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-rw-r--r--OpenSim/Region/Application/OpenSim.cs4
-rw-r--r--OpenSim/Region/Application/OpenSimBase.cs82
-rw-r--r--OpenSim/Region/ClientStack/LindenUDP/J2KImage.cs3
-rw-r--r--OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs695
-rw-r--r--OpenSim/Region/ClientStack/LindenUDP/LLUDPClient.cs10
-rw-r--r--OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs4
-rw-r--r--OpenSim/Region/ClientStack/LindenUDP/TokenBucket.cs66
-rw-r--r--OpenSim/Region/CoreModules/Agent/AssetTransaction/AgentAssetsTransactions.cs16
-rw-r--r--OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetXferUploader.cs127
-rw-r--r--OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs11
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs62
-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.cs17
-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.cs38
-rw-r--r--OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs62
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveWriteRequest.cs6
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiverModule.cs4
-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/EntityTransfer/EntityTransferModule.cs59
-rw-r--r--OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs19
-rw-r--r--OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs789
-rw-r--r--OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs4
-rw-r--r--OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs10
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/Grid/Tests/GridConnectorsTests.cs74
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs22
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs15
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/LocalUserAccountServiceConnector.cs5
-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.cs39
-rw-r--r--OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs351
-rw-r--r--OpenSim/Region/CoreModules/World/Land/LandObject.cs37
-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.cs10
-rw-r--r--OpenSim/Region/Examples/SimpleModule/ComplexObject.cs5
-rw-r--r--OpenSim/Region/Examples/SimpleModule/MyNpcCharacter.cs9
-rw-r--r--OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs20
-rw-r--r--OpenSim/Region/Framework/Interfaces/IEntityInventory.cs3
-rw-r--r--OpenSim/Region/Framework/Interfaces/IEntityTransferModule.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/ModuleLoader.cs3
-rw-r--r--OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs226
-rw-r--r--OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs11
-rw-r--r--OpenSim/Region/Framework/Scenes/EventManager.cs24
-rw-r--r--OpenSim/Region/Framework/Scenes/Prioritizer.cs34
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Inventory.cs253
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Permissions.cs17
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs353
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs50
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneGraph.cs230
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs7
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs670
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs296
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs750
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs979
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneViewer.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs16
-rw-r--r--OpenSim/Region/Framework/Scenes/UndoState.cs168
-rw-r--r--OpenSim/Region/Framework/Scenes/UuidGatherer.cs4
-rw-r--r--OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs8
-rw-r--r--OpenSim/Region/OptionalModules/Avatar/Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs4
-rw-r--r--OpenSim/Region/OptionalModules/ContentManagementSystem/CMModel.cs3
-rw-r--r--OpenSim/Region/OptionalModules/ContentManagementSystem/MetaEntity.cs4
-rw-r--r--OpenSim/Region/OptionalModules/Scripting/XmlRpcRouterModule/XmlRpcRouterModule.cs16
-rw-r--r--OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs9
-rw-r--r--OpenSim/Region/OptionalModules/World/TreePopulator/TreePopulatorModule.cs4
-rw-r--r--OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs3
-rw-r--r--OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs2
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/AssemblyInfo.cs58
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs1437
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs3873
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/ODERayCastRequestManager.cs375
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/OdePhysicsJoint.cs (renamed from OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs)46
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs3846
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/Tests/ODETestClass.cs122
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/drawstuff.cs98
-rw-r--r--OpenSim/Region/Physics/OdePlugin/ODECharacter.cs1
-rw-r--r--OpenSim/Region/Physics/OdePlugin/ODEPrim.cs6
-rw-r--r--OpenSim/Region/Physics/POSPlugin/POSPrim.cs2
-rw-r--r--OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs82
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs20
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs1902
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs53
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs16
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs32
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Interface/ILSL_Api.cs1
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs2
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/Executor.cs2
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs1
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs7
-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/Instance/ScriptInstance.cs52
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs30
-rw-r--r--OpenSim/Region/ScriptEngine/XEngine/XEngine.cs353
103 files changed, 16710 insertions, 3100 deletions
diff --git a/OpenSim/Region/Application/OpenSim.cs b/OpenSim/Region/Application/OpenSim.cs
index ed4b620..1c84e3f 100644
--- a/OpenSim/Region/Application/OpenSim.cs
+++ b/OpenSim/Region/Application/OpenSim.cs
@@ -436,7 +436,7 @@ namespace OpenSim
436 if (alert != null) 436 if (alert != null)
437 presence.ControllingClient.Kick(alert); 437 presence.ControllingClient.Kick(alert);
438 else 438 else
439 presence.ControllingClient.Kick("\nThe OpenSim manager kicked you out.\n"); 439 presence.ControllingClient.Kick("\nYou have been logged out by an administrator.\n");
440 440
441 // ...and close on our side 441 // ...and close on our side
442 presence.Scene.IncomingCloseAgent(presence.UUID); 442 presence.Scene.IncomingCloseAgent(presence.UUID);
@@ -1061,7 +1061,7 @@ namespace OpenSim
1061 MainConsole.Instance.Output(String.Format("loadOffsets <X,Y,Z> = <{0},{1},{2}>",loadOffset.X,loadOffset.Y,loadOffset.Z)); 1061 MainConsole.Instance.Output(String.Format("loadOffsets <X,Y,Z> = <{0},{1},{2}>",loadOffset.X,loadOffset.Y,loadOffset.Z));
1062 } 1062 }
1063 } 1063 }
1064 m_sceneManager.LoadCurrentSceneFromXml(cmdparams[2], generateNewIDS, loadOffset); 1064 m_sceneManager.LoadCurrentSceneFromXml(cmdparams[0], generateNewIDS, loadOffset);
1065 } 1065 }
1066 else 1066 else
1067 { 1067 {
diff --git a/OpenSim/Region/Application/OpenSimBase.cs b/OpenSim/Region/Application/OpenSimBase.cs
index 1652b82..b74a392 100644
--- a/OpenSim/Region/Application/OpenSimBase.cs
+++ b/OpenSim/Region/Application/OpenSimBase.cs
@@ -88,6 +88,10 @@ namespace OpenSim
88 88
89 protected List<IApplicationPlugin> m_plugins = new List<IApplicationPlugin>(); 89 protected List<IApplicationPlugin> m_plugins = new List<IApplicationPlugin>();
90 90
91 private List<string> m_permsModules;
92
93 private bool m_securePermissionsLoading = true;
94
91 /// <value> 95 /// <value>
92 /// The config information passed into the OpenSimulator region server. 96 /// The config information passed into the OpenSimulator region server.
93 /// </value> 97 /// </value>
@@ -185,6 +189,11 @@ namespace OpenSim
185 CreatePIDFile(pidFile); 189 CreatePIDFile(pidFile);
186 190
187 userStatsURI = startupConfig.GetString("Stats_URI", String.Empty); 191 userStatsURI = startupConfig.GetString("Stats_URI", String.Empty);
192
193 m_securePermissionsLoading = startupConfig.GetBoolean("SecurePermissionsLoading", true);
194
195 string permissionModules = startupConfig.GetString("permissionmodules", "DefaultPermissionsModule");
196 m_permsModules = new List<string>(permissionModules.Split(','));
188 } 197 }
189 198
190 // Load the simulation data service 199 // Load the simulation data service
@@ -213,6 +222,12 @@ namespace OpenSim
213 m_moduleLoader = new ModuleLoader(m_config.Source); 222 m_moduleLoader = new ModuleLoader(m_config.Source);
214 223
215 LoadPlugins(); 224 LoadPlugins();
225
226 if (m_plugins.Count == 0) // We failed to load any modules. Mono Addins glitch!
227 {
228 Environment.Exit(1);
229 }
230
216 foreach (IApplicationPlugin plugin in m_plugins) 231 foreach (IApplicationPlugin plugin in m_plugins)
217 { 232 {
218 plugin.PostInitialise(); 233 plugin.PostInitialise();
@@ -360,7 +375,41 @@ namespace OpenSim
360 } 375 }
361 else m_log.Error("[REGIONMODULES]: The new RegionModulesController is missing..."); 376 else m_log.Error("[REGIONMODULES]: The new RegionModulesController is missing...");
362 377
378 if (m_securePermissionsLoading)
379 {
380 foreach (string s in m_permsModules)
381 {
382 if (!scene.RegionModules.ContainsKey(s))
383 {
384 bool found = false;
385 foreach (IRegionModule m in modules)
386 {
387 if (m.Name == s)
388 {
389 found = true;
390 }
391 }
392 if (!found)
393 {
394 m_log.Fatal("[MODULES]: Required module " + s + " not found.");
395 Environment.Exit(0);
396 }
397 }
398 }
399 }
400
363 scene.SetModuleInterfaces(); 401 scene.SetModuleInterfaces();
402// First Step of bootreport sequence
403 if (scene.SnmpService != null)
404 {
405 scene.SnmpService.ColdStart(1,scene);
406 scene.SnmpService.LinkDown(scene);
407 }
408
409 if (scene.SnmpService != null)
410 {
411 scene.SnmpService.BootInfo("Loading prins", scene);
412 }
364 413
365 // Prims have to be loaded after module configuration since some modules may be invoked during the load 414 // Prims have to be loaded after module configuration since some modules may be invoked during the load
366 scene.LoadPrimsFromStorage(regionInfo.originRegionID); 415 scene.LoadPrimsFromStorage(regionInfo.originRegionID);
@@ -368,6 +417,10 @@ namespace OpenSim
368 // TODO : Try setting resource for region xstats here on scene 417 // TODO : Try setting resource for region xstats here on scene
369 MainServer.Instance.AddStreamHandler(new Region.Framework.Scenes.RegionStatsHandler(regionInfo)); 418 MainServer.Instance.AddStreamHandler(new Region.Framework.Scenes.RegionStatsHandler(regionInfo));
370 419
420 if (scene.SnmpService != null)
421 {
422 scene.SnmpService.BootInfo("Grid Registration in progress", scene);
423 }
371 try 424 try
372 { 425 {
373 scene.RegisterRegionWithGrid(); 426 scene.RegisterRegionWithGrid();
@@ -378,11 +431,20 @@ namespace OpenSim
378 "[STARTUP]: Registration of region with grid failed, aborting startup due to {0} {1}", 431 "[STARTUP]: Registration of region with grid failed, aborting startup due to {0} {1}",
379 e.Message, e.StackTrace); 432 e.Message, e.StackTrace);
380 433
434 if (scene.SnmpService != null)
435 {
436 scene.SnmpService.Critical("Grid registration failed. Startup aborted.", scene);
437 }
381 // Carrying on now causes a lot of confusion down the 438 // Carrying on now causes a lot of confusion down the
382 // line - we need to get the user's attention 439 // line - we need to get the user's attention
383 Environment.Exit(1); 440 Environment.Exit(1);
384 } 441 }
385 442
443 if (scene.SnmpService != null)
444 {
445 scene.SnmpService.BootInfo("Grid Registration done", scene);
446 }
447
386 scene.loadAllLandObjectsFromStorage(regionInfo.originRegionID); 448 scene.loadAllLandObjectsFromStorage(regionInfo.originRegionID);
387 scene.EventManager.TriggerParcelPrimCountUpdate(); 449 scene.EventManager.TriggerParcelPrimCountUpdate();
388 450
@@ -390,6 +452,11 @@ namespace OpenSim
390 // scripting engines. 452 // scripting engines.
391 scene.CreateScriptInstances(); 453 scene.CreateScriptInstances();
392 454
455 if (scene.SnmpService != null)
456 {
457 scene.SnmpService.BootInfo("ScriptEngine started", scene);
458 }
459
393 m_sceneManager.Add(scene); 460 m_sceneManager.Add(scene);
394 461
395 if (m_autoCreateClientStack) 462 if (m_autoCreateClientStack)
@@ -398,6 +465,10 @@ namespace OpenSim
398 clientServer.Start(); 465 clientServer.Start();
399 } 466 }
400 467
468 if (scene.SnmpService != null)
469 {
470 scene.SnmpService.BootInfo("Initializing region modules", scene);
471 }
401 if (do_post_init) 472 if (do_post_init)
402 { 473 {
403 foreach (IRegionModule module in modules) 474 foreach (IRegionModule module in modules)
@@ -409,6 +480,12 @@ namespace OpenSim
409 480
410 mscene = scene; 481 mscene = scene;
411 482
483 if (scene.SnmpService != null)
484 {
485 scene.SnmpService.BootInfo("The region is operational", scene);
486 scene.SnmpService.LinkUp(scene);
487 }
488
412 scene.StartTimer(); 489 scene.StartTimer();
413 490
414 return clientServer; 491 return clientServer;
@@ -417,6 +494,11 @@ namespace OpenSim
417 private void ShutdownRegion(Scene scene) 494 private void ShutdownRegion(Scene scene)
418 { 495 {
419 m_log.DebugFormat("[SHUTDOWN]: Shutting down region {0}", scene.RegionInfo.RegionName); 496 m_log.DebugFormat("[SHUTDOWN]: Shutting down region {0}", scene.RegionInfo.RegionName);
497 if (scene.SnmpService != null)
498 {
499 scene.SnmpService.BootInfo("The region is shutting down", scene);
500 scene.SnmpService.LinkDown(scene);
501 }
420 IRegionModulesController controller; 502 IRegionModulesController controller;
421 if (ApplicationRegistry.TryGet<IRegionModulesController>(out controller)) 503 if (ApplicationRegistry.TryGet<IRegionModulesController>(out controller))
422 { 504 {
diff --git a/OpenSim/Region/ClientStack/LindenUDP/J2KImage.cs b/OpenSim/Region/ClientStack/LindenUDP/J2KImage.cs
index e9e2dca..9dd6663 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/J2KImage.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/J2KImage.cs
@@ -202,6 +202,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
202 m_stopPacket = TexturePacketCount(); 202 m_stopPacket = TexturePacketCount();
203 } 203 }
204 204
205 //Give them at least two packets, to play nice with some broken viewers (SL also behaves this way)
206 if (m_stopPacket == 1 && Layers[0].End > FIRST_PACKET_SIZE) m_stopPacket++;
207
205 m_currentPacket = StartPacket; 208 m_currentPacket = StartPacket;
206 } 209 }
207 } 210 }
diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
index 5dab1bc..72348b9 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
@@ -155,6 +155,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
155 public event RequestTaskInventory OnRequestTaskInventory; 155 public event RequestTaskInventory OnRequestTaskInventory;
156 public event UpdateInventoryItem OnUpdateInventoryItem; 156 public event UpdateInventoryItem OnUpdateInventoryItem;
157 public event CopyInventoryItem OnCopyInventoryItem; 157 public event CopyInventoryItem OnCopyInventoryItem;
158 public event MoveItemsAndLeaveCopy OnMoveItemsAndLeaveCopy;
158 public event MoveInventoryItem OnMoveInventoryItem; 159 public event MoveInventoryItem OnMoveInventoryItem;
159 public event RemoveInventoryItem OnRemoveInventoryItem; 160 public event RemoveInventoryItem OnRemoveInventoryItem;
160 public event RemoveInventoryFolder OnRemoveInventoryFolder; 161 public event RemoveInventoryFolder OnRemoveInventoryFolder;
@@ -327,7 +328,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
327 /// thread servicing the m_primFullUpdates queue after a kill. If this happens the object persists as an 328 /// thread servicing the m_primFullUpdates queue after a kill. If this happens the object persists as an
328 /// ownerless phantom. 329 /// ownerless phantom.
329 /// 330 ///
330 /// All manipulation of this set has to occur under a lock 331 /// All manipulation of this set has to occur under an m_entityUpdates.SyncRoot lock
331 /// 332 ///
332 /// </value> 333 /// </value>
333 protected HashSet<uint> m_killRecord; 334 protected HashSet<uint> m_killRecord;
@@ -335,6 +336,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
335// protected HashSet<uint> m_attachmentsSent; 336// protected HashSet<uint> m_attachmentsSent;
336 337
337 private int m_moneyBalance; 338 private int m_moneyBalance;
339 private bool m_deliverPackets = true;
338 private int m_animationSequenceNumber = 1; 340 private int m_animationSequenceNumber = 1;
339 private bool m_SendLogoutPacketWhenClosing = true; 341 private bool m_SendLogoutPacketWhenClosing = true;
340 private AgentUpdateArgs lastarg; 342 private AgentUpdateArgs lastarg;
@@ -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; } }
@@ -476,18 +486,30 @@ namespace OpenSim.Region.ClientStack.LindenUDP
476 486
477 #region Client Methods 487 #region Client Methods
478 488
489
479 /// <summary> 490 /// <summary>
480 /// Shut down the client view 491 /// Shut down the client view
481 /// </summary> 492 /// </summary>
482 public void Close() 493 public void Close()
483 { 494 {
495 Close(true);
496 }
497
498 /// <summary>
499 /// Shut down the client view
500 /// </summary>
501 public void Close(bool sendStop)
502 {
484 m_log.DebugFormat( 503 m_log.DebugFormat(
485 "[CLIENT]: Close has been called for {0} attached to scene {1}", 504 "[CLIENT]: Close has been called for {0} attached to scene {1}",
486 Name, m_scene.RegionInfo.RegionName); 505 Name, m_scene.RegionInfo.RegionName);
487 506
488 // Send the STOP packet 507 if (sendStop)
489 DisableSimulatorPacket disable = (DisableSimulatorPacket)PacketPool.Instance.GetPacket(PacketType.DisableSimulator); 508 {
490 OutPacket(disable, ThrottleOutPacketType.Unknown); 509 // Send the STOP packet
510 DisableSimulatorPacket disable = (DisableSimulatorPacket)PacketPool.Instance.GetPacket(PacketType.DisableSimulator);
511 OutPacket(disable, ThrottleOutPacketType.Unknown);
512 }
491 513
492 IsActive = false; 514 IsActive = false;
493 515
@@ -768,7 +790,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
768 reply.ChatData.OwnerID = fromAgentID; 790 reply.ChatData.OwnerID = fromAgentID;
769 reply.ChatData.SourceID = fromAgentID; 791 reply.ChatData.SourceID = fromAgentID;
770 792
771 OutPacket(reply, ThrottleOutPacketType.Task); 793 OutPacket(reply, ThrottleOutPacketType.Unknown);
772 } 794 }
773 795
774 /// <summary> 796 /// <summary>
@@ -1054,6 +1076,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1054 public virtual void SendLayerData(float[] map) 1076 public virtual void SendLayerData(float[] map)
1055 { 1077 {
1056 Util.FireAndForget(DoSendLayerData, map); 1078 Util.FireAndForget(DoSendLayerData, map);
1079
1080 // Send it sync, and async. It's not that much data
1081 // and it improves user experience just so much!
1082 DoSendLayerData(map);
1057 } 1083 }
1058 1084
1059 /// <summary> 1085 /// <summary>
@@ -1066,16 +1092,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1066 1092
1067 try 1093 try
1068 { 1094 {
1069 //for (int y = 0; y < 16; y++) 1095 for (int y = 0; y < 16; y++)
1070 //{ 1096 {
1071 // for (int x = 0; x < 16; x++) 1097 for (int x = 0; x < 16; x+=4)
1072 // { 1098 {
1073 // SendLayerData(x, y, map); 1099 SendLayerPacket(x, y, map);
1074 // } 1100 }
1075 //} 1101 }
1076
1077 // Send LayerData in a spiral pattern. Fun!
1078 SendLayerTopRight(map, 0, 0, 15, 15);
1079 } 1102 }
1080 catch (Exception e) 1103 catch (Exception e)
1081 { 1104 {
@@ -1083,51 +1106,35 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1083 } 1106 }
1084 } 1107 }
1085 1108
1086 private void SendLayerTopRight(float[] map, int x1, int y1, int x2, int y2)
1087 {
1088 // Row
1089 for (int i = x1; i <= x2; i++)
1090 SendLayerData(i, y1, map);
1091
1092 // Column
1093 for (int j = y1 + 1; j <= y2; j++)
1094 SendLayerData(x2, j, map);
1095
1096 if (x2 - x1 > 0)
1097 SendLayerBottomLeft(map, x1, y1 + 1, x2 - 1, y2);
1098 }
1099
1100 void SendLayerBottomLeft(float[] map, int x1, int y1, int x2, int y2)
1101 {
1102 // Row in reverse
1103 for (int i = x2; i >= x1; i--)
1104 SendLayerData(i, y2, map);
1105
1106 // Column in reverse
1107 for (int j = y2 - 1; j >= y1; j--)
1108 SendLayerData(x1, j, map);
1109
1110 if (x2 - x1 > 0)
1111 SendLayerTopRight(map, x1 + 1, y1, x2, y2 - 1);
1112 }
1113
1114 /// <summary> 1109 /// <summary>
1115 /// Sends a set of four patches (x, x+1, ..., x+3) to the client 1110 /// Sends a set of four patches (x, x+1, ..., x+3) to the client
1116 /// </summary> 1111 /// </summary>
1117 /// <param name="map">heightmap</param> 1112 /// <param name="map">heightmap</param>
1118 /// <param name="px">X coordinate for patches 0..12</param> 1113 /// <param name="px">X coordinate for patches 0..12</param>
1119 /// <param name="py">Y coordinate for patches 0..15</param> 1114 /// <param name="py">Y coordinate for patches 0..15</param>
1120 // private void SendLayerPacket(float[] map, int y, int x) 1115 private void SendLayerPacket(int x, int y, float[] map)
1121 // { 1116 {
1122 // int[] patches = new int[4]; 1117 int[] patches = new int[4];
1123 // patches[0] = x + 0 + y * 16; 1118 patches[0] = x + 0 + y * 16;
1124 // patches[1] = x + 1 + y * 16; 1119 patches[1] = x + 1 + y * 16;
1125 // patches[2] = x + 2 + y * 16; 1120 patches[2] = x + 2 + y * 16;
1126 // patches[3] = x + 3 + y * 16; 1121 patches[3] = x + 3 + y * 16;
1127 1122
1128 // Packet layerpack = LLClientView.TerrainManager.CreateLandPacket(map, patches); 1123 float[] heightmap = (map.Length == 65536) ?
1129 // OutPacket(layerpack, ThrottleOutPacketType.Land); 1124 map :
1130 // } 1125 LLHeightFieldMoronize(map);
1126
1127 try
1128 {
1129 Packet layerpack = TerrainCompressor.CreateLandPacket(heightmap, patches);
1130 OutPacket(layerpack, ThrottleOutPacketType.Land);
1131 }
1132 catch
1133 {
1134 for (int px = x ; px < x + 4 ; px++)
1135 SendLayerData(px, y, map);
1136 }
1137 }
1131 1138
1132 /// <summary> 1139 /// <summary>
1133 /// Sends a specified patch to a client 1140 /// Sends a specified patch to a client
@@ -1147,7 +1154,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1147 LayerDataPacket layerpack = TerrainCompressor.CreateLandPacket(heightmap, patches); 1154 LayerDataPacket layerpack = TerrainCompressor.CreateLandPacket(heightmap, patches);
1148 layerpack.Header.Reliable = true; 1155 layerpack.Header.Reliable = true;
1149 1156
1150 OutPacket(layerpack, ThrottleOutPacketType.Land); 1157 OutPacket(layerpack, ThrottleOutPacketType.Task);
1151 } 1158 }
1152 catch (Exception e) 1159 catch (Exception e)
1153 { 1160 {
@@ -1508,37 +1515,49 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1508 OutPacket(pc, ThrottleOutPacketType.Unknown); 1515 OutPacket(pc, ThrottleOutPacketType.Unknown);
1509 } 1516 }
1510 1517
1511 public void SendKillObject(ulong regionHandle, uint localID) 1518 public void SendKillObject(ulong regionHandle, List<uint> localIDs)
1512 { 1519 {
1513// m_log.DebugFormat("[CLIENT]: Sending KillObjectPacket to {0} for {1} in {2}", Name, localID, regionHandle); 1520// m_log.DebugFormat("[CLIENT]: Sending KillObjectPacket to {0} for {1} in {2}", Name, localID, regionHandle);
1514 1521
1515 KillObjectPacket kill = (KillObjectPacket)PacketPool.Instance.GetPacket(PacketType.KillObject); 1522 KillObjectPacket kill = (KillObjectPacket)PacketPool.Instance.GetPacket(PacketType.KillObject);
1516 // TODO: don't create new blocks if recycling an old packet 1523 // TODO: don't create new blocks if recycling an old packet
1517 kill.ObjectData = new KillObjectPacket.ObjectDataBlock[1]; 1524 kill.ObjectData = new KillObjectPacket.ObjectDataBlock[localIDs.Count];
1518 kill.ObjectData[0] = new KillObjectPacket.ObjectDataBlock(); 1525 for (int i = 0 ; i < localIDs.Count ; i++ )
1519 kill.ObjectData[0].ID = localID; 1526 {
1527 kill.ObjectData[i] = new KillObjectPacket.ObjectDataBlock();
1528 kill.ObjectData[i].ID = localIDs[i];
1529 }
1520 kill.Header.Reliable = true; 1530 kill.Header.Reliable = true;
1521 kill.Header.Zerocoded = true; 1531 kill.Header.Zerocoded = true;
1522 1532
1523 if (m_scene.GetScenePresence(localID) == null) 1533 lock (m_killRecord)
1524 { 1534 {
1525 // We must lock for both manipulating the kill record and sending the packet, in order to avoid a race 1535 if (localIDs.Count == 1)
1526 // condition where a kill can be processed before an out-of-date update for the same object. 1536 {
1527 lock (m_killRecord) 1537 if (m_scene.GetScenePresence(localIDs[0]) != null)
1538 {
1539 OutPacket(kill, ThrottleOutPacketType.State);
1540 return;
1541 }
1542 m_killRecord.Add(localIDs[0]);
1543 }
1544 else
1528 { 1545 {
1529 m_killRecord.Add(localID); 1546 lock (m_entityUpdates.SyncRoot)
1530 1547 {
1531 // The throttle queue used here must match that being used for updates. Otherwise, there is a 1548 foreach (uint localID in localIDs)
1532 // chance that a kill packet put on a separate queue will be sent to the client before an existing 1549 m_killRecord.Add(localID);
1533 // update packet on another queue. Receiving updates after kills results in unowned and undeletable 1550 }
1534 // scene objects in a viewer until that viewer is relogged in.
1535 OutPacket(kill, ThrottleOutPacketType.Task);
1536 } 1551 }
1537 } 1552 }
1538 else 1553
1539 { 1554 // The throttle queue used here must match that being used for
1540 OutPacket(kill, ThrottleOutPacketType.State); 1555 // updates. Otherwise, there is a chance that a kill packet put
1541 } 1556 // on a separate queue will be sent to the client before an
1557 // existing update packet on another queue. Receiving updates
1558 // after kills results in unowned and undeletable
1559 // scene objects in a viewer until that viewer is relogged in.
1560 OutPacket(kill, ThrottleOutPacketType.Task);
1542 } 1561 }
1543 1562
1544 /// <summary> 1563 /// <summary>
@@ -2251,6 +2270,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP
2251 OutPacket(sound, ThrottleOutPacketType.Task); 2270 OutPacket(sound, ThrottleOutPacketType.Task);
2252 } 2271 }
2253 2272
2273 public void SendTransferAbort(TransferRequestPacket transferRequest)
2274 {
2275 TransferAbortPacket abort = (TransferAbortPacket)PacketPool.Instance.GetPacket(PacketType.TransferAbort);
2276 abort.TransferInfo.TransferID = transferRequest.TransferInfo.TransferID;
2277 abort.TransferInfo.ChannelType = transferRequest.TransferInfo.ChannelType;
2278 m_log.Debug("[Assets] Aborting transfer; asset request failed");
2279 OutPacket(abort, ThrottleOutPacketType.Task);
2280 }
2281
2254 public void SendTriggeredSound(UUID soundID, UUID ownerID, UUID objectID, UUID parentID, ulong handle, Vector3 position, float gain) 2282 public void SendTriggeredSound(UUID soundID, UUID ownerID, UUID objectID, UUID parentID, ulong handle, Vector3 position, float gain)
2255 { 2283 {
2256 SoundTriggerPacket sound = (SoundTriggerPacket)PacketPool.Instance.GetPacket(PacketType.SoundTrigger); 2284 SoundTriggerPacket sound = (SoundTriggerPacket)PacketPool.Instance.GetPacket(PacketType.SoundTrigger);
@@ -3553,6 +3581,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP
3553 /// </summary> 3581 /// </summary>
3554 public void SendPrimUpdate(ISceneEntity entity, PrimUpdateFlags updateFlags) 3582 public void SendPrimUpdate(ISceneEntity entity, PrimUpdateFlags updateFlags)
3555 { 3583 {
3584 if (entity is SceneObjectPart)
3585 {
3586 SceneObjectPart e = (SceneObjectPart)entity;
3587 SceneObjectGroup g = e.ParentGroup;
3588 if (g.RootPart.Shape.State > 30) // HUD
3589 if (g.OwnerID != AgentId)
3590 return; // Don't send updates for other people's HUDs
3591 }
3592
3556 double priority = m_prioritizer.GetUpdatePriority(this, entity); 3593 double priority = m_prioritizer.GetUpdatePriority(this, entity);
3557 3594
3558 lock (m_entityUpdates.SyncRoot) 3595 lock (m_entityUpdates.SyncRoot)
@@ -3569,232 +3606,257 @@ namespace OpenSim.Region.ClientStack.LindenUDP
3569 if (maxUpdates <= 0) maxUpdates = Int32.MaxValue; 3606 if (maxUpdates <= 0) maxUpdates = Int32.MaxValue;
3570 int updatesThisCall = 0; 3607 int updatesThisCall = 0;
3571 3608
3572 // We must lock for both manipulating the kill record and sending the packet, in order to avoid a race 3609 float avgTimeDilation = 0;
3573 // condition where a kill can be processed before an out-of-date update for the same object. 3610
3574 lock (m_killRecord) 3611 EntityUpdate update;
3612 while (updatesThisCall < maxUpdates)
3575 { 3613 {
3576 float avgTimeDilation = 1.0f; 3614 lock (m_entityUpdates.SyncRoot)
3577 EntityUpdate update; 3615 if (!m_entityUpdates.TryDequeue(out update))
3578 while (updatesThisCall < maxUpdates) 3616 break;
3617
3618 avgTimeDilation += update.TimeDilation;
3619 avgTimeDilation *= 0.5f;
3620
3621 if (update.Entity is SceneObjectPart)
3579 { 3622 {
3580 lock (m_entityUpdates.SyncRoot) 3623 SceneObjectPart part = (SceneObjectPart)update.Entity;
3581 if (!m_entityUpdates.TryDequeue(out update))
3582 break;
3583 avgTimeDilation += update.TimeDilation;
3584 avgTimeDilation *= 0.5f;
3585 3624
3586 if (update.Entity is SceneObjectPart) 3625 // Please do not remove this unless you can demonstrate on the OpenSim mailing list that a client
3626 // will never receive an update after a prim kill. Even then, keeping the kill record may be a good
3627 // safety measure.
3628 //
3629 // If a Linden Lab 1.23.5 client (and possibly later and earlier) receives an object update
3630 // after a kill, it will keep displaying the deleted object until relog. OpenSim currently performs
3631 // updates and kills on different threads with different scheduling strategies, hence this protection.
3632 //
3633 // This doesn't appear to apply to child prims - a client will happily ignore these updates
3634 // after the root prim has been deleted.
3635 lock (m_killRecord)
3587 { 3636 {
3588 SceneObjectPart part = (SceneObjectPart)update.Entity;
3589
3590 // Please do not remove this unless you can demonstrate on the OpenSim mailing list that a client
3591 // will never receive an update after a prim kill. Even then, keeping the kill record may be a good
3592 // safety measure.
3593 //
3594 // If a Linden Lab 1.23.5 client (and possibly later and earlier) receives an object update
3595 // after a kill, it will keep displaying the deleted object until relog. OpenSim currently performs
3596 // updates and kills on different threads with different scheduling strategies, hence this protection.
3597 //
3598 // This doesn't appear to apply to child prims - a client will happily ignore these updates
3599 // after the root prim has been deleted.
3600 if (m_killRecord.Contains(part.LocalId)) 3637 if (m_killRecord.Contains(part.LocalId))
3601 {
3602 // m_log.WarnFormat(
3603 // "[CLIENT]: Preventing update for prim with local id {0} after client for user {1} told it was deleted",
3604 // part.LocalId, Name);
3605 continue; 3638 continue;
3606 } 3639 if (m_killRecord.Contains(part.ParentGroup.RootPart.LocalId))
3607 3640 continue;
3608 if (part.ParentGroup.IsAttachment && m_disableFacelights) 3641 }
3642
3643 if (part.ParentGroup.IsDeleted)
3644 continue;
3645
3646 if (part.ParentGroup.IsAttachment)
3647 { // Someone else's HUD, why are we getting these?
3648 if (part.ParentGroup.OwnerID != AgentId &&
3649 part.ParentGroup.RootPart.Shape.State >= 30)
3650 continue;
3651 ScenePresence sp;
3652 // Owner is not in the sim, don't update it to
3653 // anyone
3654 if (!m_scene.TryGetScenePresence(part.OwnerID, out sp))
3655 continue;
3656
3657 List<SceneObjectGroup> atts = sp.Attachments;
3658 bool found = false;
3659 foreach (SceneObjectGroup att in atts)
3609 { 3660 {
3610 if (part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.LeftHand && 3661 if (att == part.ParentGroup)
3611 part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.RightHand)
3612 { 3662 {
3613 part.Shape.LightEntry = false; 3663 found = true;
3664 break;
3614 } 3665 }
3615 } 3666 }
3667
3668 // It's an attachment of a valid avatar, but
3669 // doesn't seem to be attached, skip
3670 if (!found)
3671 continue;
3616 } 3672 }
3617 3673
3618 ++updatesThisCall; 3674 if (part.ParentGroup.IsAttachment && m_disableFacelights)
3619
3620 #region UpdateFlags to packet type conversion
3621
3622 PrimUpdateFlags updateFlags = update.Flags;
3623
3624 bool canUseCompressed = true;
3625 bool canUseImproved = true;
3626
3627 // Compressed object updates only make sense for LL primitives
3628 if (!(update.Entity is SceneObjectPart))
3629 {
3630 canUseCompressed = false;
3631 }
3632
3633 if (updateFlags.HasFlag(PrimUpdateFlags.FullUpdate))
3634 {
3635 canUseCompressed = false;
3636 canUseImproved = false;
3637 }
3638 else
3639 { 3675 {
3640 if (updateFlags.HasFlag(PrimUpdateFlags.Velocity) || 3676 if (part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.LeftHand &&
3641 updateFlags.HasFlag(PrimUpdateFlags.Acceleration) || 3677 part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.RightHand)
3642 updateFlags.HasFlag(PrimUpdateFlags.CollisionPlane) ||
3643 updateFlags.HasFlag(PrimUpdateFlags.Joint))
3644 { 3678 {
3645 canUseCompressed = false; 3679 part.Shape.LightEntry = false;
3646 }
3647
3648 if (updateFlags.HasFlag(PrimUpdateFlags.PrimFlags) ||
3649 updateFlags.HasFlag(PrimUpdateFlags.ParentID) ||
3650 updateFlags.HasFlag(PrimUpdateFlags.Scale) ||
3651 updateFlags.HasFlag(PrimUpdateFlags.PrimData) ||
3652 updateFlags.HasFlag(PrimUpdateFlags.Text) ||
3653 updateFlags.HasFlag(PrimUpdateFlags.NameValue) ||
3654 updateFlags.HasFlag(PrimUpdateFlags.ExtraData) ||
3655 updateFlags.HasFlag(PrimUpdateFlags.TextureAnim) ||
3656 updateFlags.HasFlag(PrimUpdateFlags.Sound) ||
3657 updateFlags.HasFlag(PrimUpdateFlags.Particles) ||
3658 updateFlags.HasFlag(PrimUpdateFlags.Material) ||
3659 updateFlags.HasFlag(PrimUpdateFlags.ClickAction) ||
3660 updateFlags.HasFlag(PrimUpdateFlags.MediaURL) ||
3661 updateFlags.HasFlag(PrimUpdateFlags.Joint))
3662 {
3663 canUseImproved = false;
3664 } 3680 }
3665 } 3681 }
3666 3682 }
3667 #endregion UpdateFlags to packet type conversion 3683
3668 3684 ++updatesThisCall;
3669 #region Block Construction 3685
3670 3686 #region UpdateFlags to packet type conversion
3671 // TODO: Remove this once we can build compressed updates 3687
3688 PrimUpdateFlags updateFlags = update.Flags;
3689
3690 bool canUseCompressed = true;
3691 bool canUseImproved = true;
3692
3693 // Compressed object updates only make sense for LL primitives
3694 if (!(update.Entity is SceneObjectPart))
3695 {
3672 canUseCompressed = false; 3696 canUseCompressed = false;
3673 3697 }
3674 if (!canUseImproved && !canUseCompressed) 3698
3699 if (updateFlags.HasFlag(PrimUpdateFlags.FullUpdate))
3700 {
3701 canUseCompressed = false;
3702 canUseImproved = false;
3703 }
3704 else
3705 {
3706 if (updateFlags.HasFlag(PrimUpdateFlags.Velocity) ||
3707 updateFlags.HasFlag(PrimUpdateFlags.Acceleration) ||
3708 updateFlags.HasFlag(PrimUpdateFlags.CollisionPlane) ||
3709 updateFlags.HasFlag(PrimUpdateFlags.Joint))
3675 { 3710 {
3676 if (update.Entity is ScenePresence) 3711 canUseCompressed = false;
3677 {
3678 objectUpdateBlocks.Value.Add(CreateAvatarUpdateBlock((ScenePresence)update.Entity));
3679 }
3680 else
3681 {
3682 // if (update.Entity is SceneObjectPart && ((SceneObjectPart)update.Entity).IsAttachment)
3683 // {
3684 // SceneObjectPart sop = (SceneObjectPart)update.Entity;
3685 // string text = sop.Text;
3686 // if (text.IndexOf("\n") >= 0)
3687 // text = text.Remove(text.IndexOf("\n"));
3688 //
3689 // if (m_attachmentsSent.Contains(sop.ParentID))
3690 // {
3691 //// m_log.DebugFormat(
3692 //// "[CLIENT]: Sending full info about attached prim {0} text {1}",
3693 //// sop.LocalId, text);
3694 //
3695 // objectUpdateBlocks.Value.Add(CreatePrimUpdateBlock(sop, this.m_agentId));
3696 //
3697 // m_attachmentsSent.Add(sop.LocalId);
3698 // }
3699 // else
3700 // {
3701 // m_log.DebugFormat(
3702 // "[CLIENT]: Requeueing full update of prim {0} text {1} since we haven't sent its parent {2} yet",
3703 // sop.LocalId, text, sop.ParentID);
3704 //
3705 // m_entityUpdates.Enqueue(double.MaxValue, update, sop.LocalId);
3706 // }
3707 // }
3708 // else
3709 // {
3710 objectUpdateBlocks.Value.Add(CreatePrimUpdateBlock((SceneObjectPart)update.Entity, this.m_agentId));
3711 // }
3712 }
3713 } 3712 }
3714 else if (!canUseImproved) 3713
3714 if (updateFlags.HasFlag(PrimUpdateFlags.PrimFlags) ||
3715 updateFlags.HasFlag(PrimUpdateFlags.ParentID) ||
3716 updateFlags.HasFlag(PrimUpdateFlags.Scale) ||
3717 updateFlags.HasFlag(PrimUpdateFlags.PrimData) ||
3718 updateFlags.HasFlag(PrimUpdateFlags.Text) ||
3719 updateFlags.HasFlag(PrimUpdateFlags.NameValue) ||
3720 updateFlags.HasFlag(PrimUpdateFlags.ExtraData) ||
3721 updateFlags.HasFlag(PrimUpdateFlags.TextureAnim) ||
3722 updateFlags.HasFlag(PrimUpdateFlags.Sound) ||
3723 updateFlags.HasFlag(PrimUpdateFlags.Particles) ||
3724 updateFlags.HasFlag(PrimUpdateFlags.Material) ||
3725 updateFlags.HasFlag(PrimUpdateFlags.ClickAction) ||
3726 updateFlags.HasFlag(PrimUpdateFlags.MediaURL) ||
3727 updateFlags.HasFlag(PrimUpdateFlags.Joint))
3715 { 3728 {
3716 compressedUpdateBlocks.Value.Add(CreateCompressedUpdateBlock((SceneObjectPart)update.Entity, updateFlags)); 3729 canUseImproved = false;
3730 }
3731 }
3732
3733 #endregion UpdateFlags to packet type conversion
3734
3735 #region Block Construction
3736
3737 // TODO: Remove this once we can build compressed updates
3738 canUseCompressed = false;
3739
3740 if (!canUseImproved && !canUseCompressed)
3741 {
3742 if (update.Entity is ScenePresence)
3743 {
3744 objectUpdateBlocks.Value.Add(CreateAvatarUpdateBlock((ScenePresence)update.Entity));
3717 } 3745 }
3718 else 3746 else
3719 { 3747 {
3720 if (update.Entity is ScenePresence && ((ScenePresence)update.Entity).UUID == AgentId) 3748// if (update.Entity is SceneObjectPart && ((SceneObjectPart)update.Entity).IsAttachment)
3721 // Self updates go into a special list 3749// {
3722 terseAgentUpdateBlocks.Value.Add(CreateImprovedTerseBlock(update.Entity, updateFlags.HasFlag(PrimUpdateFlags.Textures))); 3750// SceneObjectPart sop = (SceneObjectPart)update.Entity;
3723 else 3751// string text = sop.Text;
3724 // Everything else goes here 3752// if (text.IndexOf("\n") >= 0)
3725 terseUpdateBlocks.Value.Add(CreateImprovedTerseBlock(update.Entity, updateFlags.HasFlag(PrimUpdateFlags.Textures))); 3753// text = text.Remove(text.IndexOf("\n"));
3754//
3755// if (m_attachmentsSent.Contains(sop.ParentID))
3756// {
3757//// m_log.DebugFormat(
3758//// "[CLIENT]: Sending full info about attached prim {0} text {1}",
3759//// sop.LocalId, text);
3760//
3761// objectUpdateBlocks.Value.Add(CreatePrimUpdateBlock(sop, this.m_agentId));
3762//
3763// m_attachmentsSent.Add(sop.LocalId);
3764// }
3765// else
3766// {
3767// m_log.DebugFormat(
3768// "[CLIENT]: Requeueing full update of prim {0} text {1} since we haven't sent its parent {2} yet",
3769// sop.LocalId, text, sop.ParentID);
3770//
3771// m_entityUpdates.Enqueue(double.MaxValue, update, sop.LocalId);
3772// }
3773// }
3774// else
3775// {
3776 objectUpdateBlocks.Value.Add(CreatePrimUpdateBlock((SceneObjectPart)update.Entity, this.m_agentId));
3777// }
3726 } 3778 }
3727
3728 #endregion Block Construction
3729 } 3779 }
3780 else if (!canUseImproved)
3781 {
3782 compressedUpdateBlocks.Value.Add(CreateCompressedUpdateBlock((SceneObjectPart)update.Entity, updateFlags));
3783 }
3784 else
3785 {
3786 if (update.Entity is ScenePresence && ((ScenePresence)update.Entity).UUID == AgentId)
3787 // Self updates go into a special list
3788 terseAgentUpdateBlocks.Value.Add(CreateImprovedTerseBlock(update.Entity, updateFlags.HasFlag(PrimUpdateFlags.Textures)));
3789 else
3790 // Everything else goes here
3791 terseUpdateBlocks.Value.Add(CreateImprovedTerseBlock(update.Entity, updateFlags.HasFlag(PrimUpdateFlags.Textures)));
3792 }
3793
3794 #endregion Block Construction
3795 }
3796
3797 #region Packet Sending
3730 3798
3731 #region Packet Sending 3799 const float TIME_DILATION = 1.0f;
3732 3800 ushort timeDilation = Utils.FloatToUInt16(avgTimeDilation, 0.0f, 1.0f);
3733 //const float TIME_DILATION = 1.0f; 3801
3802 if (terseAgentUpdateBlocks.IsValueCreated)
3803 {
3804 List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock> blocks = terseAgentUpdateBlocks.Value;
3805
3806 ImprovedTerseObjectUpdatePacket packet = new ImprovedTerseObjectUpdatePacket();
3807 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
3808 packet.RegionData.TimeDilation = timeDilation;
3809 packet.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[blocks.Count];
3734 3810
3811 for (int i = 0; i < blocks.Count; i++)
3812 packet.ObjectData[i] = blocks[i];
3735 3813
3736 ushort timeDilation = Utils.FloatToUInt16(avgTimeDilation, 0.0f, 1.0f); 3814 OutPacket(packet, ThrottleOutPacketType.Unknown, true);
3815 }
3816
3817 if (objectUpdateBlocks.IsValueCreated)
3818 {
3819 List<ObjectUpdatePacket.ObjectDataBlock> blocks = objectUpdateBlocks.Value;
3737 3820
3738 if (terseAgentUpdateBlocks.IsValueCreated) 3821 ObjectUpdatePacket packet = (ObjectUpdatePacket)PacketPool.Instance.GetPacket(PacketType.ObjectUpdate);
3739 { 3822 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
3740 List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock> blocks = terseAgentUpdateBlocks.Value; 3823 packet.RegionData.TimeDilation = timeDilation;
3824 packet.ObjectData = new ObjectUpdatePacket.ObjectDataBlock[blocks.Count];
3825
3826 for (int i = 0; i < blocks.Count; i++)
3827 packet.ObjectData[i] = blocks[i];
3741 3828
3742 ImprovedTerseObjectUpdatePacket packet = new ImprovedTerseObjectUpdatePacket(); 3829 OutPacket(packet, ThrottleOutPacketType.Task, true);
3743 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle; 3830 }
3744 packet.RegionData.TimeDilation = timeDilation; 3831
3745 packet.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[blocks.Count]; 3832 if (compressedUpdateBlocks.IsValueCreated)
3833 {
3834 List<ObjectUpdateCompressedPacket.ObjectDataBlock> blocks = compressedUpdateBlocks.Value;
3746 3835
3747 for (int i = 0; i < blocks.Count; i++) 3836 ObjectUpdateCompressedPacket packet = (ObjectUpdateCompressedPacket)PacketPool.Instance.GetPacket(PacketType.ObjectUpdateCompressed);
3748 packet.ObjectData[i] = blocks[i]; 3837 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
3838 packet.RegionData.TimeDilation = timeDilation;
3839 packet.ObjectData = new ObjectUpdateCompressedPacket.ObjectDataBlock[blocks.Count];
3749 3840
3750 3841 for (int i = 0; i < blocks.Count; i++)
3751 OutPacket(packet, ThrottleOutPacketType.Unknown, true); 3842 packet.ObjectData[i] = blocks[i];
3752 }
3753 3843
3754 if (objectUpdateBlocks.IsValueCreated) 3844 OutPacket(packet, ThrottleOutPacketType.Task, true);
3755 { 3845 }
3756 List<ObjectUpdatePacket.ObjectDataBlock> blocks = objectUpdateBlocks.Value; 3846
3757 3847 if (terseUpdateBlocks.IsValueCreated)
3758 ObjectUpdatePacket packet = (ObjectUpdatePacket)PacketPool.Instance.GetPacket(PacketType.ObjectUpdate); 3848 {
3759 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle; 3849 List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock> blocks = terseUpdateBlocks.Value;
3760 packet.RegionData.TimeDilation = timeDilation; 3850
3761 packet.ObjectData = new ObjectUpdatePacket.ObjectDataBlock[blocks.Count]; 3851 ImprovedTerseObjectUpdatePacket packet = new ImprovedTerseObjectUpdatePacket();
3762 3852 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
3763 for (int i = 0; i < blocks.Count; i++) 3853 packet.RegionData.TimeDilation = timeDilation;
3764 packet.ObjectData[i] = blocks[i]; 3854 packet.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[blocks.Count];
3765 3855
3766 OutPacket(packet, ThrottleOutPacketType.Task, true); 3856 for (int i = 0; i < blocks.Count; i++)
3767 } 3857 packet.ObjectData[i] = blocks[i];
3768 3858
3769 if (compressedUpdateBlocks.IsValueCreated) 3859 OutPacket(packet, ThrottleOutPacketType.Task, true);
3770 {
3771 List<ObjectUpdateCompressedPacket.ObjectDataBlock> blocks = compressedUpdateBlocks.Value;
3772
3773 ObjectUpdateCompressedPacket packet = (ObjectUpdateCompressedPacket)PacketPool.Instance.GetPacket(PacketType.ObjectUpdateCompressed);
3774 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
3775 packet.RegionData.TimeDilation = timeDilation;
3776 packet.ObjectData = new ObjectUpdateCompressedPacket.ObjectDataBlock[blocks.Count];
3777
3778 for (int i = 0; i < blocks.Count; i++)
3779 packet.ObjectData[i] = blocks[i];
3780
3781 OutPacket(packet, ThrottleOutPacketType.Task, true);
3782 }
3783
3784 if (terseUpdateBlocks.IsValueCreated)
3785 {
3786 List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock> blocks = terseUpdateBlocks.Value;
3787
3788 ImprovedTerseObjectUpdatePacket packet = new ImprovedTerseObjectUpdatePacket();
3789 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
3790 packet.RegionData.TimeDilation = timeDilation;
3791 packet.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[blocks.Count];
3792
3793 for (int i = 0; i < blocks.Count; i++)
3794 packet.ObjectData[i] = blocks[i];
3795
3796 OutPacket(packet, ThrottleOutPacketType.Task, true);
3797 }
3798 } 3860 }
3799 3861
3800 #endregion Packet Sending 3862 #endregion Packet Sending
@@ -4060,6 +4122,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4060 { 4122 {
4061 m_propertiesPacketTimer.Stop(); 4123 m_propertiesPacketTimer.Stop();
4062 4124
4125 if (m_propertiesBlocks.Count == 0)
4126 return;
4127
4063 proper.ObjectData = new ObjectPropertiesPacket.ObjectDataBlock[m_propertiesBlocks.Count]; 4128 proper.ObjectData = new ObjectPropertiesPacket.ObjectDataBlock[m_propertiesBlocks.Count];
4064 4129
4065 int index = 0; 4130 int index = 0;
@@ -4451,14 +4516,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4451 4516
4452 if (notifyCount > 0) 4517 if (notifyCount > 0)
4453 { 4518 {
4454 if (notifyCount > 32) 4519// if (notifyCount > 32)
4455 { 4520// {
4456 m_log.InfoFormat( 4521// m_log.InfoFormat(
4457 "[LAND]: More than {0} avatars own prims on this parcel. Only sending back details of first {0}" 4522// "[LAND]: More than {0} avatars own prims on this parcel. Only sending back details of first {0}"
4458 + " - a developer might want to investigate whether this is a hard limit", 32); 4523// + " - a developer might want to investigate whether this is a hard limit", 32);
4459 4524//
4460 notifyCount = 32; 4525// notifyCount = 32;
4461 } 4526// }
4462 4527
4463 ParcelObjectOwnersReplyPacket.DataBlock[] dataBlock 4528 ParcelObjectOwnersReplyPacket.DataBlock[] dataBlock
4464 = new ParcelObjectOwnersReplyPacket.DataBlock[notifyCount]; 4529 = new ParcelObjectOwnersReplyPacket.DataBlock[notifyCount];
@@ -4966,6 +5031,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4966 AddLocalPacketHandler(PacketType.TransferAbort, HandleTransferAbort, false); 5031 AddLocalPacketHandler(PacketType.TransferAbort, HandleTransferAbort, false);
4967 AddLocalPacketHandler(PacketType.MuteListRequest, HandleMuteListRequest, false); 5032 AddLocalPacketHandler(PacketType.MuteListRequest, HandleMuteListRequest, false);
4968 AddLocalPacketHandler(PacketType.UseCircuitCode, HandleUseCircuitCode); 5033 AddLocalPacketHandler(PacketType.UseCircuitCode, HandleUseCircuitCode);
5034 AddLocalPacketHandler(PacketType.CreateNewOutfitAttachments, HandleCreateNewOutfitAttachments);
4969 AddLocalPacketHandler(PacketType.AgentHeightWidth, HandleAgentHeightWidth, false); 5035 AddLocalPacketHandler(PacketType.AgentHeightWidth, HandleAgentHeightWidth, false);
4970 AddLocalPacketHandler(PacketType.InventoryDescendents, HandleInventoryDescendents); 5036 AddLocalPacketHandler(PacketType.InventoryDescendents, HandleInventoryDescendents);
4971 AddLocalPacketHandler(PacketType.DirPlacesQuery, HandleDirPlacesQuery); 5037 AddLocalPacketHandler(PacketType.DirPlacesQuery, HandleDirPlacesQuery);
@@ -5065,6 +5131,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
5065 (x.CameraLeftAxis != lastarg.CameraLeftAxis) || 5131 (x.CameraLeftAxis != lastarg.CameraLeftAxis) ||
5066 (x.CameraUpAxis != lastarg.CameraUpAxis) || 5132 (x.CameraUpAxis != lastarg.CameraUpAxis) ||
5067 (x.ControlFlags != lastarg.ControlFlags) || 5133 (x.ControlFlags != lastarg.ControlFlags) ||
5134 (x.ControlFlags != 0) ||
5068 (x.Far != lastarg.Far) || 5135 (x.Far != lastarg.Far) ||
5069 (x.Flags != lastarg.Flags) || 5136 (x.Flags != lastarg.Flags) ||
5070 (x.State != lastarg.State) || 5137 (x.State != lastarg.State) ||
@@ -5438,7 +5505,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
5438 args.Channel = ch; 5505 args.Channel = ch;
5439 args.From = String.Empty; 5506 args.From = String.Empty;
5440 args.Message = Utils.BytesToString(msg); 5507 args.Message = Utils.BytesToString(msg);
5441 args.Type = ChatTypeEnum.Shout; 5508 args.Type = ChatTypeEnum.Region; //Behaviour in SL is that the response can be heard from any distance
5442 args.Position = new Vector3(); 5509 args.Position = new Vector3();
5443 args.Scene = Scene; 5510 args.Scene = Scene;
5444 args.Sender = this; 5511 args.Sender = this;
@@ -9410,7 +9477,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
9410 handlerUpdateMuteListEntry(this, UpdateMuteListEntry.MuteData.MuteID, 9477 handlerUpdateMuteListEntry(this, UpdateMuteListEntry.MuteData.MuteID,
9411 Utils.BytesToString(UpdateMuteListEntry.MuteData.MuteName), 9478 Utils.BytesToString(UpdateMuteListEntry.MuteData.MuteName),
9412 UpdateMuteListEntry.MuteData.MuteType, 9479 UpdateMuteListEntry.MuteData.MuteType,
9413 UpdateMuteListEntry.AgentData.AgentID); 9480 UpdateMuteListEntry.MuteData.MuteFlags);
9414 return true; 9481 return true;
9415 } 9482 }
9416 return false; 9483 return false;
@@ -9425,8 +9492,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
9425 { 9492 {
9426 handlerRemoveMuteListEntry(this, 9493 handlerRemoveMuteListEntry(this,
9427 RemoveMuteListEntry.MuteData.MuteID, 9494 RemoveMuteListEntry.MuteData.MuteID,
9428 Utils.BytesToString(RemoveMuteListEntry.MuteData.MuteName), 9495 Utils.BytesToString(RemoveMuteListEntry.MuteData.MuteName));
9429 RemoveMuteListEntry.AgentData.AgentID);
9430 return true; 9496 return true;
9431 } 9497 }
9432 return false; 9498 return false;
@@ -9474,6 +9540,37 @@ namespace OpenSim.Region.ClientStack.LindenUDP
9474 { 9540 {
9475 return true; 9541 return true;
9476 } 9542 }
9543
9544 private bool HandleCreateNewOutfitAttachments(IClientAPI sender, Packet Pack)
9545 {
9546 CreateNewOutfitAttachmentsPacket packet = (CreateNewOutfitAttachmentsPacket)Pack;
9547
9548 #region Packet Session and User Check
9549 if (m_checkPackets)
9550 {
9551 if (packet.AgentData.SessionID != SessionId ||
9552 packet.AgentData.AgentID != AgentId)
9553 return true;
9554 }
9555 #endregion
9556 MoveItemsAndLeaveCopy handlerMoveItemsAndLeaveCopy = null;
9557 List<InventoryItemBase> items = new List<InventoryItemBase>();
9558 foreach (CreateNewOutfitAttachmentsPacket.ObjectDataBlock n in packet.ObjectData)
9559 {
9560 InventoryItemBase b = new InventoryItemBase();
9561 b.ID = n.OldItemID;
9562 b.Folder = n.OldFolderID;
9563 items.Add(b);
9564 }
9565
9566 handlerMoveItemsAndLeaveCopy = OnMoveItemsAndLeaveCopy;
9567 if (handlerMoveItemsAndLeaveCopy != null)
9568 {
9569 handlerMoveItemsAndLeaveCopy(this, items, packet.HeaderData.NewFolderID);
9570 }
9571
9572 return true;
9573 }
9477 9574
9478 private bool HandleAgentHeightWidth(IClientAPI sender, Packet Pack) 9575 private bool HandleAgentHeightWidth(IClientAPI sender, Packet Pack)
9479 { 9576 {
@@ -10472,11 +10569,16 @@ namespace OpenSim.Region.ClientStack.LindenUDP
10472 10569
10473 StartLure handlerStartLure = OnStartLure; 10570 StartLure handlerStartLure = OnStartLure;
10474 if (handlerStartLure != null) 10571 if (handlerStartLure != null)
10475 handlerStartLure(startLureRequest.Info.LureType, 10572 {
10476 Utils.BytesToString( 10573 for (int i = 0 ; i < startLureRequest.TargetData.Length ; i++)
10477 startLureRequest.Info.Message), 10574 {
10478 startLureRequest.TargetData[0].TargetID, 10575 handlerStartLure(startLureRequest.Info.LureType,
10479 this); 10576 Utils.BytesToString(
10577 startLureRequest.Info.Message),
10578 startLureRequest.TargetData[i].TargetID,
10579 this);
10580 }
10581 }
10480 return true; 10582 return true;
10481 } 10583 }
10482 private bool HandleTeleportLureRequest(IClientAPI sender, Packet Pack) 10584 private bool HandleTeleportLureRequest(IClientAPI sender, Packet Pack)
@@ -10971,7 +11073,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
10971 { 11073 {
10972 // It's a ghost! tell the client to delete it from view. 11074 // It's a ghost! tell the client to delete it from view.
10973 simClient.SendKillObject(Scene.RegionInfo.RegionHandle, 11075 simClient.SendKillObject(Scene.RegionInfo.RegionHandle,
10974 localId); 11076 new List<uint>() { localId });
10975 } 11077 }
10976 else 11078 else
10977 { 11079 {
@@ -11344,22 +11446,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
11344 /// <param name="Pack">OpenMetaverse.packet</param> 11446 /// <param name="Pack">OpenMetaverse.packet</param>
11345 public void ProcessInPacket(Packet packet) 11447 public void ProcessInPacket(Packet packet)
11346 { 11448 {
11347 if (m_debugPacketLevel > 0) 11449 if (m_debugPacketLevel >= 255)
11348 { 11450 m_log.DebugFormat("[CLIENT]: Packet IN {0}", packet.Type);
11349 bool outputPacket = true;
11350
11351 if (m_debugPacketLevel <= 255 && packet.Type == PacketType.AgentUpdate)
11352 outputPacket = false;
11353
11354 if (m_debugPacketLevel <= 200 && packet.Type == PacketType.RequestImage)
11355 outputPacket = false;
11356
11357 if (m_debugPacketLevel <= 100 && (packet.Type == PacketType.ViewerEffect || packet.Type == PacketType.AgentAnimation))
11358 outputPacket = false;
11359
11360 if (outputPacket)
11361 m_log.DebugFormat("[CLIENT]: Packet IN {0}", packet.Type);
11362 }
11363 11451
11364 if (!ProcessPacketMethod(packet)) 11452 if (!ProcessPacketMethod(packet))
11365 m_log.Warn("[CLIENT]: unhandled packet " + packet.Type); 11453 m_log.Warn("[CLIENT]: unhandled packet " + packet.Type);
@@ -11601,7 +11689,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
11601 11689
11602// m_log.DebugFormat("[CLIENT]: {0} requesting asset {1}", Name, requestID); 11690// m_log.DebugFormat("[CLIENT]: {0} requesting asset {1}", Name, requestID);
11603 11691
11692
11693 //Note, the bool returned from the below function is useless since it is always false.
11604 m_assetService.Get(requestID.ToString(), transferRequest, AssetReceived); 11694 m_assetService.Get(requestID.ToString(), transferRequest, AssetReceived);
11695
11605 } 11696 }
11606 11697
11607 /// <summary> 11698 /// <summary>
diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLUDPClient.cs b/OpenSim/Region/ClientStack/LindenUDP/LLUDPClient.cs
index d4c3307..f1fdbc5 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/LLUDPClient.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/LLUDPClient.cs
@@ -149,6 +149,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
149 149
150 private int m_defaultRTO = 3000; 150 private int m_defaultRTO = 3000;
151 private int m_maxRTO = 60000; 151 private int m_maxRTO = 60000;
152 public bool m_deliverPackets = true;
152 153
153 /// <summary> 154 /// <summary>
154 /// Default constructor 155 /// Default constructor
@@ -415,6 +416,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
415 if (category >= 0 && category < m_packetOutboxes.Length) 416 if (category >= 0 && category < m_packetOutboxes.Length)
416 { 417 {
417 OpenSim.Framework.LocklessQueue<OutgoingPacket> queue = m_packetOutboxes[category]; 418 OpenSim.Framework.LocklessQueue<OutgoingPacket> queue = m_packetOutboxes[category];
419
420 if (m_deliverPackets == false)
421 {
422 queue.Enqueue(packet);
423 return true;
424 }
425
418 TokenBucket bucket = m_throttleCategories[category]; 426 TokenBucket bucket = m_throttleCategories[category];
419 427
420 if (!forceQueue && bucket.RemoveTokens(packet.Buffer.DataLength)) 428 if (!forceQueue && bucket.RemoveTokens(packet.Buffer.DataLength))
@@ -451,6 +459,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
451 /// <returns>True if any packets were sent, otherwise false</returns> 459 /// <returns>True if any packets were sent, otherwise false</returns>
452 public bool DequeueOutgoing() 460 public bool DequeueOutgoing()
453 { 461 {
462 if (m_deliverPackets == false) return false;
463
454 OutgoingPacket packet; 464 OutgoingPacket packet;
455 OpenSim.Framework.LocklessQueue<OutgoingPacket> queue; 465 OpenSim.Framework.LocklessQueue<OutgoingPacket> queue;
456 TokenBucket bucket; 466 TokenBucket bucket;
diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs
index df8ddbb..703176c 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs
@@ -952,7 +952,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
952 if (m_scene.TryGetClient(udpClient.AgentID, out client)) 952 if (m_scene.TryGetClient(udpClient.AgentID, out client))
953 { 953 {
954 client.IsLoggingOut = true; 954 client.IsLoggingOut = true;
955 client.Close(); 955 client.Close(false);
956 } 956 }
957 } 957 }
958 958
@@ -964,6 +964,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
964 964
965 while (base.IsRunning) 965 while (base.IsRunning)
966 { 966 {
967 m_scene.ThreadAlive(1);
967 try 968 try
968 { 969 {
969 IncomingPacket incomingPacket = null; 970 IncomingPacket incomingPacket = null;
@@ -1006,6 +1007,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1006 1007
1007 while (base.IsRunning) 1008 while (base.IsRunning)
1008 { 1009 {
1010 m_scene.ThreadAlive(2);
1009 try 1011 try
1010 { 1012 {
1011 m_packetSent = false; 1013 m_packetSent = false;
diff --git a/OpenSim/Region/ClientStack/LindenUDP/TokenBucket.cs b/OpenSim/Region/ClientStack/LindenUDP/TokenBucket.cs
index bdbd284..91e3d20 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/TokenBucket.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/TokenBucket.cs
@@ -133,7 +133,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
133 this.parent = parent; 133 this.parent = parent;
134 MaxBurst = maxBurst; 134 MaxBurst = maxBurst;
135 DripRate = dripRate; 135 DripRate = dripRate;
136 lastDrip = Environment.TickCount & Int32.MaxValue; 136 lastDrip = Environment.TickCount;
137 } 137 }
138 138
139 /// <summary> 139 /// <summary>
@@ -144,40 +144,30 @@ namespace OpenSim.Region.ClientStack.LindenUDP
144 /// the bucket, otherwise false</returns> 144 /// the bucket, otherwise false</returns>
145 public bool RemoveTokens(int amount) 145 public bool RemoveTokens(int amount)
146 { 146 {
147 bool dummy;
148 return RemoveTokens(amount, out dummy);
149 }
150
151 /// <summary>
152 /// Remove a given number of tokens from the bucket
153 /// </summary>
154 /// <param name="amount">Number of tokens to remove from the bucket</param>
155 /// <param name="dripSucceeded">True if tokens were added to the bucket
156 /// during this call, otherwise false</param>
157 /// <returns>True if the requested number of tokens were removed from
158 /// the bucket, otherwise false</returns>
159 public bool RemoveTokens(int amount, out bool dripSucceeded)
160 {
161 if (maxBurst == 0) 147 if (maxBurst == 0)
162 { 148 {
163 dripSucceeded = true;
164 return true; 149 return true;
165 } 150 }
166 151
167 dripSucceeded = Drip(); 152 if (amount > maxBurst)
168
169 if (content - amount >= 0)
170 { 153 {
171 if (parent != null && !parent.RemoveTokens(amount)) 154 throw new Exception("amount " + amount + " exceeds maxBurst " + maxBurst);
172 return false; 155 }
173 156
174 content -= amount; 157 Drip();
175 return true; 158
159 if (content < amount)
160 {
161 return false;
176 } 162 }
177 else 163
164 if (parent != null && !parent.RemoveTokens(amount))
178 { 165 {
179 return false; 166 return false;
180 } 167 }
168
169 content -= amount;
170 return true;
181 } 171 }
182 172
183 /// <summary> 173 /// <summary>
@@ -193,25 +183,23 @@ namespace OpenSim.Region.ClientStack.LindenUDP
193 content = maxBurst; 183 content = maxBurst;
194 return true; 184 return true;
195 } 185 }
196 else
197 {
198 int now = Environment.TickCount & Int32.MaxValue;
199 int deltaMS = now - lastDrip;
200 186
201 if (deltaMS <= 0) 187 int now = Environment.TickCount;
202 { 188 int deltaMS = now - lastDrip;
203 if (deltaMS < 0) 189 lastDrip = now;
204 lastDrip = now;
205 return false;
206 }
207 190
208 int dripAmount = deltaMS * tokensPerMS; 191 if (deltaMS <= 0)
209 192 {
210 content = Math.Min(content + dripAmount, maxBurst); 193 return false;
211 lastDrip = now; 194 }
212 195
213 return true; 196 long dripAmount = (long)deltaMS * (long)tokensPerMS + (long)content;
197 if (dripAmount > maxBurst)
198 {
199 dripAmount = maxBurst;
214 } 200 }
201 content = (int)dripAmount;
202 return true;
215 } 203 }
216 } 204 }
217} 205}
diff --git a/OpenSim/Region/CoreModules/Agent/AssetTransaction/AgentAssetsTransactions.cs b/OpenSim/Region/CoreModules/Agent/AssetTransaction/AgentAssetsTransactions.cs
index 771038e..4255c79 100644
--- a/OpenSim/Region/CoreModules/Agent/AssetTransaction/AgentAssetsTransactions.cs
+++ b/OpenSim/Region/CoreModules/Agent/AssetTransaction/AgentAssetsTransactions.cs
@@ -167,6 +167,19 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
167 { 167 {
168 if (XferUploaders.ContainsKey(transactionID)) 168 if (XferUploaders.ContainsKey(transactionID))
169 { 169 {
170// m_log.DebugFormat("[XFER]: Asked to update item {0} ({1})",
171// item.Name, item.ID);
172
173 // Here we need to get the old asset to extract the
174 // texture UUIDs if it's a wearable.
175 if (item.AssetType == (int)AssetType.Bodypart ||
176 item.AssetType == (int)AssetType.Clothing)
177 {
178 AssetBase oldAsset = m_Scene.AssetService.Get(item.AssetID.ToString());
179 if (oldAsset != null)
180 XferUploaders[transactionID].SetOldData(oldAsset.Data);
181 }
182
170 AssetBase asset = GetTransactionAsset(transactionID); 183 AssetBase asset = GetTransactionAsset(transactionID);
171 184
172 if (asset != null) 185 if (asset != null)
@@ -181,6 +194,9 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
181 194
182 IInventoryService invService = m_Scene.InventoryService; 195 IInventoryService invService = m_Scene.InventoryService;
183 invService.UpdateItem(item); 196 invService.UpdateItem(item);
197
198// m_log.DebugFormat("[XFER]: Updated item {0} ({1}) with asset {2}",
199// item.Name, item.ID, asset.FullID);
184 } 200 }
185 } 201 }
186 } 202 }
diff --git a/OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetXferUploader.cs b/OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetXferUploader.cs
index a7929ba..a5dcdcc 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 private AssetBase m_asset; 51 private AssetBase m_asset;
@@ -55,6 +63,7 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
55 private UUID TransactionID = UUID.Zero; 63 private UUID TransactionID = UUID.Zero;
56 private sbyte type = 0; 64 private sbyte type = 0;
57 private byte wearableType = 0; 65 private byte wearableType = 0;
66 private byte[] m_oldData = null;
58 public ulong XferID; 67 public ulong XferID;
59 private Scene m_Scene; 68 private Scene m_Scene;
60 69
@@ -219,6 +228,7 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
219 228
220 private void DoCreateItem(uint callbackID) 229 private void DoCreateItem(uint callbackID)
221 { 230 {
231 ValidateAssets();
222 m_Scene.AssetService.Store(m_asset); 232 m_Scene.AssetService.Store(m_asset);
223 233
224 InventoryItemBase item = new InventoryItemBase(); 234 InventoryItemBase item = new InventoryItemBase();
@@ -239,12 +249,84 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
239 item.Flags = (uint) wearableType; 249 item.Flags = (uint) wearableType;
240 item.CreationDate = Util.UnixTimeSinceEpoch(); 250 item.CreationDate = Util.UnixTimeSinceEpoch();
241 251
252 m_log.DebugFormat("[XFER]: Created item {0} with asset {1}",
253 item.ID, item.AssetID);
254
242 if (m_Scene.AddInventoryItem(item)) 255 if (m_Scene.AddInventoryItem(item))
243 ourClient.SendInventoryItemCreateUpdate(item, callbackID); 256 ourClient.SendInventoryItemCreateUpdate(item, callbackID);
244 else 257 else
245 ourClient.SendAlertMessage("Unable to create inventory item"); 258 ourClient.SendAlertMessage("Unable to create inventory item");
246 } 259 }
247 260
261 private void ValidateAssets()
262 {
263 if (m_asset.Type == (sbyte)AssetType.Clothing ||
264 m_asset.Type == (sbyte)AssetType.Bodypart)
265 {
266 string content = System.Text.Encoding.ASCII.GetString(m_asset.Data);
267 string[] lines = content.Split(new char[] {'\n'});
268
269 List<string> validated = new List<string>();
270
271 Dictionary<int, UUID> allowed = ExtractTexturesFromOldData();
272
273 int textures = 0;
274
275 foreach (string line in lines)
276 {
277 try
278 {
279 if (line.StartsWith("textures "))
280 {
281 textures = Convert.ToInt32(line.Substring(9));
282 validated.Add(line);
283 }
284 else if (textures > 0)
285 {
286 string[] parts = line.Split(new char[] {' '});
287
288 UUID tx = new UUID(parts[1]);
289 int id = Convert.ToInt32(parts[0]);
290
291 if (defaultIDs.Contains(tx) || tx == UUID.Zero ||
292 (allowed.ContainsKey(id) && allowed[id] == tx))
293 {
294 validated.Add(parts[0] + " " + tx.ToString());
295 }
296 else
297 {
298 int perms = m_Scene.InventoryService.GetAssetPermissions(ourClient.AgentId, tx);
299 int full = (int)(PermissionMask.Modify | PermissionMask.Transfer | PermissionMask.Copy);
300
301 if ((perms & full) != full)
302 {
303 m_log.ErrorFormat("[ASSET UPLOADER]: REJECTED update with texture {0} from {1} because they do not own the texture", tx, ourClient.AgentId);
304 validated.Add(parts[0] + " " + UUID.Zero.ToString());
305 }
306 else
307 {
308 validated.Add(line);
309 }
310 }
311 textures--;
312 }
313 else
314 {
315 validated.Add(line);
316 }
317 }
318 catch
319 {
320 // If it's malformed, skip it
321 }
322 }
323
324 string final = String.Join("\n", validated.ToArray());
325
326 m_asset.Data = System.Text.Encoding.ASCII.GetBytes(final);
327 }
328 }
329
248 /// <summary> 330 /// <summary>
249 /// Get the asset data uploaded in this transfer. 331 /// Get the asset data uploaded in this transfer.
250 /// </summary> 332 /// </summary>
@@ -253,10 +335,55 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
253 { 335 {
254 if (m_finished) 336 if (m_finished)
255 { 337 {
338 ValidateAssets();
256 return m_asset; 339 return m_asset;
257 } 340 }
258 341
259 return null; 342 return null;
260 } 343 }
344
345 public void SetOldData(byte[] d)
346 {
347 m_oldData = d;
348 }
349
350 private Dictionary<int,UUID> ExtractTexturesFromOldData()
351 {
352 Dictionary<int,UUID> result = new Dictionary<int,UUID>();
353 if (m_oldData == null)
354 return result;
355
356 string content = System.Text.Encoding.ASCII.GetString(m_oldData);
357 string[] lines = content.Split(new char[] {'\n'});
358
359 int textures = 0;
360
361 foreach (string line in lines)
362 {
363 try
364 {
365 if (line.StartsWith("textures "))
366 {
367 textures = Convert.ToInt32(line.Substring(9));
368 }
369 else if (textures > 0)
370 {
371 string[] parts = line.Split(new char[] {' '});
372
373 UUID tx = new UUID(parts[1]);
374 int id = Convert.ToInt32(parts[0]);
375 result[id] = tx;
376 textures--;
377 }
378 }
379 catch
380 {
381 // If it's malformed, skip it
382 }
383 }
384
385 return result;
386 }
261 } 387 }
262} 388}
389
diff --git a/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs b/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs
index 6ed4867..e542d7d 100644
--- a/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs
+++ b/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs
@@ -271,7 +271,16 @@ namespace Flotsam.RegionModules.AssetCache
271 // If the file is already cached, don't cache it, just touch it so access time is updated 271 // If the file is already cached, don't cache it, just touch it so access time is updated
272 if (File.Exists(filename)) 272 if (File.Exists(filename))
273 { 273 {
274 File.SetLastAccessTime(filename, DateTime.Now); 274 // We don't really want to know about sharing
275 // violations here. If the file is locked, then
276 // the other thread has updated the time for us.
277 try
278 {
279 File.SetLastAccessTime(filename, DateTime.Now);
280 }
281 catch
282 {
283 }
275 } else { 284 } else {
276 285
277 // Once we start writing, make sure we flag that we're writing 286 // Once we start writing, make sure we flag that we're writing
diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
index 360a014..25d4f21 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;
@@ -228,15 +229,17 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
228 public UUID RezSingleAttachmentFromInventory( 229 public UUID RezSingleAttachmentFromInventory(
229 IClientAPI remoteClient, UUID itemID, uint AttachmentPt, bool updateInventoryStatus) 230 IClientAPI remoteClient, UUID itemID, uint AttachmentPt, bool updateInventoryStatus)
230 { 231 {
231 m_log.DebugFormat( 232 return RezSingleAttachmentFromInventory(remoteClient, itemID, AttachmentPt, true, null);
232 "[ATTACHMENTS MODULE]: Rezzing attachment to point {0} from item {1} for {2}", 233 }
233 (AttachmentPoint)AttachmentPt, itemID, remoteClient.Name); 234
234 235 public UUID RezSingleAttachmentFromInventory(
236 IClientAPI remoteClient, UUID itemID, uint AttachmentPt, bool updateInventoryStatus, XmlDocument doc)
237 {
235 // TODO: this short circuits multiple attachments functionality in LL viewer 2.1+ and should 238 // TODO: this short circuits multiple attachments functionality in LL viewer 2.1+ and should
236 // be removed when that functionality is implemented in opensim 239 // be removed when that functionality is implemented in opensim
237 AttachmentPt &= 0x7f; 240 AttachmentPt &= 0x7f;
238 241
239 SceneObjectGroup att = RezSingleAttachmentFromInventoryInternal(remoteClient, itemID, AttachmentPt); 242 SceneObjectGroup att = RezSingleAttachmentFromInventoryInternal(remoteClient, itemID, AttachmentPt, doc);
240 243
241 if (updateInventoryStatus) 244 if (updateInventoryStatus)
242 { 245 {
@@ -253,7 +256,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
253 } 256 }
254 257
255 protected SceneObjectGroup RezSingleAttachmentFromInventoryInternal( 258 protected SceneObjectGroup RezSingleAttachmentFromInventoryInternal(
256 IClientAPI remoteClient, UUID itemID, uint AttachmentPt) 259 IClientAPI remoteClient, UUID itemID, uint AttachmentPt, XmlDocument doc)
257 { 260 {
258 IInventoryAccessModule invAccess = m_scene.RequestModuleInterface<IInventoryAccessModule>(); 261 IInventoryAccessModule invAccess = m_scene.RequestModuleInterface<IInventoryAccessModule>();
259 if (invAccess != null) 262 if (invAccess != null)
@@ -291,13 +294,19 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
291 if (tainted) 294 if (tainted)
292 objatt.HasGroupChanged = true; 295 objatt.HasGroupChanged = true;
293 296
297 if (doc != null)
298 {
299 objatt.LoadScriptState(doc);
300 objatt.ResetOwnerChangeFlag();
301 }
302
294 // Fire after attach, so we don't get messy perms dialogs 303 // Fire after attach, so we don't get messy perms dialogs
295 // 4 == AttachedRez 304 // 4 == AttachedRez
296 objatt.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 4); 305 objatt.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 4);
297 objatt.ResumeScripts(); 306 objatt.ResumeScripts();
298 307
299 // Do this last so that event listeners have access to all the effects of the attachment 308 // Do this last so that event listeners have access to all the effects of the attachment
300 m_scene.EventManager.TriggerOnAttach(objatt.LocalId, itemID, remoteClient.AgentId); 309 //m_scene.EventManager.TriggerOnAttach(objatt.LocalId, itemID, remoteClient.AgentId);
301 } 310 }
302 else 311 else
303 { 312 {
@@ -334,9 +343,11 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
334 if (m_scene.TryGetScenePresence(remoteClient.AgentId, out presence)) 343 if (m_scene.TryGetScenePresence(remoteClient.AgentId, out presence))
335 { 344 {
336 InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId); 345 InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId);
337 item = m_scene.InventoryService.GetItem(item); 346 if (m_scene.InventoryService != null)
347 item = m_scene.InventoryService.GetItem(item);
338 348
339 presence.Appearance.SetAttachment((int)AttachmentPt, itemID, item.AssetID /*att.UUID*/); 349 if (presence.Appearance != null)
350 presence.Appearance.SetAttachment((int)AttachmentPt, itemID, item.AssetID /*att.UUID*/);
340 } 351 }
341 352
342 return att.UUID; 353 return att.UUID;
@@ -379,6 +390,12 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
379 { 390 {
380 // XXYY!! 391 // XXYY!!
381 InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId); 392 InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId);
393 if (item == null)
394 m_log.Error("[ATTACHMENT]: item == null");
395 if (m_scene == null)
396 m_log.Error("[ATTACHMENT]: m_scene == null");
397 if (m_scene.InventoryService == null)
398 m_log.Error("[ATTACHMENT]: m_scene.InventoryService == null");
382 item = m_scene.InventoryService.GetItem(item); 399 item = m_scene.InventoryService.GetItem(item);
383 presence.Appearance.SetAttachment((int)AttachmentPt, itemID, item.AssetID /* att.UUID */); 400 presence.Appearance.SetAttachment((int)AttachmentPt, itemID, item.AssetID /* att.UUID */);
384 401
@@ -467,6 +484,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
467 if (group.GetFromItemID() == itemID) 484 if (group.GetFromItemID() == itemID)
468 { 485 {
469 m_scene.EventManager.TriggerOnAttach(group.LocalId, itemID, UUID.Zero); 486 m_scene.EventManager.TriggerOnAttach(group.LocalId, itemID, UUID.Zero);
487 // CM / XMREngine!!!! Needed to conclude attach event
488 //SceneObjectSerializer.ToOriginalXmlFormat(group);
470 group.DetachToInventoryPrep(); 489 group.DetachToInventoryPrep();
471 m_log.Debug("[ATTACHMENTS MODULE]: Saving attachpoint: " + ((uint)group.GetAttachmentPoint()).ToString()); 490 m_log.Debug("[ATTACHMENTS MODULE]: Saving attachpoint: " + ((uint)group.GetAttachmentPoint()).ToString());
472 491
@@ -484,22 +503,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
484 } 503 }
485 } 504 }
486 505
487 public void UpdateAttachmentPosition(SceneObjectGroup sog, Vector3 pos)
488 {
489 // First we save the
490 // attachment point information, then we update the relative
491 // positioning. Then we have to mark the object as NOT an
492 // attachment. This is necessary in order to correctly save
493 // and retrieve GroupPosition information for the attachment.
494 // Finally, we restore the object's attachment status.
495 byte attachmentPoint = sog.GetAttachmentPoint();
496 sog.UpdateGroupPosition(pos);
497 sog.RootPart.IsAttachment = false;
498 sog.AbsolutePosition = sog.RootPart.AttachedPos;
499 sog.SetAttachmentPoint(attachmentPoint);
500 sog.HasGroupChanged = true;
501 }
502
503 /// <summary> 506 /// <summary>
504 /// Update the attachment asset for the new sog details if they have changed. 507 /// Update the attachment asset for the new sog details if they have changed.
505 /// </summary> 508 /// </summary>
@@ -603,15 +606,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
603 606
604 if (!silent) 607 if (!silent)
605 { 608 {
606 // Killing it here will cause the client to deselect it
607 // It then reappears on the avatar, deselected
608 // through the full update below
609 //
610 if (so.IsSelected)
611 {
612 m_scene.SendKillObject(so.RootPart.LocalId);
613 }
614
615 so.IsSelected = false; // fudge.... 609 so.IsSelected = false; // fudge....
616 so.ScheduleGroupForFullUpdate(); 610 so.ScheduleGroupForFullUpdate();
617 } 611 }
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 2b3d2a9..a514a83 100644
--- a/OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs
@@ -239,4 +239,4 @@ namespace OpenSim.Region.CoreModules.Avatar.Dialog
239 return result; 239 return result;
240 } 240 }
241 } 241 }
242} \ No newline at end of file 242}
diff --git a/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs b/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs
index 4d74b2a..3148871 100644
--- a/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs
@@ -273,7 +273,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
273 273
274 // Inform the friends that this user is online 274 // Inform the friends that this user is online
275 StatusChange(agentID, true); 275 StatusChange(agentID, true);
276 276
277 // Register that we need to send the list of online friends to this user 277 // Register that we need to send the list of online friends to this user
278 lock (m_NeedsListOfFriends) 278 lock (m_NeedsListOfFriends)
279 m_NeedsListOfFriends.Add(agentID); 279 m_NeedsListOfFriends.Add(agentID);
@@ -516,6 +516,12 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
516 FriendsService.StoreFriend(agentID, friendID.ToString(), 1); 516 FriendsService.StoreFriend(agentID, friendID.ToString(), 1);
517 FriendsService.StoreFriend(friendID, agentID.ToString(), 1); 517 FriendsService.StoreFriend(friendID, agentID.ToString(), 1);
518 518
519 ICallingCardModule ccm = client.Scene.RequestModuleInterface<ICallingCardModule>();
520 if (ccm != null)
521 {
522 ccm.CreateCallingCard(agentID, friendID, UUID.Zero);
523 }
524
519 // Update the local cache 525 // Update the local cache
520 UpdateFriendsCache(agentID); 526 UpdateFriendsCache(agentID);
521 527
@@ -679,6 +685,13 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
679 (byte)OpenMetaverse.InstantMessageDialog.FriendshipAccepted, userID.ToString(), false, Vector3.Zero); 685 (byte)OpenMetaverse.InstantMessageDialog.FriendshipAccepted, userID.ToString(), false, Vector3.Zero);
680 friendClient.SendInstantMessage(im); 686 friendClient.SendInstantMessage(im);
681 687
688 ICallingCardModule ccm = friendClient.Scene.RequestModuleInterface<ICallingCardModule>();
689 if (ccm != null)
690 {
691 ccm.CreateCallingCard(friendID, userID, UUID.Zero);
692 }
693
694
682 // Update the local cache 695 // Update the local cache
683 UpdateFriendsCache(friendID); 696 UpdateFriendsCache(friendID);
684 697
@@ -701,7 +714,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
701 // we're done 714 // we're done
702 return true; 715 return true;
703 } 716 }
704 717
705 return false; 718 return false;
706 } 719 }
707 720
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..dd9819a 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);
@@ -533,7 +549,7 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
533 549
534 if (upd != null) 550 if (upd != null)
535 { 551 {
536 GridRegion reginfo = m_Scenes[0].GridService.GetRegionByUUID(m_Scenes[0].RegionInfo.ScopeID, 552 GridRegion reginfo = m_Scenes[0].GridService.GetRegionByUUID(UUID.Zero,
537 upd.RegionID); 553 upd.RegionID);
538 if (reginfo != null) 554 if (reginfo != null)
539 { 555 {
@@ -682,6 +698,8 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
682 gim["position_z"] = msg.Position.Z.ToString(); 698 gim["position_z"] = msg.Position.Z.ToString();
683 gim["region_id"] = msg.RegionID.ToString(); 699 gim["region_id"] = msg.RegionID.ToString();
684 gim["binary_bucket"] = Convert.ToBase64String(msg.binaryBucket,Base64FormattingOptions.None); 700 gim["binary_bucket"] = Convert.ToBase64String(msg.binaryBucket,Base64FormattingOptions.None);
701 if (m_MessageKey != String.Empty)
702 gim["message_key"] = m_MessageKey;
685 return gim; 703 return gim;
686 } 704 }
687 705
diff --git a/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs b/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs
index fdfcd10..164ae50 100644
--- a/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs
@@ -172,13 +172,16 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
172 172
173 private void RetrieveInstantMessages(IClientAPI client) 173 private void RetrieveInstantMessages(IClientAPI client)
174 { 174 {
175 if (m_RestURL != "") 175 if (m_RestURL == String.Empty)
176 { 176 return;
177 m_log.DebugFormat("[OFFLINE MESSAGING] Retrieving stored messages for {0}", client.AgentId);
178 177
179 List<GridInstantMessage> msglist = SynchronousRestObjectPoster.BeginPostObject<UUID, List<GridInstantMessage>>( 178 m_log.DebugFormat("[OFFLINE MESSAGING] Retrieving stored messages for {0}", client.AgentId);
179
180 List<GridInstantMessage> msglist = SynchronousRestObjectPoster.BeginPostObject<UUID, List<GridInstantMessage>>(
180 "POST", m_RestURL + "/RetrieveMessages/", client.AgentId); 181 "POST", m_RestURL + "/RetrieveMessages/", client.AgentId);
181 182
183 if (msglist != null)
184 {
182 foreach (GridInstantMessage im in msglist) 185 foreach (GridInstantMessage im in msglist)
183 { 186 {
184 // client.SendInstantMessage(im); 187 // client.SendInstantMessage(im);
@@ -189,6 +192,9 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
189 // Needed for proper state management for stored group 192 // Needed for proper state management for stored group
190 // invitations 193 // invitations
191 // 194 //
195
196 im.offline = 1;
197
192 Scene s = FindScene(client.AgentId); 198 Scene s = FindScene(client.AgentId);
193 if (s != null) 199 if (s != null)
194 s.EventManager.TriggerIncomingInstantMessage(im); 200 s.EventManager.TriggerIncomingInstantMessage(im);
@@ -198,26 +204,38 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
198 204
199 private void UndeliveredMessage(GridInstantMessage im) 205 private void UndeliveredMessage(GridInstantMessage im)
200 { 206 {
201 if ((im.offline != 0) 207 if (im.dialog != (byte)InstantMessageDialog.MessageFromObject &&
202 && (!im.fromGroup || (im.fromGroup && m_ForwardOfflineGroupMessages))) 208 im.dialog != (byte)InstantMessageDialog.MessageFromAgent &&
209 im.dialog != (byte)InstantMessageDialog.GroupNotice &&
210 im.dialog != (byte)InstantMessageDialog.GroupInvitation &&
211 im.dialog != (byte)InstantMessageDialog.InventoryOffered)
203 { 212 {
204 bool success = SynchronousRestObjectPoster.BeginPostObject<GridInstantMessage, bool>( 213 return;
205 "POST", m_RestURL+"/SaveMessage/", im); 214 }
206 215
207 if (im.dialog == (byte)InstantMessageDialog.MessageFromAgent) 216 // It's not delivered. Make sure the scope id is saved
208 { 217 // We don't need the imSessionID here anymore, overwrite it
209 IClientAPI client = FindClient(new UUID(im.fromAgentID)); 218 Scene scene = FindScene(new UUID(im.fromAgentID));
210 if (client == null) 219 if (scene == null)
211 return; 220 scene = m_SceneList[0];
212 221
213 client.SendInstantMessage(new GridInstantMessage( 222 bool success = SynchronousRestObjectPoster.BeginPostObject<GridInstantMessage, bool>(
214 null, new UUID(im.toAgentID), 223 "POST", m_RestURL+"/SaveMessage/?scope=" +
215 "System", new UUID(im.fromAgentID), 224 scene.RegionInfo.ScopeID.ToString(), im);
216 (byte)InstantMessageDialog.MessageFromAgent, 225
217 "User is not logged in. "+ 226 if (im.dialog == (byte)InstantMessageDialog.MessageFromAgent)
218 (success ? "Message saved." : "Message not saved"), 227 {
219 false, new Vector3())); 228 IClientAPI client = FindClient(new UUID(im.fromAgentID));
220 } 229 if (client == null)
230 return;
231
232 client.SendInstantMessage(new GridInstantMessage(
233 null, new UUID(im.toAgentID),
234 "System", new UUID(im.fromAgentID),
235 (byte)InstantMessageDialog.MessageFromAgent,
236 "User is not logged in. "+
237 (success ? "Message saved." : "Message not saved"),
238 false, new Vector3()));
221 } 239 }
222 } 240 }
223 } 241 }
diff --git a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveWriteRequest.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveWriteRequest.cs
index dc4900f..5e5f6c0 100644
--- a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveWriteRequest.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveWriteRequest.cs
@@ -139,9 +139,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
139 139
140 protected void SaveInvItem(InventoryItemBase inventoryItem, string path, Dictionary<string, object> options, IUserAccountService userAccountService) 140 protected void SaveInvItem(InventoryItemBase inventoryItem, string path, Dictionary<string, object> options, IUserAccountService userAccountService)
141 { 141 {
142 if (options.ContainsKey("verbose"))
143 m_log.InfoFormat("[INVENTORY ARCHIVER]: Saving item {0} with asset {1}", inventoryItem.ID, inventoryItem.AssetID);
144
145 string filename = path + CreateArchiveItemName(inventoryItem); 142 string filename = path + CreateArchiveItemName(inventoryItem);
146 143
147 // Record the creator of this item for user record purposes (which might go away soon) 144 // Record the creator of this item for user record purposes (which might go away soon)
@@ -165,9 +162,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
165 InventoryFolderBase inventoryFolder, string path, bool saveThisFolderItself, 162 InventoryFolderBase inventoryFolder, string path, bool saveThisFolderItself,
166 Dictionary<string, object> options, IUserAccountService userAccountService) 163 Dictionary<string, object> options, IUserAccountService userAccountService)
167 { 164 {
168 if (options.ContainsKey("verbose"))
169 m_log.InfoFormat("[INVENTORY ARCHIVER]: Saving folder {0}", inventoryFolder.Name);
170
171 if (saveThisFolderItself) 165 if (saveThisFolderItself)
172 { 166 {
173 path += CreateArchiveFolderName(inventoryFolder); 167 path += CreateArchiveFolderName(inventoryFolder);
diff --git a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiverModule.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiverModule.cs
index 1a96098..b1c2a3c 100644
--- a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiverModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiverModule.cs
@@ -122,13 +122,12 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
122 122
123 scene.AddCommand( 123 scene.AddCommand(
124 this, "save iar", 124 this, "save iar",
125 "save iar [--p|-profile=<url>] <first> <last> <inventory path> <password> [<IAR path>] [--v|-verbose]", 125 "save iar [--p|-profile=<url>] <first> <last> <inventory path> <password> [<IAR path>]",
126 "Save user inventory archive (IAR).", 126 "Save user inventory archive (IAR).",
127 "<first> is the user's first name." + Environment.NewLine 127 "<first> is the user's first name." + Environment.NewLine
128 + "<last> is the user's last name." + Environment.NewLine 128 + "<last> is the user's last name." + Environment.NewLine
129 + "<inventory path> is the path inside the user's inventory for the folder/item to be saved." + Environment.NewLine 129 + "<inventory path> is the path inside the user's inventory for the folder/item to be saved." + Environment.NewLine
130 + "-p|--profile=<url> adds the url of the profile service to the saved user information." + Environment.NewLine 130 + "-p|--profile=<url> adds the url of the profile service to the saved user information." + Environment.NewLine
131 + "-v|--verbose extra debug messages." + Environment.NewLine
132 + "<IAR path> is the filesystem path at which to save the IAR." 131 + "<IAR path> is the filesystem path at which to save the IAR."
133 + string.Format(" If this is not given then the filename {0} in the current directory is used", DEFAULT_INV_BACKUP_FILENAME), 132 + string.Format(" If this is not given then the filename {0} in the current directory is used", DEFAULT_INV_BACKUP_FILENAME),
134 HandleSaveInvConsoleCommand); 133 HandleSaveInvConsoleCommand);
@@ -395,7 +394,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
395 OptionSet ops = new OptionSet(); 394 OptionSet ops = new OptionSet();
396 //ops.Add("v|version=", delegate(string v) { options["version"] = v; }); 395 //ops.Add("v|version=", delegate(string v) { options["version"] = v; });
397 ops.Add("p|profile=", delegate(string v) { options["profile"] = v; }); 396 ops.Add("p|profile=", delegate(string v) { options["profile"] = v; });
398 ops.Add("v|verbose", delegate(string v) { options["verbose"] = v; });
399 397
400 List<string> mainParams = ops.Parse(cmdparams); 398 List<string> mainParams = ops.Parse(cmdparams);
401 399
diff --git a/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs
index e3d4969..528bc8d 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 {
@@ -248,6 +248,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
248 im.imSessionID = itemID.Guid; 248 im.imSessionID = itemID.Guid;
249 } 249 }
250 250
251 im.offline = 1; // Remember these
252
251 // Send the IM to the recipient. The item is already 253 // Send the IM to the recipient. The item is already
252 // in their inventory, so it will not be lost if 254 // in their inventory, so it will not be lost if
253 // they are offline. 255 // they are offline.
@@ -417,22 +419,67 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
417 /// 419 ///
418 /// </summary> 420 /// </summary>
419 /// <param name="msg"></param> 421 /// <param name="msg"></param>
420 private void OnGridInstantMessage(GridInstantMessage msg) 422 private void OnGridInstantMessage(GridInstantMessage im)
421 { 423 {
422 // Check if this is ours to handle 424 // Check if this is ours to handle
423 // 425 //
424 Scene scene = FindClientScene(new UUID(msg.toAgentID)); 426 Scene scene = FindClientScene(new UUID(im.toAgentID));
425 427
426 if (scene == null) 428 if (scene == null)
427 return; 429 return;
428 430
429 // Find agent to deliver to 431 // Find agent to deliver to
430 // 432 //
431 ScenePresence user = scene.GetScenePresence(new UUID(msg.toAgentID)); 433 ScenePresence user = scene.GetScenePresence(new UUID(im.toAgentID));
434 if (user == null)
435 return;
436
437 // This requires a little bit of processing because we have to make the
438 // new item visible in the recipient's inventory here
439 //
440 if (im.dialog == (byte) InstantMessageDialog.InventoryOffered)
441 {
442 if (im.binaryBucket.Length < 17) // Invalid
443 return;
444
445 UUID recipientID = new UUID(im.toAgentID);
446
447 // First byte is the asset type
448 AssetType assetType = (AssetType)im.binaryBucket[0];
449
450 if (AssetType.Folder == assetType)
451 {
452 UUID folderID = new UUID(im.binaryBucket, 1);
453
454 InventoryFolderBase given =
455 new InventoryFolderBase(folderID, recipientID);
456 InventoryFolderBase folder =
457 scene.InventoryService.GetFolder(given);
458
459 if (folder != null)
460 user.ControllingClient.SendBulkUpdateInventory(folder);
461 }
462 else
463 {
464 UUID itemID = new UUID(im.binaryBucket, 1);
432 465
433 // Just forward to local handling 466 InventoryItemBase given =
434 OnInstantMessage(user.ControllingClient, msg); 467 new InventoryItemBase(itemID, recipientID);
468 InventoryItemBase item =
469 scene.InventoryService.GetItem(given);
435 470
471 if (item != null)
472 {
473 user.ControllingClient.SendBulkUpdateInventory(item);
474 }
475 }
476 user.ControllingClient.SendInstantMessage(im);
477 }
478 else if (im.dialog == (byte) InstantMessageDialog.InventoryAccepted ||
479 im.dialog == (byte) InstantMessageDialog.InventoryDeclined)
480 {
481 user.ControllingClient.SendInstantMessage(im);
482 }
436 } 483 }
437 } 484 }
438} 485}
diff --git a/OpenSim/Region/CoreModules/Avatar/Lure/LureModule.cs b/OpenSim/Region/CoreModules/Avatar/Lure/LureModule.cs
index d1d7df2..6532bbb 100644
--- a/OpenSim/Region/CoreModules/Avatar/Lure/LureModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Lure/LureModule.cs
@@ -148,14 +148,27 @@ namespace OpenSim.Region.CoreModules.Avatar.Lure
148 (uint)presence.AbsolutePosition.Y, 148 (uint)presence.AbsolutePosition.Y,
149 (uint)presence.AbsolutePosition.Z); 149 (uint)presence.AbsolutePosition.Z);
150 150
151 m_log.DebugFormat("TP invite with message {0}", message); 151 m_log.DebugFormat("[LURE]: TP invite with message {0}", message);
152 152
153 GridInstantMessage m = new GridInstantMessage(scene, client.AgentId, 153 GridInstantMessage m;
154 client.FirstName+" "+client.LastName, targetid, 154
155 (byte)InstantMessageDialog.RequestTeleport, false, 155 if (scene.Permissions.IsAdministrator(client.AgentId) && presence.GodLevel >= 200 && (!scene.Permissions.IsAdministrator(targetid)))
156 message, dest, false, presence.AbsolutePosition, 156 {
157 new Byte[0]); 157 m = new GridInstantMessage(scene, client.AgentId,
158 158 client.FirstName+" "+client.LastName, targetid,
159 (byte)InstantMessageDialog.GodLikeRequestTeleport, false,
160 message, dest, false, presence.AbsolutePosition,
161 new Byte[0]);
162 }
163 else
164 {
165 m = new GridInstantMessage(scene, client.AgentId,
166 client.FirstName+" "+client.LastName, targetid,
167 (byte)InstantMessageDialog.RequestTeleport, false,
168 message, dest, false, presence.AbsolutePosition,
169 new Byte[0]);
170 }
171
159 if (m_TransferModule != null) 172 if (m_TransferModule != null)
160 { 173 {
161 m_TransferModule.SendInstantMessage(m, 174 m_TransferModule.SendInstantMessage(m,
@@ -190,7 +203,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Lure
190 { 203 {
191 // Forward remote teleport requests 204 // Forward remote teleport requests
192 // 205 //
193 if (msg.dialog != 22) 206 if (msg.dialog != (byte)InstantMessageDialog.RequestTeleport &&
207 msg.dialog != (byte)InstantMessageDialog.GodLikeRequestTeleport)
194 return; 208 return;
195 209
196 if (m_TransferModule != null) 210 if (m_TransferModule != null)
diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
index 8bf2bf8..eb150d9 100644
--- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
@@ -99,7 +99,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
99 99
100 protected virtual void OnNewClient(IClientAPI client) 100 protected virtual void OnNewClient(IClientAPI client)
101 { 101 {
102 client.OnTeleportHomeRequest += TeleportHome; 102 client.OnTeleportHomeRequest += TeleportHomeFired;
103 } 103 }
104 104
105 public virtual void Close() 105 public virtual void Close()
@@ -268,7 +268,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
268 // This may be a costly operation. The reg.ExternalEndPoint field is not a passive field, 268 // This may be a costly operation. The reg.ExternalEndPoint field is not a passive field,
269 // it's actually doing a lot of work. 269 // it's actually doing a lot of work.
270 IPEndPoint endPoint = finalDestination.ExternalEndPoint; 270 IPEndPoint endPoint = finalDestination.ExternalEndPoint;
271 if (endPoint.Address != null) 271 if (endPoint != null && endPoint.Address != null)
272 { 272 {
273 // Fixing a bug where teleporting while sitting results in the avatar ending up removed from 273 // Fixing a bug where teleporting while sitting results in the avatar ending up removed from
274 // both regions 274 // both regions
@@ -505,7 +505,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
505 505
506 protected void KillEntity(Scene scene, uint localID) 506 protected void KillEntity(Scene scene, uint localID)
507 { 507 {
508 scene.SendKillObject(localID); 508 scene.SendKillObject(new List<uint>() { localID });
509 } 509 }
510 510
511 protected virtual GridRegion GetFinalDestination(GridRegion region) 511 protected virtual GridRegion GetFinalDestination(GridRegion region)
@@ -543,7 +543,12 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
543 543
544 #region Teleport Home 544 #region Teleport Home
545 545
546 public virtual void TeleportHome(UUID id, IClientAPI client) 546 public void TeleportHomeFired(UUID id, IClientAPI client)
547 {
548 TeleportHome(id, client);
549 }
550
551 public virtual bool TeleportHome(UUID id, IClientAPI client)
547 { 552 {
548 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Request to teleport {0} {1} home", client.FirstName, client.LastName); 553 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Request to teleport {0} {1} home", client.FirstName, client.LastName);
549 554
@@ -552,12 +557,18 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
552 557
553 if (uinfo != null) 558 if (uinfo != null)
554 { 559 {
560 if (uinfo.HomeRegionID == UUID.Zero)
561 {
562 // can't find the Home region: Tell viewer and abort
563 client.SendTeleportFailed("You don't have a home position set.");
564 return false;
565 }
555 GridRegion regionInfo = m_aScene.GridService.GetRegionByUUID(UUID.Zero, uinfo.HomeRegionID); 566 GridRegion regionInfo = m_aScene.GridService.GetRegionByUUID(UUID.Zero, uinfo.HomeRegionID);
556 if (regionInfo == null) 567 if (regionInfo == null)
557 { 568 {
558 // can't find the Home region: Tell viewer and abort 569 // can't find the Home region: Tell viewer and abort
559 client.SendTeleportFailed("Your home region could not be found."); 570 client.SendTeleportFailed("Your home region could not be found.");
560 return; 571 return false;
561 } 572 }
562 573
563 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: User's home region is {0} {1} ({2}-{3})", 574 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: User's home region is {0} {1} ({2}-{3})",
@@ -568,6 +579,13 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
568 client, regionInfo.RegionHandle, uinfo.HomePosition, uinfo.HomeLookAt, 579 client, regionInfo.RegionHandle, uinfo.HomePosition, uinfo.HomeLookAt,
569 (uint)(Constants.TeleportFlags.SetLastToTarget | Constants.TeleportFlags.ViaHome)); 580 (uint)(Constants.TeleportFlags.SetLastToTarget | Constants.TeleportFlags.ViaHome));
570 } 581 }
582 else
583 {
584 // can't find the Home region: Tell viewer and abort
585 client.SendTeleportFailed("Your home region could not be found.");
586 return false;
587 }
588 return true;
571 } 589 }
572 590
573 #endregion 591 #endregion
@@ -852,15 +870,19 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
852 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} to client {1}", capsPath, agent.UUID); 870 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} to client {1}", capsPath, agent.UUID);
853 871
854 IEventQueue eq = agent.Scene.RequestModuleInterface<IEventQueue>(); 872 IEventQueue eq = agent.Scene.RequestModuleInterface<IEventQueue>();
855 if (eq != null) 873 IPEndPoint neighbourExternal = neighbourRegion.ExternalEndPoint;
874 if (neighbourExternal != null)
856 { 875 {
857 eq.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourRegion.ExternalEndPoint, 876 if (eq != null)
858 capsPath, agent.UUID, agent.ControllingClient.SessionId); 877 {
859 } 878 eq.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourExternal,
860 else 879 capsPath, agent.UUID, agent.ControllingClient.SessionId);
861 { 880 }
862 agent.ControllingClient.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourRegion.ExternalEndPoint, 881 else
863 capsPath); 882 {
883 agent.ControllingClient.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourExternal,
884 capsPath);
885 }
864 } 886 }
865 887
866 if (!WaitForCallback(agent.UUID)) 888 if (!WaitForCallback(agent.UUID))
@@ -964,10 +986,14 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
964 agent.Id0 = currentAgentCircuit.Id0; 986 agent.Id0 = currentAgentCircuit.Id0;
965 } 987 }
966 988
967 InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync; 989 IPEndPoint external = region.ExternalEndPoint;
968 d.BeginInvoke(sp, agent, region, region.ExternalEndPoint, true, 990 if (external != null)
991 {
992 InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync;
993 d.BeginInvoke(sp, agent, region, external, true,
969 InformClientOfNeighbourCompleted, 994 InformClientOfNeighbourCompleted,
970 d); 995 d);
996 }
971 } 997 }
972 #endregion 998 #endregion
973 999
@@ -1100,6 +1126,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1100 InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync; 1126 InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync;
1101 try 1127 try
1102 { 1128 {
1129 //neighbour.ExternalEndPoint may return null, which will be caught
1103 d.BeginInvoke(sp, cagents[count], neighbour, neighbour.ExternalEndPoint, newAgent, 1130 d.BeginInvoke(sp, cagents[count], neighbour, neighbour.ExternalEndPoint, newAgent,
1104 InformClientOfNeighbourCompleted, 1131 InformClientOfNeighbourCompleted,
1105 d); 1132 d);
@@ -1203,8 +1230,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1203 1230
1204 m_log.Debug("[ENTITY TRANSFER MODULE]: Completed inform client about neighbour " + endPoint.ToString()); 1231 m_log.Debug("[ENTITY TRANSFER MODULE]: Completed inform client about neighbour " + endPoint.ToString());
1205 } 1232 }
1206 if (!regionAccepted)
1207 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Region {0} did not accept agent: {1}", reg.RegionName, reason);
1208 } 1233 }
1209 1234
1210 /// <summary> 1235 /// <summary>
diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs
index 35dcd95..c75bc0a 100644
--- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs
@@ -86,7 +86,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
86 86
87 protected override void OnNewClient(IClientAPI client) 87 protected override void OnNewClient(IClientAPI client)
88 { 88 {
89 client.OnTeleportHomeRequest += TeleportHome; 89 client.OnTeleportHomeRequest += TeleportHomeFired;
90 client.OnConnectionClosed += new Action<IClientAPI>(OnConnectionClosed); 90 client.OnConnectionClosed += new Action<IClientAPI>(OnConnectionClosed);
91 } 91 }
92 92
@@ -177,7 +177,12 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
177 return m_aScene.SimulationService.CreateAgent(reg, agentCircuit, teleportFlags, out reason); 177 return m_aScene.SimulationService.CreateAgent(reg, agentCircuit, teleportFlags, out reason);
178 } 178 }
179 179
180 public override void TeleportHome(UUID id, IClientAPI client) 180 public void TeleportHomeFired(UUID id, IClientAPI client)
181 {
182 TeleportHome(id, client);
183 }
184
185 public override bool TeleportHome(UUID id, IClientAPI client)
181 { 186 {
182 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Request to teleport {0} {1} home", client.FirstName, client.LastName); 187 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Request to teleport {0} {1} home", client.FirstName, client.LastName);
183 188
@@ -187,8 +192,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
187 { 192 {
188 // local grid user 193 // local grid user
189 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: User is local"); 194 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: User is local");
190 base.TeleportHome(id, client); 195 return base.TeleportHome(id, client);
191 return;
192 } 196 }
193 197
194 // Foreign user wants to go home 198 // Foreign user wants to go home
@@ -198,7 +202,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
198 { 202 {
199 client.SendTeleportFailed("Your information has been lost"); 203 client.SendTeleportFailed("Your information has been lost");
200 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Unable to locate agent's gateway information"); 204 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Unable to locate agent's gateway information");
201 return; 205 return false;
202 } 206 }
203 207
204 IUserAgentService userAgentService = new UserAgentServiceConnector(aCircuit.ServiceURLs["HomeURI"].ToString()); 208 IUserAgentService userAgentService = new UserAgentServiceConnector(aCircuit.ServiceURLs["HomeURI"].ToString());
@@ -208,7 +212,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
208 { 212 {
209 client.SendTeleportFailed("Your home region could not be found"); 213 client.SendTeleportFailed("Your home region could not be found");
210 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Agent's home region not found"); 214 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Agent's home region not found");
211 return; 215 return false;
212 } 216 }
213 217
214 ScenePresence sp = ((Scene)(client.Scene)).GetScenePresence(client.AgentId); 218 ScenePresence sp = ((Scene)(client.Scene)).GetScenePresence(client.AgentId);
@@ -216,7 +220,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
216 { 220 {
217 client.SendTeleportFailed("Internal error"); 221 client.SendTeleportFailed("Internal error");
218 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Agent not found in the scene where it is supposed to be"); 222 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Agent not found in the scene where it is supposed to be");
219 return; 223 return false;
220 } 224 }
221 225
222 IEventQueue eq = sp.Scene.RequestModuleInterface<IEventQueue>(); 226 IEventQueue eq = sp.Scene.RequestModuleInterface<IEventQueue>();
@@ -226,6 +230,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
226 aCircuit.firstname, aCircuit.lastname, finalDestination.RegionName, homeGatekeeper.ExternalHostName, homeGatekeeper.HttpPort, homeGatekeeper.RegionName); 230 aCircuit.firstname, aCircuit.lastname, finalDestination.RegionName, homeGatekeeper.ExternalHostName, homeGatekeeper.HttpPort, homeGatekeeper.RegionName);
227 231
228 DoTeleport(sp, homeGatekeeper, finalDestination, position, lookAt, (uint)(Constants.TeleportFlags.SetLastToTarget | Constants.TeleportFlags.ViaHome), eq); 232 DoTeleport(sp, homeGatekeeper, finalDestination, position, lookAt, (uint)(Constants.TeleportFlags.SetLastToTarget | Constants.TeleportFlags.ViaHome), eq);
233 return true;
229 } 234 }
230 #endregion 235 #endregion
231 236
diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
index 7bb8789..0163060 100644
--- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
@@ -28,6 +28,7 @@
28using System; 28using System;
29using System.Collections.Generic; 29using System.Collections.Generic;
30using System.Net; 30using System.Net;
31using System.Xml;
31using System.Reflection; 32using System.Reflection;
32using System.Threading; 33using System.Threading;
33 34
@@ -202,11 +203,11 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
202 public virtual UUID DeleteToInventory(DeRezAction action, UUID folderID, 203 public virtual UUID DeleteToInventory(DeRezAction action, UUID folderID,
203 List<SceneObjectGroup> objectGroups, IClientAPI remoteClient) 204 List<SceneObjectGroup> objectGroups, IClientAPI remoteClient)
204 { 205 {
205 // HACK: This is only working for lists containing a single item!
206 // It's just a hack to make this WIP compile and run. Nothing
207 // currently calls this with multiple items.
208 UUID ret = UUID.Zero; 206 UUID ret = UUID.Zero;
209 207
208 // The following code groups the SOG's by owner. No objects
209 // belonging to different people can be coalesced, for obvious
210 // reasons.
210 Dictionary<UUID, List<SceneObjectGroup>> deletes = 211 Dictionary<UUID, List<SceneObjectGroup>> deletes =
211 new Dictionary<UUID, List<SceneObjectGroup>>(); 212 new Dictionary<UUID, List<SceneObjectGroup>>();
212 213
@@ -218,262 +219,337 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
218 deletes[g.OwnerID].Add(g); 219 deletes[g.OwnerID].Add(g);
219 } 220 }
220 221
222 // This is pethod scoped and will be returned. It will be the
223 // last created asset id
224 UUID assetID = UUID.Zero;
225
226 // Each iteration is really a separate asset being created,
227 // with distinct destinations as well.
221 foreach (List<SceneObjectGroup> objlist in deletes.Values) 228 foreach (List<SceneObjectGroup> objlist in deletes.Values)
222 { 229 {
223 foreach (SceneObjectGroup g in objlist) 230 Dictionary<UUID, string> xmlStrings =
224 ret = DeleteToInventory(action, folderID, g, remoteClient); 231 new Dictionary<UUID, string>();
225 }
226
227 return ret;
228 }
229 232
230 private UUID DeleteToInventory(DeRezAction action, UUID folderID, 233 foreach (SceneObjectGroup objectGroup in objlist)
231 SceneObjectGroup objectGroup, IClientAPI remoteClient) 234 {
232 { 235 Vector3 inventoryStoredPosition = new Vector3
233 UUID assetID = UUID.Zero; 236 (((objectGroup.AbsolutePosition.X > (int)Constants.RegionSize)
237 ? 250
238 : objectGroup.AbsolutePosition.X)
239 ,
240 (objectGroup.AbsolutePosition.X > (int)Constants.RegionSize)
241 ? 250
242 : objectGroup.AbsolutePosition.X,
243 objectGroup.AbsolutePosition.Z);
234 244
235 Vector3 inventoryStoredPosition = new Vector3 245 Vector3 originalPosition = objectGroup.AbsolutePosition;
236 (((objectGroup.AbsolutePosition.X > (int)Constants.RegionSize)
237 ? 250
238 : objectGroup.AbsolutePosition.X)
239 ,
240 (objectGroup.AbsolutePosition.X > (int)Constants.RegionSize)
241 ? 250
242 : objectGroup.AbsolutePosition.X,
243 objectGroup.AbsolutePosition.Z);
244 246
245 Vector3 originalPosition = objectGroup.AbsolutePosition; 247 // Restore attachment data after trip through the sim
248 if (objectGroup.RootPart.AttachPoint > 0)
249 inventoryStoredPosition = objectGroup.RootPart.AttachOffset;
250 objectGroup.RootPart.Shape.State = objectGroup.RootPart.AttachPoint;
246 251
247 objectGroup.AbsolutePosition = inventoryStoredPosition; 252 objectGroup.AbsolutePosition = inventoryStoredPosition;
248 253
249 string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(objectGroup); 254 // Make sure all bits but the ones we want are clear
255 // on take.
256 // This will be applied to the current perms, so
257 // it will do what we want.
258 objectGroup.RootPart.NextOwnerMask &=
259 ((uint)PermissionMask.Copy |
260 (uint)PermissionMask.Transfer |
261 (uint)PermissionMask.Modify);
262 objectGroup.RootPart.NextOwnerMask |=
263 (uint)PermissionMask.Move;
250 264
251 objectGroup.AbsolutePosition = originalPosition; 265 string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(objectGroup);
252 266
253 // Get the user info of the item destination 267 objectGroup.AbsolutePosition = originalPosition;
254 //
255 UUID userID = UUID.Zero;
256 268
257 if (action == DeRezAction.Take || action == DeRezAction.TakeCopy || 269 xmlStrings[objectGroup.UUID] = sceneObjectXml;
258 action == DeRezAction.SaveToExistingUserInventoryItem) 270 }
259 {
260 // Take or take copy require a taker
261 // Saving changes requires a local user
262 //
263 if (remoteClient == null)
264 return UUID.Zero;
265 271
266 userID = remoteClient.AgentId; 272 string itemXml;
267 }
268 else
269 {
270 // All returns / deletes go to the object owner
271 //
272 273
273 userID = objectGroup.RootPart.OwnerID; 274 if (objlist.Count > 1)
274 } 275 {
276 float minX, minY, minZ;
277 float maxX, maxY, maxZ;
275 278
276 if (userID == UUID.Zero) // Can't proceed 279 Vector3[] offsets = m_Scene.GetCombinedBoundingBox(objlist,
277 { 280 out minX, out maxX, out minY, out maxY,
278 return UUID.Zero; 281 out minZ, out maxZ);
279 }
280 282
281 // If we're returning someone's item, it goes back to the 283 // CreateWrapper
282 // owner's Lost And Found folder. 284 XmlDocument itemDoc = new XmlDocument();
283 // Delete is treated like return in this case 285 XmlElement root = itemDoc.CreateElement("", "CoalescedObject", "");
284 // Deleting your own items makes them go to trash 286 itemDoc.AppendChild(root);
285 //
286 287
287 InventoryFolderBase folder = null; 288 // Embed the offsets into the group XML
288 InventoryItemBase item = null; 289 for ( int i = 0 ; i < objlist.Count ; i++ )
290 {
291 XmlDocument doc = new XmlDocument();
292 SceneObjectGroup g = objlist[i];
293 doc.LoadXml(xmlStrings[g.UUID]);
294 XmlElement e = (XmlElement)doc.SelectSingleNode("/SceneObjectGroup");
295 e.SetAttribute("offsetx", offsets[i].X.ToString());
296 e.SetAttribute("offsety", offsets[i].Y.ToString());
297 e.SetAttribute("offsetz", offsets[i].Z.ToString());
298
299 XmlNode objectNode = itemDoc.ImportNode(e, true);
300 root.AppendChild(objectNode);
301 }
289 302
290 if (DeRezAction.SaveToExistingUserInventoryItem == action) 303 float sizeX = maxX - minX;
291 { 304 float sizeY = maxY - minY;
292 item = new InventoryItemBase(objectGroup.RootPart.FromUserInventoryItemID, userID); 305 float sizeZ = maxZ - minZ;
293 item = m_Scene.InventoryService.GetItem(item);
294 306
295 //item = userInfo.RootFolder.FindItem( 307 root.SetAttribute("x", sizeX.ToString());
296 // objectGroup.RootPart.FromUserInventoryItemID); 308 root.SetAttribute("y", sizeY.ToString());
309 root.SetAttribute("z", sizeZ.ToString());
297 310
298 if (null == item) 311 itemXml = itemDoc.InnerXml;
312 }
313 else
299 { 314 {
300 m_log.DebugFormat( 315 itemXml = xmlStrings[objlist[0].UUID];
301 "[AGENT INVENTORY]: Object {0} {1} scheduled for save to inventory has already been deleted.",
302 objectGroup.Name, objectGroup.UUID);
303 return UUID.Zero;
304 } 316 }
305 } 317
306 else 318 // Get the user info of the item destination
307 {
308 // Folder magic
309 // 319 //
310 if (action == DeRezAction.Delete) 320 UUID userID = UUID.Zero;
321
322 if (action == DeRezAction.Take || action == DeRezAction.TakeCopy ||
323 action == DeRezAction.SaveToExistingUserInventoryItem)
311 { 324 {
312 // Deleting someone else's item 325 // Take or take copy require a taker
326 // Saving changes requires a local user
313 // 327 //
314 if (remoteClient == null || 328 if (remoteClient == null)
315 objectGroup.OwnerID != remoteClient.AgentId) 329 return UUID.Zero;
316 {
317 330
318 folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.LostAndFoundFolder); 331 userID = remoteClient.AgentId;
319 }
320 else
321 {
322 folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.TrashFolder);
323 }
324 } 332 }
325 else if (action == DeRezAction.Return) 333 else
326 { 334 {
327 335 // All returns / deletes go to the object owner
328 // Dump to lost + found unconditionally
329 // 336 //
330 folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.LostAndFoundFolder); 337
338 userID = objlist[0].RootPart.OwnerID;
331 } 339 }
332 340
333 if (folderID == UUID.Zero && folder == null) 341 if (userID == UUID.Zero) // Can't proceed
334 { 342 {
335 if (action == DeRezAction.Delete) 343 return UUID.Zero;
344 }
345
346 // If we're returning someone's item, it goes back to the
347 // owner's Lost And Found folder.
