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-rw-r--r--OpenSim/Region/Application/OpenSim.cs2
-rw-r--r--OpenSim/Region/Application/OpenSimBase.cs76
-rw-r--r--OpenSim/Region/ClientStack/LindenUDP/J2KImage.cs3
-rw-r--r--OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs251
-rw-r--r--OpenSim/Region/ClientStack/LindenUDP/LLUDPClient.cs10
-rw-r--r--OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs2
-rw-r--r--OpenSim/Region/ClientStack/LindenUDP/TokenBucket.cs66
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs39
-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.cs4
-rw-r--r--OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs25
-rw-r--r--OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs5
-rw-r--r--OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs62
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs63
-rw-r--r--OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs57
-rw-r--r--OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs19
-rw-r--r--OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs768
-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.cs17
-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/Estate/EstateManagementModule.cs37
-rw-r--r--OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs351
-rw-r--r--OpenSim/Region/CoreModules/World/Land/LandObject.cs39
-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.cs4
-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.cs5
-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/ISnmpModule.cs27
-rw-r--r--OpenSim/Region/Framework/ModuleLoader.cs3
-rw-r--r--OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs214
-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.cs20
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Inventory.cs221
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs242
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs14
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneGraph.cs243
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs7
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs656
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs281
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs570
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs971
-rw-r--r--OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs4
-rw-r--r--OpenSim/Region/Framework/Scenes/UndoState.cs168
-rw-r--r--OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs8
-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.cs3917
-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.cs3869
-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.cs1903
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs53
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs13
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs32
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Interface/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.cs47
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs28
-rw-r--r--OpenSim/Region/ScriptEngine/XEngine/XEngine.cs341
89 files changed, 15854 insertions, 2567 deletions
diff --git a/OpenSim/Region/Application/OpenSim.cs b/OpenSim/Region/Application/OpenSim.cs
index 6127c2d..493d412 100644
--- a/OpenSim/Region/Application/OpenSim.cs
+++ b/OpenSim/Region/Application/OpenSim.cs
@@ -442,7 +442,7 @@ namespace OpenSim
442 if (alert != null) 442 if (alert != null)
443 presence.ControllingClient.Kick(alert); 443 presence.ControllingClient.Kick(alert);
444 else 444 else
445 presence.ControllingClient.Kick("\nThe OpenSim manager kicked you out.\n"); 445 presence.ControllingClient.Kick("\nYou have been logged out by an administrator.\n");
446 446
447 // ...and close on our side 447 // ...and close on our side
448 presence.Scene.IncomingCloseAgent(presence.UUID); 448 presence.Scene.IncomingCloseAgent(presence.UUID);
diff --git a/OpenSim/Region/Application/OpenSimBase.cs b/OpenSim/Region/Application/OpenSimBase.cs
index 74ad168..c5ee385 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
@@ -360,7 +369,41 @@ namespace OpenSim
360 } 369 }
361 else m_log.Error("[MODULES]: The new RegionModulesController is missing..."); 370 else m_log.Error("[MODULES]: The new RegionModulesController is missing...");
362 371
372 if (m_securePermissionsLoading)
373 {
374 foreach (string s in m_permsModules)
375 {
376 if (!scene.RegionModules.ContainsKey(s))
377 {
378 bool found = false;
379 foreach (IRegionModule m in modules)
380 {
381 if (m.Name == s)
382 {
383 found = true;
384 }
385 }
386 if (!found)
387 {
388 m_log.Fatal("[MODULES]: Required module " + s + " not found.");
389 Environment.Exit(0);
390 }
391 }
392 }
393 }
394
363 scene.SetModuleInterfaces(); 395 scene.SetModuleInterfaces();
396// First Step of bootreport sequence
397 if (scene.SnmpService != null)
398 {
399 scene.SnmpService.ColdStart(1,scene);
400 scene.SnmpService.LinkDown(scene);
401 }
402
403 if (scene.SnmpService != null)
404 {
405 scene.SnmpService.BootInfo("Loading prins", scene);
406 }
364 407
365 // Prims have to be loaded after module configuration since some modules may be invoked during the load 408 // Prims have to be loaded after module configuration since some modules may be invoked during the load
366 scene.LoadPrimsFromStorage(regionInfo.originRegionID); 409 scene.LoadPrimsFromStorage(regionInfo.originRegionID);
@@ -368,6 +411,10 @@ namespace OpenSim
368 // TODO : Try setting resource for region xstats here on scene 411 // TODO : Try setting resource for region xstats here on scene
369 MainServer.Instance.AddStreamHandler(new Region.Framework.Scenes.RegionStatsHandler(regionInfo)); 412 MainServer.Instance.AddStreamHandler(new Region.Framework.Scenes.RegionStatsHandler(regionInfo));
370 413
414 if (scene.SnmpService != null)
415 {
416 scene.SnmpService.BootInfo("Grid Registration in progress", scene);
417 }
371 try 418 try
372 { 419 {
373 scene.RegisterRegionWithGrid(); 420 scene.RegisterRegionWithGrid();
@@ -378,11 +425,20 @@ namespace OpenSim
378 "[STARTUP]: Registration of region with grid failed, aborting startup due to {0} {1}", 425 "[STARTUP]: Registration of region with grid failed, aborting startup due to {0} {1}",
379 e.Message, e.StackTrace); 426 e.Message, e.StackTrace);
380 427
428 if (scene.SnmpService != null)
429 {
430 scene.SnmpService.Critical("Grid registration failed. Startup aborted.", scene);
431 }
381 // Carrying on now causes a lot of confusion down the 432 // Carrying on now causes a lot of confusion down the
382 // line - we need to get the user's attention 433 // line - we need to get the user's attention
383 Environment.Exit(1); 434 Environment.Exit(1);
384 } 435 }
385 436
437 if (scene.SnmpService != null)
438 {
439 scene.SnmpService.BootInfo("Grid Registration done", scene);
440 }
441
386 scene.loadAllLandObjectsFromStorage(regionInfo.originRegionID); 442 scene.loadAllLandObjectsFromStorage(regionInfo.originRegionID);
387 scene.EventManager.TriggerParcelPrimCountUpdate(); 443 scene.EventManager.TriggerParcelPrimCountUpdate();
388 444
@@ -390,6 +446,11 @@ namespace OpenSim
390 // scripting engines. 446 // scripting engines.
391 scene.CreateScriptInstances(); 447 scene.CreateScriptInstances();
392 448
449 if (scene.SnmpService != null)
450 {
451 scene.SnmpService.BootInfo("ScriptEngine started", scene);
452 }
453
393 m_sceneManager.Add(scene); 454 m_sceneManager.Add(scene);
394 455
395 if (m_autoCreateClientStack) 456 if (m_autoCreateClientStack)
@@ -398,6 +459,10 @@ namespace OpenSim
398 clientServer.Start(); 459 clientServer.Start();
399 } 460 }
400 461
462 if (scene.SnmpService != null)
463 {
464 scene.SnmpService.BootInfo("Initializing region modules", scene);
465 }
401 if (do_post_init) 466 if (do_post_init)
402 { 467 {
403 foreach (IRegionModule module in modules) 468 foreach (IRegionModule module in modules)
@@ -409,6 +474,12 @@ namespace OpenSim
409 474
410 mscene = scene; 475 mscene = scene;
411 476
477 if (scene.SnmpService != null)
478 {
479 scene.SnmpService.BootInfo("The region is operational", scene);
480 scene.SnmpService.LinkUp(scene);
481 }
482
412 scene.StartTimer(); 483 scene.StartTimer();
413 484
414 return clientServer; 485 return clientServer;
@@ -417,6 +488,11 @@ namespace OpenSim
417 private void ShutdownRegion(Scene scene) 488 private void ShutdownRegion(Scene scene)
418 { 489 {
419 m_log.DebugFormat("[SHUTDOWN]: Shutting down region {0}", scene.RegionInfo.RegionName); 490 m_log.DebugFormat("[SHUTDOWN]: Shutting down region {0}", scene.RegionInfo.RegionName);
491 if (scene.SnmpService != null)
492 {
493 scene.SnmpService.BootInfo("The region is shutting down", scene);
494 scene.SnmpService.LinkDown(scene);
495 }
420 IRegionModulesController controller; 496 IRegionModulesController controller;
421 if (ApplicationRegistry.TryGet<IRegionModulesController>(out controller)) 497 if (ApplicationRegistry.TryGet<IRegionModulesController>(out controller))
422 { 498 {
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 7851c4d..5419ede 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;
@@ -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;
@@ -377,6 +379,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP
377 get { return m_startpos; } 379 get { return m_startpos; }
378 set { m_startpos = value; } 380 set { m_startpos = value; }
379 } 381 }
382 public bool DeliverPackets
383 {
384 get { return m_deliverPackets; }
385 set {
386 m_deliverPackets = value;
387 m_udpClient.m_deliverPackets = value;
388 }
389 }
380 public UUID AgentId { get { return m_agentId; } } 390 public UUID AgentId { get { return m_agentId; } }
381 public UUID ActiveGroupId { get { return m_activeGroupID; } } 391 public UUID ActiveGroupId { get { return m_activeGroupID; } }
382 public string ActiveGroupName { get { return m_activeGroupName; } } 392 public string ActiveGroupName { get { return m_activeGroupName; } }
@@ -475,18 +485,30 @@ namespace OpenSim.Region.ClientStack.LindenUDP
475 485
476 #region Client Methods 486 #region Client Methods
477 487
488
478 /// <summary> 489 /// <summary>
479 /// Shut down the client view 490 /// Shut down the client view
480 /// </summary> 491 /// </summary>
481 public void Close() 492 public void Close()
482 { 493 {
494 Close(true);
495 }
496
497 /// <summary>
498 /// Shut down the client view
499 /// </summary>
500 public void Close(bool sendStop)
501 {
483 m_log.DebugFormat( 502 m_log.DebugFormat(
484 "[CLIENT]: Close has been called for {0} attached to scene {1}", 503 "[CLIENT]: Close has been called for {0} attached to scene {1}",
485 Name, m_scene.RegionInfo.RegionName); 504 Name, m_scene.RegionInfo.RegionName);
486 505
487 // Send the STOP packet 506 if (sendStop)
488 DisableSimulatorPacket disable = (DisableSimulatorPacket)PacketPool.Instance.GetPacket(PacketType.DisableSimulator); 507 {
489 OutPacket(disable, ThrottleOutPacketType.Unknown); 508 // Send the STOP packet
509 DisableSimulatorPacket disable = (DisableSimulatorPacket)PacketPool.Instance.GetPacket(PacketType.DisableSimulator);
510 OutPacket(disable, ThrottleOutPacketType.Unknown);
511 }
490 512
491 IsActive = false; 513 IsActive = false;
492 514
@@ -767,7 +789,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
767 reply.ChatData.OwnerID = fromAgentID; 789 reply.ChatData.OwnerID = fromAgentID;
768 reply.ChatData.SourceID = fromAgentID; 790 reply.ChatData.SourceID = fromAgentID;
769 791
770 OutPacket(reply, ThrottleOutPacketType.Task); 792 OutPacket(reply, ThrottleOutPacketType.Unknown);
771 } 793 }
772 794
773 /// <summary> 795 /// <summary>
@@ -1053,6 +1075,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1053 public virtual void SendLayerData(float[] map) 1075 public virtual void SendLayerData(float[] map)
1054 { 1076 {
1055 Util.FireAndForget(DoSendLayerData, map); 1077 Util.FireAndForget(DoSendLayerData, map);
1078
1079 // Send it sync, and async. It's not that much data
1080 // and it improves user experience just so much!
1081 DoSendLayerData(map);
1056 } 1082 }
1057 1083
1058 /// <summary> 1084 /// <summary>
@@ -1065,16 +1091,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1065 1091
1066 try 1092 try
1067 { 1093 {
1068 //for (int y = 0; y < 16; y++) 1094 for (int y = 0; y < 16; y++)
1069 //{ 1095 {
1070 // for (int x = 0; x < 16; x++) 1096 for (int x = 0; x < 16; x+=4)
1071 // { 1097 {
1072 // SendLayerData(x, y, map); 1098 SendLayerPacket(x, y, map);
1073 // } 1099 }
1074 //} 1100 }
1075
1076 // Send LayerData in a spiral pattern. Fun!
1077 SendLayerTopRight(map, 0, 0, 15, 15);
1078 } 1101 }
1079 catch (Exception e) 1102 catch (Exception e)
1080 { 1103 {
@@ -1082,51 +1105,35 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1082 } 1105 }
1083 } 1106 }
1084 1107
1085 private void SendLayerTopRight(float[] map, int x1, int y1, int x2, int y2)
1086 {
1087 // Row
1088 for (int i = x1; i <= x2; i++)
1089 SendLayerData(i, y1, map);
1090
1091 // Column
1092 for (int j = y1 + 1; j <= y2; j++)
1093 SendLayerData(x2, j, map);
1094
1095 if (x2 - x1 > 0)
1096 SendLayerBottomLeft(map, x1, y1 + 1, x2 - 1, y2);
1097 }
1098
1099 void SendLayerBottomLeft(float[] map, int x1, int y1, int x2, int y2)
1100 {
1101 // Row in reverse
1102 for (int i = x2; i >= x1; i--)
1103 SendLayerData(i, y2, map);
1104
1105 // Column in reverse
1106 for (int j = y2 - 1; j >= y1; j--)
1107 SendLayerData(x1, j, map);
1108
1109 if (x2 - x1 > 0)
1110 SendLayerTopRight(map, x1 + 1, y1, x2, y2 - 1);
1111 }
1112
1113 /// <summary> 1108 /// <summary>
1114 /// Sends a set of four patches (x, x+1, ..., x+3) to the client 1109 /// Sends a set of four patches (x, x+1, ..., x+3) to the client
1115 /// </summary> 1110 /// </summary>
1116 /// <param name="map">heightmap</param> 1111 /// <param name="map">heightmap</param>
1117 /// <param name="px">X coordinate for patches 0..12</param> 1112 /// <param name="px">X coordinate for patches 0..12</param>
1118 /// <param name="py">Y coordinate for patches 0..15</param> 1113 /// <param name="py">Y coordinate for patches 0..15</param>
1119 // private void SendLayerPacket(float[] map, int y, int x) 1114 private void SendLayerPacket(int x, int y, float[] map)
1120 // { 1115 {
1121 // int[] patches = new int[4]; 1116 int[] patches = new int[4];
1122 // patches[0] = x + 0 + y * 16; 1117 patches[0] = x + 0 + y * 16;
1123 // patches[1] = x + 1 + y * 16; 1118 patches[1] = x + 1 + y * 16;
1124 // patches[2] = x + 2 + y * 16; 1119 patches[2] = x + 2 + y * 16;
1125 // patches[3] = x + 3 + y * 16; 1120 patches[3] = x + 3 + y * 16;
1126 1121
1127 // Packet layerpack = LLClientView.TerrainManager.CreateLandPacket(map, patches); 1122 float[] heightmap = (map.Length == 65536) ?
1128 // OutPacket(layerpack, ThrottleOutPacketType.Land); 1123 map :
1129 // } 1124 LLHeightFieldMoronize(map);
1125
1126 try
1127 {
1128 Packet layerpack = TerrainCompressor.CreateLandPacket(heightmap, patches);
1129 OutPacket(layerpack, ThrottleOutPacketType.Land);
1130 }
1131 catch
1132 {
1133 for (int px = x ; px < x + 4 ; px++)
1134 SendLayerData(px, y, map);
1135 }
1136 }
1130 1137
1131 /// <summary> 1138 /// <summary>
1132 /// Sends a specified patch to a client 1139 /// Sends a specified patch to a client
@@ -1146,7 +1153,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1146 LayerDataPacket layerpack = TerrainCompressor.CreateLandPacket(heightmap, patches); 1153 LayerDataPacket layerpack = TerrainCompressor.CreateLandPacket(heightmap, patches);
1147 layerpack.Header.Reliable = true; 1154 layerpack.Header.Reliable = true;
1148 1155
1149 OutPacket(layerpack, ThrottleOutPacketType.Land); 1156 OutPacket(layerpack, ThrottleOutPacketType.Task);
1150 } 1157 }
1151 catch (Exception e) 1158 catch (Exception e)
1152 { 1159 {
@@ -1507,35 +1514,46 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1507 OutPacket(pc, ThrottleOutPacketType.Unknown); 1514 OutPacket(pc, ThrottleOutPacketType.Unknown);
1508 } 1515 }
1509 1516
1510 public void SendKillObject(ulong regionHandle, uint localID) 1517 public void SendKillObject(ulong regionHandle, List<uint> localIDs)
1511 { 1518 {
1512// m_log.DebugFormat("[CLIENT]: Sending KillObjectPacket to {0} for {1} in {2}", Name, localID, regionHandle); 1519// m_log.DebugFormat("[CLIENT]: Sending KillObjectPacket to {0} for {1} in {2}", Name, localID, regionHandle);
1513 1520
1514 KillObjectPacket kill = (KillObjectPacket)PacketPool.Instance.GetPacket(PacketType.KillObject); 1521 KillObjectPacket kill = (KillObjectPacket)PacketPool.Instance.GetPacket(PacketType.KillObject);
1515 // TODO: don't create new blocks if recycling an old packet 1522 // TODO: don't create new blocks if recycling an old packet
1516 kill.ObjectData = new KillObjectPacket.ObjectDataBlock[1]; 1523 kill.ObjectData = new KillObjectPacket.ObjectDataBlock[localIDs.Count];
1517 kill.ObjectData[0] = new KillObjectPacket.ObjectDataBlock(); 1524 for (int i = 0 ; i < localIDs.Count ; i++ )
1518 kill.ObjectData[0].ID = localID; 1525 {
1526 kill.ObjectData[i] = new KillObjectPacket.ObjectDataBlock();
1527 kill.ObjectData[i].ID = localIDs[i];
1528 }
1519 kill.Header.Reliable = true; 1529 kill.Header.Reliable = true;
1520 kill.Header.Zerocoded = true; 1530 kill.Header.Zerocoded = true;
1521 1531
1522 if (m_scene.GetScenePresence(localID) == null) 1532 if (localIDs.Count == 1)
1523 { 1533 {
1524 lock (m_entityUpdates.SyncRoot) 1534 if (m_scene.GetScenePresence(localIDs[0]) != null)
1525 { 1535 {
1526 m_killRecord.Add(localID); 1536 OutPacket(kill, ThrottleOutPacketType.State);
1527 1537 return;
1528 // The throttle queue used here must match that being used for updates. Otherwise, there is a
1529 // chance that a kill packet put on a separate queue will be sent to the client before an existing
1530 // update packet on another queue. Receiving updates after kills results in unowned and undeletable
1531 // scene objects in a viewer until that viewer is relogged in.
1532 OutPacket(kill, ThrottleOutPacketType.Task);
1533 } 1538 }
1539 m_killRecord.Add(localIDs[0]);
1534 } 1540 }
1535 else 1541 else
1536 { 1542 {
1537 OutPacket(kill, ThrottleOutPacketType.State); 1543 lock (m_entityUpdates.SyncRoot)
1544 {
1545 foreach (uint localID in localIDs)
1546 m_killRecord.Add(localID);
1547 }
1538 } 1548 }
1549
1550 // The throttle queue used here must match that being used for
1551 // updates. Otherwise, there is a chance that a kill packet put
1552 // on a separate queue will be sent to the client before an
1553 // existing update packet on another queue. Receiving updates
1554 // after kills results in unowned and undeletable
1555 // scene objects in a viewer until that viewer is relogged in.
1556 OutPacket(kill, ThrottleOutPacketType.Task);
1539 } 1557 }
1540 1558
1541 /// <summary> 1559 /// <summary>
@@ -2241,6 +2259,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP
2241 OutPacket(sound, ThrottleOutPacketType.Task); 2259 OutPacket(sound, ThrottleOutPacketType.Task);
2242 } 2260 }
2243 2261
2262 public void SendTransferAbort(TransferRequestPacket transferRequest)
2263 {
2264 TransferAbortPacket abort = (TransferAbortPacket)PacketPool.Instance.GetPacket(PacketType.TransferAbort);
2265 abort.TransferInfo.TransferID = transferRequest.TransferInfo.TransferID;
2266 abort.TransferInfo.ChannelType = transferRequest.TransferInfo.ChannelType;
2267 m_log.Debug("[Assets] Aborting transfer; asset request failed");
2268 OutPacket(abort, ThrottleOutPacketType.Task);
2269 }
2270
2244 public void SendTriggeredSound(UUID soundID, UUID ownerID, UUID objectID, UUID parentID, ulong handle, Vector3 position, float gain) 2271 public void SendTriggeredSound(UUID soundID, UUID ownerID, UUID objectID, UUID parentID, ulong handle, Vector3 position, float gain)
2245 { 2272 {
2246 SoundTriggerPacket sound = (SoundTriggerPacket)PacketPool.Instance.GetPacket(PacketType.SoundTrigger); 2273 SoundTriggerPacket sound = (SoundTriggerPacket)PacketPool.Instance.GetPacket(PacketType.SoundTrigger);
@@ -3542,6 +3569,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP
3542 /// </summary> 3569 /// </summary>
3543 public void SendPrimUpdate(ISceneEntity entity, PrimUpdateFlags updateFlags) 3570 public void SendPrimUpdate(ISceneEntity entity, PrimUpdateFlags updateFlags)
3544 { 3571 {
3572 if (entity is SceneObjectPart)
3573 {
3574 SceneObjectPart e = (SceneObjectPart)entity;
3575 SceneObjectGroup g = e.ParentGroup;
3576 if (g.RootPart.Shape.State > 30) // HUD
3577 if (g.OwnerID != AgentId)
3578 return; // Don't send updates for other people's HUDs
3579 }
3580
3545 double priority = m_prioritizer.GetUpdatePriority(this, entity); 3581 double priority = m_prioritizer.GetUpdatePriority(this, entity);
3546 3582
3547 lock (m_entityUpdates.SyncRoot) 3583 lock (m_entityUpdates.SyncRoot)
@@ -3562,23 +3598,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
3562 EntityUpdate update; 3598 EntityUpdate update;
3563 while (updatesThisCall < maxUpdates && m_entityUpdates.TryDequeue(out update)) 3599 while (updatesThisCall < maxUpdates && m_entityUpdates.TryDequeue(out update))
3564 { 3600 {
3565 // Please do not remove this unless you can demonstrate on the OpenSim mailing list that a client 3601 // If we have sent a kill packet for this object
3566 // will never receive an update after a prim kill. Even then, keeping the kill record may be a good 3602 // drop any updates on the floor
3567 // safety measure.
3568 //
3569 // Receiving updates after kills results in undeleteable prims that persist until relog and
3570 // currently occurs because prims can be deleted before all queued updates are sent.
3571 if (m_killRecord.Contains(update.Entity.LocalId))
3572 {
3573// m_log.WarnFormat(
3574// "[CLIENT]: Preventing full update for prim with local id {0} after client for user {1} told it was deleted",
3575// update.Entity.LocalId, Name);
3576 continue;
3577 }
3578
3579 if (update.Entity is SceneObjectPart) 3603 if (update.Entity is SceneObjectPart)
3580 { 3604 {
3581 SceneObjectPart part = (SceneObjectPart)update.Entity; 3605 SceneObjectPart part = (SceneObjectPart)update.Entity;
3606 if (m_killRecord.Contains(part.ParentGroup.RootPart.LocalId))
3607 continue;
3582 3608
3583 if (part.ParentGroup.IsAttachment && m_disableFacelights) 3609 if (part.ParentGroup.IsAttachment && m_disableFacelights)
3584 { 3610 {
@@ -4012,6 +4038,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4012 { 4038 {
4013 m_propertiesPacketTimer.Stop(); 4039 m_propertiesPacketTimer.Stop();
4014 4040
4041 if (m_propertiesBlocks.Count == 0)
4042 return;
4043
4015 proper.ObjectData = new ObjectPropertiesPacket.ObjectDataBlock[m_propertiesBlocks.Count]; 4044 proper.ObjectData = new ObjectPropertiesPacket.ObjectDataBlock[m_propertiesBlocks.Count];
4016 4045
4017 int index = 0; 4046 int index = 0;
@@ -4918,6 +4947,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4918 AddLocalPacketHandler(PacketType.TransferAbort, HandleTransferAbort, false); 4947 AddLocalPacketHandler(PacketType.TransferAbort, HandleTransferAbort, false);
4919 AddLocalPacketHandler(PacketType.MuteListRequest, HandleMuteListRequest, false); 4948 AddLocalPacketHandler(PacketType.MuteListRequest, HandleMuteListRequest, false);
4920 AddLocalPacketHandler(PacketType.UseCircuitCode, HandleUseCircuitCode); 4949 AddLocalPacketHandler(PacketType.UseCircuitCode, HandleUseCircuitCode);
4950 AddLocalPacketHandler(PacketType.CreateNewOutfitAttachments, HandleCreateNewOutfitAttachments);
4921 AddLocalPacketHandler(PacketType.AgentHeightWidth, HandleAgentHeightWidth, false); 4951 AddLocalPacketHandler(PacketType.AgentHeightWidth, HandleAgentHeightWidth, false);
4922 AddLocalPacketHandler(PacketType.InventoryDescendents, HandleInventoryDescendents); 4952 AddLocalPacketHandler(PacketType.InventoryDescendents, HandleInventoryDescendents);
4923 AddLocalPacketHandler(PacketType.DirPlacesQuery, HandleDirPlacesQuery); 4953 AddLocalPacketHandler(PacketType.DirPlacesQuery, HandleDirPlacesQuery);
@@ -5017,6 +5047,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
5017 (x.CameraLeftAxis != lastarg.CameraLeftAxis) || 5047 (x.CameraLeftAxis != lastarg.CameraLeftAxis) ||
5018 (x.CameraUpAxis != lastarg.CameraUpAxis) || 5048 (x.CameraUpAxis != lastarg.CameraUpAxis) ||
5019 (x.ControlFlags != lastarg.ControlFlags) || 5049 (x.ControlFlags != lastarg.ControlFlags) ||
5050 (x.ControlFlags != 0) ||
5020 (x.Far != lastarg.Far) || 5051 (x.Far != lastarg.Far) ||
5021 (x.Flags != lastarg.Flags) || 5052 (x.Flags != lastarg.Flags) ||
5022 (x.State != lastarg.State) || 5053 (x.State != lastarg.State) ||
@@ -5390,7 +5421,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
5390 args.Channel = ch; 5421 args.Channel = ch;
5391 args.From = String.Empty; 5422 args.From = String.Empty;
5392 args.Message = Utils.BytesToString(msg); 5423 args.Message = Utils.BytesToString(msg);
5393 args.Type = ChatTypeEnum.Shout; 5424 args.Type = ChatTypeEnum.Region; //Behaviour in SL is that the response can be heard from any distance
5394 args.Position = new Vector3(); 5425 args.Position = new Vector3();
5395 args.Scene = Scene; 5426 args.Scene = Scene;
5396 args.Sender = this; 5427 args.Sender = this;
@@ -9430,6 +9461,37 @@ namespace OpenSim.Region.ClientStack.LindenUDP
9430 { 9461 {
9431 return true; 9462 return true;
9432 } 9463 }
9464
9465 private bool HandleCreateNewOutfitAttachments(IClientAPI sender, Packet Pack)
9466 {
9467 CreateNewOutfitAttachmentsPacket packet = (CreateNewOutfitAttachmentsPacket)Pack;
9468
9469 #region Packet Session and User Check
9470 if (m_checkPackets)
9471 {
9472 if (packet.AgentData.SessionID != SessionId ||
9473 packet.AgentData.AgentID != AgentId)
9474 return true;
9475 }
9476 #endregion
9477 MoveItemsAndLeaveCopy handlerMoveItemsAndLeaveCopy = null;
9478 List<InventoryItemBase> items = new List<InventoryItemBase>();
9479 foreach (CreateNewOutfitAttachmentsPacket.ObjectDataBlock n in packet.ObjectData)
9480 {
9481 InventoryItemBase b = new InventoryItemBase();
9482 b.ID = n.OldItemID;
9483 b.Folder = n.OldFolderID;
9484 items.Add(b);
9485 }
9486
9487 handlerMoveItemsAndLeaveCopy = OnMoveItemsAndLeaveCopy;
9488 if (handlerMoveItemsAndLeaveCopy != null)
9489 {
9490 handlerMoveItemsAndLeaveCopy(this, items, packet.HeaderData.NewFolderID);
9491 }
9492
9493 return true;
9494 }
9433 9495
9434 private bool HandleAgentHeightWidth(IClientAPI sender, Packet Pack) 9496 private bool HandleAgentHeightWidth(IClientAPI sender, Packet Pack)
9435 { 9497 {
@@ -10927,7 +10989,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
10927 { 10989 {
10928 // It's a ghost! tell the client to delete it from view. 10990 // It's a ghost! tell the client to delete it from view.
10929 simClient.SendKillObject(Scene.RegionInfo.RegionHandle, 10991 simClient.SendKillObject(Scene.RegionInfo.RegionHandle,
10930 localId); 10992 new List<uint>() { localId });
10931 } 10993 }
10932 else 10994 else
10933 { 10995 {
@@ -11297,22 +11359,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
11297 /// <param name="Pack">OpenMetaverse.packet</param> 11359 /// <param name="Pack">OpenMetaverse.packet</param>
11298 public void ProcessInPacket(Packet packet) 11360 public void ProcessInPacket(Packet packet)
11299 { 11361 {
11300 if (m_debugPacketLevel > 0) 11362 if (m_debugPacketLevel >= 255)
11301 { 11363 m_log.DebugFormat("[CLIENT]: Packet IN {0}", packet.Type);
11302 bool outputPacket = true;
11303
11304 if (m_debugPacketLevel <= 255 && packet.Type == PacketType.AgentUpdate)
11305 outputPacket = false;
11306
11307 if (m_debugPacketLevel <= 200 && packet.Type == PacketType.RequestImage)
11308 outputPacket = false;
11309
11310 if (m_debugPacketLevel <= 100 && (packet.Type == PacketType.ViewerEffect || packet.Type == PacketType.AgentAnimation))
11311 outputPacket = false;
11312
11313 if (outputPacket)
11314 m_log.DebugFormat("[CLIENT]: Packet IN {0}", packet.Type);
11315 }
11316 11364
11317 if (!ProcessPacketMethod(packet)) 11365 if (!ProcessPacketMethod(packet))
11318 m_log.Warn("[CLIENT]: unhandled packet " + packet.Type); 11366 m_log.Warn("[CLIENT]: unhandled packet " + packet.Type);
@@ -11554,7 +11602,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
11554 11602
11555// m_log.DebugFormat("[CLIENT]: {0} requesting asset {1}", Name, requestID); 11603// m_log.DebugFormat("[CLIENT]: {0} requesting asset {1}", Name, requestID);
11556 11604
11605
11606 //Note, the bool returned from the below function is useless since it is always false.
11557 m_assetService.Get(requestID.ToString(), transferRequest, AssetReceived); 11607 m_assetService.Get(requestID.ToString(), transferRequest, AssetReceived);
11608
11558 } 11609 }
11559 11610
11560 /// <summary> 11611 /// <summary>
diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLUDPClient.cs b/OpenSim/Region/ClientStack/LindenUDP/LLUDPClient.cs
index c4db5da..ed0e60d 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
@@ -406,6 +407,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
406 if (category >= 0 && category < m_packetOutboxes.Length) 407 if (category >= 0 && category < m_packetOutboxes.Length)
407 { 408 {
408 OpenSim.Framework.LocklessQueue<OutgoingPacket> queue = m_packetOutboxes[category]; 409 OpenSim.Framework.LocklessQueue<OutgoingPacket> queue = m_packetOutboxes[category];
410
411 if (m_deliverPackets == false)
412 {
413 queue.Enqueue(packet);
414 return true;
415 }
416
409 TokenBucket bucket = m_throttleCategories[category]; 417 TokenBucket bucket = m_throttleCategories[category];
410 418
411 if (bucket.RemoveTokens(packet.Buffer.DataLength)) 419 if (bucket.RemoveTokens(packet.Buffer.DataLength))
@@ -442,6 +450,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
442 /// <returns>True if any packets were sent, otherwise false</returns> 450 /// <returns>True if any packets were sent, otherwise false</returns>
443 public bool DequeueOutgoing() 451 public bool DequeueOutgoing()
444 { 452 {
453 if (m_deliverPackets == false) return false;
454
445 OutgoingPacket packet; 455 OutgoingPacket packet;
446 OpenSim.Framework.LocklessQueue<OutgoingPacket> queue; 456 OpenSim.Framework.LocklessQueue<OutgoingPacket> queue;
447 TokenBucket bucket; 457 TokenBucket bucket;
diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs
index b5d8ec8..59968a1 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs
@@ -934,7 +934,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
934 if (m_scene.TryGetClient(udpClient.AgentID, out client)) 934 if (m_scene.TryGetClient(udpClient.AgentID, out client))
935 { 935 {
936 client.IsLoggingOut = true; 936 client.IsLoggingOut = true;
937 client.Close(); 937 client.Close(false);
938 } 938 }
939 } 939 }
940 940
diff --git a/OpenSim/Region/ClientStack/LindenUDP/TokenBucket.cs b/OpenSim/Region/ClientStack/LindenUDP/TokenBucket.cs
index bdbd284..91e3d20 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/TokenBucket.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/TokenBucket.cs
@@ -133,7 +133,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
133 this.parent = parent; 133 this.parent = parent;
134 MaxBurst = maxBurst; 134 MaxBurst = maxBurst;
135 DripRate = dripRate; 135 DripRate = dripRate;
136 lastDrip = Environment.TickCount & Int32.MaxValue; 136 lastDrip = Environment.TickCount;
137 } 137 }
138 138
139 /// <summary> 139 /// <summary>
@@ -144,40 +144,30 @@ namespace OpenSim.Region.ClientStack.LindenUDP
144 /// the bucket, otherwise false</returns> 144 /// the bucket, otherwise false</returns>
145 public bool RemoveTokens(int amount) 145 public bool RemoveTokens(int amount)
146 { 146 {
147 bool dummy;
148 return RemoveTokens(amount, out dummy);
149 }
150
151 /// <summary>
152 /// Remove a given number of tokens from the bucket
153 /// </summary>
154 /// <param name="amount">Number of tokens to remove from the bucket</param>
155 /// <param name="dripSucceeded">True if tokens were added to the bucket
156 /// during this call, otherwise false</param>
157 /// <returns>True if the requested number of tokens were removed from
158 /// the bucket, otherwise false</returns>
159 public bool RemoveTokens(int amount, out bool dripSucceeded)
160 {
161 if (maxBurst == 0) 147 if (maxBurst == 0)
162 { 148 {
163 dripSucceeded = true;
164 return true; 149 return true;
165 } 150 }
166 151
167 dripSucceeded = Drip(); 152 if (amount > maxBurst)
168
169 if (content - amount >= 0)
170 { 153 {
171 if (parent != null && !parent.RemoveTokens(amount)) 154 throw new Exception("amount " + amount + " exceeds maxBurst " + maxBurst);
172 return false; 155 }
173 156
174 content -= amount; 157 Drip();
175 return true; 158
159 if (content < amount)
160 {
161 return false;
176 } 162 }
177 else 163
164 if (parent != null && !parent.RemoveTokens(amount))
178 { 165 {
179 return false; 166 return false;
180 } 167 }
168
169 content -= amount;
170 return true;
181 } 171 }
182 172
183 /// <summary> 173 /// <summary>
@@ -193,25 +183,23 @@ namespace OpenSim.Region.ClientStack.LindenUDP
193 content = maxBurst; 183 content = maxBurst;
194 return true; 184 return true;
195 } 185 }
196 else
197 {
198 int now = Environment.TickCount & Int32.MaxValue;
199 int deltaMS = now - lastDrip;
200 186
201 if (deltaMS <= 0) 187 int now = Environment.TickCount;
202 { 188 int deltaMS = now - lastDrip;
203 if (deltaMS < 0) 189 lastDrip = now;
204 lastDrip = now;
205 return false;
206 }
207 190
208 int dripAmount = deltaMS * tokensPerMS; 191 if (deltaMS <= 0)
209 192 {
210 content = Math.Min(content + dripAmount, maxBurst); 193 return false;
211 lastDrip = now; 194 }
212 195
213 return true; 196 long dripAmount = (long)deltaMS * (long)tokensPerMS + (long)content;
197 if (dripAmount > maxBurst)
198 {
199 dripAmount = maxBurst;
214 } 200 }
201 content = (int)dripAmount;
202 return true;
215 } 203 }
216 } 204 }
217} 205}
diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
index 1f49a01..f924b30 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
@@ -593,7 +612,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
593 // 612 //
594 if (so.IsSelected) 613 if (so.IsSelected)
595 { 614 {
596 m_scene.SendKillObject(so.RootPart.LocalId); 615 m_scene.SendKillObject(new List<uint> { so.RootPart.LocalId });
597 } 616 }
598 617
599 so.IsSelected = false; // fudge.... 618 so.IsSelected = false; // fudge....
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 b3f0a25..45c3f49 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);
@@ -701,7 +701,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
701 // we're done 701 // we're done
702 return true; 702 return true;
703 } 703 }
704 704
705 return false; 705 return false;
706 } 706 }
707 707
diff --git a/OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs b/OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs
index af39565..347708d 100644
--- a/OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs
@@ -156,6 +156,31 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
156 return; 156 return;
157 } 157 }
158 158
159 DateTime dt = DateTime.UtcNow;
160
161 // Ticks from UtcNow, but make it look like local. Evil, huh?
162 dt = DateTime.SpecifyKind(dt, DateTimeKind.Local);
163
164 try
165 {
166 // Convert that to the PST timezone
167 TimeZoneInfo timeZoneInfo = TimeZoneInfo.FindSystemTimeZoneById("America/Los_Angeles");
168 dt = TimeZoneInfo.ConvertTime(dt, timeZoneInfo);
169 }
170 catch
171 {
172 //m_log.Info("[OFFLINE MESSAGING]: No PST timezone found on this machine. Saving with local timestamp.");
173 }
174
175 // And make it look local again to fool the unix time util
176 dt = DateTime.SpecifyKind(dt, DateTimeKind.Utc);
177
178 im.timestamp = (uint)Util.ToUnixTime(dt);
179
180 // If client is null, this message comes from storage and IS offline
181 if (client != null)
182 im.offline = 0;
183
159 if (m_TransferModule != null) 184 if (m_TransferModule != null)
160 { 185 {
161 if (client != null) 186 if (client != null)
diff --git a/OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs b/OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs
index 918fa04..d8e0f96 100644
--- a/OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs
@@ -145,8 +145,7 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
145 ScenePresence user = (ScenePresence) scene.Entities[toAgentID]; 145 ScenePresence user = (ScenePresence) scene.Entities[toAgentID];
146 if (!user.IsChildAgent) 146 if (!user.IsChildAgent)
147 { 147 {
148 // Local message 148 // 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); 149 user.ControllingClient.SendInstantMessage(im);
151 150
152 // Message sent 151 // Message sent
@@ -168,7 +167,7 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
168 // Local message 167 // Local message
169 ScenePresence user = (ScenePresence) scene.Entities[toAgentID]; 168 ScenePresence user = (ScenePresence) scene.Entities[toAgentID];
170 169
171 m_log.DebugFormat("[INSTANT MESSAGE]: Delivering IM to child agent {0} {1}", user.Name, toAgentID); 170 // m_log.DebugFormat("[INSTANT MESSAGE]: Delivering to client");
172 user.ControllingClient.SendInstantMessage(im); 171 user.ControllingClient.SendInstantMessage(im);
173 172
174 // Message sent 173 // Message sent
diff --git a/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs b/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs
index fdfcd10..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/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/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
index b57dc88..aa7a1cd 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()
@@ -269,7 +269,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
269 // This may be a costly operation. The reg.ExternalEndPoint field is not a passive field, 269 // This may be a costly operation. The reg.ExternalEndPoint field is not a passive field,
270 // it's actually doing a lot of work. 270 // it's actually doing a lot of work.
271 IPEndPoint endPoint = finalDestination.ExternalEndPoint; 271 IPEndPoint endPoint = finalDestination.ExternalEndPoint;
272 if (endPoint.Address != null) 272 if (endPoint != null && endPoint.Address != null)
273 { 273 {
274 // Fixing a bug where teleporting while sitting results in the avatar ending up removed from 274 // Fixing a bug where teleporting while sitting results in the avatar ending up removed from
275 // both regions 275 // both regions
@@ -529,7 +529,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
529 529
530 protected void KillEntity(Scene scene, uint localID) 530 protected void KillEntity(Scene scene, uint localID)
531 { 531 {
532 scene.SendKillObject(localID); 532 scene.SendKillObject(new List<uint>() { localID });
533 } 533 }
534 534
535 protected virtual GridRegion GetFinalDestination(GridRegion region) 535 protected virtual GridRegion GetFinalDestination(GridRegion region)
@@ -567,7 +567,12 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
567 567
568 #region Teleport Home 568 #region Teleport Home
569 569
570 public virtual void TeleportHome(UUID id, IClientAPI client) 570 public void TeleportHomeFired(UUID id, IClientAPI client)
571 {
572 TeleportHome(id, client);
573 }
574
575 public virtual bool TeleportHome(UUID id, IClientAPI client)
571 { 576 {
572 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Request to teleport {0} {1} home", client.FirstName, client.LastName); 577 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Request to teleport {0} {1} home", client.FirstName, client.LastName);
573 578
@@ -576,12 +581,18 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
576 581
577 if (uinfo != null) 582 if (uinfo != null)
578 { 583 {
584 if (uinfo.HomeRegionID == UUID.Zero)
585 {
586 // can't find the Home region: Tell viewer and abort
587 client.SendTeleportFailed("You don't have a home position set.");
588 return false;
589 }
579 GridRegion regionInfo = m_aScene.GridService.GetRegionByUUID(UUID.Zero, uinfo.HomeRegionID); 590 GridRegion regionInfo = m_aScene.GridService.GetRegionByUUID(UUID.Zero, uinfo.HomeRegionID);
580 if (regionInfo == null) 591 if (regionInfo == null)
581 { 592 {
582 // can't find the Home region: Tell viewer and abort 593 // can't find the Home region: Tell viewer and abort
583 client.SendTeleportFailed("Your home region could not be found."); 594 client.SendTeleportFailed("Your home region could not be found.");
584 return; 595 return false;
585 } 596 }
586 597
587 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: User's home region is {0} {1} ({2}-{3})", 598 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: User's home region is {0} {1} ({2}-{3})",
@@ -592,6 +603,13 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
592 client, regionInfo.RegionHandle, uinfo.HomePosition, uinfo.HomeLookAt, 603 client, regionInfo.RegionHandle, uinfo.HomePosition, uinfo.HomeLookAt,
593 (uint)(Constants.TeleportFlags.SetLastToTarget | Constants.TeleportFlags.ViaHome)); 604 (uint)(Constants.TeleportFlags.SetLastToTarget | Constants.TeleportFlags.ViaHome));
594 } 605 }
606 else
607 {
608 // can't find the Home region: Tell viewer and abort
609 client.SendTeleportFailed("Your home region could not be found.");
610 return false;
611 }
612 return true;
595 } 613 }
596 614
597 #endregion 615 #endregion
@@ -879,15 +897,19 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
879 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} to client {1}", capsPath, agent.UUID); 897 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} to client {1}", capsPath, agent.UUID);
880 898
881 IEventQueue eq = agent.Scene.RequestModuleInterface<IEventQueue>(); 899 IEventQueue eq = agent.Scene.RequestModuleInterface<IEventQueue>();
882 if (eq != null) 900 IPEndPoint neighbourExternal = neighbourRegion.ExternalEndPoint;
901 if (neighbourExternal != null)
883 { 902 {
884 eq.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourRegion.ExternalEndPoint, 903 if (eq != null)
885 capsPath, agent.UUID, agent.ControllingClient.SessionId); 904 {
886 } 905 eq.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourExternal,
887 else 906 capsPath, agent.UUID, agent.ControllingClient.SessionId);
888 { 907 }
889 agent.ControllingClient.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourRegion.ExternalEndPoint, 908 else
890 capsPath); 909 {
910 agent.ControllingClient.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourExternal,
911 capsPath);
912 }
891 } 913 }
892 914
893 if (!WaitForCallback(agent.UUID)) 915 if (!WaitForCallback(agent.UUID))
@@ -991,10 +1013,14 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
991 agent.Id0 = currentAgentCircuit.Id0; 1013 agent.Id0 = currentAgentCircuit.Id0;
992 } 1014 }
993 1015
994 InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync; 1016 IPEndPoint external = region.ExternalEndPoint;
995 d.BeginInvoke(sp, agent, region, region.ExternalEndPoint, true, 1017 if (external != null)
1018 {
1019 InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync;
1020 d.BeginInvoke(sp, agent, region, external, true,
996 InformClientOfNeighbourCompleted, 1021 InformClientOfNeighbourCompleted,
997 d); 1022 d);
1023 }
998 } 1024 }
999 #endregion 1025 #endregion
1000 1026
@@ -1127,6 +1153,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1127 InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync; 1153 InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync;
1128 try 1154 try
1129 { 1155 {
1156 //neighbour.ExternalEndPoint may return null, which will be caught
1130 d.BeginInvoke(sp, cagents[count], neighbour, neighbour.ExternalEndPoint, newAgent, 1157 d.BeginInvoke(sp, cagents[count], neighbour, neighbour.ExternalEndPoint, newAgent,
1131 InformClientOfNeighbourCompleted, 1158 InformClientOfNeighbourCompleted,
1132 d); 1159 d);
diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs
index 1ac7508..47898cc 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
@@ -174,7 +174,12 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
174 return m_aScene.SimulationService.CreateAgent(reg, agentCircuit, teleportFlags, out reason); 174 return m_aScene.SimulationService.CreateAgent(reg, agentCircuit, teleportFlags, out reason);
175 } 175 }
176 176
177 public override void TeleportHome(UUID id, IClientAPI client) 177 public void TeleportHomeFired(UUID id, IClientAPI client)
178 {
179 TeleportHome(id, client);
180 }
181
182 public override bool TeleportHome(UUID id, IClientAPI client)
178 { 183 {
179 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Request to teleport {0} {1} home", client.FirstName, client.LastName); 184 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Request to teleport {0} {1} home", client.FirstName, client.LastName);
180 185
@@ -184,8 +189,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
184 { 189 {
185 // local grid user 190 // local grid user
186 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: User is local"); 191 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: User is local");
187 base.TeleportHome(id, client); 192 return base.TeleportHome(id, client);
188 return;
189 } 193 }
190 194
191 // Foreign user wants to go home 195 // Foreign user wants to go home
@@ -195,7 +199,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
195 { 199 {
196 client.SendTeleportFailed("Your information has been lost"); 200 client.SendTeleportFailed("Your information has been lost");
197 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Unable to locate agent's gateway information"); 201 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Unable to locate agent's gateway information");
198 return; 202 return false;
199 } 203 }
200 204
201 IUserAgentService userAgentService = new UserAgentServiceConnector(aCircuit.ServiceURLs["HomeURI"].ToString()); 205 IUserAgentService userAgentService = new UserAgentServiceConnector(aCircuit.ServiceURLs["HomeURI"].ToString());
@@ -205,7 +209,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
205 { 209 {
206 client.SendTeleportFailed("Your home region could not be found"); 210 client.SendTeleportFailed("Your home region could not be found");
207 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Agent's home region not found"); 211 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Agent's home region not found");
208 return; 212 return false;
209 } 213 }
210 214
211 ScenePresence sp = ((Scene)(client.Scene)).GetScenePresence(client.AgentId); 215 ScenePresence sp = ((Scene)(client.Scene)).GetScenePresence(client.AgentId);
@@ -213,7 +217,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
213 { 217 {
214 client.SendTeleportFailed("Internal error"); 218 client.SendTeleportFailed("Internal error");
215 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Agent not found in the scene where it is supposed to be"); 219 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Agent not found in the scene where it is supposed to be");
216 return; 220 return false;
217 } 221 }
218 222
219 IEventQueue eq = sp.Scene.RequestModuleInterface<IEventQueue>(); 223 IEventQueue eq = sp.Scene.RequestModuleInterface<IEventQueue>();
@@ -223,6 +227,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
223 aCircuit.firstname, aCircuit.lastname, finalDestination.RegionName, homeGatekeeper.ExternalHostName, homeGatekeeper.HttpPort, homeGatekeeper.RegionName); 227 aCircuit.firstname, aCircuit.lastname, finalDestination.RegionName, homeGatekeeper.ExternalHostName, homeGatekeeper.HttpPort, homeGatekeeper.RegionName);
224 228
225 DoTeleport(sp, homeGatekeeper, finalDestination, position, lookAt, (uint)(Constants.TeleportFlags.SetLastToTarget | Constants.TeleportFlags.ViaHome), eq); 229 DoTeleport(sp, homeGatekeeper, finalDestination, position, lookAt, (uint)(Constants.TeleportFlags.SetLastToTarget | Constants.TeleportFlags.ViaHome), eq);
230 return true;
226 } 231 }
227 #endregion 232 #endregion
228 233
diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
index 67732ff..22da665 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
@@ -191,11 +192,11 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
191 public virtual UUID DeleteToInventory(DeRezAction action, UUID folderID, 192 public virtual UUID DeleteToInventory(DeRezAction action, UUID folderID,
192 List<SceneObjectGroup> objectGroups, IClientAPI remoteClient) 193 List<SceneObjectGroup> objectGroups, IClientAPI remoteClient)
193 { 194 {
194 // HACK: This is only working for lists containing a single item!
195 // It's just a hack to make this WIP compile and run. Nothing
196 // currently calls this with multiple items.
197 UUID ret = UUID.Zero; 195 UUID ret = UUID.Zero;
198 196
197 // The following code groups the SOG's by owner. No objects
198 // belonging to different people can be coalesced, for obvious
199 // reasons.
199 Dictionary<UUID, List<SceneObjectGroup>> deletes = 200 Dictionary<UUID, List<SceneObjectGroup>> deletes =
200 new Dictionary<UUID, List<SceneObjectGroup>>(); 201 new Dictionary<UUID, List<SceneObjectGroup>>();
201 202
@@ -207,265 +208,340 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
207 deletes[g.OwnerID].Add(g); 208 deletes[g.OwnerID].Add(g);
208 } 209 }
209 210
211 // This is pethod scoped and will be returned. It will be the
212 // last created asset id
213 UUID assetID = UUID.Zero;
214
215 // Each iteration is really a separate asset being created,
216 // with distinct destinations as well.
210 foreach (List<SceneObjectGroup> objlist in deletes.Values) 217 foreach (List<SceneObjectGroup> objlist in deletes.Values)
211 { 218 {
212 foreach (SceneObjectGroup g in objlist) 219 Dictionary<UUID, string> xmlStrings =
213 ret = DeleteToInventory(action, folderID, g, remoteClient); 220 new Dictionary<UUID, string>();
214 }
215
216 return ret;
217 }
218 221
219 private UUID DeleteToInventory(DeRezAction action, UUID folderID, 222 foreach (SceneObjectGroup objectGroup in objlist)
220 SceneObjectGroup objectGroup, IClientAPI remoteClient) 223 {
221 { 224 Vector3 inventoryStoredPosition = new Vector3
222 UUID assetID = UUID.Zero; 225 (((objectGroup.AbsolutePosition.X > (int)Constants.RegionSize)
226 ? 250
227 : objectGroup.AbsolutePosition.X)
228 ,
229 (objectGroup.AbsolutePosition.X > (int)Constants.RegionSize)
230 ? 250
231 : objectGroup.AbsolutePosition.X,
232 objectGroup.AbsolutePosition.Z);
223 233
224 Vector3 inventoryStoredPosition = new Vector3 234 Vector3 originalPosition = objectGroup.AbsolutePosition;
225 (((objectGroup.AbsolutePosition.X > (int)Constants.RegionSize)
226 ? 250
227 : objectGroup.AbsolutePosition.X)
228 ,
229 (objectGroup.AbsolutePosition.X > (int)Constants.RegionSize)
230 ? 250
231 : objectGroup.AbsolutePosition.X,
232 objectGroup.AbsolutePosition.Z);
233 235
234 Vector3 originalPosition = objectGroup.AbsolutePosition; 236 // Restore attachment data after trip through the sim
237 if (objectGroup.RootPart.AttachPoint > 0)
238 inventoryStoredPosition = objectGroup.RootPart.AttachOffset;
239 objectGroup.RootPart.Shape.State = objectGroup.RootPart.AttachPoint;
235 240
236 objectGroup.AbsolutePosition = inventoryStoredPosition; 241 objectGroup.AbsolutePosition = inventoryStoredPosition;
237 242
238 string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(objectGroup); 243 // Make sure all bits but the ones we want are clear
244 // on take.
245 // This will be applied to the current perms, so
246 // it will do what we want.
247 objectGroup.RootPart.NextOwnerMask &=
248 ((uint)PermissionMask.Copy |
249 (uint)PermissionMask.Transfer |
250 (uint)PermissionMask.Modify);
251 objectGroup.RootPart.NextOwnerMask |=
252 (uint)PermissionMask.Move;
239 253
240 objectGroup.AbsolutePosition = originalPosition; 254 string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(objectGroup);
241 255
242 // Get the user info of the item destination 256 objectGroup.AbsolutePosition = originalPosition;
243 //
244 UUID userID = UUID.Zero;
245 257
246 if (action == DeRezAction.Take || action == DeRezAction.TakeCopy || 258 xmlStrings[objectGroup.UUID] = sceneObjectXml;
247 action == DeRezAction.SaveToExistingUserInventoryItem) 259 }
248 {
249 // Take or take copy require a taker
250 // Saving changes requires a local user
251 //
252 if (remoteClient == null)
253 return UUID.Zero;
254 260
255 userID = remoteClient.AgentId; 261 string itemXml;
256 }
257 else
258 {
259 // All returns / deletes go to the object owner
260 //
261 262
262 userID = objectGroup.RootPart.OwnerID; 263 if (objlist.Count > 1)
263 } 264 {
265 float minX, minY, minZ;
266 float maxX, maxY, maxZ;
264 267
265 if (userID == UUID.Zero) // Can't proceed 268 Vector3[] offsets = m_Scene.GetCombinedBoundingBox(objlist,
266 { 269 out minX, out maxX, out minY, out maxY,
267 return UUID.Zero; 270 out minZ, out maxZ);
268 }
269 271
270 // If we're returning someone's item, it goes back to the 272 // CreateWrapper
271 // owner's Lost And Found folder. 273 XmlDocument itemDoc = new XmlDocument();
272 // Delete is treated like return in this case 274 XmlElement root = itemDoc.CreateElement("", "CoalescedObject", "");
273 // Deleting your own items makes them go to trash 275 itemDoc.AppendChild(root);
274 //
275 276
276 InventoryFolderBase folder = null; 277 // Embed the offsets into the group XML
277 InventoryItemBase item = null; 278 for ( int i = 0 ; i < objlist.Count ; i++ )
279 {
280 XmlDocument doc = new XmlDocument();
281 SceneObjectGroup g = objlist[i];
282 doc.LoadXml(xmlStrings[g.UUID]);
283 XmlElement e = (XmlElement)doc.SelectSingleNode("/SceneObjectGroup");
284 e.SetAttribute("offsetx", offsets[i].X.ToString());
285 e.SetAttribute("offsety", offsets[i].Y.ToString());
286 e.SetAttribute("offsetz", offsets[i].Z.ToString());
287
288 XmlNode objectNode = itemDoc.ImportNode(e, true);
289 root.AppendChild(objectNode);
290 }
278 291
279 if (DeRezAction.SaveToExistingUserInventoryItem == action) 292 float sizeX = maxX - minX;
280 { 293 float sizeY = maxY - minY;
281 item = new InventoryItemBase(objectGroup.RootPart.FromUserInventoryItemID, userID); 294 float sizeZ = maxZ - minZ;
282 item = m_Scene.InventoryService.GetItem(item);
283 295
284 //item = userInfo.RootFolder.FindItem( 296 root.SetAttribute("x", sizeX.ToString());
285 // objectGroup.RootPart.FromUserInventoryItemID); 297 root.SetAttribute("y", sizeY.ToString());
298 root.SetAttribute("z", sizeZ.ToString());
286 299
287 if (null == item) 300 itemXml = itemDoc.InnerXml;
301 }
302 else
288 { 303 {
289 m_log.DebugFormat( 304 itemXml = xmlStrings[objlist[0].UUID];
290 "[AGENT INVENTORY]: Object {0} {1} scheduled for save to inventory has already been deleted.",
291 objectGroup.Name, objectGroup.UUID);
292 return UUID.Zero;
293 } 305 }
294 } 306
295 else 307 // Get the user info of the item destination
296 {
297 // Folder magic
298 // 308 //
299 if (action == DeRezAction.Delete) 309 UUID userID = UUID.Zero;
310
311 if (action == DeRezAction.Take || action == DeRezAction.TakeCopy ||
312 action == DeRezAction.SaveToExistingUserInventoryItem)
300 { 313 {
301 // Deleting someone else's item 314 // Take or take copy require a taker
315 // Saving changes requires a local user
302 // 316 //
303 if (remoteClient == null || 317 if (remoteClient == null)
304 objectGroup.OwnerID != remoteClient.AgentId) 318 return UUID.Zero;
305 {
306 319
307 folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.LostAndFoundFolder); 320 userID = remoteClient.AgentId;
308 }
309 else
310 {
311 folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.TrashFolder);
312 }
313 } 321 }
314 else if (action == DeRezAction.Return) 322 else
315 { 323 {
316 324 // All returns / deletes go to the object owner
317 // Dump to lost + found unconditionally
318 // 325 //
319 folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.LostAndFoundFolder); 326
327 userID = objlist[0].RootPart.OwnerID;
320 } 328 }
321 329
322 if (folderID == UUID.Zero && folder == null) 330 if (userID == UUID.Zero) // Can't proceed
323 { 331 {
324 if (action == DeRezAction.Delete) 332 return UUID.Zero;
333 }
334
335 // If we're returning someone's item, it goes back to the
336 // owner's Lost And Found folder.
337 // Delete is treated like return in this case
338 // Deleting your own items makes them go to trash
339 //
340
341 InventoryFolderBase folder = null;
342 InventoryItemBase item = null;
343
344 if (DeRezAction.SaveToExistingUserInventoryItem == action)
345 {
346 item = new InventoryItemBase(objlist[0].RootPart.FromUserInventoryItemID, userID);
347 item = m_Scene.InventoryService.GetItem(item);
348
349 //item = userInfo.RootFolder.FindItem(
350 // objectGroup.RootPart.FromUserInventoryItemID);
351
352 if (null == item)
325 { 353 {
326 // Deletes go to trash by default 354 m_log.DebugFormat(
327 // 355 "[AGENT INVENTORY]: Object {0} {1} scheduled for save to inventory has already been deleted.",
328 folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.TrashFolder); 356 objlist[0].Name, objlist[0].UUID);
357 return UUID.Zero;
329 } 358 }
330 else 359 }
360 else
361 {
362 // Folder magic
363 //
364 if (action == DeRezAction.Delete)
331 { 365 {
366 // Deleting someone else's item
367 //
332 if (remoteClient == null || 368 if (remoteClient == null ||
333 objectGroup.OwnerID != remoteClient.AgentId) 369 objlist[0].OwnerID != remoteClient.AgentId)
334 { 370 {
335 // Taking copy of another person's item. Take to 371
336 // Objects folder. 372 folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.LostAndFoundFolder);
337 folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.Object);
338 } 373 }
339 else 374 else
340 { 375 {
341 // Catch all. Use lost & found 376 folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.TrashFolder);
377 }
378 }
379 else if (action == DeRezAction.Return)
380 {
381
382 // Dump to lost + found unconditionally
383 //
384 folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.LostAndFoundFolder);
385 }
386
387 if (folderID == UUID.Zero && folder == null)
388 {
389 if (action == DeRezAction.Delete)
390 {
391 // Deletes go to trash by default
342 // 392 //
393 folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.TrashFolder);
394 }
395 else
396 {
397 if (remoteClient == null ||
398 objlist[0].OwnerID != remoteClient.AgentId)
399 {
400 // Taking copy of another person's item. Take to
401 // Objects folder.
402 folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.Object);
403 }
404 else
405 {
406 // Catch all. Use lost & found
407 //
343 408
344 folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.LostAndFoundFolder); 409 folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.LostAndFoundFolder);
410 }
345 } 411 }
346 } 412 }
347 }
348 413
349 // Override and put into where it came from, if it came 414 // Override and put into where it came from, if it came
350 // from anywhere in inventory 415 // from anywhere in inventory
351 // 416 //
352 if (action == DeRezAction.Take || action == DeRezAction.TakeCopy) 417 if (action == DeRezAction.Take || action == DeRezAction.TakeCopy)
353 {
354 if (objectGroup.RootPart.FromFolderID != UUID.Zero)
355 { 418 {
356 InventoryFolderBase f = new InventoryFolderBase(objectGroup.RootPart.FromFolderID, userID); 419 if (objlist[0].RootPart.FromFolderID != UUID.Zero)
357 folder = m_Scene.InventoryService.GetFolder(f); 420 {
421 InventoryFolderBase f = new InventoryFolderBase(objlist[0].RootPart.FromFolderID, userID);
422 folder = m_Scene.InventoryService.GetFolder(f);
423 }
358 } 424 }
359 }
360 425
361 if (folder == null) // None of the above 426 if (folder == null) // None of the above
362 { 427 {
363 folder = new InventoryFolderBase(folderID); 428 folder = new InventoryFolderBase(folderID);
364 429
365 if (folder == null) // Nowhere to put it 430 if (folder == null) // Nowhere to put it
431 {
432 return UUID.Zero;
433 }
434 }
435
436 item = new InventoryItemBase();
437 // Can't know creator is the same, so null it in inventory
438 if (objlist.Count > 1)
366 { 439 {
367 return UUID.Zero; 440 item.CreatorId = UUID.Zero.ToString();
441 item.CreatorData = String.Empty;
442 }
443 else
444 {
445 item.CreatorId = objlist[0].RootPart.CreatorID.ToString();
446 item.CreatorData = objlist[0].RootPart.CreatorData;
447 }
448 item.ID = UUID.Random();
449 item.InvType = (int)InventoryType.Object;
450 item.Folder = folder.ID;
451 item.Owner = userID;
452 if (objlist.Count > 1)
453 {
454 item.Flags = (uint)InventoryItemFlags.ObjectHasMultipleItems;
455 }
456 else
457 {
458 item.SaleType = objlist[0].RootPart.ObjectSaleType;
459 item.SalePrice = objlist[0].RootPart.SalePrice;
368 } 460 }
369 } 461 }
370 462
371 item = new InventoryItemBase(); 463 AssetBase asset = CreateAsset(
372 item.CreatorId = objectGroup.RootPart.CreatorID.ToString(); 464 objlist[0].GetPartName(objlist[0].RootPart.LocalId),
373 item.CreatorData = objectGroup.RootPart.CreatorData; 465 objlist[0].GetPartDescription(objlist[0].RootPart.LocalId),
374 item.ID = UUID.Random(); 466 (sbyte)AssetType.Object,
375 item.InvType = (int)InventoryType.Object; 467 Utils.StringToBytes(itemXml),
376 item.Folder = folder.ID; 468 objlist[0].OwnerID.ToString());
377 item.Owner = userID; 469 m_Scene.AssetService.Store(asset);
378 } 470 assetID = asset.FullID;
379
380 AssetBase asset = CreateAsset(
381 objectGroup.GetPartName(objectGroup.RootPart.LocalId),
382 objectGroup.GetPartDescription(objectGroup.RootPart.LocalId),
383 (sbyte)AssetType.Object,
384 Utils.StringToBytes(sceneObjectXml),
385 objectGroup.OwnerID.ToString());
386 m_Scene.AssetService.Store(asset);
387 assetID = asset.FullID;
388
389 if (DeRezAction.SaveToExistingUserInventoryItem == action)
390 {
391 item.AssetID = asset.FullID;
392 m_Scene.InventoryService.UpdateItem(item);
393 }
394 else
395 {
396 item.AssetID = asset.FullID;
397 471
398 if (remoteClient != null && (remoteClient.AgentId != objectGroup.RootPart.OwnerID) && m_Scene.Permissions.PropagatePermissions()) 472 if (DeRezAction.SaveToExistingUserInventoryItem == action)
399 { 473 {
400 uint perms = objectGroup.GetEffectivePermissions(); 474 item.AssetID = asset.FullID;
401 uint nextPerms = (perms & 7) << 13; 475 m_Scene.InventoryService.UpdateItem(item);
402 if ((nextPerms & (uint)PermissionMask.Copy) == 0)
403 perms &= ~(uint)PermissionMask.Copy;
404 if ((nextPerms & (uint)PermissionMask.Transfer) == 0)
405 perms &= ~(uint)PermissionMask.Transfer;
406 if ((nextPerms & (uint)PermissionMask.Modify) == 0)
407 perms &= ~(uint)PermissionMask.Modify;
408
409 // Make sure all bits but the ones we want are clear
410 // on take.
411 // This will be applied to the current perms, so
412 // it will do what we want.
413 objectGroup.RootPart.NextOwnerMask &=
414 ((uint)PermissionMask.Copy |
415 (uint)PermissionMask.Transfer |
416 (uint)PermissionMask.Modify);
417 objectGroup.RootPart.NextOwnerMask |=
418 (uint)PermissionMask.Move;
419
420 item.BasePermissions = perms & objectGroup.RootPart.NextOwnerMask;
421 item.CurrentPermissions = item.BasePermissions;
422 item.NextPermissions = objectGroup.RootPart.NextOwnerMask;
423 item.EveryOnePermissions = objectGroup.RootPart.EveryoneMask & objectGroup.RootPart.NextOwnerMask;
424 item.GroupPermissions = objectGroup.RootPart.GroupMask & objectGroup.RootPart.NextOwnerMask;
425
426 // Magic number badness. Maybe this deserves an enum.
427 // bit 4 (16) is the "Slam" bit, it means treat as passed
428 // and apply next owner perms on rez
429 item.CurrentPermissions |= 16; // Slam!
430 } 476 }
431 else 477 else
432 { 478 {
433 item.BasePermissions = objectGroup.GetEffectivePermissions(); 479 item.AssetID = asset.FullID;
434 item.CurrentPermissions = objectGroup.GetEffectivePermissions();
435 item.NextPermissions = objectGroup.RootPart.NextOwnerMask;
436 item.EveryOnePermissions = objectGroup.RootPart.EveryoneMask;
437 item.GroupPermissions = objectGroup.RootPart.GroupMask;
438 480
439 item.CurrentPermissions &= 481 uint effectivePerms = (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify | PermissionMask.Move) | 7;
440 ((uint)PermissionMask.Copy | 482 foreach (SceneObjectGroup grp in objlist)
441 (uint)PermissionMask.Transfer | 483 effectivePerms &= grp.GetEffectivePermissions();
442 (uint)PermissionMask.Modify | 484 effectivePerms |= (uint)PermissionMask.Move;
443 (uint)PermissionMask.Move |
444 7); // Preserve folded permissions
445 }
446 485
447 // TODO: add the new fields (Flags, Sale info, etc) 486 if (remoteClient != null && (remoteClient.AgentId != objlist[0].RootPart.OwnerID) && m_Scene.Permissions.PropagatePermissions())
448 item.CreationDate = Util.UnixTimeSinceEpoch(); 487 {
449 item.Description = asset.Description; 488 uint perms = effectivePerms;
450 item.Name = asset.Name; 489 uint nextPerms = (perms & 7) << 13;
451 item.AssetType = asset.Type; 490 if ((nextPerms & (uint)PermissionMask.Copy) == 0)
491 perms &= ~(uint)PermissionMask.Copy;
492 if ((nextPerms & (uint)PermissionMask.Transfer) == 0)
493 perms &= ~(uint)PermissionMask.Transfer;
494 if ((nextPerms & (uint)PermissionMask.Modify) == 0)
495 perms &= ~(uint)PermissionMask.Modify;
496
497 item.BasePermissions = perms & objlist[0].RootPart.NextOwnerMask;
498 item.CurrentPermissions = item.BasePermissions;
499 item.NextPermissions = perms & objlist[0].RootPart.NextOwnerMask;
500 item.EveryOnePermissions = objlist[0].RootPart.EveryoneMask & objlist[0].RootPart.NextOwnerMask;
501 item.GroupPermissions = objlist[0].RootPart.GroupMask & objlist[0].RootPart.NextOwnerMask;
502
503 // Magic number badness. Maybe this deserves an enum.
504 // bit 4 (16) is the "Slam" bit, it means treat as passed
505 // and apply next owner perms on rez
506 item.CurrentPermissions |= 16; // Slam!
507 }
508 else
509 {
510 item.BasePermissions = effectivePerms;
511 item.CurrentPermissions = effectivePerms;
512 item.NextPermissions = objlist[0].RootPart.NextOwnerMask & effectivePerms;
513 item.EveryOnePermissions = objlist[0].RootPart.EveryoneMask & effectivePerms;
514 item.GroupPermissions = objlist[0].RootPart.GroupMask & effectivePerms;
515
516 item.CurrentPermissions &=
517 ((uint)PermissionMask.Copy |
518 (uint)PermissionMask.Transfer |
519 (uint)PermissionMask.Modify |
520 (uint)PermissionMask.Move |
521 7); // Preserve folded permissions
522 }
452 523
453 m_Scene.AddInventoryItem(item); 524 item.CreationDate = Util.UnixTimeSinceEpoch();
525 item.Description = asset.Description;
526 item.Name = asset.Name;
527 item.AssetType = asset.Type;
454 528
455 if (remoteClient != null && item.Owner == remoteClient.AgentId) 529 m_Scene.AddInventoryItem(item);
456 { 530
457 remoteClient.SendInventoryItemCreateUpdate(item, 0); 531 if (remoteClient != null && item.Owner == remoteClient.AgentId)
458 }
459 else
460 {
461 ScenePresence notifyUser = m_Scene.GetScenePresence(item.Owner);
462 if (notifyUser != null)
463 { 532 {
464 notifyUser.ControllingClient.SendInventoryItemCreateUpdate(item, 0); 533 remoteClient.SendInventoryItemCreateUpdate(item, 0);
534 }
535 else
536 {
537 ScenePresence notifyUser = m_Scene.GetScenePresence(item.Owner);
538 if (notifyUser != null)
539 {
540 notifyUser.ControllingClient.SendInventoryItemCreateUpdate(item, 0);
541 }
465 } 542 }
466 } 543 }
467 } 544 }
468
469 return assetID; 545 return assetID;
470 } 546 }
471 547
@@ -516,8 +592,15 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
516 592
517 if (item != null) 593 if (item != null)
518 { 594 {
595 if (item.ID == UUID.Zero)
596 {
597 m_log.Debug("[InventoryAccessModule]: Inventory object has UUID.Zero! Position 1");
598 }
599
519 AssetBase rezAsset = m_Scene.AssetService.Get(item.AssetID.ToString()); 600 AssetBase rezAsset = m_Scene.AssetService.Get(item.AssetID.ToString());
520 601
602 SceneObjectGroup group = null;
603
521 if (rezAsset != null) 604 if (rezAsset != null)
522 { 605 {
523 UUID itemId = UUID.Zero; 606 UUID itemId = UUID.Zero;
@@ -526,32 +609,83 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
526 // item that it came from. This allows us to enable 'save object to inventory' 609 // item that it came from. This allows us to enable 'save object to inventory'
527 if (!m_Scene.Permissions.BypassPermissions()) 610 if (!m_Scene.Permissions.BypassPermissions())
528 { 611 {
529 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == (uint)PermissionMask.Copy) 612 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == (uint)PermissionMask.Copy && (item.Flags & (uint)InventoryItemFlags.ObjectHasMultipleItems) == 0)
530 { 613 {
531 itemId = item.ID; 614 itemId = item.ID;
532 } 615 }
533 } 616 }
534 else 617 else
535 { 618 {
536 // Brave new fullperm world 619 if ((item.Flags & (uint)InventoryItemFlags.ObjectHasMultipleItems) == 0)
537 // 620 {
538 itemId = item.ID; 621 // Brave new fullperm world
622 itemId = item.ID;
623 }
624 }
625
626 if (item.ID == UUID.Zero)
627 {
628 m_log.Debug("[InventoryAccessModule]: Inventory object has UUID.Zero! Position 2");
539 } 629 }
540 630
541 string xmlData = Utils.BytesToString(rezAsset.Data); 631 string xmlData = Utils.BytesToString(rezAsset.Data);
542 SceneObjectGroup group 632 List<SceneObjectGroup> objlist =
543 = SceneObjectSerializer.FromOriginalXmlFormat(itemId, xmlData); 633 new List<SceneObjectGroup>();
634 List<Vector3> veclist = new List<Vector3>();
635
636 XmlDocument doc = new XmlDocument();
637 doc.LoadXml(xmlData);
638 XmlElement e = (XmlElement)doc.SelectSingleNode("/CoalescedObject");
639 if (e == null || attachment) // Single
640 {
641 SceneObjectGroup g =
642 SceneObjectSerializer.FromOriginalXmlFormat(
643 itemId, xmlData);
644 objlist.Add(g);
645 veclist.Add(new Vector3(0, 0, 0));
646
647 float offsetHeight = 0;
648 pos = m_Scene.GetNewRezLocation(
649 RayStart, RayEnd, RayTargetID, Quaternion.Identity,
650 BypassRayCast, bRayEndIsIntersection, true, g.GetAxisAlignedBoundingBox(out offsetHeight), false);
651 pos.Z += offsetHeight;
652 }
653 else
654 {
655 XmlElement coll = (XmlElement)e;
656 float bx = Convert.ToSingle(coll.GetAttribute("x"));
657 float by = Convert.ToSingle(coll.GetAttribute("y"));
658 float bz = Convert.ToSingle(coll.GetAttribute("z"));
659 Vector3 bbox = new Vector3(bx, by, bz);
544 660
545 group.RootPart.FromFolderID = item.Folder; 661 pos = m_Scene.GetNewRezLocation(RayStart, RayEnd,
662 RayTargetID, Quaternion.Identity,
663 BypassRayCast, bRayEndIsIntersection, true,
664 bbox, false);
546 665
547 // If it's rezzed in world, select it. Much easier to 666 pos -= bbox / 2;
548 // find small items. 667
549 // 668 XmlNodeList groups = e.SelectNodes("SceneObjectGroup");
550 if (!attachment) 669 foreach (XmlNode n in groups)
551 group.RootPart.CreateSelected = true; 670 {
671 SceneObjectGroup g =
672 SceneObjectSerializer.FromOriginalXmlFormat(
673 itemId, n.OuterXml);
674 objlist.Add(g);
675 XmlElement el = (XmlElement)n;
676 float x = Convert.ToSingle(el.GetAttribute("offsetx"));
677 float y = Convert.ToSingle(el.GetAttribute("offsety"));
678 float z = Convert.ToSingle(el.GetAttribute("offsetz"));
679 veclist.Add(new Vector3(x, y, z));
680 }
681 }
682
683 int primcount = 0;
684 foreach (SceneObjectGroup g in objlist)
685 primcount += g.PrimCount;
552 686
553 if (!m_Scene.Permissions.CanRezObject( 687 if (!m_Scene.Permissions.CanRezObject(
554 group.PrimCount, remoteClient.AgentId, pos) 688 primcount, remoteClient.AgentId, pos)
555 && !attachment) 689 && !attachment)
556 { 690 {
557 // The client operates in no fail mode. It will 691 // The client operates in no fail mode. It will
@@ -564,116 +698,147 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
564 return null; 698 return null;
565 } 699 }
566 700
567 group.ResetIDs(); 701 for (int i = 0 ; i < objlist.Count ; i++ )
568
569 if (attachment)
570 {
571 group.RootPart.Flags |= PrimFlags.Phantom;
572 group.RootPart.IsAttachment = true;
573
574 // If we're rezzing an attachment then don't ask
575 // AddNewSceneObject() to update the client since
576 // we'll be doing that later on. Scheduling more
577 // than one full update during the attachment
578 // process causes some clients to fail to display
579 // the attachment properly.
580 // Also, don't persist attachments.
581 m_Scene.AddNewSceneObject(group, false, false);
582 }
583 else
584 { 702 {
585 m_Scene.AddNewSceneObject(group, true, false); 703 group = objlist[i];
586 }
587 704
588 // m_log.InfoFormat("ray end point for inventory rezz is {0} {1} {2} ", RayEnd.X, RayEnd.Y, RayEnd.Z); 705 Vector3 storedPosition = group.AbsolutePosition;
589 // if attachment we set it's asset id so object updates can reflect that 706 if (group.UUID == UUID.Zero)
590 // if not, we set it's position in world. 707 {
591 if (!attachment) 708 m_log.Debug("[InventoryAccessModule]: Inventory object has UUID.Zero! Position 3");
592 { 709 }
593 group.ScheduleGroupForFullUpdate(); 710 group.RootPart.FromFolderID = item.Folder;
594
595 float offsetHeight = 0;
596 pos = m_Scene.GetNewRezLocation(
597 RayStart, RayEnd, RayTargetID, Quaternion.Identity,
598 BypassRayCast, bRayEndIsIntersection, true, group.GetAxisAlignedBoundingBox(out offsetHeight), false);
599 pos.Z += offsetHeight;
600 group.AbsolutePosition = pos;
601 // m_log.InfoFormat("rezx point for inventory rezz is {0} {1} {2} and offsetheight was {3}", pos.X, pos.Y, pos.Z, offsetHeight);
602 711
603 } 712 // If it's rezzed in world, select it. Much easier to
604 else 713 // find small items.
605 { 714 //
606 group.SetFromItemID(itemID); 715 if (!attachment)
607 } 716 {
717 group.RootPart.CreateSelected = true;
718 foreach (SceneObjectPart child in group.Parts)
719 child.CreateSelected = true;
720 }
608 721
609 SceneObjectPart rootPart = null; 722 group.ResetIDs();
610 try
611 {
612 rootPart = group.GetChildPart(group.UUID);
613 }
614 catch (NullReferenceException)
615 {
616 string isAttachment = "";
617 723
618 if (attachment) 724 if (attachment)
619 isAttachment = " Object was an attachment"; 725 {
726 group.RootPart.Flags |= PrimFlags.Phantom;
727 group.RootPart.IsAttachment = true;
728
729 // If we're rezzing an attachment then don't ask
730 // AddNewSceneObject() to update the client since
731 // we'll be doing that later on. Scheduling more
732 // than one full update during the attachment
733 // process causes some clients to fail to display
734 // the attachment properly.
735 // Also, don't persist attachments.
736 m_Scene.AddNewSceneObject(group, false, false);
737 }
738 else
739 {
740 m_Scene.AddNewSceneObject(group, true, false);
741 }
620 742
621 m_log.Error("[AGENT INVENTORY]: Error rezzing ItemID: " + itemID + " object has no rootpart." + isAttachment); 743 // if attachment we set it's asset id so object updates
622 } 744 // can reflect that, if not, we set it's position in world.
745 if (!attachment)
746 {
747 group.ScheduleGroupForFullUpdate();
748
749 group.AbsolutePosition = pos + veclist[i];
750 }
751 else
752 {
753 group.SetFromItemID(itemID);
754 }
623 755
624 // Since renaming the item in the inventory does not affect the name stored 756 SceneObjectPart rootPart = null;
625 // in the serialization, transfer the correct name from the inventory to the
626 // object itself before we rez.
627 rootPart.Name = item.Name;
628 rootPart.Description = item.Description;
629 757
630 group.SetGroup(remoteClient.ActiveGroupId, remoteClient); 758 try
631 if ((rootPart.OwnerID != item.Owner) || (item.CurrentPermissions & 16) != 0) 759 {
632 { 760 rootPart = group.GetChildPart(group.UUID);
633 //Need to kill the for sale here 761 }
634 rootPart.ObjectSaleType = 0; 762 catch (NullReferenceException)
635 rootPart.SalePrice = 10; 763 {
764 string isAttachment = "";
636 765
637 if (m_Scene.Permissions.PropagatePermissions()) 766 if (attachment)
767 isAttachment = " Object was an attachment";
768
769 m_log.Error("[AGENT INVENTORY]: Error rezzing ItemID: " + itemID + " object has no rootpart." + isAttachment);
770 }
771
772 // Since renaming the item in the inventory does not
773 // affect the name stored in the serialization, transfer
774 // the correct name from the inventory to the
775 // object itself before we rez.
776 // On coalesced objects, this has no effect.
