerID != m_uuid &&
4358 (!m_scene.Permissions.IsGod(m_uuid)) &&
4359 (!m_scene.RegionInfo.EstateSettings.IsEstateManager(m_uuid)))
4360 {
4361 float curr = Vector3.Distance(AbsolutePosition, pos);
4362 if (Vector3.Distance(land.LandData.UserLocation, pos) < curr)
4363 pos = land.LandData.UserLocation;
4364 else
4365 ControllingClient.SendAlertMessage("Can't teleport closer to destination");
4366 }
4367 }
3821 } 4368 }
3822} 4369}
diff --git a/OpenSim/Region/Framework/Scenes/SceneViewer.cs b/OpenSim/Region/Framework/Scenes/SceneViewer.cs
index 50e1e39..8a0d288 100644
--- a/OpenSim/Region/Framework/Scenes/SceneViewer.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneViewer.cs
@@ -126,7 +126,7 @@ namespace OpenSim.Region.Framework.Scenes
126 g.ScheduleFullUpdateToAvatar(m_presence); 126 g.ScheduleFullUpdateToAvatar(m_presence);
127 } 127 }
128 128
129 while (m_partsUpdateQueue.Count > 0) 129 while (m_partsUpdateQueue != null && m_partsUpdateQueue.Count != null && m_partsUpdateQueue.Count > 0)
130 { 130 {
131 SceneObjectPart part = m_partsUpdateQueue.Dequeue(); 131 SceneObjectPart part = m_partsUpdateQueue.Dequeue();
132 132
diff --git a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
index e06a222..11dad6c 100644
--- a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
+++ b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
@@ -346,6 +346,8 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
346 m_SOPXmlProcessors.Add("PayPrice2", ProcessPayPrice2); 346 m_SOPXmlProcessors.Add("PayPrice2", ProcessPayPrice2);
347 m_SOPXmlProcessors.Add("PayPrice3", ProcessPayPrice3); 347 m_SOPXmlProcessors.Add("PayPrice3", ProcessPayPrice3);
348 m_SOPXmlProcessors.Add("PayPrice4", ProcessPayPrice4); 348 m_SOPXmlProcessors.Add("PayPrice4", ProcessPayPrice4);
349
350 m_SOPXmlProcessors.Add("Buoyancy", ProcessBuoyancy);
349 #endregion 351 #endregion
350 352
351 #region TaskInventoryXmlProcessors initialization 353 #region TaskInventoryXmlProcessors initialization
@@ -735,6 +737,11 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
735 obj.PayPrice[4] = (int)reader.ReadElementContentAsInt("PayPrice4", String.Empty); 737 obj.PayPrice[4] = (int)reader.ReadElementContentAsInt("PayPrice4", String.Empty);
736 } 738 }
737 739
740 private static void ProcessBuoyancy(SceneObjectPart obj, XmlTextReader reader)
741 {
742 obj.Buoyancy = (int)reader.ReadElementContentAsFloat("Buoyancy", String.Empty);
743 }
744
738 #endregion 745 #endregion
739 746
740 #region TaskInventoryXmlProcessors 747 #region TaskInventoryXmlProcessors
@@ -1219,6 +1226,8 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1219 writer.WriteElementString("PayPrice3", sop.PayPrice[3].ToString()); 1226 writer.WriteElementString("PayPrice3", sop.PayPrice[3].ToString());
1220 writer.WriteElementString("PayPrice4", sop.PayPrice[4].ToString()); 1227 writer.WriteElementString("PayPrice4", sop.PayPrice[4].ToString());
1221 1228
1229 writer.WriteElementString("Buoyancy", sop.Buoyancy.ToString());
1230
1222 writer.WriteEndElement(); 1231 writer.WriteEndElement();
1223 } 1232 }
1224 1233
@@ -1503,12 +1512,6 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1503 { 1512 {
1504 TaskInventoryDictionary tinv = new TaskInventoryDictionary(); 1513 TaskInventoryDictionary tinv = new TaskInventoryDictionary();
1505 1514
1506 if (reader.IsEmptyElement)
1507 {
1508 reader.Read();
1509 return tinv;
1510 }
1511
1512 reader.ReadStartElement(name, String.Empty); 1515 reader.ReadStartElement(name, String.Empty);
1513 1516
1514 while (reader.Name == "TaskInventoryItem") 1517 while (reader.Name == "TaskInventoryItem")
@@ -1551,12 +1554,6 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1551 1554
1552 PrimitiveBaseShape shape = new PrimitiveBaseShape(); 1555 PrimitiveBaseShape shape = new PrimitiveBaseShape();
1553 1556
1554 if (reader.IsEmptyElement)
1555 {
1556 reader.Read();
1557 return shape;
1558 }
1559
1560 reader.ReadStartElement(name, String.Empty); // Shape 1557 reader.ReadStartElement(name, String.Empty); // Shape
1561 1558
1562 string nodeName = string.Empty; 1559 string nodeName = string.Empty;
@@ -1596,4 +1593,4 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1596 1593
1597 #endregion 1594 #endregion
1598 } 1595 }
1599} 1596} \ No newline at end of file
diff --git a/OpenSim/Region/Framework/Scenes/UndoState.cs b/OpenSim/Region/Framework/Scenes/UndoState.cs
index d34d8e5..0a30f4b 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);
@@ -160,24 +175,24 @@ namespace OpenSim.Region.Framework.Scenes
160 { 175 {
161 if (Position != Vector3.Zero) 176 if (Position != Vector3.Zero)
162 { 177 {
163// m_log.DebugFormat( 178 // m_log.DebugFormat(
164// "[UNDO STATE]: Undoing position {0} to {1} for child part {2} {3}", 179 // "[UNDO STATE]: Undoing position {0} to {1} for child part {2} {3}",
165// part.OffsetPosition, Position, part.Name, part.LocalId); 180 // part.OffsetPosition, Position, part.Name, part.LocalId);
166 181
167 part.OffsetPosition = Position; 182 part.OffsetPosition = Position;
168 } 183 }
169 184
170// m_log.DebugFormat( 185 // m_log.DebugFormat(
171// "[UNDO STATE]: Undoing rotation {0} to {1} for child part {2} {3}", 186 // "[UNDO STATE]: Undoing rotation {0} to {1} for child part {2} {3}",
172// part.RotationOffset, Rotation, part.Name, part.LocalId); 187 // part.RotationOffset, Rotation, part.Name, part.LocalId);
173 188
174 part.UpdateRotation(Rotation); 189 part.UpdateRotation(Rotation);
175 190
176 if (Scale != Vector3.Zero) 191 if (Scale != Vector3.Zero)
177 { 192 {
178// m_log.DebugFormat( 193 // m_log.DebugFormat(
179// "[UNDO STATE]: Undoing scale {0} to {1} for child part {2} {3}", 194 // "[UNDO STATE]: Undoing scale {0} to {1} for child part {2} {3}",
180// part.Shape.Scale, Scale, part.Name, part.LocalId); 195 // part.Shape.Scale, Scale, part.Name, part.LocalId);
181 196
182 part.Resize(Scale); 197 part.Resize(Scale);
183 } 198 }
@@ -249,4 +264,4 @@ namespace OpenSim.Region.Framework.Scenes
249 m_terrainModule.UndoTerrain(m_terrainChannel); 264 m_terrainModule.UndoTerrain(m_terrainChannel);
250 } 265 }
251 } 266 }
252} \ No newline at end of file 267}
diff --git a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
index 3acdaf8..8d41f00 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 8e9647e..9fa243e 100644
--- a/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
+++ b/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
@@ -813,6 +813,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
813 public event ObjectOwner OnObjectOwner; 813 public event ObjectOwner OnObjectOwner;
814 public event DirPlacesQuery OnDirPlacesQuery; 814 public event DirPlacesQuery OnDirPlacesQuery;
815 public event DirFindQuery OnDirFindQuery; 815 public event DirFindQuery OnDirFindQuery;
816 public event MoveItemsAndLeaveCopy OnMoveItemsAndLeaveCopy;
816 public event DirLandQuery OnDirLandQuery; 817 public event DirLandQuery OnDirLandQuery;
817 public event DirPopularQuery OnDirPopularQuery; 818 public event DirPopularQuery OnDirPopularQuery;
818 public event DirClassifiedQuery OnDirClassifiedQuery; 819 public event DirClassifiedQuery OnDirClassifiedQuery;
@@ -829,7 +830,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
829 public event ClassifiedInfoRequest OnClassifiedInfoRequest; 830 public event ClassifiedInfoRequest OnClassifiedInfoRequest;
830 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate; 831 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate;
831 public event ClassifiedDelete OnClassifiedDelete; 832 public event ClassifiedDelete OnClassifiedDelete;
832 public event ClassifiedDelete OnClassifiedGodDelete; 833 public event ClassifiedGodDelete OnClassifiedGodDelete;
833 public event EventNotificationAddRequest OnEventNotificationAddRequest; 834 public event EventNotificationAddRequest OnEventNotificationAddRequest;
834 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest; 835 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest;
835 public event EventGodDelete OnEventGodDelete; 836 public event EventGodDelete OnEventGodDelete;
@@ -880,6 +881,11 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
880 881
881 public void Close() 882 public void Close()
882 { 883 {
884 Close(true);
885 }
886
887 public void Close(bool sendStop)
888 {
883 Disconnect(); 889 Disconnect();
884 } 890 }
885 891
@@ -934,7 +940,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
934 940
935 } 941 }
936 942
937 public void SendKillObject(ulong regionHandle, uint localID) 943 public void SendKillObject(ulong regionHandle, List<uint> localID)
938 { 944 {
939 945
940 } 946 }
diff --git a/OpenSim/Region/OptionalModules/Avatar/Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs b/OpenSim/Region/OptionalModules/Avatar/Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs
index a5bba4f..4f86e42 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 534bf92..ae902eb 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/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/AutoBackup/AutoBackupModuleState.cs b/OpenSim/Region/OptionalModules/World/AutoBackup/AutoBackupModuleState.cs
index 2db718c..f9e118b 100644
--- a/OpenSim/Region/OptionalModules/World/AutoBackup/AutoBackupModuleState.cs
+++ b/OpenSim/Region/OptionalModules/World/AutoBackup/AutoBackupModuleState.cs
@@ -23,104 +23,104 @@
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT 23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS 24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */ 26 */
27 27
28using System; 28using System;
29using System.Collections.Generic; 29using System.Collections.Generic;
30 30
31 31
32namespace OpenSim.Region.OptionalModules.World.AutoBackup 32namespace OpenSim.Region.OptionalModules.World.AutoBackup
33{ 33{
34 /// <summary>AutoBackupModuleState: Auto-Backup state for one region (scene). 34 /// <summary>AutoBackupModuleState: Auto-Backup state for one region (scene).
35 /// If you use this class in any way outside of AutoBackupModule, you should treat the class as opaque. 35 /// If you use this class in any way outside of AutoBackupModule, you should treat the class as opaque.
36 /// Since it is not part of the framework, you really should not rely upon it outside of the AutoBackupModule implementation. 36 /// Since it is not part of the framework, you really should not rely upon it outside of the AutoBackupModule implementation.
37 /// </summary> 37 /// </summary>
38 /// 38 ///
39 public class AutoBackupModuleState 39 public class AutoBackupModuleState
40 { 40 {
41 private Dictionary<Guid, string> m_liveRequests = null; 41 private Dictionary<Guid, string> m_liveRequests = null;
42 42
43 public AutoBackupModuleState() 43 public AutoBackupModuleState()
44 { 44 {
45 this.Enabled = false; 45 this.Enabled = false;
46 this.BackupDir = "."; 46 this.BackupDir = ".";
47 this.BusyCheck = true; 47 this.BusyCheck = true;
48 this.Timer = null; 48 this.Timer = null;
49 this.NamingType = NamingType.Time; 49 this.NamingType = NamingType.Time;
50 this.Script = null; 50 this.Script = null;
51 } 51 }
52 52
53 public Dictionary<Guid, string> LiveRequests 53 public Dictionary<Guid, string> LiveRequests
54 { 54 {
55 get { 55 get {
56 return this.m_liveRequests ?? 56 return this.m_liveRequests ??
57 (this.m_liveRequests = new Dictionary<Guid, string>(1)); 57 (this.m_liveRequests = new Dictionary<Guid, string>(1));
58 } 58 }
59 } 59 }
60 60
61 public bool Enabled 61 public bool Enabled
62 { 62 {
63 get; 63 get;
64 set; 64 set;
65 } 65 }
66 66
67 public System.Timers.Timer Timer 67 public System.Timers.Timer Timer
68 { 68 {
69 get; 69 get;
70 set; 70 set;
71 } 71 }
72 72
73 public double IntervalMinutes 73 public double IntervalMinutes
74 { 74 {
75 get 75 get
76 { 76 {
77 if (this.Timer == null) 77 if (this.Timer == null)
78 { 78 {
79 return -1.0; 79 return -1.0;
80 } 80 }
81 else 81 else
82 { 82 {
83 return this.Timer.Interval / 60000.0; 83 return this.Timer.Interval / 60000.0;
84 } 84 }
85 } 85 }
86 } 86 }
87 87
88 public bool BusyCheck 88 public bool BusyCheck
89 { 89 {
90 get; 90 get;
91 set; 91 set;
92 } 92 }
93 93
94 public string Script 94 public string Script
95 { 95 {
96 get; 96 get;
97 set; 97 set;
98 } 98 }
99 99
100 public string BackupDir 100 public string BackupDir
101 { 101 {
102 get; 102 get;
103 set; 103 set;
104 } 104 }
105 105
106 public NamingType NamingType 106 public NamingType NamingType
107 { 107 {
108 get; 108 get;
109 set; 109 set;
110 } 110 }
111 111
112 public new string ToString() 112 public new string ToString()
113 { 113 {
114 string retval = ""; 114 string retval = "";
115 115
116 retval += "[AUTO BACKUP]: AutoBackup: " + (Enabled ? "ENABLED" : "DISABLED") + "\n"; 116 retval += "[AUTO BACKUP]: AutoBackup: " + (Enabled ? "ENABLED" : "DISABLED") + "\n";
117 retval += "[AUTO BACKUP]: Interval: " + IntervalMinutes + " minutes" + "\n"; 117 retval += "[AUTO BACKUP]: Interval: " + IntervalMinutes + " minutes" + "\n";
118 retval += "[AUTO BACKUP]: Do Busy Check: " + (BusyCheck ? "Yes" : "No") + "\n"; 118 retval += "[AUTO BACKUP]: Do Busy Check: " + (BusyCheck ? "Yes" : "No") + "\n";
119 retval += "[AUTO BACKUP]: Naming Type: " + NamingType.ToString() + "\n"; 119 retval += "[AUTO BACKUP]: Naming Type: " + NamingType.ToString() + "\n";
120 retval += "[AUTO BACKUP]: Backup Dir: " + BackupDir + "\n"; 120 retval += "[AUTO BACKUP]: Backup Dir: " + BackupDir + "\n";
121 retval += "[AUTO BACKUP]: Script: " + Script + "\n"; 121 retval += "[AUTO BACKUP]: Script: " + Script + "\n";
122 return retval; 122 return retval;
123 } 123 }
124 } 124 }
125} 125}
126 126
diff --git a/OpenSim/Region/OptionalModules/World/MoneyModule/SampleMoneyModule.cs b/OpenSim/Region/OptionalModules/World/MoneyModule/SampleMoneyModule.cs
index b84a34d..d469548 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 ee9a4c1..a29ed21 100644
--- a/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
+++ b/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
@@ -157,7 +157,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
157#pragma warning disable 67 157#pragma warning disable 67
158 public event Action<IClientAPI> OnLogout; 158 public event Action<IClientAPI> OnLogout;
159 public event ObjectPermissions OnObjectPermissions; 159 public event ObjectPermissions OnObjectPermissions;
160 160 public event MoveItemsAndLeaveCopy OnMoveItemsAndLeaveCopy;
161 public event MoneyTransferRequest OnMoneyTransferRequest; 161 public event MoneyTransferRequest OnMoneyTransferRequest;
162 public event ParcelBuy OnParcelBuy; 162 public event ParcelBuy OnParcelBuy;
163 public event Action<IClientAPI> OnConnectionClosed; 163 public event Action<IClientAPI> OnConnectionClosed;
@@ -361,7 +361,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
361 public event ClassifiedInfoRequest OnClassifiedInfoRequest; 361 public event ClassifiedInfoRequest OnClassifiedInfoRequest;
362 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate; 362 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate;
363 public event ClassifiedDelete OnClassifiedDelete; 363 public event ClassifiedDelete OnClassifiedDelete;
364 public event ClassifiedDelete OnClassifiedGodDelete; 364 public event ClassifiedGodDelete OnClassifiedGodDelete;
365 365
366 public event EventNotificationAddRequest OnEventNotificationAddRequest; 366 public event EventNotificationAddRequest OnEventNotificationAddRequest;
367 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest; 367 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest;
@@ -520,7 +520,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
520 520
521 } 521 }
522 522
523 public virtual void SendKillObject(ulong regionHandle, uint localID) 523 public virtual void SendKillObject(ulong regionHandle, List<uint> localID)
524 { 524 {
525 } 525 }
526 526
@@ -835,8 +835,11 @@ namespace OpenSim.Region.OptionalModules.World.NPC
835 835
836 public void Close() 836 public void Close()
837 { 837 {
838 // Remove ourselves from the scene 838 Close(true);
839 m_scene.RemoveClient(AgentId, false); 839 }
840
841 public void Close(bool sendStop)
842 {
840 } 843 }
841 844
842 public void Start() 845 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..1bce760
--- /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..82f1b94
--- /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 eaa1175..acedf44 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 3087f8d..6638cbd 100644
--- a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
+++ b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
@@ -597,8 +597,8 @@ namespace OpenSim.Region.Physics.OdePlugin
597 break; 597 break;
598 598
599 case HollowShape.Circle: 599 case HollowShape.Circle:
600 // Hollow shape is a perfect cyllinder in respect to the cube's scale 600 // Hollow shape is a perfect cylinder in respect to the cube's scale
601 // Cyllinder hollow volume calculation 601 // Cylinder hollow volume calculation
602 602
603 hollowVolume *= 0.1963495f * 3.07920140172638f; 603 hollowVolume *= 0.1963495f * 3.07920140172638f;
604 break; 604 break;
@@ -2835,7 +2835,7 @@ Console.WriteLine(" JointCreateFixed");
2835 } 2835 }
2836 public override bool PIDActive { set { m_usePID = value; } } 2836 public override bool PIDActive { set { m_usePID = value; } }
2837 public override float PIDTau { set { m_PIDTau = value; } } 2837 public override float PIDTau { set { m_PIDTau = value; } }
2838 2838
2839 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } } 2839 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } }
2840 public override bool PIDHoverActive { set { m_useHoverPID = value; } } 2840 public override bool PIDHoverActive { set { m_useHoverPID = value; } }
2841 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } } 2841 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 6c2bdde..9d7aa94 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 4a24c7d..3edc3a2 100644
--- a/OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs
+++ b/OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs
@@ -88,89 +88,7 @@ namespace OpenSim.Region.RegionCombinerModule
88 public void RegionLoaded(Scene scene) 88 public void RegionLoaded(Scene scene)
89 { 89 {
90 if (enabledYN) 90 if (enabledYN)
91 {
92 RegionLoadedDoWork(scene); 91 RegionLoadedDoWork(scene);
93
94 scene.EventManager.OnNewPresence += NewPresence;
95 }
96 }
97
98 private void NewPresence(ScenePresence presence)
99 {
100 if (presence.IsChildAgent)
101 {
102 byte[] throttleData;
103
104 try
105 {
106 throttleData = presence.ControllingClient.GetThrottlesPacked(1);
107 }
108 catch (NotImplementedException)
109 {
110 return;
111 }
112
113 if (throttleData == null)
114 return;
115
116 if (throttleData.Length == 0)
117 return;
118
119 if (throttleData.Length != 28)
120 return;
121
122 byte[] adjData;
123 int pos = 0;
124
125 if (!BitConverter.IsLittleEndian)
126 {
127 byte[] newData = new byte[7 * 4];
128 Buffer.BlockCopy(throttleData, 0, newData, 0, 7 * 4);
129
130 for (int i = 0; i < 7; i++)
131 Array.Reverse(newData, i * 4, 4);
132
133 adjData = newData;
134 }
135 else
136 {
137 adjData = throttleData;
138 }
139
140 // 0.125f converts from bits to bytes
141 int resend = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
142 int land = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
143 int wind = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
144 int cloud = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
145 int task = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
146 int texture = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
147 int asset = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f);
148 // State is a subcategory of task that we allocate a percentage to
149
150
151 //int total = resend + land + wind + cloud + task + texture + asset;
152
153 byte[] data = new byte[7 * 4];
154 int ii = 0;
155
156 Buffer.BlockCopy(Utils.FloatToBytes(resend), 0, data, ii, 4); ii += 4;
157 Buffer.BlockCopy(Utils.FloatToBytes(land * 50), 0, data, ii, 4); ii += 4;
158 Buffer.BlockCopy(Utils.FloatToBytes(wind), 0, data, ii, 4); ii += 4;
159 Buffer.BlockCopy(Utils.FloatToBytes(cloud), 0, data, ii, 4); ii += 4;
160 Buffer.BlockCopy(Utils.FloatToBytes(task), 0, data, ii, 4); ii += 4;
161 Buffer.BlockCopy(Utils.FloatToBytes(texture), 0, data, ii, 4); ii += 4;
162 Buffer.BlockCopy(Utils.FloatToBytes(asset), 0, data, ii, 4);
163
164 try
165 {
166 presence.ControllingClient.SetChildAgentThrottle(data);
167 }
168 catch (NotImplementedException)
169 {
170 return;
171 }
172
173 }
174 } 92 }
175 93
176 private void RegionLoadedDoWork(Scene scene) 94 private void RegionLoadedDoWork(Scene scene)
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs
index ee32755..61e4934 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs
@@ -248,6 +248,26 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
248 248
249 } 249 }
250 250
251 public static void StateChange(IScriptEngine engine, uint localID, UUID itemID)
252 {
253 // Remove a specific script
254
255 // Remove dataserver events
256 m_Dataserver[engine].RemoveEvents(localID, itemID);
257
258 IWorldComm comms = engine.World.RequestModuleInterface<IWorldComm>();
259 if (comms != null)
260 comms.DeleteListener(itemID);
261
262 IXMLRPC xmlrpc = engine.World.RequestModuleInterface<IXMLRPC>();
263 xmlrpc.DeleteChannels(itemID);
264 xmlrpc.CancelSRDRequests(itemID);
265
266 // Remove Sensors
267 m_SensorRepeat[engine].UnSetSenseRepeaterEvents(localID, itemID);
268
269 }
270
251 public static Object[] GetSerializationData(IScriptEngine engine, UUID itemID) 271 public static Object[] GetSerializationData(IScriptEngine engine, UUID itemID)
252 { 272 {
253 List<Object> data = new List<Object>(); 273 List<Object> data = new List<Object>();
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/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 b8e9878..0e0c2b7 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.UpdateTexture(tex);
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.UpdateTexture(tex);
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)
@@ -1673,7 +1856,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1673 /// <param name="falloff"></param> 1856 /// <param name="falloff"></param>
1674 protected void SetPointLight(SceneObjectPart part, bool light, LSL_Vector color, float intensity, float radius, float falloff) 1857 protected void SetPointLight(SceneObjectPart part, bool light, LSL_Vector color, float intensity, float radius, float falloff)
1675 { 1858 {
1676 if (part == null) 1859 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1677 return; 1860 return;
1678 1861
1679 if (light) 1862 if (light)
@@ -1750,15 +1933,27 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1750 m_host.AddScriptLPS(1); 1933 m_host.AddScriptLPS(1);
1751 1934
1752 List<SceneObjectPart> parts = GetLinkParts(linknumber); 1935 List<SceneObjectPart> parts = GetLinkParts(linknumber);
1753 1936 if (parts.Count > 0)
1754 foreach (SceneObjectPart part in parts) 1937 {
1755 SetTexture(part, texture, face); 1938 try
1756 1939 {
1940 parts[0].ParentGroup.areUpdatesSuspended = true;
1941 foreach (SceneObjectPart part in parts)
1942 SetTexture(part, texture, face);
1943 }
1944 finally
1945 {
1946 parts[0].ParentGroup.areUpdatesSuspended = false;
1947 }
1948 }
1757 ScriptSleep(200); 1949 ScriptSleep(200);
1758 } 1950 }
1759 1951
1760 protected void SetTexture(SceneObjectPart part, string texture, int face) 1952 protected void SetTexture(SceneObjectPart part, string texture, int face)
1761 { 1953 {
1954 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1955 return;
1956
1762 UUID textureID = new UUID(); 1957 UUID textureID = new UUID();
1763 1958
1764 textureID = InventoryKey(texture, (int)AssetType.Texture); 1959 textureID = InventoryKey(texture, (int)AssetType.Texture);
@@ -1803,6 +1998,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1803 1998
1804 protected void ScaleTexture(SceneObjectPart part, double u, double v, int face) 1999 protected void ScaleTexture(SceneObjectPart part, double u, double v, int face)
1805 { 2000 {
2001 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2002 return;
2003
1806 Primitive.TextureEntry tex = part.Shape.Textures; 2004 Primitive.TextureEntry tex = part.Shape.Textures;
1807 if (face >= 0 && face < GetNumberOfSides(part)) 2005 if (face >= 0 && face < GetNumberOfSides(part))
1808 { 2006 {
@@ -1839,6 +2037,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1839 2037
1840 protected void OffsetTexture(SceneObjectPart part, double u, double v, int face) 2038 protected void OffsetTexture(SceneObjectPart part, double u, double v, int face)
1841 { 2039 {
2040 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2041 return;
2042
1842 Primitive.TextureEntry tex = part.Shape.Textures; 2043 Primitive.TextureEntry tex = part.Shape.Textures;
1843 if (face >= 0 && face < GetNumberOfSides(part)) 2044 if (face >= 0 && face < GetNumberOfSides(part))
1844 { 2045 {
@@ -1875,6 +2076,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1875 2076
1876 protected void RotateTexture(SceneObjectPart part, double rotation, int face) 2077 protected void RotateTexture(SceneObjectPart part, double rotation, int face)
1877 { 2078 {
2079 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2080 return;
2081
1878 Primitive.TextureEntry tex = part.Shape.Textures; 2082 Primitive.TextureEntry tex = part.Shape.Textures;
1879 if (face >= 0 && face < GetNumberOfSides(part)) 2083 if (face >= 0 && face < GetNumberOfSides(part))
1880 { 2084 {
@@ -1958,10 +2162,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1958 return end; 2162 return end;
1959 } 2163 }
1960 2164
1961 protected void SetPos(SceneObjectPart part, LSL_Vector targetPos) 2165 protected LSL_Vector GetSetPosTarget(SceneObjectPart part, LSL_Vector targetPos, LSL_Vector fromPos)
1962 { 2166 {
2167 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2168 return fromPos;
2169
1963 // Capped movemment if distance > 10m (http://wiki.secondlife.com/wiki/LlSetPos) 2170 // Capped movemment if distance > 10m (http://wiki.secondlife.com/wiki/LlSetPos)
1964 LSL_Vector currentPos = GetPartLocalPos(part); 2171
1965 2172
1966 float ground = World.GetGroundHeight((float)targetPos.x, (float)targetPos.y); 2173 float ground = World.GetGroundHeight((float)targetPos.x, (float)targetPos.y);
1967 bool disable_underground_movement = m_ScriptEngine.Config.GetBoolean("DisableUndergroundMovement", true); 2174 bool disable_underground_movement = m_ScriptEngine.Config.GetBoolean("DisableUndergroundMovement", true);
@@ -1970,14 +2177,28 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1970 { 2177 {
1971 if ((targetPos.z < ground) && disable_underground_movement && m_host.ParentGroup.AttachmentPoint == 0) 2178 if ((targetPos.z < ground) && disable_underground_movement && m_host.ParentGroup.AttachmentPoint == 0)
1972 targetPos.z = ground; 2179 targetPos.z = ground;
2180 }
2181 LSL_Vector real_vec = SetPosAdjust(fromPos, targetPos);
2182
2183 return real_vec;
2184 }
2185
2186 protected void SetPos(SceneObjectPart part, LSL_Vector targetPos)
2187 {
2188 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2189 return;
2190
2191 LSL_Vector currentPos = GetPartLocalPos(part);
2192 LSL_Vector toPos = GetSetPosTarget(part, targetPos, currentPos);
2193
2194 if (part.ParentGroup.RootPart == part)
2195 {
1973 SceneObjectGroup parent = part.ParentGroup; 2196 SceneObjectGroup parent = part.ParentGroup;
1974 LSL_Vector real_vec = SetPosAdjust(currentPos, targetPos); 2197 parent.UpdateGroupPosition(new Vector3((float)toPos.x, (float)toPos.y, (float)toPos.z));
1975 parent.UpdateGroupPosition(new Vector3((float)real_vec.x, (float)real_vec.y, (float)real_vec.z));
1976 } 2198 }
1977 else 2199 else
1978 { 2200 {
1979 LSL_Vector rel_vec = SetPosAdjust(currentPos, targetPos); 2201 part.OffsetPosition = new Vector3((float)toPos.x, (float)toPos.y, (float)toPos.z);
1980 part.OffsetPosition = new Vector3((float)rel_vec.x, (float)rel_vec.y, (float)rel_vec.z);
1981 SceneObjectGroup parent = part.ParentGroup; 2202 SceneObjectGroup parent = part.ParentGroup;
1982 parent.HasGroupChanged = true; 2203 parent.HasGroupChanged = true;
1983 parent.ScheduleGroupForTerseUpdate(); 2204 parent.ScheduleGroupForTerseUpdate();
@@ -2028,9 +2249,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2028 m_host.AddScriptLPS(1); 2249 m_host.AddScriptLPS(1);
2029 2250
2030 // try to let this work as in SL... 2251 // try to let this work as in SL...
