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-rw-r--r--OpenSim/Region/Application/OpenSim.cs4
-rw-r--r--OpenSim/Region/Application/OpenSimBase.cs92
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/J2KImage.cs3
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs698
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/LLUDPClient.cs65
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs4
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs4
-rw-r--r--OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetXferUploader.cs127
-rw-r--r--OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs85
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs46
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs105
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs2
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs19
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs202
-rw-r--r--OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs67
-rw-r--r--OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs97
-rw-r--r--OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs52
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveReadRequest.cs2
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveWriteRequest.cs5
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs138
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Lure/LureModule.cs32
-rw-r--r--OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs3
-rw-r--r--OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs38
-rw-r--r--OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs19
-rw-r--r--OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs124
-rw-r--r--OpenSim/Region/CoreModules/LightShare/LightShareModule.cs3
-rw-r--r--OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs31
-rw-r--r--OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs153
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs23
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs15
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/LocalUserAccountServiceConnector.cs8
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/RemoteUserAccountServiceConnector.cs12
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/UserAccountCache.cs15
-rw-r--r--OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs18
-rw-r--r--OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs8
-rw-r--r--OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs73
-rw-r--r--OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs456
-rw-r--r--OpenSim/Region/CoreModules/World/Land/LandObject.cs85
-rw-r--r--OpenSim/Region/CoreModules/World/Land/PrimCountModule.cs4
-rw-r--r--OpenSim/Region/CoreModules/World/Objects/BuySell/BuySellModule.cs7
-rw-r--r--OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs2
-rw-r--r--OpenSim/Region/CoreModules/World/Region/RestartModule.cs35
-rw-r--r--OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs2
-rw-r--r--OpenSim/Region/CoreModules/World/WorldMap/MapSearchModule.cs12
-rw-r--r--OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs2
-rw-r--r--OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs6
-rw-r--r--OpenSim/Region/Framework/Interfaces/IEntityInventory.cs3
-rw-r--r--OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs4
-rw-r--r--OpenSim/Region/Framework/Interfaces/IEstateModule.cs2
-rw-r--r--OpenSim/Region/Framework/Interfaces/IInterregionComms.cs8
-rw-r--r--OpenSim/Region/Framework/Interfaces/IScriptModule.cs2
-rw-r--r--OpenSim/Region/Framework/Interfaces/ISnmpModule.cs27
-rw-r--r--OpenSim/Region/Framework/Interfaces/IUserAccountCacheModule.cs13
-rw-r--r--OpenSim/Region/Framework/ModuleLoader.cs3
-rw-r--r--OpenSim/Region/Framework/Scenes/EventManager.cs24
-rw-r--r--OpenSim/Region/Framework/Scenes/Prioritizer.cs4
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Inventory.cs323
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs3
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs492
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneBase.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs37
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneGraph.cs225
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneManager.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs17
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs569
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs199
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs806
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs182
-rw-r--r--OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs28
-rw-r--r--OpenSim/Region/Framework/Scenes/UndoState.cs87
-rw-r--r--OpenSim/Region/Framework/Scenes/UuidGatherer.cs4
-rw-r--r--OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs9
-rw-r--r--OpenSim/Region/OptionalModules/Avatar/Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs4
-rw-r--r--OpenSim/Region/OptionalModules/Avatar/Voice/VivoxVoice/VivoxVoiceModule.cs22
-rw-r--r--OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/GroupsModule.cs2
-rw-r--r--OpenSim/Region/OptionalModules/Scripting/XmlRpcRouterModule/XmlRpcRouterModule.cs16
-rw-r--r--OpenSim/Region/OptionalModules/World/MoneyModule/SampleMoneyModule.cs4
-rw-r--r--OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs12
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/AssemblyInfo.cs58
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs1438
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs3875
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/ODERayCastRequestManager.cs384
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/OdePhysicsJoint.cs (renamed from OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs)46
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs3841
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/Tests/ODETestClass.cs122
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/drawstuff.cs98
-rw-r--r--OpenSim/Region/Physics/Manager/PhysicsScene.cs3
-rw-r--r--OpenSim/Region/Physics/OdePlugin/ODEPrim.cs6
-rw-r--r--OpenSim/Region/Physics/OdePlugin/ODERayCastRequestManager.cs11
-rw-r--r--OpenSim/Region/Physics/POSPlugin/POSPrim.cs2
-rw-r--r--OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs82
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs20
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/CM_Api.cs118
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs2804
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs78
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs9
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs32
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Interface/ICM_Api.cs46
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Interface/ILSL_Api.cs4
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs2
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/CM_Stub.cs71
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/Executor.cs2
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs3
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs21
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LS_Stub.cs21
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/ScriptBase.cs2
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Helpers.cs8
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs85
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs32
-rw-r--r--OpenSim/Region/ScriptEngine/XEngine/XEngine.cs362
110 files changed, 17020 insertions, 2804 deletions
diff --git a/OpenSim/Region/Application/OpenSim.cs b/OpenSim/Region/Application/OpenSim.cs
index 8683476..c4f7b91 100644
--- a/OpenSim/Region/Application/OpenSim.cs
+++ b/OpenSim/Region/Application/OpenSim.cs
@@ -480,7 +480,7 @@ namespace OpenSim
480 if (alert != null) 480 if (alert != null)
481 presence.ControllingClient.Kick(alert); 481 presence.ControllingClient.Kick(alert);
482 else 482 else
483 presence.ControllingClient.Kick("\nThe OpenSim manager kicked you out.\n"); 483 presence.ControllingClient.Kick("\nYou have been logged out by an administrator.\n");
484 484
485 // ...and close on our side 485 // ...and close on our side
486 presence.Scene.IncomingCloseAgent(presence.UUID); 486 presence.Scene.IncomingCloseAgent(presence.UUID);
@@ -1224,7 +1224,7 @@ namespace OpenSim
1224 MainConsole.Instance.Output(String.Format("loadOffsets <X,Y,Z> = <{0},{1},{2}>",loadOffset.X,loadOffset.Y,loadOffset.Z)); 1224 MainConsole.Instance.Output(String.Format("loadOffsets <X,Y,Z> = <{0},{1},{2}>",loadOffset.X,loadOffset.Y,loadOffset.Z));
1225 } 1225 }
1226 } 1226 }
1227 m_sceneManager.LoadCurrentSceneFromXml(cmdparams[2], generateNewIDS, loadOffset); 1227 m_sceneManager.LoadCurrentSceneFromXml(cmdparams[0], generateNewIDS, loadOffset);
1228 } 1228 }
1229 else 1229 else
1230 { 1230 {
diff --git a/OpenSim/Region/Application/OpenSimBase.cs b/OpenSim/Region/Application/OpenSimBase.cs
index a680a59..df6a17b 100644
--- a/OpenSim/Region/Application/OpenSimBase.cs
+++ b/OpenSim/Region/Application/OpenSimBase.cs
@@ -93,6 +93,10 @@ namespace OpenSim
93 93
94 protected List<IApplicationPlugin> m_plugins = new List<IApplicationPlugin>(); 94 protected List<IApplicationPlugin> m_plugins = new List<IApplicationPlugin>();
95 95
96 private List<string> m_permsModules;
97
98 private bool m_securePermissionsLoading = true;
99
96 /// <value> 100 /// <value>
97 /// The config information passed into the OpenSimulator region server. 101 /// The config information passed into the OpenSimulator region server.
98 /// </value> 102 /// </value>
@@ -197,6 +201,11 @@ namespace OpenSim
197 CreatePIDFile(pidFile); 201 CreatePIDFile(pidFile);
198 202
199 userStatsURI = startupConfig.GetString("Stats_URI", String.Empty); 203 userStatsURI = startupConfig.GetString("Stats_URI", String.Empty);
204
205 m_securePermissionsLoading = startupConfig.GetBoolean("SecurePermissionsLoading", true);
206
207 string permissionModules = startupConfig.GetString("permissionmodules", "DefaultPermissionsModule");
208 m_permsModules = new List<string>(permissionModules.Split(','));
200 } 209 }
201 210
202 // Load the simulation data service 211 // Load the simulation data service
@@ -225,6 +234,12 @@ namespace OpenSim
225 m_moduleLoader = new ModuleLoader(m_config.Source); 234 m_moduleLoader = new ModuleLoader(m_config.Source);
226 235
227 LoadPlugins(); 236 LoadPlugins();
237
238 if (m_plugins.Count == 0) // We failed to load any modules. Mono Addins glitch!
239 {
240 Environment.Exit(1);
241 }
242
228 foreach (IApplicationPlugin plugin in m_plugins) 243 foreach (IApplicationPlugin plugin in m_plugins)
229 { 244 {
230 plugin.PostInitialise(); 245 plugin.PostInitialise();
@@ -372,7 +387,41 @@ namespace OpenSim
372 } 387 }
373 else m_log.Error("[REGIONMODULES]: The new RegionModulesController is missing..."); 388 else m_log.Error("[REGIONMODULES]: The new RegionModulesController is missing...");
374 389
390 if (m_securePermissionsLoading)
391 {
392 foreach (string s in m_permsModules)
393 {
394 if (!scene.RegionModules.ContainsKey(s))
395 {
396 bool found = false;
397 foreach (IRegionModule m in modules)
398 {
399 if (m.Name == s)
400 {
401 found = true;
402 }
403 }
404 if (!found)
405 {
406 m_log.Fatal("[MODULES]: Required module " + s + " not found.");
407 Environment.Exit(0);
408 }
409 }
410 }
411 }
412
375 scene.SetModuleInterfaces(); 413 scene.SetModuleInterfaces();
414// First Step of bootreport sequence
415 if (scene.SnmpService != null)
416 {
417 scene.SnmpService.ColdStart(1,scene);
418 scene.SnmpService.LinkDown(scene);
419 }
420
421 if (scene.SnmpService != null)
422 {
423 scene.SnmpService.BootInfo("Loading prins", scene);
424 }
376 425
377 while (regionInfo.EstateSettings.EstateOwner == UUID.Zero && MainConsole.Instance != null) 426 while (regionInfo.EstateSettings.EstateOwner == UUID.Zero && MainConsole.Instance != null)
378 SetUpEstateOwner(scene); 427 SetUpEstateOwner(scene);
@@ -383,6 +432,10 @@ namespace OpenSim
383 // TODO : Try setting resource for region xstats here on scene 432 // TODO : Try setting resource for region xstats here on scene
384 MainServer.Instance.AddStreamHandler(new Region.Framework.Scenes.RegionStatsHandler(regionInfo)); 433 MainServer.Instance.AddStreamHandler(new Region.Framework.Scenes.RegionStatsHandler(regionInfo));
385 434
435 if (scene.SnmpService != null)
436 {
437 scene.SnmpService.BootInfo("Grid Registration in progress", scene);
438 }
386 try 439 try
387 { 440 {
388 scene.RegisterRegionWithGrid(); 441 scene.RegisterRegionWithGrid();
@@ -393,11 +446,20 @@ namespace OpenSim
393 "[STARTUP]: Registration of region with grid failed, aborting startup due to {0} {1}", 446 "[STARTUP]: Registration of region with grid failed, aborting startup due to {0} {1}",
394 e.Message, e.StackTrace); 447 e.Message, e.StackTrace);
395 448
449 if (scene.SnmpService != null)
450 {
451 scene.SnmpService.Critical("Grid registration failed. Startup aborted.", scene);
452 }
396 // Carrying on now causes a lot of confusion down the 453 // Carrying on now causes a lot of confusion down the
397 // line - we need to get the user's attention 454 // line - we need to get the user's attention
398 Environment.Exit(1); 455 Environment.Exit(1);
399 } 456 }
400 457
458 if (scene.SnmpService != null)
459 {
460 scene.SnmpService.BootInfo("Grid Registration done", scene);
461 }
462
401 scene.loadAllLandObjectsFromStorage(regionInfo.originRegionID); 463 scene.loadAllLandObjectsFromStorage(regionInfo.originRegionID);
402 scene.EventManager.TriggerParcelPrimCountUpdate(); 464 scene.EventManager.TriggerParcelPrimCountUpdate();
403 465
@@ -405,6 +467,11 @@ namespace OpenSim
405 // scripting engines. 467 // scripting engines.
406 scene.CreateScriptInstances(); 468 scene.CreateScriptInstances();
407 469
470 if (scene.SnmpService != null)
471 {
472 scene.SnmpService.BootInfo("ScriptEngine started", scene);
473 }
474
408 m_sceneManager.Add(scene); 475 m_sceneManager.Add(scene);
409 476
410 if (m_autoCreateClientStack) 477 if (m_autoCreateClientStack)
@@ -413,6 +480,10 @@ namespace OpenSim
413 clientServer.Start(); 480 clientServer.Start();
414 } 481 }
415 482
483 if (scene.SnmpService != null)
484 {
485 scene.SnmpService.BootInfo("Initializing region modules", scene);
486 }
416 if (do_post_init) 487 if (do_post_init)
417 { 488 {
418 foreach (IRegionModule module in modules) 489 foreach (IRegionModule module in modules)
@@ -424,7 +495,14 @@ namespace OpenSim
424 495
425 mscene = scene; 496 mscene = scene;
426 497
498 if (scene.SnmpService != null)
499 {
500 scene.SnmpService.BootInfo("The region is operational", scene);
501 scene.SnmpService.LinkUp(scene);
502 }
503
427 scene.StartTimer(); 504 scene.StartTimer();
505 scene.StartTimerWatchdog();
428 506
429 scene.StartScripts(); 507 scene.StartScripts();
430 508
@@ -501,6 +579,11 @@ namespace OpenSim
501 private void ShutdownRegion(Scene scene) 579 private void ShutdownRegion(Scene scene)
502 { 580 {
503 m_log.DebugFormat("[SHUTDOWN]: Shutting down region {0}", scene.RegionInfo.RegionName); 581 m_log.DebugFormat("[SHUTDOWN]: Shutting down region {0}", scene.RegionInfo.RegionName);
582 if (scene.SnmpService != null)
583 {
584 scene.SnmpService.BootInfo("The region is shutting down", scene);
585 scene.SnmpService.LinkDown(scene);
586 }
504 IRegionModulesController controller; 587 IRegionModulesController controller;
505 if (ApplicationRegistry.TryGet<IRegionModulesController>(out controller)) 588 if (ApplicationRegistry.TryGet<IRegionModulesController>(out controller))
506 { 589 {
@@ -944,7 +1027,7 @@ namespace OpenSim
944 = MainConsole.Instance.CmdPrompt( 1027 = MainConsole.Instance.CmdPrompt(
945 string.Format( 1028 string.Format(
946 "Do you wish to join region {0} to an existing estate (yes/no)?", regInfo.RegionName), 1029 "Do you wish to join region {0} to an existing estate (yes/no)?", regInfo.RegionName),
947 "yes", 1030 "no",
948 new List<string>() { "yes", "no" }); 1031 new List<string>() { "yes", "no" });
949 1032
950 if (response == "no") 1033 if (response == "no")
@@ -960,12 +1043,15 @@ namespace OpenSim
960 = MainConsole.Instance.CmdPrompt( 1043 = MainConsole.Instance.CmdPrompt(
961 string.Format( 1044 string.Format(
962 "Name of estate to join. Existing estate names are ({0})", string.Join(", ", estateNames.ToArray())), 1045 "Name of estate to join. Existing estate names are ({0})", string.Join(", ", estateNames.ToArray())),
963 estateNames[0]); 1046 "None");
1047
1048 if (response == "None")
1049 continue;
964 1050
965 List<int> estateIDs = EstateDataService.GetEstates(response); 1051 List<int> estateIDs = EstateDataService.GetEstates(response);
966 if (estateIDs.Count < 1) 1052 if (estateIDs.Count < 1)
967 { 1053 {
968 MainConsole.Instance.Output("The name you have entered matches no known estate. Please try again."); 1054 MainConsole.Instance.Output("The name you have entered matches no known estate. Please try again.");
969 continue; 1055 continue;
970 } 1056 }
971 1057
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/J2KImage.cs b/OpenSim/Region/ClientStack/Linden/UDP/J2KImage.cs
index afbe56b..3995620 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/J2KImage.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/J2KImage.cs
@@ -234,6 +234,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
234 m_stopPacket = TexturePacketCount(); 234 m_stopPacket = TexturePacketCount();
235 } 235 }
236 236
237 //Give them at least two packets, to play nice with some broken viewers (SL also behaves this way)
238 if (m_stopPacket == 1 && m_layers[0].End > FIRST_PACKET_SIZE) m_stopPacket++;
239
237 m_currentPacket = StartPacket; 240 m_currentPacket = StartPacket;
238 } 241 }
239 } 242 }
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
index 29ad966..bbaa08e 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
@@ -158,6 +158,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
158 public event RequestTaskInventory OnRequestTaskInventory; 158 public event RequestTaskInventory OnRequestTaskInventory;
159 public event UpdateInventoryItem OnUpdateInventoryItem; 159 public event UpdateInventoryItem OnUpdateInventoryItem;
160 public event CopyInventoryItem OnCopyInventoryItem; 160 public event CopyInventoryItem OnCopyInventoryItem;
161 public event MoveItemsAndLeaveCopy OnMoveItemsAndLeaveCopy;
161 public event MoveInventoryItem OnMoveInventoryItem; 162 public event MoveInventoryItem OnMoveInventoryItem;
162 public event RemoveInventoryItem OnRemoveInventoryItem; 163 public event RemoveInventoryItem OnRemoveInventoryItem;
163 public event RemoveInventoryFolder OnRemoveInventoryFolder; 164 public event RemoveInventoryFolder OnRemoveInventoryFolder;
@@ -256,7 +257,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
256 public event ClassifiedInfoRequest OnClassifiedInfoRequest; 257 public event ClassifiedInfoRequest OnClassifiedInfoRequest;
257 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate; 258 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate;
258 public event ClassifiedDelete OnClassifiedDelete; 259 public event ClassifiedDelete OnClassifiedDelete;
259 public event ClassifiedDelete OnClassifiedGodDelete; 260 public event ClassifiedGodDelete OnClassifiedGodDelete;
260 public event EventNotificationAddRequest OnEventNotificationAddRequest; 261 public event EventNotificationAddRequest OnEventNotificationAddRequest;
261 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest; 262 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest;
262 public event EventGodDelete OnEventGodDelete; 263 public event EventGodDelete OnEventGodDelete;
@@ -287,6 +288,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
287 public event GroupVoteHistoryRequest OnGroupVoteHistoryRequest; 288 public event GroupVoteHistoryRequest OnGroupVoteHistoryRequest;
288 public event SimWideDeletesDelegate OnSimWideDeletes; 289 public event SimWideDeletesDelegate OnSimWideDeletes;
289 public event SendPostcard OnSendPostcard; 290 public event SendPostcard OnSendPostcard;
291 public event ChangeInventoryItemFlags OnChangeInventoryItemFlags;
290 public event MuteListEntryUpdate OnUpdateMuteListEntry; 292 public event MuteListEntryUpdate OnUpdateMuteListEntry;
291 public event MuteListEntryRemove OnRemoveMuteListEntry; 293 public event MuteListEntryRemove OnRemoveMuteListEntry;
292 public event GodlikeMessage onGodlikeMessage; 294 public event GodlikeMessage onGodlikeMessage;
@@ -337,7 +339,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
337 /// thread servicing the m_primFullUpdates queue after a kill. If this happens the object persists as an 339 /// thread servicing the m_primFullUpdates queue after a kill. If this happens the object persists as an
338 /// ownerless phantom. 340 /// ownerless phantom.
339 /// 341 ///
340 /// All manipulation of this set has to occur under a lock 342 /// All manipulation of this set has to occur under an m_entityUpdates.SyncRoot lock
341 /// 343 ///
342 /// </value> 344 /// </value>
343 protected HashSet<uint> m_killRecord; 345 protected HashSet<uint> m_killRecord;
@@ -345,6 +347,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
345// protected HashSet<uint> m_attachmentsSent; 347// protected HashSet<uint> m_attachmentsSent;
346 348
347 private int m_moneyBalance; 349 private int m_moneyBalance;
350 private bool m_deliverPackets = true;
348 private int m_animationSequenceNumber = 1; 351 private int m_animationSequenceNumber = 1;
349 private bool m_SendLogoutPacketWhenClosing = true; 352 private bool m_SendLogoutPacketWhenClosing = true;
350 private AgentUpdateArgs lastarg; 353 private AgentUpdateArgs lastarg;
@@ -384,6 +387,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP
384 get { return m_startpos; } 387 get { return m_startpos; }
385 set { m_startpos = value; } 388 set { m_startpos = value; }
386 } 389 }
390 public bool DeliverPackets
391 {
392 get { return m_deliverPackets; }
393 set {
394 m_deliverPackets = value;
395 m_udpClient.m_deliverPackets = value;
396 }
397 }
387 public UUID AgentId { get { return m_agentId; } } 398 public UUID AgentId { get { return m_agentId; } }
388 public ISceneAgent SceneAgent { get; private set; } 399 public ISceneAgent SceneAgent { get; private set; }
389 public UUID ActiveGroupId { get { return m_activeGroupID; } } 400 public UUID ActiveGroupId { get { return m_activeGroupID; } }
@@ -488,18 +499,30 @@ namespace OpenSim.Region.ClientStack.LindenUDP
488 499
489 #region Client Methods 500 #region Client Methods
490 501
502
491 /// <summary> 503 /// <summary>
492 /// Shut down the client view 504 /// Shut down the client view
493 /// </summary> 505 /// </summary>
494 public void Close() 506 public void Close()
495 { 507 {
508 Close(true);
509 }
510
511 /// <summary>
512 /// Shut down the client view
513 /// </summary>
514 public void Close(bool sendStop)
515 {
496 m_log.DebugFormat( 516 m_log.DebugFormat(
497 "[CLIENT]: Close has been called for {0} attached to scene {1}", 517 "[CLIENT]: Close has been called for {0} attached to scene {1}",
498 Name, m_scene.RegionInfo.RegionName); 518 Name, m_scene.RegionInfo.RegionName);
499 519
500 // Send the STOP packet 520 if (sendStop)
501 DisableSimulatorPacket disable = (DisableSimulatorPacket)PacketPool.Instance.GetPacket(PacketType.DisableSimulator); 521 {
502 OutPacket(disable, ThrottleOutPacketType.Unknown); 522 // Send the STOP packet
523 DisableSimulatorPacket disable = (DisableSimulatorPacket)PacketPool.Instance.GetPacket(PacketType.DisableSimulator);
524 OutPacket(disable, ThrottleOutPacketType.Unknown);
525 }
503 526
504 IsActive = false; 527 IsActive = false;
505 528
@@ -799,7 +822,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
799 reply.ChatData.OwnerID = fromAgentID; 822 reply.ChatData.OwnerID = fromAgentID;
800 reply.ChatData.SourceID = fromAgentID; 823 reply.ChatData.SourceID = fromAgentID;
801 824
802 OutPacket(reply, ThrottleOutPacketType.Task); 825 OutPacket(reply, ThrottleOutPacketType.Unknown);
803 } 826 }
804 827
805 /// <summary> 828 /// <summary>
@@ -1085,6 +1108,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1085 public virtual void SendLayerData(float[] map) 1108 public virtual void SendLayerData(float[] map)
1086 { 1109 {
1087 Util.FireAndForget(DoSendLayerData, map); 1110 Util.FireAndForget(DoSendLayerData, map);
1111
1112 // Send it sync, and async. It's not that much data
1113 // and it improves user experience just so much!
1114 DoSendLayerData(map);
1088 } 1115 }
1089 1116
1090 /// <summary> 1117 /// <summary>
@@ -1097,16 +1124,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1097 1124
1098 try 1125 try
1099 { 1126 {
1100 //for (int y = 0; y < 16; y++) 1127 for (int y = 0; y < 16; y++)
1101 //{ 1128 {
1102 // for (int x = 0; x < 16; x++) 1129 for (int x = 0; x < 16; x+=4)
1103 // { 1130 {
1104 // SendLayerData(x, y, map); 1131 SendLayerPacket(x, y, map);
1105 // } 1132 }
1106 //} 1133 }
1107
1108 // Send LayerData in a spiral pattern. Fun!
1109 SendLayerTopRight(map, 0, 0, 15, 15);
1110 } 1134 }
1111 catch (Exception e) 1135 catch (Exception e)
1112 { 1136 {
@@ -1114,51 +1138,35 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1114 } 1138 }
1115 } 1139 }
1116 1140
1117 private void SendLayerTopRight(float[] map, int x1, int y1, int x2, int y2)
1118 {
1119 // Row
1120 for (int i = x1; i <= x2; i++)
1121 SendLayerData(i, y1, map);
1122
1123 // Column
1124 for (int j = y1 + 1; j <= y2; j++)
1125 SendLayerData(x2, j, map);
1126
1127 if (x2 - x1 > 0)
1128 SendLayerBottomLeft(map, x1, y1 + 1, x2 - 1, y2);
1129 }
1130
1131 void SendLayerBottomLeft(float[] map, int x1, int y1, int x2, int y2)
1132 {
1133 // Row in reverse
1134 for (int i = x2; i >= x1; i--)
1135 SendLayerData(i, y2, map);
1136
1137 // Column in reverse
1138 for (int j = y2 - 1; j >= y1; j--)
1139 SendLayerData(x1, j, map);
1140
1141 if (x2 - x1 > 0)
1142 SendLayerTopRight(map, x1 + 1, y1, x2, y2 - 1);
1143 }
1144
1145 /// <summary> 1141 /// <summary>
1146 /// Sends a set of four patches (x, x+1, ..., x+3) to the client 1142 /// Sends a set of four patches (x, x+1, ..., x+3) to the client
1147 /// </summary> 1143 /// </summary>
1148 /// <param name="map">heightmap</param> 1144 /// <param name="map">heightmap</param>
1149 /// <param name="px">X coordinate for patches 0..12</param> 1145 /// <param name="px">X coordinate for patches 0..12</param>
1150 /// <param name="py">Y coordinate for patches 0..15</param> 1146 /// <param name="py">Y coordinate for patches 0..15</param>
1151 // private void SendLayerPacket(float[] map, int y, int x) 1147 private void SendLayerPacket(int x, int y, float[] map)
1152 // { 1148 {
1153 // int[] patches = new int[4]; 1149 int[] patches = new int[4];
1154 // patches[0] = x + 0 + y * 16; 1150 patches[0] = x + 0 + y * 16;
1155 // patches[1] = x + 1 + y * 16; 1151 patches[1] = x + 1 + y * 16;
1156 // patches[2] = x + 2 + y * 16; 1152 patches[2] = x + 2 + y * 16;
1157 // patches[3] = x + 3 + y * 16; 1153 patches[3] = x + 3 + y * 16;
1158 1154
1159 // Packet layerpack = LLClientView.TerrainManager.CreateLandPacket(map, patches); 1155 float[] heightmap = (map.Length == 65536) ?
1160 // OutPacket(layerpack, ThrottleOutPacketType.Land); 1156 map :
1161 // } 1157 LLHeightFieldMoronize(map);
1158
1159 try
1160 {
1161 Packet layerpack = TerrainCompressor.CreateLandPacket(heightmap, patches);
1162 OutPacket(layerpack, ThrottleOutPacketType.Land);
1163 }
1164 catch
1165 {
1166 for (int px = x ; px < x + 4 ; px++)
1167 SendLayerData(px, y, map);
1168 }
1169 }
1162 1170
1163 /// <summary> 1171 /// <summary>
1164 /// Sends a specified patch to a client 1172 /// Sends a specified patch to a client
@@ -1178,7 +1186,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1178 LayerDataPacket layerpack = TerrainCompressor.CreateLandPacket(heightmap, patches); 1186 LayerDataPacket layerpack = TerrainCompressor.CreateLandPacket(heightmap, patches);
1179 layerpack.Header.Reliable = true; 1187 layerpack.Header.Reliable = true;
1180 1188
1181 OutPacket(layerpack, ThrottleOutPacketType.Land); 1189 OutPacket(layerpack, ThrottleOutPacketType.Task);
1182 } 1190 }
1183 catch (Exception e) 1191 catch (Exception e)
1184 { 1192 {
@@ -2302,6 +2310,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP
2302 OutPacket(sound, ThrottleOutPacketType.Task); 2310 OutPacket(sound, ThrottleOutPacketType.Task);
2303 } 2311 }
2304 2312
2313 public void SendTransferAbort(TransferRequestPacket transferRequest)
2314 {
2315 TransferAbortPacket abort = (TransferAbortPacket)PacketPool.Instance.GetPacket(PacketType.TransferAbort);
2316 abort.TransferInfo.TransferID = transferRequest.TransferInfo.TransferID;
2317 abort.TransferInfo.ChannelType = transferRequest.TransferInfo.ChannelType;
2318 m_log.Debug("[Assets] Aborting transfer; asset request failed");
2319 OutPacket(abort, ThrottleOutPacketType.Task);
2320 }
2321
2305 public void SendTriggeredSound(UUID soundID, UUID ownerID, UUID objectID, UUID parentID, ulong handle, Vector3 position, float gain) 2322 public void SendTriggeredSound(UUID soundID, UUID ownerID, UUID objectID, UUID parentID, ulong handle, Vector3 position, float gain)
2306 { 2323 {
2307 SoundTriggerPacket sound = (SoundTriggerPacket)PacketPool.Instance.GetPacket(PacketType.SoundTrigger); 2324 SoundTriggerPacket sound = (SoundTriggerPacket)PacketPool.Instance.GetPacket(PacketType.SoundTrigger);
@@ -3612,7 +3629,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP
3612 /// </summary> 3629 /// </summary>
3613 public void SendEntityUpdate(ISceneEntity entity, PrimUpdateFlags updateFlags) 3630 public void SendEntityUpdate(ISceneEntity entity, PrimUpdateFlags updateFlags)
3614 { 3631 {
3615 //double priority = m_prioritizer.GetUpdatePriority(this, entity); 3632 if (entity is SceneObjectPart)
3633 {
3634 SceneObjectPart e = (SceneObjectPart)entity;
3635 SceneObjectGroup g = e.ParentGroup;
3636 if (g.RootPart.Shape.State > 30) // HUD
3637 if (g.OwnerID != AgentId)
3638 return; // Don't send updates for other people's HUDs
3639 }
3640
3616 uint priority = m_prioritizer.GetUpdatePriority(this, entity); 3641 uint priority = m_prioritizer.GetUpdatePriority(this, entity);
3617 3642
3618 lock (m_entityUpdates.SyncRoot) 3643 lock (m_entityUpdates.SyncRoot)
@@ -3679,211 +3704,230 @@ namespace OpenSim.Region.ClientStack.LindenUDP
3679 3704
3680 // We must lock for both manipulating the kill record and sending the packet, in order to avoid a race 3705 // We must lock for both manipulating the kill record and sending the packet, in order to avoid a race
3681 // condition where a kill can be processed before an out-of-date update for the same object. 3706 // condition where a kill can be processed before an out-of-date update for the same object.
3682 lock (m_killRecord) 3707 float avgTimeDilation = 1.0f;
3708 IEntityUpdate iupdate;
3709 Int32 timeinqueue; // this is just debugging code & can be dropped later
3710
3711 while (updatesThisCall < maxUpdates)
3683 { 3712 {
3684 float avgTimeDilation = 1.0f; 3713 lock (m_entityUpdates.SyncRoot)
3685 IEntityUpdate iupdate; 3714 if (!m_entityUpdates.TryDequeue(out iupdate, out timeinqueue))
3686 Int32 timeinqueue; // this is just debugging code & can be dropped later 3715 break;
3687
3688 while (updatesThisCall < maxUpdates)
3689 {
3690 lock (m_entityUpdates.SyncRoot)
3691 if (!m_entityUpdates.TryDequeue(out iupdate, out timeinqueue))
3692 break;
3693 3716
3694 EntityUpdate update = (EntityUpdate)iupdate; 3717 EntityUpdate update = (EntityUpdate)iupdate;
3695 3718
3696 avgTimeDilation += update.TimeDilation; 3719 avgTimeDilation += update.TimeDilation;
3697 avgTimeDilation *= 0.5f; 3720 avgTimeDilation *= 0.5f;
3698 3721
3699 if (update.Entity is SceneObjectPart) 3722 if (update.Entity is SceneObjectPart)
3723 {
3724 SceneObjectPart part = (SceneObjectPart)update.Entity;
3725
3726 // Please do not remove this unless you can demonstrate on the OpenSim mailing list that a client
3727 // will never receive an update after a prim kill. Even then, keeping the kill record may be a good
3728 // safety measure.
3729 //
3730 // If a Linden Lab 1.23.5 client (and possibly later and earlier) receives an object update
3731 // after a kill, it will keep displaying the deleted object until relog. OpenSim currently performs
3732 // updates and kills on different threads with different scheduling strategies, hence this protection.
3733 //
3734 // This doesn't appear to apply to child prims - a client will happily ignore these updates
3735 // after the root prim has been deleted.
3736 lock (m_killRecord)
3700 { 3737 {
3701 SceneObjectPart part = (SceneObjectPart)update.Entity;
3702
3703 // Please do not remove this unless you can demonstrate on the OpenSim mailing list that a client
3704 // will never receive an update after a prim kill. Even then, keeping the kill record may be a good
3705 // safety measure.
3706 //
3707 // If a Linden Lab 1.23.5 client (and possibly later and earlier) receives an object update
3708 // after a kill, it will keep displaying the deleted object until relog. OpenSim currently performs
3709 // updates and kills on different threads with different scheduling strategies, hence this protection.
3710 //
3711 // This doesn't appear to apply to child prims - a client will happily ignore these updates
3712 // after the root prim has been deleted.
3713 if (m_killRecord.Contains(part.LocalId)) 3738 if (m_killRecord.Contains(part.LocalId))
3714 {
3715 // m_log.WarnFormat(
3716 // "[CLIENT]: Preventing update for prim with local id {0} after client for user {1} told it was deleted",
3717 // part.LocalId, Name);
3718 continue; 3739 continue;
3719 } 3740 if (m_killRecord.Contains(part.ParentGroup.RootPart.LocalId))
3720 3741 continue;
3721 if (part.ParentGroup.IsAttachment && m_disableFacelights) 3742 }
3743
3744 if (part.ParentGroup.IsDeleted)
3745 continue;
3746
3747 if (part.ParentGroup.IsAttachment)
3748 { // Someone else's HUD, why are we getting these?
3749 if (part.ParentGroup.OwnerID != AgentId &&
3750 part.ParentGroup.RootPart.Shape.State >= 30)
3751 continue;
3752 ScenePresence sp;
3753 // Owner is not in the sim, don't update it to
3754 // anyone
3755 if (!m_scene.TryGetScenePresence(part.OwnerID, out sp))
3756 continue;
3757
3758 List<SceneObjectGroup> atts = sp.GetAttachments();
3759 bool found = false;
3760 foreach (SceneObjectGroup att in atts)
3722 { 3761 {
3723 if (part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.LeftHand && 3762 if (att == part.ParentGroup)
3724 part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.RightHand)
3725 { 3763 {
3726 part.Shape.LightEntry = false; 3764 found = true;
3765 break;
3727 } 3766 }
3728 } 3767 }
3768
3769 // It's an attachment of a valid avatar, but
3770 // doesn't seem to be attached, skip
3771 if (!found)
3772 continue;
3729 } 3773 }
3730 3774 if (part.ParentGroup.IsAttachment && m_disableFacelights)
3731 ++updatesThisCall;
3732
3733 #region UpdateFlags to packet type conversion
3734
3735 PrimUpdateFlags updateFlags = (PrimUpdateFlags)update.Flags;
3736
3737 bool canUseCompressed = true;
3738 bool canUseImproved = true;
3739
3740 // Compressed object updates only make sense for LL primitives
3741 if (!(update.Entity is SceneObjectPart))
3742 {
3743 canUseCompressed = false;
3744 }
3745
3746 if (updateFlags.HasFlag(PrimUpdateFlags.FullUpdate))
3747 {
3748 canUseCompressed = false;
3749 canUseImproved = false;
3750 }
3751 else
3752 { 3775 {
3753 if (updateFlags.HasFlag(PrimUpdateFlags.Velocity) || 3776 if (part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.LeftHand &&
3754 updateFlags.HasFlag(PrimUpdateFlags.Acceleration) || 3777 part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.RightHand)
3755 updateFlags.HasFlag(PrimUpdateFlags.CollisionPlane) ||
3756 updateFlags.HasFlag(PrimUpdateFlags.Joint))
3757 {
3758 canUseCompressed = false;
3759 }
3760
3761 if (updateFlags.HasFlag(PrimUpdateFlags.PrimFlags) ||
3762 updateFlags.HasFlag(PrimUpdateFlags.ParentID) ||
3763 updateFlags.HasFlag(PrimUpdateFlags.Scale) ||
3764 updateFlags.HasFlag(PrimUpdateFlags.PrimData) ||
3765 updateFlags.HasFlag(PrimUpdateFlags.Text) ||
3766 updateFlags.HasFlag(PrimUpdateFlags.NameValue) ||
3767 updateFlags.HasFlag(PrimUpdateFlags.ExtraData) ||
3768 updateFlags.HasFlag(PrimUpdateFlags.TextureAnim) ||
3769 updateFlags.HasFlag(PrimUpdateFlags.Sound) ||
3770 updateFlags.HasFlag(PrimUpdateFlags.Particles) ||
3771 updateFlags.HasFlag(PrimUpdateFlags.Material) ||
3772 updateFlags.HasFlag(PrimUpdateFlags.ClickAction) ||
3773 updateFlags.HasFlag(PrimUpdateFlags.MediaURL) ||
3774 updateFlags.HasFlag(PrimUpdateFlags.Joint))
3775 { 3778 {
3776 canUseImproved = false; 3779 part.Shape.LightEntry = false;
3777 } 3780 }
3778 } 3781 }
3779 3782 }
3780 #endregion UpdateFlags to packet type conversion 3783
3781 3784 ++updatesThisCall;
3782 #region Block Construction 3785
3783 3786 #region UpdateFlags to packet type conversion
3784 // TODO: Remove this once we can build compressed updates 3787
3788 PrimUpdateFlags updateFlags = (PrimUpdateFlags)update.Flags;
3789
3790 bool canUseCompressed = true;
3791 bool canUseImproved = true;
3792
3793 // Compressed object updates only make sense for LL primitives
3794 if (!(update.Entity is SceneObjectPart))
3795 {
3785 canUseCompressed = false; 3796 canUseCompressed = false;
3786 3797 }
3787 if (!canUseImproved && !canUseCompressed) 3798
3788 { 3799 if (updateFlags.HasFlag(PrimUpdateFlags.FullUpdate))
3789 if (update.Entity is ScenePresence) 3800 {
3790 { 3801 canUseCompressed = false;
3791 objectUpdateBlocks.Value.Add(CreateAvatarUpdateBlock((ScenePresence)update.Entity)); 3802 canUseImproved = false;
3792 objectUpdates.Value.Add(update); 3803 }
3793 } 3804 else
3794 else 3805 {
3795 { 3806 if (updateFlags.HasFlag(PrimUpdateFlags.Velocity) ||
3796 objectUpdateBlocks.Value.Add(CreatePrimUpdateBlock((SceneObjectPart)update.Entity, this.m_agentId)); 3807 updateFlags.HasFlag(PrimUpdateFlags.Acceleration) ||
3797 objectUpdates.Value.Add(update); 3808 updateFlags.HasFlag(PrimUpdateFlags.CollisionPlane) ||
3798 } 3809 updateFlags.HasFlag(PrimUpdateFlags.Joint))
3799 }
3800 else if (!canUseImproved)
3801 { 3810 {
3802 compressedUpdateBlocks.Value.Add(CreateCompressedUpdateBlock((SceneObjectPart)update.Entity, updateFlags)); 3811 canUseCompressed = false;
3803 compressedUpdates.Value.Add(update);
3804 } 3812 }
3805 else 3813
3814 if (updateFlags.HasFlag(PrimUpdateFlags.PrimFlags) ||
3815 updateFlags.HasFlag(PrimUpdateFlags.ParentID) ||
3816 updateFlags.HasFlag(PrimUpdateFlags.Scale) ||
3817 updateFlags.HasFlag(PrimUpdateFlags.PrimData) ||
3818 updateFlags.HasFlag(PrimUpdateFlags.Text) ||
3819 updateFlags.HasFlag(PrimUpdateFlags.NameValue) ||
3820 updateFlags.HasFlag(PrimUpdateFlags.ExtraData) ||
3821 updateFlags.HasFlag(PrimUpdateFlags.TextureAnim) ||
3822 updateFlags.HasFlag(PrimUpdateFlags.Sound) ||
3823 updateFlags.HasFlag(PrimUpdateFlags.Particles) ||
3824 updateFlags.HasFlag(PrimUpdateFlags.Material) ||
3825 updateFlags.HasFlag(PrimUpdateFlags.ClickAction) ||
3826 updateFlags.HasFlag(PrimUpdateFlags.MediaURL) ||
3827 updateFlags.HasFlag(PrimUpdateFlags.Joint))
3806 { 3828 {
3807 if (update.Entity is ScenePresence && ((ScenePresence)update.Entity).UUID == AgentId) 3829 canUseImproved = false;
3808 {
3809 // Self updates go into a special list
3810 terseAgentUpdateBlocks.Value.Add(CreateImprovedTerseBlock(update.Entity, updateFlags.HasFlag(PrimUpdateFlags.Textures)));
3811 terseAgentUpdates.Value.Add(update);
3812 }
3813 else
3814 {
3815 // Everything else goes here
3816 terseUpdateBlocks.Value.Add(CreateImprovedTerseBlock(update.Entity, updateFlags.HasFlag(PrimUpdateFlags.Textures)));
3817 terseUpdates.Value.Add(update);
3818 }
3819 } 3830 }
3820
3821 #endregion Block Construction
3822 } 3831 }
3823
3824
3825 #region Packet Sending
3826 ushort timeDilation = Utils.FloatToUInt16(avgTimeDilation, 0.0f, 1.0f);
3827 3832
3828 if (terseAgentUpdateBlocks.IsValueCreated) 3833 #endregion UpdateFlags to packet type conversion
3829 {
3830 List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock> blocks = terseAgentUpdateBlocks.Value;
3831 3834
3832 ImprovedTerseObjectUpdatePacket packet = new ImprovedTerseObjectUpdatePacket(); 3835 #region Block Construction
3833 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
3834 packet.RegionData.TimeDilation = timeDilation;
3835 packet.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[blocks.Count];
3836 3836
3837 for (int i = 0; i < blocks.Count; i++) 3837 // TODO: Remove this once we can build compressed updates
3838 packet.ObjectData[i] = blocks[i]; 3838 canUseCompressed = false;
3839 // If any of the packets created from this call go unacknowledged, all of the updates will be resent
3840 OutPacket(packet, ThrottleOutPacketType.Unknown, true, delegate(OutgoingPacket oPacket) { ResendPrimUpdates(terseAgentUpdates.Value, oPacket); });
3841 }
3842 3839
3843 if (objectUpdateBlocks.IsValueCreated) 3840 if (!canUseImproved && !canUseCompressed)
3844 { 3841 {
3845 List<ObjectUpdatePacket.ObjectDataBlock> blocks = objectUpdateBlocks.Value; 3842 if (update.Entity is ScenePresence)
3846 3843 {
3847 ObjectUpdatePacket packet = (ObjectUpdatePacket)PacketPool.Instance.GetPacket(PacketType.ObjectUpdate); 3844 objectUpdateBlocks.Value.Add(CreateAvatarUpdateBlock((ScenePresence)update.Entity));
3848 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle; 3845 }
3849 packet.RegionData.TimeDilation = timeDilation; 3846 else
3850 packet.ObjectData = new ObjectUpdatePacket.ObjectDataBlock[blocks.Count]; 3847 {
3851 3848 objectUpdateBlocks.Value.Add(CreatePrimUpdateBlock((SceneObjectPart)update.Entity, this.m_agentId));
3852 for (int i = 0; i < blocks.Count; i++) 3849 }
3853 packet.ObjectData[i] = blocks[i];
3854 // If any of the packets created from this call go unacknowledged, all of the updates will be resent
3855 OutPacket(packet, ThrottleOutPacketType.Task, true, delegate(OutgoingPacket oPacket) { ResendPrimUpdates(objectUpdates.Value, oPacket); });
3856 } 3850 }
3857 3851 else if (!canUseImproved)
3858 if (compressedUpdateBlocks.IsValueCreated)
3859 { 3852 {
3860 List<ObjectUpdateCompressedPacket.ObjectDataBlock> blocks = compressedUpdateBlocks.Value; 3853 compressedUpdateBlocks.Value.Add(CreateCompressedUpdateBlock((SceneObjectPart)update.Entity, updateFlags));
3861
3862 ObjectUpdateCompressedPacket packet = (ObjectUpdateCompressedPacket)PacketPool.Instance.GetPacket(PacketType.ObjectUpdateCompressed);
3863 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
3864 packet.RegionData.TimeDilation = timeDilation;
3865 packet.ObjectData = new ObjectUpdateCompressedPacket.ObjectDataBlock[blocks.Count];
3866
3867 for (int i = 0; i < blocks.Count; i++)
3868 packet.ObjectData[i] = blocks[i];
3869 // If any of the packets created from this call go unacknowledged, all of the updates will be resent
3870 OutPacket(packet, ThrottleOutPacketType.Task, true, delegate(OutgoingPacket oPacket) { ResendPrimUpdates(compressedUpdates.Value, oPacket); });
3871 } 3854 }
3872 3855 else
3873 if (terseUpdateBlocks.IsValueCreated)
3874 { 3856 {
3875 List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock> blocks = terseUpdateBlocks.Value; 3857 if (update.Entity is ScenePresence && ((ScenePresence)update.Entity).UUID == AgentId)
3876 3858 // Self updates go into a special list
3877 ImprovedTerseObjectUpdatePacket packet = new ImprovedTerseObjectUpdatePacket(); 3859 terseAgentUpdateBlocks.Value.Add(CreateImprovedTerseBlock(update.Entity, updateFlags.HasFlag(PrimUpdateFlags.Textures)));
3878 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle; 3860 else
3879 packet.RegionData.TimeDilation = timeDilation; 3861 // Everything else goes here
3880 packet.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[blocks.Count]; 3862 terseUpdateBlocks.Value.Add(CreateImprovedTerseBlock(update.Entity, updateFlags.HasFlag(PrimUpdateFlags.Textures)));
3881
3882 for (int i = 0; i < blocks.Count; i++)
3883 packet.ObjectData[i] = blocks[i];
3884 // If any of the packets created from this call go unacknowledged, all of the updates will be resent
3885 OutPacket(packet, ThrottleOutPacketType.Task, true, delegate(OutgoingPacket oPacket) { ResendPrimUpdates(terseUpdates.Value, oPacket); });
3886 } 3863 }
3864
3865 #endregion Block Construction
3866 }
3867
3868 #region Packet Sending
3869
3870 const float TIME_DILATION = 1.0f;
3871 ushort timeDilation = Utils.FloatToUInt16(avgTimeDilation, 0.0f, 1.0f);
3872
3873 if (terseAgentUpdateBlocks.IsValueCreated)
3874 {
3875 List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock> blocks = terseAgentUpdateBlocks.Value;
3876
3877 ImprovedTerseObjectUpdatePacket packet = new ImprovedTerseObjectUpdatePacket();
3878 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
3879 packet.RegionData.TimeDilation = timeDilation;
3880 packet.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[blocks.Count];
3881
3882 for (int i = 0; i < blocks.Count; i++)
3883 packet.ObjectData[i] = blocks[i];
3884
3885 OutPacket(packet, ThrottleOutPacketType.Unknown, true);
3886 }
3887
3888 if (objectUpdateBlocks.IsValueCreated)
3889 {
3890 List<ObjectUpdatePacket.ObjectDataBlock> blocks = objectUpdateBlocks.Value;
3891
3892 ObjectUpdatePacket packet = (ObjectUpdatePacket)PacketPool.Instance.GetPacket(PacketType.ObjectUpdate);
3893 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
3894 packet.RegionData.TimeDilation = timeDilation;
3895 packet.ObjectData = new ObjectUpdatePacket.ObjectDataBlock[blocks.Count];
3896
3897 for (int i = 0; i < blocks.Count; i++)
3898 packet.ObjectData[i] = blocks[i];
3899
3900 OutPacket(packet, ThrottleOutPacketType.Task, true);
3901 }
3902
3903 if (compressedUpdateBlocks.IsValueCreated)
3904 {
3905 List<ObjectUpdateCompressedPacket.ObjectDataBlock> blocks = compressedUpdateBlocks.Value;
3906
3907 ObjectUpdateCompressedPacket packet = (ObjectUpdateCompressedPacket)PacketPool.Instance.GetPacket(PacketType.ObjectUpdateCompressed);
3908 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
3909 packet.RegionData.TimeDilation = timeDilation;
3910 packet.ObjectData = new ObjectUpdateCompressedPacket.ObjectDataBlock[blocks.Count];
3911
3912 for (int i = 0; i < blocks.Count; i++)
3913 packet.ObjectData[i] = blocks[i];
3914
3915 OutPacket(packet, ThrottleOutPacketType.Task, true);
3916 }
3917
3918 if (terseUpdateBlocks.IsValueCreated)
3919 {
3920 List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock> blocks = terseUpdateBlocks.Value;
3921
3922 ImprovedTerseObjectUpdatePacket packet = new ImprovedTerseObjectUpdatePacket();
3923 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
3924 packet.RegionData.TimeDilation = timeDilation;
3925 packet.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[blocks.Count];
3926
3927 for (int i = 0; i < blocks.Count; i++)
3928 packet.ObjectData[i] = blocks[i];
3929
3930 OutPacket(packet, ThrottleOutPacketType.Task, true);
3887 } 3931 }
3888 3932
3889 #endregion Packet Sending 3933 #endregion Packet Sending
@@ -4176,11 +4220,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4176 4220
4177 // Pass in the delegate so that if this packet needs to be resent, we send the current properties 4221 // Pass in the delegate so that if this packet needs to be resent, we send the current properties
4178 // of the object rather than the properties when the packet was created 4222 // of the object rather than the properties when the packet was created
4179 OutPacket(packet, ThrottleOutPacketType.Task, true, 4223 // HACK : Remove intelligent resending until it's fixed in core
4180 delegate(OutgoingPacket oPacket) 4224 //OutPacket(packet, ThrottleOutPacketType.Task, true,
4181 { 4225 // delegate(OutgoingPacket oPacket)
4182 ResendPropertyUpdates(updates, oPacket); 4226 // {
4183 }); 4227 // ResendPropertyUpdates(updates, oPacket);
4228 // });
4229 OutPacket(packet, ThrottleOutPacketType.Task, true);
4184 4230
4185 // pbcnt += blocks.Count; 4231 // pbcnt += blocks.Count;
4186 // ppcnt++; 4232 // ppcnt++;
@@ -4206,11 +4252,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4206 // of the object rather than the properties when the packet was created 4252 // of the object rather than the properties when the packet was created
4207 List<ObjectPropertyUpdate> updates = new List<ObjectPropertyUpdate>(); 4253 List<ObjectPropertyUpdate> updates = new List<ObjectPropertyUpdate>();
4208 updates.Add(familyUpdates.Value[i]); 4254 updates.Add(familyUpdates.Value[i]);
4209 OutPacket(packet, ThrottleOutPacketType.Task, true, 4255 // HACK : Remove intelligent resending until it's fixed in core
4210 delegate(OutgoingPacket oPacket) 4256 //OutPacket(packet, ThrottleOutPacketType.Task, true,
4211 { 4257 // delegate(OutgoingPacket oPacket)
4212 ResendPropertyUpdates(updates, oPacket); 4258 // {
4213 }); 4259 // ResendPropertyUpdates(updates, oPacket);
4260 // });
4261 OutPacket(packet, ThrottleOutPacketType.Task, true);
4214 4262
4215 // fpcnt++; 4263 // fpcnt++;
4216 // fbcnt++; 4264 // fbcnt++;
@@ -4359,37 +4407,44 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4359 if (bl[i].BannedUserID == UUID.Zero) 4407 if (bl[i].BannedUserID == UUID.Zero)
4360 continue; 4408 continue;
4361 BannedUsers.Add(bl[i].BannedUserID); 4409 BannedUsers.Add(bl[i].BannedUserID);
4362 }
4363 4410
4364 EstateOwnerMessagePacket packet = new EstateOwnerMessagePacket(); 4411 if (BannedUsers.Count >= 50 || (i == (bl.Length - 1) && BannedUsers.Count > 0))
4365 packet.AgentData.TransactionID = UUID.Random(); 4412 {
4366 packet.AgentData.AgentID = AgentId; 4413 EstateOwnerMessagePacket packet = new EstateOwnerMessagePacket();
4367 packet.AgentData.SessionID = SessionId; 4414 packet.AgentData.TransactionID = UUID.Random();
4368 packet.MethodData.Invoice = invoice; 4415 packet.AgentData.AgentID = AgentId;
4369 packet.MethodData.Method = Utils.StringToBytes("setaccess"); 4416 packet.AgentData.SessionID = SessionId;
4417 packet.MethodData.Invoice = invoice;
4418 packet.MethodData.Method = Utils.StringToBytes("setaccess");
4370 4419
4371 EstateOwnerMessagePacket.ParamListBlock[] returnblock = new EstateOwnerMessagePacket.ParamListBlock[6 + BannedUsers.Count]; 4420 EstateOwnerMessagePacket.ParamListBlock[] returnblock = new EstateOwnerMessagePacket.ParamListBlock[6 + BannedUsers.Count];
4372 4421
4373 for (int i = 0; i < (6 + BannedUsers.Count); i++) 4422 int j;
4374 { 4423 for (j = 0; j < (6 + BannedUsers.Count); j++)
4375 returnblock[i] = new EstateOwnerMessagePacket.ParamListBlock(); 4424 {
4376 } 4425 returnblock[j] = new EstateOwnerMessagePacket.ParamListBlock();
4377 int j = 0; 4426 }
4427 j = 0;
4378 4428
4379 returnblock[j].Parameter = Utils.StringToBytes(estateID.ToString()); j++; 4429 returnblock[j].Parameter = Utils.StringToBytes(estateID.ToString()); j++;
4380 returnblock[j].Parameter = Utils.StringToBytes(((int)Constants.EstateAccessCodex.EstateBans).ToString()); j++; 4430 returnblock[j].Parameter = Utils.StringToBytes(((int)Constants.EstateAccessCodex.EstateBans).ToString()); j++;
4381 returnblock[j].Parameter = Utils.StringToBytes("0"); j++; 4431 returnblock[j].Parameter = Utils.StringToBytes("0"); j++;
4382 returnblock[j].Parameter = Utils.StringToBytes("0"); j++; 4432 returnblock[j].Parameter = Utils.StringToBytes("0"); j++;
4383 returnblock[j].Parameter = Utils.StringToBytes(BannedUsers.Count.ToString()); j++; 4433 returnblock[j].Parameter = Utils.StringToBytes(BannedUsers.Count.ToString()); j++;
4384 returnblock[j].Parameter = Utils.StringToBytes("0"); j++; 4434 returnblock[j].Parameter = Utils.StringToBytes("0"); j++;
4385 4435
4386 foreach (UUID banned in BannedUsers) 4436 foreach (UUID banned in BannedUsers)
4387 { 4437 {
4388 returnblock[j].Parameter = banned.GetBytes(); j++; 4438 returnblock[j].Parameter = banned.GetBytes(); j++;
4439 }
4440 packet.ParamList = returnblock;
4441 packet.Header.Reliable = true;
4442 OutPacket(packet, ThrottleOutPacketType.Task);
4443
4444 BannedUsers.Clear();
4445 }
4389 } 4446 }
4390 packet.ParamList = returnblock; 4447
4391 packet.Header.Reliable = false;
4392 OutPacket(packet, ThrottleOutPacketType.Task);
4393 } 4448 }
4394 4449
4395 public void SendRegionInfoToEstateMenu(RegionInfoForEstateMenuArgs args) 4450 public void SendRegionInfoToEstateMenu(RegionInfoForEstateMenuArgs args)
@@ -4575,7 +4630,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4575 4630
4576 if (landData.SimwideArea > 0) 4631 if (landData.SimwideArea > 0)
4577 { 4632 {
4578 int simulatorCapacity = (int)(((float)landData.SimwideArea / 65536.0f) * (float)m_scene.RegionInfo.ObjectCapacity * (float)m_scene.RegionInfo.RegionSettings.ObjectBonus); 4633 int simulatorCapacity = (int)((long)landData.SimwideArea * (long)m_scene.RegionInfo.ObjectCapacity * (long)m_scene.RegionInfo.RegionSettings.ObjectBonus / 65536L);
4634 // Never report more than sim total capacity
4635 if (simulatorCapacity > m_scene.RegionInfo.ObjectCapacity)
4636 simulatorCapacity = m_scene.RegionInfo.ObjectCapacity;
4579 updateMessage.SimWideMaxPrims = simulatorCapacity; 4637 updateMessage.SimWideMaxPrims = simulatorCapacity;
4580 } 4638 }
4581 else 4639 else
@@ -4704,14 +4762,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4704 4762
4705 if (notifyCount > 0) 4763 if (notifyCount > 0)
4706 { 4764 {
4707 if (notifyCount > 32) 4765// if (notifyCount > 32)
4708 { 4766// {
4709 m_log.InfoFormat( 4767// m_log.InfoFormat(
4710 "[LAND]: More than {0} avatars own prims on this parcel. Only sending back details of first {0}" 4768// "[LAND]: More than {0} avatars own prims on this parcel. Only sending back details of first {0}"
4711 + " - a developer might want to investigate whether this is a hard limit", 32); 4769// + " - a developer might want to investigate whether this is a hard limit", 32);
4712 4770//
4713 notifyCount = 32; 4771// notifyCount = 32;
4714 } 4772// }
4715 4773
4716 ParcelObjectOwnersReplyPacket.DataBlock[] dataBlock 4774 ParcelObjectOwnersReplyPacket.DataBlock[] dataBlock
4717 = new ParcelObjectOwnersReplyPacket.DataBlock[notifyCount]; 4775 = new ParcelObjectOwnersReplyPacket.DataBlock[notifyCount];
@@ -5244,6 +5302,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
5244 AddLocalPacketHandler(PacketType.TransferAbort, HandleTransferAbort, false); 5302 AddLocalPacketHandler(PacketType.TransferAbort, HandleTransferAbort, false);
5245 AddLocalPacketHandler(PacketType.MuteListRequest, HandleMuteListRequest, false); 5303 AddLocalPacketHandler(PacketType.MuteListRequest, HandleMuteListRequest, false);
5246 AddLocalPacketHandler(PacketType.UseCircuitCode, HandleUseCircuitCode); 5304 AddLocalPacketHandler(PacketType.UseCircuitCode, HandleUseCircuitCode);
5305 AddLocalPacketHandler(PacketType.CreateNewOutfitAttachments, HandleCreateNewOutfitAttachments);
5247 AddLocalPacketHandler(PacketType.AgentHeightWidth, HandleAgentHeightWidth, false); 5306 AddLocalPacketHandler(PacketType.AgentHeightWidth, HandleAgentHeightWidth, false);
5248 AddLocalPacketHandler(PacketType.InventoryDescendents, HandleInventoryDescendents); 5307 AddLocalPacketHandler(PacketType.InventoryDescendents, HandleInventoryDescendents);
5249 AddLocalPacketHandler(PacketType.DirPlacesQuery, HandleDirPlacesQuery); 5308 AddLocalPacketHandler(PacketType.DirPlacesQuery, HandleDirPlacesQuery);
@@ -5310,6 +5369,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
5310 AddLocalPacketHandler(PacketType.GroupVoteHistoryRequest, HandleGroupVoteHistoryRequest); 5369 AddLocalPacketHandler(PacketType.GroupVoteHistoryRequest, HandleGroupVoteHistoryRequest);
5311 AddLocalPacketHandler(PacketType.SimWideDeletes, HandleSimWideDeletes); 5370 AddLocalPacketHandler(PacketType.SimWideDeletes, HandleSimWideDeletes);
5312 AddLocalPacketHandler(PacketType.SendPostcard, HandleSendPostcard); 5371 AddLocalPacketHandler(PacketType.SendPostcard, HandleSendPostcard);
5372 AddLocalPacketHandler(PacketType.ChangeInventoryItemFlags, HandleChangeInventoryItemFlags);
5313 5373
5314 AddGenericPacketHandler("autopilot", HandleAutopilot); 5374 AddGenericPacketHandler("autopilot", HandleAutopilot);
5315 } 5375 }
@@ -5345,6 +5405,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
5345 (x.CameraLeftAxis != lastarg.CameraLeftAxis) || 5405 (x.CameraLeftAxis != lastarg.CameraLeftAxis) ||
5346 (x.CameraUpAxis != lastarg.CameraUpAxis) || 5406 (x.CameraUpAxis != lastarg.CameraUpAxis) ||
5347 (x.ControlFlags != lastarg.ControlFlags) || 5407 (x.ControlFlags != lastarg.ControlFlags) ||
5408 (x.ControlFlags != 0) ||
5348 (x.Far != lastarg.Far) || 5409 (x.Far != lastarg.Far) ||
5349 (x.Flags != lastarg.Flags) || 5410 (x.Flags != lastarg.Flags) ||
5350 (x.State != lastarg.State) || 5411 (x.State != lastarg.State) ||
@@ -5722,7 +5783,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
5722 args.Channel = ch; 5783 args.Channel = ch;
5723 args.From = String.Empty; 5784 args.From = String.Empty;
5724 args.Message = Utils.BytesToString(msg); 5785 args.Message = Utils.BytesToString(msg);
5725 args.Type = ChatTypeEnum.Shout; 5786 args.Type = ChatTypeEnum.Region; //Behaviour in SL is that the response can be heard from any distance
5726 args.Position = new Vector3(); 5787 args.Position = new Vector3();
5727 args.Scene = Scene; 5788 args.Scene = Scene;
5728 args.Sender = this; 5789 args.Sender = this;
@@ -9761,7 +9822,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
9761 handlerUpdateMuteListEntry(this, UpdateMuteListEntry.MuteData.MuteID, 9822 handlerUpdateMuteListEntry(this, UpdateMuteListEntry.MuteData.MuteID,
9762 Utils.BytesToString(UpdateMuteListEntry.MuteData.MuteName), 9823 Utils.BytesToString(UpdateMuteListEntry.MuteData.MuteName),
9763 UpdateMuteListEntry.MuteData.MuteType, 9824 UpdateMuteListEntry.MuteData.MuteType,
9764 UpdateMuteListEntry.AgentData.AgentID); 9825 UpdateMuteListEntry.MuteData.MuteFlags);
9765 return true; 9826 return true;
9766 } 9827 }
9767 return false; 9828 return false;
@@ -9776,8 +9837,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
9776 { 9837 {
9777 handlerRemoveMuteListEntry(this, 9838 handlerRemoveMuteListEntry(this,
9778 RemoveMuteListEntry.MuteData.MuteID, 9839 RemoveMuteListEntry.MuteData.MuteID,
9779 Utils.BytesToString(RemoveMuteListEntry.MuteData.MuteName), 9840 Utils.BytesToString(RemoveMuteListEntry.MuteData.MuteName));
9780 RemoveMuteListEntry.AgentData.AgentID);
9781 return true; 9841 return true;
9782 } 9842 }
9783 return false; 9843 return false;
@@ -9821,10 +9881,55 @@ namespace OpenSim.Region.ClientStack.LindenUDP
9821 return false; 9881 return false;
9822 } 9882 }
9823 9883
9884 private bool HandleChangeInventoryItemFlags(IClientAPI client, Packet packet)
9885 {
9886 ChangeInventoryItemFlagsPacket ChangeInventoryItemFlags =
9887 (ChangeInventoryItemFlagsPacket)packet;
9888 ChangeInventoryItemFlags handlerChangeInventoryItemFlags = OnChangeInventoryItemFlags;
9889 if (handlerChangeInventoryItemFlags != null)
9890 {
9891 foreach(ChangeInventoryItemFlagsPacket.InventoryDataBlock b in ChangeInventoryItemFlags.InventoryData)
9892 handlerChangeInventoryItemFlags(this, b.ItemID, b.Flags);
9893 return true;
9894 }
9895 return false;
9896 }
9897
9824 private bool HandleUseCircuitCode(IClientAPI sender, Packet Pack) 9898 private bool HandleUseCircuitCode(IClientAPI sender, Packet Pack)
9825 { 9899 {
9826 return true; 9900 return true;
9827 } 9901 }
9902
9903 private bool HandleCreateNewOutfitAttachments(IClientAPI sender, Packet Pack)
9904 {
9905 CreateNewOutfitAttachmentsPacket packet = (CreateNewOutfitAttachmentsPacket)Pack;
9906
9907 #region Packet Session and User Check
9908 if (m_checkPackets)
9909 {
9910 if (packet.AgentData.SessionID != SessionId ||
9911 packet.AgentData.AgentID != AgentId)
9912 return true;
9913 }
9914 #endregion
9915 MoveItemsAndLeaveCopy handlerMoveItemsAndLeaveCopy = null;
9916 List<InventoryItemBase> items = new List<InventoryItemBase>();
9917 foreach (CreateNewOutfitAttachmentsPacket.ObjectDataBlock n in packet.ObjectData)
9918 {
9919 InventoryItemBase b = new InventoryItemBase();
9920 b.ID = n.OldItemID;
9921 b.Folder = n.OldFolderID;
9922 items.Add(b);
9923 }
9924
9925 handlerMoveItemsAndLeaveCopy = OnMoveItemsAndLeaveCopy;
9926 if (handlerMoveItemsAndLeaveCopy != null)
9927 {
9928 handlerMoveItemsAndLeaveCopy(this, items, packet.HeaderData.NewFolderID);
9929 }
9930
9931 return true;
9932 }
9828 9933
9829 private bool HandleAgentHeightWidth(IClientAPI sender, Packet Pack) 9934 private bool HandleAgentHeightWidth(IClientAPI sender, Packet Pack)
9830 { 9935 {
@@ -10251,6 +10356,20 @@ namespace OpenSim.Region.ClientStack.LindenUDP
10251 groupProfileReply.GroupData.MaturePublish = d.MaturePublish; 10356 groupProfileReply.GroupData.MaturePublish = d.MaturePublish;
10252 groupProfileReply.GroupData.OwnerRole = d.OwnerRole; 10357 groupProfileReply.GroupData.OwnerRole = d.OwnerRole;
10253 10358
10359 Scene scene = (Scene)m_scene;
10360 if (scene.Permissions.IsGod(sender.AgentId) && (!sender.IsGroupMember(groupProfileRequest.GroupData.GroupID)))
10361 {
10362 ScenePresence p;
10363 if (scene.TryGetScenePresence(sender.AgentId, out p))
10364 {
10365 if (p.GodLevel >= 200)
10366 {
10367 groupProfileReply.GroupData.OpenEnrollment = true;
10368 groupProfileReply.GroupData.MembershipFee = 0;
10369 }
10370 }
10371 }
10372
10254 OutPacket(groupProfileReply, ThrottleOutPacketType.Task); 10373 OutPacket(groupProfileReply, ThrottleOutPacketType.Task);
10255 } 10374 }
10256 return true; 10375 return true;
@@ -10824,11 +10943,16 @@ namespace OpenSim.Region.ClientStack.LindenUDP
10824 10943
10825 StartLure handlerStartLure = OnStartLure; 10944 StartLure handlerStartLure = OnStartLure;
10826 if (handlerStartLure != null) 10945 if (handlerStartLure != null)
10827 handlerStartLure(startLureRequest.Info.LureType, 10946 {
10828 Utils.BytesToString( 10947 for (int i = 0 ; i < startLureRequest.TargetData.Length ; i++)
10829 startLureRequest.Info.Message), 10948 {
10830 startLureRequest.TargetData[0].TargetID, 10949 handlerStartLure(startLureRequest.Info.LureType,
10831 this); 10950 Utils.BytesToString(
10951 startLureRequest.Info.Message),
10952 startLureRequest.TargetData[i].TargetID,
10953 this);
10954 }
10955 }
10832 return true; 10956 return true;
10833 } 10957 }
10834 private bool HandleTeleportLureRequest(IClientAPI sender, Packet Pack) 10958 private bool HandleTeleportLureRequest(IClientAPI sender, Packet Pack)
@@ -10942,10 +11066,11 @@ namespace OpenSim.Region.ClientStack.LindenUDP
10942 } 11066 }
10943 #endregion 11067 #endregion
10944 11068
10945 ClassifiedDelete handlerClassifiedGodDelete = OnClassifiedGodDelete; 11069 ClassifiedGodDelete handlerClassifiedGodDelete = OnClassifiedGodDelete;
10946 if (handlerClassifiedGodDelete != null) 11070 if (handlerClassifiedGodDelete != null)
10947 handlerClassifiedGodDelete( 11071 handlerClassifiedGodDelete(
10948 classifiedGodDelete.Data.ClassifiedID, 11072 classifiedGodDelete.Data.ClassifiedID,
11073 classifiedGodDelete.Data.QueryID,
10949 this); 11074 this);
10950 return true; 11075 return true;
10951 } 11076 }
@@ -11989,7 +12114,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
11989 12114
11990// m_log.DebugFormat("[CLIENT]: {0} requesting asset {1}", Name, requestID); 12115// m_log.DebugFormat("[CLIENT]: {0} requesting asset {1}", Name, requestID);
11991 12116
12117
12118 //Note, the bool returned from the below function is useless since it is always false.
11992 m_assetService.Get(requestID.ToString(), transferRequest, AssetReceived); 12119 m_assetService.Get(requestID.ToString(), transferRequest, AssetReceived);
12120
11993 } 12121 }
11994 12122
11995 /// <summary> 12123 /// <summary>
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPClient.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPClient.cs
index ffa3be4..ae72175 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPClient.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPClient.cs
@@ -158,6 +158,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
158 158
159 private int m_defaultRTO = 1000; // 1sec is the recommendation in the RFC 159 private int m_defaultRTO = 1000; // 1sec is the recommendation in the RFC
160 private int m_maxRTO = 60000; 160 private int m_maxRTO = 60000;
161 public bool m_deliverPackets = true;
161 162
162 /// <summary> 163 /// <summary>
163 /// Default constructor 164 /// Default constructor
@@ -439,6 +440,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
439 if (category >= 0 && category < m_packetOutboxes.Length) 440 if (category >= 0 && category < m_packetOutboxes.Length)
440 { 441 {
441 OpenSim.Framework.LocklessQueue<OutgoingPacket> queue = m_packetOutboxes[category]; 442 OpenSim.Framework.LocklessQueue<OutgoingPacket> queue = m_packetOutboxes[category];
443
444 if (m_deliverPackets == false)
445 {
446 queue.Enqueue(packet);
447 return true;
448 }
449
442 TokenBucket bucket = m_throttleCategories[category]; 450 TokenBucket bucket = m_throttleCategories[category];
443 451
444 // Don't send this packet if there is already a packet waiting in the queue 452 // Don't send this packet if there is already a packet waiting in the queue
@@ -488,7 +496,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
488 /// <returns>True if any packets were sent, otherwise false</returns> 496 /// <returns>True if any packets were sent, otherwise false</returns>
489 public bool DequeueOutgoing() 497 public bool DequeueOutgoing()
490 { 498 {
491 OutgoingPacket packet; 499 if (m_deliverPackets == false) return false;
500
501 OutgoingPacket packet = null;
492 OpenSim.Framework.LocklessQueue<OutgoingPacket> queue; 502 OpenSim.Framework.LocklessQueue<OutgoingPacket> queue;
493 TokenBucket bucket; 503 TokenBucket bucket;
494 bool packetSent = false; 504 bool packetSent = false;
@@ -520,32 +530,49 @@ namespace OpenSim.Region.ClientStack.LindenUDP
520 // No dequeued packet waiting to be sent, try to pull one off 530 // No dequeued packet waiting to be sent, try to pull one off
521 // this queue 531 // this queue
522 queue = m_packetOutboxes[i]; 532 queue = m_packetOutboxes[i];
523 if (queue.Dequeue(out packet)) 533 if (queue != null)
524 { 534 {
525 // A packet was pulled off the queue. See if we have 535 bool success = false;
526 // enough tokens in the bucket to send it out 536 try
527 if (bucket.RemoveTokens(packet.Buffer.DataLength))
528 { 537 {
529 // Send the packet 538 success = queue.Dequeue(out packet);
530 m_udpServer.SendPacketFinal(packet);
531 packetSent = true;
532 } 539 }
533 else 540 catch
534 { 541 {
535 // Save the dequeued packet for the next iteration 542 m_packetOutboxes[i] = new OpenSim.Framework.LocklessQueue<OutgoingPacket>();
536 m_nextPackets[i] = packet;
537 } 543 }
538 544 if (success)
539 // If the queue is empty after this dequeue, fire the queue 545 {
540 // empty callback now so it has a chance to fill before we 546 // A packet was pulled off the queue. See if we have
541 // get back here 547 // enough tokens in the bucket to send it out
542 if (queue.Count == 0) 548 if (bucket.RemoveTokens(packet.Buffer.DataLength))
549 {
550 // Send the packet
551 m_udpServer.SendPacketFinal(packet);
552 packetSent = true;
553 }
554 else
555 {
556 // Save the dequeued packet for the next iteration
557 m_nextPackets[i] = packet;
558 }
559
560 // If the queue is empty after this dequeue, fire the queue
561 // empty callback now so it has a chance to fill before we
562 // get back here
563 if (queue.Count == 0)
564 emptyCategories |= CategoryToFlag(i);
565 }
566 else
567 {
568 // No packets in this queue. Fire the queue empty callback
569 // if it has not been called recently
543 emptyCategories |= CategoryToFlag(i); 570 emptyCategories |= CategoryToFlag(i);
571 }
544 } 572 }
545 else 573 else
546 { 574 {
547 // No packets in this queue. Fire the queue empty callback 575 m_packetOutboxes[i] = new OpenSim.Framework.LocklessQueue<OutgoingPacket>();
548 // if it has not been called recently
549 emptyCategories |= CategoryToFlag(i); 576 emptyCategories |= CategoryToFlag(i);
550 } 577 }
551 } 578 }
@@ -703,4 +730,4 @@ namespace OpenSim.Region.ClientStack.LindenUDP
703 } 730 }
704 } 731 }
705 } 732 }
706} \ No newline at end of file 733}
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
index 7b1aa2c..3139112 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
@@ -1031,7 +1031,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1031 if (m_scene.TryGetClient(udpClient.AgentID, out client)) 1031 if (m_scene.TryGetClient(udpClient.AgentID, out client))
1032 { 1032 {
1033 client.IsLoggingOut = true; 1033 client.IsLoggingOut = true;
1034 client.Close(); 1034 client.Close(false);
1035 } 1035 }
1036 } 1036 }
1037 1037
@@ -1043,6 +1043,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1043 1043
1044 while (base.IsRunning) 1044 while (base.IsRunning)
1045 { 1045 {
1046 m_scene.ThreadAlive(1);
1046 try 1047 try
1047 { 1048 {
1048 IncomingPacket incomingPacket = null; 1049 IncomingPacket incomingPacket = null;
@@ -1085,6 +1086,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1085 1086
1086 while (base.IsRunning) 1087 while (base.IsRunning)
1087 { 1088 {
1089 m_scene.ThreadAlive(2);
1088 try 1090 try
1089 { 1091 {
1090 m_packetSent = false; 1092 m_packetSent = false;
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs b/OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs
index 039379d..cfe7c9d 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs
@@ -100,10 +100,6 @@ namespace OpenMetaverse
100 const int SIO_UDP_CONNRESET = -1744830452; 100 const int SIO_UDP_CONNRESET = -1744830452;
101 101
102 IPEndPoint ipep = new IPEndPoint(m_localBindAddress, m_udpPort); 102 IPEndPoint ipep = new IPEndPoint(m_localBindAddress, m_udpPort);
103
104 m_log.DebugFormat(
105 "[UDPBASE]: Binding UDP listener using internal IP address config {0}:{1}",
106 ipep.Address, ipep.Port);
107 103
108 m_udpSocket = new Socket( 104 m_udpSocket = new Socket(
109 AddressFamily.InterNetwork, 105 AddressFamily.InterNetwork,
diff --git a/OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetXferUploader.cs b/OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetXferUploader.cs
index ec4dfd0..4cedfe6 100644
--- a/OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetXferUploader.cs
+++ b/OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetXferUploader.cs
@@ -28,6 +28,7 @@
28using System; 28using System;
29using System.IO; 29using System.IO;
30using System.Reflection; 30using System.Reflection;
31using System.Collections.Generic;
31using log4net; 32using log4net;
32using OpenMetaverse; 33using OpenMetaverse;
33using OpenSim.Framework; 34using OpenSim.Framework;
@@ -38,6 +39,13 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
38{ 39{
39 public class AssetXferUploader 40 public class AssetXferUploader
40 { 41 {
42 // Viewer's notion of the default texture
43 private List<UUID> defaultIDs = new List<UUID> {
44 new UUID("5748decc-f629-461c-9a36-a35a221fe21f"),
45 new UUID("7ca39b4c-bd19-4699-aff7-f93fd03d3e7b"),
46 new UUID("6522e74d-1660-4e7f-b601-6f48c1659a77"),
47 new UUID("c228d1cf-4b5d-4ba8-84f4-899a0796aa97")
48 };
41 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 49 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
42 50
43 /// <summary> 51 /// <summary>
@@ -65,6 +73,7 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
65 private UUID TransactionID = UUID.Zero; 73 private UUID TransactionID = UUID.Zero;
66 private sbyte type = 0; 74 private sbyte type = 0;
67 private byte wearableType = 0; 75 private byte wearableType = 0;
76 private byte[] m_oldData = null;
68 public ulong XferID; 77 public ulong XferID;
69 private Scene m_Scene; 78 private Scene m_Scene;
70 79
@@ -302,6 +311,7 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
302 311
303 private void DoCreateItem(uint callbackID) 312 private void DoCreateItem(uint callbackID)
304 { 313 {
314 ValidateAssets();
305 m_Scene.AssetService.Store(m_asset); 315 m_Scene.AssetService.Store(m_asset);
306 316
307 InventoryItemBase item = new InventoryItemBase(); 317 InventoryItemBase item = new InventoryItemBase();
@@ -322,12 +332,84 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
322 item.Flags = (uint) wearableType; 332 item.Flags = (uint) wearableType;
323 item.CreationDate = Util.UnixTimeSinceEpoch(); 333 item.CreationDate = Util.UnixTimeSinceEpoch();
324 334
335 m_log.DebugFormat("[XFER]: Created item {0} with asset {1}",
336 item.ID, item.AssetID);
337
325 if (m_Scene.AddInventoryItem(item)) 338 if (m_Scene.AddInventoryItem(item))
326 ourClient.SendInventoryItemCreateUpdate(item, callbackID); 339 ourClient.SendInventoryItemCreateUpdate(item, callbackID);
327 else 340 else
328 ourClient.SendAlertMessage("Unable to create inventory item"); 341 ourClient.SendAlertMessage("Unable to create inventory item");
329 } 342 }
330 343
344 private void ValidateAssets()
345 {
346 if (m_asset.Type == (sbyte)AssetType.Clothing ||
347 m_asset.Type == (sbyte)AssetType.Bodypart)
348 {
349 string content = System.Text.Encoding.ASCII.GetString(m_asset.Data);
350 string[] lines = content.Split(new char[] {'\n'});
351
352 List<string> validated = new List<string>();
353
354 Dictionary<int, UUID> allowed = ExtractTexturesFromOldData();
355
356 int textures = 0;
357
358 foreach (string line in lines)
359 {
360 try
361 {
362 if (line.StartsWith("textures "))
363 {
364 textures = Convert.ToInt32(line.Substring(9));
365 validated.Add(line);
366 }
367 else if (textures > 0)
368 {
369 string[] parts = line.Split(new char[] {' '});
370
371 UUID tx = new UUID(parts[1]);
372 int id = Convert.ToInt32(parts[0]);
373
374 if (defaultIDs.Contains(tx) || tx == UUID.Zero ||
375 (allowed.ContainsKey(id) && allowed[id] == tx))
376 {
377 validated.Add(parts[0] + " " + tx.ToString());
378 }
379 else
380 {
381 int perms = m_Scene.InventoryService.GetAssetPermissions(ourClient.AgentId, tx);
382 int full = (int)(PermissionMask.Modify | PermissionMask.Transfer | PermissionMask.Copy);
383
384 if ((perms & full) != full)
385 {
386 m_log.ErrorFormat("[ASSET UPLOADER]: REJECTED update with texture {0} from {1} because they do not own the texture", tx, ourClient.AgentId);
387 validated.Add(parts[0] + " " + UUID.Zero.ToString());
388 }
389 else
390 {
391 validated.Add(line);
392 }
393 }
394 textures--;
395 }
396 else
397 {
398 validated.Add(line);
399 }
400 }
401 catch
402 {
403 // If it's malformed, skip it
404 }
405 }
406
407 string final = String.Join("\n", validated.ToArray());
408
409 m_asset.Data = System.Text.Encoding.ASCII.GetBytes(final);
410 }
411 }
412
331 /// <summary> 413 /// <summary>
332 /// Get the asset data uploaded in this transfer. 414 /// Get the asset data uploaded in this transfer.
333 /// </summary> 415 /// </summary>
@@ -336,10 +418,55 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
336 { 418 {
337 if (m_finished) 419 if (m_finished)
338 { 420 {
421 ValidateAssets();
339 return m_asset; 422 return m_asset;
340 } 423 }
341 424
342 return null; 425 return null;
343 } 426 }
427
428 public void SetOldData(byte[] d)
429 {
430 m_oldData = d;
431 }
432
433 private Dictionary<int,UUID> ExtractTexturesFromOldData()
434 {
435 Dictionary<int,UUID> result = new Dictionary<int,UUID>();
436 if (m_oldData == null)
437 return result;
438
439 string content = System.Text.Encoding.ASCII.GetString(m_oldData);
440 string[] lines = content.Split(new char[] {'\n'});
441
442 int textures = 0;
443
444 foreach (string line in lines)
445 {
446 try
447 {
448 if (line.StartsWith("textures "))
449 {
450 textures = Convert.ToInt32(line.Substring(9));
451 }
452 else if (textures > 0)
453 {
454 string[] parts = line.Split(new char[] {' '});
455
456 UUID tx = new UUID(parts[1]);
457 int id = Convert.ToInt32(parts[0]);
458 result[id] = tx;
459 textures--;
460 }
461 }
462 catch
463 {
464 // If it's malformed, skip it
465 }
466 }
467
468 return result;
469 }
344 } 470 }
345} 471}
472
diff --git a/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs b/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs
index 22c301b..8e2dba4 100644
--- a/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs
+++ b/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs
@@ -257,53 +257,66 @@ namespace Flotsam.RegionModules.AssetCache
257 257
258 private void UpdateFileCache(string key, AssetBase asset) 258 private void UpdateFileCache(string key, AssetBase asset)
259 { 259 {
260 string filename = GetFileName(asset.ID); 260 // TODO: Spawn this off to some seperate thread to do the actual writing
261 261 if (asset != null)
262 try
263 { 262 {
264 // If the file is already cached, don't cache it, just touch it so access time is updated 263 string filename = GetFileName(key);
265 if (File.Exists(filename)) 264
266 { 265 try
267 File.SetLastAccessTime(filename, DateTime.Now);
268 }
269 else
270 { 266 {
271 // Once we start writing, make sure we flag that we're writing 267 // If the file is already cached, don't cache it, just touch it so access time is updated
272 // that object to the cache so that we don't try to write the 268 if (File.Exists(filename))
273 // same file multiple times.
274 lock (m_CurrentlyWriting)
275 { 269 {
276#if WAIT_ON_INPROGRESS_REQUESTS 270 // We don't really want to know about sharing
277 if (m_CurrentlyWriting.ContainsKey(filename)) 271 // violations here. If the file is locked, then
272 // the other thread has updated the time for us.
273 try
278 { 274 {
279 return; 275 File.SetLastAccessTime(filename, DateTime.Now);
280 } 276 }
281 else 277 catch
282 {
283 m_CurrentlyWriting.Add(filename, new ManualResetEvent(false));
284 }
285
286#else
287 if (m_CurrentlyWriting.Contains(filename))
288 { 278 {
289 return;
290 } 279 }
291 else 280 } else {
281
282 // Once we start writing, make sure we flag that we're writing
283 // that object to the cache so that we don't try to write the
284 // same file multiple times.
285 lock (m_CurrentlyWriting)
292 { 286 {
293 m_CurrentlyWriting.Add(filename); 287#if WAIT_ON_INPROGRESS_REQUESTS
294 } 288 if (m_CurrentlyWriting.ContainsKey(filename))
289 {
290 return;
291 }
292 else
293 {
294 m_CurrentlyWriting.Add(filename, new ManualResetEvent(false));
295 }
296
297#else
298 if (m_CurrentlyWriting.Contains(filename))
299 {
300 return;
301 }
302 else
303 {
304 m_CurrentlyWriting.Add(filename);
305 }
295#endif 306#endif
296 }
297 307
298 Util.FireAndForget( 308 }
299 delegate { WriteFileCache(filename, asset); }); 309
310 Util.FireAndForget(
311 delegate { WriteFileCache(filename, asset); });
312 }
313 }
314 catch (Exception e)
315 {
316 m_log.ErrorFormat(
317 "[FLOTSAM ASSET CACHE]: Failed to update cache for asset {0}. Exception {1} {2}",
318 asset.ID, e.Message, e.StackTrace);
300 } 319 }
301 }
302 catch (Exception e)
303 {
304 m_log.ErrorFormat(
305 "[FLOTSAM ASSET CACHE]: Failed to update cache for asset {0}. Exception {1} {2}",
306 asset.ID, e.Message, e.StackTrace);
307 } 320 }
308 } 321 }
309 322
diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
index 2142d02..83beff4 100644
--- a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
@@ -28,6 +28,7 @@
28using System; 28using System;
29using System.Collections.Generic; 29using System.Collections.Generic;
30using System.Reflection; 30using System.Reflection;
31using System.Xml;
31using log4net; 32using log4net;
32using Mono.Addins; 33using Mono.Addins;
33using Nini.Config; 34using Nini.Config;
@@ -137,7 +138,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
137 // If we're an NPC then skip all the item checks and manipulations since we don't have an 138 // If we're an NPC then skip all the item checks and manipulations since we don't have an
138 // inventory right now. 139 // inventory right now.
139 if (sp.PresenceType == PresenceType.Npc) 140 if (sp.PresenceType == PresenceType.Npc)
140 RezSingleAttachmentFromInventoryInternal(sp, UUID.Zero, attach.AssetID, p); 141 RezSingleAttachmentFromInventoryInternal(sp, UUID.Zero, attach.AssetID, p, null);
141 else 142 else
142 RezSingleAttachmentFromInventory(sp, attach.ItemID, p); 143 RezSingleAttachmentFromInventory(sp, attach.ItemID, p);
143 } 144 }
@@ -267,6 +268,11 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
267 } 268 }
268 269
269 public ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt) 270 public ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt)
271 {
272 return RezSingleAttachmentFromInventory(sp, itemID, AttachmentPt, true, null);
273 }
274
275 public ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt, bool updateInventoryStatus, XmlDocument doc)
270 { 276 {
271 if (!Enabled) 277 if (!Enabled)
272 return null; 278 return null;
@@ -305,7 +311,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
305 return null; 311 return null;
306 } 312 }
307 313
308 SceneObjectGroup att = RezSingleAttachmentFromInventoryInternal(sp, itemID, UUID.Zero, AttachmentPt); 314 SceneObjectGroup att = RezSingleAttachmentFromInventoryInternal(sp, itemID, UUID.Zero, AttachmentPt, doc);
309 315
310 if (att == null) 316 if (att == null)
311 DetachSingleAttachmentToInv(sp, itemID); 317 DetachSingleAttachmentToInv(sp, itemID);
@@ -584,11 +590,11 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
584 590
585 Vector3 inventoryStoredPosition = new Vector3 591 Vector3 inventoryStoredPosition = new Vector3
586 (((grp.AbsolutePosition.X > (int)Constants.RegionSize) 592 (((grp.AbsolutePosition.X > (int)Constants.RegionSize)
587 ? Constants.RegionSize - 6 593 ? (float)Constants.RegionSize - 6
588 : grp.AbsolutePosition.X) 594 : grp.AbsolutePosition.X)
589 , 595 ,
590 (grp.AbsolutePosition.Y > (int)Constants.RegionSize) 596 (grp.AbsolutePosition.Y > (int)Constants.RegionSize)
591 ? Constants.RegionSize - 6 597 ? (float)Constants.RegionSize - 6
592 : grp.AbsolutePosition.Y, 598 : grp.AbsolutePosition.Y,
593 grp.AbsolutePosition.Z); 599 grp.AbsolutePosition.Z);
594 600
@@ -706,8 +712,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
706 } 712 }
707 } 713 }
708 714
709 private SceneObjectGroup RezSingleAttachmentFromInventoryInternal( 715 protected SceneObjectGroup RezSingleAttachmentFromInventoryInternal(
710 IScenePresence sp, UUID itemID, UUID assetID, uint attachmentPt) 716 IScenePresence sp, UUID itemID, UUID assetID, uint attachmentPt, XmlDocument doc)
711 { 717 {
712 IInventoryAccessModule invAccess = m_scene.RequestModuleInterface<IInventoryAccessModule>(); 718 IInventoryAccessModule invAccess = m_scene.RequestModuleInterface<IInventoryAccessModule>();
713 if (invAccess != null) 719 if (invAccess != null)
@@ -715,7 +721,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
715 lock (sp.AttachmentsSyncLock) 721 lock (sp.AttachmentsSyncLock)
716 { 722 {
717 SceneObjectGroup objatt; 723 SceneObjectGroup objatt;
718 724
719 if (itemID != UUID.Zero) 725 if (itemID != UUID.Zero)
720 objatt = invAccess.RezObject(sp.ControllingClient, 726 objatt = invAccess.RezObject(sp.ControllingClient,
721 itemID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true, 727 itemID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true,
@@ -724,11 +730,11 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
724 objatt = invAccess.RezObject(sp.ControllingClient, 730 objatt = invAccess.RezObject(sp.ControllingClient,
725 null, assetID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true, 731 null, assetID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true,
726 false, false, sp.UUID, true); 732 false, false, sp.UUID, true);
727 733
728 // m_log.DebugFormat( 734 // m_log.DebugFormat(
729 // "[ATTACHMENTS MODULE]: Retrieved single object {0} for attachment to {1} on point {2}", 735 // "[ATTACHMENTS MODULE]: Retrieved single object {0} for attachment to {1} on point {2}",
730 // objatt.Name, remoteClient.Name, AttachmentPt); 736 // objatt.Name, remoteClient.Name, AttachmentPt);
731 737
732 if (objatt != null) 738 if (objatt != null)
733 { 739 {
734 // HasGroupChanged is being set from within RezObject. Ideally it would be set by the caller. 740 // HasGroupChanged is being set from within RezObject. Ideally it would be set by the caller.
@@ -736,7 +742,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
736 bool tainted = false; 742 bool tainted = false;
737 if (attachmentPt != 0 && attachmentPt != objatt.AttachmentPoint) 743 if (attachmentPt != 0 && attachmentPt != objatt.AttachmentPoint)
738 tainted = true; 744 tainted = true;
739 745
740 // This will throw if the attachment fails 746 // This will throw if the attachment fails
741 try 747 try
742 { 748 {
@@ -747,21 +753,27 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
747 m_log.ErrorFormat( 753 m_log.ErrorFormat(
748 "[ATTACHMENTS MODULE]: Failed to attach {0} {1} for {2}, exception {3}{4}", 754 "[ATTACHMENTS MODULE]: Failed to attach {0} {1} for {2}, exception {3}{4}",
749 objatt.Name, objatt.UUID, sp.Name, e.Message, e.StackTrace); 755 objatt.Name, objatt.UUID, sp.Name, e.Message, e.StackTrace);
750 756
751 // Make sure the object doesn't stick around and bail 757 // Make sure the object doesn't stick around and bail
752 sp.RemoveAttachment(objatt); 758 sp.RemoveAttachment(objatt);
753 m_scene.DeleteSceneObject(objatt, false); 759 m_scene.DeleteSceneObject(objatt, false);
754 return null; 760 return null;
755 } 761 }
756 762
757 if (tainted) 763 if (tainted)
758 objatt.HasGroupChanged = true; 764 objatt.HasGroupChanged = true;
765
766 if (doc != null)
767 {
768 objatt.LoadScriptState(doc);
769 objatt.ResetOwnerChangeFlag();
770 }
759 771
760 // Fire after attach, so we don't get messy perms dialogs 772 // Fire after attach, so we don't get messy perms dialogs
761 // 4 == AttachedRez 773 // 4 == AttachedRez
762 objatt.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 4); 774 objatt.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 4);
763 objatt.ResumeScripts(); 775 objatt.ResumeScripts();
764 776
765 // Do this last so that event listeners have access to all the effects of the attachment 777 // Do this last so that event listeners have access to all the effects of the attachment
766 m_scene.EventManager.TriggerOnAttach(objatt.LocalId, itemID, sp.UUID); 778 m_scene.EventManager.TriggerOnAttach(objatt.LocalId, itemID, sp.UUID);
767 779
@@ -775,7 +787,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
775 } 787 }
776 } 788 }
777 } 789 }
778 790
779 return null; 791 return null;
780 } 792 }
781 793
diff --git a/OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs b/OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs
index 10b4c37..4d8fb90 100644
--- a/OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs
@@ -49,7 +49,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
49 private int m_shoutdistance = 100; 49 private int m_shoutdistance = 100;
50 private int m_whisperdistance = 10; 50 private int m_whisperdistance = 10;
51 private List<Scene> m_scenes = new List<Scene>(); 51 private List<Scene> m_scenes = new List<Scene>();
52 52 private List<string> FreezeCache = new List<string>();
53 private string m_adminPrefix = "";
53 internal object m_syncy = new object(); 54 internal object m_syncy = new object();
54 55
55 internal IConfig m_config; 56 internal IConfig m_config;
@@ -76,6 +77,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
76 m_whisperdistance = config.Configs["Chat"].GetInt("whisper_distance", m_whisperdistance); 77 m_whisperdistance = config.Configs["Chat"].GetInt("whisper_distance", m_whisperdistance);
77 m_saydistance = config.Configs["Chat"].GetInt("say_distance", m_saydistance); 78 m_saydistance = config.Configs["Chat"].GetInt("say_distance", m_saydistance);
78 m_shoutdistance = config.Configs["Chat"].GetInt("shout_distance", m_shoutdistance); 79 m_shoutdistance = config.Configs["Chat"].GetInt("shout_distance", m_shoutdistance);
80 m_adminPrefix = config.Configs["Chat"].GetString("admin_prefix", "");
79 } 81 }
80 82
81 public virtual void AddRegion(Scene scene) 83 public virtual void AddRegion(Scene scene)
@@ -171,7 +173,15 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
171 return; 173 return;
172 } 174 }
173 175
174 DeliverChatToAvatars(ChatSourceType.Agent, c); 176 if (FreezeCache.Contains(c.Sender.AgentId.ToString()))
177 {
178 if (c.Type != ChatTypeEnum.StartTyping || c.Type != ChatTypeEnum.StopTyping)
179 c.Sender.SendAgentAlertMessage("You may not talk as you are frozen.", false);
180 }
181 else
182 {
183 DeliverChatToAvatars(ChatSourceType.Agent, c);
184 }
175 } 185 }
176 186
177 public virtual void OnChatFromWorld(Object sender, OSChatMessage c) 187 public virtual void OnChatFromWorld(Object sender, OSChatMessage c)
@@ -185,6 +195,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
185 protected virtual void DeliverChatToAvatars(ChatSourceType sourceType, OSChatMessage c) 195 protected virtual void DeliverChatToAvatars(ChatSourceType sourceType, OSChatMessage c)
186 { 196 {
187 string fromName = c.From; 197 string fromName = c.From;
198 string fromNamePrefix = "";
188 UUID fromID = UUID.Zero; 199 UUID fromID = UUID.Zero;
189 string message = c.Message; 200 string message = c.Message;
190 IScene scene = c.Scene; 201 IScene scene = c.Scene;
@@ -207,7 +218,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
207 fromPos = avatar.AbsolutePosition; 218 fromPos = avatar.AbsolutePosition;
208 fromName = avatar.Name; 219 fromName = avatar.Name;
209 fromID = c.Sender.AgentId; 220 fromID = c.Sender.AgentId;
210 221 if (avatar.GodLevel >= 200)
222 {
223 fromNamePrefix = m_adminPrefix;
224 }
211 break; 225 break;
212 226
213 case ChatSourceType.Object: 227 case ChatSourceType.Object:
@@ -233,8 +247,20 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
233 s.ForEachRootScenePresence( 247 s.ForEachRootScenePresence(
234 delegate(ScenePresence presence) 248 delegate(ScenePresence presence)
235 { 249 {
236 if (TrySendChatMessage(presence, fromPos, regionPos, fromID, fromName, c.Type, message, sourceType)) 250 ILandObject Presencecheck = s.LandChannel.GetLandObject(presence.AbsolutePosition.X, presence.AbsolutePosition.Y);
237 receiverIDs.Add(presence.UUID); 251 if (Presencecheck != null)
252 {
253 // This will pass all chat from objects. Not
254 // perfect, but it will do. For now. Better
255 // than the prior behavior of muting all
256 // objects on a parcel with access restrictions
257 if (c.Sender == null || Presencecheck.IsEitherBannedOrRestricted(c.Sender.AgentId) != true)
258 {
259 if (TrySendChatMessage(presence, fromPos, regionPos, fromID, fromNamePrefix + fromName, c.Type, message, sourceType))
260 receiverIDs.Add(presence.UUID);
261 }
262 }
263
238 } 264 }
239 ); 265 );
240 } 266 }
@@ -278,26 +304,29 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
278 } 304 }
279 305
280 // m_log.DebugFormat("[CHAT] Broadcast: fromID {0} fromName {1}, cType {2}, sType {3}", fromID, fromName, cType, sourceType); 306 // m_log.DebugFormat("[CHAT] Broadcast: fromID {0} fromName {1}, cType {2}, sType {3}", fromID, fromName, cType, sourceType);
281
282 HashSet<UUID> receiverIDs = new HashSet<UUID>(); 307 HashSet<UUID> receiverIDs = new HashSet<UUID>();
283 308
284 ((Scene)c.Scene).ForEachRootClient( 309 if (c.Scene != null)
285 delegate(IClientAPI client) 310 {
286 { 311 ((Scene)c.Scene).ForEachRootClient
287 // don't forward SayOwner chat from objects to 312 (
288 // non-owner agents 313 delegate(IClientAPI client)
289 if ((c.Type == ChatTypeEnum.Owner) && 314 {
290 (null != c.SenderObject) && 315 // don't forward SayOwner chat from objects to
291 (((SceneObjectPart)c.SenderObject).OwnerID != client.AgentId)) 316 // non-owner agents
292 return; 317 if ((c.Type == ChatTypeEnum.Owner) &&
293 318 (null != c.SenderObject) &&
294 client.SendChatMessage(c.Message, (byte)cType, CenterOfRegion, fromName, fromID, 319 (((SceneObjectPart)c.SenderObject).OwnerID != client.AgentId))
295 (byte)sourceType, (byte)ChatAudibleLevel.Fully); 320 return;
296 receiverIDs.Add(client.AgentId); 321
297 }); 322 client.SendChatMessage(c.Message, (byte)cType, CenterOfRegion, fromName, fromID,
298 323 (byte)sourceType, (byte)ChatAudibleLevel.Fully);
299 (c.Scene as Scene).EventManager.TriggerOnChatToClients( 324 receiverIDs.Add(client.AgentId);
300 fromID, receiverIDs, c.Message, cType, CenterOfRegion, fromName, sourceType, ChatAudibleLevel.Fully); 325 }
326 );
327 (c.Scene as Scene).EventManager.TriggerOnChatToClients(
328 fromID, receiverIDs, c.Message, cType, CenterOfRegion, fromName, sourceType, ChatAudibleLevel.Fully);
329 }
301 } 330 }
302 331
303 /// <summary> 332 /// <summary>
@@ -340,5 +369,35 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
340 369
341 return true; 370 return true;
342 } 371 }
372
373 Dictionary<UUID, System.Threading.Timer> Timers = new Dictionary<UUID, System.Threading.Timer>();
374 public void ParcelFreezeUser(IClientAPI client, UUID parcelowner, uint flags, UUID target)
375 {
376 System.Threading.Timer Timer;
377 if (flags == 0)
378 {
379 FreezeCache.Add(target.ToString());
380 System.Threading.TimerCallback timeCB = new System.Threading.TimerCallback(OnEndParcelFrozen);
381 Timer = new System.Threading.Timer(timeCB, target, 30000, 0);
382 Timers.Add(target, Timer);
383 }
384 else
385 {
386 FreezeCache.Remove(target.ToString());
387 Timers.TryGetValue(target, out Timer);
388 Timers.Remove(target);
389 Timer.Dispose();
390 }
391 }
392
393 private void OnEndParcelFrozen(object avatar)
394 {
395 UUID target = (UUID)avatar;
396 FreezeCache.Remove(target.ToString());
397 System.Threading.Timer Timer;
398 Timers.TryGetValue(target, out Timer);
399 Timers.Remove(target);
400 Timer.Dispose();
401 }
343 } 402 }
344} 403}
diff --git a/OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs b/OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs
index ffe7718..bb2cd1f 100644
--- a/OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs
@@ -216,4 +216,4 @@ namespace OpenSim.Region.CoreModules.Avatar.Dialog
216 return result; 216 return result;
217 } 217 }
218 } 218 }
219} \ No newline at end of file 219}
diff --git a/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs b/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs
index c266fe5..5d94ff7 100644
--- a/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs
@@ -328,7 +328,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
328 //m_log.DebugFormat("[XXX]: OnClientLogin!"); 328 //m_log.DebugFormat("[XXX]: OnClientLogin!");
329 // Inform the friends that this user is online 329 // Inform the friends that this user is online
330 StatusChange(agentID, true); 330 StatusChange(agentID, true);
331 331
332 // Register that we need to send the list of online friends to this user 332 // Register that we need to send the list of online friends to this user
333 lock (m_NeedsListOfOnlineFriends) 333 lock (m_NeedsListOfOnlineFriends)
334 m_NeedsListOfOnlineFriends.Add(agentID); 334 m_NeedsListOfOnlineFriends.Add(agentID);
@@ -603,6 +603,12 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
603 { 603 {
604 StoreFriendships(client.AgentId, friendID); 604 StoreFriendships(client.AgentId, friendID);
605 605
606 ICallingCardModule ccm = client.Scene.RequestModuleInterface<ICallingCardModule>();
607 if (ccm != null)
608 {
609 ccm.CreateCallingCard(client.AgentId, friendID, UUID.Zero);
610 }
611
606 // Update the local cache 612 // Update the local cache
607 RecacheFriends(client); 613 RecacheFriends(client);
608 614
@@ -779,6 +785,13 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
779 (byte)OpenMetaverse.InstantMessageDialog.FriendshipAccepted, userID.ToString(), false, Vector3.Zero); 785 (byte)OpenMetaverse.InstantMessageDialog.FriendshipAccepted, userID.ToString(), false, Vector3.Zero);
780 friendClient.SendInstantMessage(im); 786 friendClient.SendInstantMessage(im);
781 787
788 ICallingCardModule ccm = friendClient.Scene.RequestModuleInterface<ICallingCardModule>();
789 if (ccm != null)
790 {
791 ccm.CreateCallingCard(friendID, userID, UUID.Zero);
792 }
793
794
782 // Update the local cache 795 // Update the local cache
783 RecacheFriends(friendClient); 796 RecacheFriends(friendClient);
784 797
@@ -801,7 +814,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
801 // we're done 814 // we're done
802 return true; 815 return true;
803 } 816 }
804 817
805 return false; 818 return false;
806 } 819 }
807 820
@@ -853,7 +866,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
853 866
854 public bool LocalStatusNotification(UUID userID, UUID friendID, bool online) 867 public bool LocalStatusNotification(UUID userID, UUID friendID, bool online)
855 { 868 {
856// m_log.DebugFormat("[FRIENDS]: Local Status Notify {0} that user {1} is {2}", friendID, userID, online); 869 //m_log.DebugFormat("[FRIENDS]: Local Status Notify {0} that user {1} is {2}", friendID, userID, online);
857 IClientAPI friendClient = LocateClientObject(friendID); 870 IClientAPI friendClient = LocateClientObject(friendID);
858 if (friendClient != null) 871 if (friendClient != null)
859 { 872 {
diff --git a/OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs b/OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs
index 2e3312f..1492302 100644
--- a/OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs
@@ -31,16 +31,40 @@ using OpenMetaverse;
31using OpenSim.Framework; 31using OpenSim.Framework;
32using OpenSim.Region.Framework.Scenes; 32using OpenSim.Region.Framework.Scenes;
33using OpenSim.Region.Framework.Interfaces; 33using OpenSim.Region.Framework.Interfaces;
34using System;
35using System.Reflection;
36using System.Collections;
37using System.Collections.Specialized;
38using System.Reflection;
39using System.IO;
40using System.Web;
41using System.Xml;
42using log4net;
43using Mono.Addins;
44using OpenMetaverse.Messages.Linden;
45using OpenMetaverse.StructuredData;
46using OpenSim.Framework.Capabilities;
47using OpenSim.Framework.Servers;
48using OpenSim.Framework.Servers.HttpServer;
49using Caps = OpenSim.Framework.Capabilities.Caps;
50using OSDArray = OpenMetaverse.StructuredData.OSDArray;
51using OSDMap = OpenMetaverse.StructuredData.OSDMap;
34 52
35namespace OpenSim.Region.CoreModules.Avatar.Gods 53namespace OpenSim.Region.CoreModules.Avatar.Gods
36{ 54{
37 public class GodsModule : IRegionModule, IGodsModule 55 public class GodsModule : IRegionModule, IGodsModule
38 { 56 {
57 private static readonly ILog m_log =
58 LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
59
39 /// <summary>Special UUID for actions that apply to all agents</summary> 60 /// <summary>Special UUID for actions that apply to all agents</summary>
40 private static readonly UUID ALL_AGENTS = new UUID("44e87126-e794-4ded-05b3-7c42da3d5cdb"); 61 private static readonly UUID ALL_AGENTS = new UUID("44e87126-e794-4ded-05b3-7c42da3d5cdb");
41 62
42 protected Scene m_scene; 63 protected Scene m_scene;
43 protected IDialogModule m_dialogModule; 64 protected IDialogModule m_dialogModule;
65
66 protected Dictionary<UUID, string> m_capsDict =
67 new Dictionary<UUID, string>();
44 68
45 public void Initialise(Scene scene, IConfigSource source) 69 public void Initialise(Scene scene, IConfigSource source)
46 { 70 {
@@ -48,6 +72,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Gods
48 m_dialogModule = m_scene.RequestModuleInterface<IDialogModule>(); 72 m_dialogModule = m_scene.RequestModuleInterface<IDialogModule>();
49 m_scene.RegisterModuleInterface<IGodsModule>(this); 73 m_scene.RegisterModuleInterface<IGodsModule>(this);
50 m_scene.EventManager.OnNewClient += SubscribeToClientEvents; 74 m_scene.EventManager.OnNewClient += SubscribeToClientEvents;
75 m_scene.EventManager.OnRegisterCaps += OnRegisterCaps;
76 m_scene.EventManager.OnClientClosed += OnClientClosed;
77 scene.EventManager.OnIncomingInstantMessage +=
78 OnIncomingInstantMessage;
51 } 79 }
52 80
53 public void PostInitialise() {} 81 public void PostInitialise() {}
@@ -67,6 +95,54 @@ namespace OpenSim.Region.CoreModules.Avatar.Gods
67 client.OnRequestGodlikePowers -= RequestGodlikePowers; 95 client.OnRequestGodlikePowers -= RequestGodlikePowers;
68 } 96 }
69 97
98 private void OnClientClosed(UUID agentID, Scene scene)
99 {
100 m_capsDict.Remove(agentID);
101 }
102
103 private void OnRegisterCaps(UUID agentID, Caps caps)
104 {
105 string uri = "/CAPS/" + UUID.Random();
106 m_capsDict[agentID] = uri;
107
108 caps.RegisterHandler("UntrustedSimulatorMessage",
109 new RestStreamHandler("POST", uri,
110 HandleUntrustedSimulatorMessage));
111 }
112
113 private string HandleUntrustedSimulatorMessage(string request,
114 string path, string param, IOSHttpRequest httpRequest,
115 IOSHttpResponse httpResponse)
116 {
117 OSDMap osd = (OSDMap)OSDParser.DeserializeLLSDXml(request);
118
119 string message = osd["message"].AsString();
120
121 if (message == "GodKickUser")
122 {
123 OSDMap body = (OSDMap)osd["body"];
124 OSDArray userInfo = (OSDArray)body["UserInfo"];
125 OSDMap userData = (OSDMap)userInfo[0];
126
127 UUID agentID = userData["AgentID"].AsUUID();
128 UUID godID = userData["GodID"].AsUUID();
129 UUID godSessionID = userData["GodSessionID"].AsUUID();
130 uint kickFlags = userData["KickFlags"].AsUInteger();
131 string reason = userData["Reason"].AsString();
132
133 ScenePresence god = m_scene.GetScenePresence(godID);
134 if (god == null || god.ControllingClient.SessionId != godSessionID)
135 return String.Empty;
136
137 KickUser(godID, godSessionID, agentID, kickFlags, Util.StringToBytes1024(reason));
138 }
139 else
140 {
141 m_log.ErrorFormat("[GOD]: Unhandled UntrustedSimulatorMessage: {0}", message);
142 }
143 return String.Empty;
144 }
145
70 public void RequestGodlikePowers( 146 public void RequestGodlikePowers(
71 UUID agentID, UUID sessionID, UUID token, bool godLike, IClientAPI controllingClient) 147 UUID agentID, UUID sessionID, UUID token, bool godLike, IClientAPI controllingClient)
72 { 148 {
@@ -115,69 +191,85 @@ namespace OpenSim.Region.CoreModules.Avatar.Gods
115 /// <param name="reason">The message to send to the user after it's been turned into a field</param> 191 /// <param name="reason">The message to send to the user after it's been turned into a field</param>
116 public void KickUser(UUID godID, UUID sessionID, UUID agentID, uint kickflags, byte[] reason) 192 public void KickUser(UUID godID, UUID sessionID, UUID agentID, uint kickflags, byte[] reason)
117 { 193 {
118 UUID kickUserID = ALL_AGENTS; 194 if (!m_scene.Permissions.IsGod(godID))
119 195 return;
196
120 ScenePresence sp = m_scene.GetScenePresence(agentID); 197 ScenePresence sp = m_scene.GetScenePresence(agentID);
121 198
122 if (sp != null || agentID == kickUserID) 199 if (sp == null && agentID != ALL_AGENTS)
123 { 200 {
124 if (m_scene.Permissions.IsGod(godID)) 201 IMessageTransferModule transferModule =
202 m_scene.RequestModuleInterface<IMessageTransferModule>();
203 if (transferModule != null)
125 { 204 {
126 if (kickflags == 0) 205 m_log.DebugFormat("[GODS]: Sending nonlocal kill for agent {0}", agentID);
127 { 206 transferModule.SendInstantMessage(new GridInstantMessage(
128 if (agentID == kickUserID) 207 m_scene, godID, "God", agentID, (byte)250, false,
129 { 208 Utils.BytesToString(reason), UUID.Zero, true,
130 string reasonStr = Utils.BytesToString(reason); 209 new Vector3(), new byte[] {(byte)kickflags}),
131 210 delegate(bool success) {} );
132 m_scene.ForEachClient( 211 }
133 delegate(IClientAPI controller) 212 return;
134 { 213 }
135 if (controller.AgentId != godID)
136 controller.Kick(reasonStr);
137 }
138 );
139
140 // This is a bit crude. It seems the client will be null before it actually stops the thread
141 // The thread will kill itself eventually :/
142 // Is there another way to make sure *all* clients get this 'inter region' message?
143 m_scene.ForEachRootClient(
144 delegate(IClientAPI client)
145 {
146 if (client.AgentId != godID)
147 {
148 client.Close();
149 }
150 }
151 );
152 }
153 else
154 {
155 m_scene.SceneGraph.removeUserCount(!sp.IsChildAgent);
156 214
157 sp.ControllingClient.Kick(Utils.BytesToString(reason)); 215 switch (kickflags)
158 sp.ControllingClient.Close(); 216 {
159 } 217 case 0:
160 } 218 if (sp != null)
161 219 {
162 if (kickflags == 1) 220 KickPresence(sp, Utils.BytesToString(reason));
163 {
164 sp.AllowMovement = false;
165 m_dialogModule.SendAlertToUser(agentID, Utils.BytesToString(reason));
166 m_dialogModule.SendAlertToUser(godID, "User Frozen");
167 }
168
169 if (kickflags == 2)
170 {
171 sp.AllowMovement = true;
172 m_dialogModule.SendAlertToUser(agentID, Utils.BytesToString(reason));
173 m_dialogModule.SendAlertToUser(godID, "User Unfrozen");
174 }
175 } 221 }
176 else 222 else if (agentID == ALL_AGENTS)
177 { 223 {
178 m_dialogModule.SendAlertToUser(godID, "Kick request denied"); 224 m_scene.ForEachRootScenePresence(
225 delegate(ScenePresence p)
226 {
227 if (p.UUID != godID && (!m_scene.Permissions.IsGod(p.UUID)))
228 KickPresence(p, Utils.BytesToString(reason));
229 }
230 );
179 } 231 }
232 break;
233 case 1:
234 if (sp != null)
235 {
236 sp.AllowMovement = false;
237 m_dialogModule.SendAlertToUser(agentID, Utils.BytesToString(reason));
238 m_dialogModule.SendAlertToUser(godID, "User Frozen");
239 }
240 break;
241 case 2:
242 if (sp != null)
243 {
244 sp.AllowMovement = true;
245 m_dialogModule.SendAlertToUser(agentID, Utils.BytesToString(reason));
246 m_dialogModule.SendAlertToUser(godID, "User Unfrozen");
247 }
248 break;
249 default:
250 break;
251 }
252 }
253
254 private void KickPresence(ScenePresence sp, string reason)
255 {
256 if (sp.IsChildAgent)
257 return;
258 sp.ControllingClient.Kick(reason);
259 sp.Scene.IncomingCloseAgent(sp.UUID);
260 }
261
262 private void OnIncomingInstantMessage(GridInstantMessage msg)
263 {
264 if (msg.dialog == (uint)250) // Nonlocal kick
265 {
266 UUID agentID = new UUID(msg.toAgentID);
267 string reason = msg.message;
268 UUID godID = new UUID(msg.fromAgentID);
269 uint kickMode = (uint)msg.binaryBucket[0];
270
271 KickUser(godID, UUID.Zero, agentID, kickMode, Util.StringToBytes1024(reason));
180 } 272 }
181 } 273 }
182 } 274 }
183} \ No newline at end of file 275}
diff --git a/OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs b/OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs
index ca5d485..727f1c9 100644
--- a/OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs
@@ -27,6 +27,7 @@
27using System; 27using System;
28using System.Collections.Generic; 28using System.Collections.Generic;
29using System.Reflection; 29using System.Reflection;
30using System.Timers;
30using log4net; 31using log4net;
31using Nini.Config; 32using Nini.Config;
32using OpenMetaverse; 33using OpenMetaverse;
@@ -42,6 +43,10 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
42 private static readonly ILog m_log = LogManager.GetLogger( 43 private static readonly ILog m_log = LogManager.GetLogger(
43 MethodBase.GetCurrentMethod().DeclaringType); 44 MethodBase.GetCurrentMethod().DeclaringType);
44 45
46 private Timer m_logTimer = new Timer(10000);
47 private List<GridInstantMessage> m_logData = new List<GridInstantMessage>();
48 private string m_restUrl;
49
45 /// <value> 50 /// <value>
46 /// Is this module enabled? 51 /// Is this module enabled?
47 /// </value> 52 /// </value>
@@ -61,9 +66,12 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
61 "InstantMessageModule", "InstantMessageModule") != 66 "InstantMessageModule", "InstantMessageModule") !=
62 "InstantMessageModule") 67 "InstantMessageModule")
63 return; 68 return;
69 m_restUrl = config.Configs["Messaging"].GetString("LogURL", String.Empty);
64 } 70 }
65 71
66 m_enabled = true; 72 m_enabled = true;
73 m_logTimer.AutoReset = false;
74 m_logTimer.Elapsed += LogTimerElapsed;
67 } 75 }
68 76
69 public void AddRegion(Scene scene) 77 public void AddRegion(Scene scene)
@@ -148,6 +156,9 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
148 { 156 {
149 byte dialog = im.dialog; 157 byte dialog = im.dialog;
150 158
159 if (client != null && dialog == (byte)InstantMessageDialog.MessageFromAgent)
160 LogInstantMesssage(im);
161
151 if (dialog != (byte)InstantMessageDialog.MessageFromAgent 162 if (dialog != (byte)InstantMessageDialog.MessageFromAgent
152 && dialog != (byte)InstantMessageDialog.StartTyping 163 && dialog != (byte)InstantMessageDialog.StartTyping
153 && dialog != (byte)InstantMessageDialog.StopTyping 164 && dialog != (byte)InstantMessageDialog.StopTyping
@@ -157,6 +168,32 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
157 return; 168 return;
158 } 169 }
159 170
171 //DateTime dt = DateTime.UtcNow;
172
173 // Ticks from UtcNow, but make it look like local. Evil, huh?
174 //dt = DateTime.SpecifyKind(dt, DateTimeKind.Local);
175
176 //try
177 //{
178 // // Convert that to the PST timezone
179 // TimeZoneInfo timeZoneInfo = TimeZoneInfo.FindSystemTimeZoneById("America/Los_Angeles");
180 // dt = TimeZoneInfo.ConvertTime(dt, timeZoneInfo);
181 //}
182 //catch
183 //{
184 // //m_log.Info("[OFFLINE MESSAGING]: No PST timezone found on this machine. Saving with local timestamp.");
185 //}
186
187 //// And make it look local again to fool the unix time util
188 //dt = DateTime.SpecifyKind(dt, DateTimeKind.Utc);
189
190 // If client is null, this message comes from storage and IS offline
191 if (client != null)
192 im.offline = 0;
193
194 if (im.offline == 0)
195 im.timestamp = (uint)Util.UnixTimeSinceEpoch();
196
160 if (m_TransferModule != null) 197 if (m_TransferModule != null)
161 { 198 {
162 if (client != null) 199 if (client != null)
@@ -200,5 +237,35 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
200 // 237 //
201 OnInstantMessage(null, msg); 238 OnInstantMessage(null, msg);
202 } 239 }
240
241 private void LogInstantMesssage(GridInstantMessage im)
242 {
243 if (m_logData.Count < 20)
244 {
245 // Restart the log write timer
246 m_logTimer.Stop();
247 }
248 if (!m_logTimer.Enabled)
249 m_logTimer.Start();
250
251 lock (m_logData)
252 {
253 m_logData.Add(im);
254 }
255 }
256
257 private void LogTimerElapsed(object source, ElapsedEventArgs e)
258 {
259 lock (m_logData)
260 {
261 if (m_restUrl != String.Empty && m_logData.Count > 0)
262 {
263 bool success = SynchronousRestObjectRequester.MakeRequest<List<GridInstantMessage>, bool>("POST", m_restUrl + "/LogMessages/", m_logData);
264 if (!success)
265 m_log.ErrorFormat("[INSTANT MESSAGE]: Failed to save log data");
266 }
267 m_logData.Clear();
268 }
269 }
203 } 270 }
204} 271}
diff --git a/OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs b/OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs
index 0dad3c4..6064ddc 100644
--- a/OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs
@@ -48,6 +48,7 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
48 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 48 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
49 49
50 private bool m_Enabled = false; 50 private bool m_Enabled = false;
51 protected string m_MessageKey = String.Empty;
51 protected List<Scene> m_Scenes = new List<Scene>(); 52 protected List<Scene> m_Scenes = new List<Scene>();
52 protected Dictionary<UUID, UUID> m_UserRegionMap = new Dictionary<UUID, UUID>(); 53 protected Dictionary<UUID, UUID> m_UserRegionMap = new Dictionary<UUID, UUID>();
53 54
@@ -67,14 +68,17 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
67 public virtual void Initialise(IConfigSource config) 68 public virtual void Initialise(IConfigSource config)
68 { 69 {
69 IConfig cnf = config.Configs["Messaging"]; 70 IConfig cnf = config.Configs["Messaging"];
70 if (cnf != null && cnf.GetString( 71 if (cnf != null)
71 "MessageTransferModule", "MessageTransferModule") !=
72 "MessageTransferModule")
73 { 72 {
74 m_log.Debug("[MESSAGE TRANSFER]: Disabled by configuration"); 73 if (cnf.GetString("MessageTransferModule",
75 return; 74 "MessageTransferModule") != "MessageTransferModule")
76 } 75 {
76 return;
77 }
77 78
79 m_MessageKey = cnf.GetString("MessageKey", String.Empty);
80 }
81 m_log.Debug("[MESSAGE TRANSFER]: Module enabled");
78 m_Enabled = true; 82 m_Enabled = true;
79 } 83 }
80 84
@@ -244,6 +248,19 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
244 && requestData.ContainsKey("position_z") && requestData.ContainsKey("region_id") 248 && requestData.ContainsKey("position_z") && requestData.ContainsKey("region_id")
245 && requestData.ContainsKey("binary_bucket")) 249 && requestData.ContainsKey("binary_bucket"))
246 { 250 {
251 if (m_MessageKey != String.Empty)
252 {
253 XmlRpcResponse error_resp = new XmlRpcResponse();
254 Hashtable error_respdata = new Hashtable();
255 error_respdata["success"] = "FALSE";
256 error_resp.Value = error_respdata;
257
258 if (!requestData.Contains("message_key"))
259 return error_resp;
260 if (m_MessageKey != (string)requestData["message_key"])
261 return error_resp;
262 }
263
247 // Do the easy way of validating the UUIDs 264 // Do the easy way of validating the UUIDs
248 UUID.TryParse((string)requestData["from_agent_id"], out fromAgentID); 265 UUID.TryParse((string)requestData["from_agent_id"], out fromAgentID);
249 UUID.TryParse((string)requestData["to_agent_id"], out toAgentID); 266 UUID.TryParse((string)requestData["to_agent_id"], out toAgentID);
@@ -420,24 +437,37 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
420 return resp; 437 return resp;
421 } 438 }
422 439
423 /// <summary> 440 private delegate void GridInstantMessageDelegate(GridInstantMessage im, MessageResultNotification result);
424 /// delegate for sending a grid instant message asynchronously
425 /// </summary>
426 public delegate void GridInstantMessageDelegate(GridInstantMessage im, MessageResultNotification result, UUID prevRegionID);
427 441
428 protected virtual void GridInstantMessageCompleted(IAsyncResult iar) 442 private class GIM {
429 { 443 public GridInstantMessage im;
430 GridInstantMessageDelegate icon = 444 public MessageResultNotification result;
431 (GridInstantMessageDelegate)iar.AsyncState; 445 };
432 icon.EndInvoke(iar);
433 }
434 446
447 private Queue<GIM> pendingInstantMessages = new Queue<GIM>();
448 private int numInstantMessageThreads = 0;
435 449
436 protected virtual void SendGridInstantMessageViaXMLRPC(GridInstantMessage im, MessageResultNotification result) 450 private void SendGridInstantMessageViaXMLRPC(GridInstantMessage im, MessageResultNotification result)
437 { 451 {
438 GridInstantMessageDelegate d = SendGridInstantMessageViaXMLRPCAsync; 452 lock (pendingInstantMessages) {
453 if (numInstantMessageThreads >= 4) {
454 GIM gim = new GIM();
455 gim.im = im;
456 gim.result = result;
457 pendingInstantMessages.Enqueue(gim);
458 } else {
459 ++ numInstantMessageThreads;
460 //m_log.DebugFormat("[SendGridInstantMessageViaXMLRPC]: ++numInstantMessageThreads={0}", numInstantMessageThreads);
461 GridInstantMessageDelegate d = SendGridInstantMessageViaXMLRPCAsyncMain;
462 d.BeginInvoke(im, result, GridInstantMessageCompleted, d);
463 }
464 }
465 }
439 466
440 d.BeginInvoke(im, result, UUID.Zero, GridInstantMessageCompleted, d); 467 private void GridInstantMessageCompleted(IAsyncResult iar)
468 {
469 GridInstantMessageDelegate d = (GridInstantMessageDelegate)iar.AsyncState;
470 d.EndInvoke(iar);
441 } 471 }
442 472
443 /// <summary> 473 /// <summary>
@@ -452,8 +482,31 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
452 /// Pass in 0 the first time this method is called. It will be called recursively with the last 482 /// Pass in 0 the first time this method is called. It will be called recursively with the last
453 /// regionhandle tried 483 /// regionhandle tried
454 /// </param> 484 /// </param>
455 protected virtual void SendGridInstantMessageViaXMLRPCAsync(GridInstantMessage im, MessageResultNotification result, UUID prevRegionID) 485 private void SendGridInstantMessageViaXMLRPCAsyncMain(GridInstantMessage im, MessageResultNotification result)
456 { 486 {
487 GIM gim;
488 do {
489 try {
490 SendGridInstantMessageViaXMLRPCAsync(im, result, UUID.Zero);
491 } catch (Exception e) {
492 m_log.Error("[SendGridInstantMessageViaXMLRPC]: exception " + e.Message);
493 }
494 lock (pendingInstantMessages) {
495 if (pendingInstantMessages.Count > 0) {
496 gim = pendingInstantMessages.Dequeue();
497 im = gim.im;
498 result = gim.result;
499 } else {
500 gim = null;
501 -- numInstantMessageThreads;
502 //m_log.DebugFormat("[SendGridInstantMessageViaXMLRPC]: --numInstantMessageThreads={0}", numInstantMessageThreads);
503 }
504 }
505 } while (gim != null);
506 }
507 private void SendGridInstantMessageViaXMLRPCAsync(GridInstantMessage im, MessageResultNotification result, UUID prevRegionID)
508 {
509
457 UUID toAgentID = new UUID(im.toAgentID); 510 UUID toAgentID = new UUID(im.toAgentID);
458 511
459 PresenceInfo upd = null; 512 PresenceInfo upd = null;
@@ -520,7 +573,7 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
520 573
521 if (upd != null) 574 if (upd != null)
522 { 575 {
523 GridRegion reginfo = m_Scenes[0].GridService.GetRegionByUUID(m_Scenes[0].RegionInfo.ScopeID, 576 GridRegion reginfo = m_Scenes[0].GridService.GetRegionByUUID(UUID.Zero,
524 upd.RegionID); 577 upd.RegionID);
525 if (reginfo != null) 578 if (reginfo != null)
526 { 579 {
@@ -669,6 +722,8 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
669 gim["position_z"] = msg.Position.Z.ToString(); 722 gim["position_z"] = msg.Position.Z.ToString();
670 gim["region_id"] = msg.RegionID.ToString(); 723 gim["region_id"] = msg.RegionID.ToString();
671 gim["binary_bucket"] = Convert.ToBase64String(msg.binaryBucket,Base64FormattingOptions.None); 724 gim["binary_bucket"] = Convert.ToBase64String(msg.binaryBucket,Base64FormattingOptions.None);
725 if (m_MessageKey != String.Empty)
726 gim["message_key"] = m_MessageKey;
672 return gim; 727 return gim;
673 } 728 }
674 729
diff --git a/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs b/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs
index de25048..b27b07d 100644
--- a/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs
@@ -171,7 +171,11 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
171 171
172 private void RetrieveInstantMessages(IClientAPI client) 172 private void RetrieveInstantMessages(IClientAPI client)
173 { 173 {
174 if (m_RestURL != "") 174 if (m_RestURL == String.Empty)
175 {
176 return;
177 }
178 else
175 { 179 {
176 m_log.DebugFormat("[OFFLINE MESSAGING]: Retrieving stored messages for {0}", client.AgentId); 180 m_log.DebugFormat("[OFFLINE MESSAGING]: Retrieving stored messages for {0}", client.AgentId);
177 181
@@ -179,22 +183,25 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
179 = SynchronousRestObjectRequester.MakeRequest<UUID, List<GridInstantMessage>>( 183 = SynchronousRestObjectRequester.MakeRequest<UUID, List<GridInstantMessage>>(
180 "POST", m_RestURL + "/RetrieveMessages/", client.AgentId); 184 "POST", m_RestURL + "/RetrieveMessages/", client.AgentId);
181 185
182 if (msglist == null) 186 if (msglist != null)
183 m_log.WarnFormat("[OFFLINE MESSAGING]: WARNING null message list.");
184
185 foreach (GridInstantMessage im in msglist)
186 { 187 {
187 // client.SendInstantMessage(im); 188 foreach (GridInstantMessage im in msglist)
188 189 {
189 // Send through scene event manager so all modules get a chance 190 // client.SendInstantMessage(im);
190 // to look at this message before it gets delivered. 191
191 // 192 // Send through scene event manager so all modules get a chance
192 // Needed for proper state management for stored group 193 // to look at this message before it gets delivered.
193 // invitations 194 //
194 // 195 // Needed for proper state management for stored group
195 Scene s = FindScene(client.AgentId); 196 // invitations
196 if (s != null) 197 //
197 s.EventManager.TriggerIncomingInstantMessage(im); 198
199 im.offline = 1;
200
201 Scene s = FindScene(client.AgentId);
202 if (s != null)
203 s.EventManager.TriggerIncomingInstantMessage(im);
204 }
198 } 205 }
199 } 206 }
200 } 207 }
@@ -205,24 +212,19 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
205 im.dialog != (byte)InstantMessageDialog.MessageFromAgent && 212 im.dialog != (byte)InstantMessageDialog.MessageFromAgent &&
206 im.dialog != (byte)InstantMessageDialog.GroupNotice && 213 im.dialog != (byte)InstantMessageDialog.GroupNotice &&
207 im.dialog != (byte)InstantMessageDialog.GroupInvitation && 214 im.dialog != (byte)InstantMessageDialog.GroupInvitation &&
208 im.dialog != (byte)InstantMessageDialog.InventoryOffered) 215 im.dialog != (byte)InstantMessageDialog.InventoryOffered &&
216 im.dialog != (byte)InstantMessageDialog.TaskInventoryOffered)
209 { 217 {
210 return; 218 return;
211 } 219 }
212 220
213 if (!m_ForwardOfflineGroupMessages)
214 {
215 if (im.dialog == (byte)InstantMessageDialog.GroupNotice ||
216 im.dialog != (byte)InstantMessageDialog.GroupInvitation)
217 return;
218 }
219
220 Scene scene = FindScene(new UUID(im.fromAgentID)); 221 Scene scene = FindScene(new UUID(im.fromAgentID));
221 if (scene == null) 222 if (scene == null)
222 scene = m_SceneList[0]; 223 scene = m_SceneList[0];
223 224
224 bool success = SynchronousRestObjectRequester.MakeRequest<GridInstantMessage, bool>( 225 bool success = SynchronousRestObjectRequester.MakeRequest<GridInstantMessage, bool>(
225 "POST", m_RestURL+"/SaveMessage/", im); 226 "POST", m_RestURL+"/SaveMessage/?scope=" +
227 scene.RegionInfo.ScopeID.ToString(), im);
226 228
227 if (im.dialog == (byte)InstantMessageDialog.MessageFromAgent) 229 if (im.dialog == (byte)InstantMessageDialog.MessageFromAgent)
228 { 230 {
diff --git a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveReadRequest.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveReadRequest.cs
index ee10d04..0833154 100644
--- a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveReadRequest.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveReadRequest.cs
@@ -635,4 +635,4 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
635 m_assetsLoaded = true; 635 m_assetsLoaded = true;
636 } 636 }
637 } 637 }
638} \ No newline at end of file 638}
diff --git a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveWriteRequest.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveWriteRequest.cs
index 36ecb3b..63fde07 100644
--- a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveWriteRequest.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveWriteRequest.cs
@@ -178,9 +178,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
178 InventoryFolderBase inventoryFolder, string path, bool saveThisFolderItself, 178 InventoryFolderBase inventoryFolder, string path, bool saveThisFolderItself,
179 Dictionary<string, object> options, IUserAccountService userAccountService) 179 Dictionary<string, object> options, IUserAccountService userAccountService)
180 { 180 {
181 if (options.ContainsKey("verbose"))
182 m_log.InfoFormat("[INVENTORY ARCHIVER]: Saving folder {0}", inventoryFolder.Name);
183
184 if (saveThisFolderItself) 181 if (saveThisFolderItself)
185 { 182 {
186 path += CreateArchiveFolderName(inventoryFolder); 183 path += CreateArchiveFolderName(inventoryFolder);
@@ -449,4 +446,4 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
449 return s; 446 return s;
450 } 447 }
451 } 448 }
452} \ No newline at end of file 449}
diff --git a/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs
index 19c774f..da708d2 100644
--- a/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs
@@ -175,8 +175,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
175 if (im.binaryBucket.Length < 17) // Invalid 175 if (im.binaryBucket.Length < 17) // Invalid
176 return; 176 return;
177 177
178 UUID receipientID = new UUID(im.toAgentID); 178 UUID recipientID = new UUID(im.toAgentID);
179 ScenePresence user = scene.GetScenePresence(receipientID); 179 ScenePresence user = scene.GetScenePresence(recipientID);
180 UUID copyID; 180 UUID copyID;
181 181
182 // First byte is the asset type 182 // First byte is the asset type
@@ -191,7 +191,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
191 folderID, new UUID(im.toAgentID)); 191 folderID, new UUID(im.toAgentID));
192 192
193 InventoryFolderBase folderCopy 193 InventoryFolderBase folderCopy
194 = scene.GiveInventoryFolder(receipientID, client.AgentId, folderID, UUID.Zero); 194 = scene.GiveInventoryFolder(recipientID, client.AgentId, folderID, UUID.Zero);
195 195
196 if (folderCopy == null) 196 if (folderCopy == null)
197 { 197 {
@@ -244,6 +244,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
244 im.imSessionID = itemID.Guid; 244 im.imSessionID = itemID.Guid;
245 } 245 }
246 246
247 im.offline = 0;
248
247 // Send the IM to the recipient. The item is already 249 // Send the IM to the recipient. The item is already
248 // in their inventory, so it will not be lost if 250 // in their inventory, so it will not be lost if
249 // they are offline. 251 // they are offline.
@@ -263,7 +265,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
263 }); 265 });
264 } 266 }
265 } 267 }
266 else if (im.dialog == (byte) InstantMessageDialog.InventoryAccepted) 268 else if (im.dialog == (byte) InstantMessageDialog.InventoryAccepted ||
269 im.dialog == (byte) InstantMessageDialog.TaskInventoryAccepted)
267 { 270 {
268 ScenePresence user = scene.GetScenePresence(new UUID(im.toAgentID)); 271 ScenePresence user = scene.GetScenePresence(new UUID(im.toAgentID));
269 272
@@ -274,30 +277,11 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
274 else 277 else
275 { 278 {
276 if (m_TransferModule != null) 279 if (m_TransferModule != null)
277 m_TransferModule.SendInstantMessage(im, delegate(bool success) { 280 m_TransferModule.SendInstantMessage(im, delegate(bool success) {});
278
279 // justincc - FIXME: Comment out for now. This code was added in commit db91044 Mon Aug 22 2011
280 // and is apparently supposed to fix bulk inventory updates after accepting items. But
281 // instead it appears to cause two copies of an accepted folder for the receiving user in
282 // at least some cases. Folder/item update is already done when the offer is made (see code above)
283
284// // Send BulkUpdateInventory
285// IInventoryService invService = scene.InventoryService;
286// UUID inventoryEntityID = new UUID(im.imSessionID); // The inventory item /folder, back from it's trip
287//
288// InventoryFolderBase folder = new InventoryFolderBase(inventoryEntityID, client.AgentId);
289// folder = invService.GetFolder(folder);
290//
291// ScenePresence fromUser = scene.GetScenePresence(new UUID(im.fromAgentID));
292//
293// // If the user has left the scene by the time the message comes back then we can't send
294// // them the update.
295// if (fromUser != null)
296// fromUser.ControllingClient.SendBulkUpdateInventory(folder);
297 });
298 } 281 }
299 } 282 }
300 else if (im.dialog == (byte) InstantMessageDialog.InventoryDeclined) 283 else if (im.dialog == (byte) InstantMessageDialog.InventoryDeclined ||
284 im.dialog == (byte) InstantMessageDialog.TaskInventoryDeclined)
301 { 285 {
302 // Here, the recipient is local and we can assume that the 286 // Here, the recipient is local and we can assume that the
303 // inventory is loaded. Courtesy of the above bulk update, 287 // inventory is loaded. Courtesy of the above bulk update,
@@ -333,6 +317,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
333 { 317 {
334 folder.ParentID = trashFolder.ID; 318 folder.ParentID = trashFolder.ID;
335 invService.MoveFolder(folder); 319 invService.MoveFolder(folder);
320 client.SendBulkUpdateInventory(folder);
336 } 321 }
337 } 322 }
338 323
@@ -433,22 +418,113 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
433 /// 418 ///
434 /// </summary> 419 /// </summary>
435 /// <param name="msg"></param> 420 /// <param name="msg"></param>
436 private void OnGridInstantMessage(GridInstantMessage msg) 421 private void OnGridInstantMessage(GridInstantMessage im)
437 { 422 {
438 // Check if this is ours to handle 423 // Check if this is ours to handle
439 // 424 //
440 Scene scene = FindClientScene(new UUID(msg.toAgentID)); 425 Scene scene = FindClientScene(new UUID(im.toAgentID));
441 426
442 if (scene == null) 427 if (scene == null)
443 return; 428 return;
444 429
445 // Find agent to deliver to 430 // Find agent to deliver to
446 // 431 //
447 ScenePresence user = scene.GetScenePresence(new UUID(msg.toAgentID)); 432 ScenePresence user = scene.GetScenePresence(new UUID(im.toAgentID));
433 if (user == null)
434 return;
435
436 // This requires a little bit of processing because we have to make the
437 // new item visible in the recipient's inventory here
438 //
439 if (im.dialog == (byte) InstantMessageDialog.InventoryOffered)
440 {
441 if (im.binaryBucket.Length < 17) // Invalid
442 return;
443
444 UUID recipientID = new UUID(im.toAgentID);
445
446 // First byte is the asset type
447 AssetType assetType = (AssetType)im.binaryBucket[0];
448
449 if (AssetType.Folder == assetType)
450 {
451 UUID folderID = new UUID(im.binaryBucket, 1);
448 452
449 // Just forward to local handling 453 InventoryFolderBase given =
450 OnInstantMessage(user.ControllingClient, msg); 454 new InventoryFolderBase(folderID, recipientID);
455 InventoryFolderBase folder =
456 scene.InventoryService.GetFolder(given);
451 457
458 if (folder != null)
459 user.ControllingClient.SendBulkUpdateInventory(folder);
460 }
461 else
462 {
463 UUID itemID = new UUID(im.binaryBucket, 1);
464
465 InventoryItemBase given =
466 new InventoryItemBase(itemID, recipientID);
467 InventoryItemBase item =
468 scene.InventoryService.GetItem(given);
469
470 if (item != null)
471 {
472 user.ControllingClient.SendBulkUpdateInventory(item);
473 }
474 }
475 user.ControllingClient.SendInstantMessage(im);
476 }
477 if (im.dialog == (byte) InstantMessageDialog.TaskInventoryOffered)
478 {
479 if (im.binaryBucket.Length < 1) // Invalid
480 return;
481
482 UUID recipientID = new UUID(im.toAgentID);
483
484 // Bucket is the asset type
485 AssetType assetType = (AssetType)im.binaryBucket[0];
486
487 if (AssetType.Folder == assetType)
488 {
489 UUID folderID = new UUID(im.imSessionID);
490
491 InventoryFolderBase given =
492 new InventoryFolderBase(folderID, recipientID);
493 InventoryFolderBase folder =
494 scene.InventoryService.GetFolder(given);
495
496 if (folder != null)
497 user.ControllingClient.SendBulkUpdateInventory(folder);
498 }
499 else
500 {
501 UUID itemID = new UUID(im.imSessionID);
502
503 InventoryItemBase given =
504 new InventoryItemBase(itemID, recipientID);
505 InventoryItemBase item =
506 scene.InventoryService.GetItem(given);
507
508 if (item != null)
509 {
510 user.ControllingClient.SendBulkUpdateInventory(item);
511 }
512 }
513
514 // Fix up binary bucket since this may be 17 chars long here
515 Byte[] bucket = new Byte[1];
516 bucket[0] = im.binaryBucket[0];
517 im.binaryBucket = bucket;
518
519 user.ControllingClient.SendInstantMessage(im);
520 }
521 else if (im.dialog == (byte) InstantMessageDialog.InventoryAccepted ||
522 im.dialog == (byte) InstantMessageDialog.InventoryDeclined ||
523 im.dialog == (byte) InstantMessageDialog.TaskInventoryDeclined ||
524 im.dialog == (byte) InstantMessageDialog.TaskInventoryAccepted)
525 {
526 user.ControllingClient.SendInstantMessage(im);
527 }
452 } 528 }
453 } 529 }
454} 530}
diff --git a/OpenSim/Region/CoreModules/Avatar/Lure/LureModule.cs b/OpenSim/Region/CoreModules/Avatar/Lure/LureModule.cs
index d295384..dcfdf8f 100644
--- a/OpenSim/Region/CoreModules/Avatar/Lure/LureModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Lure/LureModule.cs
@@ -155,16 +155,29 @@ namespace OpenSim.Region.CoreModules.Avatar.Lure
155 scene.RegionInfo.RegionHandle, 155 scene.RegionInfo.RegionHandle,
156 (uint)presence.AbsolutePosition.X, 156 (uint)presence.AbsolutePosition.X,
157 (uint)presence.AbsolutePosition.Y, 157 (uint)presence.AbsolutePosition.Y,
158 (uint)presence.AbsolutePosition.Z); 158 (uint)presence.AbsolutePosition.Z + 2);
159 159
160 m_log.DebugFormat("TP invite with message {0}", message); 160 m_log.DebugFormat("[LURE]: TP invite with message {0}", message);
161
162 GridInstantMessage m;
163
164 if (scene.Permissions.IsAdministrator(client.AgentId) && presence.GodLevel >= 200 && (!scene.Permissions.IsAdministrator(targetid)))
165 {
166 m = new GridInstantMessage(scene, client.AgentId,
167 client.FirstName+" "+client.LastName, targetid,
168 (byte)InstantMessageDialog.GodLikeRequestTeleport, false,
169 message, dest, false, presence.AbsolutePosition,
170 new Byte[0]);
171 }
172 else
173 {
174 m = new GridInstantMessage(scene, client.AgentId,
175 client.FirstName+" "+client.LastName, targetid,
176 (byte)InstantMessageDialog.RequestTeleport, false,
177 message, dest, false, presence.AbsolutePosition,
178 new Byte[0]);
179 }
161 180
162 GridInstantMessage m = new GridInstantMessage(scene, client.AgentId,
163 client.FirstName+" "+client.LastName, targetid,
164 (byte)InstantMessageDialog.RequestTeleport, false,
165 message, dest, false, presence.AbsolutePosition,
166 new Byte[0]);
167
168 if (m_TransferModule != null) 181 if (m_TransferModule != null)
169 { 182 {
170 m_TransferModule.SendInstantMessage(m, 183 m_TransferModule.SendInstantMessage(m,
@@ -199,7 +212,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Lure
199 { 212 {
200 // Forward remote teleport requests 213 // Forward remote teleport requests
201 // 214 //
202 if (msg.dialog != 22) 215 if (msg.dialog != (byte)InstantMessageDialog.RequestTeleport &&
216 msg.dialog != (byte)InstantMessageDialog.GodLikeRequestTeleport)
203 return; 217 return;
204 218
205 if (m_TransferModule != null) 219 if (m_TransferModule != null)
diff --git a/OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs b/OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs
index 9d1538f..97cd738 100644
--- a/OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs
@@ -101,7 +101,8 @@ namespace OpenSim.Region.CoreModules.Framework
101 101
102 public void CreateCaps(UUID agentId) 102 public void CreateCaps(UUID agentId)
103 { 103 {
104 if (m_scene.RegionInfo.EstateSettings.IsBanned(agentId)) 104 int flags = m_scene.GetUserFlags(agentId);
105 if (m_scene.RegionInfo.EstateSettings.IsBanned(agentId, flags))
105 return; 106 return;
106 107
107 String capsObjectPath = GetCapsPath(agentId); 108 String capsObjectPath = GetCapsPath(agentId);
diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
index cbef6ce..80cb623 100644
--- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
@@ -126,7 +126,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
126 126
127 protected virtual void OnNewClient(IClientAPI client) 127 protected virtual void OnNewClient(IClientAPI client)
128 { 128 {
129 client.OnTeleportHomeRequest += TeleportHome; 129 client.OnTeleportHomeRequest += TriggerTeleportHome;
130 client.OnTeleportLandmarkRequest += RequestTeleportLandmark; 130 client.OnTeleportLandmarkRequest += RequestTeleportLandmark;
131 } 131 }
132 132
@@ -204,6 +204,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
204 sp.ControllingClient.SendTeleportStart(teleportFlags); 204 sp.ControllingClient.SendTeleportStart(teleportFlags);
205 205
206 sp.ControllingClient.SendLocalTeleport(position, lookAt, teleportFlags); 206 sp.ControllingClient.SendLocalTeleport(position, lookAt, teleportFlags);
207 sp.TeleportFlags = (Constants.TeleportFlags)teleportFlags;
207 sp.Teleport(position); 208 sp.Teleport(position);
208 209
209 foreach (SceneObjectGroup grp in sp.GetAttachments()) 210 foreach (SceneObjectGroup grp in sp.GetAttachments())
@@ -320,7 +321,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
320 // This may be a costly operation. The reg.ExternalEndPoint field is not a passive field, 321 // This may be a costly operation. The reg.ExternalEndPoint field is not a passive field,
321 // it's actually doing a lot of work. 322 // it's actually doing a lot of work.