777 if ((item.Flags & (uint)InventoryItemFlags.ObjectHasMultipleItems) == 0)
778 {
779 rootPart.Name = item.Name;
780 rootPart.Description = item.Description;
781 rootPart.ObjectSaleType = item.SaleType;
782 rootPart.SalePrice = item.SalePrice;
783 }
784
785 group.SetGroup(remoteClient.ActiveGroupId, remoteClient);
786 if ((rootPart.OwnerID != item.Owner) ||
787 (item.CurrentPermissions & 16) != 0)
638 { 788 {
639 foreach (SceneObjectPart part in group.Parts) 789 //Need to kill the for sale here
790 rootPart.ObjectSaleType = 0;
791 rootPart.SalePrice = 10;
792
793 if (m_Scene.Permissions.PropagatePermissions())
640 { 794 {
641 part.EveryoneMask = item.EveryOnePermissions; 795 foreach (SceneObjectPart part in group.Parts)
642 part.NextOwnerMask = item.NextPermissions; 796 {
643 part.GroupMask = 0; // DO NOT propagate here 797 if ((item.Flags & (uint)InventoryItemFlags.ObjectHasMultipleItems) == 0)
798 {
799 part.EveryoneMask = item.EveryOnePermissions;
800 part.NextOwnerMask = item.NextPermissions;
801 }
802 part.GroupMask = 0; // DO NOT propagate here
803 }
804
805 group.ApplyNextOwnerPermissions();
644 } 806 }
645
646 group.ApplyNextOwnerPermissions();
647 } 807 }
648 }
649 808
650 foreach (SceneObjectPart part in group.Parts) 809 foreach (SceneObjectPart part in group.Parts)
651 {
652 if ((part.OwnerID != item.Owner) || (item.CurrentPermissions & 16) != 0)
653 { 810 {
654 part.LastOwnerID = part.OwnerID; 811 if ((part.OwnerID != item.Owner) ||
655 part.OwnerID = item.Owner; 812 (item.CurrentPermissions & 16) != 0)
656 part.Inventory.ChangeInventoryOwner(item.Owner); 813 {
657 part.GroupMask = 0; // DO NOT propagate here 814 part.LastOwnerID = part.OwnerID;
815 part.OwnerID = item.Owner;
816 part.Inventory.ChangeInventoryOwner(item.Owner);
817 part.GroupMask = 0; // DO NOT propagate here
818 }
819 part.EveryoneMask = item.EveryOnePermissions;
820 part.NextOwnerMask = item.NextPermissions;
658 } 821 }
659 part.EveryoneMask = item.EveryOnePermissions;
660 part.NextOwnerMask = item.NextPermissions;
661 }
662 822
663 rootPart.TrimPermissions(); 823 rootPart.TrimPermissions();
664 824
665 if (!attachment) 825 if (!attachment)
666 {
667 if (group.RootPart.Shape.PCode == (byte)PCode.Prim)
668 { 826 {
669 group.ClearPartAttachmentData(); 827 if (group.RootPart.Shape.PCode == (byte)PCode.Prim)
670 } 828 {
671 829 // Save attachment data
672 // Fire on_rez 830 group.RootPart.AttachPoint = group.RootPart.Shape.State;
673 group.CreateScriptInstances(0, true, m_Scene.DefaultScriptEngine, 1); 831 group.RootPart.AttachOffset = storedPosition;
674 rootPart.ParentGroup.ResumeScripts();
675 832
676 rootPart.ScheduleFullUpdate(); 833 group.ClearPartAttachmentData();
834 }
835
836 // Fire on_rez
837 group.CreateScriptInstances(0, true, m_Scene.DefaultScriptEngine, 1);
838 rootPart.ParentGroup.ResumeScripts();
839
840 rootPart.ScheduleFullUpdate();
841 }
677 } 842 }
678 843
679 if (!m_Scene.Permissions.BypassPermissions()) 844 if (!m_Scene.Permissions.BypassPermissions())
@@ -691,9 +856,8 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
691 } 856 }
692 } 857 }
693 } 858 }
694
695 return rootPart.ParentGroup;
696 } 859 }
860 return group;
697 } 861 }
698 862
699 return null; 863 return null;
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 e32dbb3..329a259 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs
@@ -290,6 +290,23 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation
290 return false; 290 return false;
291 } 291 }
292 292
293 public bool CloseChildAgent(GridRegion destination, UUID id)
294 {
295 if (destination == null)
296 return false;
297
298 foreach (Scene s in m_sceneList)
299 {
300 if (s.RegionInfo.RegionID == destination.RegionID)
301 {
302 //m_log.Debug("[LOCAL COMMS]: Found region to SendCloseAgent");
303 return s.IncomingCloseChildAgent(id);
304 }
305 }
306 //m_log.Debug("[LOCAL COMMS]: region not found in SendCloseAgent");
307 return false;
308 }
309
293 /** 310 /**
294 * Object-related communications 311 * Object-related communications
295 */ 312 */
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs
index 3f577f2..e16e273 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs
@@ -252,6 +252,21 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation
252 return false; 252 return false;
253 } 253 }
254 254
255 public bool CloseChildAgent(GridRegion destination, UUID id)
256 {
257 if (destination == null)
258 return false;
259
260 // Try local first
261 if (m_localBackend.CloseChildAgent(destination, id))
262 return true;
263
264 // else do the remote thing
265 if (!m_localBackend.IsLocalRegion(destination.RegionHandle))
266 return m_remoteConnector.CloseChildAgent(destination, id);
267
268 return false;
269 }
255 270
256 public bool CloseAgent(GridRegion destination, UUID id) 271 public bool CloseAgent(GridRegion destination, UUID id)
257 { 272 {
diff --git a/OpenSim/Region/CoreModules/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/Estate/EstateManagementModule.cs b/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
index ddae20f..75cf0c6 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
@@ -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 });
@@ -921,6 +935,9 @@ namespace OpenSim.Region.CoreModules.World.Estate
921 m_scene.RegisterModuleInterface<IEstateModule>(this); 935 m_scene.RegisterModuleInterface<IEstateModule>(this);
922 m_scene.EventManager.OnNewClient += EventManager_OnNewClient; 936 m_scene.EventManager.OnNewClient += EventManager_OnNewClient;
923 m_scene.EventManager.OnRequestChangeWaterHeight += changeWaterHeight; 937 m_scene.EventManager.OnRequestChangeWaterHeight += changeWaterHeight;
938 m_regionChangeTimer.AutoReset = false;
939 m_regionChangeTimer.Interval = 2000;
940 m_regionChangeTimer.Elapsed += RaiseRegionInfoChange;
924 941
925 m_scene.AddCommand(this, "set terrain texture", 942 m_scene.AddCommand(this, "set terrain texture",
926 "set terrain texture <number> <uuid> [<x>] [<y>]", 943 "set terrain texture <number> <uuid> [<x>] [<y>]",
@@ -1193,6 +1210,12 @@ namespace OpenSim.Region.CoreModules.World.Estate
1193 1210
1194 protected void TriggerRegionInfoChange() 1211 protected void TriggerRegionInfoChange()
1195 { 1212 {
1213 m_regionChangeTimer.Stop();
1214 m_regionChangeTimer.Start();
1215 }
1216
1217 protected void RaiseRegionInfoChange(object sender, ElapsedEventArgs e)
1218 {
1196 ChangeDelegate change = OnRegionInfoChange; 1219 ChangeDelegate change = OnRegionInfoChange;
1197 1220
1198 if (change != null) 1221 if (change != null)
diff --git a/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs b/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
index 695202f..9779c68 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));
@@ -648,7 +656,7 @@ namespace OpenSim.Region.CoreModules.World.Land
648 int x; 656 int x;
649 int y; 657 int y;
650 658
651 if (x_float > Constants.RegionSize || x_float <= 0 || y_float > Constants.RegionSize || y_float <= 0) 659 if (x_float > Constants.RegionSize || x_float < 0 || y_float > Constants.RegionSize || y_float < 0)
652 return null; 660 return null;
653 661
654 try 662 try
@@ -991,6 +999,10 @@ namespace OpenSim.Region.CoreModules.World.Land
991 //Owner Flag 999 //Owner Flag
992 tempByte = Convert.ToByte(tempByte | LandChannel.LAND_TYPE_OWNED_BY_REQUESTER); 1000 tempByte = Convert.ToByte(tempByte | LandChannel.LAND_TYPE_OWNED_BY_REQUESTER);
993 } 1001 }
1002 else if (currentParcelBlock.LandData.IsGroupOwned && remote_client.IsGroupMember(currentParcelBlock.LandData.GroupID))
1003 {
1004 tempByte = Convert.ToByte(tempByte | LandChannel.LAND_TYPE_OWNED_BY_GROUP);
1005 }
994 else if (currentParcelBlock.LandData.SalePrice > 0 && 1006 else if (currentParcelBlock.LandData.SalePrice > 0 &&
995 (currentParcelBlock.LandData.AuthBuyerID == UUID.Zero || 1007 (currentParcelBlock.LandData.AuthBuyerID == UUID.Zero ||
996 currentParcelBlock.LandData.AuthBuyerID == remote_client.AgentId)) 1008 currentParcelBlock.LandData.AuthBuyerID == remote_client.AgentId))
@@ -1285,7 +1297,7 @@ namespace OpenSim.Region.CoreModules.World.Land
1285 { 1297 {
1286 land.DeedToGroup(groupID); 1298 land.DeedToGroup(groupID);
1287 } 1299 }
1288 1300 EventManagerOnParcelPrimCountTainted();
1289 } 1301 }
1290 1302
1291 1303
@@ -1293,18 +1305,31 @@ namespace OpenSim.Region.CoreModules.World.Land
1293 1305
1294 public void EventManagerOnIncomingLandDataFromStorage(List<LandData> data) 1306 public void EventManagerOnIncomingLandDataFromStorage(List<LandData> data)
1295 { 1307 {
1296 for (int i = 0; i < data.Count; i++) 1308 lock (m_landList)
1297 { 1309 {
1298 IncomingLandObjectFromStorage(data[i]); 1310 //Remove all the land objects in the sim and then process our new data
1311 foreach (int n in m_landList.Keys)
1312 {
1313 m_scene.EventManager.TriggerLandObjectRemoved(m_landList[n].LandData.GlobalID);
1314 }
1315 m_landIDList.Initialize();
1316 m_landList.Clear();
1317
1318 for (int i = 0; i < data.Count; i++)
1319 {
1320 IncomingLandObjectFromStorage(data[i]);
1321 }
1299 } 1322 }
1300 } 1323 }
1301 1324
1302 public void IncomingLandObjectFromStorage(LandData data) 1325 public void IncomingLandObjectFromStorage(LandData data)
1303 { 1326 {
1327
1304 ILandObject new_land = new LandObject(data.OwnerID, data.IsGroupOwned, m_scene); 1328 ILandObject new_land = new LandObject(data.OwnerID, data.IsGroupOwned, m_scene);
1305 new_land.LandData = data.Copy(); 1329 new_land.LandData = data.Copy();
1306 new_land.SetLandBitmapFromByteArray(); 1330 new_land.SetLandBitmapFromByteArray();
1307 AddLandObject(new_land); 1331 AddLandObject(new_land);
1332 new_land.SendLandUpdateToAvatarsOverMe();
1308 } 1333 }
1309 1334
1310 public void ReturnObjectsInParcel(int localID, uint returnType, UUID[] agentIDs, UUID[] taskIDs, IClientAPI remoteClient) 1335 public void ReturnObjectsInParcel(int localID, uint returnType, UUID[] agentIDs, UUID[] taskIDs, IClientAPI remoteClient)
@@ -1577,5 +1602,321 @@ namespace OpenSim.Region.CoreModules.World.Land
1577 1602
1578 UpdateLandObject(localID, land.LandData); 1603 UpdateLandObject(localID, land.LandData);
1579 } 1604 }
1605
1606 public void ClientOnParcelGodMark(IClientAPI client, UUID god, int landID)
1607 {
1608 ILandObject land = null;
1609 List<ILandObject> Land = ((Scene)client.Scene).LandChannel.AllParcels();
1610 foreach (ILandObject landObject in Land)
1611 {
1612 if (landObject.LandData.LocalID == landID)
1613 {
1614 land = landObject;
1615 }
1616 }
1617 land.DeedToGroup(DefaultGodParcelGroup);
1618 land.LandData.Name = DefaultGodParcelName;
1619 land.SendLandUpdateToAvatarsOverMe();
1620 }
1621
1622 private void ClientOnSimWideDeletes(IClientAPI client, UUID agentID, int flags, UUID targetID)
1623 {
1624 ScenePresence SP;
1625 ((Scene)client.Scene).TryGetScenePresence(client.AgentId, out SP);
1626 List<SceneObjectGroup> returns = new List<SceneObjectGroup>();
1627 if (SP.GodLevel != 0)
1628 {
1629 if (flags == 0) //All parcels, scripted or not
1630 {
1631 ((Scene)client.Scene).ForEachSOG(delegate(SceneObjectGroup e)
1632 {
1633 if (e.OwnerID == targetID)
1634 {
1635 returns.Add(e);
1636 }
1637 }
1638 );
1639 }
1640 if (flags == 4) //All parcels, scripted object
1641 {
1642 ((Scene)client.Scene).ForEachSOG(delegate(SceneObjectGroup e)
1643 {
1644 if (e.OwnerID == targetID)
1645 {
1646 if (e.scriptScore >= 0.01)
1647 {
1648 returns.Add(e);
1649 }
1650 }
1651 }
1652 );
1653 }
1654 if (flags == 4) //not target parcel, scripted object
1655 {
1656 ((Scene)client.Scene).ForEachSOG(delegate(SceneObjectGroup e)
1657 {
1658 if (e.OwnerID == targetID)
1659 {
1660 ILandObject landobject = ((Scene)client.Scene).LandChannel.GetLandObject(e.AbsolutePosition.X, e.AbsolutePosition.Y);
1661 if (landobject.LandData.OwnerID != e.OwnerID)
1662 {
1663 if (e.scriptScore >= 0.01)
1664 {
1665 returns.Add(e);
1666 }
1667 }
1668 }
1669 }
1670 );
1671 }
1672 foreach (SceneObjectGroup ol in returns)
1673 {
1674 ReturnObject(ol, client);
1675 }
1676 }
1677 }
1678 public void ReturnObject(SceneObjectGroup obj, IClientAPI client)
1679 {
1680 SceneObjectGroup[] objs = new SceneObjectGroup[1];
1681 objs[0] = obj;
1682 ((Scene)client.Scene).returnObjects(objs, client.AgentId);
1683 }
1684
1685 Dictionary<UUID, System.Threading.Timer> Timers = new Dictionary<UUID, System.Threading.Timer>();
1686
1687 public void ClientOnParcelFreezeUser(IClientAPI client, UUID parcelowner, uint flags, UUID target)
1688 {
1689 ScenePresence targetAvatar = null;
1690 ((Scene)client.Scene).TryGetScenePresence(target, out targetAvatar);
1691 ScenePresence parcelManager = null;
1692 ((Scene)client.Scene).TryGetScenePresence(client.AgentId, out parcelManager);
1693 System.Threading.Timer Timer;
1694
1695 if (targetAvatar.GodLevel == 0)
1696 {
1697 ILandObject land = ((Scene)client.Scene).LandChannel.GetLandObject(targetAvatar.AbsolutePosition.X, targetAvatar.AbsolutePosition.Y);
1698 if (!((Scene)client.Scene).Permissions.CanEditParcel(client.AgentId, land))
1699 return;
1700 if (flags == 0)
1701 {
1702 targetAvatar.AllowMovement = false;
1703 targetAvatar.ControllingClient.SendAlertMessage(parcelManager.Firstname + " " + parcelManager.Lastname + " has frozen you for 30 seconds. You cannot move or interact with the world.");
1704 parcelManager.ControllingClient.SendAlertMessage("Avatar Frozen.");
1705 System.Threading.TimerCallback timeCB = new System.Threading.TimerCallback(OnEndParcelFrozen);
1706 Timer = new System.Threading.Timer(timeCB, targetAvatar, 30000, 0);
1707 Timers.Add(targetAvatar.UUID, Timer);
1708 }
1709 else
1710 {
1711 targetAvatar.AllowMovement = true;
1712 targetAvatar.ControllingClient.SendAlertMessage(parcelManager.Firstname + " " + parcelManager.Lastname + " has unfrozen you.");
1713 parcelManager.ControllingClient.SendAlertMessage("Avatar Unfrozen.");
1714 Timers.TryGetValue(targetAvatar.UUID, out Timer);
1715 Timers.Remove(targetAvatar.UUID);
1716 Timer.Dispose();
1717 }
1718 }
1719 }
1720 private void OnEndParcelFrozen(object avatar)
1721 {
1722 ScenePresence targetAvatar = (ScenePresence)avatar;
1723 targetAvatar.AllowMovement = true;
1724 System.Threading.Timer Timer;
1725 Timers.TryGetValue(targetAvatar.UUID, out Timer);
1726 Timers.Remove(targetAvatar.UUID);
1727 targetAvatar.ControllingClient.SendAgentAlertMessage("The freeze has worn off; you may go about your business.", false);
1728 }
1729
1730
1731 public void ClientOnParcelEjectUser(IClientAPI client, UUID parcelowner, uint flags, UUID target)
1732 {
1733 ScenePresence targetAvatar = null;
1734 ((Scene)client.Scene).TryGetScenePresence(target, out targetAvatar);
1735 ScenePresence parcelManager = null;
1736 ((Scene)client.Scene).TryGetScenePresence(client.AgentId, out parcelManager);
1737 //Just eject
1738 if (flags == 0)
1739 {
1740 if (targetAvatar.GodLevel == 0)
1741 {
1742 ILandObject land = ((Scene)client.Scene).LandChannel.GetLandObject(targetAvatar.AbsolutePosition.X, targetAvatar.AbsolutePosition.Y);
1743 if (!((Scene)client.Scene).Permissions.CanEditParcel(client.AgentId, land))
1744 return;
1745
1746 Vector3 position = new Vector3(0, 0, 0);
1747 List<ILandObject> allParcels = new List<ILandObject>();
1748 allParcels = AllParcels();
1749 if (allParcels.Count != 1)
1750 {
1751 foreach (ILandObject parcel in allParcels)
1752 {
1753 if (parcel.LandData.GlobalID != land.LandData.GlobalID)
1754 {
1755 if (parcel.IsEitherBannedOrRestricted(targetAvatar.UUID) != true)
1756 {
1757 for (int x = 1; x <= Constants.RegionSize; x += 2)
1758 {
1759 for (int y = 1; y <= Constants.RegionSize; y += 2)
1760 {
1761 if (parcel.ContainsPoint(x, y))
1762 {
1763 position = new Vector3(x, y, targetAvatar.AbsolutePosition.Z);
1764 targetAvatar.TeleportWithMomentum(position);
1765 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1766 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected.");
1767 return;
1768 }
1769 }
1770 }
1771 }
1772 }
1773 }
1774 }
1775 Vector3 targetVector;
1776 if (targetAvatar.AbsolutePosition.X > targetAvatar.AbsolutePosition.Y)
1777 {
1778 if (targetAvatar.AbsolutePosition.X > .5 * Constants.RegionSize)
1779 {
1780 targetVector = new Vector3(Constants.RegionSize, targetAvatar.AbsolutePosition.Y, targetAvatar.AbsolutePosition.Z); ;
1781 targetAvatar.TeleportWithMomentum(targetVector);
1782 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1783 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected.");
1784 return;
1785 }
1786 else
1787 {
1788 targetVector = new Vector3(0, targetAvatar.AbsolutePosition.Y, targetAvatar.AbsolutePosition.Z); ;
1789 targetAvatar.TeleportWithMomentum(targetVector);
1790 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1791 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected.");
1792 return;
1793 }
1794 }
1795 else
1796 {
1797 if (targetAvatar.AbsolutePosition.Y > .5 * Constants.RegionSize)
1798 {
1799 targetVector = new Vector3(targetAvatar.AbsolutePosition.X, Constants.RegionSize, targetAvatar.AbsolutePosition.Z); ;
1800 targetAvatar.TeleportWithMomentum(targetVector);
1801 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1802 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected.");
1803 return;
1804 }
1805 else
1806 {
1807 targetVector = new Vector3(targetAvatar.AbsolutePosition.X, 0, targetAvatar.AbsolutePosition.Z); ;
1808 targetAvatar.TeleportWithMomentum(targetVector);
1809 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1810 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected.");
1811 return;
1812 }
1813 }
1814 }
1815 }
1816 //Eject and ban
1817 if (flags == 1)
1818 {
1819 if (targetAvatar.GodLevel == 0)
1820 {
1821 ILandObject land = ((Scene)client.Scene).LandChannel.GetLandObject(targetAvatar.AbsolutePosition.X, targetAvatar.AbsolutePosition.Y);
1822 if (!((Scene)client.Scene).Permissions.CanEditParcel(client.AgentId, land))
1823 return;
1824
1825 Vector3 position = new Vector3(0, 0, 0);
1826 List<ILandObject> allParcels = new List<ILandObject>();
1827 allParcels = AllParcels();
1828 if (allParcels.Count != 1)
1829 {
1830 foreach (ILandObject parcel in allParcels)
1831 {
1832 if (parcel.LandData.GlobalID != land.LandData.GlobalID)
1833 {
1834 if (parcel.IsEitherBannedOrRestricted(targetAvatar.UUID) != true)
1835 {
1836 for (int x = 1; x <= Constants.RegionSize; x += 2)
1837 {
1838 for (int y = 1; y <= Constants.RegionSize; y += 2)
1839 {
1840 if (parcel.ContainsPoint(x, y))
1841 {
1842 position = new Vector3(x, y, targetAvatar.AbsolutePosition.Z);
1843 targetAvatar.TeleportWithMomentum(position);
1844 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected and banned by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1845 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected and Banned.");
1846 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry();
1847 entry.AgentID = targetAvatar.UUID;
1848 entry.Flags = AccessList.Ban;
1849 entry.Time = new DateTime();
1850 land.LandData.ParcelAccessList.Add(entry);
1851 return;
1852 }
1853 }
1854 }
1855 }
1856 }
1857 }
1858 }
1859 Vector3 targetVector;
1860 if (targetAvatar.AbsolutePosition.X > targetAvatar.AbsolutePosition.Y)
1861 {
1862 if (targetAvatar.AbsolutePosition.X > .5 * Constants.RegionSize)
1863 {
1864 targetVector = new Vector3(Constants.RegionSize, targetAvatar.AbsolutePosition.Y, targetAvatar.AbsolutePosition.Z); ;
1865 targetAvatar.TeleportWithMomentum(targetVector);
1866 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected and banned by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1867 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected and Banned.");
1868 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry();
1869 entry.AgentID = targetAvatar.UUID;
1870 entry.Flags = AccessList.Ban;
1871 entry.Time = new DateTime();
1872 land.LandData.ParcelAccessList.Add(entry);
1873 return;
1874 }
1875 else
1876 {
1877 targetVector = new Vector3(0, targetAvatar.AbsolutePosition.Y, targetAvatar.AbsolutePosition.Z); ;
1878 targetAvatar.TeleportWithMomentum(targetVector);
1879 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected and banned by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1880 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected and Banned.");
1881 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry();
1882 entry.AgentID = targetAvatar.UUID;
1883 entry.Flags = AccessList.Ban;
1884 entry.Time = new DateTime();
1885 land.LandData.ParcelAccessList.Add(entry);
1886 return;
1887 }
1888 }
1889 else
1890 {
1891 if (targetAvatar.AbsolutePosition.Y > .5 * Constants.RegionSize)
1892 {
1893 targetVector = new Vector3(targetAvatar.AbsolutePosition.X, Constants.RegionSize, targetAvatar.AbsolutePosition.Z); ;
1894 targetAvatar.TeleportWithMomentum(targetVector);
1895 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected and banned by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1896 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected and Banned.");
1897 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry();
1898 entry.AgentID = targetAvatar.UUID;
1899 entry.Flags = AccessList.Ban;
1900 entry.Time = new DateTime();
1901 land.LandData.ParcelAccessList.Add(entry);
1902 return;
1903 }
1904 else
1905 {
1906 targetVector = new Vector3(targetAvatar.AbsolutePosition.X, 0, targetAvatar.AbsolutePosition.Z); ;
1907 targetAvatar.TeleportWithMomentum(targetVector);
1908 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected and banned by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1909 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected and Banned.");
1910 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry();
1911 entry.AgentID = targetAvatar.UUID;
1912 entry.Flags = AccessList.Ban;
1913 entry.Time = new DateTime();
1914 land.LandData.ParcelAccessList.Add(entry);
1915 return;
1916 }
1917 }
1918 }
1919 }
1920 }
1580 } 1921 }
1581} 1922}
diff --git a/OpenSim/Region/CoreModules/World/Land/LandObject.cs b/OpenSim/Region/CoreModules/World/Land/LandObject.cs
index d87352f..d596887 100644
--- a/OpenSim/Region/CoreModules/World/Land/LandObject.cs
+++ b/OpenSim/Region/CoreModules/World/Land/LandObject.cs
@@ -288,6 +288,37 @@ namespace OpenSim.Region.CoreModules.World.Land
288 return false; 288 return false;
289 } 289 }
290 290
291 public bool HasGroupAccess(UUID avatar)
292 {
293 if (LandData.GroupID != UUID.Zero && (LandData.Flags & (uint)ParcelFlags.UseAccessGroup) == (uint)ParcelFlags.UseAccessGroup)
294 {
295 ScenePresence sp;
296 if (!m_scene.TryGetScenePresence(avatar, out sp))
297 {
298 IGroupsModule groupsModule = m_scene.RequestModuleInterface<IGroupsModule>();
299 if (groupsModule == null)
300 return false;
301
302 GroupMembershipData[] membership = groupsModule.GetMembershipData(avatar);
303 if (membership == null || membership.Length == 0)
304 return false;
305
306 foreach (GroupMembershipData d in membership)
307 {
308 if (d.GroupID == LandData.GroupID)
309 return true;
310 }
311 return false;
312 }
313
314 if (!sp.ControllingClient.IsGroupMember(LandData.GroupID))
315 return false;
316
317 return true;
318 }
319 return false;
320 }
321
291 public bool IsBannedFromLand(UUID avatar) 322 public bool IsBannedFromLand(UUID avatar)
292 { 323 {
293 if (m_scene.Permissions.IsAdministrator(avatar)) 324 if (m_scene.Permissions.IsAdministrator(avatar))
@@ -324,10 +355,14 @@ namespace OpenSim.Region.CoreModules.World.Land
324 //If they are not on the access list and are not the owner 355 //If they are not on the access list and are not the owner
325 if (!LandData.ParcelAccessList.Contains(entry) && LandData.OwnerID != avatar) 356 if (!LandData.ParcelAccessList.Contains(entry) && LandData.OwnerID != avatar)
326 { 357 {
327 //They are not allowed in this parcel, but not banned, so lets send them a notice about this parcel 358 if (!HasGroupAccess(avatar))
328 return true; 359 {
360 //They are not allowed in this parcel, but not banned, so lets send them a notice about this parcel
361 return true;
362 }
329 } 363 }
330 } 364 }
365
331 return false; 366 return false;
332 } 367 }
333 368
diff --git a/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs b/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
index f5f3839..289741f 100644
--- a/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
+++ b/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
@@ -412,7 +412,7 @@ namespace OpenSim.Region.CoreModules.World.Permissions
412 412
413 public string Name 413 public string Name
414 { 414 {
415 get { return "PermissionsModule"; } 415 get { return "DefaultPermissionsModule"; }
416 } 416 }
417 417
418 public bool IsSharedModule 418 public bool IsSharedModule
diff --git a/OpenSim/Region/CoreModules/World/Region/RestartModule.cs b/OpenSim/Region/CoreModules/World/Region/RestartModule.cs
index c65aa6a..6e1ee10 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;
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 9f88517..d2c3afb 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
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 f128aa2..7441a60 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
@@ -827,6 +827,11 @@ namespace OpenSim.Region.Examples.SimpleModule
827 827
828 public void Close() 828 public void Close()
829 { 829 {
830 Close(true);
831 }
832
833 public void Close(bool sendStop)
834 {
830 } 835 }
831 836
832 public void Start() 837 public void Start()
diff --git a/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs b/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
index b3576c5..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>
diff --git a/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs b/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
index 64664ab..ed40da9 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>
@@ -236,5 +238,6 @@ namespace OpenSim.Region.Framework.Interfaces
236 /// A <see cref="Dictionary`2"/> 238 /// A <see cref="Dictionary`2"/>
237 /// </returns> 239 /// </returns>
238 Dictionary<UUID, string> GetScriptStates(); 240 Dictionary<UUID, string> GetScriptStates();
241 Dictionary<UUID, string> GetScriptStates(bool oldIDs);
239 } 242 }
240} 243}
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/ISnmpModule.cs b/OpenSim/Region/Framework/Interfaces/ISnmpModule.cs
new file mode 100644
index 0000000..e01f649
--- /dev/null
+++ b/OpenSim/Region/Framework/Interfaces/ISnmpModule.cs
@@ -0,0 +1,27 @@
1///////////////////////////////////////////////////////////////////
2//
3// (c) Careminster LImited, Melanie Thielker and the Meta7 Team
4//
5// This file is not open source. All rights reserved
6// Mod 2
7
8using OpenSim.Region.Framework.Scenes;
9
10public interface ISnmpModule
11{
12 void Trap(int code, string Message, Scene scene);
13 void Critical(string Message, Scene scene);
14 void Warning(string Message, Scene scene);
15 void Major(string Message, Scene scene);
16 void ColdStart(int step , Scene scene);
17 void Shutdown(int step , Scene scene);
18 //
19 // Node Start/stop events
20 //
21 void LinkUp(Scene scene);
22 void LinkDown(Scene scene);
23 void BootInfo(string data, Scene scene);
24 void trapDebug(string Module,string data, Scene scene);
25 void trapXMRE(int data, string Message, Scene scene);
26
27}
diff --git a/OpenSim/Region/Framework/ModuleLoader.cs b/OpenSim/Region/Framework/ModuleLoader.cs
index 23be9c2..69ba2042 100644
--- a/OpenSim/Region/Framework/ModuleLoader.cs
+++ b/OpenSim/Region/Framework/ModuleLoader.cs
@@ -226,7 +226,8 @@ namespace OpenSim.Region.Framework
226 "[MODULES]: Could not load types for [{0}]. Exception {1}", pluginAssembly.FullName, e); 226 "[MODULES]: Could not load types for [{0}]. Exception {1}", pluginAssembly.FullName, e);
227 227
228 // justincc: Right now this is fatal to really get the user's attention 228 // justincc: Right now this is fatal to really get the user's attention
229 throw e; 229 // TomMeta: WTF? No, how about we /don't/ throw a fatal exception when there's no need to?
230 //throw e;
230 } 231 }
231 } 232 }
232 233
diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
index a90e0f3..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 }
@@ -218,19 +230,28 @@ 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 }
236 257
@@ -239,22 +260,97 @@ namespace OpenSim.Region.Framework.Scenes.Animation
239 260
240 #endregion Falling/Floating/Landing 261 #endregion Falling/Floating/Landing
241 262
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
242 #region Ground Movement 315 #region Ground Movement
243 316
244 if (m_movementAnimation == "FALLDOWN") 317 if (m_movementAnimation == "FALLDOWN")
245 { 318 {
319 m_falling = false;
246 m_animTickFall = Environment.TickCount; 320 m_animTickFall = Environment.TickCount;
247
248 // TODO: SOFT_LAND support 321 // TODO: SOFT_LAND support
249 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
250 } 330 }
251 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"))
252 { 335 {
253 float landElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f; 336 int landElapsed = Environment.TickCount - m_animTickFall; // add for jumping
254 if ((m_animTickFall != 0) && (landElapsed <= FALL_DELAY)) 337 int limit = 1000; // add for jumping
255 return "LAND"; 338 if(m_movementAnimation == "LAND") limit = 350; // add for jumping
256 } 339 // NB if the above is set too long a weird anim reset from some place prevents STAND from being sent to client
257 340
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
258 m_animTickFall = 0; 354 m_animTickFall = 0;
259 355
260 if (move.Z > 0f) 356 if (move.Z > 0f)
@@ -266,7 +362,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
266 m_animTickJump = Environment.TickCount; 362 m_animTickJump = Environment.TickCount;
267 return "PREJUMP"; 363 return "PREJUMP";
268 } 364 }
269 else if (Environment.TickCount - m_animTickJump > PREJUMP_DELAY * 1000.0f) 365 else if (Environment.TickCount - m_animTickJump > PREJUMP_DELAY * 800.0f)
270 { 366 {
271 // Start actual jump 367 // Start actual jump
272 if (m_animTickJump == -1) 368 if (m_animTickJump == -1)
@@ -284,29 +380,34 @@ namespace OpenSim.Region.Framework.Scenes.Animation
284 { 380 {
285 // Not jumping 381 // Not jumping
286 m_animTickJump = 0; 382 m_animTickJump = 0;
287 383 */
288 if (move.X != 0f || move.Y != 0f) 384 // next section moved outside paren. and realigned for jumping
289 { 385 if (move.X != 0f || move.Y != 0f)
290 // Walking / crouchwalking / running 386 {
291 if (move.Z < 0f) 387 m_fallHeight = actor.Position.Z; // save latest flying height
292 return "CROUCHWALK"; 388 m_falling = false; // Add for falling
293 else if (m_scenePresence.SetAlwaysRun) 389 // Walking / crouchwalking / running
294 return "RUN"; 390 if (move.Z < 0f)
295 else 391 return "CROUCHWALK";
296 return "WALK"; 392 else if (m_scenePresence.SetAlwaysRun)
297 } 393 return "RUN";
298 else 394 else
299 { 395 return "WALK";
300 // Not walking
301 if (move.Z < 0f)
302 return "CROUCH";
303 else
304 return "STAND";
305 }
306 } 396 }
307 397// 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
308 #endregion Ground Movement 408 #endregion Ground Movement
309 409
410 m_falling = false; // Add for falling
310 return m_movementAnimation; 411 return m_movementAnimation;
311 } 412 }
312 413
@@ -316,16 +417,15 @@ namespace OpenSim.Region.Framework.Scenes.Animation
316 public void UpdateMovementAnimations() 417 public void UpdateMovementAnimations()
317 { 418 {
318 m_movementAnimation = GetMovementAnimation(); 419 m_movementAnimation = GetMovementAnimation();
319 420/* if (m_movementAnimation == "PREJUMP" && !m_scenePresence.Scene.m_usePreJump)
320 if (m_movementAnimation == "PREJUMP" && !m_scenePresence.Scene.m_usePreJump)
321 { 421 {
322 // This was the previous behavior before PREJUMP 422 // This was the previous behavior before PREJUMP
323 TrySetMovementAnimation("JUMP"); 423 TrySetMovementAnimation("JUMP");
324 } 424 }
325 else 425 else
326 { 426 { removed for jumping */
327 TrySetMovementAnimation(m_movementAnimation); 427 TrySetMovementAnimation(m_movementAnimation);
328 } 428// rm for jumping }
329 } 429 }
330 430
331 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 19f8180..c75f8ba 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 {
@@ -226,9 +227,9 @@ namespace OpenSim.Region.Framework.Scenes
226 return 0.0; 227 return 0.0;
227 228
228 // Use group position for child prims 229 // Use group position for child prims
229 Vector3 entityPos = entity.AbsolutePosition; 230 Vector3 entityPos;
230 if (entity is SceneObjectPart) 231 if (entity is SceneObjectPart)
231 entityPos = m_scene.GetGroupByPrim(entity.LocalId).AbsolutePosition; 232 entityPos = ((SceneObjectPart)entity).ParentGroup.AbsolutePosition;
232 else 233 else
233 entityPos = entity.AbsolutePosition; 234 entityPos = entity.AbsolutePosition;
234 235
@@ -251,12 +252,19 @@ namespace OpenSim.Region.Framework.Scenes
251 252
252 if (entity is SceneObjectPart) 253 if (entity is SceneObjectPart)
253 { 254 {
254 PhysicsActor physActor = ((SceneObjectPart)entity).ParentGroup.RootPart.PhysActor;
255 if (physActor == null || !physActor.IsPhysical)
256 priority += 100;
257
258 if (((SceneObjectPart)entity).ParentGroup.RootPart.IsAttachment) 255 if (((SceneObjectPart)entity).ParentGroup.RootPart.IsAttachment)
256 {
259 priority = 1.0; 257 priority = 1.0;
258 }
259 else
260 {
261 PhysicsActor physActor = ((SceneObjectPart)entity).ParentGroup.RootPart.PhysActor;
262 if (physActor == null || !physActor.IsPhysical)
263 priority += 100;
264 }
265
266 if (((SceneObjectPart)entity).ParentGroup.RootPart != (SceneObjectPart)entity)
267 priority +=1;
260 } 268 }
261 return priority; 269 return priority;
262 } 270 }
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index 06f8ac1..e6201a8 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;
@@ -684,6 +666,8 @@ namespace OpenSim.Region.Framework.Scenes
684 return; 666 return;
685 } 667 }
686 668
669 if (newName == null) newName = item.Name;
670
687 AssetBase asset = AssetService.Get(item.AssetID.ToString()); 671 AssetBase asset = AssetService.Get(item.AssetID.ToString());
688 672
689 if (asset != null) 673 if (asset != null)
@@ -731,6 +715,24 @@ namespace OpenSim.Region.Framework.Scenes
731 } 715 }
732 716
733 /// <summary> 717 /// <summary>
718 /// Move an item within the agent's inventory, and leave a copy (used in making a new outfit)
719 /// </summary>
720 public void MoveInventoryItemsLeaveCopy(IClientAPI remoteClient, List<InventoryItemBase> items, UUID destfolder)
721 {
722 List<InventoryItemBase> moveitems = new List<InventoryItemBase>();
723 foreach (InventoryItemBase b in items)
724 {
725 CopyInventoryItem(remoteClient, 0, remoteClient.AgentId, b.ID, b.Folder, null);
726 InventoryItemBase n = InventoryService.GetItem(b);
727 n.Folder = destfolder;
728 moveitems.Add(n);
729 remoteClient.SendInventoryItemCreateUpdate(n, 0);
730 }
731
732 MoveInventoryItem(remoteClient, moveitems);
733 }
734
735 /// <summary>
734 /// Move an item within the agent's inventory. 736 /// Move an item within the agent's inventory.
735 /// </summary> 737 /// </summary>
736 /// <param name="remoteClient"></param> 738 /// <param name="remoteClient"></param>
@@ -974,8 +976,12 @@ namespace OpenSim.Region.Framework.Scenes
974 public void RemoveTaskInventory(IClientAPI remoteClient, UUID itemID, uint localID) 976 public void RemoveTaskInventory(IClientAPI remoteClient, UUID itemID, uint localID)
975 { 977 {
976 SceneObjectPart part = GetSceneObjectPart(localID); 978 SceneObjectPart part = GetSceneObjectPart(localID);
977 SceneObjectGroup group = part.ParentGroup; 979 SceneObjectGroup group = null;
978 if (group != null) 980 if (part != null)
981 {
982 group = part.ParentGroup;
983 }
984 if (part != null && group != null)
979 { 985 {
980 if (!Permissions.CanEditObjectInventory(part.UUID, remoteClient.AgentId)) 986 if (!Permissions.CanEditObjectInventory(part.UUID, remoteClient.AgentId))
981 return; 987 return;
@@ -1424,13 +1430,6 @@ namespace OpenSim.Region.Framework.Scenes
1424 { 1430 {
1425 agentTransactions.HandleTaskItemUpdateFromTransaction( 1431 agentTransactions.HandleTaskItemUpdateFromTransaction(
1426 remoteClient, part, transactionID, currentItem); 1432 remoteClient, part, transactionID, currentItem);
1427
1428 if ((InventoryType)itemInfo.InvType == InventoryType.Notecard)
1429 remoteClient.SendAgentAlertMessage("Notecard saved", false);
1430 else if ((InventoryType)itemInfo.InvType == InventoryType.LSL)
1431 remoteClient.SendAgentAlertMessage("Script saved", false);
1432 else
1433 remoteClient.SendAgentAlertMessage("Item saved", false);
1434 } 1433 }
1435 1434
1436 // Base ALWAYS has move 1435 // Base ALWAYS has move
@@ -1548,7 +1547,7 @@ namespace OpenSim.Region.Framework.Scenes
1548 return; 1547 return;
1549 1548
1550 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType, 1549 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType,
1551 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n}"), 1550 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n\n touch_start(integer num)\n {\n }\n}"),
1552 remoteClient.AgentId); 1551 remoteClient.AgentId);
1553 AssetService.Store(asset); 1552 AssetService.Store(asset);
1554 1553
@@ -1701,23 +1700,32 @@ namespace OpenSim.Region.Framework.Scenes
1701 // build a list of eligible objects 1700 // build a list of eligible objects
1702 List<uint> deleteIDs = new List<uint>(); 1701 List<uint> deleteIDs = new List<uint>();
1703 List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>(); 1702 List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>();
1704 1703 List<SceneObjectGroup> takeGroups = new List<SceneObjectGroup>();
1705 // Start with true for both, then remove the flags if objects
1706 // that we can't derez are part of the selection
1707 bool permissionToTake = true;
1708 bool permissionToTakeCopy = true;
1709 bool permissionToDelete = true;
1710 1704
1711 foreach (uint localID in localIDs) 1705 foreach (uint localID in localIDs)
1712 { 1706 {
1707 // Start with true for both, then remove the flags if objects
1708 // that we can't derez are part of the selection
1709 bool permissionToTake = true;
1710 bool permissionToTakeCopy = true;
1711 bool permissionToDelete = true;
1712
1713 // Invalid id 1713 // Invalid id
1714 SceneObjectPart part = GetSceneObjectPart(localID); 1714 SceneObjectPart part = GetSceneObjectPart(localID);
1715 if (part == null) 1715 if (part == null)
1716 {
1717 //Client still thinks the object exists, kill it
1718 deleteIDs.Add(localID);
1716 continue; 1719 continue;
1720 }
1717 1721
1718 // Already deleted by someone else 1722 // Already deleted by someone else
1719 if (part.ParentGroup == null || part.ParentGroup.IsDeleted) 1723 if (part.ParentGroup == null || part.ParentGroup.IsDeleted)
1724 {
1725 //Client still thinks the object exists, kill it
1726 deleteIDs.Add(localID);
1720 continue; 1727 continue;
1728 }
1721 1729
1722 // Can't delete child prims 1730 // Can't delete child prims
1723 if (part != part.ParentGroup.RootPart) 1731 if (part != part.ParentGroup.RootPart)
@@ -1725,9 +1733,6 @@ namespace OpenSim.Region.Framework.Scenes
1725 1733
1726 SceneObjectGroup grp = part.ParentGroup; 1734 SceneObjectGroup grp = part.ParentGroup;
1727 1735
1728 deleteIDs.Add(localID);
1729 deleteGroups.Add(grp);
1730
1731 if (remoteClient == null) 1736 if (remoteClient == null)
1732 { 1737 {
1733 // Autoreturn has a null client. Nothing else does. So 1738 // Autoreturn has a null client. Nothing else does. So
@@ -1744,80 +1749,104 @@ namespace OpenSim.Region.Framework.Scenes
1744 } 1749 }
1745 else 1750 else
1746 { 1751 {
1747 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId)) 1752 if (action == DeRezAction.TakeCopy)
1753 {
1754 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId))
1755 permissionToTakeCopy = false;
1756 }
1757 else
1758 {
1748 permissionToTakeCopy = false; 1759 permissionToTakeCopy = false;
1749 1760 }
1750 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId)) 1761 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId))
1751 permissionToTake = false; 1762 permissionToTake = false;
1752 1763
1753 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId)) 1764 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId))
1754 permissionToDelete = false; 1765 permissionToDelete = false;
1755 } 1766 }
1756 }
1757 1767
1758 // Handle god perms 1768 // Handle god perms
1759 if ((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId)) 1769 if ((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId))
1760 { 1770 {
1761 permissionToTake = true; 1771 permissionToTake = true;
1762 permissionToTakeCopy = true; 1772 permissionToTakeCopy = true;
1763 permissionToDelete = true; 1773 permissionToDelete = true;
1764 } 1774 }
1765 1775
1766 // If we're re-saving, we don't even want to delete 1776 // If we're re-saving, we don't even want to delete
1767 if (action == DeRezAction.SaveToExistingUserInventoryItem) 1777 if (action == DeRezAction.SaveToExistingUserInventoryItem)
1768 permissionToDelete = false; 1778 permissionToDelete = false;
1769 1779
1770 // if we want to take a copy, we also don't want to delete 1780 // if we want to take a copy, we also don't want to delete
1771 // Note: after this point, the permissionToTakeCopy flag 1781 // Note: after this point, the permissionToTakeCopy flag
1772 // becomes irrelevant. It already includes the permissionToTake 1782 // becomes irrelevant. It already includes the permissionToTake
1773 // permission and after excluding no copy items here, we can 1783 // permission and after excluding no copy items here, we can
1774 // just use that. 1784 // just use that.
1775 if (action == DeRezAction.TakeCopy) 1785 if (action == DeRezAction.TakeCopy)
1776 { 1786 {
1777 // If we don't have permission, stop right here 1787 // If we don't have permission, stop right here
1778 if (!permissionToTakeCopy) 1788 if (!permissionToTakeCopy)
1779 return; 1789 return;
1780 1790
1781 permissionToTake = true; 1791 permissionToTake = true;
1782 // Don't delete 1792 // Don't delete
1783 permissionToDelete = false; 1793 permissionToDelete = false;
1784 } 1794 }
1785 1795
1786 if (action == DeRezAction.Return) 1796 if (action == DeRezAction.Return)
1787 {
1788 if (remoteClient != null)
1789 { 1797 {
1790 if (Permissions.CanReturnObjects( 1798 if (remoteClient != null)
1791 null,
1792 remoteClient.AgentId,
1793 deleteGroups))
1794 { 1799 {
1795 permissionToTake = true; 1800 if (Permissions.CanReturnObjects(
1796 permissionToDelete = true; 1801 null,
1797 1802 remoteClient.AgentId,
1798 foreach (SceneObjectGroup g in deleteGroups) 1803 deleteGroups))
1799 { 1804 {
1800 AddReturn(g.OwnerID, g.Name, g.AbsolutePosition, "parcel owner return"); 1805 permissionToTake = true;
1806 permissionToDelete = true;
1807
1808 AddReturn(grp.OwnerID, grp.Name, grp.AbsolutePosition, "parcel owner return");
1801 } 1809 }
1802 } 1810 }
1811 else // Auto return passes through here with null agent
1812 {
1813 permissionToTake = true;
1814 permissionToDelete = true;
1815 }
1803 } 1816 }
1804 else // Auto return passes through here with null agent 1817
1818 if (permissionToTake && (!permissionToDelete))
1819 takeGroups.Add(grp);
1820
1821 if (permissionToDelete)
1805 { 1822 {
1806 permissionToTake = true; 1823 if (permissionToTake)
1807 permissionToDelete = true; 1824 deleteGroups.Add(grp);
1825 deleteIDs.Add(grp.LocalId);
1808 } 1826 }
1809 } 1827 }
1810 1828
1811 if (permissionToTake) 1829 SendKillObject(deleteIDs);
1830
1831 if (deleteGroups.Count > 0)
1812 { 1832 {
1833 foreach (SceneObjectGroup g in deleteGroups)
1834 deleteIDs.Remove(g.LocalId);
1835
1813 m_asyncSceneObjectDeleter.DeleteToInventory( 1836 m_asyncSceneObjectDeleter.DeleteToInventory(
1814 action, destinationID, deleteGroups, remoteClient, 1837 action, destinationID, deleteGroups, remoteClient,
1815 permissionToDelete); 1838 true);
1839 }
1840 if (takeGroups.Count > 0)
1841 {
1842 m_asyncSceneObjectDeleter.DeleteToInventory(
1843 action, destinationID, takeGroups, remoteClient,
1844 false);
1816 } 1845 }
1817 else if (permissionToDelete) 1846 if (deleteIDs.Count > 0)
1818 { 1847 {
1819 foreach (SceneObjectGroup g in deleteGroups) 1848 foreach (SceneObjectGroup g in deleteGroups)
1820 DeleteSceneObject(g, false); 1849 DeleteSceneObject(g, true);
1821 } 1850 }
1822 } 1851 }
1823 1852
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index b1216c5..216eb51 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;
@@ -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;
@@ -220,6 +223,19 @@ namespace OpenSim.Region.Framework.Scenes
220 get { return m_sceneGridService; } 223 get { return m_sceneGridService; }
221 } 224 }
222 225
226 public ISnmpModule SnmpService
227 {
228 get
229 {
230 if (m_snmpService == null)
231 {
232 m_snmpService = RequestModuleInterface<ISnmpModule>();
233 }
234
235 return m_snmpService;
236 }
237 }
238
223 public ISimulationDataService SimulationDataService 239 public ISimulationDataService SimulationDataService
224 { 240 {
225 get 241 get
@@ -564,6 +580,8 @@ namespace OpenSim.Region.Framework.Scenes
564 #region Region Settings 580 #region Region Settings
565 581
566 // Load region settings 582 // Load region settings
583 m_regInfo.WindlightSettings = SimulationDataService.LoadRegionWindlightSettings(m_regInfo.RegionID);
584
567 m_regInfo.RegionSettings = simDataService.LoadRegionSettings(m_regInfo.RegionID); 585 m_regInfo.RegionSettings = simDataService.LoadRegionSettings(m_regInfo.RegionID);
568 if (estateDataService != null) 586 if (estateDataService != null)
569 m_regInfo.EstateSettings = estateDataService.LoadEstateSettings(m_regInfo.RegionID, false); 587 m_regInfo.EstateSettings = estateDataService.LoadEstateSettings(m_regInfo.RegionID, false);
@@ -623,9 +641,10 @@ namespace OpenSim.Region.Framework.Scenes
623 //Animation states 641 //Animation states
624 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false); 642 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
625 // TODO: Change default to true once the feature is supported 643 // TODO: Change default to true once the feature is supported
626 m_usePreJump = startupConfig.GetBoolean("enableprejump", false); 644 m_usePreJump = startupConfig.GetBoolean("enableprejump", true);
627
628 m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys); 645 m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys);
646
647 m_log.DebugFormat("[SCENE]: prejump is {0}", m_usePreJump ? "ON" : "OFF");
629 if (RegionInfo.NonphysPrimMax > 0) 648 if (RegionInfo.NonphysPrimMax > 0)
630 { 649 {
631 m_maxNonphys = RegionInfo.NonphysPrimMax; 650 m_maxNonphys = RegionInfo.NonphysPrimMax;
@@ -657,6 +676,7 @@ namespace OpenSim.Region.Framework.Scenes
657 m_persistAfter *= 10000000; 676 m_persistAfter *= 10000000;
658 677
659 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine"); 678 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine");
679 m_log.InfoFormat("[SCENE]: Default script engine {0}", m_defaultScriptEngine);
660 680
661 IConfig packetConfig = m_config.Configs["PacketPool"]; 681 IConfig packetConfig = m_config.Configs["PacketPool"];
662 if (packetConfig != null) 682 if (packetConfig != null)
@@ -666,6 +686,8 @@ namespace OpenSim.Region.Framework.Scenes
666 } 686 }
667 687
668 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl); 688 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl);
689 m_seeIntoBannedRegion = startupConfig.GetBoolean("SeeIntoBannedRegion", m_seeIntoBannedRegion);
690 CombineRegions = startupConfig.GetBoolean("CombineContiguousRegions", false);
669 691
670 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true); 692 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true);
671 if (m_generateMaptiles) 693 if (m_generateMaptiles)
@@ -690,9 +712,9 @@ namespace OpenSim.Region.Framework.Scenes
690 } 712 }
691 } 713 }
692 } 714 }
693 catch 715 catch (Exception e)
694 { 716 {
695 m_log.Warn("[SCENE]: Failed to load StartupConfig"); 717 m_log.Error("[SCENE]: Failed to load StartupConfig: " + e.ToString());
696 } 718 }
697 719
698 #endregion Region Config 720 #endregion Region Config
@@ -1063,6 +1085,7 @@ namespace OpenSim.Region.Framework.Scenes
1063 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat); 1085 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat);
1064 if (HeartbeatThread != null) 1086 if (HeartbeatThread != null)
1065 { 1087 {
1088 m_log.ErrorFormat("[SCENE]: Restarting heartbeat thread because it hasn't reported in in region {0}", RegionInfo.RegionName);
1066 HeartbeatThread.Abort(); 1089 HeartbeatThread.Abort();
1067 HeartbeatThread = null; 1090 HeartbeatThread = null;
1068 } 1091 }
@@ -1734,14 +1757,24 @@ namespace OpenSim.Region.Framework.Scenes
1734 /// <returns></returns> 1757 /// <returns></returns>
1735 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter) 1758 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter)
1736 { 1759 {
1760
1761 float wheight = (float)RegionInfo.RegionSettings.WaterHeight;
1762 Vector3 wpos = Vector3.Zero;
1763 // Check for water surface intersection from above
1764 if ( (RayStart.Z > wheight) && (RayEnd.Z < wheight) )
1765 {
1766 float ratio = (RayStart.Z - wheight) / (RayStart.Z - RayEnd.Z);
1767 wpos.X = RayStart.X - (ratio * (RayStart.X - RayEnd.X));
1768 wpos.Y = RayStart.Y - (ratio * (RayStart.Y - RayEnd.Y));
1769 wpos.Z = wheight;
1770 }
1771
1737 Vector3 pos = Vector3.Zero; 1772 Vector3 pos = Vector3.Zero;
1738 if (RayEndIsIntersection == (byte)1) 1773 if (RayEndIsIntersection == (byte)1)
1739 { 1774 {
1740 pos = RayEnd; 1775 pos = RayEnd;
1741 return pos;
1742 } 1776 }
1743 1777 else if (RayTargetID != UUID.Zero)
1744 if (RayTargetID != UUID.Zero)
1745 { 1778 {
1746 SceneObjectPart target = GetSceneObjectPart(RayTargetID); 1779 SceneObjectPart target = GetSceneObjectPart(RayTargetID);
1747 1780
@@ -1763,7 +1796,7 @@ namespace OpenSim.Region.Framework.Scenes
1763 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter); 1796 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter);
1764 1797
1765 // Un-comment out the following line to Get Raytrace results printed to the console. 1798 // Un-comment out the following line to Get Raytrace results printed to the console.
1766 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString()); 1799 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
1767 float ScaleOffset = 0.5f; 1800 float ScaleOffset = 0.5f;
1768 1801
1769 // If we hit something 1802 // If we hit something
@@ -1786,13 +1819,10 @@ namespace OpenSim.Region.Framework.Scenes
1786 //pos.Z -= 0.25F; 1819 //pos.Z -= 0.25F;
1787 1820
1788 } 1821 }
1789
1790 return pos;
1791 } 1822 }
1792 else 1823 else
1793 { 1824 {
1794 // We don't have a target here, so we're going to raytrace all the objects in the scene. 1825 // We don't have a target here, so we're going to raytrace all the objects in the scene.
1795
1796 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false); 1826 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false);
1797 1827
1798 // Un-comment the following line to print the raytrace results to the console. 1828 // Un-comment the following line to print the raytrace results to the console.
@@ -1801,13 +1831,12 @@ namespace OpenSim.Region.Framework.Scenes
1801 if (ei.HitTF) 1831 if (ei.HitTF)
1802 { 1832 {
1803 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z); 1833 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z);
1804 } else 1834 }
1835 else
1805 { 1836 {
1806 // fall back to our stupid functionality 1837 // fall back to our stupid functionality
1807 pos = RayEnd; 1838 pos = RayEnd;
1808 } 1839 }
1809
1810 return pos;
1811 } 1840 }
1812 } 1841 }
1813 else 1842 else
@@ -1818,8 +1847,12 @@ namespace OpenSim.Region.Framework.Scenes
1818 //increase height so its above the ground. 1847 //increase height so its above the ground.
1819 //should be getting the normal of the ground at the rez point and using that? 1848 //should be getting the normal of the ground at the rez point and using that?
1820 pos.Z += scale.Z / 2f; 1849 pos.Z += scale.Z / 2f;
1821 return pos; 1850// return pos;
1822 } 1851 }
1852
1853 // check against posible water intercept
1854 if (wpos.Z > pos.Z) pos = wpos;
1855 return pos;
1823 } 1856 }
1824 1857
1825 1858
@@ -1899,7 +1932,10 @@ namespace OpenSim.Region.Framework.Scenes
1899 public bool AddRestoredSceneObject( 1932 public bool AddRestoredSceneObject(
1900 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 1933 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
1901 { 1934 {
1902 return m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates); 1935 bool result = m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates);
1936 if (result)
1937 sceneObject.IsDeleted = false;
1938 return result;
1903 } 1939 }
1904 1940
1905 /// <summary> 1941 /// <summary>
@@ -1976,6 +2012,15 @@ namespace OpenSim.Region.Framework.Scenes
1976 /// </summary> 2012 /// </summary>
1977 public void DeleteAllSceneObjects() 2013 public void DeleteAllSceneObjects()
1978 { 2014 {
2015 DeleteAllSceneObjects(false);
2016 }
2017
2018 /// <summary>
2019 /// Delete every object from the scene. This does not include attachments worn by avatars.
2020 /// </summary>
2021 public void DeleteAllSceneObjects(bool exceptNoCopy)
2022 {
2023 List<SceneObjectGroup> toReturn = new List<SceneObjectGroup>();
1979 lock (Entities) 2024 lock (Entities)
1980 { 2025 {
1981 EntityBase[] entities = Entities.GetEntities(); 2026 EntityBase[] entities = Entities.GetEntities();
@@ -1984,11 +2029,24 @@ namespace OpenSim.Region.Framework.Scenes
1984 if (e is SceneObjectGroup) 2029 if (e is SceneObjectGroup)
1985 { 2030 {
1986 SceneObjectGroup sog = (SceneObjectGroup)e; 2031 SceneObjectGroup sog = (SceneObjectGroup)e;
1987 if (!sog.IsAttachment) 2032 if (sog != null && !sog.IsAttachment)
1988 DeleteSceneObject((SceneObjectGroup)e, false); 2033 {
2034 if (!exceptNoCopy || ((sog.GetEffectivePermissions() & (uint)PermissionMask.Copy) != 0))
2035 {
2036 DeleteSceneObject((SceneObjectGroup)e, false);
2037 }
2038 else
2039 {
2040 toReturn.Add((SceneObjectGroup)e);
2041 }
2042 }
1989 } 2043 }
1990 } 2044 }
1991 } 2045 }
2046 if (toReturn.Count > 0)
2047 {
2048 returnObjects(toReturn.ToArray(), UUID.Zero);
2049 }
1992 } 2050 }
1993 2051
1994 /// <summary> 2052 /// <summary>
@@ -2037,6 +2095,8 @@ namespace OpenSim.Region.Framework.Scenes
2037 } 2095 }
2038 2096
2039 group.DeleteGroupFromScene(silent); 2097 group.DeleteGroupFromScene(silent);
2098 if (!silent)
2099 SendKillObject(new List<uint>() { group.LocalId });
2040 2100
2041// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID); 2101// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID);
2042 } 2102 }
@@ -2364,6 +2424,12 @@ namespace OpenSim.Region.Framework.Scenes
2364 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns> 2424 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns>
2365 public bool AddSceneObject(SceneObjectGroup sceneObject) 2425 public bool AddSceneObject(SceneObjectGroup sceneObject)
2366 { 2426 {
2427 if (sceneObject.OwnerID == UUID.Zero)
2428 {
2429 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero", sceneObject.UUID);
2430 return false;
2431 }
2432
2367 // If the user is banned, we won't let any of their objects 2433 // If the user is banned, we won't let any of their objects
2368 // enter. Period. 2434 // enter. Period.
2369 // 2435 //
@@ -2411,15 +2477,28 @@ namespace OpenSim.Region.Framework.Scenes
2411 2477
2412 if (AttachmentsModule != null) 2478 if (AttachmentsModule != null)
2413 AttachmentsModule.AttachObject(sp.ControllingClient, grp, 0, false); 2479 AttachmentsModule.AttachObject(sp.ControllingClient, grp, 0, false);
2480
2481 m_log.DebugFormat("[SCENE]: Attachment {0} arrived and scene presence was found, attaching", sceneObject.UUID);
2414 } 2482 }
2415 else 2483 else
2416 { 2484 {
2485 m_log.DebugFormat("[SCENE]: Attachment {0} arrived and scene presence was not found, setting to temp", sceneObject.UUID);
2417 RootPrim.RemFlag(PrimFlags.TemporaryOnRez); 2486 RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
2418 RootPrim.AddFlag(PrimFlags.TemporaryOnRez); 2487 RootPrim.AddFlag(PrimFlags.TemporaryOnRez);
2419 } 2488 }
2489 if (sceneObject.OwnerID == UUID.Zero)
2490 {
2491 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero after attachment processing. BUG!", sceneObject.UUID);
2492 return false;
2493 }
2420 } 2494 }
2421 else 2495 else
2422 { 2496 {
2497 if (sceneObject.OwnerID == UUID.Zero)
2498 {
2499 m_log.ErrorFormat("[SCENE]: Owner ID for non-attachment {0} was zero", sceneObject.UUID);
2500 return false;
2501 }
2423 AddRestoredSceneObject(sceneObject, true, false); 2502 AddRestoredSceneObject(sceneObject, true, false);
2424 2503
2425 if (!Permissions.CanObjectEntry(sceneObject.UUID, 2504 if (!Permissions.CanObjectEntry(sceneObject.UUID,
@@ -2531,12 +2610,19 @@ namespace OpenSim.Region.Framework.Scenes
2531 } 2610 }
2532 } 2611 }
2533 2612
2534 if (GetScenePresence(client.AgentId) != null) 2613 if (TryGetScenePresence(client.AgentId, out presence))
2535 { 2614 {
2536 m_LastLogin = Util.EnvironmentTickCount(); 2615 m_LastLogin = Util.EnvironmentTickCount();
2537 EventManager.TriggerOnNewClient(client); 2616 EventManager.TriggerOnNewClient(client);
2538 if (vialogin) 2617 if (vialogin)
2618 {
2539 EventManager.TriggerOnClientLogin(client); 2619 EventManager.TriggerOnClientLogin(client);
2620
2621 // Send initial parcel data
2622 Vector3 pos = presence.AbsolutePosition;
2623 ILandObject land = LandChannel.GetLandObject(pos.X, pos.Y);
2624 land.SendLandUpdateToClient(presence.ControllingClient);
2625 }
2540 } 2626 }
2541 } 2627 }
2542 2628
@@ -2691,6 +2777,7 @@ namespace OpenSim.Region.Framework.Scenes
2691 client.OnFetchInventory += HandleFetchInventory; 2777 client.OnFetchInventory += HandleFetchInventory;
2692 client.OnUpdateInventoryItem += UpdateInventoryItemAsset; 2778 client.OnUpdateInventoryItem += UpdateInventoryItemAsset;
2693 client.OnCopyInventoryItem += CopyInventoryItem; 2779 client.OnCopyInventoryItem += CopyInventoryItem;
2780 client.OnMoveItemsAndLeaveCopy += MoveInventoryItemsLeaveCopy;
2694 client.OnMoveInventoryItem += MoveInventoryItem; 2781 client.OnMoveInventoryItem += MoveInventoryItem;
2695 client.OnRemoveInventoryItem += RemoveInventoryItem; 2782 client.OnRemoveInventoryItem += RemoveInventoryItem;
2696 client.OnRemoveInventoryFolder += RemoveInventoryFolder; 2783 client.OnRemoveInventoryFolder += RemoveInventoryFolder;
@@ -2869,15 +2956,16 @@ namespace OpenSim.Region.Framework.Scenes
2869 /// </summary> 2956 /// </summary>
2870 /// <param name="agentId">The avatar's Unique ID</param> 2957 /// <param name="agentId">The avatar's Unique ID</param>
2871 /// <param name="client">The IClientAPI for the client</param> 2958 /// <param name="client">The IClientAPI for the client</param>
2872 public virtual void TeleportClientHome(UUID agentId, IClientAPI client) 2959 public virtual bool TeleportClientHome(UUID agentId, IClientAPI client)
2873 { 2960 {
2874 if (m_teleportModule != null) 2961 if (m_teleportModule != null)
2875 m_teleportModule.TeleportHome(agentId, client); 2962 return m_teleportModule.TeleportHome(agentId, client);
2876 else 2963 else
2877 { 2964 {
2878 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active"); 2965 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active");
2879 client.SendTeleportFailed("Unable to perform teleports on this simulator."); 2966 client.SendTeleportFailed("Unable to perform teleports on this simulator.");
2880 } 2967 }
2968 return false;
2881 } 2969 }
2882 2970
2883 /// <summary> 2971 /// <summary>
@@ -2976,6 +3064,16 @@ namespace OpenSim.Region.Framework.Scenes
2976 /// <param name="flags"></param> 3064 /// <param name="flags"></param>
2977 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags) 3065 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags)
2978 { 3066 {
3067 //Add half the avatar's height so that the user doesn't fall through prims
3068 ScenePresence presence;
3069 if (TryGetScenePresence(remoteClient.AgentId, out presence))
3070 {
3071 if (presence.Appearance != null)
3072 {
3073 position.Z = position.Z + (presence.Appearance.AvatarHeight / 2);
3074 }
3075 }
3076
2979 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt)) 3077 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt))
2980 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot. 3078 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot.
2981 m_dialogModule.SendAlertToUser(remoteClient, "Home position set."); 3079 m_dialogModule.SendAlertToUser(remoteClient, "Home position set.");
@@ -3069,7 +3167,9 @@ namespace OpenSim.Region.Framework.Scenes
3069 regions.Remove(RegionInfo.RegionHandle); 3167 regions.Remove(RegionInfo.RegionHandle);
3070 m_sceneGridService.SendCloseChildAgentConnections(agentID, regions); 3168 m_sceneGridService.SendCloseChildAgentConnections(agentID, regions);
3071 } 3169 }
3170 m_log.Debug("[Scene] Beginning ClientClosed");
3072 m_eventManager.TriggerClientClosed(agentID, this); 3171 m_eventManager.TriggerClientClosed(agentID, this);
3172 m_log.Debug("[Scene] Finished ClientClosed");
3073 } 3173 }
3074 catch (NullReferenceException) 3174 catch (NullReferenceException)
3075 { 3175 {
@@ -3077,7 +3177,12 @@ namespace OpenSim.Region.Framework.Scenes
3077 // Avatar is already disposed :/ 3177 // Avatar is already disposed :/
3078 } 3178 }
3079 3179
3180 m_log.Debug("[Scene] Beginning OnRemovePresence");
3080 m_eventManager.TriggerOnRemovePresence(agentID); 3181 m_eventManager.TriggerOnRemovePresence(agentID);
3182 m_log.Debug("[Scene] Finished OnRemovePresence");
3183
3184 if (avatar != null && (!avatar.IsChildAgent))
3185 avatar.SaveChangedAttachments();
3081 3186
3082 if (avatar != null && (!avatar.IsChildAgent)) 3187 if (avatar != null && (!avatar.IsChildAgent))
3083 avatar.SaveChangedAttachments(); 3188 avatar.SaveChangedAttachments();
@@ -3086,7 +3191,7 @@ namespace OpenSim.Region.Framework.Scenes
3086 delegate(IClientAPI client) 3191 delegate(IClientAPI client)
3087 { 3192 {
3088 //We can safely ignore null reference exceptions. It means the avatar is dead and cleaned up anyway 3193 //We can safely ignore null reference exceptions. It means the avatar is dead and cleaned up anyway
3089 try { client.SendKillObject(avatar.RegionHandle, avatar.LocalId); } 3194 try { client.SendKillObject(avatar.RegionHandle, new List<uint>() { avatar.LocalId}); }
3090 catch (NullReferenceException) { } 3195 catch (NullReferenceException) { }
3091 }); 3196 });
3092 3197
@@ -3097,8 +3202,11 @@ namespace OpenSim.Region.Framework.Scenes
3097 } 3202 }
3098 3203
3099 // Remove the avatar from the scene 3204 // Remove the avatar from the scene
3205 m_log.Debug("[Scene] Begin RemoveScenePresence");
3100 m_sceneGraph.RemoveScenePresence(agentID); 3206 m_sceneGraph.RemoveScenePresence(agentID);
3207 m_log.Debug("[Scene] Finished RemoveScenePresence. Removing the client manager");
3101 m_clientManager.Remove(agentID); 3208 m_clientManager.Remove(agentID);
3209 m_log.Debug("[Scene] Removed the client manager. Firing avatar.close");
3102 3210
3103 try 3211 try
3104 { 3212 {
@@ -3112,9 +3220,10 @@ namespace OpenSim.Region.Framework.Scenes
3112 { 3220 {
3113 m_log.Error("[SCENE] Scene.cs:RemoveClient exception: " + e.ToString()); 3221 m_log.Error("[SCENE] Scene.cs:RemoveClient exception: " + e.ToString());
3114 } 3222 }
3115 3223 m_log.Debug("[Scene] Done. Firing RemoveCircuit");
3116 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode); 3224 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode);
3117 CleanDroppedAttachments(); 3225 CleanDroppedAttachments();
3226 m_log.Debug("[Scene] The avatar has left the building");
3118 //m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false)); 3227 //m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false));
3119 //m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true)); 3228 //m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true));
3120 } 3229 }
@@ -3145,18 +3254,24 @@ namespace OpenSim.Region.Framework.Scenes
3145 3254
3146 #region Entities 3255 #region Entities
3147 3256
3148 public void SendKillObject(uint localID) 3257 public void SendKillObject(List<uint> localIDs)
3149 { 3258 {
3150 SceneObjectPart part = GetSceneObjectPart(localID); 3259 List<uint> deleteIDs = new List<uint>();
3151 if (part != null) // It is a prim 3260
3261 foreach (uint localID in localIDs)
3152 { 3262 {
3153 if (part.ParentGroup != null && !part.ParentGroup.IsDeleted) // Valid 3263 SceneObjectPart part = GetSceneObjectPart(localID);
3264 if (part != null) // It is a prim
3154 { 3265 {
3155 if (part.ParentGroup.RootPart != part) // Child part 3266 if (part.ParentGroup != null && !part.ParentGroup.IsDeleted) // Valid
3156 return; 3267 {
3268 if (part.ParentGroup.RootPart != part) // Child part
3269 continue;
3270 }
3157 } 3271 }
3272 deleteIDs.Add(localID);
3158 } 3273 }
3159 ForEachClient(delegate(IClientAPI client) { client.SendKillObject(m_regionHandle, localID); }); 3274 ForEachClient(delegate(IClientAPI client) { client.SendKillObject(m_regionHandle, deleteIDs); });
3160 } 3275 }
3161 3276
3162 #endregion 3277 #endregion
@@ -3174,7 +3289,6 @@ namespace OpenSim.Region.Framework.Scenes
3174 //m_sceneGridService.OnChildAgentUpdate += IncomingChildAgentDataUpdate; 3289 //m_sceneGridService.OnChildAgentUpdate += IncomingChildAgentDataUpdate;
3175 //m_sceneGridService.OnRemoveKnownRegionFromAvatar += HandleRemoveKnownRegionsFromAvatar; 3290 //m_sceneGridService.OnRemoveKnownRegionFromAvatar += HandleRemoveKnownRegionsFromAvatar;
3176 m_sceneGridService.OnLogOffUser += HandleLogOffUserFromGrid; 3291 m_sceneGridService.OnLogOffUser += HandleLogOffUserFromGrid;
3177 m_sceneGridService.KiPrimitive += SendKillObject;
3178 m_sceneGridService.OnGetLandData += GetLandData; 3292 m_sceneGridService.OnGetLandData += GetLandData;
3179 } 3293 }
3180 3294
@@ -3183,7 +3297,6 @@ namespace OpenSim.Region.Framework.Scenes
3183 /// </summary> 3297 /// </summary>
3184 public void UnRegisterRegionWithComms() 3298 public void UnRegisterRegionWithComms()
3185 { 3299 {
3186 m_sceneGridService.KiPrimitive -= SendKillObject;
3187 m_sceneGridService.OnLogOffUser -= HandleLogOffUserFromGrid; 3300 m_sceneGridService.OnLogOffUser -= HandleLogOffUserFromGrid;
3188 //m_sceneGridService.OnRemoveKnownRegionFromAvatar -= HandleRemoveKnownRegionsFromAvatar; 3301 //m_sceneGridService.OnRemoveKnownRegionFromAvatar -= HandleRemoveKnownRegionsFromAvatar;
3189 //m_sceneGridService.OnChildAgentUpdate -= IncomingChildAgentDataUpdate; 3302 //m_sceneGridService.OnChildAgentUpdate -= IncomingChildAgentDataUpdate;
@@ -3270,6 +3383,7 @@ namespace OpenSim.Region.Framework.Scenes
3270 { 3383 {
3271 if (land != null && !TestLandRestrictions(agent, land, out reason)) 3384 if (land != null && !TestLandRestrictions(agent, land, out reason))
3272 { 3385 {
3386 m_log.DebugFormat("[CONNECTION BEGIN]: Denying access to {0} due to no land access", agent.AgentID.ToString());
3273 return false; 3387 return false;
3274 } 3388 }
3275 } 3389 }
@@ -3387,6 +3501,8 @@ namespace OpenSim.Region.Framework.Scenes
3387 } 3501 }
3388 } 3502 }
3389 // Honor parcel landing type and position. 3503 // Honor parcel landing type and position.
3504 /*
3505 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3390 if (land != null) 3506 if (land != null)
3391 { 3507 {
3392 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero) 3508 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero)
@@ -3394,6 +3510,7 @@ namespace OpenSim.Region.Framework.Scenes
3394 agent.startpos = land.LandData.UserLocation; 3510 agent.startpos = land.LandData.UserLocation;
3395 } 3511 }
3396 } 3512 }
3513 */// This is now handled properly in ScenePresence.MakeRootAgent
3397 } 3514 }
3398 3515
3399 return true; 3516 return true;
@@ -3489,7 +3606,7 @@ namespace OpenSim.Region.Framework.Scenes
3489 3606
3490 if (m_regInfo.EstateSettings != null) 3607 if (m_regInfo.EstateSettings != null)
3491 { 3608 {
3492 if (m_regInfo.EstateSettings.IsBanned(agent.AgentID)) 3609 if ((!m_seeIntoBannedRegion) && m_regInfo.EstateSettings.IsBanned(agent.AgentID))
3493 { 3610 {
3494 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist", 3611 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist",
3495 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName); 3612 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
@@ -3679,6 +3796,12 @@ namespace OpenSim.Region.Framework.Scenes
3679 3796
3680 // We have to wait until the viewer contacts this region after receiving EAC. 3797 // We have to wait until the viewer contacts this region after receiving EAC.
3681 // That calls AddNewClient, which finally creates the ScenePresence 3798 // That calls AddNewClient, which finally creates the ScenePresence
3799 if (m_regInfo.EstateSettings.IsBanned(cAgentData.AgentID))
3800 {
3801 m_log.DebugFormat("[SCENE]: Denying root agent entry to {0}: banned", cAgentData.AgentID);
3802 return false;
3803 }
3804
3682 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2); 3805 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2);
3683 if (nearestParcel == null) 3806 if (nearestParcel == null)
3684 { 3807 {
@@ -3686,6 +3809,14 @@ namespace OpenSim.Region.Framework.Scenes
3686 return false; 3809 return false;
3687 } 3810 }
3688 3811
3812 int num = m_sceneGraph.GetNumberOfScenePresences();
3813
3814 if (num >= RegionInfo.RegionSettings.AgentLimit)
3815 {
3816 if (!Permissions.IsAdministrator(cAgentData.AgentID))
3817 return false;
3818 }
3819
3689 ScenePresence childAgentUpdate = WaitGetScenePresence(cAgentData.AgentID); 3820 ScenePresence childAgentUpdate = WaitGetScenePresence(cAgentData.AgentID);
3690 if (childAgentUpdate != null) 3821 if (childAgentUpdate != null)
3691 { 3822 {
@@ -3751,12 +3882,22 @@ namespace OpenSim.Region.Framework.Scenes
3751 return false; 3882 return false;
3752 } 3883 }
3753 3884
3885 public bool IncomingCloseAgent(UUID agentID)
3886 {
3887 return IncomingCloseAgent(agentID, false);
3888 }
3889
3890 public bool IncomingCloseChildAgent(UUID agentID)
3891 {
3892 return IncomingCloseAgent(agentID, true);
3893 }
3894
3754 /// <summary> 3895 /// <summary>
3755 /// Tell a single agent to disconnect from the region. 3896 /// Tell a single agent to disconnect from the region.
3756 /// </summary> 3897 /// </summary>
3757 /// <param name="regionHandle"></param>
3758 /// <param name="agentID"></param> 3898 /// <param name="agentID"></param>
3759 public bool IncomingCloseAgent(UUID agentID) 3899 /// <param name="childOnly"></param>
3900 public bool IncomingCloseAgent(UUID agentID, bool childOnly)
3760 { 3901 {
3761 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID); 3902 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID);
3762 3903
@@ -3768,7 +3909,7 @@ namespace OpenSim.Region.Framework.Scenes
3768 { 3909 {
3769 m_sceneGraph.removeUserCount(false); 3910 m_sceneGraph.removeUserCount(false);
3770 } 3911 }
3771 else 3912 else if (!childOnly)
3772 { 3913 {
3773 m_sceneGraph.removeUserCount(true); 3914 m_sceneGraph.removeUserCount(true);
3774 } 3915 }
@@ -3784,9 +3925,12 @@ namespace OpenSim.Region.Framework.Scenes
3784 } 3925 }
3785 else 3926 else
3786 presence.ControllingClient.SendShutdownConnectionNotice(); 3927 presence.ControllingClient.SendShutdownConnectionNotice();
3928 presence.ControllingClient.Close(false);
3929 }
3930 else if (!childOnly)
3931 {
3932 presence.ControllingClient.Close(true);
3787 } 3933 }
3788
3789 presence.ControllingClient.Close();
3790 return true; 3934 return true;
3791 } 3935 }
3792 3936
@@ -4408,7 +4552,7 @@ namespace OpenSim.Region.Framework.Scenes
4408 // 4552 //
4409 int health=1; // Start at 1, means we're up 4553 int health=1; // Start at 1, means we're up
4410 4554
4411 if ((Util.EnvironmentTickCountSubtract(m_lastUpdate)) < 1000) 4555 if (m_firstHeartbeat || ((Util.EnvironmentTickCountSubtract(m_lastUpdate)) < 1000))
4412 health+=1; 4556 health+=1;
4413 else 4557 else
4414 return health; 4558 return health;
@@ -4871,8 +5015,17 @@ namespace OpenSim.Region.Framework.Scenes
4871 { 5015 {
4872 float ominX, ominY, ominZ, omaxX, omaxY, omaxZ; 5016 float ominX, ominY, ominZ, omaxX, omaxY, omaxZ;
4873 5017
5018 Vector3 vec = g.AbsolutePosition;
5019
4874 g.GetAxisAlignedBoundingBoxRaw(out ominX, out omaxX, out ominY, out omaxY, out ominZ, out omaxZ); 5020 g.GetAxisAlignedBoundingBoxRaw(out ominX, out omaxX, out ominY, out omaxY, out ominZ, out omaxZ);
4875 5021
5022 ominX += vec.X;
5023 omaxX += vec.X;
5024 ominY += vec.Y;
5025 omaxY += vec.Y;
5026 ominZ += vec.Z;
5027 omaxZ += vec.Z;
5028
4876 if (minX > ominX) 5029 if (minX > ominX)
4877 minX = ominX; 5030 minX = ominX;
4878 if (minY > ominY) 5031 if (minY > ominY)
@@ -4942,10 +5095,15 @@ namespace OpenSim.Region.Framework.Scenes
4942 }); 5095 });
4943 } 5096 }
4944 5097
4945 foreach (SceneObjectGroup grp in objectsToDelete) 5098 if (objectsToDelete.Count > 0)
4946 { 5099 {
4947 m_log.InfoFormat("[SCENE]: Deleting dropped attachment {0} of user {1}", grp.UUID, grp.OwnerID); 5100 m_log.DebugFormat("[SCENE]: Starting delete of {0} dropped attachments", objectsToDelete.Count);
4948 DeleteSceneObject(grp, true); 5101 foreach (SceneObjectGroup grp in objectsToDelete)
5102 {
5103 m_log.InfoFormat("[SCENE]: Deleting dropped attachment {0} of user {1}", grp.UUID, grp.OwnerID);
5104 DeleteSceneObject(grp, true);
5105 }
5106 m_log.Debug("[SCENE]: Finished dropped attachment deletion");
4949 } 5107 }
4950 } 5108 }
4951 } 5109 }
diff --git a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
index 88e084e..632646d 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;
@@ -267,14 +263,14 @@ namespace OpenSim.Region.Framework.Scenes
267 protected void SendCloseChildAgentAsync(UUID agentID, ulong regionHandle) 263 protected void SendCloseChildAgentAsync(UUID agentID, ulong regionHandle)
268 { 264 {
269 265
270 m_log.Debug("[INTERGRID]: Sending close agent to " + regionHandle); 266 //m_log.Debug("[INTERGRID]: Sending close agent to " + regionHandle);
271 // let's do our best, but there's not much we can do if the neighbour doesn't accept. 267 // let's do our best, but there's not much we can do if the neighbour doesn't accept.
272 268
273 //m_commsProvider.InterRegion.TellRegionToCloseChildConnection(regionHandle, agentID); 269 //m_commsProvider.InterRegion.TellRegionToCloseChildConnection(regionHandle, agentID);
274 uint x = 0, y = 0; 270 uint x = 0, y = 0;
275 Utils.LongToUInts(regionHandle, out x, out y); 271 Utils.LongToUInts(regionHandle, out x, out y);
276 GridRegion destination = m_scene.GridService.GetRegionByPosition(UUID.Zero, (int)x, (int)y); 272 GridRegion destination = m_scene.GridService.GetRegionByPosition(UUID.Zero, (int)x, (int)y);
277 m_scene.SimulationService.CloseAgent(destination, agentID); 273 m_scene.SimulationService.CloseChildAgent(destination, agentID);
278 } 274 }
279 275
280 private void SendCloseChildAgentCompleted(IAsyncResult iar) 276 private void SendCloseChildAgentCompleted(IAsyncResult iar)
@@ -293,7 +289,7 @@ namespace OpenSim.Region.Framework.Scenes
293 d); 289 d);
294 } 290 }
295 } 291 }
296 292
297 public List<GridRegion> RequestNamedRegions(string name, int maxNumber) 293 public List<GridRegion> RequestNamedRegions(string name, int maxNumber)
298 { 294 {
299 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 032c859..b2d9358 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();
@@ -209,27 +223,8 @@ namespace OpenSim.Region.Framework.Scenes
209 if (sp.IsChildAgent) 223 if (sp.IsChildAgent)
210 return; 224 return;
211 225
212 if (sp.ParentID != 0) 226 coarseLocations.Add(sp.AbsolutePosition);
213 { 227 avatarUUIDs.Add(sp.UUID);
214 // sitting avatar
215 SceneObjectPart sop = m_parentScene.GetSceneObjectPart(sp.ParentID);
216 if (sop != null)
217 {
218 coarseLocations.Add(sop.AbsolutePosition + sp.AbsolutePosition);
219 avatarUUIDs.Add(sp.UUID);
220 }
221 else
222 {
223 // we can't find the parent.. ! arg!
224 coarseLocations.Add(sp.AbsolutePosition);
225 avatarUUIDs.Add(sp.UUID);
226 }
227 }
228 else
229 {
230 coarseLocations.Add(sp.AbsolutePosition);
231 avatarUUIDs.Add(sp.UUID);
232 }
233 } 228 }
234 } 229 }
235 230
@@ -259,6 +254,33 @@ namespace OpenSim.Region.Framework.Scenes
259 protected internal bool AddRestoredSceneObject( 254 protected internal bool AddRestoredSceneObject(
260 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 255 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
261 { 256 {
257 if (!m_parentScene.CombineRegions)
258 {
259 // KF: Check for out-of-region, move inside and make static.
260 Vector3 npos = new Vector3(sceneObject.RootPart.GroupPosition.X,
261 sceneObject.RootPart.GroupPosition.Y,
262 sceneObject.RootPart.GroupPosition.Z);
263 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 ||
264 npos.X > Constants.RegionSize ||
265 npos.Y > Constants.RegionSize))
266 {
267 if (npos.X < 0.0) npos.X = 1.0f;
268 if (npos.Y < 0.0) npos.Y = 1.0f;
269 if (npos.Z < 0.0) npos.Z = 0.0f;
270 if (npos.X > Constants.RegionSize) npos.X = Constants.RegionSize - 1.0f;
271 if (npos.Y > Constants.RegionSize) npos.Y = Constants.RegionSize - 1.0f;
272
273 foreach (SceneObjectPart part in sceneObject.Parts)
274 {
275 part.GroupPosition = npos;
276 }
277 sceneObject.RootPart.Velocity = Vector3.Zero;
278 sceneObject.RootPart.AngularVelocity = Vector3.Zero;
279 sceneObject.RootPart.Acceleration = Vector3.Zero;
280 sceneObject.RootPart.Velocity = Vector3.Zero;
281 }
282 }
283
262 if (attachToBackup && (!alreadyPersisted)) 284 if (attachToBackup && (!alreadyPersisted))
263 { 285 {
264 sceneObject.ForceInventoryPersistence(); 286 sceneObject.ForceInventoryPersistence();
@@ -458,6 +480,30 @@ namespace OpenSim.Region.Framework.Scenes
458 m_updateList[obj.UUID] = obj; 480 m_updateList[obj.UUID] = obj;
459 } 481 }
460 482
483 public void FireAttachToBackup(SceneObjectGroup obj)
484 {
485 if (OnAttachToBackup != null)
486 {
487 OnAttachToBackup(obj);
488 }
489 }
490
491 public void FireDetachFromBackup(SceneObjectGroup obj)
492 {
493 if (OnDetachFromBackup != null)
494 {
495 OnDetachFromBackup(obj);
496 }
497 }
498
499 public void FireChangeBackup(SceneObjectGroup obj)
500 {
501 if (OnChangeBackup != null)
502 {
503 OnChangeBackup(obj);
504 }
505 }
506
461 /// <summary> 507 /// <summary>
462 /// Process all pending updates 508 /// Process all pending updates
463 /// </summary> 509 /// </summary>
@@ -592,7 +638,8 @@ namespace OpenSim.Region.Framework.Scenes
592 638
593 Entities[presence.UUID] = presence; 639 Entities[presence.UUID] = presence;
594 640
595 lock (m_presenceLock) 641 m_scenePresencesLock.EnterWriteLock();
642 try
596 { 643 {
597 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 644 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
598 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 645 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -616,6 +663,10 @@ namespace OpenSim.Region.Framework.Scenes
616 m_scenePresenceMap = newmap; 663 m_scenePresenceMap = newmap;
617 m_scenePresenceArray = newlist; 664 m_scenePresenceArray = newlist;
618 } 665 }
666 finally
667 {
668 m_scenePresencesLock.ExitWriteLock();
669 }
619 } 670 }
620 671
621 /// <summary> 672 /// <summary>
@@ -630,7 +681,8 @@ namespace OpenSim.Region.Framework.Scenes
630 agentID); 681 agentID);
631 } 682 }
632 683
633 lock (m_presenceLock) 684 m_scenePresencesLock.EnterWriteLock();
685 try
634 { 686 {
635 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 687 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
636 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 688 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -652,6 +704,10 @@ 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); 704 m_log.WarnFormat("[SCENE]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID);
653 } 705 }
654 } 706 }
707 finally
708 {
709 m_scenePresencesLock.ExitWriteLock();
710 }
655 } 711 }
656 712
657 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F) 713 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F)
@@ -775,6 +831,11 @@ namespace OpenSim.Region.Framework.Scenes
775 return m_scenePresenceArray; 831 return m_scenePresenceArray;
776 } 832 }
777 833
834 public int GetNumberOfScenePresences()
835 {
836 return m_scenePresenceArray.Count;
837 }
838
778 /// <summary> 839 /// <summary>
779 /// Request a scene presence by UUID. Fast, indexed lookup. 840 /// Request a scene presence by UUID. Fast, indexed lookup.
780 /// </summary> 841 /// </summary>
@@ -1068,9 +1129,11 @@ namespace OpenSim.Region.Framework.Scenes
1068 /// <param name="action"></param> 1129 /// <param name="action"></param>
1069 protected internal void ForEachSOG(Action<SceneObjectGroup> action) 1130 protected internal void ForEachSOG(Action<SceneObjectGroup> action)
1070 { 1131 {
1071 List<SceneObjectGroup> objlist = new List<SceneObjectGroup>(SceneObjectGroupsByFullID.Values); 1132 EntityBase[] objlist = Entities.GetAllByType<SceneObjectGroup>();
1072 foreach (SceneObjectGroup obj in objlist) 1133 foreach (EntityBase ent in objlist)
1073 { 1134 {
1135 SceneObjectGroup obj = (SceneObjectGroup)ent;
1136
1074 try 1137 try
1075 { 1138 {
1076 action(obj); 1139 action(obj);
@@ -1531,10 +1594,13 @@ namespace OpenSim.Region.Framework.Scenes
1531 /// <param name="childPrims"></param> 1594 /// <param name="childPrims"></param>
1532 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children) 1595 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children)
1533 { 1596 {
1597 SceneObjectGroup parentGroup = root.ParentGroup;
1598 if (parentGroup == null) return;
1534 Monitor.Enter(m_updateLock); 1599 Monitor.Enter(m_updateLock);
1600
1535 try 1601 try
1536 { 1602 {
1537 SceneObjectGroup parentGroup = root.ParentGroup; 1603 parentGroup.areUpdatesSuspended = true;
1538 1604
1539 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>(); 1605 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>();
1540 if (parentGroup != null) 1606 if (parentGroup != null)
@@ -1546,11 +1612,6 @@ namespace OpenSim.Region.Framework.Scenes
1546 1612
1547 if (child != null) 1613 if (child != null)
1548 { 1614 {
1549 // Make sure no child prim is set for sale
1550 // So that, on delink, no prims are unwittingly
1551 // left for sale and sold off
1552 child.RootPart.ObjectSaleType = 0;
1553 child.RootPart.SalePrice = 10;
1554 childGroups.Add(child); 1615 childGroups.Add(child);
1555 } 1616 }
1556 } 1617 }
@@ -1573,12 +1634,12 @@ namespace OpenSim.Region.Framework.Scenes
1573 // occur on link to invoke this elsewhere (such as object selection) 1634 // occur on link to invoke this elsewhere (such as object selection)
1574 parentGroup.RootPart.CreateSelected = true; 1635 parentGroup.RootPart.CreateSelected = true;
1575 parentGroup.TriggerScriptChangedEvent(Changed.LINK); 1636 parentGroup.TriggerScriptChangedEvent(Changed.LINK);
1576 parentGroup.HasGroupChanged = true;
1577 parentGroup.ScheduleGroupForFullUpdate();
1578
1579 } 1637 }
1580 finally 1638 finally
1581 { 1639 {
1640 parentGroup.areUpdatesSuspended = false;
1641 parentGroup.HasGroupChanged = true;
1642 parentGroup.ScheduleGroupForFullUpdate();
1582 Monitor.Exit(m_updateLock); 1643 Monitor.Exit(m_updateLock);
1583 } 1644 }
1584 } 1645 }
@@ -1610,21 +1671,24 @@ namespace OpenSim.Region.Framework.Scenes
1610 1671
1611 SceneObjectGroup group = part.ParentGroup; 1672 SceneObjectGroup group = part.ParentGroup;
1612 if (!affectedGroups.Contains(group)) 1673 if (!affectedGroups.Contains(group))
1674 {
1675 group.areUpdatesSuspended = true;
1613 affectedGroups.Add(group); 1676 affectedGroups.Add(group);
1677 }
1614 } 1678 }
1615 } 1679 }
1616 } 1680 }
1617 1681
1618 foreach (SceneObjectPart child in childParts) 1682 if (childParts.Count > 0)
1619 { 1683 {
1620 // Unlink all child parts from their groups 1684 foreach (SceneObjectPart child in childParts)
1621 // 1685 {
1622 child.ParentGroup.DelinkFromGroup(child, true); 1686 // Unlink all child parts from their groups
1623 1687 //
1624 // These are not in affected groups and will not be 1688 child.ParentGroup.DelinkFromGroup(child, true);
1625 // handled further. Do the honors here. 1689 child.ParentGroup.HasGroupChanged = true;
1626 child.ParentGroup.HasGroupChanged = true; 1690 child.ParentGroup.ScheduleGroupForFullUpdate();
1627 child.ParentGroup.ScheduleGroupForFullUpdate(); 1691 }
1628 } 1692 }
1629 1693
1630 foreach (SceneObjectPart root in rootParts) 1694 foreach (SceneObjectPart root in rootParts)
@@ -1634,56 +1698,68 @@ namespace OpenSim.Region.Framework.Scenes
1634 // However, editing linked parts and unlinking may be different 1698 // However, editing linked parts and unlinking may be different
1635 // 1699 //
1636 SceneObjectGroup group = root.ParentGroup; 1700 SceneObjectGroup group = root.ParentGroup;
1701 group.areUpdatesSuspended = true;
1637 1702
1638 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts); 1703 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts);
1639 int numChildren = newSet.Count; 1704 int numChildren = newSet.Count;
1640 1705
1706 if (numChildren == 1)
1707 break;
1708
1641 // If there are prims left in a link set, but the root is 1709 // If there are prims left in a link set, but the root is
1642 // slated for unlink, we need to do this 1710 // slated for unlink, we need to do this
1711 // Unlink the remaining set
1643 // 1712 //
1644 if (numChildren != 1) 1713 bool sendEventsToRemainder = true;
1645 { 1714 if (numChildren > 1)
1646 // Unlink the remaining set 1715 sendEventsToRemainder = false;
1647 //
1648 bool sendEventsToRemainder = true;
1649 if (numChildren > 1)
1650 sendEventsToRemainder = false;
1651 1716
1652 foreach (SceneObjectPart p in newSet) 1717 foreach (SceneObjectPart p in newSet)
1718 {
1719 if (p != group.RootPart)
1653 { 1720 {
1654 if (p != group.RootPart) 1721 group.DelinkFromGroup(p, sendEventsToRemainder);
1655 group.DelinkFromGroup(p, sendEventsToRemainder); 1722 if (numChildren > 2)
1723 {
1724 p.ParentGroup.areUpdatesSuspended = true;
1725 }
1726 else
1727 {
1728 p.ParentGroup.HasGroupChanged = true;
1729 p.ParentGroup.ScheduleGroupForFullUpdate();
1730 }
1656 } 1731 }
1732 }
1733
1734 // If there is more than one prim remaining, we
1735 // need to re-link
1736 //
1737 if (numChildren > 2)
1738 {
1739 // Remove old root
1740 //
1741 if (newSet.Contains(root))
1742 newSet.Remove(root);
1657 1743
1658 // If there is more than one prim remaining, we 1744 // Preserve link ordering
1659 // need to re-link
1660 // 1745 //
1661 if (numChildren > 2) 1746 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1662 { 1747 {
1663 // Remove old root 1748 return a.LinkNum.CompareTo(b.LinkNum);
1664 // 1749 });
1665 if (newSet.Contains(root))
1666 newSet.Remove(root);
1667
1668 // Preserve link ordering
1669 //
1670 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1671 {
1672 return a.LinkNum.CompareTo(b.LinkNum);
1673 });
1674 1750
1675 // Determine new root 1751 // Determine new root
1676 // 1752 //
1677 SceneObjectPart newRoot = newSet[0]; 1753 SceneObjectPart newRoot = newSet[0];
1678 newSet.RemoveAt(0); 1754 newSet.RemoveAt(0);
1679 1755
1680 foreach (SceneObjectPart newChild in newSet) 1756 foreach (SceneObjectPart newChild in newSet)
1681 newChild.UpdateFlag = 0; 1757 newChild.UpdateFlag = 0;
1682 1758
1683 LinkObjects(newRoot, newSet); 1759 newRoot.ParentGroup.areUpdatesSuspended = true;
1684 if (!affectedGroups.Contains(newRoot.ParentGroup)) 1760 LinkObjects(newRoot, newSet);
1685 affectedGroups.Add(newRoot.ParentGroup); 1761 if (!affectedGroups.Contains(newRoot.ParentGroup))
1686 } 1762 affectedGroups.Add(newRoot.ParentGroup);
1687 } 1763 }
1688 } 1764 }
1689 1765
@@ -1691,8 +1767,14 @@ namespace OpenSim.Region.Framework.Scenes
1691 // 1767 //
1692 foreach (SceneObjectGroup g in affectedGroups) 1768 foreach (SceneObjectGroup g in affectedGroups)
1693 { 1769 {
1770 // Child prims that have been unlinked and deleted will
1771 // return unless the root is deleted. This will remove them
1772 // from the database. They will be rewritten immediately,
1773 // minus the rows for the unlinked child prims.
