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-rw-r--r--OpenSim/Region/Application/OpenSim.cs2
-rw-r--r--OpenSim/Region/Application/OpenSimBase.cs49
-rw-r--r--OpenSim/Region/ClientStack/LindenUDP/J2KImage.cs3
-rw-r--r--OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs169
-rw-r--r--OpenSim/Region/ClientStack/LindenUDP/LLUDPClient.cs10
-rw-r--r--OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs26
-rw-r--r--OpenSim/Region/ClientStack/LindenUDP/TokenBucket.cs66
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs31
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs102
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs18
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs11
-rw-r--r--OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs25
-rw-r--r--OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs69
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs2
-rw-r--r--OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs31
-rw-r--r--OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs14
-rw-r--r--OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs10
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs17
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs15
-rw-r--r--OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs8
-rw-r--r--OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs351
-rw-r--r--OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs2
-rw-r--r--OpenSim/Region/Examples/SimpleModule/MyNpcCharacter.cs9
-rw-r--r--OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs7
-rw-r--r--OpenSim/Region/Framework/Interfaces/IDwellModule.cs37
-rw-r--r--OpenSim/Region/Framework/Interfaces/IEntityInventory.cs3
-rw-r--r--OpenSim/Region/Framework/Interfaces/IInterregionComms.cs8
-rw-r--r--OpenSim/Region/Framework/Interfaces/ISnmpModule.cs27
-rw-r--r--OpenSim/Region/Framework/ModuleLoader.cs3
-rw-r--r--OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs26
-rw-r--r--OpenSim/Region/Framework/Scenes/EntityManager.cs79
-rw-r--r--OpenSim/Region/Framework/Scenes/EventManager.cs24
-rw-r--r--OpenSim/Region/Framework/Scenes/Prioritizer.cs15
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Inventory.cs47
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs139
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs4
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneGraph.cs131
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs26
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs869
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs219
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs544
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs888
-rw-r--r--OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs4
-rw-r--r--OpenSim/Region/Framework/Scenes/UndoState.cs168
-rw-r--r--OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs9
-rw-r--r--OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs9
-rw-r--r--OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs3
-rw-r--r--OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs2
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/AssemblyInfo.cs58
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs1421
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs3910
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/ODERayCastRequestManager.cs375
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/OdePhysicsJoint.cs (renamed from OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs)46
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs3859
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/Tests/ODETestClass.cs122
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/drawstuff.cs98
-rw-r--r--OpenSim/Region/Physics/OdePlugin/ODECharacter.cs1
-rw-r--r--OpenSim/Region/Physics/OdePlugin/ODEPrim.cs2
-rw-r--r--OpenSim/Region/Physics/POSPlugin/POSPrim.cs2
-rw-r--r--OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs82
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs20
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs1749
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LS_Api.cs3
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs36
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs13
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs32
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs2
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/Executor.cs2
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs1
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs2
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LS_Stub.cs15
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/ScriptBase.cs2
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs40
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs28
-rw-r--r--OpenSim/Region/ScriptEngine/XEngine/XEngine.cs338
75 files changed, 14613 insertions, 1977 deletions
diff --git a/OpenSim/Region/Application/OpenSim.cs b/OpenSim/Region/Application/OpenSim.cs
index 501d47f..cb48ac1 100644
--- a/OpenSim/Region/Application/OpenSim.cs
+++ b/OpenSim/Region/Application/OpenSim.cs
@@ -425,7 +425,7 @@ namespace OpenSim
425 if (alert != null) 425 if (alert != null)
426 presence.ControllingClient.Kick(alert); 426 presence.ControllingClient.Kick(alert);
427 else 427 else
428 presence.ControllingClient.Kick("\nThe OpenSim manager kicked you out.\n"); 428 presence.ControllingClient.Kick("\nYou have been logged out by an administrator.\n");
429 429
430 // ...and close on our side 430 // ...and close on our side
431 presence.Scene.IncomingCloseAgent(presence.UUID); 431 presence.Scene.IncomingCloseAgent(presence.UUID);
diff --git a/OpenSim/Region/Application/OpenSimBase.cs b/OpenSim/Region/Application/OpenSimBase.cs
index f535fe8..27cb137 100644
--- a/OpenSim/Region/Application/OpenSimBase.cs
+++ b/OpenSim/Region/Application/OpenSimBase.cs
@@ -343,10 +343,26 @@ namespace OpenSim
343 else m_log.Error("[MODULES]: The new RegionModulesController is missing..."); 343 else m_log.Error("[MODULES]: The new RegionModulesController is missing...");
344 344
345 scene.SetModuleInterfaces(); 345 scene.SetModuleInterfaces();
346// First Step of bootreport sequence
347 if (scene.SnmpService != null)
348 {
349 scene.SnmpService.ColdStart(1,scene);
350 scene.SnmpService.LinkDown(scene);
351 }
352
353 if (scene.SnmpService != null)
354 {
355 scene.SnmpService.BootInfo("Loading prins", scene);
356 }
346 357
347 // Prims have to be loaded after module configuration since some modules may be invoked during the load 358 // Prims have to be loaded after module configuration since some modules may be invoked during the load
348 scene.LoadPrimsFromStorage(regionInfo.originRegionID); 359 scene.LoadPrimsFromStorage(regionInfo.originRegionID);
349 360
361 if (scene.SnmpService != null)
362 {
363 scene.SnmpService.BootInfo("Creating region texture", scene);
364 }
365
350 // moved these here as the terrain texture has to be created after the modules are initialized 366 // moved these here as the terrain texture has to be created after the modules are initialized
351 // and has to happen before the region is registered with the grid. 367 // and has to happen before the region is registered with the grid.
352 scene.CreateTerrainTexture(); 368 scene.CreateTerrainTexture();
@@ -354,6 +370,10 @@ namespace OpenSim
354 // TODO : Try setting resource for region xstats here on scene 370 // TODO : Try setting resource for region xstats here on scene
355 MainServer.Instance.AddStreamHandler(new Region.Framework.Scenes.RegionStatsHandler(regionInfo)); 371 MainServer.Instance.AddStreamHandler(new Region.Framework.Scenes.RegionStatsHandler(regionInfo));
356 372
373 if (scene.SnmpService != null)
374 {
375 scene.SnmpService.BootInfo("Grid Registration in progress", scene);
376 }
357 try 377 try
358 { 378 {
359 scene.RegisterRegionWithGrid(); 379 scene.RegisterRegionWithGrid();
@@ -362,11 +382,20 @@ namespace OpenSim
362 { 382 {
363 m_log.ErrorFormat("[STARTUP]: Registration of region with grid failed, aborting startup - {0}", e.StackTrace); 383 m_log.ErrorFormat("[STARTUP]: Registration of region with grid failed, aborting startup - {0}", e.StackTrace);
364 384
385 if (scene.SnmpService != null)
386 {
387 scene.SnmpService.Critical("Grid registration failed. Startup aborted.", scene);
388 }
365 // Carrying on now causes a lot of confusion down the 389 // Carrying on now causes a lot of confusion down the
366 // line - we need to get the user's attention 390 // line - we need to get the user's attention
367 Environment.Exit(1); 391 Environment.Exit(1);
368 } 392 }
369 393
394 if (scene.SnmpService != null)
395 {
396 scene.SnmpService.BootInfo("Grid Registration done", scene);
397 }
398
370 scene.loadAllLandObjectsFromStorage(regionInfo.originRegionID); 399 scene.loadAllLandObjectsFromStorage(regionInfo.originRegionID);
371 scene.EventManager.TriggerParcelPrimCountUpdate(); 400 scene.EventManager.TriggerParcelPrimCountUpdate();
372 401
@@ -374,6 +403,11 @@ namespace OpenSim
374 // scripting engines. 403 // scripting engines.
375 scene.CreateScriptInstances(); 404 scene.CreateScriptInstances();
376 405
406 if (scene.SnmpService != null)
407 {
408 scene.SnmpService.BootInfo("ScriptEngine started", scene);
409 }
410
377 m_sceneManager.Add(scene); 411 m_sceneManager.Add(scene);
378 412
379 if (m_autoCreateClientStack) 413 if (m_autoCreateClientStack)
@@ -382,6 +416,10 @@ namespace OpenSim
382 clientServer.Start(); 416 clientServer.Start();
383 } 417 }
384 418
419 if (scene.SnmpService != null)
420 {
421 scene.SnmpService.BootInfo("Initializing region modules", scene);
422 }
385 if (do_post_init) 423 if (do_post_init)
386 { 424 {
387 foreach (IRegionModule module in modules) 425 foreach (IRegionModule module in modules)
@@ -393,6 +431,12 @@ namespace OpenSim
393 431
394 mscene = scene; 432 mscene = scene;
395 433
434 if (scene.SnmpService != null)
435 {
436 scene.SnmpService.BootInfo("The region is operational", scene);
437 scene.SnmpService.LinkUp(scene);
438 }
439
396 scene.StartTimer(); 440 scene.StartTimer();
397 441
398 return clientServer; 442 return clientServer;
@@ -401,6 +445,11 @@ namespace OpenSim
401 private void ShutdownRegion(Scene scene) 445 private void ShutdownRegion(Scene scene)
402 { 446 {
403 m_log.DebugFormat("[SHUTDOWN]: Shutting down region {0}", scene.RegionInfo.RegionName); 447 m_log.DebugFormat("[SHUTDOWN]: Shutting down region {0}", scene.RegionInfo.RegionName);
448 if (scene.SnmpService != null)
449 {
450 scene.SnmpService.BootInfo("The region is shutting down", scene);
451 scene.SnmpService.LinkDown(scene);
452 }
404 IRegionModulesController controller; 453 IRegionModulesController controller;
405 if (ApplicationRegistry.TryGet<IRegionModulesController>(out controller)) 454 if (ApplicationRegistry.TryGet<IRegionModulesController>(out controller))
406 { 455 {
diff --git a/OpenSim/Region/ClientStack/LindenUDP/J2KImage.cs b/OpenSim/Region/ClientStack/LindenUDP/J2KImage.cs
index e9e2dca..9dd6663 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/J2KImage.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/J2KImage.cs
@@ -202,6 +202,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
202 m_stopPacket = TexturePacketCount(); 202 m_stopPacket = TexturePacketCount();
203 } 203 }
204 204
205 //Give them at least two packets, to play nice with some broken viewers (SL also behaves this way)
206 if (m_stopPacket == 1 && Layers[0].End > FIRST_PACKET_SIZE) m_stopPacket++;
207
205 m_currentPacket = StartPacket; 208 m_currentPacket = StartPacket;
206 } 209 }
207 } 210 }
diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
index 0aec01a..a9f9d60 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
@@ -334,11 +334,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
334// protected HashSet<uint> m_attachmentsSent; 334// protected HashSet<uint> m_attachmentsSent;
335 335
336 private int m_moneyBalance; 336 private int m_moneyBalance;
337 private bool m_deliverPackets = true;
337 private int m_animationSequenceNumber = 1; 338 private int m_animationSequenceNumber = 1;
338 private bool m_SendLogoutPacketWhenClosing = true; 339 private bool m_SendLogoutPacketWhenClosing = true;
339 private AgentUpdateArgs lastarg; 340 private AgentUpdateArgs lastarg;
340 private bool m_IsActive = true; 341 private bool m_IsActive = true;
341 private bool m_IsLoggingOut = false; 342 private bool m_IsLoggingOut = false;
343 private bool m_IsPresenceReady = false;
342 344
343 protected Dictionary<PacketType, PacketProcessor> m_packetHandlers = new Dictionary<PacketType, PacketProcessor>(); 345 protected Dictionary<PacketType, PacketProcessor> m_packetHandlers = new Dictionary<PacketType, PacketProcessor>();
344 protected Dictionary<string, GenericMessage> m_genericPacketHandlers = new Dictionary<string, GenericMessage>(); //PauPaw:Local Generic Message handlers 346 protected Dictionary<string, GenericMessage> m_genericPacketHandlers = new Dictionary<string, GenericMessage>(); //PauPaw:Local Generic Message handlers
@@ -361,6 +363,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
361 363
362 private Timer m_propertiesPacketTimer; 364 private Timer m_propertiesPacketTimer;
363 private List<ObjectPropertiesPacket.ObjectDataBlock> m_propertiesBlocks = new List<ObjectPropertiesPacket.ObjectDataBlock>(); 365 private List<ObjectPropertiesPacket.ObjectDataBlock> m_propertiesBlocks = new List<ObjectPropertiesPacket.ObjectDataBlock>();
366 private List<Packet> m_pendingPackets;
364 367
365 #endregion Class Members 368 #endregion Class Members
366 369
@@ -376,6 +379,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP
376 get { return m_startpos; } 379 get { return m_startpos; }
377 set { m_startpos = value; } 380 set { m_startpos = value; }
378 } 381 }
382 public bool DeliverPackets
383 {
384 get { return m_deliverPackets; }
385 set {
386 m_deliverPackets = value;
387 m_udpClient.m_deliverPackets = value;
388 }
389 }
379 public UUID AgentId { get { return m_agentId; } } 390 public UUID AgentId { get { return m_agentId; } }
380 public UUID ActiveGroupId { get { return m_activeGroupID; } } 391 public UUID ActiveGroupId { get { return m_activeGroupID; } }
381 public string ActiveGroupName { get { return m_activeGroupName; } } 392 public string ActiveGroupName { get { return m_activeGroupName; } }
@@ -401,6 +412,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
401 get { return m_IsActive; } 412 get { return m_IsActive; }
402 set { m_IsActive = value; } 413 set { m_IsActive = value; }
403 } 414 }
415
404 public bool IsLoggingOut 416 public bool IsLoggingOut
405 { 417 {
406 get { return m_IsLoggingOut; } 418 get { return m_IsLoggingOut; }
@@ -464,18 +476,30 @@ namespace OpenSim.Region.ClientStack.LindenUDP
464 476
465 #region Client Methods 477 #region Client Methods
466 478
479
467 /// <summary> 480 /// <summary>
468 /// Shut down the client view 481 /// Shut down the client view
469 /// </summary> 482 /// </summary>
470 public void Close() 483 public void Close()
471 { 484 {
485 Close(true);
486 }
487
488 /// <summary>
489 /// Shut down the client view
490 /// </summary>
491 public void Close(bool sendStop)
492 {
472 m_log.DebugFormat( 493 m_log.DebugFormat(
473 "[CLIENT]: Close has been called for {0} attached to scene {1}", 494 "[CLIENT]: Close has been called for {0} attached to scene {1}",
474 Name, m_scene.RegionInfo.RegionName); 495 Name, m_scene.RegionInfo.RegionName);
475 496
476 // Send the STOP packet 497 if (sendStop)
477 DisableSimulatorPacket disable = (DisableSimulatorPacket)PacketPool.Instance.GetPacket(PacketType.DisableSimulator); 498 {
478 OutPacket(disable, ThrottleOutPacketType.Unknown); 499 // Send the STOP packet
500 DisableSimulatorPacket disable = (DisableSimulatorPacket)PacketPool.Instance.GetPacket(PacketType.DisableSimulator);
501 OutPacket(disable, ThrottleOutPacketType.Unknown);
502 }
479 503
480 IsActive = false; 504 IsActive = false;
481 505
@@ -1041,6 +1065,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1041 public virtual void SendLayerData(float[] map) 1065 public virtual void SendLayerData(float[] map)
1042 { 1066 {
1043 Util.FireAndForget(DoSendLayerData, map); 1067 Util.FireAndForget(DoSendLayerData, map);
1068
1069 // Send it sync, and async. It's not that much data
1070 // and it improves user experience just so much!
1071 DoSendLayerData(map);
1044 } 1072 }
1045 1073
1046 /// <summary> 1074 /// <summary>
@@ -1053,16 +1081,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1053 1081
1054 try 1082 try
1055 { 1083 {
1056 //for (int y = 0; y < 16; y++) 1084 for (int y = 0; y < 16; y++)
1057 //{ 1085 {
1058 // for (int x = 0; x < 16; x++) 1086 for (int x = 0; x < 16; x+=4)
1059 // { 1087 {
1060 // SendLayerData(x, y, map); 1088 SendLayerPacket(x, y, map);
1061 // } 1089 }
1062 //} 1090 }
1063
1064 // Send LayerData in a spiral pattern. Fun!
1065 SendLayerTopRight(map, 0, 0, 15, 15);
1066 } 1091 }
1067 catch (Exception e) 1092 catch (Exception e)
1068 { 1093 {
@@ -1070,51 +1095,35 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1070 } 1095 }
1071 } 1096 }
1072 1097
1073 private void SendLayerTopRight(float[] map, int x1, int y1, int x2, int y2)
1074 {
1075 // Row
1076 for (int i = x1; i <= x2; i++)
1077 SendLayerData(i, y1, map);
1078
1079 // Column
1080 for (int j = y1 + 1; j <= y2; j++)
1081 SendLayerData(x2, j, map);
1082
1083 if (x2 - x1 > 0)
1084 SendLayerBottomLeft(map, x1, y1 + 1, x2 - 1, y2);
1085 }
1086
1087 void SendLayerBottomLeft(float[] map, int x1, int y1, int x2, int y2)
1088 {
1089 // Row in reverse
1090 for (int i = x2; i >= x1; i--)
1091 SendLayerData(i, y2, map);
1092
1093 // Column in reverse
1094 for (int j = y2 - 1; j >= y1; j--)
1095 SendLayerData(x1, j, map);
1096
1097 if (x2 - x1 > 0)
1098 SendLayerTopRight(map, x1 + 1, y1, x2, y2 - 1);
1099 }
1100
1101 /// <summary> 1098 /// <summary>
1102 /// Sends a set of four patches (x, x+1, ..., x+3) to the client 1099 /// Sends a set of four patches (x, x+1, ..., x+3) to the client
1103 /// </summary> 1100 /// </summary>
1104 /// <param name="map">heightmap</param> 1101 /// <param name="map">heightmap</param>
1105 /// <param name="px">X coordinate for patches 0..12</param> 1102 /// <param name="px">X coordinate for patches 0..12</param>
1106 /// <param name="py">Y coordinate for patches 0..15</param> 1103 /// <param name="py">Y coordinate for patches 0..15</param>
1107 // private void SendLayerPacket(float[] map, int y, int x) 1104 private void SendLayerPacket(int x, int y, float[] map)
1108 // { 1105 {
1109 // int[] patches = new int[4]; 1106 int[] patches = new int[4];
1110 // patches[0] = x + 0 + y * 16; 1107 patches[0] = x + 0 + y * 16;
1111 // patches[1] = x + 1 + y * 16; 1108 patches[1] = x + 1 + y * 16;
1112 // patches[2] = x + 2 + y * 16; 1109 patches[2] = x + 2 + y * 16;
1113 // patches[3] = x + 3 + y * 16; 1110 patches[3] = x + 3 + y * 16;
1114 1111
1115 // Packet layerpack = LLClientView.TerrainManager.CreateLandPacket(map, patches); 1112 float[] heightmap = (map.Length == 65536) ?
1116 // OutPacket(layerpack, ThrottleOutPacketType.Land); 1113 map :
1117 // } 1114 LLHeightFieldMoronize(map);
1115
1116 try
1117 {
1118 Packet layerpack = TerrainCompressor.CreateLandPacket(heightmap, patches);
1119 OutPacket(layerpack, ThrottleOutPacketType.Land);
1120 }
1121 catch
1122 {
1123 for (int px = x ; px < x + 4 ; px++)
1124 SendLayerData(px, y, map);
1125 }
1126 }
1118 1127
1119 /// <summary> 1128 /// <summary>
1120 /// Sends a specified patch to a client 1129 /// Sends a specified patch to a client
@@ -1134,7 +1143,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1134 LayerDataPacket layerpack = TerrainCompressor.CreateLandPacket(heightmap, patches); 1143 LayerDataPacket layerpack = TerrainCompressor.CreateLandPacket(heightmap, patches);
1135 layerpack.Header.Reliable = true; 1144 layerpack.Header.Reliable = true;
1136 1145
1137 OutPacket(layerpack, ThrottleOutPacketType.Land); 1146 OutPacket(layerpack, ThrottleOutPacketType.Task);
1138 } 1147 }
1139 catch (Exception e) 1148 catch (Exception e)
1140 { 1149 {
@@ -2206,6 +2215,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP
2206 OutPacket(sound, ThrottleOutPacketType.Task); 2215 OutPacket(sound, ThrottleOutPacketType.Task);
2207 } 2216 }
2208 2217
2218 public void SendTransferAbort(TransferRequestPacket transferRequest)
2219 {
2220 TransferAbortPacket abort = (TransferAbortPacket)PacketPool.Instance.GetPacket(PacketType.TransferAbort);
2221 abort.TransferInfo.TransferID = transferRequest.TransferInfo.TransferID;
2222 abort.TransferInfo.ChannelType = transferRequest.TransferInfo.ChannelType;
2223 m_log.Debug("[Assets] Aborting transfer; asset request failed");
2224 OutPacket(abort, ThrottleOutPacketType.Task);
2225 }
2226
2209 public void SendTriggeredSound(UUID soundID, UUID ownerID, UUID objectID, UUID parentID, ulong handle, Vector3 position, float gain) 2227 public void SendTriggeredSound(UUID soundID, UUID ownerID, UUID objectID, UUID parentID, ulong handle, Vector3 position, float gain)
2210 { 2228 {
2211 SoundTriggerPacket sound = (SoundTriggerPacket)PacketPool.Instance.GetPacket(PacketType.SoundTrigger); 2229 SoundTriggerPacket sound = (SoundTriggerPacket)PacketPool.Instance.GetPacket(PacketType.SoundTrigger);
@@ -3909,6 +3927,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
3909 { 3927 {
3910 m_propertiesPacketTimer.Stop(); 3928 m_propertiesPacketTimer.Stop();
3911 3929
3930 if (m_propertiesBlocks.Count == 0)
3931 return;
3932
3912 proper.ObjectData = new ObjectPropertiesPacket.ObjectDataBlock[m_propertiesBlocks.Count]; 3933 proper.ObjectData = new ObjectPropertiesPacket.ObjectDataBlock[m_propertiesBlocks.Count];
3913 3934
3914 int index = 0; 3935 int index = 0;
@@ -4900,6 +4921,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4900 (x.CameraLeftAxis != lastarg.CameraLeftAxis) || 4921 (x.CameraLeftAxis != lastarg.CameraLeftAxis) ||
4901 (x.CameraUpAxis != lastarg.CameraUpAxis) || 4922 (x.CameraUpAxis != lastarg.CameraUpAxis) ||
4902 (x.ControlFlags != lastarg.ControlFlags) || 4923 (x.ControlFlags != lastarg.ControlFlags) ||
4924 (x.ControlFlags != 0) ||
4903 (x.Far != lastarg.Far) || 4925 (x.Far != lastarg.Far) ||
4904 (x.Flags != lastarg.Flags) || 4926 (x.Flags != lastarg.Flags) ||
4905 (x.State != lastarg.State) || 4927 (x.State != lastarg.State) ||
@@ -5271,7 +5293,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
5271 args.Channel = ch; 5293 args.Channel = ch;
5272 args.From = String.Empty; 5294 args.From = String.Empty;
5273 args.Message = Utils.BytesToString(msg); 5295 args.Message = Utils.BytesToString(msg);
5274 args.Type = ChatTypeEnum.Shout; 5296 args.Type = ChatTypeEnum.Region; //Behaviour in SL is that the response can be heard from any distance
5275 args.Position = new Vector3(); 5297 args.Position = new Vector3();
5276 args.Scene = Scene; 5298 args.Scene = Scene;
5277 args.Sender = this; 5299 args.Sender = this;
@@ -11152,18 +11174,44 @@ namespace OpenSim.Region.ClientStack.LindenUDP
11152 } 11174 }
11153 11175
11154 /// <summary> 11176 /// <summary>
11177 /// This processes packets which have accumulated while the presence was still in the process of initialising.
11178 /// </summary>
11179 public void ProcessPendingPackets()
11180 {
11181 m_IsPresenceReady = true;
11182 if (m_pendingPackets == null)
11183 return;
11184 foreach (Packet p in m_pendingPackets)
11185 {
11186 ProcessInPacket(p);
11187 }
11188 m_pendingPackets.Clear();
11189 }
11190
11191 /// <summary>
11155 /// Entryway from the client to the simulator. All UDP packets from the client will end up here 11192 /// Entryway from the client to the simulator. All UDP packets from the client will end up here
11156 /// </summary> 11193 /// </summary>
11157 /// <param name="Pack">OpenMetaverse.packet</param> 11194 /// <param name="Pack">OpenMetaverse.packet</param>
11158 public void ProcessInPacket(Packet Pack) 11195 public void ProcessInPacket(Packet Pack)
11159 { 11196 {
11160 if (m_debugPacketLevel >= 255) 11197 if (!m_IsPresenceReady)
11161 m_log.DebugFormat("[CLIENT]: Packet IN {0}", Pack.Type); 11198 {
11199 if (m_pendingPackets == null)
11200 {
11201 m_pendingPackets = new List<Packet>();
11202 }
11203 m_pendingPackets.Add(Pack);
11204 }
11205 else
11206 {
11207 if (m_debugPacketLevel >= 255)
11208 m_log.DebugFormat("[CLIENT]: Packet IN {0}", Pack.Type);
11162 11209
11163 if (!ProcessPacketMethod(Pack)) 11210 if (!ProcessPacketMethod(Pack))
11164 m_log.Warn("[CLIENT]: unhandled packet " + Pack.Type); 11211 m_log.Warn("[CLIENT]: unhandled packet " + Pack.Type);
11165 11212
11166 PacketPool.Instance.ReturnPacket(Pack); 11213 PacketPool.Instance.ReturnPacket(Pack);
11214 }
11167 } 11215 }
11168 11216
11169 private static PrimitiveBaseShape GetShapeFromAddPacket(ObjectAddPacket addPacket) 11217 private static PrimitiveBaseShape GetShapeFromAddPacket(ObjectAddPacket addPacket)
@@ -11400,7 +11448,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
11400 11448
11401// m_log.DebugFormat("[CLIENT]: {0} requesting asset {1}", Name, requestID); 11449// m_log.DebugFormat("[CLIENT]: {0} requesting asset {1}", Name, requestID);
11402 11450
11451
11452 //Note, the bool returned from the below function is useless since it is always false.
11403 m_assetService.Get(requestID.ToString(), transferRequest, AssetReceived); 11453 m_assetService.Get(requestID.ToString(), transferRequest, AssetReceived);
11454
11404 } 11455 }
11405 11456
11406 /// <summary> 11457 /// <summary>
diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLUDPClient.cs b/OpenSim/Region/ClientStack/LindenUDP/LLUDPClient.cs
index 6232c48..eebbfa5 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/LLUDPClient.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/LLUDPClient.cs
@@ -149,6 +149,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
149 149
150 private int m_defaultRTO = 3000; 150 private int m_defaultRTO = 3000;
151 private int m_maxRTO = 60000; 151 private int m_maxRTO = 60000;
152 public bool m_deliverPackets = true;
152 153
153 /// <summary> 154 /// <summary>
154 /// Default constructor 155 /// Default constructor
@@ -389,6 +390,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
389 if (category >= 0 && category < m_packetOutboxes.Length) 390 if (category >= 0 && category < m_packetOutboxes.Length)
390 { 391 {
391 OpenSim.Framework.LocklessQueue<OutgoingPacket> queue = m_packetOutboxes[category]; 392 OpenSim.Framework.LocklessQueue<OutgoingPacket> queue = m_packetOutboxes[category];
393
394 if (m_deliverPackets == false)
395 {
396 queue.Enqueue(packet);
397 return true;
398 }
399
392 TokenBucket bucket = m_throttleCategories[category]; 400 TokenBucket bucket = m_throttleCategories[category];
393 401
394 if (bucket.RemoveTokens(packet.Buffer.DataLength)) 402 if (bucket.RemoveTokens(packet.Buffer.DataLength))
@@ -419,6 +427,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
419 /// <returns>True if any packets were sent, otherwise false</returns> 427 /// <returns>True if any packets were sent, otherwise false</returns>
420 public bool DequeueOutgoing() 428 public bool DequeueOutgoing()
421 { 429 {
430 if (m_deliverPackets == false) return false;
431
422 OutgoingPacket packet; 432 OutgoingPacket packet;
423 OpenSim.Framework.LocklessQueue<OutgoingPacket> queue; 433 OpenSim.Framework.LocklessQueue<OutgoingPacket> queue;
424 TokenBucket bucket; 434 TokenBucket bucket;
diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs
index 1b81105..3b63bcd 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs
@@ -899,7 +899,29 @@ namespace OpenSim.Region.ClientStack.LindenUDP
899 client.OnLogout += LogoutHandler; 899 client.OnLogout += LogoutHandler;
900 900
901 // Start the IClientAPI 901 // Start the IClientAPI
902 client.Start(); 902 // Spin it off so that it doesn't clog up the LLUDPServer
903
904 //First, and very importantly:
905 //
906 //Set our DeliverPackets flag in the client to *false*
907 //this will prevent us from missing important messages
908 //before the modules are bound
909 client.DeliverPackets = false;
910
911 Util.FireAndForget(
912 delegate
913 {
914 try
915 {
916 client.Start();
917 }
918 finally
919 {
920 //Now, release the hounds. er, packets.
921 client.DeliverPackets = true;
922 }
923 }
924 );
903 } 925 }
904 else 926 else
905 { 927 {
@@ -915,7 +937,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
915 if (m_scene.TryGetClient(udpClient.AgentID, out client)) 937 if (m_scene.TryGetClient(udpClient.AgentID, out client))
916 { 938 {
917 client.IsLoggingOut = true; 939 client.IsLoggingOut = true;
918 client.Close(); 940 client.Close(false);
919 } 941 }
920 } 942 }
921 943
diff --git a/OpenSim/Region/ClientStack/LindenUDP/TokenBucket.cs b/OpenSim/Region/ClientStack/LindenUDP/TokenBucket.cs
index bdbd284..91e3d20 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/TokenBucket.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/TokenBucket.cs
@@ -133,7 +133,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
133 this.parent = parent; 133 this.parent = parent;
134 MaxBurst = maxBurst; 134 MaxBurst = maxBurst;
135 DripRate = dripRate; 135 DripRate = dripRate;
136 lastDrip = Environment.TickCount & Int32.MaxValue; 136 lastDrip = Environment.TickCount;
137 } 137 }
138 138
139 /// <summary> 139 /// <summary>
@@ -144,40 +144,30 @@ namespace OpenSim.Region.ClientStack.LindenUDP
144 /// the bucket, otherwise false</returns> 144 /// the bucket, otherwise false</returns>
145 public bool RemoveTokens(int amount) 145 public bool RemoveTokens(int amount)
146 { 146 {
147 bool dummy;
148 return RemoveTokens(amount, out dummy);
149 }
150
151 /// <summary>
152 /// Remove a given number of tokens from the bucket
153 /// </summary>
154 /// <param name="amount">Number of tokens to remove from the bucket</param>
155 /// <param name="dripSucceeded">True if tokens were added to the bucket
156 /// during this call, otherwise false</param>
157 /// <returns>True if the requested number of tokens were removed from
158 /// the bucket, otherwise false</returns>
159 public bool RemoveTokens(int amount, out bool dripSucceeded)
160 {
161 if (maxBurst == 0) 147 if (maxBurst == 0)
162 { 148 {
163 dripSucceeded = true;
164 return true; 149 return true;
165 } 150 }
166 151
167 dripSucceeded = Drip(); 152 if (amount > maxBurst)
168
169 if (content - amount >= 0)
170 { 153 {
171 if (parent != null && !parent.RemoveTokens(amount)) 154 throw new Exception("amount " + amount + " exceeds maxBurst " + maxBurst);
172 return false; 155 }
173 156
174 content -= amount; 157 Drip();
175 return true; 158
159 if (content < amount)
160 {
161 return false;
176 } 162 }
177 else 163
164 if (parent != null && !parent.RemoveTokens(amount))
178 { 165 {
179 return false; 166 return false;
180 } 167 }
168
169 content -= amount;
170 return true;
181 } 171 }
182 172
183 /// <summary> 173 /// <summary>
@@ -193,25 +183,23 @@ namespace OpenSim.Region.ClientStack.LindenUDP
193 content = maxBurst; 183 content = maxBurst;
194 return true; 184 return true;
195 } 185 }
196 else
197 {
198 int now = Environment.TickCount & Int32.MaxValue;
199 int deltaMS = now - lastDrip;
200 186
201 if (deltaMS <= 0) 187 int now = Environment.TickCount;
202 { 188 int deltaMS = now - lastDrip;
203 if (deltaMS < 0) 189 lastDrip = now;
204 lastDrip = now;
205 return false;
206 }
207 190
208 int dripAmount = deltaMS * tokensPerMS; 191 if (deltaMS <= 0)
209 192 {
210 content = Math.Min(content + dripAmount, maxBurst); 193 return false;
211 lastDrip = now; 194 }
212 195
213 return true; 196 long dripAmount = (long)deltaMS * (long)tokensPerMS + (long)content;
197 if (dripAmount > maxBurst)
198 {
199 dripAmount = maxBurst;
214 } 200 }
201 content = (int)dripAmount;
202 return true;
215 } 203 }
216 } 204 }
217} 205}
diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
index ff3036a..34198d2 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 Nini.Config; 33using Nini.Config;
33using OpenMetaverse; 34using OpenMetaverse;
@@ -36,6 +37,7 @@ using OpenSim.Framework;
36using OpenSim.Region.Framework; 37using OpenSim.Region.Framework;
37using OpenSim.Region.Framework.Interfaces; 38using OpenSim.Region.Framework.Interfaces;
38using OpenSim.Region.Framework.Scenes; 39using OpenSim.Region.Framework.Scenes;
40using OpenSim.Region.Framework.Scenes.Serialization;
39 41
40namespace OpenSim.Region.CoreModules.Avatar.Attachments 42namespace OpenSim.Region.CoreModules.Avatar.Attachments
41{ 43{
@@ -206,8 +208,14 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
206 208
207 public UUID RezSingleAttachmentFromInventory( 209 public UUID RezSingleAttachmentFromInventory(
208 IClientAPI remoteClient, UUID itemID, uint AttachmentPt, bool updateInventoryStatus) 210 IClientAPI remoteClient, UUID itemID, uint AttachmentPt, bool updateInventoryStatus)
211 {
212 return RezSingleAttachmentFromInventory(remoteClient, itemID, AttachmentPt, true, null);
213 }
214
215 public UUID RezSingleAttachmentFromInventory(
216 IClientAPI remoteClient, UUID itemID, uint AttachmentPt, bool updateInventoryStatus, XmlDocument doc)
209 { 217 {
210 SceneObjectGroup att = RezSingleAttachmentFromInventoryInternal(remoteClient, itemID, AttachmentPt); 218 SceneObjectGroup att = RezSingleAttachmentFromInventoryInternal(remoteClient, itemID, AttachmentPt, doc);
211 219
212 if (updateInventoryStatus) 220 if (updateInventoryStatus)
213 { 221 {
@@ -226,7 +234,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
226 } 234 }
227 235
228 protected SceneObjectGroup RezSingleAttachmentFromInventoryInternal( 236 protected SceneObjectGroup RezSingleAttachmentFromInventoryInternal(
229 IClientAPI remoteClient, UUID itemID, uint AttachmentPt) 237 IClientAPI remoteClient, UUID itemID, uint AttachmentPt, XmlDocument doc)
230 { 238 {
231 IInventoryAccessModule invAccess = m_scene.RequestModuleInterface<IInventoryAccessModule>(); 239 IInventoryAccessModule invAccess = m_scene.RequestModuleInterface<IInventoryAccessModule>();
232 if (invAccess != null) 240 if (invAccess != null)
@@ -251,13 +259,19 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
251 if (tainted) 259 if (tainted)
252 objatt.HasGroupChanged = true; 260 objatt.HasGroupChanged = true;
253 261
262 if (doc != null)
263 {
264 objatt.LoadScriptState(doc);
265 objatt.ResetOwnerChangeFlag();
266 }
267
254 // Fire after attach, so we don't get messy perms dialogs 268 // Fire after attach, so we don't get messy perms dialogs
255 // 3 == AttachedRez 269 // 3 == AttachedRez
256 objatt.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 3); 270 objatt.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 3);
257 objatt.ResumeScripts(); 271 objatt.ResumeScripts();
258 272
259 // Do this last so that event listeners have access to all the effects of the attachment 273 // Do this last so that event listeners have access to all the effects of the attachment
260 m_scene.EventManager.TriggerOnAttach(objatt.LocalId, itemID, remoteClient.AgentId); 274 //m_scene.EventManager.TriggerOnAttach(objatt.LocalId, itemID, remoteClient.AgentId);
261 } 275 }
262 else 276 else
263 { 277 {
@@ -286,7 +300,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
286 if (m_scene.TryGetScenePresence(remoteClient.AgentId, out presence)) 300 if (m_scene.TryGetScenePresence(remoteClient.AgentId, out presence))
287 { 301 {
288 InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId); 302 InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId);
289 item = m_scene.InventoryService.GetItem(item); 303 if (m_scene.InventoryService != null)
304 item = m_scene.InventoryService.GetItem(item);
290 305
291 presence.Appearance.SetAttachment((int)AttachmentPt, itemID, item.AssetID /*att.UUID*/); 306 presence.Appearance.SetAttachment((int)AttachmentPt, itemID, item.AssetID /*att.UUID*/);
292 } 307 }
@@ -331,6 +346,12 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
331 { 346 {
332 // XXYY!! 347 // XXYY!!
333 InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId); 348 InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId);
349 if (item == null)
350 m_log.Error("[ATTACHMENT]: item == null");
351 if (m_scene == null)
352 m_log.Error("[ATTACHMENT]: m_scene == null");
353 if (m_scene.InventoryService == null)
354 m_log.Error("[ATTACHMENT]: m_scene.InventoryService == null");
334 item = m_scene.InventoryService.GetItem(item); 355 item = m_scene.InventoryService.GetItem(item);
335 presence.Appearance.SetAttachment((int)AttachmentPt, itemID, item.AssetID /* att.UUID */); 356 presence.Appearance.SetAttachment((int)AttachmentPt, itemID, item.AssetID /* att.UUID */);
336 357
@@ -419,6 +440,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
419 if (group.GetFromItemID() == itemID) 440 if (group.GetFromItemID() == itemID)
420 { 441 {
421 m_scene.EventManager.TriggerOnAttach(group.LocalId, itemID, UUID.Zero); 442 m_scene.EventManager.TriggerOnAttach(group.LocalId, itemID, UUID.Zero);
443 // CM / XMREngine!!!! Needed to conclude attach event
444 SceneObjectSerializer.ToOriginalXmlFormat(group);
422 group.DetachToInventoryPrep(); 445 group.DetachToInventoryPrep();
423 m_log.Debug("[ATTACHMENTS MODULE]: Saving attachpoint: " + ((uint)group.GetAttachmentPoint()).ToString()); 446 m_log.Debug("[ATTACHMENTS MODULE]: Saving attachpoint: " + ((uint)group.GetAttachmentPoint()).ToString());
424 m_scene.UpdateKnownItem(remoteClient, group,group.GetFromItemID(), group.OwnerID); 447 m_scene.UpdateKnownItem(remoteClient, group,group.GetFromItemID(), group.OwnerID);
diff --git a/OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs b/OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs
index 02f0968..9c8cbc6 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:
@@ -227,7 +241,15 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
227 s.ForEachScenePresence( 241 s.ForEachScenePresence(
228 delegate(ScenePresence presence) 242 delegate(ScenePresence presence)
229 { 243 {
230 TrySendChatMessage(presence, fromPos, regionPos, fromID, fromName, c.Type, message, sourceType); 244 ILandObject Presencecheck = s.LandChannel.GetLandObject(presence.AbsolutePosition.X, presence.AbsolutePosition.Y);
245 if (Presencecheck != null)
246 {
247 if (Presencecheck.IsEitherBannedOrRestricted(c.SenderUUID) != true)
248 {
249 TrySendChatMessage(presence, fromPos, regionPos, fromID, fromNamePrefix+fromName, c.Type, message, sourceType);
250 }
251 }
252
231 } 253 }
232 ); 254 );
233 } 255 }
@@ -270,25 +292,29 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
270 } 292 }
271 293
272 // m_log.DebugFormat("[CHAT] Broadcast: fromID {0} fromName {1}, cType {2}, sType {3}", fromID, fromName, cType, sourceType); 294 // m_log.DebugFormat("[CHAT] Broadcast: fromID {0} fromName {1}, cType {2}, sType {3}", fromID, fromName, cType, sourceType);
273 295 if (c.Scene != null)
274 ((Scene)c.Scene).ForEachScenePresence( 296 {
275 delegate(ScenePresence presence) 297 ((Scene)c.Scene).ForEachScenePresence
276 { 298 (
277 // ignore chat from child agents 299 delegate(ScenePresence presence)
278 if (presence.IsChildAgent) return; 300 {
279 301 // ignore chat from child agents
280 IClientAPI client = presence.ControllingClient; 302 if (presence.IsChildAgent) return;
281 303
282 // don't forward SayOwner chat from objects to 304 IClientAPI client = presence.ControllingClient;
283 // non-owner agents 305
284 if ((c.Type == ChatTypeEnum.Owner) && 306 // don't forward SayOwner chat from objects to
285 (null != c.SenderObject) && 307 // non-owner agents
286 (((SceneObjectPart)c.SenderObject).OwnerID != client.AgentId)) 308 if ((c.Type == ChatTypeEnum.Owner) &&
287 return; 309 (null != c.SenderObject) &&
288 310 (((SceneObjectPart)c.SenderObject).OwnerID != client.AgentId))
289 client.SendChatMessage(c.Message, (byte)cType, CenterOfRegion, fromName, fromID, 311 return;
290 (byte)sourceType, (byte)ChatAudibleLevel.Fully); 312
291 }); 313 client.SendChatMessage(c.Message, (byte)cType, CenterOfRegion, fromName, fromID,
314 (byte)sourceType, (byte)ChatAudibleLevel.Fully);
315 }
316 );
317 }
292 } 318 }
293 319
294 320
@@ -317,5 +343,35 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
317 presence.ControllingClient.SendChatMessage(message, (byte) type, fromPos, fromName, 343 presence.ControllingClient.SendChatMessage(message, (byte) type, fromPos, fromName,
318 fromAgentID,(byte)src,(byte)ChatAudibleLevel.Fully); 344 fromAgentID,(byte)src,(byte)ChatAudibleLevel.Fully);
319 } 345 }
346
347 Dictionary<UUID, System.Threading.Timer> Timers = new Dictionary<UUID, System.Threading.Timer>();
348 public void ParcelFreezeUser(IClientAPI client, UUID parcelowner, uint flags, UUID target)
349 {
350 System.Threading.Timer Timer;
351 if (flags == 0)
352 {
353 FreezeCache.Add(target.ToString());
354 System.Threading.TimerCallback timeCB = new System.Threading.TimerCallback(OnEndParcelFrozen);
355 Timer = new System.Threading.Timer(timeCB, target, 30000, 0);
356 Timers.Add(target, Timer);
357 }
358 else
359 {
360 FreezeCache.Remove(target.ToString());
361 Timers.TryGetValue(target, out Timer);
362 Timers.Remove(target);
363 Timer.Dispose();
364 }
365 }
366
367 private void OnEndParcelFrozen(object avatar)
368 {
369 UUID target = (UUID)avatar;
370 FreezeCache.Remove(target.ToString());
371 System.Threading.Timer Timer;
372 Timers.TryGetValue(target, out Timer);
373 Timers.Remove(target);
374 Timer.Dispose();
375 }
320 } 376 }
321} 377}
diff --git a/OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs b/OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs
index 2105f3c..fb0bd1a 100644
--- a/OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs
@@ -55,6 +55,11 @@ namespace OpenSim.Region.CoreModules.Avatar.Dialog
55 55
56 m_scene.AddCommand( 56 m_scene.AddCommand(
57 this, "alert general", "alert general <message>", "Send an alert to everyone", HandleAlertConsoleCommand); 57 this, "alert general", "alert general <message>", "Send an alert to everyone", HandleAlertConsoleCommand);
58
59 m_scene.AddCommand(
60 this, "alert dialog", "alert dialog <message>", "Send a dialog alert to everyone", HandleAlertConsoleCommand);
61
62
58 } 63 }
59 64
60 public void PostInitialise() {} 65 public void PostInitialise() {}
@@ -96,8 +101,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Dialog
96 { 101 {
97 m_scene.ForEachScenePresence(delegate(ScenePresence presence) 102 m_scene.ForEachScenePresence(delegate(ScenePresence presence)
98 { 103 {
99 if (!presence.IsChildAgent) 104 presence.ControllingClient.SendAlertMessage(message);
100 presence.ControllingClient.SendAlertMessage(message);
101 }); 105 });
102 } 106 }
103 107
@@ -181,6 +185,14 @@ namespace OpenSim.Region.CoreModules.Avatar.Dialog
181 "[DIALOG]: Sending general alert in region {0} with message {1}", m_scene.RegionInfo.RegionName, message); 185 "[DIALOG]: Sending general alert in region {0} with message {1}", m_scene.RegionInfo.RegionName, message);
182 SendGeneralAlert(message); 186 SendGeneralAlert(message);
183 } 187 }
188 else if (cmdparams[1] == "dialog")
189 {
190 string message = CombineParams(cmdparams, 2);
191
192 m_log.InfoFormat(
193 "[DIALOG]: Sending dialog alert in region {0} with message {1}", m_scene.RegionInfo.RegionName, message);
194 SendNotificationToUsersInRegion(UUID.Zero, "System", message);
195 }
184 else 196 else
185 { 197 {
186 string firstName = cmdparams[1]; 198 string firstName = cmdparams[1];
@@ -205,4 +217,4 @@ namespace OpenSim.Region.CoreModules.Avatar.Dialog
205 return result; 217 return result;
206 } 218 }
207 } 219 }
208} \ No newline at end of file 220}
diff --git a/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs b/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs
index 6f044cb..ca0b7ad 100644
--- a/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs
@@ -67,7 +67,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
67 return false; 67 return false;
68 } 68 }
69 } 69 }
70 70
71 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 71 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
72 72
73 protected List<Scene> m_Scenes = new List<Scene>(); 73 protected List<Scene> m_Scenes = new List<Scene>();
@@ -203,9 +203,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
203 203
204 UserFriendData data = m_Friends[principalID]; 204 UserFriendData data = m_Friends[principalID];
205 205
206 string searchFor = friendID.ToString();
206 foreach (FriendInfo fi in data.Friends) 207 foreach (FriendInfo fi in data.Friends)
207 { 208 {
208 if (fi.Friend == friendID.ToString()) 209 if (fi.Friend == searchFor)
209 return (uint)fi.TheirFlags; 210 return (uint)fi.TheirFlags;
210 } 211 }
211 return 0; 212 return 0;
@@ -292,7 +293,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
292 293
293 // Inform the friends that this user is online 294 // Inform the friends that this user is online
294 StatusChange(agentID, true); 295 StatusChange(agentID, true);
295 296
296 // Register that we need to send the list of online friends to this user 297 // Register that we need to send the list of online friends to this user
297 lock (m_NeedsListOfFriends) 298 lock (m_NeedsListOfFriends)
298 if (!m_NeedsListOfFriends.Contains(agentID)) 299 if (!m_NeedsListOfFriends.Contains(agentID))
@@ -498,7 +499,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
498 private void OnInstantMessage(IClientAPI client, GridInstantMessage im) 499 private void OnInstantMessage(IClientAPI client, GridInstantMessage im)
499 { 500 {
500 if (im.dialog == (byte)OpenMetaverse.InstantMessageDialog.FriendshipOffered) 501 if (im.dialog == (byte)OpenMetaverse.InstantMessageDialog.FriendshipOffered)
501 { 502 {
502 // we got a friendship offer 503 // we got a friendship offer
503 UUID principalID = new UUID(im.fromAgentID); 504 UUID principalID = new UUID(im.fromAgentID);
504 UUID friendID = new UUID(im.toAgentID); 505 UUID friendID = new UUID(im.toAgentID);
@@ -730,7 +731,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
730 // we're done 731 // we're done
731 return true; 732 return true;
732 } 733 }
733 734
734 return false; 735 return false;
735 } 736 }
736 737
diff --git a/OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs b/OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs
index ab141eb..ffdac58 100644
--- a/OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs
@@ -156,6 +156,31 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
156 return; 156 return;
157 } 157 }
158 158
159 DateTime dt = DateTime.UtcNow;
160
161 // Ticks from UtcNow, but make it look like local. Evil, huh?
162 dt = DateTime.SpecifyKind(dt, DateTimeKind.Local);
163
164 try
165 {
166 // Convert that to the PST timezone
167 TimeZoneInfo timeZoneInfo = TimeZoneInfo.FindSystemTimeZoneById("America/Los_Angeles");
168 dt = TimeZoneInfo.ConvertTime(dt, timeZoneInfo);
169 }
170 catch
171 {
172 m_log.Info("[OFFLINE MESSAGING]: No PST timezone found on this machine. Saving with local timestamp.");
173 }
174
175 // And make it look local again to fool the unix time util
176 dt = DateTime.SpecifyKind(dt, DateTimeKind.Utc);
177
178 im.timestamp = (uint)Util.ToUnixTime(dt);
179
180 // If client is null, this message comes from storage and IS offline
181 if (client != null)
182 im.offline = 0;
183
159 if (m_TransferModule != null) 184 if (m_TransferModule != null)
160 { 185 {
161 m_TransferModule.SendInstantMessage(im, 186 m_TransferModule.SendInstantMessage(im,
diff --git a/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs b/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs
index fdfcd10..feeb9e6 100644
--- a/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs
@@ -172,13 +172,16 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
172 172
173 private void RetrieveInstantMessages(IClientAPI client) 173 private void RetrieveInstantMessages(IClientAPI client)
174 { 174 {
175 if (m_RestURL != "") 175 if (m_RestURL == String.Empty)
176 { 176 return;
177 m_log.DebugFormat("[OFFLINE MESSAGING] Retrieving stored messages for {0}", client.AgentId);
178 177
179 List<GridInstantMessage> msglist = SynchronousRestObjectPoster.BeginPostObject<UUID, List<GridInstantMessage>>( 178 m_log.DebugFormat("[OFFLINE MESSAGING] Retrieving stored messages for {0}", client.AgentId);
179
180 List<GridInstantMessage> msglist = SynchronousRestObjectPoster.BeginPostObject<UUID, List<GridInstantMessage>>(
180 "POST", m_RestURL + "/RetrieveMessages/", client.AgentId); 181 "POST", m_RestURL + "/RetrieveMessages/", client.AgentId);
181 182
183 if (msglist != null)
184 {
182 foreach (GridInstantMessage im in msglist) 185 foreach (GridInstantMessage im in msglist)
183 { 186 {
184 // client.SendInstantMessage(im); 187 // client.SendInstantMessage(im);
@@ -189,6 +192,17 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
189 // Needed for proper state management for stored group 192 // Needed for proper state management for stored group
190 // invitations 193 // invitations
191 // 194 //
195
196 im.offline = 1;
197
198 // Reconstruct imSessionID
199 if (im.dialog == (byte)InstantMessageDialog.MessageFromAgent)
200 {
201 UUID fromAgentID = new UUID(im.fromAgentID);
202 UUID sessionID = fromAgentID ^ client.AgentId;
203 im.imSessionID = new Guid(sessionID.ToString());
204 }
205
192 Scene s = FindScene(client.AgentId); 206 Scene s = FindScene(client.AgentId);
193 if (s != null) 207 if (s != null)
194 s.EventManager.TriggerIncomingInstantMessage(im); 208 s.EventManager.TriggerIncomingInstantMessage(im);
@@ -198,26 +212,37 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
198 212
199 private void UndeliveredMessage(GridInstantMessage im) 213 private void UndeliveredMessage(GridInstantMessage im)
200 { 214 {
201 if ((im.offline != 0) 215 if (im.dialog != (byte)InstantMessageDialog.MessageFromObject &&
202 && (!im.fromGroup || (im.fromGroup && m_ForwardOfflineGroupMessages))) 216 im.dialog != (byte)InstantMessageDialog.MessageFromAgent &&
217 im.dialog != (byte)InstantMessageDialog.GroupNotice &&
218 im.dialog != (byte)InstantMessageDialog.InventoryOffered)
203 { 219 {
204 bool success = SynchronousRestObjectPoster.BeginPostObject<GridInstantMessage, bool>( 220 return;
205 "POST", m_RestURL+"/SaveMessage/", im); 221 }
206 222
207 if (im.dialog == (byte)InstantMessageDialog.MessageFromAgent) 223 // It's not delivered. Make sure the scope id is saved
208 { 224 // We don't need the imSessionID here anymore, overwrite it
209 IClientAPI client = FindClient(new UUID(im.fromAgentID)); 225 Scene scene = FindScene(new UUID(im.fromAgentID));
210 if (client == null) 226 if (scene == null)
211 return; 227 scene = m_SceneList[0];
212 228 im.imSessionID = new Guid(scene.RegionInfo.ScopeID.ToString());
213 client.SendInstantMessage(new GridInstantMessage( 229
214 null, new UUID(im.toAgentID), 230 bool success = SynchronousRestObjectPoster.BeginPostObject<GridInstantMessage, bool>(
215 "System", new UUID(im.fromAgentID), 231 "POST", m_RestURL+"/SaveMessage/", im);
216 (byte)InstantMessageDialog.MessageFromAgent, 232
217 "User is not logged in. "+ 233 if (im.dialog == (byte)InstantMessageDialog.MessageFromAgent)
218 (success ? "Message saved." : "Message not saved"), 234 {
219 false, new Vector3())); 235 IClientAPI client = FindClient(new UUID(im.fromAgentID));
220 } 236 if (client == null)
237 return;
238
239 client.SendInstantMessage(new GridInstantMessage(
240 null, new UUID(im.toAgentID),
241 "System", new UUID(im.fromAgentID),
242 (byte)InstantMessageDialog.MessageFromAgent,
243 "User is not logged in. "+
244 (success ? "Message saved." : "Message not saved"),
245 false, new Vector3()));
221 } 246 }
222 } 247 }
223 } 248 }
diff --git a/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs
index 2f1e9dd..0d04491 100644
--- a/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs
@@ -241,6 +241,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
241 im.imSessionID = itemID.Guid; 241 im.imSessionID = itemID.Guid;
242 } 242 }
243 243
244 im.offline = 1; // Remember these
245
244 // Send the IM to the recipient. The item is already 246 // Send the IM to the recipient. The item is already
245 // in their inventory, so it will not be lost if 247 // in their inventory, so it will not be lost if
246 // they are offline. 248 // they are offline.
diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
index ab1cfc3..927eeab 100644
--- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
@@ -264,7 +264,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
264 // This may be a costly operation. The reg.ExternalEndPoint field is not a passive field, 264 // This may be a costly operation. The reg.ExternalEndPoint field is not a passive field,
265 // it's actually doing a lot of work. 265 // it's actually doing a lot of work.
266 IPEndPoint endPoint = finalDestination.ExternalEndPoint; 266 IPEndPoint endPoint = finalDestination.ExternalEndPoint;
267 if (endPoint.Address != null) 267 if (endPoint != null && endPoint.Address != null)
268 { 268 {
269 // Fixing a bug where teleporting while sitting results in the avatar ending up removed from 269 // Fixing a bug where teleporting while sitting results in the avatar ending up removed from
270 // both regions 270 // both regions
@@ -851,15 +851,19 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
851 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} to client {1}", capsPath, agent.UUID); 851 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} to client {1}", capsPath, agent.UUID);
852 852
853 IEventQueue eq = agent.Scene.RequestModuleInterface<IEventQueue>(); 853 IEventQueue eq = agent.Scene.RequestModuleInterface<IEventQueue>();
854 if (eq != null) 854 IPEndPoint neighbourExternal = neighbourRegion.ExternalEndPoint;
855 { 855 if (neighbourExternal != null)
856 eq.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourRegion.ExternalEndPoint,
857 capsPath, agent.UUID, agent.ControllingClient.SessionId);
858 }
859 else
860 { 856 {
861 agent.ControllingClient.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourRegion.ExternalEndPoint, 857 if (eq != null)
862 capsPath); 858 {
859 eq.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourExternal,
860 capsPath, agent.UUID, agent.ControllingClient.SessionId);
861 }
862 else
863 {
864 agent.ControllingClient.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourExternal,
865 capsPath);
866 }
863 } 867 }
864 868
865 if (!WaitForCallback(agent.UUID)) 869 if (!WaitForCallback(agent.UUID))
@@ -957,10 +961,14 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
957 agent.Viewer = currentAgentCircuit.Viewer; 961 agent.Viewer = currentAgentCircuit.Viewer;
958 } 962 }
959 963
960 InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync; 964 IPEndPoint external = region.ExternalEndPoint;
961 d.BeginInvoke(sp, agent, region, region.ExternalEndPoint, true, 965 if (external != null)
966 {
967 InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync;
968 d.BeginInvoke(sp, agent, region, external, true,
962 InformClientOfNeighbourCompleted, 969 InformClientOfNeighbourCompleted,
963 d); 970 d);
971 }
964 } 972 }
965 #endregion 973 #endregion
966 974
@@ -1089,6 +1097,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1089 InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync; 1097 InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync;
1090 try 1098 try
1091 { 1099 {
1100 //neighbour.ExternalEndPoint may return null, which will be caught
1092 d.BeginInvoke(sp, cagents[count], neighbour, neighbour.ExternalEndPoint, newAgent, 1101 d.BeginInvoke(sp, cagents[count], neighbour, neighbour.ExternalEndPoint, newAgent,
1093 InformClientOfNeighbourCompleted, 1102 InformClientOfNeighbourCompleted,
1094 d); 1103 d);
diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
index 1a7da61..c300250 100644
--- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
@@ -219,6 +219,11 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
219 219
220 Vector3 originalPosition = objectGroup.AbsolutePosition; 220 Vector3 originalPosition = objectGroup.AbsolutePosition;
221 221
222 // Restore attachment data after trip through the sim
223 if (objectGroup.RootPart.AttachPoint > 0)
224 inventoryStoredPosition = objectGroup.RootPart.AttachOffset;
225 objectGroup.RootPart.Shape.State = objectGroup.RootPart.AttachPoint;
226
222 objectGroup.AbsolutePosition = inventoryStoredPosition; 227 objectGroup.AbsolutePosition = inventoryStoredPosition;
223 228
224 string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(objectGroup); 229 string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(objectGroup);
@@ -516,6 +521,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
516 string xmlData = Utils.BytesToString(rezAsset.Data); 521 string xmlData = Utils.BytesToString(rezAsset.Data);
517 SceneObjectGroup group 522 SceneObjectGroup group
518 = SceneObjectSerializer.FromOriginalXmlFormat(itemId, xmlData); 523 = SceneObjectSerializer.FromOriginalXmlFormat(itemId, xmlData);
524 Vector3 storedPosition = group.AbsolutePosition;
519 525
520 group.RootPart.FromFolderID = item.Folder; 526 group.RootPart.FromFolderID = item.Folder;
521 527
@@ -523,7 +529,11 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
523 // find small items. 529 // find small items.
524 // 530 //
525 if (!attachment) 531 if (!attachment)
532 {
526 group.RootPart.CreateSelected = true; 533 group.RootPart.CreateSelected = true;
534 foreach (SceneObjectPart child in group.Children.Values)
535 child.CreateSelected = true;
536 }
527 537
528 if (!m_Scene.Permissions.CanRezObject( 538 if (!m_Scene.Permissions.CanRezObject(
529 group.Children.Count, remoteClient.AgentId, pos) 539 group.Children.Count, remoteClient.AgentId, pos)
@@ -635,6 +645,10 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
635 { 645 {
636 if (group.RootPart.Shape.PCode == (byte)PCode.Prim) 646 if (group.RootPart.Shape.PCode == (byte)PCode.Prim)
637 { 647 {
648 // Save attachment data
649 group.RootPart.AttachPoint = group.RootPart.Shape.State;
650 group.RootPart.AttachOffset = storedPosition;
651
638 group.ClearPartAttachmentData(); 652 group.ClearPartAttachmentData();
639 } 653 }
640 654
diff --git a/OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs b/OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs
index 9b565ed..1fd1f47 100644
--- a/OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs
+++ b/OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs
@@ -142,7 +142,7 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
142 engine.PostScriptEvent(itemID, "http_request", new Object[] { urlcode.ToString(), "URL_REQUEST_DENIED", "" }); 142 engine.PostScriptEvent(itemID, "http_request", new Object[] { urlcode.ToString(), "URL_REQUEST_DENIED", "" });
143 return urlcode; 143 return urlcode;
144 } 144 }
145 string url = "http://" + m_ExternalHostNameForLSL + ":" + m_HttpServer.Port.ToString() + "/lslhttp/" + urlcode.ToString() + "/"; 145 string url = "http://" + m_ExternalHostNameForLSL + ":" + m_HttpServer.Port.ToString() + "/lslhttp/" + urlcode.ToString();
146 146
147 UrlData urlData = new UrlData(); 147 UrlData urlData = new UrlData();
148 urlData.hostID = host.UUID; 148 urlData.hostID = host.UUID;
@@ -152,10 +152,9 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
152 urlData.urlcode = urlcode; 152 urlData.urlcode = urlcode;
153 urlData.requests = new Dictionary<UUID, RequestData>(); 153 urlData.requests = new Dictionary<UUID, RequestData>();
154 154
155
156 m_UrlMap[url] = urlData; 155 m_UrlMap[url] = urlData;
157 156
158 string uri = "/lslhttp/" + urlcode.ToString() + "/"; 157 string uri = "/lslhttp/" + urlcode.ToString();
159 158
160 m_HttpServer.AddPollServiceHTTPHandler(uri,HandleHttpPoll, 159 m_HttpServer.AddPollServiceHTTPHandler(uri,HandleHttpPoll,
161 new PollServiceEventArgs(HttpRequestHandler,HasEvents, GetEvents, NoEvents, 160 new PollServiceEventArgs(HttpRequestHandler,HasEvents, GetEvents, NoEvents,
@@ -386,6 +385,7 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
386 385
387 return response; 386 return response;
388 } 387 }
388
389 public void HttpRequestHandler(UUID requestID, Hashtable request) 389 public void HttpRequestHandler(UUID requestID, Hashtable request)
390 { 390 {
391 lock (request) 391 lock (request)
@@ -400,8 +400,8 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
400 400
401 int pos1 = uri.IndexOf("/");// /lslhttp 401 int pos1 = uri.IndexOf("/");// /lslhttp
402 int pos2 = uri.IndexOf("/", pos1 + 1);// /lslhttp/ 402 int pos2 = uri.IndexOf("/", pos1 + 1);// /lslhttp/
403 int pos3 = uri.IndexOf("/", pos2 + 1);// /lslhttp/<UUID>/ 403 int pos3 = pos2 + 37; // /lslhttp/urlcode
404 string uri_tmp = uri.Substring(0, pos3 + 1); 404 string uri_tmp = uri.Substring(0, pos3);
405 //HTTP server code doesn't provide us with QueryStrings 405 //HTTP server code doesn't provide us with QueryStrings
406 string pathInfo; 406 string pathInfo;
407 string queryString; 407 string queryString;
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs
index e32dbb3..329a259 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs
@@ -290,6 +290,23 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation
290 return false; 290 return false;
291 } 291 }
292 292
293 public bool CloseChildAgent(GridRegion destination, UUID id)
294 {
295 if (destination == null)
296 return false;
297
298 foreach (Scene s in m_sceneList)
299 {
300 if (s.RegionInfo.RegionID == destination.RegionID)
301 {
302 //m_log.Debug("[LOCAL COMMS]: Found region to SendCloseAgent");
303 return s.IncomingCloseChildAgent(id);
304 }
305 }
306 //m_log.Debug("[LOCAL COMMS]: region not found in SendCloseAgent");
307 return false;
308 }
309
293 /** 310 /**
294 * Object-related communications 311 * Object-related communications
295 */ 312 */
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs
index 3f577f2..e16e273 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs
@@ -252,6 +252,21 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation
252 return false; 252 return false;
253 } 253 }
254 254
255 public bool CloseChildAgent(GridRegion destination, UUID id)
256 {
257 if (destination == null)
258 return false;
259
260 // Try local first
261 if (m_localBackend.CloseChildAgent(destination, id))
262 return true;
263
264 // else do the remote thing
265 if (!m_localBackend.IsLocalRegion(destination.RegionHandle))
266 return m_remoteConnector.CloseChildAgent(destination, id);
267
268 return false;
269 }
255 270
256 public bool CloseAgent(GridRegion destination, UUID id) 271 public bool CloseAgent(GridRegion destination, UUID id)
257 { 272 {
diff --git a/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs b/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs
index bc653ce..57b7672 100644
--- a/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs
+++ b/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs
@@ -261,10 +261,11 @@ namespace OpenSim.Region.CoreModules.World.Archiver
261 // Fix ownership/creator of inventory items 261 // Fix ownership/creator of inventory items
262 // Not doing so results in inventory items 262 // Not doing so results in inventory items
263 // being no copy/no mod for everyone 263 // being no copy/no mod for everyone
264 lock (part.TaskInventory) 264 part.TaskInventory.LockItemsForRead(true);
265 TaskInventoryDictionary inv = part.TaskInventory;
266 foreach (KeyValuePair<UUID, TaskInventoryItem> kvp in inv)
265 { 267 {
266 TaskInventoryDictionary inv = part.TaskInventory; 268 if (!ResolveUserUuid(kvp.Value.OwnerID))
267 foreach (KeyValuePair<UUID, TaskInventoryItem> kvp in inv)
268 { 269 {
269 if (!ResolveUserUuid(kvp.Value.OwnerID)) 270 if (!ResolveUserUuid(kvp.Value.OwnerID))
270 { 271 {
@@ -276,6 +277,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
276 } 277 }
277 } 278 }
278 } 279 }
280 part.TaskInventory.LockItemsForRead(false);
279 } 281 }
280 282
281 if (m_scene.AddRestoredSceneObject(sceneObject, true, false)) 283 if (m_scene.AddRestoredSceneObject(sceneObject, true, false))
diff --git a/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs b/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
index 4ccd0f0..cfee1b0 100644
--- a/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
+++ b/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
@@ -82,6 +82,8 @@ namespace OpenSim.Region.CoreModules.World.Land
82 private int m_lastLandLocalID = LandChannel.START_LAND_LOCAL_ID - 1; 82 private int m_lastLandLocalID = LandChannel.START_LAND_LOCAL_ID - 1;
83 83
84 private bool m_allowedForcefulBans = true; 84 private bool m_allowedForcefulBans = true;
85 private UUID DefaultGodParcelGroup;
86 private string DefaultGodParcelName;
85 87
86 // caches ExtendedLandData 88 // caches ExtendedLandData
87 private Cache parcelInfoCache; 89 private Cache parcelInfoCache;
@@ -96,6 +98,12 @@ namespace OpenSim.Region.CoreModules.World.Land
96 98
97 public void Initialise(IConfigSource source) 99 public void Initialise(IConfigSource source)
98 { 100 {
101 IConfig cnf = source.Configs["LandManagement"];
102 if (cnf != null)
103 {
104 DefaultGodParcelGroup = new UUID(cnf.GetString("DefaultAdministratorGroupUUID", UUID.Zero.ToString()));
105 DefaultGodParcelName = cnf.GetString("DefaultAdministratorParcelName", "Default Parcel");
106 }
99 } 107 }
100 108
101 public void AddRegion(Scene scene) 109 public void AddRegion(Scene scene)
@@ -160,7 +168,7 @@ namespace OpenSim.Region.CoreModules.World.Land
160 client.OnParcelGodForceOwner += ClientOnParcelGodForceOwner; 168 client.OnParcelGodForceOwner += ClientOnParcelGodForceOwner;
161 client.OnParcelReclaim += ClientOnParcelReclaim; 169 client.OnParcelReclaim += ClientOnParcelReclaim;
162 client.OnParcelInfoRequest += ClientOnParcelInfoRequest; 170 client.OnParcelInfoRequest += ClientOnParcelInfoRequest;
163 client.OnParcelDwellRequest += ClientOnParcelDwellRequest; 171// client.OnParcelDwellRequest += ClientOnParcelDwellRequest;
164 client.OnParcelDeedToGroup += ClientOnParcelDeedToGroup; 172 client.OnParcelDeedToGroup += ClientOnParcelDeedToGroup;
165 client.OnPreAgentUpdate += ClientOnPreAgentUpdate; 173 client.OnPreAgentUpdate += ClientOnPreAgentUpdate;
166 174
@@ -351,7 +359,7 @@ namespace OpenSim.Region.CoreModules.World.Land
351 { 359 {
352 if (avatar.AbsolutePosition.Z < LandChannel.BAN_LINE_SAFETY_HIEGHT) 360 if (avatar.AbsolutePosition.Z < LandChannel.BAN_LINE_SAFETY_HIEGHT)
353 { 361 {
354 if (parcelAvatarIsEntering.IsBannedFromLand(avatar.UUID)) 362 if (parcelAvatarIsEntering.IsEitherBannedOrRestricted(avatar.UUID))
355 { 363 {
356 SendYouAreBannedNotice(avatar); 364 SendYouAreBannedNotice(avatar);
357 ForceAvatarToPosition(avatar, m_scene.GetNearestAllowedPosition(avatar)); 365 ForceAvatarToPosition(avatar, m_scene.GetNearestAllowedPosition(avatar));
@@ -648,7 +656,7 @@ namespace OpenSim.Region.CoreModules.World.Land
648 int x; 656 int x;
649 int y; 657 int y;
650 658
651 if (x_float > Constants.RegionSize || x_float <= 0 || y_float > Constants.RegionSize || y_float <= 0) 659 if (x_float > Constants.RegionSize || x_float < 0 || y_float > Constants.RegionSize || y_float < 0)
652 return null; 660 return null;
653 661
654 try 662 try
@@ -991,6 +999,10 @@ namespace OpenSim.Region.CoreModules.World.Land
991 //Owner Flag 999 //Owner Flag
992 tempByte = Convert.ToByte(tempByte | LandChannel.LAND_TYPE_OWNED_BY_REQUESTER); 1000 tempByte = Convert.ToByte(tempByte | LandChannel.LAND_TYPE_OWNED_BY_REQUESTER);
993 } 1001 }
1002 else if (currentParcelBlock.LandData.IsGroupOwned && remote_client.IsGroupMember(currentParcelBlock.LandData.GroupID))
1003 {
1004 tempByte = Convert.ToByte(tempByte | LandChannel.LAND_TYPE_OWNED_BY_GROUP);
1005 }
994 else if (currentParcelBlock.LandData.SalePrice > 0 && 1006 else if (currentParcelBlock.LandData.SalePrice > 0 &&
995 (currentParcelBlock.LandData.AuthBuyerID == UUID.Zero || 1007 (currentParcelBlock.LandData.AuthBuyerID == UUID.Zero ||
996 currentParcelBlock.LandData.AuthBuyerID == remote_client.AgentId)) 1008 currentParcelBlock.LandData.AuthBuyerID == remote_client.AgentId))
@@ -1291,18 +1303,31 @@ namespace OpenSim.Region.CoreModules.World.Land
1291 1303
1292 public void EventManagerOnIncomingLandDataFromStorage(List<LandData> data) 1304 public void EventManagerOnIncomingLandDataFromStorage(List<LandData> data)
1293 { 1305 {
1294 for (int i = 0; i < data.Count; i++) 1306 lock (m_landList)
1295 { 1307 {
1296 IncomingLandObjectFromStorage(data[i]); 1308 //Remove all the land objects in the sim and then process our new data
1309 foreach (int n in m_landList.Keys)
1310 {
1311 m_scene.EventManager.TriggerLandObjectRemoved(m_landList[n].LandData.GlobalID);
1312 }
1313 m_landIDList.Initialize();
1314 m_landList.Clear();
1315
1316 for (int i = 0; i < data.Count; i++)
1317 {
1318 IncomingLandObjectFromStorage(data[i]);
1319 }
1297 } 1320 }
1298 } 1321 }
1299 1322
1300 public void IncomingLandObjectFromStorage(LandData data) 1323 public void IncomingLandObjectFromStorage(LandData data)
1301 { 1324 {
1325
1302 ILandObject new_land = new LandObject(data.OwnerID, data.IsGroupOwned, m_scene); 1326 ILandObject new_land = new LandObject(data.OwnerID, data.IsGroupOwned, m_scene);
1303 new_land.LandData = data.Copy(); 1327 new_land.LandData = data.Copy();
1304 new_land.SetLandBitmapFromByteArray(); 1328 new_land.SetLandBitmapFromByteArray();
1305 AddLandObject(new_land); 1329 AddLandObject(new_land);
1330 new_land.SendLandUpdateToAvatarsOverMe();
1306 } 1331 }
1307 1332
1308 public void ReturnObjectsInParcel(int localID, uint returnType, UUID[] agentIDs, UUID[] taskIDs, IClientAPI remoteClient) 1333 public void ReturnObjectsInParcel(int localID, uint returnType, UUID[] agentIDs, UUID[] taskIDs, IClientAPI remoteClient)
@@ -1520,5 +1545,321 @@ namespace OpenSim.Region.CoreModules.World.Land
1520 1545
1521 UpdateLandObject(localID, land.LandData); 1546 UpdateLandObject(localID, land.LandData);
1522 } 1547 }
1548
1549 public void ClientOnParcelGodMark(IClientAPI client, UUID god, int landID)
1550 {
1551 ILandObject land = null;
1552 List<ILandObject> Land = ((Scene)client.Scene).LandChannel.AllParcels();
1553 foreach (ILandObject landObject in Land)
1554 {
1555 if (landObject.LandData.LocalID == landID)
1556 {
1557 land = landObject;
1558 }
1559 }
1560 land.DeedToGroup(DefaultGodParcelGroup);
1561 land.LandData.Name = DefaultGodParcelName;
1562 land.SendLandUpdateToAvatarsOverMe();
1563 }
1564
1565 private void ClientOnSimWideDeletes(IClientAPI client, UUID agentID, int flags, UUID targetID)
1566 {
1567 ScenePresence SP;
1568 ((Scene)client.Scene).TryGetScenePresence(client.AgentId, out SP);
1569 List<SceneObjectGroup> returns = new List<SceneObjectGroup>();
1570 if (SP.GodLevel != 0)
1571 {
1572 if (flags == 0) //All parcels, scripted or not
1573 {
1574 ((Scene)client.Scene).ForEachSOG(delegate(SceneObjectGroup e)
1575 {
1576 if (e.OwnerID == targetID)
1577 {
1578 returns.Add(e);
1579 }
1580 }
1581 );
1582 }
1583 if (flags == 4) //All parcels, scripted object
1584 {
1585 ((Scene)client.Scene).ForEachSOG(delegate(SceneObjectGroup e)
1586 {
1587 if (e.OwnerID == targetID)
1588 {
1589 if (e.scriptScore >= 0.01)
1590 {
1591 returns.Add(e);
1592 }
1593 }
1594 }
1595 );
1596 }
1597 if (flags == 4) //not target parcel, scripted object
1598 {
1599 ((Scene)client.Scene).ForEachSOG(delegate(SceneObjectGroup e)
1600 {
1601 if (e.OwnerID == targetID)
1602 {
1603 ILandObject landobject = ((Scene)client.Scene).LandChannel.GetLandObject(e.AbsolutePosition.X, e.AbsolutePosition.Y);
1604 if (landobject.LandData.OwnerID != e.OwnerID)
1605 {
1606 if (e.scriptScore >= 0.01)
1607 {
1608 returns.Add(e);
1609 }
1610 }
1611 }
1612 }
1613 );
1614 }
1615 foreach (SceneObjectGroup ol in returns)
1616 {
1617 ReturnObject(ol, client);
1618 }
1619 }
1620 }
1621 public void ReturnObject(SceneObjectGroup obj, IClientAPI client)
1622 {
1623 SceneObjectGroup[] objs = new SceneObjectGroup[1];
1624 objs[0] = obj;
1625 ((Scene)client.Scene).returnObjects(objs, client.AgentId);
1626 }
1627
1628 Dictionary<UUID, System.Threading.Timer> Timers = new Dictionary<UUID, System.Threading.Timer>();
1629
1630 public void ClientOnParcelFreezeUser(IClientAPI client, UUID parcelowner, uint flags, UUID target)
1631 {
1632 ScenePresence targetAvatar = null;
1633 ((Scene)client.Scene).TryGetScenePresence(target, out targetAvatar);
1634 ScenePresence parcelManager = null;
1635 ((Scene)client.Scene).TryGetScenePresence(client.AgentId, out parcelManager);
1636 System.Threading.Timer Timer;
1637
1638 if (targetAvatar.GodLevel == 0)
1639 {
1640 ILandObject land = ((Scene)client.Scene).LandChannel.GetLandObject(targetAvatar.AbsolutePosition.X, targetAvatar.AbsolutePosition.Y);
1641 if (!((Scene)client.Scene).Permissions.CanEditParcel(client.AgentId, land))
1642 return;
1643 if (flags == 0)
1644 {
1645 targetAvatar.AllowMovement = false;
1646 targetAvatar.ControllingClient.SendAlertMessage(parcelManager.Firstname + " " + parcelManager.Lastname + " has frozen you for 30 seconds. You cannot move or interact with the world.");
1647 parcelManager.ControllingClient.SendAlertMessage("Avatar Frozen.");
1648 System.Threading.TimerCallback timeCB = new System.Threading.TimerCallback(OnEndParcelFrozen);
1649 Timer = new System.Threading.Timer(timeCB, targetAvatar, 30000, 0);
1650 Timers.Add(targetAvatar.UUID, Timer);
1651 }
1652 else
1653 {
1654 targetAvatar.AllowMovement = true;
1655 targetAvatar.ControllingClient.SendAlertMessage(parcelManager.Firstname + " " + parcelManager.Lastname + " has unfrozen you.");
1656 parcelManager.ControllingClient.SendAlertMessage("Avatar Unfrozen.");
1657 Timers.TryGetValue(targetAvatar.UUID, out Timer);
1658 Timers.Remove(targetAvatar.UUID);
1659 Timer.Dispose();
1660 }
1661 }
1662 }
1663 private void OnEndParcelFrozen(object avatar)
1664 {
1665 ScenePresence targetAvatar = (ScenePresence)avatar;
1666 targetAvatar.AllowMovement = true;
1667 System.Threading.Timer Timer;
1668 Timers.TryGetValue(targetAvatar.UUID, out Timer);
1669 Timers.Remove(targetAvatar.UUID);
1670 targetAvatar.ControllingClient.SendAgentAlertMessage("The freeze has worn off; you may go about your business.", false);
1671 }
1672
1673
1674 public void ClientOnParcelEjectUser(IClientAPI client, UUID parcelowner, uint flags, UUID target)
1675 {
1676 ScenePresence targetAvatar = null;
1677 ((Scene)client.Scene).TryGetScenePresence(target, out targetAvatar);
1678 ScenePresence parcelManager = null;
1679 ((Scene)client.Scene).TryGetScenePresence(client.AgentId, out parcelManager);
1680 //Just eject
1681 if (flags == 0)
1682 {
1683 if (targetAvatar.GodLevel == 0)
1684 {
1685 ILandObject land = ((Scene)client.Scene).LandChannel.GetLandObject(targetAvatar.AbsolutePosition.X, targetAvatar.AbsolutePosition.Y);
1686 if (!((Scene)client.Scene).Permissions.CanEditParcel(client.AgentId, land))
1687 return;
1688
1689 Vector3 position = new Vector3(0, 0, 0);
1690 List<ILandObject> allParcels = new List<ILandObject>();
1691 allParcels = AllParcels();
1692 if (allParcels.Count != 1)
1693 {
1694 foreach (ILandObject parcel in allParcels)
1695 {
1696 if (parcel.LandData.GlobalID != land.LandData.GlobalID)
1697 {
1698 if (parcel.IsEitherBannedOrRestricted(targetAvatar.UUID) != true)
1699 {
1700 for (int x = 1; x <= Constants.RegionSize; x += 2)
1701 {
1702 for (int y = 1; y <= Constants.RegionSize; y += 2)
1703 {
1704 if (parcel.ContainsPoint(x, y))
1705 {
1706 position = new Vector3(x, y, targetAvatar.AbsolutePosition.Z);
1707 targetAvatar.TeleportWithMomentum(position);
1708 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1709 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected.");
1710 return;
1711 }
1712 }
1713 }
1714 }
1715 }
1716 }
1717 }
1718 Vector3 targetVector;
1719 if (targetAvatar.AbsolutePosition.X > targetAvatar.AbsolutePosition.Y)
1720 {
1721 if (targetAvatar.AbsolutePosition.X > .5 * Constants.RegionSize)
1722 {
1723 targetVector = new Vector3(Constants.RegionSize, targetAvatar.AbsolutePosition.Y, targetAvatar.AbsolutePosition.Z); ;
1724 targetAvatar.TeleportWithMomentum(targetVector);
1725 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1726 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected.");
1727 return;
1728 }
1729 else
1730 {
1731 targetVector = new Vector3(0, targetAvatar.AbsolutePosition.Y, targetAvatar.AbsolutePosition.Z); ;
1732 targetAvatar.TeleportWithMomentum(targetVector);
1733 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1734 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected.");
1735 return;
1736 }
1737 }
1738 else
1739 {
1740 if (targetAvatar.AbsolutePosition.Y > .5 * Constants.RegionSize)
1741 {
1742 targetVector = new Vector3(targetAvatar.AbsolutePosition.X, Constants.RegionSize, targetAvatar.AbsolutePosition.Z); ;
1743 targetAvatar.TeleportWithMomentum(targetVector);
1744 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1745 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected.");
1746 return;
1747 }
1748 else
1749 {
1750 targetVector = new Vector3(targetAvatar.AbsolutePosition.X, 0, targetAvatar.AbsolutePosition.Z); ;
1751 targetAvatar.TeleportWithMomentum(targetVector);
1752 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1753 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected.");
1754 return;
1755 }
1756 }
1757 }
1758 }
1759 //Eject and ban
1760 if (flags == 1)
1761 {
1762 if (targetAvatar.GodLevel == 0)
1763 {
1764 ILandObject land = ((Scene)client.Scene).LandChannel.GetLandObject(targetAvatar.AbsolutePosition.X, targetAvatar.AbsolutePosition.Y);
1765 if (!((Scene)client.Scene).Permissions.CanEditParcel(client.AgentId, land))
1766 return;
1767
1768 Vector3 position = new Vector3(0, 0, 0);
1769 List<ILandObject> allParcels = new List<ILandObject>();
1770 allParcels = AllParcels();
1771 if (allParcels.Count != 1)
1772 {
1773 foreach (ILandObject parcel in allParcels)
1774 {
1775 if (parcel.LandData.GlobalID != land.LandData.GlobalID)
1776 {
1777 if (parcel.IsEitherBannedOrRestricted(targetAvatar.UUID) != true)
1778 {
1779 for (int x = 1; x <= Constants.RegionSize; x += 2)
1780 {
1781 for (int y = 1; y <= Constants.RegionSize; y += 2)
1782 {
1783 if (parcel.ContainsPoint(x, y))
1784 {
1785 position = new Vector3(x, y, targetAvatar.AbsolutePosition.Z);
1786 targetAvatar.TeleportWithMomentum(position);
1787 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected and banned by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1788 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected and Banned.");
1789 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry();
1790 entry.AgentID = targetAvatar.UUID;
1791 entry.Flags = AccessList.Ban;
1792 entry.Time = new DateTime();
1793 land.LandData.ParcelAccessList.Add(entry);
1794 return;
1795 }
1796 }
1797 }
1798 }
1799 }
1800 }
1801 }
1802 Vector3 targetVector;
1803 if (targetAvatar.AbsolutePosition.X > targetAvatar.AbsolutePosition.Y)
1804 {
1805 if (targetAvatar.AbsolutePosition.X > .5 * Constants.RegionSize)
1806 {
1807 targetVector = new Vector3(Constants.RegionSize, targetAvatar.AbsolutePosition.Y, targetAvatar.AbsolutePosition.Z); ;
1808 targetAvatar.TeleportWithMomentum(targetVector);
1809 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected and banned by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1810 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected and Banned.");
1811 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry();
1812 entry.AgentID = targetAvatar.UUID;
1813 entry.Flags = AccessList.Ban;
1814 entry.Time = new DateTime();
1815 land.LandData.ParcelAccessList.Add(entry);
1816 return;
1817 }
1818 else
1819 {
1820 targetVector = new Vector3(0, targetAvatar.AbsolutePosition.Y, targetAvatar.AbsolutePosition.Z); ;
1821 targetAvatar.TeleportWithMomentum(targetVector);
1822 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected and banned by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1823 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected and Banned.");
1824 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry();
1825 entry.AgentID = targetAvatar.UUID;
1826 entry.Flags = AccessList.Ban;
1827 entry.Time = new DateTime();
1828 land.LandData.ParcelAccessList.Add(entry);
1829 return;
1830 }
1831 }
1832 else
1833 {
1834 if (targetAvatar.AbsolutePosition.Y > .5 * Constants.RegionSize)
1835 {
1836 targetVector = new Vector3(targetAvatar.AbsolutePosition.X, Constants.RegionSize, targetAvatar.AbsolutePosition.Z); ;
1837 targetAvatar.TeleportWithMomentum(targetVector);
1838 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected and banned by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1839 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected and Banned.");
1840 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry();
1841 entry.AgentID = targetAvatar.UUID;
1842 entry.Flags = AccessList.Ban;
1843 entry.Time = new DateTime();
1844 land.LandData.ParcelAccessList.Add(entry);
1845 return;
1846 }
1847 else
1848 {
1849 targetVector = new Vector3(targetAvatar.AbsolutePosition.X, 0, targetAvatar.AbsolutePosition.Z); ;
1850 targetAvatar.TeleportWithMomentum(targetVector);
1851 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected and banned by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1852 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected and Banned.");
1853 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry();
1854 entry.AgentID = targetAvatar.UUID;
1855 entry.Flags = AccessList.Ban;
1856 entry.Time = new DateTime();
1857 land.LandData.ParcelAccessList.Add(entry);
1858 return;
1859 }
1860 }
1861 }
1862 }
1863 }
1523 } 1864 }
1524} 1865}
diff --git a/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs b/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs
index 1e7ea7b..0c20393 100644
--- a/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs
+++ b/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs
@@ -544,6 +544,8 @@ namespace OpenSim.Region.CoreModules.World.Terrain
544 m_scene.PhysicsScene.SetTerrain(m_channel.GetFloatsSerialised()); 544 m_scene.PhysicsScene.SetTerrain(m_channel.GetFloatsSerialised());
545 m_scene.SaveTerrain(); 545 m_scene.SaveTerrain();
546 546
547 m_scene.EventManager.TriggerTerrainUpdate();
548
547 // Clients who look at the map will never see changes after they looked at the map, so i've commented this out. 549 // Clients who look at the map will never see changes after they looked at the map, so i've commented this out.