322 IPEndPoint endPoint = finalDestination.ExternalEndPoint; 323 IPEndPoint endPoint = finalDestination.ExternalEndPoint;
323 if (endPoint.Address != null) 324 if (endPoint != null && endPoint.Address != null)
324 { 325 {
325 // Fixing a bug where teleporting while sitting results in the avatar ending up removed from 326 // Fixing a bug where teleporting while sitting results in the avatar ending up removed from
326 // both regions 327 // both regions
@@ -631,7 +632,12 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
631 632
632 #region Teleport Home 633 #region Teleport Home
633 634
634 public virtual void TeleportHome(UUID id, IClientAPI client) 635 public virtual void TriggerTeleportHome(UUID id, IClientAPI client)
636 {
637 TeleportHome(id, client);
638 }
639
640 public virtual bool TeleportHome(UUID id, IClientAPI client)
635 { 641 {
636 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Request to teleport {0} {1} home", client.FirstName, client.LastName); 642 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Request to teleport {0} {1} home", client.FirstName, client.LastName);
637 643
@@ -640,12 +646,18 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
640 646
641 if (uinfo != null) 647 if (uinfo != null)
642 { 648 {
649 if (uinfo.HomeRegionID == UUID.Zero)
650 {
651 // can't find the Home region: Tell viewer and abort
652 client.SendTeleportFailed("You don't have a home position set.");
653 return false;
654 }
643 GridRegion regionInfo = m_aScene.GridService.GetRegionByUUID(UUID.Zero, uinfo.HomeRegionID); 655 GridRegion regionInfo = m_aScene.GridService.GetRegionByUUID(UUID.Zero, uinfo.HomeRegionID);
644 if (regionInfo == null) 656 if (regionInfo == null)
645 { 657 {
646 // can't find the Home region: Tell viewer and abort 658 // can't find the Home region: Tell viewer and abort
647 client.SendTeleportFailed("Your home region could not be found."); 659 client.SendTeleportFailed("Your home region could not be found.");
648 return; 660 return false;
649 } 661 }
650 662
651 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: User's home region is {0} {1} ({2}-{3})", 663 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: User's home region is {0} {1} ({2}-{3})",
@@ -656,6 +668,13 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
656 client, regionInfo.RegionHandle, uinfo.HomePosition, uinfo.HomeLookAt, 668 client, regionInfo.RegionHandle, uinfo.HomePosition, uinfo.HomeLookAt,
657 (uint)(Constants.TeleportFlags.SetLastToTarget | Constants.TeleportFlags.ViaHome)); 669 (uint)(Constants.TeleportFlags.SetLastToTarget | Constants.TeleportFlags.ViaHome));
658 } 670 }
671 else
672 {
673 // can't find the Home region: Tell viewer and abort
674 client.SendTeleportFailed("Your home region could not be found.");
675 return false;
676 }
677 return true;
659 } 678 }
660 679
661 #endregion 680 #endregion
@@ -1125,10 +1144,14 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1125 agent.Id0 = currentAgentCircuit.Id0; 1144 agent.Id0 = currentAgentCircuit.Id0;
1126 } 1145 }
1127 1146
1128 InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync; 1147 IPEndPoint external = region.ExternalEndPoint;
1129 d.BeginInvoke(sp, agent, region, region.ExternalEndPoint, true, 1148 if (external != null)
1149 {
1150 InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync;
1151 d.BeginInvoke(sp, agent, region, external, true,
1130 InformClientOfNeighbourCompleted, 1152 InformClientOfNeighbourCompleted,
1131 d); 1153 d);
1154 }
1132 } 1155 }
1133 #endregion 1156 #endregion
1134 1157
@@ -1262,6 +1285,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1262 InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync; 1285 InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync;
1263 try 1286 try
1264 { 1287 {
1288 //neighbour.ExternalEndPoint may return null, which will be caught
1265 d.BeginInvoke(sp, cagents[count], neighbour, neighbour.ExternalEndPoint, newAgent, 1289 d.BeginInvoke(sp, cagents[count], neighbour, neighbour.ExternalEndPoint, newAgent,
1266 InformClientOfNeighbourCompleted, 1290 InformClientOfNeighbourCompleted,
1267 d); 1291 d);
@@ -1375,8 +1399,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1375 1399
1376 m_log.Debug("[ENTITY TRANSFER MODULE]: Completed inform client about neighbour " + endPoint.ToString()); 1400 m_log.Debug("[ENTITY TRANSFER MODULE]: Completed inform client about neighbour " + endPoint.ToString());
1377 } 1401 }
1378 if (!regionAccepted)
1379 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Region {0} did not accept agent: {1}", reg.RegionName, reason);
1380 } 1402 }
1381 1403
1382 /// <summary> 1404 /// <summary>
diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs
index 8d41728..b16d0d3 100644
--- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs
@@ -84,7 +84,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
84 84
85 protected override void OnNewClient(IClientAPI client) 85 protected override void OnNewClient(IClientAPI client)
86 { 86 {
87 client.OnTeleportHomeRequest += TeleportHome; 87 client.OnTeleportHomeRequest += TriggerTeleportHome;
88 client.OnTeleportLandmarkRequest += RequestTeleportLandmark; 88 client.OnTeleportLandmarkRequest += RequestTeleportLandmark;
89 client.OnConnectionClosed += new Action<IClientAPI>(OnConnectionClosed); 89 client.OnConnectionClosed += new Action<IClientAPI>(OnConnectionClosed);
90 } 90 }
@@ -182,7 +182,12 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
182 return m_aScene.SimulationService.CreateAgent(reg, agentCircuit, teleportFlags, out reason); 182 return m_aScene.SimulationService.CreateAgent(reg, agentCircuit, teleportFlags, out reason);
183 } 183 }
184 184
185 public override void TeleportHome(UUID id, IClientAPI client) 185 public void TriggerTeleportHome(UUID id, IClientAPI client)
186 {
187 TeleportHome(id, client);
188 }
189
190 public override bool TeleportHome(UUID id, IClientAPI client)
186 { 191 {
187 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Request to teleport {0} {1} home", client.FirstName, client.LastName); 192 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Request to teleport {0} {1} home", client.FirstName, client.LastName);
188 193
@@ -192,8 +197,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
192 { 197 {
193 // local grid user 198 // local grid user
194 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: User is local"); 199 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: User is local");
195 base.TeleportHome(id, client); 200 return base.TeleportHome(id, client);
196 return;
197 } 201 }
198 202
199 // Foreign user wants to go home 203 // Foreign user wants to go home
@@ -203,7 +207,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
203 { 207 {
204 client.SendTeleportFailed("Your information has been lost"); 208 client.SendTeleportFailed("Your information has been lost");
205 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Unable to locate agent's gateway information"); 209 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Unable to locate agent's gateway information");
206 return; 210 return false;
207 } 211 }
208 212
209 IUserAgentService userAgentService = new UserAgentServiceConnector(aCircuit.ServiceURLs["HomeURI"].ToString()); 213 IUserAgentService userAgentService = new UserAgentServiceConnector(aCircuit.ServiceURLs["HomeURI"].ToString());
@@ -213,7 +217,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
213 { 217 {
214 client.SendTeleportFailed("Your home region could not be found"); 218 client.SendTeleportFailed("Your home region could not be found");
215 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Agent's home region not found"); 219 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Agent's home region not found");
216 return; 220 return false;
217 } 221 }
218 222
219 ScenePresence sp = ((Scene)(client.Scene)).GetScenePresence(client.AgentId); 223 ScenePresence sp = ((Scene)(client.Scene)).GetScenePresence(client.AgentId);
@@ -221,7 +225,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
221 { 225 {
222 client.SendTeleportFailed("Internal error"); 226 client.SendTeleportFailed("Internal error");
223 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Agent not found in the scene where it is supposed to be"); 227 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Agent not found in the scene where it is supposed to be");
224 return; 228 return false;
225 } 229 }
226 230
227 IEventQueue eq = sp.Scene.RequestModuleInterface<IEventQueue>(); 231 IEventQueue eq = sp.Scene.RequestModuleInterface<IEventQueue>();
@@ -231,6 +235,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
231 aCircuit.firstname, aCircuit.lastname, finalDestination.RegionName, homeGatekeeper.ServerURI, homeGatekeeper.RegionName); 235 aCircuit.firstname, aCircuit.lastname, finalDestination.RegionName, homeGatekeeper.ServerURI, homeGatekeeper.RegionName);
232 236
233 DoTeleport(sp, homeGatekeeper, finalDestination, position, lookAt, (uint)(Constants.TeleportFlags.SetLastToTarget | Constants.TeleportFlags.ViaHome), eq); 237 DoTeleport(sp, homeGatekeeper, finalDestination, position, lookAt, (uint)(Constants.TeleportFlags.SetLastToTarget | Constants.TeleportFlags.ViaHome), eq);
238 return true;
234 } 239 }
235 240
236 /// <summary> 241 /// <summary>
diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
index 54b422b..7ebf002 100644
--- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
@@ -476,8 +476,17 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
476 IClientAPI remoteClient) 476 IClientAPI remoteClient)
477 { 477 {
478 uint effectivePerms = (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify | PermissionMask.Move) | 7; 478 uint effectivePerms = (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify | PermissionMask.Move) | 7;
479 // For the porposes of inventory, an object is modify if the prims
480 // are modify. This allows renaming an object that contains no
481 // mod items.
479 foreach (SceneObjectGroup grp in objsForEffectivePermissions) 482 foreach (SceneObjectGroup grp in objsForEffectivePermissions)
480 effectivePerms &= grp.GetEffectivePermissions(); 483 {
484 uint groupPerms = grp.GetEffectivePermissions(true);
485 if ((grp.RootPart.BaseMask & (uint)PermissionMask.Modify) != 0)
486 groupPerms |= (uint)PermissionMask.Modify;
487
488 effectivePerms &= groupPerms;
489 }
481 effectivePerms |= (uint)PermissionMask.Move; 490 effectivePerms |= (uint)PermissionMask.Move;
482 491
483 if (remoteClient != null && (remoteClient.AgentId != so.RootPart.OwnerID) && m_Scene.Permissions.PropagatePermissions()) 492 if (remoteClient != null && (remoteClient.AgentId != so.RootPart.OwnerID) && m_Scene.Permissions.PropagatePermissions())
@@ -644,7 +653,8 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
644 if (so.RootPart.FromFolderID != UUID.Zero) 653 if (so.RootPart.FromFolderID != UUID.Zero)
645 { 654 {
646 InventoryFolderBase f = new InventoryFolderBase(so.RootPart.FromFolderID, userID); 655 InventoryFolderBase f = new InventoryFolderBase(so.RootPart.FromFolderID, userID);
647 folder = m_Scene.InventoryService.GetFolder(f); 656 if (f != null)
657 folder = m_Scene.InventoryService.GetFolder(f);
648 } 658 }
649 } 659 }
650 660
@@ -674,15 +684,11 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
674 bool RezSelected, bool RemoveItem, UUID fromTaskID, bool attachment) 684 bool RezSelected, bool RemoveItem, UUID fromTaskID, bool attachment)
675 { 685 {
676// m_log.DebugFormat("[INVENTORY ACCESS MODULE]: RezObject for {0}, item {1}", remoteClient.Name, itemID); 686// m_log.DebugFormat("[INVENTORY ACCESS MODULE]: RezObject for {0}, item {1}", remoteClient.Name, itemID);
677
678 InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId); 687 InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId);
679 item = m_Scene.InventoryService.GetItem(item); 688 item = m_Scene.InventoryService.GetItem(item);
680 689
681 if (item == null) 690 if (item == null)
682 { 691 {
683 m_log.WarnFormat(
684 "[InventoryAccessModule]: Could not find item {0} for {1} in RezObject()",
685 itemID, remoteClient.Name);
686 692
687 return null; 693 return null;
688 } 694 }
@@ -782,12 +788,35 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
782 } 788 }
783 } 789 }
784 790
791 int primcount = 0;
792 foreach (SceneObjectGroup g in objlist)
793 primcount += g.PrimCount;
794
795 if (!m_Scene.Permissions.CanRezObject(
796 primcount, remoteClient.AgentId, pos)
797 && !attachment)
798 {
799 // The client operates in no fail mode. It will
800 // have already removed the item from the folder
801 // if it's no copy.
802 // Put it back if it's not an attachment
803 //
804 if (item != null)
805 {
806 if (((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0) && (!attachment))
807 remoteClient.SendBulkUpdateInventory(item);
808 }
809
810 return null;
811 }
812
785 if (item != null && !DoPreRezWhenFromItem(remoteClient, item, objlist, pos, attachment)) 813 if (item != null && !DoPreRezWhenFromItem(remoteClient, item, objlist, pos, attachment))
786 return null; 814 return null;
787 815
788 for (int i = 0; i < objlist.Count; i++) 816 for (int i = 0; i < objlist.Count; i++)
789 { 817 {
790 group = objlist[i]; 818 group = objlist[i];
819 SceneObjectPart rootPart = group.RootPart;
791 820
792// Vector3 storedPosition = group.AbsolutePosition; 821// Vector3 storedPosition = group.AbsolutePosition;
793 if (group.UUID == UUID.Zero) 822 if (group.UUID == UUID.Zero)
@@ -842,8 +871,6 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
842 871
843 if (!attachment) 872 if (!attachment)
844 { 873 {
845 SceneObjectPart rootPart = group.RootPart;
846
847 if (rootPart.Shape.PCode == (byte)PCode.Prim) 874 if (rootPart.Shape.PCode == (byte)PCode.Prim)
848 group.ClearPartAttachmentData(); 875 group.ClearPartAttachmentData();
849 876
@@ -853,12 +880,10 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
853 880
854 rootPart.ScheduleFullUpdate(); 881 rootPart.ScheduleFullUpdate();
855 } 882 }
856
857// m_log.DebugFormat(
858// "[InventoryAccessModule]: Rezzed {0} {1} {2} for {3}",
859// group.Name, group.LocalId, group.UUID, remoteClient.Name);
860 } 883 }
861 884
885 group.SetGroup(remoteClient.ActiveGroupId, remoteClient);
886
862 if (item != null) 887 if (item != null)
863 DoPostRezWhenFromItem(item, attachment); 888 DoPostRezWhenFromItem(item, attachment);
864 889
@@ -898,25 +923,6 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
898 } 923 }
899 } 924 }
900 925
901 int primcount = 0;
902 foreach (SceneObjectGroup g in objlist)
903 primcount += g.PrimCount;
904
905 if (!m_Scene.Permissions.CanRezObject(
906 primcount, remoteClient.AgentId, pos)
907 && !isAttachment)
908 {
909 // The client operates in no fail mode. It will
910 // have already removed the item from the folder
911 // if it's no copy.
912 // Put it back if it's not an attachment
913 //
914 if (((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0) && (!isAttachment))
915 remoteClient.SendBulkUpdateInventory(item);
916
917 return false;
918 }
919
920 for (int i = 0; i < objlist.Count; i++) 926 for (int i = 0; i < objlist.Count; i++)
921 { 927 {
922 SceneObjectGroup so = objlist[i]; 928 SceneObjectGroup so = objlist[i];
@@ -932,14 +938,18 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
932 { 938 {
933 rootPart.Name = item.Name; 939 rootPart.Name = item.Name;
934 rootPart.Description = item.Description; 940 rootPart.Description = item.Description;
935 rootPart.ObjectSaleType = item.SaleType; 941 if ((item.Flags & (uint)InventoryItemFlags.ObjectSlamSale) != 0)
936 rootPart.SalePrice = item.SalePrice; 942 {
943 rootPart.ObjectSaleType = item.SaleType;
944 rootPart.SalePrice = item.SalePrice;
945 }
937 } 946 }
938 947
939 rootPart.FromFolderID = item.Folder; 948 rootPart.FromFolderID = item.Folder;
940 949
941 if ((rootPart.OwnerID != item.Owner) || 950 if ((rootPart.OwnerID != item.Owner) ||
942 (item.CurrentPermissions & 16) != 0) 951 (item.CurrentPermissions & 16) != 0 ||
952 (item.Flags & (uint)InventoryItemFlags.ObjectSlamPerm) != 0)
943 { 953 {
944 //Need to kill the for sale here 954 //Need to kill the for sale here
945 rootPart.ObjectSaleType = 0; 955 rootPart.ObjectSaleType = 0;
@@ -949,31 +959,43 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
949 { 959 {
950 foreach (SceneObjectPart part in so.Parts) 960 foreach (SceneObjectPart part in so.Parts)
951 { 961 {
952 if ((item.Flags & (uint)InventoryItemFlags.ObjectHasMultipleItems) == 0)
953 {
954 part.EveryoneMask = item.EveryOnePermissions;
955 part.NextOwnerMask = item.NextPermissions;
956 }
957 part.GroupMask = 0; // DO NOT propagate here 962 part.GroupMask = 0; // DO NOT propagate here
963
964 part.LastOwnerID = part.OwnerID;
965 part.OwnerID = item.Owner;
966 part.Inventory.ChangeInventoryOwner(item.Owner);
958 } 967 }
959 968
960 so.ApplyNextOwnerPermissions(); 969 so.ApplyNextOwnerPermissions();
970
971 // In case the user has changed flags on a received item
972 // we have to apply those changes after the slam. Else we
973 // get a net loss of permissions
974 foreach (SceneObjectPart part in so.Parts)
975 {
976 if ((item.Flags & (uint)InventoryItemFlags.ObjectHasMultipleItems) == 0)
977 {
978 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteEveryone) != 0)
979 part.EveryoneMask = item.EveryOnePermissions & part.BaseMask;
980 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteNextOwner) != 0)
981 part.NextOwnerMask = item.NextPermissions & part.BaseMask;
982 }
983 }
961 } 984 }
962 } 985 }
963 986 else
964 foreach (SceneObjectPart part in so.Parts)
965 { 987 {
966 part.FromUserInventoryItemID = fromUserInventoryItemId; 988 foreach (SceneObjectPart part in so.Parts)
967
968 if ((part.OwnerID != item.Owner) ||
969 (item.CurrentPermissions & 16) != 0)
970 { 989 {
971 part.Inventory.ChangeInventoryOwner(item.Owner); 990 part.FromUserInventoryItemID = fromUserInventoryItemId;
972 part.GroupMask = 0; // DO NOT propagate here 991
992 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteEveryone) != 0)
993 part.EveryoneMask = item.EveryOnePermissions;
994 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteNextOwner) != 0)
995 part.NextOwnerMask = item.NextPermissions;
996 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteGroup) != 0)
997 part.GroupMask = item.GroupPermissions;
973 } 998 }
974
975 part.EveryoneMask = item.EveryOnePermissions;
976 part.NextOwnerMask = item.NextPermissions;
977 } 999 }
978 1000
979 rootPart.TrimPermissions(); 1001 rootPart.TrimPermissions();
@@ -1111,4 +1133,4 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
1111 1133
1112 #endregion 1134 #endregion
1113 } 1135 }
1114} \ No newline at end of file 1136}
diff --git a/OpenSim/Region/CoreModules/LightShare/LightShareModule.cs b/OpenSim/Region/CoreModules/LightShare/LightShareModule.cs
index 16cbbf5..f49641f 100644
--- a/OpenSim/Region/CoreModules/LightShare/LightShareModule.cs
+++ b/OpenSim/Region/CoreModules/LightShare/LightShareModule.cs
@@ -170,7 +170,8 @@ namespace OpenSim.Region.CoreModules.World.LightShare
170 170
171 private void EventManager_OnMakeRootAgent(ScenePresence presence) 171 private void EventManager_OnMakeRootAgent(ScenePresence presence)
172 { 172 {
173 m_log.Debug("[WINDLIGHT]: Sending windlight scene to new client"); 173 if (m_enableWindlight && m_scene.RegionInfo.WindlightSettings.valid)
174 m_log.Debug("[WINDLIGHT]: Sending windlight scene to new client");
174 SendProfileToClient(presence.ControllingClient); 175 SendProfileToClient(presence.ControllingClient);
175 } 176 }
176 177
diff --git a/OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs b/OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs
index d328eb3..9dac6b9 100644
--- a/OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs
+++ b/OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs
@@ -382,6 +382,10 @@ namespace OpenSim.Region.CoreModules.Scripting.HttpRequest
382 try 382 try
383 { 383 {
384 Request = (HttpWebRequest) WebRequest.Create(Url); 384 Request = (HttpWebRequest) WebRequest.Create(Url);
385
386 //This works around some buggy HTTP Servers like Lighttpd
387 Request.ServicePoint.Expect100Continue = false;
388
385 Request.Method = HttpMethod; 389 Request.Method = HttpMethod;
386 Request.ContentType = HttpMIMEType; 390 Request.ContentType = HttpMIMEType;
387 391
@@ -458,15 +462,36 @@ namespace OpenSim.Region.CoreModules.Scripting.HttpRequest
458 462
459 // continue building the string 463 // continue building the string
460 sb.Append(tempString); 464 sb.Append(tempString);
465 if (sb.Length > 2048)
466 break;
461 } 467 }
462 } while (count > 0); // any more data to read? 468 } while (count > 0); // any more data to read?
463 469
464 ResponseBody = sb.ToString(); 470 ResponseBody = sb.ToString().Replace("\r", "");
465 } 471 }
466 catch (Exception e) 472 catch (Exception e)
467 { 473 {
468 Status = (int)OSHttpStatusCode.ClientErrorJoker; 474 if (e is WebException && ((WebException)e).Status == WebExceptionStatus.ProtocolError)
469 ResponseBody = e.Message; 475 {
476 HttpWebResponse webRsp = (HttpWebResponse)((WebException)e).Response;
477 Status = (int)webRsp.StatusCode;
478 try
479 {
480 using (Stream responseStream = webRsp.GetResponseStream())
481 {
482 ResponseBody = responseStream.GetStreamString();
483 }
484 }
485 catch
486 {
487 ResponseBody = webRsp.StatusDescription;
488 }
489 }
490 else
491 {
492 Status = (int)OSHttpStatusCode.ClientErrorJoker;
493 ResponseBody = e.Message;
494 }
470 495
471 _finished = true; 496 _finished = true;
472 return; 497 return;
diff --git a/OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs b/OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs
index 93e75b3..f4cf6b4 100644
--- a/OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs
+++ b/OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs
@@ -61,6 +61,7 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
61 //public ManualResetEvent ev; 61 //public ManualResetEvent ev;
62 public bool requestDone; 62 public bool requestDone;
63 public int startTime; 63 public int startTime;
64 public bool responseSent;
64 public string uri; 65 public string uri;
65 } 66 }
66 67
@@ -77,7 +78,7 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
77 new Dictionary<string, UrlData>(); 78 new Dictionary<string, UrlData>();
78 79
79 80
80 private int m_TotalUrls = 100; 81 private int m_TotalUrls = 5000;
81 82
82 private uint https_port = 0; 83 private uint https_port = 0;
83 private IHttpServer m_HttpServer = null; 84 private IHttpServer m_HttpServer = null;
@@ -157,7 +158,7 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
157 engine.PostScriptEvent(itemID, "http_request", new Object[] { urlcode.ToString(), "URL_REQUEST_DENIED", "" }); 158 engine.PostScriptEvent(itemID, "http_request", new Object[] { urlcode.ToString(), "URL_REQUEST_DENIED", "" });
158 return urlcode; 159 return urlcode;
159 } 160 }
160 string url = "http://" + m_ExternalHostNameForLSL + ":" + m_HttpServer.Port.ToString() + "/lslhttp/" + urlcode.ToString() + "/"; 161 string url = "http://" + m_ExternalHostNameForLSL + ":" + m_HttpServer.Port.ToString() + "/lslhttp/" + urlcode.ToString();
161 162
162 UrlData urlData = new UrlData(); 163 UrlData urlData = new UrlData();
163 urlData.hostID = host.UUID; 164 urlData.hostID = host.UUID;
@@ -166,10 +167,10 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
166 urlData.url = url; 167 urlData.url = url;
167 urlData.urlcode = urlcode; 168 urlData.urlcode = urlcode;
168 urlData.requests = new Dictionary<UUID, RequestData>(); 169 urlData.requests = new Dictionary<UUID, RequestData>();
169 170
170 m_UrlMap[url] = urlData; 171 m_UrlMap[url] = urlData;
171 172
172 string uri = "/lslhttp/" + urlcode.ToString() + "/"; 173 string uri = "/lslhttp/" + urlcode.ToString();
173 174
174 m_HttpServer.AddPollServiceHTTPHandler( 175 m_HttpServer.AddPollServiceHTTPHandler(
175 uri, 176 uri,
@@ -234,9 +235,12 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
234 return; 235 return;
235 } 236 }
236 237
237 foreach (UUID req in data.requests.Keys) 238 lock (m_RequestMap)
238 m_RequestMap.Remove(req); 239 {
239 240 foreach (UUID req in data.requests.Keys)
241 m_RequestMap.Remove(req);
242 }
243
240 RemoveUrl(data); 244 RemoveUrl(data);
241 m_UrlMap.Remove(url); 245 m_UrlMap.Remove(url);
242 } 246 }
@@ -244,32 +248,42 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
244 248
245 public void HttpResponse(UUID request, int status, string body) 249 public void HttpResponse(UUID request, int status, string body)
246 { 250 {
247 if (m_RequestMap.ContainsKey(request)) 251 lock (m_RequestMap)
248 {
249 UrlData urlData = m_RequestMap[request];
250 urlData.requests[request].responseCode = status;
251 urlData.requests[request].responseBody = body;
252 //urlData.requests[request].ev.Set();
253 urlData.requests[request].requestDone =true;
254 }
255 else
256 { 252 {
257 m_log.Info("[HttpRequestHandler] There is no http-in request with id " + request.ToString()); 253 if (m_RequestMap.ContainsKey(request))
254 {
255 UrlData urlData = m_RequestMap[request];
256 if (!urlData.requests[request].responseSent)
257 {
258 urlData.requests[request].responseCode = status;
259 urlData.requests[request].responseBody = body;
260 //urlData.requests[request].ev.Set();
261 urlData.requests[request].requestDone = true;
262 urlData.requests[request].responseSent = true;
263 }
264 }
265 else
266 {
267 m_log.Info("[HttpRequestHandler] There is no http-in request with id " + request.ToString());
268 }
258 } 269 }
259 } 270 }
260 271
261 public string GetHttpHeader(UUID requestId, string header) 272 public string GetHttpHeader(UUID requestId, string header)
262 { 273 {
263 if (m_RequestMap.ContainsKey(requestId)) 274 lock (m_RequestMap)
264 {
265 UrlData urlData=m_RequestMap[requestId];
266 string value;
267 if (urlData.requests[requestId].headers.TryGetValue(header,out value))
268 return value;
269 }
270 else
271 { 275 {
272 m_log.Warn("[HttpRequestHandler] There was no http-in request with id " + requestId); 276 if (m_RequestMap.ContainsKey(requestId))
277 {
278 UrlData urlData = m_RequestMap[requestId];
279 string value;
280 if (urlData.requests[requestId].headers.TryGetValue(header, out value))
281 return value;
282 }
283 else
284 {
285 m_log.Warn("[HttpRequestHandler] There was no http-in request with id " + requestId);
286 }
273 } 287 }
274 return String.Empty; 288 return String.Empty;
275 } 289 }
@@ -293,8 +307,11 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
293 { 307 {
294 RemoveUrl(url.Value); 308 RemoveUrl(url.Value);
295 removeURLs.Add(url.Key); 309 removeURLs.Add(url.Key);
296 foreach (UUID req in url.Value.requests.Keys) 310 lock (m_RequestMap)
297 m_RequestMap.Remove(req); 311 {
312 foreach (UUID req in url.Value.requests.Keys)
313 m_RequestMap.Remove(req);
314 }
298 } 315 }
299 } 316 }
300 317
@@ -315,8 +332,11 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
315 { 332 {
316 RemoveUrl(url.Value); 333 RemoveUrl(url.Value);
317 removeURLs.Add(url.Key); 334 removeURLs.Add(url.Key);
318 foreach (UUID req in url.Value.requests.Keys) 335 lock (m_RequestMap)
319 m_RequestMap.Remove(req); 336 {
337 foreach (UUID req in url.Value.requests.Keys)
338 m_RequestMap.Remove(req);
339 }
320 } 340 }
321 } 341 }
322 342
@@ -335,14 +355,16 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
335 { 355 {
336 Hashtable response = new Hashtable(); 356 Hashtable response = new Hashtable();
337 UrlData url; 357 UrlData url;
358 int startTime = 0;
338 lock (m_RequestMap) 359 lock (m_RequestMap)
339 { 360 {
340 if (!m_RequestMap.ContainsKey(requestID)) 361 if (!m_RequestMap.ContainsKey(requestID))
341 return response; 362 return response;
342 url = m_RequestMap[requestID]; 363 url = m_RequestMap[requestID];
364 startTime = url.requests[requestID].startTime;
343 } 365 }
344 366
345 if (System.Environment.TickCount - url.requests[requestID].startTime > 25000) 367 if (System.Environment.TickCount - startTime > 25000)
346 { 368 {
347 response["int_response_code"] = 500; 369 response["int_response_code"] = 500;
348 response["str_response_string"] = "Script timeout"; 370 response["str_response_string"] = "Script timeout";
@@ -351,9 +373,12 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
351 response["reusecontext"] = false; 373 response["reusecontext"] = false;
352 374
353 //remove from map 375 //remove from map
354 lock (url) 376 lock (url.requests)
355 { 377 {
356 url.requests.Remove(requestID); 378 url.requests.Remove(requestID);
379 }
380 lock (m_RequestMap)
381 {
357 m_RequestMap.Remove(requestID); 382 m_RequestMap.Remove(requestID);
358 } 383 }
359 384
@@ -375,22 +400,25 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
375 return false; 400 return false;
376 } 401 }
377 url = m_RequestMap[requestID]; 402 url = m_RequestMap[requestID];
403 }
404 lock (url.requests)
405 {
378 if (!url.requests.ContainsKey(requestID)) 406 if (!url.requests.ContainsKey(requestID))
379 { 407 {
380 return false; 408 return false;
381 } 409 }
410 else
411 {
412 if (System.Environment.TickCount - url.requests[requestID].startTime > 25000)
413 {
414 return true;
415 }
416 if (url.requests[requestID].requestDone)
417 return true;
418 else
419 return false;
420 }
382 } 421 }
383
384 if (System.Environment.TickCount-url.requests[requestID].startTime>25000)
385 {
386 return true;
387 }
388
389 if (url.requests[requestID].requestDone)
390 return true;
391 else
392 return false;
393
394 } 422 }
395 private Hashtable GetEvents(UUID requestID, UUID sessionID, string request) 423 private Hashtable GetEvents(UUID requestID, UUID sessionID, string request)
396 { 424 {
@@ -402,9 +430,12 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
402 if (!m_RequestMap.ContainsKey(requestID)) 430 if (!m_RequestMap.ContainsKey(requestID))
403 return NoEvents(requestID,sessionID); 431 return NoEvents(requestID,sessionID);
404 url = m_RequestMap[requestID]; 432 url = m_RequestMap[requestID];
433 }
434 lock (url.requests)
435 {
405 requestData = url.requests[requestID]; 436 requestData = url.requests[requestID];
406 } 437 }
407 438
408 if (!requestData.requestDone) 439 if (!requestData.requestDone)
409 return NoEvents(requestID,sessionID); 440 return NoEvents(requestID,sessionID);
410 441
@@ -427,14 +458,18 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
427 response["reusecontext"] = false; 458 response["reusecontext"] = false;
428 459
429 //remove from map 460 //remove from map
430 lock (url) 461 lock (url.requests)
431 { 462 {
432 url.requests.Remove(requestID); 463 url.requests.Remove(requestID);
464 }
465 lock (m_RequestMap)
466 {
433 m_RequestMap.Remove(requestID); 467 m_RequestMap.Remove(requestID);
434 } 468 }
435 469
436 return response; 470 return response;
437 } 471 }
472
438 public void HttpRequestHandler(UUID requestID, Hashtable request) 473 public void HttpRequestHandler(UUID requestID, Hashtable request)
439 { 474 {
440 lock (request) 475 lock (request)
@@ -450,8 +485,8 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
450 485
451 int pos1 = uri.IndexOf("/");// /lslhttp 486 int pos1 = uri.IndexOf("/");// /lslhttp
452 int pos2 = uri.IndexOf("/", pos1 + 1);// /lslhttp/ 487 int pos2 = uri.IndexOf("/", pos1 + 1);// /lslhttp/
453 int pos3 = uri.IndexOf("/", pos2 + 1);// /lslhttp/<UUID>/ 488 int pos3 = pos2 + 37; // /lslhttp/urlcode
454 string uri_tmp = uri.Substring(0, pos3 + 1); 489 string uri_tmp = uri.Substring(0, pos3);
455 //HTTP server code doesn't provide us with QueryStrings 490 //HTTP server code doesn't provide us with QueryStrings
456 string pathInfo; 491 string pathInfo;
457 string queryString; 492 string queryString;
@@ -460,10 +495,21 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
460 pathInfo = uri.Substring(pos3); 495 pathInfo = uri.Substring(pos3);
461 496
462 UrlData url = null; 497 UrlData url = null;
498 string urlkey;
463 if (!is_ssl) 499 if (!is_ssl)
464 url = m_UrlMap["http://" + m_ExternalHostNameForLSL + ":" + m_HttpServer.Port.ToString() + uri_tmp]; 500 urlkey = "http://" + m_ExternalHostNameForLSL + ":" + m_HttpServer.Port.ToString() + uri_tmp;
501 //m_UrlMap[];
465 else 502 else
466 url = m_UrlMap["https://" + m_ExternalHostNameForLSL + ":" + m_HttpsServer.Port.ToString() + uri_tmp]; 503 urlkey = "https://" + m_ExternalHostNameForLSL + ":" + m_HttpsServer.Port.ToString() + uri_tmp;
504
505 if (m_UrlMap.ContainsKey(urlkey))
506 {
507 url = m_UrlMap[urlkey];
508 }
509 else
510 {
511 m_log.Warn("[HttpRequestHandler]: http-in request failed; no such url: "+urlkey.ToString());
512 }
467 513
468 //for llGetHttpHeader support we need to store original URI here 514 //for llGetHttpHeader support we need to store original URI here
469 //to make x-path-info / x-query-string / x-script-url / x-remote-ip headers 515 //to make x-path-info / x-query-string / x-script-url / x-remote-ip headers
@@ -493,7 +539,14 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
493 if (request.ContainsKey(key)) 539 if (request.ContainsKey(key))
494 { 540 {
495 string val = (String)request[key]; 541 string val = (String)request[key];
496 queryString = queryString + key + "=" + val + "&"; 542 if (key != "")
543 {
544 queryString = queryString + key + "=" + val + "&";
545 }
546 else
547 {
548 queryString = queryString + val + "&";
549 }
497 } 550 }
498 } 551 }
499 if (queryString.Length > 1) 552 if (queryString.Length > 1)
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs
index a17c6ae..faa1def 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs
@@ -271,7 +271,6 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation
271 if (s.RegionInfo.RegionID == destination.RegionID) 271 if (s.RegionInfo.RegionID == destination.RegionID)
272 return s.QueryAccess(id, position, out reason); 272 return s.QueryAccess(id, position, out reason);
273 } 273 }
274 //m_log.Debug("[LOCAL COMMS]: region not found for QueryAccess");
275 return false; 274 return false;
276 } 275 }
277 276
@@ -301,10 +300,24 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation
301 if (s.RegionInfo.RegionID == destination.RegionID) 300 if (s.RegionInfo.RegionID == destination.RegionID)
302 { 301 {
303 //m_log.Debug("[LOCAL COMMS]: Found region to SendCloseAgent"); 302 //m_log.Debug("[LOCAL COMMS]: Found region to SendCloseAgent");
304 // Let's spawn a threadlet right here, because this may take 303 return s.IncomingCloseAgent(id);
305 // a while 304 }
306 Util.FireAndForget(delegate { s.IncomingCloseAgent(id); }); 305 }
307 return true; 306 //m_log.Debug("[LOCAL COMMS]: region not found in SendCloseAgent");
307 return false;
308 }
309
310 public bool CloseChildAgent(GridRegion destination, UUID id)
311 {
312 if (destination == null)
313 return false;
314
315 foreach (Scene s in m_sceneList)
316 {
317 if (s.RegionInfo.RegionID == destination.RegionID)
318 {
319 //m_log.Debug("[LOCAL COMMS]: Found region to SendCloseAgent");
320 return s.IncomingCloseChildAgent(id);
308 } 321 }
309 } 322 }
310 //m_log.Debug("[LOCAL COMMS]: region not found in SendCloseAgent"); 323 //m_log.Debug("[LOCAL COMMS]: region not found in SendCloseAgent");
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs
index f8cea71..391b1a1 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs
@@ -261,6 +261,21 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation
261 return false; 261 return false;
262 } 262 }
263 263
264 public bool CloseChildAgent(GridRegion destination, UUID id)
265 {
266 if (destination == null)
267 return false;
268
269 // Try local first
270 if (m_localBackend.CloseChildAgent(destination, id))
271 return true;
272
273 // else do the remote thing
274 if (!m_localBackend.IsLocalRegion(destination.RegionHandle))
275 return m_remoteConnector.CloseChildAgent(destination, id);
276
277 return false;
278 }
264 279
265 public bool CloseAgent(GridRegion destination, UUID id) 280 public bool CloseAgent(GridRegion destination, UUID id)
266 { 281 {
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/LocalUserAccountServiceConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/LocalUserAccountServiceConnector.cs
index 0a0ce3c..1ffd480 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/LocalUserAccountServiceConnector.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/LocalUserAccountServiceConnector.cs
@@ -127,6 +127,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts
127 // FIXME: Why do we bother setting this module and caching up if we just end up registering the inner 127 // FIXME: Why do we bother setting this module and caching up if we just end up registering the inner
128 // user account service?! 128 // user account service?!
129 scene.RegisterModuleInterface<IUserAccountService>(UserAccountService); 129 scene.RegisterModuleInterface<IUserAccountService>(UserAccountService);
130 scene.RegisterModuleInterface<IUserAccountCacheModule>(m_Cache);
130 } 131 }
131 132
132 public void RemoveRegion(Scene scene) 133 public void RemoveRegion(Scene scene)
@@ -179,6 +180,11 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts
179 return UserAccountService.GetUserAccount(scopeID, Email); 180 return UserAccountService.GetUserAccount(scopeID, Email);
180 } 181 }
181 182
183 public List<UserAccount> GetUserAccountsWhere(UUID scopeID, string query)
184 {
185 return null;
186 }
187
182 public List<UserAccount> GetUserAccounts(UUID scopeID, string query) 188 public List<UserAccount> GetUserAccounts(UUID scopeID, string query)
183 { 189 {
184 return UserAccountService.GetUserAccounts(scopeID, query); 190 return UserAccountService.GetUserAccounts(scopeID, query);
@@ -193,4 +199,4 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts
193 199
194 #endregion 200 #endregion
195 } 201 }
196} \ No newline at end of file 202}
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/RemoteUserAccountServiceConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/RemoteUserAccountServiceConnector.cs
index 3321b38..f6b6aeb 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/RemoteUserAccountServiceConnector.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/RemoteUserAccountServiceConnector.cs
@@ -33,6 +33,7 @@ using OpenSim.Region.Framework.Interfaces;
33using OpenSim.Region.Framework.Scenes; 33using OpenSim.Region.Framework.Scenes;
34using OpenSim.Services.Interfaces; 34using OpenSim.Services.Interfaces;
35using OpenSim.Services.Connectors; 35using OpenSim.Services.Connectors;
36using OpenSim.Framework;
36 37
37using OpenMetaverse; 38using OpenMetaverse;
38 39
@@ -101,6 +102,9 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts
101 return; 102 return;
102 103
103 scene.RegisterModuleInterface<IUserAccountService>(this); 104 scene.RegisterModuleInterface<IUserAccountService>(this);
105 scene.RegisterModuleInterface<IUserAccountCacheModule>(m_Cache);
106
107 scene.EventManager.OnNewClient += OnNewClient;
104 } 108 }
105 109
106 public void RemoveRegion(Scene scene) 110 public void RemoveRegion(Scene scene)
@@ -115,6 +119,14 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts
115 return; 119 return;
116 } 120 }
117 121
122 // When a user actually enters the sim, clear them from
123 // cache so the sim will have the current values for
124 // flags, title, etc. And country, don't forget country!
125 private void OnNewClient(IClientAPI client)
126 {
127 m_Cache.Remove(client.Name);
128 }
129
118 #region Overwritten methods from IUserAccountService 130 #region Overwritten methods from IUserAccountService
119 131
120 public override UserAccount GetUserAccount(UUID scopeID, UUID userID) 132 public override UserAccount GetUserAccount(UUID scopeID, UUID userID)
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/UserAccountCache.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/UserAccountCache.cs
index ddef75f..cbe2eaa 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/UserAccountCache.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/UserAccountCache.cs
@@ -34,7 +34,7 @@ using log4net;
34 34
35namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts 35namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts
36{ 36{
37 public class UserAccountCache 37 public class UserAccountCache : IUserAccountCacheModule
38 { 38 {
39 private const double CACHE_EXPIRATION_SECONDS = 120000.0; // 33 hours! 39 private const double CACHE_EXPIRATION_SECONDS = 120000.0; // 33 hours!
40 40
@@ -92,5 +92,18 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts
92 92
93 return null; 93 return null;
94 } 94 }
95
96 public void Remove(string name)
97 {
98 if (!m_NameCache.Contains(name))
99 return;
100
101 UUID uuid = UUID.Zero;
102 if (m_NameCache.TryGetValue(name, out uuid))
103 {
104 m_NameCache.Remove(name);
105 m_UUIDCache.Remove(uuid);
106 }
107 }
95 } 108 }
96} 109}
diff --git a/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs b/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs
index edc5ba4..a22f619 100644
--- a/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs
+++ b/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs
@@ -292,6 +292,23 @@ namespace OpenSim.Region.CoreModules.World.Archiver
292 // being no copy/no mod for everyone 292 // being no copy/no mod for everyone
293 lock (part.TaskInventory) 293 lock (part.TaskInventory)
294 { 294 {
295 if (!ResolveUserUuid(part.CreatorID))
296 part.CreatorID = m_scene.RegionInfo.EstateSettings.EstateOwner;
297
298 if (!ResolveUserUuid(part.OwnerID))
299 part.OwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner;
300
301 if (!ResolveUserUuid(part.LastOwnerID))
302 part.LastOwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner;
303
304 // And zap any troublesome sit target information
305 part.SitTargetOrientation = new Quaternion(0, 0, 0, 1);
306 part.SitTargetPosition = new Vector3(0, 0, 0);
307
308 // Fix ownership/creator of inventory items
309 // Not doing so results in inventory items
310 // being no copy/no mod for everyone
311 part.TaskInventory.LockItemsForRead(true);
295 TaskInventoryDictionary inv = part.TaskInventory; 312 TaskInventoryDictionary inv = part.TaskInventory;
296 foreach (KeyValuePair<UUID, TaskInventoryItem> kvp in inv) 313 foreach (KeyValuePair<UUID, TaskInventoryItem> kvp in inv)
297 { 314 {
@@ -307,6 +324,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
307 if (UserManager != null) 324 if (UserManager != null)
308 UserManager.AddUser(kvp.Value.CreatorID, kvp.Value.CreatorData); 325 UserManager.AddUser(kvp.Value.CreatorID, kvp.Value.CreatorData);
309 } 326 }
327 part.TaskInventory.LockItemsForRead(false);
310 } 328 }
311 } 329 }
312 330
diff --git a/OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs b/OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs
index 948aac8..900260d 100644
--- a/OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs
+++ b/OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs
@@ -251,18 +251,14 @@ namespace OpenSim.Region.CoreModules.World.Archiver
251 251
252 if (asset != null) 252 if (asset != null)
253 { 253 {
254 if (m_options.ContainsKey("verbose")) 254// m_log.DebugFormat("[ARCHIVER]: Writing asset {0}", id);
255 m_log.InfoFormat("[ARCHIVER]: Writing asset {0}", id);
256
257 m_foundAssetUuids.Add(asset.FullID); 255 m_foundAssetUuids.Add(asset.FullID);
258 256
259 m_assetsArchiver.WriteAsset(PostProcess(asset)); 257 m_assetsArchiver.WriteAsset(PostProcess(asset));
260 } 258 }
261 else 259 else
262 { 260 {
263 if (m_options.ContainsKey("verbose")) 261// m_log.DebugFormat("[ARCHIVER]: Recording asset {0} as not found", id);
264 m_log.InfoFormat("[ARCHIVER]: Recording asset {0} as not found", id);
265
266 m_notFoundAssetUuids.Add(new UUID(id)); 262 m_notFoundAssetUuids.Add(new UUID(id));
267 } 263 }
268 264
diff --git a/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs b/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
index 2e1487f..161cf82 100644
--- a/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
+++ b/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
@@ -30,6 +30,7 @@ using System.Collections.Generic;
30using System.IO; 30using System.IO;
31using System.Reflection; 31using System.Reflection;
32using System.Security; 32using System.Security;
33using System.Timers;
33using log4net; 34using log4net;
34using Mono.Addins; 35using Mono.Addins;
35using Nini.Config; 36using Nini.Config;
@@ -47,6 +48,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
47 48
48 private delegate void LookupUUIDS(List<UUID> uuidLst); 49 private delegate void LookupUUIDS(List<UUID> uuidLst);
49 50
51 private Timer m_regionChangeTimer = new Timer();
50 public Scene Scene { get; private set; } 52 public Scene Scene { get; private set; }
51 public IUserManagement UserManager { get; private set; } 53 public IUserManagement UserManager { get; private set; }
52 54
@@ -61,6 +63,12 @@ namespace OpenSim.Region.CoreModules.World.Estate
61 63
62 #region Packet Data Responders 64 #region Packet Data Responders
63 65
66 private void clientSendDetailedEstateData(IClientAPI remote_client, UUID invoice)
67 {
68 sendDetailedEstateData(remote_client, invoice);
69 sendEstateLists(remote_client, invoice);
70 }
71
64 private void sendDetailedEstateData(IClientAPI remote_client, UUID invoice) 72 private void sendDetailedEstateData(IClientAPI remote_client, UUID invoice)
65 { 73 {
66 uint sun = 0; 74 uint sun = 0;
@@ -82,7 +90,10 @@ namespace OpenSim.Region.CoreModules.World.Estate
82 Scene.RegionInfo.RegionSettings.Covenant, 90 Scene.RegionInfo.RegionSettings.Covenant,
83 Scene.RegionInfo.EstateSettings.AbuseEmail, 91 Scene.RegionInfo.EstateSettings.AbuseEmail,
84 estateOwner); 92 estateOwner);
93 }
85 94
95 private void sendEstateLists(IClientAPI remote_client, UUID invoice)
96 {
86 remote_client.SendEstateList(invoice, 97 remote_client.SendEstateList(invoice,
87 (int)Constants.EstateAccessCodex.EstateManagers, 98 (int)Constants.EstateAccessCodex.EstateManagers,
88 Scene.RegionInfo.EstateSettings.EstateManagers, 99 Scene.RegionInfo.EstateSettings.EstateManagers,
@@ -257,7 +268,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
257 timeInSeconds -= 15; 268 timeInSeconds -= 15;
258 } 269 }
259 270
260 restartModule.ScheduleRestart(UUID.Zero, "Region will restart in {0}", times.ToArray(), true); 271 restartModule.ScheduleRestart(UUID.Zero, "Region will restart in {0}", times.ToArray(), false);
261 } 272 }
262 } 273 }
263 274
@@ -464,7 +475,11 @@ namespace OpenSim.Region.CoreModules.World.Estate
464 { 475 {
465 if (!s.IsChildAgent) 476 if (!s.IsChildAgent)
466 { 477 {
467 Scene.TeleportClientHome(user, s.ControllingClient); 478 if (!Scene.TeleportClientHome(user, s.ControllingClient))
479 {
480 s.ControllingClient.Kick("Your access to the region was revoked and TP home failed - you have been logged out.");
481 s.ControllingClient.Close();
482 }
468 } 483 }
469 } 484 }
470 485
@@ -473,7 +488,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
473 { 488 {
474 remote_client.SendAlertMessage("User is already on the region ban list"); 489 remote_client.SendAlertMessage("User is already on the region ban list");
475 } 490 }
476 //m_scene.RegionInfo.regionBanlist.Add(Manager(user); 491 //Scene.RegionInfo.regionBanlist.Add(Manager(user);
477 remote_client.SendBannedUserList(invoice, Scene.RegionInfo.EstateSettings.EstateBans, Scene.RegionInfo.EstateSettings.EstateID); 492 remote_client.SendBannedUserList(invoice, Scene.RegionInfo.EstateSettings.EstateBans, Scene.RegionInfo.EstateSettings.EstateID);
478 } 493 }
479 else 494 else
@@ -528,7 +543,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
528 remote_client.SendAlertMessage("User is not on the region ban list"); 543 remote_client.SendAlertMessage("User is not on the region ban list");
529 } 544 }
530 545
531 //m_scene.RegionInfo.regionBanlist.Add(Manager(user); 546 //Scene.RegionInfo.regionBanlist.Add(Manager(user);
532 remote_client.SendBannedUserList(invoice, Scene.RegionInfo.EstateSettings.EstateBans, Scene.RegionInfo.EstateSettings.EstateID); 547 remote_client.SendBannedUserList(invoice, Scene.RegionInfo.EstateSettings.EstateBans, Scene.RegionInfo.EstateSettings.EstateID);
533 } 548 }
534 else 549 else
@@ -693,7 +708,11 @@ namespace OpenSim.Region.CoreModules.World.Estate
693 ScenePresence s = Scene.GetScenePresence(prey); 708 ScenePresence s = Scene.GetScenePresence(prey);
694 if (s != null) 709 if (s != null)
695 { 710 {
696 Scene.TeleportClientHome(prey, s.ControllingClient); 711 if (!Scene.TeleportClientHome(prey, s.ControllingClient))
712 {
713 s.ControllingClient.Kick("You were teleported home by the region owner, but the TP failed - you have been logged out.");
714 s.ControllingClient.Close();
715 }
697 } 716 }
698 } 717 }
699 } 718 }
@@ -711,7 +730,13 @@ namespace OpenSim.Region.CoreModules.World.Estate
711 // Also make sure they are actually in the region 730 // Also make sure they are actually in the region
712 ScenePresence p; 731 ScenePresence p;
713 if(Scene.TryGetScenePresence(client.AgentId, out p)) 732 if(Scene.TryGetScenePresence(client.AgentId, out p))
714 Scene.TeleportClientHome(p.UUID, p.ControllingClient); 733 {
734 if (!Scene.TeleportClientHome(p.UUID, p.ControllingClient))
735 {
736 p.ControllingClient.Kick("You were teleported home by the region owner, but the TP failed - you have been logged out.");
737 p.ControllingClient.Close();
738 }
739 }
715 } 740 }
716 }); 741 });
717 } 742 }
@@ -955,7 +980,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
955 980
956 for (int i = 0; i < uuidarr.Length; i++) 981 for (int i = 0; i < uuidarr.Length; i++)
957 { 982 {
958 // string lookupname = m_scene.CommsManager.UUIDNameRequestString(uuidarr[i]); 983 // string lookupname = Scene.CommsManager.UUIDNameRequestString(uuidarr[i]);
959 984
960 IUserManagement userManager = Scene.RequestModuleInterface<IUserManagement>(); 985 IUserManagement userManager = Scene.RequestModuleInterface<IUserManagement>();
961 if (userManager != null) 986 if (userManager != null)
@@ -1096,6 +1121,10 @@ namespace OpenSim.Region.CoreModules.World.Estate
1096 1121
1097 public void AddRegion(Scene scene) 1122 public void AddRegion(Scene scene)
1098 { 1123 {
1124 m_regionChangeTimer.AutoReset = false;
1125 m_regionChangeTimer.Interval = 2000;
1126 m_regionChangeTimer.Elapsed += RaiseRegionInfoChange;
1127
1099 Scene = scene; 1128 Scene = scene;
1100 Scene.RegisterModuleInterface<IEstateModule>(this); 1129 Scene.RegisterModuleInterface<IEstateModule>(this);
1101 Scene.EventManager.OnNewClient += EventManager_OnNewClient; 1130 Scene.EventManager.OnNewClient += EventManager_OnNewClient;
@@ -1146,7 +1175,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
1146 1175
1147 private void EventManager_OnNewClient(IClientAPI client) 1176 private void EventManager_OnNewClient(IClientAPI client)
1148 { 1177 {
1149 client.OnDetailedEstateDataRequest += sendDetailedEstateData; 1178 client.OnDetailedEstateDataRequest += clientSendDetailedEstateData;
1150 client.OnSetEstateFlagsRequest += estateSetRegionInfoHandler; 1179 client.OnSetEstateFlagsRequest += estateSetRegionInfoHandler;
1151// client.OnSetEstateTerrainBaseTexture += setEstateTerrainBaseTexture; 1180// client.OnSetEstateTerrainBaseTexture += setEstateTerrainBaseTexture;
1152 client.OnSetEstateTerrainDetailTexture += setEstateTerrainBaseTexture; 1181 client.OnSetEstateTerrainDetailTexture += setEstateTerrainBaseTexture;
@@ -1198,6 +1227,10 @@ namespace OpenSim.Region.CoreModules.World.Estate
1198 flags |= RegionFlags.AllowParcelChanges; 1227 flags |= RegionFlags.AllowParcelChanges;
1199 if (Scene.RegionInfo.RegionSettings.BlockShowInSearch) 1228 if (Scene.RegionInfo.RegionSettings.BlockShowInSearch)
1200 flags |= RegionFlags.BlockParcelSearch; 1229 flags |= RegionFlags.BlockParcelSearch;
1230 if (Scene.RegionInfo.RegionSettings.GodBlockSearch)
1231 flags |= (RegionFlags)(1 << 11);
1232 if (Scene.RegionInfo.RegionSettings.Casino)
1233 flags |= (RegionFlags)(1 << 10);
1201 1234
1202 if (Scene.RegionInfo.RegionSettings.FixedSun) 1235 if (Scene.RegionInfo.RegionSettings.FixedSun)
1203 flags |= RegionFlags.SunFixed; 1236 flags |= RegionFlags.SunFixed;
@@ -1205,11 +1238,15 @@ namespace OpenSim.Region.CoreModules.World.Estate
1205 flags |= RegionFlags.Sandbox; 1238 flags |= RegionFlags.Sandbox;
1206 if (Scene.RegionInfo.EstateSettings.AllowVoice) 1239 if (Scene.RegionInfo.EstateSettings.AllowVoice)
1207 flags |= RegionFlags.AllowVoice; 1240 flags |= RegionFlags.AllowVoice;
1241 if (Scene.RegionInfo.EstateSettings.AllowLandmark)
1242 flags |= RegionFlags.AllowLandmark;
1243 if (Scene.RegionInfo.EstateSettings.AllowSetHome)
1244 flags |= RegionFlags.AllowSetHome;
1245 if (Scene.RegionInfo.EstateSettings.BlockDwell)
1246 flags |= RegionFlags.BlockDwell;
1247 if (Scene.RegionInfo.EstateSettings.ResetHomeOnTeleport)
1248 flags |= RegionFlags.ResetHomeOnTeleport;
1208 1249
1209 // Fudge these to always on, so the menu options activate
1210 //
1211 flags |= RegionFlags.AllowLandmark;
1212 flags |= RegionFlags.AllowSetHome;
1213 1250
1214 // TODO: SkipUpdateInterestList 1251 // TODO: SkipUpdateInterestList
1215 1252
@@ -1250,6 +1287,12 @@ namespace OpenSim.Region.CoreModules.World.Estate
1250 flags |= RegionFlags.ResetHomeOnTeleport; 1287 flags |= RegionFlags.ResetHomeOnTeleport;
1251 if (Scene.RegionInfo.EstateSettings.TaxFree) 1288 if (Scene.RegionInfo.EstateSettings.TaxFree)
1252 flags |= RegionFlags.TaxFree; 1289 flags |= RegionFlags.TaxFree;
1290 if (Scene.RegionInfo.EstateSettings.AllowLandmark)
1291 flags |= RegionFlags.AllowLandmark;
1292 if (Scene.RegionInfo.EstateSettings.AllowParcelChanges)
1293 flags |= RegionFlags.AllowParcelChanges;
1294 if (Scene.RegionInfo.EstateSettings.AllowSetHome)
1295 flags |= RegionFlags.AllowSetHome;
1253 if (Scene.RegionInfo.EstateSettings.DenyMinors) 1296 if (Scene.RegionInfo.EstateSettings.DenyMinors)
1254 flags |= (RegionFlags)(1 << 30); 1297 flags |= (RegionFlags)(1 << 30);
1255 1298
@@ -1270,6 +1313,12 @@ namespace OpenSim.Region.CoreModules.World.Estate
1270 1313
1271 public void TriggerRegionInfoChange() 1314 public void TriggerRegionInfoChange()
1272 { 1315 {
1316 m_regionChangeTimer.Stop();
1317 m_regionChangeTimer.Start();
1318 }
1319
1320 protected void RaiseRegionInfoChange(object sender, ElapsedEventArgs e)
1321 {
1273 ChangeDelegate change = OnRegionInfoChange; 1322 ChangeDelegate change = OnRegionInfoChange;
1274 1323
1275 if (change != null) 1324 if (change != null)
diff --git a/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs b/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
index 94bba83..7a236bc 100644
--- a/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
+++ b/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
@@ -91,6 +91,8 @@ namespace OpenSim.Region.CoreModules.World.Land
91 private int m_lastLandLocalID = LandChannel.START_LAND_LOCAL_ID - 1; 91 private int m_lastLandLocalID = LandChannel.START_LAND_LOCAL_ID - 1;
92 92
93 private bool m_allowedForcefulBans = true; 93 private bool m_allowedForcefulBans = true;
94 private UUID DefaultGodParcelGroup;
95 private string DefaultGodParcelName;
94 96
95 // caches ExtendedLandData 97 // caches ExtendedLandData
96 private Cache parcelInfoCache; 98 private Cache parcelInfoCache;
@@ -106,6 +108,12 @@ namespace OpenSim.Region.CoreModules.World.Land
106 108
107 public void Initialise(IConfigSource source) 109 public void Initialise(IConfigSource source)
108 { 110 {
111 IConfig cnf = source.Configs["LandManagement"];
112 if (cnf != null)
113 {
114 DefaultGodParcelGroup = new UUID(cnf.GetString("DefaultAdministratorGroupUUID", UUID.Zero.ToString()));
115 DefaultGodParcelName = cnf.GetString("DefaultAdministratorParcelName", "Default Parcel");
116 }
109 } 117 }
110 118
111 public void AddRegion(Scene scene) 119 public void AddRegion(Scene scene)
@@ -157,13 +165,6 @@ namespace OpenSim.Region.CoreModules.World.Land
157 m_scene.UnregisterModuleCommander(m_commander.Name); 165 m_scene.UnregisterModuleCommander(m_commander.Name);
158 } 166 }
159 167
160// private bool OnVerifyUserConnection(ScenePresence scenePresence, out string reason)
161// {
162// ILandObject nearestParcel = m_scene.GetNearestAllowedParcel(scenePresence.UUID, scenePresence.AbsolutePosition.X, scenePresence.AbsolutePosition.Y);
163// reason = "You are not allowed to enter this sim.";
164// return nearestParcel != null;
165// }
166
167 /// <summary> 168 /// <summary>
168 /// Processes commandline input. Do not call directly. 169 /// Processes commandline input. Do not call directly.
169 /// </summary> 170 /// </summary>
@@ -215,36 +216,6 @@ namespace OpenSim.Region.CoreModules.World.Land
215 216
216 void ClientOnPreAgentUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData) 217 void ClientOnPreAgentUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData)
217 { 218 {
218 //If we are forcing a position for them to go
219 if (forcedPosition.ContainsKey(remoteClient.AgentId))
220 {
221 ScenePresence clientAvatar = m_scene.GetScenePresence(remoteClient.AgentId);
222
223 //Putting the user into flying, both keeps the avatar in fligth when it bumps into something and stopped from going another direction AND
224 //When the avatar walks into a ban line on the ground, it prevents getting stuck
225 agentData.ControlFlags = (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY;
226
227
228 //Make sure we stop if they get about to the right place to prevent yoyo and prevents getting stuck on banlines
229 if (Vector3.Distance(clientAvatar.AbsolutePosition, forcedPosition[remoteClient.AgentId]) < .2)
230 {
231 Debug.WriteLine(string.Format("Stopping force position because {0} is close enough to position {1}", forcedPosition[remoteClient.AgentId], clientAvatar.AbsolutePosition));
232 forcedPosition.Remove(remoteClient.AgentId);
233 }
234 //if we are far away, teleport
235 else if (Vector3.Distance(clientAvatar.AbsolutePosition, forcedPosition[remoteClient.AgentId]) > 3)
236 {
237 Debug.WriteLine(string.Format("Teleporting out because {0} is too far from avatar position {1}", forcedPosition[remoteClient.AgentId], clientAvatar.AbsolutePosition));
238 clientAvatar.Teleport(forcedPosition[remoteClient.AgentId]);
239 forcedPosition.Remove(remoteClient.AgentId);
240 }
241 else
242 {
243 //Forces them toward the forced position we want if they aren't there yet
244 agentData.UseClientAgentPosition = true;
245 agentData.ClientAgentPosition = forcedPosition[remoteClient.AgentId];
246 }
247 }
248 } 219 }
249 220
250 public void Close() 221 public void Close()
@@ -363,10 +334,16 @@ namespace OpenSim.Region.CoreModules.World.Land
363 private void ForceAvatarToPosition(ScenePresence avatar, Vector3? position) 334 private void ForceAvatarToPosition(ScenePresence avatar, Vector3? position)
364 { 335 {
365 if (m_scene.Permissions.IsGod(avatar.UUID)) return; 336 if (m_scene.Permissions.IsGod(avatar.UUID)) return;
366 if (position.HasValue) 337
367 { 338 if (!position.HasValue)
368 forcedPosition[avatar.ControllingClient.AgentId] = (Vector3)position; 339 return;
369 } 340
341 bool isFlying = avatar.PhysicsActor.Flying;
342 avatar.RemoveFromPhysicalScene();
343
344 avatar.AbsolutePosition = (Vector3)position;
345
346 avatar.AddToPhysicalScene(isFlying);
370 } 347 }
371 348
372 public void SendYouAreRestrictedNotice(ScenePresence avatar) 349 public void SendYouAreRestrictedNotice(ScenePresence avatar)
@@ -386,29 +363,7 @@ namespace OpenSim.Region.CoreModules.World.Land
386 } 363 }
387 364
388 if (parcelAvatarIsEntering != null) 365 if (parcelAvatarIsEntering != null)
389 { 366 EnforceBans(parcelAvatarIsEntering, avatar);
390 if (avatar.AbsolutePosition.Z < LandChannel.BAN_LINE_SAFETY_HIEGHT)
391 {
392 if (parcelAvatarIsEntering.IsBannedFromLand(avatar.UUID))
393 {
394 SendYouAreBannedNotice(avatar);
395 ForceAvatarToPosition(avatar, m_scene.GetNearestAllowedPosition(avatar));
396 }
397 else if (parcelAvatarIsEntering.IsRestrictedFromLand(avatar.UUID))
398 {
399 SendYouAreRestrictedNotice(avatar);
400 ForceAvatarToPosition(avatar, m_scene.GetNearestAllowedPosition(avatar));
401 }
402 else
403 {
404 avatar.sentMessageAboutRestrictedParcelFlyingDown = true;
405 }
406 }
407 else
408 {
409 avatar.sentMessageAboutRestrictedParcelFlyingDown = true;
410 }
411 }
412 } 367 }
413 } 368 }
414 369
@@ -512,6 +467,7 @@ namespace OpenSim.Region.CoreModules.World.Land
512 //when we are finally in a safe place, lets release the forced position lock 467 //when we are finally in a safe place, lets release the forced position lock
513 forcedPosition.Remove(clientAvatar.ControllingClient.AgentId); 468 forcedPosition.Remove(clientAvatar.ControllingClient.AgentId);
514 } 469 }
470 EnforceBans(parcel, clientAvatar);
515 } 471 }
516 } 472 }
517 473
@@ -720,7 +676,7 @@ namespace OpenSim.Region.CoreModules.World.Land
720 int x; 676 int x;
721 int y; 677 int y;
722 678
723 if (x_float >= Constants.RegionSize || x_float < 0 || y_float >= Constants.RegionSize || y_float < 0) 679 if (x_float > Constants.RegionSize || x_float < 0 || y_float > Constants.RegionSize || y_float < 0)
724 return null; 680 return null;
725 681
726 try 682 try
@@ -770,14 +726,13 @@ namespace OpenSim.Region.CoreModules.World.Land
770 { 726 {
771 try 727 try
772 { 728 {
773 return m_landList[m_landIDList[x / 4, y / 4]]; 729 //if (m_landList.ContainsKey(m_landIDList[x / 4, y / 4]))
730 return m_landList[m_landIDList[x / 4, y / 4]];
731 //else
732 // return null;
774 } 733 }
775 catch (IndexOutOfRangeException) 734 catch (IndexOutOfRangeException)
776 { 735 {
777// m_log.WarnFormat(
778// "[LAND MANAGEMENT MODULE]: Tried to retrieve land object from out of bounds co-ordinate ({0},{1}) in {2}",
779// x, y, m_scene.RegionInfo.RegionName);
780
781 return null; 736 return null;
782 } 737 }
783 } 738 }
@@ -1060,6 +1015,10 @@ namespace OpenSim.Region.CoreModules.World.Land
1060 //Owner Flag 1015 //Owner Flag
1061 tempByte = Convert.ToByte(tempByte | LandChannel.LAND_TYPE_OWNED_BY_REQUESTER); 1016 tempByte = Convert.ToByte(tempByte | LandChannel.LAND_TYPE_OWNED_BY_REQUESTER);
1062 } 1017 }
1018 else if (currentParcelBlock.LandData.IsGroupOwned && remote_client.IsGroupMember(currentParcelBlock.LandData.GroupID))
1019 {
1020 tempByte = Convert.ToByte(tempByte | LandChannel.LAND_TYPE_OWNED_BY_GROUP);
1021 }
1063 else if (currentParcelBlock.LandData.SalePrice > 0 && 1022 else if (currentParcelBlock.LandData.SalePrice > 0 &&
1064 (currentParcelBlock.LandData.AuthBuyerID == UUID.Zero || 1023 (currentParcelBlock.LandData.AuthBuyerID == UUID.Zero ||
1065 currentParcelBlock.LandData.AuthBuyerID == remote_client.AgentId)) 1024 currentParcelBlock.LandData.AuthBuyerID == remote_client.AgentId))
@@ -1360,18 +1319,31 @@ namespace OpenSim.Region.CoreModules.World.Land
1360 1319
1361 public void EventManagerOnIncomingLandDataFromStorage(List<LandData> data) 1320 public void EventManagerOnIncomingLandDataFromStorage(List<LandData> data)
1362 { 1321 {
1363 for (int i = 0; i < data.Count; i++) 1322 lock (m_landList)
1364 { 1323 {
1365 IncomingLandObjectFromStorage(data[i]); 1324 //Remove all the land objects in the sim and then process our new data
1325 foreach (int n in m_landList.Keys)
1326 {
1327 m_scene.EventManager.TriggerLandObjectRemoved(m_landList[n].LandData.GlobalID);
1328 }
1329 m_landIDList.Initialize();
1330 m_landList.Clear();
1331
1332 for (int i = 0; i < data.Count; i++)
1333 {
1334 IncomingLandObjectFromStorage(data[i]);
1335 }
1366 } 1336 }
1367 } 1337 }
1368 1338
1369 public void IncomingLandObjectFromStorage(LandData data) 1339 public void IncomingLandObjectFromStorage(LandData data)
1370 { 1340 {
1341
1371 ILandObject new_land = new LandObject(data.OwnerID, data.IsGroupOwned, m_scene); 1342 ILandObject new_land = new LandObject(data.OwnerID, data.IsGroupOwned, m_scene);
1372 new_land.LandData = data.Copy(); 1343 new_land.LandData = data.Copy();
1373 new_land.SetLandBitmapFromByteArray(); 1344 new_land.SetLandBitmapFromByteArray();
1374 AddLandObject(new_land); 1345 AddLandObject(new_land);
1346 new_land.SendLandUpdateToAvatarsOverMe();
1375 } 1347 }
1376 1348
1377 public void ReturnObjectsInParcel(int localID, uint returnType, UUID[] agentIDs, UUID[] taskIDs, IClientAPI remoteClient) 1349 public void ReturnObjectsInParcel(int localID, uint returnType, UUID[] agentIDs, UUID[] taskIDs, IClientAPI remoteClient)
@@ -1649,6 +1621,322 @@ namespace OpenSim.Region.CoreModules.World.Land
1649 1621
1650 UpdateLandObject(localID, land.LandData); 1622 UpdateLandObject(localID, land.LandData);
1651 } 1623 }
1624
1625 public void ClientOnParcelGodMark(IClientAPI client, UUID god, int landID)
1626 {
1627 ILandObject land = null;
1628 List<ILandObject> Land = ((Scene)client.Scene).LandChannel.AllParcels();
1629 foreach (ILandObject landObject in Land)
1630 {
1631 if (landObject.LandData.LocalID == landID)
1632 {
1633 land = landObject;
1634 }
1635 }
1636 land.DeedToGroup(DefaultGodParcelGroup);
1637 land.LandData.Name = DefaultGodParcelName;
1638 land.SendLandUpdateToAvatarsOverMe();
1639 }
1640
1641 private void ClientOnSimWideDeletes(IClientAPI client, UUID agentID, int flags, UUID targetID)
1642 {
1643 ScenePresence SP;
1644 ((Scene)client.Scene).TryGetScenePresence(client.AgentId, out SP);
1645 List<SceneObjectGroup> returns = new List<SceneObjectGroup>();
1646 if (SP.UserLevel != 0)
1647 {
1648 if (flags == 0) //All parcels, scripted or not
1649 {
1650 ((Scene)client.Scene).ForEachSOG(delegate(SceneObjectGroup e)
1651 {
1652 if (e.OwnerID == targetID)
1653 {
1654 returns.Add(e);
1655 }
1656 }
1657 );
1658 }
1659 if (flags == 4) //All parcels, scripted object
1660 {
1661 ((Scene)client.Scene).ForEachSOG(delegate(SceneObjectGroup e)
1662 {
1663 if (e.OwnerID == targetID)
1664 {
1665 if (e.scriptScore >= 0.01)
1666 {
1667 returns.Add(e);
1668 }
1669 }
1670 }
1671 );
1672 }
1673 if (flags == 4) //not target parcel, scripted object
1674 {
1675 ((Scene)client.Scene).ForEachSOG(delegate(SceneObjectGroup e)
1676 {
1677 if (e.OwnerID == targetID)
1678 {
1679 ILandObject landobject = ((Scene)client.Scene).LandChannel.GetLandObject(e.AbsolutePosition.X, e.AbsolutePosition.Y);
1680 if (landobject.LandData.OwnerID != e.OwnerID)
1681 {
1682 if (e.scriptScore >= 0.01)
1683 {
1684 returns.Add(e);
1685 }
1686 }
1687 }
1688 }
1689 );
1690 }
1691 foreach (SceneObjectGroup ol in returns)
1692 {
1693 ReturnObject(ol, client);
1694 }
1695 }
1696 }
1697 public void ReturnObject(SceneObjectGroup obj, IClientAPI client)
1698 {
1699 SceneObjectGroup[] objs = new SceneObjectGroup[1];
1700 objs[0] = obj;
1701 ((Scene)client.Scene).returnObjects(objs, client.AgentId);
1702 }
1703
1704 Dictionary<UUID, System.Threading.Timer> Timers = new Dictionary<UUID, System.Threading.Timer>();
1705
1706 public void ClientOnParcelFreezeUser(IClientAPI client, UUID parcelowner, uint flags, UUID target)
1707 {
1708 ScenePresence targetAvatar = null;
1709 ((Scene)client.Scene).TryGetScenePresence(target, out targetAvatar);
1710 ScenePresence parcelManager = null;
1711 ((Scene)client.Scene).TryGetScenePresence(client.AgentId, out parcelManager);
1712 System.Threading.Timer Timer;
1713
1714 if (targetAvatar.UserLevel == 0)
1715 {
1716 ILandObject land = ((Scene)client.Scene).LandChannel.GetLandObject(targetAvatar.AbsolutePosition.X, targetAvatar.AbsolutePosition.Y);
1717 if (!((Scene)client.Scene).Permissions.CanEditParcelProperties(client.AgentId, land, GroupPowers.LandEjectAndFreeze))
1718 return;
1719 if (flags == 0)
1720 {
1721 targetAvatar.AllowMovement = false;
1722 targetAvatar.ControllingClient.SendAlertMessage(parcelManager.Firstname + " " + parcelManager.Lastname + " has frozen you for 30 seconds. You cannot move or interact with the world.");
1723 parcelManager.ControllingClient.SendAlertMessage("Avatar Frozen.");
1724 System.Threading.TimerCallback timeCB = new System.Threading.TimerCallback(OnEndParcelFrozen);
1725 Timer = new System.Threading.Timer(timeCB, targetAvatar, 30000, 0);
1726 Timers.Add(targetAvatar.UUID, Timer);
1727 }
1728 else
1729 {
1730 targetAvatar.AllowMovement = true;
1731 targetAvatar.ControllingClient.SendAlertMessage(parcelManager.Firstname + " " + parcelManager.Lastname + " has unfrozen you.");
1732 parcelManager.ControllingClient.SendAlertMessage("Avatar Unfrozen.");
1733 Timers.TryGetValue(targetAvatar.UUID, out Timer);
1734 Timers.Remove(targetAvatar.UUID);
1735 Timer.Dispose();
1736 }
1737 }
1738 }
1739 private void OnEndParcelFrozen(object avatar)
1740 {
1741 ScenePresence targetAvatar = (ScenePresence)avatar;
1742 targetAvatar.AllowMovement = true;
1743 System.Threading.Timer Timer;
1744 Timers.TryGetValue(targetAvatar.UUID, out Timer);
1745 Timers.Remove(targetAvatar.UUID);
1746 targetAvatar.ControllingClient.SendAgentAlertMessage("The freeze has worn off; you may go about your business.", false);
1747 }
1748
1749
1750 public void ClientOnParcelEjectUser(IClientAPI client, UUID parcelowner, uint flags, UUID target)
1751 {
1752 ScenePresence targetAvatar = null;
1753 ((Scene)client.Scene).TryGetScenePresence(target, out targetAvatar);
1754 ScenePresence parcelManager = null;
1755 ((Scene)client.Scene).TryGetScenePresence(client.AgentId, out parcelManager);
1756 //Just eject
1757 if (flags == 0)
1758 {
1759 if (targetAvatar.UserLevel == 0)
1760 {
1761 ILandObject land = ((Scene)client.Scene).LandChannel.GetLandObject(targetAvatar.AbsolutePosition.X, targetAvatar.AbsolutePosition.Y);
1762 if (!((Scene)client.Scene).Permissions.CanEditParcelProperties(client.AgentId, land, GroupPowers.LandEjectAndFreeze))
1763 return;
1764
1765 Vector3 position = new Vector3(0, 0, 0);
1766 List<ILandObject> allParcels = new List<ILandObject>();
1767 allParcels = AllParcels();
1768 if (allParcels.Count != 1)
1769 {
1770 foreach (ILandObject parcel in allParcels)
1771 {
1772 if (parcel.LandData.GlobalID != land.LandData.GlobalID)
1773 {
1774 if (parcel.IsEitherBannedOrRestricted(targetAvatar.UUID) != true)
1775 {
1776 for (int x = 1; x <= Constants.RegionSize; x += 2)
1777 {
1778 for (int y = 1; y <= Constants.RegionSize; y += 2)
1779 {
1780 if (parcel.ContainsPoint(x, y))
1781 {
1782 position = new Vector3(x, y, targetAvatar.AbsolutePosition.Z);
1783 targetAvatar.TeleportWithMomentum(position);
1784 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1785 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected.");
1786 return;
1787 }
1788 }
1789 }
1790 }
1791 }
1792 }
1793 }
1794 Vector3 targetVector;
1795 if (targetAvatar.AbsolutePosition.X > targetAvatar.AbsolutePosition.Y)
1796 {
1797 if (targetAvatar.AbsolutePosition.X > .5 * Constants.RegionSize)
1798 {
1799 targetVector = new Vector3(Constants.RegionSize, targetAvatar.AbsolutePosition.Y, targetAvatar.AbsolutePosition.Z); ;
1800 targetAvatar.TeleportWithMomentum(targetVector);
1801 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1802 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected.");
1803 return;
1804 }
1805 else
1806 {
1807 targetVector = new Vector3(0, targetAvatar.AbsolutePosition.Y, targetAvatar.AbsolutePosition.Z); ;
1808 targetAvatar.TeleportWithMomentum(targetVector);
1809 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1810 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected.");
1811 return;
1812 }
1813 }
1814 else
1815 {
1816 if (targetAvatar.AbsolutePosition.Y > .5 * Constants.RegionSize)
1817 {
1818 targetVector = new Vector3(targetAvatar.AbsolutePosition.X, Constants.RegionSize, targetAvatar.AbsolutePosition.Z); ;
1819 targetAvatar.TeleportWithMomentum(targetVector);
1820 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1821 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected.");
1822 return;
1823 }
1824 else
1825 {
1826 targetVector = new Vector3(targetAvatar.AbsolutePosition.X, 0, targetAvatar.AbsolutePosition.Z); ;
1827 targetAvatar.TeleportWithMomentum(targetVector);
1828 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1829 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected.");
1830 return;
1831 }
1832 }
1833 }
1834 }
1835 //Eject and ban
1836 if (flags == 1)
1837 {
1838 if (targetAvatar.UserLevel == 0)
1839 {
1840 ILandObject land = ((Scene)client.Scene).LandChannel.GetLandObject(targetAvatar.AbsolutePosition.X, targetAvatar.AbsolutePosition.Y);
1841 if (!((Scene)client.Scene).Permissions.CanEditParcelProperties(client.AgentId, land, GroupPowers.LandEjectAndFreeze))
1842 return;
1843
1844 Vector3 position = new Vector3(0, 0, 0);
1845 List<ILandObject> allParcels = new List<ILandObject>();
1846 allParcels = AllParcels();
1847 if (allParcels.Count != 1)
1848 {
1849 foreach (ILandObject parcel in allParcels)
1850 {
1851 if (parcel.LandData.GlobalID != land.LandData.GlobalID)
1852 {
1853 if (parcel.IsEitherBannedOrRestricted(targetAvatar.UUID) != true)
1854 {
1855 for (int x = 1; x <= Constants.RegionSize; x += 2)
1856 {
1857 for (int y = 1; y <= Constants.RegionSize; y += 2)
1858 {
1859 if (parcel.ContainsPoint(x, y))
1860 {
1861 position = new Vector3(x, y, targetAvatar.AbsolutePosition.Z);
1862 targetAvatar.TeleportWithMomentum(position);
1863 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected and banned by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1864 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected and Banned.");
1865 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry();
1866 entry.AgentID = targetAvatar.UUID;
1867 entry.Flags = AccessList.Ban;
1868 entry.Time = new DateTime();
1869 land.LandData.ParcelAccessList.Add(entry);
1870 return;
1871 }
1872 }
1873 }
1874 }
1875 }
1876 }
1877 }
1878 Vector3 targetVector;
1879 if (targetAvatar.AbsolutePosition.X > targetAvatar.AbsolutePosition.Y)
1880 {
1881 if (targetAvatar.AbsolutePosition.X > .5 * Constants.RegionSize)
1882 {
1883 targetVector = new Vector3(Constants.RegionSize, targetAvatar.AbsolutePosition.Y, targetAvatar.AbsolutePosition.Z); ;
1884 targetAvatar.TeleportWithMomentum(targetVector);
1885 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected and banned by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1886 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected and Banned.");
1887 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry();
1888 entry.AgentID = targetAvatar.UUID;
1889 entry.Flags = AccessList.Ban;
1890 entry.Time = new DateTime();
1891 land.LandData.ParcelAccessList.Add(entry);
1892 return;
1893 }
1894 else
1895 {
1896 targetVector = new Vector3(0, targetAvatar.AbsolutePosition.Y, targetAvatar.AbsolutePosition.Z); ;
1897 targetAvatar.TeleportWithMomentum(targetVector);
1898 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected and banned by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1899 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected and Banned.");
1900 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry();
1901 entry.AgentID = targetAvatar.UUID;
1902 entry.Flags = AccessList.Ban;
1903 entry.Time = new DateTime();
1904 land.LandData.ParcelAccessList.Add(entry);
1905 return;
1906 }
1907 }
1908 else
1909 {
1910 if (targetAvatar.AbsolutePosition.Y > .5 * Constants.RegionSize)
1911 {
1912 targetVector = new Vector3(targetAvatar.AbsolutePosition.X, Constants.RegionSize, targetAvatar.AbsolutePosition.Z); ;
1913 targetAvatar.TeleportWithMomentum(targetVector);
1914 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected and banned by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1915 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected and Banned.");
1916 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry();
1917 entry.AgentID = targetAvatar.UUID;
1918 entry.Flags = AccessList.Ban;
1919 entry.Time = new DateTime();
1920 land.LandData.ParcelAccessList.Add(entry);
1921 return;
1922 }
1923 else
1924 {
1925 targetVector = new Vector3(targetAvatar.AbsolutePosition.X, 0, targetAvatar.AbsolutePosition.Z); ;
1926 targetAvatar.TeleportWithMomentum(targetVector);
1927 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected and banned by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1928 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected and Banned.");
1929 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry();
1930 entry.AgentID = targetAvatar.UUID;
1931 entry.Flags = AccessList.Ban;
1932 entry.Time = new DateTime();
1933 land.LandData.ParcelAccessList.Add(entry);
1934 return;
1935 }
1936 }
1937 }
1938 }
1939 }
1652 1940
1653 protected void InstallInterfaces() 1941 protected void InstallInterfaces()
1654 { 1942 {
@@ -1711,5 +1999,27 @@ namespace OpenSim.Region.CoreModules.World.Land
1711 1999
1712 MainConsole.Instance.Output(report.ToString()); 2000 MainConsole.Instance.Output(report.ToString());
1713 } 2001 }
2002
2003 public void EnforceBans(ILandObject land, ScenePresence avatar)
2004 {
2005 if (avatar.AbsolutePosition.Z > LandChannel.BAN_LINE_SAFETY_HIEGHT)
2006 return;
2007
2008 if (land.IsEitherBannedOrRestricted(avatar.UUID))
2009 {
2010 if (land.ContainsPoint(Convert.ToInt32(avatar.lastKnownAllowedPosition.X), Convert.ToInt32(avatar.lastKnownAllowedPosition.Y)))
2011 {
2012 Vector3? pos = m_scene.GetNearestAllowedPosition(avatar);
2013 if (pos == null)
2014 m_scene.TeleportClientHome(avatar.UUID, avatar.ControllingClient);
2015 else
2016 ForceAvatarToPosition(avatar, (Vector3)pos);
2017 }
2018 else
2019 {
2020 ForceAvatarToPosition(avatar, avatar.lastKnownAllowedPosition);
2021 }
2022 }
2023 }
1714 } 2024 }
1715} \ No newline at end of file 2025}
diff --git a/OpenSim/Region/CoreModules/World/Land/LandObject.cs b/OpenSim/Region/CoreModules/World/Land/LandObject.cs
index 79b13c3..2d54ed1 100644
--- a/OpenSim/Region/CoreModules/World/Land/LandObject.cs
+++ b/OpenSim/Region/CoreModules/World/Land/LandObject.cs
@@ -190,10 +190,27 @@ namespace OpenSim.Region.CoreModules.World.Land
190 else 190 else
191 { 191 {
192 // Normal Calculations 192 // Normal Calculations
193 int parcelMax = (int)(((float)LandData.Area / 65536.0f) 193 int parcelMax = (int)((double)(LandData.Area
194 * (float)m_scene.RegionInfo.ObjectCapacity 194 * m_scene.RegionInfo.ObjectCapacity)
195 * (float)m_scene.RegionInfo.RegionSettings.ObjectBonus); 195 * m_scene.RegionInfo.RegionSettings.ObjectBonus)
196 // TODO: The calculation of ObjectBonus should be refactored. It does still not work in the same manner as SL! 196 / 65536;
197 m_log.DebugFormat("Area: {0}, Capacity {1}, Bonus {2}, Parcel {3}", LandData.Area, m_scene.RegionInfo.ObjectCapacity, m_scene.RegionInfo.RegionSettings.ObjectBonus, parcelMax);
198 return parcelMax;
199 }
200 }
201
202 private int GetParcelBasePrimCount()
203 {
204 if (overrideParcelMaxPrimCount != null)
205 {
206 return overrideParcelMaxPrimCount(this);
207 }
208 else
209 {
210 // Normal Calculations
211 int parcelMax = LandData.Area
212 * m_scene.RegionInfo.ObjectCapacity
213 / 65536;
197 return parcelMax; 214 return parcelMax;
198 } 215 }
199 } 216 }
@@ -207,8 +224,9 @@ namespace OpenSim.Region.CoreModules.World.Land
207 else 224 else
208 { 225 {
209 //Normal Calculations 226 //Normal Calculations
210 int simMax = (int)(((float)LandData.SimwideArea / 65536.0f) 227 int simMax = (int)((long)LandData.SimwideArea
211 * (float)m_scene.RegionInfo.ObjectCapacity); 228 * (long)m_scene.RegionInfo.ObjectCapacity / 65536L);
229 m_log.DebugFormat("Simwide Area: {0}, Capacity {1}, SimMax {2}", LandData.SimwideArea, m_scene.RegionInfo.ObjectCapacity, simMax);
212 return simMax; 230 return simMax;
213 } 231 }
214 } 232 }
@@ -245,7 +263,7 @@ namespace OpenSim.Region.CoreModules.World.Land
245 remote_client.SendLandProperties(seq_id, 263 remote_client.SendLandProperties(seq_id,
246 snap_selection, request_result, this, 264 snap_selection, request_result, this,
247 (float)m_scene.RegionInfo.RegionSettings.ObjectBonus, 265 (float)m_scene.RegionInfo.RegionSettings.ObjectBonus,
248 GetParcelMaxPrimCount(), 266 GetParcelBasePrimCount(),
249 GetSimulatorMaxPrimCount(), regionFlags); 267 GetSimulatorMaxPrimCount(), regionFlags);
250 } 268 }
251 269
@@ -304,7 +322,7 @@ namespace OpenSim.Region.CoreModules.World.Land
304 322
305 allowedDelta |= (uint)(ParcelFlags.ShowDirectory | 323 allowedDelta |= (uint)(ParcelFlags.ShowDirectory |
306 ParcelFlags.AllowPublish | 324 ParcelFlags.AllowPublish |
307 ParcelFlags.MaturePublish); 325 ParcelFlags.MaturePublish) | (uint)(1 << 23);
308 } 326 }
309 327
310 if (m_scene.Permissions.CanEditParcelProperties(remote_client.AgentId,this, GroupPowers.LandChangeIdentity)) 328 if (m_scene.Permissions.CanEditParcelProperties(remote_client.AgentId,this, GroupPowers.LandChangeIdentity))
@@ -416,9 +434,43 @@ namespace OpenSim.Region.CoreModules.World.Land
416 return false; 434 return false;
417 } 435 }
418 436
437 public bool HasGroupAccess(UUID avatar)
438 {
439 if (LandData.GroupID != UUID.Zero && (LandData.Flags & (uint)ParcelFlags.UseAccessGroup) == (uint)ParcelFlags.UseAccessGroup)
440 {
441 ScenePresence sp;
442 if (!m_scene.TryGetScenePresence(avatar, out sp))
443 {
444 IGroupsModule groupsModule = m_scene.RequestModuleInterface<IGroupsModule>();
445 if (groupsModule == null)
446 return false;
447
448 GroupMembershipData[] membership = groupsModule.GetMembershipData(avatar);
449 if (membership == null || membership.Length == 0)
450 return false;
451
452 foreach (GroupMembershipData d in membership)
453 {
454 if (d.GroupID == LandData.GroupID)
455 return true;
456 }
457 return false;
458 }
459
460 if (!sp.ControllingClient.IsGroupMember(LandData.GroupID))
461 return false;
462
463 return true;
464 }
465 return false;
466 }
467
419 public bool IsBannedFromLand(UUID avatar) 468 public bool IsBannedFromLand(UUID avatar)
420 { 469 {
421 if (m_scene.Permissions.CanEditParcelProperties(avatar, this, 0)) 470 if (m_scene.Permissions.IsAdministrator(avatar))
471 return false;
472
473 if (m_scene.RegionInfo.EstateSettings.IsEstateManager(avatar))
422 return false; 474 return false;
423 475
424 if ((LandData.Flags & (uint) ParcelFlags.UseBanList) > 0) 476 if ((LandData.Flags & (uint) ParcelFlags.UseBanList) > 0)
@@ -429,7 +481,7 @@ namespace OpenSim.Region.CoreModules.World.Land
429 if (e.AgentID == avatar && e.Flags == AccessList.Ban) 481 if (e.AgentID == avatar && e.Flags == AccessList.Ban)
430 return true; 482 return true;
431 return false; 483 return false;
432 }) != -1) 484 }) != -1 && LandData.OwnerID != avatar)
433 { 485 {
434 return true; 486 return true;
435 } 487 }
@@ -439,7 +491,10 @@ namespace OpenSim.Region.CoreModules.World.Land
439 491
440 public bool IsRestrictedFromLand(UUID avatar) 492 public bool IsRestrictedFromLand(UUID avatar)
441 { 493 {
442 if (m_scene.Permissions.CanEditParcelProperties(avatar, this, 0)) 494 if (m_scene.Permissions.IsAdministrator(avatar))
495 return false;
496
497 if (m_scene.RegionInfo.EstateSettings.IsEstateManager(avatar))
443 return false; 498 return false;
444 499
445 if ((LandData.Flags & (uint) ParcelFlags.UseAccessList) > 0) 500 if ((LandData.Flags & (uint) ParcelFlags.UseAccessList) > 0)
@@ -450,11 +505,15 @@ namespace OpenSim.Region.CoreModules.World.Land
450 if (e.AgentID == avatar && e.Flags == AccessList.Access) 505 if (e.AgentID == avatar && e.Flags == AccessList.Access)
451 return true; 506 return true;
452 return false; 507 return false;
453 }) == -1) 508 }) == -1 && LandData.OwnerID != avatar)
454 { 509 {
455 return true; 510 if (!HasGroupAccess(avatar))
511 {
512 return true;
513 }
456 } 514 }
457 } 515 }
516
458 return false; 517 return false;
459 } 518 }
460 519
diff --git a/OpenSim/Region/CoreModules/World/Land/PrimCountModule.cs b/OpenSim/Region/CoreModules/World/Land/PrimCountModule.cs
index efede5c..5122734 100644
--- a/OpenSim/Region/CoreModules/World/Land/PrimCountModule.cs
+++ b/OpenSim/Region/CoreModules/World/Land/PrimCountModule.cs
@@ -206,7 +206,7 @@ namespace OpenSim.Region.CoreModules.World.Land
206 if (m_ParcelCounts.TryGetValue(landData.GlobalID, out parcelCounts)) 206 if (m_ParcelCounts.TryGetValue(landData.GlobalID, out parcelCounts))
207 { 207 {
208 UUID landOwner = landData.OwnerID; 208 UUID landOwner = landData.OwnerID;
209 int partCount = obj.Parts.Length; 209 int partCount = obj.GetPartCount();
210 210
211 m_SimwideCounts[landOwner] += partCount; 211 m_SimwideCounts[landOwner] += partCount;
212 if (parcelCounts.Users.ContainsKey(obj.OwnerID)) 212 if (parcelCounts.Users.ContainsKey(obj.OwnerID))
@@ -593,4 +593,4 @@ namespace OpenSim.Region.CoreModules.World.Land
593 } 593 }
594 } 594 }
595 } 595 }
596} \ No newline at end of file 596}
diff --git a/OpenSim/Region/CoreModules/World/Objects/BuySell/BuySellModule.cs b/OpenSim/Region/CoreModules/World/Objects/BuySell/BuySellModule.cs
index 1e4f0a4..eb4731c 100644
--- a/OpenSim/Region/CoreModules/World/Objects/BuySell/BuySellModule.cs
+++ b/OpenSim/Region/CoreModules/World/Objects/BuySell/BuySellModule.cs
@@ -176,6 +176,13 @@ namespace OpenSim.Region.CoreModules.World.Objects.BuySell
176 return false; 176 return false;
177 } 177 }
178 178
179 if ((perms & (uint)PermissionMask.Copy) == 0)
180 {
181 if (m_dialogModule != null)
182 m_dialogModule.SendAlertToUser(remoteClient, "This sale has been blocked by the permissions system");
183 return false;
184 }
185
179 AssetBase asset = m_scene.CreateAsset( 186 AssetBase asset = m_scene.CreateAsset(
180 group.GetPartName(localID), 187 group.GetPartName(localID),
181 group.GetPartDescription(localID), 188 group.GetPartDescription(localID),
diff --git a/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs b/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
index cdecd2f..5e7d37a 100644
--- a/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
+++ b/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
@@ -363,7 +363,7 @@ namespace OpenSim.Region.CoreModules.World.Permissions
363 363
364 public string Name 364 public string Name
365 { 365 {
366 get { return "PermissionsModule"; } 366 get { return "DefaultPermissionsModule"; }
367 } 367 }
368 368
369 public bool IsSharedModule 369 public bool IsSharedModule
diff --git a/OpenSim/Region/CoreModules/World/Region/RestartModule.cs b/OpenSim/Region/CoreModules/World/Region/RestartModule.cs
index 0f37ddd..7f6f4df 100644
--- a/OpenSim/Region/CoreModules/World/Region/RestartModule.cs
+++ b/OpenSim/Region/CoreModules/World/Region/RestartModule.cs
@@ -28,6 +28,8 @@
28using System; 28using System;
29using System.Reflection; 29using System.Reflection;
30using System.Timers; 30using System.Timers;
31using System.IO;
32using System.Diagnostics;
31using System.Threading; 33using System.Threading;
32using System.Collections.Generic; 34using System.Collections.Generic;
33using log4net; 35using log4net;
@@ -56,13 +58,23 @@ namespace OpenSim.Region.CoreModules.World.Region
56 protected UUID m_Initiator; 58 protected UUID m_Initiator;
57 protected bool m_Notice = false; 59 protected bool m_Notice = false;
58 protected IDialogModule m_DialogModule = null; 60 protected IDialogModule m_DialogModule = null;
61 protected string m_MarkerPath = String.Empty;
59 62
60 public void Initialise(IConfigSource config) 63 public void Initialise(IConfigSource config)
61 { 64 {
65 IConfig restartConfig = config.Configs["RestartModule"];
66 if (restartConfig != null)
67 {
68 m_MarkerPath = restartConfig.GetString("MarkerPath", String.Empty);
69 }
62 } 70 }
63 71
64 public void AddRegion(Scene scene) 72 public void AddRegion(Scene scene)
65 { 73 {
74 if (m_MarkerPath != String.Empty)
75 File.Delete(Path.Combine(m_MarkerPath,
76 scene.RegionInfo.RegionID.ToString()));
77
66 m_Scene = scene; 78 m_Scene = scene;
67 79
68 scene.RegisterModuleInterface<IRestartModule>(this); 80 scene.RegisterModuleInterface<IRestartModule>(this);
@@ -121,6 +133,7 @@ namespace OpenSim.Region.CoreModules.World.Region
121 133
122 if (alerts == null) 134 if (alerts == null)
123 { 135 {
136 CreateMarkerFile();
124 m_Scene.RestartNow(); 137 m_Scene.RestartNow();
125 return; 138 return;
126 } 139 }
@@ -134,6 +147,7 @@ namespace OpenSim.Region.CoreModules.World.Region
134 147
135 if (m_Alerts[0] == 0) 148 if (m_Alerts[0] == 0)
136 { 149 {
150 CreateMarkerFile();
137 m_Scene.RestartNow(); 151 m_Scene.RestartNow();
138 return; 152 return;
139 } 153 }
@@ -147,6 +161,7 @@ namespace OpenSim.Region.CoreModules.World.Region
147 { 161 {
148 if (m_Alerts.Count == 0 || m_Alerts[0] == 0) 162 if (m_Alerts.Count == 0 || m_Alerts[0] == 0)
149 { 163 {
164 CreateMarkerFile();
150 m_Scene.RestartNow(); 165 m_Scene.RestartNow();
151 return 0; 166 return 0;
152 } 167 }
@@ -266,5 +281,25 @@ namespace OpenSim.Region.CoreModules.World.Region
266 281
267 ScheduleRestart(UUID.Zero, args[3], times.ToArray(), notice); 282 ScheduleRestart(UUID.Zero, args[3], times.ToArray(), notice);
268 } 283 }
284
285 protected void CreateMarkerFile()
286 {
287 if (m_MarkerPath == String.Empty)
288 return;
289
290 string path = Path.Combine(m_MarkerPath, m_Scene.RegionInfo.RegionID.ToString());
291 try
292 {
293 string pidstring = System.Diagnostics.Process.GetCurrentProcess().Id.ToString();
294 FileStream fs = File.Create(path);
295 System.Text.ASCIIEncoding enc = new System.Text.ASCIIEncoding();
296 Byte[] buf = enc.GetBytes(pidstring);
297 fs.Write(buf, 0, buf.Length);
298 fs.Close();
299 }
300 catch (Exception)
301 {
302 }
303 }
269 } 304 }
270} 305}
diff --git a/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs b/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs
index cf000a4..4805ccb 100644
--- a/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs
+++ b/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs
@@ -606,6 +606,8 @@ namespace OpenSim.Region.CoreModules.World.Terrain
606 m_scene.PhysicsScene.SetTerrain(m_channel.GetFloatsSerialised()); 606 m_scene.PhysicsScene.SetTerrain(m_channel.GetFloatsSerialised());
607 m_scene.SaveTerrain(); 607 m_scene.SaveTerrain();
608 608
609 m_scene.EventManager.TriggerTerrainUpdate();
610
609 // Clients who look at the map will never see changes after they looked at the map, so i've commented this out. 611 // Clients who look at the map will never see changes after they looked at the map, so i've commented this out.
610 //m_scene.CreateTerrainTexture(true); 612 //m_scene.CreateTerrainTexture(true);
611 } 613 }
diff --git a/OpenSim/Region/CoreModules/World/WorldMap/MapSearchModule.cs b/OpenSim/Region/CoreModules/World/WorldMap/MapSearchModule.cs
index 657975b..f9384e9 100644
--- a/OpenSim/Region/CoreModules/World/WorldMap/MapSearchModule.cs
+++ b/OpenSim/Region/CoreModules/World/WorldMap/MapSearchModule.cs
@@ -86,9 +86,9 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
86 86
87 private void OnMapNameRequest(IClientAPI remoteClient, string mapName, uint flags) 87 private void OnMapNameRequest(IClientAPI remoteClient, string mapName, uint flags)
88 { 88 {
89 if (mapName.Length < 3) 89 if (mapName.Length < 2)
90 { 90 {
91 remoteClient.SendAlertMessage("Use a search string with at least 3 characters"); 91 remoteClient.SendAlertMessage("Use a search string with at least 2 characters");
92 return; 92 return;
93 } 93 }
94 94
@@ -96,10 +96,10 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
96 96
97 // try to fetch from GridServer 97 // try to fetch from GridServer
98 List<GridRegion> regionInfos = m_scene.GridService.GetRegionsByName(m_scene.RegionInfo.ScopeID, mapName, 20); 98 List<GridRegion> regionInfos = m_scene.GridService.GetRegionsByName(m_scene.RegionInfo.ScopeID, mapName, 20);
99 if (regionInfos.Count == 0) 99// if (regionInfos.Count == 0)
100 remoteClient.SendAlertMessage("Hyperlink could not be established."); 100// remoteClient.SendAlertMessage("Hyperlink could not be established.");
101 101
102 m_log.DebugFormat("[MAPSEARCHMODULE]: search {0} returned {1} regions. Flags={2}", mapName, regionInfos.Count, flags); 102 //m_log.DebugFormat("[MAPSEARCHMODULE]: search {0} returned {1} regions", mapName, regionInfos.Count);
103 List<MapBlockData> blocks = new List<MapBlockData>(); 103 List<MapBlockData> blocks = new List<MapBlockData>();
104 104
105 MapBlockData data; 105 MapBlockData data;
@@ -128,7 +128,7 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
128 data.Agents = 0; 128 data.Agents = 0;
129 data.Access = 255; 129 data.Access = 255;
130 data.MapImageId = UUID.Zero; 130 data.MapImageId = UUID.Zero;
131 data.Name = ""; // mapName; 131 data.Name = mapName;
132 data.RegionFlags = 0; 132 data.RegionFlags = 0;
133 data.WaterHeight = 0; // not used 133 data.WaterHeight = 0; // not used
134 data.X = 0; 134 data.X = 0;
diff --git a/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs b/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs
index 1a9313b..021a669 100644
--- a/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs
+++ b/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs
@@ -1231,7 +1231,7 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
1231 } 1231 }
1232 else 1232 else
1233 { 1233 {
1234 OSDArray responsearr = new OSDArray(m_scene.GetRootAgentCount()); 1234 OSDArray responsearr = new OSDArray(); // Don't preallocate. MT (m_scene.GetRootAgentCount());
1235 m_scene.ForEachRootScenePresence(delegate(ScenePresence sp) 1235 m_scene.ForEachRootScenePresence(delegate(ScenePresence sp)
1236 { 1236 {
1237 OSDMap responsemapdata = new OSDMap(); 1237 OSDMap responsemapdata = new OSDMap();
diff --git a/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs b/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
index e668dae..a7770ad 100644
--- a/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
@@ -26,6 +26,7 @@
26 */ 26 */
27 27
28using System; 28using System;
29using System.Xml;
29using System.Collections.Generic; 30using System.Collections.Generic;
30using OpenMetaverse; 31using OpenMetaverse;
31using OpenSim.Framework; 32using OpenSim.Framework;
@@ -75,6 +76,10 @@ namespace OpenSim.Region.Framework.Interfaces
75 /// <returns>The scene object that was attached. Null if the scene object could not be found</returns> 76 /// <returns>The scene object that was attached. Null if the scene object could not be found</returns>
76 ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt); 77 ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt);
77 78
79 // Same as above, but also load script states from a separate doc
80 ISceneEntity RezSingleAttachmentFromInventory(
81 IScenePresence presence, UUID itemID, uint AttachmentPt, bool updateInventoryStatus, XmlDocument doc);
82
78 /// <summary> 83 /// <summary>
79 /// Rez multiple attachments from a user's inventory 84 /// Rez multiple attachments from a user's inventory
80 /// </summary> 85 /// </summary>
@@ -96,7 +101,6 @@ namespace OpenSim.Region.Framework.Interfaces
96 /// <param name="itemID"></param> 101 /// <param name="itemID"></param>
97 void DetachSingleAttachmentToInv(IScenePresence sp, UUID itemID); 102 void DetachSingleAttachmentToInv(IScenePresence sp, UUID itemID);
98 103
99 /// <summary>
100 /// Update the position of an attachment. 104 /// Update the position of an attachment.
101 /// </summary> 105 /// </summary>
102 /// <param name="sog"></param> 106 /// <param name="sog"></param>
diff --git a/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs b/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
index 15060fd..4b17b9a 100644
--- a/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
+++ b/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
@@ -115,6 +115,8 @@ namespace OpenSim.Region.Framework.Interfaces
115 /// <param name="stateSource"></param> 115 /// <param name="stateSource"></param>
116 void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource); 116 void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource);
117 117
118 ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource);
119
118 /// <summary> 120 /// <summary>
119 /// Stop a script which is in this prim's inventory. 121 /// Stop a script which is in this prim's inventory.
120 /// </summary> 122 /// </summary>
@@ -229,5 +231,6 @@ namespace OpenSim.Region.Framework.Interfaces
229 /// A <see cref="Dictionary`2"/> 231 /// A <see cref="Dictionary`2"/>
230 /// </returns> 232 /// </returns>
231 Dictionary<UUID, string> GetScriptStates(); 233 Dictionary<UUID, string> GetScriptStates();
234 Dictionary<UUID, string> GetScriptStates(bool oldIDs);
232 } 235 }
233} 236}
diff --git a/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs b/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs
index 07e97d5..c38ecd9 100644
--- a/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs
@@ -40,11 +40,11 @@ namespace OpenSim.Region.Framework.Interfaces
40 void Teleport(ScenePresence agent, ulong regionHandle, Vector3 position, 40 void Teleport(ScenePresence agent, ulong regionHandle, Vector3 position,
41 Vector3 lookAt, uint teleportFlags); 41 Vector3 lookAt, uint teleportFlags);
42 42
43 bool TeleportHome(UUID id, IClientAPI client);
44
43 void DoTeleport(ScenePresence sp, GridRegion reg, GridRegion finalDestination, 45 void DoTeleport(ScenePresence sp, GridRegion reg, GridRegion finalDestination,
44 Vector3 position, Vector3 lookAt, uint teleportFlags, IEventQueue eq); 46 Vector3 position, Vector3 lookAt, uint teleportFlags, IEventQueue eq);
45 47
46 void TeleportHome(UUID id, IClientAPI client);
47
48 bool Cross(ScenePresence agent, bool isFlying); 48 bool Cross(ScenePresence agent, bool isFlying);
49 49
50 void AgentArrivedAtDestination(UUID agent); 50 void AgentArrivedAtDestination(UUID agent);
diff --git a/OpenSim/Region/Framework/Interfaces/IEstateModule.cs b/OpenSim/Region/Framework/Interfaces/IEstateModule.cs
index 721f0ee..72e79ed 100644
--- a/OpenSim/Region/Framework/Interfaces/IEstateModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IEstateModule.cs
@@ -45,5 +45,7 @@ namespace OpenSim.Region.Framework.Interfaces
45 /// Tell all clients about the current state of the region (terrain textures, water height, etc.). 45 /// Tell all clients about the current state of the region (terrain textures, water height, etc.).
46 /// </summary> 46 /// </summary>
47 void sendRegionHandshakeToAll(); 47 void sendRegionHandshakeToAll();
48 void TriggerEstateInfoChange();
49 void TriggerRegionInfoChange();
48 } 50 }
49} 51}
diff --git a/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs b/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs
index 2d6287f..67a500f 100644
--- a/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs
+++ b/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs
@@ -68,6 +68,14 @@ namespace OpenSim.Region.Framework.Interfaces
68 bool SendReleaseAgent(ulong regionHandle, UUID id, string uri); 68 bool SendReleaseAgent(ulong regionHandle, UUID id, string uri);
69 69
70 /// <summary> 70 /// <summary>
71 /// Close chid agent.
72 /// </summary>
73 /// <param name="regionHandle"></param>
74 /// <param name="id"></param>
75 /// <returns></returns>
76 bool SendCloseChildAgent(ulong regionHandle, UUID id);
77
78 /// <summary>
71 /// Close agent. 79 /// Close agent.
72 /// </summary> 80 /// </summary>
73 /// <param name="regionHandle"></param> 81 /// <param name="regionHandle"></param>
diff --git a/OpenSim/Region/Framework/Interfaces/IScriptModule.cs b/OpenSim/Region/Framework/Interfaces/IScriptModule.cs
index 18c45dd..2d6758b 100644
--- a/OpenSim/Region/Framework/Interfaces/IScriptModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IScriptModule.cs
@@ -68,6 +68,8 @@ namespace OpenSim.Region.Framework.Interfaces
68 68
69 ArrayList GetScriptErrors(UUID itemID); 69 ArrayList GetScriptErrors(UUID itemID);
70 70
71 bool HasScript(UUID itemID, out bool running);
72
71 void SaveAllState(); 73 void SaveAllState();
72 74
73 /// <summary> 75 /// <summary>
diff --git a/OpenSim/Region/Framework/Interfaces/ISnmpModule.cs b/OpenSim/Region/Framework/Interfaces/ISnmpModule.cs
new file mode 100644
index 0000000..e01f649
--- /dev/null
+++ b/OpenSim/Region/Framework/Interfaces/ISnmpModule.cs
@@ -0,0 +1,27 @@
1///////////////////////////////////////////////////////////////////
2//
3// (c) Careminster LImited, Melanie Thielker and the Meta7 Team
4//
5// This file is not open source. All rights reserved
6// Mod 2
7
8using OpenSim.Region.Framework.Scenes;
9
10public interface ISnmpModule
11{
12 void Trap(int code, string Message, Scene scene);
13 void Critical(string Message, Scene scene);
14 void Warning(string Message, Scene scene);
15 void Major(string Message, Scene scene);
16 void ColdStart(int step , Scene scene);
17 void Shutdown(int step , Scene scene);
18 //
19 // Node Start/stop events
20 //
21 void LinkUp(Scene scene);
22 void LinkDown(Scene scene);
23 void BootInfo(string data, Scene scene);
24 void trapDebug(string Module,string data, Scene scene);
25 void trapXMRE(int data, string Message, Scene scene);
26
27}
diff --git a/OpenSim/Region/Framework/Interfaces/IUserAccountCacheModule.cs b/OpenSim/Region/Framework/Interfaces/IUserAccountCacheModule.cs
new file mode 100644
index 0000000..d1a4d8e
--- /dev/null
+++ b/OpenSim/Region/Framework/Interfaces/IUserAccountCacheModule.cs
@@ -0,0 +1,13 @@
1///////////////////////////////////////////////////////////////////
2//
3// (c) Careminster Limited, Melanie Thielker and the Meta7 Team
4//
5// This file is not open source. All rights reserved
6//
7
8using OpenSim.Region.Framework.Scenes;
9
10public interface IUserAccountCacheModule
11{
12 void Remove(string name);
13}
diff --git a/OpenSim/Region/Framework/ModuleLoader.cs b/OpenSim/Region/Framework/ModuleLoader.cs
index 14ecd44..32ee674 100644
--- a/OpenSim/Region/Framework/ModuleLoader.cs
+++ b/OpenSim/Region/Framework/ModuleLoader.cs
@@ -227,7 +227,8 @@ namespace OpenSim.Region.Framework
227 pluginAssembly.FullName, e.Message, e.StackTrace); 227 pluginAssembly.FullName, e.Message, e.StackTrace);
228 228
229 // justincc: Right now this is fatal to really get the user's attention 229 // justincc: Right now this is fatal to really get the user's attention
230 throw e; 230 // TomMeta: WTF? No, how about we /don't/ throw a fatal exception when there's no need to?
231 //throw e;
231 } 232 }
232 } 233 }
233 234
diff --git a/OpenSim/Region/Framework/Scenes/EventManager.cs b/OpenSim/Region/Framework/Scenes/EventManager.cs
index fd35c62..74d9e60 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;
@@ -791,6 +795,26 @@ namespace OpenSim.Region.Framework.Scenes
791 } 795 }
792 } 796 }
793 } 797 }
798 public void TriggerTerrainUpdate()
799 {
800 OnTerrainUpdateDelegate handlerTerrainUpdate = OnTerrainUpdate;
801 if (handlerTerrainUpdate != null)
802 {
803 foreach (OnTerrainUpdateDelegate d in handlerTerrainUpdate.GetInvocationList())
804 {
805 try
806 {
807 d();
808 }
809 catch (Exception e)
810 {
811 m_log.ErrorFormat(
812 "[EVENT MANAGER]: Delegate for TriggerTerrainUpdate failed - continuing. {0} {1}",
813 e.Message, e.StackTrace);
814 }
815 }
816 }
817 }
794 818
795 public void TriggerTerrainTick() 819 public void TriggerTerrainTick()
796 { 820 {
diff --git a/OpenSim/Region/Framework/Scenes/Prioritizer.cs b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
index 1b10e3c..0a34a4c 100644
--- a/OpenSim/Region/Framework/Scenes/Prioritizer.cs
+++ b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
@@ -157,7 +157,7 @@ namespace OpenSim.Region.Framework.Scenes
157 157
158 private uint GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity) 158 private uint GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity)
159 { 159 {
160 uint pqueue = ComputeDistancePriority(client,entity,true); 160 uint pqueue = ComputeDistancePriority(client,entity,false);
161 161
162 ScenePresence presence = m_scene.GetScenePresence(client.AgentId); 162 ScenePresence presence = m_scene.GetScenePresence(client.AgentId);
163 if (presence != null) 163 if (presence != null)
@@ -226,7 +226,7 @@ namespace OpenSim.Region.Framework.Scenes
226 226
227 for (int i = 0; i < queues - 1; i++) 227 for (int i = 0; i < queues - 1; i++)
228 { 228 {
229 if (distance < 10 * Math.Pow(2.0,i)) 229 if (distance < 30 * Math.Pow(2.0,i))
230 break; 230 break;
231 pqueue++; 231 pqueue++;
232 } 232 }
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index 9293aeb..31d9ce59 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -117,34 +117,22 @@ namespace OpenSim.Region.Framework.Scenes
117 /// <param name="item"></param> 117 /// <param name="item"></param>
118 public bool AddInventoryItem(InventoryItemBase item) 118 public bool AddInventoryItem(InventoryItemBase item)
119 { 119 {
120 if (UUID.Zero == item.Folder) 120 InventoryFolderBase folder;
121
122 if (item.Folder == UUID.Zero)
121 { 123 {
122 InventoryFolderBase f = InventoryService.GetFolderForType(item.Owner, (AssetType)item.AssetType); 124 folder = InventoryService.GetFolderForType(item.Owner, (AssetType)item.AssetType);
123 if (f != null) 125 if (folder == null)
124 { 126 {
125// m_log.DebugFormat( 127 folder = InventoryService.GetRootFolder(item.Owner);
126// "[LOCAL INVENTORY SERVICES CONNECTOR]: Found folder {0} type {1} for item {2}", 128
127// f.Name, (AssetType)f.Type, item.Name); 129 if (folder == null)
128
129 item.Folder = f.ID;
130 }
131 else
132 {
133 f = InventoryService.GetRootFolder(item.Owner);
134 if (f != null)
135 {
136 item.Folder = f.ID;
137 }
138 else
139 {
140 m_log.WarnFormat(
141 "[AGENT INVENTORY]: Could not find root folder for {0} when trying to add item {1} with no parent folder specified",
142 item.Owner, item.Name);
143 return false; 130 return false;
144 }
145 } 131 }
132
133 item.Folder = folder.ID;
146 } 134 }
147 135
148 if (InventoryService.AddItem(item)) 136 if (InventoryService.AddItem(item))
149 { 137 {
150 int userlevel = 0; 138 int userlevel = 0;
@@ -264,8 +252,7 @@ namespace OpenSim.Region.Framework.Scenes
264 252
265 // Update item with new asset 253 // Update item with new asset
266 item.AssetID = asset.FullID; 254 item.AssetID = asset.FullID;
267 if (group.UpdateInventoryItem(item)) 255 group.UpdateInventoryItem(item);
268 remoteClient.SendAgentAlertMessage("Script saved", false);
269 256
270 part.SendPropertiesToClient(remoteClient); 257 part.SendPropertiesToClient(remoteClient);
271 258
@@ -276,12 +263,7 @@ namespace OpenSim.Region.Framework.Scenes
276 { 263 {
277 // Needs to determine which engine was running it and use that 264 // Needs to determine which engine was running it and use that
278 // 265 //
279 part.Inventory.CreateScriptInstance(item.ItemID, 0, false, DefaultScriptEngine, 0); 266 errors = part.Inventory.CreateScriptInstanceEr(item.ItemID, 0, false, DefaultScriptEngine, 0);
280 errors = part.Inventory.GetScriptErrors(item.ItemID);
281 }
282 else
283 {
284 remoteClient.SendAgentAlertMessage("Script saved", false);
285 } 267 }
286 part.ParentGroup.ResumeScripts(); 268 part.ParentGroup.ResumeScripts();
287 return errors; 269 return errors;
@@ -345,6 +327,7 @@ namespace OpenSim.Region.Framework.Scenes
345 327
346 if (UUID.Zero == transactionID) 328 if (UUID.Zero == transactionID)
347 { 329 {
330 item.Flags = (item.Flags & ~(uint)255) | (itemUpd.Flags & (uint)255);
348 item.Name = itemUpd.Name; 331 item.Name = itemUpd.Name;
349 item.Description = itemUpd.Description; 332 item.Description = itemUpd.Description;
350 if (item.NextPermissions != (itemUpd.NextPermissions & item.BasePermissions)) 333 if (item.NextPermissions != (itemUpd.NextPermissions & item.BasePermissions))
@@ -723,6 +706,8 @@ namespace OpenSim.Region.Framework.Scenes
723 return; 706 return;
724 } 707 }
725 708
709 if (newName == null) newName = item.Name;
710
726 AssetBase asset = AssetService.Get(item.AssetID.ToString()); 711 AssetBase asset = AssetService.Get(item.AssetID.ToString());
727 712
728 if (asset != null) 713 if (asset != null)
@@ -779,6 +764,24 @@ namespace OpenSim.Region.Framework.Scenes
779 } 764 }
780 765
781 /// <summary> 766 /// <summary>
767 /// Move an item within the agent's inventory, and leave a copy (used in making a new outfit)
768 /// </summary>
769 public void MoveInventoryItemsLeaveCopy(IClientAPI remoteClient, List<InventoryItemBase> items, UUID destfolder)
770 {
771 List<InventoryItemBase> moveitems = new List<InventoryItemBase>();
772 foreach (InventoryItemBase b in items)
773 {
774 CopyInventoryItem(remoteClient, 0, remoteClient.AgentId, b.ID, b.Folder, null);
775 InventoryItemBase n = InventoryService.GetItem(b);
776 n.Folder = destfolder;
777 moveitems.Add(n);
778 remoteClient.SendInventoryItemCreateUpdate(n, 0);
779 }
780
781 MoveInventoryItem(remoteClient, moveitems);
782 }
783
784 /// <summary>
782 /// Move an item within the agent's inventory. 785 /// Move an item within the agent's inventory.
783 /// </summary> 786 /// </summary>
784 /// <param name="remoteClient"></param> 787 /// <param name="remoteClient"></param>
@@ -1121,6 +1124,10 @@ namespace OpenSim.Region.Framework.Scenes
1121 { 1124 {
1122 SceneObjectPart part = GetSceneObjectPart(primLocalId); 1125 SceneObjectPart part = GetSceneObjectPart(primLocalId);
1123 1126
1127 // Can't move a null item
1128 if (itemId == UUID.Zero)
1129 return;
1130
1124 if (null == part) 1131 if (null == part)
1125 { 1132 {
1126 m_log.WarnFormat( 1133 m_log.WarnFormat(
@@ -1231,6 +1238,10 @@ namespace OpenSim.Region.Framework.Scenes
1231 if ((part.OwnerID != destPart.OwnerID) && ((srcTaskItem.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)) 1238 if ((part.OwnerID != destPart.OwnerID) && ((srcTaskItem.CurrentPermissions & (uint)PermissionMask.Transfer) == 0))
1232 return; 1239 return;
1233 1240
1241 bool overrideNoMod = false;
1242 if ((part.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) != 0)
1243 overrideNoMod = true;
1244
1234 if (part.OwnerID != destPart.OwnerID && (part.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) == 0) 1245 if (part.OwnerID != destPart.OwnerID && (part.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) == 0)
1235 { 1246 {
1236 // object cannot copy items to an object owned by a different owner 1247 // object cannot copy items to an object owned by a different owner
@@ -1240,7 +1251,7 @@ namespace OpenSim.Region.Framework.Scenes
1240 } 1251 }
1241 1252
1242 // must have both move and modify permission to put an item in an object 1253 // must have both move and modify permission to put an item in an object
1243 if ((part.OwnerMask & ((uint)PermissionMask.Move | (uint)PermissionMask.Modify)) == 0) 1254 if (((part.OwnerMask & (uint)PermissionMask.Modify) == 0) && (!overrideNoMod))
1244 { 1255 {
1245 return; 1256 return;
1246 } 1257 }
@@ -1299,6 +1310,14 @@ namespace OpenSim.Region.Framework.Scenes
1299 1310
1300 public UUID MoveTaskInventoryItems(UUID destID, string category, SceneObjectPart host, List<UUID> items) 1311 public UUID MoveTaskInventoryItems(UUID destID, string category, SceneObjectPart host, List<UUID> items)
1301 { 1312 {
1313 SceneObjectPart destPart = GetSceneObjectPart(destID);
1314 if (destPart != null) // Move into a prim
1315 {
1316 foreach(UUID itemID in items)
1317 MoveTaskInventoryItem(destID, host, itemID);
1318 return destID; // Prim folder ID == prim ID
1319 }
1320
1302 InventoryFolderBase rootFolder = InventoryService.GetRootFolder(destID); 1321 InventoryFolderBase rootFolder = InventoryService.GetRootFolder(destID);
1303 1322
1304 UUID newFolderID = UUID.Random(); 1323 UUID newFolderID = UUID.Random();
@@ -1478,13 +1497,6 @@ namespace OpenSim.Region.Framework.Scenes
1478 { 1497 {
1479 agentTransactions.HandleTaskItemUpdateFromTransaction( 1498 agentTransactions.HandleTaskItemUpdateFromTransaction(
1480 remoteClient, part, transactionID, currentItem); 1499 remoteClient, part, transactionID, currentItem);
1481
1482 if ((InventoryType)itemInfo.InvType == InventoryType.Notecard)
1483 remoteClient.SendAgentAlertMessage("Notecard saved", false);
1484 else if ((InventoryType)itemInfo.InvType == InventoryType.LSL)
1485 remoteClient.SendAgentAlertMessage("Script saved", false);
1486 else
1487 remoteClient.SendAgentAlertMessage("Item saved", false);
1488 } 1500 }
1489 1501
1490 // Base ALWAYS has move 1502 // Base ALWAYS has move
@@ -1652,7 +1664,7 @@ namespace OpenSim.Region.Framework.Scenes
1652 return null; 1664 return null;
1653 1665
1654 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType, 1666 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType,
1655 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n}"), 1667 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n\n touch_start(integer num)\n {\n }\n}"),
1656 agentID); 1668 agentID);
1657 AssetService.Store(asset); 1669 AssetService.Store(asset);
1658 1670
@@ -1804,23 +1816,32 @@ namespace OpenSim.Region.Framework.Scenes
1804 // build a list of eligible objects 1816 // build a list of eligible objects
1805 List<uint> deleteIDs = new List<uint>(); 1817 List<uint> deleteIDs = new List<uint>();
1806 List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>(); 1818 List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>();
1807 1819 List<SceneObjectGroup> takeGroups = new List<SceneObjectGroup>();
1808 // Start with true for both, then remove the flags if objects
1809 // that we can't derez are part of the selection
1810 bool permissionToTake = true;
1811 bool permissionToTakeCopy = true;
1812 bool permissionToDelete = true;
1813 1820
1814 foreach (uint localID in localIDs) 1821 foreach (uint localID in localIDs)
1815 { 1822 {
1823 // Start with true for both, then remove the flags if objects
1824 // that we can't derez are part of the selection
1825 bool permissionToTake = true;
1826 bool permissionToTakeCopy = true;
1827 bool permissionToDelete = true;
1828
1816 // Invalid id 1829 // Invalid id
1817 SceneObjectPart part = GetSceneObjectPart(localID); 1830 SceneObjectPart part = GetSceneObjectPart(localID);
1818 if (part == null) 1831 if (part == null)
1832 {
1833 //Client still thinks the object exists, kill it
1834 deleteIDs.Add(localID);
1819 continue; 1835 continue;
1836 }
1820 1837
1821 // Already deleted by someone else 1838 // Already deleted by someone else
1822 if (part.ParentGroup.IsDeleted) 1839 if (part.ParentGroup.IsDeleted)
1840 {
1841 //Client still thinks the object exists, kill it
1842 deleteIDs.Add(localID);
1823 continue; 1843 continue;
1844 }
1824 1845
1825 // Can't delete child prims 1846 // Can't delete child prims
1826 if (part != part.ParentGroup.RootPart) 1847 if (part != part.ParentGroup.RootPart)
@@ -1828,9 +1849,6 @@ namespace OpenSim.Region.Framework.Scenes
1828 1849
1829 SceneObjectGroup grp = part.ParentGroup; 1850 SceneObjectGroup grp = part.ParentGroup;
1830 1851
1831 deleteIDs.Add(localID);
1832 deleteGroups.Add(grp);
1833
1834 if (remoteClient == null) 1852 if (remoteClient == null)
1835 { 1853 {
1836 // Autoreturn has a null client. Nothing else does. So 1854 // Autoreturn has a null client. Nothing else does. So
@@ -1847,83 +1865,195 @@ namespace OpenSim.Region.Framework.Scenes
1847 } 1865 }
1848 else 1866 else
1849 { 1867 {
1850 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId)) 1868 if (action == DeRezAction.TakeCopy)
1869 {
1870 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId))
1871 permissionToTakeCopy = false;
1872 }
1873 else
1874 {
1851 permissionToTakeCopy = false; 1875 permissionToTakeCopy = false;
1852 1876 }
1853 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId)) 1877 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId))
1854 permissionToTake = false; 1878 permissionToTake = false;
1855 1879
1856 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId)) 1880 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId))
1857 permissionToDelete = false; 1881 permissionToDelete = false;
1858 } 1882 }
1859 }
1860 1883
1861 // Handle god perms 1884 // Handle god perms
1862 if ((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId)) 1885 if ((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId))
1863 { 1886 {
1864 permissionToTake = true; 1887 permissionToTake = true;
1865 permissionToTakeCopy = true; 1888 permissionToTakeCopy = true;
1866 permissionToDelete = true; 1889 permissionToDelete = true;
1867 } 1890 }
1868 1891
1869 // If we're re-saving, we don't even want to delete 1892 // If we're re-saving, we don't even want to delete
1870 if (action == DeRezAction.SaveToExistingUserInventoryItem) 1893 if (action == DeRezAction.SaveToExistingUserInventoryItem)
1871 permissionToDelete = false; 1894 permissionToDelete = false;
1872 1895
1873 // if we want to take a copy, we also don't want to delete 1896 // if we want to take a copy, we also don't want to delete
1874 // Note: after this point, the permissionToTakeCopy flag 1897 // Note: after this point, the permissionToTakeCopy flag
1875 // becomes irrelevant. It already includes the permissionToTake 1898 // becomes irrelevant. It already includes the permissionToTake
1876 // permission and after excluding no copy items here, we can 1899 // permission and after excluding no copy items here, we can
1877 // just use that. 1900 // just use that.
1878 if (action == DeRezAction.TakeCopy) 1901 if (action == DeRezAction.TakeCopy)
1879 { 1902 {
1880 // If we don't have permission, stop right here 1903 // If we don't have permission, stop right here
1881 if (!permissionToTakeCopy) 1904 if (!permissionToTakeCopy)
1882 return; 1905 return;
1883 1906
1884 permissionToTake = true; 1907 permissionToTake = true;
1885 // Don't delete 1908 // Don't delete
1886 permissionToDelete = false; 1909 permissionToDelete = false;
1887 } 1910 }
1888 1911
1889 if (action == DeRezAction.Return) 1912 if (action == DeRezAction.Return)
1890 {
1891 if (remoteClient != null)
1892 { 1913 {
1893 if (Permissions.CanReturnObjects( 1914 if (remoteClient != null)
1894 null,
1895 remoteClient.AgentId,
1896 deleteGroups))
1897 { 1915 {
1898 permissionToTake = true; 1916 if (Permissions.CanReturnObjects(
1899 permissionToDelete = true; 1917 null,
1900 1918 remoteClient.AgentId,
1901 foreach (SceneObjectGroup g in deleteGroups) 1919 deleteGroups))
1902 { 1920 {
1903 AddReturn(g.OwnerID, g.Name, g.AbsolutePosition, "parcel owner return"); 1921 permissionToTake = true;
1922 permissionToDelete = true;
1923
1924 AddReturn(grp.OwnerID, grp.Name, grp.AbsolutePosition, "parcel owner return");
1904 } 1925 }
1905 } 1926 }
1927 else // Auto return passes through here with null agent
1928 {
1929 permissionToTake = true;
1930 permissionToDelete = true;
1931 }
1906 } 1932 }
1907 else // Auto return passes through here with null agent 1933
1934 if (permissionToTake && (!permissionToDelete))
1935 takeGroups.Add(grp);
1936
1937 if (permissionToDelete)
1908 { 1938 {
1909 permissionToTake = true; 1939 if (permissionToTake)
1910 permissionToDelete = true; 1940 deleteGroups.Add(grp);
1941 deleteIDs.Add(grp.LocalId);
1911 } 1942 }
1912 } 1943 }
1913 1944
1914 if (permissionToTake) 1945 SendKillObject(deleteIDs);
1946
1947 if (deleteGroups.Count > 0)
1915 { 1948 {
1949 foreach (SceneObjectGroup g in deleteGroups)
1950 deleteIDs.Remove(g.LocalId);
1951
1916 m_asyncSceneObjectDeleter.DeleteToInventory( 1952 m_asyncSceneObjectDeleter.DeleteToInventory(
1917 action, destinationID, deleteGroups, remoteClient, 1953 action, destinationID, deleteGroups, remoteClient,
1918 permissionToDelete); 1954 true);
1955 }
1956 if (takeGroups.Count > 0)
1957 {
1958 m_asyncSceneObjectDeleter.DeleteToInventory(
1959 action, destinationID, takeGroups, remoteClient,
1960 false);
1919 } 1961 }
1920 else if (permissionToDelete) 1962 if (deleteIDs.Count > 0)
1921 { 1963 {
1922 foreach (SceneObjectGroup g in deleteGroups) 1964 foreach (SceneObjectGroup g in deleteGroups)
1923 DeleteSceneObject(g, false); 1965 DeleteSceneObject(g, true);
1924 } 1966 }
1925 } 1967 }
1926 1968
1969 public UUID attachObjectAssetStore(IClientAPI remoteClient, SceneObjectGroup grp, UUID AgentId, out UUID itemID)
1970 {
1971 itemID = UUID.Zero;
1972 if (grp != null)
1973 {
1974 Vector3 inventoryStoredPosition = new Vector3
1975 (((grp.AbsolutePosition.X > (int)Constants.RegionSize)
1976 ? 250
1977 : grp.AbsolutePosition.X)
1978 ,
1979 (grp.AbsolutePosition.X > (int)Constants.RegionSize)
1980 ? 250
1981 : grp.AbsolutePosition.X,
1982 grp.AbsolutePosition.Z);
1983
1984 Vector3 originalPosition = grp.AbsolutePosition;
1985
1986 grp.AbsolutePosition = inventoryStoredPosition;
1987
1988 string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp);
1989
1990 grp.AbsolutePosition = originalPosition;
1991
1992 AssetBase asset = CreateAsset(
1993 grp.GetPartName(grp.LocalId),
1994 grp.GetPartDescription(grp.LocalId),
1995 (sbyte)AssetType.Object,
1996 Utils.StringToBytes(sceneObjectXml),
1997 remoteClient.AgentId);
1998 AssetService.Store(asset);
1999
2000 InventoryItemBase item = new InventoryItemBase();
2001 item.CreatorId = grp.RootPart.CreatorID.ToString();
2002 item.CreatorData = grp.RootPart.CreatorData;
2003 item.Owner = remoteClient.AgentId;
2004 item.ID = UUID.Random();
2005 item.AssetID = asset.FullID;
2006 item.Description = asset.Description;
2007 item.Name = asset.Name;
2008 item.AssetType = asset.Type;
2009 item.InvType = (int)InventoryType.Object;
2010
2011 InventoryFolderBase folder = InventoryService.GetFolderForType(remoteClient.AgentId, AssetType.Object);
2012 if (folder != null)
2013 item.Folder = folder.ID;
2014 else // oopsies
2015 item.Folder = UUID.Zero;
2016
2017 // Set up base perms properly
2018 uint permsBase = (uint)(PermissionMask.Move | PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify);
2019 permsBase &= grp.RootPart.BaseMask;
2020 permsBase |= (uint)PermissionMask.Move;
2021
2022 // Make sure we don't lock it
2023 grp.RootPart.NextOwnerMask |= (uint)PermissionMask.Move;
2024
2025 if ((remoteClient.AgentId != grp.RootPart.OwnerID) && Permissions.PropagatePermissions())
2026 {
2027 item.BasePermissions = permsBase & grp.RootPart.NextOwnerMask;
2028 item.CurrentPermissions = permsBase & grp.RootPart.NextOwnerMask;
2029 item.NextPermissions = permsBase & grp.RootPart.NextOwnerMask;
2030 item.EveryOnePermissions = permsBase & grp.RootPart.EveryoneMask & grp.RootPart.NextOwnerMask;
2031 item.GroupPermissions = permsBase & grp.RootPart.GroupMask & grp.RootPart.NextOwnerMask;
2032 }
2033 else
2034 {
2035 item.BasePermissions = permsBase;
2036 item.CurrentPermissions = permsBase & grp.RootPart.OwnerMask;
2037 item.NextPermissions = permsBase & grp.RootPart.NextOwnerMask;
2038 item.EveryOnePermissions = permsBase & grp.RootPart.EveryoneMask;
2039 item.GroupPermissions = permsBase & grp.RootPart.GroupMask;
2040 }
2041 item.CreationDate = Util.UnixTimeSinceEpoch();
2042
2043 // sets itemID so client can show item as 'attached' in inventory
2044 grp.SetFromItemID(item.ID);
2045
2046 if (AddInventoryItem(item))
2047 remoteClient.SendInventoryItemCreateUpdate(item, 0);
2048 else
2049 m_dialogModule.SendAlertToUser(remoteClient, "Operation failed");
2050
2051 itemID = item.ID;
2052 return item.AssetID;
2053 }
2054 return UUID.Zero;
2055 }
2056
1927 /// <summary> 2057 /// <summary>
1928 /// Event Handler Rez an object into a scene 2058 /// Event Handler Rez an object into a scene
1929 /// Calls the non-void event handler 2059 /// Calls the non-void event handler
@@ -2050,6 +2180,9 @@ namespace OpenSim.Region.Framework.Scenes
2050 2180
2051 public void SetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID, bool running) 2181 public void SetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID, bool running)
2052 { 2182 {
2183 if (!Permissions.CanEditScript(itemID, objectID, controllingClient.AgentId))
2184 return;
2185
2053 SceneObjectPart part = GetSceneObjectPart(objectID); 2186 SceneObjectPart part = GetSceneObjectPart(objectID);
2054 if (part == null) 2187 if (part == null)
2055 return; 2188 return;
diff --git a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
index 3355ebe..bf2e775 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
@@ -346,7 +346,10 @@ namespace OpenSim.Region.Framework.Scenes
346 List<UserAccount> accounts = UserAccountService.GetUserAccounts(RegionInfo.ScopeID, query); 346 List<UserAccount> accounts = UserAccountService.GetUserAccounts(RegionInfo.ScopeID, query);
347 347
348 if (accounts == null) 348 if (accounts == null)
349 {
350 m_log.DebugFormat("[LLCIENT]: ProcessAvatarPickerRequest: returned null result");
349 return; 351 return;
352 }
350 353
351 AvatarPickerReplyPacket replyPacket = (AvatarPickerReplyPacket) PacketPool.Instance.GetPacket(PacketType.AvatarPickerReply); 354 AvatarPickerReplyPacket replyPacket = (AvatarPickerReplyPacket) PacketPool.Instance.GetPacket(PacketType.AvatarPickerReply);
352 // TODO: don't create new blocks if recycling an old packet 355 // TODO: don't create new blocks if recycling an old packet
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index f03c345..0ebdbb7 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -104,6 +104,7 @@ namespace OpenSim.Region.Framework.Scenes
104 // TODO: need to figure out how allow client agents but deny 104 // TODO: need to figure out how allow client agents but deny
105 // root agents when ACL denies access to root agent 105 // root agents when ACL denies access to root agent
106 public bool m_strictAccessControl = true; 106 public bool m_strictAccessControl = true;
107 public bool m_seeIntoBannedRegion = false;
107 public int MaxUndoCount = 5; 108 public int MaxUndoCount = 5;
108 // Using this for RegionReady module to prevent LoginsDisabled from changing under our feet; 109 // Using this for RegionReady module to prevent LoginsDisabled from changing under our feet;
109 public bool LoginLock = false; 110 public bool LoginLock = false;
@@ -119,12 +120,14 @@ namespace OpenSim.Region.Framework.Scenes
119 120
120 protected int m_splitRegionID; 121 protected int m_splitRegionID;
121 protected Timer m_restartWaitTimer = new Timer(); 122 protected Timer m_restartWaitTimer = new Timer();
123 protected Timer m_timerWatchdog = new Timer();
122 protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>(); 124 protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>();
123 protected List<RegionInfo> m_neighbours = new List<RegionInfo>(); 125 protected List<RegionInfo> m_neighbours = new List<RegionInfo>();
124 protected string m_simulatorVersion = "OpenSimulator Server"; 126 protected string m_simulatorVersion = "OpenSimulator Server";
125 protected ModuleLoader m_moduleLoader; 127 protected ModuleLoader m_moduleLoader;
126 protected AgentCircuitManager m_authenticateHandler; 128 protected AgentCircuitManager m_authenticateHandler;
127 protected SceneCommunicationService m_sceneGridService; 129 protected SceneCommunicationService m_sceneGridService;
130 protected ISnmpModule m_snmpService = null;
128 131
129 protected ISimulationDataService m_SimulationDataService; 132 protected ISimulationDataService m_SimulationDataService;
130 protected IEstateDataService m_EstateDataService; 133 protected IEstateDataService m_EstateDataService;
@@ -177,7 +180,7 @@ namespace OpenSim.Region.Framework.Scenes
177 private int m_update_events = 1; 180 private int m_update_events = 1;
178 private int m_update_backup = 200; 181 private int m_update_backup = 200;
179 private int m_update_terrain = 50; 182 private int m_update_terrain = 50;
180// private int m_update_land = 1; 183 private int m_update_land = 10;
181 private int m_update_coarse_locations = 50; 184 private int m_update_coarse_locations = 50;
182 185
183 private int agentMS; 186 private int agentMS;
@@ -192,6 +195,7 @@ namespace OpenSim.Region.Framework.Scenes
192 private int landMS; 195 private int landMS;
193 private int lastCompletedFrame; 196 private int lastCompletedFrame;
194 197
198 public bool CombineRegions = false;
195 /// <summary> 199 /// <summary>
196 /// Signals whether temporary objects are currently being cleaned up. Needed because this is launched 200 /// Signals whether temporary objects are currently being cleaned up. Needed because this is launched
197 /// asynchronously from the update loop. 201 /// asynchronously from the update loop.