1774 m_parentScene.SimulationDataService.RemoveObject(g.UUID, m_parentScene.RegionInfo.RegionID);
1694 g.TriggerScriptChangedEvent(Changed.LINK); 1775 g.TriggerScriptChangedEvent(Changed.LINK);
1695 g.HasGroupChanged = true; // Persist 1776 g.HasGroupChanged = true; // Persist
1777 g.areUpdatesSuspended = false;
1696 g.ScheduleGroupForFullUpdate(); 1778 g.ScheduleGroupForFullUpdate();
1697 } 1779 }
1698 } 1780 }
@@ -1807,9 +1889,6 @@ namespace OpenSim.Region.Framework.Scenes
1807 child.ApplyNextOwnerPermissions(); 1889 child.ApplyNextOwnerPermissions();
1808 } 1890 }
1809 } 1891 }
1810
1811 copy.RootPart.ObjectSaleType = 0;
1812 copy.RootPart.SalePrice = 10;
1813 } 1892 }
1814 1893
1815 Entities.Add(copy); 1894 Entities.Add(copy);
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
index a86223c..6cc7231 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();
@@ -419,6 +415,9 @@ namespace OpenSim.Region.Framework.Scenes
419 415
420 public void ResumeScripts() 416 public void ResumeScripts()
421 { 417 {
418 if (m_scene.RegionInfo.RegionSettings.DisableScripts)
419 return;
420
422 SceneObjectPart[] parts = m_parts.GetArray(); 421 SceneObjectPart[] parts = m_parts.GetArray();
423 for (int i = 0; i < parts.Length; i++) 422 for (int i = 0; i < parts.Length; i++)
424 parts[i].Inventory.ResumeScripts(); 423 parts[i].Inventory.ResumeScripts();
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 4ec530e..bcb715b 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 }
@@ -132,8 +184,19 @@ namespace OpenSim.Region.Framework.Scenes
132 return false; 184 return false;
133 if (m_scene.ShuttingDown) 185 if (m_scene.ShuttingDown)
134 return true; 186 return true;
187
188 if (m_minPersistTime == 0 || m_maxPersistTime == 0)
189 {
190 m_maxPersistTime = m_scene.m_persistAfter;
191 m_minPersistTime = m_scene.m_dontPersistBefore;
192 }
193
135 long currentTime = DateTime.Now.Ticks; 194 long currentTime = DateTime.Now.Ticks;
136 if (currentTime - timeLastChanged > m_scene.m_dontPersistBefore || currentTime - timeFirstChanged > m_scene.m_persistAfter) 195
196 if (timeLastChanged == 0) timeLastChanged = currentTime;
197 if (timeFirstChanged == 0) timeFirstChanged = currentTime;
198
199 if (currentTime - timeLastChanged > m_minPersistTime || currentTime - timeFirstChanged > m_maxPersistTime)
137 return true; 200 return true;
138 return false; 201 return false;
139 } 202 }
@@ -176,10 +239,10 @@ namespace OpenSim.Region.Framework.Scenes
176 239
177 private bool m_scriptListens_atTarget; 240 private bool m_scriptListens_atTarget;
178 private bool m_scriptListens_notAtTarget; 241 private bool m_scriptListens_notAtTarget;
179
180 private bool m_scriptListens_atRotTarget; 242 private bool m_scriptListens_atRotTarget;
181 private bool m_scriptListens_notAtRotTarget; 243 private bool m_scriptListens_notAtRotTarget;
182 244
245 public bool m_dupeInProgress = false;
183 internal Dictionary<UUID, string> m_savedScriptState; 246 internal Dictionary<UUID, string> m_savedScriptState;
184 247
185 #region Properties 248 #region Properties
@@ -219,7 +282,13 @@ namespace OpenSim.Region.Framework.Scenes
219 public virtual Quaternion Rotation 282 public virtual Quaternion Rotation
220 { 283 {
221 get { return m_rotation; } 284 get { return m_rotation; }
222 set { m_rotation = value; } 285 set {
286 foreach(SceneObjectPart p in m_parts.GetArray())
287 {
288 p.StoreUndoState(UndoType.STATE_GROUP_ROTATION);
289 }
290 m_rotation = value;
291 }
223 } 292 }
224 293
225 public Quaternion GroupRotation 294 public Quaternion GroupRotation
@@ -293,7 +362,11 @@ namespace OpenSim.Region.Framework.Scenes
293 { 362 {
294 m_scene.CrossPrimGroupIntoNewRegion(val, this, true); 363 m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
295 } 364 }
296 365
366 foreach (SceneObjectPart part in m_parts.GetArray())
367 {
368 part.IgnoreUndoUpdate = true;
369 }
297 if (RootPart.GetStatusSandbox()) 370 if (RootPart.GetStatusSandbox())
298 { 371 {
299 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) 372 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10)
@@ -304,10 +377,31 @@ namespace OpenSim.Region.Framework.Scenes
304 return; 377 return;
305 } 378 }
306 } 379 }
307
308 SceneObjectPart[] parts = m_parts.GetArray(); 380 SceneObjectPart[] parts = m_parts.GetArray();
309 for (int i = 0; i < parts.Length; i++) 381 foreach (SceneObjectPart part in parts)
310 parts[i].GroupPosition = val; 382 {
383 part.IgnoreUndoUpdate = false;
384 part.StoreUndoState(UndoType.STATE_GROUP_POSITION);
385 part.GroupPosition = val;
386 if (!m_dupeInProgress)
387 {
388 part.TriggerScriptChangedEvent(Changed.POSITION);
389 }
390 }
391 if (!m_dupeInProgress)
392 {
393 foreach (ScenePresence av in m_linkedAvatars)
394 {
395 SceneObjectPart p;
396 if (m_parts.TryGetValue(av.LinkedPrim, out p))
397 {
398 Vector3 offset = p.GetWorldPosition() - av.ParentPosition;
399 av.AbsolutePosition += offset;
400 av.ParentPosition = p.GetWorldPosition(); //ParentPosition gets cleared by AbsolutePosition
401 av.SendAvatarDataToAllAgents();
402 }
403 }
404 }
311 405
312 //if (m_rootPart.PhysActor != null) 406 //if (m_rootPart.PhysActor != null)
313 //{ 407 //{
@@ -458,6 +552,7 @@ namespace OpenSim.Region.Framework.Scenes
458 /// </summary> 552 /// </summary>
459 public SceneObjectGroup() 553 public SceneObjectGroup()
460 { 554 {
555
461 } 556 }
462 557
463 /// <summary> 558 /// <summary>
@@ -474,7 +569,7 @@ namespace OpenSim.Region.Framework.Scenes
474 /// Constructor. This object is added to the scene later via AttachToScene() 569 /// Constructor. This object is added to the scene later via AttachToScene()
475 /// </summary> 570 /// </summary>
476 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) 571 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
477 { 572 {
478 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)); 573 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero));
479 } 574 }
480 575
@@ -522,6 +617,9 @@ namespace OpenSim.Region.Framework.Scenes
522 /// </summary> 617 /// </summary>
523 public virtual void AttachToBackup() 618 public virtual void AttachToBackup()
524 { 619 {
620 if (IsAttachment) return;
621 m_scene.SceneGraph.FireAttachToBackup(this);
622
525 if (InSceneBackup) 623 if (InSceneBackup)
526 { 624 {
527 //m_log.DebugFormat( 625 //m_log.DebugFormat(
@@ -637,9 +735,9 @@ namespace OpenSim.Region.Framework.Scenes
637 result.normal = inter.normal; 735 result.normal = inter.normal;
638 result.distance = inter.distance; 736 result.distance = inter.distance;
639 } 737 }
738
640 } 739 }
641 } 740 }
642
643 return result; 741 return result;
644 } 742 }
645 743
@@ -659,17 +757,19 @@ namespace OpenSim.Region.Framework.Scenes
659 minZ = 8192f; 757 minZ = 8192f;
660 758
661 SceneObjectPart[] parts = m_parts.GetArray(); 759 SceneObjectPart[] parts = m_parts.GetArray();
662 for (int i = 0; i < parts.Length; i++) 760 foreach (SceneObjectPart part in parts)
663 { 761 {
664 SceneObjectPart part = parts[i];
665
666 Vector3 worldPos = part.GetWorldPosition(); 762 Vector3 worldPos = part.GetWorldPosition();
667 Vector3 offset = worldPos - AbsolutePosition; 763 Vector3 offset = worldPos - AbsolutePosition;
668 Quaternion worldRot; 764 Quaternion worldRot;
669 if (part.ParentID == 0) 765 if (part.ParentID == 0)
766 {
670 worldRot = part.RotationOffset; 767 worldRot = part.RotationOffset;
768 }
671 else 769 else
770 {
672 worldRot = part.GetWorldRotation(); 771 worldRot = part.GetWorldRotation();
772 }
673 773
674 Vector3 frontTopLeft; 774 Vector3 frontTopLeft;
675 Vector3 frontTopRight; 775 Vector3 frontTopRight;
@@ -681,6 +781,8 @@ namespace OpenSim.Region.Framework.Scenes
681 Vector3 backBottomLeft; 781 Vector3 backBottomLeft;
682 Vector3 backBottomRight; 782 Vector3 backBottomRight;
683 783
784 // Vector3[] corners = new Vector3[8];
785
684 Vector3 orig = Vector3.Zero; 786 Vector3 orig = Vector3.Zero;
685 787
686 frontTopLeft.X = orig.X - (part.Scale.X / 2); 788 frontTopLeft.X = orig.X - (part.Scale.X / 2);
@@ -715,6 +817,38 @@ namespace OpenSim.Region.Framework.Scenes
715 backBottomRight.Y = orig.Y + (part.Scale.Y / 2); 817 backBottomRight.Y = orig.Y + (part.Scale.Y / 2);
716 backBottomRight.Z = orig.Z - (part.Scale.Z / 2); 818 backBottomRight.Z = orig.Z - (part.Scale.Z / 2);
717 819
820
821
822 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
823 //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
824 //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
825 //m_log.InfoFormat("pre corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
826 //m_log.InfoFormat("pre corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
827 //m_log.InfoFormat("pre corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
828 //m_log.InfoFormat("pre corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
829 //m_log.InfoFormat("pre corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
830
831 //for (int i = 0; i < 8; i++)
832 //{
833 // corners[i] = corners[i] * worldRot;
834 // corners[i] += offset;
835
836 // if (corners[i].X > maxX)
837 // maxX = corners[i].X;
838 // if (corners[i].X < minX)
839 // minX = corners[i].X;
840
841 // if (corners[i].Y > maxY)
842 // maxY = corners[i].Y;
843 // if (corners[i].Y < minY)
844 // minY = corners[i].Y;
845
846 // if (corners[i].Z > maxZ)
847 // maxZ = corners[i].Y;
848 // if (corners[i].Z < minZ)
849 // minZ = corners[i].Z;
850 //}
851
718 frontTopLeft = frontTopLeft * worldRot; 852 frontTopLeft = frontTopLeft * worldRot;
719 frontTopRight = frontTopRight * worldRot; 853 frontTopRight = frontTopRight * worldRot;
720 frontBottomLeft = frontBottomLeft * worldRot; 854 frontBottomLeft = frontBottomLeft * worldRot;
@@ -736,6 +870,15 @@ namespace OpenSim.Region.Framework.Scenes
736 backTopLeft += offset; 870 backTopLeft += offset;
737 backTopRight += offset; 871 backTopRight += offset;
738 872
873 //m_log.InfoFormat("corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
874 //m_log.InfoFormat("corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
875 //m_log.InfoFormat("corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
876 //m_log.InfoFormat("corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
877 //m_log.InfoFormat("corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
878 //m_log.InfoFormat("corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
879 //m_log.InfoFormat("corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
880 //m_log.InfoFormat("corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
881
739 if (frontTopRight.X > maxX) 882 if (frontTopRight.X > maxX)
740 maxX = frontTopRight.X; 883 maxX = frontTopRight.X;
741 if (frontTopLeft.X > maxX) 884 if (frontTopLeft.X > maxX)
@@ -881,15 +1024,20 @@ namespace OpenSim.Region.Framework.Scenes
881 1024
882 public void SaveScriptedState(XmlTextWriter writer) 1025 public void SaveScriptedState(XmlTextWriter writer)
883 { 1026 {
1027 SaveScriptedState(writer, false);
1028 }
1029
1030 public void SaveScriptedState(XmlTextWriter writer, bool oldIDs)
1031 {
884 XmlDocument doc = new XmlDocument(); 1032 XmlDocument doc = new XmlDocument();
885 Dictionary<UUID,string> states = new Dictionary<UUID,string>(); 1033 Dictionary<UUID,string> states = new Dictionary<UUID,string>();
886 1034
887 SceneObjectPart[] parts = m_parts.GetArray(); 1035 SceneObjectPart[] parts = m_parts.GetArray();
888 for (int i = 0; i < parts.Length; i++) 1036 for (int i = 0; i < parts.Length; i++)
889 { 1037 {
890 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(); 1038 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(oldIDs);
891 foreach (KeyValuePair<UUID, string> kvp in pstates) 1039 foreach (KeyValuePair<UUID, string> kvp in pstates)
892 states.Add(kvp.Key, kvp.Value); 1040 states[kvp.Key] = kvp.Value;
893 } 1041 }
894 1042
895 if (states.Count > 0) 1043 if (states.Count > 0)
@@ -908,6 +1056,118 @@ namespace OpenSim.Region.Framework.Scenes
908 } 1056 }
909 } 1057 }
910 1058
1059 /// <summary>
1060 /// Add the avatar to this linkset (avatar is sat).
1061 /// </summary>
1062 /// <param name="agentID"></param>
1063 public void AddAvatar(UUID agentID)
1064 {
1065 ScenePresence presence;
1066 if (m_scene.TryGetScenePresence(agentID, out presence))
1067 {
1068 if (!m_linkedAvatars.Contains(presence))
1069 {
1070 m_linkedAvatars.Add(presence);
1071 }
1072 }
1073 }
1074
1075 /// <summary>
1076 /// Delete the avatar from this linkset (avatar is unsat).
1077 /// </summary>
1078 /// <param name="agentID"></param>
1079 public void DeleteAvatar(UUID agentID)
1080 {
1081 ScenePresence presence;
1082 if (m_scene.TryGetScenePresence(agentID, out presence))
1083 {
1084 if (m_linkedAvatars.Contains(presence))
1085 {
1086 m_linkedAvatars.Remove(presence);
1087 }
1088 }
1089 }
1090
1091 /// <summary>
1092 /// Returns the list of linked presences (avatars sat on this group)
1093 /// </summary>
1094 /// <param name="agentID"></param>
1095 public List<ScenePresence> GetLinkedAvatars()
1096 {
1097 return m_linkedAvatars;
1098 }
1099
1100 /// <summary>
1101 /// Attach this scene object to the given avatar.
1102 /// </summary>
1103 /// <param name="agentID"></param>
1104 /// <param name="attachmentpoint"></param>
1105 /// <param name="AttachOffset"></param>
1106 public void AttachToAgent(UUID agentID, uint attachmentpoint, Vector3 AttachOffset, bool silent)
1107 {
1108 ScenePresence avatar = m_scene.GetScenePresence(agentID);
1109 if (avatar != null)
1110 {
1111 // don't attach attachments to child agents
1112 if (avatar.IsChildAgent) return;
1113
1114// m_log.DebugFormat("[SOG]: Adding attachment {0} to avatar {1}", Name, avatar.Name);
1115
1116 DetachFromBackup();
1117
1118 // Remove from database and parcel prim count
1119 m_scene.DeleteFromStorage(UUID);
1120 m_scene.EventManager.TriggerParcelPrimCountTainted();
1121
1122 m_rootPart.AttachedAvatar = agentID;
1123
1124 //Anakin Lohner bug #3839
1125 lock (m_parts)
1126 {
1127 foreach (SceneObjectPart p in m_parts.GetArray())
1128 {
1129 p.AttachedAvatar = agentID;
1130 }
1131 }
1132
1133 if (m_rootPart.PhysActor != null)
1134 {
1135 m_scene.PhysicsScene.RemovePrim(m_rootPart.PhysActor);
1136 m_rootPart.PhysActor = null;
1137 }
1138
1139 AbsolutePosition = AttachOffset;
1140 m_rootPart.AttachedPos = AttachOffset;
1141 m_rootPart.IsAttachment = true;
1142
1143 m_rootPart.SetParentLocalId(avatar.LocalId);
1144 SetAttachmentPoint(Convert.ToByte(attachmentpoint));
1145
1146 avatar.AddAttachment(this);
1147
1148 if (!silent)
1149 {
1150 // Killing it here will cause the client to deselect it
1151 // It then reappears on the avatar, deselected
1152 // through the full update below
1153 //
1154 if (IsSelected)
1155 {
1156 m_scene.SendKillObject(new List<uint> { m_rootPart.LocalId });
1157 }
1158
1159 IsSelected = false; // fudge....
1160 ScheduleGroupForFullUpdate();
1161 }
1162 }
1163 else
1164 {
1165 m_log.WarnFormat(
1166 "[SOG]: Tried to add attachment {0} to avatar with UUID {1} in region {2} but the avatar is not present",
1167 UUID, agentID, Scene.RegionInfo.RegionName);
1168 }
1169 }
1170
911 public byte GetAttachmentPoint() 1171 public byte GetAttachmentPoint()
912 { 1172 {
913 return m_rootPart.Shape.State; 1173 return m_rootPart.Shape.State;
@@ -1034,7 +1294,10 @@ namespace OpenSim.Region.Framework.Scenes
1034 public void AddPart(SceneObjectPart part) 1294 public void AddPart(SceneObjectPart part)
1035 { 1295 {
1036 part.SetParent(this); 1296 part.SetParent(this);
1037 part.LinkNum = m_parts.Add(part.UUID, part); 1297 m_parts.Add(part.UUID, part);
1298
1299 part.LinkNum = m_parts.Count;
1300
1038 if (part.LinkNum == 2 && RootPart != null) 1301 if (part.LinkNum == 2 && RootPart != null)
1039 RootPart.LinkNum = 1; 1302 RootPart.LinkNum = 1;
1040 } 1303 }
@@ -1118,7 +1381,7 @@ namespace OpenSim.Region.Framework.Scenes
1118 1381
1119 public virtual void OnGrabPart(SceneObjectPart part, Vector3 offsetPos, IClientAPI remoteClient) 1382 public virtual void OnGrabPart(SceneObjectPart part, Vector3 offsetPos, IClientAPI remoteClient)
1120 { 1383 {
1121 part.StoreUndoState(); 1384 part.StoreUndoState(UndoType.STATE_PRIM_ALL);
1122 part.OnGrab(offsetPos, remoteClient); 1385 part.OnGrab(offsetPos, remoteClient);
1123 } 1386 }
1124 1387
@@ -1138,6 +1401,11 @@ namespace OpenSim.Region.Framework.Scenes
1138 /// <param name="silent">If true then deletion is not broadcast to clients</param> 1401 /// <param name="silent">If true then deletion is not broadcast to clients</param>
1139 public void DeleteGroupFromScene(bool silent) 1402 public void DeleteGroupFromScene(bool silent)
1140 { 1403 {
1404 // We need to keep track of this state in case this group is still queued for backup.
1405 m_isDeleted = true;
1406
1407 DetachFromBackup();
1408
1141 SceneObjectPart[] parts = m_parts.GetArray(); 1409 SceneObjectPart[] parts = m_parts.GetArray();
1142 for (int i = 0; i < parts.Length; i++) 1410 for (int i = 0; i < parts.Length; i++)
1143 { 1411 {
@@ -1149,13 +1417,11 @@ namespace OpenSim.Region.Framework.Scenes
1149 avatar.StandUp(); 1417 avatar.StandUp();
1150 1418
1151 if (!silent) 1419 if (!silent)
1152 {
1153 part.UpdateFlag = 0; 1420 part.UpdateFlag = 0;
1154 if (part == m_rootPart)
1155 avatar.ControllingClient.SendKillObject(m_regionHandle, part.LocalId);
1156 }
1157 }); 1421 });
1158 } 1422 }
1423
1424
1159 } 1425 }
1160 1426
1161 public void AddScriptLPS(int count) 1427 public void AddScriptLPS(int count)
@@ -1252,7 +1518,12 @@ namespace OpenSim.Region.Framework.Scenes
1252 1518
1253 public void SetOwnerId(UUID userId) 1519 public void SetOwnerId(UUID userId)
1254 { 1520 {
1255 ForEachPart(delegate(SceneObjectPart part) { part.OwnerID = userId; }); 1521 ForEachPart(delegate(SceneObjectPart part)
1522 {
1523
1524 part.OwnerID = userId;
1525
1526 });
1256 } 1527 }
1257 1528
1258 public void ForEachPart(Action<SceneObjectPart> whatToDo) 1529 public void ForEachPart(Action<SceneObjectPart> whatToDo)
@@ -1284,11 +1555,17 @@ namespace OpenSim.Region.Framework.Scenes
1284 return; 1555 return;
1285 } 1556 }
1286 1557
1558 if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0)
1559 return;
1560
1287 // Since this is the top of the section of call stack for backing up a particular scene object, don't let 1561 // Since this is the top of the section of call stack for backing up a particular scene object, don't let
1288 // any exception propogate upwards. 1562 // any exception propogate upwards.
1289 try 1563 try
1290 { 1564 {
1291 if (!m_scene.ShuttingDown) // if shutting down then there will be nothing to handle the return so leave till next restart 1565 if (!m_scene.ShuttingDown || // if shutting down then there will be nothing to handle the return so leave till next restart
1566 m_scene.LoginsDisabled || // We're starting up or doing maintenance, don't mess with things
1567 m_scene.LoadingPrims) // Land may not be valid yet
1568
1292 { 1569 {
1293 ILandObject parcel = m_scene.LandChannel.GetLandObject( 1570 ILandObject parcel = m_scene.LandChannel.GetLandObject(
1294 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); 1571 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y);
@@ -1313,6 +1590,7 @@ namespace OpenSim.Region.Framework.Scenes
1313 } 1590 }
1314 } 1591 }
1315 } 1592 }
1593
1316 } 1594 }
1317 1595
1318 if (HasGroupChanged) 1596 if (HasGroupChanged)
@@ -1320,6 +1598,20 @@ namespace OpenSim.Region.Framework.Scenes
1320 // don't backup while it's selected or you're asking for changes mid stream. 1598 // don't backup while it's selected or you're asking for changes mid stream.
1321 if (isTimeToPersist() || forcedBackup) 1599 if (isTimeToPersist() || forcedBackup)
1322 { 1600 {
1601 if (m_rootPart.PhysActor != null &&
1602 (!m_rootPart.PhysActor.IsPhysical))
1603 {
1604 // Possible ghost prim
1605 if (m_rootPart.PhysActor.Position != m_rootPart.GroupPosition)
1606 {
1607 foreach (SceneObjectPart part in m_parts.GetArray())
1608 {
1609 // Re-set physics actor positions and
1610 // orientations
1611 part.GroupPosition = m_rootPart.GroupPosition;
1612 }
1613 }
1614 }
1323// m_log.DebugFormat( 1615// m_log.DebugFormat(
1324// "[SCENE]: Storing {0}, {1} in {2}", 1616// "[SCENE]: Storing {0}, {1} in {2}",
1325// Name, UUID, m_scene.RegionInfo.RegionName); 1617// Name, UUID, m_scene.RegionInfo.RegionName);
@@ -1382,81 +1674,89 @@ namespace OpenSim.Region.Framework.Scenes
1382 /// <returns></returns> 1674 /// <returns></returns>
1383 public SceneObjectGroup Copy(bool userExposed) 1675 public SceneObjectGroup Copy(bool userExposed)
1384 { 1676 {
1385 SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone(); 1677 SceneObjectGroup dupe;
1386 dupe.m_isBackedUp = false; 1678 try
1387 dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>(); 1679 {
1388 1680 m_dupeInProgress = true;
1389 // Warning, The following code related to previousAttachmentStatus is needed so that clones of 1681 dupe = (SceneObjectGroup)MemberwiseClone();
1390 // attachments do not bordercross while they're being duplicated. This is hacktastic! 1682 dupe.m_isBackedUp = false;
1391 // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region! 1683 dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>();
1392 // unless IsAttachment is true!, so to prevent border crossing, we save it's attachment state
1393 // (which should be false anyway) set it as an Attachment and then set it's Absolute Position,
1394 // then restore it's attachment state
1395
1396 // This is only necessary when userExposed is false!
1397 1684
1398 bool previousAttachmentStatus = dupe.RootPart.IsAttachment; 1685 // Warning, The following code related to previousAttachmentStatus is needed so that clones of
1399 1686 // attachments do not bordercross while they're being duplicated. This is hacktastic!
1400 if (!userExposed) 1687 // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region!
1401 dupe.RootPart.IsAttachment = true; 1688 // unless IsAttachment is true!, so to prevent border crossing, we save it's attachment state
1689 // (which should be false anyway) set it as an Attachment and then set it's Absolute Position,
1690 // then restore it's attachment state
1402 1691
1403 dupe.AbsolutePosition = new Vector3(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z); 1692 // This is only necessary when userExposed is false!
1404 1693
1405 if (!userExposed) 1694 bool previousAttachmentStatus = dupe.RootPart.IsAttachment;
1406 {
1407 dupe.RootPart.IsAttachment = previousAttachmentStatus;
1408 }
1409 1695
1410 dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed); 1696 if (!userExposed)
1411 dupe.m_rootPart.LinkNum = m_rootPart.LinkNum; 1697 dupe.RootPart.IsAttachment = true;
1412 1698
1413 if (userExposed) 1699 dupe.AbsolutePosition = new Vector3(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z);
1414 dupe.m_rootPart.TrimPermissions();
1415 1700
1416 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray()); 1701 if (!userExposed)
1417
1418 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
1419 { 1702 {
1420 return p1.LinkNum.CompareTo(p2.LinkNum); 1703 dupe.RootPart.IsAttachment = previousAttachmentStatus;
1421 } 1704 }
1422 );
1423 1705
1424 foreach (SceneObjectPart part in partList) 1706 dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed);
1425 { 1707 dupe.m_rootPart.LinkNum = m_rootPart.LinkNum;
1426 if (part.UUID != m_rootPart.UUID) 1708
1709 if (userExposed)
1710 dupe.m_rootPart.TrimPermissions();
1711
1712 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray());
1713
1714 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
1715 {
1716 return p1.LinkNum.CompareTo(p2.LinkNum);
1717 }
1718 );
1719
1720 foreach (SceneObjectPart part in partList)
1427 { 1721 {
1428 SceneObjectPart newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed); 1722 if (part.UUID != m_rootPart.UUID)
1429 newPart.LinkNum = part.LinkNum; 1723 {
1430 } 1724 SceneObjectPart newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed);
1431 1725
1432 // Need to duplicate the physics actor as well 1726 newPart.LinkNum = part.LinkNum;
1433 if (part.PhysActor != null && userExposed) 1727 }
1728
1729 // Need to duplicate the physics actor as well
1730 if (part.PhysActor != null && userExposed)
1731 {
1732 PrimitiveBaseShape pbs = part.Shape;
1733
1734 part.PhysActor
1735 = m_scene.PhysicsScene.AddPrimShape(
1736 string.Format("{0}/{1}", part.Name, part.UUID),
1737 pbs,
1738 part.AbsolutePosition,
1739 part.Scale,
1740 part.RotationOffset,
1741 part.PhysActor.IsPhysical);
1742
1743 part.PhysActor.LocalID = part.LocalId;
1744 part.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true);
1745 }
1746 }
1747 if (userExposed)
1434 { 1748 {
1435 PrimitiveBaseShape pbs = part.Shape; 1749 dupe.UpdateParentIDs();
1436 1750 dupe.HasGroupChanged = true;
1437 part.PhysActor 1751 dupe.AttachToBackup();
1438 = m_scene.PhysicsScene.AddPrimShape( 1752
1439 string.Format("{0}/{1}", part.Name, part.UUID), 1753 ScheduleGroupForFullUpdate();
1440 pbs,
1441 part.AbsolutePosition,
1442 part.Scale,
1443 part.RotationOffset,
1444 part.PhysActor.IsPhysical);
1445
1446 part.PhysActor.LocalID = part.LocalId;
1447 part.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true);
1448 } 1754 }
1449 } 1755 }
1450 1756 finally
1451 if (userExposed)
1452 { 1757 {
1453 dupe.UpdateParentIDs(); 1758 m_dupeInProgress = false;
1454 dupe.HasGroupChanged = true;
1455 dupe.AttachToBackup();
1456
1457 ScheduleGroupForFullUpdate();
1458 } 1759 }
1459
1460 return dupe; 1760 return dupe;
1461 } 1761 }
1462 1762
@@ -1647,13 +1947,40 @@ namespace OpenSim.Region.Framework.Scenes
1647 } 1947 }
1648 } 1948 }
1649 1949
1950 public void rotLookAt(Quaternion target, float strength, float damping)
1951 {
1952 SceneObjectPart rootpart = m_rootPart;
1953 if (rootpart != null)
1954 {
1955 if (IsAttachment)
1956 {
1957 /*
1958 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
1959 if (avatar != null)
1960 {
1961 Rotate the Av?
1962 } */
1963 }
1964 else
1965 {
1966 if (rootpart.PhysActor != null)
1967 { // APID must be implemented in your physics system for this to function.
1968 rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W);
1969 rootpart.PhysActor.APIDStrength = strength;
1970 rootpart.PhysActor.APIDDamping = damping;
1971 rootpart.PhysActor.APIDActive = true;
1972 }
1973 }
1974 }
1975 }
1976
1650 public void stopLookAt() 1977 public void stopLookAt()
1651 { 1978 {
1652 SceneObjectPart rootpart = m_rootPart; 1979 SceneObjectPart rootpart = m_rootPart;
1653 if (rootpart != null) 1980 if (rootpart != null)
1654 { 1981 {
1655 if (rootpart.PhysActor != null) 1982 if (rootpart.PhysActor != null)
1656 { 1983 { // APID must be implemented in your physics system for this to function.
1657 rootpart.PhysActor.APIDActive = false; 1984 rootpart.PhysActor.APIDActive = false;
1658 } 1985 }
1659 } 1986 }
@@ -1719,6 +2046,8 @@ namespace OpenSim.Region.Framework.Scenes
1719 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) 2046 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
1720 { 2047 {
1721 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); 2048 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed);
2049 newPart.SetParent(this);
2050
1722 AddPart(newPart); 2051 AddPart(newPart);
1723 2052
1724 SetPartAsNonRoot(newPart); 2053 SetPartAsNonRoot(newPart);
@@ -1865,11 +2194,11 @@ namespace OpenSim.Region.Framework.Scenes
1865 /// Immediately send a full update for this scene object. 2194 /// Immediately send a full update for this scene object.
1866 /// </summary> 2195 /// </summary>
1867 public void SendGroupFullUpdate() 2196 public void SendGroupFullUpdate()
1868 { 2197 {
1869 if (IsDeleted) 2198 if (IsDeleted)
1870 return; 2199 return;
1871 2200
1872// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); 2201// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID);
1873 2202
1874 RootPart.SendFullUpdateToAllClients(); 2203 RootPart.SendFullUpdateToAllClients();
1875 2204
@@ -2058,12 +2387,15 @@ namespace OpenSim.Region.Framework.Scenes
2058 part.LinkNum += objectGroup.PrimCount; 2387 part.LinkNum += objectGroup.PrimCount;
2059 } 2388 }
2060 } 2389 }
2390 }
2061 2391
2062 linkPart.LinkNum = 2; 2392 linkPart.LinkNum = 2;
2063 2393
2064 linkPart.SetParent(this); 2394 linkPart.SetParent(this);
2065 linkPart.CreateSelected = true; 2395 linkPart.CreateSelected = true;
2066 2396
2397 lock (m_parts.SyncRoot)
2398 {
2067 //if (linkPart.PhysActor != null) 2399 //if (linkPart.PhysActor != null)
2068 //{ 2400 //{
2069 // m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor); 2401 // m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor);
@@ -2220,6 +2552,8 @@ namespace OpenSim.Region.Framework.Scenes
2220 /// <param name="objectGroup"></param> 2552 /// <param name="objectGroup"></param>
2221 public virtual void DetachFromBackup() 2553 public virtual void DetachFromBackup()
2222 { 2554 {
2555 m_scene.SceneGraph.FireDetachFromBackup(this);
2556
2223 if (m_isBackedUp) 2557 if (m_isBackedUp)
2224 m_scene.EventManager.OnBackup -= ProcessBackup; 2558 m_scene.EventManager.OnBackup -= ProcessBackup;
2225 2559
@@ -2524,6 +2858,17 @@ namespace OpenSim.Region.Framework.Scenes
2524 } 2858 }
2525 } 2859 }
2526 2860
2861
2862
2863 /// <summary>
2864 /// Gets the number of parts
2865 /// </summary>
2866 /// <returns></returns>
2867 public int GetPartCount()
2868 {
2869 return Parts.Count();
2870 }
2871
2527 /// <summary> 2872 /// <summary>
2528 /// Update the texture entry for this part 2873 /// Update the texture entry for this part
2529 /// </summary> 2874 /// </summary>
@@ -2585,11 +2930,9 @@ namespace OpenSim.Region.Framework.Scenes
2585 scale.Y = m_scene.m_maxNonphys; 2930 scale.Y = m_scene.m_maxNonphys;
2586 if (scale.Z > m_scene.m_maxNonphys) 2931 if (scale.Z > m_scene.m_maxNonphys)
2587 scale.Z = m_scene.m_maxNonphys; 2932 scale.Z = m_scene.m_maxNonphys;
2588
2589 SceneObjectPart part = GetChildPart(localID); 2933 SceneObjectPart part = GetChildPart(localID);
2590 if (part != null) 2934 if (part != null)
2591 { 2935 {
2592 part.Resize(scale);
2593 if (part.PhysActor != null) 2936 if (part.PhysActor != null)
2594 { 2937 {
2595 if (part.PhysActor.IsPhysical) 2938 if (part.PhysActor.IsPhysical)
@@ -2604,7 +2947,7 @@ namespace OpenSim.Region.Framework.Scenes
2604 part.PhysActor.Size = scale; 2947 part.PhysActor.Size = scale;
2605 m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor); 2948 m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor);
2606 } 2949 }
2607 //if (part.UUID != m_rootPart.UUID) 2950 part.Resize(scale);
2608 2951
2609 HasGroupChanged = true; 2952 HasGroupChanged = true;
2610 part.TriggerScriptChangedEvent(Changed.SCALE); 2953 part.TriggerScriptChangedEvent(Changed.SCALE);
@@ -2627,7 +2970,6 @@ namespace OpenSim.Region.Framework.Scenes
2627 SceneObjectPart part = GetChildPart(localID); 2970 SceneObjectPart part = GetChildPart(localID);
2628 if (part != null) 2971 if (part != null)
2629 { 2972 {
2630 part.IgnoreUndoUpdate = true;
2631 if (scale.X > m_scene.m_maxNonphys) 2973 if (scale.X > m_scene.m_maxNonphys)
2632 scale.X = m_scene.m_maxNonphys; 2974 scale.X = m_scene.m_maxNonphys;
2633 if (scale.Y > m_scene.m_maxNonphys) 2975 if (scale.Y > m_scene.m_maxNonphys)
@@ -2664,7 +3006,7 @@ namespace OpenSim.Region.Framework.Scenes
2664 3006
2665 if (part.PhysActor != null && part.PhysActor.IsPhysical) 3007 if (part.PhysActor != null && part.PhysActor.IsPhysical)
2666 { 3008 {
2667 if (oldSize.X * x > m_scene.m_maxPhys) 3009 if (oldSize.X*x > m_scene.m_maxPhys)
2668 { 3010 {
2669 f = m_scene.m_maxPhys / oldSize.X; 3011 f = m_scene.m_maxPhys / oldSize.X;
2670 a = f / x; 3012 a = f / x;
@@ -2672,7 +3014,7 @@ namespace OpenSim.Region.Framework.Scenes
2672 y *= a; 3014 y *= a;
2673 z *= a; 3015 z *= a;
2674 } 3016 }
2675 if (oldSize.Y * y > m_scene.m_maxPhys) 3017 if (oldSize.Y*y > m_scene.m_maxPhys)
2676 { 3018 {
2677 f = m_scene.m_maxPhys / oldSize.Y; 3019 f = m_scene.m_maxPhys / oldSize.Y;
2678 a = f / y; 3020 a = f / y;
@@ -2680,7 +3022,7 @@ namespace OpenSim.Region.Framework.Scenes
2680 y *= a; 3022 y *= a;
2681 z *= a; 3023 z *= a;
2682 } 3024 }
2683 if (oldSize.Z * z > m_scene.m_maxPhys) 3025 if (oldSize.Z*z > m_scene.m_maxPhys)
2684 { 3026 {
2685 f = m_scene.m_maxPhys / oldSize.Z; 3027 f = m_scene.m_maxPhys / oldSize.Z;
2686 a = f / z; 3028 a = f / z;
@@ -2691,7 +3033,7 @@ namespace OpenSim.Region.Framework.Scenes
2691 } 3033 }
2692 else 3034 else
2693 { 3035 {
2694 if (oldSize.X * x > m_scene.m_maxNonphys) 3036 if (oldSize.X*x > m_scene.m_maxNonphys)
2695 { 3037 {
2696 f = m_scene.m_maxNonphys / oldSize.X; 3038 f = m_scene.m_maxNonphys / oldSize.X;
2697 a = f / x; 3039 a = f / x;
@@ -2699,7 +3041,7 @@ namespace OpenSim.Region.Framework.Scenes
2699 y *= a; 3041 y *= a;
2700 z *= a; 3042 z *= a;
2701 } 3043 }
2702 if (oldSize.Y * y > m_scene.m_maxNonphys) 3044 if (oldSize.Y*y > m_scene.m_maxNonphys)
2703 { 3045 {
2704 f = m_scene.m_maxNonphys / oldSize.Y; 3046 f = m_scene.m_maxNonphys / oldSize.Y;
2705 a = f / y; 3047 a = f / y;
@@ -2707,7 +3049,7 @@ namespace OpenSim.Region.Framework.Scenes
2707 y *= a; 3049 y *= a;
2708 z *= a; 3050 z *= a;
2709 } 3051 }
2710 if (oldSize.Z * z > m_scene.m_maxNonphys) 3052 if (oldSize.Z*z > m_scene.m_maxNonphys)
2711 { 3053 {
2712 f = m_scene.m_maxNonphys / oldSize.Z; 3054 f = m_scene.m_maxNonphys / oldSize.Z;
2713 a = f / z; 3055 a = f / z;
@@ -2717,7 +3059,6 @@ namespace OpenSim.Region.Framework.Scenes
2717 } 3059 }
2718 } 3060 }
2719 obPart.IgnoreUndoUpdate = false; 3061 obPart.IgnoreUndoUpdate = false;
2720 obPart.StoreUndoState();
2721 } 3062 }
2722 } 3063 }
2723 } 3064 }
@@ -2725,8 +3066,13 @@ namespace OpenSim.Region.Framework.Scenes
2725 Vector3 prevScale = part.Scale; 3066 Vector3 prevScale = part.Scale;
2726 prevScale.X *= x; 3067 prevScale.X *= x;
2727 prevScale.Y *= y; 3068 prevScale.Y *= y;
2728 prevScale.Z *= z; 3069 prevScale.Z *= z;;
3070
3071 part.IgnoreUndoUpdate = false;
3072 part.StoreUndoState(UndoType.STATE_GROUP_SCALE);
3073 part.IgnoreUndoUpdate = true;
2729 part.Resize(prevScale); 3074 part.Resize(prevScale);
3075 part.IgnoreUndoUpdate = false;
2730 3076
2731 parts = m_parts.GetArray(); 3077 parts = m_parts.GetArray();
2732 for (int i = 0; i < parts.Length; i++) 3078 for (int i = 0; i < parts.Length; i++)
@@ -2735,19 +3081,26 @@ namespace OpenSim.Region.Framework.Scenes
2735 obPart.IgnoreUndoUpdate = true; 3081 obPart.IgnoreUndoUpdate = true;
2736 if (obPart.UUID != m_rootPart.UUID) 3082 if (obPart.UUID != m_rootPart.UUID)
2737 { 3083 {
2738 Vector3 currentpos = new Vector3(obPart.OffsetPosition); 3084 if (obPart.UUID != m_rootPart.UUID)
2739 currentpos.X *= x; 3085 {
2740 currentpos.Y *= y; 3086 obPart.IgnoreUndoUpdate = false;
2741 currentpos.Z *= z; 3087 obPart.StoreUndoState(UndoType.STATE_GROUP_SCALE);
2742 Vector3 newSize = new Vector3(obPart.Scale); 3088 obPart.IgnoreUndoUpdate = true;
2743 newSize.X *= x; 3089
2744 newSize.Y *= y; 3090 Vector3 currentpos = new Vector3(obPart.OffsetPosition);
2745 newSize.Z *= z; 3091 currentpos.X *= x;
2746 obPart.Resize(newSize); 3092 currentpos.Y *= y;
2747 obPart.UpdateOffSet(currentpos); 3093 currentpos.Z *= z;
3094 Vector3 newSize = new Vector3(obPart.Scale);
3095 newSize.X *= x;
3096 newSize.Y *= y;
3097 newSize.Z *= z;
3098 obPart.Resize(newSize);
3099 obPart.UpdateOffSet(currentpos);
3100 }
3101 obPart.IgnoreUndoUpdate = false;
2748 } 3102 }
2749 obPart.IgnoreUndoUpdate = false; 3103 obPart.IgnoreUndoUpdate = false;
2750 obPart.StoreUndoState();
2751 } 3104 }
2752 3105
2753 if (part.PhysActor != null) 3106 if (part.PhysActor != null)
@@ -2757,7 +3110,6 @@ namespace OpenSim.Region.Framework.Scenes
2757 } 3110 }
2758 3111
2759 part.IgnoreUndoUpdate = false; 3112 part.IgnoreUndoUpdate = false;
2760 part.StoreUndoState();
2761 HasGroupChanged = true; 3113 HasGroupChanged = true;
2762 m_rootPart.TriggerScriptChangedEvent(Changed.SCALE); 3114 m_rootPart.TriggerScriptChangedEvent(Changed.SCALE);
2763 ScheduleGroupForTerseUpdate(); 3115 ScheduleGroupForTerseUpdate();
@@ -2774,14 +3126,11 @@ namespace OpenSim.Region.Framework.Scenes
2774 /// <param name="pos"></param> 3126 /// <param name="pos"></param>
2775 public void UpdateGroupPosition(Vector3 pos) 3127 public void UpdateGroupPosition(Vector3 pos)
2776 { 3128 {
2777 SceneObjectPart[] parts = m_parts.GetArray();
2778 for (int i = 0; i < parts.Length; i++)
2779 parts[i].StoreUndoState();
2780
2781 if (m_scene.EventManager.TriggerGroupMove(UUID, pos)) 3129 if (m_scene.EventManager.TriggerGroupMove(UUID, pos))
2782 { 3130 {
2783 if (IsAttachment) 3131 if (IsAttachment)
2784 { 3132 {
3133 m_rootPart.StoreUndoState(UndoType.STATE_GROUP_POSITION);
2785 m_rootPart.AttachedPos = pos; 3134 m_rootPart.AttachedPos = pos;
2786 } 3135 }
2787 if (RootPart.GetStatusSandbox()) 3136 if (RootPart.GetStatusSandbox())
@@ -2815,7 +3164,7 @@ namespace OpenSim.Region.Framework.Scenes
2815 3164
2816 SceneObjectPart[] parts = m_parts.GetArray(); 3165 SceneObjectPart[] parts = m_parts.GetArray();
2817 for (int i = 0; i < parts.Length; i++) 3166 for (int i = 0; i < parts.Length; i++)
2818 parts[i].StoreUndoState(); 3167 parts[i].StoreUndoState(UndoType.STATE_PRIM_POSITION);
2819 3168
2820 if (part != null) 3169 if (part != null)
2821 { 3170 {
@@ -2840,7 +3189,7 @@ namespace OpenSim.Region.Framework.Scenes
2840 { 3189 {
2841 SceneObjectPart[] parts = m_parts.GetArray(); 3190 SceneObjectPart[] parts = m_parts.GetArray();
2842 for (int i = 0; i < parts.Length; i++) 3191 for (int i = 0; i < parts.Length; i++)
2843 parts[i].StoreUndoState(); 3192 parts[i].StoreUndoState(UndoType.STATE_PRIM_POSITION);
2844 3193
2845 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z); 3194 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z);
2846 Vector3 oldPos = 3195 Vector3 oldPos =
@@ -2861,10 +3210,27 @@ namespace OpenSim.Region.Framework.Scenes
2861 obPart.OffsetPosition = obPart.OffsetPosition + diff; 3210 obPart.OffsetPosition = obPart.OffsetPosition + diff;
2862 } 3211 }
2863 3212
2864 AbsolutePosition = newPos; 3213 //We have to set undoing here because otherwise an undo state will be saved
3214 if (!m_rootPart.Undoing)
3215 {
3216 m_rootPart.Undoing = true;
3217 AbsolutePosition = newPos;
3218 m_rootPart.Undoing = false;
3219 }
3220 else
3221 {
3222 AbsolutePosition = newPos;
3223 }
2865 3224
2866 HasGroupChanged = true; 3225 HasGroupChanged = true;
2867 ScheduleGroupForTerseUpdate(); 3226 if (m_rootPart.Undoing)
3227 {
3228 ScheduleGroupForFullUpdate();
3229 }
3230 else
3231 {
3232 ScheduleGroupForTerseUpdate();
3233 }
2868 } 3234 }
2869 3235
2870 public void OffsetForNewRegion(Vector3 offset) 3236 public void OffsetForNewRegion(Vector3 offset)
@@ -2884,7 +3250,7 @@ namespace OpenSim.Region.Framework.Scenes
2884 { 3250 {
2885 SceneObjectPart[] parts = m_parts.GetArray(); 3251 SceneObjectPart[] parts = m_parts.GetArray();
2886 for (int i = 0; i < parts.Length; i++) 3252 for (int i = 0; i < parts.Length; i++)
2887 parts[i].StoreUndoState(); 3253 parts[i].StoreUndoState(UndoType.STATE_GROUP_ROTATION);
2888 3254
2889 m_rootPart.UpdateRotation(rot); 3255 m_rootPart.UpdateRotation(rot);
2890 3256
@@ -2908,7 +3274,7 @@ namespace OpenSim.Region.Framework.Scenes
2908 { 3274 {
2909 SceneObjectPart[] parts = m_parts.GetArray(); 3275 SceneObjectPart[] parts = m_parts.GetArray();
2910 for (int i = 0; i < parts.Length; i++) 3276 for (int i = 0; i < parts.Length; i++)
2911 parts[i].StoreUndoState(); 3277 parts[i].StoreUndoState(UndoType.STATE_GROUP_ROTATION);
2912 3278
2913 m_rootPart.UpdateRotation(rot); 3279 m_rootPart.UpdateRotation(rot);
2914 3280
@@ -2933,10 +3299,9 @@ namespace OpenSim.Region.Framework.Scenes
2933 public void UpdateSingleRotation(Quaternion rot, uint localID) 3299 public void UpdateSingleRotation(Quaternion rot, uint localID)
2934 { 3300 {
2935 SceneObjectPart part = GetChildPart(localID); 3301 SceneObjectPart part = GetChildPart(localID);
2936
2937 SceneObjectPart[] parts = m_parts.GetArray(); 3302 SceneObjectPart[] parts = m_parts.GetArray();
2938 for (int i = 0; i < parts.Length; i++) 3303 for (int i = 0; i < parts.Length; i++)
2939 parts[i].StoreUndoState(); 3304 parts[i].StoreUndoState(UndoType.STATE_PRIM_ROTATION);
2940 3305
2941 if (part != null) 3306 if (part != null)
2942 { 3307 {
@@ -2964,15 +3329,24 @@ namespace OpenSim.Region.Framework.Scenes
2964 if (part.UUID == m_rootPart.UUID) 3329 if (part.UUID == m_rootPart.UUID)
2965 { 3330 {
2966 UpdateRootRotation(rot); 3331 UpdateRootRotation(rot);
2967 AbsolutePosition = pos; 3332 if (!m_rootPart.Undoing)
3333 {
3334 m_rootPart.Undoing = true;
3335 AbsolutePosition = pos;
3336 m_rootPart.Undoing = false;
3337 }
3338 else
3339 {
3340 AbsolutePosition = pos;
3341 }
2968 } 3342 }
2969 else 3343 else
2970 { 3344 {
3345 part.StoreUndoState(UndoType.STATE_PRIM_ROTATION);
2971 part.IgnoreUndoUpdate = true; 3346 part.IgnoreUndoUpdate = true;
2972 part.UpdateRotation(rot); 3347 part.UpdateRotation(rot);
2973 part.OffsetPosition = pos; 3348 part.OffsetPosition = pos;
2974 part.IgnoreUndoUpdate = false; 3349 part.IgnoreUndoUpdate = false;
2975 part.StoreUndoState();
2976 } 3350 }
2977 } 3351 }
2978 } 3352 }
@@ -2986,7 +3360,13 @@ namespace OpenSim.Region.Framework.Scenes
2986 Quaternion axRot = rot; 3360 Quaternion axRot = rot;
2987 Quaternion oldParentRot = m_rootPart.RotationOffset; 3361 Quaternion oldParentRot = m_rootPart.RotationOffset;
2988 3362
2989 m_rootPart.StoreUndoState(); 3363 m_rootPart.StoreUndoState(UndoType.STATE_PRIM_ROTATION);
3364 bool cancelUndo = false;
3365 if (!m_rootPart.Undoing)
3366 {
3367 m_rootPart.Undoing = true;
3368 cancelUndo = true;
3369 }
2990 m_rootPart.UpdateRotation(rot); 3370 m_rootPart.UpdateRotation(rot);
2991 if (m_rootPart.PhysActor != null) 3371 if (m_rootPart.PhysActor != null)
2992 { 3372 {
@@ -3010,17 +3390,12 @@ namespace OpenSim.Region.Framework.Scenes
3010 newRot *= Quaternion.Inverse(axRot); 3390 newRot *= Quaternion.Inverse(axRot);
3011 prim.RotationOffset = newRot; 3391 prim.RotationOffset = newRot;
3012 prim.ScheduleTerseUpdate(); 3392 prim.ScheduleTerseUpdate();
3393 prim.IgnoreUndoUpdate = false;
3013 } 3394 }
3014 } 3395 }
3015 3396 if (cancelUndo == true)
3016 for (int i = 0; i < parts.Length; i++)
3017 { 3397 {
3018 SceneObjectPart childpart = parts[i]; 3398 m_rootPart.Undoing = false;
3019 if (childpart != m_rootPart)
3020 {
3021 childpart.IgnoreUndoUpdate = false;
3022 childpart.StoreUndoState();
3023 }
3024 } 3399 }
3025 3400
3026 m_rootPart.ScheduleTerseUpdate(); 3401 m_rootPart.ScheduleTerseUpdate();
@@ -3246,7 +3621,6 @@ namespace OpenSim.Region.Framework.Scenes
3246 public float GetMass() 3621 public float GetMass()
3247 { 3622 {
3248 float retmass = 0f; 3623 float retmass = 0f;
3249
3250 SceneObjectPart[] parts = m_parts.GetArray(); 3624 SceneObjectPart[] parts = m_parts.GetArray();
3251 for (int i = 0; i < parts.Length; i++) 3625 for (int i = 0; i < parts.Length; i++)
3252 retmass += parts[i].GetMass(); 3626 retmass += parts[i].GetMass();
@@ -3362,6 +3736,14 @@ namespace OpenSim.Region.Framework.Scenes
3362 SetFromItemID(uuid); 3736 SetFromItemID(uuid);
3363 } 3737 }
3364 3738
3739 public void ResetOwnerChangeFlag()
3740 {
3741 ForEachPart(delegate(SceneObjectPart part)
3742 {
3743 part.ResetOwnerChangeFlag();
3744 });
3745 }
3746
3365 #endregion 3747 #endregion
3366 } 3748 }
3367} 3749}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index ba592c4..8cc2be1 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;
@@ -526,12 +536,16 @@ namespace OpenSim.Region.Framework.Scenes
526 } 536 }
527 537
528 /// <value> 538 /// <value>
529 /// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes 539 /// Get the inventory list
530 /// </value> 540 /// </value>
531 public TaskInventoryDictionary TaskInventory 541 public TaskInventoryDictionary TaskInventory
532 { 542 {
533 get { return m_inventory.Items; } 543 get {
534 set { m_inventory.Items = value; } 544 return m_inventory.Items;
545 }
546 set {
547 m_inventory.Items = value;
548 }
535 } 549 }
536 550
537 /// <summary> 551 /// <summary>
@@ -671,14 +685,12 @@ namespace OpenSim.Region.Framework.Scenes
671 set { m_LoopSoundSlavePrims = value; } 685 set { m_LoopSoundSlavePrims = value; }
672 } 686 }
673 687
674
675 public Byte[] TextureAnimation 688 public Byte[] TextureAnimation
676 { 689 {
677 get { return m_TextureAnimation; } 690 get { return m_TextureAnimation; }
678 set { m_TextureAnimation = value; } 691 set { m_TextureAnimation = value; }
679 } 692 }
680 693
681
682 public Byte[] ParticleSystem 694 public Byte[] ParticleSystem
683 { 695 {
684 get { return m_particleSystem; } 696 get { return m_particleSystem; }
@@ -732,7 +744,6 @@ namespace OpenSim.Region.Framework.Scenes
732 set 744 set
733 { 745 {
734 m_groupPosition = value; 746 m_groupPosition = value;
735
736 PhysicsActor actor = PhysActor; 747 PhysicsActor actor = PhysActor;
737 if (actor != null) 748 if (actor != null)
738 { 749 {
@@ -752,25 +763,13 @@ namespace OpenSim.Region.Framework.Scenes
752 763
753 // Tell the physics engines that this prim changed. 764 // Tell the physics engines that this prim changed.
754 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 765 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
766
755 } 767 }
756 catch (Exception e) 768 catch (Exception e)
757 { 769 {
758 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message); 770 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message);
759 } 771 }
760 } 772 }
761
762 // TODO if we decide to do sitting in a more SL compatible way (multiple avatars per prim), this has to be fixed, too
763 if (m_sitTargetAvatar != UUID.Zero)
764 {
765 if (m_parentGroup != null) // TODO can there be a SOP without a SOG?
766 {
767 ScenePresence avatar;
768 if (m_parentGroup.Scene.TryGetScenePresence(m_sitTargetAvatar, out avatar))
769 {
770 avatar.ParentPosition = GetWorldPosition();
771 }
772 }
773 }
774 } 773 }
775 } 774 }
776 775
@@ -779,7 +778,8 @@ namespace OpenSim.Region.Framework.Scenes
779 get { return m_offsetPosition; } 778 get { return m_offsetPosition; }
780 set 779 set
781 { 780 {
782 StoreUndoState(); 781 Vector3 oldpos = m_offsetPosition;
782 StoreUndoState(UndoType.STATE_PRIM_POSITION);
783 m_offsetPosition = value; 783 m_offsetPosition = value;
784 784
785 if (ParentGroup != null && !ParentGroup.IsDeleted) 785 if (ParentGroup != null && !ParentGroup.IsDeleted)
@@ -793,7 +793,22 @@ namespace OpenSim.Region.Framework.Scenes
793 // Tell the physics engines that this prim changed. 793 // Tell the physics engines that this prim changed.
794 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 794 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
795 } 795 }
796
797 if (!m_parentGroup.m_dupeInProgress)
798 {
799 List<ScenePresence> avs = ParentGroup.GetLinkedAvatars();
800 foreach (ScenePresence av in avs)
801 {
802 if (av.LinkedPrim == m_uuid)
803 {
804 Vector3 offset = (m_offsetPosition - oldpos);
805 av.OffsetPosition += offset;
806 av.SendAvatarDataToAllAgents();
807 }
808 }
809 }
796 } 810 }
811 TriggerScriptChangedEvent(Changed.POSITION);
797 } 812 }
798 } 813 }
799 814
@@ -835,7 +850,7 @@ namespace OpenSim.Region.Framework.Scenes
835 850
836 set 851 set
837 { 852 {
838 StoreUndoState(); 853 StoreUndoState(UndoType.STATE_PRIM_ROTATION);
839 m_rotationOffset = value; 854 m_rotationOffset = value;
840 855
841 PhysicsActor actor = PhysActor; 856 PhysicsActor actor = PhysActor;
@@ -919,7 +934,16 @@ namespace OpenSim.Region.Framework.Scenes
919 /// <summary></summary> 934 /// <summary></summary>
920 public Vector3 Acceleration 935 public Vector3 Acceleration
921 { 936 {
922 get { return m_acceleration; } 937 get
938 {
939 PhysicsActor actor = PhysActor;
940 if (actor != null)
941 {
942 m_acceleration = actor.Acceleration;
943 }
944 return m_acceleration;
945 }
946
923 set { m_acceleration = value; } 947 set { m_acceleration = value; }
924 } 948 }
925 949
@@ -1010,7 +1034,7 @@ namespace OpenSim.Region.Framework.Scenes
1010 get { return m_shape.Scale; } 1034 get { return m_shape.Scale; }
1011 set 1035 set
1012 { 1036 {
1013 StoreUndoState(); 1037 StoreUndoState(UndoType.STATE_PRIM_SCALE);
1014 if (m_shape != null) 1038 if (m_shape != null)
1015 { 1039 {
1016 m_shape.Scale = value; 1040 m_shape.Scale = value;
@@ -1078,9 +1102,10 @@ namespace OpenSim.Region.Framework.Scenes
1078 { 1102 {
1079 get { 1103 get {
1080 if (IsAttachment) 1104 if (IsAttachment)
1081 return GroupPosition; 1105 return GroupPosition + (m_offsetPosition * ParentGroup.RootPart.RotationOffset);
1082 1106
1083 return m_offsetPosition + m_groupPosition; } 1107// return m_offsetPosition + m_groupPosition; }
1108 return m_groupPosition + (m_offsetPosition * ParentGroup.RootPart.RotationOffset) ; } //KF: Rotation was ignored!
1084 } 1109 }
1085 1110
1086 public SceneObjectGroup ParentGroup 1111 public SceneObjectGroup ParentGroup
@@ -1239,6 +1264,13 @@ namespace OpenSim.Region.Framework.Scenes
1239 _flags = value; 1264 _flags = value;
1240 } 1265 }
1241 } 1266 }
1267
1268 [XmlIgnore]
1269 public bool IsOccupied // KF If an av is sittingon this prim
1270 {
1271 get { return m_occupied; }
1272 set { m_occupied = value; }
1273 }
1242 1274
1243 1275
1244 public UUID SitTargetAvatar 1276 public UUID SitTargetAvatar
@@ -1314,14 +1346,6 @@ namespace OpenSim.Region.Framework.Scenes
1314 } 1346 }
1315 } 1347 }
1316 1348
1317 /// <summary>
1318 /// Clear all pending updates of parts to clients
1319 /// </summary>
1320 private void ClearUpdateSchedule()
1321 {
1322 m_updateFlag = 0;
1323 }
1324
1325 private void SendObjectPropertiesToClient(UUID AgentID) 1349 private void SendObjectPropertiesToClient(UUID AgentID)
1326 { 1350 {
1327 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar) 1351 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar)
@@ -1572,14 +1596,21 @@ namespace OpenSim.Region.Framework.Scenes
1572 // or flexible 1596 // or flexible
1573 if (!isPhantom && !IsAttachment && !(Shape.PathCurve == (byte) Extrusion.Flexible)) 1597 if (!isPhantom && !IsAttachment && !(Shape.PathCurve == (byte) Extrusion.Flexible))
1574 { 1598 {
1575 PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape( 1599 try
1576 string.Format("{0}/{1}", Name, UUID), 1600 {
1577 Shape, 1601 PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape(
1578 AbsolutePosition, 1602 string.Format("{0}/{1}", Name, UUID),
1579 Scale, 1603 Shape,
1580 RotationOffset, 1604 AbsolutePosition,
1581 RigidBody); 1605 Scale,
1582 1606 RotationOffset,
1607 RigidBody);
1608 }
1609 catch
1610 {
1611 m_log.ErrorFormat("[SCENE]: caught exception meshing object {0}. Object set to phantom.", m_uuid);
1612 PhysActor = null;
1613 }
1583 // Basic Physics returns null.. joy joy joy. 1614 // Basic Physics returns null.. joy joy joy.
1584 if (PhysActor != null) 1615 if (PhysActor != null)
1585 { 1616 {
@@ -1607,7 +1638,7 @@ namespace OpenSim.Region.Framework.Scenes
1607 { 1638 {
1608 m_redo.Clear(); 1639 m_redo.Clear();
1609 } 1640 }
1610 StoreUndoState(); 1641 StoreUndoState(UndoType.STATE_ALL);
1611 } 1642 }
1612 1643
1613 public byte ConvertScriptUintToByte(uint indata) 1644 public byte ConvertScriptUintToByte(uint indata)
@@ -1676,6 +1707,9 @@ namespace OpenSim.Region.Framework.Scenes
1676 1707
1677 // Move afterwards ResetIDs as it clears the localID 1708 // Move afterwards ResetIDs as it clears the localID
1678 dupe.LocalId = localID; 1709 dupe.LocalId = localID;
1710 if(dupe.PhysActor != null)
1711 dupe.PhysActor.LocalID = localID;
1712
1679 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated. 1713 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated.
1680 dupe._lastOwnerID = OwnerID; 1714 dupe._lastOwnerID = OwnerID;
1681 1715
@@ -1719,7 +1753,7 @@ namespace OpenSim.Region.Framework.Scenes
1719 PrimitiveBaseShape shape = PrimitiveBaseShape.Create(); 1753 PrimitiveBaseShape shape = PrimitiveBaseShape.Create();
1720 part.Shape = shape; 1754 part.Shape = shape;
1721 1755
1722 part.Name = "Primitive"; 1756 part.Name = "Object";
1723 part._ownerID = UUID.Random(); 1757 part._ownerID = UUID.Random();
1724 1758
1725 return part; 1759 return part;
@@ -2079,12 +2113,17 @@ namespace OpenSim.Region.Framework.Scenes
2079 public Vector3 GetWorldPosition() 2113 public Vector3 GetWorldPosition()
2080 { 2114 {
2081 Quaternion parentRot = ParentGroup.RootPart.RotationOffset; 2115 Quaternion parentRot = ParentGroup.RootPart.RotationOffset;
2082
2083 Vector3 axPos = OffsetPosition; 2116 Vector3 axPos = OffsetPosition;
2084
2085 axPos *= parentRot; 2117 axPos *= parentRot;
2086 Vector3 translationOffsetPosition = axPos; 2118 Vector3 translationOffsetPosition = axPos;
2087 return GroupPosition + translationOffsetPosition; 2119 if(_parentID == 0)
2120 {
2121 return GroupPosition;
2122 }
2123 else
2124 {
2125 return ParentGroup.AbsolutePosition + translationOffsetPosition; //KF: Fix child prim position
2126 }
2088 } 2127 }
2089 2128
2090 /// <summary> 2129 /// <summary>
@@ -2095,7 +2134,7 @@ namespace OpenSim.Region.Framework.Scenes
2095 { 2134 {
2096 Quaternion newRot; 2135 Quaternion newRot;
2097 2136
2098 if (this.LinkNum == 0) 2137 if (this.LinkNum < 2) //KF Single or root prim
2099 { 2138 {
2100 newRot = RotationOffset; 2139 newRot = RotationOffset;
2101 } 2140 }
@@ -2741,17 +2780,18 @@ namespace OpenSim.Region.Framework.Scenes
2741 //Trys to fetch sound id from prim's inventory. 2780 //Trys to fetch sound id from prim's inventory.
2742 //Prim's inventory doesn't support non script items yet 2781 //Prim's inventory doesn't support non script items yet
2743 2782
2744 lock (TaskInventory) 2783 TaskInventory.LockItemsForRead(true);
2784
2785 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
2745 { 2786 {
2746 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 2787 if (item.Value.Name == sound)
2747 { 2788 {
2748 if (item.Value.Name == sound) 2789 soundID = item.Value.ItemID;
2749 { 2790 break;
2750 soundID = item.Value.ItemID;
2751 break;
2752 }
2753 } 2791 }
2754 } 2792 }
2793
2794 TaskInventory.LockItemsForRead(false);
2755 } 2795 }
2756 2796
2757 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence sp) 2797 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence sp)
@@ -2811,7 +2851,7 @@ namespace OpenSim.Region.Framework.Scenes
2811 /// <param name="scale"></param> 2851 /// <param name="scale"></param>
2812 public void Resize(Vector3 scale) 2852 public void Resize(Vector3 scale)
2813 { 2853 {
2814 StoreUndoState(); 2854 StoreUndoState(UndoType.STATE_PRIM_SCALE);
2815 m_shape.Scale = scale; 2855 m_shape.Scale = scale;
2816 2856
2817 ParentGroup.HasGroupChanged = true; 2857 ParentGroup.HasGroupChanged = true;
@@ -2820,38 +2860,7 @@ namespace OpenSim.Region.Framework.Scenes
2820 2860
2821 public void RotLookAt(Quaternion target, float strength, float damping) 2861 public void RotLookAt(Quaternion target, float strength, float damping)
2822 { 2862 {
2823 rotLookAt(target, strength, damping); 2863 m_parentGroup.rotLookAt(target, strength, damping); // This calls method in SceneObjectGroup.
2824 }
2825
2826 public void rotLookAt(Quaternion target, float strength, float damping)
2827 {
2828 if (IsAttachment)
2829 {
2830 /*
2831 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
2832 if (avatar != null)
2833 {
2834 Rotate the Av?
2835 } */
2836 }
2837 else
2838 {
2839 APIDDamp = damping;
2840 APIDStrength = strength;
2841 APIDTarget = target;
2842 }
2843 }
2844
2845 public void startLookAt(Quaternion rot, float damp, float strength)
2846 {
2847 APIDDamp = damp;
2848 APIDStrength = strength;
2849 APIDTarget = rot;
2850 }
2851
2852 public void stopLookAt()
2853 {
2854 APIDTarget = Quaternion.Identity;
2855 } 2864 }
2856 2865
2857 /// <summary> 2866 /// <summary>
@@ -2863,7 +2872,10 @@ namespace OpenSim.Region.Framework.Scenes
2863 2872
2864 if (m_parentGroup != null) 2873 if (m_parentGroup != null)
2865 { 2874 {
2866 m_parentGroup.QueueForUpdateCheck(); 2875 if (!m_parentGroup.areUpdatesSuspended)
2876 {
2877 m_parentGroup.QueueForUpdateCheck();
2878 }
2867 } 2879 }
2868 2880
2869 int timeNow = Util.UnixTimeSinceEpoch(); 2881 int timeNow = Util.UnixTimeSinceEpoch();
@@ -3080,8 +3092,8 @@ namespace OpenSim.Region.Framework.Scenes
3080 { 3092 {
3081 const float ROTATION_TOLERANCE = 0.01f; 3093 const float ROTATION_TOLERANCE = 0.01f;
3082 const float VELOCITY_TOLERANCE = 0.001f; 3094 const float VELOCITY_TOLERANCE = 0.001f;
3083 const float POSITION_TOLERANCE = 0.05f; 3095 const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary
3084 const int TIME_MS_TOLERANCE = 3000; 3096 const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds.
3085 3097
3086 if (m_updateFlag == 1) 3098 if (m_updateFlag == 1)
3087 { 3099 {
@@ -3095,7 +3107,7 @@ namespace OpenSim.Region.Framework.Scenes
3095 Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE) 3107 Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE)
3096 { 3108 {
3097 AddTerseUpdateToAllAvatars(); 3109 AddTerseUpdateToAllAvatars();
3098 ClearUpdateSchedule(); 3110
3099 3111
3100 // This causes the Scene to 'poll' physical objects every couple of frames 3112 // This causes the Scene to 'poll' physical objects every couple of frames
3101 // bad, so it's been replaced by an event driven method. 3113 // bad, so it's been replaced by an event driven method.
@@ -3113,16 +3125,18 @@ namespace OpenSim.Region.Framework.Scenes
3113 m_lastAngularVelocity = AngularVelocity; 3125 m_lastAngularVelocity = AngularVelocity;
3114 m_lastTerseSent = Environment.TickCount; 3126 m_lastTerseSent = Environment.TickCount;
3115 } 3127 }
3128 //Moved this outside of the if clause so updates don't get blocked.. *sigh*
3129 m_updateFlag = 0; //Why were we calling a function to do this? Inefficient! *screams*
3116 } 3130 }
3117 else 3131 else
3118 { 3132 {
3119 if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes 3133 if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes
3120 { 3134 {
3121 AddFullUpdateToAllAvatars(); 3135 AddFullUpdateToAllAvatars();
3122 ClearUpdateSchedule(); 3136 m_updateFlag = 0; //Same here
3123 } 3137 }
3124 } 3138 }
3125 ClearUpdateSchedule(); 3139 m_updateFlag = 0;
3126 } 3140 }
3127 3141
3128 /// <summary> 3142 /// <summary>
@@ -3150,17 +3164,16 @@ namespace OpenSim.Region.Framework.Scenes
3150 if (!UUID.TryParse(sound, out soundID)) 3164 if (!UUID.TryParse(sound, out soundID))
3151 { 3165 {
3152 // search sound file from inventory 3166 // search sound file from inventory
3153 lock (TaskInventory) 3167 TaskInventory.LockItemsForRead(true);
3168 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
3154 { 3169 {
3155 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 3170 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound)
3156 { 3171 {
3157 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound) 3172 soundID = item.Value.ItemID;
3158 { 3173 break;
3159 soundID = item.Value.ItemID;
3160 break;
3161 }
3162 } 3174 }
3163 } 3175 }
3176 TaskInventory.LockItemsForRead(false);
3164 } 3177 }
3165 3178
3166 if (soundID == UUID.Zero) 3179 if (soundID == UUID.Zero)
@@ -3597,7 +3610,7 @@ namespace OpenSim.Region.Framework.Scenes
3597 3610
3598 public void StopLookAt() 3611 public void StopLookAt()
3599 { 3612 {
3600 m_parentGroup.stopLookAt(); 3613 m_parentGroup.stopLookAt(); // This calls method in SceneObjectGroup.
3601 3614
3602 m_parentGroup.ScheduleGroupForTerseUpdate(); 3615 m_parentGroup.ScheduleGroupForTerseUpdate();
3603 } 3616 }
@@ -3624,10 +3637,9 @@ namespace OpenSim.Region.Framework.Scenes
3624 m_parentGroup.ScheduleGroupForTerseUpdate(); 3637 m_parentGroup.ScheduleGroupForTerseUpdate();
3625 //m_parentGroup.ScheduleGroupForFullUpdate(); 3638 //m_parentGroup.ScheduleGroupForFullUpdate();
3626 } 3639 }
3627 3640 public void StoreUndoState(UndoType type)
3628 public void StoreUndoState()
3629 { 3641 {
3630 if (!Undoing) 3642 if (!Undoing && (m_parentGroup == null || m_parentGroup.RootPart == null || !m_parentGroup.RootPart.Undoing))
3631 { 3643 {
3632 if (!IgnoreUndoUpdate) 3644 if (!IgnoreUndoUpdate)
3633 { 3645 {
@@ -3638,17 +3650,25 @@ namespace OpenSim.Region.Framework.Scenes
3638 if (m_undo.Count > 0) 3650 if (m_undo.Count > 0)
3639 { 3651 {
3640 UndoState last = m_undo.Peek(); 3652 UndoState last = m_undo.Peek();
3641 if (last != null) 3653
3642 {
3643 if (last.Compare(this))
3644 return;
3645 }
3646 } 3654 }
3647 3655
3648 if (m_parentGroup.GetSceneMaxUndo() > 0) 3656 if (m_parentGroup.GetSceneMaxUndo() > 0)
3649 { 3657 {
3650 UndoState nUndo = new UndoState(this); 3658 UndoState lastUndo = m_undo.Peek();
3651 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 }
3652 m_undo.Push(nUndo); 3672 m_undo.Push(nUndo);
3653 } 3673 }
3654 3674
@@ -4125,11 +4145,13 @@ namespace OpenSim.Region.Framework.Scenes
4125 if (m_undo.Count > 0) 4145 if (m_undo.Count > 0)
4126 { 4146 {
4127 UndoState nUndo = null; 4147 UndoState nUndo = null;
4148 UndoState goback = m_undo.Pop();
4128 if (m_parentGroup.GetSceneMaxUndo() > 0) 4149 if (m_parentGroup.GetSceneMaxUndo() > 0)
4129 { 4150 {
4130 nUndo = new UndoState(this); 4151 nUndo = new UndoState(this, goback.Type);
4131 } 4152 }
4132 UndoState goback = m_undo.Pop(); 4153
4154
4133 if (goback != null) 4155 if (goback != null)
4134 { 4156 {
4135 goback.PlaybackState(this); 4157 goback.PlaybackState(this);
@@ -4144,13 +4166,13 @@ namespace OpenSim.Region.Framework.Scenes
4144 { 4166 {
4145 lock (m_redo) 4167 lock (m_redo)
4146 { 4168 {
4169 UndoState gofwd = m_redo.Pop();
4147 if (m_parentGroup.GetSceneMaxUndo() > 0) 4170 if (m_parentGroup.GetSceneMaxUndo() > 0)
4148 { 4171 {
4149 UndoState nUndo = new UndoState(this); 4172 UndoState nUndo = new UndoState(this, gofwd.Type);
4150 4173
4151 m_undo.Push(nUndo); 4174 m_undo.Push(nUndo);
4152 } 4175 }
4153 UndoState gofwd = m_redo.Pop();
4154 if (gofwd != null) 4176 if (gofwd != null)
4155 gofwd.PlayfwdState(this); 4177 gofwd.PlayfwdState(this);
4156 } 4178 }
@@ -4599,8 +4621,9 @@ namespace OpenSim.Region.Framework.Scenes
4599 { 4621 {
4600 m_shape.TextureEntry = textureEntry; 4622 m_shape.TextureEntry = textureEntry;
4601 TriggerScriptChangedEvent(Changed.TEXTURE); 4623 TriggerScriptChangedEvent(Changed.TEXTURE);
4602 4624 m_updateFlag = 1;
4603 ParentGroup.HasGroupChanged = true; 4625 ParentGroup.HasGroupChanged = true;
4626
4604 //This is madness.. 4627 //This is madness..
4605 //ParentGroup.ScheduleGroupForFullUpdate(); 4628 //ParentGroup.ScheduleGroupForFullUpdate();
4606 //This is sparta 4629 //This is sparta
@@ -4833,5 +4856,17 @@ namespace OpenSim.Region.Framework.Scenes
4833 Color color = Color; 4856 Color color = Color;
4834 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); 4857 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A));
4835 } 4858 }
4859
4860 public void ResetOwnerChangeFlag()
4861 {
4862 List<UUID> inv = Inventory.GetInventoryList();
4863
4864 foreach (UUID itemID in inv)
4865 {
4866 TaskInventoryItem item = Inventory.GetInventoryItem(itemID);
4867 item.OwnerChanged = false;
4868 Inventory.UpdateInventoryItem(item, false, false);
4869 }
4870 }
4836 } 4871 }
4837} 4872}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
index 6a204c3..8fcfcc5 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
@@ -47,6 +47,8 @@ namespace OpenSim.Region.Framework.Scenes
47 47
48 private string m_inventoryFileName = String.Empty; 48 private string m_inventoryFileName = String.Empty;
49 private int m_inventoryFileNameSerial = 0; 49 private int m_inventoryFileNameSerial = 0;
50
51 private Dictionary<UUID, ArrayList> m_scriptErrors = new Dictionary<UUID, ArrayList>();
50 52
51 /// <value> 53 /// <value>
52 /// The part to which the inventory belongs. 54 /// The part to which the inventory belongs.
@@ -83,7 +85,9 @@ namespace OpenSim.Region.Framework.Scenes
83 /// </value> 85 /// </value>
84 protected internal TaskInventoryDictionary Items 86 protected internal TaskInventoryDictionary Items
85 { 87 {
86 get { return m_items; } 88 get {
89 return m_items;
90 }
87 set 91 set
88 { 92 {
89 m_items = value; 93 m_items = value;
@@ -119,39 +123,45 @@ namespace OpenSim.Region.Framework.Scenes
119 /// <param name="linkNum">Link number for the part</param> 123 /// <param name="linkNum">Link number for the part</param>
120 public void ResetInventoryIDs() 124 public void ResetInventoryIDs()
121 { 125 {
122 if (null == m_part || null == m_part.ParentGroup) 126 m_items.LockItemsForWrite(true);
123 return; 127
124 128 if (Items.Count == 0)
125 lock (m_items)
126 { 129 {
127 if (0 == m_items.Count) 130 m_items.LockItemsForWrite(false);
128 return; 131 return;
132 }
129 133
130 IList<TaskInventoryItem> items = GetInventoryItems(); 134 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
131 m_items.Clear(); 135 Items.Clear();
132 136
133 foreach (TaskInventoryItem item in items) 137 foreach (TaskInventoryItem item in items)
134 { 138 {
135 item.ResetIDs(m_part.UUID); 139 item.ResetIDs(m_part.UUID);
136 m_items.Add(item.ItemID, item); 140 Items.Add(item.ItemID, item);
137 }
138 } 141 }
142 m_items.LockItemsForWrite(false);
139 } 143 }
140 144
141 public void ResetObjectID() 145 public void ResetObjectID()
142 { 146 {
143 lock (Items) 147 m_items.LockItemsForWrite(true);
148
149 if (Items.Count == 0)
144 { 150 {
145 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values); 151 m_items.LockItemsForWrite(false);
146 Items.Clear(); 152 return;
147
148 foreach (TaskInventoryItem item in items)
149 {
150 item.ParentPartID = m_part.UUID;
151 item.ParentID = m_part.UUID;
152 Items.Add(item.ItemID, item);
153 }
154 } 153 }
154
155 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
156 Items.Clear();
157
158 foreach (TaskInventoryItem item in items)
159 {
160 item.ParentPartID = m_part.UUID;
161 item.ParentID = m_part.UUID;
162 Items.Add(item.ItemID, item);
163 }
164 m_items.LockItemsForWrite(false);
155 } 165 }
156 166
157 /// <summary> 167 /// <summary>
@@ -160,12 +170,11 @@ namespace OpenSim.Region.Framework.Scenes
160 /// <param name="ownerId"></param> 170 /// <param name="ownerId"></param>
161 public void ChangeInventoryOwner(UUID ownerId) 171 public void ChangeInventoryOwner(UUID ownerId)
162 { 172 {
163 lock (Items) 173 m_items.LockItemsForWrite(true);
174 if (0 == Items.Count)
164 { 175 {
165 if (0 == Items.Count) 176 m_items.LockItemsForWrite(false);
166 { 177 return;
167 return;
168 }
169 } 178 }
170 179
171 HasInventoryChanged = true; 180 HasInventoryChanged = true;
@@ -179,6 +188,7 @@ namespace OpenSim.Region.Framework.Scenes
179 item.OwnerID = ownerId; 188 item.OwnerID = ownerId;
180 } 189 }
181 } 190 }
191 m_items.LockItemsForWrite(false);
182 } 192 }
183 193
184 /// <summary> 194 /// <summary>
@@ -187,12 +197,11 @@ namespace OpenSim.Region.Framework.Scenes
187 /// <param name="groupID"></param> 197 /// <param name="groupID"></param>
188 public void ChangeInventoryGroup(UUID groupID) 198 public void ChangeInventoryGroup(UUID groupID)
189 { 199 {
190 lock (Items) 200 m_items.LockItemsForWrite(true);
201 if (0 == Items.Count)
191 { 202 {
192 if (0 == Items.Count) 203 m_items.LockItemsForWrite(false);
193 { 204 return;
194 return;
195 }
196 } 205 }
197 206
198 // Don't let this set the HasGroupChanged flag for attachments 207 // Don't let this set the HasGroupChanged flag for attachments
@@ -204,12 +213,15 @@ namespace OpenSim.Region.Framework.Scenes
204 m_part.ParentGroup.HasGroupChanged = true; 213 m_part.ParentGroup.HasGroupChanged = true;
205 } 214 }
206 215
207 List<TaskInventoryItem> items = GetInventoryItems(); 216 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
208 foreach (TaskInventoryItem item in items) 217 foreach (TaskInventoryItem item in items)
209 { 218 {
210 if (groupID != item.GroupID) 219 if (groupID != item.GroupID)
220 {
211 item.GroupID = groupID; 221 item.GroupID = groupID;
222 }
212 } 223 }
224 m_items.LockItemsForWrite(false);
213 } 225 }
214 226
215 /// <summary> 227 /// <summary>
@@ -217,9 +229,14 @@ namespace OpenSim.Region.Framework.Scenes
217 /// </summary> 229 /// </summary>
218 public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource) 230 public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource)
219 { 231 {
220 List<TaskInventoryItem> scripts = GetInventoryScripts(); 232 Items.LockItemsForRead(true);
221 foreach (TaskInventoryItem item in scripts) 233 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
222 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); 234 Items.LockItemsForRead(false);
235 foreach (TaskInventoryItem item in items)
236 {
237 if ((int)InventoryType.LSL == item.InvType)
238 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource);
239 }
223 } 240 }
224 241
225 public ArrayList GetScriptErrors(UUID itemID) 242 public ArrayList GetScriptErrors(UUID itemID)
@@ -252,9 +269,18 @@ namespace OpenSim.Region.Framework.Scenes
252 /// </param> 269 /// </param>
253 public void RemoveScriptInstances(bool sceneObjectBeingDeleted) 270 public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
254 { 271 {
255 List<TaskInventoryItem> scripts = GetInventoryScripts(); 272 Items.LockItemsForRead(true);
256 foreach (TaskInventoryItem item in scripts) 273 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
257 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted); 274 Items.LockItemsForRead(false);
275
276 foreach (TaskInventoryItem item in items)
277 {
278 if ((int)InventoryType.LSL == item.InvType)
279 {
280 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted);
281 m_part.RemoveScriptEvents(item.ItemID);
282 }
283 }
258 } 284 }
259 285
260 /// <summary> 286 /// <summary>
@@ -270,7 +296,10 @@ namespace OpenSim.Region.Framework.Scenes
270 // item.Name, item.ItemID, Name, UUID); 296 // item.Name, item.ItemID, Name, UUID);
271 297
272 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID)) 298 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID))
299 {
300 StoreScriptError(item.ItemID, "no permission");
273 return; 301 return;
302 }
274 303
275 m_part.AddFlag(PrimFlags.Scripted); 304 m_part.AddFlag(PrimFlags.Scripted);
276 305
@@ -279,14 +308,13 @@ namespace OpenSim.Region.Framework.Scenes
279 if (stateSource == 2 && // Prim crossing 308 if (stateSource == 2 && // Prim crossing
280 m_part.ParentGroup.Scene.m_trustBinaries) 309 m_part.ParentGroup.Scene.m_trustBinaries)
281 { 310 {
282 lock (m_items) 311 m_items.LockItemsForWrite(true);
283 { 312 m_items[item.ItemID].PermsMask = 0;
284 m_items[item.ItemID].PermsMask = 0; 313 m_items[item.ItemID].PermsGranter = UUID.Zero;
285 m_items[item.ItemID].PermsGranter = UUID.Zero; 314 m_items.LockItemsForWrite(false);
286 }
287
288 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 315 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
289 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource); 316 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource);
317 StoreScriptErrors(item.ItemID, null);
290 m_part.ParentGroup.AddActiveScriptCount(1); 318 m_part.ParentGroup.AddActiveScriptCount(1);
291 m_part.ScheduleFullUpdate(); 319 m_part.ScheduleFullUpdate();
292 return; 320 return;
@@ -295,6 +323,8 @@ namespace OpenSim.Region.Framework.Scenes
295 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString()); 323 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString());
296 if (null == asset) 324 if (null == asset)
297 { 325 {
326 string msg = String.Format("asset ID {0} could not be found", item.AssetID);
327 StoreScriptError(item.ItemID, msg);
298 m_log.ErrorFormat( 328 m_log.ErrorFormat(
299 "[PRIM INVENTORY]: " + 329 "[PRIM INVENTORY]: " +
300 "Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found", 330 "Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found",
@@ -306,15 +336,17 @@ namespace OpenSim.Region.Framework.Scenes
306 if (m_part.ParentGroup.m_savedScriptState != null) 336 if (m_part.ParentGroup.m_savedScriptState != null)
307 RestoreSavedScriptState(item.OldItemID, item.ItemID); 337 RestoreSavedScriptState(item.OldItemID, item.ItemID);
308 338
309 lock (m_items) 339 m_items.LockItemsForWrite(true);
310 { 340
311 m_items[item.ItemID].PermsMask = 0; 341 m_items[item.ItemID].PermsMask = 0;
312 m_items[item.ItemID].PermsGranter = UUID.Zero; 342 m_items[item.ItemID].PermsGranter = UUID.Zero;
313 } 343
344 m_items.LockItemsForWrite(false);
314 345
315 string script = Utils.BytesToString(asset.Data); 346 string script = Utils.BytesToString(asset.Data);
316 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 347 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
317 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource); 348 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource);
349 StoreScriptErrors(item.ItemID, null);
318 m_part.ParentGroup.AddActiveScriptCount(1); 350 m_part.ParentGroup.AddActiveScriptCount(1);
319 m_part.ScheduleFullUpdate(); 351 m_part.ScheduleFullUpdate();
320 } 352 }
@@ -378,21 +410,145 @@ namespace OpenSim.Region.Framework.Scenes
378 410
379 /// <summary> 411 /// <summary>
380 /// Start a script which is in this prim's inventory. 412 /// Start a script which is in this prim's inventory.
413 /// Some processing may occur in the background, but this routine returns asap.
381 /// </summary> 414 /// </summary>
382 /// <param name="itemId"> 415 /// <param name="itemId">
383 /// A <see cref="UUID"/> 416 /// A <see cref="UUID"/>
384 /// </param> 417 /// </param>
385 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource) 418 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
386 { 419 {
387 TaskInventoryItem item = GetInventoryItem(itemId); 420 lock (m_scriptErrors)
388 if (item != null) 421 {
389 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); 422 // Indicate to CreateScriptInstanceInternal() we don't want it to wait for completion
423 m_scriptErrors.Remove(itemId);
424 }
425 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
426 }
427
428 private void CreateScriptInstanceInternal(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
429 {
430 m_items.LockItemsForRead(true);
431 if (m_items.ContainsKey(itemId))
432 {
433 if (m_items.ContainsKey(itemId))
434 {
435 m_items.LockItemsForRead(false);
436 CreateScriptInstance(m_items[itemId], startParam, postOnRez, engine, stateSource);
437 }
438 else
439 {
440 m_items.LockItemsForRead(false);
441 string msg = String.Format("couldn't be found for prim {0}, {1} at {2} in {3}", m_part.Name, m_part.UUID,
442 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
443 StoreScriptError(itemId, msg);
444 m_log.ErrorFormat(
445 "[PRIM INVENTORY]: " +
446 "Couldn't start script with ID {0} since it {1}", itemId, msg);
447 }
448 }
390 else 449 else
450 {
451 m_items.LockItemsForRead(false);
452 string msg = String.Format("couldn't be found for prim {0}, {1}", m_part.Name, m_part.UUID);
453 StoreScriptError(itemId, msg);
391 m_log.ErrorFormat( 454 m_log.ErrorFormat(
392 "[PRIM INVENTORY]: " + 455 "[PRIM INVENTORY]: " +
393 "Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}", 456 "Couldn't start script with ID {0} since it {1}", itemId, msg);
394 itemId, m_part.Name, m_part.UUID, 457 }
395 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 458
459 }
460
461 /// <summary>
462 /// Start a script which is in this prim's inventory and return any compilation error messages.
463 /// </summary>
464 /// <param name="itemId">
465 /// A <see cref="UUID"/>
466 /// </param>
467 public ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
468 {
469 ArrayList errors;
470
471 // Indicate to CreateScriptInstanceInternal() we want it to
472 // post any compilation/loading error messages
473 lock (m_scriptErrors)
474 {
475 m_scriptErrors[itemId] = null;
476 }
477
478 // Perform compilation/loading
479 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
480
481 // Wait for and retrieve any errors
482 lock (m_scriptErrors)
483 {
484 while ((errors = m_scriptErrors[itemId]) == null)
485 {
486 if (!System.Threading.Monitor.Wait(m_scriptErrors, 15000))
487 {
488 m_log.ErrorFormat(
489 "[PRIM INVENTORY]: " +
490 "timedout waiting for script {0} errors", itemId);
491 errors = m_scriptErrors[itemId];
492 if (errors == null)
493 {
494 errors = new ArrayList(1);
495 errors.Add("timedout waiting for errors");
496 }
497 break;
498 }
499 }
500 m_scriptErrors.Remove(itemId);
501 }
502 return errors;
503 }
504
505 // Signal to CreateScriptInstanceEr() that compilation/loading is complete
506 private void StoreScriptErrors(UUID itemId, ArrayList errors)
507 {
508 lock (m_scriptErrors)
509 {
510 // If compilation/loading initiated via CreateScriptInstance(),
511 // it does not want the errors, so just get out
512 if (!m_scriptErrors.ContainsKey(itemId))
513 {
514 return;
515 }
516
517 // Initiated via CreateScriptInstanceEr(), if we know what the
518 // errors are, save them and wake CreateScriptInstanceEr().
519 if (errors != null)
520 {
521 m_scriptErrors[itemId] = errors;
522 System.Threading.Monitor.PulseAll(m_scriptErrors);
523 return;
524 }
525 }
526
527 // Initiated via CreateScriptInstanceEr() but we don't know what
528 // the errors are yet, so retrieve them from the script engine.
529 // This may involve some waiting internal to GetScriptErrors().
530 errors = GetScriptErrors(itemId);
531
532 // Get a default non-null value to indicate success.