2031 if (m_host.ParentID == 0) 2252 if (m_host.LinkNum < 2)
2032 { 2253 {
2033 // special case: If we are root, rotate complete SOG to new rotation 2254 // Special case: If we are root, rotate complete SOG to new
2255 // rotation.
2256 // We are root if the link number is 0 (single prim) or 1
2257 // (root prim). ParentID may be nonzero in attachments and
2258 // using it would cause attachments and HUDs to rotate
2259 // to the wrong positions.
2034 SetRot(m_host, Rot2Quaternion(rot)); 2260 SetRot(m_host, Rot2Quaternion(rot));
2035 } 2261 }
2036 else 2262 else
@@ -2055,6 +2281,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2055 2281
2056 protected void SetRot(SceneObjectPart part, Quaternion rot) 2282 protected void SetRot(SceneObjectPart part, Quaternion rot)
2057 { 2283 {
2284 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2285 return;
2286
2058 part.UpdateRotation(rot); 2287 part.UpdateRotation(rot);
2059 // Update rotation does not move the object in the physics scene if it's a linkset. 2288 // Update rotation does not move the object in the physics scene if it's a linkset.
2060 2289
@@ -2678,12 +2907,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2678 2907
2679 m_host.AddScriptLPS(1); 2908 m_host.AddScriptLPS(1);
2680 2909
2910 m_host.TaskInventory.LockItemsForRead(true);
2681 TaskInventoryItem item = m_host.TaskInventory[invItemID]; 2911 TaskInventoryItem item = m_host.TaskInventory[invItemID];
2682 2912 m_host.TaskInventory.LockItemsForRead(false);
2683 lock (m_host.TaskInventory)
2684 {
2685 item = m_host.TaskInventory[invItemID];
2686 }
2687 2913
2688 if (item.PermsGranter == UUID.Zero) 2914 if (item.PermsGranter == UUID.Zero)
2689 return 0; 2915 return 0;
@@ -2758,6 +2984,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2758 if (dist > m_ScriptDistanceFactor * 10.0f) 2984 if (dist > m_ScriptDistanceFactor * 10.0f)
2759 return; 2985 return;
2760 2986
2987 //Clone is thread-safe
2761 TaskInventoryDictionary partInventory = (TaskInventoryDictionary)m_host.TaskInventory.Clone(); 2988 TaskInventoryDictionary partInventory = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
2762 2989
2763 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in partInventory) 2990 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in partInventory)
@@ -2818,6 +3045,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2818 3045
2819 public void llLookAt(LSL_Vector target, double strength, double damping) 3046 public void llLookAt(LSL_Vector target, double strength, double damping)
2820 { 3047 {
3048 /*
2821 m_host.AddScriptLPS(1); 3049 m_host.AddScriptLPS(1);
2822 // Determine where we are looking from 3050 // Determine where we are looking from
2823 LSL_Vector from = llGetPos(); 3051 LSL_Vector from = llGetPos();
@@ -2837,10 +3065,54 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2837 // the angles of rotation in radians into rotation value 3065 // the angles of rotation in radians into rotation value
2838 3066
2839 LSL_Types.Quaternion rot = llEuler2Rot(angle); 3067 LSL_Types.Quaternion rot = llEuler2Rot(angle);
2840 Quaternion rotation = new Quaternion((float)rot.x, (float)rot.y, (float)rot.z, (float)rot.s); 3068
2841 m_host.startLookAt(rotation, (float)damping, (float)strength); 3069 // This would only work if your physics system contains an APID controller:
3070 // Quaternion rotation = new Quaternion((float)rot.x, (float)rot.y, (float)rot.z, (float)rot.s);
3071 // m_host.startLookAt(rotation, (float)damping, (float)strength);
3072
2842 // Orient the object to the angle calculated 3073 // Orient the object to the angle calculated
2843 //llSetRot(rot); 3074 llSetRot(rot);
3075 */
3076
3077 //The above code, while nice, doesn't replicate the behaviour of SL and tends to "roll" the object.
3078 //There's probably a smarter way of doing this, my rotation math-fu is weak.
3079 // http://bugs.meta7.com/view.php?id=28
3080 // - Tom
3081
3082 /* And the following does not do the job either. It has to be performed inside the ODE glue-code. -.- .._.
3083 LSL_Rotation newrot = llGetRot() * llRotBetween(new LSL_Vector(1.0d, 0.0d, 0.0d) * llGetRot(), new LSL_Vector(0.0d, 0.0d, -1.0d));
3084 llSetRot(newrot * llRotBetween(new LSL_Vector(0.0d,0.0d,1.0d) * newrot, target - llGetPos()));
3085 */
3086 if (m_host.PhysActor != null && !m_host.PhysActor.IsPhysical)
3087 {
3088 // Part is non-phys, convert this to a llSetRot()
3089 Vector3 tgt = new Vector3((float)target.x, (float)target.y, (float)target.z);
3090 Vector3 dir = tgt - m_host.GroupPosition;
3091 dir.Normalize();
3092 float tzrot = (float)Math.Atan2(dir.Y, dir.X);
3093 float txy = (float)Math.Sqrt((dir.X * dir.X) + (dir.Y * dir.Y));
3094 float terot = (float)Math.Atan2(-dir.Z, txy);
3095 LSL_Vector az = new LSL_Vector(0.0f, 0.0f, tzrot);
3096 LSL_Vector ae = new LSL_Vector(0.0f, terot, 0.0f);
3097 LSL_Types.Quaternion spin = llEuler2Rot(az);
3098 LSL_Types.Quaternion rot = llEuler2Rot(ae) * spin;
3099 llSetRot(rot);
3100 }
3101 else
3102 {
3103 // Physical, send the target vector to RotLookAt method inside a 'rotation', the .w -99.9 value indicates it is really a LookAt.
3104 Quaternion q = new Quaternion((float)target.x, (float)target.y, (float)target.z, -99.9f);
3105 m_host.RotLookAt(q, (float)strength, (float)damping);
3106 }
3107
3108 }
3109
3110 public void llRotLookAt(LSL_Rotation target, double strength, double damping)
3111 {
3112 m_host.AddScriptLPS(1);
3113// NotImplemented("llRotLookAt");
3114 m_host.RotLookAt(Rot2Quaternion(target), (float)strength, (float)damping);
3115
2844 } 3116 }
2845 3117
2846 public void llStopLookAt() 3118 public void llStopLookAt()
@@ -2889,13 +3161,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2889 { 3161 {
2890 TaskInventoryItem item; 3162 TaskInventoryItem item;
2891 3163
2892 lock (m_host.TaskInventory) 3164 m_host.TaskInventory.LockItemsForRead(true);
3165 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
2893 { 3166 {
2894 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3167 m_host.TaskInventory.LockItemsForRead(false);
2895 return; 3168 return;
2896 else
2897 item = m_host.TaskInventory[InventorySelf()];
2898 } 3169 }
3170 else
3171 {
3172 item = m_host.TaskInventory[InventorySelf()];
3173 }
3174 m_host.TaskInventory.LockItemsForRead(false);
2899 3175
2900 if (item.PermsGranter != UUID.Zero) 3176 if (item.PermsGranter != UUID.Zero)
2901 { 3177 {
@@ -2917,13 +3193,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2917 { 3193 {
2918 TaskInventoryItem item; 3194 TaskInventoryItem item;
2919 3195
3196 m_host.TaskInventory.LockItemsForRead(true);
2920 lock (m_host.TaskInventory) 3197 lock (m_host.TaskInventory)
2921 { 3198 {
3199
2922 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3200 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
3201 {
3202 m_host.TaskInventory.LockItemsForRead(false);
2923 return; 3203 return;
3204 }
2924 else 3205 else
3206 {
2925 item = m_host.TaskInventory[InventorySelf()]; 3207 item = m_host.TaskInventory[InventorySelf()];
3208 }
2926 } 3209 }
3210 m_host.TaskInventory.LockItemsForRead(false);
2927 3211
2928 m_host.AddScriptLPS(1); 3212 m_host.AddScriptLPS(1);
2929 3213
@@ -2955,18 +3239,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2955 { 3239 {
2956 m_host.AddScriptLPS(1); 3240 m_host.AddScriptLPS(1);
2957 3241
2958// if (m_host.ParentGroup.RootPart.AttachmentPoint == 0)
2959// return;
2960
2961 TaskInventoryItem item; 3242 TaskInventoryItem item;
2962 3243
2963 lock (m_host.TaskInventory) 3244 m_host.TaskInventory.LockItemsForRead(true);
3245
3246 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
2964 { 3247 {
2965 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3248 m_host.TaskInventory.LockItemsForRead(false);
2966 return; 3249 return;
2967 else
2968 item = m_host.TaskInventory[InventorySelf()];
2969 } 3250 }
3251 else
3252 {
3253 item = m_host.TaskInventory[InventorySelf()];
3254 }
3255
3256 m_host.TaskInventory.LockItemsForRead(false);
2970 3257
2971 if (item.PermsGranter != m_host.OwnerID) 3258 if (item.PermsGranter != m_host.OwnerID)
2972 return; 3259 return;
@@ -2992,13 +3279,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2992 3279
2993 TaskInventoryItem item; 3280 TaskInventoryItem item;
2994 3281
2995 lock (m_host.TaskInventory) 3282 m_host.TaskInventory.LockItemsForRead(true);
3283
3284 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
2996 { 3285 {
2997 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3286 m_host.TaskInventory.LockItemsForRead(false);
2998 return; 3287 return;
2999 else
3000 item = m_host.TaskInventory[InventorySelf()];
3001 } 3288 }
3289 else
3290 {
3291 item = m_host.TaskInventory[InventorySelf()];
3292 }
3293 m_host.TaskInventory.LockItemsForRead(false);
3294
3002 3295
3003 if (item.PermsGranter != m_host.OwnerID) 3296 if (item.PermsGranter != m_host.OwnerID)
3004 return; 3297 return;
@@ -3045,6 +3338,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3045 3338
3046 public void llInstantMessage(string user, string message) 3339 public void llInstantMessage(string user, string message)
3047 { 3340 {
3341 UUID result;
3342 if (!UUID.TryParse(user, out result))
3343 {
3344 ShoutError("An invalid key was passed to llInstantMessage");
3345 ScriptSleep(2000);
3346 return;
3347 }
3348
3349
3048 m_host.AddScriptLPS(1); 3350 m_host.AddScriptLPS(1);
3049 3351
3050 // We may be able to use ClientView.SendInstantMessage here, but we need a client instance. 3352 // We may be able to use ClientView.SendInstantMessage here, but we need a client instance.
@@ -3059,14 +3361,34 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3059 UUID friendTransactionID = UUID.Random(); 3361 UUID friendTransactionID = UUID.Random();
3060 3362
3061 //m_pendingFriendRequests.Add(friendTransactionID, fromAgentID); 3363 //m_pendingFriendRequests.Add(friendTransactionID, fromAgentID);
3062 3364
3063 GridInstantMessage msg = new GridInstantMessage(); 3365 GridInstantMessage msg = new GridInstantMessage();
3064 msg.fromAgentID = new Guid(m_host.UUID.ToString()); // fromAgentID.Guid; 3366 msg.fromAgentID = new Guid(m_host.UUID.ToString()); // fromAgentID.Guid;
3065 msg.toAgentID = new Guid(user); // toAgentID.Guid; 3367 msg.toAgentID = new Guid(user); // toAgentID.Guid;
3066 msg.imSessionID = new Guid(friendTransactionID.ToString()); // This is the item we're mucking with here 3368 msg.imSessionID = new Guid(friendTransactionID.ToString()); // This is the item we're mucking with here
3067// m_log.Debug("[Scripting IM]: From:" + msg.fromAgentID.ToString() + " To: " + msg.toAgentID.ToString() + " Session:" + msg.imSessionID.ToString() + " Message:" + message); 3369// m_log.Debug("[Scripting IM]: From:" + msg.fromAgentID.ToString() + " To: " + msg.toAgentID.ToString() + " Session:" + msg.imSessionID.ToString() + " Message:" + message);
3068// m_log.Debug("[Scripting IM]: Filling Session: " + msg.imSessionID.ToString()); 3370// m_log.Debug("[Scripting IM]: Filling Session: " + msg.imSessionID.ToString());
3069 msg.timestamp = (uint)Util.UnixTimeSinceEpoch();// timestamp; 3371// DateTime dt = DateTime.UtcNow;
3372//
3373// // Ticks from UtcNow, but make it look like local. Evil, huh?