348 // Delete is treated like return in this case
349 // Deleting your own items makes them go to trash
350 //
351
352 InventoryFolderBase folder = null;
353 InventoryItemBase item = null;
354
355 if (DeRezAction.SaveToExistingUserInventoryItem == action)
356 {
357 item = new InventoryItemBase(objlist[0].RootPart.FromUserInventoryItemID, userID);
358 item = m_Scene.InventoryService.GetItem(item);
359
360 //item = userInfo.RootFolder.FindItem(
361 // objectGroup.RootPart.FromUserInventoryItemID);
362
363 if (null == item)
336 { 364 {
337 // Deletes go to trash by default 365 m_log.DebugFormat(
338 // 366 "[AGENT INVENTORY]: Object {0} {1} scheduled for save to inventory has already been deleted.",
339 folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.TrashFolder); 367 objlist[0].Name, objlist[0].UUID);
368 return UUID.Zero;
340 } 369 }
341 else 370 }
371 else
372 {
373 // Folder magic
374 //
375 if (action == DeRezAction.Delete)
342 { 376 {
377 // Deleting someone else's item
378 //
343 if (remoteClient == null || 379 if (remoteClient == null ||
344 objectGroup.OwnerID != remoteClient.AgentId) 380 objlist[0].OwnerID != remoteClient.AgentId)
345 { 381 {
346 // Taking copy of another person's item. Take to 382
347 // Objects folder. 383 folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.LostAndFoundFolder);
348 folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.Object);
349 } 384 }
350 else 385 else
351 { 386 {
352 // Catch all. Use lost & found 387 folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.TrashFolder);
388 }
389 }
390 else if (action == DeRezAction.Return)
391 {
392
393 // Dump to lost + found unconditionally
394 //
395 folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.LostAndFoundFolder);
396 }
397
398 if (folderID == UUID.Zero && folder == null)
399 {
400 if (action == DeRezAction.Delete)
401 {
402 // Deletes go to trash by default
353 // 403 //
404 folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.TrashFolder);
405 }
406 else
407 {
408 if (remoteClient == null ||
409 objlist[0].OwnerID != remoteClient.AgentId)
410 {
411 // Taking copy of another person's item. Take to
412 // Objects folder.
413 folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.Object);
414 }
415 else
416 {
417 // Catch all. Use lost & found
418 //
354 419
355 folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.LostAndFoundFolder); 420 folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.LostAndFoundFolder);
421 }
356 } 422 }
357 } 423 }
358 }
359 424
360 // Override and put into where it came from, if it came 425 // Override and put into where it came from, if it came
361 // from anywhere in inventory 426 // from anywhere in inventory
362 // 427 //
363 if (action == DeRezAction.Take || action == DeRezAction.TakeCopy) 428 if (action == DeRezAction.Take || action == DeRezAction.TakeCopy)
364 {
365 if (objectGroup.RootPart.FromFolderID != UUID.Zero)
366 { 429 {
367 InventoryFolderBase f = new InventoryFolderBase(objectGroup.RootPart.FromFolderID, userID); 430 if (objlist[0].RootPart.FromFolderID != UUID.Zero && objlist[0].OwnerID == remoteClient.AgentId)
368 folder = m_Scene.InventoryService.GetFolder(f); 431 {
432 InventoryFolderBase f = new InventoryFolderBase(objlist[0].RootPart.FromFolderID, userID);
433 folder = m_Scene.InventoryService.GetFolder(f);
434 }
369 } 435 }
370 }
371 436
372 if (folder == null) // None of the above 437 if (folder == null) // None of the above
373 { 438 {
374 folder = new InventoryFolderBase(folderID); 439 folder = new InventoryFolderBase(folderID);
440
441 if (folder == null) // Nowhere to put it
442 {
443 return UUID.Zero;
444 }
445 }
375 446
376 if (folder == null) // Nowhere to put it 447 item = new InventoryItemBase();
448 // Can't know creator is the same, so null it in inventory
449 if (objlist.Count > 1)
377 { 450 {
378 return UUID.Zero; 451 item.CreatorId = UUID.Zero.ToString();
452 item.CreatorData = String.Empty;
453 }
454 else
455 {
456 item.CreatorId = objlist[0].RootPart.CreatorID.ToString();
457 item.CreatorData = objlist[0].RootPart.CreatorData;
458 }
459 item.ID = UUID.Random();
460 item.InvType = (int)InventoryType.Object;
461 item.Folder = folder.ID;
462 item.Owner = userID;
463 if (objlist.Count > 1)
464 {
465 item.Flags = (uint)InventoryItemFlags.ObjectHasMultipleItems;
466 }
467 else
468 {
469 item.SaleType = objlist[0].RootPart.ObjectSaleType;
470 item.SalePrice = objlist[0].RootPart.SalePrice;
379 } 471 }
380 } 472 }
381 473
382 item = new InventoryItemBase(); 474 AssetBase asset = CreateAsset(
383 item.CreatorId = objectGroup.RootPart.CreatorID.ToString(); 475 objlist[0].GetPartName(objlist[0].RootPart.LocalId),
384 item.CreatorData = objectGroup.RootPart.CreatorData; 476 objlist[0].GetPartDescription(objlist[0].RootPart.LocalId),
385 item.ID = UUID.Random(); 477 (sbyte)AssetType.Object,
386 item.InvType = (int)InventoryType.Object; 478 Utils.StringToBytes(itemXml),
387 item.Folder = folder.ID; 479 objlist[0].OwnerID.ToString());
388 item.Owner = userID; 480 m_Scene.AssetService.Store(asset);
389 } 481 assetID = asset.FullID;
390
391 AssetBase asset = CreateAsset(
392 objectGroup.GetPartName(objectGroup.RootPart.LocalId),
393 objectGroup.GetPartDescription(objectGroup.RootPart.LocalId),
394 (sbyte)AssetType.Object,
395 Utils.StringToBytes(sceneObjectXml),
396 objectGroup.OwnerID.ToString());
397 m_Scene.AssetService.Store(asset);
398 assetID = asset.FullID;
399
400 if (DeRezAction.SaveToExistingUserInventoryItem == action)
401 {
402 item.AssetID = asset.FullID;
403 m_Scene.InventoryService.UpdateItem(item);
404 }
405 else
406 {
407 item.AssetID = asset.FullID;
408 482
409 if (remoteClient != null && (remoteClient.AgentId != objectGroup.RootPart.OwnerID) && m_Scene.Permissions.PropagatePermissions()) 483 if (DeRezAction.SaveToExistingUserInventoryItem == action)
410 { 484 {
411 uint perms = objectGroup.GetEffectivePermissions(); 485 item.AssetID = asset.FullID;
412 uint nextPerms = (perms & 7) << 13; 486 m_Scene.InventoryService.UpdateItem(item);
413 if ((nextPerms & (uint)PermissionMask.Copy) == 0)
414 perms &= ~(uint)PermissionMask.Copy;
415 if ((nextPerms & (uint)PermissionMask.Transfer) == 0)
416 perms &= ~(uint)PermissionMask.Transfer;
417 if ((nextPerms & (uint)PermissionMask.Modify) == 0)
418 perms &= ~(uint)PermissionMask.Modify;
419
420 // Make sure all bits but the ones we want are clear
421 // on take.
422 // This will be applied to the current perms, so
423 // it will do what we want.
424 objectGroup.RootPart.NextOwnerMask &=
425 ((uint)PermissionMask.Copy |
426 (uint)PermissionMask.Transfer |
427 (uint)PermissionMask.Modify);
428 objectGroup.RootPart.NextOwnerMask |=
429 (uint)PermissionMask.Move;
430
431 item.BasePermissions = perms & objectGroup.RootPart.NextOwnerMask;
432 item.CurrentPermissions = item.BasePermissions;
433 item.NextPermissions = objectGroup.RootPart.NextOwnerMask;
434 item.EveryOnePermissions = objectGroup.RootPart.EveryoneMask & objectGroup.RootPart.NextOwnerMask;
435 item.GroupPermissions = objectGroup.RootPart.GroupMask & objectGroup.RootPart.NextOwnerMask;
436
437 item.Flags |= (uint)InventoryItemFlags.ObjectSlamPerm;
438 } 487 }
439 else 488 else
440 { 489 {
441 item.BasePermissions = objectGroup.GetEffectivePermissions(); 490 item.AssetID = asset.FullID;
442 item.CurrentPermissions = objectGroup.GetEffectivePermissions();
443 item.NextPermissions = objectGroup.RootPart.NextOwnerMask;
444 item.EveryOnePermissions = objectGroup.RootPart.EveryoneMask;
445 item.GroupPermissions = objectGroup.RootPart.GroupMask;
446 491
447 item.CurrentPermissions &= 492 uint effectivePerms = (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify | PermissionMask.Move) | 7;
448 ((uint)PermissionMask.Copy | 493 foreach (SceneObjectGroup grp in objlist)
449 (uint)PermissionMask.Transfer | 494 effectivePerms &= grp.GetEffectivePermissions();
450 (uint)PermissionMask.Modify | 495 effectivePerms |= (uint)PermissionMask.Move;
451 (uint)PermissionMask.Move |
452 7); // Preserve folded permissions
453 }
454 496
455 // TODO: add the new fields (Flags, Sale info, etc) 497 if (remoteClient != null && (remoteClient.AgentId != objlist[0].RootPart.OwnerID) && m_Scene.Permissions.PropagatePermissions())
456 item.CreationDate = Util.UnixTimeSinceEpoch(); 498 {
457 item.Description = asset.Description; 499 uint perms = effectivePerms;
458 item.Name = asset.Name; 500 uint nextPerms = (perms & 7) << 13;
459 item.AssetType = asset.Type; 501 if ((nextPerms & (uint)PermissionMask.Copy) == 0)
502 perms &= ~(uint)PermissionMask.Copy;
503 if ((nextPerms & (uint)PermissionMask.Transfer) == 0)
504 perms &= ~(uint)PermissionMask.Transfer;
505 if ((nextPerms & (uint)PermissionMask.Modify) == 0)
506 perms &= ~(uint)PermissionMask.Modify;
507
508 item.BasePermissions = perms & objlist[0].RootPart.NextOwnerMask;
509 item.CurrentPermissions = item.BasePermissions;
510 item.NextPermissions = perms & objlist[0].RootPart.NextOwnerMask;
511 item.EveryOnePermissions = objlist[0].RootPart.EveryoneMask & objlist[0].RootPart.NextOwnerMask;
512 item.GroupPermissions = objlist[0].RootPart.GroupMask & objlist[0].RootPart.NextOwnerMask;
513
514 item.Flags |= (uint)InventoryItemFlags.ObjectSlamPerm;
515 }
516 else
517 {
518 item.BasePermissions = effectivePerms;
519 item.CurrentPermissions = effectivePerms;
520 item.NextPermissions = objlist[0].RootPart.NextOwnerMask & effectivePerms;
521 item.EveryOnePermissions = objlist[0].RootPart.EveryoneMask & effectivePerms;
522 item.GroupPermissions = objlist[0].RootPart.GroupMask & effectivePerms;
523
524 item.CurrentPermissions &=
525 ((uint)PermissionMask.Copy |
526 (uint)PermissionMask.Transfer |
527 (uint)PermissionMask.Modify |
528 (uint)PermissionMask.Move |
529 7); // Preserve folded permissions
530 }
460 531
461 m_Scene.AddInventoryItem(item); 532 item.CreationDate = Util.UnixTimeSinceEpoch();
533 item.Description = asset.Description;
534 item.Name = asset.Name;
535 item.AssetType = asset.Type;
462 536
463 if (remoteClient != null && item.Owner == remoteClient.AgentId) 537 m_Scene.AddInventoryItem(item);
464 { 538
465 remoteClient.SendInventoryItemCreateUpdate(item, 0); 539 if (remoteClient != null && item.Owner == remoteClient.AgentId)
466 }
467 else
468 {
469 ScenePresence notifyUser = m_Scene.GetScenePresence(item.Owner);
470 if (notifyUser != null)
471 { 540 {
472 notifyUser.ControllingClient.SendInventoryItemCreateUpdate(item, 0); 541 remoteClient.SendInventoryItemCreateUpdate(item, 0);
542 }
543 else
544 {
545 ScenePresence notifyUser = m_Scene.GetScenePresence(item.Owner);
546 if (notifyUser != null)
547 {
548 notifyUser.ControllingClient.SendInventoryItemCreateUpdate(item, 0);
549 }
473 } 550 }
474 } 551 }
475 } 552 }
476
477 return assetID; 553 return assetID;
478 } 554 }
479 555
@@ -524,8 +600,15 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
524 600
525 if (item != null) 601 if (item != null)
526 { 602 {
603 if (item.ID == UUID.Zero)
604 {
605 m_log.Debug("[InventoryAccessModule]: Inventory object has UUID.Zero! Position 1");
606 }
607
527 AssetBase rezAsset = m_Scene.AssetService.Get(item.AssetID.ToString()); 608 AssetBase rezAsset = m_Scene.AssetService.Get(item.AssetID.ToString());
528 609
610 SceneObjectGroup group = null;
611
529 if (rezAsset != null) 612 if (rezAsset != null)
530 { 613 {
531 UUID itemId = UUID.Zero; 614 UUID itemId = UUID.Zero;
@@ -534,34 +617,83 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
534 // item that it came from. This allows us to enable 'save object to inventory' 617 // item that it came from. This allows us to enable 'save object to inventory'
535 if (!m_Scene.Permissions.BypassPermissions()) 618 if (!m_Scene.Permissions.BypassPermissions())
536 { 619 {
537 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == (uint)PermissionMask.Copy) 620 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == (uint)PermissionMask.Copy && (item.Flags & (uint)InventoryItemFlags.ObjectHasMultipleItems) == 0)
538 { 621 {
539 itemId = item.ID; 622 itemId = item.ID;
540 } 623 }
541 } 624 }
542 else 625 else
543 { 626 {
544 // Brave new fullperm world 627 if ((item.Flags & (uint)InventoryItemFlags.ObjectHasMultipleItems) == 0)
545 // 628 {
546 itemId = item.ID; 629 // Brave new fullperm world
630 itemId = item.ID;
631 }
632 }
633
634 if (item.ID == UUID.Zero)
635 {
636 m_log.Debug("[InventoryAccessModule]: Inventory object has UUID.Zero! Position 2");
547 } 637 }
548 638
549 string xmlData = Utils.BytesToString(rezAsset.Data); 639 string xmlData = Utils.BytesToString(rezAsset.Data);
550 SceneObjectGroup group 640 List<SceneObjectGroup> objlist =
551 = SceneObjectSerializer.FromOriginalXmlFormat(itemId, xmlData); 641 new List<SceneObjectGroup>();
642 List<Vector3> veclist = new List<Vector3>();
643
644 XmlDocument doc = new XmlDocument();
645 doc.LoadXml(xmlData);
646 XmlElement e = (XmlElement)doc.SelectSingleNode("/CoalescedObject");
647 if (e == null || attachment) // Single
648 {
649 SceneObjectGroup g =
650 SceneObjectSerializer.FromOriginalXmlFormat(
651 itemId, xmlData);
652 objlist.Add(g);
653 veclist.Add(new Vector3(0, 0, 0));
552 654
553 Util.FireAndForget(delegate { AddUserData(group); }); 655 float offsetHeight = 0;
554 656 pos = m_Scene.GetNewRezLocation(
555 group.RootPart.FromFolderID = item.Folder; 657 RayStart, RayEnd, RayTargetID, Quaternion.Identity,
658 BypassRayCast, bRayEndIsIntersection, true, g.GetAxisAlignedBoundingBox(out offsetHeight), false);
659 pos.Z += offsetHeight;
660 }
661 else
662 {
663 XmlElement coll = (XmlElement)e;
664 float bx = Convert.ToSingle(coll.GetAttribute("x"));
665 float by = Convert.ToSingle(coll.GetAttribute("y"));
666 float bz = Convert.ToSingle(coll.GetAttribute("z"));
667 Vector3 bbox = new Vector3(bx, by, bz);
556 668
557 // If it's rezzed in world, select it. Much easier to 669 pos = m_Scene.GetNewRezLocation(RayStart, RayEnd,
558 // find small items. 670 RayTargetID, Quaternion.Identity,
559 // 671 BypassRayCast, bRayEndIsIntersection, true,
560 if (!attachment) 672 bbox, false);
561 group.RootPart.CreateSelected = true; 673
674 pos -= bbox / 2;
675
676 XmlNodeList groups = e.SelectNodes("SceneObjectGroup");
677 foreach (XmlNode n in groups)
678 {
679 SceneObjectGroup g =
680 SceneObjectSerializer.FromOriginalXmlFormat(
681 itemId, n.OuterXml);
682 objlist.Add(g);
683 XmlElement el = (XmlElement)n;
684 float x = Convert.ToSingle(el.GetAttribute("offsetx"));
685 float y = Convert.ToSingle(el.GetAttribute("offsety"));
686 float z = Convert.ToSingle(el.GetAttribute("offsetz"));
687 veclist.Add(new Vector3(x, y, z));
688 }
689 }
690
691 int primcount = 0;
692 foreach (SceneObjectGroup g in objlist)
693 primcount += g.PrimCount;
562 694
563 if (!m_Scene.Permissions.CanRezObject( 695 if (!m_Scene.Permissions.CanRezObject(
564 group.PrimCount, remoteClient.AgentId, pos) 696 primcount, remoteClient.AgentId, pos)
565 && !attachment) 697 && !attachment)
566 { 698 {
567 // The client operates in no fail mode. It will 699 // The client operates in no fail mode. It will
@@ -574,131 +706,161 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
574 return null; 706 return null;
575 } 707 }
576 708
577 group.ResetIDs(); 709 for (int i = 0 ; i < objlist.Count ; i++ )
578
579 if (attachment)
580 { 710 {
581 group.RootPart.Flags |= PrimFlags.Phantom; 711 group = objlist[i];
582 group.RootPart.IsAttachment = true;
583
584 // If we're rezzing an attachment then don't ask
585 // AddNewSceneObject() to update the client since
586 // we'll be doing that later on. Scheduling more
587 // than one full update during the attachment
588 // process causes some clients to fail to display
589 // the attachment properly.
590 // Also, don't persist attachments.
591 m_Scene.AddNewSceneObject(group, false, false);
592 }
593 else
594 {
595 m_Scene.AddNewSceneObject(group, true, false);
596 }
597 712
598 // m_log.InfoFormat("ray end point for inventory rezz is {0} {1} {2} ", RayEnd.X, RayEnd.Y, RayEnd.Z); 713 Vector3 storedPosition = group.AbsolutePosition;
599 // if attachment we set it's asset id so object updates can reflect that 714 if (group.UUID == UUID.Zero)
600 // if not, we set it's position in world. 715 {
601 if (!attachment) 716 m_log.Debug("[InventoryAccessModule]: Inventory object has UUID.Zero! Position 3");
602 { 717 }
603 group.ScheduleGroupForFullUpdate(); 718 group.RootPart.FromFolderID = item.Folder;
604
605 float offsetHeight = 0;
606 pos = m_Scene.GetNewRezLocation(
607 RayStart, RayEnd, RayTargetID, Quaternion.Identity,
608 BypassRayCast, bRayEndIsIntersection, true, group.GetAxisAlignedBoundingBox(out offsetHeight), false);
609 pos.Z += offsetHeight;
610 group.AbsolutePosition = pos;
611 // m_log.InfoFormat("rezx point for inventory rezz is {0} {1} {2} and offsetheight was {3}", pos.X, pos.Y, pos.Z, offsetHeight);
612 719
613 } 720 // If it's rezzed in world, select it. Much easier to
614 else 721 // find small items.
615 { 722 //
616 group.SetFromItemID(itemID); 723 if (!attachment)
617 } 724 {
725 group.RootPart.CreateSelected = true;
726 foreach (SceneObjectPart child in group.Parts)
727 child.CreateSelected = true;
728 }
618 729
619 SceneObjectPart rootPart = null; 730 group.ResetIDs();
620 try
621 {
622 rootPart = group.GetChildPart(group.UUID);
623 }
624 catch (NullReferenceException)
625 {
626 string isAttachment = "";
627 731
628 if (attachment) 732 if (attachment)
629 isAttachment = " Object was an attachment"; 733 {
734 group.RootPart.Flags |= PrimFlags.Phantom;
735 group.RootPart.IsAttachment = true;
736
737 // If we're rezzing an attachment then don't ask
738 // AddNewSceneObject() to update the client since
739 // we'll be doing that later on. Scheduling more
740 // than one full update during the attachment
741 // process causes some clients to fail to display
742 // the attachment properly.
743 // Also, don't persist attachments.
744 m_Scene.AddNewSceneObject(group, false, false);
745 }
746 else
747 {
748 m_Scene.AddNewSceneObject(group, true, false);
749 }
630 750
631 m_log.Error("[AGENT INVENTORY]: Error rezzing ItemID: " + itemID + " object has no rootpart." + isAttachment); 751 // if attachment we set it's asset id so object updates
632 } 752 // can reflect that, if not, we set it's position in world.
753 if (!attachment)
754 {
755 group.ScheduleGroupForFullUpdate();
756
757 group.AbsolutePosition = pos + veclist[i];
758 }
759 else
760 {
761 group.SetFromItemID(itemID);
762 }
633 763
634 // Since renaming the item in the inventory does not affect the name stored 764 SceneObjectPart rootPart = null;
635 // in the serialization, transfer the correct name from the inventory to the
636 // object itself before we rez.
637 rootPart.Name = item.Name;
638 rootPart.Description = item.Description;
639 765
640 if ((item.Flags & (uint)InventoryItemFlags.ObjectSlamSale) != 0) 766 try
641 { 767 {
642 rootPart.ObjectSaleType = item.SaleType; 768 rootPart = group.GetChildPart(group.UUID);
643 rootPart.SalePrice = item.SalePrice; 769 }
644 } 770 catch (NullReferenceException)
771 {
772 string isAttachment = "";
773
774 if (attachment)
775 isAttachment = " Object was an attachment";
776
777 m_log.Error("[AGENT INVENTORY]: Error rezzing ItemID: " + itemID + " object has no rootpart." + isAttachment);
778 }
779
780 // Since renaming the item in the inventory does not
781 // affect the name stored in the serialization, transfer
782 // the correct name from the inventory to the
783 // object itself before we rez.
784 // On coalesced objects, this has no effect.
785 if ((item.Flags & (uint)InventoryItemFlags.ObjectHasMultipleItems) == 0)
786 {
787 rootPart.Name = item.Name;
788 rootPart.Description = item.Description;
789 }
790 if ((item.Flags & (uint)InventoryItemFlags.ObjectSlamSale) != 0)
791 {
792 rootPart.ObjectSaleType = item.SaleType;
793 rootPart.SalePrice = item.SalePrice;
794 }
645 795
646 group.SetGroup(remoteClient.ActiveGroupId, remoteClient); 796 group.SetGroup(remoteClient.ActiveGroupId, remoteClient);
647 if ((rootPart.OwnerID != item.Owner) || 797 // TODO: Remove the magic number badness
798
799 if ((rootPart.OwnerID != item.Owner) ||
648 (item.CurrentPermissions & 16) != 0 || // Magic number 800 (item.CurrentPermissions & 16) != 0 || // Magic number
649 (item.Flags & (uint)InventoryItemFlags.ObjectSlamPerm) != 0) 801 (item.Flags & (uint)InventoryItemFlags.ObjectSlamPerm) != 0)
650 {
651 //Need to kill the for sale here
652 rootPart.ObjectSaleType = 0;
653 rootPart.SalePrice = 10;
654
655 if (m_Scene.Permissions.PropagatePermissions())
656 { 802 {
657 foreach (SceneObjectPart part in group.Parts) 803 //Need to kill the for sale here
804 rootPart.ObjectSaleType = 0;
805 rootPart.SalePrice = 10;
806
807 if (m_Scene.Permissions.PropagatePermissions())
658 { 808 {
659 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteEveryone) != 0) 809 foreach (SceneObjectPart part in group.Parts)
660 part.EveryoneMask = item.EveryOnePermissions; 810 {
661 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteNextOwner) != 0) 811 if ((item.Flags & (uint)InventoryItemFlags.ObjectHasMultipleItems) == 0)
662 part.NextOwnerMask = item.NextPermissions; 812 {
663 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteGroup) != 0) 813 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteEveryone) != 0)
664 part.GroupMask = item.GroupPermissions; 814 part.EveryoneMask = item.EveryOnePermissions;
815 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteNextOwner) != 0)
816 part.NextOwnerMask = item.NextPermissions;
817 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteGroup) != 0)
818 part.GroupMask = item.GroupPermissions;
819 }
820 }
821
822 group.ApplyNextOwnerPermissions();
665 } 823 }
666
667 group.ApplyNextOwnerPermissions();
668 } 824 }
669 }
670 825
671 foreach (SceneObjectPart part in group.Parts) 826 foreach (SceneObjectPart part in group.Parts)
672 {
673 if ((part.OwnerID != item.Owner) || (item.CurrentPermissions & 16) != 0)
674 { 827 {
675 part.LastOwnerID = part.OwnerID; 828 // TODO: Remove the magic number badness
676 part.OwnerID = item.Owner; 829 if ((part.OwnerID != item.Owner) ||
677 part.Inventory.ChangeInventoryOwner(item.Owner); 830 (item.CurrentPermissions & 16) != 0 || // Magic number
678 part.GroupMask = 0; // DO NOT propagate here 831 (item.Flags & (uint)InventoryItemFlags.ObjectSlamPerm) != 0)
832 {
833 part.LastOwnerID = part.OwnerID;
834 part.OwnerID = item.Owner;
835 part.Inventory.ChangeInventoryOwner(item.Owner);
836 }
837 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteEveryone) != 0)
838 part.EveryoneMask = item.EveryOnePermissions;
839 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteNextOwner) != 0)
840 part.NextOwnerMask = item.NextPermissions;
841 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteGroup) != 0)
842 part.GroupMask = item.GroupPermissions;
679 } 843 }
680 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteEveryone) != 0)
681 part.EveryoneMask = item.EveryOnePermissions;
682 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteNextOwner) != 0)
683 part.NextOwnerMask = item.NextPermissions;
684 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteGroup) != 0)
685 part.GroupMask = item.GroupPermissions;
686 }
687 844
688 rootPart.TrimPermissions(); 845 rootPart.TrimPermissions();
689 846
690 if (!attachment) 847 if (!attachment)
691 {
692 if (group.RootPart.Shape.PCode == (byte)PCode.Prim)
693 { 848 {
694 group.ClearPartAttachmentData(); 849 if (group.RootPart.Shape.PCode == (byte)PCode.Prim)
695 } 850 {
696 851 // Save attachment data
697 // Fire on_rez 852 group.RootPart.AttachPoint = group.RootPart.Shape.State;
698 group.CreateScriptInstances(0, true, m_Scene.DefaultScriptEngine, 1); 853 group.RootPart.AttachOffset = storedPosition;
699 rootPart.ParentGroup.ResumeScripts();
700 854
701 rootPart.ScheduleFullUpdate(); 855 group.ClearPartAttachmentData();
856 }
857
858 // Fire on_rez
859 group.CreateScriptInstances(0, true, m_Scene.DefaultScriptEngine, 1);
860 rootPart.ParentGroup.ResumeScripts();
861
862 rootPart.ScheduleFullUpdate();
863 }
702 } 864 }
703 865
704 if (!m_Scene.Permissions.BypassPermissions()) 866 if (!m_Scene.Permissions.BypassPermissions())
@@ -716,9 +878,8 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
716 } 878 }
717 } 879 }
718 } 880 }
719
720 return rootPart.ParentGroup;
721 } 881 }
882 return group;
722 } 883 }
723 884
724 return null; 885 return null;
diff --git a/OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs b/OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs
index d78931a..e4a2461 100644
--- a/OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs
+++ b/OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs
@@ -341,6 +341,10 @@ namespace OpenSim.Region.CoreModules.Scripting.HttpRequest
341 try 341 try
342 { 342 {
343 Request = (HttpWebRequest) WebRequest.Create(Url); 343 Request = (HttpWebRequest) WebRequest.Create(Url);
344
345 //This works around some buggy HTTP Servers like Lighttpd
346 Request.ServicePoint.Expect100Continue = false;
347
344 Request.Method = HttpMethod; 348 Request.Method = HttpMethod;
345 Request.ContentType = HttpMIMEType; 349 Request.ContentType = HttpMIMEType;
346 350
diff --git a/OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs b/OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs
index 9b565ed..1fd1f47 100644
--- a/OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs
+++ b/OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs
@@ -142,7 +142,7 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
142 engine.PostScriptEvent(itemID, "http_request", new Object[] { urlcode.ToString(), "URL_REQUEST_DENIED", "" }); 142 engine.PostScriptEvent(itemID, "http_request", new Object[] { urlcode.ToString(), "URL_REQUEST_DENIED", "" });
143 return urlcode; 143 return urlcode;
144 } 144 }
145 string url = "http://" + m_ExternalHostNameForLSL + ":" + m_HttpServer.Port.ToString() + "/lslhttp/" + urlcode.ToString() + "/"; 145 string url = "http://" + m_ExternalHostNameForLSL + ":" + m_HttpServer.Port.ToString() + "/lslhttp/" + urlcode.ToString();
146 146
147 UrlData urlData = new UrlData(); 147 UrlData urlData = new UrlData();
148 urlData.hostID = host.UUID; 148 urlData.hostID = host.UUID;
@@ -152,10 +152,9 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
152 urlData.urlcode = urlcode; 152 urlData.urlcode = urlcode;
153 urlData.requests = new Dictionary<UUID, RequestData>(); 153 urlData.requests = new Dictionary<UUID, RequestData>();
154 154
155
156 m_UrlMap[url] = urlData; 155 m_UrlMap[url] = urlData;
157 156
158 string uri = "/lslhttp/" + urlcode.ToString() + "/"; 157 string uri = "/lslhttp/" + urlcode.ToString();
159 158
160 m_HttpServer.AddPollServiceHTTPHandler(uri,HandleHttpPoll, 159 m_HttpServer.AddPollServiceHTTPHandler(uri,HandleHttpPoll,
161 new PollServiceEventArgs(HttpRequestHandler,HasEvents, GetEvents, NoEvents, 160 new PollServiceEventArgs(HttpRequestHandler,HasEvents, GetEvents, NoEvents,
@@ -386,6 +385,7 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
386 385
387 return response; 386 return response;
388 } 387 }
388
389 public void HttpRequestHandler(UUID requestID, Hashtable request) 389 public void HttpRequestHandler(UUID requestID, Hashtable request)
390 { 390 {
391 lock (request) 391 lock (request)
@@ -400,8 +400,8 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
400 400
401 int pos1 = uri.IndexOf("/");// /lslhttp 401 int pos1 = uri.IndexOf("/");// /lslhttp
402 int pos2 = uri.IndexOf("/", pos1 + 1);// /lslhttp/ 402 int pos2 = uri.IndexOf("/", pos1 + 1);// /lslhttp/
403 int pos3 = uri.IndexOf("/", pos2 + 1);// /lslhttp/<UUID>/ 403 int pos3 = pos2 + 37; // /lslhttp/urlcode
404 string uri_tmp = uri.Substring(0, pos3 + 1); 404 string uri_tmp = uri.Substring(0, pos3);
405 //HTTP server code doesn't provide us with QueryStrings 405 //HTTP server code doesn't provide us with QueryStrings
406 string pathInfo; 406 string pathInfo;
407 string queryString; 407 string queryString;
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Grid/Tests/GridConnectorsTests.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Grid/Tests/GridConnectorsTests.cs
index e54ee02..ebfba2b 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Grid/Tests/GridConnectorsTests.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Grid/Tests/GridConnectorsTests.cs
@@ -57,9 +57,9 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Grid.Tests
57 config.Configs["Modules"].Set("GridServices", "LocalGridServicesConnector"); 57 config.Configs["Modules"].Set("GridServices", "LocalGridServicesConnector");
58 config.Configs["GridService"].Set("LocalServiceModule", "OpenSim.Services.GridService.dll:GridService"); 58 config.Configs["GridService"].Set("LocalServiceModule", "OpenSim.Services.GridService.dll:GridService");
59 config.Configs["GridService"].Set("StorageProvider", "OpenSim.Data.Null.dll"); 59 config.Configs["GridService"].Set("StorageProvider", "OpenSim.Data.Null.dll");
60 config.Configs["GridService"].Set("Region_Test_Region_1", "DefaultRegion"); 60 config.Configs["GridService"].Set("Region_Test_Region_1", "DefaultRegion");
61 config.Configs["GridService"].Set("Region_Test_Region_2", "FallbackRegion"); 61 config.Configs["GridService"].Set("Region_Test_Region_2", "FallbackRegion");
62 config.Configs["GridService"].Set("Region_Test_Region_3", "FallbackRegion"); 62 config.Configs["GridService"].Set("Region_Test_Region_3", "FallbackRegion");
63 config.Configs["GridService"].Set("Region_Other_Region_4", "FallbackRegion"); 63 config.Configs["GridService"].Set("Region_Other_Region_4", "FallbackRegion");
64 64
65 m_LocalConnector = new LocalGridServicesConnector(config); 65 m_LocalConnector = new LocalGridServicesConnector(config);
@@ -128,8 +128,8 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Grid.Tests
128 Assert.IsNotNull(result, "Retrieved GetRegionByName is null"); 128 Assert.IsNotNull(result, "Retrieved GetRegionByName is null");
129 Assert.That(result.RegionName, Is.EqualTo("Test Region 1"), "Retrieved region's name does not match"); 129 Assert.That(result.RegionName, Is.EqualTo("Test Region 1"), "Retrieved region's name does not match");
130 130
131 m_LocalConnector.RegisterRegion(UUID.Zero, r2); 131 m_LocalConnector.RegisterRegion(UUID.Zero, r2);
132 m_LocalConnector.RegisterRegion(UUID.Zero, r3); 132 m_LocalConnector.RegisterRegion(UUID.Zero, r3);
133 m_LocalConnector.RegisterRegion(UUID.Zero, r4); 133 m_LocalConnector.RegisterRegion(UUID.Zero, r4);
134 134
135 result = m_LocalConnector.GetRegionByUUID(UUID.Zero, new UUID(1)); 135 result = m_LocalConnector.GetRegionByUUID(UUID.Zero, new UUID(1));
@@ -154,38 +154,38 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Grid.Tests
154 Assert.IsNotNull(results, "Retrieved GetRegionRange collection is null"); 154 Assert.IsNotNull(results, "Retrieved GetRegionRange collection is null");
155 Assert.That(results.Count, Is.EqualTo(2), "Retrieved neighbour collection is not the number expected"); 155 Assert.That(results.Count, Is.EqualTo(2), "Retrieved neighbour collection is not the number expected");
156 156
157 results = m_LocalConnector.GetDefaultRegions(UUID.Zero); 157 results = m_LocalConnector.GetDefaultRegions(UUID.Zero);
158 Assert.IsNotNull(results, "Retrieved GetDefaultRegions collection is null"); 158 Assert.IsNotNull(results, "Retrieved GetDefaultRegions collection is null");
159 Assert.That(results.Count, Is.EqualTo(1), "Retrieved default regions collection has not the expected size"); 159 Assert.That(results.Count, Is.EqualTo(1), "Retrieved default regions collection has not the expected size");
160 Assert.That(results[0].RegionID, Is.EqualTo(new UUID(1)), "Retrieved default region's UUID does not match"); 160 Assert.That(results[0].RegionID, Is.EqualTo(new UUID(1)), "Retrieved default region's UUID does not match");
161 161
162 results = m_LocalConnector.GetFallbackRegions(UUID.Zero, r1.RegionLocX, r1.RegionLocY); 162 results = m_LocalConnector.GetFallbackRegions(UUID.Zero, r1.RegionLocX, r1.RegionLocY);
163 Assert.IsNotNull(results, "Retrieved GetFallbackRegions collection for region 1 is null"); 163 Assert.IsNotNull(results, "Retrieved GetFallbackRegions collection for region 1 is null");
164 Assert.That(results.Count, Is.EqualTo(3), "Retrieved fallback regions collection for region 1 has not the expected size"); 164 Assert.That(results.Count, Is.EqualTo(3), "Retrieved fallback regions collection for region 1 has not the expected size");
165 Assert.That(results[0].RegionID, Is.EqualTo(new UUID(2)), "Retrieved fallback regions for default region are not in the expected order 2-4-3"); 165 Assert.That(results[0].RegionID, Is.EqualTo(new UUID(2)), "Retrieved fallback regions for default region are not in the expected order 2-4-3");
166 Assert.That(results[1].RegionID, Is.EqualTo(new UUID(4)), "Retrieved fallback regions for default region are not in the expected order 2-4-3"); 166 Assert.That(results[1].RegionID, Is.EqualTo(new UUID(4)), "Retrieved fallback regions for default region are not in the expected order 2-4-3");
167 Assert.That(results[2].RegionID, Is.EqualTo(new UUID(3)), "Retrieved fallback regions for default region are not in the expected order 2-4-3"); 167 Assert.That(results[2].RegionID, Is.EqualTo(new UUID(3)), "Retrieved fallback regions for default region are not in the expected order 2-4-3");
168 168
169 results = m_LocalConnector.GetFallbackRegions(UUID.Zero, r2.RegionLocX, r2.RegionLocY); 169 results = m_LocalConnector.GetFallbackRegions(UUID.Zero, r2.RegionLocX, r2.RegionLocY);
170 Assert.IsNotNull(results, "Retrieved GetFallbackRegions collection for region 2 is null"); 170 Assert.IsNotNull(results, "Retrieved GetFallbackRegions collection for region 2 is null");
171 Assert.That(results.Count, Is.EqualTo(3), "Retrieved fallback regions collection for region 2 has not the expected size"); 171 Assert.That(results.Count, Is.EqualTo(3), "Retrieved fallback regions collection for region 2 has not the expected size");
172 Assert.That(results[0].RegionID, Is.EqualTo(new UUID(2)), "Retrieved fallback regions are not in the expected order 2-4-3"); 172 Assert.That(results[0].RegionID, Is.EqualTo(new UUID(2)), "Retrieved fallback regions are not in the expected order 2-4-3");
173 Assert.That(results[1].RegionID, Is.EqualTo(new UUID(4)), "Retrieved fallback regions are not in the expected order 2-4-3"); 173 Assert.That(results[1].RegionID, Is.EqualTo(new UUID(4)), "Retrieved fallback regions are not in the expected order 2-4-3");
174 Assert.That(results[2].RegionID, Is.EqualTo(new UUID(3)), "Retrieved fallback regions are not in the expected order 2-4-3"); 174 Assert.That(results[2].RegionID, Is.EqualTo(new UUID(3)), "Retrieved fallback regions are not in the expected order 2-4-3");
175 175
176 results = m_LocalConnector.GetFallbackRegions(UUID.Zero, r3.RegionLocX, r3.RegionLocY); 176 results = m_LocalConnector.GetFallbackRegions(UUID.Zero, r3.RegionLocX, r3.RegionLocY);
177 Assert.IsNotNull(results, "Retrieved GetFallbackRegions collection for region 3 is null"); 177 Assert.IsNotNull(results, "Retrieved GetFallbackRegions collection for region 3 is null");
178 Assert.That(results.Count, Is.EqualTo(3), "Retrieved fallback regions collection for region 3 has not the expected size"); 178 Assert.That(results.Count, Is.EqualTo(3), "Retrieved fallback regions collection for region 3 has not the expected size");
179 Assert.That(results[0].RegionID, Is.EqualTo(new UUID(3)), "Retrieved fallback regions are not in the expected order 3-4-2"); 179 Assert.That(results[0].RegionID, Is.EqualTo(new UUID(3)), "Retrieved fallback regions are not in the expected order 3-4-2");
180 Assert.That(results[1].RegionID, Is.EqualTo(new UUID(4)), "Retrieved fallback regions are not in the expected order 3-4-2"); 180 Assert.That(results[1].RegionID, Is.EqualTo(new UUID(4)), "Retrieved fallback regions are not in the expected order 3-4-2");
181 Assert.That(results[2].RegionID, Is.EqualTo(new UUID(2)), "Retrieved fallback regions are not in the expected order 3-4-2"); 181 Assert.That(results[2].RegionID, Is.EqualTo(new UUID(2)), "Retrieved fallback regions are not in the expected order 3-4-2");
182 182
183 results = m_LocalConnector.GetFallbackRegions(UUID.Zero, r4.RegionLocX, r4.RegionLocY); 183 results = m_LocalConnector.GetFallbackRegions(UUID.Zero, r4.RegionLocX, r4.RegionLocY);
184 Assert.IsNotNull(results, "Retrieved GetFallbackRegions collection for region 4 is null"); 184 Assert.IsNotNull(results, "Retrieved GetFallbackRegions collection for region 4 is null");
185 Assert.That(results.Count, Is.EqualTo(3), "Retrieved fallback regions collection for region 4 has not the expected size"); 185 Assert.That(results.Count, Is.EqualTo(3), "Retrieved fallback regions collection for region 4 has not the expected size");
186 Assert.That(results[0].RegionID, Is.EqualTo(new UUID(4)), "Retrieved fallback regions are not in the expected order 4-3-2"); 186 Assert.That(results[0].RegionID, Is.EqualTo(new UUID(4)), "Retrieved fallback regions are not in the expected order 4-3-2");
187 Assert.That(results[1].RegionID, Is.EqualTo(new UUID(3)), "Retrieved fallback regions are not in the expected order 4-3-2"); 187 Assert.That(results[1].RegionID, Is.EqualTo(new UUID(3)), "Retrieved fallback regions are not in the expected order 4-3-2");
188 Assert.That(results[2].RegionID, Is.EqualTo(new UUID(2)), "Retrieved fallback regions are not in the expected order 4-3-2"); 188 Assert.That(results[2].RegionID, Is.EqualTo(new UUID(2)), "Retrieved fallback regions are not in the expected order 4-3-2");
189 189
190 results = m_LocalConnector.GetHyperlinks(UUID.Zero); 190 results = m_LocalConnector.GetHyperlinks(UUID.Zero);
191 Assert.IsNotNull(results, "Retrieved GetHyperlinks list is null"); 191 Assert.IsNotNull(results, "Retrieved GetHyperlinks list is null");
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs
index 2dd0099..5be6486 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs
@@ -300,10 +300,24 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation
300 if (s.RegionInfo.RegionID == destination.RegionID) 300 if (s.RegionInfo.RegionID == destination.RegionID)
301 { 301 {
302 //m_log.Debug("[LOCAL COMMS]: Found region to SendCloseAgent"); 302 //m_log.Debug("[LOCAL COMMS]: Found region to SendCloseAgent");
303 // Let's spawn a threadlet right here, because this may take 303 return s.IncomingCloseAgent(id);
304 // a while 304 }
305 Util.FireAndForget(delegate { s.IncomingCloseAgent(id); }); 305 }
306 return true; 306 //m_log.Debug("[LOCAL COMMS]: region not found in SendCloseAgent");
307 return false;
308 }
309
310 public bool CloseChildAgent(GridRegion destination, UUID id)
311 {
312 if (destination == null)
313 return false;
314
315 foreach (Scene s in m_sceneList)
316 {
317 if (s.RegionInfo.RegionID == destination.RegionID)
318 {
319 //m_log.Debug("[LOCAL COMMS]: Found region to SendCloseAgent");
320 return s.IncomingCloseChildAgent(id);
307 } 321 }
308 } 322 }
309 //m_log.Debug("[LOCAL COMMS]: region not found in SendCloseAgent"); 323 //m_log.Debug("[LOCAL COMMS]: region not found in SendCloseAgent");
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs
index 387a9b8..27792c8 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs
@@ -269,6 +269,21 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation
269 return false; 269 return false;
270 } 270 }
271 271
272 public bool CloseChildAgent(GridRegion destination, UUID id)
273 {
274 if (destination == null)
275 return false;
276
277 // Try local first
278 if (m_localBackend.CloseChildAgent(destination, id))
279 return true;
280
281 // else do the remote thing
282 if (!m_localBackend.IsLocalRegion(destination.RegionHandle))
283 return m_remoteConnector.CloseChildAgent(destination, id);
284
285 return false;
286 }
272 287
273 public bool CloseAgent(GridRegion destination, UUID id) 288 public bool CloseAgent(GridRegion destination, UUID id)
274 { 289 {
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/LocalUserAccountServiceConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/LocalUserAccountServiceConnector.cs
index 30ebb21..9ecbcc6 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/LocalUserAccountServiceConnector.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/LocalUserAccountServiceConnector.cs
@@ -172,6 +172,11 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts
172 return m_UserService.GetUserAccount(scopeID, Email); 172 return m_UserService.GetUserAccount(scopeID, Email);
173 } 173 }
174 174
175 public List<UserAccount> GetUserAccountsWhere(UUID scopeID, string query)
176 {
177 return null;
178 }
179
175 public List<UserAccount> GetUserAccounts(UUID scopeID, string query) 180 public List<UserAccount> GetUserAccounts(UUID scopeID, string query)
176 { 181 {
177 return m_UserService.GetUserAccounts(scopeID, query); 182 return m_UserService.GetUserAccounts(scopeID, query);
diff --git a/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs b/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs
index 3238a81..d948b82 100644
--- a/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs
+++ b/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs
@@ -287,6 +287,23 @@ namespace OpenSim.Region.CoreModules.World.Archiver
287 // being no copy/no mod for everyone 287 // being no copy/no mod for everyone
288 lock (part.TaskInventory) 288 lock (part.TaskInventory)
289 { 289 {
290 if (!ResolveUserUuid(part.CreatorID))
291 part.CreatorID = m_scene.RegionInfo.EstateSettings.EstateOwner;
292
293 if (!ResolveUserUuid(part.OwnerID))
294 part.OwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner;
295
296 if (!ResolveUserUuid(part.LastOwnerID))
297 part.LastOwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner;
298
299 // And zap any troublesome sit target information
300 part.SitTargetOrientation = new Quaternion(0, 0, 0, 1);
301 part.SitTargetPosition = new Vector3(0, 0, 0);
302
303 // Fix ownership/creator of inventory items
304 // Not doing so results in inventory items
305 // being no copy/no mod for everyone
306 part.TaskInventory.LockItemsForRead(true);
290 TaskInventoryDictionary inv = part.TaskInventory; 307 TaskInventoryDictionary inv = part.TaskInventory;
291 foreach (KeyValuePair<UUID, TaskInventoryItem> kvp in inv) 308 foreach (KeyValuePair<UUID, TaskInventoryItem> kvp in inv)
292 { 309 {
@@ -302,6 +319,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
302 if (UserManager != null) 319 if (UserManager != null)
303 UserManager.AddUser(kvp.Value.CreatorID, kvp.Value.CreatorData); 320 UserManager.AddUser(kvp.Value.CreatorID, kvp.Value.CreatorData);
304 } 321 }
322 part.TaskInventory.LockItemsForRead(false);
305 } 323 }
306 } 324 }
307 325
diff --git a/OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs b/OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs
index b888698..5da1656 100644
--- a/OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs
+++ b/OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs
@@ -249,18 +249,14 @@ namespace OpenSim.Region.CoreModules.World.Archiver
249 249
250 if (asset != null) 250 if (asset != null)
251 { 251 {
252 if (m_options.ContainsKey("verbose")) 252// m_log.DebugFormat("[ARCHIVER]: Writing asset {0}", id);
253 m_log.InfoFormat("[ARCHIVER]: Writing asset {0}", id);
254
255 m_foundAssetUuids.Add(asset.FullID); 253 m_foundAssetUuids.Add(asset.FullID);
256 254
257 m_assetsArchiver.WriteAsset(PostProcess(asset)); 255 m_assetsArchiver.WriteAsset(PostProcess(asset));
258 } 256 }
259 else 257 else
260 { 258 {
261 if (m_options.ContainsKey("verbose")) 259// m_log.DebugFormat("[ARCHIVER]: Recording asset {0} as not found", id);
262 m_log.InfoFormat("[ARCHIVER]: Recording asset {0} as not found", id);
263
264 m_notFoundAssetUuids.Add(new UUID(id)); 260 m_notFoundAssetUuids.Add(new UUID(id));
265 } 261 }
266 262
diff --git a/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs b/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
index b0563c5..e7ebab3 100644
--- a/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
+++ b/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
@@ -29,6 +29,7 @@ using System.Collections.Generic;
29using System.IO; 29using System.IO;
30using System.Reflection; 30using System.Reflection;
31using System.Security; 31using System.Security;
32using System.Timers;
32using log4net; 33using log4net;
33using Nini.Config; 34using Nini.Config;
34using OpenMetaverse; 35using OpenMetaverse;
@@ -45,6 +46,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
45 private delegate void LookupUUIDS(List<UUID> uuidLst); 46 private delegate void LookupUUIDS(List<UUID> uuidLst);
46 47
47 private Scene m_scene; 48 private Scene m_scene;
49 private Timer m_regionChangeTimer = new Timer();
48 50
49 private EstateTerrainXferHandler TerrainUploader; 51 private EstateTerrainXferHandler TerrainUploader;
50 52
@@ -246,7 +248,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
246 timeInSeconds -= 15; 248 timeInSeconds -= 15;
247 } 249 }
248 250
249 restartModule.ScheduleRestart(UUID.Zero, "Region will restart in {0}", times.ToArray(), true); 251 restartModule.ScheduleRestart(UUID.Zero, "Region will restart in {0}", times.ToArray(), false);
250 } 252 }
251 } 253 }
252 254
@@ -266,7 +268,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
266 268
267 if ((estateAccessType & 4) != 0) // User add 269 if ((estateAccessType & 4) != 0) // User add
268 { 270 {
269 if (m_scene.Permissions.CanIssueEstateCommand(remote_client.AgentId, true) || m_scene.Permissions.BypassPermissions()) 271 if (m_scene.Permissions.CanIssueEstateCommand(remote_client.AgentId, false) || m_scene.Permissions.BypassPermissions())
270 { 272 {
271 m_scene.RegionInfo.EstateSettings.AddEstateUser(user); 273 m_scene.RegionInfo.EstateSettings.AddEstateUser(user);
272 m_scene.RegionInfo.EstateSettings.Save(); 274 m_scene.RegionInfo.EstateSettings.Save();
@@ -281,7 +283,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
281 } 283 }
282 if ((estateAccessType & 8) != 0) // User remove 284 if ((estateAccessType & 8) != 0) // User remove
283 { 285 {
284 if (m_scene.Permissions.CanIssueEstateCommand(remote_client.AgentId, true) || m_scene.Permissions.BypassPermissions()) 286 if (m_scene.Permissions.CanIssueEstateCommand(remote_client.AgentId, false) || m_scene.Permissions.BypassPermissions())
285 { 287 {
286 m_scene.RegionInfo.EstateSettings.RemoveEstateUser(user); 288 m_scene.RegionInfo.EstateSettings.RemoveEstateUser(user);
287 m_scene.RegionInfo.EstateSettings.Save(); 289 m_scene.RegionInfo.EstateSettings.Save();
@@ -296,7 +298,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
296 } 298 }
297 if ((estateAccessType & 16) != 0) // Group add 299 if ((estateAccessType & 16) != 0) // Group add
298 { 300 {
299 if (m_scene.Permissions.CanIssueEstateCommand(remote_client.AgentId, true) || m_scene.Permissions.BypassPermissions()) 301 if (m_scene.Permissions.CanIssueEstateCommand(remote_client.AgentId, false) || m_scene.Permissions.BypassPermissions())
300 { 302 {
301 m_scene.RegionInfo.EstateSettings.AddEstateGroup(user); 303 m_scene.RegionInfo.EstateSettings.AddEstateGroup(user);
302 m_scene.RegionInfo.EstateSettings.Save(); 304 m_scene.RegionInfo.EstateSettings.Save();
@@ -310,7 +312,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
310 } 312 }
311 if ((estateAccessType & 32) != 0) // Group remove 313 if ((estateAccessType & 32) != 0) // Group remove
312 { 314 {
313 if (m_scene.Permissions.CanIssueEstateCommand(remote_client.AgentId, true) || m_scene.Permissions.BypassPermissions()) 315 if (m_scene.Permissions.CanIssueEstateCommand(remote_client.AgentId, false) || m_scene.Permissions.BypassPermissions())
314 { 316 {
315 m_scene.RegionInfo.EstateSettings.RemoveEstateGroup(user); 317 m_scene.RegionInfo.EstateSettings.RemoveEstateGroup(user);
316 m_scene.RegionInfo.EstateSettings.Save(); 318 m_scene.RegionInfo.EstateSettings.Save();
@@ -359,7 +361,11 @@ namespace OpenSim.Region.CoreModules.World.Estate
359 { 361 {
360 if (!s.IsChildAgent) 362 if (!s.IsChildAgent)
361 { 363 {
362 m_scene.TeleportClientHome(user, s.ControllingClient); 364 if (!m_scene.TeleportClientHome(user, s.ControllingClient))
365 {
366 s.ControllingClient.Kick("Your access to the region was revoked and TP home failed - you have been logged out.");
367 s.ControllingClient.Close();
368 }
363 } 369 }
364 } 370 }
365 371
@@ -493,7 +499,11 @@ namespace OpenSim.Region.CoreModules.World.Estate
493 ScenePresence s = m_scene.GetScenePresence(prey); 499 ScenePresence s = m_scene.GetScenePresence(prey);
494 if (s != null) 500 if (s != null)
495 { 501 {
496 m_scene.TeleportClientHome(prey, s.ControllingClient); 502 if (!m_scene.TeleportClientHome(prey, s.ControllingClient))
503 {
504 s.ControllingClient.Kick("You were teleported home by the region owner, but the TP failed - you have been logged out.");
505 s.ControllingClient.Close();
506 }
497 } 507 }
498 } 508 }
499 } 509 }
@@ -512,7 +522,11 @@ namespace OpenSim.Region.CoreModules.World.Estate
512 // Also make sure they are actually in the region 522 // Also make sure they are actually in the region
513 if (p != null && !p.IsChildAgent) 523 if (p != null && !p.IsChildAgent)
514 { 524 {
515 m_scene.TeleportClientHome(p.UUID, p.ControllingClient); 525 if (!m_scene.TeleportClientHome(p.UUID, p.ControllingClient))
526 {
527 p.ControllingClient.Kick("You were teleported home by the region owner, but the TP failed - you have been logged out.");
528 p.ControllingClient.Close();
529 }
516 } 530 }
517 } 531 }
518 }); 532 });
@@ -923,6 +937,9 @@ namespace OpenSim.Region.CoreModules.World.Estate
923 m_scene.RegisterModuleInterface<IEstateModule>(this); 937 m_scene.RegisterModuleInterface<IEstateModule>(this);
924 m_scene.EventManager.OnNewClient += EventManager_OnNewClient; 938 m_scene.EventManager.OnNewClient += EventManager_OnNewClient;
925 m_scene.EventManager.OnRequestChangeWaterHeight += changeWaterHeight; 939 m_scene.EventManager.OnRequestChangeWaterHeight += changeWaterHeight;
940 m_regionChangeTimer.AutoReset = false;
941 m_regionChangeTimer.Interval = 2000;
942 m_regionChangeTimer.Elapsed += RaiseRegionInfoChange;
926 943
927 m_scene.AddCommand(this, "set terrain texture", 944 m_scene.AddCommand(this, "set terrain texture",
928 "set terrain texture <number> <uuid> [<x>] [<y>]", 945 "set terrain texture <number> <uuid> [<x>] [<y>]",
@@ -1195,6 +1212,12 @@ namespace OpenSim.Region.CoreModules.World.Estate
1195 1212
1196 protected void TriggerRegionInfoChange() 1213 protected void TriggerRegionInfoChange()
1197 { 1214 {
1215 m_regionChangeTimer.Stop();
1216 m_regionChangeTimer.Start();
1217 }
1218
1219 protected void RaiseRegionInfoChange(object sender, ElapsedEventArgs e)
1220 {
1198 ChangeDelegate change = OnRegionInfoChange; 1221 ChangeDelegate change = OnRegionInfoChange;
1199 1222
1200 if (change != null) 1223 if (change != null)
diff --git a/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs b/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
index 4f8e205..d9812df 100644
--- a/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
+++ b/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
@@ -85,6 +85,8 @@ namespace OpenSim.Region.CoreModules.World.Land
85 private int m_lastLandLocalID = LandChannel.START_LAND_LOCAL_ID - 1; 85 private int m_lastLandLocalID = LandChannel.START_LAND_LOCAL_ID - 1;
86 86
87 private bool m_allowedForcefulBans = true; 87 private bool m_allowedForcefulBans = true;
88 private UUID DefaultGodParcelGroup;
89 private string DefaultGodParcelName;
88 90
89 // caches ExtendedLandData 91 // caches ExtendedLandData
90 private Cache parcelInfoCache; 92 private Cache parcelInfoCache;
@@ -100,6 +102,12 @@ namespace OpenSim.Region.CoreModules.World.Land
100 102
101 public void Initialise(IConfigSource source) 103 public void Initialise(IConfigSource source)
102 { 104 {
105 IConfig cnf = source.Configs["LandManagement"];
106 if (cnf != null)
107 {
108 DefaultGodParcelGroup = new UUID(cnf.GetString("DefaultAdministratorGroupUUID", UUID.Zero.ToString()));
109 DefaultGodParcelName = cnf.GetString("DefaultAdministratorParcelName", "Default Parcel");
110 }
103 } 111 }
104 112
105 public void AddRegion(Scene scene) 113 public void AddRegion(Scene scene)
@@ -351,7 +359,7 @@ namespace OpenSim.Region.CoreModules.World.Land
351 { 359 {
352 if (avatar.AbsolutePosition.Z < LandChannel.BAN_LINE_SAFETY_HIEGHT) 360 if (avatar.AbsolutePosition.Z < LandChannel.BAN_LINE_SAFETY_HIEGHT)
353 { 361 {
354 if (parcelAvatarIsEntering.IsBannedFromLand(avatar.UUID)) 362 if (parcelAvatarIsEntering.IsEitherBannedOrRestricted(avatar.UUID))
355 { 363 {
356 SendYouAreBannedNotice(avatar); 364 SendYouAreBannedNotice(avatar);
357 ForceAvatarToPosition(avatar, m_scene.GetNearestAllowedPosition(avatar)); 365 ForceAvatarToPosition(avatar, m_scene.GetNearestAllowedPosition(avatar));
@@ -662,7 +670,7 @@ namespace OpenSim.Region.CoreModules.World.Land
662 int x; 670 int x;
663 int y; 671 int y;
664 672
665 if (x_float > Constants.RegionSize || x_float <= 0 || y_float > Constants.RegionSize || y_float <= 0) 673 if (x_float > Constants.RegionSize || x_float < 0 || y_float > Constants.RegionSize || y_float < 0)
666 return null; 674 return null;
667 675
668 try 676 try
@@ -1005,6 +1013,10 @@ namespace OpenSim.Region.CoreModules.World.Land
1005 //Owner Flag 1013 //Owner Flag
1006 tempByte = Convert.ToByte(tempByte | LandChannel.LAND_TYPE_OWNED_BY_REQUESTER); 1014 tempByte = Convert.ToByte(tempByte | LandChannel.LAND_TYPE_OWNED_BY_REQUESTER);
1007 } 1015 }
1016 else if (currentParcelBlock.LandData.IsGroupOwned && remote_client.IsGroupMember(currentParcelBlock.LandData.GroupID))
1017 {
1018 tempByte = Convert.ToByte(tempByte | LandChannel.LAND_TYPE_OWNED_BY_GROUP);
1019 }
1008 else if (currentParcelBlock.LandData.SalePrice > 0 && 1020 else if (currentParcelBlock.LandData.SalePrice > 0 &&
1009 (currentParcelBlock.LandData.AuthBuyerID == UUID.Zero || 1021 (currentParcelBlock.LandData.AuthBuyerID == UUID.Zero ||
1010 currentParcelBlock.LandData.AuthBuyerID == remote_client.AgentId)) 1022 currentParcelBlock.LandData.AuthBuyerID == remote_client.AgentId))
@@ -1299,7 +1311,7 @@ namespace OpenSim.Region.CoreModules.World.Land
1299 { 1311 {
1300 land.DeedToGroup(groupID); 1312 land.DeedToGroup(groupID);
1301 } 1313 }
1302 1314 EventManagerOnParcelPrimCountTainted();
1303 } 1315 }
1304 1316
1305 1317
@@ -1307,18 +1319,31 @@ namespace OpenSim.Region.CoreModules.World.Land
1307 1319
1308 public void EventManagerOnIncomingLandDataFromStorage(List<LandData> data) 1320 public void EventManagerOnIncomingLandDataFromStorage(List<LandData> data)
1309 { 1321 {
1310 for (int i = 0; i < data.Count; i++) 1322 lock (m_landList)
1311 { 1323 {
1312 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 }
1313 } 1336 }
1314 } 1337 }
1315 1338
1316 public void IncomingLandObjectFromStorage(LandData data) 1339 public void IncomingLandObjectFromStorage(LandData data)
1317 { 1340 {
1341
1318 ILandObject new_land = new LandObject(data.OwnerID, data.IsGroupOwned, m_scene); 1342 ILandObject new_land = new LandObject(data.OwnerID, data.IsGroupOwned, m_scene);
1319 new_land.LandData = data.Copy(); 1343 new_land.LandData = data.Copy();
1320 new_land.SetLandBitmapFromByteArray(); 1344 new_land.SetLandBitmapFromByteArray();
1321 AddLandObject(new_land); 1345 AddLandObject(new_land);
1346 new_land.SendLandUpdateToAvatarsOverMe();
1322 } 1347 }
1323 1348
1324 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)
@@ -1591,5 +1616,321 @@ namespace OpenSim.Region.CoreModules.World.Land
1591 1616
1592 UpdateLandObject(localID, land.LandData); 1617 UpdateLandObject(localID, land.LandData);
1593 } 1618 }
1619
1620 public void ClientOnParcelGodMark(IClientAPI client, UUID god, int landID)
1621 {
1622 ILandObject land = null;
1623 List<ILandObject> Land = ((Scene)client.Scene).LandChannel.AllParcels();
1624 foreach (ILandObject landObject in Land)
1625 {
1626 if (landObject.LandData.LocalID == landID)
1627 {
1628 land = landObject;
1629 }
1630 }
1631 land.DeedToGroup(DefaultGodParcelGroup);
1632 land.LandData.Name = DefaultGodParcelName;
1633 land.SendLandUpdateToAvatarsOverMe();
1634 }
1635
1636 private void ClientOnSimWideDeletes(IClientAPI client, UUID agentID, int flags, UUID targetID)
1637 {
1638 ScenePresence SP;
1639 ((Scene)client.Scene).TryGetScenePresence(client.AgentId, out SP);
1640 List<SceneObjectGroup> returns = new List<SceneObjectGroup>();
1641 if (SP.UserLevel != 0)
1642 {
1643 if (flags == 0) //All parcels, scripted or not
1644 {
1645 ((Scene)client.Scene).ForEachSOG(delegate(SceneObjectGroup e)
1646 {
1647 if (e.OwnerID == targetID)
1648 {
1649 returns.Add(e);
1650 }
1651 }
1652 );
1653 }
1654 if (flags == 4) //All parcels, scripted object
1655 {
1656 ((Scene)client.Scene).ForEachSOG(delegate(SceneObjectGroup e)
1657 {
1658 if (e.OwnerID == targetID)
1659 {
1660 if (e.scriptScore >= 0.01)
1661 {
1662 returns.Add(e);
1663 }
1664 }
1665 }
1666 );
1667 }
1668 if (flags == 4) //not target parcel, scripted object
1669 {
1670 ((Scene)client.Scene).ForEachSOG(delegate(SceneObjectGroup e)
1671 {
1672 if (e.OwnerID == targetID)
1673 {
1674 ILandObject landobject = ((Scene)client.Scene).LandChannel.GetLandObject(e.AbsolutePosition.X, e.AbsolutePosition.Y);
1675 if (landobject.LandData.OwnerID != e.OwnerID)
1676 {
1677 if (e.scriptScore >= 0.01)
1678 {
1679 returns.Add(e);
1680 }
1681 }
1682 }
1683 }
1684 );
1685 }
1686 foreach (SceneObjectGroup ol in returns)
1687 {
1688 ReturnObject(ol, client);
1689 }
1690 }
1691 }
1692 public void ReturnObject(SceneObjectGroup obj, IClientAPI client)
1693 {
1694 SceneObjectGroup[] objs = new SceneObjectGroup[1];
1695 objs[0] = obj;
1696 ((Scene)client.Scene).returnObjects(objs, client.AgentId);
1697 }
1698
1699 Dictionary<UUID, System.Threading.Timer> Timers = new Dictionary<UUID, System.Threading.Timer>();
1700
1701 public void ClientOnParcelFreezeUser(IClientAPI client, UUID parcelowner, uint flags, UUID target)
1702 {
1703 ScenePresence targetAvatar = null;
1704 ((Scene)client.Scene).TryGetScenePresence(target, out targetAvatar);
1705 ScenePresence parcelManager = null;
1706 ((Scene)client.Scene).TryGetScenePresence(client.AgentId, out parcelManager);
1707 System.Threading.Timer Timer;
1708
1709 if (targetAvatar.UserLevel == 0)
1710 {
1711 ILandObject land = ((Scene)client.Scene).LandChannel.GetLandObject(targetAvatar.AbsolutePosition.X, targetAvatar.AbsolutePosition.Y);
1712 if (!((Scene)client.Scene).Permissions.CanEditParcelProperties(client.AgentId, land, GroupPowers.LandEjectAndFreeze))
1713 return;
1714 if (flags == 0)
1715 {
1716 targetAvatar.AllowMovement = false;
1717 targetAvatar.ControllingClient.SendAlertMessage(parcelManager.Firstname + " " + parcelManager.Lastname + " has frozen you for 30 seconds. You cannot move or interact with the world.");
1718 parcelManager.ControllingClient.SendAlertMessage("Avatar Frozen.");
1719 System.Threading.TimerCallback timeCB = new System.Threading.TimerCallback(OnEndParcelFrozen);
1720 Timer = new System.Threading.Timer(timeCB, targetAvatar, 30000, 0);
1721 Timers.Add(targetAvatar.UUID, Timer);
1722 }
1723 else
1724 {
1725 targetAvatar.AllowMovement = true;
1726 targetAvatar.ControllingClient.SendAlertMessage(parcelManager.Firstname + " " + parcelManager.Lastname + " has unfrozen you.");
1727 parcelManager.ControllingClient.SendAlertMessage("Avatar Unfrozen.");
1728 Timers.TryGetValue(targetAvatar.UUID, out Timer);
1729 Timers.Remove(targetAvatar.UUID);
1730 Timer.Dispose();
1731 }
1732 }
1733 }
1734 private void OnEndParcelFrozen(object avatar)
1735 {
1736 ScenePresence targetAvatar = (ScenePresence)avatar;
1737 targetAvatar.AllowMovement = true;
1738 System.Threading.Timer Timer;
1739 Timers.TryGetValue(targetAvatar.UUID, out Timer);
1740 Timers.Remove(targetAvatar.UUID);
1741 targetAvatar.ControllingClient.SendAgentAlertMessage("The freeze has worn off; you may go about your business.", false);
1742 }
1743
1744
1745 public void ClientOnParcelEjectUser(IClientAPI client, UUID parcelowner, uint flags, UUID target)
1746 {
1747 ScenePresence targetAvatar = null;
1748 ((Scene)client.Scene).TryGetScenePresence(target, out targetAvatar);
1749 ScenePresence parcelManager = null;
1750 ((Scene)client.Scene).TryGetScenePresence(client.AgentId, out parcelManager);
1751 //Just eject
1752 if (flags == 0)
1753 {
1754 if (targetAvatar.UserLevel == 0)
1755 {
1756 ILandObject land = ((Scene)client.Scene).LandChannel.GetLandObject(targetAvatar.AbsolutePosition.X, targetAvatar.AbsolutePosition.Y);
1757 if (!((Scene)client.Scene).Permissions.CanEditParcelProperties(client.AgentId, land, GroupPowers.LandEjectAndFreeze))
1758 return;
1759
1760 Vector3 position = new Vector3(0, 0, 0);
1761 List<ILandObject> allParcels = new List<ILandObject>();
1762 allParcels = AllParcels();
1763 if (allParcels.Count != 1)
1764 {
1765 foreach (ILandObject parcel in allParcels)
1766 {
1767 if (parcel.LandData.GlobalID != land.LandData.GlobalID)
1768 {
1769 if (parcel.IsEitherBannedOrRestricted(targetAvatar.UUID) != true)
1770 {
1771 for (int x = 1; x <= Constants.RegionSize; x += 2)
1772 {
1773 for (int y = 1; y <= Constants.RegionSize; y += 2)
1774 {
1775 if (parcel.ContainsPoint(x, y))
1776 {
1777 position = new Vector3(x, y, targetAvatar.AbsolutePosition.Z);
1778 targetAvatar.TeleportWithMomentum(position);
1779 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1780 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected.");
1781 return;
1782 }
1783 }
1784 }
1785 }
1786 }
1787 }
1788 }
1789 Vector3 targetVector;
1790 if (targetAvatar.AbsolutePosition.X > targetAvatar.AbsolutePosition.Y)
1791 {
1792 if (targetAvatar.AbsolutePosition.X > .5 * Constants.RegionSize)
1793 {
1794 targetVector = new Vector3(Constants.RegionSize, targetAvatar.AbsolutePosition.Y, targetAvatar.AbsolutePosition.Z); ;
1795 targetAvatar.TeleportWithMomentum(targetVector);
1796 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1797 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected.");
1798 return;
1799 }
1800 else
1801 {
1802 targetVector = new Vector3(0, targetAvatar.AbsolutePosition.Y, targetAvatar.AbsolutePosition.Z); ;
1803 targetAvatar.TeleportWithMomentum(targetVector);
1804 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1805 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected.");
1806 return;
1807 }
1808 }
1809 else
1810 {
1811 if (targetAvatar.AbsolutePosition.Y > .5 * Constants.RegionSize)
1812 {
1813 targetVector = new Vector3(targetAvatar.AbsolutePosition.X, Constants.RegionSize, targetAvatar.AbsolutePosition.Z); ;
1814 targetAvatar.TeleportWithMomentum(targetVector);
1815 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1816 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected.");
1817 return;
1818 }
1819 else
1820 {
1821 targetVector = new Vector3(targetAvatar.AbsolutePosition.X, 0, targetAvatar.AbsolutePosition.Z); ;
1822 targetAvatar.TeleportWithMomentum(targetVector);
1823 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1824 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected.");
1825 return;
1826 }
1827 }
1828 }
1829 }
1830 //Eject and ban
1831 if (flags == 1)
1832 {
1833 if (targetAvatar.UserLevel == 0)
1834 {
1835 ILandObject land = ((Scene)client.Scene).LandChannel.GetLandObject(targetAvatar.AbsolutePosition.X, targetAvatar.AbsolutePosition.Y);
1836 if (!((Scene)client.Scene).Permissions.CanEditParcelProperties(client.AgentId, land, GroupPowers.LandEjectAndFreeze))
1837 return;
1838
1839 Vector3 position = new Vector3(0, 0, 0);
1840 List<ILandObject> allParcels = new List<ILandObject>();
1841 allParcels = AllParcels();
1842 if (allParcels.Count != 1)
1843 {
1844 foreach (ILandObject parcel in allParcels)
1845 {
1846 if (parcel.LandData.GlobalID != land.LandData.GlobalID)
1847 {
1848 if (parcel.IsEitherBannedOrRestricted(targetAvatar.UUID) != true)
1849 {
1850 for (int x = 1; x <= Constants.RegionSize; x += 2)
1851 {
1852 for (int y = 1; y <= Constants.RegionSize; y += 2)
1853 {
1854 if (parcel.ContainsPoint(x, y))
1855 {
1856 position = new Vector3(x, y, targetAvatar.AbsolutePosition.Z);
1857 targetAvatar.TeleportWithMomentum(position);
1858 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected and banned by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1859 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected and Banned.");
1860 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry();
1861 entry.AgentID = targetAvatar.UUID;
1862 entry.Flags = AccessList.Ban;
1863 entry.Time = new DateTime();
1864 land.LandData.ParcelAccessList.Add(entry);
1865 return;
1866 }
1867 }
1868 }
1869 }
1870 }
1871 }
1872 }
1873 Vector3 targetVector;
1874 if (targetAvatar.AbsolutePosition.X > targetAvatar.AbsolutePosition.Y)
1875 {
1876 if (targetAvatar.AbsolutePosition.X > .5 * Constants.RegionSize)
1877 {
1878 targetVector = new Vector3(Constants.RegionSize, targetAvatar.AbsolutePosition.Y, targetAvatar.AbsolutePosition.Z); ;
1879 targetAvatar.TeleportWithMomentum(targetVector);
1880 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected and banned by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1881 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected and Banned.");
1882 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry();
1883 entry.AgentID = targetAvatar.UUID;
1884 entry.Flags = AccessList.Ban;
1885 entry.Time = new DateTime();
1886 land.LandData.ParcelAccessList.Add(entry);
1887 return;
1888 }
1889 else
1890 {
1891 targetVector = new Vector3(0, targetAvatar.AbsolutePosition.Y, targetAvatar.AbsolutePosition.Z); ;
1892 targetAvatar.TeleportWithMomentum(targetVector);
1893 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected and banned by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1894 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected and Banned.");
1895 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry();
1896 entry.AgentID = targetAvatar.UUID;
1897 entry.Flags = AccessList.Ban;
1898 entry.Time = new DateTime();
1899 land.LandData.ParcelAccessList.Add(entry);
1900 return;
1901 }
1902 }
1903 else
1904 {
1905 if (targetAvatar.AbsolutePosition.Y > .5 * Constants.RegionSize)
1906 {
1907 targetVector = new Vector3(targetAvatar.AbsolutePosition.X, Constants.RegionSize, targetAvatar.AbsolutePosition.Z); ;
1908 targetAvatar.TeleportWithMomentum(targetVector);
1909 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected and banned by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1910 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected and Banned.");
1911 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry();
1912 entry.AgentID = targetAvatar.UUID;
1913 entry.Flags = AccessList.Ban;
1914 entry.Time = new DateTime();
1915 land.LandData.ParcelAccessList.Add(entry);
1916 return;
1917 }
1918 else
1919 {
1920 targetVector = new Vector3(targetAvatar.AbsolutePosition.X, 0, targetAvatar.AbsolutePosition.Z); ;
1921 targetAvatar.TeleportWithMomentum(targetVector);
1922 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected and banned by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1923 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected and Banned.");
1924 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry();
1925 entry.AgentID = targetAvatar.UUID;
1926 entry.Flags = AccessList.Ban;
1927 entry.Time = new DateTime();
1928 land.LandData.ParcelAccessList.Add(entry);
1929 return;
1930 }
1931 }
1932 }
1933 }
1934 }
1594 } 1935 }
1595} 1936}
diff --git a/OpenSim/Region/CoreModules/World/Land/LandObject.cs b/OpenSim/Region/CoreModules/World/Land/LandObject.cs
index 4e1f9c5..a00b6b2 100644
--- a/OpenSim/Region/CoreModules/World/Land/LandObject.cs
+++ b/OpenSim/Region/CoreModules/World/Land/LandObject.cs
@@ -365,6 +365,37 @@ namespace OpenSim.Region.CoreModules.World.Land
365 return false; 365 return false;
366 } 366 }
367 367
368 public bool HasGroupAccess(UUID avatar)
369 {
370 if (LandData.GroupID != UUID.Zero && (LandData.Flags & (uint)ParcelFlags.UseAccessGroup) == (uint)ParcelFlags.UseAccessGroup)
371 {
372 ScenePresence sp;
373 if (!m_scene.TryGetScenePresence(avatar, out sp))
374 {
375 IGroupsModule groupsModule = m_scene.RequestModuleInterface<IGroupsModule>();
376 if (groupsModule == null)
377 return false;
378
379 GroupMembershipData[] membership = groupsModule.GetMembershipData(avatar);
380 if (membership == null || membership.Length == 0)
381 return false;
382
383 foreach (GroupMembershipData d in membership)
384 {
385 if (d.GroupID == LandData.GroupID)
386 return true;
387 }
388 return false;
389 }
390
391 if (!sp.ControllingClient.IsGroupMember(LandData.GroupID))
392 return false;
393
394 return true;
395 }
396 return false;
397 }
398
368 public bool IsBannedFromLand(UUID avatar) 399 public bool IsBannedFromLand(UUID avatar)
369 { 400 {
370 if (m_scene.Permissions.IsAdministrator(avatar)) 401 if (m_scene.Permissions.IsAdministrator(avatar))
@@ -401,9 +432,13 @@ namespace OpenSim.Region.CoreModules.World.Land
401 return false; 432 return false;
402 }) == -1 && LandData.OwnerID != avatar) 433 }) == -1 && LandData.OwnerID != avatar)
403 { 434 {
404 return true; 435 if (!HasGroupAccess(avatar))
436 {
437 return true;
438 }
405 } 439 }
406 } 440 }
441
407 return false; 442 return false;
408 } 443 }
409 444
diff --git a/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs b/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
index 364dd6c..f9b2384 100644
--- a/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
+++ b/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
@@ -362,7 +362,7 @@ namespace OpenSim.Region.CoreModules.World.Permissions
362 362
363 public string Name 363 public string Name
364 { 364 {
365 get { return "PermissionsModule"; } 365 get { return "DefaultPermissionsModule"; }
366 } 366 }
367 367
368 public bool IsSharedModule 368 public bool IsSharedModule
diff --git a/OpenSim/Region/CoreModules/World/Region/RestartModule.cs b/OpenSim/Region/CoreModules/World/Region/RestartModule.cs
index c65aa6a..2e82e7e 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 scene.RegisterModuleInterface<IRestartModule>(this); 79 scene.RegisterModuleInterface<IRestartModule>(this);
68 MainConsole.Instance.Commands.AddCommand("RestartModule", 80 MainConsole.Instance.Commands.AddCommand("RestartModule",
@@ -114,6 +126,7 @@ namespace OpenSim.Region.CoreModules.World.Region
114 126
115 if (alerts == null) 127 if (alerts == null)
116 { 128 {
129 CreateMarkerFile();
117 m_Scene.RestartNow(); 130 m_Scene.RestartNow();
118 return; 131 return;
119 } 132 }
@@ -127,6 +140,7 @@ namespace OpenSim.Region.CoreModules.World.Region
127 140
128 if (m_Alerts[0] == 0) 141 if (m_Alerts[0] == 0)
129 { 142 {
143 CreateMarkerFile();
130 m_Scene.RestartNow(); 144 m_Scene.RestartNow();
131 return; 145 return;
132 } 146 }
@@ -140,6 +154,7 @@ namespace OpenSim.Region.CoreModules.World.Region
140 { 154 {
141 if (m_Alerts.Count == 0 || m_Alerts[0] == 0) 155 if (m_Alerts.Count == 0 || m_Alerts[0] == 0)
142 { 156 {
157 CreateMarkerFile();
143 m_Scene.RestartNow(); 158 m_Scene.RestartNow();
144 return 0; 159 return 0;
145 } 160 }
@@ -259,5 +274,25 @@ namespace OpenSim.Region.CoreModules.World.Region
259 274
260 ScheduleRestart(UUID.Zero, args[3], times.ToArray(), notice); 275 ScheduleRestart(UUID.Zero, args[3], times.ToArray(), notice);
261 } 276 }
277
278 protected void CreateMarkerFile()
279 {
280 if (m_MarkerPath == String.Empty)
281 return;
282
283 string path = Path.Combine(m_MarkerPath, m_Scene.RegionInfo.RegionID.ToString());
284 try
285 {
286 string pidstring = System.Diagnostics.Process.GetCurrentProcess().Id.ToString();
287 FileStream fs = File.Create(path);
288 System.Text.ASCIIEncoding enc = new System.Text.ASCIIEncoding();
289 Byte[] buf = enc.GetBytes(pidstring);
290 fs.Write(buf, 0, buf.Length);
291 fs.Close();
292 }
293 catch (Exception)
294 {
295 }
296 }
262 } 297 }
263} 298}
diff --git a/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs b/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs
index 25d73c2..4611352 100644
--- a/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs
+++ b/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs
@@ -549,6 +549,8 @@ namespace OpenSim.Region.CoreModules.World.Terrain
549 m_scene.PhysicsScene.SetTerrain(m_channel.GetFloatsSerialised()); 549 m_scene.PhysicsScene.SetTerrain(m_channel.GetFloatsSerialised());
550 m_scene.SaveTerrain(); 550 m_scene.SaveTerrain();
551 551
552 m_scene.EventManager.TriggerTerrainUpdate();
553
552 // Clients who look at the map will never see changes after they looked at the map, so i've commented this out. 554 // Clients who look at the map will never see changes after they looked at the map, so i've commented this out.
553 //m_scene.CreateTerrainTexture(true); 555 //m_scene.CreateTerrainTexture(true);
554 } 556 }
diff --git a/OpenSim/Region/CoreModules/World/WorldMap/MapSearchModule.cs b/OpenSim/Region/CoreModules/World/WorldMap/MapSearchModule.cs
index a9e46d0..334dcb0 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) 87 private void OnMapNameRequest(IClientAPI remoteClient, string mapName)
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
@@ -102,7 +102,7 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
102 GridRegion info = m_scene.GridService.GetRegionByName(m_scene.RegionInfo.ScopeID, mapName); 102 GridRegion info = m_scene.GridService.GetRegionByName(m_scene.RegionInfo.ScopeID, mapName);
103 if (info != null) regionInfos.Add(info); 103 if (info != null) regionInfos.Add(info);
104 } 104 }
105 m_log.DebugFormat("[MAPSEARCHMODULE]: search {0} returned {1} regions", mapName, regionInfos.Count); 105
106 List<MapBlockData> blocks = new List<MapBlockData>(); 106 List<MapBlockData> blocks = new List<MapBlockData>();
107 107
108 MapBlockData data; 108 MapBlockData data;
@@ -128,14 +128,14 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
128 data.Agents = 0; 128 data.Agents = 0;
129 data.Access = 255; 129 data.Access = 255;
130 data.MapImageId = UUID.Zero; 130 data.MapImageId = UUID.Zero;
131 data.Name = ""; // mapName; 131 data.Name = mapName;
132 data.RegionFlags = 0; 132 data.RegionFlags = 0;
133 data.WaterHeight = 0; // not used 133 data.WaterHeight = 0; // not used
134 data.X = 0; 134 data.X = 0;
135 data.Y = 0; 135 data.Y = 0;
136 blocks.Add(data); 136 blocks.Add(data);
137 137
138 remoteClient.SendMapBlock(blocks, 0); 138 remoteClient.SendMapBlock(blocks, 2);
139 } 139 }
140 140
141// private Scene GetClientScene(IClientAPI client) 141// private Scene GetClientScene(IClientAPI client)
diff --git a/OpenSim/Region/Examples/SimpleModule/ComplexObject.cs b/OpenSim/Region/Examples/SimpleModule/ComplexObject.cs
index e951bef..7a0ce51 100644
--- a/OpenSim/Region/Examples/SimpleModule/ComplexObject.cs
+++ b/OpenSim/Region/Examples/SimpleModule/ComplexObject.cs
@@ -25,6 +25,7 @@
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.Collections.Generic;
28using OpenMetaverse; 29using OpenMetaverse;
29using OpenSim.Framework; 30using OpenSim.Framework;
30using OpenSim.Region.Framework.Scenes; 31using OpenSim.Region.Framework.Scenes;
@@ -110,7 +111,7 @@ namespace OpenSim.Region.Examples.SimpleModule
110 { 111 {
111 m_parts.Remove(part.UUID); 112 m_parts.Remove(part.UUID);
112 113
113 remoteClient.SendKillObject(m_regionHandle, part.LocalId); 114 remoteClient.SendKillObject(m_regionHandle, new List<uint>() { part.LocalId} );
114 remoteClient.AddMoney(1); 115 remoteClient.AddMoney(1);
115 remoteClient.SendChatMessage("Poof!", 1, AbsolutePosition, "Party Party", UUID.Zero, (byte)ChatSourceType.Object, (byte)ChatAudibleLevel.Fully); 116 remoteClient.SendChatMessage("Poof!", 1, AbsolutePosition, "Party Party", UUID.Zero, (byte)ChatSourceType.Object, (byte)ChatAudibleLevel.Fully);
116 } 117 }
@@ -121,7 +122,7 @@ namespace OpenSim.Region.Examples.SimpleModule
121 { 122 {
122 m_parts.Remove(m_rootPart.UUID); 123 m_parts.Remove(m_rootPart.UUID);
123 m_scene.DeleteSceneObject(this, false); 124 m_scene.DeleteSceneObject(this, false);
124 remoteClient.SendKillObject(m_regionHandle, m_rootPart.LocalId); 125 remoteClient.SendKillObject(m_regionHandle, new List<uint>() { m_rootPart.LocalId });
125 remoteClient.AddMoney(50); 126 remoteClient.AddMoney(50);
126 remoteClient.SendChatMessage("KABLAM!!!", 1, AbsolutePosition, "Groupie Groupie", UUID.Zero, (byte)ChatSourceType.Object, (byte)ChatAudibleLevel.Fully); 127 remoteClient.SendChatMessage("KABLAM!!!", 1, AbsolutePosition, "Groupie Groupie", UUID.Zero, (byte)ChatSourceType.Object, (byte)ChatAudibleLevel.Fully);
127 } 128 }
diff --git a/OpenSim/Region/Examples/SimpleModule/MyNpcCharacter.cs b/OpenSim/Region/Examples/SimpleModule/MyNpcCharacter.cs
index 41d6628..5151bf0 100644
--- a/OpenSim/Region/Examples/SimpleModule/MyNpcCharacter.cs
+++ b/OpenSim/Region/Examples/SimpleModule/MyNpcCharacter.cs
@@ -79,7 +79,7 @@ namespace OpenSim.Region.Examples.SimpleModule
79 public event DisconnectUser OnDisconnectUser; 79 public event DisconnectUser OnDisconnectUser;
80 public event RequestAvatarProperties OnRequestAvatarProperties; 80 public event RequestAvatarProperties OnRequestAvatarProperties;
81 public event SetAlwaysRun OnSetAlwaysRun; 81 public event SetAlwaysRun OnSetAlwaysRun;
82 82 public event MoveItemsAndLeaveCopy OnMoveItemsAndLeaveCopy;
83 public event DeRezObject OnDeRezObject; 83 public event DeRezObject OnDeRezObject;
84 public event Action<IClientAPI> OnRegionHandShakeReply; 84 public event Action<IClientAPI> OnRegionHandShakeReply;
85 public event GenericCall1 OnRequestWearables; 85 public event GenericCall1 OnRequestWearables;
@@ -429,7 +429,7 @@ namespace OpenSim.Region.Examples.SimpleModule
429 429
430 } 430 }
431 431
432 public virtual void SendKillObject(ulong regionHandle, uint localID) 432 public virtual void SendKillObject(ulong regionHandle, List<uint> localID)
433 { 433 {
434 } 434 }
435 435
@@ -833,6 +833,11 @@ namespace OpenSim.Region.Examples.SimpleModule
833 833
834 public void Close() 834 public void Close()
835 { 835 {
836 Close(true);
837 }
838
839 public void Close(bool sendStop)
840 {
836 } 841 }
837 842
838 public void Start() 843 public void Start()
diff --git a/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs b/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
index 6cc64c6..788f42b 100644
--- a/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
@@ -26,6 +26,7 @@
26 */ 26 */
27 27
28using System; 28using System;
29using System.Xml;
29using OpenMetaverse; 30using OpenMetaverse;
30using OpenMetaverse.Packets; 31using OpenMetaverse.Packets;
31using OpenSim.Framework; 32using OpenSim.Framework;
@@ -82,6 +83,10 @@ namespace OpenSim.Region.Framework.Interfaces
82 UUID RezSingleAttachmentFromInventory( 83 UUID RezSingleAttachmentFromInventory(
83 IClientAPI remoteClient, UUID itemID, uint AttachmentPt, bool updateInventoryStatus); 84 IClientAPI remoteClient, UUID itemID, uint AttachmentPt, bool updateInventoryStatus);
84 85
86 // Same as above, but also load script states from a separate doc
87 UUID RezSingleAttachmentFromInventory(
88 IClientAPI remoteClient, UUID itemID, uint AttachmentPt, bool updateInventoryStatus, XmlDocument doc);
89
85 /// <summary> 90 /// <summary>
86 /// Rez multiple attachments from a user's inventory 91 /// Rez multiple attachments from a user's inventory
87 /// </summary> 92 /// </summary>
@@ -113,18 +118,15 @@ namespace OpenSim.Region.Framework.Interfaces
113 /// <summary> 118 /// <summary>
114 /// Update the user inventory to show a detach. 119 /// Update the user inventory to show a detach.
115 /// </summary> 120 /// </summary>
116 /// <param name="itemID">/param> 121 /// <param name="itemID">
117 /// <param name="remoteClient"></param> 122 /// A <see cref="UUID"/>
123 /// </param>
124 /// <param name="remoteClient">
125 /// A <see cref="IClientAPI"/>
126 /// </param>
118 void ShowDetachInUserInventory(UUID itemID, IClientAPI remoteClient); 127 void ShowDetachInUserInventory(UUID itemID, IClientAPI remoteClient);
119 128
120 /// <summary> 129 /// <summary>
121 /// Update the position of an attachment.
122 /// </summary>
123 /// <param name="sog"></param>
124 /// <param name="pos"></param>
125 void UpdateAttachmentPosition(SceneObjectGroup sog, Vector3 pos);
126
127 /// <summary>
128 /// Update the user inventory with a changed attachment 130 /// Update the user inventory with a changed attachment
129 /// </summary> 131 /// </summary>
130 /// <param name="remoteClient"> 132 /// <param name="remoteClient">
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 e8738c4..45ca5c5 100644
--- a/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs
@@ -40,7 +40,7 @@ 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 void TeleportHome(UUID id, IClientAPI client); 43 bool TeleportHome(UUID id, IClientAPI client);
44 44
45 void Cross(ScenePresence agent, bool isFlying); 45 void Cross(ScenePresence agent, bool isFlying);
46 46
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 fecdd1b..4a3c634 100644
--- a/OpenSim/Region/Framework/Interfaces/IScriptModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IScriptModule.cs
@@ -50,5 +50,7 @@ namespace OpenSim.Region.Framework.Interfaces
50 void ResumeScript(UUID itemID); 50 void ResumeScript(UUID itemID);
51 51
52 ArrayList GetScriptErrors(UUID itemID); 52 ArrayList GetScriptErrors(UUID itemID);
53
54 bool HasScript(UUID itemID, out bool running);
53 } 55 }
54} 56}
diff --git a/OpenSim/Region/Framework/Interfaces/ISnmpModule.cs b/OpenSim/Region/Framework/Interfaces/ISnmpModule.cs
new file mode 100644
index 0000000..e01f649
--- /dev/null
+++ b/OpenSim/Region/Framework/Interfaces/ISnmpModule.cs
@@ -0,0 +1,27 @@
1///////////////////////////////////////////////////////////////////
2//
3// (c) Careminster LImited, Melanie Thielker and the Meta7 Team
4//
5// This file is not open source. All rights reserved
6// Mod 2
7
8using OpenSim.Region.Framework.Scenes;
9
10public interface ISnmpModule
11{
12 void Trap(int code, string Message, Scene scene);
13 void Critical(string Message, Scene scene);
14 void Warning(string Message, Scene scene);
15 void Major(string Message, Scene scene);
16 void ColdStart(int step , Scene scene);
17 void Shutdown(int step , Scene scene);
18 //
19 // Node Start/stop events
20 //
21 void LinkUp(Scene scene);
22 void LinkDown(Scene scene);
23 void BootInfo(string data, Scene scene);
24 void trapDebug(string Module,string data, Scene scene);
25 void trapXMRE(int data, string Message, Scene scene);
26
27}
diff --git a/OpenSim/Region/Framework/ModuleLoader.cs b/OpenSim/Region/Framework/ModuleLoader.cs
index 23be9c2..69ba2042 100644
--- a/OpenSim/Region/Framework/ModuleLoader.cs
+++ b/OpenSim/Region/Framework/ModuleLoader.cs
@@ -226,7 +226,8 @@ namespace OpenSim.Region.Framework
226 "[MODULES]: Could not load types for [{0}]. Exception {1}", pluginAssembly.FullName, e); 226 "[MODULES]: Could not load types for [{0}]. Exception {1}", pluginAssembly.FullName, e);
227 227
228 // justincc: Right now this is fatal to really get the user's attention 228 // justincc: Right now this is fatal to really get the user's attention
229 throw e; 229 // TomMeta: WTF? No, how about we /don't/ throw a fatal exception when there's no need to?
230 //throw e;
230 } 231 }
231 } 232 }
232 233
diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
index 4865481..9c103cb 100644
--- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
+++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
@@ -53,11 +53,17 @@ namespace OpenSim.Region.Framework.Scenes.Animation
53 { 53 {
54 get { return m_movementAnimation; } 54 get { return m_movementAnimation; }
55 } 55 }
56 protected string m_movementAnimation = "DEFAULT"; 56 // protected string m_movementAnimation = "DEFAULT"; //KF: 'DEFAULT' does not exist!
57 57 protected string m_movementAnimation = "CROUCH"; //KF: CROUCH ensures reliable Av Anim. init.
58 private int m_animTickFall; 58 private int m_animTickFall;
59 private int m_animTickJump; 59// private int m_animTickJump;
60 60 public int m_animTickJump; // ScenePresence has to see this to control +Z force
61 public bool m_jumping = false; // Add for jumping
62 public float m_jumpVelocity = 0f; // Add for jumping
63 private int m_landing = 0; // Add for jumping
64 public bool m_falling = false; // Add for falling
65 private float m_fallHeight; // Add for falling
66
61 /// <value> 67 /// <value>
62 /// The scene presence that this animator applies to 68 /// The scene presence that this animator applies to
63 /// </value> 69 /// </value>
@@ -114,7 +120,9 @@ namespace OpenSim.Region.Framework.Scenes.Animation
114 120
115 public void ResetAnimations() 121 public void ResetAnimations()
116 { 122 {
123Console.WriteLine("ResetA.............");
117 m_animations.Clear(); 124 m_animations.Clear();
125TrySetMovementAnimation("STAND");
118 } 126 }
119 127
120 /// <summary> 128 /// <summary>
@@ -123,8 +131,6 @@ namespace OpenSim.Region.Framework.Scenes.Animation
123 /// </summary> 131 /// </summary>
124 public void TrySetMovementAnimation(string anim) 132 public void TrySetMovementAnimation(string anim)
125 { 133 {
126 //m_log.DebugFormat("Updating movement animation to {0}", anim);
127
128 if (!m_scenePresence.IsChildAgent) 134 if (!m_scenePresence.IsChildAgent)
129 { 135 {
130 if (m_animations.TrySetDefaultAnimation( 136 if (m_animations.TrySetDefaultAnimation(
@@ -142,14 +148,14 @@ namespace OpenSim.Region.Framework.Scenes.Animation
142 /// </summary> 148 /// </summary>
143 public string GetMovementAnimation() 149 public string GetMovementAnimation()
144 { 150 {
145 const float FALL_DELAY = 0.33f; 151//Console.WriteLine("GMA-------"); //##
146 const float PREJUMP_DELAY = 0.25f; 152//#@ const float FALL_DELAY = 0.33f;
147 153 const float FALL_DELAY = 800f; //## mS
154//rm for jumping const float PREJUMP_DELAY = 0.25f;
155 const float PREJUMP_DELAY = 200f; // mS add for jumping
156 const float JUMP_PERIOD = 800f; // mS add for jumping
148 #region Inputs 157 #region Inputs
149 if (m_scenePresence.SitGround) 158
150 {
151 return "SIT_GROUND_CONSTRAINED";
152 }
153 AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_scenePresence.AgentControlFlags; 159 AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_scenePresence.AgentControlFlags;
154 PhysicsActor actor = m_scenePresence.PhysicsActor; 160 PhysicsActor actor = m_scenePresence.PhysicsActor;
155 161
@@ -159,11 +165,10 @@ namespace OpenSim.Region.Framework.Scenes.Animation
159 Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix); 165 Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix);
160 166
161 // Check control flags 167 // Check control flags
162 bool heldForward = 168 bool heldForward = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_AT_POS || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS);
163 (((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) || ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS)); 169 bool heldBack = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG);
164 bool heldBack = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG; 170 bool heldLeft = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS);
165 bool heldLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS; 171 bool heldRight = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG);
166 bool heldRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG;
167 //bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT; 172 //bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT;
168 //bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT; 173 //bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT;
169 bool heldUp = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == AgentManager.ControlFlags.AGENT_CONTROL_UP_POS; 174 bool heldUp = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == AgentManager.ControlFlags.AGENT_CONTROL_UP_POS;
@@ -182,8 +187,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
182 187
183 // Is the avatar trying to move? 188 // Is the avatar trying to move?
184// bool moving = (move != Vector3.Zero); 189// bool moving = (move != Vector3.Zero);
185 bool jumping = m_animTickJump != 0; 190// rm for jumping bool jumping = m_animTickJump != 0;
186
187 #endregion Inputs 191 #endregion Inputs
188 192
189 #region Flying 193 #region Flying
@@ -192,6 +196,11 @@ namespace OpenSim.Region.Framework.Scenes.Animation
192 { 196 {
193 m_animTickFall = 0; 197 m_animTickFall = 0;
194 m_animTickJump = 0; 198 m_animTickJump = 0;
199 m_jumping = false; //add for jumping
200 m_falling = true; //add for falling
201 m_jumpVelocity = 0f; //add for jumping
202 actor.Selected = false; //add for jumping flag
203 m_fallHeight = actor.Position.Z; // save latest flying height
195 204
196 if (move.X != 0f || move.Y != 0f) 205 if (move.X != 0f || move.Y != 0f)
197 { 206 {
@@ -203,8 +212,11 @@ namespace OpenSim.Region.Framework.Scenes.Animation
203 } 212 }
204 else if (move.Z < 0f) 213 else if (move.Z < 0f)
205 { 214 {
206 if (actor != null && actor.IsColliding) 215 if (actor != null && actor.IsColliding)
216 { //##
217//Console.WriteLine("LAND FLYING"); // ##
207 return "LAND"; 218 return "LAND";
219 } //#
208 else 220 else
209 return "HOVER_DOWN"; 221 return "HOVER_DOWN";
210 } 222 }
@@ -218,48 +230,127 @@ namespace OpenSim.Region.Framework.Scenes.Animation
218 230
219 #region Falling/Floating/Landing 231 #region Falling/Floating/Landing
220 232
221 if (actor == null || !actor.IsColliding) 233// rm for jumping if (actor == null || !actor.IsColliding)
234 if ((actor == null || !actor.IsColliding) && !m_jumping) // add for jumping
222 { 235 {
223 float fallElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f; 236// rm float fallElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f;
237 float fallElapsed = (float)(Environment.TickCount - m_animTickFall); // add, in mS
224 float fallVelocity = (actor != null) ? actor.Velocity.Z : 0.0f; 238 float fallVelocity = (actor != null) ? actor.Velocity.Z : 0.0f;
239//Console.WriteLine("falling t={0} v={1}", fallElapsed, fallVelocity); //##
240
241// rm for fall if (m_animTickFall == 0 || (fallElapsed > FALL_DELAY && fallVelocity >= 0.0f))
242 if (!m_jumping && (fallVelocity < -3.0f) ) m_falling = true; // add for falling and jumping
225 243
226 if (m_animTickFall == 0 || (fallElapsed > FALL_DELAY && fallVelocity >= 0.0f)) 244 if (m_animTickFall == 0 || (fallVelocity >= 0.0f)) // add for jumping
245 // not falling yet or going up
227 { 246 {
228 // Just started falling 247 // reset start of fall time
229 m_animTickFall = Environment.TickCount; 248 m_animTickFall = Environment.TickCount;
230 } 249 }
231 else if (!jumping && fallElapsed > FALL_DELAY) 250// else if (!jumping && fallElapsed > FALL_DELAY)
251 else if (!m_jumping && (fallElapsed > FALL_DELAY) && (fallVelocity < -3.0f) && (m_scenePresence.m_wasFlying)) // add for falling and jumping
232 { 252 {
233 // Falling long enough to trigger the animation 253 // Falling long enough to trigger the animation
254//Console.WriteLine("FALLDOWN"); //##
234 return "FALLDOWN"; 255 return "FALLDOWN";
235 } 256 }
236 else if (m_animTickJump == -1)
237 {
238 m_animTickJump = 0;
239 return "STAND";
240 }
241 257
242 return m_movementAnimation; 258 return m_movementAnimation;
243 } 259 }
244 260
245 #endregion Falling/Floating/Landing 261 #endregion Falling/Floating/Landing
246 262
263
264 #region Jumping // section added for jumping...
265
266 int jumptime;
267 jumptime = Environment.TickCount - m_animTickJump;
268
269
270 if ((move.Z > 0f) && (!m_jumping))
271 {
272//Console.WriteLine("PJ {0}", jumptime); //##
273 // Start jumping, prejump
274 m_animTickFall = 0;
275 m_jumping = true;
276 m_falling = false;
277 actor.Selected = true; // borrowed for jmping flag
278 m_animTickJump = Environment.TickCount;
279 m_jumpVelocity = 0.35f;
280 return "PREJUMP";
281 }
282
283 if(m_jumping)
284 {
285 if ( (jumptime > (JUMP_PERIOD * 1.5f)) && actor.IsColliding)
286 {
287//Console.WriteLine("LA {0}", jumptime); //##
288 // end jumping
289 m_jumping = false;
290 m_falling = false;
291 actor.Selected = false; // borrowed for jumping flag
292 m_jumpVelocity = 0f;
293 m_animTickFall = Environment.TickCount;
294 return "LAND";
295 }
296 else if (jumptime > JUMP_PERIOD)
297 {
298//Console.WriteLine("JD {0}", jumptime); //##
299 // jump down
300 m_jumpVelocity = 0f;
301 return "JUMP";
302 }
303 else if (jumptime > PREJUMP_DELAY)
304 {
305//Console.WriteLine("JU {0}", jumptime); //##
306 // jump up
307 m_jumping = true;
308 m_jumpVelocity = 10f;
309 return "JUMP";
310 }
311 }
312
313 #endregion Jumping // end added section
314
247 #region Ground Movement 315 #region Ground Movement
248 316
249 if (m_movementAnimation == "FALLDOWN") 317 if (m_movementAnimation == "FALLDOWN")
250 { 318 {
319 m_falling = false;
251 m_animTickFall = Environment.TickCount; 320 m_animTickFall = Environment.TickCount;
252
253 // TODO: SOFT_LAND support 321 // TODO: SOFT_LAND support
254 return "LAND"; 322 float fallHeight = m_fallHeight - actor.Position.Z;
323//Console.WriteLine("Hit from {0}", fallHeight); //##
324 if (fallHeight > 15.0f) // add for falling
325 return "STANDUP";
326 else if (fallHeight > 8.0f) // add for falling
327 return "SOFT_LAND"; // add for falling
328 else // add for falling
329 return "LAND"; // add for falling
255 } 330 }
256 else if (m_movementAnimation == "LAND") 331// rm jumping float landElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f;
332// rm jumping if ((m_animTickFall != 0) && (landElapsed <= FALL_DELAY))
333// rm for landing return "LAND";
334 else if ((m_movementAnimation == "LAND") || (m_movementAnimation == "SOFT_LAND") || (m_movementAnimation == "STANDUP"))
257 { 335 {
258 float landElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f; 336 int landElapsed = Environment.TickCount - m_animTickFall; // add for jumping
259 if ((m_animTickFall != 0) && (landElapsed <= FALL_DELAY)) 337 int limit = 1000; // add for jumping
260 return "LAND"; 338 if(m_movementAnimation == "LAND") limit = 350; // add for jumping
261 } 339 // NB if the above is set too long a weird anim reset from some place prevents STAND from being sent to client
262 340
341 if ((m_animTickFall != 0) && (landElapsed <= limit)) // add for jumping
342 {
343//Console.WriteLine("Lelapse {0}", m_movementAnimation); //##
344 return m_movementAnimation;
345 }
346 else
347 {
348//Console.WriteLine("end/STAND"); //##
349 m_fallHeight = actor.Position.Z; // save latest flying height
350 return "STAND";
351 }
352 }
353/* This section removed, replaced by jumping section
263 m_animTickFall = 0; 354 m_animTickFall = 0;
264 355
265 if (move.Z > 0f) 356 if (move.Z > 0f)
@@ -271,7 +362,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
271 m_animTickJump = Environment.TickCount; 362 m_animTickJump = Environment.TickCount;
272 return "PREJUMP"; 363 return "PREJUMP";
273 } 364 }
274 else if (Environment.TickCount - m_animTickJump > PREJUMP_DELAY * 1000.0f) 365 else if (Environment.TickCount - m_animTickJump > PREJUMP_DELAY * 800.0f)
275 { 366 {
276 // Start actual jump 367 // Start actual jump
277 if (m_animTickJump == -1) 368 if (m_animTickJump == -1)
@@ -284,37 +375,40 @@ namespace OpenSim.Region.Framework.Scenes.Animation
284 m_animTickJump = -1; 375 m_animTickJump = -1;
285 return "JUMP"; 376 return "JUMP";
286 } 377 }
287 else
288 return "JUMP";
289 } 378 }
290 else 379 else
291 { 380 {
292 // Not jumping 381 // Not jumping
293 m_animTickJump = 0; 382 m_animTickJump = 0;
294 383 */
295 if (move.X != 0f || move.Y != 0f) 384 // next section moved outside paren. and realigned for jumping
296 { 385 if (move.X != 0f || move.Y != 0f)
297 // Walking / crouchwalking / running 386 {
298 if (move.Z < 0f) 387 m_fallHeight = actor.Position.Z; // save latest flying height
299 return "CROUCHWALK"; 388 m_falling = false; // Add for falling
300 else if (m_scenePresence.SetAlwaysRun) 389 // Walking / crouchwalking / running
301 return "RUN"; 390 if (move.Z < 0f)
302 else 391 return "CROUCHWALK";
303 return "WALK"; 392 else if (m_scenePresence.SetAlwaysRun)
304 } 393 return "RUN";
305 else 394 else
306 { 395 return "WALK";
307 // Not walking
308 if (move.Z < 0f)
309 return "CROUCH";
310 else
311 return "STAND";
312 }
313 } 396 }
314 397// rm for jumping else
398 else if (!m_jumping) // add for jumping
399 {
400 m_falling = false; // Add for falling
401 // Not walking
402 if (move.Z < 0f)
403 return "CROUCH";
404 else
405 return "STAND";
406 }
407 // end section realign for jumping
315 #endregion Ground Movement 408 #endregion Ground Movement
316 409
317 //return m_movementAnimation; 410 m_falling = false; // Add for falling
411 return m_movementAnimation;
318 } 412 }
319 413
320 /// <summary> 414 /// <summary>
@@ -323,7 +417,15 @@ namespace OpenSim.Region.Framework.Scenes.Animation
323 public void UpdateMovementAnimations() 417 public void UpdateMovementAnimations()
324 { 418 {
325 m_movementAnimation = GetMovementAnimation(); 419 m_movementAnimation = GetMovementAnimation();
326 TrySetMovementAnimation(m_movementAnimation); 420/* if (m_movementAnimation == "PREJUMP" && !m_scenePresence.Scene.m_usePreJump)
421 {
422 // This was the previous behavior before PREJUMP
423 TrySetMovementAnimation("JUMP");
424 }
425 else
426 { removed for jumping */
427 TrySetMovementAnimation(m_movementAnimation);
428// rm for jumping }
327 } 429 }
328 430
329 public UUID[] GetAnimationArray() 431 public UUID[] GetAnimationArray()
diff --git a/OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs b/OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs
index 64567db..a8d24fd 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
@@ -137,7 +144,7 @@ namespace OpenSim.Region.Framework.Scenes
137 x = m_inventoryDeletes.Dequeue(); 144 x = m_inventoryDeletes.Dequeue();
138 145
139 m_log.DebugFormat( 146 m_log.DebugFormat(
140 "[ASYNC DELETER]: Sending object to user's inventory, {0} item(s) remaining.", left); 147 "[ASYNC DELETER]: Sending object to user's inventory, action {1}, count {2}, {0} item(s) remaining.", left, x.action, x.objectGroups.Count);
141 148
142 try 149 try
143 { 150 {
@@ -177,4 +184,4 @@ namespace OpenSim.Region.Framework.Scenes
177 return false; 184 return false;
178 } 185 }
179 } 186 }
180} \ No newline at end of file 187}
diff --git a/OpenSim/Region/Framework/Scenes/EventManager.cs b/OpenSim/Region/Framework/Scenes/EventManager.cs
index c321a15..f24c53c 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;
@@ -757,6 +761,26 @@ namespace OpenSim.Region.Framework.Scenes
757 } 761 }
758 } 762 }
759 } 763 }
764 public void TriggerTerrainUpdate()
765 {
766 OnTerrainUpdateDelegate handlerTerrainUpdate = OnTerrainUpdate;
767 if (handlerTerrainUpdate != null)
768 {
769 foreach (OnTerrainUpdateDelegate d in handlerTerrainUpdate.GetInvocationList())
770 {
771 try
772 {
773 d();
774 }
775 catch (Exception e)
776 {
777 m_log.ErrorFormat(
778 "[EVENT MANAGER]: Delegate for TriggerTerrainUpdate failed - continuing. {0} {1}",
779 e.Message, e.StackTrace);
780 }
781 }
782 }
783 }
760 784
761 public void TriggerTerrainTick() 785 public void TriggerTerrainTick()
762 { 786 {
diff --git a/OpenSim/Region/Framework/Scenes/Prioritizer.cs b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
index f9599f5..cde8d3f 100644
--- a/OpenSim/Region/Framework/Scenes/Prioritizer.cs
+++ b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
@@ -167,6 +167,7 @@ namespace OpenSim.Region.Framework.Scenes
167 167
168 private double GetPriorityByFrontBack(IClientAPI client, ISceneEntity entity) 168 private double GetPriorityByFrontBack(IClientAPI client, ISceneEntity entity)
169 { 169 {
170 if (entity == null) return double.NaN;
170 ScenePresence presence = m_scene.GetScenePresence(client.AgentId); 171 ScenePresence presence = m_scene.GetScenePresence(client.AgentId);
171 if (presence != null) 172 if (presence != null)
172 { 173 {
@@ -224,22 +225,16 @@ namespace OpenSim.Region.Framework.Scenes
224 if (entity == null) 225 if (entity == null)
225 return double.NaN; 226 return double.NaN;
226 227
227 // Use group position for child prims 228 ScenePresence presence = m_scene.GetScenePresence(client.AgentId);
228 Vector3 entityPos = entity.AbsolutePosition; 229 if (presence != null)
229 if (entity is SceneObjectPart)
230 { 230 {
231 SceneObjectGroup group = (entity as SceneObjectPart).ParentGroup; 231 // Use group position for child prims
232 if (group != null) 232 Vector3 entityPos;
233 entityPos = group.AbsolutePosition; 233 if (entity is SceneObjectPart)
234 entityPos = ((SceneObjectPart)entity).ParentGroup.AbsolutePosition;
234 else 235 else
235 entityPos = entity.AbsolutePosition; 236 entityPos = entity.AbsolutePosition;
236 }
237 else
238 entityPos = entity.AbsolutePosition;
239 237
240 ScenePresence presence = m_scene.GetScenePresence(client.AgentId);
241 if (presence != null)
242 {
243 if (!presence.IsChildAgent) 238 if (!presence.IsChildAgent)
244 { 239 {
245 if (entity is ScenePresence) 240 if (entity is ScenePresence)
@@ -259,12 +254,19 @@ namespace OpenSim.Region.Framework.Scenes
259 254
260 if (entity is SceneObjectPart) 255 if (entity is SceneObjectPart)
261 { 256 {
262 PhysicsActor physActor = ((SceneObjectPart)entity).ParentGroup.RootPart.PhysActor;
263 if (physActor == null || !physActor.IsPhysical)
264 priority += 100;
265
266 if (((SceneObjectPart)entity).ParentGroup.RootPart.IsAttachment) 257 if (((SceneObjectPart)entity).ParentGroup.RootPart.IsAttachment)
258 {
267 priority = 1.0; 259 priority = 1.0;
260 }
261 else
262 {
263 PhysicsActor physActor = ((SceneObjectPart)entity).ParentGroup.RootPart.PhysActor;
264 if (physActor == null || !physActor.IsPhysical)
265 priority += 100;
266 }
267
268 if (((SceneObjectPart)entity).ParentGroup.RootPart != (SceneObjectPart)entity)
269 priority +=1;
268 } 270 }
269 return priority; 271 return priority;
270 } 272 }
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index e2d96d9..9a93a26 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -99,34 +99,22 @@ namespace OpenSim.Region.Framework.Scenes
99 /// <param name="item"></param> 99 /// <param name="item"></param>
100 public bool AddInventoryItem(InventoryItemBase item) 100 public bool AddInventoryItem(InventoryItemBase item)
101 { 101 {
102 if (UUID.Zero == item.Folder) 102 InventoryFolderBase folder;
103
104 if (item.Folder == UUID.Zero)
103 { 105 {
104 InventoryFolderBase f = InventoryService.GetFolderForType(item.Owner, (AssetType)item.AssetType); 106 folder = InventoryService.GetFolderForType(item.Owner, (AssetType)item.AssetType);
105 if (f != null) 107 if (folder == null)
106 {
107// m_log.DebugFormat(
108// "[LOCAL INVENTORY SERVICES CONNECTOR]: Found folder {0} type {1} for item {2}",
109// f.Name, (AssetType)f.Type, item.Name);
110
111 item.Folder = f.ID;
112 }
113 else
114 { 108 {
115 f = InventoryService.GetRootFolder(item.Owner); 109 folder = InventoryService.GetRootFolder(item.Owner);
116 if (f != null) 110
117 { 111 if (folder == null)
118 item.Folder = f.ID;
119 }
120 else
121 {
122 m_log.WarnFormat(
123 "[AGENT INVENTORY]: Could not find root folder for {0} when trying to add item {1} with no parent folder specified",
124 item.Owner, item.Name);
125 return false; 112 return false;
126 }
127 } 113 }
114
115 item.Folder = folder.ID;
128 } 116 }
129 117
130 if (InventoryService.AddItem(item)) 118 if (InventoryService.AddItem(item))
131 { 119 {
132 int userlevel = 0; 120 int userlevel = 0;
@@ -252,8 +240,7 @@ namespace OpenSim.Region.Framework.Scenes
252 240
253 // Update item with new asset 241 // Update item with new asset
254 item.AssetID = asset.FullID; 242 item.AssetID = asset.FullID;
255 if (group.UpdateInventoryItem(item)) 243 group.UpdateInventoryItem(item);
256 remoteClient.SendAgentAlertMessage("Script saved", false);
257 244
258 part.GetProperties(remoteClient); 245 part.GetProperties(remoteClient);
259 246
@@ -264,12 +251,7 @@ namespace OpenSim.Region.Framework.Scenes
264 { 251 {
265 // Needs to determine which engine was running it and use that 252 // Needs to determine which engine was running it and use that
266 // 253 //
267 part.Inventory.CreateScriptInstance(item.ItemID, 0, false, DefaultScriptEngine, 0); 254 errors = part.Inventory.CreateScriptInstanceEr(item.ItemID, 0, false, DefaultScriptEngine, 0);
268 errors = part.Inventory.GetScriptErrors(item.ItemID);
269 }
270 else
271 {
272 remoteClient.SendAgentAlertMessage("Script saved", false);
273 } 255 }
274 part.ParentGroup.ResumeScripts(); 256 part.ParentGroup.ResumeScripts();
275 return errors; 257 return errors;
@@ -326,6 +308,7 @@ namespace OpenSim.Region.Framework.Scenes
326 { 308 {
327 if (UUID.Zero == transactionID) 309 if (UUID.Zero == transactionID)
328 { 310 {
311 item.Flags = (item.Flags & ~(uint)255) | (itemUpd.Flags & (uint)255);
329 item.Name = itemUpd.Name; 312 item.Name = itemUpd.Name;
330 item.Description = itemUpd.Description; 313 item.Description = itemUpd.Description;
331 if (item.NextPermissions != (itemUpd.NextPermissions & item.BasePermissions)) 314 if (item.NextPermissions != (itemUpd.NextPermissions & item.BasePermissions))
@@ -698,6 +681,8 @@ namespace OpenSim.Region.Framework.Scenes
698 return; 681 return;
699 } 682 }
700 683
684 if (newName == null) newName = item.Name;
685
701 AssetBase asset = AssetService.Get(item.AssetID.ToString()); 686 AssetBase asset = AssetService.Get(item.AssetID.ToString());
702 687
703 if (asset != null) 688 if (asset != null)
@@ -751,6 +736,24 @@ namespace OpenSim.Region.Framework.Scenes
751 } 736 }
752 737
753 /// <summary> 738 /// <summary>
739 /// Move an item within the agent's inventory, and leave a copy (used in making a new outfit)
740 /// </summary>
741 public void MoveInventoryItemsLeaveCopy(IClientAPI remoteClient, List<InventoryItemBase> items, UUID destfolder)
742 {
743 List<InventoryItemBase> moveitems = new List<InventoryItemBase>();
744 foreach (InventoryItemBase b in items)
745 {
746 CopyInventoryItem(remoteClient, 0, remoteClient.AgentId, b.ID, b.Folder, null);
747 InventoryItemBase n = InventoryService.GetItem(b);
748 n.Folder = destfolder;
749 moveitems.Add(n);
750 remoteClient.SendInventoryItemCreateUpdate(n, 0);
751 }
752
753 MoveInventoryItem(remoteClient, moveitems);
754 }
755
756 /// <summary>
754 /// Move an item within the agent's inventory. 757 /// Move an item within the agent's inventory.