@@ -214,11 +218,14 @@ namespace OpenSim.Region.Framework.Scenes
214 private bool m_scripts_enabled = true; 218 private bool m_scripts_enabled = true;
215 private string m_defaultScriptEngine; 219 private string m_defaultScriptEngine;
216 private int m_LastLogin; 220 private int m_LastLogin;
217 private Thread HeartbeatThread; 221 private Thread HeartbeatThread = null;
218 private volatile bool shuttingdown; 222 private volatile bool shuttingdown;
219 223
220 private int m_lastUpdate; 224 private int m_lastUpdate;
225 private int m_lastIncoming;
226 private int m_lastOutgoing;
221 private bool m_firstHeartbeat = true; 227 private bool m_firstHeartbeat = true;
228 private int m_hbRestarts = 0;
222 229
223 private object m_deleting_scene_object = new object(); 230 private object m_deleting_scene_object = new object();
224 231
@@ -265,6 +272,19 @@ namespace OpenSim.Region.Framework.Scenes
265 get { return m_sceneGridService; } 272 get { return m_sceneGridService; }
266 } 273 }
267 274
275 public ISnmpModule SnmpService
276 {
277 get
278 {
279 if (m_snmpService == null)
280 {
281 m_snmpService = RequestModuleInterface<ISnmpModule>();
282 }
283
284 return m_snmpService;
285 }
286 }
287
268 public ISimulationDataService SimulationDataService 288 public ISimulationDataService SimulationDataService
269 { 289 {
270 get 290 get
@@ -546,6 +566,9 @@ namespace OpenSim.Region.Framework.Scenes
546 m_EstateDataService = estateDataService; 566 m_EstateDataService = estateDataService;
547 m_regionHandle = m_regInfo.RegionHandle; 567 m_regionHandle = m_regInfo.RegionHandle;
548 m_regionName = m_regInfo.RegionName; 568 m_regionName = m_regInfo.RegionName;
569 m_lastUpdate = Util.EnvironmentTickCount();
570 m_lastIncoming = 0;
571 m_lastOutgoing = 0;
549 572
550 m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this); 573 m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this);
551 m_asyncSceneObjectDeleter.Enabled = true; 574 m_asyncSceneObjectDeleter.Enabled = true;
@@ -663,6 +686,7 @@ namespace OpenSim.Region.Framework.Scenes
663 CollidablePrims = startupConfig.GetBoolean("collidable_prim", true); 686 CollidablePrims = startupConfig.GetBoolean("collidable_prim", true);
664 687
665 m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys); 688 m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys);
689
666 if (RegionInfo.NonphysPrimMax > 0) 690 if (RegionInfo.NonphysPrimMax > 0)
667 { 691 {
668 m_maxNonphys = RegionInfo.NonphysPrimMax; 692 m_maxNonphys = RegionInfo.NonphysPrimMax;
@@ -694,6 +718,7 @@ namespace OpenSim.Region.Framework.Scenes
694 m_persistAfter *= 10000000; 718 m_persistAfter *= 10000000;
695 719
696 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine"); 720 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine");
721 m_log.InfoFormat("[SCENE]: Default script engine {0}", m_defaultScriptEngine);
697 722
698 IConfig packetConfig = m_config.Configs["PacketPool"]; 723 IConfig packetConfig = m_config.Configs["PacketPool"];
699 if (packetConfig != null) 724 if (packetConfig != null)
@@ -703,6 +728,8 @@ namespace OpenSim.Region.Framework.Scenes
703 } 728 }
704 729
705 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl); 730 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl);
731 m_seeIntoBannedRegion = startupConfig.GetBoolean("SeeIntoBannedRegion", m_seeIntoBannedRegion);
732 CombineRegions = startupConfig.GetBoolean("CombineContiguousRegions", false);
706 733
707 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true); 734 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true);
708 if (m_generateMaptiles) 735 if (m_generateMaptiles)
@@ -738,9 +765,9 @@ namespace OpenSim.Region.Framework.Scenes
738 m_update_terrain = startupConfig.GetInt( "UpdateTerrainEveryNFrames", m_update_terrain); 765 m_update_terrain = startupConfig.GetInt( "UpdateTerrainEveryNFrames", m_update_terrain);
739 m_update_temp_cleaning = startupConfig.GetInt( "UpdateTempCleaningEveryNFrames", m_update_temp_cleaning); 766 m_update_temp_cleaning = startupConfig.GetInt( "UpdateTempCleaningEveryNFrames", m_update_temp_cleaning);
740 } 767 }
741 catch 768 catch (Exception e)
742 { 769 {
743 m_log.Warn("[SCENE]: Failed to load StartupConfig"); 770 m_log.Error("[SCENE]: Failed to load StartupConfig: " + e.ToString());
744 } 771 }
745 772
746 #endregion Region Config 773 #endregion Region Config
@@ -1151,7 +1178,22 @@ namespace OpenSim.Region.Framework.Scenes
1151 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat); 1178 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat);
1152 if (HeartbeatThread != null) 1179 if (HeartbeatThread != null)
1153 { 1180 {
1181 m_hbRestarts++;
1182 if(m_hbRestarts > 10)
1183 Environment.Exit(1);
1184 m_log.ErrorFormat("[SCENE]: Restarting heartbeat thread because it hasn't reported in in region {0}", RegionInfo.RegionName);
1185
1186//int pid = System.Diagnostics.Process.GetCurrentProcess().Id;
1187//System.Diagnostics.Process proc = new System.Diagnostics.Process();
1188//proc.EnableRaisingEvents=false;
1189//proc.StartInfo.FileName = "/bin/kill";
1190//proc.StartInfo.Arguments = "-QUIT " + pid.ToString();
1191//proc.Start();
1192//proc.WaitForExit();
1193//Thread.Sleep(1000);
1194//Environment.Exit(1);
1154 HeartbeatThread.Abort(); 1195 HeartbeatThread.Abort();
1196 Watchdog.AbortThread(HeartbeatThread.ManagedThreadId);
1155 HeartbeatThread = null; 1197 HeartbeatThread = null;
1156 } 1198 }
1157 m_lastUpdate = Util.EnvironmentTickCount(); 1199 m_lastUpdate = Util.EnvironmentTickCount();
@@ -1198,9 +1240,6 @@ namespace OpenSim.Region.Framework.Scenes
1198 m_eventManager.TriggerOnRegionStarted(this); 1240 m_eventManager.TriggerOnRegionStarted(this);
1199 while (!shuttingdown) 1241 while (!shuttingdown)
1200 Update(); 1242 Update();
1201
1202 m_lastUpdate = Util.EnvironmentTickCount();
1203 m_firstHeartbeat = false;
1204 } 1243 }
1205 catch (ThreadAbortException) 1244 catch (ThreadAbortException)
1206 { 1245 {
@@ -1298,6 +1337,13 @@ namespace OpenSim.Region.Framework.Scenes
1298 eventMS = Util.EnvironmentTickCountSubtract(evMS); ; 1337 eventMS = Util.EnvironmentTickCountSubtract(evMS); ;
1299 } 1338 }
1300 1339
1340 // if (Frame % m_update_land == 0)
1341 // {
1342 // int ldMS = Util.EnvironmentTickCount();
1343 // UpdateLand();
1344 // landMS = Util.EnvironmentTickCountSubtract(ldMS);
1345 // }
1346
1301 if (Frame % m_update_backup == 0) 1347 if (Frame % m_update_backup == 0)
1302 { 1348 {
1303 int backMS = Util.EnvironmentTickCount(); 1349 int backMS = Util.EnvironmentTickCount();
@@ -1405,12 +1451,16 @@ namespace OpenSim.Region.Framework.Scenes
1405 maintc = Util.EnvironmentTickCountSubtract(maintc); 1451 maintc = Util.EnvironmentTickCountSubtract(maintc);
1406 maintc = (int)(MinFrameTime * 1000) - maintc; 1452 maintc = (int)(MinFrameTime * 1000) - maintc;
1407 1453
1454
1455 m_lastUpdate = Util.EnvironmentTickCount();
1456 m_firstHeartbeat = false;
1457
1408 if (maintc > 0) 1458 if (maintc > 0)
1409 Thread.Sleep(maintc); 1459 Thread.Sleep(maintc);
1410 1460
1411 // Tell the watchdog that this thread is still alive 1461 // Tell the watchdog that this thread is still alive
1412 Watchdog.UpdateThread(); 1462 Watchdog.UpdateThread();
1413 } 1463 }
1414 1464
1415 public void AddGroupTarget(SceneObjectGroup grp) 1465 public void AddGroupTarget(SceneObjectGroup grp)
1416 { 1466 {
@@ -1426,9 +1476,9 @@ namespace OpenSim.Region.Framework.Scenes
1426 1476
1427 private void CheckAtTargets() 1477 private void CheckAtTargets()
1428 { 1478 {
1429 Dictionary<UUID, SceneObjectGroup>.ValueCollection objs; 1479 List<SceneObjectGroup> objs = new List<SceneObjectGroup>();
1430 lock (m_groupsWithTargets) 1480 lock (m_groupsWithTargets)
1431 objs = m_groupsWithTargets.Values; 1481 objs = new List<SceneObjectGroup>(m_groupsWithTargets.Values);
1432 1482
1433 foreach (SceneObjectGroup entry in objs) 1483 foreach (SceneObjectGroup entry in objs)
1434 entry.checkAtTargets(); 1484 entry.checkAtTargets();
@@ -1510,7 +1560,7 @@ namespace OpenSim.Region.Framework.Scenes
1510 msg.fromAgentName = "Server"; 1560 msg.fromAgentName = "Server";
1511 msg.dialog = (byte)19; // Object msg 1561 msg.dialog = (byte)19; // Object msg
1512 msg.fromGroup = false; 1562 msg.fromGroup = false;
1513 msg.offline = (byte)0; 1563 msg.offline = (byte)1;
1514 msg.ParentEstateID = RegionInfo.EstateSettings.ParentEstateID; 1564 msg.ParentEstateID = RegionInfo.EstateSettings.ParentEstateID;
1515 msg.Position = Vector3.Zero; 1565 msg.Position = Vector3.Zero;
1516 msg.RegionID = RegionInfo.RegionID.Guid; 1566 msg.RegionID = RegionInfo.RegionID.Guid;
@@ -1741,14 +1791,24 @@ namespace OpenSim.Region.Framework.Scenes
1741 /// <returns></returns> 1791 /// <returns></returns>
1742 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter) 1792 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter)
1743 { 1793 {
1794
1795 float wheight = (float)RegionInfo.RegionSettings.WaterHeight;
1796 Vector3 wpos = Vector3.Zero;
1797 // Check for water surface intersection from above
1798 if ( (RayStart.Z > wheight) && (RayEnd.Z < wheight) )
1799 {
1800 float ratio = (RayStart.Z - wheight) / (RayStart.Z - RayEnd.Z);
1801 wpos.X = RayStart.X - (ratio * (RayStart.X - RayEnd.X));
1802 wpos.Y = RayStart.Y - (ratio * (RayStart.Y - RayEnd.Y));
1803 wpos.Z = wheight;
1804 }
1805
1744 Vector3 pos = Vector3.Zero; 1806 Vector3 pos = Vector3.Zero;
1745 if (RayEndIsIntersection == (byte)1) 1807 if (RayEndIsIntersection == (byte)1)
1746 { 1808 {
1747 pos = RayEnd; 1809 pos = RayEnd;
1748 return pos;
1749 } 1810 }
1750 1811 else if (RayTargetID != UUID.Zero)
1751 if (RayTargetID != UUID.Zero)
1752 { 1812 {
1753 SceneObjectPart target = GetSceneObjectPart(RayTargetID); 1813 SceneObjectPart target = GetSceneObjectPart(RayTargetID);
1754 1814
@@ -1770,7 +1830,7 @@ namespace OpenSim.Region.Framework.Scenes
1770 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter); 1830 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter);
1771 1831
1772 // Un-comment out the following line to Get Raytrace results printed to the console. 1832 // Un-comment out the following line to Get Raytrace results printed to the console.
1773 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString()); 1833 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
1774 float ScaleOffset = 0.5f; 1834 float ScaleOffset = 0.5f;
1775 1835
1776 // If we hit something 1836 // If we hit something
@@ -1793,13 +1853,10 @@ namespace OpenSim.Region.Framework.Scenes
1793 //pos.Z -= 0.25F; 1853 //pos.Z -= 0.25F;
1794 1854
1795 } 1855 }
1796
1797 return pos;
1798 } 1856 }
1799 else 1857 else
1800 { 1858 {
1801 // We don't have a target here, so we're going to raytrace all the objects in the scene. 1859 // We don't have a target here, so we're going to raytrace all the objects in the scene.
1802
1803 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false); 1860 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false);
1804 1861
1805 // Un-comment the following line to print the raytrace results to the console. 1862 // Un-comment the following line to print the raytrace results to the console.
@@ -1808,13 +1865,12 @@ namespace OpenSim.Region.Framework.Scenes
1808 if (ei.HitTF) 1865 if (ei.HitTF)
1809 { 1866 {
1810 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z); 1867 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z);
1811 } else 1868 }
1869 else
1812 { 1870 {
1813 // fall back to our stupid functionality 1871 // fall back to our stupid functionality
1814 pos = RayEnd; 1872 pos = RayEnd;
1815 } 1873 }
1816
1817 return pos;
1818 } 1874 }
1819 } 1875 }
1820 else 1876 else
@@ -1825,8 +1881,12 @@ namespace OpenSim.Region.Framework.Scenes
1825 //increase height so its above the ground. 1881 //increase height so its above the ground.
1826 //should be getting the normal of the ground at the rez point and using that? 1882 //should be getting the normal of the ground at the rez point and using that?
1827 pos.Z += scale.Z / 2f; 1883 pos.Z += scale.Z / 2f;
1828 return pos; 1884// return pos;
1829 } 1885 }
1886
1887 // check against posible water intercept
1888 if (wpos.Z > pos.Z) pos = wpos;
1889 return pos;
1830 } 1890 }
1831 1891
1832 1892
@@ -1910,7 +1970,10 @@ namespace OpenSim.Region.Framework.Scenes
1910 public bool AddRestoredSceneObject( 1970 public bool AddRestoredSceneObject(
1911 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 1971 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
1912 { 1972 {
1913 return m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates); 1973 bool result = m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates);
1974 if (result)
1975 sceneObject.IsDeleted = false;
1976 return result;
1914 } 1977 }
1915 1978
1916 /// <summary> 1979 /// <summary>
@@ -2000,6 +2063,15 @@ namespace OpenSim.Region.Framework.Scenes
2000 /// </summary> 2063 /// </summary>
2001 public void DeleteAllSceneObjects() 2064 public void DeleteAllSceneObjects()
2002 { 2065 {
2066 DeleteAllSceneObjects(false);
2067 }
2068
2069 /// <summary>
2070 /// Delete every object from the scene. This does not include attachments worn by avatars.
2071 /// </summary>
2072 public void DeleteAllSceneObjects(bool exceptNoCopy)
2073 {
2074 List<SceneObjectGroup> toReturn = new List<SceneObjectGroup>();
2003 lock (Entities) 2075 lock (Entities)
2004 { 2076 {
2005 EntityBase[] entities = Entities.GetEntities(); 2077 EntityBase[] entities = Entities.GetEntities();
@@ -2008,11 +2080,24 @@ namespace OpenSim.Region.Framework.Scenes
2008 if (e is SceneObjectGroup) 2080 if (e is SceneObjectGroup)
2009 { 2081 {
2010 SceneObjectGroup sog = (SceneObjectGroup)e; 2082 SceneObjectGroup sog = (SceneObjectGroup)e;
2011 if (!sog.IsAttachment) 2083 if (sog != null && !sog.IsAttachment)
2012 DeleteSceneObject((SceneObjectGroup)e, false); 2084 {
2085 if (!exceptNoCopy || ((sog.GetEffectivePermissions() & (uint)PermissionMask.Copy) != 0))
2086 {
2087 DeleteSceneObject((SceneObjectGroup)e, false);
2088 }
2089 else
2090 {
2091 toReturn.Add((SceneObjectGroup)e);
2092 }
2093 }
2013 } 2094 }
2014 } 2095 }
2015 } 2096 }
2097 if (toReturn.Count > 0)
2098 {
2099 returnObjects(toReturn.ToArray(), UUID.Zero);
2100 }
2016 } 2101 }
2017 2102
2018 /// <summary> 2103 /// <summary>
@@ -2060,6 +2145,8 @@ namespace OpenSim.Region.Framework.Scenes
2060 } 2145 }
2061 2146
2062 group.DeleteGroupFromScene(silent); 2147 group.DeleteGroupFromScene(silent);
2148 if (!silent)
2149 SendKillObject(new List<uint>() { group.LocalId });
2063 2150
2064// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID); 2151// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID);
2065 } 2152 }
@@ -2414,10 +2501,17 @@ namespace OpenSim.Region.Framework.Scenes
2414 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns> 2501 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns>
2415 public bool AddSceneObject(SceneObjectGroup sceneObject) 2502 public bool AddSceneObject(SceneObjectGroup sceneObject)
2416 { 2503 {
2504 if (sceneObject.OwnerID == UUID.Zero)
2505 {
2506 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero", sceneObject.UUID);
2507 return false;
2508 }
2509
2417 // If the user is banned, we won't let any of their objects 2510 // If the user is banned, we won't let any of their objects
2418 // enter. Period. 2511 // enter. Period.
2419 // 2512 //
2420 if (m_regInfo.EstateSettings.IsBanned(sceneObject.OwnerID)) 2513 int flags = GetUserFlags(sceneObject.OwnerID);
2514 if (m_regInfo.EstateSettings.IsBanned(sceneObject.OwnerID, flags))
2421 { 2515 {
2422 m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", sceneObject.OwnerID); 2516 m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", sceneObject.OwnerID);
2423 2517
@@ -2463,12 +2557,23 @@ namespace OpenSim.Region.Framework.Scenes
2463 } 2557 }
2464 else 2558 else
2465 { 2559 {
2560 m_log.DebugFormat("[SCENE]: Attachment {0} arrived and scene presence was not found, setting to temp", sceneObject.UUID);
2466 RootPrim.RemFlag(PrimFlags.TemporaryOnRez); 2561 RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
2467 RootPrim.AddFlag(PrimFlags.TemporaryOnRez); 2562 RootPrim.AddFlag(PrimFlags.TemporaryOnRez);
2468 } 2563 }
2564 if (sceneObject.OwnerID == UUID.Zero)
2565 {
2566 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero after attachment processing. BUG!", sceneObject.UUID);
2567 return false;
2568 }
2469 } 2569 }
2470 else 2570 else
2471 { 2571 {
2572 if (sceneObject.OwnerID == UUID.Zero)
2573 {
2574 m_log.ErrorFormat("[SCENE]: Owner ID for non-attachment {0} was zero", sceneObject.UUID);
2575 return false;
2576 }
2472 AddRestoredSceneObject(sceneObject, true, false); 2577 AddRestoredSceneObject(sceneObject, true, false);
2473 2578
2474 if (!Permissions.CanObjectEntry(sceneObject.UUID, 2579 if (!Permissions.CanObjectEntry(sceneObject.UUID,
@@ -2497,6 +2602,24 @@ namespace OpenSim.Region.Framework.Scenes
2497 return 2; // StateSource.PrimCrossing 2602 return 2; // StateSource.PrimCrossing
2498 } 2603 }
2499 2604
2605 public int GetUserFlags(UUID user)
2606 {
2607 //Unfortunately the SP approach means that the value is cached until region is restarted
2608 /*
2609 ScenePresence sp;
2610 if (TryGetScenePresence(user, out sp))
2611 {
2612 return sp.UserFlags;
2613 }
2614 else
2615 {
2616 */
2617 UserAccount uac = UserAccountService.GetUserAccount(RegionInfo.ScopeID, user);
2618 if (uac == null)
2619 return 0;
2620 return uac.UserFlags;
2621 //}
2622 }
2500 #endregion 2623 #endregion
2501 2624
2502 #region Add/Remove Avatar Methods 2625 #region Add/Remove Avatar Methods
@@ -2511,6 +2634,7 @@ namespace OpenSim.Region.Framework.Scenes
2511 || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0; 2634 || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0;
2512 2635
2513 CheckHeartbeat(); 2636 CheckHeartbeat();
2637 ScenePresence presence;
2514 2638
2515 ScenePresence sp = GetScenePresence(client.AgentId); 2639 ScenePresence sp = GetScenePresence(client.AgentId);
2516 2640
@@ -2559,7 +2683,13 @@ namespace OpenSim.Region.Framework.Scenes
2559 2683
2560 EventManager.TriggerOnNewClient(client); 2684 EventManager.TriggerOnNewClient(client);
2561 if (vialogin) 2685 if (vialogin)
2686 {
2562 EventManager.TriggerOnClientLogin(client); 2687 EventManager.TriggerOnClientLogin(client);
2688 // Send initial parcel data
2689 Vector3 pos = sp.AbsolutePosition;
2690 ILandObject land = LandChannel.GetLandObject(pos.X, pos.Y);
2691 land.SendLandUpdateToClient(client);
2692 }
2563 2693
2564 return sp; 2694 return sp;
2565 } 2695 }
@@ -2649,19 +2779,12 @@ namespace OpenSim.Region.Framework.Scenes
2649 // and the scene presence and the client, if they exist 2779 // and the scene presence and the client, if they exist
2650 try 2780 try
2651 { 2781 {
2652 // We need to wait for the client to make UDP contact first. 2782 ScenePresence sp = GetScenePresence(agentID);
2653 // It's the UDP contact that creates the scene presence 2783 PresenceService.LogoutAgent(sp.ControllingClient.SessionId);
2654 ScenePresence sp = WaitGetScenePresence(agentID); 2784
2655 if (sp != null) 2785 if (sp != null)
2656 {
2657 PresenceService.LogoutAgent(sp.ControllingClient.SessionId);
2658
2659 sp.ControllingClient.Close(); 2786 sp.ControllingClient.Close();
2660 } 2787
2661 else
2662 {
2663 m_log.WarnFormat("[SCENE]: Could not find scene presence for {0}", agentID);
2664 }
2665 // BANG! SLASH! 2788 // BANG! SLASH!
2666 m_authenticateHandler.RemoveCircuit(agentID); 2789 m_authenticateHandler.RemoveCircuit(agentID);
2667 2790
@@ -2762,6 +2885,7 @@ namespace OpenSim.Region.Framework.Scenes
2762 client.OnFetchInventory += m_asyncInventorySender.HandleFetchInventory; 2885 client.OnFetchInventory += m_asyncInventorySender.HandleFetchInventory;
2763 client.OnUpdateInventoryItem += UpdateInventoryItemAsset; 2886 client.OnUpdateInventoryItem += UpdateInventoryItemAsset;
2764 client.OnCopyInventoryItem += CopyInventoryItem; 2887 client.OnCopyInventoryItem += CopyInventoryItem;
2888 client.OnMoveItemsAndLeaveCopy += MoveInventoryItemsLeaveCopy;
2765 client.OnMoveInventoryItem += MoveInventoryItem; 2889 client.OnMoveInventoryItem += MoveInventoryItem;
2766 client.OnRemoveInventoryItem += RemoveInventoryItem; 2890 client.OnRemoveInventoryItem += RemoveInventoryItem;
2767 client.OnRemoveInventoryFolder += RemoveInventoryFolder; 2891 client.OnRemoveInventoryFolder += RemoveInventoryFolder;
@@ -2937,15 +3061,16 @@ namespace OpenSim.Region.Framework.Scenes
2937 /// </summary> 3061 /// </summary>
2938 /// <param name="agentId">The avatar's Unique ID</param> 3062 /// <param name="agentId">The avatar's Unique ID</param>
2939 /// <param name="client">The IClientAPI for the client</param> 3063 /// <param name="client">The IClientAPI for the client</param>
2940 public virtual void TeleportClientHome(UUID agentId, IClientAPI client) 3064 public virtual bool TeleportClientHome(UUID agentId, IClientAPI client)
2941 { 3065 {
2942 if (m_teleportModule != null) 3066 if (m_teleportModule != null)
2943 m_teleportModule.TeleportHome(agentId, client); 3067 return m_teleportModule.TeleportHome(agentId, client);
2944 else 3068 else
2945 { 3069 {
2946 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active"); 3070 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active");
2947 client.SendTeleportFailed("Unable to perform teleports on this simulator."); 3071 client.SendTeleportFailed("Unable to perform teleports on this simulator.");
2948 } 3072 }
3073 return false;
2949 } 3074 }
2950 3075
2951 /// <summary> 3076 /// <summary>
@@ -3037,6 +3162,16 @@ namespace OpenSim.Region.Framework.Scenes
3037 /// <param name="flags"></param> 3162 /// <param name="flags"></param>
3038 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags) 3163 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags)
3039 { 3164 {
3165 //Add half the avatar's height so that the user doesn't fall through prims
3166 ScenePresence presence;
3167 if (TryGetScenePresence(remoteClient.AgentId, out presence))
3168 {
3169 if (presence.Appearance != null)
3170 {
3171 position.Z = position.Z + (presence.Appearance.AvatarHeight / 2);
3172 }
3173 }
3174
3040 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt)) 3175 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt))
3041 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot. 3176 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot.
3042 m_dialogModule.SendAlertToUser(remoteClient, "Home position set."); 3177 m_dialogModule.SendAlertToUser(remoteClient, "Home position set.");
@@ -3105,8 +3240,9 @@ namespace OpenSim.Region.Framework.Scenes
3105 regions.Remove(RegionInfo.RegionHandle); 3240 regions.Remove(RegionInfo.RegionHandle);
3106 m_sceneGridService.SendCloseChildAgentConnections(agentID, regions); 3241 m_sceneGridService.SendCloseChildAgentConnections(agentID, regions);
3107 } 3242 }
3108 3243 m_log.Debug("[Scene] Beginning ClientClosed");
3109 m_eventManager.TriggerClientClosed(agentID, this); 3244 m_eventManager.TriggerClientClosed(agentID, this);
3245 m_log.Debug("[Scene] Finished ClientClosed");
3110 } 3246 }
3111 catch (NullReferenceException) 3247 catch (NullReferenceException)
3112 { 3248 {
@@ -3158,9 +3294,10 @@ namespace OpenSim.Region.Framework.Scenes
3158 { 3294 {
3159 m_log.ErrorFormat("[SCENE] Scene.cs:RemoveClient exception {0}{1}", e.Message, e.StackTrace); 3295 m_log.ErrorFormat("[SCENE] Scene.cs:RemoveClient exception {0}{1}", e.Message, e.StackTrace);
3160 } 3296 }
3161 3297 m_log.Debug("[Scene] Done. Firing RemoveCircuit");
3162 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode); 3298 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode);
3163// CleanDroppedAttachments(); 3299// CleanDroppedAttachments();
3300 m_log.Debug("[Scene] The avatar has left the building");
3164 //m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false)); 3301 //m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false));
3165 //m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true)); 3302 //m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true));
3166 } 3303 }
@@ -3279,13 +3416,16 @@ namespace OpenSim.Region.Framework.Scenes
3279 sp = null; 3416 sp = null;
3280 } 3417 }
3281 3418
3282 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3283 3419
3284 //On login test land permisions 3420 //On login test land permisions
3285 if (vialogin) 3421 if (vialogin)
3286 { 3422 {
3287 if (land != null && !TestLandRestrictions(agent, land, out reason)) 3423 IUserAccountCacheModule cache = RequestModuleInterface<IUserAccountCacheModule>();
3424 if (cache != null)
3425 cache.Remove(agent.firstname + " " + agent.lastname);
3426 if (!TestLandRestrictions(agent.AgentID, out reason, ref agent.startpos.X, ref agent.startpos.Y))
3288 { 3427 {
3428 m_log.DebugFormat("[CONNECTION BEGIN]: Denying access to {0} due to no land access", agent.AgentID.ToString());
3289 return false; 3429 return false;
3290 } 3430 }
3291 } 3431 }
@@ -3309,8 +3449,13 @@ namespace OpenSim.Region.Framework.Scenes
3309 3449
3310 try 3450 try
3311 { 3451 {
3312 if (!AuthorizeUser(agent, out reason)) 3452 // Always check estate if this is a login. Always
3313 return false; 3453 // check if banned regions are to be blacked out.
3454 if (vialogin || (!m_seeIntoBannedRegion))
3455 {
3456 if (!AuthorizeUser(agent, out reason))
3457 return false;
3458 }
3314 } 3459 }
3315 catch (Exception e) 3460 catch (Exception e)
3316 { 3461 {
@@ -3413,6 +3558,8 @@ namespace OpenSim.Region.Framework.Scenes
3413 } 3558 }
3414 } 3559 }
3415 // Honor parcel landing type and position. 3560 // Honor parcel landing type and position.
3561 /*
3562 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3416 if (land != null) 3563 if (land != null)
3417 { 3564 {
3418 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero) 3565 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero)
@@ -3420,26 +3567,34 @@ namespace OpenSim.Region.Framework.Scenes
3420 agent.startpos = land.LandData.UserLocation; 3567 agent.startpos = land.LandData.UserLocation;
3421 } 3568 }
3422 } 3569 }
3570 */// This is now handled properly in ScenePresence.MakeRootAgent
3423 } 3571 }
3424 3572
3425 return true; 3573 return true;
3426 } 3574 }
3427 3575
3428 private bool TestLandRestrictions(AgentCircuitData agent, ILandObject land, out string reason) 3576 public bool TestLandRestrictions(UUID agentID, out string reason, ref float posX, ref float posY)
3429 { 3577 {
3430 3578 reason = String.Empty;
3431 bool banned = land.IsBannedFromLand(agent.AgentID); 3579 if (Permissions.IsGod(agentID))
3432 bool restricted = land.IsRestrictedFromLand(agent.AgentID); 3580 return true;
3581
3582 ILandObject land = LandChannel.GetLandObject(posX, posY);
3583 if (land == null)
3584 return false;
3585
3586 bool banned = land.IsBannedFromLand(agentID);
3587 bool restricted = land.IsRestrictedFromLand(agentID);
3433 3588
3434 if (banned || restricted) 3589 if (banned || restricted)
3435 { 3590 {
3436 ILandObject nearestParcel = GetNearestAllowedParcel(agent.AgentID, agent.startpos.X, agent.startpos.Y); 3591 ILandObject nearestParcel = GetNearestAllowedParcel(agentID, posX, posY);
3437 if (nearestParcel != null) 3592 if (nearestParcel != null)
3438 { 3593 {
3439 //Move agent to nearest allowed 3594 //Move agent to nearest allowed
3440 Vector3 newPosition = GetParcelCenterAtGround(nearestParcel); 3595 Vector3 newPosition = GetParcelCenterAtGround(nearestParcel);
3441 agent.startpos.X = newPosition.X; 3596 posX = newPosition.X;
3442 agent.startpos.Y = newPosition.Y; 3597 posY = newPosition.Y;
3443 } 3598 }
3444 else 3599 else
3445 { 3600 {
@@ -3501,7 +3656,7 @@ namespace OpenSim.Region.Framework.Scenes
3501 3656
3502 if (!m_strictAccessControl) return true; 3657 if (!m_strictAccessControl) return true;
3503 if (Permissions.IsGod(agent.AgentID)) return true; 3658 if (Permissions.IsGod(agent.AgentID)) return true;
3504 3659
3505 if (AuthorizationService != null) 3660 if (AuthorizationService != null)
3506 { 3661 {
3507 if (!AuthorizationService.IsAuthorizedForRegion( 3662 if (!AuthorizationService.IsAuthorizedForRegion(
@@ -3509,14 +3664,14 @@ namespace OpenSim.Region.Framework.Scenes
3509 { 3664 {
3510 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user does not have access to the region", 3665 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user does not have access to the region",
3511 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName); 3666 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
3512 3667
3513 return false; 3668 return false;
3514 } 3669 }
3515 } 3670 }
3516 3671
3517 if (m_regInfo.EstateSettings != null) 3672 if (m_regInfo.EstateSettings != null)
3518 { 3673 {
3519 if (m_regInfo.EstateSettings.IsBanned(agent.AgentID)) 3674 if (m_regInfo.EstateSettings.IsBanned(agent.AgentID,0))
3520 { 3675 {
3521 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist", 3676 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist",
3522 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName); 3677 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
@@ -3708,6 +3863,13 @@ namespace OpenSim.Region.Framework.Scenes
3708 3863
3709 // We have to wait until the viewer contacts this region after receiving EAC. 3864 // We have to wait until the viewer contacts this region after receiving EAC.
3710 // That calls AddNewClient, which finally creates the ScenePresence 3865 // That calls AddNewClient, which finally creates the ScenePresence
3866 int flags = GetUserFlags(cAgentData.AgentID);
3867 if (m_regInfo.EstateSettings.IsBanned(cAgentData.AgentID, flags))
3868 {
3869 m_log.DebugFormat("[SCENE]: Denying root agent entry to {0}: banned", cAgentData.AgentID);
3870 return false;
3871 }
3872
3711 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2); 3873 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2);
3712 if (nearestParcel == null) 3874 if (nearestParcel == null)
3713 { 3875 {
@@ -3789,12 +3951,22 @@ namespace OpenSim.Region.Framework.Scenes
3789 return false; 3951 return false;
3790 } 3952 }
3791 3953
3954 public bool IncomingCloseAgent(UUID agentID)
3955 {
3956 return IncomingCloseAgent(agentID, false);
3957 }
3958
3959 public bool IncomingCloseChildAgent(UUID agentID)
3960 {
3961 return IncomingCloseAgent(agentID, true);
3962 }
3963
3792 /// <summary> 3964 /// <summary>
3793 /// Tell a single agent to disconnect from the region. 3965 /// Tell a single agent to disconnect from the region.
3794 /// </summary> 3966 /// </summary>
3795 /// <param name="regionHandle"></param>
3796 /// <param name="agentID"></param> 3967 /// <param name="agentID"></param>
3797 public bool IncomingCloseAgent(UUID agentID) 3968 /// <param name="childOnly"></param>
3969 public bool IncomingCloseAgent(UUID agentID, bool childOnly)
3798 { 3970 {
3799 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID); 3971 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID);
3800 3972
@@ -3806,7 +3978,7 @@ namespace OpenSim.Region.Framework.Scenes
3806 { 3978 {
3807 m_sceneGraph.removeUserCount(false); 3979 m_sceneGraph.removeUserCount(false);
3808 } 3980 }
3809 else 3981 else if (!childOnly)
3810 { 3982 {
3811 m_sceneGraph.removeUserCount(true); 3983 m_sceneGraph.removeUserCount(true);
3812 } 3984 }
@@ -3822,9 +3994,12 @@ namespace OpenSim.Region.Framework.Scenes
3822 } 3994 }
3823 else 3995 else
3824 presence.ControllingClient.SendShutdownConnectionNotice(); 3996 presence.ControllingClient.SendShutdownConnectionNotice();
3997 presence.ControllingClient.Close(false);
3998 }
3999 else if (!childOnly)
4000 {
4001 presence.ControllingClient.Close(true);
3825 } 4002 }
3826
3827 presence.ControllingClient.Close();
3828 return true; 4003 return true;
3829 } 4004 }
3830 4005
@@ -4407,34 +4582,78 @@ namespace OpenSim.Region.Framework.Scenes
4407 SimulationDataService.RemoveObject(uuid, m_regInfo.RegionID); 4582 SimulationDataService.RemoveObject(uuid, m_regInfo.RegionID);
4408 } 4583 }
4409 4584
4410 public int GetHealth() 4585 public int GetHealth(out int flags, out string message)
4411 { 4586 {
4412 // Returns: 4587 // Returns:
4413 // 1 = sim is up and accepting http requests. The heartbeat has 4588 // 1 = sim is up and accepting http requests. The heartbeat has
4414 // stopped and the sim is probably locked up, but a remote 4589 // stopped and the sim is probably locked up, but a remote
4415 // admin restart may succeed 4590 // admin restart may succeed
4416 // 4591 //
4417 // 2 = Sim is up and the heartbeat is running. The sim is likely 4592 // 2 = Sim is up and the heartbeat is running. The sim is likely
4418 // usable for people within and logins _may_ work 4593 // usable for people within
4594 //
4595 // 3 = Sim is up and one packet thread is running. Sim is
4596 // unstable and will not accept new logins
4597 //
4598 // 4 = Sim is up and both packet threads are running. Sim is
4599 // likely usable
4419 // 4600 //
4420 // 3 = We have seen a new user enter within the past 4 minutes 4601 // 5 = We have seen a new user enter within the past 4 minutes
4421 // which can be seen as positive confirmation of sim health 4602 // which can be seen as positive confirmation of sim health
4422 // 4603 //
4604
4605 flags = 0;
4606 message = String.Empty;
4607
4608 CheckHeartbeat();
4609
4610 if (m_firstHeartbeat || (m_lastIncoming == 0 && m_lastOutgoing == 0))
4611 {
4612 // We're still starting
4613 // 0 means "in startup", it can't happen another way, since
4614 // to get here, we must be able to accept http connections
4615 return 0;
4616 }
4617
4423 int health=1; // Start at 1, means we're up 4618 int health=1; // Start at 1, means we're up
4424 4619
4425 if ((Util.EnvironmentTickCountSubtract(m_lastUpdate)) < 1000) 4620 if (Util.EnvironmentTickCountSubtract(m_lastUpdate) < 1000)
4621 {
4622 health+=1;
4623 flags |= 1;
4624 }
4625
4626 if (Util.EnvironmentTickCountSubtract(m_lastIncoming) < 1000)
4627 {
4628 health+=1;
4629 flags |= 2;
4630 }
4631
4632 if (Util.EnvironmentTickCountSubtract(m_lastOutgoing) < 1000)
4633 {
4426 health+=1; 4634 health+=1;
4635 flags |= 4;
4636 }
4427 else 4637 else
4638 {
4639int pid = System.Diagnostics.Process.GetCurrentProcess().Id;
4640System.Diagnostics.Process proc = new System.Diagnostics.Process();
4641proc.EnableRaisingEvents=false;
4642proc.StartInfo.FileName = "/bin/kill";
4643proc.StartInfo.Arguments = "-QUIT " + pid.ToString();
4644proc.Start();
4645proc.WaitForExit();
4646Thread.Sleep(1000);
4647Environment.Exit(1);
4648 }
4649
4650 if (flags != 7)
4428 return health; 4651 return health;
4429 4652
4430 // A login in the last 4 mins? We can't be doing too badly 4653 // A login in the last 4 mins? We can't be doing too badly
4431 // 4654 //
4432 if ((Util.EnvironmentTickCountSubtract(m_LastLogin)) < 240000) 4655 if (Util.EnvironmentTickCountSubtract(m_LastLogin) < 240000)
4433 health++; 4656 health++;
4434 else
4435 return health;
4436
4437 CheckHeartbeat();
4438 4657
4439 return health; 4658 return health;
4440 } 4659 }
@@ -4627,7 +4846,7 @@ namespace OpenSim.Region.Framework.Scenes
4627 if (m_firstHeartbeat) 4846 if (m_firstHeartbeat)
4628 return; 4847 return;
4629 4848
4630 if (Util.EnvironmentTickCountSubtract(m_lastUpdate) > 2000) 4849 if (Util.EnvironmentTickCountSubtract(m_lastUpdate) > 5000)
4631 StartTimer(); 4850 StartTimer();
4632 } 4851 }
4633 4852
@@ -5037,7 +5256,55 @@ namespace OpenSim.Region.Framework.Scenes
5037 mapModule.GenerateMaptile(); 5256 mapModule.GenerateMaptile();
5038 } 5257 }
5039 5258
5040 private void RegenerateMaptileAndReregister(object sender, ElapsedEventArgs e) 5259// public void CleanDroppedAttachments()
5260// {
5261// List<SceneObjectGroup> objectsToDelete =
5262// new List<SceneObjectGroup>();
5263//
5264// lock (m_cleaningAttachments)
5265// {
5266// ForEachSOG(delegate (SceneObjectGroup grp)
5267// {
5268// if (grp.RootPart.Shape.PCode == 0 && grp.RootPart.Shape.State != 0 && (!objectsToDelete.Contains(grp)))
5269// {
5270// UUID agentID = grp.OwnerID;
5271// if (agentID == UUID.Zero)
5272// {
5273// objectsToDelete.Add(grp);
5274// return;
5275// }
5276//
5277// ScenePresence sp = GetScenePresence(agentID);
5278// if (sp == null)
5279// {
5280// objectsToDelete.Add(grp);
5281// return;
5282// }
5283// }
5284// });
5285// }
5286//
5287// foreach (SceneObjectGroup grp in objectsToDelete)
5288// {
5289// m_log.InfoFormat("[SCENE]: Deleting dropped attachment {0} of user {1}", grp.UUID, grp.OwnerID);
5290// DeleteSceneObject(grp, true);
5291// }
5292// }
5293
5294 public void ThreadAlive(int threadCode)
5295 {
5296 switch(threadCode)
5297 {
5298 case 1: // Incoming
5299 m_lastIncoming = Util.EnvironmentTickCount();
5300 break;
5301 case 2: // Incoming
5302 m_lastOutgoing = Util.EnvironmentTickCount();
5303 break;
5304 }
5305 }
5306
5307 public void RegenerateMaptileAndReregister(object sender, ElapsedEventArgs e)
5041 { 5308 {
5042 RegenerateMaptile(); 5309 RegenerateMaptile();
5043 5310
@@ -5056,6 +5323,14 @@ namespace OpenSim.Region.Framework.Scenes
5056 // child agent creation, thereby emulating the SL behavior. 5323 // child agent creation, thereby emulating the SL behavior.
5057 public bool QueryAccess(UUID agentID, Vector3 position, out string reason) 5324 public bool QueryAccess(UUID agentID, Vector3 position, out string reason)
5058 { 5325 {
5326 reason = "You are banned from the region";
5327
5328 if (Permissions.IsGod(agentID))
5329 {
5330 reason = String.Empty;
5331 return true;
5332 }
5333
5059 int num = m_sceneGraph.GetNumberOfScenePresences(); 5334 int num = m_sceneGraph.GetNumberOfScenePresences();
5060 5335
5061 if (num >= RegionInfo.RegionSettings.AgentLimit) 5336 if (num >= RegionInfo.RegionSettings.AgentLimit)
@@ -5067,11 +5342,82 @@ namespace OpenSim.Region.Framework.Scenes
5067 } 5342 }
5068 } 5343 }
5069 5344
5345 ScenePresence presence = GetScenePresence(agentID);
5346 IClientAPI client = null;
5347 AgentCircuitData aCircuit = null;
5348
5349 if (presence != null)
5350 {
5351 client = presence.ControllingClient;
5352 if (client != null)
5353 aCircuit = client.RequestClientInfo();
5354 }
5355
5356 // We may be called before there is a presence or a client.
5357 // Fake AgentCircuitData to keep IAuthorizationModule smiling
5358 if (client == null)
5359 {
5360 aCircuit = new AgentCircuitData();
5361 aCircuit.AgentID = agentID;
5362 aCircuit.firstname = String.Empty;
5363 aCircuit.lastname = String.Empty;
5364 }
5365
5366 try
5367 {
5368 if (!AuthorizeUser(aCircuit, out reason))
5369 {
5370 // m_log.DebugFormat("[SCENE]: Denying access for {0}", agentID);
5371 return false;
5372 }
5373 }
5374 catch (Exception e)
5375 {
5376 m_log.DebugFormat("[SCENE]: Exception authorizing agent: {0} "+ e.StackTrace, e.Message);
5377 return false;
5378 }
5379
5380 if (position == Vector3.Zero) // Teleport
5381 {
5382 float posX = 128.0f;
5383 float posY = 128.0f;
5384
5385 if (!TestLandRestrictions(agentID, out reason, ref posX, ref posY))
5386 {
5387 // m_log.DebugFormat("[SCENE]: Denying {0} because they are banned on all parcels", agentID);
5388 return false;
5389 }
5390 }
5391 else // Walking
5392 {
5393 ILandObject land = LandChannel.GetLandObject(position.X, position.Y);
5394 if (land == null)
5395 return false;
5396
5397 bool banned = land.IsBannedFromLand(agentID);
5398 bool restricted = land.IsRestrictedFromLand(agentID);
5399
5400 if (banned || restricted)
5401 return false;
5402 }
5403
5070 reason = String.Empty; 5404 reason = String.Empty;
5071 return true; 5405 return true;
5072 } 5406 }
5073 5407
5074 /// <summary> 5408 public void StartTimerWatchdog()
5409 {
5410 m_timerWatchdog.Interval = 1000;
5411 m_timerWatchdog.Elapsed += TimerWatchdog;
5412 m_timerWatchdog.AutoReset = true;
5413 m_timerWatchdog.Start();
5414 }
5415
5416 public void TimerWatchdog(object sender, ElapsedEventArgs e)
5417 {
5418 CheckHeartbeat();
5419 }
5420
5075 /// This method deals with movement when an avatar is automatically moving (but this is distinct from the 5421 /// This method deals with movement when an avatar is automatically moving (but this is distinct from the
5076 /// autopilot that moves an avatar to a sit target!. 5422 /// autopilot that moves an avatar to a sit target!.
5077 /// </summary> 5423 /// </summary>
diff --git a/OpenSim/Region/Framework/Scenes/SceneBase.cs b/OpenSim/Region/Framework/Scenes/SceneBase.cs
index 712e094..da3b4dd 100644
--- a/OpenSim/Region/Framework/Scenes/SceneBase.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneBase.cs
@@ -136,6 +136,8 @@ namespace OpenSim.Region.Framework.Scenes
136 get { return m_permissions; } 136 get { return m_permissions; }
137 } 137 }
138 138
139 protected string m_datastore;
140
139 /* Used by the loadbalancer plugin on GForge */ 141 /* Used by the loadbalancer plugin on GForge */
140 protected RegionStatus m_regStatus; 142 protected RegionStatus m_regStatus;
141 public RegionStatus RegionStatus 143 public RegionStatus RegionStatus
diff --git a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
index 58a7b20..27833e8 100644
--- a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
@@ -88,7 +88,7 @@ namespace OpenSim.Region.Framework.Scenes
88 88
89 if (neighbour != null) 89 if (neighbour != null)
90 { 90 {
91 m_log.DebugFormat("[INTERGRID]: Successfully informed neighbour {0}-{1} that I'm here", x / Constants.RegionSize, y / Constants.RegionSize); 91 // m_log.DebugFormat("[INTERGRID]: Successfully informed neighbour {0}-{1} that I'm here", x / Constants.RegionSize, y / Constants.RegionSize);
92 m_scene.EventManager.TriggerOnRegionUp(neighbour); 92 m_scene.EventManager.TriggerOnRegionUp(neighbour);
93 } 93 }
94 else 94 else
@@ -102,7 +102,7 @@ namespace OpenSim.Region.Framework.Scenes
102 //m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: Sending InterRegion Notification that region is up " + region.RegionName); 102 //m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: Sending InterRegion Notification that region is up " + region.RegionName);
103 103
104 List<GridRegion> neighbours = m_scene.GridService.GetNeighbours(m_scene.RegionInfo.ScopeID, m_scene.RegionInfo.RegionID); 104 List<GridRegion> neighbours = m_scene.GridService.GetNeighbours(m_scene.RegionInfo.ScopeID, m_scene.RegionInfo.RegionID);
105 m_log.DebugFormat("[INTERGRID]: Informing {0} neighbours that this region is up", neighbours.Count); 105 //m_log.DebugFormat("[INTERGRID]: Informing {0} neighbours that this region is up", neighbours.Count);
106 foreach (GridRegion n in neighbours) 106 foreach (GridRegion n in neighbours)
107 { 107 {
108 InformNeighbourThatRegionUpDelegate d = InformNeighboursThatRegionIsUpAsync; 108 InformNeighbourThatRegionUpDelegate d = InformNeighboursThatRegionIsUpAsync;
@@ -176,10 +176,13 @@ namespace OpenSim.Region.Framework.Scenes
176 } 176 }
177 } 177 }
178 178
179 public delegate void SendCloseChildAgentDelegate(UUID agentID, ulong regionHandle);
180
179 /// <summary> 181 /// <summary>
180 /// Closes a child agent on a given region 182 /// This Closes child agents on neighboring regions
183 /// Calls an asynchronous method to do so.. so it doesn't lag the sim.
181 /// </summary> 184 /// </summary>
182 protected void SendCloseChildAgent(UUID agentID, ulong regionHandle) 185 protected void SendCloseChildAgentAsync(UUID agentID, ulong regionHandle)
183 { 186 {
184 // let's do our best, but there's not much we can do if the neighbour doesn't accept. 187 // let's do our best, but there's not much we can do if the neighbour doesn't accept.
185 188
@@ -188,31 +191,29 @@ namespace OpenSim.Region.Framework.Scenes
188 Utils.LongToUInts(regionHandle, out x, out y); 191 Utils.LongToUInts(regionHandle, out x, out y);
189 192
190 GridRegion destination = m_scene.GridService.GetRegionByPosition(m_regionInfo.ScopeID, (int)x, (int)y); 193 GridRegion destination = m_scene.GridService.GetRegionByPosition(m_regionInfo.ScopeID, (int)x, (int)y);
194 m_scene.SimulationService.CloseChildAgent(destination, agentID);
195 }
191 196
192 m_log.DebugFormat( 197 private void SendCloseChildAgentCompleted(IAsyncResult iar)
193 "[INTERGRID]: Sending close agent {0} to region at {1}-{2}", 198 {
194 agentID, destination.RegionCoordX, destination.RegionCoordY); 199 SendCloseChildAgentDelegate icon = (SendCloseChildAgentDelegate)iar.AsyncState;
195 200 icon.EndInvoke(iar);
196 m_scene.SimulationService.CloseAgent(destination, agentID);
197 } 201 }
198 202
199 /// <summary>
200 /// Closes a child agents in a collection of regions. Does so asynchronously
201 /// so that the caller doesn't wait.
202 /// </summary>
203 /// <param name="agentID"></param>
204 /// <param name="regionslst"></param>
205 public void SendCloseChildAgentConnections(UUID agentID, List<ulong> regionslst) 203 public void SendCloseChildAgentConnections(UUID agentID, List<ulong> regionslst)
206 { 204 {
207 foreach (ulong handle in regionslst) 205 foreach (ulong handle in regionslst)
208 { 206 {
209 SendCloseChildAgent(agentID, handle); 207 SendCloseChildAgentDelegate d = SendCloseChildAgentAsync;
208 d.BeginInvoke(agentID, handle,
209 SendCloseChildAgentCompleted,
210 d);
210 } 211 }
211 } 212 }
212 213
213 public List<GridRegion> RequestNamedRegions(string name, int maxNumber) 214 public List<GridRegion> RequestNamedRegions(string name, int maxNumber)
214 { 215 {
215 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber); 216 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber);
216 } 217 }
217 } 218 }
218} \ No newline at end of file 219}
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index 7f18140..5e8227d 100644
--- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
@@ -41,6 +41,12 @@ namespace OpenSim.Region.Framework.Scenes
41{ 41{
42 public delegate void PhysicsCrash(); 42 public delegate void PhysicsCrash();
43 43
44 public delegate void AttachToBackupDelegate(SceneObjectGroup sog);
45
46 public delegate void DetachFromBackupDelegate(SceneObjectGroup sog);
47
48 public delegate void ChangedBackupDelegate(SceneObjectGroup sog);
49
44 /// <summary> 50 /// <summary>
45 /// This class used to be called InnerScene and may not yet truly be a SceneGraph. The non scene graph components 51 /// This class used to be called InnerScene and may not yet truly be a SceneGraph. The non scene graph components
46 /// should be migrated out over time. 52 /// should be migrated out over time.
@@ -54,11 +60,15 @@ namespace OpenSim.Region.Framework.Scenes
54 protected internal event PhysicsCrash UnRecoverableError; 60 protected internal event PhysicsCrash UnRecoverableError;
55 private PhysicsCrash handlerPhysicsCrash = null; 61 private PhysicsCrash handlerPhysicsCrash = null;
56 62
63 public event AttachToBackupDelegate OnAttachToBackup;
64 public event DetachFromBackupDelegate OnDetachFromBackup;
65 public event ChangedBackupDelegate OnChangeBackup;
66
57 #endregion 67 #endregion
58 68
59 #region Fields 69 #region Fields
60 70
61 protected object m_presenceLock = new object(); 71 protected OpenMetaverse.ReaderWriterLockSlim m_scenePresencesLock = new OpenMetaverse.ReaderWriterLockSlim();
62 protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>(); 72 protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>();
63 protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>(); 73 protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>();
64 74
@@ -120,13 +130,18 @@ namespace OpenSim.Region.Framework.Scenes
120 130
121 protected internal void Close() 131 protected internal void Close()
122 { 132 {
123 lock (m_presenceLock) 133 m_scenePresencesLock.EnterWriteLock();
134 try
124 { 135 {
125 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(); 136 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>();
126 List<ScenePresence> newlist = new List<ScenePresence>(); 137 List<ScenePresence> newlist = new List<ScenePresence>();
127 m_scenePresenceMap = newmap; 138 m_scenePresenceMap = newmap;
128 m_scenePresenceArray = newlist; 139 m_scenePresenceArray = newlist;
129 } 140 }
141 finally
142 {
143 m_scenePresencesLock.ExitWriteLock();
144 }
130 145
131 lock (SceneObjectGroupsByFullID) 146 lock (SceneObjectGroupsByFullID)
132 SceneObjectGroupsByFullID.Clear(); 147 SceneObjectGroupsByFullID.Clear();
@@ -265,6 +280,33 @@ namespace OpenSim.Region.Framework.Scenes
265 protected internal bool AddRestoredSceneObject( 280 protected internal bool AddRestoredSceneObject(
266 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 281 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
267 { 282 {
283 if (!m_parentScene.CombineRegions)
284 {
285 // KF: Check for out-of-region, move inside and make static.
286 Vector3 npos = new Vector3(sceneObject.RootPart.GroupPosition.X,
287 sceneObject.RootPart.GroupPosition.Y,
288 sceneObject.RootPart.GroupPosition.Z);
289 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 ||
290 npos.X > Constants.RegionSize ||
291 npos.Y > Constants.RegionSize))
292 {
293 if (npos.X < 0.0) npos.X = 1.0f;
294 if (npos.Y < 0.0) npos.Y = 1.0f;
295 if (npos.Z < 0.0) npos.Z = 0.0f;
296 if (npos.X > Constants.RegionSize) npos.X = Constants.RegionSize - 1.0f;
297 if (npos.Y > Constants.RegionSize) npos.Y = Constants.RegionSize - 1.0f;
298
299 foreach (SceneObjectPart part in sceneObject.Parts)
300 {
301 part.GroupPosition = npos;
302 }
303 sceneObject.RootPart.Velocity = Vector3.Zero;
304 sceneObject.RootPart.AngularVelocity = Vector3.Zero;
305 sceneObject.RootPart.Acceleration = Vector3.Zero;
306 sceneObject.RootPart.Velocity = Vector3.Zero;
307 }
308 }
309
268 if (attachToBackup && (!alreadyPersisted)) 310 if (attachToBackup && (!alreadyPersisted))
269 { 311 {
270 sceneObject.ForceInventoryPersistence(); 312 sceneObject.ForceInventoryPersistence();
@@ -475,6 +517,30 @@ namespace OpenSim.Region.Framework.Scenes
475 m_updateList[obj.UUID] = obj; 517 m_updateList[obj.UUID] = obj;
476 } 518 }
477 519
520 public void FireAttachToBackup(SceneObjectGroup obj)
521 {
522 if (OnAttachToBackup != null)
523 {
524 OnAttachToBackup(obj);
525 }
526 }
527
528 public void FireDetachFromBackup(SceneObjectGroup obj)
529 {
530 if (OnDetachFromBackup != null)
531 {
532 OnDetachFromBackup(obj);
533 }
534 }
535
536 public void FireChangeBackup(SceneObjectGroup obj)
537 {
538 if (OnChangeBackup != null)
539 {
540 OnChangeBackup(obj);
541 }
542 }
543
478 /// <summary> 544 /// <summary>
479 /// Process all pending updates 545 /// Process all pending updates
480 /// </summary> 546 /// </summary>
@@ -592,7 +658,8 @@ namespace OpenSim.Region.Framework.Scenes
592 658
593 Entities[presence.UUID] = presence; 659 Entities[presence.UUID] = presence;
594 660
595 lock (m_presenceLock) 661 m_scenePresencesLock.EnterWriteLock();
662 try
596 { 663 {
597 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 664 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
598 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 665 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -616,6 +683,10 @@ namespace OpenSim.Region.Framework.Scenes
616 m_scenePresenceMap = newmap; 683 m_scenePresenceMap = newmap;
617 m_scenePresenceArray = newlist; 684 m_scenePresenceArray = newlist;
618 } 685 }
686 finally
687 {
688 m_scenePresencesLock.ExitWriteLock();
689 }
619 } 690 }
620 691
621 /// <summary> 692 /// <summary>
@@ -630,7 +701,8 @@ namespace OpenSim.Region.Framework.Scenes
630 agentID); 701 agentID);
631 } 702 }
632 703
633 lock (m_presenceLock) 704 m_scenePresencesLock.EnterWriteLock();
705 try
634 { 706 {
635 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 707 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
636 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 708 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -652,6 +724,10 @@ namespace OpenSim.Region.Framework.Scenes
652 m_log.WarnFormat("[SCENE GRAPH]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID); 724 m_log.WarnFormat("[SCENE GRAPH]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID);
653 } 725 }
654 } 726 }
727 finally
728 {
729 m_scenePresencesLock.ExitWriteLock();
730 }
655 } 731 }
656 732
657 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F) 733 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F)
@@ -1365,8 +1441,13 @@ namespace OpenSim.Region.Framework.Scenes
1365 { 1441 {
1366 if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0)) 1442 if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0))
1367 { 1443 {
1368 if (m_parentScene.AttachmentsModule != null) 1444 // Set the new attachment point data in the object
1369 m_parentScene.AttachmentsModule.UpdateAttachmentPosition(group, pos); 1445 byte attachmentPoint = group.GetAttachmentPoint();
1446 group.UpdateGroupPosition(pos);
1447 group.IsAttachment = false;
1448 group.AbsolutePosition = group.RootPart.AttachedPos;
1449 group.AttachmentPoint = attachmentPoint;
1450 group.HasGroupChanged = true;
1370 } 1451 }
1371 else 1452 else
1372 { 1453 {
@@ -1638,8 +1719,11 @@ namespace OpenSim.Region.Framework.Scenes
1638 return; 1719 return;
1639 1720
1640 Monitor.Enter(m_updateLock); 1721 Monitor.Enter(m_updateLock);
1722
1641 try 1723 try
1642 { 1724 {
1725 parentGroup.areUpdatesSuspended = true;
1726
1643 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>(); 1727 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>();
1644 1728
1645 // We do this in reverse to get the link order of the prims correct 1729 // We do this in reverse to get the link order of the prims correct
@@ -1650,9 +1734,13 @@ namespace OpenSim.Region.Framework.Scenes
1650 // Make sure no child prim is set for sale 1734 // Make sure no child prim is set for sale
1651 // So that, on delink, no prims are unwittingly 1735 // So that, on delink, no prims are unwittingly
1652 // left for sale and sold off 1736 // left for sale and sold off
1653 child.RootPart.ObjectSaleType = 0; 1737
1654 child.RootPart.SalePrice = 10; 1738 if (child != null)
1655 childGroups.Add(child); 1739 {
1740 child.RootPart.ObjectSaleType = 0;
1741 child.RootPart.SalePrice = 10;
1742 childGroups.Add(child);
1743 }
1656 } 1744 }
1657 1745
1658 foreach (SceneObjectGroup child in childGroups) 1746 foreach (SceneObjectGroup child in childGroups)
@@ -1671,12 +1759,19 @@ namespace OpenSim.Region.Framework.Scenes
1671 // occur on link to invoke this elsewhere (such as object selection) 1759 // occur on link to invoke this elsewhere (such as object selection)
1672 parentGroup.RootPart.CreateSelected = true; 1760 parentGroup.RootPart.CreateSelected = true;
1673 parentGroup.TriggerScriptChangedEvent(Changed.LINK); 1761 parentGroup.TriggerScriptChangedEvent(Changed.LINK);
1674 parentGroup.HasGroupChanged = true;
1675 parentGroup.ScheduleGroupForFullUpdate();
1676
1677 } 1762 }
1678 finally 1763 finally
1679 { 1764 {
1765 lock (SceneObjectGroupsByLocalPartID)
1766 {
1767 foreach (SceneObjectPart part in parentGroup.Parts)
1768 SceneObjectGroupsByLocalPartID[part.LocalId] = parentGroup;
1769 }
1770
1771 parentGroup.areUpdatesSuspended = false;
1772 parentGroup.HasGroupChanged = true;
1773 parentGroup.ProcessBackup(m_parentScene.SimulationDataService, true);
1774 parentGroup.ScheduleGroupForFullUpdate();
1680 Monitor.Exit(m_updateLock); 1775 Monitor.Exit(m_updateLock);
1681 } 1776 }
1682 } 1777 }
@@ -1713,21 +1808,24 @@ namespace OpenSim.Region.Framework.Scenes
1713 1808
1714 SceneObjectGroup group = part.ParentGroup; 1809 SceneObjectGroup group = part.ParentGroup;
1715 if (!affectedGroups.Contains(group)) 1810 if (!affectedGroups.Contains(group))
1811 {
1812 group.areUpdatesSuspended = true;
1716 affectedGroups.Add(group); 1813 affectedGroups.Add(group);
1814 }
1717 } 1815 }
1718 } 1816 }
1719 } 1817 }
1720 1818
1721 foreach (SceneObjectPart child in childParts) 1819 if (childParts.Count > 0)
1722 { 1820 {
1723 // Unlink all child parts from their groups 1821 foreach (SceneObjectPart child in childParts)
1724 // 1822 {
1725 child.ParentGroup.DelinkFromGroup(child, true); 1823 // Unlink all child parts from their groups
1726 1824 //
1727 // These are not in affected groups and will not be 1825 child.ParentGroup.DelinkFromGroup(child, true);
1728 // handled further. Do the honors here. 1826 child.ParentGroup.HasGroupChanged = true;
1729 child.ParentGroup.HasGroupChanged = true; 1827 child.ParentGroup.ScheduleGroupForFullUpdate();
1730 child.ParentGroup.ScheduleGroupForFullUpdate(); 1828 }
1731 } 1829 }
1732 1830
1733 foreach (SceneObjectPart root in rootParts) 1831 foreach (SceneObjectPart root in rootParts)
@@ -1737,56 +1835,68 @@ namespace OpenSim.Region.Framework.Scenes
1737 // However, editing linked parts and unlinking may be different 1835 // However, editing linked parts and unlinking may be different
1738 // 1836 //
1739 SceneObjectGroup group = root.ParentGroup; 1837 SceneObjectGroup group = root.ParentGroup;
1838 group.areUpdatesSuspended = true;
1740 1839
1741 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts); 1840 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts);
1742 int numChildren = newSet.Count; 1841 int numChildren = newSet.Count;
1743 1842
1843 if (numChildren == 1)
1844 break;
1845
1744 // If there are prims left in a link set, but the root is 1846 // If there are prims left in a link set, but the root is
1745 // slated for unlink, we need to do this 1847 // slated for unlink, we need to do this
1848 // Unlink the remaining set
1746 // 1849 //
1747 if (numChildren != 1) 1850 bool sendEventsToRemainder = true;
1748 { 1851 if (numChildren > 1)
1749 // Unlink the remaining set 1852 sendEventsToRemainder = false;
1750 //
1751 bool sendEventsToRemainder = true;
1752 if (numChildren > 1)
1753 sendEventsToRemainder = false;
1754 1853
1755 foreach (SceneObjectPart p in newSet) 1854 foreach (SceneObjectPart p in newSet)
1855 {
1856 if (p != group.RootPart)
1756 { 1857 {
1757 if (p != group.RootPart) 1858 group.DelinkFromGroup(p, sendEventsToRemainder);
1758 group.DelinkFromGroup(p, sendEventsToRemainder); 1859 if (numChildren > 2)
1860 {
1861 p.ParentGroup.areUpdatesSuspended = true;
1862 }
1863 else
1864 {
1865 p.ParentGroup.HasGroupChanged = true;
1866 p.ParentGroup.ScheduleGroupForFullUpdate();
1867 }
1759 } 1868 }
1869 }
1870
1871 // If there is more than one prim remaining, we
1872 // need to re-link
1873 //
1874 if (numChildren > 2)
1875 {
1876 // Remove old root
1877 //
1878 if (newSet.Contains(root))
1879 newSet.Remove(root);
1760 1880
1761 // If there is more than one prim remaining, we 1881 // Preserve link ordering
1762 // need to re-link
1763 // 1882 //
1764 if (numChildren > 2) 1883 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1765 { 1884 {
1766 // Remove old root 1885 return a.LinkNum.CompareTo(b.LinkNum);
1767 // 1886 });
1768 if (newSet.Contains(root))
1769 newSet.Remove(root);
1770
1771 // Preserve link ordering
1772 //
1773 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1774 {
1775 return a.LinkNum.CompareTo(b.LinkNum);
1776 });
1777 1887
1778 // Determine new root 1888 // Determine new root
1779 // 1889 //
1780 SceneObjectPart newRoot = newSet[0]; 1890 SceneObjectPart newRoot = newSet[0];
1781 newSet.RemoveAt(0); 1891 newSet.RemoveAt(0);
1782 1892
1783 foreach (SceneObjectPart newChild in newSet) 1893 foreach (SceneObjectPart newChild in newSet)
1784 newChild.ClearUpdateSchedule(); 1894 newChild.ClearUpdateSchedule();
1785 1895
1786 LinkObjects(newRoot, newSet); 1896 newRoot.ParentGroup.areUpdatesSuspended = true;
1787 if (!affectedGroups.Contains(newRoot.ParentGroup)) 1897 LinkObjects(newRoot, newSet);
1788 affectedGroups.Add(newRoot.ParentGroup); 1898 if (!affectedGroups.Contains(newRoot.ParentGroup))
1789 } 1899 affectedGroups.Add(newRoot.ParentGroup);
1790 } 1900 }
1791 } 1901 }
1792 1902
@@ -1794,8 +1904,14 @@ namespace OpenSim.Region.Framework.Scenes
1794 // 1904 //
1795 foreach (SceneObjectGroup g in affectedGroups) 1905 foreach (SceneObjectGroup g in affectedGroups)
1796 { 1906 {
1907 // Child prims that have been unlinked and deleted will
1908 // return unless the root is deleted. This will remove them
1909 // from the database. They will be rewritten immediately,
1910 // minus the rows for the unlinked child prims.
1911 m_parentScene.SimulationDataService.RemoveObject(g.UUID, m_parentScene.RegionInfo.RegionID);
1797 g.TriggerScriptChangedEvent(Changed.LINK); 1912 g.TriggerScriptChangedEvent(Changed.LINK);
1798 g.HasGroupChanged = true; // Persist 1913 g.HasGroupChanged = true; // Persist
1914 g.areUpdatesSuspended = false;
1799 g.ScheduleGroupForFullUpdate(); 1915 g.ScheduleGroupForFullUpdate();
1800 } 1916 }
1801 } 1917 }
@@ -1913,9 +2029,6 @@ namespace OpenSim.Region.Framework.Scenes
1913 child.ApplyNextOwnerPermissions(); 2029 child.ApplyNextOwnerPermissions();
1914 } 2030 }
1915 } 2031 }
1916
1917 copy.RootPart.ObjectSaleType = 0;
1918 copy.RootPart.SalePrice = 10;
1919 } 2032 }
1920 2033
1921 // FIXME: This section needs to be refactored so that it just calls AddSceneObject() 2034 // FIXME: This section needs to be refactored so that it just calls AddSceneObject()
diff --git a/OpenSim/Region/Framework/Scenes/SceneManager.cs b/OpenSim/Region/Framework/Scenes/SceneManager.cs
index d73a959..e4eaf3a 100644
--- a/OpenSim/Region/Framework/Scenes/SceneManager.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneManager.cs
@@ -356,7 +356,7 @@ namespace OpenSim.Region.Framework.Scenes
356 356
357 public bool TrySetCurrentScene(UUID regionID) 357 public bool TrySetCurrentScene(UUID regionID)
358 { 358 {
359 m_log.Debug("Searching for Region: '" + regionID + "'"); 359// m_log.Debug("Searching for Region: '" + regionID + "'");
360 360
361 lock (m_localScenes) 361 lock (m_localScenes)
362 { 362 {
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
index f173c95..b56d3fc 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();
@@ -227,6 +223,11 @@ namespace OpenSim.Region.Framework.Scenes
227 223
228 public uint GetEffectivePermissions() 224 public uint GetEffectivePermissions()
229 { 225 {
226 return GetEffectivePermissions(false);
227 }
228
229 public uint GetEffectivePermissions(bool useBase)
230 {
230 uint perms=(uint)(PermissionMask.Modify | 231 uint perms=(uint)(PermissionMask.Modify |
231 PermissionMask.Copy | 232 PermissionMask.Copy |
232 PermissionMask.Move | 233 PermissionMask.Move |
@@ -238,7 +239,10 @@ namespace OpenSim.Region.Framework.Scenes
238 for (int i = 0; i < parts.Length; i++) 239 for (int i = 0; i < parts.Length; i++)
239 { 240 {
240 SceneObjectPart part = parts[i]; 241 SceneObjectPart part = parts[i];
241 ownerMask &= part.OwnerMask; 242 if (useBase)
243 ownerMask &= part.BaseMask;
244 else
245 ownerMask &= part.OwnerMask;
242 perms &= part.Inventory.MaskEffectivePermissions(); 246 perms &= part.Inventory.MaskEffectivePermissions();
243 } 247 }
244 248
@@ -378,6 +382,9 @@ namespace OpenSim.Region.Framework.Scenes
378 382
379 public void ResumeScripts() 383 public void ResumeScripts()
380 { 384 {
385 if (m_scene.RegionInfo.RegionSettings.DisableScripts)
386 return;
387
381 SceneObjectPart[] parts = m_parts.GetArray(); 388 SceneObjectPart[] parts = m_parts.GetArray();
382 for (int i = 0; i < parts.Length; i++) 389 for (int i = 0; i < parts.Length; i++)
383 parts[i].Inventory.ResumeScripts(); 390 parts[i].Inventory.ResumeScripts();
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index cad09b8..3b0d1cd 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -24,11 +24,12 @@
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS 24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */ 26 */
27 27
28using System; 28using System;
29using System.Collections.Generic; 29using System.Collections.Generic;
30using System.Drawing; 30using System.Drawing;
31using System.IO; 31using System.IO;
32using System.Diagnostics;
32using System.Linq; 33using System.Linq;
33using System.Threading; 34using System.Threading;
34using System.Xml; 35using System.Xml;
@@ -105,8 +106,29 @@ namespace OpenSim.Region.Framework.Scenes
105 /// since the group's last persistent backup 106 /// since the group's last persistent backup
106 /// </summary> 107 /// </summary>
107 private bool m_hasGroupChanged = false; 108 private bool m_hasGroupChanged = false;
108 private long timeFirstChanged; 109 private long timeFirstChanged = 0;
109 private long timeLastChanged; 110 private long timeLastChanged = 0;
111 private long m_maxPersistTime = 0;
112 private long m_minPersistTime = 0;
113 private Random m_rand;
114 private bool m_suspendUpdates;
115 private List<ScenePresence> m_linkedAvatars = new List<ScenePresence>();
116
117 public bool areUpdatesSuspended
118 {
119 get
120 {
121 return m_suspendUpdates;
122 }
123 set
124 {
125 m_suspendUpdates = value;
126 if (!value)
127 {
128 QueueForUpdateCheck();
129 }
130 }
131 }
110 132
111 public bool HasGroupChanged 133 public bool HasGroupChanged
112 { 134 {
@@ -114,9 +136,39 @@ namespace OpenSim.Region.Framework.Scenes
114 { 136 {
115 if (value) 137 if (value)
116 { 138 {
139 if (m_isBackedUp)
140 {
141 m_scene.SceneGraph.FireChangeBackup(this);
142 }
117 timeLastChanged = DateTime.Now.Ticks; 143 timeLastChanged = DateTime.Now.Ticks;
118 if (!m_hasGroupChanged) 144 if (!m_hasGroupChanged)
119 timeFirstChanged = DateTime.Now.Ticks; 145 timeFirstChanged = DateTime.Now.Ticks;
146 if (m_rootPart != null && m_rootPart.UUID != null && m_scene != null)
147 {
148 if (m_rand == null)
149 {
150 byte[] val = new byte[16];
151 m_rootPart.UUID.ToBytes(val, 0);
152 m_rand = new Random(BitConverter.ToInt32(val, 0));
153 }
154
155 if (m_scene.GetRootAgentCount() == 0)
156 {
157 //If the region is empty, this change has been made by an automated process
158 //and thus we delay the persist time by a random amount between 1.5 and 2.5.
159
160 float factor = 1.5f + (float)(m_rand.NextDouble());
161 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * factor);
162 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * factor);
163 }
164 else
165 {
166 //If the region is not empty, we want to obey the minimum and maximum persist times
167 //but add a random factor so we stagger the object persistance a little
168 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * (1.0d - (m_rand.NextDouble() / 5.0d))); //Multiply by 1.0-1.5
169 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * (1.0d + (m_rand.NextDouble() / 2.0d))); //Multiply by 0.8-1.0
170 }
171 }
120 } 172 }
121 m_hasGroupChanged = value; 173 m_hasGroupChanged = value;
122 174
@@ -131,7 +183,7 @@ namespace OpenSim.Region.Framework.Scenes
131 /// Has the group changed due to an unlink operation? We record this in order to optimize deletion, since 183 /// Has the group changed due to an unlink operation? We record this in order to optimize deletion, since
132 /// an unlinked group currently has to be persisted to the database before we can perform an unlink operation. 184 /// an unlinked group currently has to be persisted to the database before we can perform an unlink operation.
133 /// </summary> 185 /// </summary>
134 public bool HasGroupChangedDueToDelink { get; private set; } 186 public bool HasGroupChangedDueToDelink { get; set; }
135 187
136 private bool isTimeToPersist() 188 private bool isTimeToPersist()
137 { 189 {
@@ -141,8 +193,19 @@ namespace OpenSim.Region.Framework.Scenes
141 return false; 193 return false;
142 if (m_scene.ShuttingDown) 194 if (m_scene.ShuttingDown)
143 return true; 195 return true;
196
197 if (m_minPersistTime == 0 || m_maxPersistTime == 0)
198 {
199 m_maxPersistTime = m_scene.m_persistAfter;
200 m_minPersistTime = m_scene.m_dontPersistBefore;
201 }
202
144 long currentTime = DateTime.Now.Ticks; 203 long currentTime = DateTime.Now.Ticks;
145 if (currentTime - timeLastChanged > m_scene.m_dontPersistBefore || currentTime - timeFirstChanged > m_scene.m_persistAfter) 204
205 if (timeLastChanged == 0) timeLastChanged = currentTime;
206 if (timeFirstChanged == 0) timeFirstChanged = currentTime;
207
208 if (currentTime - timeLastChanged > m_minPersistTime || currentTime - timeFirstChanged > m_maxPersistTime)
146 return true; 209 return true;
147 return false; 210 return false;
148 } 211 }
@@ -247,10 +310,10 @@ namespace OpenSim.Region.Framework.Scenes
247 310
248 private bool m_scriptListens_atTarget; 311 private bool m_scriptListens_atTarget;
249 private bool m_scriptListens_notAtTarget; 312 private bool m_scriptListens_notAtTarget;
250
251 private bool m_scriptListens_atRotTarget; 313 private bool m_scriptListens_atRotTarget;
252 private bool m_scriptListens_notAtRotTarget; 314 private bool m_scriptListens_notAtRotTarget;
253 315
316 public bool m_dupeInProgress = false;
254 internal Dictionary<UUID, string> m_savedScriptState; 317 internal Dictionary<UUID, string> m_savedScriptState;
255 318
256 #region Properties 319 #region Properties
@@ -281,6 +344,16 @@ namespace OpenSim.Region.Framework.Scenes
281 get { return m_parts.Count; } 344 get { return m_parts.Count; }
282 } 345 }
283 346
347// protected Quaternion m_rotation = Quaternion.Identity;
348//
349// public virtual Quaternion Rotation
350// {
351// get { return m_rotation; }
352// set {
353// m_rotation = value;
354// }
355// }
356
284 public Quaternion GroupRotation 357 public Quaternion GroupRotation
285 { 358 {
286 get { return m_rootPart.RotationOffset; } 359 get { return m_rootPart.RotationOffset; }
@@ -389,7 +462,11 @@ namespace OpenSim.Region.Framework.Scenes
389 m_scene.CrossPrimGroupIntoNewRegion(val, this, true); 462 m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
390 } 463 }
391 } 464 }
392 465
466 foreach (SceneObjectPart part in m_parts.GetArray())
467 {
468 part.IgnoreUndoUpdate = true;
469 }
393 if (RootPart.GetStatusSandbox()) 470 if (RootPart.GetStatusSandbox())
394 { 471 {
395 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) 472 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10)
@@ -403,10 +480,30 @@ namespace OpenSim.Region.Framework.Scenes
403 return; 480 return;
404 } 481 }
405 } 482 }
406
407 SceneObjectPart[] parts = m_parts.GetArray(); 483 SceneObjectPart[] parts = m_parts.GetArray();
408 for (int i = 0; i < parts.Length; i++) 484 bool triggerScriptEvent = m_rootPart.GroupPosition != val;
409 parts[i].GroupPosition = val; 485 if (m_dupeInProgress)
486 triggerScriptEvent = false;
487 foreach (SceneObjectPart part in parts)
488 {
489 part.GroupPosition = val;
490 if (triggerScriptEvent)
491 part.TriggerScriptChangedEvent(Changed.POSITION);
492 }
493 if (!m_dupeInProgress)
494 {
495 foreach (ScenePresence av in m_linkedAvatars)
496 {
497 SceneObjectPart p = m_scene.GetSceneObjectPart(av.ParentID);
498 if (m_parts.TryGetValue(p.UUID, out p))
499 {
500 Vector3 offset = p.GetWorldPosition() - av.ParentPosition;
501 av.AbsolutePosition += offset;
502 av.ParentPosition = p.GetWorldPosition(); //ParentPosition gets cleared by AbsolutePosition
503 av.SendAvatarDataToAllAgents();
504 }
505 }
506 }
410 507
411 //if (m_rootPart.PhysActor != null) 508 //if (m_rootPart.PhysActor != null)
412 //{ 509 //{
@@ -565,6 +662,7 @@ namespace OpenSim.Region.Framework.Scenes
565 /// </summary> 662 /// </summary>
566 public SceneObjectGroup() 663 public SceneObjectGroup()
567 { 664 {
665
568 } 666 }
569 667
570 /// <summary> 668 /// <summary>
@@ -581,7 +679,7 @@ namespace OpenSim.Region.Framework.Scenes
581 /// Constructor. This object is added to the scene later via AttachToScene() 679 /// Constructor. This object is added to the scene later via AttachToScene()
582 /// </summary> 680 /// </summary>
583 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) 681 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
584 { 682 {
585 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)); 683 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero));
586 } 684 }
587 685
@@ -629,6 +727,9 @@ namespace OpenSim.Region.Framework.Scenes
629 /// </summary> 727 /// </summary>
630 public virtual void AttachToBackup() 728 public virtual void AttachToBackup()
631 { 729 {
730 if (IsAttachment) return;
731 m_scene.SceneGraph.FireAttachToBackup(this);
732
632 if (InSceneBackup) 733 if (InSceneBackup)
633 { 734 {
634 //m_log.DebugFormat( 735 //m_log.DebugFormat(
@@ -671,6 +772,9 @@ namespace OpenSim.Region.Framework.Scenes
671 772
672 ApplyPhysics(); 773 ApplyPhysics();
673 774
775 if (RootPart.PhysActor != null)
776 RootPart.Buoyancy = RootPart.Buoyancy;
777
674 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled 778 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled
675 // for the same object with very different properties. The caller must schedule the update. 779 // for the same object with very different properties. The caller must schedule the update.
676 //ScheduleGroupForFullUpdate(); 780 //ScheduleGroupForFullUpdate();
@@ -686,6 +790,10 @@ namespace OpenSim.Region.Framework.Scenes
686 EntityIntersection result = new EntityIntersection(); 790 EntityIntersection result = new EntityIntersection();
687 791
688 SceneObjectPart[] parts = m_parts.GetArray(); 792 SceneObjectPart[] parts = m_parts.GetArray();
793
794 // Find closest hit here
795 float idist = float.MaxValue;
796
689 for (int i = 0; i < parts.Length; i++) 797 for (int i = 0; i < parts.Length; i++)
690 { 798 {
691 SceneObjectPart part = parts[i]; 799 SceneObjectPart part = parts[i];
@@ -700,11 +808,6 @@ namespace OpenSim.Region.Framework.Scenes
700 808
701 EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation, frontFacesOnly, faceCenters); 809 EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation, frontFacesOnly, faceCenters);
702 810
703 // This may need to be updated to the maximum draw distance possible..
704 // We might (and probably will) be checking for prim creation from other sims
705 // when the camera crosses the border.
706 float idist = Constants.RegionSize;
707
708 if (inter.HitTF) 811 if (inter.HitTF)
709 { 812 {
710 // We need to find the closest prim to return to the testcaller along the ray 813 // We need to find the closest prim to return to the testcaller along the ray
@@ -715,10 +818,11 @@ namespace OpenSim.Region.Framework.Scenes
715 result.obj = part; 818 result.obj = part;
716 result.normal = inter.normal; 819 result.normal = inter.normal;
717 result.distance = inter.distance; 820 result.distance = inter.distance;
821
822 idist = inter.distance;
718 } 823 }
719 } 824 }
720 } 825 }
721
722 return result; 826 return result;
723 } 827 }
724 828
@@ -738,17 +842,19 @@ namespace OpenSim.Region.Framework.Scenes
738 minZ = 8192f; 842 minZ = 8192f;
739 843
740 SceneObjectPart[] parts = m_parts.GetArray(); 844 SceneObjectPart[] parts = m_parts.GetArray();
741 for (int i = 0; i < parts.Length; i++) 845 foreach (SceneObjectPart part in parts)
742 { 846 {
743 SceneObjectPart part = parts[i];
744
745 Vector3 worldPos = part.GetWorldPosition(); 847 Vector3 worldPos = part.GetWorldPosition();
746 Vector3 offset = worldPos - AbsolutePosition; 848 Vector3 offset = worldPos - AbsolutePosition;
747 Quaternion worldRot; 849 Quaternion worldRot;
748 if (part.ParentID == 0) 850 if (part.ParentID == 0)
851 {
749 worldRot = part.RotationOffset; 852 worldRot = part.RotationOffset;
853 }
750 else 854 else
855 {
751 worldRot = part.GetWorldRotation(); 856 worldRot = part.GetWorldRotation();
857 }
752 858
753 Vector3 frontTopLeft; 859 Vector3 frontTopLeft;
754 Vector3 frontTopRight; 860 Vector3 frontTopRight;
@@ -760,6 +866,8 @@ namespace OpenSim.Region.Framework.Scenes
760 Vector3 backBottomLeft; 866 Vector3 backBottomLeft;
761 Vector3 backBottomRight; 867 Vector3 backBottomRight;
762 868
869 // Vector3[] corners = new Vector3[8];
870
763 Vector3 orig = Vector3.Zero; 871 Vector3 orig = Vector3.Zero;
764 872
765 frontTopLeft.X = orig.X - (part.Scale.X / 2); 873 frontTopLeft.X = orig.X - (part.Scale.X / 2);
@@ -794,6 +902,38 @@ namespace OpenSim.Region.Framework.Scenes
794 backBottomRight.Y = orig.Y + (part.Scale.Y / 2); 902 backBottomRight.Y = orig.Y + (part.Scale.Y / 2);
795 backBottomRight.Z = orig.Z - (part.Scale.Z / 2); 903 backBottomRight.Z = orig.Z - (part.Scale.Z / 2);
796 904
905
906
907 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
908 //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
909 //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
910 //m_log.InfoFormat("pre corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
911 //m_log.InfoFormat("pre corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
912 //m_log.InfoFormat("pre corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
913 //m_log.InfoFormat("pre corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
914 //m_log.InfoFormat("pre corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
915
916 //for (int i = 0; i < 8; i++)
917 //{
918 // corners[i] = corners[i] * worldRot;
919 // corners[i] += offset;
920
921 // if (corners[i].X > maxX)
922 // maxX = corners[i].X;
923 // if (corners[i].X < minX)
924 // minX = corners[i].X;
925
926 // if (corners[i].Y > maxY)
927 // maxY = corners[i].Y;
928 // if (corners[i].Y < minY)
929 // minY = corners[i].Y;
930
931 // if (corners[i].Z > maxZ)
932 // maxZ = corners[i].Y;
933 // if (corners[i].Z < minZ)
934 // minZ = corners[i].Z;
935 //}
936
797 frontTopLeft = frontTopLeft * worldRot; 937 frontTopLeft = frontTopLeft * worldRot;
798 frontTopRight = frontTopRight * worldRot; 938 frontTopRight = frontTopRight * worldRot;
799 frontBottomLeft = frontBottomLeft * worldRot; 939 frontBottomLeft = frontBottomLeft * worldRot;
@@ -815,6 +955,15 @@ namespace OpenSim.Region.Framework.Scenes
815 backTopLeft += offset; 955 backTopLeft += offset;
816 backTopRight += offset; 956 backTopRight += offset;
817 957
958 //m_log.InfoFormat("corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
959 //m_log.InfoFormat("corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
960 //m_log.InfoFormat("corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
961 //m_log.InfoFormat("corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
962 //m_log.InfoFormat("corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
963 //m_log.InfoFormat("corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
964 //m_log.InfoFormat("corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
965 //m_log.InfoFormat("corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
966
818 if (frontTopRight.X > maxX) 967 if (frontTopRight.X > maxX)
819 maxX = frontTopRight.X; 968 maxX = frontTopRight.X;
820 if (frontTopLeft.X > maxX) 969 if (frontTopLeft.X > maxX)
@@ -960,15 +1109,20 @@ namespace OpenSim.Region.Framework.Scenes
960 1109
961 public void SaveScriptedState(XmlTextWriter writer) 1110 public void SaveScriptedState(XmlTextWriter writer)
962 { 1111 {
1112 SaveScriptedState(writer, false);
1113 }
1114
1115 public void SaveScriptedState(XmlTextWriter writer, bool oldIDs)
1116 {
963 XmlDocument doc = new XmlDocument(); 1117 XmlDocument doc = new XmlDocument();
964 Dictionary<UUID,string> states = new Dictionary<UUID,string>(); 1118 Dictionary<UUID,string> states = new Dictionary<UUID,string>();
965 1119
966 SceneObjectPart[] parts = m_parts.GetArray(); 1120 SceneObjectPart[] parts = m_parts.GetArray();
967 for (int i = 0; i < parts.Length; i++) 1121 for (int i = 0; i < parts.Length; i++)
968 { 1122 {
969 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(); 1123 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(oldIDs);
970 foreach (KeyValuePair<UUID, string> kvp in pstates) 1124 foreach (KeyValuePair<UUID, string> kvp in pstates)
971 states.Add(kvp.Key, kvp.Value); 1125 states[kvp.Key] = kvp.Value;
972 } 1126 }
973 1127
974 if (states.Count > 0) 1128 if (states.Count > 0)
@@ -988,6 +1142,168 @@ namespace OpenSim.Region.Framework.Scenes
988 } 1142 }
989 1143
990 /// <summary> 1144 /// <summary>
1145 /// Add the avatar to this linkset (avatar is sat).
1146 /// </summary>
1147 /// <param name="agentID"></param>
1148 public void AddAvatar(UUID agentID)
1149 {
1150 ScenePresence presence;
1151 if (m_scene.TryGetScenePresence(agentID, out presence))
1152 {
1153 if (!m_linkedAvatars.Contains(presence))
1154 {
1155 m_linkedAvatars.Add(presence);
1156 }
1157 }
1158 }
1159
1160 /// <summary>
1161 /// Delete the avatar from this linkset (avatar is unsat).
1162 /// </summary>
1163 /// <param name="agentID"></param>
1164 public void DeleteAvatar(UUID agentID)
1165 {
1166 ScenePresence presence;
1167 if (m_scene.TryGetScenePresence(agentID, out presence))
1168 {
1169 if (m_linkedAvatars.Contains(presence))
1170 {
1171 m_linkedAvatars.Remove(presence);
1172 }
1173 }
1174 }
1175
1176 /// <summary>
1177 /// Returns the list of linked presences (avatars sat on this group)
1178 /// </summary>
1179 /// <param name="agentID"></param>
1180 public List<ScenePresence> GetLinkedAvatars()
1181 {
1182 return m_linkedAvatars;
1183 }
1184
1185 /// <summary>
1186 /// Attach this scene object to the given avatar.
1187 /// </summary>
1188 /// <param name="agentID"></param>
1189 /// <param name="attachmentpoint"></param>
1190 /// <param name="AttachOffset"></param>
1191 private void AttachToAgent(
1192 ScenePresence avatar, SceneObjectGroup so, uint attachmentpoint, Vector3 attachOffset, bool silent)
1193 {
1194 if (avatar != null)
1195 {
1196 // don't attach attachments to child agents
1197 if (avatar.IsChildAgent) return;
1198
1199 // Remove from database and parcel prim count
1200 m_scene.DeleteFromStorage(so.UUID);
1201 m_scene.EventManager.TriggerParcelPrimCountTainted();
1202
1203 so.AttachedAvatar = avatar.UUID;
1204
1205 if (so.RootPart.PhysActor != null)
1206 {
1207 m_scene.PhysicsScene.RemovePrim(so.RootPart.PhysActor);
1208 so.RootPart.PhysActor = null;
1209 }
1210
1211 so.AbsolutePosition = attachOffset;
1212 so.RootPart.AttachedPos = attachOffset;
1213 so.IsAttachment = true;
1214 so.RootPart.SetParentLocalId(avatar.LocalId);
1215 so.AttachmentPoint = attachmentpoint;
1216
1217 avatar.AddAttachment(this);
1218
1219 if (!silent)
1220 {
1221 // Killing it here will cause the client to deselect it
1222 // It then reappears on the avatar, deselected
1223 // through the full update below
1224 //
1225 if (IsSelected)
1226 {
1227 m_scene.SendKillObject(new List<uint> { m_rootPart.LocalId });
1228 }
1229
1230 IsSelected = false; // fudge....
1231 ScheduleGroupForFullUpdate();
1232 }
1233 }
1234 else
1235 {
1236 m_log.WarnFormat(
1237 "[SOG]: Tried to add attachment {0} to avatar with UUID {1} in region {2} but the avatar is not present",
1238 UUID, avatar.ControllingClient.AgentId, Scene.RegionInfo.RegionName);
1239 }
1240 }
1241
1242 public byte GetAttachmentPoint()
1243 {
1244 return m_rootPart.Shape.State;
1245 }
1246
1247 public void DetachToGround()
1248 {
1249 ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
1250 if (avatar == null)
1251 return;
1252
1253 avatar.RemoveAttachment(this);
1254
1255 Vector3 detachedpos = new Vector3(127f,127f,127f);
1256 if (avatar == null)
1257 return;
1258
1259 detachedpos = avatar.AbsolutePosition;
1260 RootPart.FromItemID = UUID.Zero;
1261
1262 AbsolutePosition = detachedpos;
1263 AttachedAvatar = UUID.Zero;
1264
1265 //SceneObjectPart[] parts = m_parts.GetArray();
1266 //for (int i = 0; i < parts.Length; i++)
1267 // parts[i].AttachedAvatar = UUID.Zero;
1268
1269 m_rootPart.SetParentLocalId(0);
1270 AttachmentPoint = (byte)0;
1271 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive);
1272 HasGroupChanged = true;
1273 RootPart.Rezzed = DateTime.Now;
1274 RootPart.RemFlag(PrimFlags.TemporaryOnRez);
1275 AttachToBackup();
1276 m_scene.EventManager.TriggerParcelPrimCountTainted();
1277 m_rootPart.ScheduleFullUpdate();
1278 m_rootPart.ClearUndoState();
1279 }
1280
1281 public void DetachToInventoryPrep()
1282 {
1283 ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
1284 //Vector3 detachedpos = new Vector3(127f, 127f, 127f);
1285 if (avatar != null)
1286 {
1287 //detachedpos = avatar.AbsolutePosition;
1288 avatar.RemoveAttachment(this);
1289 }
1290
1291 AttachedAvatar = UUID.Zero;
1292
1293 /*SceneObjectPart[] parts = m_parts.GetArray();
1294 for (int i = 0; i < parts.Length; i++)
1295 parts[i].AttachedAvatar = UUID.Zero;*/
1296
1297 m_rootPart.SetParentLocalId(0);
1298 //m_rootPart.SetAttachmentPoint((byte)0);
1299 IsAttachment = false;
1300 AbsolutePosition = m_rootPart.AttachedPos;
1301 //m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_scene.m_physicalPrim);
1302 //AttachToBackup();
1303 //m_rootPart.ScheduleFullUpdate();
1304 }
1305
1306 /// <summary>
991 /// 1307 ///
992 /// </summary> 1308 /// </summary>
993 /// <param name="part"></param> 1309 /// <param name="part"></param>
@@ -1037,7 +1353,10 @@ namespace OpenSim.Region.Framework.Scenes
1037 public void AddPart(SceneObjectPart part) 1353 public void AddPart(SceneObjectPart part)
1038 { 1354 {
1039 part.SetParent(this); 1355 part.SetParent(this);
1040 part.LinkNum = m_parts.Add(part.UUID, part); 1356 m_parts.Add(part.UUID, part);
1357
1358 part.LinkNum = m_parts.Count;
1359
1041 if (part.LinkNum == 2) 1360 if (part.LinkNum == 2)
1042 RootPart.LinkNum = 1; 1361 RootPart.LinkNum = 1;
1043 } 1362 }
@@ -1145,6 +1464,11 @@ namespace OpenSim.Region.Framework.Scenes
1145 /// <param name="silent">If true then deletion is not broadcast to clients</param> 1464 /// <param name="silent">If true then deletion is not broadcast to clients</param>
1146 public void DeleteGroupFromScene(bool silent) 1465 public void DeleteGroupFromScene(bool silent)
1147 { 1466 {
1467 // We need to keep track of this state in case this group is still queued for backup.
1468 IsDeleted = true;
1469
1470 DetachFromBackup();
1471
1148 SceneObjectPart[] parts = m_parts.GetArray(); 1472 SceneObjectPart[] parts = m_parts.GetArray();
1149 for (int i = 0; i < parts.Length; i++) 1473 for (int i = 0; i < parts.Length; i++)
1150 { 1474 {
@@ -1167,6 +1491,8 @@ namespace OpenSim.Region.Framework.Scenes
1167 } 1491 }
1168 }); 1492 });
1169 } 1493 }
1494
1495
1170 } 1496 }
1171 1497
1172 public void AddScriptLPS(int count) 1498 public void AddScriptLPS(int count)
@@ -1262,7 +1588,12 @@ namespace OpenSim.Region.Framework.Scenes
1262 1588
1263 public void SetOwnerId(UUID userId) 1589 public void SetOwnerId(UUID userId)
1264 { 1590 {
1265 ForEachPart(delegate(SceneObjectPart part) { part.OwnerID = userId; }); 1591 ForEachPart(delegate(SceneObjectPart part)
1592 {
1593
1594 part.OwnerID = userId;
1595
1596 });
1266 } 1597 }
1267 1598
1268 public void ForEachPart(Action<SceneObjectPart> whatToDo) 1599 public void ForEachPart(Action<SceneObjectPart> whatToDo)
@@ -1294,11 +1625,17 @@ namespace OpenSim.Region.Framework.Scenes
1294 return; 1625 return;
1295 } 1626 }
1296 1627
1628 if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0)
1629 return;
1630
1297 // Since this is the top of the section of call stack for backing up a particular scene object, don't let 1631 // Since this is the top of the section of call stack for backing up a particular scene object, don't let
1298 // any exception propogate upwards. 1632 // any exception propogate upwards.
1299 try 1633 try
1300 { 1634 {
1301 if (!m_scene.ShuttingDown) // if shutting down then there will be nothing to handle the return so leave till next restart 1635 if (!m_scene.ShuttingDown || // if shutting down then there will be nothing to handle the return so leave till next restart
1636 m_scene.LoginsDisabled || // We're starting up or doing maintenance, don't mess with things
1637 m_scene.LoadingPrims) // Land may not be valid yet
1638
1302 { 1639 {
1303 ILandObject parcel = m_scene.LandChannel.GetLandObject( 1640 ILandObject parcel = m_scene.LandChannel.GetLandObject(
1304 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); 1641 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y);
@@ -1325,6 +1662,7 @@ namespace OpenSim.Region.Framework.Scenes
1325 } 1662 }
1326 } 1663 }
1327 } 1664 }
1665
1328 } 1666 }
1329 1667
1330 if (m_scene.UseBackup && HasGroupChanged) 1668 if (m_scene.UseBackup && HasGroupChanged)
@@ -1332,6 +1670,20 @@ namespace OpenSim.Region.Framework.Scenes
1332 // don't backup while it's selected or you're asking for changes mid stream. 1670 // don't backup while it's selected or you're asking for changes mid stream.
1333 if (isTimeToPersist() || forcedBackup) 1671 if (isTimeToPersist() || forcedBackup)
1334 { 1672 {
1673 if (m_rootPart.PhysActor != null &&
1674 (!m_rootPart.PhysActor.IsPhysical))
1675 {
1676 // Possible ghost prim
1677 if (m_rootPart.PhysActor.Position != m_rootPart.GroupPosition)
1678 {
1679 foreach (SceneObjectPart part in m_parts.GetArray())
1680 {
1681 // Re-set physics actor positions and
1682 // orientations
1683 part.GroupPosition = m_rootPart.GroupPosition;
1684 }
1685 }
1686 }
1335// m_log.DebugFormat( 1687// m_log.DebugFormat(
1336// "[SCENE]: Storing {0}, {1} in {2}", 1688// "[SCENE]: Storing {0}, {1} in {2}",
1337// Name, UUID, m_scene.RegionInfo.RegionName); 1689// Name, UUID, m_scene.RegionInfo.RegionName);
@@ -1415,7 +1767,7 @@ namespace OpenSim.Region.Framework.Scenes
1415 // This is only necessary when userExposed is false! 1767 // This is only necessary when userExposed is false!
1416 1768
1417 bool previousAttachmentStatus = dupe.IsAttachment; 1769 bool previousAttachmentStatus = dupe.IsAttachment;
1418 1770
1419 if (!userExposed) 1771 if (!userExposed)
1420 dupe.IsAttachment = true; 1772 dupe.IsAttachment = true;
1421 1773
@@ -1433,11 +1785,11 @@ namespace OpenSim.Region.Framework.Scenes
1433 dupe.m_rootPart.TrimPermissions(); 1785 dupe.m_rootPart.TrimPermissions();
1434 1786
1435 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray()); 1787 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray());
1436 1788
1437 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) 1789 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
1438 { 1790 {
1439 return p1.LinkNum.CompareTo(p2.LinkNum); 1791 return p1.LinkNum.CompareTo(p2.LinkNum);
1440 } 1792 }
1441 ); 1793 );
1442 1794
1443 foreach (SceneObjectPart part in partList) 1795 foreach (SceneObjectPart part in partList)
@@ -1457,7 +1809,7 @@ namespace OpenSim.Region.Framework.Scenes
1457 if (part.PhysActor != null && userExposed) 1809 if (part.PhysActor != null && userExposed)
1458 { 1810 {
1459 PrimitiveBaseShape pbs = newPart.Shape; 1811 PrimitiveBaseShape pbs = newPart.Shape;
1460 1812
1461 newPart.PhysActor 1813 newPart.PhysActor
1462 = m_scene.PhysicsScene.AddPrimShape( 1814 = m_scene.PhysicsScene.AddPrimShape(
1463 string.Format("{0}/{1}", newPart.Name, newPart.UUID), 1815 string.Format("{0}/{1}", newPart.Name, newPart.UUID),
@@ -1467,11 +1819,11 @@ namespace OpenSim.Region.Framework.Scenes
1467 newPart.RotationOffset, 1819 newPart.RotationOffset,
1468 part.PhysActor.IsPhysical, 1820 part.PhysActor.IsPhysical,
1469 newPart.LocalId); 1821 newPart.LocalId);
1470 1822
1471 newPart.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true); 1823 newPart.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true);
1472 } 1824 }
1473 } 1825 }
1474 1826
1475 if (userExposed) 1827 if (userExposed)
1476 { 1828 {
1477 dupe.UpdateParentIDs(); 1829 dupe.UpdateParentIDs();
@@ -1586,6 +1938,7 @@ namespace OpenSim.Region.Framework.Scenes
1586 return Vector3.Zero; 1938 return Vector3.Zero;
1587 } 1939 }
1588 1940
1941 // This is used by both Double-Click Auto-Pilot and llMoveToTarget() in an attached object
1589 public void moveToTarget(Vector3 target, float tau) 1942 public void moveToTarget(Vector3 target, float tau)
1590 { 1943 {
1591 if (IsAttachment) 1944 if (IsAttachment)
@@ -1613,6 +1966,46 @@ namespace OpenSim.Region.Framework.Scenes
1613 RootPart.PhysActor.PIDActive = false; 1966 RootPart.PhysActor.PIDActive = false;
1614 } 1967 }
1615 1968
1969 public void rotLookAt(Quaternion target, float strength, float damping)
1970 {
1971 SceneObjectPart rootpart = m_rootPart;
1972 if (rootpart != null)
1973 {
1974 if (IsAttachment)
1975 {
1976 /*
1977 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
1978 if (avatar != null)
1979 {
1980 Rotate the Av?
1981 } */
1982 }
1983 else
1984 {
1985 if (rootpart.PhysActor != null)
1986 { // APID must be implemented in your physics system for this to function.
1987 rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W);
1988 rootpart.PhysActor.APIDStrength = strength;
1989 rootpart.PhysActor.APIDDamping = damping;
1990 rootpart.PhysActor.APIDActive = true;
1991 }
1992 }
1993 }
1994 }
1995
1996 public void stopLookAt()
1997 {
1998 SceneObjectPart rootpart = m_rootPart;
1999 if (rootpart != null)
2000 {
2001 if (rootpart.PhysActor != null)
2002 { // APID must be implemented in your physics system for this to function.
2003 rootpart.PhysActor.APIDActive = false;
2004 }
2005 }
2006
2007 }
2008
1616 /// <summary> 2009 /// <summary>
1617 /// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds. 2010 /// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds.
1618 /// </summary> 2011 /// </summary>
@@ -1668,6 +2061,8 @@ namespace OpenSim.Region.Framework.Scenes
1668 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) 2061 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
1669 { 2062 {
1670 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); 2063 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed);
2064 newPart.SetParent(this);
2065
1671 AddPart(newPart); 2066 AddPart(newPart);
1672 2067
1673 SetPartAsNonRoot(newPart); 2068 SetPartAsNonRoot(newPart);
@@ -1796,11 +2191,11 @@ namespace OpenSim.Region.Framework.Scenes
1796 /// Immediately send a full update for this scene object. 2191 /// Immediately send a full update for this scene object.
1797 /// </summary> 2192 /// </summary>
1798 public void SendGroupFullUpdate() 2193 public void SendGroupFullUpdate()
1799 { 2194 {
1800 if (IsDeleted) 2195 if (IsDeleted)
1801 return; 2196 return;
1802 2197
1803// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); 2198// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID);
1804 2199
1805 RootPart.SendFullUpdateToAllClients(); 2200 RootPart.SendFullUpdateToAllClients();
1806 2201
@@ -2001,7 +2396,7 @@ namespace OpenSim.Region.Framework.Scenes
2001 objectGroup.IsDeleted = true; 2396 objectGroup.IsDeleted = true;
2002 2397
2003 objectGroup.m_parts.Clear(); 2398 objectGroup.m_parts.Clear();
2004 2399
2005 // Can't do this yet since backup still makes use of the root part without any synchronization 2400 // Can't do this yet since backup still makes use of the root part without any synchronization
2006// objectGroup.m_rootPart = null; 2401// objectGroup.m_rootPart = null;
2007 2402
@@ -2135,6 +2530,7 @@ namespace OpenSim.Region.Framework.Scenes
2135 /// <param name="objectGroup"></param> 2530 /// <param name="objectGroup"></param>
2136 public virtual void DetachFromBackup() 2531 public virtual void DetachFromBackup()
2137 { 2532 {
2533 m_scene.SceneGraph.FireDetachFromBackup(this);
2138 if (m_isBackedUp && Scene != null) 2534 if (m_isBackedUp && Scene != null)
2139 m_scene.EventManager.OnBackup -= ProcessBackup; 2535 m_scene.EventManager.OnBackup -= ProcessBackup;
2140 2536
@@ -2153,7 +2549,8 @@ namespace OpenSim.Region.Framework.Scenes
2153 2549
2154 axPos *= parentRot; 2550 axPos *= parentRot;
2155 part.OffsetPosition = axPos; 2551 part.OffsetPosition = axPos;
2156 part.GroupPosition = oldGroupPosition + part.OffsetPosition; 2552 Vector3 newPos = oldGroupPosition + part.OffsetPosition;
2553 part.GroupPosition = newPos;
2157 part.OffsetPosition = Vector3.Zero; 2554 part.OffsetPosition = Vector3.Zero;
2158 part.RotationOffset = worldRot; 2555 part.RotationOffset = worldRot;
2159 2556
@@ -2164,7 +2561,7 @@ namespace OpenSim.Region.Framework.Scenes
2164 2561
2165 part.LinkNum = linkNum; 2562 part.LinkNum = linkNum;
2166 2563
2167 part.OffsetPosition = part.GroupPosition - AbsolutePosition; 2564 part.OffsetPosition = newPos - AbsolutePosition;
2168 2565
2169 Quaternion rootRotation = m_rootPart.RotationOffset; 2566 Quaternion rootRotation = m_rootPart.RotationOffset;
2170 2567
@@ -2174,7 +2571,7 @@ namespace OpenSim.Region.Framework.Scenes
2174 2571
2175 parentRot = m_rootPart.RotationOffset; 2572 parentRot = m_rootPart.RotationOffset;
2176 oldRot = part.RotationOffset; 2573 oldRot = part.RotationOffset;
2177 Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot; 2574 Quaternion newRot = Quaternion.Inverse(parentRot) * worldRot;
2178 part.RotationOffset = newRot; 2575 part.RotationOffset = newRot;
2179 } 2576 }
2180 2577
@@ -2421,8 +2818,12 @@ namespace OpenSim.Region.Framework.Scenes
2421 } 2818 }
2422 } 2819 }
2423 2820
2821 RootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect);
2424 for (int i = 0; i < parts.Length; i++) 2822 for (int i = 0; i < parts.Length; i++)
2425 parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect); 2823 {
2824 if (parts[i] != RootPart)
2825 parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect);
2826 }
2426 } 2827 }
2427 } 2828 }
2428 2829
@@ -2435,6 +2836,17 @@ namespace OpenSim.Region.Framework.Scenes
2435 } 2836 }
2436 } 2837 }
2437 2838
2839
2840
2841 /// <summary>
2842 /// Gets the number of parts
2843 /// </summary>
2844 /// <returns></returns>
2845 public int GetPartCount()
2846 {
2847 return Parts.Count();
2848 }
2849
2438 /// <summary> 2850 /// <summary>
2439 /// Update the texture entry for this part 2851 /// Update the texture entry for this part
2440 /// </summary> 2852 /// </summary>
@@ -2496,7 +2908,6 @@ namespace OpenSim.Region.Framework.Scenes
2496 { 2908 {
2497// m_log.DebugFormat( 2909// m_log.DebugFormat(
2498// "[SCENE OBJECT GROUP]: Group resizing {0} {1} from {2} to {3}", Name, LocalId, RootPart.Scale, scale); 2910// "[SCENE OBJECT GROUP]: Group resizing {0} {1} from {2} to {3}", Name, LocalId, RootPart.Scale, scale);
2499
2500 RootPart.StoreUndoState(true); 2911 RootPart.StoreUndoState(true);
2501 2912
2502 scale.X = Math.Min(scale.X, Scene.m_maxNonphys); 2913 scale.X = Math.Min(scale.X, Scene.m_maxNonphys);
@@ -2597,7 +3008,6 @@ namespace OpenSim.Region.Framework.Scenes
2597 prevScale.X *= x; 3008 prevScale.X *= x;
2598 prevScale.Y *= y; 3009 prevScale.Y *= y;
2599 prevScale.Z *= z; 3010 prevScale.Z *= z;
2600
2601// RootPart.IgnoreUndoUpdate = true; 3011// RootPart.IgnoreUndoUpdate = true;
2602 RootPart.Resize(prevScale); 3012 RootPart.Resize(prevScale);
2603// RootPart.IgnoreUndoUpdate = false; 3013// RootPart.IgnoreUndoUpdate = false;
@@ -2628,7 +3038,9 @@ namespace OpenSim.Region.Framework.Scenes
2628 } 3038 }
2629 3039
2630// obPart.IgnoreUndoUpdate = false; 3040// obPart.IgnoreUndoUpdate = false;
2631// obPart.StoreUndoState(); 3041 HasGroupChanged = true;
3042 m_rootPart.TriggerScriptChangedEvent(Changed.SCALE);
3043 ScheduleGroupForTerseUpdate();
2632 } 3044 }
2633 3045
2634// m_log.DebugFormat( 3046// m_log.DebugFormat(
@@ -2688,9 +3100,9 @@ namespace OpenSim.Region.Framework.Scenes
2688 { 3100 {
2689 SceneObjectPart part = GetChildPart(localID); 3101 SceneObjectPart part = GetChildPart(localID);
2690 3102
2691// SceneObjectPart[] parts = m_parts.GetArray(); 3103 SceneObjectPart[] parts = m_parts.GetArray();
2692// for (int i = 0; i < parts.Length; i++) 3104 for (int i = 0; i < parts.Length; i++)
2693// parts[i].StoreUndoState(); 3105 parts[i].StoreUndoState();
2694 3106
2695 if (part != null) 3107 if (part != null)
2696 { 3108 {
@@ -2746,10 +3158,27 @@ namespace OpenSim.Region.Framework.Scenes
2746 obPart.OffsetPosition = obPart.OffsetPosition + diff; 3158 obPart.OffsetPosition = obPart.OffsetPosition + diff;
2747 } 3159 }
2748 3160
2749 AbsolutePosition = newPos; 3161 //We have to set undoing here because otherwise an undo state will be saved
3162 if (!m_rootPart.Undoing)
3163 {
3164 m_rootPart.Undoing = true;
3165 AbsolutePosition = newPos;
3166 m_rootPart.Undoing = false;
3167 }
3168 else
3169 {
3170 AbsolutePosition = newPos;
3171 }
2750 3172
2751 HasGroupChanged = true; 3173 HasGroupChanged = true;
2752 ScheduleGroupForTerseUpdate(); 3174 if (m_rootPart.Undoing)
3175 {
3176 ScheduleGroupForFullUpdate();
3177 }
3178 else
3179 {
3180 ScheduleGroupForTerseUpdate();
3181 }
2753 } 3182 }
2754 3183
2755 #endregion 3184 #endregion
@@ -2826,10 +3255,7 @@ namespace OpenSim.Region.Framework.Scenes
2826 public void UpdateSingleRotation(Quaternion rot, uint localID) 3255 public void UpdateSingleRotation(Quaternion rot, uint localID)
2827 { 3256 {
2828 SceneObjectPart part = GetChildPart(localID); 3257 SceneObjectPart part = GetChildPart(localID);
2829
2830 SceneObjectPart[] parts = m_parts.GetArray(); 3258 SceneObjectPart[] parts = m_parts.GetArray();
2831 for (int i = 0; i < parts.Length; i++)
2832 parts[i].StoreUndoState();
2833 3259
2834 if (part != null) 3260 if (part != null)
2835 { 3261 {
@@ -2867,7 +3293,16 @@ namespace OpenSim.Region.Framework.Scenes
2867 if (part.UUID == m_rootPart.UUID) 3293 if (part.UUID == m_rootPart.UUID)
2868 { 3294 {
2869 UpdateRootRotation(rot); 3295 UpdateRootRotation(rot);
2870 AbsolutePosition = pos; 3296 if (!m_rootPart.Undoing)
3297 {
3298 m_rootPart.Undoing = true;
3299 AbsolutePosition = pos;
3300 m_rootPart.Undoing = false;
3301 }
3302 else
3303 {
3304 AbsolutePosition = pos;
3305 }
2871 } 3306 }
2872 else 3307 else
2873 { 3308 {
@@ -2891,9 +3326,10 @@ namespace OpenSim.Region.Framework.Scenes
2891 3326
2892 Quaternion axRot = rot; 3327 Quaternion axRot = rot;
2893 Quaternion oldParentRot = m_rootPart.RotationOffset; 3328 Quaternion oldParentRot = m_rootPart.RotationOffset;
2894
2895 m_rootPart.StoreUndoState(); 3329 m_rootPart.StoreUndoState();
2896 m_rootPart.UpdateRotation(rot); 3330
3331 //Don't use UpdateRotation because it schedules an update prematurely
3332 m_rootPart.RotationOffset = rot;
2897 if (m_rootPart.PhysActor != null) 3333 if (m_rootPart.PhysActor != null)
2898 { 3334 {
2899 m_rootPart.PhysActor.Orientation = m_rootPart.RotationOffset; 3335 m_rootPart.PhysActor.Orientation = m_rootPart.RotationOffset;
@@ -2907,15 +3343,17 @@ namespace OpenSim.Region.Framework.Scenes
2907 if (prim.UUID != m_rootPart.UUID) 3343 if (prim.UUID != m_rootPart.UUID)
2908 { 3344 {
2909 prim.IgnoreUndoUpdate = true; 3345 prim.IgnoreUndoUpdate = true;
3346
3347 Quaternion NewRot = oldParentRot * prim.RotationOffset;
3348 NewRot = Quaternion.Inverse(axRot) * NewRot;
3349 prim.RotationOffset = NewRot;
3350
2910 Vector3 axPos = prim.OffsetPosition; 3351 Vector3 axPos = prim.OffsetPosition;
3352
2911 axPos *= oldParentRot; 3353 axPos *= oldParentRot;
2912 axPos *= Quaternion.Inverse(axRot); 3354 axPos *= Quaternion.Inverse(axRot);
2913 prim.OffsetPosition = axPos; 3355 prim.OffsetPosition = axPos;
2914 Quaternion primsRot = prim.RotationOffset; 3356
2915 Quaternion newRot = oldParentRot * primsRot;
2916 newRot = Quaternion.Inverse(axRot) * newRot;
2917 prim.RotationOffset = newRot;
2918 prim.ScheduleTerseUpdate();
2919 prim.IgnoreUndoUpdate = false; 3357 prim.IgnoreUndoUpdate = false;
2920 } 3358 }
2921 } 3359 }
@@ -2929,8 +3367,8 @@ namespace OpenSim.Region.Framework.Scenes
2929//// childpart.StoreUndoState(); 3367//// childpart.StoreUndoState();
2930// } 3368// }
2931// } 3369// }
2932 3370 HasGroupChanged = true;
2933 m_rootPart.ScheduleTerseUpdate(); 3371 ScheduleGroupForFullUpdate();
2934 3372
2935// m_log.DebugFormat( 3373// m_log.DebugFormat(
2936// "[SCENE OBJECT GROUP]: Updated root rotation of {0} {1} to {2}", 3374// "[SCENE OBJECT GROUP]: Updated root rotation of {0} {1} to {2}",
@@ -3158,7 +3596,6 @@ namespace OpenSim.Region.Framework.Scenes
3158 public float GetMass() 3596 public float GetMass()
3159 { 3597 {
3160 float retmass = 0f; 3598 float retmass = 0f;
3161
3162 SceneObjectPart[] parts = m_parts.GetArray(); 3599 SceneObjectPart[] parts = m_parts.GetArray();
3163 for (int i = 0; i < parts.Length; i++) 3600 for (int i = 0; i < parts.Length; i++)
3164 retmass += parts[i].GetMass(); 3601 retmass += parts[i].GetMass();
@@ -3254,6 +3691,14 @@ namespace OpenSim.Region.Framework.Scenes
3254 SetFromItemID(uuid); 3691 SetFromItemID(uuid);
3255 } 3692 }
3256 3693
3694 public void ResetOwnerChangeFlag()
3695 {
3696 ForEachPart(delegate(SceneObjectPart part)
3697 {
3698 part.ResetOwnerChangeFlag();
3699 });
3700 }
3701
3257 #endregion 3702 #endregion
3258 } 3703 }
3259} 3704}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index ad3bcd5..b232855 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -62,7 +62,8 @@ namespace OpenSim.Region.Framework.Scenes
62 TELEPORT = 512, 62 TELEPORT = 512,
63 REGION_RESTART = 1024, 63 REGION_RESTART = 1024,
64 MEDIA = 2048, 64 MEDIA = 2048,
65 ANIMATION = 16384 65 ANIMATION = 16384,
66 POSITION = 32768
66 } 67 }
67 68
68 // I don't really know where to put this except here. 69 // I don't really know where to put this except here.
@@ -184,6 +185,15 @@ namespace OpenSim.Region.Framework.Scenes
184 185
185 public UUID FromFolderID; 186 public UUID FromFolderID;
186 187
188 // The following two are to hold the attachment data
189 // while an object is inworld
190 [XmlIgnore]
191 public byte AttachPoint = 0;
192
193 [XmlIgnore]
194 public Vector3 AttachOffset = Vector3.Zero;
195
196 [XmlIgnore]
187 public int STATUS_ROTATE_X; 197 public int STATUS_ROTATE_X;
188 198
189 public int STATUS_ROTATE_Y; 199 public int STATUS_ROTATE_Y;
@@ -210,8 +220,7 @@ namespace OpenSim.Region.Framework.Scenes
210 220
211 public Vector3 RotationAxis = Vector3.One; 221 public Vector3 RotationAxis = Vector3.One;
212 222
213 public bool VolumeDetectActive; // XmlIgnore set to avoid problems with persistance until I come to care for this 223 public bool VolumeDetectActive;
214 // Certainly this must be a persistant setting finally
215 224
216 public bool IsWaitingForFirstSpinUpdatePacket; 225 public bool IsWaitingForFirstSpinUpdatePacket;
217 226
@@ -251,6 +260,7 @@ namespace OpenSim.Region.Framework.Scenes
251 private Quaternion m_sitTargetOrientation = Quaternion.Identity; 260 private Quaternion m_sitTargetOrientation = Quaternion.Identity;
252 private Vector3 m_sitTargetPosition; 261 private Vector3 m_sitTargetPosition;
253 private string m_sitAnimation = "SIT"; 262 private string m_sitAnimation = "SIT";
263 private bool m_occupied; // KF if any av is sitting on this prim
254 private string m_text = String.Empty; 264 private string m_text = String.Empty;
255 private string m_touchName = String.Empty; 265 private string m_touchName = String.Empty;
256 private readonly Stack<UndoState> m_undo = new Stack<UndoState>(5); 266 private readonly Stack<UndoState> m_undo = new Stack<UndoState>(5);
@@ -283,6 +293,7 @@ namespace OpenSim.Region.Framework.Scenes
283 protected Vector3 m_lastAcceleration; 293 protected Vector3 m_lastAcceleration;
284 protected Vector3 m_lastAngularVelocity; 294 protected Vector3 m_lastAngularVelocity;
285 protected int m_lastTerseSent; 295 protected int m_lastTerseSent;
296 protected float m_buoyancy = 0.0f;
286 297
287 /// <summary> 298 /// <summary>
288 /// Stores media texture data 299 /// Stores media texture data
@@ -338,7 +349,7 @@ namespace OpenSim.Region.Framework.Scenes
338 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, 349 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition,
339 Quaternion rotationOffset, Vector3 offsetPosition) : this() 350 Quaternion rotationOffset, Vector3 offsetPosition) : this()
340 { 351 {
341 m_name = "Primitive"; 352 m_name = "Object";
342 353
343 CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed); 354 CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed);
344 LastOwnerID = CreatorID = OwnerID = ownerID; 355 LastOwnerID = CreatorID = OwnerID = ownerID;
@@ -378,7 +389,7 @@ namespace OpenSim.Region.Framework.Scenes
378 private uint _ownerMask = (uint)PermissionMask.All; 389 private uint _ownerMask = (uint)PermissionMask.All;
379 private uint _groupMask = (uint)PermissionMask.None; 390 private uint _groupMask = (uint)PermissionMask.None;
380 private uint _everyoneMask = (uint)PermissionMask.None; 391 private uint _everyoneMask = (uint)PermissionMask.None;
381 private uint _nextOwnerMask = (uint)PermissionMask.All; 392 private uint _nextOwnerMask = (uint)(PermissionMask.Move | PermissionMask.Modify | PermissionMask.Transfer);
382 private PrimFlags _flags = PrimFlags.None; 393 private PrimFlags _flags = PrimFlags.None;
383 private DateTime m_expires; 394 private DateTime m_expires;
384 private DateTime m_rezzed; 395 private DateTime m_rezzed;
@@ -472,12 +483,16 @@ namespace OpenSim.Region.Framework.Scenes
472 } 483 }
473 484
474 /// <value> 485 /// <value>
475 /// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes 486 /// Get the inventory list
476 /// </value> 487 /// </value>
477 public TaskInventoryDictionary TaskInventory 488 public TaskInventoryDictionary TaskInventory
478 { 489 {
479 get { return m_inventory.Items; } 490 get {
480 set { m_inventory.Items = value; } 491 return m_inventory.Items;
492 }
493 set {
494 m_inventory.Items = value;
495 }
481 } 496 }
482 497
483 /// <summary> 498 /// <summary>
@@ -621,14 +636,12 @@ namespace OpenSim.Region.Framework.Scenes
621 set { m_LoopSoundSlavePrims = value; } 636 set { m_LoopSoundSlavePrims = value; }
622 } 637 }
623 638
624
625 public Byte[] TextureAnimation 639 public Byte[] TextureAnimation
626 { 640 {
627 get { return m_TextureAnimation; } 641 get { return m_TextureAnimation; }
628 set { m_TextureAnimation = value; } 642 set { m_TextureAnimation = value; }
629 } 643 }
630 644
631
632 public Byte[] ParticleSystem 645 public Byte[] ParticleSystem
633 { 646 {
634 get { return m_particleSystem; } 647 get { return m_particleSystem; }
@@ -665,9 +678,11 @@ namespace OpenSim.Region.Framework.Scenes
665 { 678 {
666 // If this is a linkset, we don't want the physics engine mucking up our group position here. 679 // If this is a linkset, we don't want the physics engine mucking up our group position here.
667 PhysicsActor actor = PhysActor; 680 PhysicsActor actor = PhysActor;
668 if (actor != null && ParentID == 0) 681 if (ParentID == 0)
669 { 682 {
670 m_groupPosition = actor.Position; 683 if (actor != null)
684 m_groupPosition = actor.Position;
685 return m_groupPosition;
671 } 686 }
672 687
673 if (ParentGroup.IsAttachment) 688 if (ParentGroup.IsAttachment)
@@ -677,12 +692,14 @@ namespace OpenSim.Region.Framework.Scenes
677 return sp.AbsolutePosition; 692 return sp.AbsolutePosition;
678 } 693 }
679 694
695 // use root prim's group position. Physics may have updated it
696 if (ParentGroup.RootPart != this)
697 m_groupPosition = ParentGroup.RootPart.GroupPosition;
680 return m_groupPosition; 698 return m_groupPosition;
681 } 699 }
682 set 700 set
683 { 701 {
684 m_groupPosition = value; 702 m_groupPosition = value;
685
686 PhysicsActor actor = PhysActor; 703 PhysicsActor actor = PhysActor;
687 if (actor != null) 704 if (actor != null)
688 { 705 {
@@ -708,16 +725,6 @@ namespace OpenSim.Region.Framework.Scenes
708 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message); 725 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message);
709 } 726 }
710 } 727 }
711
712 // TODO if we decide to do sitting in a more SL compatible way (multiple avatars per prim), this has to be fixed, too
713 if (SitTargetAvatar != UUID.Zero)
714 {
715 ScenePresence avatar;
716 if (ParentGroup.Scene.TryGetScenePresence(SitTargetAvatar, out avatar))
717 {
718 avatar.ParentPosition = GetWorldPosition();
719 }
720 }
721 } 728 }
722 } 729 }
723 730
@@ -726,7 +733,7 @@ namespace OpenSim.Region.Framework.Scenes
726 get { return m_offsetPosition; } 733 get { return m_offsetPosition; }
727 set 734 set
728 { 735 {
729// StoreUndoState(); 736 Vector3 oldpos = m_offsetPosition;
730 m_offsetPosition = value; 737 m_offsetPosition = value;
731 738
732 if (ParentGroup != null && !ParentGroup.IsDeleted) 739 if (ParentGroup != null && !ParentGroup.IsDeleted)
@@ -741,7 +748,22 @@ namespace OpenSim.Region.Framework.Scenes
741 if (ParentGroup.Scene != null) 748 if (ParentGroup.Scene != null)
742 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 749 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
743 } 750 }
751
752 if (!m_parentGroup.m_dupeInProgress)
753 {
754 List<ScenePresence> avs = ParentGroup.GetLinkedAvatars();
755 foreach (ScenePresence av in avs)
756 {
757 if (av.ParentID == m_localId)
758 {
759 Vector3 offset = (m_offsetPosition - oldpos);
760 av.AbsolutePosition += offset;
761 av.SendAvatarDataToAllAgents();
762 }
763 }
764 }
744 } 765 }
766 TriggerScriptChangedEvent(Changed.POSITION);
745 } 767 }
746 } 768 }
747 769
@@ -890,7 +912,16 @@ namespace OpenSim.Region.Framework.Scenes
890 /// <summary></summary> 912 /// <summary></summary>
891 public Vector3 Acceleration 913 public Vector3 Acceleration
892 { 914 {
893 get { return m_acceleration; } 915 get
916 {
917 PhysicsActor actor = PhysActor;
918 if (actor != null)
919 {
920 m_acceleration = actor.Acceleration;
921 }
922 return m_acceleration;
923 }
924
894 set { m_acceleration = value; } 925 set { m_acceleration = value; }
895 } 926 }
896 927
@@ -1041,10 +1072,7 @@ namespace OpenSim.Region.Framework.Scenes
1041 { 1072 {
1042 get 1073 get
1043 { 1074 {
1044 if (ParentGroup.IsAttachment) 1075 return GroupPosition + (m_offsetPosition * ParentGroup.RootPart.RotationOffset);
1045 return GroupPosition;
1046
1047 return m_offsetPosition + m_groupPosition;
1048 } 1076 }
1049 } 1077 }
1050 1078
@@ -1214,6 +1242,13 @@ namespace OpenSim.Region.Framework.Scenes
1214 _flags = value; 1242 _flags = value;
1215 } 1243 }
1216 } 1244 }
1245
1246 [XmlIgnore]
1247 public bool IsOccupied // KF If an av is sittingon this prim
1248 {
1249 get { return m_occupied; }
1250 set { m_occupied = value; }
1251 }
1217 1252
1218 /// <summary> 1253 /// <summary>
1219 /// ID of the avatar that is sat on us. If there is no such avatar then is UUID.Zero 1254 /// ID of the avatar that is sat on us. If there is no such avatar then is UUID.Zero
@@ -1273,6 +1308,19 @@ namespace OpenSim.Region.Framework.Scenes
1273 set { m_collisionSoundVolume = value; } 1308 set { m_collisionSoundVolume = value; }
1274 } 1309 }
1275 1310
1311 public float Buoyancy
1312 {
1313 get { return m_buoyancy; }
1314 set
1315 {
1316 m_buoyancy = value;
1317 if (PhysActor != null)
1318 {
1319 PhysActor.Buoyancy = value;
1320 }
1321 }
1322 }
1323
1276 #endregion Public Properties with only Get 1324 #endregion Public Properties with only Get
1277 1325
1278 private uint ApplyMask(uint val, bool set, uint mask) 1326 private uint ApplyMask(uint val, bool set, uint mask)
@@ -1597,6 +1645,9 @@ namespace OpenSim.Region.Framework.Scenes
1597 1645
1598 // Move afterwards ResetIDs as it clears the localID 1646 // Move afterwards ResetIDs as it clears the localID
1599 dupe.LocalId = localID; 1647 dupe.LocalId = localID;
1648 if(dupe.PhysActor != null)
1649 dupe.PhysActor.LocalID = localID;
1650
1600 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated. 1651 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated.
1601 dupe.LastOwnerID = OwnerID; 1652 dupe.LastOwnerID = OwnerID;
1602 1653
@@ -2602,17 +2653,18 @@ namespace OpenSim.Region.Framework.Scenes
2602 //Trys to fetch sound id from prim's inventory. 2653 //Trys to fetch sound id from prim's inventory.
2603 //Prim's inventory doesn't support non script items yet 2654 //Prim's inventory doesn't support non script items yet
2604 2655
2605 lock (TaskInventory) 2656 TaskInventory.LockItemsForRead(true);
2657
2658 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
2606 { 2659 {
2607 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 2660 if (item.Value.Name == sound)
2608 { 2661 {
2609 if (item.Value.Name == sound) 2662 soundID = item.Value.ItemID;
2610 { 2663 break;
2611 soundID = item.Value.ItemID;
2612 break;
2613 }
2614 } 2664 }
2615 } 2665 }
2666
2667 TaskInventory.LockItemsForRead(false);
2616 } 2668 }
2617 2669
2618 ParentGroup.Scene.ForEachRootScenePresence(delegate(ScenePresence sp) 2670 ParentGroup.Scene.ForEachRootScenePresence(delegate(ScenePresence sp)
@@ -2925,8 +2977,8 @@ namespace OpenSim.Region.Framework.Scenes
2925 { 2977 {
2926 const float ROTATION_TOLERANCE = 0.01f; 2978 const float ROTATION_TOLERANCE = 0.01f;
2927 const float VELOCITY_TOLERANCE = 0.001f; 2979 const float VELOCITY_TOLERANCE = 0.001f;
2928 const float POSITION_TOLERANCE = 0.05f; 2980 const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary
2929 const int TIME_MS_TOLERANCE = 3000; 2981 const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds.
2930 2982
2931 switch (UpdateFlag) 2983 switch (UpdateFlag)
2932 { 2984 {
@@ -2988,17 +3040,16 @@ namespace OpenSim.Region.Framework.Scenes
2988 if (!UUID.TryParse(sound, out soundID)) 3040 if (!UUID.TryParse(sound, out soundID))
2989 { 3041 {
2990 // search sound file from inventory 3042 // search sound file from inventory
2991 lock (TaskInventory) 3043 TaskInventory.LockItemsForRead(true);
3044 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
2992 { 3045 {
2993 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 3046 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound)
2994 { 3047 {
2995 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound) 3048 soundID = item.Value.ItemID;
2996 { 3049 break;
2997 soundID = item.Value.ItemID;
2998 break;
2999 }
3000 } 3050 }
3001 } 3051 }
3052 TaskInventory.LockItemsForRead(false);
3002 } 3053 }
3003 3054
3004 if (soundID == UUID.Zero) 3055 if (soundID == UUID.Zero)
@@ -3465,10 +3516,10 @@ namespace OpenSim.Region.Framework.Scenes
3465 // TODO: May need to fix for group comparison 3516 // TODO: May need to fix for group comparison
3466 if (last.Compare(this)) 3517 if (last.Compare(this))
3467 { 3518 {
3468 // m_log.DebugFormat( 3519 // m_log.DebugFormat(
3469 // "[SCENE OBJECT PART]: Not storing undo for {0} {1} since current state is same as last undo state, initial stack size {2}", 3520 // "[SCENE OBJECT PART]: Not storing undo for {0} {1} since current state is same as last undo state, initial stack size {2}",
3470 // Name, LocalId, m_undo.Count); 3521 // Name, LocalId, m_undo.Count);
3471 3522
3472 return; 3523 return;
3473 } 3524 }
3474 } 3525 }
@@ -3481,29 +3532,29 @@ namespace OpenSim.Region.Framework.Scenes
3481 if (ParentGroup.GetSceneMaxUndo() > 0) 3532 if (ParentGroup.GetSceneMaxUndo() > 0)
3482 { 3533 {
3483 UndoState nUndo = new UndoState(this, forGroup); 3534 UndoState nUndo = new UndoState(this, forGroup);
3484 3535
3485 m_undo.Push(nUndo); 3536 m_undo.Push(nUndo);
3486 3537
3487 if (m_redo.Count > 0) 3538 if (m_redo.Count > 0)
3488 m_redo.Clear(); 3539 m_redo.Clear();
3489 3540
3490 // m_log.DebugFormat( 3541 // m_log.DebugFormat(
3491 // "[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}", 3542 // "[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}",
3492 // Name, LocalId, forGroup, m_undo.Count); 3543 // Name, LocalId, forGroup, m_undo.Count);
3493 } 3544 }
3494 } 3545 }
3495 } 3546 }
3496 } 3547 }
3497// else 3548 // else
3498// { 3549 // {
3499// m_log.DebugFormat("[SCENE OBJECT PART]: Ignoring undo store for {0} {1}", Name, LocalId); 3550 // m_log.DebugFormat("[SCENE OBJECT PART]: Ignoring undo store for {0} {1}", Name, LocalId);
3500// } 3551 // }
3501 } 3552 }
3502// else 3553 // else
3503// { 3554 // {
3504// m_log.DebugFormat( 3555 // m_log.DebugFormat(
3505// "[SCENE OBJECT PART]: Ignoring undo store for {0} {1} since already undoing", Name, LocalId); 3556 // "[SCENE OBJECT PART]: Ignoring undo store for {0} {1} since already undoing", Name, LocalId);
3506// } 3557 // }
3507 } 3558 }
3508 3559
3509 /// <summary> 3560 /// <summary>
@@ -4234,6 +4285,9 @@ namespace OpenSim.Region.Framework.Scenes
4234 bool wasPhantom = ((Flags & PrimFlags.Phantom) != 0); 4285 bool wasPhantom = ((Flags & PrimFlags.Phantom) != 0);
4235 bool wasVD = VolumeDetectActive; 4286 bool wasVD = VolumeDetectActive;
4236 4287
4288// m_log.DebugFormat("[SOP]: Old states: phys: {0} temp: {1} phan: {2} vd: {3}", wasUsingPhysics, wasTemporary, wasPhantom, wasVD);
4289// m_log.DebugFormat("[SOP]: New states: phys: {0} temp: {1} phan: {2} vd: {3}", UsePhysics, SetTemporary, SetPhantom, SetVD);
4290
4237 if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD)) 4291 if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD))
4238 return; 4292 return;
4239 4293
@@ -4263,6 +4317,11 @@ namespace OpenSim.Region.Framework.Scenes
4263 SetPhantom = false; 4317 SetPhantom = false;
4264 } 4318 }
4265 } 4319 }
4320 else if (wasVD)
4321 {
4322 // Correspondingly, if VD is turned off, also turn off phantom
4323 SetPhantom = false;
4324 }
4266 4325
4267 if (UsePhysics && IsJoint()) 4326 if (UsePhysics && IsJoint())
4268 { 4327 {
@@ -4753,5 +4812,17 @@ namespace OpenSim.Region.Framework.Scenes
4753 Color color = Color; 4812 Color color = Color;
4754 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); 4813 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A));
4755 } 4814 }
4815
4816 public void ResetOwnerChangeFlag()
4817 {
4818 List<UUID> inv = Inventory.GetInventoryList();
4819
4820 foreach (UUID itemID in inv)
4821 {
4822 TaskInventoryItem item = Inventory.GetInventoryItem(itemID);
4823 item.OwnerChanged = false;
4824 Inventory.UpdateInventoryItem(item, false, false);
4825 }
4826 }
4756 } 4827 }
4757} 4828}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
index daddb90..2335ad5 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
@@ -48,6 +48,9 @@ namespace OpenSim.Region.Framework.Scenes
48 private string m_inventoryFileName = String.Empty; 48 private string m_inventoryFileName = String.Empty;
49 private byte[] m_inventoryFileData = new byte[0]; 49 private byte[] m_inventoryFileData = new byte[0];
50 private uint m_inventoryFileNameSerial = 0; 50 private uint m_inventoryFileNameSerial = 0;
51 private bool m_inventoryPrivileged = false;
52
53 private Dictionary<UUID, ArrayList> m_scriptErrors = new Dictionary<UUID, ArrayList>();
51 54
52 /// <value> 55 /// <value>
53 /// The part to which the inventory belongs. 56 /// The part to which the inventory belongs.