3374// dt = DateTime.SpecifyKind(dt, DateTimeKind.Local);
3375//
3376// try
3377// {
3378// // Convert that to the PST timezone
3379// TimeZoneInfo timeZoneInfo = TimeZoneInfo.FindSystemTimeZoneById("America/Los_Angeles");
3380// dt = TimeZoneInfo.ConvertTime(dt, timeZoneInfo);
3381// }
3382// catch
3383// {
3384// // No logging here, as it could be VERY spammy
3385// }
3386//
3387// // And make it look local again to fool the unix time util
3388// dt = DateTime.SpecifyKind(dt, DateTimeKind.Utc);
3389
3390 msg.timestamp = (uint)Util.UnixTimeSinceEpoch();
3391
3070 //if (client != null) 3392 //if (client != null)
3071 //{ 3393 //{
3072 msg.fromAgentName = m_host.Name;//client.FirstName + " " + client.LastName;// fromAgentName; 3394 msg.fromAgentName = m_host.Name;//client.FirstName + " " + client.LastName;// fromAgentName;
@@ -3080,12 +3402,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3080 msg.message = message.Substring(0, 1024); 3402 msg.message = message.Substring(0, 1024);
3081 else 3403 else
3082 msg.message = message; 3404 msg.message = message;
3083 msg.dialog = (byte)19; // messgage from script ??? // dialog; 3405 msg.dialog = (byte)19; // MessageFromObject
3084 msg.fromGroup = false;// fromGroup; 3406 msg.fromGroup = false;// fromGroup;
3085 msg.offline = (byte)0; //offline; 3407 msg.offline = (byte)0; //offline;
3086 msg.ParentEstateID = 0; //ParentEstateID; 3408 msg.ParentEstateID = World.RegionInfo.EstateSettings.EstateID;
3087 msg.Position = new Vector3(m_host.AbsolutePosition); 3409 msg.Position = new Vector3(m_host.AbsolutePosition);
3088 msg.RegionID = World.RegionInfo.RegionID.Guid;//RegionID.Guid; 3410 msg.RegionID = World.RegionInfo.RegionID.Guid;
3089 msg.binaryBucket 3411 msg.binaryBucket
3090 = Util.StringToBytes256( 3412 = Util.StringToBytes256(
3091 "{0}/{1}/{2}/{3}", 3413 "{0}/{1}/{2}/{3}",
@@ -3113,7 +3435,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3113 } 3435 }
3114 3436
3115 emailModule.SendEmail(m_host.UUID, address, subject, message); 3437 emailModule.SendEmail(m_host.UUID, address, subject, message);
3116 ScriptSleep(20000); 3438 ScriptSleep(15000);
3117 } 3439 }
3118 3440
3119 public void llGetNextEmail(string address, string subject) 3441 public void llGetNextEmail(string address, string subject)
@@ -3213,13 +3535,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3213 m_host.AddScriptLPS(1); 3535 m_host.AddScriptLPS(1);
3214 } 3536 }
3215 3537
3216 public void llRotLookAt(LSL_Rotation target, double strength, double damping)
3217 {
3218 m_host.AddScriptLPS(1);
3219 Quaternion rot = new Quaternion((float)target.x, (float)target.y, (float)target.z, (float)target.s);
3220 m_host.RotLookAt(rot, (float)strength, (float)damping);
3221 }
3222
3223 public LSL_Integer llStringLength(string str) 3538 public LSL_Integer llStringLength(string str)
3224 { 3539 {
3225 m_host.AddScriptLPS(1); 3540 m_host.AddScriptLPS(1);
@@ -3243,14 +3558,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3243 3558
3244 TaskInventoryItem item; 3559 TaskInventoryItem item;
3245 3560
3246 lock (m_host.TaskInventory) 3561 m_host.TaskInventory.LockItemsForRead(true);
3562 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
3247 { 3563 {
3248 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3564 m_host.TaskInventory.LockItemsForRead(false);
3249 return; 3565 return;
3250 else
3251 item = m_host.TaskInventory[InventorySelf()];
3252 } 3566 }
3253 3567 else
3568 {
3569 item = m_host.TaskInventory[InventorySelf()];
3570 }
3571 m_host.TaskInventory.LockItemsForRead(false);
3254 if (item.PermsGranter == UUID.Zero) 3572 if (item.PermsGranter == UUID.Zero)
3255 return; 3573 return;
3256 3574
@@ -3280,13 +3598,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3280 3598
3281 TaskInventoryItem item; 3599 TaskInventoryItem item;
3282 3600
3283 lock (m_host.TaskInventory) 3601 m_host.TaskInventory.LockItemsForRead(true);
3602 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
3284 { 3603 {
3285 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3604 m_host.TaskInventory.LockItemsForRead(false);
3286 return; 3605 return;
3287 else
3288 item = m_host.TaskInventory[InventorySelf()];
3289 } 3606 }
3607 else
3608 {
3609 item = m_host.TaskInventory[InventorySelf()];
3610 }
3611 m_host.TaskInventory.LockItemsForRead(false);
3612
3290 3613
3291 if (item.PermsGranter == UUID.Zero) 3614 if (item.PermsGranter == UUID.Zero)
3292 return; 3615 return;
@@ -3351,10 +3674,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3351 3674
3352 TaskInventoryItem item; 3675 TaskInventoryItem item;
3353 3676
3354 lock (m_host.TaskInventory) 3677
3678 m_host.TaskInventory.LockItemsForRead(true);
3679 if (!m_host.TaskInventory.ContainsKey(invItemID))
3680 {
3681 m_host.TaskInventory.LockItemsForRead(false);
3682 return;
3683 }
3684 else
3355 { 3685 {
3356 item = m_host.TaskInventory[invItemID]; 3686 item = m_host.TaskInventory[invItemID];
3357 } 3687 }
3688 m_host.TaskInventory.LockItemsForRead(false);
3358 3689
3359 if (agentID == UUID.Zero || perm == 0) // Releasing permissions 3690 if (agentID == UUID.Zero || perm == 0) // Releasing permissions
3360 { 3691 {
@@ -3382,15 +3713,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3382 int implicitPerms = ScriptBaseClass.PERMISSION_TAKE_CONTROLS | 3713 int implicitPerms = ScriptBaseClass.PERMISSION_TAKE_CONTROLS |
3383 ScriptBaseClass.PERMISSION_TRIGGER_ANIMATION | 3714 ScriptBaseClass.PERMISSION_TRIGGER_ANIMATION |
3384 ScriptBaseClass.PERMISSION_CONTROL_CAMERA | 3715 ScriptBaseClass.PERMISSION_CONTROL_CAMERA |
3716 ScriptBaseClass.PERMISSION_TRACK_CAMERA |
3385 ScriptBaseClass.PERMISSION_ATTACH; 3717 ScriptBaseClass.PERMISSION_ATTACH;
3386 3718
3387 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms 3719 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms
3388 { 3720 {
3389 lock (m_host.TaskInventory) 3721 m_host.TaskInventory.LockItemsForWrite(true);
3390 { 3722 m_host.TaskInventory[invItemID].PermsGranter = agentID;
3391 m_host.TaskInventory[invItemID].PermsGranter = agentID; 3723 m_host.TaskInventory[invItemID].PermsMask = perm;
3392 m_host.TaskInventory[invItemID].PermsMask = perm; 3724 m_host.TaskInventory.LockItemsForWrite(false);
3393 }
3394 3725
3395 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams( 3726 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams(
3396 "run_time_permissions", new Object[] { 3727 "run_time_permissions", new Object[] {
@@ -3400,28 +3731,44 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3400 return; 3731 return;
3401 } 3732 }
3402 } 3733 }
3403 else if (m_host.SitTargetAvatar == agentID) // Sitting avatar 3734 else
3404 { 3735 {
3405 // When agent is sitting, certain permissions are implicit if requested from sitting agent 3736 bool sitting = false;
3406 int implicitPerms = ScriptBaseClass.PERMISSION_TRIGGER_ANIMATION | 3737 if (m_host.SitTargetAvatar == agentID)
3407 ScriptBaseClass.PERMISSION_CONTROL_CAMERA | 3738 {
3408 ScriptBaseClass.PERMISSION_TRACK_CAMERA | 3739 sitting = true;
3409 ScriptBaseClass.PERMISSION_TAKE_CONTROLS; 3740 }
3741 else
3742 {
3743 foreach (SceneObjectPart p in m_host.ParentGroup.Parts)
3744 {
3745 if (p.SitTargetAvatar == agentID)
3746 sitting = true;
3747 }
3748 }
3410 3749
3411 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms 3750 if (sitting)
3412 { 3751 {
3413 lock (m_host.TaskInventory) 3752 // When agent is sitting, certain permissions are implicit if requested from sitting agent
3753 int implicitPerms = ScriptBaseClass.PERMISSION_TRIGGER_ANIMATION |
3754 ScriptBaseClass.PERMISSION_CONTROL_CAMERA |
3755 ScriptBaseClass.PERMISSION_TRACK_CAMERA |
3756 ScriptBaseClass.PERMISSION_TAKE_CONTROLS;
3757
3758 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms
3414 { 3759 {
3760 m_host.TaskInventory.LockItemsForWrite(true);
3415 m_host.TaskInventory[invItemID].PermsGranter = agentID; 3761 m_host.TaskInventory[invItemID].PermsGranter = agentID;
3416 m_host.TaskInventory[invItemID].PermsMask = perm; 3762 m_host.TaskInventory[invItemID].PermsMask = perm;
3417 } 3763 m_host.TaskInventory.LockItemsForWrite(false);
3418 3764
3419 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams( 3765 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams(
3420 "run_time_permissions", new Object[] { 3766 "run_time_permissions", new Object[] {
3421 new LSL_Integer(perm) }, 3767 new LSL_Integer(perm) },
3422 new DetectParams[0])); 3768 new DetectParams[0]));
3423 3769
3424 return; 3770 return;
3771 }
3425 } 3772 }
3426 } 3773 }
3427 3774
@@ -3435,11 +3782,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3435 3782
3436 if (!m_waitingForScriptAnswer) 3783 if (!m_waitingForScriptAnswer)
3437 { 3784 {
3438 lock (m_host.TaskInventory) 3785 m_host.TaskInventory.LockItemsForWrite(true);
3439 { 3786 m_host.TaskInventory[invItemID].PermsGranter = agentID;
3440 m_host.TaskInventory[invItemID].PermsGranter = agentID; 3787 m_host.TaskInventory[invItemID].PermsMask = 0;
3441 m_host.TaskInventory[invItemID].PermsMask = 0; 3788 m_host.TaskInventory.LockItemsForWrite(false);
3442 }
3443 3789
3444 presence.ControllingClient.OnScriptAnswer += handleScriptAnswer; 3790 presence.ControllingClient.OnScriptAnswer += handleScriptAnswer;
3445 m_waitingForScriptAnswer=true; 3791 m_waitingForScriptAnswer=true;
@@ -3474,10 +3820,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3474 if ((answer & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) == 0) 3820 if ((answer & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) == 0)
3475 llReleaseControls(); 3821 llReleaseControls();
3476 3822
3477 lock (m_host.TaskInventory) 3823
3478 { 3824 m_host.TaskInventory.LockItemsForWrite(true);
3479 m_host.TaskInventory[invItemID].PermsMask = answer; 3825 m_host.TaskInventory[invItemID].PermsMask = answer;
3480 } 3826 m_host.TaskInventory.LockItemsForWrite(false);
3827
3481 3828
3482 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams( 3829 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams(
3483 "run_time_permissions", new Object[] { 3830 "run_time_permissions", new Object[] {
@@ -3489,16 +3836,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3489 { 3836 {
3490 m_host.AddScriptLPS(1); 3837 m_host.AddScriptLPS(1);
3491 3838
3492 lock (m_host.TaskInventory) 3839 m_host.TaskInventory.LockItemsForRead(true);
3840
3841 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
3493 { 3842 {
3494 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 3843 if (item.Type == 10 && item.ItemID == m_itemID)
3495 { 3844 {
3496 if (item.Type == 10 && item.ItemID == m_itemID) 3845 m_host.TaskInventory.LockItemsForRead(false);
3497 { 3846 return item.PermsGranter.ToString();
3498 return item.PermsGranter.ToString();
3499 }
3500 } 3847 }
3501 } 3848 }
3849 m_host.TaskInventory.LockItemsForRead(false);
3502 3850
3503 return UUID.Zero.ToString(); 3851 return UUID.Zero.ToString();
3504 } 3852 }
@@ -3507,19 +3855,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3507 { 3855 {
3508 m_host.AddScriptLPS(1); 3856 m_host.AddScriptLPS(1);
3509 3857
3510 lock (m_host.TaskInventory) 3858 m_host.TaskInventory.LockItemsForRead(true);
3859
3860 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
3511 { 3861 {
3512 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 3862 if (item.Type == 10 && item.ItemID == m_itemID)
3513 { 3863 {
3514 if (item.Type == 10 && item.ItemID == m_itemID) 3864 int perms = item.PermsMask;
3515 { 3865 if (m_automaticLinkPermission)
3516 int perms = item.PermsMask; 3866 perms |= ScriptBaseClass.PERMISSION_CHANGE_LINKS;
3517 if (m_automaticLinkPermission) 3867 m_host.TaskInventory.LockItemsForRead(false);
3518 perms |= ScriptBaseClass.PERMISSION_CHANGE_LINKS; 3868 return perms;
3519 return perms;
3520 }
3521 } 3869 }
3522 } 3870 }
3871 m_host.TaskInventory.LockItemsForRead(false);
3523 3872
3524 return 0; 3873 return 0;
3525 } 3874 }
@@ -3541,9 +3890,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3541 public void llSetLinkColor(int linknumber, LSL_Vector color, int face) 3890 public void llSetLinkColor(int linknumber, LSL_Vector color, int face)
3542 { 3891 {
3543 List<SceneObjectPart> parts = GetLinkParts(linknumber); 3892 List<SceneObjectPart> parts = GetLinkParts(linknumber);
3544 3893 if (parts.Count > 0)
3545 foreach (SceneObjectPart part in parts) 3894 {
3546 part.SetFaceColor(new Vector3((float)color.x, (float)color.y, (float)color.z), face); 3895 try
3896 {
3897 parts[0].ParentGroup.areUpdatesSuspended = true;
3898 foreach (SceneObjectPart part in parts)
3899 part.SetFaceColor(new Vector3((float)color.x, (float)color.y, (float)color.z), face);
3900 }
3901 finally
3902 {
3903 parts[0].ParentGroup.areUpdatesSuspended = false;
3904 }
3905 }
3547 } 3906 }
3548 3907
3549 public void llCreateLink(string target, int parent) 3908 public void llCreateLink(string target, int parent)
@@ -3556,11 +3915,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3556 return; 3915 return;
3557 3916
3558 TaskInventoryItem item; 3917 TaskInventoryItem item;
3559 lock (m_host.TaskInventory) 3918 m_host.TaskInventory.LockItemsForRead(true);
3560 { 3919 item = m_host.TaskInventory[invItemID];
3561 item = m_host.TaskInventory[invItemID]; 3920 m_host.TaskInventory.LockItemsForRead(false);
3562 } 3921
3563
3564 if ((item.PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0 3922 if ((item.PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0
3565 && !m_automaticLinkPermission) 3923 && !m_automaticLinkPermission)
3566 { 3924 {
@@ -3577,11 +3935,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3577 3935
3578 if (targetPart.ParentGroup.AttachmentPoint != 0) 3936 if (targetPart.ParentGroup.AttachmentPoint != 0)
3579 return; // Fail silently if attached 3937 return; // Fail silently if attached
3938
3939 if (targetPart.ParentGroup.RootPart.OwnerID != m_host.ParentGroup.RootPart.OwnerID)
3940 return;
3941
3580 SceneObjectGroup parentPrim = null, childPrim = null; 3942 SceneObjectGroup parentPrim = null, childPrim = null;
3581 3943
3582 if (targetPart != null) 3944 if (targetPart != null)
3583 { 3945 {
3584 if (parent != 0) { 3946 if (parent != 0)
3947 {
3585 parentPrim = m_host.ParentGroup; 3948 parentPrim = m_host.ParentGroup;
3586 childPrim = targetPart.ParentGroup; 3949 childPrim = targetPart.ParentGroup;
3587 } 3950 }
@@ -3613,16 +3976,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3613 m_host.AddScriptLPS(1); 3976 m_host.AddScriptLPS(1);
3614 UUID invItemID = InventorySelf(); 3977 UUID invItemID = InventorySelf();
3615 3978
3616 lock (m_host.TaskInventory) 3979 m_host.TaskInventory.LockItemsForRead(true);
3617 {
3618 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0 3980 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0
3619 && !m_automaticLinkPermission) 3981 && !m_automaticLinkPermission)
3620 { 3982 {
3621 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);
3622 return; 3985 return;
3623 } 3986 }
3624 } 3987 m_host.TaskInventory.LockItemsForRead(false);
3625 3988
3626 if (linknum < ScriptBaseClass.LINK_THIS) 3989 if (linknum < ScriptBaseClass.LINK_THIS)
3627 return; 3990 return;
3628 3991
@@ -3661,10 +4024,22 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3661 // Restructuring Multiple Prims. 4024 // Restructuring Multiple Prims.
3662 List<SceneObjectPart> parts = new List<SceneObjectPart>(parentPrim.Parts); 4025 List<SceneObjectPart> parts = new List<SceneObjectPart>(parentPrim.Parts);
3663 parts.Remove(parentPrim.RootPart); 4026 parts.Remove(parentPrim.RootPart);
3664 foreach (SceneObjectPart part in parts) 4027 if (parts.Count > 0)
3665 { 4028 {
3666 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 }
3667 } 4041 }
4042
3668 parentPrim.HasGroupChanged = true; 4043 parentPrim.HasGroupChanged = true;
3669 parentPrim.ScheduleGroupForFullUpdate(); 4044 parentPrim.ScheduleGroupForFullUpdate();
3670 parentPrim.TriggerScriptChangedEvent(Changed.LINK); 4045 parentPrim.TriggerScriptChangedEvent(Changed.LINK);
@@ -3673,11 +4048,22 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3673 { 4048 {
3674 SceneObjectPart newRoot = parts[0]; 4049 SceneObjectPart newRoot = parts[0];
3675 parts.Remove(newRoot); 4050 parts.Remove(newRoot);
3676 foreach (SceneObjectPart part in parts) 4051
4052 try
3677 { 4053 {
3678 part.UpdateFlag = 0; 4054 parts[0].ParentGroup.areUpdatesSuspended = true;
3679 newRoot.ParentGroup.LinkToGroup(part.ParentGroup); 4055 foreach (SceneObjectPart part in parts)
4056 {
4057 part.UpdateFlag = 0;
4058 newRoot.ParentGroup.LinkToGroup(part.ParentGroup);
4059 }
3680 } 4060 }
4061 finally
4062 {
4063 parts[0].ParentGroup.areUpdatesSuspended = false;
4064 }
4065
4066
3681 newRoot.ParentGroup.HasGroupChanged = true; 4067 newRoot.ParentGroup.HasGroupChanged = true;
3682 newRoot.ParentGroup.ScheduleGroupForFullUpdate(); 4068 newRoot.ParentGroup.ScheduleGroupForFullUpdate();
3683 } 4069 }
@@ -3697,6 +4083,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3697 public void llBreakAllLinks() 4083 public void llBreakAllLinks()
3698 { 4084 {
3699 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
3700 SceneObjectGroup parentPrim = m_host.ParentGroup; 4101 SceneObjectGroup parentPrim = m_host.ParentGroup;
3701 if (parentPrim.AttachmentPoint != 0) 4102 if (parentPrim.AttachmentPoint != 0)
3702 return; // Fail silently if attached 4103 return; // Fail silently if attached
@@ -3742,6 +4143,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3742 } 4143 }
3743 else 4144 else
3744 { 4145 {
4146 if (linknum > m_host.ParentGroup.PrimCount || (linknum == 1 && m_host.ParentGroup.PrimCount == 1))
4147 {
4148 linknum -= (m_host.ParentGroup.PrimCount) + 1;
4149
4150 if (linknum < 0)
4151 return UUID.Zero.ToString();
4152
4153 List<ScenePresence> avatars = GetLinkAvatars(ScriptBaseClass.LINK_SET);
4154 if (avatars.Count > linknum)
4155 {
4156 return avatars[linknum].UUID.ToString();
4157 }
4158 }
3745 return UUID.Zero.ToString(); 4159 return UUID.Zero.ToString();
3746 } 4160 }
3747 } 4161 }
@@ -3840,17 +4254,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3840 m_host.AddScriptLPS(1); 4254 m_host.AddScriptLPS(1);
3841 int count = 0; 4255 int count = 0;
3842 4256
3843 lock (m_host.TaskInventory) 4257 m_host.TaskInventory.LockItemsForRead(true);
4258 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
3844 { 4259 {
3845 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 4260 if (inv.Value.Type == type || type == -1)
3846 { 4261 {
3847 if (inv.Value.Type == type || type == -1) 4262 count = count + 1;
3848 {
3849 count = count + 1;
3850 }
3851 } 4263 }
3852 } 4264 }
3853 4265
4266 m_host.TaskInventory.LockItemsForRead(false);
3854 return count; 4267 return count;
3855 } 4268 }
3856 4269
@@ -3859,16 +4272,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3859 m_host.AddScriptLPS(1); 4272 m_host.AddScriptLPS(1);
3860 ArrayList keys = new ArrayList(); 4273 ArrayList keys = new ArrayList();
3861 4274
3862 lock (m_host.TaskInventory) 4275 m_host.TaskInventory.LockItemsForRead(true);
4276 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
3863 { 4277 {
3864 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 4278 if (inv.Value.Type == type || type == -1)
3865 { 4279 {
3866 if (inv.Value.Type == type || type == -1) 4280 keys.Add(inv.Value.Name);
3867 {
3868 keys.Add(inv.Value.Name);
3869 }
3870 } 4281 }
3871 } 4282 }
4283 m_host.TaskInventory.LockItemsForRead(false);
3872 4284
3873 if (keys.Count == 0) 4285 if (keys.Count == 0)
3874 { 4286 {
@@ -3905,25 +4317,25 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3905 } 4317 }
3906 4318
3907 // move the first object found with this inventory name 4319 // move the first object found with this inventory name
3908 lock (m_host.TaskInventory) 4320 m_host.TaskInventory.LockItemsForRead(true);
4321 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
3909 { 4322 {
3910 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 4323 if (inv.Value.Name == inventory)
3911 { 4324 {
3912 if (inv.Value.Name == inventory) 4325 found = true;
3913 { 4326 objId = inv.Key;
3914 found = true; 4327 assetType = inv.Value.Type;
3915 objId = inv.Key; 4328 objName = inv.Value.Name;
3916 assetType = inv.Value.Type; 4329 break;
3917 objName = inv.Value.Name;
3918 break;
3919 }
3920 } 4330 }
3921 } 4331 }
4332 m_host.TaskInventory.LockItemsForRead(false);
3922 4333
3923 if (!found) 4334 if (!found)
3924 { 4335 {
3925 llSay(0, String.Format("Could not find object '{0}'", inventory)); 4336 llSay(0, String.Format("Could not find object '{0}'", inventory));
3926 throw new Exception(String.Format("The inventory object '{0}' could not be found", inventory)); 4337 return;
4338// throw new Exception(String.Format("The inventory object '{0}' could not be found", inventory));
3927 } 4339 }
3928 4340
3929 // check if destination is an object 4341 // check if destination is an object
@@ -3949,6 +4361,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3949 return; 4361 return;
3950 } 4362 }
3951 } 4363 }
4364
3952 // destination is an avatar 4365 // destination is an avatar
3953 InventoryItemBase agentItem = World.MoveTaskInventoryItem(destId, UUID.Zero, m_host, objId); 4366 InventoryItemBase agentItem = World.MoveTaskInventoryItem(destId, UUID.Zero, m_host, objId);
3954 4367
@@ -3971,26 +4384,36 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3971 bucket); 4384 bucket);
3972 if (m_TransferModule != null) 4385 if (m_TransferModule != null)
3973 m_TransferModule.SendInstantMessage(msg, delegate(bool success) {}); 4386 m_TransferModule.SendInstantMessage(msg, delegate(bool success) {});
4387
4388 //This delay should only occur when giving inventory to avatars.
3974 ScriptSleep(3000); 4389 ScriptSleep(3000);
3975 } 4390 }
3976 } 4391 }
3977 4392
4393 [DebuggerNonUserCode]
3978 public void llRemoveInventory(string name) 4394 public void llRemoveInventory(string name)
3979 { 4395 {
3980 m_host.AddScriptLPS(1); 4396 m_host.AddScriptLPS(1);
3981 4397
3982 lock (m_host.TaskInventory) 4398 List<TaskInventoryItem> inv;
4399 try
3983 { 4400 {
3984 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 4401 m_host.TaskInventory.LockItemsForRead(true);
4402 inv = new List<TaskInventoryItem>(m_host.TaskInventory.Values);
4403 }
4404 finally
4405 {
4406 m_host.TaskInventory.LockItemsForRead(false);
4407 }
4408 foreach (TaskInventoryItem item in inv)
4409 {
4410 if (item.Name == name)
3985 { 4411 {
3986 if (item.Name == name) 4412 if (item.ItemID == m_itemID)
3987 { 4413 throw new ScriptDeleteException();
3988 if (item.ItemID == m_itemID) 4414 else
3989 throw new ScriptDeleteException(); 4415 m_host.Inventory.RemoveInventoryItem(item.ItemID);
3990 else 4416 return;
3991 m_host.Inventory.RemoveInventoryItem(item.ItemID);
3992 return;
3993 }
3994 } 4417 }
3995 } 4418 }
3996 } 4419 }
@@ -4025,112 +4448,122 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4025 { 4448 {
4026 m_host.AddScriptLPS(1); 4449 m_host.AddScriptLPS(1);
4027 4450
4028 UUID uuid = (UUID)id; 4451 UUID uuid;
4029 PresenceInfo pinfo = null; 4452 if (UUID.TryParse(id, out uuid))
4030 UserAccount account;
4031
4032 UserInfoCacheEntry ce;
4033 if (!m_userInfoCache.TryGetValue(uuid, out ce))
4034 { 4453 {
4035 account = World.UserAccountService.GetUserAccount(World.RegionInfo.ScopeID, uuid); 4454 PresenceInfo pinfo = null;
4036 if (account == null) 4455 UserAccount account;
4456
4457 UserInfoCacheEntry ce;
4458 if (!m_userInfoCache.TryGetValue(uuid, out ce))
4037 { 4459 {
4038 m_userInfoCache[uuid] = null; // Cache negative 4460 account = World.UserAccountService.GetUserAccount(World.RegionInfo.ScopeID, uuid);
4039 return UUID.Zero.ToString(); 4461 if (account == null)
4040 } 4462 {
4463 m_userInfoCache[uuid] = null; // Cache negative
4464 return UUID.Zero.ToString();
4465 }
4041 4466
4042 4467
4043 PresenceInfo[] pinfos = World.PresenceService.GetAgents(new string[] { uuid.ToString() }); 4468 PresenceInfo[] pinfos = World.PresenceService.GetAgents(new string[] { uuid.ToString() });
4044 if (pinfos != null && pinfos.Length > 0) 4469 if (pinfos != null && pinfos.Length > 0)
4045 {
4046 foreach (PresenceInfo p in pinfos)
4047 { 4470 {
4048 if (p.RegionID != UUID.Zero) 4471 foreach (PresenceInfo p in pinfos)
4049 { 4472 {
4050 pinfo = p; 4473 if (p.RegionID != UUID.Zero)
4474 {
4475 pinfo = p;
4476 }
4051 } 4477 }
4052 } 4478 }
4053 }
4054 4479
4055 ce = new UserInfoCacheEntry(); 4480 ce = new UserInfoCacheEntry();
4056 ce.time = Util.EnvironmentTickCount(); 4481 ce.time = Util.EnvironmentTickCount();
4057 ce.account = account; 4482 ce.account = account;
4058 ce.pinfo = pinfo; 4483 ce.pinfo = pinfo;
4059 } 4484 m_userInfoCache[uuid] = ce;
4060 else 4485 }
4061 { 4486 else
4062 if (ce == null) 4487 {
4063 return UUID.Zero.ToString(); 4488 if (ce == null)
4489 return UUID.Zero.ToString();
4064 4490
4065 account = ce.account; 4491 account = ce.account;
4066 pinfo = ce.pinfo; 4492 pinfo = ce.pinfo;
4067 } 4493 }
4068 4494
4069 if (Util.EnvironmentTickCount() < ce.time || (Util.EnvironmentTickCount() - ce.time) >= 20000) 4495 if (Util.EnvironmentTickCount() < ce.time || (Util.EnvironmentTickCount() - ce.time) >= 20000)
4070 {
4071 PresenceInfo[] pinfos = World.PresenceService.GetAgents(new string[] { uuid.ToString() });
4072 if (pinfos != null && pinfos.Length > 0)
4073 { 4496 {
4074 foreach (PresenceInfo p in pinfos) 4497 PresenceInfo[] pinfos = World.PresenceService.GetAgents(new string[] { uuid.ToString() });
4498 if (pinfos != null && pinfos.Length > 0)
4075 { 4499 {
4076 if (p.RegionID != UUID.Zero) 4500 foreach (PresenceInfo p in pinfos)
4077 { 4501 {
4078 pinfo = p; 4502 if (p.RegionID != UUID.Zero)
4503 {
4504 pinfo = p;
4505 }
4079 } 4506 }
4080 } 4507 }
4081 } 4508 else
4082 else 4509 pinfo = null;
4083 pinfo = null;
4084 4510
4085 ce.time = Util.EnvironmentTickCount(); 4511 ce.time = Util.EnvironmentTickCount();
4086 ce.pinfo = pinfo; 4512 ce.pinfo = pinfo;
4087 } 4513 }
4088 4514
4089 string reply = String.Empty; 4515 string reply = String.Empty;
4090 4516
4091 switch (data) 4517 switch (data)
4092 { 4518 {
4093 case 1: // DATA_ONLINE (0|1) 4519 case 1: // DATA_ONLINE (0|1)
4094 if (pinfo != null && pinfo.RegionID != UUID.Zero) 4520 if (pinfo != null && pinfo.RegionID != UUID.Zero)
4095 reply = "1"; 4521 reply = "1";
4096 else 4522 else
4097 reply = "0"; 4523 reply = "0";
4098 break; 4524 break;
4099 case 2: // DATA_NAME (First Last) 4525 case 2: // DATA_NAME (First Last)
4100 reply = account.FirstName + " " + account.LastName; 4526 reply = account.FirstName + " " + account.LastName;
4101 break; 4527 break;
4102 case 3: // DATA_BORN (YYYY-MM-DD) 4528 case 3: // DATA_BORN (YYYY-MM-DD)
4103 DateTime born = new DateTime(1970, 1, 1, 0, 0, 0, 0); 4529 DateTime born = new DateTime(1970, 1, 1, 0, 0, 0, 0);
4104 born = born.AddSeconds(account.Created); 4530 born = born.AddSeconds(account.Created);
4105 reply = born.ToString("yyyy-MM-dd"); 4531 reply = born.ToString("yyyy-MM-dd");
4106 break; 4532 break;
4107 case 4: // DATA_RATING (0,0,0,0,0,0) 4533 case 4: // DATA_RATING (0,0,0,0,0,0)
4108 reply = "0,0,0,0,0,0"; 4534 reply = "0,0,0,0,0,0";
4109 break; 4535 break;
4110 case 8: // DATA_PAYINFO (0|1|2|3) 4536 case 8: // DATA_PAYINFO (0|1|2|3)
4111 reply = "0"; 4537 reply = "0";
4112 break; 4538 break;
4113 default: 4539 default:
4114 return UUID.Zero.ToString(); // Raise no event 4540 return UUID.Zero.ToString(); // Raise no event