548 //m_scene.CreateTerrainTexture(true); 550 //m_scene.CreateTerrainTexture(true);
549 } 551 }
diff --git a/OpenSim/Region/Examples/SimpleModule/MyNpcCharacter.cs b/OpenSim/Region/Examples/SimpleModule/MyNpcCharacter.cs
index f6e6163..4db8f9e 100644
--- a/OpenSim/Region/Examples/SimpleModule/MyNpcCharacter.cs
+++ b/OpenSim/Region/Examples/SimpleModule/MyNpcCharacter.cs
@@ -817,12 +817,21 @@ namespace OpenSim.Region.Examples.SimpleModule
817 { 817 {
818 } 818 }
819 819
820 public void ProcessPendingPackets()
821 {
822 }
823
820 public void ProcessInPacket(Packet NewPack) 824 public void ProcessInPacket(Packet NewPack)
821 { 825 {
822 } 826 }
823 827
824 public void Close() 828 public void Close()
825 { 829 {
830 Close(true);
831 }
832
833 public void Close(bool sendStop)
834 {
826 } 835 }
827 836
828 public void Start() 837 public void Start()
diff --git a/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs b/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
index 2af2548..9fe6d96 100644
--- a/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
@@ -26,6 +26,7 @@
26 */ 26 */
27 27
28using System; 28using System;
29using System.Xml;
29using OpenMetaverse; 30using OpenMetaverse;
30using OpenMetaverse.Packets; 31using OpenMetaverse.Packets;
31using OpenSim.Framework; 32using OpenSim.Framework;
@@ -82,6 +83,10 @@ namespace OpenSim.Region.Framework.Interfaces
82 UUID RezSingleAttachmentFromInventory( 83 UUID RezSingleAttachmentFromInventory(
83 IClientAPI remoteClient, UUID itemID, uint AttachmentPt, bool updateInventoryStatus); 84 IClientAPI remoteClient, UUID itemID, uint AttachmentPt, bool updateInventoryStatus);
84 85
86 // Same as above, but also load script states from a separate doc
87 UUID RezSingleAttachmentFromInventory(
88 IClientAPI remoteClient, UUID itemID, uint AttachmentPt, bool updateInventoryStatus, XmlDocument doc);
89
85 /// <summary> 90 /// <summary>
86 /// Rez multiple attachments from a user's inventory 91 /// Rez multiple attachments from a user's inventory
87 /// </summary> 92 /// </summary>
@@ -132,4 +137,4 @@ namespace OpenSim.Region.Framework.Interfaces
132 /// </param> 137 /// </param>
133 void ShowDetachInUserInventory(UUID itemID, IClientAPI remoteClient); 138 void ShowDetachInUserInventory(UUID itemID, IClientAPI remoteClient);
134 } 139 }
135} \ No newline at end of file 140}
diff --git a/OpenSim/Region/Framework/Interfaces/IDwellModule.cs b/OpenSim/Region/Framework/Interfaces/IDwellModule.cs
new file mode 100644
index 0000000..db50439
--- /dev/null
+++ b/OpenSim/Region/Framework/Interfaces/IDwellModule.cs
@@ -0,0 +1,37 @@
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 OpenMetaverse;
29using OpenSim.Framework;
30
31namespace OpenSim.Region.Framework.Interfaces
32{
33 public interface IDwellModule
34 {
35 int GetDwell(UUID parcelID);
36 }
37}
diff --git a/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs b/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
index fd43923..1e2f60b 100644
--- a/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
+++ b/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
@@ -105,6 +105,8 @@ namespace OpenSim.Region.Framework.Interfaces
105 /// <param name="stateSource"></param> 105 /// <param name="stateSource"></param>
106 void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource); 106 void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource);
107 107
108 ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource);
109
108 /// <summary> 110 /// <summary>
109 /// Stop a script which is in this prim's inventory. 111 /// Stop a script which is in this prim's inventory.
110 /// </summary> 112 /// </summary>
@@ -214,5 +216,6 @@ namespace OpenSim.Region.Framework.Interfaces
214 /// A <see cref="Dictionary`2"/> 216 /// A <see cref="Dictionary`2"/>
215 /// </returns> 217 /// </returns>
216 Dictionary<UUID, string> GetScriptStates(); 218 Dictionary<UUID, string> GetScriptStates();
219 Dictionary<UUID, string> GetScriptStates(bool oldIDs);
217 } 220 }
218} 221}
diff --git a/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs b/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs
index 2d6287f..67a500f 100644
--- a/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs
+++ b/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs
@@ -68,6 +68,14 @@ namespace OpenSim.Region.Framework.Interfaces
68 bool SendReleaseAgent(ulong regionHandle, UUID id, string uri); 68 bool SendReleaseAgent(ulong regionHandle, UUID id, string uri);
69 69
70 /// <summary> 70 /// <summary>
71 /// Close chid agent.
72 /// </summary>
73 /// <param name="regionHandle"></param>
74 /// <param name="id"></param>
75 /// <returns></returns>
76 bool SendCloseChildAgent(ulong regionHandle, UUID id);
77
78 /// <summary>
71 /// Close agent. 79 /// Close agent.
72 /// </summary> 80 /// </summary>
73 /// <param name="regionHandle"></param> 81 /// <param name="regionHandle"></param>
diff --git a/OpenSim/Region/Framework/Interfaces/ISnmpModule.cs b/OpenSim/Region/Framework/Interfaces/ISnmpModule.cs
new file mode 100644
index 0000000..e01f649
--- /dev/null
+++ b/OpenSim/Region/Framework/Interfaces/ISnmpModule.cs
@@ -0,0 +1,27 @@
1///////////////////////////////////////////////////////////////////
2//
3// (c) Careminster LImited, Melanie Thielker and the Meta7 Team
4//
5// This file is not open source. All rights reserved
6// Mod 2
7
8using OpenSim.Region.Framework.Scenes;
9
10public interface ISnmpModule
11{
12 void Trap(int code, string Message, Scene scene);
13 void Critical(string Message, Scene scene);
14 void Warning(string Message, Scene scene);
15 void Major(string Message, Scene scene);
16 void ColdStart(int step , Scene scene);
17 void Shutdown(int step , Scene scene);
18 //
19 // Node Start/stop events
20 //
21 void LinkUp(Scene scene);
22 void LinkDown(Scene scene);
23 void BootInfo(string data, Scene scene);
24 void trapDebug(string Module,string data, Scene scene);
25 void trapXMRE(int data, string Message, Scene scene);
26
27}
diff --git a/OpenSim/Region/Framework/ModuleLoader.cs b/OpenSim/Region/Framework/ModuleLoader.cs
index 23be9c2..69ba2042 100644
--- a/OpenSim/Region/Framework/ModuleLoader.cs
+++ b/OpenSim/Region/Framework/ModuleLoader.cs
@@ -226,7 +226,8 @@ namespace OpenSim.Region.Framework
226 "[MODULES]: Could not load types for [{0}]. Exception {1}", pluginAssembly.FullName, e); 226 "[MODULES]: Could not load types for [{0}]. Exception {1}", pluginAssembly.FullName, e);
227 227
228 // justincc: Right now this is fatal to really get the user's attention 228 // justincc: Right now this is fatal to really get the user's attention
229 throw e; 229 // TomMeta: WTF? No, how about we /don't/ throw a fatal exception when there's no need to?
230 //throw e;
230 } 231 }
231 } 232 }
232 233
diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
index de4c5fb..702a1e2 100644
--- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
+++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
@@ -53,10 +53,11 @@ namespace OpenSim.Region.Framework.Scenes.Animation
53 { 53 {
54 get { return m_movementAnimation; } 54 get { return m_movementAnimation; }
55 } 55 }
56 protected string m_movementAnimation = "DEFAULT"; 56 // protected string m_movementAnimation = "DEFAULT"; //KF: 'DEFAULT' does not exist!
57 57 protected string m_movementAnimation = "CROUCH"; //KF: CROUCH ensures reliable Av Anim. init.
58 private int m_animTickFall; 58 private int m_animTickFall;
59 private int m_animTickJump; 59// private int m_animTickJump;
60 public int m_animTickJump; // ScenePresence has to see this to control +Z force
60 61
61 /// <value> 62 /// <value>
62 /// The scene presence that this animator applies to 63 /// The scene presence that this animator applies to
@@ -123,8 +124,6 @@ namespace OpenSim.Region.Framework.Scenes.Animation
123 /// </summary> 124 /// </summary>
124 public void TrySetMovementAnimation(string anim) 125 public void TrySetMovementAnimation(string anim)
125 { 126 {
126 //m_log.DebugFormat("Updating movement animation to {0}", anim);
127
128 if (!m_scenePresence.IsChildAgent) 127 if (!m_scenePresence.IsChildAgent)
129 { 128 {
130 if (m_animations.TrySetDefaultAnimation( 129 if (m_animations.TrySetDefaultAnimation(
@@ -146,10 +145,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
146 const float PREJUMP_DELAY = 0.25f; 145 const float PREJUMP_DELAY = 0.25f;
147 146
148 #region Inputs 147 #region Inputs
149 if (m_scenePresence.SitGround) 148
150 {
151 return "SIT_GROUND_CONSTRAINED";
152 }
153 AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_scenePresence.AgentControlFlags; 149 AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_scenePresence.AgentControlFlags;
154 PhysicsActor actor = m_scenePresence.PhysicsActor; 150 PhysicsActor actor = m_scenePresence.PhysicsActor;
155 151
@@ -159,11 +155,10 @@ namespace OpenSim.Region.Framework.Scenes.Animation
159 Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix); 155 Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix);
160 156
161 // Check control flags 157 // Check control flags
162 bool heldForward = 158 bool heldForward = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_AT_POS || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS);
163 (((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) || ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS)); 159 bool heldBack = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG);
164 bool heldBack = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG; 160 bool heldLeft = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS);
165 bool heldLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS; 161 bool heldRight = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG);
166 bool heldRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG;
167 //bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT; 162 //bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT;
168 //bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT; 163 //bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT;
169 bool heldUp = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == AgentManager.ControlFlags.AGENT_CONTROL_UP_POS; 164 bool heldUp = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == AgentManager.ControlFlags.AGENT_CONTROL_UP_POS;
@@ -266,7 +261,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
266 m_animTickJump = Environment.TickCount; 261 m_animTickJump = Environment.TickCount;
267 return "PREJUMP"; 262 return "PREJUMP";
268 } 263 }
269 else if (Environment.TickCount - m_animTickJump > PREJUMP_DELAY * 1000.0f) 264 else if (Environment.TickCount - m_animTickJump > PREJUMP_DELAY * 800.0f)
270 { 265 {
271 // Start actual jump 266 // Start actual jump
272 if (m_animTickJump == -1) 267 if (m_animTickJump == -1)
@@ -316,7 +311,6 @@ namespace OpenSim.Region.Framework.Scenes.Animation
316 public void UpdateMovementAnimations() 311 public void UpdateMovementAnimations()
317 { 312 {
318 m_movementAnimation = GetMovementAnimation(); 313 m_movementAnimation = GetMovementAnimation();
319
320 if (m_movementAnimation == "PREJUMP" && !m_scenePresence.Scene.m_usePreJump) 314 if (m_movementAnimation == "PREJUMP" && !m_scenePresence.Scene.m_usePreJump)
321 { 315 {
322 // This was the previous behavior before PREJUMP 316 // This was the previous behavior before PREJUMP
diff --git a/OpenSim/Region/Framework/Scenes/EntityManager.cs b/OpenSim/Region/Framework/Scenes/EntityManager.cs
index 099fcce..c246e32 100644
--- a/OpenSim/Region/Framework/Scenes/EntityManager.cs
+++ b/OpenSim/Region/Framework/Scenes/EntityManager.cs
@@ -40,7 +40,7 @@ namespace OpenSim.Region.Framework.Scenes
40 private readonly Dictionary<UUID,EntityBase> m_eb_uuid = new Dictionary<UUID, EntityBase>(); 40 private readonly Dictionary<UUID,EntityBase> m_eb_uuid = new Dictionary<UUID, EntityBase>();
41 private readonly Dictionary<uint, EntityBase> m_eb_localID = new Dictionary<uint, EntityBase>(); 41 private readonly Dictionary<uint, EntityBase> m_eb_localID = new Dictionary<uint, EntityBase>();
42 //private readonly Dictionary<UUID, ScenePresence> m_pres_uuid = new Dictionary<UUID, ScenePresence>(); 42 //private readonly Dictionary<UUID, ScenePresence> m_pres_uuid = new Dictionary<UUID, ScenePresence>();
43 private readonly Object m_lock = new Object(); 43 private System.Threading.ReaderWriterLockSlim m_lock = new System.Threading.ReaderWriterLockSlim();
44 44
45 [Obsolete("Use Add() instead.")] 45 [Obsolete("Use Add() instead.")]
46 public void Add(UUID id, EntityBase eb) 46 public void Add(UUID id, EntityBase eb)
@@ -50,7 +50,8 @@ namespace OpenSim.Region.Framework.Scenes
50 50
51 public void Add(EntityBase entity) 51 public void Add(EntityBase entity)
52 { 52 {
53 lock (m_lock) 53 m_lock.EnterWriteLock();
54 try
54 { 55 {
55 try 56 try
56 { 57 {
@@ -62,11 +63,16 @@ namespace OpenSim.Region.Framework.Scenes
62 m_log.ErrorFormat("Add Entity failed: {0}", e.Message); 63 m_log.ErrorFormat("Add Entity failed: {0}", e.Message);
63 } 64 }
64 } 65 }
66 finally
67 {
68 m_lock.ExitWriteLock();
69 }
65 } 70 }
66 71
67 public void InsertOrReplace(EntityBase entity) 72 public void InsertOrReplace(EntityBase entity)
68 { 73 {
69 lock (m_lock) 74 m_lock.EnterWriteLock();
75 try
70 { 76 {
71 try 77 try
72 { 78 {
@@ -78,15 +84,24 @@ namespace OpenSim.Region.Framework.Scenes
78 m_log.ErrorFormat("Insert or Replace Entity failed: {0}", e.Message); 84 m_log.ErrorFormat("Insert or Replace Entity failed: {0}", e.Message);
79 } 85 }
80 } 86 }
87 finally
88 {
89 m_lock.ExitWriteLock();
90 }
81 } 91 }
82 92
83 public void Clear() 93 public void Clear()
84 { 94 {
85 lock (m_lock) 95 m_lock.EnterWriteLock();
96 try
86 { 97 {
87 m_eb_uuid.Clear(); 98 m_eb_uuid.Clear();
88 m_eb_localID.Clear(); 99 m_eb_localID.Clear();
89 } 100 }
101 finally
102 {
103 m_lock.ExitWriteLock();
104 }
90 } 105 }
91 106
92 public int Count 107 public int Count
@@ -123,7 +138,8 @@ namespace OpenSim.Region.Framework.Scenes
123 138
124 public bool Remove(uint localID) 139 public bool Remove(uint localID)
125 { 140 {
126 lock (m_lock) 141 m_lock.EnterWriteLock();
142 try
127 { 143 {
128 try 144 try
129 { 145 {
@@ -141,11 +157,16 @@ namespace OpenSim.Region.Framework.Scenes
141 return false; 157 return false;
142 } 158 }
143 } 159 }
160 finally
161 {
162 m_lock.ExitWriteLock();
163 }
144 } 164 }
145 165
146 public bool Remove(UUID id) 166 public bool Remove(UUID id)
147 { 167 {
148 lock (m_lock) 168 m_lock.EnterWriteLock();
169 try
149 { 170 {
150 try 171 try
151 { 172 {
@@ -163,13 +184,18 @@ namespace OpenSim.Region.Framework.Scenes
163 return false; 184 return false;
164 } 185 }
165 } 186 }
187 finally
188 {
189 m_lock.ExitWriteLock();
190 }
166 } 191 }
167 192
168 public List<EntityBase> GetAllByType<T>() 193 public List<EntityBase> GetAllByType<T>()
169 { 194 {
170 List<EntityBase> tmp = new List<EntityBase>(); 195 List<EntityBase> tmp = new List<EntityBase>();
171 196
172 lock (m_lock) 197 m_lock.EnterReadLock();
198 try
173 { 199 {
174 try 200 try
175 { 201 {
@@ -187,23 +213,33 @@ namespace OpenSim.Region.Framework.Scenes
187 tmp = null; 213 tmp = null;
188 } 214 }
189 } 215 }
216 finally
217 {
218 m_lock.ExitReadLock();
219 }
190 220
191 return tmp; 221 return tmp;
192 } 222 }
193 223
194 public List<EntityBase> GetEntities() 224 public List<EntityBase> GetEntities()
195 { 225 {
196 lock (m_lock) 226 m_lock.EnterReadLock();
227 try
197 { 228 {
198 return new List<EntityBase>(m_eb_uuid.Values); 229 return new List<EntityBase>(m_eb_uuid.Values);
199 } 230 }
231 finally
232 {
233 m_lock.ExitReadLock();
234 }
200 } 235 }
201 236
202 public EntityBase this[UUID id] 237 public EntityBase this[UUID id]
203 { 238 {
204 get 239 get
205 { 240 {
206 lock (m_lock) 241 m_lock.EnterReadLock();
242 try
207 { 243 {
208 EntityBase entity; 244 EntityBase entity;
209 if (m_eb_uuid.TryGetValue(id, out entity)) 245 if (m_eb_uuid.TryGetValue(id, out entity))
@@ -211,6 +247,10 @@ namespace OpenSim.Region.Framework.Scenes
211 else 247 else
212 return null; 248 return null;
213 } 249 }
250 finally
251 {
252 m_lock.ExitReadLock();
253 }
214 } 254 }
215 set 255 set
216 { 256 {
@@ -222,7 +262,8 @@ namespace OpenSim.Region.Framework.Scenes
222 { 262 {
223 get 263 get
224 { 264 {
225 lock (m_lock) 265 m_lock.EnterReadLock();
266 try
226 { 267 {
227 EntityBase entity; 268 EntityBase entity;
228 if (m_eb_localID.TryGetValue(localID, out entity)) 269 if (m_eb_localID.TryGetValue(localID, out entity))
@@ -230,6 +271,10 @@ namespace OpenSim.Region.Framework.Scenes
230 else 271 else
231 return null; 272 return null;
232 } 273 }
274 finally
275 {
276 m_lock.ExitReadLock();
277 }
233 } 278 }
234 set 279 set
235 { 280 {
@@ -239,18 +284,28 @@ namespace OpenSim.Region.Framework.Scenes
239 284
240 public bool TryGetValue(UUID key, out EntityBase obj) 285 public bool TryGetValue(UUID key, out EntityBase obj)
241 { 286 {
242 lock (m_lock) 287 m_lock.EnterReadLock();
288 try
243 { 289 {
244 return m_eb_uuid.TryGetValue(key, out obj); 290 return m_eb_uuid.TryGetValue(key, out obj);
245 } 291 }
292 finally
293 {
294 m_lock.ExitReadLock();
295 }
246 } 296 }
247 297
248 public bool TryGetValue(uint key, out EntityBase obj) 298 public bool TryGetValue(uint key, out EntityBase obj)
249 { 299 {
250 lock (m_lock) 300 m_lock.EnterReadLock();
301 try
251 { 302 {
252 return m_eb_localID.TryGetValue(key, out obj); 303 return m_eb_localID.TryGetValue(key, out obj);
253 } 304 }
305 finally
306 {
307 m_lock.ExitReadLock();
308 }
254 } 309 }
255 310
256 /// <summary> 311 /// <summary>
diff --git a/OpenSim/Region/Framework/Scenes/EventManager.cs b/OpenSim/Region/Framework/Scenes/EventManager.cs
index 9db2e41..e060c05 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(IRegionDataStore datastore, bool forceBackup); 64 public delegate void OnBackupDelegate(IRegionDataStore datastore, bool forceBackup);
61 65
62 public event OnBackupDelegate OnBackup; 66 public event OnBackupDelegate OnBackup;
@@ -716,6 +720,26 @@ namespace OpenSim.Region.Framework.Scenes
716 } 720 }
717 } 721 }
718 } 722 }
723 public void TriggerTerrainUpdate()
724 {
725 OnTerrainUpdateDelegate handlerTerrainUpdate = OnTerrainUpdate;
726 if (handlerTerrainUpdate != null)
727 {
728 foreach (OnTerrainUpdateDelegate d in handlerTerrainUpdate.GetInvocationList())
729 {
730 try
731 {
732 d();
733 }
734 catch (Exception e)
735 {
736 m_log.ErrorFormat(
737 "[EVENT MANAGER]: Delegate for TriggerTerrainUpdate failed - continuing. {0} {1}",
738 e.Message, e.StackTrace);
739 }
740 }
741 }
742 }
719 743
720 public void TriggerTerrainTick() 744 public void TriggerTerrainTick()
721 { 745 {
diff --git a/OpenSim/Region/Framework/Scenes/Prioritizer.cs b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
index de3c360..8cd0160 100644
--- a/OpenSim/Region/Framework/Scenes/Prioritizer.cs
+++ b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
@@ -211,12 +211,19 @@ namespace OpenSim.Region.Framework.Scenes
211 211
212 if (entity is SceneObjectPart) 212 if (entity is SceneObjectPart)
213 { 213 {
214 PhysicsActor physActor = ((SceneObjectPart)entity).ParentGroup.RootPart.PhysActor;
215 if (physActor == null || !physActor.IsPhysical)
216 priority += 100;
217
218 if (((SceneObjectPart)entity).ParentGroup.RootPart.IsAttachment) 214 if (((SceneObjectPart)entity).ParentGroup.RootPart.IsAttachment)
215 {
219 priority = 1.0; 216 priority = 1.0;
217 }
218 else
219 {
220 PhysicsActor physActor = ((SceneObjectPart)entity).ParentGroup.RootPart.PhysActor;
221 if (physActor == null || !physActor.IsPhysical)
222 priority += 100;
223 }
224
225 if (((SceneObjectPart)entity).ParentGroup.RootPart != (SceneObjectPart)entity)
226 priority +=1;
220 } 227 }
221 return priority; 228 return priority;
222 } 229 }
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index 01edf51..59731f7 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -94,6 +94,22 @@ namespace OpenSim.Region.Framework.Scenes
94 94
95 public void AddInventoryItem(UUID AgentID, InventoryItemBase item) 95 public void AddInventoryItem(UUID AgentID, InventoryItemBase item)
96 { 96 {
97 InventoryFolderBase folder;
98
99 if (item.Folder == UUID.Zero)
100 {
101 folder = InventoryService.GetFolderForType(AgentID, (AssetType)item.AssetType);
102 if (folder == null)
103 {
104 folder = InventoryService.GetRootFolder(AgentID);
105
106 if (folder == null)
107 return;
108 }
109
110 item.Folder = folder.ID;
111 }
112
97 if (InventoryService.AddItem(item)) 113 if (InventoryService.AddItem(item))
98 { 114 {
99 int userlevel = 0; 115 int userlevel = 0;
@@ -214,8 +230,7 @@ namespace OpenSim.Region.Framework.Scenes
214 { 230 {
215 // Needs to determine which engine was running it and use that 231 // Needs to determine which engine was running it and use that
216 // 232 //
217 part.Inventory.CreateScriptInstance(item.ItemID, 0, false, DefaultScriptEngine, 0); 233 errors = part.Inventory.CreateScriptInstanceEr(item.ItemID, 0, false, DefaultScriptEngine, 0);
218 errors = part.Inventory.GetScriptErrors(item.ItemID);
219 } 234 }
220 else 235 else
221 { 236 {
@@ -913,8 +928,12 @@ namespace OpenSim.Region.Framework.Scenes
913 public void RemoveTaskInventory(IClientAPI remoteClient, UUID itemID, uint localID) 928 public void RemoveTaskInventory(IClientAPI remoteClient, UUID itemID, uint localID)
914 { 929 {
915 SceneObjectPart part = GetSceneObjectPart(localID); 930 SceneObjectPart part = GetSceneObjectPart(localID);
916 SceneObjectGroup group = part.ParentGroup; 931 SceneObjectGroup group = null;
917 if (group != null) 932 if (part != null)
933 {
934 group = part.ParentGroup;
935 }
936 if (part != null && group != null)
918 { 937 {
919 if (!Permissions.CanEditObjectInventory(part.UUID, remoteClient.AgentId)) 938 if (!Permissions.CanEditObjectInventory(part.UUID, remoteClient.AgentId))
920 return; 939 return;
@@ -1489,7 +1508,7 @@ namespace OpenSim.Region.Framework.Scenes
1489 return; 1508 return;
1490 1509
1491 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType, 1510 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType,
1492 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n}"), 1511 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n\n touch_start(integer num)\n {\n }\n}"),
1493 remoteClient.AgentId); 1512 remoteClient.AgentId);
1494 AssetService.Store(asset); 1513 AssetService.Store(asset);
1495 1514
@@ -1684,11 +1703,19 @@ namespace OpenSim.Region.Framework.Scenes
1684 // Invalid id 1703 // Invalid id
1685 SceneObjectPart part = GetSceneObjectPart(localID); 1704 SceneObjectPart part = GetSceneObjectPart(localID);
1686 if (part == null) 1705 if (part == null)
1706 {
1707 //Client still thinks the object exists, kill it
1708 SendKillObject(localID);
1687 continue; 1709 continue;
1710 }
1688 1711
1689 // Already deleted by someone else 1712 // Already deleted by someone else
1690 if (part.ParentGroup == null || part.ParentGroup.IsDeleted) 1713 if (part.ParentGroup == null || part.ParentGroup.IsDeleted)
1714 {
1715 //Client still thinks the object exists, kill it
1716 SendKillObject(localID);
1691 continue; 1717 continue;
1718 }
1692 1719
1693 // Can't delete child prims 1720 // Can't delete child prims
1694 if (part != part.ParentGroup.RootPart) 1721 if (part != part.ParentGroup.RootPart)
@@ -1715,15 +1742,21 @@ namespace OpenSim.Region.Framework.Scenes
1715 } 1742 }
1716 else 1743 else
1717 { 1744 {
1718 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId)) 1745 if (action == DeRezAction.TakeCopy)
1746 {
1747 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId))
1748 permissionToTakeCopy = false;
1749 }
1750 else
1751 {
1719 permissionToTakeCopy = false; 1752 permissionToTakeCopy = false;
1753 }
1720 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId)) 1754 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId))
1721 permissionToTake = false; 1755 permissionToTake = false;
1722 1756
1723 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId)) 1757 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId))
1724 permissionToDelete = false; 1758 permissionToDelete = false;
1725 } 1759 }
1726
1727 } 1760 }
1728 1761
1729 // Handle god perms 1762 // Handle god perms
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index b0f4ac0..daad3d2 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -149,6 +149,20 @@ namespace OpenSim.Region.Framework.Scenes
149 149
150 public IXfer XferManager; 150 public IXfer XferManager;
151 151
152 protected ISnmpModule m_snmpService = null;
153 public ISnmpModule SnmpService
154 {
155 get
156 {
157 if (m_snmpService == null)
158 {
159 m_snmpService = RequestModuleInterface<ISnmpModule>();
160 }
161
162 return m_snmpService;
163 }
164 }
165
152 protected IAssetService m_AssetService; 166 protected IAssetService m_AssetService;
153 protected IAuthorizationService m_AuthorizationService; 167 protected IAuthorizationService m_AuthorizationService;
154 168
@@ -607,6 +621,8 @@ namespace OpenSim.Region.Framework.Scenes
607 621
608 // Load region settings 622 // Load region settings
609 m_regInfo.RegionSettings = m_storageManager.DataStore.LoadRegionSettings(m_regInfo.RegionID); 623 m_regInfo.RegionSettings = m_storageManager.DataStore.LoadRegionSettings(m_regInfo.RegionID);
624 m_regInfo.WindlightSettings = m_storageManager.DataStore.LoadRegionWindlightSettings(m_regInfo.RegionID);
625
610 if (m_storageManager.EstateDataStore != null) 626 if (m_storageManager.EstateDataStore != null)
611 { 627 {
612 m_regInfo.EstateSettings = m_storageManager.EstateDataStore.LoadEstateSettings(m_regInfo.RegionID, false); 628 m_regInfo.EstateSettings = m_storageManager.EstateDataStore.LoadEstateSettings(m_regInfo.RegionID, false);
@@ -709,7 +725,7 @@ namespace OpenSim.Region.Framework.Scenes
709 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false); 725 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
710 // TODO: Change default to true once the feature is supported 726 // TODO: Change default to true once the feature is supported
711 m_usePreJump = startupConfig.GetBoolean("enableprejump", false); 727 m_usePreJump = startupConfig.GetBoolean("enableprejump", false);
712 728 m_usePreJump = true; // Above line fails!?
713 m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys); 729 m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys);
714 if (RegionInfo.NonphysPrimMax > 0) 730 if (RegionInfo.NonphysPrimMax > 0)
715 { 731 {
@@ -1023,6 +1039,15 @@ namespace OpenSim.Region.Framework.Scenes
1023 /// <param name="seconds">float indicating duration before restart.</param> 1039 /// <param name="seconds">float indicating duration before restart.</param>
1024 public virtual void Restart(float seconds) 1040 public virtual void Restart(float seconds)
1025 { 1041 {
1042 Restart(seconds, true);
1043 }
1044
1045 /// <summary>
1046 /// Given float seconds, this will restart the region. showDialog will optionally alert the users.
1047 /// </summary>
1048 /// <param name="seconds">float indicating duration before restart.</param>
1049 public virtual void Restart(float seconds, bool showDialog)
1050 {
1026 // notifications are done in 15 second increments 1051 // notifications are done in 15 second increments
1027 // so .. if the number of seconds is less then 15 seconds, it's not really a restart request 1052 // so .. if the number of seconds is less then 15 seconds, it's not really a restart request
1028 // It's a 'Cancel restart' request. 1053 // It's a 'Cancel restart' request.
@@ -1043,8 +1068,11 @@ namespace OpenSim.Region.Framework.Scenes
1043 m_restartTimer.Elapsed += new ElapsedEventHandler(RestartTimer_Elapsed); 1068 m_restartTimer.Elapsed += new ElapsedEventHandler(RestartTimer_Elapsed);
1044 m_log.Info("[REGION]: Restarting Region in " + (seconds / 60) + " minutes"); 1069 m_log.Info("[REGION]: Restarting Region in " + (seconds / 60) + " minutes");
1045 m_restartTimer.Start(); 1070 m_restartTimer.Start();
1046 m_dialogModule.SendNotificationToUsersInRegion( 1071 if (showDialog)
1072 {
1073 m_dialogModule.SendNotificationToUsersInRegion(
1047 UUID.Random(), String.Empty, RegionInfo.RegionName + String.Format(": Restarting in {0} Minutes", (int)(seconds / 60.0))); 1074 UUID.Random(), String.Empty, RegionInfo.RegionName + String.Format(": Restarting in {0} Minutes", (int)(seconds / 60.0)));
1075 }
1048 } 1076 }
1049 } 1077 }
1050 1078
@@ -1402,16 +1430,16 @@ namespace OpenSim.Region.Framework.Scenes
1402 // Check if any objects have reached their targets 1430 // Check if any objects have reached their targets
1403 CheckAtTargets(); 1431 CheckAtTargets();
1404 1432
1405 // Update SceneObjectGroups that have scheduled themselves for updates
1406 // Objects queue their updates onto all scene presences
1407 if (m_frame % m_update_objects == 0)
1408 m_sceneGraph.UpdateObjectGroups();
1409
1410 // Run through all ScenePresences looking for updates 1433 // Run through all ScenePresences looking for updates
1411 // Presence updates and queued object updates for each presence are sent to clients 1434 // Presence updates and queued object updates for each presence are sent to clients
1412 if (m_frame % m_update_presences == 0) 1435 if (m_frame % m_update_presences == 0)
1413 m_sceneGraph.UpdatePresences(); 1436 m_sceneGraph.UpdatePresences();
1414 1437
1438 // Update SceneObjectGroups that have scheduled themselves for updates
1439 // Objects queue their updates onto all scene presences
1440 if (m_frame % m_update_objects == 0)
1441 m_sceneGraph.UpdateObjectGroups();
1442
1415 if (m_frame % m_update_coarse_locations == 0) 1443 if (m_frame % m_update_coarse_locations == 0)
1416 { 1444 {
1417 List<Vector3> coarseLocations; 1445 List<Vector3> coarseLocations;
@@ -1740,6 +1768,7 @@ namespace OpenSim.Region.Framework.Scenes
1740 public void StoreWindlightProfile(RegionLightShareData wl) 1768 public void StoreWindlightProfile(RegionLightShareData wl)
1741 { 1769 {
1742 m_regInfo.WindlightSettings = wl; 1770 m_regInfo.WindlightSettings = wl;
1771 wl.Save();
1743 m_storageManager.DataStore.StoreRegionWindlightSettings(wl); 1772 m_storageManager.DataStore.StoreRegionWindlightSettings(wl);
1744 m_eventManager.TriggerOnSaveNewWindlightProfile(); 1773 m_eventManager.TriggerOnSaveNewWindlightProfile();
1745 } 1774 }
@@ -1918,14 +1947,24 @@ namespace OpenSim.Region.Framework.Scenes
1918 /// <returns></returns> 1947 /// <returns></returns>
1919 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter) 1948 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter)
1920 { 1949 {
1950
1951 float wheight = (float)RegionInfo.RegionSettings.WaterHeight;
1952 Vector3 wpos = Vector3.Zero;
1953 // Check for water surface intersection from above
1954 if ( (RayStart.Z > wheight) && (RayEnd.Z < wheight) )
1955 {
1956 float ratio = (RayStart.Z - wheight) / (RayStart.Z - RayEnd.Z);
1957 wpos.X = RayStart.X - (ratio * (RayStart.X - RayEnd.X));
1958 wpos.Y = RayStart.Y - (ratio * (RayStart.Y - RayEnd.Y));
1959 wpos.Z = wheight;
1960 }
1961
1921 Vector3 pos = Vector3.Zero; 1962 Vector3 pos = Vector3.Zero;
1922 if (RayEndIsIntersection == (byte)1) 1963 if (RayEndIsIntersection == (byte)1)
1923 { 1964 {
1924 pos = RayEnd; 1965 pos = RayEnd;
1925 return pos;
1926 } 1966 }
1927 1967 else if (RayTargetID != UUID.Zero)
1928 if (RayTargetID != UUID.Zero)
1929 { 1968 {
1930 SceneObjectPart target = GetSceneObjectPart(RayTargetID); 1969 SceneObjectPart target = GetSceneObjectPart(RayTargetID);
1931 1970
@@ -1947,7 +1986,7 @@ namespace OpenSim.Region.Framework.Scenes
1947 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter); 1986 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter);
1948 1987
1949 // Un-comment out the following line to Get Raytrace results printed to the console. 1988 // Un-comment out the following line to Get Raytrace results printed to the console.
1950 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString()); 1989 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
1951 float ScaleOffset = 0.5f; 1990 float ScaleOffset = 0.5f;
1952 1991
1953 // If we hit something 1992 // If we hit something
@@ -1970,13 +2009,10 @@ namespace OpenSim.Region.Framework.Scenes
1970 //pos.Z -= 0.25F; 2009 //pos.Z -= 0.25F;
1971 2010
1972 } 2011 }
1973
1974 return pos;
1975 } 2012 }
1976 else 2013 else
1977 { 2014 {
1978 // We don't have a target here, so we're going to raytrace all the objects in the scene. 2015 // We don't have a target here, so we're going to raytrace all the objects in the scene.
1979
1980 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false); 2016 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false);
1981 2017
1982 // Un-comment the following line to print the raytrace results to the console. 2018 // Un-comment the following line to print the raytrace results to the console.
@@ -1985,13 +2021,12 @@ namespace OpenSim.Region.Framework.Scenes
1985 if (ei.HitTF) 2021 if (ei.HitTF)
1986 { 2022 {
1987 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z); 2023 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z);
1988 } else 2024 }
2025 else
1989 { 2026 {
1990 // fall back to our stupid functionality 2027 // fall back to our stupid functionality
1991 pos = RayEnd; 2028 pos = RayEnd;
1992 } 2029 }
1993
1994 return pos;
1995 } 2030 }
1996 } 2031 }
1997 else 2032 else
@@ -2002,8 +2037,12 @@ namespace OpenSim.Region.Framework.Scenes
2002 //increase height so its above the ground. 2037 //increase height so its above the ground.
2003 //should be getting the normal of the ground at the rez point and using that? 2038 //should be getting the normal of the ground at the rez point and using that?
2004 pos.Z += scale.Z / 2f; 2039 pos.Z += scale.Z / 2f;
2005 return pos; 2040// return pos;
2006 } 2041 }
2042
2043 // check against posible water intercept
2044 if (wpos.Z > pos.Z) pos = wpos;
2045 return pos;
2007 } 2046 }
2008 2047
2009 2048
@@ -2136,13 +2175,22 @@ namespace OpenSim.Region.Framework.Scenes
2136 public bool AddNewSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates) 2175 public bool AddNewSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates)
2137 { 2176 {
2138 return m_sceneGraph.AddNewSceneObject(sceneObject, attachToBackup, sendClientUpdates); 2177 return m_sceneGraph.AddNewSceneObject(sceneObject, attachToBackup, sendClientUpdates);
2139 } 2178 }
2140 2179
2141 /// <summary> 2180 /// <summary>
2142 /// Delete every object from the scene. This does not include attachments worn by avatars. 2181 /// Delete every object from the scene. This does not include attachments worn by avatars.
2143 /// </summary> 2182 /// </summary>
2144 public void DeleteAllSceneObjects() 2183 public void DeleteAllSceneObjects()
2145 { 2184 {
2185 DeleteAllSceneObjects(false);
2186 }
2187
2188 /// <summary>
2189 /// Delete every object from the scene. This does not include attachments worn by avatars.
2190 /// </summary>
2191 public void DeleteAllSceneObjects(bool exceptNoCopy)
2192 {
2193 List<SceneObjectGroup> toReturn = new List<SceneObjectGroup>();
2146 lock (Entities) 2194 lock (Entities)
2147 { 2195 {
2148 ICollection<EntityBase> entities = new List<EntityBase>(Entities); 2196 ICollection<EntityBase> entities = new List<EntityBase>(Entities);
@@ -2152,11 +2200,24 @@ namespace OpenSim.Region.Framework.Scenes
2152 if (e is SceneObjectGroup) 2200 if (e is SceneObjectGroup)
2153 { 2201 {
2154 SceneObjectGroup sog = (SceneObjectGroup)e; 2202 SceneObjectGroup sog = (SceneObjectGroup)e;
2155 if (!sog.IsAttachment) 2203 if (sog != null && !sog.IsAttachment)
2156 DeleteSceneObject((SceneObjectGroup)e, false); 2204 {
2205 if (!exceptNoCopy || ((sog.GetEffectivePermissions() & (uint)PermissionMask.Copy) != 0))
2206 {
2207 DeleteSceneObject((SceneObjectGroup)e, false);
2208 }
2209 else
2210 {
2211 toReturn.Add((SceneObjectGroup)e);
2212 }
2213 }
2157 } 2214 }
2158 } 2215 }
2159 } 2216 }
2217 if (toReturn.Count > 0)
2218 {
2219 returnObjects(toReturn.ToArray(), UUID.Zero);
2220 }
2160 } 2221 }
2161 2222
2162 /// <summary> 2223 /// <summary>
@@ -3194,6 +3255,16 @@ namespace OpenSim.Region.Framework.Scenes
3194 /// <param name="flags"></param> 3255 /// <param name="flags"></param>
3195 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags) 3256 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags)
3196 { 3257 {
3258 //Add half the avatar's height so that the user doesn't fall through prims
3259 ScenePresence presence;
3260 if (TryGetScenePresence(remoteClient.AgentId, out presence))
3261 {
3262 if (presence.Appearance != null)
3263 {
3264 position.Z = position.Z + (presence.Appearance.AvatarHeight / 2);
3265 }
3266 }
3267
3197 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt)) 3268 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt))
3198 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot. 3269 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot.
3199 m_dialogModule.SendAlertToUser(remoteClient, "Home position set."); 3270 m_dialogModule.SendAlertToUser(remoteClient, "Home position set.");
@@ -3581,6 +3652,8 @@ namespace OpenSim.Region.Framework.Scenes
3581 } 3652 }
3582 } 3653 }
3583 // Honor parcel landing type and position. 3654 // Honor parcel landing type and position.
3655 /*
3656 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3584 if (land != null) 3657 if (land != null)
3585 { 3658 {
3586 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero) 3659 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero)
@@ -3588,6 +3661,7 @@ namespace OpenSim.Region.Framework.Scenes
3588 agent.startpos = land.LandData.UserLocation; 3661 agent.startpos = land.LandData.UserLocation;
3589 } 3662 }
3590 } 3663 }
3664 */// This is now handled properly in ScenePresence.MakeRootAgent
3591 } 3665 }
3592 3666
3593 return true; 3667 return true;
@@ -3950,12 +4024,22 @@ namespace OpenSim.Region.Framework.Scenes
3950 return false; 4024 return false;
3951 } 4025 }
3952 4026
4027 public bool IncomingCloseAgent(UUID agentID)
4028 {
4029 return IncomingCloseAgent(agentID, false);
4030 }
4031
4032 public bool IncomingCloseChildAgent(UUID agentID)
4033 {
4034 return IncomingCloseAgent(agentID, true);
4035 }
4036
3953 /// <summary> 4037 /// <summary>
3954 /// Tell a single agent to disconnect from the region. 4038 /// Tell a single agent to disconnect from the region.
3955 /// </summary> 4039 /// </summary>
3956 /// <param name="regionHandle"></param>
3957 /// <param name="agentID"></param> 4040 /// <param name="agentID"></param>
3958 public bool IncomingCloseAgent(UUID agentID) 4041 /// <param name="childOnly"></param>
4042 public bool IncomingCloseAgent(UUID agentID, bool childOnly)
3959 { 4043 {
3960 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID); 4044 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID);
3961 4045
@@ -3967,7 +4051,7 @@ namespace OpenSim.Region.Framework.Scenes
3967 { 4051 {
3968 m_sceneGraph.removeUserCount(false); 4052 m_sceneGraph.removeUserCount(false);
3969 } 4053 }
3970 else 4054 else if (!childOnly)
3971 { 4055 {
3972 m_sceneGraph.removeUserCount(true); 4056 m_sceneGraph.removeUserCount(true);
3973 } 4057 }
@@ -3983,9 +4067,12 @@ namespace OpenSim.Region.Framework.Scenes
3983 } 4067 }
3984 else 4068 else
3985 presence.ControllingClient.SendShutdownConnectionNotice(); 4069 presence.ControllingClient.SendShutdownConnectionNotice();
4070 presence.ControllingClient.Close(false);
4071 }
4072 else if (!childOnly)
4073 {
4074 presence.ControllingClient.Close(true);
3986 } 4075 }
3987
3988 presence.ControllingClient.Close();
3989 return true; 4076 return true;
3990 } 4077 }
3991 4078
diff --git a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
index c675322..a9ecde8 100644
--- a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
@@ -274,7 +274,7 @@ namespace OpenSim.Region.Framework.Scenes
274 uint x = 0, y = 0; 274 uint x = 0, y = 0;
275 Utils.LongToUInts(regionHandle, out x, out y); 275 Utils.LongToUInts(regionHandle, out x, out y);
276 GridRegion destination = m_scene.GridService.GetRegionByPosition(UUID.Zero, (int)x, (int)y); 276 GridRegion destination = m_scene.GridService.GetRegionByPosition(UUID.Zero, (int)x, (int)y);
277 m_scene.SimulationService.CloseAgent(destination, agentID); 277 m_scene.SimulationService.CloseChildAgent(destination, agentID);
278 } 278 }
279 279
280 private void SendCloseChildAgentCompleted(IAsyncResult iar) 280 private void SendCloseChildAgentCompleted(IAsyncResult iar)
@@ -293,7 +293,7 @@ namespace OpenSim.Region.Framework.Scenes
293 d); 293 d);
294 } 294 }
295 } 295 }
296 296
297 public List<GridRegion> RequestNamedRegions(string name, int maxNumber) 297 public List<GridRegion> RequestNamedRegions(string name, int maxNumber)
298 { 298 {
299 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber); 299 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber);
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index 40332a6..a36800b 100644
--- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
@@ -43,6 +43,12 @@ namespace OpenSim.Region.Framework.Scenes
43 43
44 public delegate void ObjectDuplicateDelegate(EntityBase original, EntityBase clone); 44 public delegate void ObjectDuplicateDelegate(EntityBase original, EntityBase clone);
45 45
46 public delegate void AttachToBackupDelegate(SceneObjectGroup sog);
47
48 public delegate void DetachFromBackupDelegate(SceneObjectGroup sog);
49
50 public delegate void ChangedBackupDelegate(SceneObjectGroup sog);
51
46 public delegate void ObjectCreateDelegate(EntityBase obj); 52 public delegate void ObjectCreateDelegate(EntityBase obj);
47 53
48 public delegate void ObjectDeleteDelegate(EntityBase obj); 54 public delegate void ObjectDeleteDelegate(EntityBase obj);
@@ -61,6 +67,9 @@ namespace OpenSim.Region.Framework.Scenes
61 private PhysicsCrash handlerPhysicsCrash = null; 67 private PhysicsCrash handlerPhysicsCrash = null;
62 68
63 public event ObjectDuplicateDelegate OnObjectDuplicate; 69 public event ObjectDuplicateDelegate OnObjectDuplicate;
70 public event AttachToBackupDelegate OnAttachToBackup;
71 public event DetachFromBackupDelegate OnDetachFromBackup;
72 public event ChangedBackupDelegate OnChangeBackup;
64 public event ObjectCreateDelegate OnObjectCreate; 73 public event ObjectCreateDelegate OnObjectCreate;
65 public event ObjectDeleteDelegate OnObjectRemove; 74 public event ObjectDeleteDelegate OnObjectRemove;
66 75
@@ -68,7 +77,7 @@ namespace OpenSim.Region.Framework.Scenes
68 77
69 #region Fields 78 #region Fields
70 79
71 protected object m_presenceLock = new object(); 80 protected OpenMetaverse.ReaderWriterLockSlim m_scenePresencesLock = new OpenMetaverse.ReaderWriterLockSlim();
72 protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>(); 81 protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>();
73 protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>(); 82 protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>();
74 83
@@ -133,13 +142,18 @@ namespace OpenSim.Region.Framework.Scenes
133 142
134 protected internal void Close() 143 protected internal void Close()
135 { 144 {
136 lock (m_presenceLock) 145 m_scenePresencesLock.EnterWriteLock();
146 try
137 { 147 {
138 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(); 148 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>();
139 List<ScenePresence> newlist = new List<ScenePresence>(); 149 List<ScenePresence> newlist = new List<ScenePresence>();
140 m_scenePresenceMap = newmap; 150 m_scenePresenceMap = newmap;
141 m_scenePresenceArray = newlist; 151 m_scenePresenceArray = newlist;
142 } 152 }
153 finally
154 {
155 m_scenePresencesLock.ExitWriteLock();
156 }
143 157
144 lock (m_dictionary_lock) 158 lock (m_dictionary_lock)
145 { 159 {
@@ -269,6 +283,30 @@ namespace OpenSim.Region.Framework.Scenes
269 protected internal bool AddRestoredSceneObject( 283 protected internal bool AddRestoredSceneObject(
270 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 284 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
271 { 285 {
286 // KF: Check for out-of-region, move inside and make static.
287 Vector3 npos = new Vector3(sceneObject.RootPart.GroupPosition.X,
288 sceneObject.RootPart.GroupPosition.Y,
289 sceneObject.RootPart.GroupPosition.Z);
290 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 ||
291 npos.X > Constants.RegionSize ||
292 npos.Y > Constants.RegionSize))
293 {
294 if (npos.X < 0.0) npos.X = 1.0f;
295 if (npos.Y < 0.0) npos.Y = 1.0f;
296 if (npos.Z < 0.0) npos.Z = 0.0f;
297 if (npos.X > Constants.RegionSize) npos.X = Constants.RegionSize - 1.0f;
298 if (npos.Y > Constants.RegionSize) npos.Y = Constants.RegionSize - 1.0f;
299
300 foreach (SceneObjectPart part in sceneObject.Children.Values)
301 {
302 part.GroupPosition = npos;
303 }
304 sceneObject.RootPart.Velocity = Vector3.Zero;
305 sceneObject.RootPart.AngularVelocity = Vector3.Zero;
306 sceneObject.RootPart.Acceleration = Vector3.Zero;
307 sceneObject.RootPart.Velocity = Vector3.Zero;
308 }
309
272 if (!alreadyPersisted) 310 if (!alreadyPersisted)
273 { 311 {
274 sceneObject.ForceInventoryPersistence(); 312 sceneObject.ForceInventoryPersistence();
@@ -359,10 +397,14 @@ namespace OpenSim.Region.Framework.Scenes
359 m_numPrim += sceneObject.Children.Count; 397 m_numPrim += sceneObject.Children.Count;
360 398
361 if (attachToBackup) 399 if (attachToBackup)
400 {
362 sceneObject.AttachToBackup(); 401 sceneObject.AttachToBackup();
402 }
363 403
364 if (OnObjectCreate != null) 404 if (OnObjectCreate != null)
405 {
365 OnObjectCreate(sceneObject); 406 OnObjectCreate(sceneObject);
407 }
366 408
367 lock (m_dictionary_lock) 409 lock (m_dictionary_lock)
368 { 410 {
@@ -429,6 +471,30 @@ namespace OpenSim.Region.Framework.Scenes
429 } 471 }
430 } 472 }
431 473
474 public void FireAttachToBackup(SceneObjectGroup obj)
475 {
476 if (OnAttachToBackup != null)
477 {
478 OnAttachToBackup(obj);
479 }
480 }
481
482 public void FireDetachFromBackup(SceneObjectGroup obj)
483 {
484 if (OnDetachFromBackup != null)
485 {
486 OnDetachFromBackup(obj);
487 }
488 }
489
490 public void FireChangeBackup(SceneObjectGroup obj)
491 {
492 if (OnChangeBackup != null)
493 {
494 OnChangeBackup(obj);
495 }
496 }
497
432 /// <summary> 498 /// <summary>
433 /// Process all pending updates 499 /// Process all pending updates
434 /// </summary> 500 /// </summary>
@@ -565,7 +631,8 @@ namespace OpenSim.Region.Framework.Scenes
565 631
566 Entities[presence.UUID] = presence; 632 Entities[presence.UUID] = presence;
567 633
568 lock (m_presenceLock) 634 m_scenePresencesLock.EnterWriteLock();
635 try
569 { 636 {
570 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 637 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
571 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 638 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -589,6 +656,10 @@ namespace OpenSim.Region.Framework.Scenes
589 m_scenePresenceMap = newmap; 656 m_scenePresenceMap = newmap;
590 m_scenePresenceArray = newlist; 657 m_scenePresenceArray = newlist;
591 } 658 }
659 finally
660 {
661 m_scenePresencesLock.ExitWriteLock();
662 }
592 } 663 }
593 664
594 /// <summary> 665 /// <summary>
@@ -603,7 +674,8 @@ namespace OpenSim.Region.Framework.Scenes
603 agentID); 674 agentID);
604 } 675 }
605 676
606 lock (m_presenceLock) 677 m_scenePresencesLock.EnterWriteLock();
678 try
607 { 679 {
608 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 680 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
609 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 681 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -625,6 +697,10 @@ namespace OpenSim.Region.Framework.Scenes
625 m_log.WarnFormat("[SCENE]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID); 697 m_log.WarnFormat("[SCENE]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID);
626 } 698 }
627 } 699 }
700 finally
701 {
702 m_scenePresencesLock.ExitWriteLock();
703 }
628 } 704 }
629 705
630 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F) 706 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F)
@@ -1502,10 +1578,13 @@ namespace OpenSim.Region.Framework.Scenes
1502 /// <param name="childPrims"></param> 1578 /// <param name="childPrims"></param>
1503 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children) 1579 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children)
1504 { 1580 {
1581 SceneObjectGroup parentGroup = root.ParentGroup;
1582 if (parentGroup == null) return;
1505 Monitor.Enter(m_updateLock); 1583 Monitor.Enter(m_updateLock);
1584
1506 try 1585 try
1507 { 1586 {
1508 SceneObjectGroup parentGroup = root.ParentGroup; 1587 parentGroup.areUpdatesSuspended = true;
1509 1588
1510 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>(); 1589 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>();
1511 if (parentGroup != null) 1590 if (parentGroup != null)
@@ -1544,12 +1623,12 @@ namespace OpenSim.Region.Framework.Scenes
1544 // occur on link to invoke this elsewhere (such as object selection) 1623 // occur on link to invoke this elsewhere (such as object selection)
1545 parentGroup.RootPart.CreateSelected = true; 1624 parentGroup.RootPart.CreateSelected = true;
1546 parentGroup.TriggerScriptChangedEvent(Changed.LINK); 1625 parentGroup.TriggerScriptChangedEvent(Changed.LINK);
1547 parentGroup.HasGroupChanged = true;
1548 parentGroup.ScheduleGroupForFullUpdate();
1549
1550 } 1626 }
1551 finally 1627 finally
1552 { 1628 {
1629 parentGroup.areUpdatesSuspended = false;
1630 parentGroup.HasGroupChanged = true;
1631 parentGroup.ScheduleGroupForFullUpdate();
1553 Monitor.Exit(m_updateLock); 1632 Monitor.Exit(m_updateLock);
1554 } 1633 }
1555 } 1634 }
@@ -1586,11 +1665,22 @@ namespace OpenSim.Region.Framework.Scenes
1586 } 1665 }
1587 } 1666 }
1588 1667
1589 foreach (SceneObjectPart child in childParts) 1668 if (childParts.Count > 0)
1590 { 1669 {
1591 // Unlink all child parts from their groups 1670 try
1592 // 1671 {
1593 child.ParentGroup.DelinkFromGroup(child, true); 1672 childParts[0].ParentGroup.areUpdatesSuspended = true;
1673 foreach (SceneObjectPart child in childParts)
1674 {
1675 // Unlink all child parts from their groups
1676 //
1677 child.ParentGroup.DelinkFromGroup(child, true);
1678 }
1679 }
1680 finally
1681 {
1682 childParts[0].ParentGroup.areUpdatesSuspended = false;
1683 }
1594 } 1684 }
1595 1685
1596 foreach (SceneObjectPart root in rootParts) 1686 foreach (SceneObjectPart root in rootParts)
@@ -1614,10 +1704,21 @@ namespace OpenSim.Region.Framework.Scenes
1614 if (numChildren > 1) 1704 if (numChildren > 1)
1615 sendEventsToRemainder = false; 1705 sendEventsToRemainder = false;
1616 1706
1617 foreach (SceneObjectPart p in newSet) 1707 if (newSet.Count > 0)
1618 { 1708 {
1619 if (p != group.RootPart) 1709 try
1620 group.DelinkFromGroup(p, sendEventsToRemainder); 1710 {
1711 newSet[0].ParentGroup.areUpdatesSuspended = true;
1712 foreach (SceneObjectPart p in newSet)
1713 {
1714 if (p != group.RootPart)
1715 group.DelinkFromGroup(p, sendEventsToRemainder);
1716 }
1717 }
1718 finally
1719 {
1720 newSet[0].ParentGroup.areUpdatesSuspended = false;
1721 }
1621 } 1722 }
1622 1723
1623 // If there is more than one prim remaining, we 1724 // If there is more than one prim remaining, we
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
index 9a01a28..abb4de6 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
@@ -46,12 +46,12 @@ namespace OpenSim.Region.Framework.Scenes
46 /// </summary> 46 /// </summary>
47 public void ForceInventoryPersistence() 47 public void ForceInventoryPersistence()
48 { 48 {
49 lock (m_parts) 49 lockPartsForRead(true);
50 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
51 lockPartsForRead(false);
52 foreach (SceneObjectPart part in values)
50 { 53 {
51 foreach (SceneObjectPart part in m_parts.Values) 54 part.Inventory.ForceInventoryPersistence();
52 {
53 part.Inventory.ForceInventoryPersistence();
54 }
55 } 55 }
56 } 56 }
57 57
@@ -74,19 +74,17 @@ namespace OpenSim.Region.Framework.Scenes
74 /// <summary> 74 /// <summary>
75 /// Stop the scripts contained in all the prims in this group 75 /// Stop the scripts contained in all the prims in this group
76 /// </summary> 76 /// </summary>
77 /// <param name="sceneObjectBeingDeleted">
78 /// Should be true if these scripts are being removed because the scene
79 /// object is being deleted. This will prevent spurious updates to the client.
80 /// </param>
81 public void RemoveScriptInstances(bool sceneObjectBeingDeleted) 77 public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
82 { 78 {
83 lock (m_parts) 79 lockPartsForRead(true);
80 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
81 lockPartsForRead(false);
82
83 foreach (SceneObjectPart part in values)
84 { 84 {
85 foreach (SceneObjectPart part in m_parts.Values) 85 part.Inventory.RemoveScriptInstances(sceneObjectBeingDeleted);
86 {
87 part.Inventory.RemoveScriptInstances(sceneObjectBeingDeleted);
88 }
89 } 86 }
87
90 } 88 }
91 89
92 /// <summary> 90 /// <summary>
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 1ca390a..7053c02 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -104,8 +104,95 @@ namespace OpenSim.Region.Framework.Scenes
104 /// since the group's last persistent backup 104 /// since the group's last persistent backup
105 /// </summary> 105 /// </summary>
106 private bool m_hasGroupChanged = false; 106 private bool m_hasGroupChanged = false;
107 private long timeFirstChanged; 107 private long timeFirstChanged = 0;
108 private long timeLastChanged; 108 private long timeLastChanged = 0;
109 private long m_maxPersistTime = 0;
110 private long m_minPersistTime = 0;
111 private Random m_rand;
112 private bool m_suspendUpdates;
113 private System.Threading.ReaderWriterLockSlim m_partsLock = new System.Threading.ReaderWriterLockSlim();
114 private List<ScenePresence> m_linkedAvatars = new List<ScenePresence>();
115
116 public bool areUpdatesSuspended
117 {
118 get
119 {
120 return m_suspendUpdates;
121 }
122 set
123 {
124 m_suspendUpdates = value;
125 if (!value)
126 {
127 QueueForUpdateCheck();
128 }
129 }
130 }
131
132 public void lockPartsForRead(bool locked)
133 {
134 if (locked)
135 {
136 if (m_partsLock.RecursiveReadCount > 0)
137 {
138 m_log.Error("[SceneObjectGroup.m_parts] Recursive read lock requested. This should not happen and means something needs to be fixed. For now though, it's safe to continue.");
139 m_partsLock.ExitReadLock();
140 }
141 if (m_partsLock.RecursiveWriteCount > 0)
142 {
143 m_log.Error("[SceneObjectGroup.m_parts] Recursive read lock requested (write lock exists on this thread). This should not happen and means something needs to be fixed.");
144 m_partsLock.ExitWriteLock();
145 }
146
147 while (!m_partsLock.TryEnterReadLock(60000))
148 {
149 m_log.Error("[SceneObjectGroup.m_parts] Thread lock detected while trying to aquire READ lock of m_parts in SceneObjectGroup. I'm going to try to solve the thread lock automatically to preserve region stability, but this needs to be fixed.");
150 if (m_partsLock.IsWriteLockHeld)
151 {
152 m_partsLock = new System.Threading.ReaderWriterLockSlim();
153 }
154 }
155 }
156 else
157 {
158 if (m_partsLock.RecursiveReadCount > 0)
159 {
160 m_partsLock.ExitReadLock();
161 }
162 }
163 }
164 public void lockPartsForWrite(bool locked)
165 {
166 if (locked)
167 {
168 if (m_partsLock.RecursiveReadCount > 0)
169 {
170 m_log.Error("[SceneObjectGroup.m_parts] Recursive write lock requested. This should not happen and means something needs to be fixed. For now though, it's safe to continue.");
171 m_partsLock.ExitReadLock();
172 }
173 if (m_partsLock.RecursiveWriteCount > 0)
174 {
175 m_log.Error("[SceneObjectGroup.m_parts] Recursive write lock requested. This should not happen and means something needs to be fixed.");
176 m_partsLock.ExitWriteLock();
177 }
178
179 while (!m_partsLock.TryEnterWriteLock(60000))
180 {
181 m_log.Error("[SceneObjectGroup.m_parts] 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.");
182 if (m_partsLock.IsWriteLockHeld)
183 {
184 m_partsLock = new System.Threading.ReaderWriterLockSlim();
185 }
186 }
187 }
188 else
189 {
190 if (m_partsLock.RecursiveWriteCount > 0)
191 {
192 m_partsLock.ExitWriteLock();
193 }
194 }
195 }
109 196
110 public bool HasGroupChanged 197 public bool HasGroupChanged
111 { 198 {
@@ -113,9 +200,39 @@ namespace OpenSim.Region.Framework.Scenes
113 { 200 {
114 if (value) 201 if (value)
115 { 202 {
203 if (m_isBackedUp)
204 {
205 m_scene.SceneGraph.FireChangeBackup(this);
206 }
116 timeLastChanged = DateTime.Now.Ticks; 207 timeLastChanged = DateTime.Now.Ticks;
117 if (!m_hasGroupChanged) 208 if (!m_hasGroupChanged)
118 timeFirstChanged = DateTime.Now.Ticks; 209 timeFirstChanged = DateTime.Now.Ticks;
210 if (m_rootPart != null && m_rootPart.UUID != null && m_scene != null)
211 {
212 if (m_rand == null)
213 {
214 byte[] val = new byte[16];
215 m_rootPart.UUID.ToBytes(val, 0);
216 m_rand = new Random(BitConverter.ToInt32(val, 0));
217 }
218
219 if (m_scene.GetRootAgentCount() == 0)
220 {
221 //If the region is empty, this change has been made by an automated process
222 //and thus we delay the persist time by a random amount between 1.5 and 2.5.
223
224 float factor = 1.5f + (float)(m_rand.NextDouble());
225 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * factor);
226 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * factor);
227 }
228 else
229 {
230 //If the region is not empty, we want to obey the minimum and maximum persist times
231 //but add a random factor so we stagger the object persistance a little
232 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * (1.0d - (m_rand.NextDouble() / 5.0d))); //Multiply by 1.0-1.5
233 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * (1.0d + (m_rand.NextDouble() / 2.0d))); //Multiply by 0.8-1.0
234 }
235 }
119 } 236 }
120 m_hasGroupChanged = value; 237 m_hasGroupChanged = value;
121 } 238 }
@@ -131,8 +248,19 @@ namespace OpenSim.Region.Framework.Scenes
131 return false; 248 return false;
132 if (m_scene.ShuttingDown) 249 if (m_scene.ShuttingDown)
133 return true; 250 return true;
251
252 if (m_minPersistTime == 0 || m_maxPersistTime == 0)
253 {
254 m_maxPersistTime = m_scene.m_persistAfter;
255 m_minPersistTime = m_scene.m_dontPersistBefore;
256 }
257
134 long currentTime = DateTime.Now.Ticks; 258 long currentTime = DateTime.Now.Ticks;
135 if (currentTime - timeLastChanged > m_scene.m_dontPersistBefore || currentTime - timeFirstChanged > m_scene.m_persistAfter) 259
260 if (timeLastChanged == 0) timeLastChanged = currentTime;
261 if (timeFirstChanged == 0) timeFirstChanged = currentTime;
262
263 if (currentTime - timeLastChanged > m_minPersistTime || currentTime - timeFirstChanged > m_maxPersistTime)
136 return true; 264 return true;
137 return false; 265 return false;
138 } 266 }
@@ -221,7 +349,21 @@ namespace OpenSim.Region.Framework.Scenes
221 public virtual Quaternion Rotation 349 public virtual Quaternion Rotation
222 { 350 {
223 get { return m_rotation; } 351 get { return m_rotation; }
224 set { m_rotation = value; } 352 set {
353 lockPartsForRead(true);
354 try
355 {
356 foreach(SceneObjectPart p in m_parts.Values)
357 {
358 p.StoreUndoState(UndoType.STATE_GROUP_ROTATION);
359 }
360 }
361 finally
362 {
363 lockPartsForRead(false);
364 }
365 m_rotation = value;
366 }
225 } 367 }
226 368
227 public Quaternion GroupRotation 369 public Quaternion GroupRotation
@@ -258,13 +400,16 @@ namespace OpenSim.Region.Framework.Scenes
258 set 400 set
259 { 401 {
260 m_regionHandle = value; 402 m_regionHandle = value;
261 lock (m_parts) 403 lockPartsForRead(true);
262 { 404 {
263 foreach (SceneObjectPart part in m_parts.Values) 405 foreach (SceneObjectPart part in m_parts.Values)
264 { 406 {
407
265 part.RegionHandle = m_regionHandle; 408 part.RegionHandle = m_regionHandle;
409
266 } 410 }
267 } 411 }
412 lockPartsForRead(false);
268 } 413 }
269 } 414 }
270 415
@@ -298,6 +443,12 @@ namespace OpenSim.Region.Framework.Scenes
298 { 443 {
299 m_scene.CrossPrimGroupIntoNewRegion(val, this, true); 444 m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
300 } 445 }
446
447 lockPartsForRead(true);
448 foreach (SceneObjectPart part in m_parts.Values)
449 {
450 part.IgnoreUndoUpdate = true;
451 }
301 if (RootPart.GetStatusSandbox()) 452 if (RootPart.GetStatusSandbox())
302 { 453 {
303 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) 454 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10)
@@ -305,16 +456,17 @@ namespace OpenSim.Region.Framework.Scenes
305 RootPart.ScriptSetPhysicsStatus(false); 456 RootPart.ScriptSetPhysicsStatus(false);
306 Scene.SimChat(Utils.StringToBytes("Hit Sandbox Limit"), 457 Scene.SimChat(Utils.StringToBytes("Hit Sandbox Limit"),
307 ChatTypeEnum.DebugChannel, 0x7FFFFFFF, RootPart.AbsolutePosition, Name, UUID, false); 458 ChatTypeEnum.DebugChannel, 0x7FFFFFFF, RootPart.AbsolutePosition, Name, UUID, false);
459 lockPartsForRead(false);
308 return; 460 return;
309 } 461 }
310 } 462 }
311 lock (m_parts) 463 foreach (SceneObjectPart part in m_parts.Values)
312 { 464 {
313 foreach (SceneObjectPart part in m_parts.Values) 465 part.IgnoreUndoUpdate = false;
314 { 466 part.StoreUndoState(UndoType.STATE_GROUP_POSITION);
315 part.GroupPosition = val; 467 part.GroupPosition = val;
316 }
317 } 468 }
469 lockPartsForRead(false);
318 470
319 //if (m_rootPart.PhysActor != null) 471 //if (m_rootPart.PhysActor != null)
320 //{ 472 //{
@@ -457,6 +609,7 @@ namespace OpenSim.Region.Framework.Scenes
457 /// </summary> 609 /// </summary>
458 public SceneObjectGroup() 610 public SceneObjectGroup()
459 { 611 {
612
460 } 613 }
461 614
462 /// <summary> 615 /// <summary>
@@ -473,7 +626,7 @@ namespace OpenSim.Region.Framework.Scenes
473 /// Constructor. This object is added to the scene later via AttachToScene() 626 /// Constructor. This object is added to the scene later via AttachToScene()
474 /// </summary> 627 /// </summary>
475 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) 628 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
476 { 629 {
477 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)); 630 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero));
478 } 631 }
479 632
@@ -504,13 +657,16 @@ namespace OpenSim.Region.Framework.Scenes
504 657
505 public void SetFromItemID(UUID AssetId) 658 public void SetFromItemID(UUID AssetId)
506 { 659 {
507 lock (m_parts) 660 lockPartsForRead(true);
508 { 661 {
509 foreach (SceneObjectPart part in m_parts.Values) 662 foreach (SceneObjectPart part in m_parts.Values)
510 { 663 {
664
511 part.FromItemID = AssetId; 665 part.FromItemID = AssetId;
666
512 } 667 }
513 } 668 }
669 lockPartsForRead(false);
514 } 670 }
515 671
516 public UUID GetFromItemID() 672 public UUID GetFromItemID()
@@ -523,6 +679,9 @@ namespace OpenSim.Region.Framework.Scenes
523 /// </summary> 679 /// </summary>
524 public virtual void AttachToBackup() 680 public virtual void AttachToBackup()
525 { 681 {
682 if (IsAttachment) return;
683 m_scene.SceneGraph.FireAttachToBackup(this);
684
526 if (InSceneBackup) 685 if (InSceneBackup)
527 { 686 {
528 //m_log.DebugFormat( 687 //m_log.DebugFormat(
@@ -579,7 +738,7 @@ namespace OpenSim.Region.Framework.Scenes
579 Vector3 maxScale = Vector3.Zero; 738 Vector3 maxScale = Vector3.Zero;
580 Vector3 finalScale = new Vector3(0.5f, 0.5f, 0.5f); 739 Vector3 finalScale = new Vector3(0.5f, 0.5f, 0.5f);
581 740
582 lock (m_parts) 741 lockPartsForRead(true);
583 { 742 {
584 foreach (SceneObjectPart part in m_parts.Values) 743 foreach (SceneObjectPart part in m_parts.Values)
585 { 744 {
@@ -593,8 +752,11 @@ namespace OpenSim.Region.Framework.Scenes
593 maxScale.X = (partscale.X + partoffset.X > maxScale.X) ? partscale.X + partoffset.X : maxScale.X; 752 maxScale.X = (partscale.X + partoffset.X > maxScale.X) ? partscale.X + partoffset.X : maxScale.X;
594 maxScale.Y = (partscale.Y + partoffset.Y > maxScale.Y) ? partscale.Y + partoffset.Y : maxScale.Y; 753 maxScale.Y = (partscale.Y + partoffset.Y > maxScale.Y) ? partscale.Y + partoffset.Y : maxScale.Y;
595 maxScale.Z = (partscale.Z + partoffset.Z > maxScale.Z) ? partscale.Z + partoffset.Z : maxScale.Z; 754 maxScale.Z = (partscale.Z + partoffset.Z > maxScale.Z) ? partscale.Z + partoffset.Z : maxScale.Z;
755
596 } 756 }
597 } 757 }
758 lockPartsForRead(false);
759
598 finalScale.X = (minScale.X > maxScale.X) ? minScale.X : maxScale.X; 760 finalScale.X = (minScale.X > maxScale.X) ? minScale.X : maxScale.X;
599 finalScale.Y = (minScale.Y > maxScale.Y) ? minScale.Y : maxScale.Y; 761 finalScale.Y = (minScale.Y > maxScale.Y) ? minScale.Y : maxScale.Y;
600 finalScale.Z = (minScale.Z > maxScale.Z) ? minScale.Z : maxScale.Z; 762 finalScale.Z = (minScale.Z > maxScale.Z) ? minScale.Z : maxScale.Z;
@@ -610,10 +772,11 @@ namespace OpenSim.Region.Framework.Scenes
610 772
611 EntityIntersection result = new EntityIntersection(); 773 EntityIntersection result = new EntityIntersection();
612 774
613 lock (m_parts) 775 lockPartsForRead(true);
614 { 776 {
615 foreach (SceneObjectPart part in m_parts.Values) 777 foreach (SceneObjectPart part in m_parts.Values)
616 { 778 {
779
617 // Temporary commented to stop compiler warning 780 // Temporary commented to stop compiler warning
618 //Vector3 partPosition = 781 //Vector3 partPosition =
619 // new Vector3(part.AbsolutePosition.X, part.AbsolutePosition.Y, part.AbsolutePosition.Z); 782 // new Vector3(part.AbsolutePosition.X, part.AbsolutePosition.Y, part.AbsolutePosition.Z);
@@ -641,8 +804,10 @@ namespace OpenSim.Region.Framework.Scenes
641 result.distance = inter.distance; 804 result.distance = inter.distance;
642 } 805 }
643 } 806 }
807
644 } 808 }
645 } 809 }
810 lockPartsForRead(false);
646 return result; 811 return result;
647 } 812 }
648 813
@@ -661,10 +826,11 @@ namespace OpenSim.Region.Framework.Scenes
661 minY = 256f; 826 minY = 256f;
662 minZ = 8192f; 827 minZ = 8192f;
663 828
664 lock(m_parts); 829 lockPartsForRead(true);
665 { 830 {
666 foreach (SceneObjectPart part in m_parts.Values) 831 foreach (SceneObjectPart part in m_parts.Values)
667 { 832 {
833
668 Vector3 worldPos = part.GetWorldPosition(); 834 Vector3 worldPos = part.GetWorldPosition();
669 Vector3 offset = worldPos - AbsolutePosition; 835 Vector3 offset = worldPos - AbsolutePosition;
670 Quaternion worldRot; 836 Quaternion worldRot;
@@ -723,6 +889,8 @@ namespace OpenSim.Region.Framework.Scenes
723 backBottomRight.Y = orig.Y + (part.Scale.Y / 2); 889 backBottomRight.Y = orig.Y + (part.Scale.Y / 2);
724 backBottomRight.Z = orig.Z - (part.Scale.Z / 2); 890 backBottomRight.Z = orig.Z - (part.Scale.Z / 2);
725 891
892
893
726 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z); 894 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
727 //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z); 895 //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
728 //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z); 896 //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
@@ -894,6 +1062,7 @@ namespace OpenSim.Region.Framework.Scenes
894 minZ = backBottomLeft.Z; 1062 minZ = backBottomLeft.Z;
895 } 1063 }
896 } 1064 }
1065 lockPartsForRead(false);
897 } 1066 }
898 1067
899 public Vector3 GetAxisAlignedBoundingBox(out float offsetHeight) 1068 public Vector3 GetAxisAlignedBoundingBox(out float offsetHeight)
@@ -929,21 +1098,29 @@ namespace OpenSim.Region.Framework.Scenes
929 1098
930 public void SaveScriptedState(XmlTextWriter writer) 1099 public void SaveScriptedState(XmlTextWriter writer)
931 { 1100 {
1101 SaveScriptedState(writer, false);
1102 }
1103
1104 public void SaveScriptedState(XmlTextWriter writer, bool oldIDs)
1105 {
932 XmlDocument doc = new XmlDocument(); 1106 XmlDocument doc = new XmlDocument();
933 Dictionary<UUID,string> states = new Dictionary<UUID,string>(); 1107 Dictionary<UUID,string> states = new Dictionary<UUID,string>();
934 1108
935 // Capture script state while holding the lock 1109 // Capture script state while holding the lock
936 lock (m_parts) 1110 lockPartsForRead(true);
937 { 1111 {
938 foreach (SceneObjectPart part in m_parts.Values) 1112 foreach (SceneObjectPart part in m_parts.Values)
939 { 1113 {
940 Dictionary<UUID,string> pstates = part.Inventory.GetScriptStates(); 1114
1115 Dictionary<UUID,string> pstates = part.Inventory.GetScriptStates(oldIDs);
941 foreach (UUID itemid in pstates.Keys) 1116 foreach (UUID itemid in pstates.Keys)
942 { 1117 {
943 states.Add(itemid, pstates[itemid]); 1118 states.Add(itemid, pstates[itemid]);
944 } 1119 }
1120
945 } 1121 }
946 } 1122 }
1123 lockPartsForRead(false);
947 1124
948 if (states.Count > 0) 1125 if (states.Count > 0)
949 { 1126 {
@@ -962,6 +1139,47 @@ namespace OpenSim.Region.Framework.Scenes
962 } 1139 }
963 1140
964 /// <summary> 1141 /// <summary>
1142 /// Add the avatar to this linkset (avatar is sat).
1143 /// </summary>
1144 /// <param name="agentID"></param>
1145 public void AddAvatar(UUID agentID)
1146 {
1147 ScenePresence presence;
1148 if (m_scene.TryGetScenePresence(agentID, out presence))
1149 {
1150 if (!m_linkedAvatars.Contains(presence))
1151 {
1152 m_linkedAvatars.Add(presence);
1153 }
1154 }
1155 }
1156
1157 /// <summary>
1158 /// Delete the avatar from this linkset (avatar is unsat).
1159 /// </summary>
1160 /// <param name="agentID"></param>
1161 public void DeleteAvatar(UUID agentID)
1162 {
1163 ScenePresence presence;
1164 if (m_scene.TryGetScenePresence(agentID, out presence))
1165 {
1166 if (m_linkedAvatars.Contains(presence))
1167 {
1168 m_linkedAvatars.Remove(presence);
1169 }
1170 }
1171 }
1172
1173 /// <summary>
1174 /// Returns the list of linked presences (avatars sat on this group)
1175 /// </summary>
1176 /// <param name="agentID"></param>
1177 public List<ScenePresence> GetLinkedAvatars()
1178 {
1179 return m_linkedAvatars;
1180 }
1181
1182 /// <summary>
965 /// Attach this scene object to the given avatar. 1183 /// Attach this scene object to the given avatar.
966 /// </summary> 1184 /// </summary>
967 /// <param name="agentID"></param> 1185 /// <param name="agentID"></param>
@@ -1112,13 +1330,16 @@ namespace OpenSim.Region.Framework.Scenes
1112 1330
1113 public override void UpdateMovement() 1331 public override void UpdateMovement()
1114 { 1332 {
1115 lock (m_parts) 1333 lockPartsForRead(true);
1116 { 1334 {
1117 foreach (SceneObjectPart part in m_parts.Values) 1335 foreach (SceneObjectPart part in m_parts.Values)
1118 { 1336 {
1337
1119 part.UpdateMovement(); 1338 part.UpdateMovement();
1339
1120 } 1340 }
1121 } 1341 }
1342 lockPartsForRead(false);
1122 } 1343 }
1123 1344
1124 public ushort GetTimeDilation() 1345 public ushort GetTimeDilation()
@@ -1162,7 +1383,7 @@ namespace OpenSim.Region.Framework.Scenes
1162 /// <param name="part"></param> 1383 /// <param name="part"></param>
1163 public void AddPart(SceneObjectPart part) 1384 public void AddPart(SceneObjectPart part)
1164 { 1385 {
1165 lock (m_parts) 1386 lockPartsForWrite(true);
1166 { 1387 {
1167 part.SetParent(this); 1388 part.SetParent(this);
1168 m_parts.Add(part.UUID, part); 1389 m_parts.Add(part.UUID, part);
@@ -1172,6 +1393,7 @@ namespace OpenSim.Region.Framework.Scenes
1172 if (part.LinkNum == 2 && RootPart != null) 1393 if (part.LinkNum == 2 && RootPart != null)
1173 RootPart.LinkNum = 1; 1394 RootPart.LinkNum = 1;
1174 } 1395 }
1396 lockPartsForWrite(false);
1175 } 1397 }
1176 1398
1177 /// <summary> 1399 /// <summary>
@@ -1179,28 +1401,33 @@ namespace OpenSim.Region.Framework.Scenes
1179 /// </summary> 1401 /// </summary>
1180 private void UpdateParentIDs() 1402 private void UpdateParentIDs()
1181 { 1403 {
1182 lock (m_parts) 1404 lockPartsForRead(true);
1183 { 1405 {
1184 foreach (SceneObjectPart part in m_parts.Values) 1406 foreach (SceneObjectPart part in m_parts.Values)
1185 { 1407 {
1408
1186 if (part.UUID != m_rootPart.UUID) 1409 if (part.UUID != m_rootPart.UUID)
1187 { 1410 {
1188 part.ParentID = m_rootPart.LocalId; 1411 part.ParentID = m_rootPart.LocalId;
1189 } 1412 }
1413
1190 } 1414 }
1191 } 1415 }
1416 lockPartsForRead(false);
1192 } 1417 }
1193 1418
1194 public void RegenerateFullIDs() 1419 public void RegenerateFullIDs()
1195 { 1420 {
1196 lock (m_parts) 1421 lockPartsForRead(true);
1197 { 1422 {
1198 foreach (SceneObjectPart part in m_parts.Values) 1423 foreach (SceneObjectPart part in m_parts.Values)
1199 { 1424 {
1425
1200 part.UUID = UUID.Random(); 1426 part.UUID = UUID.Random();
1201 1427
1202 } 1428 }
1203 } 1429 }
1430 lockPartsForRead(false);
1204 } 1431 }
1205 1432
1206 // helper provided for parts. 1433 // helper provided for parts.
@@ -1261,7 +1488,7 @@ namespace OpenSim.Region.Framework.Scenes
1261 1488
1262 public virtual void OnGrabPart(SceneObjectPart part, Vector3 offsetPos, IClientAPI remoteClient) 1489 public virtual void OnGrabPart(SceneObjectPart part, Vector3 offsetPos, IClientAPI remoteClient)
1263 { 1490 {
1264 part.StoreUndoState(); 1491 part.StoreUndoState(UndoType.STATE_PRIM_ALL);
1265 part.OnGrab(offsetPos, remoteClient); 1492 part.OnGrab(offsetPos, remoteClient);
1266 } 1493 }
1267 1494
@@ -1281,27 +1508,32 @@ namespace OpenSim.Region.Framework.Scenes
1281 1508
1282 DetachFromBackup(); 1509 DetachFromBackup();
1283 1510
1284 lock (m_parts) 1511 lockPartsForRead(true);
1512 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
1513 lockPartsForRead(false);
1514
1515 foreach (SceneObjectPart part in values)
1285 { 1516 {
1286 foreach (SceneObjectPart part in m_parts.Values)
1287 {
1288// part.Inventory.RemoveScriptInstances(); 1517// part.Inventory.RemoveScriptInstances();
1289 Scene.ForEachScenePresence(delegate(ScenePresence avatar) 1518
1519 Scene.ForEachScenePresence(delegate (ScenePresence sp)
1520 {
1521 if (sp.ParentID == LocalId)
1290 { 1522 {
1291 if (avatar.ParentID == LocalId) 1523 sp.StandUp();
1292 { 1524 }
1293 avatar.StandUp();
1294 }
1295 1525
1296 if (!silent) 1526 if (!silent)
1297 { 1527 {
1298 part.UpdateFlag = 0; 1528 part.UpdateFlag = 0;
1299 if (part == m_rootPart) 1529 if (part == m_rootPart)
1300 avatar.ControllingClient.SendKillObject(m_regionHandle, part.LocalId); 1530 sp.ControllingClient.SendKillObject(m_regionHandle, part.LocalId);
1301 } 1531 }
1302 }); 1532 });
1303 } 1533
1304 } 1534 }
1535
1536
1305 } 1537 }
1306 1538
1307 public void AddScriptLPS(int count) 1539 public void AddScriptLPS(int count)
@@ -1326,17 +1558,20 @@ namespace OpenSim.Region.Framework.Scenes
1326 1558
1327 scriptEvents aggregateScriptEvents=0; 1559 scriptEvents aggregateScriptEvents=0;
1328 1560
1329 lock (m_parts) 1561 lockPartsForRead(true);
1330 { 1562 {
1331 foreach (SceneObjectPart part in m_parts.Values) 1563 foreach (SceneObjectPart part in m_parts.Values)
1332 { 1564 {
1565
1333 if (part == null) 1566 if (part == null)
1334 continue; 1567 continue;
1335 if (part != RootPart) 1568 if (part != RootPart)
1336 part.ObjectFlags = objectflagupdate; 1569 part.ObjectFlags = objectflagupdate;
1337 aggregateScriptEvents |= part.AggregateScriptEvents; 1570 aggregateScriptEvents |= part.AggregateScriptEvents;
1571
1338 } 1572 }
1339 } 1573 }
1574 lockPartsForRead(false);
1340 1575
1341 m_scriptListens_atTarget = ((aggregateScriptEvents & scriptEvents.at_target) != 0); 1576 m_scriptListens_atTarget = ((aggregateScriptEvents & scriptEvents.at_target) != 0);
1342 m_scriptListens_notAtTarget = ((aggregateScriptEvents & scriptEvents.not_at_target) != 0); 1577 m_scriptListens_notAtTarget = ((aggregateScriptEvents & scriptEvents.not_at_target) != 0);
@@ -1378,42 +1613,52 @@ namespace OpenSim.Region.Framework.Scenes
1378 /// <param name="m_physicalPrim"></param> 1613 /// <param name="m_physicalPrim"></param>
1379 public void ApplyPhysics(bool m_physicalPrim) 1614 public void ApplyPhysics(bool m_physicalPrim)
1380 { 1615 {
1381 lock (m_parts) 1616 lockPartsForRead(true);
1617
1618 if (m_parts.Count > 1)
1382 { 1619 {
1383 if (m_parts.Count > 1) 1620 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
1621 lockPartsForRead(false);
1622 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim);
1623 foreach (SceneObjectPart part in values)
1384 { 1624 {
1385 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim); 1625
1386 foreach (SceneObjectPart part in m_parts.Values) 1626 if (part.LocalId != m_rootPart.LocalId)
1387 { 1627 {
1388 if (part.LocalId != m_rootPart.LocalId) 1628 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, m_physicalPrim);
1389 {
1390 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, m_physicalPrim);
1391 }
1392 } 1629 }
1393 1630
1394 // Hack to get the physics scene geometries in the right spot
1395 ResetChildPrimPhysicsPositions();
1396 }
1397 else
1398 {
1399 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim);
1400 } 1631 }
1632 // Hack to get the physics scene geometries in the right spot
1633 ResetChildPrimPhysicsPositions();
1634 }
1635 else
1636 {
1637 lockPartsForRead(false);
1638 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim);
1401 } 1639 }
1402 } 1640 }
1403 1641
1404 public void SetOwnerId(UUID userId) 1642 public void SetOwnerId(UUID userId)
1405 { 1643 {
1406 ForEachPart(delegate(SceneObjectPart part) { part.OwnerID = userId; }); 1644 ForEachPart(delegate(SceneObjectPart part)
1645 {
1646
1647 part.OwnerID = userId;
1648
1649 });
1407 } 1650 }
1408 1651
1409 public void ForEachPart(Action<SceneObjectPart> whatToDo) 1652 public void ForEachPart(Action<SceneObjectPart> whatToDo)
1410 { 1653 {
1411 lock (m_parts) 1654 lockPartsForRead(true);
1655 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
1656 lockPartsForRead(false);
1657 foreach (SceneObjectPart part in values)
1412 { 1658 {
1413 foreach (SceneObjectPart part in m_parts.Values) 1659
1414 { 1660 whatToDo(part);
1415 whatToDo(part); 1661
1416 }
1417 } 1662 }
1418 } 1663 }
1419 1664
@@ -1511,15 +1756,17 @@ namespace OpenSim.Region.Framework.Scenes
1511 RootPart.SendFullUpdate( 1756 RootPart.SendFullUpdate(
1512 remoteClient, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, RootPart.UUID)); 1757 remoteClient, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, RootPart.UUID));
1513 1758
1514 lock (m_parts) 1759 lockPartsForRead(true);
1515 { 1760 {
1516 foreach (SceneObjectPart part in m_parts.Values) 1761 foreach (SceneObjectPart part in m_parts.Values)
1517 { 1762 {
1763
1518 if (part != RootPart) 1764 if (part != RootPart)
1519 part.SendFullUpdate( 1765 part.SendFullUpdate(
1520 remoteClient, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, part.UUID)); 1766 remoteClient, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, part.UUID));
1521 } 1767 }
1522 } 1768 }
1769 lockPartsForRead(false);
1523 } 1770 }
1524 1771
1525 #region Copying 1772 #region Copying
@@ -1580,10 +1827,11 @@ namespace OpenSim.Region.Framework.Scenes
1580 1827
1581 List<SceneObjectPart> partList; 1828 List<SceneObjectPart> partList;
1582 1829
1583 lock (m_parts) 1830 lockPartsForRead(true);
1584 { 1831
1585 partList = new List<SceneObjectPart>(m_parts.Values); 1832 partList = new List<SceneObjectPart>(m_parts.Values);
1586 } 1833
1834 lockPartsForRead(false);
1587 1835
1588 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) 1836 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
1589 { 1837 {
@@ -1800,13 +2048,40 @@ namespace OpenSim.Region.Framework.Scenes
1800 } 2048 }
1801 } 2049 }
1802 2050
2051 public void rotLookAt(Quaternion target, float strength, float damping)
2052 {
2053 SceneObjectPart rootpart = m_rootPart;
2054 if (rootpart != null)
2055 {
2056 if (IsAttachment)
2057 {
2058 /*
2059 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
2060 if (avatar != null)
2061 {
2062 Rotate the Av?
2063 } */
2064 }
2065 else
2066 {
2067 if (rootpart.PhysActor != null)
2068 { // APID must be implemented in your physics system for this to function.