533 if (errors == null)
534 {
535 errors = new ArrayList();
536 }
537
538 // Post to CreateScriptInstanceEr() and wake it up
539 lock (m_scriptErrors)
540 {
541 m_scriptErrors[itemId] = errors;
542 System.Threading.Monitor.PulseAll(m_scriptErrors);
543 }
544 }
545
546 // Like StoreScriptErrors(), but just posts a single string message
547 private void StoreScriptError(UUID itemId, string message)
548 {
549 ArrayList errors = new ArrayList(1);
550 errors.Add(message);
551 StoreScriptErrors(itemId, errors);
396 } 552 }
397 553
398 /// <summary> 554 /// <summary>
@@ -405,15 +561,7 @@ namespace OpenSim.Region.Framework.Scenes
405 /// </param> 561 /// </param>
406 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted) 562 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted)
407 { 563 {
408 bool scriptPresent = false; 564 if (m_items.ContainsKey(itemId))
409
410 lock (m_items)
411 {
412 if (m_items.ContainsKey(itemId))
413 scriptPresent = true;
414 }
415
416 if (scriptPresent)
417 { 565 {
418 if (!sceneObjectBeingDeleted) 566 if (!sceneObjectBeingDeleted)
419 m_part.RemoveScriptEvents(itemId); 567 m_part.RemoveScriptEvents(itemId);
@@ -438,14 +586,16 @@ namespace OpenSim.Region.Framework.Scenes
438 /// <returns></returns> 586 /// <returns></returns>
439 private bool InventoryContainsName(string name) 587 private bool InventoryContainsName(string name)
440 { 588 {
441 lock (m_items) 589 m_items.LockItemsForRead(true);
590 foreach (TaskInventoryItem item in m_items.Values)
442 { 591 {
443 foreach (TaskInventoryItem item in m_items.Values) 592 if (item.Name == name)
444 { 593 {
445 if (item.Name == name) 594 m_items.LockItemsForRead(false);
446 return true; 595 return true;
447 } 596 }
448 } 597 }
598 m_items.LockItemsForRead(false);
449 return false; 599 return false;
450 } 600 }
451 601
@@ -487,8 +637,9 @@ namespace OpenSim.Region.Framework.Scenes
487 /// <param name="item"></param> 637 /// <param name="item"></param>
488 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop) 638 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop)
489 { 639 {
490 List<TaskInventoryItem> il = GetInventoryItems(); 640 m_items.LockItemsForRead(true);
491 641 List<TaskInventoryItem> il = new List<TaskInventoryItem>(m_items.Values);
642 m_items.LockItemsForRead(false);
492 foreach (TaskInventoryItem i in il) 643 foreach (TaskInventoryItem i in il)
493 { 644 {
494 if (i.Name == item.Name) 645 if (i.Name == item.Name)
@@ -526,14 +677,14 @@ namespace OpenSim.Region.Framework.Scenes
526 item.Name = name; 677 item.Name = name;
527 item.GroupID = m_part.GroupID; 678 item.GroupID = m_part.GroupID;
528 679
529 lock (m_items) 680 m_items.LockItemsForWrite(true);
530 m_items.Add(item.ItemID, item); 681 m_items.Add(item.ItemID, item);
531 682 m_items.LockItemsForWrite(false);
532 if (allowedDrop) 683 if (allowedDrop)
533 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP); 684 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP);
534 else 685 else
535 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 686 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
536 687
537 m_inventorySerial++; 688 m_inventorySerial++;
538 //m_inventorySerial += 2; 689 //m_inventorySerial += 2;
539 HasInventoryChanged = true; 690 HasInventoryChanged = true;
@@ -549,15 +700,15 @@ namespace OpenSim.Region.Framework.Scenes
549 /// <param name="items"></param> 700 /// <param name="items"></param>
550 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items) 701 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items)
551 { 702 {
552 lock (m_items) 703 m_items.LockItemsForWrite(true);
704 foreach (TaskInventoryItem item in items)
553 { 705 {
554 foreach (TaskInventoryItem item in items) 706 m_items.Add(item.ItemID, item);
555 { 707// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
556 m_items.Add(item.ItemID, item);
557// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
558 }
559 m_inventorySerial++;
560 } 708 }
709 m_items.LockItemsForWrite(false);
710
711 m_inventorySerial++;
561 } 712 }
562 713
563 /// <summary> 714 /// <summary>
@@ -568,10 +719,9 @@ namespace OpenSim.Region.Framework.Scenes
568 public TaskInventoryItem GetInventoryItem(UUID itemId) 719 public TaskInventoryItem GetInventoryItem(UUID itemId)
569 { 720 {
570 TaskInventoryItem item; 721 TaskInventoryItem item;
571 722 m_items.LockItemsForRead(true);
572 lock (m_items) 723 m_items.TryGetValue(itemId, out item);
573 m_items.TryGetValue(itemId, out item); 724 m_items.LockItemsForRead(false);
574
575 return item; 725 return item;
576 } 726 }
577 727
@@ -587,15 +737,16 @@ namespace OpenSim.Region.Framework.Scenes
587 { 737 {
588 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(); 738 IList<TaskInventoryItem> items = new List<TaskInventoryItem>();
589 739
590 lock (m_items) 740 m_items.LockItemsForRead(true);
741
742 foreach (TaskInventoryItem item in m_items.Values)
591 { 743 {
592 foreach (TaskInventoryItem item in m_items.Values) 744 if (item.Name == name)
593 { 745 items.Add(item);
594 if (item.Name == name)
595 items.Add(item);
596 }
597 } 746 }
598 747
748 m_items.LockItemsForRead(false);
749
599 return items; 750 return items;
600 } 751 }
601 752
@@ -678,9 +829,9 @@ namespace OpenSim.Region.Framework.Scenes
678 829
679 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged) 830 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged)
680 { 831 {
681 TaskInventoryItem it = GetInventoryItem(item.ItemID); 832 m_items.LockItemsForWrite(true);
682 if (it != null)
683 833
834 if (m_items.ContainsKey(item.ItemID))
684 { 835 {
685 item.ParentID = m_part.UUID; 836 item.ParentID = m_part.UUID;
686 item.ParentPartID = m_part.UUID; 837 item.ParentPartID = m_part.UUID;
@@ -692,14 +843,10 @@ namespace OpenSim.Region.Framework.Scenes
692 item.GroupID = m_part.GroupID; 843 item.GroupID = m_part.GroupID;
693 844
694 if (item.AssetID == UUID.Zero) 845 if (item.AssetID == UUID.Zero)
695 item.AssetID = it.AssetID; 846 item.AssetID = m_items[item.ItemID].AssetID;
696
697 lock (m_items)
698 {
699 m_items[item.ItemID] = item;
700 m_inventorySerial++;
701 }
702 847
848 m_items[item.ItemID] = item;
849 m_inventorySerial++;
703 if (fireScriptEvents) 850 if (fireScriptEvents)
704 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 851 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
705 if (considerChanged) 852 if (considerChanged)
@@ -707,6 +854,7 @@ namespace OpenSim.Region.Framework.Scenes
707 HasInventoryChanged = true; 854 HasInventoryChanged = true;
708 m_part.ParentGroup.HasGroupChanged = true; 855 m_part.ParentGroup.HasGroupChanged = true;
709 } 856 }
857 m_items.LockItemsForWrite(false);
710 return true; 858 return true;
711 } 859 }
712 else 860 else
@@ -717,8 +865,9 @@ namespace OpenSim.Region.Framework.Scenes
717 item.ItemID, m_part.Name, m_part.UUID, 865 item.ItemID, m_part.Name, m_part.UUID,
718 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 866 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
719 } 867 }
720 return false; 868 m_items.LockItemsForWrite(false);
721 869
870 return false;
722 } 871 }
723 872
724 /// <summary> 873 /// <summary>
@@ -729,37 +878,53 @@ namespace OpenSim.Region.Framework.Scenes
729 /// in this prim's inventory.</returns> 878 /// in this prim's inventory.</returns>
730 public int RemoveInventoryItem(UUID itemID) 879 public int RemoveInventoryItem(UUID itemID)
731 { 880 {
732 TaskInventoryItem item = GetInventoryItem(itemID); 881 m_items.LockItemsForRead(true);
733 if (item != null) 882
883 if (m_items.ContainsKey(itemID))
734 { 884 {
735 int type = m_items[itemID].InvType; 885 int type = m_items[itemID].InvType;
886 m_items.LockItemsForRead(false);
736 if (type == 10) // Script 887 if (type == 10) // Script
737 { 888 {
738 m_part.RemoveScriptEvents(itemID);
739 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID); 889 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID);
740 } 890 }
891 m_items.LockItemsForWrite(true);
741 m_items.Remove(itemID); 892 m_items.Remove(itemID);
893 m_items.LockItemsForWrite(false);
742 m_inventorySerial++; 894 m_inventorySerial++;
743 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 895 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
744 896
745 HasInventoryChanged = true; 897 HasInventoryChanged = true;
746 m_part.ParentGroup.HasGroupChanged = true; 898 m_part.ParentGroup.HasGroupChanged = true;
747 899
748 if (!ContainsScripts()) 900 int scriptcount = 0;
901 m_items.LockItemsForRead(true);
902 foreach (TaskInventoryItem item in m_items.Values)
903 {
904 if (item.Type == 10)
905 {
906 scriptcount++;
907 }
908 }
909 m_items.LockItemsForRead(false);
910
911
912 if (scriptcount <= 0)
913 {
749 m_part.RemFlag(PrimFlags.Scripted); 914 m_part.RemFlag(PrimFlags.Scripted);
915 }
750 916
751 m_part.ScheduleFullUpdate(); 917 m_part.ScheduleFullUpdate();
752 918
753 return type; 919 return type;
754
755 } 920 }
756 else 921 else
757 { 922 {
923 m_items.LockItemsForRead(false);
758 m_log.ErrorFormat( 924 m_log.ErrorFormat(
759 "[PRIM INVENTORY]: " + 925 "[PRIM INVENTORY]: " +
760 "Tried to remove item ID {0} from prim {1}, {2} at {3} in {4} but the item does not exist in this inventory", 926 "Tried to remove item ID {0} from prim {1}, {2} but the item does not exist in this inventory",
761 itemID, m_part.Name, m_part.UUID, 927 itemID, m_part.Name, m_part.UUID);
762 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
763 } 928 }
764 929
765 return -1; 930 return -1;
@@ -867,6 +1032,8 @@ namespace OpenSim.Region.Framework.Scenes
867 invString.AddSectionEnd(); 1032 invString.AddSectionEnd();
868 } 1033 }
869 } 1034 }
1035 int count = m_items.Count;
1036 m_items.LockItemsForRead(false);
870 1037
871 fileData = Utils.StringToBytes(invString.BuildString); 1038 fileData = Utils.StringToBytes(invString.BuildString);
872 1039
@@ -887,10 +1054,11 @@ namespace OpenSim.Region.Framework.Scenes
887 { 1054 {
888 if (HasInventoryChanged) 1055 if (HasInventoryChanged)
889 { 1056 {
890 HasInventoryChanged = false; 1057 Items.LockItemsForRead(true);
891 List<TaskInventoryItem> items = GetInventoryItems(); 1058 datastore.StorePrimInventory(m_part.UUID, Items.Values);
892 datastore.StorePrimInventory(m_part.UUID, items); 1059 Items.LockItemsForRead(false);
893 1060
1061 HasInventoryChanged = false;
894 } 1062 }
895 } 1063 }
896 1064
@@ -957,89 +1125,75 @@ namespace OpenSim.Region.Framework.Scenes
957 { 1125 {
958 uint mask=0x7fffffff; 1126 uint mask=0x7fffffff;
959 1127
960 lock (m_items) 1128 foreach (TaskInventoryItem item in m_items.Values)
961 { 1129 {
962 foreach (TaskInventoryItem item in m_items.Values) 1130 if (item.InvType != (int)InventoryType.Object)
963 { 1131 {
964 if (item.InvType != (int)InventoryType.Object) 1132 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
965 { 1133 mask &= ~((uint)PermissionMask.Copy >> 13);
966 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0) 1134 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
967 mask &= ~((uint)PermissionMask.Copy >> 13); 1135 mask &= ~((uint)PermissionMask.Transfer >> 13);
968 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0) 1136 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
969 mask &= ~((uint)PermissionMask.Transfer >> 13); 1137 mask &= ~((uint)PermissionMask.Modify >> 13);
970 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0) 1138 }
971 mask &= ~((uint)PermissionMask.Modify >> 13); 1139 else
972 } 1140 {
973 else 1141 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
974 { 1142 mask &= ~((uint)PermissionMask.Copy >> 13);
975 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0) 1143 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
976 mask &= ~((uint)PermissionMask.Copy >> 13); 1144 mask &= ~((uint)PermissionMask.Transfer >> 13);
977 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0) 1145 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
978 mask &= ~((uint)PermissionMask.Transfer >> 13); 1146 mask &= ~((uint)PermissionMask.Modify >> 13);
979 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
980 mask &= ~((uint)PermissionMask.Modify >> 13);
981 }
982
983 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
984 mask &= ~(uint)PermissionMask.Copy;
985 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
986 mask &= ~(uint)PermissionMask.Transfer;
987 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
988 mask &= ~(uint)PermissionMask.Modify;
989 } 1147 }
1148
1149 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
1150 mask &= ~(uint)PermissionMask.Copy;
1151 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1152 mask &= ~(uint)PermissionMask.Transfer;
1153 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
1154 mask &= ~(uint)PermissionMask.Modify;
990 } 1155 }
991
992 return mask; 1156 return mask;
993 } 1157 }
994 1158
995 public void ApplyNextOwnerPermissions() 1159 public void ApplyNextOwnerPermissions()
996 { 1160 {
997 lock (m_items) 1161 foreach (TaskInventoryItem item in m_items.Values)
998 { 1162 {
999 foreach (TaskInventoryItem item in m_items.Values) 1163 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0)
1000 { 1164 {
1001 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0) 1165 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1002 { 1166 item.CurrentPermissions &= ~(uint)PermissionMask.Copy;
1003 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0) 1167 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1004 item.CurrentPermissions &= ~(uint)PermissionMask.Copy; 1168 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
1005 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0) 1169 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1006 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer; 1170 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
1007 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1008 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
1009 }
1010 item.CurrentPermissions &= item.NextPermissions;
1011 item.BasePermissions &= item.NextPermissions;
1012 item.EveryonePermissions &= item.NextPermissions;
1013 item.OwnerChanged = true;
1014 } 1171 }
1172 item.OwnerChanged = true;
1173 item.CurrentPermissions &= item.NextPermissions;
1174 item.BasePermissions &= item.NextPermissions;
1175 item.EveryonePermissions &= item.NextPermissions;
1015 } 1176 }
1016 } 1177 }
1017 1178
1018 public void ApplyGodPermissions(uint perms) 1179 public void ApplyGodPermissions(uint perms)
1019 { 1180 {
1020 lock (m_items) 1181 foreach (TaskInventoryItem item in m_items.Values)
1021 { 1182 {
1022 foreach (TaskInventoryItem item in m_items.Values) 1183 item.CurrentPermissions = perms;
1023 { 1184 item.BasePermissions = perms;
1024 item.CurrentPermissions = perms;
1025 item.BasePermissions = perms;
1026 }
1027 } 1185 }
1028 } 1186 }
1029 1187
1030 public bool ContainsScripts() 1188 public bool ContainsScripts()
1031 { 1189 {
1032 lock (m_items) 1190 foreach (TaskInventoryItem item in m_items.Values)
1033 { 1191 {
1034 foreach (TaskInventoryItem item in m_items.Values) 1192 if (item.InvType == (int)InventoryType.LSL)
1035 { 1193 {
1036 if (item.InvType == (int)InventoryType.LSL) 1194 return true;
1037 {
1038 return true;
1039 }
1040 } 1195 }
1041 } 1196 }
1042
1043 return false; 1197 return false;
1044 } 1198 }
1045 1199
@@ -1047,11 +1201,8 @@ namespace OpenSim.Region.Framework.Scenes
1047 { 1201 {
1048 List<UUID> ret = new List<UUID>(); 1202 List<UUID> ret = new List<UUID>();
1049 1203
1050 lock (m_items) 1204 foreach (TaskInventoryItem item in m_items.Values)
1051 { 1205 ret.Add(item.ItemID);
1052 foreach (TaskInventoryItem item in m_items.Values)
1053 ret.Add(item.ItemID);
1054 }
1055 1206
1056 return ret; 1207 return ret;
1057 } 1208 }
@@ -1082,31 +1233,46 @@ namespace OpenSim.Region.Framework.Scenes
1082 1233
1083 public Dictionary<UUID, string> GetScriptStates() 1234 public Dictionary<UUID, string> GetScriptStates()
1084 { 1235 {
1236 return GetScriptStates(false);
1237 }
1238
1239 public Dictionary<UUID, string> GetScriptStates(bool oldIDs)
1240 {
1085 IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces<IScriptModule>(); 1241 IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces<IScriptModule>();
1086 1242
1087 Dictionary<UUID, string> ret = new Dictionary<UUID, string>(); 1243 Dictionary<UUID, string> ret = new Dictionary<UUID, string>();
1088 if (engines == null) // No engine at all 1244 if (engines == null) // No engine at all
1089 return ret; 1245 return ret;
1090 1246
1091 List<TaskInventoryItem> scripts = GetInventoryScripts(); 1247 Items.LockItemsForRead(true);
1092 1248 foreach (TaskInventoryItem item in m_items.Values)
1093 foreach (TaskInventoryItem item in scripts)
1094 { 1249 {
1095 foreach (IScriptModule e in engines) 1250 if (item.InvType == (int)InventoryType.LSL)
1096 { 1251 {
1097 if (e != null) 1252 foreach (IScriptModule e in engines)
1098 { 1253 {
1099 string n = e.GetXMLState(item.ItemID); 1254 if (e != null)
1100 if (n != String.Empty)
1101 { 1255 {
1102 if (!ret.ContainsKey(item.ItemID)) 1256 string n = e.GetXMLState(item.ItemID);
1103 ret[item.ItemID] = n; 1257 if (n != String.Empty)
1104 break; 1258 {
1259 if (oldIDs)
1260 {
1261 if (!ret.ContainsKey(item.OldItemID))
1262 ret[item.OldItemID] = n;
1263 }
1264 else
1265 {
1266 if (!ret.ContainsKey(item.ItemID))
1267 ret[item.ItemID] = n;
1268 }
1269 break;
1270 }
1105 } 1271 }
1106 } 1272 }
1107 } 1273 }
1108 } 1274 }
1109 1275 Items.LockItemsForRead(false);
1110 return ret; 1276 return ret;
1111 } 1277 }
1112 1278
@@ -1116,21 +1282,27 @@ namespace OpenSim.Region.Framework.Scenes
1116 if (engines == null) 1282 if (engines == null)
1117 return; 1283 return;
1118 1284
1119 List<TaskInventoryItem> scripts = GetInventoryScripts();
1120 1285
1121 foreach (TaskInventoryItem item in scripts) 1286 Items.LockItemsForRead(true);
1287
1288 foreach (TaskInventoryItem item in m_items.Values)
1122 { 1289 {
1123 foreach (IScriptModule engine in engines) 1290 if (item.InvType == (int)InventoryType.LSL)
1124 { 1291 {
1125 if (engine != null) 1292 foreach (IScriptModule engine in engines)
1126 { 1293 {
1127 if (item.OwnerChanged) 1294 if (engine != null)
1128 engine.PostScriptEvent(item.ItemID, "changed", new Object[] { (int)Changed.OWNER }); 1295 {
1129 item.OwnerChanged = false; 1296 if (item.OwnerChanged)
1130 engine.ResumeScript(item.ItemID); 1297 engine.PostScriptEvent(item.ItemID, "changed", new Object[] { (int)Changed.OWNER });
1298 item.OwnerChanged = false;
1299 engine.ResumeScript(item.ItemID);
1300 }
1131 } 1301 }
1132 } 1302 }
1133 } 1303 }
1304
1305 Items.LockItemsForRead(false);
1134 } 1306 }
1135 } 1307 }
1136} 1308}
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 82214bf..24c809b 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(
@@ -984,12 +1110,17 @@ namespace OpenSim.Region.Framework.Scenes
984 { 1110 {
985 if (PhysicsActor != null) 1111 if (PhysicsActor != null)
986 { 1112 {
987 m_physicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients; 1113 try
988 m_physicsActor.OnOutOfBounds -= OutOfBoundsCall; 1114 {
989 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor); 1115 m_physicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients;
990 m_physicsActor.UnSubscribeEvents(); 1116 m_physicsActor.OnOutOfBounds -= OutOfBoundsCall;
991 m_physicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate; 1117 m_physicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate;
992 PhysicsActor = null; 1118 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor);
1119 m_physicsActor.UnSubscribeEvents();
1120 PhysicsActor = null;
1121 }
1122 catch
1123 { }
993 } 1124 }
994 } 1125 }
995 1126
@@ -1000,9 +1131,10 @@ namespace OpenSim.Region.Framework.Scenes
1000 public void Teleport(Vector3 pos) 1131 public void Teleport(Vector3 pos)
1001 { 1132 {
1002 bool isFlying = false; 1133 bool isFlying = false;
1134
1003 if (m_physicsActor != null) 1135 if (m_physicsActor != null)
1004 isFlying = m_physicsActor.Flying; 1136 isFlying = m_physicsActor.Flying;
1005 1137
1006 RemoveFromPhysicalScene(); 1138 RemoveFromPhysicalScene();
1007 Velocity = Vector3.Zero; 1139 Velocity = Vector3.Zero;
1008 AbsolutePosition = pos; 1140 AbsolutePosition = pos;
@@ -1014,6 +1146,7 @@ namespace OpenSim.Region.Framework.Scenes
1014 } 1146 }
1015 1147
1016 SendTerseUpdateToAllClients(); 1148 SendTerseUpdateToAllClients();
1149
1017 } 1150 }
1018 1151
1019 public void TeleportWithMomentum(Vector3 pos) 1152 public void TeleportWithMomentum(Vector3 pos)
@@ -1232,6 +1365,7 @@ namespace OpenSim.Region.Framework.Scenes
1232 m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error #9999902"); 1365 m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error #9999902");
1233 1366
1234 m_pos = m_LastFinitePos; 1367 m_pos = m_LastFinitePos;
1368
1235 if (!m_pos.IsFinite()) 1369 if (!m_pos.IsFinite())
1236 { 1370 {
1237 m_pos.X = 127f; 1371 m_pos.X = 127f;
@@ -1298,7 +1432,6 @@ namespace OpenSim.Region.Framework.Scenes
1298 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback); 1432 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback);
1299 } 1433 }
1300 } 1434 }
1301
1302 lock (scriptedcontrols) 1435 lock (scriptedcontrols)
1303 { 1436 {
1304 if (scriptedcontrols.Count > 0) 1437 if (scriptedcontrols.Count > 0)
@@ -1313,6 +1446,9 @@ namespace OpenSim.Region.Framework.Scenes
1313 1446
1314 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0) 1447 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0)
1315 { 1448 {
1449 m_updateCount = 0; // Kill animation update burst so that the SIT_G.. will stick.
1450 Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED");
1451
1316 // TODO: This doesn't prevent the user from walking yet. 1452 // TODO: This doesn't prevent the user from walking yet.
1317 // Setting parent ID would fix this, if we knew what value 1453 // Setting parent ID would fix this, if we knew what value
1318 // to use. Or we could add a m_isSitting variable. 1454 // to use. Or we could add a m_isSitting variable.
@@ -1361,12 +1497,20 @@ namespace OpenSim.Region.Framework.Scenes
1361 if (actor.Flying != oldflying) 1497 if (actor.Flying != oldflying)
1362 update_movementflag = true; 1498 update_movementflag = true;
1363 1499
1500 if (m_animator.m_jumping) // add for jumping
1501 update_movementflag = true;
1502
1364 if (q != m_bodyRot) 1503 if (q != m_bodyRot)
1365 { 1504 {
1366 m_bodyRot = q; 1505 m_bodyRot = q;
1367 update_rotation = true; 1506 update_rotation = true;
1368 } 1507 }
1369 1508
1509 //guilty until proven innocent..
1510 bool Nudging = true;
1511 //Basically, if there is at least one non-nudge control then we don't need
1512 //to worry about stopping the avatar
1513
1370 if (m_parentID == 0) 1514 if (m_parentID == 0)
1371 { 1515 {
1372 bool bAllowUpdateMoveToPosition = false; 1516 bool bAllowUpdateMoveToPosition = false;
@@ -1381,9 +1525,12 @@ namespace OpenSim.Region.Framework.Scenes
1381 else 1525 else
1382 dirVectors = Dir_Vectors; 1526 dirVectors = Dir_Vectors;
1383 1527
1384 // The fact that m_movementflag is a byte needs to be fixed 1528 bool[] isNudge = GetDirectionIsNudge();
1385 // it really should be a uint 1529
1386 uint nudgehack = 250; 1530
1531
1532
1533
1387 foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS) 1534 foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS)
1388 { 1535 {
1389 if (((uint)flags & (uint)DCF) != 0) 1536 if (((uint)flags & (uint)DCF) != 0)
@@ -1393,40 +1540,28 @@ namespace OpenSim.Region.Framework.Scenes
1393 try 1540 try
1394 { 1541 {
1395 agent_control_v3 += dirVectors[i]; 1542 agent_control_v3 += dirVectors[i];
1396 //m_log.DebugFormat("[Motion]: {0}, {1}",i, dirVectors[i]); 1543 if (isNudge[i] == false)
1544 {
1545 Nudging = false;
1546 }
1397 } 1547 }
1398 catch (IndexOutOfRangeException) 1548 catch (IndexOutOfRangeException)
1399 { 1549 {
1400 // Why did I get this? 1550 // Why did I get this?
1401 } 1551 }
1402 1552
1403 if ((m_movementflag & (byte)(uint)DCF) == 0) 1553 if ((m_movementflag & (uint)DCF) == 0)
1404 { 1554 {
1405 if (DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
1406 {
1407 m_movementflag |= (byte)nudgehack;
1408 }
1409 m_movementflag += (byte)(uint)DCF; 1555 m_movementflag += (byte)(uint)DCF;
1410 update_movementflag = true; 1556 update_movementflag = true;
1411 } 1557 }
1412 } 1558 }
1413 else 1559 else
1414 { 1560 {
1415 if ((m_movementflag & (byte)(uint)DCF) != 0 || 1561 if ((m_movementflag & (uint)DCF) != 0)
1416 ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
1417 && ((m_movementflag & (byte)nudgehack) == nudgehack))
1418 ) // This or is for Nudge forward
1419 { 1562 {
1420 m_movementflag -= ((byte)(uint)DCF); 1563 m_movementflag -= (byte)(uint)DCF;
1421
1422 update_movementflag = true; 1564 update_movementflag = true;
1423 /*
1424 if ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
1425 && ((m_movementflag & (byte)nudgehack) == nudgehack))
1426 {
1427 m_log.Debug("Removed Hack flag");
1428 }
1429 */
1430 } 1565 }
1431 else 1566 else
1432 { 1567 {
@@ -1435,7 +1570,6 @@ namespace OpenSim.Region.Framework.Scenes
1435 } 1570 }
1436 i++; 1571 i++;
1437 } 1572 }
1438
1439 //Paupaw:Do Proper PID for Autopilot here 1573 //Paupaw:Do Proper PID for Autopilot here
1440 if (bResetMoveToPosition) 1574 if (bResetMoveToPosition)
1441 { 1575 {
@@ -1470,6 +1604,9 @@ namespace OpenSim.Region.Framework.Scenes
1470 // Ignore z component of vector 1604 // Ignore z component of vector
1471 Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f); 1605 Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f);
1472 LocalVectorToTarget2D.Normalize(); 1606 LocalVectorToTarget2D.Normalize();
1607
1608 //We're not nudging
1609 Nudging = false;
1473 agent_control_v3 += LocalVectorToTarget2D; 1610 agent_control_v3 += LocalVectorToTarget2D;
1474 1611
1475 // update avatar movement flags. the avatar coordinate system is as follows: 1612 // update avatar movement flags. the avatar coordinate system is as follows:
@@ -1560,13 +1697,13 @@ namespace OpenSim.Region.Framework.Scenes
1560 // m_log.DebugFormat( 1697 // m_log.DebugFormat(
1561 // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3); 1698 // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3);
1562 1699
1563 AddNewMovement(agent_control_v3, q); 1700 AddNewMovement(agent_control_v3, q, Nudging);
1564 1701
1565 1702
1566 } 1703 }
1567 } 1704 }
1568 1705
1569 if (update_movementflag && ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) == 0) && (m_parentID == 0) && !SitGround) 1706 if (update_movementflag && !SitGround)
1570 Animator.UpdateMovementAnimations(); 1707 Animator.UpdateMovementAnimations();
1571 1708
1572 m_scene.EventManager.TriggerOnClientMovement(this); 1709 m_scene.EventManager.TriggerOnClientMovement(this);
@@ -1581,7 +1718,6 @@ namespace OpenSim.Region.Framework.Scenes
1581 m_sitAtAutoTarget = false; 1718 m_sitAtAutoTarget = false;
1582 PrimitiveBaseShape proxy = PrimitiveBaseShape.Default; 1719 PrimitiveBaseShape proxy = PrimitiveBaseShape.Default;
1583 //proxy.PCode = (byte)PCode.ParticleSystem; 1720 //proxy.PCode = (byte)PCode.ParticleSystem;
1584
1585 proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy); 1721 proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy);
1586 proxyObjectGroup.AttachToScene(m_scene); 1722 proxyObjectGroup.AttachToScene(m_scene);
1587 1723
@@ -1623,7 +1759,7 @@ namespace OpenSim.Region.Framework.Scenes
1623 } 1759 }
1624 m_moveToPositionInProgress = true; 1760 m_moveToPositionInProgress = true;
1625 m_moveToPositionTarget = new Vector3(locx, locy, locz); 1761 m_moveToPositionTarget = new Vector3(locx, locy, locz);
1626 } 1762 }
1627 catch (Exception ex) 1763 catch (Exception ex)
1628 { 1764 {
1629 //Why did I get this error? 1765 //Why did I get this error?
@@ -1645,7 +1781,7 @@ namespace OpenSim.Region.Framework.Scenes
1645 Velocity = Vector3.Zero; 1781 Velocity = Vector3.Zero;
1646 SendAvatarDataToAllAgents(); 1782 SendAvatarDataToAllAgents();
1647 1783
1648 //HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); 1784 HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); //KF ??
1649 } 1785 }
1650 //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false); 1786 //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false);
1651 m_requestedSitTargetUUID = UUID.Zero; 1787 m_requestedSitTargetUUID = UUID.Zero;
@@ -1682,42 +1818,77 @@ namespace OpenSim.Region.Framework.Scenes
1682 1818
1683 if (m_parentID != 0) 1819 if (m_parentID != 0)
1684 { 1820 {
1685 m_log.Debug("StandupCode Executed"); 1821 SceneObjectPart part = m_scene.GetSceneObjectPart(m_requestedSitTargetID);
1686 SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID);
1687 if (part != null) 1822 if (part != null)
1688 { 1823 {
1824 part.TaskInventory.LockItemsForRead(true);
1689 TaskInventoryDictionary taskIDict = part.TaskInventory; 1825 TaskInventoryDictionary taskIDict = part.TaskInventory;
1690 if (taskIDict != null) 1826 if (taskIDict != null)
1691 { 1827 {
1692 lock (taskIDict) 1828 foreach (UUID taskID in taskIDict.Keys)
1693 { 1829 {
1694 foreach (UUID taskID in taskIDict.Keys) 1830 UnRegisterControlEventsToScript(LocalId, taskID);
1695 { 1831 taskIDict[taskID].PermsMask &= ~(
1696 UnRegisterControlEventsToScript(LocalId, taskID); 1832 2048 | //PERMISSION_CONTROL_CAMERA
1697 taskIDict[taskID].PermsMask &= ~( 1833 4); // PERMISSION_TAKE_CONTROLS
1698 2048 | //PERMISSION_CONTROL_CAMERA
1699 4); // PERMISSION_TAKE_CONTROLS
1700 }
1701 } 1834 }
1702
1703 } 1835 }
1836 part.TaskInventory.LockItemsForRead(false);
1704 // Reset sit target. 1837 // Reset sit target.
1705 if (part.GetAvatarOnSitTarget() == UUID) 1838 if (part.GetAvatarOnSitTarget() == UUID)
1706 part.SetAvatarOnSitTarget(UUID.Zero); 1839 part.SetAvatarOnSitTarget(UUID.Zero);
1707
1708 m_parentPosition = part.GetWorldPosition(); 1840 m_parentPosition = part.GetWorldPosition();
1709 ControllingClient.SendClearFollowCamProperties(part.ParentUUID); 1841 ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
1710 } 1842 }
1843 // part.GetWorldRotation() is the rotation of the object being sat on
1844 // Rotation is the sittiing Av's rotation
1845
1846 Quaternion partRot;
1847// if (part.LinkNum == 1)
1848// { // Root prim of linkset
1849// partRot = part.ParentGroup.RootPart.RotationOffset;
1850// }
1851// else
1852// { // single or child prim
1853
1854// }
1855 if (part == null) //CW: Part may be gone. llDie() for example.
1856 {
1857 partRot = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
1858 }
1859 else
1860 {
1861 partRot = part.GetWorldRotation();
1862 }
1711 1863
1864 Quaternion partIRot = Quaternion.Inverse(partRot);
1865
1866 Quaternion avatarRot = Quaternion.Inverse(Quaternion.Inverse(Rotation) * partIRot); // world or. of the av
1867 Vector3 avStandUp = new Vector3(1.0f, 0f, 0f) * avatarRot; // 1M infront of av
1868
1869
1712 if (m_physicsActor == null) 1870 if (m_physicsActor == null)
1713 { 1871 {
1714 AddToPhysicalScene(false); 1872 AddToPhysicalScene(false);
1715 } 1873 }
1716 1874 //CW: If the part isn't null then we can set the current position
1717 m_pos += m_parentPosition + new Vector3(0.0f, 0.0f, 2.0f*m_sitAvatarHeight); 1875 if (part != null)
1718 m_parentPosition = Vector3.Zero; 1876 {
1719 1877 Vector3 avWorldStandUp = avStandUp + part.GetWorldPosition() + ((m_pos - part.OffsetPosition) * partRot); // + av sit offset!
1720 m_parentID = 0; 1878 AbsolutePosition = avWorldStandUp; //KF: Fix stand up.
1879 part.IsOccupied = false;
1880 part.ParentGroup.DeleteAvatar(ControllingClient.AgentId);
1881 }
1882 else
1883 {
1884 //CW: Since the part doesn't exist, a coarse standup position isn't an issue
1885 AbsolutePosition = m_lastWorldPosition;
1886 }
1887
1888 m_parentPosition = Vector3.Zero;
1889 m_parentID = 0;
1890 m_linkedPrim = UUID.Zero;
1891 m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
1721 SendAvatarDataToAllAgents(); 1892 SendAvatarDataToAllAgents();
1722 m_requestedSitTargetID = 0; 1893 m_requestedSitTargetID = 0;
1723 if (m_physicsActor != null && m_appearance != null) 1894 if (m_physicsActor != null && m_appearance != null)
@@ -1726,7 +1897,6 @@ namespace OpenSim.Region.Framework.Scenes
1726 SetHeight(m_appearance.AvatarHeight); 1897 SetHeight(m_appearance.AvatarHeight);
1727 } 1898 }
1728 } 1899 }
1729
1730 Animator.TrySetMovementAnimation("STAND"); 1900 Animator.TrySetMovementAnimation("STAND");
1731 } 1901 }
1732 1902
@@ -1757,13 +1927,9 @@ namespace OpenSim.Region.Framework.Scenes
1757 Vector3 avSitOffSet = part.SitTargetPosition; 1927 Vector3 avSitOffSet = part.SitTargetPosition;
1758 Quaternion avSitOrientation = part.SitTargetOrientation; 1928 Quaternion avSitOrientation = part.SitTargetOrientation;
1759 UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); 1929 UUID avOnTargetAlready = part.GetAvatarOnSitTarget();
1760 1930 bool SitTargetOccupied = (avOnTargetAlready != UUID.Zero);
1761 bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); 1931 bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored.
1762 bool SitTargetisSet = 1932 if (SitTargetisSet && !SitTargetOccupied)
1763 (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && avSitOrientation.W == 1f &&
1764 avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f));
1765
1766 if (SitTargetisSet && SitTargetUnOccupied)
1767 { 1933 {
1768 //switch the target to this prim 1934 //switch the target to this prim
1769 return part; 1935 return part;
@@ -1777,84 +1943,164 @@ namespace OpenSim.Region.Framework.Scenes
1777 private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation) 1943 private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation)
1778 { 1944 {
1779 bool autopilot = true; 1945 bool autopilot = true;
1946 Vector3 autopilotTarget = new Vector3();
1947 Quaternion sitOrientation = Quaternion.Identity;
1780 Vector3 pos = new Vector3(); 1948 Vector3 pos = new Vector3();
1781 Quaternion sitOrientation = pSitOrientation;
1782 Vector3 cameraEyeOffset = Vector3.Zero; 1949 Vector3 cameraEyeOffset = Vector3.Zero;
1783 Vector3 cameraAtOffset = Vector3.Zero; 1950 Vector3 cameraAtOffset = Vector3.Zero;
1784 bool forceMouselook = false; 1951 bool forceMouselook = false;
1785 1952
1786 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID); 1953 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID);
1787 SceneObjectPart part = FindNextAvailableSitTarget(targetID); 1954 SceneObjectPart part = FindNextAvailableSitTarget(targetID);
1788 if (part != null) 1955 if (part == null) return;
1789 { 1956
1790 // TODO: determine position to sit at based on scene geometry; don't trust offset from client 1957 // TODO: determine position to sit at based on scene geometry; don't trust offset from client
1791 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it 1958 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it
1792 1959
1793 // Is a sit target available? 1960 // part is the prim to sit on
1794 Vector3 avSitOffSet = part.SitTargetPosition; 1961 // offset is the world-ref vector distance from that prim center to the click-spot
1795 Quaternion avSitOrientation = part.SitTargetOrientation; 1962 // UUID is the UUID of the Avatar doing the clicking
1796 UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); 1963
1797 1964 m_avInitialPos = AbsolutePosition; // saved to calculate unscripted sit rotation
1798 bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); 1965
1799 bool SitTargetisSet = 1966 // Is a sit target available?
1800 (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && 1967 Vector3 avSitOffSet = part.SitTargetPosition;
1801 ( 1968 Quaternion avSitOrientation = part.SitTargetOrientation;
1802 avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 1f // Valid Zero Rotation quaternion 1969
1803 || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 1f && avSitOrientation.W == 0f // W-Z Mapping was invalid at one point 1970 bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored.
1804 || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 0f // Invalid Quaternion 1971 // Quaternion partIRot = Quaternion.Inverse(part.GetWorldRotation());
1805 ) 1972 Quaternion partRot;
1806 )); 1973// if (part.LinkNum == 1)
1807 1974// { // Root prim of linkset
1808 if (SitTargetisSet && SitTargetUnOccupied) 1975// partRot = part.ParentGroup.RootPart.RotationOffset;
1809 { 1976// }
1810 part.SetAvatarOnSitTarget(UUID); 1977// else
1811 offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); 1978// { // single or child prim
1812 sitOrientation = avSitOrientation; 1979 partRot = part.GetWorldRotation();
1813 autopilot = false; 1980// }
1814 } 1981 Quaternion partIRot = Quaternion.Inverse(partRot);
1815 1982//Console.WriteLine("SendSitResponse offset=" + offset + " Occup=" + part.IsOccupied + " TargSet=" + SitTargetisSet);
1816 pos = part.AbsolutePosition + offset; 1983 // Sit analysis rewritten by KF 091125
1817 //if (Math.Abs(part.AbsolutePosition.Z - AbsolutePosition.Z) > 1) 1984 if (SitTargetisSet) // scipted sit
1818 //{ 1985 {
1819 // offset = pos; 1986 if (!part.IsOccupied)
1820 //autopilot = false; 1987 {
1821 //} 1988//Console.WriteLine("Scripted, unoccupied");
1822 if (m_physicsActor != null) 1989 part.SetAvatarOnSitTarget(UUID); // set that Av will be on it
1823 { 1990 offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); // change ofset to the scripted one
1824 // If we're not using the client autopilot, we're immediately warping the avatar to the location 1991
1825 // We can remove the physicsActor until they stand up. 1992 Quaternion nrot = avSitOrientation;
1826 m_sitAvatarHeight = m_physicsActor.Size.Z; 1993 if (!part.IsRoot)
1827
1828 if (autopilot)
1829 { 1994 {
1830 if (Util.GetDistanceTo(AbsolutePosition, pos) < 4.5) 1995 nrot = part.RotationOffset * avSitOrientation;
1831 {
1832 autopilot = false;
1833
1834 RemoveFromPhysicalScene();
1835 AbsolutePosition = pos + new Vector3(0.0f, 0.0f, m_sitAvatarHeight);
1836 }
1837 } 1996 }
1838 else 1997 sitOrientation = nrot; // Change rotatione to the scripted one
1998 OffsetRotation = nrot;
1999 autopilot = false; // Jump direct to scripted llSitPos()
2000 }
2001 else
2002 {
2003//Console.WriteLine("Scripted, occupied");
2004 return;
2005 }
2006 }
2007 else // Not Scripted
2008 {
2009 if ( (Math.Abs(offset.X) > 0.5f) || (Math.Abs(offset.Y) > 0.5f) )
2010 {
2011 // large prim & offset, ignore if other Avs sitting
2012// offset.Z -= 0.05f;
2013 m_avUnscriptedSitPos = offset * partIRot; // (non-zero) sit where clicked
2014 autopilotTarget = part.AbsolutePosition + offset; // World location of clicked point
2015
2016//Console.WriteLine(" offset ={0}", offset);
2017//Console.WriteLine(" UnscriptedSitPos={0}", m_avUnscriptedSitPos);
2018//Console.WriteLine(" autopilotTarget={0}", autopilotTarget);
2019
2020 }
2021 else // small offset
2022 {
2023//Console.WriteLine("Small offset");
2024 if (!part.IsOccupied)
2025 {
2026 m_avUnscriptedSitPos = Vector3.Zero; // Zero = Sit on prim center
2027 autopilotTarget = part.AbsolutePosition;
2028//Console.WriteLine("UsSmall autopilotTarget={0}", autopilotTarget);
2029 }
2030 else return; // occupied small
2031 } // end large/small
2032 } // end Scripted/not
2033 cameraAtOffset = part.GetCameraAtOffset();
2034 cameraEyeOffset = part.GetCameraEyeOffset();
2035 forceMouselook = part.GetForceMouselook();
2036 if(cameraAtOffset == Vector3.Zero) cameraAtOffset = new Vector3(0f, 0f, 0.1f); //
2037 if(cameraEyeOffset == Vector3.Zero) cameraEyeOffset = new Vector3(0f, 0f, 0.1f); //
2038
2039 if (m_physicsActor != null)
2040 {
2041 // If we're not using the client autopilot, we're immediately warping the avatar to the location
2042 // We can remove the physicsActor until they stand up.
2043 m_sitAvatarHeight = m_physicsActor.Size.Z;
2044 if (autopilot)
2045 { // its not a scripted sit
2046// if (Util.GetDistanceTo(AbsolutePosition, autopilotTarget) < 4.5)
2047 if( (Math.Abs(AbsolutePosition.X - autopilotTarget.X) < 256.0f) && (Math.Abs(AbsolutePosition.Y - autopilotTarget.Y) < 256.0f) )
1839 { 2048 {
2049 autopilot = false; // close enough
2050 m_lastWorldPosition = m_pos; /* CW - This give us a position to return the avatar to if the part is killed before standup.
2051 Not using the part's position because returning the AV to the last known standing
2052 position is likely to be more friendly, isn't it? */
1840 RemoveFromPhysicalScene(); 2053 RemoveFromPhysicalScene();
1841 } 2054 Velocity = Vector3.Zero;
2055 AbsolutePosition = autopilotTarget + new Vector3(0.0f, 0.0f, (m_sitAvatarHeight / 2.0f)); // Warp av to over sit target
2056 } // else the autopilot will get us close
2057 }
2058 else
2059 { // its a scripted sit
2060 m_lastWorldPosition = part.AbsolutePosition; /* CW - This give us a position to return the avatar to if the part is killed before standup.
2061 I *am* using the part's position this time because we have no real idea how far away
2062 the avatar is from the sit target. */
2063 RemoveFromPhysicalScene();
2064 Velocity = Vector3.Zero;
1842 } 2065 }
1843
1844 cameraAtOffset = part.GetCameraAtOffset();
1845 cameraEyeOffset = part.GetCameraEyeOffset();
1846 forceMouselook = part.GetForceMouselook();
1847 } 2066 }
1848 2067 else return; // physactor is null!
1849 ControllingClient.SendSitResponse(targetID, offset, sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook); 2068
1850 m_requestedSitTargetUUID = targetID; 2069 Vector3 offsetr; // = offset * partIRot;
2070 // KF: In a linkset, offsetr needs to be relative to the group root! 091208
2071 // offsetr = (part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) + (offset * partIRot);
2072 // if (part.LinkNum < 2) 091216 All this was necessary because of the GetWorldRotation error.
2073 // { // Single, or Root prim of linkset, target is ClickOffset * RootRot
2074 //offsetr = offset * partIRot;
2075//
2076 // else
2077 // { // Child prim, offset is (ChildOffset * RootRot) + (ClickOffset * ChildRot)
2078 // offsetr = //(part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) +
2079 // (offset * partRot);
2080 // }
2081
2082//Console.WriteLine(" ");
2083//Console.WriteLine("link number ={0}", part.LinkNum);
2084//Console.WriteLine("Prim offset ={0}", part.OffsetPosition );
2085//Console.WriteLine("Root Rotate ={0}", part.ParentGroup.RootPart.RotationOffset);
2086//Console.WriteLine("Click offst ={0}", offset);
2087//Console.WriteLine("Prim Rotate ={0}", part.GetWorldRotation());
2088//Console.WriteLine("offsetr ={0}", offsetr);
2089//Console.WriteLine("Camera At ={0}", cameraAtOffset);
2090//Console.WriteLine("Camera Eye ={0}", cameraEyeOffset);
2091
2092 //NOTE: SendSitResponse should be relative to the GROUP *NOT* THE PRIM if we're sitting on a child
2093 ControllingClient.SendSitResponse(part.ParentGroup.UUID, ((offset * part.RotationOffset) + part.OffsetPosition), sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook);
2094
2095 m_requestedSitTargetUUID = part.UUID; //KF: Correct autopilot target
1851 // This calls HandleAgentSit twice, once from here, and the client calls 2096 // This calls HandleAgentSit twice, once from here, and the client calls
1852 // HandleAgentSit itself after it gets to the location 2097 // HandleAgentSit itself after it gets to the location
1853 // It doesn't get to the location until we've moved them there though 2098 // It doesn't get to the location until we've moved them there though
1854 // which happens in HandleAgentSit :P 2099 // which happens in HandleAgentSit :P
1855 m_autopilotMoving = autopilot; 2100 m_autopilotMoving = autopilot;
1856 m_autoPilotTarget = pos; 2101 m_autoPilotTarget = autopilotTarget;
1857 m_sitAtAutoTarget = autopilot; 2102 m_sitAtAutoTarget = autopilot;
2103 m_initialSitTarget = autopilotTarget;
1858 if (!autopilot) 2104 if (!autopilot)
1859 HandleAgentSit(remoteClient, UUID); 2105 HandleAgentSit(remoteClient, UUID);
1860 } 2106 }
@@ -2149,47 +2395,130 @@ namespace OpenSim.Region.Framework.Scenes
2149 { 2395 {
2150 if (part != null) 2396 if (part != null)
2151 { 2397 {
2398//Console.WriteLine("Link #{0}, Rot {1}", part.LinkNum, part.GetWorldRotation());
2152 if (part.GetAvatarOnSitTarget() == UUID) 2399 if (part.GetAvatarOnSitTarget() == UUID)
2153 { 2400 {
2401//Console.WriteLine("Scripted Sit");
2402 // Scripted sit
2154 Vector3 sitTargetPos = part.SitTargetPosition; 2403 Vector3 sitTargetPos = part.SitTargetPosition;
2155 Quaternion sitTargetOrient = part.SitTargetOrientation; 2404 Quaternion sitTargetOrient = part.SitTargetOrientation;
2156
2157 //Quaternion vq = new Quaternion(sitTargetPos.X, sitTargetPos.Y+0.2f, sitTargetPos.Z+0.2f, 0);
2158 //Quaternion nq = new Quaternion(-sitTargetOrient.X, -sitTargetOrient.Y, -sitTargetOrient.Z, sitTargetOrient.w);
2159
2160 //Quaternion result = (sitTargetOrient * vq) * nq;
2161
2162 m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z); 2405 m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z);
2163 m_pos += SIT_TARGET_ADJUSTMENT; 2406 m_pos += SIT_TARGET_ADJUSTMENT;
2407 if (!part.IsRoot)
2408 {
2409 m_pos *= part.RotationOffset;
2410 }
2164 m_bodyRot = sitTargetOrient; 2411 m_bodyRot = sitTargetOrient;
2165 //Rotation = sitTargetOrient;
2166 m_parentPosition = part.AbsolutePosition; 2412 m_parentPosition = part.AbsolutePosition;
2167 2413 part.IsOccupied = true;
2168 //SendTerseUpdateToAllClients(); 2414 part.ParentGroup.AddAvatar(agentID);
2169 } 2415 }
2170 else 2416 else
2171 { 2417 {
2172 m_pos -= part.AbsolutePosition; 2418 // if m_avUnscriptedSitPos is zero then Av sits above center
2419 // Else Av sits at m_avUnscriptedSitPos
2420
2421 // Non-scripted sit by Kitto Flora 21Nov09
2422 // Calculate angle of line from prim to Av
2423 Quaternion partIRot;
2424// if (part.LinkNum == 1)
2425// { // Root prim of linkset
2426// partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset);
2427// }
2428// else
2429// { // single or child prim
2430 partIRot = Quaternion.Inverse(part.GetWorldRotation());
2431// }
2432 Vector3 sitTargetPos= part.AbsolutePosition + m_avUnscriptedSitPos;
2433 float y_diff = (m_avInitialPos.Y - sitTargetPos.Y);
2434 float x_diff = ( m_avInitialPos.X - sitTargetPos.X);
2435 if(Math.Abs(x_diff) < 0.001f) x_diff = 0.001f; // avoid div by 0
2436 if(Math.Abs(y_diff) < 0.001f) y_diff = 0.001f; // avoid pol flip at 0
2437 float sit_angle = (float)Math.Atan2( (double)y_diff, (double)x_diff);
2438 // NOTE: when sitting m_ pos and m_bodyRot are *relative* to the prim location/rotation, not 'World'.
2439 // Av sits at world euler <0,0, z>, translated by part rotation
2440 m_bodyRot = partIRot * Quaternion.CreateFromEulers(0f, 0f, sit_angle); // sit at 0,0,inv-click
2441
2173 m_parentPosition = part.AbsolutePosition; 2442 m_parentPosition = part.AbsolutePosition;
2174 } 2443 part.IsOccupied = true;
2444 part.ParentGroup.AddAvatar(agentID);
2445 m_pos = new Vector3(0f, 0f, 0.05f) + // corrections to get Sit Animation
2446 (new Vector3(0.0f, 0f, 0.61f) * partIRot) + // located on center
2447 (new Vector3(0.34f, 0f, 0.0f) * m_bodyRot) +
2448 m_avUnscriptedSitPos; // adds click offset, if any
2449 //Set up raytrace to find top surface of prim
2450 Vector3 size = part.Scale;
2451 float mag = 2.0f; // 0.1f + (float)Math.Sqrt((size.X * size.X) + (size.Y * size.Y) + (size.Z * size.Z));
2452 Vector3 start = part.AbsolutePosition + new Vector3(0f, 0f, mag);
2453 Vector3 down = new Vector3(0f, 0f, -1f);
2454//Console.WriteLine("st={0} do={1} ma={2}", start, down, mag);
2455 m_scene.PhysicsScene.RaycastWorld(
2456 start, // Vector3 position,
2457 down, // Vector3 direction,
2458 mag, // float length,
2459 SitAltitudeCallback); // retMethod
2460 } // end scripted/not
2175 } 2461 }
2176 else 2462 else // no Av
2177 { 2463 {
2178 return; 2464 return;
2179 } 2465 }
2180 } 2466 }
2181 m_parentID = m_requestedSitTargetID;
2182 2467
2468 //We want our offsets to reference the root prim, not the child we may have sat on
2469 if (!part.IsRoot)
2470 {
2471 m_parentID = part.ParentGroup.RootPart.LocalId;
2472 m_pos += part.OffsetPosition;
2473 }
2474 else
2475 {
2476 m_parentID = m_requestedSitTargetID;
2477 }
2478
2479 m_linkedPrim = part.UUID;
2480 if (part.GetAvatarOnSitTarget() != UUID)
2481 {
2482 m_offsetRotation = m_offsetRotation / part.RotationOffset;
2483 }
2183 Velocity = Vector3.Zero; 2484 Velocity = Vector3.Zero;
2184 RemoveFromPhysicalScene(); 2485 RemoveFromPhysicalScene();
2185
2186 Animator.TrySetMovementAnimation(sitAnimation); 2486 Animator.TrySetMovementAnimation(sitAnimation);
2187 SendAvatarDataToAllAgents(); 2487 SendAvatarDataToAllAgents();
2188 // This may seem stupid, but Our Full updates don't send avatar rotation :P
2189 // So we're also sending a terse update (which has avatar rotation)
2190 // [Update] We do now.
2191 //SendTerseUpdateToAllClients(); 2488 //SendTerseUpdateToAllClients();
2192 } 2489 }
2490
2491 public void SitAltitudeCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 normal)
2492 {
2493 // KF: 091202 There appears to be a bug in Prim Edit Size - the process sometimes make a prim that RayTrace no longer
2494 // sees. Take/re-rez, or sim restart corrects the condition. Result of bug is incorrect sit height.
2495 if(hitYN)
2496 {
2497 // m_pos = Av offset from prim center to make look like on center
2498 // m_parentPosition = Actual center pos of prim
2499 // collisionPoint = spot on prim where we want to sit
2500 // collisionPoint.Z = global sit surface height
2501 SceneObjectPart part = m_scene.GetSceneObjectPart(localid);
2502 Quaternion partIRot;
2503// if (part.LinkNum == 1)
2504/// { // Root prim of linkset
2505// partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset);
2506// }
2507// else
2508// { // single or child prim
2509 partIRot = Quaternion.Inverse(part.GetWorldRotation());
2510// }
2511 if (m_initialSitTarget != null)
2512 {
2513 float offZ = collisionPoint.Z - m_initialSitTarget.Z;
2514 Vector3 offset = new Vector3(0.0f, 0.0f, offZ) * partIRot; // Altitude correction
2515 //Console.WriteLine("sitPoint={0}, offset={1}", sitPoint, offset);
2516 m_pos += offset;
2517 // ControllingClient.SendClearFollowCamProperties(part.UUID);
2518 }
2519
2520 }
2521 } // End SitAltitudeCallback KF.
2193 2522
2194 /// <summary> 2523 /// <summary>
2195 /// Event handler for the 'Always run' setting on the client 2524 /// Event handler for the 'Always run' setting on the client
@@ -2219,7 +2548,7 @@ namespace OpenSim.Region.Framework.Scenes
2219 /// </summary> 2548 /// </summary>
2220 /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param> 2549 /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param>
2221 /// <param name="rotation">The direction in which this avatar should now face. 2550 /// <param name="rotation">The direction in which this avatar should now face.
2222 public void AddNewMovement(Vector3 vec, Quaternion rotation) 2551 public void AddNewMovement(Vector3 vec, Quaternion rotation, bool Nudging)
2223 { 2552 {
2224 if (m_isChildAgent) 2553 if (m_isChildAgent)
2225 { 2554 {
@@ -2260,15 +2589,26 @@ namespace OpenSim.Region.Framework.Scenes
2260 Rotation = rotation; 2589 Rotation = rotation;
2261 Vector3 direc = vec * rotation; 2590 Vector3 direc = vec * rotation;
2262 direc.Normalize(); 2591 direc.Normalize();
2592 PhysicsActor actor = m_physicsActor;
2593
2594 if (actor.Flying != m_flyingOld) // add for fly velocity control
2595 {
2596 m_flyingOld = actor.Flying; // add for fly velocity control
2597 if (!actor.Flying) m_wasFlying = true; // add for fly velocity control
2598 }
2599
2600 if (m_physicsActor.IsColliding == true) m_wasFlying = false; // add for fly velocity control
2601
2602 if ((vec.Z == 0f) && !actor.Flying) direc.Z = 0f; // Prevent camera WASD up.
2263 2603
2264 direc *= 0.03f * 128f * m_speedModifier; 2604 direc *= 0.03f * 128f * m_speedModifier;
2265 2605
2266 PhysicsActor actor = m_physicsActor;
2267 if (actor != null) 2606 if (actor != null)
2268 { 2607 {
2269 if (actor.Flying) 2608 if (actor.Flying)
2270 { 2609 {
2271 direc *= 4.0f; 2610// rm speed mod direc *= 4.0f;
2611 direc *= 5.2f; // for speed mod
2272 //bool controlland = (((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || ((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0)); 2612 //bool controlland = (((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || ((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0));
2273 //bool colliding = (m_physicsActor.IsColliding==true); 2613 //bool colliding = (m_physicsActor.IsColliding==true);
2274 //if (controlland) 2614 //if (controlland)
@@ -2281,22 +2621,34 @@ namespace OpenSim.Region.Framework.Scenes
2281 // m_log.Info("[AGENT]: Stop FLying"); 2621 // m_log.Info("[AGENT]: Stop FLying");
2282 //} 2622 //}
2283 } 2623 }
2624 if (Animator.m_falling && m_wasFlying) // if falling from flying, disable motion add
2625 {
2626 direc *= 0.0f;
2627 }
2628 /* This jumping section removed to SPA
2284 else if (!actor.Flying && actor.IsColliding) 2629 else if (!actor.Flying && actor.IsColliding)
2285 { 2630 {
2286 if (direc.Z > 2.0f) 2631 if (direc.Z > 2.0f)
2287 { 2632 {
2288 direc.Z *= 3.0f; 2633 if(m_animator.m_animTickJump == -1)
2289 2634 {
2290 // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored. 2635 direc.Z *= 3.0f; // jump
2291 Animator.TrySetMovementAnimation("PREJUMP"); 2636 }
2292 Animator.TrySetMovementAnimation("JUMP"); 2637 else
2638 {
2639 direc.Z *= 0.1f; // prejump
2640 }
2641 / * Animations are controlled via GetMovementAnimation() in ScenePresenceAnimator.cs
2642 Animator.TrySetMovementAnimation("PREJUMP");
2643 Animator.TrySetMovementAnimation("JUMP");
2644 * /
2293 } 2645 }
2294 } 2646 } */
2295 } 2647 }
2296 2648
2297 // TODO: Add the force instead of only setting it to support multiple forces per frame? 2649 // TODO: Add the force instead of only setting it to support multiple forces per frame?
2298 m_forceToApply = direc; 2650 m_forceToApply = direc;
2299 2651 m_isNudging = Nudging;
2300 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); 2652 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
2301 } 2653 }
2302 2654
@@ -2311,7 +2663,7 @@ namespace OpenSim.Region.Framework.Scenes
2311 const float POSITION_TOLERANCE = 0.05f; 2663 const float POSITION_TOLERANCE = 0.05f;
2312 //const int TIME_MS_TOLERANCE = 3000; 2664 //const int TIME_MS_TOLERANCE = 3000;
2313 2665
2314 SendPrimUpdates(); 2666
2315 2667
2316 if (m_isChildAgent == false) 2668 if (m_isChildAgent == false)
2317 { 2669 {
@@ -2341,6 +2693,9 @@ namespace OpenSim.Region.Framework.Scenes
2341 CheckForBorderCrossing(); 2693 CheckForBorderCrossing();
2342 CheckForSignificantMovement(); // sends update to the modules. 2694 CheckForSignificantMovement(); // sends update to the modules.
2343 } 2695 }
2696
2697 //Sending prim updates AFTER the avatar terse updates are sent
2698 SendPrimUpdates();
2344 } 2699 }
2345 2700
2346 #endregion 2701 #endregion
@@ -3089,6 +3444,7 @@ namespace OpenSim.Region.Framework.Scenes
3089 m_callbackURI = cAgent.CallbackURI; 3444 m_callbackURI = cAgent.CallbackURI;
3090 3445
3091 m_pos = cAgent.Position; 3446 m_pos = cAgent.Position;
3447
3092 m_velocity = cAgent.Velocity; 3448 m_velocity = cAgent.Velocity;
3093 m_CameraCenter = cAgent.Center; 3449 m_CameraCenter = cAgent.Center;
3094 m_CameraAtAxis = cAgent.AtAxis; 3450 m_CameraAtAxis = cAgent.AtAxis;
@@ -3207,17 +3563,46 @@ namespace OpenSim.Region.Framework.Scenes
3207 /// </summary> 3563 /// </summary>
3208 public override void UpdateMovement() 3564 public override void UpdateMovement()
3209 { 3565 {
3210 if (m_forceToApply.HasValue) 3566 if (Animator!=null) // add for jumping
3211 { 3567 { // add for jumping
3212 Vector3 force = m_forceToApply.Value; 3568 // if (!m_animator.m_jumping) // add for jumping
3569 // { // add for jumping
3213 3570
3214 m_updateflag = true; 3571 if (m_forceToApply.HasValue) // this section realigned
3215// movementvector = force; 3572 {
3216 Velocity = force;
3217 3573
3218 m_forceToApply = null; 3574 Vector3 force = m_forceToApply.Value;
3219 } 3575 m_updateflag = true;
3220 } 3576if (m_animator.m_jumping) force.Z = m_animator.m_jumpVelocity; // add for jumping
3577 Velocity = force;
3578//Console.WriteLine("UM1 {0}", Velocity);
3579 m_forceToApply = null;
3580 }
3581 else
3582 {
3583 if (m_isNudging)
3584 {
3585 Vector3 force = Vector3.Zero;
3586
3587 m_updateflag = true;
3588if (m_animator.m_jumping) force.Z = m_animator.m_jumpVelocity; // add for jumping
3589 Velocity = force;
3590//Console.WriteLine("UM2 {0}", Velocity);
3591 m_isNudging = false;
3592 m_updateCount = UPDATE_COUNT; //KF: Update anims to pickup "STAND"
3593 }
3594 else // add for jumping
3595 { // add for jumping
3596 Vector3 force = Vector3.Zero; // add for jumping
3597if (m_animator.m_jumping) force.Z = m_animator.m_jumpVelocity; // add for jumping
3598//Console.WriteLine("UM3 {0}", Velocity);
3599 Velocity = force; // add for jumping
3600 }
3601
3602 }
3603 // } // end realign
3604 } // add for jumping
3605 } // add for jumping
3221 3606
3222 /// <summary> 3607 /// <summary>
3223 /// Adds a physical representation of the avatar to the Physics plugin 3608 /// Adds a physical representation of the avatar to the Physics plugin
@@ -3231,10 +3616,8 @@ namespace OpenSim.Region.Framework.Scenes
3231 3616
3232 Vector3 pVec = AbsolutePosition; 3617 Vector3 pVec = AbsolutePosition;
3233 3618
3234 // Old bug where the height was in centimeters instead of meters
3235 m_physicsActor = scene.AddAvatar(Firstname + "." + Lastname, pVec, 3619 m_physicsActor = scene.AddAvatar(Firstname + "." + Lastname, pVec,
3236 new Vector3(0f, 0f, m_appearance.AvatarHeight), isFlying); 3620 new Vector3(0f, 0f, m_appearance.AvatarHeight), isFlying);
3237
3238 scene.AddPhysicsActorTaint(m_physicsActor); 3621 scene.AddPhysicsActorTaint(m_physicsActor);
3239 //m_physicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients; 3622 //m_physicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients;
3240 m_physicsActor.OnCollisionUpdate += PhysicsCollisionUpdate; 3623 m_physicsActor.OnCollisionUpdate += PhysicsCollisionUpdate;
@@ -3258,18 +3641,29 @@ namespace OpenSim.Region.Framework.Scenes
3258 { 3641 {
3259 if (e == null) 3642 if (e == null)
3260 return; 3643 return;
3261 3644
3262 //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f)) 3645 // The Physics Scene will send (spam!) updates every 500 ms grep: m_physicsActor.SubscribeEvents(
3263 // The Physics Scene will send updates every 500 ms grep: m_physicsActor.SubscribeEvents(
3264 // as of this comment the interval is set in AddToPhysicalScene 3646 // as of this comment the interval is set in AddToPhysicalScene
3265 if (Animator!=null) 3647 if (Animator!=null)
3266 Animator.UpdateMovementAnimations(); 3648 {
3649 if (m_updateCount > 0) //KF: DO NOT call UpdateMovementAnimations outside of the m_updateCount wrapper,
3650 { // else its will lock out other animation changes, like ground sit.
3651 Animator.UpdateMovementAnimations();
3652 m_updateCount--;
3653 }
3654 }
3267 3655
3268 CollisionEventUpdate collisionData = (CollisionEventUpdate)e; 3656 CollisionEventUpdate collisionData = (CollisionEventUpdate)e;
3269 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; 3657 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList;
3270 3658
3271 CollisionPlane = Vector4.UnitW; 3659 CollisionPlane = Vector4.UnitW;
3272 3660
3661 if (m_lastColCount != coldata.Count)
3662 {
3663 m_updateCount = UPDATE_COUNT;
3664 m_lastColCount = coldata.Count;
3665 }
3666
3273 if (coldata.Count != 0 && Animator != null) 3667 if (coldata.Count != 0 && Animator != null)
3274 { 3668 {
3275 switch (Animator.CurrentMovementAnimation) 3669 switch (Animator.CurrentMovementAnimation)
@@ -3299,6 +3693,148 @@ namespace OpenSim.Region.Framework.Scenes
3299 } 3693 }
3300 } 3694 }
3301 3695
3696 List<uint> thisHitColliders = new List<uint>();
3697 List<uint> endedColliders = new List<uint>();
3698 List<uint> startedColliders = new List<uint>();
3699
3700 foreach (uint localid in coldata.Keys)
3701 {
3702 thisHitColliders.Add(localid);
3703 if (!m_lastColliders.Contains(localid))
3704 {
3705 startedColliders.Add(localid);
3706 }
3707 //m_log.Debug("[SCENE PRESENCE]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString());
3708 }
3709
3710 // calculate things that ended colliding
3711 foreach (uint localID in m_lastColliders)
3712 {
3713 if (!thisHitColliders.Contains(localID))
3714 {
3715 endedColliders.Add(localID);
3716 }
3717 }
3718 //add the items that started colliding this time to the last colliders list.
3719 foreach (uint localID in startedColliders)
3720 {
3721 m_lastColliders.Add(localID);
3722 }
3723 // remove things that ended colliding from the last colliders list
3724 foreach (uint localID in endedColliders)
3725 {
3726 m_lastColliders.Remove(localID);
3727 }
3728
3729 // do event notification
3730 if (startedColliders.Count > 0)
3731 {
3732 ColliderArgs StartCollidingMessage = new ColliderArgs();
3733 List<DetectedObject> colliding = new List<DetectedObject>();
3734 foreach (uint localId in startedColliders)
3735 {
3736 if (localId == 0)
3737 continue;
3738
3739 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3740 string data = "";
3741 if (obj != null)
3742 {
3743 DetectedObject detobj = new DetectedObject();
3744 detobj.keyUUID = obj.UUID;
3745 detobj.nameStr = obj.Name;
3746 detobj.ownerUUID = obj.OwnerID;
3747 detobj.posVector = obj.AbsolutePosition;
3748 detobj.rotQuat = obj.GetWorldRotation();
3749 detobj.velVector = obj.Velocity;
3750 detobj.colliderType = 0;
3751 detobj.groupUUID = obj.GroupID;
3752 colliding.Add(detobj);
3753 }
3754 }
3755
3756 if (colliding.Count > 0)
3757 {
3758 StartCollidingMessage.Colliders = colliding;
3759
3760 foreach (SceneObjectGroup att in Attachments)
3761 Scene.EventManager.TriggerScriptCollidingStart(att.LocalId, StartCollidingMessage);
3762 }
3763 }
3764
3765 if (endedColliders.Count > 0)
3766 {
3767 ColliderArgs EndCollidingMessage = new ColliderArgs();
3768 List<DetectedObject> colliding = new List<DetectedObject>();
3769 foreach (uint localId in endedColliders)
3770 {
3771 if (localId == 0)
3772 continue;
3773
3774 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3775 string data = "";
3776 if (obj != null)
3777 {
3778 DetectedObject detobj = new DetectedObject();
3779 detobj.keyUUID = obj.UUID;
3780 detobj.nameStr = obj.Name;
3781 detobj.ownerUUID = obj.OwnerID;
3782 detobj.posVector = obj.AbsolutePosition;
3783 detobj.rotQuat = obj.GetWorldRotation();
3784 detobj.velVector = obj.Velocity;
3785 detobj.colliderType = 0;
3786 detobj.groupUUID = obj.GroupID;
3787 colliding.Add(detobj);
3788 }
3789 }
3790
3791 if (colliding.Count > 0)
3792 {
3793 EndCollidingMessage.Colliders = colliding;
3794
3795 foreach (SceneObjectGroup att in Attachments)
3796 Scene.EventManager.TriggerScriptCollidingEnd(att.LocalId, EndCollidingMessage);
3797 }
3798 }
3799
3800 if (thisHitColliders.Count > 0)
3801 {
3802 ColliderArgs CollidingMessage = new ColliderArgs();
3803 List<DetectedObject> colliding = new List<DetectedObject>();
3804 foreach (uint localId in thisHitColliders)
3805 {
3806 if (localId == 0)
3807 continue;
3808
3809 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3810 string data = "";
3811 if (obj != null)
3812 {
3813 DetectedObject detobj = new DetectedObject();
3814 detobj.keyUUID = obj.UUID;
3815 detobj.nameStr = obj.Name;
3816 detobj.ownerUUID = obj.OwnerID;
3817 detobj.posVector = obj.AbsolutePosition;
3818 detobj.rotQuat = obj.GetWorldRotation();
3819 detobj.velVector = obj.Velocity;
3820 detobj.colliderType = 0;
3821 detobj.groupUUID = obj.GroupID;
3822 colliding.Add(detobj);
3823 }
3824 }
3825
3826 if (colliding.Count > 0)
3827 {
3828 CollidingMessage.Colliders = colliding;
3829
3830 lock (m_attachments)
3831 {
3832 foreach (SceneObjectGroup att in m_attachments)
3833 Scene.EventManager.TriggerScriptColliding(att.LocalId, CollidingMessage);
3834 }
3835 }
3836 }
3837
3302 if (m_invulnerable) 3838 if (m_invulnerable)
3303 return; 3839 return;
3304 3840
@@ -3724,6 +4260,39 @@ namespace OpenSim.Region.Framework.Scenes
3724 return; 4260 return;
3725 } 4261 }
3726 4262
4263 XmlDocument doc = new XmlDocument();
4264 string stateData = String.Empty;
4265
4266 IAttachmentsService attServ = m_scene.RequestModuleInterface<IAttachmentsService>();
4267 if (attServ != null)
4268 {
4269 m_log.DebugFormat("[ATTACHMENT]: Loading attachment data from attachment service");
4270 stateData = attServ.Get(ControllingClient.AgentId.ToString());
4271 if (stateData != String.Empty)
4272 {
4273 try
4274 {
4275 doc.LoadXml(stateData);
4276 }
4277 catch { }
4278 }
4279 }
4280
4281 Dictionary<UUID, string> itemData = new Dictionary<UUID, string>();
4282
4283 XmlNodeList nodes = doc.GetElementsByTagName("Attachment");
4284 if (nodes.Count > 0)
4285 {
4286 foreach (XmlNode n in nodes)
4287 {
4288 XmlElement elem = (XmlElement)n;
4289 string itemID = elem.GetAttribute("ItemID");
4290 string xml = elem.InnerXml;
4291
4292 itemData[new UUID(itemID)] = xml;
4293 }
4294 }
4295
3727 List<AvatarAttachment> attachments = m_appearance.GetAttachments(); 4296 List<AvatarAttachment> attachments = m_appearance.GetAttachments();
3728 foreach (AvatarAttachment attach in attachments) 4297 foreach (AvatarAttachment attach in attachments)
3729 { 4298 {
@@ -3744,7 +4313,30 @@ namespace OpenSim.Region.Framework.Scenes
3744 4313
3745 try 4314 try
3746 { 4315 {
3747 m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p); 4316 string xmlData;
4317 XmlDocument d = new XmlDocument();
4318 UUID asset;
4319 if (itemData.TryGetValue(itemID, out xmlData))
4320 {
4321 d.LoadXml(xmlData);
4322 m_log.InfoFormat("[ATTACHMENT]: Found saved state for item {0}, loading it", itemID);
4323
4324 // Rez from inventory
4325 asset
4326 = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p, true, d);
4327
4328 }
4329 else
4330 {
4331 // Rez from inventory (with a null doc to let
4332 // CHANGED_OWNER happen)
4333 asset
4334 = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p, true, null);
4335 }
4336
4337 m_log.InfoFormat(
4338 "[ATTACHMENT]: Rezzed attachment in point {0} from item {1} and asset {2}",
4339 p, itemID, asset);
3748 } 4340 }
3749 catch (Exception e) 4341 catch (Exception e)
3750 { 4342 {
@@ -3777,6 +4369,15 @@ namespace OpenSim.Region.Framework.Scenes
3777 m_reprioritization_called = false; 4369 m_reprioritization_called = false;
3778 } 4370 }
3779 } 4371 }
4372
4373 private Vector3 Quat2Euler(Quaternion rot){
4374 float x = Utils.RAD_TO_DEG * (float)Math.Atan2((double)((2.0f * rot.X * rot.W) - (2.0f * rot.Y * rot.Z)) ,
4375 (double)(1 - (2.0f * rot.X * rot.X) - (2.0f * rot.Z * rot.Z)));
4376 float y = Utils.RAD_TO_DEG * (float)Math.Asin ((double)((2.0f * rot.X * rot.Y) + (2.0f * rot.Z * rot.W)));
4377 float z = Utils.RAD_TO_DEG * (float)Math.Atan2(((double)(2.0f * rot.Y * rot.W) - (2.0f * rot.X * rot.Z)) ,
4378 (double)(1 - (2.0f * rot.Y * rot.Y) - (2.0f * rot.Z * rot.Z)));
4379 return(new Vector3(x,y,z));
4380 }
3780 4381
3781 public void SaveChangedAttachments() 4382 public void SaveChangedAttachments()
3782 { 4383 {
diff --git a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
index 9cf5a39..1fe31b0 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 }
diff --git a/OpenSim/Region/Framework/Scenes/UndoState.cs b/OpenSim/Region/Framework/Scenes/UndoState.cs
index 55e407e..f71b507 100644
--- a/OpenSim/Region/Framework/Scenes/UndoState.cs
+++ b/OpenSim/Region/Framework/Scenes/UndoState.cs
@@ -27,48 +27,125 @@
27 27
28using OpenMetaverse; 28using OpenMetaverse;
29using OpenSim.Region.Framework.Interfaces; 29using OpenSim.Region.Framework.Interfaces;
30using System;
30 31
31namespace OpenSim.Region.Framework.Scenes 32namespace OpenSim.Region.Framework.Scenes
32{ 33{
34 [Flags]
35 public enum UndoType
36 {
37 STATE_PRIM_POSITION = 1,
38 STATE_PRIM_ROTATION = 2,
39 STATE_PRIM_SCALE = 4,
40 STATE_PRIM_ALL = 7,
41 STATE_GROUP_POSITION = 8,
42 STATE_GROUP_ROTATION = 16,
43 STATE_GROUP_SCALE = 32,
44 STATE_GROUP_ALL = 56,
45 STATE_ALL = 63
46 }
47
33 public class UndoState 48 public class UndoState
34 { 49 {
35 public Vector3 Position = Vector3.Zero; 50 public Vector3 Position = Vector3.Zero;
36 public Vector3 Scale = Vector3.Zero; 51 public Vector3 Scale = Vector3.Zero;
37 public Quaternion Rotation = Quaternion.Identity; 52 public Quaternion Rotation = Quaternion.Identity;
53 public Vector3 GroupPosition = Vector3.Zero;
54 public Quaternion GroupRotation = Quaternion.Identity;
55 public Vector3 GroupScale = Vector3.Zero;
56 public DateTime LastUpdated = DateTime.Now;
57 public UndoType Type;
38 58
39 public UndoState(SceneObjectPart part) 59 public UndoState(SceneObjectPart part, UndoType type)
40 { 60 {
61 Type = type;
41 if (part != null) 62 if (part != null)
42 { 63 {
43 if (part.ParentID == 0) 64 if (part.ParentID == 0)
44 { 65 {
45 Position = part.ParentGroup.AbsolutePosition; 66 GroupScale = part.ParentGroup.RootPart.Shape.Scale;
67
68 //FUBAR WARNING: Do NOT get the group's absoluteposition here
69 //or you'll experience a loop and/or a stack issue
70 GroupPosition = part.ParentGroup.RootPart.AbsolutePosition;
71 GroupRotation = part.ParentGroup.GroupRotation;
72 Position = part.ParentGroup.RootPart.AbsolutePosition;
46 Rotation = part.RotationOffset; 73 Rotation = part.RotationOffset;
47 Scale = part.Shape.Scale; 74 Scale = part.Shape.Scale;
75 LastUpdated = DateTime.Now;
48 } 76 }
49 else 77 else
50 { 78 {
79 GroupScale = part.Shape.Scale;
80
81 //FUBAR WARNING: Do NOT get the group's absoluteposition here
82 //or you'll experience a loop and/or a stack issue
83 GroupPosition = part.ParentGroup.RootPart.AbsolutePosition;
84 GroupRotation = part.ParentGroup.Rotation;
51 Position = part.OffsetPosition; 85 Position = part.OffsetPosition;
52 Rotation = part.RotationOffset; 86 Rotation = part.RotationOffset;
53 Scale = part.Shape.Scale; 87 Scale = part.Shape.Scale;
88 LastUpdated = DateTime.Now;
54 } 89 }
55 } 90 }
56 } 91 }
57 92 public void Merge(UndoState last)
93 {
94 if ((Type & UndoType.STATE_GROUP_POSITION) == 0 || ((last.Type & UndoType.STATE_GROUP_POSITION) >= (Type & UndoType.STATE_GROUP_POSITION)))
95 {
96 GroupPosition = last.GroupPosition;
97 Position = last.Position;
98 }
99 if ((Type & UndoType.STATE_GROUP_SCALE) == 0 || ((last.Type & UndoType.STATE_GROUP_SCALE) >= (Type & UndoType.STATE_GROUP_SCALE)))
100 {
101 GroupScale = last.GroupScale;
102 Scale = last.Scale;
103 }
104 if ((Type & UndoType.STATE_GROUP_ROTATION) == 0 || ((last.Type & UndoType.STATE_GROUP_ROTATION) >= (Type & UndoType.STATE_GROUP_ROTATION)))
105 {
106 GroupRotation = last.GroupRotation;
107 Rotation = last.Rotation;
108 }
109 if ((Type & UndoType.STATE_PRIM_POSITION) == 0 || ((last.Type & UndoType.STATE_PRIM_POSITION) >= (Type & UndoType.STATE_PRIM_POSITION)))
110 {
111 Position = last.Position;
112 }
113 if ((Type & UndoType.STATE_PRIM_SCALE) == 0 || ((last.Type & UndoType.STATE_PRIM_SCALE) >= (Type & UndoType.STATE_PRIM_SCALE)))
114 {
115 Scale = last.Scale;
116 }
117 if ((Type & UndoType.STATE_PRIM_ROTATION) == 0 || ((last.Type & UndoType.STATE_PRIM_ROTATION) >= (Type & UndoType.STATE_PRIM_ROTATION)))
118 {
119 Rotation = last.Rotation;
120 }
121 Type = Type | last.Type;
122 }
123 public bool Compare(UndoState undo)
124 {
125 if (undo == null || Position == null) return false;
126 if (undo.Position == Position && undo.Rotation == Rotation && undo.Scale == Scale && undo.GroupPosition == GroupPosition && undo.GroupScale == GroupScale && undo.GroupRotation == GroupRotation)
127 {
128 return true;
129 }
130 else
131 {
132 return false;
133 }
134 }
58 public bool Compare(SceneObjectPart part) 135 public bool Compare(SceneObjectPart part)
59 { 136 {
60 if (part != null) 137 if (part != null)
61 { 138 {
62 if (part.ParentID == 0) 139 if (part.ParentID == 0)
63 { 140 {
64 if (Position == part.ParentGroup.AbsolutePosition && Rotation == part.ParentGroup.Rotation) 141 if (Position == part.ParentGroup.RootPart.AbsolutePosition && Rotation == part.ParentGroup.Rotation && GroupPosition == part.ParentGroup.RootPart.AbsolutePosition && part.ParentGroup.Rotation == GroupRotation && part.Shape.Scale == GroupScale)
65 return true; 142 return true;
66 else 143 else
67 return false; 144 return false;
68 } 145 }
69 else 146 else
70 { 147 {
71 if (Position == part.OffsetPosition && Rotation == part.RotationOffset && Scale == part.Shape.Scale) 148 if (Position == part.OffsetPosition && Rotation == part.RotationOffset && Scale == part.Shape.Scale && GroupPosition == part.ParentGroup.RootPart.AbsolutePosition && part.ParentGroup.Rotation == GroupRotation && part.Shape.Scale == GroupScale)
72 return true; 149 return true;
73 else 150 else
74 return false; 151 return false;
@@ -78,62 +155,70 @@ namespace OpenSim.Region.Framework.Scenes
78 return false; 155 return false;
79 } 156 }
80 157
81 public void PlaybackState(SceneObjectPart part) 158 private void RestoreState(SceneObjectPart part)
82 { 159 {
160 bool GroupChange = false;
161 if ((Type & UndoType.STATE_GROUP_POSITION) != 0
162 || (Type & UndoType.STATE_GROUP_ROTATION) != 0
163 || (Type & UndoType.STATE_GROUP_SCALE) != 0)
164 {
165 GroupChange = true;
166 }
167
83 if (part != null) 168 if (part != null)
84 { 169 {
85 part.Undoing = true; 170 part.Undoing = true;
86 171
87 if (part.ParentID == 0) 172 if (part.ParentID == 0 && GroupChange == false)
88 { 173 {
89 if (Position != Vector3.Zero) 174 if (Position != Vector3.Zero)
90 part.ParentGroup.AbsolutePosition = Position; 175
91 part.RotationOffset = Rotation; 176 part.ParentGroup.UpdateSinglePosition(Position, part.LocalId);
177 part.ParentGroup.UpdateSingleRotation(Rotation, part.LocalId);
92 if (Scale != Vector3.Zero) 178 if (Scale != Vector3.Zero)
93 part.Resize(Scale); 179 part.Resize(Scale);
94 part.ParentGroup.ScheduleGroupForTerseUpdate(); 180 part.ParentGroup.ScheduleGroupForTerseUpdate();
95 } 181 }
96 else 182 else
97 { 183 {
98 if (Position != Vector3.Zero) 184 if (GroupChange)
99 part.OffsetPosition = Position; 185 {
100 part.UpdateRotation(Rotation); 186 part.ParentGroup.RootPart.Undoing = true;
101 if (Scale != Vector3.Zero) 187 if (GroupPosition != Vector3.Zero)
102 part.Resize(Scale); part.ScheduleTerseUpdate(); 188 {
189 //Calculate the scale...
190 Vector3 gs = part.Shape.Scale;
191 float scale = GroupScale.Z / gs.Z;
192
193 //Scale first since it can affect our position
194 part.ParentGroup.GroupResize(gs * scale, part.LocalId);
195 part.ParentGroup.AbsolutePosition = GroupPosition;
196 part.ParentGroup.UpdateGroupRotationR(GroupRotation);
197
198 }
199 part.ParentGroup.RootPart.Undoing = false;
200 }
201 else
202 {
203 if (Position != Vector3.Zero) //We can use this for all the updates since all are set
204 {
205 part.OffsetPosition = Position;
206 part.UpdateRotation(Rotation);
207 part.Resize(Scale); part.ScheduleTerseUpdate();
208 }
209 }
103 } 210 }
104 part.Undoing = false; 211 part.Undoing = false;
105 212
106 } 213 }
107 } 214 }
215 public void PlaybackState(SceneObjectPart part)
216 {
217 RestoreState(part);
218 }
108 public void PlayfwdState(SceneObjectPart part) 219 public void PlayfwdState(SceneObjectPart part)
109 { 220 {
110 if (part != null) 221 RestoreState(part);
111 {
112 part.Undoing = true;
113
114 if (part.ParentID == 0)
115 {
116 if (Position != Vector3.Zero)
117 part.ParentGroup.AbsolutePosition = Position;
118 if (Rotation != Quaternion.Identity)
119 part.UpdateRotation(Rotation);
120 if (Scale != Vector3.Zero)
121 part.Resize(Scale);
122 part.ParentGroup.ScheduleGroupForTerseUpdate();
123 }
124 else
125 {
126 if (Position != Vector3.Zero)
127 part.OffsetPosition = Position;
128 if (Rotation != Quaternion.Identity)
129 part.UpdateRotation(Rotation);
130 if (Scale != Vector3.Zero)
131 part.Resize(Scale);
132 part.ScheduleTerseUpdate();
133 }
134 part.Undoing = false;
135
136 }
137 } 222 }
138 } 223 }
139 public class LandUndoState 224 public class LandUndoState
@@ -161,3 +246,4 @@ namespace OpenSim.Region.Framework.Scenes
161 } 246 }
162 } 247 }
163} 248}
249
diff --git a/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs b/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
index fc17192..276e46d 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/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 6928c4e..39c3364 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
@@ -842,6 +842,11 @@ namespace OpenSim.Region.OptionalModules.World.NPC
842 842
843 public void Close() 843 public void Close()
844 { 844 {
845 Close(true);
846 }
847
848 public void Close(bool sendStop)
849 {
845 } 850 }
846 851
847 public void Start() 852 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..505d455
--- /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
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..793774a
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs
@@ -0,0 +1,3917 @@
1/* Copyright (c) Contributors, http://opensimulator.org/
2 * See CONTRIBUTORS.TXT for a full list of copyright holders.
3 * Redistribution and use in source and binary forms, with or without
4 * modification, are permitted provided that the following conditions are met:
5 * * Redistributions of source code must retain the above copyright
6 * notice, this list of conditions and the following disclaimer.
7 * * Redistributions in binary form must reproduce the above copyright
8 * notice, this list of conditions and the following disclaimer in the
9 * documentation and/or other materials provided with the distribution.
10 * * Neither the name of the OpenSimulator Project nor the
11 * names of its contributors may be used to endorse or promote products
12 * derived from this software without specific prior written permission.
13 *
14 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
15 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
16 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
17 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
18 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
19 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
20 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
21 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
22 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
23 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
24 *
25 * Revised March 5th 2010 by Kitto Flora. ODEDynamics.cs
26 * rolled into ODEPrim.cs
27 */
28
29using System;
30using System.Collections.Generic;
31using System.Reflection;
32using System.Runtime.InteropServices;
33using System.Threading;
34using log4net;
35using OpenMetaverse;
36using Ode.NET;
37using OpenSim.Framework;
38using OpenSim.Region.Physics.Manager;
39
40
41namespace OpenSim.Region.Physics.OdePlugin
42{
43 /// <summary>
44 /// Various properties that ODE uses for AMotors but isn't exposed in ODE.NET so we must define them ourselves.
45 /// </summary>
46
47 public class OdePrim : PhysicsActor
48 {
49 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
50
51 private Vector3 _position;
52 private Vector3 _velocity;
53 private Vector3 _torque;
54 private Vector3 m_lastVelocity;
55 private Vector3 m_lastposition;
56 private Quaternion m_lastorientation = new Quaternion();
57 private Vector3 m_rotationalVelocity;
58 private Vector3 _size;
59 private Vector3 _acceleration;
60 // private d.Vector3 _zeroPosition = new d.Vector3(0.0f, 0.0f, 0.0f);
61 private Quaternion _orientation;
62 private Vector3 m_taintposition;
63 private Vector3 m_taintsize;
64 private Vector3 m_taintVelocity;
65 private Vector3 m_taintTorque;
66 private Quaternion m_taintrot;
67 private Vector3 m_rotateEnable = Vector3.One; // Current setting
68 private Vector3 m_rotateEnableRequest = Vector3.One; // Request from LSL
69 private bool m_rotateEnableUpdate = false;
70 private Vector3 m_lockX;
71 private Vector3 m_lockY;
72 private Vector3 m_lockZ;
73 private IntPtr Amotor = IntPtr.Zero;
74 private IntPtr AmotorX = IntPtr.Zero;
75 private IntPtr AmotorY = IntPtr.Zero;
76 private IntPtr AmotorZ = IntPtr.Zero;
77
78 private Vector3 m_PIDTarget;
79 private float m_PIDTau;
80 private float PID_D = 35f;
81 private float PID_G = 25f;
82 private bool m_usePID = false;
83
84 private Quaternion m_APIDTarget = new Quaternion();
85 private float m_APIDStrength = 0.5f;
86 private float m_APIDDamping = 0.5f;
87 private bool m_useAPID = false;
88
89 // These next 7 params apply to llSetHoverHeight(float height, integer water, float tau),
90 // do not confuse with VEHICLE HOVER
91
92 private float m_PIDHoverHeight;
93 private float m_PIDHoverTau;
94 private bool m_useHoverPID;
95 private PIDHoverType m_PIDHoverType = PIDHoverType.Ground;
96 private float m_targetHoverHeight;
97 private float m_groundHeight;
98 private float m_waterHeight;
99 private float m_buoyancy; //m_buoyancy set by llSetBuoyancy()
100
101 // private float m_tensor = 5f;
102 private int body_autodisable_frames = 20;
103
104
105 private const CollisionCategories m_default_collisionFlags = (CollisionCategories.Geom
106 | CollisionCategories.Space
107 | CollisionCategories.Body
108 | CollisionCategories.Character
109 );
110 private bool m_taintshape;
111 private bool m_taintPhysics;
112 private bool m_collidesLand = true;
113 private bool m_collidesWater;
114 public bool m_returnCollisions;
115
116 // Default we're a Geometry
117 private CollisionCategories m_collisionCategories = (CollisionCategories.Geom);
118
119 // Default, Collide with Other Geometries, spaces and Bodies
120 private CollisionCategories m_collisionFlags = m_default_collisionFlags;
121
122 public bool m_taintremove;
123 public bool m_taintdisable;
124 public bool m_disabled;
125 public bool m_taintadd;
126 public bool m_taintselected;
127 public bool m_taintCollidesWater;
128
129 public uint m_localID;
130
131 //public GCHandle gc;
132 private CollisionLocker ode;
133
134 private bool m_meshfailed = false;
135 private bool m_taintforce = false;
136 private bool m_taintaddangularforce = false;
137 private Vector3 m_force;
138 private List<Vector3> m_forcelist = new List<Vector3>();
139 private List<Vector3> m_angularforcelist = new List<Vector3>();
140
141 private IMesh _mesh;
142 private PrimitiveBaseShape _pbs;
143 private OdeScene _parent_scene;
144 public IntPtr m_targetSpace = IntPtr.Zero;
145 public IntPtr prim_geom;
146// public IntPtr prev_geom;
147 public IntPtr _triMeshData;
148
149 private IntPtr _linkJointGroup = IntPtr.Zero;
150 private PhysicsActor _parent;
151 private PhysicsActor m_taintparent;
152
153 private List<OdePrim> childrenPrim = new List<OdePrim>();
154
155 private bool iscolliding;
156 private bool m_isphysical;
157 private bool m_isSelected;
158
159 internal bool m_isVolumeDetect; // If true, this prim only detects collisions but doesn't collide actively
160
161 private bool m_throttleUpdates;
162 private int throttleCounter;
163 public int m_interpenetrationcount;
164 public float m_collisionscore;
165 public int m_roundsUnderMotionThreshold;
166 private int m_crossingfailures;
167
168 public bool outofBounds;
169 private float m_density = 10.000006836f; // Aluminum g/cm3;
170
171 public bool _zeroFlag; // if body has been stopped
172 private bool m_lastUpdateSent;
173
174 public IntPtr Body = IntPtr.Zero;
175 public String m_primName;
176 private Vector3 _target_velocity;
177 public d.Mass pMass;
178
179 public int m_eventsubscription;
180 private CollisionEventUpdate CollisionEventsThisFrame;
181
182 private IntPtr m_linkJoint = IntPtr.Zero;
183
184 public volatile bool childPrim;
185
186 internal int m_material = (int)Material.Wood;
187
188 private int frcount = 0; // Used to limit dynamics debug output to
189 private int revcount = 0; // Reverse motion while > 0
190
191 private IntPtr m_body = IntPtr.Zero;
192
193 // Vehicle properties ============================================================================================
194 private Vehicle m_type = Vehicle.TYPE_NONE; // If a 'VEHICLE', and what kind
195 // private Quaternion m_referenceFrame = Quaternion.Identity; // Axis modifier
196 private VehicleFlag m_flags = (VehicleFlag) 0; // Bit settings:
197 // HOVER_TERRAIN_ONLY
198 // HOVER_GLOBAL_HEIGHT
199 // NO_DEFLECTION_UP
200 // HOVER_WATER_ONLY
201 // HOVER_UP_ONLY
202 // LIMIT_MOTOR_UP
203 // LIMIT_ROLL_ONLY
204
205 // Linear properties
206 private Vector3 m_linearMotorDirection = Vector3.Zero; // (was m_linearMotorDirectionLASTSET) the (local) Velocity
207 //requested by LSL
208 private float m_linearMotorTimescale = 0; // Motor Attack rate set by LSL
209 private float m_linearMotorDecayTimescale = 0; // Motor Decay rate set by LSL
210 private Vector3 m_linearFrictionTimescale = Vector3.Zero; // General Friction set by LSL
211
212 private Vector3 m_lLinMotorDVel = Vector3.Zero; // decayed motor
213 private Vector3 m_lLinObjectVel = Vector3.Zero; // local frame object velocity
214 private Vector3 m_wLinObjectVel = Vector3.Zero; // world frame object velocity
215
216 //Angular properties
217 private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor
218
219 private float m_angularMotorTimescale = 0; // motor angular Attack rate set by LSL
220 private float m_angularMotorDecayTimescale = 0; // motor angular Decay rate set by LSL
221 private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular Friction set by LSL
222
223 private Vector3 m_angularMotorDVel = Vector3.Zero; // decayed angular motor
224// private Vector3 m_angObjectVel = Vector3.Zero; // current body angular velocity
225 private Vector3 m_lastAngularVelocity = Vector3.Zero; // what was last applied to body
226
227 //Deflection properties
228 // private float m_angularDeflectionEfficiency = 0;
229 // private float m_angularDeflectionTimescale = 0;
230 // private float m_linearDeflectionEfficiency = 0;
231 // private float m_linearDeflectionTimescale = 0;
232
233 //Banking properties
234 // private float m_bankingEfficiency = 0;
235 // private float m_bankingMix = 0;
236 // private float m_bankingTimescale = 0;
237
238 //Hover and Buoyancy properties
239 private float m_VhoverHeight = 0f;
240// private float m_VhoverEfficiency = 0f;
241 private float m_VhoverTimescale = 0f;
242 private float m_VhoverTargetHeight = -1.0f; // if <0 then no hover, else its the current target height
243 private float m_VehicleBuoyancy = 0f; // Set by VEHICLE_BUOYANCY, for a vehicle.