@@ -84,11 +87,14 @@ namespace OpenSim.Region.Framework.Scenes
84 /// </value> 87 /// </value>
85 protected internal TaskInventoryDictionary Items 88 protected internal TaskInventoryDictionary Items
86 { 89 {
87 get { return m_items; } 90 get {
91 return m_items;
92 }
88 set 93 set
89 { 94 {
90 m_items = value; 95 m_items = value;
91 m_inventorySerial++; 96 m_inventorySerial++;
97 QueryScriptStates();
92 } 98 }
93 } 99 }
94 100
@@ -123,38 +129,45 @@ namespace OpenSim.Region.Framework.Scenes
123 public void ResetInventoryIDs() 129 public void ResetInventoryIDs()
124 { 130 {
125 if (null == m_part) 131 if (null == m_part)
126 return; 132 m_items.LockItemsForWrite(true);
127 133
128 lock (m_items) 134 if (Items.Count == 0)
129 { 135 {
130 if (0 == m_items.Count) 136 m_items.LockItemsForWrite(false);
131 return; 137 return;
138 }
132 139
133 IList<TaskInventoryItem> items = GetInventoryItems(); 140 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
134 m_items.Clear(); 141 Items.Clear();
135 142
136 foreach (TaskInventoryItem item in items) 143 foreach (TaskInventoryItem item in items)
137 { 144 {
138 item.ResetIDs(m_part.UUID); 145 item.ResetIDs(m_part.UUID);
139 m_items.Add(item.ItemID, item); 146 Items.Add(item.ItemID, item);
140 }
141 } 147 }
148 m_items.LockItemsForWrite(false);
142 } 149 }
143 150
144 public void ResetObjectID() 151 public void ResetObjectID()
145 { 152 {
146 lock (Items) 153 m_items.LockItemsForWrite(true);
154
155 if (Items.Count == 0)
147 { 156 {
148 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values); 157 m_items.LockItemsForWrite(false);
149 Items.Clear(); 158 return;
150
151 foreach (TaskInventoryItem item in items)
152 {
153 item.ParentPartID = m_part.UUID;
154 item.ParentID = m_part.UUID;
155 Items.Add(item.ItemID, item);
156 }
157 } 159 }
160
161 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
162 Items.Clear();
163
164 foreach (TaskInventoryItem item in items)
165 {
166 item.ParentPartID = m_part.UUID;
167 item.ParentID = m_part.UUID;
168 Items.Add(item.ItemID, item);
169 }
170 m_items.LockItemsForWrite(false);
158 } 171 }
159 172
160 /// <summary> 173 /// <summary>
@@ -163,12 +176,11 @@ namespace OpenSim.Region.Framework.Scenes
163 /// <param name="ownerId"></param> 176 /// <param name="ownerId"></param>
164 public void ChangeInventoryOwner(UUID ownerId) 177 public void ChangeInventoryOwner(UUID ownerId)
165 { 178 {
166 lock (Items) 179 m_items.LockItemsForWrite(true);
180 if (0 == Items.Count)
167 { 181 {
168 if (0 == Items.Count) 182 m_items.LockItemsForWrite(false);
169 { 183 return;
170 return;
171 }
172 } 184 }
173 185
174 HasInventoryChanged = true; 186 HasInventoryChanged = true;
@@ -184,6 +196,7 @@ namespace OpenSim.Region.Framework.Scenes
184 item.PermsGranter = UUID.Zero; 196 item.PermsGranter = UUID.Zero;
185 item.OwnerChanged = true; 197 item.OwnerChanged = true;
186 } 198 }
199 m_items.LockItemsForWrite(false);
187 } 200 }
188 201
189 /// <summary> 202 /// <summary>
@@ -192,12 +205,11 @@ namespace OpenSim.Region.Framework.Scenes
192 /// <param name="groupID"></param> 205 /// <param name="groupID"></param>
193 public void ChangeInventoryGroup(UUID groupID) 206 public void ChangeInventoryGroup(UUID groupID)
194 { 207 {
195 lock (Items) 208 m_items.LockItemsForWrite(true);
209 if (0 == Items.Count)
196 { 210 {
197 if (0 == Items.Count) 211 m_items.LockItemsForWrite(false);
198 { 212 return;
199 return;
200 }
201 } 213 }
202 214
203 // Don't let this set the HasGroupChanged flag for attachments 215 // Don't let this set the HasGroupChanged flag for attachments
@@ -209,12 +221,45 @@ namespace OpenSim.Region.Framework.Scenes
209 m_part.ParentGroup.HasGroupChanged = true; 221 m_part.ParentGroup.HasGroupChanged = true;
210 } 222 }
211 223
212 List<TaskInventoryItem> items = GetInventoryItems(); 224 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
213 foreach (TaskInventoryItem item in items) 225 foreach (TaskInventoryItem item in items)
214 { 226 {
215 if (groupID != item.GroupID) 227 if (groupID != item.GroupID)
228 {
216 item.GroupID = groupID; 229 item.GroupID = groupID;
230 }
231 }
232 m_items.LockItemsForWrite(false);
233 }
234
235 private void QueryScriptStates()
236 {
237 if (m_part == null || m_part.ParentGroup == null)
238 return;
239
240 IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces<IScriptModule>();
241 if (engines == null) // No engine at all
242 return;
243
244 Items.LockItemsForRead(true);
245 foreach (TaskInventoryItem item in Items.Values)
246 {
247 if (item.InvType == (int)InventoryType.LSL)
248 {
249 foreach (IScriptModule e in engines)
250 {
251 bool running;
252
253 if (e.HasScript(item.ItemID, out running))
254 {
255 item.ScriptRunning = running;
256 break;
257 }
258 }
259 }
217 } 260 }
261
262 Items.LockItemsForRead(false);
218 } 263 }
219 264
220 /// <summary> 265 /// <summary>
@@ -222,9 +267,14 @@ namespace OpenSim.Region.Framework.Scenes
222 /// </summary> 267 /// </summary>
223 public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource) 268 public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource)
224 { 269 {
225 List<TaskInventoryItem> scripts = GetInventoryScripts(); 270 Items.LockItemsForRead(true);
226 foreach (TaskInventoryItem item in scripts) 271 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
227 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); 272 Items.LockItemsForRead(false);
273 foreach (TaskInventoryItem item in items)
274 {
275 if ((int)InventoryType.LSL == item.InvType)
276 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource);
277 }
228 } 278 }
229 279
230 public ArrayList GetScriptErrors(UUID itemID) 280 public ArrayList GetScriptErrors(UUID itemID)
@@ -255,9 +305,18 @@ namespace OpenSim.Region.Framework.Scenes
255 /// </param> 305 /// </param>
256 public void RemoveScriptInstances(bool sceneObjectBeingDeleted) 306 public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
257 { 307 {
258 List<TaskInventoryItem> scripts = GetInventoryScripts(); 308 Items.LockItemsForRead(true);
259 foreach (TaskInventoryItem item in scripts) 309 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
260 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted); 310 Items.LockItemsForRead(false);
311
312 foreach (TaskInventoryItem item in items)
313 {
314 if ((int)InventoryType.LSL == item.InvType)
315 {
316 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted);
317 m_part.RemoveScriptEvents(item.ItemID);
318 }
319 }
261 } 320 }
262 321
263 /// <summary> 322 /// <summary>
@@ -273,7 +332,10 @@ namespace OpenSim.Region.Framework.Scenes
273 // item.Name, item.ItemID, Name, UUID); 332 // item.Name, item.ItemID, Name, UUID);
274 333
275 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID)) 334 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID))
335 {
336 StoreScriptError(item.ItemID, "no permission");
276 return; 337 return;
338 }
277 339
278 m_part.AddFlag(PrimFlags.Scripted); 340 m_part.AddFlag(PrimFlags.Scripted);
279 341
@@ -282,14 +344,13 @@ namespace OpenSim.Region.Framework.Scenes
282 if (stateSource == 2 && // Prim crossing 344 if (stateSource == 2 && // Prim crossing
283 m_part.ParentGroup.Scene.m_trustBinaries) 345 m_part.ParentGroup.Scene.m_trustBinaries)
284 { 346 {
285 lock (m_items) 347 m_items.LockItemsForWrite(true);
286 { 348 m_items[item.ItemID].PermsMask = 0;
287 m_items[item.ItemID].PermsMask = 0; 349 m_items[item.ItemID].PermsGranter = UUID.Zero;
288 m_items[item.ItemID].PermsGranter = UUID.Zero; 350 m_items.LockItemsForWrite(false);
289 }
290
291 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 351 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
292 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource); 352 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource);
353 StoreScriptErrors(item.ItemID, null);
293 m_part.ParentGroup.AddActiveScriptCount(1); 354 m_part.ParentGroup.AddActiveScriptCount(1);
294 m_part.ScheduleFullUpdate(); 355 m_part.ScheduleFullUpdate();
295 return; 356 return;
@@ -298,6 +359,8 @@ namespace OpenSim.Region.Framework.Scenes
298 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString()); 359 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString());
299 if (null == asset) 360 if (null == asset)
300 { 361 {
362 string msg = String.Format("asset ID {0} could not be found", item.AssetID);
363 StoreScriptError(item.ItemID, msg);
301 m_log.ErrorFormat( 364 m_log.ErrorFormat(
302 "[PRIM INVENTORY]: " + 365 "[PRIM INVENTORY]: " +
303 "Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found", 366 "Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found",
@@ -309,15 +372,20 @@ namespace OpenSim.Region.Framework.Scenes
309 if (m_part.ParentGroup.m_savedScriptState != null) 372 if (m_part.ParentGroup.m_savedScriptState != null)
310 RestoreSavedScriptState(item.OldItemID, item.ItemID); 373 RestoreSavedScriptState(item.OldItemID, item.ItemID);
311 374
312 lock (m_items) 375 m_items.LockItemsForWrite(true);
313 { 376
314 m_items[item.ItemID].PermsMask = 0; 377 m_items[item.ItemID].PermsMask = 0;
315 m_items[item.ItemID].PermsGranter = UUID.Zero; 378 m_items[item.ItemID].PermsGranter = UUID.Zero;
316 } 379
380 m_items.LockItemsForWrite(false);
317 381
318 string script = Utils.BytesToString(asset.Data); 382 string script = Utils.BytesToString(asset.Data);
319 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 383 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
320 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource); 384 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource);
385 StoreScriptErrors(item.ItemID, null);
386 if (!item.ScriptRunning)
387 m_part.ParentGroup.Scene.EventManager.TriggerStopScript(
388 m_part.LocalId, item.ItemID);
321 m_part.ParentGroup.AddActiveScriptCount(1); 389 m_part.ParentGroup.AddActiveScriptCount(1);
322 m_part.ScheduleFullUpdate(); 390 m_part.ScheduleFullUpdate();
323 } 391 }
@@ -383,21 +451,145 @@ namespace OpenSim.Region.Framework.Scenes
383 451
384 /// <summary> 452 /// <summary>
385 /// Start a script which is in this prim's inventory. 453 /// Start a script which is in this prim's inventory.
454 /// Some processing may occur in the background, but this routine returns asap.
386 /// </summary> 455 /// </summary>
387 /// <param name="itemId"> 456 /// <param name="itemId">
388 /// A <see cref="UUID"/> 457 /// A <see cref="UUID"/>
389 /// </param> 458 /// </param>
390 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource) 459 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
391 { 460 {
392 TaskInventoryItem item = GetInventoryItem(itemId); 461 lock (m_scriptErrors)
393 if (item != null) 462 {
394 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); 463 // Indicate to CreateScriptInstanceInternal() we don't want it to wait for completion
464 m_scriptErrors.Remove(itemId);
465 }
466 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
467 }
468
469 private void CreateScriptInstanceInternal(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
470 {
471 m_items.LockItemsForRead(true);
472 if (m_items.ContainsKey(itemId))
473 {
474 if (m_items.ContainsKey(itemId))
475 {
476 m_items.LockItemsForRead(false);
477 CreateScriptInstance(m_items[itemId], startParam, postOnRez, engine, stateSource);
478 }
479 else
480 {
481 m_items.LockItemsForRead(false);
482 string msg = String.Format("couldn't be found for prim {0}, {1} at {2} in {3}", m_part.Name, m_part.UUID,
483 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
484 StoreScriptError(itemId, msg);
485 m_log.ErrorFormat(
486 "[PRIM INVENTORY]: " +
487 "Couldn't start script with ID {0} since it {1}", itemId, msg);
488 }
489 }
395 else 490 else
491 {
492 m_items.LockItemsForRead(false);
493 string msg = String.Format("couldn't be found for prim {0}, {1}", m_part.Name, m_part.UUID);
494 StoreScriptError(itemId, msg);
396 m_log.ErrorFormat( 495 m_log.ErrorFormat(
397 "[PRIM INVENTORY]: " + 496 "[PRIM INVENTORY]: " +
398 "Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}", 497 "Couldn't start script with ID {0} since it {1}", itemId, msg);
399 itemId, m_part.Name, m_part.UUID, 498 }
400 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 499
500 }
501
502 /// <summary>
503 /// Start a script which is in this prim's inventory and return any compilation error messages.
504 /// </summary>
505 /// <param name="itemId">
506 /// A <see cref="UUID"/>
507 /// </param>
508 public ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
509 {
510 ArrayList errors;
511
512 // Indicate to CreateScriptInstanceInternal() we want it to
513 // post any compilation/loading error messages
514 lock (m_scriptErrors)
515 {
516 m_scriptErrors[itemId] = null;
517 }
518
519 // Perform compilation/loading
520 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
521
522 // Wait for and retrieve any errors
523 lock (m_scriptErrors)
524 {
525 while ((errors = m_scriptErrors[itemId]) == null)
526 {
527 if (!System.Threading.Monitor.Wait(m_scriptErrors, 15000))
528 {
529 m_log.ErrorFormat(
530 "[PRIM INVENTORY]: " +
531 "timedout waiting for script {0} errors", itemId);
532 errors = m_scriptErrors[itemId];
533 if (errors == null)
534 {
535 errors = new ArrayList(1);
536 errors.Add("timedout waiting for errors");
537 }
538 break;
539 }
540 }
541 m_scriptErrors.Remove(itemId);
542 }
543 return errors;
544 }
545
546 // Signal to CreateScriptInstanceEr() that compilation/loading is complete
547 private void StoreScriptErrors(UUID itemId, ArrayList errors)
548 {
549 lock (m_scriptErrors)
550 {
551 // If compilation/loading initiated via CreateScriptInstance(),
552 // it does not want the errors, so just get out
553 if (!m_scriptErrors.ContainsKey(itemId))
554 {
555 return;
556 }
557
558 // Initiated via CreateScriptInstanceEr(), if we know what the
559 // errors are, save them and wake CreateScriptInstanceEr().
560 if (errors != null)
561 {
562 m_scriptErrors[itemId] = errors;
563 System.Threading.Monitor.PulseAll(m_scriptErrors);
564 return;
565 }
566 }
567
568 // Initiated via CreateScriptInstanceEr() but we don't know what
569 // the errors are yet, so retrieve them from the script engine.
570 // This may involve some waiting internal to GetScriptErrors().
571 errors = GetScriptErrors(itemId);
572
573 // Get a default non-null value to indicate success.
574 if (errors == null)
575 {
576 errors = new ArrayList();
577 }
578
579 // Post to CreateScriptInstanceEr() and wake it up
580 lock (m_scriptErrors)
581 {
582 m_scriptErrors[itemId] = errors;
583 System.Threading.Monitor.PulseAll(m_scriptErrors);
584 }
585 }
586
587 // Like StoreScriptErrors(), but just posts a single string message
588 private void StoreScriptError(UUID itemId, string message)
589 {
590 ArrayList errors = new ArrayList(1);
591 errors.Add(message);
592 StoreScriptErrors(itemId, errors);
401 } 593 }
402 594
403 /// <summary> 595 /// <summary>
@@ -410,15 +602,7 @@ namespace OpenSim.Region.Framework.Scenes
410 /// </param> 602 /// </param>
411 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted) 603 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted)
412 { 604 {
413 bool scriptPresent = false; 605 if (m_items.ContainsKey(itemId))
414
415 lock (m_items)
416 {
417 if (m_items.ContainsKey(itemId))
418 scriptPresent = true;
419 }
420
421 if (scriptPresent)
422 { 606 {
423 if (!sceneObjectBeingDeleted) 607 if (!sceneObjectBeingDeleted)
424 m_part.RemoveScriptEvents(itemId); 608 m_part.RemoveScriptEvents(itemId);
@@ -443,14 +627,16 @@ namespace OpenSim.Region.Framework.Scenes
443 /// <returns></returns> 627 /// <returns></returns>
444 private bool InventoryContainsName(string name) 628 private bool InventoryContainsName(string name)
445 { 629 {
446 lock (m_items) 630 m_items.LockItemsForRead(true);
631 foreach (TaskInventoryItem item in m_items.Values)
447 { 632 {
448 foreach (TaskInventoryItem item in m_items.Values) 633 if (item.Name == name)
449 { 634 {
450 if (item.Name == name) 635 m_items.LockItemsForRead(false);
451 return true; 636 return true;
452 } 637 }
453 } 638 }
639 m_items.LockItemsForRead(false);
454 return false; 640 return false;
455 } 641 }
456 642
@@ -492,8 +678,9 @@ namespace OpenSim.Region.Framework.Scenes
492 /// <param name="item"></param> 678 /// <param name="item"></param>
493 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop) 679 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop)
494 { 680 {
495 List<TaskInventoryItem> il = GetInventoryItems(); 681 m_items.LockItemsForRead(true);
496 682 List<TaskInventoryItem> il = new List<TaskInventoryItem>(m_items.Values);
683 m_items.LockItemsForRead(false);
497 foreach (TaskInventoryItem i in il) 684 foreach (TaskInventoryItem i in il)
498 { 685 {
499 if (i.Name == item.Name) 686 if (i.Name == item.Name)
@@ -531,14 +718,14 @@ namespace OpenSim.Region.Framework.Scenes
531 item.Name = name; 718 item.Name = name;
532 item.GroupID = m_part.GroupID; 719 item.GroupID = m_part.GroupID;
533 720
534 lock (m_items) 721 m_items.LockItemsForWrite(true);
535 m_items.Add(item.ItemID, item); 722 m_items.Add(item.ItemID, item);
536 723 m_items.LockItemsForWrite(false);
537 if (allowedDrop) 724 if (allowedDrop)
538 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP); 725 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP);
539 else 726 else
540 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 727 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
541 728
542 m_inventorySerial++; 729 m_inventorySerial++;
543 //m_inventorySerial += 2; 730 //m_inventorySerial += 2;
544 HasInventoryChanged = true; 731 HasInventoryChanged = true;
@@ -554,15 +741,15 @@ namespace OpenSim.Region.Framework.Scenes
554 /// <param name="items"></param> 741 /// <param name="items"></param>
555 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items) 742 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items)
556 { 743 {
557 lock (m_items) 744 m_items.LockItemsForWrite(true);
745 foreach (TaskInventoryItem item in items)
558 { 746 {
559 foreach (TaskInventoryItem item in items) 747 m_items.Add(item.ItemID, item);
560 { 748// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
561 m_items.Add(item.ItemID, item);
562// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
563 }
564 m_inventorySerial++;
565 } 749 }
750 m_items.LockItemsForWrite(false);
751
752 m_inventorySerial++;
566 } 753 }
567 754
568 /// <summary> 755 /// <summary>
@@ -573,10 +760,9 @@ namespace OpenSim.Region.Framework.Scenes
573 public TaskInventoryItem GetInventoryItem(UUID itemId) 760 public TaskInventoryItem GetInventoryItem(UUID itemId)
574 { 761 {
575 TaskInventoryItem item; 762 TaskInventoryItem item;
576 763 m_items.LockItemsForRead(true);
577 lock (m_items) 764 m_items.TryGetValue(itemId, out item);
578 m_items.TryGetValue(itemId, out item); 765 m_items.LockItemsForRead(false);
579
580 return item; 766 return item;
581 } 767 }
582 768
@@ -592,15 +778,16 @@ namespace OpenSim.Region.Framework.Scenes
592 { 778 {
593 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(); 779 IList<TaskInventoryItem> items = new List<TaskInventoryItem>();
594 780
595 lock (m_items) 781 m_items.LockItemsForRead(true);
782
783 foreach (TaskInventoryItem item in m_items.Values)
596 { 784 {
597 foreach (TaskInventoryItem item in m_items.Values) 785 if (item.Name == name)
598 { 786 items.Add(item);
599 if (item.Name == name)
600 items.Add(item);
601 }
602 } 787 }
603 788
789 m_items.LockItemsForRead(false);
790
604 return items; 791 return items;
605 } 792 }
606 793
@@ -619,6 +806,9 @@ namespace OpenSim.Region.Framework.Scenes
619 string xmlData = Utils.BytesToString(rezAsset.Data); 806 string xmlData = Utils.BytesToString(rezAsset.Data);
620 SceneObjectGroup group = SceneObjectSerializer.FromOriginalXmlFormat(xmlData); 807 SceneObjectGroup group = SceneObjectSerializer.FromOriginalXmlFormat(xmlData);
621 808
809 group.RootPart.AttachPoint = group.RootPart.Shape.State;
810 group.RootPart.AttachOffset = group.AbsolutePosition;
811
622 group.ResetIDs(); 812 group.ResetIDs();
623 813
624 SceneObjectPart rootPart = group.GetChildPart(group.UUID); 814 SceneObjectPart rootPart = group.GetChildPart(group.UUID);
@@ -693,8 +883,9 @@ namespace OpenSim.Region.Framework.Scenes
693 883
694 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged) 884 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged)
695 { 885 {
696 TaskInventoryItem it = GetInventoryItem(item.ItemID); 886 m_items.LockItemsForWrite(true);
697 if (it != null) 887
888 if (m_items.ContainsKey(item.ItemID))
698 { 889 {
699// m_log.DebugFormat("[PRIM INVENTORY]: Updating item {0} in {1}", item.Name, m_part.Name); 890// m_log.DebugFormat("[PRIM INVENTORY]: Updating item {0} in {1}", item.Name, m_part.Name);
700 891
@@ -707,14 +898,10 @@ namespace OpenSim.Region.Framework.Scenes
707 item.GroupID = m_part.GroupID; 898 item.GroupID = m_part.GroupID;
708 899
709 if (item.AssetID == UUID.Zero) 900 if (item.AssetID == UUID.Zero)
710 item.AssetID = it.AssetID; 901 item.AssetID = m_items[item.ItemID].AssetID;
711 902
712 lock (m_items) 903 m_items[item.ItemID] = item;
713 { 904 m_inventorySerial++;
714 m_items[item.ItemID] = item;
715 m_inventorySerial++;
716 }
717
718 if (fireScriptEvents) 905 if (fireScriptEvents)
719 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 906 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
720 907
@@ -723,7 +910,7 @@ namespace OpenSim.Region.Framework.Scenes
723 HasInventoryChanged = true; 910 HasInventoryChanged = true;
724 m_part.ParentGroup.HasGroupChanged = true; 911 m_part.ParentGroup.HasGroupChanged = true;
725 } 912 }
726 913 m_items.LockItemsForWrite(false);
727 return true; 914 return true;
728 } 915 }
729 else 916 else
@@ -734,8 +921,9 @@ namespace OpenSim.Region.Framework.Scenes
734 item.ItemID, m_part.Name, m_part.UUID, 921 item.ItemID, m_part.Name, m_part.UUID,
735 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 922 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
736 } 923 }
737 return false; 924 m_items.LockItemsForWrite(false);
738 925
926 return false;
739 } 927 }
740 928
741 /// <summary> 929 /// <summary>
@@ -746,43 +934,59 @@ namespace OpenSim.Region.Framework.Scenes
746 /// in this prim's inventory.</returns> 934 /// in this prim's inventory.</returns>
747 public int RemoveInventoryItem(UUID itemID) 935 public int RemoveInventoryItem(UUID itemID)
748 { 936 {
749 TaskInventoryItem item = GetInventoryItem(itemID); 937 m_items.LockItemsForRead(true);
750 if (item != null) 938
939 if (m_items.ContainsKey(itemID))
751 { 940 {
752 int type = m_items[itemID].InvType; 941 int type = m_items[itemID].InvType;
942 m_items.LockItemsForRead(false);
753 if (type == 10) // Script 943 if (type == 10) // Script
754 { 944 {
755 m_part.RemoveScriptEvents(itemID);
756 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID); 945 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID);
757 } 946 }
947 m_items.LockItemsForWrite(true);
758 m_items.Remove(itemID); 948 m_items.Remove(itemID);
949 m_items.LockItemsForWrite(false);
759 m_inventorySerial++; 950 m_inventorySerial++;
760 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 951 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
761 952
762 HasInventoryChanged = true; 953 HasInventoryChanged = true;
763 m_part.ParentGroup.HasGroupChanged = true; 954 m_part.ParentGroup.HasGroupChanged = true;
764 955
765 if (!ContainsScripts()) 956 int scriptcount = 0;
957 m_items.LockItemsForRead(true);
958 foreach (TaskInventoryItem item in m_items.Values)
959 {
960 if (item.Type == 10)
961 {
962 scriptcount++;
963 }
964 }
965 m_items.LockItemsForRead(false);
966
967
968 if (scriptcount <= 0)
969 {
766 m_part.RemFlag(PrimFlags.Scripted); 970 m_part.RemFlag(PrimFlags.Scripted);
971 }
767 972
768 m_part.ScheduleFullUpdate(); 973 m_part.ScheduleFullUpdate();
769 974
770 return type; 975 return type;
771
772 } 976 }
773 else 977 else
774 { 978 {
979 m_items.LockItemsForRead(false);
775 m_log.ErrorFormat( 980 m_log.ErrorFormat(
776 "[PRIM INVENTORY]: " + 981 "[PRIM INVENTORY]: " +
777 "Tried to remove item ID {0} from prim {1}, {2} at {3} in {4} but the item does not exist in this inventory", 982 "Tried to remove item ID {0} from prim {1}, {2} but the item does not exist in this inventory",
778 itemID, m_part.Name, m_part.UUID, 983 itemID, m_part.Name, m_part.UUID);
779 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
780 } 984 }
781 985
782 return -1; 986 return -1;
783 } 987 }
784 988
785 private bool CreateInventoryFile() 989 private bool CreateInventoryFileName()
786 { 990 {
787// m_log.DebugFormat( 991// m_log.DebugFormat(
788// "[PRIM INVENTORY]: Creating inventory file for {0} {1} {2}, serial {3}", 992// "[PRIM INVENTORY]: Creating inventory file for {0} {1} {2}, serial {3}",
@@ -791,116 +995,125 @@ namespace OpenSim.Region.Framework.Scenes
791 if (m_inventoryFileName == String.Empty || 995 if (m_inventoryFileName == String.Empty ||
792 m_inventoryFileNameSerial < m_inventorySerial) 996 m_inventoryFileNameSerial < m_inventorySerial)
793 { 997 {
794 // Something changed, we need to create a new file
795 m_inventoryFileName = "inventory_" + UUID.Random().ToString() + ".tmp"; 998 m_inventoryFileName = "inventory_" + UUID.Random().ToString() + ".tmp";
796 m_inventoryFileNameSerial = m_inventorySerial; 999 m_inventoryFileNameSerial = m_inventorySerial;
797 1000
798 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero); 1001 return true;
1002 }
1003
1004 return false;
1005 }
1006
1007 /// <summary>
1008 /// Serialize all the metadata for the items in this prim's inventory ready for sending to the client
1009 /// </summary>
1010 /// <param name="xferManager"></param>
1011 public void RequestInventoryFile(IClientAPI client, IXfer xferManager)
1012 {
1013 bool changed = CreateInventoryFileName();
1014
1015 bool includeAssets = false;
1016 if (m_part.ParentGroup.Scene.Permissions.CanEditObjectInventory(m_part.UUID, client.AgentId))
1017 includeAssets = true;
1018
1019 if (m_inventoryPrivileged != includeAssets)
1020 changed = true;
1021
1022 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero);
1023
1024 Items.LockItemsForRead(true);
1025
1026 if (m_inventorySerial == 0) // No inventory
1027 {
1028 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
1029 Items.LockItemsForRead(false);
1030 return;
1031 }
799 1032
800 lock (m_items) 1033 if (m_items.Count == 0) // No inventory
1034 {
1035 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
1036 Items.LockItemsForRead(false);
1037 return;
1038 }
1039
1040 if (!changed)
1041 {
1042 if (m_inventoryFileData.Length > 2)
801 { 1043 {
802 foreach (TaskInventoryItem item in m_items.Values) 1044 xferManager.AddNewFile(m_inventoryFileName,
803 { 1045 m_inventoryFileData);
804// m_log.DebugFormat( 1046 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
805// "[PRIM INVENTORY]: Adding item {0} {1} for serial {2} on prim {3} {4} {5}", 1047 Util.StringToBytes256(m_inventoryFileName));
806// item.Name, item.ItemID, m_inventorySerial, m_part.Name, m_part.UUID, m_part.LocalId);
807 1048
808 UUID ownerID = item.OwnerID; 1049 Items.LockItemsForRead(false);
809 uint everyoneMask = 0; 1050 return;
810 uint baseMask = item.BasePermissions; 1051 }
811 uint ownerMask = item.CurrentPermissions; 1052 }
812 uint groupMask = item.GroupPermissions;
813 1053
814 invString.AddItemStart(); 1054 m_inventoryPrivileged = includeAssets;
815 invString.AddNameValueLine("item_id", item.ItemID.ToString());
816 invString.AddNameValueLine("parent_id", m_part.UUID.ToString());
817 1055
818 invString.AddPermissionsStart(); 1056 foreach (TaskInventoryItem item in m_items.Values)
1057 {
1058 UUID ownerID = item.OwnerID;
1059 uint everyoneMask = 0;
1060 uint baseMask = item.BasePermissions;
1061 uint ownerMask = item.CurrentPermissions;
1062 uint groupMask = item.GroupPermissions;
819 1063
820 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask)); 1064 invString.AddItemStart();
821 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask)); 1065 invString.AddNameValueLine("item_id", item.ItemID.ToString());
822 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(groupMask)); 1066 invString.AddNameValueLine("parent_id", m_part.UUID.ToString());
823 invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask));
824 invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions));
825 1067
826 invString.AddNameValueLine("creator_id", item.CreatorID.ToString()); 1068 invString.AddPermissionsStart();
827 invString.AddNameValueLine("owner_id", ownerID.ToString());
828 1069
829 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString()); 1070 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask));
1071 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask));
1072 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(groupMask));
1073 invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask));
1074 invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions));
830 1075
831 invString.AddNameValueLine("group_id", item.GroupID.ToString()); 1076 invString.AddNameValueLine("creator_id", item.CreatorID.ToString());
832 invString.AddSectionEnd(); 1077 invString.AddNameValueLine("owner_id", ownerID.ToString());
833 1078
834 invString.AddNameValueLine("asset_id", item.AssetID.ToString()); 1079 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString());
835 invString.AddNameValueLine("type", Utils.AssetTypeToString((AssetType)item.Type));
836 invString.AddNameValueLine("inv_type", Utils.InventoryTypeToString((InventoryType)item.InvType));
837 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags));
838 1080
839 invString.AddSaleStart(); 1081 invString.AddNameValueLine("group_id", item.GroupID.ToString());
840 invString.AddNameValueLine("sale_type", "not"); 1082 invString.AddSectionEnd();
841 invString.AddNameValueLine("sale_price", "0");
842 invString.AddSectionEnd();
843 1083
844 invString.AddNameValueLine("name", item.Name + "|"); 1084 if (includeAssets)
845 invString.AddNameValueLine("desc", item.Description + "|"); 1085 invString.AddNameValueLine("asset_id", item.AssetID.ToString());
1086 else
1087 invString.AddNameValueLine("asset_id", UUID.Zero.ToString());
1088 invString.AddNameValueLine("type", Utils.AssetTypeToString((AssetType)item.Type));
1089 invString.AddNameValueLine("inv_type", Utils.InventoryTypeToString((InventoryType)item.InvType));
1090 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags));
846 1091
847 invString.AddNameValueLine("creation_date", item.CreationDate.ToString()); 1092 invString.AddSaleStart();
848 invString.AddSectionEnd(); 1093 invString.AddNameValueLine("sale_type", "not");
849 } 1094 invString.AddNameValueLine("sale_price", "0");
850 } 1095 invString.AddSectionEnd();
851 1096
852 m_inventoryFileData = Utils.StringToBytes(invString.BuildString); 1097 invString.AddNameValueLine("name", item.Name + "|");
1098 invString.AddNameValueLine("desc", item.Description + "|");
853 1099
854 return true; 1100 invString.AddNameValueLine("creation_date", item.CreationDate.ToString());
1101 invString.AddSectionEnd();
855 } 1102 }
856 1103
857 // No need to recreate, the existing file is fine 1104 Items.LockItemsForRead(false);
858 return false;
859 }
860 1105
861 /// <summary> 1106 m_inventoryFileData = Utils.StringToBytes(invString.BuildString);
862 /// Serialize all the metadata for the items in this prim's inventory ready for sending to the client
863 /// </summary>
864 /// <param name="xferManager"></param>
865 public void RequestInventoryFile(IClientAPI client, IXfer xferManager)
866 {
867 lock (m_items)
868 {
869 // Don't send a inventory xfer name if there are no items. Doing so causes viewer 3 to crash when rezzing
870 // a new script if any previous deletion has left the prim inventory empty.
871 if (m_items.Count == 0) // No inventory
872 {
873// m_log.DebugFormat(
874// "[PRIM INVENTORY]: Not sending inventory data for part {0} {1} {2} for {3} since no items",
875// m_part.Name, m_part.LocalId, m_part.UUID, client.Name);
876 1107
877 client.SendTaskInventory(m_part.UUID, 0, new byte[0]); 1108 if (m_inventoryFileData.Length > 2)
878 return; 1109 {
879 } 1110 xferManager.AddNewFile(m_inventoryFileName, m_inventoryFileData);
880 1111 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
881 CreateInventoryFile(); 1112 Util.StringToBytes256(m_inventoryFileName));
882 1113 return;
883 // In principle, we should only do the rest if the inventory changed;
884 // by sending m_inventorySerial to the client, it ought to know
885 // that nothing changed and that it doesn't need to request the file.
886 // Unfortunately, it doesn't look like the client optimizes this;
887 // the client seems to always come back and request the Xfer,
888 // no matter what value m_inventorySerial has.
889 // FIXME: Could probably be > 0 here rather than > 2
890 if (m_inventoryFileData.Length > 2)
891 {
892 // Add the file for Xfer
893 // m_log.DebugFormat(
894 // "[PRIM INVENTORY]: Adding inventory file {0} (length {1}) for transfer on {2} {3} {4}",
895 // m_inventoryFileName, m_inventoryFileData.Length, m_part.Name, m_part.UUID, m_part.LocalId);
896
897 xferManager.AddNewFile(m_inventoryFileName, m_inventoryFileData);
898 }
899
900 // Tell the client we're ready to Xfer the file
901 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
902 Util.StringToBytes256(m_inventoryFileName));
903 } 1114 }
1115
1116 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
904 } 1117 }
905 1118
906 /// <summary> 1119 /// <summary>
@@ -909,13 +1122,19 @@ namespace OpenSim.Region.Framework.Scenes
909 /// <param name="datastore"></param> 1122 /// <param name="datastore"></param>
910 public void ProcessInventoryBackup(ISimulationDataService datastore) 1123 public void ProcessInventoryBackup(ISimulationDataService datastore)
911 { 1124 {
912 if (HasInventoryChanged) 1125// Removed this because linking will cause an immediate delete of the new
913 { 1126// child prim from the database and the subsequent storing of the prim sees
914 HasInventoryChanged = false; 1127// the inventory of it as unchanged and doesn't store it at all. The overhead
915 List<TaskInventoryItem> items = GetInventoryItems(); 1128// of storing prim inventory needlessly is much less than the aggravation
916 datastore.StorePrimInventory(m_part.UUID, items); 1129// of prim inventory loss.
1130// if (HasInventoryChanged)
1131// {
1132 Items.LockItemsForRead(true);
1133 datastore.StorePrimInventory(m_part.UUID, Items.Values);
1134 Items.LockItemsForRead(false);
917 1135
918 } 1136 HasInventoryChanged = false;
1137// }
919 } 1138 }
920 1139
921 public class InventoryStringBuilder 1140 public class InventoryStringBuilder
@@ -981,82 +1200,63 @@ namespace OpenSim.Region.Framework.Scenes
981 { 1200 {
982 uint mask=0x7fffffff; 1201 uint mask=0x7fffffff;
983 1202
984 lock (m_items) 1203 foreach (TaskInventoryItem item in m_items.Values)
985 { 1204 {
986 foreach (TaskInventoryItem item in m_items.Values) 1205 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
1206 mask &= ~((uint)PermissionMask.Copy >> 13);
1207 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
1208 mask &= ~((uint)PermissionMask.Transfer >> 13);
1209 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
1210 mask &= ~((uint)PermissionMask.Modify >> 13);
1211
1212 if (item.InvType == (int)InventoryType.Object)
987 { 1213 {
988 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0) 1214 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
989 mask &= ~((uint)PermissionMask.Copy >> 13); 1215 mask &= ~((uint)PermissionMask.Copy >> 13);
990 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0) 1216 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
991 mask &= ~((uint)PermissionMask.Transfer >> 13); 1217 mask &= ~((uint)PermissionMask.Transfer >> 13);
992 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0) 1218 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
993 mask &= ~((uint)PermissionMask.Modify >> 13); 1219 mask &= ~((uint)PermissionMask.Modify >> 13);
994
995 if (item.InvType != (int)InventoryType.Object)
996 {
997 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
998 mask &= ~((uint)PermissionMask.Copy >> 13);
999 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
1000 mask &= ~((uint)PermissionMask.Transfer >> 13);
1001 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
1002 mask &= ~((uint)PermissionMask.Modify >> 13);
1003 }
1004 else
1005 {
1006 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1007 mask &= ~((uint)PermissionMask.Copy >> 13);
1008 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1009 mask &= ~((uint)PermissionMask.Transfer >> 13);
1010 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1011 mask &= ~((uint)PermissionMask.Modify >> 13);
1012 }
1013
1014 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
1015 mask &= ~(uint)PermissionMask.Copy;
1016 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1017 mask &= ~(uint)PermissionMask.Transfer;
1018 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
1019 mask &= ~(uint)PermissionMask.Modify;
1020 } 1220 }
1221
1222 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
1223 mask &= ~(uint)PermissionMask.Copy;
1224 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1225 mask &= ~(uint)PermissionMask.Transfer;
1226 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
1227 mask &= ~(uint)PermissionMask.Modify;
1021 } 1228 }
1022
1023 return mask; 1229 return mask;
1024 } 1230 }
1025 1231
1026 public void ApplyNextOwnerPermissions() 1232 public void ApplyNextOwnerPermissions()
1027 { 1233 {
1028 lock (m_items) 1234 foreach (TaskInventoryItem item in m_items.Values)
1029 { 1235 {
1030 foreach (TaskInventoryItem item in m_items.Values) 1236 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0)
1031 { 1237 {
1032 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0) 1238 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1033 { 1239 item.CurrentPermissions &= ~(uint)PermissionMask.Copy;
1034 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0) 1240 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1035 item.CurrentPermissions &= ~(uint)PermissionMask.Copy; 1241 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
1036 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0) 1242 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1037 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer; 1243 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
1038 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1039 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
1040 }
1041 item.CurrentPermissions &= item.NextPermissions;
1042 item.BasePermissions &= item.NextPermissions;
1043 item.EveryonePermissions &= item.NextPermissions;
1044 item.OwnerChanged = true;
1045 item.PermsMask = 0;
1046 item.PermsGranter = UUID.Zero;
1047 } 1244 }
1245 item.OwnerChanged = true;
1246 item.CurrentPermissions &= item.NextPermissions;
1247 item.BasePermissions &= item.NextPermissions;
1248 item.EveryonePermissions &= item.NextPermissions;
1249 item.PermsMask = 0;
1250 item.PermsGranter = UUID.Zero;
1048 } 1251 }
1049 } 1252 }
1050 1253
1051 public void ApplyGodPermissions(uint perms) 1254 public void ApplyGodPermissions(uint perms)
1052 { 1255 {
1053 lock (m_items) 1256 foreach (TaskInventoryItem item in m_items.Values)
1054 { 1257 {
1055 foreach (TaskInventoryItem item in m_items.Values) 1258 item.CurrentPermissions = perms;
1056 { 1259 item.BasePermissions = perms;
1057 item.CurrentPermissions = perms;
1058 item.BasePermissions = perms;
1059 }
1060 } 1260 }
1061 1261
1062 m_inventorySerial++; 1262 m_inventorySerial++;
@@ -1069,17 +1269,13 @@ namespace OpenSim.Region.Framework.Scenes
1069 /// <returns></returns> 1269 /// <returns></returns>
1070 public bool ContainsScripts() 1270 public bool ContainsScripts()
1071 { 1271 {
1072 lock (m_items) 1272 foreach (TaskInventoryItem item in m_items.Values)
1073 { 1273 {
1074 foreach (TaskInventoryItem item in m_items.Values) 1274 if (item.InvType == (int)InventoryType.LSL)
1075 { 1275 {
1076 if (item.InvType == (int)InventoryType.LSL) 1276 return true;
1077 {
1078 return true;
1079 }
1080 } 1277 }
1081 } 1278 }
1082
1083 return false; 1279 return false;
1084 } 1280 }
1085 1281
@@ -1087,11 +1283,8 @@ namespace OpenSim.Region.Framework.Scenes
1087 { 1283 {
1088 List<UUID> ret = new List<UUID>(); 1284 List<UUID> ret = new List<UUID>();
1089 1285
1090 lock (m_items) 1286 foreach (TaskInventoryItem item in m_items.Values)
1091 { 1287 ret.Add(item.ItemID);
1092 foreach (TaskInventoryItem item in m_items.Values)
1093 ret.Add(item.ItemID);
1094 }
1095 1288
1096 return ret; 1289 return ret;
1097 } 1290 }
@@ -1122,6 +1315,11 @@ namespace OpenSim.Region.Framework.Scenes
1122 1315
1123 public Dictionary<UUID, string> GetScriptStates() 1316 public Dictionary<UUID, string> GetScriptStates()
1124 { 1317 {
1318 return GetScriptStates(false);
1319 }
1320
1321 public Dictionary<UUID, string> GetScriptStates(bool oldIDs)
1322 {
1125 Dictionary<UUID, string> ret = new Dictionary<UUID, string>(); 1323 Dictionary<UUID, string> ret = new Dictionary<UUID, string>();
1126 1324
1127 if (m_part.ParentGroup.Scene == null) // Group not in a scene 1325 if (m_part.ParentGroup.Scene == null) // Group not in a scene
@@ -1132,25 +1330,35 @@ namespace OpenSim.Region.Framework.Scenes
1132 if (engines.Length == 0) // No engine at all 1330 if (engines.Length == 0) // No engine at all
1133 return ret; 1331 return ret;
1134 1332
1135 List<TaskInventoryItem> scripts = GetInventoryScripts(); 1333 Items.LockItemsForRead(true);
1136 1334 foreach (TaskInventoryItem item in m_items.Values)
1137 foreach (TaskInventoryItem item in scripts)
1138 { 1335 {
1139 foreach (IScriptModule e in engines) 1336 if (item.InvType == (int)InventoryType.LSL)
1140 { 1337 {
1141 if (e != null) 1338 foreach (IScriptModule e in engines)
1142 { 1339 {
1143 string n = e.GetXMLState(item.ItemID); 1340 if (e != null)
1144 if (n != String.Empty)
1145 { 1341 {
1146 if (!ret.ContainsKey(item.ItemID)) 1342 string n = e.GetXMLState(item.ItemID);
1147 ret[item.ItemID] = n; 1343 if (n != String.Empty)
1148 break; 1344 {
1345 if (oldIDs)
1346 {
1347 if (!ret.ContainsKey(item.OldItemID))
1348 ret[item.OldItemID] = n;
1349 }
1350 else
1351 {
1352 if (!ret.ContainsKey(item.ItemID))
1353 ret[item.ItemID] = n;
1354 }
1355 break;
1356 }
1149 } 1357 }
1150 } 1358 }
1151 } 1359 }
1152 } 1360 }
1153 1361 Items.LockItemsForRead(false);
1154 return ret; 1362 return ret;
1155 } 1363 }
1156 1364
@@ -1160,21 +1368,27 @@ namespace OpenSim.Region.Framework.Scenes
1160 if (engines.Length == 0) 1368 if (engines.Length == 0)
1161 return; 1369 return;
1162 1370
1163 List<TaskInventoryItem> scripts = GetInventoryScripts();
1164 1371
1165 foreach (TaskInventoryItem item in scripts) 1372 Items.LockItemsForRead(true);
1373
1374 foreach (TaskInventoryItem item in m_items.Values)
1166 { 1375 {
1167 foreach (IScriptModule engine in engines) 1376 if (item.InvType == (int)InventoryType.LSL)
1168 { 1377 {
1169 if (engine != null) 1378 foreach (IScriptModule engine in engines)
1170 { 1379 {
1171 if (item.OwnerChanged) 1380 if (engine != null)
1172 engine.PostScriptEvent(item.ItemID, "changed", new Object[] { (int)Changed.OWNER }); 1381 {
1173 item.OwnerChanged = false; 1382 if (item.OwnerChanged)
1174 engine.ResumeScript(item.ItemID); 1383 engine.PostScriptEvent(item.ItemID, "changed", new Object[] { (int)Changed.OWNER });
1384 item.OwnerChanged = false;
1385 engine.ResumeScript(item.ItemID);
1386 }
1175 } 1387 }
1176 } 1388 }
1177 } 1389 }
1390
1391 Items.LockItemsForRead(false);
1178 } 1392 }
1179 } 1393 }
1180} 1394}
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 5c56150..bac356e 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -168,6 +168,7 @@ namespace OpenSim.Region.Framework.Scenes
168// private int m_lastColCount = -1; //KF: Look for Collision chnages 168// private int m_lastColCount = -1; //KF: Look for Collision chnages
169// private int m_updateCount = 0; //KF: Update Anims for a while 169// private int m_updateCount = 0; //KF: Update Anims for a while
170// private static readonly int UPDATE_COUNT = 10; // how many frames to update for 170// private static readonly int UPDATE_COUNT = 10; // how many frames to update for
171 private List<uint> m_lastColliders = new List<uint>();
171 172
172 private TeleportFlags m_teleportFlags; 173 private TeleportFlags m_teleportFlags;
173 public TeleportFlags TeleportFlags 174 public TeleportFlags TeleportFlags
@@ -229,6 +230,9 @@ namespace OpenSim.Region.Framework.Scenes
229 //private int m_moveToPositionStateStatus; 230 //private int m_moveToPositionStateStatus;
230 //***************************************************** 231 //*****************************************************
231 232
233 private bool m_collisionEventFlag = false;
234 private object m_collisionEventLock = new Object();
235
232 protected AvatarAppearance m_appearance; 236 protected AvatarAppearance m_appearance;
233 237
234 public AvatarAppearance Appearance 238 public AvatarAppearance Appearance
@@ -1837,6 +1841,7 @@ namespace OpenSim.Region.Framework.Scenes
1837 if (part.SitTargetAvatar == UUID) 1841 if (part.SitTargetAvatar == UUID)
1838 part.SitTargetAvatar = UUID.Zero; 1842 part.SitTargetAvatar = UUID.Zero;
1839 1843
1844 part.ParentGroup.DeleteAvatar(UUID);
1840 ParentPosition = part.GetWorldPosition(); 1845 ParentPosition = part.GetWorldPosition();
1841 ControllingClient.SendClearFollowCamProperties(part.ParentUUID); 1846 ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
1842 } 1847 }
@@ -1975,7 +1980,7 @@ namespace OpenSim.Region.Framework.Scenes
1975 forceMouselook = part.GetForceMouselook(); 1980 forceMouselook = part.GetForceMouselook();
1976 1981
1977 ControllingClient.SendSitResponse( 1982 ControllingClient.SendSitResponse(
1978 targetID, offset, sitOrientation, false, cameraAtOffset, cameraEyeOffset, forceMouselook); 1983 part.UUID, offset, sitOrientation, false, cameraAtOffset, cameraEyeOffset, forceMouselook);
1979 1984
1980 m_requestedSitTargetUUID = targetID; 1985 m_requestedSitTargetUUID = targetID;
1981 1986
@@ -2260,11 +2265,13 @@ namespace OpenSim.Region.Framework.Scenes
2260 m_pos = sitTargetPos + SIT_TARGET_ADJUSTMENT; 2265 m_pos = sitTargetPos + SIT_TARGET_ADJUSTMENT;
2261 Rotation = sitTargetOrient; 2266 Rotation = sitTargetOrient;
2262 ParentPosition = part.AbsolutePosition; 2267 ParentPosition = part.AbsolutePosition;
2268 part.ParentGroup.AddAvatar(UUID);
2263 } 2269 }
2264 else 2270 else
2265 { 2271 {
2266 m_pos -= part.AbsolutePosition; 2272 m_pos -= part.AbsolutePosition;
2267 ParentPosition = part.AbsolutePosition; 2273 ParentPosition = part.AbsolutePosition;
2274 part.ParentGroup.AddAvatar(UUID);
2268 2275
2269// m_log.DebugFormat( 2276// m_log.DebugFormat(
2270// "[SCENE PRESENCE]: Sitting {0} at position {1} ({2} + {3}) on part {4} {5} without sit target", 2277// "[SCENE PRESENCE]: Sitting {0} at position {1} ({2} + {3}) on part {4} {5} without sit target",
@@ -3370,6 +3377,8 @@ namespace OpenSim.Region.Framework.Scenes
3370 } 3377 }
3371 } 3378 }
3372 3379
3380 RaiseCollisionScriptEvents(coldata);
3381
3373 if (Invulnerable) 3382 if (Invulnerable)
3374 return; 3383 return;
3375 3384
@@ -3881,6 +3890,12 @@ namespace OpenSim.Region.Framework.Scenes
3881 3890
3882 private void CheckAndAdjustLandingPoint(ref Vector3 pos) 3891 private void CheckAndAdjustLandingPoint(ref Vector3 pos)
3883 { 3892 {
3893 string reason;
3894
3895 // Honor bans
3896 if (!m_scene.TestLandRestrictions(UUID, out reason, ref pos.X, ref pos.Y))
3897 return;
3898
3884 SceneObjectGroup telehub = null; 3899 SceneObjectGroup telehub = null;
3885 if (m_scene.RegionInfo.RegionSettings.TelehubObject != UUID.Zero && (telehub = m_scene.GetSceneObjectGroup(m_scene.RegionInfo.RegionSettings.TelehubObject)) != null) 3900 if (m_scene.RegionInfo.RegionSettings.TelehubObject != UUID.Zero && (telehub = m_scene.GetSceneObjectGroup(m_scene.RegionInfo.RegionSettings.TelehubObject)) != null)
3886 { 3901 {
@@ -3920,11 +3935,173 @@ namespace OpenSim.Region.Framework.Scenes
3920 pos = land.LandData.UserLocation; 3935 pos = land.LandData.UserLocation;
3921 } 3936 }
3922 } 3937 }
3923 3938
3924 land.SendLandUpdateToClient(ControllingClient); 3939 land.SendLandUpdateToClient(ControllingClient);
3925 } 3940 }
3926 } 3941 }
3927 3942
3943 private void RaiseCollisionScriptEvents(Dictionary<uint, ContactPoint> coldata)
3944 {
3945 lock(m_collisionEventLock)
3946 {
3947 if (m_collisionEventFlag)
3948 return;
3949 m_collisionEventFlag = true;
3950 }
3951
3952 Util.FireAndForget(delegate(object x)
3953 {
3954 try
3955 {
3956 List<uint> thisHitColliders = new List<uint>();
3957 List<uint> endedColliders = new List<uint>();
3958 List<uint> startedColliders = new List<uint>();
3959
3960 foreach (uint localid in coldata.Keys)
3961 {
3962 thisHitColliders.Add(localid);
3963 if (!m_lastColliders.Contains(localid))
3964 {
3965 startedColliders.Add(localid);
3966 }
3967 //m_log.Debug("[SCENE PRESENCE]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString());
3968 }
3969
3970 // calculate things that ended colliding
3971 foreach (uint localID in m_lastColliders)
3972 {
3973 if (!thisHitColliders.Contains(localID))
3974 {
3975 endedColliders.Add(localID);
3976 }
3977 }
3978 //add the items that started colliding this time to the last colliders list.
3979 foreach (uint localID in startedColliders)
3980 {
3981 m_lastColliders.Add(localID);
3982 }
3983 // remove things that ended colliding from the last colliders list
3984 foreach (uint localID in endedColliders)
3985 {
3986 m_lastColliders.Remove(localID);
3987 }
3988
3989 // do event notification
3990 if (startedColliders.Count > 0)
3991 {
3992 ColliderArgs StartCollidingMessage = new ColliderArgs();
3993 List<DetectedObject> colliding = new List<DetectedObject>();
3994 foreach (uint localId in startedColliders)
3995 {
3996 if (localId == 0)
3997 continue;
3998
3999 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
4000 string data = "";
4001 if (obj != null)
4002 {
4003 DetectedObject detobj = new DetectedObject();
4004 detobj.keyUUID = obj.UUID;
4005 detobj.nameStr = obj.Name;
4006 detobj.ownerUUID = obj.OwnerID;
4007 detobj.posVector = obj.AbsolutePosition;
4008 detobj.rotQuat = obj.GetWorldRotation();
4009 detobj.velVector = obj.Velocity;
4010 detobj.colliderType = 0;
4011 detobj.groupUUID = obj.GroupID;
4012 colliding.Add(detobj);
4013 }
4014 }
4015
4016 if (colliding.Count > 0)
4017 {
4018 StartCollidingMessage.Colliders = colliding;
4019
4020 foreach (SceneObjectGroup att in GetAttachments())
4021 Scene.EventManager.TriggerScriptCollidingStart(att.LocalId, StartCollidingMessage);
4022 }
4023 }
4024
4025 if (endedColliders.Count > 0)
4026 {
4027 ColliderArgs EndCollidingMessage = new ColliderArgs();
4028 List<DetectedObject> colliding = new List<DetectedObject>();
4029 foreach (uint localId in endedColliders)
4030 {
4031 if (localId == 0)
4032 continue;
4033
4034 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
4035 string data = "";
4036 if (obj != null)
4037 {
4038 DetectedObject detobj = new DetectedObject();
4039 detobj.keyUUID = obj.UUID;
4040 detobj.nameStr = obj.Name;
4041 detobj.ownerUUID = obj.OwnerID;
4042 detobj.posVector = obj.AbsolutePosition;
4043 detobj.rotQuat = obj.GetWorldRotation();
4044 detobj.velVector = obj.Velocity;
4045 detobj.colliderType = 0;
4046 detobj.groupUUID = obj.GroupID;
4047 colliding.Add(detobj);
4048 }
4049 }
4050
4051 if (colliding.Count > 0)
4052 {
4053 EndCollidingMessage.Colliders = colliding;
4054
4055 foreach (SceneObjectGroup att in GetAttachments())
4056 Scene.EventManager.TriggerScriptCollidingEnd(att.LocalId, EndCollidingMessage);
4057 }
4058 }
4059
4060 if (thisHitColliders.Count > 0)
4061 {
4062 ColliderArgs CollidingMessage = new ColliderArgs();
4063 List<DetectedObject> colliding = new List<DetectedObject>();
4064 foreach (uint localId in thisHitColliders)
4065 {
4066 if (localId == 0)
4067 continue;
4068
4069 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
4070 string data = "";
4071 if (obj != null)
4072 {
4073 DetectedObject detobj = new DetectedObject();
4074 detobj.keyUUID = obj.UUID;
4075 detobj.nameStr = obj.Name;
4076 detobj.ownerUUID = obj.OwnerID;
4077 detobj.posVector = obj.AbsolutePosition;
4078 detobj.rotQuat = obj.GetWorldRotation();
4079 detobj.velVector = obj.Velocity;
4080 detobj.colliderType = 0;
4081 detobj.groupUUID = obj.GroupID;
4082 colliding.Add(detobj);
4083 }
4084 }
4085
4086 if (colliding.Count > 0)
4087 {
4088 CollidingMessage.Colliders = colliding;
4089
4090 lock (m_attachments)
4091 {
4092 foreach (SceneObjectGroup att in m_attachments)
4093 Scene.EventManager.TriggerScriptColliding(att.LocalId, CollidingMessage);
4094 }
4095 }
4096 }
4097 }
4098 finally
4099 {
4100 m_collisionEventFlag = false;
4101 }
4102 });
4103 }
4104
3928 private void TeleportFlagsDebug() { 4105 private void TeleportFlagsDebug() {
3929 4106
3930 // Some temporary debugging help to show all the TeleportFlags we have... 4107 // Some temporary debugging help to show all the TeleportFlags we have...
@@ -3949,6 +4126,5 @@ namespace OpenSim.Region.Framework.Scenes
3949 m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************"); 4126 m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************");
3950 4127
3951 } 4128 }
3952
3953 } 4129 }
3954} 4130}
diff --git a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
index 7c60ddd..c776fa5 100644
--- a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
+++ b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
@@ -345,6 +345,9 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
345 m_SOPXmlProcessors.Add("PayPrice2", ProcessPayPrice2); 345 m_SOPXmlProcessors.Add("PayPrice2", ProcessPayPrice2);
346 m_SOPXmlProcessors.Add("PayPrice3", ProcessPayPrice3); 346 m_SOPXmlProcessors.Add("PayPrice3", ProcessPayPrice3);
347 m_SOPXmlProcessors.Add("PayPrice4", ProcessPayPrice4); 347 m_SOPXmlProcessors.Add("PayPrice4", ProcessPayPrice4);
348
349 m_SOPXmlProcessors.Add("Buoyancy", ProcessBuoyancy);
350 m_SOPXmlProcessors.Add("VolumeDetectActive", ProcessVolumeDetectActive);
348 #endregion 351 #endregion
349 352
350 #region TaskInventoryXmlProcessors initialization 353 #region TaskInventoryXmlProcessors initialization
@@ -729,6 +732,16 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
729 obj.PayPrice[4] = (int)reader.ReadElementContentAsInt("PayPrice4", String.Empty); 732 obj.PayPrice[4] = (int)reader.ReadElementContentAsInt("PayPrice4", String.Empty);
730 } 733 }
731 734
735 private static void ProcessBuoyancy(SceneObjectPart obj, XmlTextReader reader)
736 {
737 obj.Buoyancy = (int)reader.ReadElementContentAsFloat("Buoyancy", String.Empty);
738 }
739
740 private static void ProcessVolumeDetectActive(SceneObjectPart obj, XmlTextReader reader)
741 {
742 obj.VolumeDetectActive = Util.ReadBoolean(reader);
743 }
744
732 #endregion 745 #endregion
733 746
734 #region TaskInventoryXmlProcessors 747 #region TaskInventoryXmlProcessors
@@ -1212,6 +1225,9 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1212 writer.WriteElementString("PayPrice3", sop.PayPrice[3].ToString()); 1225 writer.WriteElementString("PayPrice3", sop.PayPrice[3].ToString());
1213 writer.WriteElementString("PayPrice4", sop.PayPrice[4].ToString()); 1226 writer.WriteElementString("PayPrice4", sop.PayPrice[4].ToString());
1214 1227
1228 writer.WriteElementString("Buoyancy", sop.Buoyancy.ToString());
1229 writer.WriteElementString("VolumeDetectActive", sop.VolumeDetectActive.ToString().ToLower());
1230
1215 writer.WriteEndElement(); 1231 writer.WriteEndElement();
1216 } 1232 }
1217 1233
@@ -1496,12 +1512,6 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1496 { 1512 {
1497 TaskInventoryDictionary tinv = new TaskInventoryDictionary(); 1513 TaskInventoryDictionary tinv = new TaskInventoryDictionary();
1498 1514
1499 if (reader.IsEmptyElement)
1500 {
1501 reader.Read();
1502 return tinv;
1503 }
1504
1505 reader.ReadStartElement(name, String.Empty); 1515 reader.ReadStartElement(name, String.Empty);
1506 1516
1507 while (reader.Name == "TaskInventoryItem") 1517 while (reader.Name == "TaskInventoryItem")
@@ -1544,12 +1554,6 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1544 1554
1545 PrimitiveBaseShape shape = new PrimitiveBaseShape(); 1555 PrimitiveBaseShape shape = new PrimitiveBaseShape();
1546 1556
1547 if (reader.IsEmptyElement)
1548 {
1549 reader.Read();
1550 return shape;
1551 }
1552
1553 reader.ReadStartElement(name, String.Empty); // Shape 1557 reader.ReadStartElement(name, String.Empty); // Shape
1554 1558
1555 string nodeName = string.Empty; 1559 string nodeName = string.Empty;
diff --git a/OpenSim/Region/Framework/Scenes/UndoState.cs b/OpenSim/Region/Framework/Scenes/UndoState.cs
index 860172c..5ed3c79 100644
--- a/OpenSim/Region/Framework/Scenes/UndoState.cs
+++ b/OpenSim/Region/Framework/Scenes/UndoState.cs
@@ -30,12 +30,27 @@ using System.Reflection;
30using log4net; 30using log4net;
31using OpenMetaverse; 31using OpenMetaverse;
32using OpenSim.Region.Framework.Interfaces; 32using OpenSim.Region.Framework.Interfaces;
33using System;
33 34
34namespace OpenSim.Region.Framework.Scenes 35namespace OpenSim.Region.Framework.Scenes
35{ 36{
37 [Flags]
38 public enum UndoType
39 {
40 STATE_PRIM_POSITION = 1,
41 STATE_PRIM_ROTATION = 2,
42 STATE_PRIM_SCALE = 4,
43 STATE_PRIM_ALL = 7,
44 STATE_GROUP_POSITION = 8,
45 STATE_GROUP_ROTATION = 16,
46 STATE_GROUP_SCALE = 32,
47 STATE_GROUP_ALL = 56,
48 STATE_ALL = 63
49 }
50
36 public class UndoState 51 public class UndoState
37 { 52 {
38// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 53 // private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
39 54
40 public Vector3 Position = Vector3.Zero; 55 public Vector3 Position = Vector3.Zero;
41 public Vector3 Scale = Vector3.Zero; 56 public Vector3 Scale = Vector3.Zero;
@@ -57,37 +72,37 @@ namespace OpenSim.Region.Framework.Scenes
57 { 72 {
58 ForGroup = forGroup; 73 ForGroup = forGroup;
59 74
60// if (ForGroup) 75 // if (ForGroup)
61 Position = part.ParentGroup.AbsolutePosition; 76 Position = part.ParentGroup.AbsolutePosition;
62// else 77 // else
63// Position = part.OffsetPosition; 78 // Position = part.OffsetPosition;
64 79
65// m_log.DebugFormat( 80 // m_log.DebugFormat(
66// "[UNDO STATE]: Storing undo position {0} for root part", Position); 81 // "[UNDO STATE]: Storing undo position {0} for root part", Position);
67 82
68 Rotation = part.RotationOffset; 83 Rotation = part.RotationOffset;
69 84
70// m_log.DebugFormat( 85 // m_log.DebugFormat(
71// "[UNDO STATE]: Storing undo rotation {0} for root part", Rotation); 86 // "[UNDO STATE]: Storing undo rotation {0} for root part", Rotation);
72 87
73 Scale = part.Shape.Scale; 88 Scale = part.Shape.Scale;
74 89
75// m_log.DebugFormat( 90 // m_log.DebugFormat(
76// "[UNDO STATE]: Storing undo scale {0} for root part", Scale); 91 // "[UNDO STATE]: Storing undo scale {0} for root part", Scale);
77 } 92 }
78 else 93 else
79 { 94 {
80 Position = part.OffsetPosition; 95 Position = part.OffsetPosition;
81// m_log.DebugFormat( 96 // m_log.DebugFormat(
82// "[UNDO STATE]: Storing undo position {0} for child part", Position); 97 // "[UNDO STATE]: Storing undo position {0} for child part", Position);
83 98
84 Rotation = part.RotationOffset; 99 Rotation = part.RotationOffset;
85// m_log.DebugFormat( 100 // m_log.DebugFormat(
86// "[UNDO STATE]: Storing undo rotation {0} for child part", Rotation); 101 // "[UNDO STATE]: Storing undo rotation {0} for child part", Rotation);
87 102
88 Scale = part.Shape.Scale; 103 Scale = part.Shape.Scale;
89// m_log.DebugFormat( 104 // m_log.DebugFormat(
90// "[UNDO STATE]: Storing undo scale {0} for child part", Scale); 105 // "[UNDO STATE]: Storing undo scale {0} for child part", Scale);
91 } 106 }
92 } 107 }
93 108
@@ -121,9 +136,9 @@ namespace OpenSim.Region.Framework.Scenes
121 136
122 if (part.ParentID == 0) 137 if (part.ParentID == 0)
123 { 138 {
124// m_log.DebugFormat( 139 // m_log.DebugFormat(
125// "[UNDO STATE]: Undoing position to {0} for root part {1} {2}", 140 // "[UNDO STATE]: Undoing position to {0} for root part {1} {2}",
126// Position, part.Name, part.LocalId); 141 // Position, part.Name, part.LocalId);
127 142
128 if (Position != Vector3.Zero) 143 if (Position != Vector3.Zero)
129 { 144 {
@@ -133,9 +148,9 @@ namespace OpenSim.Region.Framework.Scenes
133 part.ParentGroup.UpdateRootPosition(Position); 148 part.ParentGroup.UpdateRootPosition(Position);
134 } 149 }
135 150
136// m_log.DebugFormat( 151 // m_log.DebugFormat(
137// "[UNDO STATE]: Undoing rotation {0} to {1} for root part {2} {3}", 152 // "[UNDO STATE]: Undoing rotation {0} to {1} for root part {2} {3}",
138// part.RotationOffset, Rotation, part.Name, part.LocalId); 153 // part.RotationOffset, Rotation, part.Name, part.LocalId);
139 154
140 if (ForGroup) 155 if (ForGroup)
141 part.UpdateRotation(Rotation); 156 part.UpdateRotation(Rotation);
@@ -144,9 +159,9 @@ namespace OpenSim.Region.Framework.Scenes
144 159
145 if (Scale != Vector3.Zero) 160 if (Scale != Vector3.Zero)
146 { 161 {
147// m_log.DebugFormat( 162 // m_log.DebugFormat(
148// "[UNDO STATE]: Undoing scale {0} to {1} for root part {2} {3}", 163 // "[UNDO STATE]: Undoing scale {0} to {1} for root part {2} {3}",
149// part.Shape.Scale, Scale, part.Name, part.LocalId); 164 // part.Shape.Scale, Scale, part.Name, part.LocalId);
150 165
151 if (ForGroup) 166 if (ForGroup)
152 part.ParentGroup.GroupResize(Scale); 167 part.ParentGroup.GroupResize(Scale);
@@ -161,24 +176,24 @@ namespace OpenSim.Region.Framework.Scenes
161 // Note: Updating these properties on sop automatically schedules an update if needed 176 // Note: Updating these properties on sop automatically schedules an update if needed
162 if (Position != Vector3.Zero) 177 if (Position != Vector3.Zero)
163 { 178 {
164// m_log.DebugFormat( 179 // m_log.DebugFormat(
165// "[UNDO STATE]: Undoing position {0} to {1} for child part {2} {3}", 180 // "[UNDO STATE]: Undoing position {0} to {1} for child part {2} {3}",
166// part.OffsetPosition, Position, part.Name, part.LocalId); 181 // part.OffsetPosition, Position, part.Name, part.LocalId);
167 182
168 part.OffsetPosition = Position; 183 part.OffsetPosition = Position;
169 } 184 }
170 185
171// m_log.DebugFormat( 186 // m_log.DebugFormat(
172// "[UNDO STATE]: Undoing rotation {0} to {1} for child part {2} {3}", 187 // "[UNDO STATE]: Undoing rotation {0} to {1} for child part {2} {3}",
173// part.RotationOffset, Rotation, part.Name, part.LocalId); 188 // part.RotationOffset, Rotation, part.Name, part.LocalId);
174 189
175 part.UpdateRotation(Rotation); 190 part.UpdateRotation(Rotation);
176 191
177 if (Scale != Vector3.Zero) 192 if (Scale != Vector3.Zero)
178 { 193 {
179// m_log.DebugFormat( 194 // m_log.DebugFormat(
180// "[UNDO STATE]: Undoing scale {0} to {1} for child part {2} {3}", 195 // "[UNDO STATE]: Undoing scale {0} to {1} for child part {2} {3}",
181// part.Shape.Scale, Scale, part.Name, part.LocalId); 196 // part.Shape.Scale, Scale, part.Name, part.LocalId);
182 197
183 part.Resize(Scale); 198 part.Resize(Scale);
184 } 199 }
@@ -247,4 +262,4 @@ namespace OpenSim.Region.Framework.Scenes
247 m_terrainModule.UndoTerrain(m_terrainChannel); 262 m_terrainModule.UndoTerrain(m_terrainChannel);
248 } 263 }
249 } 264 }
250} \ No newline at end of file 265}
diff --git a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
index efb68a2..411e421 100644
--- a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
+++ b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
@@ -87,10 +87,6 @@ namespace OpenSim.Region.Framework.Scenes
87 /// <param name="assetUuids">The assets gathered</param> 87 /// <param name="assetUuids">The assets gathered</param>
88 public void GatherAssetUuids(UUID assetUuid, AssetType assetType, IDictionary<UUID, AssetType> assetUuids) 88 public void GatherAssetUuids(UUID assetUuid, AssetType assetType, IDictionary<UUID, AssetType> assetUuids)
89 { 89 {
90 // avoid infinite loops
91 if (assetUuids.ContainsKey(assetUuid))
92 return;
93
94 try 90 try
95 { 91 {
96 assetUuids[assetUuid] = assetType; 92 assetUuids[assetUuid] = assetType;
diff --git a/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs b/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
index bbf3729..d4d0ad7 100644
--- a/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
+++ b/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
@@ -818,6 +818,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
818 public event ObjectOwner OnObjectOwner; 818 public event ObjectOwner OnObjectOwner;
819 public event DirPlacesQuery OnDirPlacesQuery; 819 public event DirPlacesQuery OnDirPlacesQuery;
820 public event DirFindQuery OnDirFindQuery; 820 public event DirFindQuery OnDirFindQuery;
821 public event MoveItemsAndLeaveCopy OnMoveItemsAndLeaveCopy;
821 public event DirLandQuery OnDirLandQuery; 822 public event DirLandQuery OnDirLandQuery;
822 public event DirPopularQuery OnDirPopularQuery; 823 public event DirPopularQuery OnDirPopularQuery;
823 public event DirClassifiedQuery OnDirClassifiedQuery; 824 public event DirClassifiedQuery OnDirClassifiedQuery;
@@ -834,7 +835,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
834 public event ClassifiedInfoRequest OnClassifiedInfoRequest; 835 public event ClassifiedInfoRequest OnClassifiedInfoRequest;
835 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate; 836 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate;
836 public event ClassifiedDelete OnClassifiedDelete; 837 public event ClassifiedDelete OnClassifiedDelete;
837 public event ClassifiedDelete OnClassifiedGodDelete; 838 public event ClassifiedGodDelete OnClassifiedGodDelete;
838 public event EventNotificationAddRequest OnEventNotificationAddRequest; 839 public event EventNotificationAddRequest OnEventNotificationAddRequest;
839 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest; 840 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest;
840 public event EventGodDelete OnEventGodDelete; 841 public event EventGodDelete OnEventGodDelete;
@@ -864,6 +865,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
864 public event GroupVoteHistoryRequest OnGroupVoteHistoryRequest; 865 public event GroupVoteHistoryRequest OnGroupVoteHistoryRequest;
865 public event SimWideDeletesDelegate OnSimWideDeletes; 866 public event SimWideDeletesDelegate OnSimWideDeletes;
866 public event SendPostcard OnSendPostcard; 867 public event SendPostcard OnSendPostcard;
868 public event ChangeInventoryItemFlags OnChangeInventoryItemFlags;
867 public event MuteListEntryUpdate OnUpdateMuteListEntry; 869 public event MuteListEntryUpdate OnUpdateMuteListEntry;
868 public event MuteListEntryRemove OnRemoveMuteListEntry; 870 public event MuteListEntryRemove OnRemoveMuteListEntry;
869 public event GodlikeMessage onGodlikeMessage; 871 public event GodlikeMessage onGodlikeMessage;
@@ -885,6 +887,11 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
885 887
886 public void Close() 888 public void Close()
887 { 889 {
890 Close(true);
891 }
892
893 public void Close(bool sendStop)
894 {
888 Disconnect(); 895 Disconnect();
889 } 896 }
890 897
diff --git a/OpenSim/Region/OptionalModules/Avatar/Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs b/OpenSim/Region/OptionalModules/Avatar/Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs
index 5323a95..1b675a6 100644
--- a/OpenSim/Region/OptionalModules/Avatar/Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs
+++ b/OpenSim/Region/OptionalModules/Avatar/Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs
@@ -563,7 +563,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.FreeSwitchVoice
563 563
564 public Hashtable FreeSwitchSLVoiceGetPreloginHTTPHandler(Hashtable request) 564 public Hashtable FreeSwitchSLVoiceGetPreloginHTTPHandler(Hashtable request)
565 { 565 {
566 m_log.Debug("[FreeSwitchVoice]: FreeSwitchSLVoiceGetPreloginHTTPHandler called"); 566// m_log.Debug("[FreeSwitchVoice] FreeSwitchSLVoiceGetPreloginHTTPHandler called");
567 567
568 Hashtable response = new Hashtable(); 568 Hashtable response = new Hashtable();
569 response["content_type"] = "text/xml"; 569 response["content_type"] = "text/xml";
@@ -714,7 +714,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.FreeSwitchVoice
714 714
715 public Hashtable FreeSwitchSLVoiceSigninHTTPHandler(Hashtable request) 715 public Hashtable FreeSwitchSLVoiceSigninHTTPHandler(Hashtable request)
716 { 716 {
717 m_log.Debug("[FreeSwitchVoice]: FreeSwitchSLVoiceSigninHTTPHandler called"); 717 //m_log.Debug("[FreeSwitchVoice] FreeSwitchSLVoiceSigninHTTPHandler called");
718// string requestbody = (string)request["body"]; 718// string requestbody = (string)request["body"];
719// string uri = (string)request["uri"]; 719// string uri = (string)request["uri"];
720// string contenttype = (string)request["content-type"]; 720// string contenttype = (string)request["content-type"];
diff --git a/OpenSim/Region/OptionalModules/Avatar/Voice/VivoxVoice/VivoxVoiceModule.cs b/OpenSim/Region/OptionalModules/Avatar/Voice/VivoxVoice/VivoxVoiceModule.cs
index 70e2f7e..0be0a19 100644
--- a/OpenSim/Region/OptionalModules/Avatar/Voice/VivoxVoice/VivoxVoiceModule.cs
+++ b/OpenSim/Region/OptionalModules/Avatar/Voice/VivoxVoice/VivoxVoiceModule.cs
@@ -190,7 +190,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
190 break; 190 break;
191 } 191 }
192 192
193 m_vivoxVoiceAccountApi = String.Format("http://{0}/api2", m_vivoxServer); 193 m_vivoxVoiceAccountApi = String.Format("https://{0}/api2", m_vivoxServer);
194 194
195 // Admin interface required values 195 // Admin interface required values
196 if (String.IsNullOrEmpty(m_vivoxServer) || 196 if (String.IsNullOrEmpty(m_vivoxServer) ||
@@ -749,7 +749,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
749 } 749 }
750 750
751 751
752 private static readonly string m_vivoxLoginPath = "http://{0}/api2/viv_signin.php?userid={1}&pwd={2}"; 752 private static readonly string m_vivoxLoginPath = "https://{0}/api2/viv_signin.php?userid={1}&pwd={2}";
753 753
754 /// <summary> 754 /// <summary>
755 /// Perform administrative login for Vivox. 755 /// Perform administrative login for Vivox.
@@ -762,7 +762,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
762 } 762 }
763 763
764 764
765 private static readonly string m_vivoxLogoutPath = "http://{0}/api2/viv_signout.php?auth_token={1}"; 765 private static readonly string m_vivoxLogoutPath = "https://{0}/api2/viv_signout.php?auth_token={1}";
766 766
767 /// <summary> 767 /// <summary>
768 /// Perform administrative logout for Vivox. 768 /// Perform administrative logout for Vivox.
@@ -774,7 +774,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
774 } 774 }
775 775
776 776
777 private static readonly string m_vivoxGetAccountPath = "http://{0}/api2/viv_get_acct.php?auth_token={1}&user_name={2}"; 777 private static readonly string m_vivoxGetAccountPath = "https://{0}/api2/viv_get_acct.php?auth_token={1}&user_name={2}";
778 778
779 /// <summary> 779 /// <summary>
780 /// Retrieve account information for the specified user. 780 /// Retrieve account information for the specified user.
@@ -787,7 +787,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
787 } 787 }
788 788
789 789
790 private static readonly string m_vivoxNewAccountPath = "http://{0}/api2/viv_adm_acct_new.php?username={1}&pwd={2}&auth_token={3}"; 790 private static readonly string m_vivoxNewAccountPath = "https://{0}/api2/viv_adm_acct_new.php?username={1}&pwd={2}&auth_token={3}";
791 791
792 /// <summary> 792 /// <summary>
793 /// Creates a new account. 793 /// Creates a new account.
@@ -802,7 +802,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
802 } 802 }
803 803
804 804
805 private static readonly string m_vivoxPasswordPath = "http://{0}/api2/viv_adm_password.php?user_name={1}&new_pwd={2}&auth_token={3}"; 805 private static readonly string m_vivoxPasswordPath = "https://{0}/api2/viv_adm_password.php?user_name={1}&new_pwd={2}&auth_token={3}";
806 806
807 /// <summary> 807 /// <summary>
808 /// Change the user's password. 808 /// Change the user's password.
@@ -814,7 +814,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
814 } 814 }
815 815
816 816
817 private static readonly string m_vivoxChannelPath = "http://{0}/api2/viv_chan_mod.php?mode={1}&chan_name={2}&auth_token={3}"; 817 private static readonly string m_vivoxChannelPath = "https://{0}/api2/viv_chan_mod.php?mode={1}&chan_name={2}&auth_token={3}";
818 818
819 /// <summary> 819 /// <summary>
820 /// Create a channel. 820 /// Create a channel.
@@ -888,7 +888,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
888 return false; 888 return false;
889 } 889 }
890 890
891 private static readonly string m_vivoxChannelSearchPath = "http://{0}/api2/viv_chan_search.php?cond_channame={1}&auth_token={2}"; 891 private static readonly string m_vivoxChannelSearchPath = "https://{0}/api2/viv_chan_search.php?cond_channame={1}&auth_token={2}";
892 892
893 /// <summary> 893 /// <summary>
894 /// Retrieve a channel. 894 /// Retrieve a channel.
@@ -1032,7 +1032,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
1032 return false; 1032 return false;
1033 } 1033 }
1034 1034
1035 // private static readonly string m_vivoxChannelById = "http://{0}/api2/viv_chan_mod.php?mode={1}&chan_id={2}&auth_token={3}"; 1035 // private static readonly string m_vivoxChannelById = "https://{0}/api2/viv_chan_mod.php?mode={1}&chan_id={2}&auth_token={3}";
1036 1036
1037 // private XmlElement VivoxGetChannelById(string parent, string channelid) 1037 // private XmlElement VivoxGetChannelById(string parent, string channelid)
1038 // { 1038 // {
@@ -1056,7 +1056,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
1056 /// In this case the call handles parent and description as optional values. 1056 /// In this case the call handles parent and description as optional values.
1057 /// </summary> 1057 /// </summary>
1058 1058
1059 private static readonly string m_vivoxChannelDel = "http://{0}/api2/viv_chan_mod.php?mode={1}&chan_id={2}&auth_token={3}"; 1059 private static readonly string m_vivoxChannelDel = "https://{0}/api2/viv_chan_mod.php?mode={1}&chan_id={2}&auth_token={3}";
1060 1060
1061 private XmlElement VivoxDeleteChannel(string parent, string channelid) 1061 private XmlElement VivoxDeleteChannel(string parent, string channelid)
1062 { 1062 {
@@ -1072,7 +1072,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
1072 /// Return information on channels in the given directory 1072 /// Return information on channels in the given directory
1073 /// </summary> 1073 /// </summary>
1074 1074
1075 private static readonly string m_vivoxChannelSearch = "http://{0}/api2/viv_chan_search.php?&cond_chanparent={1}&auth_token={2}"; 1075 private static readonly string m_vivoxChannelSearch = "https://{0}/api2/viv_chan_search.php?&cond_chanparent={1}&auth_token={2}";
1076 1076
1077 private XmlElement VivoxListChildren(string channelid) 1077 private XmlElement VivoxListChildren(string channelid)
1078 { 1078 {
diff --git a/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/GroupsModule.cs b/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/GroupsModule.cs
index 740dbdd..4e214d9 100644
--- a/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/GroupsModule.cs
+++ b/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/GroupsModule.cs
@@ -874,7 +874,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups
874 msg.dialog = dialog; 874 msg.dialog = dialog;
875 // msg.dialog = (byte)OpenMetaverse.InstantMessageDialog.GroupNotice; 875 // msg.dialog = (byte)OpenMetaverse.InstantMessageDialog.GroupNotice;
876 msg.fromGroup = true; 876 msg.fromGroup = true;
877 msg.offline = (byte)0; 877 msg.offline = (byte)1; // Allow this message to be stored for offline use
878 msg.ParentEstateID = 0; 878 msg.ParentEstateID = 0;
879 msg.Position = Vector3.Zero; 879 msg.Position = Vector3.Zero;
880 msg.RegionID = UUID.Zero.Guid; 880 msg.RegionID = UUID.Zero.Guid;
diff --git a/OpenSim/Region/OptionalModules/Scripting/XmlRpcRouterModule/XmlRpcRouterModule.cs b/OpenSim/Region/OptionalModules/Scripting/XmlRpcRouterModule/XmlRpcRouterModule.cs
index 32659c8..11c87f8 100644
--- a/OpenSim/Region/OptionalModules/Scripting/XmlRpcRouterModule/XmlRpcRouterModule.cs
+++ b/OpenSim/Region/OptionalModules/Scripting/XmlRpcRouterModule/XmlRpcRouterModule.cs
@@ -42,17 +42,22 @@ namespace OpenSim.Region.OptionalModules.Scripting.XmlRpcRouterModule
42 public class XmlRpcRouter : IRegionModule, IXmlRpcRouter 42 public class XmlRpcRouter : IRegionModule, IXmlRpcRouter
43 { 43 {
44 //private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 44 //private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
45 45 private bool m_enabled = false;
46 public void Initialise(Scene scene, IConfigSource config) 46 public void Initialise(Scene scene, IConfigSource config)
47 { 47 {
48 IConfig startupConfig = config.Configs["Startup"]; 48 IConfig startupConfig = config.Configs["XMLRPC"];
49 if (startupConfig == null) 49 if (startupConfig == null)
50 return; 50 return;
51 51
52 if (startupConfig.GetString("XmlRpcRouterModule", 52 if (startupConfig.GetString("XmlRpcRouterModule",
53 "XmlRpcRouterModule") == "XmlRpcRouterModule") 53 "") == "XmlRpcRouterModule")
54 { 54 {
55 scene.RegisterModuleInterface<IXmlRpcRouter>(this); 55 scene.RegisterModuleInterface<IXmlRpcRouter>(this);
56 m_enabled = true;
57 }
58 else
59 {
60 m_enabled = false;
56 } 61 }
57 } 62 }
58 63
@@ -76,7 +81,10 @@ namespace OpenSim.Region.OptionalModules.Scripting.XmlRpcRouterModule
76 81
77 public void RegisterNewReceiver(IScriptModule scriptEngine, UUID channel, UUID objectID, UUID itemID, string uri) 82 public void RegisterNewReceiver(IScriptModule scriptEngine, UUID channel, UUID objectID, UUID itemID, string uri)
78 { 83 {
79 scriptEngine.PostScriptEvent(itemID, "xmlrpc_uri", new Object[] {uri}); 84 if (m_enabled)
85 {
86 scriptEngine.PostScriptEvent(itemID, "xmlrpc_uri", new Object[] { uri });
87 }
80 } 88 }
81 89
82 public void ScriptRemoved(UUID itemID) 90 public void ScriptRemoved(UUID itemID)
diff --git a/OpenSim/Region/OptionalModules/World/MoneyModule/SampleMoneyModule.cs b/OpenSim/Region/OptionalModules/World/MoneyModule/SampleMoneyModule.cs
index 8fc50ff..54d4e92 100644
--- a/OpenSim/Region/OptionalModules/World/MoneyModule/SampleMoneyModule.cs
+++ b/OpenSim/Region/OptionalModules/World/MoneyModule/SampleMoneyModule.cs
@@ -838,6 +838,10 @@ namespace OpenSim.Region.OptionalModules.World.MoneyModule
838 if (module != null) 838 if (module != null)
839 module.BuyObject(remoteClient, categoryID, localID, saleType, salePrice); 839 module.BuyObject(remoteClient, categoryID, localID, saleType, salePrice);
840 } 840 }
841
842 public void MoveMoney(UUID fromAgentID, UUID toAgentID, int amount, string text)
843 {
844 }
841 } 845 }
842 846
843 public enum TransactionType : int 847 public enum TransactionType : int
diff --git a/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs b/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
index 6a6c4c3..182bdda 100644
--- a/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
+++ b/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
@@ -166,7 +166,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
166#pragma warning disable 67 166#pragma warning disable 67
167 public event Action<IClientAPI> OnLogout; 167 public event Action<IClientAPI> OnLogout;
168 public event ObjectPermissions OnObjectPermissions; 168 public event ObjectPermissions OnObjectPermissions;
169 169 public event MoveItemsAndLeaveCopy OnMoveItemsAndLeaveCopy;
170 public event MoneyTransferRequest OnMoneyTransferRequest; 170 public event MoneyTransferRequest OnMoneyTransferRequest;
171 public event ParcelBuy OnParcelBuy; 171 public event ParcelBuy OnParcelBuy;
172 public event Action<IClientAPI> OnConnectionClosed; 172 public event Action<IClientAPI> OnConnectionClosed;
@@ -372,7 +372,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
372 public event ClassifiedInfoRequest OnClassifiedInfoRequest; 372 public event ClassifiedInfoRequest OnClassifiedInfoRequest;
373 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate; 373 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate;
374 public event ClassifiedDelete OnClassifiedDelete; 374 public event ClassifiedDelete OnClassifiedDelete;
375 public event ClassifiedDelete OnClassifiedGodDelete; 375 public event ClassifiedGodDelete OnClassifiedGodDelete;
376 376
377 public event EventNotificationAddRequest OnEventNotificationAddRequest; 377 public event EventNotificationAddRequest OnEventNotificationAddRequest;
378 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest; 378 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest;
@@ -411,6 +411,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
411 public event GroupVoteHistoryRequest OnGroupVoteHistoryRequest; 411 public event GroupVoteHistoryRequest OnGroupVoteHistoryRequest;
412 public event SimWideDeletesDelegate OnSimWideDeletes; 412 public event SimWideDeletesDelegate OnSimWideDeletes;
413 public event SendPostcard OnSendPostcard; 413 public event SendPostcard OnSendPostcard;
414 public event ChangeInventoryItemFlags OnChangeInventoryItemFlags;
414 public event MuteListEntryUpdate OnUpdateMuteListEntry; 415 public event MuteListEntryUpdate OnUpdateMuteListEntry;
415 public event MuteListEntryRemove OnRemoveMuteListEntry; 416 public event MuteListEntryRemove OnRemoveMuteListEntry;
416 public event GodlikeMessage onGodlikeMessage; 417 public event GodlikeMessage onGodlikeMessage;
@@ -846,8 +847,11 @@ namespace OpenSim.Region.OptionalModules.World.NPC
846 847
847 public void Close() 848 public void Close()
848 { 849 {
849 // Remove ourselves from the scene 850 Close(true);
850 m_scene.RemoveClient(AgentId, false); 851 }
852
853 public void Close(bool sendStop)
854 {
851 } 855 }
852 856
853 public void Start() 857 public void Start()
diff --git a/OpenSim/Region/Physics/ChOdePlugin/AssemblyInfo.cs b/OpenSim/Region/Physics/ChOdePlugin/AssemblyInfo.cs
new file mode 100644
index 0000000..d65929a
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/AssemblyInfo.cs
@@ -0,0 +1,58 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System.Reflection;
29using System.Runtime.InteropServices;
30
31// Information about this assembly is defined by the following
32// attributes.
33//
34// change them to the information which is associated with the assembly
35// you compile.
36
37[assembly : AssemblyTitle("OdePlugin")]
38[assembly : AssemblyDescription("")]
39[assembly : AssemblyConfiguration("")]
40[assembly : AssemblyCompany("http://opensimulator.org")]
41[assembly : AssemblyProduct("OdePlugin")]
42[assembly : AssemblyCopyright("Copyright (c) OpenSimulator.org Developers 2007-2009")]
43[assembly : AssemblyTrademark("")]
44[assembly : AssemblyCulture("")]
45
46// This sets the default COM visibility of types in the assembly to invisible.
47// If you need to expose a type to COM, use [ComVisible(true)] on that type.
48
49[assembly : ComVisible(false)]
50
51// The assembly version has following format :
52//
53// Major.Minor.Build.Revision
54//
55// You can specify all values by your own or you can build default build and revision
56// numbers with the '*' character (the default):
57
58[assembly : AssemblyVersion("0.6.5.*")]
diff --git a/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs
new file mode 100644
index 0000000..2945199
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs
@@ -0,0 +1,1438 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using System.Reflection;
31using OpenMetaverse;
32using Ode.NET;
33using OpenSim.Framework;
34using OpenSim.Region.Physics.Manager;
35using log4net;
36
37namespace OpenSim.Region.Physics.OdePlugin
38{
39 /// <summary>
40 /// Various properties that ODE uses for AMotors but isn't exposed in ODE.NET so we must define them ourselves.
41 /// </summary>
42
43 public enum dParam : int
44 {
45 LowStop = 0,
46 HiStop = 1,
47 Vel = 2,
48 FMax = 3,
49 FudgeFactor = 4,
50 Bounce = 5,
51 CFM = 6,
52 StopERP = 7,
53 StopCFM = 8,
54 LoStop2 = 256,
55 HiStop2 = 257,
56 Vel2 = 258,
57 FMax2 = 259,
58 StopERP2 = 7 + 256,
59 StopCFM2 = 8 + 256,
60 LoStop3 = 512,
61 HiStop3 = 513,
62 Vel3 = 514,
63 FMax3 = 515,
64 StopERP3 = 7 + 512,
65 StopCFM3 = 8 + 512
66 }
67 public class OdeCharacter : PhysicsActor
68 {
69 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
70
71 private Vector3 _position;
72 private d.Vector3 _zeroPosition;
73 // private d.Matrix3 m_StandUpRotation;
74 private bool _zeroFlag = false;
75 private bool m_lastUpdateSent = false;
76 private Vector3 _velocity;
77 private Vector3 _target_velocity;
78 private Vector3 _acceleration;
79 private Vector3 m_rotationalVelocity;
80 private float m_mass = 80f;
81 public float m_density = 60f;
82 private bool m_pidControllerActive = true;
83 public float PID_D = 800.0f;
84 public float PID_P = 900.0f;
85 //private static float POSTURE_SERVO = 10000.0f;
86 public float CAPSULE_RADIUS = 0.37f;
87 public float CAPSULE_LENGTH = 2.140599f;
88 public float m_tensor = 3800000f;
89 public float heightFudgeFactor = 0.52f;
90 public float walkDivisor = 1.3f;
91 public float runDivisor = 0.8f;
92 private bool flying = false;
93 private bool jumping = false; // add for jumping
94 private bool m_iscolliding = false;
95 private bool m_iscollidingGround = false;
96 private bool m_wascolliding = false;
97 private bool m_wascollidingGround = false;
98 private bool m_iscollidingObj = false;
99 private bool m_alwaysRun = false;
100 private bool m_hackSentFall = false;
101 private bool m_hackSentFly = false;
102 private int m_requestedUpdateFrequency = 0;
103 private Vector3 m_taintPosition = Vector3.Zero;
104 public uint m_localID = 0;
105 public bool m_returnCollisions = false;
106 // taints and their non-tainted counterparts
107 public bool m_isPhysical = false; // the current physical status
108 public bool m_tainted_isPhysical = false; // set when the physical status is tainted (false=not existing in physics engine, true=existing)
109 public float MinimumGroundFlightOffset = 3f;
110
111 private float m_tainted_CAPSULE_LENGTH; // set when the capsule length changes.
112 private float m_tiltMagnitudeWhenProjectedOnXYPlane = 0.1131371f; // used to introduce a fixed tilt because a straight-up capsule falls through terrain, probably a bug in terrain collider
113
114
115 private float m_buoyancy = 0f;
116
117 // private CollisionLocker ode;
118
119 private string m_name = String.Empty;
120
121 private bool[] m_colliderarr = new bool[11];
122 private bool[] m_colliderGroundarr = new bool[11];
123
124 // Default we're a Character
125 private CollisionCategories m_collisionCategories = (CollisionCategories.Character);
126
127 // Default, Collide with Other Geometries, spaces, bodies and characters.
128 private CollisionCategories m_collisionFlags = (CollisionCategories.Geom
129 | CollisionCategories.Space
130 | CollisionCategories.Body
131 | CollisionCategories.Character
132 | CollisionCategories.Land);
133 public IntPtr Body = IntPtr.Zero;
134 private OdeScene _parent_scene;
135 public IntPtr Shell = IntPtr.Zero;
136 public IntPtr Amotor = IntPtr.Zero;
137 public d.Mass ShellMass;
138 public bool collidelock = false;
139
140 public int m_eventsubscription = 0;
141 private CollisionEventUpdate CollisionEventsThisFrame = new CollisionEventUpdate();
142
143 // unique UUID of this character object
144 public UUID m_uuid;
145 public bool bad = false;
146 private Object m_syncRoot = new Object();
147
148 public OdeCharacter(String avName, OdeScene parent_scene, Vector3 pos, CollisionLocker dode, Vector3 size, float pid_d, float pid_p, float capsule_radius, float tensor, float density, float height_fudge_factor, float walk_divisor, float rundivisor)
149 {
150 m_uuid = UUID.Random();
151
152 if (pos.IsFinite())
153 {
154 if (pos.Z > 9999999f)
155 {
156 pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
157 }
158 if (pos.Z < -90000f)
159 {
160 pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
161 }
162 _position = pos;
163 m_taintPosition.X = pos.X;
164 m_taintPosition.Y = pos.Y;
165 m_taintPosition.Z = pos.Z;
166 }
167 else
168 {
169 _position = new Vector3(((float)_parent_scene.WorldExtents.X * 0.5f), ((float)_parent_scene.WorldExtents.Y * 0.5f), parent_scene.GetTerrainHeightAtXY(128f, 128f) + 10f);
170 m_taintPosition.X = _position.X;
171 m_taintPosition.Y = _position.Y;
172 m_taintPosition.Z = _position.Z;
173 m_log.Warn("[PHYSICS]: Got NaN Position on Character Create");
174 }
175
176 _parent_scene = parent_scene;
177
178 PID_D = pid_d;
179 PID_P = pid_p;
180 CAPSULE_RADIUS = capsule_radius;
181 m_tensor = tensor;
182 m_density = density;
183 heightFudgeFactor = height_fudge_factor;
184 walkDivisor = walk_divisor;
185 runDivisor = rundivisor;
186
187 // m_StandUpRotation =
188 // new d.Matrix3(0.5f, 0.7071068f, 0.5f, -0.7071068f, 0f, 0.7071068f, 0.5f, -0.7071068f,
189 // 0.5f);
190
191 for (int i = 0; i < 11; i++)
192 {
193 m_colliderarr[i] = false;
194 }
195 CAPSULE_LENGTH = (size.Z * 1.15f) - CAPSULE_RADIUS * 2.0f;
196 //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
197 m_tainted_CAPSULE_LENGTH = CAPSULE_LENGTH;
198
199 m_isPhysical = false; // current status: no ODE information exists
200 m_tainted_isPhysical = true; // new tainted status: need to create ODE information
201
202 _parent_scene.AddPhysicsActorTaint(this);
203
204 m_name = avName;
205 }
206
207 public override int PhysicsActorType
208 {
209 get { return (int) ActorTypes.Agent; }
210 set { return; }
211 }
212
213 /// <summary>
214 /// If this is set, the avatar will move faster
215 /// </summary>
216 public override bool SetAlwaysRun
217 {
218 get { return m_alwaysRun; }
219 set { m_alwaysRun = value; }
220 }
221
222 public override uint LocalID
223 {
224 set { m_localID = value; }
225 }
226
227 public override bool Grabbed
228 {
229 set { return; }
230 }
231
232 public override bool Selected
233 {
234// set { return; }
235 set { jumping = value; } // add for jumping flag
236 }
237
238 public override float Buoyancy
239 {
240 get { return m_buoyancy; }
241 set { m_buoyancy = value; }
242 }
243
244 public override bool FloatOnWater
245 {
246 set { return; }
247 }
248
249 public override bool IsPhysical
250 {
251 get { return false; }
252 set { return; }
253 }
254
255 public override bool ThrottleUpdates
256 {
257 get { return false; }
258 set { return; }
259 }
260
261 public override bool Flying
262 {
263 get { return flying; }
264 set { flying = value; }
265 }
266
267 /// <summary>
268 /// Returns if the avatar is colliding in general.
269 /// This includes the ground and objects and avatar.
270 /// </summary>
271 public override bool IsColliding
272 {
273//#@ get { return m_iscolliding; }
274 get { //##
275//Console.WriteLine(">>>>>>>>>>>> IC get = {0}", m_iscolliding); //##
276 return m_iscolliding; } //##
277 set
278 {
279 int i;
280 int truecount = 0;
281 int falsecount = 0;
282
283 if (m_colliderarr.Length >= 10)
284 {
285 for (i = 0; i < 10; i++)
286 {
287 m_colliderarr[i] = m_colliderarr[i + 1];
288 }
289 }
290 m_colliderarr[10] = value;
291
292 for (i = 0; i < 11; i++)
293 {
294 if (m_colliderarr[i])
295 {
296 truecount++;
297 }
298 else
299 {
300 falsecount++;
301 }
302 }
303
304 // Equal truecounts and false counts means we're colliding with something.
305
306 if (falsecount > 1.2*truecount)
307 {
308 m_iscolliding = false;
309 }
310 else
311 {
312 m_iscolliding = true;
313 }
314// ## Console.WriteLine("IC SET = {0} t{1} f{2} i {3}", value, truecount, falsecount, m_iscolliding);
315 if (m_wascolliding != m_iscolliding)
316 {
317 //base.SendCollisionUpdate(new CollisionEventUpdate());
318 }
319 m_wascolliding = m_iscolliding;
320 }
321 }
322
323 /// <summary>
324 /// Returns if an avatar is colliding with the ground
325 /// </summary>
326 public override bool CollidingGround
327 {
328 get { return m_iscollidingGround; }
329 set
330 {
331 // Collisions against the ground are not really reliable
332 // So, to get a consistant value we have to average the current result over time
333 // Currently we use 1 second = 10 calls to this.
334 int i;
335 int truecount = 0;
336 int falsecount = 0;
337
338 if (m_colliderGroundarr.Length >= 10)
339 {
340 for (i = 0; i < 10; i++)
341 {
342 m_colliderGroundarr[i] = m_colliderGroundarr[i + 1];
343 }
344 }
345 m_colliderGroundarr[10] = value;
346
347 for (i = 0; i < 11; i++)
348 {
349 if (m_colliderGroundarr[i])
350 {
351 truecount++;
352 }
353 else
354 {
355 falsecount++;
356 }
357 }
358
359 // Equal truecounts and false counts means we're colliding with something.
360
361 if (falsecount > 1.2*truecount)
362 {
363 m_iscollidingGround = false;
364 }
365 else
366 {
367 m_iscollidingGround = true;
368 }
369 if (m_wascollidingGround != m_iscollidingGround)
370 {
371 //base.SendCollisionUpdate(new CollisionEventUpdate());
372 }
373 m_wascollidingGround = m_iscollidingGround;
374 }
375 }
376
377 /// <summary>
378 /// Returns if the avatar is colliding with an object
379 /// </summary>
380 public override bool CollidingObj
381 {
382 get { return m_iscollidingObj; }
383 set
384 {
385 m_iscollidingObj = value;
386 if (value)
387 m_pidControllerActive = false;
388 else
389 m_pidControllerActive = true;
390 }
391 }
392
393 /// <summary>
394 /// turn the PID controller on or off.
395 /// The PID Controller will turn on all by itself in many situations
396 /// </summary>
397 /// <param name="status"></param>
398 public void SetPidStatus(bool status)
399 {
400 m_pidControllerActive = status;
401 }
402
403 public override bool Stopped
404 {
405 get { return _zeroFlag; }
406 }
407
408 /// <summary>
409 /// This 'puts' an avatar somewhere in the physics space.
410 /// Not really a good choice unless you 'know' it's a good
411 /// spot otherwise you're likely to orbit the avatar.
412 /// </summary>
413 public override Vector3 Position
414 {
415 get { return _position; }
416 set
417 {
418 if (Body == IntPtr.Zero || Shell == IntPtr.Zero)
419 {
420 if (value.IsFinite())
421 {
422 if (value.Z > 9999999f)
423 {
424 value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
425 }
426 if (value.Z < -90000f)
427 {
428 value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
429 }
430
431 _position.X = value.X;
432 _position.Y = value.Y;
433 _position.Z = value.Z;
434
435 m_taintPosition.X = value.X;
436 m_taintPosition.Y = value.Y;
437 m_taintPosition.Z = value.Z;
438 _parent_scene.AddPhysicsActorTaint(this);
439 }
440 else
441 {
442 m_log.Warn("[PHYSICS]: Got a NaN Position from Scene on a Character");
443 }
444 }
445 }
446 }
447
448 public override Vector3 RotationalVelocity
449 {
450 get { return m_rotationalVelocity; }
451 set { m_rotationalVelocity = value; }
452 }
453
454 /// <summary>
455 /// This property sets the height of the avatar only. We use the height to make sure the avatar stands up straight
456 /// and use it to offset landings properly
457 /// </summary>
458 public override Vector3 Size
459 {
460 get { return new Vector3(CAPSULE_RADIUS * 2, CAPSULE_RADIUS * 2, CAPSULE_LENGTH); }
461 set
462 {
463 if (value.IsFinite())
464 {
465 m_pidControllerActive = true;
466
467 Vector3 SetSize = value;
468 m_tainted_CAPSULE_LENGTH = (SetSize.Z*1.15f) - CAPSULE_RADIUS*2.0f;
469 //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
470
471 Velocity = Vector3.Zero;
472 m_taintPosition = _position; // update the stale taint position
473 _parent_scene.AddPhysicsActorTaint(this);
474 }
475 else
476 {
477 m_log.Warn("[PHYSICS]: Got a NaN Size from Scene on a Character");
478 }
479 }
480 }
481
482 private void AlignAvatarTiltWithCurrentDirectionOfMovement(Vector3 movementVector)
483 {
484 movementVector.Z = 0f;
485 float magnitude = (float)Math.Sqrt((double)(movementVector.X * movementVector.X + movementVector.Y * movementVector.Y));
486 if (magnitude < 0.1f) return;
487
488 // normalize the velocity vector
489 float invMagnitude = 1.0f / magnitude;
490 movementVector.X *= invMagnitude;
491 movementVector.Y *= invMagnitude;
492
493 // if we change the capsule heading too often, the capsule can fall down
494 // therefore we snap movement vector to just 1 of 4 predefined directions (ne, nw, se, sw),
495 // meaning only 4 possible capsule tilt orientations
496 if (movementVector.X > 0)
497 {
498 // east
499 if (movementVector.Y > 0)
500 {
501 // northeast
502 movementVector.X = (float)Math.Sqrt(2.0);
503 movementVector.Y = (float)Math.Sqrt(2.0);
504 }
505 else
506 {
507 // southeast
508 movementVector.X = (float)Math.Sqrt(2.0);
509 movementVector.Y = -(float)Math.Sqrt(2.0);
510 }
511 }
512 else
513 {
514 // west
515 if (movementVector.Y > 0)
516 {
517 // northwest
518 movementVector.X = -(float)Math.Sqrt(2.0);
519 movementVector.Y = (float)Math.Sqrt(2.0);
520 }
521 else
522 {
523 // southwest
524 movementVector.X = -(float)Math.Sqrt(2.0);
525 movementVector.Y = -(float)Math.Sqrt(2.0);
526 }
527 }
528
529
530 // movementVector.Z is zero
531
532 // calculate tilt components based on desired amount of tilt and current (snapped) heading.
533 // the "-" sign is to force the tilt to be OPPOSITE the direction of movement.
534 float xTiltComponent = -movementVector.X * m_tiltMagnitudeWhenProjectedOnXYPlane;
535 float yTiltComponent = -movementVector.Y * m_tiltMagnitudeWhenProjectedOnXYPlane;
536
537 //m_log.Debug("[PHYSICS] changing avatar tilt");
538 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, xTiltComponent);
539 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, xTiltComponent); // must be same as lowstop, else a different, spurious tilt is introduced
540 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, yTiltComponent);
541 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, yTiltComponent); // same as lowstop
542 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, 0f);
543 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f); // same as lowstop
544 }
545
546 /// <summary>
547 /// This creates the Avatar's physical Surrogate at the position supplied
548 /// </summary>
549 /// <param name="npositionX"></param>
550 /// <param name="npositionY"></param>
551 /// <param name="npositionZ"></param>
552
553 // WARNING: This MUST NOT be called outside of ProcessTaints, else we can have unsynchronized access
554 // to ODE internals. ProcessTaints is called from within thread-locked Simulate(), so it is the only
555 // place that is safe to call this routine AvatarGeomAndBodyCreation.
556 private void AvatarGeomAndBodyCreation(float npositionX, float npositionY, float npositionZ, float tensor)
557 {
558 //CAPSULE_LENGTH = -5;
559 //CAPSULE_RADIUS = -5;
560 int dAMotorEuler = 1;
561 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
562 if (CAPSULE_LENGTH <= 0)
563 {
564 m_log.Warn("[PHYSICS]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!");
565 CAPSULE_LENGTH = 0.01f;
566
567 }
568
569 if (CAPSULE_RADIUS <= 0)
570 {
571 m_log.Warn("[PHYSICS]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!");
572 CAPSULE_RADIUS = 0.01f;
573
574 }
575
576 if(Shell != IntPtr.Zero)
577 {
578 try
579 {
580 d.GeomDestroy(Shell);
581 }
582 catch (System.AccessViolationException)
583 {
584 m_log.Error("[PHYSICS]: PrimGeom dead");
585 }
586 // Remove any old entries
587//string tShell;
588//_parent_scene.geom_name_map.TryGetValue(Shell, out tShell);
589//Console.WriteLine("**** Remove {0}", tShell);
590 if(_parent_scene.geom_name_map.ContainsKey(Shell)) _parent_scene.geom_name_map.Remove(Shell);
591 if(_parent_scene.actor_name_map.ContainsKey(Shell)) _parent_scene.actor_name_map.Remove(Shell);
592 }
593
594 Shell = d.CreateCapsule(_parent_scene.space, CAPSULE_RADIUS, CAPSULE_LENGTH);
595 _parent_scene.geom_name_map[Shell] = m_name;
596 _parent_scene.actor_name_map[Shell] = (PhysicsActor)this;
597//Console.WriteLine("**** Create {2} Dicts: actor={0} name={1} height={3} rad={4}", _parent_scene.actor_name_map.Count, _parent_scene.geom_name_map.Count, m_name, CAPSULE_LENGTH, CAPSULE_RADIUS);
598
599 d.GeomSetCategoryBits(Shell, (int)m_collisionCategories);
600 d.GeomSetCollideBits(Shell, (int)m_collisionFlags);
601
602 d.MassSetCapsuleTotal(out ShellMass, m_mass, 2, CAPSULE_RADIUS, CAPSULE_LENGTH);
603 Body = d.BodyCreate(_parent_scene.world);
604 d.BodySetPosition(Body, npositionX, npositionY, npositionZ);
605
606 _position.X = npositionX;
607 _position.Y = npositionY;
608 _position.Z = npositionZ;
609
610
611 m_taintPosition.X = npositionX;
612 m_taintPosition.Y = npositionY;
613 m_taintPosition.Z = npositionZ;
614
615 d.BodySetMass(Body, ref ShellMass);
616 d.Matrix3 m_caprot;
617 // 90 Stand up on the cap of the capped cyllinder
618 if (_parent_scene.IsAvCapsuleTilted)
619 {
620 d.RFromAxisAndAngle(out m_caprot, 1, 0, 1, (float)(Math.PI / 2));
621 }
622 else
623 {
624 d.RFromAxisAndAngle(out m_caprot, 0, 0, 1, (float)(Math.PI / 2));
625 }
626
627
628 d.GeomSetRotation(Shell, ref m_caprot);
629 d.BodySetRotation(Body, ref m_caprot);
630
631 d.GeomSetBody(Shell, Body);
632
633
634 // The purpose of the AMotor here is to keep the avatar's physical
635 // surrogate from rotating while moving
636 Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
637 d.JointAttach(Amotor, Body, IntPtr.Zero);
638 d.JointSetAMotorMode(Amotor, dAMotorEuler);
639 d.JointSetAMotorNumAxes(Amotor, 3);
640 d.JointSetAMotorAxis(Amotor, 0, 0, 1, 0, 0);
641 d.JointSetAMotorAxis(Amotor, 1, 0, 0, 1, 0);
642 d.JointSetAMotorAxis(Amotor, 2, 0, 0, 0, 1);
643 d.JointSetAMotorAngle(Amotor, 0, 0);
644 d.JointSetAMotorAngle(Amotor, 1, 0);
645 d.JointSetAMotorAngle(Amotor, 2, 0);
646
647 // These lowstops and high stops are effectively (no wiggle room)
648 if (_parent_scene.IsAvCapsuleTilted)
649 {
650 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, -0.000000000001f);
651 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -0.000000000001f);
652 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, -0.000000000001f);
653 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0.000000000001f);
654 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0.000000000001f);
655 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0.000000000001f);
656 }
657 else
658 {
659 #region Documentation of capsule motor LowStop and HighStop parameters
660 // Intentionally introduce some tilt into the capsule by setting
661 // the motor stops to small epsilon values. This small tilt prevents
662 // the capsule from falling into the terrain; a straight-up capsule
663 // (with -0..0 motor stops) falls into the terrain for reasons yet
664 // to be comprehended in their entirety.
665 #endregion
666 AlignAvatarTiltWithCurrentDirectionOfMovement(Vector3.Zero);
667 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, 0.08f);
668 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -0f);
669 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, 0.08f);
670 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0.08f); // must be same as lowstop, else a different, spurious tilt is introduced
671 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f); // same as lowstop
672 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0.08f); // same as lowstop
673 }
674
675 // Fudge factor is 1f by default, we're setting it to 0. We don't want it to Fudge or the
676 // capped cyllinder will fall over
677 d.JointSetAMotorParam(Amotor, (int)dParam.FudgeFactor, 0f);
678 d.JointSetAMotorParam(Amotor, (int)dParam.FMax, tensor);
679
680 //d.Matrix3 bodyrotation = d.BodyGetRotation(Body);
681 //d.QfromR(
682 //d.Matrix3 checkrotation = new d.Matrix3(0.7071068,0.5, -0.7071068,
683 //
684 //m_log.Info("[PHYSICSAV]: Rotation: " + bodyrotation.M00 + " : " + bodyrotation.M01 + " : " + bodyrotation.M02 + " : " + bodyrotation.M10 + " : " + bodyrotation.M11 + " : " + bodyrotation.M12 + " : " + bodyrotation.M20 + " : " + bodyrotation.M21 + " : " + bodyrotation.M22);
685 //standupStraight();
686 }
687
688 //
689 /// <summary>
690 /// Uses the capped cyllinder volume formula to calculate the avatar's mass.
691 /// This may be used in calculations in the scene/scenepresence
692 /// </summary>
693 public override float Mass
694 {
695 get
696 {
697 float AVvolume = (float) (Math.PI*Math.Pow(CAPSULE_RADIUS, 2)*CAPSULE_LENGTH);
698 return m_density*AVvolume;
699 }
700 }
701 public override void link(PhysicsActor obj)
702 {
703
704 }
705
706 public override void delink()
707 {
708
709 }
710
711 public override void LockAngularMotion(Vector3 axis)
712 {
713
714 }
715
716// This code is very useful. Written by DanX0r. We're just not using it right now.
717// Commented out to prevent a warning.
718//
719// private void standupStraight()
720// {
721// // The purpose of this routine here is to quickly stabilize the Body while it's popped up in the air.
722// // The amotor needs a few seconds to stabilize so without it, the avatar shoots up sky high when you
723// // change appearance and when you enter the simulator
724// // After this routine is done, the amotor stabilizes much quicker
725// d.Vector3 feet;
726// d.Vector3 head;
727// d.BodyGetRelPointPos(Body, 0.0f, 0.0f, -1.0f, out feet);
728// d.BodyGetRelPointPos(Body, 0.0f, 0.0f, 1.0f, out head);
729// float posture = head.Z - feet.Z;
730
731// // restoring force proportional to lack of posture:
732// float servo = (2.5f - posture) * POSTURE_SERVO;
733// d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, servo, 0.0f, 0.0f, 1.0f);
734// d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, -servo, 0.0f, 0.0f, -1.0f);
735// //d.Matrix3 bodyrotation = d.BodyGetRotation(Body);
736// //m_log.Info("[PHYSICSAV]: Rotation: " + bodyrotation.M00 + " : " + bodyrotation.M01 + " : " + bodyrotation.M02 + " : " + bodyrotation.M10 + " : " + bodyrotation.M11 + " : " + bodyrotation.M12 + " : " + bodyrotation.M20 + " : " + bodyrotation.M21 + " : " + bodyrotation.M22);
737// }
738
739 public override Vector3 Force
740 {
741 get { return _target_velocity; }
742 set { return; }
743 }
744
745 public override int VehicleType
746 {
747 get { return 0; }
748 set { return; }
749 }
750
751 public override void VehicleFloatParam(int param, float value)
752 {
753
754 }
755
756 public override void VehicleVectorParam(int param, Vector3 value)
757 {
758
759 }
760
761 public override void VehicleRotationParam(int param, Quaternion rotation)
762 {
763
764 }
765
766 public override void VehicleFlags(int flags, bool remove)
767 {
768 }
769
770 public override void SetVolumeDetect(int param)
771 {
772
773 }
774
775 public override Vector3 CenterOfMass
776 {
777 get { return Vector3.Zero; }
778 }
779
780 public override Vector3 GeometricCenter
781 {
782 get { return Vector3.Zero; }
783 }
784
785 public override PrimitiveBaseShape Shape
786 {
787 set { return; }
788 }
789
790 public override Vector3 Velocity
791 {
792 get {
793 // There's a problem with Vector3.Zero! Don't Use it Here!
794 if (_zeroFlag)
795 return Vector3.Zero;
796 m_lastUpdateSent = false;
797 return _velocity;
798 }
799 set
800 {
801 if (value.IsFinite())
802 {
803 m_pidControllerActive = true;
804 _target_velocity = value;
805 }
806 else
807 {
808 m_log.Warn("[PHYSICS]: Got a NaN velocity from Scene in a Character");
809 }
810 }
811 }
812
813 public override Vector3 Torque
814 {
815 get { return Vector3.Zero; }
816 set { return; }
817 }
818
819 public override float CollisionScore
820 {
821 get { return 0f; }
822 set { }
823 }
824
825 public override bool Kinematic
826 {
827 get { return false; }
828 set { }
829 }
830
831 public override Quaternion Orientation
832 {
833 get { return Quaternion.Identity; }
834 set {
835 //Matrix3 or = Orientation.ToRotationMatrix();
836 //d.Matrix3 ord = new d.Matrix3(or.m00, or.m10, or.m20, or.m01, or.m11, or.m21, or.m02, or.m12, or.m22);
837 //d.BodySetRotation(Body, ref ord);
838 }
839 }
840
841 public override Vector3 Acceleration
842 {
843 get { return _acceleration; }
844 set { _acceleration = value; }
845 }
846
847 public void SetAcceleration(Vector3 accel)
848 {
849 m_pidControllerActive = true;
850 _acceleration = accel;
851 }
852
853 /// <summary>
854 /// Adds the force supplied to the Target Velocity
855 /// The PID controller takes this target velocity and tries to make it a reality
856 /// </summary>
857 /// <param name="force"></param>
858 public override void AddForce(Vector3 force, bool pushforce)
859 {
860 if (force.IsFinite())
861 {
862 if (pushforce)
863 {
864 m_pidControllerActive = false;
865 force *= 100f;
866//Console.WriteLine("DF 1"); // ##
867 if (!force.ApproxEquals(Vector3.Zero, 0.01f))
868 doForce(force);
869 // If uncommented, things get pushed off world
870 //
871 // m_log.Debug("Push!");
872 // _target_velocity.X += force.X;
873 // _target_velocity.Y += force.Y;
874 // _target_velocity.Z += force.Z;
875 }
876 else
877 {
878 m_pidControllerActive = true;
879 _target_velocity.X += force.X;
880 _target_velocity.Y += force.Y;
881 _target_velocity.Z += force.Z;
882 }
883 }
884 else
885 {
886 m_log.Warn("[PHYSICS]: Got a NaN force applied to a Character");
887 }
888 //m_lastUpdateSent = false;
889 }
890
891 public override void AddAngularForce(Vector3 force, bool pushforce)
892 {
893
894 }
895
896 /// <summary>
897 /// After all of the forces add up with 'add force' we apply them with doForce
898 /// </summary>
899 /// <param name="force"></param>
900 public void doForce(Vector3 force)
901 {
902 if (!collidelock)
903 {
904 d.BodyAddForce(Body, force.X, force.Y, force.Z);
905 //d.BodySetRotation(Body, ref m_StandUpRotation);
906 //standupStraight();
907 d.Vector3 vel = d.BodyGetLinearVel(Body); //##
908//Console.WriteLine("AvVel <{0},{1},{2}>", vel.X, vel.Y, vel.Z); //##
909 }
910 }
911
912 public override void SetMomentum(Vector3 momentum)
913 {
914 }
915
916
917 /// <summary>
918 /// Called from Simulate
919 /// This is the avatar's movement control + PID Controller
920 /// </summary>
921 /// <param name="timeStep"></param>
922 public void Move(float timeStep, List<OdeCharacter> defects)
923 {
924 // no lock; for now it's only called from within Simulate()
925
926 // If the PID Controller isn't active then we set our force
927 // calculating base velocity to the current position
928
929 if (Body == IntPtr.Zero)
930 return;
931
932 if (m_pidControllerActive == false)
933 {
934 _zeroPosition = d.BodyGetPosition(Body);
935 }
936 //PidStatus = true;
937
938 d.Vector3 localpos = d.BodyGetPosition(Body);
939 Vector3 localPos = new Vector3(localpos.X, localpos.Y, localpos.Z);
940
941 if (!localPos.IsFinite())
942 {
943
944 m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
945 defects.Add(this);
946 // _parent_scene.RemoveCharacter(this);
947
948 // destroy avatar capsule and related ODE data
949 if (Amotor != IntPtr.Zero)
950 {
951 // Kill the Amotor
952 d.JointDestroy(Amotor);
953 Amotor = IntPtr.Zero;
954 }
955
956 //kill the Geometry
957 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
958
959 if (Body != IntPtr.Zero)
960 {
961 //kill the body
962 d.BodyDestroy(Body);
963
964 Body = IntPtr.Zero;
965 }
966
967 if(Shell != IntPtr.Zero)
968 {
969 try
970 {
971 d.GeomDestroy(Shell);
972 }
973 catch (System.AccessViolationException)
974 {
975 m_log.Error("[PHYSICS]: PrimGeom dead");
976 }
977 // Remove any old entries
978//string tShell;
979//_parent_scene.geom_name_map.TryGetValue(Shell, out tShell);
980//Console.WriteLine("**** Remove {0}", tShell);
981
982 if(_parent_scene.geom_name_map.ContainsKey(Shell)) _parent_scene.geom_name_map.Remove(Shell);
983 if(_parent_scene.actor_name_map.ContainsKey(Shell)) _parent_scene.actor_name_map.Remove(Shell);
984 Shell = IntPtr.Zero;
985 }
986
987 return;
988 }
989
990 Vector3 vec = Vector3.Zero;
991 d.Vector3 vel = d.BodyGetLinearVel(Body);
992
993 float movementdivisor = 1f;
994
995 if (!m_alwaysRun)
996 {
997 movementdivisor = walkDivisor;
998 }
999 else
1000 {
1001 movementdivisor = runDivisor;
1002 }
1003
1004 // if velocity is zero, use position control; otherwise, velocity control
1005 if (_target_velocity.X == 0.0f && _target_velocity.Y == 0.0f && _target_velocity.Z == 0.0f && m_iscolliding)
1006 {
1007 // keep track of where we stopped. No more slippin' & slidin'
1008 if (!_zeroFlag)
1009 {
1010 _zeroFlag = true;
1011 _zeroPosition = d.BodyGetPosition(Body);
1012 }
1013 if (m_pidControllerActive)
1014 {
1015 // We only want to deactivate the PID Controller if we think we want to have our surrogate
1016 // react to the physics scene by moving it's position.
1017 // Avatar to Avatar collisions
1018 // Prim to avatar collisions
1019
1020 d.Vector3 pos = d.BodyGetPosition(Body);
1021 float errX = _zeroPosition.X - pos.X;
1022 float errY = _zeroPosition.Y - pos.Y;
1023 if( (Math.Abs(errX) > 0.1f) || (Math.Abs(errY) > 0.1f) )
1024 {
1025 vec.X = (_target_velocity.X - vel.X) * (PID_D) + (errX) * (PID_P * 2);
1026 vec.Y = (_target_velocity.Y - vel.Y) * (PID_D) + (errY) * (PID_P * 2);
1027 }
1028 else
1029 { // close, jump to lateral destination
1030 d.BodySetPosition(Body, _zeroPosition.X, _zeroPosition.Y, pos.Z);
1031 }
1032// if (flying)
1033 if (flying || jumping) // add for jumping
1034 {
1035 vec.Z = (_target_velocity.Z - vel.Z) * (PID_D) + (_zeroPosition.Z - pos.Z) * PID_P;
1036 }
1037 }
1038 //PidStatus = true;
1039 }
1040 else
1041 {
1042 m_pidControllerActive = true;
1043 _zeroFlag = false;
1044 if (m_iscolliding && !flying)
1045 {
1046 // We're standing on something
1047 vec.X = ((_target_velocity.X / movementdivisor) - vel.X) * (PID_D);
1048 vec.Y = ((_target_velocity.Y / movementdivisor) - vel.Y) * (PID_D);
1049 }
1050 else if (m_iscolliding && flying)
1051 {
1052 // We're flying and colliding with something
1053 vec.X = ((_target_velocity.X/movementdivisor) - vel.X)*(PID_D / 16);
1054 vec.Y = ((_target_velocity.Y/movementdivisor) - vel.Y)*(PID_D / 16);
1055 }
1056 else if (!m_iscolliding && flying)
1057 {
1058 // we're in mid air suspended
1059 vec.X = ((_target_velocity.X / movementdivisor) - vel.X) * (PID_D/6);
1060 vec.Y = ((_target_velocity.Y / movementdivisor) - vel.Y) * (PID_D/6);
1061 }
1062
1063 if (m_iscolliding && !flying && _target_velocity.Z > 0.0f)
1064 {
1065 // We're colliding with something and we're not flying but we're moving
1066 // This means we're walking or running.
1067 d.Vector3 pos = d.BodyGetPosition(Body);
1068 vec.Z = (_target_velocity.Z - vel.Z)*PID_D + (_zeroPosition.Z - pos.Z)*PID_P;
1069 if (_target_velocity.X > 0)
1070 {
1071 vec.X = ((_target_velocity.X - vel.X)/1.2f)*PID_D;
1072 }
1073 if (_target_velocity.Y > 0)
1074 {
1075 vec.Y = ((_target_velocity.Y - vel.Y)/1.2f)*PID_D;
1076 }
1077 }
1078 else if (!m_iscolliding && !flying)
1079 {
1080 // we're not colliding and we're not flying so that means we're falling!
1081 // m_iscolliding includes collisions with the ground.
1082
1083 // d.Vector3 pos = d.BodyGetPosition(Body);
1084 if (Math.Abs(_target_velocity.X) > 0)
1085 {
1086 vec.X = ((_target_velocity.X - vel.X)/1.2f)*PID_D;
1087 }
1088 if (Math.Abs(_target_velocity.Y) > 0)
1089 {
1090 vec.Y = ((_target_velocity.Y - vel.Y)/1.2f)*PID_D;
1091 }
1092 }
1093
1094 if (flying)
1095 {
1096 vec.Z = (_target_velocity.Z - vel.Z) * (PID_D);
1097 }
1098 }
1099 if (flying)
1100 {
1101 vec.Z += ((-1 * _parent_scene.gravityz)*m_mass);
1102
1103 //Added for auto fly height. Kitto Flora
1104 //d.Vector3 pos = d.BodyGetPosition(Body);
1105 float target_altitude = _parent_scene.GetTerrainHeightAtXY(_position.X, _position.Y) + MinimumGroundFlightOffset;
1106
1107 if (_position.Z < target_altitude)
1108 {
1109 vec.Z += (target_altitude - _position.Z) * PID_P * 5.0f;
1110 }
1111 // end add Kitto Flora
1112 }
1113 if (vec.IsFinite())
1114 {
1115 if (!vec.ApproxEquals(Vector3.Zero, 0.02f)) // 0.01 allows 0.002 !!
1116 {
1117//Console.WriteLine("DF 2"); // ##
1118
1119 doForce(vec);
1120 if (!_zeroFlag)
1121 {
1122// AlignAvatarTiltWithCurrentDirectionOfMovement(vec);
1123 }
1124 }
1125 }
1126 else
1127 {
1128 m_log.Warn("[PHYSICS]: Got a NaN force vector in Move()");
1129 m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
1130 defects.Add(this);
1131 // _parent_scene.RemoveCharacter(this);
1132 // destroy avatar capsule and related ODE data
1133 if (Amotor != IntPtr.Zero)
1134 {
1135 // Kill the Amotor
1136 d.JointDestroy(Amotor);
1137 Amotor = IntPtr.Zero;
1138 }
1139 //kill the Geometry
1140 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
1141
1142 if (Body != IntPtr.Zero)
1143 {
1144 //kill the body
1145 d.BodyDestroy(Body);
1146
1147 Body = IntPtr.Zero;
1148 }
1149
1150 if(Shell != IntPtr.Zero)
1151 {
1152 try
1153 {
1154 d.GeomDestroy(Shell);
1155 }
1156 catch (System.AccessViolationException)
1157 {
1158 m_log.Error("[PHYSICS]: PrimGeom dead");
1159 }
1160 // Remove any old entries
1161//string tShell;
1162//_parent_scene.geom_name_map.TryGetValue(Shell, out tShell);
1163//Console.WriteLine("**** Remove {0}", tShell);
1164
1165 if(_parent_scene.geom_name_map.ContainsKey(Shell)) _parent_scene.geom_name_map.Remove(Shell);
1166 if(_parent_scene.actor_name_map.ContainsKey(Shell)) _parent_scene.actor_name_map.Remove(Shell);
1167 Shell = IntPtr.Zero;
1168 }
1169 }
1170 }
1171
1172 /// <summary>
1173 /// Updates the reported position and velocity. This essentially sends the data up to ScenePresence.
1174 /// </summary>
1175 public void UpdatePositionAndVelocity()
1176 {
1177 // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit!
1178 d.Vector3 vec;
1179 try
1180 {
1181 vec = d.BodyGetPosition(Body);
1182 }
1183 catch (NullReferenceException)
1184 {
1185 bad = true;
1186 _parent_scene.BadCharacter(this);
1187 vec = new d.Vector3(_position.X, _position.Y, _position.Z);
1188 base.RaiseOutOfBounds(_position); // Tells ScenePresence that there's a problem!
1189 m_log.WarnFormat("[ODEPLUGIN]: Avatar Null reference for Avatar {0}, physical actor {1}", m_name, m_uuid);
1190 }
1191
1192
1193 // kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!)
1194 if (vec.X < 0.0f) vec.X = 0.0f;
1195 if (vec.Y < 0.0f) vec.Y = 0.0f;
1196 if (vec.X > (int)_parent_scene.WorldExtents.X - 0.05f) vec.X = (int)_parent_scene.WorldExtents.X - 0.05f;
1197 if (vec.Y > (int)_parent_scene.WorldExtents.Y - 0.05f) vec.Y = (int)_parent_scene.WorldExtents.Y - 0.05f;
1198
1199 _position.X = vec.X;
1200 _position.Y = vec.Y;
1201 _position.Z = vec.Z;
1202
1203 // Did we move last? = zeroflag
1204 // This helps keep us from sliding all over
1205
1206 if (_zeroFlag)
1207 {
1208 _velocity.X = 0.0f;
1209 _velocity.Y = 0.0f;
1210 _velocity.Z = 0.0f;
1211
1212 // Did we send out the 'stopped' message?
1213 if (!m_lastUpdateSent)
1214 {
1215 m_lastUpdateSent = true;
1216 //base.RequestPhysicsterseUpdate();
1217
1218 }
1219 }
1220 else
1221 {
1222 m_lastUpdateSent = false;
1223 try
1224 {
1225 vec = d.BodyGetLinearVel(Body);
1226 }
1227 catch (NullReferenceException)
1228 {
1229 vec.X = _velocity.X;
1230 vec.Y = _velocity.Y;
1231 vec.Z = _velocity.Z;
1232 }
1233 _velocity.X = (vec.X);
1234 _velocity.Y = (vec.Y);
1235
1236 _velocity.Z = (vec.Z);
1237
1238 if (_velocity.Z < -6 && !m_hackSentFall)
1239 {
1240 m_hackSentFall = true;
1241 m_pidControllerActive = false;
1242 }
1243 else if (flying && !m_hackSentFly)
1244 {
1245 //m_hackSentFly = true;
1246 //base.SendCollisionUpdate(new CollisionEventUpdate());
1247 }
1248 else
1249 {
1250 m_hackSentFly = false;
1251 m_hackSentFall = false;
1252 }
1253 }
1254 }
1255
1256 /// <summary>
1257 /// Cleanup the things we use in the scene.
1258 /// </summary>
1259 public void Destroy()
1260 {
1261 m_tainted_isPhysical = false;
1262 _parent_scene.AddPhysicsActorTaint(this);
1263 }
1264
1265 public override void CrossingFailure()
1266 {
1267 }
1268
1269 public override Vector3 PIDTarget { set { return; } }
1270 public override bool PIDActive { set { return; } }
1271 public override float PIDTau { set { return; } }
1272
1273 public override float PIDHoverHeight { set { return; } }
1274 public override bool PIDHoverActive { set { return; } }
1275 public override PIDHoverType PIDHoverType { set { return; } }
1276 public override float PIDHoverTau { set { return; } }
1277
1278 public override Quaternion APIDTarget{ set { return; } }
1279
1280 public override bool APIDActive{ set { return; } }
1281
1282 public override float APIDStrength{ set { return; } }
1283
1284 public override float APIDDamping{ set { return; } }
1285
1286
1287 public override void SubscribeEvents(int ms)
1288 {
1289 m_requestedUpdateFrequency = ms;
1290 m_eventsubscription = ms;
1291 _parent_scene.addCollisionEventReporting(this);
1292 }
1293 public override void UnSubscribeEvents()
1294 {
1295 _parent_scene.remCollisionEventReporting(this);
1296 m_requestedUpdateFrequency = 0;
1297 m_eventsubscription = 0;
1298 }
1299 public void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
1300 {
1301 if (m_eventsubscription > 0)
1302 {
1303 CollisionEventsThisFrame.AddCollider(CollidedWith, contact);
1304 }
1305 }
1306
1307 public void SendCollisions()
1308 {
1309 if (m_eventsubscription > m_requestedUpdateFrequency)
1310 {
1311 if (CollisionEventsThisFrame != null)
1312 {
1313 base.SendCollisionUpdate(CollisionEventsThisFrame);
1314 }
1315 CollisionEventsThisFrame = new CollisionEventUpdate();
1316 m_eventsubscription = 0;
1317 }
1318 }
1319 public override bool SubscribedEvents()
1320 {
1321 if (m_eventsubscription > 0)
1322 return true;
1323 return false;
1324 }
1325
1326 public void ProcessTaints(float timestep)
1327 {
1328 lock (m_syncRoot)
1329 {
1330
1331 if (m_tainted_isPhysical != m_isPhysical)
1332 {
1333 if (m_tainted_isPhysical)
1334 {
1335 // Create avatar capsule and related ODE data
1336 if (!(Shell == IntPtr.Zero && Body == IntPtr.Zero && Amotor == IntPtr.Zero))
1337 {
1338 m_log.Warn("[PHYSICS]: re-creating the following avatar ODE data, even though it already exists - "
1339 + (Shell!=IntPtr.Zero ? "Shell ":"")
1340 + (Body!=IntPtr.Zero ? "Body ":"")
1341 + (Amotor!=IntPtr.Zero ? "Amotor ":""));
1342 }
1343 AvatarGeomAndBodyCreation(_position.X, _position.Y, _position.Z, m_tensor);
1344 _parent_scene.AddCharacter(this);
1345 }
1346 else
1347 {
1348 _parent_scene.RemoveCharacter(this);
1349 // destroy avatar capsule and related ODE data
1350 if (Amotor != IntPtr.Zero)
1351 {
1352 // Kill the Amotor
1353 d.JointDestroy(Amotor);
1354 Amotor = IntPtr.Zero;
1355 }
1356 //kill the Geometry
1357 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
1358
1359 if (Body != IntPtr.Zero)
1360 {
1361 //kill the body
1362 d.BodyDestroy(Body);
1363 Body = IntPtr.Zero;
1364 }
1365
1366 if(Shell != IntPtr.Zero)
1367 {
1368 try
1369 {
1370 d.GeomDestroy(Shell);
1371 }
1372 catch (System.AccessViolationException)
1373 {
1374 m_log.Error("[PHYSICS]: PrimGeom dead");
1375 }
1376 // Remove any old entries
1377 //string tShell;
1378 //_parent_scene.geom_name_map.TryGetValue(Shell, out tShell);
1379 //Console.WriteLine("**** Remove {0}", tShell);
1380
1381 if(_parent_scene.geom_name_map.ContainsKey(Shell)) _parent_scene.geom_name_map.Remove(Shell);
1382 if(_parent_scene.actor_name_map.ContainsKey(Shell)) _parent_scene.actor_name_map.Remove(Shell);
1383 Shell = IntPtr.Zero;
1384 }
1385 }
1386
1387 m_isPhysical = m_tainted_isPhysical;
1388 }
1389
1390 if (m_tainted_CAPSULE_LENGTH != CAPSULE_LENGTH)
1391 {
1392 if (Shell != IntPtr.Zero && Body != IntPtr.Zero && Amotor != IntPtr.Zero)
1393 {
1394
1395 m_pidControllerActive = true;
1396 // no lock needed on _parent_scene.OdeLock because we are called from within the thread lock in OdePlugin's simulate()
1397 d.JointDestroy(Amotor);
1398 float prevCapsule = CAPSULE_LENGTH;
1399 CAPSULE_LENGTH = m_tainted_CAPSULE_LENGTH;
1400 //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
1401 d.BodyDestroy(Body);
1402 AvatarGeomAndBodyCreation(_position.X, _position.Y,
1403 _position.Z + (Math.Abs(CAPSULE_LENGTH - prevCapsule) * 2), m_tensor);
1404 Velocity = Vector3.Zero;
1405 }
1406 else
1407 {
1408 m_log.Warn("[PHYSICS]: trying to change capsule size, but the following ODE data is missing - "
1409 + (Shell==IntPtr.Zero ? "Shell ":"")
1410 + (Body==IntPtr.Zero ? "Body ":"")
1411 + (Amotor==IntPtr.Zero ? "Amotor ":""));
1412 }
1413 }
1414
1415 if (!m_taintPosition.ApproxEquals(_position, 0.05f))
1416 {
1417 if (Body != IntPtr.Zero)
1418 {
1419 d.BodySetPosition(Body, m_taintPosition.X, m_taintPosition.Y, m_taintPosition.Z);
1420
1421 _position.X = m_taintPosition.X;
1422 _position.Y = m_taintPosition.Y;
1423 _position.Z = m_taintPosition.Z;
1424 }
1425 }
1426
1427 }
1428 }
1429
1430 internal void AddCollisionFrameTime(int p)
1431 {
1432 // protect it from overflow crashing
1433 if (m_eventsubscription + p >= int.MaxValue)
1434 m_eventsubscription = 0;
1435 m_eventsubscription += p;
1436 }
1437 }
1438}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs
new file mode 100644
index 0000000..42e22ff
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs
@@ -0,0 +1,3875 @@
1/* Copyright (c) Contributors, http://opensimulator.org/
2 * See CONTRIBUTORS.TXT for a full list of copyright holders.
3 * Redistribution and use in source and binary forms, with or without
4 * modification, are permitted provided that the following conditions are met:
5 * * Redistributions of source code must retain the above copyright
6 * notice, this list of conditions and the following disclaimer.
7 * * Redistributions in binary form must reproduce the above copyright
8 * notice, this list of conditions and the following disclaimer in the
9 * documentation and/or other materials provided with the distribution.
10 * * Neither the name of the OpenSimulator Project nor the
11 * names of its contributors may be used to endorse or promote products
12 * derived from this software without specific prior written permission.
13 *
14 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
15 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
16 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
17 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
18 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
19 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
20 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
21 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
22 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
23 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
24 *
25 * Revised March 5th 2010 by Kitto Flora. ODEDynamics.cs
26 * rolled into ODEPrim.cs
27 */
28
29using System;
30using System.Collections.Generic;
31using System.Reflection;
32using System.Runtime.InteropServices;
33using System.Threading;
34using log4net;
35using OpenMetaverse;
36using Ode.NET;
37using OpenSim.Framework;
38using OpenSim.Region.Physics.Manager;
39
40
41namespace OpenSim.Region.Physics.OdePlugin
42{
43 /// <summary>
44 /// Various properties that ODE uses for AMotors but isn't exposed in ODE.NET so we must define them ourselves.
45 /// </summary>
46
47 public class OdePrim : PhysicsActor
48 {
49 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
50
51 private Vector3 _position;
52 private Vector3 _velocity;
53 private Vector3 _torque;
54 private Vector3 m_lastVelocity;
55 private Vector3 m_lastposition;
56 private Quaternion m_lastorientation = new Quaternion();
57 private Vector3 m_rotationalVelocity;
58 private Vector3 _size;
59 private Vector3 _acceleration;
60 // private d.Vector3 _zeroPosition = new d.Vector3(0.0f, 0.0f, 0.0f);
61 private Quaternion _orientation;
62 private Vector3 m_taintposition;
63 private Vector3 m_taintsize;
64 private Vector3 m_taintVelocity;
65 private Vector3 m_taintTorque;
66 private Quaternion m_taintrot;
67 private Vector3 m_rotateEnable = Vector3.One; // Current setting
68 private Vector3 m_rotateEnableRequest = Vector3.One; // Request from LSL
69 private bool m_rotateEnableUpdate = false;
70 private Vector3 m_lockX;
71 private Vector3 m_lockY;
72 private Vector3 m_lockZ;
73 private IntPtr Amotor = IntPtr.Zero;
74 private IntPtr AmotorX = IntPtr.Zero;
75 private IntPtr AmotorY = IntPtr.Zero;
76 private IntPtr AmotorZ = IntPtr.Zero;
77
78 private Vector3 m_PIDTarget;
79 private float m_PIDTau;
80 private float PID_D = 35f;
81 private float PID_G = 25f;
82 private bool m_usePID = false;
83
84 private Quaternion m_APIDTarget = new Quaternion();
85 private float m_APIDStrength = 0.5f;
86 private float m_APIDDamping = 0.5f;
87 private bool m_useAPID = false;
88 private float m_APIDdamper = 1.0f;
89
90 // These next 7 params apply to llSetHoverHeight(float height, integer water, float tau),
91 // do not confuse with VEHICLE HOVER
92
93 private float m_PIDHoverHeight;
94 private float m_PIDHoverTau;
95 private bool m_useHoverPID;
96 private PIDHoverType m_PIDHoverType = PIDHoverType.Ground;
97 private float m_targetHoverHeight;
98 private float m_groundHeight;
99 private float m_waterHeight;
100 private float m_buoyancy; //m_buoyancy set by llSetBuoyancy()
101
102 // private float m_tensor = 5f;
103 private int body_autodisable_frames = 20;
104
105
106 private const CollisionCategories m_default_collisionFlags = (CollisionCategories.Geom
107 | CollisionCategories.Space
108 | CollisionCategories.Body
109 | CollisionCategories.Character
110 );
111 private bool m_taintshape;
112 private bool m_taintPhysics;
113 private bool m_collidesLand = true;
114 private bool m_collidesWater;
115 public bool m_returnCollisions;
116
117 // Default we're a Geometry
118 private CollisionCategories m_collisionCategories = (CollisionCategories.Geom);
119
120 // Default, Collide with Other Geometries, spaces and Bodies
121 private CollisionCategories m_collisionFlags = m_default_collisionFlags;
122
123 public bool m_taintremove;
124 public bool m_taintdisable;
125 public bool m_disabled;
126 public bool m_taintadd;
127 public bool m_taintselected;
128 public bool m_taintCollidesWater;
129
130 public uint m_localID;
131
132 //public GCHandle gc;
133 private CollisionLocker ode;
134
135 private bool m_meshfailed = false;
136 private bool m_taintforce = false;
137 private bool m_taintaddangularforce = false;
138 private Vector3 m_force;
139 private List<Vector3> m_forcelist = new List<Vector3>();
140 private List<Vector3> m_angularforcelist = new List<Vector3>();
141
142 private IMesh _mesh;
143 private PrimitiveBaseShape _pbs;
144 private OdeScene _parent_scene;
145 public IntPtr m_targetSpace = IntPtr.Zero;
146 public IntPtr prim_geom;
147// public IntPtr prev_geom;
148 public IntPtr _triMeshData;
149
150 private IntPtr _linkJointGroup = IntPtr.Zero;
151 private PhysicsActor _parent;
152 private PhysicsActor m_taintparent;
153
154 private List<OdePrim> childrenPrim = new List<OdePrim>();
155
156 private bool iscolliding;
157 private bool m_isphysical;
158 private bool m_isSelected;
159
160 internal bool m_isVolumeDetect; // If true, this prim only detects collisions but doesn't collide actively
161
162 private bool m_throttleUpdates;
163 private int throttleCounter;
164 public int m_interpenetrationcount;
165 public float m_collisionscore;
166 public int m_roundsUnderMotionThreshold;
167 private int m_crossingfailures;
168
169 public bool outofBounds;
170 private float m_density = 10.000006836f; // Aluminum g/cm3;
171
172 public bool _zeroFlag; // if body has been stopped
173 private bool m_lastUpdateSent;
174
175 public IntPtr Body = IntPtr.Zero;
176 public String m_primName;
177 private Vector3 _target_velocity;
178 public d.Mass pMass;
179
180 public int m_eventsubscription;
181 private CollisionEventUpdate CollisionEventsThisFrame;
182
183 private IntPtr m_linkJoint = IntPtr.Zero;
184
185 public volatile bool childPrim;
186
187 internal int m_material = (int)Material.Wood;
188
189 private int frcount = 0; // Used to limit dynamics debug output to
190 private int revcount = 0; // Reverse motion while > 0
191
192 private IntPtr m_body = IntPtr.Zero;
193
194 // Vehicle properties ============================================================================================
195 private Vehicle m_type = Vehicle.TYPE_NONE; // If a 'VEHICLE', and what kind
196 // private Quaternion m_referenceFrame = Quaternion.Identity; // Axis modifier
197 private VehicleFlag m_flags = (VehicleFlag) 0; // Bit settings:
198 // HOVER_TERRAIN_ONLY
199 // HOVER_GLOBAL_HEIGHT
200 // NO_DEFLECTION_UP
201 // HOVER_WATER_ONLY
202 // HOVER_UP_ONLY
203 // LIMIT_MOTOR_UP
204 // LIMIT_ROLL_ONLY
205
206 // Linear properties
207 private Vector3 m_linearMotorDirection = Vector3.Zero; // (was m_linearMotorDirectionLASTSET) the (local) Velocity
208 //requested by LSL
209 private float m_linearMotorTimescale = 0; // Motor Attack rate set by LSL
210 private float m_linearMotorDecayTimescale = 0; // Motor Decay rate set by LSL
211 private Vector3 m_linearFrictionTimescale = Vector3.Zero; // General Friction set by LSL
212
213 private Vector3 m_lLinMotorDVel = Vector3.Zero; // decayed motor
214 private Vector3 m_lLinObjectVel = Vector3.Zero; // local frame object velocity
215 private Vector3 m_wLinObjectVel = Vector3.Zero; // world frame object velocity
216
217 //Angular properties
218 private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor
219
220 private float m_angularMotorTimescale = 0; // motor angular Attack rate set by LSL
221 private float m_angularMotorDecayTimescale = 0; // motor angular Decay rate set by LSL
222 private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular Friction set by LSL
223
224 private Vector3 m_angularMotorDVel = Vector3.Zero; // decayed angular motor
225// private Vector3 m_angObjectVel = Vector3.Zero; // current body angular velocity
226 private Vector3 m_lastAngularVelocity = Vector3.Zero; // what was last applied to body
227
228 //Deflection properties
229 // private float m_angularDeflectionEfficiency = 0;
230 // private float m_angularDeflectionTimescale = 0;
231 // private float m_linearDeflectionEfficiency = 0;
232 // private float m_linearDeflectionTimescale = 0;
233
234 //Banking properties
235 // private float m_bankingEfficiency = 0;
236 // private float m_bankingMix = 0;
237 // private float m_bankingTimescale = 0;
238
239 //Hover and Buoyancy properties
240 private float m_VhoverHeight = 0f;
241// private float m_VhoverEfficiency = 0f;
242 private float m_VhoverTimescale = 0f;
243 private float m_VhoverTargetHeight = -1.0f; // if <0 then no hover, else its the current target height
244 private float m_VehicleBuoyancy = 0f; // Set by VEHICLE_BUOYANCY, for a vehicle.