2069 rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W);
2070 rootpart.PhysActor.APIDStrength = strength;
2071 rootpart.PhysActor.APIDDamping = damping;
2072 rootpart.PhysActor.APIDActive = true;
2073 }
2074 }
2075 }
2076 }
2077
1803 public void stopLookAt() 2078 public void stopLookAt()
1804 { 2079 {
1805 SceneObjectPart rootpart = m_rootPart; 2080 SceneObjectPart rootpart = m_rootPart;
1806 if (rootpart != null) 2081 if (rootpart != null)
1807 { 2082 {
1808 if (rootpart.PhysActor != null) 2083 if (rootpart.PhysActor != null)
1809 { 2084 { // APID must be implemented in your physics system for this to function.
1810 rootpart.PhysActor.APIDActive = false; 2085 rootpart.PhysActor.APIDActive = false;
1811 } 2086 }
1812 } 2087 }
@@ -1874,10 +2149,11 @@ namespace OpenSim.Region.Framework.Scenes
1874 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); 2149 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed);
1875 newPart.SetParent(this); 2150 newPart.SetParent(this);
1876 2151
1877 lock (m_parts) 2152 lockPartsForWrite(true);
1878 { 2153 {
1879 m_parts.Add(newPart.UUID, newPart); 2154 m_parts.Add(newPart.UUID, newPart);
1880 } 2155 }
2156 lockPartsForWrite(false);
1881 2157
1882 SetPartAsNonRoot(newPart); 2158 SetPartAsNonRoot(newPart);
1883 2159
@@ -1940,7 +2216,7 @@ namespace OpenSim.Region.Framework.Scenes
1940 //if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0) 2216 //if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0)
1941 // return; 2217 // return;
1942 2218
1943 lock (m_parts) 2219 lockPartsForRead(true);
1944 { 2220 {
1945 bool UsePhysics = ((RootPart.Flags & PrimFlags.Physics) != 0); 2221 bool UsePhysics = ((RootPart.Flags & PrimFlags.Physics) != 0);
1946 2222
@@ -1960,9 +2236,12 @@ namespace OpenSim.Region.Framework.Scenes
1960 { 2236 {
1961 if (!IsSelected) 2237 if (!IsSelected)
1962 part.UpdateLookAt(); 2238 part.UpdateLookAt();
2239
1963 part.SendScheduledUpdates(); 2240 part.SendScheduledUpdates();
2241
1964 } 2242 }
1965 } 2243 }
2244 lockPartsForRead(false);
1966 } 2245 }
1967 2246
1968 public void ScheduleFullUpdateToAvatar(ScenePresence presence) 2247 public void ScheduleFullUpdateToAvatar(ScenePresence presence)
@@ -1971,27 +2250,29 @@ namespace OpenSim.Region.Framework.Scenes
1971 2250
1972 RootPart.AddFullUpdateToAvatar(presence); 2251 RootPart.AddFullUpdateToAvatar(presence);
1973 2252
1974 lock (m_parts) 2253 lockPartsForRead(true);
1975 { 2254 {
1976 foreach (SceneObjectPart part in m_parts.Values) 2255 foreach (SceneObjectPart part in m_parts.Values)
1977 { 2256 {
2257
1978 if (part != RootPart) 2258 if (part != RootPart)
1979 part.AddFullUpdateToAvatar(presence); 2259 part.AddFullUpdateToAvatar(presence);
2260
1980 } 2261 }
1981 } 2262 }
2263 lockPartsForRead(false);
1982 } 2264 }
1983 2265
1984 public void ScheduleTerseUpdateToAvatar(ScenePresence presence) 2266 public void ScheduleTerseUpdateToAvatar(ScenePresence presence)
1985 { 2267 {
1986// m_log.DebugFormat("[SOG]: Scheduling terse update for {0} {1} just to avatar {2}", Name, UUID, presence.Name); 2268 lockPartsForRead(true);
1987 2269
1988 lock (m_parts) 2270 foreach (SceneObjectPart part in m_parts.Values)
1989 { 2271 {
1990 foreach (SceneObjectPart part in m_parts.Values) 2272 part.AddTerseUpdateToAvatar(presence);
1991 {
1992 part.AddTerseUpdateToAvatar(presence);
1993 }
1994 } 2273 }
2274
2275 lockPartsForRead(false);
1995 } 2276 }
1996 2277
1997 /// <summary> 2278 /// <summary>
@@ -1999,20 +2280,23 @@ namespace OpenSim.Region.Framework.Scenes
1999 /// </summary> 2280 /// </summary>
2000 public void ScheduleGroupForFullUpdate() 2281 public void ScheduleGroupForFullUpdate()
2001 { 2282 {
2002 if (IsAttachment) 2283 //if (IsAttachment)
2003 m_log.DebugFormat("[SOG]: Scheduling full update for {0} {1}", Name, LocalId); 2284 // m_log.DebugFormat("[SOG]: Scheduling full update for {0} {1}", Name, LocalId);
2004 2285
2005 checkAtTargets(); 2286 checkAtTargets();
2006 RootPart.ScheduleFullUpdate(); 2287 RootPart.ScheduleFullUpdate();
2007 2288
2008 lock (m_parts) 2289 lockPartsForRead(true);
2009 { 2290 {
2010 foreach (SceneObjectPart part in m_parts.Values) 2291 foreach (SceneObjectPart part in m_parts.Values)
2011 { 2292 {
2293
2012 if (part != RootPart) 2294 if (part != RootPart)
2013 part.ScheduleFullUpdate(); 2295 part.ScheduleFullUpdate();
2296
2014 } 2297 }
2015 } 2298 }
2299 lockPartsForRead(false);
2016 } 2300 }
2017 2301
2018 /// <summary> 2302 /// <summary>
@@ -2020,37 +2304,38 @@ namespace OpenSim.Region.Framework.Scenes
2020 /// </summary> 2304 /// </summary>
2021 public void ScheduleGroupForTerseUpdate() 2305 public void ScheduleGroupForTerseUpdate()
2022 { 2306 {
2023// m_log.DebugFormat("[SOG]: Scheduling terse update for {0} {1}", Name, UUID); 2307 lockPartsForRead(true);
2024 2308 foreach (SceneObjectPart part in m_parts.Values)
2025 lock (m_parts)
2026 { 2309 {
2027 foreach (SceneObjectPart part in m_parts.Values) 2310 part.ScheduleTerseUpdate();
2028 {
2029 part.ScheduleTerseUpdate();
2030 }
2031 } 2311 }
2312
2313 lockPartsForRead(false);
2032 } 2314 }
2033 2315
2034 /// <summary> 2316 /// <summary>
2035 /// Immediately send a full update for this scene object. 2317 /// Immediately send a full update for this scene object.
2036 /// </summary> 2318 /// </summary>
2037 public void SendGroupFullUpdate() 2319 public void SendGroupFullUpdate()
2038 { 2320 {
2039 if (IsDeleted) 2321 if (IsDeleted)
2040 return; 2322 return;
2041 2323
2042// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); 2324// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID);
2043 2325
2044 RootPart.SendFullUpdateToAllClients(); 2326 RootPart.SendFullUpdateToAllClients();
2045 2327
2046 lock (m_parts) 2328 lockPartsForRead(true);
2047 { 2329 {
2048 foreach (SceneObjectPart part in m_parts.Values) 2330 foreach (SceneObjectPart part in m_parts.Values)
2049 { 2331 {
2332
2050 if (part != RootPart) 2333 if (part != RootPart)
2051 part.SendFullUpdateToAllClients(); 2334 part.SendFullUpdateToAllClients();
2335
2052 } 2336 }
2053 } 2337 }
2338 lockPartsForRead(false);
2054 } 2339 }
2055 2340
2056 /// <summary> 2341 /// <summary>
@@ -2082,14 +2367,15 @@ namespace OpenSim.Region.Framework.Scenes
2082 { 2367 {
2083 if (IsDeleted) 2368 if (IsDeleted)
2084 return; 2369 return;
2085 2370
2086 lock (m_parts) 2371 lockPartsForRead(true);
2087 { 2372 {
2088 foreach (SceneObjectPart part in m_parts.Values) 2373 foreach (SceneObjectPart part in m_parts.Values)
2089 { 2374 {
2090 part.SendTerseUpdateToAllClients(); 2375 part.SendTerseUpdateToAllClients();
2091 } 2376 }
2092 } 2377 }
2378 lockPartsForRead(false);
2093 } 2379 }
2094 2380
2095 #endregion 2381 #endregion
@@ -2103,16 +2389,18 @@ namespace OpenSim.Region.Framework.Scenes
2103 /// <returns>null if no child part with that linknum or child part</returns> 2389 /// <returns>null if no child part with that linknum or child part</returns>
2104 public SceneObjectPart GetLinkNumPart(int linknum) 2390 public SceneObjectPart GetLinkNumPart(int linknum)
2105 { 2391 {
2106 lock (m_parts) 2392 lockPartsForRead(true);
2107 { 2393 {
2108 foreach (SceneObjectPart part in m_parts.Values) 2394 foreach (SceneObjectPart part in m_parts.Values)
2109 { 2395 {
2110 if (part.LinkNum == linknum) 2396 if (part.LinkNum == linknum)
2111 { 2397 {
2398 lockPartsForRead(false);
2112 return part; 2399 return part;
2113 } 2400 }
2114 } 2401 }
2115 } 2402 }
2403 lockPartsForRead(false);
2116 2404
2117 return null; 2405 return null;
2118 } 2406 }
@@ -2140,17 +2428,19 @@ namespace OpenSim.Region.Framework.Scenes
2140 public SceneObjectPart GetChildPart(uint localID) 2428 public SceneObjectPart GetChildPart(uint localID)
2141 { 2429 {
2142 //m_log.DebugFormat("Entered looking for {0}", localID); 2430 //m_log.DebugFormat("Entered looking for {0}", localID);
2143 lock (m_parts) 2431 lockPartsForRead(true);
2144 { 2432 {
2145 foreach (SceneObjectPart part in m_parts.Values) 2433 foreach (SceneObjectPart part in m_parts.Values)
2146 { 2434 {
2147 //m_log.DebugFormat("Found {0}", part.LocalId); 2435 //m_log.DebugFormat("Found {0}", part.LocalId);
2148 if (part.LocalId == localID) 2436 if (part.LocalId == localID)
2149 { 2437 {
2438 lockPartsForRead(false);
2150 return part; 2439 return part;
2151 } 2440 }
2152 } 2441 }
2153 } 2442 }
2443 lockPartsForRead(false);
2154 2444
2155 return null; 2445 return null;
2156 } 2446 }
@@ -2180,17 +2470,19 @@ namespace OpenSim.Region.Framework.Scenes
2180 public bool HasChildPrim(uint localID) 2470 public bool HasChildPrim(uint localID)
2181 { 2471 {
2182 //m_log.DebugFormat("Entered HasChildPrim looking for {0}", localID); 2472 //m_log.DebugFormat("Entered HasChildPrim looking for {0}", localID);
2183 lock (m_parts) 2473 lockPartsForRead(true);
2184 { 2474 {
2185 foreach (SceneObjectPart part in m_parts.Values) 2475 foreach (SceneObjectPart part in m_parts.Values)
2186 { 2476 {
2187 //m_log.DebugFormat("Found {0}", part.LocalId); 2477 //m_log.DebugFormat("Found {0}", part.LocalId);
2188 if (part.LocalId == localID) 2478 if (part.LocalId == localID)
2189 { 2479 {
2480 lockPartsForRead(false);
2190 return true; 2481 return true;
2191 } 2482 }
2192 } 2483 }
2193 } 2484 }
2485 lockPartsForRead(false);
2194 2486
2195 return false; 2487 return false;
2196 } 2488 }
@@ -2240,53 +2532,57 @@ namespace OpenSim.Region.Framework.Scenes
2240 if (m_rootPart.LinkNum == 0) 2532 if (m_rootPart.LinkNum == 0)
2241 m_rootPart.LinkNum = 1; 2533 m_rootPart.LinkNum = 1;
2242 2534
2243 lock (m_parts) 2535 lockPartsForWrite(true);
2244 { 2536
2245 m_parts.Add(linkPart.UUID, linkPart); 2537 m_parts.Add(linkPart.UUID, linkPart);
2538
2539 lockPartsForWrite(false);
2246 2540
2247 // Insert in terms of link numbers, the new links 2541 // Insert in terms of link numbers, the new links
2248 // before the current ones (with the exception of 2542 // before the current ones (with the exception of
2249 // the root prim. Shuffle the old ones up 2543 // the root prim. Shuffle the old ones up
2250 foreach (KeyValuePair<UUID, SceneObjectPart> kvp in m_parts) 2544 lockPartsForRead(true);
2545 foreach (KeyValuePair<UUID, SceneObjectPart> kvp in m_parts)
2546 {
2547 if (kvp.Value.LinkNum != 1)
2251 { 2548 {
2252 if (kvp.Value.LinkNum != 1) 2549 // Don't update root prim link number
2253 { 2550 kvp.Value.LinkNum += objectGroup.PrimCount;
2254 // Don't update root prim link number
2255 kvp.Value.LinkNum += objectGroup.PrimCount;
2256 }
2257 } 2551 }
2552 }
2553 lockPartsForRead(false);
2258 2554
2259 linkPart.LinkNum = 2; 2555 linkPart.LinkNum = 2;
2260 2556
2261 linkPart.SetParent(this); 2557 linkPart.SetParent(this);
2262 linkPart.CreateSelected = true; 2558 linkPart.CreateSelected = true;
2263 2559
2264 //if (linkPart.PhysActor != null) 2560 //if (linkPart.PhysActor != null)
2265 //{ 2561 //{
2266 // m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor); 2562 // m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor);
2267 2563
2268 //linkPart.PhysActor = null; 2564 //linkPart.PhysActor = null;
2269 //} 2565 //}
2270 2566
2271 //TODO: rest of parts 2567 //TODO: rest of parts
2272 int linkNum = 3; 2568 int linkNum = 3;
2273 foreach (SceneObjectPart part in objectGroup.Children.Values) 2569 foreach (SceneObjectPart part in objectGroup.Children.Values)
2570 {
2571 if (part.UUID != objectGroup.m_rootPart.UUID)
2274 { 2572 {
2275 if (part.UUID != objectGroup.m_rootPart.UUID) 2573 LinkNonRootPart(part, oldGroupPosition, oldRootRotation, linkNum++);
2276 {
2277 LinkNonRootPart(part, oldGroupPosition, oldRootRotation, linkNum++);
2278 }
2279 part.ClearUndoState();
2280 } 2574 }
2575 part.ClearUndoState();
2281 } 2576 }
2282 2577
2283 m_scene.UnlinkSceneObject(objectGroup.UUID, true); 2578 m_scene.UnlinkSceneObject(objectGroup.UUID, true);
2284 objectGroup.m_isDeleted = true; 2579 objectGroup.m_isDeleted = true;
2580
2581 objectGroup.lockPartsForWrite(true);
2285 2582
2286 lock (objectGroup.m_parts) 2583 objectGroup.m_parts.Clear();
2287 { 2584
2288 objectGroup.m_parts.Clear(); 2585 objectGroup.lockPartsForWrite(false);
2289 }
2290 2586
2291 // Can't do this yet since backup still makes use of the root part without any synchronization 2587 // Can't do this yet since backup still makes use of the root part without any synchronization
2292// objectGroup.m_rootPart = null; 2588// objectGroup.m_rootPart = null;
@@ -2356,11 +2652,12 @@ namespace OpenSim.Region.Framework.Scenes
2356 Quaternion worldRot = linkPart.GetWorldRotation(); 2652 Quaternion worldRot = linkPart.GetWorldRotation();
2357 2653
2358 // Remove the part from this object 2654 // Remove the part from this object
2359 lock (m_parts) 2655 lockPartsForWrite(true);
2360 { 2656 {
2361 m_parts.Remove(linkPart.UUID); 2657 m_parts.Remove(linkPart.UUID);
2362 } 2658 }
2363 2659 lockPartsForWrite(false);
2660 lockPartsForRead(true);
2364 if (m_parts.Count == 1 && RootPart != null) //Single prim is left 2661 if (m_parts.Count == 1 && RootPart != null) //Single prim is left
2365 RootPart.LinkNum = 0; 2662 RootPart.LinkNum = 0;
2366 else 2663 else
@@ -2371,6 +2668,7 @@ namespace OpenSim.Region.Framework.Scenes
2371 p.LinkNum--; 2668 p.LinkNum--;
2372 } 2669 }
2373 } 2670 }
2671 lockPartsForRead(false);
2374 2672
2375 linkPart.ParentID = 0; 2673 linkPart.ParentID = 0;
2376 linkPart.LinkNum = 0; 2674 linkPart.LinkNum = 0;
@@ -2414,6 +2712,8 @@ namespace OpenSim.Region.Framework.Scenes
2414 /// <param name="objectGroup"></param> 2712 /// <param name="objectGroup"></param>
2415 public virtual void DetachFromBackup() 2713 public virtual void DetachFromBackup()
2416 { 2714 {
2715 m_scene.SceneGraph.FireDetachFromBackup(this);
2716
2417 if (m_isBackedUp) 2717 if (m_isBackedUp)
2418 m_scene.EventManager.OnBackup -= ProcessBackup; 2718 m_scene.EventManager.OnBackup -= ProcessBackup;
2419 2719
@@ -2692,9 +2992,12 @@ namespace OpenSim.Region.Framework.Scenes
2692 2992
2693 if (selectionPart != null) 2993 if (selectionPart != null)
2694 { 2994 {
2695 lock (m_parts) 2995 lockPartsForRead(true);
2996 List<SceneObjectPart> parts = new List<SceneObjectPart>(m_parts.Values);
2997 lockPartsForRead(false);
2998 foreach (SceneObjectPart part in parts)
2696 { 2999 {
2697 foreach (SceneObjectPart part in m_parts.Values) 3000 if (part.Scale.X > 10.0 || part.Scale.Y > 10.0 || part.Scale.Z > 10.0)
2698 { 3001 {
2699 if (part.Scale.X > m_scene.RegionInfo.PhysPrimMax || 3002 if (part.Scale.X > m_scene.RegionInfo.PhysPrimMax ||
2700 part.Scale.Y > m_scene.RegionInfo.PhysPrimMax || 3003 part.Scale.Y > m_scene.RegionInfo.PhysPrimMax ||
@@ -2704,12 +3007,13 @@ namespace OpenSim.Region.Framework.Scenes
2704 break; 3007 break;
2705 } 3008 }
2706 } 3009 }
3010 }
2707 3011
2708 foreach (SceneObjectPart part in m_parts.Values) 3012 foreach (SceneObjectPart part in parts)
2709 { 3013 {
2710 part.UpdatePrimFlags(UsePhysics, IsTemporary, IsPhantom, IsVolumeDetect); 3014 part.UpdatePrimFlags(UsePhysics, IsTemporary, IsPhantom, IsVolumeDetect);
2711 }
2712 } 3015 }
3016
2713 } 3017 }
2714 } 3018 }
2715 3019
@@ -2722,6 +3026,17 @@ namespace OpenSim.Region.Framework.Scenes
2722 } 3026 }
2723 } 3027 }
2724 3028
3029
3030
3031 /// <summary>
3032 /// Gets the number of parts
3033 /// </summary>
3034 /// <returns></returns>
3035 public int GetPartCount()
3036 {
3037 return Children.Count;
3038 }
3039
2725 /// <summary> 3040 /// <summary>
2726 /// Get the parts of this scene object 3041 /// Get the parts of this scene object
2727 /// </summary> 3042 /// </summary>
@@ -2795,11 +3110,9 @@ namespace OpenSim.Region.Framework.Scenes
2795 scale.Y = m_scene.m_maxNonphys; 3110 scale.Y = m_scene.m_maxNonphys;
2796 if (scale.Z > m_scene.m_maxNonphys) 3111 if (scale.Z > m_scene.m_maxNonphys)
2797 scale.Z = m_scene.m_maxNonphys; 3112 scale.Z = m_scene.m_maxNonphys;
2798
2799 SceneObjectPart part = GetChildPart(localID); 3113 SceneObjectPart part = GetChildPart(localID);
2800 if (part != null) 3114 if (part != null)
2801 { 3115 {
2802 part.Resize(scale);
2803 if (part.PhysActor != null) 3116 if (part.PhysActor != null)
2804 { 3117 {
2805 if (part.PhysActor.IsPhysical) 3118 if (part.PhysActor.IsPhysical)
@@ -2814,7 +3127,7 @@ namespace OpenSim.Region.Framework.Scenes
2814 part.PhysActor.Size = scale; 3127 part.PhysActor.Size = scale;
2815 m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor); 3128 m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor);
2816 } 3129 }
2817 //if (part.UUID != m_rootPart.UUID) 3130 part.Resize(scale);
2818 3131
2819 HasGroupChanged = true; 3132 HasGroupChanged = true;
2820 ScheduleGroupForFullUpdate(); 3133 ScheduleGroupForFullUpdate();
@@ -2836,7 +3149,6 @@ namespace OpenSim.Region.Framework.Scenes
2836 SceneObjectPart part = GetChildPart(localID); 3149 SceneObjectPart part = GetChildPart(localID);
2837 if (part != null) 3150 if (part != null)
2838 { 3151 {
2839 part.IgnoreUndoUpdate = true;
2840 if (scale.X > m_scene.m_maxNonphys) 3152 if (scale.X > m_scene.m_maxNonphys)
2841 scale.X = m_scene.m_maxNonphys; 3153 scale.X = m_scene.m_maxNonphys;
2842 if (scale.Y > m_scene.m_maxNonphys) 3154 if (scale.Y > m_scene.m_maxNonphys)
@@ -2856,94 +3168,100 @@ namespace OpenSim.Region.Framework.Scenes
2856 float y = (scale.Y / part.Scale.Y); 3168 float y = (scale.Y / part.Scale.Y);
2857 float z = (scale.Z / part.Scale.Z); 3169 float z = (scale.Z / part.Scale.Z);
2858 3170
2859 lock (m_parts) 3171 lockPartsForRead(true);
3172 if (x > 1.0f || y > 1.0f || z > 1.0f)
2860 { 3173 {
2861 if (x > 1.0f || y > 1.0f || z > 1.0f) 3174 foreach (SceneObjectPart obPart in m_parts.Values)
2862 { 3175 {
2863 foreach (SceneObjectPart obPart in m_parts.Values) 3176 if (obPart.UUID != m_rootPart.UUID)
2864 { 3177 {
2865 if (obPart.UUID != m_rootPart.UUID) 3178 Vector3 oldSize = new Vector3(obPart.Scale);
2866 { 3179 obPart.IgnoreUndoUpdate = true;
2867 obPart.IgnoreUndoUpdate = true;
2868 Vector3 oldSize = new Vector3(obPart.Scale);
2869 3180
2870 float f = 1.0f; 3181 float f = 1.0f;
2871 float a = 1.0f; 3182 float a = 1.0f;
2872 3183
2873 if (part.PhysActor != null && part.PhysActor.IsPhysical) 3184 if (part.PhysActor != null && part.PhysActor.IsPhysical)
3185 {
3186 if (oldSize.X*x > m_scene.m_maxPhys)
2874 { 3187 {
2875 if (oldSize.X*x > m_scene.m_maxPhys) 3188 f = m_scene.m_maxPhys / oldSize.X;
2876 { 3189 a = f / x;
2877 f = m_scene.m_maxPhys / oldSize.X; 3190 x *= a;
2878 a = f / x; 3191 y *= a;
2879 x *= a; 3192 z *= a;
2880 y *= a;
2881 z *= a;
2882 }
2883 if (oldSize.Y*y > m_scene.m_maxPhys)
2884 {
2885 f = m_scene.m_maxPhys / oldSize.Y;
2886 a = f / y;
2887 x *= a;
2888 y *= a;
2889 z *= a;
2890 }
2891 if (oldSize.Z*z > m_scene.m_maxPhys)
2892 {
2893 f = m_scene.m_maxPhys / oldSize.Z;
2894 a = f / z;
2895 x *= a;
2896 y *= a;
2897 z *= a;
2898 }
2899 } 3193 }
2900 else 3194 if (oldSize.Y*y > m_scene.m_maxPhys)
3195 {
3196 f = m_scene.m_maxPhys / oldSize.Y;
3197 a = f / y;
3198 x *= a;
3199 y *= a;
3200 z *= a;
3201 }
3202 if (oldSize.Z*z > m_scene.m_maxPhys)
3203 {
3204 f = m_scene.m_maxPhys / oldSize.Z;
3205 a = f / z;
3206 x *= a;
3207 y *= a;
3208 z *= a;
3209 }
3210 }
3211 else
3212 {
3213 if (oldSize.X*x > m_scene.m_maxNonphys)
3214 {
3215 f = m_scene.m_maxNonphys / oldSize.X;
3216 a = f / x;
3217 x *= a;
3218 y *= a;
3219 z *= a;
3220 }
3221 if (oldSize.Y*y > m_scene.m_maxNonphys)
3222 {
3223 f = m_scene.m_maxNonphys / oldSize.Y;
3224 a = f / y;
3225 x *= a;
3226 y *= a;
3227 z *= a;
3228 }
3229 if (oldSize.Z*z > m_scene.m_maxNonphys)
2901 { 3230 {
2902 if (oldSize.X*x > m_scene.m_maxNonphys) 3231 f = m_scene.m_maxNonphys / oldSize.Z;
2903 { 3232 a = f / z;
2904 f = m_scene.m_maxNonphys / oldSize.X; 3233 x *= a;
2905 a = f / x; 3234 y *= a;
2906 x *= a; 3235 z *= a;
2907 y *= a;
2908 z *= a;
2909 }
2910 if (oldSize.Y*y > m_scene.m_maxNonphys)
2911 {
2912 f = m_scene.m_maxNonphys / oldSize.Y;
2913 a = f / y;
2914 x *= a;
2915 y *= a;
2916 z *= a;
2917 }
2918 if (oldSize.Z*z > m_scene.m_maxNonphys)
2919 {
2920 f = m_scene.m_maxNonphys / oldSize.Z;
2921 a = f / z;
2922 x *= a;
2923 y *= a;
2924 z *= a;
2925 }
2926 } 3236 }
2927 obPart.IgnoreUndoUpdate = false; 3237
2928 obPart.StoreUndoState();
2929 } 3238 }
2930 } 3239 }
2931 } 3240 }
2932 } 3241 }
3242 lockPartsForRead(false);
2933 3243
2934 Vector3 prevScale = part.Scale; 3244 Vector3 prevScale = part.Scale;
2935 prevScale.X *= x; 3245 prevScale.X *= x;
2936 prevScale.Y *= y; 3246 prevScale.Y *= y;
2937 prevScale.Z *= z; 3247 prevScale.Z *= z;;
3248
3249 part.IgnoreUndoUpdate = false;
3250 part.StoreUndoState(UndoType.STATE_GROUP_SCALE);
3251 part.IgnoreUndoUpdate = true;
2938 part.Resize(prevScale); 3252 part.Resize(prevScale);
3253 part.IgnoreUndoUpdate = false;
2939 3254
2940 lock (m_parts) 3255 lockPartsForRead(true);
2941 { 3256 {
2942 foreach (SceneObjectPart obPart in m_parts.Values) 3257 foreach (SceneObjectPart obPart in m_parts.Values)
2943 { 3258 {
2944 obPart.IgnoreUndoUpdate = true;
2945 if (obPart.UUID != m_rootPart.UUID) 3259 if (obPart.UUID != m_rootPart.UUID)
2946 { 3260 {
3261 obPart.IgnoreUndoUpdate = false;
3262 obPart.StoreUndoState(UndoType.STATE_GROUP_SCALE);
3263 obPart.IgnoreUndoUpdate = true;
3264
2947 Vector3 currentpos = new Vector3(obPart.OffsetPosition); 3265 Vector3 currentpos = new Vector3(obPart.OffsetPosition);
2948 currentpos.X *= x; 3266 currentpos.X *= x;
2949 currentpos.Y *= y; 3267 currentpos.Y *= y;
@@ -2956,9 +3274,9 @@ namespace OpenSim.Region.Framework.Scenes
2956 obPart.UpdateOffSet(currentpos); 3274 obPart.UpdateOffSet(currentpos);
2957 } 3275 }
2958 obPart.IgnoreUndoUpdate = false; 3276 obPart.IgnoreUndoUpdate = false;
2959 obPart.StoreUndoState();
2960 } 3277 }
2961 } 3278 }
3279 lockPartsForRead(false);
2962 3280
2963 if (part.PhysActor != null) 3281 if (part.PhysActor != null)
2964 { 3282 {
@@ -2967,7 +3285,6 @@ namespace OpenSim.Region.Framework.Scenes
2967 } 3285 }
2968 3286
2969 part.IgnoreUndoUpdate = false; 3287 part.IgnoreUndoUpdate = false;
2970 part.StoreUndoState();
2971 HasGroupChanged = true; 3288 HasGroupChanged = true;
2972 ScheduleGroupForTerseUpdate(); 3289 ScheduleGroupForTerseUpdate();
2973 } 3290 }
@@ -2983,14 +3300,11 @@ namespace OpenSim.Region.Framework.Scenes
2983 /// <param name="pos"></param> 3300 /// <param name="pos"></param>
2984 public void UpdateGroupPosition(Vector3 pos) 3301 public void UpdateGroupPosition(Vector3 pos)
2985 { 3302 {
2986 foreach (SceneObjectPart part in Children.Values)
2987 {
2988 part.StoreUndoState();
2989 }
2990 if (m_scene.EventManager.TriggerGroupMove(UUID, pos)) 3303 if (m_scene.EventManager.TriggerGroupMove(UUID, pos))
2991 { 3304 {
2992 if (IsAttachment) 3305 if (IsAttachment)
2993 { 3306 {
3307 m_rootPart.StoreUndoState(UndoType.STATE_GROUP_POSITION);
2994 m_rootPart.AttachedPos = pos; 3308 m_rootPart.AttachedPos = pos;
2995 } 3309 }
2996 if (RootPart.GetStatusSandbox()) 3310 if (RootPart.GetStatusSandbox())
@@ -3023,7 +3337,7 @@ namespace OpenSim.Region.Framework.Scenes
3023 SceneObjectPart part = GetChildPart(localID); 3337 SceneObjectPart part = GetChildPart(localID);
3024 foreach (SceneObjectPart parts in Children.Values) 3338 foreach (SceneObjectPart parts in Children.Values)
3025 { 3339 {
3026 parts.StoreUndoState(); 3340 parts.StoreUndoState(UndoType.STATE_PRIM_POSITION);
3027 } 3341 }
3028 if (part != null) 3342 if (part != null)
3029 { 3343 {
@@ -3048,7 +3362,7 @@ namespace OpenSim.Region.Framework.Scenes
3048 { 3362 {
3049 foreach (SceneObjectPart part in Children.Values) 3363 foreach (SceneObjectPart part in Children.Values)
3050 { 3364 {
3051 part.StoreUndoState(); 3365 part.StoreUndoState(UndoType.STATE_PRIM_POSITION);
3052 } 3366 }
3053 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z); 3367 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z);
3054 Vector3 oldPos = 3368 Vector3 oldPos =
@@ -3061,7 +3375,7 @@ namespace OpenSim.Region.Framework.Scenes
3061 axDiff *= Quaternion.Inverse(partRotation); 3375 axDiff *= Quaternion.Inverse(partRotation);
3062 diff = axDiff; 3376 diff = axDiff;
3063 3377
3064 lock (m_parts) 3378 lockPartsForRead(true);
3065 { 3379 {
3066 foreach (SceneObjectPart obPart in m_parts.Values) 3380 foreach (SceneObjectPart obPart in m_parts.Values)
3067 { 3381 {
@@ -3071,11 +3385,29 @@ namespace OpenSim.Region.Framework.Scenes
3071 } 3385 }
3072 } 3386 }
3073 } 3387 }
3388 lockPartsForRead(false);
3074 3389
3075 AbsolutePosition = newPos; 3390 //We have to set undoing here because otherwise an undo state will be saved
3391 if (!m_rootPart.Undoing)
3392 {
3393 m_rootPart.Undoing = true;
3394 AbsolutePosition = newPos;
3395 m_rootPart.Undoing = false;
3396 }
3397 else
3398 {
3399 AbsolutePosition = newPos;
3400 }
3076 3401
3077 HasGroupChanged = true; 3402 HasGroupChanged = true;
3078 ScheduleGroupForTerseUpdate(); 3403 if (m_rootPart.Undoing)
3404 {
3405 ScheduleGroupForFullUpdate();
3406 }
3407 else
3408 {
3409 ScheduleGroupForTerseUpdate();
3410 }
3079 } 3411 }
3080 3412
3081 public void OffsetForNewRegion(Vector3 offset) 3413 public void OffsetForNewRegion(Vector3 offset)
@@ -3095,7 +3427,7 @@ namespace OpenSim.Region.Framework.Scenes
3095 { 3427 {
3096 foreach (SceneObjectPart parts in Children.Values) 3428 foreach (SceneObjectPart parts in Children.Values)
3097 { 3429 {
3098 parts.StoreUndoState(); 3430 parts.StoreUndoState(UndoType.STATE_GROUP_ROTATION);
3099 } 3431 }
3100 m_rootPart.UpdateRotation(rot); 3432 m_rootPart.UpdateRotation(rot);
3101 3433
@@ -3119,7 +3451,7 @@ namespace OpenSim.Region.Framework.Scenes
3119 { 3451 {
3120 foreach (SceneObjectPart parts in Children.Values) 3452 foreach (SceneObjectPart parts in Children.Values)
3121 { 3453 {
3122 parts.StoreUndoState(); 3454 parts.StoreUndoState(UndoType.STATE_GROUP_ROTATION);
3123 } 3455 }
3124 m_rootPart.UpdateRotation(rot); 3456 m_rootPart.UpdateRotation(rot);
3125 3457
@@ -3146,7 +3478,7 @@ namespace OpenSim.Region.Framework.Scenes
3146 SceneObjectPart part = GetChildPart(localID); 3478 SceneObjectPart part = GetChildPart(localID);
3147 foreach (SceneObjectPart parts in Children.Values) 3479 foreach (SceneObjectPart parts in Children.Values)
3148 { 3480 {
3149 parts.StoreUndoState(); 3481 parts.StoreUndoState(UndoType.STATE_PRIM_ROTATION);
3150 } 3482 }
3151 if (part != null) 3483 if (part != null)
3152 { 3484 {
@@ -3174,15 +3506,24 @@ namespace OpenSim.Region.Framework.Scenes
3174 if (part.UUID == m_rootPart.UUID) 3506 if (part.UUID == m_rootPart.UUID)
3175 { 3507 {
3176 UpdateRootRotation(rot); 3508 UpdateRootRotation(rot);
3177 AbsolutePosition = pos; 3509 if (!m_rootPart.Undoing)
3510 {
3511 m_rootPart.Undoing = true;
3512 AbsolutePosition = pos;
3513 m_rootPart.Undoing = false;
3514 }
3515 else
3516 {
3517 AbsolutePosition = pos;
3518 }
3178 } 3519 }
3179 else 3520 else
3180 { 3521 {
3522 part.StoreUndoState(UndoType.STATE_PRIM_ROTATION);
3181 part.IgnoreUndoUpdate = true; 3523 part.IgnoreUndoUpdate = true;
3182 part.UpdateRotation(rot); 3524 part.UpdateRotation(rot);
3183 part.OffsetPosition = pos; 3525 part.OffsetPosition = pos;
3184 part.IgnoreUndoUpdate = false; 3526 part.IgnoreUndoUpdate = false;
3185 part.StoreUndoState();
3186 } 3527 }
3187 } 3528 }
3188 } 3529 }
@@ -3196,7 +3537,13 @@ namespace OpenSim.Region.Framework.Scenes
3196 Quaternion axRot = rot; 3537 Quaternion axRot = rot;
3197 Quaternion oldParentRot = m_rootPart.RotationOffset; 3538 Quaternion oldParentRot = m_rootPart.RotationOffset;
3198 3539
3199 m_rootPart.StoreUndoState(); 3540 m_rootPart.StoreUndoState(UndoType.STATE_PRIM_ROTATION);
3541 bool cancelUndo = false;
3542 if (!m_rootPart.Undoing)
3543 {
3544 m_rootPart.Undoing = true;
3545 cancelUndo = true;
3546 }
3200 m_rootPart.UpdateRotation(rot); 3547 m_rootPart.UpdateRotation(rot);
3201 if (m_rootPart.PhysActor != null) 3548 if (m_rootPart.PhysActor != null)
3202 { 3549 {
@@ -3204,33 +3551,31 @@ namespace OpenSim.Region.Framework.Scenes
3204 m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor); 3551 m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
3205 } 3552 }
3206 3553
3207 lock (m_parts) 3554 lockPartsForRead(true);
3555
3556 foreach (SceneObjectPart prim in m_parts.Values)
3208 { 3557 {
3209 foreach (SceneObjectPart prim in m_parts.Values) 3558 if (prim.UUID != m_rootPart.UUID)
3210 { 3559 {
3211 if (prim.UUID != m_rootPart.UUID) 3560 prim.IgnoreUndoUpdate = true;
3212 { 3561 Vector3 axPos = prim.OffsetPosition;
3213 prim.IgnoreUndoUpdate = true; 3562 axPos *= oldParentRot;
3214 Vector3 axPos = prim.OffsetPosition; 3563 axPos *= Quaternion.Inverse(axRot);
3215 axPos *= oldParentRot; 3564 prim.OffsetPosition = axPos;
3216 axPos *= Quaternion.Inverse(axRot); 3565 Quaternion primsRot = prim.RotationOffset;
3217 prim.OffsetPosition = axPos; 3566 Quaternion newRot = primsRot * oldParentRot;
3218 Quaternion primsRot = prim.RotationOffset; 3567 newRot *= Quaternion.Inverse(axRot);
3219 Quaternion newRot = primsRot * oldParentRot; 3568 prim.RotationOffset = newRot;
3220 newRot *= Quaternion.Inverse(axRot); 3569 prim.ScheduleTerseUpdate();
3221 prim.RotationOffset = newRot; 3570 prim.IgnoreUndoUpdate = false;
3222 prim.ScheduleTerseUpdate();
3223 }
3224 } 3571 }
3225 } 3572 }
3226 foreach (SceneObjectPart childpart in Children.Values) 3573 if (cancelUndo == true)
3227 { 3574 {
3228 if (childpart != m_rootPart) 3575 m_rootPart.Undoing = false;
3229 {
3230 childpart.IgnoreUndoUpdate = false;
3231 childpart.StoreUndoState();
3232 }
3233 } 3576 }
3577 lockPartsForRead(false);
3578
3234 m_rootPart.ScheduleTerseUpdate(); 3579 m_rootPart.ScheduleTerseUpdate();
3235 } 3580 }
3236 3581
@@ -3352,7 +3697,7 @@ namespace OpenSim.Region.Framework.Scenes
3352 if (atTargets.Count > 0) 3697 if (atTargets.Count > 0)
3353 { 3698 {
3354 uint[] localids = new uint[0]; 3699 uint[] localids = new uint[0];
3355 lock (m_parts) 3700 lockPartsForRead(true);
3356 { 3701 {
3357 localids = new uint[m_parts.Count]; 3702 localids = new uint[m_parts.Count];
3358 int cntr = 0; 3703 int cntr = 0;
@@ -3362,6 +3707,7 @@ namespace OpenSim.Region.Framework.Scenes
3362 cntr++; 3707 cntr++;
3363 } 3708 }
3364 } 3709 }
3710 lockPartsForRead(false);
3365 3711
3366 for (int ctr = 0; ctr < localids.Length; ctr++) 3712 for (int ctr = 0; ctr < localids.Length; ctr++)
3367 { 3713 {
@@ -3380,7 +3726,7 @@ namespace OpenSim.Region.Framework.Scenes
3380 { 3726 {
3381 //trigger not_at_target 3727 //trigger not_at_target
3382 uint[] localids = new uint[0]; 3728 uint[] localids = new uint[0];
3383 lock (m_parts) 3729 lockPartsForRead(true);
3384 { 3730 {
3385 localids = new uint[m_parts.Count]; 3731 localids = new uint[m_parts.Count];
3386 int cntr = 0; 3732 int cntr = 0;
@@ -3390,7 +3736,8 @@ namespace OpenSim.Region.Framework.Scenes
3390 cntr++; 3736 cntr++;
3391 } 3737 }
3392 } 3738 }
3393 3739 lockPartsForRead(false);
3740
3394 for (int ctr = 0; ctr < localids.Length; ctr++) 3741 for (int ctr = 0; ctr < localids.Length; ctr++)
3395 { 3742 {
3396 m_scene.EventManager.TriggerNotAtTargetEvent(localids[ctr]); 3743 m_scene.EventManager.TriggerNotAtTargetEvent(localids[ctr]);
@@ -3431,7 +3778,8 @@ namespace OpenSim.Region.Framework.Scenes
3431 if (atRotTargets.Count > 0) 3778 if (atRotTargets.Count > 0)
3432 { 3779 {
3433 uint[] localids = new uint[0]; 3780 uint[] localids = new uint[0];
3434 lock (m_parts) 3781 lockPartsForRead(true);
3782 try
3435 { 3783 {
3436 localids = new uint[m_parts.Count]; 3784 localids = new uint[m_parts.Count];
3437 int cntr = 0; 3785 int cntr = 0;
@@ -3441,6 +3789,10 @@ namespace OpenSim.Region.Framework.Scenes
3441 cntr++; 3789 cntr++;
3442 } 3790 }
3443 } 3791 }
3792 finally
3793 {
3794 lockPartsForRead(false);
3795 }
3444 3796
3445 for (int ctr = 0; ctr < localids.Length; ctr++) 3797 for (int ctr = 0; ctr < localids.Length; ctr++)
3446 { 3798 {
@@ -3459,7 +3811,8 @@ namespace OpenSim.Region.Framework.Scenes
3459 { 3811 {
3460 //trigger not_at_target 3812 //trigger not_at_target
3461 uint[] localids = new uint[0]; 3813 uint[] localids = new uint[0];
3462 lock (m_parts) 3814 lockPartsForRead(true);
3815 try
3463 { 3816 {
3464 localids = new uint[m_parts.Count]; 3817 localids = new uint[m_parts.Count];
3465 int cntr = 0; 3818 int cntr = 0;
@@ -3469,6 +3822,10 @@ namespace OpenSim.Region.Framework.Scenes
3469 cntr++; 3822 cntr++;
3470 } 3823 }
3471 } 3824 }
3825 finally
3826 {
3827 lockPartsForRead(false);
3828 }
3472 3829
3473 for (int ctr = 0; ctr < localids.Length; ctr++) 3830 for (int ctr = 0; ctr < localids.Length; ctr++)
3474 { 3831 {
@@ -3482,19 +3839,20 @@ namespace OpenSim.Region.Framework.Scenes
3482 public float GetMass() 3839 public float GetMass()
3483 { 3840 {
3484 float retmass = 0f; 3841 float retmass = 0f;
3485 lock (m_parts) 3842 lockPartsForRead(true);
3486 { 3843 {
3487 foreach (SceneObjectPart part in m_parts.Values) 3844 foreach (SceneObjectPart part in m_parts.Values)
3488 { 3845 {
3489 retmass += part.GetMass(); 3846 retmass += part.GetMass();
3490 } 3847 }
3491 } 3848 }
3849 lockPartsForRead(false);
3492 return retmass; 3850 return retmass;
3493 } 3851 }
3494 3852
3495 public void CheckSculptAndLoad() 3853 public void CheckSculptAndLoad()
3496 { 3854 {
3497 lock (m_parts) 3855 lockPartsForRead(true);
3498 { 3856 {
3499 if (!IsDeleted) 3857 if (!IsDeleted)
3500 { 3858 {
@@ -3519,6 +3877,7 @@ namespace OpenSim.Region.Framework.Scenes
3519 } 3877 }
3520 } 3878 }
3521 } 3879 }
3880 lockPartsForRead(false);
3522 } 3881 }
3523 3882
3524 protected void AssetReceived(string id, Object sender, AssetBase asset) 3883 protected void AssetReceived(string id, Object sender, AssetBase asset)
@@ -3539,7 +3898,7 @@ namespace OpenSim.Region.Framework.Scenes
3539 /// <param name="client"></param> 3898 /// <param name="client"></param>
3540 public void SetGroup(UUID GroupID, IClientAPI client) 3899 public void SetGroup(UUID GroupID, IClientAPI client)
3541 { 3900 {
3542 lock (m_parts) 3901 lockPartsForRead(true);
3543 { 3902 {
3544 foreach (SceneObjectPart part in m_parts.Values) 3903 foreach (SceneObjectPart part in m_parts.Values)
3545 { 3904 {
@@ -3549,6 +3908,7 @@ namespace OpenSim.Region.Framework.Scenes
3549 3908
3550 HasGroupChanged = true; 3909 HasGroupChanged = true;
3551 } 3910 }
3911 lockPartsForRead(false);
3552 3912
3553 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled 3913 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled
3554 // for the same object with very different properties. The caller must schedule the update. 3914 // for the same object with very different properties. The caller must schedule the update.
@@ -3570,11 +3930,12 @@ namespace OpenSim.Region.Framework.Scenes
3570 3930
3571 public void SetAttachmentPoint(byte point) 3931 public void SetAttachmentPoint(byte point)
3572 { 3932 {
3573 lock (m_parts) 3933 lockPartsForRead(true);
3574 { 3934 {
3575 foreach (SceneObjectPart part in m_parts.Values) 3935 foreach (SceneObjectPart part in m_parts.Values)
3576 part.SetAttachmentPoint(point); 3936 part.SetAttachmentPoint(point);
3577 } 3937 }
3938 lockPartsForRead(false);
3578 } 3939 }
3579 3940
3580 #region ISceneObject 3941 #region ISceneObject
@@ -3608,6 +3969,14 @@ namespace OpenSim.Region.Framework.Scenes
3608 SetFromItemID(uuid); 3969 SetFromItemID(uuid);
3609 } 3970 }
3610 3971
3972 public void ResetOwnerChangeFlag()
3973 {
3974 ForEachPart(delegate(SceneObjectPart part)
3975 {
3976 part.ResetOwnerChangeFlag();
3977 });
3978 }
3979
3611 #endregion 3980 #endregion
3612 } 3981 }
3613} 3982}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index e331bb0..b19c443 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -147,7 +147,7 @@ namespace OpenSim.Region.Framework.Scenes
147 147
148 // TODO: This needs to be persisted in next XML version update! 148 // TODO: This needs to be persisted in next XML version update!
149 [XmlIgnore] 149 [XmlIgnore]
150 public readonly int[] PayPrice = {-2,-2,-2,-2,-2}; 150 public int[] PayPrice = {-2,-2,-2,-2,-2};
151 [XmlIgnore] 151 [XmlIgnore]
152 public PhysicsActor PhysActor; 152 public PhysicsActor PhysActor;
153 153
@@ -182,6 +182,14 @@ namespace OpenSim.Region.Framework.Scenes
182 [XmlIgnore] 182 [XmlIgnore]
183 public UUID FromFolderID; 183 public UUID FromFolderID;
184 184
185 // The following two are to hold the attachment data
186 // while an object is inworld
187 [XmlIgnore]
188 public byte AttachPoint = 0;
189
190 [XmlIgnore]
191 public Vector3 AttachOffset = Vector3.Zero;
192
185 [XmlIgnore] 193 [XmlIgnore]
186 public int STATUS_ROTATE_X; 194 public int STATUS_ROTATE_X;
187 195
@@ -277,6 +285,7 @@ namespace OpenSim.Region.Framework.Scenes
277 private Quaternion m_sitTargetOrientation = Quaternion.Identity; 285 private Quaternion m_sitTargetOrientation = Quaternion.Identity;
278 private Vector3 m_sitTargetPosition; 286 private Vector3 m_sitTargetPosition;
279 private string m_sitAnimation = "SIT"; 287 private string m_sitAnimation = "SIT";
288 private bool m_occupied; // KF if any av is sitting on this prim
280 private string m_text = String.Empty; 289 private string m_text = String.Empty;
281 private string m_touchName = String.Empty; 290 private string m_touchName = String.Empty;
282 private readonly UndoStack<UndoState> m_undo = new UndoStack<UndoState>(5); 291 private readonly UndoStack<UndoState> m_undo = new UndoStack<UndoState>(5);
@@ -360,7 +369,7 @@ namespace OpenSim.Region.Framework.Scenes
360 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, 369 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition,
361 Quaternion rotationOffset, Vector3 offsetPosition) 370 Quaternion rotationOffset, Vector3 offsetPosition)
362 { 371 {
363 m_name = "Primitive"; 372 m_name = "Object";
364 373
365 Rezzed = DateTime.UtcNow; 374 Rezzed = DateTime.UtcNow;
366 _creationDate = (int)Utils.DateTimeToUnixTime(Rezzed); 375 _creationDate = (int)Utils.DateTimeToUnixTime(Rezzed);
@@ -456,12 +465,16 @@ namespace OpenSim.Region.Framework.Scenes
456 } 465 }
457 466
458 /// <value> 467 /// <value>
459 /// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes 468 /// Get the inventory list
460 /// </value> 469 /// </value>
461 public TaskInventoryDictionary TaskInventory 470 public TaskInventoryDictionary TaskInventory
462 { 471 {
463 get { return m_inventory.Items; } 472 get {
464 set { m_inventory.Items = value; } 473 return m_inventory.Items;
474 }
475 set {
476 m_inventory.Items = value;
477 }
465 } 478 }
466 479
467 public uint ObjectFlags 480 public uint ObjectFlags
@@ -590,14 +603,12 @@ namespace OpenSim.Region.Framework.Scenes
590 set { m_LoopSoundSlavePrims = value; } 603 set { m_LoopSoundSlavePrims = value; }
591 } 604 }
592 605
593 [XmlIgnore]
594 public Byte[] TextureAnimation 606 public Byte[] TextureAnimation
595 { 607 {
596 get { return m_TextureAnimation; } 608 get { return m_TextureAnimation; }
597 set { m_TextureAnimation = value; } 609 set { m_TextureAnimation = value; }
598 } 610 }
599 611
600 [XmlIgnore]
601 public Byte[] ParticleSystem 612 public Byte[] ParticleSystem
602 { 613 {
603 get { return m_particleSystem; } 614 get { return m_particleSystem; }
@@ -651,7 +662,6 @@ namespace OpenSim.Region.Framework.Scenes
651 set 662 set
652 { 663 {
653 m_groupPosition = value; 664 m_groupPosition = value;
654
655 PhysicsActor actor = PhysActor; 665 PhysicsActor actor = PhysActor;
656 if (actor != null) 666 if (actor != null)
657 { 667 {
@@ -698,7 +708,7 @@ namespace OpenSim.Region.Framework.Scenes
698 get { return m_offsetPosition; } 708 get { return m_offsetPosition; }
699 set 709 set
700 { 710 {
701 StoreUndoState(); 711 StoreUndoState(UndoType.STATE_PRIM_POSITION);
702 m_offsetPosition = value; 712 m_offsetPosition = value;
703 713
704 if (ParentGroup != null && !ParentGroup.IsDeleted) 714 if (ParentGroup != null && !ParentGroup.IsDeleted)
@@ -712,6 +722,12 @@ namespace OpenSim.Region.Framework.Scenes
712 // Tell the physics engines that this prim changed. 722 // Tell the physics engines that this prim changed.
713 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 723 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
714 } 724 }
725
726 List<ScenePresence> avs = ParentGroup.GetLinkedAvatars();
727 foreach (ScenePresence av in avs)
728 {
729 av.SendFullUpdateToAllClients();
730 }
715 } 731 }
716 } 732 }
717 } 733 }
@@ -754,7 +770,7 @@ namespace OpenSim.Region.Framework.Scenes
754 770
755 set 771 set
756 { 772 {
757 StoreUndoState(); 773 StoreUndoState(UndoType.STATE_PRIM_ROTATION);
758 m_rotationOffset = value; 774 m_rotationOffset = value;
759 775
760 PhysicsActor actor = PhysActor; 776 PhysicsActor actor = PhysActor;
@@ -838,7 +854,16 @@ namespace OpenSim.Region.Framework.Scenes
838 /// <summary></summary> 854 /// <summary></summary>
839 public Vector3 Acceleration 855 public Vector3 Acceleration
840 { 856 {
841 get { return m_acceleration; } 857 get
858 {
859 PhysicsActor actor = PhysActor;
860 if (actor != null)
861 {
862 m_acceleration = actor.Acceleration;
863 }
864 return m_acceleration;
865 }
866
842 set { m_acceleration = value; } 867 set { m_acceleration = value; }
843 } 868 }
844 869
@@ -865,7 +890,6 @@ namespace OpenSim.Region.Framework.Scenes
865 set 890 set
866 { 891 {
867 m_color = value; 892 m_color = value;
868 TriggerScriptChangedEvent(Changed.COLOR);
869 893
870 /* ScheduleFullUpdate() need not be called b/c after 894 /* ScheduleFullUpdate() need not be called b/c after
871 * setting the color, the text will be set, so then 895 * setting the color, the text will be set, so then
@@ -944,7 +968,7 @@ namespace OpenSim.Region.Framework.Scenes
944 get { return m_shape.Scale; } 968 get { return m_shape.Scale; }
945 set 969 set
946 { 970 {
947 StoreUndoState(); 971 StoreUndoState(UndoType.STATE_PRIM_SCALE);
948 if (m_shape != null) 972 if (m_shape != null)
949 { 973 {
950 m_shape.Scale = value; 974 m_shape.Scale = value;
@@ -989,7 +1013,8 @@ namespace OpenSim.Region.Framework.Scenes
989 if (IsAttachment) 1013 if (IsAttachment)
990 return GroupPosition; 1014 return GroupPosition;
991 1015
992 return m_offsetPosition + m_groupPosition; } 1016// return m_offsetPosition + m_groupPosition; }
1017 return m_groupPosition + (m_offsetPosition * ParentGroup.RootPart.RotationOffset) ; } //KF: Rotation was ignored!
993 } 1018 }
994 1019
995 public SceneObjectGroup ParentGroup 1020 public SceneObjectGroup ParentGroup
@@ -1140,6 +1165,13 @@ namespace OpenSim.Region.Framework.Scenes
1140 get { return _flags; } 1165 get { return _flags; }
1141 set { _flags = value; } 1166 set { _flags = value; }
1142 } 1167 }
1168
1169 [XmlIgnore]
1170 public bool IsOccupied // KF If an av is sittingon this prim
1171 {
1172 get { return m_occupied; }
1173 set { m_occupied = value; }
1174 }
1143 1175
1144 [XmlIgnore] 1176 [XmlIgnore]
1145 public UUID SitTargetAvatar 1177 public UUID SitTargetAvatar
@@ -1215,14 +1247,6 @@ namespace OpenSim.Region.Framework.Scenes
1215 } 1247 }
1216 } 1248 }
1217 1249
1218 /// <summary>
1219 /// Clear all pending updates of parts to clients
1220 /// </summary>
1221 private void ClearUpdateSchedule()
1222 {
1223 m_updateFlag = 0;
1224 }
1225
1226 private void SendObjectPropertiesToClient(UUID AgentID) 1250 private void SendObjectPropertiesToClient(UUID AgentID)
1227 { 1251 {
1228 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar) 1252 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar)
@@ -1508,7 +1532,7 @@ namespace OpenSim.Region.Framework.Scenes
1508 { 1532 {
1509 m_redo.Clear(); 1533 m_redo.Clear();
1510 } 1534 }
1511 StoreUndoState(); 1535 StoreUndoState(UndoType.STATE_ALL);
1512 } 1536 }
1513 1537
1514 public byte ConvertScriptUintToByte(uint indata) 1538 public byte ConvertScriptUintToByte(uint indata)
@@ -1611,7 +1635,7 @@ namespace OpenSim.Region.Framework.Scenes
1611 PrimitiveBaseShape shape = PrimitiveBaseShape.Create(); 1635 PrimitiveBaseShape shape = PrimitiveBaseShape.Create();
1612 part.Shape = shape; 1636 part.Shape = shape;
1613 1637
1614 part.Name = "Primitive"; 1638 part.Name = "Object";
1615 part._ownerID = UUID.Random(); 1639 part._ownerID = UUID.Random();
1616 1640
1617 return part; 1641 return part;
@@ -1734,7 +1758,7 @@ namespace OpenSim.Region.Framework.Scenes
1734 // which stops client-side interpolation of deactivated joint proxy objects. 1758 // which stops client-side interpolation of deactivated joint proxy objects.
1735 } 1759 }
1736 1760
1737 if (!UsePhysics && !isNew) 1761 if (!UsePhysics)
1738 { 1762 {
1739 // reset velocity to 0 on physics switch-off. Without that, the client thinks the 1763 // reset velocity to 0 on physics switch-off. Without that, the client thinks the
1740 // prim still has velocity and continues to interpolate its position along the old 1764 // prim still has velocity and continues to interpolate its position along the old
@@ -1969,12 +1993,17 @@ namespace OpenSim.Region.Framework.Scenes
1969 public Vector3 GetWorldPosition() 1993 public Vector3 GetWorldPosition()
1970 { 1994 {
1971 Quaternion parentRot = ParentGroup.RootPart.RotationOffset; 1995 Quaternion parentRot = ParentGroup.RootPart.RotationOffset;
1972
1973 Vector3 axPos = OffsetPosition; 1996 Vector3 axPos = OffsetPosition;
1974
1975 axPos *= parentRot; 1997 axPos *= parentRot;
1976 Vector3 translationOffsetPosition = axPos; 1998 Vector3 translationOffsetPosition = axPos;
1977 return GroupPosition + translationOffsetPosition; 1999 if(_parentID == 0)
2000 {
2001 return GroupPosition;
2002 }
2003 else
2004 {
2005 return ParentGroup.AbsolutePosition + translationOffsetPosition; //KF: Fix child prim position
2006 }
1978 } 2007 }
1979 2008
1980 /// <summary> 2009 /// <summary>
@@ -1985,7 +2014,7 @@ namespace OpenSim.Region.Framework.Scenes
1985 { 2014 {
1986 Quaternion newRot; 2015 Quaternion newRot;
1987 2016
1988 if (this.LinkNum == 0) 2017 if (this.LinkNum < 2) //KF Single or root prim
1989 { 2018 {
1990 newRot = RotationOffset; 2019 newRot = RotationOffset;
1991 } 2020 }
@@ -2631,17 +2660,18 @@ namespace OpenSim.Region.Framework.Scenes
2631 //Trys to fetch sound id from prim's inventory. 2660 //Trys to fetch sound id from prim's inventory.
2632 //Prim's inventory doesn't support non script items yet 2661 //Prim's inventory doesn't support non script items yet
2633 2662
2634 lock (TaskInventory) 2663 TaskInventory.LockItemsForRead(true);
2664
2665 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
2635 { 2666 {
2636 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 2667 if (item.Value.Name == sound)
2637 { 2668 {
2638 if (item.Value.Name == sound) 2669 soundID = item.Value.ItemID;
2639 { 2670 break;
2640 soundID = item.Value.ItemID;
2641 break;
2642 }
2643 } 2671 }
2644 } 2672 }
2673
2674 TaskInventory.LockItemsForRead(false);
2645 } 2675 }
2646 2676
2647 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence sp) 2677 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence sp)
@@ -2701,7 +2731,7 @@ namespace OpenSim.Region.Framework.Scenes
2701 /// <param name="scale"></param> 2731 /// <param name="scale"></param>
2702 public void Resize(Vector3 scale) 2732 public void Resize(Vector3 scale)
2703 { 2733 {
2704 StoreUndoState(); 2734 StoreUndoState(UndoType.STATE_PRIM_SCALE);
2705 m_shape.Scale = scale; 2735 m_shape.Scale = scale;
2706 2736
2707 ParentGroup.HasGroupChanged = true; 2737 ParentGroup.HasGroupChanged = true;
@@ -2710,38 +2740,7 @@ namespace OpenSim.Region.Framework.Scenes
2710 2740
2711 public void RotLookAt(Quaternion target, float strength, float damping) 2741 public void RotLookAt(Quaternion target, float strength, float damping)
2712 { 2742 {
2713 rotLookAt(target, strength, damping); 2743 m_parentGroup.rotLookAt(target, strength, damping); // This calls method in SceneObjectGroup.
2714 }
2715
2716 public void rotLookAt(Quaternion target, float strength, float damping)
2717 {
2718 if (IsAttachment)
2719 {
2720 /*
2721 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
2722 if (avatar != null)
2723 {
2724 Rotate the Av?
2725 } */
2726 }
2727 else
2728 {
2729 APIDDamp = damping;
2730 APIDStrength = strength;
2731 APIDTarget = target;
2732 }
2733 }
2734
2735 public void startLookAt(Quaternion rot, float damp, float strength)
2736 {
2737 APIDDamp = damp;
2738 APIDStrength = strength;
2739 APIDTarget = rot;
2740 }
2741
2742 public void stopLookAt()
2743 {
2744 APIDTarget = Quaternion.Identity;
2745 } 2744 }
2746 2745
2747 /// <summary> 2746 /// <summary>
@@ -2753,7 +2752,10 @@ namespace OpenSim.Region.Framework.Scenes
2753 2752
2754 if (m_parentGroup != null) 2753 if (m_parentGroup != null)
2755 { 2754 {
2756 m_parentGroup.QueueForUpdateCheck(); 2755 if (!m_parentGroup.areUpdatesSuspended)
2756 {
2757 m_parentGroup.QueueForUpdateCheck();
2758 }
2757 } 2759 }
2758 2760
2759 int timeNow = Util.UnixTimeSinceEpoch(); 2761 int timeNow = Util.UnixTimeSinceEpoch();
@@ -2970,8 +2972,8 @@ namespace OpenSim.Region.Framework.Scenes
2970 { 2972 {
2971 const float ROTATION_TOLERANCE = 0.01f; 2973 const float ROTATION_TOLERANCE = 0.01f;
2972 const float VELOCITY_TOLERANCE = 0.001f; 2974 const float VELOCITY_TOLERANCE = 0.001f;
2973 const float POSITION_TOLERANCE = 0.05f; 2975 const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary
2974 const int TIME_MS_TOLERANCE = 3000; 2976 const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds.
2975 2977
2976 if (m_updateFlag == 1) 2978 if (m_updateFlag == 1)
2977 { 2979 {
@@ -2985,7 +2987,7 @@ namespace OpenSim.Region.Framework.Scenes
2985 Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE) 2987 Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE)
2986 { 2988 {
2987 AddTerseUpdateToAllAvatars(); 2989 AddTerseUpdateToAllAvatars();
2988 ClearUpdateSchedule(); 2990
2989 2991
2990 // This causes the Scene to 'poll' physical objects every couple of frames 2992 // This causes the Scene to 'poll' physical objects every couple of frames
2991 // bad, so it's been replaced by an event driven method. 2993 // bad, so it's been replaced by an event driven method.
@@ -3003,16 +3005,18 @@ namespace OpenSim.Region.Framework.Scenes
3003 m_lastAngularVelocity = AngularVelocity; 3005 m_lastAngularVelocity = AngularVelocity;
3004 m_lastTerseSent = Environment.TickCount; 3006 m_lastTerseSent = Environment.TickCount;
3005 } 3007 }
3008 //Moved this outside of the if clause so updates don't get blocked.. *sigh*
3009 m_updateFlag = 0; //Why were we calling a function to do this? Inefficient! *screams*
3006 } 3010 }
3007 else 3011 else
3008 { 3012 {
3009 if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes 3013 if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes
3010 { 3014 {
3011 AddFullUpdateToAllAvatars(); 3015 AddFullUpdateToAllAvatars();
3012 ClearUpdateSchedule(); 3016 m_updateFlag = 0; //Same here
3013 } 3017 }
3014 } 3018 }
3015 ClearUpdateSchedule(); 3019 m_updateFlag = 0;
3016 } 3020 }
3017 3021
3018 /// <summary> 3022 /// <summary>
@@ -3039,17 +3043,16 @@ namespace OpenSim.Region.Framework.Scenes
3039 if (!UUID.TryParse(sound, out soundID)) 3043 if (!UUID.TryParse(sound, out soundID))
3040 { 3044 {
3041 // search sound file from inventory 3045 // search sound file from inventory
3042 lock (TaskInventory) 3046 TaskInventory.LockItemsForRead(true);
3047 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
3043 { 3048 {
3044 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 3049 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound)
3045 { 3050 {
3046 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound) 3051 soundID = item.Value.ItemID;
3047 { 3052 break;
3048 soundID = item.Value.ItemID;
3049 break;
3050 }
3051 } 3053 }
3052 } 3054 }
3055 TaskInventory.LockItemsForRead(false);
3053 } 3056 }
3054 3057
3055 if (soundID == UUID.Zero) 3058 if (soundID == UUID.Zero)
@@ -3484,7 +3487,7 @@ namespace OpenSim.Region.Framework.Scenes
3484 3487
3485 public void StopLookAt() 3488 public void StopLookAt()
3486 { 3489 {
3487 m_parentGroup.stopLookAt(); 3490 m_parentGroup.stopLookAt(); // This calls method in SceneObjectGroup.
3488 3491
3489 m_parentGroup.ScheduleGroupForTerseUpdate(); 3492 m_parentGroup.ScheduleGroupForTerseUpdate();
3490 } 3493 }
@@ -3511,10 +3514,9 @@ namespace OpenSim.Region.Framework.Scenes
3511 m_parentGroup.ScheduleGroupForTerseUpdate(); 3514 m_parentGroup.ScheduleGroupForTerseUpdate();
3512 //m_parentGroup.ScheduleGroupForFullUpdate(); 3515 //m_parentGroup.ScheduleGroupForFullUpdate();
3513 } 3516 }
3514 3517 public void StoreUndoState(UndoType type)
3515 public void StoreUndoState()
3516 { 3518 {
3517 if (!Undoing) 3519 if (!Undoing && (m_parentGroup == null || m_parentGroup.RootPart == null || !m_parentGroup.RootPart.Undoing))
3518 { 3520 {
3519 if (!IgnoreUndoUpdate) 3521 if (!IgnoreUndoUpdate)
3520 { 3522 {
@@ -3525,17 +3527,25 @@ namespace OpenSim.Region.Framework.Scenes
3525 if (m_undo.Count > 0) 3527 if (m_undo.Count > 0)
3526 { 3528 {
3527 UndoState last = m_undo.Peek(); 3529 UndoState last = m_undo.Peek();
3528 if (last != null) 3530
3529 {
3530 if (last.Compare(this))
3531 return;
3532 }
3533 } 3531 }
3534 3532
3535 if (m_parentGroup.GetSceneMaxUndo() > 0) 3533 if (m_parentGroup.GetSceneMaxUndo() > 0)
3536 { 3534 {
3537 UndoState nUndo = new UndoState(this); 3535 UndoState lastUndo = m_undo.Peek();
3536
3537 UndoState nUndo = new UndoState(this, type);
3538 3538
3539 if (lastUndo != null)
3540 {
3541 TimeSpan ts = DateTime.Now.Subtract(lastUndo.LastUpdated);
3542 if (ts.TotalMilliseconds < 500)
3543 {
3544 //Delete the last entry since it was less than 500 milliseconds ago
3545 nUndo.Merge(lastUndo);
3546 m_undo.Pop();
3547 }
3548 }
3539 m_undo.Push(nUndo); 3549 m_undo.Push(nUndo);
3540 } 3550 }
3541 3551
@@ -4012,11 +4022,13 @@ namespace OpenSim.Region.Framework.Scenes
4012 if (m_undo.Count > 0) 4022 if (m_undo.Count > 0)
4013 { 4023 {
4014 UndoState nUndo = null; 4024 UndoState nUndo = null;
4025 UndoState goback = m_undo.Pop();
4015 if (m_parentGroup.GetSceneMaxUndo() > 0) 4026 if (m_parentGroup.GetSceneMaxUndo() > 0)
4016 { 4027 {
4017 nUndo = new UndoState(this); 4028 nUndo = new UndoState(this, goback.Type);
4018 } 4029 }
4019 UndoState goback = m_undo.Pop(); 4030
4031
4020 if (goback != null) 4032 if (goback != null)
4021 { 4033 {
4022 goback.PlaybackState(this); 4034 goback.PlaybackState(this);
@@ -4031,13 +4043,13 @@ namespace OpenSim.Region.Framework.Scenes
4031 { 4043 {
4032 lock (m_redo) 4044 lock (m_redo)
4033 { 4045 {
4046 UndoState gofwd = m_redo.Pop();
4034 if (m_parentGroup.GetSceneMaxUndo() > 0) 4047 if (m_parentGroup.GetSceneMaxUndo() > 0)
4035 { 4048 {
4036 UndoState nUndo = new UndoState(this); 4049 UndoState nUndo = new UndoState(this, gofwd.Type);
4037 4050
4038 m_undo.Push(nUndo); 4051 m_undo.Push(nUndo);
4039 } 4052 }
4040 UndoState gofwd = m_redo.Pop();
4041 if (gofwd != null) 4053 if (gofwd != null)
4042 gofwd.PlayfwdState(this); 4054 gofwd.PlayfwdState(this);
4043 } 4055 }
@@ -4485,8 +4497,9 @@ namespace OpenSim.Region.Framework.Scenes
4485 { 4497 {
4486 m_shape.TextureEntry = textureEntry; 4498 m_shape.TextureEntry = textureEntry;
4487 TriggerScriptChangedEvent(Changed.TEXTURE); 4499 TriggerScriptChangedEvent(Changed.TEXTURE);
4488 4500 m_updateFlag = 1;
4489 ParentGroup.HasGroupChanged = true; 4501 ParentGroup.HasGroupChanged = true;
4502
4490 //This is madness.. 4503 //This is madness..
4491 //ParentGroup.ScheduleGroupForFullUpdate(); 4504 //ParentGroup.ScheduleGroupForFullUpdate();
4492 //This is sparta 4505 //This is sparta
@@ -4731,5 +4744,17 @@ namespace OpenSim.Region.Framework.Scenes
4731 Color color = Color; 4744 Color color = Color;
4732 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); 4745 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A));
4733 } 4746 }
4747
4748 public void ResetOwnerChangeFlag()
4749 {
4750 List<UUID> inv = Inventory.GetInventoryList();
4751
4752 foreach (UUID itemID in inv)
4753 {
4754 TaskInventoryItem item = Inventory.GetInventoryItem(itemID);
4755 item.OwnerChanged = false;
4756 Inventory.UpdateInventoryItem(item);
4757 }
4758 }
4734 } 4759 }
4735} 4760}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
index 91d9be3..2ff6a51 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
@@ -46,6 +46,8 @@ namespace OpenSim.Region.Framework.Scenes
46 46
47 private string m_inventoryFileName = String.Empty; 47 private string m_inventoryFileName = String.Empty;
48 private int m_inventoryFileNameSerial = 0; 48 private int m_inventoryFileNameSerial = 0;
49
50 private Dictionary<UUID, ArrayList> m_scriptErrors = new Dictionary<UUID, ArrayList>();
49 51
50 /// <value> 52 /// <value>
51 /// The part to which the inventory belongs. 53 /// The part to which the inventory belongs.
@@ -82,7 +84,9 @@ namespace OpenSim.Region.Framework.Scenes
82 /// </value> 84 /// </value>
83 protected internal TaskInventoryDictionary Items 85 protected internal TaskInventoryDictionary Items
84 { 86 {
85 get { return m_items; } 87 get {
88 return m_items;
89 }
86 set 90 set
87 { 91 {
88 m_items = value; 92 m_items = value;
@@ -118,22 +122,25 @@ namespace OpenSim.Region.Framework.Scenes
118 /// <param name="linkNum">Link number for the part</param> 122 /// <param name="linkNum">Link number for the part</param>
119 public void ResetInventoryIDs() 123 public void ResetInventoryIDs()
120 { 124 {
121 lock (m_items) 125 m_items.LockItemsForWrite(true);
126
127 if (0 == Items.Count)
122 { 128 {
123 if (0 == m_items.Count) 129 m_items.LockItemsForWrite(false);
124 return; 130 return;
131 }
125 132
126 HasInventoryChanged = true; 133 HasInventoryChanged = true;
127 m_part.ParentGroup.HasGroupChanged = true; 134 m_part.ParentGroup.HasGroupChanged = true;
128 IList<TaskInventoryItem> items = GetInventoryItems(); 135 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
129 m_items.Clear(); 136 Items.Clear();
130 137
131 foreach (TaskInventoryItem item in items) 138 foreach (TaskInventoryItem item in items)
132 { 139 {
133 item.ResetIDs(m_part.UUID); 140 item.ResetIDs(m_part.UUID);
134 m_items.Add(item.ItemID, item); 141 Items.Add(item.ItemID, item);
135 }
136 } 142 }
143 m_items.LockItemsForWrite(false);
137 } 144 }
138 145
139 /// <summary> 146 /// <summary>
@@ -142,12 +149,11 @@ namespace OpenSim.Region.Framework.Scenes
142 /// <param name="ownerId"></param> 149 /// <param name="ownerId"></param>
143 public void ChangeInventoryOwner(UUID ownerId) 150 public void ChangeInventoryOwner(UUID ownerId)
144 { 151 {
145 lock (Items) 152 m_items.LockItemsForWrite(true);
153 if (0 == Items.Count)
146 { 154 {
147 if (0 == Items.Count) 155 m_items.LockItemsForWrite(false);
148 { 156 return;
149 return;
150 }
151 } 157 }
152 158
153 HasInventoryChanged = true; 159 HasInventoryChanged = true;
@@ -161,6 +167,7 @@ namespace OpenSim.Region.Framework.Scenes
161 item.OwnerID = ownerId; 167 item.OwnerID = ownerId;
162 } 168 }
163 } 169 }
170 m_items.LockItemsForWrite(false);
164 } 171 }
165 172
166 /// <summary> 173 /// <summary>
@@ -169,22 +176,24 @@ namespace OpenSim.Region.Framework.Scenes
169 /// <param name="groupID"></param> 176 /// <param name="groupID"></param>
170 public void ChangeInventoryGroup(UUID groupID) 177 public void ChangeInventoryGroup(UUID groupID)
171 { 178 {
172 lock (Items) 179 m_items.LockItemsForWrite(true);
180 if (0 == Items.Count)
173 { 181 {
174 if (0 == Items.Count) 182 m_items.LockItemsForWrite(false);
175 { 183 return;
176 return;
177 }
178 } 184 }
179 185
180 HasInventoryChanged = true; 186 HasInventoryChanged = true;
181 m_part.ParentGroup.HasGroupChanged = true; 187 m_part.ParentGroup.HasGroupChanged = true;
182 List<TaskInventoryItem> items = GetInventoryItems(); 188 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
183 foreach (TaskInventoryItem item in items) 189 foreach (TaskInventoryItem item in items)
184 { 190 {
185 if (groupID != item.GroupID) 191 if (groupID != item.GroupID)
192 {
186 item.GroupID = groupID; 193 item.GroupID = groupID;
194 }
187 } 195 }
196 m_items.LockItemsForWrite(false);
188 } 197 }
189 198
190 /// <summary> 199 /// <summary>
@@ -192,9 +201,14 @@ namespace OpenSim.Region.Framework.Scenes
192 /// </summary> 201 /// </summary>
193 public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource) 202 public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource)
194 { 203 {
195 List<TaskInventoryItem> scripts = GetInventoryScripts(); 204 Items.LockItemsForRead(true);
196 foreach (TaskInventoryItem item in scripts) 205 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
197 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); 206 Items.LockItemsForRead(false);
207 foreach (TaskInventoryItem item in items)
208 {
209 if ((int)InventoryType.LSL == item.InvType)
210 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource);
211 }
198 } 212 }
199 213
200 public ArrayList GetScriptErrors(UUID itemID) 214 public ArrayList GetScriptErrors(UUID itemID)
@@ -227,9 +241,18 @@ namespace OpenSim.Region.Framework.Scenes
227 /// </param> 241 /// </param>
228 public void RemoveScriptInstances(bool sceneObjectBeingDeleted) 242 public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
229 { 243 {
230 List<TaskInventoryItem> scripts = GetInventoryScripts(); 244 Items.LockItemsForRead(true);
231 foreach (TaskInventoryItem item in scripts) 245 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
232 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted); 246 Items.LockItemsForRead(false);
247
248 foreach (TaskInventoryItem item in items)
249 {
250 if ((int)InventoryType.LSL == item.InvType)
251 {
252 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted);
253 m_part.RemoveScriptEvents(item.ItemID);
254 }
255 }
233 } 256 }
234 257
235 /// <summary> 258 /// <summary>
@@ -245,7 +268,10 @@ namespace OpenSim.Region.Framework.Scenes
245 // item.Name, item.ItemID, Name, UUID); 268 // item.Name, item.ItemID, Name, UUID);
246 269
247 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID)) 270 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID))
271 {
272 StoreScriptError(item.ItemID, "no permission");
248 return; 273 return;
274 }
249 275
250 m_part.AddFlag(PrimFlags.Scripted); 276 m_part.AddFlag(PrimFlags.Scripted);
251 277
@@ -254,14 +280,13 @@ namespace OpenSim.Region.Framework.Scenes
254 if (stateSource == 1 && // Prim crossing 280 if (stateSource == 1 && // Prim crossing
255 m_part.ParentGroup.Scene.m_trustBinaries) 281 m_part.ParentGroup.Scene.m_trustBinaries)
256 { 282 {
257 lock (m_items) 283 m_items.LockItemsForWrite(true);
258 { 284 m_items[item.ItemID].PermsMask = 0;
259 m_items[item.ItemID].PermsMask = 0; 285 m_items[item.ItemID].PermsGranter = UUID.Zero;
260 m_items[item.ItemID].PermsGranter = UUID.Zero; 286 m_items.LockItemsForWrite(false);
261 }
262
263 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 287 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
264 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource); 288 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource);
289 StoreScriptErrors(item.ItemID, null);
265 m_part.ParentGroup.AddActiveScriptCount(1); 290 m_part.ParentGroup.AddActiveScriptCount(1);
266 m_part.ScheduleFullUpdate(); 291 m_part.ScheduleFullUpdate();
267 return; 292 return;
@@ -270,6 +295,8 @@ namespace OpenSim.Region.Framework.Scenes
270 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString()); 295 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString());
271 if (null == asset) 296 if (null == asset)
272 { 297 {
298 string msg = String.Format("asset ID {0} could not be found", item.AssetID);
299 StoreScriptError(item.ItemID, msg);
273 m_log.ErrorFormat( 300 m_log.ErrorFormat(
274 "[PRIM INVENTORY]: " + 301 "[PRIM INVENTORY]: " +
275 "Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found", 302 "Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found",
@@ -281,15 +308,17 @@ namespace OpenSim.Region.Framework.Scenes
281 if (m_part.ParentGroup.m_savedScriptState != null) 308 if (m_part.ParentGroup.m_savedScriptState != null)
282 RestoreSavedScriptState(item.OldItemID, item.ItemID); 309 RestoreSavedScriptState(item.OldItemID, item.ItemID);
283 310
284 lock (m_items) 311 m_items.LockItemsForWrite(true);
285 { 312
286 m_items[item.ItemID].PermsMask = 0; 313 m_items[item.ItemID].PermsMask = 0;
287 m_items[item.ItemID].PermsGranter = UUID.Zero; 314 m_items[item.ItemID].PermsGranter = UUID.Zero;
288 } 315
316 m_items.LockItemsForWrite(false);
289 317
290 string script = Utils.BytesToString(asset.Data); 318 string script = Utils.BytesToString(asset.Data);
291 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 319 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
292 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource); 320 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource);
321 StoreScriptErrors(item.ItemID, null);
293 m_part.ParentGroup.AddActiveScriptCount(1); 322 m_part.ParentGroup.AddActiveScriptCount(1);
294 m_part.ScheduleFullUpdate(); 323 m_part.ScheduleFullUpdate();
295 } 324 }
@@ -353,21 +382,145 @@ namespace OpenSim.Region.Framework.Scenes
353 382
354 /// <summary> 383 /// <summary>
355 /// Start a script which is in this prim's inventory. 384 /// Start a script which is in this prim's inventory.
385 /// Some processing may occur in the background, but this routine returns asap.
356 /// </summary> 386 /// </summary>
357 /// <param name="itemId"> 387 /// <param name="itemId">
358 /// A <see cref="UUID"/> 388 /// A <see cref="UUID"/>
359 /// </param> 389 /// </param>
360 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource) 390 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
361 { 391 {
362 TaskInventoryItem item = GetInventoryItem(itemId); 392 lock (m_scriptErrors)
363 if (item != null) 393 {
364 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); 394 // Indicate to CreateScriptInstanceInternal() we don't want it to wait for completion
395 m_scriptErrors.Remove(itemId);
396 }
397 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
398 }
399
400 private void CreateScriptInstanceInternal(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
401 {
402 m_items.LockItemsForRead(true);
403 if (m_items.ContainsKey(itemId))
404 {
405 if (m_items.ContainsKey(itemId))
406 {
407 m_items.LockItemsForRead(false);
408 CreateScriptInstance(m_items[itemId], startParam, postOnRez, engine, stateSource);
409 }
410 else
411 {
412 m_items.LockItemsForRead(false);
413 string msg = String.Format("couldn't be found for prim {0}, {1} at {2} in {3}", m_part.Name, m_part.UUID,
414 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
415 StoreScriptError(itemId, msg);
416 m_log.ErrorFormat(
417 "[PRIM INVENTORY]: " +
418 "Couldn't start script with ID {0} since it {1}", itemId, msg);
419 }
420 }
365 else 421 else
422 {
423 m_items.LockItemsForRead(false);
424 string msg = String.Format("couldn't be found for prim {0}, {1}", m_part.Name, m_part.UUID);
425 StoreScriptError(itemId, msg);
366 m_log.ErrorFormat( 426 m_log.ErrorFormat(
367 "[PRIM INVENTORY]: " + 427 "[PRIM INVENTORY]: " +
368 "Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}", 428 "Couldn't start script with ID {0} since it {1}", itemId, msg);
369 itemId, m_part.Name, m_part.UUID, 429 }
370 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 430
431 }
432
433 /// <summary>
434 /// Start a script which is in this prim's inventory and return any compilation error messages.
435 /// </summary>
436 /// <param name="itemId">
437 /// A <see cref="UUID"/>
438 /// </param>
439 public ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
440 {
441 ArrayList errors;
442
443 // Indicate to CreateScriptInstanceInternal() we want it to
444 // post any compilation/loading error messages
445 lock (m_scriptErrors)
446 {
447 m_scriptErrors[itemId] = null;
448 }
449
450 // Perform compilation/loading
451 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
452
453 // Wait for and retrieve any errors
454 lock (m_scriptErrors)
455 {
456 while ((errors = m_scriptErrors[itemId]) == null)
457 {
458 if (!System.Threading.Monitor.Wait(m_scriptErrors, 15000))
459 {
460 m_log.ErrorFormat(
461 "[PRIM INVENTORY]: " +
462 "timedout waiting for script {0} errors", itemId);
463 errors = m_scriptErrors[itemId];
464 if (errors == null)
465 {
466 errors = new ArrayList(1);
467 errors.Add("timedout waiting for errors");
468 }
469 break;
470 }
471 }
472 m_scriptErrors.Remove(itemId);
473 }
474 return errors;
475 }
476
477 // Signal to CreateScriptInstanceEr() that compilation/loading is complete
478 private void StoreScriptErrors(UUID itemId, ArrayList errors)
479 {
480 lock (m_scriptErrors)
481 {
482 // If compilation/loading initiated via CreateScriptInstance(),
483 // it does not want the errors, so just get out
484 if (!m_scriptErrors.ContainsKey(itemId))
485 {
486 return;
487 }
488
489 // Initiated via CreateScriptInstanceEr(), if we know what the
490 // errors are, save them and wake CreateScriptInstanceEr().
491 if (errors != null)
492 {
493 m_scriptErrors[itemId] = errors;
494 System.Threading.Monitor.PulseAll(m_scriptErrors);
495 return;
496 }
497 }
498
499 // Initiated via CreateScriptInstanceEr() but we don't know what
500 // the errors are yet, so retrieve them from the script engine.
501 // This may involve some waiting internal to GetScriptErrors().
502 errors = GetScriptErrors(itemId);
503
504 // Get a default non-null value to indicate success.