244 // Modifies gravity. Slider between -1 (double-gravity) and 1 (full anti-gravity)
245 // KF: So far I have found no good method to combine a script-requested .Z velocity and gravity.
246 // Therefore only m_VehicleBuoyancy=1 (0g) will use the script-requested .Z velocity.
247
248 //Attractor properties
249 private float m_verticalAttractionEfficiency = 1.0f; // damped
250 private float m_verticalAttractionTimescale = 500f; // Timescale > 300 means no vert attractor.
251
252
253
254
255
256
257 public OdePrim(String primName, OdeScene parent_scene, Vector3 pos, Vector3 size,
258 Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool pisPhysical, CollisionLocker dode)
259 {
260 ode = dode;
261 if (!pos.IsFinite())
262 {
263 pos = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f),
264 parent_scene.GetTerrainHeightAtXY(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f)) + 0.5f);
265 m_log.Warn("[PHYSICS]: Got nonFinite Object create Position");
266 }
267
268 _position = pos;
269 m_taintposition = pos;
270 PID_D = parent_scene.bodyPIDD;
271 PID_G = parent_scene.bodyPIDG;
272 m_density = parent_scene.geomDefaultDensity;
273 // m_tensor = parent_scene.bodyMotorJointMaxforceTensor;
274 body_autodisable_frames = parent_scene.bodyFramesAutoDisable;
275
276
277 prim_geom = IntPtr.Zero;
278// prev_geom = IntPtr.Zero;
279
280 if (!pos.IsFinite())
281 {
282 size = new Vector3(0.5f, 0.5f, 0.5f);
283 m_log.Warn("[PHYSICS]: Got nonFinite Object create Size");
284 }
285
286 if (size.X <= 0) size.X = 0.01f;
287 if (size.Y <= 0) size.Y = 0.01f;
288 if (size.Z <= 0) size.Z = 0.01f;
289
290 _size = size;
291 m_taintsize = _size;
292
293 if (!QuaternionIsFinite(rotation))
294 {
295 rotation = Quaternion.Identity;
296 m_log.Warn("[PHYSICS]: Got nonFinite Object create Rotation");
297 }
298
299 _orientation = rotation;
300 m_taintrot = _orientation;
301 _mesh = mesh;
302 _pbs = pbs;
303
304 _parent_scene = parent_scene;
305 m_targetSpace = (IntPtr)0;
306
307// if (pos.Z < 0)
308 if (pos.Z < parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y))
309 m_isphysical = false;
310 else
311 {
312 m_isphysical = pisPhysical;
313 // If we're physical, we need to be in the master space for now.
314 // linksets *should* be in a space together.. but are not currently
315 if (m_isphysical)
316 m_targetSpace = _parent_scene.space;
317 }
318 m_primName = primName;
319 m_taintadd = true;
320 _parent_scene.AddPhysicsActorTaint(this);
321 // don't do .add() here; old geoms get recycled with the same hash
322 }
323
324 public override int PhysicsActorType
325 {
326 get { return (int) ActorTypes.Prim; }
327 set { return; }
328 }
329
330 public override bool SetAlwaysRun
331 {
332 get { return false; }
333 set { return; }
334 }
335
336 public override uint LocalID
337 {
338 set {
339 //m_log.Info("[PHYSICS]: Setting TrackerID: " + value);
340 m_localID = value; }
341 }
342
343 public override bool Grabbed
344 {
345 set { return; }
346 }
347
348 public override bool Selected
349 {
350 set {
351
352//Console.WriteLine("Sel {0} {1} {2}", m_primName, value, m_isphysical);
353 // This only makes the object not collidable if the object
354 // is physical or the object is modified somehow *IN THE FUTURE*
355 // without this, if an avatar selects prim, they can walk right
356 // through it while it's selected
357 m_collisionscore = 0;
358 if ((m_isphysical && !_zeroFlag) || !value)
359 {
360 m_taintselected = value;
361 _parent_scene.AddPhysicsActorTaint(this);
362 }
363 else
364 {
365 m_taintselected = value;
366 m_isSelected = value;
367 }
368 if(m_isSelected) disableBodySoft();
369 }
370 }
371
372 public override bool IsPhysical
373 {
374 get { return m_isphysical; }
375 set
376 {
377 m_isphysical = value;
378 if (!m_isphysical)
379 { // Zero the remembered last velocity
380 m_lastVelocity = Vector3.Zero;
381 if (m_type != Vehicle.TYPE_NONE) Halt();
382 }
383 }
384 }
385
386 public void setPrimForRemoval()
387 {
388 m_taintremove = true;
389 }
390
391 public override bool Flying
392 {
393 // no flying prims for you
394 get { return false; }
395 set { }
396 }
397
398 public override bool IsColliding
399 {
400 get { return iscolliding; }
401 set { iscolliding = value; }
402 }
403
404 public override bool CollidingGround
405 {
406 get { return false; }
407 set { return; }
408 }
409
410 public override bool CollidingObj
411 {
412 get { return false; }
413 set { return; }
414 }
415
416 public override bool ThrottleUpdates
417 {
418 get { return m_throttleUpdates; }
419 set { m_throttleUpdates = value; }
420 }
421
422 public override bool Stopped
423 {
424 get { return _zeroFlag; }
425 }
426
427 public override Vector3 Position
428 {
429 get { return _position; }
430
431 set { _position = value;
432 //m_log.Info("[PHYSICS]: " + _position.ToString());
433 }
434 }
435
436 public override Vector3 Size
437 {
438 get { return _size; }
439 set
440 {
441 if (value.IsFinite())
442 {
443 _size = value;
444 }
445 else
446 {
447 m_log.Warn("[PHYSICS]: Got NaN Size on object");
448 }
449 }
450 }
451
452 public override float Mass
453 {
454 get { return CalculateMass(); }
455 }
456
457 public override Vector3 Force
458 {
459 //get { return Vector3.Zero; }
460 get { return m_force; }
461 set
462 {
463 if (value.IsFinite())
464 {
465 m_force = value;
466 }
467 else
468 {
469 m_log.Warn("[PHYSICS]: NaN in Force Applied to an Object");
470 }
471 }
472 }
473
474 public override int VehicleType
475 {
476 get { return (int)m_type; }
477 set { ProcessTypeChange((Vehicle)value); }
478 }
479
480 public override void VehicleFloatParam(int param, float value)
481 {
482 ProcessFloatVehicleParam((Vehicle) param, value);
483 }
484
485 public override void VehicleVectorParam(int param, Vector3 value)
486 {
487 ProcessVectorVehicleParam((Vehicle) param, value);
488 }
489
490 public override void VehicleRotationParam(int param, Quaternion rotation)
491 {
492 ProcessRotationVehicleParam((Vehicle) param, rotation);
493 }
494
495 public override void VehicleFlags(int param, bool remove)
496 {
497 ProcessVehicleFlags(param, remove);
498 }
499
500 public override void SetVolumeDetect(int param)
501 {
502 lock (_parent_scene.OdeLock)
503 {
504 m_isVolumeDetect = (param!=0);
505 }
506 }
507
508 public override Vector3 CenterOfMass
509 {
510 get { return Vector3.Zero; }
511 }
512
513 public override Vector3 GeometricCenter
514 {
515 get { return Vector3.Zero; }
516 }
517
518 public override PrimitiveBaseShape Shape
519 {
520 set
521 {
522 _pbs = value;
523 m_taintshape = true;
524 }
525 }
526
527 public override Vector3 Velocity
528 {
529 get
530 {
531 // Averate previous velocity with the new one so
532 // client object interpolation works a 'little' better
533 if (_zeroFlag)
534 return Vector3.Zero;
535
536 Vector3 returnVelocity = Vector3.Zero;
537 returnVelocity.X = (m_lastVelocity.X + _velocity.X)/2;
538 returnVelocity.Y = (m_lastVelocity.Y + _velocity.Y)/2;
539 returnVelocity.Z = (m_lastVelocity.Z + _velocity.Z)/2;
540 return returnVelocity;
541 }
542 set
543 {
544 if (value.IsFinite())
545 {
546 _velocity = value;
547
548 m_taintVelocity = value;
549 _parent_scene.AddPhysicsActorTaint(this);
550 }
551 else
552 {
553 m_log.Warn("[PHYSICS]: Got NaN Velocity in Object");
554 }
555
556 }
557 }
558
559 public override Vector3 Torque
560 {
561 get
562 {
563 if (!m_isphysical || Body == IntPtr.Zero)
564 return Vector3.Zero;
565
566 return _torque;
567 }
568
569 set
570 {
571 if (value.IsFinite())
572 {
573 m_taintTorque = value;
574 _parent_scene.AddPhysicsActorTaint(this);
575 }
576 else
577 {
578 m_log.Warn("[PHYSICS]: Got NaN Torque in Object");
579 }
580 }
581 }
582
583 public override float CollisionScore
584 {
585 get { return m_collisionscore; }
586 set { m_collisionscore = value; }
587 }
588
589 public override bool Kinematic
590 {
591 get { return false; }
592 set { }
593 }
594
595 public override Quaternion Orientation
596 {
597 get { return _orientation; }
598 set
599 {
600 if (QuaternionIsFinite(value))
601 {
602 _orientation = value;
603 }
604 else
605 m_log.Warn("[PHYSICS]: Got NaN quaternion Orientation from Scene in Object");
606
607 }
608 }
609
610
611 public override bool FloatOnWater
612 {
613 set {
614 m_taintCollidesWater = value;
615 _parent_scene.AddPhysicsActorTaint(this);
616 }
617 }
618
619 public override void SetMomentum(Vector3 momentum)
620 {
621 }
622
623 public override Vector3 PIDTarget
624 {
625 set
626 {
627 if (value.IsFinite())
628 {
629 m_PIDTarget = value;
630 }
631 else
632 m_log.Warn("[PHYSICS]: Got NaN PIDTarget from Scene on Object");
633 }
634 }
635 public override bool PIDActive { set { m_usePID = value; } }
636 public override float PIDTau { set { m_PIDTau = value; } }
637
638 // For RotLookAt
639 public override Quaternion APIDTarget { set { m_APIDTarget = value; } }
640 public override bool APIDActive { set { m_useAPID = value; } }
641 public override float APIDStrength { set { m_APIDStrength = value; } }
642 public override float APIDDamping { set { m_APIDDamping = value; } }
643
644 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } }
645 public override bool PIDHoverActive { set { m_useHoverPID = value; } }
646 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } }
647 public override float PIDHoverTau { set { m_PIDHoverTau = value; } }
648
649 internal static bool QuaternionIsFinite(Quaternion q)
650 {
651 if (Single.IsNaN(q.X) || Single.IsInfinity(q.X))
652 return false;
653 if (Single.IsNaN(q.Y) || Single.IsInfinity(q.Y))
654 return false;
655 if (Single.IsNaN(q.Z) || Single.IsInfinity(q.Z))
656 return false;
657 if (Single.IsNaN(q.W) || Single.IsInfinity(q.W))
658 return false;
659 return true;
660 }
661
662 public override Vector3 Acceleration // client updates read data via here
663 {
664 get { return _acceleration; }
665 }
666
667
668 public void SetAcceleration(Vector3 accel) // No one calls this, and it would not do anything.
669 {
670 _acceleration = accel;
671 }
672
673 public override void AddForce(Vector3 force, bool pushforce)
674 {
675 if (force.IsFinite())
676 {
677 lock (m_forcelist)
678 m_forcelist.Add(force);
679
680 m_taintforce = true;
681 }
682 else
683 {
684 m_log.Warn("[PHYSICS]: Got Invalid linear force vector from Scene in Object");
685 }
686 //m_log.Info("[PHYSICS]: Added Force:" + force.ToString() + " to prim at " + Position.ToString());
687 }
688
689 public override void AddAngularForce(Vector3 force, bool pushforce)
690 {
691 if (force.IsFinite())
692 {
693 m_angularforcelist.Add(force);
694 m_taintaddangularforce = true;
695 }
696 else
697 {
698 m_log.Warn("[PHYSICS]: Got Invalid Angular force vector from Scene in Object");
699 }
700 }
701
702 public override Vector3 RotationalVelocity
703 {
704 get
705 {
706 return m_rotationalVelocity;
707 }
708 set
709 {
710 if (value.IsFinite())
711 {
712 m_rotationalVelocity = value;
713 }
714 else
715 {
716 m_log.Warn("[PHYSICS]: Got NaN RotationalVelocity in Object");
717 }
718 }
719 }
720
721 public override void CrossingFailure()
722 {
723 m_crossingfailures++;
724 if (m_crossingfailures > _parent_scene.geomCrossingFailuresBeforeOutofbounds)
725 {
726 base.RaiseOutOfBounds(_position);
727 return;
728 }
729 else if (m_crossingfailures == _parent_scene.geomCrossingFailuresBeforeOutofbounds)
730 {
731 m_log.Warn("[PHYSICS]: Too many crossing failures for: " + m_primName);
732 }
733 }
734
735 public override float Buoyancy
736 {
737 get { return m_buoyancy; }
738// set { m_buoyancy = value; }
739 set {
740 m_buoyancy = value;
741
742 Console.WriteLine("m_buoyancy={0}", m_buoyancy);
743 }
744 }
745
746 public override void link(PhysicsActor obj)
747 {
748 m_taintparent = obj;
749 }
750
751 public override void delink()
752 {
753 m_taintparent = null;
754 }
755
756 public override void LockAngularMotion(Vector3 axis)
757 {
758 // This is actually ROTATION ENABLE, not a lock.
759 // default is <1,1,1> which is all enabled.
760 // The lock value is updated inside Move(), no point in using the taint system.
761 // OS 'm_taintAngularLock' etc change to m_rotateEnable.
762 if (axis.IsFinite())
763 {
764 axis.X = (axis.X > 0) ? 1f : 0f;
765 axis.Y = (axis.Y > 0) ? 1f : 0f;
766 axis.Z = (axis.Z > 0) ? 1f : 0f;
767 m_log.DebugFormat("[axislock]: <{0},{1},{2}>", axis.X, axis.Y, axis.Z);
768 m_rotateEnableRequest = axis;
769 m_rotateEnableUpdate = true;
770 }
771 else
772 {
773 m_log.Warn("[PHYSICS]: Got NaN locking axis from Scene on Object");
774 }
775 }
776
777
778 public void SetGeom(IntPtr geom)
779 {
780 if(prim_geom != IntPtr.Zero)
781 {
782 // Remove any old entries
783//string tPA;
784//_parent_scene.geom_name_map.TryGetValue(prim_geom, out tPA);
785//Console.WriteLine("**** Remove {0}", tPA);
786 if(_parent_scene.geom_name_map.ContainsKey(prim_geom)) _parent_scene.geom_name_map.Remove(prim_geom);
787 if(_parent_scene.actor_name_map.ContainsKey(prim_geom)) _parent_scene.actor_name_map.Remove(prim_geom);
788 d.GeomDestroy(prim_geom);
789 }
790
791 prim_geom = geom;
792//Console.WriteLine("SetGeom to " + prim_geom + " for " + m_primName);
793 if (prim_geom != IntPtr.Zero)
794 {
795 _parent_scene.geom_name_map[prim_geom] = this.m_primName;
796 _parent_scene.actor_name_map[prim_geom] = (PhysicsActor)this;
797 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
798 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
799//Console.WriteLine("**** Create {2} Dicts: actor={0} name={1}", _parent_scene.actor_name_map.Count, _parent_scene.geom_name_map.Count, this.m_primName);
800 }
801
802 if (childPrim)
803 {
804 if (_parent != null && _parent is OdePrim)
805 {
806 OdePrim parent = (OdePrim)_parent;
807//Console.WriteLine("SetGeom calls ChildSetGeom");
808 parent.ChildSetGeom(this);
809 }
810 }
811 //m_log.Warn("Setting Geom to: " + prim_geom);
812 }
813
814 public void enableBodySoft()
815 {
816 if (!childPrim)
817 {
818 if (m_isphysical && Body != IntPtr.Zero)
819 {
820 d.BodyEnable(Body);
821 if (m_type != Vehicle.TYPE_NONE)
822 Enable(Body, _parent_scene);
823 }
824
825 m_disabled = false;
826 }
827 }
828
829 public void disableBodySoft()
830 {
831 m_disabled = true;
832
833 if (m_isphysical && Body != IntPtr.Zero)
834 {
835 d.BodyDisable(Body);
836 Halt();
837 }
838 }
839
840 public void enableBody()
841 {
842 // Don't enable this body if we're a child prim
843 // this should be taken care of in the parent function not here
844 if (!childPrim)
845 {
846 // Sets the geom to a body
847 Body = d.BodyCreate(_parent_scene.world);
848
849 setMass();
850 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
851 d.Quaternion myrot = new d.Quaternion();
852 myrot.X = _orientation.X;
853 myrot.Y = _orientation.Y;
854 myrot.Z = _orientation.Z;
855 myrot.W = _orientation.W;
856 d.BodySetQuaternion(Body, ref myrot);
857 d.GeomSetBody(prim_geom, Body);
858 m_collisionCategories |= CollisionCategories.Body;
859 m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
860
861 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
862 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
863
864 d.BodySetAutoDisableFlag(Body, true);
865 d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
866
867 // disconnect from world gravity so we can apply buoyancy
868 d.BodySetGravityMode (Body, false);
869
870 m_interpenetrationcount = 0;
871 m_collisionscore = 0;
872 m_disabled = false;
873
874 if (m_type != Vehicle.TYPE_NONE)
875 {
876 Enable(Body, _parent_scene);
877 }
878
879 _parent_scene.addActivePrim(this);
880 }
881 }
882
883 #region Mass Calculation
884
885 private float CalculateMass()
886 {
887 float volume = _size.X * _size.Y * _size.Z; // default
888 float tmp;
889
890 float returnMass = 0;
891 float hollowAmount = (float)_pbs.ProfileHollow * 2.0e-5f;
892 float hollowVolume = hollowAmount * hollowAmount;
893
894 switch (_pbs.ProfileShape)
895 {
896 case ProfileShape.Square:
897 // default box
898
899 if (_pbs.PathCurve == (byte)Extrusion.Straight)
900 {
901 if (hollowAmount > 0.0)
902 {
903 switch (_pbs.HollowShape)
904 {
905 case HollowShape.Square:
906 case HollowShape.Same:
907 break;
908
909 case HollowShape.Circle:
910
911 hollowVolume *= 0.78539816339f;
912 break;
913
914 case HollowShape.Triangle:
915
916 hollowVolume *= (0.5f * .5f);
917 break;
918
919 default:
920 hollowVolume = 0;
921 break;
922 }
923 volume *= (1.0f - hollowVolume);
924 }
925 }
926
927 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
928 {
929 //a tube
930
931 volume *= 0.78539816339e-2f * (float)(200 - _pbs.PathScaleX);
932 tmp= 1.0f -2.0e-2f * (float)(200 - _pbs.PathScaleY);
933 volume -= volume*tmp*tmp;
934
935 if (hollowAmount > 0.0)
936 {
937 hollowVolume *= hollowAmount;
938
939 switch (_pbs.HollowShape)
940 {
941 case HollowShape.Square:
942 case HollowShape.Same:
943 break;
944
945 case HollowShape.Circle:
946 hollowVolume *= 0.78539816339f;;
947 break;
948
949 case HollowShape.Triangle:
950 hollowVolume *= 0.5f * 0.5f;
951 break;
952 default:
953 hollowVolume = 0;
954 break;
955 }
956 volume *= (1.0f - hollowVolume);
957 }
958 }
959
960 break;
961
962 case ProfileShape.Circle:
963
964 if (_pbs.PathCurve == (byte)Extrusion.Straight)
965 {
966 volume *= 0.78539816339f; // elipse base
967
968 if (hollowAmount > 0.0)
969 {
970 switch (_pbs.HollowShape)
971 {
972 case HollowShape.Same:
973 case HollowShape.Circle:
974 break;
975
976 case HollowShape.Square:
977 hollowVolume *= 0.5f * 2.5984480504799f;
978 break;
979
980 case HollowShape.Triangle:
981 hollowVolume *= .5f * 1.27323954473516f;
982 break;
983
984 default:
985 hollowVolume = 0;
986 break;
987 }
988 volume *= (1.0f - hollowVolume);
989 }
990 }
991
992 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
993 {
994 volume *= 0.61685027506808491367715568749226e-2f * (float)(200 - _pbs.PathScaleX);
995 tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY);
996 volume *= (1.0f - tmp * tmp);
997
998 if (hollowAmount > 0.0)
999 {
1000
1001 // calculate the hollow volume by it's shape compared to the prim shape
1002 hollowVolume *= hollowAmount;
1003
1004 switch (_pbs.HollowShape)
1005 {
1006 case HollowShape.Same:
1007 case HollowShape.Circle:
1008 break;
1009
1010 case HollowShape.Square:
1011 hollowVolume *= 0.5f * 2.5984480504799f;
1012 break;
1013
1014 case HollowShape.Triangle:
1015 hollowVolume *= .5f * 1.27323954473516f;
1016 break;
1017
1018 default:
1019 hollowVolume = 0;
1020 break;
1021 }
1022 volume *= (1.0f - hollowVolume);
1023 }
1024 }
1025 break;
1026
1027 case ProfileShape.HalfCircle:
1028 if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1029 {
1030 volume *= 0.52359877559829887307710723054658f;
1031 }
1032 break;
1033
1034 case ProfileShape.EquilateralTriangle:
1035
1036 if (_pbs.PathCurve == (byte)Extrusion.Straight)
1037 {
1038 volume *= 0.32475953f;
1039
1040 if (hollowAmount > 0.0)
1041 {
1042
1043 // calculate the hollow volume by it's shape compared to the prim shape
1044 switch (_pbs.HollowShape)
1045 {
1046 case HollowShape.Same:
1047 case HollowShape.Triangle:
1048 hollowVolume *= .25f;
1049 break;
1050
1051 case HollowShape.Square:
1052 hollowVolume *= 0.499849f * 3.07920140172638f;
1053 break;
1054
1055 case HollowShape.Circle:
1056 // Hollow shape is a perfect cyllinder in respect to the cube's scale
1057 // Cyllinder hollow volume calculation
1058
1059 hollowVolume *= 0.1963495f * 3.07920140172638f;
1060 break;
1061
1062 default:
1063 hollowVolume = 0;
1064 break;
1065 }
1066 volume *= (1.0f - hollowVolume);
1067 }
1068 }
1069 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1070 {
1071 volume *= 0.32475953f;
1072 volume *= 0.01f * (float)(200 - _pbs.PathScaleX);
1073 tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY);
1074 volume *= (1.0f - tmp * tmp);
1075
1076 if (hollowAmount > 0.0)
1077 {
1078
1079 hollowVolume *= hollowAmount;
1080
1081 switch (_pbs.HollowShape)
1082 {
1083 case HollowShape.Same:
1084 case HollowShape.Triangle:
1085 hollowVolume *= .25f;
1086 break;
1087
1088 case HollowShape.Square:
1089 hollowVolume *= 0.499849f * 3.07920140172638f;
1090 break;
1091
1092 case HollowShape.Circle:
1093
1094 hollowVolume *= 0.1963495f * 3.07920140172638f;
1095 break;
1096
1097 default:
1098 hollowVolume = 0;
1099 break;
1100 }
1101 volume *= (1.0f - hollowVolume);
1102 }
1103 }
1104 break;
1105
1106 default:
1107 break;
1108 }
1109
1110
1111
1112 float taperX1;
1113 float taperY1;
1114 float taperX;
1115 float taperY;
1116 float pathBegin;
1117 float pathEnd;
1118 float profileBegin;
1119 float profileEnd;
1120
1121 if (_pbs.PathCurve == (byte)Extrusion.Straight || _pbs.PathCurve == (byte)Extrusion.Flexible)
1122 {
1123 taperX1 = _pbs.PathScaleX * 0.01f;
1124 if (taperX1 > 1.0f)
1125 taperX1 = 2.0f - taperX1;
1126 taperX = 1.0f - taperX1;
1127
1128 taperY1 = _pbs.PathScaleY * 0.01f;
1129 if (taperY1 > 1.0f)
1130 taperY1 = 2.0f - taperY1;
1131 taperY = 1.0f - taperY1;
1132 }
1133 else
1134 {
1135 taperX = _pbs.PathTaperX * 0.01f;
1136 if (taperX < 0.0f)
1137 taperX = -taperX;
1138 taperX1 = 1.0f - taperX;
1139
1140 taperY = _pbs.PathTaperY * 0.01f;
1141 if (taperY < 0.0f)
1142 taperY = -taperY;
1143 taperY1 = 1.0f - taperY;
1144
1145 }
1146
1147
1148 volume *= (taperX1 * taperY1 + 0.5f * (taperX1 * taperY + taperX * taperY1) + 0.3333333333f * taperX * taperY);
1149
1150 pathBegin = (float)_pbs.PathBegin * 2.0e-5f;
1151 pathEnd = 1.0f - (float)_pbs.PathEnd * 2.0e-5f;
1152 volume *= (pathEnd - pathBegin);
1153
1154// this is crude aproximation
1155 profileBegin = (float)_pbs.ProfileBegin * 2.0e-5f;
1156 profileEnd = 1.0f - (float)_pbs.ProfileEnd * 2.0e-5f;
1157 volume *= (profileEnd - profileBegin);
1158
1159 returnMass = m_density * volume;
1160
1161 if (returnMass <= 0)
1162 returnMass = 0.0001f;//ckrinke: Mass must be greater then zero.
1163// else if (returnMass > _parent_scene.maximumMassObject)
1164// returnMass = _parent_scene.maximumMassObject;
1165
1166
1167
1168
1169 // Recursively calculate mass
1170 bool HasChildPrim = false;
1171 lock (childrenPrim)
1172 {
1173 if (childrenPrim.Count > 0)
1174 {
1175 HasChildPrim = true;
1176 }
1177
1178 }
1179 if (HasChildPrim)
1180 {
1181 OdePrim[] childPrimArr = new OdePrim[0];
1182
1183 lock (childrenPrim)
1184 childPrimArr = childrenPrim.ToArray();
1185
1186 for (int i = 0; i < childPrimArr.Length; i++)
1187 {
1188 if (childPrimArr[i] != null && !childPrimArr[i].m_taintremove)
1189 returnMass += childPrimArr[i].CalculateMass();
1190 // failsafe, this shouldn't happen but with OpenSim, you never know :)
1191 if (i > 256)
1192 break;
1193 }
1194 }
1195 if (returnMass > _parent_scene.maximumMassObject)
1196 returnMass = _parent_scene.maximumMassObject;
1197 return returnMass;
1198 }// end CalculateMass
1199
1200 #endregion
1201
1202 public void setMass()
1203 {
1204 if (Body != (IntPtr) 0)
1205 {
1206 float newmass = CalculateMass();
1207
1208 //m_log.Info("[PHYSICS]: New Mass: " + newmass.ToString());
1209
1210 d.MassSetBoxTotal(out pMass, newmass, _size.X, _size.Y, _size.Z);
1211 d.BodySetMass(Body, ref pMass);
1212 }
1213 }
1214
1215 public void disableBody()
1216 {
1217 //this kills the body so things like 'mesh' can re-create it.
1218 lock (this)
1219 {
1220 if (!childPrim)
1221 {
1222 if (Body != IntPtr.Zero)
1223 {
1224 _parent_scene.remActivePrim(this);
1225 m_collisionCategories &= ~CollisionCategories.Body;
1226 m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
1227
1228 if (prim_geom != IntPtr.Zero)
1229 {
1230 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1231 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1232 }
1233
1234
1235 d.BodyDestroy(Body);
1236 lock (childrenPrim)
1237 {
1238 if (childrenPrim.Count > 0)
1239 {
1240 foreach (OdePrim prm in childrenPrim)
1241 {
1242 _parent_scene.remActivePrim(prm);
1243 prm.Body = IntPtr.Zero;
1244 }
1245 }
1246 }
1247 Body = IntPtr.Zero;
1248 }
1249 }
1250 else
1251 {
1252 _parent_scene.remActivePrim(this);
1253
1254 m_collisionCategories &= ~CollisionCategories.Body;
1255 m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
1256
1257 if (prim_geom != IntPtr.Zero)
1258 {
1259 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1260 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1261 }
1262
1263
1264 Body = IntPtr.Zero;
1265 }
1266 }
1267 m_disabled = true;
1268 m_collisionscore = 0;
1269 }
1270
1271 private static Dictionary<IMesh, IntPtr> m_MeshToTriMeshMap = new Dictionary<IMesh, IntPtr>();
1272
1273 public void setMesh(OdeScene parent_scene, IMesh mesh)
1274 {
1275 // This sleeper is there to moderate how long it takes between
1276 // setting up the mesh and pre-processing it when we get rapid fire mesh requests on a single object
1277
1278 //Thread.Sleep(10);
1279
1280 //Kill Body so that mesh can re-make the geom
1281 if (IsPhysical && Body != IntPtr.Zero)
1282 {
1283 if (childPrim)
1284 {
1285 if (_parent != null)
1286 {
1287 OdePrim parent = (OdePrim)_parent;
1288 parent.ChildDelink(this);
1289 }
1290 }
1291 else
1292 {
1293 disableBody();
1294 }
1295 }
1296
1297 IntPtr vertices, indices;
1298 int vertexCount, indexCount;
1299 int vertexStride, triStride;
1300 mesh.getVertexListAsPtrToFloatArray(out vertices, out vertexStride, out vertexCount); // Note, that vertices are fixed in unmanaged heap
1301 mesh.getIndexListAsPtrToIntArray(out indices, out triStride, out indexCount); // Also fixed, needs release after usage
1302
1303 mesh.releaseSourceMeshData(); // free up the original mesh data to save memory
1304 if (m_MeshToTriMeshMap.ContainsKey(mesh))
1305 {
1306 _triMeshData = m_MeshToTriMeshMap[mesh];
1307 }
1308 else
1309 {
1310 _triMeshData = d.GeomTriMeshDataCreate();
1311
1312 d.GeomTriMeshDataBuildSimple(_triMeshData, vertices, vertexStride, vertexCount, indices, indexCount, triStride);
1313 d.GeomTriMeshDataPreprocess(_triMeshData);
1314 m_MeshToTriMeshMap[mesh] = _triMeshData;
1315 }
1316
1317 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1318 try
1319 {
1320 // if (prim_geom == IntPtr.Zero) // setGeom takes care of phys engine recreate and prim_geom pointer
1321 // {
1322 SetGeom(d.CreateTriMesh(m_targetSpace, _triMeshData, parent_scene.triCallback, null, null));
1323 // }
1324 }
1325 catch (AccessViolationException)
1326 {
1327 m_log.Error("[PHYSICS]: MESH LOCKED");
1328 return;
1329 }
1330
1331
1332 // if (IsPhysical && Body == (IntPtr) 0)
1333 // {
1334 // Recreate the body
1335 // m_interpenetrationcount = 0;
1336 // m_collisionscore = 0;
1337
1338 // enableBody();
1339 // }
1340 }
1341
1342 public void ProcessTaints(float timestep) //=============================================================================
1343 {
1344 if (m_taintadd)
1345 {
1346 changeadd(timestep);
1347 }
1348
1349 if (prim_geom != IntPtr.Zero)
1350 {
1351 if (!_position.ApproxEquals(m_taintposition, 0f))
1352 changemove(timestep);
1353
1354 if (m_taintrot != _orientation)
1355 {
1356 if(childPrim && IsPhysical) // For physical child prim...
1357 {
1358 rotate(timestep);
1359 // KF: ODE will also rotate the parent prim!
1360 // so rotate the root back to where it was
1361 OdePrim parent = (OdePrim)_parent;
1362 parent.rotate(timestep);
1363 }
1364 else
1365 {
1366 //Just rotate the prim
1367 rotate(timestep);
1368 }
1369 }
1370 //
1371
1372 if (m_taintPhysics != m_isphysical && !(m_taintparent != _parent))
1373 changePhysicsStatus(timestep);
1374 //
1375
1376 if (!_size.ApproxEquals(m_taintsize,0f))
1377 changesize(timestep);
1378 //
1379
1380 if (m_taintshape)
1381 changeshape(timestep);
1382 //
1383
1384 if (m_taintforce)
1385 changeAddForce(timestep);
1386
1387 if (m_taintaddangularforce)
1388 changeAddAngularForce(timestep);
1389
1390 if (!m_taintTorque.ApproxEquals(Vector3.Zero, 0.001f))
1391 changeSetTorque(timestep);
1392
1393 if (m_taintdisable)
1394 changedisable(timestep);
1395
1396 if (m_taintselected != m_isSelected)
1397 changeSelectedStatus(timestep);
1398
1399 if (!m_taintVelocity.ApproxEquals(Vector3.Zero, 0.001f))
1400 changevelocity(timestep);
1401
1402 if (m_taintparent != _parent)
1403 changelink(timestep);
1404
1405 if (m_taintCollidesWater != m_collidesWater)
1406 changefloatonwater(timestep);
1407/* obsolete
1408 if (!m_angularLock.ApproxEquals(m_taintAngularLock,0f))
1409 changeAngularLock(timestep);
1410 */
1411 }
1412 else
1413 {
1414 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.)");
1415 }
1416 }
1417
1418/* obsolete
1419 private void changeAngularLock(float timestep)
1420 {
1421 if (_parent == null)
1422 {
1423 m_angularLock = m_taintAngularLock;
1424 m_angularLockSet = true;
1425 }
1426 }
1427 */
1428 private void changelink(float timestep)
1429 {
1430 // If the newly set parent is not null
1431 // create link
1432 if (_parent == null && m_taintparent != null)
1433 {
1434 if (m_taintparent.PhysicsActorType == (int)ActorTypes.Prim)
1435 {
1436 OdePrim obj = (OdePrim)m_taintparent;
1437 //obj.disableBody();
1438 obj.ParentPrim(this);
1439
1440 /*
1441 if (obj.Body != (IntPtr)0 && Body != (IntPtr)0 && obj.Body != Body)
1442 {
1443 _linkJointGroup = d.JointGroupCreate(0);
1444 m_linkJoint = d.JointCreateFixed(_parent_scene.world, _linkJointGroup);
1445 d.JointAttach(m_linkJoint, obj.Body, Body);
1446 d.JointSetFixed(m_linkJoint);
1447 }
1448 */
1449 }
1450 }
1451 // If the newly set parent is null
1452 // destroy link
1453 else if (_parent != null && m_taintparent == null)
1454 {
1455 if (_parent is OdePrim)
1456 {
1457 OdePrim obj = (OdePrim)_parent;
1458 obj.ChildDelink(this);
1459 childPrim = false;
1460 //_parent = null;
1461 }
1462
1463 /*
1464 if (Body != (IntPtr)0 && _linkJointGroup != (IntPtr)0)
1465 d.JointGroupDestroy(_linkJointGroup);
1466
1467 _linkJointGroup = (IntPtr)0;
1468 m_linkJoint = (IntPtr)0;
1469 */
1470 }
1471
1472 _parent = m_taintparent;
1473 m_taintPhysics = m_isphysical;
1474 }
1475
1476 // I'm the parent
1477 // prim is the child
1478 public void ParentPrim(OdePrim prim)
1479 {
1480 if (this.m_localID != prim.m_localID)
1481 {
1482 if (Body == IntPtr.Zero)
1483 {
1484 Body = d.BodyCreate(_parent_scene.world);
1485 setMass();
1486 }
1487 if (Body != IntPtr.Zero)
1488 {
1489 lock (childrenPrim)
1490 {
1491 if (!childrenPrim.Contains(prim))
1492 {
1493 childrenPrim.Add(prim);
1494
1495 foreach (OdePrim prm in childrenPrim)
1496 {
1497 d.Mass m2;
1498 d.MassSetZero(out m2);
1499 d.MassSetBoxTotal(out m2, prim.CalculateMass(), prm._size.X, prm._size.Y, prm._size.Z);
1500
1501
1502 d.Quaternion quat = new d.Quaternion();
1503 quat.W = prm._orientation.W;
1504 quat.X = prm._orientation.X;
1505 quat.Y = prm._orientation.Y;
1506 quat.Z = prm._orientation.Z;
1507
1508 d.Matrix3 mat = new d.Matrix3();
1509 d.RfromQ(out mat, ref quat);
1510 d.MassRotate(ref m2, ref mat);
1511 d.MassTranslate(ref m2, Position.X - prm.Position.X, Position.Y - prm.Position.Y, Position.Z - prm.Position.Z);
1512 d.MassAdd(ref pMass, ref m2);
1513 }
1514 foreach (OdePrim prm in childrenPrim)
1515 {
1516
1517 prm.m_collisionCategories |= CollisionCategories.Body;
1518 prm.m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
1519
1520 if (prm.prim_geom == IntPtr.Zero)
1521 {
1522 m_log.Warn("[PHYSICS]: Unable to link one of the linkset elements. No geom yet");
1523 continue;
1524 }
1525//Console.WriteLine(" GeomSetCategoryBits 1: " + prm.prim_geom + " - " + (int)prm.m_collisionCategories + " for " + m_primName);
1526 d.GeomSetCategoryBits(prm.prim_geom, (int)prm.m_collisionCategories);
1527 d.GeomSetCollideBits(prm.prim_geom, (int)prm.m_collisionFlags);
1528
1529
1530 d.Quaternion quat = new d.Quaternion();
1531 quat.W = prm._orientation.W;
1532 quat.X = prm._orientation.X;
1533 quat.Y = prm._orientation.Y;
1534 quat.Z = prm._orientation.Z;
1535
1536 d.Matrix3 mat = new d.Matrix3();
1537 d.RfromQ(out mat, ref quat);
1538 if (Body != IntPtr.Zero)
1539 {
1540 d.GeomSetBody(prm.prim_geom, Body);
1541 prm.childPrim = true;
1542 d.GeomSetOffsetWorldPosition(prm.prim_geom, prm.Position.X , prm.Position.Y, prm.Position.Z);
1543 //d.GeomSetOffsetPosition(prim.prim_geom,
1544 // (Position.X - prm.Position.X) - pMass.c.X,
1545 // (Position.Y - prm.Position.Y) - pMass.c.Y,
1546 // (Position.Z - prm.Position.Z) - pMass.c.Z);
1547 d.GeomSetOffsetWorldRotation(prm.prim_geom, ref mat);
1548 //d.GeomSetOffsetRotation(prm.prim_geom, ref mat);
1549 d.MassTranslate(ref pMass, -pMass.c.X, -pMass.c.Y, -pMass.c.Z);
1550 d.BodySetMass(Body, ref pMass);
1551 }
1552 else
1553 {
1554 m_log.Debug("[PHYSICS]:I ain't got no boooooooooddy, no body");
1555 }
1556
1557
1558 prm.m_interpenetrationcount = 0;
1559 prm.m_collisionscore = 0;
1560 prm.m_disabled = false;
1561
1562 prm.Body = Body;
1563 _parent_scene.addActivePrim(prm);
1564 }
1565 m_collisionCategories |= CollisionCategories.Body;
1566 m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
1567
1568//Console.WriteLine("GeomSetCategoryBits 2: " + prim_geom + " - " + (int)m_collisionCategories + " for " + m_primName);
1569 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1570//Console.WriteLine(" Post GeomSetCategoryBits 2");
1571 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1572
1573
1574 d.Quaternion quat2 = new d.Quaternion();
1575 quat2.W = _orientation.W;
1576 quat2.X = _orientation.X;
1577 quat2.Y = _orientation.Y;
1578 quat2.Z = _orientation.Z;
1579
1580 d.Matrix3 mat2 = new d.Matrix3();
1581 d.RfromQ(out mat2, ref quat2);
1582 d.GeomSetBody(prim_geom, Body);
1583 d.GeomSetOffsetWorldPosition(prim_geom, Position.X - pMass.c.X, Position.Y - pMass.c.Y, Position.Z - pMass.c.Z);
1584 //d.GeomSetOffsetPosition(prim.prim_geom,
1585 // (Position.X - prm.Position.X) - pMass.c.X,
1586 // (Position.Y - prm.Position.Y) - pMass.c.Y,
1587 // (Position.Z - prm.Position.Z) - pMass.c.Z);
1588 //d.GeomSetOffsetRotation(prim_geom, ref mat2);
1589 d.MassTranslate(ref pMass, -pMass.c.X, -pMass.c.Y, -pMass.c.Z);
1590 d.BodySetMass(Body, ref pMass);
1591
1592 d.BodySetAutoDisableFlag(Body, true);
1593 d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
1594
1595
1596 m_interpenetrationcount = 0;
1597 m_collisionscore = 0;
1598 m_disabled = false;
1599
1600 d.BodySetPosition(Body, Position.X, Position.Y, Position.Z);
1601 if (m_type != Vehicle.TYPE_NONE) Enable(Body, _parent_scene);
1602 _parent_scene.addActivePrim(this);
1603 }
1604 }
1605 }
1606 }
1607
1608 }
1609
1610 private void ChildSetGeom(OdePrim odePrim)
1611 {
1612 //if (m_isphysical && Body != IntPtr.Zero)
1613 lock (childrenPrim)
1614 {
1615 foreach (OdePrim prm in childrenPrim)
1616 {
1617 //prm.childPrim = true;
1618 prm.disableBody();
1619 //prm.m_taintparent = null;
1620 //prm._parent = null;
1621 //prm.m_taintPhysics = false;
1622 //prm.m_disabled = true;
1623 //prm.childPrim = false;
1624 }
1625 }
1626 disableBody();
1627
1628
1629 if (Body != IntPtr.Zero)
1630 {
1631 _parent_scene.remActivePrim(this);
1632 }
1633
1634 lock (childrenPrim)
1635 {
1636 foreach (OdePrim prm in childrenPrim)
1637 {
1638 ParentPrim(prm);
1639 }
1640 }
1641
1642 }
1643
1644 private void ChildDelink(OdePrim odePrim)
1645 {
1646 // Okay, we have a delinked child.. need to rebuild the body.
1647 lock (childrenPrim)
1648 {
1649 foreach (OdePrim prm in childrenPrim)
1650 {
1651 prm.childPrim = true;
1652 prm.disableBody();
1653 //prm.m_taintparent = null;
1654 //prm._parent = null;
1655 //prm.m_taintPhysics = false;
1656 //prm.m_disabled = true;
1657 //prm.childPrim = false;
1658 }
1659 }
1660 disableBody();
1661
1662 lock (childrenPrim)
1663 {
1664 childrenPrim.Remove(odePrim);
1665 }
1666
1667 if (Body != IntPtr.Zero)
1668 {
1669 _parent_scene.remActivePrim(this);
1670 }
1671
1672 lock (childrenPrim)
1673 {
1674 foreach (OdePrim prm in childrenPrim)
1675 {
1676 ParentPrim(prm);
1677 }
1678 }
1679 }
1680
1681 private void changeSelectedStatus(float timestep)
1682 {
1683 if (m_taintselected)
1684 {
1685 m_collisionCategories = CollisionCategories.Selected;
1686 m_collisionFlags = (CollisionCategories.Sensor | CollisionCategories.Space);
1687
1688 // We do the body disable soft twice because 'in theory' a collision could have happened
1689 // in between the disabling and the collision properties setting
1690 // which would wake the physical body up from a soft disabling and potentially cause it to fall
1691 // through the ground.
1692
1693 // NOTE FOR JOINTS: this doesn't always work for jointed assemblies because if you select
1694 // just one part of the assembly, the rest of the assembly is non-selected and still simulating,
1695 // so that causes the selected part to wake up and continue moving.
1696
1697 // even if you select all parts of a jointed assembly, it is not guaranteed that the entire
1698 // assembly will stop simulating during the selection, because of the lack of atomicity
1699 // of select operations (their processing could be interrupted by a thread switch, causing
1700 // simulation to continue before all of the selected object notifications trickle down to
1701 // the physics engine).
1702
1703 // e.g. we select 100 prims that are connected by joints. non-atomically, the first 50 are
1704 // selected and disabled. then, due to a thread switch, the selection processing is
1705 // interrupted and the physics engine continues to simulate, so the last 50 items, whose
1706 // selection was not yet processed, continues to simulate. this wakes up ALL of the
1707 // first 50 again. then the last 50 are disabled. then the first 50, which were just woken
1708 // up, start simulating again, which in turn wakes up the last 50.
1709
1710 if (m_isphysical)
1711 {
1712 disableBodySoft();
1713 }
1714
1715 if (prim_geom != IntPtr.Zero)
1716 {
1717 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1718 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1719 }
1720
1721 if (m_isphysical)
1722 {
1723 disableBodySoft();
1724
1725 if (Body != IntPtr.Zero)
1726 {
1727 d.BodySetLinearVel(Body, 0f, 0f, 0f);
1728 d.BodySetForce(Body, 0, 0, 0);
1729 enableBodySoft();
1730 }
1731 }
1732 }
1733 else
1734 {
1735 m_collisionCategories = CollisionCategories.Geom;
1736
1737 if (m_isphysical)
1738 m_collisionCategories |= CollisionCategories.Body;
1739
1740 m_collisionFlags = m_default_collisionFlags;
1741
1742 if (m_collidesLand)
1743 m_collisionFlags |= CollisionCategories.Land;
1744 if (m_collidesWater)
1745 m_collisionFlags |= CollisionCategories.Water;
1746
1747 if (prim_geom != IntPtr.Zero)
1748 {
1749 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1750 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1751 }
1752/* Uhhh - stop the motion if the object is _selected_!!
1753 if (m_isphysical)
1754 {
1755 if (Body != IntPtr.Zero)
1756 {
1757 d.BodySetLinearVel(Body, 0f, 0f, 0f);
1758 d.BodySetForce(Body, 0, 0, 0);
1759 enableBodySoft();
1760 }
1761 }
1762*/
1763 }
1764
1765 resetCollisionAccounting();
1766 m_isSelected = m_taintselected;
1767 }//end changeSelectedStatus
1768
1769 public void ResetTaints()
1770 {
1771 m_taintposition = _position;
1772 m_taintrot = _orientation;
1773 m_taintPhysics = m_isphysical;
1774 m_taintselected = m_isSelected;
1775 m_taintsize = _size;
1776 m_taintshape = false;
1777 m_taintforce = false;
1778 m_taintdisable = false;
1779 m_taintVelocity = Vector3.Zero;
1780 }
1781
1782 public void CreateGeom(IntPtr m_targetSpace, IMesh _mesh)
1783 {
1784//Console.WriteLine("CreateGeom:");
1785 if (_mesh != null) // Special - make mesh
1786 {
1787 setMesh(_parent_scene, _mesh);
1788 }
1789 else // not a mesh
1790 {
1791 if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1) // special profile??
1792 {
1793 if (_size.X == _size.Y && _size.Y == _size.Z && _size.X == _size.Z) // Equi-size
1794 {
1795 if (((_size.X / 2f) > 0f)) // Has size
1796 {
1797 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1798 try
1799 {
1800//Console.WriteLine(" CreateGeom 1");
1801 SetGeom(d.CreateSphere(m_targetSpace, _size.X / 2));
1802 }
1803 catch (AccessViolationException)
1804 {
1805 m_log.Warn("[PHYSICS]: Unable to create physics proxy for object");
1806 ode.dunlock(_parent_scene.world);
1807 return;
1808 }
1809 }
1810 else
1811 {
1812 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1813 try
1814 {
1815//Console.WriteLine(" CreateGeom 2");
1816 SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
1817 }
1818 catch (AccessViolationException)
1819 {
1820 m_log.Warn("[PHYSICS]: Unable to create physics proxy for object");
1821 ode.dunlock(_parent_scene.world);
1822 return;
1823 }
1824 }
1825 }
1826 else // not equi-size
1827 {
1828 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1829 try
1830 {
1831//Console.WriteLine(" CreateGeom 3");
1832 SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
1833 }
1834 catch (AccessViolationException)
1835 {
1836 m_log.Warn("[PHYSICS]: Unable to create physics proxy for object");
1837 ode.dunlock(_parent_scene.world);
1838 return;
1839 }
1840 }
1841 }
1842
1843 else // not special profile
1844 {
1845 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1846 try
1847 {
1848//Console.WriteLine(" CreateGeom 4");
1849 SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
1850 }
1851 catch (AccessViolationException)
1852 {
1853 m_log.Warn("[PHYSICS]: Unable to create physics proxy for object");
1854 ode.dunlock(_parent_scene.world);
1855 return;
1856 }
1857 }
1858 }
1859 }
1860
1861 public void changeadd(float timestep)
1862 {
1863 int[] iprimspaceArrItem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
1864 IntPtr targetspace = _parent_scene.calculateSpaceForGeom(_position);
1865
1866 if (targetspace == IntPtr.Zero)
1867 targetspace = _parent_scene.createprimspace(iprimspaceArrItem[0], iprimspaceArrItem[1]);
1868
1869 m_targetSpace = targetspace;
1870
1871 if (_mesh == null && m_meshfailed == false)
1872 {
1873 if (_parent_scene.needsMeshing(_pbs))
1874 {
1875 // Don't need to re-enable body.. it's done in SetMesh
1876 try
1877 {
1878 _mesh = _parent_scene.mesher.CreateMesh(m_primName, _pbs, _size, _parent_scene.meshSculptLOD, IsPhysical);
1879 }
1880 catch
1881 {
1882 //Don't continuously try to mesh prims when meshing has failed
1883 m_meshfailed = true;
1884 }
1885 // createmesh returns null when it's a shape that isn't a cube.
1886 // m_log.Debug(m_localID);
1887 }
1888 }
1889
1890
1891 lock (_parent_scene.OdeLock)
1892 {
1893//Console.WriteLine("changeadd 1");
1894 CreateGeom(m_targetSpace, _mesh);
1895
1896 if (prim_geom != IntPtr.Zero)
1897 {
1898 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
1899 d.Quaternion myrot = new d.Quaternion();
1900 myrot.X = _orientation.X;
1901 myrot.Y = _orientation.Y;
1902 myrot.Z = _orientation.Z;
1903 myrot.W = _orientation.W;
1904 d.GeomSetQuaternion(prim_geom, ref myrot);
1905 }
1906
1907 if (m_isphysical && Body == IntPtr.Zero)
1908 {
1909 enableBody();
1910 }
1911 }
1912
1913 changeSelectedStatus(timestep);
1914
1915 m_taintadd = false;
1916 }
1917
1918 public void changemove(float timestep)
1919 {
1920//Console.WriteLine("changemove sing/root {0} to {1}", m_primName, _position );
1921 if (m_isphysical)
1922 {
1923//Console.WriteLine("phys {0} {1} {2}", m_disabled, m_taintremove, childPrim);
1924// if (!m_disabled && !m_taintremove && !childPrim) After one edit m_disabled is sometimes set, disabling further edits!
1925 if (!m_taintremove && !childPrim)
1926 {
1927 if (Body == IntPtr.Zero)
1928 enableBody();
1929 //Prim auto disable after 20 frames,
1930 //if you move it, re-enable the prim manually.
1931 if (_parent != null)
1932 {
1933 if (m_linkJoint != IntPtr.Zero)
1934 {
1935 d.JointDestroy(m_linkJoint);
1936 m_linkJoint = IntPtr.Zero;
1937 }
1938 }
1939 if (Body != IntPtr.Zero)
1940 {
1941 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
1942
1943 if (_parent != null)
1944 {
1945 OdePrim odParent = (OdePrim)_parent;
1946 if (Body != (IntPtr)0 && odParent.Body != (IntPtr)0 && Body != odParent.Body)
1947 {
1948// KF: Fixed Joints were removed? Anyway - this Console.WriteLine does not show up, so routine is not used??
1949Console.WriteLine(" JointCreateFixed");
1950 m_linkJoint = d.JointCreateFixed(_parent_scene.world, _linkJointGroup);
1951 d.JointAttach(m_linkJoint, Body, odParent.Body);
1952 d.JointSetFixed(m_linkJoint);
1953 }
1954 }
1955 d.BodyEnable(Body);
1956 if (m_type != Vehicle.TYPE_NONE)
1957 {
1958 Enable(Body, _parent_scene);
1959 }
1960 }
1961 else
1962 {
1963 m_log.Warn("[PHYSICS]: Body Still null after enableBody(). This is a crash scenario.");
1964 }
1965 }
1966 //else
1967 // {
1968 //m_log.Debug("[BUG]: race!");
1969 //}
1970 }
1971 else
1972 {
1973 // string primScenAvatarIn = _parent_scene.whichspaceamIin(_position);
1974 // int[] arrayitem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
1975 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1976
1977 IntPtr tempspace = _parent_scene.recalculateSpaceForGeom(prim_geom, _position, m_targetSpace);
1978 m_targetSpace = tempspace;
1979
1980 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1981 if (prim_geom != IntPtr.Zero)
1982 {
1983 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
1984
1985 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1986 d.SpaceAdd(m_targetSpace, prim_geom);
1987 }
1988 }
1989
1990 changeSelectedStatus(timestep);
1991
1992 resetCollisionAccounting();
1993 m_taintposition = _position;
1994 }
1995
1996
1997
1998 public void rotate(float timestep)
1999 {
2000 d.Quaternion myrot = new d.Quaternion();
2001 myrot.X = _orientation.X;
2002 myrot.Y = _orientation.Y;
2003 myrot.Z = _orientation.Z;
2004 myrot.W = _orientation.W;
2005 if (Body != IntPtr.Zero)
2006 {
2007 // KF: If this is a root prim do BodySet
2008 d.BodySetQuaternion(Body, ref myrot);
2009 }
2010 else
2011 {
2012 // daughter prim, do Geom set
2013 d.GeomSetQuaternion(prim_geom, ref myrot);
2014 }
2015
2016 resetCollisionAccounting();
2017 m_taintrot = _orientation;
2018 }
2019
2020 private void resetCollisionAccounting()
2021 {
2022 m_collisionscore = 0;
2023 m_interpenetrationcount = 0;
2024 m_disabled = false;
2025 }
2026
2027 public void changedisable(float timestep)
2028 {
2029 m_disabled = true;
2030 if (Body != IntPtr.Zero)
2031 {
2032 d.BodyDisable(Body);
2033 Body = IntPtr.Zero;
2034 }
2035
2036 m_taintdisable = false;
2037 }
2038
2039 public void changePhysicsStatus(float timestep)
2040 {
2041 if (m_isphysical == true)
2042 {
2043 if (Body == IntPtr.Zero)
2044 {
2045 if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim)
2046 {
2047 changeshape(2f);
2048 }
2049 else
2050 {
2051 enableBody();
2052 }
2053 }
2054 }
2055 else
2056 {
2057 if (Body != IntPtr.Zero)
2058 {
2059 if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim)
2060 {
2061 _mesh = null;
2062//Console.WriteLine("changePhysicsStatus for " + m_primName );
2063 changeadd(2f);
2064 }
2065 if (childPrim)
2066 {
2067 if (_parent != null)
2068 {
2069 OdePrim parent = (OdePrim)_parent;
2070 parent.ChildDelink(this);
2071 }
2072 }
2073 else
2074 {
2075 disableBody();
2076 }
2077 }
2078 }
2079
2080 changeSelectedStatus(timestep);
2081
2082 resetCollisionAccounting();
2083 m_taintPhysics = m_isphysical;
2084 }
2085
2086 public void changesize(float timestamp)
2087 {
2088
2089 string oldname = _parent_scene.geom_name_map[prim_geom];
2090
2091 if (_size.X <= 0) _size.X = 0.01f;
2092 if (_size.Y <= 0) _size.Y = 0.01f;
2093 if (_size.Z <= 0) _size.Z = 0.01f;
2094
2095 // Cleanup of old prim geometry
2096 if (_mesh != null)
2097 {
2098 // Cleanup meshing here
2099 }
2100 //kill body to rebuild
2101 if (IsPhysical && Body != IntPtr.Zero)
2102 {
2103 if (childPrim)
2104 {
2105 if (_parent != null)
2106 {
2107 OdePrim parent = (OdePrim)_parent;
2108 parent.ChildDelink(this);
2109 }
2110 }
2111 else
2112 {
2113 disableBody();
2114 }
2115 }
2116 if (d.SpaceQuery(m_targetSpace, prim_geom))
2117 {
2118 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2119 d.SpaceRemove(m_targetSpace, prim_geom);
2120 }
2121 // we don't need to do space calculation because the client sends a position update also.
2122
2123 // Construction of new prim
2124 if (_parent_scene.needsMeshing(_pbs) && m_meshfailed == false)
2125 {
2126 float meshlod = _parent_scene.meshSculptLOD;
2127
2128 if (IsPhysical)
2129 meshlod = _parent_scene.MeshSculptphysicalLOD;
2130 // Don't need to re-enable body.. it's done in SetMesh
2131
2132 IMesh mesh = null;
2133
2134 try
2135 {
2136 if (_parent_scene.needsMeshing(_pbs))
2137 mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);
2138 }
2139 catch
2140 {
2141 m_meshfailed = true;
2142 }
2143
2144 //IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);
2145//Console.WriteLine("changesize 1");
2146 CreateGeom(m_targetSpace, mesh);
2147
2148
2149 }
2150 else
2151 {
2152 _mesh = null;
2153//Console.WriteLine("changesize 2");
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//Console.WriteLine("changeshape");
2259 CreateGeom(m_targetSpace, null);
2260 }
2261
2262 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2263 d.Quaternion myrot = new d.Quaternion();
2264 //myrot.W = _orientation.w;
2265 myrot.W = _orientation.W;
2266 myrot.X = _orientation.X;
2267 myrot.Y = _orientation.Y;
2268 myrot.Z = _orientation.Z;
2269 d.GeomSetQuaternion(prim_geom, ref myrot);
2270
2271 //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z);
2272 if (IsPhysical && Body == IntPtr.Zero)
2273 {
2274 // Re creates body on size.
2275 // EnableBody also does setMass()
2276 enableBody();
2277 if (Body != IntPtr.Zero)
2278 {
2279 d.BodyEnable(Body);
2280 }
2281 }
2282 _parent_scene.geom_name_map[prim_geom] = oldname;
2283
2284 changeSelectedStatus(timestamp);
2285 if (childPrim)
2286 {
2287 if (_parent is OdePrim)
2288 {
2289 OdePrim parent = (OdePrim)_parent;
2290 parent.ChildSetGeom(this);
2291 }
2292 }
2293 resetCollisionAccounting();
2294 m_taintshape = false;
2295 }
2296
2297 public void changeAddForce(float timestamp)
2298 {
2299 if (!m_isSelected)
2300 {
2301 lock (m_forcelist)
2302 {
2303 //m_log.Info("[PHYSICS]: dequeing forcelist");
2304 if (IsPhysical)
2305 {
2306 Vector3 iforce = Vector3.Zero;
2307 int i = 0;
2308 try
2309 {
2310 for (i = 0; i < m_forcelist.Count; i++)
2311 {
2312
2313 iforce = iforce + (m_forcelist[i] * 100);
2314 }
2315 }
2316 catch (IndexOutOfRangeException)
2317 {
2318 m_forcelist = new List<Vector3>();
2319 m_collisionscore = 0;
2320 m_interpenetrationcount = 0;
2321 m_taintforce = false;
2322 return;
2323 }
2324 catch (ArgumentOutOfRangeException)
2325 {
2326 m_forcelist = new List<Vector3>();
2327 m_collisionscore = 0;
2328 m_interpenetrationcount = 0;
2329 m_taintforce = false;
2330 return;
2331 }
2332 d.BodyEnable(Body);
2333 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 int fence = _parent_scene.geomRegionFence;
3005
3006 float border_limit = 0.05f; // original limit
3007 if (fence == 1) border_limit = 0.5f; // bounce point
3008
3009 frcount++; // used to limit debug comment output
3010 if (frcount > 50)
3011 frcount = 0;
3012
3013 if(revcount > 0) revcount--;
3014
3015 if (IsPhysical && (Body != IntPtr.Zero) && !m_isSelected && !childPrim) // Only move root prims.
3016 {
3017 // Old public void UpdatePositionAndVelocity(), more accuratley calculated here
3018 bool lastZeroFlag = _zeroFlag; // was it stopped
3019
3020 d.Vector3 vec = d.BodyGetPosition(Body);
3021 Vector3 l_position = Vector3.Zero;
3022 l_position.X = vec.X;
3023 l_position.Y = vec.Y;
3024 l_position.Z = vec.Z;
3025 m_lastposition = _position;
3026 _position = l_position;
3027
3028 d.Quaternion ori = d.BodyGetQuaternion(Body);
3029 // Quaternion l_orientation = Quaternion.Identity;
3030 _orientation.X = ori.X;
3031 _orientation.Y = ori.Y;
3032 _orientation.Z = ori.Z;
3033 _orientation.W = ori.W;
3034 m_lastorientation = _orientation;
3035
3036 d.Vector3 vel = d.BodyGetLinearVel(Body);
3037 m_lastVelocity = _velocity;
3038 _velocity.X = vel.X;
3039 _velocity.Y = vel.Y;
3040 _velocity.Z = vel.Z;
3041 _acceleration = ((_velocity - m_lastVelocity) / timestep);
3042
3043 d.Vector3 torque = d.BodyGetTorque(Body);
3044 _torque = new Vector3(torque.X, torque.Y, torque.Z);
3045
3046 base.RequestPhysicsterseUpdate();
3047
3048//Console.WriteLine("Move {0} at {1}", m_primName, l_position);
3049
3050 // Check if outside region
3051 // In Scene.cs/CrossPrimGroupIntoNewRegion the object is checked for 0.1M from border!
3052 if (l_position.X > ((float)_parent_scene.WorldExtents.X - border_limit))
3053 {
3054 l_position.X = ((float)_parent_scene.WorldExtents.X - border_limit);
3055 outside = 1;
3056 }
3057
3058 if (l_position.X < border_limit)
3059 {
3060 l_position.X = border_limit;
3061 outside = 2;
3062 }
3063 if (l_position.Y > ((float)_parent_scene.WorldExtents.Y - border_limit))
3064 {
3065 l_position.Y = ((float)_parent_scene.WorldExtents.Y - border_limit);
3066 outside = 3;
3067 }
3068
3069 if (l_position.Y < border_limit)
3070 {
3071 l_position.Y = border_limit;
3072 outside = 4;
3073 }
3074
3075 if (outside > 0)
3076 {
3077//Console.WriteLine(" fence = {0}",fence);
3078
3079//Console.WriteLine("Border {0}", l_position);
3080 if (fence == 1) // bounce object off boundary
3081 {
3082 if (revcount == 0)
3083 {
3084 if (outside < 3)
3085 {
3086 _velocity.X = -_velocity.X;
3087 }
3088 else
3089 {
3090 _velocity.Y = -_velocity.Y;
3091 }
3092 if (m_type != Vehicle.TYPE_NONE) Halt();
3093 _position = l_position;
3094 m_taintposition = _position;
3095 m_lastVelocity = _velocity;
3096 _acceleration = Vector3.Zero;
3097 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
3098 d.BodySetLinearVel(Body, _velocity.X, _velocity.Y, _velocity.Z);
3099 base.RequestPhysicsterseUpdate();
3100
3101 revcount = 25; // wait for object to move away from border
3102 }
3103 } // else old crossing mode
3104 else if (m_crossingfailures < failureLimit)
3105 { // keep trying to cross?
3106 _position = l_position;
3107 //_parent_scene.remActivePrim(this);
3108 if (_parent == null) base.RequestPhysicsterseUpdate();
3109 return; // Dont process any other motion?
3110 }
3111 else
3112 { // Too many tries
3113 if (_parent == null) base.RaiseOutOfBounds(l_position);
3114//Console.WriteLine("ROOB 2");
3115
3116 return; // Dont process any other motion?
3117 } // end various methods
3118 } // end outside region horizontally
3119
3120
3121 if (l_position.Z < 0)
3122 {
3123 // This is so prim that get lost underground don't fall forever and suck up
3124 //
3125 // Sim resources and memory.
3126 // Disables the prim's movement physics....
3127 // It's a hack and will generate a console message if it fails.
3128
3129 //IsPhysical = false;
3130 if (_parent == null) base.RaiseOutOfBounds(_position);
3131//Console.WriteLine("ROOB 3");
3132
3133
3134 _acceleration.X = 0; // This stuff may stop client display but it has no
3135 _acceleration.Y = 0; // effect on the object in phys engine!
3136 _acceleration.Z = 0;
3137
3138 _velocity.X = 0;
3139 _velocity.Y = 0;
3140 _velocity.Z = 0;
3141 m_rotationalVelocity.X = 0;
3142 m_rotationalVelocity.Y = 0;
3143 m_rotationalVelocity.Z = 0;
3144
3145 if (_parent == null) base.RequestPhysicsterseUpdate();
3146
3147 m_throttleUpdates = false;
3148 throttleCounter = 0;
3149 _zeroFlag = true;
3150 //outofBounds = true;
3151 } // end neg Z check
3152
3153 // Is it moving?
3154 if ((Math.Abs(m_lastposition.X - l_position.X) < 0.02)
3155 && (Math.Abs(m_lastposition.Y - l_position.Y) < 0.02)
3156 && (Math.Abs(m_lastposition.Z - l_position.Z) < 0.02)
3157 && (1.0 - Math.Abs(Quaternion.Dot(m_lastorientation, _orientation)) < 0.0001)) // KF 0.01 is far to large
3158 {
3159 _zeroFlag = true;
3160 m_throttleUpdates = false;
3161 }
3162 else
3163 {
3164 //m_log.Debug(Math.Abs(m_lastposition.X - l_position.X).ToString());
3165 _zeroFlag = false;
3166 m_lastUpdateSent = false;
3167 //m_throttleUpdates = false;
3168 }
3169
3170 if (_zeroFlag)
3171 { // Its stopped
3172 _velocity.X = 0.0f;
3173 _velocity.Y = 0.0f;
3174 _velocity.Z = 0.0f;
3175
3176 _acceleration.X = 0;
3177 _acceleration.Y = 0;
3178 _acceleration.Z = 0;
3179
3180 m_rotationalVelocity.X = 0;
3181 m_rotationalVelocity.Y = 0;
3182 m_rotationalVelocity.Z = 0;
3183 if (!m_lastUpdateSent)
3184 {
3185 m_throttleUpdates = false;
3186 throttleCounter = 0;
3187 if (_parent == null)
3188 {
3189 base.RequestPhysicsterseUpdate();
3190 }
3191
3192 m_lastUpdateSent = true;
3193 }
3194 }
3195 else
3196 { // Its moving
3197 if (lastZeroFlag != _zeroFlag)
3198 {
3199 if (_parent == null)
3200 {
3201 base.RequestPhysicsterseUpdate();
3202 }
3203 }
3204 m_lastUpdateSent = false;
3205 if (!m_throttleUpdates || throttleCounter > _parent_scene.geomUpdatesPerThrottledUpdate)
3206 {
3207 if (_parent == null)
3208 {
3209 base.RequestPhysicsterseUpdate();
3210 }
3211 }
3212 else
3213 {
3214 throttleCounter++;
3215 }
3216 }
3217 m_lastposition = l_position;
3218
3219 /// End UpdatePositionAndVelocity insert
3220
3221
3222 // Rotation lock =====================================
3223 if(m_rotateEnableUpdate)
3224 {
3225 // Snapshot current angles, set up Amotor(s)
3226 m_rotateEnableUpdate = false;
3227 m_rotateEnable = m_rotateEnableRequest;
3228Console.WriteLine("RotEnable {0} = {1}",m_primName, m_rotateEnable);
3229
3230 if (Amotor != IntPtr.Zero)
3231 {
3232 d.JointDestroy(Amotor);
3233 Amotor = IntPtr.Zero;
3234Console.WriteLine("Old Amotor Destroyed");
3235 }
3236
3237 if (!m_rotateEnable.ApproxEquals(Vector3.One, 0.003f))
3238 { // not all are enabled
3239 d.Quaternion r = d.BodyGetQuaternion(Body);
3240 Quaternion locrot = new Quaternion(r.X, r.Y, r.Z, r.W);
3241 // extract the axes vectors
3242 Vector3 vX = new Vector3(1f,0f,0f);
3243 Vector3 vY = new Vector3(0f,1f,0f);
3244 Vector3 vZ = new Vector3(0f,0f,1f);
3245 vX = vX * locrot;
3246 vY = vY * locrot;
3247 vZ = vZ * locrot;
3248 // snapshot the current angle vectors
3249 m_lockX = vX;
3250 m_lockY = vY;
3251 m_lockZ = vZ;
3252 // m_lockRot = locrot;
3253 Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
3254 d.JointAttach(Amotor, Body, IntPtr.Zero);
3255 d.JointSetAMotorMode(Amotor, 0); // User mode??
3256Console.WriteLine("New Amotor Created for {0}", m_primName);
3257
3258 float axisnum = 3; // how many to lock
3259 axisnum = (axisnum - (m_rotateEnable.X + m_rotateEnable.Y + m_rotateEnable.Z));
3260 d.JointSetAMotorNumAxes(Amotor,(int)axisnum);
3261Console.WriteLine("AxisNum={0}",(int)axisnum);
3262
3263 int i = 0;
3264
3265 if (m_rotateEnable.X == 0)
3266 {
3267 d.JointSetAMotorAxis(Amotor, i, 0, m_lockX.X, m_lockX.Y, m_lockX.Z);
3268Console.WriteLine("AxisX {0} set to {1}", i, m_lockX);
3269 i++;
3270 }
3271
3272 if (m_rotateEnable.Y == 0)
3273 {
3274 d.JointSetAMotorAxis(Amotor, i, 0, m_lockY.X, m_lockY.Y, m_lockY.Z);
3275Console.WriteLine("AxisY {0} set to {1}", i, m_lockY);
3276 i++;
3277 }
3278
3279 if (m_rotateEnable.Z == 0)
3280 {
3281 d.JointSetAMotorAxis(Amotor, i, 0, m_lockZ.X, m_lockZ.Y, m_lockZ.Z);
3282Console.WriteLine("AxisZ {0} set to {1}", i, m_lockZ);
3283 i++;
3284 }
3285
3286 // These lowstops and high stops are effectively (no wiggle room)
3287 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, 0f);
3288 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, 0f);
3289 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, 0f);
3290 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0f);
3291 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f);
3292 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0f);
3293 d.JointSetAMotorParam(Amotor, (int) dParam.Vel, 0f);
3294 d.JointSetAMotorParam(Amotor, (int) dParam.Vel3, 0f);
3295 d.JointSetAMotorParam(Amotor, (int) dParam.Vel2, 0f);
3296 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM, 0f);
3297 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM3, 0f);
3298 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM2, 0f);
3299 } // else none are locked
3300 } // end Rotation Update
3301
3302
3303 // VEHICLE processing ==========================================
3304 if (m_type != Vehicle.TYPE_NONE)
3305 {
3306 // get body attitude
3307 d.Quaternion rot = d.BodyGetQuaternion(Body);
3308 Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); // rotq = rotation of object
3309 Quaternion irotq = Quaternion.Inverse(rotq);
3310
3311 // VEHICLE Linear Motion
3312 d.Vector3 velnow = d.BodyGetLinearVel(Body); // this is in world frame
3313 Vector3 vel_now = new Vector3(velnow.X, velnow.Y, velnow.Z);
3314 m_lLinObjectVel = vel_now * irotq;
3315
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("Grav {0}", 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
3616 if ((m_usePID) && (m_PIDTau > 0.0f)) // Dynamics llMoveToTarget.
3617 {
3618 fz = 0; // llMoveToTarget ignores gravity.
3619 // it also ignores mass of object, and any physical resting on it.
3620 // Vector3 m_PIDTarget is where we are going
3621 // float m_PIDTau is time to get there
3622 fx = 0;
3623 fy = 0;
3624 d.Vector3 pos = d.BodyGetPosition(Body);
3625 Vector3 error = new Vector3(
3626 (m_PIDTarget.X - pos.X),
3627 (m_PIDTarget.Y - pos.Y),
3628 (m_PIDTarget.Z - pos.Z));
3629 if (error.ApproxEquals(Vector3.Zero,0.01f))
3630 { // Very close, Jump there and quit move
3631 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 }
3635 else
3636 {
3637 float scale = 50.0f * timestep / m_PIDTau;
3638 if ((error.ApproxEquals(Vector3.Zero,0.5f)) && (_target_velocity != Vector3.Zero))
3639 {
3640 // Nearby, quit update of velocity
3641 }
3642 else
3643 { // Far, calc damped velocity
3644 _target_velocity = error * scale;
3645 }
3646 d.BodySetLinearVel(Body, _target_velocity.X, _target_velocity.Y, _target_velocity.Z);
3647 }
3648 } // end PID MoveToTarget
3649
3650 /* Original OS implementation: Does not work correctly as another phys object resting on THIS object purturbs its position.
3651 This is incorrect behavior. llMoveToTarget must move the Body no matter what phys object is resting on it.
3652
3653 //if (!d.BodyIsEnabled(Body))
3654 //d.BodySetForce(Body, 0f, 0f, 0f);
3655
3656 // no lock; for now it's only called from within Simulate()
3657
3658 // If the PID Controller isn't active then we set our force
3659 // calculating base velocity to the current position
3660
3661 if ((m_PIDTau < 1) && (m_PIDTau != 0))
3662 {
3663 //PID_G = PID_G / m_PIDTau;
3664 m_PIDTau = 1;
3665 }
3666
3667 if ((PID_G - m_PIDTau) <= 0)
3668 {
3669 PID_G = m_PIDTau + 1;
3670 }
3671 //PidStatus = true;
3672
3673 // PhysicsVector vec = new PhysicsVector();
3674// d.Vector3 vel = d.BodyGetLinearVel(Body);
3675
3676 d.Vector3 pos = d.BodyGetPosition(Body);
3677 _target_velocity =
3678 new Vector3(
3679 (m_PIDTarget.X - pos.X) * ((PID_G - m_PIDTau) * timestep),
3680 (m_PIDTarget.Y - pos.Y) * ((PID_G - m_PIDTau) * timestep),
3681 (m_PIDTarget.Z - pos.Z) * ((PID_G - m_PIDTau) * timestep)
3682 );
3683
3684if(frcount == 0) Console.WriteLine("PID {0} b={1} fz={2} vel={3}", m_primName, m_buoyancy, fz, _target_velocity);
3685 // if velocity is zero, use position control; otherwise, velocity control
3686
3687 if (_target_velocity.ApproxEquals(Vector3.Zero,0.1f))
3688 {
3689 // keep track of where we stopped. No more slippin' & slidin'
3690
3691 // We only want to deactivate the PID Controller if we think we want to have our surrogate
3692 // react to the physics scene by moving it's position.
3693 // Avatar to Avatar collisions
3694 // Prim to avatar collisions
3695
3696 //fx = (_target_velocity.X - vel.X) * (PID_D) + (_zeroPosition.X - pos.X) * (PID_P * 2);
3697 //fy = (_target_velocity.Y - vel.Y) * (PID_D) + (_zeroPosition.Y - pos.Y) * (PID_P * 2);
3698 //fz = fz + (_target_velocity.Z - vel.Z) * (PID_D) + (_zeroPosition.Z - pos.Z) * PID_P;
3699 d.BodySetPosition(Body, m_PIDTarget.X, m_PIDTarget.Y, m_PIDTarget.Z);
3700 d.BodySetLinearVel(Body, 0, 0, 0);
3701 d.BodyAddForce(Body, 0, 0, fz);
3702 // return;
3703 }
3704 else
3705 {
3706 _zeroFlag = false;
3707
3708 // We're flying and colliding with something
3709 fx = ((_target_velocity.X) - vel.X) * (PID_D);
3710 fy = ((_target_velocity.Y) - vel.Y) * (PID_D);
3711
3712 // vec.Z = (_target_velocity.Z - vel.Z) * PID_D + (_zeroPosition.Z - pos.Z) * PID_P;
3713
3714 fz = fz + ((_target_velocity.Z - vel.Z) * (PID_D) * m_mass);
3715 }
3716 } // end if (m_usePID)
3717 End of old PID system */
3718
3719
3720 /// Dynamics Hover ===================================================================================
3721 // Hover PID Controller can only run if the PIDcontroller is not in use.
3722 if (m_useHoverPID && !m_usePID)
3723 {
3724//Console.WriteLine("Hover " + m_primName);
3725
3726 // If we're using the PID controller, then we have no gravity
3727 fz = (-1 * _parent_scene.gravityz) * m_mass;
3728
3729 // no lock; for now it's only called from within Simulate()
3730
3731 // If the PID Controller isn't active then we set our force
3732 // calculating base velocity to the current position
3733
3734 if ((m_PIDTau < 1))
3735 {
3736 PID_G = PID_G / m_PIDTau;
3737 }
3738
3739 if ((PID_G - m_PIDTau) <= 0)
3740 {
3741 PID_G = m_PIDTau + 1;
3742 }
3743
3744
3745 // Where are we, and where are we headed?
3746 d.Vector3 pos = d.BodyGetPosition(Body);
3747// d.Vector3 vel = d.BodyGetLinearVel(Body);
3748
3749
3750 // Non-Vehicles have a limited set of Hover options.
3751 // determine what our target height really is based on HoverType
3752 switch (m_PIDHoverType)
3753 {
3754 case PIDHoverType.Ground:
3755 m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y);
3756 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
3757 break;
3758 case PIDHoverType.GroundAndWater:
3759 m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y);
3760 m_waterHeight = _parent_scene.GetWaterLevel();
3761 if (m_groundHeight > m_waterHeight)
3762 {
3763 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
3764 }
3765 else
3766 {
3767 m_targetHoverHeight = m_waterHeight + m_PIDHoverHeight;
3768 }
3769 break;
3770
3771 } // end switch (m_PIDHoverType)
3772
3773
3774 _target_velocity =
3775 new Vector3(0.0f, 0.0f,
3776 (m_targetHoverHeight - pos.Z) * ((PID_G - m_PIDHoverTau) * timestep)
3777 );
3778
3779 // if velocity is zero, use position control; otherwise, velocity control
3780
3781 if (_target_velocity.ApproxEquals(Vector3.Zero, 0.1f))
3782 {
3783 // keep track of where we stopped. No more slippin' & slidin'
3784
3785 // We only want to deactivate the PID Controller if we think we want to have our surrogate
3786 // react to the physics scene by moving it's position.
3787 // Avatar to Avatar collisions
3788 // Prim to avatar collisions
3789 d.Vector3 dlinvel = vel;
3790
3791 d.BodySetPosition(Body, pos.X, pos.Y, m_targetHoverHeight);
3792 d.BodySetLinearVel(Body, dlinvel.X, dlinvel.Y, dlinvel.Z);
3793 d.BodyAddForce(Body, 0, 0, fz);
3794 //KF this prevents furthur motions return;
3795 }
3796 else
3797 {
3798 _zeroFlag = false;
3799
3800 // We're flying and colliding with something
3801 fz = fz + ((_target_velocity.Z - vel.Z) * (PID_D) * m_mass);
3802 }
3803 } // end m_useHoverPID && !m_usePID
3804
3805 /// Dynamics RotLookAt =================================================================================
3806 if (m_useAPID)
3807 {
3808 // RotLookAt, apparently overrides all other rotation sources. Inputs:
3809 // Quaternion m_APIDTarget
3810 // float m_APIDStrength // From SL experiments, this is the time to get there
3811 // float m_APIDDamping // From SL experiments, this is damping, 1.0 = damped, 0.1 = wobbly
3812 // Also in SL the mass of the object has no effect on time to get there.
3813 // Factors:
3814 // get present body rotation
3815 float limit = 1.0f;
3816 float scaler = 50f; // adjusts damping time
3817 float RLAservo = 0f;
3818
3819 d.Quaternion rot = d.BodyGetQuaternion(Body);
3820 Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W);
3821 Quaternion rot_diff = Quaternion.Inverse(rotq) * m_APIDTarget;
3822 float diff_angle;
3823 Vector3 diff_axis;
3824 rot_diff.GetAxisAngle(out diff_axis, out diff_angle);
3825 diff_axis.Normalize();
3826 if(diff_angle > 0.01f) // diff_angle is always +ve
3827 {
3828// PhysicsVector rotforce = new PhysicsVector(diff_axis.X, diff_axis.Y, diff_axis.Z);
3829 Vector3 rotforce = new Vector3(diff_axis.X, diff_axis.Y, diff_axis.Z);
3830 rotforce = rotforce * rotq;
3831 if(diff_angle > limit) diff_angle = limit; // cap the rotate rate
3832// RLAservo = timestep / m_APIDStrength * m_mass * scaler;
3833 // rotforce = rotforce * RLAservo * diff_angle ;
3834 // d.BodyAddRelTorque(Body, rotforce.X, rotforce.Y, rotforce.Z);
3835 RLAservo = timestep / m_APIDStrength * scaler;
3836 rotforce = rotforce * RLAservo * diff_angle ;
3837 /*
3838 if (m_angularEnable.X == 0)
3839 rotforce.X = 0;
3840 if (m_angularEnable.Y == 0)
3841 rotforce.Y = 0;
3842 if (m_angularEnable.Z == 0)
3843 rotforce.Z = 0;
3844 */
3845 d.BodySetAngularVel (Body, rotforce.X, rotforce.Y, rotforce.Z);
3846//Console.WriteLine("axis= " + diff_axis + " angle= " + diff_angle + "servo= " + RLAservo);
3847 }
3848//if(frcount == 0) Console.WriteLine("mass= " + m_mass + " servo= " + RLAservo + " angle= " + diff_angle);
3849 } // end m_useAPID
3850
3851 /// Dynamics Apply Forces ===================================================================================
3852 fx *= m_mass;
3853 fy *= m_mass;
3854 //fz *= m_mass;
3855
3856 fx += m_force.X;
3857 fy += m_force.Y;
3858 fz += m_force.Z;
3859
3860 //m_log.Info("[OBJPID]: X:" + fx.ToString() + " Y:" + fy.ToString() + " Z:" + fz.ToString());
3861 if (fx != 0 || fy != 0 || fz != 0)
3862 {
3863 //m_taintdisable = true;
3864 //base.RaiseOutOfBounds(Position);
3865 //d.BodySetLinearVel(Body, fx, fy, 0f);
3866 if (!d.BodyIsEnabled(Body))
3867 {
3868 // A physical body at rest on a surface will auto-disable after a while,
3869 // this appears to re-enable it incase the surface it is upon vanishes,
3870 // and the body should fall again.
3871 d.BodySetLinearVel(Body, 0f, 0f, 0f);
3872 d.BodySetForce(Body, 0, 0, 0);
3873 enableBodySoft();
3874 }
3875
3876 // 35x10 = 350n times the mass per second applied maximum.
3877 float nmax = 35f * m_mass;
3878 float nmin = -35f * m_mass;
3879
3880
3881 if (fx > nmax)
3882 fx = nmax;
3883 if (fx < nmin)
3884 fx = nmin;
3885 if (fy > nmax)
3886 fy = nmax;
3887 if (fy < nmin)
3888 fy = nmin;
3889 d.BodyAddForce(Body, fx, fy, fz);
3890//Console.WriteLine("AddForce " + fx + "," + fy + "," + fz);
3891 } // end apply forces
3892 } // end Dynamics
3893
3894/* obsolete?
3895 else
3896 { // is not physical, or is not a body or is selected
3897 // from old UpdatePositionAndVelocity, ... Not a body.. so Make sure the client isn't interpolating
3898 _velocity.X = 0;
3899 _velocity.Y = 0;
3900 _velocity.Z = 0;
3901
3902 _acceleration.X = 0;
3903 _acceleration.Y = 0;
3904 _acceleration.Z = 0;
3905
3906 m_rotationalVelocity.X = 0;
3907 m_rotationalVelocity.Y = 0;
3908 m_rotationalVelocity.Z = 0;
3909 _zeroFlag = true;
3910 return;
3911 }
3912 */
3913 } // end root prims
3914
3915 } // end Move()
3916 } // end class
3917}
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..86f9893
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs
@@ -0,0 +1,3869 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28//#define USE_DRAWSTUFF
29
30using System;
31using System.Collections.Generic;
32using System.Reflection;
33using System.Runtime.InteropServices;
34using System.Threading;
35using System.IO;
36using System.Diagnostics;
37using log4net;
38using Nini.Config;
39using Ode.NET;
40#if USE_DRAWSTUFF
41using Drawstuff.NET;
42#endif
43using OpenSim.Framework;
44using OpenSim.Region.Physics.Manager;
45using OpenMetaverse;
46
47//using OpenSim.Region.Physics.OdePlugin.Meshing;
48
49namespace OpenSim.Region.Physics.OdePlugin
50{
51 /// <summary>
52 /// ODE plugin
53 /// </summary>
54 public class OdePlugin : IPhysicsPlugin
55 {
56 //private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
57
58 private CollisionLocker ode;
59 private OdeScene _mScene;
60
61 public OdePlugin()
62 {
63 ode = new CollisionLocker();
64 }
65
66 public bool Init()
67 {
68 return true;
69 }
70
71 public PhysicsScene GetScene(String sceneIdentifier)
72 {
73 if (_mScene == null)
74 {
75 // Initializing ODE only when a scene is created allows alternative ODE plugins to co-habit (according to
76 // http://opensimulator.org/mantis/view.php?id=2750).