4115 } 4541 }
4116 4542
4117 UUID rq = UUID.Random(); 4543 UUID rq = UUID.Random();
4118 4544
4119 UUID tid = AsyncCommands. 4545 UUID tid = AsyncCommands.
4120 DataserverPlugin.RegisterRequest(m_localID, 4546 DataserverPlugin.RegisterRequest(m_localID,
4121 m_itemID, rq.ToString()); 4547 m_itemID, rq.ToString());
4122 4548
4123 AsyncCommands. 4549 AsyncCommands.
4124 DataserverPlugin.DataserverReply(rq.ToString(), reply); 4550 DataserverPlugin.DataserverReply(rq.ToString(), reply);
4125 4551
4126 ScriptSleep(100); 4552 ScriptSleep(100);
4127 return tid.ToString(); 4553 return tid.ToString();
4554 }
4555 else
4556 {
4557 ShoutError("Invalid UUID passed to llRequestAgentData.");
4558 }
4559 return "";
4128 } 4560 }
4129 4561
4130 public LSL_String llRequestInventoryData(string name) 4562 public LSL_String llRequestInventoryData(string name)
4131 { 4563 {
4132 m_host.AddScriptLPS(1); 4564 m_host.AddScriptLPS(1);
4133 4565
4566 //Clone is thread safe
4134 TaskInventoryDictionary itemDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone(); 4567 TaskInventoryDictionary itemDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
4135 4568
4136 foreach (TaskInventoryItem item in itemDictionary.Values) 4569 foreach (TaskInventoryItem item in itemDictionary.Values)
@@ -4184,6 +4617,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4184 ScenePresence presence = World.GetScenePresence(agentId); 4617 ScenePresence presence = World.GetScenePresence(agentId);
4185 if (presence != null) 4618 if (presence != null)
4186 { 4619 {
4620 // agent must not be a god
4621 if (presence.UserLevel >= 200) return;
4622
4187 // agent must be over the owners land 4623 // agent must be over the owners land
4188 if (m_host.OwnerID == World.LandChannel.GetLandObject( 4624 if (m_host.OwnerID == World.LandChannel.GetLandObject(
4189 presence.AbsolutePosition.X, presence.AbsolutePosition.Y).LandData.OwnerID) 4625 presence.AbsolutePosition.X, presence.AbsolutePosition.Y).LandData.OwnerID)
@@ -4206,7 +4642,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4206 UUID av = new UUID(); 4642 UUID av = new UUID();
4207 if (!UUID.TryParse(agent,out av)) 4643 if (!UUID.TryParse(agent,out av))
4208 { 4644 {
4209 LSLError("First parameter to llDialog needs to be a key"); 4645 //LSLError("First parameter to llDialog needs to be a key");
4210 return; 4646 return;
4211 } 4647 }
4212 4648
@@ -4243,17 +4679,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4243 UUID soundId = UUID.Zero; 4679 UUID soundId = UUID.Zero;
4244 if (!UUID.TryParse(impact_sound, out soundId)) 4680 if (!UUID.TryParse(impact_sound, out soundId))
4245 { 4681 {
4246 lock (m_host.TaskInventory) 4682 m_host.TaskInventory.LockItemsForRead(true);
4683 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
4247 { 4684 {
4248 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 4685 if (item.Type == (int)AssetType.Sound && item.Name == impact_sound)
4249 { 4686 {
4250 if (item.Type == (int)AssetType.Sound && item.Name == impact_sound) 4687 soundId = item.AssetID;
4251 { 4688 break;
4252 soundId = item.AssetID;
4253 break;
4254 }
4255 } 4689 }
4256 } 4690 }
4691 m_host.TaskInventory.LockItemsForRead(false);
4257 } 4692 }
4258 m_host.CollisionSound = soundId; 4693 m_host.CollisionSound = soundId;
4259 m_host.CollisionSoundVolume = (float)impact_volume; 4694 m_host.CollisionSoundVolume = (float)impact_volume;
@@ -4293,6 +4728,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4293 UUID partItemID; 4728 UUID partItemID;
4294 foreach (SceneObjectPart part in parts) 4729 foreach (SceneObjectPart part in parts)
4295 { 4730 {
4731 //Clone is thread safe
4296 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)part.TaskInventory.Clone(); 4732 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)part.TaskInventory.Clone();
4297 4733
4298 foreach (TaskInventoryItem item in itemsDictionary.Values) 4734 foreach (TaskInventoryItem item in itemsDictionary.Values)
@@ -4507,17 +4943,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4507 4943
4508 m_host.AddScriptLPS(1); 4944 m_host.AddScriptLPS(1);
4509 4945
4510 lock (m_host.TaskInventory) 4946 m_host.TaskInventory.LockItemsForRead(true);
4947 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
4511 { 4948 {
4512 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 4949 if (item.Type == 10 && item.ItemID == m_itemID)
4513 { 4950 {
4514 if (item.Type == 10 && item.ItemID == m_itemID) 4951 result = item.Name!=null?item.Name:String.Empty;
4515 { 4952 break;
4516 result = item.Name != null ? item.Name : String.Empty;
4517 break;
4518 }
4519 } 4953 }
4520 } 4954 }
4955 m_host.TaskInventory.LockItemsForRead(false);
4521 4956
4522 return result; 4957 return result;
4523 } 4958 }
@@ -4686,23 +5121,24 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4686 { 5121 {
4687 m_host.AddScriptLPS(1); 5122 m_host.AddScriptLPS(1);
4688 5123
4689 lock (m_host.TaskInventory) 5124 m_host.TaskInventory.LockItemsForRead(true);
5125 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
4690 { 5126 {
4691 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 5127 if (inv.Value.Name == name)
4692 { 5128 {
4693 if (inv.Value.Name == name) 5129 if ((inv.Value.CurrentPermissions & (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify)) == (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify))
4694 { 5130 {
4695 if ((inv.Value.CurrentPermissions & (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify)) == (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify)) 5131 m_host.TaskInventory.LockItemsForRead(false);
4696 { 5132 return inv.Value.AssetID.ToString();
4697 return inv.Value.AssetID.ToString(); 5133 }
4698 } 5134 else
4699 else 5135 {
4700 { 5136 m_host.TaskInventory.LockItemsForRead(false);
4701 return UUID.Zero.ToString(); 5137 return UUID.Zero.ToString();
4702 }
4703 } 5138 }
4704 } 5139 }
4705 } 5140 }
5141 m_host.TaskInventory.LockItemsForRead(false);
4706 5142
4707 return UUID.Zero.ToString(); 5143 return UUID.Zero.ToString();
4708 } 5144 }
@@ -4855,14 +5291,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4855 { 5291 {
4856 m_host.AddScriptLPS(1); 5292 m_host.AddScriptLPS(1);
4857 5293
4858 if (src == null) 5294 return src.Length;
4859 {
4860 return 0;
4861 }
4862 else
4863 {
4864 return src.Length;
4865 }
4866 } 5295 }
4867 5296
4868 public LSL_Integer llList2Integer(LSL_List src, int index) 5297 public LSL_Integer llList2Integer(LSL_List src, int index)
@@ -4908,7 +5337,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4908 else if (src.Data[index] is LSL_Float) 5337 else if (src.Data[index] is LSL_Float)
4909 return Convert.ToDouble(((LSL_Float) src.Data[index]).value); 5338 return Convert.ToDouble(((LSL_Float) src.Data[index]).value);
4910 else if (src.Data[index] is LSL_String) 5339 else if (src.Data[index] is LSL_String)
4911 return Convert.ToDouble(((LSL_String) src.Data[index]).m_string); 5340 {
5341 string str = ((LSL_String) src.Data[index]).m_string;
5342 Match m = Regex.Match(str, "^\\s*(-?\\+?[,0-9]+\\.?[0-9]*)");
5343 if (m != Match.Empty)
5344 {
5345 str = m.Value;
5346 double d = 0.0;
5347 if (!Double.TryParse(str, out d))
5348 return 0.0;
5349
5350 return d;
5351 }
5352 return 0.0;
5353 }
4912 return Convert.ToDouble(src.Data[index]); 5354 return Convert.ToDouble(src.Data[index]);
4913 } 5355 }
4914 catch (FormatException) 5356 catch (FormatException)
@@ -5181,7 +5623,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5181 } 5623 }
5182 } 5624 }
5183 } 5625 }
5184 else { 5626 else
5627 {
5185 object[] array = new object[src.Length]; 5628 object[] array = new object[src.Length];
5186 Array.Copy(src.Data, 0, array, 0, src.Length); 5629 Array.Copy(src.Data, 0, array, 0, src.Length);
5187 result = new LSL_List(array); 5630 result = new LSL_List(array);
@@ -5632,10 +6075,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5632 m_host.AddScriptLPS(1); 6075 m_host.AddScriptLPS(1);
5633 6076
5634 List<SceneObjectPart> parts = GetLinkParts(linknumber); 6077 List<SceneObjectPart> parts = GetLinkParts(linknumber);
5635 6078 if (parts.Count > 0)
5636 foreach (var part in parts)
5637 { 6079 {
5638 SetTextureAnim(part, mode, face, sizex, sizey, start, length, rate); 6080 try
6081 {
6082 parts[0].ParentGroup.areUpdatesSuspended = true;
6083 foreach (var part in parts)
6084 {
6085 SetTextureAnim(part, mode, face, sizex, sizey, start, length, rate);
6086 }
6087 }
6088 finally
6089 {
6090 parts[0].ParentGroup.areUpdatesSuspended = false;
6091 }
5639 } 6092 }
5640 } 6093 }
5641 6094
@@ -5689,6 +6142,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5689 ScriptSleep(5000); 6142 ScriptSleep(5000);
5690 } 6143 }
5691 6144
6145 public LSL_List llParseString2List(string str, LSL_List separators, LSL_List in_spacers)
6146 {
6147 return ParseString2List(str, separators, in_spacers, false);
6148 }
6149
5692 public LSL_Integer llOverMyLand(string id) 6150 public LSL_Integer llOverMyLand(string id)
5693 { 6151 {
5694 m_host.AddScriptLPS(1); 6152 m_host.AddScriptLPS(1);
@@ -5889,7 +6347,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5889 return m_host.ParentGroup.AttachmentPoint; 6347 return m_host.ParentGroup.AttachmentPoint;
5890 } 6348 }
5891 6349
5892 public LSL_Integer llGetFreeMemory() 6350 public virtual LSL_Integer llGetFreeMemory()
5893 { 6351 {
5894 m_host.AddScriptLPS(1); 6352 m_host.AddScriptLPS(1);
5895 // Make scripts designed for LSO happy 6353 // Make scripts designed for LSO happy
@@ -6006,7 +6464,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6006 SetParticleSystem(m_host, rules); 6464 SetParticleSystem(m_host, rules);
6007 } 6465 }
6008 6466
6009 private void SetParticleSystem(SceneObjectPart part, LSL_List rules) { 6467 private void SetParticleSystem(SceneObjectPart part, LSL_List rules)
6468 {
6010 6469
6011 6470
6012 if (rules.Length == 0) 6471 if (rules.Length == 0)
@@ -6200,14 +6659,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6200 6659
6201 protected UUID GetTaskInventoryItem(string name) 6660 protected UUID GetTaskInventoryItem(string name)
6202 { 6661 {
6203 lock (m_host.TaskInventory) 6662 m_host.TaskInventory.LockItemsForRead(true);
6663 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
6204 { 6664 {
6205 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 6665 if (inv.Value.Name == name)
6206 { 6666 {
6207 if (inv.Value.Name == name) 6667 m_host.TaskInventory.LockItemsForRead(false);
6208 return inv.Key; 6668 return inv.Key;
6209 } 6669 }
6210 } 6670 }
6671 m_host.TaskInventory.LockItemsForRead(false);
6211 6672
6212 return UUID.Zero; 6673 return UUID.Zero;
6213 } 6674 }
@@ -6457,13 +6918,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6457 UUID av = new UUID(); 6918 UUID av = new UUID();
6458 if (!UUID.TryParse(avatar,out av)) 6919 if (!UUID.TryParse(avatar,out av))
6459 { 6920 {
6460 LSLError("First parameter to llDialog needs to be a key"); 6921 //LSLError("First parameter to llDialog needs to be a key");
6461 return; 6922 return;
6462 } 6923 }
6463 if (buttons.Length < 1) 6924 if (buttons.Length < 1)
6464 { 6925 {
6465 LSLError("No less than 1 button can be shown"); 6926 buttons.Add("OK");
6466 return;
6467 } 6927 }
6468 if (buttons.Length > 12) 6928 if (buttons.Length > 12)
6469 { 6929 {
@@ -6480,7 +6940,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6480 } 6940 }
6481 if (buttons.Data[i].ToString().Length > 24) 6941 if (buttons.Data[i].ToString().Length > 24)
6482 { 6942 {
6483 LSLError("button label cannot be longer than 24 characters"); 6943 llWhisper(ScriptBaseClass.DEBUG_CHANNEL, "button label cannot be longer than 24 characters");
6484 return; 6944 return;
6485 } 6945 }
6486 buts[i] = buttons.Data[i].ToString(); 6946 buts[i] = buttons.Data[i].ToString();
@@ -6539,22 +6999,23 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6539 } 6999 }
6540 7000
6541 // copy the first script found with this inventory name 7001 // copy the first script found with this inventory name
6542 lock (m_host.TaskInventory) 7002 TaskInventoryItem scriptItem = null;
7003 m_host.TaskInventory.LockItemsForRead(true);
7004 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
6543 { 7005 {
6544 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 7006 if (inv.Value.Name == name)
6545 { 7007 {
6546 if (inv.Value.Name == name) 7008 // make sure the object is a script
7009 if (10 == inv.Value.Type)
6547 { 7010 {
6548 // make sure the object is a script 7011 found = true;
6549 if (10 == inv.Value.Type) 7012 srcId = inv.Key;
6550 { 7013 scriptItem = inv.Value;
6551 found = true; 7014 break;
6552 srcId = inv.Key;
6553 break;
6554 }
6555 } 7015 }
6556 } 7016 }
6557 } 7017 }
7018 m_host.TaskInventory.LockItemsForRead(false);
6558 7019
6559 if (!found) 7020 if (!found)
6560 { 7021 {
@@ -6562,8 +7023,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6562 return; 7023 return;
6563 } 7024 }
6564 7025
6565 // the rest of the permission checks are done in RezScript, so check the pin there as well 7026 SceneObjectPart dest = World.GetSceneObjectPart(destId);
6566 World.RezScript(srcId, m_host, destId, pin, running, start_param); 7027 if (dest != null)
7028 {
7029 if ((scriptItem.BasePermissions & (uint)PermissionMask.Transfer) != 0 || dest.ParentGroup.RootPart.OwnerID == m_host.ParentGroup.RootPart.OwnerID)
7030 {
7031 // the rest of the permission checks are done in RezScript, so check the pin there as well
7032 World.RezScript(srcId, m_host, destId, pin, running, start_param);
7033
7034 if ((scriptItem.BasePermissions & (uint)PermissionMask.Copy) == 0)
7035 m_host.Inventory.RemoveInventoryItem(srcId);
7036 }
7037 }
6567 // this will cause the delay even if the script pin or permissions were wrong - seems ok 7038 // this will cause the delay even if the script pin or permissions were wrong - seems ok
6568 ScriptSleep(3000); 7039 ScriptSleep(3000);
6569 } 7040 }
@@ -6626,19 +7097,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6626 public LSL_String llMD5String(string src, int nonce) 7097 public LSL_String llMD5String(string src, int nonce)
6627 { 7098 {
6628 m_host.AddScriptLPS(1); 7099 m_host.AddScriptLPS(1);
6629 return Util.Md5Hash(String.Format("{0}:{1}", src, nonce.ToString())); 7100 return Util.Md5Hash(String.Format("{0}:{1}", src, nonce.ToString()), Encoding.UTF8);
6630 } 7101 }
6631 7102
6632 public LSL_String llSHA1String(string src) 7103 public LSL_String llSHA1String(string src)
6633 { 7104 {
6634 m_host.AddScriptLPS(1); 7105 m_host.AddScriptLPS(1);
6635 return Util.SHA1Hash(src).ToLower(); 7106 return Util.SHA1Hash(src, Encoding.UTF8).ToLower();
6636 } 7107 }
6637 7108
6638 protected ObjectShapePacket.ObjectDataBlock SetPrimitiveBlockShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, byte profileshape, byte pathcurve) 7109 protected ObjectShapePacket.ObjectDataBlock SetPrimitiveBlockShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, byte profileshape, byte pathcurve)
6639 { 7110 {
6640 float tempFloat; // Use in float expressions below to avoid byte cast precision issues. 7111 float tempFloat; // Use in float expressions below to avoid byte cast precision issues.
6641 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock(); 7112 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock();
7113 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7114 return shapeBlock;
6642 7115
6643 if (holeshape != (int)ScriptBaseClass.PRIM_HOLE_DEFAULT && 7116 if (holeshape != (int)ScriptBaseClass.PRIM_HOLE_DEFAULT &&
6644 holeshape != (int)ScriptBaseClass.PRIM_HOLE_CIRCLE && 7117 holeshape != (int)ScriptBaseClass.PRIM_HOLE_CIRCLE &&
@@ -6743,6 +7216,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6743 // Prim type box, cylinder and prism. 7216 // Prim type box, cylinder and prism.
6744 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) 7217 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)
6745 { 7218 {
7219 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7220 return;
7221
6746 float tempFloat; // Use in float expressions below to avoid byte cast precision issues. 7222 float tempFloat; // Use in float expressions below to avoid byte cast precision issues.
6747 ObjectShapePacket.ObjectDataBlock shapeBlock; 7223 ObjectShapePacket.ObjectDataBlock shapeBlock;
6748 7224
@@ -6796,6 +7272,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6796 // Prim type sphere. 7272 // Prim type sphere.
6797 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector dimple, byte profileshape, byte pathcurve) 7273 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector dimple, byte profileshape, byte pathcurve)
6798 { 7274 {
7275 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7276 return;
7277
6799 ObjectShapePacket.ObjectDataBlock shapeBlock; 7278 ObjectShapePacket.ObjectDataBlock shapeBlock;
6800 7279
6801 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist, profileshape, pathcurve); 7280 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist, profileshape, pathcurve);
@@ -6837,6 +7316,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6837 // Prim type torus, tube and ring. 7316 // Prim type torus, tube and ring.
6838 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector holesize, LSL_Vector topshear, LSL_Vector profilecut, LSL_Vector taper_a, float revolutions, float radiusoffset, float skew, byte profileshape, byte pathcurve) 7317 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)
6839 { 7318 {
7319 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7320 return;
7321
6840 float tempFloat; // Use in float expressions below to avoid byte cast precision issues. 7322 float tempFloat; // Use in float expressions below to avoid byte cast precision issues.
6841 ObjectShapePacket.ObjectDataBlock shapeBlock; 7323 ObjectShapePacket.ObjectDataBlock shapeBlock;
6842 7324
@@ -6972,6 +7454,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6972 // Prim type sculpt. 7454 // Prim type sculpt.