505 if (errors == null)
506 {
507 errors = new ArrayList();
508 }
509
510 // Post to CreateScriptInstanceEr() and wake it up
511 lock (m_scriptErrors)
512 {
513 m_scriptErrors[itemId] = errors;
514 System.Threading.Monitor.PulseAll(m_scriptErrors);
515 }
516 }
517
518 // Like StoreScriptErrors(), but just posts a single string message
519 private void StoreScriptError(UUID itemId, string message)
520 {
521 ArrayList errors = new ArrayList(1);
522 errors.Add(message);
523 StoreScriptErrors(itemId, errors);
371 } 524 }
372 525
373 /// <summary> 526 /// <summary>
@@ -380,15 +533,7 @@ namespace OpenSim.Region.Framework.Scenes
380 /// </param> 533 /// </param>
381 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted) 534 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted)
382 { 535 {
383 bool scriptPresent = false; 536 if (m_items.ContainsKey(itemId))
384
385 lock (m_items)
386 {
387 if (m_items.ContainsKey(itemId))
388 scriptPresent = true;
389 }
390
391 if (scriptPresent)
392 { 537 {
393 if (!sceneObjectBeingDeleted) 538 if (!sceneObjectBeingDeleted)
394 m_part.RemoveScriptEvents(itemId); 539 m_part.RemoveScriptEvents(itemId);
@@ -413,14 +558,16 @@ namespace OpenSim.Region.Framework.Scenes
413 /// <returns></returns> 558 /// <returns></returns>
414 private bool InventoryContainsName(string name) 559 private bool InventoryContainsName(string name)
415 { 560 {
416 lock (m_items) 561 m_items.LockItemsForRead(true);
562 foreach (TaskInventoryItem item in m_items.Values)
417 { 563 {
418 foreach (TaskInventoryItem item in m_items.Values) 564 if (item.Name == name)
419 { 565 {
420 if (item.Name == name) 566 m_items.LockItemsForRead(false);
421 return true; 567 return true;
422 } 568 }
423 } 569 }
570 m_items.LockItemsForRead(false);
424 return false; 571 return false;
425 } 572 }
426 573
@@ -462,8 +609,9 @@ namespace OpenSim.Region.Framework.Scenes
462 /// <param name="item"></param> 609 /// <param name="item"></param>
463 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop) 610 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop)
464 { 611 {
465 List<TaskInventoryItem> il = GetInventoryItems(); 612 m_items.LockItemsForRead(true);
466 613 List<TaskInventoryItem> il = new List<TaskInventoryItem>(m_items.Values);
614 m_items.LockItemsForRead(false);
467 foreach (TaskInventoryItem i in il) 615 foreach (TaskInventoryItem i in il)
468 { 616 {
469 if (i.Name == item.Name) 617 if (i.Name == item.Name)
@@ -501,14 +649,14 @@ namespace OpenSim.Region.Framework.Scenes
501 item.Name = name; 649 item.Name = name;
502 item.GroupID = m_part.GroupID; 650 item.GroupID = m_part.GroupID;
503 651
504 lock (m_items) 652 m_items.LockItemsForWrite(true);
505 m_items.Add(item.ItemID, item); 653 m_items.Add(item.ItemID, item);
506 654 m_items.LockItemsForWrite(false);
507 if (allowedDrop) 655 if (allowedDrop)
508 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP); 656 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP);
509 else 657 else
510 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 658 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
511 659
512 m_inventorySerial++; 660 m_inventorySerial++;
513 //m_inventorySerial += 2; 661 //m_inventorySerial += 2;
514 HasInventoryChanged = true; 662 HasInventoryChanged = true;
@@ -524,15 +672,15 @@ namespace OpenSim.Region.Framework.Scenes
524 /// <param name="items"></param> 672 /// <param name="items"></param>
525 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items) 673 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items)
526 { 674 {
527 lock (m_items) 675 m_items.LockItemsForWrite(true);
676 foreach (TaskInventoryItem item in items)
528 { 677 {
529 foreach (TaskInventoryItem item in items) 678 m_items.Add(item.ItemID, item);
530 { 679// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
531 m_items.Add(item.ItemID, item);
532// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
533 }
534 m_inventorySerial++;
535 } 680 }
681 m_items.LockItemsForWrite(false);
682
683 m_inventorySerial++;
536 } 684 }
537 685
538 /// <summary> 686 /// <summary>
@@ -543,10 +691,9 @@ namespace OpenSim.Region.Framework.Scenes
543 public TaskInventoryItem GetInventoryItem(UUID itemId) 691 public TaskInventoryItem GetInventoryItem(UUID itemId)
544 { 692 {
545 TaskInventoryItem item; 693 TaskInventoryItem item;
546 694 m_items.LockItemsForRead(true);
547 lock (m_items) 695 m_items.TryGetValue(itemId, out item);
548 m_items.TryGetValue(itemId, out item); 696 m_items.LockItemsForRead(false);
549
550 return item; 697 return item;
551 } 698 }
552 699
@@ -562,15 +709,16 @@ namespace OpenSim.Region.Framework.Scenes
562 { 709 {
563 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(); 710 IList<TaskInventoryItem> items = new List<TaskInventoryItem>();
564 711
565 lock (m_items) 712 m_items.LockItemsForRead(true);
713
714 foreach (TaskInventoryItem item in m_items.Values)
566 { 715 {
567 foreach (TaskInventoryItem item in m_items.Values) 716 if (item.Name == name)
568 { 717 items.Add(item);
569 if (item.Name == name)
570 items.Add(item);
571 }
572 } 718 }
573 719
720 m_items.LockItemsForRead(false);
721
574 return items; 722 return items;
575 } 723 }
576 724
@@ -587,8 +735,9 @@ namespace OpenSim.Region.Framework.Scenes
587 735
588 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents) 736 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents)
589 { 737 {
590 TaskInventoryItem it = GetInventoryItem(item.ItemID); 738 m_items.LockItemsForWrite(true);
591 if (it != null) 739
740 if (m_items.ContainsKey(item.ItemID))
592 { 741 {
593 item.ParentID = m_part.UUID; 742 item.ParentID = m_part.UUID;
594 item.ParentPartID = m_part.UUID; 743 item.ParentPartID = m_part.UUID;
@@ -598,7 +747,7 @@ namespace OpenSim.Region.Framework.Scenes
598 // changed since permissions were last set. 747 // changed since permissions were last set.
599 if (item.GroupPermissions != (uint)PermissionMask.None) 748 if (item.GroupPermissions != (uint)PermissionMask.None)
600 item.GroupID = m_part.GroupID; 749 item.GroupID = m_part.GroupID;
601 750
602 if (item.AssetID == UUID.Zero) 751 if (item.AssetID == UUID.Zero)
603 { 752 {
604 item.AssetID = m_items[item.ItemID].AssetID; 753 item.AssetID = m_items[item.ItemID].AssetID;
@@ -608,11 +757,13 @@ namespace OpenSim.Region.Framework.Scenes
608 ScenePresence presence = m_part.ParentGroup.Scene.GetScenePresence(item.OwnerID); 757 ScenePresence presence = m_part.ParentGroup.Scene.GetScenePresence(item.OwnerID);
609 } 758 }
610 759
760 m_items[item.ItemID] = item;
761 m_inventorySerial++;
611 if (fireScriptEvents) 762 if (fireScriptEvents)
612 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 763 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
613
614 HasInventoryChanged = true; 764 HasInventoryChanged = true;
615 m_part.ParentGroup.HasGroupChanged = true; 765 m_part.ParentGroup.HasGroupChanged = true;
766 m_items.LockItemsForWrite(false);
616 return true; 767 return true;
617 } 768 }
618 else 769 else
@@ -623,8 +774,9 @@ namespace OpenSim.Region.Framework.Scenes
623 item.ItemID, m_part.Name, m_part.UUID, 774 item.ItemID, m_part.Name, m_part.UUID,
624 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 775 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
625 } 776 }
626 return false; 777 m_items.LockItemsForWrite(false);
627 778
779 return false;
628 } 780 }
629 781
630 /// <summary> 782 /// <summary>
@@ -635,37 +787,53 @@ namespace OpenSim.Region.Framework.Scenes
635 /// in this prim's inventory.</returns> 787 /// in this prim's inventory.</returns>
636 public int RemoveInventoryItem(UUID itemID) 788 public int RemoveInventoryItem(UUID itemID)
637 { 789 {
638 TaskInventoryItem item = GetInventoryItem(itemID); 790 m_items.LockItemsForRead(true);
639 if (item != null) 791
792 if (m_items.ContainsKey(itemID))
640 { 793 {
641 int type = m_items[itemID].InvType; 794 int type = m_items[itemID].InvType;
795 m_items.LockItemsForRead(false);
642 if (type == 10) // Script 796 if (type == 10) // Script
643 { 797 {
644 m_part.RemoveScriptEvents(itemID);
645 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID); 798 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID);
646 } 799 }
800 m_items.LockItemsForWrite(true);
647 m_items.Remove(itemID); 801 m_items.Remove(itemID);
802 m_items.LockItemsForWrite(false);
648 m_inventorySerial++; 803 m_inventorySerial++;
649 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 804 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
650 805
651 HasInventoryChanged = true; 806 HasInventoryChanged = true;
652 m_part.ParentGroup.HasGroupChanged = true; 807 m_part.ParentGroup.HasGroupChanged = true;
653 808
654 if (!ContainsScripts()) 809 int scriptcount = 0;
810 m_items.LockItemsForRead(true);
811 foreach (TaskInventoryItem item in m_items.Values)
812 {
813 if (item.Type == 10)
814 {
815 scriptcount++;
816 }
817 }
818 m_items.LockItemsForRead(false);
819
820
821 if (scriptcount <= 0)
822 {
655 m_part.RemFlag(PrimFlags.Scripted); 823 m_part.RemFlag(PrimFlags.Scripted);
824 }
656 825
657 m_part.ScheduleFullUpdate(); 826 m_part.ScheduleFullUpdate();
658 827
659 return type; 828 return type;
660
661 } 829 }
662 else 830 else
663 { 831 {
832 m_items.LockItemsForRead(false);
664 m_log.ErrorFormat( 833 m_log.ErrorFormat(
665 "[PRIM INVENTORY]: " + 834 "[PRIM INVENTORY]: " +
666 "Tried to remove item ID {0} from prim {1}, {2} at {3} in {4} but the item does not exist in this inventory", 835 "Tried to remove item ID {0} from prim {1}, {2} but the item does not exist in this inventory",
667 itemID, m_part.Name, m_part.UUID, 836 itemID, m_part.Name, m_part.UUID);
668 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
669 } 837 }
670 838
671 return -1; 839 return -1;
@@ -719,8 +887,9 @@ namespace OpenSim.Region.Framework.Scenes
719 // isn't available (such as drag from prim inventory to agent inventory) 887 // isn't available (such as drag from prim inventory to agent inventory)
720 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero); 888 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero);
721 889
722 List<TaskInventoryItem> items = GetInventoryItems(); 890 m_items.LockItemsForRead(true);
723 foreach (TaskInventoryItem item in items) 891
892 foreach (TaskInventoryItem item in m_items.Values)
724 { 893 {
725 UUID ownerID = item.OwnerID; 894 UUID ownerID = item.OwnerID;
726 uint everyoneMask = 0; 895 uint everyoneMask = 0;
@@ -764,6 +933,8 @@ namespace OpenSim.Region.Framework.Scenes
764 invString.AddNameValueLine("creation_date", item.CreationDate.ToString()); 933 invString.AddNameValueLine("creation_date", item.CreationDate.ToString());
765 invString.AddSectionEnd(); 934 invString.AddSectionEnd();
766 } 935 }
936 int count = m_items.Count;
937 m_items.LockItemsForRead(false);
767 938
768 fileData = Utils.StringToBytes(invString.BuildString); 939 fileData = Utils.StringToBytes(invString.BuildString);
769 940
@@ -784,10 +955,11 @@ namespace OpenSim.Region.Framework.Scenes
784 { 955 {
785 if (HasInventoryChanged) 956 if (HasInventoryChanged)
786 { 957 {
787 HasInventoryChanged = false; 958 Items.LockItemsForRead(true);
788 List<TaskInventoryItem> items = GetInventoryItems(); 959 datastore.StorePrimInventory(m_part.UUID, Items.Values);
789 datastore.StorePrimInventory(m_part.UUID, items); 960 Items.LockItemsForRead(false);
790 961
962 HasInventoryChanged = false;
791 } 963 }
792 } 964 }
793 965
@@ -854,89 +1026,75 @@ namespace OpenSim.Region.Framework.Scenes
854 { 1026 {
855 uint mask=0x7fffffff; 1027 uint mask=0x7fffffff;
856 1028
857 lock (m_items) 1029 foreach (TaskInventoryItem item in m_items.Values)
858 { 1030 {
859 foreach (TaskInventoryItem item in m_items.Values) 1031 if (item.InvType != (int)InventoryType.Object)
860 { 1032 {
861 if (item.InvType != (int)InventoryType.Object) 1033 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
862 { 1034 mask &= ~((uint)PermissionMask.Copy >> 13);
863 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0) 1035 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
864 mask &= ~((uint)PermissionMask.Copy >> 13); 1036 mask &= ~((uint)PermissionMask.Transfer >> 13);
865 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0) 1037 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
866 mask &= ~((uint)PermissionMask.Transfer >> 13); 1038 mask &= ~((uint)PermissionMask.Modify >> 13);
867 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
868 mask &= ~((uint)PermissionMask.Modify >> 13);
869 }
870 else
871 {
872 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
873 mask &= ~((uint)PermissionMask.Copy >> 13);
874 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
875 mask &= ~((uint)PermissionMask.Transfer >> 13);
876 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
877 mask &= ~((uint)PermissionMask.Modify >> 13);
878 }
879
880 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
881 mask &= ~(uint)PermissionMask.Copy;
882 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
883 mask &= ~(uint)PermissionMask.Transfer;
884 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
885 mask &= ~(uint)PermissionMask.Modify;
886 } 1039 }
1040 else
1041 {
1042 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1043 mask &= ~((uint)PermissionMask.Copy >> 13);
1044 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1045 mask &= ~((uint)PermissionMask.Transfer >> 13);
1046 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1047 mask &= ~((uint)PermissionMask.Modify >> 13);
1048 }
1049
1050 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
1051 mask &= ~(uint)PermissionMask.Copy;
1052 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1053 mask &= ~(uint)PermissionMask.Transfer;
1054 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
1055 mask &= ~(uint)PermissionMask.Modify;
887 } 1056 }
888
889 return mask; 1057 return mask;
890 } 1058 }
891 1059
892 public void ApplyNextOwnerPermissions() 1060 public void ApplyNextOwnerPermissions()
893 { 1061 {
894 lock (m_items) 1062 foreach (TaskInventoryItem item in m_items.Values)
895 { 1063 {
896 foreach (TaskInventoryItem item in m_items.Values) 1064 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0)
897 { 1065 {
898 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0) 1066 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
899 { 1067 item.CurrentPermissions &= ~(uint)PermissionMask.Copy;
900 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0) 1068 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
901 item.CurrentPermissions &= ~(uint)PermissionMask.Copy; 1069 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
902 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0) 1070 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
903 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer; 1071 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
904 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
905 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
906 }
907 item.CurrentPermissions &= item.NextPermissions;
908 item.BasePermissions &= item.NextPermissions;
909 item.EveryonePermissions &= item.NextPermissions;
910 item.OwnerChanged = true;
911 } 1072 }
1073 item.OwnerChanged = true;
1074 item.CurrentPermissions &= item.NextPermissions;
1075 item.BasePermissions &= item.NextPermissions;
1076 item.EveryonePermissions &= item.NextPermissions;
912 } 1077 }
913 } 1078 }
914 1079
915 public void ApplyGodPermissions(uint perms) 1080 public void ApplyGodPermissions(uint perms)
916 { 1081 {
917 lock (m_items) 1082 foreach (TaskInventoryItem item in m_items.Values)
918 { 1083 {
919 foreach (TaskInventoryItem item in m_items.Values) 1084 item.CurrentPermissions = perms;
920 { 1085 item.BasePermissions = perms;
921 item.CurrentPermissions = perms;
922 item.BasePermissions = perms;
923 }
924 } 1086 }
925 } 1087 }
926 1088
927 public bool ContainsScripts() 1089 public bool ContainsScripts()
928 { 1090 {
929 lock (m_items) 1091 foreach (TaskInventoryItem item in m_items.Values)
930 { 1092 {
931 foreach (TaskInventoryItem item in m_items.Values) 1093 if (item.InvType == (int)InventoryType.LSL)
932 { 1094 {
933 if (item.InvType == (int)InventoryType.LSL) 1095 return true;
934 {
935 return true;
936 }
937 } 1096 }
938 } 1097 }
939
940 return false; 1098 return false;
941 } 1099 }
942 1100
@@ -944,11 +1102,8 @@ namespace OpenSim.Region.Framework.Scenes
944 { 1102 {
945 List<UUID> ret = new List<UUID>(); 1103 List<UUID> ret = new List<UUID>();
946 1104
947 lock (m_items) 1105 foreach (TaskInventoryItem item in m_items.Values)
948 { 1106 ret.Add(item.ItemID);
949 foreach (TaskInventoryItem item in m_items.Values)
950 ret.Add(item.ItemID);
951 }
952 1107
953 return ret; 1108 return ret;
954 } 1109 }
@@ -979,31 +1134,44 @@ namespace OpenSim.Region.Framework.Scenes
979 1134
980 public Dictionary<UUID, string> GetScriptStates() 1135 public Dictionary<UUID, string> GetScriptStates()
981 { 1136 {
1137 return GetScriptStates(false);
1138 }
1139
1140 public Dictionary<UUID, string> GetScriptStates(bool oldIDs)
1141 {
982 IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces<IScriptModule>(); 1142 IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces<IScriptModule>();
983 1143
984 Dictionary<UUID, string> ret = new Dictionary<UUID, string>(); 1144 Dictionary<UUID, string> ret = new Dictionary<UUID, string>();
985 if (engines == null) // No engine at all 1145 if (engines == null) // No engine at all
986 return ret; 1146 return ret;
987 1147
988 List<TaskInventoryItem> scripts = GetInventoryScripts(); 1148 foreach (TaskInventoryItem item in m_items.Values)
989
990 foreach (TaskInventoryItem item in scripts)
991 { 1149 {
992 foreach (IScriptModule e in engines) 1150 if (item.InvType == (int)InventoryType.LSL)
993 { 1151 {
994 if (e != null) 1152 foreach (IScriptModule e in engines)
995 { 1153 {
996 string n = e.GetXMLState(item.ItemID); 1154 if (e != null)
997 if (n != String.Empty)
998 { 1155 {
999 if (!ret.ContainsKey(item.ItemID)) 1156 string n = e.GetXMLState(item.ItemID);
1000 ret[item.ItemID] = n; 1157 if (n != String.Empty)
1001 break; 1158 {
1159 if (oldIDs)
1160 {
1161 if (!ret.ContainsKey(item.OldItemID))
1162 ret[item.OldItemID] = n;
1163 }
1164 else
1165 {
1166 if (!ret.ContainsKey(item.ItemID))
1167 ret[item.ItemID] = n;
1168 }
1169 break;
1170 }
1002 } 1171 }
1003 } 1172 }
1004 } 1173 }
1005 } 1174 }
1006
1007 return ret; 1175 return ret;
1008 } 1176 }
1009 1177
@@ -1013,21 +1181,27 @@ namespace OpenSim.Region.Framework.Scenes
1013 if (engines == null) 1181 if (engines == null)
1014 return; 1182 return;
1015 1183
1016 List<TaskInventoryItem> scripts = GetInventoryScripts();
1017 1184
1018 foreach (TaskInventoryItem item in scripts) 1185 Items.LockItemsForRead(true);
1186
1187 foreach (TaskInventoryItem item in m_items.Values)
1019 { 1188 {
1020 foreach (IScriptModule engine in engines) 1189 if (item.InvType == (int)InventoryType.LSL)
1021 { 1190 {
1022 if (engine != null) 1191 foreach (IScriptModule engine in engines)
1023 { 1192 {
1024 if (item.OwnerChanged) 1193 if (engine != null)
1025 engine.PostScriptEvent(item.ItemID, "changed", new Object[] { (int)Changed.OWNER }); 1194 {
1026 item.OwnerChanged = false; 1195 if (item.OwnerChanged)
1027 engine.ResumeScript(item.ItemID); 1196 engine.PostScriptEvent(item.ItemID, "changed", new Object[] { (int)Changed.OWNER });
1197 item.OwnerChanged = false;
1198 engine.ResumeScript(item.ItemID);
1199 }
1028 } 1200 }
1029 } 1201 }
1030 } 1202 }
1203
1204 Items.LockItemsForRead(false);
1031 } 1205 }
1032 1206
1033 } 1207 }
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 1e8ce22..efe3365 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -26,6 +26,7 @@
26 */ 26 */
27 27
28using System; 28using System;
29using System.Xml;
29using System.Collections.Generic; 30using System.Collections.Generic;
30using System.Reflection; 31using System.Reflection;
31using System.Timers; 32using System.Timers;
@@ -72,7 +73,7 @@ namespace OpenSim.Region.Framework.Scenes
72// { 73// {
73// m_log.Debug("[ScenePresence] Destructor called"); 74// m_log.Debug("[ScenePresence] Destructor called");
74// } 75// }
75 76
76 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 77 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
77 78
78 private static readonly byte[] BAKE_INDICES = new byte[] { 8, 9, 10, 11, 19, 20 }; 79 private static readonly byte[] BAKE_INDICES = new byte[] { 8, 9, 10, 11, 19, 20 };
@@ -88,7 +89,9 @@ namespace OpenSim.Region.Framework.Scenes
88 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis 89 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis
89 /// issue #1716 90 /// issue #1716
90 /// </summary> 91 /// </summary>
91 private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f); 92// private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f);
93 // Value revised by KF 091121 by comparison with SL.
94 private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.418f);
92 95
93 public UUID currentParcelUUID = UUID.Zero; 96 public UUID currentParcelUUID = UUID.Zero;
94 97
@@ -122,8 +125,11 @@ namespace OpenSim.Region.Framework.Scenes
122 public Vector3 lastKnownAllowedPosition; 125 public Vector3 lastKnownAllowedPosition;
123 public bool sentMessageAboutRestrictedParcelFlyingDown; 126 public bool sentMessageAboutRestrictedParcelFlyingDown;
124 public Vector4 CollisionPlane = Vector4.UnitW; 127 public Vector4 CollisionPlane = Vector4.UnitW;
125 128
129 private Vector3 m_avInitialPos; // used to calculate unscripted sit rotation
130 private Vector3 m_avUnscriptedSitPos; // for non-scripted prims
126 private Vector3 m_lastPosition; 131 private Vector3 m_lastPosition;
132 private Vector3 m_lastWorldPosition;
127 private Quaternion m_lastRotation; 133 private Quaternion m_lastRotation;
128 private Vector3 m_lastVelocity; 134 private Vector3 m_lastVelocity;
129 //private int m_lastTerseSent; 135 //private int m_lastTerseSent;
@@ -156,7 +162,6 @@ namespace OpenSim.Region.Framework.Scenes
156 private int m_perfMonMS; 162 private int m_perfMonMS;
157 163
158 private bool m_setAlwaysRun; 164 private bool m_setAlwaysRun;
159
160 private bool m_forceFly; 165 private bool m_forceFly;
161 private bool m_flyDisabled; 166 private bool m_flyDisabled;
162 167
@@ -180,7 +185,8 @@ namespace OpenSim.Region.Framework.Scenes
180 protected RegionInfo m_regionInfo; 185 protected RegionInfo m_regionInfo;
181 protected ulong crossingFromRegion; 186 protected ulong crossingFromRegion;
182 187
183 private readonly Vector3[] Dir_Vectors = new Vector3[9]; 188 private readonly Vector3[] Dir_Vectors = new Vector3[11];
189 private bool m_isNudging = false;
184 190
185 // Position of agent's camera in world (region cordinates) 191 // Position of agent's camera in world (region cordinates)
186 protected Vector3 m_CameraCenter; 192 protected Vector3 m_CameraCenter;
@@ -205,17 +211,23 @@ namespace OpenSim.Region.Framework.Scenes
205 private bool m_autopilotMoving; 211 private bool m_autopilotMoving;
206 private Vector3 m_autoPilotTarget; 212 private Vector3 m_autoPilotTarget;
207 private bool m_sitAtAutoTarget; 213 private bool m_sitAtAutoTarget;
214 private Vector3 m_initialSitTarget = Vector3.Zero; //KF: First estimate of where to sit
208 215
209 private string m_nextSitAnimation = String.Empty; 216 private string m_nextSitAnimation = String.Empty;
210 217
211 //PauPaw:Proper PID Controler for autopilot************ 218 //PauPaw:Proper PID Controler for autopilot************
212 private bool m_moveToPositionInProgress; 219 private bool m_moveToPositionInProgress;
213 private Vector3 m_moveToPositionTarget; 220 private Vector3 m_moveToPositionTarget;
221 private Quaternion m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
214 222
215 private bool m_followCamAuto; 223 private bool m_followCamAuto;
216 224
217 private int m_movementUpdateCount; 225 private int m_movementUpdateCount;
226 private int m_lastColCount = -1; //KF: Look for Collision chnages
227 private int m_updateCount = 0; //KF: Update Anims for a while
228 private static readonly int UPDATE_COUNT = 10; // how many frames to update for
218 private const int NumMovementsBetweenRayCast = 5; 229 private const int NumMovementsBetweenRayCast = 5;
230 private List<uint> m_lastColliders = new List<uint>();
219 231
220 private bool CameraConstraintActive; 232 private bool CameraConstraintActive;
221 //private int m_moveToPositionStateStatus; 233 //private int m_moveToPositionStateStatus;
@@ -242,7 +254,9 @@ namespace OpenSim.Region.Framework.Scenes
242 DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS, 254 DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS,
243 DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG, 255 DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG,
244 DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS, 256 DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS,
245 DIR_CONTROL_FLAG_BACKWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG, 257 DIR_CONTROL_FLAG_BACK_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG,
258 DIR_CONTROL_FLAG_LEFT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS,
259 DIR_CONTROL_FLAG_RIGHT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG,
246 DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG 260 DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG
247 } 261 }
248 262
@@ -449,9 +463,18 @@ namespace OpenSim.Region.Framework.Scenes
449 get 463 get
450 { 464 {
451 PhysicsActor actor = m_physicsActor; 465 PhysicsActor actor = m_physicsActor;
452 if (actor != null) 466// if (actor != null)
467 if ((actor != null) && (m_parentID == 0)) // KF Do NOT update m_pos here if Av is sitting!
453 m_pos = actor.Position; 468 m_pos = actor.Position;
454 469
470 // If we're sitting, we need to update our position
471 if (m_parentID != 0)
472 {
473 SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID);
474 if (part != null)
475 m_parentPosition = part.AbsolutePosition;
476 }
477
455 return m_parentPosition + m_pos; 478 return m_parentPosition + m_pos;
456 } 479 }
457 set 480 set
@@ -470,7 +493,8 @@ namespace OpenSim.Region.Framework.Scenes
470 } 493 }
471 } 494 }
472 495
473 m_pos = value; 496 if (m_parentID == 0) // KF Do NOT update m_pos here if Av is sitting!
497 m_pos = value;
474 m_parentPosition = Vector3.Zero; 498 m_parentPosition = Vector3.Zero;
475 } 499 }
476 } 500 }
@@ -514,10 +538,39 @@ namespace OpenSim.Region.Framework.Scenes
514 } 538 }
515 } 539 }
516 540
541 public Quaternion OffsetRotation
542 {
543 get { return m_offsetRotation; }
544 set { m_offsetRotation = value; }
545 }
546
517 public Quaternion Rotation 547 public Quaternion Rotation
518 { 548 {
519 get { return m_bodyRot; } 549 get {
520 set { m_bodyRot = value; } 550 if (m_parentID != 0)
551 {
552 if (m_offsetRotation != null)
553 {
554 return m_offsetRotation;
555 }
556 else
557 {
558 return new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
559 }
560
561 }
562 else
563 {
564 return m_bodyRot;
565 }
566 }
567 set {
568 m_bodyRot = value;
569 if (m_parentID != 0)
570 {
571 m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
572 }
573 }
521 } 574 }
522 575
523 public Quaternion PreviousRotation 576 public Quaternion PreviousRotation
@@ -668,7 +721,7 @@ namespace OpenSim.Region.Framework.Scenes
668 CreateSceneViewer(); 721 CreateSceneViewer();
669 m_animator = new ScenePresenceAnimator(this); 722 m_animator = new ScenePresenceAnimator(this);
670 } 723 }
671 724
672 private ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo) : this() 725 private ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo) : this()
673 { 726 {
674 m_rootRegionHandle = reginfo.RegionHandle; 727 m_rootRegionHandle = reginfo.RegionHandle;
@@ -700,16 +753,16 @@ namespace OpenSim.Region.Framework.Scenes
700 m_reprioritization_timer.AutoReset = false; 753 m_reprioritization_timer.AutoReset = false;
701 754
702 AdjustKnownSeeds(); 755 AdjustKnownSeeds();
703
704 // TODO: I think, this won't send anything, as we are still a child here...
705 Animator.TrySetMovementAnimation("STAND"); 756 Animator.TrySetMovementAnimation("STAND");
706
707 // we created a new ScenePresence (a new child agent) in a fresh region. 757 // we created a new ScenePresence (a new child agent) in a fresh region.
708 // Request info about all the (root) agents in this region 758 // Request info about all the (root) agents in this region
709 // Note: This won't send data *to* other clients in that region (children don't send) 759 // Note: This won't send data *to* other clients in that region (children don't send)
710 SendInitialFullUpdateToAllClients(); 760 SendInitialFullUpdateToAllClients();
711
712 RegisterToEvents(); 761 RegisterToEvents();
762 if (m_controllingClient != null)
763 {
764 m_controllingClient.ProcessPendingPackets();
765 }
713 SetDirectionVectors(); 766 SetDirectionVectors();
714 } 767 }
715 768
@@ -759,25 +812,47 @@ namespace OpenSim.Region.Framework.Scenes
759 Dir_Vectors[3] = -Vector3.UnitY; //RIGHT 812 Dir_Vectors[3] = -Vector3.UnitY; //RIGHT
760 Dir_Vectors[4] = Vector3.UnitZ; //UP 813 Dir_Vectors[4] = Vector3.UnitZ; //UP
761 Dir_Vectors[5] = -Vector3.UnitZ; //DOWN 814 Dir_Vectors[5] = -Vector3.UnitZ; //DOWN
762 Dir_Vectors[8] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge 815 Dir_Vectors[6] = new Vector3(0.5f, 0f, 0f); //FORWARD_NUDGE
763 Dir_Vectors[6] = Vector3.UnitX*2; //FORWARD 816 Dir_Vectors[7] = new Vector3(-0.5f, 0f, 0f); //BACK_NUDGE
764 Dir_Vectors[7] = -Vector3.UnitX; //BACK 817 Dir_Vectors[8] = new Vector3(0f, 0.5f, 0f); //LEFT_NUDGE
818 Dir_Vectors[9] = new Vector3(0f, -0.5f, 0f); //RIGHT_NUDGE
819 Dir_Vectors[10] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge
765 } 820 }
766 821
767 private Vector3[] GetWalkDirectionVectors() 822 private Vector3[] GetWalkDirectionVectors()
768 { 823 {
769 Vector3[] vector = new Vector3[9]; 824 Vector3[] vector = new Vector3[11];
770 vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD 825 vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD
771 vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK 826 vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK
772 vector[2] = Vector3.UnitY; //LEFT 827 vector[2] = Vector3.UnitY; //LEFT
773 vector[3] = -Vector3.UnitY; //RIGHT 828 vector[3] = -Vector3.UnitY; //RIGHT
774 vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP 829 vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP
775 vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN 830 vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN
776 vector[8] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_Nudge 831 vector[6] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD_NUDGE
777 vector[6] = (new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z) * 2); //FORWARD Nudge 832 vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK_NUDGE
778 vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK Nudge 833 vector[8] = Vector3.UnitY; //LEFT_NUDGE
834 vector[9] = -Vector3.UnitY; //RIGHT_NUDGE
835 vector[10] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_NUDGE
779 return vector; 836 return vector;
780 } 837 }
838
839 private bool[] GetDirectionIsNudge()
840 {
841 bool[] isNudge = new bool[11];
842 isNudge[0] = false; //FORWARD
843 isNudge[1] = false; //BACK
844 isNudge[2] = false; //LEFT
845 isNudge[3] = false; //RIGHT
846 isNudge[4] = false; //UP
847 isNudge[5] = false; //DOWN
848 isNudge[6] = true; //FORWARD_NUDGE
849 isNudge[7] = true; //BACK_NUDGE
850 isNudge[8] = true; //LEFT_NUDGE
851 isNudge[9] = true; //RIGHT_NUDGE
852 isNudge[10] = true; //DOWN_Nudge
853 return isNudge;
854 }
855
781 856
782 #endregion 857 #endregion
783 858
@@ -820,7 +895,6 @@ namespace OpenSim.Region.Framework.Scenes
820 m_grouptitle = gm.GetGroupTitle(m_uuid); 895 m_grouptitle = gm.GetGroupTitle(m_uuid);
821 896
822 m_rootRegionHandle = m_scene.RegionInfo.RegionHandle; 897 m_rootRegionHandle = m_scene.RegionInfo.RegionHandle;
823
824 m_scene.SetRootAgentScene(m_uuid); 898 m_scene.SetRootAgentScene(m_uuid);
825 899
826 // Moved this from SendInitialData to ensure that m_appearance is initialized 900 // Moved this from SendInitialData to ensure that m_appearance is initialized
@@ -839,6 +913,52 @@ namespace OpenSim.Region.Framework.Scenes
839 pos.Y = crossedBorder.BorderLine.Z - 1; 913 pos.Y = crossedBorder.BorderLine.Z - 1;
840 } 914 }
841 915
916 //If they're TP'ing in or logging in, we haven't had time to add any known child regions yet.
917 //This has the unfortunate consequence that if somebody is TP'ing who is already a child agent,
918 //they'll bypass the landing point. But I can't think of any decent way of fixing this.
919 if (KnownChildRegionHandles.Count == 0)
920 {
921 ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y);
922 if (land != null)
923 {
924 //Don't restrict gods, estate managers, or land owners to the TP point. This behaviour mimics agni.
925 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero && UserLevel < 200 && !m_scene.RegionInfo.EstateSettings.IsEstateManager(m_uuid) && land.LandData.OwnerID != m_uuid)
926 {
927 pos = land.LandData.UserLocation;
928 }
929 }
930 }
931
932 if (pos.X < 0 || pos.Y < 0 || pos.Z < 0)
933 {
934 Vector3 emergencyPos = new Vector3(((int)Constants.RegionSize * 0.5f), ((int)Constants.RegionSize * 0.5f), 128);
935
936 if (pos.X < 0)
937 {
938 emergencyPos.X = (int)Constants.RegionSize + pos.X;
939 if (!(pos.Y < 0))
940 emergencyPos.Y = pos.Y;
941 if (!(pos.Z < 0))
942 emergencyPos.Z = pos.Z;
943 }
944 if (pos.Y < 0)
945 {
946 emergencyPos.Y = (int)Constants.RegionSize + pos.Y;
947 if (!(pos.X < 0))
948 emergencyPos.X = pos.X;
949 if (!(pos.Z < 0))
950 emergencyPos.Z = pos.Z;
951 }
952 if (pos.Z < 0)
953 {
954 emergencyPos.Z = 128;
955 if (!(pos.Y < 0))
956 emergencyPos.Y = pos.Y;
957 if (!(pos.X < 0))
958 emergencyPos.X = pos.X;
959 }
960 }
961
842 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) 962 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f)
843 { 963 {
844 m_log.WarnFormat( 964 m_log.WarnFormat(
@@ -971,9 +1091,10 @@ namespace OpenSim.Region.Framework.Scenes
971 public void Teleport(Vector3 pos) 1091 public void Teleport(Vector3 pos)
972 { 1092 {
973 bool isFlying = false; 1093 bool isFlying = false;
1094
974 if (m_physicsActor != null) 1095 if (m_physicsActor != null)
975 isFlying = m_physicsActor.Flying; 1096 isFlying = m_physicsActor.Flying;
976 1097
977 RemoveFromPhysicalScene(); 1098 RemoveFromPhysicalScene();
978 Velocity = Vector3.Zero; 1099 Velocity = Vector3.Zero;
979 AbsolutePosition = pos; 1100 AbsolutePosition = pos;
@@ -985,6 +1106,7 @@ namespace OpenSim.Region.Framework.Scenes
985 } 1106 }
986 1107
987 SendTerseUpdateToAllClients(); 1108 SendTerseUpdateToAllClients();
1109
988 } 1110 }
989 1111
990 public void TeleportWithMomentum(Vector3 pos) 1112 public void TeleportWithMomentum(Vector3 pos)
@@ -1098,7 +1220,6 @@ namespace OpenSim.Region.Framework.Scenes
1098 pos.Z = ground + 1.5f; 1220 pos.Z = ground + 1.5f;
1099 AbsolutePosition = pos; 1221 AbsolutePosition = pos;
1100 } 1222 }
1101
1102 m_isChildAgent = false; 1223 m_isChildAgent = false;
1103 bool m_flying = ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0); 1224 bool m_flying = ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0);
1104 MakeRootAgent(AbsolutePosition, m_flying); 1225 MakeRootAgent(AbsolutePosition, m_flying);
@@ -1197,6 +1318,7 @@ namespace OpenSim.Region.Framework.Scenes
1197 m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error #9999902"); 1318 m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error #9999902");
1198 1319
1199 m_pos = m_LastFinitePos; 1320 m_pos = m_LastFinitePos;
1321
1200 if (!m_pos.IsFinite()) 1322 if (!m_pos.IsFinite())
1201 { 1323 {
1202 m_pos.X = 127f; 1324 m_pos.X = 127f;
@@ -1263,7 +1385,6 @@ namespace OpenSim.Region.Framework.Scenes
1263 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback); 1385 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback);
1264 } 1386 }
1265 } 1387 }
1266
1267 lock (scriptedcontrols) 1388 lock (scriptedcontrols)
1268 { 1389 {
1269 if (scriptedcontrols.Count > 0) 1390 if (scriptedcontrols.Count > 0)
@@ -1278,6 +1399,9 @@ namespace OpenSim.Region.Framework.Scenes
1278 1399
1279 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0) 1400 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0)
1280 { 1401 {
1402 m_updateCount = 0; // Kill animation update burst so that the SIT_G.. will stick.
1403 Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED");
1404
1281 // TODO: This doesn't prevent the user from walking yet. 1405 // TODO: This doesn't prevent the user from walking yet.
1282 // Setting parent ID would fix this, if we knew what value 1406 // Setting parent ID would fix this, if we knew what value
1283 // to use. Or we could add a m_isSitting variable. 1407 // to use. Or we could add a m_isSitting variable.
@@ -1332,6 +1456,11 @@ namespace OpenSim.Region.Framework.Scenes
1332 update_rotation = true; 1456 update_rotation = true;
1333 } 1457 }
1334 1458
1459 //guilty until proven innocent..
1460 bool Nudging = true;
1461 //Basically, if there is at least one non-nudge control then we don't need
1462 //to worry about stopping the avatar
1463
1335 if (m_parentID == 0) 1464 if (m_parentID == 0)
1336 { 1465 {
1337 bool bAllowUpdateMoveToPosition = false; 1466 bool bAllowUpdateMoveToPosition = false;
@@ -1346,9 +1475,12 @@ namespace OpenSim.Region.Framework.Scenes
1346 else 1475 else
1347 dirVectors = Dir_Vectors; 1476 dirVectors = Dir_Vectors;
1348 1477
1349 // The fact that m_movementflag is a byte needs to be fixed 1478 bool[] isNudge = GetDirectionIsNudge();
1350 // it really should be a uint 1479
1351 uint nudgehack = 250; 1480
1481
1482
1483
1352 foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS) 1484 foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS)
1353 { 1485 {
1354 if (((uint)flags & (uint)DCF) != 0) 1486 if (((uint)flags & (uint)DCF) != 0)
@@ -1358,40 +1490,28 @@ namespace OpenSim.Region.Framework.Scenes
1358 try 1490 try
1359 { 1491 {
1360 agent_control_v3 += dirVectors[i]; 1492 agent_control_v3 += dirVectors[i];
1361 //m_log.DebugFormat("[Motion]: {0}, {1}",i, dirVectors[i]); 1493 if (isNudge[i] == false)
1494 {
1495 Nudging = false;
1496 }
1362 } 1497 }
1363 catch (IndexOutOfRangeException) 1498 catch (IndexOutOfRangeException)
1364 { 1499 {
1365 // Why did I get this? 1500 // Why did I get this?
1366 } 1501 }
1367 1502
1368 if ((m_movementflag & (byte)(uint)DCF) == 0) 1503 if ((m_movementflag & (uint)DCF) == 0)
1369 { 1504 {
1370 if (DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
1371 {
1372 m_movementflag |= (byte)nudgehack;
1373 }
1374 m_movementflag += (byte)(uint)DCF; 1505 m_movementflag += (byte)(uint)DCF;
1375 update_movementflag = true; 1506 update_movementflag = true;
1376 } 1507 }
1377 } 1508 }
1378 else 1509 else
1379 { 1510 {
1380 if ((m_movementflag & (byte)(uint)DCF) != 0 || 1511 if ((m_movementflag & (uint)DCF) != 0)
1381 ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
1382 && ((m_movementflag & (byte)nudgehack) == nudgehack))
1383 ) // This or is for Nudge forward
1384 { 1512 {
1385 m_movementflag -= ((byte)(uint)DCF); 1513 m_movementflag -= (byte)(uint)DCF;
1386
1387 update_movementflag = true; 1514 update_movementflag = true;
1388 /*
1389 if ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
1390 && ((m_movementflag & (byte)nudgehack) == nudgehack))
1391 {
1392 m_log.Debug("Removed Hack flag");
1393 }
1394 */
1395 } 1515 }
1396 else 1516 else
1397 { 1517 {
@@ -1400,7 +1520,6 @@ namespace OpenSim.Region.Framework.Scenes
1400 } 1520 }
1401 i++; 1521 i++;
1402 } 1522 }
1403
1404 //Paupaw:Do Proper PID for Autopilot here 1523 //Paupaw:Do Proper PID for Autopilot here
1405 if (bResetMoveToPosition) 1524 if (bResetMoveToPosition)
1406 { 1525 {
@@ -1435,6 +1554,9 @@ namespace OpenSim.Region.Framework.Scenes
1435 // Ignore z component of vector 1554 // Ignore z component of vector
1436 Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f); 1555 Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f);
1437 LocalVectorToTarget2D.Normalize(); 1556 LocalVectorToTarget2D.Normalize();
1557
1558 //We're not nudging
1559 Nudging = false;
1438 agent_control_v3 += LocalVectorToTarget2D; 1560 agent_control_v3 += LocalVectorToTarget2D;
1439 1561
1440 // update avatar movement flags. the avatar coordinate system is as follows: 1562 // update avatar movement flags. the avatar coordinate system is as follows:
@@ -1523,13 +1645,13 @@ namespace OpenSim.Region.Framework.Scenes
1523 // m_log.DebugFormat( 1645 // m_log.DebugFormat(
1524 // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3); 1646 // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3);
1525 1647
1526 AddNewMovement(agent_control_v3, q); 1648 AddNewMovement(agent_control_v3, q, Nudging);
1527 1649
1528 1650
1529 } 1651 }
1530 } 1652 }
1531 1653
1532 if (update_movementflag && ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) == 0) && (m_parentID == 0) && !SitGround) 1654 if (update_movementflag && !SitGround)
1533 Animator.UpdateMovementAnimations(); 1655 Animator.UpdateMovementAnimations();
1534 1656
1535 m_scene.EventManager.TriggerOnClientMovement(this); 1657 m_scene.EventManager.TriggerOnClientMovement(this);
@@ -1544,7 +1666,6 @@ namespace OpenSim.Region.Framework.Scenes
1544 m_sitAtAutoTarget = false; 1666 m_sitAtAutoTarget = false;
1545 PrimitiveBaseShape proxy = PrimitiveBaseShape.Default; 1667 PrimitiveBaseShape proxy = PrimitiveBaseShape.Default;
1546 //proxy.PCode = (byte)PCode.ParticleSystem; 1668 //proxy.PCode = (byte)PCode.ParticleSystem;
1547
1548 proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy); 1669 proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy);
1549 proxyObjectGroup.AttachToScene(m_scene); 1670 proxyObjectGroup.AttachToScene(m_scene);
1550 1671
@@ -1586,7 +1707,7 @@ namespace OpenSim.Region.Framework.Scenes
1586 } 1707 }
1587 m_moveToPositionInProgress = true; 1708 m_moveToPositionInProgress = true;
1588 m_moveToPositionTarget = new Vector3(locx, locy, locz); 1709 m_moveToPositionTarget = new Vector3(locx, locy, locz);
1589 } 1710 }
1590 catch (Exception ex) 1711 catch (Exception ex)
1591 { 1712 {
1592 //Why did I get this error? 1713 //Why did I get this error?
@@ -1608,7 +1729,7 @@ namespace OpenSim.Region.Framework.Scenes
1608 Velocity = Vector3.Zero; 1729 Velocity = Vector3.Zero;
1609 SendFullUpdateToAllClients(); 1730 SendFullUpdateToAllClients();
1610 1731
1611 //HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); 1732 HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); //KF ??
1612 } 1733 }
1613 //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false); 1734 //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false);
1614 m_requestedSitTargetUUID = UUID.Zero; 1735 m_requestedSitTargetUUID = UUID.Zero;
@@ -1645,50 +1766,84 @@ namespace OpenSim.Region.Framework.Scenes
1645 1766
1646 if (m_parentID != 0) 1767 if (m_parentID != 0)
1647 { 1768 {
1648 m_log.Debug("StandupCode Executed"); 1769 SceneObjectPart part = m_scene.GetSceneObjectPart(m_requestedSitTargetID);
1649 SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID);
1650 if (part != null) 1770 if (part != null)
1651 { 1771 {
1772 part.TaskInventory.LockItemsForRead(true);
1652 TaskInventoryDictionary taskIDict = part.TaskInventory; 1773 TaskInventoryDictionary taskIDict = part.TaskInventory;
1653 if (taskIDict != null) 1774 if (taskIDict != null)
1654 { 1775 {
1655 lock (taskIDict) 1776 foreach (UUID taskID in taskIDict.Keys)
1656 { 1777 {
1657 foreach (UUID taskID in taskIDict.Keys) 1778 UnRegisterControlEventsToScript(LocalId, taskID);
1658 { 1779 taskIDict[taskID].PermsMask &= ~(
1659 UnRegisterControlEventsToScript(LocalId, taskID); 1780 2048 | //PERMISSION_CONTROL_CAMERA
1660 taskIDict[taskID].PermsMask &= ~( 1781 4); // PERMISSION_TAKE_CONTROLS
1661 2048 | //PERMISSION_CONTROL_CAMERA
1662 4); // PERMISSION_TAKE_CONTROLS
1663 }
1664 } 1782 }
1665
1666 } 1783 }
1784 part.TaskInventory.LockItemsForRead(false);
1667 // Reset sit target. 1785 // Reset sit target.
1668 if (part.GetAvatarOnSitTarget() == UUID) 1786 if (part.GetAvatarOnSitTarget() == UUID)
1669 part.SetAvatarOnSitTarget(UUID.Zero); 1787 part.SetAvatarOnSitTarget(UUID.Zero);
1670
1671 m_parentPosition = part.GetWorldPosition(); 1788 m_parentPosition = part.GetWorldPosition();
1672 ControllingClient.SendClearFollowCamProperties(part.ParentUUID); 1789 ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
1673 } 1790 }
1791 // part.GetWorldRotation() is the rotation of the object being sat on
1792 // Rotation is the sittiing Av's rotation
1793
1794 Quaternion partRot;
1795// if (part.LinkNum == 1)
1796// { // Root prim of linkset
1797// partRot = part.ParentGroup.RootPart.RotationOffset;
1798// }
1799// else
1800// { // single or child prim
1801
1802// }
1803 if (part == null) //CW: Part may be gone. llDie() for example.
1804 {
1805 partRot = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
1806 }
1807 else
1808 {
1809 partRot = part.GetWorldRotation();
1810 }
1811
1812 Quaternion partIRot = Quaternion.Inverse(partRot);
1674 1813
1814 Quaternion avatarRot = Quaternion.Inverse(Quaternion.Inverse(Rotation) * partIRot); // world or. of the av
1815 Vector3 avStandUp = new Vector3(1.0f, 0f, 0f) * avatarRot; // 1M infront of av
1816
1817
1675 if (m_physicsActor == null) 1818 if (m_physicsActor == null)
1676 { 1819 {
1677 AddToPhysicalScene(false); 1820 AddToPhysicalScene(false);
1678 } 1821 }
1679 1822 //CW: If the part isn't null then we can set the current position
1680 m_pos += m_parentPosition + new Vector3(0.0f, 0.0f, 2.0f*m_sitAvatarHeight); 1823 if (part != null)
1681 m_parentPosition = Vector3.Zero; 1824 {
1682 1825 Vector3 avWorldStandUp = avStandUp + part.GetWorldPosition() + ((m_pos - part.OffsetPosition) * partRot); // + av sit offset!
1683 m_parentID = 0; 1826 AbsolutePosition = avWorldStandUp; //KF: Fix stand up.
1827 part.IsOccupied = false;
1828 part.ParentGroup.DeleteAvatar(ControllingClient.AgentId);
1829 }
1830 else
1831 {
1832 //CW: Since the part doesn't exist, a coarse standup position isn't an issue
1833 AbsolutePosition = m_lastWorldPosition;
1834 }
1835
1836 m_parentPosition = Vector3.Zero;
1837 m_parentID = 0;
1838 m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
1684 SendFullUpdateToAllClients(); 1839 SendFullUpdateToAllClients();
1685 m_requestedSitTargetID = 0; 1840 m_requestedSitTargetID = 0;
1841
1686 if ((m_physicsActor != null) && (m_avHeight > 0)) 1842 if ((m_physicsActor != null) && (m_avHeight > 0))
1687 { 1843 {
1688 SetHeight(m_avHeight); 1844 SetHeight(m_avHeight);
1689 } 1845 }
1690 } 1846 }
1691
1692 Animator.TrySetMovementAnimation("STAND"); 1847 Animator.TrySetMovementAnimation("STAND");
1693 } 1848 }
1694 1849
@@ -1719,13 +1874,9 @@ namespace OpenSim.Region.Framework.Scenes
1719 Vector3 avSitOffSet = part.SitTargetPosition; 1874 Vector3 avSitOffSet = part.SitTargetPosition;
1720 Quaternion avSitOrientation = part.SitTargetOrientation; 1875 Quaternion avSitOrientation = part.SitTargetOrientation;
1721 UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); 1876 UUID avOnTargetAlready = part.GetAvatarOnSitTarget();
1722 1877 bool SitTargetOccupied = (avOnTargetAlready != UUID.Zero);
1723 bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); 1878 bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored.
1724 bool SitTargetisSet = 1879 if (SitTargetisSet && !SitTargetOccupied)
1725 (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && avSitOrientation.W == 1f &&
1726 avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f));
1727
1728 if (SitTargetisSet && SitTargetUnOccupied)
1729 { 1880 {
1730 //switch the target to this prim 1881 //switch the target to this prim
1731 return part; 1882 return part;
@@ -1739,84 +1890,156 @@ namespace OpenSim.Region.Framework.Scenes
1739 private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation) 1890 private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation)
1740 { 1891 {
1741 bool autopilot = true; 1892 bool autopilot = true;
1893 Vector3 autopilotTarget = new Vector3();
1894 Quaternion sitOrientation = Quaternion.Identity;
1742 Vector3 pos = new Vector3(); 1895 Vector3 pos = new Vector3();
1743 Quaternion sitOrientation = pSitOrientation;
1744 Vector3 cameraEyeOffset = Vector3.Zero; 1896 Vector3 cameraEyeOffset = Vector3.Zero;
1745 Vector3 cameraAtOffset = Vector3.Zero; 1897 Vector3 cameraAtOffset = Vector3.Zero;
1746 bool forceMouselook = false; 1898 bool forceMouselook = false;
1747 1899
1748 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID); 1900 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID);
1749 SceneObjectPart part = FindNextAvailableSitTarget(targetID); 1901 SceneObjectPart part = FindNextAvailableSitTarget(targetID);
1750 if (part != null) 1902 if (part == null) return;
1751 { 1903
1752 // TODO: determine position to sit at based on scene geometry; don't trust offset from client 1904 // TODO: determine position to sit at based on scene geometry; don't trust offset from client
1753 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it 1905 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it
1754 1906
1755 // Is a sit target available? 1907 // part is the prim to sit on
1756 Vector3 avSitOffSet = part.SitTargetPosition; 1908 // offset is the world-ref vector distance from that prim center to the click-spot
1757 Quaternion avSitOrientation = part.SitTargetOrientation; 1909 // UUID is the UUID of the Avatar doing the clicking
1758 UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); 1910
1759 1911 m_avInitialPos = AbsolutePosition; // saved to calculate unscripted sit rotation
1760 bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); 1912
1761 bool SitTargetisSet = 1913 // Is a sit target available?
1762 (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && 1914 Vector3 avSitOffSet = part.SitTargetPosition;
1763 ( 1915 Quaternion avSitOrientation = part.SitTargetOrientation;
1764 avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 1f // Valid Zero Rotation quaternion 1916
1765 || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 1f && avSitOrientation.W == 0f // W-Z Mapping was invalid at one point 1917 bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored.
1766 || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 0f // Invalid Quaternion 1918 // Quaternion partIRot = Quaternion.Inverse(part.GetWorldRotation());
1767 ) 1919 Quaternion partRot;
1768 )); 1920// if (part.LinkNum == 1)
1769 1921// { // Root prim of linkset
1770 if (SitTargetisSet && SitTargetUnOccupied) 1922// partRot = part.ParentGroup.RootPart.RotationOffset;
1771 { 1923// }
1772 part.SetAvatarOnSitTarget(UUID); 1924// else
1773 offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); 1925// { // single or child prim
1774 sitOrientation = avSitOrientation; 1926 partRot = part.GetWorldRotation();
1775 autopilot = false; 1927// }
1776 } 1928 Quaternion partIRot = Quaternion.Inverse(partRot);
1777 1929//Console.WriteLine("SendSitResponse offset=" + offset + " Occup=" + part.IsOccupied + " TargSet=" + SitTargetisSet);
1778 pos = part.AbsolutePosition + offset; 1930 // Sit analysis rewritten by KF 091125
1779 //if (Math.Abs(part.AbsolutePosition.Z - AbsolutePosition.Z) > 1) 1931 if (SitTargetisSet) // scipted sit
1780 //{ 1932 {
1781 // offset = pos; 1933 if (!part.IsOccupied)
1782 //autopilot = false; 1934 {
1783 //} 1935//Console.WriteLine("Scripted, unoccupied");
1784 if (m_physicsActor != null) 1936 part.SetAvatarOnSitTarget(UUID); // set that Av will be on it
1785 { 1937 offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); // change ofset to the scripted one
1786 // If we're not using the client autopilot, we're immediately warping the avatar to the location 1938 sitOrientation = avSitOrientation; // Change rotatione to the scripted one
1787 // We can remove the physicsActor until they stand up. 1939 OffsetRotation = avSitOrientation;
1788 m_sitAvatarHeight = m_physicsActor.Size.Z; 1940 autopilot = false; // Jump direct to scripted llSitPos()
1789 1941 }
1790 if (autopilot) 1942 else
1791 { 1943 {
1792 if (Util.GetDistanceTo(AbsolutePosition, pos) < 4.5) 1944//Console.WriteLine("Scripted, occupied");
1793 { 1945 return;
1794 autopilot = false; 1946 }
1947 }
1948 else // Not Scripted
1949 {
1950 if ( (Math.Abs(offset.X) > 0.5f) || (Math.Abs(offset.Y) > 0.5f) )
1951 {
1952 // large prim & offset, ignore if other Avs sitting
1953// offset.Z -= 0.05f;
1954 m_avUnscriptedSitPos = offset * partIRot; // (non-zero) sit where clicked
1955 autopilotTarget = part.AbsolutePosition + offset; // World location of clicked point
1956
1957//Console.WriteLine(" offset ={0}", offset);
1958//Console.WriteLine(" UnscriptedSitPos={0}", m_avUnscriptedSitPos);
1959//Console.WriteLine(" autopilotTarget={0}", autopilotTarget);
1960
1961 }
1962 else // small offset
1963 {
1964//Console.WriteLine("Small offset");
1965 if (!part.IsOccupied)
1966 {
1967 m_avUnscriptedSitPos = Vector3.Zero; // Zero = Sit on prim center
1968 autopilotTarget = part.AbsolutePosition;
1969//Console.WriteLine("UsSmall autopilotTarget={0}", autopilotTarget);
1970 }
1971 else return; // occupied small
1972 } // end large/small
1973 } // end Scripted/not
1974 cameraAtOffset = part.GetCameraAtOffset();
1975 cameraEyeOffset = part.GetCameraEyeOffset();
1976 forceMouselook = part.GetForceMouselook();
1977 if(cameraAtOffset == Vector3.Zero) cameraAtOffset = new Vector3(0f, 0f, 0.1f); //
1978 if(cameraEyeOffset == Vector3.Zero) cameraEyeOffset = new Vector3(0f, 0f, 0.1f); //
1795 1979
1796 RemoveFromPhysicalScene(); 1980 if (m_physicsActor != null)
1797 AbsolutePosition = pos + new Vector3(0.0f, 0.0f, m_sitAvatarHeight); 1981 {
1798 } 1982 // If we're not using the client autopilot, we're immediately warping the avatar to the location
1799 } 1983 // We can remove the physicsActor until they stand up.
1800 else 1984 m_sitAvatarHeight = m_physicsActor.Size.Z;
1985 if (autopilot)
1986 { // its not a scripted sit
1987// if (Util.GetDistanceTo(AbsolutePosition, autopilotTarget) < 4.5)
1988 if( (Math.Abs(AbsolutePosition.X - autopilotTarget.X) < 2.0f) && (Math.Abs(AbsolutePosition.Y - autopilotTarget.Y) < 2.0f) )
1801 { 1989 {
1990 autopilot = false; // close enough
1991 m_lastWorldPosition = m_pos; /* CW - This give us a position to return the avatar to if the part is killed before standup.
1992 Not using the part's position because returning the AV to the last known standing
1993 position is likely to be more friendly, isn't it? */
1802 RemoveFromPhysicalScene(); 1994 RemoveFromPhysicalScene();
1803 } 1995 AbsolutePosition = autopilotTarget + new Vector3(0.0f, 0.0f, (m_sitAvatarHeight / 2.0f)); // Warp av to over sit target
1996 } // else the autopilot will get us close
1997 }
1998 else
1999 { // its a scripted sit
2000 m_lastWorldPosition = part.AbsolutePosition; /* CW - This give us a position to return the avatar to if the part is killed before standup.
2001 I *am* using the part's position this time because we have no real idea how far away
2002 the avatar is from the sit target. */
2003 RemoveFromPhysicalScene();
1804 } 2004 }
1805
1806 cameraAtOffset = part.GetCameraAtOffset();
1807 cameraEyeOffset = part.GetCameraEyeOffset();
1808 forceMouselook = part.GetForceMouselook();
1809 } 2005 }
1810 2006 else return; // physactor is null!
1811 ControllingClient.SendSitResponse(targetID, offset, sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook); 2007
1812 m_requestedSitTargetUUID = targetID; 2008 Vector3 offsetr; // = offset * partIRot;
2009 // KF: In a linkset, offsetr needs to be relative to the group root! 091208
2010 // offsetr = (part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) + (offset * partIRot);
2011 // if (part.LinkNum < 2) 091216 All this was necessary because of the GetWorldRotation error.
2012 // { // Single, or Root prim of linkset, target is ClickOffset * RootRot
2013 offsetr = offset * partIRot;
2014//
2015 // else
2016 // { // Child prim, offset is (ChildOffset * RootRot) + (ClickOffset * ChildRot)
2017 // offsetr = //(part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) +
2018 // (offset * partRot);
2019 // }
2020
2021//Console.WriteLine(" ");
2022//Console.WriteLine("link number ={0}", part.LinkNum);
2023//Console.WriteLine("Prim offset ={0}", part.OffsetPosition );
2024//Console.WriteLine("Root Rotate ={0}", part.ParentGroup.RootPart.RotationOffset);
2025//Console.WriteLine("Click offst ={0}", offset);
2026//Console.WriteLine("Prim Rotate ={0}", part.GetWorldRotation());
2027//Console.WriteLine("offsetr ={0}", offsetr);
2028//Console.WriteLine("Camera At ={0}", cameraAtOffset);
2029//Console.WriteLine("Camera Eye ={0}", cameraEyeOffset);
2030
2031 //NOTE: SendSitResponse should be relative to the GROUP *NOT* THE PRIM if we're sitting on a child
2032 ControllingClient.SendSitResponse(part.ParentGroup.UUID, offsetr + part.OffsetPosition, sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook);
2033
2034 m_requestedSitTargetUUID = part.UUID; //KF: Correct autopilot target
1813 // This calls HandleAgentSit twice, once from here, and the client calls 2035 // This calls HandleAgentSit twice, once from here, and the client calls
1814 // HandleAgentSit itself after it gets to the location 2036 // HandleAgentSit itself after it gets to the location
1815 // It doesn't get to the location until we've moved them there though 2037 // It doesn't get to the location until we've moved them there though
1816 // which happens in HandleAgentSit :P 2038 // which happens in HandleAgentSit :P
1817 m_autopilotMoving = autopilot; 2039 m_autopilotMoving = autopilot;
1818 m_autoPilotTarget = pos; 2040 m_autoPilotTarget = autopilotTarget;
1819 m_sitAtAutoTarget = autopilot; 2041 m_sitAtAutoTarget = autopilot;
2042 m_initialSitTarget = autopilotTarget;
1820 if (!autopilot) 2043 if (!autopilot)
1821 HandleAgentSit(remoteClient, UUID); 2044 HandleAgentSit(remoteClient, UUID);
1822 } 2045 }
@@ -2111,47 +2334,122 @@ namespace OpenSim.Region.Framework.Scenes
2111 { 2334 {
2112 if (part != null) 2335 if (part != null)
2113 { 2336 {
2337//Console.WriteLine("Link #{0}, Rot {1}", part.LinkNum, part.GetWorldRotation());
2114 if (part.GetAvatarOnSitTarget() == UUID) 2338 if (part.GetAvatarOnSitTarget() == UUID)
2115 { 2339 {
2340//Console.WriteLine("Scripted Sit");
2341 // Scripted sit
2116 Vector3 sitTargetPos = part.SitTargetPosition; 2342 Vector3 sitTargetPos = part.SitTargetPosition;
2117 Quaternion sitTargetOrient = part.SitTargetOrientation; 2343 Quaternion sitTargetOrient = part.SitTargetOrientation;
2118
2119 //Quaternion vq = new Quaternion(sitTargetPos.X, sitTargetPos.Y+0.2f, sitTargetPos.Z+0.2f, 0);
2120 //Quaternion nq = new Quaternion(-sitTargetOrient.X, -sitTargetOrient.Y, -sitTargetOrient.Z, sitTargetOrient.w);
2121
2122 //Quaternion result = (sitTargetOrient * vq) * nq;
2123
2124 m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z); 2344 m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z);
2125 m_pos += SIT_TARGET_ADJUSTMENT; 2345 m_pos += SIT_TARGET_ADJUSTMENT;
2126 m_bodyRot = sitTargetOrient; 2346 m_bodyRot = sitTargetOrient;
2127 //Rotation = sitTargetOrient;
2128 m_parentPosition = part.AbsolutePosition; 2347 m_parentPosition = part.AbsolutePosition;
2129 2348 part.IsOccupied = true;
2130 //SendTerseUpdateToAllClients(); 2349 part.ParentGroup.AddAvatar(agentID);
2350Console.WriteLine("Scripted Sit ofset {0}", m_pos);
2131 } 2351 }
2132 else 2352 else
2133 { 2353 {
2134 m_pos -= part.AbsolutePosition; 2354 // if m_avUnscriptedSitPos is zero then Av sits above center
2355 // Else Av sits at m_avUnscriptedSitPos
2356
2357 // Non-scripted sit by Kitto Flora 21Nov09
2358 // Calculate angle of line from prim to Av
2359 Quaternion partIRot;
2360// if (part.LinkNum == 1)
2361// { // Root prim of linkset
2362// partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset);
2363// }
2364// else
2365// { // single or child prim
2366 partIRot = Quaternion.Inverse(part.GetWorldRotation());
2367// }
2368 Vector3 sitTargetPos= part.AbsolutePosition + m_avUnscriptedSitPos;
2369 float y_diff = (m_avInitialPos.Y - sitTargetPos.Y);
2370 float x_diff = ( m_avInitialPos.X - sitTargetPos.X);
2371 if(Math.Abs(x_diff) < 0.001f) x_diff = 0.001f; // avoid div by 0
2372 if(Math.Abs(y_diff) < 0.001f) y_diff = 0.001f; // avoid pol flip at 0
2373 float sit_angle = (float)Math.Atan2( (double)y_diff, (double)x_diff);
2374 // NOTE: when sitting m_ pos and m_bodyRot are *relative* to the prim location/rotation, not 'World'.
2375 // Av sits at world euler <0,0, z>, translated by part rotation
2376 m_bodyRot = partIRot * Quaternion.CreateFromEulers(0f, 0f, sit_angle); // sit at 0,0,inv-click
2377
2135 m_parentPosition = part.AbsolutePosition; 2378 m_parentPosition = part.AbsolutePosition;
2136 } 2379 part.IsOccupied = true;
2380 part.ParentGroup.AddAvatar(agentID);
2381 m_pos = new Vector3(0f, 0f, 0.05f) + // corrections to get Sit Animation
2382 (new Vector3(0.0f, 0f, 0.61f) * partIRot) + // located on center
2383 (new Vector3(0.34f, 0f, 0.0f) * m_bodyRot) +
2384 m_avUnscriptedSitPos; // adds click offset, if any
2385 //Set up raytrace to find top surface of prim
2386 Vector3 size = part.Scale;
2387 float mag = 2.0f; // 0.1f + (float)Math.Sqrt((size.X * size.X) + (size.Y * size.Y) + (size.Z * size.Z));
2388 Vector3 start = part.AbsolutePosition + new Vector3(0f, 0f, mag);
2389 Vector3 down = new Vector3(0f, 0f, -1f);
2390//Console.WriteLine("st={0} do={1} ma={2}", start, down, mag);
2391 m_scene.PhysicsScene.RaycastWorld(
2392 start, // Vector3 position,
2393 down, // Vector3 direction,
2394 mag, // float length,
2395 SitAltitudeCallback); // retMethod
2396 } // end scripted/not
2137 } 2397 }
2138 else 2398 else // no Av
2139 { 2399 {
2140 return; 2400 return;
2141 } 2401 }
2142 } 2402 }
2143 m_parentID = m_requestedSitTargetID; 2403
2404 //We want our offsets to reference the root prim, not the child we may have sat on
2405 if (!part.IsRoot)
2406 {
2407 m_parentID = part.ParentGroup.RootPart.LocalId;
2408 m_pos += part.OffsetPosition;
2409 }
2410 else
2411 {
2412 m_parentID = m_requestedSitTargetID;
2413 }
2144 2414
2145 Velocity = Vector3.Zero; 2415 Velocity = Vector3.Zero;
2146 RemoveFromPhysicalScene(); 2416 RemoveFromPhysicalScene();
2147 2417
2148 Animator.TrySetMovementAnimation(sitAnimation); 2418 Animator.TrySetMovementAnimation(sitAnimation);
2149 SendFullUpdateToAllClients(); 2419 SendFullUpdateToAllClients();
2150 // This may seem stupid, but Our Full updates don't send avatar rotation :P
2151 // So we're also sending a terse update (which has avatar rotation)
2152 // [Update] We do now.
2153 //SendTerseUpdateToAllClients();
2154 } 2420 }
2421
2422 public void SitAltitudeCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 normal)
2423 {
2424 // KF: 091202 There appears to be a bug in Prim Edit Size - the process sometimes make a prim that RayTrace no longer
2425 // sees. Take/re-rez, or sim restart corrects the condition. Result of bug is incorrect sit height.
2426 if(hitYN)
2427 {
2428 // m_pos = Av offset from prim center to make look like on center
2429 // m_parentPosition = Actual center pos of prim
2430 // collisionPoint = spot on prim where we want to sit
2431 // collisionPoint.Z = global sit surface height
2432 SceneObjectPart part = m_scene.GetSceneObjectPart(localid);
2433 Quaternion partIRot;
2434// if (part.LinkNum == 1)
2435/// { // Root prim of linkset
2436// partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset);
2437// }
2438// else
2439// { // single or child prim
2440 partIRot = Quaternion.Inverse(part.GetWorldRotation());
2441// }
2442 if (m_initialSitTarget != null)
2443 {
2444 float offZ = collisionPoint.Z - m_initialSitTarget.Z;
2445 Vector3 offset = new Vector3(0.0f, 0.0f, offZ) * partIRot; // Altitude correction
2446 //Console.WriteLine("sitPoint={0}, offset={1}", sitPoint, offset);
2447 m_pos += offset;
2448 // ControllingClient.SendClearFollowCamProperties(part.UUID);
2449 }
2450
2451 }
2452 } // End SitAltitudeCallback KF.
2155 2453
2156 /// <summary> 2454 /// <summary>
2157 /// Event handler for the 'Always run' setting on the client 2455 /// Event handler for the 'Always run' setting on the client
@@ -2181,7 +2479,7 @@ namespace OpenSim.Region.Framework.Scenes
2181 /// </summary> 2479 /// </summary>
2182 /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param> 2480 /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param>
2183 /// <param name="rotation">The direction in which this avatar should now face. 2481 /// <param name="rotation">The direction in which this avatar should now face.
2184 public void AddNewMovement(Vector3 vec, Quaternion rotation) 2482 public void AddNewMovement(Vector3 vec, Quaternion rotation, bool Nudging)
2185 { 2483 {
2186 if (m_isChildAgent) 2484 if (m_isChildAgent)
2187 { 2485 {
@@ -2222,10 +2520,11 @@ namespace OpenSim.Region.Framework.Scenes
2222 Rotation = rotation; 2520 Rotation = rotation;
2223 Vector3 direc = vec * rotation; 2521 Vector3 direc = vec * rotation;
2224 direc.Normalize(); 2522 direc.Normalize();
2523 PhysicsActor actor = m_physicsActor;
2524 if ((vec.Z == 0f) && !actor.Flying) direc.Z = 0f; // Prevent camera WASD up.
2225 2525
2226 direc *= 0.03f * 128f * m_speedModifier; 2526 direc *= 0.03f * 128f * m_speedModifier;
2227 2527
2228 PhysicsActor actor = m_physicsActor;
2229 if (actor != null) 2528 if (actor != null)
2230 { 2529 {
2231 if (actor.Flying) 2530 if (actor.Flying)
@@ -2247,18 +2546,25 @@ namespace OpenSim.Region.Framework.Scenes
2247 { 2546 {
2248 if (direc.Z > 2.0f) 2547 if (direc.Z > 2.0f)
2249 { 2548 {
2250 direc.Z *= 3.0f; 2549 if(m_animator.m_animTickJump == -1)
2251 2550 {
2252 // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored. 2551 direc.Z *= 3.0f; // jump
2253 Animator.TrySetMovementAnimation("PREJUMP"); 2552 }
2254 Animator.TrySetMovementAnimation("JUMP"); 2553 else
2554 {
2555 direc.Z *= 0.1f; // prejump
2556 }
2557 /* Animations are controlled via GetMovementAnimation() in ScenePresenceAnimator.cs
2558 Animator.TrySetMovementAnimation("PREJUMP");
2559 Animator.TrySetMovementAnimation("JUMP");
2560 */
2255 } 2561 }
2256 } 2562 }
2257 } 2563 }
2258 2564
2259 // TODO: Add the force instead of only setting it to support multiple forces per frame? 2565 // TODO: Add the force instead of only setting it to support multiple forces per frame?
2260 m_forceToApply = direc; 2566 m_forceToApply = direc;
2261 2567 m_isNudging = Nudging;
2262 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); 2568 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
2263 } 2569 }
2264 2570
@@ -2273,7 +2579,7 @@ namespace OpenSim.Region.Framework.Scenes
2273 const float POSITION_TOLERANCE = 0.05f; 2579 const float POSITION_TOLERANCE = 0.05f;
2274 //const int TIME_MS_TOLERANCE = 3000; 2580 //const int TIME_MS_TOLERANCE = 3000;
2275 2581
2276 SendPrimUpdates(); 2582
2277 2583
2278 if (m_isChildAgent == false) 2584 if (m_isChildAgent == false)
2279 { 2585 {
@@ -2303,6 +2609,9 @@ namespace OpenSim.Region.Framework.Scenes
2303 CheckForBorderCrossing(); 2609 CheckForBorderCrossing();
2304 CheckForSignificantMovement(); // sends update to the modules. 2610 CheckForSignificantMovement(); // sends update to the modules.
2305 } 2611 }
2612
2613 //Sending prim updates AFTER the avatar terse updates are sent
2614 SendPrimUpdates();
2306 } 2615 }
2307 2616
2308 #endregion 2617 #endregion
@@ -3087,6 +3396,7 @@ namespace OpenSim.Region.Framework.Scenes
3087 m_callbackURI = cAgent.CallbackURI; 3396 m_callbackURI = cAgent.CallbackURI;
3088 3397
3089 m_pos = cAgent.Position; 3398 m_pos = cAgent.Position;
3399
3090 m_velocity = cAgent.Velocity; 3400 m_velocity = cAgent.Velocity;
3091 m_CameraCenter = cAgent.Center; 3401 m_CameraCenter = cAgent.Center;
3092 //m_avHeight = cAgent.Size.Z; 3402 //m_avHeight = cAgent.Size.Z;
@@ -3197,14 +3507,25 @@ namespace OpenSim.Region.Framework.Scenes
3197 { 3507 {
3198 if (m_forceToApply.HasValue) 3508 if (m_forceToApply.HasValue)
3199 { 3509 {
3200 Vector3 force = m_forceToApply.Value;
3201 3510
3511 Vector3 force = m_forceToApply.Value;
3202 m_updateflag = true; 3512 m_updateflag = true;
3203// movementvector = force;
3204 Velocity = force; 3513 Velocity = force;
3205 3514
3206 m_forceToApply = null; 3515 m_forceToApply = null;
3207 } 3516 }
3517 else
3518 {
3519 if (m_isNudging)
3520 {
3521 Vector3 force = Vector3.Zero;
3522
3523 m_updateflag = true;
3524 Velocity = force;
3525 m_isNudging = false;
3526 m_updateCount = UPDATE_COUNT; //KF: Update anims to pickup "STAND"
3527 }
3528 }
3208 } 3529 }
3209 3530
3210 public override void SetText(string text, Vector3 color, double alpha) 3531 public override void SetText(string text, Vector3 color, double alpha)
@@ -3255,18 +3576,29 @@ namespace OpenSim.Region.Framework.Scenes
3255 { 3576 {
3256 if (e == null) 3577 if (e == null)
3257 return; 3578 return;
3258 3579
3259 //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f)) 3580 // The Physics Scene will send (spam!) updates every 500 ms grep: m_physicsActor.SubscribeEvents(
3260 // The Physics Scene will send updates every 500 ms grep: m_physicsActor.SubscribeEvents(
3261 // as of this comment the interval is set in AddToPhysicalScene 3581 // as of this comment the interval is set in AddToPhysicalScene
3262 if (Animator!=null) 3582 if (Animator!=null)
3263 Animator.UpdateMovementAnimations(); 3583 {
3584 if (m_updateCount > 0) //KF: DO NOT call UpdateMovementAnimations outside of the m_updateCount wrapper,
3585 { // else its will lock out other animation changes, like ground sit.
3586 Animator.UpdateMovementAnimations();
3587 m_updateCount--;
3588 }
3589 }
3264 3590
3265 CollisionEventUpdate collisionData = (CollisionEventUpdate)e; 3591 CollisionEventUpdate collisionData = (CollisionEventUpdate)e;
3266 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; 3592 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList;
3267 3593
3268 CollisionPlane = Vector4.UnitW; 3594 CollisionPlane = Vector4.UnitW;
3269 3595
3596 if (m_lastColCount != coldata.Count)
3597 {
3598 m_updateCount = UPDATE_COUNT;
3599 m_lastColCount = coldata.Count;
3600 }
3601
3270 if (coldata.Count != 0 && Animator != null) 3602 if (coldata.Count != 0 && Animator != null)
3271 { 3603 {
3272 switch (Animator.CurrentMovementAnimation) 3604 switch (Animator.CurrentMovementAnimation)
@@ -3296,6 +3628,148 @@ namespace OpenSim.Region.Framework.Scenes
3296 } 3628 }
3297 } 3629 }
3298 3630
3631 List<uint> thisHitColliders = new List<uint>();
3632 List<uint> endedColliders = new List<uint>();
3633 List<uint> startedColliders = new List<uint>();
3634
3635 foreach (uint localid in coldata.Keys)
3636 {
3637 thisHitColliders.Add(localid);
3638 if (!m_lastColliders.Contains(localid))
3639 {
3640 startedColliders.Add(localid);
3641 }
3642 //m_log.Debug("[SCENE PRESENCE]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString());
3643 }
3644
3645 // calculate things that ended colliding
3646 foreach (uint localID in m_lastColliders)
3647 {
3648 if (!thisHitColliders.Contains(localID))
3649 {
3650 endedColliders.Add(localID);
3651 }
3652 }
3653 //add the items that started colliding this time to the last colliders list.
3654 foreach (uint localID in startedColliders)
3655 {
3656 m_lastColliders.Add(localID);
3657 }
3658 // remove things that ended colliding from the last colliders list
3659 foreach (uint localID in endedColliders)
3660 {
3661 m_lastColliders.Remove(localID);
3662 }
3663
3664 // do event notification
3665 if (startedColliders.Count > 0)
3666 {
3667 ColliderArgs StartCollidingMessage = new ColliderArgs();
3668 List<DetectedObject> colliding = new List<DetectedObject>();
3669 foreach (uint localId in startedColliders)
3670 {
3671 if (localId == 0)
3672 continue;
3673
3674 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3675 string data = "";
3676 if (obj != null)
3677 {
3678 DetectedObject detobj = new DetectedObject();
3679 detobj.keyUUID = obj.UUID;
3680 detobj.nameStr = obj.Name;
3681 detobj.ownerUUID = obj.OwnerID;
3682 detobj.posVector = obj.AbsolutePosition;
3683 detobj.rotQuat = obj.GetWorldRotation();
3684 detobj.velVector = obj.Velocity;
3685 detobj.colliderType = 0;
3686 detobj.groupUUID = obj.GroupID;
3687 colliding.Add(detobj);
3688 }
3689 }
3690
3691 if (colliding.Count > 0)
3692 {
3693 StartCollidingMessage.Colliders = colliding;
3694
3695 foreach (SceneObjectGroup att in Attachments)
3696 Scene.EventManager.TriggerScriptCollidingStart(att.LocalId, StartCollidingMessage);
3697 }
3698 }
3699
3700 if (endedColliders.Count > 0)
3701 {
3702 ColliderArgs EndCollidingMessage = new ColliderArgs();
3703 List<DetectedObject> colliding = new List<DetectedObject>();
3704 foreach (uint localId in endedColliders)
3705 {
3706 if (localId == 0)
3707 continue;
3708
3709 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3710 string data = "";
3711 if (obj != null)
3712 {
3713 DetectedObject detobj = new DetectedObject();
3714 detobj.keyUUID = obj.UUID;
3715 detobj.nameStr = obj.Name;
3716 detobj.ownerUUID = obj.OwnerID;
3717 detobj.posVector = obj.AbsolutePosition;
3718 detobj.rotQuat = obj.GetWorldRotation();
3719 detobj.velVector = obj.Velocity;
3720 detobj.colliderType = 0;
3721 detobj.groupUUID = obj.GroupID;
3722 colliding.Add(detobj);
3723 }
3724 }
3725
3726 if (colliding.Count > 0)
3727 {
3728 EndCollidingMessage.Colliders = colliding;
3729
3730 foreach (SceneObjectGroup att in Attachments)
3731 Scene.EventManager.TriggerScriptCollidingEnd(att.LocalId, EndCollidingMessage);
3732 }
3733 }
3734
3735 if (thisHitColliders.Count > 0)
3736 {
3737 ColliderArgs CollidingMessage = new ColliderArgs();
3738 List<DetectedObject> colliding = new List<DetectedObject>();
3739 foreach (uint localId in thisHitColliders)
3740 {
3741 if (localId == 0)
3742 continue;
3743
3744 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3745 string data = "";
3746 if (obj != null)
3747 {
3748 DetectedObject detobj = new DetectedObject();
3749 detobj.keyUUID = obj.UUID;
3750 detobj.nameStr = obj.Name;
3751 detobj.ownerUUID = obj.OwnerID;
3752 detobj.posVector = obj.AbsolutePosition;
3753 detobj.rotQuat = obj.GetWorldRotation();
3754 detobj.velVector = obj.Velocity;
3755 detobj.colliderType = 0;
3756 detobj.groupUUID = obj.GroupID;
3757 colliding.Add(detobj);
3758 }
3759 }
3760
3761 if (colliding.Count > 0)
3762 {
3763 CollidingMessage.Colliders = colliding;
3764
3765 lock (m_attachments)
3766 {
3767 foreach (SceneObjectGroup att in m_attachments)
3768 Scene.EventManager.TriggerScriptColliding(att.LocalId, CollidingMessage);
3769 }
3770 }
3771 }
3772
3299 if (m_invulnerable) 3773 if (m_invulnerable)
3300 return; 3774 return;
3301 3775
@@ -3470,7 +3944,10 @@ namespace OpenSim.Region.Framework.Scenes
3470 m_scene = scene; 3944 m_scene = scene;
3471 3945
3472 RegisterToEvents(); 3946 RegisterToEvents();
3473 3947 if (m_controllingClient != null)
3948 {
3949 m_controllingClient.ProcessPendingPackets();
3950 }
3474 /* 3951 /*
3475 AbsolutePosition = client.StartPos; 3952 AbsolutePosition = client.StartPos;
3476 3953
@@ -3700,6 +4177,39 @@ namespace OpenSim.Region.Framework.Scenes
3700 return; 4177 return;
3701 } 4178 }
3702 4179
4180 XmlDocument doc = new XmlDocument();
4181 string stateData = String.Empty;
4182
4183 IAttachmentsService attServ = m_scene.RequestModuleInterface<IAttachmentsService>();
4184 if (attServ != null)
4185 {
4186 m_log.DebugFormat("[ATTACHMENT]: Loading attachment data from attachment service");
4187 stateData = attServ.Get(ControllingClient.AgentId.ToString());
4188 if (stateData != String.Empty)
4189 {
4190 try
4191 {
4192 doc.LoadXml(stateData);
4193 }
4194 catch { }
4195 }
4196 }
4197
4198 Dictionary<UUID, string> itemData = new Dictionary<UUID, string>();
4199
4200 XmlNodeList nodes = doc.GetElementsByTagName("Attachment");
4201 if (nodes.Count > 0)
4202 {
4203 foreach (XmlNode n in nodes)
4204 {
4205 XmlElement elem = (XmlElement)n;
4206 string itemID = elem.GetAttribute("ItemID");
4207 string xml = elem.InnerXml;
4208
4209 itemData[new UUID(itemID)] = xml;
4210 }
4211 }
4212
3703 List<int> attPoints = m_appearance.GetAttachedPoints(); 4213 List<int> attPoints = m_appearance.GetAttachedPoints();
3704 foreach (int p in attPoints) 4214 foreach (int p in attPoints)
3705 { 4215 {
@@ -3719,9 +4229,26 @@ namespace OpenSim.Region.Framework.Scenes
3719 4229
3720 try 4230 try
3721 { 4231 {
3722 // Rez from inventory 4232 string xmlData;
3723 UUID asset 4233 XmlDocument d = new XmlDocument();
3724 = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p); 4234 UUID asset;
4235 if (itemData.TryGetValue(itemID, out xmlData))
4236 {
4237 d.LoadXml(xmlData);
4238 m_log.InfoFormat("[ATTACHMENT]: Found saved state for item {0}, loading it", itemID);
4239
4240 // Rez from inventory
4241 asset
4242 = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p, true, d);
4243
4244 }
4245 else
4246 {
4247 // Rez from inventory (with a null doc to let
4248 // CHANGED_OWNER happen)
4249 asset
4250 = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p, true, null);
4251 }
3725 4252
3726 m_log.InfoFormat( 4253 m_log.InfoFormat(
3727 "[ATTACHMENT]: Rezzed attachment in point {0} from item {1} and asset {2} ({3})", 4254 "[ATTACHMENT]: Rezzed attachment in point {0} from item {1} and asset {2} ({3})",
@@ -3758,5 +4285,16 @@ namespace OpenSim.Region.Framework.Scenes
3758 m_reprioritization_called = false; 4285 m_reprioritization_called = false;
3759 } 4286 }
3760 } 4287 }
4288
4289 private Vector3 Quat2Euler(Quaternion rot){
4290 float x = Utils.RAD_TO_DEG * (float)Math.Atan2((double)((2.0f * rot.X * rot.W) - (2.0f * rot.Y * rot.Z)) ,
4291 (double)(1 - (2.0f * rot.X * rot.X) - (2.0f * rot.Z * rot.Z)));
4292 float y = Utils.RAD_TO_DEG * (float)Math.Asin ((double)((2.0f * rot.X * rot.Y) + (2.0f * rot.Z * rot.W)));
4293 float z = Utils.RAD_TO_DEG * (float)Math.Atan2(((double)(2.0f * rot.Y * rot.W) - (2.0f * rot.X * rot.Z)) ,
4294 (double)(1 - (2.0f * rot.Y * rot.Y) - (2.0f * rot.Z * rot.Z)));
4295 return(new Vector3(x,y,z));
4296 }
4297
4298
3761 } 4299 }
3762} 4300}
diff --git a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
index 5bdaa17..77e477f 100644
--- a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
+++ b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
@@ -105,7 +105,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
105 sceneObject.AddPart(part); 105 sceneObject.AddPart(part);
106 part.LinkNum = linkNum; 106 part.LinkNum = linkNum;
107 part.TrimPermissions(); 107 part.TrimPermissions();
108 part.StoreUndoState(); 108 part.StoreUndoState(UndoType.STATE_ALL);
109 reader.Close(); 109 reader.Close();
110 sr.Close(); 110 sr.Close();
111 } 111 }
@@ -231,7 +231,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
231 if (originalLinkNum != 0) 231 if (originalLinkNum != 0)
232 part.LinkNum = originalLinkNum; 232 part.LinkNum = originalLinkNum;
233 233
234 part.StoreUndoState(); 234 part.StoreUndoState(UndoType.STATE_ALL);
235 reader.Close(); 235 reader.Close();
236 sr.Close(); 236 sr.Close();
237 } 237 }
diff --git a/OpenSim/Region/Framework/Scenes/UndoState.cs b/OpenSim/Region/Framework/Scenes/UndoState.cs
index 55e407e..f71b507 100644
--- a/OpenSim/Region/Framework/Scenes/UndoState.cs
+++ b/OpenSim/Region/Framework/Scenes/UndoState.cs
@@ -27,48 +27,125 @@
27 27
28using OpenMetaverse; 28using OpenMetaverse;
29using OpenSim.Region.Framework.Interfaces; 29using OpenSim.Region.Framework.Interfaces;
30using System;
30 31
31namespace OpenSim.Region.Framework.Scenes 32namespace OpenSim.Region.Framework.Scenes
32{ 33{
34 [Flags]
35 public enum UndoType
36 {
37 STATE_PRIM_POSITION = 1,
38 STATE_PRIM_ROTATION = 2,
39 STATE_PRIM_SCALE = 4,
40 STATE_PRIM_ALL = 7,
41 STATE_GROUP_POSITION = 8,
42 STATE_GROUP_ROTATION = 16,
43 STATE_GROUP_SCALE = 32,
44 STATE_GROUP_ALL = 56,
45 STATE_ALL = 63
46 }
47
33 public class UndoState 48 public class UndoState
34 { 49 {
35 public Vector3 Position = Vector3.Zero; 50 public Vector3 Position = Vector3.Zero;
36 public Vector3 Scale = Vector3.Zero; 51 public Vector3 Scale = Vector3.Zero;
37 public Quaternion Rotation = Quaternion.Identity; 52 public Quaternion Rotation = Quaternion.Identity;
53 public Vector3 GroupPosition = Vector3.Zero;
54 public Quaternion GroupRotation = Quaternion.Identity;
55 public Vector3 GroupScale = Vector3.Zero;
56 public DateTime LastUpdated = DateTime.Now;
57 public UndoType Type;
38 58
39 public UndoState(SceneObjectPart part) 59 public UndoState(SceneObjectPart part, UndoType type)
40 { 60 {
61 Type = type;
41 if (part != null) 62 if (part != null)
42 { 63 {
43 if (part.ParentID == 0) 64 if (part.ParentID == 0)
44 { 65 {
45 Position = part.ParentGroup.AbsolutePosition; 66 GroupScale = part.ParentGroup.RootPart.Shape.Scale;
67
68 //FUBAR WARNING: Do NOT get the group's absoluteposition here
69 //or you'll experience a loop and/or a stack issue
70 GroupPosition = part.ParentGroup.RootPart.AbsolutePosition;
71 GroupRotation = part.ParentGroup.GroupRotation;
72 Position = part.ParentGroup.RootPart.AbsolutePosition;
46 Rotation = part.RotationOffset; 73 Rotation = part.RotationOffset;
47 Scale = part.Shape.Scale; 74 Scale = part.Shape.Scale;
75 LastUpdated = DateTime.Now;
48 } 76 }
49 else 77 else
50 { 78 {
79 GroupScale = part.Shape.Scale;
80
81 //FUBAR WARNING: Do NOT get the group's absoluteposition here
82 //or you'll experience a loop and/or a stack issue
83 GroupPosition = part.ParentGroup.RootPart.AbsolutePosition;
84 GroupRotation = part.ParentGroup.Rotation;
51 Position = part.OffsetPosition; 85 Position = part.OffsetPosition;
52 Rotation = part.RotationOffset; 86 Rotation = part.RotationOffset;
53 Scale = part.Shape.Scale; 87 Scale = part.Shape.Scale;
88 LastUpdated = DateTime.Now;
54 } 89 }
55 } 90 }
56 } 91 }
57 92 public void Merge(UndoState last)
93 {
94 if ((Type & UndoType.STATE_GROUP_POSITION) == 0 || ((last.Type & UndoType.STATE_GROUP_POSITION) >= (Type & UndoType.STATE_GROUP_POSITION)))
95 {
96 GroupPosition = last.GroupPosition;
97 Position = last.Position;
98 }
99 if ((Type & UndoType.STATE_GROUP_SCALE) == 0 || ((last.Type & UndoType.STATE_GROUP_SCALE) >= (Type & UndoType.STATE_GROUP_SCALE)))
100 {
101 GroupScale = last.GroupScale;
102 Scale = last.Scale;
103 }
104 if ((Type & UndoType.STATE_GROUP_ROTATION) == 0 || ((last.Type & UndoType.STATE_GROUP_ROTATION) >= (Type & UndoType.STATE_GROUP_ROTATION)))
105 {
106 GroupRotation = last.GroupRotation;
107 Rotation = last.Rotation;
108 }
109 if ((Type & UndoType.STATE_PRIM_POSITION) == 0 || ((last.Type & UndoType.STATE_PRIM_POSITION) >= (Type & UndoType.STATE_PRIM_POSITION)))
110 {
111 Position = last.Position;
112 }
113 if ((Type & UndoType.STATE_PRIM_SCALE) == 0 || ((last.Type & UndoType.STATE_PRIM_SCALE) >= (Type & UndoType.STATE_PRIM_SCALE)))
114 {
115 Scale = last.Scale;
116 }
117 if ((Type & UndoType.STATE_PRIM_ROTATION) == 0 || ((last.Type & UndoType.STATE_PRIM_ROTATION) >= (Type & UndoType.STATE_PRIM_ROTATION)))
118 {
119 Rotation = last.Rotation;
120 }
121 Type = Type | last.Type;
122 }
123 public bool Compare(UndoState undo)
124 {
125 if (undo == null || Position == null) return false;
126 if (undo.Position == Position && undo.Rotation == Rotation && undo.Scale == Scale && undo.GroupPosition == GroupPosition && undo.GroupScale == GroupScale && undo.GroupRotation == GroupRotation)
127 {
128 return true;
129 }
130 else
131 {
132 return false;
133 }
134 }
58 public bool Compare(SceneObjectPart part) 135 public bool Compare(SceneObjectPart part)
59 { 136 {
60 if (part != null) 137 if (part != null)
61 { 138 {
62 if (part.ParentID == 0) 139 if (part.ParentID == 0)
63 { 140 {
64 if (Position == part.ParentGroup.AbsolutePosition && Rotation == part.ParentGroup.Rotation) 141 if (Position == part.ParentGroup.RootPart.AbsolutePosition && Rotation == part.ParentGroup.Rotation && GroupPosition == part.ParentGroup.RootPart.AbsolutePosition && part.ParentGroup.Rotation == GroupRotation && part.Shape.Scale == GroupScale)
65 return true; 142 return true;
66 else 143 else
67 return false; 144 return false;
68 } 145 }
69 else 146 else
70 { 147 {
71 if (Position == part.OffsetPosition && Rotation == part.RotationOffset && Scale == part.Shape.Scale) 148 if (Position == part.OffsetPosition && Rotation == part.RotationOffset && Scale == part.Shape.Scale && GroupPosition == part.ParentGroup.RootPart.AbsolutePosition && part.ParentGroup.Rotation == GroupRotation && part.Shape.Scale == GroupScale)
72 return true; 149 return true;
73 else 150 else
74 return false; 151 return false;
@@ -78,62 +155,70 @@ namespace OpenSim.Region.Framework.Scenes
78 return false; 155 return false;
79 } 156 }
80 157
81 public void PlaybackState(SceneObjectPart part) 158 private void RestoreState(SceneObjectPart part)
82 { 159 {
160 bool GroupChange = false;
161 if ((Type & UndoType.STATE_GROUP_POSITION) != 0
162 || (Type & UndoType.STATE_GROUP_ROTATION) != 0
163 || (Type & UndoType.STATE_GROUP_SCALE) != 0)
164 {
165 GroupChange = true;
166 }
167
83 if (part != null) 168 if (part != null)
84 { 169 {
85 part.Undoing = true; 170 part.Undoing = true;
86 171
87 if (part.ParentID == 0) 172 if (part.ParentID == 0 && GroupChange == false)
88 { 173 {
89 if (Position != Vector3.Zero) 174 if (Position != Vector3.Zero)
90 part.ParentGroup.AbsolutePosition = Position; 175
91 part.RotationOffset = Rotation; 176 part.ParentGroup.UpdateSinglePosition(Position, part.LocalId);
177 part.ParentGroup.UpdateSingleRotation(Rotation, part.LocalId);
92 if (Scale != Vector3.Zero) 178 if (Scale != Vector3.Zero)
93 part.Resize(Scale); 179 part.Resize(Scale);
94 part.ParentGroup.ScheduleGroupForTerseUpdate(); 180 part.ParentGroup.ScheduleGroupForTerseUpdate();
95 } 181 }
96 else 182 else
97 { 183 {
98 if (Position != Vector3.Zero) 184 if (GroupChange)
99 part.OffsetPosition = Position; 185 {
100 part.UpdateRotation(Rotation); 186 part.ParentGroup.RootPart.Undoing = true;
101 if (Scale != Vector3.Zero) 187 if (GroupPosition != Vector3.Zero)
102 part.Resize(Scale); part.ScheduleTerseUpdate(); 188 {
189 //Calculate the scale...