77 d.InitODE();
78
79 _mScene = new OdeScene(ode, sceneIdentifier);
80 }
81 return (_mScene);
82 }
83
84 public string GetName()
85 {
86 return ("ChODE");
87 }
88
89 public void Dispose()
90 {
91 }
92 }
93
94 public enum StatusIndicators : int
95 {
96 Generic = 0,
97 Start = 1,
98 End = 2
99 }
100
101 public struct sCollisionData
102 {
103 public uint ColliderLocalId;
104 public uint CollidedWithLocalId;
105 public int NumberOfCollisions;
106 public int CollisionType;
107 public int StatusIndicator;
108 public int lastframe;
109 }
110
111 [Flags]
112 public enum CollisionCategories : int
113 {
114 Disabled = 0,
115 Geom = 0x00000001,
116 Body = 0x00000002,
117 Space = 0x00000004,
118 Character = 0x00000008,
119 Land = 0x00000010,
120 Water = 0x00000020,
121 Wind = 0x00000040,
122 Sensor = 0x00000080,
123 Selected = 0x00000100
124 }
125
126 /// <summary>
127 /// Material type for a primitive
128 /// </summary>
129 public enum Material : int
130 {
131 /// <summary></summary>
132 Stone = 0,
133 /// <summary></summary>
134 Metal = 1,
135 /// <summary></summary>
136 Glass = 2,
137 /// <summary></summary>
138 Wood = 3,
139 /// <summary></summary>
140 Flesh = 4,
141 /// <summary></summary>
142 Plastic = 5,
143 /// <summary></summary>
144 Rubber = 6
145
146 }
147
148 public sealed class OdeScene : PhysicsScene
149 {
150 private readonly ILog m_log;
151 // private Dictionary<string, sCollisionData> m_storedCollisions = new Dictionary<string, sCollisionData>();
152
153 CollisionLocker ode;
154
155 private Random fluidRandomizer = new Random(Environment.TickCount);
156
157 private const uint m_regionWidth = Constants.RegionSize;
158 private const uint m_regionHeight = Constants.RegionSize;
159
160 private float ODE_STEPSIZE = 0.020f;
161 private float metersInSpace = 29.9f;
162 private float m_timeDilation = 1.0f;
163
164 public float gravityx = 0f;
165 public float gravityy = 0f;
166 public float gravityz = -9.8f;
167
168 private float contactsurfacelayer = 0.001f;
169
170 private int worldHashspaceLow = -4;
171 private int worldHashspaceHigh = 128;
172
173 private int smallHashspaceLow = -4;
174 private int smallHashspaceHigh = 66;
175
176 private float waterlevel = 0f;
177 private int framecount = 0;
178 //private int m_returncollisions = 10;
179
180 private readonly IntPtr contactgroup;
181
182 internal IntPtr LandGeom;
183 internal IntPtr WaterGeom;
184
185 private float nmTerrainContactFriction = 255.0f;
186 private float nmTerrainContactBounce = 0.1f;
187 private float nmTerrainContactERP = 0.1025f;
188
189 private float mTerrainContactFriction = 75f;
190 private float mTerrainContactBounce = 0.1f;
191 private float mTerrainContactERP = 0.05025f;
192
193 private float nmAvatarObjectContactFriction = 250f;
194 private float nmAvatarObjectContactBounce = 0.1f;
195
196 private float mAvatarObjectContactFriction = 75f;
197 private float mAvatarObjectContactBounce = 0.1f;
198
199 private float avPIDD = 3200f;
200 private float avPIDP = 1400f;
201 private float avCapRadius = 0.37f;
202 private float avStandupTensor = 2000000f;
203 private bool avCapsuleTilted = true; // true = old compatibility mode with leaning capsule; false = new corrected mode
204 public bool IsAvCapsuleTilted { get { return avCapsuleTilted; } set { avCapsuleTilted = value; } }
205 private float avDensity = 80f;
206 private float avHeightFudgeFactor = 0.52f;
207 private float avMovementDivisorWalk = 1.3f;
208 private float avMovementDivisorRun = 0.8f;
209 private float minimumGroundFlightOffset = 3f;
210 public float maximumMassObject = 10000.01f;
211
212 public bool meshSculptedPrim = true;
213 public bool forceSimplePrimMeshing = false;
214
215 public float meshSculptLOD = 32;
216 public float MeshSculptphysicalLOD = 16;
217
218 public float geomDefaultDensity = 10.000006836f;
219
220 public int geomContactPointsStartthrottle = 3;
221 public int geomUpdatesPerThrottledUpdate = 15;
222
223 public float bodyPIDD = 35f;
224 public float bodyPIDG = 25;
225
226 public int geomCrossingFailuresBeforeOutofbounds = 5;
227 public int geomRegionFence = 0;
228
229 public float bodyMotorJointMaxforceTensor = 2;
230
231 public int bodyFramesAutoDisable = 20;
232
233 private DateTime m_lastframe = DateTime.UtcNow;
234
235 private float[] _watermap;
236 private bool m_filterCollisions = true;
237
238 private d.NearCallback nearCallback;
239 public d.TriCallback triCallback;
240 public d.TriArrayCallback triArrayCallback;
241 private readonly HashSet<OdeCharacter> _characters = new HashSet<OdeCharacter>();
242 private readonly HashSet<OdePrim> _prims = new HashSet<OdePrim>();
243 private readonly HashSet<OdePrim> _activeprims = new HashSet<OdePrim>();
244 private readonly HashSet<OdePrim> _taintedPrimH = new HashSet<OdePrim>();
245 private readonly Object _taintedPrimLock = new Object();
246 private readonly List<OdePrim> _taintedPrimL = new List<OdePrim>();
247 private readonly HashSet<OdeCharacter> _taintedActors = new HashSet<OdeCharacter>();
248 private readonly List<d.ContactGeom> _perloopContact = new List<d.ContactGeom>();
249 private readonly List<PhysicsActor> _collisionEventPrim = new List<PhysicsActor>();
250 private readonly HashSet<OdeCharacter> _badCharacter = new HashSet<OdeCharacter>();
251 public Dictionary<IntPtr, String> geom_name_map = new Dictionary<IntPtr, String>();
252 public Dictionary<IntPtr, PhysicsActor> actor_name_map = new Dictionary<IntPtr, PhysicsActor>();
253 private bool m_NINJA_physics_joints_enabled = false;
254 //private Dictionary<String, IntPtr> jointpart_name_map = new Dictionary<String,IntPtr>();
255 private readonly Dictionary<String, List<PhysicsJoint>> joints_connecting_actor = new Dictionary<String, List<PhysicsJoint>>();
256 private d.ContactGeom[] contacts;
257 private readonly List<PhysicsJoint> requestedJointsToBeCreated = new List<PhysicsJoint>(); // lock only briefly. accessed by external code (to request new joints) and by OdeScene.Simulate() to move those joints into pending/active
258 private readonly List<PhysicsJoint> pendingJoints = new List<PhysicsJoint>(); // can lock for longer. accessed only by OdeScene.
259 private readonly List<PhysicsJoint> activeJoints = new List<PhysicsJoint>(); // can lock for longer. accessed only by OdeScene.
260 private readonly List<string> requestedJointsToBeDeleted = new List<string>(); // lock only briefly. accessed by external code (to request deletion of joints) and by OdeScene.Simulate() to move those joints out of pending/active
261 private Object externalJointRequestsLock = new Object();
262 private readonly Dictionary<String, PhysicsJoint> SOPName_to_activeJoint = new Dictionary<String, PhysicsJoint>();
263 private readonly Dictionary<String, PhysicsJoint> SOPName_to_pendingJoint = new Dictionary<String, PhysicsJoint>();
264 private readonly DoubleDictionary<Vector3, IntPtr, IntPtr> RegionTerrain = new DoubleDictionary<Vector3, IntPtr, IntPtr>();
265 private readonly Dictionary<IntPtr,float[]> TerrainHeightFieldHeights = new Dictionary<IntPtr, float[]>();
266
267 private d.Contact contact;
268 private d.Contact TerrainContact;
269 private d.Contact AvatarMovementprimContact;
270 private d.Contact AvatarMovementTerrainContact;
271 private d.Contact WaterContact;
272 private d.Contact[,] m_materialContacts;
273
274//Ckrinke: Comment out until used. We declare it, initialize it, but do not use it
275//Ckrinke private int m_randomizeWater = 200;
276 private int m_physicsiterations = 10;
277 private const float m_SkipFramesAtms = 0.40f; // Drop frames gracefully at a 400 ms lag
278 private readonly PhysicsActor PANull = new NullPhysicsActor();
279 private float step_time = 0.0f;
280//Ckrinke: Comment out until used. We declare it, initialize it, but do not use it
281//Ckrinke private int ms = 0;
282 public IntPtr world;
283 //private bool returncollisions = false;
284 // private uint obj1LocalID = 0;
285 private uint obj2LocalID = 0;
286 //private int ctype = 0;
287 private OdeCharacter cc1;
288 private OdePrim cp1;
289 private OdeCharacter cc2;
290 private OdePrim cp2;
291 //private int cStartStop = 0;
292 //private string cDictKey = "";
293
294 public IntPtr space;
295
296 //private IntPtr tmpSpace;
297 // split static geometry collision handling into spaces of 30 meters
298 public IntPtr[,] staticPrimspace;
299
300 public Object OdeLock;
301
302 public IMesher mesher;
303
304 private IConfigSource m_config;
305
306 public bool physics_logging = false;
307 public int physics_logging_interval = 0;
308 public bool physics_logging_append_existing_logfile = false;
309
310 public d.Vector3 xyz = new d.Vector3(128.1640f, 128.3079f, 25.7600f);
311 public d.Vector3 hpr = new d.Vector3(125.5000f, -17.0000f, 0.0000f);
312
313 // TODO: unused: private uint heightmapWidth = m_regionWidth + 1;
314 // TODO: unused: private uint heightmapHeight = m_regionHeight + 1;
315 // TODO: unused: private uint heightmapWidthSamples;
316 // TODO: unused: private uint heightmapHeightSamples;
317
318 private volatile int m_global_contactcount = 0;
319
320 private Vector3 m_worldOffset = Vector3.Zero;
321 public Vector2 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize);
322 private PhysicsScene m_parentScene = null;
323
324 private ODERayCastRequestManager m_rayCastManager;
325
326 /// <summary>
327 /// Initiailizes the scene
328 /// Sets many properties that ODE requires to be stable
329 /// These settings need to be tweaked 'exactly' right or weird stuff happens.
330 /// </summary>
331 public OdeScene(CollisionLocker dode, string sceneIdentifier)
332 {
333 m_log
334 = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType.ToString() + "." + sceneIdentifier);
335
336 OdeLock = new Object();
337 ode = dode;
338 nearCallback = near;
339 triCallback = TriCallback;
340 triArrayCallback = TriArrayCallback;
341 m_rayCastManager = new ODERayCastRequestManager(this);
342 lock (OdeLock)
343 {
344 // Create the world and the first space
345 world = d.WorldCreate();
346 space = d.HashSpaceCreate(IntPtr.Zero);
347
348
349 contactgroup = d.JointGroupCreate(0);
350 //contactgroup
351
352 d.WorldSetAutoDisableFlag(world, false);
353 #if USE_DRAWSTUFF
354
355 Thread viewthread = new Thread(new ParameterizedThreadStart(startvisualization));
356 viewthread.Start();
357 #endif
358 }
359
360
361 _watermap = new float[258 * 258];
362
363 // Zero out the prim spaces array (we split our space into smaller spaces so
364 // we can hit test less.
365 }
366
367#if USE_DRAWSTUFF
368 public void startvisualization(object o)
369 {
370 ds.Functions fn;
371 fn.version = ds.VERSION;
372 fn.start = new ds.CallbackFunction(start);
373 fn.step = new ds.CallbackFunction(step);
374 fn.command = new ds.CallbackFunction(command);
375 fn.stop = null;
376 fn.path_to_textures = "./textures";
377 string[] args = new string[0];
378 ds.SimulationLoop(args.Length, args, 352, 288, ref fn);
379 }
380#endif
381
382 // Initialize the mesh plugin
383 public override void Initialise(IMesher meshmerizer, IConfigSource config)
384 {
385 mesher = meshmerizer;
386 m_config = config;
387 // Defaults
388
389 if (Environment.OSVersion.Platform == PlatformID.Unix)
390 {
391 avPIDD = 3200.0f;
392 avPIDP = 1400.0f;
393 avStandupTensor = 2000000f;
394 }
395 else
396 {
397 avPIDD = 2200.0f;
398 avPIDP = 900.0f;
399 avStandupTensor = 550000f;
400 }
401
402 int contactsPerCollision = 80;
403
404 if (m_config != null)
405 {
406 IConfig physicsconfig = m_config.Configs["ODEPhysicsSettings"];
407 if (physicsconfig != null)
408 {
409 gravityx = physicsconfig.GetFloat("world_gravityx", 0f);
410 gravityy = physicsconfig.GetFloat("world_gravityy", 0f);
411 gravityz = physicsconfig.GetFloat("world_gravityz", -9.8f);
412
413 worldHashspaceLow = physicsconfig.GetInt("world_hashspace_size_low", -4);
414 worldHashspaceHigh = physicsconfig.GetInt("world_hashspace_size_high", 128);
415
416 metersInSpace = physicsconfig.GetFloat("meters_in_small_space", 29.9f);
417 smallHashspaceLow = physicsconfig.GetInt("small_hashspace_size_low", -4);
418 smallHashspaceHigh = physicsconfig.GetInt("small_hashspace_size_high", 66);
419
420 contactsurfacelayer = physicsconfig.GetFloat("world_contact_surface_layer", 0.001f);
421
422 nmTerrainContactFriction = physicsconfig.GetFloat("nm_terraincontact_friction", 255.0f);
423 nmTerrainContactBounce = physicsconfig.GetFloat("nm_terraincontact_bounce", 0.1f);
424 nmTerrainContactERP = physicsconfig.GetFloat("nm_terraincontact_erp", 0.1025f);
425
426 mTerrainContactFriction = physicsconfig.GetFloat("m_terraincontact_friction", 75f);
427 mTerrainContactBounce = physicsconfig.GetFloat("m_terraincontact_bounce", 0.05f);
428 mTerrainContactERP = physicsconfig.GetFloat("m_terraincontact_erp", 0.05025f);
429
430 nmAvatarObjectContactFriction = physicsconfig.GetFloat("objectcontact_friction", 250f);
431 nmAvatarObjectContactBounce = physicsconfig.GetFloat("objectcontact_bounce", 0.2f);
432
433 mAvatarObjectContactFriction = physicsconfig.GetFloat("m_avatarobjectcontact_friction", 75f);
434 mAvatarObjectContactBounce = physicsconfig.GetFloat("m_avatarobjectcontact_bounce", 0.1f);
435
436 ODE_STEPSIZE = physicsconfig.GetFloat("world_stepsize", 0.020f);
437 m_physicsiterations = physicsconfig.GetInt("world_internal_steps_without_collisions", 10);
438
439 avDensity = physicsconfig.GetFloat("av_density", 80f);
440 avHeightFudgeFactor = physicsconfig.GetFloat("av_height_fudge_factor", 0.52f);
441 avMovementDivisorWalk = physicsconfig.GetFloat("av_movement_divisor_walk", 1.3f);
442 avMovementDivisorRun = physicsconfig.GetFloat("av_movement_divisor_run", 0.8f);
443 avCapRadius = physicsconfig.GetFloat("av_capsule_radius", 0.37f);
444 avCapsuleTilted = physicsconfig.GetBoolean("av_capsule_tilted", false);
445
446 contactsPerCollision = physicsconfig.GetInt("contacts_per_collision", 80);
447
448 geomContactPointsStartthrottle = physicsconfig.GetInt("geom_contactpoints_start_throttling", 3);
449 geomUpdatesPerThrottledUpdate = physicsconfig.GetInt("geom_updates_before_throttled_update", 15);
450 geomCrossingFailuresBeforeOutofbounds = physicsconfig.GetInt("geom_crossing_failures_before_outofbounds", 5);
451 geomRegionFence = physicsconfig.GetInt("region_border_fence", 0);
452
453 geomDefaultDensity = physicsconfig.GetFloat("geometry_default_density", 10.000006836f);
454 bodyFramesAutoDisable = physicsconfig.GetInt("body_frames_auto_disable", 20);
455
456 bodyPIDD = physicsconfig.GetFloat("body_pid_derivative", 35f);
457 bodyPIDG = physicsconfig.GetFloat("body_pid_gain", 25f);
458
459 forceSimplePrimMeshing = physicsconfig.GetBoolean("force_simple_prim_meshing", forceSimplePrimMeshing);
460 meshSculptedPrim = physicsconfig.GetBoolean("mesh_sculpted_prim", true);
461 meshSculptLOD = physicsconfig.GetFloat("mesh_lod", 32f);
462 MeshSculptphysicalLOD = physicsconfig.GetFloat("mesh_physical_lod", 16f);
463 m_filterCollisions = physicsconfig.GetBoolean("filter_collisions", false);
464
465 if (Environment.OSVersion.Platform == PlatformID.Unix)
466 {
467 avPIDD = physicsconfig.GetFloat("av_pid_derivative_linux", 2200.0f);
468 avPIDP = physicsconfig.GetFloat("av_pid_proportional_linux", 900.0f);
469 avStandupTensor = physicsconfig.GetFloat("av_capsule_standup_tensor_linux", 550000f);
470 bodyMotorJointMaxforceTensor = physicsconfig.GetFloat("body_motor_joint_maxforce_tensor_linux", 5f);
471 }
472 else
473 {
474 avPIDD = physicsconfig.GetFloat("av_pid_derivative_win", 2200.0f);
475 avPIDP = physicsconfig.GetFloat("av_pid_proportional_win", 900.0f);
476 avStandupTensor = physicsconfig.GetFloat("av_capsule_standup_tensor_win", 550000f);
477 bodyMotorJointMaxforceTensor = physicsconfig.GetFloat("body_motor_joint_maxforce_tensor_win", 5f);
478 }
479
480 physics_logging = physicsconfig.GetBoolean("physics_logging", false);
481 physics_logging_interval = physicsconfig.GetInt("physics_logging_interval", 0);
482 physics_logging_append_existing_logfile = physicsconfig.GetBoolean("physics_logging_append_existing_logfile", false);
483
484 m_NINJA_physics_joints_enabled = physicsconfig.GetBoolean("use_NINJA_physics_joints", false);
485 minimumGroundFlightOffset = physicsconfig.GetFloat("minimum_ground_flight_offset", 3f);
486 maximumMassObject = physicsconfig.GetFloat("maximum_mass_object", 10000.01f);
487 }
488 }
489
490 contacts = new d.ContactGeom[contactsPerCollision];
491
492 staticPrimspace = new IntPtr[(int)(300 / metersInSpace), (int)(300 / metersInSpace)];
493
494 // Centeral contact friction and bounce
495 // ckrinke 11/10/08 Enabling soft_erp but not soft_cfm until I figure out why
496 // an avatar falls through in Z but not in X or Y when walking on a prim.
497 contact.surface.mode |= d.ContactFlags.SoftERP;
498 contact.surface.mu = nmAvatarObjectContactFriction;
499 contact.surface.bounce = nmAvatarObjectContactBounce;
500 contact.surface.soft_cfm = 0.010f;
501 contact.surface.soft_erp = 0.010f;
502
503 // Terrain contact friction and Bounce
504 // This is the *non* moving version. Use this when an avatar
505 // isn't moving to keep it in place better
506 TerrainContact.surface.mode |= d.ContactFlags.SoftERP;
507 TerrainContact.surface.mu = nmTerrainContactFriction;
508 TerrainContact.surface.bounce = nmTerrainContactBounce;
509 TerrainContact.surface.soft_erp = nmTerrainContactERP;
510
511 WaterContact.surface.mode |= (d.ContactFlags.SoftERP | d.ContactFlags.SoftCFM);
512 WaterContact.surface.mu = 0f; // No friction
513 WaterContact.surface.bounce = 0.0f; // No bounce
514 WaterContact.surface.soft_cfm = 0.010f;
515 WaterContact.surface.soft_erp = 0.010f;
516
517 // Prim contact friction and bounce
518 // THis is the *non* moving version of friction and bounce
519 // Use this when an avatar comes in contact with a prim
520 // and is moving
521 AvatarMovementprimContact.surface.mu = mAvatarObjectContactFriction;
522 AvatarMovementprimContact.surface.bounce = mAvatarObjectContactBounce;
523
524 // Terrain contact friction bounce and various error correcting calculations
525 // Use this when an avatar is in contact with the terrain and moving.
526 AvatarMovementTerrainContact.surface.mode |= d.ContactFlags.SoftERP;
527 AvatarMovementTerrainContact.surface.mu = mTerrainContactFriction;
528 AvatarMovementTerrainContact.surface.bounce = mTerrainContactBounce;
529 AvatarMovementTerrainContact.surface.soft_erp = mTerrainContactERP;
530
531
532 /*
533 <summary></summary>
534 Stone = 0,
535 /// <summary></summary>
536 Metal = 1,
537 /// <summary></summary>
538 Glass = 2,
539 /// <summary></summary>
540 Wood = 3,
541 /// <summary></summary>
542 Flesh = 4,
543 /// <summary></summary>
544 Plastic = 5,
545 /// <summary></summary>
546 Rubber = 6
547 */
548
549 m_materialContacts = new d.Contact[7,2];
550
551 m_materialContacts[(int)Material.Stone, 0] = new d.Contact();
552 m_materialContacts[(int)Material.Stone, 0].surface.mode |= d.ContactFlags.SoftERP;
553 m_materialContacts[(int)Material.Stone, 0].surface.mu = nmAvatarObjectContactFriction;
554 m_materialContacts[(int)Material.Stone, 0].surface.bounce = nmAvatarObjectContactBounce;
555 m_materialContacts[(int)Material.Stone, 0].surface.soft_cfm = 0.010f;
556 m_materialContacts[(int)Material.Stone, 0].surface.soft_erp = 0.010f;
557
558 m_materialContacts[(int)Material.Stone, 1] = new d.Contact();
559 m_materialContacts[(int)Material.Stone, 1].surface.mode |= d.ContactFlags.SoftERP;
560 m_materialContacts[(int)Material.Stone, 1].surface.mu = mAvatarObjectContactFriction;
561 m_materialContacts[(int)Material.Stone, 1].surface.bounce = mAvatarObjectContactBounce;
562 m_materialContacts[(int)Material.Stone, 1].surface.soft_cfm = 0.010f;
563 m_materialContacts[(int)Material.Stone, 1].surface.soft_erp = 0.010f;
564
565 m_materialContacts[(int)Material.Metal, 0] = new d.Contact();
566 m_materialContacts[(int)Material.Metal, 0].surface.mode |= d.ContactFlags.SoftERP;
567 m_materialContacts[(int)Material.Metal, 0].surface.mu = nmAvatarObjectContactFriction;
568 m_materialContacts[(int)Material.Metal, 0].surface.bounce = nmAvatarObjectContactBounce;
569 m_materialContacts[(int)Material.Metal, 0].surface.soft_cfm = 0.010f;
570 m_materialContacts[(int)Material.Metal, 0].surface.soft_erp = 0.010f;
571
572 m_materialContacts[(int)Material.Metal, 1] = new d.Contact();
573 m_materialContacts[(int)Material.Metal, 1].surface.mode |= d.ContactFlags.SoftERP;
574 m_materialContacts[(int)Material.Metal, 1].surface.mu = mAvatarObjectContactFriction;
575 m_materialContacts[(int)Material.Metal, 1].surface.bounce = mAvatarObjectContactBounce;
576 m_materialContacts[(int)Material.Metal, 1].surface.soft_cfm = 0.010f;
577 m_materialContacts[(int)Material.Metal, 1].surface.soft_erp = 0.010f;
578
579 m_materialContacts[(int)Material.Glass, 0] = new d.Contact();
580 m_materialContacts[(int)Material.Glass, 0].surface.mode |= d.ContactFlags.SoftERP;
581 m_materialContacts[(int)Material.Glass, 0].surface.mu = 1f;
582 m_materialContacts[(int)Material.Glass, 0].surface.bounce = 0.5f;
583 m_materialContacts[(int)Material.Glass, 0].surface.soft_cfm = 0.010f;
584 m_materialContacts[(int)Material.Glass, 0].surface.soft_erp = 0.010f;
585
586 /*
587 private float nmAvatarObjectContactFriction = 250f;
588 private float nmAvatarObjectContactBounce = 0.1f;
589
590 private float mAvatarObjectContactFriction = 75f;
591 private float mAvatarObjectContactBounce = 0.1f;
592 */
593 m_materialContacts[(int)Material.Glass, 1] = new d.Contact();
594 m_materialContacts[(int)Material.Glass, 1].surface.mode |= d.ContactFlags.SoftERP;
595 m_materialContacts[(int)Material.Glass, 1].surface.mu = 1f;
596 m_materialContacts[(int)Material.Glass, 1].surface.bounce = 0.5f;
597 m_materialContacts[(int)Material.Glass, 1].surface.soft_cfm = 0.010f;
598 m_materialContacts[(int)Material.Glass, 1].surface.soft_erp = 0.010f;
599
600 m_materialContacts[(int)Material.Wood, 0] = new d.Contact();
601 m_materialContacts[(int)Material.Wood, 0].surface.mode |= d.ContactFlags.SoftERP;
602 m_materialContacts[(int)Material.Wood, 0].surface.mu = nmAvatarObjectContactFriction;
603 m_materialContacts[(int)Material.Wood, 0].surface.bounce = nmAvatarObjectContactBounce;
604 m_materialContacts[(int)Material.Wood, 0].surface.soft_cfm = 0.010f;
605 m_materialContacts[(int)Material.Wood, 0].surface.soft_erp = 0.010f;
606
607 m_materialContacts[(int)Material.Wood, 1] = new d.Contact();
608 m_materialContacts[(int)Material.Wood, 1].surface.mode |= d.ContactFlags.SoftERP;
609 m_materialContacts[(int)Material.Wood, 1].surface.mu = mAvatarObjectContactFriction;
610 m_materialContacts[(int)Material.Wood, 1].surface.bounce = mAvatarObjectContactBounce;
611 m_materialContacts[(int)Material.Wood, 1].surface.soft_cfm = 0.010f;
612 m_materialContacts[(int)Material.Wood, 1].surface.soft_erp = 0.010f;
613
614 m_materialContacts[(int)Material.Flesh, 0] = new d.Contact();
615 m_materialContacts[(int)Material.Flesh, 0].surface.mode |= d.ContactFlags.SoftERP;
616 m_materialContacts[(int)Material.Flesh, 0].surface.mu = nmAvatarObjectContactFriction;
617 m_materialContacts[(int)Material.Flesh, 0].surface.bounce = nmAvatarObjectContactBounce;
618 m_materialContacts[(int)Material.Flesh, 0].surface.soft_cfm = 0.010f;
619 m_materialContacts[(int)Material.Flesh, 0].surface.soft_erp = 0.010f;
620
621 m_materialContacts[(int)Material.Flesh, 1] = new d.Contact();
622 m_materialContacts[(int)Material.Flesh, 1].surface.mode |= d.ContactFlags.SoftERP;
623 m_materialContacts[(int)Material.Flesh, 1].surface.mu = mAvatarObjectContactFriction;
624 m_materialContacts[(int)Material.Flesh, 1].surface.bounce = mAvatarObjectContactBounce;
625 m_materialContacts[(int)Material.Flesh, 1].surface.soft_cfm = 0.010f;
626 m_materialContacts[(int)Material.Flesh, 1].surface.soft_erp = 0.010f;
627
628 m_materialContacts[(int)Material.Plastic, 0] = new d.Contact();
629 m_materialContacts[(int)Material.Plastic, 0].surface.mode |= d.ContactFlags.SoftERP;
630 m_materialContacts[(int)Material.Plastic, 0].surface.mu = nmAvatarObjectContactFriction;
631 m_materialContacts[(int)Material.Plastic, 0].surface.bounce = nmAvatarObjectContactBounce;
632 m_materialContacts[(int)Material.Plastic, 0].surface.soft_cfm = 0.010f;
633 m_materialContacts[(int)Material.Plastic, 0].surface.soft_erp = 0.010f;
634
635 m_materialContacts[(int)Material.Plastic, 1] = new d.Contact();
636 m_materialContacts[(int)Material.Plastic, 1].surface.mode |= d.ContactFlags.SoftERP;
637 m_materialContacts[(int)Material.Plastic, 1].surface.mu = mAvatarObjectContactFriction;
638 m_materialContacts[(int)Material.Plastic, 1].surface.bounce = mAvatarObjectContactBounce;
639 m_materialContacts[(int)Material.Plastic, 1].surface.soft_cfm = 0.010f;
640 m_materialContacts[(int)Material.Plastic, 1].surface.soft_erp = 0.010f;
641
642 m_materialContacts[(int)Material.Rubber, 0] = new d.Contact();
643 m_materialContacts[(int)Material.Rubber, 0].surface.mode |= d.ContactFlags.SoftERP;
644 m_materialContacts[(int)Material.Rubber, 0].surface.mu = nmAvatarObjectContactFriction;
645 m_materialContacts[(int)Material.Rubber, 0].surface.bounce = nmAvatarObjectContactBounce;
646 m_materialContacts[(int)Material.Rubber, 0].surface.soft_cfm = 0.010f;
647 m_materialContacts[(int)Material.Rubber, 0].surface.soft_erp = 0.010f;
648
649 m_materialContacts[(int)Material.Rubber, 1] = new d.Contact();
650 m_materialContacts[(int)Material.Rubber, 1].surface.mode |= d.ContactFlags.SoftERP;
651 m_materialContacts[(int)Material.Rubber, 1].surface.mu = mAvatarObjectContactFriction;
652 m_materialContacts[(int)Material.Rubber, 1].surface.bounce = mAvatarObjectContactBounce;
653 m_materialContacts[(int)Material.Rubber, 1].surface.soft_cfm = 0.010f;
654 m_materialContacts[(int)Material.Rubber, 1].surface.soft_erp = 0.010f;
655
656 d.HashSpaceSetLevels(space, worldHashspaceLow, worldHashspaceHigh);
657
658 // Set the gravity,, don't disable things automatically (we set it explicitly on some things)
659
660 d.WorldSetGravity(world, gravityx, gravityy, gravityz);
661 d.WorldSetContactSurfaceLayer(world, contactsurfacelayer);
662
663 d.WorldSetLinearDamping(world, 256f);
664 d.WorldSetAngularDamping(world, 256f);
665 d.WorldSetAngularDampingThreshold(world, 256f);
666 d.WorldSetLinearDampingThreshold(world, 256f);
667 d.WorldSetMaxAngularSpeed(world, 256f);
668
669 // Set how many steps we go without running collision testing
670 // This is in addition to the step size.
671 // Essentially Steps * m_physicsiterations
672 d.WorldSetQuickStepNumIterations(world, m_physicsiterations);
673 //d.WorldSetContactMaxCorrectingVel(world, 1000.0f);
674
675
676
677 for (int i = 0; i < staticPrimspace.GetLength(0); i++)
678 {
679 for (int j = 0; j < staticPrimspace.GetLength(1); j++)
680 {
681 staticPrimspace[i, j] = IntPtr.Zero;
682 }
683 }
684 }
685
686 internal void waitForSpaceUnlock(IntPtr space)
687 {
688 //if (space != IntPtr.Zero)
689 //while (d.SpaceLockQuery(space)) { } // Wait and do nothing
690 }
691
692 /// <summary>
693 /// Debug space message for printing the space that a prim/avatar is in.
694 /// </summary>
695 /// <param name="pos"></param>
696 /// <returns>Returns which split up space the given position is in.</returns>
697 public string whichspaceamIin(Vector3 pos)
698 {
699 return calculateSpaceForGeom(pos).ToString();
700 }
701
702 #region Collision Detection
703
704 /// <summary>
705 /// This is our near callback. A geometry is near a body
706 /// </summary>
707 /// <param name="space">The space that contains the geoms. Remember, spaces are also geoms</param>
708 /// <param name="g1">a geometry or space</param>
709 /// <param name="g2">another geometry or space</param>
710 private void near(IntPtr space, IntPtr g1, IntPtr g2)
711 {
712 // no lock here! It's invoked from within Simulate(), which is thread-locked
713
714 // Test if we're colliding a geom with a space.
715 // If so we have to drill down into the space recursively
716//Console.WriteLine("near -----------"); //##
717 if (d.GeomIsSpace(g1) || d.GeomIsSpace(g2))
718 {
719 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
720 return;
721
722 // Separating static prim geometry spaces.
723 // We'll be calling near recursivly if one
724 // of them is a space to find all of the
725 // contact points in the space
726 try
727 {
728 d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback);
729 }
730 catch (AccessViolationException)
731 {
732 m_log.Warn("[PHYSICS]: Unable to collide test a space");
733 return;
734 }
735 //Colliding a space or a geom with a space or a geom. so drill down
736
737 //Collide all geoms in each space..
738 //if (d.GeomIsSpace(g1)) d.SpaceCollide(g1, IntPtr.Zero, nearCallback);
739 //if (d.GeomIsSpace(g2)) d.SpaceCollide(g2, IntPtr.Zero, nearCallback);
740 return;
741 }
742
743 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
744 return;
745
746 IntPtr b1 = d.GeomGetBody(g1);
747 IntPtr b2 = d.GeomGetBody(g2);
748
749 // d.GeomClassID id = d.GeomGetClass(g1);
750
751 String name1 = null;
752 String name2 = null;
753
754 if (!geom_name_map.TryGetValue(g1, out name1))
755 {
756 name1 = "null";
757 }
758 if (!geom_name_map.TryGetValue(g2, out name2))
759 {
760 name2 = "null";
761 }
762
763 //if (id == d.GeomClassId.TriMeshClass)
764 //{
765 // m_log.InfoFormat("near: A collision was detected between {1} and {2}", 0, name1, name2);
766 //m_log.Debug("near: A collision was detected between {1} and {2}", 0, name1, name2);
767 //}
768
769 // Figure out how many contact points we have
770 int count = 0;
771 try
772 {
773 // Colliding Geom To Geom
774 // This portion of the function 'was' blatantly ripped off from BoxStack.cs
775
776 if (g1 == g2)
777 return; // Can't collide with yourself
778
779 if (b1 != IntPtr.Zero && b2 != IntPtr.Zero && d.AreConnectedExcluding(b1, b2, d.JointType.Contact))
780 return;
781
782 lock (contacts)
783 {
784 count = d.Collide(g1, g2, contacts.Length, contacts, d.ContactGeom.SizeOf);
785 if (count > contacts.Length)
786 m_log.Error("[PHYSICS]: Got " + count + " contacts when we asked for a maximum of " + contacts.Length);
787 }
788 }
789 catch (SEHException)
790 {
791 m_log.Error("[PHYSICS]: The Operating system shut down ODE because of corrupt memory. This could be a result of really irregular terrain. If this repeats continuously, restart using Basic Physics and terrain fill your terrain. Restarting the sim.");
792 ode.drelease(world);
793 base.TriggerPhysicsBasedRestart();
794 }
795 catch (Exception e)
796 {
797 m_log.WarnFormat("[PHYSICS]: Unable to collide test an object: {0}", e.Message);
798 return;
799 }
800
801 PhysicsActor p1;
802 PhysicsActor p2;
803
804 if (!actor_name_map.TryGetValue(g1, out p1))
805 {
806 p1 = PANull;
807 }
808
809 if (!actor_name_map.TryGetValue(g2, out p2))
810 {
811 p2 = PANull;
812 }
813
814 ContactPoint maxDepthContact = new ContactPoint();
815 if (p1.CollisionScore + count >= float.MaxValue)
816 p1.CollisionScore = 0;
817 p1.CollisionScore += count;
818
819 if (p2.CollisionScore + count >= float.MaxValue)
820 p2.CollisionScore = 0;
821 p2.CollisionScore += count;
822
823 for (int i = 0; i < count; i++)
824 {
825 d.ContactGeom curContact = contacts[i];
826
827 if (curContact.depth > maxDepthContact.PenetrationDepth)
828 {
829 maxDepthContact = new ContactPoint(
830 new Vector3(curContact.pos.X, curContact.pos.Y, curContact.pos.Z),
831 new Vector3(curContact.normal.X, curContact.normal.Y, curContact.normal.Z),
832 curContact.depth
833 );
834 }
835
836 //m_log.Warn("[CCOUNT]: " + count);
837 IntPtr joint;
838 // If we're colliding with terrain, use 'TerrainContact' instead of contact.
839 // allows us to have different settings
840
841 // We only need to test p2 for 'jump crouch purposes'
842 if (p2 is OdeCharacter && p1.PhysicsActorType == (int)ActorTypes.Prim)
843 {
844 // Testing if the collision is at the feet of the avatar
845
846 //m_log.DebugFormat("[PHYSICS]: {0} - {1} - {2} - {3}", curContact.pos.Z, p2.Position.Z, (p2.Position.Z - curContact.pos.Z), (p2.Size.Z * 0.6f));
847//#@ if ((p2.Position.Z - curContact.pos.Z) > (p2.Size.Z * 0.6f))
848//#@ p2.IsColliding = true;
849 if ((p2.Position.Z - curContact.pos.Z) > (p2.Size.Z * 0.6f)){ //##
850//Console.WriteLine("AvColl 1 {0} - {1} - {2} - {3}", //##
851// curContact.pos.Z, p2.Position.Z, (p2.Position.Z - curContact.pos.Z), (p2.Size.Z * 0.6f)); //##
852 p2.IsColliding = true; //##
853 }else{
854//Console.WriteLine("AvColl 2 {0} - {1} - {2} - {3}", //##
855// curContact.pos.Z, p2.Position.Z, (p2.Position.Z - curContact.pos.Z), (p2.Size.Z * 0.6f)); //##
856
857 } //##
858 }
859 else
860 {
861//Console.WriteLine("AvColl 3 {0}", p2.PhysicsActorType); //##
862 p2.IsColliding = true;
863 }
864
865 //if ((framecount % m_returncollisions) == 0)
866
867 switch (p1.PhysicsActorType)
868 {
869 case (int)ActorTypes.Agent:
870 p2.CollidingObj = true;
871 break;
872 case (int)ActorTypes.Prim:
873 if (p2.Velocity.LengthSquared() > 0.0f)
874 p2.CollidingObj = true;
875 break;
876 case (int)ActorTypes.Unknown:
877 p2.CollidingGround = true;
878 break;
879 default:
880 p2.CollidingGround = true;
881 break;
882 }
883
884 // we don't want prim or avatar to explode
885
886 #region InterPenetration Handling - Unintended physics explosions
887# region disabled code1
888
889 if (curContact.depth >= 0.08f)
890 {
891 //This is disabled at the moment only because it needs more tweaking
892 //It will eventually be uncommented
893 /*
894 if (contact.depth >= 1.00f)
895 {
896 //m_log.Debug("[PHYSICS]: " + contact.depth.ToString());
897 }
898
899 //If you interpenetrate a prim with an agent
900 if ((p2.PhysicsActorType == (int) ActorTypes.Agent &&
901 p1.PhysicsActorType == (int) ActorTypes.Prim) ||
902 (p1.PhysicsActorType == (int) ActorTypes.Agent &&
903 p2.PhysicsActorType == (int) ActorTypes.Prim))
904 {
905
906 //contact.depth = contact.depth * 4.15f;
907 /*
908 if (p2.PhysicsActorType == (int) ActorTypes.Agent)
909 {
910 p2.CollidingObj = true;
911 contact.depth = 0.003f;
912 p2.Velocity = p2.Velocity + new PhysicsVector(0, 0, 2.5f);
913 OdeCharacter character = (OdeCharacter) p2;
914 character.SetPidStatus(true);
915 contact.pos = new d.Vector3(contact.pos.X + (p1.Size.X / 2), contact.pos.Y + (p1.Size.Y / 2), contact.pos.Z + (p1.Size.Z / 2));
916
917 }
918 else
919 {
920
921 //contact.depth = 0.0000000f;
922 }
923 if (p1.PhysicsActorType == (int) ActorTypes.Agent)
924 {
925
926 p1.CollidingObj = true;
927 contact.depth = 0.003f;
928 p1.Velocity = p1.Velocity + new PhysicsVector(0, 0, 2.5f);
929 contact.pos = new d.Vector3(contact.pos.X + (p2.Size.X / 2), contact.pos.Y + (p2.Size.Y / 2), contact.pos.Z + (p2.Size.Z / 2));
930 OdeCharacter character = (OdeCharacter)p1;
931 character.SetPidStatus(true);
932 }
933 else
934 {
935
936 //contact.depth = 0.0000000f;
937 }
938
939
940
941 }
942*/
943 // If you interpenetrate a prim with another prim
944 /*
945 if (p1.PhysicsActorType == (int) ActorTypes.Prim && p2.PhysicsActorType == (int) ActorTypes.Prim)
946 {
947 #region disabledcode2
948 //OdePrim op1 = (OdePrim)p1;
949 //OdePrim op2 = (OdePrim)p2;
950 //op1.m_collisionscore++;
951 //op2.m_collisionscore++;
952
953 //if (op1.m_collisionscore > 8000 || op2.m_collisionscore > 8000)
954 //{
955 //op1.m_taintdisable = true;
956 //AddPhysicsActorTaint(p1);
957 //op2.m_taintdisable = true;
958 //AddPhysicsActorTaint(p2);
959 //}
960
961 //if (contact.depth >= 0.25f)
962 //{
963 // Don't collide, one or both prim will expld.
964
965 //op1.m_interpenetrationcount++;
966 //op2.m_interpenetrationcount++;
967 //interpenetrations_before_disable = 200;
968 //if (op1.m_interpenetrationcount >= interpenetrations_before_disable)
969 //{
970 //op1.m_taintdisable = true;
971 //AddPhysicsActorTaint(p1);
972 //}
973 //if (op2.m_interpenetrationcount >= interpenetrations_before_disable)
974 //{
975 // op2.m_taintdisable = true;
976 //AddPhysicsActorTaint(p2);
977 //}
978
979 //contact.depth = contact.depth / 8f;
980 //contact.normal = new d.Vector3(0, 0, 1);
981 //}
982 //if (op1.m_disabled || op2.m_disabled)
983 //{
984 //Manually disabled objects stay disabled
985 //contact.depth = 0f;
986 //}
987 #endregion
988 }
989 */
990#endregion
991 if (curContact.depth >= 1.00f)
992 {
993 //m_log.Info("[P]: " + contact.depth.ToString());
994 if ((p2.PhysicsActorType == (int) ActorTypes.Agent &&
995 p1.PhysicsActorType == (int) ActorTypes.Unknown) ||
996 (p1.PhysicsActorType == (int) ActorTypes.Agent &&
997 p2.PhysicsActorType == (int) ActorTypes.Unknown))
998 {
999 if (p2.PhysicsActorType == (int) ActorTypes.Agent)
1000 {
1001 if (p2 is OdeCharacter)
1002 {
1003 OdeCharacter character = (OdeCharacter) p2;
1004
1005 //p2.CollidingObj = true;
1006 curContact.depth = 0.00000003f;
1007 p2.Velocity = p2.Velocity + new Vector3(0f, 0f, 0.5f);
1008 curContact.pos =
1009 new d.Vector3(curContact.pos.X + (p1.Size.X/2),
1010 curContact.pos.Y + (p1.Size.Y/2),
1011 curContact.pos.Z + (p1.Size.Z/2));
1012 character.SetPidStatus(true);
1013 }
1014 }
1015
1016
1017 if (p1.PhysicsActorType == (int) ActorTypes.Agent)
1018 {
1019 if (p1 is OdeCharacter)
1020 {
1021 OdeCharacter character = (OdeCharacter) p1;
1022
1023 //p2.CollidingObj = true;
1024 curContact.depth = 0.00000003f;
1025 p1.Velocity = p1.Velocity + new Vector3(0f, 0f, 0.5f);
1026 curContact.pos =
1027 new d.Vector3(curContact.pos.X + (p1.Size.X/2),
1028 curContact.pos.Y + (p1.Size.Y/2),
1029 curContact.pos.Z + (p1.Size.Z/2));
1030 character.SetPidStatus(true);
1031 }
1032 }
1033 }
1034 }
1035 }
1036
1037 #endregion
1038
1039 // Logic for collision handling
1040 // Note, that if *all* contacts are skipped (VolumeDetect)
1041 // The prim still detects (and forwards) collision events but
1042 // appears to be phantom for the world
1043 Boolean skipThisContact = false;
1044
1045 if ((p1 is OdePrim) && (((OdePrim)p1).m_isVolumeDetect))
1046 skipThisContact = true; // No collision on volume detect prims
1047
1048 if (!skipThisContact && (p2 is OdePrim) && (((OdePrim)p2).m_isVolumeDetect))
1049 skipThisContact = true; // No collision on volume detect prims
1050
1051 if (!skipThisContact && curContact.depth < 0f)
1052 skipThisContact = true;
1053
1054 if (!skipThisContact && checkDupe(curContact, p2.PhysicsActorType))
1055 skipThisContact = true;
1056
1057 const int maxContactsbeforedeath = 4000;
1058 joint = IntPtr.Zero;
1059
1060 if (!skipThisContact)
1061 {
1062 // If we're colliding against terrain
1063 if (name1 == "Terrain" || name2 == "Terrain")
1064 {
1065 // If we're moving
1066 if ((p2.PhysicsActorType == (int) ActorTypes.Agent) &&
1067 (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f))
1068 {
1069 // Use the movement terrain contact
1070 AvatarMovementTerrainContact.geom = curContact;
1071 _perloopContact.Add(curContact);
1072 if (m_global_contactcount < maxContactsbeforedeath)
1073 {
1074 joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementTerrainContact);
1075 m_global_contactcount++;
1076 }
1077 }
1078 else
1079 {
1080 if (p2.PhysicsActorType == (int)ActorTypes.Agent)
1081 {
1082 // Use the non moving terrain contact
1083 TerrainContact.geom = curContact;
1084 _perloopContact.Add(curContact);
1085 if (m_global_contactcount < maxContactsbeforedeath)
1086 {
1087 joint = d.JointCreateContact(world, contactgroup, ref TerrainContact);
1088 m_global_contactcount++;
1089 }
1090 }
1091 else
1092 {
1093 if (p2.PhysicsActorType == (int)ActorTypes.Prim && p1.PhysicsActorType == (int)ActorTypes.Prim)
1094 {
1095 // prim prim contact
1096 // int pj294950 = 0;
1097 int movintYN = 0;
1098 int material = (int) Material.Wood;
1099 // prim terrain contact
1100 if (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f)
1101 {
1102 movintYN = 1;
1103 }
1104
1105 if (p2 is OdePrim)
1106 material = ((OdePrim)p2).m_material;
1107
1108 //m_log.DebugFormat("Material: {0}", material);
1109 m_materialContacts[material, movintYN].geom = curContact;
1110 _perloopContact.Add(curContact);
1111
1112 if (m_global_contactcount < maxContactsbeforedeath)
1113 {
1114 joint = d.JointCreateContact(world, contactgroup, ref m_materialContacts[material, movintYN]);
1115 m_global_contactcount++;
1116
1117 }
1118
1119 }
1120 else
1121 {
1122
1123 int movintYN = 0;
1124 // prim terrain contact
1125 if (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f)
1126 {
1127 movintYN = 1;
1128 }
1129
1130 int material = (int)Material.Wood;
1131
1132 if (p2 is OdePrim)
1133 material = ((OdePrim)p2).m_material;
1134 //m_log.DebugFormat("Material: {0}", material);
1135 m_materialContacts[material, movintYN].geom = curContact;
1136 _perloopContact.Add(curContact);
1137
1138 if (m_global_contactcount < maxContactsbeforedeath)
1139 {
1140 joint = d.JointCreateContact(world, contactgroup, ref m_materialContacts[material, movintYN]);
1141 m_global_contactcount++;
1142
1143 }
1144 }
1145 }
1146 }
1147 //if (p2.PhysicsActorType == (int)ActorTypes.Prim)
1148 //{
1149 //m_log.Debug("[PHYSICS]: prim contacting with ground");
1150 //}
1151 }
1152 else if (name1 == "Water" || name2 == "Water")
1153 {
1154 /*
1155 if ((p2.PhysicsActorType == (int) ActorTypes.Prim))
1156 {
1157 }
1158 else
1159 {
1160 }
1161 */
1162 //WaterContact.surface.soft_cfm = 0.0000f;
1163 //WaterContact.surface.soft_erp = 0.00000f;
1164 if (curContact.depth > 0.1f)
1165 {
1166 curContact.depth *= 52;
1167 //contact.normal = new d.Vector3(0, 0, 1);
1168 //contact.pos = new d.Vector3(0, 0, contact.pos.Z - 5f);
1169 }
1170 WaterContact.geom = curContact;
1171 _perloopContact.Add(curContact);
1172 if (m_global_contactcount < maxContactsbeforedeath)
1173 {
1174 joint = d.JointCreateContact(world, contactgroup, ref WaterContact);
1175 m_global_contactcount++;
1176 }
1177 //m_log.Info("[PHYSICS]: Prim Water Contact" + contact.depth);
1178 }
1179 else
1180 {
1181 // we're colliding with prim or avatar
1182 // check if we're moving
1183 if ((p2.PhysicsActorType == (int)ActorTypes.Agent))
1184 {
1185 if ((Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f))
1186 {
1187 // Use the Movement prim contact
1188 AvatarMovementprimContact.geom = curContact;
1189 _perloopContact.Add(curContact);
1190 if (m_global_contactcount < maxContactsbeforedeath)
1191 {
1192 joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementprimContact);
1193 m_global_contactcount++;
1194 }
1195 }
1196 else
1197 {
1198 // Use the non movement contact
1199 contact.geom = curContact;
1200 _perloopContact.Add(curContact);
1201
1202 if (m_global_contactcount < maxContactsbeforedeath)
1203 {
1204 joint = d.JointCreateContact(world, contactgroup, ref contact);
1205 m_global_contactcount++;
1206 }
1207 }
1208 }
1209 else if (p2.PhysicsActorType == (int)ActorTypes.Prim)
1210 {
1211 //p1.PhysicsActorType
1212 int material = (int)Material.Wood;
1213
1214 if (p2 is OdePrim)
1215 material = ((OdePrim)p2).m_material;
1216
1217 //m_log.DebugFormat("Material: {0}", material);
1218 m_materialContacts[material, 0].geom = curContact;
1219 _perloopContact.Add(curContact);
1220
1221 if (m_global_contactcount < maxContactsbeforedeath)
1222 {
1223 joint = d.JointCreateContact(world, contactgroup, ref m_materialContacts[material, 0]);
1224 m_global_contactcount++;
1225
1226 }
1227 }
1228 }
1229
1230 if (m_global_contactcount < maxContactsbeforedeath && joint != IntPtr.Zero) // stack collide!
1231 {
1232 d.JointAttach(joint, b1, b2);
1233 m_global_contactcount++;
1234 }
1235
1236 }
1237 collision_accounting_events(p1, p2, maxDepthContact);
1238 if (count > geomContactPointsStartthrottle)
1239 {
1240 // If there are more then 3 contact points, it's likely
1241 // that we've got a pile of objects, so ...
1242 // We don't want to send out hundreds of terse updates over and over again
1243 // so lets throttle them and send them again after it's somewhat sorted out.
1244 p2.ThrottleUpdates = true;
1245 }
1246 //m_log.Debug(count.ToString());
1247 //m_log.Debug("near: A collision was detected between {1} and {2}", 0, name1, name2);
1248 }
1249 }
1250
1251 private bool checkDupe(d.ContactGeom contactGeom, int atype)
1252 {
1253 bool result = false;
1254 //return result;
1255 if (!m_filterCollisions)
1256 return false;
1257
1258 ActorTypes at = (ActorTypes)atype;
1259 lock (_perloopContact)
1260 {
1261 foreach (d.ContactGeom contact in _perloopContact)
1262 {
1263 //if ((contact.g1 == contactGeom.g1 && contact.g2 == contactGeom.g2))
1264 //{
1265 // || (contact.g2 == contactGeom.g1 && contact.g1 == contactGeom.g2)
1266 if (at == ActorTypes.Agent)
1267 {
1268 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)
1269 {
1270
1271 if (Math.Abs(contact.depth - contactGeom.depth) < 0.052f)
1272 {
1273 //contactGeom.depth *= .00005f;
1274 //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth));
1275 // 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));
1276 result = true;
1277 break;
1278 }
1279 else
1280 {
1281 //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth));
1282 }
1283 }
1284 else
1285 {
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 //int i = 0;
1288 }
1289 }
1290 else if (at == ActorTypes.Prim)
1291 {
1292 //d.AABB aabb1 = new d.AABB();
1293 //d.AABB aabb2 = new d.AABB();
1294
1295 //d.GeomGetAABB(contactGeom.g2, out aabb2);
1296 //d.GeomGetAABB(contactGeom.g1, out aabb1);
1297 //aabb1.
1298 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)
1299 {
1300 if (contactGeom.normal.X == contact.normal.X && contactGeom.normal.Y == contact.normal.Y && contactGeom.normal.Z == contact.normal.Z)
1301 {
1302 if (Math.Abs(contact.depth - contactGeom.depth) < 0.272f)
1303 {
1304 result = true;
1305 break;
1306 }
1307 }
1308 //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth));
1309 //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));
1310 }
1311
1312 }
1313
1314 //}
1315
1316 }
1317 }
1318 return result;
1319 }
1320
1321 private void collision_accounting_events(PhysicsActor p1, PhysicsActor p2, ContactPoint contact)
1322 {
1323 // obj1LocalID = 0;
1324 //returncollisions = false;
1325 obj2LocalID = 0;
1326 //ctype = 0;
1327 //cStartStop = 0;
1328 if (!p2.SubscribedEvents() && !p1.SubscribedEvents())
1329 return;
1330
1331 switch ((ActorTypes)p2.PhysicsActorType)
1332 {
1333 case ActorTypes.Agent:
1334 cc2 = (OdeCharacter)p2;
1335
1336 // obj1LocalID = cc2.m_localID;
1337 switch ((ActorTypes)p1.PhysicsActorType)
1338 {
1339 case ActorTypes.Agent:
1340 cc1 = (OdeCharacter)p1;
1341 obj2LocalID = cc1.m_localID;
1342 cc1.AddCollisionEvent(cc2.m_localID, contact);
1343 //ctype = (int)CollisionCategories.Character;
1344
1345 //if (cc1.CollidingObj)
1346 //cStartStop = (int)StatusIndicators.Generic;
1347 //else
1348 //cStartStop = (int)StatusIndicators.Start;
1349
1350 //returncollisions = true;
1351 break;
1352 case ActorTypes.Prim:
1353 if (p1 is OdePrim)
1354 {
1355 cp1 = (OdePrim) p1;
1356 obj2LocalID = cp1.m_localID;
1357 cp1.AddCollisionEvent(cc2.m_localID, contact);
1358 }
1359 //ctype = (int)CollisionCategories.Geom;
1360
1361 //if (cp1.CollidingObj)
1362 //cStartStop = (int)StatusIndicators.Generic;
1363 //else
1364 //cStartStop = (int)StatusIndicators.Start;
1365
1366 //returncollisions = true;
1367 break;
1368
1369 case ActorTypes.Ground:
1370 case ActorTypes.Unknown:
1371 obj2LocalID = 0;
1372 //ctype = (int)CollisionCategories.Land;
1373 //returncollisions = true;
1374 break;
1375 }
1376
1377 cc2.AddCollisionEvent(obj2LocalID, contact);
1378 break;
1379 case ActorTypes.Prim:
1380
1381 if (p2 is OdePrim)
1382 {
1383 cp2 = (OdePrim) p2;
1384
1385 // obj1LocalID = cp2.m_localID;
1386 switch ((ActorTypes) p1.PhysicsActorType)
1387 {
1388 case ActorTypes.Agent:
1389 if (p1 is OdeCharacter)
1390 {
1391 cc1 = (OdeCharacter) p1;
1392 obj2LocalID = cc1.m_localID;
1393 cc1.AddCollisionEvent(cp2.m_localID, contact);
1394 //ctype = (int)CollisionCategories.Character;
1395
1396 //if (cc1.CollidingObj)
1397 //cStartStop = (int)StatusIndicators.Generic;
1398 //else
1399 //cStartStop = (int)StatusIndicators.Start;
1400 //returncollisions = true;
1401 }
1402 break;
1403 case ActorTypes.Prim:
1404
1405 if (p1 is OdePrim)
1406 {
1407 cp1 = (OdePrim) p1;
1408 obj2LocalID = cp1.m_localID;
1409 cp1.AddCollisionEvent(cp2.m_localID, contact);
1410 //ctype = (int)CollisionCategories.Geom;
1411
1412 //if (cp1.CollidingObj)
1413 //cStartStop = (int)StatusIndicators.Generic;
1414 //else
1415 //cStartStop = (int)StatusIndicators.Start;
1416
1417 //returncollisions = true;
1418 }
1419 break;
1420
1421 case ActorTypes.Ground:
1422 case ActorTypes.Unknown:
1423 obj2LocalID = 0;
1424 //ctype = (int)CollisionCategories.Land;
1425
1426 //returncollisions = true;
1427 break;
1428 }
1429
1430 cp2.AddCollisionEvent(obj2LocalID, contact);
1431 }
1432 break;
1433 }
1434 //if (returncollisions)
1435 //{
1436
1437 //lock (m_storedCollisions)
1438 //{
1439 //cDictKey = obj1LocalID.ToString() + obj2LocalID.ToString() + cStartStop.ToString() + ctype.ToString();
1440 //if (m_storedCollisions.ContainsKey(cDictKey))
1441 //{
1442 //sCollisionData objd = m_storedCollisions[cDictKey];
1443 //objd.NumberOfCollisions += 1;
1444 //objd.lastframe = framecount;
1445 //m_storedCollisions[cDictKey] = objd;
1446 //}
1447 //else
1448 //{
1449 //sCollisionData objd = new sCollisionData();
1450 //objd.ColliderLocalId = obj1LocalID;
1451 //objd.CollidedWithLocalId = obj2LocalID;
1452 //objd.CollisionType = ctype;
1453 //objd.NumberOfCollisions = 1;
1454 //objd.lastframe = framecount;
1455 //objd.StatusIndicator = cStartStop;
1456 //m_storedCollisions.Add(cDictKey, objd);
1457 //}
1458 //}
1459 // }
1460 }
1461
1462 public int TriArrayCallback(IntPtr trimesh, IntPtr refObject, int[] triangleIndex, int triCount)
1463 {
1464 /* String name1 = null;
1465 String name2 = null;
1466
1467 if (!geom_name_map.TryGetValue(trimesh, out name1))
1468 {
1469 name1 = "null";
1470 }
1471 if (!geom_name_map.TryGetValue(refObject, out name2))
1472 {
1473 name2 = "null";
1474 }
1475
1476 m_log.InfoFormat("TriArrayCallback: A collision was detected between {1} and {2}", 0, name1, name2);
1477 */
1478 return 1;
1479 }
1480
1481 public int TriCallback(IntPtr trimesh, IntPtr refObject, int triangleIndex)
1482 {
1483 String name1 = null;
1484 String name2 = null;
1485
1486 if (!geom_name_map.TryGetValue(trimesh, out name1))
1487 {
1488 name1 = "null";
1489 }
1490
1491 if (!geom_name_map.TryGetValue(refObject, out name2))
1492 {
1493 name2 = "null";
1494 }
1495
1496 // m_log.InfoFormat("TriCallback: A collision was detected between {1} and {2}. Index was {3}", 0, name1, name2, triangleIndex);
1497
1498 d.Vector3 v0 = new d.Vector3();
1499 d.Vector3 v1 = new d.Vector3();
1500 d.Vector3 v2 = new d.Vector3();
1501
1502 d.GeomTriMeshGetTriangle(trimesh, 0, ref v0, ref v1, ref v2);
1503 // 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);
1504
1505 return 1;
1506 }
1507
1508 /// <summary>
1509 /// This is our collision testing routine in ODE
1510 /// </summary>
1511 /// <param name="timeStep"></param>
1512 private void collision_optimized(float timeStep)
1513 {
1514 _perloopContact.Clear();
1515
1516 lock (_characters)
1517 {
1518 foreach (OdeCharacter chr in _characters)
1519 {
1520 // Reset the collision values to false
1521 // since we don't know if we're colliding yet
1522
1523 // For some reason this can happen. Don't ask...
1524 //
1525 if (chr == null)
1526 continue;
1527
1528 if (chr.Shell == IntPtr.Zero || chr.Body == IntPtr.Zero)
1529 continue;
1530
1531 chr.IsColliding = false;
1532 chr.CollidingGround = false;
1533 chr.CollidingObj = false;
1534
1535 // test the avatar's geometry for collision with the space
1536 // This will return near and the space that they are the closest to
1537 // And we'll run this again against the avatar and the space segment
1538 // This will return with a bunch of possible objects in the space segment
1539 // and we'll run it again on all of them.
1540 try
1541 {
1542 d.SpaceCollide2(space, chr.Shell, IntPtr.Zero, nearCallback);
1543 }
1544 catch (AccessViolationException)
1545 {
1546 m_log.Warn("[PHYSICS]: Unable to space collide");
1547 }
1548 //float terrainheight = GetTerrainHeightAtXY(chr.Position.X, chr.Position.Y);
1549 //if (chr.Position.Z + (chr.Velocity.Z * timeStep) < terrainheight + 10)
1550 //{
1551 //chr.Position.Z = terrainheight + 10.0f;
1552 //forcedZ = true;
1553 //}
1554 }
1555 }
1556
1557 lock (_activeprims)
1558 {
1559 List<OdePrim> removeprims = null;
1560 foreach (OdePrim chr in _activeprims)
1561 {
1562 if (chr.Body != IntPtr.Zero && d.BodyIsEnabled(chr.Body) && (!chr.m_disabled))
1563 {
1564 try
1565 {
1566 lock (chr)
1567 {
1568 if (space != IntPtr.Zero && chr.prim_geom != IntPtr.Zero && chr.m_taintremove == false)
1569 {
1570 d.SpaceCollide2(space, chr.prim_geom, IntPtr.Zero, nearCallback);
1571 }
1572 else
1573 {
1574 if (removeprims == null)
1575 {
1576 removeprims = new List<OdePrim>();
1577 }
1578 removeprims.Add(chr);
1579 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!");
1580 }
1581 }
1582 }
1583 catch (AccessViolationException)
1584 {
1585 m_log.Warn("[PHYSICS]: Unable to space collide");
1586 }
1587 }
1588 }
1589 if (removeprims != null)
1590 {
1591 foreach (OdePrim chr in removeprims)
1592 {
1593 _activeprims.Remove(chr);
1594 }
1595 }
1596 }
1597
1598 _perloopContact.Clear();
1599 }
1600
1601 #endregion
1602
1603 public override void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents)
1604 {
1605 m_worldOffset = offset;
1606 WorldExtents = new Vector2(extents.X, extents.Y);
1607 m_parentScene = pScene;
1608
1609 }
1610
1611 // Recovered for use by fly height. Kitto Flora
1612 public float GetTerrainHeightAtXY(float x, float y)
1613 {
1614
1615 int offsetX = ((int)(x / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
1616 int offsetY = ((int)(y / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
1617
1618 IntPtr heightFieldGeom = IntPtr.Zero;
1619
1620 if (RegionTerrain.TryGetValue(new Vector3(offsetX,offsetY,0), out heightFieldGeom))
1621 {
1622 if (heightFieldGeom != IntPtr.Zero)
1623 {
1624 if (TerrainHeightFieldHeights.ContainsKey(heightFieldGeom))
1625 {
1626
1627 int index;
1628
1629
1630 if ((int)x > WorldExtents.X || (int)y > WorldExtents.Y ||
1631 (int)x < 0.001f || (int)y < 0.001f)
1632 return 0;
1633
1634 x = x - offsetX;
1635 y = y - offsetY;
1636
1637 index = (int)((int)x * ((int)Constants.RegionSize + 2) + (int)y);
1638
1639 if (index < TerrainHeightFieldHeights[heightFieldGeom].Length)
1640 {
1641 //m_log.DebugFormat("x{0} y{1} = {2}", x, y, (float)TerrainHeightFieldHeights[heightFieldGeom][index]);
1642 return (float)TerrainHeightFieldHeights[heightFieldGeom][index];
1643 }
1644
1645 else
1646 return 0f;
1647 }
1648 else
1649 {
1650 return 0f;
1651 }
1652
1653 }
1654 else
1655 {
1656 return 0f;
1657 }
1658
1659 }
1660 else
1661 {
1662 return 0f;
1663 }
1664
1665
1666 }
1667// End recovered. Kitto Flora
1668
1669 public void addCollisionEventReporting(PhysicsActor obj)
1670 {
1671 lock (_collisionEventPrim)
1672 {
1673 if (!_collisionEventPrim.Contains(obj))
1674 _collisionEventPrim.Add(obj);
1675 }
1676 }
1677
1678 public void remCollisionEventReporting(PhysicsActor obj)
1679 {
1680 lock (_collisionEventPrim)
1681 {
1682 if (!_collisionEventPrim.Contains(obj))
1683 _collisionEventPrim.Remove(obj);
1684 }
1685 }
1686
1687 #region Add/Remove Entities
1688
1689 public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying)
1690 {
1691 Vector3 pos;
1692 pos.X = position.X;
1693 pos.Y = position.Y;
1694 pos.Z = position.Z;
1695 OdeCharacter newAv = new OdeCharacter(avName, this, pos, ode, size, avPIDD, avPIDP, avCapRadius, avStandupTensor, avDensity, avHeightFudgeFactor, avMovementDivisorWalk, avMovementDivisorRun);
1696 newAv.Flying = isFlying;
1697 newAv.MinimumGroundFlightOffset = minimumGroundFlightOffset;
1698
1699 return newAv;
1700 }
1701
1702 public void AddCharacter(OdeCharacter chr)
1703 {
1704 lock (_characters)
1705 {
1706 if (!_characters.Contains(chr))
1707 {
1708 _characters.Add(chr);
1709 if (chr.bad)
1710 m_log.DebugFormat("[PHYSICS] Added BAD actor {0} to characters list", chr.m_uuid);
1711 }
1712 }
1713 }
1714
1715 public void RemoveCharacter(OdeCharacter chr)
1716 {
1717 lock (_characters)
1718 {
1719 if (_characters.Contains(chr))
1720 {
1721 _characters.Remove(chr);
1722 }
1723 }
1724 }
1725 public void BadCharacter(OdeCharacter chr)
1726 {
1727 lock (_badCharacter)
1728 {
1729 if (!_badCharacter.Contains(chr))
1730 _badCharacter.Add(chr);
1731 }
1732 }
1733
1734 public override void RemoveAvatar(PhysicsActor actor)
1735 {
1736 //m_log.Debug("[PHYSICS]:ODELOCK");
1737 ((OdeCharacter) actor).Destroy();
1738
1739 }
1740
1741 private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation,
1742 IMesh mesh, PrimitiveBaseShape pbs, bool isphysical)
1743 {
1744
1745 Vector3 pos = position;
1746 Vector3 siz = size;
1747 Quaternion rot = rotation;
1748
1749 OdePrim newPrim;
1750 lock (OdeLock)
1751 {
1752 newPrim = new OdePrim(name, this, pos, siz, rot, mesh, pbs, isphysical, ode);
1753
1754 lock (_prims)
1755 _prims.Add(newPrim);
1756 }
1757
1758 return newPrim;
1759 }
1760
1761 public void addActivePrim(OdePrim activatePrim)
1762 {
1763 // adds active prim.. (ones that should be iterated over in collisions_optimized
1764 lock (_activeprims)
1765 {
1766 if (!_activeprims.Contains(activatePrim))
1767 _activeprims.Add(activatePrim);
1768 //else
1769 // m_log.Warn("[PHYSICS]: Double Entry in _activeprims detected, potential crash immenent");
1770 }
1771 }
1772
1773 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
1774 Vector3 size, Quaternion rotation) //To be removed
1775 {
1776 return AddPrimShape(primName, pbs, position, size, rotation, false);
1777 }
1778
1779 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
1780 Vector3 size, Quaternion rotation, bool isPhysical)
1781 {
1782 PhysicsActor result;
1783 IMesh mesh = null;
1784
1785 if (needsMeshing(pbs))
1786 mesh = mesher.CreateMesh(primName, pbs, size, 32f, isPhysical);
1787
1788 result = AddPrim(primName, position, size, rotation, mesh, pbs, isPhysical);
1789
1790 return result;
1791 }
1792
1793 public override float TimeDilation
1794 {
1795 get { return m_timeDilation; }
1796 }
1797
1798 public override bool SupportsNINJAJoints
1799 {
1800 get { return m_NINJA_physics_joints_enabled; }
1801 }
1802
1803 // internal utility function: must be called within a lock (OdeLock)
1804 private void InternalAddActiveJoint(PhysicsJoint joint)
1805 {
1806 activeJoints.Add(joint);
1807 SOPName_to_activeJoint.Add(joint.ObjectNameInScene, joint);
1808 }
1809
1810 // internal utility function: must be called within a lock (OdeLock)
1811 private void InternalAddPendingJoint(OdePhysicsJoint joint)
1812 {
1813 pendingJoints.Add(joint);
1814 SOPName_to_pendingJoint.Add(joint.ObjectNameInScene, joint);
1815 }
1816
1817 // internal utility function: must be called within a lock (OdeLock)
1818 private void InternalRemovePendingJoint(PhysicsJoint joint)
1819 {
1820 pendingJoints.Remove(joint);
1821 SOPName_to_pendingJoint.Remove(joint.ObjectNameInScene);
1822 }
1823
1824 // internal utility function: must be called within a lock (OdeLock)
1825 private void InternalRemoveActiveJoint(PhysicsJoint joint)
1826 {
1827 activeJoints.Remove(joint);
1828 SOPName_to_activeJoint.Remove(joint.ObjectNameInScene);
1829 }
1830
1831 public override void DumpJointInfo()
1832 {
1833 string hdr = "[NINJA] JOINTINFO: ";
1834 foreach (PhysicsJoint j in pendingJoints)
1835 {
1836 m_log.Debug(hdr + " pending joint, Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams);
1837 }
1838 m_log.Debug(hdr + pendingJoints.Count + " total pending joints");
1839 foreach (string jointName in SOPName_to_pendingJoint.Keys)
1840 {
1841 m_log.Debug(hdr + " pending joints dict contains Name: " + jointName);
1842 }
1843 m_log.Debug(hdr + SOPName_to_pendingJoint.Keys.Count + " total pending joints dict entries");
1844 foreach (PhysicsJoint j in activeJoints)
1845 {
1846 m_log.Debug(hdr + " active joint, Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams);
1847 }
1848 m_log.Debug(hdr + activeJoints.Count + " total active joints");
1849 foreach (string jointName in SOPName_to_activeJoint.Keys)
1850 {
1851 m_log.Debug(hdr + " active joints dict contains Name: " + jointName);
1852 }
1853 m_log.Debug(hdr + SOPName_to_activeJoint.Keys.Count + " total active joints dict entries");
1854
1855 m_log.Debug(hdr + " Per-body joint connectivity information follows.");
1856 m_log.Debug(hdr + joints_connecting_actor.Keys.Count + " bodies are connected by joints.");
1857 foreach (string actorName in joints_connecting_actor.Keys)
1858 {
1859 m_log.Debug(hdr + " Actor " + actorName + " has the following joints connecting it");
1860 foreach (PhysicsJoint j in joints_connecting_actor[actorName])
1861 {
1862 m_log.Debug(hdr + " * joint Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams);
1863 }
1864 m_log.Debug(hdr + joints_connecting_actor[actorName].Count + " connecting joints total for this actor");
1865 }
1866 }
1867
1868 public override void RequestJointDeletion(string ObjectNameInScene)
1869 {
1870 lock (externalJointRequestsLock)
1871 {
1872 if (!requestedJointsToBeDeleted.Contains(ObjectNameInScene)) // forbid same deletion request from entering twice to prevent spurious deletions processed asynchronously
1873 {
1874 requestedJointsToBeDeleted.Add(ObjectNameInScene);
1875 }
1876 }
1877 }
1878
1879 private void DeleteRequestedJoints()
1880 {
1881 List<string> myRequestedJointsToBeDeleted;
1882 lock (externalJointRequestsLock)
1883 {
1884 // make a local copy of the shared list for processing (threading issues)
1885 myRequestedJointsToBeDeleted = new List<string>(requestedJointsToBeDeleted);
1886 }
1887
1888 foreach (string jointName in myRequestedJointsToBeDeleted)
1889 {
1890 lock (OdeLock)
1891 {
1892 //m_log.Debug("[NINJA] trying to deleting requested joint " + jointName);
1893 if (SOPName_to_activeJoint.ContainsKey(jointName) || SOPName_to_pendingJoint.ContainsKey(jointName))
1894 {
1895 OdePhysicsJoint joint = null;
1896 if (SOPName_to_activeJoint.ContainsKey(jointName))
1897 {
1898 joint = SOPName_to_activeJoint[jointName] as OdePhysicsJoint;
1899 InternalRemoveActiveJoint(joint);
1900 }
1901 else if (SOPName_to_pendingJoint.ContainsKey(jointName))
1902 {
1903 joint = SOPName_to_pendingJoint[jointName] as OdePhysicsJoint;
1904 InternalRemovePendingJoint(joint);
1905 }
1906
1907 if (joint != null)
1908 {
1909 //m_log.Debug("joint.BodyNames.Count is " + joint.BodyNames.Count + " and contents " + joint.BodyNames);
1910 for (int iBodyName = 0; iBodyName < 2; iBodyName++)
1911 {
1912 string bodyName = joint.BodyNames[iBodyName];
1913 if (bodyName != "NULL")
1914 {
1915 joints_connecting_actor[bodyName].Remove(joint);
1916 if (joints_connecting_actor[bodyName].Count == 0)
1917 {
1918 joints_connecting_actor.Remove(bodyName);
1919 }
1920 }
1921 }
1922
1923 DoJointDeactivated(joint);
1924 if (joint.jointID != IntPtr.Zero)
1925 {
1926 d.JointDestroy(joint.jointID);
1927 joint.jointID = IntPtr.Zero;
1928 //DoJointErrorMessage(joint, "successfully destroyed joint " + jointName);
1929 }
1930 else
1931 {
1932 //m_log.Warn("[NINJA] Ignoring re-request to destroy joint " + jointName);
1933 }
1934 }
1935 else
1936 {
1937 // DoJointErrorMessage(joint, "coult not find joint to destroy based on name " + jointName);
1938 }
1939 }
1940 else
1941 {
1942 // DoJointErrorMessage(joint, "WARNING - joint removal failed, joint " + jointName);
1943 }
1944 }
1945 }
1946
1947 // remove processed joints from the shared list
1948 lock (externalJointRequestsLock)
1949 {
1950 foreach (string jointName in myRequestedJointsToBeDeleted)
1951 {
1952 requestedJointsToBeDeleted.Remove(jointName);
1953 }
1954 }
1955 }
1956
1957 // for pending joints we don't know if their associated bodies exist yet or not.
1958 // the joint is actually created during processing of the taints
1959 private void CreateRequestedJoints()
1960 {
1961 List<PhysicsJoint> myRequestedJointsToBeCreated;
1962 lock (externalJointRequestsLock)
1963 {
1964 // make a local copy of the shared list for processing (threading issues)
1965 myRequestedJointsToBeCreated = new List<PhysicsJoint>(requestedJointsToBeCreated);
1966 }
1967
1968 foreach (PhysicsJoint joint in myRequestedJointsToBeCreated)
1969 {
1970 lock (OdeLock)
1971 {
1972 if (SOPName_to_pendingJoint.ContainsKey(joint.ObjectNameInScene) && SOPName_to_pendingJoint[joint.ObjectNameInScene] != null)
1973 {
1974 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);
1975 continue;
1976 }
1977 if (SOPName_to_activeJoint.ContainsKey(joint.ObjectNameInScene) && SOPName_to_activeJoint[joint.ObjectNameInScene] != null)
1978 {
1979 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);
1980 continue;
1981 }
1982
1983 InternalAddPendingJoint(joint as OdePhysicsJoint);
1984
1985 if (joint.BodyNames.Count >= 2)
1986 {
1987 for (int iBodyName = 0; iBodyName < 2; iBodyName++)
1988 {
1989 string bodyName = joint.BodyNames[iBodyName];
1990 if (bodyName != "NULL")
1991 {
1992 if (!joints_connecting_actor.ContainsKey(bodyName))
1993 {
1994 joints_connecting_actor.Add(bodyName, new List<PhysicsJoint>());
1995 }
1996 joints_connecting_actor[bodyName].Add(joint);
1997 }
1998 }
1999 }
2000 }
2001 }
2002
2003 // remove processed joints from shared list
2004 lock (externalJointRequestsLock)
2005 {
2006 foreach (PhysicsJoint joint in myRequestedJointsToBeCreated)
2007 {
2008 requestedJointsToBeCreated.Remove(joint);
2009 }
2010 }
2011
2012 }
2013
2014 // public function to add an request for joint creation
2015 // this joint will just be added to a waiting list that is NOT processed during the main
2016 // Simulate() loop (to avoid deadlocks). After Simulate() is finished, we handle unprocessed joint requests.
2017
2018 public override PhysicsJoint RequestJointCreation(string objectNameInScene, PhysicsJointType jointType, Vector3 position,
2019 Quaternion rotation, string parms, List<string> bodyNames, string trackedBodyName, Quaternion localRotation)
2020
2021 {
2022
2023 OdePhysicsJoint joint = new OdePhysicsJoint();
2024 joint.ObjectNameInScene = objectNameInScene;
2025 joint.Type = jointType;
2026 joint.Position = position;
2027 joint.Rotation = rotation;
2028 joint.RawParams = parms;
2029 joint.BodyNames = new List<string>(bodyNames);
2030 joint.TrackedBodyName = trackedBodyName;
2031 joint.LocalRotation = localRotation;
2032 joint.jointID = IntPtr.Zero;
2033 joint.ErrorMessageCount = 0;
2034
2035 lock (externalJointRequestsLock)
2036 {
2037 if (!requestedJointsToBeCreated.Contains(joint)) // forbid same creation request from entering twice
2038 {
2039 requestedJointsToBeCreated.Add(joint);
2040 }
2041 }
2042 return joint;
2043 }
2044
2045 private void RemoveAllJointsConnectedToActor(PhysicsActor actor)
2046 {
2047 //m_log.Debug("RemoveAllJointsConnectedToActor: start");
2048 if (actor.SOPName != null && joints_connecting_actor.ContainsKey(actor.SOPName) && joints_connecting_actor[actor.SOPName] != null)
2049 {
2050
2051 List<PhysicsJoint> jointsToRemove = new List<PhysicsJoint>();
2052 //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)
2053 foreach (PhysicsJoint j in joints_connecting_actor[actor.SOPName])
2054 {
2055 jointsToRemove.Add(j);
2056 }
2057 foreach (PhysicsJoint j in jointsToRemove)
2058 {
2059 //m_log.Debug("RemoveAllJointsConnectedToActor: about to request deletion of " + j.ObjectNameInScene);
2060 RequestJointDeletion(j.ObjectNameInScene);
2061 //m_log.Debug("RemoveAllJointsConnectedToActor: done request deletion of " + j.ObjectNameInScene);
2062 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)
2063 }
2064 }
2065 }
2066
2067 public override void RemoveAllJointsConnectedToActorThreadLocked(PhysicsActor actor)
2068 {
2069 //m_log.Debug("RemoveAllJointsConnectedToActorThreadLocked: start");
2070 lock (OdeLock)
2071 {
2072 //m_log.Debug("RemoveAllJointsConnectedToActorThreadLocked: got lock");
2073 RemoveAllJointsConnectedToActor(actor);
2074 }
2075 }
2076
2077 // normally called from within OnJointMoved, which is called from within a lock (OdeLock)
2078 public override Vector3 GetJointAnchor(PhysicsJoint joint)
2079 {
2080 Debug.Assert(joint.IsInPhysicsEngine);
2081 d.Vector3 pos = new d.Vector3();
2082
2083 if (!(joint is OdePhysicsJoint))
2084 {
2085 DoJointErrorMessage(joint, "warning: non-ODE joint requesting anchor: " + joint.ObjectNameInScene);
2086 }
2087 else
2088 {
2089 OdePhysicsJoint odeJoint = (OdePhysicsJoint)joint;
2090 switch (odeJoint.Type)
2091 {
2092 case PhysicsJointType.Ball:
2093 d.JointGetBallAnchor(odeJoint.jointID, out pos);
2094 break;
2095 case PhysicsJointType.Hinge:
2096 d.JointGetHingeAnchor(odeJoint.jointID, out pos);
2097 break;
2098 }
2099 }
2100 return new Vector3(pos.X, pos.Y, pos.Z);
2101 }
2102
2103 // normally called from within OnJointMoved, which is called from within a lock (OdeLock)
2104 // WARNING: ODE sometimes returns <0,0,0> as the joint axis! Therefore this function
2105 // appears to be unreliable. Fortunately we can compute the joint axis ourselves by
2106 // keeping track of the joint's original orientation relative to one of the involved bodies.
2107 public override Vector3 GetJointAxis(PhysicsJoint joint)
2108 {
2109 Debug.Assert(joint.IsInPhysicsEngine);
2110 d.Vector3 axis = new d.Vector3();
2111
2112 if (!(joint is OdePhysicsJoint))
2113 {
2114 DoJointErrorMessage(joint, "warning: non-ODE joint requesting anchor: " + joint.ObjectNameInScene);
2115 }
2116 else
2117 {
2118 OdePhysicsJoint odeJoint = (OdePhysicsJoint)joint;
2119 switch (odeJoint.Type)
2120 {
2121 case PhysicsJointType.Ball:
2122 DoJointErrorMessage(joint, "warning - axis requested for ball joint: " + joint.ObjectNameInScene);
2123 break;
2124 case PhysicsJointType.Hinge:
2125 d.JointGetHingeAxis(odeJoint.jointID, out axis);
2126 break;
2127 }
2128 }
2129 return new Vector3(axis.X, axis.Y, axis.Z);
2130 }
2131
2132
2133 public void remActivePrim(OdePrim deactivatePrim)
2134 {
2135 lock (_activeprims)
2136 {
2137 _activeprims.Remove(deactivatePrim);
2138 }
2139 }
2140
2141 public override void RemovePrim(PhysicsActor prim)
2142 {
2143 if (prim is OdePrim)
2144 {
2145 lock (OdeLock)
2146 {
2147 OdePrim p = (OdePrim) prim;
2148
2149 p.setPrimForRemoval();
2150 AddPhysicsActorTaint(prim);
2151 //RemovePrimThreadLocked(p);
2152 }
2153 }
2154 }
2155
2156 /// <summary>
2157 /// This is called from within simulate but outside the locked portion
2158 /// We need to do our own locking here
2159 /// Essentially, we need to remove the prim from our space segment, whatever segment it's in.
2160 ///
2161 /// If there are no more prim in the segment, we need to empty (spacedestroy)the segment and reclaim memory
2162 /// that the space was using.
2163 /// </summary>
2164 /// <param name="prim"></param>
2165 public void RemovePrimThreadLocked(OdePrim prim)
2166 {
2167//Console.WriteLine("RemovePrimThreadLocked " + prim.m_primName);
2168 lock (prim)
2169 {
2170 remCollisionEventReporting(prim);
2171 lock (ode)
2172 {
2173 if (prim.prim_geom != IntPtr.Zero)
2174 {
2175 prim.ResetTaints();
2176
2177 if (prim.IsPhysical)
2178 {
2179 prim.disableBody();
2180 if (prim.childPrim)
2181 {
2182 prim.childPrim = false;
2183 prim.Body = IntPtr.Zero;
2184 prim.m_disabled = true;
2185 prim.IsPhysical = false;
2186 }
2187
2188
2189 }
2190 // we don't want to remove the main space
2191
2192 // If the geometry is in the targetspace, remove it from the target space
2193 //m_log.Warn(prim.m_targetSpace);
2194
2195 //if (prim.m_targetSpace != IntPtr.Zero)
2196 //{
2197 //if (d.SpaceQuery(prim.m_targetSpace, prim.prim_geom))
2198 //{
2199
2200 //if (d.GeomIsSpace(prim.m_targetSpace))
2201 //{
2202 //waitForSpaceUnlock(prim.m_targetSpace);
2203 //d.SpaceRemove(prim.m_targetSpace, prim.prim_geom);
2204 prim.m_targetSpace = IntPtr.Zero;
2205 //}
2206 //else
2207 //{
2208 // m_log.Info("[Physics]: Invalid Scene passed to 'removeprim from scene':" +
2209 //((OdePrim)prim).m_targetSpace.ToString());
2210 //}
2211
2212 //}
2213 //}
2214 //m_log.Warn(prim.prim_geom);
2215 try
2216 {
2217 if (prim.prim_geom != IntPtr.Zero)
2218 {
2219
2220//string tPA;
2221//geom_name_map.TryGetValue(prim.prim_geom, out tPA);
2222//Console.WriteLine("**** Remove {0}", tPA);
2223 if(geom_name_map.ContainsKey(prim.prim_geom)) geom_name_map.Remove(prim.prim_geom);
2224 if(actor_name_map.ContainsKey(prim.prim_geom)) actor_name_map.Remove(prim.prim_geom);
2225 d.GeomDestroy(prim.prim_geom);
2226 prim.prim_geom = IntPtr.Zero;
2227 }
2228 else
2229 {
2230 m_log.Warn("[PHYSICS]: Unable to remove prim from physics scene");
2231 }
2232 }
2233 catch (AccessViolationException)
2234 {
2235 m_log.Info("[PHYSICS]: Couldn't remove prim from physics scene, it was already be removed.");
2236 }
2237 lock (_prims)
2238 _prims.Remove(prim);
2239
2240 //If there are no more geometries in the sub-space, we don't need it in the main space anymore
2241 //if (d.SpaceGetNumGeoms(prim.m_targetSpace) == 0)
2242 //{
2243 //if (prim.m_targetSpace != null)
2244 //{
2245 //if (d.GeomIsSpace(prim.m_targetSpace))
2246 //{
2247 //waitForSpaceUnlock(prim.m_targetSpace);
2248 //d.SpaceRemove(space, prim.m_targetSpace);
2249 // free up memory used by the space.
2250 //d.SpaceDestroy(prim.m_targetSpace);
2251 //int[] xyspace = calculateSpaceArrayItemFromPos(prim.Position);
2252 //resetSpaceArrayItemToZero(xyspace[0], xyspace[1]);
2253 //}
2254 //else
2255 //{
2256 //m_log.Info("[Physics]: Invalid Scene passed to 'removeprim from scene':" +
2257 //((OdePrim) prim).m_targetSpace.ToString());
2258 //}
2259 //}
2260 //}
2261
2262 if (SupportsNINJAJoints)
2263 {
2264 RemoveAllJointsConnectedToActorThreadLocked(prim);
2265 }
2266 }
2267 }
2268 }
2269 }
2270
2271 #endregion
2272
2273 #region Space Separation Calculation
2274
2275 /// <summary>
2276 /// Takes a space pointer and zeros out the array we're using to hold the spaces
2277 /// </summary>
2278 /// <param name="pSpace"></param>
2279 public void resetSpaceArrayItemToZero(IntPtr pSpace)
2280 {
2281 for (int x = 0; x < staticPrimspace.GetLength(0); x++)
2282 {
2283 for (int y = 0; y < staticPrimspace.GetLength(1); y++)
2284 {
2285 if (staticPrimspace[x, y] == pSpace)
2286 staticPrimspace[x, y] = IntPtr.Zero;
2287 }
2288 }
2289 }
2290
2291 public void resetSpaceArrayItemToZero(int arrayitemX, int arrayitemY)
2292 {
2293 staticPrimspace[arrayitemX, arrayitemY] = IntPtr.Zero;
2294 }
2295
2296 /// <summary>
2297 /// Called when a static prim moves. Allocates a space for the prim based on its position
2298 /// </summary>
2299 /// <param name="geom">the pointer to the geom that moved</param>
2300 /// <param name="pos">the position that the geom moved to</param>
2301 /// <param name="currentspace">a pointer to the space it was in before it was moved.</param>
2302 /// <returns>a pointer to the new space it's in</returns>
2303 public IntPtr recalculateSpaceForGeom(IntPtr geom, Vector3 pos, IntPtr currentspace)
2304 {
2305 // Called from setting the Position and Size of an ODEPrim so
2306 // it's already in locked space.
2307
2308 // we don't want to remove the main space
2309 // we don't need to test physical here because this function should
2310 // never be called if the prim is physical(active)
2311
2312 // All physical prim end up in the root space
2313 //Thread.Sleep(20);
2314 if (currentspace != space)
2315 {
2316 //m_log.Info("[SPACE]: C:" + currentspace.ToString() + " g:" + geom.ToString());
2317 //if (currentspace == IntPtr.Zero)
2318 //{
2319 //int adfadf = 0;
2320 //}
2321 if (d.SpaceQuery(currentspace, geom) && currentspace != IntPtr.Zero)
2322 {
2323 if (d.GeomIsSpace(currentspace))
2324 {
2325 waitForSpaceUnlock(currentspace);
2326 d.SpaceRemove(currentspace, geom);
2327 }
2328 else
2329 {
2330 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" + currentspace +
2331 " Geom:" + geom);
2332 }
2333 }
2334 else
2335 {
2336 IntPtr sGeomIsIn = d.GeomGetSpace(geom);
2337 if (sGeomIsIn != IntPtr.Zero)
2338 {
2339 if (d.GeomIsSpace(currentspace))
2340 {
2341 waitForSpaceUnlock(sGeomIsIn);
2342 d.SpaceRemove(sGeomIsIn, geom);
2343 }
2344 else
2345 {
2346 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2347 sGeomIsIn + " Geom:" + geom);
2348 }
2349 }
2350 }
2351
2352 //If there are no more geometries in the sub-space, we don't need it in the main space anymore
2353 if (d.SpaceGetNumGeoms(currentspace) == 0)
2354 {
2355 if (currentspace != IntPtr.Zero)
2356 {
2357 if (d.GeomIsSpace(currentspace))
2358 {
2359 waitForSpaceUnlock(currentspace);
2360 waitForSpaceUnlock(space);
2361 d.SpaceRemove(space, currentspace);
2362 // free up memory used by the space.
2363
2364 //d.SpaceDestroy(currentspace);
2365 resetSpaceArrayItemToZero(currentspace);
2366 }
2367 else
2368 {
2369 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2370 currentspace + " Geom:" + geom);
2371 }
2372 }
2373 }
2374 }
2375 else
2376 {
2377 // this is a physical object that got disabled. ;.;
2378 if (currentspace != IntPtr.Zero && geom != IntPtr.Zero)
2379 {
2380 if (d.SpaceQuery(currentspace, geom))
2381 {
2382 if (d.GeomIsSpace(currentspace))
2383 {
2384 waitForSpaceUnlock(currentspace);
2385 d.SpaceRemove(currentspace, geom);
2386 }
2387 else
2388 {
2389 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2390 currentspace + " Geom:" + geom);
2391 }
2392 }
2393 else
2394 {
2395 IntPtr sGeomIsIn = d.GeomGetSpace(geom);
2396 if (sGeomIsIn != IntPtr.Zero)
2397 {
2398 if (d.GeomIsSpace(sGeomIsIn))
2399 {
2400 waitForSpaceUnlock(sGeomIsIn);
2401 d.SpaceRemove(sGeomIsIn, geom);
2402 }
2403 else
2404 {
2405 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2406 sGeomIsIn + " Geom:" + geom);
2407 }
2408 }
2409 }
2410 }
2411 }
2412
2413 // The routines in the Position and Size sections do the 'inserting' into the space,
2414 // so all we have to do is make sure that the space that we're putting the prim into
2415 // is in the 'main' space.
2416 int[] iprimspaceArrItem = calculateSpaceArrayItemFromPos(pos);
2417 IntPtr newspace = calculateSpaceForGeom(pos);
2418
2419 if (newspace == IntPtr.Zero)
2420 {
2421 newspace = createprimspace(iprimspaceArrItem[0], iprimspaceArrItem[1]);
2422 d.HashSpaceSetLevels(newspace, smallHashspaceLow, smallHashspaceHigh);
2423 }
2424
2425 return newspace;
2426 }
2427
2428 /// <summary>
2429 /// Creates a new space at X Y
2430 /// </summary>
2431 /// <param name="iprimspaceArrItemX"></param>
2432 /// <param name="iprimspaceArrItemY"></param>
2433 /// <returns>A pointer to the created space</returns>
2434 public IntPtr createprimspace(int iprimspaceArrItemX, int iprimspaceArrItemY)
2435 {
2436 // creating a new space for prim and inserting it into main space.