6973 protected void SetPrimitiveShapeParams(SceneObjectPart part, string map, int type, byte pathcurve) 7455 protected void SetPrimitiveShapeParams(SceneObjectPart part, string map, int type, byte pathcurve)
6974 { 7456 {
7457 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7458 return;
7459
6975 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock(); 7460 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock();
6976 UUID sculptId; 7461 UUID sculptId;
6977 7462
@@ -6988,13 +7473,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6988 shapeBlock.PathScaleX = 100; 7473 shapeBlock.PathScaleX = 100;
6989 shapeBlock.PathScaleY = 150; 7474 shapeBlock.PathScaleY = 150;
6990 7475
6991 if (type != (int)ScriptBaseClass.PRIM_SCULPT_TYPE_CYLINDER && 7476 if ((type & (int)ScriptBaseClass.PRIM_SCULPT_TYPE_CYLINDER) == 0 &&
6992 type != (int)ScriptBaseClass.PRIM_SCULPT_TYPE_PLANE && 7477 (type & (int)ScriptBaseClass.PRIM_SCULPT_TYPE_PLANE) == 0 &&
6993 type != (int)ScriptBaseClass.PRIM_SCULPT_TYPE_SPHERE && 7478 (type & (int)ScriptBaseClass.PRIM_SCULPT_TYPE_SPHERE) == 0 &&
6994 type != (int)ScriptBaseClass.PRIM_SCULPT_TYPE_TORUS) 7479 (type & (int)ScriptBaseClass.PRIM_SCULPT_TYPE_TORUS) == 0)
6995 { 7480 {
6996 // default 7481 // default
6997 type = (int)ScriptBaseClass.PRIM_SCULPT_TYPE_SPHERE; 7482 type = type | (int)ScriptBaseClass.PRIM_SCULPT_TYPE_SPHERE;
6998 } 7483 }
6999 7484
7000 part.Shape.SetSculptProperties((byte)type, sculptId); 7485 part.Shape.SetSculptProperties((byte)type, sculptId);
@@ -7010,32 +7495,87 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7010 ScriptSleep(200); 7495 ScriptSleep(200);
7011 } 7496 }
7012 7497
7013 public void llSetLinkPrimitiveParams(int linknumber, LSL_List rules) 7498 public void llSetLinkPrimitiveParamsFast(int linknumber, LSL_List rules)
7014 { 7499 {
7015 m_host.AddScriptLPS(1); 7500 m_host.AddScriptLPS(1);
7016 7501
7017 List<SceneObjectPart> parts = GetLinkParts(linknumber); 7502 List<SceneObjectPart> parts = GetLinkParts(linknumber);
7503 List<ScenePresence> avatars = GetLinkAvatars(linknumber);
7504 if (parts.Count>0)
7505 {
7506 try
7507 {
7508 parts[0].ParentGroup.areUpdatesSuspended = true;
7509 foreach (SceneObjectPart part in parts)
7510 SetPrimParams(part, rules);
7511 }
7512 finally
7513 {
7514 parts[0].ParentGroup.areUpdatesSuspended = false;
7515 }
7516 }
7517 if (avatars.Count > 0)
7518 {
7519 foreach (ScenePresence avatar in avatars)
7520 SetPrimParams(avatar, rules);
7521 }
7522 }
7018 7523
7019 foreach (SceneObjectPart part in parts) 7524 public void llSetLinkPrimitiveParams(int linknumber, LSL_List rules)
7020 SetPrimParams(part, rules); 7525 {
7021 7526 llSetLinkPrimitiveParamsFast(linknumber, rules);
7022 ScriptSleep(200); 7527 ScriptSleep(200);
7023 } 7528 }
7024 7529
7025 public void llSetLinkPrimitiveParamsFast(int linknumber, LSL_List rules) 7530 protected void SetPrimParams(ScenePresence av, LSL_List rules)
7026 { 7531 {
7027 m_host.AddScriptLPS(1); 7532 //This is a special version of SetPrimParams to deal with avatars which are sat on the linkset.
7533 //We only support PRIM_POSITION and PRIM_ROTATION
7028 7534
7029 List<SceneObjectPart> parts = GetLinkParts(linknumber); 7535 int idx = 0;
7030 7536
7031 foreach (SceneObjectPart part in parts) 7537 while (idx < rules.Length)
7032 SetPrimParams(part, rules); 7538 {
7539 int code = rules.GetLSLIntegerItem(idx++);
7540
7541 int remain = rules.Length - idx;
7542
7543
7544
7545 switch (code)
7546 {
7547 case (int)ScriptBaseClass.PRIM_POSITION:
7548 if (remain < 1)
7549 return;
7550 LSL_Vector v;
7551 v = rules.GetVector3Item(idx++);
7552 av.AbsolutePosition = new Vector3((float)v.x, (float)v.y, (float)v.z);
7553 av.SendAvatarDataToAllAgents();
7554
7555 break;
7556
7557 case (int)ScriptBaseClass.PRIM_ROTATION:
7558 if (remain < 1)
7559 return;
7560 LSL_Rotation r;
7561 r = rules.GetQuaternionItem(idx++);
7562 av.OffsetRotation = new Quaternion((float)r.x, (float)r.y, (float)r.z, (float)r.s);
7563 av.SendAvatarDataToAllAgents();
7564 break;
7565 }
7566 }
7033 } 7567 }
7034 7568
7035 protected void SetPrimParams(SceneObjectPart part, LSL_List rules) 7569 protected void SetPrimParams(SceneObjectPart part, LSL_List rules)
7036 { 7570 {
7571 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7572 return;
7573
7037 int idx = 0; 7574 int idx = 0;
7038 7575
7576 bool positionChanged = false;
7577 LSL_Vector currentPosition = GetPartLocalPos(part);
7578
7039 while (idx < rules.Length) 7579 while (idx < rules.Length)
7040 { 7580 {
7041 int code = rules.GetLSLIntegerItem(idx++); 7581 int code = rules.GetLSLIntegerItem(idx++);
@@ -7044,7 +7584,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7044 7584
7045 int face; 7585 int face;
7046 LSL_Vector v; 7586 LSL_Vector v;
7047 7587
7048 switch (code) 7588 switch (code)
7049 { 7589 {
7050 case (int)ScriptBaseClass.PRIM_POSITION: 7590 case (int)ScriptBaseClass.PRIM_POSITION:
@@ -7052,7 +7592,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7052 return; 7592 return;
7053 7593
7054 v=rules.GetVector3Item(idx++); 7594 v=rules.GetVector3Item(idx++);
7055 SetPos(part, v); 7595 positionChanged = true;
7596 currentPosition = GetSetPosTarget(part, v, currentPosition);
7056 7597
7057 break; 7598 break;
7058 case (int)ScriptBaseClass.PRIM_SIZE: 7599 case (int)ScriptBaseClass.PRIM_SIZE:
@@ -7397,6 +7938,22 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7397 break; 7938 break;
7398 } 7939 }
7399 } 7940 }
7941
7942 if (positionChanged)
7943 {
7944 if (part.ParentGroup.RootPart == part)
7945 {
7946 SceneObjectGroup parent = part.ParentGroup;
7947 parent.UpdateGroupPosition(new Vector3((float)currentPosition.x, (float)currentPosition.y, (float)currentPosition.z));
7948 }
7949 else
7950 {
7951 part.OffsetPosition = new Vector3((float)currentPosition.x, (float)currentPosition.y, (float)currentPosition.z);
7952 SceneObjectGroup parent = part.ParentGroup;
7953 parent.HasGroupChanged = true;
7954 parent.ScheduleGroupForTerseUpdate();
7955 }
7956 }
7400 } 7957 }
7401 7958
7402 public LSL_String llStringToBase64(string str) 7959 public LSL_String llStringToBase64(string str)
@@ -7545,13 +8102,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7545 public LSL_Integer llGetNumberOfPrims() 8102 public LSL_Integer llGetNumberOfPrims()
7546 { 8103 {
7547 m_host.AddScriptLPS(1); 8104 m_host.AddScriptLPS(1);
7548 int avatarCount = 0; 8105 int avatarCount = m_host.ParentGroup.GetLinkedAvatars().Count;
7549 World.ForEachScenePresence(delegate(ScenePresence presence) 8106
7550 {
7551 if (!presence.IsChildAgent && presence.ParentID != 0 && m_host.ParentGroup.HasChildPrim(presence.ParentID))
7552 avatarCount++;
7553 });
7554
7555 return m_host.ParentGroup.PrimCount + avatarCount; 8107 return m_host.ParentGroup.PrimCount + avatarCount;
7556 } 8108 }
7557 8109
@@ -7567,55 +8119,98 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7567 m_host.AddScriptLPS(1); 8119 m_host.AddScriptLPS(1);
7568 UUID objID = UUID.Zero; 8120 UUID objID = UUID.Zero;
7569 LSL_List result = new LSL_List(); 8121 LSL_List result = new LSL_List();
8122
8123 // If the ID is not valid, return null result
7570 if (!UUID.TryParse(obj, out objID)) 8124 if (!UUID.TryParse(obj, out objID))
7571 { 8125 {
7572 result.Add(new LSL_Vector()); 8126 result.Add(new LSL_Vector());
7573 result.Add(new LSL_Vector()); 8127 result.Add(new LSL_Vector());
7574 return result; 8128 return result;
7575 } 8129 }
8130
8131 // Check if this is an attached prim. If so, replace
8132 // the UUID with the avatar UUID and report it's bounding box
8133 SceneObjectPart part = World.GetSceneObjectPart(objID);
8134 if (part != null && part.ParentGroup.IsAttachment)
8135 objID = part.ParentGroup.AttachedAvatar;
8136
8137 // Find out if this is an avatar ID. If so, return it's box
7576 ScenePresence presence = World.GetScenePresence(objID); 8138 ScenePresence presence = World.GetScenePresence(objID);
7577 if (presence != null) 8139 if (presence != null)
7578 { 8140 {
7579 if (presence.ParentID == 0) // not sat on an object 8141 // As per LSL Wiki, there is no difference between sitting
8142 // and standing avatar since server 1.36
8143 LSL_Vector lower;
8144 LSL_Vector upper;
8145 if (presence.Animator.Animations.DefaultAnimation.AnimID
8146 == AnimationSet.Animations.AnimsUUID["SIT_GROUND_CONSTRAINED"])
7580 { 8147 {
7581 LSL_Vector lower; 8148 // This is for ground sitting avatars
7582 LSL_Vector upper; 8149 float height = presence.Appearance.AvatarHeight / 2.66666667f;
7583 if (presence.Animator.Animations.DefaultAnimation.AnimID 8150 lower = new LSL_Vector(-0.3375f, -0.45f, height * -1.0f);
7584 == AnimationSet.Animations.AnimsUUID["SIT_GROUND_CONSTRAINED"]) 8151 upper = new LSL_Vector(0.3375f, 0.45f, 0.0f);
7585 {
7586 // This is for ground sitting avatars
7587 float height = presence.Appearance.AvatarHeight / 2.66666667f;
7588 lower = new LSL_Vector(-0.3375f, -0.45f, height * -1.0f);
7589 upper = new LSL_Vector(0.3375f, 0.45f, 0.0f);
7590 }
7591 else
7592 {
7593 // This is for standing/flying avatars
7594 float height = presence.Appearance.AvatarHeight / 2.0f;
7595 lower = new LSL_Vector(-0.225f, -0.3f, height * -1.0f);
7596 upper = new LSL_Vector(0.225f, 0.3f, height + 0.05f);
7597 }
7598 result.Add(lower);
7599 result.Add(upper);
7600 return result;
7601 } 8152 }
7602 else 8153 else
7603 { 8154 {
7604 // sitting on an object so we need the bounding box of that 8155 // This is for standing/flying avatars
7605 // which should include the avatar so set the UUID to the 8156 float height = presence.Appearance.AvatarHeight / 2.0f;
7606 // UUID of the object the avatar is sat on and allow it to fall through 8157 lower = new LSL_Vector(-0.225f, -0.3f, height * -1.0f);
7607 // to processing an object 8158 upper = new LSL_Vector(0.225f, 0.3f, height + 0.05f);
7608 SceneObjectPart p = World.GetSceneObjectPart(presence.ParentID);
7609 objID = p.UUID;
7610 } 8159 }
8160
8161 // Adjust to the documented error offsets (see LSL Wiki)
8162 lower += new LSL_Vector(0.05f, 0.05f, 0.05f);
8163 upper -= new LSL_Vector(0.05f, 0.05f, 0.05f);
8164
8165 if (lower.x > upper.x)
8166 lower.x = upper.x;
8167 if (lower.y > upper.y)
8168 lower.y = upper.y;
8169 if (lower.z > upper.z)
8170 lower.z = upper.z;
8171
8172 result.Add(lower);
8173 result.Add(upper);
8174 return result;
7611 } 8175 }
7612 SceneObjectPart part = World.GetSceneObjectPart(objID); 8176
8177 part = World.GetSceneObjectPart(objID);
7613 // Currently only works for single prims without a sitting avatar 8178 // Currently only works for single prims without a sitting avatar
7614 if (part != null) 8179 if (part != null)
7615 { 8180 {
7616 Vector3 halfSize = part.Scale / 2.0f; 8181 float minX;
7617 LSL_Vector lower = new LSL_Vector(halfSize.X * -1.0f, halfSize.Y * -1.0f, halfSize.Z * -1.0f); 8182 float maxX;
7618 LSL_Vector upper = new LSL_Vector(halfSize.X, halfSize.Y, halfSize.Z); 8183 float minY;
8184 float maxY;
8185 float minZ;
8186 float maxZ;
8187
8188 // This BBox is in sim coordinates, with the offset being
8189 // a contained point.
8190 Vector3[] offsets = Scene.GetCombinedBoundingBox(new List<SceneObjectGroup> { part.ParentGroup },
8191 out minX, out maxX, out minY, out maxY, out minZ, out maxZ);
8192
8193 minX -= offsets[0].X;
8194 maxX -= offsets[0].X;
8195 minY -= offsets[0].Y;
8196 maxY -= offsets[0].Y;
8197 minZ -= offsets[0].Z;
8198 maxZ -= offsets[0].Z;
8199
8200 LSL_Vector lower;
8201 LSL_Vector upper;
8202
8203 // Adjust to the documented error offsets (see LSL Wiki)
8204 lower = new LSL_Vector(minX + 0.05f, minY + 0.05f, minZ + 0.05f);
8205 upper = new LSL_Vector(maxX - 0.05f, maxY - 0.05f, maxZ - 0.05f);
8206
8207 if (lower.x > upper.x)
8208 lower.x = upper.x;
8209 if (lower.y > upper.y)
8210 lower.y = upper.y;
8211 if (lower.z > upper.z)
8212 lower.z = upper.z;
8213
7619 result.Add(lower); 8214 result.Add(lower);
7620 result.Add(upper); 8215 result.Add(upper);
7621 return result; 8216 return result;
@@ -7695,13 +8290,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7695 LSL_Vector v = new LSL_Vector(part.AbsolutePosition.X, 8290 LSL_Vector v = new LSL_Vector(part.AbsolutePosition.X,
7696 part.AbsolutePosition.Y, 8291 part.AbsolutePosition.Y,
7697 part.AbsolutePosition.Z); 8292 part.AbsolutePosition.Z);
7698 // For some reason, the part.AbsolutePosition.* values do not change if the
7699 // linkset is rotated; they always reflect the child prim's world position
7700 // as though the linkset is unrotated. This is incompatible behavior with SL's
7701 // implementation, so will break scripts imported from there (not to mention it
7702 // makes it more difficult to determine a child prim's actual inworld position).
7703 if (part.ParentID != 0)
7704 v = ((v - llGetRootPosition()) * llGetRootRotation()) + llGetRootPosition();
7705 res.Add(v); 8293 res.Add(v);
7706 break; 8294 break;
7707 8295
@@ -7872,56 +8460,92 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7872 case (int)ScriptBaseClass.PRIM_BUMP_SHINY: 8460 case (int)ScriptBaseClass.PRIM_BUMP_SHINY:
7873 if (remain < 1) 8461 if (remain < 1)
7874 return res; 8462 return res;
7875 8463 face = (int)rules.GetLSLIntegerItem(idx++);
7876 face=(int)rules.GetLSLIntegerItem(idx++);
7877 8464
7878 tex = part.Shape.Textures; 8465 tex = part.Shape.Textures;
8466 int shiny;
7879 if (face == ScriptBaseClass.ALL_SIDES) 8467 if (face == ScriptBaseClass.ALL_SIDES)
7880 { 8468 {
7881 for (face = 0; face < GetNumberOfSides(part); face++) 8469 for (face = 0; face < GetNumberOfSides(part); face++)
7882 { 8470 {
7883 Primitive.TextureEntryFace texface = tex.GetFace((uint)face); 8471 Shininess shinyness = tex.GetFace((uint)face).Shiny;
7884 // Convert Shininess to PRIM_SHINY_* 8472 if (shinyness == Shininess.High)
7885 res.Add(new LSL_Integer((uint)texface.Shiny >> 6)); 8473 {
7886 // PRIM_BUMP_* 8474 shiny = ScriptBaseClass.PRIM_SHINY_HIGH;
7887 res.Add(new LSL_Integer((int)texface.Bump)); 8475 }
8476 else if (shinyness == Shininess.Medium)
8477 {
8478 shiny = ScriptBaseClass.PRIM_SHINY_MEDIUM;
8479 }
8480 else if (shinyness == Shininess.Low)
8481 {
8482 shiny = ScriptBaseClass.PRIM_SHINY_LOW;
8483 }
8484 else
8485 {
8486 shiny = ScriptBaseClass.PRIM_SHINY_NONE;
8487 }
8488 res.Add(new LSL_Integer(shiny));
8489 res.Add(new LSL_Integer((int)tex.GetFace((uint)face).Bump));
7888 } 8490 }
7889 } 8491 }
7890 else 8492 else
7891 { 8493 {
7892 if (face >= 0 && face < GetNumberOfSides(part)) 8494 Shininess shinyness = tex.GetFace((uint)face).Shiny;
8495 if (shinyness == Shininess.High)
7893 { 8496 {
7894 Primitive.TextureEntryFace texface = tex.GetFace((uint)face); 8497 shiny = ScriptBaseClass.PRIM_SHINY_HIGH;
7895 // Convert Shininess to PRIM_SHINY_* 8498 }
7896 res.Add(new LSL_Integer((uint)texface.Shiny >> 6)); 8499 else if (shinyness == Shininess.Medium)
7897 // PRIM_BUMP_* 8500 {
7898 res.Add(new LSL_Integer((int)texface.Bump)); 8501 shiny = ScriptBaseClass.PRIM_SHINY_MEDIUM;
7899 } 8502 }
8503 else if (shinyness == Shininess.Low)
8504 {
8505 shiny = ScriptBaseClass.PRIM_SHINY_LOW;
8506 }
8507 else
8508 {
8509 shiny = ScriptBaseClass.PRIM_SHINY_NONE;
8510 }
8511 res.Add(new LSL_Integer(shiny));
8512 res.Add(new LSL_Integer((int)tex.GetFace((uint)face).Bump));
7900 } 8513 }
7901 break; 8514 break;
7902 8515
7903 case (int)ScriptBaseClass.PRIM_FULLBRIGHT: 8516 case (int)ScriptBaseClass.PRIM_FULLBRIGHT:
7904 if (remain < 1) 8517 if (remain < 1)
7905 return res; 8518 return res;
7906 8519 face = (int)rules.GetLSLIntegerItem(idx++);
7907 face=(int)rules.GetLSLIntegerItem(idx++);
7908 8520
7909 tex = part.Shape.Textures; 8521 tex = part.Shape.Textures;
8522 int fullbright;
7910 if (face == ScriptBaseClass.ALL_SIDES) 8523 if (face == ScriptBaseClass.ALL_SIDES)
7911 { 8524 {
7912 for (face = 0; face < GetNumberOfSides(part); face++) 8525 for (face = 0; face < GetNumberOfSides(part); face++)
7913 { 8526 {
7914 Primitive.TextureEntryFace texface = tex.GetFace((uint)face); 8527 if (tex.GetFace((uint)face).Fullbright == true)
7915 res.Add(new LSL_Integer(texface.Fullbright ? 1 : 0)); 8528 {
8529 fullbright = ScriptBaseClass.TRUE;
8530 }
8531 else
8532 {
8533 fullbright = ScriptBaseClass.FALSE;
8534 }
8535 res.Add(new LSL_Integer(fullbright));
7916 } 8536 }
7917 } 8537 }
7918 else 8538 else
7919 { 8539 {
7920 if (face >= 0 && face < GetNumberOfSides(part)) 8540 if (tex.GetFace((uint)face).Fullbright == true)
7921 { 8541 {
7922 Primitive.TextureEntryFace texface = tex.GetFace((uint)face); 8542 fullbright = ScriptBaseClass.TRUE;
7923 res.Add(new LSL_Integer(texface.Fullbright ? 1 : 0)); 8543 }
8544 else
8545 {
8546 fullbright = ScriptBaseClass.FALSE;
7924 } 8547 }
8548 res.Add(new LSL_Integer(fullbright));
7925 } 8549 }
7926 break; 8550 break;
7927 8551
@@ -7943,27 +8567,35 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7943 break; 8567 break;
7944 8568
7945 case (int)ScriptBaseClass.PRIM_TEXGEN: 8569 case (int)ScriptBaseClass.PRIM_TEXGEN:
8570 // (PRIM_TEXGEN_DEFAULT, PRIM_TEXGEN_PLANAR)
7946 if (remain < 1) 8571 if (remain < 1)
7947 return res; 8572 return res;
7948 8573 face = (int)rules.GetLSLIntegerItem(idx++);
7949 face=(int)rules.GetLSLIntegerItem(idx++);
7950 8574
7951 tex = part.Shape.Textures; 8575 tex = part.Shape.Textures;
7952 if (face == ScriptBaseClass.ALL_SIDES) 8576 if (face == ScriptBaseClass.ALL_SIDES)
7953 { 8577 {
7954 for (face = 0; face < GetNumberOfSides(part); face++) 8578 for (face = 0; face < GetNumberOfSides(part); face++)
7955 { 8579 {
7956 MappingType texgen = tex.GetFace((uint)face).TexMapType; 8580 if (tex.GetFace((uint)face).TexMapType == MappingType.Planar)
7957 // Convert MappingType to PRIM_TEXGEN_DEFAULT, PRIM_TEXGEN_PLANAR etc. 8581 {
7958 res.Add(new LSL_Integer((uint)texgen >> 1)); 8582 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_PLANAR));
8583 }
8584 else
8585 {
8586 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_DEFAULT));
8587 }
7959 } 8588 }
7960 } 8589 }
7961 else 8590 else
7962 { 8591 {
7963 if (face >= 0 && face < GetNumberOfSides(part)) 8592 if (tex.GetFace((uint)face).TexMapType == MappingType.Planar)
8593 {
8594 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_PLANAR));
8595 }
8596 else
7964 { 8597 {
7965 MappingType texgen = tex.GetFace((uint)face).TexMapType; 8598 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_DEFAULT));
7966 res.Add(new LSL_Integer((uint)texgen >> 1));
7967 } 8599 }
7968 } 8600 }
7969 break; 8601 break;
@@ -7986,28 +8618,24 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7986 case (int)ScriptBaseClass.PRIM_GLOW: 8618 case (int)ScriptBaseClass.PRIM_GLOW:
7987 if (remain < 1) 8619 if (remain < 1)
7988 return res; 8620 return res;
7989 8621 face = (int)rules.GetLSLIntegerItem(idx++);
7990 face=(int)rules.GetLSLIntegerItem(idx++);
7991 8622
7992 tex = part.Shape.Textures; 8623 tex = part.Shape.Textures;
8624 float primglow;
7993 if (face == ScriptBaseClass.ALL_SIDES) 8625 if (face == ScriptBaseClass.ALL_SIDES)
7994 { 8626 {
7995 for (face = 0; face < GetNumberOfSides(part); face++) 8627 for (face = 0; face < GetNumberOfSides(part); face++)
7996 { 8628 {
7997 Primitive.TextureEntryFace texface = tex.GetFace((uint)face); 8629 primglow = tex.GetFace((uint)face).Glow;
7998 res.Add(new LSL_Float(texface.Glow)); 8630 res.Add(new LSL_Float(primglow));
7999 } 8631 }
8000 } 8632 }
8001 else 8633 else
8002 { 8634 {
8003 if (face >= 0 && face < GetNumberOfSides(part)) 8635 primglow = tex.GetFace((uint)face).Glow;
8004 { 8636 res.Add(new LSL_Float(primglow));
8005 Primitive.TextureEntryFace texface = tex.GetFace((uint)face);
8006 res.Add(new LSL_Float(texface.Glow));
8007 }
8008 } 8637 }
8009 break; 8638 break;
8010
8011 case (int)ScriptBaseClass.PRIM_TEXT: 8639 case (int)ScriptBaseClass.PRIM_TEXT:
8012 Color4 textColor = part.GetTextColor(); 8640 Color4 textColor = part.GetTextColor();
8013 res.Add(new LSL_String(part.Text)); 8641 res.Add(new LSL_String(part.Text));
@@ -8556,8 +9184,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8556 // The function returns an ordered list 9184 // The function returns an ordered list
8557 // representing the tokens found in the supplied 9185 // representing the tokens found in the supplied
8558 // sources string. If two successive tokenizers 9186 // sources string. If two successive tokenizers
8559 // are encountered, then a NULL entry is added 9187 // are encountered, then a null-string entry is
8560 // to the list. 9188 // added to the list.