755 /// </summary> 758 /// </summary>
756 /// <param name="remoteClient"></param> 759 /// <param name="remoteClient"></param>
@@ -983,8 +986,12 @@ namespace OpenSim.Region.Framework.Scenes
983 public void RemoveTaskInventory(IClientAPI remoteClient, UUID itemID, uint localID) 986 public void RemoveTaskInventory(IClientAPI remoteClient, UUID itemID, uint localID)
984 { 987 {
985 SceneObjectPart part = GetSceneObjectPart(localID); 988 SceneObjectPart part = GetSceneObjectPart(localID);
986 SceneObjectGroup group = part.ParentGroup; 989 SceneObjectGroup group = null;
987 if (group != null) 990 if (part != null)
991 {
992 group = part.ParentGroup;
993 }
994 if (part != null && group != null)
988 { 995 {
989 if (!Permissions.CanEditObjectInventory(part.UUID, remoteClient.AgentId)) 996 if (!Permissions.CanEditObjectInventory(part.UUID, remoteClient.AgentId))
990 return; 997 return;
@@ -1433,13 +1440,6 @@ namespace OpenSim.Region.Framework.Scenes
1433 { 1440 {
1434 agentTransactions.HandleTaskItemUpdateFromTransaction( 1441 agentTransactions.HandleTaskItemUpdateFromTransaction(
1435 remoteClient, part, transactionID, currentItem); 1442 remoteClient, part, transactionID, currentItem);
1436
1437 if ((InventoryType)itemInfo.InvType == InventoryType.Notecard)
1438 remoteClient.SendAgentAlertMessage("Notecard saved", false);
1439 else if ((InventoryType)itemInfo.InvType == InventoryType.LSL)
1440 remoteClient.SendAgentAlertMessage("Script saved", false);
1441 else
1442 remoteClient.SendAgentAlertMessage("Item saved", false);
1443 } 1443 }
1444 1444
1445 // Base ALWAYS has move 1445 // Base ALWAYS has move
@@ -1580,7 +1580,7 @@ namespace OpenSim.Region.Framework.Scenes
1580 return; 1580 return;
1581 1581
1582 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType, 1582 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType,
1583 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n}"), 1583 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n\n touch_start(integer num)\n {\n }\n}"),
1584 remoteClient.AgentId); 1584 remoteClient.AgentId);
1585 AssetService.Store(asset); 1585 AssetService.Store(asset);
1586 1586
@@ -1733,23 +1733,32 @@ namespace OpenSim.Region.Framework.Scenes
1733 // build a list of eligible objects 1733 // build a list of eligible objects
1734 List<uint> deleteIDs = new List<uint>(); 1734 List<uint> deleteIDs = new List<uint>();
1735 List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>(); 1735 List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>();
1736 1736 List<SceneObjectGroup> takeGroups = new List<SceneObjectGroup>();
1737 // Start with true for both, then remove the flags if objects
1738 // that we can't derez are part of the selection
1739 bool permissionToTake = true;
1740 bool permissionToTakeCopy = true;
1741 bool permissionToDelete = true;
1742 1737
1743 foreach (uint localID in localIDs) 1738 foreach (uint localID in localIDs)
1744 { 1739 {
1740 // Start with true for both, then remove the flags if objects
1741 // that we can't derez are part of the selection
1742 bool permissionToTake = true;
1743 bool permissionToTakeCopy = true;
1744 bool permissionToDelete = true;
1745
1745 // Invalid id 1746 // Invalid id
1746 SceneObjectPart part = GetSceneObjectPart(localID); 1747 SceneObjectPart part = GetSceneObjectPart(localID);
1747 if (part == null) 1748 if (part == null)
1749 {
1750 //Client still thinks the object exists, kill it
1751 deleteIDs.Add(localID);
1748 continue; 1752 continue;
1753 }
1749 1754
1750 // Already deleted by someone else 1755 // Already deleted by someone else
1751 if (part.ParentGroup == null || part.ParentGroup.IsDeleted) 1756 if (part.ParentGroup == null || part.ParentGroup.IsDeleted)
1757 {
1758 //Client still thinks the object exists, kill it
1759 deleteIDs.Add(localID);
1752 continue; 1760 continue;
1761 }
1753 1762
1754 // Can't delete child prims 1763 // Can't delete child prims
1755 if (part != part.ParentGroup.RootPart) 1764 if (part != part.ParentGroup.RootPart)
@@ -1757,9 +1766,6 @@ namespace OpenSim.Region.Framework.Scenes
1757 1766
1758 SceneObjectGroup grp = part.ParentGroup; 1767 SceneObjectGroup grp = part.ParentGroup;
1759 1768
1760 deleteIDs.Add(localID);
1761 deleteGroups.Add(grp);
1762
1763 if (remoteClient == null) 1769 if (remoteClient == null)
1764 { 1770 {
1765 // Autoreturn has a null client. Nothing else does. So 1771 // Autoreturn has a null client. Nothing else does. So
@@ -1776,80 +1782,104 @@ namespace OpenSim.Region.Framework.Scenes
1776 } 1782 }
1777 else 1783 else
1778 { 1784 {
1779 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId)) 1785 if (action == DeRezAction.TakeCopy)
1786 {
1787 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId))
1788 permissionToTakeCopy = false;
1789 }
1790 else
1791 {
1780 permissionToTakeCopy = false; 1792 permissionToTakeCopy = false;
1781 1793 }
1782 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId)) 1794 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId))
1783 permissionToTake = false; 1795 permissionToTake = false;
1784 1796
1785 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId)) 1797 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId))
1786 permissionToDelete = false; 1798 permissionToDelete = false;
1787 } 1799 }
1788 }
1789 1800
1790 // Handle god perms 1801 // Handle god perms
1791 if ((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId)) 1802 if ((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId))
1792 { 1803 {
1793 permissionToTake = true; 1804 permissionToTake = true;
1794 permissionToTakeCopy = true; 1805 permissionToTakeCopy = true;
1795 permissionToDelete = true; 1806 permissionToDelete = true;
1796 } 1807 }
1797 1808
1798 // If we're re-saving, we don't even want to delete 1809 // If we're re-saving, we don't even want to delete
1799 if (action == DeRezAction.SaveToExistingUserInventoryItem) 1810 if (action == DeRezAction.SaveToExistingUserInventoryItem)
1800 permissionToDelete = false; 1811 permissionToDelete = false;
1801 1812
1802 // if we want to take a copy, we also don't want to delete 1813 // if we want to take a copy, we also don't want to delete
1803 // Note: after this point, the permissionToTakeCopy flag 1814 // Note: after this point, the permissionToTakeCopy flag
1804 // becomes irrelevant. It already includes the permissionToTake 1815 // becomes irrelevant. It already includes the permissionToTake
1805 // permission and after excluding no copy items here, we can 1816 // permission and after excluding no copy items here, we can
1806 // just use that. 1817 // just use that.
1807 if (action == DeRezAction.TakeCopy) 1818 if (action == DeRezAction.TakeCopy)
1808 { 1819 {
1809 // If we don't have permission, stop right here 1820 // If we don't have permission, stop right here
1810 if (!permissionToTakeCopy) 1821 if (!permissionToTakeCopy)
1811 return; 1822 return;
1812 1823
1813 permissionToTake = true; 1824 permissionToTake = true;
1814 // Don't delete 1825 // Don't delete
1815 permissionToDelete = false; 1826 permissionToDelete = false;
1816 } 1827 }
1817 1828
1818 if (action == DeRezAction.Return) 1829 if (action == DeRezAction.Return)
1819 {
1820 if (remoteClient != null)
1821 { 1830 {
1822 if (Permissions.CanReturnObjects( 1831 if (remoteClient != null)
1823 null,
1824 remoteClient.AgentId,
1825 deleteGroups))
1826 { 1832 {
1827 permissionToTake = true; 1833 if (Permissions.CanReturnObjects(
1828 permissionToDelete = true; 1834 null,
1829 1835 remoteClient.AgentId,
1830 foreach (SceneObjectGroup g in deleteGroups) 1836 deleteGroups))
1831 { 1837 {
1832 AddReturn(g.OwnerID, g.Name, g.AbsolutePosition, "parcel owner return"); 1838 permissionToTake = true;
1839 permissionToDelete = true;
1840
1841 AddReturn(grp.OwnerID, grp.Name, grp.AbsolutePosition, "parcel owner return");
1833 } 1842 }
1834 } 1843 }
1844 else // Auto return passes through here with null agent
1845 {
1846 permissionToTake = true;
1847 permissionToDelete = true;
1848 }
1835 } 1849 }
1836 else // Auto return passes through here with null agent 1850
1851 if (permissionToTake && (!permissionToDelete))
1852 takeGroups.Add(grp);
1853
1854 if (permissionToDelete)
1837 { 1855 {
1838 permissionToTake = true; 1856 if (permissionToTake)
1839 permissionToDelete = true; 1857 deleteGroups.Add(grp);
1858 deleteIDs.Add(grp.LocalId);
1840 } 1859 }
1841 } 1860 }
1842 1861
1843 if (permissionToTake) 1862 SendKillObject(deleteIDs);
1863
1864 if (deleteGroups.Count > 0)
1844 { 1865 {
1866 foreach (SceneObjectGroup g in deleteGroups)
1867 deleteIDs.Remove(g.LocalId);
1868
1845 m_asyncSceneObjectDeleter.DeleteToInventory( 1869 m_asyncSceneObjectDeleter.DeleteToInventory(
1846 action, destinationID, deleteGroups, remoteClient, 1870 action, destinationID, deleteGroups, remoteClient,
1847 permissionToDelete); 1871 true);
1872 }
1873 if (takeGroups.Count > 0)
1874 {
1875 m_asyncSceneObjectDeleter.DeleteToInventory(
1876 action, destinationID, takeGroups, remoteClient,
1877 false);
1848 } 1878 }
1849 else if (permissionToDelete) 1879 if (deleteIDs.Count > 0)
1850 { 1880 {
1851 foreach (SceneObjectGroup g in deleteGroups) 1881 foreach (SceneObjectGroup g in deleteGroups)
1852 DeleteSceneObject(g, false); 1882 DeleteSceneObject(g, true);
1853 } 1883 }
1854 } 1884 }
1855 1885
@@ -1901,21 +1931,29 @@ namespace OpenSim.Region.Framework.Scenes
1901 else // oopsies 1931 else // oopsies
1902 item.Folder = UUID.Zero; 1932 item.Folder = UUID.Zero;
1903 1933
1934 // Set up base perms properly
1935 uint permsBase = (uint)(PermissionMask.Move | PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify);
1936 permsBase &= grp.RootPart.BaseMask;
1937 permsBase |= (uint)PermissionMask.Move;
1938
1939 // Make sure we don't lock it
1940 grp.RootPart.NextOwnerMask |= (uint)PermissionMask.Move;
1941
1904 if ((remoteClient.AgentId != grp.RootPart.OwnerID) && Permissions.PropagatePermissions()) 1942 if ((remoteClient.AgentId != grp.RootPart.OwnerID) && Permissions.PropagatePermissions())
1905 { 1943 {
1906 item.BasePermissions = grp.RootPart.NextOwnerMask; 1944 item.BasePermissions = permsBase & grp.RootPart.NextOwnerMask;
1907 item.CurrentPermissions = grp.RootPart.NextOwnerMask; 1945 item.CurrentPermissions = permsBase & grp.RootPart.NextOwnerMask;
1908 item.NextPermissions = grp.RootPart.NextOwnerMask; 1946 item.NextPermissions = permsBase & grp.RootPart.NextOwnerMask;
1909 item.EveryOnePermissions = grp.RootPart.EveryoneMask & grp.RootPart.NextOwnerMask; 1947 item.EveryOnePermissions = permsBase & grp.RootPart.EveryoneMask & grp.RootPart.NextOwnerMask;
1910 item.GroupPermissions = grp.RootPart.GroupMask & grp.RootPart.NextOwnerMask; 1948 item.GroupPermissions = permsBase & grp.RootPart.GroupMask & grp.RootPart.NextOwnerMask;
1911 } 1949 }
1912 else 1950 else
1913 { 1951 {
1914 item.BasePermissions = grp.RootPart.BaseMask; 1952 item.BasePermissions = permsBase;
1915 item.CurrentPermissions = grp.RootPart.OwnerMask; 1953 item.CurrentPermissions = permsBase & grp.RootPart.OwnerMask;
1916 item.NextPermissions = grp.RootPart.NextOwnerMask; 1954 item.NextPermissions = permsBase & grp.RootPart.NextOwnerMask;
1917 item.EveryOnePermissions = grp.RootPart.EveryoneMask; 1955 item.EveryOnePermissions = permsBase & grp.RootPart.EveryoneMask;
1918 item.GroupPermissions = grp.RootPart.GroupMask; 1956 item.GroupPermissions = permsBase & grp.RootPart.GroupMask;
1919 } 1957 }
1920 item.CreationDate = Util.UnixTimeSinceEpoch(); 1958 item.CreationDate = Util.UnixTimeSinceEpoch();
1921 1959
@@ -2021,6 +2059,9 @@ namespace OpenSim.Region.Framework.Scenes
2021 2059
2022 public void SetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID, bool running) 2060 public void SetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID, bool running)
2023 { 2061 {
2062 if (!Permissions.CanEditScript(itemID, objectID, controllingClient.AgentId))
2063 return;
2064
2024 SceneObjectPart part = GetSceneObjectPart(objectID); 2065 SceneObjectPart part = GetSceneObjectPart(objectID);
2025 if (part == null) 2066 if (part == null)
2026 return; 2067 return;
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 12fd813..a4f630a 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -84,6 +84,7 @@ namespace OpenSim.Region.Framework.Scenes
84 // TODO: need to figure out how allow client agents but deny 84 // TODO: need to figure out how allow client agents but deny
85 // root agents when ACL denies access to root agent 85 // root agents when ACL denies access to root agent
86 public bool m_strictAccessControl = true; 86 public bool m_strictAccessControl = true;
87 public bool m_seeIntoBannedRegion = false;
87 public int MaxUndoCount = 5; 88 public int MaxUndoCount = 5;
88 public bool LoginsDisabled = true; 89 public bool LoginsDisabled = true;
89 public bool LoadingPrims; 90 public bool LoadingPrims;
@@ -102,6 +103,7 @@ namespace OpenSim.Region.Framework.Scenes
102 protected ModuleLoader m_moduleLoader; 103 protected ModuleLoader m_moduleLoader;
103 protected AgentCircuitManager m_authenticateHandler; 104 protected AgentCircuitManager m_authenticateHandler;
104 protected SceneCommunicationService m_sceneGridService; 105 protected SceneCommunicationService m_sceneGridService;
106 protected ISnmpModule m_snmpService = null;
105 107
106 protected ISimulationDataService m_SimulationDataService; 108 protected ISimulationDataService m_SimulationDataService;
107 protected IEstateDataService m_EstateDataService; 109 protected IEstateDataService m_EstateDataService;
@@ -149,7 +151,7 @@ namespace OpenSim.Region.Framework.Scenes
149 private int m_update_events = 1; 151 private int m_update_events = 1;
150 private int m_update_backup = 200; 152 private int m_update_backup = 200;
151 private int m_update_terrain = 50; 153 private int m_update_terrain = 50;
152// private int m_update_land = 1; 154 private int m_update_land = 10;
153 private int m_update_coarse_locations = 50; 155 private int m_update_coarse_locations = 50;
154 156
155 private int frameMS; 157 private int frameMS;
@@ -163,6 +165,7 @@ namespace OpenSim.Region.Framework.Scenes
163 private int landMS; 165 private int landMS;
164 private int lastCompletedFrame; 166 private int lastCompletedFrame;
165 167
168 public bool CombineRegions = false;
166 private bool m_physics_enabled = true; 169 private bool m_physics_enabled = true;
167 private bool m_scripts_enabled = true; 170 private bool m_scripts_enabled = true;
168 private string m_defaultScriptEngine; 171 private string m_defaultScriptEngine;
@@ -171,6 +174,8 @@ namespace OpenSim.Region.Framework.Scenes
171 private volatile bool shuttingdown; 174 private volatile bool shuttingdown;
172 175
173 private int m_lastUpdate; 176 private int m_lastUpdate;
177 private int m_lastIncoming;
178 private int m_lastOutgoing;
174 private bool m_firstHeartbeat = true; 179 private bool m_firstHeartbeat = true;
175 180
176 private object m_deleting_scene_object = new object(); 181 private object m_deleting_scene_object = new object();
@@ -222,6 +227,19 @@ namespace OpenSim.Region.Framework.Scenes
222 get { return m_sceneGridService; } 227 get { return m_sceneGridService; }
223 } 228 }
224 229
230 public ISnmpModule SnmpService
231 {
232 get
233 {
234 if (m_snmpService == null)
235 {
236 m_snmpService = RequestModuleInterface<ISnmpModule>();
237 }
238
239 return m_snmpService;
240 }
241 }
242
225 public ISimulationDataService SimulationDataService 243 public ISimulationDataService SimulationDataService
226 { 244 {
227 get 245 get
@@ -553,6 +571,8 @@ namespace OpenSim.Region.Framework.Scenes
553 m_regionName = m_regInfo.RegionName; 571 m_regionName = m_regInfo.RegionName;
554 m_datastore = m_regInfo.DataStore; 572 m_datastore = m_regInfo.DataStore;
555 m_lastUpdate = Util.EnvironmentTickCount(); 573 m_lastUpdate = Util.EnvironmentTickCount();
574 m_lastIncoming = 0;
575 m_lastOutgoing = 0;
556 576
557 m_physicalPrim = physicalPrim; 577 m_physicalPrim = physicalPrim;
558 m_seeIntoRegionFromNeighbor = SeeIntoRegionFromNeighbor; 578 m_seeIntoRegionFromNeighbor = SeeIntoRegionFromNeighbor;
@@ -566,6 +586,8 @@ namespace OpenSim.Region.Framework.Scenes
566 #region Region Settings 586 #region Region Settings
567 587
568 // Load region settings 588 // Load region settings
589 m_regInfo.WindlightSettings = SimulationDataService.LoadRegionWindlightSettings(m_regInfo.RegionID);
590
569 m_regInfo.RegionSettings = simDataService.LoadRegionSettings(m_regInfo.RegionID); 591 m_regInfo.RegionSettings = simDataService.LoadRegionSettings(m_regInfo.RegionID);
570 if (estateDataService != null) 592 if (estateDataService != null)
571 m_regInfo.EstateSettings = estateDataService.LoadEstateSettings(m_regInfo.RegionID, false); 593 m_regInfo.EstateSettings = estateDataService.LoadEstateSettings(m_regInfo.RegionID, false);
@@ -625,9 +647,10 @@ namespace OpenSim.Region.Framework.Scenes
625 //Animation states 647 //Animation states
626 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false); 648 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
627 // TODO: Change default to true once the feature is supported 649 // TODO: Change default to true once the feature is supported
628 m_usePreJump = startupConfig.GetBoolean("enableprejump", false); 650 m_usePreJump = startupConfig.GetBoolean("enableprejump", true);
629
630 m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys); 651 m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys);
652
653 m_log.DebugFormat("[SCENE]: prejump is {0}", m_usePreJump ? "ON" : "OFF");
631 if (RegionInfo.NonphysPrimMax > 0) 654 if (RegionInfo.NonphysPrimMax > 0)
632 { 655 {
633 m_maxNonphys = RegionInfo.NonphysPrimMax; 656 m_maxNonphys = RegionInfo.NonphysPrimMax;
@@ -659,6 +682,7 @@ namespace OpenSim.Region.Framework.Scenes
659 m_persistAfter *= 10000000; 682 m_persistAfter *= 10000000;
660 683
661 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine"); 684 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine");
685 m_log.InfoFormat("[SCENE]: Default script engine {0}", m_defaultScriptEngine);
662 686
663 IConfig packetConfig = m_config.Configs["PacketPool"]; 687 IConfig packetConfig = m_config.Configs["PacketPool"];
664 if (packetConfig != null) 688 if (packetConfig != null)
@@ -668,6 +692,8 @@ namespace OpenSim.Region.Framework.Scenes
668 } 692 }
669 693
670 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl); 694 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl);
695 m_seeIntoBannedRegion = startupConfig.GetBoolean("SeeIntoBannedRegion", m_seeIntoBannedRegion);
696 CombineRegions = startupConfig.GetBoolean("CombineContiguousRegions", false);
671 697
672 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true); 698 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true);
673 if (m_generateMaptiles) 699 if (m_generateMaptiles)
@@ -692,9 +718,9 @@ namespace OpenSim.Region.Framework.Scenes
692 } 718 }
693 } 719 }
694 } 720 }
695 catch 721 catch (Exception e)
696 { 722 {
697 m_log.Warn("[SCENE]: Failed to load StartupConfig"); 723 m_log.Error("[SCENE]: Failed to load StartupConfig: " + e.ToString());
698 } 724 }
699 725
700 #endregion Region Config 726 #endregion Region Config
@@ -1065,7 +1091,9 @@ namespace OpenSim.Region.Framework.Scenes
1065 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat); 1091 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat);
1066 if (HeartbeatThread != null) 1092 if (HeartbeatThread != null)
1067 { 1093 {
1094 m_log.ErrorFormat("[SCENE]: Restarting heartbeat thread because it hasn't reported in in region {0}", RegionInfo.RegionName);
1068 HeartbeatThread.Abort(); 1095 HeartbeatThread.Abort();
1096 Watchdog.RemoveThread(HeartbeatThread.ManagedThreadId);
1069 HeartbeatThread = null; 1097 HeartbeatThread = null;
1070 } 1098 }
1071 m_lastUpdate = Util.EnvironmentTickCount(); 1099 m_lastUpdate = Util.EnvironmentTickCount();
@@ -1188,9 +1216,6 @@ namespace OpenSim.Region.Framework.Scenes
1188 try 1216 try
1189 { 1217 {
1190 Update(); 1218 Update();
1191
1192 m_lastUpdate = Util.EnvironmentTickCount();
1193 m_firstHeartbeat = false;
1194 } 1219 }
1195 catch (ThreadAbortException) 1220 catch (ThreadAbortException)
1196 { 1221 {
@@ -1305,12 +1330,12 @@ namespace OpenSim.Region.Framework.Scenes
1305 terrainMS = Util.EnvironmentTickCountSubtract(terMS); 1330 terrainMS = Util.EnvironmentTickCountSubtract(terMS);
1306 } 1331 }
1307 1332
1308 //if (m_frame % m_update_land == 0) 1333 if (m_frame % m_update_land == 0)
1309 //{ 1334 {
1310 // int ldMS = Util.EnvironmentTickCount(); 1335 int ldMS = Util.EnvironmentTickCount();
1311 // UpdateLand(); 1336 UpdateLand();
1312 // landMS = Util.EnvironmentTickCountSubtract(ldMS); 1337 landMS = Util.EnvironmentTickCountSubtract(ldMS);
1313 //} 1338 }
1314 1339
1315 frameMS = Util.EnvironmentTickCountSubtract(tmpFrameMS); 1340 frameMS = Util.EnvironmentTickCountSubtract(tmpFrameMS);
1316 otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS; 1341 otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS;
@@ -1381,6 +1406,9 @@ namespace OpenSim.Region.Framework.Scenes
1381 1406
1382 // Tell the watchdog that this thread is still alive 1407 // Tell the watchdog that this thread is still alive
1383 Watchdog.UpdateThread(); 1408 Watchdog.UpdateThread();
1409
1410 m_lastUpdate = Util.EnvironmentTickCount();
1411 m_firstHeartbeat = false;
1384 } 1412 }
1385 } 1413 }
1386 1414
@@ -1400,9 +1428,9 @@ namespace OpenSim.Region.Framework.Scenes
1400 1428
1401 private void CheckAtTargets() 1429 private void CheckAtTargets()
1402 { 1430 {
1403 Dictionary<UUID, SceneObjectGroup>.ValueCollection objs; 1431 List<SceneObjectGroup> objs = new List<SceneObjectGroup>();
1404 lock (m_groupsWithTargets) 1432 lock (m_groupsWithTargets)
1405 objs = m_groupsWithTargets.Values; 1433 objs = new List<SceneObjectGroup>(m_groupsWithTargets.Values);
1406 1434
1407 foreach (SceneObjectGroup entry in objs) 1435 foreach (SceneObjectGroup entry in objs)
1408 entry.checkAtTargets(); 1436 entry.checkAtTargets();
@@ -1736,14 +1764,24 @@ namespace OpenSim.Region.Framework.Scenes
1736 /// <returns></returns> 1764 /// <returns></returns>
1737 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter) 1765 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter)
1738 { 1766 {
1767
1768 float wheight = (float)RegionInfo.RegionSettings.WaterHeight;
1769 Vector3 wpos = Vector3.Zero;
1770 // Check for water surface intersection from above
1771 if ( (RayStart.Z > wheight) && (RayEnd.Z < wheight) )
1772 {
1773 float ratio = (RayStart.Z - wheight) / (RayStart.Z - RayEnd.Z);
1774 wpos.X = RayStart.X - (ratio * (RayStart.X - RayEnd.X));
1775 wpos.Y = RayStart.Y - (ratio * (RayStart.Y - RayEnd.Y));
1776 wpos.Z = wheight;
1777 }
1778
1739 Vector3 pos = Vector3.Zero; 1779 Vector3 pos = Vector3.Zero;
1740 if (RayEndIsIntersection == (byte)1) 1780 if (RayEndIsIntersection == (byte)1)
1741 { 1781 {
1742 pos = RayEnd; 1782 pos = RayEnd;
1743 return pos;
1744 } 1783 }
1745 1784 else if (RayTargetID != UUID.Zero)
1746 if (RayTargetID != UUID.Zero)
1747 { 1785 {
1748 SceneObjectPart target = GetSceneObjectPart(RayTargetID); 1786 SceneObjectPart target = GetSceneObjectPart(RayTargetID);
1749 1787
@@ -1765,7 +1803,7 @@ namespace OpenSim.Region.Framework.Scenes
1765 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter); 1803 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter);
1766 1804
1767 // Un-comment out the following line to Get Raytrace results printed to the console. 1805 // Un-comment out the following line to Get Raytrace results printed to the console.
1768 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString()); 1806 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
1769 float ScaleOffset = 0.5f; 1807 float ScaleOffset = 0.5f;
1770 1808
1771 // If we hit something 1809 // If we hit something
@@ -1788,13 +1826,10 @@ namespace OpenSim.Region.Framework.Scenes
1788 //pos.Z -= 0.25F; 1826 //pos.Z -= 0.25F;
1789 1827
1790 } 1828 }
1791
1792 return pos;
1793 } 1829 }
1794 else 1830 else
1795 { 1831 {
1796 // We don't have a target here, so we're going to raytrace all the objects in the scene. 1832 // We don't have a target here, so we're going to raytrace all the objects in the scene.
1797
1798 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false); 1833 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false);
1799 1834
1800 // Un-comment the following line to print the raytrace results to the console. 1835 // Un-comment the following line to print the raytrace results to the console.
@@ -1803,13 +1838,12 @@ namespace OpenSim.Region.Framework.Scenes
1803 if (ei.HitTF) 1838 if (ei.HitTF)
1804 { 1839 {
1805 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z); 1840 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z);
1806 } else 1841 }
1842 else
1807 { 1843 {
1808 // fall back to our stupid functionality 1844 // fall back to our stupid functionality
1809 pos = RayEnd; 1845 pos = RayEnd;
1810 } 1846 }
1811
1812 return pos;
1813 } 1847 }
1814 } 1848 }
1815 else 1849 else
@@ -1820,8 +1854,12 @@ namespace OpenSim.Region.Framework.Scenes
1820 //increase height so its above the ground. 1854 //increase height so its above the ground.
1821 //should be getting the normal of the ground at the rez point and using that? 1855 //should be getting the normal of the ground at the rez point and using that?
1822 pos.Z += scale.Z / 2f; 1856 pos.Z += scale.Z / 2f;
1823 return pos; 1857// return pos;
1824 } 1858 }
1859
1860 // check against posible water intercept
1861 if (wpos.Z > pos.Z) pos = wpos;
1862 return pos;
1825 } 1863 }
1826 1864
1827 1865
@@ -1901,7 +1939,10 @@ namespace OpenSim.Region.Framework.Scenes
1901 public bool AddRestoredSceneObject( 1939 public bool AddRestoredSceneObject(
1902 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 1940 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
1903 { 1941 {
1904 return m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates); 1942 bool result = m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates);
1943 if (result)
1944 sceneObject.IsDeleted = false;
1945 return result;
1905 } 1946 }
1906 1947
1907 /// <summary> 1948 /// <summary>
@@ -1978,6 +2019,15 @@ namespace OpenSim.Region.Framework.Scenes
1978 /// </summary> 2019 /// </summary>
1979 public void DeleteAllSceneObjects() 2020 public void DeleteAllSceneObjects()
1980 { 2021 {
2022 DeleteAllSceneObjects(false);
2023 }
2024
2025 /// <summary>
2026 /// Delete every object from the scene. This does not include attachments worn by avatars.
2027 /// </summary>
2028 public void DeleteAllSceneObjects(bool exceptNoCopy)
2029 {
2030 List<SceneObjectGroup> toReturn = new List<SceneObjectGroup>();
1981 lock (Entities) 2031 lock (Entities)
1982 { 2032 {
1983 EntityBase[] entities = Entities.GetEntities(); 2033 EntityBase[] entities = Entities.GetEntities();
@@ -1986,11 +2036,24 @@ namespace OpenSim.Region.Framework.Scenes
1986 if (e is SceneObjectGroup) 2036 if (e is SceneObjectGroup)
1987 { 2037 {
1988 SceneObjectGroup sog = (SceneObjectGroup)e; 2038 SceneObjectGroup sog = (SceneObjectGroup)e;
1989 if (!sog.IsAttachment) 2039 if (sog != null && !sog.IsAttachment)
1990 DeleteSceneObject((SceneObjectGroup)e, false); 2040 {
2041 if (!exceptNoCopy || ((sog.GetEffectivePermissions() & (uint)PermissionMask.Copy) != 0))
2042 {
2043 DeleteSceneObject((SceneObjectGroup)e, false);
2044 }
2045 else
2046 {
2047 toReturn.Add((SceneObjectGroup)e);
2048 }
2049 }
1991 } 2050 }
1992 } 2051 }
1993 } 2052 }
2053 if (toReturn.Count > 0)
2054 {
2055 returnObjects(toReturn.ToArray(), UUID.Zero);
2056 }
1994 } 2057 }
1995 2058
1996 /// <summary> 2059 /// <summary>
@@ -2039,6 +2102,8 @@ namespace OpenSim.Region.Framework.Scenes
2039 } 2102 }
2040 2103
2041 group.DeleteGroupFromScene(silent); 2104 group.DeleteGroupFromScene(silent);
2105 if (!silent)
2106 SendKillObject(new List<uint>() { group.LocalId });
2042 2107
2043// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID); 2108// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID);
2044 } 2109 }
@@ -2369,6 +2434,12 @@ namespace OpenSim.Region.Framework.Scenes
2369 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns> 2434 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns>
2370 public bool AddSceneObject(SceneObjectGroup sceneObject) 2435 public bool AddSceneObject(SceneObjectGroup sceneObject)
2371 { 2436 {
2437 if (sceneObject.OwnerID == UUID.Zero)
2438 {
2439 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero", sceneObject.UUID);
2440 return false;
2441 }
2442
2372 // If the user is banned, we won't let any of their objects 2443 // If the user is banned, we won't let any of their objects
2373 // enter. Period. 2444 // enter. Period.
2374 // 2445 //
@@ -2416,15 +2487,28 @@ namespace OpenSim.Region.Framework.Scenes
2416 2487
2417 if (AttachmentsModule != null) 2488 if (AttachmentsModule != null)
2418 AttachmentsModule.AttachObject(sp.ControllingClient, grp, 0, false); 2489 AttachmentsModule.AttachObject(sp.ControllingClient, grp, 0, false);
2490
2491 m_log.DebugFormat("[SCENE]: Attachment {0} arrived and scene presence was found, attaching", sceneObject.UUID);
2419 } 2492 }
2420 else 2493 else
2421 { 2494 {
2495 m_log.DebugFormat("[SCENE]: Attachment {0} arrived and scene presence was not found, setting to temp", sceneObject.UUID);
2422 RootPrim.RemFlag(PrimFlags.TemporaryOnRez); 2496 RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
2423 RootPrim.AddFlag(PrimFlags.TemporaryOnRez); 2497 RootPrim.AddFlag(PrimFlags.TemporaryOnRez);
2424 } 2498 }
2499 if (sceneObject.OwnerID == UUID.Zero)
2500 {
2501 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero after attachment processing. BUG!", sceneObject.UUID);
2502 return false;
2503 }
2425 } 2504 }
2426 else 2505 else
2427 { 2506 {
2507 if (sceneObject.OwnerID == UUID.Zero)
2508 {
2509 m_log.ErrorFormat("[SCENE]: Owner ID for non-attachment {0} was zero", sceneObject.UUID);
2510 return false;
2511 }
2428 AddRestoredSceneObject(sceneObject, true, false); 2512 AddRestoredSceneObject(sceneObject, true, false);
2429 2513
2430 if (!Permissions.CanObjectEntry(sceneObject.UUID, 2514 if (!Permissions.CanObjectEntry(sceneObject.UUID,
@@ -2536,12 +2620,19 @@ namespace OpenSim.Region.Framework.Scenes
2536 } 2620 }
2537 } 2621 }
2538 2622
2539 if (GetScenePresence(client.AgentId) != null) 2623 if (TryGetScenePresence(client.AgentId, out presence))
2540 { 2624 {
2541 m_LastLogin = Util.EnvironmentTickCount(); 2625 m_LastLogin = Util.EnvironmentTickCount();
2542 EventManager.TriggerOnNewClient(client); 2626 EventManager.TriggerOnNewClient(client);
2543 if (vialogin) 2627 if (vialogin)
2628 {
2544 EventManager.TriggerOnClientLogin(client); 2629 EventManager.TriggerOnClientLogin(client);
2630
2631 // Send initial parcel data
2632 Vector3 pos = presence.AbsolutePosition;
2633 ILandObject land = LandChannel.GetLandObject(pos.X, pos.Y);
2634 land.SendLandUpdateToClient(presence.ControllingClient);
2635 }
2545 } 2636 }
2546 } 2637 }
2547 2638
@@ -2592,19 +2683,12 @@ namespace OpenSim.Region.Framework.Scenes
2592 // and the scene presence and the client, if they exist 2683 // and the scene presence and the client, if they exist
2593 try 2684 try
2594 { 2685 {
2595 // We need to wait for the client to make UDP contact first. 2686 ScenePresence sp = GetScenePresence(agentID);
2596 // It's the UDP contact that creates the scene presence 2687 PresenceService.LogoutAgent(sp.ControllingClient.SessionId);
2597 ScenePresence sp = WaitGetScenePresence(agentID); 2688
2598 if (sp != null) 2689 if (sp != null)
2599 {
2600 PresenceService.LogoutAgent(sp.ControllingClient.SessionId);
2601
2602 sp.ControllingClient.Close(); 2690 sp.ControllingClient.Close();
2603 } 2691
2604 else
2605 {
2606 m_log.WarnFormat("[SCENE]: Could not find scene presence for {0}", agentID);
2607 }
2608 // BANG! SLASH! 2692 // BANG! SLASH!
2609 m_authenticateHandler.RemoveCircuit(agentID); 2693 m_authenticateHandler.RemoveCircuit(agentID);
2610 2694
@@ -2704,6 +2788,7 @@ namespace OpenSim.Region.Framework.Scenes
2704 client.OnFetchInventory += HandleFetchInventory; 2788 client.OnFetchInventory += HandleFetchInventory;
2705 client.OnUpdateInventoryItem += UpdateInventoryItemAsset; 2789 client.OnUpdateInventoryItem += UpdateInventoryItemAsset;
2706 client.OnCopyInventoryItem += CopyInventoryItem; 2790 client.OnCopyInventoryItem += CopyInventoryItem;
2791 client.OnMoveItemsAndLeaveCopy += MoveInventoryItemsLeaveCopy;
2707 client.OnMoveInventoryItem += MoveInventoryItem; 2792 client.OnMoveInventoryItem += MoveInventoryItem;
2708 client.OnRemoveInventoryItem += RemoveInventoryItem; 2793 client.OnRemoveInventoryItem += RemoveInventoryItem;
2709 client.OnRemoveInventoryFolder += RemoveInventoryFolder; 2794 client.OnRemoveInventoryFolder += RemoveInventoryFolder;
@@ -2882,15 +2967,16 @@ namespace OpenSim.Region.Framework.Scenes
2882 /// </summary> 2967 /// </summary>
2883 /// <param name="agentId">The avatar's Unique ID</param> 2968 /// <param name="agentId">The avatar's Unique ID</param>
2884 /// <param name="client">The IClientAPI for the client</param> 2969 /// <param name="client">The IClientAPI for the client</param>
2885 public virtual void TeleportClientHome(UUID agentId, IClientAPI client) 2970 public virtual bool TeleportClientHome(UUID agentId, IClientAPI client)
2886 { 2971 {
2887 if (m_teleportModule != null) 2972 if (m_teleportModule != null)
2888 m_teleportModule.TeleportHome(agentId, client); 2973 return m_teleportModule.TeleportHome(agentId, client);
2889 else 2974 else
2890 { 2975 {
2891 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active"); 2976 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active");
2892 client.SendTeleportFailed("Unable to perform teleports on this simulator."); 2977 client.SendTeleportFailed("Unable to perform teleports on this simulator.");
2893 } 2978 }
2979 return false;
2894 } 2980 }
2895 2981
2896 /// <summary> 2982 /// <summary>
@@ -2989,6 +3075,16 @@ namespace OpenSim.Region.Framework.Scenes
2989 /// <param name="flags"></param> 3075 /// <param name="flags"></param>
2990 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags) 3076 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags)
2991 { 3077 {
3078 //Add half the avatar's height so that the user doesn't fall through prims
3079 ScenePresence presence;
3080 if (TryGetScenePresence(remoteClient.AgentId, out presence))
3081 {
3082 if (presence.Appearance != null)
3083 {
3084 position.Z = position.Z + (presence.Appearance.AvatarHeight / 2);
3085 }
3086 }
3087
2992 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt)) 3088 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt))
2993 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot. 3089 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot.
2994 m_dialogModule.SendAlertToUser(remoteClient, "Home position set."); 3090 m_dialogModule.SendAlertToUser(remoteClient, "Home position set.");
@@ -3082,7 +3178,9 @@ namespace OpenSim.Region.Framework.Scenes
3082 regions.Remove(RegionInfo.RegionHandle); 3178 regions.Remove(RegionInfo.RegionHandle);
3083 m_sceneGridService.SendCloseChildAgentConnections(agentID, regions); 3179 m_sceneGridService.SendCloseChildAgentConnections(agentID, regions);
3084 } 3180 }
3181 m_log.Debug("[Scene] Beginning ClientClosed");
3085 m_eventManager.TriggerClientClosed(agentID, this); 3182 m_eventManager.TriggerClientClosed(agentID, this);
3183 m_log.Debug("[Scene] Finished ClientClosed");
3086 } 3184 }
3087 catch (NullReferenceException) 3185 catch (NullReferenceException)
3088 { 3186 {
@@ -3090,7 +3188,12 @@ namespace OpenSim.Region.Framework.Scenes
3090 // Avatar is already disposed :/ 3188 // Avatar is already disposed :/
3091 } 3189 }
3092 3190
3191 m_log.Debug("[Scene] Beginning OnRemovePresence");
3093 m_eventManager.TriggerOnRemovePresence(agentID); 3192 m_eventManager.TriggerOnRemovePresence(agentID);
3193 m_log.Debug("[Scene] Finished OnRemovePresence");
3194
3195 if (avatar != null && (!avatar.IsChildAgent))
3196 avatar.SaveChangedAttachments();
3094 3197
3095 if (avatar != null && (!avatar.IsChildAgent)) 3198 if (avatar != null && (!avatar.IsChildAgent))
3096 avatar.SaveChangedAttachments(); 3199 avatar.SaveChangedAttachments();
@@ -3099,7 +3202,7 @@ namespace OpenSim.Region.Framework.Scenes
3099 delegate(IClientAPI client) 3202 delegate(IClientAPI client)
3100 { 3203 {
3101 //We can safely ignore null reference exceptions. It means the avatar is dead and cleaned up anyway 3204 //We can safely ignore null reference exceptions. It means the avatar is dead and cleaned up anyway
3102 try { client.SendKillObject(avatar.RegionHandle, avatar.LocalId); } 3205 try { client.SendKillObject(avatar.RegionHandle, new List<uint>() { avatar.LocalId}); }
3103 catch (NullReferenceException) { } 3206 catch (NullReferenceException) { }
3104 }); 3207 });
3105 3208
@@ -3110,8 +3213,11 @@ namespace OpenSim.Region.Framework.Scenes
3110 } 3213 }
3111 3214
3112 // Remove the avatar from the scene 3215 // Remove the avatar from the scene
3216 m_log.Debug("[Scene] Begin RemoveScenePresence");
3113 m_sceneGraph.RemoveScenePresence(agentID); 3217 m_sceneGraph.RemoveScenePresence(agentID);
3218 m_log.Debug("[Scene] Finished RemoveScenePresence. Removing the client manager");
3114 m_clientManager.Remove(agentID); 3219 m_clientManager.Remove(agentID);
3220 m_log.Debug("[Scene] Removed the client manager. Firing avatar.close");
3115 3221
3116 try 3222 try
3117 { 3223 {
@@ -3125,9 +3231,10 @@ namespace OpenSim.Region.Framework.Scenes
3125 { 3231 {
3126 m_log.Error("[SCENE] Scene.cs:RemoveClient exception: " + e.ToString()); 3232 m_log.Error("[SCENE] Scene.cs:RemoveClient exception: " + e.ToString());
3127 } 3233 }
3128 3234 m_log.Debug("[Scene] Done. Firing RemoveCircuit");
3129 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode); 3235 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode);
3130 CleanDroppedAttachments(); 3236 CleanDroppedAttachments();
3237 m_log.Debug("[Scene] The avatar has left the building");
3131 //m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false)); 3238 //m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false));
3132 //m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true)); 3239 //m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true));
3133 } 3240 }
@@ -3158,18 +3265,24 @@ namespace OpenSim.Region.Framework.Scenes
3158 3265
3159 #region Entities 3266 #region Entities
3160 3267
3161 public void SendKillObject(uint localID) 3268 public void SendKillObject(List<uint> localIDs)
3162 { 3269 {
3163 SceneObjectPart part = GetSceneObjectPart(localID); 3270 List<uint> deleteIDs = new List<uint>();
3164 if (part != null) // It is a prim 3271
3272 foreach (uint localID in localIDs)
3165 { 3273 {
3166 if (part.ParentGroup != null && !part.ParentGroup.IsDeleted) // Valid 3274 SceneObjectPart part = GetSceneObjectPart(localID);
3275 if (part != null) // It is a prim
3167 { 3276 {
3168 if (part.ParentGroup.RootPart != part) // Child part 3277 if (part.ParentGroup != null && !part.ParentGroup.IsDeleted) // Valid
3169 return; 3278 {
3279 if (part.ParentGroup.RootPart != part) // Child part
3280 continue;
3281 }
3170 } 3282 }
3283 deleteIDs.Add(localID);
3171 } 3284 }
3172 ForEachClient(delegate(IClientAPI client) { client.SendKillObject(m_regionHandle, localID); }); 3285 ForEachClient(delegate(IClientAPI client) { client.SendKillObject(m_regionHandle, deleteIDs); });
3173 } 3286 }
3174 3287
3175 #endregion 3288 #endregion
@@ -3187,7 +3300,6 @@ namespace OpenSim.Region.Framework.Scenes
3187 //m_sceneGridService.OnChildAgentUpdate += IncomingChildAgentDataUpdate; 3300 //m_sceneGridService.OnChildAgentUpdate += IncomingChildAgentDataUpdate;
3188 //m_sceneGridService.OnRemoveKnownRegionFromAvatar += HandleRemoveKnownRegionsFromAvatar; 3301 //m_sceneGridService.OnRemoveKnownRegionFromAvatar += HandleRemoveKnownRegionsFromAvatar;
3189 m_sceneGridService.OnLogOffUser += HandleLogOffUserFromGrid; 3302 m_sceneGridService.OnLogOffUser += HandleLogOffUserFromGrid;
3190 m_sceneGridService.KiPrimitive += SendKillObject;
3191 m_sceneGridService.OnGetLandData += GetLandData; 3303 m_sceneGridService.OnGetLandData += GetLandData;
3192 } 3304 }
3193 3305
@@ -3196,7 +3308,6 @@ namespace OpenSim.Region.Framework.Scenes
3196 /// </summary> 3308 /// </summary>
3197 public void UnRegisterRegionWithComms() 3309 public void UnRegisterRegionWithComms()
3198 { 3310 {
3199 m_sceneGridService.KiPrimitive -= SendKillObject;
3200 m_sceneGridService.OnLogOffUser -= HandleLogOffUserFromGrid; 3311 m_sceneGridService.OnLogOffUser -= HandleLogOffUserFromGrid;
3201 //m_sceneGridService.OnRemoveKnownRegionFromAvatar -= HandleRemoveKnownRegionsFromAvatar; 3312 //m_sceneGridService.OnRemoveKnownRegionFromAvatar -= HandleRemoveKnownRegionsFromAvatar;
3202 //m_sceneGridService.OnChildAgentUpdate -= IncomingChildAgentDataUpdate; 3313 //m_sceneGridService.OnChildAgentUpdate -= IncomingChildAgentDataUpdate;
@@ -3283,6 +3394,7 @@ namespace OpenSim.Region.Framework.Scenes
3283 { 3394 {
3284 if (land != null && !TestLandRestrictions(agent, land, out reason)) 3395 if (land != null && !TestLandRestrictions(agent, land, out reason))
3285 { 3396 {
3397 m_log.DebugFormat("[CONNECTION BEGIN]: Denying access to {0} due to no land access", agent.AgentID.ToString());
3286 return false; 3398 return false;
3287 } 3399 }
3288 } 3400 }
@@ -3400,6 +3512,8 @@ namespace OpenSim.Region.Framework.Scenes
3400 } 3512 }
3401 } 3513 }
3402 // Honor parcel landing type and position. 3514 // Honor parcel landing type and position.
3515 /*
3516 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3403 if (land != null) 3517 if (land != null)
3404 { 3518 {
3405 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero) 3519 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero)
@@ -3407,6 +3521,7 @@ namespace OpenSim.Region.Framework.Scenes
3407 agent.startpos = land.LandData.UserLocation; 3521 agent.startpos = land.LandData.UserLocation;
3408 } 3522 }
3409 } 3523 }
3524 */// This is now handled properly in ScenePresence.MakeRootAgent
3410 } 3525 }
3411 3526
3412 return true; 3527 return true;
@@ -3502,7 +3617,7 @@ namespace OpenSim.Region.Framework.Scenes
3502 3617
3503 if (m_regInfo.EstateSettings != null) 3618 if (m_regInfo.EstateSettings != null)
3504 { 3619 {
3505 if (m_regInfo.EstateSettings.IsBanned(agent.AgentID)) 3620 if ((!m_seeIntoBannedRegion) && m_regInfo.EstateSettings.IsBanned(agent.AgentID))
3506 { 3621 {
3507 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist", 3622 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist",
3508 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName); 3623 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
@@ -3692,6 +3807,12 @@ namespace OpenSim.Region.Framework.Scenes
3692 3807
3693 // We have to wait until the viewer contacts this region after receiving EAC. 3808 // We have to wait until the viewer contacts this region after receiving EAC.
3694 // That calls AddNewClient, which finally creates the ScenePresence 3809 // That calls AddNewClient, which finally creates the ScenePresence
3810 if (m_regInfo.EstateSettings.IsBanned(cAgentData.AgentID))
3811 {
3812 m_log.DebugFormat("[SCENE]: Denying root agent entry to {0}: banned", cAgentData.AgentID);
3813 return false;
3814 }
3815
3695 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2); 3816 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2);
3696 if (nearestParcel == null) 3817 if (nearestParcel == null)
3697 { 3818 {
@@ -3699,6 +3820,14 @@ namespace OpenSim.Region.Framework.Scenes
3699 return false; 3820 return false;
3700 } 3821 }
3701 3822
3823 int num = m_sceneGraph.GetNumberOfScenePresences();
3824
3825 if (num >= RegionInfo.RegionSettings.AgentLimit)
3826 {
3827 if (!Permissions.IsAdministrator(cAgentData.AgentID))
3828 return false;
3829 }
3830
3702 ScenePresence childAgentUpdate = WaitGetScenePresence(cAgentData.AgentID); 3831 ScenePresence childAgentUpdate = WaitGetScenePresence(cAgentData.AgentID);
3703 3832
3704 if (childAgentUpdate != null) 3833 if (childAgentUpdate != null)
@@ -3765,12 +3894,22 @@ namespace OpenSim.Region.Framework.Scenes
3765 return false; 3894 return false;
3766 } 3895 }
3767 3896
3897 public bool IncomingCloseAgent(UUID agentID)
3898 {
3899 return IncomingCloseAgent(agentID, false);
3900 }
3901
3902 public bool IncomingCloseChildAgent(UUID agentID)
3903 {
3904 return IncomingCloseAgent(agentID, true);
3905 }
3906
3768 /// <summary> 3907 /// <summary>
3769 /// Tell a single agent to disconnect from the region. 3908 /// Tell a single agent to disconnect from the region.
3770 /// </summary> 3909 /// </summary>
3771 /// <param name="regionHandle"></param>
3772 /// <param name="agentID"></param> 3910 /// <param name="agentID"></param>
3773 public bool IncomingCloseAgent(UUID agentID) 3911 /// <param name="childOnly"></param>
3912 public bool IncomingCloseAgent(UUID agentID, bool childOnly)
3774 { 3913 {
3775 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID); 3914 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID);
3776 3915
@@ -3782,7 +3921,7 @@ namespace OpenSim.Region.Framework.Scenes
3782 { 3921 {
3783 m_sceneGraph.removeUserCount(false); 3922 m_sceneGraph.removeUserCount(false);
3784 } 3923 }
3785 else 3924 else if (!childOnly)
3786 { 3925 {
3787 m_sceneGraph.removeUserCount(true); 3926 m_sceneGraph.removeUserCount(true);
3788 } 3927 }
@@ -3798,9 +3937,12 @@ namespace OpenSim.Region.Framework.Scenes
3798 } 3937 }
3799 else 3938 else
3800 presence.ControllingClient.SendShutdownConnectionNotice(); 3939 presence.ControllingClient.SendShutdownConnectionNotice();
3940 presence.ControllingClient.Close(false);
3941 }
3942 else if (!childOnly)
3943 {
3944 presence.ControllingClient.Close(true);
3801 } 3945 }
3802
3803 presence.ControllingClient.Close();
3804 return true; 3946 return true;
3805 } 3947 }
3806 3948
@@ -4408,34 +4550,66 @@ namespace OpenSim.Region.Framework.Scenes
4408 SimulationDataService.RemoveObject(uuid, m_regInfo.RegionID); 4550 SimulationDataService.RemoveObject(uuid, m_regInfo.RegionID);
4409 } 4551 }
4410 4552
4411 public int GetHealth() 4553 public int GetHealth(out int flags, out string message)
4412 { 4554 {
4413 // Returns: 4555 // Returns:
4414 // 1 = sim is up and accepting http requests. The heartbeat has 4556 // 1 = sim is up and accepting http requests. The heartbeat has
4415 // stopped and the sim is probably locked up, but a remote 4557 // stopped and the sim is probably locked up, but a remote
4416 // admin restart may succeed 4558 // admin restart may succeed
4417 // 4559 //
4418 // 2 = Sim is up and the heartbeat is running. The sim is likely 4560 // 2 = Sim is up and the heartbeat is running. The sim is likely
4419 // usable for people within and logins _may_ work 4561 // usable for people within
4562 //
4563 // 3 = Sim is up and one packet thread is running. Sim is
4564 // unstable and will not accept new logins
4565 //
4566 // 4 = Sim is up and both packet threads are running. Sim is
4567 // likely usable
4420 // 4568 //
4421 // 3 = We have seen a new user enter within the past 4 minutes 4569 // 5 = We have seen a new user enter within the past 4 minutes
4422 // which can be seen as positive confirmation of sim health 4570 // which can be seen as positive confirmation of sim health
4423 // 4571 //
4572
4573 flags = 0;
4574 message = String.Empty;
4575
4576 CheckHeartbeat();
4577
4578 if (m_firstHeartbeat || (m_lastIncoming == 0 && m_lastOutgoing == 0))
4579 {
4580 // We're still starting
4581 // 0 means "in startup", it can't happen another way, since
4582 // to get here, we must be able to accept http connections
4583 return 0;
4584 }
4585
4424 int health=1; // Start at 1, means we're up 4586 int health=1; // Start at 1, means we're up
4425 4587
4426 if ((Util.EnvironmentTickCountSubtract(m_lastUpdate)) < 1000) 4588 if (Util.EnvironmentTickCountSubtract(m_lastUpdate) < 1000)
4589 {
4427 health+=1; 4590 health+=1;
4428 else 4591 flags |= 1;
4592 }
4593
4594 if (Util.EnvironmentTickCountSubtract(m_lastIncoming) < 1000)
4595 {
4596 health+=1;
4597 flags |= 2;
4598 }
4599
4600 if (Util.EnvironmentTickCountSubtract(m_lastOutgoing) < 1000)
4601 {
4602 health+=1;
4603 flags |= 4;
4604 }
4605
4606 if (flags != 7)
4429 return health; 4607 return health;
4430 4608
4431 // A login in the last 4 mins? We can't be doing too badly 4609 // A login in the last 4 mins? We can't be doing too badly
4432 // 4610 //
4433 if ((Util.EnvironmentTickCountSubtract(m_LastLogin)) < 240000) 4611 if (Util.EnvironmentTickCountSubtract(m_LastLogin) < 240000)
4434 health++; 4612 health++;
4435 else
4436 return health;
4437
4438 CheckHeartbeat();
4439 4613
4440 return health; 4614 return health;
4441 } 4615 }
@@ -4628,7 +4802,7 @@ namespace OpenSim.Region.Framework.Scenes
4628 if (m_firstHeartbeat) 4802 if (m_firstHeartbeat)
4629 return; 4803 return;
4630 4804
4631 if (Util.EnvironmentTickCountSubtract(m_lastUpdate) > 2000) 4805 if (Util.EnvironmentTickCountSubtract(m_lastUpdate) > 10000)
4632 StartTimer(); 4806 StartTimer();
4633 } 4807 }
4634 4808
@@ -4886,8 +5060,17 @@ namespace OpenSim.Region.Framework.Scenes
4886 { 5060 {
4887 float ominX, ominY, ominZ, omaxX, omaxY, omaxZ; 5061 float ominX, ominY, ominZ, omaxX, omaxY, omaxZ;
4888 5062
5063 Vector3 vec = g.AbsolutePosition;
5064
4889 g.GetAxisAlignedBoundingBoxRaw(out ominX, out omaxX, out ominY, out omaxY, out ominZ, out omaxZ); 5065 g.GetAxisAlignedBoundingBoxRaw(out ominX, out omaxX, out ominY, out omaxY, out ominZ, out omaxZ);
4890 5066
5067 ominX += vec.X;
5068 omaxX += vec.X;
5069 ominY += vec.Y;
5070 omaxY += vec.Y;
5071 ominZ += vec.Z;
5072 omaxZ += vec.Z;
5073
4891 if (minX > ominX) 5074 if (minX > ominX)
4892 minX = ominX; 5075 minX = ominX;
4893 if (minY > ominY) 5076 if (minY > ominY)
@@ -4957,10 +5140,28 @@ namespace OpenSim.Region.Framework.Scenes
4957 }); 5140 });
4958 } 5141 }
4959 5142
4960 foreach (SceneObjectGroup grp in objectsToDelete) 5143 if (objectsToDelete.Count > 0)
4961 { 5144 {
4962 m_log.InfoFormat("[SCENE]: Deleting dropped attachment {0} of user {1}", grp.UUID, grp.OwnerID); 5145 m_log.DebugFormat("[SCENE]: Starting delete of {0} dropped attachments", objectsToDelete.Count);
4963 DeleteSceneObject(grp, true); 5146 foreach (SceneObjectGroup grp in objectsToDelete)
5147 {
5148 m_log.InfoFormat("[SCENE]: Deleting dropped attachment {0} of user {1}", grp.UUID, grp.OwnerID);
5149 DeleteSceneObject(grp, true);
5150 }
5151 m_log.Debug("[SCENE]: Finished dropped attachment deletion");
5152 }
5153 }
5154
5155 public void ThreadAlive(int threadCode)
5156 {
5157 switch(threadCode)
5158 {
5159 case 1: // Incoming
5160 m_lastIncoming = Util.EnvironmentTickCount();
5161 break;
5162 case 2: // Incoming
5163 m_lastOutgoing = Util.EnvironmentTickCount();
5164 break;
4964 } 5165 }
4965 } 5166 }
4966 5167
diff --git a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
index f8ff308..c8af4c3 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;
@@ -258,46 +254,42 @@ namespace OpenSim.Region.Framework.Scenes
258 254
259 } 255 }
260 256
261 //public delegate void SendCloseChildAgentDelegate(UUID agentID, ulong regionHandle); 257 public delegate void SendCloseChildAgentDelegate(UUID agentID, ulong regionHandle);
262 //private void SendCloseChildAgentCompleted(IAsyncResult iar)
263 //{
264 // SendCloseChildAgentDelegate icon = (SendCloseChildAgentDelegate)iar.AsyncState;
265 // icon.EndInvoke(iar);
266 //}
267 258
268 /// <summary> 259 /// <summary>
269 /// Closes a child agent on a given region 260 /// This Closes child agents on neighboring regions
261 /// Calls an asynchronous method to do so.. so it doesn't lag the sim.
270 /// </summary> 262 /// </summary>
271 protected void SendCloseChildAgent(UUID agentID, ulong regionHandle) 263 protected void SendCloseChildAgentAsync(UUID agentID, ulong regionHandle)
272 { 264 {
273 265
274 m_log.Debug("[INTERGRID]: Sending close agent to " + regionHandle); 266 //m_log.Debug("[INTERGRID]: Sending close agent to " + regionHandle);
275 // let's do our best, but there's not much we can do if the neighbour doesn't accept. 267 // let's do our best, but there's not much we can do if the neighbour doesn't accept.
276 268
277 //m_commsProvider.InterRegion.TellRegionToCloseChildConnection(regionHandle, agentID); 269 //m_commsProvider.InterRegion.TellRegionToCloseChildConnection(regionHandle, agentID);
278 uint x = 0, y = 0; 270 uint x = 0, y = 0;
279 Utils.LongToUInts(regionHandle, out x, out y); 271 Utils.LongToUInts(regionHandle, out x, out y);
280 GridRegion destination = m_scene.GridService.GetRegionByPosition(m_regionInfo.ScopeID, (int)x, (int)y); 272 GridRegion destination = m_scene.GridService.GetRegionByPosition(m_regionInfo.ScopeID, (int)x, (int)y);
281 m_scene.SimulationService.CloseAgent(destination, agentID); 273 m_scene.SimulationService.CloseChildAgent(destination, agentID);
274 }
275
276 private void SendCloseChildAgentCompleted(IAsyncResult iar)
277 {
278 SendCloseChildAgentDelegate icon = (SendCloseChildAgentDelegate)iar.AsyncState;
279 icon.EndInvoke(iar);
282 } 280 }
283 281
284 /// <summary>
285 /// Closes a child agents in a collection of regions. Does so asynchronously
286 /// so that the caller doesn't wait.
287 /// </summary>
288 /// <param name="agentID"></param>
289 /// <param name="regionslst"></param>
290 public void SendCloseChildAgentConnections(UUID agentID, List<ulong> regionslst) 282 public void SendCloseChildAgentConnections(UUID agentID, List<ulong> regionslst)
291 { 283 {
292 Util.FireAndForget(delegate 284 foreach (ulong handle in regionslst)
293 { 285 {
294 foreach (ulong handle in regionslst) 286 SendCloseChildAgentDelegate d = SendCloseChildAgentAsync;
295 { 287 d.BeginInvoke(agentID, handle,
296 SendCloseChildAgent(agentID, handle); 288 SendCloseChildAgentCompleted,
297 } 289 d);
298 }); 290 }
299 } 291 }
300 292
301 public List<GridRegion> RequestNamedRegions(string name, int maxNumber) 293 public List<GridRegion> RequestNamedRegions(string name, int maxNumber)
302 { 294 {
303 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber); 295 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 a2ed54f..7eebb99 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
@@ -124,13 +133,18 @@ namespace OpenSim.Region.Framework.Scenes
124 133
125 protected internal void Close() 134 protected internal void Close()
126 { 135 {
127 lock (m_presenceLock) 136 m_scenePresencesLock.EnterWriteLock();
137 try
128 { 138 {
129 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(); 139 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>();
130 List<ScenePresence> newlist = new List<ScenePresence>(); 140 List<ScenePresence> newlist = new List<ScenePresence>();
131 m_scenePresenceMap = newmap; 141 m_scenePresenceMap = newmap;
132 m_scenePresenceArray = newlist; 142 m_scenePresenceArray = newlist;
133 } 143 }
144 finally
145 {
146 m_scenePresencesLock.ExitWriteLock();
147 }
134 148
135 lock (SceneObjectGroupsByFullID) 149 lock (SceneObjectGroupsByFullID)
136 SceneObjectGroupsByFullID.Clear(); 150 SceneObjectGroupsByFullID.Clear();
@@ -259,6 +273,33 @@ namespace OpenSim.Region.Framework.Scenes
259 protected internal bool AddRestoredSceneObject( 273 protected internal bool AddRestoredSceneObject(
260 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 274 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
261 { 275 {
276 if (!m_parentScene.CombineRegions)
277 {
278 // KF: Check for out-of-region, move inside and make static.
279 Vector3 npos = new Vector3(sceneObject.RootPart.GroupPosition.X,
280 sceneObject.RootPart.GroupPosition.Y,
281 sceneObject.RootPart.GroupPosition.Z);
282 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 ||
283 npos.X > Constants.RegionSize ||
284 npos.Y > Constants.RegionSize))
285 {
286 if (npos.X < 0.0) npos.X = 1.0f;
287 if (npos.Y < 0.0) npos.Y = 1.0f;
288 if (npos.Z < 0.0) npos.Z = 0.0f;
289 if (npos.X > Constants.RegionSize) npos.X = Constants.RegionSize - 1.0f;
290 if (npos.Y > Constants.RegionSize) npos.Y = Constants.RegionSize - 1.0f;
291
292 foreach (SceneObjectPart part in sceneObject.Parts)
293 {
294 part.GroupPosition = npos;
295 }
296 sceneObject.RootPart.Velocity = Vector3.Zero;
297 sceneObject.RootPart.AngularVelocity = Vector3.Zero;
298 sceneObject.RootPart.Acceleration = Vector3.Zero;
299 sceneObject.RootPart.Velocity = Vector3.Zero;
300 }
301 }
302
262 if (attachToBackup && (!alreadyPersisted)) 303 if (attachToBackup && (!alreadyPersisted))
263 { 304 {
264 sceneObject.ForceInventoryPersistence(); 305 sceneObject.ForceInventoryPersistence();
@@ -458,6 +499,30 @@ namespace OpenSim.Region.Framework.Scenes
458 m_updateList[obj.UUID] = obj; 499 m_updateList[obj.UUID] = obj;
459 } 500 }
460 501
502 public void FireAttachToBackup(SceneObjectGroup obj)
503 {
504 if (OnAttachToBackup != null)
505 {
506 OnAttachToBackup(obj);
507 }
508 }
509
510 public void FireDetachFromBackup(SceneObjectGroup obj)
511 {
512 if (OnDetachFromBackup != null)
513 {
514 OnDetachFromBackup(obj);
515 }
516 }
517
518 public void FireChangeBackup(SceneObjectGroup obj)
519 {
520 if (OnChangeBackup != null)
521 {
522 OnChangeBackup(obj);
523 }
524 }
525
461 /// <summary> 526 /// <summary>
462 /// Process all pending updates 527 /// Process all pending updates
463 /// </summary> 528 /// </summary>
@@ -592,7 +657,8 @@ namespace OpenSim.Region.Framework.Scenes
592 657
593 Entities[presence.UUID] = presence; 658 Entities[presence.UUID] = presence;
594 659
595 lock (m_presenceLock) 660 m_scenePresencesLock.EnterWriteLock();
661 try
596 { 662 {
597 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 663 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
598 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 664 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -616,6 +682,10 @@ namespace OpenSim.Region.Framework.Scenes
616 m_scenePresenceMap = newmap; 682 m_scenePresenceMap = newmap;
617 m_scenePresenceArray = newlist; 683 m_scenePresenceArray = newlist;
618 } 684 }
685 finally
686 {
687 m_scenePresencesLock.ExitWriteLock();
688 }
619 } 689 }
620 690
621 /// <summary> 691 /// <summary>
@@ -630,7 +700,8 @@ namespace OpenSim.Region.Framework.Scenes
630 agentID); 700 agentID);
631 } 701 }
632 702
633 lock (m_presenceLock) 703 m_scenePresencesLock.EnterWriteLock();
704 try
634 { 705 {
635 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 706 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
636 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 707 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -652,6 +723,10 @@ namespace OpenSim.Region.Framework.Scenes
652 m_log.WarnFormat("[SCENE]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID); 723 m_log.WarnFormat("[SCENE]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID);
653 } 724 }
654 } 725 }
726 finally
727 {
728 m_scenePresencesLock.ExitWriteLock();
729 }
655 } 730 }
656 731
657 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F) 732 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F)
@@ -775,6 +850,11 @@ namespace OpenSim.Region.Framework.Scenes
775 return m_scenePresenceArray; 850 return m_scenePresenceArray;
776 } 851 }
777 852
853 public int GetNumberOfScenePresences()
854 {
855 return m_scenePresenceArray.Count;
856 }
857
778 /// <summary> 858 /// <summary>
779 /// Request a scene presence by UUID. Fast, indexed lookup. 859 /// Request a scene presence by UUID. Fast, indexed lookup.
780 /// </summary> 860 /// </summary>
@@ -1068,9 +1148,11 @@ namespace OpenSim.Region.Framework.Scenes
1068 /// <param name="action"></param> 1148 /// <param name="action"></param>
1069 protected internal void ForEachSOG(Action<SceneObjectGroup> action) 1149 protected internal void ForEachSOG(Action<SceneObjectGroup> action)
1070 { 1150 {
1071 List<SceneObjectGroup> objlist = new List<SceneObjectGroup>(SceneObjectGroupsByFullID.Values); 1151 EntityBase[] objlist = Entities.GetAllByType<SceneObjectGroup>();
1072 foreach (SceneObjectGroup obj in objlist) 1152 foreach (EntityBase ent in objlist)
1073 { 1153 {
1154 SceneObjectGroup obj = (SceneObjectGroup)ent;
1155
1074 try 1156 try
1075 { 1157 {
1076 action(obj); 1158 action(obj);
@@ -1281,8 +1363,13 @@ namespace OpenSim.Region.Framework.Scenes
1281 { 1363 {
1282 if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0)) 1364 if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0))
1283 { 1365 {
1284 if (m_parentScene.AttachmentsModule != null) 1366 // Set the new attachment point data in the object
1285 m_parentScene.AttachmentsModule.UpdateAttachmentPosition(group, pos); 1367 byte attachmentPoint = group.GetAttachmentPoint();
1368 group.UpdateGroupPosition(pos);
1369 group.RootPart.IsAttachment = false;
1370 group.AbsolutePosition = group.RootPart.AttachedPos;
1371 group.SetAttachmentPoint(attachmentPoint);
1372 group.HasGroupChanged = true;
1286 } 1373 }
1287 else 1374 else
1288 { 1375 {
@@ -1526,10 +1613,13 @@ namespace OpenSim.Region.Framework.Scenes
1526 /// <param name="childPrims"></param> 1613 /// <param name="childPrims"></param>
1527 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children) 1614 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children)
1528 { 1615 {
1616 SceneObjectGroup parentGroup = root.ParentGroup;
1617 if (parentGroup == null) return;
1529 Monitor.Enter(m_updateLock); 1618 Monitor.Enter(m_updateLock);
1619
1530 try 1620 try
1531 { 1621 {
1532 SceneObjectGroup parentGroup = root.ParentGroup; 1622 parentGroup.areUpdatesSuspended = true;
1533 1623
1534 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>(); 1624 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>();
1535 if (parentGroup != null) 1625 if (parentGroup != null)
@@ -1541,11 +1631,6 @@ namespace OpenSim.Region.Framework.Scenes
1541 1631
1542 if (child != null) 1632 if (child != null)
1543 { 1633 {
1544 // Make sure no child prim is set for sale
1545 // So that, on delink, no prims are unwittingly
1546 // left for sale and sold off
1547 child.RootPart.ObjectSaleType = 0;
1548 child.RootPart.SalePrice = 10;
1549 childGroups.Add(child); 1634 childGroups.Add(child);
1550 } 1635 }
1551 } 1636 }
@@ -1568,12 +1653,13 @@ namespace OpenSim.Region.Framework.Scenes
1568 // occur on link to invoke this elsewhere (such as object selection) 1653 // occur on link to invoke this elsewhere (such as object selection)
1569 parentGroup.RootPart.CreateSelected = true; 1654 parentGroup.RootPart.CreateSelected = true;
1570 parentGroup.TriggerScriptChangedEvent(Changed.LINK); 1655 parentGroup.TriggerScriptChangedEvent(Changed.LINK);
1571 parentGroup.HasGroupChanged = true;
1572 parentGroup.ScheduleGroupForFullUpdate();
1573
1574 } 1656 }
1575 finally 1657 finally
1576 { 1658 {
1659 parentGroup.areUpdatesSuspended = false;
1660 parentGroup.HasGroupChanged = true;
1661 parentGroup.ProcessBackup(m_parentScene.SimulationDataService, true);
1662 parentGroup.ScheduleGroupForFullUpdate();
1577 Monitor.Exit(m_updateLock); 1663 Monitor.Exit(m_updateLock);
1578 } 1664 }
1579 } 1665 }
@@ -1605,21 +1691,24 @@ namespace OpenSim.Region.Framework.Scenes
1605 1691
1606 SceneObjectGroup group = part.ParentGroup; 1692 SceneObjectGroup group = part.ParentGroup;
1607 if (!affectedGroups.Contains(group)) 1693 if (!affectedGroups.Contains(group))
1694 {
1695 group.areUpdatesSuspended = true;
1608 affectedGroups.Add(group); 1696 affectedGroups.Add(group);
1697 }
1609 } 1698 }
1610 } 1699 }
1611 } 1700 }
1612 1701
1613 foreach (SceneObjectPart child in childParts) 1702 if (childParts.Count > 0)
1614 { 1703 {
1615 // Unlink all child parts from their groups 1704 foreach (SceneObjectPart child in childParts)
1616 // 1705 {
1617 child.ParentGroup.DelinkFromGroup(child, true); 1706 // Unlink all child parts from their groups
1618 1707 //
1619 // These are not in affected groups and will not be 1708 child.ParentGroup.DelinkFromGroup(child, true);
1620 // handled further. Do the honors here. 1709 child.ParentGroup.HasGroupChanged = true;
1621 child.ParentGroup.HasGroupChanged = true; 1710 child.ParentGroup.ScheduleGroupForFullUpdate();
1622 child.ParentGroup.ScheduleGroupForFullUpdate(); 1711 }
1623 } 1712 }
1624 1713
1625 foreach (SceneObjectPart root in rootParts) 1714 foreach (SceneObjectPart root in rootParts)
@@ -1629,56 +1718,68 @@ namespace OpenSim.Region.Framework.Scenes
1629 // However, editing linked parts and unlinking may be different 1718 // However, editing linked parts and unlinking may be different
1630 // 1719 //
1631 SceneObjectGroup group = root.ParentGroup; 1720 SceneObjectGroup group = root.ParentGroup;
1721 group.areUpdatesSuspended = true;
1632 1722
1633 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts); 1723 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts);
1634 int numChildren = newSet.Count; 1724 int numChildren = newSet.Count;
1635 1725
1726 if (numChildren == 1)
1727 break;
1728
1636 // If there are prims left in a link set, but the root is 1729 // If there are prims left in a link set, but the root is
1637 // slated for unlink, we need to do this 1730 // slated for unlink, we need to do this
1731 // Unlink the remaining set
1638 // 1732 //
1639 if (numChildren != 1) 1733 bool sendEventsToRemainder = true;
1640 { 1734 if (numChildren > 1)
1641 // Unlink the remaining set 1735 sendEventsToRemainder = false;
1642 //
1643 bool sendEventsToRemainder = true;
1644 if (numChildren > 1)
1645 sendEventsToRemainder = false;
1646 1736
1647 foreach (SceneObjectPart p in newSet) 1737 foreach (SceneObjectPart p in newSet)
1738 {
1739 if (p != group.RootPart)
1648 { 1740 {
1649 if (p != group.RootPart) 1741 group.DelinkFromGroup(p, sendEventsToRemainder);
1650 group.DelinkFromGroup(p, sendEventsToRemainder); 1742 if (numChildren > 2)
1743 {
1744 p.ParentGroup.areUpdatesSuspended = true;
1745 }
1746 else
1747 {
1748 p.ParentGroup.HasGroupChanged = true;
1749 p.ParentGroup.ScheduleGroupForFullUpdate();
1750 }
1651 } 1751 }
1752 }
1753
1754 // If there is more than one prim remaining, we
1755 // need to re-link
1756 //
1757 if (numChildren > 2)
1758 {
1759 // Remove old root
1760 //
1761 if (newSet.Contains(root))
1762 newSet.Remove(root);
1652 1763
1653 // If there is more than one prim remaining, we 1764 // Preserve link ordering
1654 // need to re-link
1655 // 1765 //
1656 if (numChildren > 2) 1766 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1657 { 1767 {
1658 // Remove old root 1768 return a.LinkNum.CompareTo(b.LinkNum);
1659 // 1769 });
1660 if (newSet.Contains(root))
1661 newSet.Remove(root);
1662
1663 // Preserve link ordering
1664 //
1665 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1666 {
1667 return a.LinkNum.CompareTo(b.LinkNum);
1668 });
1669 1770
1670 // Determine new root 1771 // Determine new root
1671 // 1772 //
1672 SceneObjectPart newRoot = newSet[0]; 1773 SceneObjectPart newRoot = newSet[0];
1673 newSet.RemoveAt(0); 1774 newSet.RemoveAt(0);
1674 1775
1675 foreach (SceneObjectPart newChild in newSet) 1776 foreach (SceneObjectPart newChild in newSet)
1676 newChild.UpdateFlag = 0; 1777 newChild.UpdateFlag = 0;
1677 1778
1678 LinkObjects(newRoot, newSet); 1779 newRoot.ParentGroup.areUpdatesSuspended = true;
1679 if (!affectedGroups.Contains(newRoot.ParentGroup)) 1780 LinkObjects(newRoot, newSet);
1680 affectedGroups.Add(newRoot.ParentGroup); 1781 if (!affectedGroups.Contains(newRoot.ParentGroup))
1681 } 1782 affectedGroups.Add(newRoot.ParentGroup);
1682 } 1783 }
1683 } 1784 }
1684 1785
@@ -1686,8 +1787,14 @@ namespace OpenSim.Region.Framework.Scenes
1686 // 1787 //
1687 foreach (SceneObjectGroup g in affectedGroups) 1788 foreach (SceneObjectGroup g in affectedGroups)
1688 { 1789 {
1790 // Child prims that have been unlinked and deleted will
1791 // return unless the root is deleted. This will remove them
1792 // from the database. They will be rewritten immediately,
1793 // minus the rows for the unlinked child prims.
1794 m_parentScene.SimulationDataService.RemoveObject(g.UUID, m_parentScene.RegionInfo.RegionID);
1689 g.TriggerScriptChangedEvent(Changed.LINK); 1795 g.TriggerScriptChangedEvent(Changed.LINK);
1690 g.HasGroupChanged = true; // Persist 1796 g.HasGroupChanged = true; // Persist
1797 g.areUpdatesSuspended = false;
1691 g.ScheduleGroupForFullUpdate(); 1798 g.ScheduleGroupForFullUpdate();
1692 } 1799 }
1693 } 1800 }
@@ -1802,9 +1909,6 @@ namespace OpenSim.Region.Framework.Scenes
1802 child.ApplyNextOwnerPermissions(); 1909 child.ApplyNextOwnerPermissions();
1803 } 1910 }
1804 } 1911 }
1805
1806 copy.RootPart.ObjectSaleType = 0;
1807 copy.RootPart.SalePrice = 10;
1808 } 1912 }
1809 1913
1810 Entities.Add(copy); 1914 Entities.Add(copy);
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
index e8095c0..0b545c4 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();
@@ -376,6 +372,9 @@ namespace OpenSim.Region.Framework.Scenes
376 372
377 public void ResumeScripts() 373 public void ResumeScripts()
378 { 374 {
375 if (m_scene.RegionInfo.RegionSettings.DisableScripts)
376 return;
377
379 SceneObjectPart[] parts = m_parts.GetArray(); 378 SceneObjectPart[] parts = m_parts.GetArray();
380 for (int i = 0; i < parts.Length; i++) 379 for (int i = 0; i < parts.Length; i++)
381 parts[i].Inventory.ResumeScripts(); 380 parts[i].Inventory.ResumeScripts();
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index f17fb28..6e0fc43 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -29,6 +29,7 @@ using 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
@@ -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 }
@@ -185,10 +248,10 @@ namespace OpenSim.Region.Framework.Scenes
185 248
186 private bool m_scriptListens_atTarget; 249 private bool m_scriptListens_atTarget;
187 private bool m_scriptListens_notAtTarget; 250 private bool m_scriptListens_notAtTarget;
188
189 private bool m_scriptListens_atRotTarget; 251 private bool m_scriptListens_atRotTarget;
190 private bool m_scriptListens_notAtRotTarget; 252 private bool m_scriptListens_notAtRotTarget;
191 253
254 public bool m_dupeInProgress = false;
192 internal Dictionary<UUID, string> m_savedScriptState; 255 internal Dictionary<UUID, string> m_savedScriptState;
193 256
194 #region Properties 257 #region Properties
@@ -228,7 +291,13 @@ namespace OpenSim.Region.Framework.Scenes
228 public virtual Quaternion Rotation 291 public virtual Quaternion Rotation
229 { 292 {
230 get { return m_rotation; } 293 get { return m_rotation; }
231 set { m_rotation = value; } 294 set {
295 foreach(SceneObjectPart p in m_parts.GetArray())
296 {
297 p.StoreUndoState(UndoType.STATE_GROUP_ROTATION);
298 }
299 m_rotation = value;
300 }
232 } 301 }
233 302
234 public Quaternion GroupRotation 303 public Quaternion GroupRotation
@@ -302,7 +371,11 @@ namespace OpenSim.Region.Framework.Scenes
302 { 371 {
303 m_scene.CrossPrimGroupIntoNewRegion(val, this, true); 372 m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
304 } 373 }
305 374
375 foreach (SceneObjectPart part in m_parts.GetArray())
376 {
377 part.IgnoreUndoUpdate = true;
378 }
306 if (RootPart.GetStatusSandbox()) 379 if (RootPart.GetStatusSandbox())
307 { 380 {
308 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) 381 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10)
@@ -313,10 +386,31 @@ namespace OpenSim.Region.Framework.Scenes
313 return; 386 return;
314 } 387 }
315 } 388 }
316
317 SceneObjectPart[] parts = m_parts.GetArray(); 389 SceneObjectPart[] parts = m_parts.GetArray();
318 for (int i = 0; i < parts.Length; i++) 390 foreach (SceneObjectPart part in parts)
319 parts[i].GroupPosition = val; 391 {
392 part.IgnoreUndoUpdate = false;
393 part.StoreUndoState(UndoType.STATE_GROUP_POSITION);
394 part.GroupPosition = val;
395 if (!m_dupeInProgress)
396 {
397 part.TriggerScriptChangedEvent(Changed.POSITION);
398 }
399 }
400 if (!m_dupeInProgress)
401 {
402 foreach (ScenePresence av in m_linkedAvatars)
403 {
404 SceneObjectPart p;
405 if (m_parts.TryGetValue(av.LinkedPrim, out p))
406 {
407 Vector3 offset = p.GetWorldPosition() - av.ParentPosition;
408 av.AbsolutePosition += offset;
409 av.ParentPosition = p.GetWorldPosition(); //ParentPosition gets cleared by AbsolutePosition
410 av.SendAvatarDataToAllAgents();
411 }
412 }
413 }
320 414
321 //if (m_rootPart.PhysActor != null) 415 //if (m_rootPart.PhysActor != null)
322 //{ 416 //{
@@ -467,6 +561,7 @@ namespace OpenSim.Region.Framework.Scenes
467 /// </summary> 561 /// </summary>
468 public SceneObjectGroup() 562 public SceneObjectGroup()
469 { 563 {
564
470 } 565 }
471 566
472 /// <summary> 567 /// <summary>
@@ -483,7 +578,7 @@ namespace OpenSim.Region.Framework.Scenes
483 /// Constructor. This object is added to the scene later via AttachToScene() 578 /// Constructor. This object is added to the scene later via AttachToScene()
484 /// </summary> 579 /// </summary>
485 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) 580 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
486 { 581 {
487 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)); 582 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero));
488 } 583 }
489 584
@@ -531,6 +626,9 @@ namespace OpenSim.Region.Framework.Scenes
531 /// </summary> 626 /// </summary>
532 public virtual void AttachToBackup() 627 public virtual void AttachToBackup()
533 { 628 {
629 if (IsAttachment) return;
630 m_scene.SceneGraph.FireAttachToBackup(this);
631
534 if (InSceneBackup) 632 if (InSceneBackup)
535 { 633 {
536 //m_log.DebugFormat( 634 //m_log.DebugFormat(
@@ -646,9 +744,9 @@ namespace OpenSim.Region.Framework.Scenes
646 result.normal = inter.normal; 744 result.normal = inter.normal;
647 result.distance = inter.distance; 745 result.distance = inter.distance;
648 } 746 }
747
649 } 748 }
650 } 749 }
651
652 return result; 750 return result;
653 } 751 }
654 752
@@ -668,17 +766,19 @@ namespace OpenSim.Region.Framework.Scenes
668 minZ = 8192f; 766 minZ = 8192f;
669 767
670 SceneObjectPart[] parts = m_parts.GetArray(); 768 SceneObjectPart[] parts = m_parts.GetArray();
671 for (int i = 0; i < parts.Length; i++) 769 foreach (SceneObjectPart part in parts)
672 { 770 {
673 SceneObjectPart part = parts[i];
674
675 Vector3 worldPos = part.GetWorldPosition(); 771 Vector3 worldPos = part.GetWorldPosition();
676 Vector3 offset = worldPos - AbsolutePosition; 772 Vector3 offset = worldPos - AbsolutePosition;
677 Quaternion worldRot; 773 Quaternion worldRot;
678 if (part.ParentID == 0) 774 if (part.ParentID == 0)
775 {
679 worldRot = part.RotationOffset; 776 worldRot = part.RotationOffset;
777 }
680 else 778 else
779 {
681 worldRot = part.GetWorldRotation(); 780 worldRot = part.GetWorldRotation();
781 }
682 782
683 Vector3 frontTopLeft; 783 Vector3 frontTopLeft;
684 Vector3 frontTopRight; 784 Vector3 frontTopRight;
@@ -690,6 +790,8 @@ namespace OpenSim.Region.Framework.Scenes
690 Vector3 backBottomLeft; 790 Vector3 backBottomLeft;
691 Vector3 backBottomRight; 791 Vector3 backBottomRight;
692 792
793 // Vector3[] corners = new Vector3[8];
794
693 Vector3 orig = Vector3.Zero; 795 Vector3 orig = Vector3.Zero;
694 796
695 frontTopLeft.X = orig.X - (part.Scale.X / 2); 797 frontTopLeft.X = orig.X - (part.Scale.X / 2);
@@ -724,6 +826,38 @@ namespace OpenSim.Region.Framework.Scenes
724 backBottomRight.Y = orig.Y + (part.Scale.Y / 2); 826 backBottomRight.Y = orig.Y + (part.Scale.Y / 2);
725 backBottomRight.Z = orig.Z - (part.Scale.Z / 2); 827 backBottomRight.Z = orig.Z - (part.Scale.Z / 2);
726 828
829
830
831 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
832 //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
833 //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
834 //m_log.InfoFormat("pre corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
835 //m_log.InfoFormat("pre corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
836 //m_log.InfoFormat("pre corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
837 //m_log.InfoFormat("pre corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
838 //m_log.InfoFormat("pre corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
839
840 //for (int i = 0; i < 8; i++)
841 //{
842 // corners[i] = corners[i] * worldRot;
843 // corners[i] += offset;
844
845 // if (corners[i].X > maxX)
846 // maxX = corners[i].X;
847 // if (corners[i].X < minX)
848 // minX = corners[i].X;
849
850 // if (corners[i].Y > maxY)
851 // maxY = corners[i].Y;
852 // if (corners[i].Y < minY)
853 // minY = corners[i].Y;
854
855 // if (corners[i].Z > maxZ)
856 // maxZ = corners[i].Y;
857 // if (corners[i].Z < minZ)
858 // minZ = corners[i].Z;
859 //}
860
727 frontTopLeft = frontTopLeft * worldRot; 861 frontTopLeft = frontTopLeft * worldRot;
728 frontTopRight = frontTopRight * worldRot; 862 frontTopRight = frontTopRight * worldRot;
729 frontBottomLeft = frontBottomLeft * worldRot; 863 frontBottomLeft = frontBottomLeft * worldRot;
@@ -745,6 +879,15 @@ namespace OpenSim.Region.Framework.Scenes
745 backTopLeft += offset; 879 backTopLeft += offset;
746 backTopRight += offset; 880 backTopRight += offset;
747 881
882 //m_log.InfoFormat("corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
883 //m_log.InfoFormat("corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
884 //m_log.InfoFormat("corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
885 //m_log.InfoFormat("corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
886 //m_log.InfoFormat("corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
887 //m_log.InfoFormat("corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
888 //m_log.InfoFormat("corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
889 //m_log.InfoFormat("corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
890
748 if (frontTopRight.X > maxX) 891 if (frontTopRight.X > maxX)
749 maxX = frontTopRight.X; 892 maxX = frontTopRight.X;
750 if (frontTopLeft.X > maxX) 893 if (frontTopLeft.X > maxX)
@@ -890,15 +1033,20 @@ namespace OpenSim.Region.Framework.Scenes
890 1033
891 public void SaveScriptedState(XmlTextWriter writer) 1034 public void SaveScriptedState(XmlTextWriter writer)
892 { 1035 {
1036 SaveScriptedState(writer, false);
1037 }
1038
1039 public void SaveScriptedState(XmlTextWriter writer, bool oldIDs)
1040 {
893 XmlDocument doc = new XmlDocument(); 1041 XmlDocument doc = new XmlDocument();
894 Dictionary<UUID,string> states = new Dictionary<UUID,string>(); 1042 Dictionary<UUID,string> states = new Dictionary<UUID,string>();
895 1043
896 SceneObjectPart[] parts = m_parts.GetArray(); 1044 SceneObjectPart[] parts = m_parts.GetArray();
897 for (int i = 0; i < parts.Length; i++) 1045 for (int i = 0; i < parts.Length; i++)
898 { 1046 {
899 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(); 1047 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(oldIDs);
900 foreach (KeyValuePair<UUID, string> kvp in pstates) 1048 foreach (KeyValuePair<UUID, string> kvp in pstates)
901 states.Add(kvp.Key, kvp.Value); 1049 states[kvp.Key] = kvp.Value;
902 } 1050 }
903 1051
904 if (states.Count > 0) 1052 if (states.Count > 0)
@@ -917,6 +1065,118 @@ namespace OpenSim.Region.Framework.Scenes
917 } 1065 }
918 } 1066 }
919 1067
1068 /// <summary>
1069 /// Add the avatar to this linkset (avatar is sat).
1070 /// </summary>
1071 /// <param name="agentID"></param>
1072 public void AddAvatar(UUID agentID)
1073 {
1074 ScenePresence presence;
1075 if (m_scene.TryGetScenePresence(agentID, out presence))
1076 {
1077 if (!m_linkedAvatars.Contains(presence))
1078 {
1079 m_linkedAvatars.Add(presence);
1080 }
1081 }
1082 }
1083
1084 /// <summary>
1085 /// Delete the avatar from this linkset (avatar is unsat).
1086 /// </summary>
1087 /// <param name="agentID"></param>
1088 public void DeleteAvatar(UUID agentID)
1089 {
1090 ScenePresence presence;
1091 if (m_scene.TryGetScenePresence(agentID, out presence))
1092 {
1093 if (m_linkedAvatars.Contains(presence))
1094 {
1095 m_linkedAvatars.Remove(presence);
1096 }
1097 }
1098 }
1099
1100 /// <summary>
1101 /// Returns the list of linked presences (avatars sat on this group)
1102 /// </summary>
1103 /// <param name="agentID"></param>
1104 public List<ScenePresence> GetLinkedAvatars()
1105 {
1106 return m_linkedAvatars;
1107 }
1108
1109 /// <summary>
1110 /// Attach this scene object to the given avatar.
1111 /// </summary>
1112 /// <param name="agentID"></param>
1113 /// <param name="attachmentpoint"></param>
1114 /// <param name="AttachOffset"></param>
1115 public void AttachToAgent(UUID agentID, uint attachmentpoint, Vector3 AttachOffset, bool silent)
1116 {
1117 ScenePresence avatar = m_scene.GetScenePresence(agentID);
1118 if (avatar != null)
1119 {
1120 // don't attach attachments to child agents
1121 if (avatar.IsChildAgent) return;
1122
1123// m_log.DebugFormat("[SOG]: Adding attachment {0} to avatar {1}", Name, avatar.Name);
1124
1125 DetachFromBackup();
1126
1127 // Remove from database and parcel prim count
1128 m_scene.DeleteFromStorage(UUID);
1129 m_scene.EventManager.TriggerParcelPrimCountTainted();
1130
1131 m_rootPart.AttachedAvatar = agentID;
1132
1133 //Anakin Lohner bug #3839
1134 lock (m_parts)
1135 {
1136 foreach (SceneObjectPart p in m_parts.GetArray())
1137 {
1138 p.AttachedAvatar = agentID;
1139 }
1140 }
1141
1142 if (m_rootPart.PhysActor != null)
1143 {
1144 m_scene.PhysicsScene.RemovePrim(m_rootPart.PhysActor);
1145 m_rootPart.PhysActor = null;
1146 }
1147
1148 AbsolutePosition = AttachOffset;
1149 m_rootPart.AttachedPos = AttachOffset;
1150 m_rootPart.IsAttachment = true;
1151
1152 m_rootPart.SetParentLocalId(avatar.LocalId);
1153 SetAttachmentPoint(Convert.ToByte(attachmentpoint));
1154
1155 avatar.AddAttachment(this);
1156
1157 if (!silent)
1158 {
1159 // Killing it here will cause the client to deselect it
1160 // It then reappears on the avatar, deselected
1161 // through the full update below
1162 //
1163 if (IsSelected)
1164 {
1165 m_scene.SendKillObject(new List<uint> { m_rootPart.LocalId });
1166 }
1167
1168 IsSelected = false; // fudge....
1169 ScheduleGroupForFullUpdate();
1170 }
1171 }
1172 else
1173 {
1174 m_log.WarnFormat(
1175 "[SOG]: Tried to add attachment {0} to avatar with UUID {1} in region {2} but the avatar is not present",
1176 UUID, agentID, Scene.RegionInfo.RegionName);
1177 }
1178 }
1179
920 public byte GetAttachmentPoint() 1180 public byte GetAttachmentPoint()
921 { 1181 {
922 return m_rootPart.Shape.State; 1182 return m_rootPart.Shape.State;
@@ -1043,7 +1303,10 @@ namespace OpenSim.Region.Framework.Scenes
1043 public void AddPart(SceneObjectPart part) 1303 public void AddPart(SceneObjectPart part)
1044 { 1304 {
1045 part.SetParent(this); 1305 part.SetParent(this);
1046 part.LinkNum = m_parts.Add(part.UUID, part); 1306 m_parts.Add(part.UUID, part);
1307
1308 part.LinkNum = m_parts.Count;
1309
1047 if (part.LinkNum == 2 && RootPart != null) 1310 if (part.LinkNum == 2 && RootPart != null)
1048 RootPart.LinkNum = 1; 1311 RootPart.LinkNum = 1;
1049 } 1312 }
@@ -1127,7 +1390,7 @@ namespace OpenSim.Region.Framework.Scenes
1127 1390
1128 public virtual void OnGrabPart(SceneObjectPart part, Vector3 offsetPos, IClientAPI remoteClient) 1391 public virtual void OnGrabPart(SceneObjectPart part, Vector3 offsetPos, IClientAPI remoteClient)
1129 { 1392 {
1130 part.StoreUndoState(); 1393 part.StoreUndoState(UndoType.STATE_PRIM_ALL);
1131 part.OnGrab(offsetPos, remoteClient); 1394 part.OnGrab(offsetPos, remoteClient);
1132 } 1395 }
1133 1396
@@ -1147,6 +1410,11 @@ namespace OpenSim.Region.Framework.Scenes
1147 /// <param name="silent">If true then deletion is not broadcast to clients</param> 1410 /// <param name="silent">If true then deletion is not broadcast to clients</param>
1148 public void DeleteGroupFromScene(bool silent) 1411 public void DeleteGroupFromScene(bool silent)
1149 { 1412 {
1413 // We need to keep track of this state in case this group is still queued for backup.
1414 m_isDeleted = true;
1415
1416 DetachFromBackup();
1417
1150 SceneObjectPart[] parts = m_parts.GetArray(); 1418 SceneObjectPart[] parts = m_parts.GetArray();
1151 for (int i = 0; i < parts.Length; i++) 1419 for (int i = 0; i < parts.Length; i++)
1152 { 1420 {
@@ -1158,13 +1426,11 @@ namespace OpenSim.Region.Framework.Scenes
1158 avatar.StandUp(); 1426 avatar.StandUp();
1159 1427
1160 if (!silent) 1428 if (!silent)
1161 {
1162 part.UpdateFlag = 0; 1429 part.UpdateFlag = 0;
1163 if (part == m_rootPart)
1164 avatar.ControllingClient.SendKillObject(m_regionHandle, part.LocalId);
1165 }
1166 }); 1430 });
1167 } 1431 }
1432
1433
1168 } 1434 }
1169 1435
1170 public void AddScriptLPS(int count) 1436 public void AddScriptLPS(int count)
@@ -1261,7 +1527,12 @@ namespace OpenSim.Region.Framework.Scenes
1261 1527
1262 public void SetOwnerId(UUID userId) 1528 public void SetOwnerId(UUID userId)
1263 { 1529 {
1264 ForEachPart(delegate(SceneObjectPart part) { part.OwnerID = userId; }); 1530 ForEachPart(delegate(SceneObjectPart part)
1531 {
1532
1533 part.OwnerID = userId;
1534
1535 });
1265 } 1536 }
1266 1537
1267 public void ForEachPart(Action<SceneObjectPart> whatToDo) 1538 public void ForEachPart(Action<SceneObjectPart> whatToDo)
@@ -1293,11 +1564,17 @@ namespace OpenSim.Region.Framework.Scenes
1293 return; 1564 return;
1294 } 1565 }
1295 1566
1567 if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0)
1568 return;
1569
1296 // Since this is the top of the section of call stack for backing up a particular scene object, don't let 1570 // Since this is the top of the section of call stack for backing up a particular scene object, don't let
1297 // any exception propogate upwards. 1571 // any exception propogate upwards.
1298 try 1572 try
1299 { 1573 {
1300 if (!m_scene.ShuttingDown) // if shutting down then there will be nothing to handle the return so leave till next restart 1574 if (!m_scene.ShuttingDown || // if shutting down then there will be nothing to handle the return so leave till next restart
1575 m_scene.LoginsDisabled || // We're starting up or doing maintenance, don't mess with things
1576 m_scene.LoadingPrims) // Land may not be valid yet
1577
1301 { 1578 {
1302 ILandObject parcel = m_scene.LandChannel.GetLandObject( 1579 ILandObject parcel = m_scene.LandChannel.GetLandObject(
1303 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); 1580 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y);
@@ -1322,6 +1599,7 @@ namespace OpenSim.Region.Framework.Scenes
1322 } 1599 }
1323 } 1600 }
1324 } 1601 }
1602
1325 } 1603 }
1326 1604
1327 if (HasGroupChanged) 1605 if (HasGroupChanged)
@@ -1329,6 +1607,20 @@ namespace OpenSim.Region.Framework.Scenes
1329 // don't backup while it's selected or you're asking for changes mid stream. 1607 // don't backup while it's selected or you're asking for changes mid stream.
1330 if (isTimeToPersist() || forcedBackup) 1608 if (isTimeToPersist() || forcedBackup)
1331 { 1609 {
1610 if (m_rootPart.PhysActor != null &&
1611 (!m_rootPart.PhysActor.IsPhysical))
1612 {
1613 // Possible ghost prim
1614 if (m_rootPart.PhysActor.Position != m_rootPart.GroupPosition)
1615 {
1616 foreach (SceneObjectPart part in m_parts.GetArray())
1617 {
1618 // Re-set physics actor positions and
1619 // orientations
1620 part.GroupPosition = m_rootPart.GroupPosition;
1621 }
1622 }
1623 }
1332// m_log.DebugFormat( 1624// m_log.DebugFormat(
1333// "[SCENE]: Storing {0}, {1} in {2}", 1625// "[SCENE]: Storing {0}, {1} in {2}",
1334// Name, UUID, m_scene.RegionInfo.RegionName); 1626// Name, UUID, m_scene.RegionInfo.RegionName);
@@ -1392,81 +1684,90 @@ namespace OpenSim.Region.Framework.Scenes
1392 /// <returns></returns> 1684 /// <returns></returns>
1393 public SceneObjectGroup Copy(bool userExposed) 1685 public SceneObjectGroup Copy(bool userExposed)
1394 { 1686 {
1395 SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone(); 1687 SceneObjectGroup dupe;
1396 dupe.m_isBackedUp = false; 1688 try
1397 dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>(); 1689 {
1690 m_dupeInProgress = true;
1691 dupe = (SceneObjectGroup)MemberwiseClone();
1692 dupe.m_isBackedUp = false;
1693 dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>();
1398 1694
1399 // Warning, The following code related to previousAttachmentStatus is needed so that clones of 1695 // Warning, The following code related to previousAttachmentStatus is needed so that clones of
1400 // attachments do not bordercross while they're being duplicated. This is hacktastic! 1696 // attachments do not bordercross while they're being duplicated. This is hacktastic!
1401 // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region! 1697 // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region!
1402 // unless IsAttachment is true!, so to prevent border crossing, we save it's attachment state 1698 // unless IsAttachment is true!, so to prevent border crossing, we save it's attachment state
1403 // (which should be false anyway) set it as an Attachment and then set it's Absolute Position, 1699 // (which should be false anyway) set it as an Attachment and then set it's Absolute Position,
1404 // then restore it's attachment state 1700 // then restore it's attachment state
1405 1701
1406 // This is only necessary when userExposed is false! 1702 // This is only necessary when userExposed is false!
1407 1703
1408 bool previousAttachmentStatus = dupe.RootPart.IsAttachment; 1704 bool previousAttachmentStatus = dupe.RootPart.IsAttachment;
1409
1410 if (!userExposed)
1411 dupe.RootPart.IsAttachment = true;
1412 1705
1413 dupe.AbsolutePosition = new Vector3(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z); 1706 if (!userExposed)
1707 dupe.RootPart.IsAttachment = true;
1414 1708
1415 if (!userExposed) 1709 dupe.AbsolutePosition = new Vector3(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z);
1416 {
1417 dupe.RootPart.IsAttachment = previousAttachmentStatus;
1418 }
1419 1710
1420 dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed); 1711 if (!userExposed)
1421 dupe.m_rootPart.LinkNum = m_rootPart.LinkNum;
1422
1423 if (userExposed)
1424 dupe.m_rootPart.TrimPermissions();
1425
1426 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray());
1427
1428 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
1429 { 1712 {
1430 return p1.LinkNum.CompareTo(p2.LinkNum); 1713 dupe.RootPart.IsAttachment = previousAttachmentStatus;
1431 } 1714 }
1432 );
1433 1715
1434 foreach (SceneObjectPart part in partList) 1716 dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed);
1435 { 1717 dupe.m_rootPart.LinkNum = m_rootPart.LinkNum;
1436 if (part.UUID != m_rootPart.UUID) 1718
1719 if (userExposed)
1720 dupe.m_rootPart.TrimPermissions();
1721
1722 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray());
1723
1724 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
1725 {
1726 return p1.LinkNum.CompareTo(p2.LinkNum);
1727 }
1728 );
1729
1730 foreach (SceneObjectPart part in partList)
1437 { 1731 {
1438 SceneObjectPart newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed); 1732 if (part.UUID != m_rootPart.UUID)
1439 newPart.LinkNum = part.LinkNum; 1733 {
1440 } 1734 SceneObjectPart newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed);
1441 1735
1442 // Need to duplicate the physics actor as well 1736 newPart.LinkNum = part.LinkNum;
1443 if (part.PhysActor != null && userExposed) 1737 }
1738
1739 // Need to duplicate the physics actor as well
1740 if (part.PhysActor != null && userExposed)
1741 {
1742 PrimitiveBaseShape pbs = part.Shape;
1743
1744 part.PhysActor
1745 = m_scene.PhysicsScene.AddPrimShape(
1746 string.Format("{0}/{1}", part.Name, part.UUID),
1747 pbs,
1748 part.AbsolutePosition,
1749 part.Scale,
1750 part.RotationOffset,
1751 part.PhysActor.IsPhysical);
1752 part.PhysActor.SetMaterial((int)part.Material);
1753
1754 part.PhysActor.LocalID = part.LocalId;
1755 part.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true);
1756 }
1757 }
1758 if (userExposed)
1444 { 1759 {
1445 PrimitiveBaseShape pbs = part.Shape; 1760 dupe.UpdateParentIDs();
1446 1761 dupe.HasGroupChanged = true;
1447 part.PhysActor 1762 dupe.AttachToBackup();
1448 = m_scene.PhysicsScene.AddPrimShape( 1763
1449 string.Format("{0}/{1}", part.Name, part.UUID), 1764 ScheduleGroupForFullUpdate();
1450 pbs,
1451 part.AbsolutePosition,
1452 part.Scale,
1453 part.RotationOffset,
1454 part.PhysActor.IsPhysical);
1455
1456 part.PhysActor.LocalID = part.LocalId;
1457 part.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true);
1458 } 1765 }
1459 } 1766 }
1460 1767 finally
1461 if (userExposed)
1462 { 1768 {
1463 dupe.UpdateParentIDs(); 1769 m_dupeInProgress = false;
1464 dupe.HasGroupChanged = true;
1465 dupe.AttachToBackup();
1466
1467 ScheduleGroupForFullUpdate();
1468 } 1770 }
1469
1470 return dupe; 1771 return dupe;
1471 } 1772 }
1472 1773
@@ -1657,13 +1958,40 @@ namespace OpenSim.Region.Framework.Scenes
1657 } 1958 }
1658 } 1959 }
1659 1960
1961 public void rotLookAt(Quaternion target, float strength, float damping)
1962 {
1963 SceneObjectPart rootpart = m_rootPart;
1964 if (rootpart != null)
1965 {
1966 if (IsAttachment)
1967 {
1968 /*
1969 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
1970 if (avatar != null)
1971 {
1972 Rotate the Av?
1973 } */
1974 }
1975 else
1976 {
1977 if (rootpart.PhysActor != null)
1978 { // APID must be implemented in your physics system for this to function.
1979 rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W);
1980 rootpart.PhysActor.APIDStrength = strength;
1981 rootpart.PhysActor.APIDDamping = damping;
1982 rootpart.PhysActor.APIDActive = true;
1983 }
1984 }
1985 }
1986 }
1987
1660 public void stopLookAt() 1988 public void stopLookAt()
1661 { 1989 {
1662 SceneObjectPart rootpart = m_rootPart; 1990 SceneObjectPart rootpart = m_rootPart;
1663 if (rootpart != null) 1991 if (rootpart != null)
1664 { 1992 {
1665 if (rootpart.PhysActor != null) 1993 if (rootpart.PhysActor != null)
1666 { 1994 { // APID must be implemented in your physics system for this to function.
1667 rootpart.PhysActor.APIDActive = false; 1995 rootpart.PhysActor.APIDActive = false;
1668 } 1996 }
1669 } 1997 }
@@ -1729,6 +2057,8 @@ namespace OpenSim.Region.Framework.Scenes
1729 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) 2057 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
1730 { 2058 {
1731 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); 2059 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed);
2060 newPart.SetParent(this);
2061
1732 AddPart(newPart); 2062 AddPart(newPart);
1733 2063
1734 SetPartAsNonRoot(newPart); 2064 SetPartAsNonRoot(newPart);
@@ -1875,11 +2205,11 @@ namespace OpenSim.Region.Framework.Scenes
1875 /// Immediately send a full update for this scene object. 2205 /// Immediately send a full update for this scene object.