2437 staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY] = d.HashSpaceCreate(IntPtr.Zero);
2438 d.GeomSetCategoryBits(staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY], (int)CollisionCategories.Space);
2439 waitForSpaceUnlock(space);
2440 d.SpaceSetSublevel(space, 1);
2441 d.SpaceAdd(space, staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY]);
2442 return staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY];
2443 }
2444
2445 /// <summary>
2446 /// Calculates the space the prim should be in by its position
2447 /// </summary>
2448 /// <param name="pos"></param>
2449 /// <returns>a pointer to the space. This could be a new space or reused space.</returns>
2450 public IntPtr calculateSpaceForGeom(Vector3 pos)
2451 {
2452 int[] xyspace = calculateSpaceArrayItemFromPos(pos);
2453 //m_log.Info("[Physics]: Attempting to use arrayItem: " + xyspace[0].ToString() + "," + xyspace[1].ToString());
2454 return staticPrimspace[xyspace[0], xyspace[1]];
2455 }
2456
2457 /// <summary>
2458 /// Holds the space allocation logic
2459 /// </summary>
2460 /// <param name="pos"></param>
2461 /// <returns>an array item based on the position</returns>
2462 public int[] calculateSpaceArrayItemFromPos(Vector3 pos)
2463 {
2464 int[] returnint = new int[2];
2465
2466 returnint[0] = (int) (pos.X/metersInSpace);
2467
2468 if (returnint[0] > ((int) (259f/metersInSpace)))
2469 returnint[0] = ((int) (259f/metersInSpace));
2470 if (returnint[0] < 0)
2471 returnint[0] = 0;
2472
2473 returnint[1] = (int) (pos.Y/metersInSpace);
2474 if (returnint[1] > ((int) (259f/metersInSpace)))
2475 returnint[1] = ((int) (259f/metersInSpace));
2476 if (returnint[1] < 0)
2477 returnint[1] = 0;
2478
2479 return returnint;
2480 }
2481
2482 #endregion
2483
2484 /// <summary>
2485 /// Routine to figure out if we need to mesh this prim with our mesher
2486 /// </summary>
2487 /// <param name="pbs"></param>
2488 /// <returns></returns>
2489 public bool needsMeshing(PrimitiveBaseShape pbs)
2490 {
2491 // most of this is redundant now as the mesher will return null if it cant mesh a prim
2492 // but we still need to check for sculptie meshing being enabled so this is the most
2493 // convenient place to do it for now...
2494
2495 // //if (pbs.PathCurve == (byte)Primitive.PathCurve.Circle && pbs.ProfileCurve == (byte)Primitive.ProfileCurve.Circle && pbs.PathScaleY <= 0.75f)
2496 // //m_log.Debug("needsMeshing: " + " pathCurve: " + pbs.PathCurve.ToString() + " profileCurve: " + pbs.ProfileCurve.ToString() + " pathScaleY: " + Primitive.UnpackPathScale(pbs.PathScaleY).ToString());
2497 int iPropertiesNotSupportedDefault = 0;
2498
2499 if (pbs.SculptEntry && !meshSculptedPrim)
2500 {
2501#if SPAM
2502 m_log.Warn("NonMesh");
2503#endif
2504 return false;
2505 }
2506
2507 // 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
2508 if (!forceSimplePrimMeshing)
2509 {
2510 if ((pbs.ProfileShape == ProfileShape.Square && pbs.PathCurve == (byte)Extrusion.Straight)
2511 || (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1
2512 && pbs.Scale.X == pbs.Scale.Y && pbs.Scale.Y == pbs.Scale.Z))
2513 {
2514
2515 if (pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0
2516 && pbs.ProfileHollow == 0
2517 && pbs.PathTwist == 0 && pbs.PathTwistBegin == 0
2518 && pbs.PathBegin == 0 && pbs.PathEnd == 0
2519 && pbs.PathTaperX == 0 && pbs.PathTaperY == 0
2520 && pbs.PathScaleX == 100 && pbs.PathScaleY == 100
2521 && pbs.PathShearX == 0 && pbs.PathShearY == 0)
2522 {
2523#if SPAM
2524 m_log.Warn("NonMesh");
2525#endif
2526 return false;
2527 }
2528 }
2529 }
2530
2531 if (pbs.ProfileHollow != 0)
2532 iPropertiesNotSupportedDefault++;
2533
2534 if ((pbs.PathTwistBegin != 0) || (pbs.PathTwist != 0))
2535 iPropertiesNotSupportedDefault++;
2536
2537 if ((pbs.ProfileBegin != 0) || pbs.ProfileEnd != 0)
2538 iPropertiesNotSupportedDefault++;
2539
2540 if ((pbs.PathScaleX != 100) || (pbs.PathScaleY != 100))
2541 iPropertiesNotSupportedDefault++;
2542
2543 if ((pbs.PathShearX != 0) || (pbs.PathShearY != 0))
2544 iPropertiesNotSupportedDefault++;
2545
2546 if (pbs.ProfileShape == ProfileShape.Circle && pbs.PathCurve == (byte)Extrusion.Straight)
2547 iPropertiesNotSupportedDefault++;
2548
2549 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))
2550 iPropertiesNotSupportedDefault++;
2551
2552 if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte) Extrusion.Curve1)
2553 iPropertiesNotSupportedDefault++;
2554
2555 // test for torus
2556 if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Square)
2557 {
2558 if (pbs.PathCurve == (byte)Extrusion.Curve1)
2559 {
2560 iPropertiesNotSupportedDefault++;
2561 }
2562 }
2563 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Circle)
2564 {
2565 if (pbs.PathCurve == (byte)Extrusion.Straight)
2566 {
2567 iPropertiesNotSupportedDefault++;
2568 }
2569
2570 // ProfileCurve seems to combine hole shape and profile curve so we need to only compare against the lower 3 bits
2571 else if (pbs.PathCurve == (byte)Extrusion.Curve1)
2572 {
2573 iPropertiesNotSupportedDefault++;
2574 }
2575 }
2576 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle)
2577 {
2578 if (pbs.PathCurve == (byte)Extrusion.Curve1 || pbs.PathCurve == (byte)Extrusion.Curve2)
2579 {
2580 iPropertiesNotSupportedDefault++;
2581 }
2582 }
2583 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle)
2584 {
2585 if (pbs.PathCurve == (byte)Extrusion.Straight)
2586 {
2587 iPropertiesNotSupportedDefault++;
2588 }
2589 else if (pbs.PathCurve == (byte)Extrusion.Curve1)
2590 {
2591 iPropertiesNotSupportedDefault++;
2592 }
2593 }
2594
2595
2596 if (iPropertiesNotSupportedDefault == 0)
2597 {
2598#if SPAM
2599 m_log.Warn("NonMesh");
2600#endif
2601 return false;
2602 }
2603#if SPAM
2604 m_log.Debug("Mesh");
2605#endif
2606 return true;
2607 }
2608
2609 /// <summary>
2610 /// Called after our prim properties are set Scale, position etc.
2611 /// We use this event queue like method to keep changes to the physical scene occuring in the threadlocked mutex
2612 /// This assures us that we have no race conditions
2613 /// </summary>
2614 /// <param name="prim"></param>
2615 public override void AddPhysicsActorTaint(PhysicsActor prim)
2616 {
2617
2618 if (prim is OdePrim)
2619 {
2620 OdePrim taintedprim = ((OdePrim) prim);
2621 lock (_taintedPrimLock)
2622 {
2623 if (!(_taintedPrimH.Contains(taintedprim)))
2624 {
2625//Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.m_primName);
2626 _taintedPrimH.Add(taintedprim); // HashSet for searching
2627 _taintedPrimL.Add(taintedprim); // List for ordered readout
2628 }
2629 }
2630 return;
2631 }
2632 else if (prim is OdeCharacter)
2633 {
2634 OdeCharacter taintedchar = ((OdeCharacter)prim);
2635 lock (_taintedActors)
2636 {
2637 if (!(_taintedActors.Contains(taintedchar)))
2638 {
2639 _taintedActors.Add(taintedchar);
2640 if (taintedchar.bad)
2641 m_log.DebugFormat("[PHYSICS]: Added BAD actor {0} to tainted actors", taintedchar.m_uuid);
2642 }
2643 }
2644 }
2645 }
2646
2647 /// <summary>
2648 /// This is our main simulate loop
2649 /// It's thread locked by a Mutex in the scene.
2650 /// It holds Collisions, it instructs ODE to step through the physical reactions
2651 /// It moves the objects around in memory
2652 /// It calls the methods that report back to the object owners.. (scenepresence, SceneObjectGroup)
2653 /// </summary>
2654 /// <param name="timeStep"></param>
2655 /// <returns></returns>
2656 public override float Simulate(float timeStep)
2657 {
2658 if (framecount >= int.MaxValue)
2659 framecount = 0;
2660 //if (m_worldOffset != Vector3.Zero)
2661 // return 0;
2662
2663 framecount++;
2664
2665 DateTime now = DateTime.UtcNow;
2666 TimeSpan SinceLastFrame = now - m_lastframe;
2667 m_lastframe = now;
2668 float realtime = (float)SinceLastFrame.TotalSeconds;
2669// Console.WriteLine("ts={0} rt={1}", timeStep, realtime);
2670 timeStep = realtime;
2671
2672 // float fps = 1.0f / realtime;
2673 float fps = 0.0f; // number of ODE steps in this Simulate step
2674 //m_log.Info(timeStep.ToString());
2675 step_time += timeStep;
2676
2677 // If We're loaded down by something else,
2678 // or debugging with the Visual Studio project on pause
2679 // skip a few frames to catch up gracefully.
2680 // without shooting the physicsactors all over the place
2681
2682 if (step_time >= m_SkipFramesAtms)
2683 {
2684 // Instead of trying to catch up, it'll do 5 physics frames only
2685 step_time = ODE_STEPSIZE;
2686 m_physicsiterations = 5;
2687 }
2688 else
2689 {
2690 m_physicsiterations = 10;
2691 }
2692
2693 if (SupportsNINJAJoints)
2694 {
2695 DeleteRequestedJoints(); // this must be outside of the lock (OdeLock) to avoid deadlocks
2696 CreateRequestedJoints(); // this must be outside of the lock (OdeLock) to avoid deadlocks
2697 }
2698
2699 lock (OdeLock)
2700 {
2701 // Process 10 frames if the sim is running normal..
2702 // process 5 frames if the sim is running slow
2703 //try
2704 //{
2705 //d.WorldSetQuickStepNumIterations(world, m_physicsiterations);
2706 //}
2707 //catch (StackOverflowException)
2708 //{
2709 // m_log.Error("[PHYSICS]: The operating system wasn't able to allocate enough memory for the simulation. Restarting the sim.");
2710 // ode.drelease(world);
2711 //base.TriggerPhysicsBasedRestart();
2712 //}
2713
2714 int i = 0;
2715
2716 // Figure out the Frames Per Second we're going at.
2717 //(step_time == 0.004f, there's 250 of those per second. Times the step time/step size
2718
2719 // fps = (step_time / ODE_STEPSIZE) * 1000;
2720 // HACK: Using a time dilation of 1.0 to debug rubberbanding issues
2721 //m_timeDilation = Math.Min((step_time / ODE_STEPSIZE) / (0.09375f / ODE_STEPSIZE), 1.0f);
2722
2723 // step_time = 0.09375f;
2724
2725 while (step_time > 0.0f)
2726 {
2727 //lock (ode)
2728 //{
2729 //if (!ode.lockquery())
2730 //{
2731 // ode.dlock(world);
2732 try
2733 {
2734 // Insert, remove Characters
2735 bool processedtaints = false;
2736
2737 lock (_taintedActors)
2738 {
2739 if (_taintedActors.Count > 0)
2740 {
2741 foreach (OdeCharacter character in _taintedActors)
2742 {
2743
2744 character.ProcessTaints(ODE_STEPSIZE);
2745
2746 processedtaints = true;
2747 //character.m_collisionscore = 0;
2748 }
2749
2750 if (processedtaints)
2751 _taintedActors.Clear();
2752 }
2753 } // end lock _taintedActors
2754
2755 // Modify other objects in the scene.
2756 processedtaints = false;
2757
2758 lock (_taintedPrimLock)
2759 {
2760 foreach (OdePrim prim in _taintedPrimL)
2761 {
2762 if (prim.m_taintremove)
2763 {
2764 //Console.WriteLine("Simulate calls RemovePrimThreadLocked");
2765 RemovePrimThreadLocked(prim);
2766 }
2767 else
2768 {
2769 //Console.WriteLine("Simulate calls ProcessTaints");
2770 prim.ProcessTaints(ODE_STEPSIZE);
2771 }
2772 processedtaints = true;
2773 prim.m_collisionscore = 0;
2774
2775 // This loop can block up the Heartbeat for a very long time on large regions.
2776 // We need to let the Watchdog know that the Heartbeat is not dead
2777 // NOTE: This is currently commented out, but if things like OAR loading are
2778 // timing the heartbeat out we will need to uncomment it
2779 //Watchdog.UpdateThread();
2780 }
2781
2782 if (SupportsNINJAJoints)
2783 {
2784 // Create pending joints, if possible
2785
2786 // joints can only be processed after ALL bodies are processed (and exist in ODE), since creating
2787 // a joint requires specifying the body id of both involved bodies
2788 if (pendingJoints.Count > 0)
2789 {
2790 List<PhysicsJoint> successfullyProcessedPendingJoints = new List<PhysicsJoint>();
2791 //DoJointErrorMessage(joints_connecting_actor, "taint: " + pendingJoints.Count + " pending joints");
2792 foreach (PhysicsJoint joint in pendingJoints)
2793 {
2794 //DoJointErrorMessage(joint, "taint: time to create joint with parms: " + joint.RawParams);
2795 string[] jointParams = joint.RawParams.Split(" ".ToCharArray(),
2796 System.StringSplitOptions.RemoveEmptyEntries);
2797 List<IntPtr> jointBodies = new List<IntPtr>();
2798 bool allJointBodiesAreReady = true;
2799 foreach (string jointParam in jointParams)
2800 {
2801 if (jointParam == "NULL")
2802 {
2803 //DoJointErrorMessage(joint, "attaching NULL joint to world");
2804 jointBodies.Add(IntPtr.Zero);
2805 }
2806 else
2807 {
2808 //DoJointErrorMessage(joint, "looking for prim name: " + jointParam);
2809 bool foundPrim = false;
2810 lock (_prims)
2811 {
2812 foreach (OdePrim prim in _prims) // FIXME: inefficient
2813 {
2814 if (prim.SOPName == jointParam)
2815 {
2816 //DoJointErrorMessage(joint, "found for prim name: " + jointParam);
2817 if (prim.IsPhysical && prim.Body != IntPtr.Zero)
2818 {
2819 jointBodies.Add(prim.Body);
2820 foundPrim = true;
2821 break;
2822 }
2823 else
2824 {
2825 DoJointErrorMessage(joint, "prim name " + jointParam +
2826 " exists but is not (yet) physical; deferring joint creation. " +
2827 "IsPhysical property is " + prim.IsPhysical +
2828 " and body is " + prim.Body);
2829 foundPrim = false;
2830 break;
2831 }
2832 }
2833 }
2834 }
2835 if (foundPrim)
2836 {
2837 // all is fine
2838 }
2839 else
2840 {
2841 allJointBodiesAreReady = false;
2842 break;
2843 }
2844 }
2845 }
2846 if (allJointBodiesAreReady)
2847 {
2848 //DoJointErrorMessage(joint, "allJointBodiesAreReady for " + joint.ObjectNameInScene + " with parms " + joint.RawParams);
2849 if (jointBodies[0] == jointBodies[1])
2850 {
2851 DoJointErrorMessage(joint, "ERROR: joint cannot be created; the joint bodies are the same, body1==body2. Raw body is " + jointBodies[0] + ". raw parms: " + joint.RawParams);
2852 }
2853 else
2854 {
2855 switch (joint.Type)
2856 {
2857 case PhysicsJointType.Ball:
2858 {
2859 IntPtr odeJoint;
2860 //DoJointErrorMessage(joint, "ODE creating ball joint ");
2861 odeJoint = d.JointCreateBall(world, IntPtr.Zero);
2862 //DoJointErrorMessage(joint, "ODE attaching ball joint: " + odeJoint + " with b1:" + jointBodies[0] + " b2:" + jointBodies[1]);
2863 d.JointAttach(odeJoint, jointBodies[0], jointBodies[1]);
2864 //DoJointErrorMessage(joint, "ODE setting ball anchor: " + odeJoint + " to vec:" + joint.Position);
2865 d.JointSetBallAnchor(odeJoint,
2866 joint.Position.X,
2867 joint.Position.Y,
2868 joint.Position.Z);
2869 //DoJointErrorMessage(joint, "ODE joint setting OK");
2870 //DoJointErrorMessage(joint, "The ball joint's bodies are here: b0: ");
2871 //DoJointErrorMessage(joint, "" + (jointBodies[0] != IntPtr.Zero ? "" + d.BodyGetPosition(jointBodies[0]) : "fixed environment"));
2872 //DoJointErrorMessage(joint, "The ball joint's bodies are here: b1: ");
2873 //DoJointErrorMessage(joint, "" + (jointBodies[1] != IntPtr.Zero ? "" + d.BodyGetPosition(jointBodies[1]) : "fixed environment"));
2874
2875 if (joint is OdePhysicsJoint)
2876 {
2877 ((OdePhysicsJoint)joint).jointID = odeJoint;
2878 }
2879 else
2880 {
2881 DoJointErrorMessage(joint, "WARNING: non-ode joint in ODE!");
2882 }
2883 }
2884 break;
2885 case PhysicsJointType.Hinge:
2886 {
2887 IntPtr odeJoint;
2888 //DoJointErrorMessage(joint, "ODE creating hinge joint ");
2889 odeJoint = d.JointCreateHinge(world, IntPtr.Zero);
2890 //DoJointErrorMessage(joint, "ODE attaching hinge joint: " + odeJoint + " with b1:" + jointBodies[0] + " b2:" + jointBodies[1]);
2891 d.JointAttach(odeJoint, jointBodies[0], jointBodies[1]);
2892 //DoJointErrorMessage(joint, "ODE setting hinge anchor: " + odeJoint + " to vec:" + joint.Position);
2893 d.JointSetHingeAnchor(odeJoint,
2894 joint.Position.X,
2895 joint.Position.Y,
2896 joint.Position.Z);
2897 // We use the orientation of the x-axis of the joint's coordinate frame
2898 // as the axis for the hinge.
2899
2900 // Therefore, we must get the joint's coordinate frame based on the
2901 // joint.Rotation field, which originates from the orientation of the
2902 // joint's proxy object in the scene.
2903
2904 // The joint's coordinate frame is defined as the transformation matrix
2905 // that converts a vector from joint-local coordinates into world coordinates.
2906 // World coordinates are defined as the XYZ coordinate system of the sim,
2907 // as shown in the top status-bar of the viewer.
2908
2909 // Once we have the joint's coordinate frame, we extract its X axis (AtAxis)
2910 // and use that as the hinge axis.
2911
2912 //joint.Rotation.Normalize();
2913 Matrix4 proxyFrame = Matrix4.CreateFromQuaternion(joint.Rotation);
2914
2915 // Now extract the X axis of the joint's coordinate frame.
2916
2917 // Do not try to use proxyFrame.AtAxis or you will become mired in the
2918 // tar pit of transposed, inverted, and generally messed-up orientations.
2919 // (In other words, Matrix4.AtAxis() is borked.)
2920 // Vector3 jointAxis = proxyFrame.AtAxis; <--- this path leadeth to madness
2921
2922 // Instead, compute the X axis of the coordinate frame by transforming
2923 // the (1,0,0) vector. At least that works.
2924
2925 //m_log.Debug("PHY: making axis: complete matrix is " + proxyFrame);
2926 Vector3 jointAxis = Vector3.Transform(Vector3.UnitX, proxyFrame);
2927 //m_log.Debug("PHY: making axis: hinge joint axis is " + jointAxis);
2928 //DoJointErrorMessage(joint, "ODE setting hinge axis: " + odeJoint + " to vec:" + jointAxis);
2929 d.JointSetHingeAxis(odeJoint,
2930 jointAxis.X,
2931 jointAxis.Y,
2932 jointAxis.Z);
2933 //d.JointSetHingeParam(odeJoint, (int)dParam.CFM, 0.1f);
2934 if (joint is OdePhysicsJoint)
2935 {
2936 ((OdePhysicsJoint)joint).jointID = odeJoint;
2937 }
2938 else
2939 {
2940 DoJointErrorMessage(joint, "WARNING: non-ode joint in ODE!");
2941 }
2942 }
2943 break;
2944 }
2945 successfullyProcessedPendingJoints.Add(joint);
2946 }
2947 }
2948 else
2949 {
2950 DoJointErrorMessage(joint, "joint could not yet be created; still pending");
2951 }
2952 }
2953 foreach (PhysicsJoint successfullyProcessedJoint in successfullyProcessedPendingJoints)
2954 {
2955 //DoJointErrorMessage(successfullyProcessedJoint, "finalizing succesfully procsssed joint " + successfullyProcessedJoint.ObjectNameInScene + " parms " + successfullyProcessedJoint.RawParams);
2956 //DoJointErrorMessage(successfullyProcessedJoint, "removing from pending");
2957 InternalRemovePendingJoint(successfullyProcessedJoint);
2958 //DoJointErrorMessage(successfullyProcessedJoint, "adding to active");
2959 InternalAddActiveJoint(successfullyProcessedJoint);
2960 //DoJointErrorMessage(successfullyProcessedJoint, "done");
2961 }
2962 }
2963 } // end SupportsNINJAJoints
2964
2965 if (processedtaints)
2966//Console.WriteLine("Simulate calls Clear of _taintedPrim list");
2967 _taintedPrimH.Clear(); // ??? if this only ???
2968 _taintedPrimL.Clear();
2969 } // end lock _taintedPrimLock
2970
2971 // Move characters
2972 lock (_characters)
2973 {
2974 List<OdeCharacter> defects = new List<OdeCharacter>();
2975 foreach (OdeCharacter actor in _characters)
2976 {
2977 if (actor != null)
2978 actor.Move(ODE_STEPSIZE, defects);
2979 }
2980 if (0 != defects.Count)
2981 {
2982 foreach (OdeCharacter defect in defects)
2983 {
2984 RemoveCharacter(defect);
2985 }
2986 }
2987 } // end lock _characters
2988
2989 // Move other active objects
2990 lock (_activeprims)
2991 {
2992 foreach (OdePrim prim in _activeprims)
2993 {
2994 prim.m_collisionscore = 0;
2995 prim.Move(ODE_STEPSIZE);
2996 }
2997 } // end lock _activeprims
2998
2999 //if ((framecount % m_randomizeWater) == 0)
3000 // randomizeWater(waterlevel);
3001
3002 //int RayCastTimeMS = m_rayCastManager.ProcessQueuedRequests();
3003 m_rayCastManager.ProcessQueuedRequests();
3004
3005 collision_optimized(ODE_STEPSIZE);
3006
3007 lock (_collisionEventPrim)
3008 {
3009 foreach (PhysicsActor obj in _collisionEventPrim)
3010 {
3011 if (obj == null)
3012 continue;
3013
3014 switch ((ActorTypes)obj.PhysicsActorType)
3015 {
3016 case ActorTypes.Agent:
3017 OdeCharacter cobj = (OdeCharacter)obj;
3018 cobj.AddCollisionFrameTime(100);
3019 cobj.SendCollisions();
3020 break;
3021 case ActorTypes.Prim:
3022 OdePrim pobj = (OdePrim)obj;
3023 pobj.SendCollisions();
3024 break;
3025 }
3026 }
3027 } // end lock _collisionEventPrim
3028
3029 //if (m_global_contactcount > 5)
3030 //{
3031 // m_log.DebugFormat("[PHYSICS]: Contacts:{0}", m_global_contactcount);
3032 //}
3033
3034 m_global_contactcount = 0;
3035
3036 d.WorldQuickStep(world, ODE_STEPSIZE);
3037 d.JointGroupEmpty(contactgroup);
3038 fps++;
3039 //ode.dunlock(world);
3040 } // end try
3041 catch (Exception e)
3042 {
3043 m_log.ErrorFormat("[PHYSICS]: {0}, {1}, {2}", e.Message, e.TargetSite, e);
3044 ode.dunlock(world);
3045 }
3046
3047 step_time -= ODE_STEPSIZE;
3048 i++;
3049 //}
3050 //else
3051 //{
3052 //fps = 0;
3053 //}
3054 //}
3055 } // end while (step_time > 0.0f)
3056
3057 lock (_characters)
3058 {
3059 foreach (OdeCharacter actor in _characters)
3060 {
3061 if (actor != null)
3062 {
3063 if (actor.bad)
3064 m_log.WarnFormat("[PHYSICS]: BAD Actor {0} in _characters list was not removed?", actor.m_uuid);
3065 actor.UpdatePositionAndVelocity();
3066 }
3067 }
3068 }
3069
3070 lock (_badCharacter)
3071 {
3072 if (_badCharacter.Count > 0)
3073 {
3074 foreach (OdeCharacter chr in _badCharacter)
3075 {
3076 RemoveCharacter(chr);
3077 }
3078 _badCharacter.Clear();
3079 }
3080 }
3081
3082 lock (_activeprims)
3083 {
3084 //if (timeStep < 0.2f)
3085 {
3086 foreach (OdePrim actor in _activeprims)
3087 {
3088 if (actor.IsPhysical && (d.BodyIsEnabled(actor.Body) || !actor._zeroFlag))
3089 {
3090 actor.UpdatePositionAndVelocity();
3091
3092 if (SupportsNINJAJoints)
3093 {
3094 // If an actor moved, move its joint proxy objects as well.
3095 // There seems to be an event PhysicsActor.OnPositionUpdate that could be used
3096 // for this purpose but it is never called! So we just do the joint
3097 // movement code here.
3098
3099 if (actor.SOPName != null &&
3100 joints_connecting_actor.ContainsKey(actor.SOPName) &&
3101 joints_connecting_actor[actor.SOPName] != null &&
3102 joints_connecting_actor[actor.SOPName].Count > 0)
3103 {
3104 foreach (PhysicsJoint affectedJoint in joints_connecting_actor[actor.SOPName])
3105 {
3106 if (affectedJoint.IsInPhysicsEngine)
3107 {
3108 DoJointMoved(affectedJoint);
3109 }
3110 else
3111 {
3112 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);
3113 }
3114 }
3115 }
3116 }
3117 }
3118 }
3119 }
3120 } // end lock _activeprims
3121
3122 //DumpJointInfo();
3123
3124 // Finished with all sim stepping. If requested, dump world state to file for debugging.
3125 // TODO: This call to the export function is already inside lock (OdeLock) - but is an extra lock needed?
3126 // TODO: This overwrites all dump files in-place. Should this be a growing logfile, or separate snapshots?
3127 if (physics_logging && (physics_logging_interval>0) && (framecount % physics_logging_interval == 0))
3128 {
3129 string fname = "state-" + world.ToString() + ".DIF"; // give each physics world a separate filename
3130 string prefix = "world" + world.ToString(); // prefix for variable names in exported .DIF file
3131
3132 if (physics_logging_append_existing_logfile)
3133 {
3134 string header = "-------------- START OF PHYSICS FRAME " + framecount.ToString() + " --------------";
3135 TextWriter fwriter = File.AppendText(fname);
3136 fwriter.WriteLine(header);
3137 fwriter.Close();
3138 }
3139 d.WorldExportDIF(world, fname, physics_logging_append_existing_logfile, prefix);
3140 }
3141 } // end lock OdeLock
3142
3143 return fps * 1000.0f; //NB This is a FRAME COUNT, not a time! AND is divide by 1000 in SimStatusReporter!
3144 } // end Simulate
3145
3146 public override void GetResults()
3147 {
3148 }
3149
3150 public override bool IsThreaded
3151 {
3152 // for now we won't be multithreaded
3153 get { return (false); }
3154 }
3155
3156 #region ODE Specific Terrain Fixes
3157 public float[] ResizeTerrain512NearestNeighbour(float[] heightMap)
3158 {
3159 float[] returnarr = new float[262144];
3160 float[,] resultarr = new float[(int)WorldExtents.X, (int)WorldExtents.Y];
3161
3162 // Filling out the array into its multi-dimensional components
3163 for (int y = 0; y < WorldExtents.Y; y++)
3164 {
3165 for (int x = 0; x < WorldExtents.X; x++)
3166 {
3167 resultarr[y, x] = heightMap[y * (int)WorldExtents.Y + x];
3168 }
3169 }
3170
3171 // Resize using Nearest Neighbour
3172
3173 // This particular way is quick but it only works on a multiple of the original
3174
3175 // The idea behind this method can be described with the following diagrams
3176 // second pass and third pass happen in the same loop really.. just separated
3177 // them to show what this does.
3178
3179 // First Pass
3180 // ResultArr:
3181 // 1,1,1,1,1,1
3182 // 1,1,1,1,1,1
3183 // 1,1,1,1,1,1
3184 // 1,1,1,1,1,1
3185 // 1,1,1,1,1,1
3186 // 1,1,1,1,1,1
3187
3188 // Second Pass
3189 // ResultArr2:
3190 // 1,,1,,1,,1,,1,,1,
3191 // ,,,,,,,,,,
3192 // 1,,1,,1,,1,,1,,1,
3193 // ,,,,,,,,,,
3194 // 1,,1,,1,,1,,1,,1,
3195 // ,,,,,,,,,,
3196 // 1,,1,,1,,1,,1,,1,
3197 // ,,,,,,,,,,
3198 // 1,,1,,1,,1,,1,,1,
3199 // ,,,,,,,,,,
3200 // 1,,1,,1,,1,,1,,1,
3201
3202 // Third pass fills in the blanks
3203 // ResultArr2:
3204 // 1,1,1,1,1,1,1,1,1,1,1,1
3205 // 1,1,1,1,1,1,1,1,1,1,1,1
3206 // 1,1,1,1,1,1,1,1,1,1,1,1
3207 // 1,1,1,1,1,1,1,1,1,1,1,1
3208 // 1,1,1,1,1,1,1,1,1,1,1,1
3209 // 1,1,1,1,1,1,1,1,1,1,1,1
3210 // 1,1,1,1,1,1,1,1,1,1,1,1
3211 // 1,1,1,1,1,1,1,1,1,1,1,1
3212 // 1,1,1,1,1,1,1,1,1,1,1,1
3213 // 1,1,1,1,1,1,1,1,1,1,1,1
3214 // 1,1,1,1,1,1,1,1,1,1,1,1
3215
3216 // X,Y = .
3217 // X+1,y = ^
3218 // X,Y+1 = *
3219 // X+1,Y+1 = #
3220
3221 // Filling in like this;
3222 // .*
3223 // ^#
3224 // 1st .
3225 // 2nd *
3226 // 3rd ^
3227 // 4th #
3228 // on single loop.
3229
3230 float[,] resultarr2 = new float[512, 512];
3231 for (int y = 0; y < WorldExtents.Y; y++)
3232 {
3233 for (int x = 0; x < WorldExtents.X; x++)
3234 {
3235 resultarr2[y * 2, x * 2] = resultarr[y, x];
3236
3237 if (y < WorldExtents.Y)
3238 {
3239 resultarr2[(y * 2) + 1, x * 2] = resultarr[y, x];
3240 }
3241 if (x < WorldExtents.X)
3242 {
3243 resultarr2[y * 2, (x * 2) + 1] = resultarr[y, x];
3244 }
3245 if (x < WorldExtents.X && y < WorldExtents.Y)
3246 {
3247 resultarr2[(y * 2) + 1, (x * 2) + 1] = resultarr[y, x];
3248 }
3249 }
3250 }
3251
3252 //Flatten out the array
3253 int i = 0;
3254 for (int y = 0; y < 512; y++)
3255 {
3256 for (int x = 0; x < 512; x++)
3257 {
3258 if (resultarr2[y, x] <= 0)
3259 returnarr[i] = 0.0000001f;
3260 else
3261 returnarr[i] = resultarr2[y, x];
3262
3263 i++;
3264 }
3265 }
3266
3267 return returnarr;
3268 }
3269
3270 public float[] ResizeTerrain512Interpolation(float[] heightMap)
3271 {
3272 float[] returnarr = new float[262144];
3273 float[,] resultarr = new float[512,512];
3274
3275 // Filling out the array into its multi-dimensional components
3276 for (int y = 0; y < 256; y++)
3277 {
3278 for (int x = 0; x < 256; x++)
3279 {
3280 resultarr[y, x] = heightMap[y * 256 + x];
3281 }
3282 }
3283
3284 // Resize using interpolation
3285
3286 // This particular way is quick but it only works on a multiple of the original
3287
3288 // The idea behind this method can be described with the following diagrams
3289 // second pass and third pass happen in the same loop really.. just separated
3290 // them to show what this does.
3291
3292 // First Pass
3293 // ResultArr:
3294 // 1,1,1,1,1,1
3295 // 1,1,1,1,1,1
3296 // 1,1,1,1,1,1
3297 // 1,1,1,1,1,1
3298 // 1,1,1,1,1,1
3299 // 1,1,1,1,1,1
3300
3301 // Second Pass
3302 // ResultArr2:
3303 // 1,,1,,1,,1,,1,,1,
3304 // ,,,,,,,,,,
3305 // 1,,1,,1,,1,,1,,1,
3306 // ,,,,,,,,,,
3307 // 1,,1,,1,,1,,1,,1,
3308 // ,,,,,,,,,,
3309 // 1,,1,,1,,1,,1,,1,
3310 // ,,,,,,,,,,
3311 // 1,,1,,1,,1,,1,,1,
3312 // ,,,,,,,,,,
3313 // 1,,1,,1,,1,,1,,1,
3314
3315 // Third pass fills in the blanks
3316 // ResultArr2:
3317 // 1,1,1,1,1,1,1,1,1,1,1,1
3318 // 1,1,1,1,1,1,1,1,1,1,1,1
3319 // 1,1,1,1,1,1,1,1,1,1,1,1
3320 // 1,1,1,1,1,1,1,1,1,1,1,1
3321 // 1,1,1,1,1,1,1,1,1,1,1,1
3322 // 1,1,1,1,1,1,1,1,1,1,1,1
3323 // 1,1,1,1,1,1,1,1,1,1,1,1
3324 // 1,1,1,1,1,1,1,1,1,1,1,1
3325 // 1,1,1,1,1,1,1,1,1,1,1,1
3326 // 1,1,1,1,1,1,1,1,1,1,1,1
3327 // 1,1,1,1,1,1,1,1,1,1,1,1
3328
3329 // X,Y = .
3330 // X+1,y = ^
3331 // X,Y+1 = *
3332 // X+1,Y+1 = #
3333
3334 // Filling in like this;
3335 // .*
3336 // ^#
3337 // 1st .
3338 // 2nd *
3339 // 3rd ^
3340 // 4th #
3341 // on single loop.
3342
3343 float[,] resultarr2 = new float[512,512];
3344 for (int y = 0; y < (int)Constants.RegionSize; y++)
3345 {
3346 for (int x = 0; x < (int)Constants.RegionSize; x++)
3347 {
3348 resultarr2[y*2, x*2] = resultarr[y, x];
3349
3350 if (y < (int)Constants.RegionSize)
3351 {
3352 if (y + 1 < (int)Constants.RegionSize)
3353 {
3354 if (x + 1 < (int)Constants.RegionSize)
3355 {
3356 resultarr2[(y*2) + 1, x*2] = ((resultarr[y, x] + resultarr[y + 1, x] +
3357 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
3358 }
3359 else
3360 {
3361 resultarr2[(y*2) + 1, x*2] = ((resultarr[y, x] + resultarr[y + 1, x])/2);
3362 }
3363 }
3364 else
3365 {
3366 resultarr2[(y*2) + 1, x*2] = resultarr[y, x];
3367 }
3368 }
3369 if (x < (int)Constants.RegionSize)
3370 {
3371 if (x + 1 < (int)Constants.RegionSize)
3372 {
3373 if (y + 1 < (int)Constants.RegionSize)
3374 {
3375 resultarr2[y*2, (x*2) + 1] = ((resultarr[y, x] + resultarr[y + 1, x] +
3376 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
3377 }
3378 else
3379 {
3380 resultarr2[y*2, (x*2) + 1] = ((resultarr[y, x] + resultarr[y, x + 1])/2);
3381 }
3382 }
3383 else
3384 {
3385 resultarr2[y*2, (x*2) + 1] = resultarr[y, x];
3386 }
3387 }
3388 if (x < (int)Constants.RegionSize && y < (int)Constants.RegionSize)
3389 {
3390 if ((x + 1 < (int)Constants.RegionSize) && (y + 1 < (int)Constants.RegionSize))
3391 {
3392 resultarr2[(y*2) + 1, (x*2) + 1] = ((resultarr[y, x] + resultarr[y + 1, x] +
3393 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
3394 }
3395 else
3396 {
3397 resultarr2[(y*2) + 1, (x*2) + 1] = resultarr[y, x];
3398 }
3399 }
3400 }
3401 }
3402 //Flatten out the array
3403 int i = 0;
3404 for (int y = 0; y < 512; y++)
3405 {
3406 for (int x = 0; x < 512; x++)
3407 {
3408 if (Single.IsNaN(resultarr2[y, x]) || Single.IsInfinity(resultarr2[y, x]))
3409 {
3410 m_log.Warn("[PHYSICS]: Non finite heightfield element detected. Setting it to 0");
3411 resultarr2[y, x] = 0;
3412 }
3413 returnarr[i] = resultarr2[y, x];
3414 i++;
3415 }
3416 }
3417
3418 return returnarr;
3419 }
3420
3421 #endregion
3422
3423 public override void SetTerrain(float[] heightMap)
3424 {
3425 if (m_worldOffset != Vector3.Zero && m_parentScene != null)
3426 {
3427 if (m_parentScene is OdeScene)
3428 {
3429 ((OdeScene)m_parentScene).SetTerrain(heightMap, m_worldOffset);
3430 }
3431 }
3432 else
3433 {
3434 SetTerrain(heightMap, m_worldOffset);
3435 }
3436 }
3437
3438 public void SetTerrain(float[] heightMap, Vector3 pOffset)
3439 {
3440
3441 uint regionsize = (uint) Constants.RegionSize; // visible region size eg. 256(M)
3442
3443 uint heightmapWidth = regionsize + 1; // ODE map size 257 x 257 (Meters) (1 extra
3444 uint heightmapHeight = regionsize + 1;
3445
3446 uint heightmapWidthSamples = (uint)regionsize + 2; // Sample file size, 258 x 258 samples
3447 uint heightmapHeightSamples = (uint)regionsize + 2;
3448
3449 // Array of height samples for ODE
3450 float[] _heightmap;
3451 _heightmap = new float[(heightmapWidthSamples * heightmapHeightSamples)]; // loaded samples 258 x 258
3452
3453 // Other ODE parameters
3454 const float scale = 1.0f;
3455 const float offset = 0.0f;
3456 const float thickness = 2.0f; // Was 0.2f, Larger appears to prevent Av fall-through
3457 const int wrap = 0;
3458
3459 float hfmin = 2000f;
3460 float hfmax = -2000f;
3461 float minele = 0.0f; // Dont allow -ve heights
3462
3463 uint x = 0;
3464 uint y = 0;
3465 uint xx = 0;
3466 uint yy = 0;
3467
3468 // load the height samples array from the heightMap
3469 for ( x = 0; x < heightmapWidthSamples; x++) // 0 to 257
3470 {
3471 for ( y = 0; y < heightmapHeightSamples; y++) // 0 to 257
3472 {
3473 xx = x - 1;
3474 if (xx < 0) xx = 0;
3475 if (xx > (regionsize - 1)) xx = regionsize - 1;
3476
3477 yy = y - 1;
3478 if (yy < 0) yy = 0;
3479 if (yy > (regionsize - 1)) yy = regionsize - 1;
3480 // Input xx = 0 0 1 2 ..... 254 255 255 256 total in
3481 // Output x = 0 1 2 3 ..... 255 256 257 258 total out
3482 float val= heightMap[(yy * regionsize) + xx]; // input from heightMap, <0-255 * 256> <0-255>
3483 if (val < minele) val = minele;
3484 _heightmap[x * (regionsize + 2) + y] = val; // samples output to _heightmap, <0-257 * 258> <0-257>
3485 hfmin = (val < hfmin) ? val : hfmin;
3486 hfmax = (val > hfmax) ? val : hfmax;
3487 }
3488 }
3489
3490 lock (OdeLock)
3491 {
3492 IntPtr GroundGeom = IntPtr.Zero;
3493 if (RegionTerrain.TryGetValue(pOffset, out GroundGeom))
3494 {
3495 RegionTerrain.Remove(pOffset);
3496 if (GroundGeom != IntPtr.Zero)
3497 {
3498 if (TerrainHeightFieldHeights.ContainsKey(GroundGeom))
3499 {
3500 TerrainHeightFieldHeights.Remove(GroundGeom);
3501 }
3502 d.SpaceRemove(space, GroundGeom);
3503 d.GeomDestroy(GroundGeom);
3504 }
3505 }
3506 IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
3507 d.GeomHeightfieldDataBuildSingle(HeightmapData, _heightmap, 0,
3508 heightmapWidth, heightmapHeight, (int)heightmapWidthSamples,
3509 (int)heightmapHeightSamples, scale, offset, thickness, wrap);
3510 d.GeomHeightfieldDataSetBounds(HeightmapData, hfmin - 1, hfmax + 1);
3511 GroundGeom = d.CreateHeightfield(space, HeightmapData, 1);
3512 if (GroundGeom != IntPtr.Zero)
3513 {
3514 d.GeomSetCategoryBits(GroundGeom, (int)(CollisionCategories.Land));
3515 d.GeomSetCollideBits(GroundGeom, (int)(CollisionCategories.Space));
3516 }
3517 geom_name_map[GroundGeom] = "Terrain";
3518
3519 d.Matrix3 R = new d.Matrix3();
3520
3521 Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f);
3522 Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f);
3523 //Axiom.Math.Quaternion q3 = Axiom.Math.Quaternion.FromAngleAxis(3.14f, new Axiom.Math.Vector3(0, 0, 1));
3524
3525 q1 = q1 * q2;
3526 //q1 = q1 * q3;
3527 Vector3 v3;
3528 float angle;
3529 q1.GetAxisAngle(out v3, out angle);
3530
3531 d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
3532 d.GeomSetRotation(GroundGeom, ref R);
3533 d.GeomSetPosition(GroundGeom, (pOffset.X + (regionsize * 0.5f)) - 0.5f, (pOffset.Y + (regionsize * 0.5f)) - 0.5f, 0);
3534 IntPtr testGround = IntPtr.Zero;
3535 if (RegionTerrain.TryGetValue(pOffset, out testGround))
3536 {
3537 RegionTerrain.Remove(pOffset);
3538 }
3539 RegionTerrain.Add(pOffset, GroundGeom, GroundGeom);
3540 TerrainHeightFieldHeights.Add(GroundGeom,_heightmap);
3541 }
3542 }
3543
3544 public override void DeleteTerrain()
3545 {
3546 }
3547
3548 public float GetWaterLevel()
3549 {
3550 return waterlevel;
3551 }
3552
3553 public override bool SupportsCombining()
3554 {
3555 return true;
3556 }
3557
3558 public override void UnCombine(PhysicsScene pScene)
3559 {
3560 IntPtr localGround = IntPtr.Zero;
3561// float[] localHeightfield;
3562 bool proceed = false;
3563 List<IntPtr> geomDestroyList = new List<IntPtr>();
3564
3565 lock (OdeLock)
3566 {
3567 if (RegionTerrain.TryGetValue(Vector3.Zero, out localGround))
3568 {
3569 foreach (IntPtr geom in TerrainHeightFieldHeights.Keys)
3570 {
3571 if (geom == localGround)
3572 {
3573// localHeightfield = TerrainHeightFieldHeights[geom];
3574 proceed = true;
3575 }
3576 else
3577 {
3578 geomDestroyList.Add(geom);
3579 }
3580 }
3581
3582 if (proceed)
3583 {
3584 m_worldOffset = Vector3.Zero;
3585 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize);
3586 m_parentScene = null;
3587
3588 foreach (IntPtr g in geomDestroyList)
3589 {
3590 // removingHeightField needs to be done or the garbage collector will
3591 // collect the terrain data before we tell ODE to destroy it causing
3592 // memory corruption
3593 if (TerrainHeightFieldHeights.ContainsKey(g))
3594 {
3595// float[] removingHeightField = TerrainHeightFieldHeights[g];
3596 TerrainHeightFieldHeights.Remove(g);
3597
3598 if (RegionTerrain.ContainsKey(g))
3599 {
3600 RegionTerrain.Remove(g);
3601 }
3602
3603 d.GeomDestroy(g);
3604 //removingHeightField = new float[0];
3605 }
3606 }
3607
3608 }
3609 else
3610 {
3611 m_log.Warn("[PHYSICS]: Couldn't proceed with UnCombine. Region has inconsistant data.");
3612
3613 }
3614 }
3615 }
3616 }
3617
3618 public override void SetWaterLevel(float baseheight)
3619 {
3620 waterlevel = baseheight;
3621 randomizeWater(waterlevel);
3622 }
3623
3624 public void randomizeWater(float baseheight)
3625 {
3626 const uint heightmapWidth = m_regionWidth + 2;
3627 const uint heightmapHeight = m_regionHeight + 2;
3628 const uint heightmapWidthSamples = m_regionWidth + 2;
3629 const uint heightmapHeightSamples = m_regionHeight + 2;
3630 const float scale = 1.0f;
3631 const float offset = 0.0f;
3632 const float thickness = 2.9f;
3633 const int wrap = 0;
3634
3635 for (int i = 0; i < (258 * 258); i++)
3636 {
3637 _watermap[i] = (baseheight-0.1f) + ((float)fluidRandomizer.Next(1,9) / 10f);
3638 // m_log.Info((baseheight - 0.1f) + ((float)fluidRandomizer.Next(1, 9) / 10f));
3639 }
3640
3641 lock (OdeLock)
3642 {
3643 if (WaterGeom != IntPtr.Zero)
3644 {
3645 d.SpaceRemove(space, WaterGeom);
3646 }
3647 IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
3648 d.GeomHeightfieldDataBuildSingle(HeightmapData, _watermap, 0, heightmapWidth, heightmapHeight,
3649 (int)heightmapWidthSamples, (int)heightmapHeightSamples, scale,
3650 offset, thickness, wrap);
3651 d.GeomHeightfieldDataSetBounds(HeightmapData, m_regionWidth, m_regionHeight);
3652 WaterGeom = d.CreateHeightfield(space, HeightmapData, 1);
3653 if (WaterGeom != IntPtr.Zero)
3654 {
3655 d.GeomSetCategoryBits(WaterGeom, (int)(CollisionCategories.Water));
3656 d.GeomSetCollideBits(WaterGeom, (int)(CollisionCategories.Space));
3657
3658 }
3659 geom_name_map[WaterGeom] = "Water";
3660
3661 d.Matrix3 R = new d.Matrix3();
3662
3663 Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f);
3664 Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f);
3665 //Axiom.Math.Quaternion q3 = Axiom.Math.Quaternion.FromAngleAxis(3.14f, new Axiom.Math.Vector3(0, 0, 1));
3666
3667 q1 = q1 * q2;
3668 //q1 = q1 * q3;
3669 Vector3 v3;
3670 float angle;
3671 q1.GetAxisAngle(out v3, out angle);
3672
3673 d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
3674 d.GeomSetRotation(WaterGeom, ref R);
3675 d.GeomSetPosition(WaterGeom, 128, 128, 0);
3676
3677 }
3678
3679 }
3680
3681 public override void Dispose()
3682 {
3683 m_rayCastManager.Dispose();
3684 m_rayCastManager = null;
3685
3686 lock (OdeLock)
3687 {
3688 lock (_prims)
3689 {
3690 foreach (OdePrim prm in _prims)
3691 {
3692 RemovePrim(prm);
3693 }
3694 }
3695
3696 //foreach (OdeCharacter act in _characters)
3697 //{
3698 //RemoveAvatar(act);
3699 //}
3700 d.WorldDestroy(world);
3701 //d.CloseODE();
3702 }
3703 }
3704 public override Dictionary<uint, float> GetTopColliders()
3705 {
3706 Dictionary<uint, float> returncolliders = new Dictionary<uint, float>();
3707 int cnt = 0;
3708 lock (_prims)
3709 {
3710 foreach (OdePrim prm in _prims)
3711 {
3712 if (prm.CollisionScore > 0)
3713 {
3714 returncolliders.Add(prm.m_localID, prm.CollisionScore);
3715 cnt++;
3716 prm.CollisionScore = 0f;
3717 if (cnt > 25)
3718 {
3719 break;
3720 }
3721 }
3722 }
3723 }
3724 return returncolliders;
3725 }
3726
3727 public override bool SupportsRayCast()
3728 {
3729 return true;
3730 }
3731
3732 public override void RaycastWorld(Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
3733 {
3734 if (retMethod != null)
3735 {
3736 m_rayCastManager.QueueRequest(position, direction, length, retMethod);
3737 }
3738 }
3739
3740#if USE_DRAWSTUFF
3741 // Keyboard callback
3742 public void command(int cmd)
3743 {
3744 IntPtr geom;
3745 d.Mass mass;
3746 d.Vector3 sides = new d.Vector3(d.RandReal() * 0.5f + 0.1f, d.RandReal() * 0.5f + 0.1f, d.RandReal() * 0.5f + 0.1f);
3747
3748
3749
3750 Char ch = Char.ToLower((Char)cmd);
3751 switch ((Char)ch)
3752 {
3753 case 'w':
3754 try
3755 {
3756 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));
3757
3758 xyz.X += rotate.X; xyz.Y += rotate.Y; xyz.Z += rotate.Z;
3759 ds.SetViewpoint(ref xyz, ref hpr);
3760 }
3761 catch (ArgumentException)
3762 { hpr.X = 0; }
3763 break;
3764
3765 case 'a':
3766 hpr.X++;
3767 ds.SetViewpoint(ref xyz, ref hpr);
3768 break;
3769
3770 case 's':
3771 try
3772 {
3773 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));
3774
3775 xyz.X += rotate2.X; xyz.Y += rotate2.Y; xyz.Z += rotate2.Z;
3776 ds.SetViewpoint(ref xyz, ref hpr);
3777 }
3778 catch (ArgumentException)
3779 { hpr.X = 0; }
3780 break;
3781 case 'd':
3782 hpr.X--;
3783 ds.SetViewpoint(ref xyz, ref hpr);
3784 break;
3785 case 'r':
3786 xyz.Z++;
3787 ds.SetViewpoint(ref xyz, ref hpr);
3788 break;
3789 case 'f':
3790 xyz.Z--;
3791 ds.SetViewpoint(ref xyz, ref hpr);
3792 break;
3793 case 'e':
3794 xyz.Y++;
3795 ds.SetViewpoint(ref xyz, ref hpr);
3796 break;
3797 case 'q':
3798 xyz.Y--;
3799 ds.SetViewpoint(ref xyz, ref hpr);
3800 break;
3801 }
3802 }
3803
3804 public void step(int pause)
3805 {
3806
3807 ds.SetColor(1.0f, 1.0f, 0.0f);
3808 ds.SetTexture(ds.Texture.Wood);
3809 lock (_prims)
3810 {
3811 foreach (OdePrim prm in _prims)
3812 {
3813 //IntPtr body = d.GeomGetBody(prm.prim_geom);
3814 if (prm.prim_geom != IntPtr.Zero)
3815 {
3816 d.Vector3 pos;
3817 d.GeomCopyPosition(prm.prim_geom, out pos);
3818 //d.BodyCopyPosition(body, out pos);
3819
3820 d.Matrix3 R;
3821 d.GeomCopyRotation(prm.prim_geom, out R);
3822 //d.BodyCopyRotation(body, out R);
3823
3824
3825 d.Vector3 sides = new d.Vector3();
3826 sides.X = prm.Size.X;
3827 sides.Y = prm.Size.Y;
3828 sides.Z = prm.Size.Z;
3829
3830 ds.DrawBox(ref pos, ref R, ref sides);
3831 }
3832 }
3833 }
3834 ds.SetColor(1.0f, 0.0f, 0.0f);
3835 lock (_characters)
3836 {
3837 foreach (OdeCharacter chr in _characters)
3838 {
3839 if (chr.Shell != IntPtr.Zero)
3840 {
3841 IntPtr body = d.GeomGetBody(chr.Shell);
3842
3843 d.Vector3 pos;
3844 d.GeomCopyPosition(chr.Shell, out pos);
3845 //d.BodyCopyPosition(body, out pos);
3846
3847 d.Matrix3 R;
3848 d.GeomCopyRotation(chr.Shell, out R);
3849 //d.BodyCopyRotation(body, out R);
3850
3851 ds.DrawCapsule(ref pos, ref R, chr.Size.Z, 0.35f);
3852 d.Vector3 sides = new d.Vector3();
3853 sides.X = 0.5f;
3854 sides.Y = 0.5f;
3855 sides.Z = 0.5f;
3856
3857 ds.DrawBox(ref pos, ref R, ref sides);
3858 }
3859 }
3860 }
3861 }
3862
3863 public void start(int unused)
3864 {
3865 ds.SetViewpoint(ref xyz, ref hpr);
3866 }
3867#endif
3868 }
3869}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/Tests/ODETestClass.cs b/OpenSim/Region/Physics/ChOdePlugin/Tests/ODETestClass.cs
new file mode 100644
index 0000000..69e2d03
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/Tests/ODETestClass.cs
@@ -0,0 +1,122 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using Nini.Config;
30using NUnit.Framework;
31using OpenMetaverse;
32using OpenSim.Framework;
33using OpenSim.Region.Physics.Manager;
34using log4net;
35using System.Reflection;
36
37namespace OpenSim.Region.Physics.OdePlugin
38{
39 [TestFixture]
40 public class ODETestClass
41 {
42 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
43
44 private OdePlugin cbt;
45 private PhysicsScene ps;
46 private IMeshingPlugin imp;
47
48 [SetUp]
49 public void Initialize()
50 {
51 // Loading ODEPlugin
52 cbt = new OdePlugin();
53 // Loading Zero Mesher
54 imp = new ZeroMesherPlugin();
55 // Getting Physics Scene
56 ps = cbt.GetScene("test");
57 // Initializing Physics Scene.
58 ps.Initialise(imp.GetMesher(),null);
59 float[] _heightmap = new float[(int)Constants.RegionSize * (int)Constants.RegionSize];
60 for (int i = 0; i < ((int)Constants.RegionSize * (int)Constants.RegionSize); i++)
61 {
62 _heightmap[i] = 21f;
63 }
64 ps.SetTerrain(_heightmap);
65 }
66
67 [TearDown]
68 public void Terminate()
69 {
70 ps.DeleteTerrain();
71 ps.Dispose();
72
73 }
74
75 [Test]
76 public void CreateAndDropPhysicalCube()
77 {
78 PrimitiveBaseShape newcube = PrimitiveBaseShape.CreateBox();
79 Vector3 position = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f), 128f);
80 Vector3 size = new Vector3(0.5f, 0.5f, 0.5f);
81 Quaternion rot = Quaternion.Identity;
82 PhysicsActor prim = ps.AddPrimShape("CoolShape", newcube, position, size, rot, true);
83 OdePrim oprim = (OdePrim)prim;
84 OdeScene pscene = (OdeScene) ps;
85
86 Assert.That(oprim.m_taintadd);
87
88 prim.LocalID = 5;
89
90 for (int i = 0; i < 58; i++)
91 {
92 ps.Simulate(0.133f);
93
94 Assert.That(oprim.prim_geom != (IntPtr)0);
95
96 Assert.That(oprim.m_targetSpace != (IntPtr)0);
97
98 //Assert.That(oprim.m_targetSpace == pscene.space);
99 m_log.Info("TargetSpace: " + oprim.m_targetSpace + " - SceneMainSpace: " + pscene.space);
100
101 Assert.That(!oprim.m_taintadd);
102 m_log.Info("Prim Position (" + oprim.m_localID + "): " + prim.Position.ToString());
103
104 // Make sure we're above the ground
105 //Assert.That(prim.Position.Z > 20f);
106 //m_log.Info("PrimCollisionScore (" + oprim.m_localID + "): " + oprim.m_collisionscore);
107
108 // Make sure we've got a Body
109 Assert.That(oprim.Body != (IntPtr)0);
110 //m_log.Info(
111 }
112
113 // Make sure we're not somewhere above the ground
114 Assert.That(prim.Position.Z < 21.5f);
115
116 ps.RemovePrim(prim);
117 Assert.That(oprim.m_taintremove);
118 ps.Simulate(0.133f);
119 Assert.That(oprim.Body == (IntPtr)0);
120 }
121 }
122}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/drawstuff.cs b/OpenSim/Region/Physics/ChOdePlugin/drawstuff.cs
new file mode 100644
index 0000000..87ca446
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/drawstuff.cs
@@ -0,0 +1,98 @@
1/*
2 * Copyright ODE
3 * Ode.NET - .NET bindings for ODE
4 * Jason Perkins (starkos@industriousone.com)
5 * Licensed under the New BSD
6 * Part of the OpenDynamicsEngine
7Open Dynamics Engine
8Copyright (c) 2001-2007, Russell L. Smith.
9All rights reserved.
10
11Redistribution and use in source and binary forms, with or without
12modification, are permitted provided that the following conditions
13are met:
14
15Redistributions of source code must retain the above copyright notice,
16this list of conditions and the following disclaimer.
17
18Redistributions in binary form must reproduce the above copyright notice,
19this list of conditions and the following disclaimer in the documentation
20and/or other materials provided with the distribution.
21
22Neither the names of ODE's copyright owner nor the names of its
23contributors may be used to endorse or promote products derived from
24this software without specific prior written permission.
25
26THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
27"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
28LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
29FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
30OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
31SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
32TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
33PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
34LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
35NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
36SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
37 *
38 *
39 */
40
41using System;
42using System.Runtime.InteropServices;
43using Ode.NET;
44
45namespace Drawstuff.NET
46{
47#if dDOUBLE
48 using dReal = System.Double;
49#else
50 using dReal = System.Single;
51#endif
52
53 public static class ds
54 {
55 public const int VERSION = 2;
56
57 public enum Texture
58 {
59 None,
60 Wood
61 }
62
63 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
64 public delegate void CallbackFunction(int arg);
65
66 [StructLayout(LayoutKind.Sequential)]
67 public struct Functions
68 {
69 public int version;
70 public CallbackFunction start;
71 public CallbackFunction step;
72 public CallbackFunction command;
73 public CallbackFunction stop;
74 public string path_to_textures;
75 }
76
77 [DllImport("drawstuff", EntryPoint = "dsDrawBox")]
78 public static extern void DrawBox(ref d.Vector3 pos, ref d.Matrix3 R, ref d.Vector3 sides);
79
80 [DllImport("drawstuff", EntryPoint = "dsDrawCapsule")]
81 public static extern void DrawCapsule(ref d.Vector3 pos, ref d.Matrix3 R, dReal length, dReal radius);
82
83 [DllImport("drawstuff", EntryPoint = "dsDrawConvex")]
84 public static extern void DrawConvex(ref d.Vector3 pos, ref d.Matrix3 R, dReal[] planes, int planeCount, dReal[] points, int pointCount, int[] polygons);
85
86 [DllImport("drawstuff", EntryPoint = "dsSetColor")]
87 public static extern void SetColor(float red, float green, float blue);
88
89 [DllImport("drawstuff", EntryPoint = "dsSetTexture")]
90 public static extern void SetTexture(Texture texture);
91
92 [DllImport("drawstuff", EntryPoint = "dsSetViewpoint")]
93 public static extern void SetViewpoint(ref d.Vector3 xyz, ref d.Vector3 hpr);
94
95 [DllImport("drawstuff", EntryPoint = "dsSimulationLoop")]
96 public static extern void SimulationLoop(int argc, string[] argv, int window_width, int window_height, ref Functions fn);
97 }
98}
diff --git a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
index a2229e8..2a66060 100644
--- a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
+++ b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
@@ -1210,7 +1210,6 @@ namespace OpenSim.Region.Physics.OdePlugin
1210 1210
1211 public override float APIDDamping{ set { return; } } 1211 public override float APIDDamping{ set { return; } }
1212 1212
1213
1214 public override void SubscribeEvents(int ms) 1213 public override void SubscribeEvents(int ms)
1215 { 1214 {
1216 m_requestedUpdateFrequency = ms; 1215 m_requestedUpdateFrequency = ms;
diff --git a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
index 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 ff0e743..d854176 100644
--- a/OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs
+++ b/OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs
@@ -88,89 +88,7 @@ namespace OpenSim.Region.RegionCombinerModule
88 public void RegionLoaded(Scene scene) 88 public void RegionLoaded(Scene scene)
89 { 89 {
90 if (enabledYN) 90 if (enabledYN)
91 {
92 RegionLoadedDoWork(scene); 91 RegionLoadedDoWork(scene);
93
94 scene.EventManager.OnNewPresence += NewPresence;
95 }
96 }
97
98 private void NewPresence(ScenePresence presence)
99 {
100 if (presence.IsChildAgent)
101 {
102 byte[] throttleData;
103
104 try
105 {
106 throttleData = presence.ControllingClient.GetThrottlesPacked(1);
107 }
108 catch (NotImplementedException)
109 {
110 return;
111 }
112
113 if (throttleData == null)
114 return;
115
116 if (throttleData.Length == 0)
117 return;
118
119 if (throttleData.Length != 28)
120 return;
121
122 byte[] adjData;
123 int pos = 0;
124
125 if (!BitConverter.IsLittleEndian)
126 {
127 byte[] newData = new byte[7 * 4];
128 Buffer.BlockCopy(throttleData, 0, newData, 0, 7 * 4);
129
130 for (int i = 0; i < 7; i++)
131 Array.Reverse(newData, i * 4, 4);
132
133 adjData = newData;
134 }
135 else
136 {
137 adjData = throttleData;
138 }
139
140 // 0.125f converts from bits to bytes
141 int resend = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
142 int land = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
143 int wind = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
144 int cloud = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
145 int task = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
146 int texture = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
147 int asset = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f);
148 // State is a subcategory of task that we allocate a percentage to
149
150
151 //int total = resend + land + wind + cloud + task + texture + asset;
152
153 byte[] data = new byte[7 * 4];
154 int ii = 0;
155
156 Buffer.BlockCopy(Utils.FloatToBytes(resend), 0, data, ii, 4); ii += 4;
157 Buffer.BlockCopy(Utils.FloatToBytes(land * 50), 0, data, ii, 4); ii += 4;
158 Buffer.BlockCopy(Utils.FloatToBytes(wind), 0, data, ii, 4); ii += 4;
159 Buffer.BlockCopy(Utils.FloatToBytes(cloud), 0, data, ii, 4); ii += 4;
160 Buffer.BlockCopy(Utils.FloatToBytes(task), 0, data, ii, 4); ii += 4;
161 Buffer.BlockCopy(Utils.FloatToBytes(texture), 0, data, ii, 4); ii += 4;
162 Buffer.BlockCopy(Utils.FloatToBytes(asset), 0, data, ii, 4);
163
164 try
165 {
166 presence.ControllingClient.SetChildAgentThrottle(data);
167 }
168 catch (NotImplementedException)
169 {
170 return;
171 }
172
173 }
174 } 92 }
175 93
176 private void RegionLoadedDoWork(Scene scene) 94 private void RegionLoadedDoWork(Scene scene)
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs
index ee32755..61e4934 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs
@@ -248,6 +248,26 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
248 248
249 } 249 }
250 250
251 public static void StateChange(IScriptEngine engine, uint localID, UUID itemID)
252 {
253 // Remove a specific script
254
255 // Remove dataserver events
256 m_Dataserver[engine].RemoveEvents(localID, itemID);
257
258 IWorldComm comms = engine.World.RequestModuleInterface<IWorldComm>();
259 if (comms != null)
260 comms.DeleteListener(itemID);
261
262 IXMLRPC xmlrpc = engine.World.RequestModuleInterface<IXMLRPC>();
263 xmlrpc.DeleteChannels(itemID);
264 xmlrpc.CancelSRDRequests(itemID);
265
266 // Remove Sensors
267 m_SensorRepeat[engine].UnSetSenseRepeaterEvents(localID, itemID);
268
269 }
270
251 public static Object[] GetSerializationData(IScriptEngine engine, UUID itemID) 271 public static Object[] GetSerializationData(IScriptEngine engine, UUID itemID)
252 { 272 {
253 List<Object> data = new List<Object>(); 273 List<Object> data = new List<Object>();
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
index d06b134..1dd4ca4 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). 555
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 }
486 568
487 public LSL_Vector llRot2Euler(LSL_Rotation r) 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 +3005,31 @@ 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 LSL_Rotation newrot = llGetRot() * llRotBetween(new LSL_Vector(1.0d, 0.0d, 0.0d) * llGetRot(), new LSL_Vector(0.0d, 0.0d, -1.0d));
3023 llSetRot(newrot * llRotBetween(new LSL_Vector(0.0d,0.0d,1.0d) * newrot, target - llGetPos()));
3024
3025 }
3026
3027 public void llRotLookAt(LSL_Rotation target, double strength, double damping)
3028 {
3029 m_host.AddScriptLPS(1);
3030// NotImplemented("llRotLookAt");
3031 m_host.RotLookAt(Rot2Quaternion(target), (float)strength, (float)damping);
3032
2821 } 3033 }
2822 3034
2823 public void llStopLookAt() 3035 public void llStopLookAt()
@@ -2866,13 +3078,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2866 { 3078 {
2867 TaskInventoryItem item; 3079 TaskInventoryItem item;
2868 3080
2869 lock (m_host.TaskInventory) 3081 m_host.TaskInventory.LockItemsForRead(true);
3082 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
2870 { 3083 {
2871 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3084 m_host.TaskInventory.LockItemsForRead(false);
2872 return; 3085 return;
2873 else
2874 item = m_host.TaskInventory[InventorySelf()];
2875 } 3086 }
3087 else
3088 {
3089 item = m_host.TaskInventory[InventorySelf()];
3090 }
3091 m_host.TaskInventory.LockItemsForRead(false);
2876 3092
2877 if (item.PermsGranter != UUID.Zero) 3093 if (item.PermsGranter != UUID.Zero)
2878 { 3094 {
@@ -2894,13 +3110,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2894 { 3110 {
2895 TaskInventoryItem item; 3111 TaskInventoryItem item;
2896 3112
3113 m_host.TaskInventory.LockItemsForRead(true);
2897 lock (m_host.TaskInventory) 3114 lock (m_host.TaskInventory)
2898 { 3115 {
3116
2899 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3117 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
3118 {
3119 m_host.TaskInventory.LockItemsForRead(false);
2900 return; 3120 return;
3121 }
2901 else 3122 else
3123 {
2902 item = m_host.TaskInventory[InventorySelf()]; 3124 item = m_host.TaskInventory[InventorySelf()];
3125 }
2903 } 3126 }
3127 m_host.TaskInventory.LockItemsForRead(false);
2904 3128
2905 m_host.AddScriptLPS(1); 3129 m_host.AddScriptLPS(1);
2906 3130
@@ -2932,18 +3156,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2932 { 3156 {
2933 m_host.AddScriptLPS(1); 3157 m_host.AddScriptLPS(1);
2934 3158
2935 if (m_host.ParentGroup.RootPart.AttachmentPoint == 0)
2936 return;
2937
2938 TaskInventoryItem item; 3159 TaskInventoryItem item;
2939 3160
2940 lock (m_host.TaskInventory) 3161 m_host.TaskInventory.LockItemsForRead(true);
3162
3163 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
2941 { 3164 {
2942 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3165 m_host.TaskInventory.LockItemsForRead(false);
2943 return; 3166 return;
2944 else
2945 item = m_host.TaskInventory[InventorySelf()];
2946 } 3167 }
3168 else
3169 {
3170 item = m_host.TaskInventory[InventorySelf()];
3171 }
3172
3173 m_host.TaskInventory.LockItemsForRead(false);
2947 3174
2948 if (item.PermsGranter != m_host.OwnerID) 3175 if (item.PermsGranter != m_host.OwnerID)
2949 return; 3176 return;
@@ -2954,10 +3181,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2954 3181
2955 ScenePresence presence = World.GetScenePresence(m_host.OwnerID); 3182 ScenePresence presence = World.GetScenePresence(m_host.OwnerID);
2956 3183
2957 IAttachmentsModule attachmentsModule = m_ScriptEngine.World.AttachmentsModule; 3184 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 } 3185 }
2962 } 3186 }
2963 3187
@@ -2970,13 +3194,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2970 3194
2971 TaskInventoryItem item; 3195 TaskInventoryItem item;
2972 3196
2973 lock (m_host.TaskInventory) 3197 m_host.TaskInventory.LockItemsForRead(true);
3198
3199 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
2974 { 3200 {
2975 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3201 m_host.TaskInventory.LockItemsForRead(false);
2976 return; 3202 return;
2977 else
2978 item = m_host.TaskInventory[InventorySelf()];
2979 } 3203 }
3204 else
3205 {
3206 item = m_host.TaskInventory[InventorySelf()];
3207 }
3208 m_host.TaskInventory.LockItemsForRead(false);
3209
2980 3210
2981 if (item.PermsGranter != m_host.OwnerID) 3211 if (item.PermsGranter != m_host.OwnerID)
2982 return; 3212 return;
@@ -3023,6 +3253,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3023 3253
3024 public void llInstantMessage(string user, string message) 3254 public void llInstantMessage(string user, string message)
3025 { 3255 {
3256 UUID result;
3257 if (!UUID.TryParse(user, out result))
3258 {
3259 ShoutError("An invalid key was passed to llInstantMessage");
3260 ScriptSleep(2000);
3261 return;
3262 }
3263
3264
3026 m_host.AddScriptLPS(1); 3265 m_host.AddScriptLPS(1);
3027 3266
3028 // We may be able to use ClientView.SendInstantMessage here, but we need a client instance. 3267 // We may be able to use ClientView.SendInstantMessage here, but we need a client instance.
@@ -3037,14 +3276,34 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3037 UUID friendTransactionID = UUID.Random(); 3276 UUID friendTransactionID = UUID.Random();
3038 3277
3039 //m_pendingFriendRequests.Add(friendTransactionID, fromAgentID); 3278 //m_pendingFriendRequests.Add(friendTransactionID, fromAgentID);
3040 3279
3041 GridInstantMessage msg = new GridInstantMessage(); 3280 GridInstantMessage msg = new GridInstantMessage();
3042 msg.fromAgentID = new Guid(m_host.UUID.ToString()); // fromAgentID.Guid; 3281 msg.fromAgentID = new Guid(m_host.UUID.ToString()); // fromAgentID.Guid;
3043 msg.toAgentID = new Guid(user); // toAgentID.Guid; 3282 msg.toAgentID = new Guid(user); // toAgentID.Guid;
3044 msg.imSessionID = new Guid(friendTransactionID.ToString()); // This is the item we're mucking with here 3283 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); 3284// 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()); 3285// m_log.Debug("[Scripting IM]: Filling Session: " + msg.imSessionID.ToString());
3047 msg.timestamp = (uint)Util.UnixTimeSinceEpoch();// timestamp; 3286 DateTime dt = DateTime.UtcNow;
3287
3288 // Ticks from UtcNow, but make it look like local. Evil, huh?
3289 dt = DateTime.SpecifyKind(dt, DateTimeKind.Local);
3290
3291 try
3292 {
3293 // Convert that to the PST timezone
3294 TimeZoneInfo timeZoneInfo = TimeZoneInfo.FindSystemTimeZoneById("America/Los_Angeles");
3295 dt = TimeZoneInfo.ConvertTime(dt, timeZoneInfo);
3296 }
3297 catch
3298 {
3299 // No logging here, as it could be VERY spammy
3300 }
3301
3302 // And make it look local again to fool the unix time util
3303 dt = DateTime.SpecifyKind(dt, DateTimeKind.Utc);
3304
3305 msg.timestamp = (uint)Util.ToUnixTime(dt);
3306
3048 //if (client != null) 3307 //if (client != null)
3049 //{ 3308 //{
3050 msg.fromAgentName = m_host.Name;//client.FirstName + " " + client.LastName;// fromAgentName; 3309 msg.fromAgentName = m_host.Name;//client.FirstName + " " + client.LastName;// fromAgentName;
@@ -3058,13 +3317,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3058 msg.message = message.Substring(0, 1024); 3317 msg.message = message.Substring(0, 1024);
3059 else 3318 else
3060 msg.message = message; 3319 msg.message = message;
3061 msg.dialog = (byte)19; // messgage from script ??? // dialog; 3320 msg.dialog = (byte)19; // MessageFromObject
3062 msg.fromGroup = false;// fromGroup; 3321 msg.fromGroup = false;// fromGroup;
3063 msg.offline = (byte)0; //offline; 3322 msg.offline = (byte)0; //offline;
3064 msg.ParentEstateID = 0; //ParentEstateID; 3323 msg.ParentEstateID = World.RegionInfo.EstateSettings.EstateID;
3065 msg.Position = Vector3.Zero;// new Vector3(m_host.AbsolutePosition); 3324 msg.Position = new Vector3(m_host.AbsolutePosition);
3066 msg.RegionID = World.RegionInfo.RegionID.Guid;//RegionID.Guid; 3325 msg.RegionID = World.RegionInfo.RegionID.Guid;
3067 msg.binaryBucket = new byte[0];// binaryBucket; 3326 msg.binaryBucket = Util.StringToBytes256(m_host.OwnerID.ToString());
3068 3327
3069 if (m_TransferModule != null) 3328 if (m_TransferModule != null)
3070 { 3329 {
@@ -3084,7 +3343,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3084 } 3343 }
3085 3344
3086 emailModule.SendEmail(m_host.UUID, address, subject, message); 3345 emailModule.SendEmail(m_host.UUID, address, subject, message);
3087 ScriptSleep(20000); 3346 ScriptSleep(15000);
3088 } 3347 }
3089 3348
3090 public void llGetNextEmail(string address, string subject) 3349 public void llGetNextEmail(string address, string subject)
@@ -3186,13 +3445,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3186 m_host.AddScriptLPS(1); 3445 m_host.AddScriptLPS(1);
3187 } 3446 }
3188 3447
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) 3448 public LSL_Integer llStringLength(string str)
3197 { 3449 {
3198 m_host.AddScriptLPS(1); 3450 m_host.AddScriptLPS(1);
@@ -3216,14 +3468,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3216 3468
3217 TaskInventoryItem item; 3469 TaskInventoryItem item;
3218 3470
3219 lock (m_host.TaskInventory) 3471 m_host.TaskInventory.LockItemsForRead(true);
3472 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
3220 { 3473 {
3221 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3474 m_host.TaskInventory.LockItemsForRead(false);
3222 return; 3475 return;
3223 else
3224 item = m_host.TaskInventory[InventorySelf()];
3225 } 3476 }
3226 3477 else
3478 {
3479 item = m_host.TaskInventory[InventorySelf()];
3480 }
3481 m_host.TaskInventory.LockItemsForRead(false);
3227 if (item.PermsGranter == UUID.Zero) 3482 if (item.PermsGranter == UUID.Zero)
3228 return; 3483 return;
3229 3484
@@ -3253,13 +3508,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3253 3508
3254 TaskInventoryItem item; 3509 TaskInventoryItem item;
3255 3510
3256 lock (m_host.TaskInventory) 3511 m_host.TaskInventory.LockItemsForRead(true);
3512 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
3257 { 3513 {
3258 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3514 m_host.TaskInventory.LockItemsForRead(false);
3259 return; 3515 return;
3260 else 3516 }
3261 item = m_host.TaskInventory[InventorySelf()]; 3517 else
3518 {
3519 item = m_host.TaskInventory[InventorySelf()];
3262 } 3520 }
3521 m_host.TaskInventory.LockItemsForRead(false);
3522
3263 3523
3264 if (item.PermsGranter == UUID.Zero) 3524 if (item.PermsGranter == UUID.Zero)
3265 return; 3525 return;
@@ -3330,10 +3590,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3330 3590
3331 TaskInventoryItem item; 3591 TaskInventoryItem item;
3332 3592
3333 lock (m_host.TaskInventory) 3593
3594 m_host.TaskInventory.LockItemsForRead(true);
3595 if (!m_host.TaskInventory.ContainsKey(invItemID))
3596 {
3597 m_host.TaskInventory.LockItemsForRead(false);
3598 return;
3599 }
3600 else
3334 { 3601 {
3335 item = m_host.TaskInventory[invItemID]; 3602 item = m_host.TaskInventory[invItemID];
3336 } 3603 }
3604 m_host.TaskInventory.LockItemsForRead(false);
3337 3605
3338 if (agentID == UUID.Zero || perm == 0) // Releasing permissions 3606 if (agentID == UUID.Zero || perm == 0) // Releasing permissions
3339 { 3607 {
@@ -3365,11 +3633,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3365 3633
3366 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms 3634 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms
3367 { 3635 {
3368 lock (m_host.TaskInventory) 3636 m_host.TaskInventory.LockItemsForWrite(true);
3369 { 3637 m_host.TaskInventory[invItemID].PermsGranter = agentID;
3370 m_host.TaskInventory[invItemID].PermsGranter = agentID; 3638 m_host.TaskInventory[invItemID].PermsMask = perm;
3371 m_host.TaskInventory[invItemID].PermsMask = perm; 3639 m_host.TaskInventory.LockItemsForWrite(false);
3372 }
3373 3640
3374 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams( 3641 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams(
3375 "run_time_permissions", new Object[] { 3642 "run_time_permissions", new Object[] {
@@ -3389,11 +3656,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3389 3656
3390 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms 3657 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms
3391 { 3658 {
3392 lock (m_host.TaskInventory) 3659 m_host.TaskInventory.LockItemsForWrite(true);
3393 { 3660 m_host.TaskInventory[invItemID].PermsGranter = agentID;
3394 m_host.TaskInventory[invItemID].PermsGranter = agentID; 3661 m_host.TaskInventory[invItemID].PermsMask = perm;
3395 m_host.TaskInventory[invItemID].PermsMask = perm; 3662 m_host.TaskInventory.LockItemsForWrite(false);
3396 }
3397 3663
3398 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams( 3664 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams(
3399 "run_time_permissions", new Object[] { 3665 "run_time_permissions", new Object[] {
@@ -3414,11 +3680,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3414 3680
3415 if (!m_waitingForScriptAnswer) 3681 if (!m_waitingForScriptAnswer)
3416 { 3682 {
3417 lock (m_host.TaskInventory) 3683 m_host.TaskInventory.LockItemsForWrite(true);
3418 { 3684 m_host.TaskInventory[invItemID].PermsGranter = agentID;
3419 m_host.TaskInventory[invItemID].PermsGranter = agentID; 3685 m_host.TaskInventory[invItemID].PermsMask = 0;
3420 m_host.TaskInventory[invItemID].PermsMask = 0; 3686 m_host.TaskInventory.LockItemsForWrite(false);
3421 }
3422 3687
3423 presence.ControllingClient.OnScriptAnswer += handleScriptAnswer; 3688 presence.ControllingClient.OnScriptAnswer += handleScriptAnswer;
3424 m_waitingForScriptAnswer=true; 3689 m_waitingForScriptAnswer=true;
@@ -3453,10 +3718,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3453 if ((answer & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) == 0) 3718 if ((answer & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) == 0)
3454 llReleaseControls(); 3719 llReleaseControls();
3455 3720
3456 lock (m_host.TaskInventory) 3721
3457 { 3722 m_host.TaskInventory.LockItemsForWrite(true);
3458 m_host.TaskInventory[invItemID].PermsMask = answer; 3723 m_host.TaskInventory[invItemID].PermsMask = answer;
3459 } 3724 m_host.TaskInventory.LockItemsForWrite(false);
3725
3460 3726
3461 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams( 3727 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams(
3462 "run_time_permissions", new Object[] { 3728 "run_time_permissions", new Object[] {
@@ -3468,16 +3734,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3468 { 3734 {
3469 m_host.AddScriptLPS(1); 3735 m_host.AddScriptLPS(1);
3470 3736
3471 lock (m_host.TaskInventory) 3737 m_host.TaskInventory.LockItemsForRead(true);
3738
3739 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
3472 { 3740 {
3473 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 3741 if (item.Type == 10 && item.ItemID == m_itemID)
3474 { 3742 {
3475 if (item.Type == 10 && item.ItemID == m_itemID) 3743 m_host.TaskInventory.LockItemsForRead(false);
3476 { 3744 return item.PermsGranter.ToString();
3477 return item.PermsGranter.ToString();
3478 }
3479 } 3745 }
3480 } 3746 }
3747 m_host.TaskInventory.LockItemsForRead(false);
3481 3748
3482 return UUID.Zero.ToString(); 3749 return UUID.Zero.ToString();
3483 } 3750 }
@@ -3486,19 +3753,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3486 { 3753 {
3487 m_host.AddScriptLPS(1); 3754 m_host.AddScriptLPS(1);
3488 3755
3489 lock (m_host.TaskInventory) 3756 m_host.TaskInventory.LockItemsForRead(true);
3757
3758 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
3490 { 3759 {
3491 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 3760 if (item.Type == 10 && item.ItemID == m_itemID)
3492 { 3761 {
3493 if (item.Type == 10 && item.ItemID == m_itemID) 3762 int perms = item.PermsMask;
3494 { 3763 if (m_automaticLinkPermission)
3495 int perms = item.PermsMask; 3764 perms |= ScriptBaseClass.PERMISSION_CHANGE_LINKS;
3496 if (m_automaticLinkPermission) 3765 m_host.TaskInventory.LockItemsForRead(false);
3497 perms |= ScriptBaseClass.PERMISSION_CHANGE_LINKS; 3766 return perms;
3498 return perms;
3499 }
3500 } 3767 }
3501 } 3768 }
3769 m_host.TaskInventory.LockItemsForRead(false);
3502 3770
3503 return 0; 3771 return 0;
3504 } 3772 }
@@ -3520,9 +3788,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3520 public void llSetLinkColor(int linknumber, LSL_Vector color, int face) 3788 public void llSetLinkColor(int linknumber, LSL_Vector color, int face)
3521 { 3789 {
3522 List<SceneObjectPart> parts = GetLinkParts(linknumber); 3790 List<SceneObjectPart> parts = GetLinkParts(linknumber);
3523 3791 if (parts.Count > 0)
3524 foreach (SceneObjectPart part in parts) 3792 {
3525 part.SetFaceColor(new Vector3((float)color.x, (float)color.y, (float)color.z), face); 3793 try
3794 {
3795 parts[0].ParentGroup.areUpdatesSuspended = true;
3796 foreach (SceneObjectPart part in parts)
3797 part.SetFaceColor(new Vector3((float)color.x, (float)color.y, (float)color.z), face);
3798 }
3799 finally
3800 {
3801 parts[0].ParentGroup.areUpdatesSuspended = false;
3802 }
3803 }
3526 } 3804 }
3527 3805
3528 public void llCreateLink(string target, int parent) 3806 public void llCreateLink(string target, int parent)
@@ -3535,11 +3813,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3535 return; 3813 return;
3536 3814
3537 TaskInventoryItem item; 3815 TaskInventoryItem item;
3538 lock (m_host.TaskInventory) 3816 m_host.TaskInventory.LockItemsForRead(true);
3539 { 3817 item = m_host.TaskInventory[invItemID];
3540 item = m_host.TaskInventory[invItemID]; 3818 m_host.TaskInventory.LockItemsForRead(false);
3541 } 3819
3542
3543 if ((item.PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0 3820 if ((item.PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0
3544 && !m_automaticLinkPermission) 3821 && !m_automaticLinkPermission)
3545 { 3822 {
@@ -3560,7 +3837,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3560 3837
3561 if (targetPart != null) 3838 if (targetPart != null)
3562 { 3839 {
3563 if (parent != 0) { 3840 if (parent != 0)
3841 {
3564 parentPrim = m_host.ParentGroup; 3842 parentPrim = m_host.ParentGroup;
3565 childPrim = targetPart.ParentGroup; 3843 childPrim = targetPart.ParentGroup;
3566 } 3844 }
@@ -3592,16 +3870,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3592 m_host.AddScriptLPS(1); 3870 m_host.AddScriptLPS(1);
3593 UUID invItemID = InventorySelf(); 3871 UUID invItemID = InventorySelf();
3594 3872
3595 lock (m_host.TaskInventory) 3873 m_host.TaskInventory.LockItemsForRead(true);
3596 {
3597 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0 3874 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0
3598 && !m_automaticLinkPermission) 3875 && !m_automaticLinkPermission)
3599 { 3876 {
3600 ShoutError("Script trying to link but PERMISSION_CHANGE_LINKS permission not set!"); 3877 ShoutError("Script trying to link but PERMISSION_CHANGE_LINKS permission not set!");
3878 m_host.TaskInventory.LockItemsForRead(false);
3601 return; 3879 return;
3602 } 3880 }
3603 } 3881 m_host.TaskInventory.LockItemsForRead(false);
3604 3882
3605 if (linknum < ScriptBaseClass.LINK_THIS) 3883 if (linknum < ScriptBaseClass.LINK_THIS)
3606 return; 3884 return;
3607 3885
@@ -3640,10 +3918,22 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3640 // Restructuring Multiple Prims. 3918 // Restructuring Multiple Prims.
3641 List<SceneObjectPart> parts = new List<SceneObjectPart>(parentPrim.Parts); 3919 List<SceneObjectPart> parts = new List<SceneObjectPart>(parentPrim.Parts);
3642 parts.Remove(parentPrim.RootPart); 3920 parts.Remove(parentPrim.RootPart);
3643 foreach (SceneObjectPart part in parts) 3921 if (parts.Count > 0)
3644 { 3922 {
3645 parentPrim.DelinkFromGroup(part.LocalId, true); 3923 try
3924 {
3925 parts[0].ParentGroup.areUpdatesSuspended = true;
3926 foreach (SceneObjectPart part in parts)
3927 {
3928 parentPrim.DelinkFromGroup(part.LocalId, true);
3929 }
3930 }
3931 finally
3932 {
3933 parts[0].ParentGroup.areUpdatesSuspended = false;
3934 }
3646 } 3935 }
3936
3647 parentPrim.HasGroupChanged = true; 3937 parentPrim.HasGroupChanged = true;
3648 parentPrim.ScheduleGroupForFullUpdate(); 3938 parentPrim.ScheduleGroupForFullUpdate();
3649 parentPrim.TriggerScriptChangedEvent(Changed.LINK); 3939 parentPrim.TriggerScriptChangedEvent(Changed.LINK);
@@ -3652,11 +3942,22 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3652 { 3942 {
3653 SceneObjectPart newRoot = parts[0]; 3943 SceneObjectPart newRoot = parts[0];
3654 parts.Remove(newRoot); 3944 parts.Remove(newRoot);
3655 foreach (SceneObjectPart part in parts) 3945
3946 try
3656 { 3947 {
3657 part.UpdateFlag = 0; 3948 parts[0].ParentGroup.areUpdatesSuspended = true;
3658 newRoot.ParentGroup.LinkToGroup(part.ParentGroup); 3949 foreach (SceneObjectPart part in parts)
3950 {
3951 part.UpdateFlag = 0;
3952 newRoot.ParentGroup.LinkToGroup(part.ParentGroup);
3953 }
3659 } 3954 }
3955 finally
3956 {
3957 parts[0].ParentGroup.areUpdatesSuspended = false;
3958 }
3959
3960
3660 newRoot.ParentGroup.HasGroupChanged = true; 3961 newRoot.ParentGroup.HasGroupChanged = true;
3661 newRoot.ParentGroup.ScheduleGroupForFullUpdate(); 3962 newRoot.ParentGroup.ScheduleGroupForFullUpdate();
3662 } 3963 }
@@ -3702,6 +4003,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3702 } 4003 }
3703 else 4004 else
3704 { 4005 {
4006 if (linknum > m_host.ParentGroup.PrimCount || (linknum == 1 && m_host.ParentGroup.PrimCount == 1))
4007 {
4008 linknum -= (m_host.ParentGroup.PrimCount) + 1;
4009
4010 if (linknum < 0)
4011 return UUID.Zero.ToString();
4012
4013 List<ScenePresence> avatars = GetLinkAvatars(ScriptBaseClass.LINK_SET);
4014 if (avatars.Count > linknum)
4015 {
4016 return avatars[linknum].UUID.ToString();
4017 }
4018 }
3705 return UUID.Zero.ToString(); 4019 return UUID.Zero.ToString();
3706 } 4020 }
3707 } 4021 }
@@ -3778,17 +4092,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3778 m_host.AddScriptLPS(1); 4092 m_host.AddScriptLPS(1);
3779 int count = 0; 4093 int count = 0;
3780 4094
3781 lock (m_host.TaskInventory) 4095 m_host.TaskInventory.LockItemsForRead(true);
4096 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
3782 { 4097 {
3783 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 4098 if (inv.Value.Type == type || type == -1)
3784 { 4099 {
3785 if (inv.Value.Type == type || type == -1) 4100 count = count + 1;
3786 {
3787 count = count + 1;
3788 }
3789 } 4101 }
3790 } 4102 }
3791 4103
4104 m_host.TaskInventory.LockItemsForRead(false);
3792 return count; 4105 return count;
3793 } 4106 }
3794 4107
@@ -3797,16 +4110,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3797 m_host.AddScriptLPS(1); 4110 m_host.AddScriptLPS(1);
3798 ArrayList keys = new ArrayList(); 4111 ArrayList keys = new ArrayList();
3799 4112
3800 lock (m_host.TaskInventory) 4113 m_host.TaskInventory.LockItemsForRead(true);
4114 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
3801 { 4115 {
3802 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 4116 if (inv.Value.Type == type || type == -1)
3803 { 4117 {
3804 if (inv.Value.Type == type || type == -1) 4118 keys.Add(inv.Value.Name);
3805 {
3806 keys.Add(inv.Value.Name);
3807 }
3808 } 4119 }
3809 } 4120 }
4121 m_host.TaskInventory.LockItemsForRead(false);
3810 4122
3811 if (keys.Count == 0) 4123 if (keys.Count == 0)
3812 { 4124 {
@@ -3843,20 +4155,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3843 } 4155 }
3844 4156
3845 // move the first object found with this inventory name 4157 // move the first object found with this inventory name
3846 lock (m_host.TaskInventory) 4158 m_host.TaskInventory.LockItemsForRead(true);
4159 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
3847 { 4160 {
3848 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 4161 if (inv.Value.Name == inventory)
3849 { 4162 {
3850 if (inv.Value.Name == inventory) 4163 found = true;
3851 { 4164 objId = inv.Key;
3852 found = true; 4165 assetType = inv.Value.Type;
3853 objId = inv.Key; 4166 objName = inv.Value.Name;
3854 assetType = inv.Value.Type; 4167 break;
3855 objName = inv.Value.Name;
3856 break;
3857 }
3858 } 4168 }
3859 } 4169 }
4170 m_host.TaskInventory.LockItemsForRead(false);
3860 4171
3861 if (!found) 4172 if (!found)
3862 { 4173 {
@@ -3864,9 +4175,30 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3864 throw new Exception(String.Format("The inventory object '{0}' could not be found", inventory)); 4175 throw new Exception(String.Format("The inventory object '{0}' could not be found", inventory));
3865 } 4176 }
3866 4177
3867 // check if destination is an avatar 4178 // check if destination is an object
3868 if (World.GetScenePresence(destId) != null) 4179 if (World.GetSceneObjectPart(destId) != null)
4180 {
4181 // destination is an object
4182 World.MoveTaskInventoryItem(destId, m_host, objId);
4183 }
4184 else
3869 { 4185 {
4186 ScenePresence presence = World.GetScenePresence(destId);
4187
4188 if (presence == null)
4189 {
4190 UserAccount account =
4191 World.UserAccountService.GetUserAccount(
4192 World.RegionInfo.ScopeID,
4193 destId);
4194
4195 if (account == null)
4196 {
4197 llSay(0, "Can't find destination "+destId.ToString());
4198 return;
4199 }
4200 }
4201
3870 // destination is an avatar 4202 // destination is an avatar
3871 InventoryItemBase agentItem = World.MoveTaskInventoryItem(destId, UUID.Zero, m_host, objId); 4203 InventoryItemBase agentItem = World.MoveTaskInventoryItem(destId, UUID.Zero, m_host, objId);
3872 4204
@@ -3890,31 +4222,36 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3890 4222
3891 if (m_TransferModule != null) 4223 if (m_TransferModule != null)
3892 m_TransferModule.SendInstantMessage(msg, delegate(bool success) {}); 4224 m_TransferModule.SendInstantMessage(msg, delegate(bool success) {});
4225
4226 //This delay should only occur when giving inventory to avatars.