245 // Modifies gravity. Slider between -1 (double-gravity) and 1 (full anti-gravity)
246 // KF: So far I have found no good method to combine a script-requested .Z velocity and gravity.
247 // Therefore only m_VehicleBuoyancy=1 (0g) will use the script-requested .Z velocity.
248
249 //Attractor properties
250 private float m_verticalAttractionEfficiency = 1.0f; // damped
251 private float m_verticalAttractionTimescale = 500f; // Timescale > 300 means no vert attractor.
252
253
254
255
256
257
258 public OdePrim(String primName, OdeScene parent_scene, Vector3 pos, Vector3 size,
259 Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool pisPhysical, CollisionLocker dode, uint localid)
260 {
261 m_localID = localid;
262 ode = dode;
263 if (!pos.IsFinite())
264 {
265 pos = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f),
266 parent_scene.GetTerrainHeightAtXY(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f)) + 0.5f);
267 m_log.Warn("[PHYSICS]: Got nonFinite Object create Position");
268 }
269
270 _position = pos;
271 m_taintposition = pos;
272 PID_D = parent_scene.bodyPIDD;
273 PID_G = parent_scene.bodyPIDG;
274 m_density = parent_scene.geomDefaultDensity;
275 // m_tensor = parent_scene.bodyMotorJointMaxforceTensor;
276 body_autodisable_frames = parent_scene.bodyFramesAutoDisable;
277
278
279 prim_geom = IntPtr.Zero;
280// prev_geom = IntPtr.Zero;
281
282 if (!pos.IsFinite())
283 {
284 size = new Vector3(0.5f, 0.5f, 0.5f);
285 m_log.Warn("[PHYSICS]: Got nonFinite Object create Size");
286 }
287
288 if (size.X <= 0) size.X = 0.01f;
289 if (size.Y <= 0) size.Y = 0.01f;
290 if (size.Z <= 0) size.Z = 0.01f;
291
292 _size = size;
293 m_taintsize = _size;
294
295 if (!QuaternionIsFinite(rotation))
296 {
297 rotation = Quaternion.Identity;
298 m_log.Warn("[PHYSICS]: Got nonFinite Object create Rotation");
299 }
300
301 _orientation = rotation;
302 m_taintrot = _orientation;
303 _mesh = mesh;
304 _pbs = pbs;
305
306 _parent_scene = parent_scene;
307 m_targetSpace = (IntPtr)0;
308
309// if (pos.Z < 0)
310 if (pos.Z < parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y))
311 m_isphysical = false;
312 else
313 {
314 m_isphysical = pisPhysical;
315 // If we're physical, we need to be in the master space for now.
316 // linksets *should* be in a space together.. but are not currently
317 if (m_isphysical)
318 m_targetSpace = _parent_scene.space;
319 }
320 m_primName = primName;
321 m_taintadd = true;
322 _parent_scene.AddPhysicsActorTaint(this);
323 // don't do .add() here; old geoms get recycled with the same hash
324 }
325
326 public override int PhysicsActorType
327 {
328 get { return (int) ActorTypes.Prim; }
329 set { return; }
330 }
331
332 public override bool SetAlwaysRun
333 {
334 get { return false; }
335 set { return; }
336 }
337
338 public override uint LocalID
339 {
340 set {
341 //m_log.Info("[PHYSICS]: Setting TrackerID: " + value);
342 m_localID = value; }
343 }
344
345 public override bool Grabbed
346 {
347 set { return; }
348 }
349
350 public override bool Selected
351 {
352 set {
353
354//Console.WriteLine("Sel {0} {1} {2}", m_primName, value, m_isphysical);
355 // This only makes the object not collidable if the object
356 // is physical or the object is modified somehow *IN THE FUTURE*
357 // without this, if an avatar selects prim, they can walk right
358 // through it while it's selected
359 m_collisionscore = 0;
360 if ((m_isphysical && !_zeroFlag) || !value)
361 {
362 m_taintselected = value;
363 _parent_scene.AddPhysicsActorTaint(this);
364 }
365 else
366 {
367 m_taintselected = value;
368 m_isSelected = value;
369 }
370 if(m_isSelected) disableBodySoft();
371 }
372 }
373
374 public override bool IsPhysical
375 {
376 get { return m_isphysical; }
377 set
378 {
379 m_isphysical = value;
380 if (!m_isphysical)
381 { // Zero the remembered last velocity
382 m_lastVelocity = Vector3.Zero;
383 if (m_type != Vehicle.TYPE_NONE) Halt();
384 }
385 }
386 }
387
388 public void setPrimForRemoval()
389 {
390 m_taintremove = true;
391 }
392
393 public override bool Flying
394 {
395 // no flying prims for you
396 get { return false; }
397 set { }
398 }
399
400 public override bool IsColliding
401 {
402 get { return iscolliding; }
403 set { iscolliding = value; }
404 }
405
406 public override bool CollidingGround
407 {
408 get { return false; }
409 set { return; }
410 }
411
412 public override bool CollidingObj
413 {
414 get { return false; }
415 set { return; }
416 }
417
418 public override bool ThrottleUpdates
419 {
420 get { return m_throttleUpdates; }
421 set { m_throttleUpdates = value; }
422 }
423
424 public override bool Stopped
425 {
426 get { return _zeroFlag; }
427 }
428
429 public override Vector3 Position
430 {
431 get { return _position; }
432
433 set { _position = value;
434 //m_log.Info("[PHYSICS]: " + _position.ToString());
435 }
436 }
437
438 public override Vector3 Size
439 {
440 get { return _size; }
441 set
442 {
443 if (value.IsFinite())
444 {
445 _size = value;
446 }
447 else
448 {
449 m_log.Warn("[PHYSICS]: Got NaN Size on object");
450 }
451 }
452 }
453
454 public override float Mass
455 {
456 get { return CalculateMass(); }
457 }
458
459 public override Vector3 Force
460 {
461 //get { return Vector3.Zero; }
462 get { return m_force; }
463 set
464 {
465 if (value.IsFinite())
466 {
467 m_force = value;
468 }
469 else
470 {
471 m_log.Warn("[PHYSICS]: NaN in Force Applied to an Object");
472 }
473 }
474 }
475
476 public override int VehicleType
477 {
478 get { return (int)m_type; }
479 set { ProcessTypeChange((Vehicle)value); }
480 }
481
482 public override void VehicleFloatParam(int param, float value)
483 {
484 ProcessFloatVehicleParam((Vehicle) param, value);
485 }
486
487 public override void VehicleVectorParam(int param, Vector3 value)
488 {
489 ProcessVectorVehicleParam((Vehicle) param, value);
490 }
491
492 public override void VehicleRotationParam(int param, Quaternion rotation)
493 {
494 ProcessRotationVehicleParam((Vehicle) param, rotation);
495 }
496
497 public override void VehicleFlags(int param, bool remove)
498 {
499 ProcessVehicleFlags(param, remove);
500 }
501
502 public override void SetVolumeDetect(int param)
503 {
504 lock (_parent_scene.OdeLock)
505 {
506 m_isVolumeDetect = (param!=0);
507 }
508 }
509
510 public override Vector3 CenterOfMass
511 {
512 get { return Vector3.Zero; }
513 }
514
515 public override Vector3 GeometricCenter
516 {
517 get { return Vector3.Zero; }
518 }
519
520 public override PrimitiveBaseShape Shape
521 {
522 set
523 {
524 _pbs = value;
525 m_taintshape = true;
526 }
527 }
528
529 public override Vector3 Velocity
530 {
531 get
532 {
533 // Averate previous velocity with the new one so
534 // client object interpolation works a 'little' better
535 if (_zeroFlag)
536 return Vector3.Zero;
537
538 Vector3 returnVelocity = Vector3.Zero;
539 returnVelocity.X = (m_lastVelocity.X + _velocity.X)/2;
540 returnVelocity.Y = (m_lastVelocity.Y + _velocity.Y)/2;
541 returnVelocity.Z = (m_lastVelocity.Z + _velocity.Z)/2;
542 return returnVelocity;
543 }
544 set
545 {
546 if (value.IsFinite())
547 {
548 _velocity = value;
549 if (_velocity.ApproxEquals(Vector3.Zero,0.001f))
550 _acceleration = Vector3.Zero;
551
552 m_taintVelocity = value;
553 _parent_scene.AddPhysicsActorTaint(this);
554 }
555 else
556 {
557 m_log.Warn("[PHYSICS]: Got NaN Velocity in Object");
558 }
559
560 }
561 }
562
563 public override Vector3 Torque
564 {
565 get
566 {
567 if (!m_isphysical || Body == IntPtr.Zero)
568 return Vector3.Zero;
569
570 return _torque;
571 }
572
573 set
574 {
575 if (value.IsFinite())
576 {
577 m_taintTorque = value;
578 _parent_scene.AddPhysicsActorTaint(this);
579 }
580 else
581 {
582 m_log.Warn("[PHYSICS]: Got NaN Torque in Object");
583 }
584 }
585 }
586
587 public override float CollisionScore
588 {
589 get { return m_collisionscore; }
590 set { m_collisionscore = value; }
591 }
592
593 public override bool Kinematic
594 {
595 get { return false; }
596 set { }
597 }
598
599 public override Quaternion Orientation
600 {
601 get { return _orientation; }
602 set
603 {
604 if (QuaternionIsFinite(value))
605 {
606 _orientation = value;
607 }
608 else
609 m_log.Warn("[PHYSICS]: Got NaN quaternion Orientation from Scene in Object");
610
611 }
612 }
613
614
615 public override bool FloatOnWater
616 {
617 set {
618 m_taintCollidesWater = value;
619 _parent_scene.AddPhysicsActorTaint(this);
620 }
621 }
622
623 public override void SetMomentum(Vector3 momentum)
624 {
625 }
626
627 public override Vector3 PIDTarget
628 {
629 set
630 {
631 if (value.IsFinite())
632 {
633 m_PIDTarget = value;
634 }
635 else
636 m_log.Warn("[PHYSICS]: Got NaN PIDTarget from Scene on Object");
637 }
638 }
639 public override bool PIDActive { set { m_usePID = value; } }
640 public override float PIDTau { set { m_PIDTau = value; } }
641
642 // For RotLookAt
643 public override Quaternion APIDTarget { set { m_APIDTarget = value; } }
644 public override bool APIDActive { set { m_useAPID = value; } }
645 public override float APIDStrength { set { m_APIDStrength = value; } }
646 public override float APIDDamping { set { m_APIDDamping = value; } }
647
648 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } }
649 public override bool PIDHoverActive { set { m_useHoverPID = value; } }
650 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } }
651 public override float PIDHoverTau { set { m_PIDHoverTau = value; } }
652
653 internal static bool QuaternionIsFinite(Quaternion q)
654 {
655 if (Single.IsNaN(q.X) || Single.IsInfinity(q.X))
656 return false;
657 if (Single.IsNaN(q.Y) || Single.IsInfinity(q.Y))
658 return false;
659 if (Single.IsNaN(q.Z) || Single.IsInfinity(q.Z))
660 return false;
661 if (Single.IsNaN(q.W) || Single.IsInfinity(q.W))
662 return false;
663 return true;
664 }
665
666 public override Vector3 Acceleration // client updates read data via here
667 {
668 get
669 {
670 if (_zeroFlag)
671 {
672 return Vector3.Zero;
673 }
674 return _acceleration;
675 }
676 set { _acceleration = value; }
677 }
678
679
680 public void SetAcceleration(Vector3 accel) // No one calls this, and it would not do anything.
681 {
682 _acceleration = accel;
683 }
684
685 public override void AddForce(Vector3 force, bool pushforce)
686 {
687 if (force.IsFinite())
688 {
689 lock (m_forcelist)
690 m_forcelist.Add(force);
691
692 m_taintforce = true;
693 }
694 else
695 {
696 m_log.Warn("[PHYSICS]: Got Invalid linear force vector from Scene in Object");
697 }
698 //m_log.Info("[PHYSICS]: Added Force:" + force.ToString() + " to prim at " + Position.ToString());
699 }
700
701 public override void AddAngularForce(Vector3 force, bool pushforce)
702 {
703 if (force.IsFinite())
704 {
705 m_angularforcelist.Add(force);
706 m_taintaddangularforce = true;
707 }
708 else
709 {
710 m_log.Warn("[PHYSICS]: Got Invalid Angular force vector from Scene in Object");
711 }
712 }
713
714 public override Vector3 RotationalVelocity
715 {
716 get
717 {
718 return m_rotationalVelocity;
719 }
720 set
721 {
722 if (value.IsFinite())
723 {
724 m_rotationalVelocity = value;
725 }
726 else
727 {
728 m_log.Warn("[PHYSICS]: Got NaN RotationalVelocity in Object");
729 }
730 }
731 }
732
733 public override void CrossingFailure()
734 {
735 m_crossingfailures++;
736 if (m_crossingfailures > _parent_scene.geomCrossingFailuresBeforeOutofbounds)
737 {
738 base.RaiseOutOfBounds(_position);
739 return;
740 }
741 else if (m_crossingfailures == _parent_scene.geomCrossingFailuresBeforeOutofbounds)
742 {
743 m_log.Warn("[PHYSICS]: Too many crossing failures for: " + m_primName);
744 }
745 }
746
747 public override float Buoyancy
748 {
749 get { return m_buoyancy; }
750 set { m_buoyancy = value; }
751 }
752
753 public override void link(PhysicsActor obj)
754 {
755 m_taintparent = obj;
756 }
757
758 public override void delink()
759 {
760 m_taintparent = null;
761 }
762
763 public override void LockAngularMotion(Vector3 axis)
764 {
765 // This is actually ROTATION ENABLE, not a lock.
766 // default is <1,1,1> which is all enabled.
767 // The lock value is updated inside Move(), no point in using the taint system.
768 // OS 'm_taintAngularLock' etc change to m_rotateEnable.
769 if (axis.IsFinite())
770 {
771 axis.X = (axis.X > 0) ? 1f : 0f;
772 axis.Y = (axis.Y > 0) ? 1f : 0f;
773 axis.Z = (axis.Z > 0) ? 1f : 0f;
774 m_log.DebugFormat("[axislock]: <{0},{1},{2}>", axis.X, axis.Y, axis.Z);
775 m_rotateEnableRequest = axis;
776 m_rotateEnableUpdate = true;
777 }
778 else
779 {
780 m_log.Warn("[PHYSICS]: Got NaN locking axis from Scene on Object");
781 }
782 }
783
784
785 public void SetGeom(IntPtr geom)
786 {
787 if(prim_geom != IntPtr.Zero)
788 {
789 // Remove any old entries
790//string tPA;
791//_parent_scene.geom_name_map.TryGetValue(prim_geom, out tPA);
792//Console.WriteLine("**** Remove {0}", tPA);
793 if(_parent_scene.geom_name_map.ContainsKey(prim_geom)) _parent_scene.geom_name_map.Remove(prim_geom);
794 if(_parent_scene.actor_name_map.ContainsKey(prim_geom)) _parent_scene.actor_name_map.Remove(prim_geom);
795 d.GeomDestroy(prim_geom);
796 }
797
798 prim_geom = geom;
799//Console.WriteLine("SetGeom to " + prim_geom + " for " + m_primName);
800 if (prim_geom != IntPtr.Zero)
801 {
802 _parent_scene.geom_name_map[prim_geom] = this.m_primName;
803 _parent_scene.actor_name_map[prim_geom] = (PhysicsActor)this;
804 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
805 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
806//Console.WriteLine("**** Create {2} Dicts: actor={0} name={1}", _parent_scene.actor_name_map.Count, _parent_scene.geom_name_map.Count, this.m_primName);
807 }
808
809 if (childPrim)
810 {
811 if (_parent != null && _parent is OdePrim)
812 {
813 OdePrim parent = (OdePrim)_parent;
814//Console.WriteLine("SetGeom calls ChildSetGeom");
815 parent.ChildSetGeom(this);
816 }
817 }
818 //m_log.Warn("Setting Geom to: " + prim_geom);
819 }
820
821 public void enableBodySoft()
822 {
823 if (!childPrim)
824 {
825 if (m_isphysical && Body != IntPtr.Zero)
826 {
827 d.BodyEnable(Body);
828 if (m_type != Vehicle.TYPE_NONE)
829 Enable(Body, _parent_scene);
830 }
831
832 m_disabled = false;
833 }
834 }
835
836 public void disableBodySoft()
837 {
838 m_disabled = true;
839
840 if (m_isphysical && Body != IntPtr.Zero)
841 {
842 d.BodyDisable(Body);
843 Halt();
844 }
845 }
846
847 public void enableBody()
848 {
849 // Don't enable this body if we're a child prim
850 // this should be taken care of in the parent function not here
851 if (!childPrim)
852 {
853 // Sets the geom to a body
854 Body = d.BodyCreate(_parent_scene.world);
855
856 setMass();
857 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
858 d.Quaternion myrot = new d.Quaternion();
859 myrot.X = _orientation.X;
860 myrot.Y = _orientation.Y;
861 myrot.Z = _orientation.Z;
862 myrot.W = _orientation.W;
863 d.BodySetQuaternion(Body, ref myrot);
864 d.GeomSetBody(prim_geom, Body);
865 m_collisionCategories |= CollisionCategories.Body;
866 m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
867
868 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
869 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
870
871 d.BodySetAutoDisableFlag(Body, true);
872 d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
873
874 // disconnect from world gravity so we can apply buoyancy
875 d.BodySetGravityMode (Body, false);
876
877 m_interpenetrationcount = 0;
878 m_collisionscore = 0;
879 m_disabled = false;
880
881 if (m_type != Vehicle.TYPE_NONE)
882 {
883 Enable(Body, _parent_scene);
884 }
885
886 _parent_scene.addActivePrim(this);
887 }
888 }
889
890 #region Mass Calculation
891
892 private float CalculateMass()
893 {
894 float volume = _size.X * _size.Y * _size.Z; // default
895 float tmp;
896
897 float returnMass = 0;
898 float hollowAmount = (float)_pbs.ProfileHollow * 2.0e-5f;
899 float hollowVolume = hollowAmount * hollowAmount;
900
901 switch (_pbs.ProfileShape)
902 {
903 case ProfileShape.Square:
904 // default box
905
906 if (_pbs.PathCurve == (byte)Extrusion.Straight)
907 {
908 if (hollowAmount > 0.0)
909 {
910 switch (_pbs.HollowShape)
911 {
912 case HollowShape.Square:
913 case HollowShape.Same:
914 break;
915
916 case HollowShape.Circle:
917
918 hollowVolume *= 0.78539816339f;
919 break;
920
921 case HollowShape.Triangle:
922
923 hollowVolume *= (0.5f * .5f);
924 break;
925
926 default:
927 hollowVolume = 0;
928 break;
929 }
930 volume *= (1.0f - hollowVolume);
931 }
932 }
933
934 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
935 {
936 //a tube
937
938 volume *= 0.78539816339e-2f * (float)(200 - _pbs.PathScaleX);
939 tmp= 1.0f -2.0e-2f * (float)(200 - _pbs.PathScaleY);
940 volume -= volume*tmp*tmp;
941
942 if (hollowAmount > 0.0)
943 {
944 hollowVolume *= hollowAmount;
945
946 switch (_pbs.HollowShape)
947 {
948 case HollowShape.Square:
949 case HollowShape.Same:
950 break;
951
952 case HollowShape.Circle:
953 hollowVolume *= 0.78539816339f;;
954 break;
955
956 case HollowShape.Triangle:
957 hollowVolume *= 0.5f * 0.5f;
958 break;
959 default:
960 hollowVolume = 0;
961 break;
962 }
963 volume *= (1.0f - hollowVolume);
964 }
965 }
966
967 break;
968
969 case ProfileShape.Circle:
970
971 if (_pbs.PathCurve == (byte)Extrusion.Straight)
972 {
973 volume *= 0.78539816339f; // elipse base
974
975 if (hollowAmount > 0.0)
976 {
977 switch (_pbs.HollowShape)
978 {
979 case HollowShape.Same:
980 case HollowShape.Circle:
981 break;
982
983 case HollowShape.Square:
984 hollowVolume *= 0.5f * 2.5984480504799f;
985 break;
986
987 case HollowShape.Triangle:
988 hollowVolume *= .5f * 1.27323954473516f;
989 break;
990
991 default:
992 hollowVolume = 0;
993 break;
994 }
995 volume *= (1.0f - hollowVolume);
996 }
997 }
998
999 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1000 {
1001 volume *= 0.61685027506808491367715568749226e-2f * (float)(200 - _pbs.PathScaleX);
1002 tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY);
1003 volume *= (1.0f - tmp * tmp);
1004
1005 if (hollowAmount > 0.0)
1006 {
1007
1008 // calculate the hollow volume by it's shape compared to the prim shape
1009 hollowVolume *= hollowAmount;
1010
1011 switch (_pbs.HollowShape)
1012 {
1013 case HollowShape.Same:
1014 case HollowShape.Circle:
1015 break;
1016
1017 case HollowShape.Square:
1018 hollowVolume *= 0.5f * 2.5984480504799f;
1019 break;
1020
1021 case HollowShape.Triangle:
1022 hollowVolume *= .5f * 1.27323954473516f;
1023 break;
1024
1025 default:
1026 hollowVolume = 0;
1027 break;
1028 }
1029 volume *= (1.0f - hollowVolume);
1030 }
1031 }
1032 break;
1033
1034 case ProfileShape.HalfCircle:
1035 if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1036 {
1037 volume *= 0.52359877559829887307710723054658f;
1038 }
1039 break;
1040
1041 case ProfileShape.EquilateralTriangle:
1042
1043 if (_pbs.PathCurve == (byte)Extrusion.Straight)
1044 {
1045 volume *= 0.32475953f;
1046
1047 if (hollowAmount > 0.0)
1048 {
1049
1050 // calculate the hollow volume by it's shape compared to the prim shape
1051 switch (_pbs.HollowShape)
1052 {
1053 case HollowShape.Same:
1054 case HollowShape.Triangle:
1055 hollowVolume *= .25f;
1056 break;
1057
1058 case HollowShape.Square:
1059 hollowVolume *= 0.499849f * 3.07920140172638f;
1060 break;
1061
1062 case HollowShape.Circle:
1063 // Hollow shape is a perfect cyllinder in respect to the cube's scale
1064 // Cyllinder hollow volume calculation
1065
1066 hollowVolume *= 0.1963495f * 3.07920140172638f;
1067 break;
1068
1069 default:
1070 hollowVolume = 0;
1071 break;
1072 }
1073 volume *= (1.0f - hollowVolume);
1074 }
1075 }
1076 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1077 {
1078 volume *= 0.32475953f;
1079 volume *= 0.01f * (float)(200 - _pbs.PathScaleX);
1080 tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY);
1081 volume *= (1.0f - tmp * tmp);
1082
1083 if (hollowAmount > 0.0)
1084 {
1085
1086 hollowVolume *= hollowAmount;
1087
1088 switch (_pbs.HollowShape)
1089 {
1090 case HollowShape.Same:
1091 case HollowShape.Triangle:
1092 hollowVolume *= .25f;
1093 break;
1094
1095 case HollowShape.Square:
1096 hollowVolume *= 0.499849f * 3.07920140172638f;
1097 break;
1098
1099 case HollowShape.Circle:
1100
1101 hollowVolume *= 0.1963495f * 3.07920140172638f;
1102 break;
1103
1104 default:
1105 hollowVolume = 0;
1106 break;
1107 }
1108 volume *= (1.0f - hollowVolume);
1109 }
1110 }
1111 break;
1112
1113 default:
1114 break;
1115 }
1116
1117
1118
1119 float taperX1;
1120 float taperY1;
1121 float taperX;
1122 float taperY;
1123 float pathBegin;
1124 float pathEnd;
1125 float profileBegin;
1126 float profileEnd;
1127
1128 if (_pbs.PathCurve == (byte)Extrusion.Straight || _pbs.PathCurve == (byte)Extrusion.Flexible)
1129 {
1130 taperX1 = _pbs.PathScaleX * 0.01f;
1131 if (taperX1 > 1.0f)
1132 taperX1 = 2.0f - taperX1;
1133 taperX = 1.0f - taperX1;
1134
1135 taperY1 = _pbs.PathScaleY * 0.01f;
1136 if (taperY1 > 1.0f)
1137 taperY1 = 2.0f - taperY1;
1138 taperY = 1.0f - taperY1;
1139 }
1140 else
1141 {
1142 taperX = _pbs.PathTaperX * 0.01f;
1143 if (taperX < 0.0f)
1144 taperX = -taperX;
1145 taperX1 = 1.0f - taperX;
1146
1147 taperY = _pbs.PathTaperY * 0.01f;
1148 if (taperY < 0.0f)
1149 taperY = -taperY;
1150 taperY1 = 1.0f - taperY;
1151
1152 }
1153
1154
1155 volume *= (taperX1 * taperY1 + 0.5f * (taperX1 * taperY + taperX * taperY1) + 0.3333333333f * taperX * taperY);
1156
1157 pathBegin = (float)_pbs.PathBegin * 2.0e-5f;
1158 pathEnd = 1.0f - (float)_pbs.PathEnd * 2.0e-5f;
1159 volume *= (pathEnd - pathBegin);
1160
1161// this is crude aproximation
1162 profileBegin = (float)_pbs.ProfileBegin * 2.0e-5f;
1163 profileEnd = 1.0f - (float)_pbs.ProfileEnd * 2.0e-5f;
1164 volume *= (profileEnd - profileBegin);
1165
1166 returnMass = m_density * volume;
1167
1168 if (returnMass <= 0)
1169 returnMass = 0.0001f;//ckrinke: Mass must be greater then zero.
1170// else if (returnMass > _parent_scene.maximumMassObject)
1171// returnMass = _parent_scene.maximumMassObject;
1172
1173
1174
1175
1176 // Recursively calculate mass
1177 bool HasChildPrim = false;
1178 lock (childrenPrim)
1179 {
1180 if (childrenPrim.Count > 0)
1181 {
1182 HasChildPrim = true;
1183 }
1184
1185 }
1186 if (HasChildPrim)
1187 {
1188 OdePrim[] childPrimArr = new OdePrim[0];
1189
1190 lock (childrenPrim)
1191 childPrimArr = childrenPrim.ToArray();
1192
1193 for (int i = 0; i < childPrimArr.Length; i++)
1194 {
1195 if (childPrimArr[i] != null && !childPrimArr[i].m_taintremove)
1196 returnMass += childPrimArr[i].CalculateMass();
1197 // failsafe, this shouldn't happen but with OpenSim, you never know :)
1198 if (i > 256)
1199 break;
1200 }
1201 }
1202 if (returnMass > _parent_scene.maximumMassObject)
1203 returnMass = _parent_scene.maximumMassObject;
1204 return returnMass;
1205 }// end CalculateMass
1206
1207 #endregion
1208
1209 public void setMass()
1210 {
1211 if (Body != (IntPtr) 0)
1212 {
1213 float newmass = CalculateMass();
1214
1215 //m_log.Info("[PHYSICS]: New Mass: " + newmass.ToString());
1216
1217 d.MassSetBoxTotal(out pMass, newmass, _size.X, _size.Y, _size.Z);
1218 d.BodySetMass(Body, ref pMass);
1219 }
1220 }
1221
1222 public void disableBody()
1223 {
1224 //this kills the body so things like 'mesh' can re-create it.
1225 lock (this)
1226 {
1227 if (!childPrim)
1228 {
1229 if (Body != IntPtr.Zero)
1230 {
1231 _parent_scene.remActivePrim(this);
1232 m_collisionCategories &= ~CollisionCategories.Body;
1233 m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
1234
1235 if (prim_geom != IntPtr.Zero)
1236 {
1237 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1238 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1239 }
1240
1241
1242 d.BodyDestroy(Body);
1243 lock (childrenPrim)
1244 {
1245 if (childrenPrim.Count > 0)
1246 {
1247 foreach (OdePrim prm in childrenPrim)
1248 {
1249 _parent_scene.remActivePrim(prm);
1250 prm.Body = IntPtr.Zero;
1251 }
1252 }
1253 }
1254 Body = IntPtr.Zero;
1255 }
1256 }
1257 else
1258 {
1259 _parent_scene.remActivePrim(this);
1260
1261 m_collisionCategories &= ~CollisionCategories.Body;
1262 m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
1263
1264 if (prim_geom != IntPtr.Zero)
1265 {
1266 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1267 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1268 }
1269
1270
1271 Body = IntPtr.Zero;
1272 }
1273 }
1274 m_disabled = true;
1275 m_collisionscore = 0;
1276 }
1277
1278 private static Dictionary<IMesh, IntPtr> m_MeshToTriMeshMap = new Dictionary<IMesh, IntPtr>();
1279
1280 public void setMesh(OdeScene parent_scene, IMesh mesh)
1281 {
1282 // This sleeper is there to moderate how long it takes between
1283 // setting up the mesh and pre-processing it when we get rapid fire mesh requests on a single object
1284
1285 //Thread.Sleep(10);
1286
1287 //Kill Body so that mesh can re-make the geom
1288 if (IsPhysical && Body != IntPtr.Zero)
1289 {
1290 if (childPrim)
1291 {
1292 if (_parent != null)
1293 {
1294 OdePrim parent = (OdePrim)_parent;
1295 parent.ChildDelink(this);
1296 }
1297 }
1298 else
1299 {
1300 disableBody();
1301 }
1302 }
1303 IntPtr vertices, indices;
1304 int vertexCount, indexCount;
1305 int vertexStride, triStride;
1306 mesh.getVertexListAsPtrToFloatArray(out vertices, out vertexStride, out vertexCount); // Note, that vertices are fixed in unmanaged heap
1307 mesh.getIndexListAsPtrToIntArray(out indices, out triStride, out indexCount); // Also fixed, needs release after usage
1308
1309 mesh.releaseSourceMeshData(); // free up the original mesh data to save memory
1310 if (m_MeshToTriMeshMap.ContainsKey(mesh))
1311 {
1312 _triMeshData = m_MeshToTriMeshMap[mesh];
1313 }
1314 else
1315 {
1316 _triMeshData = d.GeomTriMeshDataCreate();
1317
1318 d.GeomTriMeshDataBuildSimple(_triMeshData, vertices, vertexStride, vertexCount, indices, indexCount, triStride);
1319 d.GeomTriMeshDataPreprocess(_triMeshData);
1320 m_MeshToTriMeshMap[mesh] = _triMeshData;
1321 }
1322
1323 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1324 try
1325 {
1326 // if (prim_geom == IntPtr.Zero) // setGeom takes care of phys engine recreate and prim_geom pointer
1327 // {
1328 SetGeom(d.CreateTriMesh(m_targetSpace, _triMeshData, parent_scene.triCallback, null, null));
1329 // }
1330 }
1331 catch (AccessViolationException)
1332 {
1333 m_log.Error("[PHYSICS]: MESH LOCKED");
1334 return;
1335 }
1336
1337
1338 // if (IsPhysical && Body == (IntPtr) 0)
1339 // {
1340 // Recreate the body
1341 // m_interpenetrationcount = 0;
1342 // m_collisionscore = 0;
1343
1344 // enableBody();
1345 // }
1346 }
1347
1348 public void ProcessTaints(float timestep) //=============================================================================
1349 {
1350 if (m_taintadd)
1351 {
1352 changeadd(timestep);
1353 }
1354
1355 if (prim_geom != IntPtr.Zero)
1356 {
1357 if (!_position.ApproxEquals(m_taintposition, 0f))
1358 {
1359 changemove(timestep);
1360 }
1361 if (m_taintrot != _orientation)
1362 {
1363 if(childPrim && IsPhysical) // For physical child prim...
1364 {
1365 rotate(timestep);
1366 // KF: ODE will also rotate the parent prim!
1367 // so rotate the root back to where it was
1368 OdePrim parent = (OdePrim)_parent;
1369 parent.rotate(timestep);
1370 }
1371 else
1372 {
1373 //Just rotate the prim
1374 rotate(timestep);
1375 }
1376 }
1377 //
1378
1379 if (m_taintPhysics != m_isphysical && !(m_taintparent != _parent))
1380 {
1381 changePhysicsStatus(timestep);
1382 }//
1383
1384 if (!_size.ApproxEquals(m_taintsize,0f))
1385 changesize(timestep);
1386 //
1387
1388 if (m_taintshape)
1389 changeshape(timestep);
1390 //
1391
1392 if (m_taintforce)
1393 changeAddForce(timestep);
1394
1395 if (m_taintaddangularforce)
1396 changeAddAngularForce(timestep);
1397
1398 if (!m_taintTorque.ApproxEquals(Vector3.Zero, 0.001f))
1399 changeSetTorque(timestep);
1400
1401 if (m_taintdisable)
1402 changedisable(timestep);
1403
1404 if (m_taintselected != m_isSelected)
1405 changeSelectedStatus(timestep);
1406
1407 if (!m_taintVelocity.ApproxEquals(Vector3.Zero, 0.001f))
1408 changevelocity(timestep);
1409
1410 if (m_taintparent != _parent)
1411 changelink(timestep);
1412
1413 if (m_taintCollidesWater != m_collidesWater)
1414 changefloatonwater(timestep);
1415/* obsolete
1416 if (!m_angularLock.ApproxEquals(m_taintAngularLock,0f))
1417 changeAngularLock(timestep);
1418 */
1419 }
1420 else
1421 {
1422 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.)");
1423 }
1424 }
1425
1426/* obsolete
1427 private void changeAngularLock(float timestep)
1428 {
1429 if (_parent == null)
1430 {
1431 m_angularLock = m_taintAngularLock;
1432 m_angularLockSet = true;
1433 }
1434 }
1435 */
1436 private void changelink(float timestep)
1437 {
1438 // If the newly set parent is not null
1439 // create link
1440 if (_parent == null && m_taintparent != null)
1441 {
1442 if (m_taintparent.PhysicsActorType == (int)ActorTypes.Prim)
1443 {
1444 OdePrim obj = (OdePrim)m_taintparent;
1445 //obj.disableBody();
1446 obj.ParentPrim(this);
1447
1448 /*
1449 if (obj.Body != (IntPtr)0 && Body != (IntPtr)0 && obj.Body != Body)
1450 {
1451 _linkJointGroup = d.JointGroupCreate(0);
1452 m_linkJoint = d.JointCreateFixed(_parent_scene.world, _linkJointGroup);
1453 d.JointAttach(m_linkJoint, obj.Body, Body);
1454 d.JointSetFixed(m_linkJoint);
1455 }
1456 */
1457 }
1458 }
1459 // If the newly set parent is null
1460 // destroy link
1461 else if (_parent != null && m_taintparent == null)
1462 {
1463 if (_parent is OdePrim)
1464 {
1465 OdePrim obj = (OdePrim)_parent;
1466 obj.ChildDelink(this);
1467 childPrim = false;
1468 //_parent = null;
1469 }
1470
1471 /*
1472 if (Body != (IntPtr)0 && _linkJointGroup != (IntPtr)0)
1473 d.JointGroupDestroy(_linkJointGroup);
1474
1475 _linkJointGroup = (IntPtr)0;
1476 m_linkJoint = (IntPtr)0;
1477 */
1478 }
1479
1480 _parent = m_taintparent;
1481 m_taintPhysics = m_isphysical;
1482 }
1483
1484 // I'm the parent
1485 // prim is the child
1486 public void ParentPrim(OdePrim prim)
1487 {
1488 if (this.m_localID != prim.m_localID)
1489 {
1490 if (Body == IntPtr.Zero)
1491 {
1492 Body = d.BodyCreate(_parent_scene.world);
1493 // disconnect from world gravity so we can apply buoyancy
1494 d.BodySetGravityMode (Body, false);
1495
1496 setMass();
1497 }
1498 if (Body != IntPtr.Zero)
1499 {
1500 lock (childrenPrim)
1501 {
1502 if (!childrenPrim.Contains(prim))
1503 {
1504 childrenPrim.Add(prim);
1505
1506 foreach (OdePrim prm in childrenPrim)
1507 {
1508 d.Mass m2;
1509 d.MassSetZero(out m2);
1510 d.MassSetBoxTotal(out m2, prim.CalculateMass(), prm._size.X, prm._size.Y, prm._size.Z);
1511
1512
1513 d.Quaternion quat = new d.Quaternion();
1514 quat.W = prm._orientation.W;
1515 quat.X = prm._orientation.X;
1516 quat.Y = prm._orientation.Y;
1517 quat.Z = prm._orientation.Z;
1518
1519 d.Matrix3 mat = new d.Matrix3();
1520 d.RfromQ(out mat, ref quat);
1521 d.MassRotate(ref m2, ref mat);
1522 d.MassTranslate(ref m2, Position.X - prm.Position.X, Position.Y - prm.Position.Y, Position.Z - prm.Position.Z);
1523 d.MassAdd(ref pMass, ref m2);
1524 }
1525 foreach (OdePrim prm in childrenPrim)
1526 {
1527
1528 prm.m_collisionCategories |= CollisionCategories.Body;
1529 prm.m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
1530
1531 if (prm.prim_geom == IntPtr.Zero)
1532 {
1533 m_log.Warn("[PHYSICS]: Unable to link one of the linkset elements. No geom yet");
1534 continue;
1535 }
1536 d.GeomSetCategoryBits(prm.prim_geom, (int)prm.m_collisionCategories);
1537 d.GeomSetCollideBits(prm.prim_geom, (int)prm.m_collisionFlags);
1538
1539
1540 d.Quaternion quat = new d.Quaternion();
1541 quat.W = prm._orientation.W;
1542 quat.X = prm._orientation.X;
1543 quat.Y = prm._orientation.Y;
1544 quat.Z = prm._orientation.Z;
1545
1546 d.Matrix3 mat = new d.Matrix3();
1547 d.RfromQ(out mat, ref quat);
1548 if (Body != IntPtr.Zero)
1549 {
1550 d.GeomSetBody(prm.prim_geom, Body);
1551 prm.childPrim = true;
1552 d.GeomSetOffsetWorldPosition(prm.prim_geom, prm.Position.X , prm.Position.Y, prm.Position.Z);
1553 //d.GeomSetOffsetPosition(prim.prim_geom,
1554 // (Position.X - prm.Position.X) - pMass.c.X,
1555 // (Position.Y - prm.Position.Y) - pMass.c.Y,
1556 // (Position.Z - prm.Position.Z) - pMass.c.Z);
1557 d.GeomSetOffsetWorldRotation(prm.prim_geom, ref mat);
1558 //d.GeomSetOffsetRotation(prm.prim_geom, ref mat);
1559 d.MassTranslate(ref pMass, -pMass.c.X, -pMass.c.Y, -pMass.c.Z);
1560 d.BodySetMass(Body, ref pMass);
1561 }
1562 else
1563 {
1564 m_log.Debug("[PHYSICS]:I ain't got no boooooooooddy, no body");
1565 }
1566
1567
1568 prm.m_interpenetrationcount = 0;
1569 prm.m_collisionscore = 0;
1570 prm.m_disabled = false;
1571
1572 prm.Body = Body;
1573 _parent_scene.addActivePrim(prm);
1574 }
1575 m_collisionCategories |= CollisionCategories.Body;
1576 m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
1577
1578 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1579 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1580
1581
1582 d.Quaternion quat2 = new d.Quaternion();
1583 quat2.W = _orientation.W;
1584 quat2.X = _orientation.X;
1585 quat2.Y = _orientation.Y;
1586 quat2.Z = _orientation.Z;
1587
1588 d.Matrix3 mat2 = new d.Matrix3();
1589 d.RfromQ(out mat2, ref quat2);
1590 d.GeomSetBody(prim_geom, Body);
1591 d.GeomSetOffsetWorldPosition(prim_geom, Position.X - pMass.c.X, Position.Y - pMass.c.Y, Position.Z - pMass.c.Z);
1592 //d.GeomSetOffsetPosition(prim.prim_geom,
1593 // (Position.X - prm.Position.X) - pMass.c.X,
1594 // (Position.Y - prm.Position.Y) - pMass.c.Y,
1595 // (Position.Z - prm.Position.Z) - pMass.c.Z);
1596 //d.GeomSetOffsetRotation(prim_geom, ref mat2);
1597 d.MassTranslate(ref pMass, -pMass.c.X, -pMass.c.Y, -pMass.c.Z);
1598 d.BodySetMass(Body, ref pMass);
1599
1600 d.BodySetAutoDisableFlag(Body, true);
1601 d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
1602
1603
1604 m_interpenetrationcount = 0;
1605 m_collisionscore = 0;
1606 m_disabled = false;
1607
1608 d.BodySetPosition(Body, Position.X, Position.Y, Position.Z);
1609 if (m_type != Vehicle.TYPE_NONE) Enable(Body, _parent_scene);
1610 _parent_scene.addActivePrim(this);
1611 }
1612 }
1613 }
1614 }
1615
1616 }
1617
1618 private void ChildSetGeom(OdePrim odePrim)
1619 {
1620 //if (m_isphysical && Body != IntPtr.Zero)
1621 lock (childrenPrim)
1622 {
1623 foreach (OdePrim prm in childrenPrim)
1624 {
1625 //prm.childPrim = true;
1626 prm.disableBody();
1627 //prm.m_taintparent = null;
1628 //prm._parent = null;
1629 //prm.m_taintPhysics = false;
1630 //prm.m_disabled = true;
1631 //prm.childPrim = false;
1632 }
1633 }
1634 disableBody();
1635
1636
1637 if (Body != IntPtr.Zero)
1638 {
1639 _parent_scene.remActivePrim(this);
1640 }
1641
1642 lock (childrenPrim)
1643 {
1644 foreach (OdePrim prm in childrenPrim)
1645 {
1646 ParentPrim(prm);
1647 }
1648 }
1649
1650 }
1651
1652 private void ChildDelink(OdePrim odePrim)
1653 {
1654 // Okay, we have a delinked child.. need to rebuild the body.
1655 lock (childrenPrim)
1656 {
1657 foreach (OdePrim prm in childrenPrim)
1658 {
1659 prm.childPrim = true;
1660 prm.disableBody();
1661 //prm.m_taintparent = null;
1662 //prm._parent = null;
1663 //prm.m_taintPhysics = false;
1664 //prm.m_disabled = true;
1665 //prm.childPrim = false;
1666 }
1667 }
1668 disableBody();
1669
1670 lock (childrenPrim)
1671 {
1672 childrenPrim.Remove(odePrim);
1673 }
1674
1675 if (Body != IntPtr.Zero)
1676 {
1677 _parent_scene.remActivePrim(this);
1678 }
1679
1680 lock (childrenPrim)
1681 {
1682 foreach (OdePrim prm in childrenPrim)
1683 {
1684 ParentPrim(prm);
1685 }
1686 }
1687 }
1688
1689 private void changeSelectedStatus(float timestep)
1690 {
1691 if (m_taintselected)
1692 {
1693 m_collisionCategories = CollisionCategories.Selected;
1694 m_collisionFlags = (CollisionCategories.Sensor | CollisionCategories.Space);
1695
1696 // We do the body disable soft twice because 'in theory' a collision could have happened
1697 // in between the disabling and the collision properties setting
1698 // which would wake the physical body up from a soft disabling and potentially cause it to fall
1699 // through the ground.
1700
1701 // NOTE FOR JOINTS: this doesn't always work for jointed assemblies because if you select
1702 // just one part of the assembly, the rest of the assembly is non-selected and still simulating,
1703 // so that causes the selected part to wake up and continue moving.
1704
1705 // even if you select all parts of a jointed assembly, it is not guaranteed that the entire
1706 // assembly will stop simulating during the selection, because of the lack of atomicity
1707 // of select operations (their processing could be interrupted by a thread switch, causing
1708 // simulation to continue before all of the selected object notifications trickle down to
1709 // the physics engine).
1710
1711 // e.g. we select 100 prims that are connected by joints. non-atomically, the first 50 are
1712 // selected and disabled. then, due to a thread switch, the selection processing is
1713 // interrupted and the physics engine continues to simulate, so the last 50 items, whose
1714 // selection was not yet processed, continues to simulate. this wakes up ALL of the
1715 // first 50 again. then the last 50 are disabled. then the first 50, which were just woken
1716 // up, start simulating again, which in turn wakes up the last 50.
1717
1718 if (m_isphysical)
1719 {
1720 disableBodySoft();
1721 }
1722
1723 if (prim_geom != IntPtr.Zero)
1724 {
1725 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1726 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1727 }
1728
1729 if (m_isphysical)
1730 {
1731 disableBodySoft();
1732 }
1733 if (Body != IntPtr.Zero)
1734 {
1735 d.BodySetLinearVel(Body, 0f, 0f, 0f);
1736 d.BodySetForce(Body, 0f, 0f, 0f);
1737 d.BodySetAngularVel (Body, 0.0f, 0.0f, 0.0f);
1738 d.BodySetTorque (Body, 0.0f, 0.0f, 0.0f);
1739 }
1740
1741 }
1742 else
1743 {
1744 m_collisionCategories = CollisionCategories.Geom;
1745
1746 if (m_isphysical)
1747 m_collisionCategories |= CollisionCategories.Body;
1748
1749 m_collisionFlags = m_default_collisionFlags;
1750
1751 if (m_collidesLand)
1752 m_collisionFlags |= CollisionCategories.Land;
1753 if (m_collidesWater)
1754 m_collisionFlags |= CollisionCategories.Water;
1755
1756 if (prim_geom != IntPtr.Zero)
1757 {
1758 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1759 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1760 }
1761 if (Body != IntPtr.Zero)
1762 {
1763 d.BodySetLinearVel(Body, 0f, 0f, 0f);
1764 d.BodySetForce(Body, 0f, 0f, 0f);
1765 d.BodySetAngularVel (Body, 0.0f, 0.0f, 0.0f);
1766 d.BodySetTorque (Body, 0.0f, 0.0f, 0.0f);
1767 }
1768
1769 if (m_isphysical)
1770 {
1771 if (Body != IntPtr.Zero)
1772 {
1773 enableBodySoft();
1774 }
1775 }
1776 }
1777
1778 resetCollisionAccounting();
1779 m_isSelected = m_taintselected;
1780 }//end changeSelectedStatus
1781
1782 public void ResetTaints()
1783 {
1784 m_taintposition = _position;
1785 m_taintrot = _orientation;
1786 m_taintPhysics = m_isphysical;
1787 m_taintselected = m_isSelected;
1788 m_taintsize = _size;
1789 m_taintshape = false;
1790 m_taintforce = false;
1791 m_taintdisable = false;
1792 m_taintVelocity = Vector3.Zero;
1793 }
1794
1795 public void CreateGeom(IntPtr m_targetSpace, IMesh _mesh)
1796 {
1797 if (_mesh != null) // Special - make mesh
1798 {
1799 setMesh(_parent_scene, _mesh);
1800 }
1801 else // not a mesh
1802 {
1803 if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1) // special profile??
1804 {
1805 if (_size.X == _size.Y && _size.Y == _size.Z && _size.X == _size.Z) // Equi-size
1806 {
1807 if (((_size.X / 2f) > 0f)) // Has size
1808 {
1809 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1810 try
1811 {
1812 SetGeom(d.CreateSphere(m_targetSpace, _size.X / 2));
1813 }
1814 catch (AccessViolationException)
1815 {
1816 m_log.Warn("[PHYSICS]: Unable to create physics proxy for object");
1817 ode.dunlock(_parent_scene.world);
1818 return;
1819 }
1820 }
1821 else
1822 {
1823 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1824 try
1825 {
1826 SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
1827 }
1828 catch (AccessViolationException)
1829 {
1830 m_log.Warn("[PHYSICS]: Unable to create physics proxy for object");
1831 ode.dunlock(_parent_scene.world);
1832 return;
1833 }
1834 }
1835 }
1836 else // not equi-size
1837 {
1838 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1839 try
1840 {
1841 SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
1842 }
1843 catch (AccessViolationException)
1844 {
1845 m_log.Warn("[PHYSICS]: Unable to create physics proxy for object");
1846 ode.dunlock(_parent_scene.world);
1847 return;
1848 }
1849 }
1850 }
1851
1852 else // not special profile
1853 {
1854 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1855 try
1856 {
1857 SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
1858 }
1859 catch (AccessViolationException)
1860 {
1861 m_log.Warn("[PHYSICS]: Unable to create physics proxy for object");
1862 ode.dunlock(_parent_scene.world);
1863 return;
1864 }
1865 }
1866 }
1867 }
1868
1869 public void changeadd(float timestep)
1870 {
1871 int[] iprimspaceArrItem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
1872 IntPtr targetspace = _parent_scene.calculateSpaceForGeom(_position);
1873
1874 if (targetspace == IntPtr.Zero)
1875 targetspace = _parent_scene.createprimspace(iprimspaceArrItem[0], iprimspaceArrItem[1]);
1876
1877 m_targetSpace = targetspace;
1878
1879 if (_mesh == null && m_meshfailed == false)
1880 {
1881 if (_parent_scene.needsMeshing(_pbs))
1882 {
1883 // Don't need to re-enable body.. it's done in SetMesh
1884 try
1885 {
1886 _mesh = _parent_scene.mesher.CreateMesh(m_primName, _pbs, _size, _parent_scene.meshSculptLOD, IsPhysical);
1887 }
1888 catch
1889 {
1890 //Don't continuously try to mesh prims when meshing has failed
1891 m_meshfailed = true;
1892 }
1893 // createmesh returns null when it's a shape that isn't a cube.
1894 // m_log.Debug(m_localID);
1895 }
1896 }
1897
1898
1899 lock (_parent_scene.OdeLock)
1900 {
1901 CreateGeom(m_targetSpace, _mesh);
1902
1903 if (prim_geom != IntPtr.Zero)
1904 {
1905 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
1906 d.Quaternion myrot = new d.Quaternion();
1907 myrot.X = _orientation.X;
1908 myrot.Y = _orientation.Y;
1909 myrot.Z = _orientation.Z;
1910 myrot.W = _orientation.W;
1911 d.GeomSetQuaternion(prim_geom, ref myrot);
1912 }
1913
1914 if (m_isphysical && Body == IntPtr.Zero)
1915 {
1916 enableBody();
1917 }
1918 }
1919
1920 changeSelectedStatus(timestep);
1921
1922 m_taintadd = false;
1923 }
1924
1925 public void changemove(float timestep)
1926 {
1927 if (m_isphysical)
1928 {
1929// if (!m_disabled && !m_taintremove && !childPrim) After one edit m_disabled is sometimes set, disabling further edits!
1930 if (!m_taintremove && !childPrim)
1931 {
1932 if (Body == IntPtr.Zero)
1933 enableBody();
1934 //Prim auto disable after 20 frames,
1935 //if you move it, re-enable the prim manually.
1936 if (_parent != null)
1937 {
1938 if (m_linkJoint != IntPtr.Zero)
1939 {
1940 d.JointDestroy(m_linkJoint);
1941 m_linkJoint = IntPtr.Zero;
1942 }
1943 }
1944 if (Body != IntPtr.Zero)
1945 {
1946 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
1947
1948 if (_parent != null)
1949 {
1950 OdePrim odParent = (OdePrim)_parent;
1951 if (Body != (IntPtr)0 && odParent.Body != (IntPtr)0 && Body != odParent.Body)
1952 {
1953// KF: Fixed Joints were removed? Anyway - this Console.WriteLine does not show up, so routine is not used??
1954Console.WriteLine("ODEPrim JointCreateFixed !!!");
1955 m_linkJoint = d.JointCreateFixed(_parent_scene.world, _linkJointGroup);
1956 d.JointAttach(m_linkJoint, Body, odParent.Body);
1957 d.JointSetFixed(m_linkJoint);
1958 }
1959 }
1960 d.BodyEnable(Body);
1961 if (m_type != Vehicle.TYPE_NONE)
1962 {
1963 Enable(Body, _parent_scene);
1964 }
1965 }
1966 else
1967 {
1968 m_log.Warn("[PHYSICS]: Body Still null after enableBody(). This is a crash scenario.");
1969 }
1970 }
1971 //else
1972 // {
1973 //m_log.Debug("[BUG]: race!");
1974 //}
1975 }
1976 else
1977 {
1978 // string primScenAvatarIn = _parent_scene.whichspaceamIin(_position);
1979 // int[] arrayitem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
1980 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1981
1982 IntPtr tempspace = _parent_scene.recalculateSpaceForGeom(prim_geom, _position, m_targetSpace);
1983 m_targetSpace = tempspace;
1984
1985 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1986 if (prim_geom != IntPtr.Zero)
1987 {
1988 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
1989
1990 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1991 d.SpaceAdd(m_targetSpace, prim_geom);
1992 }
1993 }
1994
1995 changeSelectedStatus(timestep);
1996
1997 resetCollisionAccounting();
1998 m_taintposition = _position;
1999 }
2000
2001
2002
2003 public void rotate(float timestep)
2004 {
2005 d.Quaternion myrot = new d.Quaternion();
2006 myrot.X = _orientation.X;
2007 myrot.Y = _orientation.Y;
2008 myrot.Z = _orientation.Z;
2009 myrot.W = _orientation.W;
2010 if (Body != IntPtr.Zero)
2011 {
2012 // KF: If this is a root prim do BodySet
2013 d.BodySetQuaternion(Body, ref myrot);
2014 }
2015 else
2016 {
2017 // daughter prim, do Geom set
2018 d.GeomSetQuaternion(prim_geom, ref myrot);
2019 }
2020
2021 resetCollisionAccounting();
2022 m_taintrot = _orientation;
2023 }
2024
2025 private void resetCollisionAccounting()
2026 {
2027 m_collisionscore = 0;
2028 m_interpenetrationcount = 0;
2029 m_disabled = false;
2030 }
2031
2032 public void changedisable(float timestep)
2033 {
2034 m_disabled = true;
2035 if (Body != IntPtr.Zero)
2036 {
2037 d.BodyDisable(Body);
2038 Body = IntPtr.Zero;
2039 }
2040
2041 m_taintdisable = false;
2042 }
2043
2044 public void changePhysicsStatus(float timestep)
2045 {
2046 if (m_isphysical == true)
2047 {
2048 if (Body == IntPtr.Zero)
2049 {
2050 if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim)
2051 {
2052 changeshape(2f);
2053 }
2054 else
2055 {
2056 enableBody();
2057 }
2058 }
2059 }
2060 else
2061 {
2062 if (Body != IntPtr.Zero)
2063 {
2064 if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim)
2065 {
2066 _mesh = null;
2067 changeadd(2f);
2068 }
2069 if (childPrim)
2070 {
2071 if (_parent != null)
2072 {
2073 OdePrim parent = (OdePrim)_parent;
2074 parent.ChildDelink(this);
2075 }
2076 }
2077 else
2078 {
2079 disableBody();
2080 }
2081 }
2082 }
2083
2084 changeSelectedStatus(timestep);
2085
2086 resetCollisionAccounting();
2087 m_taintPhysics = m_isphysical;
2088 }
2089
2090 public void changesize(float timestamp)
2091 {
2092
2093 string oldname = _parent_scene.geom_name_map[prim_geom];
2094
2095 if (_size.X <= 0) _size.X = 0.01f;
2096 if (_size.Y <= 0) _size.Y = 0.01f;
2097 if (_size.Z <= 0) _size.Z = 0.01f;
2098
2099 // Cleanup of old prim geometry
2100 if (_mesh != null)
2101 {
2102 // Cleanup meshing here
2103 }
2104 //kill body to rebuild
2105 if (IsPhysical && Body != IntPtr.Zero)
2106 {
2107 if (childPrim)
2108 {
2109 if (_parent != null)
2110 {
2111 OdePrim parent = (OdePrim)_parent;
2112 parent.ChildDelink(this);
2113 }
2114 }
2115 else
2116 {
2117 disableBody();
2118 }
2119 }
2120 if (d.SpaceQuery(m_targetSpace, prim_geom))
2121 {
2122 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2123 d.SpaceRemove(m_targetSpace, prim_geom);
2124 }
2125 // we don't need to do space calculation because the client sends a position update also.
2126
2127 // Construction of new prim
2128 if (_parent_scene.needsMeshing(_pbs) && m_meshfailed == false)
2129 {
2130 float meshlod = _parent_scene.meshSculptLOD;
2131
2132 if (IsPhysical)
2133 meshlod = _parent_scene.MeshSculptphysicalLOD;
2134 // Don't need to re-enable body.. it's done in SetMesh
2135
2136 IMesh mesh = null;
2137
2138 try
2139 {
2140 if (_parent_scene.needsMeshing(_pbs))
2141 mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);
2142 }
2143 catch
2144 {
2145 m_meshfailed = true;
2146 }
2147
2148 //IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);
2149 CreateGeom(m_targetSpace, mesh);
2150
2151
2152 }
2153 else
2154 {
2155 _mesh = null;
2156 CreateGeom(m_targetSpace, _mesh);
2157 }
2158
2159 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2160 d.Quaternion myrot = new d.Quaternion();
2161 myrot.X = _orientation.X;
2162 myrot.Y = _orientation.Y;
2163 myrot.Z = _orientation.Z;
2164 myrot.W = _orientation.W;
2165 d.GeomSetQuaternion(prim_geom, ref myrot);
2166
2167 //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z);
2168 if (IsPhysical && Body == IntPtr.Zero && !childPrim)
2169 {
2170 // Re creates body on size.
2171 // EnableBody also does setMass()
2172 enableBody();
2173 d.BodyEnable(Body);
2174 }
2175
2176 _parent_scene.geom_name_map[prim_geom] = oldname;
2177
2178 changeSelectedStatus(timestamp);
2179 if (childPrim)
2180 {
2181 if (_parent is OdePrim)
2182 {
2183 OdePrim parent = (OdePrim)_parent;
2184 parent.ChildSetGeom(this);
2185 }
2186 }
2187 resetCollisionAccounting();
2188 m_taintsize = _size;
2189 }
2190
2191
2192
2193 public void changefloatonwater(float timestep)
2194 {
2195 m_collidesWater = m_taintCollidesWater;
2196
2197 if (prim_geom != IntPtr.Zero)
2198 {
2199 if (m_collidesWater)
2200 {
2201 m_collisionFlags |= CollisionCategories.Water;
2202 }
2203 else
2204 {
2205 m_collisionFlags &= ~CollisionCategories.Water;
2206 }
2207 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
2208 }
2209 }
2210
2211 public void changeshape(float timestamp)
2212 {
2213 string oldname = _parent_scene.geom_name_map[prim_geom];
2214
2215 // Cleanup of old prim geometry and Bodies
2216 if (IsPhysical && Body != IntPtr.Zero)
2217 {
2218 if (childPrim)
2219 {
2220 if (_parent != null)
2221 {
2222 OdePrim parent = (OdePrim)_parent;
2223 parent.ChildDelink(this);
2224 }
2225 }
2226 else
2227 {
2228 disableBody();
2229 }
2230 }
2231
2232
2233 // we don't need to do space calculation because the client sends a position update also.
2234 if (_size.X <= 0) _size.X = 0.01f;
2235 if (_size.Y <= 0) _size.Y = 0.01f;
2236 if (_size.Z <= 0) _size.Z = 0.01f;
2237 // Construction of new prim
2238
2239 if (_parent_scene.needsMeshing(_pbs) && m_meshfailed == false)
2240 {
2241 // Don't need to re-enable body.. it's done in SetMesh
2242 float meshlod = _parent_scene.meshSculptLOD;
2243
2244 if (IsPhysical)
2245 meshlod = _parent_scene.MeshSculptphysicalLOD;
2246 try
2247 {
2248 IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);
2249 CreateGeom(m_targetSpace, mesh);
2250 }
2251 catch
2252 {
2253 m_meshfailed = true;
2254 }
2255 // createmesh returns null when it doesn't mesh.
2256 }
2257 else
2258 {
2259 _mesh = null;
2260 CreateGeom(m_targetSpace, null);
2261 }
2262
2263 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2264 d.Quaternion myrot = new d.Quaternion();
2265 //myrot.W = _orientation.w;
2266 myrot.W = _orientation.W;
2267 myrot.X = _orientation.X;
2268 myrot.Y = _orientation.Y;
2269 myrot.Z = _orientation.Z;
2270 d.GeomSetQuaternion(prim_geom, ref myrot);
2271
2272 //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z);
2273 if (IsPhysical && Body == IntPtr.Zero)
2274 {
2275 // Re creates body on size.
2276 // EnableBody also does setMass()
2277 enableBody();
2278 if (Body != IntPtr.Zero)
2279 {
2280 d.BodyEnable(Body);
2281 }
2282 }
2283 _parent_scene.geom_name_map[prim_geom] = oldname;
2284
2285 changeSelectedStatus(timestamp);
2286 if (childPrim)
2287 {
2288 if (_parent is OdePrim)
2289 {
2290 OdePrim parent = (OdePrim)_parent;
2291 parent.ChildSetGeom(this);
2292 }
2293 }
2294 resetCollisionAccounting();
2295 m_taintshape = false;
2296 }
2297
2298 public void changeAddForce(float timestamp)
2299 {
2300 if (!m_isSelected)
2301 {
2302 lock (m_forcelist)
2303 {
2304 //m_log.Info("[PHYSICS]: dequeing forcelist");
2305 if (IsPhysical)
2306 {
2307 Vector3 iforce = Vector3.Zero;
2308 int i = 0;
2309 try
2310 {
2311 for (i = 0; i < m_forcelist.Count; i++)
2312 {
2313
2314 iforce = iforce + (m_forcelist[i] * 100);
2315 }
2316 }
2317 catch (IndexOutOfRangeException)
2318 {
2319 m_forcelist = new List<Vector3>();
2320 m_collisionscore = 0;
2321 m_interpenetrationcount = 0;
2322 m_taintforce = false;
2323 return;
2324 }
2325 catch (ArgumentOutOfRangeException)
2326 {
2327 m_forcelist = new List<Vector3>();
2328 m_collisionscore = 0;
2329 m_interpenetrationcount = 0;
2330 m_taintforce = false;
2331 return;
2332 }
2333 d.BodyEnable(Body);
2334
2335 d.BodyAddForce(Body, iforce.X, iforce.Y, iforce.Z);
2336 }
2337 m_forcelist.Clear();
2338 }
2339
2340 m_collisionscore = 0;
2341 m_interpenetrationcount = 0;
2342 }
2343
2344 m_taintforce = false;
2345
2346 }
2347
2348
2349
2350 public void changeSetTorque(float timestamp)
2351 {
2352 if (!m_isSelected)
2353 {
2354 if (IsPhysical && Body != IntPtr.Zero)
2355 {
2356 d.BodySetTorque(Body, m_taintTorque.X, m_taintTorque.Y, m_taintTorque.Z);
2357 }
2358 }
2359
2360 m_taintTorque = Vector3.Zero;
2361 }
2362
2363 public void changeAddAngularForce(float timestamp)
2364 {
2365 if (!m_isSelected)
2366 {
2367 lock (m_angularforcelist)
2368 {
2369 //m_log.Info("[PHYSICS]: dequeing forcelist");
2370 if (IsPhysical)
2371 {
2372 Vector3 iforce = Vector3.Zero;
2373 for (int i = 0; i < m_angularforcelist.Count; i++)
2374 {
2375 iforce = iforce + (m_angularforcelist[i] * 100);
2376 }
2377 d.BodyEnable(Body);
2378 d.BodyAddTorque(Body, iforce.X, iforce.Y, iforce.Z);
2379
2380 }
2381 m_angularforcelist.Clear();
2382 }
2383
2384 m_collisionscore = 0;
2385 m_interpenetrationcount = 0;
2386 }
2387
2388 m_taintaddangularforce = false;
2389 }
2390
2391 private void changevelocity(float timestep)
2392 {
2393 if (!m_isSelected)
2394 {
2395 Thread.Sleep(20);
2396 if (IsPhysical)
2397 {
2398 if (Body != IntPtr.Zero)
2399 d.BodySetLinearVel(Body, m_taintVelocity.X, m_taintVelocity.Y, m_taintVelocity.Z);
2400 }
2401
2402 //resetCollisionAccounting();
2403 }
2404 m_taintVelocity = Vector3.Zero;
2405 }
2406
2407 public void UpdatePositionAndVelocity()
2408 {
2409 return; // moved to the Move () method
2410 }
2411
2412 public d.Mass FromMatrix4(Matrix4 pMat, ref d.Mass obj)
2413 {
2414 obj.I.M00 = pMat[0, 0];
2415 obj.I.M01 = pMat[0, 1];
2416 obj.I.M02 = pMat[0, 2];
2417 obj.I.M10 = pMat[1, 0];
2418 obj.I.M11 = pMat[1, 1];
2419 obj.I.M12 = pMat[1, 2];
2420 obj.I.M20 = pMat[2, 0];
2421 obj.I.M21 = pMat[2, 1];
2422 obj.I.M22 = pMat[2, 2];
2423 return obj;
2424 }
2425
2426 public override void SubscribeEvents(int ms)
2427 {
2428 m_eventsubscription = ms;
2429 _parent_scene.addCollisionEventReporting(this);
2430 }
2431
2432 public override void UnSubscribeEvents()
2433 {
2434 _parent_scene.remCollisionEventReporting(this);
2435 m_eventsubscription = 0;
2436 }
2437
2438 public void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
2439 {
2440 if (CollisionEventsThisFrame == null)
2441 CollisionEventsThisFrame = new CollisionEventUpdate();
2442 CollisionEventsThisFrame.AddCollider(CollidedWith, contact);
2443 }
2444
2445 public void SendCollisions()
2446 {
2447 if (CollisionEventsThisFrame == null)
2448 return;
2449
2450 base.SendCollisionUpdate(CollisionEventsThisFrame);
2451
2452 if (CollisionEventsThisFrame.m_objCollisionList.Count == 0)
2453 CollisionEventsThisFrame = null;
2454 else
2455 CollisionEventsThisFrame = new CollisionEventUpdate();
2456 }
2457
2458 public override bool SubscribedEvents()
2459 {
2460 if (m_eventsubscription > 0)
2461 return true;
2462 return false;
2463 }
2464
2465 public static Matrix4 Inverse(Matrix4 pMat)
2466 {
2467 if (determinant3x3(pMat) == 0)
2468 {
2469 return Matrix4.Identity; // should probably throw an error. singluar matrix inverse not possible
2470 }
2471
2472
2473
2474 return (Adjoint(pMat) / determinant3x3(pMat));
2475 }
2476
2477 public static Matrix4 Adjoint(Matrix4 pMat)
2478 {
2479 Matrix4 adjointMatrix = new Matrix4();
2480 for (int i=0; i<4; i++)
2481 {
2482 for (int j=0; j<4; j++)
2483 {
2484 Matrix4SetValue(ref adjointMatrix, i, j, (float)(Math.Pow(-1, i + j) * (determinant3x3(Minor(pMat, i, j)))));
2485 }
2486 }
2487
2488 adjointMatrix = Transpose(adjointMatrix);
2489 return adjointMatrix;
2490 }
2491
2492 public static Matrix4 Minor(Matrix4 matrix, int iRow, int iCol)
2493 {
2494 Matrix4 minor = new Matrix4();
2495 int m = 0, n = 0;
2496 for (int i = 0; i < 4; i++)
2497 {
2498 if (i == iRow)
2499 continue;
2500 n = 0;
2501 for (int j = 0; j < 4; j++)
2502 {
2503 if (j == iCol)
2504 continue;
2505 Matrix4SetValue(ref minor, m,n, matrix[i, j]);
2506 n++;
2507 }
2508 m++;
2509 }
2510 return minor;
2511 }
2512
2513 public static Matrix4 Transpose(Matrix4 pMat)
2514 {
2515 Matrix4 transposeMatrix = new Matrix4();
2516 for (int i = 0; i < 4; i++)
2517 for (int j = 0; j < 4; j++)
2518 Matrix4SetValue(ref transposeMatrix, i, j, pMat[j, i]);
2519 return transposeMatrix;
2520 }
2521
2522 public static void Matrix4SetValue(ref Matrix4 pMat, int r, int c, float val)
2523 {
2524 switch (r)
2525 {
2526 case 0:
2527 switch (c)
2528 {
2529 case 0:
2530 pMat.M11 = val;
2531 break;
2532 case 1:
2533 pMat.M12 = val;
2534 break;
2535 case 2:
2536 pMat.M13 = val;
2537 break;
2538 case 3:
2539 pMat.M14 = val;
2540 break;
2541 }
2542
2543 break;
2544 case 1:
2545 switch (c)
2546 {
2547 case 0:
2548 pMat.M21 = val;
2549 break;
2550 case 1:
2551 pMat.M22 = val;
2552 break;
2553 case 2:
2554 pMat.M23 = val;
2555 break;
2556 case 3:
2557 pMat.M24 = val;
2558 break;
2559 }
2560
2561 break;
2562 case 2:
2563 switch (c)
2564 {
2565 case 0:
2566 pMat.M31 = val;
2567 break;
2568 case 1:
2569 pMat.M32 = val;
2570 break;
2571 case 2:
2572 pMat.M33 = val;
2573 break;
2574 case 3:
2575 pMat.M34 = val;
2576 break;
2577 }
2578
2579 break;
2580 case 3:
2581 switch (c)
2582 {
2583 case 0:
2584 pMat.M41 = val;
2585 break;
2586 case 1:
2587 pMat.M42 = val;
2588 break;
2589 case 2:
2590 pMat.M43 = val;
2591 break;
2592 case 3:
2593 pMat.M44 = val;
2594 break;
2595 }
2596
2597 break;
2598 }
2599 }
2600 private static float determinant3x3(Matrix4 pMat)
2601 {
2602 float det = 0;
2603 float diag1 = pMat[0, 0]*pMat[1, 1]*pMat[2, 2];
2604 float diag2 = pMat[0, 1]*pMat[2, 1]*pMat[2, 0];
2605 float diag3 = pMat[0, 2]*pMat[1, 0]*pMat[2, 1];
2606 float diag4 = pMat[2, 0]*pMat[1, 1]*pMat[0, 2];
2607 float diag5 = pMat[2, 1]*pMat[1, 2]*pMat[0, 0];
2608 float diag6 = pMat[2, 2]*pMat[1, 0]*pMat[0, 1];
2609
2610 det = diag1 + diag2 + diag3 - (diag4 + diag5 + diag6);
2611 return det;
2612
2613 }
2614
2615 private static void DMassCopy(ref d.Mass src, ref d.Mass dst)
2616 {
2617 dst.c.W = src.c.W;
2618 dst.c.X = src.c.X;
2619 dst.c.Y = src.c.Y;
2620 dst.c.Z = src.c.Z;
2621 dst.mass = src.mass;
2622 dst.I.M00 = src.I.M00;
2623 dst.I.M01 = src.I.M01;
2624 dst.I.M02 = src.I.M02;
2625 dst.I.M10 = src.I.M10;
2626 dst.I.M11 = src.I.M11;
2627 dst.I.M12 = src.I.M12;
2628 dst.I.M20 = src.I.M20;
2629 dst.I.M21 = src.I.M21;
2630 dst.I.M22 = src.I.M22;
2631 }
2632
2633 public override void SetMaterial(int pMaterial)
2634 {
2635 m_material = pMaterial;
2636 }
2637
2638 internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
2639 {
2640 switch (pParam)
2641 {
2642 case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY:
2643 if (pValue < 0.01f) pValue = 0.01f;
2644 // m_angularDeflectionEfficiency = pValue;
2645 break;
2646 case Vehicle.ANGULAR_DEFLECTION_TIMESCALE:
2647 if (pValue < 0.1f) pValue = 0.1f;
2648 // m_angularDeflectionTimescale = pValue;
2649 break;
2650 case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE:
2651 if (pValue < 0.3f) pValue = 0.3f;
2652 m_angularMotorDecayTimescale = pValue;
2653 break;
2654 case Vehicle.ANGULAR_MOTOR_TIMESCALE:
2655 if (pValue < 0.3f) pValue = 0.3f;
2656 m_angularMotorTimescale = pValue;
2657 break;
2658 case Vehicle.BANKING_EFFICIENCY:
2659 if (pValue < 0.01f) pValue = 0.01f;
2660 // m_bankingEfficiency = pValue;
2661 break;
2662 case Vehicle.BANKING_MIX:
2663 if (pValue < 0.01f) pValue = 0.01f;
2664 // m_bankingMix = pValue;
2665 break;
2666 case Vehicle.BANKING_TIMESCALE:
2667 if (pValue < 0.01f) pValue = 0.01f;
2668 // m_bankingTimescale = pValue;
2669 break;
2670 case Vehicle.BUOYANCY:
2671 if (pValue < -1f) pValue = -1f;
2672 if (pValue > 1f) pValue = 1f;
2673 m_VehicleBuoyancy = pValue;
2674 break;
2675// case Vehicle.HOVER_EFFICIENCY:
2676// if (pValue < 0f) pValue = 0f;
2677// if (pValue > 1f) pValue = 1f;
2678// m_VhoverEfficiency = pValue;
2679// break;
2680 case Vehicle.HOVER_HEIGHT:
2681 m_VhoverHeight = pValue;
2682 break;
2683 case Vehicle.HOVER_TIMESCALE:
2684 if (pValue < 0.1f) pValue = 0.1f;
2685 m_VhoverTimescale = pValue;
2686 break;
2687 case Vehicle.LINEAR_DEFLECTION_EFFICIENCY:
2688 if (pValue < 0.01f) pValue = 0.01f;
2689 // m_linearDeflectionEfficiency = pValue;
2690 break;
2691 case Vehicle.LINEAR_DEFLECTION_TIMESCALE:
2692 if (pValue < 0.01f) pValue = 0.01f;
2693 // m_linearDeflectionTimescale = pValue;
2694 break;
2695 case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE:
2696 if (pValue < 0.3f) pValue = 0.3f;
2697 m_linearMotorDecayTimescale = pValue;
2698 break;
2699 case Vehicle.LINEAR_MOTOR_TIMESCALE:
2700 if (pValue < 0.1f) pValue = 0.1f;
2701 m_linearMotorTimescale = pValue;
2702 break;
2703 case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY:
2704 if (pValue < 0.1f) pValue = 0.1f; // Less goes unstable
2705 if (pValue > 1.0f) pValue = 1.0f;
2706 m_verticalAttractionEfficiency = pValue;
2707 break;
2708 case Vehicle.VERTICAL_ATTRACTION_TIMESCALE:
2709 if (pValue < 0.1f) pValue = 0.1f;
2710 m_verticalAttractionTimescale = pValue;
2711 break;
2712
2713 // These are vector properties but the engine lets you use a single float value to
2714 // set all of the components to the same value
2715 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
2716 if (pValue > 30f) pValue = 30f;
2717 if (pValue < 0.1f) pValue = 0.1f;
2718 m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue);
2719 break;
2720 case Vehicle.ANGULAR_MOTOR_DIRECTION:
2721 m_angularMotorDirection = new Vector3(pValue, pValue, pValue);
2722 UpdateAngDecay();
2723 break;
2724 case Vehicle.LINEAR_FRICTION_TIMESCALE:
2725 if (pValue < 0.1f) pValue = 0.1f;
2726 m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue);
2727 break;
2728 case Vehicle.LINEAR_MOTOR_DIRECTION:
2729 m_linearMotorDirection = new Vector3(pValue, pValue, pValue);
2730 UpdateLinDecay();
2731 break;
2732 case Vehicle.LINEAR_MOTOR_OFFSET:
2733 // m_linearMotorOffset = new Vector3(pValue, pValue, pValue);
2734 break;
2735
2736 }
2737
2738 }//end ProcessFloatVehicleParam
2739
2740 internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue)
2741 {
2742 switch (pParam)
2743 {
2744 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
2745 if (pValue.X > 30f) pValue.X = 30f;
2746 if (pValue.X < 0.1f) pValue.X = 0.1f;
2747 if (pValue.Y > 30f) pValue.Y = 30f;
2748 if (pValue.Y < 0.1f) pValue.Y = 0.1f;
2749 if (pValue.Z > 30f) pValue.Z = 30f;
2750 if (pValue.Z < 0.1f) pValue.Z = 0.1f;
2751 m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
2752 break;
2753 case Vehicle.ANGULAR_MOTOR_DIRECTION:
2754 m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
2755 // Limit requested angular speed to 2 rps= 4 pi rads/sec
2756 if(m_angularMotorDirection.X > 12.56f) m_angularMotorDirection.X = 12.56f;
2757 if(m_angularMotorDirection.X < - 12.56f) m_angularMotorDirection.X = - 12.56f;
2758 if(m_angularMotorDirection.Y > 12.56f) m_angularMotorDirection.Y = 12.56f;
2759 if(m_angularMotorDirection.Y < - 12.56f) m_angularMotorDirection.Y = - 12.56f;
2760 if(m_angularMotorDirection.Z > 12.56f) m_angularMotorDirection.Z = 12.56f;
2761 if(m_angularMotorDirection.Z < - 12.56f) m_angularMotorDirection.Z = - 12.56f;
2762 UpdateAngDecay();
2763 break;
2764 case Vehicle.LINEAR_FRICTION_TIMESCALE:
2765 if (pValue.X < 0.1f) pValue.X = 0.1f;
2766 if (pValue.Y < 0.1f) pValue.Y = 0.1f;
2767 if (pValue.Z < 0.1f) pValue.Z = 0.1f;
2768 m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
2769 break;
2770 case Vehicle.LINEAR_MOTOR_DIRECTION:
2771 m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z); // velocity requested by LSL, for max limiting
2772 UpdateLinDecay();
2773 break;
2774 case Vehicle.LINEAR_MOTOR_OFFSET:
2775 // m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z);
2776 break;
2777 }
2778
2779 }//end ProcessVectorVehicleParam
2780
2781 internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue)
2782 {
2783 switch (pParam)
2784 {
2785 case Vehicle.REFERENCE_FRAME:
2786 // m_referenceFrame = pValue;
2787 break;
2788 }
2789
2790 }//end ProcessRotationVehicleParam
2791
2792 internal void ProcessVehicleFlags(int pParam, bool remove)
2793 {
2794 if (remove)
2795 {
2796 m_flags &= ~((VehicleFlag)pParam);
2797 }
2798 else
2799 {
2800 m_flags |= (VehicleFlag)pParam;
2801 }
2802 }
2803
2804 internal void ProcessTypeChange(Vehicle pType)
2805 {
2806 // Set Defaults For Type
2807 m_type = pType;
2808 switch (pType)
2809 {
2810 case Vehicle.TYPE_SLED:
2811 m_linearFrictionTimescale = new Vector3(30, 1, 1000);
2812 m_angularFrictionTimescale = new Vector3(30, 30, 30);
2813// m_lLinMotorVel = Vector3.Zero;
2814 m_linearMotorTimescale = 1000;
2815 m_linearMotorDecayTimescale = 120;
2816 m_angularMotorDirection = Vector3.Zero;
2817 m_angularMotorDVel = Vector3.Zero;
2818 m_angularMotorTimescale = 1000;
2819 m_angularMotorDecayTimescale = 120;
2820 m_VhoverHeight = 0;
2821// m_VhoverEfficiency = 1;
2822 m_VhoverTimescale = 10;
2823 m_VehicleBuoyancy = 0;
2824 // m_linearDeflectionEfficiency = 1;
2825 // m_linearDeflectionTimescale = 1;
2826 // m_angularDeflectionEfficiency = 1;
2827 // m_angularDeflectionTimescale = 1000;
2828 // m_bankingEfficiency = 0;
2829 // m_bankingMix = 1;
2830 // m_bankingTimescale = 10;
2831 // m_referenceFrame = Quaternion.Identity;
2832 m_flags &=
2833 ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
2834 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
2835 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
2836 break;
2837 case Vehicle.TYPE_CAR:
2838 m_linearFrictionTimescale = new Vector3(100, 2, 1000);
2839 m_angularFrictionTimescale = new Vector3(30, 30, 30); // was 1000, but sl max frict time is 30.
2840// m_lLinMotorVel = Vector3.Zero;
2841 m_linearMotorTimescale = 1;
2842 m_linearMotorDecayTimescale = 60;
2843 m_angularMotorDirection = Vector3.Zero;
2844 m_angularMotorDVel = Vector3.Zero;
2845 m_angularMotorTimescale = 1;
2846 m_angularMotorDecayTimescale = 0.8f;
2847 m_VhoverHeight = 0;
2848// m_VhoverEfficiency = 0;
2849 m_VhoverTimescale = 1000;
2850 m_VehicleBuoyancy = 0;
2851 // // m_linearDeflectionEfficiency = 1;
2852 // // m_linearDeflectionTimescale = 2;
2853 // // m_angularDeflectionEfficiency = 0;
2854 // m_angularDeflectionTimescale = 10;
2855 m_verticalAttractionEfficiency = 1f;
2856 m_verticalAttractionTimescale = 10f;
2857 // m_bankingEfficiency = -0.2f;
2858 // m_bankingMix = 1;
2859 // m_bankingTimescale = 1;
2860 // m_referenceFrame = Quaternion.Identity;
2861 m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
2862 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.HOVER_UP_ONLY |
2863 VehicleFlag.LIMIT_MOTOR_UP);
2864 break;
2865 case Vehicle.TYPE_BOAT:
2866 m_linearFrictionTimescale = new Vector3(10, 3, 2);
2867 m_angularFrictionTimescale = new Vector3(10,10,10);
2868// m_lLinMotorVel = Vector3.Zero;
2869 m_linearMotorTimescale = 5;
2870 m_linearMotorDecayTimescale = 60;
2871 m_angularMotorDirection = Vector3.Zero;
2872 m_angularMotorDVel = Vector3.Zero;
2873 m_angularMotorTimescale = 4;
2874 m_angularMotorDecayTimescale = 4;
2875 m_VhoverHeight = 0;
2876// m_VhoverEfficiency = 0.5f;
2877 m_VhoverTimescale = 2;
2878 m_VehicleBuoyancy = 1;
2879 // m_linearDeflectionEfficiency = 0.5f;
2880 // m_linearDeflectionTimescale = 3;
2881 // m_angularDeflectionEfficiency = 0.5f;
2882 // m_angularDeflectionTimescale = 5;
2883 m_verticalAttractionEfficiency = 0.5f;
2884 m_verticalAttractionTimescale = 5f;
2885 // m_bankingEfficiency = -0.3f;
2886 // m_bankingMix = 0.8f;
2887 // m_bankingTimescale = 1;
2888 // m_referenceFrame = Quaternion.Identity;
2889 m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.LIMIT_ROLL_ONLY |
2890 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
2891 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY |
2892 VehicleFlag.LIMIT_MOTOR_UP);
2893 break;
2894 case Vehicle.TYPE_AIRPLANE:
2895 m_linearFrictionTimescale = new Vector3(200, 10, 5);
2896 m_angularFrictionTimescale = new Vector3(20, 20, 20);
2897// m_lLinMotorVel = Vector3.Zero;
2898 m_linearMotorTimescale = 2;
2899 m_linearMotorDecayTimescale = 60;
2900 m_angularMotorDirection = Vector3.Zero;
2901 m_angularMotorDVel = Vector3.Zero;
2902 m_angularMotorTimescale = 4;
2903 m_angularMotorDecayTimescale = 4;
2904 m_VhoverHeight = 0;
2905// m_VhoverEfficiency = 0.5f;
2906 m_VhoverTimescale = 1000;
2907 m_VehicleBuoyancy = 0;
2908 // m_linearDeflectionEfficiency = 0.5f;
2909 // m_linearDeflectionTimescale = 3;
2910 // m_angularDeflectionEfficiency = 1;
2911 // m_angularDeflectionTimescale = 2;
2912 m_verticalAttractionEfficiency = 0.9f;
2913 m_verticalAttractionTimescale = 2f;
2914 // m_bankingEfficiency = 1;
2915 // m_bankingMix = 0.7f;
2916 // m_bankingTimescale = 2;
2917 // m_referenceFrame = Quaternion.Identity;
2918 m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
2919 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
2920 m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY);
2921 break;
2922 case Vehicle.TYPE_BALLOON:
2923 m_linearFrictionTimescale = new Vector3(5, 5, 5);
2924 m_angularFrictionTimescale = new Vector3(10, 10, 10);
2925 m_linearMotorTimescale = 5;
2926 m_linearMotorDecayTimescale = 60;
2927 m_angularMotorDirection = Vector3.Zero;
2928 m_angularMotorDVel = Vector3.Zero;
2929 m_angularMotorTimescale = 6;
2930 m_angularMotorDecayTimescale = 10;
2931 m_VhoverHeight = 5;
2932// m_VhoverEfficiency = 0.8f;
2933 m_VhoverTimescale = 10;
2934 m_VehicleBuoyancy = 1;
2935 // m_linearDeflectionEfficiency = 0;
2936 // m_linearDeflectionTimescale = 5;
2937 // m_angularDeflectionEfficiency = 0;
2938 // m_angularDeflectionTimescale = 5;
2939 m_verticalAttractionEfficiency = 1f;
2940 m_verticalAttractionTimescale = 100f;
2941 // m_bankingEfficiency = 0;
2942 // m_bankingMix = 0.7f;
2943 // m_bankingTimescale = 5;
2944 // m_referenceFrame = Quaternion.Identity;
2945 m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
2946 VehicleFlag.HOVER_UP_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
2947 m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
2948 break;
2949
2950 }
2951 }//end SetDefaultsForType
2952
2953 internal void Enable(IntPtr pBody, OdeScene pParentScene)
2954 {
2955 if (m_type == Vehicle.TYPE_NONE)
2956 return;
2957
2958 m_body = pBody;
2959 }
2960
2961
2962 internal void Halt()
2963 { // Kill all motions, when non-physical
2964 // m_linearMotorDirection = Vector3.Zero;
2965 m_lLinMotorDVel = Vector3.Zero;
2966 m_lLinObjectVel = Vector3.Zero;
2967 m_wLinObjectVel = Vector3.Zero;
2968 m_angularMotorDirection = Vector3.Zero;
2969 m_lastAngularVelocity = Vector3.Zero;
2970 m_angularMotorDVel = Vector3.Zero;
2971 _acceleration = Vector3.Zero;
2972 }
2973
2974 private void UpdateLinDecay()
2975 {
2976// if (Math.Abs(m_linearMotorDirection.X) > Math.Abs(m_lLinMotorDVel.X)) m_lLinMotorDVel.X = m_linearMotorDirection.X;
2977// if (Math.Abs(m_linearMotorDirection.Y) > Math.Abs(m_lLinMotorDVel.Y)) m_lLinMotorDVel.Y = m_linearMotorDirection.Y;
2978// if (Math.Abs(m_linearMotorDirection.Z) > Math.Abs(m_lLinMotorDVel.Z)) m_lLinMotorDVel.Z = m_linearMotorDirection.Z;
2979 m_lLinMotorDVel.X = m_linearMotorDirection.X;
2980 m_lLinMotorDVel.Y = m_linearMotorDirection.Y;
2981 m_lLinMotorDVel.Z = m_linearMotorDirection.Z;
2982 } // else let the motor decay on its own
2983
2984 private void UpdateAngDecay()
2985 {
2986// if (Math.Abs(m_angularMotorDirection.X) > Math.Abs(m_angularMotorDVel.X)) m_angularMotorDVel.X = m_angularMotorDirection.X;
2987// if (Math.Abs(m_angularMotorDirection.Y) > Math.Abs(m_angularMotorDVel.Y)) m_angularMotorDVel.Y = m_angularMotorDirection.Y;
2988// if (Math.Abs(m_angularMotorDirection.Z) > Math.Abs(m_angularMotorDVel.Z)) m_angularMotorDVel.Z = m_angularMotorDirection.Z;
2989 m_angularMotorDVel.X = m_angularMotorDirection.X;
2990 m_angularMotorDVel.Y = m_angularMotorDirection.Y;
2991 m_angularMotorDVel.Z = m_angularMotorDirection.Z;
2992 } // else let the motor decay on its own
2993
2994 public void Move(float timestep)
2995 {
2996 float fx = 0;
2997 float fy = 0;
2998 float fz = 0;
2999 Vector3 linvel; // velocity applied, including any reversal
3000 int outside = 0;
3001
3002 // If geomCrossingFailuresBeforeOutofbounds is set to 0 in OpenSim.ini then phys objects bounce off region borders.
3003 // This is a temp patch until proper region crossing is developed.
3004
3005 int failureLimit = _parent_scene.geomCrossingFailuresBeforeOutofbounds;
3006 float fence = _parent_scene.geomRegionFence;
3007
3008 frcount++; // used to limit debug comment output
3009 if (frcount > 50)
3010 frcount = 0;
3011
3012 if(revcount > 0) revcount--;
3013
3014 if (IsPhysical && (Body != IntPtr.Zero) && !m_isSelected && !childPrim) // Only move root prims.
3015 {
3016 // Old public void UpdatePositionAndVelocity(), more accuratley calculated here
3017 bool lastZeroFlag = _zeroFlag; // was it stopped
3018
3019 d.Vector3 vec = d.BodyGetPosition(Body);
3020 Vector3 l_position = Vector3.Zero;
3021 l_position.X = vec.X;
3022 l_position.Y = vec.Y;
3023 l_position.Z = vec.Z;
3024 m_lastposition = _position;
3025 _position = l_position;
3026
3027 d.Quaternion ori = d.BodyGetQuaternion(Body);
3028 // Quaternion l_orientation = Quaternion.Identity;
3029 _orientation.X = ori.X;
3030 _orientation.Y = ori.Y;
3031 _orientation.Z = ori.Z;
3032 _orientation.W = ori.W;
3033 m_lastorientation = _orientation;
3034
3035 d.Vector3 vel = d.BodyGetLinearVel(Body);
3036 m_lastVelocity = _velocity;
3037 _velocity.X = vel.X;
3038 _velocity.Y = vel.Y;
3039 _velocity.Z = vel.Z;
3040 _acceleration = ((_velocity - m_lastVelocity) / timestep);
3041
3042 d.Vector3 torque = d.BodyGetTorque(Body);
3043 _torque = new Vector3(torque.X, torque.Y, torque.Z);
3044
3045 base.RequestPhysicsterseUpdate();
3046
3047//Console.WriteLine("Move {0} at {1}", m_primName, l_position);
3048
3049 // Check if outside region
3050 // In Scene.cs/CrossPrimGroupIntoNewRegion the object is checked for 0.1M from border!
3051 if (l_position.X > ((float)_parent_scene.WorldExtents.X - fence))
3052 {
3053 l_position.X = ((float)_parent_scene.WorldExtents.X - fence);
3054 outside = 1;
3055 }
3056
3057 if (l_position.X < fence)
3058 {
3059 l_position.X = fence;
3060 outside = 2;
3061 }
3062 if (l_position.Y > ((float)_parent_scene.WorldExtents.Y - fence))
3063 {
3064 l_position.Y = ((float)_parent_scene.WorldExtents.Y - fence);
3065 outside = 3;
3066 }
3067
3068 if (l_position.Y < fence)
3069 {
3070 l_position.Y = fence;
3071 outside = 4;
3072 }
3073
3074 if (outside > 0)
3075 {
3076
3077//Console.WriteLine("Border {0} fence={1}", l_position, fence);
3078 if (fence > 0.0f) // bounce object off boundary
3079 {
3080 if (revcount == 0)
3081 {
3082 if (outside < 3)
3083 {
3084 _velocity.X = -_velocity.X;
3085 }
3086 else
3087 {
3088 _velocity.Y = -_velocity.Y;
3089 }
3090 if (m_type != Vehicle.TYPE_NONE) Halt();
3091 _position = l_position;
3092 m_taintposition = _position;
3093 m_lastVelocity = _velocity;
3094 _acceleration = Vector3.Zero;
3095 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
3096 d.BodySetLinearVel(Body, _velocity.X, _velocity.Y, _velocity.Z);
3097 base.RequestPhysicsterseUpdate();
3098
3099 revcount = 25; // wait for object to move away from border
3100 }
3101 } // else old crossing mode
3102 else if (m_crossingfailures < failureLimit)
3103 { // keep trying to cross?
3104 _position = l_position;
3105 //_parent_scene.remActivePrim(this);
3106 if (_parent == null) base.RequestPhysicsterseUpdate();
3107 return; // Dont process any other motion?
3108 }
3109 else
3110 { // Too many tries
3111 if (_parent == null) base.RaiseOutOfBounds(l_position);
3112 return; // Dont process any other motion?
3113 } // end various methods
3114 } // end outside region horizontally
3115
3116
3117 if (l_position.Z < 0)
3118 {
3119 // This is so prim that get lost underground don't fall forever and suck up
3120 //
3121 // Sim resources and memory.
3122 // Disables the prim's movement physics....
3123 // It's a hack and will generate a console message if it fails.
3124
3125 //IsPhysical = false;
3126 if (_parent == null) base.RaiseOutOfBounds(_position);
3127
3128
3129 _acceleration.X = 0; // This stuff may stop client display but it has no
3130 _acceleration.Y = 0; // effect on the object in phys engine!
3131 _acceleration.Z = 0;
3132
3133 _velocity.X = 0;
3134 _velocity.Y = 0;
3135 _velocity.Z = 0;
3136 m_lastVelocity = Vector3.Zero;
3137 m_rotationalVelocity.X = 0;
3138 m_rotationalVelocity.Y = 0;
3139 m_rotationalVelocity.Z = 0;
3140
3141 if (_parent == null) base.RequestPhysicsterseUpdate();
3142
3143 m_throttleUpdates = false;
3144 throttleCounter = 0;
3145 _zeroFlag = true;
3146 //outofBounds = true;
3147 } // end neg Z check
3148
3149 // Is it moving?
3150 /* if ((Math.Abs(m_lastposition.X - l_position.X) < 0.02)
3151 && (Math.Abs(m_lastposition.Y - l_position.Y) < 0.02)
3152 && (Math.Abs(m_lastposition.Z - l_position.Z) < 0.02) */
3153 if ( (Vector3.Mag(_velocity) < 0.01) && // moving very slowly
3154 (Vector3.Mag(_velocity) < Vector3.Mag(m_lastVelocity)) && // decelerating
3155 (1.0 - Math.Abs(Quaternion.Dot(m_lastorientation, _orientation)) < 0.0001) ) // spinning very slowly
3156 {
3157 _zeroFlag = true;
3158 m_throttleUpdates = false;
3159 }
3160 else
3161 {
3162 //m_log.Debug(Math.Abs(m_lastposition.X - l_position.X).ToString());
3163 _zeroFlag = false;
3164 m_lastUpdateSent = false;
3165 //m_throttleUpdates = false;
3166 }
3167
3168 if (_zeroFlag)
3169 { // Its stopped
3170 _velocity.X = 0.0f;
3171 _velocity.Y = 0.0f;
3172 // _velocity.Z = 0.0f;
3173
3174 _acceleration.X = 0;
3175 _acceleration.Y = 0;
3176 // _acceleration.Z = 0;
3177
3178 m_rotationalVelocity.X = 0;
3179 m_rotationalVelocity.Y = 0;
3180 m_rotationalVelocity.Z = 0;
3181 // Stop it in the phys engine
3182 d.BodySetLinearVel(Body, 0.0f, 0.0f, _velocity.Z);
3183 d.BodySetAngularVel (Body, 0.0f, 0.0f, 0.0f);
3184 d.BodySetForce(Body, 0f, 0f, 0f);
3185
3186 if (!m_lastUpdateSent)
3187 {
3188 m_throttleUpdates = false;
3189 throttleCounter = 0;
3190 if (_parent == null)
3191 {
3192 base.RequestPhysicsterseUpdate();
3193 }
3194
3195 m_lastUpdateSent = true;
3196 }
3197 }
3198 else
3199 { // Its moving
3200 if (lastZeroFlag != _zeroFlag)
3201 {
3202 if (_parent == null)
3203 {
3204 base.RequestPhysicsterseUpdate();
3205 }
3206 }
3207 m_lastUpdateSent = false;
3208 if (!m_throttleUpdates || throttleCounter > _parent_scene.geomUpdatesPerThrottledUpdate)
3209 {
3210 if (_parent == null)
3211 {
3212 base.RequestPhysicsterseUpdate();
3213 }
3214 }
3215 else
3216 {
3217 throttleCounter++;
3218 }
3219 }
3220 m_lastposition = l_position;
3221
3222 /// End UpdatePositionAndVelocity insert
3223
3224
3225 // Rotation lock =====================================
3226 if(m_rotateEnableUpdate)
3227 {
3228 // Snapshot current angles, set up Amotor(s)
3229 m_rotateEnableUpdate = false;
3230 m_rotateEnable = m_rotateEnableRequest;
3231//Console.WriteLine("RotEnable {0} = {1}",m_primName, m_rotateEnable);
3232
3233 if (Amotor != IntPtr.Zero)
3234 {
3235 d.JointDestroy(Amotor);
3236 Amotor = IntPtr.Zero;
3237//Console.WriteLine("Old Amotor Destroyed");
3238 }
3239
3240 if (!m_rotateEnable.ApproxEquals(Vector3.One, 0.003f))
3241 { // not all are enabled
3242 d.Quaternion r = d.BodyGetQuaternion(Body);
3243 Quaternion locrot = new Quaternion(r.X, r.Y, r.Z, r.W);
3244 // extract the axes vectors
3245 Vector3 vX = new Vector3(1f,0f,0f);
3246 Vector3 vY = new Vector3(0f,1f,0f);
3247 Vector3 vZ = new Vector3(0f,0f,1f);
3248 vX = vX * locrot;
3249 vY = vY * locrot;
3250 vZ = vZ * locrot;
3251 // snapshot the current angle vectors
3252 m_lockX = vX;
3253 m_lockY = vY;
3254 m_lockZ = vZ;
3255 // m_lockRot = locrot;
3256 Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
3257 d.JointAttach(Amotor, Body, IntPtr.Zero);
3258 d.JointSetAMotorMode(Amotor, 0); // User mode??
3259//Console.WriteLine("New Amotor Created for {0}", m_primName);
3260
3261 float axisnum = 3; // how many to lock
3262 axisnum = (axisnum - (m_rotateEnable.X + m_rotateEnable.Y + m_rotateEnable.Z));
3263 d.JointSetAMotorNumAxes(Amotor,(int)axisnum);
3264//Console.WriteLine("AxisNum={0}",(int)axisnum);
3265
3266 int i = 0;
3267
3268 if (m_rotateEnable.X == 0)
3269 {
3270 d.JointSetAMotorAxis(Amotor, i, 0, m_lockX.X, m_lockX.Y, m_lockX.Z);
3271//Console.WriteLine("AxisX {0} set to {1}", i, m_lockX);
3272 i++;
3273 }
3274
3275 if (m_rotateEnable.Y == 0)
3276 {
3277 d.JointSetAMotorAxis(Amotor, i, 0, m_lockY.X, m_lockY.Y, m_lockY.Z);
3278//Console.WriteLine("AxisY {0} set to {1}", i, m_lockY);
3279 i++;
3280 }
3281
3282 if (m_rotateEnable.Z == 0)
3283 {
3284 d.JointSetAMotorAxis(Amotor, i, 0, m_lockZ.X, m_lockZ.Y, m_lockZ.Z);
3285//Console.WriteLine("AxisZ {0} set to {1}", i, m_lockZ);
3286 i++;
3287 }
3288
3289 // These lowstops and high stops are effectively (no wiggle room)
3290 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, 0f);
3291 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, 0f);
3292 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, 0f);
3293 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0f);
3294 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f);
3295 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0f);
3296 d.JointSetAMotorParam(Amotor, (int) dParam.Vel, 0f);
3297 d.JointSetAMotorParam(Amotor, (int) dParam.Vel3, 0f);
3298 d.JointSetAMotorParam(Amotor, (int) dParam.Vel2, 0f);
3299 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM, 0f);
3300 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM3, 0f);
3301 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM2, 0f);
3302 } // else none are locked
3303 } // end Rotation Update
3304
3305
3306 // VEHICLE processing ==========================================
3307 if (m_type != Vehicle.TYPE_NONE)
3308 {
3309 // get body attitude
3310 d.Quaternion rot = d.BodyGetQuaternion(Body);
3311 Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); // rotq = rotation of object
3312 Quaternion irotq = Quaternion.Inverse(rotq);
3313
3314 // VEHICLE Linear Motion
3315 d.Vector3 velnow = d.BodyGetLinearVel(Body); // this is in world frame
3316 Vector3 vel_now = new Vector3(velnow.X, velnow.Y, velnow.Z);
3317 m_lLinObjectVel = vel_now * irotq;
3318 if (m_linearMotorDecayTimescale < 300.0f) //setting of 300 or more disables decay rate
3319 {
3320 if ( Vector3.Mag(m_lLinMotorDVel) < 1.0f)
3321 {
3322 float decayfactor = m_linearMotorDecayTimescale/timestep;
3323 Vector3 decayAmount = (m_lLinMotorDVel/decayfactor);
3324 m_lLinMotorDVel -= decayAmount;
3325 }
3326 else
3327 {
3328 float decayfactor = 3.0f - (0.57f * (float)Math.Log((double)(m_linearMotorDecayTimescale)));
3329 Vector3 decel = Vector3.Normalize(m_lLinMotorDVel) * decayfactor * timestep;
3330 m_lLinMotorDVel -= decel;
3331 }
3332 if (m_lLinMotorDVel.ApproxEquals(Vector3.Zero, 0.01f))
3333 {
3334 m_lLinMotorDVel = Vector3.Zero;
3335 }
3336
3337 /* else
3338 {
3339 if (Math.Abs(m_lLinMotorDVel.X) < Math.Abs(m_lLinObjectVel.X)) m_lLinObjectVel.X = m_lLinMotorDVel.X;
3340 if (Math.Abs(m_lLinMotorDVel.Y) < Math.Abs(m_lLinObjectVel.Y)) m_lLinObjectVel.Y = m_lLinMotorDVel.Y;
3341 if (Math.Abs(m_lLinMotorDVel.Z) < Math.Abs(m_lLinObjectVel.Z)) m_lLinObjectVel.Z = m_lLinMotorDVel.Z;
3342 } */
3343 } // end linear motor decay
3344
3345 if ( (! m_lLinMotorDVel.ApproxEquals(Vector3.Zero, 0.01f)) || (! m_lLinObjectVel.ApproxEquals(Vector3.Zero, 0.01f)) )
3346 {
3347 if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body);
3348 if (m_linearMotorTimescale < 300.0f)
3349 {
3350 Vector3 attack_error = m_lLinMotorDVel - m_lLinObjectVel;
3351 float linfactor = m_linearMotorTimescale/timestep;
3352 Vector3 attackAmount = (attack_error/linfactor) * 1.3f;
3353 m_lLinObjectVel += attackAmount;
3354 }
3355 if (m_linearFrictionTimescale.X < 300.0f)
3356 {
3357 float fricfactor = m_linearFrictionTimescale.X / timestep;
3358 float fricX = m_lLinObjectVel.X / fricfactor;
3359 m_lLinObjectVel.X -= fricX;
3360 }
3361 if (m_linearFrictionTimescale.Y < 300.0f)
3362 {
3363 float fricfactor = m_linearFrictionTimescale.Y / timestep;
3364 float fricY = m_lLinObjectVel.Y / fricfactor;
3365 m_lLinObjectVel.Y -= fricY;
3366 }
3367 if (m_linearFrictionTimescale.Z < 300.0f)
3368 {
3369 float fricfactor = m_linearFrictionTimescale.Z / timestep;
3370 float fricZ = m_lLinObjectVel.Z / fricfactor;
3371 m_lLinObjectVel.Z -= fricZ;
3372 }
3373 }
3374 m_wLinObjectVel = m_lLinObjectVel * rotq;
3375
3376 // Gravity and Buoyancy
3377 Vector3 grav = Vector3.Zero;
3378 if(m_VehicleBuoyancy < 1.0f)
3379 {
3380 // There is some gravity, make a gravity force vector
3381 // that is applied after object velocity.
3382 d.Mass objMass;
3383 d.BodyGetMass(Body, out objMass);
3384 // m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g;
3385 grav.Z = _parent_scene.gravityz * objMass.mass * (1f - m_VehicleBuoyancy); // Applied later as a force
3386 } // else its 1.0, no gravity.
3387
3388 // Hovering
3389 if( (m_flags & (VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT)) != 0)
3390 {
3391 // We should hover, get the target height
3392 d.Vector3 pos = d.BodyGetPosition(Body);
3393 if((m_flags & VehicleFlag.HOVER_WATER_ONLY) == VehicleFlag.HOVER_WATER_ONLY)
3394 {
3395 m_VhoverTargetHeight = _parent_scene.GetWaterLevel() + m_VhoverHeight;
3396 }
3397 else if((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) == VehicleFlag.HOVER_TERRAIN_ONLY)
3398 {
3399 m_VhoverTargetHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y) + m_VhoverHeight;
3400 }
3401 else if((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) == VehicleFlag.HOVER_GLOBAL_HEIGHT)
3402 {
3403 m_VhoverTargetHeight = m_VhoverHeight;
3404 }
3405
3406 if((m_flags & VehicleFlag.HOVER_UP_ONLY) == VehicleFlag.HOVER_UP_ONLY)
3407 {
3408 // If body is aready heigher, use its height as target height
3409 if(pos.Z > m_VhoverTargetHeight) m_VhoverTargetHeight = pos.Z;
3410 }
3411
3412// m_VhoverEfficiency = 0f; // 0=boucy, 1=Crit.damped
3413// m_VhoverTimescale = 0f; // time to acheive height
3414// timestep is time since last frame,in secs
3415 float herr0 = pos.Z - m_VhoverTargetHeight;
3416 // Replace Vertical speed with correction figure if significant
3417 if(Math.Abs(herr0) > 0.01f )
3418 {
3419 //? d.Mass objMass;
3420 //? d.BodyGetMass(Body, out objMass);
3421 m_wLinObjectVel.Z = - ( (herr0 * timestep * 50.0f) / m_VhoverTimescale);
3422 //KF: m_VhoverEfficiency is not yet implemented
3423 }
3424 else
3425 {
3426 m_wLinObjectVel.Z = 0f;
3427 }
3428 }
3429 else
3430 { // not hovering
3431 if (m_wLinObjectVel.Z == 0f)
3432 { // Gravity rules
3433 m_wLinObjectVel.Z = vel_now.Z;
3434 } // else the motor has it
3435 }
3436 linvel = m_wLinObjectVel;
3437
3438 // Vehicle Linear Motion done =======================================
3439 // Apply velocity
3440 d.BodySetLinearVel(Body, linvel.X, linvel.Y, linvel.Z);
3441 // apply gravity force
3442 d.BodyAddForce(Body, grav.X, grav.Y, grav.Z);
3443//if(frcount == 0) Console.WriteLine("Vel={0} Force={1}",linvel , grav);
3444 // end MoveLinear()
3445
3446
3447 // MoveAngular
3448 /*
3449 private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor
3450
3451 private float m_angularMotorTimescale = 0; // motor angular Attack rate set by LSL
3452 private float m_angularMotorDecayTimescale = 0; // motor angular Decay rate set by LSL
3453 private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular Friction set by LSL
3454
3455 private Vector3 m_angularMotorDVel = Vector3.Zero; // decayed angular motor
3456 private Vector3 m_angObjectVel = Vector3.Zero; // what was last applied to body
3457 */
3458//if(frcount == 0) Console.WriteLine("MoveAngular ");
3459
3460 d.Vector3 angularObjectVel = d.BodyGetAngularVel(Body);
3461 Vector3 angObjectVel = new Vector3(angularObjectVel.X, angularObjectVel.Y, angularObjectVel.Z);
3462 angObjectVel = angObjectVel * irotq; // ============ Converts to LOCAL rotation
3463
3464//if(frcount == 0) Console.WriteLine("V0 = {0}", angObjectVel);
3465
3466 // Decay Angular Motor 1. In SL this also depends on attack rate! decay ~= 23/Attack.
3467 float atk_decayfactor = 23.0f / (m_angularMotorTimescale * timestep);
3468 m_angularMotorDVel -= m_angularMotorDVel / atk_decayfactor;
3469 // Decay Angular Motor 2.
3470 if (m_angularMotorDecayTimescale < 300.0f)
3471 {
3472 if ( Vector3.Mag(m_angularMotorDVel) < 1.0f)
3473 {
3474 float decayfactor = (m_angularMotorDecayTimescale)/timestep;
3475 Vector3 decayAmount = (m_angularMotorDVel/decayfactor);
3476 m_angularMotorDVel -= decayAmount;
3477 }
3478 else
3479 {
3480 Vector3 decel = Vector3.Normalize(m_angularMotorDVel) * timestep / m_angularMotorDecayTimescale;
3481 m_angularMotorDVel -= decel;
3482 }
3483
3484 if (m_angularMotorDVel.ApproxEquals(Vector3.Zero, 0.01f))
3485 {
3486 m_angularMotorDVel = Vector3.Zero;
3487 }
3488 else
3489 {
3490 if (Math.Abs(m_angularMotorDVel.X) < Math.Abs(angObjectVel.X)) angObjectVel.X = m_angularMotorDVel.X;
3491 if (Math.Abs(m_angularMotorDVel.Y) < Math.Abs(angObjectVel.Y)) angObjectVel.Y = m_angularMotorDVel.Y;
3492 if (Math.Abs(m_angularMotorDVel.Z) < Math.Abs(angObjectVel.Z)) angObjectVel.Z = m_angularMotorDVel.Z;
3493 }
3494 } // end decay angular motor
3495//if(frcount == 0) Console.WriteLine("MotorDvel {0} Obj {1}", m_angularMotorDVel, angObjectVel);
3496
3497//if(frcount == 0) Console.WriteLine("VA = {0}", angObjectVel);
3498
3499 if ( (! m_angularMotorDVel.ApproxEquals(Vector3.Zero, 0.01f)) || (! angObjectVel.ApproxEquals(Vector3.Zero, 0.01f)) )
3500 { // if motor or object have motion
3501 if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body);
3502
3503 if (m_angularMotorTimescale < 300.0f)
3504 {
3505 Vector3 attack_error = m_angularMotorDVel - angObjectVel;
3506 float angfactor = m_angularMotorTimescale/timestep;
3507 Vector3 attackAmount = (attack_error/angfactor);
3508 angObjectVel += attackAmount;
3509//if(frcount == 0) Console.WriteLine("Accel {0} Attk {1}",FrAaccel, attackAmount);
3510//if(frcount == 0) Console.WriteLine("V2+= {0}", angObjectVel);
3511 }
3512
3513 angObjectVel.X -= angObjectVel.X / (m_angularFrictionTimescale.X * 0.7f / timestep);
3514 angObjectVel.Y -= angObjectVel.Y / (m_angularFrictionTimescale.Y * 0.7f / timestep);
3515 angObjectVel.Z -= angObjectVel.Z / (m_angularFrictionTimescale.Z * 0.7f / timestep);
3516 } // else no signif. motion
3517
3518//if(frcount == 0) Console.WriteLine("Dmotor {0} Obj {1}", m_angularMotorDVel, angObjectVel);
3519 // Bank section tba
3520 // Deflection section tba
3521//if(frcount == 0) Console.WriteLine("V3 = {0}", angObjectVel);
3522
3523
3524 /* // Rotation Axis Disables:
3525 if (!m_angularEnable.ApproxEquals(Vector3.One, 0.003f))
3526 {
3527 if (m_angularEnable.X == 0)
3528 angObjectVel.X = 0f;
3529 if (m_angularEnable.Y == 0)
3530 angObjectVel.Y = 0f;
3531 if (m_angularEnable.Z == 0)
3532 angObjectVel.Z = 0f;
3533 }
3534 */
3535 angObjectVel = angObjectVel * rotq; // ================ Converts to WORLD rotation
3536
3537 // Vertical attractor section
3538 Vector3 vertattr = Vector3.Zero;
3539
3540 if(m_verticalAttractionTimescale < 300)
3541 {
3542 float VAservo = 1.0f / (m_verticalAttractionTimescale * timestep);
3543 // make a vector pointing up
3544 Vector3 verterr = Vector3.Zero;
3545 verterr.Z = 1.0f;
3546 // rotate it to Body Angle
3547 verterr = verterr * rotq;
3548 // 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.
3549 // 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
3550 // negative. Similar for tilt and |.Y|. .X and .Y must be modulated to prevent a stable inverted body.
3551
3552 if (verterr.Z < 0.0f)
3553 { // Deflection from vertical exceeds 90-degrees. This method will ensure stable return to
3554 // vertical, BUT for some reason a z-rotation is imparted to the object. TBI.
3555//Console.WriteLine("InvertFlip");
3556 verterr.X = 2.0f - verterr.X;
3557 verterr.Y = 2.0f - verterr.Y;
3558 }
3559 verterr *= 0.5f;
3560 // verterror is 0 (no error) to +/- 1 (max error at 180-deg tilt)
3561 Vector3 xyav = angObjectVel;
3562 xyav.Z = 0.0f;
3563 if ((!xyav.ApproxEquals(Vector3.Zero, 0.001f)) || (verterr.Z < 0.49f))
3564 {
3565 // As the body rotates around the X axis, then verterr.Y increases; Rotated around Y then .X increases, so
3566 // Change Body angular velocity X based on Y, and Y based on X. Z is not changed.
3567 vertattr.X = verterr.Y;
3568 vertattr.Y = - verterr.X;
3569 vertattr.Z = 0f;
3570//if(frcount == 0) Console.WriteLine("VAerr=" + verterr);
3571
3572 // scaling appears better usingsquare-law
3573 float damped = m_verticalAttractionEfficiency * m_verticalAttractionEfficiency;
3574 float bounce = 1.0f - damped;
3575 // 0 = crit damp, 1 = bouncy
3576 float oavz = angObjectVel.Z; // retain z velocity
3577 // time-scaled correction, which sums, therefore is bouncy:
3578 angObjectVel = (angObjectVel + (vertattr * VAservo * 0.0333f)) * bounce;
3579 // damped, good @ < 90:
3580 angObjectVel = angObjectVel + (vertattr * VAservo * 0.0667f * damped);
3581 angObjectVel.Z = oavz;
3582//if(frcount == 0) Console.WriteLine("VA+");
3583//Console.WriteLine("VAttr {0} OAvel {1}", vertattr, angObjectVel);
3584 }
3585 else
3586 {
3587 // else error is very small
3588 angObjectVel.X = 0f;
3589 angObjectVel.Y = 0f;
3590//if(frcount == 0) Console.WriteLine("VA0");
3591 }
3592 } // else vertical attractor is off
3593//if(frcount == 0) Console.WriteLine("V1 = {0}", angObjectVel);
3594
3595
3596 m_lastAngularVelocity = angObjectVel;
3597 // apply Angular Velocity to body
3598 d.BodySetAngularVel (Body, m_lastAngularVelocity.X, m_lastAngularVelocity.Y, m_lastAngularVelocity.Z);
3599//if(frcount == 0) Console.WriteLine("V4 = {0}", m_lastAngularVelocity);
3600
3601 } // end VEHICLES
3602 else
3603 {
3604 // Dyamics (NON-'VEHICLES') are dealt with here ================================================================
3605
3606 if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body); // KF add 161009
3607
3608 /// Dynamics Buoyancy
3609 //KF: m_buoyancy is set by llSetBuoyancy() and is for non-vehicle.
3610 // m_buoyancy: (unlimited value) <0=Falls fast; 0=1g; 1=0g; >1 = floats up
3611 // NB Prims in ODE are no subject to global gravity
3612 // This should only affect gravity operations
3613
3614 float m_mass = CalculateMass();
3615 // calculate z-force due togravity on object.
3616 fz = _parent_scene.gravityz * (1.0f - m_buoyancy) * m_mass; // force = acceleration * mass
3617 if ((m_usePID) && (m_PIDTau > 0.0f)) // Dynamics llMoveToTarget.
3618 {
3619 fz = 0; // llMoveToTarget ignores gravity.
3620 // it also ignores mass of object, and any physical resting on it.
3621 // Vector3 m_PIDTarget is where we are going
3622 // float m_PIDTau is time to get there
3623 fx = 0;
3624 fy = 0;
3625 d.Vector3 pos = d.BodyGetPosition(Body);
3626 Vector3 error = new Vector3(
3627 (m_PIDTarget.X - pos.X),
3628 (m_PIDTarget.Y - pos.Y),
3629 (m_PIDTarget.Z - pos.Z));
3630 if (error.ApproxEquals(Vector3.Zero,0.01f))
3631 { // Very close, Jump there and quit move
3632
3633 d.BodySetPosition(Body, m_PIDTarget.X, m_PIDTarget.Y, m_PIDTarget.Z);
3634 _target_velocity = Vector3.Zero;
3635 d.BodySetLinearVel(Body, _target_velocity.X, _target_velocity.Y, _target_velocity.Z);
3636 d.BodySetForce(Body, 0f, 0f, 0f);
3637 }
3638 else
3639 {
3640 float scale = 50.0f * timestep / m_PIDTau;
3641 if ((error.ApproxEquals(Vector3.Zero,0.5f)) && (_target_velocity != Vector3.Zero))
3642 {
3643 // Nearby, quit update of velocity
3644 }
3645 else
3646 { // Far, calc damped velocity
3647 _target_velocity = error * scale;
3648 }
3649 d.BodySetLinearVel(Body, _target_velocity.X, _target_velocity.Y, _target_velocity.Z);
3650 }
3651 } // end PID MoveToTarget
3652
3653
3654 /// Dynamics Hover ===================================================================================
3655 // Hover PID Controller can only run if the PIDcontroller is not in use.
3656 if (m_useHoverPID && !m_usePID)
3657 {
3658//Console.WriteLine("Hover " + m_primName);
3659
3660 // If we're using the PID controller, then we have no gravity
3661 fz = (-1 * _parent_scene.gravityz) * m_mass;
3662
3663 // no lock; for now it's only called from within Simulate()
3664
3665 // If the PID Controller isn't active then we set our force
3666 // calculating base velocity to the current position
3667
3668 if ((m_PIDTau < 1))
3669 {
3670 PID_G = PID_G / m_PIDTau;
3671 }
3672
3673 if ((PID_G - m_PIDTau) <= 0)
3674 {
3675 PID_G = m_PIDTau + 1;
3676 }
3677
3678
3679 // Where are we, and where are we headed?
3680 d.Vector3 pos = d.BodyGetPosition(Body);
3681// d.Vector3 vel = d.BodyGetLinearVel(Body);
3682
3683
3684 // Non-Vehicles have a limited set of Hover options.
3685 // determine what our target height really is based on HoverType
3686 switch (m_PIDHoverType)
3687 {
3688 case PIDHoverType.Ground:
3689 m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y);
3690 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
3691 break;
3692 case PIDHoverType.GroundAndWater:
3693 m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y);
3694 m_waterHeight = _parent_scene.GetWaterLevel();
3695 if (m_groundHeight > m_waterHeight)
3696 {
3697 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
3698 }
3699 else
3700 {
3701 m_targetHoverHeight = m_waterHeight + m_PIDHoverHeight;
3702 }
3703 break;
3704
3705 } // end switch (m_PIDHoverType)
3706
3707
3708 _target_velocity =
3709 new Vector3(0.0f, 0.0f,
3710 (m_targetHoverHeight - pos.Z) * ((PID_G - m_PIDHoverTau) * timestep)
3711 );
3712
3713 // if velocity is zero, use position control; otherwise, velocity control
3714
3715 if (_target_velocity.ApproxEquals(Vector3.Zero, 0.1f))
3716 {
3717 // keep track of where we stopped. No more slippin' & slidin'
3718
3719 // We only want to deactivate the PID Controller if we think we want to have our surrogate
3720 // react to the physics scene by moving it's position.
3721 // Avatar to Avatar collisions
3722 // Prim to avatar collisions
3723 d.Vector3 dlinvel = vel;
3724 d.BodySetPosition(Body, pos.X, pos.Y, m_targetHoverHeight);
3725 d.BodySetLinearVel(Body, dlinvel.X, dlinvel.Y, dlinvel.Z);
3726 d.BodyAddForce(Body, 0, 0, fz);
3727 //KF this prevents furthur motions return;
3728 }
3729 else
3730 {
3731 _zeroFlag = false;
3732
3733 // We're flying and colliding with something
3734 fz = fz + ((_target_velocity.Z - vel.Z) * (PID_D) * m_mass);
3735 }
3736 } // end m_useHoverPID && !m_usePID
3737
3738
3739 /// Dynamics Apply Forces ===================================================================================
3740 fx *= m_mass;
3741 fy *= m_mass;
3742 //fz *= m_mass;
3743 fx += m_force.X;
3744 fy += m_force.Y;
3745 fz += m_force.Z;
3746
3747 //m_log.Info("[OBJPID]: X:" + fx.ToString() + " Y:" + fy.ToString() + " Z:" + fz.ToString());
3748 if (fx != 0 || fy != 0 || fz != 0)
3749 {
3750 //m_taintdisable = true;
3751 //base.RaiseOutOfBounds(Position);
3752 //d.BodySetLinearVel(Body, fx, fy, 0f);
3753 if (!d.BodyIsEnabled(Body))
3754 {
3755 // A physical body at rest on a surface will auto-disable after a while,
3756 // this appears to re-enable it incase the surface it is upon vanishes,
3757 // and the body should fall again.
3758 d.BodySetLinearVel(Body, 0f, 0f, 0f);
3759 d.BodySetForce(Body, 0f, 0f, 0f);
3760 enableBodySoft();
3761 }
3762
3763 // 35x10 = 350n times the mass per second applied maximum.
3764 float nmax = 35f * m_mass;
3765 float nmin = -35f * m_mass;
3766
3767
3768 if (fx > nmax)
3769 fx = nmax;
3770 if (fx < nmin)
3771 fx = nmin;
3772 if (fy > nmax)
3773 fy = nmax;
3774 if (fy < nmin)
3775 fy = nmin;
3776 d.BodyAddForce(Body, fx, fy, fz);
3777 } // end apply forces
3778 } // end Vehicle/Dynamics
3779
3780 /// RotLookAt / LookAt =================================================================================
3781 if (m_useAPID)
3782 {
3783 // RotLookAt, apparently overrides all other rotation sources. Inputs:
3784 // Quaternion m_APIDTarget
3785 // float m_APIDStrength // From SL experiments, this is the time to get there
3786 // float m_APIDDamping // From SL experiments, this is damping, 1.0 = damped, 0.1 = wobbly
3787 // Also in SL the mass of the object has no effect on time to get there.
3788 // Factors:
3789 // get present body rotation
3790 float limit = 1.0f;
3791 float rscaler = 50f; // adjusts rotation damping time
3792 float lscaler = 10f; // adjusts linear damping time in llLookAt
3793 float RLAservo = 0f;
3794 Vector3 diff_axis;
3795 float diff_angle;
3796 d.Quaternion rot = d.BodyGetQuaternion(Body); // prim present rotation
3797 Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W);
3798 Quaternion rtarget = new Quaternion();
3799
3800 if(m_APIDTarget.W == -99.9f)
3801 {
3802 // this is really a llLookAt(), x,y,z is the target vector
3803 Vector3 target = new Vector3(m_APIDTarget.X, m_APIDTarget.Y, m_APIDTarget.Z);
3804 Vector3 ospin = new Vector3(1.0f, 0.0f, 0.0f) * rotq;
3805 Vector3 error = new Vector3(0.0f, 0.0f, 0.0f);
3806 float twopi = 2.0f * (float)Math.PI;
3807 Vector3 dir = target - _position;
3808 dir.Normalize();
3809 float tzrot = (float)Math.Atan2(dir.Y, dir.X);
3810 float txy = (float)Math.Sqrt((dir.X * dir.X) + (dir.Y * dir.Y));
3811 float terot = (float)Math.Atan2(dir.Z, txy);
3812 float ozrot = (float)Math.Atan2(ospin.Y, ospin.X);
3813 float oxy = (float)Math.Sqrt((ospin.X * ospin.X) + (ospin.Y * ospin.Y));
3814 float oerot = (float)Math.Atan2(ospin.Z, oxy);
3815 float ra = 2.0f * ((rotq.W * rotq.X) + (rotq.Y * rotq.Z));
3816 float rb = 1.0f - 2.0f * ((rotq.Y * rotq.Y)+(rotq.X * rotq.X));
3817 float roll = (float)Math.Atan2(ra, rb);
3818 float errorz = tzrot - ozrot;
3819 if(errorz > (float)Math.PI) errorz -= twopi;
3820 else if(errorz < -(float)Math.PI) errorz += twopi;
3821 float errory = oerot - terot;
3822 if(errory > (float)Math.PI) errory -= twopi;
3823 else if(errory < -(float)Math.PI) errory += twopi;
3824 diff_angle = Math.Abs(errorz) + Math.Abs(errory) + Math.Abs(roll);
3825 if(diff_angle > 0.01f * m_APIDdamper)
3826 {
3827 m_APIDdamper = 1.0f;
3828 RLAservo = timestep / m_APIDStrength * rscaler;
3829 errorz *= RLAservo;
3830 errory *= RLAservo;
3831 error.X = -roll * 8.0f;
3832 error.Y = errory;
3833 error.Z = errorz;
3834 error *= rotq;
3835 d.BodySetAngularVel (Body, error.X, error.Y, error.Z);
3836 }
3837 else
3838 {
3839 d.BodySetAngularVel (Body, 0.0f, 0.0f, 0.0f);
3840 m_APIDdamper = 2.0f;
3841 }
3842 }
3843 else
3844 {
3845 // this is a llRotLookAt()
3846 rtarget = m_APIDTarget;
3847
3848 Quaternion rot_diff = Quaternion.Inverse(rotq) * rtarget; // difference to desired rot
3849 rot_diff.GetAxisAngle(out diff_axis, out diff_angle); // convert to axis to point at & error angle
3850//if(frcount == 0) Console.WriteLine("axis {0} angle {1}",diff_axis * 57.3f, diff_angle);
3851
3852 // diff_axis.Normalize(); it already is!
3853 if(diff_angle > 0.01f * m_APIDdamper) // diff_angle is always +ve // if there is enough error
3854 {
3855 m_APIDdamper = 1.0f;
3856 Vector3 rotforce = new Vector3(diff_axis.X, diff_axis.Y, diff_axis.Z);
3857 rotforce = rotforce * rotq;
3858 if(diff_angle > limit) diff_angle = limit; // cap the rotate rate
3859 RLAservo = timestep / m_APIDStrength * lscaler;
3860 rotforce = rotforce * RLAservo * diff_angle ;
3861 d.BodySetAngularVel (Body, rotforce.X, rotforce.Y, rotforce.Z);
3862//Console.WriteLine("axis= " + diff_axis + " angle= " + diff_angle + "servo= " + RLAservo);
3863 }
3864 else
3865 { // close enough
3866 d.BodySetAngularVel (Body, 0.0f, 0.0f, 0.0f);
3867 m_APIDdamper = 2.0f;
3868 }
3869 } // end llLookAt/llRotLookAt
3870//if(frcount == 0) Console.WriteLine("mass= " + m_mass + " servo= " + RLAservo + " angle= " + diff_angle);
3871 } // end m_useAPID
3872 } // end root prims
3873 } // end Move()
3874 } // end class
3875}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/ODERayCastRequestManager.cs b/OpenSim/Region/Physics/ChOdePlugin/ODERayCastRequestManager.cs
new file mode 100644
index 0000000..712029e
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODERayCastRequestManager.cs
@@ -0,0 +1,384 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using System.Reflection;
31using System.Runtime.InteropServices;
32using System.Text;
33using OpenMetaverse;
34using OpenSim.Region.Physics.Manager;
35using Ode.NET;
36using log4net;
37
38namespace OpenSim.Region.Physics.OdePlugin
39{
40 /// <summary>
41 /// Processes raycast requests as ODE is in a state to be able to do them.
42 /// This ensures that it's thread safe and there will be no conflicts.
43 /// Requests get returned by a different thread then they were requested by.
44 /// </summary>
45 public class ODERayCastRequestManager
46 {
47 /// <summary>
48 /// Pending Raycast Requests
49 /// </summary>
50 protected List<ODERayCastRequest> m_PendingRequests = new List<ODERayCastRequest>();
51
52 /// <summary>
53 /// Scene that created this object.
54 /// </summary>
55 private OdeScene m_scene;
56
57 /// <summary>
58 /// ODE contact array to be filled by the collision testing
59 /// </summary>
60 d.ContactGeom[] contacts = new d.ContactGeom[5];
61
62 /// <summary>
63 /// ODE near callback delegate
64 /// </summary>
65 private d.NearCallback nearCallback;
66 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
67 private List<ContactResult> m_contactResults = new List<ContactResult>();
68
69
70 public ODERayCastRequestManager(OdeScene pScene)
71 {
72 m_scene = pScene;
73 nearCallback = near;
74
75 }
76
77 /// <summary>
78 /// Queues a raycast
79 /// </summary>
80 /// <param name="position">Origin of Ray</param>
81 /// <param name="direction">Ray normal</param>
82 /// <param name="length">Ray length</param>
83 /// <param name="retMethod">Return method to send the results</param>
84 public void QueueRequest(Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
85 {
86 lock (m_PendingRequests)
87 {
88 ODERayCastRequest req = new ODERayCastRequest();
89 req.callbackMethod = retMethod;
90 req.length = length;
91 req.Normal = direction;
92 req.Origin = position;
93
94 m_PendingRequests.Add(req);
95 }
96 }
97
98 /// <summary>
99 /// Process all queued raycast requests
100 /// </summary>
101 /// <returns>Time in MS the raycasts took to process.</returns>
102 public int ProcessQueuedRequests()
103 {
104 int time = System.Environment.TickCount;
105 lock (m_PendingRequests)
106 {
107 if (m_PendingRequests.Count > 0)
108 {
109 ODERayCastRequest[] reqs = m_PendingRequests.ToArray();
110 for (int i = 0; i < reqs.Length; i++)
111 {
112 try
113 {
114 if (reqs[i].callbackMethod != null) // quick optimization here, don't raycast
115 RayCast(reqs[i]); // if there isn't anyone to send results
116 }
117 catch
118 {
119 //Fail silently
120 //This can genuinely happen because raycast requests are queued, and the actor may have
121 //been removed from the scene since it was queued
122 }
123 }
124 /*
125 foreach (ODERayCastRequest req in m_PendingRequests)
126 {
127 if (req.callbackMethod != null) // quick optimization here, don't raycast
128 RayCast(req); // if there isn't anyone to send results to
129
130 }
131 */
132 m_PendingRequests.Clear();
133 }
134 }
135
136 lock (m_contactResults)
137 m_contactResults.Clear();
138
139 return System.Environment.TickCount - time;
140 }
141
142 /// <summary>
143 /// Method that actually initiates the raycast
144 /// </summary>
145 /// <param name="req"></param>
146 private void RayCast(ODERayCastRequest req)
147 {
148 // Create the ray
149 IntPtr ray = d.CreateRay(m_scene.space, req.length);
150 d.GeomRaySet(ray, req.Origin.X, req.Origin.Y, req.Origin.Z, req.Normal.X, req.Normal.Y, req.Normal.Z);
151
152 // Collide test
153 d.SpaceCollide2(m_scene.space, ray, IntPtr.Zero, nearCallback);
154
155 // Remove Ray
156 d.GeomDestroy(ray);
157
158
159 // Define default results
160 bool hitYN = false;
161 uint hitConsumerID = 0;
162 float distance = 999999999999f;
163 Vector3 closestcontact = new Vector3(99999f, 99999f, 99999f);
164 Vector3 snormal = Vector3.Zero;
165
166 // Find closest contact and object.
167 lock (m_contactResults)
168 {
169 foreach (ContactResult cResult in m_contactResults)
170 {
171 if (Vector3.Distance(req.Origin, cResult.Pos) < Vector3.Distance(req.Origin, closestcontact))
172 {
173 closestcontact = cResult.Pos;
174 hitConsumerID = cResult.ConsumerID;
175 distance = cResult.Depth;
176 hitYN = true;
177 snormal = cResult.Normal;
178 }
179 }
180
181 m_contactResults.Clear();
182 }
183
184 // Return results
185 if (req.callbackMethod != null)
186 req.callbackMethod(hitYN, closestcontact, hitConsumerID, distance, snormal);
187 }
188
189 // This is the standard Near. Uses space AABBs to speed up detection.
190 private void near(IntPtr space, IntPtr g1, IntPtr g2)
191 {
192
193 //Don't test against heightfield Geom, or you'll be sorry!
194
195 /*
196 terminate called after throwing an instance of 'std::bad_alloc'
197 what(): std::bad_alloc
198 Stacktrace:
199
200 at (wrapper managed-to-native) Ode.NET.d.Collide (intptr,intptr,int,Ode.NET.d/ContactGeom[],int) <0x00004>
201 at (wrapper managed-to-native) Ode.NET.d.Collide (intptr,intptr,int,Ode.NET.d/ContactGeom[],int) <0xffffffff>
202 at OpenSim.Region.Physics.OdePlugin.ODERayCastRequestManager.near (intptr,intptr,intptr) <0x00280>
203 at (wrapper native-to-managed) OpenSim.Region.Physics.OdePlugin.ODERayCastRequestManager.near (intptr,intptr,intptr) <0xfff
204 fffff>
205 at (wrapper managed-to-native) Ode.NET.d.SpaceCollide2 (intptr,intptr,intptr,Ode.NET.d/NearCallback) <0x00004>
206 at (wrapper managed-to-native) Ode.NET.d.SpaceCollide2 (intptr,intptr,intptr,Ode.NET.d/NearCallback) <0xffffffff>
207 at OpenSim.Region.Physics.OdePlugin.ODERayCastRequestManager.RayCast (OpenSim.Region.Physics.OdePlugin.ODERayCastRequest) <
208 0x00114>
209 at OpenSim.Region.Physics.OdePlugin.ODERayCastRequestManager.ProcessQueuedRequests () <0x000eb>
210 at OpenSim.Region.Physics.OdePlugin.OdeScene.Simulate (single) <0x017e6>
211 at OpenSim.Region.Framework.Scenes.SceneGraph.UpdatePhysics (double) <0x00042>
212 at OpenSim.Region.Framework.Scenes.Scene.Update () <0x0039e>
213 at OpenSim.Region.Framework.Scenes.Scene.Heartbeat (object) <0x00019>
214 at (wrapper runtime-invoke) object.runtime_invoke_void__this___object (object,intptr,intptr,intptr) <0xffffffff>
215
216 Native stacktrace:
217
218 mono [0x80d2a42]
219 [0xb7f5840c]
220 /lib/i686/cmov/libc.so.6(abort+0x188) [0xb7d1a018]
221 /usr/lib/libstdc++.so.6(_ZN9__gnu_cxx27__verbose_terminate_handlerEv+0x158) [0xb45fc988]
222 /usr/lib/libstdc++.so.6 [0xb45fa865]
223 /usr/lib/libstdc++.so.6 [0xb45fa8a2]
224 /usr/lib/libstdc++.so.6 [0xb45fa9da]
225 /usr/lib/libstdc++.so.6(_Znwj+0x83) [0xb45fb033]
226 /usr/lib/libstdc++.so.6(_Znaj+0x1d) [0xb45fb11d]
227 libode.so(_ZN13dxHeightfield23dCollideHeightfieldZoneEiiiiP6dxGeomiiP12dContactGeomi+0xd04) [0xb46678e4]
228 libode.so(_Z19dCollideHeightfieldP6dxGeomS0_iP12dContactGeomi+0x54b) [0xb466832b]
229 libode.so(dCollide+0x102) [0xb46571b2]
230 [0x95cfdec9]
231 [0x8ea07fe1]
232 [0xab260146]
233 libode.so [0xb465a5c4]
234 libode.so(_ZN11dxHashSpace8collide2EPvP6dxGeomPFvS0_S2_S2_E+0x75) [0xb465bcf5]
235 libode.so(dSpaceCollide2+0x177) [0xb465ac67]
236 [0x95cf978e]
237 [0x8ea07945]
238 [0x95cf2bbc]
239 [0xab2787e7]
240 [0xab419fb3]
241 [0xab416657]
242 [0xab415bda]
243 [0xb609b08e]
244 mono(mono_runtime_delegate_invoke+0x34) [0x8192534]
245 mono [0x81a2f0f]
246 mono [0x81d28b6]
247 mono [0x81ea2c6]
248 /lib/i686/cmov/libpthread.so.0 [0xb7e744c0]
249 /lib/i686/cmov/libc.so.6(clone+0x5e) [0xb7dcd6de]
250 */
251
252 // Exclude heightfield geom
253
254 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
255 return;
256 if (d.GeomGetClass(g1) == d.GeomClassID.HeightfieldClass || d.GeomGetClass(g2) == d.GeomClassID.HeightfieldClass)
257 return;
258
259 // Raytest against AABBs of spaces first, then dig into the spaces it hits for actual geoms.
260 if (d.GeomIsSpace(g1) || d.GeomIsSpace(g2))
261 {
262 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
263 return;
264
265 // Separating static prim geometry spaces.
266 // We'll be calling near recursivly if one
267 // of them is a space to find all of the
268 // contact points in the space
269 try
270 {
271 d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback);
272 }
273 catch (AccessViolationException)
274 {
275 m_log.Warn("[PHYSICS]: Unable to collide test a space");
276 return;
277 }
278 //Colliding a space or a geom with a space or a geom. so drill down
279
280 //Collide all geoms in each space..
281 //if (d.GeomIsSpace(g1)) d.SpaceCollide(g1, IntPtr.Zero, nearCallback);
282 //if (d.GeomIsSpace(g2)) d.SpaceCollide(g2, IntPtr.Zero, nearCallback);
283 return;
284 }
285
286 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
287 return;
288
289 int count = 0;
290 try
291 {
292
293 if (g1 == g2)
294 return; // Can't collide with yourself
295
296 lock (contacts)
297 {
298 count = d.Collide(g1, g2, contacts.GetLength(0), contacts, d.ContactGeom.SizeOf);
299 }
300 }
301 catch (SEHException)
302 {
303 m_log.Error("[PHYSICS]: The Operating system shut down ODE because of corrupt memory. This could be a result of really irregular terrain. If this repeats continuously, restart using Basic Physics and terrain fill your terrain. Restarting the sim.");
304 }
305 catch (Exception e)
306 {
307 m_log.WarnFormat("[PHYSICS]: Unable to collide test an object: {0}", e.Message);
308 return;
309 }
310
311 PhysicsActor p1 = null;
312 PhysicsActor p2 = null;
313
314 if (g1 != IntPtr.Zero)
315 m_scene.actor_name_map.TryGetValue(g1, out p1);
316
317 if (g2 != IntPtr.Zero)
318 m_scene.actor_name_map.TryGetValue(g1, out p2);
319
320 // Loop over contacts, build results.