1876 /// </summary> 2206 /// </summary>
1877 public void SendGroupFullUpdate() 2207 public void SendGroupFullUpdate()
1878 { 2208 {
1879 if (IsDeleted) 2209 if (IsDeleted)
1880 return; 2210 return;
1881 2211
1882// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); 2212// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID);
1883 2213
1884 RootPart.SendFullUpdateToAllClients(); 2214 RootPart.SendFullUpdateToAllClients();
1885 2215
@@ -2068,12 +2398,15 @@ namespace OpenSim.Region.Framework.Scenes
2068 part.LinkNum += objectGroup.PrimCount; 2398 part.LinkNum += objectGroup.PrimCount;
2069 } 2399 }
2070 } 2400 }
2401 }
2071 2402
2072 linkPart.LinkNum = 2; 2403 linkPart.LinkNum = 2;
2073 2404
2074 linkPart.SetParent(this); 2405 linkPart.SetParent(this);
2075 linkPart.CreateSelected = true; 2406 linkPart.CreateSelected = true;
2076 2407
2408 lock (m_parts.SyncRoot)
2409 {
2077 //if (linkPart.PhysActor != null) 2410 //if (linkPart.PhysActor != null)
2078 //{ 2411 //{
2079 // m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor); 2412 // m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor);
@@ -2231,6 +2564,8 @@ namespace OpenSim.Region.Framework.Scenes
2231 /// <param name="objectGroup"></param> 2564 /// <param name="objectGroup"></param>
2232 public virtual void DetachFromBackup() 2565 public virtual void DetachFromBackup()
2233 { 2566 {
2567 m_scene.SceneGraph.FireDetachFromBackup(this);
2568
2234 if (m_isBackedUp) 2569 if (m_isBackedUp)
2235 m_scene.EventManager.OnBackup -= ProcessBackup; 2570 m_scene.EventManager.OnBackup -= ProcessBackup;
2236 2571
@@ -2249,7 +2584,8 @@ namespace OpenSim.Region.Framework.Scenes
2249 2584
2250 axPos *= parentRot; 2585 axPos *= parentRot;
2251 part.OffsetPosition = axPos; 2586 part.OffsetPosition = axPos;
2252 part.GroupPosition = oldGroupPosition + part.OffsetPosition; 2587 Vector3 newPos = oldGroupPosition + part.OffsetPosition;
2588 part.GroupPosition = newPos;
2253 part.OffsetPosition = Vector3.Zero; 2589 part.OffsetPosition = Vector3.Zero;
2254 part.RotationOffset = worldRot; 2590 part.RotationOffset = worldRot;
2255 2591
@@ -2260,7 +2596,7 @@ namespace OpenSim.Region.Framework.Scenes
2260 2596
2261 part.LinkNum = linkNum; 2597 part.LinkNum = linkNum;
2262 2598
2263 part.OffsetPosition = part.GroupPosition - AbsolutePosition; 2599 part.OffsetPosition = newPos - AbsolutePosition;
2264 2600
2265 Quaternion rootRotation = m_rootPart.RotationOffset; 2601 Quaternion rootRotation = m_rootPart.RotationOffset;
2266 2602
@@ -2270,7 +2606,7 @@ namespace OpenSim.Region.Framework.Scenes
2270 2606
2271 parentRot = m_rootPart.RotationOffset; 2607 parentRot = m_rootPart.RotationOffset;
2272 oldRot = part.RotationOffset; 2608 oldRot = part.RotationOffset;
2273 Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot; 2609 Quaternion newRot = Quaternion.Inverse(parentRot) * worldRot;
2274 part.RotationOffset = newRot; 2610 part.RotationOffset = newRot;
2275 } 2611 }
2276 2612
@@ -2521,8 +2857,12 @@ namespace OpenSim.Region.Framework.Scenes
2521 } 2857 }
2522 } 2858 }
2523 2859
2860 RootPart.UpdatePrimFlags(UsePhysics, IsTemporary, IsPhantom, IsVolumeDetect);
2524 for (int i = 0; i < parts.Length; i++) 2861 for (int i = 0; i < parts.Length; i++)
2525 parts[i].UpdatePrimFlags(UsePhysics, IsTemporary, IsPhantom, IsVolumeDetect); 2862 {
2863 if (parts[i] != RootPart)
2864 parts[i].UpdatePrimFlags(UsePhysics, IsTemporary, IsPhantom, IsVolumeDetect);
2865 }
2526 } 2866 }
2527 } 2867 }
2528 2868
@@ -2535,6 +2875,17 @@ namespace OpenSim.Region.Framework.Scenes
2535 } 2875 }
2536 } 2876 }
2537 2877
2878
2879
2880 /// <summary>
2881 /// Gets the number of parts
2882 /// </summary>
2883 /// <returns></returns>
2884 public int GetPartCount()
2885 {
2886 return Parts.Count();
2887 }
2888
2538 /// <summary> 2889 /// <summary>
2539 /// Update the texture entry for this part 2890 /// Update the texture entry for this part
2540 /// </summary> 2891 /// </summary>
@@ -2596,11 +2947,9 @@ namespace OpenSim.Region.Framework.Scenes
2596 scale.Y = m_scene.m_maxNonphys; 2947 scale.Y = m_scene.m_maxNonphys;
2597 if (scale.Z > m_scene.m_maxNonphys) 2948 if (scale.Z > m_scene.m_maxNonphys)
2598 scale.Z = m_scene.m_maxNonphys; 2949 scale.Z = m_scene.m_maxNonphys;
2599
2600 SceneObjectPart part = GetChildPart(localID); 2950 SceneObjectPart part = GetChildPart(localID);
2601 if (part != null) 2951 if (part != null)
2602 { 2952 {
2603 part.Resize(scale);
2604 if (part.PhysActor != null) 2953 if (part.PhysActor != null)
2605 { 2954 {
2606 if (part.PhysActor.IsPhysical) 2955 if (part.PhysActor.IsPhysical)
@@ -2615,7 +2964,7 @@ namespace OpenSim.Region.Framework.Scenes
2615 part.PhysActor.Size = scale; 2964 part.PhysActor.Size = scale;
2616 m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor); 2965 m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor);
2617 } 2966 }
2618 //if (part.UUID != m_rootPart.UUID) 2967 part.Resize(scale);
2619 2968
2620 HasGroupChanged = true; 2969 HasGroupChanged = true;
2621 part.TriggerScriptChangedEvent(Changed.SCALE); 2970 part.TriggerScriptChangedEvent(Changed.SCALE);
@@ -2638,7 +2987,6 @@ namespace OpenSim.Region.Framework.Scenes
2638 SceneObjectPart part = GetChildPart(localID); 2987 SceneObjectPart part = GetChildPart(localID);
2639 if (part != null) 2988 if (part != null)
2640 { 2989 {
2641 part.IgnoreUndoUpdate = true;
2642 if (scale.X > m_scene.m_maxNonphys) 2990 if (scale.X > m_scene.m_maxNonphys)
2643 scale.X = m_scene.m_maxNonphys; 2991 scale.X = m_scene.m_maxNonphys;
2644 if (scale.Y > m_scene.m_maxNonphys) 2992 if (scale.Y > m_scene.m_maxNonphys)
@@ -2675,7 +3023,7 @@ namespace OpenSim.Region.Framework.Scenes
2675 3023
2676 if (part.PhysActor != null && part.PhysActor.IsPhysical) 3024 if (part.PhysActor != null && part.PhysActor.IsPhysical)
2677 { 3025 {
2678 if (oldSize.X * x > m_scene.m_maxPhys) 3026 if (oldSize.X*x > m_scene.m_maxPhys)
2679 { 3027 {
2680 f = m_scene.m_maxPhys / oldSize.X; 3028 f = m_scene.m_maxPhys / oldSize.X;
2681 a = f / x; 3029 a = f / x;
@@ -2683,7 +3031,7 @@ namespace OpenSim.Region.Framework.Scenes
2683 y *= a; 3031 y *= a;
2684 z *= a; 3032 z *= a;
2685 } 3033 }
2686 if (oldSize.Y * y > m_scene.m_maxPhys) 3034 if (oldSize.Y*y > m_scene.m_maxPhys)
2687 { 3035 {
2688 f = m_scene.m_maxPhys / oldSize.Y; 3036 f = m_scene.m_maxPhys / oldSize.Y;
2689 a = f / y; 3037 a = f / y;
@@ -2691,7 +3039,7 @@ namespace OpenSim.Region.Framework.Scenes
2691 y *= a; 3039 y *= a;
2692 z *= a; 3040 z *= a;
2693 } 3041 }
2694 if (oldSize.Z * z > m_scene.m_maxPhys) 3042 if (oldSize.Z*z > m_scene.m_maxPhys)
2695 { 3043 {
2696 f = m_scene.m_maxPhys / oldSize.Z; 3044 f = m_scene.m_maxPhys / oldSize.Z;
2697 a = f / z; 3045 a = f / z;
@@ -2702,7 +3050,7 @@ namespace OpenSim.Region.Framework.Scenes
2702 } 3050 }
2703 else 3051 else
2704 { 3052 {
2705 if (oldSize.X * x > m_scene.m_maxNonphys) 3053 if (oldSize.X*x > m_scene.m_maxNonphys)
2706 { 3054 {
2707 f = m_scene.m_maxNonphys / oldSize.X; 3055 f = m_scene.m_maxNonphys / oldSize.X;
2708 a = f / x; 3056 a = f / x;
@@ -2710,7 +3058,7 @@ namespace OpenSim.Region.Framework.Scenes
2710 y *= a; 3058 y *= a;
2711 z *= a; 3059 z *= a;
2712 } 3060 }
2713 if (oldSize.Y * y > m_scene.m_maxNonphys) 3061 if (oldSize.Y*y > m_scene.m_maxNonphys)
2714 { 3062 {
2715 f = m_scene.m_maxNonphys / oldSize.Y; 3063 f = m_scene.m_maxNonphys / oldSize.Y;
2716 a = f / y; 3064 a = f / y;
@@ -2718,7 +3066,7 @@ namespace OpenSim.Region.Framework.Scenes
2718 y *= a; 3066 y *= a;
2719 z *= a; 3067 z *= a;
2720 } 3068 }
2721 if (oldSize.Z * z > m_scene.m_maxNonphys) 3069 if (oldSize.Z*z > m_scene.m_maxNonphys)
2722 { 3070 {
2723 f = m_scene.m_maxNonphys / oldSize.Z; 3071 f = m_scene.m_maxNonphys / oldSize.Z;
2724 a = f / z; 3072 a = f / z;
@@ -2728,7 +3076,6 @@ namespace OpenSim.Region.Framework.Scenes
2728 } 3076 }
2729 } 3077 }
2730 obPart.IgnoreUndoUpdate = false; 3078 obPart.IgnoreUndoUpdate = false;
2731 obPart.StoreUndoState();
2732 } 3079 }
2733 } 3080 }
2734 } 3081 }
@@ -2736,8 +3083,13 @@ namespace OpenSim.Region.Framework.Scenes
2736 Vector3 prevScale = part.Scale; 3083 Vector3 prevScale = part.Scale;
2737 prevScale.X *= x; 3084 prevScale.X *= x;
2738 prevScale.Y *= y; 3085 prevScale.Y *= y;
2739 prevScale.Z *= z; 3086 prevScale.Z *= z;;
3087
3088 part.IgnoreUndoUpdate = false;
3089 part.StoreUndoState(UndoType.STATE_GROUP_SCALE);
3090 part.IgnoreUndoUpdate = true;
2740 part.Resize(prevScale); 3091 part.Resize(prevScale);
3092 part.IgnoreUndoUpdate = false;
2741 3093
2742 parts = m_parts.GetArray(); 3094 parts = m_parts.GetArray();
2743 for (int i = 0; i < parts.Length; i++) 3095 for (int i = 0; i < parts.Length; i++)
@@ -2746,19 +3098,26 @@ namespace OpenSim.Region.Framework.Scenes
2746 obPart.IgnoreUndoUpdate = true; 3098 obPart.IgnoreUndoUpdate = true;
2747 if (obPart.UUID != m_rootPart.UUID) 3099 if (obPart.UUID != m_rootPart.UUID)
2748 { 3100 {
2749 Vector3 currentpos = new Vector3(obPart.OffsetPosition); 3101 if (obPart.UUID != m_rootPart.UUID)
2750 currentpos.X *= x; 3102 {
2751 currentpos.Y *= y; 3103 obPart.IgnoreUndoUpdate = false;
2752 currentpos.Z *= z; 3104 obPart.StoreUndoState(UndoType.STATE_GROUP_SCALE);
2753 Vector3 newSize = new Vector3(obPart.Scale); 3105 obPart.IgnoreUndoUpdate = true;
2754 newSize.X *= x; 3106
2755 newSize.Y *= y; 3107 Vector3 currentpos = new Vector3(obPart.OffsetPosition);
2756 newSize.Z *= z; 3108 currentpos.X *= x;
2757 obPart.Resize(newSize); 3109 currentpos.Y *= y;
2758 obPart.UpdateOffSet(currentpos); 3110 currentpos.Z *= z;
3111 Vector3 newSize = new Vector3(obPart.Scale);
3112 newSize.X *= x;
3113 newSize.Y *= y;
3114 newSize.Z *= z;
3115 obPart.Resize(newSize);
3116 obPart.UpdateOffSet(currentpos);
3117 }
3118 obPart.IgnoreUndoUpdate = false;
2759 } 3119 }
2760 obPart.IgnoreUndoUpdate = false; 3120 obPart.IgnoreUndoUpdate = false;
2761 obPart.StoreUndoState();
2762 } 3121 }
2763 3122
2764 if (part.PhysActor != null) 3123 if (part.PhysActor != null)
@@ -2768,7 +3127,6 @@ namespace OpenSim.Region.Framework.Scenes
2768 } 3127 }
2769 3128
2770 part.IgnoreUndoUpdate = false; 3129 part.IgnoreUndoUpdate = false;
2771 part.StoreUndoState();
2772 HasGroupChanged = true; 3130 HasGroupChanged = true;
2773 m_rootPart.TriggerScriptChangedEvent(Changed.SCALE); 3131 m_rootPart.TriggerScriptChangedEvent(Changed.SCALE);
2774 ScheduleGroupForTerseUpdate(); 3132 ScheduleGroupForTerseUpdate();
@@ -2785,14 +3143,11 @@ namespace OpenSim.Region.Framework.Scenes
2785 /// <param name="pos"></param> 3143 /// <param name="pos"></param>
2786 public void UpdateGroupPosition(Vector3 pos) 3144 public void UpdateGroupPosition(Vector3 pos)
2787 { 3145 {
2788 SceneObjectPart[] parts = m_parts.GetArray();
2789 for (int i = 0; i < parts.Length; i++)
2790 parts[i].StoreUndoState();
2791
2792 if (m_scene.EventManager.TriggerGroupMove(UUID, pos)) 3146 if (m_scene.EventManager.TriggerGroupMove(UUID, pos))
2793 { 3147 {
2794 if (IsAttachment) 3148 if (IsAttachment)
2795 { 3149 {
3150 m_rootPart.StoreUndoState(UndoType.STATE_GROUP_POSITION);
2796 m_rootPart.AttachedPos = pos; 3151 m_rootPart.AttachedPos = pos;
2797 } 3152 }
2798 if (RootPart.GetStatusSandbox()) 3153 if (RootPart.GetStatusSandbox())
@@ -2826,7 +3181,7 @@ namespace OpenSim.Region.Framework.Scenes
2826 3181
2827 SceneObjectPart[] parts = m_parts.GetArray(); 3182 SceneObjectPart[] parts = m_parts.GetArray();
2828 for (int i = 0; i < parts.Length; i++) 3183 for (int i = 0; i < parts.Length; i++)
2829 parts[i].StoreUndoState(); 3184 parts[i].StoreUndoState(UndoType.STATE_PRIM_POSITION);
2830 3185
2831 if (part != null) 3186 if (part != null)
2832 { 3187 {
@@ -2851,7 +3206,7 @@ namespace OpenSim.Region.Framework.Scenes
2851 { 3206 {
2852 SceneObjectPart[] parts = m_parts.GetArray(); 3207 SceneObjectPart[] parts = m_parts.GetArray();
2853 for (int i = 0; i < parts.Length; i++) 3208 for (int i = 0; i < parts.Length; i++)
2854 parts[i].StoreUndoState(); 3209 parts[i].StoreUndoState(UndoType.STATE_PRIM_POSITION);
2855 3210
2856 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z); 3211 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z);
2857 Vector3 oldPos = 3212 Vector3 oldPos =
@@ -2872,10 +3227,27 @@ namespace OpenSim.Region.Framework.Scenes
2872 obPart.OffsetPosition = obPart.OffsetPosition + diff; 3227 obPart.OffsetPosition = obPart.OffsetPosition + diff;
2873 } 3228 }
2874 3229
2875 AbsolutePosition = newPos; 3230 //We have to set undoing here because otherwise an undo state will be saved
3231 if (!m_rootPart.Undoing)
3232 {
3233 m_rootPart.Undoing = true;
3234 AbsolutePosition = newPos;
3235 m_rootPart.Undoing = false;
3236 }
3237 else
3238 {
3239 AbsolutePosition = newPos;
3240 }
2876 3241
2877 HasGroupChanged = true; 3242 HasGroupChanged = true;
2878 ScheduleGroupForTerseUpdate(); 3243 if (m_rootPart.Undoing)
3244 {
3245 ScheduleGroupForFullUpdate();
3246 }
3247 else
3248 {
3249 ScheduleGroupForTerseUpdate();
3250 }
2879 } 3251 }
2880 3252
2881 public void OffsetForNewRegion(Vector3 offset) 3253 public void OffsetForNewRegion(Vector3 offset)
@@ -2895,7 +3267,7 @@ namespace OpenSim.Region.Framework.Scenes
2895 { 3267 {
2896 SceneObjectPart[] parts = m_parts.GetArray(); 3268 SceneObjectPart[] parts = m_parts.GetArray();
2897 for (int i = 0; i < parts.Length; i++) 3269 for (int i = 0; i < parts.Length; i++)
2898 parts[i].StoreUndoState(); 3270 parts[i].StoreUndoState(UndoType.STATE_GROUP_ROTATION);
2899 3271
2900 m_rootPart.UpdateRotation(rot); 3272 m_rootPart.UpdateRotation(rot);
2901 3273
@@ -2919,7 +3291,7 @@ namespace OpenSim.Region.Framework.Scenes
2919 { 3291 {
2920 SceneObjectPart[] parts = m_parts.GetArray(); 3292 SceneObjectPart[] parts = m_parts.GetArray();
2921 for (int i = 0; i < parts.Length; i++) 3293 for (int i = 0; i < parts.Length; i++)
2922 parts[i].StoreUndoState(); 3294 parts[i].StoreUndoState(UndoType.STATE_GROUP_ROTATION);
2923 3295
2924 m_rootPart.UpdateRotation(rot); 3296 m_rootPart.UpdateRotation(rot);
2925 3297
@@ -2944,10 +3316,9 @@ namespace OpenSim.Region.Framework.Scenes
2944 public void UpdateSingleRotation(Quaternion rot, uint localID) 3316 public void UpdateSingleRotation(Quaternion rot, uint localID)
2945 { 3317 {
2946 SceneObjectPart part = GetChildPart(localID); 3318 SceneObjectPart part = GetChildPart(localID);
2947
2948 SceneObjectPart[] parts = m_parts.GetArray(); 3319 SceneObjectPart[] parts = m_parts.GetArray();
2949 for (int i = 0; i < parts.Length; i++) 3320 for (int i = 0; i < parts.Length; i++)
2950 parts[i].StoreUndoState(); 3321 parts[i].StoreUndoState(UndoType.STATE_PRIM_ROTATION);
2951 3322
2952 if (part != null) 3323 if (part != null)
2953 { 3324 {
@@ -2975,15 +3346,24 @@ namespace OpenSim.Region.Framework.Scenes
2975 if (part.UUID == m_rootPart.UUID) 3346 if (part.UUID == m_rootPart.UUID)
2976 { 3347 {
2977 UpdateRootRotation(rot); 3348 UpdateRootRotation(rot);
2978 AbsolutePosition = pos; 3349 if (!m_rootPart.Undoing)
3350 {
3351 m_rootPart.Undoing = true;
3352 AbsolutePosition = pos;
3353 m_rootPart.Undoing = false;
3354 }
3355 else
3356 {
3357 AbsolutePosition = pos;
3358 }
2979 } 3359 }
2980 else 3360 else
2981 { 3361 {
3362 part.StoreUndoState(UndoType.STATE_PRIM_ROTATION);
2982 part.IgnoreUndoUpdate = true; 3363 part.IgnoreUndoUpdate = true;
2983 part.UpdateRotation(rot); 3364 part.UpdateRotation(rot);
2984 part.OffsetPosition = pos; 3365 part.OffsetPosition = pos;
2985 part.IgnoreUndoUpdate = false; 3366 part.IgnoreUndoUpdate = false;
2986 part.StoreUndoState();
2987 } 3367 }
2988 } 3368 }
2989 } 3369 }
@@ -2997,7 +3377,13 @@ namespace OpenSim.Region.Framework.Scenes
2997 Quaternion axRot = rot; 3377 Quaternion axRot = rot;
2998 Quaternion oldParentRot = m_rootPart.RotationOffset; 3378 Quaternion oldParentRot = m_rootPart.RotationOffset;
2999 3379
3000 m_rootPart.StoreUndoState(); 3380 m_rootPart.StoreUndoState(UndoType.STATE_PRIM_ROTATION);
3381 bool cancelUndo = false;
3382 if (!m_rootPart.Undoing)
3383 {
3384 m_rootPart.Undoing = true;
3385 cancelUndo = true;
3386 }
3001 m_rootPart.UpdateRotation(rot); 3387 m_rootPart.UpdateRotation(rot);
3002 if (m_rootPart.PhysActor != null) 3388 if (m_rootPart.PhysActor != null)
3003 { 3389 {
@@ -3021,17 +3407,12 @@ namespace OpenSim.Region.Framework.Scenes
3021 newRot *= Quaternion.Inverse(axRot); 3407 newRot *= Quaternion.Inverse(axRot);
3022 prim.RotationOffset = newRot; 3408 prim.RotationOffset = newRot;
3023 prim.ScheduleTerseUpdate(); 3409 prim.ScheduleTerseUpdate();
3410 prim.IgnoreUndoUpdate = false;
3024 } 3411 }
3025 } 3412 }
3026 3413 if (cancelUndo == true)
3027 for (int i = 0; i < parts.Length; i++)
3028 { 3414 {
3029 SceneObjectPart childpart = parts[i]; 3415 m_rootPart.Undoing = false;
3030 if (childpart != m_rootPart)
3031 {
3032 childpart.IgnoreUndoUpdate = false;
3033 childpart.StoreUndoState();
3034 }
3035 } 3416 }
3036 3417
3037 m_rootPart.ScheduleTerseUpdate(); 3418 m_rootPart.ScheduleTerseUpdate();
@@ -3257,7 +3638,6 @@ namespace OpenSim.Region.Framework.Scenes
3257 public float GetMass() 3638 public float GetMass()
3258 { 3639 {
3259 float retmass = 0f; 3640 float retmass = 0f;
3260
3261 SceneObjectPart[] parts = m_parts.GetArray(); 3641 SceneObjectPart[] parts = m_parts.GetArray();
3262 for (int i = 0; i < parts.Length; i++) 3642 for (int i = 0; i < parts.Length; i++)
3263 retmass += parts[i].GetMass(); 3643 retmass += parts[i].GetMass();
@@ -3373,6 +3753,14 @@ namespace OpenSim.Region.Framework.Scenes
3373 SetFromItemID(uuid); 3753 SetFromItemID(uuid);
3374 } 3754 }
3375 3755
3756 public void ResetOwnerChangeFlag()
3757 {
3758 ForEachPart(delegate(SceneObjectPart part)
3759 {
3760 part.ResetOwnerChangeFlag();
3761 });
3762 }
3763
3376 #endregion 3764 #endregion
3377 } 3765 }
3378} 3766}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 4fcd8f5..6496a25 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -61,7 +61,8 @@ namespace OpenSim.Region.Framework.Scenes
61 TELEPORT = 512, 61 TELEPORT = 512,
62 REGION_RESTART = 1024, 62 REGION_RESTART = 1024,
63 MEDIA = 2048, 63 MEDIA = 2048,
64 ANIMATION = 16384 64 ANIMATION = 16384,
65 POSITION = 32768
65 } 66 }
66 67
67 // I don't really know where to put this except here. 68 // I don't really know where to put this except here.
@@ -145,10 +146,10 @@ namespace OpenSim.Region.Framework.Scenes
145 public Vector3 StatusSandboxPos; 146 public Vector3 StatusSandboxPos;
146 147
147 // TODO: This needs to be persisted in next XML version update! 148 // TODO: This needs to be persisted in next XML version update!
148 149 [XmlIgnore]
149 public readonly int[] PayPrice = {-2,-2,-2,-2,-2}; 150 public int[] PayPrice = {-2,-2,-2,-2,-2};
150 151
151 152 [XmlIgnore]
152 public PhysicsActor PhysActor 153 public PhysicsActor PhysActor
153 { 154 {
154 get { return m_physActor; } 155 get { return m_physActor; }
@@ -190,7 +191,15 @@ namespace OpenSim.Region.Framework.Scenes
190 191
191 public UUID FromFolderID; 192 public UUID FromFolderID;
192 193
193 194 // The following two are to hold the attachment data
195 // while an object is inworld
196 [XmlIgnore]
197 public byte AttachPoint = 0;
198
199 [XmlIgnore]
200 public Vector3 AttachOffset = Vector3.Zero;
201
202 [XmlIgnore]
194 public int STATUS_ROTATE_X; 203 public int STATUS_ROTATE_X;
195 204
196 205
@@ -285,6 +294,7 @@ namespace OpenSim.Region.Framework.Scenes
285 private Quaternion m_sitTargetOrientation = Quaternion.Identity; 294 private Quaternion m_sitTargetOrientation = Quaternion.Identity;
286 private Vector3 m_sitTargetPosition; 295 private Vector3 m_sitTargetPosition;
287 private string m_sitAnimation = "SIT"; 296 private string m_sitAnimation = "SIT";
297 private bool m_occupied; // KF if any av is sitting on this prim
288 private string m_text = String.Empty; 298 private string m_text = String.Empty;
289 private string m_touchName = String.Empty; 299 private string m_touchName = String.Empty;
290 private readonly UndoStack<UndoState> m_undo = new UndoStack<UndoState>(5); 300 private readonly UndoStack<UndoState> m_undo = new UndoStack<UndoState>(5);
@@ -374,7 +384,7 @@ namespace OpenSim.Region.Framework.Scenes
374 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, 384 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition,
375 Quaternion rotationOffset, Vector3 offsetPosition) 385 Quaternion rotationOffset, Vector3 offsetPosition)
376 { 386 {
377 m_name = "Primitive"; 387 m_name = "Object";
378 388
379 Rezzed = DateTime.UtcNow; 389 Rezzed = DateTime.UtcNow;
380 _creationDate = (int)Utils.DateTimeToUnixTime(Rezzed); 390 _creationDate = (int)Utils.DateTimeToUnixTime(Rezzed);
@@ -430,7 +440,7 @@ namespace OpenSim.Region.Framework.Scenes
430 private uint _ownerMask = (uint)PermissionMask.All; 440 private uint _ownerMask = (uint)PermissionMask.All;
431 private uint _groupMask = (uint)PermissionMask.None; 441 private uint _groupMask = (uint)PermissionMask.None;
432 private uint _everyoneMask = (uint)PermissionMask.None; 442 private uint _everyoneMask = (uint)PermissionMask.None;
433 private uint _nextOwnerMask = (uint)PermissionMask.All; 443 private uint _nextOwnerMask = (uint)(PermissionMask.Move | PermissionMask.Modify | PermissionMask.Transfer);
434 private PrimFlags _flags = PrimFlags.None; 444 private PrimFlags _flags = PrimFlags.None;
435 private DateTime m_expires; 445 private DateTime m_expires;
436 private DateTime m_rezzed; 446 private DateTime m_rezzed;
@@ -529,12 +539,16 @@ namespace OpenSim.Region.Framework.Scenes
529 } 539 }
530 540
531 /// <value> 541 /// <value>
532 /// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes 542 /// Get the inventory list
533 /// </value> 543 /// </value>
534 public TaskInventoryDictionary TaskInventory 544 public TaskInventoryDictionary TaskInventory
535 { 545 {
536 get { return m_inventory.Items; } 546 get {
537 set { m_inventory.Items = value; } 547 return m_inventory.Items;
548 }
549 set {
550 m_inventory.Items = value;
551 }
538 } 552 }
539 553
540 /// <summary> 554 /// <summary>
@@ -674,14 +688,12 @@ namespace OpenSim.Region.Framework.Scenes
674 set { m_LoopSoundSlavePrims = value; } 688 set { m_LoopSoundSlavePrims = value; }
675 } 689 }
676 690
677
678 public Byte[] TextureAnimation 691 public Byte[] TextureAnimation
679 { 692 {
680 get { return m_TextureAnimation; } 693 get { return m_TextureAnimation; }
681 set { m_TextureAnimation = value; } 694 set { m_TextureAnimation = value; }
682 } 695 }
683 696
684
685 public Byte[] ParticleSystem 697 public Byte[] ParticleSystem
686 { 698 {
687 get { return m_particleSystem; } 699 get { return m_particleSystem; }
@@ -718,9 +730,11 @@ namespace OpenSim.Region.Framework.Scenes
718 { 730 {
719 // If this is a linkset, we don't want the physics engine mucking up our group position here. 731 // If this is a linkset, we don't want the physics engine mucking up our group position here.
720 PhysicsActor actor = PhysActor; 732 PhysicsActor actor = PhysActor;
721 if (actor != null && _parentID == 0) 733 if (_parentID == 0)
722 { 734 {
723 m_groupPosition = actor.Position; 735 if (actor != null)
736 m_groupPosition = actor.Position;
737 return m_groupPosition;
724 } 738 }
725 739
726 if (IsAttachment) 740 if (IsAttachment)
@@ -730,12 +744,14 @@ namespace OpenSim.Region.Framework.Scenes
730 return sp.AbsolutePosition; 744 return sp.AbsolutePosition;
731 } 745 }
732 746
747 // use root prim's group position. Physics may have updated it
748 if (ParentGroup.RootPart != this)
749 m_groupPosition = ParentGroup.RootPart.GroupPosition;
733 return m_groupPosition; 750 return m_groupPosition;
734 } 751 }
735 set 752 set
736 { 753 {
737 m_groupPosition = value; 754 m_groupPosition = value;
738
739 PhysicsActor actor = PhysActor; 755 PhysicsActor actor = PhysActor;
740 if (actor != null) 756 if (actor != null)
741 { 757 {
@@ -755,25 +771,13 @@ namespace OpenSim.Region.Framework.Scenes
755 771
756 // Tell the physics engines that this prim changed. 772 // Tell the physics engines that this prim changed.
757 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 773 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
774
758 } 775 }
759 catch (Exception e) 776 catch (Exception e)
760 { 777 {
761 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message); 778 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message);
762 } 779 }
763 } 780 }
764
765 // TODO if we decide to do sitting in a more SL compatible way (multiple avatars per prim), this has to be fixed, too
766 if (m_sitTargetAvatar != UUID.Zero)
767 {
768 if (m_parentGroup != null) // TODO can there be a SOP without a SOG?
769 {
770 ScenePresence avatar;
771 if (m_parentGroup.Scene.TryGetScenePresence(m_sitTargetAvatar, out avatar))
772 {
773 avatar.ParentPosition = GetWorldPosition();
774 }
775 }
776 }
777 } 781 }
778 } 782 }
779 783
@@ -782,7 +786,8 @@ namespace OpenSim.Region.Framework.Scenes
782 get { return m_offsetPosition; } 786 get { return m_offsetPosition; }
783 set 787 set
784 { 788 {
785 StoreUndoState(); 789 Vector3 oldpos = m_offsetPosition;
790 StoreUndoState(UndoType.STATE_PRIM_POSITION);
786 m_offsetPosition = value; 791 m_offsetPosition = value;
787 792
788 if (ParentGroup != null && !ParentGroup.IsDeleted) 793 if (ParentGroup != null && !ParentGroup.IsDeleted)
@@ -796,7 +801,22 @@ namespace OpenSim.Region.Framework.Scenes
796 // Tell the physics engines that this prim changed. 801 // Tell the physics engines that this prim changed.
797 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 802 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
798 } 803 }
804
805 if (!m_parentGroup.m_dupeInProgress)
806 {
807 List<ScenePresence> avs = ParentGroup.GetLinkedAvatars();
808 foreach (ScenePresence av in avs)
809 {
810 if (av.LinkedPrim == m_uuid)
811 {
812 Vector3 offset = (m_offsetPosition - oldpos);
813 av.OffsetPosition += offset;
814 av.SendAvatarDataToAllAgents();
815 }
816 }
817 }
799 } 818 }
819 TriggerScriptChangedEvent(Changed.POSITION);
800 } 820 }
801 } 821 }
802 822
@@ -838,7 +858,7 @@ namespace OpenSim.Region.Framework.Scenes
838 858
839 set 859 set
840 { 860 {
841 StoreUndoState(); 861 StoreUndoState(UndoType.STATE_PRIM_ROTATION);
842 m_rotationOffset = value; 862 m_rotationOffset = value;
843 863
844 PhysicsActor actor = PhysActor; 864 PhysicsActor actor = PhysActor;
@@ -922,7 +942,16 @@ namespace OpenSim.Region.Framework.Scenes
922 /// <summary></summary> 942 /// <summary></summary>
923 public Vector3 Acceleration 943 public Vector3 Acceleration
924 { 944 {
925 get { return m_acceleration; } 945 get
946 {
947 PhysicsActor actor = PhysActor;
948 if (actor != null)
949 {
950 m_acceleration = actor.Acceleration;
951 }
952 return m_acceleration;
953 }
954
926 set { m_acceleration = value; } 955 set { m_acceleration = value; }
927 } 956 }
928 957
@@ -1013,7 +1042,7 @@ namespace OpenSim.Region.Framework.Scenes
1013 get { return m_shape.Scale; } 1042 get { return m_shape.Scale; }
1014 set 1043 set
1015 { 1044 {
1016 StoreUndoState(); 1045 StoreUndoState(UndoType.STATE_PRIM_SCALE);
1017 if (m_shape != null) 1046 if (m_shape != null)
1018 { 1047 {
1019 m_shape.Scale = value; 1048 m_shape.Scale = value;
@@ -1079,11 +1108,10 @@ namespace OpenSim.Region.Framework.Scenes
1079 1108
1080 public Vector3 AbsolutePosition 1109 public Vector3 AbsolutePosition
1081 { 1110 {
1082 get { 1111 get
1083 if (IsAttachment) 1112 {
1084 return GroupPosition; 1113 return GroupPosition + (m_offsetPosition * ParentGroup.RootPart.RotationOffset);
1085 1114 }
1086 return m_offsetPosition + m_groupPosition; }
1087 } 1115 }
1088 1116
1089 public SceneObjectGroup ParentGroup 1117 public SceneObjectGroup ParentGroup
@@ -1242,6 +1270,13 @@ namespace OpenSim.Region.Framework.Scenes
1242 _flags = value; 1270 _flags = value;
1243 } 1271 }
1244 } 1272 }
1273
1274 [XmlIgnore]
1275 public bool IsOccupied // KF If an av is sittingon this prim
1276 {
1277 get { return m_occupied; }
1278 set { m_occupied = value; }
1279 }
1245 1280
1246 1281
1247 public UUID SitTargetAvatar 1282 public UUID SitTargetAvatar
@@ -1317,14 +1352,6 @@ namespace OpenSim.Region.Framework.Scenes
1317 } 1352 }
1318 } 1353 }
1319 1354
1320 /// <summary>
1321 /// Clear all pending updates of parts to clients
1322 /// </summary>
1323 private void ClearUpdateSchedule()
1324 {
1325 m_updateFlag = 0;
1326 }
1327
1328 private void SendObjectPropertiesToClient(UUID AgentID) 1355 private void SendObjectPropertiesToClient(UUID AgentID)
1329 { 1356 {
1330 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar) 1357 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar)
@@ -1575,14 +1602,22 @@ namespace OpenSim.Region.Framework.Scenes
1575 // or flexible 1602 // or flexible
1576 if (!isPhantom && !IsAttachment && !(Shape.PathCurve == (byte) Extrusion.Flexible)) 1603 if (!isPhantom && !IsAttachment && !(Shape.PathCurve == (byte) Extrusion.Flexible))
1577 { 1604 {
1578 PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape( 1605 try
1579 string.Format("{0}/{1}", Name, UUID), 1606 {
1580 Shape, 1607 PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape(
1581 AbsolutePosition, 1608 string.Format("{0}/{1}", Name, UUID),
1582 Scale, 1609 Shape,
1583 RotationOffset, 1610 AbsolutePosition,
1584 RigidBody); 1611 Scale,
1585 1612 RotationOffset,
1613 RigidBody);
1614 PhysActor.SetMaterial(Material);
1615 }
1616 catch
1617 {
1618 m_log.ErrorFormat("[SCENE]: caught exception meshing object {0}. Object set to phantom.", m_uuid);
1619 PhysActor = null;
1620 }
1586 // Basic Physics returns null.. joy joy joy. 1621 // Basic Physics returns null.. joy joy joy.
1587 if (PhysActor != null) 1622 if (PhysActor != null)
1588 { 1623 {
@@ -1610,7 +1645,7 @@ namespace OpenSim.Region.Framework.Scenes
1610 { 1645 {
1611 m_redo.Clear(); 1646 m_redo.Clear();
1612 } 1647 }
1613 StoreUndoState(); 1648 StoreUndoState(UndoType.STATE_ALL);
1614 } 1649 }
1615 1650
1616 public byte ConvertScriptUintToByte(uint indata) 1651 public byte ConvertScriptUintToByte(uint indata)
@@ -1679,6 +1714,9 @@ namespace OpenSim.Region.Framework.Scenes
1679 1714
1680 // Move afterwards ResetIDs as it clears the localID 1715 // Move afterwards ResetIDs as it clears the localID
1681 dupe.LocalId = localID; 1716 dupe.LocalId = localID;
1717 if(dupe.PhysActor != null)
1718 dupe.PhysActor.LocalID = localID;
1719
1682 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated. 1720 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated.
1683 dupe._lastOwnerID = OwnerID; 1721 dupe._lastOwnerID = OwnerID;
1684 1722
@@ -1722,7 +1760,7 @@ namespace OpenSim.Region.Framework.Scenes
1722 PrimitiveBaseShape shape = PrimitiveBaseShape.Create(); 1760 PrimitiveBaseShape shape = PrimitiveBaseShape.Create();
1723 part.Shape = shape; 1761 part.Shape = shape;
1724 1762
1725 part.Name = "Primitive"; 1763 part.Name = "Object";
1726 part._ownerID = UUID.Random(); 1764 part._ownerID = UUID.Random();
1727 1765
1728 return part; 1766 return part;
@@ -2082,12 +2120,17 @@ namespace OpenSim.Region.Framework.Scenes
2082 public Vector3 GetWorldPosition() 2120 public Vector3 GetWorldPosition()
2083 { 2121 {
2084 Quaternion parentRot = ParentGroup.RootPart.RotationOffset; 2122 Quaternion parentRot = ParentGroup.RootPart.RotationOffset;
2085
2086 Vector3 axPos = OffsetPosition; 2123 Vector3 axPos = OffsetPosition;
2087
2088 axPos *= parentRot; 2124 axPos *= parentRot;
2089 Vector3 translationOffsetPosition = axPos; 2125 Vector3 translationOffsetPosition = axPos;
2090 return GroupPosition + translationOffsetPosition; 2126 if(_parentID == 0)
2127 {
2128 return GroupPosition;
2129 }
2130 else
2131 {
2132 return ParentGroup.AbsolutePosition + translationOffsetPosition; //KF: Fix child prim position
2133 }
2091 } 2134 }
2092 2135
2093 /// <summary> 2136 /// <summary>
@@ -2098,7 +2141,7 @@ namespace OpenSim.Region.Framework.Scenes
2098 { 2141 {
2099 Quaternion newRot; 2142 Quaternion newRot;
2100 2143
2101 if (this.LinkNum == 0) 2144 if (this.LinkNum < 2) //KF Single or root prim
2102 { 2145 {
2103 newRot = RotationOffset; 2146 newRot = RotationOffset;
2104 } 2147 }
@@ -2744,17 +2787,18 @@ namespace OpenSim.Region.Framework.Scenes
2744 //Trys to fetch sound id from prim's inventory. 2787 //Trys to fetch sound id from prim's inventory.
2745 //Prim's inventory doesn't support non script items yet 2788 //Prim's inventory doesn't support non script items yet
2746 2789
2747 lock (TaskInventory) 2790 TaskInventory.LockItemsForRead(true);
2791
2792 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
2748 { 2793 {
2749 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 2794 if (item.Value.Name == sound)
2750 { 2795 {
2751 if (item.Value.Name == sound) 2796 soundID = item.Value.ItemID;
2752 { 2797 break;
2753 soundID = item.Value.ItemID;
2754 break;
2755 }
2756 } 2798 }
2757 } 2799 }
2800
2801 TaskInventory.LockItemsForRead(false);
2758 } 2802 }
2759 2803
2760 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence sp) 2804 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence sp)
@@ -2814,7 +2858,7 @@ namespace OpenSim.Region.Framework.Scenes
2814 /// <param name="scale"></param> 2858 /// <param name="scale"></param>
2815 public void Resize(Vector3 scale) 2859 public void Resize(Vector3 scale)
2816 { 2860 {
2817 StoreUndoState(); 2861 StoreUndoState(UndoType.STATE_PRIM_SCALE);
2818 m_shape.Scale = scale; 2862 m_shape.Scale = scale;
2819 2863
2820 ParentGroup.HasGroupChanged = true; 2864 ParentGroup.HasGroupChanged = true;
@@ -2823,38 +2867,7 @@ namespace OpenSim.Region.Framework.Scenes
2823 2867
2824 public void RotLookAt(Quaternion target, float strength, float damping) 2868 public void RotLookAt(Quaternion target, float strength, float damping)
2825 { 2869 {
2826 rotLookAt(target, strength, damping); 2870 m_parentGroup.rotLookAt(target, strength, damping); // This calls method in SceneObjectGroup.
2827 }
2828
2829 public void rotLookAt(Quaternion target, float strength, float damping)
2830 {
2831 if (IsAttachment)
2832 {
2833 /*
2834 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
2835 if (avatar != null)
2836 {
2837 Rotate the Av?
2838 } */
2839 }
2840 else
2841 {
2842 APIDDamp = damping;
2843 APIDStrength = strength;
2844 APIDTarget = target;
2845 }
2846 }
2847
2848 public void startLookAt(Quaternion rot, float damp, float strength)
2849 {
2850 APIDDamp = damp;
2851 APIDStrength = strength;
2852 APIDTarget = rot;
2853 }
2854
2855 public void stopLookAt()
2856 {
2857 APIDTarget = Quaternion.Identity;
2858 } 2871 }
2859 2872
2860 /// <summary> 2873 /// <summary>
@@ -2866,7 +2879,10 @@ namespace OpenSim.Region.Framework.Scenes
2866 2879
2867 if (m_parentGroup != null) 2880 if (m_parentGroup != null)
2868 { 2881 {
2869 m_parentGroup.QueueForUpdateCheck(); 2882 if (!m_parentGroup.areUpdatesSuspended)
2883 {
2884 m_parentGroup.QueueForUpdateCheck();
2885 }
2870 } 2886 }
2871 2887
2872 int timeNow = Util.UnixTimeSinceEpoch(); 2888 int timeNow = Util.UnixTimeSinceEpoch();
@@ -3083,8 +3099,8 @@ namespace OpenSim.Region.Framework.Scenes
3083 { 3099 {
3084 const float ROTATION_TOLERANCE = 0.01f; 3100 const float ROTATION_TOLERANCE = 0.01f;
3085 const float VELOCITY_TOLERANCE = 0.001f; 3101 const float VELOCITY_TOLERANCE = 0.001f;
3086 const float POSITION_TOLERANCE = 0.05f; 3102 const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary
3087 const int TIME_MS_TOLERANCE = 3000; 3103 const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds.
3088 3104
3089 if (m_updateFlag == 1) 3105 if (m_updateFlag == 1)
3090 { 3106 {
@@ -3098,7 +3114,7 @@ namespace OpenSim.Region.Framework.Scenes
3098 Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE) 3114 Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE)
3099 { 3115 {
3100 AddTerseUpdateToAllAvatars(); 3116 AddTerseUpdateToAllAvatars();
3101 ClearUpdateSchedule(); 3117
3102 3118
3103 // This causes the Scene to 'poll' physical objects every couple of frames 3119 // This causes the Scene to 'poll' physical objects every couple of frames
3104 // bad, so it's been replaced by an event driven method. 3120 // bad, so it's been replaced by an event driven method.
@@ -3116,16 +3132,18 @@ namespace OpenSim.Region.Framework.Scenes
3116 m_lastAngularVelocity = AngularVelocity; 3132 m_lastAngularVelocity = AngularVelocity;
3117 m_lastTerseSent = Environment.TickCount; 3133 m_lastTerseSent = Environment.TickCount;
3118 } 3134 }
3135 //Moved this outside of the if clause so updates don't get blocked.. *sigh*
3136 m_updateFlag = 0; //Why were we calling a function to do this? Inefficient! *screams*
3119 } 3137 }
3120 else 3138 else
3121 { 3139 {
3122 if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes 3140 if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes
3123 { 3141 {
3124 AddFullUpdateToAllAvatars(); 3142 AddFullUpdateToAllAvatars();
3125 ClearUpdateSchedule(); 3143 m_updateFlag = 0; //Same here
3126 } 3144 }
3127 } 3145 }
3128 ClearUpdateSchedule(); 3146 m_updateFlag = 0;
3129 } 3147 }
3130 3148
3131 /// <summary> 3149 /// <summary>
@@ -3153,17 +3171,16 @@ namespace OpenSim.Region.Framework.Scenes
3153 if (!UUID.TryParse(sound, out soundID)) 3171 if (!UUID.TryParse(sound, out soundID))
3154 { 3172 {
3155 // search sound file from inventory 3173 // search sound file from inventory
3156 lock (TaskInventory) 3174 TaskInventory.LockItemsForRead(true);
3175 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
3157 { 3176 {
3158 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 3177 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound)
3159 { 3178 {
3160 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound) 3179 soundID = item.Value.ItemID;
3161 { 3180 break;
3162 soundID = item.Value.ItemID;
3163 break;
3164 }
3165 } 3181 }
3166 } 3182 }
3183 TaskInventory.LockItemsForRead(false);
3167 } 3184 }
3168 3185
3169 if (soundID == UUID.Zero) 3186 if (soundID == UUID.Zero)
@@ -3593,7 +3610,7 @@ namespace OpenSim.Region.Framework.Scenes
3593 3610
3594 public void StopLookAt() 3611 public void StopLookAt()
3595 { 3612 {
3596 m_parentGroup.stopLookAt(); 3613 m_parentGroup.stopLookAt(); // This calls method in SceneObjectGroup.
3597 3614
3598 m_parentGroup.ScheduleGroupForTerseUpdate(); 3615 m_parentGroup.ScheduleGroupForTerseUpdate();
3599 } 3616 }
@@ -3620,10 +3637,9 @@ namespace OpenSim.Region.Framework.Scenes
3620 m_parentGroup.ScheduleGroupForTerseUpdate(); 3637 m_parentGroup.ScheduleGroupForTerseUpdate();
3621 //m_parentGroup.ScheduleGroupForFullUpdate(); 3638 //m_parentGroup.ScheduleGroupForFullUpdate();
3622 } 3639 }
3623 3640 public void StoreUndoState(UndoType type)
3624 public void StoreUndoState()
3625 { 3641 {
3626 if (!Undoing) 3642 if (!Undoing && (m_parentGroup == null || m_parentGroup.RootPart == null || !m_parentGroup.RootPart.Undoing))
3627 { 3643 {
3628 if (!IgnoreUndoUpdate) 3644 if (!IgnoreUndoUpdate)
3629 { 3645 {
@@ -3634,17 +3650,25 @@ namespace OpenSim.Region.Framework.Scenes
3634 if (m_undo.Count > 0) 3650 if (m_undo.Count > 0)
3635 { 3651 {
3636 UndoState last = m_undo.Peek(); 3652 UndoState last = m_undo.Peek();
3637 if (last != null) 3653
3638 {
3639 if (last.Compare(this))
3640 return;
3641 }
3642 } 3654 }
3643 3655
3644 if (m_parentGroup.GetSceneMaxUndo() > 0) 3656 if (m_parentGroup.GetSceneMaxUndo() > 0)
3645 { 3657 {
3646 UndoState nUndo = new UndoState(this); 3658 UndoState lastUndo = m_undo.Peek();
3647 3659
3660 UndoState nUndo = new UndoState(this, type);
3661
3662 if (lastUndo != null)
3663 {
3664 TimeSpan ts = DateTime.Now.Subtract(lastUndo.LastUpdated);
3665 if (ts.TotalMilliseconds < 500)
3666 {
3667 //Delete the last entry since it was less than 500 milliseconds ago
3668 nUndo.Merge(lastUndo);
3669 m_undo.Pop();
3670 }
3671 }
3648 m_undo.Push(nUndo); 3672 m_undo.Push(nUndo);
3649 } 3673 }
3650 3674
@@ -4121,11 +4145,13 @@ namespace OpenSim.Region.Framework.Scenes
4121 if (m_undo.Count > 0) 4145 if (m_undo.Count > 0)
4122 { 4146 {
4123 UndoState nUndo = null; 4147 UndoState nUndo = null;
4148 UndoState goback = m_undo.Pop();
4124 if (m_parentGroup.GetSceneMaxUndo() > 0) 4149 if (m_parentGroup.GetSceneMaxUndo() > 0)
4125 { 4150 {
4126 nUndo = new UndoState(this); 4151 nUndo = new UndoState(this, goback.Type);
4127 } 4152 }
4128 UndoState goback = m_undo.Pop(); 4153
4154
4129 if (goback != null) 4155 if (goback != null)
4130 { 4156 {
4131 goback.PlaybackState(this); 4157 goback.PlaybackState(this);
@@ -4140,13 +4166,13 @@ namespace OpenSim.Region.Framework.Scenes
4140 { 4166 {
4141 lock (m_redo) 4167 lock (m_redo)
4142 { 4168 {
4169 UndoState gofwd = m_redo.Pop();
4143 if (m_parentGroup.GetSceneMaxUndo() > 0) 4170 if (m_parentGroup.GetSceneMaxUndo() > 0)
4144 { 4171 {
4145 UndoState nUndo = new UndoState(this); 4172 UndoState nUndo = new UndoState(this, gofwd.Type);
4146 4173
4147 m_undo.Push(nUndo); 4174 m_undo.Push(nUndo);
4148 } 4175 }
4149 UndoState gofwd = m_redo.Pop();
4150 if (gofwd != null) 4176 if (gofwd != null)
4151 gofwd.PlayfwdState(this); 4177 gofwd.PlayfwdState(this);
4152 } 4178 }
@@ -4410,6 +4436,7 @@ namespace OpenSim.Region.Framework.Scenes
4410 Scale, 4436 Scale,
4411 RotationOffset, 4437 RotationOffset,
4412 UsePhysics); 4438 UsePhysics);
4439 PhysActor.SetMaterial(Material);
4413 4440
4414 pa = PhysActor; 4441 pa = PhysActor;
4415 if (pa != null) 4442 if (pa != null)
@@ -4595,8 +4622,9 @@ namespace OpenSim.Region.Framework.Scenes
4595 { 4622 {
4596 m_shape.TextureEntry = textureEntry; 4623 m_shape.TextureEntry = textureEntry;
4597 TriggerScriptChangedEvent(Changed.TEXTURE); 4624 TriggerScriptChangedEvent(Changed.TEXTURE);
4598 4625 m_updateFlag = 1;
4599 ParentGroup.HasGroupChanged = true; 4626 ParentGroup.HasGroupChanged = true;
4627
4600 //This is madness.. 4628 //This is madness..
4601 //ParentGroup.ScheduleGroupForFullUpdate(); 4629 //ParentGroup.ScheduleGroupForFullUpdate();
4602 //This is sparta 4630 //This is sparta
@@ -4829,5 +4857,17 @@ namespace OpenSim.Region.Framework.Scenes
4829 Color color = Color; 4857 Color color = Color;
4830 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); 4858 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A));
4831 } 4859 }
4860
4861 public void ResetOwnerChangeFlag()
4862 {
4863 List<UUID> inv = Inventory.GetInventoryList();
4864
4865 foreach (UUID itemID in inv)
4866 {
4867 TaskInventoryItem item = Inventory.GetInventoryItem(itemID);
4868 item.OwnerChanged = false;
4869 Inventory.UpdateInventoryItem(item, false, false);
4870 }
4871 }
4832 } 4872 }
4833} 4873}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
index cff2cf4..2ee8c07 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
@@ -120,39 +126,45 @@ namespace OpenSim.Region.Framework.Scenes
120 /// <param name="linkNum">Link number for the part</param> 126 /// <param name="linkNum">Link number for the part</param>
121 public void ResetInventoryIDs() 127 public void ResetInventoryIDs()
122 { 128 {
123 if (null == m_part || null == m_part.ParentGroup) 129 m_items.LockItemsForWrite(true);
124 return; 130
125 131 if (Items.Count == 0)
126 lock (m_items)
127 { 132 {
128 if (0 == m_items.Count) 133 m_items.LockItemsForWrite(false);
129 return; 134 return;
135 }
130 136
131 IList<TaskInventoryItem> items = GetInventoryItems(); 137 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
132 m_items.Clear(); 138 Items.Clear();
133 139
134 foreach (TaskInventoryItem item in items) 140 foreach (TaskInventoryItem item in items)
135 { 141 {
136 item.ResetIDs(m_part.UUID); 142 item.ResetIDs(m_part.UUID);
137 m_items.Add(item.ItemID, item); 143 Items.Add(item.ItemID, item);
138 }
139 } 144 }
145 m_items.LockItemsForWrite(false);
140 } 146 }
141 147
142 public void ResetObjectID() 148 public void ResetObjectID()
143 { 149 {
144 lock (Items) 150 m_items.LockItemsForWrite(true);
151
152 if (Items.Count == 0)
145 { 153 {
146 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values); 154 m_items.LockItemsForWrite(false);
147 Items.Clear(); 155 return;
148
149 foreach (TaskInventoryItem item in items)
150 {
151 item.ParentPartID = m_part.UUID;
152 item.ParentID = m_part.UUID;
153 Items.Add(item.ItemID, item);
154 }
155 } 156 }
157
158 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
159 Items.Clear();
160
161 foreach (TaskInventoryItem item in items)
162 {
163 item.ParentPartID = m_part.UUID;
164 item.ParentID = m_part.UUID;
165 Items.Add(item.ItemID, item);
166 }
167 m_items.LockItemsForWrite(false);
156 } 168 }
157 169
158 /// <summary> 170 /// <summary>
@@ -161,12 +173,11 @@ namespace OpenSim.Region.Framework.Scenes
161 /// <param name="ownerId"></param> 173 /// <param name="ownerId"></param>
162 public void ChangeInventoryOwner(UUID ownerId) 174 public void ChangeInventoryOwner(UUID ownerId)
163 { 175 {
164 lock (Items) 176 m_items.LockItemsForWrite(true);
177 if (0 == Items.Count)
165 { 178 {
166 if (0 == Items.Count) 179 m_items.LockItemsForWrite(false);
167 { 180 return;
168 return;
169 }
170 } 181 }
171 182
172 HasInventoryChanged = true; 183 HasInventoryChanged = true;
@@ -180,6 +191,7 @@ namespace OpenSim.Region.Framework.Scenes
180 item.OwnerID = ownerId; 191 item.OwnerID = ownerId;
181 } 192 }
182 } 193 }
194 m_items.LockItemsForWrite(false);
183 } 195 }
184 196
185 /// <summary> 197 /// <summary>
@@ -188,12 +200,11 @@ namespace OpenSim.Region.Framework.Scenes
188 /// <param name="groupID"></param> 200 /// <param name="groupID"></param>
189 public void ChangeInventoryGroup(UUID groupID) 201 public void ChangeInventoryGroup(UUID groupID)
190 { 202 {
191 lock (Items) 203 m_items.LockItemsForWrite(true);
204 if (0 == Items.Count)
192 { 205 {
193 if (0 == Items.Count) 206 m_items.LockItemsForWrite(false);
194 { 207 return;
195 return;
196 }
197 } 208 }
198 209
199 // Don't let this set the HasGroupChanged flag for attachments 210 // Don't let this set the HasGroupChanged flag for attachments
@@ -205,12 +216,45 @@ namespace OpenSim.Region.Framework.Scenes
205 m_part.ParentGroup.HasGroupChanged = true; 216 m_part.ParentGroup.HasGroupChanged = true;
206 } 217 }
207 218
208 List<TaskInventoryItem> items = GetInventoryItems(); 219 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
209 foreach (TaskInventoryItem item in items) 220 foreach (TaskInventoryItem item in items)
210 { 221 {
211 if (groupID != item.GroupID) 222 if (groupID != item.GroupID)
223 {
212 item.GroupID = groupID; 224 item.GroupID = groupID;
225 }
213 } 226 }
227 m_items.LockItemsForWrite(false);
228 }
229
230 private void QueryScriptStates()
231 {
232 if (m_part == null || m_part.ParentGroup == null)
233 return;
234
235 IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces<IScriptModule>();
236 if (engines == null) // No engine at all
237 return;
238
239 Items.LockItemsForRead(true);
240 foreach (TaskInventoryItem item in Items.Values)
241 {
242 if (item.InvType == (int)InventoryType.LSL)
243 {
244 foreach (IScriptModule e in engines)
245 {
246 bool running;
247
248 if (e.HasScript(item.ItemID, out running))
249 {
250 item.ScriptRunning = running;
251 break;
252 }
253 }
254 }
255 }
256
257 Items.LockItemsForRead(false);
214 } 258 }
215 259
216 /// <summary> 260 /// <summary>
@@ -218,9 +262,14 @@ namespace OpenSim.Region.Framework.Scenes
218 /// </summary> 262 /// </summary>
219 public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource) 263 public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource)
220 { 264 {
221 List<TaskInventoryItem> scripts = GetInventoryScripts(); 265 Items.LockItemsForRead(true);
222 foreach (TaskInventoryItem item in scripts) 266 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
223 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); 267 Items.LockItemsForRead(false);
268 foreach (TaskInventoryItem item in items)
269 {
270 if ((int)InventoryType.LSL == item.InvType)
271 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource);
272 }
224 } 273 }
225 274
226 public ArrayList GetScriptErrors(UUID itemID) 275 public ArrayList GetScriptErrors(UUID itemID)
@@ -253,9 +302,18 @@ namespace OpenSim.Region.Framework.Scenes
253 /// </param> 302 /// </param>
254 public void RemoveScriptInstances(bool sceneObjectBeingDeleted) 303 public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
255 { 304 {
256 List<TaskInventoryItem> scripts = GetInventoryScripts(); 305 Items.LockItemsForRead(true);
257 foreach (TaskInventoryItem item in scripts) 306 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
258 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted); 307 Items.LockItemsForRead(false);
308
309 foreach (TaskInventoryItem item in items)
310 {
311 if ((int)InventoryType.LSL == item.InvType)
312 {
313 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted);
314 m_part.RemoveScriptEvents(item.ItemID);
315 }
316 }
259 } 317 }
260 318
261 /// <summary> 319 /// <summary>
@@ -271,7 +329,10 @@ namespace OpenSim.Region.Framework.Scenes
271 // item.Name, item.ItemID, Name, UUID); 329 // item.Name, item.ItemID, Name, UUID);
272 330
273 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID)) 331 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID))
332 {
333 StoreScriptError(item.ItemID, "no permission");
274 return; 334 return;
335 }
275 336
276 m_part.AddFlag(PrimFlags.Scripted); 337 m_part.AddFlag(PrimFlags.Scripted);
277 338
@@ -280,14 +341,13 @@ namespace OpenSim.Region.Framework.Scenes
280 if (stateSource == 2 && // Prim crossing 341 if (stateSource == 2 && // Prim crossing
281 m_part.ParentGroup.Scene.m_trustBinaries) 342 m_part.ParentGroup.Scene.m_trustBinaries)
282 { 343 {
283 lock (m_items) 344 m_items.LockItemsForWrite(true);
284 { 345 m_items[item.ItemID].PermsMask = 0;
285 m_items[item.ItemID].PermsMask = 0; 346 m_items[item.ItemID].PermsGranter = UUID.Zero;
286 m_items[item.ItemID].PermsGranter = UUID.Zero; 347 m_items.LockItemsForWrite(false);
287 }
288
289 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 348 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
290 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource); 349 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource);
350 StoreScriptErrors(item.ItemID, null);
291 m_part.ParentGroup.AddActiveScriptCount(1); 351 m_part.ParentGroup.AddActiveScriptCount(1);
292 m_part.ScheduleFullUpdate(); 352 m_part.ScheduleFullUpdate();
293 return; 353 return;
@@ -296,6 +356,8 @@ namespace OpenSim.Region.Framework.Scenes
296 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString()); 356 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString());
297 if (null == asset) 357 if (null == asset)
298 { 358 {
359 string msg = String.Format("asset ID {0} could not be found", item.AssetID);
360 StoreScriptError(item.ItemID, msg);
299 m_log.ErrorFormat( 361 m_log.ErrorFormat(
300 "[PRIM INVENTORY]: " + 362 "[PRIM INVENTORY]: " +
301 "Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found", 363 "Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found",
@@ -307,15 +369,20 @@ namespace OpenSim.Region.Framework.Scenes
307 if (m_part.ParentGroup.m_savedScriptState != null) 369 if (m_part.ParentGroup.m_savedScriptState != null)
308 RestoreSavedScriptState(item.OldItemID, item.ItemID); 370 RestoreSavedScriptState(item.OldItemID, item.ItemID);
309 371
310 lock (m_items) 372 m_items.LockItemsForWrite(true);
311 { 373
312 m_items[item.ItemID].PermsMask = 0; 374 m_items[item.ItemID].PermsMask = 0;
313 m_items[item.ItemID].PermsGranter = UUID.Zero; 375 m_items[item.ItemID].PermsGranter = UUID.Zero;
314 } 376
377 m_items.LockItemsForWrite(false);
315 378
316 string script = Utils.BytesToString(asset.Data); 379 string script = Utils.BytesToString(asset.Data);
317 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 380 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
318 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource); 381 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource);
382 StoreScriptErrors(item.ItemID, null);
383 if (!item.ScriptRunning)
384 m_part.ParentGroup.Scene.EventManager.TriggerStopScript(
385 m_part.LocalId, item.ItemID);
319 m_part.ParentGroup.AddActiveScriptCount(1); 386 m_part.ParentGroup.AddActiveScriptCount(1);
320 m_part.ScheduleFullUpdate(); 387 m_part.ScheduleFullUpdate();
321 } 388 }
@@ -379,21 +446,145 @@ namespace OpenSim.Region.Framework.Scenes
379 446
380 /// <summary> 447 /// <summary>
381 /// Start a script which is in this prim's inventory. 448 /// Start a script which is in this prim's inventory.
449 /// Some processing may occur in the background, but this routine returns asap.
382 /// </summary> 450 /// </summary>
383 /// <param name="itemId"> 451 /// <param name="itemId">
384 /// A <see cref="UUID"/> 452 /// A <see cref="UUID"/>
385 /// </param> 453 /// </param>
386 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource) 454 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
387 { 455 {
388 TaskInventoryItem item = GetInventoryItem(itemId); 456 lock (m_scriptErrors)
389 if (item != null) 457 {
390 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); 458 // Indicate to CreateScriptInstanceInternal() we don't want it to wait for completion
459 m_scriptErrors.Remove(itemId);
460 }
461 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
462 }
463
464 private void CreateScriptInstanceInternal(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
465 {
466 m_items.LockItemsForRead(true);
467 if (m_items.ContainsKey(itemId))
468 {
469 if (m_items.ContainsKey(itemId))
470 {
471 m_items.LockItemsForRead(false);
472 CreateScriptInstance(m_items[itemId], startParam, postOnRez, engine, stateSource);
473 }
474 else
475 {
476 m_items.LockItemsForRead(false);
477 string msg = String.Format("couldn't be found for prim {0}, {1} at {2} in {3}", m_part.Name, m_part.UUID,
478 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
479 StoreScriptError(itemId, msg);
480 m_log.ErrorFormat(
481 "[PRIM INVENTORY]: " +
482 "Couldn't start script with ID {0} since it {1}", itemId, msg);
483 }
484 }
391 else 485 else
486 {
487 m_items.LockItemsForRead(false);
488 string msg = String.Format("couldn't be found for prim {0}, {1}", m_part.Name, m_part.UUID);
489 StoreScriptError(itemId, msg);
392 m_log.ErrorFormat( 490 m_log.ErrorFormat(
393 "[PRIM INVENTORY]: " + 491 "[PRIM INVENTORY]: " +
394 "Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}", 492 "Couldn't start script with ID {0} since it {1}", itemId, msg);
395 itemId, m_part.Name, m_part.UUID, 493 }
396 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 494
495 }
496
497 /// <summary>
498 /// Start a script which is in this prim's inventory and return any compilation error messages.
499 /// </summary>
500 /// <param name="itemId">
501 /// A <see cref="UUID"/>
502 /// </param>
503 public ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
504 {
505 ArrayList errors;
506
507 // Indicate to CreateScriptInstanceInternal() we want it to
508 // post any compilation/loading error messages
509 lock (m_scriptErrors)
510 {
511 m_scriptErrors[itemId] = null;
512 }
513
514 // Perform compilation/loading
515 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
516
517 // Wait for and retrieve any errors
518 lock (m_scriptErrors)
519 {
520 while ((errors = m_scriptErrors[itemId]) == null)
521 {
522 if (!System.Threading.Monitor.Wait(m_scriptErrors, 15000))
523 {
524 m_log.ErrorFormat(
525 "[PRIM INVENTORY]: " +
526 "timedout waiting for script {0} errors", itemId);
527 errors = m_scriptErrors[itemId];
528 if (errors == null)
529 {
530 errors = new ArrayList(1);
531 errors.Add("timedout waiting for errors");
532 }
533 break;
534 }
535 }
536 m_scriptErrors.Remove(itemId);
537 }
538 return errors;
539 }
540
541 // Signal to CreateScriptInstanceEr() that compilation/loading is complete
542 private void StoreScriptErrors(UUID itemId, ArrayList errors)
543 {
544 lock (m_scriptErrors)
545 {
546 // If compilation/loading initiated via CreateScriptInstance(),
547 // it does not want the errors, so just get out
548 if (!m_scriptErrors.ContainsKey(itemId))
549 {
550 return;
551 }
552
553 // Initiated via CreateScriptInstanceEr(), if we know what the
554 // errors are, save them and wake CreateScriptInstanceEr().
555 if (errors != null)
556 {
557 m_scriptErrors[itemId] = errors;
558 System.Threading.Monitor.PulseAll(m_scriptErrors);
559 return;
560 }
561 }
562
563 // Initiated via CreateScriptInstanceEr() but we don't know what
564 // the errors are yet, so retrieve them from the script engine.
565 // This may involve some waiting internal to GetScriptErrors().
566 errors = GetScriptErrors(itemId);
567
568 // Get a default non-null value to indicate success.
569 if (errors == null)
570 {
571 errors = new ArrayList();
572 }
573
574 // Post to CreateScriptInstanceEr() and wake it up
575 lock (m_scriptErrors)
576 {
577 m_scriptErrors[itemId] = errors;
578 System.Threading.Monitor.PulseAll(m_scriptErrors);
579 }
580 }
581
582 // Like StoreScriptErrors(), but just posts a single string message
583 private void StoreScriptError(UUID itemId, string message)
584 {
585 ArrayList errors = new ArrayList(1);
586 errors.Add(message);
587 StoreScriptErrors(itemId, errors);
397 } 588 }
398 589
399 /// <summary> 590 /// <summary>
@@ -406,15 +597,7 @@ namespace OpenSim.Region.Framework.Scenes
406 /// </param> 597 /// </param>
407 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted) 598 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted)
408 { 599 {
409 bool scriptPresent = false; 600 if (m_items.ContainsKey(itemId))
410
411 lock (m_items)
412 {
413 if (m_items.ContainsKey(itemId))
414 scriptPresent = true;
415 }
416
417 if (scriptPresent)
418 { 601 {
419 if (!sceneObjectBeingDeleted) 602 if (!sceneObjectBeingDeleted)
420 m_part.RemoveScriptEvents(itemId); 603 m_part.RemoveScriptEvents(itemId);
@@ -439,14 +622,16 @@ namespace OpenSim.Region.Framework.Scenes
439 /// <returns></returns> 622 /// <returns></returns>
440 private bool InventoryContainsName(string name) 623 private bool InventoryContainsName(string name)
441 { 624 {
442 lock (m_items) 625 m_items.LockItemsForRead(true);
626 foreach (TaskInventoryItem item in m_items.Values)
443 { 627 {
444 foreach (TaskInventoryItem item in m_items.Values) 628 if (item.Name == name)
445 { 629 {
446 if (item.Name == name) 630 m_items.LockItemsForRead(false);
447 return true; 631 return true;
448 } 632 }
449 } 633 }
634 m_items.LockItemsForRead(false);
450 return false; 635 return false;
451 } 636 }
452 637
@@ -488,8 +673,9 @@ namespace OpenSim.Region.Framework.Scenes
488 /// <param name="item"></param> 673 /// <param name="item"></param>
489 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop) 674 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop)
490 { 675 {
491 List<TaskInventoryItem> il = GetInventoryItems(); 676 m_items.LockItemsForRead(true);
492 677 List<TaskInventoryItem> il = new List<TaskInventoryItem>(m_items.Values);
678 m_items.LockItemsForRead(false);
493 foreach (TaskInventoryItem i in il) 679 foreach (TaskInventoryItem i in il)
494 { 680 {
495 if (i.Name == item.Name) 681 if (i.Name == item.Name)
@@ -527,14 +713,14 @@ namespace OpenSim.Region.Framework.Scenes
527 item.Name = name; 713 item.Name = name;
528 item.GroupID = m_part.GroupID; 714 item.GroupID = m_part.GroupID;
529 715
530 lock (m_items) 716 m_items.LockItemsForWrite(true);
531 m_items.Add(item.ItemID, item); 717 m_items.Add(item.ItemID, item);
532 718 m_items.LockItemsForWrite(false);
533 if (allowedDrop) 719 if (allowedDrop)
534 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP); 720 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP);
535 else 721 else
536 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 722 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
537 723
538 m_inventorySerial++; 724 m_inventorySerial++;
539 //m_inventorySerial += 2; 725 //m_inventorySerial += 2;
540 HasInventoryChanged = true; 726 HasInventoryChanged = true;
@@ -550,15 +736,15 @@ namespace OpenSim.Region.Framework.Scenes
550 /// <param name="items"></param> 736 /// <param name="items"></param>
551 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items) 737 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items)
552 { 738 {
553 lock (m_items) 739 m_items.LockItemsForWrite(true);
740 foreach (TaskInventoryItem item in items)
554 { 741 {
555 foreach (TaskInventoryItem item in items) 742 m_items.Add(item.ItemID, item);
556 { 743// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
557 m_items.Add(item.ItemID, item);
558// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
559 }
560 m_inventorySerial++;
561 } 744 }
745 m_items.LockItemsForWrite(false);
746
747 m_inventorySerial++;
562 } 748 }
563 749
564 /// <summary> 750 /// <summary>
@@ -569,10 +755,9 @@ namespace OpenSim.Region.Framework.Scenes
569 public TaskInventoryItem GetInventoryItem(UUID itemId) 755 public TaskInventoryItem GetInventoryItem(UUID itemId)
570 { 756 {
571 TaskInventoryItem item; 757 TaskInventoryItem item;
572 758 m_items.LockItemsForRead(true);
573 lock (m_items) 759 m_items.TryGetValue(itemId, out item);
574 m_items.TryGetValue(itemId, out item); 760 m_items.LockItemsForRead(false);
575
576 return item; 761 return item;
577 } 762 }
578 763
@@ -588,15 +773,16 @@ namespace OpenSim.Region.Framework.Scenes
588 { 773 {
589 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(); 774 IList<TaskInventoryItem> items = new List<TaskInventoryItem>();
590 775
591 lock (m_items) 776 m_items.LockItemsForRead(true);
777
778 foreach (TaskInventoryItem item in m_items.Values)
592 { 779 {
593 foreach (TaskInventoryItem item in m_items.Values) 780 if (item.Name == name)
594 { 781 items.Add(item);
595 if (item.Name == name)
596 items.Add(item);
597 }
598 } 782 }
599 783
784 m_items.LockItemsForRead(false);
785
600 return items; 786 return items;
601 } 787 }
602 788
@@ -689,9 +875,9 @@ namespace OpenSim.Region.Framework.Scenes
689 875
690 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged) 876 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged)
691 { 877 {
692 TaskInventoryItem it = GetInventoryItem(item.ItemID); 878 m_items.LockItemsForWrite(true);
693 if (it != null)
694 879
880 if (m_items.ContainsKey(item.ItemID))
695 { 881 {
696 item.ParentID = m_part.UUID; 882 item.ParentID = m_part.UUID;
697 item.ParentPartID = m_part.UUID; 883 item.ParentPartID = m_part.UUID;
@@ -702,14 +888,10 @@ namespace OpenSim.Region.Framework.Scenes
702 item.GroupID = m_part.GroupID; 888 item.GroupID = m_part.GroupID;
703 889
704 if (item.AssetID == UUID.Zero) 890 if (item.AssetID == UUID.Zero)
705 item.AssetID = it.AssetID; 891 item.AssetID = m_items[item.ItemID].AssetID;
706
707 lock (m_items)
708 {
709 m_items[item.ItemID] = item;
710 m_inventorySerial++;
711 }
712 892
893 m_items[item.ItemID] = item;
894 m_inventorySerial++;
713 if (fireScriptEvents) 895 if (fireScriptEvents)
714 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 896 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
715 if (considerChanged) 897 if (considerChanged)
@@ -717,6 +899,7 @@ namespace OpenSim.Region.Framework.Scenes
717 HasInventoryChanged = true; 899 HasInventoryChanged = true;
718 m_part.ParentGroup.HasGroupChanged = true; 900 m_part.ParentGroup.HasGroupChanged = true;
719 } 901 }
902 m_items.LockItemsForWrite(false);
720 return true; 903 return true;
721 } 904 }
722 else 905 else
@@ -727,8 +910,9 @@ namespace OpenSim.Region.Framework.Scenes
727 item.ItemID, m_part.Name, m_part.UUID, 910 item.ItemID, m_part.Name, m_part.UUID,
728 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 911 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
729 } 912 }
730 return false; 913 m_items.LockItemsForWrite(false);
731 914
915 return false;
732 } 916 }
733 917
734 /// <summary> 918 /// <summary>
@@ -739,107 +923,68 @@ namespace OpenSim.Region.Framework.Scenes
739 /// in this prim's inventory.</returns> 923 /// in this prim's inventory.</returns>
740 public int RemoveInventoryItem(UUID itemID) 924 public int RemoveInventoryItem(UUID itemID)
741 { 925 {
742 TaskInventoryItem item = GetInventoryItem(itemID); 926 m_items.LockItemsForRead(true);
743 if (item != null) 927
928 if (m_items.ContainsKey(itemID))
744 { 929 {
745 int type = m_items[itemID].InvType; 930 int type = m_items[itemID].InvType;
931 m_items.LockItemsForRead(false);
746 if (type == 10) // Script 932 if (type == 10) // Script
747 { 933 {
748 m_part.RemoveScriptEvents(itemID);
749 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID); 934 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID);
750 } 935 }
936 m_items.LockItemsForWrite(true);
751 m_items.Remove(itemID); 937 m_items.Remove(itemID);
938 m_items.LockItemsForWrite(false);
752 m_inventorySerial++; 939 m_inventorySerial++;
753 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 940 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
754 941
755 HasInventoryChanged = true; 942 HasInventoryChanged = true;
756 m_part.ParentGroup.HasGroupChanged = true; 943 m_part.ParentGroup.HasGroupChanged = true;
757 944
758 if (!ContainsScripts()) 945 int scriptcount = 0;
946 m_items.LockItemsForRead(true);
947 foreach (TaskInventoryItem item in m_items.Values)
948 {
949 if (item.Type == 10)
950 {
951 scriptcount++;
952 }
953 }
954 m_items.LockItemsForRead(false);
955
956
957 if (scriptcount <= 0)
958 {
759 m_part.RemFlag(PrimFlags.Scripted); 959 m_part.RemFlag(PrimFlags.Scripted);
960 }
760 961
761 m_part.ScheduleFullUpdate(); 962 m_part.ScheduleFullUpdate();
762 963
763 return type; 964 return type;
764
765 } 965 }
766 else 966 else
767 { 967 {
968 m_items.LockItemsForRead(false);
768 m_log.ErrorFormat( 969 m_log.ErrorFormat(
769 "[PRIM INVENTORY]: " + 970 "[PRIM INVENTORY]: " +
770 "Tried to remove item ID {0} from prim {1}, {2} at {3} in {4} but the item does not exist in this inventory", 971 "Tried to remove item ID {0} from prim {1}, {2} but the item does not exist in this inventory",
771 itemID, m_part.Name, m_part.UUID, 972 itemID, m_part.Name, m_part.UUID);
772 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
773 } 973 }
774 974
775 return -1; 975 return -1;
776 } 976 }
777 977
778 private bool CreateInventoryFile() 978 private bool CreateInventoryFileName()
779 { 979 {
780 if (m_inventoryFileName == String.Empty || 980 if (m_inventoryFileName == String.Empty ||
781 m_inventoryFileNameSerial < m_inventorySerial) 981 m_inventoryFileNameSerial < m_inventorySerial)
782 { 982 {
783 // Something changed, we need to create a new file
784 m_inventoryFileName = "inventory_" + UUID.Random().ToString() + ".tmp"; 983 m_inventoryFileName = "inventory_" + UUID.Random().ToString() + ".tmp";
785 m_inventoryFileNameSerial = m_inventorySerial; 984 m_inventoryFileNameSerial = m_inventorySerial;
786
787 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero);
788
789 lock (m_items)
790 {
791 foreach (TaskInventoryItem item in m_items.Values)
792 {
793 UUID ownerID = item.OwnerID;
794 uint everyoneMask = 0;
795 uint baseMask = item.BasePermissions;
796 uint ownerMask = item.CurrentPermissions;
797 uint groupMask = item.GroupPermissions;
798
799 invString.AddItemStart();
800 invString.AddNameValueLine("item_id", item.ItemID.ToString());
801 invString.AddNameValueLine("parent_id", m_part.UUID.ToString());
802
803 invString.AddPermissionsStart();
804
805 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask));
806 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask));
807 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(groupMask));
808 invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask));
809 invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions));
810
811 invString.AddNameValueLine("creator_id", item.CreatorID.ToString());
812 invString.AddNameValueLine("owner_id", ownerID.ToString());
813
814 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString());
815
816 invString.AddNameValueLine("group_id", item.GroupID.ToString());
817 invString.AddSectionEnd();
818
819 invString.AddNameValueLine("asset_id", item.AssetID.ToString());
820 invString.AddNameValueLine("type", TaskInventoryItem.Types[item.Type]);
821 invString.AddNameValueLine("inv_type", TaskInventoryItem.InvTypes[item.InvType]);
822 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags));
823
824 invString.AddSaleStart();
825 invString.AddNameValueLine("sale_type", "not");
826 invString.AddNameValueLine("sale_price", "0");
827 invString.AddSectionEnd();
828
829 invString.AddNameValueLine("name", item.Name + "|");
830 invString.AddNameValueLine("desc", item.Description + "|");
831
832 invString.AddNameValueLine("creation_date", item.CreationDate.ToString());
833 invString.AddSectionEnd();
834 }
835 }
836
837 m_inventoryFileData = Utils.StringToBytes(invString.BuildString);
838
839 return true; 985 return true;
840 } 986 }
841 987
842 // No need to recreate, the existing file is fine
843 return false; 988 return false;
844 } 989 }
845 990
@@ -849,26 +994,99 @@ namespace OpenSim.Region.Framework.Scenes
849 /// <param name="xferManager"></param> 994 /// <param name="xferManager"></param>
850 public void RequestInventoryFile(IClientAPI client, IXfer xferManager) 995 public void RequestInventoryFile(IClientAPI client, IXfer xferManager)
851 { 996 {
852 CreateInventoryFile(); 997 bool changed = CreateInventoryFileName();
998
999 bool includeAssets = false;
1000 if (m_part.ParentGroup.Scene.Permissions.CanEditObjectInventory(m_part.UUID, client.AgentId))
1001 includeAssets = true;
1002
1003 if (m_inventoryPrivileged != includeAssets)
1004 changed = true;
1005
1006 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero);
1007
1008 Items.LockItemsForRead(true);
853 1009
854 if (m_inventorySerial == 0) // No inventory 1010 if (m_inventorySerial == 0) // No inventory
855 { 1011 {
856 client.SendTaskInventory(m_part.UUID, 0, new byte[0]); 1012 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
1013 Items.LockItemsForRead(false);
857 return; 1014 return;
858 } 1015 }
859 1016
860 // In principle, we should only do the rest if the inventory changed; 1017 if (!changed)
861 // by sending m_inventorySerial to the client, it ought to know 1018 {
862 // that nothing changed and that it doesn't need to request the file. 1019 if (m_inventoryFileData.Length > 2)
863 // Unfortunately, it doesn't look like the client optimizes this; 1020 {
864 // the client seems to always come back and request the Xfer, 1021 xferManager.AddNewFile(m_inventoryFileName,
865 // no matter what value m_inventorySerial has. 1022 m_inventoryFileData);
1023 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
1024 Util.StringToBytes256(m_inventoryFileName));
1025
1026 Items.LockItemsForRead(false);
1027 return;
1028 }
1029 }
1030
1031 m_inventoryPrivileged = includeAssets;
1032
1033 foreach (TaskInventoryItem item in m_items.Values)
1034 {
1035 UUID ownerID = item.OwnerID;
1036 uint everyoneMask = 0;
1037 uint baseMask = item.BasePermissions;
1038 uint ownerMask = item.CurrentPermissions;
1039 uint groupMask = item.GroupPermissions;
1040
1041 invString.AddItemStart();
1042 invString.AddNameValueLine("item_id", item.ItemID.ToString());
1043 invString.AddNameValueLine("parent_id", m_part.UUID.ToString());
1044
1045 invString.AddPermissionsStart();
1046
1047 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask));
1048 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask));
1049 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(groupMask));
1050 invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask));
1051 invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions));
1052
1053 invString.AddNameValueLine("creator_id", item.CreatorID.ToString());
1054 invString.AddNameValueLine("owner_id", ownerID.ToString());
1055
1056 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString());
1057
1058 invString.AddNameValueLine("group_id", item.GroupID.ToString());
1059 invString.AddSectionEnd();
1060
1061 if (includeAssets)
1062 invString.AddNameValueLine("asset_id", item.AssetID.ToString());
1063 else
1064 invString.AddNameValueLine("asset_id", UUID.Zero.ToString());
1065 invString.AddNameValueLine("type", TaskInventoryItem.Types[item.Type]);
1066 invString.AddNameValueLine("inv_type", TaskInventoryItem.InvTypes[item.InvType]);
1067 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags));
1068
1069 invString.AddSaleStart();
1070 invString.AddNameValueLine("sale_type", "not");
1071 invString.AddNameValueLine("sale_price", "0");
1072 invString.AddSectionEnd();
1073
1074 invString.AddNameValueLine("name", item.Name + "|");
1075 invString.AddNameValueLine("desc", item.Description + "|");
1076
1077 invString.AddNameValueLine("creation_date", item.CreationDate.ToString());
1078 invString.AddSectionEnd();
1079 }
1080
1081 Items.LockItemsForRead(false);
1082
1083 m_inventoryFileData = Utils.StringToBytes(invString.BuildString);
866 1084
867 if (m_inventoryFileData.Length > 2) 1085 if (m_inventoryFileData.Length > 2)
868 // Add the file for Xfer 1086 {
869 xferManager.AddNewFile(m_inventoryFileName, m_inventoryFileData); 1087 xferManager.AddNewFile(m_inventoryFileName, m_inventoryFileData);
1088 }
870 1089
871 // Tell the client we're ready to Xfer the file
872 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial, 1090 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
873 Util.StringToBytes256(m_inventoryFileName)); 1091 Util.StringToBytes256(m_inventoryFileName));
874 } 1092 }
@@ -881,10 +1099,11 @@ namespace OpenSim.Region.Framework.Scenes
881 { 1099 {
882 if (HasInventoryChanged) 1100 if (HasInventoryChanged)
883 { 1101 {
884 HasInventoryChanged = false; 1102 Items.LockItemsForRead(true);
885 List<TaskInventoryItem> items = GetInventoryItems(); 1103 datastore.StorePrimInventory(m_part.UUID, Items.Values);
886 datastore.StorePrimInventory(m_part.UUID, items); 1104 Items.LockItemsForRead(false);
887 1105
1106 HasInventoryChanged = false;
888 } 1107 }
889 } 1108 }
890 1109
@@ -951,80 +1170,61 @@ namespace OpenSim.Region.Framework.Scenes
951 { 1170 {
952 uint mask=0x7fffffff; 1171 uint mask=0x7fffffff;
953 1172
954 lock (m_items) 1173 foreach (TaskInventoryItem item in m_items.Values)
955 { 1174 {
956 foreach (TaskInventoryItem item in m_items.Values) 1175 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
1176 mask &= ~((uint)PermissionMask.Copy >> 13);
1177 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
1178 mask &= ~((uint)PermissionMask.Transfer >> 13);
1179 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
1180 mask &= ~((uint)PermissionMask.Modify >> 13);
1181
1182 if (item.InvType == (int)InventoryType.Object)
957 { 1183 {
958 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0) 1184 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
959 mask &= ~((uint)PermissionMask.Copy >> 13); 1185 mask &= ~((uint)PermissionMask.Copy >> 13);
960 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0) 1186 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
961 mask &= ~((uint)PermissionMask.Transfer >> 13); 1187 mask &= ~((uint)PermissionMask.Transfer >> 13);
962 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0) 1188 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
963 mask &= ~((uint)PermissionMask.Modify >> 13); 1189 mask &= ~((uint)PermissionMask.Modify >> 13);
964
965 if (item.InvType != (int)InventoryType.Object)
966 {
967 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
968 mask &= ~((uint)PermissionMask.Copy >> 13);
969 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
970 mask &= ~((uint)PermissionMask.Transfer >> 13);
971 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
972 mask &= ~((uint)PermissionMask.Modify >> 13);
973 }
974 else
975 {
976 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
977 mask &= ~((uint)PermissionMask.Copy >> 13);
978 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
979 mask &= ~((uint)PermissionMask.Transfer >> 13);
980 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
981 mask &= ~((uint)PermissionMask.Modify >> 13);
982 }
983
984 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
985 mask &= ~(uint)PermissionMask.Copy;
986 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
987 mask &= ~(uint)PermissionMask.Transfer;
988 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
989 mask &= ~(uint)PermissionMask.Modify;
990 } 1190 }
1191
1192 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
1193 mask &= ~(uint)PermissionMask.Copy;
1194 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1195 mask &= ~(uint)PermissionMask.Transfer;
1196 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
1197 mask &= ~(uint)PermissionMask.Modify;
991 } 1198 }
992
993 return mask; 1199 return mask;
994 } 1200 }
995 1201
996 public void ApplyNextOwnerPermissions() 1202 public void ApplyNextOwnerPermissions()
997 { 1203 {
998 lock (m_items) 1204 foreach (TaskInventoryItem item in m_items.Values)
999 { 1205 {
1000 foreach (TaskInventoryItem item in m_items.Values) 1206 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0)
1001 { 1207 {
1002 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0) 1208 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1003 { 1209 item.CurrentPermissions &= ~(uint)PermissionMask.Copy;
1004 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0) 1210 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1005 item.CurrentPermissions &= ~(uint)PermissionMask.Copy; 1211 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
1006 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0) 1212 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1007 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer; 1213 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
1008 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1009 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
1010 }
1011 item.CurrentPermissions &= item.NextPermissions;
1012 item.BasePermissions &= item.NextPermissions;
1013 item.EveryonePermissions &= item.NextPermissions;
1014 item.OwnerChanged = true;
1015 } 1214 }
1215 item.OwnerChanged = true;
1216 item.CurrentPermissions &= item.NextPermissions;
1217 item.BasePermissions &= item.NextPermissions;
1218 item.EveryonePermissions &= item.NextPermissions;
1016 } 1219 }
1017 } 1220 }
1018 1221
1019 public void ApplyGodPermissions(uint perms) 1222 public void ApplyGodPermissions(uint perms)
1020 { 1223 {
1021 lock (m_items) 1224 foreach (TaskInventoryItem item in m_items.Values)
1022 { 1225 {
1023 foreach (TaskInventoryItem item in m_items.Values) 1226 item.CurrentPermissions = perms;
1024 { 1227 item.BasePermissions = perms;
1025 item.CurrentPermissions = perms;
1026 item.BasePermissions = perms;
1027 }
1028 } 1228 }
1029 m_inventorySerial++; 1229 m_inventorySerial++;
1030 HasInventoryChanged = true; 1230 HasInventoryChanged = true;
@@ -1032,17 +1232,13 @@ namespace OpenSim.Region.Framework.Scenes
1032 1232
1033 public bool ContainsScripts() 1233 public bool ContainsScripts()
1034 { 1234 {
1035 lock (m_items) 1235 foreach (TaskInventoryItem item in m_items.Values)
1036 { 1236 {
1037 foreach (TaskInventoryItem item in m_items.Values) 1237 if (item.InvType == (int)InventoryType.LSL)
1038 { 1238 {
1039 if (item.InvType == (int)InventoryType.LSL) 1239 return true;
1040 {
1041 return true;
1042 }
1043 } 1240 }
1044 } 1241 }
1045
1046 return false; 1242 return false;
1047 } 1243 }
1048 1244
@@ -1050,11 +1246,8 @@ namespace OpenSim.Region.Framework.Scenes
1050 { 1246 {
1051 List<UUID> ret = new List<UUID>(); 1247 List<UUID> ret = new List<UUID>();
1052 1248
1053 lock (m_items) 1249 foreach (TaskInventoryItem item in m_items.Values)
1054 { 1250 ret.Add(item.ItemID);
1055 foreach (TaskInventoryItem item in m_items.Values)
1056 ret.Add(item.ItemID);
1057 }
1058 1251
1059 return ret; 1252 return ret;
1060 } 1253 }
@@ -1085,31 +1278,46 @@ namespace OpenSim.Region.Framework.Scenes
1085 1278
1086 public Dictionary<UUID, string> GetScriptStates() 1279 public Dictionary<UUID, string> GetScriptStates()
1087 { 1280 {
1281 return GetScriptStates(false);
1282 }
1283
1284 public Dictionary<UUID, string> GetScriptStates(bool oldIDs)
1285 {
1088 IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces<IScriptModule>(); 1286 IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces<IScriptModule>();
1089 1287
1090 Dictionary<UUID, string> ret = new Dictionary<UUID, string>(); 1288 Dictionary<UUID, string> ret = new Dictionary<UUID, string>();
1091 if (engines == null) // No engine at all 1289 if (engines == null) // No engine at all
1092 return ret; 1290 return ret;
1093 1291
1094 List<TaskInventoryItem> scripts = GetInventoryScripts(); 1292 Items.LockItemsForRead(true);
1095 1293 foreach (TaskInventoryItem item in m_items.Values)
1096 foreach (TaskInventoryItem item in scripts)
1097 { 1294 {
1098 foreach (IScriptModule e in engines) 1295 if (item.InvType == (int)InventoryType.LSL)
1099 { 1296 {
1100 if (e != null) 1297 foreach (IScriptModule e in engines)
1101 { 1298 {
1102 string n = e.GetXMLState(item.ItemID); 1299 if (e != null)
1103 if (n != String.Empty)
1104 { 1300 {
1105 if (!ret.ContainsKey(item.ItemID)) 1301 string n = e.GetXMLState(item.ItemID);
1106 ret[item.ItemID] = n; 1302 if (n != String.Empty)
1107 break; 1303 {
1304 if (oldIDs)
1305 {
1306 if (!ret.ContainsKey(item.OldItemID))
1307 ret[item.OldItemID] = n;
1308 }
1309 else
1310 {
1311 if (!ret.ContainsKey(item.ItemID))
1312 ret[item.ItemID] = n;
1313 }
1314 break;
1315 }
1108 } 1316 }
1109 } 1317 }
1110 } 1318 }
1111 } 1319 }
1112 1320 Items.LockItemsForRead(false);
1113 return ret; 1321 return ret;
1114 } 1322 }
1115 1323
@@ -1119,21 +1327,27 @@ namespace OpenSim.Region.Framework.Scenes
1119 if (engines == null) 1327 if (engines == null)
1120 return; 1328 return;
1121 1329
1122 List<TaskInventoryItem> scripts = GetInventoryScripts();
1123 1330
1124 foreach (TaskInventoryItem item in scripts) 1331 Items.LockItemsForRead(true);
1332
1333 foreach (TaskInventoryItem item in m_items.Values)
1125 { 1334 {
1126 foreach (IScriptModule engine in engines) 1335 if (item.InvType == (int)InventoryType.LSL)
1127 { 1336 {
1128 if (engine != null) 1337 foreach (IScriptModule engine in engines)
1129 { 1338 {
1130 if (item.OwnerChanged) 1339 if (engine != null)
1131 engine.PostScriptEvent(item.ItemID, "changed", new Object[] { (int)Changed.OWNER }); 1340 {
1132 item.OwnerChanged = false; 1341 if (item.OwnerChanged)
1133 engine.ResumeScript(item.ItemID); 1342 engine.PostScriptEvent(item.ItemID, "changed", new Object[] { (int)Changed.OWNER });
1343 item.OwnerChanged = false;
1344 engine.ResumeScript(item.ItemID);
1345 }
1134 } 1346 }
1135 } 1347 }
1136 } 1348 }
1349
1350 Items.LockItemsForRead(false);
1137 } 1351 }
1138 } 1352 }
1139} 1353}
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index fa2c7b5..6a3983f 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("[ScenePresence] Destructor called"); 74// m_log.Debug("[ScenePresence] 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// private static readonly byte[] DEFAULT_TEXTURE = AvatarAppearance.GetDefaultTexture().GetBytes(); 79// private static readonly byte[] DEFAULT_TEXTURE = AvatarAppearance.GetDefaultTexture().GetBytes();
@@ -87,7 +88,9 @@ namespace OpenSim.Region.Framework.Scenes
87 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis 88 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis
88 /// issue #1716 89 /// issue #1716
89 /// </summary> 90 /// </summary>
90 private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f); 91// private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f);
92 // Value revised by KF 091121 by comparison with SL.
93 private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.418f);
91 94
92 public UUID currentParcelUUID = UUID.Zero; 95 public UUID currentParcelUUID = UUID.Zero;
93 96
@@ -121,8 +124,11 @@ namespace OpenSim.Region.Framework.Scenes
121 public Vector3 lastKnownAllowedPosition; 124 public Vector3 lastKnownAllowedPosition;
122 public bool sentMessageAboutRestrictedParcelFlyingDown; 125 public bool sentMessageAboutRestrictedParcelFlyingDown;
123 public Vector4 CollisionPlane = Vector4.UnitW; 126 public Vector4 CollisionPlane = Vector4.UnitW;
124 127
128 private Vector3 m_avInitialPos; // used to calculate unscripted sit rotation
129 private Vector3 m_avUnscriptedSitPos; // for non-scripted prims
125 private Vector3 m_lastPosition; 130 private Vector3 m_lastPosition;
131 private Vector3 m_lastWorldPosition;
126 private Quaternion m_lastRotation; 132 private Quaternion m_lastRotation;
127 private Vector3 m_lastVelocity; 133 private Vector3 m_lastVelocity;
128 //private int m_lastTerseSent; 134 //private int m_lastTerseSent;
@@ -153,9 +159,10 @@ namespace OpenSim.Region.Framework.Scenes
153 private int m_perfMonMS; 159 private int m_perfMonMS;
154 160
155 private bool m_setAlwaysRun; 161 private bool m_setAlwaysRun;
156
157 private bool m_forceFly; 162 private bool m_forceFly;
158 private bool m_flyDisabled; 163 private bool m_flyDisabled;
164 private bool m_flyingOld; // add for fly velocity control
165 public bool m_wasFlying; // add for fly velocity control
159 166
160 private float m_speedModifier = 1.0f; 167 private float m_speedModifier = 1.0f;
161 168
@@ -174,7 +181,8 @@ namespace OpenSim.Region.Framework.Scenes
174 protected RegionInfo m_regionInfo; 181 protected RegionInfo m_regionInfo;
175 protected ulong crossingFromRegion; 182 protected ulong crossingFromRegion;
176 183
177 private readonly Vector3[] Dir_Vectors = new Vector3[9]; 184 private readonly Vector3[] Dir_Vectors = new Vector3[11];
185 private bool m_isNudging = false;
178 186
179 // Position of agent's camera in world (region cordinates) 187 // Position of agent's camera in world (region cordinates)
180 protected Vector3 m_CameraCenter; 188 protected Vector3 m_CameraCenter;
@@ -199,17 +207,25 @@ namespace OpenSim.Region.Framework.Scenes
199 private bool m_autopilotMoving; 207 private bool m_autopilotMoving;
200 private Vector3 m_autoPilotTarget; 208 private Vector3 m_autoPilotTarget;
201 private bool m_sitAtAutoTarget; 209 private bool m_sitAtAutoTarget;
210 private Vector3 m_initialSitTarget = Vector3.Zero; //KF: First estimate of where to sit
202 211
203 private string m_nextSitAnimation = String.Empty; 212 private string m_nextSitAnimation = String.Empty;
204 213
205 //PauPaw:Proper PID Controler for autopilot************ 214 //PauPaw:Proper PID Controler for autopilot************
206 private bool m_moveToPositionInProgress; 215 private bool m_moveToPositionInProgress;
207 private Vector3 m_moveToPositionTarget; 216 private Vector3 m_moveToPositionTarget;
217 private Quaternion m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
208 218
209 private bool m_followCamAuto; 219 private bool m_followCamAuto;
210 220
211 private int m_movementUpdateCount; 221 private int m_movementUpdateCount;
222 private int m_lastColCount = -1; //KF: Look for Collision chnages
223 private int m_updateCount = 0; //KF: Update Anims for a while
224 private static readonly int UPDATE_COUNT = 10; // how many frames to update for
212 private const int NumMovementsBetweenRayCast = 5; 225 private const int NumMovementsBetweenRayCast = 5;
226 private List<uint> m_lastColliders = new List<uint>();
227
228 private object m_syncRoot = new Object();
213 229
214 private bool CameraConstraintActive; 230 private bool CameraConstraintActive;
215 //private int m_moveToPositionStateStatus; 231 //private int m_moveToPositionStateStatus;
@@ -236,7 +252,9 @@ namespace OpenSim.Region.Framework.Scenes
236 DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS, 252 DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS,
237 DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG, 253 DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG,
238 DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS, 254 DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS,
239 DIR_CONTROL_FLAG_BACKWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG, 255 DIR_CONTROL_FLAG_BACK_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG,
256 DIR_CONTROL_FLAG_LEFT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS,
257 DIR_CONTROL_FLAG_RIGHT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG,
240 DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG 258 DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG
241 } 259 }
242 260
@@ -443,7 +461,8 @@ namespace OpenSim.Region.Framework.Scenes
443 get 461 get
444 { 462 {
445 PhysicsActor actor = m_physicsActor; 463 PhysicsActor actor = m_physicsActor;
446 if (actor != null) 464// if (actor != null)
465 if ((actor != null) && (m_parentID == 0)) // KF Do NOT update m_pos here if Av is sitting!
447 m_pos = actor.Position; 466 m_pos = actor.Position;
448 else 467 else
449 { 468 {
@@ -492,7 +511,8 @@ namespace OpenSim.Region.Framework.Scenes
492 } 511 }
493 } 512 }
494 513
495 m_pos = value; 514 if (m_parentID == 0) // KF Do NOT update m_pos here if Av is sitting!
515 m_pos = value;
496 m_parentPosition = Vector3.Zero; 516 m_parentPosition = Vector3.Zero;
497 } 517 }
498 } 518 }
@@ -536,10 +556,39 @@ namespace OpenSim.Region.Framework.Scenes
536 } 556 }
537 } 557 }
538 558
559 public Quaternion OffsetRotation
560 {
561 get { return m_offsetRotation; }
562 set { m_offsetRotation = value; }
563 }
564
539 public Quaternion Rotation 565 public Quaternion Rotation
540 { 566 {
541 get { return m_bodyRot; } 567 get {
542 set { m_bodyRot = value; } 568 if (m_parentID != 0)
569 {
570 if (m_offsetRotation != null)
571 {
572 return m_offsetRotation;
573 }
574 else
575 {
576 return new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
577 }
578
579 }
580 else
581 {
582 return m_bodyRot;
583 }
584 }
585 set {
586 m_bodyRot = value;
587 if (m_parentID != 0)
588 {
589 m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
590 }
591 }
543 } 592 }
544 593
545 public Quaternion PreviousRotation 594 public Quaternion PreviousRotation
@@ -564,11 +613,21 @@ namespace OpenSim.Region.Framework.Scenes
564 613
565 private uint m_parentID; 614 private uint m_parentID;
566 615
616
617 private UUID m_linkedPrim;
618
567 public uint ParentID 619 public uint ParentID
568 { 620 {
569 get { return m_parentID; } 621 get { return m_parentID; }
570 set { m_parentID = value; } 622 set { m_parentID = value; }
571 } 623 }
624
625 public UUID LinkedPrim
626 {
627 get { return m_linkedPrim; }
628 set { m_linkedPrim = value; }
629 }
630
572 public float Health 631 public float Health
573 { 632 {
574 get { return m_health; } 633 get { return m_health; }
@@ -690,7 +749,7 @@ namespace OpenSim.Region.Framework.Scenes
690 CreateSceneViewer(); 749 CreateSceneViewer();
691 m_animator = new ScenePresenceAnimator(this); 750 m_animator = new ScenePresenceAnimator(this);
692 } 751 }
693 752
694 private ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo) : this() 753 private ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo) : this()
695 { 754 {
696 m_rootRegionHandle = reginfo.RegionHandle; 755 m_rootRegionHandle = reginfo.RegionHandle;
@@ -722,10 +781,7 @@ namespace OpenSim.Region.Framework.Scenes
722 m_reprioritization_timer.AutoReset = false; 781 m_reprioritization_timer.AutoReset = false;
723 782
724 AdjustKnownSeeds(); 783 AdjustKnownSeeds();
725
726 // TODO: I think, this won't send anything, as we are still a child here...
727 Animator.TrySetMovementAnimation("STAND"); 784 Animator.TrySetMovementAnimation("STAND");
728
729 // we created a new ScenePresence (a new child agent) in a fresh region. 785 // we created a new ScenePresence (a new child agent) in a fresh region.
730 // Request info about all the (root) agents in this region 786 // Request info about all the (root) agents in this region
731 // Note: This won't send data *to* other clients in that region (children don't send) 787 // Note: This won't send data *to* other clients in that region (children don't send)
@@ -776,25 +832,47 @@ namespace OpenSim.Region.Framework.Scenes
776 Dir_Vectors[3] = -Vector3.UnitY; //RIGHT 832 Dir_Vectors[3] = -Vector3.UnitY; //RIGHT
777 Dir_Vectors[4] = Vector3.UnitZ; //UP 833 Dir_Vectors[4] = Vector3.UnitZ; //UP
778 Dir_Vectors[5] = -Vector3.UnitZ; //DOWN 834 Dir_Vectors[5] = -Vector3.UnitZ; //DOWN
779 Dir_Vectors[8] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge 835 Dir_Vectors[6] = new Vector3(0.5f, 0f, 0f); //FORWARD_NUDGE
780 Dir_Vectors[6] = Vector3.UnitX*2; //FORWARD 836 Dir_Vectors[7] = new Vector3(-0.5f, 0f, 0f); //BACK_NUDGE
781 Dir_Vectors[7] = -Vector3.UnitX; //BACK 837 Dir_Vectors[8] = new Vector3(0f, 0.5f, 0f); //LEFT_NUDGE
838 Dir_Vectors[9] = new Vector3(0f, -0.5f, 0f); //RIGHT_NUDGE
839 Dir_Vectors[10] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge
782 } 840 }
783 841
784 private Vector3[] GetWalkDirectionVectors() 842 private Vector3[] GetWalkDirectionVectors()
785 { 843 {
786 Vector3[] vector = new Vector3[9]; 844 Vector3[] vector = new Vector3[11];
787 vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD 845 vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD
788 vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK 846 vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK
789 vector[2] = Vector3.UnitY; //LEFT 847 vector[2] = Vector3.UnitY; //LEFT
790 vector[3] = -Vector3.UnitY; //RIGHT 848 vector[3] = -Vector3.UnitY; //RIGHT
791 vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP 849 vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP
792 vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN 850 vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN
793 vector[8] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_Nudge 851 vector[6] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD_NUDGE
794 vector[6] = (new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z) * 2); //FORWARD Nudge 852 vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK_NUDGE
795 vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK Nudge 853 vector[8] = Vector3.UnitY; //LEFT_NUDGE
854 vector[9] = -Vector3.UnitY; //RIGHT_NUDGE
855 vector[10] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_NUDGE
796 return vector; 856 return vector;
797 } 857 }
858
859 private bool[] GetDirectionIsNudge()
860 {
861 bool[] isNudge = new bool[11];
862 isNudge[0] = false; //FORWARD
863 isNudge[1] = false; //BACK
864 isNudge[2] = false; //LEFT
865 isNudge[3] = false; //RIGHT
866 isNudge[4] = false; //UP
867 isNudge[5] = false; //DOWN
868 isNudge[6] = true; //FORWARD_NUDGE
869 isNudge[7] = true; //BACK_NUDGE
870 isNudge[8] = true; //LEFT_NUDGE
871 isNudge[9] = true; //RIGHT_NUDGE
872 isNudge[10] = true; //DOWN_Nudge
873 return isNudge;
874 }
875
798 876
799 #endregion 877 #endregion
800 878
@@ -856,6 +934,54 @@ namespace OpenSim.Region.Framework.Scenes
856 pos.Y = crossedBorder.BorderLine.Z - 1; 934 pos.Y = crossedBorder.BorderLine.Z - 1;
857 } 935 }
858 936
937 //If they're TP'ing in or logging in, we haven't had time to add any known child regions yet.
938 //This has the unfortunate consequence that if somebody is TP'ing who is already a child agent,
939 //they'll bypass the landing point. But I can't think of any decent way of fixing this.
940 ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y);
941 if (land != null)
942 {
943 if (KnownChildRegionHandles.Count == 0)
944 {
945 //Don't restrict gods, estate managers, or land owners to the TP point. This behaviour mimics agni.
946 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero && UserLevel < 200 && !m_scene.RegionInfo.EstateSettings.IsEstateManager(m_uuid) && land.LandData.OwnerID != m_uuid)
947 {
948 pos = land.LandData.UserLocation;
949 }
950 }
951
952 land.SendLandUpdateToClient(ControllingClient);
953 }
954
955 if (pos.X < 0 || pos.Y < 0 || pos.Z < 0)
956 {
957 Vector3 emergencyPos = new Vector3(((int)Constants.RegionSize * 0.5f), ((int)Constants.RegionSize * 0.5f), 128);
958
959 if (pos.X < 0)
960 {
961 emergencyPos.X = (int)Constants.RegionSize + pos.X;
962 if (!(pos.Y < 0))
963 emergencyPos.Y = pos.Y;
964 if (!(pos.Z < 0))
965 emergencyPos.Z = pos.Z;
966 }
967 if (pos.Y < 0)
968 {
969 emergencyPos.Y = (int)Constants.RegionSize + pos.Y;
970 if (!(pos.X < 0))
971 emergencyPos.X = pos.X;
972 if (!(pos.Z < 0))
973 emergencyPos.Z = pos.Z;
974 }
975 if (pos.Z < 0)
976 {
977 emergencyPos.Z = 128;
978 if (!(pos.Y < 0))
979 emergencyPos.Y = pos.Y;
980 if (!(pos.X < 0))
981 emergencyPos.X = pos.X;
982 }
983 }
984
859 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) 985 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f)
860 { 986 {
861 m_log.WarnFormat( 987 m_log.WarnFormat(
@@ -980,12 +1106,17 @@ namespace OpenSim.Region.Framework.Scenes
980 { 1106 {
981 if (PhysicsActor != null) 1107 if (PhysicsActor != null)
982 { 1108 {
983 m_physicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients; 1109 try
984 m_physicsActor.OnOutOfBounds -= OutOfBoundsCall; 1110 {
985 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor); 1111 m_physicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients;
986 m_physicsActor.UnSubscribeEvents(); 1112 m_physicsActor.OnOutOfBounds -= OutOfBoundsCall;
987 m_physicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate; 1113 m_physicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate;
988 PhysicsActor = null; 1114 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor);
1115 m_physicsActor.UnSubscribeEvents();
1116 PhysicsActor = null;
1117 }
1118 catch
1119 { }
989 } 1120 }
990 } 1121 }
991 1122
@@ -996,9 +1127,10 @@ namespace OpenSim.Region.Framework.Scenes
996 public void Teleport(Vector3 pos) 1127 public void Teleport(Vector3 pos)
997 { 1128 {
998 bool isFlying = false; 1129 bool isFlying = false;
1130
999 if (m_physicsActor != null) 1131 if (m_physicsActor != null)
1000 isFlying = m_physicsActor.Flying; 1132 isFlying = m_physicsActor.Flying;
1001 1133
1002 RemoveFromPhysicalScene(); 1134 RemoveFromPhysicalScene();
1003 Velocity = Vector3.Zero; 1135 Velocity = Vector3.Zero;
1004 AbsolutePosition = pos; 1136 AbsolutePosition = pos;
@@ -1010,6 +1142,7 @@ namespace OpenSim.Region.Framework.Scenes
1010 } 1142 }
1011 1143
1012 SendTerseUpdateToAllClients(); 1144 SendTerseUpdateToAllClients();
1145
1013 } 1146 }
1014 1147
1015 public void TeleportWithMomentum(Vector3 pos) 1148 public void TeleportWithMomentum(Vector3 pos)
@@ -1228,6 +1361,7 @@ namespace OpenSim.Region.Framework.Scenes
1228 m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error #9999902"); 1361 m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error #9999902");
1229 1362
1230 m_pos = m_LastFinitePos; 1363 m_pos = m_LastFinitePos;
1364
1231 if (!m_pos.IsFinite()) 1365 if (!m_pos.IsFinite())
1232 { 1366 {
1233 m_pos.X = 127f; 1367 m_pos.X = 127f;
@@ -1294,7 +1428,6 @@ namespace OpenSim.Region.Framework.Scenes
1294 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback); 1428 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback);
1295 } 1429 }
1296 } 1430 }
1297
1298 lock (scriptedcontrols) 1431 lock (scriptedcontrols)
1299 { 1432 {
1300 if (scriptedcontrols.Count > 0) 1433 if (scriptedcontrols.Count > 0)
@@ -1309,6 +1442,9 @@ namespace OpenSim.Region.Framework.Scenes
1309 1442
1310 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0) 1443 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0)
1311 { 1444 {
1445 m_updateCount = 0; // Kill animation update burst so that the SIT_G.. will stick.
1446 Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED");
1447
1312 // TODO: This doesn't prevent the user from walking yet. 1448 // TODO: This doesn't prevent the user from walking yet.
1313 // Setting parent ID would fix this, if we knew what value 1449 // Setting parent ID would fix this, if we knew what value
1314 // to use. Or we could add a m_isSitting variable. 1450 // to use. Or we could add a m_isSitting variable.
@@ -1357,12 +1493,20 @@ namespace OpenSim.Region.Framework.Scenes
1357 if (actor.Flying != oldflying) 1493 if (actor.Flying != oldflying)
1358 update_movementflag = true; 1494 update_movementflag = true;
1359 1495
1496 if (m_animator.m_jumping) // add for jumping
1497 update_movementflag = true;
1498
1360 if (q != m_bodyRot) 1499 if (q != m_bodyRot)
1361 { 1500 {
1362 m_bodyRot = q; 1501 m_bodyRot = q;
1363 update_rotation = true; 1502 update_rotation = true;
1364 } 1503 }
1365 1504
1505 //guilty until proven innocent..
1506 bool Nudging = true;
1507 //Basically, if there is at least one non-nudge control then we don't need
1508 //to worry about stopping the avatar
1509
1366 if (m_parentID == 0) 1510 if (m_parentID == 0)
1367 { 1511 {
1368 bool bAllowUpdateMoveToPosition = false; 1512 bool bAllowUpdateMoveToPosition = false;
@@ -1377,9 +1521,12 @@ namespace OpenSim.Region.Framework.Scenes
1377 else 1521 else
1378 dirVectors = Dir_Vectors; 1522 dirVectors = Dir_Vectors;
1379 1523
1380 // The fact that m_movementflag is a byte needs to be fixed 1524 bool[] isNudge = GetDirectionIsNudge();
1381 // it really should be a uint 1525
1382 uint nudgehack = 250; 1526
1527
1528
1529
1383 foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS) 1530 foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS)
1384 { 1531 {
1385 if (((uint)flags & (uint)DCF) != 0) 1532 if (((uint)flags & (uint)DCF) != 0)
@@ -1389,40 +1536,28 @@ namespace OpenSim.Region.Framework.Scenes
1389 try 1536 try
1390 { 1537 {
1391 agent_control_v3 += dirVectors[i]; 1538 agent_control_v3 += dirVectors[i];
1392 //m_log.DebugFormat("[Motion]: {0}, {1}",i, dirVectors[i]); 1539 if (isNudge[i] == false)
1540 {
1541 Nudging = false;
1542 }
1393 } 1543 }
1394 catch (IndexOutOfRangeException) 1544 catch (IndexOutOfRangeException)
1395 { 1545 {
1396 // Why did I get this? 1546 // Why did I get this?
1397 } 1547 }
1398 1548
1399 if ((m_movementflag & (byte)(uint)DCF) == 0) 1549 if ((m_movementflag & (uint)DCF) == 0)
1400 { 1550 {
1401 if (DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
1402 {
1403 m_movementflag |= (byte)nudgehack;
1404 }
1405 m_movementflag += (byte)(uint)DCF; 1551 m_movementflag += (byte)(uint)DCF;
1406 update_movementflag = true; 1552 update_movementflag = true;
1407 } 1553 }
1408 } 1554 }
1409 else 1555 else
1410 { 1556 {
1411 if ((m_movementflag & (byte)(uint)DCF) != 0 || 1557 if ((m_movementflag & (uint)DCF) != 0)
1412 ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
1413 && ((m_movementflag & (byte)nudgehack) == nudgehack))
1414 ) // This or is for Nudge forward
1415 { 1558 {
1416 m_movementflag -= ((byte)(uint)DCF); 1559 m_movementflag -= (byte)(uint)DCF;
1417
1418 update_movementflag = true; 1560 update_movementflag = true;
1419 /*
1420 if ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
1421 && ((m_movementflag & (byte)nudgehack) == nudgehack))
1422 {
1423 m_log.Debug("Removed Hack flag");
1424 }
1425 */
1426 } 1561 }
1427 else 1562 else
1428 { 1563 {
@@ -1431,7 +1566,6 @@ namespace OpenSim.Region.Framework.Scenes
1431 } 1566 }
1432 i++; 1567 i++;
1433 } 1568 }
1434
1435 //Paupaw:Do Proper PID for Autopilot here 1569 //Paupaw:Do Proper PID for Autopilot here
1436 if (bResetMoveToPosition) 1570 if (bResetMoveToPosition)
1437 { 1571 {
@@ -1466,6 +1600,9 @@ namespace OpenSim.Region.Framework.Scenes
1466 // Ignore z component of vector 1600 // Ignore z component of vector
1467 Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f); 1601 Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f);
1468 LocalVectorToTarget2D.Normalize(); 1602 LocalVectorToTarget2D.Normalize();
1603
1604 //We're not nudging
1605 Nudging = false;
1469 agent_control_v3 += LocalVectorToTarget2D; 1606 agent_control_v3 += LocalVectorToTarget2D;
1470 1607
1471 // update avatar movement flags. the avatar coordinate system is as follows: 1608 // update avatar movement flags. the avatar coordinate system is as follows:
@@ -1556,13 +1693,13 @@ namespace OpenSim.Region.Framework.Scenes
1556 // m_log.DebugFormat( 1693 // m_log.DebugFormat(
1557 // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3); 1694 // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3);
1558 1695
1559 AddNewMovement(agent_control_v3, q); 1696 AddNewMovement(agent_control_v3, q, Nudging);
1560 1697
1561 1698
1562 } 1699 }
1563 } 1700 }
1564 1701
1565 if (update_movementflag && ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) == 0) && (m_parentID == 0) && !SitGround) 1702 if (update_movementflag && !SitGround)
1566 Animator.UpdateMovementAnimations(); 1703 Animator.UpdateMovementAnimations();
1567 1704
1568 m_scene.EventManager.TriggerOnClientMovement(this); 1705 m_scene.EventManager.TriggerOnClientMovement(this);
@@ -1577,7 +1714,6 @@ namespace OpenSim.Region.Framework.Scenes
1577 m_sitAtAutoTarget = false; 1714 m_sitAtAutoTarget = false;
1578 PrimitiveBaseShape proxy = PrimitiveBaseShape.Default; 1715 PrimitiveBaseShape proxy = PrimitiveBaseShape.Default;
1579 //proxy.PCode = (byte)PCode.ParticleSystem; 1716 //proxy.PCode = (byte)PCode.ParticleSystem;
1580
1581 proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy); 1717 proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy);
1582 proxyObjectGroup.AttachToScene(m_scene); 1718 proxyObjectGroup.AttachToScene(m_scene);
1583 1719
@@ -1618,8 +1754,8 @@ namespace OpenSim.Region.Framework.Scenes
1618 return; 1754 return;
1619 } 1755 }
1620 m_moveToPositionInProgress = true; 1756 m_moveToPositionInProgress = true;
1621 m_moveToPositionTarget = new Vector3(locx, locy, locz); 1757 m_moveToPositionTarget = new Vector3(locx, locy, locz + (m_appearance.AvatarHeight / 2.0f));
1622 } 1758 }
1623 catch (Exception ex) 1759 catch (Exception ex)
1624 { 1760 {
1625 //Why did I get this error? 1761 //Why did I get this error?
@@ -1641,7 +1777,7 @@ namespace OpenSim.Region.Framework.Scenes
1641 Velocity = Vector3.Zero; 1777 Velocity = Vector3.Zero;
1642 SendAvatarDataToAllAgents(); 1778 SendAvatarDataToAllAgents();
1643 1779
1644 //HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); 1780 HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); //KF ??
1645 } 1781 }
1646 //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false); 1782 //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false);
1647 m_requestedSitTargetUUID = UUID.Zero; 1783 m_requestedSitTargetUUID = UUID.Zero;
@@ -1678,25 +1814,22 @@ namespace OpenSim.Region.Framework.Scenes
1678 1814
1679 if (m_parentID != 0) 1815 if (m_parentID != 0)
1680 { 1816 {
1681 m_log.Debug("StandupCode Executed"); 1817 SceneObjectPart part = m_scene.GetSceneObjectPart(m_requestedSitTargetID);
1682 SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID);
1683 if (part != null) 1818 if (part != null)
1684 { 1819 {
1820 part.TaskInventory.LockItemsForRead(true);
1685 TaskInventoryDictionary taskIDict = part.TaskInventory; 1821 TaskInventoryDictionary taskIDict = part.TaskInventory;
1686 if (taskIDict != null) 1822 if (taskIDict != null)
1687 { 1823 {
1688 lock (taskIDict) 1824 foreach (UUID taskID in taskIDict.Keys)
1689 { 1825 {
1690 foreach (UUID taskID in taskIDict.Keys) 1826 UnRegisterControlEventsToScript(LocalId, taskID);
1691 { 1827 taskIDict[taskID].PermsMask &= ~(
1692 UnRegisterControlEventsToScript(LocalId, taskID); 1828 2048 | //PERMISSION_CONTROL_CAMERA
1693 taskIDict[taskID].PermsMask &= ~( 1829 4); // PERMISSION_TAKE_CONTROLS
1694 2048 | //PERMISSION_CONTROL_CAMERA
1695 4); // PERMISSION_TAKE_CONTROLS
1696 }
1697 } 1830 }
1698
1699 } 1831 }
1832 part.TaskInventory.LockItemsForRead(false);
1700 // Reset sit target. 1833 // Reset sit target.
1701 if (part.GetAvatarOnSitTarget() == UUID) 1834 if (part.GetAvatarOnSitTarget() == UUID)
1702 part.SitTargetAvatar = UUID.Zero; 1835 part.SitTargetAvatar = UUID.Zero;
@@ -1705,16 +1838,55 @@ namespace OpenSim.Region.Framework.Scenes
1705 m_parentPosition = part.GetWorldPosition(); 1838 m_parentPosition = part.GetWorldPosition();
1706 ControllingClient.SendClearFollowCamProperties(part.ParentUUID); 1839 ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
1707 } 1840 }
1841 // part.GetWorldRotation() is the rotation of the object being sat on
1842 // Rotation is the sittiing Av's rotation
1843
1844 Quaternion partRot;
1845// if (part.LinkNum == 1)
1846// { // Root prim of linkset
1847// partRot = part.ParentGroup.RootPart.RotationOffset;
1848// }
1849// else
1850// { // single or child prim
1851
1852// }
1853 if (part == null) //CW: Part may be gone. llDie() for example.
1854 {
1855 partRot = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
1856 }
1857 else
1858 {
1859 partRot = part.GetWorldRotation();
1860 }
1861
1862 Quaternion partIRot = Quaternion.Inverse(partRot);
1708 1863
1864 Quaternion avatarRot = Quaternion.Inverse(Quaternion.Inverse(Rotation) * partIRot); // world or. of the av
1865 Vector3 avStandUp = new Vector3(0.3f, 0f, 0f) * avatarRot; // 0.3M infront of av
1866
1867
1709 if (m_physicsActor == null) 1868 if (m_physicsActor == null)
1710 { 1869 {
1711 AddToPhysicalScene(false); 1870 AddToPhysicalScene(false);
1712 } 1871 }
1713 1872 //CW: If the part isn't null then we can set the current position
1714 m_pos += m_parentPosition + new Vector3(0.0f, 0.0f, 2.0f*m_sitAvatarHeight); 1873 if (part != null)
1715 m_parentPosition = Vector3.Zero; 1874 {
1716 1875 Vector3 avWorldStandUp = avStandUp + part.GetWorldPosition() + ((m_pos - part.OffsetPosition) * partRot); // + av sit offset!
1717 m_parentID = 0; 1876 AbsolutePosition = avWorldStandUp; //KF: Fix stand up.
1877 part.IsOccupied = false;
1878 part.ParentGroup.DeleteAvatar(ControllingClient.AgentId);
1879 }
1880 else
1881 {
1882 //CW: Since the part doesn't exist, a coarse standup position isn't an issue
1883 AbsolutePosition = m_lastWorldPosition;
1884 }
1885
1886 m_parentPosition = Vector3.Zero;
1887 m_parentID = 0;
1888 m_linkedPrim = UUID.Zero;
1889 m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
1718 SendAvatarDataToAllAgents(); 1890 SendAvatarDataToAllAgents();
1719 m_requestedSitTargetID = 0; 1891 m_requestedSitTargetID = 0;
1720 if (m_physicsActor != null && m_appearance != null) 1892 if (m_physicsActor != null && m_appearance != null)
@@ -1723,7 +1895,6 @@ namespace OpenSim.Region.Framework.Scenes
1723 SetHeight(m_appearance.AvatarHeight); 1895 SetHeight(m_appearance.AvatarHeight);
1724 } 1896 }
1725 } 1897 }
1726
1727 Animator.TrySetMovementAnimation("STAND"); 1898 Animator.TrySetMovementAnimation("STAND");
1728 } 1899 }
1729 1900
@@ -1754,13 +1925,9 @@ namespace OpenSim.Region.Framework.Scenes
1754 Vector3 avSitOffSet = part.SitTargetPosition; 1925 Vector3 avSitOffSet = part.SitTargetPosition;
1755 Quaternion avSitOrientation = part.SitTargetOrientation; 1926 Quaternion avSitOrientation = part.SitTargetOrientation;
1756 UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); 1927 UUID avOnTargetAlready = part.GetAvatarOnSitTarget();
1757 1928 bool SitTargetOccupied = (avOnTargetAlready != UUID.Zero);
1758 bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); 1929 bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored.
1759 bool SitTargetisSet = 1930 if (SitTargetisSet && !SitTargetOccupied)
1760 (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && avSitOrientation.W == 1f &&
1761 avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f));
1762
1763 if (SitTargetisSet && SitTargetUnOccupied)
1764 { 1931 {
1765 //switch the target to this prim 1932 //switch the target to this prim
1766 return part; 1933 return part;
@@ -1774,85 +1941,167 @@ namespace OpenSim.Region.Framework.Scenes
1774 private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation) 1941 private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation)
1775 { 1942 {
1776 bool autopilot = true; 1943 bool autopilot = true;
1944 Vector3 autopilotTarget = new Vector3();
1945 Quaternion sitOrientation = Quaternion.Identity;
1777 Vector3 pos = new Vector3(); 1946 Vector3 pos = new Vector3();
1778 Quaternion sitOrientation = pSitOrientation;
1779 Vector3 cameraEyeOffset = Vector3.Zero; 1947 Vector3 cameraEyeOffset = Vector3.Zero;
1780 Vector3 cameraAtOffset = Vector3.Zero; 1948 Vector3 cameraAtOffset = Vector3.Zero;
1781 bool forceMouselook = false; 1949 bool forceMouselook = false;
1782 1950
1783 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID); 1951 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID);
1784 SceneObjectPart part = FindNextAvailableSitTarget(targetID); 1952 SceneObjectPart part = FindNextAvailableSitTarget(targetID);
1785 if (part != null) 1953 if (part == null) return;
1786 { 1954
1787 // TODO: determine position to sit at based on scene geometry; don't trust offset from client 1955 // TODO: determine position to sit at based on scene geometry; don't trust offset from client
1788 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it 1956 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it
1789 1957
1790 // Is a sit target available? 1958 // part is the prim to sit on
1791 Vector3 avSitOffSet = part.SitTargetPosition; 1959 // offset is the world-ref vector distance from that prim center to the click-spot
1792 Quaternion avSitOrientation = part.SitTargetOrientation; 1960 // UUID is the UUID of the Avatar doing the clicking
1793 UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); 1961
1794 1962 m_avInitialPos = AbsolutePosition; // saved to calculate unscripted sit rotation
1795 bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); 1963
1796 bool SitTargetisSet = 1964 // Is a sit target available?
1797 (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && 1965 Vector3 avSitOffSet = part.SitTargetPosition;
1798 ( 1966 Quaternion avSitOrientation = part.SitTargetOrientation;
1799 avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 1f // Valid Zero Rotation quaternion 1967
1800 || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 1f && avSitOrientation.W == 0f // W-Z Mapping was invalid at one point 1968 bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored.