4227 ScriptSleep(3000);
3893 } 4228 }
3894 else
3895 {
3896 // destination is an object
3897 World.MoveTaskInventoryItem(destId, m_host, objId);
3898 }
3899 ScriptSleep(3000);
3900 } 4229 }
3901 4230
4231 [DebuggerNonUserCode]
3902 public void llRemoveInventory(string name) 4232 public void llRemoveInventory(string name)
3903 { 4233 {
3904 m_host.AddScriptLPS(1); 4234 m_host.AddScriptLPS(1);
3905 4235
3906 lock (m_host.TaskInventory) 4236 List<TaskInventoryItem> inv;
4237 try
3907 { 4238 {
3908 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 4239 m_host.TaskInventory.LockItemsForRead(true);
4240 inv = new List<TaskInventoryItem>(m_host.TaskInventory.Values);
4241 }
4242 finally
4243 {
4244 m_host.TaskInventory.LockItemsForRead(false);
4245 }
4246 foreach (TaskInventoryItem item in inv)
4247 {
4248 if (item.Name == name)
3909 { 4249 {
3910 if (item.Name == name) 4250 if (item.ItemID == m_itemID)
3911 { 4251 throw new ScriptDeleteException();
3912 if (item.ItemID == m_itemID) 4252 else
3913 throw new ScriptDeleteException(); 4253 m_host.Inventory.RemoveInventoryItem(item.ItemID);
3914 else 4254 return;
3915 m_host.Inventory.RemoveInventoryItem(item.ItemID);
3916 return;
3917 }
3918 } 4255 }
3919 } 4256 }
3920 } 4257 }
@@ -3980,6 +4317,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3980 ce.time = Util.EnvironmentTickCount(); 4317 ce.time = Util.EnvironmentTickCount();
3981 ce.account = account; 4318 ce.account = account;
3982 ce.pinfo = pinfo; 4319 ce.pinfo = pinfo;
4320 m_userInfoCache[uuid] = ce;
3983 } 4321 }
3984 else 4322 else
3985 { 4323 {
@@ -4055,6 +4393,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4055 { 4393 {
4056 m_host.AddScriptLPS(1); 4394 m_host.AddScriptLPS(1);
4057 4395
4396 //Clone is thread safe
4058 TaskInventoryDictionary itemDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone(); 4397 TaskInventoryDictionary itemDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
4059 4398
4060 foreach (TaskInventoryItem item in itemDictionary.Values) 4399 foreach (TaskInventoryItem item in itemDictionary.Values)
@@ -4108,6 +4447,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4108 ScenePresence presence = World.GetScenePresence(agentId); 4447 ScenePresence presence = World.GetScenePresence(agentId);
4109 if (presence != null) 4448 if (presence != null)
4110 { 4449 {
4450 // agent must not be a god
4451 if (presence.GodLevel >= 200) return;
4452
4111 // agent must be over the owners land 4453 // agent must be over the owners land
4112 if (m_host.OwnerID == World.LandChannel.GetLandObject( 4454 if (m_host.OwnerID == World.LandChannel.GetLandObject(
4113 presence.AbsolutePosition.X, presence.AbsolutePosition.Y).LandData.OwnerID) 4455 presence.AbsolutePosition.X, presence.AbsolutePosition.Y).LandData.OwnerID)
@@ -4130,7 +4472,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4130 UUID av = new UUID(); 4472 UUID av = new UUID();
4131 if (!UUID.TryParse(agent,out av)) 4473 if (!UUID.TryParse(agent,out av))
4132 { 4474 {
4133 LSLError("First parameter to llDialog needs to be a key"); 4475 //LSLError("First parameter to llDialog needs to be a key");
4134 return; 4476 return;
4135 } 4477 }
4136 4478
@@ -4167,17 +4509,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4167 UUID soundId = UUID.Zero; 4509 UUID soundId = UUID.Zero;
4168 if (!UUID.TryParse(impact_sound, out soundId)) 4510 if (!UUID.TryParse(impact_sound, out soundId))
4169 { 4511 {
4170 lock (m_host.TaskInventory) 4512 m_host.TaskInventory.LockItemsForRead(true);
4513 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
4171 { 4514 {
4172 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 4515 if (item.Type == (int)AssetType.Sound && item.Name == impact_sound)
4173 { 4516 {
4174 if (item.Type == (int)AssetType.Sound && item.Name == impact_sound) 4517 soundId = item.AssetID;
4175 { 4518 break;
4176 soundId = item.AssetID;
4177 break;
4178 }
4179 } 4519 }
4180 } 4520 }
4521 m_host.TaskInventory.LockItemsForRead(false);
4181 } 4522 }
4182 m_host.CollisionSound = soundId; 4523 m_host.CollisionSound = soundId;
4183 m_host.CollisionSoundVolume = (float)impact_volume; 4524 m_host.CollisionSoundVolume = (float)impact_volume;
@@ -4223,6 +4564,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4223 UUID partItemID; 4564 UUID partItemID;
4224 foreach (SceneObjectPart part in parts) 4565 foreach (SceneObjectPart part in parts)
4225 { 4566 {
4567 //Clone is thread safe
4226 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)part.TaskInventory.Clone(); 4568 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)part.TaskInventory.Clone();
4227 4569
4228 foreach (TaskInventoryItem item in itemsDictionary.Values) 4570 foreach (TaskInventoryItem item in itemsDictionary.Values)
@@ -4437,17 +4779,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4437 4779
4438 m_host.AddScriptLPS(1); 4780 m_host.AddScriptLPS(1);
4439 4781
4440 lock (m_host.TaskInventory) 4782 m_host.TaskInventory.LockItemsForRead(true);
4783 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
4441 { 4784 {
4442 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 4785 if (item.Type == 10 && item.ItemID == m_itemID)
4443 { 4786 {
4444 if (item.Type == 10 && item.ItemID == m_itemID) 4787 result = item.Name!=null?item.Name:String.Empty;
4445 { 4788 break;
4446 result = item.Name != null ? item.Name : String.Empty;
4447 break;
4448 }
4449 } 4789 }
4450 } 4790 }
4791 m_host.TaskInventory.LockItemsForRead(false);
4451 4792
4452 return result; 4793 return result;
4453 } 4794 }
@@ -4600,23 +4941,24 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4600 { 4941 {
4601 m_host.AddScriptLPS(1); 4942 m_host.AddScriptLPS(1);
4602 4943
4603 lock (m_host.TaskInventory) 4944 m_host.TaskInventory.LockItemsForRead(true);
4945 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
4604 { 4946 {
4605 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 4947 if (inv.Value.Name == name)
4606 { 4948 {
4607 if (inv.Value.Name == name) 4949 if ((inv.Value.CurrentPermissions & (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify)) == (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify))
4608 { 4950 {
4609 if ((inv.Value.CurrentPermissions & (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify)) == (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify)) 4951 m_host.TaskInventory.LockItemsForRead(false);
4610 { 4952 return inv.Value.AssetID.ToString();
4611 return inv.Value.AssetID.ToString(); 4953 }
4612 } 4954 else
4613 else 4955 {
4614 { 4956 m_host.TaskInventory.LockItemsForRead(false);
4615 return UUID.Zero.ToString(); 4957 return UUID.Zero.ToString();
4616 }
4617 } 4958 }
4618 } 4959 }
4619 } 4960 }
4961 m_host.TaskInventory.LockItemsForRead(false);
4620 4962
4621 return UUID.Zero.ToString(); 4963 return UUID.Zero.ToString();
4622 } 4964 }
@@ -4769,14 +5111,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4769 { 5111 {
4770 m_host.AddScriptLPS(1); 5112 m_host.AddScriptLPS(1);
4771 5113
4772 if (src == null) 5114 return src.Length;
4773 {
4774 return 0;
4775 }
4776 else
4777 {
4778 return src.Length;
4779 }
4780 } 5115 }
4781 5116
4782 public LSL_Integer llList2Integer(LSL_List src, int index) 5117 public LSL_Integer llList2Integer(LSL_List src, int index)
@@ -4822,7 +5157,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4822 else if (src.Data[index] is LSL_Float) 5157 else if (src.Data[index] is LSL_Float)
4823 return Convert.ToDouble(((LSL_Float) src.Data[index]).value); 5158 return Convert.ToDouble(((LSL_Float) src.Data[index]).value);
4824 else if (src.Data[index] is LSL_String) 5159 else if (src.Data[index] is LSL_String)
4825 return Convert.ToDouble(((LSL_String) src.Data[index]).m_string); 5160 {
5161 string str = ((LSL_String) src.Data[index]).m_string;
5162 Match m = Regex.Match(str, "^\\s*(-?\\+?[,0-9]+\\.?[0-9]*)");
5163 if (m != Match.Empty)
5164 {
5165 str = m.Value;
5166 double d = 0.0;
5167 if (!Double.TryParse(str, out d))
5168 return 0.0;
5169
5170 return d;
5171 }
5172 return 0.0;
5173 }
4826 return Convert.ToDouble(src.Data[index]); 5174 return Convert.ToDouble(src.Data[index]);
4827 } 5175 }
4828 catch (FormatException) 5176 catch (FormatException)
@@ -5095,7 +5443,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5095 } 5443 }
5096 } 5444 }
5097 } 5445 }
5098 else { 5446 else
5447 {
5099 object[] array = new object[src.Length]; 5448 object[] array = new object[src.Length];
5100 Array.Copy(src.Data, 0, array, 0, src.Length); 5449 Array.Copy(src.Data, 0, array, 0, src.Length);
5101 result = new LSL_List(array); 5450 result = new LSL_List(array);
@@ -5507,7 +5856,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5507 public void llSetSoundQueueing(int queue) 5856 public void llSetSoundQueueing(int queue)
5508 { 5857 {
5509 m_host.AddScriptLPS(1); 5858 m_host.AddScriptLPS(1);
5510 NotImplemented("llSetSoundQueueing");
5511 } 5859 }
5512 5860
5513 public void llSetSoundRadius(double radius) 5861 public void llSetSoundRadius(double radius)
@@ -5552,10 +5900,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5552 m_host.AddScriptLPS(1); 5900 m_host.AddScriptLPS(1);
5553 5901
5554 List<SceneObjectPart> parts = GetLinkParts(linknumber); 5902 List<SceneObjectPart> parts = GetLinkParts(linknumber);
5555 5903 if (parts.Count > 0)
5556 foreach (var part in parts)
5557 { 5904 {
5558 SetTextureAnim(part, mode, face, sizex, sizey, start, length, rate); 5905 try
5906 {
5907 parts[0].ParentGroup.areUpdatesSuspended = true;
5908 foreach (var part in parts)
5909 {
5910 SetTextureAnim(part, mode, face, sizex, sizey, start, length, rate);
5911 }
5912 }
5913 finally
5914 {
5915 parts[0].ParentGroup.areUpdatesSuspended = false;
5916 }
5559 } 5917 }
5560 } 5918 }
5561 5919
@@ -5609,6 +5967,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5609 ScriptSleep(5000); 5967 ScriptSleep(5000);
5610 } 5968 }
5611 5969
5970 public LSL_List llParseString2List(string str, LSL_List separators, LSL_List in_spacers)
5971 {
5972 return ParseString2List(str, separators, in_spacers, false);
5973 }
5974
5612 public LSL_Integer llOverMyLand(string id) 5975 public LSL_Integer llOverMyLand(string id)
5613 { 5976 {
5614 m_host.AddScriptLPS(1); 5977 m_host.AddScriptLPS(1);
@@ -5809,7 +6172,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5809 return m_host.ParentGroup.RootPart.AttachmentPoint; 6172 return m_host.ParentGroup.RootPart.AttachmentPoint;
5810 } 6173 }
5811 6174
5812 public LSL_Integer llGetFreeMemory() 6175 public virtual LSL_Integer llGetFreeMemory()
5813 { 6176 {
5814 m_host.AddScriptLPS(1); 6177 m_host.AddScriptLPS(1);
5815 // Make scripts designed for LSO happy 6178 // Make scripts designed for LSO happy
@@ -5926,7 +6289,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5926 SetParticleSystem(m_host, rules); 6289 SetParticleSystem(m_host, rules);
5927 } 6290 }
5928 6291
5929 private void SetParticleSystem(SceneObjectPart part, LSL_List rules) { 6292 private void SetParticleSystem(SceneObjectPart part, LSL_List rules)
6293 {
5930 6294
5931 6295
5932 if (rules.Length == 0) 6296 if (rules.Length == 0)
@@ -6120,14 +6484,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6120 6484
6121 protected UUID GetTaskInventoryItem(string name) 6485 protected UUID GetTaskInventoryItem(string name)
6122 { 6486 {
6123 lock (m_host.TaskInventory) 6487 m_host.TaskInventory.LockItemsForRead(true);
6488 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
6124 { 6489 {
6125 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 6490 if (inv.Value.Name == name)
6126 { 6491 {
6127 if (inv.Value.Name == name) 6492 m_host.TaskInventory.LockItemsForRead(false);
6128 return inv.Key; 6493 return inv.Key;
6129 } 6494 }
6130 } 6495 }
6496 m_host.TaskInventory.LockItemsForRead(false);
6131 6497
6132 return UUID.Zero; 6498 return UUID.Zero;
6133 } 6499 }
@@ -6368,13 +6734,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6368 UUID av = new UUID(); 6734 UUID av = new UUID();
6369 if (!UUID.TryParse(avatar,out av)) 6735 if (!UUID.TryParse(avatar,out av))
6370 { 6736 {
6371 LSLError("First parameter to llDialog needs to be a key"); 6737 //LSLError("First parameter to llDialog needs to be a key");
6372 return; 6738 return;
6373 } 6739 }
6374 if (buttons.Length < 1) 6740 if (buttons.Length < 1)
6375 { 6741 {
6376 LSLError("No less than 1 button can be shown"); 6742 buttons.Add("OK");
6377 return;
6378 } 6743 }
6379 if (buttons.Length > 12) 6744 if (buttons.Length > 12)
6380 { 6745 {
@@ -6391,7 +6756,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6391 } 6756 }
6392 if (buttons.Data[i].ToString().Length > 24) 6757 if (buttons.Data[i].ToString().Length > 24)
6393 { 6758 {
6394 LSLError("button label cannot be longer than 24 characters"); 6759 llWhisper(ScriptBaseClass.DEBUG_CHANNEL, "button label cannot be longer than 24 characters");
6395 return; 6760 return;
6396 } 6761 }
6397 buts[i] = buttons.Data[i].ToString(); 6762 buts[i] = buttons.Data[i].ToString();
@@ -6455,22 +6820,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6455 } 6820 }
6456 6821
6457 // copy the first script found with this inventory name 6822 // copy the first script found with this inventory name
6458 lock (m_host.TaskInventory) 6823 m_host.TaskInventory.LockItemsForRead(true);
6824 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
6459 { 6825 {
6460 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 6826 if (inv.Value.Name == name)
6461 { 6827 {
6462 if (inv.Value.Name == name) 6828 // make sure the object is a script
6829 if (10 == inv.Value.Type)
6463 { 6830 {
6464 // make sure the object is a script 6831 found = true;
6465 if (10 == inv.Value.Type) 6832 srcId = inv.Key;
6466 { 6833 break;
6467 found = true;
6468 srcId = inv.Key;
6469 break;
6470 }
6471 } 6834 }
6472 } 6835 }
6473 } 6836 }
6837 m_host.TaskInventory.LockItemsForRead(false);
6474 6838
6475 if (!found) 6839 if (!found)
6476 { 6840 {
@@ -6554,6 +6918,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6554 protected ObjectShapePacket.ObjectDataBlock SetPrimitiveBlockShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist) 6918 protected ObjectShapePacket.ObjectDataBlock SetPrimitiveBlockShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist)
6555 { 6919 {
6556 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock(); 6920 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock();
6921 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
6922 return shapeBlock;
6557 6923
6558 if (holeshape != (int)ScriptBaseClass.PRIM_HOLE_DEFAULT && 6924 if (holeshape != (int)ScriptBaseClass.PRIM_HOLE_DEFAULT &&
6559 holeshape != (int)ScriptBaseClass.PRIM_HOLE_CIRCLE && 6925 holeshape != (int)ScriptBaseClass.PRIM_HOLE_CIRCLE &&
@@ -6629,6 +6995,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6629 6995
6630 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector taper_b, LSL_Vector topshear, byte fudge) 6996 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector taper_b, LSL_Vector topshear, byte fudge)
6631 { 6997 {
6998 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
6999 return;
7000
6632 ObjectShapePacket.ObjectDataBlock shapeBlock; 7001 ObjectShapePacket.ObjectDataBlock shapeBlock;
6633 7002
6634 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist); 7003 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist);
@@ -6678,6 +7047,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6678 7047
6679 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector dimple, byte fudge) 7048 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector dimple, byte fudge)
6680 { 7049 {
7050 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7051 return;
7052
6681 ObjectShapePacket.ObjectDataBlock shapeBlock; 7053 ObjectShapePacket.ObjectDataBlock shapeBlock;
6682 7054
6683 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist); 7055 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist);
@@ -6720,6 +7092,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6720 7092
6721 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) 7093 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)
6722 { 7094 {
7095 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7096 return;
7097
6723 ObjectShapePacket.ObjectDataBlock shapeBlock; 7098 ObjectShapePacket.ObjectDataBlock shapeBlock;
6724 7099
6725 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist); 7100 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist);
@@ -6846,6 +7221,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6846 7221
6847 protected void SetPrimitiveShapeParams(SceneObjectPart part, string map, int type) 7222 protected void SetPrimitiveShapeParams(SceneObjectPart part, string map, int type)
6848 { 7223 {
7224 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7225 return;
7226
6849 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock(); 7227 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock();
6850 UUID sculptId; 7228 UUID sculptId;
6851 7229
@@ -6861,13 +7239,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6861 shapeBlock.PathScaleX = 100; 7239 shapeBlock.PathScaleX = 100;
6862 shapeBlock.PathScaleY = 150; 7240 shapeBlock.PathScaleY = 150;
6863 7241
6864 if (type != (int)ScriptBaseClass.PRIM_SCULPT_TYPE_CYLINDER && 7242 if ((type & (int)ScriptBaseClass.PRIM_SCULPT_TYPE_CYLINDER) == 0 &&
6865 type != (int)ScriptBaseClass.PRIM_SCULPT_TYPE_PLANE && 7243 (type & (int)ScriptBaseClass.PRIM_SCULPT_TYPE_PLANE) == 0 &&
6866 type != (int)ScriptBaseClass.PRIM_SCULPT_TYPE_SPHERE && 7244 (type & (int)ScriptBaseClass.PRIM_SCULPT_TYPE_SPHERE) == 0 &&
6867 type != (int)ScriptBaseClass.PRIM_SCULPT_TYPE_TORUS) 7245 (type & (int)ScriptBaseClass.PRIM_SCULPT_TYPE_TORUS) == 0)
6868 { 7246 {
6869 // default 7247 // default
6870 type = (int)ScriptBaseClass.PRIM_SCULPT_TYPE_SPHERE; 7248 type = type | (int)ScriptBaseClass.PRIM_SCULPT_TYPE_SPHERE;
6871 } 7249 }
6872 7250
6873 // retain pathcurve 7251 // retain pathcurve
@@ -6886,30 +7264,82 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6886 ScriptSleep(200); 7264 ScriptSleep(200);
6887 } 7265 }
6888 7266
6889 public void llSetLinkPrimitiveParams(int linknumber, LSL_List rules) 7267 public void llSetLinkPrimitiveParamsFast(int linknumber, LSL_List rules)
6890 { 7268 {
6891 m_host.AddScriptLPS(1); 7269 m_host.AddScriptLPS(1);
6892 7270
6893 List<SceneObjectPart> parts = GetLinkParts(linknumber); 7271 List<SceneObjectPart> parts = GetLinkParts(linknumber);
7272 List<ScenePresence> avatars = GetLinkAvatars(linknumber);
7273 if (parts.Count>0)
7274 {
7275 try
7276 {
7277 parts[0].ParentGroup.areUpdatesSuspended = true;
7278 foreach (SceneObjectPart part in parts)
7279 SetPrimParams(part, rules);
7280 }
7281 finally
7282 {
7283 parts[0].ParentGroup.areUpdatesSuspended = false;
7284 }
7285 }
7286 if (avatars.Count > 0)
7287 {
7288 foreach (ScenePresence avatar in avatars)
7289 SetPrimParams(avatar, rules);
7290 }
7291 }
6894 7292
6895 foreach (SceneObjectPart part in parts) 7293 public void llSetLinkPrimitiveParams(int linknumber, LSL_List rules)
6896 SetPrimParams(part, rules); 7294 {
6897 7295 llSetLinkPrimitiveParamsFast(linknumber, rules);
6898 ScriptSleep(200); 7296 ScriptSleep(200);
6899 } 7297 }
6900 7298
6901 public void llSetLinkPrimitiveParamsFast(int linknumber, LSL_List rules) 7299 protected void SetPrimParams(ScenePresence av, LSL_List rules)
6902 { 7300 {
6903 m_host.AddScriptLPS(1); 7301 //This is a special version of SetPrimParams to deal with avatars which are sat on the linkset.
7302 //We only support PRIM_POSITION and PRIM_ROTATION
6904 7303
6905 List<SceneObjectPart> parts = GetLinkParts(linknumber); 7304 int idx = 0;
6906 7305
6907 foreach (SceneObjectPart part in parts) 7306 while (idx < rules.Length)
6908 SetPrimParams(part, rules); 7307 {
7308 int code = rules.GetLSLIntegerItem(idx++);
7309
7310 int remain = rules.Length - idx;
7311
7312
7313
7314 switch (code)
7315 {
7316 case (int)ScriptBaseClass.PRIM_POSITION:
7317 if (remain < 1)
7318 return;
7319 LSL_Vector v;
7320 v = rules.GetVector3Item(idx++);
7321 av.OffsetPosition = new Vector3((float)v.x, (float)v.y, (float)v.z);
7322 av.SendAvatarDataToAllAgents();
7323
7324 break;
7325
7326 case (int)ScriptBaseClass.PRIM_ROTATION:
7327 if (remain < 1)
7328 return;
7329 LSL_Rotation r;
7330 r = rules.GetQuaternionItem(idx++);
7331 av.OffsetRotation = new Quaternion((float)r.x, (float)r.y, (float)r.z, (float)r.s);
7332 av.SendAvatarDataToAllAgents();
7333 break;
7334 }
7335 }
6909 } 7336 }
6910 7337
6911 protected void SetPrimParams(SceneObjectPart part, LSL_List rules) 7338 protected void SetPrimParams(SceneObjectPart part, LSL_List rules)
6912 { 7339 {
7340 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7341 return;
7342
6913 int idx = 0; 7343 int idx = 0;
6914 7344
6915 while (idx < rules.Length) 7345 while (idx < rules.Length)
@@ -7444,13 +7874,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7444 public LSL_Integer llGetNumberOfPrims() 7874 public LSL_Integer llGetNumberOfPrims()
7445 { 7875 {
7446 m_host.AddScriptLPS(1); 7876 m_host.AddScriptLPS(1);
7447 int avatarCount = 0; 7877 int avatarCount = m_host.ParentGroup.GetLinkedAvatars().Count;
7448 World.ForEachScenePresence(delegate(ScenePresence presence) 7878
7449 {
7450 if (!presence.IsChildAgent && presence.ParentID != 0 && m_host.ParentGroup.HasChildPrim(presence.ParentID))
7451 avatarCount++;
7452 });
7453
7454 return m_host.ParentGroup.PrimCount + avatarCount; 7879 return m_host.ParentGroup.PrimCount + avatarCount;
7455 } 7880 }
7456 7881
@@ -7466,55 +7891,98 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7466 m_host.AddScriptLPS(1); 7891 m_host.AddScriptLPS(1);
7467 UUID objID = UUID.Zero; 7892 UUID objID = UUID.Zero;
7468 LSL_List result = new LSL_List(); 7893 LSL_List result = new LSL_List();
7894
7895 // If the ID is not valid, return null result
7469 if (!UUID.TryParse(obj, out objID)) 7896 if (!UUID.TryParse(obj, out objID))
7470 { 7897 {
7471 result.Add(new LSL_Vector()); 7898 result.Add(new LSL_Vector());
7472 result.Add(new LSL_Vector()); 7899 result.Add(new LSL_Vector());
7473 return result; 7900 return result;
7474 } 7901 }
7902
7903 // Check if this is an attached prim. If so, replace
7904 // the UUID with the avatar UUID and report it's bounding box
7905 SceneObjectPart part = World.GetSceneObjectPart(objID);
7906 if (part != null && part.ParentGroup.IsAttachment)
7907 objID = part.ParentGroup.RootPart.AttachedAvatar;
7908
7909 // Find out if this is an avatar ID. If so, return it's box
7475 ScenePresence presence = World.GetScenePresence(objID); 7910 ScenePresence presence = World.GetScenePresence(objID);
7476 if (presence != null) 7911 if (presence != null)
7477 { 7912 {
7478 if (presence.ParentID == 0) // not sat on an object 7913 // As per LSL Wiki, there is no difference between sitting
7914 // and standing avatar since server 1.36
7915 LSL_Vector lower;
7916 LSL_Vector upper;
7917 if (presence.Animator.Animations.DefaultAnimation.AnimID
7918 == AnimationSet.Animations.AnimsUUID["SIT_GROUND_CONSTRAINED"])
7479 { 7919 {
7480 LSL_Vector lower; 7920 // This is for ground sitting avatars
7481 LSL_Vector upper; 7921 float height = presence.Appearance.AvatarHeight / 2.66666667f;
7482 if (presence.Animator.Animations.DefaultAnimation.AnimID 7922 lower = new LSL_Vector(-0.3375f, -0.45f, height * -1.0f);
7483 == AnimationSet.Animations.AnimsUUID["SIT_GROUND_CONSTRAINED"]) 7923 upper = new LSL_Vector(0.3375f, 0.45f, 0.0f);
7484 {
7485 // This is for ground sitting avatars
7486 float height = presence.Appearance.AvatarHeight / 2.66666667f;
7487 lower = new LSL_Vector(-0.3375f, -0.45f, height * -1.0f);
7488 upper = new LSL_Vector(0.3375f, 0.45f, 0.0f);
7489 }
7490 else
7491 {
7492 // This is for standing/flying avatars
7493 float height = presence.Appearance.AvatarHeight / 2.0f;
7494 lower = new LSL_Vector(-0.225f, -0.3f, height * -1.0f);
7495 upper = new LSL_Vector(0.225f, 0.3f, height + 0.05f);
7496 }
7497 result.Add(lower);
7498 result.Add(upper);
7499 return result;
7500 } 7924 }
7501 else 7925 else
7502 { 7926 {
7503 // sitting on an object so we need the bounding box of that 7927 // This is for standing/flying avatars
7504 // which should include the avatar so set the UUID to the 7928 float height = presence.Appearance.AvatarHeight / 2.0f;
7505 // UUID of the object the avatar is sat on and allow it to fall through 7929 lower = new LSL_Vector(-0.225f, -0.3f, height * -1.0f);
7506 // to processing an object 7930 upper = new LSL_Vector(0.225f, 0.3f, height + 0.05f);
7507 SceneObjectPart p = World.GetSceneObjectPart(presence.ParentID);
7508 objID = p.UUID;
7509 } 7931 }
7932
7933 // Adjust to the documented error offsets (see LSL Wiki)
7934 lower += new LSL_Vector(0.05f, 0.05f, 0.05f);
7935 upper -= new LSL_Vector(0.05f, 0.05f, 0.05f);
7936
7937 if (lower.x > upper.x)
7938 lower.x = upper.x;
7939 if (lower.y > upper.y)
7940 lower.y = upper.y;
7941 if (lower.z > upper.z)
7942 lower.z = upper.z;
7943
7944 result.Add(lower);
7945 result.Add(upper);
7946 return result;
7510 } 7947 }
7511 SceneObjectPart part = World.GetSceneObjectPart(objID); 7948
7949 part = World.GetSceneObjectPart(objID);
7512 // Currently only works for single prims without a sitting avatar 7950 // Currently only works for single prims without a sitting avatar
7513 if (part != null) 7951 if (part != null)
7514 { 7952 {
7515 Vector3 halfSize = part.Scale / 2.0f; 7953 float minX;
7516 LSL_Vector lower = new LSL_Vector(halfSize.X * -1.0f, halfSize.Y * -1.0f, halfSize.Z * -1.0f); 7954 float maxX;
7517 LSL_Vector upper = new LSL_Vector(halfSize.X, halfSize.Y, halfSize.Z); 7955 float minY;
7956 float maxY;
7957 float minZ;
7958 float maxZ;
7959
7960 // This BBox is in sim coordinates, with the offset being
7961 // a contained point.
7962 Vector3[] offsets = World.GetCombinedBoundingBox(new List<SceneObjectGroup> { part.ParentGroup },
7963 out minX, out maxX, out minY, out maxY, out minZ, out maxZ);
7964
7965 minX -= offsets[0].X;
7966 maxX -= offsets[0].X;
7967 minY -= offsets[0].Y;
7968 maxY -= offsets[0].Y;
7969 minZ -= offsets[0].Z;
7970 maxZ -= offsets[0].Z;
7971
7972 LSL_Vector lower;
7973 LSL_Vector upper;
7974
7975 // Adjust to the documented error offsets (see LSL Wiki)
7976 lower = new LSL_Vector(minX + 0.05f, minY + 0.05f, minZ + 0.05f);
7977 upper = new LSL_Vector(maxX - 0.05f, maxY - 0.05f, maxZ - 0.05f);
7978
7979 if (lower.x > upper.x)
7980 lower.x = upper.x;
7981 if (lower.y > upper.y)
7982 lower.y = upper.y;
7983 if (lower.z > upper.z)
7984 lower.z = upper.z;
7985
7518 result.Add(lower); 7986 result.Add(lower);
7519 result.Add(upper); 7987 result.Add(upper);
7520 return result; 7988 return result;
@@ -7594,13 +8062,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7594 LSL_Vector v = new LSL_Vector(part.AbsolutePosition.X, 8062 LSL_Vector v = new LSL_Vector(part.AbsolutePosition.X,
7595 part.AbsolutePosition.Y, 8063 part.AbsolutePosition.Y,
7596 part.AbsolutePosition.Z); 8064 part.AbsolutePosition.Z);
7597 // For some reason, the part.AbsolutePosition.* values do not change if the
7598 // linkset is rotated; they always reflect the child prim's world position
7599 // as though the linkset is unrotated. This is incompatible behavior with SL's
7600 // implementation, so will break scripts imported from there (not to mention it
7601 // makes it more difficult to determine a child prim's actual inworld position).
7602 if (part.ParentID != 0)
7603 v = ((v - llGetRootPosition()) * llGetRootRotation()) + llGetRootPosition();
7604 res.Add(v); 8065 res.Add(v);
7605 break; 8066 break;
7606 8067
@@ -7759,24 +8220,95 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7759 break; 8220 break;
7760 8221
7761 case (int)ScriptBaseClass.PRIM_BUMP_SHINY: 8222 case (int)ScriptBaseClass.PRIM_BUMP_SHINY:
7762 // TODO--------------
7763 if (remain < 1) 8223 if (remain < 1)
7764 return res; 8224 return res;
8225 face = (int)rules.GetLSLIntegerItem(idx++);
7765 8226
7766 face=(int)rules.GetLSLIntegerItem(idx++); 8227 tex = part.Shape.Textures;
7767 8228 int shiny;
7768 res.Add(new LSL_Integer(0)); 8229 if (face == ScriptBaseClass.ALL_SIDES)
7769 res.Add(new LSL_Integer(0)); 8230 {
8231 for (face = 0; face < GetNumberOfSides(part); face++)
8232 {
8233 Shininess shinyness = tex.GetFace((uint)face).Shiny;
8234 if (shinyness == Shininess.High)
8235 {
8236 shiny = ScriptBaseClass.PRIM_SHINY_HIGH;
8237 }
8238 else if (shinyness == Shininess.Medium)
8239 {
8240 shiny = ScriptBaseClass.PRIM_SHINY_MEDIUM;
8241 }
8242 else if (shinyness == Shininess.Low)
8243 {
8244 shiny = ScriptBaseClass.PRIM_SHINY_LOW;
8245 }
8246 else
8247 {
8248 shiny = ScriptBaseClass.PRIM_SHINY_NONE;
8249 }
8250 res.Add(new LSL_Integer(shiny));
8251 res.Add(new LSL_Integer((int)tex.GetFace((uint)face).Bump));
8252 }
8253 }
8254 else
8255 {
8256 Shininess shinyness = tex.GetFace((uint)face).Shiny;
8257 if (shinyness == Shininess.High)
8258 {
8259 shiny = ScriptBaseClass.PRIM_SHINY_HIGH;
8260 }
8261 else if (shinyness == Shininess.Medium)
8262 {
8263 shiny = ScriptBaseClass.PRIM_SHINY_MEDIUM;
8264 }
8265 else if (shinyness == Shininess.Low)
8266 {
8267 shiny = ScriptBaseClass.PRIM_SHINY_LOW;
8268 }
8269 else
8270 {
8271 shiny = ScriptBaseClass.PRIM_SHINY_NONE;
8272 }
8273 res.Add(new LSL_Integer(shiny));
8274 res.Add(new LSL_Integer((int)tex.GetFace((uint)face).Bump));
8275 }
7770 break; 8276 break;
7771 8277
7772 case (int)ScriptBaseClass.PRIM_FULLBRIGHT: 8278 case (int)ScriptBaseClass.PRIM_FULLBRIGHT:
7773 // TODO--------------
7774 if (remain < 1) 8279 if (remain < 1)
7775 return res; 8280 return res;
8281 face = (int)rules.GetLSLIntegerItem(idx++);
7776 8282
7777 face=(int)rules.GetLSLIntegerItem(idx++); 8283 tex = part.Shape.Textures;
7778 8284 int fullbright;
7779 res.Add(new LSL_Integer(0)); 8285 if (face == ScriptBaseClass.ALL_SIDES)
8286 {
8287 for (face = 0; face < GetNumberOfSides(part); face++)
8288 {
8289 if (tex.GetFace((uint)face).Fullbright == true)
8290 {
8291 fullbright = ScriptBaseClass.TRUE;
8292 }
8293 else
8294 {
8295 fullbright = ScriptBaseClass.FALSE;
8296 }
8297 res.Add(new LSL_Integer(fullbright));
8298 }
8299 }
8300 else
8301 {
8302 if (tex.GetFace((uint)face).Fullbright == true)
8303 {
8304 fullbright = ScriptBaseClass.TRUE;
8305 }
8306 else
8307 {
8308 fullbright = ScriptBaseClass.FALSE;
8309 }
8310 res.Add(new LSL_Integer(fullbright));
8311 }
7780 break; 8312 break;
7781 8313
7782 case (int)ScriptBaseClass.PRIM_FLEXIBLE: 8314 case (int)ScriptBaseClass.PRIM_FLEXIBLE:
@@ -7797,14 +8329,37 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7797 break; 8329 break;
7798 8330
7799 case (int)ScriptBaseClass.PRIM_TEXGEN: 8331 case (int)ScriptBaseClass.PRIM_TEXGEN:
7800 // TODO--------------
7801 // (PRIM_TEXGEN_DEFAULT, PRIM_TEXGEN_PLANAR) 8332 // (PRIM_TEXGEN_DEFAULT, PRIM_TEXGEN_PLANAR)
7802 if (remain < 1) 8333 if (remain < 1)
7803 return res; 8334 return res;
8335 face = (int)rules.GetLSLIntegerItem(idx++);
7804 8336
7805 face=(int)rules.GetLSLIntegerItem(idx++); 8337 tex = part.Shape.Textures;
7806 8338 if (face == ScriptBaseClass.ALL_SIDES)
7807 res.Add(new LSL_Integer(0)); 8339 {
8340 for (face = 0; face < GetNumberOfSides(part); face++)
8341 {
8342 if (tex.GetFace((uint)face).TexMapType == MappingType.Planar)
8343 {
8344 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_PLANAR));
8345 }
8346 else
8347 {
8348 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_DEFAULT));
8349 }
8350 }
8351 }
8352 else
8353 {
8354 if (tex.GetFace((uint)face).TexMapType == MappingType.Planar)
8355 {
8356 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_PLANAR));
8357 }
8358 else
8359 {
8360 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_DEFAULT));
8361 }
8362 }
7808 break; 8363 break;
7809 8364
7810 case (int)ScriptBaseClass.PRIM_POINT_LIGHT: 8365 case (int)ScriptBaseClass.PRIM_POINT_LIGHT:
@@ -7823,13 +8378,25 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7823 break; 8378 break;
7824 8379
7825 case (int)ScriptBaseClass.PRIM_GLOW: 8380 case (int)ScriptBaseClass.PRIM_GLOW:
7826 // TODO--------------
7827 if (remain < 1) 8381 if (remain < 1)
7828 return res; 8382 return res;
8383 face = (int)rules.GetLSLIntegerItem(idx++);
7829 8384
7830 face=(int)rules.GetLSLIntegerItem(idx++); 8385 tex = part.Shape.Textures;
7831 8386 float primglow;
7832 res.Add(new LSL_Float(0)); 8387 if (face == ScriptBaseClass.ALL_SIDES)
8388 {
8389 for (face = 0; face < GetNumberOfSides(part); face++)
8390 {
8391 primglow = tex.GetFace((uint)face).Glow;
8392 res.Add(new LSL_Float(primglow));
8393 }
8394 }
8395 else
8396 {
8397 primglow = tex.GetFace((uint)face).Glow;
8398 res.Add(new LSL_Float(primglow));
8399 }
7833 break; 8400 break;
7834 case (int)ScriptBaseClass.PRIM_TEXT: 8401 case (int)ScriptBaseClass.PRIM_TEXT:
7835 Color4 textColor = part.GetTextColor(); 8402 Color4 textColor = part.GetTextColor();
@@ -8379,8 +8946,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8379 // The function returns an ordered list 8946 // The function returns an ordered list
8380 // representing the tokens found in the supplied 8947 // representing the tokens found in the supplied
8381 // sources string. If two successive tokenizers 8948 // sources string. If two successive tokenizers
8382 // are encountered, then a NULL entry is added 8949 // are encountered, then a null-string entry is
8383 // to the list. 8950 // added to the list.
8384 // 8951 //
8385 // It is a precondition that the source and 8952 // It is a precondition that the source and
8386 // toekizer lisst are non-null. If they are null, 8953 // toekizer lisst are non-null. If they are null,
@@ -8388,7 +8955,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8388 // while their lengths are being determined. 8955 // while their lengths are being determined.
8389 // 8956 //
8390 // A small amount of working memoryis required 8957 // A small amount of working memoryis required
8391 // of approximately 8*#tokenizers. 8958 // of approximately 8*#tokenizers + 8*srcstrlen.
8392 // 8959 //
8393 // There are many ways in which this function 8960 // There are many ways in which this function
8394 // can be implemented, this implementation is 8961 // can be implemented, this implementation is
@@ -8404,155 +8971,124 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8404 // and eliminates redundant tokenizers as soon 8971 // and eliminates redundant tokenizers as soon
8405 // as is possible. 8972 // as is possible.
8406 // 8973 //
8407 // The implementation tries to avoid any copying 8974 // The implementation tries to minimize temporary
8408 // of arrays or other objects. 8975 // garbage generation.
8409 // </remarks> 8976 // </remarks>
8410 8977
8411 private LSL_List ParseString(string src, LSL_List separators, LSL_List spacers, bool keepNulls) 8978 public LSL_List llParseStringKeepNulls(string src, LSL_List separators, LSL_List spacers)
8412 { 8979 {
8413 int beginning = 0; 8980 return ParseString2List(src, separators, spacers, true);
8414 int srclen = src.Length; 8981 }
8415 int seplen = separators.Length;
8416 object[] separray = separators.Data;
8417 int spclen = spacers.Length;
8418 object[] spcarray = spacers.Data;
8419 int mlen = seplen+spclen;
8420
8421 int[] offset = new int[mlen+1];
8422 bool[] active = new bool[mlen];
8423
8424 int best;
8425 int j;
8426
8427 // Initial capacity reduces resize cost
8428 8982
8429 LSL_List tokens = new LSL_List(); 8983 private LSL_List ParseString2List(string src, LSL_List separators, LSL_List spacers, bool keepNulls)
8984 {
8985 int srclen = src.Length;
8986 int seplen = separators.Length;
8987 object[] separray = separators.Data;
8988 int spclen = spacers.Length;
8989 object[] spcarray = spacers.Data;
8990 int dellen = 0;
8991 string[] delarray = new string[seplen+spclen];
8430 8992
8431 // All entries are initially valid 8993 int outlen = 0;
8994 string[] outarray = new string[srclen*2+1];
8432 8995
8433 for (int i = 0; i < mlen; i++) 8996 int i, j;
8434 active[i] = true; 8997 string d;
8435 8998
8436 offset[mlen] = srclen; 8999 m_host.AddScriptLPS(1);
8437 9000
8438 while (beginning < srclen) 9001 /*
9002 * Convert separator and spacer lists to C# strings.
9003 * Also filter out null strings so we don't hang.
9004 */
9005 for (i = 0; i < seplen; i ++)
8439 { 9006 {
9007 d = separray[i].ToString();
9008 if (d.Length > 0)
9009 {
9010 delarray[dellen++] = d;
9011 }
9012 }
9013 seplen = dellen;
8440 9014
8441 best = mlen; // as bad as it gets 9015 for (i = 0; i < spclen; i ++)
9016 {
9017 d = spcarray[i].ToString();
9018 if (d.Length > 0)
9019 {
9020 delarray[dellen++] = d;
9021 }
9022 }
8442 9023
8443 // Scan for separators 9024 /*
9025 * Scan through source string from beginning to end.
9026 */
9027 for (i = 0;;)
9028 {
8444 9029
8445 for (j = 0; j < seplen; j++) 9030 /*
9031 * Find earliest delimeter in src starting at i (if any).
9032 */
9033 int earliestDel = -1;
9034 int earliestSrc = srclen;
9035 string earliestStr = null;
9036 for (j = 0; j < dellen; j ++)
8446 { 9037 {
8447 if (separray[j].ToString() == String.Empty) 9038 d = delarray[j];
8448 active[j] = false; 9039 if (d != null)
8449
8450 if (active[j])
8451 { 9040 {
8452 // scan all of the markers 9041 int index = src.IndexOf(d, i);
8453 if ((offset[j] = src.IndexOf(separray[j].ToString(), beginning)) == -1) 9042 if (index < 0)
8454 { 9043 {
8455 // not present at all 9044 delarray[j] = null; // delim nowhere in src, don't check it anymore
8456 active[j] = false;
8457 } 9045 }
8458 else 9046 else if (index < earliestSrc)
8459 { 9047 {
8460 // present and correct 9048 earliestSrc = index; // where delimeter starts in source string
8461 if (offset[j] < offset[best]) 9049 earliestDel = j; // where delimeter is in delarray[]
8462 { 9050 earliestStr = d; // the delimeter string from delarray[]
8463 // closest so far 9051 if (index == i) break; // can't do any better than found at beg of string
8464 best = j;
8465 if (offset[best] == beginning)
8466 break;
8467 }
8468 } 9052 }
8469 } 9053 }
8470 } 9054 }
8471 9055
8472 // Scan for spacers 9056 /*
8473 9057 * Output source string starting at i through start of earliest delimeter.
8474 if (offset[best] != beginning) 9058 */
9059 if (keepNulls || (earliestSrc > i))
8475 { 9060 {
8476 for (j = seplen; (j < mlen) && (offset[best] > beginning); j++) 9061 outarray[outlen++] = src.Substring(i, earliestSrc - i);
8477 {
8478 if (spcarray[j-seplen].ToString() == String.Empty)
8479 active[j] = false;
8480
8481 if (active[j])
8482 {
8483 // scan all of the markers
8484 if ((offset[j] = src.IndexOf(spcarray[j-seplen].ToString(), beginning)) == -1)
8485 {
8486 // not present at all
8487 active[j] = false;
8488 }
8489 else
8490 {
8491 // present and correct
8492 if (offset[j] < offset[best])
8493 {
8494 // closest so far
8495 best = j;
8496 }
8497 }
8498 }
8499 }
8500 } 9062 }
8501 9063
8502 // This is the normal exit from the scanning loop 9064 /*
9065 * If no delimeter found at or after i, we're done scanning.
9066 */
9067 if (earliestDel < 0) break;
8503 9068
8504 if (best == mlen) 9069 /*
9070 * If delimeter was a spacer, output the spacer.
9071 */
9072 if (earliestDel >= seplen)
8505 { 9073 {
8506 // no markers were found on this pass 9074 outarray[outlen++] = earliestStr;
8507 // so we're pretty much done
8508 if ((keepNulls) || ((!keepNulls) && (srclen - beginning) > 0))
8509 tokens.Add(new LSL_String(src.Substring(beginning, srclen - beginning)));
8510 break;
8511 } 9075 }
8512 9076
8513 // Otherwise we just add the newly delimited token 9077 /*
8514 // and recalculate where the search should continue. 9078 * Look at rest of src string following delimeter.
8515 if ((keepNulls) || ((!keepNulls) && (offset[best] - beginning) > 0)) 9079 */
8516 tokens.Add(new LSL_String(src.Substring(beginning,offset[best]-beginning))); 9080 i = earliestSrc + earliestStr.Length;
8517
8518 if (best < seplen)
8519 {
8520 beginning = offset[best] + (separray[best].ToString()).Length;
8521 }
8522 else
8523 {
8524 beginning = offset[best] + (spcarray[best - seplen].ToString()).Length;
8525 string str = spcarray[best - seplen].ToString();
8526 if ((keepNulls) || ((!keepNulls) && (str.Length > 0)))
8527 tokens.Add(new LSL_String(str));
8528 }
8529 } 9081 }
8530 9082
8531 // This an awkward an not very intuitive boundary case. If the 9083 /*
8532 // last substring is a tokenizer, then there is an implied trailing 9084 * Make up an exact-sized output array suitable for an LSL_List object.
8533 // null list entry. Hopefully the single comparison will not be too 9085 */
8534 // arduous. Alternatively the 'break' could be replced with a return 9086 object[] outlist = new object[outlen];
8535 // but that's shabby programming. 9087 for (i = 0; i < outlen; i ++)
8536
8537 if ((beginning == srclen) && (keepNulls))
8538 { 9088 {
8539 if (srclen != 0) 9089 outlist[i] = new LSL_String(outarray[i]);
8540 tokens.Add(new LSL_String(""));
8541 } 9090 }
8542 9091 return new LSL_List(outlist);
8543 return tokens;
8544 }
8545
8546 public LSL_List llParseString2List(string src, LSL_List separators, LSL_List spacers)
8547 {
8548 m_host.AddScriptLPS(1);
8549 return this.ParseString(src, separators, spacers, false);
8550 }
8551
8552 public LSL_List llParseStringKeepNulls(string src, LSL_List separators, LSL_List spacers)
8553 {
8554 m_host.AddScriptLPS(1);
8555 return this.ParseString(src, separators, spacers, true);
8556 } 9092 }
8557 9093
8558 public LSL_Integer llGetObjectPermMask(int mask) 9094 public LSL_Integer llGetObjectPermMask(int mask)
@@ -8629,28 +9165,28 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8629 { 9165 {
8630 m_host.AddScriptLPS(1); 9166 m_host.AddScriptLPS(1);
8631 9167
8632 lock (m_host.TaskInventory) 9168 m_host.TaskInventory.LockItemsForRead(true);
9169 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
8633 { 9170 {
8634 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 9171 if (inv.Value.Name == item)
8635 { 9172 {
8636 if (inv.Value.Name == item) 9173 m_host.TaskInventory.LockItemsForRead(false);
9174 switch (mask)
8637 { 9175 {
8638 switch (mask) 9176 case 0:
8639 { 9177 return (int)inv.Value.BasePermissions;
8640 case 0: 9178 case 1:
8641 return (int)inv.Value.BasePermissions; 9179 return (int)inv.Value.CurrentPermissions;
8642 case 1: 9180 case 2:
8643 return (int)inv.Value.CurrentPermissions; 9181 return (int)inv.Value.GroupPermissions;
8644 case 2: 9182 case 3:
8645 return (int)inv.Value.GroupPermissions; 9183 return (int)inv.Value.EveryonePermissions;
8646 case 3: 9184 case 4:
8647 return (int)inv.Value.EveryonePermissions; 9185 return (int)inv.Value.NextPermissions;
8648 case 4:
8649 return (int)inv.Value.NextPermissions;
8650 }
8651 } 9186 }
8652 } 9187 }
8653 } 9188 }
9189 m_host.TaskInventory.LockItemsForRead(false);
8654 9190
8655 return -1; 9191 return -1;
8656 } 9192 }
@@ -8697,16 +9233,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8697 { 9233 {
8698 m_host.AddScriptLPS(1); 9234 m_host.AddScriptLPS(1);
8699 9235
8700 lock (m_host.TaskInventory) 9236 m_host.TaskInventory.LockItemsForRead(true);
9237 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
8701 { 9238 {
8702 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 9239 if (inv.Value.Name == item)
8703 { 9240 {
8704 if (inv.Value.Name == item) 9241 m_host.TaskInventory.LockItemsForRead(false);
8705 { 9242 return inv.Value.CreatorID.ToString();
8706 return inv.Value.CreatorID.ToString();
8707 }
8708 } 9243 }
8709 } 9244 }
9245 m_host.TaskInventory.LockItemsForRead(false);
8710 9246
8711 llSay(0, "No item name '" + item + "'"); 9247 llSay(0, "No item name '" + item + "'");
8712 9248
@@ -8971,17 +9507,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8971 int width = 0; 9507 int width = 0;
8972 int height = 0; 9508 int height = 0;
8973 9509
8974 ParcelMediaCommandEnum? commandToSend = null; 9510 uint commandToSend = 0;
8975 float time = 0.0f; // default is from start 9511 float time = 0.0f; // default is from start
8976 9512
8977 ScenePresence presence = null; 9513 ScenePresence presence = null;
8978 9514
8979 for (int i = 0; i < commandList.Data.Length; i++) 9515 for (int i = 0; i < commandList.Data.Length; i++)
8980 { 9516 {
8981 ParcelMediaCommandEnum command = (ParcelMediaCommandEnum)commandList.Data[i]; 9517 uint command = (uint)(commandList.GetLSLIntegerItem(i));
8982 switch (command) 9518 switch (command)
8983 { 9519 {
8984 case ParcelMediaCommandEnum.Agent: 9520 case (uint)ParcelMediaCommandEnum.Agent:
8985 // we send only to one agent 9521 // we send only to one agent
8986 if ((i + 1) < commandList.Length) 9522 if ((i + 1) < commandList.Length)
8987 { 9523 {
@@ -8998,25 +9534,25 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8998 } 9534 }
8999 break; 9535 break;
9000 9536
9001 case ParcelMediaCommandEnum.Loop: 9537 case (uint)ParcelMediaCommandEnum.Loop:
9002 loop = 1; 9538 loop = 1;
9003 commandToSend = command; 9539 commandToSend = command;
9004 update = true; //need to send the media update packet to set looping 9540 update = true; //need to send the media update packet to set looping
9005 break; 9541 break;
9006 9542
9007 case ParcelMediaCommandEnum.Play: 9543 case (uint)ParcelMediaCommandEnum.Play:
9008 loop = 0; 9544 loop = 0;
9009 commandToSend = command; 9545 commandToSend = command;
9010 update = true; //need to send the media update packet to make sure it doesn't loop 9546 update = true; //need to send the media update packet to make sure it doesn't loop
9011 break; 9547 break;
9012 9548
9013 case ParcelMediaCommandEnum.Pause: 9549 case (uint)ParcelMediaCommandEnum.Pause:
9014 case ParcelMediaCommandEnum.Stop: 9550 case (uint)ParcelMediaCommandEnum.Stop:
9015 case ParcelMediaCommandEnum.Unload: 9551 case (uint)ParcelMediaCommandEnum.Unload:
9016 commandToSend = command; 9552 commandToSend = command;
9017 break; 9553 break;
9018 9554
9019 case ParcelMediaCommandEnum.Url: 9555 case (uint)ParcelMediaCommandEnum.Url:
9020 if ((i + 1) < commandList.Length) 9556 if ((i + 1) < commandList.Length)
9021 { 9557 {
9022 if (commandList.Data[i + 1] is LSL_String) 9558 if (commandList.Data[i + 1] is LSL_String)
@@ -9029,7 +9565,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9029 } 9565 }
9030 break; 9566 break;
9031 9567
9032 case ParcelMediaCommandEnum.Texture: 9568 case (uint)ParcelMediaCommandEnum.Texture:
9033 if ((i + 1) < commandList.Length) 9569 if ((i + 1) < commandList.Length)
9034 { 9570 {
9035 if (commandList.Data[i + 1] is LSL_String) 9571 if (commandList.Data[i + 1] is LSL_String)
@@ -9042,7 +9578,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9042 } 9578 }
9043 break; 9579 break;
9044 9580
9045 case ParcelMediaCommandEnum.Time: 9581 case (uint)ParcelMediaCommandEnum.Time:
9046 if ((i + 1) < commandList.Length) 9582 if ((i + 1) < commandList.Length)
9047 { 9583 {
9048 if (commandList.Data[i + 1] is LSL_Float) 9584 if (commandList.Data[i + 1] is LSL_Float)
@@ -9054,7 +9590,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9054 } 9590 }
9055 break; 9591 break;
9056 9592
9057 case ParcelMediaCommandEnum.AutoAlign: 9593 case (uint)ParcelMediaCommandEnum.AutoAlign:
9058 if ((i + 1) < commandList.Length) 9594 if ((i + 1) < commandList.Length)
9059 { 9595 {
9060 if (commandList.Data[i + 1] is LSL_Integer) 9596 if (commandList.Data[i + 1] is LSL_Integer)
@@ -9068,7 +9604,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9068 } 9604 }
9069 break; 9605 break;
9070 9606
9071 case ParcelMediaCommandEnum.Type: 9607 case (uint)ParcelMediaCommandEnum.Type:
9072 if ((i + 1) < commandList.Length) 9608 if ((i + 1) < commandList.Length)
9073 { 9609 {
9074 if (commandList.Data[i + 1] is LSL_String) 9610 if (commandList.Data[i + 1] is LSL_String)
@@ -9081,7 +9617,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9081 } 9617 }
9082 break; 9618 break;
9083 9619
9084 case ParcelMediaCommandEnum.Desc: 9620 case (uint)ParcelMediaCommandEnum.Desc:
9085 if ((i + 1) < commandList.Length) 9621 if ((i + 1) < commandList.Length)
9086 { 9622 {
9087 if (commandList.Data[i + 1] is LSL_String) 9623 if (commandList.Data[i + 1] is LSL_String)
@@ -9094,7 +9630,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9094 } 9630 }
9095 break; 9631 break;
9096 9632
9097 case ParcelMediaCommandEnum.Size: 9633 case (uint)ParcelMediaCommandEnum.Size:
9098 if ((i + 2) < commandList.Length) 9634 if ((i + 2) < commandList.Length)
9099 { 9635 {
9100 if (commandList.Data[i + 1] is LSL_Integer) 9636 if (commandList.Data[i + 1] is LSL_Integer)
@@ -9164,7 +9700,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9164 } 9700 }
9165 } 9701 }
9166 9702
9167 if (commandToSend != null) 9703 if (commandToSend != 0)
9168 { 9704 {
9169 // the commandList contained a start/stop/... command, too 9705 // the commandList contained a start/stop/... command, too
9170 if (presence == null) 9706 if (presence == null)
@@ -9201,7 +9737,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9201 9737
9202 if (aList.Data[i] != null) 9738 if (aList.Data[i] != null)
9203 { 9739 {
9204 switch ((ParcelMediaCommandEnum) aList.Data[i]) 9740 switch ((ParcelMediaCommandEnum) Convert.ToInt32(aList.Data[i].ToString()))
9205 { 9741 {
9206 case ParcelMediaCommandEnum.Url: 9742 case ParcelMediaCommandEnum.Url:
9207 list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y).MediaURL)); 9743 list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y).MediaURL));
@@ -9244,16 +9780,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9244 { 9780 {
9245 m_host.AddScriptLPS(1); 9781 m_host.AddScriptLPS(1);
9246 9782
9247 lock (m_host.TaskInventory) 9783 m_host.TaskInventory.LockItemsForRead(true);
9784 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
9248 { 9785 {
9249 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 9786 if (inv.Value.Name == name)
9250 { 9787 {
9251 if (inv.Value.Name == name) 9788 m_host.TaskInventory.LockItemsForRead(false);
9252 { 9789 return inv.Value.Type;
9253 return inv.Value.Type;
9254 }
9255 } 9790 }
9256 } 9791 }
9792 m_host.TaskInventory.LockItemsForRead(false);
9257 9793
9258 return -1; 9794 return -1;
9259 } 9795 }
@@ -9264,15 +9800,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9264 9800
9265 if (quick_pay_buttons.Data.Length < 4) 9801 if (quick_pay_buttons.Data.Length < 4)
9266 { 9802 {
9267 LSLError("List must have at least 4 elements"); 9803 int x;
9268 return; 9804 for (x=quick_pay_buttons.Data.Length; x<= 4; x++)
9805 {
9806 quick_pay_buttons.Add(ScriptBaseClass.PAY_HIDE);
9807 }
9269 } 9808 }
9270 m_host.ParentGroup.RootPart.PayPrice[0]=price; 9809 int[] nPrice = new int[5];
9271 9810 nPrice[0]=price;
9272 m_host.ParentGroup.RootPart.PayPrice[1]=(LSL_Integer)quick_pay_buttons.Data[0]; 9811 nPrice[1] = (LSL_Integer)quick_pay_buttons.Data[0];
9273 m_host.ParentGroup.RootPart.PayPrice[2]=(LSL_Integer)quick_pay_buttons.Data[1]; 9812 nPrice[2] = (LSL_Integer)quick_pay_buttons.Data[1];
9274 m_host.ParentGroup.RootPart.PayPrice[3]=(LSL_Integer)quick_pay_buttons.Data[2]; 9813 nPrice[3] = (LSL_Integer)quick_pay_buttons.Data[2];
9275 m_host.ParentGroup.RootPart.PayPrice[4]=(LSL_Integer)quick_pay_buttons.Data[3]; 9814 nPrice[4] = (LSL_Integer)quick_pay_buttons.Data[3];
9815 m_host.ParentGroup.RootPart.PayPrice = nPrice;
9276 m_host.ParentGroup.HasGroupChanged = true; 9816 m_host.ParentGroup.HasGroupChanged = true;
9277 } 9817 }
9278 9818
@@ -9284,17 +9824,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9284 if (invItemID == UUID.Zero) 9824 if (invItemID == UUID.Zero)
9285 return new LSL_Vector(); 9825 return new LSL_Vector();
9286 9826
9287 lock (m_host.TaskInventory) 9827 m_host.TaskInventory.LockItemsForRead(true);
9828 if (m_host.TaskInventory[invItemID].PermsGranter == UUID.Zero)
9288 { 9829 {
9289 if (m_host.TaskInventory[invItemID].PermsGranter == UUID.Zero) 9830 m_host.TaskInventory.LockItemsForRead(false);
9290 return new LSL_Vector(); 9831 return new LSL_Vector();
9832 }
9291 9833
9292 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_TRACK_CAMERA) == 0) 9834 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_TRACK_CAMERA) == 0)
9293 { 9835 {
9294 ShoutError("No permissions to track the camera"); 9836 ShoutError("No permissions to track the camera");
9295 return new LSL_Vector(); 9837 m_host.TaskInventory.LockItemsForRead(false);
9296 } 9838 return new LSL_Vector();
9297 } 9839 }
9840 m_host.TaskInventory.LockItemsForRead(false);
9298 9841
9299 ScenePresence presence = World.GetScenePresence(m_host.OwnerID); 9842 ScenePresence presence = World.GetScenePresence(m_host.OwnerID);
9300 if (presence != null) 9843 if (presence != null)
@@ -9312,17 +9855,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9312 if (invItemID == UUID.Zero) 9855 if (invItemID == UUID.Zero)
9313 return new LSL_Rotation(); 9856 return new LSL_Rotation();
9314 9857
9315 lock (m_host.TaskInventory) 9858 m_host.TaskInventory.LockItemsForRead(true);
9859 if (m_host.TaskInventory[invItemID].PermsGranter == UUID.Zero)
9316 { 9860 {
9317 if (m_host.TaskInventory[invItemID].PermsGranter == UUID.Zero) 9861 m_host.TaskInventory.LockItemsForRead(false);
9318 return new LSL_Rotation(); 9862 return new LSL_Rotation();
9319 9863 }
9320 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_TRACK_CAMERA) == 0) 9864 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_TRACK_CAMERA) == 0)
9321 { 9865 {
9322 ShoutError("No permissions to track the camera"); 9866 ShoutError("No permissions to track the camera");
9323 return new LSL_Rotation(); 9867 m_host.TaskInventory.LockItemsForRead(false);
9324 } 9868 return new LSL_Rotation();
9325 } 9869 }
9870 m_host.TaskInventory.LockItemsForRead(false);
9326 9871
9327 ScenePresence presence = World.GetScenePresence(m_host.OwnerID); 9872 ScenePresence presence = World.GetScenePresence(m_host.OwnerID);
9328 if (presence != null) 9873 if (presence != null)
@@ -9384,8 +9929,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9384 { 9929 {
9385 m_host.AddScriptLPS(1); 9930 m_host.AddScriptLPS(1);
9386 DetectParams detectedParams = m_ScriptEngine.GetDetectParams(m_itemID, 0); 9931 DetectParams detectedParams = m_ScriptEngine.GetDetectParams(m_itemID, 0);
9387 if (detectedParams == null) return; // only works on the first detected avatar 9932 if (detectedParams == null)
9388 9933 {
9934 if (m_host.IsAttachment == true)
9935 {
9936 detectedParams = new DetectParams();
9937 detectedParams.Key = m_host.OwnerID;
9938 }
9939 else
9940 {
9941 return;
9942 }
9943 }
9944
9389 ScenePresence avatar = World.GetScenePresence(detectedParams.Key); 9945 ScenePresence avatar = World.GetScenePresence(detectedParams.Key);
9390 if (avatar != null) 9946 if (avatar != null)
9391 { 9947 {
@@ -9393,6 +9949,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9393 new Vector3((float)pos.x, (float)pos.y, (float)pos.z), 9949 new Vector3((float)pos.x, (float)pos.y, (float)pos.z),
9394 new Vector3((float)lookAt.x, (float)lookAt.y, (float)lookAt.z)); 9950 new Vector3((float)lookAt.x, (float)lookAt.y, (float)lookAt.z));
9395 } 9951 }
9952
9396 ScriptSleep(1000); 9953 ScriptSleep(1000);
9397 } 9954 }
9398 9955
@@ -9472,14 +10029,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9472 if (objectID == UUID.Zero) return; 10029 if (objectID == UUID.Zero) return;
9473 10030
9474 UUID agentID; 10031 UUID agentID;
9475 lock (m_host.TaskInventory) 10032 m_host.TaskInventory.LockItemsForRead(true);
9476 { 10033 // we need the permission first, to know which avatar we want to set the camera for
9477 // we need the permission first, to know which avatar we want to set the camera for 10034 agentID = m_host.TaskInventory[invItemID].PermsGranter;
9478 agentID = m_host.TaskInventory[invItemID].PermsGranter;
9479 10035
9480 if (agentID == UUID.Zero) return; 10036 if (agentID == UUID.Zero)
9481 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CONTROL_CAMERA) == 0) return; 10037 {
10038 m_host.TaskInventory.LockItemsForRead(false);
10039 return;
10040 }
10041 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CONTROL_CAMERA) == 0)
10042 {
10043 m_host.TaskInventory.LockItemsForRead(false);
10044 return;
9482 } 10045 }
10046 m_host.TaskInventory.LockItemsForRead(false);
9483 10047
9484 ScenePresence presence = World.GetScenePresence(agentID); 10048 ScenePresence presence = World.GetScenePresence(agentID);
9485 10049
@@ -9488,12 +10052,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9488 10052
9489 SortedDictionary<int, float> parameters = new SortedDictionary<int, float>(); 10053 SortedDictionary<int, float> parameters = new SortedDictionary<int, float>();
9490 object[] data = rules.Data; 10054 object[] data = rules.Data;
9491 for (int i = 0; i < data.Length; ++i) { 10055 for (int i = 0; i < data.Length; ++i)
10056 {
9492 int type = Convert.ToInt32(data[i++].ToString()); 10057 int type = Convert.ToInt32(data[i++].ToString());
9493 if (i >= data.Length) break; // odd number of entries => ignore the last 10058 if (i >= data.Length) break; // odd number of entries => ignore the last
9494 10059
9495 // some special cases: Vector parameters are split into 3 float parameters (with type+1, type+2, type+3) 10060 // some special cases: Vector parameters are split into 3 float parameters (with type+1, type+2, type+3)
9496 switch (type) { 10061 switch (type)
10062 {
9497 case ScriptBaseClass.CAMERA_FOCUS: 10063 case ScriptBaseClass.CAMERA_FOCUS:
9498 case ScriptBaseClass.CAMERA_FOCUS_OFFSET: 10064 case ScriptBaseClass.CAMERA_FOCUS_OFFSET:
9499 case ScriptBaseClass.CAMERA_POSITION: 10065 case ScriptBaseClass.CAMERA_POSITION:
@@ -9529,12 +10095,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9529 10095
9530 // we need the permission first, to know which avatar we want to clear the camera for 10096 // we need the permission first, to know which avatar we want to clear the camera for
9531 UUID agentID; 10097 UUID agentID;
9532 lock (m_host.TaskInventory) 10098 m_host.TaskInventory.LockItemsForRead(true);
10099 agentID = m_host.TaskInventory[invItemID].PermsGranter;
10100 if (agentID == UUID.Zero)
10101 {
10102 m_host.TaskInventory.LockItemsForRead(false);
10103 return;
10104 }
10105 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CONTROL_CAMERA) == 0)
9533 { 10106 {
9534 agentID = m_host.TaskInventory[invItemID].PermsGranter; 10107 m_host.TaskInventory.LockItemsForRead(false);
9535 if (agentID == UUID.Zero) return; 10108 return;
9536 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CONTROL_CAMERA) == 0) return;
9537 } 10109 }
10110 m_host.TaskInventory.LockItemsForRead(false);
9538 10111
9539 ScenePresence presence = World.GetScenePresence(agentID); 10112 ScenePresence presence = World.GetScenePresence(agentID);
9540 10113
@@ -9601,19 +10174,65 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9601 public LSL_String llXorBase64StringsCorrect(string str1, string str2) 10174 public LSL_String llXorBase64StringsCorrect(string str1, string str2)
9602 { 10175 {
9603 m_host.AddScriptLPS(1); 10176 m_host.AddScriptLPS(1);
9604 string ret = String.Empty; 10177
9605 string src1 = llBase64ToString(str1); 10178 if (str1 == String.Empty)
9606 string src2 = llBase64ToString(str2); 10179 return String.Empty;
9607 int c = 0; 10180 if (str2 == String.Empty)
9608 for (int i = 0; i < src1.Length; i++) 10181 return str1;
10182
10183 int len = str2.Length;
10184 if ((len % 4) != 0) // LL is EVIL!!!!
10185 {
10186 while (str2.EndsWith("="))
10187 str2 = str2.Substring(0, str2.Length - 1);
10188
10189 len = str2.Length;
10190 int mod = len % 4;
10191
10192 if (mod == 1)
10193 str2 = str2.Substring(0, str2.Length - 1);
10194 else if (mod == 2)
10195 str2 += "==";
10196 else if (mod == 3)
10197 str2 += "=";
10198 }
10199
10200 byte[] data1;
10201 byte[] data2;
10202 try
10203 {
10204 data1 = Convert.FromBase64String(str1);
10205 data2 = Convert.FromBase64String(str2);
10206 }
10207 catch (Exception)
10208 {
10209 return new LSL_String(String.Empty);
10210 }
10211
10212 byte[] d2 = new Byte[data1.Length];
10213 int pos = 0;
10214
10215 if (data1.Length <= data2.Length)
10216 {
10217 Array.Copy(data2, 0, d2, 0, data1.Length);
10218 }
10219 else
9609 { 10220 {
9610 ret += (char) (src1[i] ^ src2[c]); 10221 while (pos < data1.Length)
10222 {
10223 len = data1.Length - pos;
10224 if (len > data2.Length)
10225 len = data2.Length;
9611 10226
9612 c++; 10227 Array.Copy(data2, 0, d2, pos, len);
9613 if (c >= src2.Length) 10228 pos += len;
9614 c = 0; 10229 }
9615 } 10230 }
9616 return llStringToBase64(ret); 10231
10232 for (pos = 0 ; pos < data1.Length ; pos++ )
10233 data1[pos] ^= d2[pos];
10234
10235 return Convert.ToBase64String(data1);
9617 } 10236 }
9618 10237
9619 public LSL_String llHTTPRequest(string url, LSL_List parameters, string body) 10238 public LSL_String llHTTPRequest(string url, LSL_List parameters, string body)
@@ -9672,12 +10291,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9672 Regex r = new Regex(authregex); 10291 Regex r = new Regex(authregex);
9673 int[] gnums = r.GetGroupNumbers(); 10292 int[] gnums = r.GetGroupNumbers();
9674 Match m = r.Match(url); 10293 Match m = r.Match(url);
9675 if (m.Success) { 10294 if (m.Success)
9676 for (int i = 1; i < gnums.Length; i++) { 10295 {
10296 for (int i = 1; i < gnums.Length; i++)
10297 {
9677 //System.Text.RegularExpressions.Group g = m.Groups[gnums[i]]; 10298 //System.Text.RegularExpressions.Group g = m.Groups[gnums[i]];
9678 //CaptureCollection cc = g.Captures; 10299 //CaptureCollection cc = g.Captures;
9679 } 10300 }
9680 if (m.Groups.Count == 5) { 10301 if (m.Groups.Count == 5)
10302 {
9681 httpHeaders["Authorization"] = String.Format("Basic {0}", Convert.ToBase64String(System.Text.ASCIIEncoding.ASCII.GetBytes(m.Groups[2].ToString() + ":" + m.Groups[3].ToString()))); 10303 httpHeaders["Authorization"] = String.Format("Basic {0}", Convert.ToBase64String(System.Text.ASCIIEncoding.ASCII.GetBytes(m.Groups[2].ToString() + ":" + m.Groups[3].ToString())));
9682 url = m.Groups[1].ToString() + m.Groups[4].ToString(); 10304 url = m.Groups[1].ToString() + m.Groups[4].ToString();
9683 } 10305 }
@@ -9994,15 +10616,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9994 10616
9995 internal UUID ScriptByName(string name) 10617 internal UUID ScriptByName(string name)
9996 { 10618 {
9997 lock (m_host.TaskInventory) 10619 m_host.TaskInventory.LockItemsForRead(true);
10620
10621 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
9998 { 10622 {
9999 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 10623 if (item.Type == 10 && item.Name == name)
10000 { 10624 {
10001 if (item.Type == 10 && item.Name == name) 10625 m_host.TaskInventory.LockItemsForRead(false);
10002 return item.ItemID; 10626 return item.ItemID;
10003 } 10627 }
10004 } 10628 }
10005 10629
10630 m_host.TaskInventory.LockItemsForRead(false);
10631
10006 return UUID.Zero; 10632 return UUID.Zero;
10007 } 10633 }
10008 10634
@@ -10043,6 +10669,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10043 { 10669 {
10044 m_host.AddScriptLPS(1); 10670 m_host.AddScriptLPS(1);
10045 10671
10672 //Clone is thread safe
10046 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone(); 10673 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
10047 10674
10048 UUID assetID = UUID.Zero; 10675 UUID assetID = UUID.Zero;
@@ -10105,6 +10732,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10105 { 10732 {
10106 m_host.AddScriptLPS(1); 10733 m_host.AddScriptLPS(1);
10107 10734
10735 //Clone is thread safe
10108 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone(); 10736 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
10109 10737
10110 UUID assetID = UUID.Zero; 10738 UUID assetID = UUID.Zero;
@@ -10184,6 +10812,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10184 10812
10185 return GetLinkPrimitiveParams(obj, rules); 10813 return GetLinkPrimitiveParams(obj, rules);
10186 } 10814 }
10815
10816 public LSL_Integer llGetLinkNumberOfSides(LSL_Integer link)
10817 {
10818 List<SceneObjectPart> parts = GetLinkParts(link);
10819 if (parts.Count < 1)
10820 return 0;
10821
10822 return GetNumberOfSides(parts[0]);
10823 }
10187 } 10824 }
10188 10825
10189 public class NotecardCache 10826 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 827626f..eba6e75 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()
@@ -818,18 +827,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
818 if (target != null) 827 if (target != null)
819 { 828 {
820 UUID animID=UUID.Zero; 829 UUID animID=UUID.Zero;
821 lock (m_host.TaskInventory) 830 m_host.TaskInventory.LockItemsForRead(true);
831 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
822 { 832 {
823 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 833 if (inv.Value.Name == animation)
824 { 834 {
825 if (inv.Value.Name == animation) 835 if (inv.Value.Type == (int)AssetType.Animation)
826 { 836 animID = inv.Value.AssetID;
827 if (inv.Value.Type == (int)AssetType.Animation) 837 continue;
828 animID = inv.Value.AssetID;
829 continue;
830 }
831 } 838 }
832 } 839 }
840 m_host.TaskInventory.LockItemsForRead(false);
833 if (animID == UUID.Zero) 841 if (animID == UUID.Zero)
834 target.Animator.AddAnimation(animation, m_host.UUID); 842 target.Animator.AddAnimation(animation, m_host.UUID);
835 else 843 else
@@ -851,18 +859,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
851 if (target != null) 859 if (target != null)
852 { 860 {
853 UUID animID=UUID.Zero; 861 UUID animID=UUID.Zero;
854 lock (m_host.TaskInventory) 862 m_host.TaskInventory.LockItemsForRead(true);
863 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
855 { 864 {
856 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 865 if (inv.Value.Name == animation)
857 { 866 {
858 if (inv.Value.Name == animation) 867 if (inv.Value.Type == (int)AssetType.Animation)
859 { 868 animID = inv.Value.AssetID;
860 if (inv.Value.Type == (int)AssetType.Animation) 869 continue;
861 animID = inv.Value.AssetID;
862 continue;
863 }
864 } 870 }
865 } 871 }
872 m_host.TaskInventory.LockItemsForRead(false);
866 873
867 if (animID == UUID.Zero) 874 if (animID == UUID.Zero)
868 target.Animator.RemoveAnimation(animation); 875 target.Animator.RemoveAnimation(animation);
@@ -1713,6 +1720,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1713 1720
1714 if (!UUID.TryParse(name, out assetID)) 1721 if (!UUID.TryParse(name, out assetID))
1715 { 1722 {
1723 m_host.TaskInventory.LockItemsForRead(true);
1716 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 1724 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
1717 { 1725 {
1718 if (item.Type == 7 && item.Name == name) 1726 if (item.Type == 7 && item.Name == name)
@@ -1720,6 +1728,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1720 assetID = item.AssetID; 1728 assetID = item.AssetID;
1721 } 1729 }
1722 } 1730 }
1731 m_host.TaskInventory.LockItemsForRead(false);
1723 } 1732 }
1724 1733
1725 if (assetID == UUID.Zero) 1734 if (assetID == UUID.Zero)
@@ -1766,6 +1775,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1766 1775
1767 if (!UUID.TryParse(name, out assetID)) 1776 if (!UUID.TryParse(name, out assetID))
1768 { 1777 {
1778 m_host.TaskInventory.LockItemsForRead(true);
1769 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 1779 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
1770 { 1780 {
1771 if (item.Type == 7 && item.Name == name) 1781 if (item.Type == 7 && item.Name == name)
@@ -1773,6 +1783,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1773 assetID = item.AssetID; 1783 assetID = item.AssetID;
1774 } 1784 }
1775 } 1785 }
1786 m_host.TaskInventory.LockItemsForRead(false);
1776 } 1787 }
1777 1788
1778 if (assetID == UUID.Zero) 1789 if (assetID == UUID.Zero)
@@ -1823,6 +1834,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1823 1834
1824 if (!UUID.TryParse(name, out assetID)) 1835 if (!UUID.TryParse(name, out assetID))
1825 { 1836 {
1837 m_host.TaskInventory.LockItemsForRead(true);
1826 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 1838 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
1827 { 1839 {
1828 if (item.Type == 7 && item.Name == name) 1840 if (item.Type == 7 && item.Name == name)
@@ -1830,6 +1842,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1830 assetID = item.AssetID; 1842 assetID = item.AssetID;
1831 } 1843 }
1832 } 1844 }
1845 m_host.TaskInventory.LockItemsForRead(false);
1833 } 1846 }
1834 1847
1835 if (assetID == UUID.Zero) 1848 if (assetID == UUID.Zero)
@@ -2309,9 +2322,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2309 { 2322 {
2310 if (avatar.IsChildAgent == false) 2323 if (avatar.IsChildAgent == false)
2311 { 2324 {
2312 result.Add(avatar.UUID); 2325 result.Add(new LSL_Key(avatar.UUID.ToString()));
2313 result.Add(avatar.AbsolutePosition); 2326 result.Add(new LSL_Vector(avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y, avatar.AbsolutePosition.Z));
2314 result.Add(avatar.Name); 2327 result.Add(new LSL_String(avatar.Name));
2315 } 2328 }
2316 } 2329 }
2317 }); 2330 });
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
index fefbb35..3b7de53 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
@@ -204,7 +204,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
204 // Is the sensor type is AGENT and not SCRIPTED then include agents 204 // Is the sensor type is AGENT and not SCRIPTED then include agents
205 if ((ts.type & AGENT) != 0 && (ts.type & SCRIPTED) == 0) 205 if ((ts.type & AGENT) != 0 && (ts.type & SCRIPTED) == 0)
206 { 206 {
207 sensedEntities.AddRange(doAgentSensor(ts)); 207 sensedEntities.AddRange(doAgentSensor(ts));
208 } 208 }
209 209
210 // If SCRIPTED or PASSIVE or ACTIVE check objects 210 // If SCRIPTED or PASSIVE or ACTIVE check objects
@@ -309,6 +309,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
309 // in mouselook. 309 // in mouselook.
310 310
311 ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.RootPart.AttachedAvatar); 311 ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.RootPart.AttachedAvatar);
312 fromRegionPos = avatar.AbsolutePosition;
312 q = avatar.Rotation; 313 q = avatar.Rotation;
313 } 314 }
314 LSL_Types.Quaternion r = new LSL_Types.Quaternion(q.X, q.Y, q.Z, q.W); 315 LSL_Types.Quaternion r = new LSL_Types.Quaternion(q.X, q.Y, q.Z, q.W);
@@ -422,6 +423,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
422 SceneObjectPart SensePoint = ts.host; 423 SceneObjectPart SensePoint = ts.host;
423 Vector3 fromRegionPos = SensePoint.AbsolutePosition; 424 Vector3 fromRegionPos = SensePoint.AbsolutePosition;
424 Quaternion q = SensePoint.RotationOffset; 425 Quaternion q = SensePoint.RotationOffset;
426 if (SensePoint.ParentGroup.RootPart.IsAttachment)
427 {
428 // In attachments, the sensor cone always orients with the
429 // avatar rotation. This may include a nonzero elevation if
430 // in mouselook.
431
432 ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.RootPart.AttachedAvatar);
433 fromRegionPos = avatar.AbsolutePosition;
434 q = avatar.Rotation;
435 }
425 LSL_Types.Quaternion r = new LSL_Types.Quaternion(q.X, q.Y, q.Z, q.W); 436 LSL_Types.Quaternion r = new LSL_Types.Quaternion(q.X, q.Y, q.Z, q.W);
426 LSL_Types.Vector3 forward_dir = (new LSL_Types.Vector3(1, 0, 0) * r); 437 LSL_Types.Vector3 forward_dir = (new LSL_Types.Vector3(1, 0, 0) * r);
427 double mag_fwd = LSL_Types.Vector3.Mag(forward_dir); 438 double mag_fwd = LSL_Types.Vector3.Mag(forward_dir);
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs
index eeb59d9..2fd33fe 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs
@@ -109,25 +109,27 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
109 if (Timers.Count == 0) 109 if (Timers.Count == 0)
110 return; 110 return;
111 111
112 Dictionary<string, TimerClass>.ValueCollection tvals;
112 lock (TimerListLock) 113 lock (TimerListLock)
113 { 114 {
114 // Go through all timers 115 // Go through all timers
115 Dictionary<string, TimerClass>.ValueCollection tvals = Timers.Values; 116 tvals = Timers.Values;
116 foreach (TimerClass ts in tvals) 117 }
118
119 foreach (TimerClass ts in tvals)
120 {
121 // Time has passed?
122 if (ts.next < DateTime.Now.Ticks)
117 { 123 {
118 // Time has passed? 124 //m_log.Debug("Time has passed: Now: " + DateTime.Now.Ticks + ", Passed: " + ts.next);
119 if (ts.next < DateTime.Now.Ticks) 125 // Add it to queue
120 { 126 m_CmdManager.m_ScriptEngine.PostScriptEvent(ts.itemID,
121 //m_log.Debug("Time has passed: Now: " + DateTime.Now.Ticks + ", Passed: " + ts.next); 127 new EventParams("timer", new Object[0],
122 // Add it to queue 128 new DetectParams[0]));
123 m_CmdManager.m_ScriptEngine.PostScriptEvent(ts.itemID, 129 // set next interval
124 new EventParams("timer", new Object[0], 130
125 new DetectParams[0])); 131 //ts.next = DateTime.Now.ToUniversalTime().AddSeconds(ts.interval);
126 // set next interval 132 ts.next = DateTime.Now.Ticks + ts.interval;
127
128 //ts.next = DateTime.Now.ToUniversalTime().AddSeconds(ts.interval);
129 ts.next = DateTime.Now.Ticks + ts.interval;
130 }
131 } 133 }
132 } 134 }
133 } 135 }
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/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 10d61ca..961987d 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs
@@ -81,7 +81,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
81 // Avatar Info Commands 81 // Avatar Info Commands
82 string osGetAgentIP(string agent); 82 string osGetAgentIP(string agent);
83 LSL_List osGetAgents(); 83 LSL_List osGetAgents();
84 84
85 // Teleport commands 85 // Teleport commands
86 void osTeleportAgent(string agent, string regionName, LSL_Types.Vector3 position, LSL_Types.Vector3 lookat); 86 void osTeleportAgent(string agent, string regionName, LSL_Types.Vector3 position, LSL_Types.Vector3 lookat);
87 void osTeleportAgent(string agent, int regionX, int regionY, LSL_Types.Vector3 position, LSL_Types.Vector3 lookat); 87 void osTeleportAgent(string agent, int regionX, int regionY, LSL_Types.Vector3 position, LSL_Types.Vector3 lookat);
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/Executor.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/Executor.cs
index 9615315..943d7a2 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/Executor.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/Executor.cs
@@ -27,6 +27,7 @@
27 27
28using System; 28using System;
29using System.Collections.Generic; 29using System.Collections.Generic;
30using System.Diagnostics; //for [DebuggerNonUserCode]
30using System.Reflection; 31using System.Reflection;
31using System.Runtime.Remoting.Lifetime; 32using System.Runtime.Remoting.Lifetime;
32using OpenSim.Region.ScriptEngine.Shared; 33using OpenSim.Region.ScriptEngine.Shared;
@@ -132,6 +133,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
132 return (eventFlags); 133 return (eventFlags);
133 } 134 }
134 135
136 [DebuggerNonUserCode]
135 public void ExecuteEvent(string state, string FunctionName, object[] args) 137 public void ExecuteEvent(string state, string FunctionName, object[] args)
136 { 138 {
137 // IMPORTANT: Types and MemberInfo-derived objects require a LOT of memory. 139 // IMPORTANT: Types and MemberInfo-derived objects require a LOT of memory.
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs
index 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 8e712b6..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;
diff --git a/OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs b/OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs
index 91e03ac..a3a2fdf 100644
--- a/OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs
@@ -83,19 +83,19 @@ namespace OpenSim.Region.ScriptEngine.Shared
83 83
84 public override string ToString() 84 public override string ToString()
85 { 85 {
86 string s=String.Format("<{0:0.000000},{1:0.000000},{2:0.000000}>", x, y, z); 86 string s=String.Format("<{0:0.000000}, {1:0.000000}, {2:0.000000}>", x, y, z);
87 return s; 87 return s;
88 } 88 }
89 89
90 public static explicit operator LSLString(Vector3 vec) 90 public static explicit operator LSLString(Vector3 vec)
91 { 91 {
92 string s=String.Format("<{0:0.000000},{1:0.000000},{2:0.000000}>", vec.x, vec.y, vec.z); 92 string s=String.Format("<{0:0.000000}, {1:0.000000}, {2:0.000000}>", vec.x, vec.y, vec.z);
93 return new LSLString(s); 93 return new LSLString(s);
94 } 94 }
95 95
96 public static explicit operator string(Vector3 vec) 96 public static explicit operator string(Vector3 vec)
97 { 97 {
98 string s=String.Format("<{0:0.000000},{1:0.000000},{2:0.000000}>", vec.x, vec.y, vec.z); 98 string s=String.Format("<{0:0.000000}, {1:0.000000}, {2:0.000000}>", vec.x, vec.y, vec.z);
99 return s; 99 return s;
100 } 100 }
101 101
@@ -342,19 +342,19 @@ namespace OpenSim.Region.ScriptEngine.Shared
342 342
343 public override string ToString() 343 public override string ToString()
344 { 344 {
345 string st=String.Format(Culture.FormatProvider, "<{0:0.000000},{1:0.000000},{2:0.000000},{3:0.000000}>", x, y, z, s); 345 string st=String.Format(Culture.FormatProvider, "<{0:0.000000}, {1:0.000000}, {2:0.000000}, {3:0.000000}>", x, y, z, s);
346 return st; 346 return st;
347 } 347 }
348 348
349 public static explicit operator string(Quaternion r) 349 public static explicit operator string(Quaternion r)
350 { 350 {
351 string s=String.Format("<{0:0.000000},{1:0.000000},{2:0.000000},{3:0.000000}>", r.x, r.y, r.z, r.s); 351 string s=String.Format("<{0:0.000000}, {1:0.000000}, {2:0.000000}, {3:0.000000}>", r.x, r.y, r.z, r.s);
352 return s; 352 return s;
353 } 353 }
354 354
355 public static explicit operator LSLString(Quaternion r) 355 public static explicit operator LSLString(Quaternion r)
356 { 356 {
357 string s=String.Format("<{0:0.000000},{1:0.000000},{2:0.000000},{3:0.000000}>", r.x, r.y, r.z, r.s); 357 string s=String.Format("<{0:0.000000}, {1:0.000000}, {2:0.000000}, {3:0.000000}>", r.x, r.y, r.z, r.s);
358 return new LSLString(s); 358 return new LSLString(s);
359 } 359 }
360 360
@@ -613,24 +613,16 @@ namespace OpenSim.Region.ScriptEngine.Shared
613 613
614 public static bool operator ==(list a, list b) 614 public static bool operator ==(list a, list b)
615 { 615 {
616 int la = -1; 616 int la = a.Length;
617 int lb = -1; 617 int lb = b.Length;
618 try { la = a.Length; }
619 catch (NullReferenceException) { }
620 try { lb = b.Length; }
621 catch (NullReferenceException) { }
622 618
623 return la == lb; 619 return la == lb;
624 } 620 }
625 621
626 public static bool operator !=(list a, list b) 622 public static bool operator !=(list a, list b)
627 { 623 {
628 int la = -1; 624 int la = a.Length;
629 int lb = -1; 625 int lb = b.Length;
630 try { la = a.Length; }
631 catch (NullReferenceException) { }
632 try {lb = b.Length;}
633 catch (NullReferenceException) { }
634 626
635 return la != lb; 627 return la != lb;
636 } 628 }
diff --git a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
index 8629674..35cc65b 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 {