8561 // 9189 //
8562 // It is a precondition that the source and 9190 // It is a precondition that the source and
8563 // toekizer lisst are non-null. If they are null, 9191 // toekizer lisst are non-null. If they are null,
@@ -8565,7 +9193,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8565 // while their lengths are being determined. 9193 // while their lengths are being determined.
8566 // 9194 //
8567 // A small amount of working memoryis required 9195 // A small amount of working memoryis required
8568 // of approximately 8*#tokenizers. 9196 // of approximately 8*#tokenizers + 8*srcstrlen.
8569 // 9197 //
8570 // There are many ways in which this function 9198 // There are many ways in which this function
8571 // can be implemented, this implementation is 9199 // can be implemented, this implementation is
@@ -8581,155 +9209,124 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8581 // and eliminates redundant tokenizers as soon 9209 // and eliminates redundant tokenizers as soon
8582 // as is possible. 9210 // as is possible.
8583 // 9211 //
8584 // The implementation tries to avoid any copying 9212 // The implementation tries to minimize temporary
8585 // of arrays or other objects. 9213 // garbage generation.
8586 // </remarks> 9214 // </remarks>
8587 9215
8588 private LSL_List ParseString(string src, LSL_List separators, LSL_List spacers, bool keepNulls) 9216 public LSL_List llParseStringKeepNulls(string src, LSL_List separators, LSL_List spacers)
8589 { 9217 {
8590 int beginning = 0; 9218 return ParseString2List(src, separators, spacers, true);
8591 int srclen = src.Length; 9219 }
8592 int seplen = separators.Length;
8593 object[] separray = separators.Data;
8594 int spclen = spacers.Length;
8595 object[] spcarray = spacers.Data;
8596 int mlen = seplen+spclen;
8597
8598 int[] offset = new int[mlen+1];
8599 bool[] active = new bool[mlen];
8600
8601 int best;
8602 int j;
8603
8604 // Initial capacity reduces resize cost
8605 9220
8606 LSL_List tokens = new LSL_List(); 9221 private LSL_List ParseString2List(string src, LSL_List separators, LSL_List spacers, bool keepNulls)
9222 {
9223 int srclen = src.Length;
9224 int seplen = separators.Length;
9225 object[] separray = separators.Data;
9226 int spclen = spacers.Length;
9227 object[] spcarray = spacers.Data;
9228 int dellen = 0;
9229 string[] delarray = new string[seplen+spclen];
8607 9230
8608 // All entries are initially valid 9231 int outlen = 0;
9232 string[] outarray = new string[srclen*2+1];
8609 9233
8610 for (int i = 0; i < mlen; i++) 9234 int i, j;
8611 active[i] = true; 9235 string d;
8612 9236
8613 offset[mlen] = srclen; 9237 m_host.AddScriptLPS(1);
8614 9238
8615 while (beginning < srclen) 9239 /*
9240 * Convert separator and spacer lists to C# strings.
9241 * Also filter out null strings so we don't hang.
9242 */
9243 for (i = 0; i < seplen; i ++)
8616 { 9244 {
9245 d = separray[i].ToString();
9246 if (d.Length > 0)
9247 {
9248 delarray[dellen++] = d;
9249 }
9250 }
9251 seplen = dellen;
8617 9252
8618 best = mlen; // as bad as it gets 9253 for (i = 0; i < spclen; i ++)
9254 {
9255 d = spcarray[i].ToString();
9256 if (d.Length > 0)
9257 {
9258 delarray[dellen++] = d;
9259 }
9260 }
8619 9261
8620 // Scan for separators 9262 /*
9263 * Scan through source string from beginning to end.
9264 */
9265 for (i = 0;;)
9266 {
8621 9267
8622 for (j = 0; j < seplen; j++) 9268 /*
9269 * Find earliest delimeter in src starting at i (if any).
9270 */
9271 int earliestDel = -1;
9272 int earliestSrc = srclen;
9273 string earliestStr = null;
9274 for (j = 0; j < dellen; j ++)
8623 { 9275 {
8624 if (separray[j].ToString() == String.Empty) 9276 d = delarray[j];
8625 active[j] = false; 9277 if (d != null)
8626
8627 if (active[j])
8628 { 9278 {
8629 // scan all of the markers 9279 int index = src.IndexOf(d, i);
8630 if ((offset[j] = src.IndexOf(separray[j].ToString(), beginning)) == -1) 9280 if (index < 0)
8631 { 9281 {
8632 // not present at all 9282 delarray[j] = null; // delim nowhere in src, don't check it anymore
8633 active[j] = false;
8634 } 9283 }
8635 else 9284 else if (index < earliestSrc)
8636 { 9285 {
8637 // present and correct 9286 earliestSrc = index; // where delimeter starts in source string
8638 if (offset[j] < offset[best]) 9287 earliestDel = j; // where delimeter is in delarray[]
8639 { 9288 earliestStr = d; // the delimeter string from delarray[]
8640 // closest so far 9289 if (index == i) break; // can't do any better than found at beg of string
8641 best = j;
8642 if (offset[best] == beginning)
8643 break;
8644 }
8645 } 9290 }
8646 } 9291 }
8647 } 9292 }
8648 9293
8649 // Scan for spacers 9294 /*
8650 9295 * Output source string starting at i through start of earliest delimeter.
8651 if (offset[best] != beginning) 9296 */
9297 if (keepNulls || (earliestSrc > i))
8652 { 9298 {
8653 for (j = seplen; (j < mlen) && (offset[best] > beginning); j++) 9299 outarray[outlen++] = src.Substring(i, earliestSrc - i);
8654 {
8655 if (spcarray[j-seplen].ToString() == String.Empty)
8656 active[j] = false;
8657
8658 if (active[j])
8659 {
8660 // scan all of the markers
8661 if ((offset[j] = src.IndexOf(spcarray[j-seplen].ToString(), beginning)) == -1)
8662 {
8663 // not present at all
8664 active[j] = false;
8665 }
8666 else
8667 {
8668 // present and correct
8669 if (offset[j] < offset[best])
8670 {
8671 // closest so far
8672 best = j;
8673 }
8674 }
8675 }
8676 }
8677 } 9300 }
8678 9301
8679 // This is the normal exit from the scanning loop 9302 /*
9303 * If no delimeter found at or after i, we're done scanning.
9304 */
9305 if (earliestDel < 0) break;
8680 9306
8681 if (best == mlen) 9307 /*
9308 * If delimeter was a spacer, output the spacer.
9309 */
9310 if (earliestDel >= seplen)
8682 { 9311 {
8683 // no markers were found on this pass 9312 outarray[outlen++] = earliestStr;
8684 // so we're pretty much done
8685 if ((keepNulls) || ((!keepNulls) && (srclen - beginning) > 0))
8686 tokens.Add(new LSL_String(src.Substring(beginning, srclen - beginning)));
8687 break;
8688 } 9313 }
8689 9314
8690 // Otherwise we just add the newly delimited token 9315 /*
8691 // and recalculate where the search should continue. 9316 * Look at rest of src string following delimeter.
8692 if ((keepNulls) || ((!keepNulls) && (offset[best] - beginning) > 0)) 9317 */
8693 tokens.Add(new LSL_String(src.Substring(beginning,offset[best]-beginning))); 9318 i = earliestSrc + earliestStr.Length;
8694
8695 if (best < seplen)
8696 {
8697 beginning = offset[best] + (separray[best].ToString()).Length;
8698 }
8699 else
8700 {
8701 beginning = offset[best] + (spcarray[best - seplen].ToString()).Length;
8702 string str = spcarray[best - seplen].ToString();
8703 if ((keepNulls) || ((!keepNulls) && (str.Length > 0)))
8704 tokens.Add(new LSL_String(str));
8705 }
8706 } 9319 }
8707 9320
8708 // This an awkward an not very intuitive boundary case. If the 9321 /*
8709 // last substring is a tokenizer, then there is an implied trailing 9322 * Make up an exact-sized output array suitable for an LSL_List object.
8710 // null list entry. Hopefully the single comparison will not be too 9323 */
8711 // arduous. Alternatively the 'break' could be replced with a return 9324 object[] outlist = new object[outlen];
8712 // but that's shabby programming. 9325 for (i = 0; i < outlen; i ++)
8713
8714 if ((beginning == srclen) && (keepNulls))
8715 { 9326 {
8716 if (srclen != 0) 9327 outlist[i] = new LSL_String(outarray[i]);
8717 tokens.Add(new LSL_String(""));
8718 } 9328 }
8719 9329 return new LSL_List(outlist);
8720 return tokens;
8721 }
8722
8723 public LSL_List llParseString2List(string src, LSL_List separators, LSL_List spacers)
8724 {
8725 m_host.AddScriptLPS(1);
8726 return this.ParseString(src, separators, spacers, false);
8727 }
8728
8729 public LSL_List llParseStringKeepNulls(string src, LSL_List separators, LSL_List spacers)
8730 {
8731 m_host.AddScriptLPS(1);
8732 return this.ParseString(src, separators, spacers, true);
8733 } 9330 }
8734 9331
8735 public LSL_Integer llGetObjectPermMask(int mask) 9332 public LSL_Integer llGetObjectPermMask(int mask)
@@ -8806,28 +9403,28 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8806 { 9403 {
8807 m_host.AddScriptLPS(1); 9404 m_host.AddScriptLPS(1);
8808 9405
8809 lock (m_host.TaskInventory) 9406 m_host.TaskInventory.LockItemsForRead(true);
9407 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
8810 { 9408 {
8811 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 9409 if (inv.Value.Name == item)
8812 { 9410 {
8813 if (inv.Value.Name == item) 9411 m_host.TaskInventory.LockItemsForRead(false);
9412 switch (mask)
8814 { 9413 {
8815 switch (mask) 9414 case 0:
8816 { 9415 return (int)inv.Value.BasePermissions;
8817 case 0: 9416 case 1:
8818 return (int)inv.Value.BasePermissions; 9417 return (int)inv.Value.CurrentPermissions;
8819 case 1: 9418 case 2:
8820 return (int)inv.Value.CurrentPermissions; 9419 return (int)inv.Value.GroupPermissions;
8821 case 2: 9420 case 3:
8822 return (int)inv.Value.GroupPermissions; 9421 return (int)inv.Value.EveryonePermissions;
8823 case 3: 9422 case 4:
8824 return (int)inv.Value.EveryonePermissions; 9423 return (int)inv.Value.NextPermissions;
8825 case 4:
8826 return (int)inv.Value.NextPermissions;
8827 }
8828 } 9424 }
8829 } 9425 }
8830 } 9426 }
9427 m_host.TaskInventory.LockItemsForRead(false);
8831 9428
8832 return -1; 9429 return -1;
8833 } 9430 }
@@ -8874,16 +9471,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8874 { 9471 {
8875 m_host.AddScriptLPS(1); 9472 m_host.AddScriptLPS(1);
8876 9473
8877 lock (m_host.TaskInventory) 9474 m_host.TaskInventory.LockItemsForRead(true);
9475 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
8878 { 9476 {
8879 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 9477 if (inv.Value.Name == item)
8880 { 9478 {
8881 if (inv.Value.Name == item) 9479 m_host.TaskInventory.LockItemsForRead(false);
8882 { 9480 return inv.Value.CreatorID.ToString();
8883 return inv.Value.CreatorID.ToString();
8884 }
8885 } 9481 }
8886 } 9482 }
9483 m_host.TaskInventory.LockItemsForRead(false);
8887 9484
8888 llSay(0, "No item name '" + item + "'"); 9485 llSay(0, "No item name '" + item + "'");
8889 9486
@@ -9031,7 +9628,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9031 } 9628 }
9032 9629
9033 /// <summary> 9630 /// <summary>
9034 /// illListReplaceList removes the sub-list defined by the inclusive indices 9631 /// llListReplaceList removes the sub-list defined by the inclusive indices
9035 /// start and end and inserts the src list in its place. The inclusive 9632 /// start and end and inserts the src list in its place. The inclusive
9036 /// nature of the indices means that at least one element must be deleted 9633 /// nature of the indices means that at least one element must be deleted
9037 /// if the indices are within the bounds of the existing list. I.e. 2,2 9634 /// if the indices are within the bounds of the existing list. I.e. 2,2
@@ -9088,16 +9685,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9088 // based upon end. Note that if end exceeds the upper 9685 // based upon end. Note that if end exceeds the upper
9089 // bound in this case, the entire destination list 9686 // bound in this case, the entire destination list
9090 // is removed. 9687 // is removed.
9091 else 9688 else if (start == 0)
9092 { 9689 {
9093 if (end + 1 < dest.Length) 9690 if (end + 1 < dest.Length)
9094 {
9095 return src + dest.GetSublist(end + 1, -1); 9691 return src + dest.GetSublist(end + 1, -1);
9096 }
9097 else 9692 else
9098 {
9099 return src; 9693 return src;
9100 } 9694 }
9695 else // Start < 0
9696 {
9697 if (end + 1 < dest.Length)
9698 return dest.GetSublist(end + 1, -1);
9699 else
9700 return new LSL_List();
9101 } 9701 }
9102 } 9702 }
9103 // Finally, if start > end, we strip away a prefix and 9703 // Finally, if start > end, we strip away a prefix and
@@ -9148,17 +9748,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9148 int width = 0; 9748 int width = 0;
9149 int height = 0; 9749 int height = 0;
9150 9750
9151 ParcelMediaCommandEnum? commandToSend = null; 9751 uint commandToSend = 0;
9152 float time = 0.0f; // default is from start 9752 float time = 0.0f; // default is from start
9153 9753
9154 ScenePresence presence = null; 9754 ScenePresence presence = null;
9155 9755
9156 for (int i = 0; i < commandList.Data.Length; i++) 9756 for (int i = 0; i < commandList.Data.Length; i++)
9157 { 9757 {
9158 ParcelMediaCommandEnum command = (ParcelMediaCommandEnum)commandList.Data[i]; 9758 uint command = (uint)(commandList.GetLSLIntegerItem(i));
9159 switch (command) 9759 switch (command)
9160 { 9760 {
9161 case ParcelMediaCommandEnum.Agent: 9761 case (uint)ParcelMediaCommandEnum.Agent:
9162 // we send only to one agent 9762 // we send only to one agent
9163 if ((i + 1) < commandList.Length) 9763 if ((i + 1) < commandList.Length)
9164 { 9764 {
@@ -9175,25 +9775,25 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9175 } 9775 }
9176 break; 9776 break;
9177 9777
9178 case ParcelMediaCommandEnum.Loop: 9778 case (uint)ParcelMediaCommandEnum.Loop:
9179 loop = 1; 9779 loop = 1;
9180 commandToSend = command; 9780 commandToSend = command;
9181 update = true; //need to send the media update packet to set looping 9781 update = true; //need to send the media update packet to set looping
9182 break; 9782 break;
9183 9783
9184 case ParcelMediaCommandEnum.Play: 9784 case (uint)ParcelMediaCommandEnum.Play:
9185 loop = 0; 9785 loop = 0;
9186 commandToSend = command; 9786 commandToSend = command;
9187 update = true; //need to send the media update packet to make sure it doesn't loop 9787 update = true; //need to send the media update packet to make sure it doesn't loop
9188 break; 9788 break;
9189 9789
9190 case ParcelMediaCommandEnum.Pause: 9790 case (uint)ParcelMediaCommandEnum.Pause:
9191 case ParcelMediaCommandEnum.Stop: 9791 case (uint)ParcelMediaCommandEnum.Stop:
9192 case ParcelMediaCommandEnum.Unload: 9792 case (uint)ParcelMediaCommandEnum.Unload:
9193 commandToSend = command; 9793 commandToSend = command;
9194 break; 9794 break;
9195 9795
9196 case ParcelMediaCommandEnum.Url: 9796 case (uint)ParcelMediaCommandEnum.Url:
9197 if ((i + 1) < commandList.Length) 9797 if ((i + 1) < commandList.Length)
9198 { 9798 {
9199 if (commandList.Data[i + 1] is LSL_String) 9799 if (commandList.Data[i + 1] is LSL_String)
@@ -9206,7 +9806,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9206 } 9806 }
9207 break; 9807 break;
9208 9808
9209 case ParcelMediaCommandEnum.Texture: 9809 case (uint)ParcelMediaCommandEnum.Texture:
9210 if ((i + 1) < commandList.Length) 9810 if ((i + 1) < commandList.Length)
9211 { 9811 {
9212 if (commandList.Data[i + 1] is LSL_String) 9812 if (commandList.Data[i + 1] is LSL_String)
@@ -9219,7 +9819,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9219 } 9819 }
9220 break; 9820 break;
9221 9821
9222 case ParcelMediaCommandEnum.Time: 9822 case (uint)ParcelMediaCommandEnum.Time:
9223 if ((i + 1) < commandList.Length) 9823 if ((i + 1) < commandList.Length)
9224 { 9824 {
9225 if (commandList.Data[i + 1] is LSL_Float) 9825 if (commandList.Data[i + 1] is LSL_Float)
@@ -9231,7 +9831,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9231 } 9831 }
9232 break; 9832 break;
9233 9833
9234 case ParcelMediaCommandEnum.AutoAlign: 9834 case (uint)ParcelMediaCommandEnum.AutoAlign:
9235 if ((i + 1) < commandList.Length) 9835 if ((i + 1) < commandList.Length)
9236 { 9836 {
9237 if (commandList.Data[i + 1] is LSL_Integer) 9837 if (commandList.Data[i + 1] is LSL_Integer)
@@ -9245,7 +9845,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9245 } 9845 }
9246 break; 9846 break;
9247 9847
9248 case ParcelMediaCommandEnum.Type: 9848 case (uint)ParcelMediaCommandEnum.Type:
9249 if ((i + 1) < commandList.Length) 9849 if ((i + 1) < commandList.Length)
9250 { 9850 {
9251 if (commandList.Data[i + 1] is LSL_String) 9851 if (commandList.Data[i + 1] is LSL_String)
@@ -9258,7 +9858,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9258 } 9858 }
9259 break; 9859 break;
9260 9860
9261 case ParcelMediaCommandEnum.Desc: 9861 case (uint)ParcelMediaCommandEnum.Desc:
9262 if ((i + 1) < commandList.Length) 9862 if ((i + 1) < commandList.Length)
9263 { 9863 {
9264 if (commandList.Data[i + 1] is LSL_String) 9864 if (commandList.Data[i + 1] is LSL_String)
@@ -9271,7 +9871,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9271 } 9871 }
9272 break; 9872 break;
9273 9873
9274 case ParcelMediaCommandEnum.Size: 9874 case (uint)ParcelMediaCommandEnum.Size:
9275 if ((i + 2) < commandList.Length) 9875 if ((i + 2) < commandList.Length)
9276 { 9876 {
9277 if (commandList.Data[i + 1] is LSL_Integer) 9877 if (commandList.Data[i + 1] is LSL_Integer)
@@ -9341,7 +9941,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9341 } 9941 }
9342 } 9942 }
9343 9943
9344 if (commandToSend != null) 9944 if (commandToSend != 0)
9345 { 9945 {
9346 // the commandList contained a start/stop/... command, too 9946 // the commandList contained a start/stop/... command, too
9347 if (presence == null) 9947 if (presence == null)
@@ -9378,7 +9978,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9378 9978
9379 if (aList.Data[i] != null) 9979 if (aList.Data[i] != null)
9380 { 9980 {
9381 switch ((ParcelMediaCommandEnum) aList.Data[i]) 9981 switch ((ParcelMediaCommandEnum) Convert.ToInt32(aList.Data[i].ToString()))
9382 { 9982 {
9383 case ParcelMediaCommandEnum.Url: 9983 case ParcelMediaCommandEnum.Url:
9384 list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y).MediaURL)); 9984 list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y).MediaURL));
@@ -9421,16 +10021,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9421 { 10021 {
9422 m_host.AddScriptLPS(1); 10022 m_host.AddScriptLPS(1);
9423 10023
9424 lock (m_host.TaskInventory) 10024 m_host.TaskInventory.LockItemsForRead(true);
10025 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
9425 { 10026 {