321 for (int i = 0; i < count; i++)
322 {
323 if (p1 != null) {
324 if (p1 is OdePrim)
325 {
326 ContactResult collisionresult = new ContactResult();
327
328 collisionresult.ConsumerID = ((OdePrim)p1).m_localID;
329 collisionresult.Pos = new Vector3(contacts[i].pos.X, contacts[i].pos.Y, contacts[i].pos.Z);
330 collisionresult.Depth = contacts[i].depth;
331 collisionresult.Normal = new Vector3(contacts[i].normal.X, contacts[i].normal.Y,
332 contacts[i].normal.Z);
333 lock (m_contactResults)
334 m_contactResults.Add(collisionresult);
335 }
336 }
337
338 if (p2 != null)
339 {
340 if (p2 is OdePrim)
341 {
342 ContactResult collisionresult = new ContactResult();
343
344 collisionresult.ConsumerID = ((OdePrim)p2).m_localID;
345 collisionresult.Pos = new Vector3(contacts[i].pos.X, contacts[i].pos.Y, contacts[i].pos.Z);
346 collisionresult.Depth = contacts[i].depth;
347 collisionresult.Normal = new Vector3(contacts[i].normal.X, contacts[i].normal.Y,
348 contacts[i].normal.Z);
349
350 lock (m_contactResults)
351 m_contactResults.Add(collisionresult);
352 }
353 }
354
355
356 }
357
358 }
359
360 /// <summary>
361 /// Dereference the creator scene so that it can be garbage collected if needed.
362 /// </summary>
363 internal void Dispose()
364 {
365 m_scene = null;
366 }
367 }
368
369 public struct ODERayCastRequest
370 {
371 public Vector3 Origin;
372 public Vector3 Normal;
373 public float length;
374 public RaycastCallback callbackMethod;
375 }
376
377 public struct ContactResult
378 {
379 public Vector3 Pos;
380 public float Depth;
381 public uint ConsumerID;
382 public Vector3 Normal;
383 }
384}
diff --git a/OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs b/OpenSim/Region/Physics/ChOdePlugin/OdePhysicsJoint.cs
index ca7a4f8..b4a3c48 100644
--- a/OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs
+++ b/OpenSim/Region/Physics/ChOdePlugin/OdePhysicsJoint.cs
@@ -26,51 +26,23 @@
26 */ 26 */
27 27
28using System; 28using System;
29using System.Collections.Generic; 29using OpenMetaverse;
30using Nini.Config; 30using Ode.NET;
31using OpenSim.Framework; 31using OpenSim.Framework;
32using OpenSim.Region.Physics.Manager; 32using OpenSim.Region.Physics.Manager;
33using PhysXWrapper; 33using OpenSim.Region.Physics.OdePlugin;
34using Quaternion=OpenMetaverse.Quaternion;
35using System.Reflection;
36using log4net;
37using OpenMetaverse;
38 34
39namespace OpenSim.Region.Physics.PhysXPlugin 35namespace OpenSim.Region.Physics.OdePlugin
40{ 36{
41 /// <summary> 37 class OdePhysicsJoint : PhysicsJoint
42 /// Will be the PhysX plugin but for now will be a very basic physics engine
43 /// </summary>
44 public class PhysXPlugin : IPhysicsPlugin
45 { 38 {
46 //private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 39 public override bool IsInPhysicsEngine
47 private PhysXScene _mScene;
48
49 public PhysXPlugin()
50 {
51 }
52
53 public bool Init()
54 { 40 {
55 return true; 41 get
56 }
57
58 public PhysicsScene GetScene(string sceneIdentifier)
59 {
60 if (_mScene == null)
61 { 42 {
62 _mScene = new PhysXScene(sceneIdentifier); 43 return (jointID != IntPtr.Zero);
63 } 44 }
64 return (_mScene);
65 }
66
67 public string GetName()
68 {
69 return ("RealPhysX");
70 }
71
72 public void Dispose()
73 {
74 } 45 }
46 public IntPtr jointID;
75 } 47 }
76} 48}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs
new file mode 100644
index 0000000..353db44
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs
@@ -0,0 +1,3841 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28//#define USE_DRAWSTUFF
29
30using System;
31using System.Collections.Generic;
32using System.Reflection;
33using System.Runtime.InteropServices;
34using System.Threading;
35using System.IO;
36using System.Diagnostics;
37using log4net;
38using Nini.Config;
39using Ode.NET;
40#if USE_DRAWSTUFF
41using Drawstuff.NET;
42#endif
43using OpenSim.Framework;
44using OpenSim.Region.Physics.Manager;
45using OpenMetaverse;
46
47//using OpenSim.Region.Physics.OdePlugin.Meshing;
48
49namespace OpenSim.Region.Physics.OdePlugin
50{
51 /// <summary>
52 /// ODE plugin
53 /// </summary>
54 public class OdePlugin : IPhysicsPlugin
55 {
56 //private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
57
58 private CollisionLocker ode;
59 private OdeScene _mScene;
60
61 public OdePlugin()
62 {
63 ode = new CollisionLocker();
64 }
65
66 public bool Init()
67 {
68 return true;
69 }
70
71 public PhysicsScene GetScene(String sceneIdentifier)
72 {
73 if (_mScene == null)
74 {
75 // Initializing ODE only when a scene is created allows alternative ODE plugins to co-habit (according to
76 // http://opensimulator.org/mantis/view.php?id=2750).
77 d.InitODE();
78
79 _mScene = new OdeScene(ode, sceneIdentifier);
80 }
81 return (_mScene);
82 }
83
84 public string GetName()
85 {
86 return ("ChODE");
87 }
88
89 public void Dispose()
90 {
91 }
92 }
93
94 public enum StatusIndicators : int
95 {
96 Generic = 0,
97 Start = 1,
98 End = 2
99 }
100
101 public struct sCollisionData
102 {
103 public uint ColliderLocalId;
104 public uint CollidedWithLocalId;
105 public int NumberOfCollisions;
106 public int CollisionType;
107 public int StatusIndicator;
108 public int lastframe;
109 }
110
111 [Flags]
112 public enum CollisionCategories : int
113 {
114 Disabled = 0,
115 Geom = 0x00000001,
116 Body = 0x00000002,
117 Space = 0x00000004,
118 Character = 0x00000008,
119 Land = 0x00000010,
120 Water = 0x00000020,
121 Wind = 0x00000040,
122 Sensor = 0x00000080,
123 Selected = 0x00000100
124 }
125
126 /// <summary>
127 /// Material type for a primitive
128 /// </summary>
129 public enum Material : int
130 {
131 /// <summary></summary>
132 Stone = 0,
133 /// <summary></summary>
134 Metal = 1,
135 /// <summary></summary>
136 Glass = 2,
137 /// <summary></summary>
138 Wood = 3,
139 /// <summary></summary>
140 Flesh = 4,
141 /// <summary></summary>
142 Plastic = 5,
143 /// <summary></summary>
144 Rubber = 6
145
146 }
147
148 public sealed class OdeScene : PhysicsScene
149 {
150 private readonly ILog m_log;
151 // private Dictionary<string, sCollisionData> m_storedCollisions = new Dictionary<string, sCollisionData>();
152
153 CollisionLocker ode;
154
155 private Random fluidRandomizer = new Random(Environment.TickCount);
156
157 private const uint m_regionWidth = Constants.RegionSize;
158 private const uint m_regionHeight = Constants.RegionSize;
159
160 private float ODE_STEPSIZE = 0.020f;
161 private float metersInSpace = 29.9f;
162 private float m_timeDilation = 1.0f;
163
164 public float gravityx = 0f;
165 public float gravityy = 0f;
166 public float gravityz = -9.8f;
167
168 private float contactsurfacelayer = 0.001f;
169
170 private int worldHashspaceLow = -4;
171 private int worldHashspaceHigh = 128;
172
173 private int smallHashspaceLow = -4;
174 private int smallHashspaceHigh = 66;
175
176 private float waterlevel = 0f;
177 private int framecount = 0;
178 //private int m_returncollisions = 10;
179
180 private readonly IntPtr contactgroup;
181
182 internal IntPtr LandGeom;
183 internal IntPtr WaterGeom;
184
185 private float nmTerrainContactFriction = 255.0f;
186 private float nmTerrainContactBounce = 0.1f;
187 private float nmTerrainContactERP = 0.1025f;
188
189 private float mTerrainContactFriction = 75f;
190 private float mTerrainContactBounce = 0.1f;
191 private float mTerrainContactERP = 0.05025f;
192
193 private float nmAvatarObjectContactFriction = 250f;
194 private float nmAvatarObjectContactBounce = 0.1f;
195
196 private float mAvatarObjectContactFriction = 75f;
197 private float mAvatarObjectContactBounce = 0.1f;
198
199 private float avPIDD = 3200f;
200 private float avPIDP = 1400f;
201 private float avCapRadius = 0.37f;
202 private float avStandupTensor = 2000000f;
203 private bool avCapsuleTilted = true; // true = old compatibility mode with leaning capsule; false = new corrected mode
204 public bool IsAvCapsuleTilted { get { return avCapsuleTilted; } set { avCapsuleTilted = value; } }
205 private float avDensity = 80f;
206 private float avHeightFudgeFactor = 0.52f;
207 private float avMovementDivisorWalk = 1.3f;
208 private float avMovementDivisorRun = 0.8f;
209 private float minimumGroundFlightOffset = 3f;
210 public float maximumMassObject = 10000.01f;
211
212 public bool meshSculptedPrim = true;
213 public bool forceSimplePrimMeshing = false;
214
215 public float meshSculptLOD = 32;
216 public float MeshSculptphysicalLOD = 16;
217
218 public float geomDefaultDensity = 10.000006836f;
219
220 public int geomContactPointsStartthrottle = 3;
221 public int geomUpdatesPerThrottledUpdate = 15;
222
223 public float bodyPIDD = 35f;
224 public float bodyPIDG = 25;
225
226 public int geomCrossingFailuresBeforeOutofbounds = 5;
227 public float geomRegionFence = 0.0f;
228
229 public float bodyMotorJointMaxforceTensor = 2;
230
231 public int bodyFramesAutoDisable = 20;
232
233 private DateTime m_lastframe = DateTime.UtcNow;
234
235 private float[] _watermap;
236 private bool m_filterCollisions = true;
237
238 private d.NearCallback nearCallback;
239 public d.TriCallback triCallback;
240 public d.TriArrayCallback triArrayCallback;
241 private readonly HashSet<OdeCharacter> _characters = new HashSet<OdeCharacter>();
242 private readonly HashSet<OdePrim> _prims = new HashSet<OdePrim>();
243 private readonly HashSet<OdePrim> _activeprims = new HashSet<OdePrim>();
244 private readonly HashSet<OdePrim> _taintedPrimH = new HashSet<OdePrim>();
245 private readonly Object _taintedPrimLock = new Object();
246 private readonly List<OdePrim> _taintedPrimL = new List<OdePrim>();
247 private readonly HashSet<OdeCharacter> _taintedActors = new HashSet<OdeCharacter>();
248 private readonly List<d.ContactGeom> _perloopContact = new List<d.ContactGeom>();
249 private readonly List<PhysicsActor> _collisionEventPrim = new List<PhysicsActor>();
250 private readonly HashSet<OdeCharacter> _badCharacter = new HashSet<OdeCharacter>();
251 public Dictionary<IntPtr, String> geom_name_map = new Dictionary<IntPtr, String>();
252 public Dictionary<IntPtr, PhysicsActor> actor_name_map = new Dictionary<IntPtr, PhysicsActor>();
253 private bool m_NINJA_physics_joints_enabled = false;
254 //private Dictionary<String, IntPtr> jointpart_name_map = new Dictionary<String,IntPtr>();
255 private readonly Dictionary<String, List<PhysicsJoint>> joints_connecting_actor = new Dictionary<String, List<PhysicsJoint>>();
256 private d.ContactGeom[] contacts;
257 private readonly List<PhysicsJoint> requestedJointsToBeCreated = new List<PhysicsJoint>(); // lock only briefly. accessed by external code (to request new joints) and by OdeScene.Simulate() to move those joints into pending/active
258 private readonly List<PhysicsJoint> pendingJoints = new List<PhysicsJoint>(); // can lock for longer. accessed only by OdeScene.
259 private readonly List<PhysicsJoint> activeJoints = new List<PhysicsJoint>(); // can lock for longer. accessed only by OdeScene.
260 private readonly List<string> requestedJointsToBeDeleted = new List<string>(); // lock only briefly. accessed by external code (to request deletion of joints) and by OdeScene.Simulate() to move those joints out of pending/active
261 private Object externalJointRequestsLock = new Object();
262 private readonly Dictionary<String, PhysicsJoint> SOPName_to_activeJoint = new Dictionary<String, PhysicsJoint>();
263 private readonly Dictionary<String, PhysicsJoint> SOPName_to_pendingJoint = new Dictionary<String, PhysicsJoint>();
264 private readonly DoubleDictionary<Vector3, IntPtr, IntPtr> RegionTerrain = new DoubleDictionary<Vector3, IntPtr, IntPtr>();
265 private readonly Dictionary<IntPtr,float[]> TerrainHeightFieldHeights = new Dictionary<IntPtr, float[]>();
266
267 private d.Contact ContactCopy; // local copy that can be modified
268 private d.Contact TerrainContact;
269 private d.Contact AvatarStaticprimContact; // was 'contact'
270 private d.Contact AvatarMovementprimContact;
271 private d.Contact AvatarMovementTerrainContact;
272 private d.Contact WaterContact;
273 private d.Contact[,] m_materialContacts;
274
275//Ckrinke: Comment out until used. We declare it, initialize it, but do not use it
276//Ckrinke private int m_randomizeWater = 200;
277 private int m_physicsiterations = 10;
278 private const float m_SkipFramesAtms = 0.40f; // Drop frames gracefully at a 400 ms lag
279 private readonly PhysicsActor PANull = new NullPhysicsActor();
280 private float step_time = 0.0f;
281//Ckrinke: Comment out until used. We declare it, initialize it, but do not use it
282//Ckrinke private int ms = 0;
283 public IntPtr world;
284 //private bool returncollisions = false;
285 // private uint obj1LocalID = 0;
286 private uint obj2LocalID = 0;
287 //private int ctype = 0;
288 private OdeCharacter cc1;
289 private OdePrim cp1;
290 private OdeCharacter cc2;
291 private OdePrim cp2;
292 //private int cStartStop = 0;
293 //private string cDictKey = "";
294
295 public IntPtr space;
296
297 //private IntPtr tmpSpace;
298 // split static geometry collision handling into spaces of 30 meters
299 public IntPtr[,] staticPrimspace;
300
301 public Object OdeLock;
302
303 public IMesher mesher;
304
305 private IConfigSource m_config;
306
307 public bool physics_logging = false;
308 public int physics_logging_interval = 0;
309 public bool physics_logging_append_existing_logfile = false;
310
311 public d.Vector3 xyz = new d.Vector3(128.1640f, 128.3079f, 25.7600f);
312 public d.Vector3 hpr = new d.Vector3(125.5000f, -17.0000f, 0.0000f);
313
314 // TODO: unused: private uint heightmapWidth = m_regionWidth + 1;
315 // TODO: unused: private uint heightmapHeight = m_regionHeight + 1;
316 // TODO: unused: private uint heightmapWidthSamples;
317 // TODO: unused: private uint heightmapHeightSamples;
318
319 private volatile int m_global_contactcount = 0;
320
321 private Vector3 m_worldOffset = Vector3.Zero;
322 public Vector2 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize);
323 private PhysicsScene m_parentScene = null;
324
325 private ODERayCastRequestManager m_rayCastManager;
326
327 /// <summary>
328 /// Initiailizes the scene
329 /// Sets many properties that ODE requires to be stable
330 /// These settings need to be tweaked 'exactly' right or weird stuff happens.
331 /// </summary>
332 public OdeScene(CollisionLocker dode, string sceneIdentifier)
333 {
334 m_log
335 = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType.ToString() + "." + sceneIdentifier);
336
337 OdeLock = new Object();
338 ode = dode;
339 nearCallback = near;
340 triCallback = TriCallback;
341 triArrayCallback = TriArrayCallback;
342 m_rayCastManager = new ODERayCastRequestManager(this);
343 lock (OdeLock)
344 {
345 // Create the world and the first space
346 world = d.WorldCreate();
347 space = d.HashSpaceCreate(IntPtr.Zero);
348
349
350 contactgroup = d.JointGroupCreate(0);
351 //contactgroup
352
353 d.WorldSetAutoDisableFlag(world, false);
354 #if USE_DRAWSTUFF
355
356 Thread viewthread = new Thread(new ParameterizedThreadStart(startvisualization));
357 viewthread.Start();
358 #endif
359 }
360
361
362 _watermap = new float[258 * 258];
363
364 // Zero out the prim spaces array (we split our space into smaller spaces so
365 // we can hit test less.
366 }
367
368#if USE_DRAWSTUFF
369 public void startvisualization(object o)
370 {
371 ds.Functions fn;
372 fn.version = ds.VERSION;
373 fn.start = new ds.CallbackFunction(start);
374 fn.step = new ds.CallbackFunction(step);
375 fn.command = new ds.CallbackFunction(command);
376 fn.stop = null;
377 fn.path_to_textures = "./textures";
378 string[] args = new string[0];
379 ds.SimulationLoop(args.Length, args, 352, 288, ref fn);
380 }
381#endif
382
383 // Initialize the mesh plugin
384 public override void Initialise(IMesher meshmerizer, IConfigSource config)
385 {
386 mesher = meshmerizer;
387 m_config = config;
388 // Defaults
389
390 if (Environment.OSVersion.Platform == PlatformID.Unix)
391 {
392 avPIDD = 3200.0f;
393 avPIDP = 1400.0f;
394 avStandupTensor = 2000000f;
395 }
396 else
397 {
398 avPIDD = 2200.0f;
399 avPIDP = 900.0f;
400 avStandupTensor = 550000f;
401 }
402
403 int contactsPerCollision = 80;
404
405 if (m_config != null)
406 {
407 IConfig physicsconfig = m_config.Configs["ODEPhysicsSettings"];
408 if (physicsconfig != null)
409 {
410 gravityx = physicsconfig.GetFloat("world_gravityx", 0f);
411 gravityy = physicsconfig.GetFloat("world_gravityy", 0f);
412 gravityz = physicsconfig.GetFloat("world_gravityz", -9.8f);
413
414 worldHashspaceLow = physicsconfig.GetInt("world_hashspace_size_low", -4);
415 worldHashspaceHigh = physicsconfig.GetInt("world_hashspace_size_high", 128);
416
417 metersInSpace = physicsconfig.GetFloat("meters_in_small_space", 29.9f);
418 smallHashspaceLow = physicsconfig.GetInt("small_hashspace_size_low", -4);
419 smallHashspaceHigh = physicsconfig.GetInt("small_hashspace_size_high", 66);
420
421 contactsurfacelayer = physicsconfig.GetFloat("world_contact_surface_layer", 0.001f);
422
423 nmTerrainContactFriction = physicsconfig.GetFloat("nm_terraincontact_friction", 255.0f);
424 nmTerrainContactBounce = physicsconfig.GetFloat("nm_terraincontact_bounce", 0.1f);
425 nmTerrainContactERP = physicsconfig.GetFloat("nm_terraincontact_erp", 0.1025f);
426
427 mTerrainContactFriction = physicsconfig.GetFloat("m_terraincontact_friction", 75f);
428 mTerrainContactBounce = physicsconfig.GetFloat("m_terraincontact_bounce", 0.05f);
429 mTerrainContactERP = physicsconfig.GetFloat("m_terraincontact_erp", 0.05025f);
430
431 nmAvatarObjectContactFriction = physicsconfig.GetFloat("objectcontact_friction", 250f);
432 nmAvatarObjectContactBounce = physicsconfig.GetFloat("objectcontact_bounce", 0.2f);
433
434 mAvatarObjectContactFriction = physicsconfig.GetFloat("m_avatarobjectcontact_friction", 75f);
435 mAvatarObjectContactBounce = physicsconfig.GetFloat("m_avatarobjectcontact_bounce", 0.1f);
436
437 ODE_STEPSIZE = physicsconfig.GetFloat("world_stepsize", 0.020f);
438 m_physicsiterations = physicsconfig.GetInt("world_internal_steps_without_collisions", 10);
439
440 avDensity = physicsconfig.GetFloat("av_density", 80f);
441 avHeightFudgeFactor = physicsconfig.GetFloat("av_height_fudge_factor", 0.52f);
442 avMovementDivisorWalk = physicsconfig.GetFloat("av_movement_divisor_walk", 1.3f);
443 avMovementDivisorRun = physicsconfig.GetFloat("av_movement_divisor_run", 0.8f);
444 avCapRadius = physicsconfig.GetFloat("av_capsule_radius", 0.37f);
445 avCapsuleTilted = physicsconfig.GetBoolean("av_capsule_tilted", false);
446
447 contactsPerCollision = physicsconfig.GetInt("contacts_per_collision", 80);
448
449 geomContactPointsStartthrottle = physicsconfig.GetInt("geom_contactpoints_start_throttling", 3);
450 geomUpdatesPerThrottledUpdate = physicsconfig.GetInt("geom_updates_before_throttled_update", 15);
451 geomCrossingFailuresBeforeOutofbounds = physicsconfig.GetInt("geom_crossing_failures_before_outofbounds", 5);
452 geomRegionFence = physicsconfig.GetFloat("region_border_fence", 0.0f);
453
454 geomDefaultDensity = physicsconfig.GetFloat("geometry_default_density", 10.000006836f);
455 bodyFramesAutoDisable = physicsconfig.GetInt("body_frames_auto_disable", 20);
456
457 bodyPIDD = physicsconfig.GetFloat("body_pid_derivative", 35f);
458 bodyPIDG = physicsconfig.GetFloat("body_pid_gain", 25f);
459
460 forceSimplePrimMeshing = physicsconfig.GetBoolean("force_simple_prim_meshing", forceSimplePrimMeshing);
461 meshSculptedPrim = physicsconfig.GetBoolean("mesh_sculpted_prim", true);
462 meshSculptLOD = physicsconfig.GetFloat("mesh_lod", 32f);
463 MeshSculptphysicalLOD = physicsconfig.GetFloat("mesh_physical_lod", 16f);
464 m_filterCollisions = physicsconfig.GetBoolean("filter_collisions", false);
465
466 if (Environment.OSVersion.Platform == PlatformID.Unix)
467 {
468 avPIDD = physicsconfig.GetFloat("av_pid_derivative_linux", 2200.0f);
469 avPIDP = physicsconfig.GetFloat("av_pid_proportional_linux", 900.0f);
470 avStandupTensor = physicsconfig.GetFloat("av_capsule_standup_tensor_linux", 550000f);
471 bodyMotorJointMaxforceTensor = physicsconfig.GetFloat("body_motor_joint_maxforce_tensor_linux", 5f);
472 }
473 else
474 {
475 avPIDD = physicsconfig.GetFloat("av_pid_derivative_win", 2200.0f);
476 avPIDP = physicsconfig.GetFloat("av_pid_proportional_win", 900.0f);
477 avStandupTensor = physicsconfig.GetFloat("av_capsule_standup_tensor_win", 550000f);
478 bodyMotorJointMaxforceTensor = physicsconfig.GetFloat("body_motor_joint_maxforce_tensor_win", 5f);
479 }
480
481 physics_logging = physicsconfig.GetBoolean("physics_logging", false);
482 physics_logging_interval = physicsconfig.GetInt("physics_logging_interval", 0);
483 physics_logging_append_existing_logfile = physicsconfig.GetBoolean("physics_logging_append_existing_logfile", false);
484
485 m_NINJA_physics_joints_enabled = physicsconfig.GetBoolean("use_NINJA_physics_joints", false);
486 minimumGroundFlightOffset = physicsconfig.GetFloat("minimum_ground_flight_offset", 3f);
487 maximumMassObject = physicsconfig.GetFloat("maximum_mass_object", 10000.01f);
488 }
489 }
490
491 contacts = new d.ContactGeom[contactsPerCollision];
492
493 staticPrimspace = new IntPtr[(int)(300 / metersInSpace), (int)(300 / metersInSpace)];
494
495 // Avatar static on a Prim parameters
496 AvatarStaticprimContact.surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
497 AvatarStaticprimContact.surface.mu = 255.0f;
498 AvatarStaticprimContact.surface.bounce = 0.0f;
499 AvatarStaticprimContact.surface.soft_cfm = 0.0f;
500 AvatarStaticprimContact.surface.soft_erp = 0.30f; // If this is too small static Av will fall through a sloping prim. 1.0 prevents fall-thru
501
502 // Avatar moving on a Prim parameters
503 AvatarMovementprimContact.surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
504 AvatarMovementprimContact.surface.mu = 255.0f;
505 AvatarMovementprimContact.surface.bounce = 0.0f;
506 AvatarMovementprimContact.surface.soft_cfm = 0.0f; // if this is 0.01 then prims become phantom to Avs!
507 AvatarMovementprimContact.surface.soft_erp = 0.3f;
508
509 // Static Avatar on Terrain parameters
510 // Keeps Avatar in place better
511 TerrainContact.surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
512 TerrainContact.surface.mu = 255.0f;
513 TerrainContact.surface.bounce = 0.0f;
514 TerrainContact.surface.soft_cfm = 0.0f;
515 TerrainContact.surface.soft_erp = 0.05f;
516
517 // Moving Avatar on Terrain parameters
518 AvatarMovementTerrainContact.surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
519 AvatarMovementTerrainContact.surface.mu = 75f;
520 AvatarMovementTerrainContact.surface.bounce = 0.0f;
521 AvatarMovementTerrainContact.surface.soft_cfm = 0.0f;
522 AvatarMovementTerrainContact.surface.soft_erp = 0.05f;
523
524 // Avatar or prim the the water, this may not be used, possibly water is same as air?
525 WaterContact.surface.mode |= (d.ContactFlags.SoftERP | d.ContactFlags.SoftCFM);
526 WaterContact.surface.mu = 0.0f; // No friction
527 WaterContact.surface.bounce = 0.0f; // No bounce
528 WaterContact.surface.soft_cfm = 0.010f;
529 WaterContact.surface.soft_erp = 0.010f;
530
531
532 // Prim static or moving on a prim, depends on material type
533 m_materialContacts = new d.Contact[7,2];
534 // V 1 = Sliding; 0 = static or fell onto
535 m_materialContacts[(int)Material.Stone, 0] = new d.Contact();
536 m_materialContacts[(int)Material.Stone, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
537 m_materialContacts[(int)Material.Stone, 0].surface.mu = 60f; // friction, 1 = slippery, 255 = no slip
538 m_materialContacts[(int)Material.Stone, 0].surface.bounce = 0.0f;
539 m_materialContacts[(int)Material.Stone, 0].surface.soft_cfm = 0.0f;
540 m_materialContacts[(int)Material.Stone, 0].surface.soft_erp = 0.50f; // erp also changes friction, more erp=less friction
541
542 m_materialContacts[(int)Material.Stone, 1] = new d.Contact();
543 m_materialContacts[(int)Material.Stone, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
544 m_materialContacts[(int)Material.Stone, 1].surface.mu = 40f;
545 m_materialContacts[(int)Material.Stone, 1].surface.bounce = 0.0f;
546 m_materialContacts[(int)Material.Stone, 1].surface.soft_cfm = 0.0f;
547 m_materialContacts[(int)Material.Stone, 1].surface.soft_erp = 0.50f;
548
549 m_materialContacts[(int)Material.Metal, 0] = new d.Contact();
550 m_materialContacts[(int)Material.Metal, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
551 m_materialContacts[(int)Material.Metal, 0].surface.mu = 15f;
552 m_materialContacts[(int)Material.Metal, 0].surface.bounce = 0.2f;
553 m_materialContacts[(int)Material.Metal, 0].surface.soft_cfm = 0.0f;
554 m_materialContacts[(int)Material.Metal, 0].surface.soft_erp = 0.50f;
555
556 m_materialContacts[(int)Material.Metal, 1] = new d.Contact();
557 m_materialContacts[(int)Material.Metal, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
558 m_materialContacts[(int)Material.Metal, 1].surface.mu = 10f;
559 m_materialContacts[(int)Material.Metal, 1].surface.bounce = 0.2f;
560 m_materialContacts[(int)Material.Metal, 1].surface.soft_cfm = 0.0f;
561 m_materialContacts[(int)Material.Metal, 1].surface.soft_erp = 0.50f;
562
563 m_materialContacts[(int)Material.Glass, 0] = new d.Contact();
564 m_materialContacts[(int)Material.Glass, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
565 m_materialContacts[(int)Material.Glass, 0].surface.mu = 7.5f;
566 m_materialContacts[(int)Material.Glass, 0].surface.bounce = 0.0f;
567 m_materialContacts[(int)Material.Glass, 0].surface.soft_cfm = 0.0f;
568 m_materialContacts[(int)Material.Glass, 0].surface.soft_erp = 0.50f;
569
570 m_materialContacts[(int)Material.Glass, 1] = new d.Contact();
571 m_materialContacts[(int)Material.Glass, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
572 m_materialContacts[(int)Material.Glass, 1].surface.mu = 5f;
573 m_materialContacts[(int)Material.Glass, 1].surface.bounce = 0.0f;
574 m_materialContacts[(int)Material.Glass, 1].surface.soft_cfm = 0.0f;
575 m_materialContacts[(int)Material.Glass, 1].surface.soft_erp = 0.50f;
576
577 m_materialContacts[(int)Material.Wood, 0] = new d.Contact();
578 m_materialContacts[(int)Material.Wood, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
579 m_materialContacts[(int)Material.Wood, 0].surface.mu = 45f;
580 m_materialContacts[(int)Material.Wood, 0].surface.bounce = 0.1f;
581 m_materialContacts[(int)Material.Wood, 0].surface.soft_cfm = 0.0f;
582 m_materialContacts[(int)Material.Wood, 0].surface.soft_erp = 0.50f;
583
584 m_materialContacts[(int)Material.Wood, 1] = new d.Contact();
585 m_materialContacts[(int)Material.Wood, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
586 m_materialContacts[(int)Material.Wood, 1].surface.mu = 30f;
587 m_materialContacts[(int)Material.Wood, 1].surface.bounce = 0.1f;
588 m_materialContacts[(int)Material.Wood, 1].surface.soft_cfm = 0.0f;
589 m_materialContacts[(int)Material.Wood, 1].surface.soft_erp = 0.50f;
590
591 m_materialContacts[(int)Material.Flesh, 0] = new d.Contact();
592 m_materialContacts[(int)Material.Flesh, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
593 m_materialContacts[(int)Material.Flesh, 0].surface.mu = 150f;
594 m_materialContacts[(int)Material.Flesh, 0].surface.bounce = 0.0f;
595 m_materialContacts[(int)Material.Flesh, 0].surface.soft_cfm = 0.0f;
596 m_materialContacts[(int)Material.Flesh, 0].surface.soft_erp = 0.50f;
597
598 m_materialContacts[(int)Material.Flesh, 1] = new d.Contact();
599 m_materialContacts[(int)Material.Flesh, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
600 m_materialContacts[(int)Material.Flesh, 1].surface.mu = 100f;
601 m_materialContacts[(int)Material.Flesh, 1].surface.bounce = 0.0f;
602 m_materialContacts[(int)Material.Flesh, 1].surface.soft_cfm = 0.0f;
603 m_materialContacts[(int)Material.Flesh, 1].surface.soft_erp = 0.50f;
604
605 m_materialContacts[(int)Material.Plastic, 0] = new d.Contact();
606 m_materialContacts[(int)Material.Plastic, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
607 m_materialContacts[(int)Material.Plastic, 0].surface.mu = 30f;
608 m_materialContacts[(int)Material.Plastic, 0].surface.bounce = 0.2f;
609 m_materialContacts[(int)Material.Plastic, 0].surface.soft_cfm = 0.0f;
610 m_materialContacts[(int)Material.Plastic, 0].surface.soft_erp = 0.50f;
611
612 m_materialContacts[(int)Material.Plastic, 1] = new d.Contact();
613 m_materialContacts[(int)Material.Plastic, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
614 m_materialContacts[(int)Material.Plastic, 1].surface.mu = 20f;
615 m_materialContacts[(int)Material.Plastic, 1].surface.bounce = 0.2f;
616 m_materialContacts[(int)Material.Plastic, 1].surface.soft_cfm = 0.0f;
617 m_materialContacts[(int)Material.Plastic, 1].surface.soft_erp = 0.50f;
618
619 m_materialContacts[(int)Material.Rubber, 0] = new d.Contact();
620 m_materialContacts[(int)Material.Rubber, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
621 m_materialContacts[(int)Material.Rubber, 0].surface.mu = 150f;
622 m_materialContacts[(int)Material.Rubber, 0].surface.bounce = 0.7f;
623 m_materialContacts[(int)Material.Rubber, 0].surface.soft_cfm = 0.0f;
624 m_materialContacts[(int)Material.Rubber, 0].surface.soft_erp = 0.50f;
625
626 m_materialContacts[(int)Material.Rubber, 1] = new d.Contact();
627 m_materialContacts[(int)Material.Rubber, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
628 m_materialContacts[(int)Material.Rubber, 1].surface.mu = 100f;
629 m_materialContacts[(int)Material.Rubber, 1].surface.bounce = 0.7f;
630 m_materialContacts[(int)Material.Rubber, 1].surface.soft_cfm = 0.0f;
631 m_materialContacts[(int)Material.Rubber, 1].surface.soft_erp = 0.50f;
632
633 d.HashSpaceSetLevels(space, worldHashspaceLow, worldHashspaceHigh);
634
635 // Set the gravity,, don't disable things automatically (we set it explicitly on some things)
636
637 d.WorldSetGravity(world, gravityx, gravityy, gravityz);
638 d.WorldSetContactSurfaceLayer(world, contactsurfacelayer);
639
640
641 d.WorldSetLinearDampingThreshold(world, 256f);
642 d.WorldSetLinearDamping(world, 256f);
643// d.WorldSetLinearDampingThreshold(world, 0.01f);
644// d.WorldSetLinearDamping(world, 0.1f);
645 d.WorldSetAngularDampingThreshold(world, 256f);
646 d.WorldSetAngularDamping(world, 256f);
647 d.WorldSetMaxAngularSpeed(world, 256f);
648
649 // Set how many steps we go without running collision testing
650 // This is in addition to the step size.
651 // Essentially Steps * m_physicsiterations
652 d.WorldSetQuickStepNumIterations(world, m_physicsiterations);
653 //d.WorldSetContactMaxCorrectingVel(world, 1000.0f);
654
655
656
657 for (int i = 0; i < staticPrimspace.GetLength(0); i++)
658 {
659 for (int j = 0; j < staticPrimspace.GetLength(1); j++)
660 {
661 staticPrimspace[i, j] = IntPtr.Zero;
662 }
663 }
664 }
665
666 internal void waitForSpaceUnlock(IntPtr space)
667 {
668 //if (space != IntPtr.Zero)
669 //while (d.SpaceLockQuery(space)) { } // Wait and do nothing
670 }
671
672 /// <summary>
673 /// Debug space message for printing the space that a prim/avatar is in.
674 /// </summary>
675 /// <param name="pos"></param>
676 /// <returns>Returns which split up space the given position is in.</returns>
677 public string whichspaceamIin(Vector3 pos)
678 {
679 return calculateSpaceForGeom(pos).ToString();
680 }
681
682 #region Collision Detection
683
684 /// <summary>
685 /// This is our near callback. A geometry is near a body
686 /// </summary>
687 /// <param name="space">The space that contains the geoms. Remember, spaces are also geoms</param>
688 /// <param name="g1">a geometry or space</param>
689 /// <param name="g2">another geometry or space</param>
690 private void near(IntPtr space, IntPtr g1, IntPtr g2)
691 {
692 // no lock here! It's invoked from within Simulate(), which is thread-locked
693
694 // Test if we're colliding a geom with a space.
695 // If so we have to drill down into the space recursively
696//Console.WriteLine("near -----------"); //##
697 if (d.GeomIsSpace(g1) || d.GeomIsSpace(g2))
698 {
699 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
700 return;
701
702 // Separating static prim geometry spaces.
703 // We'll be calling near recursivly if one
704 // of them is a space to find all of the
705 // contact points in the space
706 try
707 {
708 d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback);
709 }
710 catch (AccessViolationException)
711 {
712 m_log.Warn("[PHYSICS]: Unable to collide test a space");
713 return;
714 }
715 //Colliding a space or a geom with a space or a geom. so drill down
716
717 //Collide all geoms in each space..
718 //if (d.GeomIsSpace(g1)) d.SpaceCollide(g1, IntPtr.Zero, nearCallback);
719 //if (d.GeomIsSpace(g2)) d.SpaceCollide(g2, IntPtr.Zero, nearCallback);
720 return;
721 }
722
723 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
724 return;
725
726 IntPtr b1 = d.GeomGetBody(g1);
727 IntPtr b2 = d.GeomGetBody(g2);
728
729 // d.GeomClassID id = d.GeomGetClass(g1);
730
731 String name1 = null;
732 String name2 = null;
733
734 if (!geom_name_map.TryGetValue(g1, out name1))
735 {
736 name1 = "null";
737 }
738 if (!geom_name_map.TryGetValue(g2, out name2))
739 {
740 name2 = "null";
741 }
742
743 //if (id == d.GeomClassId.TriMeshClass)
744 //{
745 // m_log.InfoFormat("near: A collision was detected between {1} and {2}", 0, name1, name2);
746 //m_log.Debug("near: A collision was detected between {1} and {2}", 0, name1, name2);
747 //}
748
749 // Figure out how many contact points we have
750 int count = 0;
751 try
752 {
753 // Colliding Geom To Geom
754 // This portion of the function 'was' blatantly ripped off from BoxStack.cs
755
756 if (g1 == g2)
757 return; // Can't collide with yourself
758
759 if (b1 != IntPtr.Zero && b2 != IntPtr.Zero && d.AreConnectedExcluding(b1, b2, d.JointType.Contact))
760 return;
761
762 lock (contacts)
763 {
764 count = d.Collide(g1, g2, contacts.Length, contacts, d.ContactGeom.SizeOf);
765 if (count > contacts.Length)
766 m_log.Error("[PHYSICS]: Got " + count + " contacts when we asked for a maximum of " + contacts.Length);
767 }
768 }
769 catch (SEHException)
770 {
771 m_log.Error("[PHYSICS]: The Operating system shut down ODE because of corrupt memory. This could be a result of really irregular terrain. If this repeats continuously, restart using Basic Physics and terrain fill your terrain. Restarting the sim.");
772 ode.drelease(world);
773 base.TriggerPhysicsBasedRestart();
774 }
775 catch (Exception e)
776 {
777 m_log.WarnFormat("[PHYSICS]: Unable to collide test an object: {0}", e.Message);
778 return;
779 }
780
781 PhysicsActor p1;
782 PhysicsActor p2;
783
784 if (!actor_name_map.TryGetValue(g1, out p1))
785 {
786 p1 = PANull;
787 }
788
789 if (!actor_name_map.TryGetValue(g2, out p2))
790 {
791 p2 = PANull;
792 }
793
794 ContactPoint maxDepthContact = new ContactPoint();
795 if (p1.CollisionScore + count >= float.MaxValue)
796 p1.CollisionScore = 0;
797 p1.CollisionScore += count;
798
799 if (p2.CollisionScore + count >= float.MaxValue)
800 p2.CollisionScore = 0;
801 p2.CollisionScore += count;
802 for (int i = 0; i < count; i++)
803 {
804 d.ContactGeom curContact = contacts[i];
805
806 if (curContact.depth > maxDepthContact.PenetrationDepth)
807 {
808 maxDepthContact = new ContactPoint(
809 new Vector3(curContact.pos.X, curContact.pos.Y, curContact.pos.Z),
810 new Vector3(curContact.normal.X, curContact.normal.Y, curContact.normal.Z),
811 curContact.depth
812 );
813 }
814
815 //m_log.Warn("[CCOUNT]: " + count);
816 IntPtr joint;
817 // If we're colliding with terrain, use 'TerrainContact' instead of AvatarStaticprimContact.
818 // allows us to have different settings
819
820 // We only need to test p2 for 'jump crouch purposes'
821 if (p2 is OdeCharacter && p1.PhysicsActorType == (int)ActorTypes.Prim)
822 {
823 // Testing if the collision is at the feet of the avatar
824
825 //m_log.DebugFormat("[PHYSICS]: {0} - {1} - {2} - {3}", curContact.pos.Z, p2.Position.Z, (p2.Position.Z - curContact.pos.Z), (p2.Size.Z * 0.6f));
826//#@ if ((p2.Position.Z - curContact.pos.Z) > (p2.Size.Z * 0.6f))
827//#@ p2.IsColliding = true;
828 if ((p2.Position.Z - curContact.pos.Z) > (p2.Size.Z * 0.6f)){ //##
829 p2.IsColliding = true; //##
830 }else{
831
832 } //##
833 }
834 else
835 {
836 p2.IsColliding = true;
837 }
838
839 //if ((framecount % m_returncollisions) == 0)
840
841 switch (p1.PhysicsActorType)
842 {
843 case (int)ActorTypes.Agent:
844 p2.CollidingObj = true;
845 break;
846 case (int)ActorTypes.Prim:
847 if (p2.Velocity.LengthSquared() > 0.0f)
848 p2.CollidingObj = true;
849 break;
850 case (int)ActorTypes.Unknown:
851 p2.CollidingGround = true;
852 break;
853 default:
854 p2.CollidingGround = true;
855 break;
856 }
857
858 // we don't want prim or avatar to explode
859
860 #region InterPenetration Handling - Unintended physics explosions
861# region disabled code1
862
863 if (curContact.depth >= 0.08f)
864 {
865 //This is disabled at the moment only because it needs more tweaking
866 //It will eventually be uncommented
867 /*
868 if (AvatarStaticprimContact.depth >= 1.00f)
869 {
870 //m_log.Debug("[PHYSICS]: " + AvatarStaticprimContact.depth.ToString());
871 }
872
873 //If you interpenetrate a prim with an agent
874 if ((p2.PhysicsActorType == (int) ActorTypes.Agent &&
875 p1.PhysicsActorType == (int) ActorTypes.Prim) ||
876 (p1.PhysicsActorType == (int) ActorTypes.Agent &&
877 p2.PhysicsActorType == (int) ActorTypes.Prim))
878 {
879
880 //AvatarStaticprimContact.depth = AvatarStaticprimContact.depth * 4.15f;
881 /*
882 if (p2.PhysicsActorType == (int) ActorTypes.Agent)
883 {
884 p2.CollidingObj = true;
885 AvatarStaticprimContact.depth = 0.003f;
886 p2.Velocity = p2.Velocity + new PhysicsVector(0, 0, 2.5f);
887 OdeCharacter character = (OdeCharacter) p2;
888 character.SetPidStatus(true);
889 AvatarStaticprimContact.pos = new d.Vector3(AvatarStaticprimContact.pos.X + (p1.Size.X / 2), AvatarStaticprimContact.pos.Y + (p1.Size.Y / 2), AvatarStaticprimContact.pos.Z + (p1.Size.Z / 2));
890
891 }
892 else
893 {
894
895 //AvatarStaticprimContact.depth = 0.0000000f;
896 }
897 if (p1.PhysicsActorType == (int) ActorTypes.Agent)
898 {
899
900 p1.CollidingObj = true;
901 AvatarStaticprimContact.depth = 0.003f;
902 p1.Velocity = p1.Velocity + new PhysicsVector(0, 0, 2.5f);
903 AvatarStaticprimContact.pos = new d.Vector3(AvatarStaticprimContact.pos.X + (p2.Size.X / 2), AvatarStaticprimContact.pos.Y + (p2.Size.Y / 2), AvatarStaticprimContact.pos.Z + (p2.Size.Z / 2));
904 OdeCharacter character = (OdeCharacter)p1;
905 character.SetPidStatus(true);
906 }
907 else
908 {
909
910 //AvatarStaticprimContact.depth = 0.0000000f;
911 }
912
913
914
915 }
916*/
917 // If you interpenetrate a prim with another prim
918 /*
919 if (p1.PhysicsActorType == (int) ActorTypes.Prim && p2.PhysicsActorType == (int) ActorTypes.Prim)
920 {
921 #region disabledcode2
922 //OdePrim op1 = (OdePrim)p1;
923 //OdePrim op2 = (OdePrim)p2;
924 //op1.m_collisionscore++;
925 //op2.m_collisionscore++;
926
927 //if (op1.m_collisionscore > 8000 || op2.m_collisionscore > 8000)
928 //{
929 //op1.m_taintdisable = true;
930 //AddPhysicsActorTaint(p1);
931 //op2.m_taintdisable = true;
932 //AddPhysicsActorTaint(p2);
933 //}
934
935 //if (AvatarStaticprimContact.depth >= 0.25f)
936 //{
937 // Don't collide, one or both prim will expld.
938
939 //op1.m_interpenetrationcount++;
940 //op2.m_interpenetrationcount++;
941 //interpenetrations_before_disable = 200;
942 //if (op1.m_interpenetrationcount >= interpenetrations_before_disable)
943 //{
944 //op1.m_taintdisable = true;
945 //AddPhysicsActorTaint(p1);
946 //}
947 //if (op2.m_interpenetrationcount >= interpenetrations_before_disable)
948 //{
949 // op2.m_taintdisable = true;
950 //AddPhysicsActorTaint(p2);
951 //}
952
953 //AvatarStaticprimContact.depth = AvatarStaticprimContact.depth / 8f;
954 //AvatarStaticprimContact.normal = new d.Vector3(0, 0, 1);
955 //}
956 //if (op1.m_disabled || op2.m_disabled)
957 //{
958 //Manually disabled objects stay disabled
959 //AvatarStaticprimContact.depth = 0f;
960 //}
961 #endregion
962 }
963 */
964#endregion
965 if (curContact.depth >= 1.00f)
966 {
967 //m_log.Info("[P]: " + AvatarStaticprimContact.depth.ToString());
968 if ((p2.PhysicsActorType == (int) ActorTypes.Agent &&
969 p1.PhysicsActorType == (int) ActorTypes.Unknown) ||
970 (p1.PhysicsActorType == (int) ActorTypes.Agent &&
971 p2.PhysicsActorType == (int) ActorTypes.Unknown))
972 {
973 if (p2.PhysicsActorType == (int) ActorTypes.Agent)
974 {
975 if (p2 is OdeCharacter)
976 {
977 OdeCharacter character = (OdeCharacter) p2;
978
979 //p2.CollidingObj = true;
980 curContact.depth = 0.00000003f;
981 p2.Velocity = p2.Velocity + new Vector3(0f, 0f, 0.5f);
982 curContact.pos =
983 new d.Vector3(curContact.pos.X + (p1.Size.X/2),
984 curContact.pos.Y + (p1.Size.Y/2),
985 curContact.pos.Z + (p1.Size.Z/2));
986 character.SetPidStatus(true);
987 }
988 }
989
990
991 if (p1.PhysicsActorType == (int) ActorTypes.Agent)
992 {
993 if (p1 is OdeCharacter)
994 {
995 OdeCharacter character = (OdeCharacter) p1;
996
997 //p2.CollidingObj = true;
998 curContact.depth = 0.00000003f;
999 p1.Velocity = p1.Velocity + new Vector3(0f, 0f, 0.5f);
1000 curContact.pos =
1001 new d.Vector3(curContact.pos.X + (p1.Size.X/2),
1002 curContact.pos.Y + (p1.Size.Y/2),
1003 curContact.pos.Z + (p1.Size.Z/2));
1004 character.SetPidStatus(true);
1005 }
1006 }
1007 }
1008 }
1009 }
1010
1011 #endregion
1012
1013 // Logic for collision handling
1014 // Note, that if *all* contacts are skipped (VolumeDetect)
1015 // The prim still detects (and forwards) collision events but
1016 // appears to be phantom for the world
1017 Boolean skipThisContact = false;
1018
1019 if ((p1 is OdePrim) && (((OdePrim)p1).m_isVolumeDetect))
1020 skipThisContact = true; // No collision on volume detect prims
1021
1022 if (!skipThisContact && (p2 is OdePrim) && (((OdePrim)p2).m_isVolumeDetect))
1023 skipThisContact = true; // No collision on volume detect prims
1024
1025 if (!skipThisContact && curContact.depth < 0f)
1026 skipThisContact = true;
1027
1028 if (!skipThisContact && checkDupe(curContact, p2.PhysicsActorType))
1029 skipThisContact = true;
1030
1031 const int maxContactsbeforedeath = 4000;
1032 joint = IntPtr.Zero;
1033
1034 if (!skipThisContact)
1035 {
1036 // Add contact joints with materials params----------------------------------
1037 // p1 is what is being hit, p2 is the physical object doing the hitting
1038 int material = (int) Material.Wood;
1039 int movintYN = 0; // 1 = Sliding; 0 = static or fell onto
1040 if (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f) movintYN = 1;
1041
1042 // If we're colliding against terrain
1043 if (name1 == "Terrain" || name2 == "Terrain")
1044 {
1045 // If we're moving
1046 if ((p2.PhysicsActorType == (int) ActorTypes.Agent) && (movintYN == 1))
1047 {
1048 //$ Av walk/run on terrain (not falling) Use the Avatar movement terrain contact
1049 AvatarMovementTerrainContact.geom = curContact;
1050 _perloopContact.Add(curContact);
1051 if (m_global_contactcount < maxContactsbeforedeath)
1052 {
1053 joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementTerrainContact);
1054 m_global_contactcount++;
1055 }
1056 }
1057 else
1058 {
1059 if (p2.PhysicsActorType == (int)ActorTypes.Agent)
1060 {
1061 //$ Av standing on terrain, Use the non moving Avata terrain contact
1062 TerrainContact.geom = curContact;
1063 _perloopContact.Add(curContact);
1064 if (m_global_contactcount < maxContactsbeforedeath)
1065 {
1066 joint = d.JointCreateContact(world, contactgroup, ref TerrainContact);
1067 m_global_contactcount++;
1068 }
1069 }
1070 else
1071 {
1072 if (p2.PhysicsActorType == (int)ActorTypes.Prim && p1.PhysicsActorType == (int)ActorTypes.Prim)
1073 {
1074 //& THIS NEVER HAPPENS? prim prim contact In terrain contact?
1075 // int pj294950 = 0;
1076 // prim terrain contact
1077
1078 if (p2 is OdePrim)
1079 material = ((OdePrim)p2).m_material;
1080 //m_log.DebugFormat("Material: {0}", material);
1081 m_materialContacts[material, movintYN].geom = curContact;
1082 _perloopContact.Add(curContact);
1083
1084 if (m_global_contactcount < maxContactsbeforedeath)
1085 {
1086 joint = d.JointCreateContact(world, contactgroup, ref m_materialContacts[material, movintYN]);
1087 m_global_contactcount++;
1088
1089 }
1090
1091 }
1092 else
1093 {
1094 //$ prim on terrain contact
1095 if (p2 is OdePrim)
1096 material = ((OdePrim)p2).m_material;
1097 //m_log.DebugFormat("Material: {0}", material);
1098 m_materialContacts[material, movintYN].geom = curContact;
1099 _perloopContact.Add(curContact);
1100
1101 ContactCopy = m_materialContacts[material, movintYN];
1102 if(movintYN == 1)
1103 {
1104 // prevent excessive slide on terrain
1105 ContactCopy.surface.mu = m_materialContacts[material, movintYN].surface.mu * 30.0f;
1106 }
1107
1108 if (m_global_contactcount < maxContactsbeforedeath)
1109 {
1110 joint = d.JointCreateContact(world, contactgroup, ref ContactCopy);
1111 m_global_contactcount++;
1112 }
1113 }
1114 }
1115 }
1116 }
1117 else if (name1 == "Water" || name2 == "Water")
1118 {
1119 //$ This never happens! Perhaps water is treated like air?
1120 /*
1121 if ((p2.PhysicsActorType == (int) ActorTypes.Prim))
1122 {
1123 }
1124 else
1125 {
1126 }
1127 */
1128 //WaterContact.surface.soft_cfm = 0.0000f;
1129 //WaterContact.surface.soft_erp = 0.00000f;
1130 if (curContact.depth > 0.1f)
1131 {
1132 curContact.depth *= 52;
1133 //AvatarStaticprimContact.normal = new d.Vector3(0, 0, 1);
1134 //AvatarStaticprimContact.pos = new d.Vector3(0, 0, contact.pos.Z - 5f);
1135 }
1136 WaterContact.geom = curContact;
1137 _perloopContact.Add(curContact);
1138 if (m_global_contactcount < maxContactsbeforedeath)
1139 {
1140 joint = d.JointCreateContact(world, contactgroup, ref WaterContact);
1141 m_global_contactcount++;
1142 }
1143 //m_log.Info("[PHYSICS]: Prim Water Contact" + AvatarStaticprimContact.depth);
1144 }
1145 else
1146 {
1147
1148 // no terrain and no water, we're colliding with prim or avatar
1149 // check if we're moving
1150 if ((p2.PhysicsActorType == (int)ActorTypes.Agent))
1151 {
1152 //$ Avatar on Prim or other Avatar
1153 if (movintYN == 1)
1154 {
1155 // Use the AV Movement / prim contact
1156 AvatarMovementprimContact.geom = curContact;
1157 _perloopContact.Add(curContact);
1158 if (m_global_contactcount < maxContactsbeforedeath)
1159 {
1160 joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementprimContact);
1161 m_global_contactcount++;
1162 }
1163 }
1164 else
1165 {
1166 // Use the Av non movement / prim contact
1167 AvatarStaticprimContact.geom = curContact;
1168 _perloopContact.Add(curContact);
1169 ContactCopy = AvatarStaticprimContact; // local copy so we can change locally
1170
1171 if (m_global_contactcount < maxContactsbeforedeath)
1172 {
1173 if (curContact.depth > 0.2)
1174 { // embedded, eject slowly
1175 ContactCopy.surface.soft_erp = 0.1f;
1176 ContactCopy.surface.soft_cfm = 0.1f;
1177 }
1178 else
1179 { // keep on the surface
1180 ContactCopy.surface.soft_erp = 0.3f;
1181 ContactCopy.surface.soft_cfm = 0.0f;
1182 }
1183 joint = d.JointCreateContact(world, contactgroup, ref ContactCopy);
1184 m_global_contactcount++;
1185 }
1186 }
1187 }
1188 else if (p2.PhysicsActorType == (int)ActorTypes.Prim)
1189 {
1190 //$ Prim on Prim
1191 //p1.PhysicsActorType
1192
1193 if (p2 is OdePrim) material = ((OdePrim)p2).m_material;
1194 //m_log.DebugFormat("Material: {0}", material);
1195
1196 m_materialContacts[material, movintYN].geom = curContact;
1197 _perloopContact.Add(curContact);
1198
1199 if (m_global_contactcount < maxContactsbeforedeath)
1200 {
1201 joint = d.JointCreateContact(world, contactgroup, ref m_materialContacts[material, movintYN]);
1202 m_global_contactcount++;
1203 }
1204 }
1205 }
1206
1207 if (m_global_contactcount < maxContactsbeforedeath && joint != IntPtr.Zero) // stack collide!
1208 {
1209 d.JointAttach(joint, b1, b2);
1210 m_global_contactcount++;
1211 }
1212
1213 }
1214 collision_accounting_events(p1, p2, maxDepthContact);
1215 if (count > geomContactPointsStartthrottle)
1216 {
1217 // If there are more then 3 contact points, it's likely
1218 // that we've got a pile of objects, so ...
1219 // We don't want to send out hundreds of terse updates over and over again
1220 // so lets throttle them and send them again after it's somewhat sorted out.
1221 p2.ThrottleUpdates = true;
1222 }
1223 //m_log.Debug(count.ToString());
1224 //m_log.Debug("near: A collision was detected between {1} and {2}", 0, name1, name2);
1225 } // end for i.. loop
1226 } // end near
1227
1228 private bool checkDupe(d.ContactGeom contactGeom, int atype)
1229 {
1230 bool result = false;
1231 //return result;
1232 if (!m_filterCollisions)
1233 return false;
1234
1235 ActorTypes at = (ActorTypes)atype;
1236 lock (_perloopContact)
1237 {
1238 foreach (d.ContactGeom contact in _perloopContact)
1239 {
1240 //if ((contact.g1 == contactGeom.g1 && contact.g2 == contactGeom.g2))
1241 //{
1242 // || (contact.g2 == contactGeom.g1 && contact.g1 == contactGeom.g2)
1243 if (at == ActorTypes.Agent)
1244 {
1245 if (((Math.Abs(contactGeom.normal.X - contact.normal.X) < 1.026f) && (Math.Abs(contactGeom.normal.Y - contact.normal.Y) < 0.303f) && (Math.Abs(contactGeom.normal.Z - contact.normal.Z) < 0.065f)) && contactGeom.g1 != LandGeom && contactGeom.g2 != LandGeom)
1246 {
1247
1248 if (Math.Abs(contact.depth - contactGeom.depth) < 0.052f)
1249 {
1250 //contactGeom.depth *= .00005f;
1251 //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth));
1252 // m_log.DebugFormat("[Collision]: <{0},{1},{2}>", Math.Abs(contactGeom.normal.X - contact.normal.X), Math.Abs(contactGeom.normal.Y - contact.normal.Y), Math.Abs(contactGeom.normal.Z - contact.normal.Z));
1253 result = true;
1254 break;
1255 }
1256 else
1257 {
1258 //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth));
1259 }
1260 }
1261 else
1262 {
1263 //m_log.DebugFormat("[Collision]: <{0},{1},{2}>", Math.Abs(contactGeom.normal.X - contact.normal.X), Math.Abs(contactGeom.normal.Y - contact.normal.Y), Math.Abs(contactGeom.normal.Z - contact.normal.Z));
1264 //int i = 0;
1265 }
1266 }
1267 else if (at == ActorTypes.Prim)
1268 {
1269 //d.AABB aabb1 = new d.AABB();
1270 //d.AABB aabb2 = new d.AABB();
1271
1272 //d.GeomGetAABB(contactGeom.g2, out aabb2);
1273 //d.GeomGetAABB(contactGeom.g1, out aabb1);
1274 //aabb1.
1275 if (((Math.Abs(contactGeom.normal.X - contact.normal.X) < 1.026f) && (Math.Abs(contactGeom.normal.Y - contact.normal.Y) < 0.303f) && (Math.Abs(contactGeom.normal.Z - contact.normal.Z) < 0.065f)) && contactGeom.g1 != LandGeom && contactGeom.g2 != LandGeom)
1276 {
1277 if (contactGeom.normal.X == contact.normal.X && contactGeom.normal.Y == contact.normal.Y && contactGeom.normal.Z == contact.normal.Z)
1278 {
1279 if (Math.Abs(contact.depth - contactGeom.depth) < 0.272f)
1280 {
1281 result = true;
1282 break;
1283 }
1284 }
1285 //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth));
1286 //m_log.DebugFormat("[Collision]: <{0},{1},{2}>", Math.Abs(contactGeom.normal.X - contact.normal.X), Math.Abs(contactGeom.normal.Y - contact.normal.Y), Math.Abs(contactGeom.normal.Z - contact.normal.Z));
1287 }
1288
1289 }
1290
1291 //}
1292
1293 }
1294 }
1295 return result;
1296 }
1297
1298 private void collision_accounting_events(PhysicsActor p1, PhysicsActor p2, ContactPoint contact)
1299 {
1300 // obj1LocalID = 0;
1301 //returncollisions = false;
1302 obj2LocalID = 0;
1303 //ctype = 0;
1304 //cStartStop = 0;
1305 if (!p2.SubscribedEvents() && !p1.SubscribedEvents())
1306 return;
1307
1308 switch ((ActorTypes)p2.PhysicsActorType)
1309 {
1310 case ActorTypes.Agent:
1311 cc2 = (OdeCharacter)p2;
1312
1313 // obj1LocalID = cc2.m_localID;
1314 switch ((ActorTypes)p1.PhysicsActorType)
1315 {
1316 case ActorTypes.Agent:
1317 cc1 = (OdeCharacter)p1;
1318 obj2LocalID = cc1.m_localID;
1319 cc1.AddCollisionEvent(cc2.m_localID, contact);
1320 //ctype = (int)CollisionCategories.Character;
1321
1322 //if (cc1.CollidingObj)
1323 //cStartStop = (int)StatusIndicators.Generic;
1324 //else
1325 //cStartStop = (int)StatusIndicators.Start;
1326
1327 //returncollisions = true;
1328 break;
1329 case ActorTypes.Prim:
1330 if (p1 is OdePrim)
1331 {
1332 cp1 = (OdePrim) p1;
1333 obj2LocalID = cp1.m_localID;
1334 cp1.AddCollisionEvent(cc2.m_localID, contact);
1335 }
1336 //ctype = (int)CollisionCategories.Geom;
1337
1338 //if (cp1.CollidingObj)
1339 //cStartStop = (int)StatusIndicators.Generic;
1340 //else
1341 //cStartStop = (int)StatusIndicators.Start;
1342
1343 //returncollisions = true;
1344 break;
1345
1346 case ActorTypes.Ground:
1347 case ActorTypes.Unknown:
1348 obj2LocalID = 0;
1349 //ctype = (int)CollisionCategories.Land;
1350 //returncollisions = true;
1351 break;
1352 }
1353
1354 cc2.AddCollisionEvent(obj2LocalID, contact);
1355 break;
1356 case ActorTypes.Prim:
1357
1358 if (p2 is OdePrim)
1359 {
1360 cp2 = (OdePrim) p2;
1361
1362 // obj1LocalID = cp2.m_localID;
1363 switch ((ActorTypes) p1.PhysicsActorType)
1364 {
1365 case ActorTypes.Agent:
1366 if (p1 is OdeCharacter)
1367 {
1368 cc1 = (OdeCharacter) p1;
1369 obj2LocalID = cc1.m_localID;
1370 cc1.AddCollisionEvent(cp2.m_localID, contact);
1371 //ctype = (int)CollisionCategories.Character;
1372
1373 //if (cc1.CollidingObj)
1374 //cStartStop = (int)StatusIndicators.Generic;
1375 //else
1376 //cStartStop = (int)StatusIndicators.Start;
1377 //returncollisions = true;
1378 }
1379 break;
1380 case ActorTypes.Prim:
1381
1382 if (p1 is OdePrim)
1383 {
1384 cp1 = (OdePrim) p1;
1385 obj2LocalID = cp1.m_localID;
1386 cp1.AddCollisionEvent(cp2.m_localID, contact);
1387 //ctype = (int)CollisionCategories.Geom;
1388
1389 //if (cp1.CollidingObj)
1390 //cStartStop = (int)StatusIndicators.Generic;
1391 //else
1392 //cStartStop = (int)StatusIndicators.Start;
1393
1394 //returncollisions = true;
1395 }
1396 break;
1397
1398 case ActorTypes.Ground:
1399 case ActorTypes.Unknown:
1400 obj2LocalID = 0;
1401 //ctype = (int)CollisionCategories.Land;
1402
1403 //returncollisions = true;
1404 break;
1405 }
1406
1407 cp2.AddCollisionEvent(obj2LocalID, contact);
1408 }
1409 break;
1410 }
1411 //if (returncollisions)
1412 //{
1413
1414 //lock (m_storedCollisions)
1415 //{
1416 //cDictKey = obj1LocalID.ToString() + obj2LocalID.ToString() + cStartStop.ToString() + ctype.ToString();
1417 //if (m_storedCollisions.ContainsKey(cDictKey))
1418 //{
1419 //sCollisionData objd = m_storedCollisions[cDictKey];
1420 //objd.NumberOfCollisions += 1;
1421 //objd.lastframe = framecount;
1422 //m_storedCollisions[cDictKey] = objd;
1423 //}
1424 //else
1425 //{
1426 //sCollisionData objd = new sCollisionData();
1427 //objd.ColliderLocalId = obj1LocalID;
1428 //objd.CollidedWithLocalId = obj2LocalID;
1429 //objd.CollisionType = ctype;
1430 //objd.NumberOfCollisions = 1;
1431 //objd.lastframe = framecount;
1432 //objd.StatusIndicator = cStartStop;
1433 //m_storedCollisions.Add(cDictKey, objd);
1434 //}
1435 //}
1436 // }
1437 }
1438
1439 public int TriArrayCallback(IntPtr trimesh, IntPtr refObject, int[] triangleIndex, int triCount)
1440 {
1441 /* String name1 = null;
1442 String name2 = null;
1443
1444 if (!geom_name_map.TryGetValue(trimesh, out name1))
1445 {
1446 name1 = "null";
1447 }
1448 if (!geom_name_map.TryGetValue(refObject, out name2))
1449 {
1450 name2 = "null";
1451 }
1452
1453 m_log.InfoFormat("TriArrayCallback: A collision was detected between {1} and {2}", 0, name1, name2);
1454 */
1455 return 1;
1456 }
1457
1458 public int TriCallback(IntPtr trimesh, IntPtr refObject, int triangleIndex)
1459 {
1460 String name1 = null;
1461 String name2 = null;
1462
1463 if (!geom_name_map.TryGetValue(trimesh, out name1))
1464 {
1465 name1 = "null";
1466 }
1467
1468 if (!geom_name_map.TryGetValue(refObject, out name2))
1469 {
1470 name2 = "null";
1471 }
1472
1473 // m_log.InfoFormat("TriCallback: A collision was detected between {1} and {2}. Index was {3}", 0, name1, name2, triangleIndex);
1474
1475 d.Vector3 v0 = new d.Vector3();
1476 d.Vector3 v1 = new d.Vector3();
1477 d.Vector3 v2 = new d.Vector3();
1478
1479 d.GeomTriMeshGetTriangle(trimesh, 0, ref v0, ref v1, ref v2);
1480 // m_log.DebugFormat("Triangle {0} is <{1},{2},{3}>, <{4},{5},{6}>, <{7},{8},{9}>", triangleIndex, v0.X, v0.Y, v0.Z, v1.X, v1.Y, v1.Z, v2.X, v2.Y, v2.Z);
1481
1482 return 1;
1483 }
1484
1485 /// <summary>
1486 /// This is our collision testing routine in ODE
1487 /// </summary>
1488 /// <param name="timeStep"></param>
1489 private void collision_optimized(float timeStep)
1490 {
1491 _perloopContact.Clear();
1492
1493 lock (_characters)
1494 {
1495 foreach (OdeCharacter chr in _characters)
1496 {
1497 // Reset the collision values to false
1498 // since we don't know if we're colliding yet
1499
1500 // For some reason this can happen. Don't ask...
1501 //
1502 if (chr == null)
1503 continue;
1504
1505 if (chr.Shell == IntPtr.Zero || chr.Body == IntPtr.Zero)
1506 continue;
1507
1508 chr.IsColliding = false;
1509 chr.CollidingGround = false;
1510 chr.CollidingObj = false;
1511
1512 // test the avatar's geometry for collision with the space
1513 // This will return near and the space that they are the closest to
1514 // And we'll run this again against the avatar and the space segment
1515 // This will return with a bunch of possible objects in the space segment
1516 // and we'll run it again on all of them.
1517 try
1518 {
1519 d.SpaceCollide2(space, chr.Shell, IntPtr.Zero, nearCallback);
1520 }
1521 catch (AccessViolationException)
1522 {
1523 m_log.Warn("[PHYSICS]: Unable to space collide");
1524 }
1525 //float terrainheight = GetTerrainHeightAtXY(chr.Position.X, chr.Position.Y);
1526 //if (chr.Position.Z + (chr.Velocity.Z * timeStep) < terrainheight + 10)
1527 //{
1528 //chr.Position.Z = terrainheight + 10.0f;
1529 //forcedZ = true;
1530 //}
1531 }
1532 }
1533
1534 lock (_activeprims)
1535 {
1536 List<OdePrim> removeprims = null;
1537 foreach (OdePrim chr in _activeprims)
1538 {
1539 if (chr.Body != IntPtr.Zero && d.BodyIsEnabled(chr.Body) && (!chr.m_disabled))
1540 {
1541 try
1542 {
1543 lock (chr)
1544 {
1545 if (space != IntPtr.Zero && chr.prim_geom != IntPtr.Zero && chr.m_taintremove == false)
1546 {
1547 d.SpaceCollide2(space, chr.prim_geom, IntPtr.Zero, nearCallback);
1548 }
1549 else
1550 {
1551 if (removeprims == null)
1552 {
1553 removeprims = new List<OdePrim>();
1554 }
1555 removeprims.Add(chr);
1556 /// Commented this because it triggers on every bullet
1557 //m_log.Debug("[PHYSICS]: unable to collide test active prim against space. The space was zero, the geom was zero or it was in the process of being removed. Removed it from the active prim list. This needs to be fixed!");
1558 }
1559 }
1560 }
1561 catch (AccessViolationException)
1562 {
1563 m_log.Warn("[PHYSICS]: Unable to space collide");
1564 }
1565 }
1566 }
1567 if (removeprims != null)
1568 {
1569 foreach (OdePrim chr in removeprims)
1570 {
1571 _activeprims.Remove(chr);
1572 }
1573 }
1574 }
1575
1576 _perloopContact.Clear();
1577 }
1578
1579 #endregion
1580
1581 public override void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents)
1582 {
1583 m_worldOffset = offset;
1584 WorldExtents = new Vector2(extents.X, extents.Y);
1585 m_parentScene = pScene;
1586
1587 }
1588
1589 // Recovered for use by fly height. Kitto Flora
1590 public float GetTerrainHeightAtXY(float x, float y)
1591 {
1592
1593 int offsetX = ((int)(x / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
1594 int offsetY = ((int)(y / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
1595
1596 IntPtr heightFieldGeom = IntPtr.Zero;
1597
1598 if (RegionTerrain.TryGetValue(new Vector3(offsetX,offsetY,0), out heightFieldGeom))
1599 {
1600 if (heightFieldGeom != IntPtr.Zero)
1601 {
1602 if (TerrainHeightFieldHeights.ContainsKey(heightFieldGeom))
1603 {
1604
1605 int index;
1606
1607
1608 if ((int)x > WorldExtents.X || (int)y > WorldExtents.Y ||
1609 (int)x < 0.001f || (int)y < 0.001f)
1610 return 0;
1611
1612 x = x - offsetX;
1613 y = y - offsetY;
1614
1615 index = (int)((int)x * ((int)Constants.RegionSize + 2) + (int)y);
1616
1617 if (index < TerrainHeightFieldHeights[heightFieldGeom].Length)
1618 {
1619 //m_log.DebugFormat("x{0} y{1} = {2}", x, y, (float)TerrainHeightFieldHeights[heightFieldGeom][index]);
1620 return (float)TerrainHeightFieldHeights[heightFieldGeom][index];
1621 }
1622
1623 else
1624 return 0f;
1625 }
1626 else
1627 {
1628 return 0f;
1629 }
1630
1631 }
1632 else
1633 {
1634 return 0f;
1635 }
1636
1637 }
1638 else
1639 {
1640 return 0f;
1641 }
1642
1643
1644 }
1645// End recovered. Kitto Flora
1646
1647 public void addCollisionEventReporting(PhysicsActor obj)
1648 {
1649 lock (_collisionEventPrim)
1650 {
1651 if (!_collisionEventPrim.Contains(obj))
1652 _collisionEventPrim.Add(obj);
1653 }
1654 }
1655
1656 public void remCollisionEventReporting(PhysicsActor obj)
1657 {
1658 lock (_collisionEventPrim)
1659 {
1660 if (!_collisionEventPrim.Contains(obj))
1661 _collisionEventPrim.Remove(obj);
1662 }
1663 }
1664
1665 #region Add/Remove Entities
1666
1667 public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying)
1668 {
1669 Vector3 pos;
1670 pos.X = position.X;
1671 pos.Y = position.Y;
1672 pos.Z = position.Z;
1673 OdeCharacter newAv = new OdeCharacter(avName, this, pos, ode, size, avPIDD, avPIDP, avCapRadius, avStandupTensor, avDensity, avHeightFudgeFactor, avMovementDivisorWalk, avMovementDivisorRun);
1674 newAv.Flying = isFlying;
1675 newAv.MinimumGroundFlightOffset = minimumGroundFlightOffset;
1676
1677 return newAv;
1678 }
1679
1680 public void AddCharacter(OdeCharacter chr)
1681 {
1682 lock (_characters)
1683 {
1684 if (!_characters.Contains(chr))
1685 {
1686 _characters.Add(chr);
1687 if (chr.bad)
1688 m_log.DebugFormat("[PHYSICS] Added BAD actor {0} to characters list", chr.m_uuid);
1689 }
1690 }
1691 }
1692
1693 public void RemoveCharacter(OdeCharacter chr)
1694 {
1695 lock (_characters)
1696 {
1697 if (_characters.Contains(chr))
1698 {
1699 _characters.Remove(chr);
1700 }
1701 }
1702 }
1703 public void BadCharacter(OdeCharacter chr)
1704 {
1705 lock (_badCharacter)
1706 {
1707 if (!_badCharacter.Contains(chr))
1708 _badCharacter.Add(chr);
1709 }
1710 }
1711
1712 public override void RemoveAvatar(PhysicsActor actor)
1713 {
1714 //m_log.Debug("[PHYSICS]:ODELOCK");
1715 ((OdeCharacter) actor).Destroy();
1716
1717 }
1718
1719 private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation,
1720 IMesh mesh, PrimitiveBaseShape pbs, bool isphysical, uint localid)
1721 {
1722
1723 Vector3 pos = position;
1724 Vector3 siz = size;
1725 Quaternion rot = rotation;
1726
1727 OdePrim newPrim;
1728 lock (OdeLock)
1729 {
1730 newPrim = new OdePrim(name, this, pos, siz, rot, mesh, pbs, isphysical, ode, localid);
1731
1732 lock (_prims)
1733 _prims.Add(newPrim);
1734 }
1735
1736 return newPrim;
1737 }
1738
1739 public void addActivePrim(OdePrim activatePrim)
1740 {
1741 // adds active prim.. (ones that should be iterated over in collisions_optimized
1742 lock (_activeprims)
1743 {
1744 if (!_activeprims.Contains(activatePrim))
1745 _activeprims.Add(activatePrim);
1746 //else
1747 // m_log.Warn("[PHYSICS]: Double Entry in _activeprims detected, potential crash immenent");
1748 }
1749 }
1750
1751 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
1752 Vector3 size, Quaternion rotation, bool isPhysical, uint localid)
1753 {
1754 PhysicsActor result;
1755 IMesh mesh = null;
1756
1757 if (needsMeshing(pbs))
1758 mesh = mesher.CreateMesh(primName, pbs, size, 32f, isPhysical);
1759
1760 result = AddPrim(primName, position, size, rotation, mesh, pbs, isPhysical, localid);
1761
1762 return result;
1763 }
1764
1765 public override float TimeDilation
1766 {
1767 get { return m_timeDilation; }
1768 }
1769
1770 public override bool SupportsNINJAJoints
1771 {
1772 get { return m_NINJA_physics_joints_enabled; }
1773 }
1774
1775 // internal utility function: must be called within a lock (OdeLock)
1776 private void InternalAddActiveJoint(PhysicsJoint joint)
1777 {
1778 activeJoints.Add(joint);
1779 SOPName_to_activeJoint.Add(joint.ObjectNameInScene, joint);
1780 }
1781
1782 // internal utility function: must be called within a lock (OdeLock)
1783 private void InternalAddPendingJoint(OdePhysicsJoint joint)
1784 {
1785 pendingJoints.Add(joint);
1786 SOPName_to_pendingJoint.Add(joint.ObjectNameInScene, joint);
1787 }
1788
1789 // internal utility function: must be called within a lock (OdeLock)
1790 private void InternalRemovePendingJoint(PhysicsJoint joint)
1791 {
1792 pendingJoints.Remove(joint);
1793 SOPName_to_pendingJoint.Remove(joint.ObjectNameInScene);
1794 }
1795
1796 // internal utility function: must be called within a lock (OdeLock)
1797 private void InternalRemoveActiveJoint(PhysicsJoint joint)
1798 {
1799 activeJoints.Remove(joint);
1800 SOPName_to_activeJoint.Remove(joint.ObjectNameInScene);
1801 }
1802
1803 public override void DumpJointInfo()
1804 {
1805 string hdr = "[NINJA] JOINTINFO: ";
1806 foreach (PhysicsJoint j in pendingJoints)
1807 {
1808 m_log.Debug(hdr + " pending joint, Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams);
1809 }
1810 m_log.Debug(hdr + pendingJoints.Count + " total pending joints");
1811 foreach (string jointName in SOPName_to_pendingJoint.Keys)
1812 {
1813 m_log.Debug(hdr + " pending joints dict contains Name: " + jointName);
1814 }
1815 m_log.Debug(hdr + SOPName_to_pendingJoint.Keys.Count + " total pending joints dict entries");
1816 foreach (PhysicsJoint j in activeJoints)
1817 {
1818 m_log.Debug(hdr + " active joint, Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams);
1819 }
1820 m_log.Debug(hdr + activeJoints.Count + " total active joints");
1821 foreach (string jointName in SOPName_to_activeJoint.Keys)
1822 {
1823 m_log.Debug(hdr + " active joints dict contains Name: " + jointName);
1824 }
1825 m_log.Debug(hdr + SOPName_to_activeJoint.Keys.Count + " total active joints dict entries");
1826
1827 m_log.Debug(hdr + " Per-body joint connectivity information follows.");
1828 m_log.Debug(hdr + joints_connecting_actor.Keys.Count + " bodies are connected by joints.");
1829 foreach (string actorName in joints_connecting_actor.Keys)
1830 {
1831 m_log.Debug(hdr + " Actor " + actorName + " has the following joints connecting it");
1832 foreach (PhysicsJoint j in joints_connecting_actor[actorName])
1833 {
1834 m_log.Debug(hdr + " * joint Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams);
1835 }
1836 m_log.Debug(hdr + joints_connecting_actor[actorName].Count + " connecting joints total for this actor");
1837 }
1838 }
1839
1840 public override void RequestJointDeletion(string ObjectNameInScene)
1841 {
1842 lock (externalJointRequestsLock)
1843 {
1844 if (!requestedJointsToBeDeleted.Contains(ObjectNameInScene)) // forbid same deletion request from entering twice to prevent spurious deletions processed asynchronously
1845 {
1846 requestedJointsToBeDeleted.Add(ObjectNameInScene);
1847 }
1848 }
1849 }
1850
1851 private void DeleteRequestedJoints()
1852 {
1853 List<string> myRequestedJointsToBeDeleted;
1854 lock (externalJointRequestsLock)
1855 {
1856 // make a local copy of the shared list for processing (threading issues)
1857 myRequestedJointsToBeDeleted = new List<string>(requestedJointsToBeDeleted);
1858 }
1859
1860 foreach (string jointName in myRequestedJointsToBeDeleted)
1861 {
1862 lock (OdeLock)
1863 {
1864 //m_log.Debug("[NINJA] trying to deleting requested joint " + jointName);
1865 if (SOPName_to_activeJoint.ContainsKey(jointName) || SOPName_to_pendingJoint.ContainsKey(jointName))
1866 {
1867 OdePhysicsJoint joint = null;
1868 if (SOPName_to_activeJoint.ContainsKey(jointName))
1869 {
1870 joint = SOPName_to_activeJoint[jointName] as OdePhysicsJoint;
1871 InternalRemoveActiveJoint(joint);
1872 }
1873 else if (SOPName_to_pendingJoint.ContainsKey(jointName))
1874 {
1875 joint = SOPName_to_pendingJoint[jointName] as OdePhysicsJoint;
1876 InternalRemovePendingJoint(joint);
1877 }
1878
1879 if (joint != null)
1880 {
1881 //m_log.Debug("joint.BodyNames.Count is " + joint.BodyNames.Count + " and contents " + joint.BodyNames);
1882 for (int iBodyName = 0; iBodyName < 2; iBodyName++)
1883 {
1884 string bodyName = joint.BodyNames[iBodyName];
1885 if (bodyName != "NULL")
1886 {
1887 joints_connecting_actor[bodyName].Remove(joint);
1888 if (joints_connecting_actor[bodyName].Count == 0)
1889 {
1890 joints_connecting_actor.Remove(bodyName);
1891 }
1892 }
1893 }
1894
1895 DoJointDeactivated(joint);
1896 if (joint.jointID != IntPtr.Zero)
1897 {
1898 d.JointDestroy(joint.jointID);
1899 joint.jointID = IntPtr.Zero;
1900 //DoJointErrorMessage(joint, "successfully destroyed joint " + jointName);
1901 }
1902 else
1903 {
1904 //m_log.Warn("[NINJA] Ignoring re-request to destroy joint " + jointName);
1905 }
1906 }
1907 else
1908 {
1909 // DoJointErrorMessage(joint, "coult not find joint to destroy based on name " + jointName);
1910 }
1911 }
1912 else
1913 {
1914 // DoJointErrorMessage(joint, "WARNING - joint removal failed, joint " + jointName);
1915 }
1916 }
1917 }
1918
1919 // remove processed joints from the shared list
1920 lock (externalJointRequestsLock)
1921 {
1922 foreach (string jointName in myRequestedJointsToBeDeleted)
1923 {
1924 requestedJointsToBeDeleted.Remove(jointName);
1925 }
1926 }
1927 }
1928
1929 // for pending joints we don't know if their associated bodies exist yet or not.
1930 // the joint is actually created during processing of the taints
1931 private void CreateRequestedJoints()
1932 {
1933 List<PhysicsJoint> myRequestedJointsToBeCreated;
1934 lock (externalJointRequestsLock)
1935 {
1936 // make a local copy of the shared list for processing (threading issues)
1937 myRequestedJointsToBeCreated = new List<PhysicsJoint>(requestedJointsToBeCreated);
1938 }
1939
1940 foreach (PhysicsJoint joint in myRequestedJointsToBeCreated)
1941 {
1942 lock (OdeLock)
1943 {
1944 if (SOPName_to_pendingJoint.ContainsKey(joint.ObjectNameInScene) && SOPName_to_pendingJoint[joint.ObjectNameInScene] != null)
1945 {
1946 DoJointErrorMessage(joint, "WARNING: ignoring request to re-add already pending joint Name:" + joint.ObjectNameInScene + " type:" + joint.Type + " parms: " + joint.RawParams + " pos: " + joint.Position + " rot:" + joint.Rotation);
1947 continue;
1948 }
1949 if (SOPName_to_activeJoint.ContainsKey(joint.ObjectNameInScene) && SOPName_to_activeJoint[joint.ObjectNameInScene] != null)
1950 {
1951 DoJointErrorMessage(joint, "WARNING: ignoring request to re-add already active joint Name:" + joint.ObjectNameInScene + " type:" + joint.Type + " parms: " + joint.RawParams + " pos: " + joint.Position + " rot:" + joint.Rotation);
1952 continue;
1953 }
1954
1955 InternalAddPendingJoint(joint as OdePhysicsJoint);
1956
1957 if (joint.BodyNames.Count >= 2)
1958 {
1959 for (int iBodyName = 0; iBodyName < 2; iBodyName++)
1960 {
1961 string bodyName = joint.BodyNames[iBodyName];
1962 if (bodyName != "NULL")
1963 {
1964 if (!joints_connecting_actor.ContainsKey(bodyName))
1965 {
1966 joints_connecting_actor.Add(bodyName, new List<PhysicsJoint>());
1967 }
1968 joints_connecting_actor[bodyName].Add(joint);
1969 }
1970 }
1971 }
1972 }
1973 }
1974
1975 // remove processed joints from shared list
1976 lock (externalJointRequestsLock)
1977 {
1978 foreach (PhysicsJoint joint in myRequestedJointsToBeCreated)
1979 {
1980 requestedJointsToBeCreated.Remove(joint);
1981 }
1982 }
1983
1984 }
1985
1986 // public function to add an request for joint creation
1987 // this joint will just be added to a waiting list that is NOT processed during the main
1988 // Simulate() loop (to avoid deadlocks). After Simulate() is finished, we handle unprocessed joint requests.
1989
1990 public override PhysicsJoint RequestJointCreation(string objectNameInScene, PhysicsJointType jointType, Vector3 position,
1991 Quaternion rotation, string parms, List<string> bodyNames, string trackedBodyName, Quaternion localRotation)
1992
1993 {
1994
1995 OdePhysicsJoint joint = new OdePhysicsJoint();
1996 joint.ObjectNameInScene = objectNameInScene;
1997 joint.Type = jointType;
1998 joint.Position = position;
1999 joint.Rotation = rotation;
2000 joint.RawParams = parms;
2001 joint.BodyNames = new List<string>(bodyNames);
2002 joint.TrackedBodyName = trackedBodyName;
2003 joint.LocalRotation = localRotation;
2004 joint.jointID = IntPtr.Zero;
2005 joint.ErrorMessageCount = 0;
2006
2007 lock (externalJointRequestsLock)
2008 {
2009 if (!requestedJointsToBeCreated.Contains(joint)) // forbid same creation request from entering twice
2010 {
2011 requestedJointsToBeCreated.Add(joint);
2012 }
2013 }
2014 return joint;
2015 }
2016
2017 private void RemoveAllJointsConnectedToActor(PhysicsActor actor)
2018 {
2019 //m_log.Debug("RemoveAllJointsConnectedToActor: start");
2020 if (actor.SOPName != null && joints_connecting_actor.ContainsKey(actor.SOPName) && joints_connecting_actor[actor.SOPName] != null)
2021 {
2022
2023 List<PhysicsJoint> jointsToRemove = new List<PhysicsJoint>();
2024 //TODO: merge these 2 loops (originally it was needed to avoid altering a list being iterated over, but it is no longer needed due to the joint request queue mechanism)
2025 foreach (PhysicsJoint j in joints_connecting_actor[actor.SOPName])
2026 {
2027 jointsToRemove.Add(j);
2028 }
2029 foreach (PhysicsJoint j in jointsToRemove)
2030 {
2031 //m_log.Debug("RemoveAllJointsConnectedToActor: about to request deletion of " + j.ObjectNameInScene);
2032 RequestJointDeletion(j.ObjectNameInScene);
2033 //m_log.Debug("RemoveAllJointsConnectedToActor: done request deletion of " + j.ObjectNameInScene);
2034 j.TrackedBodyName = null; // *IMMEDIATELY* prevent any further movement of this joint (else a deleted actor might cause spurious tracking motion of the joint for a few frames, leading to the joint proxy object disappearing)
2035 }
2036 }
2037 }
2038
2039 public override void RemoveAllJointsConnectedToActorThreadLocked(PhysicsActor actor)
2040 {
2041 //m_log.Debug("RemoveAllJointsConnectedToActorThreadLocked: start");
2042 lock (OdeLock)
2043 {
2044 //m_log.Debug("RemoveAllJointsConnectedToActorThreadLocked: got lock");
2045 RemoveAllJointsConnectedToActor(actor);
2046 }
2047 }
2048
2049 // normally called from within OnJointMoved, which is called from within a lock (OdeLock)
2050 public override Vector3 GetJointAnchor(PhysicsJoint joint)
2051 {
2052 Debug.Assert(joint.IsInPhysicsEngine);
2053 d.Vector3 pos = new d.Vector3();
2054
2055 if (!(joint is OdePhysicsJoint))
2056 {
2057 DoJointErrorMessage(joint, "warning: non-ODE joint requesting anchor: " + joint.ObjectNameInScene);
2058 }
2059 else
2060 {
2061 OdePhysicsJoint odeJoint = (OdePhysicsJoint)joint;
2062 switch (odeJoint.Type)
2063 {
2064 case PhysicsJointType.Ball:
2065 d.JointGetBallAnchor(odeJoint.jointID, out pos);
2066 break;
2067 case PhysicsJointType.Hinge:
2068 d.JointGetHingeAnchor(odeJoint.jointID, out pos);
2069 break;
2070 }
2071 }
2072 return new Vector3(pos.X, pos.Y, pos.Z);
2073 }
2074
2075 // normally called from within OnJointMoved, which is called from within a lock (OdeLock)
2076 // WARNING: ODE sometimes returns <0,0,0> as the joint axis! Therefore this function
2077 // appears to be unreliable. Fortunately we can compute the joint axis ourselves by
2078 // keeping track of the joint's original orientation relative to one of the involved bodies.
2079 public override Vector3 GetJointAxis(PhysicsJoint joint)
2080 {
2081 Debug.Assert(joint.IsInPhysicsEngine);
2082 d.Vector3 axis = new d.Vector3();
2083
2084 if (!(joint is OdePhysicsJoint))
2085 {
2086 DoJointErrorMessage(joint, "warning: non-ODE joint requesting anchor: " + joint.ObjectNameInScene);
2087 }
2088 else
2089 {
2090 OdePhysicsJoint odeJoint = (OdePhysicsJoint)joint;
2091 switch (odeJoint.Type)
2092 {
2093 case PhysicsJointType.Ball:
2094 DoJointErrorMessage(joint, "warning - axis requested for ball joint: " + joint.ObjectNameInScene);
2095 break;
2096 case PhysicsJointType.Hinge:
2097 d.JointGetHingeAxis(odeJoint.jointID, out axis);
2098 break;
2099 }
2100 }
2101 return new Vector3(axis.X, axis.Y, axis.Z);
2102 }
2103
2104
2105 public void remActivePrim(OdePrim deactivatePrim)
2106 {
2107 lock (_activeprims)
2108 {
2109 _activeprims.Remove(deactivatePrim);
2110 }
2111 }
2112
2113 public override void RemovePrim(PhysicsActor prim)
2114 {
2115 if (prim is OdePrim)
2116 {
2117 lock (OdeLock)
2118 {
2119 OdePrim p = (OdePrim) prim;
2120
2121 p.setPrimForRemoval();
2122 AddPhysicsActorTaint(prim);
2123 //RemovePrimThreadLocked(p);
2124 }
2125 }
2126 }
2127
2128 /// <summary>
2129 /// This is called from within simulate but outside the locked portion
2130 /// We need to do our own locking here
2131 /// Essentially, we need to remove the prim from our space segment, whatever segment it's in.
2132 ///
2133 /// If there are no more prim in the segment, we need to empty (spacedestroy)the segment and reclaim memory
2134 /// that the space was using.
2135 /// </summary>
2136 /// <param name="prim"></param>
2137 public void RemovePrimThreadLocked(OdePrim prim)
2138 {
2139//Console.WriteLine("RemovePrimThreadLocked " + prim.m_primName);
2140 lock (prim)
2141 {
2142 remCollisionEventReporting(prim);
2143 lock (ode)
2144 {
2145 if (prim.prim_geom != IntPtr.Zero)
2146 {
2147 prim.ResetTaints();
2148
2149 if (prim.IsPhysical)
2150 {
2151 prim.disableBody();
2152 if (prim.childPrim)
2153 {
2154 prim.childPrim = false;
2155 prim.Body = IntPtr.Zero;
2156 prim.m_disabled = true;
2157 prim.IsPhysical = false;
2158 }
2159
2160
2161 }
2162 // we don't want to remove the main space
2163
2164 // If the geometry is in the targetspace, remove it from the target space
2165 //m_log.Warn(prim.m_targetSpace);
2166
2167 //if (prim.m_targetSpace != IntPtr.Zero)
2168 //{
2169 //if (d.SpaceQuery(prim.m_targetSpace, prim.prim_geom))
2170 //{
2171
2172 //if (d.GeomIsSpace(prim.m_targetSpace))
2173 //{
2174 //waitForSpaceUnlock(prim.m_targetSpace);
2175 //d.SpaceRemove(prim.m_targetSpace, prim.prim_geom);
2176 prim.m_targetSpace = IntPtr.Zero;
2177 //}
2178 //else
2179 //{
2180 // m_log.Info("[Physics]: Invalid Scene passed to 'removeprim from scene':" +
2181 //((OdePrim)prim).m_targetSpace.ToString());
2182 //}
2183
2184 //}
2185 //}
2186 //m_log.Warn(prim.prim_geom);
2187 try
2188 {
2189 if (prim.prim_geom != IntPtr.Zero)
2190 {
2191
2192//string tPA;
2193//geom_name_map.TryGetValue(prim.prim_geom, out tPA);
2194//Console.WriteLine("**** Remove {0}", tPA);
2195 if(geom_name_map.ContainsKey(prim.prim_geom)) geom_name_map.Remove(prim.prim_geom);
2196 if(actor_name_map.ContainsKey(prim.prim_geom)) actor_name_map.Remove(prim.prim_geom);
2197 d.GeomDestroy(prim.prim_geom);
2198 prim.prim_geom = IntPtr.Zero;
2199 }
2200 else
2201 {
2202 m_log.Warn("[PHYSICS]: Unable to remove prim from physics scene");
2203 }
2204 }
2205 catch (AccessViolationException)
2206 {
2207 m_log.Info("[PHYSICS]: Couldn't remove prim from physics scene, it was already be removed.");
2208 }
2209 lock (_prims)
2210 _prims.Remove(prim);
2211
2212 //If there are no more geometries in the sub-space, we don't need it in the main space anymore
2213 //if (d.SpaceGetNumGeoms(prim.m_targetSpace) == 0)
2214 //{
2215 //if (prim.m_targetSpace != null)
2216 //{
2217 //if (d.GeomIsSpace(prim.m_targetSpace))
2218 //{
2219 //waitForSpaceUnlock(prim.m_targetSpace);
2220 //d.SpaceRemove(space, prim.m_targetSpace);
2221 // free up memory used by the space.
2222 //d.SpaceDestroy(prim.m_targetSpace);
2223 //int[] xyspace = calculateSpaceArrayItemFromPos(prim.Position);
2224 //resetSpaceArrayItemToZero(xyspace[0], xyspace[1]);
2225 //}
2226 //else
2227 //{
2228 //m_log.Info("[Physics]: Invalid Scene passed to 'removeprim from scene':" +
2229 //((OdePrim) prim).m_targetSpace.ToString());
2230 //}
2231 //}
2232 //}
2233
2234 if (SupportsNINJAJoints)
2235 {
2236 RemoveAllJointsConnectedToActorThreadLocked(prim);
2237 }
2238 }
2239 }
2240 }
2241 }
2242
2243 #endregion
2244
2245 #region Space Separation Calculation
2246
2247 /// <summary>
2248 /// Takes a space pointer and zeros out the array we're using to hold the spaces
2249 /// </summary>
2250 /// <param name="pSpace"></param>
2251 public void resetSpaceArrayItemToZero(IntPtr pSpace)
2252 {
2253 for (int x = 0; x < staticPrimspace.GetLength(0); x++)
2254 {
2255 for (int y = 0; y < staticPrimspace.GetLength(1); y++)
2256 {
2257 if (staticPrimspace[x, y] == pSpace)
2258 staticPrimspace[x, y] = IntPtr.Zero;
2259 }
2260 }
2261 }
2262
2263 public void resetSpaceArrayItemToZero(int arrayitemX, int arrayitemY)
2264 {
2265 staticPrimspace[arrayitemX, arrayitemY] = IntPtr.Zero;
2266 }
2267
2268 /// <summary>
2269 /// Called when a static prim moves. Allocates a space for the prim based on its position
2270 /// </summary>
2271 /// <param name="geom">the pointer to the geom that moved</param>
2272 /// <param name="pos">the position that the geom moved to</param>
2273 /// <param name="currentspace">a pointer to the space it was in before it was moved.</param>
2274 /// <returns>a pointer to the new space it's in</returns>
2275 public IntPtr recalculateSpaceForGeom(IntPtr geom, Vector3 pos, IntPtr currentspace)
2276 {
2277 // Called from setting the Position and Size of an ODEPrim so
2278 // it's already in locked space.
2279
2280 // we don't want to remove the main space
2281 // we don't need to test physical here because this function should
2282 // never be called if the prim is physical(active)
2283
2284 // All physical prim end up in the root space
2285 //Thread.Sleep(20);
2286 if (currentspace != space)
2287 {
2288 //m_log.Info("[SPACE]: C:" + currentspace.ToString() + " g:" + geom.ToString());
2289 //if (currentspace == IntPtr.Zero)
2290 //{
2291 //int adfadf = 0;
2292 //}
2293 if (d.SpaceQuery(currentspace, geom) && currentspace != IntPtr.Zero)
2294 {
2295 if (d.GeomIsSpace(currentspace))
2296 {
2297 waitForSpaceUnlock(currentspace);
2298 d.SpaceRemove(currentspace, geom);
2299 }
2300 else
2301 {
2302 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" + currentspace +
2303 " Geom:" + geom);
2304 }
2305 }
2306 else
2307 {
2308 IntPtr sGeomIsIn = d.GeomGetSpace(geom);
2309 if (sGeomIsIn != IntPtr.Zero)
2310 {
2311 if (d.GeomIsSpace(currentspace))
2312 {
2313 waitForSpaceUnlock(sGeomIsIn);
2314 d.SpaceRemove(sGeomIsIn, geom);
2315 }
2316 else
2317 {
2318 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2319 sGeomIsIn + " Geom:" + geom);
2320 }
2321 }
2322 }
2323
2324 //If there are no more geometries in the sub-space, we don't need it in the main space anymore
2325 if (d.SpaceGetNumGeoms(currentspace) == 0)
2326 {
2327 if (currentspace != IntPtr.Zero)
2328 {
2329 if (d.GeomIsSpace(currentspace))
2330 {
2331 waitForSpaceUnlock(currentspace);
2332 waitForSpaceUnlock(space);
2333 d.SpaceRemove(space, currentspace);
2334 // free up memory used by the space.
2335
2336 //d.SpaceDestroy(currentspace);
2337 resetSpaceArrayItemToZero(currentspace);
2338 }
2339 else
2340 {
2341 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2342 currentspace + " Geom:" + geom);
2343 }
2344 }
2345 }
2346 }
2347 else
2348 {
2349 // this is a physical object that got disabled. ;.;
2350 if (currentspace != IntPtr.Zero && geom != IntPtr.Zero)
2351 {
2352 if (d.SpaceQuery(currentspace, geom))
2353 {
2354 if (d.GeomIsSpace(currentspace))
2355 {
2356 waitForSpaceUnlock(currentspace);
2357 d.SpaceRemove(currentspace, geom);
2358 }
2359 else
2360 {
2361 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2362 currentspace + " Geom:" + geom);
2363 }
2364 }
2365 else
2366 {
2367 IntPtr sGeomIsIn = d.GeomGetSpace(geom);
2368 if (sGeomIsIn != IntPtr.Zero)
2369 {
2370 if (d.GeomIsSpace(sGeomIsIn))
2371 {
2372 waitForSpaceUnlock(sGeomIsIn);
2373 d.SpaceRemove(sGeomIsIn, geom);
2374 }
2375 else
2376 {
2377 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2378 sGeomIsIn + " Geom:" + geom);
2379 }
2380 }
2381 }
2382 }
2383 }
2384
2385 // The routines in the Position and Size sections do the 'inserting' into the space,
2386 // so all we have to do is make sure that the space that we're putting the prim into
2387 // is in the 'main' space.
2388 int[] iprimspaceArrItem = calculateSpaceArrayItemFromPos(pos);
2389 IntPtr newspace = calculateSpaceForGeom(pos);
2390
2391 if (newspace == IntPtr.Zero)
2392 {
2393 newspace = createprimspace(iprimspaceArrItem[0], iprimspaceArrItem[1]);
2394 d.HashSpaceSetLevels(newspace, smallHashspaceLow, smallHashspaceHigh);
2395 }
2396
2397 return newspace;
2398 }
2399
2400 /// <summary>
2401 /// Creates a new space at X Y
2402 /// </summary>
2403 /// <param name="iprimspaceArrItemX"></param>
2404 /// <param name="iprimspaceArrItemY"></param>
2405 /// <returns>A pointer to the created space</returns>
2406 public IntPtr createprimspace(int iprimspaceArrItemX, int iprimspaceArrItemY)
2407 {
2408 // creating a new space for prim and inserting it into main space.
2409 staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY] = d.HashSpaceCreate(IntPtr.Zero);
2410 d.GeomSetCategoryBits(staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY], (int)CollisionCategories.Space);
2411 waitForSpaceUnlock(space);
2412 d.SpaceSetSublevel(space, 1);
2413 d.SpaceAdd(space, staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY]);
2414 return staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY];
2415 }
2416
2417 /// <summary>
2418 /// Calculates the space the prim should be in by its position
2419 /// </summary>
2420 /// <param name="pos"></param>
2421 /// <returns>a pointer to the space. This could be a new space or reused space.</returns>
2422 public IntPtr calculateSpaceForGeom(Vector3 pos)
2423 {
2424 int[] xyspace = calculateSpaceArrayItemFromPos(pos);
2425 //m_log.Info("[Physics]: Attempting to use arrayItem: " + xyspace[0].ToString() + "," + xyspace[1].ToString());
2426 return staticPrimspace[xyspace[0], xyspace[1]];
2427 }
2428
2429 /// <summary>
2430 /// Holds the space allocation logic
2431 /// </summary>
2432 /// <param name="pos"></param>
2433 /// <returns>an array item based on the position</returns>
2434 public int[] calculateSpaceArrayItemFromPos(Vector3 pos)
2435 {
2436 int[] returnint = new int[2];
2437
2438 returnint[0] = (int) (pos.X/metersInSpace);
2439
2440 if (returnint[0] > ((int) (259f/metersInSpace)))
2441 returnint[0] = ((int) (259f/metersInSpace));
2442 if (returnint[0] < 0)
2443 returnint[0] = 0;
2444
2445 returnint[1] = (int) (pos.Y/metersInSpace);
2446 if (returnint[1] > ((int) (259f/metersInSpace)))
2447 returnint[1] = ((int) (259f/metersInSpace));
2448 if (returnint[1] < 0)
2449 returnint[1] = 0;
2450
2451 return returnint;
2452 }
2453
2454 #endregion
2455
2456 /// <summary>
2457 /// Routine to figure out if we need to mesh this prim with our mesher
2458 /// </summary>
2459 /// <param name="pbs"></param>
2460 /// <returns></returns>
2461 public bool needsMeshing(PrimitiveBaseShape pbs)
2462 {
2463 // most of this is redundant now as the mesher will return null if it cant mesh a prim
2464 // but we still need to check for sculptie meshing being enabled so this is the most
2465 // convenient place to do it for now...
2466
2467 // //if (pbs.PathCurve == (byte)Primitive.PathCurve.Circle && pbs.ProfileCurve == (byte)Primitive.ProfileCurve.Circle && pbs.PathScaleY <= 0.75f)
2468 // //m_log.Debug("needsMeshing: " + " pathCurve: " + pbs.PathCurve.ToString() + " profileCurve: " + pbs.ProfileCurve.ToString() + " pathScaleY: " + Primitive.UnpackPathScale(pbs.PathScaleY).ToString());
2469 int iPropertiesNotSupportedDefault = 0;
2470
2471 if (pbs.SculptEntry && !meshSculptedPrim)
2472 {
2473#if SPAM
2474 m_log.Warn("NonMesh");
2475#endif
2476 return false;
2477 }
2478
2479 // if it's a standard box or sphere with no cuts, hollows, twist or top shear, return false since ODE can use an internal representation for the prim
2480 if (!forceSimplePrimMeshing)
2481 {
2482 if ((pbs.ProfileShape == ProfileShape.Square && pbs.PathCurve == (byte)Extrusion.Straight)
2483 || (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1
2484 && pbs.Scale.X == pbs.Scale.Y && pbs.Scale.Y == pbs.Scale.Z))
2485 {
2486
2487 if (pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0
2488 && pbs.ProfileHollow == 0
2489 && pbs.PathTwist == 0 && pbs.PathTwistBegin == 0
2490 && pbs.PathBegin == 0 && pbs.PathEnd == 0
2491 && pbs.PathTaperX == 0 && pbs.PathTaperY == 0
2492 && pbs.PathScaleX == 100 && pbs.PathScaleY == 100
2493 && pbs.PathShearX == 0 && pbs.PathShearY == 0)
2494 {
2495#if SPAM
2496 m_log.Warn("NonMesh");
2497#endif
2498 return false;
2499 }
2500 }
2501 }
2502
2503 if (pbs.ProfileHollow != 0)
2504 iPropertiesNotSupportedDefault++;
2505
2506 if ((pbs.PathTwistBegin != 0) || (pbs.PathTwist != 0))
2507 iPropertiesNotSupportedDefault++;
2508
2509 if ((pbs.ProfileBegin != 0) || pbs.ProfileEnd != 0)
2510 iPropertiesNotSupportedDefault++;
2511
2512 if ((pbs.PathScaleX != 100) || (pbs.PathScaleY != 100))
2513 iPropertiesNotSupportedDefault++;
2514
2515 if ((pbs.PathShearX != 0) || (pbs.PathShearY != 0))
2516 iPropertiesNotSupportedDefault++;
2517
2518 if (pbs.ProfileShape == ProfileShape.Circle && pbs.PathCurve == (byte)Extrusion.Straight)
2519 iPropertiesNotSupportedDefault++;
2520
2521 if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1 && (pbs.Scale.X != pbs.Scale.Y || pbs.Scale.Y != pbs.Scale.Z || pbs.Scale.Z != pbs.Scale.X))
2522 iPropertiesNotSupportedDefault++;
2523
2524 if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte) Extrusion.Curve1)
2525 iPropertiesNotSupportedDefault++;
2526
2527 // test for torus
2528 if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Square)
2529 {
2530 if (pbs.PathCurve == (byte)Extrusion.Curve1)
2531 {
2532 iPropertiesNotSupportedDefault++;
2533 }
2534 }
2535 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Circle)
2536 {
2537 if (pbs.PathCurve == (byte)Extrusion.Straight)
2538 {
2539 iPropertiesNotSupportedDefault++;
2540 }
2541
2542 // ProfileCurve seems to combine hole shape and profile curve so we need to only compare against the lower 3 bits
2543 else if (pbs.PathCurve == (byte)Extrusion.Curve1)
2544 {
2545 iPropertiesNotSupportedDefault++;
2546 }
2547 }
2548 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle)
2549 {
2550 if (pbs.PathCurve == (byte)Extrusion.Curve1 || pbs.PathCurve == (byte)Extrusion.Curve2)
2551 {
2552 iPropertiesNotSupportedDefault++;
2553 }
2554 }
2555 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle)
2556 {
2557 if (pbs.PathCurve == (byte)Extrusion.Straight)
2558 {
2559 iPropertiesNotSupportedDefault++;
2560 }
2561 else if (pbs.PathCurve == (byte)Extrusion.Curve1)
2562 {
2563 iPropertiesNotSupportedDefault++;
2564 }
2565 }
2566
2567
2568 if (iPropertiesNotSupportedDefault == 0)
2569 {
2570#if SPAM
2571 m_log.Warn("NonMesh");
2572#endif
2573 return false;
2574 }
2575#if SPAM
2576 m_log.Debug("Mesh");
2577#endif
2578 return true;
2579 }
2580
2581 /// <summary>
2582 /// Called after our prim properties are set Scale, position etc.
2583 /// We use this event queue like method to keep changes to the physical scene occuring in the threadlocked mutex
2584 /// This assures us that we have no race conditions
2585 /// </summary>
2586 /// <param name="prim"></param>
2587 public override void AddPhysicsActorTaint(PhysicsActor prim)
2588 {
2589
2590 if (prim is OdePrim)
2591 {
2592 OdePrim taintedprim = ((OdePrim) prim);
2593 lock (_taintedPrimLock)
2594 {
2595 if (!(_taintedPrimH.Contains(taintedprim)))
2596 {
2597//Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.m_primName);
2598 _taintedPrimH.Add(taintedprim); // HashSet for searching
2599 _taintedPrimL.Add(taintedprim); // List for ordered readout
2600 }
2601 }
2602 return;
2603 }
2604 else if (prim is OdeCharacter)
2605 {
2606 OdeCharacter taintedchar = ((OdeCharacter)prim);
2607 lock (_taintedActors)
2608 {
2609 if (!(_taintedActors.Contains(taintedchar)))
2610 {
2611 _taintedActors.Add(taintedchar);
2612 if (taintedchar.bad)
2613 m_log.DebugFormat("[PHYSICS]: Added BAD actor {0} to tainted actors", taintedchar.m_uuid);
2614 }
2615 }
2616 }
2617 }
2618
2619 /// <summary>
2620 /// This is our main simulate loop
2621 /// It's thread locked by a Mutex in the scene.
2622 /// It holds Collisions, it instructs ODE to step through the physical reactions
2623 /// It moves the objects around in memory
2624 /// It calls the methods that report back to the object owners.. (scenepresence, SceneObjectGroup)
2625 /// </summary>
2626 /// <param name="timeStep"></param>
2627 /// <returns></returns>
2628 public override float Simulate(float timeStep)
2629 {
2630 if (framecount >= int.MaxValue)
2631 framecount = 0;
2632 //if (m_worldOffset != Vector3.Zero)
2633 // return 0;
2634
2635 framecount++;
2636
2637 DateTime now = DateTime.UtcNow;
2638 TimeSpan SinceLastFrame = now - m_lastframe;
2639 m_lastframe = now;
2640 float realtime = (float)SinceLastFrame.TotalSeconds;
2641// Console.WriteLine("ts={0} rt={1}", timeStep, realtime);
2642 timeStep = realtime;
2643
2644 // float fps = 1.0f / realtime;
2645 float fps = 0.0f; // number of ODE steps in this Simulate step
2646 //m_log.Info(timeStep.ToString());
2647 step_time += timeStep;
2648
2649 // If We're loaded down by something else,
2650 // or debugging with the Visual Studio project on pause
2651 // skip a few frames to catch up gracefully.
2652 // without shooting the physicsactors all over the place
2653
2654 if (step_time >= m_SkipFramesAtms)
2655 {
2656 // Instead of trying to catch up, it'll do 5 physics frames only
2657 step_time = ODE_STEPSIZE;
2658 m_physicsiterations = 5;
2659 }
2660 else
2661 {
2662 m_physicsiterations = 10;
2663 }
2664
2665 if (SupportsNINJAJoints)
2666 {
2667 DeleteRequestedJoints(); // this must be outside of the lock (OdeLock) to avoid deadlocks
2668 CreateRequestedJoints(); // this must be outside of the lock (OdeLock) to avoid deadlocks
2669 }
2670
2671 lock (OdeLock)
2672 {
2673 // Process 10 frames if the sim is running normal..
2674 // process 5 frames if the sim is running slow
2675 //try
2676 //{
2677 //d.WorldSetQuickStepNumIterations(world, m_physicsiterations);
2678 //}
2679 //catch (StackOverflowException)
2680 //{
2681 // m_log.Error("[PHYSICS]: The operating system wasn't able to allocate enough memory for the simulation. Restarting the sim.");
2682 // ode.drelease(world);
2683 //base.TriggerPhysicsBasedRestart();
2684 //}
2685
2686 int i = 0;
2687
2688 // Figure out the Frames Per Second we're going at.
2689 //(step_time == 0.004f, there's 250 of those per second. Times the step time/step size
2690
2691 // fps = (step_time / ODE_STEPSIZE) * 1000;
2692 // HACK: Using a time dilation of 1.0 to debug rubberbanding issues
2693 //m_timeDilation = Math.Min((step_time / ODE_STEPSIZE) / (0.09375f / ODE_STEPSIZE), 1.0f);
2694
2695 // step_time = 0.09375f;
2696
2697 while (step_time > 0.0f)
2698 {
2699 //lock (ode)
2700 //{
2701 //if (!ode.lockquery())
2702 //{
2703 // ode.dlock(world);
2704 try
2705 {
2706 // Insert, remove Characters
2707 bool processedtaints = false;
2708
2709 lock (_taintedActors)
2710 {
2711 if (_taintedActors.Count > 0)
2712 {
2713 foreach (OdeCharacter character in _taintedActors)
2714 {
2715
2716 character.ProcessTaints(ODE_STEPSIZE);
2717
2718 processedtaints = true;
2719 //character.m_collisionscore = 0;
2720 }
2721
2722 if (processedtaints)
2723 _taintedActors.Clear();
2724 }
2725 } // end lock _taintedActors
2726
2727 // Modify other objects in the scene.
2728 processedtaints = false;
2729
2730 lock (_taintedPrimLock)
2731 {
2732 foreach (OdePrim prim in _taintedPrimL)
2733 {
2734 if (prim.m_taintremove)
2735 {
2736 //Console.WriteLine("Simulate calls RemovePrimThreadLocked");
2737 RemovePrimThreadLocked(prim);
2738 }
2739 else
2740 {
2741 //Console.WriteLine("Simulate calls ProcessTaints");
2742 prim.ProcessTaints(ODE_STEPSIZE);
2743 }
2744 processedtaints = true;
2745 prim.m_collisionscore = 0;
2746
2747 // This loop can block up the Heartbeat for a very long time on large regions.
2748 // We need to let the Watchdog know that the Heartbeat is not dead
2749 // NOTE: This is currently commented out, but if things like OAR loading are
2750 // timing the heartbeat out we will need to uncomment it
2751 //Watchdog.UpdateThread();
2752 }
2753
2754 if (SupportsNINJAJoints)
2755 {
2756 // Create pending joints, if possible
2757
2758 // joints can only be processed after ALL bodies are processed (and exist in ODE), since creating
2759 // a joint requires specifying the body id of both involved bodies
2760 if (pendingJoints.Count > 0)
2761 {
2762 List<PhysicsJoint> successfullyProcessedPendingJoints = new List<PhysicsJoint>();
2763 //DoJointErrorMessage(joints_connecting_actor, "taint: " + pendingJoints.Count + " pending joints");
2764 foreach (PhysicsJoint joint in pendingJoints)
2765 {
2766 //DoJointErrorMessage(joint, "taint: time to create joint with parms: " + joint.RawParams);
2767 string[] jointParams = joint.RawParams.Split(" ".ToCharArray(),
2768 System.StringSplitOptions.RemoveEmptyEntries);
2769 List<IntPtr> jointBodies = new List<IntPtr>();
2770 bool allJointBodiesAreReady = true;
2771 foreach (string jointParam in jointParams)
2772 {
2773 if (jointParam == "NULL")
2774 {
2775 //DoJointErrorMessage(joint, "attaching NULL joint to world");
2776 jointBodies.Add(IntPtr.Zero);
2777 }
2778 else
2779 {
2780 //DoJointErrorMessage(joint, "looking for prim name: " + jointParam);
2781 bool foundPrim = false;
2782 lock (_prims)
2783 {
2784 foreach (OdePrim prim in _prims) // FIXME: inefficient
2785 {
2786 if (prim.SOPName == jointParam)
2787 {
2788 //DoJointErrorMessage(joint, "found for prim name: " + jointParam);
2789 if (prim.IsPhysical && prim.Body != IntPtr.Zero)
2790 {
2791 jointBodies.Add(prim.Body);
2792 foundPrim = true;
2793 break;
2794 }
2795 else
2796 {
2797 DoJointErrorMessage(joint, "prim name " + jointParam +
2798 " exists but is not (yet) physical; deferring joint creation. " +
2799 "IsPhysical property is " + prim.IsPhysical +
2800 " and body is " + prim.Body);
2801 foundPrim = false;
2802 break;
2803 }
2804 }
2805 }
2806 }
2807 if (foundPrim)
2808 {
2809 // all is fine
2810 }
2811 else
2812 {
2813 allJointBodiesAreReady = false;
2814 break;
2815 }
2816 }
2817 }
2818 if (allJointBodiesAreReady)
2819 {
2820 //DoJointErrorMessage(joint, "allJointBodiesAreReady for " + joint.ObjectNameInScene + " with parms " + joint.RawParams);
2821 if (jointBodies[0] == jointBodies[1])
2822 {
2823 DoJointErrorMessage(joint, "ERROR: joint cannot be created; the joint bodies are the same, body1==body2. Raw body is " + jointBodies[0] + ". raw parms: " + joint.RawParams);
2824 }
2825 else
2826 {
2827 switch (joint.Type)
2828 {
2829 case PhysicsJointType.Ball:
2830 {
2831 IntPtr odeJoint;
2832 //DoJointErrorMessage(joint, "ODE creating ball joint ");
2833 odeJoint = d.JointCreateBall(world, IntPtr.Zero);
2834 //DoJointErrorMessage(joint, "ODE attaching ball joint: " + odeJoint + " with b1:" + jointBodies[0] + " b2:" + jointBodies[1]);
2835 d.JointAttach(odeJoint, jointBodies[0], jointBodies[1]);
2836 //DoJointErrorMessage(joint, "ODE setting ball anchor: " + odeJoint + " to vec:" + joint.Position);
2837 d.JointSetBallAnchor(odeJoint,
2838 joint.Position.X,
2839 joint.Position.Y,
2840 joint.Position.Z);
2841 //DoJointErrorMessage(joint, "ODE joint setting OK");
2842 //DoJointErrorMessage(joint, "The ball joint's bodies are here: b0: ");
2843 //DoJointErrorMessage(joint, "" + (jointBodies[0] != IntPtr.Zero ? "" + d.BodyGetPosition(jointBodies[0]) : "fixed environment"));
2844 //DoJointErrorMessage(joint, "The ball joint's bodies are here: b1: ");
2845 //DoJointErrorMessage(joint, "" + (jointBodies[1] != IntPtr.Zero ? "" + d.BodyGetPosition(jointBodies[1]) : "fixed environment"));
2846
2847 if (joint is OdePhysicsJoint)
2848 {
2849 ((OdePhysicsJoint)joint).jointID = odeJoint;
2850 }
2851 else
2852 {
2853 DoJointErrorMessage(joint, "WARNING: non-ode joint in ODE!");
2854 }
2855 }
2856 break;
2857 case PhysicsJointType.Hinge:
2858 {
2859 IntPtr odeJoint;
2860 //DoJointErrorMessage(joint, "ODE creating hinge joint ");
2861 odeJoint = d.JointCreateHinge(world, IntPtr.Zero);
2862 //DoJointErrorMessage(joint, "ODE attaching hinge joint: " + odeJoint + " with b1:" + jointBodies[0] + " b2:" + jointBodies[1]);
2863 d.JointAttach(odeJoint, jointBodies[0], jointBodies[1]);
2864 //DoJointErrorMessage(joint, "ODE setting hinge anchor: " + odeJoint + " to vec:" + joint.Position);
2865 d.JointSetHingeAnchor(odeJoint,
2866 joint.Position.X,
2867 joint.Position.Y,
2868 joint.Position.Z);
2869 // We use the orientation of the x-axis of the joint's coordinate frame
2870 // as the axis for the hinge.
2871
2872 // Therefore, we must get the joint's coordinate frame based on the
2873 // joint.Rotation field, which originates from the orientation of the
2874 // joint's proxy object in the scene.
2875
2876 // The joint's coordinate frame is defined as the transformation matrix
2877 // that converts a vector from joint-local coordinates into world coordinates.
2878 // World coordinates are defined as the XYZ coordinate system of the sim,
2879 // as shown in the top status-bar of the viewer.
2880
2881 // Once we have the joint's coordinate frame, we extract its X axis (AtAxis)
2882 // and use that as the hinge axis.
2883
2884 //joint.Rotation.Normalize();
2885 Matrix4 proxyFrame = Matrix4.CreateFromQuaternion(joint.Rotation);
2886
2887 // Now extract the X axis of the joint's coordinate frame.
2888
2889 // Do not try to use proxyFrame.AtAxis or you will become mired in the
2890 // tar pit of transposed, inverted, and generally messed-up orientations.
2891 // (In other words, Matrix4.AtAxis() is borked.)
2892 // Vector3 jointAxis = proxyFrame.AtAxis; <--- this path leadeth to madness
2893
2894 // Instead, compute the X axis of the coordinate frame by transforming
2895 // the (1,0,0) vector. At least that works.
2896
2897 //m_log.Debug("PHY: making axis: complete matrix is " + proxyFrame);
2898 Vector3 jointAxis = Vector3.Transform(Vector3.UnitX, proxyFrame);
2899 //m_log.Debug("PHY: making axis: hinge joint axis is " + jointAxis);
2900 //DoJointErrorMessage(joint, "ODE setting hinge axis: " + odeJoint + " to vec:" + jointAxis);
2901 d.JointSetHingeAxis(odeJoint,
2902 jointAxis.X,
2903 jointAxis.Y,
2904 jointAxis.Z);
2905 //d.JointSetHingeParam(odeJoint, (int)dParam.CFM, 0.1f);
2906 if (joint is OdePhysicsJoint)
2907 {
2908 ((OdePhysicsJoint)joint).jointID = odeJoint;
2909 }
2910 else
2911 {
2912 DoJointErrorMessage(joint, "WARNING: non-ode joint in ODE!");
2913 }
2914 }
2915 break;
2916 }
2917 successfullyProcessedPendingJoints.Add(joint);
2918 }
2919 }
2920 else
2921 {
2922 DoJointErrorMessage(joint, "joint could not yet be created; still pending");
2923 }
2924 }
2925 foreach (PhysicsJoint successfullyProcessedJoint in successfullyProcessedPendingJoints)
2926 {
2927 //DoJointErrorMessage(successfullyProcessedJoint, "finalizing succesfully procsssed joint " + successfullyProcessedJoint.ObjectNameInScene + " parms " + successfullyProcessedJoint.RawParams);
2928 //DoJointErrorMessage(successfullyProcessedJoint, "removing from pending");
2929 InternalRemovePendingJoint(successfullyProcessedJoint);
2930 //DoJointErrorMessage(successfullyProcessedJoint, "adding to active");
2931 InternalAddActiveJoint(successfullyProcessedJoint);
2932 //DoJointErrorMessage(successfullyProcessedJoint, "done");
2933 }
2934 }
2935 } // end SupportsNINJAJoints
2936
2937 if (processedtaints)
2938//Console.WriteLine("Simulate calls Clear of _taintedPrim list");
2939 _taintedPrimH.Clear(); // ??? if this only ???
2940 _taintedPrimL.Clear();
2941 } // end lock _taintedPrimLock
2942
2943 // Move characters
2944 lock (_characters)
2945 {
2946 List<OdeCharacter> defects = new List<OdeCharacter>();
2947 foreach (OdeCharacter actor in _characters)
2948 {
2949 if (actor != null)
2950 actor.Move(ODE_STEPSIZE, defects);
2951 }
2952 if (0 != defects.Count)
2953 {
2954 foreach (OdeCharacter defect in defects)
2955 {
2956 RemoveCharacter(defect);
2957 }
2958 }
2959 } // end lock _characters
2960
2961 // Move other active objects
2962 lock (_activeprims)
2963 {
2964 foreach (OdePrim prim in _activeprims)
2965 {
2966 prim.m_collisionscore = 0;
2967 prim.Move(ODE_STEPSIZE);
2968 }
2969 } // end lock _activeprims
2970
2971 //if ((framecount % m_randomizeWater) == 0)
2972 // randomizeWater(waterlevel);
2973
2974 //int RayCastTimeMS = m_rayCastManager.ProcessQueuedRequests();
2975 m_rayCastManager.ProcessQueuedRequests();
2976
2977 collision_optimized(ODE_STEPSIZE);
2978
2979 lock (_collisionEventPrim)
2980 {
2981 foreach (PhysicsActor obj in _collisionEventPrim)
2982 {
2983 if (obj == null)
2984 continue;
2985
2986 switch ((ActorTypes)obj.PhysicsActorType)
2987 {
2988 case ActorTypes.Agent:
2989 OdeCharacter cobj = (OdeCharacter)obj;
2990 cobj.AddCollisionFrameTime(100);
2991 cobj.SendCollisions();
2992 break;
2993 case ActorTypes.Prim:
2994 OdePrim pobj = (OdePrim)obj;
2995 pobj.SendCollisions();
2996 break;
2997 }
2998 }
2999 } // end lock _collisionEventPrim
3000
3001 //if (m_global_contactcount > 5)
3002 //{
3003 // m_log.DebugFormat("[PHYSICS]: Contacts:{0}", m_global_contactcount);
3004 //}
3005
3006 m_global_contactcount = 0;
3007
3008 d.WorldQuickStep(world, ODE_STEPSIZE);
3009 d.JointGroupEmpty(contactgroup);
3010 fps++;
3011 //ode.dunlock(world);
3012 } // end try
3013 catch (Exception e)
3014 {
3015 m_log.ErrorFormat("[PHYSICS]: {0}, {1}, {2}", e.Message, e.TargetSite, e);
3016 ode.dunlock(world);
3017 }
3018
3019 step_time -= ODE_STEPSIZE;
3020 i++;
3021 //}
3022 //else
3023 //{
3024 //fps = 0;
3025 //}
3026 //}
3027 } // end while (step_time > 0.0f)
3028
3029 lock (_characters)
3030 {
3031 foreach (OdeCharacter actor in _characters)
3032 {
3033 if (actor != null)
3034 {
3035 if (actor.bad)
3036 m_log.WarnFormat("[PHYSICS]: BAD Actor {0} in _characters list was not removed?", actor.m_uuid);
3037 actor.UpdatePositionAndVelocity();
3038 }
3039 }
3040 }
3041
3042 lock (_badCharacter)
3043 {
3044 if (_badCharacter.Count > 0)
3045 {
3046 foreach (OdeCharacter chr in _badCharacter)
3047 {
3048 RemoveCharacter(chr);
3049 }
3050 _badCharacter.Clear();
3051 }
3052 }
3053
3054 lock (_activeprims)
3055 {
3056 //if (timeStep < 0.2f)
3057 {
3058 foreach (OdePrim actor in _activeprims)
3059 {
3060 if (actor.IsPhysical && (d.BodyIsEnabled(actor.Body) || !actor._zeroFlag))
3061 {
3062 actor.UpdatePositionAndVelocity();
3063
3064 if (SupportsNINJAJoints)
3065 {
3066 // If an actor moved, move its joint proxy objects as well.
3067 // There seems to be an event PhysicsActor.OnPositionUpdate that could be used
3068 // for this purpose but it is never called! So we just do the joint
3069 // movement code here.
3070
3071 if (actor.SOPName != null &&
3072 joints_connecting_actor.ContainsKey(actor.SOPName) &&
3073 joints_connecting_actor[actor.SOPName] != null &&
3074 joints_connecting_actor[actor.SOPName].Count > 0)
3075 {
3076 foreach (PhysicsJoint affectedJoint in joints_connecting_actor[actor.SOPName])
3077 {
3078 if (affectedJoint.IsInPhysicsEngine)
3079 {
3080 DoJointMoved(affectedJoint);
3081 }
3082 else
3083 {
3084 DoJointErrorMessage(affectedJoint, "a body connected to a joint was moved, but the joint doesn't exist yet! this will lead to joint error. joint was: " + affectedJoint.ObjectNameInScene + " parms:" + affectedJoint.RawParams);
3085 }
3086 }
3087 }
3088 }
3089 }
3090 }
3091 }
3092 } // end lock _activeprims
3093
3094 //DumpJointInfo();
3095
3096 // Finished with all sim stepping. If requested, dump world state to file for debugging.
3097 // TODO: This call to the export function is already inside lock (OdeLock) - but is an extra lock needed?
3098 // TODO: This overwrites all dump files in-place. Should this be a growing logfile, or separate snapshots?
3099 if (physics_logging && (physics_logging_interval>0) && (framecount % physics_logging_interval == 0))
3100 {
3101 string fname = "state-" + world.ToString() + ".DIF"; // give each physics world a separate filename
3102 string prefix = "world" + world.ToString(); // prefix for variable names in exported .DIF file
3103
3104 if (physics_logging_append_existing_logfile)
3105 {
3106 string header = "-------------- START OF PHYSICS FRAME " + framecount.ToString() + " --------------";
3107 TextWriter fwriter = File.AppendText(fname);
3108 fwriter.WriteLine(header);
3109 fwriter.Close();
3110 }
3111 d.WorldExportDIF(world, fname, physics_logging_append_existing_logfile, prefix);
3112 }
3113 } // end lock OdeLock
3114
3115 return fps * 1000.0f; //NB This is a FRAME COUNT, not a time! AND is divide by 1000 in SimStatusReporter!
3116 } // end Simulate
3117
3118 public override void GetResults()
3119 {
3120 }
3121
3122 public override bool IsThreaded
3123 {
3124 // for now we won't be multithreaded
3125 get { return (false); }
3126 }
3127
3128 #region ODE Specific Terrain Fixes
3129 public float[] ResizeTerrain512NearestNeighbour(float[] heightMap)
3130 {
3131 float[] returnarr = new float[262144];
3132 float[,] resultarr = new float[(int)WorldExtents.X, (int)WorldExtents.Y];
3133
3134 // Filling out the array into its multi-dimensional components
3135 for (int y = 0; y < WorldExtents.Y; y++)
3136 {
3137 for (int x = 0; x < WorldExtents.X; x++)
3138 {
3139 resultarr[y, x] = heightMap[y * (int)WorldExtents.Y + x];
3140 }
3141 }
3142
3143 // Resize using Nearest Neighbour
3144
3145 // This particular way is quick but it only works on a multiple of the original
3146
3147 // The idea behind this method can be described with the following diagrams
3148 // second pass and third pass happen in the same loop really.. just separated
3149 // them to show what this does.
3150
3151 // First Pass
3152 // ResultArr:
3153 // 1,1,1,1,1,1
3154 // 1,1,1,1,1,1
3155 // 1,1,1,1,1,1
3156 // 1,1,1,1,1,1
3157 // 1,1,1,1,1,1
3158 // 1,1,1,1,1,1
3159
3160 // Second Pass
3161 // ResultArr2:
3162 // 1,,1,,1,,1,,1,,1,
3163 // ,,,,,,,,,,
3164 // 1,,1,,1,,1,,1,,1,
3165 // ,,,,,,,,,,
3166 // 1,,1,,1,,1,,1,,1,
3167 // ,,,,,,,,,,
3168 // 1,,1,,1,,1,,1,,1,
3169 // ,,,,,,,,,,
3170 // 1,,1,,1,,1,,1,,1,
3171 // ,,,,,,,,,,
3172 // 1,,1,,1,,1,,1,,1,
3173
3174 // Third pass fills in the blanks
3175 // ResultArr2:
3176 // 1,1,1,1,1,1,1,1,1,1,1,1
3177 // 1,1,1,1,1,1,1,1,1,1,1,1
3178 // 1,1,1,1,1,1,1,1,1,1,1,1
3179 // 1,1,1,1,1,1,1,1,1,1,1,1
3180 // 1,1,1,1,1,1,1,1,1,1,1,1
3181 // 1,1,1,1,1,1,1,1,1,1,1,1
3182 // 1,1,1,1,1,1,1,1,1,1,1,1
3183 // 1,1,1,1,1,1,1,1,1,1,1,1
3184 // 1,1,1,1,1,1,1,1,1,1,1,1
3185 // 1,1,1,1,1,1,1,1,1,1,1,1
3186 // 1,1,1,1,1,1,1,1,1,1,1,1
3187
3188 // X,Y = .
3189 // X+1,y = ^
3190 // X,Y+1 = *
3191 // X+1,Y+1 = #
3192
3193 // Filling in like this;
3194 // .*
3195 // ^#
3196 // 1st .
3197 // 2nd *
3198 // 3rd ^
3199 // 4th #
3200 // on single loop.
3201
3202 float[,] resultarr2 = new float[512, 512];
3203 for (int y = 0; y < WorldExtents.Y; y++)
3204 {
3205 for (int x = 0; x < WorldExtents.X; x++)
3206 {
3207 resultarr2[y * 2, x * 2] = resultarr[y, x];
3208
3209 if (y < WorldExtents.Y)
3210 {
3211 resultarr2[(y * 2) + 1, x * 2] = resultarr[y, x];
3212 }
3213 if (x < WorldExtents.X)
3214 {
3215 resultarr2[y * 2, (x * 2) + 1] = resultarr[y, x];
3216 }
3217 if (x < WorldExtents.X && y < WorldExtents.Y)
3218 {
3219 resultarr2[(y * 2) + 1, (x * 2) + 1] = resultarr[y, x];
3220 }
3221 }
3222 }
3223
3224 //Flatten out the array
3225 int i = 0;
3226 for (int y = 0; y < 512; y++)
3227 {
3228 for (int x = 0; x < 512; x++)
3229 {
3230 if (resultarr2[y, x] <= 0)
3231 returnarr[i] = 0.0000001f;
3232 else
3233 returnarr[i] = resultarr2[y, x];
3234
3235 i++;
3236 }
3237 }
3238
3239 return returnarr;
3240 }
3241
3242 public float[] ResizeTerrain512Interpolation(float[] heightMap)
3243 {
3244 float[] returnarr = new float[262144];
3245 float[,] resultarr = new float[512,512];
3246
3247 // Filling out the array into its multi-dimensional components
3248 for (int y = 0; y < 256; y++)
3249 {
3250 for (int x = 0; x < 256; x++)
3251 {
3252 resultarr[y, x] = heightMap[y * 256 + x];
3253 }
3254 }
3255
3256 // Resize using interpolation
3257
3258 // This particular way is quick but it only works on a multiple of the original
3259
3260 // The idea behind this method can be described with the following diagrams
3261 // second pass and third pass happen in the same loop really.. just separated
3262 // them to show what this does.
3263
3264 // First Pass
3265 // ResultArr:
3266 // 1,1,1,1,1,1
3267 // 1,1,1,1,1,1
3268 // 1,1,1,1,1,1
3269 // 1,1,1,1,1,1
3270 // 1,1,1,1,1,1
3271 // 1,1,1,1,1,1
3272
3273 // Second Pass
3274 // ResultArr2:
3275 // 1,,1,,1,,1,,1,,1,
3276 // ,,,,,,,,,,
3277 // 1,,1,,1,,1,,1,,1,
3278 // ,,,,,,,,,,
3279 // 1,,1,,1,,1,,1,,1,
3280 // ,,,,,,,,,,
3281 // 1,,1,,1,,1,,1,,1,
3282 // ,,,,,,,,,,
3283 // 1,,1,,1,,1,,1,,1,
3284 // ,,,,,,,,,,
3285 // 1,,1,,1,,1,,1,,1,
3286
3287 // Third pass fills in the blanks
3288 // ResultArr2:
3289 // 1,1,1,1,1,1,1,1,1,1,1,1
3290 // 1,1,1,1,1,1,1,1,1,1,1,1
3291 // 1,1,1,1,1,1,1,1,1,1,1,1
3292 // 1,1,1,1,1,1,1,1,1,1,1,1
3293 // 1,1,1,1,1,1,1,1,1,1,1,1
3294 // 1,1,1,1,1,1,1,1,1,1,1,1
3295 // 1,1,1,1,1,1,1,1,1,1,1,1
3296 // 1,1,1,1,1,1,1,1,1,1,1,1
3297 // 1,1,1,1,1,1,1,1,1,1,1,1
3298 // 1,1,1,1,1,1,1,1,1,1,1,1
3299 // 1,1,1,1,1,1,1,1,1,1,1,1
3300
3301 // X,Y = .
3302 // X+1,y = ^
3303 // X,Y+1 = *
3304 // X+1,Y+1 = #
3305
3306 // Filling in like this;
3307 // .*
3308 // ^#
3309 // 1st .
3310 // 2nd *
3311 // 3rd ^
3312 // 4th #
3313 // on single loop.