1801 || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 0f // Invalid Quaternion 1969 // Quaternion partIRot = Quaternion.Inverse(part.GetWorldRotation());
1802 ) 1970 Quaternion partRot;
1803 )); 1971// if (part.LinkNum == 1)
1804 1972// { // Root prim of linkset
1805 if (SitTargetisSet && SitTargetUnOccupied) 1973// partRot = part.ParentGroup.RootPart.RotationOffset;
1806 { 1974// }
1807 part.SitTargetAvatar = UUID; 1975// else
1808 offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); 1976// { // single or child prim
1809 sitOrientation = avSitOrientation; 1977 partRot = part.GetWorldRotation();
1810 autopilot = false; 1978// }
1811 } 1979 Quaternion partIRot = Quaternion.Inverse(partRot);
1812 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK); 1980//Console.WriteLine("SendSitResponse offset=" + offset + " Occup=" + part.IsOccupied + " TargSet=" + SitTargetisSet);
1813 1981 // Sit analysis rewritten by KF 091125
1814 pos = part.AbsolutePosition + offset; 1982 if (SitTargetisSet) // scipted sit
1815 //if (Math.Abs(part.AbsolutePosition.Z - AbsolutePosition.Z) > 1) 1983 {
1816 //{ 1984 if (!part.IsOccupied)
1817 // offset = pos; 1985 {
1818 //autopilot = false; 1986//Console.WriteLine("Scripted, unoccupied");
1819 //} 1987 part.SitTargetAvatar = UUID; // set that Av will be on it
1820 if (m_physicsActor != null) 1988 offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); // change ofset to the scripted one
1821 { 1989
1822 // If we're not using the client autopilot, we're immediately warping the avatar to the location 1990 Quaternion nrot = avSitOrientation;
1823 // We can remove the physicsActor until they stand up. 1991 if (!part.IsRoot)
1824 m_sitAvatarHeight = m_physicsActor.Size.Z;
1825
1826 if (autopilot)
1827 { 1992 {
1828 if (Util.GetDistanceTo(AbsolutePosition, pos) < 4.5) 1993 nrot = part.RotationOffset * avSitOrientation;
1829 {
1830 autopilot = false;
1831
1832 RemoveFromPhysicalScene();
1833 AbsolutePosition = pos + new Vector3(0.0f, 0.0f, m_sitAvatarHeight);
1834 }
1835 } 1994 }
1836 else 1995 sitOrientation = nrot; // Change rotatione to the scripted one
1996 OffsetRotation = nrot;
1997 autopilot = false; // Jump direct to scripted llSitPos()
1998 }
1999 else
2000 {
2001//Console.WriteLine("Scripted, occupied");
2002 return;
2003 }
2004 }
2005 else // Not Scripted
2006 {
2007 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
2008 {
2009 // large prim & offset, ignore if other Avs sitting
2010// offset.Z -= 0.05f;
2011 m_avUnscriptedSitPos = offset * partIRot; // (non-zero) sit where clicked
2012 autopilotTarget = part.AbsolutePosition + offset; // World location of clicked point
2013
2014//Console.WriteLine(" offset ={0}", offset);
2015//Console.WriteLine(" UnscriptedSitPos={0}", m_avUnscriptedSitPos);
2016//Console.WriteLine(" autopilotTarget={0}", autopilotTarget);
2017
2018 }
2019 else // small offset
2020 {
2021//Console.WriteLine("Small offset");
2022 if (!part.IsOccupied)
2023 {
2024 m_avUnscriptedSitPos = Vector3.Zero; // Zero = Sit on prim center
2025 autopilotTarget = part.AbsolutePosition;
2026//Console.WriteLine("UsSmall autopilotTarget={0}", autopilotTarget);
2027 }
2028 else return; // occupied small
2029 } // end large/small
2030 } // end Scripted/not
2031
2032 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK);
2033
2034 cameraAtOffset = part.GetCameraAtOffset();
2035 cameraEyeOffset = part.GetCameraEyeOffset();
2036 forceMouselook = part.GetForceMouselook();
2037 if(cameraAtOffset == Vector3.Zero) cameraAtOffset = new Vector3(0f, 0f, 0.1f); //
2038 if(cameraEyeOffset == Vector3.Zero) cameraEyeOffset = new Vector3(0f, 0f, 0.1f); //
2039
2040 if (m_physicsActor != null)
2041 {
2042 // If we're not using the client autopilot, we're immediately warping the avatar to the location
2043 // We can remove the physicsActor until they stand up.
2044 m_sitAvatarHeight = m_physicsActor.Size.Z;
2045 if (autopilot)
2046 { // its not a scripted sit
2047// if (Util.GetDistanceTo(AbsolutePosition, autopilotTarget) < 4.5)
2048 if( (Math.Abs(AbsolutePosition.X - autopilotTarget.X) < 256.0f) && (Math.Abs(AbsolutePosition.Y - autopilotTarget.Y) < 256.0f) )
1837 { 2049 {
2050 autopilot = false; // close enough
2051 m_lastWorldPosition = m_pos; /* CW - This give us a position to return the avatar to if the part is killed before standup.
2052 Not using the part's position because returning the AV to the last known standing
2053 position is likely to be more friendly, isn't it? */
1838 RemoveFromPhysicalScene(); 2054 RemoveFromPhysicalScene();
1839 } 2055 Velocity = Vector3.Zero;
2056 AbsolutePosition = autopilotTarget + new Vector3(0.0f, 0.0f, (m_sitAvatarHeight / 2.0f)); // Warp av to over sit target
2057 } // else the autopilot will get us close
2058 }
2059 else
2060 { // its a scripted sit
2061 m_lastWorldPosition = part.AbsolutePosition; /* CW - This give us a position to return the avatar to if the part is killed before standup.
2062 I *am* using the part's position this time because we have no real idea how far away
2063 the avatar is from the sit target. */
2064 RemoveFromPhysicalScene();
2065 Velocity = Vector3.Zero;
1840 } 2066 }
1841
1842 cameraAtOffset = part.GetCameraAtOffset();
1843 cameraEyeOffset = part.GetCameraEyeOffset();
1844 forceMouselook = part.GetForceMouselook();
1845 } 2067 }
1846 2068 else return; // physactor is null!
1847 ControllingClient.SendSitResponse(targetID, offset, sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook); 2069
1848 m_requestedSitTargetUUID = targetID; 2070 Vector3 offsetr; // = offset * partIRot;
2071 // KF: In a linkset, offsetr needs to be relative to the group root! 091208
2072 // offsetr = (part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) + (offset * partIRot);
2073 // if (part.LinkNum < 2) 091216 All this was necessary because of the GetWorldRotation error.
2074 // { // Single, or Root prim of linkset, target is ClickOffset * RootRot
2075 //offsetr = offset * partIRot;
2076//
2077 // else
2078 // { // Child prim, offset is (ChildOffset * RootRot) + (ClickOffset * ChildRot)
2079 // offsetr = //(part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) +
2080 // (offset * partRot);
2081 // }
2082
2083//Console.WriteLine(" ");
2084//Console.WriteLine("link number ={0}", part.LinkNum);
2085//Console.WriteLine("Prim offset ={0}", part.OffsetPosition );
2086//Console.WriteLine("Root Rotate ={0}", part.ParentGroup.RootPart.RotationOffset);
2087//Console.WriteLine("Click offst ={0}", offset);
2088//Console.WriteLine("Prim Rotate ={0}", part.GetWorldRotation());
2089//Console.WriteLine("offsetr ={0}", offsetr);
2090//Console.WriteLine("Camera At ={0}", cameraAtOffset);
2091//Console.WriteLine("Camera Eye ={0}", cameraEyeOffset);
2092
2093 //NOTE: SendSitResponse should be relative to the GROUP *NOT* THE PRIM if we're sitting on a child
2094 ControllingClient.SendSitResponse(part.ParentGroup.UUID, ((offset * part.RotationOffset) + part.OffsetPosition), sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook);
2095
2096 m_requestedSitTargetUUID = part.UUID; //KF: Correct autopilot target
1849 // This calls HandleAgentSit twice, once from here, and the client calls 2097 // This calls HandleAgentSit twice, once from here, and the client calls
1850 // HandleAgentSit itself after it gets to the location 2098 // HandleAgentSit itself after it gets to the location
1851 // It doesn't get to the location until we've moved them there though 2099 // It doesn't get to the location until we've moved them there though
1852 // which happens in HandleAgentSit :P 2100 // which happens in HandleAgentSit :P
1853 m_autopilotMoving = autopilot; 2101 m_autopilotMoving = autopilot;
1854 m_autoPilotTarget = pos; 2102 m_autoPilotTarget = autopilotTarget;
1855 m_sitAtAutoTarget = autopilot; 2103 m_sitAtAutoTarget = autopilot;
2104 m_initialSitTarget = autopilotTarget;
1856 if (!autopilot) 2105 if (!autopilot)
1857 HandleAgentSit(remoteClient, UUID); 2106 HandleAgentSit(remoteClient, UUID);
1858 } 2107 }
@@ -2147,47 +2396,130 @@ namespace OpenSim.Region.Framework.Scenes
2147 { 2396 {
2148 if (part != null) 2397 if (part != null)
2149 { 2398 {
2399//Console.WriteLine("Link #{0}, Rot {1}", part.LinkNum, part.GetWorldRotation());
2150 if (part.GetAvatarOnSitTarget() == UUID) 2400 if (part.GetAvatarOnSitTarget() == UUID)
2151 { 2401 {
2402//Console.WriteLine("Scripted Sit");
2403 // Scripted sit
2152 Vector3 sitTargetPos = part.SitTargetPosition; 2404 Vector3 sitTargetPos = part.SitTargetPosition;
2153 Quaternion sitTargetOrient = part.SitTargetOrientation; 2405 Quaternion sitTargetOrient = part.SitTargetOrientation;
2154
2155 //Quaternion vq = new Quaternion(sitTargetPos.X, sitTargetPos.Y+0.2f, sitTargetPos.Z+0.2f, 0);
2156 //Quaternion nq = new Quaternion(-sitTargetOrient.X, -sitTargetOrient.Y, -sitTargetOrient.Z, sitTargetOrient.w);
2157
2158 //Quaternion result = (sitTargetOrient * vq) * nq;
2159
2160 m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z); 2406 m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z);
2161 m_pos += SIT_TARGET_ADJUSTMENT; 2407 m_pos += SIT_TARGET_ADJUSTMENT;
2408 if (!part.IsRoot)
2409 {
2410 m_pos *= part.RotationOffset;
2411 }
2162 m_bodyRot = sitTargetOrient; 2412 m_bodyRot = sitTargetOrient;
2163 //Rotation = sitTargetOrient;
2164 m_parentPosition = part.AbsolutePosition; 2413 m_parentPosition = part.AbsolutePosition;
2165 2414 part.IsOccupied = true;
2166 //SendTerseUpdateToAllClients(); 2415 part.ParentGroup.AddAvatar(agentID);
2167 } 2416 }
2168 else 2417 else
2169 { 2418 {
2170 m_pos -= part.AbsolutePosition; 2419 // if m_avUnscriptedSitPos is zero then Av sits above center
2420 // Else Av sits at m_avUnscriptedSitPos
2421
2422 // Non-scripted sit by Kitto Flora 21Nov09
2423 // Calculate angle of line from prim to Av
2424 Quaternion partIRot;
2425// if (part.LinkNum == 1)
2426// { // Root prim of linkset
2427// partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset);
2428// }
2429// else
2430// { // single or child prim
2431 partIRot = Quaternion.Inverse(part.GetWorldRotation());
2432// }
2433 Vector3 sitTargetPos= part.AbsolutePosition + m_avUnscriptedSitPos;
2434 float y_diff = (m_avInitialPos.Y - sitTargetPos.Y);
2435 float x_diff = ( m_avInitialPos.X - sitTargetPos.X);
2436 if(Math.Abs(x_diff) < 0.001f) x_diff = 0.001f; // avoid div by 0
2437 if(Math.Abs(y_diff) < 0.001f) y_diff = 0.001f; // avoid pol flip at 0
2438 float sit_angle = (float)Math.Atan2( (double)y_diff, (double)x_diff);
2439 // NOTE: when sitting m_ pos and m_bodyRot are *relative* to the prim location/rotation, not 'World'.
2440 // Av sits at world euler <0,0, z>, translated by part rotation
2441 m_bodyRot = partIRot * Quaternion.CreateFromEulers(0f, 0f, sit_angle); // sit at 0,0,inv-click
2442
2171 m_parentPosition = part.AbsolutePosition; 2443 m_parentPosition = part.AbsolutePosition;
2172 } 2444 part.IsOccupied = true;
2445 part.ParentGroup.AddAvatar(agentID);
2446 m_pos = new Vector3(0f, 0f, 0.05f) + // corrections to get Sit Animation
2447 (new Vector3(0.0f, 0f, 0.61f) * partIRot) + // located on center
2448 (new Vector3(0.34f, 0f, 0.0f) * m_bodyRot) +
2449 m_avUnscriptedSitPos; // adds click offset, if any
2450 //Set up raytrace to find top surface of prim
2451 Vector3 size = part.Scale;
2452 float mag = 2.0f; // 0.1f + (float)Math.Sqrt((size.X * size.X) + (size.Y * size.Y) + (size.Z * size.Z));
2453 Vector3 start = part.AbsolutePosition + new Vector3(0f, 0f, mag);
2454 Vector3 down = new Vector3(0f, 0f, -1f);
2455//Console.WriteLine("st={0} do={1} ma={2}", start, down, mag);
2456 m_scene.PhysicsScene.RaycastWorld(
2457 start, // Vector3 position,
2458 down, // Vector3 direction,
2459 mag, // float length,
2460 SitAltitudeCallback); // retMethod
2461 } // end scripted/not
2173 } 2462 }
2174 else 2463 else // no Av
2175 { 2464 {
2176 return; 2465 return;
2177 } 2466 }
2178 } 2467 }
2179 m_parentID = m_requestedSitTargetID;
2180 2468
2469 //We want our offsets to reference the root prim, not the child we may have sat on
2470 if (!part.IsRoot)
2471 {
2472 m_parentID = part.ParentGroup.RootPart.LocalId;
2473 m_pos += part.OffsetPosition;
2474 }
2475 else
2476 {
2477 m_parentID = m_requestedSitTargetID;
2478 }
2479
2480 m_linkedPrim = part.UUID;
2481 if (part.GetAvatarOnSitTarget() != UUID)
2482 {
2483 m_offsetRotation = m_offsetRotation / part.RotationOffset;
2484 }
2181 Velocity = Vector3.Zero; 2485 Velocity = Vector3.Zero;
2182 RemoveFromPhysicalScene(); 2486 RemoveFromPhysicalScene();
2183
2184 Animator.TrySetMovementAnimation(sitAnimation); 2487 Animator.TrySetMovementAnimation(sitAnimation);
2185 SendAvatarDataToAllAgents(); 2488 SendAvatarDataToAllAgents();
2186 // This may seem stupid, but Our Full updates don't send avatar rotation :P
2187 // So we're also sending a terse update (which has avatar rotation)
2188 // [Update] We do now.
2189 //SendTerseUpdateToAllClients(); 2489 //SendTerseUpdateToAllClients();
2190 } 2490 }
2491
2492 public void SitAltitudeCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 normal)
2493 {
2494 // KF: 091202 There appears to be a bug in Prim Edit Size - the process sometimes make a prim that RayTrace no longer
2495 // sees. Take/re-rez, or sim restart corrects the condition. Result of bug is incorrect sit height.
2496 if(hitYN)
2497 {
2498 // m_pos = Av offset from prim center to make look like on center
2499 // m_parentPosition = Actual center pos of prim
2500 // collisionPoint = spot on prim where we want to sit
2501 // collisionPoint.Z = global sit surface height
2502 SceneObjectPart part = m_scene.GetSceneObjectPart(localid);
2503 Quaternion partIRot;
2504// if (part.LinkNum == 1)
2505/// { // Root prim of linkset
2506// partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset);
2507// }
2508// else
2509// { // single or child prim
2510 partIRot = Quaternion.Inverse(part.GetWorldRotation());
2511// }
2512 if (m_initialSitTarget != null)
2513 {
2514 float offZ = collisionPoint.Z - m_initialSitTarget.Z;
2515 Vector3 offset = new Vector3(0.0f, 0.0f, offZ) * partIRot; // Altitude correction
2516 //Console.WriteLine("sitPoint={0}, offset={1}", sitPoint, offset);
2517 m_pos += offset;
2518 // ControllingClient.SendClearFollowCamProperties(part.UUID);
2519 }
2520
2521 }
2522 } // End SitAltitudeCallback KF.
2191 2523
2192 /// <summary> 2524 /// <summary>
2193 /// Event handler for the 'Always run' setting on the client 2525 /// Event handler for the 'Always run' setting on the client
@@ -2217,12 +2549,13 @@ namespace OpenSim.Region.Framework.Scenes
2217 /// </summary> 2549 /// </summary>
2218 /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param> 2550 /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param>
2219 /// <param name="rotation">The direction in which this avatar should now face. 2551 /// <param name="rotation">The direction in which this avatar should now face.
2220 public void AddNewMovement(Vector3 vec, Quaternion rotation) 2552 public void AddNewMovement(Vector3 vec, Quaternion rotation, bool Nudging)
2221 { 2553 {
2222 if (m_isChildAgent) 2554 if (m_isChildAgent)
2223 { 2555 {
2224 // WHAT??? 2556 // WHAT???
2225 m_log.Debug("[SCENEPRESENCE]: AddNewMovement() called on child agent, making root agent!"); 2557 m_log.Debug("[SCENEPRESENCE]: AddNewMovement() called on child agent");
2558
2226 return; 2559 return;
2227 } 2560 }
2228 2561
@@ -2231,15 +2564,26 @@ namespace OpenSim.Region.Framework.Scenes
2231 Rotation = rotation; 2564 Rotation = rotation;
2232 Vector3 direc = vec * rotation; 2565 Vector3 direc = vec * rotation;
2233 direc.Normalize(); 2566 direc.Normalize();
2567 PhysicsActor actor = m_physicsActor;
2568
2569 if (actor.Flying != m_flyingOld) // add for fly velocity control
2570 {
2571 m_flyingOld = actor.Flying; // add for fly velocity control
2572 if (!actor.Flying) m_wasFlying = true; // add for fly velocity control
2573 }
2574
2575 if (m_physicsActor.IsColliding == true) m_wasFlying = false; // add for fly velocity control
2576
2577 if ((vec.Z == 0f) && !actor.Flying) direc.Z = 0f; // Prevent camera WASD up.
2234 2578
2235 direc *= 0.03f * 128f * m_speedModifier; 2579 direc *= 0.03f * 128f * m_speedModifier;
2236 2580
2237 PhysicsActor actor = m_physicsActor;
2238 if (actor != null) 2581 if (actor != null)
2239 { 2582 {
2240 if (actor.Flying) 2583 if (actor.Flying)
2241 { 2584 {
2242 direc *= 4.0f; 2585// rm speed mod direc *= 4.0f;
2586 direc *= 5.2f; // for speed mod
2243 //bool controlland = (((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || ((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0)); 2587 //bool controlland = (((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || ((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0));
2244 //bool colliding = (m_physicsActor.IsColliding==true); 2588 //bool colliding = (m_physicsActor.IsColliding==true);
2245 //if (controlland) 2589 //if (controlland)
@@ -2252,22 +2596,34 @@ namespace OpenSim.Region.Framework.Scenes
2252 // m_log.Info("[AGENT]: Stop FLying"); 2596 // m_log.Info("[AGENT]: Stop FLying");
2253 //} 2597 //}
2254 } 2598 }
2599 if (Animator.m_falling && m_wasFlying) // if falling from flying, disable motion add
2600 {
2601 direc *= 0.0f;
2602 }
2603 /* This jumping section removed to SPA
2255 else if (!actor.Flying && actor.IsColliding) 2604 else if (!actor.Flying && actor.IsColliding)
2256 { 2605 {
2257 if (direc.Z > 2.0f) 2606 if (direc.Z > 2.0f)
2258 { 2607 {
2259 direc.Z *= 3.0f; 2608 if(m_animator.m_animTickJump == -1)
2260 2609 {
2261 // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored. 2610 direc.Z *= 3.0f; // jump
2262 Animator.TrySetMovementAnimation("PREJUMP"); 2611 }
2263 Animator.TrySetMovementAnimation("JUMP"); 2612 else
2613 {
2614 direc.Z *= 0.1f; // prejump
2615 }
2616 / * Animations are controlled via GetMovementAnimation() in ScenePresenceAnimator.cs
2617 Animator.TrySetMovementAnimation("PREJUMP");
2618 Animator.TrySetMovementAnimation("JUMP");
2619 * /
2264 } 2620 }
2265 } 2621 } */
2266 } 2622 }
2267 2623
2268 // TODO: Add the force instead of only setting it to support multiple forces per frame? 2624 // TODO: Add the force instead of only setting it to support multiple forces per frame?
2269 m_forceToApply = direc; 2625 m_forceToApply = direc;
2270 2626 m_isNudging = Nudging;
2271 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); 2627 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
2272 } 2628 }
2273 2629
@@ -2316,6 +2672,9 @@ namespace OpenSim.Region.Framework.Scenes
2316 2672
2317 CheckForSignificantMovement(); // sends update to the modules. 2673 CheckForSignificantMovement(); // sends update to the modules.
2318 } 2674 }
2675
2676 //Sending prim updates AFTER the avatar terse updates are sent
2677 SendPrimUpdates();
2319 } 2678 }
2320 2679
2321 #endregion 2680 #endregion
@@ -3075,6 +3434,7 @@ namespace OpenSim.Region.Framework.Scenes
3075 m_callbackURI = cAgent.CallbackURI; 3434 m_callbackURI = cAgent.CallbackURI;
3076 3435
3077 m_pos = cAgent.Position; 3436 m_pos = cAgent.Position;
3437
3078 m_velocity = cAgent.Velocity; 3438 m_velocity = cAgent.Velocity;
3079 m_CameraCenter = cAgent.Center; 3439 m_CameraCenter = cAgent.Center;
3080 m_CameraAtAxis = cAgent.AtAxis; 3440 m_CameraAtAxis = cAgent.AtAxis;
@@ -3193,20 +3553,45 @@ namespace OpenSim.Region.Framework.Scenes
3193 /// </summary> 3553 /// </summary>
3194 public override void UpdateMovement() 3554 public override void UpdateMovement()
3195 { 3555 {
3196 if (m_forceToApply.HasValue) 3556 if (Animator!=null) // add for jumping
3197 { 3557 { // add for jumping
3198 Vector3 force = m_forceToApply.Value; 3558 // if (!m_animator.m_jumping) // add for jumping
3559 // { // add for jumping
3199 3560
3200 m_updateflag = true; 3561 if (m_forceToApply.HasValue) // this section realigned
3201 3562 {
3202 // The magic constant 0.95f seems to make walking feel less jerky,
3203 // probably because it hackishly accounts for the overall latency of
3204 // these Velocity updates -- Diva
3205 Velocity = force * .95F;
3206 3563
3207 m_forceToApply = null; 3564 Vector3 force = m_forceToApply.Value;
3208 } 3565 m_updateflag = true;
3209 } 3566if (m_animator.m_jumping) force.Z = m_animator.m_jumpVelocity; // add for jumping
3567 Velocity = force;
3568//Console.WriteLine("UM1 {0}", Velocity);
3569 m_forceToApply = null;
3570 }
3571 else
3572 {
3573 if (m_isNudging)
3574 {
3575 Vector3 force = Vector3.Zero;
3576
3577 m_updateflag = true;
3578if (m_animator.m_jumping) force.Z = m_animator.m_jumpVelocity; // add for jumping
3579 Velocity = force;
3580//Console.WriteLine("UM2 {0}", Velocity);
3581 m_isNudging = false;
3582 m_updateCount = UPDATE_COUNT; //KF: Update anims to pickup "STAND"
3583 }
3584 else // add for jumping
3585 { // add for jumping
3586 Vector3 force = Vector3.Zero; // add for jumping
3587if (m_animator.m_jumping) force.Z = m_animator.m_jumpVelocity; // add for jumping
3588//Console.WriteLine("UM3 {0}", Velocity);
3589 Velocity = force; // add for jumping
3590 }
3591 }
3592 // } // end realign
3593 } // add for jumping
3594 } // add for jumping
3210 3595
3211 /// <summary> 3596 /// <summary>
3212 /// Adds a physical representation of the avatar to the Physics plugin 3597 /// Adds a physical representation of the avatar to the Physics plugin
@@ -3220,10 +3605,8 @@ namespace OpenSim.Region.Framework.Scenes
3220 3605
3221 Vector3 pVec = AbsolutePosition; 3606 Vector3 pVec = AbsolutePosition;
3222 3607
3223 // Old bug where the height was in centimeters instead of meters
3224 m_physicsActor = scene.AddAvatar(Firstname + "." + Lastname, pVec, 3608 m_physicsActor = scene.AddAvatar(Firstname + "." + Lastname, pVec,
3225 new Vector3(0f, 0f, m_appearance.AvatarHeight), isFlying); 3609 new Vector3(0f, 0f, m_appearance.AvatarHeight), isFlying);
3226
3227 scene.AddPhysicsActorTaint(m_physicsActor); 3610 scene.AddPhysicsActorTaint(m_physicsActor);
3228 //m_physicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients; 3611 //m_physicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients;
3229 m_physicsActor.OnCollisionUpdate += PhysicsCollisionUpdate; 3612 m_physicsActor.OnCollisionUpdate += PhysicsCollisionUpdate;
@@ -3247,18 +3630,29 @@ namespace OpenSim.Region.Framework.Scenes
3247 { 3630 {
3248 if (e == null) 3631 if (e == null)
3249 return; 3632 return;
3250 3633
3251 //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f)) 3634 // The Physics Scene will send (spam!) updates every 500 ms grep: m_physicsActor.SubscribeEvents(
3252 // The Physics Scene will send updates every 500 ms grep: m_physicsActor.SubscribeEvents(
3253 // as of this comment the interval is set in AddToPhysicalScene 3635 // as of this comment the interval is set in AddToPhysicalScene
3254 if (Animator!=null) 3636 if (Animator!=null)
3255 Animator.UpdateMovementAnimations(); 3637 {
3638 if (m_updateCount > 0) //KF: DO NOT call UpdateMovementAnimations outside of the m_updateCount wrapper,
3639 { // else its will lock out other animation changes, like ground sit.
3640 Animator.UpdateMovementAnimations();
3641 m_updateCount--;
3642 }
3643 }
3256 3644
3257 CollisionEventUpdate collisionData = (CollisionEventUpdate)e; 3645 CollisionEventUpdate collisionData = (CollisionEventUpdate)e;
3258 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; 3646 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList;
3259 3647
3260 CollisionPlane = Vector4.UnitW; 3648 CollisionPlane = Vector4.UnitW;
3261 3649
3650 if (m_lastColCount != coldata.Count)
3651 {
3652 m_updateCount = UPDATE_COUNT;
3653 m_lastColCount = coldata.Count;
3654 }
3655
3262 if (coldata.Count != 0 && Animator != null) 3656 if (coldata.Count != 0 && Animator != null)
3263 { 3657 {
3264 switch (Animator.CurrentMovementAnimation) 3658 switch (Animator.CurrentMovementAnimation)
@@ -3288,6 +3682,148 @@ namespace OpenSim.Region.Framework.Scenes
3288 } 3682 }
3289 } 3683 }
3290 3684
3685 List<uint> thisHitColliders = new List<uint>();
3686 List<uint> endedColliders = new List<uint>();
3687 List<uint> startedColliders = new List<uint>();
3688
3689 foreach (uint localid in coldata.Keys)
3690 {
3691 thisHitColliders.Add(localid);
3692 if (!m_lastColliders.Contains(localid))
3693 {
3694 startedColliders.Add(localid);
3695 }
3696 //m_log.Debug("[SCENE PRESENCE]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString());
3697 }
3698
3699 // calculate things that ended colliding
3700 foreach (uint localID in m_lastColliders)
3701 {
3702 if (!thisHitColliders.Contains(localID))
3703 {
3704 endedColliders.Add(localID);
3705 }
3706 }
3707 //add the items that started colliding this time to the last colliders list.
3708 foreach (uint localID in startedColliders)
3709 {
3710 m_lastColliders.Add(localID);
3711 }
3712 // remove things that ended colliding from the last colliders list
3713 foreach (uint localID in endedColliders)
3714 {
3715 m_lastColliders.Remove(localID);
3716 }
3717
3718 // do event notification
3719 if (startedColliders.Count > 0)
3720 {
3721 ColliderArgs StartCollidingMessage = new ColliderArgs();
3722 List<DetectedObject> colliding = new List<DetectedObject>();
3723 foreach (uint localId in startedColliders)
3724 {
3725 if (localId == 0)
3726 continue;
3727
3728 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3729 string data = "";
3730 if (obj != null)
3731 {
3732 DetectedObject detobj = new DetectedObject();
3733 detobj.keyUUID = obj.UUID;
3734 detobj.nameStr = obj.Name;
3735 detobj.ownerUUID = obj.OwnerID;
3736 detobj.posVector = obj.AbsolutePosition;
3737 detobj.rotQuat = obj.GetWorldRotation();
3738 detobj.velVector = obj.Velocity;
3739 detobj.colliderType = 0;
3740 detobj.groupUUID = obj.GroupID;
3741 colliding.Add(detobj);
3742 }
3743 }
3744
3745 if (colliding.Count > 0)
3746 {
3747 StartCollidingMessage.Colliders = colliding;
3748
3749 foreach (SceneObjectGroup att in Attachments)
3750 Scene.EventManager.TriggerScriptCollidingStart(att.LocalId, StartCollidingMessage);
3751 }
3752 }
3753
3754 if (endedColliders.Count > 0)
3755 {
3756 ColliderArgs EndCollidingMessage = new ColliderArgs();
3757 List<DetectedObject> colliding = new List<DetectedObject>();
3758 foreach (uint localId in endedColliders)
3759 {
3760 if (localId == 0)
3761 continue;
3762
3763 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3764 string data = "";
3765 if (obj != null)
3766 {
3767 DetectedObject detobj = new DetectedObject();
3768 detobj.keyUUID = obj.UUID;
3769 detobj.nameStr = obj.Name;
3770 detobj.ownerUUID = obj.OwnerID;
3771 detobj.posVector = obj.AbsolutePosition;
3772 detobj.rotQuat = obj.GetWorldRotation();
3773 detobj.velVector = obj.Velocity;
3774 detobj.colliderType = 0;
3775 detobj.groupUUID = obj.GroupID;
3776 colliding.Add(detobj);
3777 }
3778 }
3779
3780 if (colliding.Count > 0)
3781 {
3782 EndCollidingMessage.Colliders = colliding;
3783
3784 foreach (SceneObjectGroup att in Attachments)
3785 Scene.EventManager.TriggerScriptCollidingEnd(att.LocalId, EndCollidingMessage);
3786 }
3787 }
3788
3789 if (thisHitColliders.Count > 0)
3790 {
3791 ColliderArgs CollidingMessage = new ColliderArgs();
3792 List<DetectedObject> colliding = new List<DetectedObject>();
3793 foreach (uint localId in thisHitColliders)
3794 {
3795 if (localId == 0)
3796 continue;
3797
3798 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3799 string data = "";
3800 if (obj != null)
3801 {
3802 DetectedObject detobj = new DetectedObject();
3803 detobj.keyUUID = obj.UUID;
3804 detobj.nameStr = obj.Name;
3805 detobj.ownerUUID = obj.OwnerID;
3806 detobj.posVector = obj.AbsolutePosition;
3807 detobj.rotQuat = obj.GetWorldRotation();
3808 detobj.velVector = obj.Velocity;
3809 detobj.colliderType = 0;
3810 detobj.groupUUID = obj.GroupID;
3811 colliding.Add(detobj);
3812 }
3813 }
3814
3815 if (colliding.Count > 0)
3816 {
3817 CollidingMessage.Colliders = colliding;
3818
3819 lock (m_attachments)
3820 {
3821 foreach (SceneObjectGroup att in m_attachments)
3822 Scene.EventManager.TriggerScriptColliding(att.LocalId, CollidingMessage);
3823 }
3824 }
3825 }
3826
3291 if (m_invulnerable) 3827 if (m_invulnerable)
3292 return; 3828 return;
3293 3829
@@ -3713,6 +4249,39 @@ namespace OpenSim.Region.Framework.Scenes
3713 return; 4249 return;
3714 } 4250 }
3715 4251
4252 XmlDocument doc = new XmlDocument();
4253 string stateData = String.Empty;
4254
4255 IAttachmentsService attServ = m_scene.RequestModuleInterface<IAttachmentsService>();
4256 if (attServ != null)
4257 {
4258 m_log.DebugFormat("[ATTACHMENT]: Loading attachment data from attachment service");
4259 stateData = attServ.Get(ControllingClient.AgentId.ToString());
4260 if (stateData != String.Empty)
4261 {
4262 try
4263 {
4264 doc.LoadXml(stateData);
4265 }
4266 catch { }
4267 }
4268 }
4269
4270 Dictionary<UUID, string> itemData = new Dictionary<UUID, string>();
4271
4272 XmlNodeList nodes = doc.GetElementsByTagName("Attachment");
4273 if (nodes.Count > 0)
4274 {
4275 foreach (XmlNode n in nodes)
4276 {
4277 XmlElement elem = (XmlElement)n;
4278 string itemID = elem.GetAttribute("ItemID");
4279 string xml = elem.InnerXml;
4280
4281 itemData[new UUID(itemID)] = xml;
4282 }
4283 }
4284
3716 List<AvatarAttachment> attachments = m_appearance.GetAttachments(); 4285 List<AvatarAttachment> attachments = m_appearance.GetAttachments();
3717 foreach (AvatarAttachment attach in attachments) 4286 foreach (AvatarAttachment attach in attachments)
3718 { 4287 {
@@ -3733,7 +4302,30 @@ namespace OpenSim.Region.Framework.Scenes
3733 4302
3734 try 4303 try
3735 { 4304 {
3736 m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p); 4305 string xmlData;
4306 XmlDocument d = new XmlDocument();
4307 UUID asset;
4308 if (itemData.TryGetValue(itemID, out xmlData))
4309 {
4310 d.LoadXml(xmlData);
4311 m_log.InfoFormat("[ATTACHMENT]: Found saved state for item {0}, loading it", itemID);
4312
4313 // Rez from inventory
4314 asset
4315 = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p, true, d);
4316
4317 }
4318 else
4319 {
4320 // Rez from inventory (with a null doc to let
4321 // CHANGED_OWNER happen)
4322 asset
4323 = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p, true, null);
4324 }
4325
4326 m_log.InfoFormat(
4327 "[ATTACHMENT]: Rezzed attachment in point {0} from item {1} and asset {2}",
4328 p, itemID, asset);
3737 } 4329 }
3738 catch (Exception e) 4330 catch (Exception e)
3739 { 4331 {
@@ -3766,6 +4358,15 @@ namespace OpenSim.Region.Framework.Scenes
3766 m_reprioritization_called = false; 4358 m_reprioritization_called = false;
3767 } 4359 }
3768 } 4360 }
4361
4362 private Vector3 Quat2Euler(Quaternion rot){
4363 float x = Utils.RAD_TO_DEG * (float)Math.Atan2((double)((2.0f * rot.X * rot.W) - (2.0f * rot.Y * rot.Z)) ,
4364 (double)(1 - (2.0f * rot.X * rot.X) - (2.0f * rot.Z * rot.Z)));
4365 float y = Utils.RAD_TO_DEG * (float)Math.Asin ((double)((2.0f * rot.X * rot.Y) + (2.0f * rot.Z * rot.W)));
4366 float z = Utils.RAD_TO_DEG * (float)Math.Atan2(((double)(2.0f * rot.Y * rot.W) - (2.0f * rot.X * rot.Z)) ,
4367 (double)(1 - (2.0f * rot.Y * rot.Y) - (2.0f * rot.Z * rot.Z)));
4368 return(new Vector3(x,y,z));
4369 }
3769 4370
3770 public void SaveChangedAttachments() 4371 public void SaveChangedAttachments()
3771 { 4372 {
diff --git a/OpenSim/Region/Framework/Scenes/SceneViewer.cs b/OpenSim/Region/Framework/Scenes/SceneViewer.cs
index b44a010..40a73a9 100644
--- a/OpenSim/Region/Framework/Scenes/SceneViewer.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneViewer.cs
@@ -106,7 +106,7 @@ namespace OpenSim.Region.Framework.Scenes
106 g.ScheduleFullUpdateToAvatar(m_presence); 106 g.ScheduleFullUpdateToAvatar(m_presence);
107 } 107 }
108 108
109 while (m_partsUpdateQueue.Count > 0) 109 while (m_partsUpdateQueue.Count != null && m_partsUpdateQueue.Count > 0)
110 { 110 {
111 SceneObjectPart part = m_partsUpdateQueue.Dequeue(); 111 SceneObjectPart part = m_partsUpdateQueue.Dequeue();
112 112
diff --git a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
index 57ae4fd..b2b3ad9 100644
--- a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
+++ b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
@@ -102,7 +102,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
102 sceneObject.AddPart(part); 102 sceneObject.AddPart(part);
103 part.LinkNum = linkNum; 103 part.LinkNum = linkNum;
104 part.TrimPermissions(); 104 part.TrimPermissions();
105 part.StoreUndoState(); 105 part.StoreUndoState(UndoType.STATE_ALL);
106 reader.Close(); 106 reader.Close();
107 sr.Close(); 107 sr.Close();
108 } 108 }
@@ -220,7 +220,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
220 if (originalLinkNum != 0) 220 if (originalLinkNum != 0)
221 part.LinkNum = originalLinkNum; 221 part.LinkNum = originalLinkNum;
222 222
223 part.StoreUndoState(); 223 part.StoreUndoState(UndoType.STATE_ALL);
224 reader.Close(); 224 reader.Close();
225 sr.Close(); 225 sr.Close();
226 } 226 }
@@ -1441,12 +1441,6 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1441 { 1441 {
1442 TaskInventoryDictionary tinv = new TaskInventoryDictionary(); 1442 TaskInventoryDictionary tinv = new TaskInventoryDictionary();
1443 1443
1444 if (reader.IsEmptyElement)
1445 {
1446 reader.Read();
1447 return tinv;
1448 }
1449
1450 reader.ReadStartElement(name, String.Empty); 1444 reader.ReadStartElement(name, String.Empty);
1451 1445
1452 while (reader.Name == "TaskInventoryItem") 1446 while (reader.Name == "TaskInventoryItem")
@@ -1480,12 +1474,6 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1480 { 1474 {
1481 PrimitiveBaseShape shape = new PrimitiveBaseShape(); 1475 PrimitiveBaseShape shape = new PrimitiveBaseShape();
1482 1476
1483 if (reader.IsEmptyElement)
1484 {
1485 reader.Read();
1486 return shape;
1487 }
1488
1489 reader.ReadStartElement(name, String.Empty); // Shape 1477 reader.ReadStartElement(name, String.Empty); // Shape
1490 1478
1491 string nodeName = string.Empty; 1479 string nodeName = string.Empty;
diff --git a/OpenSim/Region/Framework/Scenes/UndoState.cs b/OpenSim/Region/Framework/Scenes/UndoState.cs
index 55e407e..f71b507 100644
--- a/OpenSim/Region/Framework/Scenes/UndoState.cs
+++ b/OpenSim/Region/Framework/Scenes/UndoState.cs
@@ -27,48 +27,125 @@
27 27
28using OpenMetaverse; 28using OpenMetaverse;
29using OpenSim.Region.Framework.Interfaces; 29using OpenSim.Region.Framework.Interfaces;
30using System;
30 31
31namespace OpenSim.Region.Framework.Scenes 32namespace OpenSim.Region.Framework.Scenes
32{ 33{
34 [Flags]
35 public enum UndoType
36 {
37 STATE_PRIM_POSITION = 1,
38 STATE_PRIM_ROTATION = 2,
39 STATE_PRIM_SCALE = 4,
40 STATE_PRIM_ALL = 7,
41 STATE_GROUP_POSITION = 8,
42 STATE_GROUP_ROTATION = 16,
43 STATE_GROUP_SCALE = 32,
44 STATE_GROUP_ALL = 56,
45 STATE_ALL = 63
46 }
47
33 public class UndoState 48 public class UndoState
34 { 49 {
35 public Vector3 Position = Vector3.Zero; 50 public Vector3 Position = Vector3.Zero;
36 public Vector3 Scale = Vector3.Zero; 51 public Vector3 Scale = Vector3.Zero;
37 public Quaternion Rotation = Quaternion.Identity; 52 public Quaternion Rotation = Quaternion.Identity;
53 public Vector3 GroupPosition = Vector3.Zero;
54 public Quaternion GroupRotation = Quaternion.Identity;
55 public Vector3 GroupScale = Vector3.Zero;
56 public DateTime LastUpdated = DateTime.Now;
57 public UndoType Type;
38 58
39 public UndoState(SceneObjectPart part) 59 public UndoState(SceneObjectPart part, UndoType type)
40 { 60 {
61 Type = type;
41 if (part != null) 62 if (part != null)
42 { 63 {
43 if (part.ParentID == 0) 64 if (part.ParentID == 0)
44 { 65 {
45 Position = part.ParentGroup.AbsolutePosition; 66 GroupScale = part.ParentGroup.RootPart.Shape.Scale;
67
68 //FUBAR WARNING: Do NOT get the group's absoluteposition here
69 //or you'll experience a loop and/or a stack issue
70 GroupPosition = part.ParentGroup.RootPart.AbsolutePosition;
71 GroupRotation = part.ParentGroup.GroupRotation;
72 Position = part.ParentGroup.RootPart.AbsolutePosition;
46 Rotation = part.RotationOffset; 73 Rotation = part.RotationOffset;
47 Scale = part.Shape.Scale; 74 Scale = part.Shape.Scale;
75 LastUpdated = DateTime.Now;
48 } 76 }
49 else 77 else
50 { 78 {
79 GroupScale = part.Shape.Scale;
80
81 //FUBAR WARNING: Do NOT get the group's absoluteposition here
82 //or you'll experience a loop and/or a stack issue
83 GroupPosition = part.ParentGroup.RootPart.AbsolutePosition;
84 GroupRotation = part.ParentGroup.Rotation;
51 Position = part.OffsetPosition; 85 Position = part.OffsetPosition;
52 Rotation = part.RotationOffset; 86 Rotation = part.RotationOffset;
53 Scale = part.Shape.Scale; 87 Scale = part.Shape.Scale;
88 LastUpdated = DateTime.Now;
54 } 89 }
55 } 90 }
56 } 91 }
57 92 public void Merge(UndoState last)
93 {
94 if ((Type & UndoType.STATE_GROUP_POSITION) == 0 || ((last.Type & UndoType.STATE_GROUP_POSITION) >= (Type & UndoType.STATE_GROUP_POSITION)))
95 {
96 GroupPosition = last.GroupPosition;
97 Position = last.Position;
98 }
99 if ((Type & UndoType.STATE_GROUP_SCALE) == 0 || ((last.Type & UndoType.STATE_GROUP_SCALE) >= (Type & UndoType.STATE_GROUP_SCALE)))
100 {
101 GroupScale = last.GroupScale;
102 Scale = last.Scale;
103 }
104 if ((Type & UndoType.STATE_GROUP_ROTATION) == 0 || ((last.Type & UndoType.STATE_GROUP_ROTATION) >= (Type & UndoType.STATE_GROUP_ROTATION)))
105 {
106 GroupRotation = last.GroupRotation;
107 Rotation = last.Rotation;
108 }
109 if ((Type & UndoType.STATE_PRIM_POSITION) == 0 || ((last.Type & UndoType.STATE_PRIM_POSITION) >= (Type & UndoType.STATE_PRIM_POSITION)))
110 {
111 Position = last.Position;
112 }
113 if ((Type & UndoType.STATE_PRIM_SCALE) == 0 || ((last.Type & UndoType.STATE_PRIM_SCALE) >= (Type & UndoType.STATE_PRIM_SCALE)))
114 {
115 Scale = last.Scale;
116 }
117 if ((Type & UndoType.STATE_PRIM_ROTATION) == 0 || ((last.Type & UndoType.STATE_PRIM_ROTATION) >= (Type & UndoType.STATE_PRIM_ROTATION)))
118 {
119 Rotation = last.Rotation;
120 }
121 Type = Type | last.Type;
122 }
123 public bool Compare(UndoState undo)
124 {
125 if (undo == null || Position == null) return false;
126 if (undo.Position == Position && undo.Rotation == Rotation && undo.Scale == Scale && undo.GroupPosition == GroupPosition && undo.GroupScale == GroupScale && undo.GroupRotation == GroupRotation)
127 {
128 return true;
129 }
130 else
131 {
132 return false;
133 }
134 }
58 public bool Compare(SceneObjectPart part) 135 public bool Compare(SceneObjectPart part)
59 { 136 {
60 if (part != null) 137 if (part != null)
61 { 138 {
62 if (part.ParentID == 0) 139 if (part.ParentID == 0)
63 { 140 {
64 if (Position == part.ParentGroup.AbsolutePosition && Rotation == part.ParentGroup.Rotation) 141 if (Position == part.ParentGroup.RootPart.AbsolutePosition && Rotation == part.ParentGroup.Rotation && GroupPosition == part.ParentGroup.RootPart.AbsolutePosition && part.ParentGroup.Rotation == GroupRotation && part.Shape.Scale == GroupScale)
65 return true; 142 return true;
66 else 143 else
67 return false; 144 return false;
68 } 145 }
69 else 146 else
70 { 147 {
71 if (Position == part.OffsetPosition && Rotation == part.RotationOffset && Scale == part.Shape.Scale) 148 if (Position == part.OffsetPosition && Rotation == part.RotationOffset && Scale == part.Shape.Scale && GroupPosition == part.ParentGroup.RootPart.AbsolutePosition && part.ParentGroup.Rotation == GroupRotation && part.Shape.Scale == GroupScale)
72 return true; 149 return true;
73 else 150 else
74 return false; 151 return false;
@@ -78,62 +155,70 @@ namespace OpenSim.Region.Framework.Scenes
78 return false; 155 return false;
79 } 156 }
80 157
81 public void PlaybackState(SceneObjectPart part) 158 private void RestoreState(SceneObjectPart part)
82 { 159 {
160 bool GroupChange = false;
161 if ((Type & UndoType.STATE_GROUP_POSITION) != 0
162 || (Type & UndoType.STATE_GROUP_ROTATION) != 0
163 || (Type & UndoType.STATE_GROUP_SCALE) != 0)
164 {
165 GroupChange = true;
166 }
167
83 if (part != null) 168 if (part != null)
84 { 169 {
85 part.Undoing = true; 170 part.Undoing = true;
86 171
87 if (part.ParentID == 0) 172 if (part.ParentID == 0 && GroupChange == false)
88 { 173 {
89 if (Position != Vector3.Zero) 174 if (Position != Vector3.Zero)
90 part.ParentGroup.AbsolutePosition = Position; 175
91 part.RotationOffset = Rotation; 176 part.ParentGroup.UpdateSinglePosition(Position, part.LocalId);
177 part.ParentGroup.UpdateSingleRotation(Rotation, part.LocalId);
92 if (Scale != Vector3.Zero) 178 if (Scale != Vector3.Zero)
93 part.Resize(Scale); 179 part.Resize(Scale);
94 part.ParentGroup.ScheduleGroupForTerseUpdate(); 180 part.ParentGroup.ScheduleGroupForTerseUpdate();
95 } 181 }
96 else 182 else
97 { 183 {
98 if (Position != Vector3.Zero) 184 if (GroupChange)
99 part.OffsetPosition = Position; 185 {
100 part.UpdateRotation(Rotation); 186 part.ParentGroup.RootPart.Undoing = true;
101 if (Scale != Vector3.Zero) 187 if (GroupPosition != Vector3.Zero)
102 part.Resize(Scale); part.ScheduleTerseUpdate(); 188 {
189 //Calculate the scale...
190 Vector3 gs = part.Shape.Scale;
191 float scale = GroupScale.Z / gs.Z;
192
193 //Scale first since it can affect our position
194 part.ParentGroup.GroupResize(gs * scale, part.LocalId);
195 part.ParentGroup.AbsolutePosition = GroupPosition;
196 part.ParentGroup.UpdateGroupRotationR(GroupRotation);
197
198 }
199 part.ParentGroup.RootPart.Undoing = false;
200 }
201 else
202 {
203 if (Position != Vector3.Zero) //We can use this for all the updates since all are set
204 {
205 part.OffsetPosition = Position;
206 part.UpdateRotation(Rotation);
207 part.Resize(Scale); part.ScheduleTerseUpdate();
208 }
209 }
103 } 210 }
104 part.Undoing = false; 211 part.Undoing = false;
105 212
106 } 213 }
107 } 214 }
215 public void PlaybackState(SceneObjectPart part)
216 {
217 RestoreState(part);
218 }
108 public void PlayfwdState(SceneObjectPart part) 219 public void PlayfwdState(SceneObjectPart part)
109 { 220 {
110 if (part != null) 221 RestoreState(part);
111 {
112 part.Undoing = true;
113
114 if (part.ParentID == 0)
115 {
116 if (Position != Vector3.Zero)
117 part.ParentGroup.AbsolutePosition = Position;
118 if (Rotation != Quaternion.Identity)
119 part.UpdateRotation(Rotation);
120 if (Scale != Vector3.Zero)
121 part.Resize(Scale);
122 part.ParentGroup.ScheduleGroupForTerseUpdate();
123 }
124 else
125 {
126 if (Position != Vector3.Zero)
127 part.OffsetPosition = Position;
128 if (Rotation != Quaternion.Identity)
129 part.UpdateRotation(Rotation);
130 if (Scale != Vector3.Zero)
131 part.Resize(Scale);
132 part.ScheduleTerseUpdate();
133 }
134 part.Undoing = false;
135
136 }
137 } 222 }
138 } 223 }
139 public class LandUndoState 224 public class LandUndoState
@@ -161,3 +246,4 @@ namespace OpenSim.Region.Framework.Scenes
161 } 246 }
162 } 247 }
163} 248}
249
diff --git a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
index 83906d7..3978a7d 100644
--- a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
+++ b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
@@ -86,10 +86,6 @@ namespace OpenSim.Region.Framework.Scenes
86 /// <param name="assetUuids">The assets gathered</param> 86 /// <param name="assetUuids">The assets gathered</param>
87 public void GatherAssetUuids(UUID assetUuid, AssetType assetType, IDictionary<UUID, AssetType> assetUuids) 87 public void GatherAssetUuids(UUID assetUuid, AssetType assetType, IDictionary<UUID, AssetType> assetUuids)
88 { 88 {
89 // avoid infinite loops
90 if (assetUuids.ContainsKey(assetUuid))
91 return;
92
93 try 89 try
94 { 90 {
95 assetUuids[assetUuid] = assetType; 91 assetUuids[assetUuid] = assetType;
diff --git a/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs b/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
index 49382f0..e2574e7 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;
@@ -883,6 +884,11 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
883 884
884 public void Close() 885 public void Close()
885 { 886 {
887 Close(true);
888 }
889
890 public void Close(bool sendStop)
891 {
886 Disconnect(); 892 Disconnect();
887 } 893 }
888 894
@@ -937,7 +943,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
937 943
938 } 944 }
939 945
940 public void SendKillObject(ulong regionHandle, uint localID) 946 public void SendKillObject(ulong regionHandle, List<uint> localID)
941 { 947 {
942 948
943 } 949 }
diff --git a/OpenSim/Region/OptionalModules/Avatar/Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs b/OpenSim/Region/OptionalModules/Avatar/Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs
index e9c5453..d75e25d 100644
--- a/OpenSim/Region/OptionalModules/Avatar/Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs
+++ b/OpenSim/Region/OptionalModules/Avatar/Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs
@@ -564,7 +564,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.FreeSwitchVoice
564 564
565 public Hashtable FreeSwitchSLVoiceGetPreloginHTTPHandler(Hashtable request) 565 public Hashtable FreeSwitchSLVoiceGetPreloginHTTPHandler(Hashtable request)
566 { 566 {
567 m_log.Debug("[FreeSwitchVoice] FreeSwitchSLVoiceGetPreloginHTTPHandler called"); 567// m_log.Debug("[FreeSwitchVoice] FreeSwitchSLVoiceGetPreloginHTTPHandler called");
568 568
569 Hashtable response = new Hashtable(); 569 Hashtable response = new Hashtable();
570 response["content_type"] = "text/xml"; 570 response["content_type"] = "text/xml";
@@ -670,7 +670,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.FreeSwitchVoice
670 670
671 public Hashtable FreeSwitchSLVoiceSigninHTTPHandler(Hashtable request) 671 public Hashtable FreeSwitchSLVoiceSigninHTTPHandler(Hashtable request)
672 { 672 {
673 m_log.Debug("[FreeSwitchVoice] FreeSwitchSLVoiceSigninHTTPHandler called"); 673// m_log.Debug("[FreeSwitchVoice] FreeSwitchSLVoiceSigninHTTPHandler called");
674 string requestbody = (string)request["body"]; 674 string requestbody = (string)request["body"];
675 string uri = (string)request["uri"]; 675 string uri = (string)request["uri"];
676 string contenttype = (string)request["content-type"]; 676 string contenttype = (string)request["content-type"];
diff --git a/OpenSim/Region/OptionalModules/ContentManagementSystem/CMModel.cs b/OpenSim/Region/OptionalModules/ContentManagementSystem/CMModel.cs
index 3a6996e..84c7f29 100644
--- a/OpenSim/Region/OptionalModules/ContentManagementSystem/CMModel.cs
+++ b/OpenSim/Region/OptionalModules/ContentManagementSystem/CMModel.cs
@@ -259,9 +259,10 @@ namespace OpenSim.Region.OptionalModules.ContentManagement
259 // I thought that the DeleteGroup() function would handle all of this, but it doesn't. I'm not sure WHAT it handles. 259 // I thought that the DeleteGroup() function would handle all of this, but it doesn't. I'm not sure WHAT it handles.
260 ((SceneObjectGroup)scene.Entities[uuid]).DetachFromBackup(); 260 ((SceneObjectGroup)scene.Entities[uuid]).DetachFromBackup();
261 scene.PhysicsScene.RemovePrim(((SceneObjectGroup)scene.Entities[uuid]).RootPart.PhysActor); 261 scene.PhysicsScene.RemovePrim(((SceneObjectGroup)scene.Entities[uuid]).RootPart.PhysActor);
262 scene.SendKillObject(scene.Entities[uuid].LocalId); 262 scene.SendKillObject(new List<uint>() { scene.Entities[uuid].LocalId });
263 scene.SceneGraph.DeleteSceneObject(uuid, false); 263 scene.SceneGraph.DeleteSceneObject(uuid, false);
264 ((SceneObjectGroup)scene.Entities[uuid]).DeleteGroupFromScene(false); 264 ((SceneObjectGroup)scene.Entities[uuid]).DeleteGroupFromScene(false);
265 scene.SendKillObject(new List<uint>() { ((SceneObjectGroup)scene.Entities[uuid]).LocalId });
265 } 266 }
266 catch(Exception e) 267 catch(Exception e)
267 { 268 {
diff --git a/OpenSim/Region/OptionalModules/ContentManagementSystem/MetaEntity.cs b/OpenSim/Region/OptionalModules/ContentManagementSystem/MetaEntity.cs
index c7b1ed7..cd60f4b 100644
--- a/OpenSim/Region/OptionalModules/ContentManagementSystem/MetaEntity.cs
+++ b/OpenSim/Region/OptionalModules/ContentManagementSystem/MetaEntity.cs
@@ -175,7 +175,7 @@ namespace OpenSim.Region.OptionalModules.ContentManagement
175 //This is important because we are not IN any database. 175 //This is important because we are not IN any database.
176 //m_Entity.FakeDeleteGroup(); 176 //m_Entity.FakeDeleteGroup();
177 foreach (SceneObjectPart part in m_Entity.Parts) 177 foreach (SceneObjectPart part in m_Entity.Parts)
178 client.SendKillObject(m_Entity.RegionHandle, part.LocalId); 178 client.SendKillObject(m_Entity.RegionHandle, new List<uint>() { part.LocalId });
179 } 179 }
180 180
181 /// <summary> 181 /// <summary>
@@ -187,7 +187,7 @@ namespace OpenSim.Region.OptionalModules.ContentManagement
187 { 187 {
188 m_Entity.Scene.ForEachClient( 188 m_Entity.Scene.ForEachClient(
189 delegate(IClientAPI controller) 189 delegate(IClientAPI controller)
190 { controller.SendKillObject(m_Entity.RegionHandle, part.LocalId); } 190 { controller.SendKillObject(m_Entity.RegionHandle, new List<uint>() { part.LocalId }); }
191 ); 191 );
192 } 192 }
193 } 193 }
diff --git a/OpenSim/Region/OptionalModules/Scripting/XmlRpcRouterModule/XmlRpcRouterModule.cs b/OpenSim/Region/OptionalModules/Scripting/XmlRpcRouterModule/XmlRpcRouterModule.cs
index 32659c8..11c87f8 100644
--- a/OpenSim/Region/OptionalModules/Scripting/XmlRpcRouterModule/XmlRpcRouterModule.cs
+++ b/OpenSim/Region/OptionalModules/Scripting/XmlRpcRouterModule/XmlRpcRouterModule.cs
@@ -42,17 +42,22 @@ namespace OpenSim.Region.OptionalModules.Scripting.XmlRpcRouterModule
42 public class XmlRpcRouter : IRegionModule, IXmlRpcRouter 42 public class XmlRpcRouter : IRegionModule, IXmlRpcRouter
43 { 43 {
44 //private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 44 //private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
45 45 private bool m_enabled = false;
46 public void Initialise(Scene scene, IConfigSource config) 46 public void Initialise(Scene scene, IConfigSource config)
47 { 47 {
48 IConfig startupConfig = config.Configs["Startup"]; 48 IConfig startupConfig = config.Configs["XMLRPC"];
49 if (startupConfig == null) 49 if (startupConfig == null)
50 return; 50 return;
51 51
52 if (startupConfig.GetString("XmlRpcRouterModule", 52 if (startupConfig.GetString("XmlRpcRouterModule",
53 "XmlRpcRouterModule") == "XmlRpcRouterModule") 53 "") == "XmlRpcRouterModule")
54 { 54 {
55 scene.RegisterModuleInterface<IXmlRpcRouter>(this); 55 scene.RegisterModuleInterface<IXmlRpcRouter>(this);
56 m_enabled = true;
57 }
58 else
59 {
60 m_enabled = false;
56 } 61 }
57 } 62 }
58 63
@@ -76,7 +81,10 @@ namespace OpenSim.Region.OptionalModules.Scripting.XmlRpcRouterModule
76 81
77 public void RegisterNewReceiver(IScriptModule scriptEngine, UUID channel, UUID objectID, UUID itemID, string uri) 82 public void RegisterNewReceiver(IScriptModule scriptEngine, UUID channel, UUID objectID, UUID itemID, string uri)
78 { 83 {
79 scriptEngine.PostScriptEvent(itemID, "xmlrpc_uri", new Object[] {uri}); 84 if (m_enabled)
85 {
86 scriptEngine.PostScriptEvent(itemID, "xmlrpc_uri", new Object[] { uri });
87 }
80 } 88 }
81 89
82 public void ScriptRemoved(UUID itemID) 90 public void ScriptRemoved(UUID itemID)
diff --git a/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs b/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
index 5d44aa1..1ce3791 100644
--- a/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
+++ b/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
@@ -156,7 +156,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
156#pragma warning disable 67 156#pragma warning disable 67
157 public event Action<IClientAPI> OnLogout; 157 public event Action<IClientAPI> OnLogout;
158 public event ObjectPermissions OnObjectPermissions; 158 public event ObjectPermissions OnObjectPermissions;
159 159 public event MoveItemsAndLeaveCopy OnMoveItemsAndLeaveCopy;
160 public event MoneyTransferRequest OnMoneyTransferRequest; 160 public event MoneyTransferRequest OnMoneyTransferRequest;
161 public event ParcelBuy OnParcelBuy; 161 public event ParcelBuy OnParcelBuy;
162 public event Action<IClientAPI> OnConnectionClosed; 162 public event Action<IClientAPI> OnConnectionClosed;
@@ -519,7 +519,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
519 519
520 } 520 }
521 521
522 public virtual void SendKillObject(ulong regionHandle, uint localID) 522 public virtual void SendKillObject(ulong regionHandle, List<uint> localID)
523 { 523 {
524 } 524 }
525 525
@@ -846,6 +846,11 @@ namespace OpenSim.Region.OptionalModules.World.NPC
846 846
847 public void Close() 847 public void Close()
848 { 848 {
849 Close(true);
850 }
851
852 public void Close(bool sendStop)
853 {
849 } 854 }
850 855
851 public void Start() 856 public void Start()
diff --git a/OpenSim/Region/OptionalModules/World/TreePopulator/TreePopulatorModule.cs b/OpenSim/Region/OptionalModules/World/TreePopulator/TreePopulatorModule.cs
index 421da36..2563361 100644
--- a/OpenSim/Region/OptionalModules/World/TreePopulator/TreePopulatorModule.cs
+++ b/OpenSim/Region/OptionalModules/World/TreePopulator/TreePopulatorModule.cs
@@ -386,7 +386,7 @@ namespace OpenSim.Region.OptionalModules.World.TreePopulator
386 m_scene.ForEachClient(delegate(IClientAPI controller) 386 m_scene.ForEachClient(delegate(IClientAPI controller)
387 { 387 {
388 controller.SendKillObject(m_scene.RegionInfo.RegionHandle, 388 controller.SendKillObject(m_scene.RegionInfo.RegionHandle,
389 selectedTree.LocalId); 389 new List<uint>() { selectedTree.LocalId });
390 }); 390 });
391 } 391 }
392 else 392 else
@@ -727,7 +727,7 @@ namespace OpenSim.Region.OptionalModules.World.TreePopulator
727 m_scene.ForEachClient(delegate(IClientAPI controller) 727 m_scene.ForEachClient(delegate(IClientAPI controller)
728 { 728 {
729 controller.SendKillObject(m_scene.RegionInfo.RegionHandle, 729 controller.SendKillObject(m_scene.RegionInfo.RegionHandle,
730 selectedTree.LocalId); 730 new List<uint>() { selectedTree.LocalId });
731 }); 731 });
732 732
733 break; 733 break;
diff --git a/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs b/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs
index ac4e2b9..f13c323 100644
--- a/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs
+++ b/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs
@@ -624,8 +624,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
624 { 624 {
625 set { return; } 625 set { return; }
626 } 626 }
627 627
628
629 public override Quaternion APIDTarget 628 public override Quaternion APIDTarget
630 { 629 {
631 set { return; } 630 set { return; }
diff --git a/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs b/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs
index e2a6a2e..f4245b6 100644
--- a/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs
+++ b/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs
@@ -996,7 +996,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin
996 { 996 {
997 997
998 } 998 }
999 999
1000 public override void VehicleFlags(int param, bool remove) 1000 public override void VehicleFlags(int param, bool remove)
1001 { 1001 {
1002 1002
diff --git a/OpenSim/Region/Physics/ChOdePlugin/AssemblyInfo.cs b/OpenSim/Region/Physics/ChOdePlugin/AssemblyInfo.cs
new file mode 100644
index 0000000..d65929a
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/AssemblyInfo.cs
@@ -0,0 +1,58 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System.Reflection;
29using System.Runtime.InteropServices;
30
31// Information about this assembly is defined by the following
32// attributes.
33//
34// change them to the information which is associated with the assembly
35// you compile.
36
37[assembly : AssemblyTitle("OdePlugin")]
38[assembly : AssemblyDescription("")]
39[assembly : AssemblyConfiguration("")]
40[assembly : AssemblyCompany("http://opensimulator.org")]
41[assembly : AssemblyProduct("OdePlugin")]
42[assembly : AssemblyCopyright("Copyright (c) OpenSimulator.org Developers 2007-2009")]
43[assembly : AssemblyTrademark("")]
44[assembly : AssemblyCulture("")]
45
46// This sets the default COM visibility of types in the assembly to invisible.
47// If you need to expose a type to COM, use [ComVisible(true)] on that type.
48
49[assembly : ComVisible(false)]
50
51// The assembly version has following format :
52//
53// Major.Minor.Build.Revision
54//
55// You can specify all values by your own or you can build default build and revision
56// numbers with the '*' character (the default):
57
58[assembly : AssemblyVersion("0.6.5.*")]
diff --git a/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs
new file mode 100644
index 0000000..93f9964
--- /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;
597Console.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..7cd2dd1
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs
@@ -0,0 +1,3873 @@
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)
260 {
261 ode = dode;
262 if (!pos.IsFinite())
263 {
264 pos = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f),
265 parent_scene.GetTerrainHeightAtXY(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f)) + 0.5f);
266 m_log.Warn("[PHYSICS]: Got nonFinite Object create Position");
267 }
268
269 _position = pos;
270 m_taintposition = pos;
271 PID_D = parent_scene.bodyPIDD;
272 PID_G = parent_scene.bodyPIDG;
273 m_density = parent_scene.geomDefaultDensity;
274 // m_tensor = parent_scene.bodyMotorJointMaxforceTensor;
275 body_autodisable_frames = parent_scene.bodyFramesAutoDisable;
276
277
278 prim_geom = IntPtr.Zero;
279// prev_geom = IntPtr.Zero;
280
281 if (!pos.IsFinite())
282 {
283 size = new Vector3(0.5f, 0.5f, 0.5f);
284 m_log.Warn("[PHYSICS]: Got nonFinite Object create Size");
285 }
286
287 if (size.X <= 0) size.X = 0.01f;
288 if (size.Y <= 0) size.Y = 0.01f;
289 if (size.Z <= 0) size.Z = 0.01f;
290
291 _size = size;
292 m_taintsize = _size;
293
294 if (!QuaternionIsFinite(rotation))
295 {
296 rotation = Quaternion.Identity;
297 m_log.Warn("[PHYSICS]: Got nonFinite Object create Rotation");
298 }
299
300 _orientation = rotation;
301 m_taintrot = _orientation;
302 _mesh = mesh;
303 _pbs = pbs;
304
305 _parent_scene = parent_scene;
306 m_targetSpace = (IntPtr)0;
307
308// if (pos.Z < 0)
309 if (pos.Z < parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y))
310 m_isphysical = false;
311 else
312 {
313 m_isphysical = pisPhysical;
314 // If we're physical, we need to be in the master space for now.
315 // linksets *should* be in a space together.. but are not currently
316 if (m_isphysical)
317 m_targetSpace = _parent_scene.space;
318 }
319 m_primName = primName;
320 m_taintadd = true;
321 _parent_scene.AddPhysicsActorTaint(this);
322 // don't do .add() here; old geoms get recycled with the same hash
323 }
324
325 public override int PhysicsActorType
326 {
327 get { return (int) ActorTypes.Prim; }
328 set { return; }
329 }
330
331 public override bool SetAlwaysRun
332 {
333 get { return false; }
334 set { return; }
335 }
336
337 public override uint LocalID
338 {
339 set {
340 //m_log.Info("[PHYSICS]: Setting TrackerID: " + value);
341 m_localID = value; }
342 }
343
344 public override bool Grabbed
345 {
346 set { return; }
347 }
348
349 public override bool Selected
350 {
351 set {
352
353//Console.WriteLine("Sel {0} {1} {2}", m_primName, value, m_isphysical);
354 // This only makes the object not collidable if the object
355 // is physical or the object is modified somehow *IN THE FUTURE*
356 // without this, if an avatar selects prim, they can walk right
357 // through it while it's selected
358 m_collisionscore = 0;
359 if ((m_isphysical && !_zeroFlag) || !value)
360 {
361 m_taintselected = value;
362 _parent_scene.AddPhysicsActorTaint(this);
363 }
364 else
365 {
366 m_taintselected = value;
367 m_isSelected = value;
368 }
369 if(m_isSelected) disableBodySoft();
370 }
371 }
372
373 public override bool IsPhysical
374 {
375 get { return m_isphysical; }
376 set
377 {
378 m_isphysical = value;
379 if (!m_isphysical)
380 { // Zero the remembered last velocity
381 m_lastVelocity = Vector3.Zero;
382 if (m_type != Vehicle.TYPE_NONE) Halt();
383 }
384 }
385 }
386
387 public void setPrimForRemoval()
388 {
389 m_taintremove = true;
390 }
391
392 public override bool Flying
393 {
394 // no flying prims for you
395 get { return false; }
396 set { }
397 }
398
399 public override bool IsColliding
400 {
401 get { return iscolliding; }
402 set { iscolliding = value; }
403 }
404
405 public override bool CollidingGround
406 {
407 get { return false; }
408 set { return; }
409 }
410
411 public override bool CollidingObj
412 {
413 get { return false; }
414 set { return; }
415 }
416
417 public override bool ThrottleUpdates
418 {
419 get { return m_throttleUpdates; }
420 set { m_throttleUpdates = value; }
421 }
422
423 public override bool Stopped
424 {
425 get { return _zeroFlag; }
426 }
427
428 public override Vector3 Position
429 {
430 get { return _position; }
431
432 set { _position = value;
433 //m_log.Info("[PHYSICS]: " + _position.ToString());
434 }
435 }
436
437 public override Vector3 Size
438 {
439 get { return _size; }
440 set
441 {
442 if (value.IsFinite())
443 {
444 _size = value;
445 }
446 else
447 {
448 m_log.Warn("[PHYSICS]: Got NaN Size on object");
449 }
450 }
451 }
452
453 public override float Mass
454 {
455 get { return CalculateMass(); }
456 }
457
458 public override Vector3 Force
459 {
460 //get { return Vector3.Zero; }
461 get { return m_force; }
462 set
463 {
464 if (value.IsFinite())
465 {
466 m_force = value;
467 }
468 else
469 {
470 m_log.Warn("[PHYSICS]: NaN in Force Applied to an Object");
471 }
472 }
473 }
474
475 public override int VehicleType
476 {
477 get { return (int)m_type; }
478 set { ProcessTypeChange((Vehicle)value); }
479 }
480
481 public override void VehicleFloatParam(int param, float value)
482 {
483 ProcessFloatVehicleParam((Vehicle) param, value);
484 }
485
486 public override void VehicleVectorParam(int param, Vector3 value)
487 {
488 ProcessVectorVehicleParam((Vehicle) param, value);
489 }
490
491 public override void VehicleRotationParam(int param, Quaternion rotation)
492 {
493 ProcessRotationVehicleParam((Vehicle) param, rotation);
494 }
495
496 public override void VehicleFlags(int param, bool remove)
497 {
498 ProcessVehicleFlags(param, remove);
499 }
500
501 public override void SetVolumeDetect(int param)
502 {
503 lock (_parent_scene.OdeLock)
504 {
505 m_isVolumeDetect = (param!=0);
506 }
507 }
508
509 public override Vector3 CenterOfMass
510 {
511 get { return Vector3.Zero; }
512 }
513
514 public override Vector3 GeometricCenter
515 {
516 get { return Vector3.Zero; }
517 }
518
519 public override PrimitiveBaseShape Shape
520 {
521 set
522 {
523 _pbs = value;
524 m_taintshape = true;
525 }
526 }
527
528 public override Vector3 Velocity
529 {
530 get
531 {
532 // Averate previous velocity with the new one so
533 // client object interpolation works a 'little' better
534 if (_zeroFlag)
535 return Vector3.Zero;
536
537 Vector3 returnVelocity = Vector3.Zero;
538 returnVelocity.X = (m_lastVelocity.X + _velocity.X)/2;
539 returnVelocity.Y = (m_lastVelocity.Y + _velocity.Y)/2;
540 returnVelocity.Z = (m_lastVelocity.Z + _velocity.Z)/2;
541 return returnVelocity;
542 }
543 set
544 {
545 if (value.IsFinite())
546 {
547 _velocity = value;
548 if (_velocity.ApproxEquals(Vector3.Zero,0.001f))
549 _acceleration = Vector3.Zero;
550
551 m_taintVelocity = value;
552 _parent_scene.AddPhysicsActorTaint(this);
553 }
554 else
555 {
556 m_log.Warn("[PHYSICS]: Got NaN Velocity in Object");
557 }
558
559 }
560 }
561
562 public override Vector3 Torque
563 {
564 get
565 {
566 if (!m_isphysical || Body == IntPtr.Zero)
567 return Vector3.Zero;
568
569 return _torque;
570 }
571
572 set
573 {
574 if (value.IsFinite())
575 {
576 m_taintTorque = value;
577 _parent_scene.AddPhysicsActorTaint(this);
578 }
579 else
580 {
581 m_log.Warn("[PHYSICS]: Got NaN Torque in Object");
582 }
583 }
584 }
585
586 public override float CollisionScore
587 {
588 get { return m_collisionscore; }
589 set { m_collisionscore = value; }
590 }
591
592 public override bool Kinematic
593 {
594 get { return false; }
595 set { }
596 }
597
598 public override Quaternion Orientation
599 {
600 get { return _orientation; }
601 set
602 {
603 if (QuaternionIsFinite(value))
604 {
605 _orientation = value;
606 }
607 else
608 m_log.Warn("[PHYSICS]: Got NaN quaternion Orientation from Scene in Object");
609
610 }
611 }
612
613
614 public override bool FloatOnWater
615 {
616 set {
617 m_taintCollidesWater = value;
618 _parent_scene.AddPhysicsActorTaint(this);
619 }
620 }
621
622 public override void SetMomentum(Vector3 momentum)
623 {
624 }
625
626 public override Vector3 PIDTarget
627 {
628 set
629 {
630 if (value.IsFinite())
631 {
632 m_PIDTarget = value;
633 }
634 else
635 m_log.Warn("[PHYSICS]: Got NaN PIDTarget from Scene on Object");
636 }
637 }
638 public override bool PIDActive { set { m_usePID = value; } }
639 public override float PIDTau { set { m_PIDTau = value; } }
640
641 // For RotLookAt
642 public override Quaternion APIDTarget { set { m_APIDTarget = value; } }
643 public override bool APIDActive { set { m_useAPID = value; } }
644 public override float APIDStrength { set { m_APIDStrength = value; } }
645 public override float APIDDamping { set { m_APIDDamping = value; } }
646
647 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } }
648 public override bool PIDHoverActive { set { m_useHoverPID = value; } }
649 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } }
650 public override float PIDHoverTau { set { m_PIDHoverTau = value; } }
651
652 internal static bool QuaternionIsFinite(Quaternion q)
653 {
654 if (Single.IsNaN(q.X) || Single.IsInfinity(q.X))
655 return false;
656 if (Single.IsNaN(q.Y) || Single.IsInfinity(q.Y))
657 return false;
658 if (Single.IsNaN(q.Z) || Single.IsInfinity(q.Z))
659 return false;
660 if (Single.IsNaN(q.W) || Single.IsInfinity(q.W))
661 return false;
662 return true;
663 }
664
665 public override Vector3 Acceleration // client updates read data via here
666 {
667 get
668 {
669 if (_zeroFlag)
670 {
671 return Vector3.Zero;
672 }
673 return _acceleration;
674 }
675 }
676
677
678 public void SetAcceleration(Vector3 accel) // No one calls this, and it would not do anything.
679 {
680 _acceleration = accel;
681 }
682
683 public override void AddForce(Vector3 force, bool pushforce)
684 {
685 if (force.IsFinite())
686 {
687 lock (m_forcelist)
688 m_forcelist.Add(force);
689
690 m_taintforce = true;
691 }
692 else
693 {
694 m_log.Warn("[PHYSICS]: Got Invalid linear force vector from Scene in Object");
695 }
696 //m_log.Info("[PHYSICS]: Added Force:" + force.ToString() + " to prim at " + Position.ToString());
697 }
698
699 public override void AddAngularForce(Vector3 force, bool pushforce)
700 {
701 if (force.IsFinite())
702 {
703 m_angularforcelist.Add(force);
704 m_taintaddangularforce = true;
705 }
706 else
707 {
708 m_log.Warn("[PHYSICS]: Got Invalid Angular force vector from Scene in Object");
709 }
710 }
711
712 public override Vector3 RotationalVelocity
713 {
714 get
715 {
716 return m_rotationalVelocity;
717 }
718 set
719 {
720 if (value.IsFinite())
721 {
722 m_rotationalVelocity = value;
723 }
724 else
725 {
726 m_log.Warn("[PHYSICS]: Got NaN RotationalVelocity in Object");
727 }
728 }
729 }
730
731 public override void CrossingFailure()
732 {
733 m_crossingfailures++;
734 if (m_crossingfailures > _parent_scene.geomCrossingFailuresBeforeOutofbounds)
735 {
736 base.RaiseOutOfBounds(_position);
737 return;
738 }
739 else if (m_crossingfailures == _parent_scene.geomCrossingFailuresBeforeOutofbounds)
740 {
741 m_log.Warn("[PHYSICS]: Too many crossing failures for: " + m_primName);
742 }
743 }
744
745 public override float Buoyancy
746 {
747 get { return m_buoyancy; }
748 set { m_buoyancy = value; }
749 }
750
751 public override void link(PhysicsActor obj)
752 {
753 m_taintparent = obj;
754 }
755
756 public override void delink()
757 {
758 m_taintparent = null;
759 }
760
761 public override void LockAngularMotion(Vector3 axis)
762 {
763 // This is actually ROTATION ENABLE, not a lock.
764 // default is <1,1,1> which is all enabled.
765 // The lock value is updated inside Move(), no point in using the taint system.
766 // OS 'm_taintAngularLock' etc change to m_rotateEnable.
767 if (axis.IsFinite())
768 {
769 axis.X = (axis.X > 0) ? 1f : 0f;
770 axis.Y = (axis.Y > 0) ? 1f : 0f;
771 axis.Z = (axis.Z > 0) ? 1f : 0f;
772 m_log.DebugFormat("[axislock]: <{0},{1},{2}>", axis.X, axis.Y, axis.Z);
773 m_rotateEnableRequest = axis;
774 m_rotateEnableUpdate = true;
775 }
776 else
777 {
778 m_log.Warn("[PHYSICS]: Got NaN locking axis from Scene on Object");
779 }
780 }
781
782
783 public void SetGeom(IntPtr geom)
784 {
785 if(prim_geom != IntPtr.Zero)
786 {
787 // Remove any old entries
788//string tPA;
789//_parent_scene.geom_name_map.TryGetValue(prim_geom, out tPA);
790//Console.WriteLine("**** Remove {0}", tPA);
791 if(_parent_scene.geom_name_map.ContainsKey(prim_geom)) _parent_scene.geom_name_map.Remove(prim_geom);
792 if(_parent_scene.actor_name_map.ContainsKey(prim_geom)) _parent_scene.actor_name_map.Remove(prim_geom);
793 d.GeomDestroy(prim_geom);
794 }
795
796 prim_geom = geom;
797//Console.WriteLine("SetGeom to " + prim_geom + " for " + m_primName);
798 if (prim_geom != IntPtr.Zero)
799 {
800 _parent_scene.geom_name_map[prim_geom] = this.m_primName;
801 _parent_scene.actor_name_map[prim_geom] = (PhysicsActor)this;
802 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
803 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
804//Console.WriteLine("**** Create {2} Dicts: actor={0} name={1}", _parent_scene.actor_name_map.Count, _parent_scene.geom_name_map.Count, this.m_primName);
805 }
806
807 if (childPrim)
808 {
809 if (_parent != null && _parent is OdePrim)
810 {
811 OdePrim parent = (OdePrim)_parent;
812//Console.WriteLine("SetGeom calls ChildSetGeom");
813 parent.ChildSetGeom(this);
814 }
815 }
816 //m_log.Warn("Setting Geom to: " + prim_geom);
817 }
818
819 public void enableBodySoft()
820 {
821 if (!childPrim)
822 {
823 if (m_isphysical && Body != IntPtr.Zero)
824 {
825 d.BodyEnable(Body);
826 if (m_type != Vehicle.TYPE_NONE)
827 Enable(Body, _parent_scene);
828 }
829
830 m_disabled = false;
831 }
832 }
833
834 public void disableBodySoft()
835 {
836 m_disabled = true;
837
838 if (m_isphysical && Body != IntPtr.Zero)
839 {
840 d.BodyDisable(Body);
841 Halt();
842 }
843 }
844
845 public void enableBody()
846 {
847 // Don't enable this body if we're a child prim
848 // this should be taken care of in the parent function not here
849 if (!childPrim)
850 {
851 // Sets the geom to a body
852 Body = d.BodyCreate(_parent_scene.world);
853
854 setMass();
855 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
856 d.Quaternion myrot = new d.Quaternion();
857 myrot.X = _orientation.X;
858 myrot.Y = _orientation.Y;
859 myrot.Z = _orientation.Z;
860 myrot.W = _orientation.W;
861 d.BodySetQuaternion(Body, ref myrot);
862 d.GeomSetBody(prim_geom, Body);
863 m_collisionCategories |= CollisionCategories.Body;
864 m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
865
866 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
867 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
868
869 d.BodySetAutoDisableFlag(Body, true);
870 d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
871
872 // disconnect from world gravity so we can apply buoyancy
873 d.BodySetGravityMode (Body, false);
874
875 m_interpenetrationcount = 0;
876 m_collisionscore = 0;
877 m_disabled = false;
878
879 if (m_type != Vehicle.TYPE_NONE)
880 {
881 Enable(Body, _parent_scene);
882 }
883
884 _parent_scene.addActivePrim(this);
885 }
886 }
887
888 #region Mass Calculation
889
890 private float CalculateMass()
891 {
892 float volume = _size.X * _size.Y * _size.Z; // default
893 float tmp;
894
895 float returnMass = 0;
896 float hollowAmount = (float)_pbs.ProfileHollow * 2.0e-5f;
897 float hollowVolume = hollowAmount * hollowAmount;
898
899 switch (_pbs.ProfileShape)
900 {
901 case ProfileShape.Square:
902 // default box
903
904 if (_pbs.PathCurve == (byte)Extrusion.Straight)
905 {
906 if (hollowAmount > 0.0)
907 {
908 switch (_pbs.HollowShape)
909 {
910 case HollowShape.Square:
911 case HollowShape.Same:
912 break;
913
914 case HollowShape.Circle:
915
916 hollowVolume *= 0.78539816339f;
917 break;
918
919 case HollowShape.Triangle:
920
921 hollowVolume *= (0.5f * .5f);
922 break;
923
924 default:
925 hollowVolume = 0;
926 break;
927 }
928 volume *= (1.0f - hollowVolume);
929 }
930 }
931
932 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
933 {
934 //a tube
935
936 volume *= 0.78539816339e-2f * (float)(200 - _pbs.PathScaleX);
937 tmp= 1.0f -2.0e-2f * (float)(200 - _pbs.PathScaleY);
938 volume -= volume*tmp*tmp;
939
940 if (hollowAmount > 0.0)
941 {
942 hollowVolume *= hollowAmount;
943
944 switch (_pbs.HollowShape)
945 {
946 case HollowShape.Square:
947 case HollowShape.Same:
948 break;
949
950 case HollowShape.Circle:
951 hollowVolume *= 0.78539816339f;;
952 break;
953
954 case HollowShape.Triangle:
955 hollowVolume *= 0.5f * 0.5f;
956 break;
957 default:
958 hollowVolume = 0;
959 break;
960 }
961 volume *= (1.0f - hollowVolume);
962 }
963 }
964
965 break;
966
967 case ProfileShape.Circle:
968
969 if (_pbs.PathCurve == (byte)Extrusion.Straight)
970 {
971 volume *= 0.78539816339f; // elipse base
972
973 if (hollowAmount > 0.0)
974 {
975 switch (_pbs.HollowShape)
976 {
977 case HollowShape.Same:
978 case HollowShape.Circle:
979 break;
980
981 case HollowShape.Square:
982 hollowVolume *= 0.5f * 2.5984480504799f;
983 break;
984
985 case HollowShape.Triangle:
986 hollowVolume *= .5f * 1.27323954473516f;
987 break;
988
989 default:
990 hollowVolume = 0;
991 break;
992 }
993 volume *= (1.0f - hollowVolume);
994 }
995 }
996
997 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
998 {
999 volume *= 0.61685027506808491367715568749226e-2f * (float)(200 - _pbs.PathScaleX);
1000 tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY);
1001 volume *= (1.0f - tmp * tmp);
1002
1003 if (hollowAmount > 0.0)
1004 {
1005
1006 // calculate the hollow volume by it's shape compared to the prim shape
1007 hollowVolume *= hollowAmount;
1008
1009 switch (_pbs.HollowShape)
1010 {
1011 case HollowShape.Same:
1012 case HollowShape.Circle:
1013 break;
1014
1015 case HollowShape.Square:
1016 hollowVolume *= 0.5f * 2.5984480504799f;
1017 break;
1018
1019 case HollowShape.Triangle:
1020 hollowVolume *= .5f * 1.27323954473516f;
1021 break;
1022
1023 default:
1024 hollowVolume = 0;
1025 break;
1026 }
1027 volume *= (1.0f - hollowVolume);
1028 }
1029 }
1030 break;
1031
1032 case ProfileShape.HalfCircle:
1033 if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1034 {
1035 volume *= 0.52359877559829887307710723054658f;
1036 }
1037 break;
1038
1039 case ProfileShape.EquilateralTriangle:
1040
1041 if (_pbs.PathCurve == (byte)Extrusion.Straight)
1042 {
1043 volume *= 0.32475953f;
1044
1045 if (hollowAmount > 0.0)
1046 {
1047
1048 // calculate the hollow volume by it's shape compared to the prim shape
1049 switch (_pbs.HollowShape)
1050 {
1051 case HollowShape.Same:
1052 case HollowShape.Triangle:
1053 hollowVolume *= .25f;
1054 break;
1055
1056 case HollowShape.Square:
1057 hollowVolume *= 0.499849f * 3.07920140172638f;
1058 break;
1059
1060 case HollowShape.Circle:
1061 // Hollow shape is a perfect cyllinder in respect to the cube's scale
1062 // Cyllinder hollow volume calculation
1063
1064 hollowVolume *= 0.1963495f * 3.07920140172638f;
1065 break;
1066
1067 default:
1068 hollowVolume = 0;
1069 break;
1070 }
1071 volume *= (1.0f - hollowVolume);
1072 }
1073 }
1074 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1075 {
1076 volume *= 0.32475953f;
1077 volume *= 0.01f * (float)(200 - _pbs.PathScaleX);
1078 tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY);
1079 volume *= (1.0f - tmp * tmp);
1080
1081 if (hollowAmount > 0.0)
1082 {
1083
1084 hollowVolume *= hollowAmount;
1085
1086 switch (_pbs.HollowShape)
1087 {
1088 case HollowShape.Same:
1089 case HollowShape.Triangle:
1090 hollowVolume *= .25f;
1091 break;
1092
1093 case HollowShape.Square:
1094 hollowVolume *= 0.499849f * 3.07920140172638f;
1095 break;
1096
1097 case HollowShape.Circle:
1098
1099 hollowVolume *= 0.1963495f * 3.07920140172638f;
1100 break;
1101
1102 default:
1103 hollowVolume = 0;
1104 break;
1105 }
1106 volume *= (1.0f - hollowVolume);
1107 }
1108 }
1109 break;
1110
1111 default:
1112 break;
1113 }
1114
1115
1116
1117 float taperX1;
1118 float taperY1;
1119 float taperX;
1120 float taperY;
1121 float pathBegin;
1122 float pathEnd;
1123 float profileBegin;
1124 float profileEnd;
1125
1126 if (_pbs.PathCurve == (byte)Extrusion.Straight || _pbs.PathCurve == (byte)Extrusion.Flexible)
1127 {
1128 taperX1 = _pbs.PathScaleX * 0.01f;
1129 if (taperX1 > 1.0f)
1130 taperX1 = 2.0f - taperX1;
1131 taperX = 1.0f - taperX1;
1132
1133 taperY1 = _pbs.PathScaleY * 0.01f;
1134 if (taperY1 > 1.0f)
1135 taperY1 = 2.0f - taperY1;
1136 taperY = 1.0f - taperY1;
1137 }
1138 else
1139 {
1140 taperX = _pbs.PathTaperX * 0.01f;
1141 if (taperX < 0.0f)
1142 taperX = -taperX;
1143 taperX1 = 1.0f - taperX;
1144
1145 taperY = _pbs.PathTaperY * 0.01f;
1146 if (taperY < 0.0f)
1147 taperY = -taperY;
1148 taperY1 = 1.0f - taperY;
1149
1150 }
1151
1152
1153 volume *= (taperX1 * taperY1 + 0.5f * (taperX1 * taperY + taperX * taperY1) + 0.3333333333f * taperX * taperY);
1154
1155 pathBegin = (float)_pbs.PathBegin * 2.0e-5f;
1156 pathEnd = 1.0f - (float)_pbs.PathEnd * 2.0e-5f;
1157 volume *= (pathEnd - pathBegin);
1158
1159// this is crude aproximation
1160 profileBegin = (float)_pbs.ProfileBegin * 2.0e-5f;
1161 profileEnd = 1.0f - (float)_pbs.ProfileEnd * 2.0e-5f;
1162 volume *= (profileEnd - profileBegin);
1163
1164 returnMass = m_density * volume;
1165
1166 if (returnMass <= 0)
1167 returnMass = 0.0001f;//ckrinke: Mass must be greater then zero.
1168// else if (returnMass > _parent_scene.maximumMassObject)
1169// returnMass = _parent_scene.maximumMassObject;
1170
1171
1172
1173
1174 // Recursively calculate mass
1175 bool HasChildPrim = false;
1176 lock (childrenPrim)
1177 {
1178 if (childrenPrim.Count > 0)
1179 {
1180 HasChildPrim = true;
1181 }
1182
1183 }
1184 if (HasChildPrim)
1185 {
1186 OdePrim[] childPrimArr = new OdePrim[0];
1187
1188 lock (childrenPrim)
1189 childPrimArr = childrenPrim.ToArray();
1190
1191 for (int i = 0; i < childPrimArr.Length; i++)
1192 {
1193 if (childPrimArr[i] != null && !childPrimArr[i].m_taintremove)
1194 returnMass += childPrimArr[i].CalculateMass();
1195 // failsafe, this shouldn't happen but with OpenSim, you never know :)
1196 if (i > 256)
1197 break;
1198 }
1199 }
1200 if (returnMass > _parent_scene.maximumMassObject)
1201 returnMass = _parent_scene.maximumMassObject;
1202 return returnMass;
1203 }// end CalculateMass
1204
1205 #endregion
1206
1207 public void setMass()
1208 {
1209 if (Body != (IntPtr) 0)
1210 {
1211 float newmass = CalculateMass();
1212
1213 //m_log.Info("[PHYSICS]: New Mass: " + newmass.ToString());
1214
1215 d.MassSetBoxTotal(out pMass, newmass, _size.X, _size.Y, _size.Z);
1216 d.BodySetMass(Body, ref pMass);
1217 }
1218 }
1219
1220 public void disableBody()
1221 {
1222 //this kills the body so things like 'mesh' can re-create it.
1223 lock (this)
1224 {
1225 if (!childPrim)
1226 {
1227 if (Body != IntPtr.Zero)
1228 {
1229 _parent_scene.remActivePrim(this);
1230 m_collisionCategories &= ~CollisionCategories.Body;
1231 m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
1232
1233 if (prim_geom != IntPtr.Zero)
1234 {
1235 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1236 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1237 }
1238
1239
1240 d.BodyDestroy(Body);
1241 lock (childrenPrim)
1242 {
1243 if (childrenPrim.Count > 0)
1244 {
1245 foreach (OdePrim prm in childrenPrim)
1246 {
1247 _parent_scene.remActivePrim(prm);
1248 prm.Body = IntPtr.Zero;
1249 }
1250 }
1251 }
1252 Body = IntPtr.Zero;
1253 }
1254 }
1255 else
1256 {
1257 _parent_scene.remActivePrim(this);
1258
1259 m_collisionCategories &= ~CollisionCategories.Body;
1260 m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
1261
1262 if (prim_geom != IntPtr.Zero)
1263 {
1264 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1265 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1266 }
1267
1268
1269 Body = IntPtr.Zero;
1270 }
1271 }
1272 m_disabled = true;
1273 m_collisionscore = 0;
1274 }
1275
1276 private static Dictionary<IMesh, IntPtr> m_MeshToTriMeshMap = new Dictionary<IMesh, IntPtr>();
1277
1278 public void setMesh(OdeScene parent_scene, IMesh mesh)
1279 {
1280 // This sleeper is there to moderate how long it takes between
1281 // setting up the mesh and pre-processing it when we get rapid fire mesh requests on a single object
1282
1283 //Thread.Sleep(10);
1284
1285 //Kill Body so that mesh can re-make the geom
1286 if (IsPhysical && Body != IntPtr.Zero)
1287 {
1288 if (childPrim)
1289 {
1290 if (_parent != null)
1291 {
1292 OdePrim parent = (OdePrim)_parent;
1293 parent.ChildDelink(this);
1294 }
1295 }
1296 else
1297 {
1298 disableBody();
1299 }
1300 }
1301 IntPtr vertices, indices;
1302 int vertexCount, indexCount;
1303 int vertexStride, triStride;
1304 mesh.getVertexListAsPtrToFloatArray(out vertices, out vertexStride, out vertexCount); // Note, that vertices are fixed in unmanaged heap
1305 mesh.getIndexListAsPtrToIntArray(out indices, out triStride, out indexCount); // Also fixed, needs release after usage
1306
1307 mesh.releaseSourceMeshData(); // free up the original mesh data to save memory
1308 if (m_MeshToTriMeshMap.ContainsKey(mesh))
1309 {
1310 _triMeshData = m_MeshToTriMeshMap[mesh];
1311 }
1312 else
1313 {
1314 _triMeshData = d.GeomTriMeshDataCreate();
1315
1316 d.GeomTriMeshDataBuildSimple(_triMeshData, vertices, vertexStride, vertexCount, indices, indexCount, triStride);
1317 d.GeomTriMeshDataPreprocess(_triMeshData);
1318 m_MeshToTriMeshMap[mesh] = _triMeshData;
1319 }
1320
1321 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1322 try
1323 {
1324 // if (prim_geom == IntPtr.Zero) // setGeom takes care of phys engine recreate and prim_geom pointer
1325 // {
1326 SetGeom(d.CreateTriMesh(m_targetSpace, _triMeshData, parent_scene.triCallback, null, null));
1327 // }
1328 }
1329 catch (AccessViolationException)
1330 {
1331 m_log.Error("[PHYSICS]: MESH LOCKED");
1332 return;
1333 }
1334
1335
1336 // if (IsPhysical && Body == (IntPtr) 0)
1337 // {
1338 // Recreate the body
1339 // m_interpenetrationcount = 0;
1340 // m_collisionscore = 0;
1341
1342 // enableBody();
1343 // }
1344 }
1345
1346 public void ProcessTaints(float timestep) //=============================================================================
1347 {
1348 if (m_taintadd)
1349 {
1350 changeadd(timestep);
1351 }
1352
1353 if (prim_geom != IntPtr.Zero)
1354 {
1355 if (!_position.ApproxEquals(m_taintposition, 0f))
1356 {
1357 changemove(timestep);
1358 }
1359 if (m_taintrot != _orientation)
1360 {
1361 if(childPrim && IsPhysical) // For physical child prim...
1362 {
1363 rotate(timestep);
1364 // KF: ODE will also rotate the parent prim!
1365 // so rotate the root back to where it was
1366 OdePrim parent = (OdePrim)_parent;
1367 parent.rotate(timestep);
1368 }
1369 else
1370 {
1371 //Just rotate the prim
1372 rotate(timestep);
1373 }
1374 }
1375 //
1376
1377 if (m_taintPhysics != m_isphysical && !(m_taintparent != _parent))
1378 {
1379 changePhysicsStatus(timestep);
1380 }//
1381
1382 if (!_size.ApproxEquals(m_taintsize,0f))
1383 changesize(timestep);
1384 //
1385
1386 if (m_taintshape)
1387 changeshape(timestep);
1388 //
1389
1390 if (m_taintforce)
1391 changeAddForce(timestep);
1392
1393 if (m_taintaddangularforce)
1394 changeAddAngularForce(timestep);
1395
1396 if (!m_taintTorque.ApproxEquals(Vector3.Zero, 0.001f))
1397 changeSetTorque(timestep);
1398
1399 if (m_taintdisable)
1400 changedisable(timestep);
1401
1402 if (m_taintselected != m_isSelected)
1403 changeSelectedStatus(timestep);
1404
1405 if (!m_taintVelocity.ApproxEquals(Vector3.Zero, 0.001f))
1406 changevelocity(timestep);
1407
1408 if (m_taintparent != _parent)
1409 changelink(timestep);
1410
1411 if (m_taintCollidesWater != m_collidesWater)
1412 changefloatonwater(timestep);
1413/* obsolete
1414 if (!m_angularLock.ApproxEquals(m_taintAngularLock,0f))
1415 changeAngularLock(timestep);
1416 */
1417 }
1418 else
1419 {
1420 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.)");
1421 }
1422 }
1423
1424/* obsolete
1425 private void changeAngularLock(float timestep)
1426 {
1427 if (_parent == null)
1428 {
1429 m_angularLock = m_taintAngularLock;
1430 m_angularLockSet = true;
1431 }
1432 }
1433 */
1434 private void changelink(float timestep)
1435 {
1436 // If the newly set parent is not null
1437 // create link
1438 if (_parent == null && m_taintparent != null)
1439 {
1440 if (m_taintparent.PhysicsActorType == (int)ActorTypes.Prim)
1441 {
1442 OdePrim obj = (OdePrim)m_taintparent;
1443 //obj.disableBody();
1444 obj.ParentPrim(this);
1445
1446 /*
1447 if (obj.Body != (IntPtr)0 && Body != (IntPtr)0 && obj.Body != Body)
1448 {
1449 _linkJointGroup = d.JointGroupCreate(0);
1450 m_linkJoint = d.JointCreateFixed(_parent_scene.world, _linkJointGroup);
1451 d.JointAttach(m_linkJoint, obj.Body, Body);
1452 d.JointSetFixed(m_linkJoint);
1453 }
1454 */
1455 }
1456 }
1457 // If the newly set parent is null
1458 // destroy link
1459 else if (_parent != null && m_taintparent == null)
1460 {
1461 if (_parent is OdePrim)
1462 {
1463 OdePrim obj = (OdePrim)_parent;
1464 obj.ChildDelink(this);
1465 childPrim = false;
1466 //_parent = null;
1467 }
1468
1469 /*
1470 if (Body != (IntPtr)0 && _linkJointGroup != (IntPtr)0)
1471 d.JointGroupDestroy(_linkJointGroup);
1472
1473 _linkJointGroup = (IntPtr)0;
1474 m_linkJoint = (IntPtr)0;
1475 */
1476 }
1477
1478 _parent = m_taintparent;
1479 m_taintPhysics = m_isphysical;
1480 }
1481
1482 // I'm the parent
1483 // prim is the child
1484 public void ParentPrim(OdePrim prim)
1485 {
1486 if (this.m_localID != prim.m_localID)
1487 {
1488 if (Body == IntPtr.Zero)
1489 {
1490 Body = d.BodyCreate(_parent_scene.world);
1491 // disconnect from world gravity so we can apply buoyancy
1492 d.BodySetGravityMode (Body, false);
1493
1494 setMass();
1495 }
1496 if (Body != IntPtr.Zero)
1497 {
1498 lock (childrenPrim)
1499 {
1500 if (!childrenPrim.Contains(prim))
1501 {
1502 childrenPrim.Add(prim);
1503
1504 foreach (OdePrim prm in childrenPrim)
1505 {
1506 d.Mass m2;
1507 d.MassSetZero(out m2);
1508 d.MassSetBoxTotal(out m2, prim.CalculateMass(), prm._size.X, prm._size.Y, prm._size.Z);
1509
1510
1511 d.Quaternion quat = new d.Quaternion();
1512 quat.W = prm._orientation.W;
1513 quat.X = prm._orientation.X;
1514 quat.Y = prm._orientation.Y;
1515 quat.Z = prm._orientation.Z;
1516
1517 d.Matrix3 mat = new d.Matrix3();
1518 d.RfromQ(out mat, ref quat);
1519 d.MassRotate(ref m2, ref mat);
1520 d.MassTranslate(ref m2, Position.X - prm.Position.X, Position.Y - prm.Position.Y, Position.Z - prm.Position.Z);
1521 d.MassAdd(ref pMass, ref m2);
1522 }
1523 foreach (OdePrim prm in childrenPrim)
1524 {
1525
1526 prm.m_collisionCategories |= CollisionCategories.Body;
1527 prm.m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
1528
1529 if (prm.prim_geom == IntPtr.Zero)
1530 {
1531 m_log.Warn("[PHYSICS]: Unable to link one of the linkset elements. No geom yet");
1532 continue;
1533 }
1534 d.GeomSetCategoryBits(prm.prim_geom, (int)prm.m_collisionCategories);
1535 d.GeomSetCollideBits(prm.prim_geom, (int)prm.m_collisionFlags);
1536
1537
1538 d.Quaternion quat = new d.Quaternion();
1539 quat.W = prm._orientation.W;
1540 quat.X = prm._orientation.X;
1541 quat.Y = prm._orientation.Y;
1542 quat.Z = prm._orientation.Z;
1543
1544 d.Matrix3 mat = new d.Matrix3();
1545 d.RfromQ(out mat, ref quat);
1546 if (Body != IntPtr.Zero)
1547 {
1548 d.GeomSetBody(prm.prim_geom, Body);
1549 prm.childPrim = true;
1550 d.GeomSetOffsetWorldPosition(prm.prim_geom, prm.Position.X , prm.Position.Y, prm.Position.Z);
1551 //d.GeomSetOffsetPosition(prim.prim_geom,
1552 // (Position.X - prm.Position.X) - pMass.c.X,
1553 // (Position.Y - prm.Position.Y) - pMass.c.Y,
1554 // (Position.Z - prm.Position.Z) - pMass.c.Z);
1555 d.GeomSetOffsetWorldRotation(prm.prim_geom, ref mat);
1556 //d.GeomSetOffsetRotation(prm.prim_geom, ref mat);
1557 d.MassTranslate(ref pMass, -pMass.c.X, -pMass.c.Y, -pMass.c.Z);
1558 d.BodySetMass(Body, ref pMass);
1559 }
1560 else
1561 {
1562 m_log.Debug("[PHYSICS]:I ain't got no boooooooooddy, no body");
1563 }
1564
1565
1566 prm.m_interpenetrationcount = 0;
1567 prm.m_collisionscore = 0;
1568 prm.m_disabled = false;
1569
1570 prm.Body = Body;
1571 _parent_scene.addActivePrim(prm);
1572 }
1573 m_collisionCategories |= CollisionCategories.Body;
1574 m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
1575
1576 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1577 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1578
1579
1580 d.Quaternion quat2 = new d.Quaternion();
1581 quat2.W = _orientation.W;
1582 quat2.X = _orientation.X;
1583 quat2.Y = _orientation.Y;
1584 quat2.Z = _orientation.Z;
1585
1586 d.Matrix3 mat2 = new d.Matrix3();
1587 d.RfromQ(out mat2, ref quat2);
1588 d.GeomSetBody(prim_geom, Body);
1589 d.GeomSetOffsetWorldPosition(prim_geom, Position.X - pMass.c.X, Position.Y - pMass.c.Y, Position.Z - pMass.c.Z);
1590 //d.GeomSetOffsetPosition(prim.prim_geom,
1591 // (Position.X - prm.Position.X) - pMass.c.X,
1592 // (Position.Y - prm.Position.Y) - pMass.c.Y,
1593 // (Position.Z - prm.Position.Z) - pMass.c.Z);
1594 //d.GeomSetOffsetRotation(prim_geom, ref mat2);
1595 d.MassTranslate(ref pMass, -pMass.c.X, -pMass.c.Y, -pMass.c.Z);
1596 d.BodySetMass(Body, ref pMass);
1597
1598 d.BodySetAutoDisableFlag(Body, true);
1599 d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
1600
1601
1602 m_interpenetrationcount = 0;
1603 m_collisionscore = 0;
1604 m_disabled = false;
1605
1606 d.BodySetPosition(Body, Position.X, Position.Y, Position.Z);
1607 if (m_type != Vehicle.TYPE_NONE) Enable(Body, _parent_scene);
1608 _parent_scene.addActivePrim(this);
1609 }
1610 }
1611 }
1612 }
1613
1614 }
1615
1616 private void ChildSetGeom(OdePrim odePrim)
1617 {
1618 //if (m_isphysical && Body != IntPtr.Zero)
1619 lock (childrenPrim)
1620 {
1621 foreach (OdePrim prm in childrenPrim)
1622 {
1623 //prm.childPrim = true;
1624 prm.disableBody();
1625 //prm.m_taintparent = null;
1626 //prm._parent = null;
1627 //prm.m_taintPhysics = false;
1628 //prm.m_disabled = true;
1629 //prm.childPrim = false;
1630 }
1631 }
1632 disableBody();
1633
1634
1635 if (Body != IntPtr.Zero)
1636 {
1637 _parent_scene.remActivePrim(this);
1638 }
1639
1640 lock (childrenPrim)
1641 {
1642 foreach (OdePrim prm in childrenPrim)
1643 {
1644 ParentPrim(prm);
1645 }
1646 }
1647
1648 }
1649
1650 private void ChildDelink(OdePrim odePrim)
1651 {
1652 // Okay, we have a delinked child.. need to rebuild the body.
1653 lock (childrenPrim)
1654 {
1655 foreach (OdePrim prm in childrenPrim)
1656 {
1657 prm.childPrim = true;
1658 prm.disableBody();
1659 //prm.m_taintparent = null;
1660 //prm._parent = null;
1661 //prm.m_taintPhysics = false;
1662 //prm.m_disabled = true;
1663 //prm.childPrim = false;
1664 }
1665 }
1666 disableBody();
1667
1668 lock (childrenPrim)
1669 {
1670 childrenPrim.Remove(odePrim);
1671 }
1672
1673 if (Body != IntPtr.Zero)
1674 {
1675 _parent_scene.remActivePrim(this);
1676 }
1677
1678 lock (childrenPrim)
1679 {
1680 foreach (OdePrim prm in childrenPrim)
1681 {
1682 ParentPrim(prm);
1683 }
1684 }
1685 }
1686
1687 private void changeSelectedStatus(float timestep)
1688 {
1689 if (m_taintselected)
1690 {
1691 m_collisionCategories = CollisionCategories.Selected;
1692 m_collisionFlags = (CollisionCategories.Sensor | CollisionCategories.Space);
1693
1694 // We do the body disable soft twice because 'in theory' a collision could have happened
1695 // in between the disabling and the collision properties setting
1696 // which would wake the physical body up from a soft disabling and potentially cause it to fall
1697 // through the ground.
1698
1699 // NOTE FOR JOINTS: this doesn't always work for jointed assemblies because if you select
1700 // just one part of the assembly, the rest of the assembly is non-selected and still simulating,
1701 // so that causes the selected part to wake up and continue moving.
1702
1703 // even if you select all parts of a jointed assembly, it is not guaranteed that the entire
1704 // assembly will stop simulating during the selection, because of the lack of atomicity
1705 // of select operations (their processing could be interrupted by a thread switch, causing
1706 // simulation to continue before all of the selected object notifications trickle down to
1707 // the physics engine).
1708
1709 // e.g. we select 100 prims that are connected by joints. non-atomically, the first 50 are
1710 // selected and disabled. then, due to a thread switch, the selection processing is
1711 // interrupted and the physics engine continues to simulate, so the last 50 items, whose
1712 // selection was not yet processed, continues to simulate. this wakes up ALL of the
1713 // first 50 again. then the last 50 are disabled. then the first 50, which were just woken
1714 // up, start simulating again, which in turn wakes up the last 50.
1715
1716 if (m_isphysical)
1717 {
1718 disableBodySoft();
1719 }
1720
1721 if (prim_geom != IntPtr.Zero)
1722 {
1723 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1724 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1725 }
1726
1727 if (m_isphysical)
1728 {
1729 disableBodySoft();
1730 }
1731 if (Body != IntPtr.Zero)
1732 {
1733 d.BodySetLinearVel(Body, 0f, 0f, 0f);
1734 d.BodySetForce(Body, 0f, 0f, 0f);
1735 d.BodySetAngularVel (Body, 0.0f, 0.0f, 0.0f);
1736 d.BodySetTorque (Body, 0.0f, 0.0f, 0.0f);
1737 }
1738
1739 }
1740 else
1741 {
1742 m_collisionCategories = CollisionCategories.Geom;
1743
1744 if (m_isphysical)
1745 m_collisionCategories |= CollisionCategories.Body;
1746
1747 m_collisionFlags = m_default_collisionFlags;
1748
1749 if (m_collidesLand)
1750 m_collisionFlags |= CollisionCategories.Land;
1751 if (m_collidesWater)
1752 m_collisionFlags |= CollisionCategories.Water;
1753
1754 if (prim_geom != IntPtr.Zero)
1755 {
1756 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1757 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1758 }
1759 if (Body != IntPtr.Zero)
1760 {
1761 d.BodySetLinearVel(Body, 0f, 0f, 0f);
1762 d.BodySetForce(Body, 0f, 0f, 0f);
1763 d.BodySetAngularVel (Body, 0.0f, 0.0f, 0.0f);
1764 d.BodySetTorque (Body, 0.0f, 0.0f, 0.0f);
1765 }
1766
1767 if (m_isphysical)
1768 {
1769 if (Body != IntPtr.Zero)
1770 {
1771 enableBodySoft();
1772 }
1773 }
1774 }
1775
1776 resetCollisionAccounting();
1777 m_isSelected = m_taintselected;
1778 }//end changeSelectedStatus
1779
1780 public void ResetTaints()
1781 {
1782 m_taintposition = _position;
1783 m_taintrot = _orientation;
1784 m_taintPhysics = m_isphysical;
1785 m_taintselected = m_isSelected;
1786 m_taintsize = _size;
1787 m_taintshape = false;
1788 m_taintforce = false;
1789 m_taintdisable = false;
1790 m_taintVelocity = Vector3.Zero;
1791 }
1792
1793 public void CreateGeom(IntPtr m_targetSpace, IMesh _mesh)
1794 {
1795 if (_mesh != null) // Special - make mesh
1796 {
1797 setMesh(_parent_scene, _mesh);
1798 }
1799 else // not a mesh
1800 {
1801 if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1) // special profile??
1802 {
1803 if (_size.X == _size.Y && _size.Y == _size.Z && _size.X == _size.Z) // Equi-size
1804 {
1805 if (((_size.X / 2f) > 0f)) // Has size
1806 {
1807 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1808 try
1809 {
1810 SetGeom(d.CreateSphere(m_targetSpace, _size.X / 2));
1811 }
1812 catch (AccessViolationException)
1813 {
1814 m_log.Warn("[PHYSICS]: Unable to create physics proxy for object");
1815 ode.dunlock(_parent_scene.world);
1816 return;
1817 }
1818 }
1819 else
1820 {
1821 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1822 try
1823 {
1824 SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
1825 }
1826 catch (AccessViolationException)
1827 {
1828 m_log.Warn("[PHYSICS]: Unable to create physics proxy for object");
1829 ode.dunlock(_parent_scene.world);
1830 return;
1831 }
1832 }
1833 }
1834 else // not equi-size
1835 {
1836 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1837 try
1838 {
1839 SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
1840 }
1841 catch (AccessViolationException)
1842 {
1843 m_log.Warn("[PHYSICS]: Unable to create physics proxy for object");
1844 ode.dunlock(_parent_scene.world);
1845 return;
1846 }
1847 }
1848 }
1849
1850 else // not special profile
1851 {
1852 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1853 try
1854 {
1855 SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
1856 }
1857 catch (AccessViolationException)
1858 {
1859 m_log.Warn("[PHYSICS]: Unable to create physics proxy for object");
1860 ode.dunlock(_parent_scene.world);
1861 return;
1862 }
1863 }
1864 }
1865 }
1866
1867 public void changeadd(float timestep)
1868 {
1869 int[] iprimspaceArrItem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
1870 IntPtr targetspace = _parent_scene.calculateSpaceForGeom(_position);
1871
1872 if (targetspace == IntPtr.Zero)
1873 targetspace = _parent_scene.createprimspace(iprimspaceArrItem[0], iprimspaceArrItem[1]);
1874
1875 m_targetSpace = targetspace;
1876
1877 if (_mesh == null && m_meshfailed == false)
1878 {
1879 if (_parent_scene.needsMeshing(_pbs))
1880 {
1881 // Don't need to re-enable body.. it's done in SetMesh
1882 try
1883 {
1884 _mesh = _parent_scene.mesher.CreateMesh(m_primName, _pbs, _size, _parent_scene.meshSculptLOD, IsPhysical);
1885 }
1886 catch
1887 {
1888 //Don't continuously try to mesh prims when meshing has failed
1889 m_meshfailed = true;
1890 }
1891 // createmesh returns null when it's a shape that isn't a cube.
1892 // m_log.Debug(m_localID);
1893 }
1894 }
1895
1896
1897 lock (_parent_scene.OdeLock)
1898 {
1899 CreateGeom(m_targetSpace, _mesh);
1900
1901 if (prim_geom != IntPtr.Zero)
1902 {
1903 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
1904 d.Quaternion myrot = new d.Quaternion();
1905 myrot.X = _orientation.X;
1906 myrot.Y = _orientation.Y;
1907 myrot.Z = _orientation.Z;
1908 myrot.W = _orientation.W;
1909 d.GeomSetQuaternion(prim_geom, ref myrot);
1910 }
1911
1912 if (m_isphysical && Body == IntPtr.Zero)
1913 {
1914 enableBody();
1915 }
1916 }
1917
1918 changeSelectedStatus(timestep);
1919
1920 m_taintadd = false;
1921 }
1922
1923 public void changemove(float timestep)
1924 {
1925 if (m_isphysical)
1926 {
1927// if (!m_disabled && !m_taintremove && !childPrim) After one edit m_disabled is sometimes set, disabling further edits!
1928 if (!m_taintremove && !childPrim)
1929 {
1930 if (Body == IntPtr.Zero)
1931 enableBody();
1932 //Prim auto disable after 20 frames,
1933 //if you move it, re-enable the prim manually.
1934 if (_parent != null)
1935 {
1936 if (m_linkJoint != IntPtr.Zero)
1937 {
1938 d.JointDestroy(m_linkJoint);
1939 m_linkJoint = IntPtr.Zero;
1940 }
1941 }
1942 if (Body != IntPtr.Zero)
1943 {
1944 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
1945
1946 if (_parent != null)
1947 {
1948 OdePrim odParent = (OdePrim)_parent;
1949 if (Body != (IntPtr)0 && odParent.Body != (IntPtr)0 && Body != odParent.Body)
1950 {
1951// KF: Fixed Joints were removed? Anyway - this Console.WriteLine does not show up, so routine is not used??
1952Console.WriteLine("ODEPrim JointCreateFixed !!!");
1953 m_linkJoint = d.JointCreateFixed(_parent_scene.world, _linkJointGroup);
1954 d.JointAttach(m_linkJoint, Body, odParent.Body);
1955 d.JointSetFixed(m_linkJoint);
1956 }
1957 }
1958 d.BodyEnable(Body);
1959 if (m_type != Vehicle.TYPE_NONE)
1960 {
1961 Enable(Body, _parent_scene);
1962 }
1963 }
1964 else
1965 {
1966 m_log.Warn("[PHYSICS]: Body Still null after enableBody(). This is a crash scenario.");
1967 }
1968 }
1969 //else
1970 // {
1971 //m_log.Debug("[BUG]: race!");
1972 //}
1973 }
1974 else
1975 {
1976 // string primScenAvatarIn = _parent_scene.whichspaceamIin(_position);
1977 // int[] arrayitem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
1978 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1979
1980 IntPtr tempspace = _parent_scene.recalculateSpaceForGeom(prim_geom, _position, m_targetSpace);
1981 m_targetSpace = tempspace;
1982
1983 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1984 if (prim_geom != IntPtr.Zero)
1985 {
1986 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
1987
1988 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1989 d.SpaceAdd(m_targetSpace, prim_geom);
1990 }
1991 }
1992
1993 changeSelectedStatus(timestep);
1994
1995 resetCollisionAccounting();
1996 m_taintposition = _position;
1997 }
1998
1999
2000
2001 public void rotate(float timestep)
2002 {
2003 d.Quaternion myrot = new d.Quaternion();
2004 myrot.X = _orientation.X;
2005 myrot.Y = _orientation.Y;
2006 myrot.Z = _orientation.Z;
2007 myrot.W = _orientation.W;
2008 if (Body != IntPtr.Zero)
2009 {
2010 // KF: If this is a root prim do BodySet
2011 d.BodySetQuaternion(Body, ref myrot);
2012 }
2013 else
2014 {
2015 // daughter prim, do Geom set
2016 d.GeomSetQuaternion(prim_geom, ref myrot);
2017 }
2018
2019 resetCollisionAccounting();
2020 m_taintrot = _orientation;
2021 }
2022
2023 private void resetCollisionAccounting()
2024 {
2025 m_collisionscore = 0;
2026 m_interpenetrationcount = 0;
2027 m_disabled = false;
2028 }
2029
2030 public void changedisable(float timestep)
2031 {
2032 m_disabled = true;
2033 if (Body != IntPtr.Zero)
2034 {
2035 d.BodyDisable(Body);
2036 Body = IntPtr.Zero;
2037 }
2038
2039 m_taintdisable = false;
2040 }
2041
2042 public void changePhysicsStatus(float timestep)
2043 {
2044 if (m_isphysical == true)
2045 {
2046 if (Body == IntPtr.Zero)
2047 {
2048 if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim)
2049 {
2050 changeshape(2f);
2051 }
2052 else
2053 {
2054 enableBody();
2055 }
2056 }
2057 }
2058 else
2059 {
2060 if (Body != IntPtr.Zero)
2061 {
2062 if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim)
2063 {
2064 _mesh = null;
2065 changeadd(2f);
2066 }
2067 if (childPrim)
2068 {
2069 if (_parent != null)
2070 {
2071 OdePrim parent = (OdePrim)_parent;
2072 parent.ChildDelink(this);
2073 }
2074 }
2075 else
2076 {
2077 disableBody();
2078 }
2079 }
2080 }
2081
2082 changeSelectedStatus(timestep);
2083
2084 resetCollisionAccounting();
2085 m_taintPhysics = m_isphysical;
2086 }
2087
2088 public void changesize(float timestamp)
2089 {
2090
2091 string oldname = _parent_scene.geom_name_map[prim_geom];
2092
2093 if (_size.X <= 0) _size.X = 0.01f;
2094 if (_size.Y <= 0) _size.Y = 0.01f;
2095 if (_size.Z <= 0) _size.Z = 0.01f;
2096
2097 // Cleanup of old prim geometry
2098 if (_mesh != null)
2099 {
2100 // Cleanup meshing here
2101 }
2102 //kill body to rebuild
2103 if (IsPhysical && Body != IntPtr.Zero)
2104 {
2105 if (childPrim)
2106 {
2107 if (_parent != null)
2108 {
2109 OdePrim parent = (OdePrim)_parent;
2110 parent.ChildDelink(this);
2111 }
2112 }
2113 else
2114 {
2115 disableBody();
2116 }
2117 }
2118 if (d.SpaceQuery(m_targetSpace, prim_geom))
2119 {
2120 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2121 d.SpaceRemove(m_targetSpace, prim_geom);
2122 }
2123 // we don't need to do space calculation because the client sends a position update also.