9426 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 10027 if (inv.Value.Name == name)
9427 { 10028 {
9428 if (inv.Value.Name == name) 10029 m_host.TaskInventory.LockItemsForRead(false);
9429 { 10030 return inv.Value.Type;
9430 return inv.Value.Type;
9431 }
9432 } 10031 }
9433 } 10032 }
10033 m_host.TaskInventory.LockItemsForRead(false);
9434 10034
9435 return -1; 10035 return -1;
9436 } 10036 }
@@ -9441,15 +10041,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9441 10041
9442 if (quick_pay_buttons.Data.Length < 4) 10042 if (quick_pay_buttons.Data.Length < 4)
9443 { 10043 {
9444 LSLError("List must have at least 4 elements"); 10044 int x;
9445 return; 10045 for (x=quick_pay_buttons.Data.Length; x<= 4; x++)
10046 {
10047 quick_pay_buttons.Add(ScriptBaseClass.PAY_HIDE);
10048 }
9446 } 10049 }
9447 m_host.ParentGroup.RootPart.PayPrice[0]=price; 10050 int[] nPrice = new int[5];
9448 10051 nPrice[0] = price;
9449 m_host.ParentGroup.RootPart.PayPrice[1]=(LSL_Integer)quick_pay_buttons.Data[0]; 10052 nPrice[1] = quick_pay_buttons.GetLSLIntegerItem(0);
9450 m_host.ParentGroup.RootPart.PayPrice[2]=(LSL_Integer)quick_pay_buttons.Data[1]; 10053 nPrice[2] = quick_pay_buttons.GetLSLIntegerItem(1);
9451 m_host.ParentGroup.RootPart.PayPrice[3]=(LSL_Integer)quick_pay_buttons.Data[2]; 10054 nPrice[3] = quick_pay_buttons.GetLSLIntegerItem(2);
9452 m_host.ParentGroup.RootPart.PayPrice[4]=(LSL_Integer)quick_pay_buttons.Data[3]; 10055 nPrice[4] = quick_pay_buttons.GetLSLIntegerItem(3);
10056 m_host.ParentGroup.RootPart.PayPrice = nPrice;
9453 m_host.ParentGroup.HasGroupChanged = true; 10057 m_host.ParentGroup.HasGroupChanged = true;
9454 } 10058 }
9455 10059
@@ -9461,17 +10065,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9461 if (invItemID == UUID.Zero) 10065 if (invItemID == UUID.Zero)
9462 return new LSL_Vector(); 10066 return new LSL_Vector();
9463 10067
9464 lock (m_host.TaskInventory) 10068 m_host.TaskInventory.LockItemsForRead(true);
10069 if (m_host.TaskInventory[invItemID].PermsGranter == UUID.Zero)
9465 { 10070 {
9466 if (m_host.TaskInventory[invItemID].PermsGranter == UUID.Zero) 10071 m_host.TaskInventory.LockItemsForRead(false);
9467 return new LSL_Vector(); 10072 return new LSL_Vector();
10073 }
9468 10074
9469 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_TRACK_CAMERA) == 0) 10075 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_TRACK_CAMERA) == 0)
9470 { 10076 {
9471 ShoutError("No permissions to track the camera"); 10077 ShoutError("No permissions to track the camera");
9472 return new LSL_Vector(); 10078 m_host.TaskInventory.LockItemsForRead(false);
9473 } 10079 return new LSL_Vector();
9474 } 10080 }
10081 m_host.TaskInventory.LockItemsForRead(false);
9475 10082
9476 ScenePresence presence = World.GetScenePresence(m_host.OwnerID); 10083 ScenePresence presence = World.GetScenePresence(m_host.OwnerID);
9477 if (presence != null) 10084 if (presence != null)
@@ -9489,17 +10096,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9489 if (invItemID == UUID.Zero) 10096 if (invItemID == UUID.Zero)
9490 return new LSL_Rotation(); 10097 return new LSL_Rotation();
9491 10098
9492 lock (m_host.TaskInventory) 10099 m_host.TaskInventory.LockItemsForRead(true);
10100 if (m_host.TaskInventory[invItemID].PermsGranter == UUID.Zero)
9493 { 10101 {
9494 if (m_host.TaskInventory[invItemID].PermsGranter == UUID.Zero) 10102 m_host.TaskInventory.LockItemsForRead(false);
9495 return new LSL_Rotation(); 10103 return new LSL_Rotation();
9496 10104 }
9497 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_TRACK_CAMERA) == 0) 10105 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_TRACK_CAMERA) == 0)
9498 { 10106 {
9499 ShoutError("No permissions to track the camera"); 10107 ShoutError("No permissions to track the camera");
9500 return new LSL_Rotation(); 10108 m_host.TaskInventory.LockItemsForRead(false);
9501 } 10109 return new LSL_Rotation();
9502 } 10110 }
10111 m_host.TaskInventory.LockItemsForRead(false);
9503 10112
9504 ScenePresence presence = World.GetScenePresence(m_host.OwnerID); 10113 ScenePresence presence = World.GetScenePresence(m_host.OwnerID);
9505 if (presence != null) 10114 if (presence != null)
@@ -9561,8 +10170,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9561 { 10170 {
9562 m_host.AddScriptLPS(1); 10171 m_host.AddScriptLPS(1);
9563 DetectParams detectedParams = m_ScriptEngine.GetDetectParams(m_itemID, 0); 10172 DetectParams detectedParams = m_ScriptEngine.GetDetectParams(m_itemID, 0);
9564 if (detectedParams == null) return; // only works on the first detected avatar 10173 if (detectedParams == null)
9565 10174 {
10175 if (m_host.ParentGroup.IsAttachment == true)
10176 {
10177 detectedParams = new DetectParams();
10178 detectedParams.Key = m_host.OwnerID;
10179 }
10180 else
10181 {
10182 return;
10183 }
10184 }
10185
9566 ScenePresence avatar = World.GetScenePresence(detectedParams.Key); 10186 ScenePresence avatar = World.GetScenePresence(detectedParams.Key);
9567 if (avatar != null) 10187 if (avatar != null)
9568 { 10188 {
@@ -9570,6 +10190,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9570 new Vector3((float)pos.x, (float)pos.y, (float)pos.z), 10190 new Vector3((float)pos.x, (float)pos.y, (float)pos.z),
9571 new Vector3((float)lookAt.x, (float)lookAt.y, (float)lookAt.z)); 10191 new Vector3((float)lookAt.x, (float)lookAt.y, (float)lookAt.z));
9572 } 10192 }
10193
9573 ScriptSleep(1000); 10194 ScriptSleep(1000);
9574 } 10195 }
9575 10196
@@ -9662,14 +10283,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9662 if (objectID == UUID.Zero) return; 10283 if (objectID == UUID.Zero) return;
9663 10284
9664 UUID agentID; 10285 UUID agentID;
9665 lock (m_host.TaskInventory) 10286 m_host.TaskInventory.LockItemsForRead(true);
9666 { 10287 // we need the permission first, to know which avatar we want to set the camera for
9667 // we need the permission first, to know which avatar we want to set the camera for 10288 agentID = m_host.TaskInventory[invItemID].PermsGranter;
9668 agentID = m_host.TaskInventory[invItemID].PermsGranter;
9669 10289
9670 if (agentID == UUID.Zero) return; 10290 if (agentID == UUID.Zero)
9671 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CONTROL_CAMERA) == 0) return; 10291 {
10292 m_host.TaskInventory.LockItemsForRead(false);
10293 return;
9672 } 10294 }
10295 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CONTROL_CAMERA) == 0)
10296 {
10297 m_host.TaskInventory.LockItemsForRead(false);
10298 return;
10299 }
10300 m_host.TaskInventory.LockItemsForRead(false);
9673 10301
9674 ScenePresence presence = World.GetScenePresence(agentID); 10302 ScenePresence presence = World.GetScenePresence(agentID);
9675 10303
@@ -9678,12 +10306,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9678 10306
9679 SortedDictionary<int, float> parameters = new SortedDictionary<int, float>(); 10307 SortedDictionary<int, float> parameters = new SortedDictionary<int, float>();
9680 object[] data = rules.Data; 10308 object[] data = rules.Data;
9681 for (int i = 0; i < data.Length; ++i) { 10309 for (int i = 0; i < data.Length; ++i)
10310 {
9682 int type = Convert.ToInt32(data[i++].ToString()); 10311 int type = Convert.ToInt32(data[i++].ToString());
9683 if (i >= data.Length) break; // odd number of entries => ignore the last 10312 if (i >= data.Length) break; // odd number of entries => ignore the last
9684 10313
9685 // some special cases: Vector parameters are split into 3 float parameters (with type+1, type+2, type+3) 10314 // some special cases: Vector parameters are split into 3 float parameters (with type+1, type+2, type+3)
9686 switch (type) { 10315 switch (type)
10316 {
9687 case ScriptBaseClass.CAMERA_FOCUS: 10317 case ScriptBaseClass.CAMERA_FOCUS:
9688 case ScriptBaseClass.CAMERA_FOCUS_OFFSET: 10318 case ScriptBaseClass.CAMERA_FOCUS_OFFSET:
9689 case ScriptBaseClass.CAMERA_POSITION: 10319 case ScriptBaseClass.CAMERA_POSITION:
@@ -9719,12 +10349,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9719 10349
9720 // we need the permission first, to know which avatar we want to clear the camera for 10350 // we need the permission first, to know which avatar we want to clear the camera for
9721 UUID agentID; 10351 UUID agentID;
9722 lock (m_host.TaskInventory) 10352 m_host.TaskInventory.LockItemsForRead(true);
10353 agentID = m_host.TaskInventory[invItemID].PermsGranter;
10354 if (agentID == UUID.Zero)
9723 { 10355 {
9724 agentID = m_host.TaskInventory[invItemID].PermsGranter; 10356 m_host.TaskInventory.LockItemsForRead(false);
9725 if (agentID == UUID.Zero) return; 10357 return;
9726 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CONTROL_CAMERA) == 0) return; 10358 }
10359 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CONTROL_CAMERA) == 0)
10360 {
10361 m_host.TaskInventory.LockItemsForRead(false);
10362 return;
9727 } 10363 }
10364 m_host.TaskInventory.LockItemsForRead(false);
9728 10365
9729 ScenePresence presence = World.GetScenePresence(agentID); 10366 ScenePresence presence = World.GetScenePresence(agentID);
9730 10367
@@ -9791,19 +10428,65 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9791 public LSL_String llXorBase64StringsCorrect(string str1, string str2) 10428 public LSL_String llXorBase64StringsCorrect(string str1, string str2)
9792 { 10429 {
9793 m_host.AddScriptLPS(1); 10430 m_host.AddScriptLPS(1);
9794 string ret = String.Empty; 10431
9795 string src1 = llBase64ToString(str1); 10432 if (str1 == String.Empty)
9796 string src2 = llBase64ToString(str2); 10433 return String.Empty;
9797 int c = 0; 10434 if (str2 == String.Empty)
9798 for (int i = 0; i < src1.Length; i++) 10435 return str1;
10436
10437 int len = str2.Length;
10438 if ((len % 4) != 0) // LL is EVIL!!!!
10439 {
10440 while (str2.EndsWith("="))
10441 str2 = str2.Substring(0, str2.Length - 1);
10442
10443 len = str2.Length;
10444 int mod = len % 4;
10445
10446 if (mod == 1)
10447 str2 = str2.Substring(0, str2.Length - 1);
10448 else if (mod == 2)
10449 str2 += "==";
10450 else if (mod == 3)
10451 str2 += "=";
10452 }
10453
10454 byte[] data1;
10455 byte[] data2;
10456 try
10457 {
10458 data1 = Convert.FromBase64String(str1);
10459 data2 = Convert.FromBase64String(str2);
10460 }
10461 catch (Exception)
10462 {
10463 return new LSL_String(String.Empty);
10464 }
10465
10466 byte[] d2 = new Byte[data1.Length];
10467 int pos = 0;
10468
10469 if (data1.Length <= data2.Length)
9799 { 10470 {
9800 ret += (char) (src1[i] ^ src2[c]); 10471 Array.Copy(data2, 0, d2, 0, data1.Length);
10472 }
10473 else
10474 {
10475 while (pos < data1.Length)
10476 {
10477 len = data1.Length - pos;
10478 if (len > data2.Length)
10479 len = data2.Length;
9801 10480
9802 c++; 10481 Array.Copy(data2, 0, d2, pos, len);
9803 if (c >= src2.Length) 10482 pos += len;
9804 c = 0; 10483 }
9805 } 10484 }
9806 return llStringToBase64(ret); 10485
10486 for (pos = 0 ; pos < data1.Length ; pos++ )
10487 data1[pos] ^= d2[pos];
10488
10489 return Convert.ToBase64String(data1);
9807 } 10490 }
9808 10491
9809 public LSL_String llHTTPRequest(string url, LSL_List parameters, string body) 10492 public LSL_String llHTTPRequest(string url, LSL_List parameters, string body)
@@ -9860,12 +10543,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9860 Regex r = new Regex(authregex); 10543 Regex r = new Regex(authregex);
9861 int[] gnums = r.GetGroupNumbers(); 10544 int[] gnums = r.GetGroupNumbers();
9862 Match m = r.Match(url); 10545 Match m = r.Match(url);
9863 if (m.Success) { 10546 if (m.Success)
9864 for (int i = 1; i < gnums.Length; i++) { 10547 {
10548 for (int i = 1; i < gnums.Length; i++)
10549 {
9865 //System.Text.RegularExpressions.Group g = m.Groups[gnums[i]]; 10550 //System.Text.RegularExpressions.Group g = m.Groups[gnums[i]];
9866 //CaptureCollection cc = g.Captures; 10551 //CaptureCollection cc = g.Captures;
9867 } 10552 }
9868 if (m.Groups.Count == 5) { 10553 if (m.Groups.Count == 5)
10554 {
9869 httpHeaders["Authorization"] = String.Format("Basic {0}", Convert.ToBase64String(System.Text.ASCIIEncoding.ASCII.GetBytes(m.Groups[2].ToString() + ":" + m.Groups[3].ToString()))); 10555 httpHeaders["Authorization"] = String.Format("Basic {0}", Convert.ToBase64String(System.Text.ASCIIEncoding.ASCII.GetBytes(m.Groups[2].ToString() + ":" + m.Groups[3].ToString())));
9870 url = m.Groups[1].ToString() + m.Groups[4].ToString(); 10556 url = m.Groups[1].ToString() + m.Groups[4].ToString();
9871 } 10557 }
@@ -10151,15 +10837,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10151 10837
10152 internal UUID ScriptByName(string name) 10838 internal UUID ScriptByName(string name)
10153 { 10839 {
10154 lock (m_host.TaskInventory) 10840 m_host.TaskInventory.LockItemsForRead(true);
10841
10842 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
10155 { 10843 {
10156 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 10844 if (item.Type == 10 && item.Name == name)
10157 { 10845 {
10158 if (item.Type == 10 && item.Name == name) 10846 m_host.TaskInventory.LockItemsForRead(false);
10159 return item.ItemID; 10847 return item.ItemID;
10160 } 10848 }
10161 } 10849 }
10162 10850
10851 m_host.TaskInventory.LockItemsForRead(false);
10852
10163 return UUID.Zero; 10853 return UUID.Zero;
10164 } 10854 }
10165 10855
@@ -10200,6 +10890,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10200 { 10890 {
10201 m_host.AddScriptLPS(1); 10891 m_host.AddScriptLPS(1);
10202 10892
10893 //Clone is thread safe
10203 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone(); 10894 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
10204 10895
10205 UUID assetID = UUID.Zero; 10896 UUID assetID = UUID.Zero;
@@ -10262,6 +10953,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10262 { 10953 {
10263 m_host.AddScriptLPS(1); 10954 m_host.AddScriptLPS(1);
10264 10955
10956 //Clone is thread safe
10265 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone(); 10957 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
10266 10958
10267 UUID assetID = UUID.Zero; 10959 UUID assetID = UUID.Zero;
@@ -10342,15 +11034,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10342 return GetLinkPrimitiveParams(obj, rules); 11034 return GetLinkPrimitiveParams(obj, rules);
10343 } 11035 }
10344 11036
10345 public void print(string str) 11037 public LSL_Integer llGetLinkNumberOfSides(LSL_Integer link)
10346 { 11038 {
10347 // yes, this is a real LSL function. See: http://wiki.secondlife.com/wiki/Print 11039 List<SceneObjectPart> parts = GetLinkParts(link);
10348 IOSSL_Api ossl = (IOSSL_Api)m_ScriptEngine.GetApi(m_itemID, "OSSL"); 11040 if (parts.Count < 1)
10349 if (ossl != null) 11041 return 0;
10350 { 11042
10351 ossl.CheckThreatLevel(ThreatLevel.High, "print"); 11043 return GetNumberOfSides(parts[0]);
10352 m_log.Info("LSL print():" + str);
10353 }
10354 } 11044 }
10355 11045
10356 private string Name2Username(string name) 11046 private string Name2Username(string name)
@@ -10396,6 +11086,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10396 return rq.ToString(); 11086 return rq.ToString();
10397 } 11087 }
10398 11088
11089 private void SayShoutTimerElapsed(Object sender, ElapsedEventArgs args)
11090 {
11091 m_SayShoutCount = 0;
11092 }
10399 public LSL_List llCastRay(LSL_Vector start, LSL_Vector end, LSL_List options) 11093 public LSL_List llCastRay(LSL_Vector start, LSL_Vector end, LSL_List options)
10400 { 11094 {
10401 m_host.AddScriptLPS(1); 11095 m_host.AddScriptLPS(1);
@@ -10565,22 +11259,22 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10565 NotImplemented("llGetSPMaxMemory"); 11259 NotImplemented("llGetSPMaxMemory");
10566 } 11260 }
10567 11261
10568 public void llGetUsedMemory() 11262 public virtual LSL_Integer llGetUsedMemory()
10569 { 11263 {
10570 m_host.AddScriptLPS(1); 11264 m_host.AddScriptLPS(1);
10571 NotImplemented("llGetUsedMemory"); 11265 NotImplemented("llGetUsedMemory");
11266 return 0;
10572 } 11267 }
10573 11268
10574 public void llScriptProfiler(LSL_Integer flags) 11269 public void llScriptProfiler(LSL_Integer flags)
10575 { 11270 {
10576 m_host.AddScriptLPS(1); 11271 m_host.AddScriptLPS(1);
10577 NotImplemented("llScriptProfiler"); 11272 //NotImplemented("llScriptProfiler");
10578 } 11273 }
10579 11274
10580 public void llSetSoundQueueing(int queue) 11275 public void llSetSoundQueueing(int queue)
10581 { 11276 {
10582 m_host.AddScriptLPS(1); 11277 m_host.AddScriptLPS(1);
10583 NotImplemented("llSetSoundQueueing");
10584 } 11278 }
10585 11279
10586 public void llCollisionSprite(string impact_sprite) 11280 public void llCollisionSprite(string impact_sprite)
@@ -10592,7 +11286,56 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10592 public void llGodLikeRezObject(string inventory, LSL_Vector pos) 11286 public void llGodLikeRezObject(string inventory, LSL_Vector pos)
10593 { 11287 {
10594 m_host.AddScriptLPS(1); 11288 m_host.AddScriptLPS(1);
10595 NotImplemented("llGodLikeRezObject"); 11289
11290 if (!World.Permissions.IsGod(m_host.OwnerID))
11291 NotImplemented("llGodLikeRezObject");
11292
11293 AssetBase rezAsset = World.AssetService.Get(inventory);
11294 if (rezAsset == null)
11295 {
11296 llSay(0, "Asset not found");
11297 return;
11298 }
11299
11300 SceneObjectGroup group = null;
11301
11302 try
11303 {
11304 string xmlData = Utils.BytesToString(rezAsset.Data);
11305 group = SceneObjectSerializer.FromOriginalXmlFormat(xmlData);
11306 }
11307 catch
11308 {
11309 llSay(0, "Asset not found");
11310 return;
11311 }
11312
11313 if (group == null)
11314 {
11315 llSay(0, "Asset not found");
11316 return;
11317 }
11318
11319 group.RootPart.AttachPoint = group.RootPart.Shape.State;
11320 group.RootPart.AttachOffset = group.AbsolutePosition;
11321
11322 group.ResetIDs();
11323
11324 Vector3 llpos = new Vector3((float)pos.x, (float)pos.y, (float)pos.z);
11325 World.AddNewSceneObject(group, true, llpos, Quaternion.Identity, Vector3.Zero);
11326 group.CreateScriptInstances(0, true, World.DefaultScriptEngine, 3);
11327 group.ScheduleGroupForFullUpdate();
11328
11329 // objects rezzed with this method are die_at_edge by default.