3314
3315 float[,] resultarr2 = new float[512,512];
3316 for (int y = 0; y < (int)Constants.RegionSize; y++)
3317 {
3318 for (int x = 0; x < (int)Constants.RegionSize; x++)
3319 {
3320 resultarr2[y*2, x*2] = resultarr[y, x];
3321
3322 if (y < (int)Constants.RegionSize)
3323 {
3324 if (y + 1 < (int)Constants.RegionSize)
3325 {
3326 if (x + 1 < (int)Constants.RegionSize)
3327 {
3328 resultarr2[(y*2) + 1, x*2] = ((resultarr[y, x] + resultarr[y + 1, x] +
3329 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
3330 }
3331 else
3332 {
3333 resultarr2[(y*2) + 1, x*2] = ((resultarr[y, x] + resultarr[y + 1, x])/2);
3334 }
3335 }
3336 else
3337 {
3338 resultarr2[(y*2) + 1, x*2] = resultarr[y, x];
3339 }
3340 }
3341 if (x < (int)Constants.RegionSize)
3342 {
3343 if (x + 1 < (int)Constants.RegionSize)
3344 {
3345 if (y + 1 < (int)Constants.RegionSize)
3346 {
3347 resultarr2[y*2, (x*2) + 1] = ((resultarr[y, x] + resultarr[y + 1, x] +
3348 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
3349 }
3350 else
3351 {
3352 resultarr2[y*2, (x*2) + 1] = ((resultarr[y, x] + resultarr[y, x + 1])/2);
3353 }
3354 }
3355 else
3356 {
3357 resultarr2[y*2, (x*2) + 1] = resultarr[y, x];
3358 }
3359 }
3360 if (x < (int)Constants.RegionSize && y < (int)Constants.RegionSize)
3361 {
3362 if ((x + 1 < (int)Constants.RegionSize) && (y + 1 < (int)Constants.RegionSize))
3363 {
3364 resultarr2[(y*2) + 1, (x*2) + 1] = ((resultarr[y, x] + resultarr[y + 1, x] +
3365 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
3366 }
3367 else
3368 {
3369 resultarr2[(y*2) + 1, (x*2) + 1] = resultarr[y, x];
3370 }
3371 }
3372 }
3373 }
3374 //Flatten out the array
3375 int i = 0;
3376 for (int y = 0; y < 512; y++)
3377 {
3378 for (int x = 0; x < 512; x++)
3379 {
3380 if (Single.IsNaN(resultarr2[y, x]) || Single.IsInfinity(resultarr2[y, x]))
3381 {
3382 m_log.Warn("[PHYSICS]: Non finite heightfield element detected. Setting it to 0");
3383 resultarr2[y, x] = 0;
3384 }
3385 returnarr[i] = resultarr2[y, x];
3386 i++;
3387 }
3388 }
3389
3390 return returnarr;
3391 }
3392
3393 #endregion
3394
3395 public override void SetTerrain(float[] heightMap)
3396 {
3397 if (m_worldOffset != Vector3.Zero && m_parentScene != null)
3398 {
3399 if (m_parentScene is OdeScene)
3400 {
3401 ((OdeScene)m_parentScene).SetTerrain(heightMap, m_worldOffset);
3402 }
3403 }
3404 else
3405 {
3406 SetTerrain(heightMap, m_worldOffset);
3407 }
3408 }
3409
3410 public void SetTerrain(float[] heightMap, Vector3 pOffset)
3411 {
3412
3413 uint regionsize = (uint) Constants.RegionSize; // visible region size eg. 256(M)
3414
3415 uint heightmapWidth = regionsize + 1; // ODE map size 257 x 257 (Meters) (1 extra
3416 uint heightmapHeight = regionsize + 1;
3417
3418 uint heightmapWidthSamples = (uint)regionsize + 2; // Sample file size, 258 x 258 samples
3419 uint heightmapHeightSamples = (uint)regionsize + 2;
3420
3421 // Array of height samples for ODE
3422 float[] _heightmap;
3423 _heightmap = new float[(heightmapWidthSamples * heightmapHeightSamples)]; // loaded samples 258 x 258
3424
3425 // Other ODE parameters
3426 const float scale = 1.0f;
3427 const float offset = 0.0f;
3428 const float thickness = 2.0f; // Was 0.2f, Larger appears to prevent Av fall-through
3429 const int wrap = 0;
3430
3431 float hfmin = 2000f;
3432 float hfmax = -2000f;
3433 float minele = 0.0f; // Dont allow -ve heights
3434
3435 uint x = 0;
3436 uint y = 0;
3437 uint xx = 0;
3438 uint yy = 0;
3439
3440 // load the height samples array from the heightMap
3441 for ( x = 0; x < heightmapWidthSamples; x++) // 0 to 257
3442 {
3443 for ( y = 0; y < heightmapHeightSamples; y++) // 0 to 257
3444 {
3445 xx = x - 1;
3446 if (xx < 0) xx = 0;
3447 if (xx > (regionsize - 1)) xx = regionsize - 1;
3448
3449 yy = y - 1;
3450 if (yy < 0) yy = 0;
3451 if (yy > (regionsize - 1)) yy = regionsize - 1;
3452 // Input xx = 0 0 1 2 ..... 254 255 255 256 total in
3453 // Output x = 0 1 2 3 ..... 255 256 257 258 total out
3454 float val= heightMap[(yy * regionsize) + xx]; // input from heightMap, <0-255 * 256> <0-255>
3455 if (val < minele) val = minele;
3456 _heightmap[x * (regionsize + 2) + y] = val; // samples output to _heightmap, <0-257 * 258> <0-257>
3457 hfmin = (val < hfmin) ? val : hfmin;
3458 hfmax = (val > hfmax) ? val : hfmax;
3459 }
3460 }
3461
3462 lock (OdeLock)
3463 {
3464 IntPtr GroundGeom = IntPtr.Zero;
3465 if (RegionTerrain.TryGetValue(pOffset, out GroundGeom))
3466 {
3467 RegionTerrain.Remove(pOffset);
3468 if (GroundGeom != IntPtr.Zero)
3469 {
3470 if (TerrainHeightFieldHeights.ContainsKey(GroundGeom))
3471 {
3472 TerrainHeightFieldHeights.Remove(GroundGeom);
3473 }
3474 d.SpaceRemove(space, GroundGeom);
3475 d.GeomDestroy(GroundGeom);
3476 }
3477 }
3478 IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
3479 d.GeomHeightfieldDataBuildSingle(HeightmapData, _heightmap, 0,
3480 heightmapWidth, heightmapHeight, (int)heightmapWidthSamples,
3481 (int)heightmapHeightSamples, scale, offset, thickness, wrap);
3482 d.GeomHeightfieldDataSetBounds(HeightmapData, hfmin - 1, hfmax + 1);
3483 GroundGeom = d.CreateHeightfield(space, HeightmapData, 1);
3484 if (GroundGeom != IntPtr.Zero)
3485 {
3486 d.GeomSetCategoryBits(GroundGeom, (int)(CollisionCategories.Land));
3487 d.GeomSetCollideBits(GroundGeom, (int)(CollisionCategories.Space));
3488 }
3489 geom_name_map[GroundGeom] = "Terrain";
3490
3491 d.Matrix3 R = new d.Matrix3();
3492
3493 Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f);
3494 Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f);
3495 //Axiom.Math.Quaternion q3 = Axiom.Math.Quaternion.FromAngleAxis(3.14f, new Axiom.Math.Vector3(0, 0, 1));
3496
3497 q1 = q1 * q2;
3498 //q1 = q1 * q3;
3499 Vector3 v3;
3500 float angle;
3501 q1.GetAxisAngle(out v3, out angle);
3502
3503 d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
3504 d.GeomSetRotation(GroundGeom, ref R);
3505 d.GeomSetPosition(GroundGeom, (pOffset.X + (regionsize * 0.5f)) - 0.5f, (pOffset.Y + (regionsize * 0.5f)) - 0.5f, 0);
3506 IntPtr testGround = IntPtr.Zero;
3507 if (RegionTerrain.TryGetValue(pOffset, out testGround))
3508 {
3509 RegionTerrain.Remove(pOffset);
3510 }
3511 RegionTerrain.Add(pOffset, GroundGeom, GroundGeom);
3512 TerrainHeightFieldHeights.Add(GroundGeom,_heightmap);
3513 }
3514 }
3515
3516 public override void DeleteTerrain()
3517 {
3518 }
3519
3520 public float GetWaterLevel()
3521 {
3522 return waterlevel;
3523 }
3524
3525 public override bool SupportsCombining()
3526 {
3527 return true;
3528 }
3529
3530 public override void UnCombine(PhysicsScene pScene)
3531 {
3532 IntPtr localGround = IntPtr.Zero;
3533// float[] localHeightfield;
3534 bool proceed = false;
3535 List<IntPtr> geomDestroyList = new List<IntPtr>();
3536
3537 lock (OdeLock)
3538 {
3539 if (RegionTerrain.TryGetValue(Vector3.Zero, out localGround))
3540 {
3541 foreach (IntPtr geom in TerrainHeightFieldHeights.Keys)
3542 {
3543 if (geom == localGround)
3544 {
3545// localHeightfield = TerrainHeightFieldHeights[geom];
3546 proceed = true;
3547 }
3548 else
3549 {
3550 geomDestroyList.Add(geom);
3551 }
3552 }
3553
3554 if (proceed)
3555 {
3556 m_worldOffset = Vector3.Zero;
3557 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize);
3558 m_parentScene = null;
3559
3560 foreach (IntPtr g in geomDestroyList)
3561 {
3562 // removingHeightField needs to be done or the garbage collector will
3563 // collect the terrain data before we tell ODE to destroy it causing
3564 // memory corruption
3565 if (TerrainHeightFieldHeights.ContainsKey(g))
3566 {
3567// float[] removingHeightField = TerrainHeightFieldHeights[g];
3568 TerrainHeightFieldHeights.Remove(g);
3569
3570 if (RegionTerrain.ContainsKey(g))
3571 {
3572 RegionTerrain.Remove(g);
3573 }
3574
3575 d.GeomDestroy(g);
3576 //removingHeightField = new float[0];
3577 }
3578 }
3579
3580 }
3581 else
3582 {
3583 m_log.Warn("[PHYSICS]: Couldn't proceed with UnCombine. Region has inconsistant data.");
3584
3585 }
3586 }
3587 }
3588 }
3589
3590 public override void SetWaterLevel(float baseheight)
3591 {
3592 waterlevel = baseheight;
3593 randomizeWater(waterlevel);
3594 }
3595
3596 public void randomizeWater(float baseheight)
3597 {
3598 const uint heightmapWidth = m_regionWidth + 2;
3599 const uint heightmapHeight = m_regionHeight + 2;
3600 const uint heightmapWidthSamples = m_regionWidth + 2;
3601 const uint heightmapHeightSamples = m_regionHeight + 2;
3602 const float scale = 1.0f;
3603 const float offset = 0.0f;
3604 const float thickness = 2.9f;
3605 const int wrap = 0;
3606
3607 for (int i = 0; i < (258 * 258); i++)
3608 {
3609 _watermap[i] = (baseheight-0.1f) + ((float)fluidRandomizer.Next(1,9) / 10f);
3610 // m_log.Info((baseheight - 0.1f) + ((float)fluidRandomizer.Next(1, 9) / 10f));
3611 }
3612
3613 lock (OdeLock)
3614 {
3615 if (WaterGeom != IntPtr.Zero)
3616 {
3617 d.SpaceRemove(space, WaterGeom);
3618 }
3619 IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
3620 d.GeomHeightfieldDataBuildSingle(HeightmapData, _watermap, 0, heightmapWidth, heightmapHeight,
3621 (int)heightmapWidthSamples, (int)heightmapHeightSamples, scale,
3622 offset, thickness, wrap);
3623 d.GeomHeightfieldDataSetBounds(HeightmapData, m_regionWidth, m_regionHeight);
3624 WaterGeom = d.CreateHeightfield(space, HeightmapData, 1);
3625 if (WaterGeom != IntPtr.Zero)
3626 {
3627 d.GeomSetCategoryBits(WaterGeom, (int)(CollisionCategories.Water));
3628 d.GeomSetCollideBits(WaterGeom, (int)(CollisionCategories.Space));
3629
3630 }
3631 geom_name_map[WaterGeom] = "Water";
3632
3633 d.Matrix3 R = new d.Matrix3();
3634
3635 Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f);
3636 Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f);
3637 //Axiom.Math.Quaternion q3 = Axiom.Math.Quaternion.FromAngleAxis(3.14f, new Axiom.Math.Vector3(0, 0, 1));
3638
3639 q1 = q1 * q2;
3640 //q1 = q1 * q3;
3641 Vector3 v3;
3642 float angle;
3643 q1.GetAxisAngle(out v3, out angle);
3644
3645 d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
3646 d.GeomSetRotation(WaterGeom, ref R);
3647 d.GeomSetPosition(WaterGeom, 128, 128, 0);
3648
3649 }
3650
3651 }
3652
3653 public override void Dispose()
3654 {
3655 m_rayCastManager.Dispose();
3656 m_rayCastManager = null;
3657
3658 lock (OdeLock)
3659 {
3660 lock (_prims)
3661 {
3662 foreach (OdePrim prm in _prims)
3663 {
3664 RemovePrim(prm);
3665 }
3666 }
3667
3668 //foreach (OdeCharacter act in _characters)
3669 //{
3670 //RemoveAvatar(act);
3671 //}
3672 d.WorldDestroy(world);
3673 //d.CloseODE();
3674 }
3675 }
3676 public override Dictionary<uint, float> GetTopColliders()
3677 {
3678 Dictionary<uint, float> returncolliders = new Dictionary<uint, float>();
3679 int cnt = 0;
3680 lock (_prims)
3681 {
3682 foreach (OdePrim prm in _prims)
3683 {
3684 if (prm.CollisionScore > 0)
3685 {
3686 returncolliders.Add(prm.m_localID, prm.CollisionScore);
3687 cnt++;
3688 prm.CollisionScore = 0f;
3689 if (cnt > 25)
3690 {
3691 break;
3692 }
3693 }
3694 }
3695 }
3696 return returncolliders;
3697 }
3698
3699 public override bool SupportsRayCast()
3700 {
3701 return true;
3702 }
3703
3704 public override void RaycastWorld(Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
3705 {
3706 if (retMethod != null)
3707 {
3708 m_rayCastManager.QueueRequest(position, direction, length, retMethod);
3709 }
3710 }
3711
3712#if USE_DRAWSTUFF
3713 // Keyboard callback
3714 public void command(int cmd)
3715 {
3716 IntPtr geom;
3717 d.Mass mass;
3718 d.Vector3 sides = new d.Vector3(d.RandReal() * 0.5f + 0.1f, d.RandReal() * 0.5f + 0.1f, d.RandReal() * 0.5f + 0.1f);
3719
3720
3721
3722 Char ch = Char.ToLower((Char)cmd);
3723 switch ((Char)ch)
3724 {
3725 case 'w':
3726 try
3727 {
3728 Vector3 rotate = (new Vector3(1, 0, 0) * Quaternion.CreateFromEulers(hpr.Z * Utils.DEG_TO_RAD, hpr.Y * Utils.DEG_TO_RAD, hpr.X * Utils.DEG_TO_RAD));
3729
3730 xyz.X += rotate.X; xyz.Y += rotate.Y; xyz.Z += rotate.Z;
3731 ds.SetViewpoint(ref xyz, ref hpr);
3732 }
3733 catch (ArgumentException)
3734 { hpr.X = 0; }
3735 break;
3736
3737 case 'a':
3738 hpr.X++;
3739 ds.SetViewpoint(ref xyz, ref hpr);
3740 break;
3741
3742 case 's':
3743 try
3744 {
3745 Vector3 rotate2 = (new Vector3(-1, 0, 0) * Quaternion.CreateFromEulers(hpr.Z * Utils.DEG_TO_RAD, hpr.Y * Utils.DEG_TO_RAD, hpr.X * Utils.DEG_TO_RAD));
3746
3747 xyz.X += rotate2.X; xyz.Y += rotate2.Y; xyz.Z += rotate2.Z;
3748 ds.SetViewpoint(ref xyz, ref hpr);
3749 }
3750 catch (ArgumentException)
3751 { hpr.X = 0; }
3752 break;
3753 case 'd':
3754 hpr.X--;
3755 ds.SetViewpoint(ref xyz, ref hpr);
3756 break;
3757 case 'r':
3758 xyz.Z++;
3759 ds.SetViewpoint(ref xyz, ref hpr);
3760 break;
3761 case 'f':
3762 xyz.Z--;
3763 ds.SetViewpoint(ref xyz, ref hpr);
3764 break;
3765 case 'e':
3766 xyz.Y++;
3767 ds.SetViewpoint(ref xyz, ref hpr);
3768 break;
3769 case 'q':
3770 xyz.Y--;
3771 ds.SetViewpoint(ref xyz, ref hpr);
3772 break;
3773 }
3774 }
3775
3776 public void step(int pause)
3777 {
3778
3779 ds.SetColor(1.0f, 1.0f, 0.0f);
3780 ds.SetTexture(ds.Texture.Wood);
3781 lock (_prims)
3782 {
3783 foreach (OdePrim prm in _prims)
3784 {
3785 //IntPtr body = d.GeomGetBody(prm.prim_geom);
3786 if (prm.prim_geom != IntPtr.Zero)
3787 {
3788 d.Vector3 pos;
3789 d.GeomCopyPosition(prm.prim_geom, out pos);
3790 //d.BodyCopyPosition(body, out pos);
3791
3792 d.Matrix3 R;
3793 d.GeomCopyRotation(prm.prim_geom, out R);
3794 //d.BodyCopyRotation(body, out R);
3795
3796
3797 d.Vector3 sides = new d.Vector3();
3798 sides.X = prm.Size.X;
3799 sides.Y = prm.Size.Y;
3800 sides.Z = prm.Size.Z;
3801
3802 ds.DrawBox(ref pos, ref R, ref sides);
3803 }
3804 }
3805 }
3806 ds.SetColor(1.0f, 0.0f, 0.0f);
3807 lock (_characters)
3808 {
3809 foreach (OdeCharacter chr in _characters)
3810 {
3811 if (chr.Shell != IntPtr.Zero)
3812 {
3813 IntPtr body = d.GeomGetBody(chr.Shell);
3814
3815 d.Vector3 pos;
3816 d.GeomCopyPosition(chr.Shell, out pos);
3817 //d.BodyCopyPosition(body, out pos);
3818
3819 d.Matrix3 R;
3820 d.GeomCopyRotation(chr.Shell, out R);
3821 //d.BodyCopyRotation(body, out R);
3822
3823 ds.DrawCapsule(ref pos, ref R, chr.Size.Z, 0.35f);
3824 d.Vector3 sides = new d.Vector3();
3825 sides.X = 0.5f;
3826 sides.Y = 0.5f;
3827 sides.Z = 0.5f;
3828
3829 ds.DrawBox(ref pos, ref R, ref sides);
3830 }
3831 }
3832 }
3833 }
3834
3835 public void start(int unused)
3836 {
3837 ds.SetViewpoint(ref xyz, ref hpr);
3838 }
3839#endif
3840 }
3841}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/Tests/ODETestClass.cs b/OpenSim/Region/Physics/ChOdePlugin/Tests/ODETestClass.cs
new file mode 100644
index 0000000..69e2d03
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/Tests/ODETestClass.cs
@@ -0,0 +1,122 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using Nini.Config;
30using NUnit.Framework;
31using OpenMetaverse;
32using OpenSim.Framework;
33using OpenSim.Region.Physics.Manager;
34using log4net;
35using System.Reflection;
36
37namespace OpenSim.Region.Physics.OdePlugin
38{
39 [TestFixture]
40 public class ODETestClass
41 {
42 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
43
44 private OdePlugin cbt;
45 private PhysicsScene ps;
46 private IMeshingPlugin imp;
47
48 [SetUp]
49 public void Initialize()
50 {
51 // Loading ODEPlugin
52 cbt = new OdePlugin();
53 // Loading Zero Mesher
54 imp = new ZeroMesherPlugin();
55 // Getting Physics Scene
56 ps = cbt.GetScene("test");
57 // Initializing Physics Scene.
58 ps.Initialise(imp.GetMesher(),null);
59 float[] _heightmap = new float[(int)Constants.RegionSize * (int)Constants.RegionSize];
60 for (int i = 0; i < ((int)Constants.RegionSize * (int)Constants.RegionSize); i++)
61 {
62 _heightmap[i] = 21f;
63 }
64 ps.SetTerrain(_heightmap);
65 }
66
67 [TearDown]
68 public void Terminate()
69 {
70 ps.DeleteTerrain();
71 ps.Dispose();
72
73 }
74
75 [Test]
76 public void CreateAndDropPhysicalCube()
77 {
78 PrimitiveBaseShape newcube = PrimitiveBaseShape.CreateBox();
79 Vector3 position = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f), 128f);
80 Vector3 size = new Vector3(0.5f, 0.5f, 0.5f);
81 Quaternion rot = Quaternion.Identity;
82 PhysicsActor prim = ps.AddPrimShape("CoolShape", newcube, position, size, rot, true);
83 OdePrim oprim = (OdePrim)prim;
84 OdeScene pscene = (OdeScene) ps;
85
86 Assert.That(oprim.m_taintadd);
87
88 prim.LocalID = 5;
89
90 for (int i = 0; i < 58; i++)
91 {
92 ps.Simulate(0.133f);
93
94 Assert.That(oprim.prim_geom != (IntPtr)0);
95
96 Assert.That(oprim.m_targetSpace != (IntPtr)0);
97
98 //Assert.That(oprim.m_targetSpace == pscene.space);
99 m_log.Info("TargetSpace: " + oprim.m_targetSpace + " - SceneMainSpace: " + pscene.space);
100
101 Assert.That(!oprim.m_taintadd);
102 m_log.Info("Prim Position (" + oprim.m_localID + "): " + prim.Position.ToString());
103
104 // Make sure we're above the ground
105 //Assert.That(prim.Position.Z > 20f);
106 //m_log.Info("PrimCollisionScore (" + oprim.m_localID + "): " + oprim.m_collisionscore);
107
108 // Make sure we've got a Body
109 Assert.That(oprim.Body != (IntPtr)0);
110 //m_log.Info(
111 }
112
113 // Make sure we're not somewhere above the ground
114 Assert.That(prim.Position.Z < 21.5f);
115
116 ps.RemovePrim(prim);
117 Assert.That(oprim.m_taintremove);
118 ps.Simulate(0.133f);
119 Assert.That(oprim.Body == (IntPtr)0);
120 }
121 }
122}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/drawstuff.cs b/OpenSim/Region/Physics/ChOdePlugin/drawstuff.cs
new file mode 100644
index 0000000..87ca446
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/drawstuff.cs
@@ -0,0 +1,98 @@
1/*
2 * Copyright ODE
3 * Ode.NET - .NET bindings for ODE
4 * Jason Perkins (starkos@industriousone.com)
5 * Licensed under the New BSD
6 * Part of the OpenDynamicsEngine
7Open Dynamics Engine
8Copyright (c) 2001-2007, Russell L. Smith.
9All rights reserved.
10
11Redistribution and use in source and binary forms, with or without
12modification, are permitted provided that the following conditions
13are met:
14
15Redistributions of source code must retain the above copyright notice,
16this list of conditions and the following disclaimer.
17
18Redistributions in binary form must reproduce the above copyright notice,
19this list of conditions and the following disclaimer in the documentation
20and/or other materials provided with the distribution.
21
22Neither the names of ODE's copyright owner nor the names of its
23contributors may be used to endorse or promote products derived from
24this software without specific prior written permission.
25
26THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
27"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
28LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
29FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
30OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
31SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
32TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
33PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
34LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
35NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
36SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
37 *
38 *
39 */
40
41using System;
42using System.Runtime.InteropServices;
43using Ode.NET;
44
45namespace Drawstuff.NET
46{
47#if dDOUBLE
48 using dReal = System.Double;
49#else
50 using dReal = System.Single;
51#endif
52
53 public static class ds
54 {
55 public const int VERSION = 2;
56
57 public enum Texture
58 {
59 None,
60 Wood
61 }
62
63 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
64 public delegate void CallbackFunction(int arg);
65
66 [StructLayout(LayoutKind.Sequential)]
67 public struct Functions
68 {
69 public int version;
70 public CallbackFunction start;
71 public CallbackFunction step;
72 public CallbackFunction command;
73 public CallbackFunction stop;
74 public string path_to_textures;
75 }
76
77 [DllImport("drawstuff", EntryPoint = "dsDrawBox")]
78 public static extern void DrawBox(ref d.Vector3 pos, ref d.Matrix3 R, ref d.Vector3 sides);
79
80 [DllImport("drawstuff", EntryPoint = "dsDrawCapsule")]
81 public static extern void DrawCapsule(ref d.Vector3 pos, ref d.Matrix3 R, dReal length, dReal radius);
82
83 [DllImport("drawstuff", EntryPoint = "dsDrawConvex")]
84 public static extern void DrawConvex(ref d.Vector3 pos, ref d.Matrix3 R, dReal[] planes, int planeCount, dReal[] points, int pointCount, int[] polygons);
85
86 [DllImport("drawstuff", EntryPoint = "dsSetColor")]
87 public static extern void SetColor(float red, float green, float blue);
88
89 [DllImport("drawstuff", EntryPoint = "dsSetTexture")]
90 public static extern void SetTexture(Texture texture);
91
92 [DllImport("drawstuff", EntryPoint = "dsSetViewpoint")]
93 public static extern void SetViewpoint(ref d.Vector3 xyz, ref d.Vector3 hpr);
94
95 [DllImport("drawstuff", EntryPoint = "dsSimulationLoop")]
96 public static extern void SimulationLoop(int argc, string[] argv, int window_width, int window_height, ref Functions fn);
97 }
98}
diff --git a/OpenSim/Region/Physics/Manager/PhysicsScene.cs b/OpenSim/Region/Physics/Manager/PhysicsScene.cs
index 2a6163c..514d9ad 100644
--- a/OpenSim/Region/Physics/Manager/PhysicsScene.cs
+++ b/OpenSim/Region/Physics/Manager/PhysicsScene.cs
@@ -122,6 +122,9 @@ namespace OpenSim.Region.Physics.Manager
122 /// <param name="prim"></param> 122 /// <param name="prim"></param>
123 public abstract void RemovePrim(PhysicsActor prim); 123 public abstract void RemovePrim(PhysicsActor prim);
124 124
125 //public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
126 // Vector3 size, Quaternion rotation); //To be removed - Actually removed!
127
125 public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, 128 public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
126 Vector3 size, Quaternion rotation, bool isPhysical, uint localid); 129 Vector3 size, Quaternion rotation, bool isPhysical, uint localid);
127 130
diff --git a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
index 75364b7..62e3763 100644
--- a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
+++ b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
@@ -595,8 +595,8 @@ namespace OpenSim.Region.Physics.OdePlugin
595 break; 595 break;
596 596
597 case HollowShape.Circle: 597 case HollowShape.Circle:
598 // Hollow shape is a perfect cyllinder in respect to the cube's scale 598 // Hollow shape is a perfect cylinder in respect to the cube's scale
599 // Cyllinder hollow volume calculation 599 // Cylinder hollow volume calculation
600 600
601 hollowVolume *= 0.1963495f * 3.07920140172638f; 601 hollowVolume *= 0.1963495f * 3.07920140172638f;
602 break; 602 break;
@@ -2837,7 +2837,7 @@ Console.WriteLine(" JointCreateFixed");
2837 } 2837 }
2838 public override bool PIDActive { set { m_usePID = value; } } 2838 public override bool PIDActive { set { m_usePID = value; } }
2839 public override float PIDTau { set { m_PIDTau = value; } } 2839 public override float PIDTau { set { m_PIDTau = value; } }
2840 2840
2841 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } } 2841 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } }
2842 public override bool PIDHoverActive { set { m_useHoverPID = value; } } 2842 public override bool PIDHoverActive { set { m_useHoverPID = value; } }
2843 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } } 2843 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } }
diff --git a/OpenSim/Region/Physics/OdePlugin/ODERayCastRequestManager.cs b/OpenSim/Region/Physics/OdePlugin/ODERayCastRequestManager.cs
index 8d7d3b3..7e3ec63 100644
--- a/OpenSim/Region/Physics/OdePlugin/ODERayCastRequestManager.cs
+++ b/OpenSim/Region/Physics/OdePlugin/ODERayCastRequestManager.cs
@@ -137,8 +137,15 @@ namespace OpenSim.Region.Physics.OdePlugin
137 ODERayCastRequest[] reqs = m_PendingRequests.ToArray(); 137 ODERayCastRequest[] reqs = m_PendingRequests.ToArray();
138 for (int i = 0; i < reqs.Length; i++) 138 for (int i = 0; i < reqs.Length; i++)
139 { 139 {
140 if (reqs[i].callbackMethod != null) // quick optimization here, don't raycast 140 try
141 RayCast(reqs[i]); // if there isn't anyone to send results 141 {
142 if (reqs[i].callbackMethod != null) // quick optimization here, don't raycast
143 RayCast(reqs[i]); // if there isn't anyone to send results
144 }
145 catch
146 {
147 //Fail silently
148 }
142 } 149 }
143 150
144 m_PendingRequests.Clear(); 151 m_PendingRequests.Clear();
diff --git a/OpenSim/Region/Physics/POSPlugin/POSPrim.cs b/OpenSim/Region/Physics/POSPlugin/POSPrim.cs
index e4fd7eb..2ea8bfc 100644
--- a/OpenSim/Region/Physics/POSPlugin/POSPrim.cs
+++ b/OpenSim/Region/Physics/POSPlugin/POSPrim.cs
@@ -297,7 +297,7 @@ namespace OpenSim.Region.Physics.POSPlugin
297 { 297 {
298 set { return; } 298 set { return; }
299 } 299 }
300 300
301 public override Quaternion APIDTarget 301 public override Quaternion APIDTarget
302 { 302 {
303 set { return; } 303 set { return; }
diff --git a/OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs b/OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs
index 09da97a..3c36943 100644
--- a/OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs
+++ b/OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs
@@ -89,89 +89,7 @@ namespace OpenSim.Region.RegionCombinerModule
89 public void RegionLoaded(Scene scene) 89 public void RegionLoaded(Scene scene)
90 { 90 {
91 if (enabledYN) 91 if (enabledYN)
92 {
93 RegionLoadedDoWork(scene); 92 RegionLoadedDoWork(scene);
94
95 scene.EventManager.OnNewPresence += NewPresence;
96 }
97 }
98
99 private void NewPresence(ScenePresence presence)
100 {
101 if (presence.IsChildAgent)
102 {
103 byte[] throttleData;
104
105 try
106 {
107 throttleData = presence.ControllingClient.GetThrottlesPacked(1);
108 }
109 catch (NotImplementedException)
110 {
111 return;
112 }
113
114 if (throttleData == null)
115 return;
116
117 if (throttleData.Length == 0)
118 return;
119
120 if (throttleData.Length != 28)
121 return;
122
123 byte[] adjData;
124 int pos = 0;
125
126 if (!BitConverter.IsLittleEndian)
127 {
128 byte[] newData = new byte[7 * 4];
129 Buffer.BlockCopy(throttleData, 0, newData, 0, 7 * 4);
130
131 for (int i = 0; i < 7; i++)
132 Array.Reverse(newData, i * 4, 4);
133
134 adjData = newData;
135 }
136 else
137 {
138 adjData = throttleData;
139 }
140
141 // 0.125f converts from bits to bytes
142 int resend = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
143 int land = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
144 int wind = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
145 int cloud = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
146 int task = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
147 int texture = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
148 int asset = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f);
149 // State is a subcategory of task that we allocate a percentage to
150
151
152 //int total = resend + land + wind + cloud + task + texture + asset;
153
154 byte[] data = new byte[7 * 4];
155 int ii = 0;
156
157 Buffer.BlockCopy(Utils.FloatToBytes(resend), 0, data, ii, 4); ii += 4;
158 Buffer.BlockCopy(Utils.FloatToBytes(land * 50), 0, data, ii, 4); ii += 4;
159 Buffer.BlockCopy(Utils.FloatToBytes(wind), 0, data, ii, 4); ii += 4;
160 Buffer.BlockCopy(Utils.FloatToBytes(cloud), 0, data, ii, 4); ii += 4;
161 Buffer.BlockCopy(Utils.FloatToBytes(task), 0, data, ii, 4); ii += 4;
162 Buffer.BlockCopy(Utils.FloatToBytes(texture), 0, data, ii, 4); ii += 4;
163 Buffer.BlockCopy(Utils.FloatToBytes(asset), 0, data, ii, 4);
164
165 try
166 {
167 presence.ControllingClient.SetChildAgentThrottle(data);
168 }
169 catch (NotImplementedException)
170 {
171 return;
172 }
173
174 }
175 } 93 }
176 94
177 private void RegionLoadedDoWork(Scene scene) 95 private void RegionLoadedDoWork(Scene scene)
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs
index ee32755..61e4934 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs
@@ -248,6 +248,26 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
248 248
249 } 249 }
250 250
251 public static void StateChange(IScriptEngine engine, uint localID, UUID itemID)
252 {
253 // Remove a specific script
254
255 // Remove dataserver events
256 m_Dataserver[engine].RemoveEvents(localID, itemID);
257
258 IWorldComm comms = engine.World.RequestModuleInterface<IWorldComm>();
259 if (comms != null)
260 comms.DeleteListener(itemID);
261
262 IXMLRPC xmlrpc = engine.World.RequestModuleInterface<IXMLRPC>();
263 xmlrpc.DeleteChannels(itemID);
264 xmlrpc.CancelSRDRequests(itemID);
265
266 // Remove Sensors
267 m_SensorRepeat[engine].UnSetSenseRepeaterEvents(localID, itemID);
268
269 }
270
251 public static Object[] GetSerializationData(IScriptEngine engine, UUID itemID) 271 public static Object[] GetSerializationData(IScriptEngine engine, UUID itemID)
252 { 272 {
253 List<Object> data = new List<Object>(); 273 List<Object> data = new List<Object>();
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/CM_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/CM_Api.cs
new file mode 100644
index 0000000..489c1c6
--- /dev/null
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/CM_Api.cs
@@ -0,0 +1,118 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Reflection;
30using System.Collections;
31using System.Collections.Generic;
32using System.Runtime.Remoting.Lifetime;
33using OpenMetaverse;
34using Nini.Config;
35using OpenSim;
36using OpenSim.Framework;
37using OpenSim.Region.CoreModules.World.LightShare;
38using OpenSim.Region.Framework.Interfaces;
39using OpenSim.Region.Framework.Scenes;
40using OpenSim.Region.ScriptEngine.Shared;
41using OpenSim.Region.ScriptEngine.Shared.Api.Plugins;
42using OpenSim.Region.ScriptEngine.Shared.ScriptBase;
43using OpenSim.Region.ScriptEngine.Interfaces;
44using OpenSim.Region.ScriptEngine.Shared.Api.Interfaces;
45using OpenSim.Services.Interfaces;
46
47using LSL_Float = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLFloat;
48using LSL_Integer = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLInteger;
49using LSL_Key = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
50using LSL_List = OpenSim.Region.ScriptEngine.Shared.LSL_Types.list;
51using LSL_Rotation = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Quaternion;
52using LSL_String = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
53using LSL_Vector = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Vector3;
54
55namespace OpenSim.Region.ScriptEngine.Shared.Api
56{
57 [Serializable]
58 public class CM_Api : MarshalByRefObject, ICM_Api, IScriptApi
59 {
60 internal IScriptEngine m_ScriptEngine;
61 internal SceneObjectPart m_host;
62 internal uint m_localID;
63 internal UUID m_itemID;
64 internal bool m_CMFunctionsEnabled = false;
65
66 public void Initialize(IScriptEngine ScriptEngine, SceneObjectPart host, uint localID, UUID itemID)
67 {
68 m_ScriptEngine = ScriptEngine;
69 m_host = host;
70 m_localID = localID;
71 m_itemID = itemID;
72
73 if (m_ScriptEngine.Config.GetBoolean("AllowCareminsterFunctions", false))
74 m_CMFunctionsEnabled = true;
75 }
76
77 public override Object InitializeLifetimeService()
78 {
79 ILease lease = (ILease)base.InitializeLifetimeService();
80
81 if (lease.CurrentState == LeaseState.Initial)
82 {
83 lease.InitialLeaseTime = TimeSpan.FromMinutes(0);
84 // lease.RenewOnCallTime = TimeSpan.FromSeconds(10.0);
85 // lease.SponsorshipTimeout = TimeSpan.FromMinutes(1.0);
86 }
87 return lease;
88 }
89
90 public Scene World
91 {
92 get { return m_ScriptEngine.World; }
93 }
94
95 public string cmDetectedCountry(int number)
96 {
97 m_host.AddScriptLPS(1);
98 DetectParams detectedParams = m_ScriptEngine.GetDetectParams(m_itemID, number);
99 if (detectedParams == null)
100 return String.Empty;
101 return detectedParams.Country;
102 }
103
104 public string cmGetAgentCountry(LSL_Key key)
105 {
106 if (!World.Permissions.IsGod(m_host.OwnerID))
107 return String.Empty;
108
109 UUID uuid;
110
111 if (!UUID.TryParse(key, out uuid))
112 return String.Empty;
113
114 UserAccount account = World.UserAccountService.GetUserAccount(World.RegionInfo.ScopeID, uuid);
115 return account.UserCountry;
116 }
117 }
118}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
index 6fa812d..23e3e15 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
@@ -28,10 +28,12 @@
28using System; 28using System;
29using System.Collections; 29using System.Collections;
30using System.Collections.Generic; 30using System.Collections.Generic;
31using System.Diagnostics; //for [DebuggerNonUserCode]
31using System.Runtime.Remoting.Lifetime; 32using System.Runtime.Remoting.Lifetime;
32using System.Text; 33using System.Text;
33using System.Threading; 34using System.Threading;
34using System.Text.RegularExpressions; 35using System.Text.RegularExpressions;
36using System.Timers;
35using Nini.Config; 37using Nini.Config;
36using log4net; 38using log4net;
37using OpenMetaverse; 39using OpenMetaverse;
@@ -44,6 +46,7 @@ using OpenSim.Region.CoreModules.World.Land;
44using OpenSim.Region.CoreModules.World.Terrain; 46using OpenSim.Region.CoreModules.World.Terrain;
45using OpenSim.Region.Framework.Interfaces; 47using OpenSim.Region.Framework.Interfaces;
46using OpenSim.Region.Framework.Scenes; 48using OpenSim.Region.Framework.Scenes;
49using OpenSim.Region.Framework.Scenes.Serialization;
47using OpenSim.Region.Framework.Scenes.Animation; 50using OpenSim.Region.Framework.Scenes.Animation;
48using OpenSim.Region.Physics.Manager; 51using OpenSim.Region.Physics.Manager;
49using OpenSim.Region.ScriptEngine.Shared; 52using OpenSim.Region.ScriptEngine.Shared;
@@ -65,6 +68,7 @@ using LSL_Rotation = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Quaternion;
65using LSL_String = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString; 68using LSL_String = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
66using LSL_Vector = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Vector3; 69using LSL_Vector = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Vector3;
67using System.Reflection; 70using System.Reflection;
71using Timer = System.Timers.Timer;
68 72
69namespace OpenSim.Region.ScriptEngine.Shared.Api 73namespace OpenSim.Region.ScriptEngine.Shared.Api
70{ 74{
@@ -99,16 +103,26 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
99 protected int m_notecardLineReadCharsMax = 255; 103 protected int m_notecardLineReadCharsMax = 255;
100 protected int m_scriptConsoleChannel = 0; 104 protected int m_scriptConsoleChannel = 0;
101 protected bool m_scriptConsoleChannelEnabled = false; 105 protected bool m_scriptConsoleChannelEnabled = false;
106 protected bool m_debuggerSafe = false;
102 protected IUrlModule m_UrlModule = null; 107 protected IUrlModule m_UrlModule = null;
103 protected Dictionary<UUID, UserInfoCacheEntry> m_userInfoCache = 108 protected Dictionary<UUID, UserInfoCacheEntry> m_userInfoCache =
104 new Dictionary<UUID, UserInfoCacheEntry>(); 109 new Dictionary<UUID, UserInfoCacheEntry>();
105 110
111 protected Timer m_ShoutSayTimer;
112 protected int m_SayShoutCount = 0;
113
106 public void Initialize(IScriptEngine ScriptEngine, SceneObjectPart host, uint localID, UUID itemID) 114 public void Initialize(IScriptEngine ScriptEngine, SceneObjectPart host, uint localID, UUID itemID)
107 { 115 {
116 m_ShoutSayTimer = new Timer(1000);
117 m_ShoutSayTimer.Elapsed += SayShoutTimerElapsed;
118 m_ShoutSayTimer.AutoReset = true;
119 m_ShoutSayTimer.Start();
120
108 m_ScriptEngine = ScriptEngine; 121 m_ScriptEngine = ScriptEngine;
109 m_host = host; 122 m_host = host;
110 m_localID = localID; 123 m_localID = localID;
111 m_itemID = itemID; 124 m_itemID = itemID;
125 m_debuggerSafe = m_ScriptEngine.Config.GetBoolean("DebuggerSafe", false);
112 126
113 m_ScriptDelayFactor = 127 m_ScriptDelayFactor =
114 m_ScriptEngine.Config.GetFloat("ScriptDelayFactor", 1.0f); 128 m_ScriptEngine.Config.GetFloat("ScriptDelayFactor", 1.0f);
@@ -156,6 +170,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
156 get { return m_ScriptEngine.World; } 170 get { return m_ScriptEngine.World; }
157 } 171 }
158 172
173 [DebuggerNonUserCode]
159 public void state(string newState) 174 public void state(string newState)
160 { 175 {
161 m_ScriptEngine.SetState(m_itemID, newState); 176 m_ScriptEngine.SetState(m_itemID, newState);
@@ -165,6 +180,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
165 /// Reset the named script. The script must be present 180 /// Reset the named script. The script must be present
166 /// in the same prim. 181 /// in the same prim.
167 /// </summary> 182 /// </summary>
183 [DebuggerNonUserCode]
168 public void llResetScript() 184 public void llResetScript()
169 { 185 {
170 m_host.AddScriptLPS(1); 186 m_host.AddScriptLPS(1);
@@ -221,9 +237,62 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
221 } 237 }
222 } 238 }
223 239
240 public List<ScenePresence> GetLinkAvatars(int linkType)
241 {
242 List<ScenePresence> ret = new List<ScenePresence>();
243 if (m_host == null || m_host.ParentGroup == null || m_host.ParentGroup.IsDeleted)
244 return ret;
245
246 List<ScenePresence> avs = m_host.ParentGroup.GetLinkedAvatars();
247
248 switch (linkType)
249 {
250 case ScriptBaseClass.LINK_SET:
251 return avs;
252
253 case ScriptBaseClass.LINK_ROOT:
254 return ret;
255
256 case ScriptBaseClass.LINK_ALL_OTHERS:
257 return avs;
258
259 case ScriptBaseClass.LINK_ALL_CHILDREN:
260 return avs;
261
262 case ScriptBaseClass.LINK_THIS:
263 return ret;
264
265 default:
266 if (linkType < 0)
267 return ret;
268
269 int partCount = m_host.ParentGroup.GetPartCount();
270
271 if (linkType <= partCount)
272 {
273 return ret;
274 }
275 else
276 {
277 linkType = linkType - partCount;
278 if (linkType > avs.Count)
279 {
280 return ret;
281 }
282 else
283 {
284 ret.Add(avs[linkType-1]);
285 return ret;
286 }
287 }
288 }
289 }
290
224 public List<SceneObjectPart> GetLinkParts(int linkType) 291 public List<SceneObjectPart> GetLinkParts(int linkType)
225 { 292 {
226 List<SceneObjectPart> ret = new List<SceneObjectPart>(); 293 List<SceneObjectPart> ret = new List<SceneObjectPart>();
294 if (m_host == null || m_host.ParentGroup == null || m_host.ParentGroup.IsDeleted)
295 return ret;
227 ret.Add(m_host); 296 ret.Add(m_host);
228 297
229 switch (linkType) 298 switch (linkType)
@@ -270,40 +339,48 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
270 protected UUID InventorySelf() 339 protected UUID InventorySelf()
271 { 340 {
272 UUID invItemID = new UUID(); 341 UUID invItemID = new UUID();
273 342 bool unlock = false;
274 lock (m_host.TaskInventory) 343 if (!m_host.TaskInventory.IsReadLockedByMe())
275 { 344 {
276 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 345 m_host.TaskInventory.LockItemsForRead(true);
346 unlock = true;
347 }
348 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
349 {
350 if (inv.Value.Type == 10 && inv.Value.ItemID == m_itemID)
277 { 351 {
278 if (inv.Value.Type == 10 && inv.Value.ItemID == m_itemID) 352 invItemID = inv.Key;
279 { 353 break;
280 invItemID = inv.Key;
281 break;
282 }
283 } 354 }
284 } 355 }
285 356 if (unlock)
357 {
358 m_host.TaskInventory.LockItemsForRead(false);
359 }
286 return invItemID; 360 return invItemID;
287 } 361 }
288 362
289 protected UUID InventoryKey(string name, int type) 363 protected UUID InventoryKey(string name, int type)
290 { 364 {
291 m_host.AddScriptLPS(1); 365 m_host.AddScriptLPS(1);
292 366 m_host.TaskInventory.LockItemsForRead(true);
293 lock (m_host.TaskInventory) 367
368 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
294 { 369 {
295 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 370 if (inv.Value.Name == name)
296 { 371 {
297 if (inv.Value.Name == name) 372 m_host.TaskInventory.LockItemsForRead(false);
373
374 if (inv.Value.Type != type)
298 { 375 {
299 if (inv.Value.Type != type) 376 return UUID.Zero;
300 return UUID.Zero;
301
302 return inv.Value.AssetID;
303 } 377 }
378
379 return inv.Value.AssetID;
304 } 380 }
305 } 381 }
306 382
383 m_host.TaskInventory.LockItemsForRead(false);
307 return UUID.Zero; 384 return UUID.Zero;
308 } 385 }
309 386
@@ -311,17 +388,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
311 { 388 {
312 m_host.AddScriptLPS(1); 389 m_host.AddScriptLPS(1);
313 390
314 lock (m_host.TaskInventory) 391
392 m_host.TaskInventory.LockItemsForRead(true);
393
394 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
315 { 395 {
316 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 396 if (inv.Value.Name == name)
317 { 397 {
318 if (inv.Value.Name == name) 398 m_host.TaskInventory.LockItemsForRead(false);
319 { 399 return inv.Value.AssetID;
320 return inv.Value.AssetID;
321 }
322 } 400 }
323 } 401 }
324 402
403 m_host.TaskInventory.LockItemsForRead(false);
404
405
325 return UUID.Zero; 406 return UUID.Zero;
326 } 407 }
327 408
@@ -463,31 +544,48 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
463 544
464 //Now we start getting into quaternions which means sin/cos, matrices and vectors. ckrinke 545 //Now we start getting into quaternions which means sin/cos, matrices and vectors. ckrinke
465 546
466 /// <summary> 547 // Utility function for llRot2Euler
467 /// Convert an LSL rotation to a Euler vector. 548
468 /// </summary> 549 // normalize an angle between -PI and PI (-180 to +180 degrees)
469 /// <remarks> 550 protected double NormalizeAngle(double angle)
470 /// Using algorithm based off http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToEuler/quat_2_euler_paper_ver2-1.pdf
471 /// to avoid issues with singularity and rounding with Y rotation of +/- PI/2
472 /// </remarks>
473 /// <param name="r"></param>
474 /// <returns></returns>
475 public LSL_Vector llRot2Euler(LSL_Rotation r)
476 { 551 {
477 m_host.AddScriptLPS(1); 552 if (angle > -Math.PI && angle < Math.PI)
553 return angle;
478 554
479 LSL_Vector v = new LSL_Vector(0.0, 0.0, 1.0) * r; // Z axis unit vector unaffected by Z rotation component of r. 555 int numPis = (int)(Math.PI / angle);
480 double m = LSL_Vector.Mag(v); // Just in case v isn't normalized, need magnitude for Asin() operation later. 556 double remainder = angle - Math.PI * numPis;
481 if (m == 0.0) return new LSL_Vector(); 557 if (numPis % 2 == 1)
482 double x = Math.Atan2(-v.y, v.z); 558 return Math.PI - angle;
483 double sin = v.x / m; 559 return remainder;
484 if (sin < -0.999999 || sin > 0.999999) x = 0.0; // Force X rotation to 0 at the singularities. 560 }
485 double y = Math.Asin(sin); 561
486 // Rotate X axis unit vector by r and unwind the X and Y rotations leaving only the Z rotation 562 public LSL_Vector llRot2Euler(LSL_Rotation q1)
487 v = new LSL_Vector(1.0, 0.0, 0.0) * ((r * new LSL_Rotation(Math.Sin(-x / 2.0), 0.0, 0.0, Math.Cos(-x / 2.0))) * new LSL_Rotation(0.0, Math.Sin(-y / 2.0), 0.0, Math.Cos(-y / 2.0))); 563 {
488 double z = Math.Atan2(v.y, v.x); 564 m_host.AddScriptLPS(1);
565 LSL_Vector eul = new LSL_Vector();
489 566
490 return new LSL_Vector(x, y, z); 567 double sqw = q1.s*q1.s;
568 double sqx = q1.x*q1.x;
569 double sqy = q1.z*q1.z;
570 double sqz = q1.y*q1.y;
571 double unit = sqx + sqy + sqz + sqw; // if normalised is one, otherwise is correction factor
572 double test = q1.x*q1.z + q1.y*q1.s;
573 if (test > 0.4999*unit) { // singularity at north pole
574 eul.z = 2 * Math.Atan2(q1.x,q1.s);
575 eul.y = Math.PI/2;
576 eul.x = 0;
577 return eul;
578 }
579 if (test < -0.4999*unit) { // singularity at south pole
580 eul.z = -2 * Math.Atan2(q1.x,q1.s);
581 eul.y = -Math.PI/2;
582 eul.x = 0;
583 return eul;
584 }
585 eul.z = Math.Atan2(2*q1.z*q1.s-2*q1.x*q1.y , sqx - sqy - sqz + sqw);
586 eul.y = Math.Asin(2*test/unit);
587 eul.x = Math.Atan2(2*q1.x*q1.s-2*q1.z*q1.y , -sqx + sqy - sqz + sqw);
588 return eul;
491 } 589 }
492 590
493 /* From wiki: 591 /* From wiki:
@@ -689,77 +787,76 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
689 { 787 {
690 //A and B should both be normalized 788 //A and B should both be normalized
691 m_host.AddScriptLPS(1); 789 m_host.AddScriptLPS(1);
692 LSL_Rotation rotBetween; 790 /* This method is more accurate than the SL one, and thus causes problems
693 // Check for zero vectors. If either is zero, return zero rotation. Otherwise, 791 for scripts that deal with the SL inaccuracy around 180-degrees -.- .._.
694 // continue calculation. 792
695 if (a == new LSL_Vector(0.0f, 0.0f, 0.0f) || b == new LSL_Vector(0.0f, 0.0f, 0.0f)) 793 double dotProduct = LSL_Vector.Dot(a, b);
794 LSL_Vector crossProduct = LSL_Vector.Cross(a, b);
795 double magProduct = LSL_Vector.Mag(a) * LSL_Vector.Mag(b);
796 double angle = Math.Acos(dotProduct / magProduct);
797 LSL_Vector axis = LSL_Vector.Norm(crossProduct);
798 double s = Math.Sin(angle / 2);
799
800 double x = axis.x * s;
801 double y = axis.y * s;
802 double z = axis.z * s;
803 double w = Math.Cos(angle / 2);
804
805 if (Double.IsNaN(x) || Double.IsNaN(y) || Double.IsNaN(z) || Double.IsNaN(w))
806 return new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
807
808 return new LSL_Rotation((float)x, (float)y, (float)z, (float)w);
809 */
810
811 // This method mimics the 180 errors found in SL
812 // See www.euclideanspace.com... angleBetween
813 LSL_Vector vec_a = a;
814 LSL_Vector vec_b = b;
815
816 // Eliminate zero length
817 LSL_Float vec_a_mag = LSL_Vector.Mag(vec_a);
818 LSL_Float vec_b_mag = LSL_Vector.Mag(vec_b);
819 if (vec_a_mag < 0.00001 ||
820 vec_b_mag < 0.00001)
696 { 821 {
697 rotBetween = new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f); 822 return new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
698 } 823 }
699 else 824
825 // Normalize
826 vec_a = llVecNorm(vec_a);
827 vec_b = llVecNorm(vec_b);
828
829 // Calculate axis and rotation angle
830 LSL_Vector axis = vec_a % vec_b;
831 LSL_Float cos_theta = vec_a * vec_b;
832
833 // Check if parallel
834 if (cos_theta > 0.99999)
700 { 835 {
701 a = LSL_Vector.Norm(a); 836 return new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
702 b = LSL_Vector.Norm(b); 837 }
703 double dotProduct = LSL_Vector.Dot(a, b); 838
704 // There are two degenerate cases possible. These are for vectors 180 or 839 // Check if anti-parallel
705 // 0 degrees apart. These have to be detected and handled individually. 840 else if (cos_theta < -0.99999)
706 // 841 {
707 // Check for vectors 180 degrees apart. 842 LSL_Vector orthog_axis = new LSL_Vector(1.0, 0.0, 0.0) - (vec_a.x / (vec_a * vec_a) * vec_a);
708 // A dot product of -1 would mean the angle between vectors is 180 degrees. 843 if (LSL_Vector.Mag(orthog_axis) < 0.000001) orthog_axis = new LSL_Vector(0.0, 0.0, 1.0);
709 if (dotProduct < -0.9999999f) 844 return new LSL_Rotation((float)orthog_axis.x, (float)orthog_axis.y, (float)orthog_axis.z, 0.0);
710 { 845 }
711 // First assume X axis is orthogonal to the vectors. 846 else // other rotation
712 LSL_Vector orthoVector = new LSL_Vector(1.0f, 0.0f, 0.0f); 847 {
713 orthoVector = orthoVector - a * (a.x / LSL_Vector.Dot(a, a)); 848 LSL_Float theta = (LSL_Float)Math.Acos(cos_theta) * 0.5f;
714 // Check for near zero vector. A very small non-zero number here will create 849 axis = llVecNorm(axis);
715 // a rotation in an undesired direction. 850 double x, y, z, s, t;
716 if (LSL_Vector.Mag(orthoVector) > 0.0001) 851 s = Math.Cos(theta);
717 { 852 t = Math.Sin(theta);
718 rotBetween = new LSL_Rotation(orthoVector.x, orthoVector.y, orthoVector.z, 0.0f); 853 x = axis.x * t;
719 } 854 y = axis.y * t;
720 // If the magnitude of the vector was near zero, then assume the X axis is not 855 z = axis.z * t;
721 // orthogonal and use the Z axis instead. 856 return new LSL_Rotation(x,y,z,s);
722 else
723 {
724 // Set 180 z rotation.
725 rotBetween = new LSL_Rotation(0.0f, 0.0f, 1.0f, 0.0f);
726 }
727 }
728 // Check for parallel vectors.
729 // A dot product of 1 would mean the angle between vectors is 0 degrees.
730 else if (dotProduct > 0.9999999f)
731 {
732 // Set zero rotation.
733 rotBetween = new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
734 }
735 else
736 {
737 // All special checks have been performed so get the axis of rotation.
738 LSL_Vector crossProduct = LSL_Vector.Cross(a, b);
739 // Quarternion s value is the length of the unit vector + dot product.
740 double qs = 1.0 + dotProduct;
741 rotBetween = new LSL_Rotation(crossProduct.x, crossProduct.y, crossProduct.z, qs);
742 // Normalize the rotation.
743 double mag = LSL_Rotation.Mag(rotBetween);
744 // We shouldn't have to worry about a divide by zero here. The qs value will be
745 // non-zero because we already know if we're here, then the dotProduct is not -1 so
746 // qs will not be zero. Also, we've already handled the input vectors being zero so the
747 // crossProduct vector should also not be zero.
748 rotBetween.x = rotBetween.x / mag;
749 rotBetween.y = rotBetween.y / mag;
750 rotBetween.z = rotBetween.z / mag;
751 rotBetween.s = rotBetween.s / mag;
752 // Check for undefined values and set zero rotation if any found. This code might not actually be required
753 // any longer since zero vectors are checked for at the top.
754 if (Double.IsNaN(rotBetween.x) || Double.IsNaN(rotBetween.y) || Double.IsNaN(rotBetween.z) || Double.IsNaN(rotBetween.s))
755 {
756 rotBetween = new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
757 }
758 }
759 } 857 }
760 return rotBetween;
761 } 858 }
762 859
763 public void llWhisper(int channelID, string text) 860 public void llWhisper(int channelID, string text)
764 { 861 {
765 m_host.AddScriptLPS(1); 862 m_host.AddScriptLPS(1);
@@ -779,6 +876,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
779 { 876 {
780 m_host.AddScriptLPS(1); 877 m_host.AddScriptLPS(1);
781 878
879 if (channelID == 0)
880 m_SayShoutCount++;
881
882 if (m_SayShoutCount >= 11)
883 ScriptSleep(2000);
884
782 if (m_scriptConsoleChannelEnabled && (channelID == m_scriptConsoleChannel)) 885 if (m_scriptConsoleChannelEnabled && (channelID == m_scriptConsoleChannel))
783 { 886 {
784 Console.WriteLine(text); 887 Console.WriteLine(text);
@@ -801,6 +904,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
801 { 904 {
802 m_host.AddScriptLPS(1); 905 m_host.AddScriptLPS(1);
803 906
907 if (channelID == 0)
908 m_SayShoutCount++;
909
910 if (m_SayShoutCount >= 11)
911 ScriptSleep(2000);
912
804 if (text.Length > 1023) 913 if (text.Length > 1023)
805 text = text.Substring(0, 1023); 914 text = text.Substring(0, 1023);
806 915
@@ -1101,10 +1210,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1101 return detectedParams.TouchUV; 1210 return detectedParams.TouchUV;
1102 } 1211 }
1103 1212
1213 [DebuggerNonUserCode]
1104 public virtual void llDie() 1214 public virtual void llDie()
1105 { 1215 {
1106 m_host.AddScriptLPS(1); 1216 m_host.AddScriptLPS(1);
1107 throw new SelfDeleteException(); 1217 if (!m_host.ParentGroup.IsAttachment) throw new SelfDeleteException();
1108 } 1218 }
1109 1219
1110 public LSL_Float llGround(LSL_Vector offset) 1220 public LSL_Float llGround(LSL_Vector offset)
@@ -1177,6 +1287,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1177 1287
1178 public void llSetStatus(int status, int value) 1288 public void llSetStatus(int status, int value)
1179 { 1289 {
1290 if (m_host == null || m_host.ParentGroup == null || m_host.ParentGroup.IsDeleted)
1291 return;
1180 m_host.AddScriptLPS(1); 1292 m_host.AddScriptLPS(1);
1181 1293
1182 int statusrotationaxis = 0; 1294 int statusrotationaxis = 0;
@@ -1406,6 +1518,48 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1406 { 1518 {
1407 m_host.AddScriptLPS(1); 1519 m_host.AddScriptLPS(1);
1408 1520
1521 SetColor(m_host, color, face);
1522 }
1523
1524 protected void SetColor(SceneObjectPart part, LSL_Vector color, int face)
1525 {
1526 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1527 return;
1528
1529 Primitive.TextureEntry tex = part.Shape.Textures;
1530 Color4 texcolor;
1531 if (face >= 0 && face < GetNumberOfSides(part))
1532 {
1533 texcolor = tex.CreateFace((uint)face).RGBA;
1534 texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f);
1535 texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f);
1536 texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f);
1537 tex.FaceTextures[face].RGBA = texcolor;
1538 part.UpdateTextureEntry(tex.GetBytes());
1539 return;
1540 }
1541 else if (face == ScriptBaseClass.ALL_SIDES)
1542 {
1543 for (uint i = 0; i < GetNumberOfSides(part); i++)
1544 {
1545 if (tex.FaceTextures[i] != null)
1546 {
1547 texcolor = tex.FaceTextures[i].RGBA;
1548 texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f);
1549 texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f);
1550 texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f);
1551 tex.FaceTextures[i].RGBA = texcolor;
1552 }
1553 texcolor = tex.DefaultTexture.RGBA;
1554 texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f);
1555 texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f);
1556 texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f);
1557 tex.DefaultTexture.RGBA = texcolor;
1558 }
1559 part.UpdateTextureEntry(tex.GetBytes());
1560 return;
1561 }
1562
1409 if (face == ScriptBaseClass.ALL_SIDES) 1563 if (face == ScriptBaseClass.ALL_SIDES)
1410 face = SceneObjectPart.ALL_SIDES; 1564 face = SceneObjectPart.ALL_SIDES;
1411 1565
@@ -1414,6 +1568,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1414 1568
1415 public void SetTexGen(SceneObjectPart part, int face,int style) 1569 public void SetTexGen(SceneObjectPart part, int face,int style)
1416 { 1570 {
1571 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1572 return;
1573
1417 Primitive.TextureEntry tex = part.Shape.Textures; 1574 Primitive.TextureEntry tex = part.Shape.Textures;
1418 MappingType textype; 1575 MappingType textype;
1419 textype = MappingType.Default; 1576 textype = MappingType.Default;
@@ -1444,6 +1601,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1444 1601
1445 public void SetGlow(SceneObjectPart part, int face, float glow) 1602 public void SetGlow(SceneObjectPart part, int face, float glow)
1446 { 1603 {
1604 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1605 return;
1606
1447 Primitive.TextureEntry tex = part.Shape.Textures; 1607 Primitive.TextureEntry tex = part.Shape.Textures;
1448 if (face >= 0 && face < GetNumberOfSides(part)) 1608 if (face >= 0 && face < GetNumberOfSides(part))
1449 { 1609 {
@@ -1469,6 +1629,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1469 1629
1470 public void SetShiny(SceneObjectPart part, int face, int shiny, Bumpiness bump) 1630 public void SetShiny(SceneObjectPart part, int face, int shiny, Bumpiness bump)
1471 { 1631 {
1632 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1633 return;
1472 1634
1473 Shininess sval = new Shininess(); 1635 Shininess sval = new Shininess();
1474 1636
@@ -1519,6 +1681,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1519 1681
1520 public void SetFullBright(SceneObjectPart part, int face, bool bright) 1682 public void SetFullBright(SceneObjectPart part, int face, bool bright)
1521 { 1683 {
1684 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1685 return;
1686
1522 Primitive.TextureEntry tex = part.Shape.Textures; 1687 Primitive.TextureEntry tex = part.Shape.Textures;
1523 if (face >= 0 && face < GetNumberOfSides(part)) 1688 if (face >= 0 && face < GetNumberOfSides(part))
1524 { 1689 {
@@ -1579,13 +1744,26 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1579 m_host.AddScriptLPS(1); 1744 m_host.AddScriptLPS(1);
1580 1745
1581 List<SceneObjectPart> parts = GetLinkParts(linknumber); 1746 List<SceneObjectPart> parts = GetLinkParts(linknumber);
1582 1747 if (parts.Count > 0)
1583 foreach (SceneObjectPart part in parts) 1748 {
1584 SetAlpha(part, alpha, face); 1749 try
1750 {
1751 parts[0].ParentGroup.areUpdatesSuspended = true;
1752 foreach (SceneObjectPart part in parts)
1753 SetAlpha(part, alpha, face);
1754 }
1755 finally
1756 {
1757 parts[0].ParentGroup.areUpdatesSuspended = false;
1758 }
1759 }
1585 } 1760 }
1586 1761
1587 protected void SetAlpha(SceneObjectPart part, double alpha, int face) 1762 protected void SetAlpha(SceneObjectPart part, double alpha, int face)
1588 { 1763 {
1764 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1765 return;
1766
1589 Primitive.TextureEntry tex = part.Shape.Textures; 1767 Primitive.TextureEntry tex = part.Shape.Textures;
1590 Color4 texcolor; 1768 Color4 texcolor;
1591 if (face >= 0 && face < GetNumberOfSides(part)) 1769 if (face >= 0 && face < GetNumberOfSides(part))
@@ -1638,7 +1816,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1638 protected void SetFlexi(SceneObjectPart part, bool flexi, int softness, float gravity, float friction, 1816 protected void SetFlexi(SceneObjectPart part, bool flexi, int softness, float gravity, float friction,
1639 float wind, float tension, LSL_Vector Force) 1817 float wind, float tension, LSL_Vector Force)
1640 { 1818 {
1641 if (part == null) 1819 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1642 return; 1820 return;
1643 1821
1644 if (flexi) 1822 if (flexi)
@@ -1672,7 +1850,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1672 /// <param name="falloff"></param> 1850 /// <param name="falloff"></param>
1673 protected void SetPointLight(SceneObjectPart part, bool light, LSL_Vector color, float intensity, float radius, float falloff) 1851 protected void SetPointLight(SceneObjectPart part, bool light, LSL_Vector color, float intensity, float radius, float falloff)
1674 { 1852 {
1675 if (part == null) 1853 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1676 return; 1854 return;
1677 1855
1678 if (light) 1856 if (light)
@@ -1749,15 +1927,27 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1749 m_host.AddScriptLPS(1); 1927 m_host.AddScriptLPS(1);
1750 1928
1751 List<SceneObjectPart> parts = GetLinkParts(linknumber); 1929 List<SceneObjectPart> parts = GetLinkParts(linknumber);
1752 1930 if (parts.Count > 0)
1753 foreach (SceneObjectPart part in parts) 1931 {
1754 SetTexture(part, texture, face); 1932 try
1755 1933 {
1934 parts[0].ParentGroup.areUpdatesSuspended = true;
1935 foreach (SceneObjectPart part in parts)
1936 SetTexture(part, texture, face);
1937 }
1938 finally
1939 {
1940 parts[0].ParentGroup.areUpdatesSuspended = false;
1941 }
1942 }
1756 ScriptSleep(200); 1943 ScriptSleep(200);
1757 } 1944 }
1758 1945
1759 protected void SetTexture(SceneObjectPart part, string texture, int face) 1946 protected void SetTexture(SceneObjectPart part, string texture, int face)
1760 { 1947 {
1948 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1949 return;
1950
1761 UUID textureID = new UUID(); 1951 UUID textureID = new UUID();
1762 1952
1763 textureID = InventoryKey(texture, (int)AssetType.Texture); 1953 textureID = InventoryKey(texture, (int)AssetType.Texture);
@@ -1802,6 +1992,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1802 1992
1803 protected void ScaleTexture(SceneObjectPart part, double u, double v, int face) 1993 protected void ScaleTexture(SceneObjectPart part, double u, double v, int face)
1804 { 1994 {
1995 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1996 return;
1997
1805 Primitive.TextureEntry tex = part.Shape.Textures; 1998 Primitive.TextureEntry tex = part.Shape.Textures;
1806 if (face >= 0 && face < GetNumberOfSides(part)) 1999 if (face >= 0 && face < GetNumberOfSides(part))
1807 { 2000 {
@@ -1838,6 +2031,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1838 2031
1839 protected void OffsetTexture(SceneObjectPart part, double u, double v, int face) 2032 protected void OffsetTexture(SceneObjectPart part, double u, double v, int face)
1840 { 2033 {
2034 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2035 return;
2036
1841 Primitive.TextureEntry tex = part.Shape.Textures; 2037 Primitive.TextureEntry tex = part.Shape.Textures;
1842 if (face >= 0 && face < GetNumberOfSides(part)) 2038 if (face >= 0 && face < GetNumberOfSides(part))
1843 { 2039 {
@@ -1874,6 +2070,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1874 2070
1875 protected void RotateTexture(SceneObjectPart part, double rotation, int face) 2071 protected void RotateTexture(SceneObjectPart part, double rotation, int face)
1876 { 2072 {
2073 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2074 return;
2075
1877 Primitive.TextureEntry tex = part.Shape.Textures; 2076 Primitive.TextureEntry tex = part.Shape.Textures;
1878 if (face >= 0 && face < GetNumberOfSides(part)) 2077 if (face >= 0 && face < GetNumberOfSides(part))
1879 { 2078 {
@@ -1980,24 +2179,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1980 2179
1981 protected void SetPos(SceneObjectPart part, LSL_Vector targetPos) 2180 protected void SetPos(SceneObjectPart part, LSL_Vector targetPos)
1982 { 2181 {
1983 // Capped movemment if distance > 10m (http://wiki.secondlife.com/wiki/LlSetPos) 2182 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1984 LSL_Vector currentPos = GetPartLocalPos(part); 2183 return;
1985 2184
1986 float ground = World.GetGroundHeight((float)targetPos.x, (float)targetPos.y); 2185 LSL_Vector currentPos = GetPartLocalPos(part);
1987 bool disable_underground_movement = m_ScriptEngine.Config.GetBoolean("DisableUndergroundMovement", true); 2186 LSL_Vector toPos = GetSetPosTarget(part, targetPos, currentPos);
1988 2187
1989 if (part.ParentGroup.RootPart == part) 2188 if (part.ParentGroup.RootPart == part)
1990 { 2189 {
1991 if ((targetPos.z < ground) && disable_underground_movement && m_host.ParentGroup.AttachmentPoint == 0)
1992 targetPos.z = ground;
1993 SceneObjectGroup parent = part.ParentGroup; 2190 SceneObjectGroup parent = part.ParentGroup;
1994 LSL_Vector real_vec = SetPosAdjust(currentPos, targetPos); 2191 parent.UpdateGroupPosition(new Vector3((float)toPos.x, (float)toPos.y, (float)toPos.z));
1995 parent.UpdateGroupPosition(new Vector3((float)real_vec.x, (float)real_vec.y, (float)real_vec.z));
1996 } 2192 }
1997 else 2193 else
1998 { 2194 {
1999 LSL_Vector rel_vec = SetPosAdjust(currentPos, targetPos); 2195 part.OffsetPosition = new Vector3((float)toPos.x, (float)toPos.y, (float)toPos.z);
2000 part.OffsetPosition = new Vector3((float)rel_vec.x, (float)rel_vec.y, (float)rel_vec.z);
2001 SceneObjectGroup parent = part.ParentGroup; 2196 SceneObjectGroup parent = part.ParentGroup;
2002 parent.HasGroupChanged = true; 2197 parent.HasGroupChanged = true;
2003 parent.ScheduleGroupForTerseUpdate(); 2198 parent.ScheduleGroupForTerseUpdate();
@@ -2048,9 +2243,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2048 m_host.AddScriptLPS(1); 2243 m_host.AddScriptLPS(1);
2049 2244
2050 // try to let this work as in SL... 2245 // try to let this work as in SL...
2051 if (m_host.ParentID == 0) 2246 if (m_host.LinkNum < 2)
2052 { 2247 {
2053 // special case: If we are root, rotate complete SOG to new rotation 2248 // Special case: If we are root, rotate complete SOG to new
2249 // rotation.
2250 // We are root if the link number is 0 (single prim) or 1
2251 // (root prim). ParentID may be nonzero in attachments and
2252 // using it would cause attachments and HUDs to rotate
2253 // to the wrong positions.
2054 SetRot(m_host, Rot2Quaternion(rot)); 2254 SetRot(m_host, Rot2Quaternion(rot));
2055 } 2255 }
2056 else 2256 else
@@ -2075,6 +2275,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2075 2275
2076 protected void SetRot(SceneObjectPart part, Quaternion rot) 2276 protected void SetRot(SceneObjectPart part, Quaternion rot)
2077 { 2277 {
2278 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2279 return;
2280
2078 part.UpdateRotation(rot); 2281 part.UpdateRotation(rot);
2079 // Update rotation does not move the object in the physics scene if it's a linkset. 2282 // Update rotation does not move the object in the physics scene if it's a linkset.
2080 2283
@@ -2698,12 +2901,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2698 2901
2699 m_host.AddScriptLPS(1); 2902 m_host.AddScriptLPS(1);
2700 2903
2904 m_host.TaskInventory.LockItemsForRead(true);
2701 TaskInventoryItem item = m_host.TaskInventory[invItemID]; 2905 TaskInventoryItem item = m_host.TaskInventory[invItemID];
2702 2906 m_host.TaskInventory.LockItemsForRead(false);
2703 lock (m_host.TaskInventory)
2704 {
2705 item = m_host.TaskInventory[invItemID];
2706 }
2707 2907
2708 if (item.PermsGranter == UUID.Zero) 2908 if (item.PermsGranter == UUID.Zero)
2709 return 0; 2909 return 0;
@@ -2778,6 +2978,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2778 if (dist > m_ScriptDistanceFactor * 10.0f) 2978 if (dist > m_ScriptDistanceFactor * 10.0f)
2779 return; 2979 return;
2780 2980
2981 //Clone is thread-safe
2781 TaskInventoryDictionary partInventory = (TaskInventoryDictionary)m_host.TaskInventory.Clone(); 2982 TaskInventoryDictionary partInventory = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
2782 2983
2783 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in partInventory) 2984 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in partInventory)
@@ -2806,7 +3007,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2806 // objects rezzed with this method are die_at_edge by default. 3007 // objects rezzed with this method are die_at_edge by default.
2807 new_group.RootPart.SetDieAtEdge(true); 3008 new_group.RootPart.SetDieAtEdge(true);
2808 3009
2809 new_group.ResumeScripts(); 3010 Util.FireAndForget(delegate (object x)
3011 {
3012 new_group.ResumeScripts();
3013 });
2810 3014
2811 m_ScriptEngine.PostObjectEvent(m_host.LocalId, new EventParams( 3015 m_ScriptEngine.PostObjectEvent(m_host.LocalId, new EventParams(
2812 "object_rez", new Object[] { 3016 "object_rez", new Object[] {
@@ -2839,34 +3043,39 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2839 public void llLookAt(LSL_Vector target, double strength, double damping) 3043 public void llLookAt(LSL_Vector target, double strength, double damping)
2840 { 3044 {
2841 m_host.AddScriptLPS(1); 3045 m_host.AddScriptLPS(1);
2842 // Determine where we are looking from
2843 LSL_Vector from = llGetPos();
2844 3046
2845 // Work out the normalised vector from the source to the target 3047 // Get the normalized vector to the target
2846 LSL_Vector delta = llVecNorm(target - from); 3048 LSL_Vector d1 = llVecNorm(target - llGetPos());
2847 LSL_Vector angle = new LSL_Vector(0,0,0);
2848 3049
2849 // Calculate the yaw 3050 // Get the bearing (yaw)
2850 // subtracting PI_BY_TWO is required to compensate for the odd SL co-ordinate system 3051 LSL_Vector a1 = new LSL_Vector(0,0,0);
2851 angle.x = llAtan2(delta.z, delta.y) - ScriptBaseClass.PI_BY_TWO; 3052 a1.z = llAtan2(d1.y, d1.x);
2852 3053
2853 // Calculate pitch 3054 // Get the elevation (pitch)
2854 angle.y = llAtan2(delta.x, llSqrt((delta.y * delta.y) + (delta.z * delta.z))); 3055 LSL_Vector a2 = new LSL_Vector(0,0,0);
3056 a2.y= -llAtan2(d1.z, llSqrt((d1.x * d1.x) + (d1.y * d1.y)));
2855 3057
2856 // we need to convert from a vector describing 3058 LSL_Rotation r1 = llEuler2Rot(a1);
2857 // the angles of rotation in radians into rotation value 3059 LSL_Rotation r2 = llEuler2Rot(a2);
3060 LSL_Rotation r3 = new LSL_Rotation(0.000000, 0.707107, 0.000000, 0.707107);
2858 3061
2859 LSL_Rotation rot = llEuler2Rot(angle); 3062 if (m_host.PhysActor == null || !m_host.PhysActor.IsPhysical)
2860
2861 // Per discussion with Melanie, for non-physical objects llLookAt appears to simply
2862 // set the rotation of the object, copy that behavior
2863 if (strength == 0 || m_host.PhysActor == null || !m_host.PhysActor.IsPhysical)
2864 { 3063 {
2865 llSetRot(rot); 3064 // Do nothing if either value is 0 (this has been checked in SL)
3065 if (strength <= 0.0 || damping <= 0.0)
3066 return;
3067
3068 llSetRot(r3 * r2 * r1);
2866 } 3069 }
2867 else 3070 else
2868 { 3071 {
2869 m_host.StartLookAt(Rot2Quaternion(rot), (float)strength, (float)damping); 3072 if (strength == 0)
3073 {
3074 llSetRot(r3 * r2 * r1);
3075 return;
3076 }
3077
3078 m_host.StartLookAt(Rot2Quaternion(r3 * r2 * r1), (float)strength, (float)damping);
2870 } 3079 }
2871 } 3080 }
2872 3081
@@ -2916,13 +3125,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2916 { 3125 {
2917 TaskInventoryItem item; 3126 TaskInventoryItem item;
2918 3127
2919 lock (m_host.TaskInventory) 3128 m_host.TaskInventory.LockItemsForRead(true);
3129 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
2920 { 3130 {
2921 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3131 m_host.TaskInventory.LockItemsForRead(false);
2922 return; 3132 return;
2923 else 3133 }
2924 item = m_host.TaskInventory[InventorySelf()]; 3134 else
3135 {
3136 item = m_host.TaskInventory[InventorySelf()];
2925 } 3137 }
3138 m_host.TaskInventory.LockItemsForRead(false);
2926 3139
2927 if (item.PermsGranter != UUID.Zero) 3140 if (item.PermsGranter != UUID.Zero)
2928 { 3141 {
@@ -2944,13 +3157,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2944 { 3157 {
2945 TaskInventoryItem item; 3158 TaskInventoryItem item;
2946 3159
3160 m_host.TaskInventory.LockItemsForRead(true);
2947 lock (m_host.TaskInventory) 3161 lock (m_host.TaskInventory)
2948 { 3162 {
3163
2949 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3164 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
3165 {
3166 m_host.TaskInventory.LockItemsForRead(false);
2950 return; 3167 return;
3168 }
2951 else 3169 else
3170 {
2952 item = m_host.TaskInventory[InventorySelf()]; 3171 item = m_host.TaskInventory[InventorySelf()];
3172 }
2953 } 3173 }
3174 m_host.TaskInventory.LockItemsForRead(false);
2954 3175
2955 m_host.AddScriptLPS(1); 3176 m_host.AddScriptLPS(1);
2956 3177
@@ -2982,19 +3203,22 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2982 { 3203 {
2983 m_host.AddScriptLPS(1); 3204 m_host.AddScriptLPS(1);
2984 3205
2985// if (m_host.ParentGroup.RootPart.AttachmentPoint == 0)
2986// return;
2987
2988 TaskInventoryItem item; 3206 TaskInventoryItem item;
2989 3207
2990 lock (m_host.TaskInventory) 3208 m_host.TaskInventory.LockItemsForRead(true);
3209
3210 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
2991 { 3211 {
2992 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3212 m_host.TaskInventory.LockItemsForRead(false);
2993 return; 3213 return;
2994 else 3214 }
2995 item = m_host.TaskInventory[InventorySelf()]; 3215 else
3216 {
3217 item = m_host.TaskInventory[InventorySelf()];
2996 } 3218 }
2997 3219
3220 m_host.TaskInventory.LockItemsForRead(false);
3221
2998 if (item.PermsGranter != m_host.OwnerID) 3222 if (item.PermsGranter != m_host.OwnerID)
2999 return; 3223 return;
3000 3224
@@ -3019,13 +3243,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3019 3243
3020 TaskInventoryItem item; 3244 TaskInventoryItem item;
3021 3245
3022 lock (m_host.TaskInventory) 3246 m_host.TaskInventory.LockItemsForRead(true);
3247
3248 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
3023 { 3249 {
3024 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3250 m_host.TaskInventory.LockItemsForRead(false);
3025 return; 3251 return;
3026 else
3027 item = m_host.TaskInventory[InventorySelf()];
3028 } 3252 }
3253 else
3254 {
3255 item = m_host.TaskInventory[InventorySelf()];
3256 }
3257 m_host.TaskInventory.LockItemsForRead(false);
3258
3029 3259
3030 if (item.PermsGranter != m_host.OwnerID) 3260 if (item.PermsGranter != m_host.OwnerID)
3031 return; 3261 return;
@@ -3072,6 +3302,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3072 3302
3073 public void llInstantMessage(string user, string message) 3303 public void llInstantMessage(string user, string message)
3074 { 3304 {
3305 UUID result;
3306 if (!UUID.TryParse(user, out result))
3307 {
3308 ShoutError("An invalid key was passed to llInstantMessage");
3309 ScriptSleep(2000);
3310 return;
3311 }
3312
3313
3075 m_host.AddScriptLPS(1); 3314 m_host.AddScriptLPS(1);
3076 3315
3077 // We may be able to use ClientView.SendInstantMessage here, but we need a client instance. 3316 // We may be able to use ClientView.SendInstantMessage here, but we need a client instance.
@@ -3086,14 +3325,34 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3086 UUID friendTransactionID = UUID.Random(); 3325 UUID friendTransactionID = UUID.Random();
3087 3326
3088 //m_pendingFriendRequests.Add(friendTransactionID, fromAgentID); 3327 //m_pendingFriendRequests.Add(friendTransactionID, fromAgentID);
3089 3328
3090 GridInstantMessage msg = new GridInstantMessage(); 3329 GridInstantMessage msg = new GridInstantMessage();
3091 msg.fromAgentID = new Guid(m_host.UUID.ToString()); // fromAgentID.Guid; 3330 msg.fromAgentID = new Guid(m_host.UUID.ToString()); // fromAgentID.Guid;
3092 msg.toAgentID = new Guid(user); // toAgentID.Guid; 3331 msg.toAgentID = new Guid(user); // toAgentID.Guid;
3093 msg.imSessionID = new Guid(friendTransactionID.ToString()); // This is the item we're mucking with here 3332 msg.imSessionID = new Guid(friendTransactionID.ToString()); // This is the item we're mucking with here
3094// m_log.Debug("[Scripting IM]: From:" + msg.fromAgentID.ToString() + " To: " + msg.toAgentID.ToString() + " Session:" + msg.imSessionID.ToString() + " Message:" + message); 3333// m_log.Debug("[Scripting IM]: From:" + msg.fromAgentID.ToString() + " To: " + msg.toAgentID.ToString() + " Session:" + msg.imSessionID.ToString() + " Message:" + message);
3095// m_log.Debug("[Scripting IM]: Filling Session: " + msg.imSessionID.ToString()); 3334// m_log.Debug("[Scripting IM]: Filling Session: " + msg.imSessionID.ToString());
3096 msg.timestamp = (uint)Util.UnixTimeSinceEpoch();// timestamp; 3335// DateTime dt = DateTime.UtcNow;
3336//
3337// // Ticks from UtcNow, but make it look like local. Evil, huh?
3338// dt = DateTime.SpecifyKind(dt, DateTimeKind.Local);
3339//
3340// try
3341// {
3342// // Convert that to the PST timezone
3343// TimeZoneInfo timeZoneInfo = TimeZoneInfo.FindSystemTimeZoneById("America/Los_Angeles");
3344// dt = TimeZoneInfo.ConvertTime(dt, timeZoneInfo);
3345// }
3346// catch
3347// {
3348// // No logging here, as it could be VERY spammy
3349// }
3350//
3351// // And make it look local again to fool the unix time util
3352// dt = DateTime.SpecifyKind(dt, DateTimeKind.Utc);
3353
3354 msg.timestamp = (uint)Util.UnixTimeSinceEpoch();
3355
3097 //if (client != null) 3356 //if (client != null)
3098 //{ 3357 //{
3099 msg.fromAgentName = m_host.Name;//client.FirstName + " " + client.LastName;// fromAgentName; 3358 msg.fromAgentName = m_host.Name;//client.FirstName + " " + client.LastName;// fromAgentName;
@@ -3107,12 +3366,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3107 msg.message = message.Substring(0, 1024); 3366 msg.message = message.Substring(0, 1024);
3108 else 3367 else
3109 msg.message = message; 3368 msg.message = message;
3110 msg.dialog = (byte)19; // messgage from script ??? // dialog; 3369 msg.dialog = (byte)19; // MessageFromObject
3111 msg.fromGroup = false;// fromGroup; 3370 msg.fromGroup = false;// fromGroup;
3112 msg.offline = (byte)0; //offline; 3371 msg.offline = (byte)0; //offline;
3113 msg.ParentEstateID = 0; //ParentEstateID; 3372 msg.ParentEstateID = World.RegionInfo.EstateSettings.EstateID;
3114 msg.Position = new Vector3(m_host.AbsolutePosition); 3373 msg.Position = new Vector3(m_host.AbsolutePosition);
3115 msg.RegionID = World.RegionInfo.RegionID.Guid;//RegionID.Guid; 3374 msg.RegionID = World.RegionInfo.RegionID.Guid;
3116 msg.binaryBucket 3375 msg.binaryBucket
3117 = Util.StringToBytes256( 3376 = Util.StringToBytes256(
3118 "{0}/{1}/{2}/{3}", 3377 "{0}/{1}/{2}/{3}",
@@ -3140,7 +3399,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3140 } 3399 }
3141 3400
3142 emailModule.SendEmail(m_host.UUID, address, subject, message); 3401 emailModule.SendEmail(m_host.UUID, address, subject, message);
3143 ScriptSleep(20000); 3402 ScriptSleep(15000);
3144 } 3403 }
3145 3404
3146 public void llGetNextEmail(string address, string subject) 3405 public void llGetNextEmail(string address, string subject)
@@ -3279,14 +3538,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3279 3538
3280 TaskInventoryItem item; 3539 TaskInventoryItem item;
3281 3540
3282 lock (m_host.TaskInventory) 3541 m_host.TaskInventory.LockItemsForRead(true);
3542 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
3283 { 3543 {
3284 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3544 m_host.TaskInventory.LockItemsForRead(false);
3285 return; 3545 return;
3286 else
3287 item = m_host.TaskInventory[InventorySelf()];
3288 } 3546 }
3289 3547 else
3548 {
3549 item = m_host.TaskInventory[InventorySelf()];
3550 }
3551 m_host.TaskInventory.LockItemsForRead(false);
3290 if (item.PermsGranter == UUID.Zero) 3552 if (item.PermsGranter == UUID.Zero)
3291 return; 3553 return;
3292 3554
@@ -3316,13 +3578,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3316 3578
3317 TaskInventoryItem item; 3579 TaskInventoryItem item;
3318 3580
3319 lock (m_host.TaskInventory) 3581 m_host.TaskInventory.LockItemsForRead(true);
3582 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
3320 { 3583 {
3321 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3584 m_host.TaskInventory.LockItemsForRead(false);
3322 return; 3585 return;
3323 else
3324 item = m_host.TaskInventory[InventorySelf()];
3325 } 3586 }
3587 else
3588 {
3589 item = m_host.TaskInventory[InventorySelf()];
3590 }
3591 m_host.TaskInventory.LockItemsForRead(false);
3592
3326 3593
3327 if (item.PermsGranter == UUID.Zero) 3594 if (item.PermsGranter == UUID.Zero)
3328 return; 3595 return;
@@ -3389,10 +3656,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3389 3656
3390 TaskInventoryItem item; 3657 TaskInventoryItem item;
3391 3658
3392 lock (m_host.TaskInventory) 3659
3660 m_host.TaskInventory.LockItemsForRead(true);
3661 if (!m_host.TaskInventory.ContainsKey(invItemID))
3662 {
3663 m_host.TaskInventory.LockItemsForRead(false);
3664 return;
3665 }
3666 else
3393 { 3667 {
3394 item = m_host.TaskInventory[invItemID]; 3668 item = m_host.TaskInventory[invItemID];
3395 } 3669 }
3670 m_host.TaskInventory.LockItemsForRead(false);
3396 3671
3397 if (agentID == UUID.Zero || perm == 0) // Releasing permissions 3672 if (agentID == UUID.Zero || perm == 0) // Releasing permissions
3398 { 3673 {
@@ -3420,15 +3695,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3420 int implicitPerms = ScriptBaseClass.PERMISSION_TAKE_CONTROLS | 3695 int implicitPerms = ScriptBaseClass.PERMISSION_TAKE_CONTROLS |
3421 ScriptBaseClass.PERMISSION_TRIGGER_ANIMATION | 3696 ScriptBaseClass.PERMISSION_TRIGGER_ANIMATION |
3422 ScriptBaseClass.PERMISSION_CONTROL_CAMERA | 3697 ScriptBaseClass.PERMISSION_CONTROL_CAMERA |
3698 ScriptBaseClass.PERMISSION_TRACK_CAMERA |
3423 ScriptBaseClass.PERMISSION_ATTACH; 3699 ScriptBaseClass.PERMISSION_ATTACH;
3424 3700
3425 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms 3701 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms
3426 { 3702 {
3427 lock (m_host.TaskInventory) 3703 m_host.TaskInventory.LockItemsForWrite(true);
3428 { 3704 m_host.TaskInventory[invItemID].PermsGranter = agentID;
3429 m_host.TaskInventory[invItemID].PermsGranter = agentID; 3705 m_host.TaskInventory[invItemID].PermsMask = perm;
3430 m_host.TaskInventory[invItemID].PermsMask = perm; 3706 m_host.TaskInventory.LockItemsForWrite(false);
3431 }
3432 3707
3433 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams( 3708 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams(
3434 "run_time_permissions", new Object[] { 3709 "run_time_permissions", new Object[] {
@@ -3438,28 +3713,44 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3438 return; 3713 return;
3439 } 3714 }
3440 } 3715 }
3441 else if (m_host.SitTargetAvatar == agentID) // Sitting avatar 3716 else
3442 { 3717 {
3443 // When agent is sitting, certain permissions are implicit if requested from sitting agent 3718 bool sitting = false;
3444 int implicitPerms = ScriptBaseClass.PERMISSION_TRIGGER_ANIMATION | 3719 if (m_host.SitTargetAvatar == agentID)
3445 ScriptBaseClass.PERMISSION_CONTROL_CAMERA | 3720 {
3446 ScriptBaseClass.PERMISSION_TRACK_CAMERA | 3721 sitting = true;
3447 ScriptBaseClass.PERMISSION_TAKE_CONTROLS; 3722 }
3723 else
3724 {
3725 foreach (SceneObjectPart p in m_host.ParentGroup.Parts)
3726 {
3727 if (p.SitTargetAvatar == agentID)
3728 sitting = true;
3729 }
3730 }
3448 3731
3449 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms 3732 if (sitting)
3450 { 3733 {
3451 lock (m_host.TaskInventory) 3734 // When agent is sitting, certain permissions are implicit if requested from sitting agent
3735 int implicitPerms = ScriptBaseClass.PERMISSION_TRIGGER_ANIMATION |
3736 ScriptBaseClass.PERMISSION_CONTROL_CAMERA |
3737 ScriptBaseClass.PERMISSION_TRACK_CAMERA |
3738 ScriptBaseClass.PERMISSION_TAKE_CONTROLS;
3739
3740 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms
3452 { 3741 {
3742 m_host.TaskInventory.LockItemsForWrite(true);
3453 m_host.TaskInventory[invItemID].PermsGranter = agentID; 3743 m_host.TaskInventory[invItemID].PermsGranter = agentID;
3454 m_host.TaskInventory[invItemID].PermsMask = perm; 3744 m_host.TaskInventory[invItemID].PermsMask = perm;
3455 } 3745 m_host.TaskInventory.LockItemsForWrite(false);
3456 3746
3457 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams( 3747 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams(
3458 "run_time_permissions", new Object[] { 3748 "run_time_permissions", new Object[] {
3459 new LSL_Integer(perm) }, 3749 new LSL_Integer(perm) },
3460 new DetectParams[0])); 3750 new DetectParams[0]));
3461 3751
3462 return; 3752 return;
3753 }
3463 } 3754 }
3464 } 3755 }
3465 3756
@@ -3473,11 +3764,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3473 3764
3474 if (!m_waitingForScriptAnswer) 3765 if (!m_waitingForScriptAnswer)
3475 { 3766 {
3476 lock (m_host.TaskInventory) 3767 m_host.TaskInventory.LockItemsForWrite(true);
3477 { 3768 m_host.TaskInventory[invItemID].PermsGranter = agentID;
3478 m_host.TaskInventory[invItemID].PermsGranter = agentID; 3769 m_host.TaskInventory[invItemID].PermsMask = 0;
3479 m_host.TaskInventory[invItemID].PermsMask = 0; 3770 m_host.TaskInventory.LockItemsForWrite(false);
3480 }
3481 3771
3482 presence.ControllingClient.OnScriptAnswer += handleScriptAnswer; 3772 presence.ControllingClient.OnScriptAnswer += handleScriptAnswer;
3483 m_waitingForScriptAnswer=true; 3773 m_waitingForScriptAnswer=true;
@@ -3512,10 +3802,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3512 if ((answer & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) == 0) 3802 if ((answer & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) == 0)
3513 llReleaseControls(); 3803 llReleaseControls();
3514 3804
3515 lock (m_host.TaskInventory) 3805
3516 { 3806 m_host.TaskInventory.LockItemsForWrite(true);
3517 m_host.TaskInventory[invItemID].PermsMask = answer; 3807 m_host.TaskInventory[invItemID].PermsMask = answer;
3518 } 3808 m_host.TaskInventory.LockItemsForWrite(false);
3809
3519 3810
3520 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams( 3811 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams(
3521 "run_time_permissions", new Object[] { 3812 "run_time_permissions", new Object[] {
@@ -3527,16 +3818,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3527 { 3818 {
3528 m_host.AddScriptLPS(1); 3819 m_host.AddScriptLPS(1);
3529 3820
3530 lock (m_host.TaskInventory) 3821 m_host.TaskInventory.LockItemsForRead(true);
3822
3823 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
3531 { 3824 {
3532 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 3825 if (item.Type == 10 && item.ItemID == m_itemID)
3533 { 3826 {
3534 if (item.Type == 10 && item.ItemID == m_itemID) 3827 m_host.TaskInventory.LockItemsForRead(false);
3535 { 3828 return item.PermsGranter.ToString();
3536 return item.PermsGranter.ToString();
3537 }
3538 } 3829 }
3539 } 3830 }
3831 m_host.TaskInventory.LockItemsForRead(false);
3540 3832
3541 return UUID.Zero.ToString(); 3833 return UUID.Zero.ToString();
3542 } 3834 }
@@ -3545,19 +3837,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3545 { 3837 {
3546 m_host.AddScriptLPS(1); 3838 m_host.AddScriptLPS(1);
3547 3839
3548 lock (m_host.TaskInventory) 3840 m_host.TaskInventory.LockItemsForRead(true);
3841
3842 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
3549 { 3843 {
3550 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 3844 if (item.Type == 10 && item.ItemID == m_itemID)
3551 { 3845 {
3552 if (item.Type == 10 && item.ItemID == m_itemID) 3846 int perms = item.PermsMask;
3553 { 3847 if (m_automaticLinkPermission)
3554 int perms = item.PermsMask; 3848 perms |= ScriptBaseClass.PERMISSION_CHANGE_LINKS;
3555 if (m_automaticLinkPermission) 3849 m_host.TaskInventory.LockItemsForRead(false);
3556 perms |= ScriptBaseClass.PERMISSION_CHANGE_LINKS; 3850 return perms;
3557 return perms;
3558 }
3559 } 3851 }
3560 } 3852 }
3853 m_host.TaskInventory.LockItemsForRead(false);
3561 3854
3562 return 0; 3855 return 0;
3563 } 3856 }
@@ -3579,9 +3872,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3579 public void llSetLinkColor(int linknumber, LSL_Vector color, int face) 3872 public void llSetLinkColor(int linknumber, LSL_Vector color, int face)
3580 { 3873 {
3581 List<SceneObjectPart> parts = GetLinkParts(linknumber); 3874 List<SceneObjectPart> parts = GetLinkParts(linknumber);
3582 3875 if (parts.Count > 0)
3583 foreach (SceneObjectPart part in parts) 3876 {
3584 part.SetFaceColor(new Vector3((float)color.x, (float)color.y, (float)color.z), face); 3877 try
3878 {
3879 parts[0].ParentGroup.areUpdatesSuspended = true;
3880 foreach (SceneObjectPart part in parts)
3881 part.SetFaceColor(new Vector3((float)color.x, (float)color.y, (float)color.z), face);
3882 }
3883 finally
3884 {
3885 parts[0].ParentGroup.areUpdatesSuspended = false;
3886 }
3887 }
3585 } 3888 }
3586 3889
3587 public void llCreateLink(string target, int parent) 3890 public void llCreateLink(string target, int parent)
@@ -3594,11 +3897,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3594 return; 3897 return;
3595 3898
3596 TaskInventoryItem item; 3899 TaskInventoryItem item;
3597 lock (m_host.TaskInventory) 3900 m_host.TaskInventory.LockItemsForRead(true);
3598 { 3901 item = m_host.TaskInventory[invItemID];
3599 item = m_host.TaskInventory[invItemID]; 3902 m_host.TaskInventory.LockItemsForRead(false);
3600 } 3903
3601
3602 if ((item.PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0 3904 if ((item.PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0
3603 && !m_automaticLinkPermission) 3905 && !m_automaticLinkPermission)
3604 { 3906 {
@@ -3615,11 +3917,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3615 3917
3616 if (targetPart.ParentGroup.AttachmentPoint != 0) 3918 if (targetPart.ParentGroup.AttachmentPoint != 0)
3617 return; // Fail silently if attached 3919 return; // Fail silently if attached
3920
3921 if (targetPart.ParentGroup.RootPart.OwnerID != m_host.ParentGroup.RootPart.OwnerID)
3922 return;
3923
3618 SceneObjectGroup parentPrim = null, childPrim = null; 3924 SceneObjectGroup parentPrim = null, childPrim = null;
3619 3925
3620 if (targetPart != null) 3926 if (targetPart != null)
3621 { 3927 {
3622 if (parent != 0) { 3928 if (parent != 0)
3929 {
3623 parentPrim = m_host.ParentGroup; 3930 parentPrim = m_host.ParentGroup;
3624 childPrim = targetPart.ParentGroup; 3931 childPrim = targetPart.ParentGroup;
3625 } 3932 }
@@ -3650,16 +3957,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3650 m_host.AddScriptLPS(1); 3957 m_host.AddScriptLPS(1);
3651 UUID invItemID = InventorySelf(); 3958 UUID invItemID = InventorySelf();
3652 3959
3653 lock (m_host.TaskInventory) 3960 m_host.TaskInventory.LockItemsForRead(true);
3654 {
3655 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0 3961 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0
3656 && !m_automaticLinkPermission) 3962 && !m_automaticLinkPermission)
3657 { 3963 {
3658 ShoutError("Script trying to link but PERMISSION_CHANGE_LINKS permission not set!"); 3964 ShoutError("Script trying to link but PERMISSION_CHANGE_LINKS permission not set!");
3965 m_host.TaskInventory.LockItemsForRead(false);
3659 return; 3966 return;
3660 } 3967 }
3661 } 3968 m_host.TaskInventory.LockItemsForRead(false);
3662 3969
3663 if (linknum < ScriptBaseClass.LINK_THIS) 3970 if (linknum < ScriptBaseClass.LINK_THIS)
3664 return; 3971 return;
3665 3972
@@ -3698,10 +4005,22 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3698 // Restructuring Multiple Prims. 4005 // Restructuring Multiple Prims.
3699 List<SceneObjectPart> parts = new List<SceneObjectPart>(parentPrim.Parts); 4006 List<SceneObjectPart> parts = new List<SceneObjectPart>(parentPrim.Parts);
3700 parts.Remove(parentPrim.RootPart); 4007 parts.Remove(parentPrim.RootPart);
3701 foreach (SceneObjectPart part in parts) 4008 if (parts.Count > 0)
3702 { 4009 {
3703 parentPrim.DelinkFromGroup(part.LocalId, true); 4010 try
4011 {
4012 parts[0].ParentGroup.areUpdatesSuspended = true;
4013 foreach (SceneObjectPart part in parts)
4014 {
4015 parentPrim.DelinkFromGroup(part.LocalId, true);
4016 }
4017 }
4018 finally
4019 {
4020 parts[0].ParentGroup.areUpdatesSuspended = false;
4021 }
3704 } 4022 }
4023
3705 parentPrim.HasGroupChanged = true; 4024 parentPrim.HasGroupChanged = true;
3706 parentPrim.ScheduleGroupForFullUpdate(); 4025 parentPrim.ScheduleGroupForFullUpdate();
3707 parentPrim.TriggerScriptChangedEvent(Changed.LINK); 4026 parentPrim.TriggerScriptChangedEvent(Changed.LINK);
@@ -3710,12 +4029,22 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3710 { 4029 {
3711 SceneObjectPart newRoot = parts[0]; 4030 SceneObjectPart newRoot = parts[0];
3712 parts.Remove(newRoot); 4031 parts.Remove(newRoot);
3713 foreach (SceneObjectPart part in parts) 4032
4033 try
3714 { 4034 {
3715 // Required for linking 4035 parts[0].ParentGroup.areUpdatesSuspended = true;
3716 part.ClearUpdateSchedule(); 4036 foreach (SceneObjectPart part in parts)
3717 newRoot.ParentGroup.LinkToGroup(part.ParentGroup); 4037 {
4038 part.ClearUpdateSchedule();
4039 newRoot.ParentGroup.LinkToGroup(part.ParentGroup);
4040 }
3718 } 4041 }
4042 finally
4043 {
4044 parts[0].ParentGroup.areUpdatesSuspended = false;
4045 }
4046
4047
3719 newRoot.ParentGroup.HasGroupChanged = true; 4048 newRoot.ParentGroup.HasGroupChanged = true;
3720 newRoot.ParentGroup.ScheduleGroupForFullUpdate(); 4049 newRoot.ParentGroup.ScheduleGroupForFullUpdate();
3721 } 4050 }
@@ -3735,6 +4064,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3735 public void llBreakAllLinks() 4064 public void llBreakAllLinks()
3736 { 4065 {
3737 m_host.AddScriptLPS(1); 4066 m_host.AddScriptLPS(1);
4067
4068 UUID invItemID = InventorySelf();
4069
4070 TaskInventoryItem item;
4071 m_host.TaskInventory.LockItemsForRead(true);
4072 item = m_host.TaskInventory[invItemID];
4073 m_host.TaskInventory.LockItemsForRead(false);
4074
4075 if ((item.PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0
4076 && !m_automaticLinkPermission)
4077 {
4078 ShoutError("Script trying to link but PERMISSION_CHANGE_LINKS permission not set!");
4079 return;
4080 }
4081
3738 SceneObjectGroup parentPrim = m_host.ParentGroup; 4082 SceneObjectGroup parentPrim = m_host.ParentGroup;
3739 if (parentPrim.AttachmentPoint != 0) 4083 if (parentPrim.AttachmentPoint != 0)
3740 return; // Fail silently if attached 4084 return; // Fail silently if attached
@@ -3754,25 +4098,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3754 public LSL_String llGetLinkKey(int linknum) 4098 public LSL_String llGetLinkKey(int linknum)
3755 { 4099 {
3756 m_host.AddScriptLPS(1); 4100 m_host.AddScriptLPS(1);
3757 List<UUID> keytable = new List<UUID>();
3758 // parse for sitting avatare-uuids
3759 World.ForEachRootScenePresence(delegate(ScenePresence presence)
3760 {
3761 if (presence.ParentID != 0 && m_host.ParentGroup.HasChildPrim(presence.ParentID))
3762 keytable.Add(presence.UUID);
3763 });
3764
3765 int totalprims = m_host.ParentGroup.PrimCount + keytable.Count;
3766 if (linknum > m_host.ParentGroup.PrimCount && linknum <= totalprims)
3767 {
3768 return keytable[totalprims - linknum].ToString();
3769 }
3770
3771 if (linknum == 1 && m_host.ParentGroup.PrimCount == 1 && keytable.Count == 1)
3772 {
3773 return m_host.UUID.ToString();
3774 }
3775
3776 SceneObjectPart part = m_host.ParentGroup.GetLinkNumPart(linknum); 4101 SceneObjectPart part = m_host.ParentGroup.GetLinkNumPart(linknum);
3777 if (part != null) 4102 if (part != null)
3778 { 4103 {
@@ -3780,6 +4105,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3780 } 4105 }
3781 else 4106 else
3782 { 4107 {
4108 if (linknum > m_host.ParentGroup.PrimCount || (linknum == 1 && m_host.ParentGroup.PrimCount == 1))
4109 {
4110 linknum -= (m_host.ParentGroup.PrimCount) + 1;
4111
4112 if (linknum < 0)
4113 return UUID.Zero.ToString();
4114
4115 List<ScenePresence> avatars = GetLinkAvatars(ScriptBaseClass.LINK_SET);
4116 if (avatars.Count > linknum)
4117 {
4118 return avatars[linknum].UUID.ToString();
4119 }
4120 }
3783 return UUID.Zero.ToString(); 4121 return UUID.Zero.ToString();
3784 } 4122 }
3785 } 4123 }
@@ -3878,17 +4216,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3878 m_host.AddScriptLPS(1); 4216 m_host.AddScriptLPS(1);
3879 int count = 0; 4217 int count = 0;
3880 4218
3881 lock (m_host.TaskInventory) 4219 m_host.TaskInventory.LockItemsForRead(true);
4220 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
3882 { 4221 {
3883 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 4222 if (inv.Value.Type == type || type == -1)
3884 { 4223 {
3885 if (inv.Value.Type == type || type == -1) 4224 count = count + 1;
3886 {
3887 count = count + 1;
3888 }
3889 } 4225 }
3890 } 4226 }
3891 4227
4228 m_host.TaskInventory.LockItemsForRead(false);
3892 return count; 4229 return count;
3893 } 4230 }
3894 4231
@@ -3897,16 +4234,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3897 m_host.AddScriptLPS(1); 4234 m_host.AddScriptLPS(1);
3898 ArrayList keys = new ArrayList(); 4235 ArrayList keys = new ArrayList();
3899 4236
3900 lock (m_host.TaskInventory) 4237 m_host.TaskInventory.LockItemsForRead(true);
4238 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
3901 { 4239 {
3902 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 4240 if (inv.Value.Type == type || type == -1)
3903 { 4241 {
3904 if (inv.Value.Type == type || type == -1) 4242 keys.Add(inv.Value.Name);
3905 {
3906 keys.Add(inv.Value.Name);
3907 }
3908 } 4243 }
3909 } 4244 }
4245 m_host.TaskInventory.LockItemsForRead(false);
3910 4246
3911 if (keys.Count == 0) 4247 if (keys.Count == 0)
3912 { 4248 {
@@ -3943,25 +4279,25 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3943 } 4279 }
3944 4280
3945 // move the first object found with this inventory name 4281 // move the first object found with this inventory name
3946 lock (m_host.TaskInventory) 4282 m_host.TaskInventory.LockItemsForRead(true);
4283 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
3947 { 4284 {
3948 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 4285 if (inv.Value.Name == inventory)
3949 { 4286 {
3950 if (inv.Value.Name == inventory) 4287 found = true;
3951 { 4288 objId = inv.Key;
3952 found = true; 4289 assetType = inv.Value.Type;
3953 objId = inv.Key; 4290 objName = inv.Value.Name;
3954 assetType = inv.Value.Type; 4291 break;
3955 objName = inv.Value.Name;
3956 break;
3957 }
3958 } 4292 }
3959 } 4293 }
4294 m_host.TaskInventory.LockItemsForRead(false);
3960 4295
3961 if (!found) 4296 if (!found)
3962 { 4297 {
3963 llSay(0, String.Format("Could not find object '{0}'", inventory)); 4298 llSay(0, String.Format("Could not find object '{0}'", inventory));
3964 throw new Exception(String.Format("The inventory object '{0}' could not be found", inventory)); 4299 return;
4300// throw new Exception(String.Format("The inventory object '{0}' could not be found", inventory));
3965 } 4301 }
3966 4302
3967 // check if destination is an object 4303 // check if destination is an object
@@ -3987,48 +4323,68 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3987 return; 4323 return;
3988 } 4324 }
3989 } 4325 }
4326
3990 // destination is an avatar 4327 // destination is an avatar
3991 InventoryItemBase agentItem = World.MoveTaskInventoryItem(destId, UUID.Zero, m_host, objId); 4328 InventoryItemBase agentItem = World.MoveTaskInventoryItem(destId, UUID.Zero, m_host, objId);
3992 4329
3993 if (agentItem == null) 4330 if (agentItem == null)
3994 return; 4331 return;
3995 4332
3996 byte[] bucket = new byte[17]; 4333 byte[] bucket = new byte[1];
3997 bucket[0] = (byte)assetType; 4334 bucket[0] = (byte)assetType;
3998 byte[] objBytes = agentItem.ID.GetBytes(); 4335 //byte[] objBytes = agentItem.ID.GetBytes();
3999 Array.Copy(objBytes, 0, bucket, 1, 16); 4336 //Array.Copy(objBytes, 0, bucket, 1, 16);
4000 4337
4001 GridInstantMessage msg = new GridInstantMessage(World, 4338 GridInstantMessage msg = new GridInstantMessage(World,
4002 m_host.UUID, m_host.Name+", an object owned by "+ 4339 m_host.OwnerID, m_host.Name, destId,
4003 resolveName(m_host.OwnerID)+",", destId,
4004 (byte)InstantMessageDialog.TaskInventoryOffered, 4340 (byte)InstantMessageDialog.TaskInventoryOffered,
4005 false, objName+"\n"+m_host.Name+" is located at "+ 4341 false, objName+". "+m_host.Name+" is located at "+
4006 World.RegionInfo.RegionName+" "+ 4342 World.RegionInfo.RegionName+" "+
4007 m_host.AbsolutePosition.ToString(), 4343 m_host.AbsolutePosition.ToString(),
4008 agentItem.ID, true, m_host.AbsolutePosition, 4344 agentItem.ID, true, m_host.AbsolutePosition,
4009 bucket); 4345 bucket);
4010 if (m_TransferModule != null) 4346
4011 m_TransferModule.SendInstantMessage(msg, delegate(bool success) {}); 4347 ScenePresence sp;
4348
4349 if (World.TryGetScenePresence(destId, out sp))
4350 {
4351 sp.ControllingClient.SendInstantMessage(msg);
4352 }
4353 else
4354 {
4355 if (m_TransferModule != null)
4356 m_TransferModule.SendInstantMessage(msg, delegate(bool success) {});
4357 }
4358
4359 //This delay should only occur when giving inventory to avatars.
4012 ScriptSleep(3000); 4360 ScriptSleep(3000);
4013 } 4361 }
4014 } 4362 }
4015 4363
4364 [DebuggerNonUserCode]
4016 public void llRemoveInventory(string name) 4365 public void llRemoveInventory(string name)
4017 { 4366 {
4018 m_host.AddScriptLPS(1); 4367 m_host.AddScriptLPS(1);
4019 4368
4020 lock (m_host.TaskInventory) 4369 List<TaskInventoryItem> inv;
4370 try
4021 { 4371 {
4022 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 4372 m_host.TaskInventory.LockItemsForRead(true);
4373 inv = new List<TaskInventoryItem>(m_host.TaskInventory.Values);
4374 }
4375 finally
4376 {
4377 m_host.TaskInventory.LockItemsForRead(false);
4378 }
4379 foreach (TaskInventoryItem item in inv)
4380 {
4381 if (item.Name == name)
4023 { 4382 {
4024 if (item.Name == name) 4383 if (item.ItemID == m_itemID)
4025 { 4384 throw new ScriptDeleteException();
4026 if (item.ItemID == m_itemID) 4385 else
4027 throw new ScriptDeleteException(); 4386 m_host.Inventory.RemoveInventoryItem(item.ItemID);
4028 else 4387 return;
4029 m_host.Inventory.RemoveInventoryItem(item.ItemID);
4030 return;
4031 }
4032 } 4388 }
4033 } 4389 }
4034 } 4390 }
@@ -4063,112 +4419,122 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4063 { 4419 {
4064 m_host.AddScriptLPS(1); 4420 m_host.AddScriptLPS(1);
4065 4421
4066 UUID uuid = (UUID)id; 4422 UUID uuid;
4067 PresenceInfo pinfo = null; 4423 if (UUID.TryParse(id, out uuid))
4068 UserAccount account;
4069
4070 UserInfoCacheEntry ce;
4071 if (!m_userInfoCache.TryGetValue(uuid, out ce))
4072 { 4424 {
4073 account = World.UserAccountService.GetUserAccount(World.RegionInfo.ScopeID, uuid); 4425 PresenceInfo pinfo = null;
4074 if (account == null) 4426 UserAccount account;
4427
4428 UserInfoCacheEntry ce;
4429 if (!m_userInfoCache.TryGetValue(uuid, out ce))
4075 { 4430 {
4076 m_userInfoCache[uuid] = null; // Cache negative 4431 account = World.UserAccountService.GetUserAccount(World.RegionInfo.ScopeID, uuid);
4077 return UUID.Zero.ToString(); 4432 if (account == null)
4078 } 4433 {
4434 m_userInfoCache[uuid] = null; // Cache negative
4435 return UUID.Zero.ToString();
4436 }
4079 4437
4080 4438
4081 PresenceInfo[] pinfos = World.PresenceService.GetAgents(new string[] { uuid.ToString() }); 4439 PresenceInfo[] pinfos = World.PresenceService.GetAgents(new string[] { uuid.ToString() });
4082 if (pinfos != null && pinfos.Length > 0) 4440 if (pinfos != null && pinfos.Length > 0)
4083 {
4084 foreach (PresenceInfo p in pinfos)
4085 { 4441 {
4086 if (p.RegionID != UUID.Zero) 4442 foreach (PresenceInfo p in pinfos)
4087 { 4443 {
4088 pinfo = p; 4444 if (p.RegionID != UUID.Zero)
4445 {
4446 pinfo = p;
4447 }
4089 } 4448 }
4090 } 4449 }
4091 }
4092 4450
4093 ce = new UserInfoCacheEntry(); 4451 ce = new UserInfoCacheEntry();
4094 ce.time = Util.EnvironmentTickCount(); 4452 ce.time = Util.EnvironmentTickCount();
4095 ce.account = account; 4453 ce.account = account;
4096 ce.pinfo = pinfo; 4454 ce.pinfo = pinfo;
4097 } 4455 m_userInfoCache[uuid] = ce;
4098 else 4456 }
4099 { 4457 else
4100 if (ce == null) 4458 {
4101 return UUID.Zero.ToString(); 4459 if (ce == null)
4460 return UUID.Zero.ToString();
4102 4461
4103 account = ce.account; 4462 account = ce.account;
4104 pinfo = ce.pinfo; 4463 pinfo = ce.pinfo;
4105 } 4464 }
4106 4465
4107 if (Util.EnvironmentTickCount() < ce.time || (Util.EnvironmentTickCount() - ce.time) >= 20000) 4466 if (Util.EnvironmentTickCount() < ce.time || (Util.EnvironmentTickCount() - ce.time) >= 20000)
4108 {
4109 PresenceInfo[] pinfos = World.PresenceService.GetAgents(new string[] { uuid.ToString() });
4110 if (pinfos != null && pinfos.Length > 0)
4111 { 4467 {
4112 foreach (PresenceInfo p in pinfos) 4468 PresenceInfo[] pinfos = World.PresenceService.GetAgents(new string[] { uuid.ToString() });
4469 if (pinfos != null && pinfos.Length > 0)
4113 { 4470 {
4114 if (p.RegionID != UUID.Zero) 4471 foreach (PresenceInfo p in pinfos)
4115 { 4472 {
4116 pinfo = p; 4473 if (p.RegionID != UUID.Zero)
4474 {
4475 pinfo = p;
4476 }
4117 } 4477 }
4118 } 4478 }
4119 } 4479 else
4120 else 4480 pinfo = null;
4121 pinfo = null;
4122 4481
4123 ce.time = Util.EnvironmentTickCount(); 4482 ce.time = Util.EnvironmentTickCount();
4124 ce.pinfo = pinfo; 4483 ce.pinfo = pinfo;
4125 } 4484 }
4126 4485
4127 string reply = String.Empty; 4486 string reply = String.Empty;
4128 4487
4129 switch (data) 4488 switch (data)
4130 { 4489 {
4131 case 1: // DATA_ONLINE (0|1) 4490 case 1: // DATA_ONLINE (0|1)
4132 if (pinfo != null && pinfo.RegionID != UUID.Zero) 4491 if (pinfo != null && pinfo.RegionID != UUID.Zero)
4133 reply = "1"; 4492 reply = "1";
4134 else 4493 else
4135 reply = "0"; 4494 reply = "0";
4136 break; 4495 break;
4137 case 2: // DATA_NAME (First Last) 4496 case 2: // DATA_NAME (First Last)
4138 reply = account.FirstName + " " + account.LastName; 4497 reply = account.FirstName + " " + account.LastName;
4139 break; 4498 break;
4140 case 3: // DATA_BORN (YYYY-MM-DD) 4499 case 3: // DATA_BORN (YYYY-MM-DD)
4141 DateTime born = new DateTime(1970, 1, 1, 0, 0, 0, 0); 4500 DateTime born = new DateTime(1970, 1, 1, 0, 0, 0, 0);
4142 born = born.AddSeconds(account.Created); 4501 born = born.AddSeconds(account.Created);
4143 reply = born.ToString("yyyy-MM-dd"); 4502 reply = born.ToString("yyyy-MM-dd");
4144 break; 4503 break;
4145 case 4: // DATA_RATING (0,0,0,0,0,0) 4504 case 4: // DATA_RATING (0,0,0,0,0,0)
4146 reply = "0,0,0,0,0,0"; 4505 reply = "0,0,0,0,0,0";
4147 break; 4506 break;
4148 case 8: // DATA_PAYINFO (0|1|2|3) 4507 case 8: // DATA_PAYINFO (0|1|2|3)
4149 reply = "0"; 4508 reply = "0";
4150 break; 4509 break;
4151 default: 4510 default:
4152 return UUID.Zero.ToString(); // Raise no event 4511 return UUID.Zero.ToString(); // Raise no event
4153 } 4512 }
4154 4513
4155 UUID rq = UUID.Random(); 4514 UUID rq = UUID.Random();
4156 4515
4157 UUID tid = AsyncCommands. 4516 UUID tid = AsyncCommands.
4158 DataserverPlugin.RegisterRequest(m_localID, 4517 DataserverPlugin.RegisterRequest(m_localID,
4159 m_itemID, rq.ToString()); 4518 m_itemID, rq.ToString());
4160 4519
4161 AsyncCommands. 4520 AsyncCommands.
4162 DataserverPlugin.DataserverReply(rq.ToString(), reply); 4521 DataserverPlugin.DataserverReply(rq.ToString(), reply);
4163 4522
4164 ScriptSleep(100); 4523 ScriptSleep(100);
4165 return tid.ToString(); 4524 return tid.ToString();
4525 }
4526 else
4527 {
4528 ShoutError("Invalid UUID passed to llRequestAgentData.");
4529 }
4530 return "";
4166 } 4531 }
4167 4532
4168 public LSL_String llRequestInventoryData(string name) 4533 public LSL_String llRequestInventoryData(string name)
4169 { 4534 {
4170 m_host.AddScriptLPS(1); 4535 m_host.AddScriptLPS(1);
4171 4536
4537 //Clone is thread safe
4172 TaskInventoryDictionary itemDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone(); 4538 TaskInventoryDictionary itemDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
4173 4539
4174 foreach (TaskInventoryItem item in itemDictionary.Values) 4540 foreach (TaskInventoryItem item in itemDictionary.Values)
@@ -4222,6 +4588,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4222 ScenePresence presence = World.GetScenePresence(agentId); 4588 ScenePresence presence = World.GetScenePresence(agentId);
4223 if (presence != null) 4589 if (presence != null)
4224 { 4590 {
4591 // agent must not be a god
4592 if (presence.UserLevel >= 200) return;
4593
4225 // agent must be over the owners land 4594 // agent must be over the owners land
4226 if (m_host.OwnerID == World.LandChannel.GetLandObject( 4595 if (m_host.OwnerID == World.LandChannel.GetLandObject(
4227 presence.AbsolutePosition.X, presence.AbsolutePosition.Y).LandData.OwnerID) 4596 presence.AbsolutePosition.X, presence.AbsolutePosition.Y).LandData.OwnerID)
@@ -4244,7 +4613,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4244 UUID av = new UUID(); 4613 UUID av = new UUID();
4245 if (!UUID.TryParse(agent,out av)) 4614 if (!UUID.TryParse(agent,out av))
4246 { 4615 {
4247 LSLError("First parameter to llDialog needs to be a key"); 4616 //LSLError("First parameter to llDialog needs to be a key");
4248 return; 4617 return;
4249 } 4618 }
4250 4619
@@ -4281,17 +4650,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4281 UUID soundId = UUID.Zero; 4650 UUID soundId = UUID.Zero;
4282 if (!UUID.TryParse(impact_sound, out soundId)) 4651 if (!UUID.TryParse(impact_sound, out soundId))
4283 { 4652 {
4284 lock (m_host.TaskInventory) 4653 m_host.TaskInventory.LockItemsForRead(true);
4654 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
4285 { 4655 {
4286 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 4656 if (item.Type == (int)AssetType.Sound && item.Name == impact_sound)
4287 { 4657 {
4288 if (item.Type == (int)AssetType.Sound && item.Name == impact_sound) 4658 soundId = item.AssetID;
4289 { 4659 break;
4290 soundId = item.AssetID;
4291 break;
4292 }
4293 } 4660 }
4294 } 4661 }
4662 m_host.TaskInventory.LockItemsForRead(false);
4295 } 4663 }
4296 m_host.CollisionSound = soundId; 4664 m_host.CollisionSound = soundId;
4297 m_host.CollisionSoundVolume = (float)impact_volume; 4665 m_host.CollisionSoundVolume = (float)impact_volume;
@@ -4331,6 +4699,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4331 UUID partItemID; 4699 UUID partItemID;
4332 foreach (SceneObjectPart part in parts) 4700 foreach (SceneObjectPart part in parts)
4333 { 4701 {
4702 //Clone is thread safe
4334 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)part.TaskInventory.Clone(); 4703 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)part.TaskInventory.Clone();
4335 4704
4336 foreach (TaskInventoryItem item in itemsDictionary.Values) 4705 foreach (TaskInventoryItem item in itemsDictionary.Values)
@@ -4545,17 +4914,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4545 4914
4546 m_host.AddScriptLPS(1); 4915 m_host.AddScriptLPS(1);
4547 4916
4548 lock (m_host.TaskInventory) 4917 m_host.TaskInventory.LockItemsForRead(true);
4918 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
4549 { 4919 {
4550 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 4920 if (item.Type == 10 && item.ItemID == m_itemID)
4551 { 4921 {
4552 if (item.Type == 10 && item.ItemID == m_itemID) 4922 result = item.Name!=null?item.Name:String.Empty;
4553 { 4923 break;
4554 result = item.Name != null ? item.Name : String.Empty;
4555 break;
4556 }
4557 } 4924 }
4558 } 4925 }
4926 m_host.TaskInventory.LockItemsForRead(false);
4559 4927
4560 return result; 4928 return result;
4561 } 4929 }
@@ -4728,23 +5096,24 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4728 { 5096 {
4729 m_host.AddScriptLPS(1); 5097 m_host.AddScriptLPS(1);
4730 5098
4731 lock (m_host.TaskInventory) 5099 m_host.TaskInventory.LockItemsForRead(true);
5100 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
4732 { 5101 {
4733 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 5102 if (inv.Value.Name == name)
4734 { 5103 {
4735 if (inv.Value.Name == name) 5104 if ((inv.Value.CurrentPermissions & (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify)) == (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify))
4736 { 5105 {
4737 if ((inv.Value.CurrentPermissions & (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify)) == (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify)) 5106 m_host.TaskInventory.LockItemsForRead(false);
4738 { 5107 return inv.Value.AssetID.ToString();
4739 return inv.Value.AssetID.ToString(); 5108 }
4740 } 5109 else
4741 else 5110 {
4742 { 5111 m_host.TaskInventory.LockItemsForRead(false);
4743 return UUID.Zero.ToString(); 5112 return UUID.Zero.ToString();
4744 }
4745 } 5113 }
4746 } 5114 }
4747 } 5115 }
5116 m_host.TaskInventory.LockItemsForRead(false);
4748 5117
4749 return UUID.Zero.ToString(); 5118 return UUID.Zero.ToString();
4750 } 5119 }
@@ -4897,14 +5266,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4897 { 5266 {
4898 m_host.AddScriptLPS(1); 5267 m_host.AddScriptLPS(1);
4899 5268
4900 if (src == null) 5269 return src.Length;
4901 {
4902 return 0;
4903 }
4904 else
4905 {
4906 return src.Length;
4907 }
4908 } 5270 }
4909 5271
4910 public LSL_Integer llList2Integer(LSL_List src, int index) 5272 public LSL_Integer llList2Integer(LSL_List src, int index)
@@ -4950,7 +5312,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4950 else if (src.Data[index] is LSL_Float) 5312 else if (src.Data[index] is LSL_Float)
4951 return Convert.ToDouble(((LSL_Float) src.Data[index]).value); 5313 return Convert.ToDouble(((LSL_Float) src.Data[index]).value);
4952 else if (src.Data[index] is LSL_String) 5314 else if (src.Data[index] is LSL_String)
4953 return Convert.ToDouble(((LSL_String) src.Data[index]).m_string); 5315 {
5316 string str = ((LSL_String) src.Data[index]).m_string;
5317 Match m = Regex.Match(str, "^\\s*(-?\\+?[,0-9]+\\.?[0-9]*)");
5318 if (m != Match.Empty)
5319 {
5320 str = m.Value;
5321 double d = 0.0;
5322 if (!Double.TryParse(str, out d))
5323 return 0.0;
5324
5325 return d;
5326 }
5327 return 0.0;
5328 }
4954 return Convert.ToDouble(src.Data[index]); 5329 return Convert.ToDouble(src.Data[index]);
4955 } 5330 }
4956 catch (FormatException) 5331 catch (FormatException)
@@ -5223,7 +5598,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5223 } 5598 }
5224 } 5599 }
5225 } 5600 }
5226 else { 5601 else
5602 {
5227 object[] array = new object[src.Length]; 5603 object[] array = new object[src.Length];
5228 Array.Copy(src.Data, 0, array, 0, src.Length); 5604 Array.Copy(src.Data, 0, array, 0, src.Length);
5229 result = new LSL_List(array); 5605 result = new LSL_List(array);
@@ -5672,10 +6048,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5672 m_host.AddScriptLPS(1); 6048 m_host.AddScriptLPS(1);
5673 6049
5674 List<SceneObjectPart> parts = GetLinkParts(linknumber); 6050 List<SceneObjectPart> parts = GetLinkParts(linknumber);
5675 6051 if (parts.Count > 0)
5676 foreach (var part in parts)
5677 { 6052 {
5678 SetTextureAnim(part, mode, face, sizex, sizey, start, length, rate); 6053 try
6054 {
6055 parts[0].ParentGroup.areUpdatesSuspended = true;
6056 foreach (var part in parts)
6057 {
6058 SetTextureAnim(part, mode, face, sizex, sizey, start, length, rate);
6059 }
6060 }
6061 finally
6062 {
6063 parts[0].ParentGroup.areUpdatesSuspended = false;
6064 }
5679 } 6065 }
5680 } 6066 }
5681 6067
@@ -5729,6 +6115,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5729 ScriptSleep(5000); 6115 ScriptSleep(5000);
5730 } 6116 }
5731 6117
6118 public LSL_List llParseString2List(string str, LSL_List separators, LSL_List in_spacers)
6119 {
6120 return ParseString2List(str, separators, in_spacers, false);
6121 }
6122
5732 public LSL_Integer llOverMyLand(string id) 6123 public LSL_Integer llOverMyLand(string id)
5733 { 6124 {
5734 m_host.AddScriptLPS(1); 6125 m_host.AddScriptLPS(1);
@@ -5793,8 +6184,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5793 UUID agentId = new UUID(); 6184 UUID agentId = new UUID();
5794 if (!UUID.TryParse(agent, out agentId)) 6185 if (!UUID.TryParse(agent, out agentId))
5795 return new LSL_Integer(0); 6186 return new LSL_Integer(0);
6187 if (agentId == m_host.GroupID)
6188 return new LSL_Integer(1);
5796 ScenePresence presence = World.GetScenePresence(agentId); 6189 ScenePresence presence = World.GetScenePresence(agentId);
5797 if (presence == null || presence.IsChildAgent) // Return flase for child agents 6190 if (presence == null || presence.IsChildAgent) // Return false for child agents
5798 return new LSL_Integer(0); 6191 return new LSL_Integer(0);
5799 IClientAPI client = presence.ControllingClient; 6192 IClientAPI client = presence.ControllingClient;
5800 if (m_host.GroupID == client.ActiveGroupId) 6193 if (m_host.GroupID == client.ActiveGroupId)
@@ -5929,7 +6322,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5929 return m_host.ParentGroup.AttachmentPoint; 6322 return m_host.ParentGroup.AttachmentPoint;
5930 } 6323 }
5931 6324
5932 public LSL_Integer llGetFreeMemory() 6325 public virtual LSL_Integer llGetFreeMemory()
5933 { 6326 {
5934 m_host.AddScriptLPS(1); 6327 m_host.AddScriptLPS(1);
5935 // Make scripts designed for LSO happy 6328 // Make scripts designed for LSO happy
@@ -6046,7 +6439,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6046 SetParticleSystem(m_host, rules); 6439 SetParticleSystem(m_host, rules);
6047 } 6440 }
6048 6441
6049 private void SetParticleSystem(SceneObjectPart part, LSL_List rules) { 6442 private void SetParticleSystem(SceneObjectPart part, LSL_List rules)
6443 {
6050 6444
6051 6445
6052 if (rules.Length == 0) 6446 if (rules.Length == 0)
@@ -6240,14 +6634,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6240 6634
6241 protected UUID GetTaskInventoryItem(string name) 6635 protected UUID GetTaskInventoryItem(string name)
6242 { 6636 {
6243 lock (m_host.TaskInventory) 6637 m_host.TaskInventory.LockItemsForRead(true);
6638 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
6244 { 6639 {
6245 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 6640 if (inv.Value.Name == name)
6246 { 6641 {
6247 if (inv.Value.Name == name) 6642 m_host.TaskInventory.LockItemsForRead(false);
6248 return inv.Key; 6643 return inv.Key;
6249 } 6644 }
6250 } 6645 }
6646 m_host.TaskInventory.LockItemsForRead(false);
6251 6647
6252 return UUID.Zero; 6648 return UUID.Zero;
6253 } 6649 }
@@ -6285,16 +6681,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6285 if (folderID == UUID.Zero) 6681 if (folderID == UUID.Zero)
6286 return; 6682 return;
6287 6683
6288 byte[] bucket = new byte[17]; 6684 byte[] bucket = new byte[1];
6289 bucket[0] = (byte)AssetType.Folder; 6685 bucket[0] = (byte)AssetType.Folder;
6290 byte[] objBytes = folderID.GetBytes(); 6686 //byte[] objBytes = folderID.GetBytes();
6291 Array.Copy(objBytes, 0, bucket, 1, 16); 6687 //Array.Copy(objBytes, 0, bucket, 1, 16);
6292 6688
6293 GridInstantMessage msg = new GridInstantMessage(World, 6689 GridInstantMessage msg = new GridInstantMessage(World,
6294 m_host.UUID, m_host.Name+", an object owned by "+ 6690 m_host.OwnerID, m_host.Name, destID,
6295 resolveName(m_host.OwnerID)+",", destID, 6691 (byte)InstantMessageDialog.TaskInventoryOffered,
6296 (byte)InstantMessageDialog.InventoryOffered, 6692 false, category+". "+m_host.Name+" is located at "+
6297 false, category+"\n"+m_host.Name+" is located at "+
6298 World.RegionInfo.RegionName+" "+ 6693 World.RegionInfo.RegionName+" "+
6299 m_host.AbsolutePosition.ToString(), 6694 m_host.AbsolutePosition.ToString(),
6300 folderID, true, m_host.AbsolutePosition, 6695 folderID, true, m_host.AbsolutePosition,
@@ -6497,13 +6892,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6497 UUID av = new UUID(); 6892 UUID av = new UUID();
6498 if (!UUID.TryParse(avatar,out av)) 6893 if (!UUID.TryParse(avatar,out av))
6499 { 6894 {
6500 LSLError("First parameter to llDialog needs to be a key"); 6895 //LSLError("First parameter to llDialog needs to be a key");
6501 return; 6896 return;
6502 } 6897 }
6503 if (buttons.Length < 1) 6898 if (buttons.Length < 1)
6504 { 6899 {
6505 LSLError("No less than 1 button can be shown"); 6900 buttons.Add("OK");
6506 return;
6507 } 6901 }
6508 if (buttons.Length > 12) 6902 if (buttons.Length > 12)
6509 { 6903 {
@@ -6520,7 +6914,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6520 } 6914 }
6521 if (buttons.Data[i].ToString().Length > 24) 6915 if (buttons.Data[i].ToString().Length > 24)
6522 { 6916 {
6523 LSLError("button label cannot be longer than 24 characters"); 6917 llWhisper(ScriptBaseClass.DEBUG_CHANNEL, "button label cannot be longer than 24 characters");
6524 return; 6918 return;
6525 } 6919 }
6526 buts[i] = buttons.Data[i].ToString(); 6920 buts[i] = buttons.Data[i].ToString();
@@ -6579,22 +6973,23 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6579 } 6973 }
6580 6974
6581 // copy the first script found with this inventory name 6975 // copy the first script found with this inventory name
6582 lock (m_host.TaskInventory) 6976 TaskInventoryItem scriptItem = null;
6977 m_host.TaskInventory.LockItemsForRead(true);
6978 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
6583 { 6979 {
6584 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 6980 if (inv.Value.Name == name)
6585 { 6981 {
6586 if (inv.Value.Name == name) 6982 // make sure the object is a script
6983 if (10 == inv.Value.Type)
6587 { 6984 {
6588 // make sure the object is a script 6985 found = true;
6589 if (10 == inv.Value.Type) 6986 srcId = inv.Key;
6590 { 6987 scriptItem = inv.Value;
6591 found = true; 6988 break;
6592 srcId = inv.Key;
6593 break;
6594 }
6595 } 6989 }
6596 } 6990 }
6597 } 6991 }
6992 m_host.TaskInventory.LockItemsForRead(false);
6598 6993
6599 if (!found) 6994 if (!found)
6600 { 6995 {
@@ -6602,9 +6997,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6602 return; 6997 return;
6603 } 6998 }
6604 6999
6605 // the rest of the permission checks are done in RezScript, so check the pin there as well 7000 SceneObjectPart dest = World.GetSceneObjectPart(destId);
6606 World.RezScriptFromPrim(srcId, m_host, destId, pin, running, start_param); 7001 if (dest != null)
7002 {
7003 if ((scriptItem.BasePermissions & (uint)PermissionMask.Transfer) != 0 || dest.ParentGroup.RootPart.OwnerID == m_host.ParentGroup.RootPart.OwnerID)
7004 {
7005 // the rest of the permission checks are done in RezScript, so check the pin there as well
7006 World.RezScriptFromPrim(srcId, m_host, destId, pin, running, start_param);
6607 7007
7008 if ((scriptItem.BasePermissions & (uint)PermissionMask.Copy) == 0)
7009 m_host.Inventory.RemoveInventoryItem(srcId);
7010 }
7011 }
6608 // this will cause the delay even if the script pin or permissions were wrong - seems ok 7012 // this will cause the delay even if the script pin or permissions were wrong - seems ok
6609 ScriptSleep(3000); 7013 ScriptSleep(3000);
6610 } 7014 }
@@ -6667,19 +7071,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6667 public LSL_String llMD5String(string src, int nonce) 7071 public LSL_String llMD5String(string src, int nonce)
6668 { 7072 {
6669 m_host.AddScriptLPS(1); 7073 m_host.AddScriptLPS(1);
6670 return Util.Md5Hash(String.Format("{0}:{1}", src, nonce.ToString())); 7074 return Util.Md5Hash(String.Format("{0}:{1}", src, nonce.ToString()), Encoding.UTF8);
6671 } 7075 }
6672 7076
6673 public LSL_String llSHA1String(string src) 7077 public LSL_String llSHA1String(string src)
6674 { 7078 {
6675 m_host.AddScriptLPS(1); 7079 m_host.AddScriptLPS(1);
6676 return Util.SHA1Hash(src).ToLower(); 7080 return Util.SHA1Hash(src, Encoding.UTF8).ToLower();
6677 } 7081 }
6678 7082
6679 protected ObjectShapePacket.ObjectDataBlock SetPrimitiveBlockShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, byte profileshape, byte pathcurve) 7083 protected ObjectShapePacket.ObjectDataBlock SetPrimitiveBlockShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, byte profileshape, byte pathcurve)
6680 { 7084 {
6681 float tempFloat; // Use in float expressions below to avoid byte cast precision issues. 7085 float tempFloat; // Use in float expressions below to avoid byte cast precision issues.
6682 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock(); 7086 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock();
7087 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7088 return shapeBlock;
6683 7089
6684 if (holeshape != (int)ScriptBaseClass.PRIM_HOLE_DEFAULT && 7090 if (holeshape != (int)ScriptBaseClass.PRIM_HOLE_DEFAULT &&
6685 holeshape != (int)ScriptBaseClass.PRIM_HOLE_CIRCLE && 7091 holeshape != (int)ScriptBaseClass.PRIM_HOLE_CIRCLE &&
@@ -6784,6 +7190,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6784 // Prim type box, cylinder and prism. 7190 // Prim type box, cylinder and prism.
6785 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector taper_b, LSL_Vector topshear, byte profileshape, byte pathcurve) 7191 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector taper_b, LSL_Vector topshear, byte profileshape, byte pathcurve)
6786 { 7192 {
7193 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7194 return;
7195
6787 float tempFloat; // Use in float expressions below to avoid byte cast precision issues. 7196 float tempFloat; // Use in float expressions below to avoid byte cast precision issues.
6788 ObjectShapePacket.ObjectDataBlock shapeBlock; 7197 ObjectShapePacket.ObjectDataBlock shapeBlock;
6789 7198
@@ -6837,6 +7246,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6837 // Prim type sphere. 7246 // Prim type sphere.
6838 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector dimple, byte profileshape, byte pathcurve) 7247 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector dimple, byte profileshape, byte pathcurve)
6839 { 7248 {
7249 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7250 return;
7251
6840 ObjectShapePacket.ObjectDataBlock shapeBlock; 7252 ObjectShapePacket.ObjectDataBlock shapeBlock;
6841 7253
6842 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist, profileshape, pathcurve); 7254 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist, profileshape, pathcurve);
@@ -6878,6 +7290,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6878 // Prim type torus, tube and ring. 7290 // Prim type torus, tube and ring.
6879 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector holesize, LSL_Vector topshear, LSL_Vector profilecut, LSL_Vector taper_a, float revolutions, float radiusoffset, float skew, byte profileshape, byte pathcurve) 7291 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector holesize, LSL_Vector topshear, LSL_Vector profilecut, LSL_Vector taper_a, float revolutions, float radiusoffset, float skew, byte profileshape, byte pathcurve)
6880 { 7292 {
7293 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7294 return;
7295
6881 float tempFloat; // Use in float expressions below to avoid byte cast precision issues. 7296 float tempFloat; // Use in float expressions below to avoid byte cast precision issues.
6882 ObjectShapePacket.ObjectDataBlock shapeBlock; 7297 ObjectShapePacket.ObjectDataBlock shapeBlock;
6883 7298
@@ -7013,6 +7428,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7013 // Prim type sculpt. 7428 // Prim type sculpt.
7014 protected void SetPrimitiveShapeParams(SceneObjectPart part, string map, int type, byte pathcurve) 7429 protected void SetPrimitiveShapeParams(SceneObjectPart part, string map, int type, byte pathcurve)
7015 { 7430 {
7431 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7432 return;
7433
7016 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock(); 7434 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock();
7017 UUID sculptId; 7435 UUID sculptId;
7018 7436
@@ -7029,13 +7447,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7029 shapeBlock.PathScaleX = 100; 7447 shapeBlock.PathScaleX = 100;
7030 shapeBlock.PathScaleY = 150; 7448 shapeBlock.PathScaleY = 150;
7031 7449
7032 if (type != (int)ScriptBaseClass.PRIM_SCULPT_TYPE_CYLINDER && 7450 if ((type & (int)ScriptBaseClass.PRIM_SCULPT_TYPE_CYLINDER) == 0 &&
7033 type != (int)ScriptBaseClass.PRIM_SCULPT_TYPE_PLANE && 7451 (type & (int)ScriptBaseClass.PRIM_SCULPT_TYPE_PLANE) == 0 &&
7034 type != (int)ScriptBaseClass.PRIM_SCULPT_TYPE_SPHERE && 7452 (type & (int)ScriptBaseClass.PRIM_SCULPT_TYPE_SPHERE) == 0 &&
7035 type != (int)ScriptBaseClass.PRIM_SCULPT_TYPE_TORUS) 7453 (type & (int)ScriptBaseClass.PRIM_SCULPT_TYPE_TORUS) == 0)
7036 { 7454 {
7037 // default 7455 // default
7038 type = (int)ScriptBaseClass.PRIM_SCULPT_TYPE_SPHERE; 7456 type = type | (int)ScriptBaseClass.PRIM_SCULPT_TYPE_SPHERE;
7039 } 7457 }
7040 7458
7041 part.Shape.SetSculptProperties((byte)type, sculptId); 7459 part.Shape.SetSculptProperties((byte)type, sculptId);
@@ -7051,32 +7469,87 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7051 ScriptSleep(200); 7469 ScriptSleep(200);
7052 } 7470 }
7053 7471
7054 public void llSetLinkPrimitiveParams(int linknumber, LSL_List rules) 7472 public void llSetLinkPrimitiveParamsFast(int linknumber, LSL_List rules)
7055 { 7473 {
7056 m_host.AddScriptLPS(1); 7474 m_host.AddScriptLPS(1);
7057 7475
7058 setLinkPrimParams(linknumber, rules); 7476 setLinkPrimParams(linknumber, rules);
7059
7060 ScriptSleep(200);
7061 } 7477 }
7062 7478
7063 public void llSetLinkPrimitiveParamsFast(int linknumber, LSL_List rules) 7479 private void setLinkPrimParams(int linknumber, LSL_List rules)
7064 { 7480 {
7065 m_host.AddScriptLPS(1); 7481 List<SceneObjectPart> parts = GetLinkParts(linknumber);
7482 List<ScenePresence> avatars = GetLinkAvatars(linknumber);
7483 if (parts.Count>0)
7484 {
7485 try
7486 {
7487 parts[0].ParentGroup.areUpdatesSuspended = true;
7488 foreach (SceneObjectPart part in parts)
7489 SetPrimParams(part, rules);
7490 }
7491 finally
7492 {
7493 parts[0].ParentGroup.areUpdatesSuspended = false;
7494 }
7495 }
7496 if (avatars.Count > 0)
7497 {
7498 foreach (ScenePresence avatar in avatars)
7499 SetPrimParams(avatar, rules);
7500 }
7501 }
7066 7502
7067 setLinkPrimParams(linknumber, rules); 7503 public void llSetLinkPrimitiveParams(int linknumber, LSL_List rules)
7504 {
7505 llSetLinkPrimitiveParamsFast(linknumber, rules);
7506 ScriptSleep(200);
7068 } 7507 }
7069 7508
7070 protected void setLinkPrimParams(int linknumber, LSL_List rules) 7509 protected void SetPrimParams(ScenePresence av, LSL_List rules)
7071 { 7510 {
7072 List<SceneObjectPart> parts = GetLinkParts(linknumber); 7511 //This is a special version of SetPrimParams to deal with avatars which are sat on the linkset.