190 Vector3 gs = part.Shape.Scale;
191 float scale = GroupScale.Z / gs.Z;
192
193 //Scale first since it can affect our position
194 part.ParentGroup.GroupResize(gs * scale, part.LocalId);
195 part.ParentGroup.AbsolutePosition = GroupPosition;
196 part.ParentGroup.UpdateGroupRotationR(GroupRotation);
197
198 }
199 part.ParentGroup.RootPart.Undoing = false;
200 }
201 else
202 {
203 if (Position != Vector3.Zero) //We can use this for all the updates since all are set
204 {
205 part.OffsetPosition = Position;
206 part.UpdateRotation(Rotation);
207 part.Resize(Scale); part.ScheduleTerseUpdate();
208 }
209 }
103 } 210 }
104 part.Undoing = false; 211 part.Undoing = false;
105 212
106 } 213 }
107 } 214 }
215 public void PlaybackState(SceneObjectPart part)
216 {
217 RestoreState(part);
218 }
108 public void PlayfwdState(SceneObjectPart part) 219 public void PlayfwdState(SceneObjectPart part)
109 { 220 {
110 if (part != null) 221 RestoreState(part);
111 {
112 part.Undoing = true;
113
114 if (part.ParentID == 0)
115 {
116 if (Position != Vector3.Zero)
117 part.ParentGroup.AbsolutePosition = Position;
118 if (Rotation != Quaternion.Identity)
119 part.UpdateRotation(Rotation);
120 if (Scale != Vector3.Zero)
121 part.Resize(Scale);
122 part.ParentGroup.ScheduleGroupForTerseUpdate();
123 }
124 else
125 {
126 if (Position != Vector3.Zero)
127 part.OffsetPosition = Position;
128 if (Rotation != Quaternion.Identity)
129 part.UpdateRotation(Rotation);
130 if (Scale != Vector3.Zero)
131 part.Resize(Scale);
132 part.ScheduleTerseUpdate();
133 }
134 part.Undoing = false;
135
136 }
137 } 222 }
138 } 223 }
139 public class LandUndoState 224 public class LandUndoState
@@ -161,3 +246,4 @@ namespace OpenSim.Region.Framework.Scenes
161 } 246 }
162 } 247 }
163} 248}
249
diff --git a/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs b/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
index ee7aa2da..c7a9484 100644
--- a/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
+++ b/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
@@ -878,6 +878,10 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
878 878
879 } 879 }
880 880
881 public void ProcessPendingPackets()
882 {
883 }
884
881 public void ProcessInPacket(Packet NewPack) 885 public void ProcessInPacket(Packet NewPack)
882 { 886 {
883 887
@@ -885,6 +889,11 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
885 889
886 public void Close() 890 public void Close()
887 { 891 {
892 Close(true);
893 }
894
895 public void Close(bool sendStop)
896 {
888 Disconnect(); 897 Disconnect();
889 } 898 }
890 899
diff --git a/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs b/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
index 2e0450c..23255fb 100644
--- a/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
+++ b/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
@@ -832,12 +832,21 @@ namespace OpenSim.Region.OptionalModules.World.NPC
832 { 832 {
833 } 833 }
834 834
835 public void ProcessPendingPackets()
836 {
837 }
838
835 public void ProcessInPacket(Packet NewPack) 839 public void ProcessInPacket(Packet NewPack)
836 { 840 {
837 } 841 }
838 842
839 public void Close() 843 public void Close()
840 { 844 {
845 Close(true);
846 }
847
848 public void Close(bool sendStop)
849 {
841 } 850 }
842 851
843 public void Start() 852 public void Start()
diff --git a/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs b/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs
index ac4e2b9..f13c323 100644
--- a/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs
+++ b/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs
@@ -624,8 +624,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
624 { 624 {
625 set { return; } 625 set { return; }
626 } 626 }
627 627
628
629 public override Quaternion APIDTarget 628 public override Quaternion APIDTarget
630 { 629 {
631 set { return; } 630 set { return; }
diff --git a/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs b/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs
index e2a6a2e..f4245b6 100644
--- a/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs
+++ b/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs
@@ -996,7 +996,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin
996 { 996 {
997 997
998 } 998 }
999 999
1000 public override void VehicleFlags(int param, bool remove) 1000 public override void VehicleFlags(int param, bool remove)
1001 { 1001 {
1002 1002
diff --git a/OpenSim/Region/Physics/ChOdePlugin/AssemblyInfo.cs b/OpenSim/Region/Physics/ChOdePlugin/AssemblyInfo.cs
new file mode 100644
index 0000000..d65929a
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/AssemblyInfo.cs
@@ -0,0 +1,58 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System.Reflection;
29using System.Runtime.InteropServices;
30
31// Information about this assembly is defined by the following
32// attributes.
33//
34// change them to the information which is associated with the assembly
35// you compile.
36
37[assembly : AssemblyTitle("OdePlugin")]
38[assembly : AssemblyDescription("")]
39[assembly : AssemblyConfiguration("")]
40[assembly : AssemblyCompany("http://opensimulator.org")]
41[assembly : AssemblyProduct("OdePlugin")]
42[assembly : AssemblyCopyright("Copyright (c) OpenSimulator.org Developers 2007-2009")]
43[assembly : AssemblyTrademark("")]
44[assembly : AssemblyCulture("")]
45
46// This sets the default COM visibility of types in the assembly to invisible.
47// If you need to expose a type to COM, use [ComVisible(true)] on that type.
48
49[assembly : ComVisible(false)]
50
51// The assembly version has following format :
52//
53// Major.Minor.Build.Revision
54//
55// You can specify all values by your own or you can build default build and revision
56// numbers with the '*' character (the default):
57
58[assembly : AssemblyVersion("0.6.5.*")]
diff --git a/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs
new file mode 100644
index 0000000..61c16b8
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs
@@ -0,0 +1,1421 @@
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 m_iscolliding = false;
94 private bool m_iscollidingGround = false;
95 private bool m_wascolliding = false;
96 private bool m_wascollidingGround = false;
97 private bool m_iscollidingObj = false;
98 private bool m_alwaysRun = false;
99 private bool m_hackSentFall = false;
100 private bool m_hackSentFly = false;
101 private int m_requestedUpdateFrequency = 0;
102 private Vector3 m_taintPosition = Vector3.Zero;
103 public uint m_localID = 0;
104 public bool m_returnCollisions = false;
105 // taints and their non-tainted counterparts
106 public bool m_isPhysical = false; // the current physical status
107 public bool m_tainted_isPhysical = false; // set when the physical status is tainted (false=not existing in physics engine, true=existing)
108 public float MinimumGroundFlightOffset = 3f;
109
110 private float m_tainted_CAPSULE_LENGTH; // set when the capsule length changes.
111 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
112
113
114 private float m_buoyancy = 0f;
115
116 // private CollisionLocker ode;
117
118 private string m_name = String.Empty;
119
120 private bool[] m_colliderarr = new bool[11];
121 private bool[] m_colliderGroundarr = new bool[11];
122
123 // Default we're a Character
124 private CollisionCategories m_collisionCategories = (CollisionCategories.Character);
125
126 // Default, Collide with Other Geometries, spaces, bodies and characters.
127 private CollisionCategories m_collisionFlags = (CollisionCategories.Geom
128 | CollisionCategories.Space
129 | CollisionCategories.Body
130 | CollisionCategories.Character
131 | CollisionCategories.Land);
132 public IntPtr Body = IntPtr.Zero;
133 private OdeScene _parent_scene;
134 public IntPtr Shell = IntPtr.Zero;
135 public IntPtr Amotor = IntPtr.Zero;
136 public d.Mass ShellMass;
137 public bool collidelock = false;
138
139 public int m_eventsubscription = 0;
140 private CollisionEventUpdate CollisionEventsThisFrame = new CollisionEventUpdate();
141
142 // unique UUID of this character object
143 public UUID m_uuid;
144 public bool bad = false;
145
146 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)
147 {
148 m_uuid = UUID.Random();
149
150 if (pos.IsFinite())
151 {
152 if (pos.Z > 9999999f)
153 {
154 pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
155 }
156 if (pos.Z < -90000f)
157 {
158 pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
159 }
160 _position = pos;
161 m_taintPosition.X = pos.X;
162 m_taintPosition.Y = pos.Y;
163 m_taintPosition.Z = pos.Z;
164 }
165 else
166 {
167 _position = new Vector3(((float)_parent_scene.WorldExtents.X * 0.5f), ((float)_parent_scene.WorldExtents.Y * 0.5f), parent_scene.GetTerrainHeightAtXY(128f, 128f) + 10f);
168 m_taintPosition.X = _position.X;
169 m_taintPosition.Y = _position.Y;
170 m_taintPosition.Z = _position.Z;
171 m_log.Warn("[PHYSICS]: Got NaN Position on Character Create");
172 }
173
174 _parent_scene = parent_scene;
175
176 PID_D = pid_d;
177 PID_P = pid_p;
178 CAPSULE_RADIUS = capsule_radius;
179 m_tensor = tensor;
180 m_density = density;
181 heightFudgeFactor = height_fudge_factor;
182 walkDivisor = walk_divisor;
183 runDivisor = rundivisor;
184
185 // m_StandUpRotation =
186 // new d.Matrix3(0.5f, 0.7071068f, 0.5f, -0.7071068f, 0f, 0.7071068f, 0.5f, -0.7071068f,
187 // 0.5f);
188
189 for (int i = 0; i < 11; i++)
190 {
191 m_colliderarr[i] = false;
192 }
193 CAPSULE_LENGTH = (size.Z * 1.15f) - CAPSULE_RADIUS * 2.0f;
194 //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
195 m_tainted_CAPSULE_LENGTH = CAPSULE_LENGTH;
196
197 m_isPhysical = false; // current status: no ODE information exists
198 m_tainted_isPhysical = true; // new tainted status: need to create ODE information
199
200 _parent_scene.AddPhysicsActorTaint(this);
201
202 m_name = avName;
203 }
204
205 public override int PhysicsActorType
206 {
207 get { return (int) ActorTypes.Agent; }
208 set { return; }
209 }
210
211 /// <summary>
212 /// If this is set, the avatar will move faster
213 /// </summary>
214 public override bool SetAlwaysRun
215 {
216 get { return m_alwaysRun; }
217 set { m_alwaysRun = value; }
218 }
219
220 public override uint LocalID
221 {
222 set { m_localID = value; }
223 }
224
225 public override bool Grabbed
226 {
227 set { return; }
228 }
229
230 public override bool Selected
231 {
232 set { return; }
233 }
234
235 public override float Buoyancy
236 {
237 get { return m_buoyancy; }
238 set { m_buoyancy = value; }
239 }
240
241 public override bool FloatOnWater
242 {
243 set { return; }
244 }
245
246 public override bool IsPhysical
247 {
248 get { return false; }
249 set { return; }
250 }
251
252 public override bool ThrottleUpdates
253 {
254 get { return false; }
255 set { return; }
256 }
257
258 public override bool Flying
259 {
260 get { return flying; }
261 set { flying = value; }
262 }
263
264 /// <summary>
265 /// Returns if the avatar is colliding in general.
266 /// This includes the ground and objects and avatar.
267 /// </summary>
268 public override bool IsColliding
269 {
270 get { return m_iscolliding; }
271 set
272 {
273 int i;
274 int truecount = 0;
275 int falsecount = 0;
276
277 if (m_colliderarr.Length >= 10)
278 {
279 for (i = 0; i < 10; i++)
280 {
281 m_colliderarr[i] = m_colliderarr[i + 1];
282 }
283 }
284 m_colliderarr[10] = value;
285
286 for (i = 0; i < 11; i++)
287 {
288 if (m_colliderarr[i])
289 {
290 truecount++;
291 }
292 else
293 {
294 falsecount++;
295 }
296 }
297
298 // Equal truecounts and false counts means we're colliding with something.
299
300 if (falsecount > 1.2*truecount)
301 {
302 m_iscolliding = false;
303 }
304 else
305 {
306 m_iscolliding = true;
307 }
308 if (m_wascolliding != m_iscolliding)
309 {
310 //base.SendCollisionUpdate(new CollisionEventUpdate());
311 }
312 m_wascolliding = m_iscolliding;
313 }
314 }
315
316 /// <summary>
317 /// Returns if an avatar is colliding with the ground
318 /// </summary>
319 public override bool CollidingGround
320 {
321 get { return m_iscollidingGround; }
322 set
323 {
324 // Collisions against the ground are not really reliable
325 // So, to get a consistant value we have to average the current result over time
326 // Currently we use 1 second = 10 calls to this.
327 int i;
328 int truecount = 0;
329 int falsecount = 0;
330
331 if (m_colliderGroundarr.Length >= 10)
332 {
333 for (i = 0; i < 10; i++)
334 {
335 m_colliderGroundarr[i] = m_colliderGroundarr[i + 1];
336 }
337 }
338 m_colliderGroundarr[10] = value;
339
340 for (i = 0; i < 11; i++)
341 {
342 if (m_colliderGroundarr[i])
343 {
344 truecount++;
345 }
346 else
347 {
348 falsecount++;
349 }
350 }
351
352 // Equal truecounts and false counts means we're colliding with something.
353
354 if (falsecount > 1.2*truecount)
355 {
356 m_iscollidingGround = false;
357 }
358 else
359 {
360 m_iscollidingGround = true;
361 }
362 if (m_wascollidingGround != m_iscollidingGround)
363 {
364 //base.SendCollisionUpdate(new CollisionEventUpdate());
365 }
366 m_wascollidingGround = m_iscollidingGround;
367 }
368 }
369
370 /// <summary>
371 /// Returns if the avatar is colliding with an object
372 /// </summary>
373 public override bool CollidingObj
374 {
375 get { return m_iscollidingObj; }
376 set
377 {
378 m_iscollidingObj = value;
379 if (value)
380 m_pidControllerActive = false;
381 else
382 m_pidControllerActive = true;
383 }
384 }
385
386 /// <summary>
387 /// turn the PID controller on or off.
388 /// The PID Controller will turn on all by itself in many situations
389 /// </summary>
390 /// <param name="status"></param>
391 public void SetPidStatus(bool status)
392 {
393 m_pidControllerActive = status;
394 }
395
396 public override bool Stopped
397 {
398 get { return _zeroFlag; }
399 }
400
401 /// <summary>
402 /// This 'puts' an avatar somewhere in the physics space.
403 /// Not really a good choice unless you 'know' it's a good
404 /// spot otherwise you're likely to orbit the avatar.
405 /// </summary>
406 public override Vector3 Position
407 {
408 get { return _position; }
409 set
410 {
411 if (Body == IntPtr.Zero || Shell == IntPtr.Zero)
412 {
413 if (value.IsFinite())
414 {
415 if (value.Z > 9999999f)
416 {
417 value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
418 }
419 if (value.Z < -90000f)
420 {
421 value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
422 }
423
424 _position.X = value.X;
425 _position.Y = value.Y;
426 _position.Z = value.Z;
427
428 m_taintPosition.X = value.X;
429 m_taintPosition.Y = value.Y;
430 m_taintPosition.Z = value.Z;
431 _parent_scene.AddPhysicsActorTaint(this);
432 }
433 else
434 {
435 m_log.Warn("[PHYSICS]: Got a NaN Position from Scene on a Character");
436 }
437 }
438 }
439 }
440
441 public override Vector3 RotationalVelocity
442 {
443 get { return m_rotationalVelocity; }
444 set { m_rotationalVelocity = value; }
445 }
446
447 /// <summary>
448 /// This property sets the height of the avatar only. We use the height to make sure the avatar stands up straight
449 /// and use it to offset landings properly
450 /// </summary>
451 public override Vector3 Size
452 {
453 get { return new Vector3(CAPSULE_RADIUS * 2, CAPSULE_RADIUS * 2, CAPSULE_LENGTH); }
454 set
455 {
456 if (value.IsFinite())
457 {
458 m_pidControllerActive = true;
459
460 Vector3 SetSize = value;
461 m_tainted_CAPSULE_LENGTH = (SetSize.Z*1.15f) - CAPSULE_RADIUS*2.0f;
462 //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
463
464 Velocity = Vector3.Zero;
465
466 _parent_scene.AddPhysicsActorTaint(this);
467 }
468 else
469 {
470 m_log.Warn("[PHYSICS]: Got a NaN Size from Scene on a Character");
471 }
472 }
473 }
474
475 private void AlignAvatarTiltWithCurrentDirectionOfMovement(Vector3 movementVector)
476 {
477 movementVector.Z = 0f;
478 float magnitude = (float)Math.Sqrt((double)(movementVector.X * movementVector.X + movementVector.Y * movementVector.Y));
479 if (magnitude < 0.1f) return;
480
481 // normalize the velocity vector
482 float invMagnitude = 1.0f / magnitude;
483 movementVector.X *= invMagnitude;
484 movementVector.Y *= invMagnitude;
485
486 // if we change the capsule heading too often, the capsule can fall down
487 // therefore we snap movement vector to just 1 of 4 predefined directions (ne, nw, se, sw),
488 // meaning only 4 possible capsule tilt orientations
489 if (movementVector.X > 0)
490 {
491 // east
492 if (movementVector.Y > 0)
493 {
494 // northeast
495 movementVector.X = (float)Math.Sqrt(2.0);
496 movementVector.Y = (float)Math.Sqrt(2.0);
497 }
498 else
499 {
500 // southeast
501 movementVector.X = (float)Math.Sqrt(2.0);
502 movementVector.Y = -(float)Math.Sqrt(2.0);
503 }
504 }
505 else
506 {
507 // west
508 if (movementVector.Y > 0)
509 {
510 // northwest
511 movementVector.X = -(float)Math.Sqrt(2.0);
512 movementVector.Y = (float)Math.Sqrt(2.0);
513 }
514 else
515 {
516 // southwest
517 movementVector.X = -(float)Math.Sqrt(2.0);
518 movementVector.Y = -(float)Math.Sqrt(2.0);
519 }
520 }
521
522
523 // movementVector.Z is zero
524
525 // calculate tilt components based on desired amount of tilt and current (snapped) heading.
526 // the "-" sign is to force the tilt to be OPPOSITE the direction of movement.
527 float xTiltComponent = -movementVector.X * m_tiltMagnitudeWhenProjectedOnXYPlane;
528 float yTiltComponent = -movementVector.Y * m_tiltMagnitudeWhenProjectedOnXYPlane;
529
530 //m_log.Debug("[PHYSICS] changing avatar tilt");
531 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, xTiltComponent);
532 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, xTiltComponent); // must be same as lowstop, else a different, spurious tilt is introduced
533 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, yTiltComponent);
534 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, yTiltComponent); // same as lowstop
535 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, 0f);
536 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f); // same as lowstop
537 }
538
539 /// <summary>
540 /// This creates the Avatar's physical Surrogate at the position supplied
541 /// </summary>
542 /// <param name="npositionX"></param>
543 /// <param name="npositionY"></param>
544 /// <param name="npositionZ"></param>
545
546 // WARNING: This MUST NOT be called outside of ProcessTaints, else we can have unsynchronized access
547 // to ODE internals. ProcessTaints is called from within thread-locked Simulate(), so it is the only
548 // place that is safe to call this routine AvatarGeomAndBodyCreation.
549 private void AvatarGeomAndBodyCreation(float npositionX, float npositionY, float npositionZ, float tensor)
550 {
551 //CAPSULE_LENGTH = -5;
552 //CAPSULE_RADIUS = -5;
553 int dAMotorEuler = 1;
554 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
555 if (CAPSULE_LENGTH <= 0)
556 {
557 m_log.Warn("[PHYSICS]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!");
558 CAPSULE_LENGTH = 0.01f;
559
560 }
561
562 if (CAPSULE_RADIUS <= 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_RADIUS = 0.01f;
566
567 }
568
569 if(Shell != IntPtr.Zero)
570 {
571 try
572 {
573 d.GeomDestroy(Shell);
574 }
575 catch (System.AccessViolationException)
576 {
577 m_log.Error("[PHYSICS]: PrimGeom dead");
578 }
579 // Remove any old entries
580//string tShell;
581//_parent_scene.geom_name_map.TryGetValue(Shell, out tShell);
582//Console.WriteLine("**** Remove {0}", tShell);
583 if(_parent_scene.geom_name_map.ContainsKey(Shell)) _parent_scene.geom_name_map.Remove(Shell);
584 if(_parent_scene.actor_name_map.ContainsKey(Shell)) _parent_scene.actor_name_map.Remove(Shell);
585 }
586
587 Shell = d.CreateCapsule(_parent_scene.space, CAPSULE_RADIUS, CAPSULE_LENGTH);
588 _parent_scene.geom_name_map[Shell] = m_name;
589 _parent_scene.actor_name_map[Shell] = (PhysicsActor)this;
590//Console.WriteLine("**** Create {2} Dicts: actor={0} name={1}", _parent_scene.actor_name_map.Count, _parent_scene.geom_name_map.Count, m_name);
591
592 d.GeomSetCategoryBits(Shell, (int)m_collisionCategories);
593 d.GeomSetCollideBits(Shell, (int)m_collisionFlags);
594
595 d.MassSetCapsuleTotal(out ShellMass, m_mass, 2, CAPSULE_RADIUS, CAPSULE_LENGTH);
596 Body = d.BodyCreate(_parent_scene.world);
597 d.BodySetPosition(Body, npositionX, npositionY, npositionZ);
598
599 _position.X = npositionX;
600 _position.Y = npositionY;
601 _position.Z = npositionZ;
602
603
604 m_taintPosition.X = npositionX;
605 m_taintPosition.Y = npositionY;
606 m_taintPosition.Z = npositionZ;
607
608 d.BodySetMass(Body, ref ShellMass);
609 d.Matrix3 m_caprot;
610 // 90 Stand up on the cap of the capped cyllinder
611 if (_parent_scene.IsAvCapsuleTilted)
612 {
613 d.RFromAxisAndAngle(out m_caprot, 1, 0, 1, (float)(Math.PI / 2));
614 }
615 else
616 {
617 d.RFromAxisAndAngle(out m_caprot, 0, 0, 1, (float)(Math.PI / 2));
618 }
619
620
621 d.GeomSetRotation(Shell, ref m_caprot);
622 d.BodySetRotation(Body, ref m_caprot);
623
624 d.GeomSetBody(Shell, Body);
625
626
627 // The purpose of the AMotor here is to keep the avatar's physical
628 // surrogate from rotating while moving
629 Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
630 d.JointAttach(Amotor, Body, IntPtr.Zero);
631 d.JointSetAMotorMode(Amotor, dAMotorEuler);
632 d.JointSetAMotorNumAxes(Amotor, 3);
633 d.JointSetAMotorAxis(Amotor, 0, 0, 1, 0, 0);
634 d.JointSetAMotorAxis(Amotor, 1, 0, 0, 1, 0);
635 d.JointSetAMotorAxis(Amotor, 2, 0, 0, 0, 1);
636 d.JointSetAMotorAngle(Amotor, 0, 0);
637 d.JointSetAMotorAngle(Amotor, 1, 0);
638 d.JointSetAMotorAngle(Amotor, 2, 0);
639
640 // These lowstops and high stops are effectively (no wiggle room)
641 if (_parent_scene.IsAvCapsuleTilted)
642 {
643 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, -0.000000000001f);
644 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -0.000000000001f);
645 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, -0.000000000001f);
646 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0.000000000001f);
647 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0.000000000001f);
648 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0.000000000001f);
649 }
650 else
651 {
652 #region Documentation of capsule motor LowStop and HighStop parameters
653 // Intentionally introduce some tilt into the capsule by setting
654 // the motor stops to small epsilon values. This small tilt prevents
655 // the capsule from falling into the terrain; a straight-up capsule
656 // (with -0..0 motor stops) falls into the terrain for reasons yet
657 // to be comprehended in their entirety.
658 #endregion
659 AlignAvatarTiltWithCurrentDirectionOfMovement(Vector3.Zero);
660 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, 0.08f);
661 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -0f);
662 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, 0.08f);
663 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0.08f); // must be same as lowstop, else a different, spurious tilt is introduced
664 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f); // same as lowstop
665 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0.08f); // same as lowstop
666 }
667
668 // Fudge factor is 1f by default, we're setting it to 0. We don't want it to Fudge or the
669 // capped cyllinder will fall over
670 d.JointSetAMotorParam(Amotor, (int)dParam.FudgeFactor, 0f);
671 d.JointSetAMotorParam(Amotor, (int)dParam.FMax, tensor);
672
673 //d.Matrix3 bodyrotation = d.BodyGetRotation(Body);
674 //d.QfromR(
675 //d.Matrix3 checkrotation = new d.Matrix3(0.7071068,0.5, -0.7071068,
676 //
677 //m_log.Info("[PHYSICSAV]: Rotation: " + bodyrotation.M00 + " : " + bodyrotation.M01 + " : " + bodyrotation.M02 + " : " + bodyrotation.M10 + " : " + bodyrotation.M11 + " : " + bodyrotation.M12 + " : " + bodyrotation.M20 + " : " + bodyrotation.M21 + " : " + bodyrotation.M22);
678 //standupStraight();
679 }
680
681 //
682 /// <summary>
683 /// Uses the capped cyllinder volume formula to calculate the avatar's mass.
684 /// This may be used in calculations in the scene/scenepresence
685 /// </summary>
686 public override float Mass
687 {
688 get
689 {
690 float AVvolume = (float) (Math.PI*Math.Pow(CAPSULE_RADIUS, 2)*CAPSULE_LENGTH);
691 return m_density*AVvolume;
692 }
693 }
694 public override void link(PhysicsActor obj)
695 {
696
697 }
698
699 public override void delink()
700 {
701
702 }
703
704 public override void LockAngularMotion(Vector3 axis)
705 {
706
707 }
708
709// This code is very useful. Written by DanX0r. We're just not using it right now.
710// Commented out to prevent a warning.
711//
712// private void standupStraight()
713// {
714// // The purpose of this routine here is to quickly stabilize the Body while it's popped up in the air.
715// // The amotor needs a few seconds to stabilize so without it, the avatar shoots up sky high when you
716// // change appearance and when you enter the simulator
717// // After this routine is done, the amotor stabilizes much quicker
718// d.Vector3 feet;
719// d.Vector3 head;
720// d.BodyGetRelPointPos(Body, 0.0f, 0.0f, -1.0f, out feet);
721// d.BodyGetRelPointPos(Body, 0.0f, 0.0f, 1.0f, out head);
722// float posture = head.Z - feet.Z;
723
724// // restoring force proportional to lack of posture:
725// float servo = (2.5f - posture) * POSTURE_SERVO;
726// d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, servo, 0.0f, 0.0f, 1.0f);
727// d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, -servo, 0.0f, 0.0f, -1.0f);
728// //d.Matrix3 bodyrotation = d.BodyGetRotation(Body);
729// //m_log.Info("[PHYSICSAV]: Rotation: " + bodyrotation.M00 + " : " + bodyrotation.M01 + " : " + bodyrotation.M02 + " : " + bodyrotation.M10 + " : " + bodyrotation.M11 + " : " + bodyrotation.M12 + " : " + bodyrotation.M20 + " : " + bodyrotation.M21 + " : " + bodyrotation.M22);
730// }
731
732 public override Vector3 Force
733 {
734 get { return _target_velocity; }
735 set { return; }
736 }
737
738 public override int VehicleType
739 {
740 get { return 0; }
741 set { return; }
742 }
743
744 public override void VehicleFloatParam(int param, float value)
745 {
746
747 }
748
749 public override void VehicleVectorParam(int param, Vector3 value)
750 {
751
752 }
753
754 public override void VehicleRotationParam(int param, Quaternion rotation)
755 {
756
757 }
758
759 public override void VehicleFlags(int flags, bool remove)
760 {
761 }
762
763 public override void SetVolumeDetect(int param)
764 {
765
766 }
767
768 public override Vector3 CenterOfMass
769 {
770 get { return Vector3.Zero; }
771 }
772
773 public override Vector3 GeometricCenter
774 {
775 get { return Vector3.Zero; }
776 }
777
778 public override PrimitiveBaseShape Shape
779 {
780 set { return; }
781 }
782
783 public override Vector3 Velocity
784 {
785 get {
786 // There's a problem with Vector3.Zero! Don't Use it Here!
787 if (_zeroFlag)
788 return Vector3.Zero;
789 m_lastUpdateSent = false;
790 return _velocity;
791 }
792 set
793 {
794 if (value.IsFinite())
795 {
796 m_pidControllerActive = true;
797 _target_velocity = value;
798 }
799 else
800 {
801 m_log.Warn("[PHYSICS]: Got a NaN velocity from Scene in a Character");
802 }
803 }
804 }
805
806 public override Vector3 Torque
807 {
808 get { return Vector3.Zero; }
809 set { return; }
810 }
811
812 public override float CollisionScore
813 {
814 get { return 0f; }
815 set { }
816 }
817
818 public override bool Kinematic
819 {
820 get { return false; }
821 set { }
822 }
823
824 public override Quaternion Orientation
825 {
826 get { return Quaternion.Identity; }
827 set {
828 //Matrix3 or = Orientation.ToRotationMatrix();
829 //d.Matrix3 ord = new d.Matrix3(or.m00, or.m10, or.m20, or.m01, or.m11, or.m21, or.m02, or.m12, or.m22);
830 //d.BodySetRotation(Body, ref ord);
831 }
832 }
833
834 public override Vector3 Acceleration
835 {
836 get { return _acceleration; }
837 }
838
839 public void SetAcceleration(Vector3 accel)
840 {
841 m_pidControllerActive = true;
842 _acceleration = accel;
843 }
844
845 /// <summary>
846 /// Adds the force supplied to the Target Velocity
847 /// The PID controller takes this target velocity and tries to make it a reality
848 /// </summary>
849 /// <param name="force"></param>
850 public override void AddForce(Vector3 force, bool pushforce)
851 {
852 if (force.IsFinite())
853 {
854 if (pushforce)
855 {
856 m_pidControllerActive = false;
857 force *= 100f;
858 doForce(force);
859 // If uncommented, things get pushed off world
860 //
861 // m_log.Debug("Push!");
862 // _target_velocity.X += force.X;
863 // _target_velocity.Y += force.Y;
864 // _target_velocity.Z += force.Z;
865 }
866 else
867 {
868 m_pidControllerActive = true;
869 _target_velocity.X += force.X;
870 _target_velocity.Y += force.Y;
871 _target_velocity.Z += force.Z;
872 }
873 }
874 else
875 {
876 m_log.Warn("[PHYSICS]: Got a NaN force applied to a Character");
877 }
878 //m_lastUpdateSent = false;
879 }
880
881 public override void AddAngularForce(Vector3 force, bool pushforce)
882 {
883
884 }
885
886 /// <summary>
887 /// After all of the forces add up with 'add force' we apply them with doForce
888 /// </summary>
889 /// <param name="force"></param>
890 public void doForce(Vector3 force)
891 {
892 if (!collidelock)
893 {
894 d.BodyAddForce(Body, force.X, force.Y, force.Z);
895 //d.BodySetRotation(Body, ref m_StandUpRotation);
896 //standupStraight();
897
898 }
899 }
900
901 public override void SetMomentum(Vector3 momentum)
902 {
903 }
904
905
906 /// <summary>
907 /// Called from Simulate
908 /// This is the avatar's movement control + PID Controller
909 /// </summary>
910 /// <param name="timeStep"></param>
911 public void Move(float timeStep, List<OdeCharacter> defects)
912 {
913 // no lock; for now it's only called from within Simulate()
914
915 // If the PID Controller isn't active then we set our force
916 // calculating base velocity to the current position
917
918 if (Body == IntPtr.Zero)
919 return;
920
921 if (m_pidControllerActive == false)
922 {
923 _zeroPosition = d.BodyGetPosition(Body);
924 }
925 //PidStatus = true;
926
927 d.Vector3 localpos = d.BodyGetPosition(Body);
928 Vector3 localPos = new Vector3(localpos.X, localpos.Y, localpos.Z);
929
930 if (!localPos.IsFinite())
931 {
932
933 m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
934 defects.Add(this);
935 // _parent_scene.RemoveCharacter(this);
936
937 // destroy avatar capsule and related ODE data
938 if (Amotor != IntPtr.Zero)
939 {
940 // Kill the Amotor
941 d.JointDestroy(Amotor);
942 Amotor = IntPtr.Zero;
943 }
944
945 //kill the Geometry
946 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
947
948 if (Body != IntPtr.Zero)
949 {
950 //kill the body
951 d.BodyDestroy(Body);
952
953 Body = IntPtr.Zero;
954 }
955
956 if(Shell != IntPtr.Zero)
957 {
958 try
959 {
960 d.GeomDestroy(Shell);
961 }
962 catch (System.AccessViolationException)
963 {
964 m_log.Error("[PHYSICS]: PrimGeom dead");
965 }
966 // Remove any old entries
967//string tShell;
968//_parent_scene.geom_name_map.TryGetValue(Shell, out tShell);
969//Console.WriteLine("**** Remove {0}", tShell);
970
971 if(_parent_scene.geom_name_map.ContainsKey(Shell)) _parent_scene.geom_name_map.Remove(Shell);
972 if(_parent_scene.actor_name_map.ContainsKey(Shell)) _parent_scene.actor_name_map.Remove(Shell);
973 Shell = IntPtr.Zero;
974 }
975
976 return;
977 }
978
979 Vector3 vec = Vector3.Zero;
980 d.Vector3 vel = d.BodyGetLinearVel(Body);
981
982 float movementdivisor = 1f;
983
984 if (!m_alwaysRun)
985 {
986 movementdivisor = walkDivisor;
987 }
988 else
989 {
990 movementdivisor = runDivisor;
991 }
992
993 // if velocity is zero, use position control; otherwise, velocity control
994 if (_target_velocity.X == 0.0f && _target_velocity.Y == 0.0f && _target_velocity.Z == 0.0f && m_iscolliding)
995 {
996 // keep track of where we stopped. No more slippin' & slidin'
997 if (!_zeroFlag)
998 {
999 _zeroFlag = true;
1000 _zeroPosition = d.BodyGetPosition(Body);
1001 }
1002 if (m_pidControllerActive)
1003 {
1004 // We only want to deactivate the PID Controller if we think we want to have our surrogate
1005 // react to the physics scene by moving it's position.
1006 // Avatar to Avatar collisions
1007 // Prim to avatar collisions
1008
1009 d.Vector3 pos = d.BodyGetPosition(Body);
1010 float errX = _zeroPosition.X - pos.X;
1011 float errY = _zeroPosition.Y - pos.Y;
1012 if( (Math.Abs(errX) > 0.1f) || (Math.Abs(errY) > 0.1f) )
1013 {
1014 vec.X = (_target_velocity.X - vel.X) * (PID_D) + (errX) * (PID_P * 2);
1015 vec.Y = (_target_velocity.Y - vel.Y) * (PID_D) + (errY) * (PID_P * 2);
1016 }
1017 else
1018 { // close, jump to lateral destination
1019 d.BodySetPosition(Body, _zeroPosition.X, _zeroPosition.Y, pos.Z);
1020 }
1021 if (flying)
1022 {
1023 vec.Z = (_target_velocity.Z - vel.Z) * (PID_D) + (_zeroPosition.Z - pos.Z) * PID_P;
1024 }
1025 }
1026 //PidStatus = true;
1027 }
1028 else
1029 {
1030 m_pidControllerActive = true;
1031 _zeroFlag = false;
1032 if (m_iscolliding && !flying)
1033 {
1034 // We're standing on something
1035 vec.X = ((_target_velocity.X / movementdivisor) - vel.X) * (PID_D);
1036 vec.Y = ((_target_velocity.Y / movementdivisor) - vel.Y) * (PID_D);
1037 }
1038 else if (m_iscolliding && flying)
1039 {
1040 // We're flying and colliding with something
1041 vec.X = ((_target_velocity.X/movementdivisor) - vel.X)*(PID_D / 16);
1042 vec.Y = ((_target_velocity.Y/movementdivisor) - vel.Y)*(PID_D / 16);
1043 }
1044 else if (!m_iscolliding && flying)
1045 {
1046 // we're in mid air suspended
1047 vec.X = ((_target_velocity.X / movementdivisor) - vel.X) * (PID_D/6);
1048 vec.Y = ((_target_velocity.Y / movementdivisor) - vel.Y) * (PID_D/6);
1049 }
1050
1051 if (m_iscolliding && !flying && _target_velocity.Z > 0.0f)
1052 {
1053 // We're colliding with something and we're not flying but we're moving
1054 // This means we're walking or running.
1055 d.Vector3 pos = d.BodyGetPosition(Body);
1056 vec.Z = (_target_velocity.Z - vel.Z)*PID_D + (_zeroPosition.Z - pos.Z)*PID_P;
1057 if (_target_velocity.X > 0)
1058 {
1059 vec.X = ((_target_velocity.X - vel.X)/1.2f)*PID_D;
1060 }
1061 if (_target_velocity.Y > 0)
1062 {
1063 vec.Y = ((_target_velocity.Y - vel.Y)/1.2f)*PID_D;
1064 }
1065 }
1066 else if (!m_iscolliding && !flying)
1067 {
1068 // we're not colliding and we're not flying so that means we're falling!
1069 // m_iscolliding includes collisions with the ground.
1070
1071 // d.Vector3 pos = d.BodyGetPosition(Body);
1072 if (Math.Abs(_target_velocity.X) > 0)
1073 {
1074 vec.X = ((_target_velocity.X - vel.X)/1.2f)*PID_D;
1075 }
1076 if (Math.Abs(_target_velocity.Y) > 0)
1077 {
1078 vec.Y = ((_target_velocity.Y - vel.Y)/1.2f)*PID_D;
1079 }
1080 }
1081
1082 if (flying)
1083 {
1084 vec.Z = (_target_velocity.Z - vel.Z) * (PID_D);
1085 }
1086 }
1087 if (flying)
1088 {
1089 vec.Z += ((-1 * _parent_scene.gravityz)*m_mass);
1090
1091 //Added for auto fly height. Kitto Flora
1092 //d.Vector3 pos = d.BodyGetPosition(Body);
1093 float target_altitude = _parent_scene.GetTerrainHeightAtXY(_position.X, _position.Y) + MinimumGroundFlightOffset;
1094
1095 if (_position.Z < target_altitude)
1096 {
1097 vec.Z += (target_altitude - _position.Z) * PID_P * 5.0f;
1098 }
1099 // end add Kitto Flora
1100 }
1101 if (vec.IsFinite())
1102 {
1103 if (!vec.ApproxEquals(Vector3.Zero, 0.01f))
1104 {
1105 doForce(vec);
1106 if (!_zeroFlag)
1107 {
1108 AlignAvatarTiltWithCurrentDirectionOfMovement(vec);
1109 }
1110 }
1111 }
1112 else
1113 {
1114 m_log.Warn("[PHYSICS]: Got a NaN force vector in Move()");
1115 m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
1116 defects.Add(this);
1117 // _parent_scene.RemoveCharacter(this);
1118 // destroy avatar capsule and related ODE data
1119 if (Amotor != IntPtr.Zero)
1120 {
1121 // Kill the Amotor
1122 d.JointDestroy(Amotor);
1123 Amotor = IntPtr.Zero;
1124 }
1125 //kill the Geometry
1126 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
1127
1128 if (Body != IntPtr.Zero)
1129 {
1130 //kill the body
1131 d.BodyDestroy(Body);
1132
1133 Body = IntPtr.Zero;
1134 }
1135
1136 if(Shell != IntPtr.Zero)
1137 {
1138 try
1139 {
1140 d.GeomDestroy(Shell);
1141 }
1142 catch (System.AccessViolationException)
1143 {
1144 m_log.Error("[PHYSICS]: PrimGeom dead");
1145 }
1146 // Remove any old entries
1147//string tShell;
1148//_parent_scene.geom_name_map.TryGetValue(Shell, out tShell);
1149//Console.WriteLine("**** Remove {0}", tShell);
1150
1151 if(_parent_scene.geom_name_map.ContainsKey(Shell)) _parent_scene.geom_name_map.Remove(Shell);
1152 if(_parent_scene.actor_name_map.ContainsKey(Shell)) _parent_scene.actor_name_map.Remove(Shell);
1153 Shell = IntPtr.Zero;
1154 }
1155 }
1156 }
1157
1158 /// <summary>
1159 /// Updates the reported position and velocity. This essentially sends the data up to ScenePresence.
1160 /// </summary>
1161 public void UpdatePositionAndVelocity()
1162 {
1163 // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit!
1164 d.Vector3 vec;
1165 try
1166 {
1167 vec = d.BodyGetPosition(Body);
1168 }
1169 catch (NullReferenceException)
1170 {
1171 bad = true;
1172 _parent_scene.BadCharacter(this);
1173 vec = new d.Vector3(_position.X, _position.Y, _position.Z);
1174 base.RaiseOutOfBounds(_position); // Tells ScenePresence that there's a problem!
1175 m_log.WarnFormat("[ODEPLUGIN]: Avatar Null reference for Avatar {0}, physical actor {1}", m_name, m_uuid);
1176 }
1177
1178
1179 // kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!)
1180 if (vec.X < 0.0f) vec.X = 0.0f;
1181 if (vec.Y < 0.0f) vec.Y = 0.0f;
1182 if (vec.X > (int)_parent_scene.WorldExtents.X - 0.05f) vec.X = (int)_parent_scene.WorldExtents.X - 0.05f;
1183 if (vec.Y > (int)_parent_scene.WorldExtents.Y - 0.05f) vec.Y = (int)_parent_scene.WorldExtents.Y - 0.05f;
1184
1185 _position.X = vec.X;
1186 _position.Y = vec.Y;
1187 _position.Z = vec.Z;
1188
1189 // Did we move last? = zeroflag
1190 // This helps keep us from sliding all over
1191
1192 if (_zeroFlag)
1193 {
1194 _velocity.X = 0.0f;
1195 _velocity.Y = 0.0f;
1196 _velocity.Z = 0.0f;
1197
1198 // Did we send out the 'stopped' message?
1199 if (!m_lastUpdateSent)
1200 {
1201 m_lastUpdateSent = true;
1202 //base.RequestPhysicsterseUpdate();
1203
1204 }
1205 }
1206 else
1207 {
1208 m_lastUpdateSent = false;
1209 try
1210 {
1211 vec = d.BodyGetLinearVel(Body);
1212 }
1213 catch (NullReferenceException)
1214 {
1215 vec.X = _velocity.X;
1216 vec.Y = _velocity.Y;
1217 vec.Z = _velocity.Z;
1218 }
1219 _velocity.X = (vec.X);
1220 _velocity.Y = (vec.Y);
1221
1222 _velocity.Z = (vec.Z);
1223
1224 if (_velocity.Z < -6 && !m_hackSentFall)
1225 {
1226 m_hackSentFall = true;
1227 m_pidControllerActive = false;
1228 }
1229 else if (flying && !m_hackSentFly)
1230 {
1231 //m_hackSentFly = true;
1232 //base.SendCollisionUpdate(new CollisionEventUpdate());
1233 }
1234 else
1235 {
1236 m_hackSentFly = false;
1237 m_hackSentFall = false;
1238 }
1239 }
1240 }
1241
1242 /// <summary>
1243 /// Cleanup the things we use in the scene.
1244 /// </summary>
1245 public void Destroy()
1246 {
1247 m_tainted_isPhysical = false;
1248 _parent_scene.AddPhysicsActorTaint(this);
1249 }
1250
1251 public override void CrossingFailure()
1252 {
1253 }
1254
1255 public override Vector3 PIDTarget { set { return; } }
1256 public override bool PIDActive { set { return; } }
1257 public override float PIDTau { set { return; } }
1258
1259 public override float PIDHoverHeight { set { return; } }
1260 public override bool PIDHoverActive { set { return; } }
1261 public override PIDHoverType PIDHoverType { set { return; } }
1262 public override float PIDHoverTau { set { return; } }
1263
1264 public override Quaternion APIDTarget{ set { return; } }
1265
1266 public override bool APIDActive{ set { return; } }
1267
1268 public override float APIDStrength{ set { return; } }
1269
1270 public override float APIDDamping{ set { return; } }
1271
1272
1273 public override void SubscribeEvents(int ms)
1274 {
1275 m_requestedUpdateFrequency = ms;
1276 m_eventsubscription = ms;
1277 _parent_scene.addCollisionEventReporting(this);
1278 }
1279 public override void UnSubscribeEvents()
1280 {
1281 _parent_scene.remCollisionEventReporting(this);
1282 m_requestedUpdateFrequency = 0;
1283 m_eventsubscription = 0;
1284 }
1285 public void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
1286 {
1287 if (m_eventsubscription > 0)
1288 {
1289 CollisionEventsThisFrame.addCollider(CollidedWith, contact);
1290 }
1291 }
1292
1293 public void SendCollisions()
1294 {
1295 if (m_eventsubscription > m_requestedUpdateFrequency)
1296 {
1297 if (CollisionEventsThisFrame != null)
1298 {
1299 base.SendCollisionUpdate(CollisionEventsThisFrame);
1300 }
1301 CollisionEventsThisFrame = new CollisionEventUpdate();
1302 m_eventsubscription = 0;
1303 }
1304 }
1305 public override bool SubscribedEvents()
1306 {
1307 if (m_eventsubscription > 0)
1308 return true;
1309 return false;
1310 }
1311
1312 public void ProcessTaints(float timestep)
1313 {
1314
1315 if (m_tainted_isPhysical != m_isPhysical)
1316 {
1317 if (m_tainted_isPhysical)
1318 {
1319 // Create avatar capsule and related ODE data
1320 if (!(Shell == IntPtr.Zero && Body == IntPtr.Zero && Amotor == IntPtr.Zero))
1321 {
1322 m_log.Warn("[PHYSICS]: re-creating the following avatar ODE data, even though it already exists - "
1323 + (Shell!=IntPtr.Zero ? "Shell ":"")
1324 + (Body!=IntPtr.Zero ? "Body ":"")
1325 + (Amotor!=IntPtr.Zero ? "Amotor ":""));
1326 }
1327 AvatarGeomAndBodyCreation(_position.X, _position.Y, _position.Z, m_tensor);
1328 _parent_scene.AddCharacter(this);
1329 }
1330 else
1331 {
1332 _parent_scene.RemoveCharacter(this);
1333 // destroy avatar capsule and related ODE data
1334 if (Amotor != IntPtr.Zero)
1335 {
1336 // Kill the Amotor
1337 d.JointDestroy(Amotor);
1338 Amotor = IntPtr.Zero;
1339 }
1340 //kill the Geometry
1341 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
1342
1343 if (Body != IntPtr.Zero)
1344 {
1345 //kill the body
1346 d.BodyDestroy(Body);
1347 Body = IntPtr.Zero;
1348 }
1349
1350 if(Shell != IntPtr.Zero)
1351 {
1352 try
1353 {
1354 d.GeomDestroy(Shell);
1355 }
1356 catch (System.AccessViolationException)
1357 {
1358 m_log.Error("[PHYSICS]: PrimGeom dead");
1359 }
1360 // Remove any old entries
1361//string tShell;
1362//_parent_scene.geom_name_map.TryGetValue(Shell, out tShell);
1363//Console.WriteLine("**** Remove {0}", tShell);
1364
1365 if(_parent_scene.geom_name_map.ContainsKey(Shell)) _parent_scene.geom_name_map.Remove(Shell);
1366 if(_parent_scene.actor_name_map.ContainsKey(Shell)) _parent_scene.actor_name_map.Remove(Shell);
1367 Shell = IntPtr.Zero;
1368 }
1369 }
1370
1371 m_isPhysical = m_tainted_isPhysical;
1372 }
1373
1374 if (m_tainted_CAPSULE_LENGTH != CAPSULE_LENGTH)
1375 {
1376 if (Shell != IntPtr.Zero && Body != IntPtr.Zero && Amotor != IntPtr.Zero)
1377 {
1378
1379 m_pidControllerActive = true;
1380 // no lock needed on _parent_scene.OdeLock because we are called from within the thread lock in OdePlugin's simulate()
1381 d.JointDestroy(Amotor);
1382 float prevCapsule = CAPSULE_LENGTH;
1383 CAPSULE_LENGTH = m_tainted_CAPSULE_LENGTH;
1384 //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
1385 d.BodyDestroy(Body);
1386 AvatarGeomAndBodyCreation(_position.X, _position.Y,
1387 _position.Z + (Math.Abs(CAPSULE_LENGTH - prevCapsule) * 2), m_tensor);
1388 Velocity = Vector3.Zero;
1389 }
1390 else
1391 {
1392 m_log.Warn("[PHYSICS]: trying to change capsule size, but the following ODE data is missing - "
1393 + (Shell==IntPtr.Zero ? "Shell ":"")
1394 + (Body==IntPtr.Zero ? "Body ":"")
1395 + (Amotor==IntPtr.Zero ? "Amotor ":""));
1396 }
1397 }
1398
1399 if (!m_taintPosition.ApproxEquals(_position, 0.05f))
1400 {
1401 if (Body != IntPtr.Zero)
1402 {
1403 d.BodySetPosition(Body, m_taintPosition.X, m_taintPosition.Y, m_taintPosition.Z);
1404
1405 _position.X = m_taintPosition.X;
1406 _position.Y = m_taintPosition.Y;
1407 _position.Z = m_taintPosition.Z;
1408 }
1409 }
1410
1411 }
1412
1413 internal void AddCollisionFrameTime(int p)
1414 {
1415 // protect it from overflow crashing
1416 if (m_eventsubscription + p >= int.MaxValue)
1417 m_eventsubscription = 0;
1418 m_eventsubscription += p;
1419 }
1420 }
1421}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs
new file mode 100644
index 0000000..7e70db9
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs
@@ -0,0 +1,3910 @@
1/* Copyright (c) Contributors, http://opensimulator.org/
2 * See CONTRIBUTORS.TXT for a full list of copyright holders.
3 * Redistribution and use in source and binary forms, with or without
4 * modification, are permitted provided that the following conditions are met:
5 * * Redistributions of source code must retain the above copyright
6 * notice, this list of conditions and the following disclaimer.
7 * * Redistributions in binary form must reproduce the above copyright
8 * notice, this list of conditions and the following disclaimer in the
9 * documentation and/or other materials provided with the distribution.
10 * * Neither the name of the OpenSimulator Project nor the
11 * names of its contributors may be used to endorse or promote products
12 * derived from this software without specific prior written permission.
13 *
14 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
15 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
16 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
17 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
18 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
19 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
20 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
21 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
22 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
23 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
24 *
25 * Revised March 5th 2010 by Kitto Flora. ODEDynamics.cs
26 * rolled into ODEPrim.cs
27 */
28
29using System;
30using System.Collections.Generic;
31using System.Reflection;
32using System.Runtime.InteropServices;
33using System.Threading;
34using log4net;
35using OpenMetaverse;
36using Ode.NET;
37using OpenSim.Framework;
38using OpenSim.Region.Physics.Manager;
39
40
41namespace OpenSim.Region.Physics.OdePlugin
42{
43 /// <summary>
44 /// Various properties that ODE uses for AMotors but isn't exposed in ODE.NET so we must define them ourselves.
45 /// </summary>
46
47 public class OdePrim : PhysicsActor
48 {
49 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
50
51 private Vector3 _position;
52 private Vector3 _velocity;
53 private Vector3 _torque;
54 private Vector3 m_lastVelocity;
55 private Vector3 m_lastposition;
56 private Quaternion m_lastorientation = new Quaternion();
57 private Vector3 m_rotationalVelocity;
58 private Vector3 _size;
59 private Vector3 _acceleration;
60 // private d.Vector3 _zeroPosition = new d.Vector3(0.0f, 0.0f, 0.0f);
61 private Quaternion _orientation;
62 private Vector3 m_taintposition;
63 private Vector3 m_taintsize;
64 private Vector3 m_taintVelocity;
65 private Vector3 m_taintTorque;
66 private Quaternion m_taintrot;
67 private Vector3 m_rotateEnable = Vector3.One; // Current setting
68 private Vector3 m_rotateEnableRequest = Vector3.One; // Request from LSL
69 private bool m_rotateEnableUpdate = false;
70 private Vector3 m_lockX;
71 private Vector3 m_lockY;
72 private Vector3 m_lockZ;
73 private IntPtr Amotor = IntPtr.Zero;
74 private IntPtr AmotorX = IntPtr.Zero;
75 private IntPtr AmotorY = IntPtr.Zero;
76 private IntPtr AmotorZ = IntPtr.Zero;
77
78 private Vector3 m_PIDTarget;
79 private float m_PIDTau;
80 private float PID_D = 35f;
81 private float PID_G = 25f;
82 private bool m_usePID = false;
83
84 private Quaternion m_APIDTarget = new Quaternion();
85 private float m_APIDStrength = 0.5f;
86 private float m_APIDDamping = 0.5f;
87 private bool m_useAPID = false;
88
89 // These next 7 params apply to llSetHoverHeight(float height, integer water, float tau),
90 // do not confuse with VEHICLE HOVER
91
92 private float m_PIDHoverHeight;
93 private float m_PIDHoverTau;
94 private bool m_useHoverPID;
95 private PIDHoverType m_PIDHoverType = PIDHoverType.Ground;
96 private float m_targetHoverHeight;
97 private float m_groundHeight;
98 private float m_waterHeight;
99 private float m_buoyancy; //m_buoyancy set by llSetBuoyancy()
100
101 // private float m_tensor = 5f;
102 private int body_autodisable_frames = 20;
103
104
105 private const CollisionCategories m_default_collisionFlags = (CollisionCategories.Geom
106 | CollisionCategories.Space
107 | CollisionCategories.Body
108 | CollisionCategories.Character
109 );
110 private bool m_taintshape;
111 private bool m_taintPhysics;
112 private bool m_collidesLand = true;
113 private bool m_collidesWater;
114 public bool m_returnCollisions;
115
116 // Default we're a Geometry
117 private CollisionCategories m_collisionCategories = (CollisionCategories.Geom);
118
119 // Default, Collide with Other Geometries, spaces and Bodies
120 private CollisionCategories m_collisionFlags = m_default_collisionFlags;
121
122 public bool m_taintremove;
123 public bool m_taintdisable;
124 public bool m_disabled;
125 public bool m_taintadd;
126 public bool m_taintselected;
127 public bool m_taintCollidesWater;
128
129 public uint m_localID;
130
131 //public GCHandle gc;
132 private CollisionLocker ode;
133
134 private bool m_taintforce = false;
135 private bool m_taintaddangularforce = false;
136 private Vector3 m_force;
137 private List<Vector3> m_forcelist = new List<Vector3>();
138 private List<Vector3> m_angularforcelist = new List<Vector3>();
139
140 private IMesh _mesh;
141 private PrimitiveBaseShape _pbs;
142 private OdeScene _parent_scene;
143 public IntPtr m_targetSpace = IntPtr.Zero;
144 public IntPtr prim_geom;
145// public IntPtr prev_geom;
146 public IntPtr _triMeshData;
147
148 private IntPtr _linkJointGroup = IntPtr.Zero;
149 private PhysicsActor _parent;
150 private PhysicsActor m_taintparent;
151
152 private List<OdePrim> childrenPrim = new List<OdePrim>();
153
154 private bool iscolliding;
155 private bool m_isphysical;
156 private bool m_isSelected;
157
158 internal bool m_isVolumeDetect; // If true, this prim only detects collisions but doesn't collide actively
159
160 private bool m_throttleUpdates;
161 private int throttleCounter;
162 public int m_interpenetrationcount;
163 public float m_collisionscore;
164 public int m_roundsUnderMotionThreshold;
165 private int m_crossingfailures;
166
167 public bool outofBounds;
168 private float m_density = 10.000006836f; // Aluminum g/cm3;
169
170 public bool _zeroFlag; // if body has been stopped
171 private bool m_lastUpdateSent;
172
173 public IntPtr Body = IntPtr.Zero;
174 public String m_primName;
175 private Vector3 _target_velocity;
176 public d.Mass pMass;
177
178 public int m_eventsubscription;
179 private CollisionEventUpdate CollisionEventsThisFrame;
180
181 private IntPtr m_linkJoint = IntPtr.Zero;
182
183 public volatile bool childPrim;
184
185 internal int m_material = (int)Material.Wood;
186
187 private int frcount = 0; // Used to limit dynamics debug output to
188 private int revcount = 0; // Reverse motion while > 0
189
190 private IntPtr m_body = IntPtr.Zero;
191
192 // Vehicle properties ============================================================================================
193 private Vehicle m_type = Vehicle.TYPE_NONE; // If a 'VEHICLE', and what kind
194 // private Quaternion m_referenceFrame = Quaternion.Identity; // Axis modifier
195 private VehicleFlag m_flags = (VehicleFlag) 0; // Bit settings:
196 // HOVER_TERRAIN_ONLY
197 // HOVER_GLOBAL_HEIGHT
198 // NO_DEFLECTION_UP
199 // HOVER_WATER_ONLY
200 // HOVER_UP_ONLY
201 // LIMIT_MOTOR_UP
202 // LIMIT_ROLL_ONLY
203
204 // Linear properties
205 private Vector3 m_linearMotorDirection = Vector3.Zero; // (was m_linearMotorDirectionLASTSET) the (local) Velocity
206 //requested by LSL
207 private float m_linearMotorTimescale = 0; // Motor Attack rate set by LSL
208 private float m_linearMotorDecayTimescale = 0; // Motor Decay rate set by LSL
209 private Vector3 m_linearFrictionTimescale = Vector3.Zero; // General Friction set by LSL
210
211 private Vector3 m_lLinMotorDVel = Vector3.Zero; // decayed motor
212 private Vector3 m_lLinObjectVel = Vector3.Zero; // local frame object velocity
213 private Vector3 m_wLinObjectVel = Vector3.Zero; // world frame object velocity
214
215 //Angular properties
216 private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor
217
218 private float m_angularMotorTimescale = 0; // motor angular Attack rate set by LSL
219 private float m_angularMotorDecayTimescale = 0; // motor angular Decay rate set by LSL
220 private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular Friction set by LSL
221
222 private Vector3 m_angularMotorDVel = Vector3.Zero; // decayed angular motor
223// private Vector3 m_angObjectVel = Vector3.Zero; // current body angular velocity
224 private Vector3 m_lastAngularVelocity = Vector3.Zero; // what was last applied to body
225
226 //Deflection properties
227 // private float m_angularDeflectionEfficiency = 0;
228 // private float m_angularDeflectionTimescale = 0;
229 // private float m_linearDeflectionEfficiency = 0;
230 // private float m_linearDeflectionTimescale = 0;
231
232 //Banking properties
233 // private float m_bankingEfficiency = 0;
234 // private float m_bankingMix = 0;
235 // private float m_bankingTimescale = 0;
236
237 //Hover and Buoyancy properties
238 private float m_VhoverHeight = 0f;
239// private float m_VhoverEfficiency = 0f;
240 private float m_VhoverTimescale = 0f;
241 private float m_VhoverTargetHeight = -1.0f; // if <0 then no hover, else its the current target height
242 private float m_VehicleBuoyancy = 0f; // Set by VEHICLE_BUOYANCY, for a vehicle.
243 // Modifies gravity. Slider between -1 (double-gravity) and 1 (full anti-gravity)
244 // KF: So far I have found no good method to combine a script-requested .Z velocity and gravity.
245 // Therefore only m_VehicleBuoyancy=1 (0g) will use the script-requested .Z velocity.
246
247 //Attractor properties
248 private float m_verticalAttractionEfficiency = 1.0f; // damped
249 private float m_verticalAttractionTimescale = 500f; // Timescale > 300 means no vert attractor.
250
251
252
253
254
255
256 public OdePrim(String primName, OdeScene parent_scene, Vector3 pos, Vector3 size,
257 Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool pisPhysical, CollisionLocker dode)
258 {
259 ode = dode;
260 if (!pos.IsFinite())
261 {
262 pos = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f),
263 parent_scene.GetTerrainHeightAtXY(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f)) + 0.5f);
264 m_log.Warn("[PHYSICS]: Got nonFinite Object create Position");
265 }
266
267 _position = pos;
268 m_taintposition = pos;
269 PID_D = parent_scene.bodyPIDD;
270 PID_G = parent_scene.bodyPIDG;
271 m_density = parent_scene.geomDefaultDensity;
272 // m_tensor = parent_scene.bodyMotorJointMaxforceTensor;
273 body_autodisable_frames = parent_scene.bodyFramesAutoDisable;
274
275
276 prim_geom = IntPtr.Zero;
277// prev_geom = IntPtr.Zero;
278
279 if (!pos.IsFinite())
280 {
281 size = new Vector3(0.5f, 0.5f, 0.5f);
282 m_log.Warn("[PHYSICS]: Got nonFinite Object create Size");
283 }
284
285 if (size.X <= 0) size.X = 0.01f;
286 if (size.Y <= 0) size.Y = 0.01f;
287 if (size.Z <= 0) size.Z = 0.01f;
288
289 _size = size;
290 m_taintsize = _size;
291
292 if (!QuaternionIsFinite(rotation))
293 {
294 rotation = Quaternion.Identity;
295 m_log.Warn("[PHYSICS]: Got nonFinite Object create Rotation");
296 }
297
298 _orientation = rotation;
299 m_taintrot = _orientation;
300 _mesh = mesh;
301 _pbs = pbs;
302
303 _parent_scene = parent_scene;
304 m_targetSpace = (IntPtr)0;
305
306// if (pos.Z < 0)
307 if (pos.Z < parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y))
308 m_isphysical = false;
309 else
310 {
311 m_isphysical = pisPhysical;
312 // If we're physical, we need to be in the master space for now.
313 // linksets *should* be in a space together.. but are not currently
314 if (m_isphysical)
315 m_targetSpace = _parent_scene.space;
316 }
317 m_primName = primName;
318 m_taintadd = true;
319 _parent_scene.AddPhysicsActorTaint(this);
320 // don't do .add() here; old geoms get recycled with the same hash
321 }
322
323 public override int PhysicsActorType
324 {
325 get { return (int) ActorTypes.Prim; }
326 set { return; }
327 }
328
329 public override bool SetAlwaysRun
330 {
331 get { return false; }
332 set { return; }
333 }
334
335 public override uint LocalID
336 {
337 set {
338 //m_log.Info("[PHYSICS]: Setting TrackerID: " + value);
339 m_localID = value; }
340 }
341
342 public override bool Grabbed
343 {
344 set { return; }
345 }
346
347 public override bool Selected
348 {
349 set {
350
351//Console.WriteLine("Sel {0} {1} {2}", m_primName, value, m_isphysical);
352 // This only makes the object not collidable if the object
353 // is physical or the object is modified somehow *IN THE FUTURE*
354 // without this, if an avatar selects prim, they can walk right
355 // through it while it's selected
356 m_collisionscore = 0;
357 if ((m_isphysical && !_zeroFlag) || !value)
358 {
359 m_taintselected = value;
360 _parent_scene.AddPhysicsActorTaint(this);
361 }
362 else
363 {
364 m_taintselected = value;
365 m_isSelected = value;
366 }
367 if(m_isSelected) disableBodySoft();
368 }
369 }
370
371 public override bool IsPhysical
372 {
373 get { return m_isphysical; }
374 set
375 {
376 m_isphysical = value;
377 if (!m_isphysical)
378 { // Zero the remembered last velocity
379 m_lastVelocity = Vector3.Zero;
380 if (m_type != Vehicle.TYPE_NONE) Halt();
381 }
382 }
383 }
384
385 public void setPrimForRemoval()
386 {
387 m_taintremove = true;
388 }
389
390 public override bool Flying
391 {
392 // no flying prims for you
393 get { return false; }
394 set { }
395 }
396
397 public override bool IsColliding
398 {
399 get { return iscolliding; }
400 set { iscolliding = value; }
401 }
402
403 public override bool CollidingGround
404 {
405 get { return false; }
406 set { return; }
407 }
408
409 public override bool CollidingObj
410 {
411 get { return false; }
412 set { return; }
413 }
414
415 public override bool ThrottleUpdates
416 {
417 get { return m_throttleUpdates; }
418 set { m_throttleUpdates = value; }
419 }
420
421 public override bool Stopped
422 {
423 get { return _zeroFlag; }
424 }
425
426 public override Vector3 Position
427 {
428 get { return _position; }
429
430 set { _position = value;
431 //m_log.Info("[PHYSICS]: " + _position.ToString());
432 }
433 }
434
435 public override Vector3 Size
436 {
437 get { return _size; }
438 set
439 {
440 if (value.IsFinite())
441 {
442 _size = value;
443 }
444 else
445 {
446 m_log.Warn("[PHYSICS]: Got NaN Size on object");
447 }
448 }
449 }
450
451 public override float Mass
452 {
453 get { return CalculateMass(); }
454 }
455
456 public override Vector3 Force
457 {
458 //get { return Vector3.Zero; }
459 get { return m_force; }
460 set
461 {
462 if (value.IsFinite())
463 {
464 m_force = value;
465 }
466 else
467 {
468 m_log.Warn("[PHYSICS]: NaN in Force Applied to an Object");
469 }
470 }
471 }
472
473 public override int VehicleType
474 {
475 get { return (int)m_type; }
476 set { ProcessTypeChange((Vehicle)value); }
477 }
478
479 public override void VehicleFloatParam(int param, float value)
480 {
481 ProcessFloatVehicleParam((Vehicle) param, value);
482 }
483
484 public override void VehicleVectorParam(int param, Vector3 value)
485 {
486 ProcessVectorVehicleParam((Vehicle) param, value);
487 }
488
489 public override void VehicleRotationParam(int param, Quaternion rotation)
490 {
491 ProcessRotationVehicleParam((Vehicle) param, rotation);
492 }
493
494 public override void VehicleFlags(int param, bool remove)
495 {
496 ProcessVehicleFlags(param, remove);
497 }
498
499 public override void SetVolumeDetect(int param)
500 {
501 lock (_parent_scene.OdeLock)
502 {
503 m_isVolumeDetect = (param!=0);
504 }
505 }
506
507 public override Vector3 CenterOfMass
508 {
509 get { return Vector3.Zero; }
510 }
511
512 public override Vector3 GeometricCenter
513 {
514 get { return Vector3.Zero; }
515 }
516
517 public override PrimitiveBaseShape Shape
518 {
519 set
520 {
521 _pbs = value;
522 m_taintshape = true;
523 }
524 }
525
526 public override Vector3 Velocity
527 {
528 get
529 {
530 // Averate previous velocity with the new one so
531 // client object interpolation works a 'little' better
532 if (_zeroFlag)
533 return Vector3.Zero;
534
535 Vector3 returnVelocity = Vector3.Zero;
536 returnVelocity.X = (m_lastVelocity.X + _velocity.X)/2;
537 returnVelocity.Y = (m_lastVelocity.Y + _velocity.Y)/2;
538 returnVelocity.Z = (m_lastVelocity.Z + _velocity.Z)/2;
539 return returnVelocity;
540 }
541 set
542 {
543 if (value.IsFinite())
544 {
545 _velocity = value;
546
547 m_taintVelocity = value;
548 _parent_scene.AddPhysicsActorTaint(this);
549 }
550 else
551 {
552 m_log.Warn("[PHYSICS]: Got NaN Velocity in Object");
553 }
554
555 }
556 }
557
558 public override Vector3 Torque
559 {
560 get
561 {
562 if (!m_isphysical || Body == IntPtr.Zero)
563 return Vector3.Zero;
564
565 return _torque;
566 }
567
568 set
569 {
570 if (value.IsFinite())
571 {
572 m_taintTorque = value;
573 _parent_scene.AddPhysicsActorTaint(this);
574 }
575 else
576 {
577 m_log.Warn("[PHYSICS]: Got NaN Torque in Object");
578 }
579 }
580 }
581
582 public override float CollisionScore
583 {
584 get { return m_collisionscore; }
585 set { m_collisionscore = value; }
586 }
587
588 public override bool Kinematic
589 {
590 get { return false; }
591 set { }
592 }
593
594 public override Quaternion Orientation
595 {
596 get { return _orientation; }
597 set
598 {
599 if (QuaternionIsFinite(value))
600 {
601 _orientation = value;
602 }
603 else
604 m_log.Warn("[PHYSICS]: Got NaN quaternion Orientation from Scene in Object");
605
606 }
607 }
608
609
610 public override bool FloatOnWater
611 {
612 set {
613 m_taintCollidesWater = value;
614 _parent_scene.AddPhysicsActorTaint(this);
615 }
616 }
617
618 public override void SetMomentum(Vector3 momentum)
619 {
620 }
621
622 public override Vector3 PIDTarget
623 {
624 set
625 {
626 if (value.IsFinite())
627 {
628 m_PIDTarget = value;
629 }
630 else
631 m_log.Warn("[PHYSICS]: Got NaN PIDTarget from Scene on Object");
632 }
633 }
634 public override bool PIDActive { set { m_usePID = value; } }
635 public override float PIDTau { set { m_PIDTau = value; } }
636
637 // For RotLookAt
638 public override Quaternion APIDTarget { set { m_APIDTarget = value; } }
639 public override bool APIDActive { set { m_useAPID = value; } }
640 public override float APIDStrength { set { m_APIDStrength = value; } }
641 public override float APIDDamping { set { m_APIDDamping = value; } }
642
643 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } }
644 public override bool PIDHoverActive { set { m_useHoverPID = value; } }
645 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } }
646 public override float PIDHoverTau { set { m_PIDHoverTau = value; } }
647
648 internal static bool QuaternionIsFinite(Quaternion q)
649 {
650 if (Single.IsNaN(q.X) || Single.IsInfinity(q.X))
651 return false;
652 if (Single.IsNaN(q.Y) || Single.IsInfinity(q.Y))
653 return false;
654 if (Single.IsNaN(q.Z) || Single.IsInfinity(q.Z))
655 return false;
656 if (Single.IsNaN(q.W) || Single.IsInfinity(q.W))
657 return false;
658 return true;
659 }
660
661 public override Vector3 Acceleration // client updates read data via here
662 {
663 get { return _acceleration; }
664 }
665
666
667 public void SetAcceleration(Vector3 accel) // No one calls this, and it would not do anything.
668 {
669 _acceleration = accel;
670 }
671
672 public override void AddForce(Vector3 force, bool pushforce)
673 {
674 if (force.IsFinite())
675 {
676 lock (m_forcelist)
677 m_forcelist.Add(force);
678
679 m_taintforce = true;
680 }
681 else
682 {
683 m_log.Warn("[PHYSICS]: Got Invalid linear force vector from Scene in Object");
684 }
685 //m_log.Info("[PHYSICS]: Added Force:" + force.ToString() + " to prim at " + Position.ToString());
686 }
687
688 public override void AddAngularForce(Vector3 force, bool pushforce)
689 {
690 if (force.IsFinite())
691 {
692 m_angularforcelist.Add(force);
693 m_taintaddangularforce = true;
694 }
695 else
696 {
697 m_log.Warn("[PHYSICS]: Got Invalid Angular force vector from Scene in Object");
698 }
699 }
700
701 public override Vector3 RotationalVelocity
702 {
703 get
704 {
705 return m_rotationalVelocity;
706 }
707 set
708 {
709 if (value.IsFinite())
710 {
711 m_rotationalVelocity = value;
712 }
713 else
714 {
715 m_log.Warn("[PHYSICS]: Got NaN RotationalVelocity in Object");
716 }
717 }
718 }
719
720 public override void CrossingFailure()
721 {
722 m_crossingfailures++;
723 if (m_crossingfailures > _parent_scene.geomCrossingFailuresBeforeOutofbounds)
724 {
725 base.RaiseOutOfBounds(_position);
726 return;
727 }
728 else if (m_crossingfailures == _parent_scene.geomCrossingFailuresBeforeOutofbounds)
729 {
730 m_log.Warn("[PHYSICS]: Too many crossing failures for: " + m_primName);
731 }
732 }
733
734 public override float Buoyancy
735 {
736 get { return m_buoyancy; }
737// set { m_buoyancy = value; }
738 set {
739 m_buoyancy = value;
740
741 Console.WriteLine("m_buoyancy={0}", m_buoyancy);
742 }
743 }
744
745 public override void link(PhysicsActor obj)
746 {
747 m_taintparent = obj;
748 }
749
750 public override void delink()
751 {
752 m_taintparent = null;
753 }
754
755 public override void LockAngularMotion(Vector3 axis)
756 {
757 // This is actually ROTATION ENABLE, not a lock.
758 // default is <1,1,1> which is all enabled.
759 // The lock value is updated inside Move(), no point in using the taint system.
760 // OS 'm_taintAngularLock' etc change to m_rotateEnable.
761 if (axis.IsFinite())
762 {
763 axis.X = (axis.X > 0) ? 1f : 0f;
764 axis.Y = (axis.Y > 0) ? 1f : 0f;
765 axis.Z = (axis.Z > 0) ? 1f : 0f;
766 m_log.DebugFormat("[axislock]: <{0},{1},{2}>", axis.X, axis.Y, axis.Z);
767 m_rotateEnableRequest = axis;
768 m_rotateEnableUpdate = true;
769 }
770 else
771 {
772 m_log.Warn("[PHYSICS]: Got NaN locking axis from Scene on Object");
773 }
774 }
775
776
777 public void SetGeom(IntPtr geom)
778 {
779 if(prim_geom != IntPtr.Zero)
780 {
781 // Remove any old entries
782//string tPA;
783//_parent_scene.geom_name_map.TryGetValue(prim_geom, out tPA);
784//Console.WriteLine("**** Remove {0}", tPA);
785 if(_parent_scene.geom_name_map.ContainsKey(prim_geom)) _parent_scene.geom_name_map.Remove(prim_geom);
786 if(_parent_scene.actor_name_map.ContainsKey(prim_geom)) _parent_scene.actor_name_map.Remove(prim_geom);
787 d.GeomDestroy(prim_geom);
788 }
789
790 prim_geom = geom;
791//Console.WriteLine("SetGeom to " + prim_geom + " for " + m_primName);
792 if (prim_geom != IntPtr.Zero)
793 {
794 _parent_scene.geom_name_map[prim_geom] = this.m_primName;
795 _parent_scene.actor_name_map[prim_geom] = (PhysicsActor)this;
796 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
797 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
798//Console.WriteLine("**** Create {2} Dicts: actor={0} name={1}", _parent_scene.actor_name_map.Count, _parent_scene.geom_name_map.Count, this.m_primName);
799 }
800
801 if (childPrim)
802 {
803 if (_parent != null && _parent is OdePrim)
804 {
805 OdePrim parent = (OdePrim)_parent;
806//Console.WriteLine("SetGeom calls ChildSetGeom");
807 parent.ChildSetGeom(this);
808 }
809 }
810 //m_log.Warn("Setting Geom to: " + prim_geom);
811 }
812
813 public void enableBodySoft()
814 {
815 if (!childPrim)
816 {
817 if (m_isphysical && Body != IntPtr.Zero)
818 {
819 d.BodyEnable(Body);
820 if (m_type != Vehicle.TYPE_NONE)
821 Enable(Body, _parent_scene);
822 }
823
824 m_disabled = false;
825 }
826 }
827
828 public void disableBodySoft()
829 {
830 m_disabled = true;
831
832 if (m_isphysical && Body != IntPtr.Zero)
833 {
834 d.BodyDisable(Body);
835 Halt();
836 }
837 }
838
839 public void enableBody()
840 {
841 // Don't enable this body if we're a child prim
842 // this should be taken care of in the parent function not here
843 if (!childPrim)
844 {
845 // Sets the geom to a body
846 Body = d.BodyCreate(_parent_scene.world);
847
848 setMass();
849 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
850 d.Quaternion myrot = new d.Quaternion();
851 myrot.X = _orientation.X;
852 myrot.Y = _orientation.Y;
853 myrot.Z = _orientation.Z;
854 myrot.W = _orientation.W;
855 d.BodySetQuaternion(Body, ref myrot);
856 d.GeomSetBody(prim_geom, Body);
857 m_collisionCategories |= CollisionCategories.Body;
858 m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
859
860 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
861 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
862
863 d.BodySetAutoDisableFlag(Body, true);
864 d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
865
866 // disconnect from world gravity so we can apply buoyancy
867 d.BodySetGravityMode (Body, false);
868
869 m_interpenetrationcount = 0;
870 m_collisionscore = 0;
871 m_disabled = false;
872
873 if (m_type != Vehicle.TYPE_NONE)
874 {
875 Enable(Body, _parent_scene);
876 }
877
878 _parent_scene.addActivePrim(this);
879 }
880 }
881
882 #region Mass Calculation
883
884 private float CalculateMass()
885 {
886 float volume = 0;
887
888 // No material is passed to the physics engines yet.. soo..
889 // we're using the m_density constant in the class definition
890
891 float returnMass = 0;
892
893 switch (_pbs.ProfileShape)
894 {
895 case ProfileShape.Square:
896 // Profile Volume
897
898 volume = _size.X*_size.Y*_size.Z;
899
900 // If the user has 'hollowed out'
901 // ProfileHollow is one of those 0 to 50000 values :P
902 // we like percentages better.. so turning into a percentage
903
904 if (((float) _pbs.ProfileHollow/50000f) > 0.0)
905 {
906 float hollowAmount = (float) _pbs.ProfileHollow/50000f;
907
908 // calculate the hollow volume by it's shape compared to the prim shape
909 float hollowVolume = 0;
910 switch (_pbs.HollowShape)
911 {
912 case HollowShape.Square:
913 case HollowShape.Same:
914 // Cube Hollow volume calculation
915 float hollowsizex = _size.X*hollowAmount;
916 float hollowsizey = _size.Y*hollowAmount;
917 float hollowsizez = _size.Z*hollowAmount;
918 hollowVolume = hollowsizex*hollowsizey*hollowsizez;
919 break;
920
921 case HollowShape.Circle:
922 // Hollow shape is a perfect cyllinder in respect to the cube's scale
923 // Cyllinder hollow volume calculation
924 float hRadius = _size.X/2;
925 float hLength = _size.Z;
926
927 // pi * r2 * h
928 hollowVolume = ((float) (Math.PI*Math.Pow(hRadius, 2)*hLength)*hollowAmount);
929 break;
930
931 case HollowShape.Triangle:
932 // Equilateral Triangular Prism volume hollow calculation
933 // Triangle is an Equilateral Triangular Prism with aLength = to _size.Y
934
935 float aLength = _size.Y;
936 // 1/2 abh
937 hollowVolume = (float) ((0.5*aLength*_size.X*_size.Z)*hollowAmount);
938 break;
939
940 default:
941 hollowVolume = 0;
942 break;
943 }
944 volume = volume - hollowVolume;
945 }
946
947 break;
948 case ProfileShape.Circle:
949 if (_pbs.PathCurve == (byte)Extrusion.Straight)
950 {
951 // Cylinder
952 float volume1 = (float)(Math.PI * Math.Pow(_size.X/2, 2) * _size.Z);
953 float volume2 = (float)(Math.PI * Math.Pow(_size.Y/2, 2) * _size.Z);
954
955 // Approximating the cylinder's irregularity.