2124
2125 // Construction of new prim
2126 if (_parent_scene.needsMeshing(_pbs) && m_meshfailed == false)
2127 {
2128 float meshlod = _parent_scene.meshSculptLOD;
2129
2130 if (IsPhysical)
2131 meshlod = _parent_scene.MeshSculptphysicalLOD;
2132 // Don't need to re-enable body.. it's done in SetMesh
2133
2134 IMesh mesh = null;
2135
2136 try
2137 {
2138 if (_parent_scene.needsMeshing(_pbs))
2139 mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);
2140 }
2141 catch
2142 {
2143 m_meshfailed = true;
2144 }
2145
2146 //IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);
2147 CreateGeom(m_targetSpace, mesh);
2148
2149
2150 }
2151 else
2152 {
2153 _mesh = null;
2154 CreateGeom(m_targetSpace, _mesh);
2155 }
2156
2157 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2158 d.Quaternion myrot = new d.Quaternion();
2159 myrot.X = _orientation.X;
2160 myrot.Y = _orientation.Y;
2161 myrot.Z = _orientation.Z;
2162 myrot.W = _orientation.W;
2163 d.GeomSetQuaternion(prim_geom, ref myrot);
2164
2165 //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z);
2166 if (IsPhysical && Body == IntPtr.Zero && !childPrim)
2167 {
2168 // Re creates body on size.
2169 // EnableBody also does setMass()
2170 enableBody();
2171 d.BodyEnable(Body);
2172 }
2173
2174 _parent_scene.geom_name_map[prim_geom] = oldname;
2175
2176 changeSelectedStatus(timestamp);
2177 if (childPrim)
2178 {
2179 if (_parent is OdePrim)
2180 {
2181 OdePrim parent = (OdePrim)_parent;
2182 parent.ChildSetGeom(this);
2183 }
2184 }
2185 resetCollisionAccounting();
2186 m_taintsize = _size;
2187 }
2188
2189
2190
2191 public void changefloatonwater(float timestep)
2192 {
2193 m_collidesWater = m_taintCollidesWater;
2194
2195 if (prim_geom != IntPtr.Zero)
2196 {
2197 if (m_collidesWater)
2198 {
2199 m_collisionFlags |= CollisionCategories.Water;
2200 }
2201 else
2202 {
2203 m_collisionFlags &= ~CollisionCategories.Water;
2204 }
2205 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
2206 }
2207 }
2208
2209 public void changeshape(float timestamp)
2210 {
2211 string oldname = _parent_scene.geom_name_map[prim_geom];
2212
2213 // Cleanup of old prim geometry and Bodies
2214 if (IsPhysical && Body != IntPtr.Zero)
2215 {
2216 if (childPrim)
2217 {
2218 if (_parent != null)
2219 {
2220 OdePrim parent = (OdePrim)_parent;
2221 parent.ChildDelink(this);
2222 }
2223 }
2224 else
2225 {
2226 disableBody();
2227 }
2228 }
2229
2230
2231 // we don't need to do space calculation because the client sends a position update also.
2232 if (_size.X <= 0) _size.X = 0.01f;
2233 if (_size.Y <= 0) _size.Y = 0.01f;
2234 if (_size.Z <= 0) _size.Z = 0.01f;
2235 // Construction of new prim
2236
2237 if (_parent_scene.needsMeshing(_pbs) && m_meshfailed == false)
2238 {
2239 // Don't need to re-enable body.. it's done in SetMesh
2240 float meshlod = _parent_scene.meshSculptLOD;
2241
2242 if (IsPhysical)
2243 meshlod = _parent_scene.MeshSculptphysicalLOD;
2244 try
2245 {
2246 IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);
2247 CreateGeom(m_targetSpace, mesh);
2248 }
2249 catch
2250 {
2251 m_meshfailed = true;
2252 }
2253 // createmesh returns null when it doesn't mesh.
2254 }
2255 else
2256 {
2257 _mesh = null;
2258 CreateGeom(m_targetSpace, null);
2259 }
2260
2261 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2262 d.Quaternion myrot = new d.Quaternion();
2263 //myrot.W = _orientation.w;
2264 myrot.W = _orientation.W;
2265 myrot.X = _orientation.X;
2266 myrot.Y = _orientation.Y;
2267 myrot.Z = _orientation.Z;
2268 d.GeomSetQuaternion(prim_geom, ref myrot);
2269
2270 //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z);
2271 if (IsPhysical && Body == IntPtr.Zero)
2272 {
2273 // Re creates body on size.
2274 // EnableBody also does setMass()
2275 enableBody();
2276 if (Body != IntPtr.Zero)
2277 {
2278 d.BodyEnable(Body);
2279 }
2280 }
2281 _parent_scene.geom_name_map[prim_geom] = oldname;
2282
2283 changeSelectedStatus(timestamp);
2284 if (childPrim)
2285 {
2286 if (_parent is OdePrim)
2287 {
2288 OdePrim parent = (OdePrim)_parent;
2289 parent.ChildSetGeom(this);
2290 }
2291 }
2292 resetCollisionAccounting();
2293 m_taintshape = false;
2294 }
2295
2296 public void changeAddForce(float timestamp)
2297 {
2298 if (!m_isSelected)
2299 {
2300 lock (m_forcelist)
2301 {
2302 //m_log.Info("[PHYSICS]: dequeing forcelist");
2303 if (IsPhysical)
2304 {
2305 Vector3 iforce = Vector3.Zero;
2306 int i = 0;
2307 try
2308 {
2309 for (i = 0; i < m_forcelist.Count; i++)
2310 {
2311
2312 iforce = iforce + (m_forcelist[i] * 100);
2313 }
2314 }
2315 catch (IndexOutOfRangeException)
2316 {
2317 m_forcelist = new List<Vector3>();
2318 m_collisionscore = 0;
2319 m_interpenetrationcount = 0;
2320 m_taintforce = false;
2321 return;
2322 }
2323 catch (ArgumentOutOfRangeException)
2324 {
2325 m_forcelist = new List<Vector3>();
2326 m_collisionscore = 0;
2327 m_interpenetrationcount = 0;
2328 m_taintforce = false;
2329 return;
2330 }
2331 d.BodyEnable(Body);
2332
2333 d.BodyAddForce(Body, iforce.X, iforce.Y, iforce.Z);
2334 }
2335 m_forcelist.Clear();
2336 }
2337
2338 m_collisionscore = 0;
2339 m_interpenetrationcount = 0;
2340 }
2341
2342 m_taintforce = false;
2343
2344 }
2345
2346
2347
2348 public void changeSetTorque(float timestamp)
2349 {
2350 if (!m_isSelected)
2351 {
2352 if (IsPhysical && Body != IntPtr.Zero)
2353 {
2354 d.BodySetTorque(Body, m_taintTorque.X, m_taintTorque.Y, m_taintTorque.Z);
2355 }
2356 }
2357
2358 m_taintTorque = Vector3.Zero;
2359 }
2360
2361 public void changeAddAngularForce(float timestamp)
2362 {
2363 if (!m_isSelected)
2364 {
2365 lock (m_angularforcelist)
2366 {
2367 //m_log.Info("[PHYSICS]: dequeing forcelist");
2368 if (IsPhysical)
2369 {
2370 Vector3 iforce = Vector3.Zero;
2371 for (int i = 0; i < m_angularforcelist.Count; i++)
2372 {
2373 iforce = iforce + (m_angularforcelist[i] * 100);
2374 }
2375 d.BodyEnable(Body);
2376 d.BodyAddTorque(Body, iforce.X, iforce.Y, iforce.Z);
2377
2378 }
2379 m_angularforcelist.Clear();
2380 }
2381
2382 m_collisionscore = 0;
2383 m_interpenetrationcount = 0;
2384 }
2385
2386 m_taintaddangularforce = false;
2387 }
2388
2389 private void changevelocity(float timestep)
2390 {
2391 if (!m_isSelected)
2392 {
2393 Thread.Sleep(20);
2394 if (IsPhysical)
2395 {
2396 if (Body != IntPtr.Zero)
2397 d.BodySetLinearVel(Body, m_taintVelocity.X, m_taintVelocity.Y, m_taintVelocity.Z);
2398 }
2399
2400 //resetCollisionAccounting();
2401 }
2402 m_taintVelocity = Vector3.Zero;
2403 }
2404
2405 public void UpdatePositionAndVelocity()
2406 {
2407 return; // moved to the Move () method
2408 }
2409
2410 public d.Mass FromMatrix4(Matrix4 pMat, ref d.Mass obj)
2411 {
2412 obj.I.M00 = pMat[0, 0];
2413 obj.I.M01 = pMat[0, 1];
2414 obj.I.M02 = pMat[0, 2];
2415 obj.I.M10 = pMat[1, 0];
2416 obj.I.M11 = pMat[1, 1];
2417 obj.I.M12 = pMat[1, 2];
2418 obj.I.M20 = pMat[2, 0];
2419 obj.I.M21 = pMat[2, 1];
2420 obj.I.M22 = pMat[2, 2];
2421 return obj;
2422 }
2423
2424 public override void SubscribeEvents(int ms)
2425 {
2426 m_eventsubscription = ms;
2427 _parent_scene.addCollisionEventReporting(this);
2428 }
2429
2430 public override void UnSubscribeEvents()
2431 {
2432 _parent_scene.remCollisionEventReporting(this);
2433 m_eventsubscription = 0;
2434 }
2435
2436 public void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
2437 {
2438 if (CollisionEventsThisFrame == null)
2439 CollisionEventsThisFrame = new CollisionEventUpdate();
2440 CollisionEventsThisFrame.addCollider(CollidedWith, contact);
2441 }
2442
2443 public void SendCollisions()
2444 {
2445 if (CollisionEventsThisFrame == null)
2446 return;
2447
2448 base.SendCollisionUpdate(CollisionEventsThisFrame);
2449
2450 if (CollisionEventsThisFrame.m_objCollisionList.Count == 0)
2451 CollisionEventsThisFrame = null;
2452 else
2453 CollisionEventsThisFrame = new CollisionEventUpdate();
2454 }
2455
2456 public override bool SubscribedEvents()
2457 {
2458 if (m_eventsubscription > 0)
2459 return true;
2460 return false;
2461 }
2462
2463 public static Matrix4 Inverse(Matrix4 pMat)
2464 {
2465 if (determinant3x3(pMat) == 0)
2466 {
2467 return Matrix4.Identity; // should probably throw an error. singluar matrix inverse not possible
2468 }
2469
2470
2471
2472 return (Adjoint(pMat) / determinant3x3(pMat));
2473 }
2474
2475 public static Matrix4 Adjoint(Matrix4 pMat)
2476 {
2477 Matrix4 adjointMatrix = new Matrix4();
2478 for (int i=0; i<4; i++)
2479 {
2480 for (int j=0; j<4; j++)
2481 {
2482 Matrix4SetValue(ref adjointMatrix, i, j, (float)(Math.Pow(-1, i + j) * (determinant3x3(Minor(pMat, i, j)))));
2483 }
2484 }
2485
2486 adjointMatrix = Transpose(adjointMatrix);
2487 return adjointMatrix;
2488 }
2489
2490 public static Matrix4 Minor(Matrix4 matrix, int iRow, int iCol)
2491 {
2492 Matrix4 minor = new Matrix4();
2493 int m = 0, n = 0;
2494 for (int i = 0; i < 4; i++)
2495 {
2496 if (i == iRow)
2497 continue;
2498 n = 0;
2499 for (int j = 0; j < 4; j++)
2500 {
2501 if (j == iCol)
2502 continue;
2503 Matrix4SetValue(ref minor, m,n, matrix[i, j]);
2504 n++;
2505 }
2506 m++;
2507 }
2508 return minor;
2509 }
2510
2511 public static Matrix4 Transpose(Matrix4 pMat)
2512 {
2513 Matrix4 transposeMatrix = new Matrix4();
2514 for (int i = 0; i < 4; i++)
2515 for (int j = 0; j < 4; j++)
2516 Matrix4SetValue(ref transposeMatrix, i, j, pMat[j, i]);
2517 return transposeMatrix;
2518 }
2519
2520 public static void Matrix4SetValue(ref Matrix4 pMat, int r, int c, float val)
2521 {
2522 switch (r)
2523 {
2524 case 0:
2525 switch (c)
2526 {
2527 case 0:
2528 pMat.M11 = val;
2529 break;
2530 case 1:
2531 pMat.M12 = val;
2532 break;
2533 case 2:
2534 pMat.M13 = val;
2535 break;
2536 case 3:
2537 pMat.M14 = val;
2538 break;
2539 }
2540
2541 break;
2542 case 1:
2543 switch (c)
2544 {
2545 case 0:
2546 pMat.M21 = val;
2547 break;
2548 case 1:
2549 pMat.M22 = val;
2550 break;
2551 case 2:
2552 pMat.M23 = val;
2553 break;
2554 case 3:
2555 pMat.M24 = val;
2556 break;
2557 }
2558
2559 break;
2560 case 2:
2561 switch (c)
2562 {
2563 case 0:
2564 pMat.M31 = val;
2565 break;
2566 case 1:
2567 pMat.M32 = val;
2568 break;
2569 case 2:
2570 pMat.M33 = val;
2571 break;
2572 case 3:
2573 pMat.M34 = val;
2574 break;
2575 }
2576
2577 break;
2578 case 3:
2579 switch (c)
2580 {
2581 case 0:
2582 pMat.M41 = val;
2583 break;
2584 case 1:
2585 pMat.M42 = val;
2586 break;
2587 case 2:
2588 pMat.M43 = val;
2589 break;
2590 case 3:
2591 pMat.M44 = val;
2592 break;
2593 }
2594
2595 break;
2596 }
2597 }
2598 private static float determinant3x3(Matrix4 pMat)
2599 {
2600 float det = 0;
2601 float diag1 = pMat[0, 0]*pMat[1, 1]*pMat[2, 2];
2602 float diag2 = pMat[0, 1]*pMat[2, 1]*pMat[2, 0];
2603 float diag3 = pMat[0, 2]*pMat[1, 0]*pMat[2, 1];
2604 float diag4 = pMat[2, 0]*pMat[1, 1]*pMat[0, 2];
2605 float diag5 = pMat[2, 1]*pMat[1, 2]*pMat[0, 0];
2606 float diag6 = pMat[2, 2]*pMat[1, 0]*pMat[0, 1];
2607
2608 det = diag1 + diag2 + diag3 - (diag4 + diag5 + diag6);
2609 return det;
2610
2611 }
2612
2613 private static void DMassCopy(ref d.Mass src, ref d.Mass dst)
2614 {
2615 dst.c.W = src.c.W;
2616 dst.c.X = src.c.X;
2617 dst.c.Y = src.c.Y;
2618 dst.c.Z = src.c.Z;
2619 dst.mass = src.mass;
2620 dst.I.M00 = src.I.M00;
2621 dst.I.M01 = src.I.M01;
2622 dst.I.M02 = src.I.M02;
2623 dst.I.M10 = src.I.M10;
2624 dst.I.M11 = src.I.M11;
2625 dst.I.M12 = src.I.M12;
2626 dst.I.M20 = src.I.M20;
2627 dst.I.M21 = src.I.M21;
2628 dst.I.M22 = src.I.M22;
2629 }
2630
2631 public override void SetMaterial(int pMaterial)
2632 {
2633 m_material = pMaterial;
2634 }
2635
2636 internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
2637 {
2638 switch (pParam)
2639 {
2640 case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY:
2641 if (pValue < 0.01f) pValue = 0.01f;
2642 // m_angularDeflectionEfficiency = pValue;
2643 break;
2644 case Vehicle.ANGULAR_DEFLECTION_TIMESCALE:
2645 if (pValue < 0.1f) pValue = 0.1f;
2646 // m_angularDeflectionTimescale = pValue;
2647 break;
2648 case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE:
2649 if (pValue < 0.3f) pValue = 0.3f;
2650 m_angularMotorDecayTimescale = pValue;
2651 break;
2652 case Vehicle.ANGULAR_MOTOR_TIMESCALE:
2653 if (pValue < 0.3f) pValue = 0.3f;
2654 m_angularMotorTimescale = pValue;
2655 break;
2656 case Vehicle.BANKING_EFFICIENCY:
2657 if (pValue < 0.01f) pValue = 0.01f;
2658 // m_bankingEfficiency = pValue;
2659 break;
2660 case Vehicle.BANKING_MIX:
2661 if (pValue < 0.01f) pValue = 0.01f;
2662 // m_bankingMix = pValue;
2663 break;
2664 case Vehicle.BANKING_TIMESCALE:
2665 if (pValue < 0.01f) pValue = 0.01f;
2666 // m_bankingTimescale = pValue;
2667 break;
2668 case Vehicle.BUOYANCY:
2669 if (pValue < -1f) pValue = -1f;
2670 if (pValue > 1f) pValue = 1f;
2671 m_VehicleBuoyancy = pValue;
2672 break;
2673// case Vehicle.HOVER_EFFICIENCY:
2674// if (pValue < 0f) pValue = 0f;
2675// if (pValue > 1f) pValue = 1f;
2676// m_VhoverEfficiency = pValue;
2677// break;
2678 case Vehicle.HOVER_HEIGHT:
2679 m_VhoverHeight = pValue;
2680 break;
2681 case Vehicle.HOVER_TIMESCALE:
2682 if (pValue < 0.1f) pValue = 0.1f;
2683 m_VhoverTimescale = pValue;
2684 break;
2685 case Vehicle.LINEAR_DEFLECTION_EFFICIENCY:
2686 if (pValue < 0.01f) pValue = 0.01f;
2687 // m_linearDeflectionEfficiency = pValue;
2688 break;
2689 case Vehicle.LINEAR_DEFLECTION_TIMESCALE:
2690 if (pValue < 0.01f) pValue = 0.01f;
2691 // m_linearDeflectionTimescale = pValue;
2692 break;
2693 case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE:
2694 if (pValue < 0.3f) pValue = 0.3f;
2695 m_linearMotorDecayTimescale = pValue;
2696 break;
2697 case Vehicle.LINEAR_MOTOR_TIMESCALE:
2698 if (pValue < 0.1f) pValue = 0.1f;
2699 m_linearMotorTimescale = pValue;
2700 break;
2701 case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY:
2702 if (pValue < 0.1f) pValue = 0.1f; // Less goes unstable
2703 if (pValue > 1.0f) pValue = 1.0f;
2704 m_verticalAttractionEfficiency = pValue;
2705 break;
2706 case Vehicle.VERTICAL_ATTRACTION_TIMESCALE:
2707 if (pValue < 0.1f) pValue = 0.1f;
2708 m_verticalAttractionTimescale = pValue;
2709 break;
2710
2711 // These are vector properties but the engine lets you use a single float value to
2712 // set all of the components to the same value
2713 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
2714 if (pValue > 30f) pValue = 30f;
2715 if (pValue < 0.1f) pValue = 0.1f;
2716 m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue);
2717 break;
2718 case Vehicle.ANGULAR_MOTOR_DIRECTION:
2719 m_angularMotorDirection = new Vector3(pValue, pValue, pValue);
2720 UpdateAngDecay();
2721 break;
2722 case Vehicle.LINEAR_FRICTION_TIMESCALE:
2723 if (pValue < 0.1f) pValue = 0.1f;
2724 m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue);
2725 break;
2726 case Vehicle.LINEAR_MOTOR_DIRECTION:
2727 m_linearMotorDirection = new Vector3(pValue, pValue, pValue);
2728 UpdateLinDecay();
2729 break;
2730 case Vehicle.LINEAR_MOTOR_OFFSET:
2731 // m_linearMotorOffset = new Vector3(pValue, pValue, pValue);
2732 break;
2733
2734 }
2735
2736 }//end ProcessFloatVehicleParam
2737
2738 internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue)
2739 {
2740 switch (pParam)
2741 {
2742 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
2743 if (pValue.X > 30f) pValue.X = 30f;
2744 if (pValue.X < 0.1f) pValue.X = 0.1f;
2745 if (pValue.Y > 30f) pValue.Y = 30f;
2746 if (pValue.Y < 0.1f) pValue.Y = 0.1f;
2747 if (pValue.Z > 30f) pValue.Z = 30f;
2748 if (pValue.Z < 0.1f) pValue.Z = 0.1f;
2749 m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
2750 break;
2751 case Vehicle.ANGULAR_MOTOR_DIRECTION:
2752 m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
2753 // Limit requested angular speed to 2 rps= 4 pi rads/sec
2754 if(m_angularMotorDirection.X > 12.56f) m_angularMotorDirection.X = 12.56f;
2755 if(m_angularMotorDirection.X < - 12.56f) m_angularMotorDirection.X = - 12.56f;
2756 if(m_angularMotorDirection.Y > 12.56f) m_angularMotorDirection.Y = 12.56f;
2757 if(m_angularMotorDirection.Y < - 12.56f) m_angularMotorDirection.Y = - 12.56f;
2758 if(m_angularMotorDirection.Z > 12.56f) m_angularMotorDirection.Z = 12.56f;
2759 if(m_angularMotorDirection.Z < - 12.56f) m_angularMotorDirection.Z = - 12.56f;
2760 UpdateAngDecay();
2761 break;
2762 case Vehicle.LINEAR_FRICTION_TIMESCALE:
2763 if (pValue.X < 0.1f) pValue.X = 0.1f;
2764 if (pValue.Y < 0.1f) pValue.Y = 0.1f;
2765 if (pValue.Z < 0.1f) pValue.Z = 0.1f;
2766 m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
2767 break;
2768 case Vehicle.LINEAR_MOTOR_DIRECTION:
2769 m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z); // velocity requested by LSL, for max limiting
2770 UpdateLinDecay();
2771 break;
2772 case Vehicle.LINEAR_MOTOR_OFFSET:
2773 // m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z);
2774 break;
2775 }
2776
2777 }//end ProcessVectorVehicleParam
2778
2779 internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue)
2780 {
2781 switch (pParam)
2782 {
2783 case Vehicle.REFERENCE_FRAME:
2784 // m_referenceFrame = pValue;
2785 break;
2786 }
2787
2788 }//end ProcessRotationVehicleParam
2789
2790 internal void ProcessVehicleFlags(int pParam, bool remove)
2791 {
2792 if (remove)
2793 {
2794 m_flags &= ~((VehicleFlag)pParam);
2795 }
2796 else
2797 {
2798 m_flags |= (VehicleFlag)pParam;
2799 }
2800 }
2801
2802 internal void ProcessTypeChange(Vehicle pType)
2803 {
2804 // Set Defaults For Type
2805 m_type = pType;
2806 switch (pType)
2807 {
2808 case Vehicle.TYPE_SLED:
2809 m_linearFrictionTimescale = new Vector3(30, 1, 1000);
2810 m_angularFrictionTimescale = new Vector3(30, 30, 30);
2811// m_lLinMotorVel = Vector3.Zero;
2812 m_linearMotorTimescale = 1000;
2813 m_linearMotorDecayTimescale = 120;
2814 m_angularMotorDirection = Vector3.Zero;
2815 m_angularMotorDVel = Vector3.Zero;
2816 m_angularMotorTimescale = 1000;
2817 m_angularMotorDecayTimescale = 120;
2818 m_VhoverHeight = 0;
2819// m_VhoverEfficiency = 1;
2820 m_VhoverTimescale = 10;
2821 m_VehicleBuoyancy = 0;
2822 // m_linearDeflectionEfficiency = 1;
2823 // m_linearDeflectionTimescale = 1;
2824 // m_angularDeflectionEfficiency = 1;
2825 // m_angularDeflectionTimescale = 1000;
2826 // m_bankingEfficiency = 0;
2827 // m_bankingMix = 1;
2828 // m_bankingTimescale = 10;
2829 // m_referenceFrame = Quaternion.Identity;
2830 m_flags &=
2831 ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
2832 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
2833 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
2834 break;
2835 case Vehicle.TYPE_CAR:
2836 m_linearFrictionTimescale = new Vector3(100, 2, 1000);
2837 m_angularFrictionTimescale = new Vector3(30, 30, 30); // was 1000, but sl max frict time is 30.
2838// m_lLinMotorVel = Vector3.Zero;
2839 m_linearMotorTimescale = 1;
2840 m_linearMotorDecayTimescale = 60;
2841 m_angularMotorDirection = Vector3.Zero;
2842 m_angularMotorDVel = Vector3.Zero;
2843 m_angularMotorTimescale = 1;
2844 m_angularMotorDecayTimescale = 0.8f;
2845 m_VhoverHeight = 0;
2846// m_VhoverEfficiency = 0;
2847 m_VhoverTimescale = 1000;
2848 m_VehicleBuoyancy = 0;
2849 // // m_linearDeflectionEfficiency = 1;
2850 // // m_linearDeflectionTimescale = 2;
2851 // // m_angularDeflectionEfficiency = 0;
2852 // m_angularDeflectionTimescale = 10;
2853 m_verticalAttractionEfficiency = 1f;
2854 m_verticalAttractionTimescale = 10f;
2855 // m_bankingEfficiency = -0.2f;
2856 // m_bankingMix = 1;
2857 // m_bankingTimescale = 1;
2858 // m_referenceFrame = Quaternion.Identity;
2859 m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
2860 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.HOVER_UP_ONLY |
2861 VehicleFlag.LIMIT_MOTOR_UP);
2862 break;
2863 case Vehicle.TYPE_BOAT:
2864 m_linearFrictionTimescale = new Vector3(10, 3, 2);
2865 m_angularFrictionTimescale = new Vector3(10,10,10);
2866// m_lLinMotorVel = Vector3.Zero;
2867 m_linearMotorTimescale = 5;
2868 m_linearMotorDecayTimescale = 60;
2869 m_angularMotorDirection = Vector3.Zero;
2870 m_angularMotorDVel = Vector3.Zero;
2871 m_angularMotorTimescale = 4;
2872 m_angularMotorDecayTimescale = 4;
2873 m_VhoverHeight = 0;
2874// m_VhoverEfficiency = 0.5f;
2875 m_VhoverTimescale = 2;
2876 m_VehicleBuoyancy = 1;
2877 // m_linearDeflectionEfficiency = 0.5f;
2878 // m_linearDeflectionTimescale = 3;
2879 // m_angularDeflectionEfficiency = 0.5f;
2880 // m_angularDeflectionTimescale = 5;
2881 m_verticalAttractionEfficiency = 0.5f;
2882 m_verticalAttractionTimescale = 5f;
2883 // m_bankingEfficiency = -0.3f;
2884 // m_bankingMix = 0.8f;
2885 // m_bankingTimescale = 1;
2886 // m_referenceFrame = Quaternion.Identity;
2887 m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.LIMIT_ROLL_ONLY |
2888 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
2889 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY |
2890 VehicleFlag.LIMIT_MOTOR_UP);
2891 break;
2892 case Vehicle.TYPE_AIRPLANE:
2893 m_linearFrictionTimescale = new Vector3(200, 10, 5);
2894 m_angularFrictionTimescale = new Vector3(20, 20, 20);
2895// m_lLinMotorVel = Vector3.Zero;
2896 m_linearMotorTimescale = 2;
2897 m_linearMotorDecayTimescale = 60;
2898 m_angularMotorDirection = Vector3.Zero;
2899 m_angularMotorDVel = Vector3.Zero;
2900 m_angularMotorTimescale = 4;
2901 m_angularMotorDecayTimescale = 4;
2902 m_VhoverHeight = 0;
2903// m_VhoverEfficiency = 0.5f;
2904 m_VhoverTimescale = 1000;
2905 m_VehicleBuoyancy = 0;
2906 // m_linearDeflectionEfficiency = 0.5f;
2907 // m_linearDeflectionTimescale = 3;
2908 // m_angularDeflectionEfficiency = 1;
2909 // m_angularDeflectionTimescale = 2;
2910 m_verticalAttractionEfficiency = 0.9f;
2911 m_verticalAttractionTimescale = 2f;
2912 // m_bankingEfficiency = 1;
2913 // m_bankingMix = 0.7f;
2914 // m_bankingTimescale = 2;
2915 // m_referenceFrame = Quaternion.Identity;
2916 m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
2917 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
2918 m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY);
2919 break;
2920 case Vehicle.TYPE_BALLOON:
2921 m_linearFrictionTimescale = new Vector3(5, 5, 5);
2922 m_angularFrictionTimescale = new Vector3(10, 10, 10);
2923 m_linearMotorTimescale = 5;
2924 m_linearMotorDecayTimescale = 60;
2925 m_angularMotorDirection = Vector3.Zero;
2926 m_angularMotorDVel = Vector3.Zero;
2927 m_angularMotorTimescale = 6;
2928 m_angularMotorDecayTimescale = 10;
2929 m_VhoverHeight = 5;
2930// m_VhoverEfficiency = 0.8f;
2931 m_VhoverTimescale = 10;
2932 m_VehicleBuoyancy = 1;
2933 // m_linearDeflectionEfficiency = 0;
2934 // m_linearDeflectionTimescale = 5;
2935 // m_angularDeflectionEfficiency = 0;
2936 // m_angularDeflectionTimescale = 5;
2937 m_verticalAttractionEfficiency = 1f;
2938 m_verticalAttractionTimescale = 100f;
2939 // m_bankingEfficiency = 0;
2940 // m_bankingMix = 0.7f;
2941 // m_bankingTimescale = 5;
2942 // m_referenceFrame = Quaternion.Identity;
2943 m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
2944 VehicleFlag.HOVER_UP_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
2945 m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
2946 break;
2947
2948 }
2949 }//end SetDefaultsForType
2950
2951 internal void Enable(IntPtr pBody, OdeScene pParentScene)
2952 {
2953 if (m_type == Vehicle.TYPE_NONE)
2954 return;
2955
2956 m_body = pBody;
2957 }
2958
2959
2960 internal void Halt()
2961 { // Kill all motions, when non-physical
2962 // m_linearMotorDirection = Vector3.Zero;
2963 m_lLinMotorDVel = Vector3.Zero;
2964 m_lLinObjectVel = Vector3.Zero;
2965 m_wLinObjectVel = Vector3.Zero;
2966 m_angularMotorDirection = Vector3.Zero;
2967 m_lastAngularVelocity = Vector3.Zero;
2968 m_angularMotorDVel = Vector3.Zero;
2969 _acceleration = Vector3.Zero;
2970 }
2971
2972 private void UpdateLinDecay()
2973 {
2974// if (Math.Abs(m_linearMotorDirection.X) > Math.Abs(m_lLinMotorDVel.X)) m_lLinMotorDVel.X = m_linearMotorDirection.X;
2975// if (Math.Abs(m_linearMotorDirection.Y) > Math.Abs(m_lLinMotorDVel.Y)) m_lLinMotorDVel.Y = m_linearMotorDirection.Y;
2976// if (Math.Abs(m_linearMotorDirection.Z) > Math.Abs(m_lLinMotorDVel.Z)) m_lLinMotorDVel.Z = m_linearMotorDirection.Z;
2977 m_lLinMotorDVel.X = m_linearMotorDirection.X;
2978 m_lLinMotorDVel.Y = m_linearMotorDirection.Y;
2979 m_lLinMotorDVel.Z = m_linearMotorDirection.Z;
2980 } // else let the motor decay on its own
2981
2982 private void UpdateAngDecay()
2983 {
2984// if (Math.Abs(m_angularMotorDirection.X) > Math.Abs(m_angularMotorDVel.X)) m_angularMotorDVel.X = m_angularMotorDirection.X;
2985// if (Math.Abs(m_angularMotorDirection.Y) > Math.Abs(m_angularMotorDVel.Y)) m_angularMotorDVel.Y = m_angularMotorDirection.Y;
2986// if (Math.Abs(m_angularMotorDirection.Z) > Math.Abs(m_angularMotorDVel.Z)) m_angularMotorDVel.Z = m_angularMotorDirection.Z;
2987 m_angularMotorDVel.X = m_angularMotorDirection.X;
2988 m_angularMotorDVel.Y = m_angularMotorDirection.Y;
2989 m_angularMotorDVel.Z = m_angularMotorDirection.Z;
2990 } // else let the motor decay on its own
2991
2992 public void Move(float timestep)
2993 {
2994 float fx = 0;
2995 float fy = 0;
2996 float fz = 0;
2997 Vector3 linvel; // velocity applied, including any reversal
2998 int outside = 0;
2999
3000 // If geomCrossingFailuresBeforeOutofbounds is set to 0 in OpenSim.ini then phys objects bounce off region borders.
3001 // This is a temp patch until proper region crossing is developed.
3002
3003 int failureLimit = _parent_scene.geomCrossingFailuresBeforeOutofbounds;
3004 float fence = _parent_scene.geomRegionFence;
3005
3006 frcount++; // used to limit debug comment output
3007 if (frcount > 50)
3008 frcount = 0;
3009
3010 if(revcount > 0) revcount--;
3011
3012 if (IsPhysical && (Body != IntPtr.Zero) && !m_isSelected && !childPrim) // Only move root prims.
3013 {
3014 // Old public void UpdatePositionAndVelocity(), more accuratley calculated here
3015 bool lastZeroFlag = _zeroFlag; // was it stopped
3016
3017 d.Vector3 vec = d.BodyGetPosition(Body);
3018 Vector3 l_position = Vector3.Zero;
3019 l_position.X = vec.X;
3020 l_position.Y = vec.Y;
3021 l_position.Z = vec.Z;
3022 m_lastposition = _position;
3023 _position = l_position;
3024
3025 d.Quaternion ori = d.BodyGetQuaternion(Body);
3026 // Quaternion l_orientation = Quaternion.Identity;
3027 _orientation.X = ori.X;
3028 _orientation.Y = ori.Y;
3029 _orientation.Z = ori.Z;
3030 _orientation.W = ori.W;
3031 m_lastorientation = _orientation;
3032
3033 d.Vector3 vel = d.BodyGetLinearVel(Body);
3034 m_lastVelocity = _velocity;
3035 _velocity.X = vel.X;
3036 _velocity.Y = vel.Y;
3037 _velocity.Z = vel.Z;
3038 _acceleration = ((_velocity - m_lastVelocity) / timestep);
3039
3040 d.Vector3 torque = d.BodyGetTorque(Body);
3041 _torque = new Vector3(torque.X, torque.Y, torque.Z);
3042
3043 base.RequestPhysicsterseUpdate();
3044
3045//Console.WriteLine("Move {0} at {1}", m_primName, l_position);
3046
3047 // Check if outside region
3048 // In Scene.cs/CrossPrimGroupIntoNewRegion the object is checked for 0.1M from border!
3049 if (l_position.X > ((float)_parent_scene.WorldExtents.X - fence))
3050 {
3051 l_position.X = ((float)_parent_scene.WorldExtents.X - fence);
3052 outside = 1;
3053 }
3054
3055 if (l_position.X < fence)
3056 {
3057 l_position.X = fence;
3058 outside = 2;
3059 }
3060 if (l_position.Y > ((float)_parent_scene.WorldExtents.Y - fence))
3061 {
3062 l_position.Y = ((float)_parent_scene.WorldExtents.Y - fence);
3063 outside = 3;
3064 }
3065
3066 if (l_position.Y < fence)
3067 {
3068 l_position.Y = fence;
3069 outside = 4;
3070 }
3071
3072 if (outside > 0)
3073 {
3074
3075//Console.WriteLine("Border {0} fence={1}", l_position, fence);
3076 if (fence > 0.0f) // bounce object off boundary
3077 {
3078 if (revcount == 0)
3079 {
3080 if (outside < 3)
3081 {
3082 _velocity.X = -_velocity.X;
3083 }
3084 else
3085 {
3086 _velocity.Y = -_velocity.Y;
3087 }
3088 if (m_type != Vehicle.TYPE_NONE) Halt();
3089 _position = l_position;
3090 m_taintposition = _position;
3091 m_lastVelocity = _velocity;
3092 _acceleration = Vector3.Zero;
3093 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
3094 d.BodySetLinearVel(Body, _velocity.X, _velocity.Y, _velocity.Z);
3095 base.RequestPhysicsterseUpdate();
3096
3097 revcount = 25; // wait for object to move away from border
3098 }
3099 } // else old crossing mode
3100 else if (m_crossingfailures < failureLimit)
3101 { // keep trying to cross?
3102 _position = l_position;
3103 //_parent_scene.remActivePrim(this);
3104 if (_parent == null) base.RequestPhysicsterseUpdate();
3105 return; // Dont process any other motion?
3106 }
3107 else
3108 { // Too many tries
3109 if (_parent == null) base.RaiseOutOfBounds(l_position);
3110 return; // Dont process any other motion?
3111 } // end various methods
3112 } // end outside region horizontally
3113
3114
3115 if (l_position.Z < 0)
3116 {
3117 // This is so prim that get lost underground don't fall forever and suck up
3118 //
3119 // Sim resources and memory.
3120 // Disables the prim's movement physics....
3121 // It's a hack and will generate a console message if it fails.
3122
3123 //IsPhysical = false;
3124 if (_parent == null) base.RaiseOutOfBounds(_position);
3125
3126
3127 _acceleration.X = 0; // This stuff may stop client display but it has no
3128 _acceleration.Y = 0; // effect on the object in phys engine!
3129 _acceleration.Z = 0;
3130
3131 _velocity.X = 0;
3132 _velocity.Y = 0;
3133 _velocity.Z = 0;
3134 m_lastVelocity = Vector3.Zero;
3135 m_rotationalVelocity.X = 0;
3136 m_rotationalVelocity.Y = 0;
3137 m_rotationalVelocity.Z = 0;
3138
3139 if (_parent == null) base.RequestPhysicsterseUpdate();
3140
3141 m_throttleUpdates = false;
3142 throttleCounter = 0;
3143 _zeroFlag = true;
3144 //outofBounds = true;
3145 } // end neg Z check
3146
3147 // Is it moving?
3148 /* if ((Math.Abs(m_lastposition.X - l_position.X) < 0.02)
3149 && (Math.Abs(m_lastposition.Y - l_position.Y) < 0.02)
3150 && (Math.Abs(m_lastposition.Z - l_position.Z) < 0.02) */
3151 if ( (Vector3.Mag(_velocity) < 0.01) && // moving very slowly
3152 (Vector3.Mag(_velocity) < Vector3.Mag(m_lastVelocity)) && // decelerating
3153 (1.0 - Math.Abs(Quaternion.Dot(m_lastorientation, _orientation)) < 0.0001) ) // spinning very slowly
3154 {
3155 _zeroFlag = true;
3156 m_throttleUpdates = false;
3157 }
3158 else
3159 {
3160 //m_log.Debug(Math.Abs(m_lastposition.X - l_position.X).ToString());
3161 _zeroFlag = false;
3162 m_lastUpdateSent = false;
3163 //m_throttleUpdates = false;
3164 }
3165
3166 if (_zeroFlag)
3167 { // Its stopped
3168 _velocity.X = 0.0f;
3169 _velocity.Y = 0.0f;
3170 // _velocity.Z = 0.0f;
3171
3172 _acceleration.X = 0;
3173 _acceleration.Y = 0;
3174 // _acceleration.Z = 0;
3175
3176 m_rotationalVelocity.X = 0;
3177 m_rotationalVelocity.Y = 0;
3178 m_rotationalVelocity.Z = 0;
3179 // Stop it in the phys engine
3180 d.BodySetLinearVel(Body, 0.0f, 0.0f, _velocity.Z);
3181 d.BodySetAngularVel (Body, 0.0f, 0.0f, 0.0f);
3182 d.BodySetForce(Body, 0f, 0f, 0f);
3183
3184 if (!m_lastUpdateSent)
3185 {
3186 m_throttleUpdates = false;
3187 throttleCounter = 0;
3188 if (_parent == null)
3189 {
3190 base.RequestPhysicsterseUpdate();
3191 }
3192
3193 m_lastUpdateSent = true;
3194 }
3195 }
3196 else
3197 { // Its moving
3198 if (lastZeroFlag != _zeroFlag)
3199 {
3200 if (_parent == null)
3201 {
3202 base.RequestPhysicsterseUpdate();
3203 }
3204 }
3205 m_lastUpdateSent = false;
3206 if (!m_throttleUpdates || throttleCounter > _parent_scene.geomUpdatesPerThrottledUpdate)
3207 {
3208 if (_parent == null)
3209 {
3210 base.RequestPhysicsterseUpdate();
3211 }
3212 }
3213 else
3214 {
3215 throttleCounter++;
3216 }
3217 }
3218 m_lastposition = l_position;
3219
3220 /// End UpdatePositionAndVelocity insert
3221
3222
3223 // Rotation lock =====================================
3224 if(m_rotateEnableUpdate)
3225 {
3226 // Snapshot current angles, set up Amotor(s)
3227 m_rotateEnableUpdate = false;
3228 m_rotateEnable = m_rotateEnableRequest;
3229//Console.WriteLine("RotEnable {0} = {1}",m_primName, m_rotateEnable);
3230
3231 if (Amotor != IntPtr.Zero)
3232 {
3233 d.JointDestroy(Amotor);
3234 Amotor = IntPtr.Zero;
3235//Console.WriteLine("Old Amotor Destroyed");
3236 }
3237
3238 if (!m_rotateEnable.ApproxEquals(Vector3.One, 0.003f))
3239 { // not all are enabled
3240 d.Quaternion r = d.BodyGetQuaternion(Body);
3241 Quaternion locrot = new Quaternion(r.X, r.Y, r.Z, r.W);
3242 // extract the axes vectors
3243 Vector3 vX = new Vector3(1f,0f,0f);
3244 Vector3 vY = new Vector3(0f,1f,0f);
3245 Vector3 vZ = new Vector3(0f,0f,1f);
3246 vX = vX * locrot;
3247 vY = vY * locrot;
3248 vZ = vZ * locrot;
3249 // snapshot the current angle vectors
3250 m_lockX = vX;
3251 m_lockY = vY;
3252 m_lockZ = vZ;
3253 // m_lockRot = locrot;
3254 Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
3255 d.JointAttach(Amotor, Body, IntPtr.Zero);
3256 d.JointSetAMotorMode(Amotor, 0); // User mode??
3257//Console.WriteLine("New Amotor Created for {0}", m_primName);
3258
3259 float axisnum = 3; // how many to lock
3260 axisnum = (axisnum - (m_rotateEnable.X + m_rotateEnable.Y + m_rotateEnable.Z));
3261 d.JointSetAMotorNumAxes(Amotor,(int)axisnum);
3262//Console.WriteLine("AxisNum={0}",(int)axisnum);
3263
3264 int i = 0;
3265
3266 if (m_rotateEnable.X == 0)
3267 {
3268 d.JointSetAMotorAxis(Amotor, i, 0, m_lockX.X, m_lockX.Y, m_lockX.Z);
3269//Console.WriteLine("AxisX {0} set to {1}", i, m_lockX);
3270 i++;
3271 }
3272
3273 if (m_rotateEnable.Y == 0)
3274 {
3275 d.JointSetAMotorAxis(Amotor, i, 0, m_lockY.X, m_lockY.Y, m_lockY.Z);
3276//Console.WriteLine("AxisY {0} set to {1}", i, m_lockY);
3277 i++;
3278 }
3279
3280 if (m_rotateEnable.Z == 0)
3281 {
3282 d.JointSetAMotorAxis(Amotor, i, 0, m_lockZ.X, m_lockZ.Y, m_lockZ.Z);
3283//Console.WriteLine("AxisZ {0} set to {1}", i, m_lockZ);
3284 i++;
3285 }
3286
3287 // These lowstops and high stops are effectively (no wiggle room)
3288 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, 0f);
3289 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, 0f);
3290 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, 0f);
3291 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0f);
3292 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f);
3293 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0f);
3294 d.JointSetAMotorParam(Amotor, (int) dParam.Vel, 0f);
3295 d.JointSetAMotorParam(Amotor, (int) dParam.Vel3, 0f);
3296 d.JointSetAMotorParam(Amotor, (int) dParam.Vel2, 0f);
3297 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM, 0f);
3298 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM3, 0f);
3299 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM2, 0f);
3300 } // else none are locked
3301 } // end Rotation Update
3302
3303
3304 // VEHICLE processing ==========================================
3305 if (m_type != Vehicle.TYPE_NONE)
3306 {
3307 // get body attitude
3308 d.Quaternion rot = d.BodyGetQuaternion(Body);
3309 Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); // rotq = rotation of object
3310 Quaternion irotq = Quaternion.Inverse(rotq);
3311
3312 // VEHICLE Linear Motion
3313 d.Vector3 velnow = d.BodyGetLinearVel(Body); // this is in world frame
3314 Vector3 vel_now = new Vector3(velnow.X, velnow.Y, velnow.Z);
3315 m_lLinObjectVel = vel_now * irotq;
3316 if (m_linearMotorDecayTimescale < 300.0f) //setting of 300 or more disables decay rate
3317 {
3318 if ( Vector3.Mag(m_lLinMotorDVel) < 1.0f)
3319 {
3320 float decayfactor = m_linearMotorDecayTimescale/timestep;
3321 Vector3 decayAmount = (m_lLinMotorDVel/decayfactor);
3322 m_lLinMotorDVel -= decayAmount;
3323 }
3324 else
3325 {
3326 float decayfactor = 3.0f - (0.57f * (float)Math.Log((double)(m_linearMotorDecayTimescale)));
3327 Vector3 decel = Vector3.Normalize(m_lLinMotorDVel) * decayfactor * timestep;
3328 m_lLinMotorDVel -= decel;
3329 }
3330 if (m_lLinMotorDVel.ApproxEquals(Vector3.Zero, 0.01f))
3331 {
3332 m_lLinMotorDVel = Vector3.Zero;
3333 }
3334
3335 /* else
3336 {
3337 if (Math.Abs(m_lLinMotorDVel.X) < Math.Abs(m_lLinObjectVel.X)) m_lLinObjectVel.X = m_lLinMotorDVel.X;
3338 if (Math.Abs(m_lLinMotorDVel.Y) < Math.Abs(m_lLinObjectVel.Y)) m_lLinObjectVel.Y = m_lLinMotorDVel.Y;
3339 if (Math.Abs(m_lLinMotorDVel.Z) < Math.Abs(m_lLinObjectVel.Z)) m_lLinObjectVel.Z = m_lLinMotorDVel.Z;
3340 } */
3341 } // end linear motor decay
3342
3343 if ( (! m_lLinMotorDVel.ApproxEquals(Vector3.Zero, 0.01f)) || (! m_lLinObjectVel.ApproxEquals(Vector3.Zero, 0.01f)) )
3344 {
3345 if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body);
3346 if (m_linearMotorTimescale < 300.0f)
3347 {
3348 Vector3 attack_error = m_lLinMotorDVel - m_lLinObjectVel;
3349 float linfactor = m_linearMotorTimescale/timestep;
3350 Vector3 attackAmount = (attack_error/linfactor) * 1.3f;
3351 m_lLinObjectVel += attackAmount;
3352 }
3353 if (m_linearFrictionTimescale.X < 300.0f)
3354 {
3355 float fricfactor = m_linearFrictionTimescale.X / timestep;
3356 float fricX = m_lLinObjectVel.X / fricfactor;
3357 m_lLinObjectVel.X -= fricX;
3358 }
3359 if (m_linearFrictionTimescale.Y < 300.0f)
3360 {
3361 float fricfactor = m_linearFrictionTimescale.Y / timestep;
3362 float fricY = m_lLinObjectVel.Y / fricfactor;
3363 m_lLinObjectVel.Y -= fricY;
3364 }
3365 if (m_linearFrictionTimescale.Z < 300.0f)
3366 {
3367 float fricfactor = m_linearFrictionTimescale.Z / timestep;
3368 float fricZ = m_lLinObjectVel.Z / fricfactor;
3369 m_lLinObjectVel.Z -= fricZ;
3370 }
3371 }
3372 m_wLinObjectVel = m_lLinObjectVel * rotq;
3373
3374 // Gravity and Buoyancy
3375 Vector3 grav = Vector3.Zero;
3376 if(m_VehicleBuoyancy < 1.0f)
3377 {
3378 // There is some gravity, make a gravity force vector
3379 // that is applied after object velocity.
3380 d.Mass objMass;
3381 d.BodyGetMass(Body, out objMass);
3382 // m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g;
3383 grav.Z = _parent_scene.gravityz * objMass.mass * (1f - m_VehicleBuoyancy); // Applied later as a force
3384 } // else its 1.0, no gravity.
3385
3386 // Hovering
3387 if( (m_flags & (VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT)) != 0)
3388 {
3389 // We should hover, get the target height
3390 d.Vector3 pos = d.BodyGetPosition(Body);
3391 if((m_flags & VehicleFlag.HOVER_WATER_ONLY) == VehicleFlag.HOVER_WATER_ONLY)
3392 {
3393 m_VhoverTargetHeight = _parent_scene.GetWaterLevel() + m_VhoverHeight;
3394 }
3395 else if((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) == VehicleFlag.HOVER_TERRAIN_ONLY)
3396 {
3397 m_VhoverTargetHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y) + m_VhoverHeight;
3398 }
3399 else if((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) == VehicleFlag.HOVER_GLOBAL_HEIGHT)
3400 {
3401 m_VhoverTargetHeight = m_VhoverHeight;
3402 }
3403
3404 if((m_flags & VehicleFlag.HOVER_UP_ONLY) == VehicleFlag.HOVER_UP_ONLY)
3405 {
3406 // If body is aready heigher, use its height as target height
3407 if(pos.Z > m_VhoverTargetHeight) m_VhoverTargetHeight = pos.Z;
3408 }
3409
3410// m_VhoverEfficiency = 0f; // 0=boucy, 1=Crit.damped
3411// m_VhoverTimescale = 0f; // time to acheive height
3412// timestep is time since last frame,in secs
3413 float herr0 = pos.Z - m_VhoverTargetHeight;
3414 // Replace Vertical speed with correction figure if significant
3415 if(Math.Abs(herr0) > 0.01f )
3416 {
3417 //? d.Mass objMass;
3418 //? d.BodyGetMass(Body, out objMass);
3419 m_wLinObjectVel.Z = - ( (herr0 * timestep * 50.0f) / m_VhoverTimescale);
3420 //KF: m_VhoverEfficiency is not yet implemented
3421 }
3422 else
3423 {
3424 m_wLinObjectVel.Z = 0f;
3425 }
3426 }
3427 else
3428 { // not hovering
3429 if (m_wLinObjectVel.Z == 0f)
3430 { // Gravity rules
3431 m_wLinObjectVel.Z = vel_now.Z;
3432 } // else the motor has it
3433 }
3434 linvel = m_wLinObjectVel;
3435
3436 // Vehicle Linear Motion done =======================================
3437 // Apply velocity
3438 d.BodySetLinearVel(Body, linvel.X, linvel.Y, linvel.Z);
3439 // apply gravity force
3440 d.BodyAddForce(Body, grav.X, grav.Y, grav.Z);
3441//if(frcount == 0) Console.WriteLine("Vel={0} Force={1}",linvel , grav);
3442 // end MoveLinear()
3443
3444
3445 // MoveAngular
3446 /*
3447 private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor
3448
3449 private float m_angularMotorTimescale = 0; // motor angular Attack rate set by LSL
3450 private float m_angularMotorDecayTimescale = 0; // motor angular Decay rate set by LSL
3451 private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular Friction set by LSL
3452
3453 private Vector3 m_angularMotorDVel = Vector3.Zero; // decayed angular motor
3454 private Vector3 m_angObjectVel = Vector3.Zero; // what was last applied to body
3455 */
3456//if(frcount == 0) Console.WriteLine("MoveAngular ");
3457
3458 d.Vector3 angularObjectVel = d.BodyGetAngularVel(Body);
3459 Vector3 angObjectVel = new Vector3(angularObjectVel.X, angularObjectVel.Y, angularObjectVel.Z);
3460 angObjectVel = angObjectVel * irotq; // ============ Converts to LOCAL rotation
3461
3462//if(frcount == 0) Console.WriteLine("V0 = {0}", angObjectVel);
3463
3464 // Decay Angular Motor 1. In SL this also depends on attack rate! decay ~= 23/Attack.
3465 float atk_decayfactor = 23.0f / (m_angularMotorTimescale * timestep);
3466 m_angularMotorDVel -= m_angularMotorDVel / atk_decayfactor;
3467 // Decay Angular Motor 2.
3468 if (m_angularMotorDecayTimescale < 300.0f)
3469 {
3470 if ( Vector3.Mag(m_angularMotorDVel) < 1.0f)
3471 {
3472 float decayfactor = (m_angularMotorDecayTimescale)/timestep;
3473 Vector3 decayAmount = (m_angularMotorDVel/decayfactor);
3474 m_angularMotorDVel -= decayAmount;
3475 }
3476 else
3477 {
3478 Vector3 decel = Vector3.Normalize(m_angularMotorDVel) * timestep / m_angularMotorDecayTimescale;
3479 m_angularMotorDVel -= decel;
3480 }
3481
3482 if (m_angularMotorDVel.ApproxEquals(Vector3.Zero, 0.01f))
3483 {
3484 m_angularMotorDVel = Vector3.Zero;
3485 }
3486 else
3487 {
3488 if (Math.Abs(m_angularMotorDVel.X) < Math.Abs(angObjectVel.X)) angObjectVel.X = m_angularMotorDVel.X;
3489 if (Math.Abs(m_angularMotorDVel.Y) < Math.Abs(angObjectVel.Y)) angObjectVel.Y = m_angularMotorDVel.Y;
3490 if (Math.Abs(m_angularMotorDVel.Z) < Math.Abs(angObjectVel.Z)) angObjectVel.Z = m_angularMotorDVel.Z;
3491 }
3492 } // end decay angular motor
3493//if(frcount == 0) Console.WriteLine("MotorDvel {0} Obj {1}", m_angularMotorDVel, angObjectVel);
3494
3495//if(frcount == 0) Console.WriteLine("VA = {0}", angObjectVel);
3496
3497 if ( (! m_angularMotorDVel.ApproxEquals(Vector3.Zero, 0.01f)) || (! angObjectVel.ApproxEquals(Vector3.Zero, 0.01f)) )
3498 { // if motor or object have motion
3499 if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body);
3500
3501 if (m_angularMotorTimescale < 300.0f)
3502 {
3503 Vector3 attack_error = m_angularMotorDVel - angObjectVel;
3504 float angfactor = m_angularMotorTimescale/timestep;
3505 Vector3 attackAmount = (attack_error/angfactor);
3506 angObjectVel += attackAmount;
3507//if(frcount == 0) Console.WriteLine("Accel {0} Attk {1}",FrAaccel, attackAmount);
3508//if(frcount == 0) Console.WriteLine("V2+= {0}", angObjectVel);
3509 }
3510
3511 angObjectVel.X -= angObjectVel.X / (m_angularFrictionTimescale.X * 0.7f / timestep);
3512 angObjectVel.Y -= angObjectVel.Y / (m_angularFrictionTimescale.Y * 0.7f / timestep);
3513 angObjectVel.Z -= angObjectVel.Z / (m_angularFrictionTimescale.Z * 0.7f / timestep);
3514 } // else no signif. motion
3515
3516//if(frcount == 0) Console.WriteLine("Dmotor {0} Obj {1}", m_angularMotorDVel, angObjectVel);
3517 // Bank section tba
3518 // Deflection section tba
3519//if(frcount == 0) Console.WriteLine("V3 = {0}", angObjectVel);
3520
3521
3522 /* // Rotation Axis Disables:
3523 if (!m_angularEnable.ApproxEquals(Vector3.One, 0.003f))
3524 {
3525 if (m_angularEnable.X == 0)
3526 angObjectVel.X = 0f;
3527 if (m_angularEnable.Y == 0)
3528 angObjectVel.Y = 0f;
3529 if (m_angularEnable.Z == 0)
3530 angObjectVel.Z = 0f;
3531 }
3532 */
3533 angObjectVel = angObjectVel * rotq; // ================ Converts to WORLD rotation
3534
3535 // Vertical attractor section
3536 Vector3 vertattr = Vector3.Zero;
3537
3538 if(m_verticalAttractionTimescale < 300)
3539 {
3540 float VAservo = 1.0f / (m_verticalAttractionTimescale * timestep);
3541 // make a vector pointing up
3542 Vector3 verterr = Vector3.Zero;
3543 verterr.Z = 1.0f;
3544 // rotate it to Body Angle
3545 verterr = verterr * rotq;
3546 // 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.
3547 // 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
3548 // negative. Similar for tilt and |.Y|. .X and .Y must be modulated to prevent a stable inverted body.
3549
3550 if (verterr.Z < 0.0f)
3551 { // Deflection from vertical exceeds 90-degrees. This method will ensure stable return to
3552 // vertical, BUT for some reason a z-rotation is imparted to the object. TBI.
3553//Console.WriteLine("InvertFlip");
3554 verterr.X = 2.0f - verterr.X;
3555 verterr.Y = 2.0f - verterr.Y;
3556 }
3557 verterr *= 0.5f;
3558 // verterror is 0 (no error) to +/- 1 (max error at 180-deg tilt)
3559 Vector3 xyav = angObjectVel;
3560 xyav.Z = 0.0f;
3561 if ((!xyav.ApproxEquals(Vector3.Zero, 0.001f)) || (verterr.Z < 0.49f))
3562 {
3563 // As the body rotates around the X axis, then verterr.Y increases; Rotated around Y then .X increases, so
3564 // Change Body angular velocity X based on Y, and Y based on X. Z is not changed.
3565 vertattr.X = verterr.Y;
3566 vertattr.Y = - verterr.X;
3567 vertattr.Z = 0f;
3568//if(frcount == 0) Console.WriteLine("VAerr=" + verterr);
3569
3570 // scaling appears better usingsquare-law
3571 float damped = m_verticalAttractionEfficiency * m_verticalAttractionEfficiency;
3572 float bounce = 1.0f - damped;
3573 // 0 = crit damp, 1 = bouncy
3574 float oavz = angObjectVel.Z; // retain z velocity
3575 // time-scaled correction, which sums, therefore is bouncy:
3576 angObjectVel = (angObjectVel + (vertattr * VAservo * 0.0333f)) * bounce;
3577 // damped, good @ < 90:
3578 angObjectVel = angObjectVel + (vertattr * VAservo * 0.0667f * damped);
3579 angObjectVel.Z = oavz;
3580//if(frcount == 0) Console.WriteLine("VA+");
3581//Console.WriteLine("VAttr {0} OAvel {1}", vertattr, angObjectVel);
3582 }
3583 else
3584 {
3585 // else error is very small
3586 angObjectVel.X = 0f;
3587 angObjectVel.Y = 0f;
3588//if(frcount == 0) Console.WriteLine("VA0");
3589 }
3590 } // else vertical attractor is off
3591//if(frcount == 0) Console.WriteLine("V1 = {0}", angObjectVel);
3592
3593
3594 m_lastAngularVelocity = angObjectVel;
3595 // apply Angular Velocity to body
3596 d.BodySetAngularVel (Body, m_lastAngularVelocity.X, m_lastAngularVelocity.Y, m_lastAngularVelocity.Z);
3597//if(frcount == 0) Console.WriteLine("V4 = {0}", m_lastAngularVelocity);
3598
3599 } // end VEHICLES
3600 else
3601 {
3602 // Dyamics (NON-'VEHICLES') are dealt with here ================================================================
3603
3604 if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body); // KF add 161009
3605
3606 /// Dynamics Buoyancy
3607 //KF: m_buoyancy is set by llSetBuoyancy() and is for non-vehicle.
3608 // m_buoyancy: (unlimited value) <0=Falls fast; 0=1g; 1=0g; >1 = floats up
3609 // NB Prims in ODE are no subject to global gravity
3610 // This should only affect gravity operations
3611
3612 float m_mass = CalculateMass();
3613 // calculate z-force due togravity on object.
3614 fz = _parent_scene.gravityz * (1.0f - m_buoyancy) * m_mass; // force = acceleration * mass
3615 if ((m_usePID) && (m_PIDTau > 0.0f)) // Dynamics llMoveToTarget.
3616 {
3617 fz = 0; // llMoveToTarget ignores gravity.
3618 // it also ignores mass of object, and any physical resting on it.
3619 // Vector3 m_PIDTarget is where we are going
3620 // float m_PIDTau is time to get there
3621 fx = 0;
3622 fy = 0;
3623 d.Vector3 pos = d.BodyGetPosition(Body);
3624 Vector3 error = new Vector3(
3625 (m_PIDTarget.X - pos.X),
3626 (m_PIDTarget.Y - pos.Y),
3627 (m_PIDTarget.Z - pos.Z));
3628 if (error.ApproxEquals(Vector3.Zero,0.01f))
3629 { // Very close, Jump there and quit move
3630
3631 d.BodySetPosition(Body, m_PIDTarget.X, m_PIDTarget.Y, m_PIDTarget.Z);
3632 _target_velocity = Vector3.Zero;
3633 d.BodySetLinearVel(Body, _target_velocity.X, _target_velocity.Y, _target_velocity.Z);
3634 d.BodySetForce(Body, 0f, 0f, 0f);
3635 }
3636 else
3637 {
3638 float scale = 50.0f * timestep / m_PIDTau;
3639 if ((error.ApproxEquals(Vector3.Zero,0.5f)) && (_target_velocity != Vector3.Zero))
3640 {
3641 // Nearby, quit update of velocity
3642 }
3643 else
3644 { // Far, calc damped velocity
3645 _target_velocity = error * scale;
3646 }
3647 d.BodySetLinearVel(Body, _target_velocity.X, _target_velocity.Y, _target_velocity.Z);
3648 }
3649 } // end PID MoveToTarget
3650
3651
3652 /// Dynamics Hover ===================================================================================
3653 // Hover PID Controller can only run if the PIDcontroller is not in use.
3654 if (m_useHoverPID && !m_usePID)
3655 {
3656//Console.WriteLine("Hover " + m_primName);
3657
3658 // If we're using the PID controller, then we have no gravity
3659 fz = (-1 * _parent_scene.gravityz) * m_mass;
3660
3661 // no lock; for now it's only called from within Simulate()
3662
3663 // If the PID Controller isn't active then we set our force
3664 // calculating base velocity to the current position
3665
3666 if ((m_PIDTau < 1))
3667 {
3668 PID_G = PID_G / m_PIDTau;
3669 }
3670
3671 if ((PID_G - m_PIDTau) <= 0)
3672 {
3673 PID_G = m_PIDTau + 1;
3674 }
3675
3676
3677 // Where are we, and where are we headed?
3678 d.Vector3 pos = d.BodyGetPosition(Body);
3679// d.Vector3 vel = d.BodyGetLinearVel(Body);
3680
3681
3682 // Non-Vehicles have a limited set of Hover options.
3683 // determine what our target height really is based on HoverType
3684 switch (m_PIDHoverType)
3685 {
3686 case PIDHoverType.Ground:
3687 m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y);
3688 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
3689 break;
3690 case PIDHoverType.GroundAndWater:
3691 m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y);
3692 m_waterHeight = _parent_scene.GetWaterLevel();
3693 if (m_groundHeight > m_waterHeight)
3694 {
3695 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
3696 }
3697 else
3698 {
3699 m_targetHoverHeight = m_waterHeight + m_PIDHoverHeight;
3700 }
3701 break;
3702
3703 } // end switch (m_PIDHoverType)
3704
3705
3706 _target_velocity =
3707 new Vector3(0.0f, 0.0f,
3708 (m_targetHoverHeight - pos.Z) * ((PID_G - m_PIDHoverTau) * timestep)
3709 );
3710
3711 // if velocity is zero, use position control; otherwise, velocity control
3712
3713 if (_target_velocity.ApproxEquals(Vector3.Zero, 0.1f))
3714 {
3715 // keep track of where we stopped. No more slippin' & slidin'
3716
3717 // We only want to deactivate the PID Controller if we think we want to have our surrogate
3718 // react to the physics scene by moving it's position.
3719 // Avatar to Avatar collisions
3720 // Prim to avatar collisions
3721 d.Vector3 dlinvel = vel;
3722 d.BodySetPosition(Body, pos.X, pos.Y, m_targetHoverHeight);
3723 d.BodySetLinearVel(Body, dlinvel.X, dlinvel.Y, dlinvel.Z);
3724 d.BodyAddForce(Body, 0, 0, fz);
3725 //KF this prevents furthur motions return;
3726 }
3727 else
3728 {
3729 _zeroFlag = false;
3730
3731 // We're flying and colliding with something
3732 fz = fz + ((_target_velocity.Z - vel.Z) * (PID_D) * m_mass);
3733 }
3734 } // end m_useHoverPID && !m_usePID
3735
3736
3737 /// Dynamics Apply Forces ===================================================================================
3738 fx *= m_mass;
3739 fy *= m_mass;
3740 //fz *= m_mass;
3741 fx += m_force.X;
3742 fy += m_force.Y;
3743 fz += m_force.Z;
3744
3745 //m_log.Info("[OBJPID]: X:" + fx.ToString() + " Y:" + fy.ToString() + " Z:" + fz.ToString());
3746 if (fx != 0 || fy != 0 || fz != 0)
3747 {
3748 //m_taintdisable = true;
3749 //base.RaiseOutOfBounds(Position);
3750 //d.BodySetLinearVel(Body, fx, fy, 0f);
3751 if (!d.BodyIsEnabled(Body))
3752 {
3753 // A physical body at rest on a surface will auto-disable after a while,
3754 // this appears to re-enable it incase the surface it is upon vanishes,
3755 // and the body should fall again.
3756 d.BodySetLinearVel(Body, 0f, 0f, 0f);
3757 d.BodySetForce(Body, 0f, 0f, 0f);
3758 enableBodySoft();
3759 }
3760
3761 // 35x10 = 350n times the mass per second applied maximum.
3762 float nmax = 35f * m_mass;
3763 float nmin = -35f * m_mass;
3764
3765
3766 if (fx > nmax)
3767 fx = nmax;
3768 if (fx < nmin)
3769 fx = nmin;
3770 if (fy > nmax)
3771 fy = nmax;
3772 if (fy < nmin)
3773 fy = nmin;
3774 d.BodyAddForce(Body, fx, fy, fz);
3775 } // end apply forces
3776 } // end Vehicle/Dynamics
3777
3778 /// RotLookAt / LookAt =================================================================================
3779 if (m_useAPID)
3780 {
3781 // RotLookAt, apparently overrides all other rotation sources. Inputs:
3782 // Quaternion m_APIDTarget
3783 // float m_APIDStrength // From SL experiments, this is the time to get there
3784 // float m_APIDDamping // From SL experiments, this is damping, 1.0 = damped, 0.1 = wobbly
3785 // Also in SL the mass of the object has no effect on time to get there.
3786 // Factors:
3787 // get present body rotation
3788 float limit = 1.0f;
3789 float rscaler = 50f; // adjusts rotation damping time
3790 float lscaler = 10f; // adjusts linear damping time in llLookAt
3791 float RLAservo = 0f;
3792 Vector3 diff_axis;
3793 float diff_angle;
3794 d.Quaternion rot = d.BodyGetQuaternion(Body); // prim present rotation
3795 Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W);
3796 Quaternion rtarget = new Quaternion();
3797
3798 if(m_APIDTarget.W == -99.9f)
3799 {
3800 // this is really a llLookAt(), x,y,z is the target vector
3801 Vector3 target = new Vector3(m_APIDTarget.X, m_APIDTarget.Y, m_APIDTarget.Z);
3802 Vector3 ospin = new Vector3(1.0f, 0.0f, 0.0f) * rotq;
3803 Vector3 error = new Vector3(0.0f, 0.0f, 0.0f);
3804 float twopi = 2.0f * (float)Math.PI;
3805 Vector3 dir = target - _position;
3806 dir.Normalize();
3807 float tzrot = (float)Math.Atan2(dir.Y, dir.X);
3808 float txy = (float)Math.Sqrt((dir.X * dir.X) + (dir.Y * dir.Y));
3809 float terot = (float)Math.Atan2(dir.Z, txy);
3810 float ozrot = (float)Math.Atan2(ospin.Y, ospin.X);
3811 float oxy = (float)Math.Sqrt((ospin.X * ospin.X) + (ospin.Y * ospin.Y));
3812 float oerot = (float)Math.Atan2(ospin.Z, oxy);
3813 float ra = 2.0f * ((rotq.W * rotq.X) + (rotq.Y * rotq.Z));
3814 float rb = 1.0f - 2.0f * ((rotq.Y * rotq.Y)+(rotq.X * rotq.X));
3815 float roll = (float)Math.Atan2(ra, rb);
3816 float errorz = tzrot - ozrot;
3817 if(errorz > (float)Math.PI) errorz -= twopi;
3818 else if(errorz < -(float)Math.PI) errorz += twopi;
3819 float errory = oerot - terot;
3820 if(errory > (float)Math.PI) errory -= twopi;
3821 else if(errory < -(float)Math.PI) errory += twopi;
3822 diff_angle = Math.Abs(errorz) + Math.Abs(errory) + Math.Abs(roll);
3823 if(diff_angle > 0.01f * m_APIDdamper)
3824 {
3825 m_APIDdamper = 1.0f;
3826 RLAservo = timestep / m_APIDStrength * rscaler;
3827 errorz *= RLAservo;
3828 errory *= RLAservo;
3829 error.X = -roll * 8.0f;
3830 error.Y = errory;
3831 error.Z = errorz;
3832 error *= rotq;
3833 d.BodySetAngularVel (Body, error.X, error.Y, error.Z);
3834 }
3835 else
3836 {
3837 d.BodySetAngularVel (Body, 0.0f, 0.0f, 0.0f);
3838 m_APIDdamper = 2.0f;
3839 }
3840 }
3841 else
3842 {
3843 // this is a llRotLookAt()
3844 rtarget = m_APIDTarget;
3845
3846 Quaternion rot_diff = Quaternion.Inverse(rotq) * rtarget; // difference to desired rot
3847 rot_diff.GetAxisAngle(out diff_axis, out diff_angle); // convert to axis to point at & error angle
3848//if(frcount == 0) Console.WriteLine("axis {0} angle {1}",diff_axis * 57.3f, diff_angle);
3849
3850 // diff_axis.Normalize(); it already is!
3851 if(diff_angle > 0.01f * m_APIDdamper) // diff_angle is always +ve // if there is enough error
3852 {
3853 m_APIDdamper = 1.0f;
3854 Vector3 rotforce = new Vector3(diff_axis.X, diff_axis.Y, diff_axis.Z);
3855 rotforce = rotforce * rotq;
3856 if(diff_angle > limit) diff_angle = limit; // cap the rotate rate
3857 RLAservo = timestep / m_APIDStrength * lscaler;
3858 rotforce = rotforce * RLAservo * diff_angle ;
3859 d.BodySetAngularVel (Body, rotforce.X, rotforce.Y, rotforce.Z);
3860//Console.WriteLine("axis= " + diff_axis + " angle= " + diff_angle + "servo= " + RLAservo);
3861 }
3862 else
3863 { // close enough
3864 d.BodySetAngularVel (Body, 0.0f, 0.0f, 0.0f);
3865 m_APIDdamper = 2.0f;
3866 }
3867 } // end llLookAt/llRotLookAt
3868//if(frcount == 0) Console.WriteLine("mass= " + m_mass + " servo= " + RLAservo + " angle= " + diff_angle);
3869 } // end m_useAPID
3870 } // end root prims
3871 } // end Move()
3872 } // end class
3873}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/ODERayCastRequestManager.cs b/OpenSim/Region/Physics/ChOdePlugin/ODERayCastRequestManager.cs
new file mode 100644
index 0000000..7314107
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODERayCastRequestManager.cs
@@ -0,0 +1,375 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using System.Reflection;
31using System.Runtime.InteropServices;
32using System.Text;
33using OpenMetaverse;
34using OpenSim.Region.Physics.Manager;
35using Ode.NET;
36using log4net;
37
38namespace OpenSim.Region.Physics.OdePlugin
39{
40 /// <summary>
41 /// Processes raycast requests as ODE is in a state to be able to do them.
42 /// This ensures that it's thread safe and there will be no conflicts.
43 /// Requests get returned by a different thread then they were requested by.
44 /// </summary>
45 public class ODERayCastRequestManager
46 {
47 /// <summary>
48 /// Pending Raycast Requests
49 /// </summary>
50 protected List<ODERayCastRequest> m_PendingRequests = new List<ODERayCastRequest>();
51
52 /// <summary>
53 /// Scene that created this object.
54 /// </summary>
55 private OdeScene m_scene;
56
57 /// <summary>
58 /// ODE contact array to be filled by the collision testing
59 /// </summary>
60 d.ContactGeom[] contacts = new d.ContactGeom[5];
61
62 /// <summary>
63 /// ODE near callback delegate
64 /// </summary>
65 private d.NearCallback nearCallback;
66 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
67 private List<ContactResult> m_contactResults = new List<ContactResult>();
68
69
70 public ODERayCastRequestManager(OdeScene pScene)
71 {
72 m_scene = pScene;
73 nearCallback = near;
74
75 }
76
77 /// <summary>
78 /// Queues a raycast
79 /// </summary>
80 /// <param name="position">Origin of Ray</param>
81 /// <param name="direction">Ray normal</param>
82 /// <param name="length">Ray length</param>
83 /// <param name="retMethod">Return method to send the results</param>
84 public void QueueRequest(Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
85 {
86 lock (m_PendingRequests)
87 {
88 ODERayCastRequest req = new ODERayCastRequest();
89 req.callbackMethod = retMethod;
90 req.length = length;
91 req.Normal = direction;
92 req.Origin = position;
93
94 m_PendingRequests.Add(req);
95 }
96 }
97
98 /// <summary>
99 /// Process all queued raycast requests
100 /// </summary>
101 /// <returns>Time in MS the raycasts took to process.</returns>
102 public int ProcessQueuedRequests()
103 {
104 int time = System.Environment.TickCount;
105 lock (m_PendingRequests)
106 {
107 if (m_PendingRequests.Count > 0)
108 {
109 ODERayCastRequest[] reqs = m_PendingRequests.ToArray();
110 for (int i = 0; i < reqs.Length; i++)
111 {
112 if (reqs[i].callbackMethod != null) // quick optimization here, don't raycast
113 RayCast(reqs[i]); // if there isn't anyone to send results
114 }
115 /*
116 foreach (ODERayCastRequest req in m_PendingRequests)
117 {
118 if (req.callbackMethod != null) // quick optimization here, don't raycast
119 RayCast(req); // if there isn't anyone to send results to
120
121 }
122 */
123 m_PendingRequests.Clear();
124 }
125 }
126
127 lock (m_contactResults)
128 m_contactResults.Clear();
129
130 return System.Environment.TickCount - time;
131 }
132
133 /// <summary>
134 /// Method that actually initiates the raycast
135 /// </summary>
136 /// <param name="req"></param>
137 private void RayCast(ODERayCastRequest req)
138 {
139 // Create the ray
140 IntPtr ray = d.CreateRay(m_scene.space, req.length);
141 d.GeomRaySet(ray, req.Origin.X, req.Origin.Y, req.Origin.Z, req.Normal.X, req.Normal.Y, req.Normal.Z);
142
143 // Collide test
144 d.SpaceCollide2(m_scene.space, ray, IntPtr.Zero, nearCallback);
145
146 // Remove Ray
147 d.GeomDestroy(ray);
148
149
150 // Define default results
151 bool hitYN = false;
152 uint hitConsumerID = 0;
153 float distance = 999999999999f;
154 Vector3 closestcontact = new Vector3(99999f, 99999f, 99999f);
155 Vector3 snormal = Vector3.Zero;
156
157 // Find closest contact and object.
158 lock (m_contactResults)
159 {
160 foreach (ContactResult cResult in m_contactResults)
161 {
162 if (Vector3.Distance(req.Origin, cResult.Pos) < Vector3.Distance(req.Origin, closestcontact))
163 {
164 closestcontact = cResult.Pos;
165 hitConsumerID = cResult.ConsumerID;
166 distance = cResult.Depth;
167 hitYN = true;
168 snormal = cResult.Normal;
169 }
170 }
171
172 m_contactResults.Clear();
173 }
174
175 // Return results
176 if (req.callbackMethod != null)
177 req.callbackMethod(hitYN, closestcontact, hitConsumerID, distance, snormal);
178 }
179
180 // This is the standard Near. Uses space AABBs to speed up detection.
181 private void near(IntPtr space, IntPtr g1, IntPtr g2)
182 {
183
184 //Don't test against heightfield Geom, or you'll be sorry!
185
186 /*
187 terminate called after throwing an instance of 'std::bad_alloc'
188 what(): std::bad_alloc
189 Stacktrace:
190
191 at (wrapper managed-to-native) Ode.NET.d.Collide (intptr,intptr,int,Ode.NET.d/ContactGeom[],int) <0x00004>
192 at (wrapper managed-to-native) Ode.NET.d.Collide (intptr,intptr,int,Ode.NET.d/ContactGeom[],int) <0xffffffff>
193 at OpenSim.Region.Physics.OdePlugin.ODERayCastRequestManager.near (intptr,intptr,intptr) <0x00280>
194 at (wrapper native-to-managed) OpenSim.Region.Physics.OdePlugin.ODERayCastRequestManager.near (intptr,intptr,intptr) <0xfff
195 fffff>
196 at (wrapper managed-to-native) Ode.NET.d.SpaceCollide2 (intptr,intptr,intptr,Ode.NET.d/NearCallback) <0x00004>
197 at (wrapper managed-to-native) Ode.NET.d.SpaceCollide2 (intptr,intptr,intptr,Ode.NET.d/NearCallback) <0xffffffff>
198 at OpenSim.Region.Physics.OdePlugin.ODERayCastRequestManager.RayCast (OpenSim.Region.Physics.OdePlugin.ODERayCastRequest) <
199 0x00114>
200 at OpenSim.Region.Physics.OdePlugin.ODERayCastRequestManager.ProcessQueuedRequests () <0x000eb>
201 at OpenSim.Region.Physics.OdePlugin.OdeScene.Simulate (single) <0x017e6>
202 at OpenSim.Region.Framework.Scenes.SceneGraph.UpdatePhysics (double) <0x00042>
203 at OpenSim.Region.Framework.Scenes.Scene.Update () <0x0039e>
204 at OpenSim.Region.Framework.Scenes.Scene.Heartbeat (object) <0x00019>
205 at (wrapper runtime-invoke) object.runtime_invoke_void__this___object (object,intptr,intptr,intptr) <0xffffffff>
206
207 Native stacktrace:
208
209 mono [0x80d2a42]
210 [0xb7f5840c]
211 /lib/i686/cmov/libc.so.6(abort+0x188) [0xb7d1a018]
212 /usr/lib/libstdc++.so.6(_ZN9__gnu_cxx27__verbose_terminate_handlerEv+0x158) [0xb45fc988]
213 /usr/lib/libstdc++.so.6 [0xb45fa865]
214 /usr/lib/libstdc++.so.6 [0xb45fa8a2]
215 /usr/lib/libstdc++.so.6 [0xb45fa9da]
216 /usr/lib/libstdc++.so.6(_Znwj+0x83) [0xb45fb033]
217 /usr/lib/libstdc++.so.6(_Znaj+0x1d) [0xb45fb11d]
218 libode.so(_ZN13dxHeightfield23dCollideHeightfieldZoneEiiiiP6dxGeomiiP12dContactGeomi+0xd04) [0xb46678e4]
219 libode.so(_Z19dCollideHeightfieldP6dxGeomS0_iP12dContactGeomi+0x54b) [0xb466832b]
220 libode.so(dCollide+0x102) [0xb46571b2]
221 [0x95cfdec9]
222 [0x8ea07fe1]
223 [0xab260146]
224 libode.so [0xb465a5c4]
225 libode.so(_ZN11dxHashSpace8collide2EPvP6dxGeomPFvS0_S2_S2_E+0x75) [0xb465bcf5]
226 libode.so(dSpaceCollide2+0x177) [0xb465ac67]
227 [0x95cf978e]
228 [0x8ea07945]
229 [0x95cf2bbc]
230 [0xab2787e7]
231 [0xab419fb3]
232 [0xab416657]
233 [0xab415bda]
234 [0xb609b08e]
235 mono(mono_runtime_delegate_invoke+0x34) [0x8192534]
236 mono [0x81a2f0f]
237 mono [0x81d28b6]
238 mono [0x81ea2c6]
239 /lib/i686/cmov/libpthread.so.0 [0xb7e744c0]
240 /lib/i686/cmov/libc.so.6(clone+0x5e) [0xb7dcd6de]
241 */
242
243 // Exclude heightfield geom
244
245 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
246 return;
247 if (d.GeomGetClass(g1) == d.GeomClassID.HeightfieldClass || d.GeomGetClass(g2) == d.GeomClassID.HeightfieldClass)
248 return;
249
250 // Raytest against AABBs of spaces first, then dig into the spaces it hits for actual geoms.
251 if (d.GeomIsSpace(g1) || d.GeomIsSpace(g2))
252 {
253 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
254 return;
255
256 // Separating static prim geometry spaces.
257 // We'll be calling near recursivly if one
258 // of them is a space to find all of the
259 // contact points in the space
260 try
261 {
262 d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback);
263 }
264 catch (AccessViolationException)
265 {
266 m_log.Warn("[PHYSICS]: Unable to collide test a space");
267 return;
268 }
269 //Colliding a space or a geom with a space or a geom. so drill down
270
271 //Collide all geoms in each space..
272 //if (d.GeomIsSpace(g1)) d.SpaceCollide(g1, IntPtr.Zero, nearCallback);
273 //if (d.GeomIsSpace(g2)) d.SpaceCollide(g2, IntPtr.Zero, nearCallback);
274 return;
275 }
276
277 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
278 return;
279
280 int count = 0;
281 try
282 {
283
284 if (g1 == g2)
285 return; // Can't collide with yourself
286
287 lock (contacts)
288 {
289 count = d.Collide(g1, g2, contacts.GetLength(0), contacts, d.ContactGeom.SizeOf);
290 }
291 }
292 catch (SEHException)
293 {
294 m_log.Error("[PHYSICS]: The Operating system shut down ODE because of corrupt memory. This could be a result of really irregular terrain. If this repeats continuously, restart using Basic Physics and terrain fill your terrain. Restarting the sim.");
295 }
296 catch (Exception e)
297 {
298 m_log.WarnFormat("[PHYSICS]: Unable to collide test an object: {0}", e.Message);
299 return;
300 }
301
302 PhysicsActor p1 = null;
303 PhysicsActor p2 = null;
304
305 if (g1 != IntPtr.Zero)
306 m_scene.actor_name_map.TryGetValue(g1, out p1);
307
308 if (g2 != IntPtr.Zero)
309 m_scene.actor_name_map.TryGetValue(g1, out p2);
310
311 // Loop over contacts, build results.
312 for (int i = 0; i < count; i++)
313 {
314 if (p1 != null) {
315 if (p1 is OdePrim)
316 {
317 ContactResult collisionresult = new ContactResult();
318
319 collisionresult.ConsumerID = ((OdePrim)p1).m_localID;
320 collisionresult.Pos = new Vector3(contacts[i].pos.X, contacts[i].pos.Y, contacts[i].pos.Z);
321 collisionresult.Depth = contacts[i].depth;
322 collisionresult.Normal = new Vector3(contacts[i].normal.X, contacts[i].normal.Y,
323 contacts[i].normal.Z);
324 lock (m_contactResults)
325 m_contactResults.Add(collisionresult);
326 }
327 }
328
329 if (p2 != null)
330 {
331 if (p2 is OdePrim)
332 {
333 ContactResult collisionresult = new ContactResult();
334
335 collisionresult.ConsumerID = ((OdePrim)p2).m_localID;
336 collisionresult.Pos = new Vector3(contacts[i].pos.X, contacts[i].pos.Y, contacts[i].pos.Z);
337 collisionresult.Depth = contacts[i].depth;
338 collisionresult.Normal = new Vector3(contacts[i].normal.X, contacts[i].normal.Y,
339 contacts[i].normal.Z);
340
341 lock (m_contactResults)
342 m_contactResults.Add(collisionresult);
343 }
344 }
345
346
347 }
348
349 }
350
351 /// <summary>
352 /// Dereference the creator scene so that it can be garbage collected if needed.
353 /// </summary>
354 internal void Dispose()
355 {
356 m_scene = null;
357 }
358 }
359
360 public struct ODERayCastRequest
361 {
362 public Vector3 Origin;
363 public Vector3 Normal;
364 public float length;
365 public RaycastCallback callbackMethod;
366 }
367
368 public struct ContactResult
369 {
370 public Vector3 Pos;
371 public float Depth;
372 public uint ConsumerID;
373 public Vector3 Normal;
374 }
375}
diff --git a/OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs b/OpenSim/Region/Physics/ChOdePlugin/OdePhysicsJoint.cs
index ca7a4f8..b4a3c48 100644
--- a/OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs
+++ b/OpenSim/Region/Physics/ChOdePlugin/OdePhysicsJoint.cs
@@ -26,51 +26,23 @@
26 */ 26 */
27 27
28using System; 28using System;
29using System.Collections.Generic; 29using OpenMetaverse;
30using Nini.Config; 30using Ode.NET;
31using OpenSim.Framework; 31using OpenSim.Framework;
32using OpenSim.Region.Physics.Manager; 32using OpenSim.Region.Physics.Manager;
33using PhysXWrapper; 33using OpenSim.Region.Physics.OdePlugin;
34using Quaternion=OpenMetaverse.Quaternion;
35using System.Reflection;
36using log4net;
37using OpenMetaverse;
38 34
39namespace OpenSim.Region.Physics.PhysXPlugin 35namespace OpenSim.Region.Physics.OdePlugin
40{ 36{
41 /// <summary> 37 class OdePhysicsJoint : PhysicsJoint
42 /// Will be the PhysX plugin but for now will be a very basic physics engine
43 /// </summary>
44 public class PhysXPlugin : IPhysicsPlugin
45 { 38 {
46 //private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 39 public override bool IsInPhysicsEngine
47 private PhysXScene _mScene;
48
49 public PhysXPlugin()
50 {
51 }
52
53 public bool Init()
54 { 40 {
55 return true; 41 get
56 }
57
58 public PhysicsScene GetScene(string sceneIdentifier)
59 {
60 if (_mScene == null)
61 { 42 {
62 _mScene = new PhysXScene(sceneIdentifier); 43 return (jointID != IntPtr.Zero);
63 } 44 }
64 return (_mScene);
65 }
66
67 public string GetName()
68 {
69 return ("RealPhysX");
70 }
71
72 public void Dispose()
73 {
74 } 45 }
46 public IntPtr jointID;
75 } 47 }
76} 48}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs
new file mode 100644
index 0000000..88f9658
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs
@@ -0,0 +1,3846 @@
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 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!");
1557 }
1558 }
1559 }
1560 catch (AccessViolationException)
1561 {
1562 m_log.Warn("[PHYSICS]: Unable to space collide");
1563 }
1564 }
1565 }
1566 if (removeprims != null)
1567 {
1568 foreach (OdePrim chr in removeprims)
1569 {
1570 _activeprims.Remove(chr);
1571 }
1572 }
1573 }
1574
1575 _perloopContact.Clear();
1576 }
1577
1578 #endregion
1579
1580 public override void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents)
1581 {
1582 m_worldOffset = offset;
1583 WorldExtents = new Vector2(extents.X, extents.Y);
1584 m_parentScene = pScene;
1585
1586 }
1587
1588 // Recovered for use by fly height. Kitto Flora
1589 public float GetTerrainHeightAtXY(float x, float y)
1590 {
1591
1592 int offsetX = ((int)(x / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
1593 int offsetY = ((int)(y / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
1594
1595 IntPtr heightFieldGeom = IntPtr.Zero;
1596
1597 if (RegionTerrain.TryGetValue(new Vector3(offsetX,offsetY,0), out heightFieldGeom))
1598 {
1599 if (heightFieldGeom != IntPtr.Zero)
1600 {
1601 if (TerrainHeightFieldHeights.ContainsKey(heightFieldGeom))
1602 {
1603
1604 int index;
1605
1606
1607 if ((int)x > WorldExtents.X || (int)y > WorldExtents.Y ||
1608 (int)x < 0.001f || (int)y < 0.001f)
1609 return 0;
1610
1611 x = x - offsetX;
1612 y = y - offsetY;
1613
1614 index = (int)((int)x * ((int)Constants.RegionSize + 2) + (int)y);
1615
1616 if (index < TerrainHeightFieldHeights[heightFieldGeom].Length)
1617 {
1618 //m_log.DebugFormat("x{0} y{1} = {2}", x, y, (float)TerrainHeightFieldHeights[heightFieldGeom][index]);
1619 return (float)TerrainHeightFieldHeights[heightFieldGeom][index];
1620 }
1621
1622 else
1623 return 0f;
1624 }
1625 else
1626 {
1627 return 0f;
1628 }
1629
1630 }
1631 else
1632 {
1633 return 0f;
1634 }
1635
1636 }
1637 else
1638 {
1639 return 0f;
1640 }
1641
1642
1643 }
1644// End recovered. Kitto Flora
1645
1646 public void addCollisionEventReporting(PhysicsActor obj)
1647 {
1648 lock (_collisionEventPrim)
1649 {
1650 if (!_collisionEventPrim.Contains(obj))
1651 _collisionEventPrim.Add(obj);
1652 }
1653 }
1654
1655 public void remCollisionEventReporting(PhysicsActor obj)
1656 {
1657 lock (_collisionEventPrim)
1658 {
1659 if (!_collisionEventPrim.Contains(obj))
1660 _collisionEventPrim.Remove(obj);
1661 }
1662 }
1663
1664 #region Add/Remove Entities
1665
1666 public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying)
1667 {
1668 Vector3 pos;
1669 pos.X = position.X;
1670 pos.Y = position.Y;
1671 pos.Z = position.Z;
1672 OdeCharacter newAv = new OdeCharacter(avName, this, pos, ode, size, avPIDD, avPIDP, avCapRadius, avStandupTensor, avDensity, avHeightFudgeFactor, avMovementDivisorWalk, avMovementDivisorRun);
1673 newAv.Flying = isFlying;
1674 newAv.MinimumGroundFlightOffset = minimumGroundFlightOffset;
1675
1676 return newAv;
1677 }
1678
1679 public void AddCharacter(OdeCharacter chr)
1680 {
1681 lock (_characters)
1682 {
1683 if (!_characters.Contains(chr))
1684 {
1685 _characters.Add(chr);
1686 if (chr.bad)
1687 m_log.DebugFormat("[PHYSICS] Added BAD actor {0} to characters list", chr.m_uuid);
1688 }
1689 }
1690 }
1691
1692 public void RemoveCharacter(OdeCharacter chr)
1693 {
1694 lock (_characters)
1695 {
1696 if (_characters.Contains(chr))
1697 {
1698 _characters.Remove(chr);
1699 }
1700 }
1701 }
1702 public void BadCharacter(OdeCharacter chr)
1703 {
1704 lock (_badCharacter)
1705 {
1706 if (!_badCharacter.Contains(chr))
1707 _badCharacter.Add(chr);
1708 }
1709 }
1710
1711 public override void RemoveAvatar(PhysicsActor actor)
1712 {
1713 //m_log.Debug("[PHYSICS]:ODELOCK");
1714 ((OdeCharacter) actor).Destroy();
1715
1716 }
1717
1718 private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation,
1719 IMesh mesh, PrimitiveBaseShape pbs, bool isphysical)
1720 {
1721
1722 Vector3 pos = position;
1723 Vector3 siz = size;
1724 Quaternion rot = rotation;
1725
1726 OdePrim newPrim;
1727 lock (OdeLock)
1728 {
1729 newPrim = new OdePrim(name, this, pos, siz, rot, mesh, pbs, isphysical, ode);
1730
1731 lock (_prims)
1732 _prims.Add(newPrim);
1733 }
1734
1735 return newPrim;
1736 }
1737
1738 public void addActivePrim(OdePrim activatePrim)
1739 {
1740 // adds active prim.. (ones that should be iterated over in collisions_optimized
1741 lock (_activeprims)
1742 {
1743 if (!_activeprims.Contains(activatePrim))
1744 _activeprims.Add(activatePrim);
1745 //else
1746 // m_log.Warn("[PHYSICS]: Double Entry in _activeprims detected, potential crash immenent");
1747 }
1748 }
1749
1750 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
1751 Vector3 size, Quaternion rotation) //To be removed
1752 {
1753 return AddPrimShape(primName, pbs, position, size, rotation, false);
1754 }
1755
1756 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
1757 Vector3 size, Quaternion rotation, bool isPhysical)
1758 {
1759 PhysicsActor result;
1760 IMesh mesh = null;
1761
1762 if (needsMeshing(pbs))
1763 mesh = mesher.CreateMesh(primName, pbs, size, 32f, isPhysical);
1764
1765 result = AddPrim(primName, position, size, rotation, mesh, pbs, isPhysical);
1766
1767 return result;
1768 }
1769
1770 public override float TimeDilation
1771 {
1772 get { return m_timeDilation; }
1773 }
1774
1775 public override bool SupportsNINJAJoints
1776 {
1777 get { return m_NINJA_physics_joints_enabled; }
1778 }
1779
1780 // internal utility function: must be called within a lock (OdeLock)
1781 private void InternalAddActiveJoint(PhysicsJoint joint)
1782 {
1783 activeJoints.Add(joint);
1784 SOPName_to_activeJoint.Add(joint.ObjectNameInScene, joint);
1785 }
1786
1787 // internal utility function: must be called within a lock (OdeLock)
1788 private void InternalAddPendingJoint(OdePhysicsJoint joint)
1789 {
1790 pendingJoints.Add(joint);
1791 SOPName_to_pendingJoint.Add(joint.ObjectNameInScene, joint);
1792 }
1793
1794 // internal utility function: must be called within a lock (OdeLock)
1795 private void InternalRemovePendingJoint(PhysicsJoint joint)
1796 {
1797 pendingJoints.Remove(joint);
1798 SOPName_to_pendingJoint.Remove(joint.ObjectNameInScene);
1799 }
1800
1801 // internal utility function: must be called within a lock (OdeLock)
1802 private void InternalRemoveActiveJoint(PhysicsJoint joint)
1803 {
1804 activeJoints.Remove(joint);
1805 SOPName_to_activeJoint.Remove(joint.ObjectNameInScene);
1806 }
1807
1808 public override void DumpJointInfo()
1809 {
1810 string hdr = "[NINJA] JOINTINFO: ";
1811 foreach (PhysicsJoint j in pendingJoints)
1812 {
1813 m_log.Debug(hdr + " pending joint, Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams);
1814 }
1815 m_log.Debug(hdr + pendingJoints.Count + " total pending joints");
1816 foreach (string jointName in SOPName_to_pendingJoint.Keys)
1817 {
1818 m_log.Debug(hdr + " pending joints dict contains Name: " + jointName);
1819 }
1820 m_log.Debug(hdr + SOPName_to_pendingJoint.Keys.Count + " total pending joints dict entries");
1821 foreach (PhysicsJoint j in activeJoints)
1822 {
1823 m_log.Debug(hdr + " active joint, Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams);
1824 }
1825 m_log.Debug(hdr + activeJoints.Count + " total active joints");
1826 foreach (string jointName in SOPName_to_activeJoint.Keys)
1827 {
1828 m_log.Debug(hdr + " active joints dict contains Name: " + jointName);
1829 }
1830 m_log.Debug(hdr + SOPName_to_activeJoint.Keys.Count + " total active joints dict entries");
1831
1832 m_log.Debug(hdr + " Per-body joint connectivity information follows.");
1833 m_log.Debug(hdr + joints_connecting_actor.Keys.Count + " bodies are connected by joints.");
1834 foreach (string actorName in joints_connecting_actor.Keys)
1835 {
1836 m_log.Debug(hdr + " Actor " + actorName + " has the following joints connecting it");
1837 foreach (PhysicsJoint j in joints_connecting_actor[actorName])
1838 {
1839 m_log.Debug(hdr + " * joint Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams);
1840 }
1841 m_log.Debug(hdr + joints_connecting_actor[actorName].Count + " connecting joints total for this actor");
1842 }
1843 }
1844
1845 public override void RequestJointDeletion(string ObjectNameInScene)
1846 {
1847 lock (externalJointRequestsLock)
1848 {
1849 if (!requestedJointsToBeDeleted.Contains(ObjectNameInScene)) // forbid same deletion request from entering twice to prevent spurious deletions processed asynchronously
1850 {
1851 requestedJointsToBeDeleted.Add(ObjectNameInScene);
1852 }
1853 }
1854 }
1855
1856 private void DeleteRequestedJoints()
1857 {
1858 List<string> myRequestedJointsToBeDeleted;
1859 lock (externalJointRequestsLock)
1860 {
1861 // make a local copy of the shared list for processing (threading issues)
1862 myRequestedJointsToBeDeleted = new List<string>(requestedJointsToBeDeleted);
1863 }
1864
1865 foreach (string jointName in myRequestedJointsToBeDeleted)
1866 {
1867 lock (OdeLock)
1868 {
1869 //m_log.Debug("[NINJA] trying to deleting requested joint " + jointName);
1870 if (SOPName_to_activeJoint.ContainsKey(jointName) || SOPName_to_pendingJoint.ContainsKey(jointName))
1871 {
1872 OdePhysicsJoint joint = null;
1873 if (SOPName_to_activeJoint.ContainsKey(jointName))
1874 {
1875 joint = SOPName_to_activeJoint[jointName] as OdePhysicsJoint;
1876 InternalRemoveActiveJoint(joint);
1877 }
1878 else if (SOPName_to_pendingJoint.ContainsKey(jointName))
1879 {
1880 joint = SOPName_to_pendingJoint[jointName] as OdePhysicsJoint;
1881 InternalRemovePendingJoint(joint);
1882 }
1883
1884 if (joint != null)
1885 {
1886 //m_log.Debug("joint.BodyNames.Count is " + joint.BodyNames.Count + " and contents " + joint.BodyNames);
1887 for (int iBodyName = 0; iBodyName < 2; iBodyName++)
1888 {
1889 string bodyName = joint.BodyNames[iBodyName];
1890 if (bodyName != "NULL")
1891 {
1892 joints_connecting_actor[bodyName].Remove(joint);
1893 if (joints_connecting_actor[bodyName].Count == 0)
1894 {
1895 joints_connecting_actor.Remove(bodyName);
1896 }
1897 }
1898 }
1899
1900 DoJointDeactivated(joint);
1901 if (joint.jointID != IntPtr.Zero)
1902 {
1903 d.JointDestroy(joint.jointID);
1904 joint.jointID = IntPtr.Zero;
1905 //DoJointErrorMessage(joint, "successfully destroyed joint " + jointName);
1906 }
1907 else
1908 {
1909 //m_log.Warn("[NINJA] Ignoring re-request to destroy joint " + jointName);
1910 }
1911 }
1912 else
1913 {
1914 // DoJointErrorMessage(joint, "coult not find joint to destroy based on name " + jointName);
1915 }
1916 }
1917 else
1918 {
1919 // DoJointErrorMessage(joint, "WARNING - joint removal failed, joint " + jointName);
1920 }
1921 }
1922 }
1923
1924 // remove processed joints from the shared list
1925 lock (externalJointRequestsLock)
1926 {
1927 foreach (string jointName in myRequestedJointsToBeDeleted)
1928 {
1929 requestedJointsToBeDeleted.Remove(jointName);
1930 }
1931 }
1932 }
1933
1934 // for pending joints we don't know if their associated bodies exist yet or not.
1935 // the joint is actually created during processing of the taints
1936 private void CreateRequestedJoints()
1937 {
1938 List<PhysicsJoint> myRequestedJointsToBeCreated;
1939 lock (externalJointRequestsLock)
1940 {
1941 // make a local copy of the shared list for processing (threading issues)
1942 myRequestedJointsToBeCreated = new List<PhysicsJoint>(requestedJointsToBeCreated);
1943 }
1944
1945 foreach (PhysicsJoint joint in myRequestedJointsToBeCreated)
1946 {
1947 lock (OdeLock)
1948 {
1949 if (SOPName_to_pendingJoint.ContainsKey(joint.ObjectNameInScene) && SOPName_to_pendingJoint[joint.ObjectNameInScene] != null)
1950 {
1951 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);
1952 continue;
1953 }
1954 if (SOPName_to_activeJoint.ContainsKey(joint.ObjectNameInScene) && SOPName_to_activeJoint[joint.ObjectNameInScene] != null)
1955 {
1956 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);
1957 continue;
1958 }
1959
1960 InternalAddPendingJoint(joint as OdePhysicsJoint);
1961
1962 if (joint.BodyNames.Count >= 2)
1963 {
1964 for (int iBodyName = 0; iBodyName < 2; iBodyName++)
1965 {
1966 string bodyName = joint.BodyNames[iBodyName];
1967 if (bodyName != "NULL")
1968 {
1969 if (!joints_connecting_actor.ContainsKey(bodyName))
1970 {
1971 joints_connecting_actor.Add(bodyName, new List<PhysicsJoint>());
1972 }
1973 joints_connecting_actor[bodyName].Add(joint);
1974 }
1975 }
1976 }
1977 }
1978 }
1979
1980 // remove processed joints from shared list
1981 lock (externalJointRequestsLock)
1982 {
1983 foreach (PhysicsJoint joint in myRequestedJointsToBeCreated)
1984 {
1985 requestedJointsToBeCreated.Remove(joint);
1986 }
1987 }
1988
1989 }
1990
1991 // public function to add an request for joint creation
1992 // this joint will just be added to a waiting list that is NOT processed during the main
1993 // Simulate() loop (to avoid deadlocks). After Simulate() is finished, we handle unprocessed joint requests.
1994
1995 public override PhysicsJoint RequestJointCreation(string objectNameInScene, PhysicsJointType jointType, Vector3 position,
1996 Quaternion rotation, string parms, List<string> bodyNames, string trackedBodyName, Quaternion localRotation)
1997
1998 {
1999
2000 OdePhysicsJoint joint = new OdePhysicsJoint();
2001 joint.ObjectNameInScene = objectNameInScene;
2002 joint.Type = jointType;
2003 joint.Position = position;
2004 joint.Rotation = rotation;
2005 joint.RawParams = parms;
2006 joint.BodyNames = new List<string>(bodyNames);
2007 joint.TrackedBodyName = trackedBodyName;
2008 joint.LocalRotation = localRotation;
2009 joint.jointID = IntPtr.Zero;
2010 joint.ErrorMessageCount = 0;
2011
2012 lock (externalJointRequestsLock)
2013 {
2014 if (!requestedJointsToBeCreated.Contains(joint)) // forbid same creation request from entering twice
2015 {
2016 requestedJointsToBeCreated.Add(joint);
2017 }
2018 }
2019 return joint;
2020 }
2021
2022 private void RemoveAllJointsConnectedToActor(PhysicsActor actor)
2023 {
2024 //m_log.Debug("RemoveAllJointsConnectedToActor: start");
2025 if (actor.SOPName != null && joints_connecting_actor.ContainsKey(actor.SOPName) && joints_connecting_actor[actor.SOPName] != null)
2026 {
2027
2028 List<PhysicsJoint> jointsToRemove = new List<PhysicsJoint>();
2029 //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)
2030 foreach (PhysicsJoint j in joints_connecting_actor[actor.SOPName])
2031 {
2032 jointsToRemove.Add(j);
2033 }
2034 foreach (PhysicsJoint j in jointsToRemove)
2035 {
2036 //m_log.Debug("RemoveAllJointsConnectedToActor: about to request deletion of " + j.ObjectNameInScene);
2037 RequestJointDeletion(j.ObjectNameInScene);
2038 //m_log.Debug("RemoveAllJointsConnectedToActor: done request deletion of " + j.ObjectNameInScene);
2039 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)
2040 }
2041 }
2042 }
2043
2044 public override void RemoveAllJointsConnectedToActorThreadLocked(PhysicsActor actor)
2045 {
2046 //m_log.Debug("RemoveAllJointsConnectedToActorThreadLocked: start");
2047 lock (OdeLock)
2048 {
2049 //m_log.Debug("RemoveAllJointsConnectedToActorThreadLocked: got lock");
2050 RemoveAllJointsConnectedToActor(actor);
2051 }
2052 }
2053
2054 // normally called from within OnJointMoved, which is called from within a lock (OdeLock)
2055 public override Vector3 GetJointAnchor(PhysicsJoint joint)
2056 {
2057 Debug.Assert(joint.IsInPhysicsEngine);
2058 d.Vector3 pos = new d.Vector3();
2059
2060 if (!(joint is OdePhysicsJoint))
2061 {
2062 DoJointErrorMessage(joint, "warning: non-ODE joint requesting anchor: " + joint.ObjectNameInScene);
2063 }
2064 else
2065 {
2066 OdePhysicsJoint odeJoint = (OdePhysicsJoint)joint;
2067 switch (odeJoint.Type)
2068 {
2069 case PhysicsJointType.Ball:
2070 d.JointGetBallAnchor(odeJoint.jointID, out pos);
2071 break;
2072 case PhysicsJointType.Hinge:
2073 d.JointGetHingeAnchor(odeJoint.jointID, out pos);
2074 break;
2075 }
2076 }
2077 return new Vector3(pos.X, pos.Y, pos.Z);
2078 }
2079
2080 // normally called from within OnJointMoved, which is called from within a lock (OdeLock)
2081 // WARNING: ODE sometimes returns <0,0,0> as the joint axis! Therefore this function
2082 // appears to be unreliable. Fortunately we can compute the joint axis ourselves by
2083 // keeping track of the joint's original orientation relative to one of the involved bodies.
2084 public override Vector3 GetJointAxis(PhysicsJoint joint)
2085 {
2086 Debug.Assert(joint.IsInPhysicsEngine);
2087 d.Vector3 axis = new d.Vector3();
2088
2089 if (!(joint is OdePhysicsJoint))
2090 {
2091 DoJointErrorMessage(joint, "warning: non-ODE joint requesting anchor: " + joint.ObjectNameInScene);
2092 }
2093 else
2094 {
2095 OdePhysicsJoint odeJoint = (OdePhysicsJoint)joint;
2096 switch (odeJoint.Type)
2097 {
2098 case PhysicsJointType.Ball:
2099 DoJointErrorMessage(joint, "warning - axis requested for ball joint: " + joint.ObjectNameInScene);
2100 break;
2101 case PhysicsJointType.Hinge:
2102 d.JointGetHingeAxis(odeJoint.jointID, out axis);
2103 break;
2104 }
2105 }
2106 return new Vector3(axis.X, axis.Y, axis.Z);
2107 }
2108
2109
2110 public void remActivePrim(OdePrim deactivatePrim)
2111 {
2112 lock (_activeprims)
2113 {
2114 _activeprims.Remove(deactivatePrim);
2115 }
2116 }
2117
2118 public override void RemovePrim(PhysicsActor prim)
2119 {
2120 if (prim is OdePrim)
2121 {
2122 lock (OdeLock)
2123 {
2124 OdePrim p = (OdePrim) prim;
2125
2126 p.setPrimForRemoval();
2127 AddPhysicsActorTaint(prim);
2128 //RemovePrimThreadLocked(p);
2129 }
2130 }
2131 }
2132
2133 /// <summary>
2134 /// This is called from within simulate but outside the locked portion
2135 /// We need to do our own locking here
2136 /// Essentially, we need to remove the prim from our space segment, whatever segment it's in.
2137 ///
2138 /// If there are no more prim in the segment, we need to empty (spacedestroy)the segment and reclaim memory
2139 /// that the space was using.
2140 /// </summary>
2141 /// <param name="prim"></param>
2142 public void RemovePrimThreadLocked(OdePrim prim)
2143 {
2144//Console.WriteLine("RemovePrimThreadLocked " + prim.m_primName);
2145 lock (prim)
2146 {
2147 remCollisionEventReporting(prim);
2148 lock (ode)
2149 {
2150 if (prim.prim_geom != IntPtr.Zero)
2151 {
2152 prim.ResetTaints();
2153
2154 if (prim.IsPhysical)
2155 {
2156 prim.disableBody();
2157 if (prim.childPrim)
2158 {
2159 prim.childPrim = false;
2160 prim.Body = IntPtr.Zero;
2161 prim.m_disabled = true;
2162 prim.IsPhysical = false;
2163 }
2164
2165
2166 }
2167 // we don't want to remove the main space
2168
2169 // If the geometry is in the targetspace, remove it from the target space
2170 //m_log.Warn(prim.m_targetSpace);
2171
2172 //if (prim.m_targetSpace != IntPtr.Zero)
2173 //{
2174 //if (d.SpaceQuery(prim.m_targetSpace, prim.prim_geom))
2175 //{
2176
2177 //if (d.GeomIsSpace(prim.m_targetSpace))
2178 //{
2179 //waitForSpaceUnlock(prim.m_targetSpace);
2180 //d.SpaceRemove(prim.m_targetSpace, prim.prim_geom);
2181 prim.m_targetSpace = IntPtr.Zero;
2182 //}
2183 //else
2184 //{
2185 // m_log.Info("[Physics]: Invalid Scene passed to 'removeprim from scene':" +
2186 //((OdePrim)prim).m_targetSpace.ToString());
2187 //}
2188
2189 //}
2190 //}
2191 //m_log.Warn(prim.prim_geom);
2192 try
2193 {
2194 if (prim.prim_geom != IntPtr.Zero)
2195 {
2196
2197//string tPA;
2198//geom_name_map.TryGetValue(prim.prim_geom, out tPA);
2199//Console.WriteLine("**** Remove {0}", tPA);
2200 if(geom_name_map.ContainsKey(prim.prim_geom)) geom_name_map.Remove(prim.prim_geom);
2201 if(actor_name_map.ContainsKey(prim.prim_geom)) actor_name_map.Remove(prim.prim_geom);
2202 d.GeomDestroy(prim.prim_geom);
2203 prim.prim_geom = IntPtr.Zero;
2204 }
2205 else
2206 {
2207 m_log.Warn("[PHYSICS]: Unable to remove prim from physics scene");
2208 }
2209 }
2210 catch (AccessViolationException)
2211 {
2212 m_log.Info("[PHYSICS]: Couldn't remove prim from physics scene, it was already be removed.");
2213 }
2214 lock (_prims)
2215 _prims.Remove(prim);
2216
2217 //If there are no more geometries in the sub-space, we don't need it in the main space anymore
2218 //if (d.SpaceGetNumGeoms(prim.m_targetSpace) == 0)
2219 //{
2220 //if (prim.m_targetSpace != null)
2221 //{
2222 //if (d.GeomIsSpace(prim.m_targetSpace))
2223 //{
2224 //waitForSpaceUnlock(prim.m_targetSpace);
2225 //d.SpaceRemove(space, prim.m_targetSpace);
2226 // free up memory used by the space.
2227 //d.SpaceDestroy(prim.m_targetSpace);
2228 //int[] xyspace = calculateSpaceArrayItemFromPos(prim.Position);
2229 //resetSpaceArrayItemToZero(xyspace[0], xyspace[1]);
2230 //}
2231 //else
2232 //{
2233 //m_log.Info("[Physics]: Invalid Scene passed to 'removeprim from scene':" +
2234 //((OdePrim) prim).m_targetSpace.ToString());
2235 //}
2236 //}
2237 //}
2238
2239 if (SupportsNINJAJoints)
2240 {
2241 RemoveAllJointsConnectedToActorThreadLocked(prim);
2242 }
2243 }
2244 }
2245 }
2246 }
2247
2248 #endregion
2249
2250 #region Space Separation Calculation
2251
2252 /// <summary>
2253 /// Takes a space pointer and zeros out the array we're using to hold the spaces
2254 /// </summary>
2255 /// <param name="pSpace"></param>
2256 public void resetSpaceArrayItemToZero(IntPtr pSpace)
2257 {
2258 for (int x = 0; x < staticPrimspace.GetLength(0); x++)
2259 {
2260 for (int y = 0; y < staticPrimspace.GetLength(1); y++)
2261 {
2262 if (staticPrimspace[x, y] == pSpace)
2263 staticPrimspace[x, y] = IntPtr.Zero;
2264 }
2265 }
2266 }
2267
2268 public void resetSpaceArrayItemToZero(int arrayitemX, int arrayitemY)
2269 {
2270 staticPrimspace[arrayitemX, arrayitemY] = IntPtr.Zero;
2271 }
2272
2273 /// <summary>
2274 /// Called when a static prim moves. Allocates a space for the prim based on its position
2275 /// </summary>
2276 /// <param name="geom">the pointer to the geom that moved</param>
2277 /// <param name="pos">the position that the geom moved to</param>
2278 /// <param name="currentspace">a pointer to the space it was in before it was moved.</param>
2279 /// <returns>a pointer to the new space it's in</returns>
2280 public IntPtr recalculateSpaceForGeom(IntPtr geom, Vector3 pos, IntPtr currentspace)
2281 {
2282 // Called from setting the Position and Size of an ODEPrim so
2283 // it's already in locked space.
2284
2285 // we don't want to remove the main space
2286 // we don't need to test physical here because this function should
2287 // never be called if the prim is physical(active)
2288
2289 // All physical prim end up in the root space
2290 //Thread.Sleep(20);
2291 if (currentspace != space)
2292 {
2293 //m_log.Info("[SPACE]: C:" + currentspace.ToString() + " g:" + geom.ToString());
2294 //if (currentspace == IntPtr.Zero)
2295 //{
2296 //int adfadf = 0;
2297 //}
2298 if (d.SpaceQuery(currentspace, geom) && currentspace != IntPtr.Zero)
2299 {
2300 if (d.GeomIsSpace(currentspace))
2301 {
2302 waitForSpaceUnlock(currentspace);
2303 d.SpaceRemove(currentspace, geom);
2304 }
2305 else
2306 {
2307 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" + currentspace +
2308 " Geom:" + geom);
2309 }
2310 }
2311 else
2312 {
2313 IntPtr sGeomIsIn = d.GeomGetSpace(geom);
2314 if (sGeomIsIn != IntPtr.Zero)
2315 {
2316 if (d.GeomIsSpace(currentspace))
2317 {
2318 waitForSpaceUnlock(sGeomIsIn);
2319 d.SpaceRemove(sGeomIsIn, geom);
2320 }
2321 else
2322 {
2323 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2324 sGeomIsIn + " Geom:" + geom);
2325 }
2326 }
2327 }
2328
2329 //If there are no more geometries in the sub-space, we don't need it in the main space anymore
2330 if (d.SpaceGetNumGeoms(currentspace) == 0)
2331 {
2332 if (currentspace != IntPtr.Zero)
2333 {
2334 if (d.GeomIsSpace(currentspace))
2335 {
2336 waitForSpaceUnlock(currentspace);
2337 waitForSpaceUnlock(space);
2338 d.SpaceRemove(space, currentspace);
2339 // free up memory used by the space.
2340
2341 //d.SpaceDestroy(currentspace);
2342 resetSpaceArrayItemToZero(currentspace);
2343 }
2344 else
2345 {
2346 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2347 currentspace + " Geom:" + geom);
2348 }
2349 }
2350 }
2351 }
2352 else
2353 {
2354 // this is a physical object that got disabled. ;.;
2355 if (currentspace != IntPtr.Zero && geom != IntPtr.Zero)
2356 {
2357 if (d.SpaceQuery(currentspace, geom))
2358 {
2359 if (d.GeomIsSpace(currentspace))
2360 {
2361 waitForSpaceUnlock(currentspace);
2362 d.SpaceRemove(currentspace, geom);
2363 }
2364 else
2365 {
2366 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2367 currentspace + " Geom:" + geom);
2368 }
2369 }
2370 else
2371 {
2372 IntPtr sGeomIsIn = d.GeomGetSpace(geom);
2373 if (sGeomIsIn != IntPtr.Zero)
2374 {
2375 if (d.GeomIsSpace(sGeomIsIn))
2376 {
2377 waitForSpaceUnlock(sGeomIsIn);
2378 d.SpaceRemove(sGeomIsIn, geom);
2379 }
2380 else
2381 {
2382 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2383 sGeomIsIn + " Geom:" + geom);
2384 }
2385 }
2386 }
2387 }
2388 }
2389
2390 // The routines in the Position and Size sections do the 'inserting' into the space,
2391 // so all we have to do is make sure that the space that we're putting the prim into
2392 // is in the 'main' space.
2393 int[] iprimspaceArrItem = calculateSpaceArrayItemFromPos(pos);
2394 IntPtr newspace = calculateSpaceForGeom(pos);
2395
2396 if (newspace == IntPtr.Zero)
2397 {
2398 newspace = createprimspace(iprimspaceArrItem[0], iprimspaceArrItem[1]);
2399 d.HashSpaceSetLevels(newspace, smallHashspaceLow, smallHashspaceHigh);
2400 }
2401
2402 return newspace;
2403 }
2404
2405 /// <summary>
2406 /// Creates a new space at X Y
2407 /// </summary>
2408 /// <param name="iprimspaceArrItemX"></param>
2409 /// <param name="iprimspaceArrItemY"></param>
2410 /// <returns>A pointer to the created space</returns>
2411 public IntPtr createprimspace(int iprimspaceArrItemX, int iprimspaceArrItemY)
2412 {
2413 // creating a new space for prim and inserting it into main space.
2414 staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY] = d.HashSpaceCreate(IntPtr.Zero);
2415 d.GeomSetCategoryBits(staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY], (int)CollisionCategories.Space);
2416 waitForSpaceUnlock(space);
2417 d.SpaceSetSublevel(space, 1);
2418 d.SpaceAdd(space, staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY]);
2419 return staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY];
2420 }
2421
2422 /// <summary>
2423 /// Calculates the space the prim should be in by its position
2424 /// </summary>
2425 /// <param name="pos"></param>
2426 /// <returns>a pointer to the space. This could be a new space or reused space.</returns>
2427 public IntPtr calculateSpaceForGeom(Vector3 pos)
2428 {
2429 int[] xyspace = calculateSpaceArrayItemFromPos(pos);
2430 //m_log.Info("[Physics]: Attempting to use arrayItem: " + xyspace[0].ToString() + "," + xyspace[1].ToString());
2431 return staticPrimspace[xyspace[0], xyspace[1]];
2432 }
2433
2434 /// <summary>
2435 /// Holds the space allocation logic
2436 /// </summary>
2437 /// <param name="pos"></param>
2438 /// <returns>an array item based on the position</returns>
2439 public int[] calculateSpaceArrayItemFromPos(Vector3 pos)
2440 {
2441 int[] returnint = new int[2];
2442
2443 returnint[0] = (int) (pos.X/metersInSpace);
2444
2445 if (returnint[0] > ((int) (259f/metersInSpace)))
2446 returnint[0] = ((int) (259f/metersInSpace));
2447 if (returnint[0] < 0)
2448 returnint[0] = 0;
2449
2450 returnint[1] = (int) (pos.Y/metersInSpace);
2451 if (returnint[1] > ((int) (259f/metersInSpace)))
2452 returnint[1] = ((int) (259f/metersInSpace));
2453 if (returnint[1] < 0)
2454 returnint[1] = 0;
2455
2456 return returnint;
2457 }
2458
2459 #endregion
2460
2461 /// <summary>
2462 /// Routine to figure out if we need to mesh this prim with our mesher
2463 /// </summary>
2464 /// <param name="pbs"></param>
2465 /// <returns></returns>
2466 public bool needsMeshing(PrimitiveBaseShape pbs)
2467 {
2468 // most of this is redundant now as the mesher will return null if it cant mesh a prim
2469 // but we still need to check for sculptie meshing being enabled so this is the most
2470 // convenient place to do it for now...