11330 group.RootPart.SetDieAtEdge(true);
11331
11332 group.ResumeScripts();
11333
11334 m_ScriptEngine.PostObjectEvent(m_host.LocalId, new EventParams(
11335 "object_rez", new Object[] {
11336 new LSL_String(
11337 group.RootPart.UUID.ToString()) },
11338 new DetectParams[0]));
10596 } 11339 }
10597 11340
10598 #endregion 11341 #endregion
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
index 49c8722..bcbb8ef 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
@@ -135,6 +135,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
135 internal ThreatLevel m_MaxThreatLevel = ThreatLevel.VeryLow; 135 internal ThreatLevel m_MaxThreatLevel = ThreatLevel.VeryLow;
136 internal float m_ScriptDelayFactor = 1.0f; 136 internal float m_ScriptDelayFactor = 1.0f;
137 internal float m_ScriptDistanceFactor = 1.0f; 137 internal float m_ScriptDistanceFactor = 1.0f;
138 internal bool m_debuggerSafe = false;
138 internal Dictionary<string, FunctionPerms > m_FunctionPerms = new Dictionary<string, FunctionPerms >(); 139 internal Dictionary<string, FunctionPerms > m_FunctionPerms = new Dictionary<string, FunctionPerms >();
139 140
140 public void Initialize(IScriptEngine ScriptEngine, SceneObjectPart host, uint localID, UUID itemID) 141 public void Initialize(IScriptEngine ScriptEngine, SceneObjectPart host, uint localID, UUID itemID)
@@ -143,6 +144,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
143 m_host = host; 144 m_host = host;
144 m_localID = localID; 145 m_localID = localID;
145 m_itemID = itemID; 146 m_itemID = itemID;
147 m_debuggerSafe = m_ScriptEngine.Config.GetBoolean("DebuggerSafe", false);
146 148
147 if (m_ScriptEngine.Config.GetBoolean("AllowOSFunctions", false)) 149 if (m_ScriptEngine.Config.GetBoolean("AllowOSFunctions", false))
148 m_OSFunctionsEnabled = true; 150 m_OSFunctionsEnabled = true;
@@ -201,7 +203,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
201 203
202 internal void OSSLError(string msg) 204 internal void OSSLError(string msg)
203 { 205 {
204 throw new Exception("OSSL Runtime Error: " + msg); 206 if (m_debuggerSafe)
207 {
208 OSSLShoutError(msg);
209 }
210 else
211 {
212 throw new Exception("OSSL Runtime Error: " + msg);
213 }
205 } 214 }
206 215
207 private void InitLSL() 216 private void InitLSL()
@@ -840,18 +849,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
840 if (target != null) 849 if (target != null)
841 { 850 {
842 UUID animID=UUID.Zero; 851 UUID animID=UUID.Zero;
843 lock (m_host.TaskInventory) 852 m_host.TaskInventory.LockItemsForRead(true);
853 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
844 { 854 {
845 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 855 if (inv.Value.Name == animation)
846 { 856 {
847 if (inv.Value.Name == animation) 857 if (inv.Value.Type == (int)AssetType.Animation)
848 { 858 animID = inv.Value.AssetID;
849 if (inv.Value.Type == (int)AssetType.Animation) 859 continue;
850 animID = inv.Value.AssetID;
851 continue;
852 }
853 } 860 }
854 } 861 }
862 m_host.TaskInventory.LockItemsForRead(false);
855 if (animID == UUID.Zero) 863 if (animID == UUID.Zero)
856 target.Animator.AddAnimation(animation, m_host.UUID); 864 target.Animator.AddAnimation(animation, m_host.UUID);
857 else 865 else
@@ -873,18 +881,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
873 if (target != null) 881 if (target != null)
874 { 882 {
875 UUID animID = UUID.Zero; 883 UUID animID = UUID.Zero;
876 lock (m_host.TaskInventory) 884 m_host.TaskInventory.LockItemsForRead(true);
885 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
877 { 886 {
878 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 887 if (inv.Value.Name == animation)
879 { 888 {
880 if (inv.Value.Name == animation) 889 if (inv.Value.Type == (int)AssetType.Animation)
881 { 890 animID = inv.Value.AssetID;
882 if (inv.Value.Type == (int)AssetType.Animation) 891 continue;
883 animID = inv.Value.AssetID;
884 continue;
885 }
886 } 892 }
887 } 893 }
894 m_host.TaskInventory.LockItemsForRead(false);
888 895
889 if (animID == UUID.Zero) 896 if (animID == UUID.Zero)
890 target.Animator.RemoveAnimation(animation); 897 target.Animator.RemoveAnimation(animation);
@@ -1841,6 +1848,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1841 1848
1842 if (!UUID.TryParse(notecardNameOrUuid, out assetID)) 1849 if (!UUID.TryParse(notecardNameOrUuid, out assetID))
1843 { 1850 {
1851 m_host.TaskInventory.LockItemsForRead(true);
1844 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 1852 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
1845 { 1853 {
1846 if (item.Type == 7 && item.Name == notecardNameOrUuid) 1854 if (item.Type == 7 && item.Name == notecardNameOrUuid)
@@ -1848,6 +1856,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1848 assetID = item.AssetID; 1856 assetID = item.AssetID;
1849 } 1857 }
1850 } 1858 }
1859 m_host.TaskInventory.LockItemsForRead(false);
1851 } 1860 }
1852 1861
1853 if (assetID == UUID.Zero) 1862 if (assetID == UUID.Zero)
@@ -2171,8 +2180,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2171 UUID x = module.CreateNPC(firstname, 2180 UUID x = module.CreateNPC(firstname,
2172 lastname, 2181 lastname,
2173 new Vector3((float) position.x, (float) position.y, (float) position.z), 2182 new Vector3((float) position.x, (float) position.y, (float) position.z),
2174 World, 2183 World,appearance);
2175 appearance);
2176 2184
2177 return new LSL_Key(x.ToString()); 2185 return new LSL_Key(x.ToString());
2178 } 2186 }
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
index 4ac7f8b..6de0773 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..4ad4123 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();
@@ -405,7 +406,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
405 LSL_Vector llWind(LSL_Vector offset); 406 LSL_Vector llWind(LSL_Vector offset);
406 LSL_String llXorBase64Strings(string str1, string str2); 407 LSL_String llXorBase64Strings(string str1, string str2);
407 LSL_String llXorBase64StringsCorrect(string str1, string str2); 408 LSL_String llXorBase64StringsCorrect(string str1, string str2);
408 void print(string str); 409 LSL_Integer llGetLinkNumberOfSides(LSL_Integer link);
409 410
410 void SetPrimitiveParamsEx(LSL_Key prim, LSL_List rules); 411 void SetPrimitiveParamsEx(LSL_Key prim, LSL_List rules);
411 LSL_List GetLinkPrimitiveParamsEx(LSL_Key prim, LSL_List rules); 412 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 4b008a4..3af9911 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;
@@ -374,6 +375,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
374 public const int PRIM_SCULPT_TYPE_TORUS = 2; 375 public const int PRIM_SCULPT_TYPE_TORUS = 2;
375 public const int PRIM_SCULPT_TYPE_PLANE = 3; 376 public const int PRIM_SCULPT_TYPE_PLANE = 3;
376 public const int PRIM_SCULPT_TYPE_CYLINDER = 4; 377 public const int PRIM_SCULPT_TYPE_CYLINDER = 4;
378 public const int PRIM_SCULPT_FLAG_INVERT = 64;
379 public const int PRIM_SCULPT_FLAG_MIRROR = 128;
377 380
378 public const int MASK_BASE = 0; 381 public const int MASK_BASE = 0;
379 public const int MASK_OWNER = 1; 382 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..a88a1f4 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();
@@ -1878,9 +1885,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
1878 return m_LSL_Functions.llClearPrimMedia(face); 1885 return m_LSL_Functions.llClearPrimMedia(face);
1879 } 1886 }
1880 1887
1881 public void print(string str) 1888 public LSL_Integer llGetLinkNumberOfSides(LSL_Integer link)
1882 { 1889 {
1883 m_LSL_Functions.print(str); 1890 return m_LSL_Functions.llGetLinkNumberOfSides(link);
1884 } 1891 }
1885 } 1892 }
1886} 1893}
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 f9af9c1..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;
@@ -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 240e36f..3ebeb75 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;
@@ -103,6 +104,8 @@ namespace OpenSim.Region.ScriptEngine.XEngine
103 private Dictionary<UUID, IScriptInstance> m_Scripts = 104 private Dictionary<UUID, IScriptInstance> m_Scripts =
104 new Dictionary<UUID, IScriptInstance>(); 105 new Dictionary<UUID, IScriptInstance>();
105 106
107 private OpenMetaverse.ReaderWriterLockSlim m_scriptsLock = new OpenMetaverse.ReaderWriterLockSlim();
108
106 // Maps the asset ID to the assembly 109 // Maps the asset ID to the assembly
107 110
108 private Dictionary<UUID, string> m_Assemblies = 111 private Dictionary<UUID, string> m_Assemblies =
@@ -125,6 +128,71 @@ namespace OpenSim.Region.ScriptEngine.XEngine
125 IWorkItemResult m_CurrentCompile = null; 128 IWorkItemResult m_CurrentCompile = null;
126 private Dictionary<UUID, int> m_CompileDict = new Dictionary<UUID, int>(); 129 private Dictionary<UUID, int> m_CompileDict = new Dictionary<UUID, int>();
127 130
131 private void lockScriptsForRead(bool locked)
132 {
133 if (locked)
134 {
135 if (m_scriptsLock.RecursiveReadCount > 0)
136 {
137 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.");
138 m_scriptsLock.ExitReadLock();
139 }
140 if (m_scriptsLock.RecursiveWriteCount > 0)
141 {
142 m_log.Error("[XEngine.m_Scripts] Recursive write lock requested. This should not happen and means something needs to be fixed.");
143 m_scriptsLock.ExitWriteLock();
144 }
145
146 while (!m_scriptsLock.TryEnterReadLock(60000))
147 {
148 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.");
149 if (m_scriptsLock.IsWriteLockHeld)
150 {
151 m_scriptsLock = new OpenMetaverse.ReaderWriterLockSlim();
152 }
153 }
154 }
155 else
156 {
157 if (m_scriptsLock.RecursiveReadCount > 0)
158 {
159 m_scriptsLock.ExitReadLock();
160 }
161 }
162 }
163 private void lockScriptsForWrite(bool locked)
164 {
165 if (locked)
166 {
167 if (m_scriptsLock.RecursiveReadCount > 0)
168 {
169 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.");
170 m_scriptsLock.ExitReadLock();
171 }
172 if (m_scriptsLock.RecursiveWriteCount > 0)
173 {
174 m_log.Error("[XEngine.m_Scripts] Recursive write lock requested. This should not happen and means something needs to be fixed.");
175 m_scriptsLock.ExitWriteLock();
176 }
177
178 while (!m_scriptsLock.TryEnterWriteLock(60000))
179 {
180 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.");
181 if (m_scriptsLock.IsWriteLockHeld)
182 {
183 m_scriptsLock = new OpenMetaverse.ReaderWriterLockSlim();
184 }
185 }
186 }
187 else
188 {
189 if (m_scriptsLock.RecursiveWriteCount > 0)
190 {
191 m_scriptsLock.ExitWriteLock();
192 }
193 }
194 }
195
128 public string ScriptEngineName 196 public string ScriptEngineName
129 { 197 {
130 get { return "XEngine"; } 198 get { return "XEngine"; }
@@ -442,47 +510,45 @@ namespace OpenSim.Region.ScriptEngine.XEngine
442 { 510 {
443 if (!m_Enabled) 511 if (!m_Enabled)
444 return; 512 return;
445 513 lockScriptsForRead(true);
446 lock (m_Scripts) 514 foreach (IScriptInstance instance in m_Scripts.Values)
447 { 515 {
448 m_log.InfoFormat( 516 // Force a final state save
449 "[XEngine]: Shutting down {0} scripts in {1}", m_Scripts.Count, m_Scene.RegionInfo.RegionName); 517 //
450 518 if (m_Assemblies.ContainsKey(instance.AssetID))
451 foreach (IScriptInstance instance in m_Scripts.Values)
452 { 519 {
453 // Force a final state save 520 string assembly = m_Assemblies[instance.AssetID];
454 // 521 instance.SaveState(assembly);
455 if (m_Assemblies.ContainsKey(instance.AssetID)) 522 }
456 {
457 string assembly = m_Assemblies[instance.AssetID];
458 instance.SaveState(assembly);
459 }
460 523
461 // Clear the event queue and abort the instance thread 524 // Clear the event queue and abort the instance thread
462 // 525 //
463 instance.ClearQueue(); 526 instance.ClearQueue();
464 instance.Stop(0); 527 instance.Stop(0);
465 528
466 // Release events, timer, etc 529 // Release events, timer, etc
467 // 530 //
468 instance.DestroyScriptInstance(); 531 instance.DestroyScriptInstance();
469 532
470 // Unload scripts and app domains 533 // Unload scripts and app domains
471 // Must be done explicitly because they have infinite 534 // Must be done explicitly because they have infinite
472 // lifetime 535 // lifetime
473 // 536 //
474 m_DomainScripts[instance.AppDomain].Remove(instance.ItemID); 537 m_DomainScripts[instance.AppDomain].Remove(instance.ItemID);
475 if (m_DomainScripts[instance.AppDomain].Count == 0) 538 if (m_DomainScripts[instance.AppDomain].Count == 0)
476 { 539 {
477 m_DomainScripts.Remove(instance.AppDomain); 540 m_DomainScripts.Remove(instance.AppDomain);
478 UnloadAppDomain(instance.AppDomain); 541 UnloadAppDomain(instance.AppDomain);
479 }
480 } 542 }
481 m_Scripts.Clear();
482 m_PrimObjects.Clear();
483 m_Assemblies.Clear();
484 m_DomainScripts.Clear();
485 } 543 }
544 lockScriptsForRead(false);
545 lockScriptsForWrite(true);
546 m_Scripts.Clear();
547 lockScriptsForWrite(false);
548 m_PrimObjects.Clear();
549 m_Assemblies.Clear();
550 m_DomainScripts.Clear();
551
486 lock (m_ScriptEngines) 552 lock (m_ScriptEngines)
487 { 553 {
488 m_ScriptEngines.Remove(this); 554 m_ScriptEngines.Remove(this);
@@ -547,22 +613,20 @@ namespace OpenSim.Region.ScriptEngine.XEngine
547 613
548 List<IScriptInstance> instances = new List<IScriptInstance>(); 614 List<IScriptInstance> instances = new List<IScriptInstance>();
549 615
550 lock (m_Scripts) 616 lockScriptsForRead(true);
551 { 617 foreach (IScriptInstance instance in m_Scripts.Values)
552 foreach (IScriptInstance instance in m_Scripts.Values)
553 instances.Add(instance); 618 instances.Add(instance);
554 } 619 lockScriptsForRead(false);
555 620
556 foreach (IScriptInstance i in instances) 621 foreach (IScriptInstance i in instances)
557 { 622 {
558 string assembly = String.Empty; 623 string assembly = String.Empty;
559 624
560 lock (m_Scripts) 625
561 {
562 if (!m_Assemblies.ContainsKey(i.AssetID)) 626 if (!m_Assemblies.ContainsKey(i.AssetID))
563 continue; 627 continue;
564 assembly = m_Assemblies[i.AssetID]; 628 assembly = m_Assemblies[i.AssetID];
565 } 629
566 630
567 i.SaveState(assembly); 631 i.SaveState(assembly);
568 } 632 }
@@ -896,92 +960,95 @@ namespace OpenSim.Region.ScriptEngine.XEngine
896 } 960 }
897 961
898 ScriptInstance instance = null; 962 ScriptInstance instance = null;
899 lock (m_Scripts) 963 // Create the object record
964 lockScriptsForRead(true);
965 if ((!m_Scripts.ContainsKey(itemID)) ||
966 (m_Scripts[itemID].AssetID != assetID))
900 { 967 {
901 // Create the object record 968 lockScriptsForRead(false);
902 969
903 if ((!m_Scripts.ContainsKey(itemID)) || 970 UUID appDomain = assetID;
904 (m_Scripts[itemID].AssetID != assetID))
905 {
906 UUID appDomain = assetID;
907 971
908 if (part.ParentGroup.IsAttachment) 972 if (part.ParentGroup.IsAttachment)
909 appDomain = part.ParentGroup.RootPart.UUID; 973 appDomain = part.ParentGroup.RootPart.UUID;
910 974
911 if (!m_AppDomains.ContainsKey(appDomain)) 975 if (!m_AppDomains.ContainsKey(appDomain))
976 {
977 try
912 { 978 {
913 try 979 AppDomainSetup appSetup = new AppDomainSetup();
914 { 980 appSetup.PrivateBinPath = Path.Combine(
915 AppDomainSetup appSetup = new AppDomainSetup(); 981 m_ScriptEnginesPath,
916 appSetup.PrivateBinPath = Path.Combine( 982 m_Scene.RegionInfo.RegionID.ToString());
917 m_ScriptEnginesPath, 983
918 m_Scene.RegionInfo.RegionID.ToString()); 984 Evidence baseEvidence = AppDomain.CurrentDomain.Evidence;
919 985 Evidence evidence = new Evidence(baseEvidence);
920 Evidence baseEvidence = AppDomain.CurrentDomain.Evidence; 986
921 Evidence evidence = new Evidence(baseEvidence); 987 AppDomain sandbox;
922 988 if (m_AppDomainLoading)
923 AppDomain sandbox; 989 sandbox = AppDomain.CreateDomain(
924 if (m_AppDomainLoading) 990 m_Scene.RegionInfo.RegionID.ToString(),
925 sandbox = AppDomain.CreateDomain( 991 evidence, appSetup);
926 m_Scene.RegionInfo.RegionID.ToString(), 992 else
927 evidence, appSetup); 993 sandbox = AppDomain.CurrentDomain;
928 else 994
929 sandbox = AppDomain.CurrentDomain; 995 //PolicyLevel sandboxPolicy = PolicyLevel.CreateAppDomainLevel();
930 996 //AllMembershipCondition sandboxMembershipCondition = new AllMembershipCondition();
931 //PolicyLevel sandboxPolicy = PolicyLevel.CreateAppDomainLevel(); 997 //PermissionSet sandboxPermissionSet = sandboxPolicy.GetNamedPermissionSet("Internet");
932 //AllMembershipCondition sandboxMembershipCondition = new AllMembershipCondition(); 998 //PolicyStatement sandboxPolicyStatement = new PolicyStatement(sandboxPermissionSet);
933 //PermissionSet sandboxPermissionSet = sandboxPolicy.GetNamedPermissionSet("Internet"); 999 //CodeGroup sandboxCodeGroup = new UnionCodeGroup(sandboxMembershipCondition, sandboxPolicyStatement);
934 //PolicyStatement sandboxPolicyStatement = new PolicyStatement(sandboxPermissionSet); 1000 //sandboxPolicy.RootCodeGroup = sandboxCodeGroup;
935 //CodeGroup sandboxCodeGroup = new UnionCodeGroup(sandboxMembershipCondition, sandboxPolicyStatement); 1001 //sandbox.SetAppDomainPolicy(sandboxPolicy);
936 //sandboxPolicy.RootCodeGroup = sandboxCodeGroup; 1002
937 //sandbox.SetAppDomainPolicy(sandboxPolicy); 1003 m_AppDomains[appDomain] = sandbox;
938 1004
939 m_AppDomains[appDomain] = sandbox; 1005 m_AppDomains[appDomain].AssemblyResolve +=
940 1006 new ResolveEventHandler(
941 m_AppDomains[appDomain].AssemblyResolve += 1007 AssemblyResolver.OnAssemblyResolve);
942 new ResolveEventHandler( 1008 m_DomainScripts[appDomain] = new List<UUID>();
943 AssemblyResolver.OnAssemblyResolve); 1009 }
944 m_DomainScripts[appDomain] = new List<UUID>(); 1010 catch (Exception e)
945 } 1011 {
946 catch (Exception e) 1012 m_log.ErrorFormat("[XEngine] Exception creating app domain:\n {0}", e.ToString());
1013 m_ScriptErrorMessage += "Exception creating app domain:\n";
1014 m_ScriptFailCount++;
1015 lock (m_AddingAssemblies)
947 { 1016 {
948 m_log.ErrorFormat("[XEngine] Exception creating app domain:\n {0}", e.ToString()); 1017 m_AddingAssemblies[assembly]--;
949 m_ScriptErrorMessage += "Exception creating app domain:\n";
950 m_ScriptFailCount++;
951 lock (m_AddingAssemblies)
952 {
953 m_AddingAssemblies[assembly]--;
954 }
955 return false;
956 } 1018 }
1019 return false;
957 } 1020 }
958 m_DomainScripts[appDomain].Add(itemID); 1021 }
959 1022 m_DomainScripts[appDomain].Add(itemID);
960 instance = new ScriptInstance(this, part, 1023
961 itemID, assetID, assembly, 1024 instance = new ScriptInstance(this, part,
962 m_AppDomains[appDomain], 1025 itemID, assetID, assembly,
963 part.ParentGroup.RootPart.Name, 1026 m_AppDomains[appDomain],
964 item.Name, startParam, postOnRez, 1027 part.ParentGroup.RootPart.Name,
965 stateSource, m_MaxScriptQueue); 1028 item.Name, startParam, postOnRez,
966 1029 stateSource, m_MaxScriptQueue);
967 m_log.DebugFormat( 1030
968 "[XEngine] Loaded script {0}.{1}, item UUID {2}, prim UUID {3} @ {4}.{5}", 1031 m_log.DebugFormat(
969 part.ParentGroup.RootPart.Name, item.Name, itemID, part.UUID, 1032 "[XEngine] Loaded script {0}.{1}, script UUID {2}, prim UUID {3} @ {4}.{5}",
1033 part.ParentGroup.RootPart.Name, item.Name, assetID, part.UUID,
970 part.ParentGroup.RootPart.AbsolutePosition, part.ParentGroup.Scene.RegionInfo.RegionName); 1034 part.ParentGroup.RootPart.AbsolutePosition, part.ParentGroup.Scene.RegionInfo.RegionName);
971 1035
972 if (presence != null) 1036 if (presence != null)
973 { 1037 {
974 ShowScriptSaveResponse(item.OwnerID, 1038 ShowScriptSaveResponse(item.OwnerID,
975 assetID, "Compile successful", true); 1039 assetID, "Compile successful", true);
976 }
977
978 instance.AppDomain = appDomain;
979 instance.LineMap = linemap;
980
981 m_Scripts[itemID] = instance;
982 } 1040 }
983 }
984 1041
1042 instance.AppDomain = appDomain;
1043 instance.LineMap = linemap;
1044 lockScriptsForWrite(true);
1045 m_Scripts[itemID] = instance;
1046 lockScriptsForWrite(false);
1047 }
1048 else
1049 {
1050 lockScriptsForRead(false);
1051 }
985 lock (m_PrimObjects) 1052 lock (m_PrimObjects)
986 { 1053 {
987 if (!m_PrimObjects.ContainsKey(localID)) 1054 if (!m_PrimObjects.ContainsKey(localID))
@@ -1000,9 +1067,9 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1000 m_AddingAssemblies[assembly]--; 1067 m_AddingAssemblies[assembly]--;
1001 } 1068 }
1002 1069
1003 if (instance != null) 1070 if (instance!=null)
1004 instance.Init(); 1071 instance.Init();
1005 1072
1006 return true; 1073 return true;
1007 } 1074 }
1008 1075
@@ -1015,20 +1082,31 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1015 m_CompileDict.Remove(itemID); 1082 m_CompileDict.Remove(itemID);
1016 } 1083 }
1017 1084
1018 IScriptInstance instance = null; 1085 lockScriptsForRead(true);
1019 1086 // Do we even have it?
1020 lock (m_Scripts) 1087 if (!m_Scripts.ContainsKey(itemID))
1021 { 1088 {
1022 // Do we even have it? 1089 // Do we even have it?
1023 if (!m_Scripts.ContainsKey(itemID)) 1090 if (!m_Scripts.ContainsKey(itemID))
1024 return; 1091 return;
1025 1092
1026 instance = m_Scripts[itemID]; 1093 lockScriptsForRead(false);
1094 lockScriptsForWrite(true);
1027 m_Scripts.Remove(itemID); 1095 m_Scripts.Remove(itemID);
1096 lockScriptsForWrite(false);
1097
1098 return;
1028 } 1099 }
1100
1029 1101
1102 IScriptInstance instance=m_Scripts[itemID];
1103 lockScriptsForRead(false);
1104 lockScriptsForWrite(true);
1105 m_Scripts.Remove(itemID);
1106 lockScriptsForWrite(false);
1030 instance.ClearQueue(); 1107 instance.ClearQueue();
1031 instance.Stop(0); 1108 instance.Stop(0);
1109
1032// bool objectRemoved = false; 1110// bool objectRemoved = false;
1033 1111
1034 lock (m_PrimObjects) 1112 lock (m_PrimObjects)
@@ -1064,11 +1142,12 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1064 ObjectRemoved handlerObjectRemoved = OnObjectRemoved; 1142 ObjectRemoved handlerObjectRemoved = OnObjectRemoved;
1065 if (handlerObjectRemoved != null) 1143 if (handlerObjectRemoved != null)
1066 { 1144 {
1067 SceneObjectPart part = m_Scene.GetSceneObjectPart(localID); 1145 SceneObjectPart part = m_Scene.GetSceneObjectPart(localID);
1068 handlerObjectRemoved(part.UUID); 1146 handlerObjectRemoved(part.UUID);
1069 } 1147 }
1070 1148
1071 1149 CleanAssemblies();
1150
1072 ScriptRemoved handlerScriptRemoved = OnScriptRemoved; 1151 ScriptRemoved handlerScriptRemoved = OnScriptRemoved;
1073 if (handlerScriptRemoved != null) 1152 if (handlerScriptRemoved != null)
1074 handlerScriptRemoved(itemID); 1153 handlerScriptRemoved(itemID);
@@ -1210,7 +1289,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1210 return false; 1289 return false;
1211 1290
1212 uuids = m_PrimObjects[localID]; 1291 uuids = m_PrimObjects[localID];
1213 } 1292
1214 1293
1215 foreach (UUID itemID in uuids) 1294 foreach (UUID itemID in uuids)
1216 { 1295 {
@@ -1228,6 +1307,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1228 result = true; 1307 result = true;
1229 } 1308 }
1230 } 1309 }
1310 }
1231 1311
1232 return result; 1312 return result;
1233 } 1313 }
@@ -1327,12 +1407,14 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1327 private IScriptInstance GetInstance(UUID itemID) 1407 private IScriptInstance GetInstance(UUID itemID)
1328 { 1408 {
1329 IScriptInstance instance; 1409 IScriptInstance instance;
1330 lock (m_Scripts) 1410 lockScriptsForRead(true);
1411 if (!m_Scripts.ContainsKey(itemID))
1331 { 1412 {
1332 if (!m_Scripts.ContainsKey(itemID)) 1413 lockScriptsForRead(false);
1333 return null; 1414 return null;
1334 instance = m_Scripts[itemID];
1335 } 1415 }
1416 instance = m_Scripts[itemID];
1417 lockScriptsForRead(false);
1336 return instance; 1418 return instance;
1337 } 1419 }
1338 1420
@@ -1356,6 +1438,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1356 return false; 1438 return false;
1357 } 1439 }
1358 1440
1441 [DebuggerNonUserCode]
1359 public void ApiResetScript(UUID itemID) 1442 public void ApiResetScript(UUID itemID)
1360 { 1443 {
1361 IScriptInstance instance = GetInstance(itemID); 1444 IScriptInstance instance = GetInstance(itemID);
@@ -1407,6 +1490,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1407 return UUID.Zero; 1490 return UUID.Zero;
1408 } 1491 }
1409 1492
1493 [DebuggerNonUserCode]
1410 public void SetState(UUID itemID, string newState) 1494 public void SetState(UUID itemID, string newState)
1411 { 1495 {
1412 IScriptInstance instance = GetInstance(itemID); 1496 IScriptInstance instance = GetInstance(itemID);
@@ -1427,11 +1511,10 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1427 { 1511 {
1428 List<IScriptInstance> instances = new List<IScriptInstance>(); 1512 List<IScriptInstance> instances = new List<IScriptInstance>();
1429 1513
1430 lock (m_Scripts) 1514 lockScriptsForRead(true);
1431 { 1515 foreach (IScriptInstance instance in m_Scripts.Values)
1432 foreach (IScriptInstance instance in m_Scripts.Values)
1433 instances.Add(instance); 1516 instances.Add(instance);
1434 } 1517 lockScriptsForRead(false);
1435 1518
1436 foreach (IScriptInstance i in instances) 1519 foreach (IScriptInstance i in instances)
1437 { 1520 {
@@ -1808,5 +1891,17 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1808 if (instance != null) 1891 if (instance != null)
1809 instance.Resume(); 1892 instance.Resume();
1810 } 1893 }
1894
1895 public bool HasScript(UUID itemID, out bool running)
1896 {
1897 running = true;
1898
1899 IScriptInstance instance = GetInstance(itemID);
1900 if (instance == null)
1901 return false;
1902
1903 running = instance.Running;
1904 return true;
1905 }
1811 } 1906 }
1812} \ No newline at end of file 1907} \ No newline at end of file