956 if (volume1 > volume2)
957 {
958 volume = (float)volume1 - (volume1 - volume2);
959 }
960 else if (volume2 > volume1)
961 {
962 volume = (float)volume2 - (volume2 - volume1);
963 }
964 else
965 {
966 // Regular cylinder
967 volume = volume1;
968 }
969 }
970 else
971 {
972 // We don't know what the shape is yet, so use default
973 volume = _size.X * _size.Y * _size.Z;
974 }
975 // If the user has 'hollowed out'
976 // ProfileHollow is one of those 0 to 50000 values :P
977 // we like percentages better.. so turning into a percentage
978
979 if (((float)_pbs.ProfileHollow / 50000f) > 0.0)
980 {
981 float hollowAmount = (float)_pbs.ProfileHollow / 50000f;
982
983 // calculate the hollow volume by it's shape compared to the prim shape
984 float hollowVolume = 0;
985 switch (_pbs.HollowShape)
986 {
987 case HollowShape.Same:
988 case HollowShape.Circle:
989 // Hollow shape is a perfect cyllinder in respect to the cube's scale
990 // Cyllinder hollow volume calculation
991 float hRadius = _size.X / 2;
992 float hLength = _size.Z;
993
994 // pi * r2 * h
995 hollowVolume = ((float)(Math.PI * Math.Pow(hRadius, 2) * hLength) * hollowAmount);
996 break;
997
998 case HollowShape.Square:
999 // Cube Hollow volume calculation
1000 float hollowsizex = _size.X * hollowAmount;
1001 float hollowsizey = _size.Y * hollowAmount;
1002 float hollowsizez = _size.Z * hollowAmount;
1003 hollowVolume = hollowsizex * hollowsizey * hollowsizez;
1004 break;
1005
1006 case HollowShape.Triangle:
1007 // Equilateral Triangular Prism volume hollow calculation
1008 // Triangle is an Equilateral Triangular Prism with aLength = to _size.Y
1009
1010 float aLength = _size.Y;
1011 // 1/2 abh
1012 hollowVolume = (float)((0.5 * aLength * _size.X * _size.Z) * hollowAmount);
1013 break;
1014
1015 default:
1016 hollowVolume = 0;
1017 break;
1018 }
1019 volume = volume - hollowVolume;
1020 }
1021 break;
1022
1023 case ProfileShape.HalfCircle:
1024 if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1025 {
1026 if (_size.X == _size.Y && _size.Y == _size.Z)
1027 {
1028 // regular sphere
1029 // v = 4/3 * pi * r^3
1030 float sradius3 = (float)Math.Pow((_size.X / 2), 3);
1031 volume = (float)((4f / 3f) * Math.PI * sradius3);
1032 }
1033 else
1034 {
1035 // we treat this as a box currently
1036 volume = _size.X * _size.Y * _size.Z;
1037 }
1038 }
1039 else
1040 {
1041 // We don't know what the shape is yet, so use default
1042 volume = _size.X * _size.Y * _size.Z;
1043 }
1044 break;
1045
1046 case ProfileShape.EquilateralTriangle:
1047 /*
1048 v = (abs((xB*yA-xA*yB)+(xC*yB-xB*yC)+(xA*yC-xC*yA))/2) * h
1049
1050 // seed mesh
1051 Vertex MM = new Vertex(-0.25f, -0.45f, 0.0f);
1052 Vertex PM = new Vertex(+0.5f, 0f, 0.0f);
1053 Vertex PP = new Vertex(-0.25f, +0.45f, 0.0f);
1054 */
1055 float xA = -0.25f * _size.X;
1056 float yA = -0.45f * _size.Y;
1057
1058 float xB = 0.5f * _size.X;
1059 float yB = 0;
1060
1061 float xC = -0.25f * _size.X;
1062 float yC = 0.45f * _size.Y;
1063
1064 volume = (float)((Math.Abs((xB * yA - xA * yB) + (xC * yB - xB * yC) + (xA * yC - xC * yA)) / 2) * _size.Z);
1065
1066 // If the user has 'hollowed out'
1067 // ProfileHollow is one of those 0 to 50000 values :P
1068 // we like percentages better.. so turning into a percentage
1069 float fhollowFactor = ((float)_pbs.ProfileHollow / 1.9f);
1070 if (((float)fhollowFactor / 50000f) > 0.0)
1071 {
1072 float hollowAmount = (float)fhollowFactor / 50000f;
1073
1074 // calculate the hollow volume by it's shape compared to the prim shape
1075 float hollowVolume = 0;
1076 switch (_pbs.HollowShape)
1077 {
1078 case HollowShape.Same:
1079 case HollowShape.Triangle:
1080 // Equilateral Triangular Prism volume hollow calculation
1081 // Triangle is an Equilateral Triangular Prism with aLength = to _size.Y
1082
1083 float aLength = _size.Y;
1084 // 1/2 abh
1085 hollowVolume = (float)((0.5 * aLength * _size.X * _size.Z) * hollowAmount);
1086 break;
1087
1088 case HollowShape.Square:
1089 // Cube Hollow volume calculation
1090 float hollowsizex = _size.X * hollowAmount;
1091 float hollowsizey = _size.Y * hollowAmount;
1092 float hollowsizez = _size.Z * hollowAmount;
1093 hollowVolume = hollowsizex * hollowsizey * hollowsizez;
1094 break;
1095
1096 case HollowShape.Circle:
1097 // Hollow shape is a perfect cyllinder in respect to the cube's scale
1098 // Cyllinder hollow volume calculation
1099 float hRadius = _size.X / 2;
1100 float hLength = _size.Z;
1101
1102 // pi * r2 * h
1103 hollowVolume = ((float)((Math.PI * Math.Pow(hRadius, 2) * hLength)/2) * hollowAmount);
1104 break;
1105
1106 default:
1107 hollowVolume = 0;
1108 break;
1109 }
1110 volume = volume - hollowVolume;
1111 }
1112 break;
1113
1114 default:
1115 // we don't have all of the volume formulas yet so
1116 // use the common volume formula for all
1117 volume = _size.X*_size.Y*_size.Z;
1118 break;
1119 }
1120
1121 // Calculate Path cut effect on volume
1122 // Not exact, in the triangle hollow example
1123 // They should never be zero or less then zero..
1124 // we'll ignore it if it's less then zero
1125
1126 // ProfileEnd and ProfileBegin are values
1127 // from 0 to 50000
1128
1129 // Turning them back into percentages so that I can cut that percentage off the volume
1130
1131 float PathCutEndAmount = _pbs.ProfileEnd;
1132 float PathCutStartAmount = _pbs.ProfileBegin;
1133 if (((PathCutStartAmount + PathCutEndAmount)/50000f) > 0.0f)
1134 {
1135 float pathCutAmount = ((PathCutStartAmount + PathCutEndAmount)/50000f);
1136
1137 // Check the return amount for sanity
1138 if (pathCutAmount >= 0.99f)
1139 pathCutAmount = 0.99f;
1140
1141 volume = volume - (volume*pathCutAmount);
1142 }
1143 UInt16 taperX = _pbs.PathScaleX;
1144 UInt16 taperY = _pbs.PathScaleY;
1145 float taperFactorX = 0;
1146 float taperFactorY = 0;
1147
1148 // Mass = density * volume
1149 if (taperX != 100)
1150 {
1151 if (taperX > 100)
1152 {
1153 taperFactorX = 1.0f - ((float)taperX / 200);
1154 //m_log.Warn("taperTopFactorX: " + extr.taperTopFactorX.ToString());
1155 }
1156 else
1157 {
1158 taperFactorX = 1.0f - ((100 - (float)taperX) / 100);
1159 //m_log.Warn("taperBotFactorX: " + extr.taperBotFactorX.ToString());
1160 }
1161 volume = (float)volume * ((taperFactorX / 3f) + 0.001f);
1162 }
1163
1164 if (taperY != 100)
1165 {
1166 if (taperY > 100)
1167 {
1168 taperFactorY = 1.0f - ((float)taperY / 200);
1169 //m_log.Warn("taperTopFactorY: " + extr.taperTopFactorY.ToString());
1170 }
1171 else
1172 {
1173 taperFactorY = 1.0f - ((100 - (float)taperY) / 100);
1174 //m_log.Warn("taperBotFactorY: " + extr.taperBotFactorY.ToString());
1175 }
1176 volume = (float)volume * ((taperFactorY / 3f) + 0.001f);
1177 }
1178 returnMass = m_density*volume;
1179 if (returnMass <= 0) returnMass = 0.0001f;//ckrinke: Mass must be greater then zero.
1180
1181
1182
1183 // Recursively calculate mass
1184 bool HasChildPrim = false;
1185 lock (childrenPrim)
1186 {
1187 if (childrenPrim.Count > 0)
1188 {
1189 HasChildPrim = true;
1190 }
1191
1192 }
1193 if (HasChildPrim)
1194 {
1195 OdePrim[] childPrimArr = new OdePrim[0];
1196
1197 lock (childrenPrim)
1198 childPrimArr = childrenPrim.ToArray();
1199
1200 for (int i = 0; i < childPrimArr.Length; i++)
1201 {
1202 if (childPrimArr[i] != null && !childPrimArr[i].m_taintremove)
1203 returnMass += childPrimArr[i].CalculateMass();
1204 // failsafe, this shouldn't happen but with OpenSim, you never know :)
1205 if (i > 256)
1206 break;
1207 }
1208 }
1209 if (returnMass > _parent_scene.maximumMassObject)
1210 returnMass = _parent_scene.maximumMassObject;
1211 return returnMass;
1212 }// end CalculateMass
1213
1214 #endregion
1215
1216 public void setMass()
1217 {
1218 if (Body != (IntPtr) 0)
1219 {
1220 float newmass = CalculateMass();
1221
1222 //m_log.Info("[PHYSICS]: New Mass: " + newmass.ToString());
1223
1224 d.MassSetBoxTotal(out pMass, newmass, _size.X, _size.Y, _size.Z);
1225 d.BodySetMass(Body, ref pMass);
1226 }
1227 }
1228
1229 public void disableBody()
1230 {
1231 //this kills the body so things like 'mesh' can re-create it.
1232 lock (this)
1233 {
1234 if (!childPrim)
1235 {
1236 if (Body != IntPtr.Zero)
1237 {
1238 _parent_scene.remActivePrim(this);
1239 m_collisionCategories &= ~CollisionCategories.Body;
1240 m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
1241
1242 if (prim_geom != IntPtr.Zero)
1243 {
1244 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1245 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1246 }
1247
1248
1249 d.BodyDestroy(Body);
1250 lock (childrenPrim)
1251 {
1252 if (childrenPrim.Count > 0)
1253 {
1254 foreach (OdePrim prm in childrenPrim)
1255 {
1256 _parent_scene.remActivePrim(prm);
1257 prm.Body = IntPtr.Zero;
1258 }
1259 }
1260 }
1261 Body = IntPtr.Zero;
1262 }
1263 }
1264 else
1265 {
1266 _parent_scene.remActivePrim(this);
1267
1268 m_collisionCategories &= ~CollisionCategories.Body;
1269 m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
1270
1271 if (prim_geom != IntPtr.Zero)
1272 {
1273 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1274 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1275 }
1276
1277
1278 Body = IntPtr.Zero;
1279 }
1280 }
1281 m_disabled = true;
1282 m_collisionscore = 0;
1283 }
1284
1285 private static Dictionary<IMesh, IntPtr> m_MeshToTriMeshMap = new Dictionary<IMesh, IntPtr>();
1286
1287 public void setMesh(OdeScene parent_scene, IMesh mesh)
1288 {
1289 // This sleeper is there to moderate how long it takes between
1290 // setting up the mesh and pre-processing it when we get rapid fire mesh requests on a single object
1291
1292 //Thread.Sleep(10);
1293
1294 //Kill Body so that mesh can re-make the geom
1295 if (IsPhysical && Body != IntPtr.Zero)
1296 {
1297 if (childPrim)
1298 {
1299 if (_parent != null)
1300 {
1301 OdePrim parent = (OdePrim)_parent;
1302 parent.ChildDelink(this);
1303 }
1304 }
1305 else
1306 {
1307 disableBody();
1308 }
1309 }
1310
1311 IntPtr vertices, indices;
1312 int vertexCount, indexCount;
1313 int vertexStride, triStride;
1314 mesh.getVertexListAsPtrToFloatArray(out vertices, out vertexStride, out vertexCount); // Note, that vertices are fixed in unmanaged heap
1315 mesh.getIndexListAsPtrToIntArray(out indices, out triStride, out indexCount); // Also fixed, needs release after usage
1316
1317 mesh.releaseSourceMeshData(); // free up the original mesh data to save memory
1318 if (m_MeshToTriMeshMap.ContainsKey(mesh))
1319 {
1320 _triMeshData = m_MeshToTriMeshMap[mesh];
1321 }
1322 else
1323 {
1324 _triMeshData = d.GeomTriMeshDataCreate();
1325
1326 d.GeomTriMeshDataBuildSimple(_triMeshData, vertices, vertexStride, vertexCount, indices, indexCount, triStride);
1327 d.GeomTriMeshDataPreprocess(_triMeshData);
1328 m_MeshToTriMeshMap[mesh] = _triMeshData;
1329 }
1330
1331 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1332 try
1333 {
1334 if (prim_geom == IntPtr.Zero)
1335 {
1336 SetGeom(d.CreateTriMesh(m_targetSpace, _triMeshData, parent_scene.triCallback, null, null));
1337 }
1338 }
1339 catch (AccessViolationException)
1340 {
1341 m_log.Error("[PHYSICS]: MESH LOCKED");
1342 return;
1343 }
1344
1345
1346 // if (IsPhysical && Body == (IntPtr) 0)
1347 // {
1348 // Recreate the body
1349 // m_interpenetrationcount = 0;
1350 // m_collisionscore = 0;
1351
1352 // enableBody();
1353 // }
1354 }
1355
1356 public void ProcessTaints(float timestep) //=============================================================================
1357 {
1358 if (m_taintadd)
1359 {
1360 changeadd(timestep);
1361 }
1362
1363 if (prim_geom != IntPtr.Zero)
1364 {
1365 if (!_position.ApproxEquals(m_taintposition, 0f))
1366 changemove(timestep);
1367
1368 if (m_taintrot != _orientation)
1369 {
1370 if(childPrim && IsPhysical) // For physical child prim...
1371 {
1372 rotate(timestep);
1373 // KF: ODE will also rotate the parent prim!
1374 // so rotate the root back to where it was
1375 OdePrim parent = (OdePrim)_parent;
1376 parent.rotate(timestep);
1377 }
1378 else
1379 {
1380 //Just rotate the prim
1381 rotate(timestep);
1382 }
1383 }
1384 //
1385
1386 if (m_taintPhysics != m_isphysical && !(m_taintparent != _parent))
1387 changePhysicsStatus(timestep);
1388 //
1389
1390 if (!_size.ApproxEquals(m_taintsize,0f))
1391 changesize(timestep);
1392 //
1393
1394 if (m_taintshape)
1395 changeshape(timestep);
1396 //
1397
1398 if (m_taintforce)
1399 changeAddForce(timestep);
1400
1401 if (m_taintaddangularforce)
1402 changeAddAngularForce(timestep);
1403
1404 if (!m_taintTorque.ApproxEquals(Vector3.Zero, 0.001f))
1405 changeSetTorque(timestep);
1406
1407 if (m_taintdisable)
1408 changedisable(timestep);
1409
1410 if (m_taintselected != m_isSelected)
1411 changeSelectedStatus(timestep);
1412
1413 if (!m_taintVelocity.ApproxEquals(Vector3.Zero, 0.001f))
1414 changevelocity(timestep);
1415
1416 if (m_taintparent != _parent)
1417 changelink(timestep);
1418
1419 if (m_taintCollidesWater != m_collidesWater)
1420 changefloatonwater(timestep);
1421/* obsolete
1422 if (!m_angularLock.ApproxEquals(m_taintAngularLock,0f))
1423 changeAngularLock(timestep);
1424 */
1425 }
1426 else
1427 {
1428 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.)");
1429 }
1430 }
1431
1432/* obsolete
1433 private void changeAngularLock(float timestep)
1434 {
1435 if (_parent == null)
1436 {
1437 m_angularLock = m_taintAngularLock;
1438 m_angularLockSet = true;
1439 }
1440 }
1441 */
1442 private void changelink(float timestep)
1443 {
1444 // If the newly set parent is not null
1445 // create link
1446 if (_parent == null && m_taintparent != null)
1447 {
1448 if (m_taintparent.PhysicsActorType == (int)ActorTypes.Prim)
1449 {
1450 OdePrim obj = (OdePrim)m_taintparent;
1451 //obj.disableBody();
1452 obj.ParentPrim(this);
1453
1454 /*
1455 if (obj.Body != (IntPtr)0 && Body != (IntPtr)0 && obj.Body != Body)
1456 {
1457 _linkJointGroup = d.JointGroupCreate(0);
1458 m_linkJoint = d.JointCreateFixed(_parent_scene.world, _linkJointGroup);
1459 d.JointAttach(m_linkJoint, obj.Body, Body);
1460 d.JointSetFixed(m_linkJoint);
1461 }
1462 */
1463 }
1464 }
1465 // If the newly set parent is null
1466 // destroy link
1467 else if (_parent != null && m_taintparent == null)
1468 {
1469 if (_parent is OdePrim)
1470 {
1471 OdePrim obj = (OdePrim)_parent;
1472 obj.ChildDelink(this);
1473 childPrim = false;
1474 //_parent = null;
1475 }
1476
1477 /*
1478 if (Body != (IntPtr)0 && _linkJointGroup != (IntPtr)0)
1479 d.JointGroupDestroy(_linkJointGroup);
1480
1481 _linkJointGroup = (IntPtr)0;
1482 m_linkJoint = (IntPtr)0;
1483 */
1484 }
1485
1486 _parent = m_taintparent;
1487 m_taintPhysics = m_isphysical;
1488 }
1489
1490 // I'm the parent
1491 // prim is the child
1492 public void ParentPrim(OdePrim prim)
1493 {
1494 if (this.m_localID != prim.m_localID)
1495 {
1496 if (Body == IntPtr.Zero)
1497 {
1498 Body = d.BodyCreate(_parent_scene.world);
1499 setMass();
1500 }
1501 if (Body != IntPtr.Zero)
1502 {
1503 lock (childrenPrim)
1504 {
1505 if (!childrenPrim.Contains(prim))
1506 {
1507 childrenPrim.Add(prim);
1508
1509 foreach (OdePrim prm in childrenPrim)
1510 {
1511 d.Mass m2;
1512 d.MassSetZero(out m2);
1513 d.MassSetBoxTotal(out m2, prim.CalculateMass(), prm._size.X, prm._size.Y, prm._size.Z);
1514
1515
1516 d.Quaternion quat = new d.Quaternion();
1517 quat.W = prm._orientation.W;
1518 quat.X = prm._orientation.X;
1519 quat.Y = prm._orientation.Y;
1520 quat.Z = prm._orientation.Z;
1521
1522 d.Matrix3 mat = new d.Matrix3();
1523 d.RfromQ(out mat, ref quat);
1524 d.MassRotate(ref m2, ref mat);
1525 d.MassTranslate(ref m2, Position.X - prm.Position.X, Position.Y - prm.Position.Y, Position.Z - prm.Position.Z);
1526 d.MassAdd(ref pMass, ref m2);
1527 }
1528 foreach (OdePrim prm in childrenPrim)
1529 {
1530
1531 prm.m_collisionCategories |= CollisionCategories.Body;
1532 prm.m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
1533
1534 if (prm.prim_geom == IntPtr.Zero)
1535 {
1536 m_log.Warn("[PHYSICS]: Unable to link one of the linkset elements. No geom yet");
1537 continue;
1538 }
1539//Console.WriteLine(" GeomSetCategoryBits 1: " + prm.prim_geom + " - " + (int)prm.m_collisionCategories + " for " + m_primName);
1540 d.GeomSetCategoryBits(prm.prim_geom, (int)prm.m_collisionCategories);
1541 d.GeomSetCollideBits(prm.prim_geom, (int)prm.m_collisionFlags);
1542
1543
1544 d.Quaternion quat = new d.Quaternion();
1545 quat.W = prm._orientation.W;
1546 quat.X = prm._orientation.X;
1547 quat.Y = prm._orientation.Y;
1548 quat.Z = prm._orientation.Z;
1549
1550 d.Matrix3 mat = new d.Matrix3();
1551 d.RfromQ(out mat, ref quat);
1552 if (Body != IntPtr.Zero)
1553 {
1554 d.GeomSetBody(prm.prim_geom, Body);
1555 prm.childPrim = true;
1556 d.GeomSetOffsetWorldPosition(prm.prim_geom, prm.Position.X , prm.Position.Y, prm.Position.Z);
1557 //d.GeomSetOffsetPosition(prim.prim_geom,
1558 // (Position.X - prm.Position.X) - pMass.c.X,
1559 // (Position.Y - prm.Position.Y) - pMass.c.Y,
1560 // (Position.Z - prm.Position.Z) - pMass.c.Z);
1561 d.GeomSetOffsetWorldRotation(prm.prim_geom, ref mat);
1562 //d.GeomSetOffsetRotation(prm.prim_geom, ref mat);
1563 d.MassTranslate(ref pMass, -pMass.c.X, -pMass.c.Y, -pMass.c.Z);
1564 d.BodySetMass(Body, ref pMass);
1565 }
1566 else
1567 {
1568 m_log.Debug("[PHYSICS]:I ain't got no boooooooooddy, no body");
1569 }
1570
1571
1572 prm.m_interpenetrationcount = 0;
1573 prm.m_collisionscore = 0;
1574 prm.m_disabled = false;
1575
1576 prm.Body = Body;
1577 _parent_scene.addActivePrim(prm);
1578 }
1579 m_collisionCategories |= CollisionCategories.Body;
1580 m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
1581
1582//Console.WriteLine("GeomSetCategoryBits 2: " + prim_geom + " - " + (int)m_collisionCategories + " for " + m_primName);
1583 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1584//Console.WriteLine(" Post GeomSetCategoryBits 2");
1585 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1586
1587
1588 d.Quaternion quat2 = new d.Quaternion();
1589 quat2.W = _orientation.W;
1590 quat2.X = _orientation.X;
1591 quat2.Y = _orientation.Y;
1592 quat2.Z = _orientation.Z;
1593
1594 d.Matrix3 mat2 = new d.Matrix3();
1595 d.RfromQ(out mat2, ref quat2);
1596 d.GeomSetBody(prim_geom, Body);
1597 d.GeomSetOffsetWorldPosition(prim_geom, Position.X - pMass.c.X, Position.Y - pMass.c.Y, Position.Z - pMass.c.Z);
1598 //d.GeomSetOffsetPosition(prim.prim_geom,
1599 // (Position.X - prm.Position.X) - pMass.c.X,
1600 // (Position.Y - prm.Position.Y) - pMass.c.Y,
1601 // (Position.Z - prm.Position.Z) - pMass.c.Z);
1602 //d.GeomSetOffsetRotation(prim_geom, ref mat2);
1603 d.MassTranslate(ref pMass, -pMass.c.X, -pMass.c.Y, -pMass.c.Z);
1604 d.BodySetMass(Body, ref pMass);
1605
1606 d.BodySetAutoDisableFlag(Body, true);
1607 d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
1608
1609
1610 m_interpenetrationcount = 0;
1611 m_collisionscore = 0;
1612 m_disabled = false;
1613
1614 d.BodySetPosition(Body, Position.X, Position.Y, Position.Z);
1615 if (m_type != Vehicle.TYPE_NONE) Enable(Body, _parent_scene);
1616 _parent_scene.addActivePrim(this);
1617 }
1618 }
1619 }
1620 }
1621
1622 }
1623
1624 private void ChildSetGeom(OdePrim odePrim)
1625 {
1626 //if (m_isphysical && Body != IntPtr.Zero)
1627 lock (childrenPrim)
1628 {
1629 foreach (OdePrim prm in childrenPrim)
1630 {
1631 //prm.childPrim = true;
1632 prm.disableBody();
1633 //prm.m_taintparent = null;
1634 //prm._parent = null;
1635 //prm.m_taintPhysics = false;
1636 //prm.m_disabled = true;
1637 //prm.childPrim = false;
1638 }
1639 }
1640 disableBody();
1641
1642
1643 if (Body != IntPtr.Zero)
1644 {
1645 _parent_scene.remActivePrim(this);
1646 }
1647
1648 lock (childrenPrim)
1649 {
1650 foreach (OdePrim prm in childrenPrim)
1651 {
1652 ParentPrim(prm);
1653 }
1654 }
1655
1656 }
1657
1658 private void ChildDelink(OdePrim odePrim)
1659 {
1660 // Okay, we have a delinked child.. need to rebuild the body.
1661 lock (childrenPrim)
1662 {
1663 foreach (OdePrim prm in childrenPrim)
1664 {
1665 prm.childPrim = true;
1666 prm.disableBody();
1667 //prm.m_taintparent = null;
1668 //prm._parent = null;
1669 //prm.m_taintPhysics = false;
1670 //prm.m_disabled = true;
1671 //prm.childPrim = false;
1672 }
1673 }
1674 disableBody();
1675
1676 lock (childrenPrim)
1677 {
1678 childrenPrim.Remove(odePrim);
1679 }
1680
1681 if (Body != IntPtr.Zero)
1682 {
1683 _parent_scene.remActivePrim(this);
1684 }
1685
1686 lock (childrenPrim)
1687 {
1688 foreach (OdePrim prm in childrenPrim)
1689 {
1690 ParentPrim(prm);
1691 }
1692 }
1693 }
1694
1695 private void changeSelectedStatus(float timestep)
1696 {
1697 if (m_taintselected)
1698 {
1699 m_collisionCategories = CollisionCategories.Selected;
1700 m_collisionFlags = (CollisionCategories.Sensor | CollisionCategories.Space);
1701
1702 // We do the body disable soft twice because 'in theory' a collision could have happened
1703 // in between the disabling and the collision properties setting
1704 // which would wake the physical body up from a soft disabling and potentially cause it to fall
1705 // through the ground.
1706
1707 // NOTE FOR JOINTS: this doesn't always work for jointed assemblies because if you select
1708 // just one part of the assembly, the rest of the assembly is non-selected and still simulating,
1709 // so that causes the selected part to wake up and continue moving.
1710
1711 // even if you select all parts of a jointed assembly, it is not guaranteed that the entire
1712 // assembly will stop simulating during the selection, because of the lack of atomicity
1713 // of select operations (their processing could be interrupted by a thread switch, causing
1714 // simulation to continue before all of the selected object notifications trickle down to
1715 // the physics engine).
1716
1717 // e.g. we select 100 prims that are connected by joints. non-atomically, the first 50 are
1718 // selected and disabled. then, due to a thread switch, the selection processing is
1719 // interrupted and the physics engine continues to simulate, so the last 50 items, whose
1720 // selection was not yet processed, continues to simulate. this wakes up ALL of the
1721 // first 50 again. then the last 50 are disabled. then the first 50, which were just woken
1722 // up, start simulating again, which in turn wakes up the last 50.
1723
1724 if (m_isphysical)
1725 {
1726 disableBodySoft();
1727 }
1728
1729 if (prim_geom != IntPtr.Zero)
1730 {
1731 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1732 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1733 }
1734
1735 if (m_isphysical)
1736 {
1737 disableBodySoft();
1738
1739 if (Body != IntPtr.Zero)
1740 {
1741 d.BodySetLinearVel(Body, 0f, 0f, 0f);
1742 d.BodySetForce(Body, 0, 0, 0);
1743 enableBodySoft();
1744 }
1745 }
1746 }
1747 else
1748 {
1749 m_collisionCategories = CollisionCategories.Geom;
1750
1751 if (m_isphysical)
1752 m_collisionCategories |= CollisionCategories.Body;
1753
1754 m_collisionFlags = m_default_collisionFlags;
1755
1756 if (m_collidesLand)
1757 m_collisionFlags |= CollisionCategories.Land;
1758 if (m_collidesWater)
1759 m_collisionFlags |= CollisionCategories.Water;
1760
1761 if (prim_geom != IntPtr.Zero)
1762 {
1763 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1764 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1765 }
1766/* Uhhh - stop the motion if the object is _selected_!!
1767 if (m_isphysical)
1768 {
1769 if (Body != IntPtr.Zero)
1770 {
1771 d.BodySetLinearVel(Body, 0f, 0f, 0f);
1772 d.BodySetForce(Body, 0, 0, 0);
1773 enableBodySoft();
1774 }
1775 }
1776*/
1777 }
1778
1779 resetCollisionAccounting();
1780 m_isSelected = m_taintselected;
1781 }//end changeSelectedStatus
1782
1783 public void ResetTaints()
1784 {
1785 m_taintposition = _position;
1786 m_taintrot = _orientation;
1787 m_taintPhysics = m_isphysical;
1788 m_taintselected = m_isSelected;
1789 m_taintsize = _size;
1790 m_taintshape = false;
1791 m_taintforce = false;
1792 m_taintdisable = false;
1793 m_taintVelocity = Vector3.Zero;
1794 }
1795
1796 public void CreateGeom(IntPtr m_targetSpace, IMesh _mesh)
1797 {
1798//Console.WriteLine("CreateGeom:");
1799 if (_mesh != null) // Special - make mesh
1800 {
1801 setMesh(_parent_scene, _mesh);
1802 }
1803 else // not a mesh
1804 {
1805 if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1) // special profile??
1806 {
1807 if (_size.X == _size.Y && _size.Y == _size.Z && _size.X == _size.Z) // Equi-size
1808 {
1809 if (((_size.X / 2f) > 0f)) // Has size
1810 {
1811 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1812 try
1813 {
1814//Console.WriteLine(" CreateGeom 1");
1815 SetGeom(d.CreateSphere(m_targetSpace, _size.X / 2));
1816 }
1817 catch (AccessViolationException)
1818 {
1819 m_log.Warn("[PHYSICS]: Unable to create physics proxy for object");
1820 ode.dunlock(_parent_scene.world);
1821 return;
1822 }
1823 }
1824 else
1825 {
1826 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1827 try
1828 {
1829//Console.WriteLine(" CreateGeom 2");
1830 SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
1831 }
1832 catch (AccessViolationException)
1833 {
1834 m_log.Warn("[PHYSICS]: Unable to create physics proxy for object");
1835 ode.dunlock(_parent_scene.world);
1836 return;
1837 }
1838 }
1839 }
1840 else // not equi-size
1841 {
1842 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1843 try
1844 {
1845//Console.WriteLine(" CreateGeom 3");
1846 SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
1847 }
1848 catch (AccessViolationException)
1849 {
1850 m_log.Warn("[PHYSICS]: Unable to create physics proxy for object");
1851 ode.dunlock(_parent_scene.world);
1852 return;
1853 }
1854 }
1855 }
1856
1857 else // not special profile
1858 {
1859 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1860 try
1861 {
1862//Console.WriteLine(" CreateGeom 4");
1863 SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
1864 }
1865 catch (AccessViolationException)
1866 {
1867 m_log.Warn("[PHYSICS]: Unable to create physics proxy for object");
1868 ode.dunlock(_parent_scene.world);
1869 return;
1870 }
1871 }
1872 }
1873 }
1874
1875 public void changeadd(float timestep)
1876 {
1877 int[] iprimspaceArrItem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
1878 IntPtr targetspace = _parent_scene.calculateSpaceForGeom(_position);
1879
1880 if (targetspace == IntPtr.Zero)
1881 targetspace = _parent_scene.createprimspace(iprimspaceArrItem[0], iprimspaceArrItem[1]);
1882
1883 m_targetSpace = targetspace;
1884
1885 if (_mesh == null)
1886 {
1887 if (_parent_scene.needsMeshing(_pbs))
1888 {
1889 // Don't need to re-enable body.. it's done in SetMesh
1890 _mesh = _parent_scene.mesher.CreateMesh(m_primName, _pbs, _size, _parent_scene.meshSculptLOD, IsPhysical);
1891 // createmesh returns null when it's a shape that isn't a cube.
1892 // m_log.Debug(m_localID);
1893 }
1894 }
1895
1896
1897 lock (_parent_scene.OdeLock)
1898 {
1899//Console.WriteLine("changeadd 1");
1900 CreateGeom(m_targetSpace, _mesh);
1901
1902 if (prim_geom != IntPtr.Zero)
1903 {
1904 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
1905 d.Quaternion myrot = new d.Quaternion();
1906 myrot.X = _orientation.X;
1907 myrot.Y = _orientation.Y;
1908 myrot.Z = _orientation.Z;
1909 myrot.W = _orientation.W;
1910 d.GeomSetQuaternion(prim_geom, ref myrot);
1911 }
1912
1913 if (m_isphysical && Body == IntPtr.Zero)
1914 {
1915 enableBody();
1916 }
1917 }
1918
1919 changeSelectedStatus(timestep);
1920
1921 m_taintadd = false;
1922 }
1923
1924 public void changemove(float timestep)
1925 {
1926//Console.WriteLine("changemove sing/root {0} to {1}", m_primName, _position );
1927 if (m_isphysical)
1928 {
1929//Console.WriteLine("phys {0} {1} {2}", m_disabled, m_taintremove, childPrim);
1930// if (!m_disabled && !m_taintremove && !childPrim) After one edit m_disabled is sometimes set, disabling further edits!
1931 if (!m_taintremove && !childPrim)
1932 {
1933 if (Body == IntPtr.Zero)
1934 enableBody();
1935 //Prim auto disable after 20 frames,
1936 //if you move it, re-enable the prim manually.
1937 if (_parent != null)
1938 {
1939 if (m_linkJoint != IntPtr.Zero)
1940 {
1941 d.JointDestroy(m_linkJoint);
1942 m_linkJoint = IntPtr.Zero;
1943 }
1944 }
1945 if (Body != IntPtr.Zero)
1946 {
1947 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
1948
1949 if (_parent != null)
1950 {
1951 OdePrim odParent = (OdePrim)_parent;
1952 if (Body != (IntPtr)0 && odParent.Body != (IntPtr)0 && Body != odParent.Body)
1953 {
1954// KF: Fixed Joints were removed? Anyway - this Console.WriteLine does not show up, so routine is not used??
1955Console.WriteLine(" JointCreateFixed");
1956 m_linkJoint = d.JointCreateFixed(_parent_scene.world, _linkJointGroup);
1957 d.JointAttach(m_linkJoint, Body, odParent.Body);
1958 d.JointSetFixed(m_linkJoint);
1959 }
1960 }
1961 d.BodyEnable(Body);
1962 if (m_type != Vehicle.TYPE_NONE)
1963 {
1964 Enable(Body, _parent_scene);
1965 }
1966 }
1967 else
1968 {
1969 m_log.Warn("[PHYSICS]: Body Still null after enableBody(). This is a crash scenario.");
1970 }
1971 }
1972 //else
1973 // {
1974 //m_log.Debug("[BUG]: race!");
1975 //}
1976 }
1977 else
1978 {
1979 // string primScenAvatarIn = _parent_scene.whichspaceamIin(_position);
1980 // int[] arrayitem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
1981 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1982
1983 IntPtr tempspace = _parent_scene.recalculateSpaceForGeom(prim_geom, _position, m_targetSpace);
1984 m_targetSpace = tempspace;
1985
1986 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1987 if (prim_geom != IntPtr.Zero)
1988 {
1989 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
1990
1991 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1992 d.SpaceAdd(m_targetSpace, prim_geom);
1993 }
1994 }
1995
1996 changeSelectedStatus(timestep);
1997
1998 resetCollisionAccounting();
1999 m_taintposition = _position;
2000 }
2001
2002
2003
2004 public void rotate(float timestep)
2005 {
2006 d.Quaternion myrot = new d.Quaternion();
2007 myrot.X = _orientation.X;
2008 myrot.Y = _orientation.Y;
2009 myrot.Z = _orientation.Z;
2010 myrot.W = _orientation.W;
2011 if (Body != IntPtr.Zero)
2012 {
2013 // KF: If this is a root prim do BodySet
2014 d.BodySetQuaternion(Body, ref myrot);
2015 }
2016 else
2017 {
2018 // daughter prim, do Geom set
2019 d.GeomSetQuaternion(prim_geom, ref myrot);
2020 }
2021
2022 resetCollisionAccounting();
2023 m_taintrot = _orientation;
2024 }
2025
2026 private void resetCollisionAccounting()
2027 {
2028 m_collisionscore = 0;
2029 m_interpenetrationcount = 0;
2030 m_disabled = false;
2031 }
2032
2033 public void changedisable(float timestep)
2034 {
2035 m_disabled = true;
2036 if (Body != IntPtr.Zero)
2037 {
2038 d.BodyDisable(Body);
2039 Body = IntPtr.Zero;
2040 }
2041
2042 m_taintdisable = false;
2043 }
2044
2045 public void changePhysicsStatus(float timestep)
2046 {
2047 if (m_isphysical == true)
2048 {
2049 if (Body == IntPtr.Zero)
2050 {
2051 if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim)
2052 {
2053 changeshape(2f);
2054 }
2055 else
2056 {
2057 enableBody();
2058 }
2059 }
2060 }
2061 else
2062 {
2063 if (Body != IntPtr.Zero)
2064 {
2065 if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim)
2066 {
2067 _mesh = null;
2068//Console.WriteLine("changePhysicsStatus for " + m_primName );
2069 changeadd(2f);
2070 }
2071 if (childPrim)
2072 {
2073 if (_parent != null)
2074 {
2075 OdePrim parent = (OdePrim)_parent;
2076 parent.ChildDelink(this);
2077 }
2078 }
2079 else
2080 {
2081 disableBody();
2082 }
2083 }
2084 }
2085
2086 changeSelectedStatus(timestep);
2087
2088 resetCollisionAccounting();
2089 m_taintPhysics = m_isphysical;
2090 }
2091
2092 public void changesize(float timestamp)
2093 {
2094
2095 string oldname = _parent_scene.geom_name_map[prim_geom];
2096
2097 if (_size.X <= 0) _size.X = 0.01f;
2098 if (_size.Y <= 0) _size.Y = 0.01f;
2099 if (_size.Z <= 0) _size.Z = 0.01f;
2100
2101 // Cleanup of old prim geometry
2102 if (_mesh != null)
2103 {
2104 // Cleanup meshing here
2105 }
2106 //kill body to rebuild
2107 if (IsPhysical && Body != IntPtr.Zero)
2108 {
2109 if (childPrim)
2110 {
2111 if (_parent != null)
2112 {
2113 OdePrim parent = (OdePrim)_parent;
2114 parent.ChildDelink(this);
2115 }
2116 }
2117 else
2118 {
2119 disableBody();
2120 }
2121 }
2122 if (d.SpaceQuery(m_targetSpace, prim_geom))
2123 {
2124 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2125 d.SpaceRemove(m_targetSpace, prim_geom);
2126 }
2127 // we don't need to do space calculation because the client sends a position update also.
2128
2129 // Construction of new prim
2130 if (_parent_scene.needsMeshing(_pbs))
2131 {
2132 float meshlod = _parent_scene.meshSculptLOD;
2133
2134 if (IsPhysical)
2135 meshlod = _parent_scene.MeshSculptphysicalLOD;
2136 // Don't need to re-enable body.. it's done in SetMesh
2137
2138 IMesh mesh = null;
2139
2140 if (_parent_scene.needsMeshing(_pbs))
2141 mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);
2142
2143 //IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);
2144//Console.WriteLine("changesize 1");
2145 CreateGeom(m_targetSpace, mesh);
2146
2147
2148 }
2149 else
2150 {
2151 _mesh = null;
2152//Console.WriteLine("changesize 2");
2153 CreateGeom(m_targetSpace, _mesh);
2154 }
2155
2156 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2157 d.Quaternion myrot = new d.Quaternion();
2158 myrot.X = _orientation.X;
2159 myrot.Y = _orientation.Y;
2160 myrot.Z = _orientation.Z;
2161 myrot.W = _orientation.W;
2162 d.GeomSetQuaternion(prim_geom, ref myrot);
2163
2164 //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z);
2165 if (IsPhysical && Body == IntPtr.Zero && !childPrim)
2166 {
2167 // Re creates body on size.
2168 // EnableBody also does setMass()
2169 enableBody();
2170 d.BodyEnable(Body);
2171 }
2172
2173 _parent_scene.geom_name_map[prim_geom] = oldname;
2174
2175 changeSelectedStatus(timestamp);
2176 if (childPrim)
2177 {
2178 if (_parent is OdePrim)
2179 {
2180 OdePrim parent = (OdePrim)_parent;
2181 parent.ChildSetGeom(this);
2182 }
2183 }
2184 resetCollisionAccounting();
2185 m_taintsize = _size;
2186 }
2187
2188
2189
2190 public void changefloatonwater(float timestep)
2191 {
2192 m_collidesWater = m_taintCollidesWater;
2193
2194 if (prim_geom != IntPtr.Zero)
2195 {
2196 if (m_collidesWater)
2197 {
2198 m_collisionFlags |= CollisionCategories.Water;
2199 }
2200 else
2201 {
2202 m_collisionFlags &= ~CollisionCategories.Water;
2203 }
2204 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
2205 }
2206 }
2207
2208 public void changeshape(float timestamp)
2209 {
2210 string oldname = _parent_scene.geom_name_map[prim_geom];
2211
2212 // Cleanup of old prim geometry and Bodies
2213 if (IsPhysical && Body != IntPtr.Zero)
2214 {
2215 if (childPrim)
2216 {
2217 if (_parent != null)
2218 {
2219 OdePrim parent = (OdePrim)_parent;
2220 parent.ChildDelink(this);
2221 }
2222 }
2223 else
2224 {
2225 disableBody();
2226 }
2227 }
2228
2229
2230 // we don't need to do space calculation because the client sends a position update also.
2231 if (_size.X <= 0) _size.X = 0.01f;
2232 if (_size.Y <= 0) _size.Y = 0.01f;
2233 if (_size.Z <= 0) _size.Z = 0.01f;
2234 // Construction of new prim
2235
2236 if (_parent_scene.needsMeshing(_pbs))
2237 {
2238 // Don't need to re-enable body.. it's done in SetMesh
2239 float meshlod = _parent_scene.meshSculptLOD;
2240
2241 if (IsPhysical)
2242 meshlod = _parent_scene.MeshSculptphysicalLOD;
2243
2244 IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);
2245 // createmesh returns null when it doesn't mesh.
2246 CreateGeom(m_targetSpace, mesh);
2247 }
2248 else
2249 {
2250 _mesh = null;
2251//Console.WriteLine("changeshape");
2252 CreateGeom(m_targetSpace, null);
2253 }
2254
2255 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2256 d.Quaternion myrot = new d.Quaternion();
2257 //myrot.W = _orientation.w;
2258 myrot.W = _orientation.W;
2259 myrot.X = _orientation.X;
2260 myrot.Y = _orientation.Y;
2261 myrot.Z = _orientation.Z;
2262 d.GeomSetQuaternion(prim_geom, ref myrot);
2263
2264 //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z);
2265 if (IsPhysical && Body == IntPtr.Zero)
2266 {
2267 // Re creates body on size.
2268 // EnableBody also does setMass()
2269 enableBody();
2270 if (Body != IntPtr.Zero)
2271 {
2272 d.BodyEnable(Body);
2273 }
2274 }
2275 _parent_scene.geom_name_map[prim_geom] = oldname;
2276
2277 changeSelectedStatus(timestamp);
2278 if (childPrim)
2279 {
2280 if (_parent is OdePrim)
2281 {
2282 OdePrim parent = (OdePrim)_parent;
2283 parent.ChildSetGeom(this);
2284 }
2285 }
2286 resetCollisionAccounting();
2287 m_taintshape = false;
2288 }
2289
2290 public void changeAddForce(float timestamp)
2291 {
2292 if (!m_isSelected)
2293 {
2294 lock (m_forcelist)
2295 {
2296 //m_log.Info("[PHYSICS]: dequeing forcelist");
2297 if (IsPhysical)
2298 {
2299 Vector3 iforce = Vector3.Zero;
2300 int i = 0;
2301 try
2302 {
2303 for (i = 0; i < m_forcelist.Count; i++)
2304 {
2305
2306 iforce = iforce + (m_forcelist[i] * 100);
2307 }
2308 }
2309 catch (IndexOutOfRangeException)
2310 {
2311 m_forcelist = new List<Vector3>();
2312 m_collisionscore = 0;
2313 m_interpenetrationcount = 0;
2314 m_taintforce = false;
2315 return;
2316 }
2317 catch (ArgumentOutOfRangeException)
2318 {
2319 m_forcelist = new List<Vector3>();
2320 m_collisionscore = 0;
2321 m_interpenetrationcount = 0;
2322 m_taintforce = false;
2323 return;
2324 }
2325 d.BodyEnable(Body);
2326 d.BodyAddForce(Body, iforce.X, iforce.Y, iforce.Z);
2327 }
2328 m_forcelist.Clear();
2329 }
2330
2331 m_collisionscore = 0;
2332 m_interpenetrationcount = 0;
2333 }
2334
2335 m_taintforce = false;
2336
2337 }
2338
2339
2340
2341 public void changeSetTorque(float timestamp)
2342 {
2343 if (!m_isSelected)
2344 {
2345 if (IsPhysical && Body != IntPtr.Zero)
2346 {
2347 d.BodySetTorque(Body, m_taintTorque.X, m_taintTorque.Y, m_taintTorque.Z);
2348 }
2349 }
2350
2351 m_taintTorque = Vector3.Zero;
2352 }
2353
2354 public void changeAddAngularForce(float timestamp)
2355 {
2356 if (!m_isSelected)
2357 {
2358 lock (m_angularforcelist)
2359 {
2360 //m_log.Info("[PHYSICS]: dequeing forcelist");
2361 if (IsPhysical)
2362 {
2363 Vector3 iforce = Vector3.Zero;
2364 for (int i = 0; i < m_angularforcelist.Count; i++)
2365 {
2366 iforce = iforce + (m_angularforcelist[i] * 100);
2367 }
2368 d.BodyEnable(Body);
2369 d.BodyAddTorque(Body, iforce.X, iforce.Y, iforce.Z);
2370
2371 }
2372 m_angularforcelist.Clear();
2373 }
2374
2375 m_collisionscore = 0;
2376 m_interpenetrationcount = 0;
2377 }
2378
2379 m_taintaddangularforce = false;
2380 }
2381
2382 private void changevelocity(float timestep)
2383 {
2384 if (!m_isSelected)
2385 {
2386 Thread.Sleep(20);
2387 if (IsPhysical)
2388 {
2389 if (Body != IntPtr.Zero)
2390 d.BodySetLinearVel(Body, m_taintVelocity.X, m_taintVelocity.Y, m_taintVelocity.Z);
2391 }
2392
2393 //resetCollisionAccounting();
2394 }
2395 m_taintVelocity = Vector3.Zero;
2396 }
2397
2398 public void UpdatePositionAndVelocity()
2399 {
2400 return; // moved to the Move () method
2401 }
2402
2403 public d.Mass FromMatrix4(Matrix4 pMat, ref d.Mass obj)
2404 {
2405 obj.I.M00 = pMat[0, 0];
2406 obj.I.M01 = pMat[0, 1];
2407 obj.I.M02 = pMat[0, 2];
2408 obj.I.M10 = pMat[1, 0];
2409 obj.I.M11 = pMat[1, 1];
2410 obj.I.M12 = pMat[1, 2];
2411 obj.I.M20 = pMat[2, 0];
2412 obj.I.M21 = pMat[2, 1];
2413 obj.I.M22 = pMat[2, 2];
2414 return obj;
2415 }
2416
2417 public override void SubscribeEvents(int ms)
2418 {
2419 m_eventsubscription = ms;
2420 _parent_scene.addCollisionEventReporting(this);
2421 }
2422
2423 public override void UnSubscribeEvents()
2424 {
2425 _parent_scene.remCollisionEventReporting(this);
2426 m_eventsubscription = 0;
2427 }
2428
2429 public void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
2430 {
2431 if (CollisionEventsThisFrame == null)
2432 CollisionEventsThisFrame = new CollisionEventUpdate();
2433 CollisionEventsThisFrame.addCollider(CollidedWith, contact);
2434 }
2435
2436 public void SendCollisions()
2437 {
2438 if (CollisionEventsThisFrame == null)
2439 return;
2440
2441 base.SendCollisionUpdate(CollisionEventsThisFrame);
2442
2443 if (CollisionEventsThisFrame.m_objCollisionList.Count == 0)
2444 CollisionEventsThisFrame = null;
2445 else
2446 CollisionEventsThisFrame = new CollisionEventUpdate();
2447 }
2448
2449 public override bool SubscribedEvents()
2450 {
2451 if (m_eventsubscription > 0)
2452 return true;
2453 return false;
2454 }
2455
2456 public static Matrix4 Inverse(Matrix4 pMat)
2457 {
2458 if (determinant3x3(pMat) == 0)
2459 {
2460 return Matrix4.Identity; // should probably throw an error. singluar matrix inverse not possible
2461 }
2462
2463
2464
2465 return (Adjoint(pMat) / determinant3x3(pMat));
2466 }
2467
2468 public static Matrix4 Adjoint(Matrix4 pMat)
2469 {
2470 Matrix4 adjointMatrix = new Matrix4();
2471 for (int i=0; i<4; i++)
2472 {
2473 for (int j=0; j<4; j++)
2474 {
2475 Matrix4SetValue(ref adjointMatrix, i, j, (float)(Math.Pow(-1, i + j) * (determinant3x3(Minor(pMat, i, j)))));
2476 }
2477 }
2478
2479 adjointMatrix = Transpose(adjointMatrix);
2480 return adjointMatrix;
2481 }
2482
2483 public static Matrix4 Minor(Matrix4 matrix, int iRow, int iCol)
2484 {
2485 Matrix4 minor = new Matrix4();
2486 int m = 0, n = 0;
2487 for (int i = 0; i < 4; i++)
2488 {
2489 if (i == iRow)
2490 continue;
2491 n = 0;
2492 for (int j = 0; j < 4; j++)
2493 {
2494 if (j == iCol)
2495 continue;
2496 Matrix4SetValue(ref minor, m,n, matrix[i, j]);
2497 n++;
2498 }
2499 m++;
2500 }
2501 return minor;
2502 }
2503
2504 public static Matrix4 Transpose(Matrix4 pMat)
2505 {
2506 Matrix4 transposeMatrix = new Matrix4();
2507 for (int i = 0; i < 4; i++)
2508 for (int j = 0; j < 4; j++)
2509 Matrix4SetValue(ref transposeMatrix, i, j, pMat[j, i]);
2510 return transposeMatrix;
2511 }
2512
2513 public static void Matrix4SetValue(ref Matrix4 pMat, int r, int c, float val)
2514 {
2515 switch (r)
2516 {
2517 case 0:
2518 switch (c)
2519 {
2520 case 0:
2521 pMat.M11 = val;
2522 break;
2523 case 1:
2524 pMat.M12 = val;
2525 break;
2526 case 2:
2527 pMat.M13 = val;
2528 break;
2529 case 3:
2530 pMat.M14 = val;
2531 break;
2532 }
2533
2534 break;
2535 case 1:
2536 switch (c)
2537 {
2538 case 0:
2539 pMat.M21 = val;
2540 break;
2541 case 1:
2542 pMat.M22 = val;
2543 break;
2544 case 2:
2545 pMat.M23 = val;
2546 break;
2547 case 3:
2548 pMat.M24 = val;
2549 break;
2550 }
2551
2552 break;
2553 case 2:
2554 switch (c)
2555 {
2556 case 0:
2557 pMat.M31 = val;
2558 break;
2559 case 1:
2560 pMat.M32 = val;
2561 break;
2562 case 2:
2563 pMat.M33 = val;
2564 break;
2565 case 3:
2566 pMat.M34 = val;
2567 break;
2568 }
2569
2570 break;
2571 case 3:
2572 switch (c)
2573 {
2574 case 0:
2575 pMat.M41 = val;
2576 break;
2577 case 1:
2578 pMat.M42 = val;
2579 break;
2580 case 2:
2581 pMat.M43 = val;
2582 break;
2583 case 3:
2584 pMat.M44 = val;
2585 break;
2586 }
2587
2588 break;
2589 }
2590 }
2591 private static float determinant3x3(Matrix4 pMat)
2592 {
2593 float det = 0;
2594 float diag1 = pMat[0, 0]*pMat[1, 1]*pMat[2, 2];
2595 float diag2 = pMat[0, 1]*pMat[2, 1]*pMat[2, 0];
2596 float diag3 = pMat[0, 2]*pMat[1, 0]*pMat[2, 1];
2597 float diag4 = pMat[2, 0]*pMat[1, 1]*pMat[0, 2];
2598 float diag5 = pMat[2, 1]*pMat[1, 2]*pMat[0, 0];
2599 float diag6 = pMat[2, 2]*pMat[1, 0]*pMat[0, 1];
2600
2601 det = diag1 + diag2 + diag3 - (diag4 + diag5 + diag6);
2602 return det;
2603
2604 }
2605
2606 private static void DMassCopy(ref d.Mass src, ref d.Mass dst)
2607 {
2608 dst.c.W = src.c.W;
2609 dst.c.X = src.c.X;
2610 dst.c.Y = src.c.Y;
2611 dst.c.Z = src.c.Z;
2612 dst.mass = src.mass;
2613 dst.I.M00 = src.I.M00;
2614 dst.I.M01 = src.I.M01;
2615 dst.I.M02 = src.I.M02;
2616 dst.I.M10 = src.I.M10;
2617 dst.I.M11 = src.I.M11;
2618 dst.I.M12 = src.I.M12;
2619 dst.I.M20 = src.I.M20;
2620 dst.I.M21 = src.I.M21;
2621 dst.I.M22 = src.I.M22;
2622 }
2623
2624 public override void SetMaterial(int pMaterial)
2625 {
2626 m_material = pMaterial;
2627 }
2628
2629 internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
2630 {
2631 switch (pParam)
2632 {
2633 case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY:
2634 if (pValue < 0.01f) pValue = 0.01f;
2635 // m_angularDeflectionEfficiency = pValue;
2636 break;
2637 case Vehicle.ANGULAR_DEFLECTION_TIMESCALE:
2638 if (pValue < 0.1f) pValue = 0.1f;
2639 // m_angularDeflectionTimescale = pValue;
2640 break;
2641 case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE:
2642 if (pValue < 0.3f) pValue = 0.3f;
2643 m_angularMotorDecayTimescale = pValue;
2644 break;
2645 case Vehicle.ANGULAR_MOTOR_TIMESCALE:
2646 if (pValue < 0.3f) pValue = 0.3f;
2647 m_angularMotorTimescale = pValue;
2648 break;
2649 case Vehicle.BANKING_EFFICIENCY:
2650 if (pValue < 0.01f) pValue = 0.01f;
2651 // m_bankingEfficiency = pValue;
2652 break;
2653 case Vehicle.BANKING_MIX:
2654 if (pValue < 0.01f) pValue = 0.01f;
2655 // m_bankingMix = pValue;
2656 break;
2657 case Vehicle.BANKING_TIMESCALE:
2658 if (pValue < 0.01f) pValue = 0.01f;
2659 // m_bankingTimescale = pValue;
2660 break;
2661 case Vehicle.BUOYANCY:
2662 if (pValue < -1f) pValue = -1f;
2663 if (pValue > 1f) pValue = 1f;
2664 m_VehicleBuoyancy = pValue;
2665 break;
2666// case Vehicle.HOVER_EFFICIENCY:
2667// if (pValue < 0f) pValue = 0f;
2668// if (pValue > 1f) pValue = 1f;
2669// m_VhoverEfficiency = pValue;
2670// break;
2671 case Vehicle.HOVER_HEIGHT:
2672 m_VhoverHeight = pValue;
2673 break;
2674 case Vehicle.HOVER_TIMESCALE:
2675 if (pValue < 0.1f) pValue = 0.1f;
2676 m_VhoverTimescale = pValue;
2677 break;
2678 case Vehicle.LINEAR_DEFLECTION_EFFICIENCY:
2679 if (pValue < 0.01f) pValue = 0.01f;
2680 // m_linearDeflectionEfficiency = pValue;
2681 break;
2682 case Vehicle.LINEAR_DEFLECTION_TIMESCALE:
2683 if (pValue < 0.01f) pValue = 0.01f;
2684 // m_linearDeflectionTimescale = pValue;
2685 break;
2686 case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE:
2687 if (pValue < 0.3f) pValue = 0.3f;
2688 m_linearMotorDecayTimescale = pValue;
2689 break;
2690 case Vehicle.LINEAR_MOTOR_TIMESCALE:
2691 if (pValue < 0.1f) pValue = 0.1f;
2692 m_linearMotorTimescale = pValue;
2693 break;
2694 case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY:
2695 if (pValue < 0.1f) pValue = 0.1f; // Less goes unstable
2696 if (pValue > 1.0f) pValue = 1.0f;
2697 m_verticalAttractionEfficiency = pValue;
2698 break;
2699 case Vehicle.VERTICAL_ATTRACTION_TIMESCALE:
2700 if (pValue < 0.1f) pValue = 0.1f;
2701 m_verticalAttractionTimescale = pValue;
2702 break;
2703
2704 // These are vector properties but the engine lets you use a single float value to
2705 // set all of the components to the same value
2706 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
2707 if (pValue > 30f) pValue = 30f;
2708 if (pValue < 0.1f) pValue = 0.1f;
2709 m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue);
2710 break;
2711 case Vehicle.ANGULAR_MOTOR_DIRECTION:
2712 m_angularMotorDirection = new Vector3(pValue, pValue, pValue);
2713 UpdateAngDecay();
2714 break;
2715 case Vehicle.LINEAR_FRICTION_TIMESCALE:
2716 if (pValue < 0.1f) pValue = 0.1f;
2717 m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue);
2718 break;
2719 case Vehicle.LINEAR_MOTOR_DIRECTION:
2720 m_linearMotorDirection = new Vector3(pValue, pValue, pValue);
2721 UpdateLinDecay();
2722 break;
2723 case Vehicle.LINEAR_MOTOR_OFFSET:
2724 // m_linearMotorOffset = new Vector3(pValue, pValue, pValue);
2725 break;
2726
2727 }
2728
2729 }//end ProcessFloatVehicleParam
2730
2731 internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue)
2732 {
2733 switch (pParam)
2734 {
2735 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
2736 if (pValue.X > 30f) pValue.X = 30f;
2737 if (pValue.X < 0.1f) pValue.X = 0.1f;
2738 if (pValue.Y > 30f) pValue.Y = 30f;
2739 if (pValue.Y < 0.1f) pValue.Y = 0.1f;
2740 if (pValue.Z > 30f) pValue.Z = 30f;
2741 if (pValue.Z < 0.1f) pValue.Z = 0.1f;
2742 m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
2743 break;
2744 case Vehicle.ANGULAR_MOTOR_DIRECTION:
2745 m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
2746 // Limit requested angular speed to 2 rps= 4 pi rads/sec
2747 if(m_angularMotorDirection.X > 12.56f) m_angularMotorDirection.X = 12.56f;
2748 if(m_angularMotorDirection.X < - 12.56f) m_angularMotorDirection.X = - 12.56f;
2749 if(m_angularMotorDirection.Y > 12.56f) m_angularMotorDirection.Y = 12.56f;
2750 if(m_angularMotorDirection.Y < - 12.56f) m_angularMotorDirection.Y = - 12.56f;
2751 if(m_angularMotorDirection.Z > 12.56f) m_angularMotorDirection.Z = 12.56f;
2752 if(m_angularMotorDirection.Z < - 12.56f) m_angularMotorDirection.Z = - 12.56f;
2753 UpdateAngDecay();
2754 break;
2755 case Vehicle.LINEAR_FRICTION_TIMESCALE:
2756 if (pValue.X < 0.1f) pValue.X = 0.1f;
2757 if (pValue.Y < 0.1f) pValue.Y = 0.1f;
2758 if (pValue.Z < 0.1f) pValue.Z = 0.1f;
2759 m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
2760 break;
2761 case Vehicle.LINEAR_MOTOR_DIRECTION:
2762 m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z); // velocity requested by LSL, for max limiting
2763 UpdateLinDecay();
2764 break;
2765 case Vehicle.LINEAR_MOTOR_OFFSET:
2766 // m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z);
2767 break;
2768 }
2769
2770 }//end ProcessVectorVehicleParam
2771
2772 internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue)
2773 {
2774 switch (pParam)
2775 {
2776 case Vehicle.REFERENCE_FRAME:
2777 // m_referenceFrame = pValue;
2778 break;
2779 }
2780
2781 }//end ProcessRotationVehicleParam
2782
2783 internal void ProcessVehicleFlags(int pParam, bool remove)
2784 {
2785 if (remove)
2786 {
2787 m_flags &= ~((VehicleFlag)pParam);
2788 }
2789 else
2790 {
2791 m_flags |= (VehicleFlag)pParam;
2792 }
2793 }
2794
2795 internal void ProcessTypeChange(Vehicle pType)
2796 {
2797 // Set Defaults For Type
2798 m_type = pType;
2799 switch (pType)
2800 {
2801 case Vehicle.TYPE_SLED:
2802 m_linearFrictionTimescale = new Vector3(30, 1, 1000);
2803 m_angularFrictionTimescale = new Vector3(30, 30, 30);
2804// m_lLinMotorVel = Vector3.Zero;
2805 m_linearMotorTimescale = 1000;
2806 m_linearMotorDecayTimescale = 120;
2807 m_angularMotorDirection = Vector3.Zero;
2808 m_angularMotorDVel = Vector3.Zero;
2809 m_angularMotorTimescale = 1000;
2810 m_angularMotorDecayTimescale = 120;
2811 m_VhoverHeight = 0;
2812// m_VhoverEfficiency = 1;
2813 m_VhoverTimescale = 10;
2814 m_VehicleBuoyancy = 0;
2815 // m_linearDeflectionEfficiency = 1;
2816 // m_linearDeflectionTimescale = 1;
2817 // m_angularDeflectionEfficiency = 1;
2818 // m_angularDeflectionTimescale = 1000;
2819 // m_bankingEfficiency = 0;
2820 // m_bankingMix = 1;
2821 // m_bankingTimescale = 10;
2822 // m_referenceFrame = Quaternion.Identity;
2823 m_flags &=
2824 ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
2825 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
2826 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
2827 break;
2828 case Vehicle.TYPE_CAR:
2829 m_linearFrictionTimescale = new Vector3(100, 2, 1000);
2830 m_angularFrictionTimescale = new Vector3(30, 30, 30); // was 1000, but sl max frict time is 30.
2831// m_lLinMotorVel = Vector3.Zero;
2832 m_linearMotorTimescale = 1;
2833 m_linearMotorDecayTimescale = 60;
2834 m_angularMotorDirection = Vector3.Zero;
2835 m_angularMotorDVel = Vector3.Zero;
2836 m_angularMotorTimescale = 1;
2837 m_angularMotorDecayTimescale = 0.8f;
2838 m_VhoverHeight = 0;
2839// m_VhoverEfficiency = 0;
2840 m_VhoverTimescale = 1000;
2841 m_VehicleBuoyancy = 0;
2842 // // m_linearDeflectionEfficiency = 1;
2843 // // m_linearDeflectionTimescale = 2;
2844 // // m_angularDeflectionEfficiency = 0;
2845 // m_angularDeflectionTimescale = 10;
2846 m_verticalAttractionEfficiency = 1f;
2847 m_verticalAttractionTimescale = 10f;
2848 // m_bankingEfficiency = -0.2f;
2849 // m_bankingMix = 1;
2850 // m_bankingTimescale = 1;
2851 // m_referenceFrame = Quaternion.Identity;
2852 m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
2853 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.HOVER_UP_ONLY |
2854 VehicleFlag.LIMIT_MOTOR_UP);
2855 break;
2856 case Vehicle.TYPE_BOAT:
2857 m_linearFrictionTimescale = new Vector3(10, 3, 2);
2858 m_angularFrictionTimescale = new Vector3(10,10,10);
2859// m_lLinMotorVel = Vector3.Zero;
2860 m_linearMotorTimescale = 5;
2861 m_linearMotorDecayTimescale = 60;
2862 m_angularMotorDirection = Vector3.Zero;
2863 m_angularMotorDVel = Vector3.Zero;
2864 m_angularMotorTimescale = 4;
2865 m_angularMotorDecayTimescale = 4;
2866 m_VhoverHeight = 0;
2867// m_VhoverEfficiency = 0.5f;
2868 m_VhoverTimescale = 2;
2869 m_VehicleBuoyancy = 1;
2870 // m_linearDeflectionEfficiency = 0.5f;
2871 // m_linearDeflectionTimescale = 3;
2872 // m_angularDeflectionEfficiency = 0.5f;
2873 // m_angularDeflectionTimescale = 5;
2874 m_verticalAttractionEfficiency = 0.5f;
2875 m_verticalAttractionTimescale = 5f;
2876 // m_bankingEfficiency = -0.3f;
2877 // m_bankingMix = 0.8f;
2878 // m_bankingTimescale = 1;
2879 // m_referenceFrame = Quaternion.Identity;
2880 m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.LIMIT_ROLL_ONLY |
2881 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
2882 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY |
2883 VehicleFlag.LIMIT_MOTOR_UP);
2884 break;
2885 case Vehicle.TYPE_AIRPLANE:
2886 m_linearFrictionTimescale = new Vector3(200, 10, 5);
2887 m_angularFrictionTimescale = new Vector3(20, 20, 20);
2888// m_lLinMotorVel = Vector3.Zero;
2889 m_linearMotorTimescale = 2;
2890 m_linearMotorDecayTimescale = 60;
2891 m_angularMotorDirection = Vector3.Zero;
2892 m_angularMotorDVel = Vector3.Zero;
2893 m_angularMotorTimescale = 4;
2894 m_angularMotorDecayTimescale = 4;
2895 m_VhoverHeight = 0;
2896// m_VhoverEfficiency = 0.5f;
2897 m_VhoverTimescale = 1000;
2898 m_VehicleBuoyancy = 0;
2899 // m_linearDeflectionEfficiency = 0.5f;
2900 // m_linearDeflectionTimescale = 3;
2901 // m_angularDeflectionEfficiency = 1;
2902 // m_angularDeflectionTimescale = 2;
2903 m_verticalAttractionEfficiency = 0.9f;
2904 m_verticalAttractionTimescale = 2f;
2905 // m_bankingEfficiency = 1;
2906 // m_bankingMix = 0.7f;
2907 // m_bankingTimescale = 2;
2908 // m_referenceFrame = Quaternion.Identity;
2909 m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
2910 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
2911 m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY);
2912 break;
2913 case Vehicle.TYPE_BALLOON:
2914 m_linearFrictionTimescale = new Vector3(5, 5, 5);
2915 m_angularFrictionTimescale = new Vector3(10, 10, 10);
2916 m_linearMotorTimescale = 5;
2917 m_linearMotorDecayTimescale = 60;
2918 m_angularMotorDirection = Vector3.Zero;
2919 m_angularMotorDVel = Vector3.Zero;
2920 m_angularMotorTimescale = 6;
2921 m_angularMotorDecayTimescale = 10;
2922 m_VhoverHeight = 5;
2923// m_VhoverEfficiency = 0.8f;
2924 m_VhoverTimescale = 10;
2925 m_VehicleBuoyancy = 1;
2926 // m_linearDeflectionEfficiency = 0;
2927 // m_linearDeflectionTimescale = 5;
2928 // m_angularDeflectionEfficiency = 0;
2929 // m_angularDeflectionTimescale = 5;
2930 m_verticalAttractionEfficiency = 1f;
2931 m_verticalAttractionTimescale = 100f;
2932 // m_bankingEfficiency = 0;
2933 // m_bankingMix = 0.7f;
2934 // m_bankingTimescale = 5;
2935 // m_referenceFrame = Quaternion.Identity;
2936 m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
2937 VehicleFlag.HOVER_UP_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
2938 m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
2939 break;
2940
2941 }
2942 }//end SetDefaultsForType
2943
2944 internal void Enable(IntPtr pBody, OdeScene pParentScene)
2945 {
2946 if (m_type == Vehicle.TYPE_NONE)
2947 return;
2948
2949 m_body = pBody;
2950 }
2951
2952
2953 internal void Halt()
2954 { // Kill all motions, when non-physical
2955 // m_linearMotorDirection = Vector3.Zero;
2956 m_lLinMotorDVel = Vector3.Zero;
2957 m_lLinObjectVel = Vector3.Zero;
2958 m_wLinObjectVel = Vector3.Zero;
2959 m_angularMotorDirection = Vector3.Zero;
2960 m_lastAngularVelocity = Vector3.Zero;
2961 m_angularMotorDVel = Vector3.Zero;
2962 _acceleration = Vector3.Zero;
2963 }
2964
2965 private void UpdateLinDecay()
2966 {
2967// if (Math.Abs(m_linearMotorDirection.X) > Math.Abs(m_lLinMotorDVel.X)) m_lLinMotorDVel.X = m_linearMotorDirection.X;
2968// if (Math.Abs(m_linearMotorDirection.Y) > Math.Abs(m_lLinMotorDVel.Y)) m_lLinMotorDVel.Y = m_linearMotorDirection.Y;
2969// if (Math.Abs(m_linearMotorDirection.Z) > Math.Abs(m_lLinMotorDVel.Z)) m_lLinMotorDVel.Z = m_linearMotorDirection.Z;
2970 m_lLinMotorDVel.X = m_linearMotorDirection.X;
2971 m_lLinMotorDVel.Y = m_linearMotorDirection.Y;
2972 m_lLinMotorDVel.Z = m_linearMotorDirection.Z;
2973 } // else let the motor decay on its own
2974
2975 private void UpdateAngDecay()
2976 {
2977// if (Math.Abs(m_angularMotorDirection.X) > Math.Abs(m_angularMotorDVel.X)) m_angularMotorDVel.X = m_angularMotorDirection.X;
2978// if (Math.Abs(m_angularMotorDirection.Y) > Math.Abs(m_angularMotorDVel.Y)) m_angularMotorDVel.Y = m_angularMotorDirection.Y;
2979// if (Math.Abs(m_angularMotorDirection.Z) > Math.Abs(m_angularMotorDVel.Z)) m_angularMotorDVel.Z = m_angularMotorDirection.Z;
2980 m_angularMotorDVel.X = m_angularMotorDirection.X;
2981 m_angularMotorDVel.Y = m_angularMotorDirection.Y;
2982 m_angularMotorDVel.Z = m_angularMotorDirection.Z;
2983 } // else let the motor decay on its own
2984
2985 public void Move(float timestep)
2986 {
2987 float fx = 0;
2988 float fy = 0;
2989 float fz = 0;
2990 Vector3 linvel; // velocity applied, including any reversal
2991 int outside = 0;
2992
2993 // If geomCrossingFailuresBeforeOutofbounds is set to 0 in OpenSim.ini then phys objects bounce off region borders.
2994 // This is a temp patch until proper region crossing is developed.
2995
2996 int failureLimit = _parent_scene.geomCrossingFailuresBeforeOutofbounds;
2997 int fence = _parent_scene.geomRegionFence;
2998
2999 float border_limit = 0.05f; // original limit
3000 if (fence == 1) border_limit = 0.5f; // bounce point
3001
3002 frcount++; // used to limit debug comment output
3003 if (frcount > 50)
3004 frcount = 0;
3005
3006 if(revcount > 0) revcount--;
3007
3008 if (IsPhysical && (Body != IntPtr.Zero) && !m_isSelected && !childPrim) // Only move root prims.
3009 {
3010 // Old public void UpdatePositionAndVelocity(), more accuratley calculated here
3011 bool lastZeroFlag = _zeroFlag; // was it stopped
3012
3013 d.Vector3 vec = d.BodyGetPosition(Body);
3014 Vector3 l_position = Vector3.Zero;
3015 l_position.X = vec.X;
3016 l_position.Y = vec.Y;
3017 l_position.Z = vec.Z;
3018 m_lastposition = _position;
3019 _position = l_position;
3020
3021 d.Quaternion ori = d.BodyGetQuaternion(Body);
3022 // Quaternion l_orientation = Quaternion.Identity;
3023 _orientation.X = ori.X;
3024 _orientation.Y = ori.Y;
3025 _orientation.Z = ori.Z;
3026 _orientation.W = ori.W;
3027 m_lastorientation = _orientation;
3028
3029 d.Vector3 vel = d.BodyGetLinearVel(Body);
3030 m_lastVelocity = _velocity;
3031 _velocity.X = vel.X;
3032 _velocity.Y = vel.Y;
3033 _velocity.Z = vel.Z;
3034 _acceleration = ((_velocity - m_lastVelocity) / timestep);
3035
3036 d.Vector3 torque = d.BodyGetTorque(Body);
3037 _torque = new Vector3(torque.X, torque.Y, torque.Z);
3038
3039 base.RequestPhysicsterseUpdate();
3040
3041//Console.WriteLine("Move {0} at {1}", m_primName, l_position);
3042
3043 // Check if outside region
3044 // In Scene.cs/CrossPrimGroupIntoNewRegion the object is checked for 0.1M from border!
3045 if (l_position.X > ((float)_parent_scene.WorldExtents.X - border_limit))
3046 {
3047 l_position.X = ((float)_parent_scene.WorldExtents.X - border_limit);
3048 outside = 1;
3049 }
3050
3051 if (l_position.X < border_limit)
3052 {
3053 l_position.X = border_limit;
3054 outside = 2;
3055 }
3056 if (l_position.Y > ((float)_parent_scene.WorldExtents.Y - border_limit))
3057 {
3058 l_position.Y = ((float)_parent_scene.WorldExtents.Y - border_limit);
3059 outside = 3;
3060 }
3061
3062 if (l_position.Y < border_limit)
3063 {
3064 l_position.Y = border_limit;
3065 outside = 4;
3066 }
3067
3068 if (outside > 0)
3069 {
3070//Console.WriteLine(" fence = {0}",fence);
3071
3072//Console.WriteLine("Border {0}", l_position);
3073 if (fence == 1) // bounce object off boundary
3074 {
3075 if (revcount == 0)
3076 {
3077 if (outside < 3)
3078 {
3079 _velocity.X = -_velocity.X;
3080 }
3081 else
3082 {
3083 _velocity.Y = -_velocity.Y;
3084 }
3085 if (m_type != Vehicle.TYPE_NONE) Halt();
3086 _position = l_position;
3087 m_taintposition = _position;
3088 m_lastVelocity = _velocity;
3089 _acceleration = Vector3.Zero;
3090 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
3091 d.BodySetLinearVel(Body, _velocity.X, _velocity.Y, _velocity.Z);
3092 base.RequestPhysicsterseUpdate();
3093
3094 revcount = 25; // wait for object to move away from border
3095 }
3096 } // else old crossing mode
3097 else if (m_crossingfailures < failureLimit)
3098 { // keep trying to cross?
3099 _position = l_position;
3100 //_parent_scene.remActivePrim(this);
3101 if (_parent == null) base.RequestPhysicsterseUpdate();
3102 return; // Dont process any other motion?
3103 }
3104 else
3105 { // Too many tries
3106 if (_parent == null) base.RaiseOutOfBounds(l_position);
3107//Console.WriteLine("ROOB 2");
3108
3109 return; // Dont process any other motion?
3110 } // end various methods
3111 } // end outside region horizontally
3112
3113
3114 if (l_position.Z < 0)
3115 {
3116 // This is so prim that get lost underground don't fall forever and suck up
3117 //
3118 // Sim resources and memory.
3119 // Disables the prim's movement physics....
3120 // It's a hack and will generate a console message if it fails.
3121
3122 //IsPhysical = false;
3123 if (_parent == null) base.RaiseOutOfBounds(_position);
3124//Console.WriteLine("ROOB 3");
3125
3126
3127 _acceleration.X = 0; // This stuff may stop client display but it has no
3128 _acceleration.Y = 0; // effect on the object in phys engine!
3129 _acceleration.Z = 0;
3130
3131 _velocity.X = 0;
3132 _velocity.Y = 0;
3133 _velocity.Z = 0;
3134 m_rotationalVelocity.X = 0;
3135 m_rotationalVelocity.Y = 0;
3136 m_rotationalVelocity.Z = 0;
3137
3138 if (_parent == null) base.RequestPhysicsterseUpdate();
3139
3140 m_throttleUpdates = false;
3141 throttleCounter = 0;
3142 _zeroFlag = true;
3143 //outofBounds = true;
3144 } // end neg Z check
3145
3146 // Is it moving?
3147 if ((Math.Abs(m_lastposition.X - l_position.X) < 0.02)
3148 && (Math.Abs(m_lastposition.Y - l_position.Y) < 0.02)
3149 && (Math.Abs(m_lastposition.Z - l_position.Z) < 0.02)
3150 && (1.0 - Math.Abs(Quaternion.Dot(m_lastorientation, _orientation)) < 0.0001)) // KF 0.01 is far to large
3151 {
3152 _zeroFlag = true;
3153 m_throttleUpdates = false;
3154 }
3155 else
3156 {
3157 //m_log.Debug(Math.Abs(m_lastposition.X - l_position.X).ToString());
3158 _zeroFlag = false;
3159 m_lastUpdateSent = false;
3160 //m_throttleUpdates = false;
3161 }
3162
3163 if (_zeroFlag)
3164 { // Its stopped
3165 _velocity.X = 0.0f;
3166 _velocity.Y = 0.0f;
3167 _velocity.Z = 0.0f;
3168
3169 _acceleration.X = 0;
3170 _acceleration.Y = 0;
3171 _acceleration.Z = 0;
3172
3173 m_rotationalVelocity.X = 0;
3174 m_rotationalVelocity.Y = 0;
3175 m_rotationalVelocity.Z = 0;
3176 if (!m_lastUpdateSent)
3177 {
3178 m_throttleUpdates = false;
3179 throttleCounter = 0;
3180 if (_parent == null)
3181 {
3182 base.RequestPhysicsterseUpdate();
3183 }
3184
3185 m_lastUpdateSent = true;
3186 }
3187 }
3188 else
3189 { // Its moving
3190 if (lastZeroFlag != _zeroFlag)
3191 {
3192 if (_parent == null)
3193 {
3194 base.RequestPhysicsterseUpdate();
3195 }
3196 }
3197 m_lastUpdateSent = false;
3198 if (!m_throttleUpdates || throttleCounter > _parent_scene.geomUpdatesPerThrottledUpdate)
3199 {
3200 if (_parent == null)
3201 {
3202 base.RequestPhysicsterseUpdate();
3203 }
3204 }
3205 else
3206 {
3207 throttleCounter++;
3208 }
3209 }
3210 m_lastposition = l_position;
3211
3212 /// End UpdatePositionAndVelocity insert
3213
3214
3215 // Rotation lock =====================================
3216 if(m_rotateEnableUpdate)
3217 {
3218 // Snapshot current angles, set up Amotor(s)
3219 m_rotateEnableUpdate = false;
3220 m_rotateEnable = m_rotateEnableRequest;
3221Console.WriteLine("RotEnable {0} = {1}",m_primName, m_rotateEnable);
3222
3223 if (Amotor != IntPtr.Zero)
3224 {
3225 d.JointDestroy(Amotor);
3226 Amotor = IntPtr.Zero;
3227Console.WriteLine("Old Amotor Destroyed");
3228 }
3229
3230 if (!m_rotateEnable.ApproxEquals(Vector3.One, 0.003f))
3231 { // not all are enabled
3232 d.Quaternion r = d.BodyGetQuaternion(Body);
3233 Quaternion locrot = new Quaternion(r.X, r.Y, r.Z, r.W);
3234 // extract the axes vectors
3235 Vector3 vX = new Vector3(1f,0f,0f);
3236 Vector3 vY = new Vector3(0f,1f,0f);
3237 Vector3 vZ = new Vector3(0f,0f,1f);
3238 vX = vX * locrot;
3239 vY = vY * locrot;
3240 vZ = vZ * locrot;
3241 // snapshot the current angle vectors
3242 m_lockX = vX;
3243 m_lockY = vY;
3244 m_lockZ = vZ;
3245 // m_lockRot = locrot;
3246 Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
3247 d.JointAttach(Amotor, Body, IntPtr.Zero);
3248 d.JointSetAMotorMode(Amotor, 0); // User mode??
3249Console.WriteLine("New Amotor Created for {0}", m_primName);
3250
3251 float axisnum = 3; // how many to lock
3252 axisnum = (axisnum - (m_rotateEnable.X + m_rotateEnable.Y + m_rotateEnable.Z));
3253 d.JointSetAMotorNumAxes(Amotor,(int)axisnum);
3254Console.WriteLine("AxisNum={0}",(int)axisnum);
3255
3256 int i = 0;
3257
3258 if (m_rotateEnable.X == 0)
3259 {
3260 d.JointSetAMotorAxis(Amotor, i, 0, m_lockX.X, m_lockX.Y, m_lockX.Z);
3261Console.WriteLine("AxisX {0} set to {1}", i, m_lockX);
3262 i++;
3263 }
3264
3265 if (m_rotateEnable.Y == 0)
3266 {
3267 d.JointSetAMotorAxis(Amotor, i, 0, m_lockY.X, m_lockY.Y, m_lockY.Z);
3268Console.WriteLine("AxisY {0} set to {1}", i, m_lockY);
3269 i++;
3270 }
3271
3272 if (m_rotateEnable.Z == 0)
3273 {
3274 d.JointSetAMotorAxis(Amotor, i, 0, m_lockZ.X, m_lockZ.Y, m_lockZ.Z);
3275Console.WriteLine("AxisZ {0} set to {1}", i, m_lockZ);
3276 i++;
3277 }
3278
3279 // These lowstops and high stops are effectively (no wiggle room)
3280 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, 0f);
3281 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, 0f);
3282 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, 0f);
3283 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0f);
3284 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f);
3285 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0f);
3286 d.JointSetAMotorParam(Amotor, (int) dParam.Vel, 0f);
3287 d.JointSetAMotorParam(Amotor, (int) dParam.Vel3, 0f);
3288 d.JointSetAMotorParam(Amotor, (int) dParam.Vel2, 0f);
3289 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM, 0f);
3290 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM3, 0f);
3291 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM2, 0f);
3292 } // else none are locked
3293 } // end Rotation Update
3294
3295
3296 // VEHICLE processing ==========================================
3297 if (m_type != Vehicle.TYPE_NONE)
3298 {
3299 // get body attitude
3300 d.Quaternion rot = d.BodyGetQuaternion(Body);
3301 Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); // rotq = rotation of object
3302 Quaternion irotq = Quaternion.Inverse(rotq);
3303
3304 // VEHICLE Linear Motion
3305 d.Vector3 velnow = d.BodyGetLinearVel(Body); // this is in world frame
3306 Vector3 vel_now = new Vector3(velnow.X, velnow.Y, velnow.Z);
3307 m_lLinObjectVel = vel_now * irotq;
3308
3309 if (m_linearMotorDecayTimescale < 300.0f) //setting of 300 or more disables decay rate
3310 {
3311 if ( Vector3.Mag(m_lLinMotorDVel) < 1.0f)
3312 {
3313 float decayfactor = m_linearMotorDecayTimescale/timestep;
3314 Vector3 decayAmount = (m_lLinMotorDVel/decayfactor);
3315 m_lLinMotorDVel -= decayAmount;
3316 }
3317 else
3318 {
3319 float decayfactor = 3.0f - (0.57f * (float)Math.Log((double)(m_linearMotorDecayTimescale)));
3320 Vector3 decel = Vector3.Normalize(m_lLinMotorDVel) * decayfactor * timestep;
3321 m_lLinMotorDVel -= decel;
3322 }
3323 if (m_lLinMotorDVel.ApproxEquals(Vector3.Zero, 0.01f))
3324 {
3325 m_lLinMotorDVel = Vector3.Zero;
3326 }
3327
3328 /* else
3329 {
3330 if (Math.Abs(m_lLinMotorDVel.X) < Math.Abs(m_lLinObjectVel.X)) m_lLinObjectVel.X = m_lLinMotorDVel.X;
3331 if (Math.Abs(m_lLinMotorDVel.Y) < Math.Abs(m_lLinObjectVel.Y)) m_lLinObjectVel.Y = m_lLinMotorDVel.Y;
3332 if (Math.Abs(m_lLinMotorDVel.Z) < Math.Abs(m_lLinObjectVel.Z)) m_lLinObjectVel.Z = m_lLinMotorDVel.Z;
3333 } */
3334 } // end linear motor decay
3335
3336 if ( (! m_lLinMotorDVel.ApproxEquals(Vector3.Zero, 0.01f)) || (! m_lLinObjectVel.ApproxEquals(Vector3.Zero, 0.01f)) )
3337 {
3338 if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body);
3339 if (m_linearMotorTimescale < 300.0f)
3340 {
3341 Vector3 attack_error = m_lLinMotorDVel - m_lLinObjectVel;
3342 float linfactor = m_linearMotorTimescale/timestep;
3343 Vector3 attackAmount = (attack_error/linfactor) * 1.3f;
3344 m_lLinObjectVel += attackAmount;
3345 }
3346 if (m_linearFrictionTimescale.X < 300.0f)
3347 {
3348 float fricfactor = m_linearFrictionTimescale.X / timestep;
3349 float fricX = m_lLinObjectVel.X / fricfactor;
3350 m_lLinObjectVel.X -= fricX;
3351 }
3352 if (m_linearFrictionTimescale.Y < 300.0f)
3353 {
3354 float fricfactor = m_linearFrictionTimescale.Y / timestep;
3355 float fricY = m_lLinObjectVel.Y / fricfactor;
3356 m_lLinObjectVel.Y -= fricY;
3357 }
3358 if (m_linearFrictionTimescale.Z < 300.0f)
3359 {
3360 float fricfactor = m_linearFrictionTimescale.Z / timestep;
3361 float fricZ = m_lLinObjectVel.Z / fricfactor;
3362 m_lLinObjectVel.Z -= fricZ;
3363 }
3364 }
3365 m_wLinObjectVel = m_lLinObjectVel * rotq;
3366
3367 // Gravity and Buoyancy
3368 Vector3 grav = Vector3.Zero;
3369 if(m_VehicleBuoyancy < 1.0f)
3370 {
3371 // There is some gravity, make a gravity force vector
3372 // that is applied after object velocity.
3373 d.Mass objMass;
3374 d.BodyGetMass(Body, out objMass);
3375 // m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g;
3376 grav.Z = _parent_scene.gravityz * objMass.mass * (1f - m_VehicleBuoyancy); // Applied later as a force
3377 } // else its 1.0, no gravity.
3378
3379 // Hovering
3380 if( (m_flags & (VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT)) != 0)
3381 {
3382 // We should hover, get the target height
3383 d.Vector3 pos = d.BodyGetPosition(Body);
3384 if((m_flags & VehicleFlag.HOVER_WATER_ONLY) == VehicleFlag.HOVER_WATER_ONLY)
3385 {
3386 m_VhoverTargetHeight = _parent_scene.GetWaterLevel() + m_VhoverHeight;
3387 }
3388 else if((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) == VehicleFlag.HOVER_TERRAIN_ONLY)
3389 {
3390 m_VhoverTargetHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y) + m_VhoverHeight;
3391 }
3392 else if((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) == VehicleFlag.HOVER_GLOBAL_HEIGHT)
3393 {
3394 m_VhoverTargetHeight = m_VhoverHeight;
3395 }
3396
3397 if((m_flags & VehicleFlag.HOVER_UP_ONLY) == VehicleFlag.HOVER_UP_ONLY)
3398 {
3399 // If body is aready heigher, use its height as target height
3400 if(pos.Z > m_VhoverTargetHeight) m_VhoverTargetHeight = pos.Z;
3401 }
3402
3403// m_VhoverEfficiency = 0f; // 0=boucy, 1=Crit.damped
3404// m_VhoverTimescale = 0f; // time to acheive height
3405// timestep is time since last frame,in secs
3406 float herr0 = pos.Z - m_VhoverTargetHeight;
3407 // Replace Vertical speed with correction figure if significant
3408 if(Math.Abs(herr0) > 0.01f )
3409 {
3410 //? d.Mass objMass;
3411 //? d.BodyGetMass(Body, out objMass);
3412 m_wLinObjectVel.Z = - ( (herr0 * timestep * 50.0f) / m_VhoverTimescale);
3413 //KF: m_VhoverEfficiency is not yet implemented
3414 }
3415 else
3416 {
3417 m_wLinObjectVel.Z = 0f;
3418 }
3419 }
3420 else
3421 { // not hovering
3422 if (m_wLinObjectVel.Z == 0f)
3423 { // Gravity rules
3424 m_wLinObjectVel.Z = vel_now.Z;
3425 } // else the motor has it
3426 }
3427 linvel = m_wLinObjectVel;
3428
3429 // Vehicle Linear Motion done =======================================
3430 // Apply velocity
3431 d.BodySetLinearVel(Body, linvel.X, linvel.Y, linvel.Z);
3432 // apply gravity force
3433 d.BodyAddForce(Body, grav.X, grav.Y, grav.Z);
3434//if(frcount == 0) Console.WriteLine("Grav {0}", grav);
3435 // end MoveLinear()
3436
3437
3438 // MoveAngular
3439 /*
3440 private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor
3441
3442 private float m_angularMotorTimescale = 0; // motor angular Attack rate set by LSL
3443 private float m_angularMotorDecayTimescale = 0; // motor angular Decay rate set by LSL
3444 private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular Friction set by LSL
3445
3446 private Vector3 m_angularMotorDVel = Vector3.Zero; // decayed angular motor
3447 private Vector3 m_angObjectVel = Vector3.Zero; // what was last applied to body
3448 */
3449//if(frcount == 0) Console.WriteLine("MoveAngular ");
3450
3451 d.Vector3 angularObjectVel = d.BodyGetAngularVel(Body);
3452 Vector3 angObjectVel = new Vector3(angularObjectVel.X, angularObjectVel.Y, angularObjectVel.Z);
3453 angObjectVel = angObjectVel * irotq; // ============ Converts to LOCAL rotation
3454
3455//if(frcount == 0) Console.WriteLine("V0 = {0}", angObjectVel);
3456
3457 // Decay Angular Motor 1. In SL this also depends on attack rate! decay ~= 23/Attack.