2471
2472 // //if (pbs.PathCurve == (byte)Primitive.PathCurve.Circle && pbs.ProfileCurve == (byte)Primitive.ProfileCurve.Circle && pbs.PathScaleY <= 0.75f)
2473 // //m_log.Debug("needsMeshing: " + " pathCurve: " + pbs.PathCurve.ToString() + " profileCurve: " + pbs.ProfileCurve.ToString() + " pathScaleY: " + Primitive.UnpackPathScale(pbs.PathScaleY).ToString());
2474 int iPropertiesNotSupportedDefault = 0;
2475
2476 if (pbs.SculptEntry && !meshSculptedPrim)
2477 {
2478#if SPAM
2479 m_log.Warn("NonMesh");
2480#endif
2481 return false;
2482 }
2483
2484 // 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
2485 if (!forceSimplePrimMeshing)
2486 {
2487 if ((pbs.ProfileShape == ProfileShape.Square && pbs.PathCurve == (byte)Extrusion.Straight)
2488 || (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1
2489 && pbs.Scale.X == pbs.Scale.Y && pbs.Scale.Y == pbs.Scale.Z))
2490 {
2491
2492 if (pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0
2493 && pbs.ProfileHollow == 0
2494 && pbs.PathTwist == 0 && pbs.PathTwistBegin == 0
2495 && pbs.PathBegin == 0 && pbs.PathEnd == 0
2496 && pbs.PathTaperX == 0 && pbs.PathTaperY == 0
2497 && pbs.PathScaleX == 100 && pbs.PathScaleY == 100
2498 && pbs.PathShearX == 0 && pbs.PathShearY == 0)
2499 {
2500#if SPAM
2501 m_log.Warn("NonMesh");
2502#endif
2503 return false;
2504 }
2505 }
2506 }
2507
2508 if (pbs.ProfileHollow != 0)
2509 iPropertiesNotSupportedDefault++;
2510
2511 if ((pbs.PathTwistBegin != 0) || (pbs.PathTwist != 0))
2512 iPropertiesNotSupportedDefault++;
2513
2514 if ((pbs.ProfileBegin != 0) || pbs.ProfileEnd != 0)
2515 iPropertiesNotSupportedDefault++;
2516
2517 if ((pbs.PathScaleX != 100) || (pbs.PathScaleY != 100))
2518 iPropertiesNotSupportedDefault++;
2519
2520 if ((pbs.PathShearX != 0) || (pbs.PathShearY != 0))
2521 iPropertiesNotSupportedDefault++;
2522
2523 if (pbs.ProfileShape == ProfileShape.Circle && pbs.PathCurve == (byte)Extrusion.Straight)
2524 iPropertiesNotSupportedDefault++;
2525
2526 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))
2527 iPropertiesNotSupportedDefault++;
2528
2529 if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte) Extrusion.Curve1)
2530 iPropertiesNotSupportedDefault++;
2531
2532 // test for torus
2533 if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Square)
2534 {
2535 if (pbs.PathCurve == (byte)Extrusion.Curve1)
2536 {
2537 iPropertiesNotSupportedDefault++;
2538 }
2539 }
2540 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Circle)
2541 {
2542 if (pbs.PathCurve == (byte)Extrusion.Straight)
2543 {
2544 iPropertiesNotSupportedDefault++;
2545 }
2546
2547 // ProfileCurve seems to combine hole shape and profile curve so we need to only compare against the lower 3 bits
2548 else if (pbs.PathCurve == (byte)Extrusion.Curve1)
2549 {
2550 iPropertiesNotSupportedDefault++;
2551 }
2552 }
2553 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle)
2554 {
2555 if (pbs.PathCurve == (byte)Extrusion.Curve1 || pbs.PathCurve == (byte)Extrusion.Curve2)
2556 {
2557 iPropertiesNotSupportedDefault++;
2558 }
2559 }
2560 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle)
2561 {
2562 if (pbs.PathCurve == (byte)Extrusion.Straight)
2563 {
2564 iPropertiesNotSupportedDefault++;
2565 }
2566 else if (pbs.PathCurve == (byte)Extrusion.Curve1)
2567 {
2568 iPropertiesNotSupportedDefault++;
2569 }
2570 }
2571
2572
2573 if (iPropertiesNotSupportedDefault == 0)
2574 {
2575#if SPAM
2576 m_log.Warn("NonMesh");
2577#endif
2578 return false;
2579 }
2580#if SPAM
2581 m_log.Debug("Mesh");
2582#endif
2583 return true;
2584 }
2585
2586 /// <summary>
2587 /// Called after our prim properties are set Scale, position etc.
2588 /// We use this event queue like method to keep changes to the physical scene occuring in the threadlocked mutex
2589 /// This assures us that we have no race conditions
2590 /// </summary>
2591 /// <param name="prim"></param>
2592 public override void AddPhysicsActorTaint(PhysicsActor prim)
2593 {
2594
2595 if (prim is OdePrim)
2596 {
2597 OdePrim taintedprim = ((OdePrim) prim);
2598 lock (_taintedPrimLock)
2599 {
2600 if (!(_taintedPrimH.Contains(taintedprim)))
2601 {
2602//Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.m_primName);
2603 _taintedPrimH.Add(taintedprim); // HashSet for searching
2604 _taintedPrimL.Add(taintedprim); // List for ordered readout
2605 }
2606 }
2607 return;
2608 }
2609 else if (prim is OdeCharacter)
2610 {
2611 OdeCharacter taintedchar = ((OdeCharacter)prim);
2612 lock (_taintedActors)
2613 {
2614 if (!(_taintedActors.Contains(taintedchar)))
2615 {
2616 _taintedActors.Add(taintedchar);
2617 if (taintedchar.bad)
2618 m_log.DebugFormat("[PHYSICS]: Added BAD actor {0} to tainted actors", taintedchar.m_uuid);
2619 }
2620 }
2621 }
2622 }
2623
2624 /// <summary>
2625 /// This is our main simulate loop
2626 /// It's thread locked by a Mutex in the scene.
2627 /// It holds Collisions, it instructs ODE to step through the physical reactions
2628 /// It moves the objects around in memory
2629 /// It calls the methods that report back to the object owners.. (scenepresence, SceneObjectGroup)
2630 /// </summary>
2631 /// <param name="timeStep"></param>
2632 /// <returns></returns>
2633 public override float Simulate(float timeStep)
2634 {
2635 if (framecount >= int.MaxValue)
2636 framecount = 0;
2637 //if (m_worldOffset != Vector3.Zero)
2638 // return 0;
2639
2640 framecount++;
2641
2642 DateTime now = DateTime.UtcNow;
2643 TimeSpan SinceLastFrame = now - m_lastframe;
2644 m_lastframe = now;
2645 float realtime = (float)SinceLastFrame.TotalSeconds;
2646// Console.WriteLine("ts={0} rt={1}", timeStep, realtime);
2647 timeStep = realtime;
2648
2649 // float fps = 1.0f / realtime;
2650 float fps = 0.0f; // number of ODE steps in this Simulate step
2651 //m_log.Info(timeStep.ToString());
2652 step_time += timeStep;
2653
2654 // If We're loaded down by something else,
2655 // or debugging with the Visual Studio project on pause
2656 // skip a few frames to catch up gracefully.
2657 // without shooting the physicsactors all over the place
2658
2659 if (step_time >= m_SkipFramesAtms)
2660 {
2661 // Instead of trying to catch up, it'll do 5 physics frames only
2662 step_time = ODE_STEPSIZE;
2663 m_physicsiterations = 5;
2664 }
2665 else
2666 {
2667 m_physicsiterations = 10;
2668 }
2669
2670 if (SupportsNINJAJoints)
2671 {
2672 DeleteRequestedJoints(); // this must be outside of the lock (OdeLock) to avoid deadlocks
2673 CreateRequestedJoints(); // this must be outside of the lock (OdeLock) to avoid deadlocks
2674 }
2675
2676 lock (OdeLock)
2677 {
2678 // Process 10 frames if the sim is running normal..
2679 // process 5 frames if the sim is running slow
2680 //try
2681 //{
2682 //d.WorldSetQuickStepNumIterations(world, m_physicsiterations);
2683 //}
2684 //catch (StackOverflowException)
2685 //{
2686 // m_log.Error("[PHYSICS]: The operating system wasn't able to allocate enough memory for the simulation. Restarting the sim.");
2687 // ode.drelease(world);
2688 //base.TriggerPhysicsBasedRestart();
2689 //}
2690
2691 int i = 0;
2692
2693 // Figure out the Frames Per Second we're going at.
2694 //(step_time == 0.004f, there's 250 of those per second. Times the step time/step size
2695
2696 // fps = (step_time / ODE_STEPSIZE) * 1000;
2697 // HACK: Using a time dilation of 1.0 to debug rubberbanding issues
2698 //m_timeDilation = Math.Min((step_time / ODE_STEPSIZE) / (0.09375f / ODE_STEPSIZE), 1.0f);
2699
2700 // step_time = 0.09375f;
2701
2702 while (step_time > 0.0f)
2703 {
2704 //lock (ode)
2705 //{
2706 //if (!ode.lockquery())
2707 //{
2708 // ode.dlock(world);
2709 try
2710 {
2711 // Insert, remove Characters
2712 bool processedtaints = false;
2713
2714 lock (_taintedActors)
2715 {
2716 if (_taintedActors.Count > 0)
2717 {
2718 foreach (OdeCharacter character in _taintedActors)
2719 {
2720
2721 character.ProcessTaints(ODE_STEPSIZE);
2722
2723 processedtaints = true;
2724 //character.m_collisionscore = 0;
2725 }
2726
2727 if (processedtaints)
2728 _taintedActors.Clear();
2729 }
2730 } // end lock _taintedActors
2731
2732 // Modify other objects in the scene.
2733 processedtaints = false;
2734
2735 lock (_taintedPrimLock)
2736 {
2737 foreach (OdePrim prim in _taintedPrimL)
2738 {
2739 if (prim.m_taintremove)
2740 {
2741 //Console.WriteLine("Simulate calls RemovePrimThreadLocked");
2742 RemovePrimThreadLocked(prim);
2743 }
2744 else
2745 {
2746 //Console.WriteLine("Simulate calls ProcessTaints");
2747 prim.ProcessTaints(ODE_STEPSIZE);
2748 }
2749 processedtaints = true;
2750 prim.m_collisionscore = 0;
2751
2752 // This loop can block up the Heartbeat for a very long time on large regions.
2753 // We need to let the Watchdog know that the Heartbeat is not dead
2754 // NOTE: This is currently commented out, but if things like OAR loading are
2755 // timing the heartbeat out we will need to uncomment it
2756 //Watchdog.UpdateThread();
2757 }
2758
2759 if (SupportsNINJAJoints)
2760 {
2761 // Create pending joints, if possible
2762
2763 // joints can only be processed after ALL bodies are processed (and exist in ODE), since creating
2764 // a joint requires specifying the body id of both involved bodies
2765 if (pendingJoints.Count > 0)
2766 {
2767 List<PhysicsJoint> successfullyProcessedPendingJoints = new List<PhysicsJoint>();
2768 //DoJointErrorMessage(joints_connecting_actor, "taint: " + pendingJoints.Count + " pending joints");
2769 foreach (PhysicsJoint joint in pendingJoints)
2770 {
2771 //DoJointErrorMessage(joint, "taint: time to create joint with parms: " + joint.RawParams);
2772 string[] jointParams = joint.RawParams.Split(" ".ToCharArray(),
2773 System.StringSplitOptions.RemoveEmptyEntries);
2774 List<IntPtr> jointBodies = new List<IntPtr>();
2775 bool allJointBodiesAreReady = true;
2776 foreach (string jointParam in jointParams)
2777 {
2778 if (jointParam == "NULL")
2779 {
2780 //DoJointErrorMessage(joint, "attaching NULL joint to world");
2781 jointBodies.Add(IntPtr.Zero);
2782 }
2783 else
2784 {
2785 //DoJointErrorMessage(joint, "looking for prim name: " + jointParam);
2786 bool foundPrim = false;
2787 lock (_prims)
2788 {
2789 foreach (OdePrim prim in _prims) // FIXME: inefficient
2790 {
2791 if (prim.SOPName == jointParam)
2792 {
2793 //DoJointErrorMessage(joint, "found for prim name: " + jointParam);
2794 if (prim.IsPhysical && prim.Body != IntPtr.Zero)
2795 {
2796 jointBodies.Add(prim.Body);
2797 foundPrim = true;
2798 break;
2799 }
2800 else
2801 {
2802 DoJointErrorMessage(joint, "prim name " + jointParam +
2803 " exists but is not (yet) physical; deferring joint creation. " +
2804 "IsPhysical property is " + prim.IsPhysical +
2805 " and body is " + prim.Body);
2806 foundPrim = false;
2807 break;
2808 }
2809 }
2810 }
2811 }
2812 if (foundPrim)
2813 {
2814 // all is fine
2815 }
2816 else
2817 {
2818 allJointBodiesAreReady = false;
2819 break;
2820 }
2821 }
2822 }
2823 if (allJointBodiesAreReady)
2824 {
2825 //DoJointErrorMessage(joint, "allJointBodiesAreReady for " + joint.ObjectNameInScene + " with parms " + joint.RawParams);
2826 if (jointBodies[0] == jointBodies[1])
2827 {
2828 DoJointErrorMessage(joint, "ERROR: joint cannot be created; the joint bodies are the same, body1==body2. Raw body is " + jointBodies[0] + ". raw parms: " + joint.RawParams);
2829 }
2830 else
2831 {
2832 switch (joint.Type)
2833 {
2834 case PhysicsJointType.Ball:
2835 {
2836 IntPtr odeJoint;
2837 //DoJointErrorMessage(joint, "ODE creating ball joint ");
2838 odeJoint = d.JointCreateBall(world, IntPtr.Zero);
2839 //DoJointErrorMessage(joint, "ODE attaching ball joint: " + odeJoint + " with b1:" + jointBodies[0] + " b2:" + jointBodies[1]);
2840 d.JointAttach(odeJoint, jointBodies[0], jointBodies[1]);
2841 //DoJointErrorMessage(joint, "ODE setting ball anchor: " + odeJoint + " to vec:" + joint.Position);
2842 d.JointSetBallAnchor(odeJoint,
2843 joint.Position.X,
2844 joint.Position.Y,
2845 joint.Position.Z);
2846 //DoJointErrorMessage(joint, "ODE joint setting OK");
2847 //DoJointErrorMessage(joint, "The ball joint's bodies are here: b0: ");
2848 //DoJointErrorMessage(joint, "" + (jointBodies[0] != IntPtr.Zero ? "" + d.BodyGetPosition(jointBodies[0]) : "fixed environment"));
2849 //DoJointErrorMessage(joint, "The ball joint's bodies are here: b1: ");
2850 //DoJointErrorMessage(joint, "" + (jointBodies[1] != IntPtr.Zero ? "" + d.BodyGetPosition(jointBodies[1]) : "fixed environment"));
2851
2852 if (joint is OdePhysicsJoint)
2853 {
2854 ((OdePhysicsJoint)joint).jointID = odeJoint;
2855 }
2856 else
2857 {
2858 DoJointErrorMessage(joint, "WARNING: non-ode joint in ODE!");
2859 }
2860 }
2861 break;
2862 case PhysicsJointType.Hinge:
2863 {
2864 IntPtr odeJoint;
2865 //DoJointErrorMessage(joint, "ODE creating hinge joint ");
2866 odeJoint = d.JointCreateHinge(world, IntPtr.Zero);
2867 //DoJointErrorMessage(joint, "ODE attaching hinge joint: " + odeJoint + " with b1:" + jointBodies[0] + " b2:" + jointBodies[1]);
2868 d.JointAttach(odeJoint, jointBodies[0], jointBodies[1]);
2869 //DoJointErrorMessage(joint, "ODE setting hinge anchor: " + odeJoint + " to vec:" + joint.Position);
2870 d.JointSetHingeAnchor(odeJoint,
2871 joint.Position.X,
2872 joint.Position.Y,
2873 joint.Position.Z);
2874 // We use the orientation of the x-axis of the joint's coordinate frame
2875 // as the axis for the hinge.
2876
2877 // Therefore, we must get the joint's coordinate frame based on the
2878 // joint.Rotation field, which originates from the orientation of the
2879 // joint's proxy object in the scene.
2880
2881 // The joint's coordinate frame is defined as the transformation matrix
2882 // that converts a vector from joint-local coordinates into world coordinates.
2883 // World coordinates are defined as the XYZ coordinate system of the sim,
2884 // as shown in the top status-bar of the viewer.
2885
2886 // Once we have the joint's coordinate frame, we extract its X axis (AtAxis)
2887 // and use that as the hinge axis.
2888
2889 //joint.Rotation.Normalize();
2890 Matrix4 proxyFrame = Matrix4.CreateFromQuaternion(joint.Rotation);
2891
2892 // Now extract the X axis of the joint's coordinate frame.
2893
2894 // Do not try to use proxyFrame.AtAxis or you will become mired in the
2895 // tar pit of transposed, inverted, and generally messed-up orientations.
2896 // (In other words, Matrix4.AtAxis() is borked.)
2897 // Vector3 jointAxis = proxyFrame.AtAxis; <--- this path leadeth to madness
2898
2899 // Instead, compute the X axis of the coordinate frame by transforming
2900 // the (1,0,0) vector. At least that works.
2901
2902 //m_log.Debug("PHY: making axis: complete matrix is " + proxyFrame);
2903 Vector3 jointAxis = Vector3.Transform(Vector3.UnitX, proxyFrame);
2904 //m_log.Debug("PHY: making axis: hinge joint axis is " + jointAxis);
2905 //DoJointErrorMessage(joint, "ODE setting hinge axis: " + odeJoint + " to vec:" + jointAxis);
2906 d.JointSetHingeAxis(odeJoint,
2907 jointAxis.X,
2908 jointAxis.Y,
2909 jointAxis.Z);
2910 //d.JointSetHingeParam(odeJoint, (int)dParam.CFM, 0.1f);
2911 if (joint is OdePhysicsJoint)
2912 {
2913 ((OdePhysicsJoint)joint).jointID = odeJoint;
2914 }
2915 else
2916 {
2917 DoJointErrorMessage(joint, "WARNING: non-ode joint in ODE!");
2918 }
2919 }
2920 break;
2921 }
2922 successfullyProcessedPendingJoints.Add(joint);
2923 }
2924 }
2925 else
2926 {
2927 DoJointErrorMessage(joint, "joint could not yet be created; still pending");
2928 }
2929 }
2930 foreach (PhysicsJoint successfullyProcessedJoint in successfullyProcessedPendingJoints)
2931 {
2932 //DoJointErrorMessage(successfullyProcessedJoint, "finalizing succesfully procsssed joint " + successfullyProcessedJoint.ObjectNameInScene + " parms " + successfullyProcessedJoint.RawParams);
2933 //DoJointErrorMessage(successfullyProcessedJoint, "removing from pending");
2934 InternalRemovePendingJoint(successfullyProcessedJoint);
2935 //DoJointErrorMessage(successfullyProcessedJoint, "adding to active");
2936 InternalAddActiveJoint(successfullyProcessedJoint);
2937 //DoJointErrorMessage(successfullyProcessedJoint, "done");
2938 }
2939 }
2940 } // end SupportsNINJAJoints
2941
2942 if (processedtaints)
2943//Console.WriteLine("Simulate calls Clear of _taintedPrim list");
2944 _taintedPrimH.Clear(); // ??? if this only ???
2945 _taintedPrimL.Clear();
2946 } // end lock _taintedPrimLock
2947
2948 // Move characters
2949 lock (_characters)
2950 {
2951 List<OdeCharacter> defects = new List<OdeCharacter>();
2952 foreach (OdeCharacter actor in _characters)
2953 {
2954 if (actor != null)
2955 actor.Move(ODE_STEPSIZE, defects);
2956 }
2957 if (0 != defects.Count)
2958 {
2959 foreach (OdeCharacter defect in defects)
2960 {
2961 RemoveCharacter(defect);
2962 }
2963 }
2964 } // end lock _characters
2965
2966 // Move other active objects
2967 lock (_activeprims)
2968 {
2969 foreach (OdePrim prim in _activeprims)
2970 {
2971 prim.m_collisionscore = 0;
2972 prim.Move(ODE_STEPSIZE);
2973 }
2974 } // end lock _activeprims
2975
2976 //if ((framecount % m_randomizeWater) == 0)
2977 // randomizeWater(waterlevel);
2978
2979 //int RayCastTimeMS = m_rayCastManager.ProcessQueuedRequests();
2980 m_rayCastManager.ProcessQueuedRequests();
2981
2982 collision_optimized(ODE_STEPSIZE);
2983
2984 lock (_collisionEventPrim)
2985 {
2986 foreach (PhysicsActor obj in _collisionEventPrim)
2987 {
2988 if (obj == null)
2989 continue;
2990
2991 switch ((ActorTypes)obj.PhysicsActorType)
2992 {
2993 case ActorTypes.Agent:
2994 OdeCharacter cobj = (OdeCharacter)obj;
2995 cobj.AddCollisionFrameTime(100);
2996 cobj.SendCollisions();
2997 break;
2998 case ActorTypes.Prim:
2999 OdePrim pobj = (OdePrim)obj;
3000 pobj.SendCollisions();
3001 break;
3002 }
3003 }
3004 } // end lock _collisionEventPrim
3005
3006 //if (m_global_contactcount > 5)
3007 //{
3008 // m_log.DebugFormat("[PHYSICS]: Contacts:{0}", m_global_contactcount);
3009 //}
3010
3011 m_global_contactcount = 0;
3012
3013 d.WorldQuickStep(world, ODE_STEPSIZE);
3014 d.JointGroupEmpty(contactgroup);
3015 fps++;
3016 //ode.dunlock(world);
3017 } // end try
3018 catch (Exception e)
3019 {
3020 m_log.ErrorFormat("[PHYSICS]: {0}, {1}, {2}", e.Message, e.TargetSite, e);
3021 ode.dunlock(world);
3022 }
3023
3024 step_time -= ODE_STEPSIZE;
3025 i++;
3026 //}
3027 //else
3028 //{
3029 //fps = 0;
3030 //}
3031 //}
3032 } // end while (step_time > 0.0f)
3033
3034 lock (_characters)
3035 {
3036 foreach (OdeCharacter actor in _characters)
3037 {
3038 if (actor != null)
3039 {
3040 if (actor.bad)
3041 m_log.WarnFormat("[PHYSICS]: BAD Actor {0} in _characters list was not removed?", actor.m_uuid);
3042 actor.UpdatePositionAndVelocity();
3043 }
3044 }
3045 }
3046
3047 lock (_badCharacter)
3048 {
3049 if (_badCharacter.Count > 0)
3050 {
3051 foreach (OdeCharacter chr in _badCharacter)
3052 {
3053 RemoveCharacter(chr);
3054 }
3055 _badCharacter.Clear();
3056 }
3057 }
3058
3059 lock (_activeprims)
3060 {
3061 //if (timeStep < 0.2f)
3062 {
3063 foreach (OdePrim actor in _activeprims)
3064 {
3065 if (actor.IsPhysical && (d.BodyIsEnabled(actor.Body) || !actor._zeroFlag))
3066 {
3067 actor.UpdatePositionAndVelocity();
3068
3069 if (SupportsNINJAJoints)
3070 {
3071 // If an actor moved, move its joint proxy objects as well.
3072 // There seems to be an event PhysicsActor.OnPositionUpdate that could be used
3073 // for this purpose but it is never called! So we just do the joint
3074 // movement code here.
3075
3076 if (actor.SOPName != null &&
3077 joints_connecting_actor.ContainsKey(actor.SOPName) &&
3078 joints_connecting_actor[actor.SOPName] != null &&
3079 joints_connecting_actor[actor.SOPName].Count > 0)
3080 {
3081 foreach (PhysicsJoint affectedJoint in joints_connecting_actor[actor.SOPName])
3082 {
3083 if (affectedJoint.IsInPhysicsEngine)
3084 {
3085 DoJointMoved(affectedJoint);
3086 }
3087 else
3088 {
3089 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);
3090 }
3091 }
3092 }
3093 }
3094 }
3095 }
3096 }
3097 } // end lock _activeprims
3098
3099 //DumpJointInfo();
3100
3101 // Finished with all sim stepping. If requested, dump world state to file for debugging.
3102 // TODO: This call to the export function is already inside lock (OdeLock) - but is an extra lock needed?
3103 // TODO: This overwrites all dump files in-place. Should this be a growing logfile, or separate snapshots?
3104 if (physics_logging && (physics_logging_interval>0) && (framecount % physics_logging_interval == 0))
3105 {
3106 string fname = "state-" + world.ToString() + ".DIF"; // give each physics world a separate filename
3107 string prefix = "world" + world.ToString(); // prefix for variable names in exported .DIF file
3108
3109 if (physics_logging_append_existing_logfile)
3110 {
3111 string header = "-------------- START OF PHYSICS FRAME " + framecount.ToString() + " --------------";
3112 TextWriter fwriter = File.AppendText(fname);
3113 fwriter.WriteLine(header);
3114 fwriter.Close();
3115 }
3116 d.WorldExportDIF(world, fname, physics_logging_append_existing_logfile, prefix);
3117 }
3118 } // end lock OdeLock
3119
3120 return fps * 1000.0f; //NB This is a FRAME COUNT, not a time! AND is divide by 1000 in SimStatusReporter!
3121 } // end Simulate
3122
3123 public override void GetResults()
3124 {
3125 }
3126
3127 public override bool IsThreaded
3128 {
3129 // for now we won't be multithreaded
3130 get { return (false); }
3131 }
3132
3133 #region ODE Specific Terrain Fixes
3134 public float[] ResizeTerrain512NearestNeighbour(float[] heightMap)
3135 {
3136 float[] returnarr = new float[262144];
3137 float[,] resultarr = new float[(int)WorldExtents.X, (int)WorldExtents.Y];
3138
3139 // Filling out the array into its multi-dimensional components
3140 for (int y = 0; y < WorldExtents.Y; y++)
3141 {
3142 for (int x = 0; x < WorldExtents.X; x++)
3143 {
3144 resultarr[y, x] = heightMap[y * (int)WorldExtents.Y + x];
3145 }
3146 }
3147
3148 // Resize using Nearest Neighbour
3149
3150 // This particular way is quick but it only works on a multiple of the original
3151
3152 // The idea behind this method can be described with the following diagrams
3153 // second pass and third pass happen in the same loop really.. just separated
3154 // them to show what this does.
3155
3156 // First Pass
3157 // ResultArr:
3158 // 1,1,1,1,1,1
3159 // 1,1,1,1,1,1
3160 // 1,1,1,1,1,1
3161 // 1,1,1,1,1,1
3162 // 1,1,1,1,1,1
3163 // 1,1,1,1,1,1
3164
3165 // Second Pass
3166 // ResultArr2:
3167 // 1,,1,,1,,1,,1,,1,
3168 // ,,,,,,,,,,
3169 // 1,,1,,1,,1,,1,,1,
3170 // ,,,,,,,,,,
3171 // 1,,1,,1,,1,,1,,1,
3172 // ,,,,,,,,,,
3173 // 1,,1,,1,,1,,1,,1,
3174 // ,,,,,,,,,,
3175 // 1,,1,,1,,1,,1,,1,
3176 // ,,,,,,,,,,
3177 // 1,,1,,1,,1,,1,,1,
3178
3179 // Third pass fills in the blanks
3180 // ResultArr2:
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 // 1,1,1,1,1,1,1,1,1,1,1,1
3188 // 1,1,1,1,1,1,1,1,1,1,1,1
3189 // 1,1,1,1,1,1,1,1,1,1,1,1
3190 // 1,1,1,1,1,1,1,1,1,1,1,1
3191 // 1,1,1,1,1,1,1,1,1,1,1,1
3192
3193 // X,Y = .
3194 // X+1,y = ^
3195 // X,Y+1 = *
3196 // X+1,Y+1 = #
3197
3198 // Filling in like this;
3199 // .*
3200 // ^#
3201 // 1st .
3202 // 2nd *
3203 // 3rd ^
3204 // 4th #
3205 // on single loop.
3206
3207 float[,] resultarr2 = new float[512, 512];
3208 for (int y = 0; y < WorldExtents.Y; y++)
3209 {
3210 for (int x = 0; x < WorldExtents.X; x++)
3211 {
3212 resultarr2[y * 2, x * 2] = resultarr[y, x];
3213
3214 if (y < WorldExtents.Y)
3215 {
3216 resultarr2[(y * 2) + 1, x * 2] = resultarr[y, x];
3217 }
3218 if (x < WorldExtents.X)
3219 {
3220 resultarr2[y * 2, (x * 2) + 1] = resultarr[y, x];
3221 }
3222 if (x < WorldExtents.X && y < WorldExtents.Y)
3223 {
3224 resultarr2[(y * 2) + 1, (x * 2) + 1] = resultarr[y, x];
3225 }
3226 }
3227 }
3228
3229 //Flatten out the array
3230 int i = 0;
3231 for (int y = 0; y < 512; y++)
3232 {
3233 for (int x = 0; x < 512; x++)
3234 {
3235 if (resultarr2[y, x] <= 0)
3236 returnarr[i] = 0.0000001f;
3237 else
3238 returnarr[i] = resultarr2[y, x];
3239
3240 i++;
3241 }
3242 }
3243
3244 return returnarr;
3245 }
3246
3247 public float[] ResizeTerrain512Interpolation(float[] heightMap)
3248 {
3249 float[] returnarr = new float[262144];
3250 float[,] resultarr = new float[512,512];
3251
3252 // Filling out the array into its multi-dimensional components
3253 for (int y = 0; y < 256; y++)
3254 {
3255 for (int x = 0; x < 256; x++)
3256 {
3257 resultarr[y, x] = heightMap[y * 256 + x];
3258 }
3259 }
3260
3261 // Resize using interpolation
3262
3263 // This particular way is quick but it only works on a multiple of the original
3264
3265 // The idea behind this method can be described with the following diagrams
3266 // second pass and third pass happen in the same loop really.. just separated
3267 // them to show what this does.
3268
3269 // First Pass
3270 // ResultArr:
3271 // 1,1,1,1,1,1
3272 // 1,1,1,1,1,1
3273 // 1,1,1,1,1,1
3274 // 1,1,1,1,1,1
3275 // 1,1,1,1,1,1
3276 // 1,1,1,1,1,1
3277
3278 // Second Pass
3279 // ResultArr2:
3280 // 1,,1,,1,,1,,1,,1,
3281 // ,,,,,,,,,,
3282 // 1,,1,,1,,1,,1,,1,
3283 // ,,,,,,,,,,
3284 // 1,,1,,1,,1,,1,,1,
3285 // ,,,,,,,,,,
3286 // 1,,1,,1,,1,,1,,1,
3287 // ,,,,,,,,,,
3288 // 1,,1,,1,,1,,1,,1,
3289 // ,,,,,,,,,,
3290 // 1,,1,,1,,1,,1,,1,
3291
3292 // Third pass fills in the blanks
3293 // ResultArr2:
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 // 1,1,1,1,1,1,1,1,1,1,1,1
3301 // 1,1,1,1,1,1,1,1,1,1,1,1
3302 // 1,1,1,1,1,1,1,1,1,1,1,1
3303 // 1,1,1,1,1,1,1,1,1,1,1,1
3304 // 1,1,1,1,1,1,1,1,1,1,1,1
3305
3306 // X,Y = .
3307 // X+1,y = ^
3308 // X,Y+1 = *
3309 // X+1,Y+1 = #
3310
3311 // Filling in like this;
3312 // .*
3313 // ^#
3314 // 1st .
3315 // 2nd *
3316 // 3rd ^
3317 // 4th #
3318 // on single loop.
3319
3320 float[,] resultarr2 = new float[512,512];
3321 for (int y = 0; y < (int)Constants.RegionSize; y++)
3322 {
3323 for (int x = 0; x < (int)Constants.RegionSize; x++)
3324 {
3325 resultarr2[y*2, x*2] = resultarr[y, x];
3326
3327 if (y < (int)Constants.RegionSize)
3328 {
3329 if (y + 1 < (int)Constants.RegionSize)
3330 {
3331 if (x + 1 < (int)Constants.RegionSize)
3332 {
3333 resultarr2[(y*2) + 1, x*2] = ((resultarr[y, x] + resultarr[y + 1, x] +
3334 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
3335 }
3336 else
3337 {
3338 resultarr2[(y*2) + 1, x*2] = ((resultarr[y, x] + resultarr[y + 1, x])/2);
3339 }
3340 }
3341 else
3342 {
3343 resultarr2[(y*2) + 1, x*2] = resultarr[y, x];
3344 }
3345 }
3346 if (x < (int)Constants.RegionSize)
3347 {
3348 if (x + 1 < (int)Constants.RegionSize)
3349 {
3350 if (y + 1 < (int)Constants.RegionSize)
3351 {
3352 resultarr2[y*2, (x*2) + 1] = ((resultarr[y, x] + resultarr[y + 1, x] +
3353 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
3354 }
3355 else
3356 {
3357 resultarr2[y*2, (x*2) + 1] = ((resultarr[y, x] + resultarr[y, x + 1])/2);
3358 }
3359 }
3360 else
3361 {
3362 resultarr2[y*2, (x*2) + 1] = resultarr[y, x];
3363 }
3364 }
3365 if (x < (int)Constants.RegionSize && y < (int)Constants.RegionSize)
3366 {
3367 if ((x + 1 < (int)Constants.RegionSize) && (y + 1 < (int)Constants.RegionSize))
3368 {
3369 resultarr2[(y*2) + 1, (x*2) + 1] = ((resultarr[y, x] + resultarr[y + 1, x] +
3370 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
3371 }
3372 else
3373 {
3374 resultarr2[(y*2) + 1, (x*2) + 1] = resultarr[y, x];
3375 }
3376 }
3377 }
3378 }
3379 //Flatten out the array
3380 int i = 0;
3381 for (int y = 0; y < 512; y++)
3382 {
3383 for (int x = 0; x < 512; x++)
3384 {
3385 if (Single.IsNaN(resultarr2[y, x]) || Single.IsInfinity(resultarr2[y, x]))
3386 {
3387 m_log.Warn("[PHYSICS]: Non finite heightfield element detected. Setting it to 0");
3388 resultarr2[y, x] = 0;
3389 }
3390 returnarr[i] = resultarr2[y, x];
3391 i++;
3392 }
3393 }
3394
3395 return returnarr;
3396 }
3397
3398 #endregion
3399
3400 public override void SetTerrain(float[] heightMap)
3401 {
3402 if (m_worldOffset != Vector3.Zero && m_parentScene != null)
3403 {
3404 if (m_parentScene is OdeScene)
3405 {
3406 ((OdeScene)m_parentScene).SetTerrain(heightMap, m_worldOffset);
3407 }
3408 }
3409 else
3410 {
3411 SetTerrain(heightMap, m_worldOffset);
3412 }
3413 }
3414
3415 public void SetTerrain(float[] heightMap, Vector3 pOffset)
3416 {
3417
3418 uint regionsize = (uint) Constants.RegionSize; // visible region size eg. 256(M)
3419
3420 uint heightmapWidth = regionsize + 1; // ODE map size 257 x 257 (Meters) (1 extra
3421 uint heightmapHeight = regionsize + 1;
3422
3423 uint heightmapWidthSamples = (uint)regionsize + 2; // Sample file size, 258 x 258 samples
3424 uint heightmapHeightSamples = (uint)regionsize + 2;
3425
3426 // Array of height samples for ODE
3427 float[] _heightmap;
3428 _heightmap = new float[(heightmapWidthSamples * heightmapHeightSamples)]; // loaded samples 258 x 258
3429
3430 // Other ODE parameters
3431 const float scale = 1.0f;
3432 const float offset = 0.0f;
3433 const float thickness = 2.0f; // Was 0.2f, Larger appears to prevent Av fall-through
3434 const int wrap = 0;
3435
3436 float hfmin = 2000f;
3437 float hfmax = -2000f;
3438 float minele = 0.0f; // Dont allow -ve heights
3439
3440 uint x = 0;
3441 uint y = 0;
3442 uint xx = 0;
3443 uint yy = 0;
3444
3445 // load the height samples array from the heightMap
3446 for ( x = 0; x < heightmapWidthSamples; x++) // 0 to 257
3447 {
3448 for ( y = 0; y < heightmapHeightSamples; y++) // 0 to 257
3449 {
3450 xx = x - 1;
3451 if (xx < 0) xx = 0;
3452 if (xx > (regionsize - 1)) xx = regionsize - 1;
3453
3454 yy = y - 1;
3455 if (yy < 0) yy = 0;
3456 if (yy > (regionsize - 1)) yy = regionsize - 1;
3457 // Input xx = 0 0 1 2 ..... 254 255 255 256 total in
3458 // Output x = 0 1 2 3 ..... 255 256 257 258 total out
3459 float val= heightMap[(yy * regionsize) + xx]; // input from heightMap, <0-255 * 256> <0-255>
3460 if (val < minele) val = minele;
3461 _heightmap[x * (regionsize + 2) + y] = val; // samples output to _heightmap, <0-257 * 258> <0-257>
3462 hfmin = (val < hfmin) ? val : hfmin;
3463 hfmax = (val > hfmax) ? val : hfmax;
3464 }
3465 }
3466
3467 lock (OdeLock)
3468 {
3469 IntPtr GroundGeom = IntPtr.Zero;
3470 if (RegionTerrain.TryGetValue(pOffset, out GroundGeom))
3471 {
3472 RegionTerrain.Remove(pOffset);
3473 if (GroundGeom != IntPtr.Zero)
3474 {
3475 if (TerrainHeightFieldHeights.ContainsKey(GroundGeom))
3476 {
3477 TerrainHeightFieldHeights.Remove(GroundGeom);
3478 }
3479 d.SpaceRemove(space, GroundGeom);
3480 d.GeomDestroy(GroundGeom);
3481 }
3482 }
3483 IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
3484 d.GeomHeightfieldDataBuildSingle(HeightmapData, _heightmap, 0,
3485 heightmapWidth, heightmapHeight, (int)heightmapWidthSamples,
3486 (int)heightmapHeightSamples, scale, offset, thickness, wrap);
3487 d.GeomHeightfieldDataSetBounds(HeightmapData, hfmin - 1, hfmax + 1);
3488 GroundGeom = d.CreateHeightfield(space, HeightmapData, 1);
3489 if (GroundGeom != IntPtr.Zero)
3490 {
3491 d.GeomSetCategoryBits(GroundGeom, (int)(CollisionCategories.Land));
3492 d.GeomSetCollideBits(GroundGeom, (int)(CollisionCategories.Space));
3493 }
3494 geom_name_map[GroundGeom] = "Terrain";
3495
3496 d.Matrix3 R = new d.Matrix3();
3497
3498 Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f);
3499 Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f);
3500 //Axiom.Math.Quaternion q3 = Axiom.Math.Quaternion.FromAngleAxis(3.14f, new Axiom.Math.Vector3(0, 0, 1));
3501
3502 q1 = q1 * q2;
3503 //q1 = q1 * q3;
3504 Vector3 v3;
3505 float angle;
3506 q1.GetAxisAngle(out v3, out angle);
3507
3508 d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
3509 d.GeomSetRotation(GroundGeom, ref R);
3510 d.GeomSetPosition(GroundGeom, (pOffset.X + (regionsize * 0.5f)) - 0.5f, (pOffset.Y + (regionsize * 0.5f)) - 0.5f, 0);
3511 IntPtr testGround = IntPtr.Zero;
3512 if (RegionTerrain.TryGetValue(pOffset, out testGround))
3513 {
3514 RegionTerrain.Remove(pOffset);
3515 }
3516 RegionTerrain.Add(pOffset, GroundGeom, GroundGeom);
3517 TerrainHeightFieldHeights.Add(GroundGeom,_heightmap);
3518 }
3519 }
3520
3521 public override void DeleteTerrain()
3522 {
3523 }
3524
3525 public float GetWaterLevel()
3526 {
3527 return waterlevel;
3528 }
3529
3530 public override bool SupportsCombining()
3531 {
3532 return true;
3533 }
3534
3535 public override void UnCombine(PhysicsScene pScene)
3536 {
3537 IntPtr localGround = IntPtr.Zero;
3538// float[] localHeightfield;
3539 bool proceed = false;
3540 List<IntPtr> geomDestroyList = new List<IntPtr>();
3541
3542 lock (OdeLock)
3543 {
3544 if (RegionTerrain.TryGetValue(Vector3.Zero, out localGround))
3545 {
3546 foreach (IntPtr geom in TerrainHeightFieldHeights.Keys)
3547 {
3548 if (geom == localGround)
3549 {
3550// localHeightfield = TerrainHeightFieldHeights[geom];
3551 proceed = true;
3552 }
3553 else
3554 {
3555 geomDestroyList.Add(geom);
3556 }
3557 }
3558
3559 if (proceed)
3560 {
3561 m_worldOffset = Vector3.Zero;
3562 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize);
3563 m_parentScene = null;
3564
3565 foreach (IntPtr g in geomDestroyList)
3566 {
3567 // removingHeightField needs to be done or the garbage collector will
3568 // collect the terrain data before we tell ODE to destroy it causing
3569 // memory corruption
3570 if (TerrainHeightFieldHeights.ContainsKey(g))
3571 {
3572// float[] removingHeightField = TerrainHeightFieldHeights[g];
3573 TerrainHeightFieldHeights.Remove(g);
3574
3575 if (RegionTerrain.ContainsKey(g))
3576 {
3577 RegionTerrain.Remove(g);
3578 }
3579
3580 d.GeomDestroy(g);
3581 //removingHeightField = new float[0];
3582 }
3583 }
3584
3585 }
3586 else
3587 {
3588 m_log.Warn("[PHYSICS]: Couldn't proceed with UnCombine. Region has inconsistant data.");
3589
3590 }
3591 }
3592 }
3593 }
3594
3595 public override void SetWaterLevel(float baseheight)
3596 {
3597 waterlevel = baseheight;
3598 randomizeWater(waterlevel);
3599 }
3600
3601 public void randomizeWater(float baseheight)
3602 {
3603 const uint heightmapWidth = m_regionWidth + 2;
3604 const uint heightmapHeight = m_regionHeight + 2;
3605 const uint heightmapWidthSamples = m_regionWidth + 2;
3606 const uint heightmapHeightSamples = m_regionHeight + 2;
3607 const float scale = 1.0f;
3608 const float offset = 0.0f;
3609 const float thickness = 2.9f;
3610 const int wrap = 0;
3611
3612 for (int i = 0; i < (258 * 258); i++)
3613 {
3614 _watermap[i] = (baseheight-0.1f) + ((float)fluidRandomizer.Next(1,9) / 10f);
3615 // m_log.Info((baseheight - 0.1f) + ((float)fluidRandomizer.Next(1, 9) / 10f));
3616 }
3617
3618 lock (OdeLock)
3619 {
3620 if (WaterGeom != IntPtr.Zero)
3621 {
3622 d.SpaceRemove(space, WaterGeom);
3623 }
3624 IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
3625 d.GeomHeightfieldDataBuildSingle(HeightmapData, _watermap, 0, heightmapWidth, heightmapHeight,
3626 (int)heightmapWidthSamples, (int)heightmapHeightSamples, scale,
3627 offset, thickness, wrap);
3628 d.GeomHeightfieldDataSetBounds(HeightmapData, m_regionWidth, m_regionHeight);
3629 WaterGeom = d.CreateHeightfield(space, HeightmapData, 1);
3630 if (WaterGeom != IntPtr.Zero)
3631 {
3632 d.GeomSetCategoryBits(WaterGeom, (int)(CollisionCategories.Water));
3633 d.GeomSetCollideBits(WaterGeom, (int)(CollisionCategories.Space));
3634
3635 }
3636 geom_name_map[WaterGeom] = "Water";
3637
3638 d.Matrix3 R = new d.Matrix3();
3639
3640 Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f);
3641 Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f);
3642 //Axiom.Math.Quaternion q3 = Axiom.Math.Quaternion.FromAngleAxis(3.14f, new Axiom.Math.Vector3(0, 0, 1));
3643
3644 q1 = q1 * q2;
3645 //q1 = q1 * q3;
3646 Vector3 v3;
3647 float angle;
3648 q1.GetAxisAngle(out v3, out angle);
3649
3650 d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
3651 d.GeomSetRotation(WaterGeom, ref R);
3652 d.GeomSetPosition(WaterGeom, 128, 128, 0);
3653
3654 }
3655
3656 }
3657
3658 public override void Dispose()
3659 {
3660 m_rayCastManager.Dispose();
3661 m_rayCastManager = null;
3662
3663 lock (OdeLock)
3664 {
3665 lock (_prims)
3666 {
3667 foreach (OdePrim prm in _prims)
3668 {
3669 RemovePrim(prm);
3670 }
3671 }
3672
3673 //foreach (OdeCharacter act in _characters)
3674 //{
3675 //RemoveAvatar(act);
3676 //}
3677 d.WorldDestroy(world);
3678 //d.CloseODE();
3679 }
3680 }
3681 public override Dictionary<uint, float> GetTopColliders()
3682 {
3683 Dictionary<uint, float> returncolliders = new Dictionary<uint, float>();
3684 int cnt = 0;
3685 lock (_prims)
3686 {
3687 foreach (OdePrim prm in _prims)
3688 {
3689 if (prm.CollisionScore > 0)
3690 {
3691 returncolliders.Add(prm.m_localID, prm.CollisionScore);
3692 cnt++;
3693 prm.CollisionScore = 0f;
3694 if (cnt > 25)
3695 {
3696 break;
3697 }
3698 }
3699 }
3700 }
3701 return returncolliders;
3702 }
3703
3704 public override bool SupportsRayCast()
3705 {
3706 return true;
3707 }
3708
3709 public override void RaycastWorld(Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
3710 {
3711 if (retMethod != null)
3712 {
3713 m_rayCastManager.QueueRequest(position, direction, length, retMethod);
3714 }
3715 }
3716
3717#if USE_DRAWSTUFF
3718 // Keyboard callback
3719 public void command(int cmd)
3720 {
3721 IntPtr geom;
3722 d.Mass mass;
3723 d.Vector3 sides = new d.Vector3(d.RandReal() * 0.5f + 0.1f, d.RandReal() * 0.5f + 0.1f, d.RandReal() * 0.5f + 0.1f);
3724
3725
3726
3727 Char ch = Char.ToLower((Char)cmd);
3728 switch ((Char)ch)
3729 {
3730 case 'w':
3731 try
3732 {
3733 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));
3734
3735 xyz.X += rotate.X; xyz.Y += rotate.Y; xyz.Z += rotate.Z;
3736 ds.SetViewpoint(ref xyz, ref hpr);
3737 }
3738 catch (ArgumentException)
3739 { hpr.X = 0; }
3740 break;
3741
3742 case 'a':
3743 hpr.X++;
3744 ds.SetViewpoint(ref xyz, ref hpr);
3745 break;
3746
3747 case 's':
3748 try
3749 {
3750 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));
3751
3752 xyz.X += rotate2.X; xyz.Y += rotate2.Y; xyz.Z += rotate2.Z;
3753 ds.SetViewpoint(ref xyz, ref hpr);
3754 }
3755 catch (ArgumentException)
3756 { hpr.X = 0; }
3757 break;
3758 case 'd':
3759 hpr.X--;
3760 ds.SetViewpoint(ref xyz, ref hpr);
3761 break;
3762 case 'r':
3763 xyz.Z++;
3764 ds.SetViewpoint(ref xyz, ref hpr);
3765 break;
3766 case 'f':
3767 xyz.Z--;
3768 ds.SetViewpoint(ref xyz, ref hpr);
3769 break;
3770 case 'e':
3771 xyz.Y++;
3772 ds.SetViewpoint(ref xyz, ref hpr);
3773 break;
3774 case 'q':
3775 xyz.Y--;
3776 ds.SetViewpoint(ref xyz, ref hpr);
3777 break;
3778 }
3779 }
3780
3781 public void step(int pause)
3782 {
3783
3784 ds.SetColor(1.0f, 1.0f, 0.0f);
3785 ds.SetTexture(ds.Texture.Wood);
3786 lock (_prims)
3787 {
3788 foreach (OdePrim prm in _prims)
3789 {
3790 //IntPtr body = d.GeomGetBody(prm.prim_geom);
3791 if (prm.prim_geom != IntPtr.Zero)
3792 {
3793 d.Vector3 pos;
3794 d.GeomCopyPosition(prm.prim_geom, out pos);
3795 //d.BodyCopyPosition(body, out pos);
3796
3797 d.Matrix3 R;
3798 d.GeomCopyRotation(prm.prim_geom, out R);
3799 //d.BodyCopyRotation(body, out R);
3800
3801
3802 d.Vector3 sides = new d.Vector3();
3803 sides.X = prm.Size.X;
3804 sides.Y = prm.Size.Y;
3805 sides.Z = prm.Size.Z;
3806
3807 ds.DrawBox(ref pos, ref R, ref sides);
3808 }
3809 }
3810 }
3811 ds.SetColor(1.0f, 0.0f, 0.0f);
3812 lock (_characters)
3813 {
3814 foreach (OdeCharacter chr in _characters)
3815 {
3816 if (chr.Shell != IntPtr.Zero)
3817 {
3818 IntPtr body = d.GeomGetBody(chr.Shell);
3819
3820 d.Vector3 pos;
3821 d.GeomCopyPosition(chr.Shell, out pos);
3822 //d.BodyCopyPosition(body, out pos);
3823
3824 d.Matrix3 R;
3825 d.GeomCopyRotation(chr.Shell, out R);
3826 //d.BodyCopyRotation(body, out R);
3827
3828 ds.DrawCapsule(ref pos, ref R, chr.Size.Z, 0.35f);
3829 d.Vector3 sides = new d.Vector3();
3830 sides.X = 0.5f;
3831 sides.Y = 0.5f;
3832 sides.Z = 0.5f;
3833
3834 ds.DrawBox(ref pos, ref R, ref sides);
3835 }
3836 }
3837 }
3838 }
3839
3840 public void start(int unused)
3841 {
3842 ds.SetViewpoint(ref xyz, ref hpr);
3843 }
3844#endif
3845 }
3846}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/Tests/ODETestClass.cs b/OpenSim/Region/Physics/ChOdePlugin/Tests/ODETestClass.cs
new file mode 100644
index 0000000..69e2d03
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/Tests/ODETestClass.cs
@@ -0,0 +1,122 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using Nini.Config;
30using NUnit.Framework;
31using OpenMetaverse;
32using OpenSim.Framework;
33using OpenSim.Region.Physics.Manager;
34using log4net;
35using System.Reflection;
36
37namespace OpenSim.Region.Physics.OdePlugin
38{
39 [TestFixture]
40 public class ODETestClass
41 {
42 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
43
44 private OdePlugin cbt;
45 private PhysicsScene ps;
46 private IMeshingPlugin imp;
47
48 [SetUp]
49 public void Initialize()
50 {
51 // Loading ODEPlugin
52 cbt = new OdePlugin();
53 // Loading Zero Mesher
54 imp = new ZeroMesherPlugin();
55 // Getting Physics Scene
56 ps = cbt.GetScene("test");
57 // Initializing Physics Scene.
58 ps.Initialise(imp.GetMesher(),null);
59 float[] _heightmap = new float[(int)Constants.RegionSize * (int)Constants.RegionSize];
60 for (int i = 0; i < ((int)Constants.RegionSize * (int)Constants.RegionSize); i++)
61 {
62 _heightmap[i] = 21f;
63 }
64 ps.SetTerrain(_heightmap);
65 }
66
67 [TearDown]
68 public void Terminate()
69 {
70 ps.DeleteTerrain();
71 ps.Dispose();
72
73 }
74
75 [Test]
76 public void CreateAndDropPhysicalCube()
77 {
78 PrimitiveBaseShape newcube = PrimitiveBaseShape.CreateBox();
79 Vector3 position = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f), 128f);
80 Vector3 size = new Vector3(0.5f, 0.5f, 0.5f);
81 Quaternion rot = Quaternion.Identity;
82 PhysicsActor prim = ps.AddPrimShape("CoolShape", newcube, position, size, rot, true);
83 OdePrim oprim = (OdePrim)prim;
84 OdeScene pscene = (OdeScene) ps;
85
86 Assert.That(oprim.m_taintadd);
87
88 prim.LocalID = 5;
89
90 for (int i = 0; i < 58; i++)
91 {
92 ps.Simulate(0.133f);
93
94 Assert.That(oprim.prim_geom != (IntPtr)0);
95
96 Assert.That(oprim.m_targetSpace != (IntPtr)0);
97
98 //Assert.That(oprim.m_targetSpace == pscene.space);
99 m_log.Info("TargetSpace: " + oprim.m_targetSpace + " - SceneMainSpace: " + pscene.space);
100
101 Assert.That(!oprim.m_taintadd);
102 m_log.Info("Prim Position (" + oprim.m_localID + "): " + prim.Position.ToString());
103
104 // Make sure we're above the ground
105 //Assert.That(prim.Position.Z > 20f);
106 //m_log.Info("PrimCollisionScore (" + oprim.m_localID + "): " + oprim.m_collisionscore);
107
108 // Make sure we've got a Body
109 Assert.That(oprim.Body != (IntPtr)0);
110 //m_log.Info(
111 }
112
113 // Make sure we're not somewhere above the ground
114 Assert.That(prim.Position.Z < 21.5f);
115
116 ps.RemovePrim(prim);
117 Assert.That(oprim.m_taintremove);
118 ps.Simulate(0.133f);
119 Assert.That(oprim.Body == (IntPtr)0);
120 }
121 }
122}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/drawstuff.cs b/OpenSim/Region/Physics/ChOdePlugin/drawstuff.cs
new file mode 100644
index 0000000..87ca446
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/drawstuff.cs
@@ -0,0 +1,98 @@
1/*
2 * Copyright ODE
3 * Ode.NET - .NET bindings for ODE
4 * Jason Perkins (starkos@industriousone.com)
5 * Licensed under the New BSD
6 * Part of the OpenDynamicsEngine
7Open Dynamics Engine
8Copyright (c) 2001-2007, Russell L. Smith.
9All rights reserved.
10
11Redistribution and use in source and binary forms, with or without
12modification, are permitted provided that the following conditions
13are met:
14
15Redistributions of source code must retain the above copyright notice,
16this list of conditions and the following disclaimer.
17
18Redistributions in binary form must reproduce the above copyright notice,
19this list of conditions and the following disclaimer in the documentation
20and/or other materials provided with the distribution.
21
22Neither the names of ODE's copyright owner nor the names of its
23contributors may be used to endorse or promote products derived from
24this software without specific prior written permission.
25
26THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
27"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
28LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
29FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
30OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
31SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
32TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
33PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
34LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
35NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
36SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
37 *
38 *
39 */
40
41using System;
42using System.Runtime.InteropServices;
43using Ode.NET;
44
45namespace Drawstuff.NET
46{
47#if dDOUBLE
48 using dReal = System.Double;
49#else
50 using dReal = System.Single;
51#endif
52
53 public static class ds
54 {
55 public const int VERSION = 2;
56
57 public enum Texture
58 {
59 None,
60 Wood
61 }
62
63 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
64 public delegate void CallbackFunction(int arg);
65
66 [StructLayout(LayoutKind.Sequential)]
67 public struct Functions
68 {
69 public int version;
70 public CallbackFunction start;
71 public CallbackFunction step;
72 public CallbackFunction command;
73 public CallbackFunction stop;
74 public string path_to_textures;
75 }
76
77 [DllImport("drawstuff", EntryPoint = "dsDrawBox")]
78 public static extern void DrawBox(ref d.Vector3 pos, ref d.Matrix3 R, ref d.Vector3 sides);
79
80 [DllImport("drawstuff", EntryPoint = "dsDrawCapsule")]
81 public static extern void DrawCapsule(ref d.Vector3 pos, ref d.Matrix3 R, dReal length, dReal radius);
82
83 [DllImport("drawstuff", EntryPoint = "dsDrawConvex")]
84 public static extern void DrawConvex(ref d.Vector3 pos, ref d.Matrix3 R, dReal[] planes, int planeCount, dReal[] points, int pointCount, int[] polygons);
85
86 [DllImport("drawstuff", EntryPoint = "dsSetColor")]
87 public static extern void SetColor(float red, float green, float blue);
88
89 [DllImport("drawstuff", EntryPoint = "dsSetTexture")]
90 public static extern void SetTexture(Texture texture);
91
92 [DllImport("drawstuff", EntryPoint = "dsSetViewpoint")]
93 public static extern void SetViewpoint(ref d.Vector3 xyz, ref d.Vector3 hpr);
94
95 [DllImport("drawstuff", EntryPoint = "dsSimulationLoop")]
96 public static extern void SimulationLoop(int argc, string[] argv, int window_width, int window_height, ref Functions fn);
97 }
98}
diff --git a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
index 6b74e74..0e7dd81 100644
--- a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
+++ b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
@@ -1215,7 +1215,6 @@ namespace OpenSim.Region.Physics.OdePlugin
1215 1215
1216 public override float APIDDamping{ set { return; } } 1216 public override float APIDDamping{ set { return; } }
1217 1217
1218
1219 public override void SubscribeEvents(int ms) 1218 public override void SubscribeEvents(int ms)
1220 { 1219 {
1221 m_requestedUpdateFrequency = ms; 1220 m_requestedUpdateFrequency = ms;
diff --git a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
index c91658e..243e2d7 100644
--- a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
+++ b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
@@ -572,8 +572,8 @@ namespace OpenSim.Region.Physics.OdePlugin
572 break; 572 break;
573 573
574 case HollowShape.Circle: 574 case HollowShape.Circle:
575 // Hollow shape is a perfect cyllinder in respect to the cube's scale 575 // Hollow shape is a perfect cylinder in respect to the cube's scale
576 // Cyllinder hollow volume calculation 576 // Cylinder hollow volume calculation
577 577
578 hollowVolume *= 0.1963495f * 3.07920140172638f; 578 hollowVolume *= 0.1963495f * 3.07920140172638f;
579 break; 579 break;
@@ -2819,7 +2819,7 @@ Console.WriteLine(" JointCreateFixed");
2819 } 2819 }
2820 public override bool PIDActive { set { m_usePID = value; } } 2820 public override bool PIDActive { set { m_usePID = value; } }
2821 public override float PIDTau { set { m_PIDTau = value; } } 2821 public override float PIDTau { set { m_PIDTau = value; } }
2822 2822
2823 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } } 2823 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } }
2824 public override bool PIDHoverActive { set { m_useHoverPID = value; } } 2824 public override bool PIDHoverActive { set { m_useHoverPID = value; } }
2825 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } } 2825 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } }
diff --git a/OpenSim/Region/Physics/POSPlugin/POSPrim.cs b/OpenSim/Region/Physics/POSPlugin/POSPrim.cs
index 91ec3df..9ba5ebb 100644
--- a/OpenSim/Region/Physics/POSPlugin/POSPrim.cs
+++ b/OpenSim/Region/Physics/POSPlugin/POSPrim.cs
@@ -301,7 +301,7 @@ namespace OpenSim.Region.Physics.POSPlugin
301 { 301 {
302 set { return; } 302 set { return; }
303 } 303 }
304 304
305 public override Quaternion APIDTarget 305 public override Quaternion APIDTarget
306 { 306 {
307 set { return; } 307 set { return; }
diff --git a/OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs b/OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs
index 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/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
index 30fb252..805b344 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
@@ -28,6 +28,7 @@
28using System; 28using System;
29using System.Collections; 29using System.Collections;
30using System.Collections.Generic; 30using System.Collections.Generic;
31using System.Diagnostics; //for [DebuggerNonUserCode]
31using System.Runtime.Remoting.Lifetime; 32using System.Runtime.Remoting.Lifetime;
32using System.Text; 33using System.Text;
33using System.Threading; 34using System.Threading;
@@ -81,7 +82,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
81 /// </summary> 82 /// </summary>
82 public class LSL_Api : MarshalByRefObject, ILSL_Api, IScriptApi 83 public class LSL_Api : MarshalByRefObject, ILSL_Api, IScriptApi
83 { 84 {
84 //private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 85// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
85 protected IScriptEngine m_ScriptEngine; 86 protected IScriptEngine m_ScriptEngine;
86 protected SceneObjectPart m_host; 87 protected SceneObjectPart m_host;
87 protected uint m_localID; 88 protected uint m_localID;
@@ -99,6 +100,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
99 protected int m_notecardLineReadCharsMax = 255; 100 protected int m_notecardLineReadCharsMax = 255;
100 protected int m_scriptConsoleChannel = 0; 101 protected int m_scriptConsoleChannel = 0;
101 protected bool m_scriptConsoleChannelEnabled = false; 102 protected bool m_scriptConsoleChannelEnabled = false;
103 protected bool m_debuggerSafe = false;
102 protected IUrlModule m_UrlModule = null; 104 protected IUrlModule m_UrlModule = null;
103 protected Dictionary<UUID, UserInfoCacheEntry> m_userInfoCache = 105 protected Dictionary<UUID, UserInfoCacheEntry> m_userInfoCache =
104 new Dictionary<UUID, UserInfoCacheEntry>(); 106 new Dictionary<UUID, UserInfoCacheEntry>();
@@ -109,6 +111,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
109 m_host = host; 111 m_host = host;
110 m_localID = localID; 112 m_localID = localID;
111 m_itemID = itemID; 113 m_itemID = itemID;
114 m_debuggerSafe = m_ScriptEngine.Config.GetBoolean("DebuggerSafe", false);
112 115
113 m_ScriptDelayFactor = 116 m_ScriptDelayFactor =
114 m_ScriptEngine.Config.GetFloat("ScriptDelayFactor", 1.0f); 117 m_ScriptEngine.Config.GetFloat("ScriptDelayFactor", 1.0f);
@@ -161,6 +164,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
161 get { return m_ScriptEngine.World; } 164 get { return m_ScriptEngine.World; }
162 } 165 }
163 166
167 [DebuggerNonUserCode]
164 public void state(string newState) 168 public void state(string newState)
165 { 169 {
166 m_ScriptEngine.SetState(m_itemID, newState); 170 m_ScriptEngine.SetState(m_itemID, newState);
@@ -170,6 +174,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
170 /// Reset the named script. The script must be present 174 /// Reset the named script. The script must be present
171 /// in the same prim. 175 /// in the same prim.
172 /// </summary> 176 /// </summary>
177 [DebuggerNonUserCode]
173 public void llResetScript() 178 public void llResetScript()
174 { 179 {
175 m_host.AddScriptLPS(1); 180 m_host.AddScriptLPS(1);
@@ -226,9 +231,62 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
226 } 231 }
227 } 232 }
228 233
234 public List<ScenePresence> GetLinkAvatars(int linkType)
235 {
236 List<ScenePresence> ret = new List<ScenePresence>();
237 if (m_host == null || m_host.ParentGroup == null || m_host.ParentGroup.IsDeleted)
238 return ret;
239
240 List<ScenePresence> avs = m_host.ParentGroup.GetLinkedAvatars();
241
242 switch (linkType)
243 {
244 case ScriptBaseClass.LINK_SET:
245 return avs;
246
247 case ScriptBaseClass.LINK_ROOT:
248 return ret;
249
250 case ScriptBaseClass.LINK_ALL_OTHERS:
251 return avs;
252
253 case ScriptBaseClass.LINK_ALL_CHILDREN:
254 return avs;
255
256 case ScriptBaseClass.LINK_THIS:
257 return ret;
258
259 default:
260 if (linkType < 0)
261 return ret;
262
263 int partCount = m_host.ParentGroup.GetPartCount();
264
265 if (linkType <= partCount)
266 {
267 return ret;
268 }
269 else
270 {
271 linkType = linkType - partCount;
272 if (linkType > avs.Count)
273 {
274 return ret;
275 }
276 else
277 {
278 ret.Add(avs[linkType-1]);
279 return ret;
280 }
281 }
282 }
283 }
284
229 public List<SceneObjectPart> GetLinkParts(int linkType) 285 public List<SceneObjectPart> GetLinkParts(int linkType)
230 { 286 {
231 List<SceneObjectPart> ret = new List<SceneObjectPart>(); 287 List<SceneObjectPart> ret = new List<SceneObjectPart>();
288 if (m_host == null || m_host.ParentGroup == null || m_host.ParentGroup.IsDeleted)
289 return ret;
232 ret.Add(m_host); 290 ret.Add(m_host);
233 291
234 switch (linkType) 292 switch (linkType)
@@ -288,40 +346,48 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
288 protected UUID InventorySelf() 346 protected UUID InventorySelf()
289 { 347 {
290 UUID invItemID = new UUID(); 348 UUID invItemID = new UUID();
291 349 bool unlock = false;
292 lock (m_host.TaskInventory) 350 if (!m_host.TaskInventory.IsReadLockedByMe())
293 { 351 {
294 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 352 m_host.TaskInventory.LockItemsForRead(true);
353 unlock = true;
354 }
355 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
356 {
357 if (inv.Value.Type == 10 && inv.Value.ItemID == m_itemID)
295 { 358 {
296 if (inv.Value.Type == 10 && inv.Value.ItemID == m_itemID) 359 invItemID = inv.Key;
297 { 360 break;
298 invItemID = inv.Key;
299 break;
300 }
301 } 361 }
302 } 362 }
303 363 if (unlock)
364 {
365 m_host.TaskInventory.LockItemsForRead(false);
366 }
304 return invItemID; 367 return invItemID;
305 } 368 }
306 369
307 protected UUID InventoryKey(string name, int type) 370 protected UUID InventoryKey(string name, int type)
308 { 371 {
309 m_host.AddScriptLPS(1); 372 m_host.AddScriptLPS(1);
310 373 m_host.TaskInventory.LockItemsForRead(true);
311 lock (m_host.TaskInventory) 374
375 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
312 { 376 {
313 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 377 if (inv.Value.Name == name)
314 { 378 {
315 if (inv.Value.Name == name) 379 m_host.TaskInventory.LockItemsForRead(false);
380
381 if (inv.Value.Type != type)
316 { 382 {
317 if (inv.Value.Type != type) 383 return UUID.Zero;
318 return UUID.Zero;
319
320 return inv.Value.AssetID;
321 } 384 }
385
386 return inv.Value.AssetID;
322 } 387 }
323 } 388 }
324 389
390 m_host.TaskInventory.LockItemsForRead(false);
325 return UUID.Zero; 391 return UUID.Zero;
326 } 392 }
327 393
@@ -329,17 +395,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
329 { 395 {
330 m_host.AddScriptLPS(1); 396 m_host.AddScriptLPS(1);
331 397
332 lock (m_host.TaskInventory) 398
399 m_host.TaskInventory.LockItemsForRead(true);
400
401 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
333 { 402 {
334 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 403 if (inv.Value.Name == name)
335 { 404 {
336 if (inv.Value.Name == name) 405 m_host.TaskInventory.LockItemsForRead(false);
337 { 406 return inv.Value.AssetID;
338 return inv.Value.AssetID;
339 }
340 } 407 }
341 } 408 }
342 409
410 m_host.TaskInventory.LockItemsForRead(false);
411
412
343 return UUID.Zero; 413 return UUID.Zero;
344 } 414 }
345 415
@@ -481,26 +551,48 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
481 551
482 //Now we start getting into quaternions which means sin/cos, matrices and vectors. ckrinke 552 //Now we start getting into quaternions which means sin/cos, matrices and vectors. ckrinke
483 553
484 // Old implementation of llRot2Euler. Normalization not required as Atan2 function will 554 // Utility function for llRot2Euler
485 // only return values >= -PI (-180 degrees) and <= PI (180 degrees).
486 555
487 public LSL_Vector llRot2Euler(LSL_Rotation r) 556 // normalize an angle between -PI and PI (-180 to +180 degrees)
557 protected double NormalizeAngle(double angle)
558 {
559 if (angle > -Math.PI && angle < Math.PI)
560 return angle;
561
562 int numPis = (int)(Math.PI / angle);
563 double remainder = angle - Math.PI * numPis;
564 if (numPis % 2 == 1)
565 return Math.PI - angle;
566 return remainder;
567 }
568
569 public LSL_Vector llRot2Euler(LSL_Rotation q1)
488 { 570 {
489 m_host.AddScriptLPS(1); 571 m_host.AddScriptLPS(1);
490 //This implementation is from http://lslwiki.net/lslwiki/wakka.php?wakka=LibraryRotationFunctions. ckrinke 572 LSL_Vector eul = new LSL_Vector();
491 LSL_Rotation t = new LSL_Rotation(r.x * r.x, r.y * r.y, r.z * r.z, r.s * r.s); 573
492 double m = (t.x + t.y + t.z + t.s); 574 double sqw = q1.s*q1.s;
493 if (m == 0) return new LSL_Vector(); 575 double sqx = q1.x*q1.x;
494 double n = 2 * (r.y * r.s + r.x * r.z); 576 double sqy = q1.z*q1.z;
495 double p = m * m - n * n; 577 double sqz = q1.y*q1.y;
496 if (p > 0) 578 double unit = sqx + sqy + sqz + sqw; // if normalised is one, otherwise is correction factor
497 return new LSL_Vector(Math.Atan2(2.0 * (r.x * r.s - r.y * r.z), (-t.x - t.y + t.z + t.s)), 579 double test = q1.x*q1.z + q1.y*q1.s;
498 Math.Atan2(n, Math.Sqrt(p)), 580 if (test > 0.4999*unit) { // singularity at north pole
499 Math.Atan2(2.0 * (r.z * r.s - r.x * r.y), (t.x - t.y - t.z + t.s))); 581 eul.z = 2 * Math.Atan2(q1.x,q1.s);
500 else if (n > 0) 582 eul.y = Math.PI/2;
501 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 eul.x = 0;
502 else 584 return eul;
503 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)); 585 }
586 if (test < -0.4999*unit) { // singularity at south pole
587 eul.z = -2 * Math.Atan2(q1.x,q1.s);
588 eul.y = -Math.PI/2;
589 eul.x = 0;
590 return eul;
591 }
592 eul.z = Math.Atan2(2*q1.z*q1.s-2*q1.x*q1.y , sqx - sqy - sqz + sqw);
593 eul.y = Math.Asin(2*test/unit);
594 eul.x = Math.Atan2(2*q1.x*q1.s-2*q1.z*q1.y , -sqx + sqy - sqz + sqw);
595 return eul;
504 } 596 }
505 597
506 /* From wiki: 598 /* From wiki:
@@ -702,77 +794,76 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
702 { 794 {
703 //A and B should both be normalized 795 //A and B should both be normalized
704 m_host.AddScriptLPS(1); 796 m_host.AddScriptLPS(1);
705 LSL_Rotation rotBetween; 797 /* This method is more accurate than the SL one, and thus causes problems
706 // Check for zero vectors. If either is zero, return zero rotation. Otherwise, 798 for scripts that deal with the SL inaccuracy around 180-degrees -.- .._.
707 // continue calculation. 799
708 if (a == new LSL_Vector(0.0f, 0.0f, 0.0f) || b == new LSL_Vector(0.0f, 0.0f, 0.0f)) 800 double dotProduct = LSL_Vector.Dot(a, b);
709 { 801 LSL_Vector crossProduct = LSL_Vector.Cross(a, b);
710 rotBetween = new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f); 802 double magProduct = LSL_Vector.Mag(a) * LSL_Vector.Mag(b);
711 } 803 double angle = Math.Acos(dotProduct / magProduct);
712 else 804 LSL_Vector axis = LSL_Vector.Norm(crossProduct);
713 { 805 double s = Math.Sin(angle / 2);
714 a = LSL_Vector.Norm(a); 806
715 b = LSL_Vector.Norm(b); 807 double x = axis.x * s;
716 double dotProduct = LSL_Vector.Dot(a, b); 808 double y = axis.y * s;
717 // There are two degenerate cases possible. These are for vectors 180 or 809 double z = axis.z * s;
718 // 0 degrees apart. These have to be detected and handled individually. 810 double w = Math.Cos(angle / 2);
719 // 811
720 // Check for vectors 180 degrees apart. 812 if (Double.IsNaN(x) || Double.IsNaN(y) || Double.IsNaN(z) || Double.IsNaN(w))
721 // A dot product of -1 would mean the angle between vectors is 180 degrees. 813 return new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
722 if (dotProduct < -0.9999999f) 814
723 { 815 return new LSL_Rotation((float)x, (float)y, (float)z, (float)w);
724 // First assume X axis is orthogonal to the vectors. 816 */
725 LSL_Vector orthoVector = new LSL_Vector(1.0f, 0.0f, 0.0f); 817
726 orthoVector = orthoVector - a * (a.x / LSL_Vector.Dot(a, a)); 818 // This method mimics the 180 errors found in SL
727 // Check for near zero vector. A very small non-zero number here will create 819 // See www.euclideanspace.com... angleBetween
728 // a rotation in an undesired direction. 820 LSL_Vector vec_a = a;
729 if (LSL_Vector.Mag(orthoVector) > 0.0001) 821 LSL_Vector vec_b = b;
730 { 822
731 rotBetween = new LSL_Rotation(orthoVector.x, orthoVector.y, orthoVector.z, 0.0f); 823 // Eliminate zero length
732 } 824 LSL_Float vec_a_mag = LSL_Vector.Mag(vec_a);
733 // If the magnitude of the vector was near zero, then assume the X axis is not 825 LSL_Float vec_b_mag = LSL_Vector.Mag(vec_b);
734 // orthogonal and use the Z axis instead. 826 if (vec_a_mag < 0.00001 ||
735 else 827 vec_b_mag < 0.00001)
736 { 828 {
737 // Set 180 z rotation. 829 return new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
738 rotBetween = new LSL_Rotation(0.0f, 0.0f, 1.0f, 0.0f); 830 }
739 } 831
740 } 832 // Normalize
741 // Check for parallel vectors. 833 vec_a = llVecNorm(vec_a);
742 // A dot product of 1 would mean the angle between vectors is 0 degrees. 834 vec_b = llVecNorm(vec_b);
743 else if (dotProduct > 0.9999999f) 835
744 { 836 // Calculate axis and rotation angle
745 // Set zero rotation. 837 LSL_Vector axis = vec_a % vec_b;
746 rotBetween = new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f); 838 LSL_Float cos_theta = vec_a * vec_b;
747 } 839
748 else 840 // Check if parallel
749 { 841 if (cos_theta > 0.99999)
750 // All special checks have been performed so get the axis of rotation. 842 {
751 LSL_Vector crossProduct = LSL_Vector.Cross(a, b); 843 return new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
752 // Quarternion s value is the length of the unit vector + dot product. 844 }
753 double qs = 1.0 + dotProduct; 845
754 rotBetween = new LSL_Rotation(crossProduct.x, crossProduct.y, crossProduct.z, qs); 846 // Check if anti-parallel
755 // Normalize the rotation. 847 else if (cos_theta < -0.99999)
756 double mag = LSL_Rotation.Mag(rotBetween); 848 {
757 // We shouldn't have to worry about a divide by zero here. The qs value will be 849 LSL_Vector orthog_axis = new LSL_Vector(1.0, 0.0, 0.0) - (vec_a.x / (vec_a * vec_a) * vec_a);
758 // non-zero because we already know if we're here, then the dotProduct is not -1 so 850 if (LSL_Vector.Mag(orthog_axis) < 0.000001) orthog_axis = new LSL_Vector(0.0, 0.0, 1.0);
759 // qs will not be zero. Also, we've already handled the input vectors being zero so the 851 return new LSL_Rotation((float)orthog_axis.x, (float)orthog_axis.y, (float)orthog_axis.z, 0.0);
760 // crossProduct vector should also not be zero. 852 }
761 rotBetween.x = rotBetween.x / mag; 853 else // other rotation
762 rotBetween.y = rotBetween.y / mag; 854 {
763 rotBetween.z = rotBetween.z / mag; 855 LSL_Float theta = (LSL_Float)Math.Acos(cos_theta) * 0.5f;
764 rotBetween.s = rotBetween.s / mag; 856 axis = llVecNorm(axis);
765 // Check for undefined values and set zero rotation if any found. This code might not actually be required 857 double x, y, z, s, t;
766 // any longer since zero vectors are checked for at the top. 858 s = Math.Cos(theta);
767 if (Double.IsNaN(rotBetween.x) || Double.IsNaN(rotBetween.y) || Double.IsNaN(rotBetween.z) || Double.IsNaN(rotBetween.s)) 859 t = Math.Sin(theta);
768 { 860 x = axis.x * t;
769 rotBetween = new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f); 861 y = axis.y * t;
770 } 862 z = axis.z * t;
771 } 863 return new LSL_Rotation(x,y,z,s);
772 } 864 }
773 return rotBetween; 865 }
774 } 866
775
776 public void llWhisper(int channelID, string text) 867 public void llWhisper(int channelID, string text)
777 { 868 {
778 m_host.AddScriptLPS(1); 869 m_host.AddScriptLPS(1);
@@ -1096,10 +1187,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1096 return detectedParams.TouchUV; 1187 return detectedParams.TouchUV;
1097 } 1188 }
1098 1189
1190 [DebuggerNonUserCode]
1099 public virtual void llDie() 1191 public virtual void llDie()
1100 { 1192 {
1101 m_host.AddScriptLPS(1); 1193 m_host.AddScriptLPS(1);
1102 throw new SelfDeleteException(); 1194 if (!m_host.IsAttachment) throw new SelfDeleteException();
1103 } 1195 }
1104 1196
1105 public LSL_Float llGround(LSL_Vector offset) 1197 public LSL_Float llGround(LSL_Vector offset)
@@ -1172,6 +1264,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1172 1264
1173 public void llSetStatus(int status, int value) 1265 public void llSetStatus(int status, int value)
1174 { 1266 {
1267 if (m_host == null || m_host.ParentGroup == null || m_host.ParentGroup.IsDeleted)
1268 return;
1175 m_host.AddScriptLPS(1); 1269 m_host.AddScriptLPS(1);
1176 1270
1177 int statusrotationaxis = 0; 1271 int statusrotationaxis = 0;
@@ -1402,6 +1496,48 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1402 { 1496 {
1403 m_host.AddScriptLPS(1); 1497 m_host.AddScriptLPS(1);
1404 1498
1499 SetColor(m_host, color, face);
1500 }
1501
1502 protected void SetColor(SceneObjectPart part, LSL_Vector color, int face)
1503 {
1504 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1505 return;
1506
1507 Primitive.TextureEntry tex = part.Shape.Textures;
1508 Color4 texcolor;
1509 if (face >= 0 && face < GetNumberOfSides(part))
1510 {
1511 texcolor = tex.CreateFace((uint)face).RGBA;
1512 texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f);
1513 texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f);
1514 texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f);
1515 tex.FaceTextures[face].RGBA = texcolor;
1516 part.UpdateTexture(tex);
1517 return;
1518 }
1519 else if (face == ScriptBaseClass.ALL_SIDES)
1520 {
1521 for (uint i = 0; i < GetNumberOfSides(part); i++)
1522 {
1523 if (tex.FaceTextures[i] != null)
1524 {
1525 texcolor = tex.FaceTextures[i].RGBA;
1526 texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f);
1527 texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f);
1528 texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f);
1529 tex.FaceTextures[i].RGBA = texcolor;
1530 }
1531 texcolor = tex.DefaultTexture.RGBA;
1532 texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f);
1533 texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f);
1534 texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f);
1535 tex.DefaultTexture.RGBA = texcolor;
1536 }
1537 part.UpdateTexture(tex);
1538 return;
1539 }
1540
1405 if (face == ScriptBaseClass.ALL_SIDES) 1541 if (face == ScriptBaseClass.ALL_SIDES)
1406 face = SceneObjectPart.ALL_SIDES; 1542 face = SceneObjectPart.ALL_SIDES;
1407 1543
@@ -1410,6 +1546,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1410 1546
1411 public void SetTexGen(SceneObjectPart part, int face,int style) 1547 public void SetTexGen(SceneObjectPart part, int face,int style)
1412 { 1548 {
1549 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1550 return;
1551
1413 Primitive.TextureEntry tex = part.Shape.Textures; 1552 Primitive.TextureEntry tex = part.Shape.Textures;
1414 MappingType textype; 1553 MappingType textype;
1415 textype = MappingType.Default; 1554 textype = MappingType.Default;
@@ -1440,6 +1579,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1440 1579
1441 public void SetGlow(SceneObjectPart part, int face, float glow) 1580 public void SetGlow(SceneObjectPart part, int face, float glow)
1442 { 1581 {
1582 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1583 return;
1584
1443 Primitive.TextureEntry tex = part.Shape.Textures; 1585 Primitive.TextureEntry tex = part.Shape.Textures;
1444 if (face >= 0 && face < GetNumberOfSides(part)) 1586 if (face >= 0 && face < GetNumberOfSides(part))
1445 { 1587 {
@@ -1465,6 +1607,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1465 1607
1466 public void SetShiny(SceneObjectPart part, int face, int shiny, Bumpiness bump) 1608 public void SetShiny(SceneObjectPart part, int face, int shiny, Bumpiness bump)
1467 { 1609 {
1610 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1611 return;
1468 1612
1469 Shininess sval = new Shininess(); 1613 Shininess sval = new Shininess();
1470 1614
@@ -1515,6 +1659,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1515 1659
1516 public void SetFullBright(SceneObjectPart part, int face, bool bright) 1660 public void SetFullBright(SceneObjectPart part, int face, bool bright)
1517 { 1661 {
1662 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1663 return;
1664
1518 Primitive.TextureEntry tex = part.Shape.Textures; 1665 Primitive.TextureEntry tex = part.Shape.Textures;
1519 if (face >= 0 && face < GetNumberOfSides(part)) 1666 if (face >= 0 && face < GetNumberOfSides(part))
1520 { 1667 {
@@ -1575,13 +1722,26 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1575 m_host.AddScriptLPS(1); 1722 m_host.AddScriptLPS(1);
1576 1723
1577 List<SceneObjectPart> parts = GetLinkParts(linknumber); 1724 List<SceneObjectPart> parts = GetLinkParts(linknumber);
1578 1725 if (parts.Count > 0)
1579 foreach (SceneObjectPart part in parts) 1726 {
1580 SetAlpha(part, alpha, face); 1727 try
1728 {
1729 parts[0].ParentGroup.areUpdatesSuspended = true;
1730 foreach (SceneObjectPart part in parts)
1731 SetAlpha(part, alpha, face);
1732 }
1733 finally
1734 {
1735 parts[0].ParentGroup.areUpdatesSuspended = false;
1736 }
1737 }
1581 } 1738 }
1582 1739
1583 protected void SetAlpha(SceneObjectPart part, double alpha, int face) 1740 protected void SetAlpha(SceneObjectPart part, double alpha, int face)
1584 { 1741 {
1742 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1743 return;
1744
1585 Primitive.TextureEntry tex = part.Shape.Textures; 1745 Primitive.TextureEntry tex = part.Shape.Textures;
1586 Color4 texcolor; 1746 Color4 texcolor;
1587 if (face >= 0 && face < GetNumberOfSides(part)) 1747 if (face >= 0 && face < GetNumberOfSides(part))
@@ -1627,7 +1787,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1627 protected void SetFlexi(SceneObjectPart part, bool flexi, int softness, float gravity, float friction, 1787 protected void SetFlexi(SceneObjectPart part, bool flexi, int softness, float gravity, float friction,
1628 float wind, float tension, LSL_Vector Force) 1788 float wind, float tension, LSL_Vector Force)
1629 { 1789 {
1630 if (part == null) 1790 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1631 return; 1791 return;
1632 1792
1633 if (flexi) 1793 if (flexi)
@@ -1662,7 +1822,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1662 /// <param name="falloff"></param> 1822 /// <param name="falloff"></param>
1663 protected void SetPointLight(SceneObjectPart part, bool light, LSL_Vector color, float intensity, float radius, float falloff) 1823 protected void SetPointLight(SceneObjectPart part, bool light, LSL_Vector color, float intensity, float radius, float falloff)
1664 { 1824 {
1665 if (part == null) 1825 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1666 return; 1826 return;
1667 1827
1668 if (light) 1828 if (light)
@@ -1739,15 +1899,27 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1739 m_host.AddScriptLPS(1); 1899 m_host.AddScriptLPS(1);
1740 1900
1741 List<SceneObjectPart> parts = GetLinkParts(linknumber); 1901 List<SceneObjectPart> parts = GetLinkParts(linknumber);
1742 1902 if (parts.Count > 0)
1743 foreach (SceneObjectPart part in parts) 1903 {
1744 SetTexture(part, texture, face); 1904 try
1745 1905 {
1906 parts[0].ParentGroup.areUpdatesSuspended = true;
1907 foreach (SceneObjectPart part in parts)
1908 SetTexture(part, texture, face);
1909 }
1910 finally
1911 {
1912 parts[0].ParentGroup.areUpdatesSuspended = false;
1913 }
1914 }
1746 ScriptSleep(200); 1915 ScriptSleep(200);
1747 } 1916 }
1748 1917
1749 protected void SetTexture(SceneObjectPart part, string texture, int face) 1918 protected void SetTexture(SceneObjectPart part, string texture, int face)
1750 { 1919 {
1920 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1921 return;
1922
1751 UUID textureID=new UUID(); 1923 UUID textureID=new UUID();
1752 1924
1753 if (!UUID.TryParse(texture, out textureID)) 1925 if (!UUID.TryParse(texture, out textureID))
@@ -1793,6 +1965,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1793 1965
1794 protected void ScaleTexture(SceneObjectPart part, double u, double v, int face) 1966 protected void ScaleTexture(SceneObjectPart part, double u, double v, int face)
1795 { 1967 {
1968 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1969 return;
1970
1796 Primitive.TextureEntry tex = part.Shape.Textures; 1971 Primitive.TextureEntry tex = part.Shape.Textures;
1797 if (face >= 0 && face < GetNumberOfSides(part)) 1972 if (face >= 0 && face < GetNumberOfSides(part))
1798 { 1973 {
@@ -1829,6 +2004,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1829 2004
1830 protected void OffsetTexture(SceneObjectPart part, double u, double v, int face) 2005 protected void OffsetTexture(SceneObjectPart part, double u, double v, int face)
1831 { 2006 {
2007 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2008 return;
2009
1832 Primitive.TextureEntry tex = part.Shape.Textures; 2010 Primitive.TextureEntry tex = part.Shape.Textures;
1833 if (face >= 0 && face < GetNumberOfSides(part)) 2011 if (face >= 0 && face < GetNumberOfSides(part))
1834 { 2012 {
@@ -1865,6 +2043,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1865 2043
1866 protected void RotateTexture(SceneObjectPart part, double rotation, int face) 2044 protected void RotateTexture(SceneObjectPart part, double rotation, int face)
1867 { 2045 {
2046 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2047 return;
2048
1868 Primitive.TextureEntry tex = part.Shape.Textures; 2049 Primitive.TextureEntry tex = part.Shape.Textures;
1869 if (face >= 0 && face < GetNumberOfSides(part)) 2050 if (face >= 0 && face < GetNumberOfSides(part))
1870 { 2051 {
@@ -1935,6 +2116,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1935 2116
1936 protected void SetPos(SceneObjectPart part, LSL_Vector targetPos) 2117 protected void SetPos(SceneObjectPart part, LSL_Vector targetPos)
1937 { 2118 {
2119 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2120 return;
2121
1938 // Capped movemment if distance > 10m (http://wiki.secondlife.com/wiki/LlSetPos) 2122 // Capped movemment if distance > 10m (http://wiki.secondlife.com/wiki/LlSetPos)
1939 LSL_Vector currentPos = GetPartLocalPos(part); 2123 LSL_Vector currentPos = GetPartLocalPos(part);
1940 2124
@@ -1951,7 +2135,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1951 } 2135 }
1952 else 2136 else
1953 { 2137 {
1954 LSL_Vector rel_vec = SetPosAdjust(currentPos, targetPos); 2138 LSL_Vector rel_vec = SetPosAdjust(new LSL_Vector(part.OffsetPosition.X, part.OffsetPosition.Y, part.OffsetPosition.Z), targetPos);
1955 part.OffsetPosition = new Vector3((float)rel_vec.x, (float)rel_vec.y, (float)rel_vec.z); 2139 part.OffsetPosition = new Vector3((float)rel_vec.x, (float)rel_vec.y, (float)rel_vec.z);
1956 SceneObjectGroup parent = part.ParentGroup; 2140 SceneObjectGroup parent = part.ParentGroup;
1957 parent.HasGroupChanged = true; 2141 parent.HasGroupChanged = true;
@@ -2003,9 +2187,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2003 m_host.AddScriptLPS(1); 2187 m_host.AddScriptLPS(1);
2004 2188
2005 // try to let this work as in SL... 2189 // try to let this work as in SL...
2006 if (m_host.ParentID == 0) 2190 if (m_host.LinkNum < 2)
2007 { 2191 {
2008 // special case: If we are root, rotate complete SOG to new rotation 2192 // Special case: If we are root, rotate complete SOG to new
2193 // rotation.
2194 // We are root if the link number is 0 (single prim) or 1
2195 // (root prim). ParentID may be nonzero in attachments and
2196 // using it would cause attachments and HUDs to rotate
2197 // to the wrong positions.
2009 SetRot(m_host, Rot2Quaternion(rot)); 2198 SetRot(m_host, Rot2Quaternion(rot));
2010 } 2199 }
2011 else 2200 else
@@ -2034,6 +2223,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2034 2223
2035 protected void SetRot(SceneObjectPart part, Quaternion rot) 2224 protected void SetRot(SceneObjectPart part, Quaternion rot)
2036 { 2225 {
2226 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2227 return;
2228
2037 part.UpdateRotation(rot); 2229 part.UpdateRotation(rot);
2038 // Update rotation does not move the object in the physics scene if it's a linkset. 2230 // Update rotation does not move the object in the physics scene if it's a linkset.
2039 2231
@@ -2653,12 +2845,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2653 2845
2654 m_host.AddScriptLPS(1); 2846 m_host.AddScriptLPS(1);
2655 2847
2848 m_host.TaskInventory.LockItemsForRead(true);
2656 TaskInventoryItem item = m_host.TaskInventory[invItemID]; 2849 TaskInventoryItem item = m_host.TaskInventory[invItemID];
2657 2850 m_host.TaskInventory.LockItemsForRead(false);
2658 lock (m_host.TaskInventory)
2659 {
2660 item = m_host.TaskInventory[invItemID];
2661 }
2662 2851
2663 if (item.PermsGranter == UUID.Zero) 2852 if (item.PermsGranter == UUID.Zero)
2664 return 0; 2853 return 0;
@@ -2733,6 +2922,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2733 if (dist > m_ScriptDistanceFactor * 10.0f) 2922 if (dist > m_ScriptDistanceFactor * 10.0f)
2734 return; 2923 return;
2735 2924
2925 //Clone is thread-safe
2736 TaskInventoryDictionary partInventory = (TaskInventoryDictionary)m_host.TaskInventory.Clone(); 2926 TaskInventoryDictionary partInventory = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
2737 2927
2738 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in partInventory) 2928 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in partInventory)
@@ -2795,6 +2985,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2795 2985
2796 public void llLookAt(LSL_Vector target, double strength, double damping) 2986 public void llLookAt(LSL_Vector target, double strength, double damping)
2797 { 2987 {
2988 /*
2798 m_host.AddScriptLPS(1); 2989 m_host.AddScriptLPS(1);
2799 // Determine where we are looking from 2990 // Determine where we are looking from
2800 LSL_Vector from = llGetPos(); 2991 LSL_Vector from = llGetPos();
@@ -2814,10 +3005,54 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2814 // the angles of rotation in radians into rotation value 3005 // the angles of rotation in radians into rotation value
2815 3006
2816 LSL_Types.Quaternion rot = llEuler2Rot(angle); 3007 LSL_Types.Quaternion rot = llEuler2Rot(angle);
2817 Quaternion rotation = new Quaternion((float)rot.x, (float)rot.y, (float)rot.z, (float)rot.s); 3008
2818 m_host.startLookAt(rotation, (float)damping, (float)strength); 3009 // This would only work if your physics system contains an APID controller:
3010 // Quaternion rotation = new Quaternion((float)rot.x, (float)rot.y, (float)rot.z, (float)rot.s);
3011 // m_host.startLookAt(rotation, (float)damping, (float)strength);
3012
2819 // Orient the object to the angle calculated 3013 // Orient the object to the angle calculated
2820 //llSetRot(rot); 3014 llSetRot(rot);
3015 */
3016
3017 //The above code, while nice, doesn't replicate the behaviour of SL and tends to "roll" the object.
3018 //There's probably a smarter way of doing this, my rotation math-fu is weak.
3019 // http://bugs.meta7.com/view.php?id=28
3020 // - Tom
3021
3022 /* And the following does not do the job either. It has to be performed inside the ODE glue-code. -.- .._.
3023 LSL_Rotation newrot = llGetRot() * llRotBetween(new LSL_Vector(1.0d, 0.0d, 0.0d) * llGetRot(), new LSL_Vector(0.0d, 0.0d, -1.0d));
3024 llSetRot(newrot * llRotBetween(new LSL_Vector(0.0d,0.0d,1.0d) * newrot, target - llGetPos()));
3025 */
3026 if (m_host.PhysActor != null && !m_host.PhysActor.IsPhysical)
3027 {
3028 // Part is non-phys, convert this to a llSetRot()
3029 Vector3 tgt = new Vector3((float)target.x, (float)target.y, (float)target.z);
3030 Vector3 dir = tgt - m_host.GroupPosition;
3031 dir.Normalize();
3032 float tzrot = (float)Math.Atan2(dir.Y, dir.X);
3033 float txy = (float)Math.Sqrt((dir.X * dir.X) + (dir.Y * dir.Y));
3034 float terot = (float)Math.Atan2(-dir.Z, txy);
3035 LSL_Vector az = new LSL_Vector(0.0f, 0.0f, tzrot);
3036 LSL_Vector ae = new LSL_Vector(0.0f, terot, 0.0f);
3037 LSL_Types.Quaternion spin = llEuler2Rot(az);
3038 LSL_Types.Quaternion rot = llEuler2Rot(ae) * spin;
3039 llSetRot(rot);
3040 }
3041 else
3042 {
3043 // Physical, send the target vector to RotLookAt method inside a 'rotation', the .w -99.9 value indicates it is really a LookAt.
3044 Quaternion q = new Quaternion((float)target.x, (float)target.y, (float)target.z, -99.9f);
3045 m_host.RotLookAt(q, (float)strength, (float)damping);
3046 }
3047
3048 }
3049
3050 public void llRotLookAt(LSL_Rotation target, double strength, double damping)
3051 {
3052 m_host.AddScriptLPS(1);
3053// NotImplemented("llRotLookAt");
3054 m_host.RotLookAt(Rot2Quaternion(target), (float)strength, (float)damping);
3055
2821 } 3056 }
2822 3057
2823 public void llStopLookAt() 3058 public void llStopLookAt()
@@ -2866,13 +3101,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2866 { 3101 {
2867 TaskInventoryItem item; 3102 TaskInventoryItem item;
2868 3103
2869 lock (m_host.TaskInventory) 3104 m_host.TaskInventory.LockItemsForRead(true);
3105 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
2870 { 3106 {
2871 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3107 m_host.TaskInventory.LockItemsForRead(false);
2872 return; 3108 return;
2873 else
2874 item = m_host.TaskInventory[InventorySelf()];
2875 } 3109 }
3110 else
3111 {
3112 item = m_host.TaskInventory[InventorySelf()];
3113 }
3114 m_host.TaskInventory.LockItemsForRead(false);
2876 3115
2877 if (item.PermsGranter != UUID.Zero) 3116 if (item.PermsGranter != UUID.Zero)
2878 { 3117 {
@@ -2894,13 +3133,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2894 { 3133 {
2895 TaskInventoryItem item; 3134 TaskInventoryItem item;
2896 3135
3136 m_host.TaskInventory.LockItemsForRead(true);
2897 lock (m_host.TaskInventory) 3137 lock (m_host.TaskInventory)
2898 { 3138 {
3139
2899 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3140 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
3141 {
3142 m_host.TaskInventory.LockItemsForRead(false);
2900 return; 3143 return;
3144 }
2901 else 3145 else
3146 {
2902 item = m_host.TaskInventory[InventorySelf()]; 3147 item = m_host.TaskInventory[InventorySelf()];
3148 }
2903 } 3149 }
3150 m_host.TaskInventory.LockItemsForRead(false);
2904 3151
2905 m_host.AddScriptLPS(1); 3152 m_host.AddScriptLPS(1);
2906 3153
@@ -2932,19 +3179,22 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2932 { 3179 {
2933 m_host.AddScriptLPS(1); 3180 m_host.AddScriptLPS(1);
2934 3181
2935 if (m_host.ParentGroup.RootPart.AttachmentPoint == 0)
2936 return;
2937
2938 TaskInventoryItem item; 3182 TaskInventoryItem item;
2939 3183
2940 lock (m_host.TaskInventory) 3184 m_host.TaskInventory.LockItemsForRead(true);
3185
3186 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
2941 { 3187 {
2942 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3188 m_host.TaskInventory.LockItemsForRead(false);
2943 return; 3189 return;
2944 else 3190 }
2945 item = m_host.TaskInventory[InventorySelf()]; 3191 else
3192 {
3193 item = m_host.TaskInventory[InventorySelf()];
2946 } 3194 }
2947 3195
3196 m_host.TaskInventory.LockItemsForRead(false);
3197
2948 if (item.PermsGranter != m_host.OwnerID) 3198 if (item.PermsGranter != m_host.OwnerID)
2949 return; 3199 return;
2950 3200
@@ -2954,10 +3204,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2954 3204
2955 ScenePresence presence = World.GetScenePresence(m_host.OwnerID); 3205 ScenePresence presence = World.GetScenePresence(m_host.OwnerID);
2956 3206
2957 IAttachmentsModule attachmentsModule = m_ScriptEngine.World.AttachmentsModule; 3207 grp.AttachToAgent(m_host.OwnerID, (uint)attachment, Vector3.Zero, false);
2958 if (attachmentsModule != null)
2959 attachmentsModule.AttachObject(presence.ControllingClient,
2960 grp, (uint)attachment, false);
2961 } 3208 }
2962 } 3209 }
2963 3210
@@ -2970,13 +3217,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2970 3217
2971 TaskInventoryItem item; 3218 TaskInventoryItem item;
2972 3219
2973 lock (m_host.TaskInventory) 3220 m_host.TaskInventory.LockItemsForRead(true);
3221
3222 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
2974 { 3223 {
2975 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3224 m_host.TaskInventory.LockItemsForRead(false);
2976 return; 3225 return;
2977 else
2978 item = m_host.TaskInventory[InventorySelf()];
2979 } 3226 }
3227 else
3228 {
3229 item = m_host.TaskInventory[InventorySelf()];
3230 }
3231 m_host.TaskInventory.LockItemsForRead(false);
3232
2980 3233
2981 if (item.PermsGranter != m_host.OwnerID) 3234 if (item.PermsGranter != m_host.OwnerID)
2982 return; 3235 return;
@@ -3023,6 +3276,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3023 3276
3024 public void llInstantMessage(string user, string message) 3277 public void llInstantMessage(string user, string message)
3025 { 3278 {
3279 UUID result;
3280 if (!UUID.TryParse(user, out result))
3281 {
3282 ShoutError("An invalid key was passed to llInstantMessage");
3283 ScriptSleep(2000);
3284 return;
3285 }
3286
3287
3026 m_host.AddScriptLPS(1); 3288 m_host.AddScriptLPS(1);
3027 3289
3028 // We may be able to use ClientView.SendInstantMessage here, but we need a client instance. 3290 // We may be able to use ClientView.SendInstantMessage here, but we need a client instance.
@@ -3037,14 +3299,34 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3037 UUID friendTransactionID = UUID.Random(); 3299 UUID friendTransactionID = UUID.Random();
3038 3300
3039 //m_pendingFriendRequests.Add(friendTransactionID, fromAgentID); 3301 //m_pendingFriendRequests.Add(friendTransactionID, fromAgentID);
3040 3302
3041 GridInstantMessage msg = new GridInstantMessage(); 3303 GridInstantMessage msg = new GridInstantMessage();
3042 msg.fromAgentID = new Guid(m_host.UUID.ToString()); // fromAgentID.Guid; 3304 msg.fromAgentID = new Guid(m_host.UUID.ToString()); // fromAgentID.Guid;
3043 msg.toAgentID = new Guid(user); // toAgentID.Guid; 3305 msg.toAgentID = new Guid(user); // toAgentID.Guid;
3044 msg.imSessionID = new Guid(friendTransactionID.ToString()); // This is the item we're mucking with here 3306 msg.imSessionID = new Guid(friendTransactionID.ToString()); // This is the item we're mucking with here
3045// m_log.Debug("[Scripting IM]: From:" + msg.fromAgentID.ToString() + " To: " + msg.toAgentID.ToString() + " Session:" + msg.imSessionID.ToString() + " Message:" + message); 3307// m_log.Debug("[Scripting IM]: From:" + msg.fromAgentID.ToString() + " To: " + msg.toAgentID.ToString() + " Session:" + msg.imSessionID.ToString() + " Message:" + message);
3046// m_log.Debug("[Scripting IM]: Filling Session: " + msg.imSessionID.ToString()); 3308// m_log.Debug("[Scripting IM]: Filling Session: " + msg.imSessionID.ToString());
3047 msg.timestamp = (uint)Util.UnixTimeSinceEpoch();// timestamp; 3309// DateTime dt = DateTime.UtcNow;
3310//
3311// // Ticks from UtcNow, but make it look like local. Evil, huh?
3312// dt = DateTime.SpecifyKind(dt, DateTimeKind.Local);
3313//
3314// try
3315// {
3316// // Convert that to the PST timezone
3317// TimeZoneInfo timeZoneInfo = TimeZoneInfo.FindSystemTimeZoneById("America/Los_Angeles");
3318// dt = TimeZoneInfo.ConvertTime(dt, timeZoneInfo);
3319// }
3320// catch
3321// {
3322// // No logging here, as it could be VERY spammy
3323// }
3324//
3325// // And make it look local again to fool the unix time util
3326// dt = DateTime.SpecifyKind(dt, DateTimeKind.Utc);
3327
3328 msg.timestamp = (uint)Util.UnixTimeSinceEpoch();
3329
3048 //if (client != null) 3330 //if (client != null)
3049 //{ 3331 //{
3050 msg.fromAgentName = m_host.Name;//client.FirstName + " " + client.LastName;// fromAgentName; 3332 msg.fromAgentName = m_host.Name;//client.FirstName + " " + client.LastName;// fromAgentName;
@@ -3058,13 +3340,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3058 msg.message = message.Substring(0, 1024); 3340 msg.message = message.Substring(0, 1024);
3059 else 3341 else
3060 msg.message = message; 3342 msg.message = message;
3061 msg.dialog = (byte)19; // messgage from script ??? // dialog; 3343 msg.dialog = (byte)19; // MessageFromObject
3062 msg.fromGroup = false;// fromGroup; 3344 msg.fromGroup = false;// fromGroup;
3063 msg.offline = (byte)0; //offline; 3345 msg.offline = (byte)0; //offline;
3064 msg.ParentEstateID = 0; //ParentEstateID; 3346 msg.ParentEstateID = World.RegionInfo.EstateSettings.EstateID;
3065 msg.Position = Vector3.Zero;// new Vector3(m_host.AbsolutePosition); 3347 msg.Position = new Vector3(m_host.AbsolutePosition);
3066 msg.RegionID = World.RegionInfo.RegionID.Guid;//RegionID.Guid; 3348 msg.RegionID = World.RegionInfo.RegionID.Guid;
3067 msg.binaryBucket = new byte[0];// binaryBucket; 3349 msg.binaryBucket = Util.StringToBytes256(m_host.OwnerID.ToString());
3068 3350
3069 if (m_TransferModule != null) 3351 if (m_TransferModule != null)
3070 { 3352 {
@@ -3084,7 +3366,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3084 } 3366 }
3085 3367
3086 emailModule.SendEmail(m_host.UUID, address, subject, message); 3368 emailModule.SendEmail(m_host.UUID, address, subject, message);
3087 ScriptSleep(20000); 3369 ScriptSleep(15000);
3088 } 3370 }
3089 3371
3090 public void llGetNextEmail(string address, string subject) 3372 public void llGetNextEmail(string address, string subject)
@@ -3186,13 +3468,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3186 m_host.AddScriptLPS(1); 3468 m_host.AddScriptLPS(1);
3187 } 3469 }
3188 3470
3189 public void llRotLookAt(LSL_Rotation target, double strength, double damping)
3190 {
3191 m_host.AddScriptLPS(1);
3192 Quaternion rot = new Quaternion((float)target.x, (float)target.y, (float)target.z, (float)target.s);
3193 m_host.RotLookAt(rot, (float)strength, (float)damping);
3194 }
3195
3196 public LSL_Integer llStringLength(string str) 3471 public LSL_Integer llStringLength(string str)
3197 { 3472 {
3198 m_host.AddScriptLPS(1); 3473 m_host.AddScriptLPS(1);
@@ -3216,14 +3491,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3216 3491
3217 TaskInventoryItem item; 3492 TaskInventoryItem item;
3218 3493
3219 lock (m_host.TaskInventory) 3494 m_host.TaskInventory.LockItemsForRead(true);
3495 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
3220 { 3496 {
3221 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3497 m_host.TaskInventory.LockItemsForRead(false);
3222 return; 3498 return;
3223 else
3224 item = m_host.TaskInventory[InventorySelf()];
3225 } 3499 }
3226 3500 else
3501 {
3502 item = m_host.TaskInventory[InventorySelf()];
3503 }
3504 m_host.TaskInventory.LockItemsForRead(false);
3227 if (item.PermsGranter == UUID.Zero) 3505 if (item.PermsGranter == UUID.Zero)
3228 return; 3506 return;
3229 3507
@@ -3253,13 +3531,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3253 3531
3254 TaskInventoryItem item; 3532 TaskInventoryItem item;
3255 3533
3256 lock (m_host.TaskInventory) 3534 m_host.TaskInventory.LockItemsForRead(true);
3535 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
3257 { 3536 {
3258 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3537 m_host.TaskInventory.LockItemsForRead(false);
3259 return; 3538 return;
3260 else 3539 }
3261 item = m_host.TaskInventory[InventorySelf()]; 3540 else
3541 {
3542 item = m_host.TaskInventory[InventorySelf()];
3262 } 3543 }
3544 m_host.TaskInventory.LockItemsForRead(false);
3545
3263 3546
3264 if (item.PermsGranter == UUID.Zero) 3547 if (item.PermsGranter == UUID.Zero)
3265 return; 3548 return;
@@ -3330,10 +3613,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3330 3613
3331 TaskInventoryItem item; 3614 TaskInventoryItem item;
3332 3615
3333 lock (m_host.TaskInventory) 3616
3617 m_host.TaskInventory.LockItemsForRead(true);
3618 if (!m_host.TaskInventory.ContainsKey(invItemID))
3619 {
3620 m_host.TaskInventory.LockItemsForRead(false);
3621 return;
3622 }
3623 else
3334 { 3624 {
3335 item = m_host.TaskInventory[invItemID]; 3625 item = m_host.TaskInventory[invItemID];
3336 } 3626 }
3627 m_host.TaskInventory.LockItemsForRead(false);
3337 3628
3338 if (agentID == UUID.Zero || perm == 0) // Releasing permissions 3629 if (agentID == UUID.Zero || perm == 0) // Releasing permissions
3339 { 3630 {
@@ -3365,11 +3656,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3365 3656
3366 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms 3657 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms
3367 { 3658 {
3368 lock (m_host.TaskInventory) 3659 m_host.TaskInventory.LockItemsForWrite(true);
3369 { 3660 m_host.TaskInventory[invItemID].PermsGranter = agentID;
3370 m_host.TaskInventory[invItemID].PermsGranter = agentID; 3661 m_host.TaskInventory[invItemID].PermsMask = perm;
3371 m_host.TaskInventory[invItemID].PermsMask = perm; 3662 m_host.TaskInventory.LockItemsForWrite(false);
3372 }
3373 3663
3374 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams( 3664 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams(
3375 "run_time_permissions", new Object[] { 3665 "run_time_permissions", new Object[] {
@@ -3389,11 +3679,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3389 3679
3390 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms 3680 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms
3391 { 3681 {
3392 lock (m_host.TaskInventory) 3682 m_host.TaskInventory.LockItemsForWrite(true);
3393 { 3683 m_host.TaskInventory[invItemID].PermsGranter = agentID;
3394 m_host.TaskInventory[invItemID].PermsGranter = agentID; 3684 m_host.TaskInventory[invItemID].PermsMask = perm;
3395 m_host.TaskInventory[invItemID].PermsMask = perm; 3685 m_host.TaskInventory.LockItemsForWrite(false);
3396 }
3397 3686
3398 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams( 3687 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams(
3399 "run_time_permissions", new Object[] { 3688 "run_time_permissions", new Object[] {
@@ -3414,11 +3703,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3414 3703
3415 if (!m_waitingForScriptAnswer) 3704 if (!m_waitingForScriptAnswer)
3416 { 3705 {
3417 lock (m_host.TaskInventory) 3706 m_host.TaskInventory.LockItemsForWrite(true);
3418 { 3707 m_host.TaskInventory[invItemID].PermsGranter = agentID;
3419 m_host.TaskInventory[invItemID].PermsGranter = agentID; 3708 m_host.TaskInventory[invItemID].PermsMask = 0;
3420 m_host.TaskInventory[invItemID].PermsMask = 0; 3709 m_host.TaskInventory.LockItemsForWrite(false);
3421 }
3422 3710
3423 presence.ControllingClient.OnScriptAnswer += handleScriptAnswer; 3711 presence.ControllingClient.OnScriptAnswer += handleScriptAnswer;
3424 m_waitingForScriptAnswer=true; 3712 m_waitingForScriptAnswer=true;
@@ -3453,10 +3741,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3453 if ((answer & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) == 0) 3741 if ((answer & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) == 0)
3454 llReleaseControls(); 3742 llReleaseControls();
3455 3743
3456 lock (m_host.TaskInventory) 3744
3457 { 3745 m_host.TaskInventory.LockItemsForWrite(true);
3458 m_host.TaskInventory[invItemID].PermsMask = answer; 3746 m_host.TaskInventory[invItemID].PermsMask = answer;
3459 } 3747 m_host.TaskInventory.LockItemsForWrite(false);
3748
3460 3749
3461 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams( 3750 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams(
3462 "run_time_permissions", new Object[] { 3751 "run_time_permissions", new Object[] {
@@ -3468,16 +3757,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3468 { 3757 {
3469 m_host.AddScriptLPS(1); 3758 m_host.AddScriptLPS(1);
3470 3759
3471 lock (m_host.TaskInventory) 3760 m_host.TaskInventory.LockItemsForRead(true);
3761
3762 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
3472 { 3763 {
3473 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 3764 if (item.Type == 10 && item.ItemID == m_itemID)
3474 { 3765 {
3475 if (item.Type == 10 && item.ItemID == m_itemID) 3766 m_host.TaskInventory.LockItemsForRead(false);
3476 { 3767 return item.PermsGranter.ToString();
3477 return item.PermsGranter.ToString();
3478 }
3479 } 3768 }
3480 } 3769 }
3770 m_host.TaskInventory.LockItemsForRead(false);
3481 3771
3482 return UUID.Zero.ToString(); 3772 return UUID.Zero.ToString();
3483 } 3773 }
@@ -3486,19 +3776,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3486 { 3776 {
3487 m_host.AddScriptLPS(1); 3777 m_host.AddScriptLPS(1);
3488 3778
3489 lock (m_host.TaskInventory) 3779 m_host.TaskInventory.LockItemsForRead(true);
3780
3781 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
3490 { 3782 {
3491 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 3783 if (item.Type == 10 && item.ItemID == m_itemID)
3492 { 3784 {
3493 if (item.Type == 10 && item.ItemID == m_itemID) 3785 int perms = item.PermsMask;
3494 { 3786 if (m_automaticLinkPermission)
3495 int perms = item.PermsMask; 3787 perms |= ScriptBaseClass.PERMISSION_CHANGE_LINKS;
3496 if (m_automaticLinkPermission) 3788 m_host.TaskInventory.LockItemsForRead(false);
3497 perms |= ScriptBaseClass.PERMISSION_CHANGE_LINKS; 3789 return perms;
3498 return perms;
3499 }
3500 } 3790 }
3501 } 3791 }
3792 m_host.TaskInventory.LockItemsForRead(false);
3502 3793
3503 return 0; 3794 return 0;
3504 } 3795 }
@@ -3520,9 +3811,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3520 public void llSetLinkColor(int linknumber, LSL_Vector color, int face) 3811 public void llSetLinkColor(int linknumber, LSL_Vector color, int face)
3521 { 3812 {
3522 List<SceneObjectPart> parts = GetLinkParts(linknumber); 3813 List<SceneObjectPart> parts = GetLinkParts(linknumber);
3523 3814 if (parts.Count > 0)
3524 foreach (SceneObjectPart part in parts) 3815 {
3525 part.SetFaceColor(new Vector3((float)color.x, (float)color.y, (float)color.z), face); 3816 try
3817 {
3818 parts[0].ParentGroup.areUpdatesSuspended = true;
3819 foreach (SceneObjectPart part in parts)
3820 part.SetFaceColor(new Vector3((float)color.x, (float)color.y, (float)color.z), face);
3821 }
3822 finally
3823 {
3824 parts[0].ParentGroup.areUpdatesSuspended = false;
3825 }
3826 }
3526 } 3827 }
3527 3828
3528 public void llCreateLink(string target, int parent) 3829 public void llCreateLink(string target, int parent)
@@ -3535,11 +3836,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3535 return; 3836 return;
3536 3837
3537 TaskInventoryItem item; 3838 TaskInventoryItem item;
3538 lock (m_host.TaskInventory) 3839 m_host.TaskInventory.LockItemsForRead(true);
3539 { 3840 item = m_host.TaskInventory[invItemID];
3540 item = m_host.TaskInventory[invItemID]; 3841 m_host.TaskInventory.LockItemsForRead(false);
3541 } 3842
3542
3543 if ((item.PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0 3843 if ((item.PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0
3544 && !m_automaticLinkPermission) 3844 && !m_automaticLinkPermission)
3545 { 3845 {
@@ -3560,7 +3860,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3560 3860
3561 if (targetPart != null) 3861 if (targetPart != null)
3562 { 3862 {
3563 if (parent != 0) { 3863 if (parent != 0)
3864 {
3564 parentPrim = m_host.ParentGroup; 3865 parentPrim = m_host.ParentGroup;
3565 childPrim = targetPart.ParentGroup; 3866 childPrim = targetPart.ParentGroup;
3566 } 3867 }
@@ -3592,16 +3893,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3592 m_host.AddScriptLPS(1); 3893 m_host.AddScriptLPS(1);
3593 UUID invItemID = InventorySelf(); 3894 UUID invItemID = InventorySelf();
3594 3895
3595 lock (m_host.TaskInventory) 3896 m_host.TaskInventory.LockItemsForRead(true);
3596 {
3597 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0 3897 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0
3598 && !m_automaticLinkPermission) 3898 && !m_automaticLinkPermission)
3599 { 3899 {
3600 ShoutError("Script trying to link but PERMISSION_CHANGE_LINKS permission not set!"); 3900 ShoutError("Script trying to link but PERMISSION_CHANGE_LINKS permission not set!");
3901 m_host.TaskInventory.LockItemsForRead(false);
3601 return; 3902 return;
3602 } 3903 }
3603 } 3904 m_host.TaskInventory.LockItemsForRead(false);
3604 3905
3605 if (linknum < ScriptBaseClass.LINK_THIS) 3906 if (linknum < ScriptBaseClass.LINK_THIS)
3606 return; 3907 return;
3607 3908
@@ -3640,10 +3941,22 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3640 // Restructuring Multiple Prims. 3941 // Restructuring Multiple Prims.