7512 //We only support PRIM_POSITION and PRIM_ROTATION
7073 7513
7074 foreach (SceneObjectPart part in parts) 7514 int idx = 0;
7075 SetPrimParams(part, rules); 7515
7516 while (idx < rules.Length)
7517 {
7518 int code = rules.GetLSLIntegerItem(idx++);
7519
7520 int remain = rules.Length - idx;
7521
7522
7523
7524 switch (code)
7525 {
7526 case (int)ScriptBaseClass.PRIM_POSITION:
7527 if (remain < 1)
7528 return;
7529 LSL_Vector v;
7530 v = rules.GetVector3Item(idx++);
7531 av.OffsetPosition = new Vector3((float)v.x, (float)v.y, (float)v.z);
7532 av.SendAvatarDataToAllAgents();
7533
7534 break;
7535
7536 case (int)ScriptBaseClass.PRIM_ROTATION:
7537 if (remain < 1)
7538 return;
7539 LSL_Rotation r;
7540 r = rules.GetQuaternionItem(idx++);
7541 av.Rotation = new Quaternion((float)r.x, (float)r.y, (float)r.z, (float)r.s);
7542 av.SendAvatarDataToAllAgents();
7543 break;
7544 }
7545 }
7076 } 7546 }
7077 7547
7078 protected void SetPrimParams(SceneObjectPart part, LSL_List rules) 7548 protected void SetPrimParams(SceneObjectPart part, LSL_List rules)
7079 { 7549 {
7550 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7551 return;
7552
7080 int idx = 0; 7553 int idx = 0;
7081 7554
7082 bool positionChanged = false; 7555 bool positionChanged = false;
@@ -7104,6 +7577,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7104 currentPosition = GetSetPosTarget(part, v, currentPosition); 7577 currentPosition = GetSetPosTarget(part, v, currentPosition);
7105 7578
7106 break; 7579 break;
7580 case (int)ScriptBaseClass.PRIM_POS_LOCAL:
7581 if (remain < 1)
7582 return;
7583
7584 v=rules.GetVector3Item(idx++);
7585 positionChanged = true;
7586 currentPosition = GetSetPosTarget(part, v, currentPosition);
7587
7588 break;
7107 case (int)ScriptBaseClass.PRIM_SIZE: 7589 case (int)ScriptBaseClass.PRIM_SIZE:
7108 if (remain < 1) 7590 if (remain < 1)
7109 return; 7591 return;
@@ -7481,6 +7963,22 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7481 } 7963 }
7482 } 7964 }
7483 } 7965 }
7966
7967 if (positionChanged)
7968 {
7969 if (part.ParentGroup.RootPart == part)
7970 {
7971 SceneObjectGroup parent = part.ParentGroup;
7972 parent.UpdateGroupPosition(new Vector3((float)currentPosition.x, (float)currentPosition.y, (float)currentPosition.z));
7973 }
7974 else
7975 {
7976 part.OffsetPosition = new Vector3((float)currentPosition.x, (float)currentPosition.y, (float)currentPosition.z);
7977 SceneObjectGroup parent = part.ParentGroup;
7978 parent.HasGroupChanged = true;
7979 parent.ScheduleGroupForTerseUpdate();
7980 }
7981 }
7484 } 7982 }
7485 7983
7486 public LSL_String llStringToBase64(string str) 7984 public LSL_String llStringToBase64(string str)
@@ -7641,13 +8139,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7641 public LSL_Integer llGetNumberOfPrims() 8139 public LSL_Integer llGetNumberOfPrims()
7642 { 8140 {
7643 m_host.AddScriptLPS(1); 8141 m_host.AddScriptLPS(1);
7644 int avatarCount = 0; 8142 int avatarCount = m_host.ParentGroup.GetLinkedAvatars().Count;
7645 World.ForEachRootScenePresence(delegate(ScenePresence presence) 8143
7646 {
7647 if (presence.ParentID != 0 && m_host.ParentGroup.HasChildPrim(presence.ParentID))
7648 avatarCount++;
7649 });
7650
7651 return m_host.ParentGroup.PrimCount + avatarCount; 8144 return m_host.ParentGroup.PrimCount + avatarCount;
7652 } 8145 }
7653 8146
@@ -7663,55 +8156,98 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7663 m_host.AddScriptLPS(1); 8156 m_host.AddScriptLPS(1);
7664 UUID objID = UUID.Zero; 8157 UUID objID = UUID.Zero;
7665 LSL_List result = new LSL_List(); 8158 LSL_List result = new LSL_List();
8159
8160 // If the ID is not valid, return null result
7666 if (!UUID.TryParse(obj, out objID)) 8161 if (!UUID.TryParse(obj, out objID))
7667 { 8162 {
7668 result.Add(new LSL_Vector()); 8163 result.Add(new LSL_Vector());
7669 result.Add(new LSL_Vector()); 8164 result.Add(new LSL_Vector());
7670 return result; 8165 return result;
7671 } 8166 }
8167
8168 // Check if this is an attached prim. If so, replace
8169 // the UUID with the avatar UUID and report it's bounding box
8170 SceneObjectPart part = World.GetSceneObjectPart(objID);
8171 if (part != null && part.ParentGroup.IsAttachment)
8172 objID = part.ParentGroup.AttachedAvatar;
8173
8174 // Find out if this is an avatar ID. If so, return it's box
7672 ScenePresence presence = World.GetScenePresence(objID); 8175 ScenePresence presence = World.GetScenePresence(objID);
7673 if (presence != null) 8176 if (presence != null)
7674 { 8177 {
7675 if (presence.ParentID == 0) // not sat on an object 8178 // As per LSL Wiki, there is no difference between sitting
8179 // and standing avatar since server 1.36
8180 LSL_Vector lower;
8181 LSL_Vector upper;
8182 if (presence.Animator.Animations.DefaultAnimation.AnimID
8183 == AnimationSet.Animations.AnimsUUID["SIT_GROUND_CONSTRAINED"])
7676 { 8184 {
7677 LSL_Vector lower; 8185 // This is for ground sitting avatars
7678 LSL_Vector upper; 8186 float height = presence.Appearance.AvatarHeight / 2.66666667f;
7679 if (presence.Animator.Animations.DefaultAnimation.AnimID 8187 lower = new LSL_Vector(-0.3375f, -0.45f, height * -1.0f);
7680 == AnimationSet.Animations.AnimsUUID["SIT_GROUND_CONSTRAINED"]) 8188 upper = new LSL_Vector(0.3375f, 0.45f, 0.0f);
7681 {
7682 // This is for ground sitting avatars
7683 float height = presence.Appearance.AvatarHeight / 2.66666667f;
7684 lower = new LSL_Vector(-0.3375f, -0.45f, height * -1.0f);
7685 upper = new LSL_Vector(0.3375f, 0.45f, 0.0f);
7686 }
7687 else
7688 {
7689 // This is for standing/flying avatars
7690 float height = presence.Appearance.AvatarHeight / 2.0f;
7691 lower = new LSL_Vector(-0.225f, -0.3f, height * -1.0f);
7692 upper = new LSL_Vector(0.225f, 0.3f, height + 0.05f);
7693 }
7694 result.Add(lower);
7695 result.Add(upper);
7696 return result;
7697 } 8189 }
7698 else 8190 else
7699 { 8191 {
7700 // sitting on an object so we need the bounding box of that 8192 // This is for standing/flying avatars
7701 // which should include the avatar so set the UUID to the 8193 float height = presence.Appearance.AvatarHeight / 2.0f;
7702 // UUID of the object the avatar is sat on and allow it to fall through 8194 lower = new LSL_Vector(-0.225f, -0.3f, height * -1.0f);
7703 // to processing an object 8195 upper = new LSL_Vector(0.225f, 0.3f, height + 0.05f);
7704 SceneObjectPart p = World.GetSceneObjectPart(presence.ParentID);
7705 objID = p.UUID;
7706 } 8196 }
8197
8198 // Adjust to the documented error offsets (see LSL Wiki)
8199 lower += new LSL_Vector(0.05f, 0.05f, 0.05f);
8200 upper -= new LSL_Vector(0.05f, 0.05f, 0.05f);
8201
8202 if (lower.x > upper.x)
8203 lower.x = upper.x;
8204 if (lower.y > upper.y)
8205 lower.y = upper.y;
8206 if (lower.z > upper.z)
8207 lower.z = upper.z;
8208
8209 result.Add(lower);
8210 result.Add(upper);
8211 return result;
7707 } 8212 }
7708 SceneObjectPart part = World.GetSceneObjectPart(objID); 8213
8214 part = World.GetSceneObjectPart(objID);
7709 // Currently only works for single prims without a sitting avatar 8215 // Currently only works for single prims without a sitting avatar
7710 if (part != null) 8216 if (part != null)
7711 { 8217 {
7712 Vector3 halfSize = part.Scale / 2.0f; 8218 float minX;
7713 LSL_Vector lower = new LSL_Vector(halfSize.X * -1.0f, halfSize.Y * -1.0f, halfSize.Z * -1.0f); 8219 float maxX;
7714 LSL_Vector upper = new LSL_Vector(halfSize.X, halfSize.Y, halfSize.Z); 8220 float minY;
8221 float maxY;
8222 float minZ;
8223 float maxZ;
8224
8225 // This BBox is in sim coordinates, with the offset being
8226 // a contained point.
8227 Vector3[] offsets = Scene.GetCombinedBoundingBox(new List<SceneObjectGroup> { part.ParentGroup },
8228 out minX, out maxX, out minY, out maxY, out minZ, out maxZ);
8229
8230 minX -= offsets[0].X;
8231 maxX -= offsets[0].X;
8232 minY -= offsets[0].Y;
8233 maxY -= offsets[0].Y;
8234 minZ -= offsets[0].Z;
8235 maxZ -= offsets[0].Z;
8236
8237 LSL_Vector lower;
8238 LSL_Vector upper;
8239
8240 // Adjust to the documented error offsets (see LSL Wiki)
8241 lower = new LSL_Vector(minX + 0.05f, minY + 0.05f, minZ + 0.05f);
8242 upper = new LSL_Vector(maxX - 0.05f, maxY - 0.05f, maxZ - 0.05f);
8243
8244 if (lower.x > upper.x)
8245 lower.x = upper.x;
8246 if (lower.y > upper.y)
8247 lower.y = upper.y;
8248 if (lower.z > upper.z)
8249 lower.z = upper.z;
8250
7715 result.Add(lower); 8251 result.Add(lower);
7716 result.Add(upper); 8252 result.Add(upper);
7717 return result; 8253 return result;
@@ -7791,13 +8327,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7791 LSL_Vector v = new LSL_Vector(part.AbsolutePosition.X, 8327 LSL_Vector v = new LSL_Vector(part.AbsolutePosition.X,
7792 part.AbsolutePosition.Y, 8328 part.AbsolutePosition.Y,
7793 part.AbsolutePosition.Z); 8329 part.AbsolutePosition.Z);
7794 // For some reason, the part.AbsolutePosition.* values do not change if the
7795 // linkset is rotated; they always reflect the child prim's world position
7796 // as though the linkset is unrotated. This is incompatible behavior with SL's
7797 // implementation, so will break scripts imported from there (not to mention it
7798 // makes it more difficult to determine a child prim's actual inworld position).
7799 if (part.ParentID != 0)
7800 v = ((v - llGetRootPosition()) * llGetRootRotation()) + llGetRootPosition();
7801 res.Add(v); 8330 res.Add(v);
7802 break; 8331 break;
7803 8332
@@ -7968,56 +8497,92 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7968 case (int)ScriptBaseClass.PRIM_BUMP_SHINY: 8497 case (int)ScriptBaseClass.PRIM_BUMP_SHINY:
7969 if (remain < 1) 8498 if (remain < 1)
7970 return res; 8499 return res;
7971 8500 face = (int)rules.GetLSLIntegerItem(idx++);
7972 face=(int)rules.GetLSLIntegerItem(idx++);
7973 8501
7974 tex = part.Shape.Textures; 8502 tex = part.Shape.Textures;
8503 int shiny;
7975 if (face == ScriptBaseClass.ALL_SIDES) 8504 if (face == ScriptBaseClass.ALL_SIDES)
7976 { 8505 {
7977 for (face = 0; face < GetNumberOfSides(part); face++) 8506 for (face = 0; face < GetNumberOfSides(part); face++)
7978 { 8507 {
7979 Primitive.TextureEntryFace texface = tex.GetFace((uint)face); 8508 Shininess shinyness = tex.GetFace((uint)face).Shiny;
7980 // Convert Shininess to PRIM_SHINY_* 8509 if (shinyness == Shininess.High)
7981 res.Add(new LSL_Integer((uint)texface.Shiny >> 6)); 8510 {
7982 // PRIM_BUMP_* 8511 shiny = ScriptBaseClass.PRIM_SHINY_HIGH;
7983 res.Add(new LSL_Integer((int)texface.Bump)); 8512 }
8513 else if (shinyness == Shininess.Medium)
8514 {
8515 shiny = ScriptBaseClass.PRIM_SHINY_MEDIUM;
8516 }
8517 else if (shinyness == Shininess.Low)
8518 {
8519 shiny = ScriptBaseClass.PRIM_SHINY_LOW;
8520 }
8521 else
8522 {
8523 shiny = ScriptBaseClass.PRIM_SHINY_NONE;
8524 }
8525 res.Add(new LSL_Integer(shiny));
8526 res.Add(new LSL_Integer((int)tex.GetFace((uint)face).Bump));
7984 } 8527 }
7985 } 8528 }
7986 else 8529 else
7987 { 8530 {
7988 if (face >= 0 && face < GetNumberOfSides(part)) 8531 Shininess shinyness = tex.GetFace((uint)face).Shiny;
8532 if (shinyness == Shininess.High)
7989 { 8533 {
7990 Primitive.TextureEntryFace texface = tex.GetFace((uint)face); 8534 shiny = ScriptBaseClass.PRIM_SHINY_HIGH;
7991 // Convert Shininess to PRIM_SHINY_* 8535 }
7992 res.Add(new LSL_Integer((uint)texface.Shiny >> 6)); 8536 else if (shinyness == Shininess.Medium)
7993 // PRIM_BUMP_* 8537 {
7994 res.Add(new LSL_Integer((int)texface.Bump)); 8538 shiny = ScriptBaseClass.PRIM_SHINY_MEDIUM;
7995 } 8539 }
8540 else if (shinyness == Shininess.Low)
8541 {
8542 shiny = ScriptBaseClass.PRIM_SHINY_LOW;
8543 }
8544 else
8545 {
8546 shiny = ScriptBaseClass.PRIM_SHINY_NONE;
8547 }
8548 res.Add(new LSL_Integer(shiny));
8549 res.Add(new LSL_Integer((int)tex.GetFace((uint)face).Bump));
7996 } 8550 }
7997 break; 8551 break;
7998 8552
7999 case (int)ScriptBaseClass.PRIM_FULLBRIGHT: 8553 case (int)ScriptBaseClass.PRIM_FULLBRIGHT:
8000 if (remain < 1) 8554 if (remain < 1)
8001 return res; 8555 return res;
8002 8556 face = (int)rules.GetLSLIntegerItem(idx++);
8003 face=(int)rules.GetLSLIntegerItem(idx++);
8004 8557
8005 tex = part.Shape.Textures; 8558 tex = part.Shape.Textures;
8559 int fullbright;
8006 if (face == ScriptBaseClass.ALL_SIDES) 8560 if (face == ScriptBaseClass.ALL_SIDES)
8007 { 8561 {
8008 for (face = 0; face < GetNumberOfSides(part); face++) 8562 for (face = 0; face < GetNumberOfSides(part); face++)
8009 { 8563 {
8010 Primitive.TextureEntryFace texface = tex.GetFace((uint)face); 8564 if (tex.GetFace((uint)face).Fullbright == true)
8011 res.Add(new LSL_Integer(texface.Fullbright ? 1 : 0)); 8565 {
8566 fullbright = ScriptBaseClass.TRUE;
8567 }
8568 else
8569 {
8570 fullbright = ScriptBaseClass.FALSE;
8571 }
8572 res.Add(new LSL_Integer(fullbright));
8012 } 8573 }
8013 } 8574 }
8014 else 8575 else
8015 { 8576 {
8016 if (face >= 0 && face < GetNumberOfSides(part)) 8577 if (tex.GetFace((uint)face).Fullbright == true)
8017 { 8578 {
8018 Primitive.TextureEntryFace texface = tex.GetFace((uint)face); 8579 fullbright = ScriptBaseClass.TRUE;
8019 res.Add(new LSL_Integer(texface.Fullbright ? 1 : 0));
8020 } 8580 }
8581 else
8582 {
8583 fullbright = ScriptBaseClass.FALSE;
8584 }
8585 res.Add(new LSL_Integer(fullbright));
8021 } 8586 }
8022 break; 8587 break;
8023 8588
@@ -8039,27 +8604,35 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8039 break; 8604 break;
8040 8605
8041 case (int)ScriptBaseClass.PRIM_TEXGEN: 8606 case (int)ScriptBaseClass.PRIM_TEXGEN:
8607 // (PRIM_TEXGEN_DEFAULT, PRIM_TEXGEN_PLANAR)
8042 if (remain < 1) 8608 if (remain < 1)
8043 return res; 8609 return res;
8044 8610 face = (int)rules.GetLSLIntegerItem(idx++);
8045 face=(int)rules.GetLSLIntegerItem(idx++);
8046 8611
8047 tex = part.Shape.Textures; 8612 tex = part.Shape.Textures;
8048 if (face == ScriptBaseClass.ALL_SIDES) 8613 if (face == ScriptBaseClass.ALL_SIDES)
8049 { 8614 {
8050 for (face = 0; face < GetNumberOfSides(part); face++) 8615 for (face = 0; face < GetNumberOfSides(part); face++)
8051 { 8616 {
8052 MappingType texgen = tex.GetFace((uint)face).TexMapType; 8617 if (tex.GetFace((uint)face).TexMapType == MappingType.Planar)
8053 // Convert MappingType to PRIM_TEXGEN_DEFAULT, PRIM_TEXGEN_PLANAR etc. 8618 {
8054 res.Add(new LSL_Integer((uint)texgen >> 1)); 8619 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_PLANAR));
8620 }
8621 else
8622 {
8623 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_DEFAULT));
8624 }
8055 } 8625 }
8056 } 8626 }
8057 else 8627 else
8058 { 8628 {
8059 if (face >= 0 && face < GetNumberOfSides(part)) 8629 if (tex.GetFace((uint)face).TexMapType == MappingType.Planar)
8630 {
8631 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_PLANAR));
8632 }
8633 else
8060 { 8634 {
8061 MappingType texgen = tex.GetFace((uint)face).TexMapType; 8635 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_DEFAULT));
8062 res.Add(new LSL_Integer((uint)texgen >> 1));
8063 } 8636 }
8064 } 8637 }
8065 break; 8638 break;
@@ -8082,28 +8655,24 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8082 case (int)ScriptBaseClass.PRIM_GLOW: 8655 case (int)ScriptBaseClass.PRIM_GLOW:
8083 if (remain < 1) 8656 if (remain < 1)
8084 return res; 8657 return res;
8085 8658 face = (int)rules.GetLSLIntegerItem(idx++);
8086 face=(int)rules.GetLSLIntegerItem(idx++);
8087 8659
8088 tex = part.Shape.Textures; 8660 tex = part.Shape.Textures;
8661 float primglow;
8089 if (face == ScriptBaseClass.ALL_SIDES) 8662 if (face == ScriptBaseClass.ALL_SIDES)
8090 { 8663 {
8091 for (face = 0; face < GetNumberOfSides(part); face++) 8664 for (face = 0; face < GetNumberOfSides(part); face++)
8092 { 8665 {
8093 Primitive.TextureEntryFace texface = tex.GetFace((uint)face); 8666 primglow = tex.GetFace((uint)face).Glow;
8094 res.Add(new LSL_Float(texface.Glow)); 8667 res.Add(new LSL_Float(primglow));
8095 } 8668 }
8096 } 8669 }
8097 else 8670 else
8098 { 8671 {
8099 if (face >= 0 && face < GetNumberOfSides(part)) 8672 primglow = tex.GetFace((uint)face).Glow;
8100 { 8673 res.Add(new LSL_Float(primglow));
8101 Primitive.TextureEntryFace texface = tex.GetFace((uint)face);
8102 res.Add(new LSL_Float(texface.Glow));
8103 }
8104 } 8674 }
8105 break; 8675 break;
8106
8107 case (int)ScriptBaseClass.PRIM_TEXT: 8676 case (int)ScriptBaseClass.PRIM_TEXT:
8108 Color4 textColor = part.GetTextColor(); 8677 Color4 textColor = part.GetTextColor();
8109 res.Add(new LSL_String(part.Text)); 8678 res.Add(new LSL_String(part.Text));
@@ -8655,8 +9224,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8655 // The function returns an ordered list 9224 // The function returns an ordered list
8656 // representing the tokens found in the supplied 9225 // representing the tokens found in the supplied
8657 // sources string. If two successive tokenizers 9226 // sources string. If two successive tokenizers
8658 // are encountered, then a NULL entry is added 9227 // are encountered, then a null-string entry is
8659 // to the list. 9228 // added to the list.
8660 // 9229 //
8661 // It is a precondition that the source and 9230 // It is a precondition that the source and
8662 // toekizer lisst are non-null. If they are null, 9231 // toekizer lisst are non-null. If they are null,
@@ -8664,7 +9233,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8664 // while their lengths are being determined. 9233 // while their lengths are being determined.
8665 // 9234 //
8666 // A small amount of working memoryis required 9235 // A small amount of working memoryis required
8667 // of approximately 8*#tokenizers. 9236 // of approximately 8*#tokenizers + 8*srcstrlen.
8668 // 9237 //
8669 // There are many ways in which this function 9238 // There are many ways in which this function
8670 // can be implemented, this implementation is 9239 // can be implemented, this implementation is
@@ -8680,155 +9249,124 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8680 // and eliminates redundant tokenizers as soon 9249 // and eliminates redundant tokenizers as soon
8681 // as is possible. 9250 // as is possible.
8682 // 9251 //
8683 // The implementation tries to avoid any copying 9252 // The implementation tries to minimize temporary
8684 // of arrays or other objects. 9253 // garbage generation.
8685 // </remarks> 9254 // </remarks>
8686 9255
8687 private LSL_List ParseString(string src, LSL_List separators, LSL_List spacers, bool keepNulls) 9256 public LSL_List llParseStringKeepNulls(string src, LSL_List separators, LSL_List spacers)
8688 { 9257 {
8689 int beginning = 0; 9258 return ParseString2List(src, separators, spacers, true);
8690 int srclen = src.Length; 9259 }
8691 int seplen = separators.Length;
8692 object[] separray = separators.Data;
8693 int spclen = spacers.Length;
8694 object[] spcarray = spacers.Data;
8695 int mlen = seplen+spclen;
8696
8697 int[] offset = new int[mlen+1];
8698 bool[] active = new bool[mlen];
8699
8700 int best;
8701 int j;
8702
8703 // Initial capacity reduces resize cost
8704 9260
8705 LSL_List tokens = new LSL_List(); 9261 private LSL_List ParseString2List(string src, LSL_List separators, LSL_List spacers, bool keepNulls)
9262 {
9263 int srclen = src.Length;
9264 int seplen = separators.Length;
9265 object[] separray = separators.Data;
9266 int spclen = spacers.Length;
9267 object[] spcarray = spacers.Data;
9268 int dellen = 0;
9269 string[] delarray = new string[seplen+spclen];
8706 9270
8707 // All entries are initially valid 9271 int outlen = 0;
9272 string[] outarray = new string[srclen*2+1];
8708 9273
8709 for (int i = 0; i < mlen; i++) 9274 int i, j;
8710 active[i] = true; 9275 string d;
8711 9276
8712 offset[mlen] = srclen; 9277 m_host.AddScriptLPS(1);
8713 9278
8714 while (beginning < srclen) 9279 /*
9280 * Convert separator and spacer lists to C# strings.
9281 * Also filter out null strings so we don't hang.
9282 */
9283 for (i = 0; i < seplen; i ++)
8715 { 9284 {
9285 d = separray[i].ToString();
9286 if (d.Length > 0)
9287 {
9288 delarray[dellen++] = d;
9289 }
9290 }
9291 seplen = dellen;
8716 9292
8717 best = mlen; // as bad as it gets 9293 for (i = 0; i < spclen; i ++)
9294 {
9295 d = spcarray[i].ToString();
9296 if (d.Length > 0)
9297 {
9298 delarray[dellen++] = d;
9299 }
9300 }
8718 9301
8719 // Scan for separators 9302 /*
9303 * Scan through source string from beginning to end.
9304 */
9305 for (i = 0;;)
9306 {
8720 9307
8721 for (j = 0; j < seplen; j++) 9308 /*
9309 * Find earliest delimeter in src starting at i (if any).
9310 */
9311 int earliestDel = -1;
9312 int earliestSrc = srclen;
9313 string earliestStr = null;
9314 for (j = 0; j < dellen; j ++)
8722 { 9315 {
8723 if (separray[j].ToString() == String.Empty) 9316 d = delarray[j];
8724 active[j] = false; 9317 if (d != null)
8725
8726 if (active[j])
8727 { 9318 {
8728 // scan all of the markers 9319 int index = src.IndexOf(d, i);
8729 if ((offset[j] = src.IndexOf(separray[j].ToString(), beginning)) == -1) 9320 if (index < 0)
8730 { 9321 {
8731 // not present at all 9322 delarray[j] = null; // delim nowhere in src, don't check it anymore
8732 active[j] = false;
8733 } 9323 }
8734 else 9324 else if (index < earliestSrc)
8735 { 9325 {
8736 // present and correct 9326 earliestSrc = index; // where delimeter starts in source string
8737 if (offset[j] < offset[best]) 9327 earliestDel = j; // where delimeter is in delarray[]
8738 { 9328 earliestStr = d; // the delimeter string from delarray[]
8739 // closest so far 9329 if (index == i) break; // can't do any better than found at beg of string
8740 best = j;
8741 if (offset[best] == beginning)
8742 break;
8743 }
8744 } 9330 }
8745 } 9331 }
8746 } 9332 }
8747 9333
8748 // Scan for spacers 9334 /*
8749 9335 * Output source string starting at i through start of earliest delimeter.
8750 if (offset[best] != beginning) 9336 */
9337 if (keepNulls || (earliestSrc > i))
8751 { 9338 {
8752 for (j = seplen; (j < mlen) && (offset[best] > beginning); j++) 9339 outarray[outlen++] = src.Substring(i, earliestSrc - i);
8753 {
8754 if (spcarray[j-seplen].ToString() == String.Empty)
8755 active[j] = false;
8756
8757 if (active[j])
8758 {
8759 // scan all of the markers
8760 if ((offset[j] = src.IndexOf(spcarray[j-seplen].ToString(), beginning)) == -1)
8761 {
8762 // not present at all
8763 active[j] = false;
8764 }
8765 else
8766 {
8767 // present and correct
8768 if (offset[j] < offset[best])
8769 {
8770 // closest so far
8771 best = j;
8772 }
8773 }
8774 }
8775 }
8776 } 9340 }
8777 9341
8778 // This is the normal exit from the scanning loop 9342 /*
9343 * If no delimeter found at or after i, we're done scanning.
9344 */
9345 if (earliestDel < 0) break;
8779 9346
8780 if (best == mlen) 9347 /*
9348 * If delimeter was a spacer, output the spacer.
9349 */
9350 if (earliestDel >= seplen)
8781 { 9351 {
8782 // no markers were found on this pass 9352 outarray[outlen++] = earliestStr;
8783 // so we're pretty much done
8784 if ((keepNulls) || ((!keepNulls) && (srclen - beginning) > 0))
8785 tokens.Add(new LSL_String(src.Substring(beginning, srclen - beginning)));
8786 break;
8787 } 9353 }
8788 9354
8789 // Otherwise we just add the newly delimited token 9355 /*
8790 // and recalculate where the search should continue. 9356 * Look at rest of src string following delimeter.
8791 if ((keepNulls) || ((!keepNulls) && (offset[best] - beginning) > 0)) 9357 */
8792 tokens.Add(new LSL_String(src.Substring(beginning,offset[best]-beginning))); 9358 i = earliestSrc + earliestStr.Length;
8793
8794 if (best < seplen)
8795 {
8796 beginning = offset[best] + (separray[best].ToString()).Length;
8797 }
8798 else
8799 {
8800 beginning = offset[best] + (spcarray[best - seplen].ToString()).Length;
8801 string str = spcarray[best - seplen].ToString();
8802 if ((keepNulls) || ((!keepNulls) && (str.Length > 0)))
8803 tokens.Add(new LSL_String(str));
8804 }
8805 } 9359 }
8806 9360
8807 // This an awkward an not very intuitive boundary case. If the 9361 /*
8808 // last substring is a tokenizer, then there is an implied trailing 9362 * Make up an exact-sized output array suitable for an LSL_List object.
8809 // null list entry. Hopefully the single comparison will not be too 9363 */
8810 // arduous. Alternatively the 'break' could be replced with a return 9364 object[] outlist = new object[outlen];
8811 // but that's shabby programming. 9365 for (i = 0; i < outlen; i ++)
8812
8813 if ((beginning == srclen) && (keepNulls))
8814 { 9366 {
8815 if (srclen != 0) 9367 outlist[i] = new LSL_String(outarray[i]);
8816 tokens.Add(new LSL_String(""));
8817 } 9368 }
8818 9369 return new LSL_List(outlist);
8819 return tokens;
8820 }
8821
8822 public LSL_List llParseString2List(string src, LSL_List separators, LSL_List spacers)
8823 {
8824 m_host.AddScriptLPS(1);
8825 return this.ParseString(src, separators, spacers, false);
8826 }
8827
8828 public LSL_List llParseStringKeepNulls(string src, LSL_List separators, LSL_List spacers)
8829 {
8830 m_host.AddScriptLPS(1);
8831 return this.ParseString(src, separators, spacers, true);
8832 } 9370 }
8833 9371
8834 public LSL_Integer llGetObjectPermMask(int mask) 9372 public LSL_Integer llGetObjectPermMask(int mask)
@@ -8905,28 +9443,28 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8905 { 9443 {
8906 m_host.AddScriptLPS(1); 9444 m_host.AddScriptLPS(1);
8907 9445
8908 lock (m_host.TaskInventory) 9446 m_host.TaskInventory.LockItemsForRead(true);
9447 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
8909 { 9448 {
8910 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 9449 if (inv.Value.Name == item)
8911 { 9450 {
8912 if (inv.Value.Name == item) 9451 m_host.TaskInventory.LockItemsForRead(false);
9452 switch (mask)
8913 { 9453 {
8914 switch (mask) 9454 case 0:
8915 { 9455 return (int)inv.Value.BasePermissions;
8916 case 0: 9456 case 1:
8917 return (int)inv.Value.BasePermissions; 9457 return (int)inv.Value.CurrentPermissions;
8918 case 1: 9458 case 2:
8919 return (int)inv.Value.CurrentPermissions; 9459 return (int)inv.Value.GroupPermissions;
8920 case 2: 9460 case 3:
8921 return (int)inv.Value.GroupPermissions; 9461 return (int)inv.Value.EveryonePermissions;
8922 case 3: 9462 case 4:
8923 return (int)inv.Value.EveryonePermissions; 9463 return (int)inv.Value.NextPermissions;
8924 case 4:
8925 return (int)inv.Value.NextPermissions;
8926 }
8927 } 9464 }
8928 } 9465 }
8929 } 9466 }
9467 m_host.TaskInventory.LockItemsForRead(false);
8930 9468
8931 return -1; 9469 return -1;
8932 } 9470 }
@@ -8973,16 +9511,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8973 { 9511 {
8974 m_host.AddScriptLPS(1); 9512 m_host.AddScriptLPS(1);
8975 9513
8976 lock (m_host.TaskInventory) 9514 m_host.TaskInventory.LockItemsForRead(true);
9515 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
8977 { 9516 {
8978 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 9517 if (inv.Value.Name == item)
8979 { 9518 {
8980 if (inv.Value.Name == item) 9519 m_host.TaskInventory.LockItemsForRead(false);
8981 { 9520 return inv.Value.CreatorID.ToString();
8982 return inv.Value.CreatorID.ToString();
8983 }
8984 } 9521 }
8985 } 9522 }
9523 m_host.TaskInventory.LockItemsForRead(false);
8986 9524
8987 llSay(0, "No item name '" + item + "'"); 9525 llSay(0, "No item name '" + item + "'");
8988 9526
@@ -9130,7 +9668,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9130 } 9668 }
9131 9669
9132 /// <summary> 9670 /// <summary>
9133 /// illListReplaceList removes the sub-list defined by the inclusive indices 9671 /// llListReplaceList removes the sub-list defined by the inclusive indices
9134 /// start and end and inserts the src list in its place. The inclusive 9672 /// start and end and inserts the src list in its place. The inclusive
9135 /// nature of the indices means that at least one element must be deleted 9673 /// nature of the indices means that at least one element must be deleted
9136 /// if the indices are within the bounds of the existing list. I.e. 2,2 9674 /// if the indices are within the bounds of the existing list. I.e. 2,2
@@ -9187,16 +9725,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9187 // based upon end. Note that if end exceeds the upper 9725 // based upon end. Note that if end exceeds the upper
9188 // bound in this case, the entire destination list 9726 // bound in this case, the entire destination list
9189 // is removed. 9727 // is removed.
9190 else 9728 else if (start == 0)
9191 { 9729 {
9192 if (end + 1 < dest.Length) 9730 if (end + 1 < dest.Length)
9193 {
9194 return src + dest.GetSublist(end + 1, -1); 9731 return src + dest.GetSublist(end + 1, -1);
9195 }
9196 else 9732 else
9197 {
9198 return src; 9733 return src;
9199 } 9734 }
9735 else // Start < 0
9736 {
9737 if (end + 1 < dest.Length)
9738 return dest.GetSublist(end + 1, -1);
9739 else
9740 return new LSL_List();
9200 } 9741 }
9201 } 9742 }
9202 // Finally, if start > end, we strip away a prefix and 9743 // Finally, if start > end, we strip away a prefix and
@@ -9247,17 +9788,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9247 int width = 0; 9788 int width = 0;
9248 int height = 0; 9789 int height = 0;
9249 9790
9250 ParcelMediaCommandEnum? commandToSend = null; 9791 uint commandToSend = 0;
9251 float time = 0.0f; // default is from start 9792 float time = 0.0f; // default is from start
9252 9793
9253 ScenePresence presence = null; 9794 ScenePresence presence = null;
9254 9795
9255 for (int i = 0; i < commandList.Data.Length; i++) 9796 for (int i = 0; i < commandList.Data.Length; i++)
9256 { 9797 {
9257 ParcelMediaCommandEnum command = (ParcelMediaCommandEnum)commandList.Data[i]; 9798 uint command = (uint)(commandList.GetLSLIntegerItem(i));
9258 switch (command) 9799 switch (command)
9259 { 9800 {
9260 case ParcelMediaCommandEnum.Agent: 9801 case (uint)ParcelMediaCommandEnum.Agent:
9261 // we send only to one agent 9802 // we send only to one agent
9262 if ((i + 1) < commandList.Length) 9803 if ((i + 1) < commandList.Length)
9263 { 9804 {
@@ -9274,25 +9815,25 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9274 } 9815 }
9275 break; 9816 break;
9276 9817
9277 case ParcelMediaCommandEnum.Loop: 9818 case (uint)ParcelMediaCommandEnum.Loop:
9278 loop = 1; 9819 loop = 1;
9279 commandToSend = command; 9820 commandToSend = command;
9280 update = true; //need to send the media update packet to set looping 9821 update = true; //need to send the media update packet to set looping
9281 break; 9822 break;
9282 9823
9283 case ParcelMediaCommandEnum.Play: 9824 case (uint)ParcelMediaCommandEnum.Play:
9284 loop = 0; 9825 loop = 0;
9285 commandToSend = command; 9826 commandToSend = command;
9286 update = true; //need to send the media update packet to make sure it doesn't loop 9827 update = true; //need to send the media update packet to make sure it doesn't loop
9287 break; 9828 break;
9288 9829
9289 case ParcelMediaCommandEnum.Pause: 9830 case (uint)ParcelMediaCommandEnum.Pause:
9290 case ParcelMediaCommandEnum.Stop: 9831 case (uint)ParcelMediaCommandEnum.Stop:
9291 case ParcelMediaCommandEnum.Unload: 9832 case (uint)ParcelMediaCommandEnum.Unload:
9292 commandToSend = command; 9833 commandToSend = command;
9293 break; 9834 break;
9294 9835
9295 case ParcelMediaCommandEnum.Url: 9836 case (uint)ParcelMediaCommandEnum.Url:
9296 if ((i + 1) < commandList.Length) 9837 if ((i + 1) < commandList.Length)
9297 { 9838 {
9298 if (commandList.Data[i + 1] is LSL_String) 9839 if (commandList.Data[i + 1] is LSL_String)
@@ -9305,7 +9846,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9305 } 9846 }
9306 break; 9847 break;
9307 9848
9308 case ParcelMediaCommandEnum.Texture: 9849 case (uint)ParcelMediaCommandEnum.Texture:
9309 if ((i + 1) < commandList.Length) 9850 if ((i + 1) < commandList.Length)
9310 { 9851 {
9311 if (commandList.Data[i + 1] is LSL_String) 9852 if (commandList.Data[i + 1] is LSL_String)
@@ -9318,7 +9859,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9318 } 9859 }
9319 break; 9860 break;
9320 9861
9321 case ParcelMediaCommandEnum.Time: 9862 case (uint)ParcelMediaCommandEnum.Time:
9322 if ((i + 1) < commandList.Length) 9863 if ((i + 1) < commandList.Length)
9323 { 9864 {
9324 if (commandList.Data[i + 1] is LSL_Float) 9865 if (commandList.Data[i + 1] is LSL_Float)
@@ -9330,7 +9871,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9330 } 9871 }
9331 break; 9872 break;
9332 9873
9333 case ParcelMediaCommandEnum.AutoAlign: 9874 case (uint)ParcelMediaCommandEnum.AutoAlign:
9334 if ((i + 1) < commandList.Length) 9875 if ((i + 1) < commandList.Length)
9335 { 9876 {
9336 if (commandList.Data[i + 1] is LSL_Integer) 9877 if (commandList.Data[i + 1] is LSL_Integer)
@@ -9344,7 +9885,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9344 } 9885 }
9345 break; 9886 break;
9346 9887
9347 case ParcelMediaCommandEnum.Type: 9888 case (uint)ParcelMediaCommandEnum.Type:
9348 if ((i + 1) < commandList.Length) 9889 if ((i + 1) < commandList.Length)
9349 { 9890 {
9350 if (commandList.Data[i + 1] is LSL_String) 9891 if (commandList.Data[i + 1] is LSL_String)
@@ -9357,7 +9898,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9357 } 9898 }
9358 break; 9899 break;
9359 9900
9360 case ParcelMediaCommandEnum.Desc: 9901 case (uint)ParcelMediaCommandEnum.Desc:
9361 if ((i + 1) < commandList.Length) 9902 if ((i + 1) < commandList.Length)
9362 { 9903 {
9363 if (commandList.Data[i + 1] is LSL_String) 9904 if (commandList.Data[i + 1] is LSL_String)
@@ -9370,7 +9911,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9370 } 9911 }
9371 break; 9912 break;
9372 9913
9373 case ParcelMediaCommandEnum.Size: 9914 case (uint)ParcelMediaCommandEnum.Size:
9374 if ((i + 2) < commandList.Length) 9915 if ((i + 2) < commandList.Length)
9375 { 9916 {
9376 if (commandList.Data[i + 1] is LSL_Integer) 9917 if (commandList.Data[i + 1] is LSL_Integer)
@@ -9440,7 +9981,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9440 } 9981 }
9441 } 9982 }
9442 9983
9443 if (commandToSend != null) 9984 if (commandToSend != 0)
9444 { 9985 {
9445 // the commandList contained a start/stop/... command, too 9986 // the commandList contained a start/stop/... command, too
9446 if (presence == null) 9987 if (presence == null)
@@ -9477,7 +10018,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9477 10018
9478 if (aList.Data[i] != null) 10019 if (aList.Data[i] != null)
9479 { 10020 {
9480 switch ((ParcelMediaCommandEnum) aList.Data[i]) 10021 switch ((ParcelMediaCommandEnum) Convert.ToInt32(aList.Data[i].ToString()))
9481 { 10022 {
9482 case ParcelMediaCommandEnum.Url: 10023 case ParcelMediaCommandEnum.Url:
9483 list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y).MediaURL)); 10024 list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y).MediaURL));
@@ -9520,16 +10061,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9520 { 10061 {
9521 m_host.AddScriptLPS(1); 10062 m_host.AddScriptLPS(1);
9522 10063
9523 lock (m_host.TaskInventory) 10064 m_host.TaskInventory.LockItemsForRead(true);
10065 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
9524 { 10066 {
9525 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 10067 if (inv.Value.Name == name)
9526 { 10068 {
9527 if (inv.Value.Name == name) 10069 m_host.TaskInventory.LockItemsForRead(false);
9528 { 10070 return inv.Value.Type;
9529 return inv.Value.Type;
9530 }
9531 } 10071 }
9532 } 10072 }
10073 m_host.TaskInventory.LockItemsForRead(false);
9533 10074
9534 return -1; 10075 return -1;
9535 } 10076 }
@@ -9540,15 +10081,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9540 10081
9541 if (quick_pay_buttons.Data.Length < 4) 10082 if (quick_pay_buttons.Data.Length < 4)
9542 { 10083 {
9543 LSLError("List must have at least 4 elements"); 10084 int x;
9544 return; 10085 for (x=quick_pay_buttons.Data.Length; x<= 4; x++)
10086 {
10087 quick_pay_buttons.Add(ScriptBaseClass.PAY_HIDE);
10088 }
9545 } 10089 }
9546 m_host.ParentGroup.RootPart.PayPrice[0]=price; 10090 int[] nPrice = new int[5];
9547 10091 nPrice[0] = price;
9548 m_host.ParentGroup.RootPart.PayPrice[1]=(LSL_Integer)quick_pay_buttons.Data[0]; 10092 nPrice[1] = quick_pay_buttons.GetLSLIntegerItem(0);
9549 m_host.ParentGroup.RootPart.PayPrice[2]=(LSL_Integer)quick_pay_buttons.Data[1]; 10093 nPrice[2] = quick_pay_buttons.GetLSLIntegerItem(1);
9550 m_host.ParentGroup.RootPart.PayPrice[3]=(LSL_Integer)quick_pay_buttons.Data[2]; 10094 nPrice[3] = quick_pay_buttons.GetLSLIntegerItem(2);
9551 m_host.ParentGroup.RootPart.PayPrice[4]=(LSL_Integer)quick_pay_buttons.Data[3]; 10095 nPrice[4] = quick_pay_buttons.GetLSLIntegerItem(3);
10096 m_host.ParentGroup.RootPart.PayPrice = nPrice;
9552 m_host.ParentGroup.HasGroupChanged = true; 10097 m_host.ParentGroup.HasGroupChanged = true;
9553 } 10098 }
9554 10099
@@ -9560,17 +10105,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9560 if (invItemID == UUID.Zero) 10105 if (invItemID == UUID.Zero)
9561 return new LSL_Vector(); 10106 return new LSL_Vector();
9562 10107
9563 lock (m_host.TaskInventory) 10108 m_host.TaskInventory.LockItemsForRead(true);
10109 if (m_host.TaskInventory[invItemID].PermsGranter == UUID.Zero)
9564 { 10110 {
9565 if (m_host.TaskInventory[invItemID].PermsGranter == UUID.Zero) 10111 m_host.TaskInventory.LockItemsForRead(false);
9566 return new LSL_Vector(); 10112 return new LSL_Vector();
10113 }
9567 10114
9568 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_TRACK_CAMERA) == 0) 10115 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_TRACK_CAMERA) == 0)
9569 { 10116 {
9570 ShoutError("No permissions to track the camera"); 10117 ShoutError("No permissions to track the camera");
9571 return new LSL_Vector(); 10118 m_host.TaskInventory.LockItemsForRead(false);
9572 } 10119 return new LSL_Vector();
9573 } 10120 }
10121 m_host.TaskInventory.LockItemsForRead(false);
9574 10122
9575 ScenePresence presence = World.GetScenePresence(m_host.OwnerID); 10123 ScenePresence presence = World.GetScenePresence(m_host.OwnerID);
9576 if (presence != null) 10124 if (presence != null)
@@ -9588,17 +10136,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9588 if (invItemID == UUID.Zero) 10136 if (invItemID == UUID.Zero)
9589 return new LSL_Rotation(); 10137 return new LSL_Rotation();
9590 10138
9591 lock (m_host.TaskInventory) 10139 m_host.TaskInventory.LockItemsForRead(true);
10140 if (m_host.TaskInventory[invItemID].PermsGranter == UUID.Zero)
9592 { 10141 {
9593 if (m_host.TaskInventory[invItemID].PermsGranter == UUID.Zero) 10142 m_host.TaskInventory.LockItemsForRead(false);
9594 return new LSL_Rotation(); 10143 return new LSL_Rotation();
9595
9596 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_TRACK_CAMERA) == 0)
9597 {
9598 ShoutError("No permissions to track the camera");
9599 return new LSL_Rotation();
9600 }
9601 } 10144 }
10145 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_TRACK_CAMERA) == 0)
10146 {
10147 ShoutError("No permissions to track the camera");
10148 m_host.TaskInventory.LockItemsForRead(false);
10149 return new LSL_Rotation();
10150 }
10151 m_host.TaskInventory.LockItemsForRead(false);
9602 10152
9603 ScenePresence presence = World.GetScenePresence(m_host.OwnerID); 10153 ScenePresence presence = World.GetScenePresence(m_host.OwnerID);
9604 if (presence != null) 10154 if (presence != null)
@@ -9660,8 +10210,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9660 { 10210 {
9661 m_host.AddScriptLPS(1); 10211 m_host.AddScriptLPS(1);
9662 DetectParams detectedParams = m_ScriptEngine.GetDetectParams(m_itemID, 0); 10212 DetectParams detectedParams = m_ScriptEngine.GetDetectParams(m_itemID, 0);
9663 if (detectedParams == null) return; // only works on the first detected avatar 10213 if (detectedParams == null)
9664 10214 {
10215 if (m_host.ParentGroup.IsAttachment == true)
10216 {
10217 detectedParams = new DetectParams();
10218 detectedParams.Key = m_host.OwnerID;
10219 }
10220 else
10221 {
10222 return;
10223 }
10224 }
10225
9665 ScenePresence avatar = World.GetScenePresence(detectedParams.Key); 10226 ScenePresence avatar = World.GetScenePresence(detectedParams.Key);
9666 if (avatar != null) 10227 if (avatar != null)
9667 { 10228 {
@@ -9669,6 +10230,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9669 new Vector3((float)pos.x, (float)pos.y, (float)pos.z), 10230 new Vector3((float)pos.x, (float)pos.y, (float)pos.z),
9670 new Vector3((float)lookAt.x, (float)lookAt.y, (float)lookAt.z)); 10231 new Vector3((float)lookAt.x, (float)lookAt.y, (float)lookAt.z));
9671 } 10232 }
10233
9672 ScriptSleep(1000); 10234 ScriptSleep(1000);
9673 } 10235 }
9674 10236
@@ -9761,14 +10323,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9761 if (objectID == UUID.Zero) return; 10323 if (objectID == UUID.Zero) return;
9762 10324
9763 UUID agentID; 10325 UUID agentID;
9764 lock (m_host.TaskInventory) 10326 m_host.TaskInventory.LockItemsForRead(true);
9765 { 10327 // we need the permission first, to know which avatar we want to set the camera for
9766 // we need the permission first, to know which avatar we want to set the camera for 10328 agentID = m_host.TaskInventory[invItemID].PermsGranter;
9767 agentID = m_host.TaskInventory[invItemID].PermsGranter;
9768 10329
9769 if (agentID == UUID.Zero) return; 10330 if (agentID == UUID.Zero)
9770 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CONTROL_CAMERA) == 0) return; 10331 {
10332 m_host.TaskInventory.LockItemsForRead(false);
10333 return;
10334 }
10335 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CONTROL_CAMERA) == 0)
10336 {
10337 m_host.TaskInventory.LockItemsForRead(false);
10338 return;
9771 } 10339 }
10340 m_host.TaskInventory.LockItemsForRead(false);
9772 10341
9773 ScenePresence presence = World.GetScenePresence(agentID); 10342 ScenePresence presence = World.GetScenePresence(agentID);
9774 10343
@@ -9777,12 +10346,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9777 10346
9778 SortedDictionary<int, float> parameters = new SortedDictionary<int, float>(); 10347 SortedDictionary<int, float> parameters = new SortedDictionary<int, float>();
9779 object[] data = rules.Data; 10348 object[] data = rules.Data;
9780 for (int i = 0; i < data.Length; ++i) { 10349 for (int i = 0; i < data.Length; ++i)
10350 {
9781 int type = Convert.ToInt32(data[i++].ToString()); 10351 int type = Convert.ToInt32(data[i++].ToString());
9782 if (i >= data.Length) break; // odd number of entries => ignore the last 10352 if (i >= data.Length) break; // odd number of entries => ignore the last
9783 10353
9784 // some special cases: Vector parameters are split into 3 float parameters (with type+1, type+2, type+3) 10354 // some special cases: Vector parameters are split into 3 float parameters (with type+1, type+2, type+3)
9785 switch (type) { 10355 switch (type)
10356 {
9786 case ScriptBaseClass.CAMERA_FOCUS: 10357 case ScriptBaseClass.CAMERA_FOCUS:
9787 case ScriptBaseClass.CAMERA_FOCUS_OFFSET: 10358 case ScriptBaseClass.CAMERA_FOCUS_OFFSET:
9788 case ScriptBaseClass.CAMERA_POSITION: 10359 case ScriptBaseClass.CAMERA_POSITION:
@@ -9818,12 +10389,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9818 10389
9819 // we need the permission first, to know which avatar we want to clear the camera for 10390 // we need the permission first, to know which avatar we want to clear the camera for
9820 UUID agentID; 10391 UUID agentID;
9821 lock (m_host.TaskInventory) 10392 m_host.TaskInventory.LockItemsForRead(true);
10393 agentID = m_host.TaskInventory[invItemID].PermsGranter;
10394 if (agentID == UUID.Zero)
9822 { 10395 {
9823 agentID = m_host.TaskInventory[invItemID].PermsGranter; 10396 m_host.TaskInventory.LockItemsForRead(false);
9824 if (agentID == UUID.Zero) return; 10397 return;
9825 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CONTROL_CAMERA) == 0) return;
9826 } 10398 }
10399 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CONTROL_CAMERA) == 0)
10400 {
10401 m_host.TaskInventory.LockItemsForRead(false);
10402 return;
10403 }
10404 m_host.TaskInventory.LockItemsForRead(false);
9827 10405
9828 ScenePresence presence = World.GetScenePresence(agentID); 10406 ScenePresence presence = World.GetScenePresence(agentID);
9829 10407
@@ -9890,19 +10468,65 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9890 public LSL_String llXorBase64StringsCorrect(string str1, string str2) 10468 public LSL_String llXorBase64StringsCorrect(string str1, string str2)
9891 { 10469 {
9892 m_host.AddScriptLPS(1); 10470 m_host.AddScriptLPS(1);
9893 string ret = String.Empty; 10471
9894 string src1 = llBase64ToString(str1); 10472 if (str1 == String.Empty)
9895 string src2 = llBase64ToString(str2); 10473 return String.Empty;
9896 int c = 0; 10474 if (str2 == String.Empty)
9897 for (int i = 0; i < src1.Length; i++) 10475 return str1;
10476
10477 int len = str2.Length;
10478 if ((len % 4) != 0) // LL is EVIL!!!!
10479 {
10480 while (str2.EndsWith("="))
10481 str2 = str2.Substring(0, str2.Length - 1);
10482
10483 len = str2.Length;
10484 int mod = len % 4;
10485
10486 if (mod == 1)
10487 str2 = str2.Substring(0, str2.Length - 1);
10488 else if (mod == 2)
10489 str2 += "==";
10490 else if (mod == 3)
10491 str2 += "=";
10492 }
10493
10494 byte[] data1;
10495 byte[] data2;
10496 try
9898 { 10497 {
9899 ret += (char) (src1[i] ^ src2[c]); 10498 data1 = Convert.FromBase64String(str1);
10499 data2 = Convert.FromBase64String(str2);
10500 }
10501 catch (Exception)
10502 {
10503 return new LSL_String(String.Empty);
10504 }
9900 10505
9901 c++; 10506 byte[] d2 = new Byte[data1.Length];
9902 if (c >= src2.Length) 10507 int pos = 0;
9903 c = 0; 10508
10509 if (data1.Length <= data2.Length)
10510 {
10511 Array.Copy(data2, 0, d2, 0, data1.Length);
9904 } 10512 }
9905 return llStringToBase64(ret); 10513 else
10514 {
10515 while (pos < data1.Length)
10516 {
10517 len = data1.Length - pos;
10518 if (len > data2.Length)
10519 len = data2.Length;
10520
10521 Array.Copy(data2, 0, d2, pos, len);
10522 pos += len;
10523 }
10524 }
10525
10526 for (pos = 0 ; pos < data1.Length ; pos++ )
10527 data1[pos] ^= d2[pos];
10528
10529 return Convert.ToBase64String(data1);
9906 } 10530 }
9907 10531
9908 public LSL_String llHTTPRequest(string url, LSL_List parameters, string body) 10532 public LSL_String llHTTPRequest(string url, LSL_List parameters, string body)
@@ -9959,12 +10583,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9959 Regex r = new Regex(authregex); 10583 Regex r = new Regex(authregex);
9960 int[] gnums = r.GetGroupNumbers(); 10584 int[] gnums = r.GetGroupNumbers();
9961 Match m = r.Match(url); 10585 Match m = r.Match(url);
9962 if (m.Success) { 10586 if (m.Success)
9963 for (int i = 1; i < gnums.Length; i++) { 10587 {
10588 for (int i = 1; i < gnums.Length; i++)
10589 {
9964 //System.Text.RegularExpressions.Group g = m.Groups[gnums[i]]; 10590 //System.Text.RegularExpressions.Group g = m.Groups[gnums[i]];
9965 //CaptureCollection cc = g.Captures; 10591 //CaptureCollection cc = g.Captures;
9966 } 10592 }
9967 if (m.Groups.Count == 5) { 10593 if (m.Groups.Count == 5)
10594 {
9968 httpHeaders["Authorization"] = String.Format("Basic {0}", Convert.ToBase64String(System.Text.ASCIIEncoding.ASCII.GetBytes(m.Groups[2].ToString() + ":" + m.Groups[3].ToString()))); 10595 httpHeaders["Authorization"] = String.Format("Basic {0}", Convert.ToBase64String(System.Text.ASCIIEncoding.ASCII.GetBytes(m.Groups[2].ToString() + ":" + m.Groups[3].ToString())));
9969 url = m.Groups[1].ToString() + m.Groups[4].ToString(); 10596 url = m.Groups[1].ToString() + m.Groups[4].ToString();
9970 } 10597 }
@@ -10250,15 +10877,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10250 10877
10251 internal UUID ScriptByName(string name) 10878 internal UUID ScriptByName(string name)
10252 { 10879 {
10253 lock (m_host.TaskInventory) 10880 m_host.TaskInventory.LockItemsForRead(true);
10881
10882 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
10254 { 10883 {
10255 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 10884 if (item.Type == 10 && item.Name == name)
10256 { 10885 {
10257 if (item.Type == 10 && item.Name == name) 10886 m_host.TaskInventory.LockItemsForRead(false);
10258 return item.ItemID; 10887 return item.ItemID;
10259 } 10888 }
10260 } 10889 }
10261 10890
10891 m_host.TaskInventory.LockItemsForRead(false);
10892
10262 return UUID.Zero; 10893 return UUID.Zero;
10263 } 10894 }
10264 10895
@@ -10299,6 +10930,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10299 { 10930 {
10300 m_host.AddScriptLPS(1); 10931 m_host.AddScriptLPS(1);
10301 10932
10933 //Clone is thread safe
10302 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone(); 10934 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
10303 10935
10304 UUID assetID = UUID.Zero; 10936 UUID assetID = UUID.Zero;
@@ -10361,6 +10993,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10361 { 10993 {
10362 m_host.AddScriptLPS(1); 10994 m_host.AddScriptLPS(1);
10363 10995
10996 //Clone is thread safe
10364 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone(); 10997 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
10365 10998
10366 UUID assetID = UUID.Zero; 10999 UUID assetID = UUID.Zero;
@@ -10441,15 +11074,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10441 return GetLinkPrimitiveParams(obj, rules); 11074 return GetLinkPrimitiveParams(obj, rules);
10442 } 11075 }
10443 11076
10444 public void print(string str) 11077 public LSL_Integer llGetLinkNumberOfSides(LSL_Integer link)
10445 { 11078 {
10446 // yes, this is a real LSL function. See: http://wiki.secondlife.com/wiki/Print 11079 List<SceneObjectPart> parts = GetLinkParts(link);
10447 IOSSL_Api ossl = (IOSSL_Api)m_ScriptEngine.GetApi(m_itemID, "OSSL"); 11080 if (parts.Count < 1)
10448 if (ossl != null) 11081 return 0;
10449 { 11082
10450 ossl.CheckThreatLevel(ThreatLevel.High, "print"); 11083 return GetNumberOfSides(parts[0]);
10451 m_log.Info("LSL print():" + str);
10452 }
10453 } 11084 }
10454 11085
10455 private string Name2Username(string name) 11086 private string Name2Username(string name)
@@ -10495,153 +11126,392 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10495 return rq.ToString(); 11126 return rq.ToString();
10496 } 11127 }
10497 11128
11129 private void SayShoutTimerElapsed(Object sender, ElapsedEventArgs args)
11130 {
11131 m_SayShoutCount = 0;
11132 }
11133
11134 private struct Tri
11135 {
11136 public Vector3 p1;
11137 public Vector3 p2;
11138 public Vector3 p3;
11139 }
11140
11141 private bool InBoundingBox(ScenePresence avatar, Vector3 point)
11142 {
11143 float height = avatar.Appearance.AvatarHeight;
11144 Vector3 b1 = avatar.AbsolutePosition + new Vector3(-0.22f, -0.22f, -height/2);
11145 Vector3 b2 = avatar.AbsolutePosition + new Vector3(0.22f, 0.22f, height/2);
11146
11147 if (point.X > b1.X && point.X < b2.X &&
11148 point.Y > b1.Y && point.Y < b2.Y &&
11149 point.Z > b1.Z && point.Z < b2.Z)
11150 return true;
11151 return false;
11152 }
11153
11154 private ContactResult[] AvatarIntersection(Vector3 rayStart, Vector3 rayEnd)
11155 {
11156 List<ContactResult> contacts = new List<ContactResult>();
11157
11158 Vector3 ab = rayEnd - rayStart;
11159
11160 World.ForEachScenePresence(delegate(ScenePresence sp)
11161 {
11162 Vector3 ac = sp.AbsolutePosition - rayStart;
11163 Vector3 bc = sp.AbsolutePosition - rayEnd;
11164
11165 double d = Math.Abs(Vector3.Mag(Vector3.Cross(ab, ac)) / Vector3.Distance(rayStart, rayEnd));
11166
11167 if (d > 1.5)
11168 return;
11169
11170 double d2 = Vector3.Dot(Vector3.Negate(ab), ac);
11171
11172 if (d2 > 0)
11173 return;
11174
11175 double dp = Math.Sqrt(Vector3.Mag(ac) * Vector3.Mag(ac) - d * d);
11176 Vector3 p = rayStart + Vector3.Divide(Vector3.Multiply(ab, (float)dp), (float)Vector3.Mag(ab));
11177
11178 if (!InBoundingBox(sp, p))
11179 return;
11180
11181 ContactResult result = new ContactResult ();
11182 result.ConsumerID = sp.LocalId;
11183 result.Depth = Vector3.Distance(rayStart, p);
11184 result.Normal = Vector3.Zero;
11185 result.Pos = p;
11186
11187 contacts.Add(result);
11188 });
11189
11190 return contacts.ToArray();
11191 }
11192
11193 private ContactResult[] ObjectIntersection(Vector3 rayStart, Vector3 rayEnd, bool includePhysical, bool includeNonPhysical, bool includePhantom)
11194 {
11195 Ray ray = new Ray(rayStart, Vector3.Normalize(rayEnd - rayStart));
11196 List<ContactResult> contacts = new List<ContactResult>();
11197
11198 Vector3 ab = rayEnd - rayStart;
11199
11200 World.ForEachSOG(delegate(SceneObjectGroup group)
11201 {
11202 if (m_host.ParentGroup == group)
11203 return;
11204
11205 if (group.IsAttachment)
11206 return;
11207
11208 if (group.RootPart.PhysActor == null)
11209 {
11210 if (!includePhantom)
11211 return;
11212 }
11213 else
11214 {
11215 if (group.RootPart.PhysActor.IsPhysical)
11216 {
11217 if (!includePhysical)
11218 return;
11219 }
11220 else
11221 {
11222 if (!includeNonPhysical)
11223 return;
11224 }
11225 }
11226
11227 // Find the radius ouside of which we don't even need to hit test
11228 float minX;
11229 float maxX;
11230 float minY;
11231 float maxY;
11232 float minZ;
11233 float maxZ;
11234
11235 float radius = 0.0f;
11236
11237 group.GetAxisAlignedBoundingBoxRaw(out minX, out maxX, out minY, out maxY, out minZ, out maxZ);
11238
11239 if (Math.Abs(minX) > radius)
11240 radius = Math.Abs(minX);
11241 if (Math.Abs(minY) > radius)
11242 radius = Math.Abs(minY);
11243 if (Math.Abs(minZ) > radius)
11244 radius = Math.Abs(minZ);
11245 if (Math.Abs(maxX) > radius)
11246 radius = Math.Abs(maxX);
11247 if (Math.Abs(maxY) > radius)
11248 radius = Math.Abs(maxY);
11249 if (Math.Abs(maxZ) > radius)
11250 radius = Math.Abs(maxZ);
11251
11252 Vector3 ac = group.AbsolutePosition - rayStart;
11253 Vector3 bc = group.AbsolutePosition - rayEnd;
11254
11255 double d = Math.Abs(Vector3.Mag(Vector3.Cross(ab, ac)) / Vector3.Distance(rayStart, rayEnd));
11256
11257 // Too far off ray, don't bother
11258 if (d > radius)
11259 return;
11260
11261 // Behind ray, drop
11262 double d2 = Vector3.Dot(Vector3.Negate(ab), ac);
11263 if (d2 > 0)
11264 return;
11265
11266 EntityIntersection intersection = group.TestIntersection(ray, true, false);
11267 // Miss.
11268 if (!intersection.HitTF)
11269 return;
11270
11271 ContactResult result = new ContactResult ();
11272 result.ConsumerID = group.LocalId;
11273 result.Depth = intersection.distance;
11274 result.Normal = intersection.normal;
11275 result.Pos = intersection.ipoint;
11276
11277 contacts.Add(result);
11278 });
11279
11280 return contacts.ToArray();
11281 }
11282
11283 private ContactResult? GroundIntersection(Vector3 rayStart, Vector3 rayEnd)
11284 {
11285 double[,] heightfield = World.Heightmap.GetDoubles();
11286 List<ContactResult> contacts = new List<ContactResult>();
11287
11288 double min = 2048.0;
11289 double max = 0.0;
11290
11291 // Find the min and max of the heightfield
11292 for (int x = 0 ; x < World.Heightmap.Width ; x++)
11293 {
11294 for (int y = 0 ; y < World.Heightmap.Height ; y++)
11295 {
11296 if (heightfield[x, y] > max)
11297 max = heightfield[x, y];
11298 if (heightfield[x, y] < min)
11299 min = heightfield[x, y];
11300 }
11301 }
11302
11303
11304 // A ray extends past rayEnd, but doesn't go back before
11305 // rayStart. If the start is above the highest point of the ground
11306 // and the ray goes up, we can't hit the ground. Ever.
11307 if (rayStart.Z > max && rayEnd.Z >= rayStart.Z)
11308 return null;
11309
11310 // Same for going down
11311 if (rayStart.Z < min && rayEnd.Z <= rayStart.Z)
11312 return null;
11313
11314 List<Tri> trilist = new List<Tri>();
11315
11316 // Create our triangle list
11317 for (int x = 1 ; x < World.Heightmap.Width ; x++)
11318 {
11319 for (int y = 1 ; y < World.Heightmap.Height ; y++)
11320 {
11321 Tri t1 = new Tri();
11322 Tri t2 = new Tri();
11323
11324 Vector3 p1 = new Vector3(x-1, y-1, (float)heightfield[x-1, y-1]);
11325 Vector3 p2 = new Vector3(x, y-1, (float)heightfield[x, y-1]);
11326 Vector3 p3 = new Vector3(x, y, (float)heightfield[x, y]);
11327 Vector3 p4 = new Vector3(x-1, y, (float)heightfield[x-1, y]);
11328
11329 t1.p1 = p1;
11330 t1.p2 = p2;
11331 t1.p3 = p3;
11332
11333 t2.p1 = p3;
11334 t2.p2 = p4;
11335 t2.p3 = p1;
11336
11337 trilist.Add(t1);
11338 trilist.Add(t2);
11339 }
11340 }
11341
11342 // Ray direction
11343 Vector3 rayDirection = rayEnd - rayStart;
11344
11345 foreach (Tri t in trilist)
11346 {
11347 // Compute triangle plane normal and edges
11348 Vector3 u = t.p2 - t.p1;
11349 Vector3 v = t.p3 - t.p1;
11350 Vector3 n = Vector3.Cross(u, v);
11351
11352 if (n == Vector3.Zero)
11353 continue;
11354
11355 Vector3 w0 = rayStart - t.p1;
11356 double a = -Vector3.Dot(n, w0);
11357 double b = Vector3.Dot(n, rayDirection);
11358
11359 // Not intersecting the plane, or in plane (same thing)
11360 // Ignoring this MAY cause the ground to not be detected
11361 // sometimes
11362 if (Math.Abs(b) < 0.000001)
11363 continue;
11364
11365 double r = a / b;
11366
11367 // ray points away from plane
11368 if (r < 0.0)
11369 continue;
11370
11371 Vector3 ip = rayStart + Vector3.Multiply(rayDirection, (float)r);
11372
11373 float uu = Vector3.Dot(u, u);
11374 float uv = Vector3.Dot(u, v);
11375 float vv = Vector3.Dot(v, v);
11376 Vector3 w = ip - t.p1;
11377 float wu = Vector3.Dot(w, u);
11378 float wv = Vector3.Dot(w, v);
11379 float d = uv * uv - uu * vv;
11380
11381 float cs = (uv * wv - vv * wu) / d;
11382 if (cs < 0 || cs > 1.0)
11383 continue;
11384 float ct = (uv * wu - uu * wv) / d;
11385 if (ct < 0 || (cs + ct) > 1.0)
11386 continue;
11387
11388 // Add contact point
11389 ContactResult result = new ContactResult ();
11390 result.ConsumerID = 0;
11391 result.Depth = Vector3.Distance(rayStart, ip);
11392 result.Normal = n;
11393 result.Pos = ip;
11394
11395 contacts.Add(result);
11396 }
11397
11398 if (contacts.Count == 0)
11399 return null;
11400
11401 contacts.Sort(delegate(ContactResult a, ContactResult b)
11402 {
11403 return (int)(a.Depth - b.Depth);
11404 });
11405
11406 return contacts[0];
11407 }
11408
10498 public LSL_List llCastRay(LSL_Vector start, LSL_Vector end, LSL_List options) 11409 public LSL_List llCastRay(LSL_Vector start, LSL_Vector end, LSL_List options)
10499 { 11410 {
11411 LSL_List list = new LSL_List();
11412
10500 m_host.AddScriptLPS(1); 11413 m_host.AddScriptLPS(1);
10501 11414
10502 Vector3 dir = new Vector3((float)(end-start).x, (float)(end-start).y, (float)(end-start).z); 11415 Vector3 rayStart = new Vector3((float)start.x, (float)start.y, (float)start.z);
10503 Vector3 startvector = new Vector3((float)start.x, (float)start.y, (float)start.z); 11416 Vector3 rayEnd = new Vector3((float)end.x, (float)end.y, (float)end.z);
10504 Vector3 endvector = new Vector3((float)end.x, (float)end.y, (float)end.z); 11417 Vector3 dir = rayEnd - rayStart;
10505 11418
10506 int count = 0; 11419 int count = 1;
10507// int detectPhantom = 0; 11420 bool detectPhantom = false;
10508 int dataFlags = 0; 11421 int dataFlags = 0;
10509 int rejectTypes = 0; 11422 int rejectTypes = 0;
10510 11423
10511 for (int i = 0; i < options.Length; i += 2) 11424 for (int i = 0; i < options.Length; i += 2)
10512 { 11425 {
10513 if (options.GetLSLIntegerItem(i) == ScriptBaseClass.RC_MAX_HITS) 11426 if (options.GetLSLIntegerItem(i) == ScriptBaseClass.RC_MAX_HITS)
10514 {
10515 count = options.GetLSLIntegerItem(i + 1); 11427 count = options.GetLSLIntegerItem(i + 1);
10516 } 11428 else if (options.GetLSLIntegerItem(i) == ScriptBaseClass.RC_DETECT_PHANTOM)
10517// else if (options.GetLSLIntegerItem(i) == ScriptBaseClass.RC_DETECT_PHANTOM) 11429 detectPhantom = (options.GetLSLIntegerItem(i + 1) > 0);
10518// {
10519// detectPhantom = options.GetLSLIntegerItem(i + 1);
10520// }
10521 else if (options.GetLSLIntegerItem(i) == ScriptBaseClass.RC_DATA_FLAGS) 11430 else if (options.GetLSLIntegerItem(i) == ScriptBaseClass.RC_DATA_FLAGS)
10522 {
10523 dataFlags = options.GetLSLIntegerItem(i + 1); 11431 dataFlags = options.GetLSLIntegerItem(i + 1);
10524 }
10525 else if (options.GetLSLIntegerItem(i) == ScriptBaseClass.RC_REJECT_TYPES) 11432 else if (options.GetLSLIntegerItem(i) == ScriptBaseClass.RC_REJECT_TYPES)
10526 {
10527 rejectTypes = options.GetLSLIntegerItem(i + 1); 11433 rejectTypes = options.GetLSLIntegerItem(i + 1);
10528 }
10529 } 11434 }
10530 11435
10531 LSL_List list = new LSL_List(); 11436 if (count > 16)
10532 List<ContactResult> results = World.PhysicsScene.RaycastWorld(startvector, dir, dir.Length(), count); 11437 count = 16;
10533
10534 double distance = Util.GetDistanceTo(startvector, endvector);
10535 11438
10536 if (distance == 0) 11439 List<ContactResult> results = new List<ContactResult>();
10537 distance = 0.001;
10538
10539 Vector3 posToCheck = startvector;
10540 ITerrainChannel channel = World.RequestModuleInterface<ITerrainChannel>();
10541 11440
10542 bool checkTerrain = !((rejectTypes & ScriptBaseClass.RC_REJECT_LAND) == ScriptBaseClass.RC_REJECT_LAND); 11441 bool checkTerrain = !((rejectTypes & ScriptBaseClass.RC_REJECT_LAND) == ScriptBaseClass.RC_REJECT_LAND);
10543 bool checkAgents = !((rejectTypes & ScriptBaseClass.RC_REJECT_AGENTS) == ScriptBaseClass.RC_REJECT_AGENTS); 11442 bool checkAgents = !((rejectTypes & ScriptBaseClass.RC_REJECT_AGENTS) == ScriptBaseClass.RC_REJECT_AGENTS);
10544 bool checkNonPhysical = !((rejectTypes & ScriptBaseClass.RC_REJECT_NONPHYSICAL) == ScriptBaseClass.RC_REJECT_NONPHYSICAL); 11443 bool checkNonPhysical = !((rejectTypes & ScriptBaseClass.RC_REJECT_NONPHYSICAL) == ScriptBaseClass.RC_REJECT_NONPHYSICAL);
10545 bool checkPhysical = !((rejectTypes & ScriptBaseClass.RC_REJECT_PHYSICAL) == ScriptBaseClass.RC_REJECT_PHYSICAL); 11444 bool checkPhysical = !((rejectTypes & ScriptBaseClass.RC_REJECT_PHYSICAL) == ScriptBaseClass.RC_REJECT_PHYSICAL);
10546 11445
10547 for (float i = 0; i <= distance; i += 0.1f) 11446 if (checkTerrain)
10548 { 11447 {
10549 posToCheck = startvector + (dir * (i / (float)distance)); 11448 ContactResult? groundContact = GroundIntersection(rayStart, rayEnd);
11449 if (groundContact != null)
11450 results.Add((ContactResult)groundContact);
11451 }
10550 11452
10551 if (checkTerrain && channel[(int)(posToCheck.X + startvector.X), (int)(posToCheck.Y + startvector.Y)] < posToCheck.Z) 11453 if (checkAgents)
10552 { 11454 {
10553 ContactResult result = new ContactResult(); 11455 ContactResult[] agentHits = AvatarIntersection(rayStart, rayEnd);
10554 result.ConsumerID = 0; 11456 foreach (ContactResult r in agentHits)
10555 result.Depth = 0; 11457 results.Add(r);
10556 result.Normal = Vector3.Zero; 11458 }
10557 result.Pos = posToCheck;
10558 results.Add(result);
10559 checkTerrain = false;
10560 }
10561 11459
10562 if (checkAgents) 11460 if (checkPhysical || checkNonPhysical)
10563 { 11461 {
10564 World.ForEachRootScenePresence(delegate(ScenePresence sp) 11462 ContactResult[] objectHits = ObjectIntersection(rayStart, rayEnd, checkPhysical, checkNonPhysical, detectPhantom);
10565 { 11463 foreach (ContactResult r in objectHits)
10566 if (sp.AbsolutePosition.ApproxEquals(posToCheck, sp.PhysicsActor.Size.X)) 11464 results.Add(r);
10567 {
10568 ContactResult result = new ContactResult ();
10569 result.ConsumerID = sp.LocalId;
10570 result.Depth = 0;
10571 result.Normal = Vector3.Zero;
10572 result.Pos = posToCheck;
10573 results.Add(result);
10574 }
10575 });
10576 }
10577 } 11465 }
10578 11466
10579 int refcount = 0; 11467 results.Sort(delegate(ContactResult a, ContactResult b)
11468 {
11469 return (int)(a.Depth - b.Depth);
11470 });
11471
11472 int values = 0;
10580 foreach (ContactResult result in results) 11473 foreach (ContactResult result in results)
10581 { 11474 {
10582 if ((rejectTypes & ScriptBaseClass.RC_REJECT_LAND) 11475 UUID itemID = UUID.Zero;
10583 == ScriptBaseClass.RC_REJECT_LAND && result.ConsumerID == 0) 11476 int linkNum = 0;
10584 continue;
10585
10586 ISceneEntity entity = World.GetSceneObjectPart(result.ConsumerID);
10587 11477
10588 if (entity == null && (rejectTypes & ScriptBaseClass.RC_REJECT_AGENTS) != ScriptBaseClass.RC_REJECT_AGENTS) 11478 SceneObjectPart part = World.GetSceneObjectPart(result.ConsumerID);
10589 entity = World.GetScenePresence(result.ConsumerID); //Only check if we should be looking for agents 11479 // It's a prim!
10590 11480 if (part != null)
10591 if (entity == null)
10592 { 11481 {
10593 list.Add(UUID.Zero); 11482 if ((dataFlags & ScriptBaseClass.RC_GET_ROOT_KEY) == ScriptBaseClass.RC_GET_ROOT_KEY)
10594 11483 itemID = part.ParentGroup.UUID;
10595 if ((dataFlags & ScriptBaseClass.RC_GET_LINK_NUM) == ScriptBaseClass.RC_GET_LINK_NUM) 11484 else
10596 list.Add(0); 11485 itemID = part.UUID;
10597
10598 list.Add(result.Pos);
10599
10600 if ((dataFlags & ScriptBaseClass.RC_GET_NORMAL) == ScriptBaseClass.RC_GET_NORMAL)
10601 list.Add(result.Normal);
10602 11486
10603 continue; //Can't find it, so add UUID.Zero 11487 linkNum = part.LinkNum;
10604 } 11488 }
10605 11489 else
10606 /*if (detectPhantom == 0 && intersection.obj is ISceneChildEntity &&
10607 ((ISceneChildEntity)intersection.obj).PhysActor == null)
10608 continue;*/ //Can't do this ATM, physics engine knows only of non phantom objects
10609
10610 if (entity is SceneObjectPart)
10611 { 11490 {
10612 if (((SceneObjectPart)entity).PhysActor != null && ((SceneObjectPart)entity).PhysActor.IsPhysical) 11491 ScenePresence sp = World.GetScenePresence(result.ConsumerID);
10613 { 11492 /// It it a boy? a girl?
10614 if (!checkPhysical) 11493 if (sp != null)
10615 continue; 11494 itemID = sp.UUID;
10616 }
10617 else
10618 {
10619 if (!checkNonPhysical)
10620 continue;
10621 }
10622 } 11495 }
10623 11496
10624 refcount++; 11497 list.Add(new LSL_String(itemID.ToString()));
10625 if ((dataFlags & ScriptBaseClass.RC_GET_ROOT_KEY) == ScriptBaseClass.RC_GET_ROOT_KEY && entity is SceneObjectPart) 11498 list.Add(new LSL_String(result.Pos.ToString()));
10626 list.Add(((SceneObjectPart)entity).ParentGroup.UUID);
10627 else
10628 list.Add(entity.UUID);
10629 11499
10630 if ((dataFlags & ScriptBaseClass.RC_GET_LINK_NUM) == ScriptBaseClass.RC_GET_LINK_NUM) 11500 if ((dataFlags & ScriptBaseClass.RC_GET_LINK_NUM) == ScriptBaseClass.RC_GET_LINK_NUM)
10631 { 11501 list.Add(new LSL_Integer(linkNum));
10632 if (entity is SceneObjectPart)
10633 list.Add(((SceneObjectPart)entity).LinkNum);
10634 else
10635 list.Add(0);
10636 }
10637 11502
10638 list.Add(result.Pos);
10639 11503
10640 if ((dataFlags & ScriptBaseClass.RC_GET_NORMAL) == ScriptBaseClass.RC_GET_NORMAL) 11504 if ((dataFlags & ScriptBaseClass.RC_GET_NORMAL) == ScriptBaseClass.RC_GET_NORMAL)
10641 list.Add(result.Normal); 11505 list.Add(new LSL_Vector(result.Normal.X, result.Normal.Y, result.Normal.Z));
11506
11507 values++;
11508 count--;
11509
11510 if (count == 0)
11511 break;
10642 } 11512 }
10643 11513
10644 list.Add(refcount); //The status code, either the # of contacts, RCERR_SIM_PERF_LOW, or RCERR_CAST_TIME_EXCEEDED 11514 list.Add(new LSL_Integer(values));
10645 11515
10646 return list; 11516 return list;
10647 } 11517 }
@@ -10664,22 +11534,22 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10664 NotImplemented("llGetSPMaxMemory"); 11534 NotImplemented("llGetSPMaxMemory");
10665 } 11535 }
10666 11536
10667 public void llGetUsedMemory() 11537 public virtual LSL_Integer llGetUsedMemory()
10668 { 11538 {
10669 m_host.AddScriptLPS(1); 11539 m_host.AddScriptLPS(1);
10670 NotImplemented("llGetUsedMemory"); 11540 NotImplemented("llGetUsedMemory");
11541 return 0;
10671 } 11542 }
10672 11543
10673 public void llScriptProfiler(LSL_Integer flags) 11544 public void llScriptProfiler(LSL_Integer flags)
10674 { 11545 {
10675 m_host.AddScriptLPS(1); 11546 m_host.AddScriptLPS(1);
10676 NotImplemented("llScriptProfiler"); 11547 //NotImplemented("llScriptProfiler");
10677 } 11548 }
10678 11549
10679 public void llSetSoundQueueing(int queue) 11550 public void llSetSoundQueueing(int queue)
10680 { 11551 {
10681 m_host.AddScriptLPS(1); 11552 m_host.AddScriptLPS(1);
10682 NotImplemented("llSetSoundQueueing");
10683 } 11553 }
10684 11554
10685 public void llCollisionSprite(string impact_sprite) 11555 public void llCollisionSprite(string impact_sprite)
@@ -10691,7 +11561,133 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10691 public void llGodLikeRezObject(string inventory, LSL_Vector pos) 11561 public void llGodLikeRezObject(string inventory, LSL_Vector pos)
10692 { 11562 {
10693 m_host.AddScriptLPS(1); 11563 m_host.AddScriptLPS(1);
10694 NotImplemented("llGodLikeRezObject"); 11564
11565 if (!World.Permissions.IsGod(m_host.OwnerID))
11566 NotImplemented("llGodLikeRezObject");
11567
11568 AssetBase rezAsset = World.AssetService.Get(inventory);
11569 if (rezAsset == null)
11570 {
11571 llSay(0, "Asset not found");
11572 return;
11573 }
11574
11575 SceneObjectGroup group = null;
11576
11577 try
11578 {
11579 string xmlData = Utils.BytesToString(rezAsset.Data);
11580 group = SceneObjectSerializer.FromOriginalXmlFormat(xmlData);
11581 }
11582 catch
11583 {
11584 llSay(0, "Asset not found");
11585 return;
11586 }
11587
11588 if (group == null)
11589 {
11590 llSay(0, "Asset not found");
11591 return;
11592 }
11593
11594 group.RootPart.AttachPoint = group.RootPart.Shape.State;
11595 group.RootPart.AttachOffset = group.AbsolutePosition;
11596
11597 group.ResetIDs();
11598
11599 Vector3 llpos = new Vector3((float)pos.x, (float)pos.y, (float)pos.z);
11600 World.AddNewSceneObject(group, true, llpos, Quaternion.Identity, Vector3.Zero);
11601 group.CreateScriptInstances(0, true, World.DefaultScriptEngine, 3);
11602 group.ScheduleGroupForFullUpdate();
11603
11604 // objects rezzed with this method are die_at_edge by default.
11605 group.RootPart.SetDieAtEdge(true);
11606
11607 group.ResumeScripts();
11608
11609 m_ScriptEngine.PostObjectEvent(m_host.LocalId, new EventParams(
11610 "object_rez", new Object[] {
11611 new LSL_String(
11612 group.RootPart.UUID.ToString()) },
11613 new DetectParams[0]));
11614 }
11615
11616 public LSL_String llTransferLindenDollars(string destination, int amount)
11617 {
11618 UUID txn = UUID.Random();
11619
11620 Util.FireAndForget(delegate(object x)
11621 {
11622 int replycode = 0;
11623 string replydata = destination + "," + amount.ToString();
11624
11625 try
11626 {
11627 UUID invItemID=InventorySelf();
11628 if (invItemID == UUID.Zero)
11629 {
11630 replydata = "SERVICE_ERROR";
11631 return;
11632 }
11633
11634 m_host.AddScriptLPS(1);
11635
11636 m_host.TaskInventory.LockItemsForRead(true);
11637 TaskInventoryItem item = m_host.TaskInventory[invItemID];
11638 m_host.TaskInventory.LockItemsForRead(false);
11639
11640 if (item.PermsGranter == UUID.Zero)
11641 {
11642 replydata = "MISSING_PERMISSION_DEBIT";
11643 return;
11644 }
11645
11646 if ((item.PermsMask & ScriptBaseClass.PERMISSION_DEBIT) == 0)
11647 {
11648 replydata = "MISSING_PERMISSION_DEBIT";
11649 return;
11650 }
11651
11652 UUID toID = new UUID();
11653
11654 if (!UUID.TryParse(destination, out toID))
11655 {
11656 replydata = "INVALID_AGENT";
11657 return;
11658 }
11659
11660 IMoneyModule money = World.RequestModuleInterface<IMoneyModule>();
11661
11662 if (money == null)
11663 {
11664 replydata = "TRANSFERS_DISABLED";
11665 return;
11666 }
11667
11668 bool result = money.ObjectGiveMoney(
11669 m_host.ParentGroup.RootPart.UUID, m_host.ParentGroup.RootPart.OwnerID, toID, amount);
11670
11671 if (result)
11672 {
11673 replycode = 1;
11674 return;
11675 }
11676
11677 replydata = "LINDENDOLLAR_INSUFFICIENTFUNDS";
11678 }
11679 finally
11680 {
11681 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams(
11682 "transaction_result", new Object[] {
11683 new LSL_String(txn.ToString()),
11684 new LSL_Integer(replycode),
11685 new LSL_String(replydata) },
11686 new DetectParams[0]));
11687 }
11688 });
11689
11690 return txn.ToString();
10695 } 11691 }
10696 11692
10697 #endregion 11693 #endregion
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
index 7792ab5..4831377 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
@@ -137,6 +137,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
137 internal ThreatLevel m_MaxThreatLevel = ThreatLevel.VeryLow; 137 internal ThreatLevel m_MaxThreatLevel = ThreatLevel.VeryLow;
138 internal float m_ScriptDelayFactor = 1.0f; 138 internal float m_ScriptDelayFactor = 1.0f;
139 internal float m_ScriptDistanceFactor = 1.0f; 139 internal float m_ScriptDistanceFactor = 1.0f;
140 internal bool m_debuggerSafe = false;
140 internal Dictionary<string, FunctionPerms > m_FunctionPerms = new Dictionary<string, FunctionPerms >(); 141 internal Dictionary<string, FunctionPerms > m_FunctionPerms = new Dictionary<string, FunctionPerms >();
141 142
142 public void Initialize(IScriptEngine ScriptEngine, SceneObjectPart host, uint localID, UUID itemID) 143 public void Initialize(IScriptEngine ScriptEngine, SceneObjectPart host, uint localID, UUID itemID)
@@ -145,6 +146,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
145 m_host = host; 146 m_host = host;
146 m_localID = localID; 147 m_localID = localID;
147 m_itemID = itemID; 148 m_itemID = itemID;
149 m_debuggerSafe = m_ScriptEngine.Config.GetBoolean("DebuggerSafe", false);
148 150
149 if (m_ScriptEngine.Config.GetBoolean("AllowOSFunctions", false)) 151 if (m_ScriptEngine.Config.GetBoolean("AllowOSFunctions", false))
150 m_OSFunctionsEnabled = true; 152 m_OSFunctionsEnabled = true;
@@ -206,7 +208,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
206 208
207 internal void OSSLError(string msg) 209 internal void OSSLError(string msg)
208 { 210 {
209 throw new Exception("OSSL Runtime Error: " + msg); 211 if (m_debuggerSafe)
212 {
213 OSSLShoutError(msg);
214 }
215 else
216 {
217 throw new Exception("OSSL Runtime Error: " + msg);
218 }
210 } 219 }
211 220
212 private void InitLSL() 221 private void InitLSL()
@@ -912,18 +921,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
912 if (target != null) 921 if (target != null)
913 { 922 {
914 UUID animID=UUID.Zero; 923 UUID animID=UUID.Zero;
915 lock (m_host.TaskInventory) 924 m_host.TaskInventory.LockItemsForRead(true);
925 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
916 { 926 {
917 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 927 if (inv.Value.Name == animation)
918 { 928 {
919 if (inv.Value.Name == animation) 929 if (inv.Value.Type == (int)AssetType.Animation)
920 { 930 animID = inv.Value.AssetID;
921 if (inv.Value.Type == (int)AssetType.Animation) 931 continue;
922 animID = inv.Value.AssetID;
923 continue;
924 }
925 } 932 }
926 } 933 }
934 m_host.TaskInventory.LockItemsForRead(false);
927 if (animID == UUID.Zero) 935 if (animID == UUID.Zero)
928 target.Animator.AddAnimation(animation, m_host.UUID); 936 target.Animator.AddAnimation(animation, m_host.UUID);
929 else 937 else
@@ -950,18 +958,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
950 if (target != null) 958 if (target != null)
951 { 959 {
952 UUID animID = UUID.Zero; 960 UUID animID = UUID.Zero;
953 lock (m_host.TaskInventory) 961 m_host.TaskInventory.LockItemsForRead(true);
962 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
954 { 963 {
955 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 964 if (inv.Value.Name == animation)
956 { 965 {
957 if (inv.Value.Name == animation) 966 if (inv.Value.Type == (int)AssetType.Animation)
958 { 967 animID = inv.Value.AssetID;
959 if (inv.Value.Type == (int)AssetType.Animation) 968 continue;
960 animID = inv.Value.AssetID;
961 continue;
962 }
963 } 969 }
964 } 970 }
971 m_host.TaskInventory.LockItemsForRead(false);
965 972
966 if (animID == UUID.Zero) 973 if (animID == UUID.Zero)
967 target.Animator.RemoveAnimation(animation); 974 target.Animator.RemoveAnimation(animation);
@@ -1792,6 +1799,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1792 1799
1793 if (!UUID.TryParse(notecardNameOrUuid, out assetID)) 1800 if (!UUID.TryParse(notecardNameOrUuid, out assetID))
1794 { 1801 {
1802 m_host.TaskInventory.LockItemsForRead(true);
1795 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 1803 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
1796 { 1804 {
1797 if (item.Type == 7 && item.Name == notecardNameOrUuid) 1805 if (item.Type == 7 && item.Name == notecardNameOrUuid)
@@ -1799,6 +1807,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1799 assetID = item.AssetID; 1807 assetID = item.AssetID;
1800 } 1808 }
1801 } 1809 }
1810 m_host.TaskInventory.LockItemsForRead(false);
1802 } 1811 }
1803 1812
1804 if (assetID == UUID.Zero) 1813 if (assetID == UUID.Zero)
@@ -2216,18 +2225,29 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2216 2225
2217 private LSL_Key NpcCreate(string firstname, string lastname, LSL_Vector position, string notecard, bool owned) 2226 private LSL_Key NpcCreate(string firstname, string lastname, LSL_Vector position, string notecard, bool owned)
2218 { 2227 {
2228 if (!owned)
2229 OSSLError("Unowned NPCs are unsupported");
2230
2231 string groupTitle = String.Empty;
2232
2233 if (firstname != String.Empty || lastname != String.Empty)
2234 {
2235 if (firstname != "Shown outfit:")
2236 groupTitle = "- NPC -";
2237 }
2238
2219 INPCModule module = World.RequestModuleInterface<INPCModule>(); 2239 INPCModule module = World.RequestModuleInterface<INPCModule>();
2220 if (module != null) 2240 if (module != null)
2221 { 2241 {
2222 AvatarAppearance appearance = null; 2242 AvatarAppearance appearance = null;
2223 2243
2224 UUID id; 2244// UUID id;
2225 if (UUID.TryParse(notecard, out id)) 2245// if (UUID.TryParse(notecard, out id))
2226 { 2246// {
2227 ScenePresence clonePresence = World.GetScenePresence(id); 2247// ScenePresence clonePresence = World.GetScenePresence(id);
2228 if (clonePresence != null) 2248// if (clonePresence != null)
2229 appearance = clonePresence.Appearance; 2249// appearance = clonePresence.Appearance;
2230 } 2250// }
2231 2251
2232 if (appearance == null) 2252 if (appearance == null)
2233 { 2253 {
@@ -2253,6 +2273,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2253 ownerID, 2273 ownerID,
2254 World,appearance); 2274 World,appearance);
2255 2275
2276 ScenePresence sp;
2277 if (World.TryGetScenePresence(x, out sp))
2278 {
2279 sp.Grouptitle = groupTitle;
2280 sp.SendAvatarDataToAllAgents();
2281 }
2256 return new LSL_Key(x.ToString()); 2282 return new LSL_Key(x.ToString());
2257 } 2283 }
2258 2284
@@ -2495,7 +2521,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2495 if (!module.CheckPermissions(npcId, m_host.OwnerID)) 2521 if (!module.CheckPermissions(npcId, m_host.OwnerID))
2496 return; 2522 return;
2497 2523
2498 module.DeleteNPC(npcId, World); 2524 Util.FireAndForget(delegate(object x) {
2525 module.DeleteNPC(npcId, World);
2526 });
2499 } 2527 }
2500 } 2528 }
2501 2529
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
index 8356dce..dddf913 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
@@ -209,7 +209,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
209 // Is the sensor type is AGENT and not SCRIPTED then include agents 209 // Is the sensor type is AGENT and not SCRIPTED then include agents
210 if ((ts.type & (AGENT | AGENT_BY_USERNAME | NPC)) != 0 && (ts.type & SCRIPTED) == 0) 210 if ((ts.type & (AGENT | AGENT_BY_USERNAME | NPC)) != 0 && (ts.type & SCRIPTED) == 0)
211 { 211 {
212 sensedEntities.AddRange(doAgentSensor(ts)); 212 sensedEntities.AddRange(doAgentSensor(ts));
213 } 213 }
214 214
215 // If SCRIPTED or PASSIVE or ACTIVE check objects 215 // If SCRIPTED or PASSIVE or ACTIVE check objects
@@ -306,13 +306,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
306 float dy; 306 float dy;
307 float dz; 307 float dz;
308 308
309 Quaternion q = SensePoint.RotationOffset; 309// Quaternion q = SensePoint.RotationOffset;
310 Quaternion q = SensePoint.GetWorldRotation(); // non-attached prim Sensor *always* uses World rotation!
310 if (SensePoint.ParentGroup.IsAttachment) 311 if (SensePoint.ParentGroup.IsAttachment)
311 { 312 {
312 // In attachments, the sensor cone always orients with the 313 // In attachments, the sensor cone always orients with the
313 // avatar rotation. This may include a nonzero elevation if 314 // avatar rotation. This may include a nonzero elevation if
314 // in mouselook. 315 // in mouselook.
315 ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.AttachedAvatar); 316 ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.AttachedAvatar);
317 fromRegionPos = avatar.AbsolutePosition;
316 q = avatar.Rotation; 318 q = avatar.Rotation;
317 } 319 }
318 LSL_Types.Quaternion r = new LSL_Types.Quaternion(q.X, q.Y, q.Z, q.W); 320 LSL_Types.Quaternion r = new LSL_Types.Quaternion(q.X, q.Y, q.Z, q.W);
@@ -435,6 +437,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
435 // avatar rotation. This may include a nonzero elevation if 437 // avatar rotation. This may include a nonzero elevation if
436 // in mouselook. 438 // in mouselook.
437 ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.AttachedAvatar); 439 ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.AttachedAvatar);
440 if (avatar == null)
441 return sensedEntities;
442 fromRegionPos = avatar.AbsolutePosition;
438 q = avatar.Rotation; 443 q = avatar.Rotation;
439 } 444 }
440 445
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs
index eeb59d9..2fd33fe 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs
@@ -109,25 +109,27 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
109 if (Timers.Count == 0) 109 if (Timers.Count == 0)
110 return; 110 return;
111 111
112 Dictionary<string, TimerClass>.ValueCollection tvals;
112 lock (TimerListLock) 113 lock (TimerListLock)
113 { 114 {
114 // Go through all timers 115 // Go through all timers
115 Dictionary<string, TimerClass>.ValueCollection tvals = Timers.Values; 116 tvals = Timers.Values;
116 foreach (TimerClass ts in tvals) 117 }
118
119 foreach (TimerClass ts in tvals)
120 {
121 // Time has passed?
122 if (ts.next < DateTime.Now.Ticks)
117 { 123 {
118 // Time has passed? 124 //m_log.Debug("Time has passed: Now: " + DateTime.Now.Ticks + ", Passed: " + ts.next);
119 if (ts.next < DateTime.Now.Ticks) 125 // Add it to queue
120 { 126 m_CmdManager.m_ScriptEngine.PostScriptEvent(ts.itemID,
121 //m_log.Debug("Time has passed: Now: " + DateTime.Now.Ticks + ", Passed: " + ts.next); 127 new EventParams("timer", new Object[0],
122 // Add it to queue 128 new DetectParams[0]));
123 m_CmdManager.m_ScriptEngine.PostScriptEvent(ts.itemID, 129 // set next interval
124 new EventParams("timer", new Object[0], 130
125 new DetectParams[0])); 131 //ts.next = DateTime.Now.ToUniversalTime().AddSeconds(ts.interval);
126 // set next interval 132 ts.next = DateTime.Now.Ticks + ts.interval;
127
128 //ts.next = DateTime.Now.ToUniversalTime().AddSeconds(ts.interval);
129 ts.next = DateTime.Now.Ticks + ts.interval;
130 }
131 } 133 }
132 } 134 }
133 } 135 }
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ICM_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ICM_Api.cs
new file mode 100644
index 0000000..ab215f3
--- /dev/null
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ICM_Api.cs
@@ -0,0 +1,46 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System.Collections;
29using OpenSim.Region.ScriptEngine.Interfaces;
30
31using key = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
32using rotation = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Quaternion;
33using vector = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Vector3;
34using LSL_List = OpenSim.Region.ScriptEngine.Shared.LSL_Types.list;
35using LSL_String = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
36using LSL_Integer = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLInteger;
37using LSL_Float = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLFloat;
38
39namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
40{
41 public interface ICM_Api
42 {
43 string cmDetectedCountry(int num);
44 string cmGetAgentCountry(key key);
45 }
46}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ILSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ILSL_Api.cs
index 282443b..f4de93e 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ILSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ILSL_Api.cs
@@ -123,6 +123,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
123 LSL_Float llGetEnergy(); 123 LSL_Float llGetEnergy();
124 LSL_Vector llGetForce(); 124 LSL_Vector llGetForce();
125 LSL_Integer llGetFreeMemory(); 125 LSL_Integer llGetFreeMemory();
126 LSL_Integer llGetUsedMemory();
126 LSL_Integer llGetFreeURLs(); 127 LSL_Integer llGetFreeURLs();
127 LSL_Vector llGetGeometricCenter(); 128 LSL_Vector llGetGeometricCenter();
128 LSL_Float llGetGMTclock(); 129 LSL_Float llGetGMTclock();
@@ -200,6 +201,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
200 void llGiveInventory(string destination, string inventory); 201 void llGiveInventory(string destination, string inventory);
201 void llGiveInventoryList(string destination, string category, LSL_List inventory); 202 void llGiveInventoryList(string destination, string category, LSL_List inventory);
202 LSL_Integer llGiveMoney(string destination, int amount); 203 LSL_Integer llGiveMoney(string destination, int amount);
204 LSL_String llTransferLindenDollars(string destination, int amount);
203 void llGodLikeRezObject(string inventory, LSL_Vector pos); 205 void llGodLikeRezObject(string inventory, LSL_Vector pos);
204 LSL_Float llGround(LSL_Vector offset); 206 LSL_Float llGround(LSL_Vector offset);
205 LSL_Vector llGroundContour(LSL_Vector offset); 207 LSL_Vector llGroundContour(LSL_Vector offset);
@@ -406,7 +408,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
406 LSL_Vector llWind(LSL_Vector offset); 408 LSL_Vector llWind(LSL_Vector offset);
407 LSL_String llXorBase64Strings(string str1, string str2); 409 LSL_String llXorBase64Strings(string str1, string str2);
408 LSL_String llXorBase64StringsCorrect(string str1, string str2); 410 LSL_String llXorBase64StringsCorrect(string str1, string str2);
409 void print(string str); 411 LSL_Integer llGetLinkNumberOfSides(LSL_Integer link);
410 412
411 void SetPrimitiveParamsEx(LSL_Key prim, LSL_List rules); 413 void SetPrimitiveParamsEx(LSL_Key prim, LSL_List rules);
412 LSL_List GetLinkPrimitiveParamsEx(LSL_Key prim, LSL_List rules); 414 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 0f8cbdc..6388704 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs
@@ -85,7 +85,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
85 // Avatar Info Commands 85 // Avatar Info Commands
86 string osGetAgentIP(string agent); 86 string osGetAgentIP(string agent);
87 LSL_List osGetAgents(); 87 LSL_List osGetAgents();
88 88
89 // Teleport commands 89 // Teleport commands
90 void osTeleportAgent(string agent, string regionName, LSL_Types.Vector3 position, LSL_Types.Vector3 lookat); 90 void osTeleportAgent(string agent, string regionName, LSL_Types.Vector3 position, LSL_Types.Vector3 lookat);
91 void osTeleportAgent(string agent, int regionX, int regionY, LSL_Types.Vector3 position, LSL_Types.Vector3 lookat); 91 void osTeleportAgent(string agent, int regionX, int regionY, LSL_Types.Vector3 position, LSL_Types.Vector3 lookat);
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/CM_Stub.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/CM_Stub.cs
new file mode 100644
index 0000000..4132dfa
--- /dev/null
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/CM_Stub.cs
@@ -0,0 +1,71 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Runtime.Remoting.Lifetime;
30using System.Threading;
31using System.Reflection;
32using System.Collections;
33using System.Collections.Generic;
34using OpenSim.Framework;
35using OpenSim.Region.Framework.Interfaces;
36using OpenSim.Region.ScriptEngine.Interfaces;
37using OpenSim.Region.ScriptEngine.Shared.Api.Interfaces;
38using integer = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLInteger;
39using vector = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Vector3;
40using rotation = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Quaternion;
41using key = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
42using LSL_List = OpenSim.Region.ScriptEngine.Shared.LSL_Types.list;
43using LSL_String = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
44using LSL_Float = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLFloat;
45using LSL_Integer = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLInteger;
46
47namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
48{
49 public partial class ScriptBaseClass : MarshalByRefObject
50 {
51 public ICM_Api m_CM_Functions;
52
53 public void ApiTypeCM(IScriptApi api)
54 {
55 if (!(api is ICM_Api))
56 return;
57
58 m_CM_Functions = (ICM_Api)api;
59 }
60
61 public string cmDetectedCountry(int num)
62 {
63 return m_CM_Functions.cmDetectedCountry(num);
64 }
65
66 public string cmGetAgentCountry(key key)
67 {
68 return m_CM_Functions.cmGetAgentCountry(key);
69 }
70 }
71}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/Executor.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/Executor.cs
index 9615315..943d7a2 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/Executor.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/Executor.cs
@@ -27,6 +27,7 @@
27 27
28using System; 28using System;
29using System.Collections.Generic; 29using System.Collections.Generic;
30using System.Diagnostics; //for [DebuggerNonUserCode]
30using System.Reflection; 31using System.Reflection;
31using System.Runtime.Remoting.Lifetime; 32using System.Runtime.Remoting.Lifetime;
32using OpenSim.Region.ScriptEngine.Shared; 33using OpenSim.Region.ScriptEngine.Shared;
@@ -132,6 +133,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
132 return (eventFlags); 133 return (eventFlags);
133 } 134 }
134 135
136 [DebuggerNonUserCode]
135 public void ExecuteEvent(string state, string FunctionName, object[] args) 137 public void ExecuteEvent(string state, string FunctionName, object[] args)
136 { 138 {
137 // IMPORTANT: Types and MemberInfo-derived objects require a LOT of memory. 139 // IMPORTANT: Types and MemberInfo-derived objects require a LOT of memory.
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs
index 176dc56..32226f9 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs
@@ -282,6 +282,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
282 public const int CHANGED_REGION_START = 1024; //LL Changed the constant from CHANGED_REGION_RESTART 282 public const int CHANGED_REGION_START = 1024; //LL Changed the constant from CHANGED_REGION_RESTART
283 public const int CHANGED_MEDIA = 2048; 283 public const int CHANGED_MEDIA = 2048;
284 public const int CHANGED_ANIMATION = 16384; 284 public const int CHANGED_ANIMATION = 16384;
285 public const int CHANGED_POSITION = 32768;
285 public const int TYPE_INVALID = 0; 286 public const int TYPE_INVALID = 0;
286 public const int TYPE_INTEGER = 1; 287 public const int TYPE_INTEGER = 1;
287 public const int TYPE_FLOAT = 2; 288 public const int TYPE_FLOAT = 2;
@@ -378,6 +379,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
378 public const int PRIM_SCULPT_TYPE_TORUS = 2; 379 public const int PRIM_SCULPT_TYPE_TORUS = 2;
379 public const int PRIM_SCULPT_TYPE_PLANE = 3; 380 public const int PRIM_SCULPT_TYPE_PLANE = 3;
380 public const int PRIM_SCULPT_TYPE_CYLINDER = 4; 381 public const int PRIM_SCULPT_TYPE_CYLINDER = 4;
382 public const int PRIM_SCULPT_FLAG_INVERT = 64;
383 public const int PRIM_SCULPT_FLAG_MIRROR = 128;
381 384
382 public const int MASK_BASE = 0; 385 public const int MASK_BASE = 0;
383 public const int MASK_OWNER = 1; 386 public const int MASK_OWNER = 1;
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs
index 9733683..e0c81c7 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;
@@ -164,6 +165,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
164 m_LSL_Functions.llBreakLink(linknum); 165 m_LSL_Functions.llBreakLink(linknum);
165 } 166 }
166 167
168 public LSL_List llCastRay(LSL_Vector start, LSL_Vector end, LSL_List options)
169 {
170 return m_LSL_Functions.llCastRay(start, end, options);
171 }
172
167 public LSL_Integer llCeil(double f) 173 public LSL_Integer llCeil(double f)
168 { 174 {
169 return m_LSL_Functions.llCeil(f); 175 return m_LSL_Functions.llCeil(f);
@@ -314,6 +320,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
314 m_LSL_Functions.llDialog(avatar, message, buttons, chat_channel); 320 m_LSL_Functions.llDialog(avatar, message, buttons, chat_channel);
315 } 321 }
316 322
323 [DebuggerNonUserCode]
317 public void llDie() 324 public void llDie()
318 { 325 {
319 m_LSL_Functions.llDie(); 326 m_LSL_Functions.llDie();
@@ -464,6 +471,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
464 return m_LSL_Functions.llGetFreeMemory(); 471 return m_LSL_Functions.llGetFreeMemory();
465 } 472 }
466 473
474 public LSL_Integer llGetUsedMemory()
475 {
476 return m_LSL_Functions.llGetUsedMemory();
477 }
478
467 public LSL_Integer llGetFreeURLs() 479 public LSL_Integer llGetFreeURLs()
468 { 480 {
469 return m_LSL_Functions.llGetFreeURLs(); 481 return m_LSL_Functions.llGetFreeURLs();
@@ -844,6 +856,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
844 return m_LSL_Functions.llGiveMoney(destination, amount); 856 return m_LSL_Functions.llGiveMoney(destination, amount);
845 } 857 }
846 858
859 public LSL_String llTransferLindenDollars(string destination, int amount)
860 {
861 return m_LSL_Functions.llTransferLindenDollars(destination, amount);
862 }
863
847 public void llGodLikeRezObject(string inventory, LSL_Vector pos) 864 public void llGodLikeRezObject(string inventory, LSL_Vector pos)
848 { 865 {
849 m_LSL_Functions.llGodLikeRezObject(inventory, pos); 866 m_LSL_Functions.llGodLikeRezObject(inventory, pos);
@@ -1883,9 +1900,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
1883 return m_LSL_Functions.llClearPrimMedia(face); 1900 return m_LSL_Functions.llClearPrimMedia(face);
1884 } 1901 }
1885 1902
1886 public void print(string str) 1903 public LSL_Integer llGetLinkNumberOfSides(LSL_Integer link)
1887 { 1904 {
1888 m_LSL_Functions.print(str); 1905 return m_LSL_Functions.llGetLinkNumberOfSides(link);
1889 } 1906 }
1890 } 1907 }
1891} 1908}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LS_Stub.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LS_Stub.cs
index 143b497..2e27f16 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LS_Stub.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LS_Stub.cs
@@ -72,9 +72,30 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
72 { 72 {
73 return m_LS_Functions.lsSetWindlightSceneTargeted(rules, target); 73 return m_LS_Functions.lsSetWindlightSceneTargeted(rules, target);
74 } 74 }
75
75 public void lsClearWindlightScene() 76 public void lsClearWindlightScene()
76 { 77 {
77 m_LS_Functions.lsClearWindlightScene(); 78 m_LS_Functions.lsClearWindlightScene();
78 } 79 }
80
81 public LSL_List cmGetWindlightScene(LSL_List rules)
82 {
83 return m_LS_Functions.lsGetWindlightScene(rules);
84 }
85
86 public int cmSetWindlightScene(LSL_List rules)
87 {
88 return m_LS_Functions.lsSetWindlightScene(rules);
89 }
90
91 public int cmSetWindlightSceneTargeted(LSL_List rules, key target)
92 {
93 return m_LS_Functions.lsSetWindlightSceneTargeted(rules, target);
94 }
95
96 public void cmClearWindlightScene()
97 {
98 m_LS_Functions.lsClearWindlightScene();
99 }
79 } 100 }
80} 101}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/ScriptBase.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/ScriptBase.cs
index edbbc2a..b138da3 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/ScriptBase.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/ScriptBase.cs
@@ -33,6 +33,7 @@ using System.Threading;
33using System.Reflection; 33using System.Reflection;
34using System.Collections; 34using System.Collections;
35using System.Collections.Generic; 35using System.Collections.Generic;
36using System.Diagnostics; //for [DebuggerNonUserCode]
36using OpenSim.Region.ScriptEngine.Interfaces; 37using OpenSim.Region.ScriptEngine.Interfaces;
37using OpenSim.Region.ScriptEngine.Shared; 38using OpenSim.Region.ScriptEngine.Shared;
38using OpenSim.Region.ScriptEngine.Shared.Api.Runtime; 39using OpenSim.Region.ScriptEngine.Shared.Api.Runtime;
@@ -90,6 +91,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
90 return (int)m_Executor.GetStateEventFlags(state); 91 return (int)m_Executor.GetStateEventFlags(state);
91 } 92 }
92 93
94 [DebuggerNonUserCode]
93 public void ExecuteEvent(string state, string FunctionName, object[] args) 95 public void ExecuteEvent(string state, string FunctionName, object[] args)
94 { 96 {
95 m_Executor.ExecuteEvent(state, FunctionName, args); 97 m_Executor.ExecuteEvent(state, FunctionName, args);
diff --git a/OpenSim/Region/ScriptEngine/Shared/Helpers.cs b/OpenSim/Region/ScriptEngine/Shared/Helpers.cs
index 8cebb4a..7e7e278 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Helpers.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Helpers.cs
@@ -35,6 +35,7 @@ using OpenMetaverse;
35using OpenSim.Framework; 35using OpenSim.Framework;
36using OpenSim.Region.CoreModules; 36using OpenSim.Region.CoreModules;
37using OpenSim.Region.Framework.Scenes; 37using OpenSim.Region.Framework.Scenes;
38using OpenSim.Services.Interfaces;
38 39
39namespace OpenSim.Region.ScriptEngine.Shared 40namespace OpenSim.Region.ScriptEngine.Shared
40{ 41{
@@ -95,6 +96,7 @@ namespace OpenSim.Region.ScriptEngine.Shared
95 Type = 0; 96 Type = 0;
96 Velocity = new LSL_Types.Vector3(); 97 Velocity = new LSL_Types.Vector3();
97 initializeSurfaceTouch(); 98 initializeSurfaceTouch();
99 Country = String.Empty;
98 } 100 }
99 101
100 public UUID Key; 102 public UUID Key;
@@ -126,6 +128,8 @@ namespace OpenSim.Region.ScriptEngine.Shared
126 private int touchFace; 128 private int touchFace;
127 public int TouchFace { get { return touchFace; } } 129 public int TouchFace { get { return touchFace; } }
128 130
131 public string Country;
132
129 // This can be done in two places including the constructor 133 // This can be done in two places including the constructor
130 // so be carefull what gets added here 134 // so be carefull what gets added here
131 private void initializeSurfaceTouch() 135 private void initializeSurfaceTouch()
@@ -173,6 +177,10 @@ namespace OpenSim.Region.ScriptEngine.Shared
173 return; 177 return;
174 178
175 Name = presence.Firstname + " " + presence.Lastname; 179 Name = presence.Firstname + " " + presence.Lastname;
180 UserAccount account = scene.UserAccountService.GetUserAccount(scene.RegionInfo.ScopeID, Key);
181 if (account != null)
182 Country = account.UserCountry;
183
176 Owner = Key; 184 Owner = Key;
177 Position = new LSL_Types.Vector3( 185 Position = new LSL_Types.Vector3(
178 presence.AbsolutePosition.X, 186 presence.AbsolutePosition.X,
diff --git a/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs b/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs
index 9b93135..34f2cc7 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;
@@ -264,13 +265,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
264 265
265 if (part != null) 266 if (part != null)
266 { 267 {
267 lock (part.TaskInventory) 268 part.TaskInventory.LockItemsForRead(true);
269 if (part.TaskInventory.ContainsKey(m_ItemID))
268 { 270 {
269 if (part.TaskInventory.ContainsKey(m_ItemID)) 271 m_thisScriptTask = part.TaskInventory[m_ItemID];
270 {
271 m_thisScriptTask = part.TaskInventory[m_ItemID];
272 }
273 } 272 }
273 part.TaskInventory.LockItemsForRead(false);
274 } 274 }
275 275
276 ApiManager am = new ApiManager(); 276 ApiManager am = new ApiManager();
@@ -469,14 +469,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
469 { 469 {
470 int permsMask; 470 int permsMask;
471 UUID permsGranter; 471 UUID permsGranter;
472 lock (part.TaskInventory) 472 part.TaskInventory.LockItemsForRead(true);
473 if (!part.TaskInventory.ContainsKey(m_ItemID))
473 { 474 {
474 if (!part.TaskInventory.ContainsKey(m_ItemID)) 475 part.TaskInventory.LockItemsForRead(false);
475 return; 476 return;
476
477 permsGranter = part.TaskInventory[m_ItemID].PermsGranter;
478 permsMask = part.TaskInventory[m_ItemID].PermsMask;
479 } 477 }
478 permsGranter = part.TaskInventory[m_ItemID].PermsGranter;
479 permsMask = part.TaskInventory[m_ItemID].PermsMask;
480 part.TaskInventory.LockItemsForRead(false);
480 481
481 if ((permsMask & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) != 0) 482 if ((permsMask & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) != 0)
482 { 483 {
@@ -585,6 +586,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
585 return true; 586 return true;
586 } 587 }
587 588
589 [DebuggerNonUserCode] //Prevents the debugger from farting in this function
588 public void SetState(string state) 590 public void SetState(string state)
589 { 591 {
590 if (state == State) 592 if (state == State)
@@ -596,7 +598,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
596 new DetectParams[0])); 598 new DetectParams[0]));
597 PostEvent(new EventParams("state_entry", new Object[0], 599 PostEvent(new EventParams("state_entry", new Object[0],
598 new DetectParams[0])); 600 new DetectParams[0]));
599 601
600 throw new EventAbortException(); 602 throw new EventAbortException();
601 } 603 }
602 604
@@ -679,41 +681,42 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
679 /// <returns></returns> 681 /// <returns></returns>
680 public object EventProcessor() 682 public object EventProcessor()
681 { 683 {
682 lock (m_Script) 684 EventParams data = null;
683 {
684// m_log.DebugFormat("[XEngine]: EventProcessor() invoked for {0}.{1}", PrimName, ScriptName);
685 685
686 if (Suspended) 686// m_log.DebugFormat("[XEngine]: EventProcessor() invoked for {0}.{1}", PrimName, ScriptName);
687 return 0;
688 687
689 EventParams data = null; 688 if (Suspended)
689 return 0;
690 690
691 lock (m_EventQueue) 691 lock (m_EventQueue)
692 {
693 data = (EventParams) m_EventQueue.Dequeue();
694 if (data == null) // Shouldn't happen
692 { 695 {
693 data = (EventParams) m_EventQueue.Dequeue(); 696 if ((m_EventQueue.Count > 0) && m_RunEvents && (!m_ShuttingDown))
694 if (data == null) // Shouldn't happen
695 { 697 {
696 if ((m_EventQueue.Count > 0) && m_RunEvents && (!m_ShuttingDown)) 698 m_CurrentResult = m_Engine.QueueEventHandler(this);
697 {
698 m_CurrentResult = m_Engine.QueueEventHandler(this);
699 }
700 else
701 {
702 m_CurrentResult = null;
703 }
704 return 0;
705 } 699 }
706 700 else
707 if (data.EventName == "timer")
708 m_TimerQueued = false;
709 if (data.EventName == "control")
710 { 701 {
711 if (m_ControlEventsInQueue > 0) 702 m_CurrentResult = null;
712 m_ControlEventsInQueue--;
713 } 703 }
714 if (data.EventName == "collision") 704 return 0;
715 m_CollisionInQueue = false; 705 }
706
707 if (data.EventName == "timer")
708 m_TimerQueued = false;
709 if (data.EventName == "control")
710 {
711 if (m_ControlEventsInQueue > 0)
712 m_ControlEventsInQueue--;
716 } 713 }
714 if (data.EventName == "collision")
715 m_CollisionInQueue = false;
716 }
717
718 lock(m_Script)
719 {
717 720
718// m_log.DebugFormat("[XEngine]: Processing event {0} for {1}", data.EventName, this); 721// m_log.DebugFormat("[XEngine]: Processing event {0} for {1}", data.EventName, this);
719 722
@@ -870,6 +873,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
870 new Object[0], new DetectParams[0])); 873 new Object[0], new DetectParams[0]));
871 } 874 }
872 875
876 [DebuggerNonUserCode] //Stops the VS debugger from farting in this function
873 public void ApiResetScript() 877 public void ApiResetScript()
874 { 878 {
875 // bool running = Running; 879 // bool running = Running;
@@ -901,10 +905,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
901 905
902 public Dictionary<string, object> GetVars() 906 public Dictionary<string, object> GetVars()
903 { 907 {
904 if (m_Script != null) 908 return m_Script.GetVars();
905 return m_Script.GetVars();
906 else
907 return new Dictionary<string, object>();
908 } 909 }
909 910
910 public void SetVars(Dictionary<string, object> vars) 911 public void SetVars(Dictionary<string, object> vars)
diff --git a/OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs b/OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs
index d848b2a..9e6752c 100644
--- a/OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs
@@ -83,19 +83,19 @@ namespace OpenSim.Region.ScriptEngine.Shared
83 83
84 public override string ToString() 84 public override string ToString()
85 { 85 {
86 string s=String.Format("<{0:0.000000},{1:0.000000},{2:0.000000}>", x, y, z); 86 string s=String.Format("<{0:0.000000}, {1:0.000000}, {2:0.000000}>", x, y, z);
87 return s; 87 return s;
88 } 88 }
89 89
90 public static explicit operator LSLString(Vector3 vec) 90 public static explicit operator LSLString(Vector3 vec)
91 { 91 {
92 string s=String.Format("<{0:0.000000},{1:0.000000},{2:0.000000}>", vec.x, vec.y, vec.z); 92 string s=String.Format("<{0:0.000000}, {1:0.000000}, {2:0.000000}>", vec.x, vec.y, vec.z);
93 return new LSLString(s); 93 return new LSLString(s);
94 } 94 }
95 95
96 public static explicit operator string(Vector3 vec) 96 public static explicit operator string(Vector3 vec)
97 { 97 {
98 string s=String.Format("<{0:0.000000},{1:0.000000},{2:0.000000}>", vec.x, vec.y, vec.z); 98 string s=String.Format("<{0:0.000000}, {1:0.000000}, {2:0.000000}>", vec.x, vec.y, vec.z);
99 return s; 99 return s;
100 } 100 }
101 101
@@ -342,19 +342,19 @@ namespace OpenSim.Region.ScriptEngine.Shared
342 342
343 public override string ToString() 343 public override string ToString()
344 { 344 {
345 string st=String.Format(Culture.FormatProvider, "<{0:0.000000},{1:0.000000},{2:0.000000},{3:0.000000}>", x, y, z, s); 345 string st=String.Format(Culture.FormatProvider, "<{0:0.000000}, {1:0.000000}, {2:0.000000}, {3:0.000000}>", x, y, z, s);
346 return st; 346 return st;
347 } 347 }
348 348
349 public static explicit operator string(Quaternion r) 349 public static explicit operator string(Quaternion r)
350 { 350 {
351 string s=String.Format("<{0:0.000000},{1:0.000000},{2:0.000000},{3:0.000000}>", r.x, r.y, r.z, r.s); 351 string s=String.Format("<{0:0.000000}, {1:0.000000}, {2:0.000000}, {3:0.000000}>", r.x, r.y, r.z, r.s);
352 return s; 352 return s;
353 } 353 }
354 354
355 public static explicit operator LSLString(Quaternion r) 355 public static explicit operator LSLString(Quaternion r)
356 { 356 {
357 string s=String.Format("<{0:0.000000},{1:0.000000},{2:0.000000},{3:0.000000}>", r.x, r.y, r.z, r.s); 357 string s=String.Format("<{0:0.000000}, {1:0.000000}, {2:0.000000}, {3:0.000000}>", r.x, r.y, r.z, r.s);
358 return new LSLString(s); 358 return new LSLString(s);
359 } 359 }
360 360
@@ -459,6 +459,8 @@ namespace OpenSim.Region.ScriptEngine.Shared
459 size += 64; 459 size += 64;
460 else if (o is int) 460 else if (o is int)
461 size += 4; 461 size += 4;
462 else if (o is uint)
463 size += 4;
462 else if (o is string) 464 else if (o is string)
463 size += ((string)o).Length; 465 size += ((string)o).Length;
464 else if (o is float) 466 else if (o is float)
@@ -613,24 +615,16 @@ namespace OpenSim.Region.ScriptEngine.Shared
613 615
614 public static bool operator ==(list a, list b) 616 public static bool operator ==(list a, list b)
615 { 617 {
616 int la = -1; 618 int la = a.Length;
617 int lb = -1; 619 int lb = b.Length;
618 try { la = a.Length; }
619 catch (NullReferenceException) { }
620 try { lb = b.Length; }
621 catch (NullReferenceException) { }
622 620
623 return la == lb; 621 return la == lb;
624 } 622 }
625 623
626 public static bool operator !=(list a, list b) 624 public static bool operator !=(list a, list b)
627 { 625 {
628 int la = -1; 626 int la = a.Length;
629 int lb = -1; 627 int lb = b.Length;
630 try { la = a.Length; }
631 catch (NullReferenceException) { }
632 try {lb = b.Length;}
633 catch (NullReferenceException) { }
634 628
635 return la != lb; 629 return la != lb;
636 } 630 }
@@ -1064,7 +1058,7 @@ namespace OpenSim.Region.ScriptEngine.Shared
1064 { 1058 {
1065 list ret = new list(); 1059 list ret = new list();
1066 double entry; 1060 double entry;
1067 for (int i = 0; i < src.Data.Length - 1; i++) 1061 for (int i = 0; i < src.Data.Length; i++)
1068 { 1062 {
1069 if (double.TryParse(src.Data[i].ToString(), NumberStyles.Float, Culture.NumberFormatInfo, out entry)) 1063 if (double.TryParse(src.Data[i].ToString(), NumberStyles.Float, Culture.NumberFormatInfo, out entry))
1070 { 1064 {
diff --git a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
index c9bbf0e..23531a9 100644
--- a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
+++ b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
@@ -30,6 +30,7 @@ using System.IO;
30using System.Threading; 30using System.Threading;
31using System.Collections; 31using System.Collections;
32using System.Collections.Generic; 32using System.Collections.Generic;
33using System.Diagnostics; //for [DebuggerNonUserCode]
33using System.Security; 34using System.Security;
34using System.Security.Policy; 35using System.Security.Policy;
35using System.Reflection; 36using System.Reflection;
@@ -108,6 +109,8 @@ namespace OpenSim.Region.ScriptEngine.XEngine
108 private Dictionary<UUID, IScriptInstance> m_Scripts = 109 private Dictionary<UUID, IScriptInstance> m_Scripts =
109 new Dictionary<UUID, IScriptInstance>(); 110 new Dictionary<UUID, IScriptInstance>();
110 111
112 private OpenMetaverse.ReaderWriterLockSlim m_scriptsLock = new OpenMetaverse.ReaderWriterLockSlim();
113
111 // Maps the asset ID to the assembly 114 // Maps the asset ID to the assembly
112 115
113 private Dictionary<UUID, string> m_Assemblies = 116 private Dictionary<UUID, string> m_Assemblies =
@@ -130,6 +133,71 @@ namespace OpenSim.Region.ScriptEngine.XEngine
130 IWorkItemResult m_CurrentCompile = null; 133 IWorkItemResult m_CurrentCompile = null;
131 private Dictionary<UUID, int> m_CompileDict = new Dictionary<UUID, int>(); 134 private Dictionary<UUID, int> m_CompileDict = new Dictionary<UUID, int>();
132 135
136 private void lockScriptsForRead(bool locked)
137 {
138 if (locked)
139 {
140 if (m_scriptsLock.RecursiveReadCount > 0)
141 {
142 m_log.Error("[XEngine.m_Scripts] Recursive read lock requested. This should not happen and means something needs to be fixed. For now though, it's safe to continue.");
143 m_scriptsLock.ExitReadLock();
144 }
145 if (m_scriptsLock.RecursiveWriteCount > 0)
146 {
147 m_log.Error("[XEngine.m_Scripts] Recursive write lock requested. This should not happen and means something needs to be fixed.");
148 m_scriptsLock.ExitWriteLock();
149 }
150
151 while (!m_scriptsLock.TryEnterReadLock(60000))
152 {
153 m_log.Error("[XEngine.m_Scripts] Thread lock detected while trying to aquire READ lock of m_scripts in XEngine. I'm going to try to solve the thread lock automatically to preserve region stability, but this needs to be fixed.");
154 if (m_scriptsLock.IsWriteLockHeld)
155 {
156 m_scriptsLock = new OpenMetaverse.ReaderWriterLockSlim();
157 }
158 }
159 }
160 else
161 {
162 if (m_scriptsLock.RecursiveReadCount > 0)
163 {
164 m_scriptsLock.ExitReadLock();
165 }
166 }
167 }
168 private void lockScriptsForWrite(bool locked)
169 {
170 if (locked)
171 {
172 if (m_scriptsLock.RecursiveReadCount > 0)
173 {
174 m_log.Error("[XEngine.m_Scripts] Recursive read lock requested. This should not happen and means something needs to be fixed. For now though, it's safe to continue.");
175 m_scriptsLock.ExitReadLock();
176 }
177 if (m_scriptsLock.RecursiveWriteCount > 0)
178 {
179 m_log.Error("[XEngine.m_Scripts] Recursive write lock requested. This should not happen and means something needs to be fixed.");
180 m_scriptsLock.ExitWriteLock();
181 }
182
183 while (!m_scriptsLock.TryEnterWriteLock(60000))
184 {
185 m_log.Error("[XEngine.m_Scripts] Thread lock detected while trying to aquire WRITE lock of m_scripts in XEngine. I'm going to try to solve the thread lock automatically to preserve region stability, but this needs to be fixed.");
186 if (m_scriptsLock.IsWriteLockHeld)
187 {
188 m_scriptsLock = new OpenMetaverse.ReaderWriterLockSlim();
189 }
190 }
191 }
192 else
193 {
194 if (m_scriptsLock.RecursiveWriteCount > 0)
195 {
196 m_scriptsLock.ExitWriteLock();
197 }
198 }
199 }
200
133 public string ScriptEngineName 201 public string ScriptEngineName
134 { 202 {
135 get { return "XEngine"; } 203 get { return "XEngine"; }
@@ -457,44 +525,37 @@ namespace OpenSim.Region.ScriptEngine.XEngine
457 { 525 {
458 if (!m_Enabled) 526 if (!m_Enabled)
459 return; 527 return;
460 528 lockScriptsForRead(true);
461 lock (m_Scripts) 529 foreach (IScriptInstance instance in m_Scripts.Values)
462 { 530 {
463 m_log.InfoFormat( 531 // Force a final state save
464 "[XEngine]: Shutting down {0} scripts in {1}", m_Scripts.Count, m_Scene.RegionInfo.RegionName); 532 //
465 533 if (m_Assemblies.ContainsKey(instance.AssetID))
466 foreach (IScriptInstance instance in m_Scripts.Values)
467 { 534 {
468 // Force a final state save 535 string assembly = m_Assemblies[instance.AssetID];
469 // 536 instance.SaveState(assembly);
470 if (m_Assemblies.ContainsKey(instance.AssetID)) 537 }
471 {
472 string assembly = m_Assemblies[instance.AssetID];
473 instance.SaveState(assembly);
474 }
475 538
476 // Clear the event queue and abort the instance thread 539 // Clear the event queue and abort the instance thread
477 // 540 //
478 instance.ClearQueue(); 541 instance.ClearQueue();
479 instance.Stop(0); 542 instance.Stop(0);
480 543
481 // Release events, timer, etc 544 // Release events, timer, etc
482 // 545 //
483 instance.DestroyScriptInstance(); 546 instance.DestroyScriptInstance();
484 547
485 // Unload scripts and app domains. 548 // Unload scripts and app domains
486 // Must be done explicitly because they have infinite 549 // Must be done explicitly because they have infinite
487 // lifetime. 550 // lifetime
488 // However, don't bother to do this if the simulator is shutting 551 //
489 // down since it takes a long time with many scripts. 552 if (!m_SimulatorShuttingDown)
490 if (!m_SimulatorShuttingDown) 553 {
554 m_DomainScripts[instance.AppDomain].Remove(instance.ItemID);
555 if (m_DomainScripts[instance.AppDomain].Count == 0)
491 { 556 {
492 m_DomainScripts[instance.AppDomain].Remove(instance.ItemID); 557 m_DomainScripts.Remove(instance.AppDomain);
493 if (m_DomainScripts[instance.AppDomain].Count == 0) 558 UnloadAppDomain(instance.AppDomain);
494 {
495 m_DomainScripts.Remove(instance.AppDomain);
496 UnloadAppDomain(instance.AppDomain);
497 }
498 } 559 }
499 } 560 }
500 561
@@ -503,6 +564,14 @@ namespace OpenSim.Region.ScriptEngine.XEngine
503 m_Assemblies.Clear(); 564 m_Assemblies.Clear();
504 m_DomainScripts.Clear(); 565 m_DomainScripts.Clear();
505 } 566 }
567 lockScriptsForRead(false);
568 lockScriptsForWrite(true);
569 m_Scripts.Clear();
570 lockScriptsForWrite(false);
571 m_PrimObjects.Clear();
572 m_Assemblies.Clear();
573 m_DomainScripts.Clear();
574
506 lock (m_ScriptEngines) 575 lock (m_ScriptEngines)
507 { 576 {
508 m_ScriptEngines.Remove(this); 577 m_ScriptEngines.Remove(this);
@@ -567,22 +636,20 @@ namespace OpenSim.Region.ScriptEngine.XEngine
567 636
568 List<IScriptInstance> instances = new List<IScriptInstance>(); 637 List<IScriptInstance> instances = new List<IScriptInstance>();
569 638
570 lock (m_Scripts) 639 lockScriptsForRead(true);
571 { 640 foreach (IScriptInstance instance in m_Scripts.Values)
572 foreach (IScriptInstance instance in m_Scripts.Values)
573 instances.Add(instance); 641 instances.Add(instance);
574 } 642 lockScriptsForRead(false);
575 643
576 foreach (IScriptInstance i in instances) 644 foreach (IScriptInstance i in instances)
577 { 645 {
578 string assembly = String.Empty; 646 string assembly = String.Empty;
579 647
580 lock (m_Scripts) 648
581 {
582 if (!m_Assemblies.ContainsKey(i.AssetID)) 649 if (!m_Assemblies.ContainsKey(i.AssetID))
583 continue; 650 continue;
584 assembly = m_Assemblies[i.AssetID]; 651 assembly = m_Assemblies[i.AssetID];
585 } 652
586 653
587 i.SaveState(assembly); 654 i.SaveState(assembly);
588 } 655 }
@@ -916,92 +983,95 @@ namespace OpenSim.Region.ScriptEngine.XEngine
916 } 983 }
917 984
918 ScriptInstance instance = null; 985 ScriptInstance instance = null;
919 lock (m_Scripts) 986 // Create the object record
987 lockScriptsForRead(true);
988 if ((!m_Scripts.ContainsKey(itemID)) ||
989 (m_Scripts[itemID].AssetID != assetID))
920 { 990 {
921 // Create the object record 991 lockScriptsForRead(false);
922 992
923 if ((!m_Scripts.ContainsKey(itemID)) || 993 UUID appDomain = assetID;
924 (m_Scripts[itemID].AssetID != assetID))
925 {
926 UUID appDomain = assetID;
927 994
928 if (part.ParentGroup.IsAttachment) 995 if (part.ParentGroup.IsAttachment)
929 appDomain = part.ParentGroup.RootPart.UUID; 996 appDomain = part.ParentGroup.RootPart.UUID;
930 997
931 if (!m_AppDomains.ContainsKey(appDomain)) 998 if (!m_AppDomains.ContainsKey(appDomain))
999 {
1000 try
932 { 1001 {
933 try 1002 AppDomainSetup appSetup = new AppDomainSetup();
934 { 1003 appSetup.PrivateBinPath = Path.Combine(
935 AppDomainSetup appSetup = new AppDomainSetup(); 1004 m_ScriptEnginesPath,
936 appSetup.PrivateBinPath = Path.Combine( 1005 m_Scene.RegionInfo.RegionID.ToString());
937 m_ScriptEnginesPath, 1006
938 m_Scene.RegionInfo.RegionID.ToString()); 1007 Evidence baseEvidence = AppDomain.CurrentDomain.Evidence;
939 1008 Evidence evidence = new Evidence(baseEvidence);
940 Evidence baseEvidence = AppDomain.CurrentDomain.Evidence; 1009
941 Evidence evidence = new Evidence(baseEvidence); 1010 AppDomain sandbox;
942 1011 if (m_AppDomainLoading)
943 AppDomain sandbox; 1012 sandbox = AppDomain.CreateDomain(
944 if (m_AppDomainLoading) 1013 m_Scene.RegionInfo.RegionID.ToString(),
945 sandbox = AppDomain.CreateDomain( 1014 evidence, appSetup);
946 m_Scene.RegionInfo.RegionID.ToString(), 1015 else
947 evidence, appSetup); 1016 sandbox = AppDomain.CurrentDomain;
948 else 1017
949 sandbox = AppDomain.CurrentDomain; 1018 //PolicyLevel sandboxPolicy = PolicyLevel.CreateAppDomainLevel();
950 1019 //AllMembershipCondition sandboxMembershipCondition = new AllMembershipCondition();
951 //PolicyLevel sandboxPolicy = PolicyLevel.CreateAppDomainLevel(); 1020 //PermissionSet sandboxPermissionSet = sandboxPolicy.GetNamedPermissionSet("Internet");
952 //AllMembershipCondition sandboxMembershipCondition = new AllMembershipCondition(); 1021 //PolicyStatement sandboxPolicyStatement = new PolicyStatement(sandboxPermissionSet);
953 //PermissionSet sandboxPermissionSet = sandboxPolicy.GetNamedPermissionSet("Internet"); 1022 //CodeGroup sandboxCodeGroup = new UnionCodeGroup(sandboxMembershipCondition, sandboxPolicyStatement);
954 //PolicyStatement sandboxPolicyStatement = new PolicyStatement(sandboxPermissionSet); 1023 //sandboxPolicy.RootCodeGroup = sandboxCodeGroup;
955 //CodeGroup sandboxCodeGroup = new UnionCodeGroup(sandboxMembershipCondition, sandboxPolicyStatement); 1024 //sandbox.SetAppDomainPolicy(sandboxPolicy);
956 //sandboxPolicy.RootCodeGroup = sandboxCodeGroup; 1025
957 //sandbox.SetAppDomainPolicy(sandboxPolicy); 1026 m_AppDomains[appDomain] = sandbox;
958 1027
959 m_AppDomains[appDomain] = sandbox; 1028 m_AppDomains[appDomain].AssemblyResolve +=
960 1029 new ResolveEventHandler(
961 m_AppDomains[appDomain].AssemblyResolve += 1030 AssemblyResolver.OnAssemblyResolve);
962 new ResolveEventHandler( 1031 m_DomainScripts[appDomain] = new List<UUID>();
963 AssemblyResolver.OnAssemblyResolve); 1032 }
964 m_DomainScripts[appDomain] = new List<UUID>(); 1033 catch (Exception e)
965 } 1034 {
966 catch (Exception e) 1035 m_log.ErrorFormat("[XEngine] Exception creating app domain:\n {0}", e.ToString());
1036 m_ScriptErrorMessage += "Exception creating app domain:\n";
1037 m_ScriptFailCount++;
1038 lock (m_AddingAssemblies)
967 { 1039 {
968 m_log.ErrorFormat("[XEngine] Exception creating app domain:\n {0}", e.ToString()); 1040 m_AddingAssemblies[assembly]--;
969 m_ScriptErrorMessage += "Exception creating app domain:\n";
970 m_ScriptFailCount++;
971 lock (m_AddingAssemblies)
972 {
973 m_AddingAssemblies[assembly]--;
974 }
975 return false;
976 } 1041 }
1042 return false;
977 } 1043 }
978 m_DomainScripts[appDomain].Add(itemID); 1044 }
979 1045 m_DomainScripts[appDomain].Add(itemID);
980 instance = new ScriptInstance(this, part, 1046
981 itemID, assetID, assembly, 1047 instance = new ScriptInstance(this, part,
982 m_AppDomains[appDomain], 1048 itemID, assetID, assembly,
983 part.ParentGroup.RootPart.Name, 1049 m_AppDomains[appDomain],
984 item.Name, startParam, postOnRez, 1050 part.ParentGroup.RootPart.Name,
985 stateSource, m_MaxScriptQueue); 1051 item.Name, startParam, postOnRez,
986 1052 stateSource, m_MaxScriptQueue);
987 m_log.DebugFormat( 1053
988 "[XEngine] Loaded script {0}.{1}, item UUID {2}, prim UUID {3} @ {4}.{5}", 1054 m_log.DebugFormat(
989 part.ParentGroup.RootPart.Name, item.Name, itemID, part.UUID, 1055 "[XEngine] Loaded script {0}.{1}, script UUID {2}, prim UUID {3} @ {4}.{5}",
1056 part.ParentGroup.RootPart.Name, item.Name, assetID, part.UUID,
990 part.ParentGroup.RootPart.AbsolutePosition, part.ParentGroup.Scene.RegionInfo.RegionName); 1057 part.ParentGroup.RootPart.AbsolutePosition, part.ParentGroup.Scene.RegionInfo.RegionName);
991 1058
992 if (presence != null) 1059 if (presence != null)
993 { 1060 {
994 ShowScriptSaveResponse(item.OwnerID, 1061 ShowScriptSaveResponse(item.OwnerID,
995 assetID, "Compile successful", true); 1062 assetID, "Compile successful", true);
996 }
997
998 instance.AppDomain = appDomain;
999 instance.LineMap = linemap;
1000
1001 m_Scripts[itemID] = instance;
1002 } 1063 }
1003 }
1004 1064
1065 instance.AppDomain = appDomain;
1066 instance.LineMap = linemap;
1067 lockScriptsForWrite(true);
1068 m_Scripts[itemID] = instance;
1069 lockScriptsForWrite(false);
1070 }
1071 else
1072 {
1073 lockScriptsForRead(false);
1074 }
1005 lock (m_PrimObjects) 1075 lock (m_PrimObjects)
1006 { 1076 {
1007 if (!m_PrimObjects.ContainsKey(localID)) 1077 if (!m_PrimObjects.ContainsKey(localID))
@@ -1020,9 +1090,9 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1020 m_AddingAssemblies[assembly]--; 1090 m_AddingAssemblies[assembly]--;
1021 } 1091 }
1022 1092
1023 if (instance != null) 1093 if (instance!=null)
1024 instance.Init(); 1094 instance.Init();
1025 1095
1026 return true; 1096 return true;
1027 } 1097 }
1028 1098
@@ -1035,20 +1105,31 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1035 m_CompileDict.Remove(itemID); 1105 m_CompileDict.Remove(itemID);
1036 } 1106 }
1037 1107
1038 IScriptInstance instance = null; 1108 lockScriptsForRead(true);
1039 1109 // Do we even have it?
1040 lock (m_Scripts) 1110 if (!m_Scripts.ContainsKey(itemID))
1041 { 1111 {
1042 // Do we even have it? 1112 // Do we even have it?
1043 if (!m_Scripts.ContainsKey(itemID)) 1113 if (!m_Scripts.ContainsKey(itemID))
1044 return; 1114 return;
1045 1115
1046 instance = m_Scripts[itemID]; 1116 lockScriptsForRead(false);
1117 lockScriptsForWrite(true);
1047 m_Scripts.Remove(itemID); 1118 m_Scripts.Remove(itemID);
1119 lockScriptsForWrite(false);
1120
1121 return;
1048 } 1122 }
1123
1049 1124
1125 IScriptInstance instance=m_Scripts[itemID];
1126 lockScriptsForRead(false);
1127 lockScriptsForWrite(true);
1128 m_Scripts.Remove(itemID);
1129 lockScriptsForWrite(false);
1050 instance.ClearQueue(); 1130 instance.ClearQueue();
1051 instance.Stop(0); 1131 instance.Stop(0);
1132
1052// bool objectRemoved = false; 1133// bool objectRemoved = false;
1053 1134
1054 lock (m_PrimObjects) 1135 lock (m_PrimObjects)
@@ -1084,11 +1165,12 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1084 ObjectRemoved handlerObjectRemoved = OnObjectRemoved; 1165 ObjectRemoved handlerObjectRemoved = OnObjectRemoved;
1085 if (handlerObjectRemoved != null) 1166 if (handlerObjectRemoved != null)
1086 { 1167 {
1087 SceneObjectPart part = m_Scene.GetSceneObjectPart(localID); 1168 SceneObjectPart part = m_Scene.GetSceneObjectPart(localID);
1088 handlerObjectRemoved(part.UUID); 1169 handlerObjectRemoved(part.UUID);
1089 } 1170 }
1090 1171
1091 1172 CleanAssemblies();
1173
1092 ScriptRemoved handlerScriptRemoved = OnScriptRemoved; 1174 ScriptRemoved handlerScriptRemoved = OnScriptRemoved;
1093 if (handlerScriptRemoved != null) 1175 if (handlerScriptRemoved != null)
1094 handlerScriptRemoved(itemID); 1176 handlerScriptRemoved(itemID);
@@ -1230,7 +1312,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1230 return false; 1312 return false;
1231 1313
1232 uuids = m_PrimObjects[localID]; 1314 uuids = m_PrimObjects[localID];
1233 } 1315
1234 1316
1235 foreach (UUID itemID in uuids) 1317 foreach (UUID itemID in uuids)
1236 { 1318 {
@@ -1248,6 +1330,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1248 result = true; 1330 result = true;
1249 } 1331 }
1250 } 1332 }
1333 }
1251 1334
1252 return result; 1335 return result;
1253 } 1336 }
@@ -1347,12 +1430,14 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1347 private IScriptInstance GetInstance(UUID itemID) 1430 private IScriptInstance GetInstance(UUID itemID)
1348 { 1431 {
1349 IScriptInstance instance; 1432 IScriptInstance instance;
1350 lock (m_Scripts) 1433 lockScriptsForRead(true);
1434 if (!m_Scripts.ContainsKey(itemID))
1351 { 1435 {
1352 if (!m_Scripts.ContainsKey(itemID)) 1436 lockScriptsForRead(false);
1353 return null; 1437 return null;
1354 instance = m_Scripts[itemID];
1355 } 1438 }
1439 instance = m_Scripts[itemID];
1440 lockScriptsForRead(false);
1356 return instance; 1441 return instance;
1357 } 1442 }
1358 1443
@@ -1376,6 +1461,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1376 return false; 1461 return false;
1377 } 1462 }
1378 1463
1464 [DebuggerNonUserCode]
1379 public void ApiResetScript(UUID itemID) 1465 public void ApiResetScript(UUID itemID)
1380 { 1466 {
1381 IScriptInstance instance = GetInstance(itemID); 1467 IScriptInstance instance = GetInstance(itemID);
@@ -1427,6 +1513,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1427 return UUID.Zero; 1513 return UUID.Zero;
1428 } 1514 }
1429 1515
1516 [DebuggerNonUserCode]
1430 public void SetState(UUID itemID, string newState) 1517 public void SetState(UUID itemID, string newState)
1431 { 1518 {
1432 IScriptInstance instance = GetInstance(itemID); 1519 IScriptInstance instance = GetInstance(itemID);
@@ -1449,11 +1536,10 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1449 1536
1450 List<IScriptInstance> instances = new List<IScriptInstance>(); 1537 List<IScriptInstance> instances = new List<IScriptInstance>();
1451 1538
1452 lock (m_Scripts) 1539 lockScriptsForRead(true);
1453 { 1540 foreach (IScriptInstance instance in m_Scripts.Values)
1454 foreach (IScriptInstance instance in m_Scripts.Values)
1455 instances.Add(instance); 1541 instances.Add(instance);
1456 } 1542 lockScriptsForRead(false);
1457 1543
1458 foreach (IScriptInstance i in instances) 1544 foreach (IScriptInstance i in instances)
1459 { 1545 {
@@ -1830,5 +1916,17 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1830 if (instance != null) 1916 if (instance != null)
1831 instance.Resume(); 1917 instance.Resume();
1832 } 1918 }
1919
1920 public bool HasScript(UUID itemID, out bool running)
1921 {
1922 running = true;
1923
1924 IScriptInstance instance = GetInstance(itemID);
1925 if (instance == null)
1926 return false;
1927
1928 running = instance.Running;
1929 return true;
1930 }
1833 } 1931 }
1834} \ No newline at end of file 1932}