3458 float atk_decayfactor = 23.0f / (m_angularMotorTimescale * timestep);
3459 m_angularMotorDVel -= m_angularMotorDVel / atk_decayfactor;
3460 // Decay Angular Motor 2.
3461 if (m_angularMotorDecayTimescale < 300.0f)
3462 {
3463 if ( Vector3.Mag(m_angularMotorDVel) < 1.0f)
3464 {
3465 float decayfactor = (m_angularMotorDecayTimescale)/timestep;
3466 Vector3 decayAmount = (m_angularMotorDVel/decayfactor);
3467 m_angularMotorDVel -= decayAmount;
3468 }
3469 else
3470 {
3471 Vector3 decel = Vector3.Normalize(m_angularMotorDVel) * timestep / m_angularMotorDecayTimescale;
3472 m_angularMotorDVel -= decel;
3473 }
3474
3475 if (m_angularMotorDVel.ApproxEquals(Vector3.Zero, 0.01f))
3476 {
3477 m_angularMotorDVel = Vector3.Zero;
3478 }
3479 else
3480 {
3481 if (Math.Abs(m_angularMotorDVel.X) < Math.Abs(angObjectVel.X)) angObjectVel.X = m_angularMotorDVel.X;
3482 if (Math.Abs(m_angularMotorDVel.Y) < Math.Abs(angObjectVel.Y)) angObjectVel.Y = m_angularMotorDVel.Y;
3483 if (Math.Abs(m_angularMotorDVel.Z) < Math.Abs(angObjectVel.Z)) angObjectVel.Z = m_angularMotorDVel.Z;
3484 }
3485 } // end decay angular motor
3486//if(frcount == 0) Console.WriteLine("MotorDvel {0} Obj {1}", m_angularMotorDVel, angObjectVel);
3487
3488//if(frcount == 0) Console.WriteLine("VA = {0}", angObjectVel);
3489
3490 if ( (! m_angularMotorDVel.ApproxEquals(Vector3.Zero, 0.01f)) || (! angObjectVel.ApproxEquals(Vector3.Zero, 0.01f)) )
3491 { // if motor or object have motion
3492 if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body);
3493
3494 if (m_angularMotorTimescale < 300.0f)
3495 {
3496 Vector3 attack_error = m_angularMotorDVel - angObjectVel;
3497 float angfactor = m_angularMotorTimescale/timestep;
3498 Vector3 attackAmount = (attack_error/angfactor);
3499 angObjectVel += attackAmount;
3500//if(frcount == 0) Console.WriteLine("Accel {0} Attk {1}",FrAaccel, attackAmount);
3501//if(frcount == 0) Console.WriteLine("V2+= {0}", angObjectVel);
3502 }
3503
3504 angObjectVel.X -= angObjectVel.X / (m_angularFrictionTimescale.X * 0.7f / timestep);
3505 angObjectVel.Y -= angObjectVel.Y / (m_angularFrictionTimescale.Y * 0.7f / timestep);
3506 angObjectVel.Z -= angObjectVel.Z / (m_angularFrictionTimescale.Z * 0.7f / timestep);
3507 } // else no signif. motion
3508
3509//if(frcount == 0) Console.WriteLine("Dmotor {0} Obj {1}", m_angularMotorDVel, angObjectVel);
3510 // Bank section tba
3511 // Deflection section tba
3512//if(frcount == 0) Console.WriteLine("V3 = {0}", angObjectVel);
3513
3514
3515 /* // Rotation Axis Disables:
3516 if (!m_angularEnable.ApproxEquals(Vector3.One, 0.003f))
3517 {
3518 if (m_angularEnable.X == 0)
3519 angObjectVel.X = 0f;
3520 if (m_angularEnable.Y == 0)
3521 angObjectVel.Y = 0f;
3522 if (m_angularEnable.Z == 0)
3523 angObjectVel.Z = 0f;
3524 }
3525 */
3526 angObjectVel = angObjectVel * rotq; // ================ Converts to WORLD rotation
3527
3528 // Vertical attractor section
3529 Vector3 vertattr = Vector3.Zero;
3530
3531 if(m_verticalAttractionTimescale < 300)
3532 {
3533 float VAservo = 1.0f / (m_verticalAttractionTimescale * timestep);
3534 // make a vector pointing up
3535 Vector3 verterr = Vector3.Zero;
3536 verterr.Z = 1.0f;
3537 // rotate it to Body Angle
3538 verterr = verterr * rotq;
3539 // 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.
3540 // 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
3541 // negative. Similar for tilt and |.Y|. .X and .Y must be modulated to prevent a stable inverted body.
3542
3543 if (verterr.Z < 0.0f)
3544 { // Deflection from vertical exceeds 90-degrees. This method will ensure stable return to
3545 // vertical, BUT for some reason a z-rotation is imparted to the object. TBI.
3546//Console.WriteLine("InvertFlip");
3547 verterr.X = 2.0f - verterr.X;
3548 verterr.Y = 2.0f - verterr.Y;
3549 }
3550 verterr *= 0.5f;
3551 // verterror is 0 (no error) to +/- 1 (max error at 180-deg tilt)
3552 Vector3 xyav = angObjectVel;
3553 xyav.Z = 0.0f;
3554 if ((!xyav.ApproxEquals(Vector3.Zero, 0.001f)) || (verterr.Z < 0.49f))
3555 {
3556 // As the body rotates around the X axis, then verterr.Y increases; Rotated around Y then .X increases, so
3557 // Change Body angular velocity X based on Y, and Y based on X. Z is not changed.
3558 vertattr.X = verterr.Y;
3559 vertattr.Y = - verterr.X;
3560 vertattr.Z = 0f;
3561//if(frcount == 0) Console.WriteLine("VAerr=" + verterr);
3562
3563 // scaling appears better usingsquare-law
3564 float damped = m_verticalAttractionEfficiency * m_verticalAttractionEfficiency;
3565 float bounce = 1.0f - damped;
3566 // 0 = crit damp, 1 = bouncy
3567 float oavz = angObjectVel.Z; // retain z velocity
3568 // time-scaled correction, which sums, therefore is bouncy:
3569 angObjectVel = (angObjectVel + (vertattr * VAservo * 0.0333f)) * bounce;
3570 // damped, good @ < 90:
3571 angObjectVel = angObjectVel + (vertattr * VAservo * 0.0667f * damped);
3572 angObjectVel.Z = oavz;
3573//if(frcount == 0) Console.WriteLine("VA+");
3574//Console.WriteLine("VAttr {0} OAvel {1}", vertattr, angObjectVel);
3575 }
3576 else
3577 {
3578 // else error is very small
3579 angObjectVel.X = 0f;
3580 angObjectVel.Y = 0f;
3581//if(frcount == 0) Console.WriteLine("VA0");
3582 }
3583 } // else vertical attractor is off
3584//if(frcount == 0) Console.WriteLine("V1 = {0}", angObjectVel);
3585
3586
3587 m_lastAngularVelocity = angObjectVel;
3588 // apply Angular Velocity to body
3589 d.BodySetAngularVel (Body, m_lastAngularVelocity.X, m_lastAngularVelocity.Y, m_lastAngularVelocity.Z);
3590//if(frcount == 0) Console.WriteLine("V4 = {0}", m_lastAngularVelocity);
3591
3592 } // end VEHICLES
3593 else
3594 {
3595 // Dyamics (NON-'VEHICLES') are dealt with here ================================================================
3596
3597 if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body); // KF add 161009
3598
3599 /// Dynamics Buoyancy
3600 //KF: m_buoyancy is set by llSetBuoyancy() and is for non-vehicle.
3601 // m_buoyancy: (unlimited value) <0=Falls fast; 0=1g; 1=0g; >1 = floats up
3602 // NB Prims in ODE are no subject to global gravity
3603 // This should only affect gravity operations
3604
3605 float m_mass = CalculateMass();
3606 // calculate z-force due togravity on object.
3607 fz = _parent_scene.gravityz * (1.0f - m_buoyancy) * m_mass; // force = acceleration * mass
3608
3609 if ((m_usePID) && (m_PIDTau > 0.0f)) // Dynamics llMoveToTarget.
3610 {
3611 fz = 0; // llMoveToTarget ignores gravity.
3612 // it also ignores mass of object, and any physical resting on it.
3613 // Vector3 m_PIDTarget is where we are going
3614 // float m_PIDTau is time to get there
3615 fx = 0;
3616 fy = 0;
3617 d.Vector3 pos = d.BodyGetPosition(Body);
3618 Vector3 error = new Vector3(
3619 (m_PIDTarget.X - pos.X),
3620 (m_PIDTarget.Y - pos.Y),
3621 (m_PIDTarget.Z - pos.Z));
3622 if (error.ApproxEquals(Vector3.Zero,0.01f))
3623 { // Very close, Jump there and quit move
3624 d.BodySetPosition(Body, m_PIDTarget.X, m_PIDTarget.Y, m_PIDTarget.Z);
3625 _target_velocity = Vector3.Zero;
3626 d.BodySetLinearVel(Body, _target_velocity.X, _target_velocity.Y, _target_velocity.Z);
3627 }
3628 else
3629 {
3630 float scale = 50.0f * timestep / m_PIDTau;
3631 if ((error.ApproxEquals(Vector3.Zero,0.5f)) && (_target_velocity != Vector3.Zero))
3632 {
3633 // Nearby, quit update of velocity
3634 }
3635 else
3636 { // Far, calc damped velocity
3637 _target_velocity = error * scale;
3638 }
3639 d.BodySetLinearVel(Body, _target_velocity.X, _target_velocity.Y, _target_velocity.Z);
3640 }
3641 } // end PID MoveToTarget
3642
3643 /* Original OS implementation: Does not work correctly as another phys object resting on THIS object purturbs its position.
3644 This is incorrect behavior. llMoveToTarget must move the Body no matter what phys object is resting on it.
3645
3646 //if (!d.BodyIsEnabled(Body))
3647 //d.BodySetForce(Body, 0f, 0f, 0f);
3648
3649 // no lock; for now it's only called from within Simulate()
3650
3651 // If the PID Controller isn't active then we set our force
3652 // calculating base velocity to the current position
3653
3654 if ((m_PIDTau < 1) && (m_PIDTau != 0))
3655 {
3656 //PID_G = PID_G / m_PIDTau;
3657 m_PIDTau = 1;
3658 }
3659
3660 if ((PID_G - m_PIDTau) <= 0)
3661 {
3662 PID_G = m_PIDTau + 1;
3663 }
3664 //PidStatus = true;
3665
3666 // PhysicsVector vec = new PhysicsVector();
3667// d.Vector3 vel = d.BodyGetLinearVel(Body);
3668
3669 d.Vector3 pos = d.BodyGetPosition(Body);
3670 _target_velocity =
3671 new Vector3(
3672 (m_PIDTarget.X - pos.X) * ((PID_G - m_PIDTau) * timestep),
3673 (m_PIDTarget.Y - pos.Y) * ((PID_G - m_PIDTau) * timestep),
3674 (m_PIDTarget.Z - pos.Z) * ((PID_G - m_PIDTau) * timestep)
3675 );
3676
3677if(frcount == 0) Console.WriteLine("PID {0} b={1} fz={2} vel={3}", m_primName, m_buoyancy, fz, _target_velocity);
3678 // if velocity is zero, use position control; otherwise, velocity control
3679
3680 if (_target_velocity.ApproxEquals(Vector3.Zero,0.1f))
3681 {
3682 // keep track of where we stopped. No more slippin' & slidin'
3683
3684 // We only want to deactivate the PID Controller if we think we want to have our surrogate
3685 // react to the physics scene by moving it's position.
3686 // Avatar to Avatar collisions
3687 // Prim to avatar collisions
3688
3689 //fx = (_target_velocity.X - vel.X) * (PID_D) + (_zeroPosition.X - pos.X) * (PID_P * 2);
3690 //fy = (_target_velocity.Y - vel.Y) * (PID_D) + (_zeroPosition.Y - pos.Y) * (PID_P * 2);
3691 //fz = fz + (_target_velocity.Z - vel.Z) * (PID_D) + (_zeroPosition.Z - pos.Z) * PID_P;
3692 d.BodySetPosition(Body, m_PIDTarget.X, m_PIDTarget.Y, m_PIDTarget.Z);
3693 d.BodySetLinearVel(Body, 0, 0, 0);
3694 d.BodyAddForce(Body, 0, 0, fz);
3695 // return;
3696 }
3697 else
3698 {
3699 _zeroFlag = false;
3700
3701 // We're flying and colliding with something
3702 fx = ((_target_velocity.X) - vel.X) * (PID_D);
3703 fy = ((_target_velocity.Y) - vel.Y) * (PID_D);
3704
3705 // vec.Z = (_target_velocity.Z - vel.Z) * PID_D + (_zeroPosition.Z - pos.Z) * PID_P;
3706
3707 fz = fz + ((_target_velocity.Z - vel.Z) * (PID_D) * m_mass);
3708 }
3709 } // end if (m_usePID)
3710 End of old PID system */
3711
3712
3713 /// Dynamics Hover ===================================================================================
3714 // Hover PID Controller can only run if the PIDcontroller is not in use.
3715 if (m_useHoverPID && !m_usePID)
3716 {
3717//Console.WriteLine("Hover " + m_primName);
3718
3719 // If we're using the PID controller, then we have no gravity
3720 fz = (-1 * _parent_scene.gravityz) * m_mass;
3721
3722 // no lock; for now it's only called from within Simulate()
3723
3724 // If the PID Controller isn't active then we set our force
3725 // calculating base velocity to the current position
3726
3727 if ((m_PIDTau < 1))
3728 {
3729 PID_G = PID_G / m_PIDTau;
3730 }
3731
3732 if ((PID_G - m_PIDTau) <= 0)
3733 {
3734 PID_G = m_PIDTau + 1;
3735 }
3736
3737
3738 // Where are we, and where are we headed?
3739 d.Vector3 pos = d.BodyGetPosition(Body);
3740// d.Vector3 vel = d.BodyGetLinearVel(Body);
3741
3742
3743 // Non-Vehicles have a limited set of Hover options.
3744 // determine what our target height really is based on HoverType
3745 switch (m_PIDHoverType)
3746 {
3747 case PIDHoverType.Ground:
3748 m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y);
3749 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
3750 break;
3751 case PIDHoverType.GroundAndWater:
3752 m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y);
3753 m_waterHeight = _parent_scene.GetWaterLevel();
3754 if (m_groundHeight > m_waterHeight)
3755 {
3756 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
3757 }
3758 else
3759 {
3760 m_targetHoverHeight = m_waterHeight + m_PIDHoverHeight;
3761 }
3762 break;
3763
3764 } // end switch (m_PIDHoverType)
3765
3766
3767 _target_velocity =
3768 new Vector3(0.0f, 0.0f,
3769 (m_targetHoverHeight - pos.Z) * ((PID_G - m_PIDHoverTau) * timestep)
3770 );
3771
3772 // if velocity is zero, use position control; otherwise, velocity control
3773
3774 if (_target_velocity.ApproxEquals(Vector3.Zero, 0.1f))
3775 {
3776 // keep track of where we stopped. No more slippin' & slidin'
3777
3778 // We only want to deactivate the PID Controller if we think we want to have our surrogate
3779 // react to the physics scene by moving it's position.
3780 // Avatar to Avatar collisions
3781 // Prim to avatar collisions
3782 d.Vector3 dlinvel = vel;
3783
3784 d.BodySetPosition(Body, pos.X, pos.Y, m_targetHoverHeight);
3785 d.BodySetLinearVel(Body, dlinvel.X, dlinvel.Y, dlinvel.Z);
3786 d.BodyAddForce(Body, 0, 0, fz);
3787 //KF this prevents furthur motions return;
3788 }
3789 else
3790 {
3791 _zeroFlag = false;
3792
3793 // We're flying and colliding with something
3794 fz = fz + ((_target_velocity.Z - vel.Z) * (PID_D) * m_mass);
3795 }
3796 } // end m_useHoverPID && !m_usePID
3797
3798 /// Dynamics RotLookAt =================================================================================
3799 if (m_useAPID)
3800 {
3801 // RotLookAt, apparently overrides all other rotation sources. Inputs:
3802 // Quaternion m_APIDTarget
3803 // float m_APIDStrength // From SL experiments, this is the time to get there
3804 // float m_APIDDamping // From SL experiments, this is damping, 1.0 = damped, 0.1 = wobbly
3805 // Also in SL the mass of the object has no effect on time to get there.
3806 // Factors:
3807 // get present body rotation
3808 float limit = 1.0f;
3809 float scaler = 50f; // adjusts damping time
3810 float RLAservo = 0f;
3811
3812 d.Quaternion rot = d.BodyGetQuaternion(Body);
3813 Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W);
3814 Quaternion rot_diff = Quaternion.Inverse(rotq) * m_APIDTarget;
3815 float diff_angle;
3816 Vector3 diff_axis;
3817 rot_diff.GetAxisAngle(out diff_axis, out diff_angle);
3818 diff_axis.Normalize();
3819 if(diff_angle > 0.01f) // diff_angle is always +ve
3820 {
3821// PhysicsVector rotforce = new PhysicsVector(diff_axis.X, diff_axis.Y, diff_axis.Z);
3822 Vector3 rotforce = new Vector3(diff_axis.X, diff_axis.Y, diff_axis.Z);
3823 rotforce = rotforce * rotq;
3824 if(diff_angle > limit) diff_angle = limit; // cap the rotate rate
3825// RLAservo = timestep / m_APIDStrength * m_mass * scaler;
3826 // rotforce = rotforce * RLAservo * diff_angle ;
3827 // d.BodyAddRelTorque(Body, rotforce.X, rotforce.Y, rotforce.Z);
3828 RLAservo = timestep / m_APIDStrength * scaler;
3829 rotforce = rotforce * RLAservo * diff_angle ;
3830 /*
3831 if (m_angularEnable.X == 0)
3832 rotforce.X = 0;
3833 if (m_angularEnable.Y == 0)
3834 rotforce.Y = 0;
3835 if (m_angularEnable.Z == 0)
3836 rotforce.Z = 0;
3837 */
3838 d.BodySetAngularVel (Body, rotforce.X, rotforce.Y, rotforce.Z);
3839//Console.WriteLine("axis= " + diff_axis + " angle= " + diff_angle + "servo= " + RLAservo);
3840 }
3841//if(frcount == 0) Console.WriteLine("mass= " + m_mass + " servo= " + RLAservo + " angle= " + diff_angle);
3842 } // end m_useAPID
3843
3844 /// Dynamics Apply Forces ===================================================================================
3845 fx *= m_mass;
3846 fy *= m_mass;
3847 //fz *= m_mass;
3848
3849 fx += m_force.X;
3850 fy += m_force.Y;
3851 fz += m_force.Z;
3852
3853 //m_log.Info("[OBJPID]: X:" + fx.ToString() + " Y:" + fy.ToString() + " Z:" + fz.ToString());
3854 if (fx != 0 || fy != 0 || fz != 0)
3855 {
3856 //m_taintdisable = true;
3857 //base.RaiseOutOfBounds(Position);
3858 //d.BodySetLinearVel(Body, fx, fy, 0f);
3859 if (!d.BodyIsEnabled(Body))
3860 {
3861 // A physical body at rest on a surface will auto-disable after a while,
3862 // this appears to re-enable it incase the surface it is upon vanishes,
3863 // and the body should fall again.
3864 d.BodySetLinearVel(Body, 0f, 0f, 0f);
3865 d.BodySetForce(Body, 0, 0, 0);
3866 enableBodySoft();
3867 }
3868
3869 // 35x10 = 350n times the mass per second applied maximum.
3870 float nmax = 35f * m_mass;
3871 float nmin = -35f * m_mass;
3872
3873
3874 if (fx > nmax)
3875 fx = nmax;
3876 if (fx < nmin)
3877 fx = nmin;
3878 if (fy > nmax)
3879 fy = nmax;
3880 if (fy < nmin)
3881 fy = nmin;
3882 d.BodyAddForce(Body, fx, fy, fz);
3883//Console.WriteLine("AddForce " + fx + "," + fy + "," + fz);
3884 } // end apply forces
3885 } // end Dynamics
3886
3887/* obsolete?
3888 else
3889 { // is not physical, or is not a body or is selected
3890 // from old UpdatePositionAndVelocity, ... Not a body.. so Make sure the client isn't interpolating
3891 _velocity.X = 0;
3892 _velocity.Y = 0;
3893 _velocity.Z = 0;
3894
3895 _acceleration.X = 0;
3896 _acceleration.Y = 0;
3897 _acceleration.Z = 0;
3898
3899 m_rotationalVelocity.X = 0;
3900 m_rotationalVelocity.Y = 0;
3901 m_rotationalVelocity.Z = 0;
3902 _zeroFlag = true;
3903 return;
3904 }
3905 */
3906 } // end root prims
3907
3908 } // end Move()
3909 } // end class
3910}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/ODERayCastRequestManager.cs b/OpenSim/Region/Physics/ChOdePlugin/ODERayCastRequestManager.cs
new file mode 100644
index 0000000..7314107
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODERayCastRequestManager.cs
@@ -0,0 +1,375 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using System.Reflection;
31using System.Runtime.InteropServices;
32using System.Text;
33using OpenMetaverse;
34using OpenSim.Region.Physics.Manager;
35using Ode.NET;
36using log4net;
37
38namespace OpenSim.Region.Physics.OdePlugin
39{
40 /// <summary>
41 /// Processes raycast requests as ODE is in a state to be able to do them.
42 /// This ensures that it's thread safe and there will be no conflicts.
43 /// Requests get returned by a different thread then they were requested by.
44 /// </summary>
45 public class ODERayCastRequestManager
46 {
47 /// <summary>
48 /// Pending Raycast Requests
49 /// </summary>
50 protected List<ODERayCastRequest> m_PendingRequests = new List<ODERayCastRequest>();
51
52 /// <summary>
53 /// Scene that created this object.
54 /// </summary>
55 private OdeScene m_scene;
56
57 /// <summary>
58 /// ODE contact array to be filled by the collision testing
59 /// </summary>
60 d.ContactGeom[] contacts = new d.ContactGeom[5];
61
62 /// <summary>
63 /// ODE near callback delegate
64 /// </summary>
65 private d.NearCallback nearCallback;
66 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
67 private List<ContactResult> m_contactResults = new List<ContactResult>();
68
69
70 public ODERayCastRequestManager(OdeScene pScene)
71 {
72 m_scene = pScene;
73 nearCallback = near;
74
75 }
76
77 /// <summary>
78 /// Queues a raycast
79 /// </summary>
80 /// <param name="position">Origin of Ray</param>
81 /// <param name="direction">Ray normal</param>
82 /// <param name="length">Ray length</param>
83 /// <param name="retMethod">Return method to send the results</param>
84 public void QueueRequest(Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
85 {
86 lock (m_PendingRequests)
87 {
88 ODERayCastRequest req = new ODERayCastRequest();
89 req.callbackMethod = retMethod;
90 req.length = length;
91 req.Normal = direction;
92 req.Origin = position;
93
94 m_PendingRequests.Add(req);
95 }
96 }
97
98 /// <summary>
99 /// Process all queued raycast requests
100 /// </summary>
101 /// <returns>Time in MS the raycasts took to process.</returns>
102 public int ProcessQueuedRequests()
103 {
104 int time = System.Environment.TickCount;
105 lock (m_PendingRequests)
106 {
107 if (m_PendingRequests.Count > 0)
108 {
109 ODERayCastRequest[] reqs = m_PendingRequests.ToArray();
110 for (int i = 0; i < reqs.Length; i++)
111 {
112 if (reqs[i].callbackMethod != null) // quick optimization here, don't raycast
113 RayCast(reqs[i]); // if there isn't anyone to send results
114 }
115 /*
116 foreach (ODERayCastRequest req in m_PendingRequests)
117 {
118 if (req.callbackMethod != null) // quick optimization here, don't raycast
119 RayCast(req); // if there isn't anyone to send results to
120
121 }
122 */
123 m_PendingRequests.Clear();
124 }
125 }
126
127 lock (m_contactResults)
128 m_contactResults.Clear();
129
130 return System.Environment.TickCount - time;
131 }
132
133 /// <summary>
134 /// Method that actually initiates the raycast
135 /// </summary>
136 /// <param name="req"></param>
137 private void RayCast(ODERayCastRequest req)
138 {
139 // Create the ray
140 IntPtr ray = d.CreateRay(m_scene.space, req.length);
141 d.GeomRaySet(ray, req.Origin.X, req.Origin.Y, req.Origin.Z, req.Normal.X, req.Normal.Y, req.Normal.Z);
142
143 // Collide test
144 d.SpaceCollide2(m_scene.space, ray, IntPtr.Zero, nearCallback);
145
146 // Remove Ray
147 d.GeomDestroy(ray);
148
149
150 // Define default results
151 bool hitYN = false;
152 uint hitConsumerID = 0;
153 float distance = 999999999999f;
154 Vector3 closestcontact = new Vector3(99999f, 99999f, 99999f);
155 Vector3 snormal = Vector3.Zero;
156
157 // Find closest contact and object.
158 lock (m_contactResults)
159 {
160 foreach (ContactResult cResult in m_contactResults)
161 {
162 if (Vector3.Distance(req.Origin, cResult.Pos) < Vector3.Distance(req.Origin, closestcontact))
163 {
164 closestcontact = cResult.Pos;
165 hitConsumerID = cResult.ConsumerID;
166 distance = cResult.Depth;
167 hitYN = true;
168 snormal = cResult.Normal;
169 }
170 }
171
172 m_contactResults.Clear();
173 }
174
175 // Return results
176 if (req.callbackMethod != null)
177 req.callbackMethod(hitYN, closestcontact, hitConsumerID, distance, snormal);
178 }
179
180 // This is the standard Near. Uses space AABBs to speed up detection.
181 private void near(IntPtr space, IntPtr g1, IntPtr g2)
182 {
183
184 //Don't test against heightfield Geom, or you'll be sorry!
185
186 /*
187 terminate called after throwing an instance of 'std::bad_alloc'
188 what(): std::bad_alloc
189 Stacktrace:
190
191 at (wrapper managed-to-native) Ode.NET.d.Collide (intptr,intptr,int,Ode.NET.d/ContactGeom[],int) <0x00004>
192 at (wrapper managed-to-native) Ode.NET.d.Collide (intptr,intptr,int,Ode.NET.d/ContactGeom[],int) <0xffffffff>
193 at OpenSim.Region.Physics.OdePlugin.ODERayCastRequestManager.near (intptr,intptr,intptr) <0x00280>
194 at (wrapper native-to-managed) OpenSim.Region.Physics.OdePlugin.ODERayCastRequestManager.near (intptr,intptr,intptr) <0xfff
195 fffff>
196 at (wrapper managed-to-native) Ode.NET.d.SpaceCollide2 (intptr,intptr,intptr,Ode.NET.d/NearCallback) <0x00004>
197 at (wrapper managed-to-native) Ode.NET.d.SpaceCollide2 (intptr,intptr,intptr,Ode.NET.d/NearCallback) <0xffffffff>
198 at OpenSim.Region.Physics.OdePlugin.ODERayCastRequestManager.RayCast (OpenSim.Region.Physics.OdePlugin.ODERayCastRequest) <
199 0x00114>
200 at OpenSim.Region.Physics.OdePlugin.ODERayCastRequestManager.ProcessQueuedRequests () <0x000eb>
201 at OpenSim.Region.Physics.OdePlugin.OdeScene.Simulate (single) <0x017e6>
202 at OpenSim.Region.Framework.Scenes.SceneGraph.UpdatePhysics (double) <0x00042>
203 at OpenSim.Region.Framework.Scenes.Scene.Update () <0x0039e>
204 at OpenSim.Region.Framework.Scenes.Scene.Heartbeat (object) <0x00019>
205 at (wrapper runtime-invoke) object.runtime_invoke_void__this___object (object,intptr,intptr,intptr) <0xffffffff>
206
207 Native stacktrace:
208
209 mono [0x80d2a42]
210 [0xb7f5840c]
211 /lib/i686/cmov/libc.so.6(abort+0x188) [0xb7d1a018]
212 /usr/lib/libstdc++.so.6(_ZN9__gnu_cxx27__verbose_terminate_handlerEv+0x158) [0xb45fc988]
213 /usr/lib/libstdc++.so.6 [0xb45fa865]
214 /usr/lib/libstdc++.so.6 [0xb45fa8a2]
215 /usr/lib/libstdc++.so.6 [0xb45fa9da]
216 /usr/lib/libstdc++.so.6(_Znwj+0x83) [0xb45fb033]
217 /usr/lib/libstdc++.so.6(_Znaj+0x1d) [0xb45fb11d]
218 libode.so(_ZN13dxHeightfield23dCollideHeightfieldZoneEiiiiP6dxGeomiiP12dContactGeomi+0xd04) [0xb46678e4]
219 libode.so(_Z19dCollideHeightfieldP6dxGeomS0_iP12dContactGeomi+0x54b) [0xb466832b]
220 libode.so(dCollide+0x102) [0xb46571b2]
221 [0x95cfdec9]
222 [0x8ea07fe1]
223 [0xab260146]
224 libode.so [0xb465a5c4]
225 libode.so(_ZN11dxHashSpace8collide2EPvP6dxGeomPFvS0_S2_S2_E+0x75) [0xb465bcf5]
226 libode.so(dSpaceCollide2+0x177) [0xb465ac67]
227 [0x95cf978e]
228 [0x8ea07945]
229 [0x95cf2bbc]
230 [0xab2787e7]
231 [0xab419fb3]
232 [0xab416657]
233 [0xab415bda]
234 [0xb609b08e]
235 mono(mono_runtime_delegate_invoke+0x34) [0x8192534]
236 mono [0x81a2f0f]
237 mono [0x81d28b6]
238 mono [0x81ea2c6]
239 /lib/i686/cmov/libpthread.so.0 [0xb7e744c0]
240 /lib/i686/cmov/libc.so.6(clone+0x5e) [0xb7dcd6de]
241 */
242
243 // Exclude heightfield geom
244
245 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
246 return;
247 if (d.GeomGetClass(g1) == d.GeomClassID.HeightfieldClass || d.GeomGetClass(g2) == d.GeomClassID.HeightfieldClass)
248 return;
249
250 // Raytest against AABBs of spaces first, then dig into the spaces it hits for actual geoms.
251 if (d.GeomIsSpace(g1) || d.GeomIsSpace(g2))
252 {
253 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
254 return;
255
256 // Separating static prim geometry spaces.
257 // We'll be calling near recursivly if one
258 // of them is a space to find all of the
259 // contact points in the space
260 try
261 {
262 d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback);
263 }
264 catch (AccessViolationException)
265 {
266 m_log.Warn("[PHYSICS]: Unable to collide test a space");
267 return;
268 }
269 //Colliding a space or a geom with a space or a geom. so drill down
270
271 //Collide all geoms in each space..
272 //if (d.GeomIsSpace(g1)) d.SpaceCollide(g1, IntPtr.Zero, nearCallback);
273 //if (d.GeomIsSpace(g2)) d.SpaceCollide(g2, IntPtr.Zero, nearCallback);
274 return;
275 }
276
277 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
278 return;
279
280 int count = 0;
281 try
282 {
283
284 if (g1 == g2)
285 return; // Can't collide with yourself
286
287 lock (contacts)
288 {
289 count = d.Collide(g1, g2, contacts.GetLength(0), contacts, d.ContactGeom.SizeOf);
290 }
291 }
292 catch (SEHException)
293 {
294 m_log.Error("[PHYSICS]: The Operating system shut down ODE because of corrupt memory. This could be a result of really irregular terrain. If this repeats continuously, restart using Basic Physics and terrain fill your terrain. Restarting the sim.");
295 }
296 catch (Exception e)
297 {
298 m_log.WarnFormat("[PHYSICS]: Unable to collide test an object: {0}", e.Message);
299 return;
300 }
301
302 PhysicsActor p1 = null;
303 PhysicsActor p2 = null;
304
305 if (g1 != IntPtr.Zero)
306 m_scene.actor_name_map.TryGetValue(g1, out p1);
307
308 if (g2 != IntPtr.Zero)
309 m_scene.actor_name_map.TryGetValue(g1, out p2);
310
311 // Loop over contacts, build results.
312 for (int i = 0; i < count; i++)
313 {
314 if (p1 != null) {
315 if (p1 is OdePrim)
316 {
317 ContactResult collisionresult = new ContactResult();
318
319 collisionresult.ConsumerID = ((OdePrim)p1).m_localID;
320 collisionresult.Pos = new Vector3(contacts[i].pos.X, contacts[i].pos.Y, contacts[i].pos.Z);
321 collisionresult.Depth = contacts[i].depth;
322 collisionresult.Normal = new Vector3(contacts[i].normal.X, contacts[i].normal.Y,
323 contacts[i].normal.Z);
324 lock (m_contactResults)
325 m_contactResults.Add(collisionresult);
326 }
327 }
328
329 if (p2 != null)
330 {
331 if (p2 is OdePrim)
332 {
333 ContactResult collisionresult = new ContactResult();
334
335 collisionresult.ConsumerID = ((OdePrim)p2).m_localID;
336 collisionresult.Pos = new Vector3(contacts[i].pos.X, contacts[i].pos.Y, contacts[i].pos.Z);
337 collisionresult.Depth = contacts[i].depth;
338 collisionresult.Normal = new Vector3(contacts[i].normal.X, contacts[i].normal.Y,
339 contacts[i].normal.Z);
340
341 lock (m_contactResults)
342 m_contactResults.Add(collisionresult);
343 }
344 }
345
346
347 }
348
349 }
350
351 /// <summary>
352 /// Dereference the creator scene so that it can be garbage collected if needed.
353 /// </summary>
354 internal void Dispose()
355 {
356 m_scene = null;
357 }
358 }
359
360 public struct ODERayCastRequest
361 {
362 public Vector3 Origin;
363 public Vector3 Normal;
364 public float length;
365 public RaycastCallback callbackMethod;
366 }
367
368 public struct ContactResult
369 {
370 public Vector3 Pos;
371 public float Depth;
372 public uint ConsumerID;
373 public Vector3 Normal;
374 }
375}
diff --git a/OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs b/OpenSim/Region/Physics/ChOdePlugin/OdePhysicsJoint.cs
index ca7a4f8..b4a3c48 100644
--- a/OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs
+++ b/OpenSim/Region/Physics/ChOdePlugin/OdePhysicsJoint.cs
@@ -26,51 +26,23 @@
26 */ 26 */
27 27
28using System; 28using System;
29using System.Collections.Generic; 29using OpenMetaverse;
30using Nini.Config; 30using Ode.NET;
31using OpenSim.Framework; 31using OpenSim.Framework;
32using OpenSim.Region.Physics.Manager; 32using OpenSim.Region.Physics.Manager;
33using PhysXWrapper; 33using OpenSim.Region.Physics.OdePlugin;
34using Quaternion=OpenMetaverse.Quaternion;
35using System.Reflection;
36using log4net;
37using OpenMetaverse;
38 34
39namespace OpenSim.Region.Physics.PhysXPlugin 35namespace OpenSim.Region.Physics.OdePlugin
40{ 36{
41 /// <summary> 37 class OdePhysicsJoint : PhysicsJoint
42 /// Will be the PhysX plugin but for now will be a very basic physics engine
43 /// </summary>
44 public class PhysXPlugin : IPhysicsPlugin
45 { 38 {
46 //private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 39 public override bool IsInPhysicsEngine
47 private PhysXScene _mScene;
48
49 public PhysXPlugin()
50 {
51 }
52
53 public bool Init()
54 { 40 {
55 return true; 41 get
56 }
57
58 public PhysicsScene GetScene(string sceneIdentifier)
59 {
60 if (_mScene == null)
61 { 42 {
62 _mScene = new PhysXScene(sceneIdentifier); 43 return (jointID != IntPtr.Zero);
63 } 44 }
64 return (_mScene);
65 }
66
67 public string GetName()
68 {
69 return ("RealPhysX");
70 }
71
72 public void Dispose()
73 {
74 } 45 }
46 public IntPtr jointID;
75 } 47 }
76} 48}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs
new file mode 100644
index 0000000..ab084fd
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs
@@ -0,0 +1,3859 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28//#define USE_DRAWSTUFF
29
30using System;
31using System.Collections.Generic;
32using System.Reflection;
33using System.Runtime.InteropServices;
34using System.Threading;
35using System.IO;
36using System.Diagnostics;
37using log4net;
38using Nini.Config;
39using Ode.NET;
40#if USE_DRAWSTUFF
41using Drawstuff.NET;
42#endif
43using OpenSim.Framework;
44using OpenSim.Region.Physics.Manager;
45using OpenMetaverse;
46
47//using OpenSim.Region.Physics.OdePlugin.Meshing;
48
49namespace OpenSim.Region.Physics.OdePlugin
50{
51 /// <summary>
52 /// ODE plugin
53 /// </summary>
54 public class OdePlugin : IPhysicsPlugin
55 {
56 //private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
57
58 private CollisionLocker ode;
59 private OdeScene _mScene;
60
61 public OdePlugin()
62 {
63 ode = new CollisionLocker();
64 }
65
66 public bool Init()
67 {
68 return true;
69 }
70
71 public PhysicsScene GetScene(String sceneIdentifier)
72 {
73 if (_mScene == null)
74 {
75 // Initializing ODE only when a scene is created allows alternative ODE plugins to co-habit (according to
76 // http://opensimulator.org/mantis/view.php?id=2750).
77 d.InitODE();
78
79 _mScene = new OdeScene(ode, sceneIdentifier);
80 }
81 return (_mScene);
82 }
83
84 public string GetName()
85 {
86 return ("ChODE");
87 }
88
89 public void Dispose()
90 {
91 }
92 }
93
94 public enum StatusIndicators : int
95 {
96 Generic = 0,
97 Start = 1,
98 End = 2
99 }
100
101 public struct sCollisionData
102 {
103 public uint ColliderLocalId;
104 public uint CollidedWithLocalId;
105 public int NumberOfCollisions;
106 public int CollisionType;
107 public int StatusIndicator;
108 public int lastframe;
109 }
110
111 [Flags]
112 public enum CollisionCategories : int
113 {
114 Disabled = 0,
115 Geom = 0x00000001,
116 Body = 0x00000002,
117 Space = 0x00000004,
118 Character = 0x00000008,
119 Land = 0x00000010,
120 Water = 0x00000020,
121 Wind = 0x00000040,
122 Sensor = 0x00000080,
123 Selected = 0x00000100
124 }
125
126 /// <summary>
127 /// Material type for a primitive
128 /// </summary>
129 public enum Material : int
130 {
131 /// <summary></summary>
132 Stone = 0,
133 /// <summary></summary>
134 Metal = 1,
135 /// <summary></summary>
136 Glass = 2,
137 /// <summary></summary>
138 Wood = 3,
139 /// <summary></summary>
140 Flesh = 4,
141 /// <summary></summary>
142 Plastic = 5,
143 /// <summary></summary>
144 Rubber = 6
145
146 }
147
148 public sealed class OdeScene : PhysicsScene
149 {
150 private readonly ILog m_log;
151 // private Dictionary<string, sCollisionData> m_storedCollisions = new Dictionary<string, sCollisionData>();
152
153 CollisionLocker ode;
154
155 private Random fluidRandomizer = new Random(Environment.TickCount);
156
157 private const uint m_regionWidth = Constants.RegionSize;
158 private const uint m_regionHeight = Constants.RegionSize;
159
160 private float ODE_STEPSIZE = 0.020f;
161 private float metersInSpace = 29.9f;
162 private float m_timeDilation = 1.0f;
163
164 public float gravityx = 0f;
165 public float gravityy = 0f;
166 public float gravityz = -9.8f;
167
168 private float contactsurfacelayer = 0.001f;
169
170 private int worldHashspaceLow = -4;
171 private int worldHashspaceHigh = 128;
172
173 private int smallHashspaceLow = -4;
174 private int smallHashspaceHigh = 66;
175
176 private float waterlevel = 0f;
177 private int framecount = 0;
178 //private int m_returncollisions = 10;
179
180 private readonly IntPtr contactgroup;
181
182 internal IntPtr LandGeom;
183 internal IntPtr WaterGeom;
184
185 private float nmTerrainContactFriction = 255.0f;
186 private float nmTerrainContactBounce = 0.1f;
187 private float nmTerrainContactERP = 0.1025f;
188
189 private float mTerrainContactFriction = 75f;
190 private float mTerrainContactBounce = 0.1f;
191 private float mTerrainContactERP = 0.05025f;
192
193 private float nmAvatarObjectContactFriction = 250f;
194 private float nmAvatarObjectContactBounce = 0.1f;
195
196 private float mAvatarObjectContactFriction = 75f;
197 private float mAvatarObjectContactBounce = 0.1f;
198
199 private float avPIDD = 3200f;
200 private float avPIDP = 1400f;
201 private float avCapRadius = 0.37f;
202 private float avStandupTensor = 2000000f;
203 private bool avCapsuleTilted = true; // true = old compatibility mode with leaning capsule; false = new corrected mode
204 public bool IsAvCapsuleTilted { get { return avCapsuleTilted; } set { avCapsuleTilted = value; } }
205 private float avDensity = 80f;
206 private float avHeightFudgeFactor = 0.52f;
207 private float avMovementDivisorWalk = 1.3f;
208 private float avMovementDivisorRun = 0.8f;
209 private float minimumGroundFlightOffset = 3f;
210 public float maximumMassObject = 10000.01f;
211
212 public bool meshSculptedPrim = true;
213 public bool forceSimplePrimMeshing = false;
214
215 public float meshSculptLOD = 32;
216 public float MeshSculptphysicalLOD = 16;
217
218 public float geomDefaultDensity = 10.000006836f;
219
220 public int geomContactPointsStartthrottle = 3;
221 public int geomUpdatesPerThrottledUpdate = 15;
222
223 public float bodyPIDD = 35f;
224 public float bodyPIDG = 25;
225
226 public int geomCrossingFailuresBeforeOutofbounds = 5;
227 public int geomRegionFence = 0;
228
229 public float bodyMotorJointMaxforceTensor = 2;
230
231 public int bodyFramesAutoDisable = 20;
232
233 private DateTime m_lastframe = DateTime.UtcNow;
234
235 private float[] _watermap;
236 private bool m_filterCollisions = true;
237
238 private d.NearCallback nearCallback;
239 public d.TriCallback triCallback;
240 public d.TriArrayCallback triArrayCallback;
241 private readonly HashSet<OdeCharacter> _characters = new HashSet<OdeCharacter>();
242 private readonly HashSet<OdePrim> _prims = new HashSet<OdePrim>();
243 private readonly HashSet<OdePrim> _activeprims = new HashSet<OdePrim>();
244 private readonly HashSet<OdePrim> _taintedPrimH = new HashSet<OdePrim>();
245 private readonly Object _taintedPrimLock = new Object();
246 private readonly List<OdePrim> _taintedPrimL = new List<OdePrim>();
247 private readonly HashSet<OdeCharacter> _taintedActors = new HashSet<OdeCharacter>();
248 private readonly List<d.ContactGeom> _perloopContact = new List<d.ContactGeom>();
249 private readonly List<PhysicsActor> _collisionEventPrim = new List<PhysicsActor>();
250 private readonly HashSet<OdeCharacter> _badCharacter = new HashSet<OdeCharacter>();
251 public Dictionary<IntPtr, String> geom_name_map = new Dictionary<IntPtr, String>();
252 public Dictionary<IntPtr, PhysicsActor> actor_name_map = new Dictionary<IntPtr, PhysicsActor>();
253 private bool m_NINJA_physics_joints_enabled = false;
254 //private Dictionary<String, IntPtr> jointpart_name_map = new Dictionary<String,IntPtr>();
255 private readonly Dictionary<String, List<PhysicsJoint>> joints_connecting_actor = new Dictionary<String, List<PhysicsJoint>>();
256 private d.ContactGeom[] contacts;
257 private readonly List<PhysicsJoint> requestedJointsToBeCreated = new List<PhysicsJoint>(); // lock only briefly. accessed by external code (to request new joints) and by OdeScene.Simulate() to move those joints into pending/active
258 private readonly List<PhysicsJoint> pendingJoints = new List<PhysicsJoint>(); // can lock for longer. accessed only by OdeScene.
259 private readonly List<PhysicsJoint> activeJoints = new List<PhysicsJoint>(); // can lock for longer. accessed only by OdeScene.
260 private readonly List<string> requestedJointsToBeDeleted = new List<string>(); // lock only briefly. accessed by external code (to request deletion of joints) and by OdeScene.Simulate() to move those joints out of pending/active
261 private Object externalJointRequestsLock = new Object();
262 private readonly Dictionary<String, PhysicsJoint> SOPName_to_activeJoint = new Dictionary<String, PhysicsJoint>();
263 private readonly Dictionary<String, PhysicsJoint> SOPName_to_pendingJoint = new Dictionary<String, PhysicsJoint>();
264 private readonly DoubleDictionary<Vector3, IntPtr, IntPtr> RegionTerrain = new DoubleDictionary<Vector3, IntPtr, IntPtr>();
265 private readonly Dictionary<IntPtr,float[]> TerrainHeightFieldHeights = new Dictionary<IntPtr, float[]>();
266
267 private d.Contact contact;
268 private d.Contact TerrainContact;
269 private d.Contact AvatarMovementprimContact;
270 private d.Contact AvatarMovementTerrainContact;
271 private d.Contact WaterContact;
272 private d.Contact[,] m_materialContacts;
273
274//Ckrinke: Comment out until used. We declare it, initialize it, but do not use it
275//Ckrinke private int m_randomizeWater = 200;
276 private int m_physicsiterations = 10;
277 private const float m_SkipFramesAtms = 0.40f; // Drop frames gracefully at a 400 ms lag
278 private readonly PhysicsActor PANull = new NullPhysicsActor();
279 private float step_time = 0.0f;
280//Ckrinke: Comment out until used. We declare it, initialize it, but do not use it
281//Ckrinke private int ms = 0;
282 public IntPtr world;
283 //private bool returncollisions = false;
284 // private uint obj1LocalID = 0;
285 private uint obj2LocalID = 0;
286 //private int ctype = 0;
287 private OdeCharacter cc1;
288 private OdePrim cp1;
289 private OdeCharacter cc2;
290 private OdePrim cp2;
291 //private int cStartStop = 0;
292 //private string cDictKey = "";
293
294 public IntPtr space;
295
296 //private IntPtr tmpSpace;
297 // split static geometry collision handling into spaces of 30 meters
298 public IntPtr[,] staticPrimspace;
299
300 public Object OdeLock;
301
302 public IMesher mesher;
303
304 private IConfigSource m_config;
305
306 public bool physics_logging = false;
307 public int physics_logging_interval = 0;
308 public bool physics_logging_append_existing_logfile = false;
309
310 public d.Vector3 xyz = new d.Vector3(128.1640f, 128.3079f, 25.7600f);
311 public d.Vector3 hpr = new d.Vector3(125.5000f, -17.0000f, 0.0000f);
312
313 // TODO: unused: private uint heightmapWidth = m_regionWidth + 1;
314 // TODO: unused: private uint heightmapHeight = m_regionHeight + 1;
315 // TODO: unused: private uint heightmapWidthSamples;
316 // TODO: unused: private uint heightmapHeightSamples;
317
318 private volatile int m_global_contactcount = 0;
319
320 private Vector3 m_worldOffset = Vector3.Zero;
321 public Vector2 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize);
322 private PhysicsScene m_parentScene = null;
323
324 private ODERayCastRequestManager m_rayCastManager;
325
326 /// <summary>
327 /// Initiailizes the scene
328 /// Sets many properties that ODE requires to be stable
329 /// These settings need to be tweaked 'exactly' right or weird stuff happens.
330 /// </summary>
331 public OdeScene(CollisionLocker dode, string sceneIdentifier)
332 {
333 m_log
334 = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType.ToString() + "." + sceneIdentifier);
335
336 OdeLock = new Object();
337 ode = dode;
338 nearCallback = near;
339 triCallback = TriCallback;
340 triArrayCallback = TriArrayCallback;
341 m_rayCastManager = new ODERayCastRequestManager(this);
342 lock (OdeLock)
343 {
344 // Create the world and the first space
345 world = d.WorldCreate();
346 space = d.HashSpaceCreate(IntPtr.Zero);
347
348
349 contactgroup = d.JointGroupCreate(0);
350 //contactgroup
351
352 d.WorldSetAutoDisableFlag(world, false);
353 #if USE_DRAWSTUFF
354
355 Thread viewthread = new Thread(new ParameterizedThreadStart(startvisualization));
356 viewthread.Start();
357 #endif
358 }
359
360
361 _watermap = new float[258 * 258];
362
363 // Zero out the prim spaces array (we split our space into smaller spaces so
364 // we can hit test less.
365 }
366
367#if USE_DRAWSTUFF
368 public void startvisualization(object o)
369 {
370 ds.Functions fn;
371 fn.version = ds.VERSION;
372 fn.start = new ds.CallbackFunction(start);
373 fn.step = new ds.CallbackFunction(step);
374 fn.command = new ds.CallbackFunction(command);
375 fn.stop = null;
376 fn.path_to_textures = "./textures";
377 string[] args = new string[0];
378 ds.SimulationLoop(args.Length, args, 352, 288, ref fn);
379 }
380#endif
381
382 // Initialize the mesh plugin
383 public override void Initialise(IMesher meshmerizer, IConfigSource config)
384 {
385 mesher = meshmerizer;
386 m_config = config;
387 // Defaults
388
389 if (Environment.OSVersion.Platform == PlatformID.Unix)
390 {
391 avPIDD = 3200.0f;
392 avPIDP = 1400.0f;
393 avStandupTensor = 2000000f;
394 }
395 else
396 {
397 avPIDD = 2200.0f;
398 avPIDP = 900.0f;
399 avStandupTensor = 550000f;
400 }
401
402 int contactsPerCollision = 80;
403
404 if (m_config != null)
405 {
406 IConfig physicsconfig = m_config.Configs["ODEPhysicsSettings"];
407 if (physicsconfig != null)
408 {
409 gravityx = physicsconfig.GetFloat("world_gravityx", 0f);
410 gravityy = physicsconfig.GetFloat("world_gravityy", 0f);
411 gravityz = physicsconfig.GetFloat("world_gravityz", -9.8f);
412
413 worldHashspaceLow = physicsconfig.GetInt("world_hashspace_size_low", -4);
414 worldHashspaceHigh = physicsconfig.GetInt("world_hashspace_size_high", 128);
415
416 metersInSpace = physicsconfig.GetFloat("meters_in_small_space", 29.9f);
417 smallHashspaceLow = physicsconfig.GetInt("small_hashspace_size_low", -4);
418 smallHashspaceHigh = physicsconfig.GetInt("small_hashspace_size_high", 66);
419
420 contactsurfacelayer = physicsconfig.GetFloat("world_contact_surface_layer", 0.001f);
421
422 nmTerrainContactFriction = physicsconfig.GetFloat("nm_terraincontact_friction", 255.0f);
423 nmTerrainContactBounce = physicsconfig.GetFloat("nm_terraincontact_bounce", 0.1f);
424 nmTerrainContactERP = physicsconfig.GetFloat("nm_terraincontact_erp", 0.1025f);
425
426 mTerrainContactFriction = physicsconfig.GetFloat("m_terraincontact_friction", 75f);
427 mTerrainContactBounce = physicsconfig.GetFloat("m_terraincontact_bounce", 0.05f);
428 mTerrainContactERP = physicsconfig.GetFloat("m_terraincontact_erp", 0.05025f);
429
430 nmAvatarObjectContactFriction = physicsconfig.GetFloat("objectcontact_friction", 250f);
431 nmAvatarObjectContactBounce = physicsconfig.GetFloat("objectcontact_bounce", 0.2f);
432
433 mAvatarObjectContactFriction = physicsconfig.GetFloat("m_avatarobjectcontact_friction", 75f);
434 mAvatarObjectContactBounce = physicsconfig.GetFloat("m_avatarobjectcontact_bounce", 0.1f);
435
436 ODE_STEPSIZE = physicsconfig.GetFloat("world_stepsize", 0.020f);
437 m_physicsiterations = physicsconfig.GetInt("world_internal_steps_without_collisions", 10);
438
439 avDensity = physicsconfig.GetFloat("av_density", 80f);
440 avHeightFudgeFactor = physicsconfig.GetFloat("av_height_fudge_factor", 0.52f);
441 avMovementDivisorWalk = physicsconfig.GetFloat("av_movement_divisor_walk", 1.3f);
442 avMovementDivisorRun = physicsconfig.GetFloat("av_movement_divisor_run", 0.8f);
443 avCapRadius = physicsconfig.GetFloat("av_capsule_radius", 0.37f);
444 avCapsuleTilted = physicsconfig.GetBoolean("av_capsule_tilted", false);
445
446 contactsPerCollision = physicsconfig.GetInt("contacts_per_collision", 80);
447
448 geomContactPointsStartthrottle = physicsconfig.GetInt("geom_contactpoints_start_throttling", 3);
449 geomUpdatesPerThrottledUpdate = physicsconfig.GetInt("geom_updates_before_throttled_update", 15);
450 geomCrossingFailuresBeforeOutofbounds = physicsconfig.GetInt("geom_crossing_failures_before_outofbounds", 5);
451 geomRegionFence = physicsconfig.GetInt("region_border_fence", 0);
452
453 geomDefaultDensity = physicsconfig.GetFloat("geometry_default_density", 10.000006836f);
454 bodyFramesAutoDisable = physicsconfig.GetInt("body_frames_auto_disable", 20);
455
456 bodyPIDD = physicsconfig.GetFloat("body_pid_derivative", 35f);
457 bodyPIDG = physicsconfig.GetFloat("body_pid_gain", 25f);
458
459 forceSimplePrimMeshing = physicsconfig.GetBoolean("force_simple_prim_meshing", forceSimplePrimMeshing);
460 meshSculptedPrim = physicsconfig.GetBoolean("mesh_sculpted_prim", true);
461 meshSculptLOD = physicsconfig.GetFloat("mesh_lod", 32f);
462 MeshSculptphysicalLOD = physicsconfig.GetFloat("mesh_physical_lod", 16f);
463 m_filterCollisions = physicsconfig.GetBoolean("filter_collisions", false);
464
465 if (Environment.OSVersion.Platform == PlatformID.Unix)
466 {
467 avPIDD = physicsconfig.GetFloat("av_pid_derivative_linux", 2200.0f);
468 avPIDP = physicsconfig.GetFloat("av_pid_proportional_linux", 900.0f);
469 avStandupTensor = physicsconfig.GetFloat("av_capsule_standup_tensor_linux", 550000f);
470 bodyMotorJointMaxforceTensor = physicsconfig.GetFloat("body_motor_joint_maxforce_tensor_linux", 5f);
471 }
472 else
473 {
474 avPIDD = physicsconfig.GetFloat("av_pid_derivative_win", 2200.0f);
475 avPIDP = physicsconfig.GetFloat("av_pid_proportional_win", 900.0f);
476 avStandupTensor = physicsconfig.GetFloat("av_capsule_standup_tensor_win", 550000f);
477 bodyMotorJointMaxforceTensor = physicsconfig.GetFloat("body_motor_joint_maxforce_tensor_win", 5f);
478 }
479
480 physics_logging = physicsconfig.GetBoolean("physics_logging", false);
481 physics_logging_interval = physicsconfig.GetInt("physics_logging_interval", 0);
482 physics_logging_append_existing_logfile = physicsconfig.GetBoolean("physics_logging_append_existing_logfile", false);
483
484 m_NINJA_physics_joints_enabled = physicsconfig.GetBoolean("use_NINJA_physics_joints", false);
485 minimumGroundFlightOffset = physicsconfig.GetFloat("minimum_ground_flight_offset", 3f);
486 maximumMassObject = physicsconfig.GetFloat("maximum_mass_object", 10000.01f);
487 }
488 }
489
490 contacts = new d.ContactGeom[contactsPerCollision];
491
492 staticPrimspace = new IntPtr[(int)(300 / metersInSpace), (int)(300 / metersInSpace)];
493
494 // Centeral contact friction and bounce
495 // ckrinke 11/10/08 Enabling soft_erp but not soft_cfm until I figure out why
496 // an avatar falls through in Z but not in X or Y when walking on a prim.
497 contact.surface.mode |= d.ContactFlags.SoftERP;
498 contact.surface.mu = nmAvatarObjectContactFriction;
499 contact.surface.bounce = nmAvatarObjectContactBounce;
500 contact.surface.soft_cfm = 0.010f;
501 contact.surface.soft_erp = 0.010f;
502
503 // Terrain contact friction and Bounce
504 // This is the *non* moving version. Use this when an avatar
505 // isn't moving to keep it in place better
506 TerrainContact.surface.mode |= d.ContactFlags.SoftERP;
507 TerrainContact.surface.mu = nmTerrainContactFriction;
508 TerrainContact.surface.bounce = nmTerrainContactBounce;
509 TerrainContact.surface.soft_erp = nmTerrainContactERP;
510
511 WaterContact.surface.mode |= (d.ContactFlags.SoftERP | d.ContactFlags.SoftCFM);
512 WaterContact.surface.mu = 0f; // No friction
513 WaterContact.surface.bounce = 0.0f; // No bounce
514 WaterContact.surface.soft_cfm = 0.010f;
515 WaterContact.surface.soft_erp = 0.010f;
516
517 // Prim contact friction and bounce
518 // THis is the *non* moving version of friction and bounce
519 // Use this when an avatar comes in contact with a prim
520 // and is moving
521 AvatarMovementprimContact.surface.mu = mAvatarObjectContactFriction;
522 AvatarMovementprimContact.surface.bounce = mAvatarObjectContactBounce;
523
524 // Terrain contact friction bounce and various error correcting calculations
525 // Use this when an avatar is in contact with the terrain and moving.
526 AvatarMovementTerrainContact.surface.mode |= d.ContactFlags.SoftERP;
527 AvatarMovementTerrainContact.surface.mu = mTerrainContactFriction;
528 AvatarMovementTerrainContact.surface.bounce = mTerrainContactBounce;
529 AvatarMovementTerrainContact.surface.soft_erp = mTerrainContactERP;
530
531
532 /*
533 <summary></summary>
534 Stone = 0,
535 /// <summary></summary>
536 Metal = 1,
537 /// <summary></summary>
538 Glass = 2,
539 /// <summary></summary>
540 Wood = 3,
541 /// <summary></summary>
542 Flesh = 4,
543 /// <summary></summary>
544 Plastic = 5,
545 /// <summary></summary>
546 Rubber = 6
547 */
548
549 m_materialContacts = new d.Contact[7,2];
550
551 m_materialContacts[(int)Material.Stone, 0] = new d.Contact();
552 m_materialContacts[(int)Material.Stone, 0].surface.mode |= d.ContactFlags.SoftERP;
553 m_materialContacts[(int)Material.Stone, 0].surface.mu = nmAvatarObjectContactFriction;
554 m_materialContacts[(int)Material.Stone, 0].surface.bounce = nmAvatarObjectContactBounce;
555 m_materialContacts[(int)Material.Stone, 0].surface.soft_cfm = 0.010f;
556 m_materialContacts[(int)Material.Stone, 0].surface.soft_erp = 0.010f;
557
558 m_materialContacts[(int)Material.Stone, 1] = new d.Contact();
559 m_materialContacts[(int)Material.Stone, 1].surface.mode |= d.ContactFlags.SoftERP;
560 m_materialContacts[(int)Material.Stone, 1].surface.mu = mAvatarObjectContactFriction;
561 m_materialContacts[(int)Material.Stone, 1].surface.bounce = mAvatarObjectContactBounce;
562 m_materialContacts[(int)Material.Stone, 1].surface.soft_cfm = 0.010f;
563 m_materialContacts[(int)Material.Stone, 1].surface.soft_erp = 0.010f;
564
565 m_materialContacts[(int)Material.Metal, 0] = new d.Contact();
566 m_materialContacts[(int)Material.Metal, 0].surface.mode |= d.ContactFlags.SoftERP;
567 m_materialContacts[(int)Material.Metal, 0].surface.mu = nmAvatarObjectContactFriction;
568 m_materialContacts[(int)Material.Metal, 0].surface.bounce = nmAvatarObjectContactBounce;
569 m_materialContacts[(int)Material.Metal, 0].surface.soft_cfm = 0.010f;
570 m_materialContacts[(int)Material.Metal, 0].surface.soft_erp = 0.010f;
571
572 m_materialContacts[(int)Material.Metal, 1] = new d.Contact();
573 m_materialContacts[(int)Material.Metal, 1].surface.mode |= d.ContactFlags.SoftERP;
574 m_materialContacts[(int)Material.Metal, 1].surface.mu = mAvatarObjectContactFriction;
575 m_materialContacts[(int)Material.Metal, 1].surface.bounce = mAvatarObjectContactBounce;
576 m_materialContacts[(int)Material.Metal, 1].surface.soft_cfm = 0.010f;
577 m_materialContacts[(int)Material.Metal, 1].surface.soft_erp = 0.010f;
578
579 m_materialContacts[(int)Material.Glass, 0] = new d.Contact();
580 m_materialContacts[(int)Material.Glass, 0].surface.mode |= d.ContactFlags.SoftERP;
581 m_materialContacts[(int)Material.Glass, 0].surface.mu = 1f;
582 m_materialContacts[(int)Material.Glass, 0].surface.bounce = 0.5f;
583 m_materialContacts[(int)Material.Glass, 0].surface.soft_cfm = 0.010f;
584 m_materialContacts[(int)Material.Glass, 0].surface.soft_erp = 0.010f;
585
586 /*
587 private float nmAvatarObjectContactFriction = 250f;
588 private float nmAvatarObjectContactBounce = 0.1f;
589
590 private float mAvatarObjectContactFriction = 75f;
591 private float mAvatarObjectContactBounce = 0.1f;
592 */
593 m_materialContacts[(int)Material.Glass, 1] = new d.Contact();
594 m_materialContacts[(int)Material.Glass, 1].surface.mode |= d.ContactFlags.SoftERP;
595 m_materialContacts[(int)Material.Glass, 1].surface.mu = 1f;
596 m_materialContacts[(int)Material.Glass, 1].surface.bounce = 0.5f;
597 m_materialContacts[(int)Material.Glass, 1].surface.soft_cfm = 0.010f;
598 m_materialContacts[(int)Material.Glass, 1].surface.soft_erp = 0.010f;
599
600 m_materialContacts[(int)Material.Wood, 0] = new d.Contact();
601 m_materialContacts[(int)Material.Wood, 0].surface.mode |= d.ContactFlags.SoftERP;
602 m_materialContacts[(int)Material.Wood, 0].surface.mu = nmAvatarObjectContactFriction;
603 m_materialContacts[(int)Material.Wood, 0].surface.bounce = nmAvatarObjectContactBounce;
604 m_materialContacts[(int)Material.Wood, 0].surface.soft_cfm = 0.010f;
605 m_materialContacts[(int)Material.Wood, 0].surface.soft_erp = 0.010f;
606
607 m_materialContacts[(int)Material.Wood, 1] = new d.Contact();
608 m_materialContacts[(int)Material.Wood, 1].surface.mode |= d.ContactFlags.SoftERP;
609 m_materialContacts[(int)Material.Wood, 1].surface.mu = mAvatarObjectContactFriction;
610 m_materialContacts[(int)Material.Wood, 1].surface.bounce = mAvatarObjectContactBounce;
611 m_materialContacts[(int)Material.Wood, 1].surface.soft_cfm = 0.010f;
612 m_materialContacts[(int)Material.Wood, 1].surface.soft_erp = 0.010f;
613
614 m_materialContacts[(int)Material.Flesh, 0] = new d.Contact();
615 m_materialContacts[(int)Material.Flesh, 0].surface.mode |= d.ContactFlags.SoftERP;
616 m_materialContacts[(int)Material.Flesh, 0].surface.mu = nmAvatarObjectContactFriction;
617 m_materialContacts[(int)Material.Flesh, 0].surface.bounce = nmAvatarObjectContactBounce;
618 m_materialContacts[(int)Material.Flesh, 0].surface.soft_cfm = 0.010f;
619 m_materialContacts[(int)Material.Flesh, 0].surface.soft_erp = 0.010f;
620
621 m_materialContacts[(int)Material.Flesh, 1] = new d.Contact();
622 m_materialContacts[(int)Material.Flesh, 1].surface.mode |= d.ContactFlags.SoftERP;
623 m_materialContacts[(int)Material.Flesh, 1].surface.mu = mAvatarObjectContactFriction;
624 m_materialContacts[(int)Material.Flesh, 1].surface.bounce = mAvatarObjectContactBounce;
625 m_materialContacts[(int)Material.Flesh, 1].surface.soft_cfm = 0.010f;
626 m_materialContacts[(int)Material.Flesh, 1].surface.soft_erp = 0.010f;
627
628 m_materialContacts[(int)Material.Plastic, 0] = new d.Contact();
629 m_materialContacts[(int)Material.Plastic, 0].surface.mode |= d.ContactFlags.SoftERP;
630 m_materialContacts[(int)Material.Plastic, 0].surface.mu = nmAvatarObjectContactFriction;
631 m_materialContacts[(int)Material.Plastic, 0].surface.bounce = nmAvatarObjectContactBounce;
632 m_materialContacts[(int)Material.Plastic, 0].surface.soft_cfm = 0.010f;
633 m_materialContacts[(int)Material.Plastic, 0].surface.soft_erp = 0.010f;
634
635 m_materialContacts[(int)Material.Plastic, 1] = new d.Contact();
636 m_materialContacts[(int)Material.Plastic, 1].surface.mode |= d.ContactFlags.SoftERP;
637 m_materialContacts[(int)Material.Plastic, 1].surface.mu = mAvatarObjectContactFriction;
638 m_materialContacts[(int)Material.Plastic, 1].surface.bounce = mAvatarObjectContactBounce;
639 m_materialContacts[(int)Material.Plastic, 1].surface.soft_cfm = 0.010f;
640 m_materialContacts[(int)Material.Plastic, 1].surface.soft_erp = 0.010f;
641
642 m_materialContacts[(int)Material.Rubber, 0] = new d.Contact();
643 m_materialContacts[(int)Material.Rubber, 0].surface.mode |= d.ContactFlags.SoftERP;
644 m_materialContacts[(int)Material.Rubber, 0].surface.mu = nmAvatarObjectContactFriction;
645 m_materialContacts[(int)Material.Rubber, 0].surface.bounce = nmAvatarObjectContactBounce;
646 m_materialContacts[(int)Material.Rubber, 0].surface.soft_cfm = 0.010f;
647 m_materialContacts[(int)Material.Rubber, 0].surface.soft_erp = 0.010f;
648
649 m_materialContacts[(int)Material.Rubber, 1] = new d.Contact();
650 m_materialContacts[(int)Material.Rubber, 1].surface.mode |= d.ContactFlags.SoftERP;
651 m_materialContacts[(int)Material.Rubber, 1].surface.mu = mAvatarObjectContactFriction;
652 m_materialContacts[(int)Material.Rubber, 1].surface.bounce = mAvatarObjectContactBounce;
653 m_materialContacts[(int)Material.Rubber, 1].surface.soft_cfm = 0.010f;
654 m_materialContacts[(int)Material.Rubber, 1].surface.soft_erp = 0.010f;
655
656 d.HashSpaceSetLevels(space, worldHashspaceLow, worldHashspaceHigh);
657
658 // Set the gravity,, don't disable things automatically (we set it explicitly on some things)
659
660 d.WorldSetGravity(world, gravityx, gravityy, gravityz);
661 d.WorldSetContactSurfaceLayer(world, contactsurfacelayer);
662
663 d.WorldSetLinearDamping(world, 256f);
664 d.WorldSetAngularDamping(world, 256f);
665 d.WorldSetAngularDampingThreshold(world, 256f);
666 d.WorldSetLinearDampingThreshold(world, 256f);
667 d.WorldSetMaxAngularSpeed(world, 256f);
668
669 // Set how many steps we go without running collision testing
670 // This is in addition to the step size.
671 // Essentially Steps * m_physicsiterations
672 d.WorldSetQuickStepNumIterations(world, m_physicsiterations);
673 //d.WorldSetContactMaxCorrectingVel(world, 1000.0f);
674
675
676
677 for (int i = 0; i < staticPrimspace.GetLength(0); i++)
678 {
679 for (int j = 0; j < staticPrimspace.GetLength(1); j++)
680 {
681 staticPrimspace[i, j] = IntPtr.Zero;
682 }
683 }
684 }
685
686 internal void waitForSpaceUnlock(IntPtr space)
687 {
688 //if (space != IntPtr.Zero)
689 //while (d.SpaceLockQuery(space)) { } // Wait and do nothing
690 }
691
692 /// <summary>
693 /// Debug space message for printing the space that a prim/avatar is in.
694 /// </summary>
695 /// <param name="pos"></param>
696 /// <returns>Returns which split up space the given position is in.</returns>
697 public string whichspaceamIin(Vector3 pos)
698 {
699 return calculateSpaceForGeom(pos).ToString();
700 }
701
702 #region Collision Detection
703
704 /// <summary>
705 /// This is our near callback. A geometry is near a body
706 /// </summary>
707 /// <param name="space">The space that contains the geoms. Remember, spaces are also geoms</param>
708 /// <param name="g1">a geometry or space</param>
709 /// <param name="g2">another geometry or space</param>
710 private void near(IntPtr space, IntPtr g1, IntPtr g2)
711 {
712 // no lock here! It's invoked from within Simulate(), which is thread-locked
713
714 // Test if we're colliding a geom with a space.
715 // If so we have to drill down into the space recursively
716
717 if (d.GeomIsSpace(g1) || d.GeomIsSpace(g2))
718 {
719 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
720 return;
721
722 // Separating static prim geometry spaces.
723 // We'll be calling near recursivly if one
724 // of them is a space to find all of the
725 // contact points in the space
726 try
727 {
728 d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback);
729 }
730 catch (AccessViolationException)
731 {
732 m_log.Warn("[PHYSICS]: Unable to collide test a space");
733 return;
734 }
735 //Colliding a space or a geom with a space or a geom. so drill down
736
737 //Collide all geoms in each space..
738 //if (d.GeomIsSpace(g1)) d.SpaceCollide(g1, IntPtr.Zero, nearCallback);
739 //if (d.GeomIsSpace(g2)) d.SpaceCollide(g2, IntPtr.Zero, nearCallback);
740 return;
741 }
742
743 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
744 return;
745
746 IntPtr b1 = d.GeomGetBody(g1);
747 IntPtr b2 = d.GeomGetBody(g2);
748
749 // d.GeomClassID id = d.GeomGetClass(g1);
750
751 String name1 = null;
752 String name2 = null;
753
754 if (!geom_name_map.TryGetValue(g1, out name1))
755 {
756 name1 = "null";
757 }
758 if (!geom_name_map.TryGetValue(g2, out name2))
759 {
760 name2 = "null";
761 }
762
763 //if (id == d.GeomClassId.TriMeshClass)
764 //{
765 // m_log.InfoFormat("near: A collision was detected between {1} and {2}", 0, name1, name2);
766 //m_log.Debug("near: A collision was detected between {1} and {2}", 0, name1, name2);
767 //}
768
769 // Figure out how many contact points we have
770 int count = 0;
771 try
772 {
773 // Colliding Geom To Geom
774 // This portion of the function 'was' blatantly ripped off from BoxStack.cs
775
776 if (g1 == g2)
777 return; // Can't collide with yourself
778
779 if (b1 != IntPtr.Zero && b2 != IntPtr.Zero && d.AreConnectedExcluding(b1, b2, d.JointType.Contact))
780 return;
781
782 lock (contacts)
783 {
784 count = d.Collide(g1, g2, contacts.Length, contacts, d.ContactGeom.SizeOf);
785 if (count > contacts.Length)
786 m_log.Error("[PHYSICS]: Got " + count + " contacts when we asked for a maximum of " + contacts.Length);
787 }
788 }
789 catch (SEHException)
790 {
791 m_log.Error("[PHYSICS]: The Operating system shut down ODE because of corrupt memory. This could be a result of really irregular terrain. If this repeats continuously, restart using Basic Physics and terrain fill your terrain. Restarting the sim.");
792 ode.drelease(world);
793 base.TriggerPhysicsBasedRestart();
794 }
795 catch (Exception e)
796 {
797 m_log.WarnFormat("[PHYSICS]: Unable to collide test an object: {0}", e.Message);
798 return;
799 }
800
801 PhysicsActor p1;
802 PhysicsActor p2;
803
804 if (!actor_name_map.TryGetValue(g1, out p1))
805 {
806 p1 = PANull;
807 }
808
809 if (!actor_name_map.TryGetValue(g2, out p2))
810 {
811 p2 = PANull;
812 }
813
814 ContactPoint maxDepthContact = new ContactPoint();
815 if (p1.CollisionScore + count >= float.MaxValue)
816 p1.CollisionScore = 0;
817 p1.CollisionScore += count;
818
819 if (p2.CollisionScore + count >= float.MaxValue)
820 p2.CollisionScore = 0;
821 p2.CollisionScore += count;
822
823 for (int i = 0; i < count; i++)
824 {
825 d.ContactGeom curContact = contacts[i];
826
827 if (curContact.depth > maxDepthContact.PenetrationDepth)
828 {
829 maxDepthContact = new ContactPoint(
830 new Vector3(curContact.pos.X, curContact.pos.Y, curContact.pos.Z),
831 new Vector3(curContact.normal.X, curContact.normal.Y, curContact.normal.Z),
832 curContact.depth
833 );
834 }
835
836 //m_log.Warn("[CCOUNT]: " + count);
837 IntPtr joint;
838 // If we're colliding with terrain, use 'TerrainContact' instead of contact.
839 // allows us to have different settings
840
841 // We only need to test p2 for 'jump crouch purposes'
842 if (p2 is OdeCharacter && p1.PhysicsActorType == (int)ActorTypes.Prim)
843 {
844 // Testing if the collision is at the feet of the avatar
845
846 //m_log.DebugFormat("[PHYSICS]: {0} - {1} - {2} - {3}", curContact.pos.Z, p2.Position.Z, (p2.Position.Z - curContact.pos.Z), (p2.Size.Z * 0.6f));
847 if ((p2.Position.Z - curContact.pos.Z) > (p2.Size.Z * 0.6f))
848 p2.IsColliding = true;
849 }
850 else
851 {
852 p2.IsColliding = true;
853 }
854
855 //if ((framecount % m_returncollisions) == 0)
856
857 switch (p1.PhysicsActorType)
858 {
859 case (int)ActorTypes.Agent:
860 p2.CollidingObj = true;
861 break;
862 case (int)ActorTypes.Prim:
863 if (p2.Velocity.LengthSquared() > 0.0f)
864 p2.CollidingObj = true;
865 break;
866 case (int)ActorTypes.Unknown:
867 p2.CollidingGround = true;
868 break;
869 default:
870 p2.CollidingGround = true;
871 break;
872 }
873
874 // we don't want prim or avatar to explode
875
876 #region InterPenetration Handling - Unintended physics explosions
877# region disabled code1
878
879 if (curContact.depth >= 0.08f)
880 {
881 //This is disabled at the moment only because it needs more tweaking
882 //It will eventually be uncommented
883 /*
884 if (contact.depth >= 1.00f)
885 {
886 //m_log.Debug("[PHYSICS]: " + contact.depth.ToString());
887 }
888
889 //If you interpenetrate a prim with an agent
890 if ((p2.PhysicsActorType == (int) ActorTypes.Agent &&
891 p1.PhysicsActorType == (int) ActorTypes.Prim) ||
892 (p1.PhysicsActorType == (int) ActorTypes.Agent &&
893 p2.PhysicsActorType == (int) ActorTypes.Prim))
894 {
895
896 //contact.depth = contact.depth * 4.15f;
897 /*
898 if (p2.PhysicsActorType == (int) ActorTypes.Agent)
899 {
900 p2.CollidingObj = true;
901 contact.depth = 0.003f;
902 p2.Velocity = p2.Velocity + new PhysicsVector(0, 0, 2.5f);
903 OdeCharacter character = (OdeCharacter) p2;
904 character.SetPidStatus(true);
905 contact.pos = new d.Vector3(contact.pos.X + (p1.Size.X / 2), contact.pos.Y + (p1.Size.Y / 2), contact.pos.Z + (p1.Size.Z / 2));
906
907 }
908 else
909 {
910
911 //contact.depth = 0.0000000f;
912 }
913 if (p1.PhysicsActorType == (int) ActorTypes.Agent)
914 {
915
916 p1.CollidingObj = true;
917 contact.depth = 0.003f;
918 p1.Velocity = p1.Velocity + new PhysicsVector(0, 0, 2.5f);
919 contact.pos = new d.Vector3(contact.pos.X + (p2.Size.X / 2), contact.pos.Y + (p2.Size.Y / 2), contact.pos.Z + (p2.Size.Z / 2));
920 OdeCharacter character = (OdeCharacter)p1;
921 character.SetPidStatus(true);
922 }
923 else
924 {
925
926 //contact.depth = 0.0000000f;
927 }
928
929
930
931 }
932*/
933 // If you interpenetrate a prim with another prim
934 /*
935 if (p1.PhysicsActorType == (int) ActorTypes.Prim && p2.PhysicsActorType == (int) ActorTypes.Prim)
936 {
937 #region disabledcode2
938 //OdePrim op1 = (OdePrim)p1;
939 //OdePrim op2 = (OdePrim)p2;
940 //op1.m_collisionscore++;
941 //op2.m_collisionscore++;
942
943 //if (op1.m_collisionscore > 8000 || op2.m_collisionscore > 8000)
944 //{
945 //op1.m_taintdisable = true;
946 //AddPhysicsActorTaint(p1);
947 //op2.m_taintdisable = true;
948 //AddPhysicsActorTaint(p2);
949 //}
950
951 //if (contact.depth >= 0.25f)
952 //{
953 // Don't collide, one or both prim will expld.
954
955 //op1.m_interpenetrationcount++;
956 //op2.m_interpenetrationcount++;
957 //interpenetrations_before_disable = 200;
958 //if (op1.m_interpenetrationcount >= interpenetrations_before_disable)
959 //{
960 //op1.m_taintdisable = true;
961 //AddPhysicsActorTaint(p1);
962 //}
963 //if (op2.m_interpenetrationcount >= interpenetrations_before_disable)
964 //{
965 // op2.m_taintdisable = true;
966 //AddPhysicsActorTaint(p2);
967 //}
968
969 //contact.depth = contact.depth / 8f;
970 //contact.normal = new d.Vector3(0, 0, 1);
971 //}
972 //if (op1.m_disabled || op2.m_disabled)
973 //{
974 //Manually disabled objects stay disabled
975 //contact.depth = 0f;
976 //}
977 #endregion
978 }
979 */
980#endregion
981 if (curContact.depth >= 1.00f)
982 {
983 //m_log.Info("[P]: " + contact.depth.ToString());
984 if ((p2.PhysicsActorType == (int) ActorTypes.Agent &&
985 p1.PhysicsActorType == (int) ActorTypes.Unknown) ||
986 (p1.PhysicsActorType == (int) ActorTypes.Agent &&
987 p2.PhysicsActorType == (int) ActorTypes.Unknown))
988 {
989 if (p2.PhysicsActorType == (int) ActorTypes.Agent)
990 {
991 if (p2 is OdeCharacter)
992 {
993 OdeCharacter character = (OdeCharacter) p2;
994
995 //p2.CollidingObj = true;
996 curContact.depth = 0.00000003f;
997 p2.Velocity = p2.Velocity + new Vector3(0f, 0f, 0.5f);
998 curContact.pos =
999 new d.Vector3(curContact.pos.X + (p1.Size.X/2),
1000 curContact.pos.Y + (p1.Size.Y/2),
1001 curContact.pos.Z + (p1.Size.Z/2));
1002 character.SetPidStatus(true);
1003 }
1004 }
1005
1006
1007 if (p1.PhysicsActorType == (int) ActorTypes.Agent)
1008 {
1009 if (p1 is OdeCharacter)
1010 {
1011 OdeCharacter character = (OdeCharacter) p1;
1012
1013 //p2.CollidingObj = true;
1014 curContact.depth = 0.00000003f;
1015 p1.Velocity = p1.Velocity + new Vector3(0f, 0f, 0.5f);
1016 curContact.pos =
1017 new d.Vector3(curContact.pos.X + (p1.Size.X/2),
1018 curContact.pos.Y + (p1.Size.Y/2),
1019 curContact.pos.Z + (p1.Size.Z/2));
1020 character.SetPidStatus(true);
1021 }
1022 }
1023 }
1024 }
1025 }
1026
1027 #endregion
1028
1029 // Logic for collision handling
1030 // Note, that if *all* contacts are skipped (VolumeDetect)
1031 // The prim still detects (and forwards) collision events but
1032 // appears to be phantom for the world
1033 Boolean skipThisContact = false;
1034
1035 if ((p1 is OdePrim) && (((OdePrim)p1).m_isVolumeDetect))
1036 skipThisContact = true; // No collision on volume detect prims
1037
1038 if (!skipThisContact && (p2 is OdePrim) && (((OdePrim)p2).m_isVolumeDetect))
1039 skipThisContact = true; // No collision on volume detect prims
1040
1041 if (!skipThisContact && curContact.depth < 0f)
1042 skipThisContact = true;
1043
1044 if (!skipThisContact && checkDupe(curContact, p2.PhysicsActorType))
1045 skipThisContact = true;
1046
1047 const int maxContactsbeforedeath = 4000;
1048 joint = IntPtr.Zero;
1049
1050 if (!skipThisContact)
1051 {
1052 // If we're colliding against terrain
1053 if (name1 == "Terrain" || name2 == "Terrain")
1054 {
1055 // If we're moving
1056 if ((p2.PhysicsActorType == (int) ActorTypes.Agent) &&
1057 (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f))
1058 {
1059 // Use the movement terrain contact
1060 AvatarMovementTerrainContact.geom = curContact;
1061 _perloopContact.Add(curContact);
1062 if (m_global_contactcount < maxContactsbeforedeath)
1063 {
1064 joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementTerrainContact);
1065 m_global_contactcount++;
1066 }
1067 }
1068 else
1069 {
1070 if (p2.PhysicsActorType == (int)ActorTypes.Agent)
1071 {
1072 // Use the non moving terrain contact
1073 TerrainContact.geom = curContact;
1074 _perloopContact.Add(curContact);
1075 if (m_global_contactcount < maxContactsbeforedeath)
1076 {
1077 joint = d.JointCreateContact(world, contactgroup, ref TerrainContact);
1078 m_global_contactcount++;
1079 }
1080 }
1081 else
1082 {
1083 if (p2.PhysicsActorType == (int)ActorTypes.Prim && p1.PhysicsActorType == (int)ActorTypes.Prim)
1084 {
1085 // prim prim contact
1086 // int pj294950 = 0;
1087 int movintYN = 0;
1088 int material = (int) Material.Wood;
1089 // prim terrain contact
1090 if (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f)
1091 {
1092 movintYN = 1;
1093 }
1094
1095 if (p2 is OdePrim)
1096 material = ((OdePrim)p2).m_material;
1097
1098 //m_log.DebugFormat("Material: {0}", material);
1099 m_materialContacts[material, movintYN].geom = curContact;
1100 _perloopContact.Add(curContact);
1101
1102 if (m_global_contactcount < maxContactsbeforedeath)
1103 {
1104 joint = d.JointCreateContact(world, contactgroup, ref m_materialContacts[material, movintYN]);
1105 m_global_contactcount++;
1106
1107 }
1108
1109 }
1110 else
1111 {
1112
1113 int movintYN = 0;
1114 // prim terrain contact
1115 if (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f)
1116 {
1117 movintYN = 1;
1118 }
1119
1120 int material = (int)Material.Wood;
1121
1122 if (p2 is OdePrim)
1123 material = ((OdePrim)p2).m_material;
1124 //m_log.DebugFormat("Material: {0}", material);
1125 m_materialContacts[material, movintYN].geom = curContact;
1126 _perloopContact.Add(curContact);
1127
1128 if (m_global_contactcount < maxContactsbeforedeath)
1129 {
1130 joint = d.JointCreateContact(world, contactgroup, ref m_materialContacts[material, movintYN]);
1131 m_global_contactcount++;
1132
1133 }
1134 }
1135 }
1136 }
1137 //if (p2.PhysicsActorType == (int)ActorTypes.Prim)
1138 //{
1139 //m_log.Debug("[PHYSICS]: prim contacting with ground");
1140 //}
1141 }
1142 else if (name1 == "Water" || name2 == "Water")
1143 {
1144 /*
1145 if ((p2.PhysicsActorType == (int) ActorTypes.Prim))
1146 {
1147 }
1148 else
1149 {
1150 }
1151 */
1152 //WaterContact.surface.soft_cfm = 0.0000f;
1153 //WaterContact.surface.soft_erp = 0.00000f;
1154 if (curContact.depth > 0.1f)
1155 {
1156 curContact.depth *= 52;
1157 //contact.normal = new d.Vector3(0, 0, 1);
1158 //contact.pos = new d.Vector3(0, 0, contact.pos.Z - 5f);
1159 }
1160 WaterContact.geom = curContact;
1161 _perloopContact.Add(curContact);
1162 if (m_global_contactcount < maxContactsbeforedeath)
1163 {
1164 joint = d.JointCreateContact(world, contactgroup, ref WaterContact);
1165 m_global_contactcount++;
1166 }
1167 //m_log.Info("[PHYSICS]: Prim Water Contact" + contact.depth);
1168 }
1169 else
1170 {
1171 // we're colliding with prim or avatar
1172 // check if we're moving
1173 if ((p2.PhysicsActorType == (int)ActorTypes.Agent))
1174 {
1175 if ((Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f))
1176 {
1177 // Use the Movement prim contact
1178 AvatarMovementprimContact.geom = curContact;
1179 _perloopContact.Add(curContact);
1180 if (m_global_contactcount < maxContactsbeforedeath)
1181 {
1182 joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementprimContact);
1183 m_global_contactcount++;
1184 }
1185 }
1186 else
1187 {
1188 // Use the non movement contact
1189 contact.geom = curContact;
1190 _perloopContact.Add(curContact);
1191
1192 if (m_global_contactcount < maxContactsbeforedeath)
1193 {
1194 joint = d.JointCreateContact(world, contactgroup, ref contact);
1195 m_global_contactcount++;
1196 }
1197 }
1198 }
1199 else if (p2.PhysicsActorType == (int)ActorTypes.Prim)
1200 {
1201 //p1.PhysicsActorType
1202 int material = (int)Material.Wood;
1203
1204 if (p2 is OdePrim)
1205 material = ((OdePrim)p2).m_material;
1206
1207 //m_log.DebugFormat("Material: {0}", material);
1208 m_materialContacts[material, 0].geom = curContact;
1209 _perloopContact.Add(curContact);
1210
1211 if (m_global_contactcount < maxContactsbeforedeath)
1212 {
1213 joint = d.JointCreateContact(world, contactgroup, ref m_materialContacts[material, 0]);
1214 m_global_contactcount++;
1215
1216 }
1217 }
1218 }
1219
1220 if (m_global_contactcount < maxContactsbeforedeath && joint != IntPtr.Zero) // stack collide!
1221 {
1222 d.JointAttach(joint, b1, b2);
1223 m_global_contactcount++;
1224 }
1225
1226 }
1227 collision_accounting_events(p1, p2, maxDepthContact);
1228 if (count > geomContactPointsStartthrottle)
1229 {
1230 // If there are more then 3 contact points, it's likely
1231 // that we've got a pile of objects, so ...
1232 // We don't want to send out hundreds of terse updates over and over again
1233 // so lets throttle them and send them again after it's somewhat sorted out.