3641 List<SceneObjectPart> parts = new List<SceneObjectPart>(parentPrim.Parts); 3942 List<SceneObjectPart> parts = new List<SceneObjectPart>(parentPrim.Parts);
3642 parts.Remove(parentPrim.RootPart); 3943 parts.Remove(parentPrim.RootPart);
3643 foreach (SceneObjectPart part in parts) 3944 if (parts.Count > 0)
3644 { 3945 {
3645 parentPrim.DelinkFromGroup(part.LocalId, true); 3946 try
3947 {
3948 parts[0].ParentGroup.areUpdatesSuspended = true;
3949 foreach (SceneObjectPart part in parts)
3950 {
3951 parentPrim.DelinkFromGroup(part.LocalId, true);
3952 }
3953 }
3954 finally
3955 {
3956 parts[0].ParentGroup.areUpdatesSuspended = false;
3957 }
3646 } 3958 }
3959
3647 parentPrim.HasGroupChanged = true; 3960 parentPrim.HasGroupChanged = true;
3648 parentPrim.ScheduleGroupForFullUpdate(); 3961 parentPrim.ScheduleGroupForFullUpdate();
3649 parentPrim.TriggerScriptChangedEvent(Changed.LINK); 3962 parentPrim.TriggerScriptChangedEvent(Changed.LINK);
@@ -3652,11 +3965,22 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3652 { 3965 {
3653 SceneObjectPart newRoot = parts[0]; 3966 SceneObjectPart newRoot = parts[0];
3654 parts.Remove(newRoot); 3967 parts.Remove(newRoot);
3655 foreach (SceneObjectPart part in parts) 3968
3969 try
3656 { 3970 {
3657 part.UpdateFlag = 0; 3971 parts[0].ParentGroup.areUpdatesSuspended = true;
3658 newRoot.ParentGroup.LinkToGroup(part.ParentGroup); 3972 foreach (SceneObjectPart part in parts)
3973 {
3974 part.UpdateFlag = 0;
3975 newRoot.ParentGroup.LinkToGroup(part.ParentGroup);
3976 }
3659 } 3977 }
3978 finally
3979 {
3980 parts[0].ParentGroup.areUpdatesSuspended = false;
3981 }
3982
3983
3660 newRoot.ParentGroup.HasGroupChanged = true; 3984 newRoot.ParentGroup.HasGroupChanged = true;
3661 newRoot.ParentGroup.ScheduleGroupForFullUpdate(); 3985 newRoot.ParentGroup.ScheduleGroupForFullUpdate();
3662 } 3986 }
@@ -3702,6 +4026,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3702 } 4026 }
3703 else 4027 else
3704 { 4028 {
4029 if (linknum > m_host.ParentGroup.PrimCount || (linknum == 1 && m_host.ParentGroup.PrimCount == 1))
4030 {
4031 linknum -= (m_host.ParentGroup.PrimCount) + 1;
4032
4033 if (linknum < 0)
4034 return UUID.Zero.ToString();
4035
4036 List<ScenePresence> avatars = GetLinkAvatars(ScriptBaseClass.LINK_SET);
4037 if (avatars.Count > linknum)
4038 {
4039 return avatars[linknum].UUID.ToString();
4040 }
4041 }
3705 return UUID.Zero.ToString(); 4042 return UUID.Zero.ToString();
3706 } 4043 }
3707 } 4044 }
@@ -3778,17 +4115,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3778 m_host.AddScriptLPS(1); 4115 m_host.AddScriptLPS(1);
3779 int count = 0; 4116 int count = 0;
3780 4117
3781 lock (m_host.TaskInventory) 4118 m_host.TaskInventory.LockItemsForRead(true);
4119 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
3782 { 4120 {
3783 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 4121 if (inv.Value.Type == type || type == -1)
3784 { 4122 {
3785 if (inv.Value.Type == type || type == -1) 4123 count = count + 1;
3786 {
3787 count = count + 1;
3788 }
3789 } 4124 }
3790 } 4125 }
3791 4126
4127 m_host.TaskInventory.LockItemsForRead(false);
3792 return count; 4128 return count;
3793 } 4129 }
3794 4130
@@ -3797,16 +4133,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3797 m_host.AddScriptLPS(1); 4133 m_host.AddScriptLPS(1);
3798 ArrayList keys = new ArrayList(); 4134 ArrayList keys = new ArrayList();
3799 4135
3800 lock (m_host.TaskInventory) 4136 m_host.TaskInventory.LockItemsForRead(true);
4137 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
3801 { 4138 {
3802 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 4139 if (inv.Value.Type == type || type == -1)
3803 { 4140 {
3804 if (inv.Value.Type == type || type == -1) 4141 keys.Add(inv.Value.Name);
3805 {
3806 keys.Add(inv.Value.Name);
3807 }
3808 } 4142 }
3809 } 4143 }
4144 m_host.TaskInventory.LockItemsForRead(false);
3810 4145
3811 if (keys.Count == 0) 4146 if (keys.Count == 0)
3812 { 4147 {
@@ -3843,20 +4178,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3843 } 4178 }
3844 4179
3845 // move the first object found with this inventory name 4180 // move the first object found with this inventory name
3846 lock (m_host.TaskInventory) 4181 m_host.TaskInventory.LockItemsForRead(true);
4182 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
3847 { 4183 {
3848 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 4184 if (inv.Value.Name == inventory)
3849 { 4185 {
3850 if (inv.Value.Name == inventory) 4186 found = true;
3851 { 4187 objId = inv.Key;
3852 found = true; 4188 assetType = inv.Value.Type;
3853 objId = inv.Key; 4189 objName = inv.Value.Name;
3854 assetType = inv.Value.Type; 4190 break;
3855 objName = inv.Value.Name;
3856 break;
3857 }
3858 } 4191 }
3859 } 4192 }
4193 m_host.TaskInventory.LockItemsForRead(false);
3860 4194
3861 if (!found) 4195 if (!found)
3862 { 4196 {
@@ -3864,9 +4198,30 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3864 throw new Exception(String.Format("The inventory object '{0}' could not be found", inventory)); 4198 throw new Exception(String.Format("The inventory object '{0}' could not be found", inventory));
3865 } 4199 }
3866 4200
3867 // check if destination is an avatar 4201 // check if destination is an object
3868 if (World.GetScenePresence(destId) != null) 4202 if (World.GetSceneObjectPart(destId) != null)
3869 { 4203 {
4204 // destination is an object
4205 World.MoveTaskInventoryItem(destId, m_host, objId);
4206 }
4207 else
4208 {
4209 ScenePresence presence = World.GetScenePresence(destId);
4210
4211 if (presence == null)
4212 {
4213 UserAccount account =
4214 World.UserAccountService.GetUserAccount(
4215 World.RegionInfo.ScopeID,
4216 destId);
4217
4218 if (account == null)
4219 {
4220 llSay(0, "Can't find destination "+destId.ToString());
4221 return;
4222 }
4223 }
4224
3870 // destination is an avatar 4225 // destination is an avatar
3871 InventoryItemBase agentItem = World.MoveTaskInventoryItem(destId, UUID.Zero, m_host, objId); 4226 InventoryItemBase agentItem = World.MoveTaskInventoryItem(destId, UUID.Zero, m_host, objId);
3872 4227
@@ -3890,31 +4245,36 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3890 4245
3891 if (m_TransferModule != null) 4246 if (m_TransferModule != null)
3892 m_TransferModule.SendInstantMessage(msg, delegate(bool success) {}); 4247 m_TransferModule.SendInstantMessage(msg, delegate(bool success) {});
4248
4249 //This delay should only occur when giving inventory to avatars.
4250 ScriptSleep(3000);
3893 } 4251 }
3894 else
3895 {
3896 // destination is an object
3897 World.MoveTaskInventoryItem(destId, m_host, objId);
3898 }
3899 ScriptSleep(3000);
3900 } 4252 }
3901 4253
4254 [DebuggerNonUserCode]
3902 public void llRemoveInventory(string name) 4255 public void llRemoveInventory(string name)
3903 { 4256 {
3904 m_host.AddScriptLPS(1); 4257 m_host.AddScriptLPS(1);
3905 4258
3906 lock (m_host.TaskInventory) 4259 List<TaskInventoryItem> inv;
4260 try
3907 { 4261 {
3908 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 4262 m_host.TaskInventory.LockItemsForRead(true);
4263 inv = new List<TaskInventoryItem>(m_host.TaskInventory.Values);
4264 }
4265 finally
4266 {
4267 m_host.TaskInventory.LockItemsForRead(false);
4268 }
4269 foreach (TaskInventoryItem item in inv)
4270 {
4271 if (item.Name == name)
3909 { 4272 {
3910 if (item.Name == name) 4273 if (item.ItemID == m_itemID)
3911 { 4274 throw new ScriptDeleteException();
3912 if (item.ItemID == m_itemID) 4275 else
3913 throw new ScriptDeleteException(); 4276 m_host.Inventory.RemoveInventoryItem(item.ItemID);
3914 else 4277 return;
3915 m_host.Inventory.RemoveInventoryItem(item.ItemID);
3916 return;
3917 }
3918 } 4278 }
3919 } 4279 }
3920 } 4280 }
@@ -3980,6 +4340,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3980 ce.time = Util.EnvironmentTickCount(); 4340 ce.time = Util.EnvironmentTickCount();
3981 ce.account = account; 4341 ce.account = account;
3982 ce.pinfo = pinfo; 4342 ce.pinfo = pinfo;
4343 m_userInfoCache[uuid] = ce;
3983 } 4344 }
3984 else 4345 else
3985 { 4346 {
@@ -4055,6 +4416,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4055 { 4416 {
4056 m_host.AddScriptLPS(1); 4417 m_host.AddScriptLPS(1);
4057 4418
4419 //Clone is thread safe
4058 TaskInventoryDictionary itemDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone(); 4420 TaskInventoryDictionary itemDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
4059 4421
4060 foreach (TaskInventoryItem item in itemDictionary.Values) 4422 foreach (TaskInventoryItem item in itemDictionary.Values)
@@ -4108,6 +4470,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4108 ScenePresence presence = World.GetScenePresence(agentId); 4470 ScenePresence presence = World.GetScenePresence(agentId);
4109 if (presence != null) 4471 if (presence != null)
4110 { 4472 {
4473 // agent must not be a god
4474 if (presence.GodLevel >= 200) return;
4475
4111 // agent must be over the owners land 4476 // agent must be over the owners land
4112 if (m_host.OwnerID == World.LandChannel.GetLandObject( 4477 if (m_host.OwnerID == World.LandChannel.GetLandObject(
4113 presence.AbsolutePosition.X, presence.AbsolutePosition.Y).LandData.OwnerID) 4478 presence.AbsolutePosition.X, presence.AbsolutePosition.Y).LandData.OwnerID)
@@ -4130,7 +4495,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4130 UUID av = new UUID(); 4495 UUID av = new UUID();
4131 if (!UUID.TryParse(agent,out av)) 4496 if (!UUID.TryParse(agent,out av))
4132 { 4497 {
4133 LSLError("First parameter to llDialog needs to be a key"); 4498 //LSLError("First parameter to llDialog needs to be a key");
4134 return; 4499 return;
4135 } 4500 }
4136 4501
@@ -4167,17 +4532,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4167 UUID soundId = UUID.Zero; 4532 UUID soundId = UUID.Zero;
4168 if (!UUID.TryParse(impact_sound, out soundId)) 4533 if (!UUID.TryParse(impact_sound, out soundId))
4169 { 4534 {
4170 lock (m_host.TaskInventory) 4535 m_host.TaskInventory.LockItemsForRead(true);
4536 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
4171 { 4537 {
4172 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 4538 if (item.Type == (int)AssetType.Sound && item.Name == impact_sound)
4173 { 4539 {
4174 if (item.Type == (int)AssetType.Sound && item.Name == impact_sound) 4540 soundId = item.AssetID;
4175 { 4541 break;
4176 soundId = item.AssetID;
4177 break;
4178 }
4179 } 4542 }
4180 } 4543 }
4544 m_host.TaskInventory.LockItemsForRead(false);
4181 } 4545 }
4182 m_host.CollisionSound = soundId; 4546 m_host.CollisionSound = soundId;
4183 m_host.CollisionSoundVolume = (float)impact_volume; 4547 m_host.CollisionSoundVolume = (float)impact_volume;
@@ -4223,6 +4587,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4223 UUID partItemID; 4587 UUID partItemID;
4224 foreach (SceneObjectPart part in parts) 4588 foreach (SceneObjectPart part in parts)
4225 { 4589 {
4590 //Clone is thread safe
4226 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)part.TaskInventory.Clone(); 4591 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)part.TaskInventory.Clone();
4227 4592
4228 foreach (TaskInventoryItem item in itemsDictionary.Values) 4593 foreach (TaskInventoryItem item in itemsDictionary.Values)
@@ -4437,17 +4802,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4437 4802
4438 m_host.AddScriptLPS(1); 4803 m_host.AddScriptLPS(1);
4439 4804
4440 lock (m_host.TaskInventory) 4805 m_host.TaskInventory.LockItemsForRead(true);
4806 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
4441 { 4807 {
4442 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 4808 if (item.Type == 10 && item.ItemID == m_itemID)
4443 { 4809 {
4444 if (item.Type == 10 && item.ItemID == m_itemID) 4810 result = item.Name!=null?item.Name:String.Empty;
4445 { 4811 break;
4446 result = item.Name != null ? item.Name : String.Empty;
4447 break;
4448 }
4449 } 4812 }
4450 } 4813 }
4814 m_host.TaskInventory.LockItemsForRead(false);
4451 4815
4452 return result; 4816 return result;
4453 } 4817 }
@@ -4600,23 +4964,24 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4600 { 4964 {
4601 m_host.AddScriptLPS(1); 4965 m_host.AddScriptLPS(1);
4602 4966
4603 lock (m_host.TaskInventory) 4967 m_host.TaskInventory.LockItemsForRead(true);
4968 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
4604 { 4969 {
4605 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 4970 if (inv.Value.Name == name)
4606 { 4971 {
4607 if (inv.Value.Name == name) 4972 if ((inv.Value.CurrentPermissions & (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify)) == (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify))
4608 { 4973 {
4609 if ((inv.Value.CurrentPermissions & (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify)) == (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify)) 4974 m_host.TaskInventory.LockItemsForRead(false);
4610 { 4975 return inv.Value.AssetID.ToString();
4611 return inv.Value.AssetID.ToString(); 4976 }
4612 } 4977 else
4613 else 4978 {
4614 { 4979 m_host.TaskInventory.LockItemsForRead(false);
4615 return UUID.Zero.ToString(); 4980 return UUID.Zero.ToString();
4616 }
4617 } 4981 }
4618 } 4982 }
4619 } 4983 }
4984 m_host.TaskInventory.LockItemsForRead(false);
4620 4985
4621 return UUID.Zero.ToString(); 4986 return UUID.Zero.ToString();
4622 } 4987 }
@@ -4769,14 +5134,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4769 { 5134 {
4770 m_host.AddScriptLPS(1); 5135 m_host.AddScriptLPS(1);
4771 5136
4772 if (src == null) 5137 return src.Length;
4773 {
4774 return 0;
4775 }
4776 else
4777 {
4778 return src.Length;
4779 }
4780 } 5138 }
4781 5139
4782 public LSL_Integer llList2Integer(LSL_List src, int index) 5140 public LSL_Integer llList2Integer(LSL_List src, int index)
@@ -4822,7 +5180,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4822 else if (src.Data[index] is LSL_Float) 5180 else if (src.Data[index] is LSL_Float)
4823 return Convert.ToDouble(((LSL_Float) src.Data[index]).value); 5181 return Convert.ToDouble(((LSL_Float) src.Data[index]).value);
4824 else if (src.Data[index] is LSL_String) 5182 else if (src.Data[index] is LSL_String)
4825 return Convert.ToDouble(((LSL_String) src.Data[index]).m_string); 5183 {
5184 string str = ((LSL_String) src.Data[index]).m_string;
5185 Match m = Regex.Match(str, "^\\s*(-?\\+?[,0-9]+\\.?[0-9]*)");
5186 if (m != Match.Empty)
5187 {
5188 str = m.Value;
5189 double d = 0.0;
5190 if (!Double.TryParse(str, out d))
5191 return 0.0;
5192
5193 return d;
5194 }
5195 return 0.0;
5196 }
4826 return Convert.ToDouble(src.Data[index]); 5197 return Convert.ToDouble(src.Data[index]);
4827 } 5198 }
4828 catch (FormatException) 5199 catch (FormatException)
@@ -5095,7 +5466,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5095 } 5466 }
5096 } 5467 }
5097 } 5468 }
5098 else { 5469 else
5470 {
5099 object[] array = new object[src.Length]; 5471 object[] array = new object[src.Length];
5100 Array.Copy(src.Data, 0, array, 0, src.Length); 5472 Array.Copy(src.Data, 0, array, 0, src.Length);
5101 result = new LSL_List(array); 5473 result = new LSL_List(array);
@@ -5507,7 +5879,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5507 public void llSetSoundQueueing(int queue) 5879 public void llSetSoundQueueing(int queue)
5508 { 5880 {
5509 m_host.AddScriptLPS(1); 5881 m_host.AddScriptLPS(1);
5510 NotImplemented("llSetSoundQueueing");
5511 } 5882 }
5512 5883
5513 public void llSetSoundRadius(double radius) 5884 public void llSetSoundRadius(double radius)
@@ -5552,10 +5923,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5552 m_host.AddScriptLPS(1); 5923 m_host.AddScriptLPS(1);
5553 5924
5554 List<SceneObjectPart> parts = GetLinkParts(linknumber); 5925 List<SceneObjectPart> parts = GetLinkParts(linknumber);
5555 5926 if (parts.Count > 0)
5556 foreach (var part in parts)
5557 { 5927 {
5558 SetTextureAnim(part, mode, face, sizex, sizey, start, length, rate); 5928 try
5929 {
5930 parts[0].ParentGroup.areUpdatesSuspended = true;
5931 foreach (var part in parts)
5932 {
5933 SetTextureAnim(part, mode, face, sizex, sizey, start, length, rate);
5934 }
5935 }
5936 finally
5937 {
5938 parts[0].ParentGroup.areUpdatesSuspended = false;
5939 }
5559 } 5940 }
5560 } 5941 }
5561 5942
@@ -5609,6 +5990,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5609 ScriptSleep(5000); 5990 ScriptSleep(5000);
5610 } 5991 }
5611 5992
5993 public LSL_List llParseString2List(string str, LSL_List separators, LSL_List in_spacers)
5994 {
5995 return ParseString2List(str, separators, in_spacers, false);
5996 }
5997
5612 public LSL_Integer llOverMyLand(string id) 5998 public LSL_Integer llOverMyLand(string id)
5613 { 5999 {
5614 m_host.AddScriptLPS(1); 6000 m_host.AddScriptLPS(1);
@@ -5809,7 +6195,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5809 return m_host.ParentGroup.RootPart.AttachmentPoint; 6195 return m_host.ParentGroup.RootPart.AttachmentPoint;
5810 } 6196 }
5811 6197
5812 public LSL_Integer llGetFreeMemory() 6198 public virtual LSL_Integer llGetFreeMemory()
5813 { 6199 {
5814 m_host.AddScriptLPS(1); 6200 m_host.AddScriptLPS(1);
5815 // Make scripts designed for LSO happy 6201 // Make scripts designed for LSO happy
@@ -5926,7 +6312,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5926 SetParticleSystem(m_host, rules); 6312 SetParticleSystem(m_host, rules);
5927 } 6313 }
5928 6314
5929 private void SetParticleSystem(SceneObjectPart part, LSL_List rules) { 6315 private void SetParticleSystem(SceneObjectPart part, LSL_List rules)
6316 {
5930 6317
5931 6318
5932 if (rules.Length == 0) 6319 if (rules.Length == 0)
@@ -6120,14 +6507,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6120 6507
6121 protected UUID GetTaskInventoryItem(string name) 6508 protected UUID GetTaskInventoryItem(string name)
6122 { 6509 {
6123 lock (m_host.TaskInventory) 6510 m_host.TaskInventory.LockItemsForRead(true);
6511 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
6124 { 6512 {
6125 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 6513 if (inv.Value.Name == name)
6126 { 6514 {
6127 if (inv.Value.Name == name) 6515 m_host.TaskInventory.LockItemsForRead(false);
6128 return inv.Key; 6516 return inv.Key;
6129 } 6517 }
6130 } 6518 }
6519 m_host.TaskInventory.LockItemsForRead(false);
6131 6520
6132 return UUID.Zero; 6521 return UUID.Zero;
6133 } 6522 }
@@ -6377,13 +6766,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6377 UUID av = new UUID(); 6766 UUID av = new UUID();
6378 if (!UUID.TryParse(avatar,out av)) 6767 if (!UUID.TryParse(avatar,out av))
6379 { 6768 {
6380 LSLError("First parameter to llDialog needs to be a key"); 6769 //LSLError("First parameter to llDialog needs to be a key");
6381 return; 6770 return;
6382 } 6771 }
6383 if (buttons.Length < 1) 6772 if (buttons.Length < 1)
6384 { 6773 {
6385 LSLError("No less than 1 button can be shown"); 6774 buttons.Add("OK");
6386 return;
6387 } 6775 }
6388 if (buttons.Length > 12) 6776 if (buttons.Length > 12)
6389 { 6777 {
@@ -6400,7 +6788,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6400 } 6788 }
6401 if (buttons.Data[i].ToString().Length > 24) 6789 if (buttons.Data[i].ToString().Length > 24)
6402 { 6790 {
6403 LSLError("button label cannot be longer than 24 characters"); 6791 llWhisper(ScriptBaseClass.DEBUG_CHANNEL, "button label cannot be longer than 24 characters");
6404 return; 6792 return;
6405 } 6793 }
6406 buts[i] = buttons.Data[i].ToString(); 6794 buts[i] = buttons.Data[i].ToString();
@@ -6464,22 +6852,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6464 } 6852 }
6465 6853
6466 // copy the first script found with this inventory name 6854 // copy the first script found with this inventory name
6467 lock (m_host.TaskInventory) 6855 m_host.TaskInventory.LockItemsForRead(true);
6856 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
6468 { 6857 {
6469 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 6858 if (inv.Value.Name == name)
6470 { 6859 {
6471 if (inv.Value.Name == name) 6860 // make sure the object is a script
6861 if (10 == inv.Value.Type)
6472 { 6862 {
6473 // make sure the object is a script 6863 found = true;
6474 if (10 == inv.Value.Type) 6864 srcId = inv.Key;
6475 { 6865 break;
6476 found = true;
6477 srcId = inv.Key;
6478 break;
6479 }
6480 } 6866 }
6481 } 6867 }
6482 } 6868 }
6869 m_host.TaskInventory.LockItemsForRead(false);
6483 6870
6484 if (!found) 6871 if (!found)
6485 { 6872 {
@@ -6563,6 +6950,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6563 protected ObjectShapePacket.ObjectDataBlock SetPrimitiveBlockShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist) 6950 protected ObjectShapePacket.ObjectDataBlock SetPrimitiveBlockShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist)
6564 { 6951 {
6565 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock(); 6952 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock();
6953 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
6954 return shapeBlock;
6566 6955
6567 if (holeshape != (int)ScriptBaseClass.PRIM_HOLE_DEFAULT && 6956 if (holeshape != (int)ScriptBaseClass.PRIM_HOLE_DEFAULT &&
6568 holeshape != (int)ScriptBaseClass.PRIM_HOLE_CIRCLE && 6957 holeshape != (int)ScriptBaseClass.PRIM_HOLE_CIRCLE &&
@@ -6638,6 +7027,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6638 7027
6639 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector taper_b, LSL_Vector topshear, byte fudge) 7028 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector taper_b, LSL_Vector topshear, byte fudge)
6640 { 7029 {
7030 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7031 return;
7032
6641 ObjectShapePacket.ObjectDataBlock shapeBlock; 7033 ObjectShapePacket.ObjectDataBlock shapeBlock;
6642 7034
6643 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist); 7035 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist);
@@ -6687,6 +7079,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6687 7079
6688 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector dimple, byte fudge) 7080 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector dimple, byte fudge)
6689 { 7081 {
7082 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7083 return;
7084
6690 ObjectShapePacket.ObjectDataBlock shapeBlock; 7085 ObjectShapePacket.ObjectDataBlock shapeBlock;
6691 7086
6692 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist); 7087 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist);
@@ -6729,6 +7124,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6729 7124
6730 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector holesize, LSL_Vector topshear, LSL_Vector profilecut, LSL_Vector taper_a, float revolutions, float radiusoffset, float skew, byte fudge) 7125 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector holesize, LSL_Vector topshear, LSL_Vector profilecut, LSL_Vector taper_a, float revolutions, float radiusoffset, float skew, byte fudge)
6731 { 7126 {
7127 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7128 return;
7129
6732 ObjectShapePacket.ObjectDataBlock shapeBlock; 7130 ObjectShapePacket.ObjectDataBlock shapeBlock;
6733 7131
6734 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist); 7132 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist);
@@ -6855,6 +7253,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6855 7253
6856 protected void SetPrimitiveShapeParams(SceneObjectPart part, string map, int type) 7254 protected void SetPrimitiveShapeParams(SceneObjectPart part, string map, int type)
6857 { 7255 {
7256 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7257 return;
7258
6858 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock(); 7259 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock();
6859 UUID sculptId; 7260 UUID sculptId;
6860 7261
@@ -6870,13 +7271,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6870 shapeBlock.PathScaleX = 100; 7271 shapeBlock.PathScaleX = 100;
6871 shapeBlock.PathScaleY = 150; 7272 shapeBlock.PathScaleY = 150;
6872 7273
6873 if (type != (int)ScriptBaseClass.PRIM_SCULPT_TYPE_CYLINDER && 7274 if ((type & (int)ScriptBaseClass.PRIM_SCULPT_TYPE_CYLINDER) == 0 &&
6874 type != (int)ScriptBaseClass.PRIM_SCULPT_TYPE_PLANE && 7275 (type & (int)ScriptBaseClass.PRIM_SCULPT_TYPE_PLANE) == 0 &&
6875 type != (int)ScriptBaseClass.PRIM_SCULPT_TYPE_SPHERE && 7276 (type & (int)ScriptBaseClass.PRIM_SCULPT_TYPE_SPHERE) == 0 &&
6876 type != (int)ScriptBaseClass.PRIM_SCULPT_TYPE_TORUS) 7277 (type & (int)ScriptBaseClass.PRIM_SCULPT_TYPE_TORUS) == 0)
6877 { 7278 {
6878 // default 7279 // default
6879 type = (int)ScriptBaseClass.PRIM_SCULPT_TYPE_SPHERE; 7280 type = type | (int)ScriptBaseClass.PRIM_SCULPT_TYPE_SPHERE;
6880 } 7281 }
6881 7282
6882 // retain pathcurve 7283 // retain pathcurve
@@ -6895,30 +7296,82 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6895 ScriptSleep(200); 7296 ScriptSleep(200);
6896 } 7297 }
6897 7298
6898 public void llSetLinkPrimitiveParams(int linknumber, LSL_List rules) 7299 public void llSetLinkPrimitiveParamsFast(int linknumber, LSL_List rules)
6899 { 7300 {
6900 m_host.AddScriptLPS(1); 7301 m_host.AddScriptLPS(1);
6901 7302
6902 List<SceneObjectPart> parts = GetLinkParts(linknumber); 7303 List<SceneObjectPart> parts = GetLinkParts(linknumber);
7304 List<ScenePresence> avatars = GetLinkAvatars(linknumber);
7305 if (parts.Count>0)
7306 {
7307 try
7308 {
7309 parts[0].ParentGroup.areUpdatesSuspended = true;
7310 foreach (SceneObjectPart part in parts)
7311 SetPrimParams(part, rules);
7312 }
7313 finally
7314 {
7315 parts[0].ParentGroup.areUpdatesSuspended = false;
7316 }
7317 }
7318 if (avatars.Count > 0)
7319 {
7320 foreach (ScenePresence avatar in avatars)
7321 SetPrimParams(avatar, rules);
7322 }
7323 }
6903 7324
6904 foreach (SceneObjectPart part in parts) 7325 public void llSetLinkPrimitiveParams(int linknumber, LSL_List rules)
6905 SetPrimParams(part, rules); 7326 {
6906 7327 llSetLinkPrimitiveParamsFast(linknumber, rules);
6907 ScriptSleep(200); 7328 ScriptSleep(200);
6908 } 7329 }
6909 7330
6910 public void llSetLinkPrimitiveParamsFast(int linknumber, LSL_List rules) 7331 protected void SetPrimParams(ScenePresence av, LSL_List rules)
6911 { 7332 {
6912 m_host.AddScriptLPS(1); 7333 //This is a special version of SetPrimParams to deal with avatars which are sat on the linkset.
7334 //We only support PRIM_POSITION and PRIM_ROTATION
6913 7335
6914 List<SceneObjectPart> parts = GetLinkParts(linknumber); 7336 int idx = 0;
6915 7337
6916 foreach (SceneObjectPart part in parts) 7338 while (idx < rules.Length)
6917 SetPrimParams(part, rules); 7339 {
7340 int code = rules.GetLSLIntegerItem(idx++);
7341
7342 int remain = rules.Length - idx;
7343
7344
7345
7346 switch (code)
7347 {
7348 case (int)ScriptBaseClass.PRIM_POSITION:
7349 if (remain < 1)
7350 return;
7351 LSL_Vector v;
7352 v = rules.GetVector3Item(idx++);
7353 av.OffsetPosition = new Vector3((float)v.x, (float)v.y, (float)v.z);
7354 av.SendAvatarDataToAllAgents();
7355
7356 break;
7357
7358 case (int)ScriptBaseClass.PRIM_ROTATION:
7359 if (remain < 1)
7360 return;
7361 LSL_Rotation r;
7362 r = rules.GetQuaternionItem(idx++);
7363 av.OffsetRotation = new Quaternion((float)r.x, (float)r.y, (float)r.z, (float)r.s);
7364 av.SendAvatarDataToAllAgents();
7365 break;
7366 }
7367 }
6918 } 7368 }
6919 7369
6920 protected void SetPrimParams(SceneObjectPart part, LSL_List rules) 7370 protected void SetPrimParams(SceneObjectPart part, LSL_List rules)
6921 { 7371 {
7372 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7373 return;
7374
6922 int idx = 0; 7375 int idx = 0;
6923 7376
6924 while (idx < rules.Length) 7377 while (idx < rules.Length)
@@ -7453,13 +7906,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7453 public LSL_Integer llGetNumberOfPrims() 7906 public LSL_Integer llGetNumberOfPrims()
7454 { 7907 {
7455 m_host.AddScriptLPS(1); 7908 m_host.AddScriptLPS(1);
7456 int avatarCount = 0; 7909 int avatarCount = m_host.ParentGroup.GetLinkedAvatars().Count;
7457 World.ForEachScenePresence(delegate(ScenePresence presence) 7910
7458 {
7459 if (!presence.IsChildAgent && presence.ParentID != 0 && m_host.ParentGroup.HasChildPrim(presence.ParentID))
7460 avatarCount++;
7461 });
7462
7463 return m_host.ParentGroup.PrimCount + avatarCount; 7911 return m_host.ParentGroup.PrimCount + avatarCount;
7464 } 7912 }
7465 7913
@@ -7475,55 +7923,98 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7475 m_host.AddScriptLPS(1); 7923 m_host.AddScriptLPS(1);
7476 UUID objID = UUID.Zero; 7924 UUID objID = UUID.Zero;
7477 LSL_List result = new LSL_List(); 7925 LSL_List result = new LSL_List();
7926
7927 // If the ID is not valid, return null result
7478 if (!UUID.TryParse(obj, out objID)) 7928 if (!UUID.TryParse(obj, out objID))
7479 { 7929 {
7480 result.Add(new LSL_Vector()); 7930 result.Add(new LSL_Vector());
7481 result.Add(new LSL_Vector()); 7931 result.Add(new LSL_Vector());
7482 return result; 7932 return result;
7483 } 7933 }
7934
7935 // Check if this is an attached prim. If so, replace
7936 // the UUID with the avatar UUID and report it's bounding box
7937 SceneObjectPart part = World.GetSceneObjectPart(objID);
7938 if (part != null && part.ParentGroup.IsAttachment)
7939 objID = part.ParentGroup.RootPart.AttachedAvatar;
7940
7941 // Find out if this is an avatar ID. If so, return it's box
7484 ScenePresence presence = World.GetScenePresence(objID); 7942 ScenePresence presence = World.GetScenePresence(objID);
7485 if (presence != null) 7943 if (presence != null)
7486 { 7944 {
7487 if (presence.ParentID == 0) // not sat on an object 7945 // As per LSL Wiki, there is no difference between sitting
7946 // and standing avatar since server 1.36
7947 LSL_Vector lower;
7948 LSL_Vector upper;
7949 if (presence.Animator.Animations.DefaultAnimation.AnimID
7950 == AnimationSet.Animations.AnimsUUID["SIT_GROUND_CONSTRAINED"])
7488 { 7951 {
7489 LSL_Vector lower; 7952 // This is for ground sitting avatars
7490 LSL_Vector upper; 7953 float height = presence.Appearance.AvatarHeight / 2.66666667f;
7491 if (presence.Animator.Animations.DefaultAnimation.AnimID 7954 lower = new LSL_Vector(-0.3375f, -0.45f, height * -1.0f);
7492 == AnimationSet.Animations.AnimsUUID["SIT_GROUND_CONSTRAINED"]) 7955 upper = new LSL_Vector(0.3375f, 0.45f, 0.0f);
7493 {
7494 // This is for ground sitting avatars
7495 float height = presence.Appearance.AvatarHeight / 2.66666667f;
7496 lower = new LSL_Vector(-0.3375f, -0.45f, height * -1.0f);
7497 upper = new LSL_Vector(0.3375f, 0.45f, 0.0f);
7498 }
7499 else
7500 {
7501 // This is for standing/flying avatars
7502 float height = presence.Appearance.AvatarHeight / 2.0f;
7503 lower = new LSL_Vector(-0.225f, -0.3f, height * -1.0f);
7504 upper = new LSL_Vector(0.225f, 0.3f, height + 0.05f);
7505 }
7506 result.Add(lower);
7507 result.Add(upper);
7508 return result;
7509 } 7956 }
7510 else 7957 else
7511 { 7958 {
7512 // sitting on an object so we need the bounding box of that 7959 // This is for standing/flying avatars
7513 // which should include the avatar so set the UUID to the 7960 float height = presence.Appearance.AvatarHeight / 2.0f;
7514 // UUID of the object the avatar is sat on and allow it to fall through 7961 lower = new LSL_Vector(-0.225f, -0.3f, height * -1.0f);
7515 // to processing an object 7962 upper = new LSL_Vector(0.225f, 0.3f, height + 0.05f);
7516 SceneObjectPart p = World.GetSceneObjectPart(presence.ParentID);
7517 objID = p.UUID;
7518 } 7963 }
7964
7965 // Adjust to the documented error offsets (see LSL Wiki)
7966 lower += new LSL_Vector(0.05f, 0.05f, 0.05f);
7967 upper -= new LSL_Vector(0.05f, 0.05f, 0.05f);
7968
7969 if (lower.x > upper.x)
7970 lower.x = upper.x;
7971 if (lower.y > upper.y)
7972 lower.y = upper.y;
7973 if (lower.z > upper.z)
7974 lower.z = upper.z;
7975
7976 result.Add(lower);
7977 result.Add(upper);
7978 return result;
7519 } 7979 }
7520 SceneObjectPart part = World.GetSceneObjectPart(objID); 7980
7981 part = World.GetSceneObjectPart(objID);
7521 // Currently only works for single prims without a sitting avatar 7982 // Currently only works for single prims without a sitting avatar
7522 if (part != null) 7983 if (part != null)
7523 { 7984 {
7524 Vector3 halfSize = part.Scale / 2.0f; 7985 float minX;
7525 LSL_Vector lower = new LSL_Vector(halfSize.X * -1.0f, halfSize.Y * -1.0f, halfSize.Z * -1.0f); 7986 float maxX;
7526 LSL_Vector upper = new LSL_Vector(halfSize.X, halfSize.Y, halfSize.Z); 7987 float minY;
7988 float maxY;
7989 float minZ;
7990 float maxZ;
7991
7992 // This BBox is in sim coordinates, with the offset being
7993 // a contained point.
7994 Vector3[] offsets = World.GetCombinedBoundingBox(new List<SceneObjectGroup> { part.ParentGroup },
7995 out minX, out maxX, out minY, out maxY, out minZ, out maxZ);
7996
7997 minX -= offsets[0].X;
7998 maxX -= offsets[0].X;
7999 minY -= offsets[0].Y;
8000 maxY -= offsets[0].Y;
8001 minZ -= offsets[0].Z;
8002 maxZ -= offsets[0].Z;
8003
8004 LSL_Vector lower;
8005 LSL_Vector upper;
8006
8007 // Adjust to the documented error offsets (see LSL Wiki)
8008 lower = new LSL_Vector(minX + 0.05f, minY + 0.05f, minZ + 0.05f);
8009 upper = new LSL_Vector(maxX - 0.05f, maxY - 0.05f, maxZ - 0.05f);
8010
8011 if (lower.x > upper.x)
8012 lower.x = upper.x;
8013 if (lower.y > upper.y)
8014 lower.y = upper.y;
8015 if (lower.z > upper.z)
8016 lower.z = upper.z;
8017
7527 result.Add(lower); 8018 result.Add(lower);
7528 result.Add(upper); 8019 result.Add(upper);
7529 return result; 8020 return result;
@@ -7603,13 +8094,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7603 LSL_Vector v = new LSL_Vector(part.AbsolutePosition.X, 8094 LSL_Vector v = new LSL_Vector(part.AbsolutePosition.X,
7604 part.AbsolutePosition.Y, 8095 part.AbsolutePosition.Y,
7605 part.AbsolutePosition.Z); 8096 part.AbsolutePosition.Z);
7606 // For some reason, the part.AbsolutePosition.* values do not change if the
7607 // linkset is rotated; they always reflect the child prim's world position
7608 // as though the linkset is unrotated. This is incompatible behavior with SL's
7609 // implementation, so will break scripts imported from there (not to mention it
7610 // makes it more difficult to determine a child prim's actual inworld position).
7611 if (part.ParentID != 0)
7612 v = ((v - llGetRootPosition()) * llGetRootRotation()) + llGetRootPosition();
7613 res.Add(v); 8097 res.Add(v);
7614 break; 8098 break;
7615 8099
@@ -7770,56 +8254,92 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7770 case (int)ScriptBaseClass.PRIM_BUMP_SHINY: 8254 case (int)ScriptBaseClass.PRIM_BUMP_SHINY:
7771 if (remain < 1) 8255 if (remain < 1)
7772 return res; 8256 return res;
7773 8257 face = (int)rules.GetLSLIntegerItem(idx++);
7774 face=(int)rules.GetLSLIntegerItem(idx++);
7775 8258
7776 tex = part.Shape.Textures; 8259 tex = part.Shape.Textures;
8260 int shiny;
7777 if (face == ScriptBaseClass.ALL_SIDES) 8261 if (face == ScriptBaseClass.ALL_SIDES)
7778 { 8262 {
7779 for (face = 0; face < GetNumberOfSides(part); face++) 8263 for (face = 0; face < GetNumberOfSides(part); face++)
7780 { 8264 {
7781 Primitive.TextureEntryFace texface = tex.GetFace((uint)face); 8265 Shininess shinyness = tex.GetFace((uint)face).Shiny;
7782 // Convert Shininess to PRIM_SHINY_* 8266 if (shinyness == Shininess.High)
7783 res.Add(new LSL_Integer((uint)texface.Shiny >> 6)); 8267 {
7784 // PRIM_BUMP_* 8268 shiny = ScriptBaseClass.PRIM_SHINY_HIGH;
7785 res.Add(new LSL_Integer((int)texface.Bump)); 8269 }
8270 else if (shinyness == Shininess.Medium)
8271 {
8272 shiny = ScriptBaseClass.PRIM_SHINY_MEDIUM;
8273 }
8274 else if (shinyness == Shininess.Low)
8275 {
8276 shiny = ScriptBaseClass.PRIM_SHINY_LOW;
8277 }
8278 else
8279 {
8280 shiny = ScriptBaseClass.PRIM_SHINY_NONE;
8281 }
8282 res.Add(new LSL_Integer(shiny));
8283 res.Add(new LSL_Integer((int)tex.GetFace((uint)face).Bump));
7786 } 8284 }
7787 } 8285 }
7788 else 8286 else
7789 { 8287 {
7790 if (face >= 0 && face < GetNumberOfSides(part)) 8288 Shininess shinyness = tex.GetFace((uint)face).Shiny;
8289 if (shinyness == Shininess.High)
7791 { 8290 {
7792 Primitive.TextureEntryFace texface = tex.GetFace((uint)face); 8291 shiny = ScriptBaseClass.PRIM_SHINY_HIGH;
7793 // Convert Shininess to PRIM_SHINY_* 8292 }
7794 res.Add(new LSL_Integer((uint)texface.Shiny >> 6)); 8293 else if (shinyness == Shininess.Medium)
7795 // PRIM_BUMP_* 8294 {
7796 res.Add(new LSL_Integer((int)texface.Bump)); 8295 shiny = ScriptBaseClass.PRIM_SHINY_MEDIUM;
7797 } 8296 }
8297 else if (shinyness == Shininess.Low)
8298 {
8299 shiny = ScriptBaseClass.PRIM_SHINY_LOW;
8300 }
8301 else
8302 {
8303 shiny = ScriptBaseClass.PRIM_SHINY_NONE;
8304 }
8305 res.Add(new LSL_Integer(shiny));
8306 res.Add(new LSL_Integer((int)tex.GetFace((uint)face).Bump));
7798 } 8307 }
7799 break; 8308 break;
7800 8309
7801 case (int)ScriptBaseClass.PRIM_FULLBRIGHT: 8310 case (int)ScriptBaseClass.PRIM_FULLBRIGHT:
7802 if (remain < 1) 8311 if (remain < 1)
7803 return res; 8312 return res;
7804 8313 face = (int)rules.GetLSLIntegerItem(idx++);
7805 face=(int)rules.GetLSLIntegerItem(idx++);
7806 8314
7807 tex = part.Shape.Textures; 8315 tex = part.Shape.Textures;
8316 int fullbright;
7808 if (face == ScriptBaseClass.ALL_SIDES) 8317 if (face == ScriptBaseClass.ALL_SIDES)
7809 { 8318 {
7810 for (face = 0; face < GetNumberOfSides(part); face++) 8319 for (face = 0; face < GetNumberOfSides(part); face++)
7811 { 8320 {
7812 Primitive.TextureEntryFace texface = tex.GetFace((uint)face); 8321 if (tex.GetFace((uint)face).Fullbright == true)
7813 res.Add(new LSL_Integer(texface.Fullbright ? 1 : 0)); 8322 {
8323 fullbright = ScriptBaseClass.TRUE;
8324 }
8325 else
8326 {
8327 fullbright = ScriptBaseClass.FALSE;
8328 }
8329 res.Add(new LSL_Integer(fullbright));
7814 } 8330 }
7815 } 8331 }
7816 else 8332 else
7817 { 8333 {
7818 if (face >= 0 && face < GetNumberOfSides(part)) 8334 if (tex.GetFace((uint)face).Fullbright == true)
7819 { 8335 {
7820 Primitive.TextureEntryFace texface = tex.GetFace((uint)face); 8336 fullbright = ScriptBaseClass.TRUE;
7821 res.Add(new LSL_Integer(texface.Fullbright ? 1 : 0));
7822 } 8337 }
8338 else
8339 {
8340 fullbright = ScriptBaseClass.FALSE;
8341 }
8342 res.Add(new LSL_Integer(fullbright));
7823 } 8343 }
7824 break; 8344 break;
7825 8345
@@ -7841,27 +8361,35 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7841 break; 8361 break;
7842 8362
7843 case (int)ScriptBaseClass.PRIM_TEXGEN: 8363 case (int)ScriptBaseClass.PRIM_TEXGEN:
8364 // (PRIM_TEXGEN_DEFAULT, PRIM_TEXGEN_PLANAR)
7844 if (remain < 1) 8365 if (remain < 1)
7845 return res; 8366 return res;
7846 8367 face = (int)rules.GetLSLIntegerItem(idx++);
7847 face=(int)rules.GetLSLIntegerItem(idx++);
7848 8368
7849 tex = part.Shape.Textures; 8369 tex = part.Shape.Textures;
7850 if (face == ScriptBaseClass.ALL_SIDES) 8370 if (face == ScriptBaseClass.ALL_SIDES)
7851 { 8371 {
7852 for (face = 0; face < GetNumberOfSides(part); face++) 8372 for (face = 0; face < GetNumberOfSides(part); face++)
7853 { 8373 {
7854 MappingType texgen = tex.GetFace((uint)face).TexMapType; 8374 if (tex.GetFace((uint)face).TexMapType == MappingType.Planar)
7855 // Convert MappingType to PRIM_TEXGEN_DEFAULT, PRIM_TEXGEN_PLANAR etc. 8375 {
7856 res.Add(new LSL_Integer((uint)texgen >> 1)); 8376 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_PLANAR));
8377 }
8378 else
8379 {
8380 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_DEFAULT));
8381 }
7857 } 8382 }
7858 } 8383 }
7859 else 8384 else
7860 { 8385 {
7861 if (face >= 0 && face < GetNumberOfSides(part)) 8386 if (tex.GetFace((uint)face).TexMapType == MappingType.Planar)
7862 { 8387 {
7863 MappingType texgen = tex.GetFace((uint)face).TexMapType; 8388 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_PLANAR));
7864 res.Add(new LSL_Integer((uint)texgen >> 1)); 8389 }
8390 else
8391 {
8392 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_DEFAULT));
7865 } 8393 }
7866 } 8394 }
7867 break; 8395 break;
@@ -7884,28 +8412,24 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7884 case (int)ScriptBaseClass.PRIM_GLOW: 8412 case (int)ScriptBaseClass.PRIM_GLOW:
7885 if (remain < 1) 8413 if (remain < 1)
7886 return res; 8414 return res;
7887 8415 face = (int)rules.GetLSLIntegerItem(idx++);
7888 face=(int)rules.GetLSLIntegerItem(idx++);
7889 8416
7890 tex = part.Shape.Textures; 8417 tex = part.Shape.Textures;
8418 float primglow;
7891 if (face == ScriptBaseClass.ALL_SIDES) 8419 if (face == ScriptBaseClass.ALL_SIDES)
7892 { 8420 {
7893 for (face = 0; face < GetNumberOfSides(part); face++) 8421 for (face = 0; face < GetNumberOfSides(part); face++)
7894 { 8422 {
7895 Primitive.TextureEntryFace texface = tex.GetFace((uint)face); 8423 primglow = tex.GetFace((uint)face).Glow;
7896 res.Add(new LSL_Float(texface.Glow)); 8424 res.Add(new LSL_Float(primglow));
7897 } 8425 }
7898 } 8426 }
7899 else 8427 else
7900 { 8428 {
7901 if (face >= 0 && face < GetNumberOfSides(part)) 8429 primglow = tex.GetFace((uint)face).Glow;
7902 { 8430 res.Add(new LSL_Float(primglow));
7903 Primitive.TextureEntryFace texface = tex.GetFace((uint)face);
7904 res.Add(new LSL_Float(texface.Glow));
7905 }
7906 } 8431 }
7907 break; 8432 break;
7908
7909 case (int)ScriptBaseClass.PRIM_TEXT: 8433 case (int)ScriptBaseClass.PRIM_TEXT:
7910 Color4 textColor = part.GetTextColor(); 8434 Color4 textColor = part.GetTextColor();
7911 res.Add(part.Text); 8435 res.Add(part.Text);
@@ -8454,8 +8978,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8454 // The function returns an ordered list 8978 // The function returns an ordered list
8455 // representing the tokens found in the supplied 8979 // representing the tokens found in the supplied
8456 // sources string. If two successive tokenizers 8980 // sources string. If two successive tokenizers
8457 // are encountered, then a NULL entry is added 8981 // are encountered, then a null-string entry is
8458 // to the list. 8982 // added to the list.
8459 // 8983 //
8460 // It is a precondition that the source and 8984 // It is a precondition that the source and
8461 // toekizer lisst are non-null. If they are null, 8985 // toekizer lisst are non-null. If they are null,
@@ -8463,7 +8987,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8463 // while their lengths are being determined. 8987 // while their lengths are being determined.
8464 // 8988 //
8465 // A small amount of working memoryis required 8989 // A small amount of working memoryis required
8466 // of approximately 8*#tokenizers. 8990 // of approximately 8*#tokenizers + 8*srcstrlen.
8467 // 8991 //
8468 // There are many ways in which this function 8992 // There are many ways in which this function
8469 // can be implemented, this implementation is 8993 // can be implemented, this implementation is
@@ -8479,155 +9003,124 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8479 // and eliminates redundant tokenizers as soon 9003 // and eliminates redundant tokenizers as soon
8480 // as is possible. 9004 // as is possible.
8481 // 9005 //
8482 // The implementation tries to avoid any copying 9006 // The implementation tries to minimize temporary
8483 // of arrays or other objects. 9007 // garbage generation.
8484 // </remarks> 9008 // </remarks>
8485 9009
8486 private LSL_List ParseString(string src, LSL_List separators, LSL_List spacers, bool keepNulls) 9010 public LSL_List llParseStringKeepNulls(string src, LSL_List separators, LSL_List spacers)
8487 { 9011 {
8488 int beginning = 0; 9012 return ParseString2List(src, separators, spacers, true);
8489 int srclen = src.Length; 9013 }
8490 int seplen = separators.Length;
8491 object[] separray = separators.Data;
8492 int spclen = spacers.Length;
8493 object[] spcarray = spacers.Data;
8494 int mlen = seplen+spclen;
8495
8496 int[] offset = new int[mlen+1];
8497 bool[] active = new bool[mlen];
8498
8499 int best;
8500 int j;
8501
8502 // Initial capacity reduces resize cost
8503 9014
8504 LSL_List tokens = new LSL_List(); 9015 private LSL_List ParseString2List(string src, LSL_List separators, LSL_List spacers, bool keepNulls)
9016 {
9017 int srclen = src.Length;
9018 int seplen = separators.Length;
9019 object[] separray = separators.Data;
9020 int spclen = spacers.Length;
9021 object[] spcarray = spacers.Data;
9022 int dellen = 0;
9023 string[] delarray = new string[seplen+spclen];
8505 9024
8506 // All entries are initially valid 9025 int outlen = 0;
9026 string[] outarray = new string[srclen*2+1];
8507 9027
8508 for (int i = 0; i < mlen; i++) 9028 int i, j;
8509 active[i] = true; 9029 string d;
8510 9030
8511 offset[mlen] = srclen; 9031 m_host.AddScriptLPS(1);
8512 9032
8513 while (beginning < srclen) 9033 /*
9034 * Convert separator and spacer lists to C# strings.
9035 * Also filter out null strings so we don't hang.
9036 */
9037 for (i = 0; i < seplen; i ++)
8514 { 9038 {
9039 d = separray[i].ToString();
9040 if (d.Length > 0)
9041 {
9042 delarray[dellen++] = d;
9043 }
9044 }
9045 seplen = dellen;
8515 9046
8516 best = mlen; // as bad as it gets 9047 for (i = 0; i < spclen; i ++)
9048 {
9049 d = spcarray[i].ToString();
9050 if (d.Length > 0)
9051 {
9052 delarray[dellen++] = d;
9053 }
9054 }
8517 9055
8518 // Scan for separators 9056 /*
9057 * Scan through source string from beginning to end.
9058 */
9059 for (i = 0;;)
9060 {
8519 9061
8520 for (j = 0; j < seplen; j++) 9062 /*
9063 * Find earliest delimeter in src starting at i (if any).
9064 */
9065 int earliestDel = -1;
9066 int earliestSrc = srclen;
9067 string earliestStr = null;
9068 for (j = 0; j < dellen; j ++)
8521 { 9069 {
8522 if (separray[j].ToString() == String.Empty) 9070 d = delarray[j];
8523 active[j] = false; 9071 if (d != null)
8524
8525 if (active[j])
8526 { 9072 {
8527 // scan all of the markers 9073 int index = src.IndexOf(d, i);
8528 if ((offset[j] = src.IndexOf(separray[j].ToString(), beginning)) == -1) 9074 if (index < 0)
8529 { 9075 {
8530 // not present at all 9076 delarray[j] = null; // delim nowhere in src, don't check it anymore
8531 active[j] = false;
8532 } 9077 }
8533 else 9078 else if (index < earliestSrc)
8534 { 9079 {
8535 // present and correct 9080 earliestSrc = index; // where delimeter starts in source string
8536 if (offset[j] < offset[best]) 9081 earliestDel = j; // where delimeter is in delarray[]
8537 { 9082 earliestStr = d; // the delimeter string from delarray[]
8538 // closest so far 9083 if (index == i) break; // can't do any better than found at beg of string
8539 best = j;
8540 if (offset[best] == beginning)
8541 break;
8542 }
8543 } 9084 }
8544 } 9085 }
8545 } 9086 }
8546 9087
8547 // Scan for spacers 9088 /*
8548 9089 * Output source string starting at i through start of earliest delimeter.
8549 if (offset[best] != beginning) 9090 */
9091 if (keepNulls || (earliestSrc > i))
8550 { 9092 {
8551 for (j = seplen; (j < mlen) && (offset[best] > beginning); j++) 9093 outarray[outlen++] = src.Substring(i, earliestSrc - i);
8552 {
8553 if (spcarray[j-seplen].ToString() == String.Empty)
8554 active[j] = false;
8555
8556 if (active[j])
8557 {
8558 // scan all of the markers
8559 if ((offset[j] = src.IndexOf(spcarray[j-seplen].ToString(), beginning)) == -1)
8560 {
8561 // not present at all
8562 active[j] = false;
8563 }
8564 else
8565 {
8566 // present and correct
8567 if (offset[j] < offset[best])
8568 {
8569 // closest so far
8570 best = j;
8571 }
8572 }
8573 }
8574 }
8575 } 9094 }
8576 9095
8577 // This is the normal exit from the scanning loop 9096 /*
9097 * If no delimeter found at or after i, we're done scanning.
9098 */
9099 if (earliestDel < 0) break;
8578 9100
8579 if (best == mlen) 9101 /*
9102 * If delimeter was a spacer, output the spacer.
9103 */
9104 if (earliestDel >= seplen)
8580 { 9105 {
8581 // no markers were found on this pass 9106 outarray[outlen++] = earliestStr;
8582 // so we're pretty much done
8583 if ((keepNulls) || ((!keepNulls) && (srclen - beginning) > 0))
8584 tokens.Add(new LSL_String(src.Substring(beginning, srclen - beginning)));
8585 break;
8586 } 9107 }
8587 9108
8588 // Otherwise we just add the newly delimited token 9109 /*
8589 // and recalculate where the search should continue. 9110 * Look at rest of src string following delimeter.
8590 if ((keepNulls) || ((!keepNulls) && (offset[best] - beginning) > 0)) 9111 */
8591 tokens.Add(new LSL_String(src.Substring(beginning,offset[best]-beginning))); 9112 i = earliestSrc + earliestStr.Length;
8592
8593 if (best < seplen)
8594 {
8595 beginning = offset[best] + (separray[best].ToString()).Length;
8596 }
8597 else
8598 {
8599 beginning = offset[best] + (spcarray[best - seplen].ToString()).Length;
8600 string str = spcarray[best - seplen].ToString();
8601 if ((keepNulls) || ((!keepNulls) && (str.Length > 0)))
8602 tokens.Add(new LSL_String(str));
8603 }
8604 } 9113 }
8605 9114
8606 // This an awkward an not very intuitive boundary case. If the 9115 /*
8607 // last substring is a tokenizer, then there is an implied trailing 9116 * Make up an exact-sized output array suitable for an LSL_List object.
8608 // null list entry. Hopefully the single comparison will not be too 9117 */
8609 // arduous. Alternatively the 'break' could be replced with a return 9118 object[] outlist = new object[outlen];
8610 // but that's shabby programming. 9119 for (i = 0; i < outlen; i ++)
8611
8612 if ((beginning == srclen) && (keepNulls))
8613 { 9120 {
8614 if (srclen != 0) 9121 outlist[i] = new LSL_String(outarray[i]);
8615 tokens.Add(new LSL_String(""));
8616 } 9122 }
8617 9123 return new LSL_List(outlist);
8618 return tokens;
8619 }
8620
8621 public LSL_List llParseString2List(string src, LSL_List separators, LSL_List spacers)
8622 {
8623 m_host.AddScriptLPS(1);
8624 return this.ParseString(src, separators, spacers, false);
8625 }
8626
8627 public LSL_List llParseStringKeepNulls(string src, LSL_List separators, LSL_List spacers)
8628 {
8629 m_host.AddScriptLPS(1);
8630 return this.ParseString(src, separators, spacers, true);
8631 } 9124 }
8632 9125
8633 public LSL_Integer llGetObjectPermMask(int mask) 9126 public LSL_Integer llGetObjectPermMask(int mask)
@@ -8704,28 +9197,28 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8704 { 9197 {
8705 m_host.AddScriptLPS(1); 9198 m_host.AddScriptLPS(1);
8706 9199
8707 lock (m_host.TaskInventory) 9200 m_host.TaskInventory.LockItemsForRead(true);
9201 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
8708 { 9202 {
8709 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 9203 if (inv.Value.Name == item)
8710 { 9204 {
8711 if (inv.Value.Name == item) 9205 m_host.TaskInventory.LockItemsForRead(false);
9206 switch (mask)
8712 { 9207 {
8713 switch (mask) 9208 case 0:
8714 { 9209 return (int)inv.Value.BasePermissions;
8715 case 0: 9210 case 1:
8716 return (int)inv.Value.BasePermissions; 9211 return (int)inv.Value.CurrentPermissions;
8717 case 1: 9212 case 2:
8718 return (int)inv.Value.CurrentPermissions; 9213 return (int)inv.Value.GroupPermissions;
8719 case 2: 9214 case 3:
8720 return (int)inv.Value.GroupPermissions; 9215 return (int)inv.Value.EveryonePermissions;
8721 case 3: 9216 case 4:
8722 return (int)inv.Value.EveryonePermissions; 9217 return (int)inv.Value.NextPermissions;
8723 case 4:
8724 return (int)inv.Value.NextPermissions;
8725 }
8726 } 9218 }
8727 } 9219 }
8728 } 9220 }
9221 m_host.TaskInventory.LockItemsForRead(false);
8729 9222
8730 return -1; 9223 return -1;
8731 } 9224 }
@@ -8772,16 +9265,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8772 { 9265 {
8773 m_host.AddScriptLPS(1); 9266 m_host.AddScriptLPS(1);
8774 9267
8775 lock (m_host.TaskInventory) 9268 m_host.TaskInventory.LockItemsForRead(true);
9269 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
8776 { 9270 {
8777 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 9271 if (inv.Value.Name == item)
8778 { 9272 {
8779 if (inv.Value.Name == item) 9273 m_host.TaskInventory.LockItemsForRead(false);
8780 { 9274 return inv.Value.CreatorID.ToString();
8781 return inv.Value.CreatorID.ToString();
8782 }
8783 } 9275 }
8784 } 9276 }
9277 m_host.TaskInventory.LockItemsForRead(false);
8785 9278
8786 llSay(0, "No item name '" + item + "'"); 9279 llSay(0, "No item name '" + item + "'");
8787 9280
@@ -9046,17 +9539,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9046 int width = 0; 9539 int width = 0;
9047 int height = 0; 9540 int height = 0;
9048 9541
9049 ParcelMediaCommandEnum? commandToSend = null; 9542 uint commandToSend = 0;
9050 float time = 0.0f; // default is from start 9543 float time = 0.0f; // default is from start
9051 9544
9052 ScenePresence presence = null; 9545 ScenePresence presence = null;
9053 9546
9054 for (int i = 0; i < commandList.Data.Length; i++) 9547 for (int i = 0; i < commandList.Data.Length; i++)
9055 { 9548 {
9056 ParcelMediaCommandEnum command = (ParcelMediaCommandEnum)commandList.Data[i]; 9549 uint command = (uint)(commandList.GetLSLIntegerItem(i));
9057 switch (command) 9550 switch (command)
9058 { 9551 {
9059 case ParcelMediaCommandEnum.Agent: 9552 case (uint)ParcelMediaCommandEnum.Agent:
9060 // we send only to one agent 9553 // we send only to one agent
9061 if ((i + 1) < commandList.Length) 9554 if ((i + 1) < commandList.Length)
9062 { 9555 {
@@ -9073,25 +9566,25 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9073 } 9566 }
9074 break; 9567 break;
9075 9568
9076 case ParcelMediaCommandEnum.Loop: 9569 case (uint)ParcelMediaCommandEnum.Loop:
9077 loop = 1; 9570 loop = 1;
9078 commandToSend = command; 9571 commandToSend = command;
9079 update = true; //need to send the media update packet to set looping 9572 update = true; //need to send the media update packet to set looping
9080 break; 9573 break;
9081 9574
9082 case ParcelMediaCommandEnum.Play: 9575 case (uint)ParcelMediaCommandEnum.Play:
9083 loop = 0; 9576 loop = 0;
9084 commandToSend = command; 9577 commandToSend = command;
9085 update = true; //need to send the media update packet to make sure it doesn't loop 9578 update = true; //need to send the media update packet to make sure it doesn't loop
9086 break; 9579 break;
9087 9580
9088 case ParcelMediaCommandEnum.Pause: 9581 case (uint)ParcelMediaCommandEnum.Pause:
9089 case ParcelMediaCommandEnum.Stop: 9582 case (uint)ParcelMediaCommandEnum.Stop:
9090 case ParcelMediaCommandEnum.Unload: 9583 case (uint)ParcelMediaCommandEnum.Unload:
9091 commandToSend = command; 9584 commandToSend = command;
9092 break; 9585 break;
9093 9586
9094 case ParcelMediaCommandEnum.Url: 9587 case (uint)ParcelMediaCommandEnum.Url:
9095 if ((i + 1) < commandList.Length) 9588 if ((i + 1) < commandList.Length)
9096 { 9589 {
9097 if (commandList.Data[i + 1] is LSL_String) 9590 if (commandList.Data[i + 1] is LSL_String)
@@ -9104,7 +9597,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9104 } 9597 }
9105 break; 9598 break;
9106 9599
9107 case ParcelMediaCommandEnum.Texture: 9600 case (uint)ParcelMediaCommandEnum.Texture:
9108 if ((i + 1) < commandList.Length) 9601 if ((i + 1) < commandList.Length)
9109 { 9602 {
9110 if (commandList.Data[i + 1] is LSL_String) 9603 if (commandList.Data[i + 1] is LSL_String)
@@ -9117,7 +9610,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9117 } 9610 }
9118 break; 9611 break;
9119 9612
9120 case ParcelMediaCommandEnum.Time: 9613 case (uint)ParcelMediaCommandEnum.Time:
9121 if ((i + 1) < commandList.Length) 9614 if ((i + 1) < commandList.Length)
9122 { 9615 {
9123 if (commandList.Data[i + 1] is LSL_Float) 9616 if (commandList.Data[i + 1] is LSL_Float)
@@ -9129,7 +9622,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9129 } 9622 }
9130 break; 9623 break;
9131 9624
9132 case ParcelMediaCommandEnum.AutoAlign: 9625 case (uint)ParcelMediaCommandEnum.AutoAlign:
9133 if ((i + 1) < commandList.Length) 9626 if ((i + 1) < commandList.Length)
9134 { 9627 {
9135 if (commandList.Data[i + 1] is LSL_Integer) 9628 if (commandList.Data[i + 1] is LSL_Integer)
@@ -9143,7 +9636,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9143 } 9636 }
9144 break; 9637 break;
9145 9638
9146 case ParcelMediaCommandEnum.Type: 9639 case (uint)ParcelMediaCommandEnum.Type:
9147 if ((i + 1) < commandList.Length) 9640 if ((i + 1) < commandList.Length)
9148 { 9641 {
9149 if (commandList.Data[i + 1] is LSL_String) 9642 if (commandList.Data[i + 1] is LSL_String)
@@ -9156,7 +9649,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9156 } 9649 }
9157 break; 9650 break;
9158 9651
9159 case ParcelMediaCommandEnum.Desc: 9652 case (uint)ParcelMediaCommandEnum.Desc:
9160 if ((i + 1) < commandList.Length) 9653 if ((i + 1) < commandList.Length)
9161 { 9654 {
9162 if (commandList.Data[i + 1] is LSL_String) 9655 if (commandList.Data[i + 1] is LSL_String)
@@ -9169,7 +9662,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9169 } 9662 }
9170 break; 9663 break;
9171 9664
9172 case ParcelMediaCommandEnum.Size: 9665 case (uint)ParcelMediaCommandEnum.Size:
9173 if ((i + 2) < commandList.Length) 9666 if ((i + 2) < commandList.Length)
9174 { 9667 {
9175 if (commandList.Data[i + 1] is LSL_Integer) 9668 if (commandList.Data[i + 1] is LSL_Integer)
@@ -9239,7 +9732,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9239 } 9732 }
9240 } 9733 }
9241 9734
9242 if (commandToSend != null) 9735 if (commandToSend != 0)
9243 { 9736 {
9244 // the commandList contained a start/stop/... command, too 9737 // the commandList contained a start/stop/... command, too
9245 if (presence == null) 9738 if (presence == null)
@@ -9276,7 +9769,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9276 9769
9277 if (aList.Data[i] != null) 9770 if (aList.Data[i] != null)
9278 { 9771 {
9279 switch ((ParcelMediaCommandEnum) aList.Data[i]) 9772 switch ((ParcelMediaCommandEnum) Convert.ToInt32(aList.Data[i].ToString()))
9280 { 9773 {
9281 case ParcelMediaCommandEnum.Url: 9774 case ParcelMediaCommandEnum.Url:
9282 list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y).MediaURL)); 9775 list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y).MediaURL));
@@ -9319,16 +9812,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9319 { 9812 {
9320 m_host.AddScriptLPS(1); 9813 m_host.AddScriptLPS(1);
9321 9814
9322 lock (m_host.TaskInventory) 9815 m_host.TaskInventory.LockItemsForRead(true);
9816 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
9323 { 9817 {
9324 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 9818 if (inv.Value.Name == name)
9325 { 9819 {
9326 if (inv.Value.Name == name) 9820 m_host.TaskInventory.LockItemsForRead(false);
9327 { 9821 return inv.Value.Type;
9328 return inv.Value.Type;
9329 }
9330 } 9822 }
9331 } 9823 }
9824 m_host.TaskInventory.LockItemsForRead(false);
9332 9825
9333 return -1; 9826 return -1;
9334 } 9827 }
@@ -9339,15 +9832,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9339 9832
9340 if (quick_pay_buttons.Data.Length < 4) 9833 if (quick_pay_buttons.Data.Length < 4)
9341 { 9834 {
9342 LSLError("List must have at least 4 elements"); 9835 int x;
9343 return; 9836 for (x=quick_pay_buttons.Data.Length; x<= 4; x++)
9837 {
9838 quick_pay_buttons.Add(ScriptBaseClass.PAY_HIDE);
9839 }
9344 } 9840 }
9345 m_host.ParentGroup.RootPart.PayPrice[0]=price; 9841 int[] nPrice = new int[5];
9346 9842 nPrice[0] = price;
9347 m_host.ParentGroup.RootPart.PayPrice[1]=(LSL_Integer)quick_pay_buttons.Data[0]; 9843 nPrice[1] = quick_pay_buttons.GetLSLIntegerItem(0);
9348 m_host.ParentGroup.RootPart.PayPrice[2]=(LSL_Integer)quick_pay_buttons.Data[1]; 9844 nPrice[2] = quick_pay_buttons.GetLSLIntegerItem(1);
9349 m_host.ParentGroup.RootPart.PayPrice[3]=(LSL_Integer)quick_pay_buttons.Data[2]; 9845 nPrice[3] = quick_pay_buttons.GetLSLIntegerItem(2);
9350 m_host.ParentGroup.RootPart.PayPrice[4]=(LSL_Integer)quick_pay_buttons.Data[3]; 9846 nPrice[4] = quick_pay_buttons.GetLSLIntegerItem(3);
9847 m_host.ParentGroup.RootPart.PayPrice = nPrice;
9351 m_host.ParentGroup.HasGroupChanged = true; 9848 m_host.ParentGroup.HasGroupChanged = true;
9352 } 9849 }
9353 9850
@@ -9359,17 +9856,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9359 if (invItemID == UUID.Zero) 9856 if (invItemID == UUID.Zero)
9360 return new LSL_Vector(); 9857 return new LSL_Vector();
9361 9858
9362 lock (m_host.TaskInventory) 9859 m_host.TaskInventory.LockItemsForRead(true);
9860 if (m_host.TaskInventory[invItemID].PermsGranter == UUID.Zero)
9363 { 9861 {
9364 if (m_host.TaskInventory[invItemID].PermsGranter == UUID.Zero) 9862 m_host.TaskInventory.LockItemsForRead(false);
9365 return new LSL_Vector(); 9863 return new LSL_Vector();
9864 }
9366 9865
9367 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_TRACK_CAMERA) == 0) 9866 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_TRACK_CAMERA) == 0)
9368 { 9867 {
9369 ShoutError("No permissions to track the camera"); 9868 ShoutError("No permissions to track the camera");
9370 return new LSL_Vector(); 9869 m_host.TaskInventory.LockItemsForRead(false);
9371 } 9870 return new LSL_Vector();
9372 } 9871 }
9872 m_host.TaskInventory.LockItemsForRead(false);
9373 9873
9374 ScenePresence presence = World.GetScenePresence(m_host.OwnerID); 9874 ScenePresence presence = World.GetScenePresence(m_host.OwnerID);
9375 if (presence != null) 9875 if (presence != null)
@@ -9387,17 +9887,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9387 if (invItemID == UUID.Zero) 9887 if (invItemID == UUID.Zero)
9388 return new LSL_Rotation(); 9888 return new LSL_Rotation();
9389 9889
9390 lock (m_host.TaskInventory) 9890 m_host.TaskInventory.LockItemsForRead(true);
9891 if (m_host.TaskInventory[invItemID].PermsGranter == UUID.Zero)
9391 { 9892 {
9392 if (m_host.TaskInventory[invItemID].PermsGranter == UUID.Zero) 9893 m_host.TaskInventory.LockItemsForRead(false);
9393 return new LSL_Rotation(); 9894 return new LSL_Rotation();
9394
9395 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_TRACK_CAMERA) == 0)
9396 {
9397 ShoutError("No permissions to track the camera");
9398 return new LSL_Rotation();
9399 }
9400 } 9895 }
9896 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_TRACK_CAMERA) == 0)
9897 {
9898 ShoutError("No permissions to track the camera");
9899 m_host.TaskInventory.LockItemsForRead(false);
9900 return new LSL_Rotation();
9901 }
9902 m_host.TaskInventory.LockItemsForRead(false);
9401 9903
9402 ScenePresence presence = World.GetScenePresence(m_host.OwnerID); 9904 ScenePresence presence = World.GetScenePresence(m_host.OwnerID);
9403 if (presence != null) 9905 if (presence != null)
@@ -9459,8 +9961,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9459 { 9961 {
9460 m_host.AddScriptLPS(1); 9962 m_host.AddScriptLPS(1);
9461 DetectParams detectedParams = m_ScriptEngine.GetDetectParams(m_itemID, 0); 9963 DetectParams detectedParams = m_ScriptEngine.GetDetectParams(m_itemID, 0);
9462 if (detectedParams == null) return; // only works on the first detected avatar 9964 if (detectedParams == null)
9463 9965 {
9966 if (m_host.IsAttachment == true)
9967 {
9968 detectedParams = new DetectParams();
9969 detectedParams.Key = m_host.OwnerID;
9970 }
9971 else
9972 {
9973 return;
9974 }
9975 }
9976
9464 ScenePresence avatar = World.GetScenePresence(detectedParams.Key); 9977 ScenePresence avatar = World.GetScenePresence(detectedParams.Key);
9465 if (avatar != null) 9978 if (avatar != null)
9466 { 9979 {
@@ -9468,6 +9981,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9468 new Vector3((float)pos.x, (float)pos.y, (float)pos.z), 9981 new Vector3((float)pos.x, (float)pos.y, (float)pos.z),
9469 new Vector3((float)lookAt.x, (float)lookAt.y, (float)lookAt.z)); 9982 new Vector3((float)lookAt.x, (float)lookAt.y, (float)lookAt.z));
9470 } 9983 }
9984
9471 ScriptSleep(1000); 9985 ScriptSleep(1000);
9472 } 9986 }
9473 9987
@@ -9560,14 +10074,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9560 if (objectID == UUID.Zero) return; 10074 if (objectID == UUID.Zero) return;
9561 10075
9562 UUID agentID; 10076 UUID agentID;
9563 lock (m_host.TaskInventory) 10077 m_host.TaskInventory.LockItemsForRead(true);
9564 { 10078 // we need the permission first, to know which avatar we want to set the camera for
9565 // we need the permission first, to know which avatar we want to set the camera for 10079 agentID = m_host.TaskInventory[invItemID].PermsGranter;
9566 agentID = m_host.TaskInventory[invItemID].PermsGranter;
9567 10080
9568 if (agentID == UUID.Zero) return; 10081 if (agentID == UUID.Zero)
9569 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CONTROL_CAMERA) == 0) return; 10082 {
10083 m_host.TaskInventory.LockItemsForRead(false);
10084 return;
9570 } 10085 }
10086 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CONTROL_CAMERA) == 0)
10087 {
10088 m_host.TaskInventory.LockItemsForRead(false);
10089 return;
10090 }
10091 m_host.TaskInventory.LockItemsForRead(false);
9571 10092
9572 ScenePresence presence = World.GetScenePresence(agentID); 10093 ScenePresence presence = World.GetScenePresence(agentID);
9573 10094
@@ -9576,12 +10097,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9576 10097
9577 SortedDictionary<int, float> parameters = new SortedDictionary<int, float>(); 10098 SortedDictionary<int, float> parameters = new SortedDictionary<int, float>();
9578 object[] data = rules.Data; 10099 object[] data = rules.Data;
9579 for (int i = 0; i < data.Length; ++i) { 10100 for (int i = 0; i < data.Length; ++i)
10101 {
9580 int type = Convert.ToInt32(data[i++].ToString()); 10102 int type = Convert.ToInt32(data[i++].ToString());
9581 if (i >= data.Length) break; // odd number of entries => ignore the last 10103 if (i >= data.Length) break; // odd number of entries => ignore the last
9582 10104
9583 // some special cases: Vector parameters are split into 3 float parameters (with type+1, type+2, type+3) 10105 // some special cases: Vector parameters are split into 3 float parameters (with type+1, type+2, type+3)
9584 switch (type) { 10106 switch (type)
10107 {
9585 case ScriptBaseClass.CAMERA_FOCUS: 10108 case ScriptBaseClass.CAMERA_FOCUS:
9586 case ScriptBaseClass.CAMERA_FOCUS_OFFSET: 10109 case ScriptBaseClass.CAMERA_FOCUS_OFFSET:
9587 case ScriptBaseClass.CAMERA_POSITION: 10110 case ScriptBaseClass.CAMERA_POSITION:
@@ -9617,12 +10140,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9617 10140
9618 // we need the permission first, to know which avatar we want to clear the camera for 10141 // we need the permission first, to know which avatar we want to clear the camera for
9619 UUID agentID; 10142 UUID agentID;
9620 lock (m_host.TaskInventory) 10143 m_host.TaskInventory.LockItemsForRead(true);
10144 agentID = m_host.TaskInventory[invItemID].PermsGranter;
10145 if (agentID == UUID.Zero)
9621 { 10146 {
9622 agentID = m_host.TaskInventory[invItemID].PermsGranter; 10147 m_host.TaskInventory.LockItemsForRead(false);
9623 if (agentID == UUID.Zero) return; 10148 return;
9624 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CONTROL_CAMERA) == 0) return;
9625 } 10149 }
10150 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CONTROL_CAMERA) == 0)
10151 {
10152 m_host.TaskInventory.LockItemsForRead(false);
10153 return;
10154 }
10155 m_host.TaskInventory.LockItemsForRead(false);
9626 10156
9627 ScenePresence presence = World.GetScenePresence(agentID); 10157 ScenePresence presence = World.GetScenePresence(agentID);
9628 10158
@@ -9689,19 +10219,65 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9689 public LSL_String llXorBase64StringsCorrect(string str1, string str2) 10219 public LSL_String llXorBase64StringsCorrect(string str1, string str2)
9690 { 10220 {
9691 m_host.AddScriptLPS(1); 10221 m_host.AddScriptLPS(1);
9692 string ret = String.Empty; 10222
9693 string src1 = llBase64ToString(str1); 10223 if (str1 == String.Empty)
9694 string src2 = llBase64ToString(str2); 10224 return String.Empty;
9695 int c = 0; 10225 if (str2 == String.Empty)
9696 for (int i = 0; i < src1.Length; i++) 10226 return str1;
10227
10228 int len = str2.Length;
10229 if ((len % 4) != 0) // LL is EVIL!!!!
9697 { 10230 {
9698 ret += (char) (src1[i] ^ src2[c]); 10231 while (str2.EndsWith("="))
10232 str2 = str2.Substring(0, str2.Length - 1);
10233
10234 len = str2.Length;
10235 int mod = len % 4;
9699 10236
9700 c++; 10237 if (mod == 1)
9701 if (c >= src2.Length) 10238 str2 = str2.Substring(0, str2.Length - 1);
9702 c = 0; 10239 else if (mod == 2)
10240 str2 += "==";
10241 else if (mod == 3)
10242 str2 += "=";
9703 } 10243 }
9704 return llStringToBase64(ret); 10244
10245 byte[] data1;
10246 byte[] data2;
10247 try
10248 {
10249 data1 = Convert.FromBase64String(str1);
10250 data2 = Convert.FromBase64String(str2);
10251 }
10252 catch (Exception)
10253 {
10254 return new LSL_String(String.Empty);
10255 }
10256
10257 byte[] d2 = new Byte[data1.Length];
10258 int pos = 0;
10259
10260 if (data1.Length <= data2.Length)
10261 {
10262 Array.Copy(data2, 0, d2, 0, data1.Length);
10263 }
10264 else
10265 {
10266 while (pos < data1.Length)
10267 {
10268 len = data1.Length - pos;
10269 if (len > data2.Length)
10270 len = data2.Length;
10271
10272 Array.Copy(data2, 0, d2, pos, len);
10273 pos += len;
10274 }
10275 }
10276
10277 for (pos = 0 ; pos < data1.Length ; pos++ )
10278 data1[pos] ^= d2[pos];
10279
10280 return Convert.ToBase64String(data1);
9705 } 10281 }
9706 10282
9707 public LSL_String llHTTPRequest(string url, LSL_List parameters, string body) 10283 public LSL_String llHTTPRequest(string url, LSL_List parameters, string body)
@@ -9760,12 +10336,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9760 Regex r = new Regex(authregex); 10336 Regex r = new Regex(authregex);
9761 int[] gnums = r.GetGroupNumbers(); 10337 int[] gnums = r.GetGroupNumbers();
9762 Match m = r.Match(url); 10338 Match m = r.Match(url);
9763 if (m.Success) { 10339 if (m.Success)
9764 for (int i = 1; i < gnums.Length; i++) { 10340 {
10341 for (int i = 1; i < gnums.Length; i++)
10342 {
9765 //System.Text.RegularExpressions.Group g = m.Groups[gnums[i]]; 10343 //System.Text.RegularExpressions.Group g = m.Groups[gnums[i]];
9766 //CaptureCollection cc = g.Captures; 10344 //CaptureCollection cc = g.Captures;
9767 } 10345 }
9768 if (m.Groups.Count == 5) { 10346 if (m.Groups.Count == 5)
10347 {
9769 httpHeaders["Authorization"] = String.Format("Basic {0}", Convert.ToBase64String(System.Text.ASCIIEncoding.ASCII.GetBytes(m.Groups[2].ToString() + ":" + m.Groups[3].ToString()))); 10348 httpHeaders["Authorization"] = String.Format("Basic {0}", Convert.ToBase64String(System.Text.ASCIIEncoding.ASCII.GetBytes(m.Groups[2].ToString() + ":" + m.Groups[3].ToString())));
9770 url = m.Groups[1].ToString() + m.Groups[4].ToString(); 10349 url = m.Groups[1].ToString() + m.Groups[4].ToString();
9771 } 10350 }
@@ -10082,15 +10661,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10082 10661
10083 internal UUID ScriptByName(string name) 10662 internal UUID ScriptByName(string name)
10084 { 10663 {
10085 lock (m_host.TaskInventory) 10664 m_host.TaskInventory.LockItemsForRead(true);
10665
10666 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
10086 { 10667 {
10087 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 10668 if (item.Type == 10 && item.Name == name)
10088 { 10669 {
10089 if (item.Type == 10 && item.Name == name) 10670 m_host.TaskInventory.LockItemsForRead(false);
10090 return item.ItemID; 10671 return item.ItemID;
10091 } 10672 }
10092 } 10673 }
10093 10674
10675 m_host.TaskInventory.LockItemsForRead(false);
10676
10094 return UUID.Zero; 10677 return UUID.Zero;
10095 } 10678 }
10096 10679
@@ -10131,6 +10714,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10131 { 10714 {
10132 m_host.AddScriptLPS(1); 10715 m_host.AddScriptLPS(1);
10133 10716
10717 //Clone is thread safe
10134 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone(); 10718 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
10135 10719
10136 UUID assetID = UUID.Zero; 10720 UUID assetID = UUID.Zero;
@@ -10193,6 +10777,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10193 { 10777 {
10194 m_host.AddScriptLPS(1); 10778 m_host.AddScriptLPS(1);
10195 10779
10780 //Clone is thread safe
10196 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone(); 10781 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
10197 10782
10198 UUID assetID = UUID.Zero; 10783 UUID assetID = UUID.Zero;
@@ -10272,6 +10857,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10272 10857
10273 return GetLinkPrimitiveParams(obj, rules); 10858 return GetLinkPrimitiveParams(obj, rules);
10274 } 10859 }
10860
10861 public LSL_Integer llGetLinkNumberOfSides(LSL_Integer link)
10862 {
10863 List<SceneObjectPart> parts = GetLinkParts(link);
10864 if (parts.Count < 1)
10865 return 0;
10866
10867 return GetNumberOfSides(parts[0]);
10868 }
10275 } 10869 }
10276 10870
10277 public class NotecardCache 10871 public class NotecardCache
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
index bca08fb..3f0393d 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
@@ -129,6 +129,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
129 internal ThreatLevel m_MaxThreatLevel = ThreatLevel.VeryLow; 129 internal ThreatLevel m_MaxThreatLevel = ThreatLevel.VeryLow;
130 internal float m_ScriptDelayFactor = 1.0f; 130 internal float m_ScriptDelayFactor = 1.0f;
131 internal float m_ScriptDistanceFactor = 1.0f; 131 internal float m_ScriptDistanceFactor = 1.0f;
132 internal bool m_debuggerSafe = false;
132 internal Dictionary<string, FunctionPerms > m_FunctionPerms = new Dictionary<string, FunctionPerms >(); 133 internal Dictionary<string, FunctionPerms > m_FunctionPerms = new Dictionary<string, FunctionPerms >();
133 134
134 public void Initialize(IScriptEngine ScriptEngine, SceneObjectPart host, uint localID, UUID itemID) 135 public void Initialize(IScriptEngine ScriptEngine, SceneObjectPart host, uint localID, UUID itemID)
@@ -137,6 +138,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
137 m_host = host; 138 m_host = host;
138 m_localID = localID; 139 m_localID = localID;
139 m_itemID = itemID; 140 m_itemID = itemID;
141 m_debuggerSafe = m_ScriptEngine.Config.GetBoolean("DebuggerSafe", false);
140 142
141 if (m_ScriptEngine.Config.GetBoolean("AllowOSFunctions", false)) 143 if (m_ScriptEngine.Config.GetBoolean("AllowOSFunctions", false))
142 m_OSFunctionsEnabled = true; 144 m_OSFunctionsEnabled = true;
@@ -195,7 +197,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
195 197
196 internal void OSSLError(string msg) 198 internal void OSSLError(string msg)
197 { 199 {
198 throw new Exception("OSSL Runtime Error: " + msg); 200 if (m_debuggerSafe)
201 {
202 OSSLShoutError(msg);
203 }
204 else
205 {
206 throw new Exception("OSSL Runtime Error: " + msg);
207 }
199 } 208 }
200 209
201 private void InitLSL() 210 private void InitLSL()
@@ -835,18 +844,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
835 if (target != null) 844 if (target != null)
836 { 845 {
837 UUID animID=UUID.Zero; 846 UUID animID=UUID.Zero;
838 lock (m_host.TaskInventory) 847 m_host.TaskInventory.LockItemsForRead(true);
848 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
839 { 849 {
840 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 850 if (inv.Value.Name == animation)
841 { 851 {
842 if (inv.Value.Name == animation) 852 if (inv.Value.Type == (int)AssetType.Animation)
843 { 853 animID = inv.Value.AssetID;
844 if (inv.Value.Type == (int)AssetType.Animation) 854 continue;
845 animID = inv.Value.AssetID;
846 continue;
847 }
848 } 855 }
849 } 856 }
857 m_host.TaskInventory.LockItemsForRead(false);
850 if (animID == UUID.Zero) 858 if (animID == UUID.Zero)
851 target.Animator.AddAnimation(animation, m_host.UUID); 859 target.Animator.AddAnimation(animation, m_host.UUID);
852 else 860 else
@@ -868,18 +876,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
868 if (target != null) 876 if (target != null)
869 { 877 {
870 UUID animID=UUID.Zero; 878 UUID animID=UUID.Zero;
871 lock (m_host.TaskInventory) 879 m_host.TaskInventory.LockItemsForRead(true);
880 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
872 { 881 {
873 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 882 if (inv.Value.Name == animation)
874 { 883 {
875 if (inv.Value.Name == animation) 884 if (inv.Value.Type == (int)AssetType.Animation)
876 { 885 animID = inv.Value.AssetID;
877 if (inv.Value.Type == (int)AssetType.Animation) 886 continue;
878 animID = inv.Value.AssetID;
879 continue;
880 }
881 } 887 }
882 } 888 }
889 m_host.TaskInventory.LockItemsForRead(false);
883 890
884 if (animID == UUID.Zero) 891 if (animID == UUID.Zero)
885 target.Animator.RemoveAnimation(animation); 892 target.Animator.RemoveAnimation(animation);
@@ -1772,6 +1779,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1772 1779
1773 if (!UUID.TryParse(name, out assetID)) 1780 if (!UUID.TryParse(name, out assetID))
1774 { 1781 {
1782 m_host.TaskInventory.LockItemsForRead(true);
1775 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 1783 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
1776 { 1784 {
1777 if (item.Type == 7 && item.Name == name) 1785 if (item.Type == 7 && item.Name == name)
@@ -1779,6 +1787,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1779 assetID = item.AssetID; 1787 assetID = item.AssetID;
1780 } 1788 }
1781 } 1789 }
1790 m_host.TaskInventory.LockItemsForRead(false);
1782 } 1791 }
1783 1792
1784 if (assetID == UUID.Zero) 1793 if (assetID == UUID.Zero)
@@ -1825,6 +1834,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1825 1834
1826 if (!UUID.TryParse(name, out assetID)) 1835 if (!UUID.TryParse(name, out assetID))
1827 { 1836 {
1837 m_host.TaskInventory.LockItemsForRead(true);
1828 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 1838 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
1829 { 1839 {
1830 if (item.Type == 7 && item.Name == name) 1840 if (item.Type == 7 && item.Name == name)
@@ -1832,6 +1842,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1832 assetID = item.AssetID; 1842 assetID = item.AssetID;
1833 } 1843 }
1834 } 1844 }
1845 m_host.TaskInventory.LockItemsForRead(false);
1835 } 1846 }
1836 1847
1837 if (assetID == UUID.Zero) 1848 if (assetID == UUID.Zero)
@@ -1882,6 +1893,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1882 1893
1883 if (!UUID.TryParse(name, out assetID)) 1894 if (!UUID.TryParse(name, out assetID))
1884 { 1895 {
1896 m_host.TaskInventory.LockItemsForRead(true);
1885 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 1897 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
1886 { 1898 {
1887 if (item.Type == 7 && item.Name == name) 1899 if (item.Type == 7 && item.Name == name)
@@ -1889,6 +1901,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1889 assetID = item.AssetID; 1901 assetID = item.AssetID;
1890 } 1902 }
1891 } 1903 }
1904 m_host.TaskInventory.LockItemsForRead(false);
1892 } 1905 }
1893 1906
1894 if (assetID == UUID.Zero) 1907 if (assetID == UUID.Zero)
@@ -2368,9 +2381,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2368 { 2381 {
2369 if (avatar.IsChildAgent == false) 2382 if (avatar.IsChildAgent == false)
2370 { 2383 {
2371 result.Add(avatar.UUID); 2384 result.Add(new LSL_Key(avatar.UUID.ToString()));
2372 result.Add(avatar.AbsolutePosition); 2385 result.Add(new LSL_Vector(avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y, avatar.AbsolutePosition.Z));
2373 result.Add(avatar.Name); 2386 result.Add(new LSL_String(avatar.Name));
2374 } 2387 }
2375 } 2388 }
2376 }); 2389 });
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
index fefbb35..c4f90d2 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
@@ -204,7 +204,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
204 // Is the sensor type is AGENT and not SCRIPTED then include agents 204 // Is the sensor type is AGENT and not SCRIPTED then include agents
205 if ((ts.type & AGENT) != 0 && (ts.type & SCRIPTED) == 0) 205 if ((ts.type & AGENT) != 0 && (ts.type & SCRIPTED) == 0)
206 { 206 {
207 sensedEntities.AddRange(doAgentSensor(ts)); 207 sensedEntities.AddRange(doAgentSensor(ts));
208 } 208 }
209 209
210 // If SCRIPTED or PASSIVE or ACTIVE check objects 210 // If SCRIPTED or PASSIVE or ACTIVE check objects
@@ -301,7 +301,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
301 float dy; 301 float dy;
302 float dz; 302 float dz;
303 303
304 Quaternion q = SensePoint.RotationOffset; 304// Quaternion q = SensePoint.RotationOffset;
305 Quaternion q = SensePoint.GetWorldRotation(); // non-attached prim Sensor *always* uses World rotation!
305 if (SensePoint.ParentGroup.RootPart.IsAttachment) 306 if (SensePoint.ParentGroup.RootPart.IsAttachment)
306 { 307 {
307 // In attachments, the sensor cone always orients with the 308 // In attachments, the sensor cone always orients with the
@@ -309,6 +310,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
309 // in mouselook. 310 // in mouselook.
310 311
311 ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.RootPart.AttachedAvatar); 312 ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.RootPart.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);
@@ -422,6 +424,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
422 SceneObjectPart SensePoint = ts.host; 424 SceneObjectPart SensePoint = ts.host;
423 Vector3 fromRegionPos = SensePoint.AbsolutePosition; 425 Vector3 fromRegionPos = SensePoint.AbsolutePosition;
424 Quaternion q = SensePoint.RotationOffset; 426 Quaternion q = SensePoint.RotationOffset;
427 if (SensePoint.ParentGroup.RootPart.IsAttachment)
428 {
429 // In attachments, the sensor cone always orients with the
430 // avatar rotation. This may include a nonzero elevation if
431 // in mouselook.
432
433 ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.RootPart.AttachedAvatar);
434 fromRegionPos = avatar.AbsolutePosition;
435 q = avatar.Rotation;
436 }
425 LSL_Types.Quaternion r = new LSL_Types.Quaternion(q.X, q.Y, q.Z, q.W); 437 LSL_Types.Quaternion r = new LSL_Types.Quaternion(q.X, q.Y, q.Z, q.W);
426 LSL_Types.Vector3 forward_dir = (new LSL_Types.Vector3(1, 0, 0) * r); 438 LSL_Types.Vector3 forward_dir = (new LSL_Types.Vector3(1, 0, 0) * r);
427 double mag_fwd = LSL_Types.Vector3.Mag(forward_dir); 439 double mag_fwd = LSL_Types.Vector3.Mag(forward_dir);
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs
index eeb59d9..2fd33fe 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs
@@ -109,25 +109,27 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
109 if (Timers.Count == 0) 109 if (Timers.Count == 0)
110 return; 110 return;
111 111
112 Dictionary<string, TimerClass>.ValueCollection tvals;
112 lock (TimerListLock) 113 lock (TimerListLock)
113 { 114 {
114 // Go through all timers 115 // Go through all timers
115 Dictionary<string, TimerClass>.ValueCollection tvals = Timers.Values; 116 tvals = Timers.Values;
116 foreach (TimerClass ts in tvals) 117 }
118
119 foreach (TimerClass ts in tvals)
120 {
121 // Time has passed?
122 if (ts.next < DateTime.Now.Ticks)
117 { 123 {
118 // Time has passed? 124 //m_log.Debug("Time has passed: Now: " + DateTime.Now.Ticks + ", Passed: " + ts.next);
119 if (ts.next < DateTime.Now.Ticks) 125 // Add it to queue
120 { 126 m_CmdManager.m_ScriptEngine.PostScriptEvent(ts.itemID,
121 //m_log.Debug("Time has passed: Now: " + DateTime.Now.Ticks + ", Passed: " + ts.next); 127 new EventParams("timer", new Object[0],
122 // Add it to queue 128 new DetectParams[0]));
123 m_CmdManager.m_ScriptEngine.PostScriptEvent(ts.itemID, 129 // set next interval
124 new EventParams("timer", new Object[0], 130
125 new DetectParams[0])); 131 //ts.next = DateTime.Now.ToUniversalTime().AddSeconds(ts.interval);
126 // set next interval 132 ts.next = DateTime.Now.Ticks + ts.interval;
127
128 //ts.next = DateTime.Now.ToUniversalTime().AddSeconds(ts.interval);
129 ts.next = DateTime.Now.Ticks + ts.interval;
130 }
131 } 133 }
132 } 134 }
133 } 135 }
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ILSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ILSL_Api.cs
index 561e3b3..bae7d4b 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ILSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ILSL_Api.cs
@@ -398,6 +398,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
398 LSL_Vector llWind(LSL_Vector offset); 398 LSL_Vector llWind(LSL_Vector offset);
399 LSL_String llXorBase64Strings(string str1, string str2); 399 LSL_String llXorBase64Strings(string str1, string str2);
400 LSL_String llXorBase64StringsCorrect(string str1, string str2); 400 LSL_String llXorBase64StringsCorrect(string str1, string str2);
401 LSL_Integer llGetLinkNumberOfSides(LSL_Integer link);
401 402
402 void SetPrimitiveParamsEx(LSL_Key prim, LSL_List rules); 403 void SetPrimitiveParamsEx(LSL_Key prim, LSL_List rules);
403 LSL_List GetLinkPrimitiveParamsEx(LSL_Key prim, LSL_List rules); 404 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 63007c6..c08ad3b 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/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 b3c4d95..93d544b 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs
@@ -279,6 +279,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
279 public const int CHANGED_REGION_START = 1024; //LL Changed the constant from CHANGED_REGION_RESTART 279 public const int CHANGED_REGION_START = 1024; //LL Changed the constant from CHANGED_REGION_RESTART
280 public const int CHANGED_MEDIA = 2048; 280 public const int CHANGED_MEDIA = 2048;
281 public const int CHANGED_ANIMATION = 16384; 281 public const int CHANGED_ANIMATION = 16384;
282 public const int CHANGED_POSITION = 32768;
282 public const int TYPE_INVALID = 0; 283 public const int TYPE_INVALID = 0;
283 public const int TYPE_INTEGER = 1; 284 public const int TYPE_INTEGER = 1;
284 public const int TYPE_FLOAT = 2; 285 public const int TYPE_FLOAT = 2;
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs
index 451163f..7c26824 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs
@@ -26,6 +26,7 @@
26 */ 26 */
27 27
28using System; 28using System;
29using System.Diagnostics; //for [DebuggerNonUserCode]
29using System.Runtime.Remoting.Lifetime; 30using System.Runtime.Remoting.Lifetime;
30using System.Threading; 31using System.Threading;
31using System.Reflection; 32using System.Reflection;
@@ -309,6 +310,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
309 m_LSL_Functions.llDialog(avatar, message, buttons, chat_channel); 310 m_LSL_Functions.llDialog(avatar, message, buttons, chat_channel);
310 } 311 }
311 312
313 [DebuggerNonUserCode]
312 public void llDie() 314 public void llDie()
313 { 315 {
314 m_LSL_Functions.llDie(); 316 m_LSL_Functions.llDie();
@@ -1847,5 +1849,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
1847 { 1849 {
1848 return m_LSL_Functions.llClearPrimMedia(face); 1850 return m_LSL_Functions.llClearPrimMedia(face);
1849 } 1851 }
1852
1853 public LSL_Integer llGetLinkNumberOfSides(LSL_Integer link)
1854 {
1855 return m_LSL_Functions.llGetLinkNumberOfSides(link);
1856 }
1850 } 1857 }
1851} 1858}
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/Instance/ScriptInstance.cs b/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs
index 783791f..9548253 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs
@@ -27,6 +27,7 @@
27 27
28using System; 28using System;
29using System.IO; 29using System.IO;
30using System.Diagnostics; //for [DebuggerNonUserCode]
30using System.Runtime.Remoting; 31using System.Runtime.Remoting;
31using System.Runtime.Remoting.Lifetime; 32using System.Runtime.Remoting.Lifetime;
32using System.Threading; 33using System.Threading;
@@ -55,7 +56,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
55{ 56{
56 public class ScriptInstance : MarshalByRefObject, IScriptInstance 57 public class ScriptInstance : MarshalByRefObject, IScriptInstance
57 { 58 {
58 // private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 59 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
59 60
60 private IScriptEngine m_Engine; 61 private IScriptEngine m_Engine;
61 private IScriptWorkItem m_CurrentResult = null; 62 private IScriptWorkItem m_CurrentResult = null;
@@ -238,13 +239,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
238 239
239 if (part != null) 240 if (part != null)
240 { 241 {
241 lock (part.TaskInventory) 242 part.TaskInventory.LockItemsForRead(true);
243 if (part.TaskInventory.ContainsKey(m_ItemID))
242 { 244 {
243 if (part.TaskInventory.ContainsKey(m_ItemID)) 245 m_thisScriptTask = part.TaskInventory[m_ItemID];
244 {
245 m_thisScriptTask = part.TaskInventory[m_ItemID];
246 }
247 } 246 }
247 part.TaskInventory.LockItemsForRead(false);
248 } 248 }
249 249
250 ApiManager am = new ApiManager(); 250 ApiManager am = new ApiManager();
@@ -271,9 +271,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
271 //RemotingServices.GetLifetimeService(m_Script as ScriptBaseClass); 271 //RemotingServices.GetLifetimeService(m_Script as ScriptBaseClass);
272// lease.Register(this); 272// lease.Register(this);
273 } 273 }
274 catch (Exception) 274 catch (Exception e)
275 { 275 {
276 // m_log.ErrorFormat("[Script] Error loading assembly {0}\n"+e.ToString(), assembly); 276 m_log.ErrorFormat("[Script] Error loading assembly {0}\n"+e.ToString(), assembly);
277 throw;
277 } 278 }
278 279
279 try 280 try
@@ -434,14 +435,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
434 { 435 {
435 int permsMask; 436 int permsMask;
436 UUID permsGranter; 437 UUID permsGranter;
437 lock (part.TaskInventory) 438 part.TaskInventory.LockItemsForRead(true);
439 if (!part.TaskInventory.ContainsKey(m_ItemID))
438 { 440 {
439 if (!part.TaskInventory.ContainsKey(m_ItemID)) 441 part.TaskInventory.LockItemsForRead(false);
440 return; 442 return;
441
442 permsGranter = part.TaskInventory[m_ItemID].PermsGranter;
443 permsMask = part.TaskInventory[m_ItemID].PermsMask;
444 } 443 }
444 permsGranter = part.TaskInventory[m_ItemID].PermsGranter;
445 permsMask = part.TaskInventory[m_ItemID].PermsMask;
446 part.TaskInventory.LockItemsForRead(false);
445 447
446 if ((permsMask & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) != 0) 448 if ((permsMask & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) != 0)
447 { 449 {
@@ -550,6 +552,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
550 return true; 552 return true;
551 } 553 }
552 554
555 [DebuggerNonUserCode] //Prevents the debugger from farting in this function
553 public void SetState(string state) 556 public void SetState(string state)
554 { 557 {
555 if (state == State) 558 if (state == State)
@@ -561,7 +564,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
561 new DetectParams[0])); 564 new DetectParams[0]));
562 PostEvent(new EventParams("state_entry", new Object[0], 565 PostEvent(new EventParams("state_entry", new Object[0],
563 new DetectParams[0])); 566 new DetectParams[0]));
564 567
565 throw new EventAbortException(); 568 throw new EventAbortException();
566 } 569 }
567 570
@@ -644,14 +647,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
644 /// <returns></returns> 647 /// <returns></returns>
645 public object EventProcessor() 648 public object EventProcessor()
646 { 649 {
647 if (m_Suspended) 650 EventParams data = null;
648 return 0;
649 651
650 lock (m_Script) 652 lock (m_EventQueue)
651 { 653 {
652 EventParams data = null; 654 if (m_Suspended)
655 return 0;
653 656
654 lock (m_EventQueue) 657 lock (m_Script)
655 { 658 {
656 data = (EventParams) m_EventQueue.Dequeue(); 659 data = (EventParams) m_EventQueue.Dequeue();
657 if (data == null) // Shouldn't happen 660 if (data == null) // Shouldn't happen
@@ -677,6 +680,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
677 if (data.EventName == "collision") 680 if (data.EventName == "collision")
678 m_CollisionInQueue = false; 681 m_CollisionInQueue = false;
679 } 682 }
683 }
684 lock(m_Script)
685 {
680 686
681 //m_log.DebugFormat("[XENGINE]: Processing event {0} for {1}", data.EventName, this); 687 //m_log.DebugFormat("[XENGINE]: Processing event {0} for {1}", data.EventName, this);
682 688
@@ -833,6 +839,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
833 new Object[0], new DetectParams[0])); 839 new Object[0], new DetectParams[0]));
834 } 840 }
835 841
842 [DebuggerNonUserCode] //Stops the VS debugger from farting in this function
836 public void ApiResetScript() 843 public void ApiResetScript()
837 { 844 {
838 // bool running = Running; 845 // bool running = Running;
@@ -864,10 +871,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
864 871
865 public Dictionary<string, object> GetVars() 872 public Dictionary<string, object> GetVars()
866 { 873 {
867 if (m_Script != null) 874 return m_Script.GetVars();
868 return m_Script.GetVars();
869 else
870 return new Dictionary<string, object>();
871 } 875 }
872 876
873 public void SetVars(Dictionary<string, object> vars) 877 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 298d664..f810fd8 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 }
diff --git a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
index 8629674..6bdd4c8 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"; }
@@ -270,43 +338,45 @@ namespace OpenSim.Region.ScriptEngine.XEngine
270 338
271 public void RemoveRegion(Scene scene) 339 public void RemoveRegion(Scene scene)
272 { 340 {
273 lock (m_Scripts) 341 lockScriptsForRead(true);
342 foreach (IScriptInstance instance in m_Scripts.Values)
274 { 343 {
275 foreach (IScriptInstance instance in m_Scripts.Values) 344 // Force a final state save
345 //
346 if (m_Assemblies.ContainsKey(instance.AssetID))
276 { 347 {
277 // Force a final state save 348 string assembly = m_Assemblies[instance.AssetID];
278 // 349 instance.SaveState(assembly);
279 if (m_Assemblies.ContainsKey(instance.AssetID)) 350 }
280 {
281 string assembly = m_Assemblies[instance.AssetID];
282 instance.SaveState(assembly);
283 }
284 351
285 // Clear the event queue and abort the instance thread 352 // Clear the event queue and abort the instance thread
286 // 353 //
287 instance.ClearQueue(); 354 instance.ClearQueue();
288 instance.Stop(0); 355 instance.Stop(0);
289 356
290 // Release events, timer, etc 357 // Release events, timer, etc
291 // 358 //
292 instance.DestroyScriptInstance(); 359 instance.DestroyScriptInstance();
293 360
294 // Unload scripts and app domains 361 // Unload scripts and app domains
295 // Must be done explicitly because they have infinite 362 // Must be done explicitly because they have infinite
296 // lifetime 363 // lifetime
297 // 364 //
298 m_DomainScripts[instance.AppDomain].Remove(instance.ItemID); 365 m_DomainScripts[instance.AppDomain].Remove(instance.ItemID);
299 if (m_DomainScripts[instance.AppDomain].Count == 0) 366 if (m_DomainScripts[instance.AppDomain].Count == 0)
300 { 367 {
301 m_DomainScripts.Remove(instance.AppDomain); 368 m_DomainScripts.Remove(instance.AppDomain);
302 UnloadAppDomain(instance.AppDomain); 369 UnloadAppDomain(instance.AppDomain);
303 }
304 } 370 }
305 m_Scripts.Clear();
306 m_PrimObjects.Clear();
307 m_Assemblies.Clear();
308 m_DomainScripts.Clear();
309 } 371 }
372 lockScriptsForRead(false);
373 lockScriptsForWrite(true);
374 m_Scripts.Clear();
375 lockScriptsForWrite(false);
376 m_PrimObjects.Clear();
377 m_Assemblies.Clear();
378 m_DomainScripts.Clear();
379
310 lock (m_ScriptEngines) 380 lock (m_ScriptEngines)
311 { 381 {
312 m_ScriptEngines.Remove(this); 382 m_ScriptEngines.Remove(this);
@@ -365,22 +435,20 @@ namespace OpenSim.Region.ScriptEngine.XEngine
365 435
366 List<IScriptInstance> instances = new List<IScriptInstance>(); 436 List<IScriptInstance> instances = new List<IScriptInstance>();
367 437
368 lock (m_Scripts) 438 lockScriptsForRead(true);
369 { 439 foreach (IScriptInstance instance in m_Scripts.Values)
370 foreach (IScriptInstance instance in m_Scripts.Values)
371 instances.Add(instance); 440 instances.Add(instance);
372 } 441 lockScriptsForRead(false);
373 442
374 foreach (IScriptInstance i in instances) 443 foreach (IScriptInstance i in instances)
375 { 444 {
376 string assembly = String.Empty; 445 string assembly = String.Empty;
377 446
378 lock (m_Scripts) 447
379 {
380 if (!m_Assemblies.ContainsKey(i.AssetID)) 448 if (!m_Assemblies.ContainsKey(i.AssetID))
381 continue; 449 continue;
382 assembly = m_Assemblies[i.AssetID]; 450 assembly = m_Assemblies[i.AssetID];
383 } 451
384 452
385 i.SaveState(assembly); 453 i.SaveState(assembly);
386 } 454 }
@@ -709,92 +777,95 @@ namespace OpenSim.Region.ScriptEngine.XEngine
709 } 777 }
710 778
711 ScriptInstance instance = null; 779 ScriptInstance instance = null;
712 lock (m_Scripts) 780 // Create the object record
781 lockScriptsForRead(true);
782 if ((!m_Scripts.ContainsKey(itemID)) ||
783 (m_Scripts[itemID].AssetID != assetID))
713 { 784 {
714 // Create the object record 785 lockScriptsForRead(false);
715 786
716 if ((!m_Scripts.ContainsKey(itemID)) || 787 UUID appDomain = assetID;
717 (m_Scripts[itemID].AssetID != assetID))
718 {
719 UUID appDomain = assetID;
720 788
721 if (part.ParentGroup.IsAttachment) 789 if (part.ParentGroup.IsAttachment)
722 appDomain = part.ParentGroup.RootPart.UUID; 790 appDomain = part.ParentGroup.RootPart.UUID;
723 791
724 if (!m_AppDomains.ContainsKey(appDomain)) 792 if (!m_AppDomains.ContainsKey(appDomain))
793 {
794 try
725 { 795 {
726 try 796 AppDomainSetup appSetup = new AppDomainSetup();
727 { 797 appSetup.PrivateBinPath = Path.Combine(
728 AppDomainSetup appSetup = new AppDomainSetup(); 798 m_ScriptEnginesPath,
729 appSetup.PrivateBinPath = Path.Combine( 799 m_Scene.RegionInfo.RegionID.ToString());
730 m_ScriptEnginesPath, 800
731 m_Scene.RegionInfo.RegionID.ToString()); 801 Evidence baseEvidence = AppDomain.CurrentDomain.Evidence;
732 802 Evidence evidence = new Evidence(baseEvidence);
733 Evidence baseEvidence = AppDomain.CurrentDomain.Evidence; 803
734 Evidence evidence = new Evidence(baseEvidence); 804 AppDomain sandbox;
735 805 if (m_AppDomainLoading)
736 AppDomain sandbox; 806 sandbox = AppDomain.CreateDomain(
737 if (m_AppDomainLoading) 807 m_Scene.RegionInfo.RegionID.ToString(),
738 sandbox = AppDomain.CreateDomain( 808 evidence, appSetup);
739 m_Scene.RegionInfo.RegionID.ToString(), 809 else
740 evidence, appSetup); 810 sandbox = AppDomain.CurrentDomain;
741 else 811
742 sandbox = AppDomain.CurrentDomain; 812 //PolicyLevel sandboxPolicy = PolicyLevel.CreateAppDomainLevel();
743 813 //AllMembershipCondition sandboxMembershipCondition = new AllMembershipCondition();
744 //PolicyLevel sandboxPolicy = PolicyLevel.CreateAppDomainLevel(); 814 //PermissionSet sandboxPermissionSet = sandboxPolicy.GetNamedPermissionSet("Internet");
745 //AllMembershipCondition sandboxMembershipCondition = new AllMembershipCondition(); 815 //PolicyStatement sandboxPolicyStatement = new PolicyStatement(sandboxPermissionSet);
746 //PermissionSet sandboxPermissionSet = sandboxPolicy.GetNamedPermissionSet("Internet"); 816 //CodeGroup sandboxCodeGroup = new UnionCodeGroup(sandboxMembershipCondition, sandboxPolicyStatement);
747 //PolicyStatement sandboxPolicyStatement = new PolicyStatement(sandboxPermissionSet); 817 //sandboxPolicy.RootCodeGroup = sandboxCodeGroup;
748 //CodeGroup sandboxCodeGroup = new UnionCodeGroup(sandboxMembershipCondition, sandboxPolicyStatement); 818 //sandbox.SetAppDomainPolicy(sandboxPolicy);
749 //sandboxPolicy.RootCodeGroup = sandboxCodeGroup; 819
750 //sandbox.SetAppDomainPolicy(sandboxPolicy); 820 m_AppDomains[appDomain] = sandbox;
751 821
752 m_AppDomains[appDomain] = sandbox; 822 m_AppDomains[appDomain].AssemblyResolve +=
753 823 new ResolveEventHandler(
754 m_AppDomains[appDomain].AssemblyResolve += 824 AssemblyResolver.OnAssemblyResolve);
755 new ResolveEventHandler( 825 m_DomainScripts[appDomain] = new List<UUID>();
756 AssemblyResolver.OnAssemblyResolve); 826 }
757 m_DomainScripts[appDomain] = new List<UUID>(); 827 catch (Exception e)
758 } 828 {
759 catch (Exception e) 829 m_log.ErrorFormat("[XEngine] Exception creating app domain:\n {0}", e.ToString());
830 m_ScriptErrorMessage += "Exception creating app domain:\n";
831 m_ScriptFailCount++;
832 lock (m_AddingAssemblies)
760 { 833 {
761 m_log.ErrorFormat("[XEngine] Exception creating app domain:\n {0}", e.ToString()); 834 m_AddingAssemblies[assembly]--;
762 m_ScriptErrorMessage += "Exception creating app domain:\n";
763 m_ScriptFailCount++;
764 lock (m_AddingAssemblies)
765 {
766 m_AddingAssemblies[assembly]--;
767 }
768 return false;
769 } 835 }
836 return false;
770 } 837 }
771 m_DomainScripts[appDomain].Add(itemID); 838 }
772 839 m_DomainScripts[appDomain].Add(itemID);
773 instance = new ScriptInstance(this, part, 840
774 itemID, assetID, assembly, 841 instance = new ScriptInstance(this, part,
775 m_AppDomains[appDomain], 842 itemID, assetID, assembly,
776 part.ParentGroup.RootPart.Name, 843 m_AppDomains[appDomain],
777 item.Name, startParam, postOnRez, 844 part.ParentGroup.RootPart.Name,
778 stateSource, m_MaxScriptQueue); 845 item.Name, startParam, postOnRez,
779 846 stateSource, m_MaxScriptQueue);
780 m_log.DebugFormat( 847
848 m_log.DebugFormat(
781 "[XEngine] Loaded script {0}.{1}, script UUID {2}, prim UUID {3} @ {4}.{5}", 849 "[XEngine] Loaded script {0}.{1}, script UUID {2}, prim UUID {3} @ {4}.{5}",
782 part.ParentGroup.RootPart.Name, item.Name, assetID, part.UUID, 850 part.ParentGroup.RootPart.Name, item.Name, assetID, part.UUID,
783 part.ParentGroup.RootPart.AbsolutePosition, part.ParentGroup.Scene.RegionInfo.RegionName); 851 part.ParentGroup.RootPart.AbsolutePosition, part.ParentGroup.Scene.RegionInfo.RegionName);
784 852
785 if (presence != null) 853 if (presence != null)
786 { 854 {
787 ShowScriptSaveResponse(item.OwnerID, 855 ShowScriptSaveResponse(item.OwnerID,
788 assetID, "Compile successful", true); 856 assetID, "Compile successful", true);
789 }
790
791 instance.AppDomain = appDomain;
792 instance.LineMap = linemap;
793
794 m_Scripts[itemID] = instance;
795 } 857 }
796 }
797 858
859 instance.AppDomain = appDomain;
860 instance.LineMap = linemap;
861 lockScriptsForWrite(true);
862 m_Scripts[itemID] = instance;
863 lockScriptsForWrite(false);
864 }
865 else
866 {
867 lockScriptsForRead(false);
868 }
798 lock (m_PrimObjects) 869 lock (m_PrimObjects)
799 { 870 {
800 if (!m_PrimObjects.ContainsKey(localID)) 871 if (!m_PrimObjects.ContainsKey(localID))
@@ -813,9 +884,9 @@ namespace OpenSim.Region.ScriptEngine.XEngine
813 m_AddingAssemblies[assembly]--; 884 m_AddingAssemblies[assembly]--;
814 } 885 }
815 886
816 if (instance != null) 887 if (instance!=null)
817 instance.Init(); 888 instance.Init();
818 889
819 return true; 890 return true;
820 } 891 }
821 892
@@ -828,20 +899,23 @@ namespace OpenSim.Region.ScriptEngine.XEngine
828 m_CompileDict.Remove(itemID); 899 m_CompileDict.Remove(itemID);
829 } 900 }
830 901
831 IScriptInstance instance = null; 902 lockScriptsForRead(true);
832 903 // Do we even have it?
833 lock (m_Scripts) 904 if (!m_Scripts.ContainsKey(itemID))
834 { 905 {
835 // Do we even have it? 906 lockScriptsForRead(false);
836 if (!m_Scripts.ContainsKey(itemID)) 907 return;
837 return;
838
839 instance=m_Scripts[itemID];
840 m_Scripts.Remove(itemID);
841 } 908 }
909
842 910
911 IScriptInstance instance=m_Scripts[itemID];
912 lockScriptsForRead(false);
913 lockScriptsForWrite(true);
914 m_Scripts.Remove(itemID);
915 lockScriptsForWrite(false);
843 instance.ClearQueue(); 916 instance.ClearQueue();
844 instance.Stop(0); 917 instance.Stop(0);
918
845// bool objectRemoved = false; 919// bool objectRemoved = false;
846 920
847 lock (m_PrimObjects) 921 lock (m_PrimObjects)
@@ -877,11 +951,12 @@ namespace OpenSim.Region.ScriptEngine.XEngine
877 ObjectRemoved handlerObjectRemoved = OnObjectRemoved; 951 ObjectRemoved handlerObjectRemoved = OnObjectRemoved;
878 if (handlerObjectRemoved != null) 952 if (handlerObjectRemoved != null)
879 { 953 {
880 SceneObjectPart part = m_Scene.GetSceneObjectPart(localID); 954 SceneObjectPart part = m_Scene.GetSceneObjectPart(localID);
881 handlerObjectRemoved(part.UUID); 955 handlerObjectRemoved(part.UUID);
882 } 956 }
883 957
884 958 CleanAssemblies();
959
885 ScriptRemoved handlerScriptRemoved = OnScriptRemoved; 960 ScriptRemoved handlerScriptRemoved = OnScriptRemoved;
886 if (handlerScriptRemoved != null) 961 if (handlerScriptRemoved != null)
887 handlerScriptRemoved(itemID); 962 handlerScriptRemoved(itemID);
@@ -1023,7 +1098,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1023 return false; 1098 return false;
1024 1099
1025 uuids = m_PrimObjects[localID]; 1100 uuids = m_PrimObjects[localID];
1026 } 1101
1027 1102
1028 foreach (UUID itemID in uuids) 1103 foreach (UUID itemID in uuids)
1029 { 1104 {
@@ -1041,6 +1116,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1041 result = true; 1116 result = true;
1042 } 1117 }
1043 } 1118 }
1119 }
1044 1120
1045 return result; 1121 return result;
1046 } 1122 }
@@ -1140,12 +1216,14 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1140 private IScriptInstance GetInstance(UUID itemID) 1216 private IScriptInstance GetInstance(UUID itemID)
1141 { 1217 {
1142 IScriptInstance instance; 1218 IScriptInstance instance;
1143 lock (m_Scripts) 1219 lockScriptsForRead(true);
1220 if (!m_Scripts.ContainsKey(itemID))
1144 { 1221 {
1145 if (!m_Scripts.ContainsKey(itemID)) 1222 lockScriptsForRead(false);
1146 return null; 1223 return null;
1147 instance = m_Scripts[itemID];
1148 } 1224 }
1225 instance = m_Scripts[itemID];
1226 lockScriptsForRead(false);
1149 return instance; 1227 return instance;
1150 } 1228 }
1151 1229
@@ -1169,6 +1247,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1169 return false; 1247 return false;
1170 } 1248 }
1171 1249
1250 [DebuggerNonUserCode]
1172 public void ApiResetScript(UUID itemID) 1251 public void ApiResetScript(UUID itemID)
1173 { 1252 {
1174 IScriptInstance instance = GetInstance(itemID); 1253 IScriptInstance instance = GetInstance(itemID);
@@ -1220,6 +1299,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1220 return UUID.Zero; 1299 return UUID.Zero;
1221 } 1300 }
1222 1301
1302 [DebuggerNonUserCode]
1223 public void SetState(UUID itemID, string newState) 1303 public void SetState(UUID itemID, string newState)
1224 { 1304 {
1225 IScriptInstance instance = GetInstance(itemID); 1305 IScriptInstance instance = GetInstance(itemID);
@@ -1240,11 +1320,10 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1240 { 1320 {
1241 List<IScriptInstance> instances = new List<IScriptInstance>(); 1321 List<IScriptInstance> instances = new List<IScriptInstance>();
1242 1322
1243 lock (m_Scripts) 1323 lockScriptsForRead(true);
1244 { 1324 foreach (IScriptInstance instance in m_Scripts.Values)
1245 foreach (IScriptInstance instance in m_Scripts.Values)
1246 instances.Add(instance); 1325 instances.Add(instance);
1247 } 1326 lockScriptsForRead(false);
1248 1327
1249 foreach (IScriptInstance i in instances) 1328 foreach (IScriptInstance i in instances)
1250 { 1329 {
@@ -1616,5 +1695,17 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1616 1695
1617 instance.Resume(); 1696 instance.Resume();
1618 } 1697 }
1698
1699 public bool HasScript(UUID itemID, out bool running)
1700 {
1701 running = true;
1702
1703 IScriptInstance instance = GetInstance(itemID);
1704 if (instance == null)
1705 return false;
1706
1707 running = instance.Running;
1708 return true;
1709 }
1619 } 1710 }
1620} 1711}