1234 p2.ThrottleUpdates = true;
1235 }
1236 //m_log.Debug(count.ToString());
1237 //m_log.Debug("near: A collision was detected between {1} and {2}", 0, name1, name2);
1238 }
1239 }
1240
1241 private bool checkDupe(d.ContactGeom contactGeom, int atype)
1242 {
1243 bool result = false;
1244 //return result;
1245 if (!m_filterCollisions)
1246 return false;
1247
1248 ActorTypes at = (ActorTypes)atype;
1249 lock (_perloopContact)
1250 {
1251 foreach (d.ContactGeom contact in _perloopContact)
1252 {
1253 //if ((contact.g1 == contactGeom.g1 && contact.g2 == contactGeom.g2))
1254 //{
1255 // || (contact.g2 == contactGeom.g1 && contact.g1 == contactGeom.g2)
1256 if (at == ActorTypes.Agent)
1257 {
1258 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)
1259 {
1260
1261 if (Math.Abs(contact.depth - contactGeom.depth) < 0.052f)
1262 {
1263 //contactGeom.depth *= .00005f;
1264 //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth));
1265 // 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));
1266 result = true;
1267 break;
1268 }
1269 else
1270 {
1271 //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth));
1272 }
1273 }
1274 else
1275 {
1276 //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));
1277 //int i = 0;
1278 }
1279 }
1280 else if (at == ActorTypes.Prim)
1281 {
1282 //d.AABB aabb1 = new d.AABB();
1283 //d.AABB aabb2 = new d.AABB();
1284
1285 //d.GeomGetAABB(contactGeom.g2, out aabb2);
1286 //d.GeomGetAABB(contactGeom.g1, out aabb1);
1287 //aabb1.
1288 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)
1289 {
1290 if (contactGeom.normal.X == contact.normal.X && contactGeom.normal.Y == contact.normal.Y && contactGeom.normal.Z == contact.normal.Z)
1291 {
1292 if (Math.Abs(contact.depth - contactGeom.depth) < 0.272f)
1293 {
1294 result = true;
1295 break;
1296 }
1297 }
1298 //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth));
1299 //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));
1300 }
1301
1302 }
1303
1304 //}
1305
1306 }
1307 }
1308 return result;
1309 }
1310
1311 private void collision_accounting_events(PhysicsActor p1, PhysicsActor p2, ContactPoint contact)
1312 {
1313 // obj1LocalID = 0;
1314 //returncollisions = false;
1315 obj2LocalID = 0;
1316 //ctype = 0;
1317 //cStartStop = 0;
1318 if (!p2.SubscribedEvents() && !p1.SubscribedEvents())
1319 return;
1320
1321 switch ((ActorTypes)p2.PhysicsActorType)
1322 {
1323 case ActorTypes.Agent:
1324 cc2 = (OdeCharacter)p2;
1325
1326 // obj1LocalID = cc2.m_localID;
1327 switch ((ActorTypes)p1.PhysicsActorType)
1328 {
1329 case ActorTypes.Agent:
1330 cc1 = (OdeCharacter)p1;
1331 obj2LocalID = cc1.m_localID;
1332 cc1.AddCollisionEvent(cc2.m_localID, contact);
1333 //ctype = (int)CollisionCategories.Character;
1334
1335 //if (cc1.CollidingObj)
1336 //cStartStop = (int)StatusIndicators.Generic;
1337 //else
1338 //cStartStop = (int)StatusIndicators.Start;
1339
1340 //returncollisions = true;
1341 break;
1342 case ActorTypes.Prim:
1343 if (p1 is OdePrim)
1344 {
1345 cp1 = (OdePrim) p1;
1346 obj2LocalID = cp1.m_localID;
1347 cp1.AddCollisionEvent(cc2.m_localID, contact);
1348 }
1349 //ctype = (int)CollisionCategories.Geom;
1350
1351 //if (cp1.CollidingObj)
1352 //cStartStop = (int)StatusIndicators.Generic;
1353 //else
1354 //cStartStop = (int)StatusIndicators.Start;
1355
1356 //returncollisions = true;
1357 break;
1358
1359 case ActorTypes.Ground:
1360 case ActorTypes.Unknown:
1361 obj2LocalID = 0;
1362 //ctype = (int)CollisionCategories.Land;
1363 //returncollisions = true;
1364 break;
1365 }
1366
1367 cc2.AddCollisionEvent(obj2LocalID, contact);
1368 break;
1369 case ActorTypes.Prim:
1370
1371 if (p2 is OdePrim)
1372 {
1373 cp2 = (OdePrim) p2;
1374
1375 // obj1LocalID = cp2.m_localID;
1376 switch ((ActorTypes) p1.PhysicsActorType)
1377 {
1378 case ActorTypes.Agent:
1379 if (p1 is OdeCharacter)
1380 {
1381 cc1 = (OdeCharacter) p1;
1382 obj2LocalID = cc1.m_localID;
1383 cc1.AddCollisionEvent(cp2.m_localID, contact);
1384 //ctype = (int)CollisionCategories.Character;
1385
1386 //if (cc1.CollidingObj)
1387 //cStartStop = (int)StatusIndicators.Generic;
1388 //else
1389 //cStartStop = (int)StatusIndicators.Start;
1390 //returncollisions = true;
1391 }
1392 break;
1393 case ActorTypes.Prim:
1394
1395 if (p1 is OdePrim)
1396 {
1397 cp1 = (OdePrim) p1;
1398 obj2LocalID = cp1.m_localID;
1399 cp1.AddCollisionEvent(cp2.m_localID, contact);
1400 //ctype = (int)CollisionCategories.Geom;
1401
1402 //if (cp1.CollidingObj)
1403 //cStartStop = (int)StatusIndicators.Generic;
1404 //else
1405 //cStartStop = (int)StatusIndicators.Start;
1406
1407 //returncollisions = true;
1408 }
1409 break;
1410
1411 case ActorTypes.Ground:
1412 case ActorTypes.Unknown:
1413 obj2LocalID = 0;
1414 //ctype = (int)CollisionCategories.Land;
1415
1416 //returncollisions = true;
1417 break;
1418 }
1419
1420 cp2.AddCollisionEvent(obj2LocalID, contact);
1421 }
1422 break;
1423 }
1424 //if (returncollisions)
1425 //{
1426
1427 //lock (m_storedCollisions)
1428 //{
1429 //cDictKey = obj1LocalID.ToString() + obj2LocalID.ToString() + cStartStop.ToString() + ctype.ToString();
1430 //if (m_storedCollisions.ContainsKey(cDictKey))
1431 //{
1432 //sCollisionData objd = m_storedCollisions[cDictKey];
1433 //objd.NumberOfCollisions += 1;
1434 //objd.lastframe = framecount;
1435 //m_storedCollisions[cDictKey] = objd;
1436 //}
1437 //else
1438 //{
1439 //sCollisionData objd = new sCollisionData();
1440 //objd.ColliderLocalId = obj1LocalID;
1441 //objd.CollidedWithLocalId = obj2LocalID;
1442 //objd.CollisionType = ctype;
1443 //objd.NumberOfCollisions = 1;
1444 //objd.lastframe = framecount;
1445 //objd.StatusIndicator = cStartStop;
1446 //m_storedCollisions.Add(cDictKey, objd);
1447 //}
1448 //}
1449 // }
1450 }
1451
1452 public int TriArrayCallback(IntPtr trimesh, IntPtr refObject, int[] triangleIndex, int triCount)
1453 {
1454 /* String name1 = null;
1455 String name2 = null;
1456
1457 if (!geom_name_map.TryGetValue(trimesh, out name1))
1458 {
1459 name1 = "null";
1460 }
1461 if (!geom_name_map.TryGetValue(refObject, out name2))
1462 {
1463 name2 = "null";
1464 }
1465
1466 m_log.InfoFormat("TriArrayCallback: A collision was detected between {1} and {2}", 0, name1, name2);
1467 */
1468 return 1;
1469 }
1470
1471 public int TriCallback(IntPtr trimesh, IntPtr refObject, int triangleIndex)
1472 {
1473 String name1 = null;
1474 String name2 = null;
1475
1476 if (!geom_name_map.TryGetValue(trimesh, out name1))
1477 {
1478 name1 = "null";
1479 }
1480
1481 if (!geom_name_map.TryGetValue(refObject, out name2))
1482 {
1483 name2 = "null";
1484 }
1485
1486 // m_log.InfoFormat("TriCallback: A collision was detected between {1} and {2}. Index was {3}", 0, name1, name2, triangleIndex);
1487
1488 d.Vector3 v0 = new d.Vector3();
1489 d.Vector3 v1 = new d.Vector3();
1490 d.Vector3 v2 = new d.Vector3();
1491
1492 d.GeomTriMeshGetTriangle(trimesh, 0, ref v0, ref v1, ref v2);
1493 // 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);
1494
1495 return 1;
1496 }
1497
1498 /// <summary>
1499 /// This is our collision testing routine in ODE
1500 /// </summary>
1501 /// <param name="timeStep"></param>
1502 private void collision_optimized(float timeStep)
1503 {
1504 _perloopContact.Clear();
1505
1506 lock (_characters)
1507 {
1508 foreach (OdeCharacter chr in _characters)
1509 {
1510 // Reset the collision values to false
1511 // since we don't know if we're colliding yet
1512
1513 // For some reason this can happen. Don't ask...
1514 //
1515 if (chr == null)
1516 continue;
1517
1518 if (chr.Shell == IntPtr.Zero || chr.Body == IntPtr.Zero)
1519 continue;
1520
1521 chr.IsColliding = false;
1522 chr.CollidingGround = false;
1523 chr.CollidingObj = false;
1524
1525 // test the avatar's geometry for collision with the space
1526 // This will return near and the space that they are the closest to
1527 // And we'll run this again against the avatar and the space segment
1528 // This will return with a bunch of possible objects in the space segment
1529 // and we'll run it again on all of them.
1530 try
1531 {
1532 d.SpaceCollide2(space, chr.Shell, IntPtr.Zero, nearCallback);
1533 }
1534 catch (AccessViolationException)
1535 {
1536 m_log.Warn("[PHYSICS]: Unable to space collide");
1537 }
1538 //float terrainheight = GetTerrainHeightAtXY(chr.Position.X, chr.Position.Y);
1539 //if (chr.Position.Z + (chr.Velocity.Z * timeStep) < terrainheight + 10)
1540 //{
1541 //chr.Position.Z = terrainheight + 10.0f;
1542 //forcedZ = true;
1543 //}
1544 }
1545 }
1546
1547 lock (_activeprims)
1548 {
1549 List<OdePrim> removeprims = null;
1550 foreach (OdePrim chr in _activeprims)
1551 {
1552 if (chr.Body != IntPtr.Zero && d.BodyIsEnabled(chr.Body) && (!chr.m_disabled))
1553 {
1554 try
1555 {
1556 lock (chr)
1557 {
1558 if (space != IntPtr.Zero && chr.prim_geom != IntPtr.Zero && chr.m_taintremove == false)
1559 {
1560 d.SpaceCollide2(space, chr.prim_geom, IntPtr.Zero, nearCallback);
1561 }
1562 else
1563 {
1564 if (removeprims == null)
1565 {
1566 removeprims = new List<OdePrim>();
1567 }
1568 removeprims.Add(chr);
1569 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!");
1570 }
1571 }
1572 }
1573 catch (AccessViolationException)
1574 {
1575 m_log.Warn("[PHYSICS]: Unable to space collide");
1576 }
1577 }
1578 }
1579 if (removeprims != null)
1580 {
1581 foreach (OdePrim chr in removeprims)
1582 {
1583 _activeprims.Remove(chr);
1584 }
1585 }
1586 }
1587
1588 _perloopContact.Clear();
1589 }
1590
1591 #endregion
1592
1593 public override void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents)
1594 {
1595 m_worldOffset = offset;
1596 WorldExtents = new Vector2(extents.X, extents.Y);
1597 m_parentScene = pScene;
1598
1599 }
1600
1601 // Recovered for use by fly height. Kitto Flora
1602 public float GetTerrainHeightAtXY(float x, float y)
1603 {
1604
1605 int offsetX = ((int)(x / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
1606 int offsetY = ((int)(y / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
1607
1608 IntPtr heightFieldGeom = IntPtr.Zero;
1609
1610 if (RegionTerrain.TryGetValue(new Vector3(offsetX,offsetY,0), out heightFieldGeom))
1611 {
1612 if (heightFieldGeom != IntPtr.Zero)
1613 {
1614 if (TerrainHeightFieldHeights.ContainsKey(heightFieldGeom))
1615 {
1616
1617 int index;
1618
1619
1620 if ((int)x > WorldExtents.X || (int)y > WorldExtents.Y ||
1621 (int)x < 0.001f || (int)y < 0.001f)
1622 return 0;
1623
1624 x = x - offsetX;
1625 y = y - offsetY;
1626
1627 index = (int)((int)x * ((int)Constants.RegionSize + 2) + (int)y);
1628
1629 if (index < TerrainHeightFieldHeights[heightFieldGeom].Length)
1630 {
1631 //m_log.DebugFormat("x{0} y{1} = {2}", x, y, (float)TerrainHeightFieldHeights[heightFieldGeom][index]);
1632 return (float)TerrainHeightFieldHeights[heightFieldGeom][index];
1633 }
1634
1635 else
1636 return 0f;
1637 }
1638 else
1639 {
1640 return 0f;
1641 }
1642
1643 }
1644 else
1645 {
1646 return 0f;
1647 }
1648
1649 }
1650 else
1651 {
1652 return 0f;
1653 }
1654
1655
1656 }
1657// End recovered. Kitto Flora
1658
1659 public void addCollisionEventReporting(PhysicsActor obj)
1660 {
1661 lock (_collisionEventPrim)
1662 {
1663 if (!_collisionEventPrim.Contains(obj))
1664 _collisionEventPrim.Add(obj);
1665 }
1666 }
1667
1668 public void remCollisionEventReporting(PhysicsActor obj)
1669 {
1670 lock (_collisionEventPrim)
1671 {
1672 if (!_collisionEventPrim.Contains(obj))
1673 _collisionEventPrim.Remove(obj);
1674 }
1675 }
1676
1677 #region Add/Remove Entities
1678
1679 public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying)
1680 {
1681 Vector3 pos;
1682 pos.X = position.X;
1683 pos.Y = position.Y;
1684 pos.Z = position.Z;
1685 OdeCharacter newAv = new OdeCharacter(avName, this, pos, ode, size, avPIDD, avPIDP, avCapRadius, avStandupTensor, avDensity, avHeightFudgeFactor, avMovementDivisorWalk, avMovementDivisorRun);
1686 newAv.Flying = isFlying;
1687 newAv.MinimumGroundFlightOffset = minimumGroundFlightOffset;
1688
1689 return newAv;
1690 }
1691
1692 public void AddCharacter(OdeCharacter chr)
1693 {
1694 lock (_characters)
1695 {
1696 if (!_characters.Contains(chr))
1697 {
1698 _characters.Add(chr);
1699 if (chr.bad)
1700 m_log.DebugFormat("[PHYSICS] Added BAD actor {0} to characters list", chr.m_uuid);
1701 }
1702 }
1703 }
1704
1705 public void RemoveCharacter(OdeCharacter chr)
1706 {
1707 lock (_characters)
1708 {
1709 if (_characters.Contains(chr))
1710 {
1711 _characters.Remove(chr);
1712 }
1713 }
1714 }
1715 public void BadCharacter(OdeCharacter chr)
1716 {
1717 lock (_badCharacter)
1718 {
1719 if (!_badCharacter.Contains(chr))
1720 _badCharacter.Add(chr);
1721 }
1722 }
1723
1724 public override void RemoveAvatar(PhysicsActor actor)
1725 {
1726 //m_log.Debug("[PHYSICS]:ODELOCK");
1727 ((OdeCharacter) actor).Destroy();
1728
1729 }
1730
1731 private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation,
1732 IMesh mesh, PrimitiveBaseShape pbs, bool isphysical)
1733 {
1734
1735 Vector3 pos = position;
1736 Vector3 siz = size;
1737 Quaternion rot = rotation;
1738
1739 OdePrim newPrim;
1740 lock (OdeLock)
1741 {
1742 newPrim = new OdePrim(name, this, pos, siz, rot, mesh, pbs, isphysical, ode);
1743
1744 lock (_prims)
1745 _prims.Add(newPrim);
1746 }
1747
1748 return newPrim;
1749 }
1750
1751 public void addActivePrim(OdePrim activatePrim)
1752 {
1753 // adds active prim.. (ones that should be iterated over in collisions_optimized
1754 lock (_activeprims)
1755 {
1756 if (!_activeprims.Contains(activatePrim))
1757 _activeprims.Add(activatePrim);
1758 //else
1759 // m_log.Warn("[PHYSICS]: Double Entry in _activeprims detected, potential crash immenent");
1760 }
1761 }
1762
1763 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
1764 Vector3 size, Quaternion rotation) //To be removed
1765 {
1766 return AddPrimShape(primName, pbs, position, size, rotation, false);
1767 }
1768
1769 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
1770 Vector3 size, Quaternion rotation, bool isPhysical)
1771 {
1772 PhysicsActor result;
1773 IMesh mesh = null;
1774
1775 if (needsMeshing(pbs))
1776 mesh = mesher.CreateMesh(primName, pbs, size, 32f, isPhysical);
1777
1778 result = AddPrim(primName, position, size, rotation, mesh, pbs, isPhysical);
1779
1780 return result;
1781 }
1782
1783 public override float TimeDilation
1784 {
1785 get { return m_timeDilation; }
1786 }
1787
1788 public override bool SupportsNINJAJoints
1789 {
1790 get { return m_NINJA_physics_joints_enabled; }
1791 }
1792
1793 // internal utility function: must be called within a lock (OdeLock)
1794 private void InternalAddActiveJoint(PhysicsJoint joint)
1795 {
1796 activeJoints.Add(joint);
1797 SOPName_to_activeJoint.Add(joint.ObjectNameInScene, joint);
1798 }
1799
1800 // internal utility function: must be called within a lock (OdeLock)
1801 private void InternalAddPendingJoint(OdePhysicsJoint joint)
1802 {
1803 pendingJoints.Add(joint);
1804 SOPName_to_pendingJoint.Add(joint.ObjectNameInScene, joint);
1805 }
1806
1807 // internal utility function: must be called within a lock (OdeLock)
1808 private void InternalRemovePendingJoint(PhysicsJoint joint)
1809 {
1810 pendingJoints.Remove(joint);
1811 SOPName_to_pendingJoint.Remove(joint.ObjectNameInScene);
1812 }
1813
1814 // internal utility function: must be called within a lock (OdeLock)
1815 private void InternalRemoveActiveJoint(PhysicsJoint joint)
1816 {
1817 activeJoints.Remove(joint);
1818 SOPName_to_activeJoint.Remove(joint.ObjectNameInScene);
1819 }
1820
1821 public override void DumpJointInfo()
1822 {
1823 string hdr = "[NINJA] JOINTINFO: ";
1824 foreach (PhysicsJoint j in pendingJoints)
1825 {
1826 m_log.Debug(hdr + " pending joint, Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams);
1827 }
1828 m_log.Debug(hdr + pendingJoints.Count + " total pending joints");
1829 foreach (string jointName in SOPName_to_pendingJoint.Keys)
1830 {
1831 m_log.Debug(hdr + " pending joints dict contains Name: " + jointName);
1832 }
1833 m_log.Debug(hdr + SOPName_to_pendingJoint.Keys.Count + " total pending joints dict entries");
1834 foreach (PhysicsJoint j in activeJoints)
1835 {
1836 m_log.Debug(hdr + " active joint, Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams);
1837 }
1838 m_log.Debug(hdr + activeJoints.Count + " total active joints");
1839 foreach (string jointName in SOPName_to_activeJoint.Keys)
1840 {
1841 m_log.Debug(hdr + " active joints dict contains Name: " + jointName);
1842 }
1843 m_log.Debug(hdr + SOPName_to_activeJoint.Keys.Count + " total active joints dict entries");
1844
1845 m_log.Debug(hdr + " Per-body joint connectivity information follows.");
1846 m_log.Debug(hdr + joints_connecting_actor.Keys.Count + " bodies are connected by joints.");
1847 foreach (string actorName in joints_connecting_actor.Keys)
1848 {
1849 m_log.Debug(hdr + " Actor " + actorName + " has the following joints connecting it");
1850 foreach (PhysicsJoint j in joints_connecting_actor[actorName])
1851 {
1852 m_log.Debug(hdr + " * joint Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams);
1853 }
1854 m_log.Debug(hdr + joints_connecting_actor[actorName].Count + " connecting joints total for this actor");
1855 }
1856 }
1857
1858 public override void RequestJointDeletion(string ObjectNameInScene)
1859 {
1860 lock (externalJointRequestsLock)
1861 {
1862 if (!requestedJointsToBeDeleted.Contains(ObjectNameInScene)) // forbid same deletion request from entering twice to prevent spurious deletions processed asynchronously
1863 {
1864 requestedJointsToBeDeleted.Add(ObjectNameInScene);
1865 }
1866 }
1867 }
1868
1869 private void DeleteRequestedJoints()
1870 {
1871 List<string> myRequestedJointsToBeDeleted;
1872 lock (externalJointRequestsLock)
1873 {
1874 // make a local copy of the shared list for processing (threading issues)
1875 myRequestedJointsToBeDeleted = new List<string>(requestedJointsToBeDeleted);
1876 }
1877
1878 foreach (string jointName in myRequestedJointsToBeDeleted)
1879 {
1880 lock (OdeLock)
1881 {
1882 //m_log.Debug("[NINJA] trying to deleting requested joint " + jointName);
1883 if (SOPName_to_activeJoint.ContainsKey(jointName) || SOPName_to_pendingJoint.ContainsKey(jointName))
1884 {
1885 OdePhysicsJoint joint = null;
1886 if (SOPName_to_activeJoint.ContainsKey(jointName))
1887 {
1888 joint = SOPName_to_activeJoint[jointName] as OdePhysicsJoint;
1889 InternalRemoveActiveJoint(joint);
1890 }
1891 else if (SOPName_to_pendingJoint.ContainsKey(jointName))
1892 {
1893 joint = SOPName_to_pendingJoint[jointName] as OdePhysicsJoint;
1894 InternalRemovePendingJoint(joint);
1895 }
1896
1897 if (joint != null)
1898 {
1899 //m_log.Debug("joint.BodyNames.Count is " + joint.BodyNames.Count + " and contents " + joint.BodyNames);
1900 for (int iBodyName = 0; iBodyName < 2; iBodyName++)
1901 {
1902 string bodyName = joint.BodyNames[iBodyName];
1903 if (bodyName != "NULL")
1904 {
1905 joints_connecting_actor[bodyName].Remove(joint);
1906 if (joints_connecting_actor[bodyName].Count == 0)
1907 {
1908 joints_connecting_actor.Remove(bodyName);
1909 }
1910 }
1911 }
1912
1913 DoJointDeactivated(joint);
1914 if (joint.jointID != IntPtr.Zero)
1915 {
1916 d.JointDestroy(joint.jointID);
1917 joint.jointID = IntPtr.Zero;
1918 //DoJointErrorMessage(joint, "successfully destroyed joint " + jointName);
1919 }
1920 else
1921 {
1922 //m_log.Warn("[NINJA] Ignoring re-request to destroy joint " + jointName);
1923 }
1924 }
1925 else
1926 {
1927 // DoJointErrorMessage(joint, "coult not find joint to destroy based on name " + jointName);
1928 }
1929 }
1930 else
1931 {
1932 // DoJointErrorMessage(joint, "WARNING - joint removal failed, joint " + jointName);
1933 }
1934 }
1935 }
1936
1937 // remove processed joints from the shared list
1938 lock (externalJointRequestsLock)
1939 {
1940 foreach (string jointName in myRequestedJointsToBeDeleted)
1941 {
1942 requestedJointsToBeDeleted.Remove(jointName);
1943 }
1944 }
1945 }
1946
1947 // for pending joints we don't know if their associated bodies exist yet or not.
1948 // the joint is actually created during processing of the taints
1949 private void CreateRequestedJoints()
1950 {
1951 List<PhysicsJoint> myRequestedJointsToBeCreated;
1952 lock (externalJointRequestsLock)
1953 {
1954 // make a local copy of the shared list for processing (threading issues)
1955 myRequestedJointsToBeCreated = new List<PhysicsJoint>(requestedJointsToBeCreated);
1956 }
1957
1958 foreach (PhysicsJoint joint in myRequestedJointsToBeCreated)
1959 {
1960 lock (OdeLock)
1961 {
1962 if (SOPName_to_pendingJoint.ContainsKey(joint.ObjectNameInScene) && SOPName_to_pendingJoint[joint.ObjectNameInScene] != null)
1963 {
1964 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);
1965 continue;
1966 }
1967 if (SOPName_to_activeJoint.ContainsKey(joint.ObjectNameInScene) && SOPName_to_activeJoint[joint.ObjectNameInScene] != null)
1968 {
1969 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);
1970 continue;
1971 }
1972
1973 InternalAddPendingJoint(joint as OdePhysicsJoint);
1974
1975 if (joint.BodyNames.Count >= 2)
1976 {
1977 for (int iBodyName = 0; iBodyName < 2; iBodyName++)
1978 {
1979 string bodyName = joint.BodyNames[iBodyName];
1980 if (bodyName != "NULL")
1981 {
1982 if (!joints_connecting_actor.ContainsKey(bodyName))
1983 {
1984 joints_connecting_actor.Add(bodyName, new List<PhysicsJoint>());
1985 }
1986 joints_connecting_actor[bodyName].Add(joint);
1987 }
1988 }
1989 }
1990 }
1991 }
1992
1993 // remove processed joints from shared list
1994 lock (externalJointRequestsLock)
1995 {
1996 foreach (PhysicsJoint joint in myRequestedJointsToBeCreated)
1997 {
1998 requestedJointsToBeCreated.Remove(joint);
1999 }
2000 }
2001
2002 }
2003
2004 // public function to add an request for joint creation
2005 // this joint will just be added to a waiting list that is NOT processed during the main
2006 // Simulate() loop (to avoid deadlocks). After Simulate() is finished, we handle unprocessed joint requests.
2007
2008 public override PhysicsJoint RequestJointCreation(string objectNameInScene, PhysicsJointType jointType, Vector3 position,
2009 Quaternion rotation, string parms, List<string> bodyNames, string trackedBodyName, Quaternion localRotation)
2010
2011 {
2012
2013 OdePhysicsJoint joint = new OdePhysicsJoint();
2014 joint.ObjectNameInScene = objectNameInScene;
2015 joint.Type = jointType;
2016 joint.Position = position;
2017 joint.Rotation = rotation;
2018 joint.RawParams = parms;
2019 joint.BodyNames = new List<string>(bodyNames);
2020 joint.TrackedBodyName = trackedBodyName;
2021 joint.LocalRotation = localRotation;
2022 joint.jointID = IntPtr.Zero;
2023 joint.ErrorMessageCount = 0;
2024
2025 lock (externalJointRequestsLock)
2026 {
2027 if (!requestedJointsToBeCreated.Contains(joint)) // forbid same creation request from entering twice
2028 {
2029 requestedJointsToBeCreated.Add(joint);
2030 }
2031 }
2032 return joint;
2033 }
2034
2035 private void RemoveAllJointsConnectedToActor(PhysicsActor actor)
2036 {
2037 //m_log.Debug("RemoveAllJointsConnectedToActor: start");
2038 if (actor.SOPName != null && joints_connecting_actor.ContainsKey(actor.SOPName) && joints_connecting_actor[actor.SOPName] != null)
2039 {
2040
2041 List<PhysicsJoint> jointsToRemove = new List<PhysicsJoint>();
2042 //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)
2043 foreach (PhysicsJoint j in joints_connecting_actor[actor.SOPName])
2044 {
2045 jointsToRemove.Add(j);
2046 }
2047 foreach (PhysicsJoint j in jointsToRemove)
2048 {
2049 //m_log.Debug("RemoveAllJointsConnectedToActor: about to request deletion of " + j.ObjectNameInScene);
2050 RequestJointDeletion(j.ObjectNameInScene);
2051 //m_log.Debug("RemoveAllJointsConnectedToActor: done request deletion of " + j.ObjectNameInScene);
2052 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)
2053 }
2054 }
2055 }
2056
2057 public override void RemoveAllJointsConnectedToActorThreadLocked(PhysicsActor actor)
2058 {
2059 //m_log.Debug("RemoveAllJointsConnectedToActorThreadLocked: start");
2060 lock (OdeLock)
2061 {
2062 //m_log.Debug("RemoveAllJointsConnectedToActorThreadLocked: got lock");
2063 RemoveAllJointsConnectedToActor(actor);
2064 }
2065 }
2066
2067 // normally called from within OnJointMoved, which is called from within a lock (OdeLock)
2068 public override Vector3 GetJointAnchor(PhysicsJoint joint)
2069 {
2070 Debug.Assert(joint.IsInPhysicsEngine);
2071 d.Vector3 pos = new d.Vector3();
2072
2073 if (!(joint is OdePhysicsJoint))
2074 {
2075 DoJointErrorMessage(joint, "warning: non-ODE joint requesting anchor: " + joint.ObjectNameInScene);
2076 }
2077 else
2078 {
2079 OdePhysicsJoint odeJoint = (OdePhysicsJoint)joint;
2080 switch (odeJoint.Type)
2081 {
2082 case PhysicsJointType.Ball:
2083 d.JointGetBallAnchor(odeJoint.jointID, out pos);
2084 break;
2085 case PhysicsJointType.Hinge:
2086 d.JointGetHingeAnchor(odeJoint.jointID, out pos);
2087 break;
2088 }
2089 }
2090 return new Vector3(pos.X, pos.Y, pos.Z);
2091 }
2092
2093 // normally called from within OnJointMoved, which is called from within a lock (OdeLock)
2094 // WARNING: ODE sometimes returns <0,0,0> as the joint axis! Therefore this function
2095 // appears to be unreliable. Fortunately we can compute the joint axis ourselves by
2096 // keeping track of the joint's original orientation relative to one of the involved bodies.
2097 public override Vector3 GetJointAxis(PhysicsJoint joint)
2098 {
2099 Debug.Assert(joint.IsInPhysicsEngine);
2100 d.Vector3 axis = new d.Vector3();
2101
2102 if (!(joint is OdePhysicsJoint))
2103 {
2104 DoJointErrorMessage(joint, "warning: non-ODE joint requesting anchor: " + joint.ObjectNameInScene);
2105 }
2106 else
2107 {
2108 OdePhysicsJoint odeJoint = (OdePhysicsJoint)joint;
2109 switch (odeJoint.Type)
2110 {
2111 case PhysicsJointType.Ball:
2112 DoJointErrorMessage(joint, "warning - axis requested for ball joint: " + joint.ObjectNameInScene);
2113 break;
2114 case PhysicsJointType.Hinge:
2115 d.JointGetHingeAxis(odeJoint.jointID, out axis);
2116 break;
2117 }
2118 }
2119 return new Vector3(axis.X, axis.Y, axis.Z);
2120 }
2121
2122
2123 public void remActivePrim(OdePrim deactivatePrim)
2124 {
2125 lock (_activeprims)
2126 {
2127 _activeprims.Remove(deactivatePrim);
2128 }
2129 }
2130
2131 public override void RemovePrim(PhysicsActor prim)
2132 {
2133 if (prim is OdePrim)
2134 {
2135 lock (OdeLock)
2136 {
2137 OdePrim p = (OdePrim) prim;
2138
2139 p.setPrimForRemoval();
2140 AddPhysicsActorTaint(prim);
2141 //RemovePrimThreadLocked(p);
2142 }
2143 }
2144 }
2145
2146 /// <summary>
2147 /// This is called from within simulate but outside the locked portion
2148 /// We need to do our own locking here
2149 /// Essentially, we need to remove the prim from our space segment, whatever segment it's in.
2150 ///
2151 /// If there are no more prim in the segment, we need to empty (spacedestroy)the segment and reclaim memory
2152 /// that the space was using.
2153 /// </summary>
2154 /// <param name="prim"></param>
2155 public void RemovePrimThreadLocked(OdePrim prim)
2156 {
2157//Console.WriteLine("RemovePrimThreadLocked " + prim.m_primName);
2158 lock (prim)
2159 {
2160 remCollisionEventReporting(prim);
2161 lock (ode)
2162 {
2163 if (prim.prim_geom != IntPtr.Zero)
2164 {
2165 prim.ResetTaints();
2166
2167 if (prim.IsPhysical)
2168 {
2169 prim.disableBody();
2170 if (prim.childPrim)
2171 {
2172 prim.childPrim = false;
2173 prim.Body = IntPtr.Zero;
2174 prim.m_disabled = true;
2175 prim.IsPhysical = false;
2176 }
2177
2178
2179 }
2180 // we don't want to remove the main space
2181
2182 // If the geometry is in the targetspace, remove it from the target space
2183 //m_log.Warn(prim.m_targetSpace);
2184
2185 //if (prim.m_targetSpace != IntPtr.Zero)
2186 //{
2187 //if (d.SpaceQuery(prim.m_targetSpace, prim.prim_geom))
2188 //{
2189
2190 //if (d.GeomIsSpace(prim.m_targetSpace))
2191 //{
2192 //waitForSpaceUnlock(prim.m_targetSpace);
2193 //d.SpaceRemove(prim.m_targetSpace, prim.prim_geom);
2194 prim.m_targetSpace = IntPtr.Zero;
2195 //}
2196 //else
2197 //{
2198 // m_log.Info("[Physics]: Invalid Scene passed to 'removeprim from scene':" +
2199 //((OdePrim)prim).m_targetSpace.ToString());
2200 //}
2201
2202 //}
2203 //}
2204 //m_log.Warn(prim.prim_geom);
2205 try
2206 {
2207 if (prim.prim_geom != IntPtr.Zero)
2208 {
2209
2210//string tPA;
2211//geom_name_map.TryGetValue(prim.prim_geom, out tPA);
2212//Console.WriteLine("**** Remove {0}", tPA);
2213 if(geom_name_map.ContainsKey(prim.prim_geom)) geom_name_map.Remove(prim.prim_geom);
2214 if(actor_name_map.ContainsKey(prim.prim_geom)) actor_name_map.Remove(prim.prim_geom);
2215 d.GeomDestroy(prim.prim_geom);
2216 prim.prim_geom = IntPtr.Zero;
2217 }
2218 else
2219 {
2220 m_log.Warn("[PHYSICS]: Unable to remove prim from physics scene");
2221 }
2222 }
2223 catch (AccessViolationException)
2224 {
2225 m_log.Info("[PHYSICS]: Couldn't remove prim from physics scene, it was already be removed.");
2226 }
2227 lock (_prims)
2228 _prims.Remove(prim);
2229
2230 //If there are no more geometries in the sub-space, we don't need it in the main space anymore
2231 //if (d.SpaceGetNumGeoms(prim.m_targetSpace) == 0)
2232 //{
2233 //if (prim.m_targetSpace != null)
2234 //{
2235 //if (d.GeomIsSpace(prim.m_targetSpace))
2236 //{
2237 //waitForSpaceUnlock(prim.m_targetSpace);
2238 //d.SpaceRemove(space, prim.m_targetSpace);
2239 // free up memory used by the space.
2240 //d.SpaceDestroy(prim.m_targetSpace);
2241 //int[] xyspace = calculateSpaceArrayItemFromPos(prim.Position);
2242 //resetSpaceArrayItemToZero(xyspace[0], xyspace[1]);
2243 //}
2244 //else
2245 //{
2246 //m_log.Info("[Physics]: Invalid Scene passed to 'removeprim from scene':" +
2247 //((OdePrim) prim).m_targetSpace.ToString());
2248 //}
2249 //}
2250 //}
2251
2252 if (SupportsNINJAJoints)
2253 {
2254 RemoveAllJointsConnectedToActorThreadLocked(prim);
2255 }
2256 }
2257 }
2258 }
2259 }
2260
2261 #endregion
2262
2263 #region Space Separation Calculation
2264
2265 /// <summary>
2266 /// Takes a space pointer and zeros out the array we're using to hold the spaces
2267 /// </summary>
2268 /// <param name="pSpace"></param>
2269 public void resetSpaceArrayItemToZero(IntPtr pSpace)
2270 {
2271 for (int x = 0; x < staticPrimspace.GetLength(0); x++)
2272 {
2273 for (int y = 0; y < staticPrimspace.GetLength(1); y++)
2274 {
2275 if (staticPrimspace[x, y] == pSpace)
2276 staticPrimspace[x, y] = IntPtr.Zero;
2277 }
2278 }
2279 }
2280
2281 public void resetSpaceArrayItemToZero(int arrayitemX, int arrayitemY)
2282 {
2283 staticPrimspace[arrayitemX, arrayitemY] = IntPtr.Zero;
2284 }
2285
2286 /// <summary>
2287 /// Called when a static prim moves. Allocates a space for the prim based on its position
2288 /// </summary>
2289 /// <param name="geom">the pointer to the geom that moved</param>
2290 /// <param name="pos">the position that the geom moved to</param>
2291 /// <param name="currentspace">a pointer to the space it was in before it was moved.</param>
2292 /// <returns>a pointer to the new space it's in</returns>
2293 public IntPtr recalculateSpaceForGeom(IntPtr geom, Vector3 pos, IntPtr currentspace)
2294 {
2295 // Called from setting the Position and Size of an ODEPrim so
2296 // it's already in locked space.
2297
2298 // we don't want to remove the main space
2299 // we don't need to test physical here because this function should
2300 // never be called if the prim is physical(active)
2301
2302 // All physical prim end up in the root space
2303 //Thread.Sleep(20);
2304 if (currentspace != space)
2305 {
2306 //m_log.Info("[SPACE]: C:" + currentspace.ToString() + " g:" + geom.ToString());
2307 //if (currentspace == IntPtr.Zero)
2308 //{
2309 //int adfadf = 0;
2310 //}
2311 if (d.SpaceQuery(currentspace, geom) && currentspace != IntPtr.Zero)
2312 {
2313 if (d.GeomIsSpace(currentspace))
2314 {
2315 waitForSpaceUnlock(currentspace);
2316 d.SpaceRemove(currentspace, geom);
2317 }
2318 else
2319 {
2320 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" + currentspace +
2321 " Geom:" + geom);
2322 }
2323 }
2324 else
2325 {
2326 IntPtr sGeomIsIn = d.GeomGetSpace(geom);
2327 if (sGeomIsIn != IntPtr.Zero)
2328 {
2329 if (d.GeomIsSpace(currentspace))
2330 {
2331 waitForSpaceUnlock(sGeomIsIn);
2332 d.SpaceRemove(sGeomIsIn, geom);
2333 }
2334 else
2335 {
2336 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2337 sGeomIsIn + " Geom:" + geom);
2338 }
2339 }
2340 }
2341
2342 //If there are no more geometries in the sub-space, we don't need it in the main space anymore
2343 if (d.SpaceGetNumGeoms(currentspace) == 0)
2344 {
2345 if (currentspace != IntPtr.Zero)
2346 {
2347 if (d.GeomIsSpace(currentspace))
2348 {
2349 waitForSpaceUnlock(currentspace);
2350 waitForSpaceUnlock(space);
2351 d.SpaceRemove(space, currentspace);
2352 // free up memory used by the space.
2353
2354 //d.SpaceDestroy(currentspace);
2355 resetSpaceArrayItemToZero(currentspace);
2356 }
2357 else
2358 {
2359 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2360 currentspace + " Geom:" + geom);
2361 }
2362 }
2363 }
2364 }
2365 else
2366 {
2367 // this is a physical object that got disabled. ;.;
2368 if (currentspace != IntPtr.Zero && geom != IntPtr.Zero)
2369 {
2370 if (d.SpaceQuery(currentspace, geom))
2371 {
2372 if (d.GeomIsSpace(currentspace))
2373 {
2374 waitForSpaceUnlock(currentspace);
2375 d.SpaceRemove(currentspace, geom);
2376 }
2377 else
2378 {
2379 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2380 currentspace + " Geom:" + geom);
2381 }
2382 }
2383 else
2384 {
2385 IntPtr sGeomIsIn = d.GeomGetSpace(geom);
2386 if (sGeomIsIn != IntPtr.Zero)
2387 {
2388 if (d.GeomIsSpace(sGeomIsIn))
2389 {
2390 waitForSpaceUnlock(sGeomIsIn);
2391 d.SpaceRemove(sGeomIsIn, geom);
2392 }
2393 else
2394 {
2395 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2396 sGeomIsIn + " Geom:" + geom);
2397 }
2398 }
2399 }
2400 }
2401 }
2402
2403 // The routines in the Position and Size sections do the 'inserting' into the space,
2404 // so all we have to do is make sure that the space that we're putting the prim into
2405 // is in the 'main' space.
2406 int[] iprimspaceArrItem = calculateSpaceArrayItemFromPos(pos);
2407 IntPtr newspace = calculateSpaceForGeom(pos);
2408
2409 if (newspace == IntPtr.Zero)
2410 {
2411 newspace = createprimspace(iprimspaceArrItem[0], iprimspaceArrItem[1]);
2412 d.HashSpaceSetLevels(newspace, smallHashspaceLow, smallHashspaceHigh);
2413 }
2414
2415 return newspace;
2416 }
2417
2418 /// <summary>
2419 /// Creates a new space at X Y
2420 /// </summary>
2421 /// <param name="iprimspaceArrItemX"></param>
2422 /// <param name="iprimspaceArrItemY"></param>
2423 /// <returns>A pointer to the created space</returns>
2424 public IntPtr createprimspace(int iprimspaceArrItemX, int iprimspaceArrItemY)
2425 {
2426 // creating a new space for prim and inserting it into main space.
2427 staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY] = d.HashSpaceCreate(IntPtr.Zero);
2428 d.GeomSetCategoryBits(staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY], (int)CollisionCategories.Space);
2429 waitForSpaceUnlock(space);
2430 d.SpaceSetSublevel(space, 1);
2431 d.SpaceAdd(space, staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY]);
2432 return staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY];
2433 }
2434
2435 /// <summary>
2436 /// Calculates the space the prim should be in by its position
2437 /// </summary>
2438 /// <param name="pos"></param>
2439 /// <returns>a pointer to the space. This could be a new space or reused space.</returns>
2440 public IntPtr calculateSpaceForGeom(Vector3 pos)
2441 {
2442 int[] xyspace = calculateSpaceArrayItemFromPos(pos);
2443 //m_log.Info("[Physics]: Attempting to use arrayItem: " + xyspace[0].ToString() + "," + xyspace[1].ToString());
2444 return staticPrimspace[xyspace[0], xyspace[1]];
2445 }
2446
2447 /// <summary>
2448 /// Holds the space allocation logic
2449 /// </summary>
2450 /// <param name="pos"></param>
2451 /// <returns>an array item based on the position</returns>
2452 public int[] calculateSpaceArrayItemFromPos(Vector3 pos)
2453 {
2454 int[] returnint = new int[2];
2455
2456 returnint[0] = (int) (pos.X/metersInSpace);
2457
2458 if (returnint[0] > ((int) (259f/metersInSpace)))
2459 returnint[0] = ((int) (259f/metersInSpace));
2460 if (returnint[0] < 0)
2461 returnint[0] = 0;
2462
2463 returnint[1] = (int) (pos.Y/metersInSpace);
2464 if (returnint[1] > ((int) (259f/metersInSpace)))
2465 returnint[1] = ((int) (259f/metersInSpace));
2466 if (returnint[1] < 0)
2467 returnint[1] = 0;
2468
2469 return returnint;
2470 }
2471
2472 #endregion
2473
2474 /// <summary>
2475 /// Routine to figure out if we need to mesh this prim with our mesher
2476 /// </summary>
2477 /// <param name="pbs"></param>
2478 /// <returns></returns>
2479 public bool needsMeshing(PrimitiveBaseShape pbs)
2480 {
2481 // most of this is redundant now as the mesher will return null if it cant mesh a prim
2482 // but we still need to check for sculptie meshing being enabled so this is the most
2483 // convenient place to do it for now...
2484
2485 // //if (pbs.PathCurve == (byte)Primitive.PathCurve.Circle && pbs.ProfileCurve == (byte)Primitive.ProfileCurve.Circle && pbs.PathScaleY <= 0.75f)
2486 // //m_log.Debug("needsMeshing: " + " pathCurve: " + pbs.PathCurve.ToString() + " profileCurve: " + pbs.ProfileCurve.ToString() + " pathScaleY: " + Primitive.UnpackPathScale(pbs.PathScaleY).ToString());
2487 int iPropertiesNotSupportedDefault = 0;
2488
2489 if (pbs.SculptEntry && !meshSculptedPrim)
2490 {
2491#if SPAM
2492 m_log.Warn("NonMesh");
2493#endif
2494 return false;
2495 }
2496
2497 // 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
2498 if (!forceSimplePrimMeshing)
2499 {
2500 if ((pbs.ProfileShape == ProfileShape.Square && pbs.PathCurve == (byte)Extrusion.Straight)
2501 || (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1
2502 && pbs.Scale.X == pbs.Scale.Y && pbs.Scale.Y == pbs.Scale.Z))
2503 {
2504
2505 if (pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0
2506 && pbs.ProfileHollow == 0
2507 && pbs.PathTwist == 0 && pbs.PathTwistBegin == 0
2508 && pbs.PathBegin == 0 && pbs.PathEnd == 0
2509 && pbs.PathTaperX == 0 && pbs.PathTaperY == 0
2510 && pbs.PathScaleX == 100 && pbs.PathScaleY == 100
2511 && pbs.PathShearX == 0 && pbs.PathShearY == 0)
2512 {
2513#if SPAM
2514 m_log.Warn("NonMesh");
2515#endif
2516 return false;
2517 }
2518 }
2519 }
2520
2521 if (pbs.ProfileHollow != 0)
2522 iPropertiesNotSupportedDefault++;
2523
2524 if ((pbs.PathTwistBegin != 0) || (pbs.PathTwist != 0))
2525 iPropertiesNotSupportedDefault++;
2526
2527 if ((pbs.ProfileBegin != 0) || pbs.ProfileEnd != 0)
2528 iPropertiesNotSupportedDefault++;
2529
2530 if ((pbs.PathScaleX != 100) || (pbs.PathScaleY != 100))
2531 iPropertiesNotSupportedDefault++;
2532
2533 if ((pbs.PathShearX != 0) || (pbs.PathShearY != 0))
2534 iPropertiesNotSupportedDefault++;
2535
2536 if (pbs.ProfileShape == ProfileShape.Circle && pbs.PathCurve == (byte)Extrusion.Straight)
2537 iPropertiesNotSupportedDefault++;
2538
2539 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))
2540 iPropertiesNotSupportedDefault++;
2541
2542 if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte) Extrusion.Curve1)
2543 iPropertiesNotSupportedDefault++;
2544
2545 // test for torus
2546 if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Square)
2547 {
2548 if (pbs.PathCurve == (byte)Extrusion.Curve1)
2549 {
2550 iPropertiesNotSupportedDefault++;
2551 }
2552 }
2553 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Circle)
2554 {
2555 if (pbs.PathCurve == (byte)Extrusion.Straight)
2556 {
2557 iPropertiesNotSupportedDefault++;
2558 }
2559
2560 // ProfileCurve seems to combine hole shape and profile curve so we need to only compare against the lower 3 bits
2561 else if (pbs.PathCurve == (byte)Extrusion.Curve1)
2562 {
2563 iPropertiesNotSupportedDefault++;
2564 }
2565 }
2566 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle)
2567 {
2568 if (pbs.PathCurve == (byte)Extrusion.Curve1 || pbs.PathCurve == (byte)Extrusion.Curve2)
2569 {
2570 iPropertiesNotSupportedDefault++;
2571 }
2572 }
2573 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle)
2574 {
2575 if (pbs.PathCurve == (byte)Extrusion.Straight)
2576 {
2577 iPropertiesNotSupportedDefault++;
2578 }
2579 else if (pbs.PathCurve == (byte)Extrusion.Curve1)
2580 {
2581 iPropertiesNotSupportedDefault++;
2582 }
2583 }
2584
2585
2586 if (iPropertiesNotSupportedDefault == 0)
2587 {
2588#if SPAM
2589 m_log.Warn("NonMesh");
2590#endif
2591 return false;
2592 }
2593#if SPAM
2594 m_log.Debug("Mesh");
2595#endif
2596 return true;
2597 }
2598
2599 /// <summary>
2600 /// Called after our prim properties are set Scale, position etc.
2601 /// We use this event queue like method to keep changes to the physical scene occuring in the threadlocked mutex
2602 /// This assures us that we have no race conditions
2603 /// </summary>
2604 /// <param name="prim"></param>
2605 public override void AddPhysicsActorTaint(PhysicsActor prim)
2606 {
2607
2608 if (prim is OdePrim)
2609 {
2610 OdePrim taintedprim = ((OdePrim) prim);
2611 lock (_taintedPrimLock)
2612 {
2613 if (!(_taintedPrimH.Contains(taintedprim)))
2614 {
2615//Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.m_primName);
2616 _taintedPrimH.Add(taintedprim); // HashSet for searching
2617 _taintedPrimL.Add(taintedprim); // List for ordered readout
2618 }
2619 }
2620 return;
2621 }
2622 else if (prim is OdeCharacter)
2623 {
2624 OdeCharacter taintedchar = ((OdeCharacter)prim);
2625 lock (_taintedActors)
2626 {
2627 if (!(_taintedActors.Contains(taintedchar)))
2628 {
2629 _taintedActors.Add(taintedchar);
2630 if (taintedchar.bad)
2631 m_log.DebugFormat("[PHYSICS]: Added BAD actor {0} to tainted actors", taintedchar.m_uuid);
2632 }
2633 }
2634 }
2635 }
2636
2637 /// <summary>
2638 /// This is our main simulate loop
2639 /// It's thread locked by a Mutex in the scene.
2640 /// It holds Collisions, it instructs ODE to step through the physical reactions
2641 /// It moves the objects around in memory
2642 /// It calls the methods that report back to the object owners.. (scenepresence, SceneObjectGroup)
2643 /// </summary>
2644 /// <param name="timeStep"></param>
2645 /// <returns></returns>
2646 public override float Simulate(float timeStep)
2647 {
2648 if (framecount >= int.MaxValue)
2649 framecount = 0;
2650 //if (m_worldOffset != Vector3.Zero)
2651 // return 0;
2652
2653 framecount++;
2654
2655 DateTime now = DateTime.UtcNow;
2656 TimeSpan SinceLastFrame = now - m_lastframe;
2657 m_lastframe = now;
2658 float realtime = (float)SinceLastFrame.TotalSeconds;
2659// Console.WriteLine("ts={0} rt={1}", timeStep, realtime);
2660 timeStep = realtime;
2661
2662 // float fps = 1.0f / realtime;
2663 float fps = 0.0f; // number of ODE steps in this Simulate step
2664 //m_log.Info(timeStep.ToString());
2665 step_time += timeStep;
2666
2667 // If We're loaded down by something else,
2668 // or debugging with the Visual Studio project on pause
2669 // skip a few frames to catch up gracefully.
2670 // without shooting the physicsactors all over the place
2671
2672 if (step_time >= m_SkipFramesAtms)
2673 {
2674 // Instead of trying to catch up, it'll do 5 physics frames only
2675 step_time = ODE_STEPSIZE;
2676 m_physicsiterations = 5;
2677 }
2678 else
2679 {
2680 m_physicsiterations = 10;
2681 }
2682
2683 if (SupportsNINJAJoints)
2684 {
2685 DeleteRequestedJoints(); // this must be outside of the lock (OdeLock) to avoid deadlocks
2686 CreateRequestedJoints(); // this must be outside of the lock (OdeLock) to avoid deadlocks
2687 }
2688
2689 lock (OdeLock)
2690 {
2691 // Process 10 frames if the sim is running normal..
2692 // process 5 frames if the sim is running slow
2693 //try
2694 //{
2695 //d.WorldSetQuickStepNumIterations(world, m_physicsiterations);
2696 //}
2697 //catch (StackOverflowException)
2698 //{
2699 // m_log.Error("[PHYSICS]: The operating system wasn't able to allocate enough memory for the simulation. Restarting the sim.");
2700 // ode.drelease(world);
2701 //base.TriggerPhysicsBasedRestart();
2702 //}
2703
2704 int i = 0;
2705
2706 // Figure out the Frames Per Second we're going at.
2707 //(step_time == 0.004f, there's 250 of those per second. Times the step time/step size
2708
2709 // fps = (step_time / ODE_STEPSIZE) * 1000;
2710 // HACK: Using a time dilation of 1.0 to debug rubberbanding issues
2711 //m_timeDilation = Math.Min((step_time / ODE_STEPSIZE) / (0.09375f / ODE_STEPSIZE), 1.0f);
2712
2713 // step_time = 0.09375f;
2714
2715 while (step_time > 0.0f)
2716 {
2717 //lock (ode)
2718 //{
2719 //if (!ode.lockquery())
2720 //{
2721 // ode.dlock(world);
2722 try
2723 {
2724 // Insert, remove Characters
2725 bool processedtaints = false;
2726
2727 lock (_taintedActors)
2728 {
2729 if (_taintedActors.Count > 0)
2730 {
2731 foreach (OdeCharacter character in _taintedActors)
2732 {
2733
2734 character.ProcessTaints(ODE_STEPSIZE);
2735
2736 processedtaints = true;
2737 //character.m_collisionscore = 0;
2738 }
2739
2740 if (processedtaints)
2741 _taintedActors.Clear();
2742 }
2743 } // end lock _taintedActors
2744
2745 // Modify other objects in the scene.
2746 processedtaints = false;
2747
2748 lock (_taintedPrimLock)
2749 {
2750 foreach (OdePrim prim in _taintedPrimL)
2751 {
2752 if (prim.m_taintremove)
2753 {
2754 //Console.WriteLine("Simulate calls RemovePrimThreadLocked");
2755 RemovePrimThreadLocked(prim);
2756 }
2757 else
2758 {
2759 //Console.WriteLine("Simulate calls ProcessTaints");
2760 prim.ProcessTaints(ODE_STEPSIZE);
2761 }
2762 processedtaints = true;
2763 prim.m_collisionscore = 0;
2764
2765 // This loop can block up the Heartbeat for a very long time on large regions.
2766 // We need to let the Watchdog know that the Heartbeat is not dead
2767 // NOTE: This is currently commented out, but if things like OAR loading are
2768 // timing the heartbeat out we will need to uncomment it
2769 //Watchdog.UpdateThread();
2770 }
2771
2772 if (SupportsNINJAJoints)
2773 {
2774 // Create pending joints, if possible
2775
2776 // joints can only be processed after ALL bodies are processed (and exist in ODE), since creating
2777 // a joint requires specifying the body id of both involved bodies
2778 if (pendingJoints.Count > 0)
2779 {
2780 List<PhysicsJoint> successfullyProcessedPendingJoints = new List<PhysicsJoint>();
2781 //DoJointErrorMessage(joints_connecting_actor, "taint: " + pendingJoints.Count + " pending joints");
2782 foreach (PhysicsJoint joint in pendingJoints)
2783 {
2784 //DoJointErrorMessage(joint, "taint: time to create joint with parms: " + joint.RawParams);
2785 string[] jointParams = joint.RawParams.Split(" ".ToCharArray(),
2786 System.StringSplitOptions.RemoveEmptyEntries);
2787 List<IntPtr> jointBodies = new List<IntPtr>();
2788 bool allJointBodiesAreReady = true;
2789 foreach (string jointParam in jointParams)
2790 {
2791 if (jointParam == "NULL")
2792 {
2793 //DoJointErrorMessage(joint, "attaching NULL joint to world");
2794 jointBodies.Add(IntPtr.Zero);
2795 }
2796 else
2797 {
2798 //DoJointErrorMessage(joint, "looking for prim name: " + jointParam);
2799 bool foundPrim = false;
2800 lock (_prims)
2801 {
2802 foreach (OdePrim prim in _prims) // FIXME: inefficient
2803 {
2804 if (prim.SOPName == jointParam)
2805 {
2806 //DoJointErrorMessage(joint, "found for prim name: " + jointParam);
2807 if (prim.IsPhysical && prim.Body != IntPtr.Zero)
2808 {
2809 jointBodies.Add(prim.Body);
2810 foundPrim = true;
2811 break;
2812 }
2813 else
2814 {
2815 DoJointErrorMessage(joint, "prim name " + jointParam +
2816 " exists but is not (yet) physical; deferring joint creation. " +
2817 "IsPhysical property is " + prim.IsPhysical +
2818 " and body is " + prim.Body);
2819 foundPrim = false;
2820 break;
2821 }
2822 }
2823 }
2824 }
2825 if (foundPrim)
2826 {
2827 // all is fine
2828 }
2829 else
2830 {
2831 allJointBodiesAreReady = false;
2832 break;
2833 }
2834 }
2835 }
2836 if (allJointBodiesAreReady)
2837 {
2838 //DoJointErrorMessage(joint, "allJointBodiesAreReady for " + joint.ObjectNameInScene + " with parms " + joint.RawParams);
2839 if (jointBodies[0] == jointBodies[1])
2840 {
2841 DoJointErrorMessage(joint, "ERROR: joint cannot be created; the joint bodies are the same, body1==body2. Raw body is " + jointBodies[0] + ". raw parms: " + joint.RawParams);
2842 }
2843 else
2844 {
2845 switch (joint.Type)
2846 {
2847 case PhysicsJointType.Ball:
2848 {
2849 IntPtr odeJoint;
2850 //DoJointErrorMessage(joint, "ODE creating ball joint ");
2851 odeJoint = d.JointCreateBall(world, IntPtr.Zero);
2852 //DoJointErrorMessage(joint, "ODE attaching ball joint: " + odeJoint + " with b1:" + jointBodies[0] + " b2:" + jointBodies[1]);
2853 d.JointAttach(odeJoint, jointBodies[0], jointBodies[1]);
2854 //DoJointErrorMessage(joint, "ODE setting ball anchor: " + odeJoint + " to vec:" + joint.Position);
2855 d.JointSetBallAnchor(odeJoint,
2856 joint.Position.X,
2857 joint.Position.Y,
2858 joint.Position.Z);
2859 //DoJointErrorMessage(joint, "ODE joint setting OK");
2860 //DoJointErrorMessage(joint, "The ball joint's bodies are here: b0: ");
2861 //DoJointErrorMessage(joint, "" + (jointBodies[0] != IntPtr.Zero ? "" + d.BodyGetPosition(jointBodies[0]) : "fixed environment"));
2862 //DoJointErrorMessage(joint, "The ball joint's bodies are here: b1: ");
2863 //DoJointErrorMessage(joint, "" + (jointBodies[1] != IntPtr.Zero ? "" + d.BodyGetPosition(jointBodies[1]) : "fixed environment"));
2864
2865 if (joint is OdePhysicsJoint)
2866 {
2867 ((OdePhysicsJoint)joint).jointID = odeJoint;
2868 }
2869 else
2870 {
2871 DoJointErrorMessage(joint, "WARNING: non-ode joint in ODE!");
2872 }
2873 }
2874 break;
2875 case PhysicsJointType.Hinge:
2876 {
2877 IntPtr odeJoint;
2878 //DoJointErrorMessage(joint, "ODE creating hinge joint ");
2879 odeJoint = d.JointCreateHinge(world, IntPtr.Zero);
2880 //DoJointErrorMessage(joint, "ODE attaching hinge joint: " + odeJoint + " with b1:" + jointBodies[0] + " b2:" + jointBodies[1]);
2881 d.JointAttach(odeJoint, jointBodies[0], jointBodies[1]);
2882 //DoJointErrorMessage(joint, "ODE setting hinge anchor: " + odeJoint + " to vec:" + joint.Position);
2883 d.JointSetHingeAnchor(odeJoint,
2884 joint.Position.X,
2885 joint.Position.Y,
2886 joint.Position.Z);
2887 // We use the orientation of the x-axis of the joint's coordinate frame
2888 // as the axis for the hinge.
2889
2890 // Therefore, we must get the joint's coordinate frame based on the
2891 // joint.Rotation field, which originates from the orientation of the
2892 // joint's proxy object in the scene.
2893
2894 // The joint's coordinate frame is defined as the transformation matrix
2895 // that converts a vector from joint-local coordinates into world coordinates.
2896 // World coordinates are defined as the XYZ coordinate system of the sim,
2897 // as shown in the top status-bar of the viewer.
2898
2899 // Once we have the joint's coordinate frame, we extract its X axis (AtAxis)
2900 // and use that as the hinge axis.
2901
2902 //joint.Rotation.Normalize();
2903 Matrix4 proxyFrame = Matrix4.CreateFromQuaternion(joint.Rotation);
2904
2905 // Now extract the X axis of the joint's coordinate frame.
2906
2907 // Do not try to use proxyFrame.AtAxis or you will become mired in the
2908 // tar pit of transposed, inverted, and generally messed-up orientations.
2909 // (In other words, Matrix4.AtAxis() is borked.)
2910 // Vector3 jointAxis = proxyFrame.AtAxis; <--- this path leadeth to madness
2911
2912 // Instead, compute the X axis of the coordinate frame by transforming
2913 // the (1,0,0) vector. At least that works.
2914
2915 //m_log.Debug("PHY: making axis: complete matrix is " + proxyFrame);
2916 Vector3 jointAxis = Vector3.Transform(Vector3.UnitX, proxyFrame);
2917 //m_log.Debug("PHY: making axis: hinge joint axis is " + jointAxis);
2918 //DoJointErrorMessage(joint, "ODE setting hinge axis: " + odeJoint + " to vec:" + jointAxis);
2919 d.JointSetHingeAxis(odeJoint,
2920 jointAxis.X,
2921 jointAxis.Y,
2922 jointAxis.Z);
2923 //d.JointSetHingeParam(odeJoint, (int)dParam.CFM, 0.1f);
2924 if (joint is OdePhysicsJoint)
2925 {
2926 ((OdePhysicsJoint)joint).jointID = odeJoint;
2927 }
2928 else
2929 {
2930 DoJointErrorMessage(joint, "WARNING: non-ode joint in ODE!");
2931 }
2932 }
2933 break;
2934 }
2935 successfullyProcessedPendingJoints.Add(joint);
2936 }
2937 }
2938 else
2939 {
2940 DoJointErrorMessage(joint, "joint could not yet be created; still pending");
2941 }
2942 }
2943 foreach (PhysicsJoint successfullyProcessedJoint in successfullyProcessedPendingJoints)
2944 {
2945 //DoJointErrorMessage(successfullyProcessedJoint, "finalizing succesfully procsssed joint " + successfullyProcessedJoint.ObjectNameInScene + " parms " + successfullyProcessedJoint.RawParams);
2946 //DoJointErrorMessage(successfullyProcessedJoint, "removing from pending");
2947 InternalRemovePendingJoint(successfullyProcessedJoint);
2948 //DoJointErrorMessage(successfullyProcessedJoint, "adding to active");
2949 InternalAddActiveJoint(successfullyProcessedJoint);
2950 //DoJointErrorMessage(successfullyProcessedJoint, "done");
2951 }
2952 }
2953 } // end SupportsNINJAJoints
2954
2955 if (processedtaints)
2956//Console.WriteLine("Simulate calls Clear of _taintedPrim list");
2957 _taintedPrimH.Clear(); // ??? if this only ???
2958 _taintedPrimL.Clear();
2959 } // end lock _taintedPrimLock
2960
2961 // Move characters
2962 lock (_characters)
2963 {
2964 List<OdeCharacter> defects = new List<OdeCharacter>();
2965 foreach (OdeCharacter actor in _characters)
2966 {
2967 if (actor != null)
2968 actor.Move(ODE_STEPSIZE, defects);
2969 }
2970 if (0 != defects.Count)
2971 {
2972 foreach (OdeCharacter defect in defects)
2973 {
2974 RemoveCharacter(defect);
2975 }
2976 }
2977 } // end lock _characters
2978
2979 // Move other active objects
2980 lock (_activeprims)
2981 {
2982 foreach (OdePrim prim in _activeprims)
2983 {
2984 prim.m_collisionscore = 0;
2985 prim.Move(ODE_STEPSIZE);
2986 }
2987 } // end lock _activeprims
2988
2989 //if ((framecount % m_randomizeWater) == 0)
2990 // randomizeWater(waterlevel);
2991
2992 //int RayCastTimeMS = m_rayCastManager.ProcessQueuedRequests();
2993 m_rayCastManager.ProcessQueuedRequests();
2994
2995 collision_optimized(ODE_STEPSIZE);
2996
2997 lock (_collisionEventPrim)
2998 {
2999 foreach (PhysicsActor obj in _collisionEventPrim)
3000 {
3001 if (obj == null)
3002 continue;
3003
3004 switch ((ActorTypes)obj.PhysicsActorType)
3005 {
3006 case ActorTypes.Agent:
3007 OdeCharacter cobj = (OdeCharacter)obj;
3008 cobj.AddCollisionFrameTime(100);
3009 cobj.SendCollisions();
3010 break;
3011 case ActorTypes.Prim:
3012 OdePrim pobj = (OdePrim)obj;
3013 pobj.SendCollisions();
3014 break;
3015 }
3016 }
3017 } // end lock _collisionEventPrim
3018
3019 //if (m_global_contactcount > 5)
3020 //{
3021 // m_log.DebugFormat("[PHYSICS]: Contacts:{0}", m_global_contactcount);
3022 //}
3023
3024 m_global_contactcount = 0;
3025
3026 d.WorldQuickStep(world, ODE_STEPSIZE);
3027 d.JointGroupEmpty(contactgroup);
3028 fps++;
3029 //ode.dunlock(world);
3030 } // end try
3031 catch (Exception e)
3032 {
3033 m_log.ErrorFormat("[PHYSICS]: {0}, {1}, {2}", e.Message, e.TargetSite, e);
3034 ode.dunlock(world);
3035 }
3036
3037 step_time -= ODE_STEPSIZE;
3038 i++;
3039 //}
3040 //else
3041 //{
3042 //fps = 0;
3043 //}
3044 //}
3045 } // end while (step_time > 0.0f)
3046
3047 lock (_characters)
3048 {
3049 foreach (OdeCharacter actor in _characters)
3050 {
3051 if (actor != null)
3052 {
3053 if (actor.bad)
3054 m_log.WarnFormat("[PHYSICS]: BAD Actor {0} in _characters list was not removed?", actor.m_uuid);
3055 actor.UpdatePositionAndVelocity();
3056 }
3057 }
3058 }
3059
3060 lock (_badCharacter)
3061 {
3062 if (_badCharacter.Count > 0)
3063 {
3064 foreach (OdeCharacter chr in _badCharacter)
3065 {
3066 RemoveCharacter(chr);
3067 }
3068 _badCharacter.Clear();
3069 }
3070 }
3071
3072 lock (_activeprims)
3073 {
3074 //if (timeStep < 0.2f)
3075 {
3076 foreach (OdePrim actor in _activeprims)
3077 {
3078 if (actor.IsPhysical && (d.BodyIsEnabled(actor.Body) || !actor._zeroFlag))
3079 {
3080 actor.UpdatePositionAndVelocity();
3081
3082 if (SupportsNINJAJoints)
3083 {
3084 // If an actor moved, move its joint proxy objects as well.
3085 // There seems to be an event PhysicsActor.OnPositionUpdate that could be used
3086 // for this purpose but it is never called! So we just do the joint
3087 // movement code here.
3088
3089 if (actor.SOPName != null &&
3090 joints_connecting_actor.ContainsKey(actor.SOPName) &&
3091 joints_connecting_actor[actor.SOPName] != null &&
3092 joints_connecting_actor[actor.SOPName].Count > 0)
3093 {
3094 foreach (PhysicsJoint affectedJoint in joints_connecting_actor[actor.SOPName])
3095 {
3096 if (affectedJoint.IsInPhysicsEngine)
3097 {
3098 DoJointMoved(affectedJoint);
3099 }
3100 else
3101 {
3102 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);
3103 }
3104 }
3105 }
3106 }
3107 }
3108 }
3109 }
3110 } // end lock _activeprims
3111
3112 //DumpJointInfo();
3113
3114 // Finished with all sim stepping. If requested, dump world state to file for debugging.
3115 // TODO: This call to the export function is already inside lock (OdeLock) - but is an extra lock needed?
3116 // TODO: This overwrites all dump files in-place. Should this be a growing logfile, or separate snapshots?
3117 if (physics_logging && (physics_logging_interval>0) && (framecount % physics_logging_interval == 0))
3118 {
3119 string fname = "state-" + world.ToString() + ".DIF"; // give each physics world a separate filename
3120 string prefix = "world" + world.ToString(); // prefix for variable names in exported .DIF file
3121
3122 if (physics_logging_append_existing_logfile)
3123 {
3124 string header = "-------------- START OF PHYSICS FRAME " + framecount.ToString() + " --------------";
3125 TextWriter fwriter = File.AppendText(fname);
3126 fwriter.WriteLine(header);
3127 fwriter.Close();
3128 }
3129 d.WorldExportDIF(world, fname, physics_logging_append_existing_logfile, prefix);
3130 }
3131 } // end lock OdeLock
3132
3133 return fps * 1000.0f; //NB This is a FRAME COUNT, not a time! AND is divide by 1000 in SimStatusReporter!
3134 } // end Simulate
3135
3136 public override void GetResults()
3137 {
3138 }
3139
3140 public override bool IsThreaded
3141 {
3142 // for now we won't be multithreaded
3143 get { return (false); }
3144 }
3145
3146 #region ODE Specific Terrain Fixes
3147 public float[] ResizeTerrain512NearestNeighbour(float[] heightMap)
3148 {
3149 float[] returnarr = new float[262144];
3150 float[,] resultarr = new float[(int)WorldExtents.X, (int)WorldExtents.Y];
3151
3152 // Filling out the array into its multi-dimensional components
3153 for (int y = 0; y < WorldExtents.Y; y++)
3154 {
3155 for (int x = 0; x < WorldExtents.X; x++)
3156 {
3157 resultarr[y, x] = heightMap[y * (int)WorldExtents.Y + x];
3158 }
3159 }
3160
3161 // Resize using Nearest Neighbour
3162
3163 // This particular way is quick but it only works on a multiple of the original
3164
3165 // The idea behind this method can be described with the following diagrams
3166 // second pass and third pass happen in the same loop really.. just separated
3167 // them to show what this does.
3168
3169 // First Pass
3170 // ResultArr:
3171 // 1,1,1,1,1,1
3172 // 1,1,1,1,1,1
3173 // 1,1,1,1,1,1
3174 // 1,1,1,1,1,1
3175 // 1,1,1,1,1,1
3176 // 1,1,1,1,1,1
3177
3178 // Second Pass
3179 // ResultArr2:
3180 // 1,,1,,1,,1,,1,,1,
3181 // ,,,,,,,,,,
3182 // 1,,1,,1,,1,,1,,1,
3183 // ,,,,,,,,,,
3184 // 1,,1,,1,,1,,1,,1,
3185 // ,,,,,,,,,,
3186 // 1,,1,,1,,1,,1,,1,
3187 // ,,,,,,,,,,
3188 // 1,,1,,1,,1,,1,,1,
3189 // ,,,,,,,,,,
3190 // 1,,1,,1,,1,,1,,1,
3191
3192 // Third pass fills in the blanks
3193 // ResultArr2:
3194 // 1,1,1,1,1,1,1,1,1,1,1,1
3195 // 1,1,1,1,1,1,1,1,1,1,1,1
3196 // 1,1,1,1,1,1,1,1,1,1,1,1
3197 // 1,1,1,1,1,1,1,1,1,1,1,1
3198 // 1,1,1,1,1,1,1,1,1,1,1,1
3199 // 1,1,1,1,1,1,1,1,1,1,1,1
3200 // 1,1,1,1,1,1,1,1,1,1,1,1
3201 // 1,1,1,1,1,1,1,1,1,1,1,1
3202 // 1,1,1,1,1,1,1,1,1,1,1,1
3203 // 1,1,1,1,1,1,1,1,1,1,1,1
3204 // 1,1,1,1,1,1,1,1,1,1,1,1
3205
3206 // X,Y = .
3207 // X+1,y = ^
3208 // X,Y+1 = *
3209 // X+1,Y+1 = #
3210
3211 // Filling in like this;
3212 // .*
3213 // ^#
3214 // 1st .
3215 // 2nd *
3216 // 3rd ^
3217 // 4th #
3218 // on single loop.
3219
3220 float[,] resultarr2 = new float[512, 512];
3221 for (int y = 0; y < WorldExtents.Y; y++)
3222 {
3223 for (int x = 0; x < WorldExtents.X; x++)
3224 {
3225 resultarr2[y * 2, x * 2] = resultarr[y, x];
3226
3227 if (y < WorldExtents.Y)
3228 {
3229 resultarr2[(y * 2) + 1, x * 2] = resultarr[y, x];
3230 }
3231 if (x < WorldExtents.X)
3232 {
3233 resultarr2[y * 2, (x * 2) + 1] = resultarr[y, x];
3234 }
3235 if (x < WorldExtents.X && y < WorldExtents.Y)
3236 {
3237 resultarr2[(y * 2) + 1, (x * 2) + 1] = resultarr[y, x];
3238 }
3239 }
3240 }
3241
3242 //Flatten out the array
3243 int i = 0;
3244 for (int y = 0; y < 512; y++)
3245 {
3246 for (int x = 0; x < 512; x++)
3247 {
3248 if (resultarr2[y, x] <= 0)
3249 returnarr[i] = 0.0000001f;
3250 else
3251 returnarr[i] = resultarr2[y, x];
3252
3253 i++;
3254 }
3255 }
3256
3257 return returnarr;
3258 }
3259
3260 public float[] ResizeTerrain512Interpolation(float[] heightMap)
3261 {
3262 float[] returnarr = new float[262144];
3263 float[,] resultarr = new float[512,512];
3264
3265 // Filling out the array into its multi-dimensional components
3266 for (int y = 0; y < 256; y++)
3267 {
3268 for (int x = 0; x < 256; x++)
3269 {
3270 resultarr[y, x] = heightMap[y * 256 + x];
3271 }
3272 }
3273
3274 // Resize using interpolation
3275
3276 // This particular way is quick but it only works on a multiple of the original
3277
3278 // The idea behind this method can be described with the following diagrams
3279 // second pass and third pass happen in the same loop really.. just separated
3280 // them to show what this does.
3281
3282 // First Pass
3283 // ResultArr:
3284 // 1,1,1,1,1,1
3285 // 1,1,1,1,1,1
3286 // 1,1,1,1,1,1
3287 // 1,1,1,1,1,1
3288 // 1,1,1,1,1,1
3289 // 1,1,1,1,1,1
3290
3291 // Second Pass
3292 // ResultArr2:
3293 // 1,,1,,1,,1,,1,,1,
3294 // ,,,,,,,,,,
3295 // 1,,1,,1,,1,,1,,1,
3296 // ,,,,,,,,,,
3297 // 1,,1,,1,,1,,1,,1,
3298 // ,,,,,,,,,,
3299 // 1,,1,,1,,1,,1,,1,
3300 // ,,,,,,,,,,
3301 // 1,,1,,1,,1,,1,,1,
3302 // ,,,,,,,,,,
3303 // 1,,1,,1,,1,,1,,1,
3304
3305 // Third pass fills in the blanks
3306 // ResultArr2:
3307 // 1,1,1,1,1,1,1,1,1,1,1,1
3308 // 1,1,1,1,1,1,1,1,1,1,1,1
3309 // 1,1,1,1,1,1,1,1,1,1,1,1
3310 // 1,1,1,1,1,1,1,1,1,1,1,1
3311 // 1,1,1,1,1,1,1,1,1,1,1,1
3312 // 1,1,1,1,1,1,1,1,1,1,1,1
3313 // 1,1,1,1,1,1,1,1,1,1,1,1
3314 // 1,1,1,1,1,1,1,1,1,1,1,1
3315 // 1,1,1,1,1,1,1,1,1,1,1,1
3316 // 1,1,1,1,1,1,1,1,1,1,1,1
3317 // 1,1,1,1,1,1,1,1,1,1,1,1
3318
3319 // X,Y = .
3320 // X+1,y = ^
3321 // X,Y+1 = *
3322 // X+1,Y+1 = #
3323
3324 // Filling in like this;
3325 // .*
3326 // ^#
3327 // 1st .
3328 // 2nd *
3329 // 3rd ^
3330 // 4th #
3331 // on single loop.
3332
3333 float[,] resultarr2 = new float[512,512];
3334 for (int y = 0; y < (int)Constants.RegionSize; y++)
3335 {
3336 for (int x = 0; x < (int)Constants.RegionSize; x++)
3337 {
3338 resultarr2[y*2, x*2] = resultarr[y, x];
3339
3340 if (y < (int)Constants.RegionSize)
3341 {
3342 if (y + 1 < (int)Constants.RegionSize)
3343 {
3344 if (x + 1 < (int)Constants.RegionSize)
3345 {
3346 resultarr2[(y*2) + 1, x*2] = ((resultarr[y, x] + resultarr[y + 1, x] +
3347 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
3348 }
3349 else
3350 {
3351 resultarr2[(y*2) + 1, x*2] = ((resultarr[y, x] + resultarr[y + 1, x])/2);
3352 }
3353 }
3354 else
3355 {
3356 resultarr2[(y*2) + 1, x*2] = resultarr[y, x];
3357 }
3358 }
3359 if (x < (int)Constants.RegionSize)
3360 {
3361 if (x + 1 < (int)Constants.RegionSize)
3362 {
3363 if (y + 1 < (int)Constants.RegionSize)
3364 {
3365 resultarr2[y*2, (x*2) + 1] = ((resultarr[y, x] + resultarr[y + 1, x] +
3366 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
3367 }
3368 else
3369 {
3370 resultarr2[y*2, (x*2) + 1] = ((resultarr[y, x] + resultarr[y, x + 1])/2);
3371 }
3372 }
3373 else
3374 {
3375 resultarr2[y*2, (x*2) + 1] = resultarr[y, x];
3376 }
3377 }
3378 if (x < (int)Constants.RegionSize && y < (int)Constants.RegionSize)
3379 {
3380 if ((x + 1 < (int)Constants.RegionSize) && (y + 1 < (int)Constants.RegionSize))
3381 {
3382 resultarr2[(y*2) + 1, (x*2) + 1] = ((resultarr[y, x] + resultarr[y + 1, x] +
3383 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
3384 }
3385 else
3386 {
3387 resultarr2[(y*2) + 1, (x*2) + 1] = resultarr[y, x];
3388 }
3389 }
3390 }
3391 }
3392 //Flatten out the array
3393 int i = 0;
3394 for (int y = 0; y < 512; y++)
3395 {
3396 for (int x = 0; x < 512; x++)
3397 {
3398 if (Single.IsNaN(resultarr2[y, x]) || Single.IsInfinity(resultarr2[y, x]))
3399 {
3400 m_log.Warn("[PHYSICS]: Non finite heightfield element detected. Setting it to 0");
3401 resultarr2[y, x] = 0;
3402 }
3403 returnarr[i] = resultarr2[y, x];
3404 i++;
3405 }
3406 }
3407
3408 return returnarr;
3409 }
3410
3411 #endregion
3412
3413 public override void SetTerrain(float[] heightMap)
3414 {
3415 if (m_worldOffset != Vector3.Zero && m_parentScene != null)
3416 {
3417 if (m_parentScene is OdeScene)
3418 {
3419 ((OdeScene)m_parentScene).SetTerrain(heightMap, m_worldOffset);
3420 }
3421 }
3422 else
3423 {
3424 SetTerrain(heightMap, m_worldOffset);
3425 }
3426 }
3427
3428 public void SetTerrain(float[] heightMap, Vector3 pOffset)
3429 {
3430
3431 uint regionsize = (uint) Constants.RegionSize; // visible region size eg. 256(M)
3432
3433 uint heightmapWidth = regionsize + 1; // ODE map size 257 x 257 (Meters) (1 extra
3434 uint heightmapHeight = regionsize + 1;
3435
3436 uint heightmapWidthSamples = (uint)regionsize + 2; // Sample file size, 258 x 258 samples
3437 uint heightmapHeightSamples = (uint)regionsize + 2;
3438
3439 // Array of height samples for ODE
3440 float[] _heightmap;
3441 _heightmap = new float[(heightmapWidthSamples * heightmapHeightSamples)]; // loaded samples 258 x 258
3442
3443 // Other ODE parameters
3444 const float scale = 1.0f;
3445 const float offset = 0.0f;
3446 const float thickness = 2.0f; // Was 0.2f, Larger appears to prevent Av fall-through
3447 const int wrap = 0;
3448
3449 float hfmin = 2000f;
3450 float hfmax = -2000f;
3451 float minele = 0.0f; // Dont allow -ve heights
3452
3453 uint x = 0;
3454 uint y = 0;
3455 uint xx = 0;
3456 uint yy = 0;
3457
3458 // load the height samples array from the heightMap
3459 for ( x = 0; x < heightmapWidthSamples; x++) // 0 to 257
3460 {
3461 for ( y = 0; y < heightmapHeightSamples; y++) // 0 to 257
3462 {
3463 xx = x - 1;
3464 if (xx < 0) xx = 0;
3465 if (xx > (regionsize - 1)) xx = regionsize - 1;
3466
3467 yy = y - 1;
3468 if (yy < 0) yy = 0;
3469 if (yy > (regionsize - 1)) yy = regionsize - 1;
3470 // Input xx = 0 0 1 2 ..... 254 255 255 256 total in
3471 // Output x = 0 1 2 3 ..... 255 256 257 258 total out
3472 float val= heightMap[(yy * regionsize) + xx]; // input from heightMap, <0-255 * 256> <0-255>
3473 if (val < minele) val = minele;
3474 _heightmap[x * (regionsize + 2) + y] = val; // samples output to _heightmap, <0-257 * 258> <0-257>
3475 hfmin = (val < hfmin) ? val : hfmin;
3476 hfmax = (val > hfmax) ? val : hfmax;
3477 }
3478 }
3479
3480 lock (OdeLock)
3481 {
3482 IntPtr GroundGeom = IntPtr.Zero;
3483 if (RegionTerrain.TryGetValue(pOffset, out GroundGeom))
3484 {
3485 RegionTerrain.Remove(pOffset);
3486 if (GroundGeom != IntPtr.Zero)
3487 {
3488 if (TerrainHeightFieldHeights.ContainsKey(GroundGeom))
3489 {
3490 TerrainHeightFieldHeights.Remove(GroundGeom);
3491 }
3492 d.SpaceRemove(space, GroundGeom);
3493 d.GeomDestroy(GroundGeom);
3494 }
3495 }
3496 IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
3497 d.GeomHeightfieldDataBuildSingle(HeightmapData, _heightmap, 0,
3498 heightmapWidth, heightmapHeight, (int)heightmapWidthSamples,
3499 (int)heightmapHeightSamples, scale, offset, thickness, wrap);
3500 d.GeomHeightfieldDataSetBounds(HeightmapData, hfmin - 1, hfmax + 1);
3501 GroundGeom = d.CreateHeightfield(space, HeightmapData, 1);
3502 if (GroundGeom != IntPtr.Zero)
3503 {
3504 d.GeomSetCategoryBits(GroundGeom, (int)(CollisionCategories.Land));
3505 d.GeomSetCollideBits(GroundGeom, (int)(CollisionCategories.Space));
3506 }
3507 geom_name_map[GroundGeom] = "Terrain";
3508
3509 d.Matrix3 R = new d.Matrix3();
3510
3511 Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f);
3512 Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f);
3513 //Axiom.Math.Quaternion q3 = Axiom.Math.Quaternion.FromAngleAxis(3.14f, new Axiom.Math.Vector3(0, 0, 1));
3514
3515 q1 = q1 * q2;
3516 //q1 = q1 * q3;
3517 Vector3 v3;
3518 float angle;
3519 q1.GetAxisAngle(out v3, out angle);
3520
3521 d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
3522 d.GeomSetRotation(GroundGeom, ref R);
3523 d.GeomSetPosition(GroundGeom, (pOffset.X + (regionsize * 0.5f)) - 0.5f, (pOffset.Y + (regionsize * 0.5f)) - 0.5f, 0);
3524 IntPtr testGround = IntPtr.Zero;
3525 if (RegionTerrain.TryGetValue(pOffset, out testGround))
3526 {
3527 RegionTerrain.Remove(pOffset);
3528 }
3529 RegionTerrain.Add(pOffset, GroundGeom, GroundGeom);
3530 TerrainHeightFieldHeights.Add(GroundGeom,_heightmap);
3531 }
3532 }
3533
3534 public override void DeleteTerrain()
3535 {
3536 }
3537
3538 public float GetWaterLevel()
3539 {
3540 return waterlevel;
3541 }
3542
3543 public override bool SupportsCombining()
3544 {
3545 return true;
3546 }
3547
3548 public override void UnCombine(PhysicsScene pScene)
3549 {
3550 IntPtr localGround = IntPtr.Zero;
3551// float[] localHeightfield;
3552 bool proceed = false;
3553 List<IntPtr> geomDestroyList = new List<IntPtr>();
3554
3555 lock (OdeLock)
3556 {
3557 if (RegionTerrain.TryGetValue(Vector3.Zero, out localGround))
3558 {
3559 foreach (IntPtr geom in TerrainHeightFieldHeights.Keys)
3560 {
3561 if (geom == localGround)
3562 {
3563// localHeightfield = TerrainHeightFieldHeights[geom];
3564 proceed = true;
3565 }
3566 else
3567 {
3568 geomDestroyList.Add(geom);
3569 }
3570 }
3571
3572 if (proceed)
3573 {
3574 m_worldOffset = Vector3.Zero;
3575 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize);
3576 m_parentScene = null;
3577
3578 foreach (IntPtr g in geomDestroyList)
3579 {
3580 // removingHeightField needs to be done or the garbage collector will
3581 // collect the terrain data before we tell ODE to destroy it causing
3582 // memory corruption
3583 if (TerrainHeightFieldHeights.ContainsKey(g))
3584 {
3585// float[] removingHeightField = TerrainHeightFieldHeights[g];
3586 TerrainHeightFieldHeights.Remove(g);
3587
3588 if (RegionTerrain.ContainsKey(g))
3589 {
3590 RegionTerrain.Remove(g);
3591 }
3592
3593 d.GeomDestroy(g);
3594 //removingHeightField = new float[0];
3595 }
3596 }
3597
3598 }
3599 else
3600 {
3601 m_log.Warn("[PHYSICS]: Couldn't proceed with UnCombine. Region has inconsistant data.");
3602
3603 }
3604 }
3605 }
3606 }
3607
3608 public override void SetWaterLevel(float baseheight)
3609 {
3610 waterlevel = baseheight;
3611 randomizeWater(waterlevel);
3612 }
3613
3614 public void randomizeWater(float baseheight)
3615 {
3616 const uint heightmapWidth = m_regionWidth + 2;
3617 const uint heightmapHeight = m_regionHeight + 2;
3618 const uint heightmapWidthSamples = m_regionWidth + 2;
3619 const uint heightmapHeightSamples = m_regionHeight + 2;
3620 const float scale = 1.0f;
3621 const float offset = 0.0f;
3622 const float thickness = 2.9f;
3623 const int wrap = 0;
3624
3625 for (int i = 0; i < (258 * 258); i++)
3626 {
3627 _watermap[i] = (baseheight-0.1f) + ((float)fluidRandomizer.Next(1,9) / 10f);
3628 // m_log.Info((baseheight - 0.1f) + ((float)fluidRandomizer.Next(1, 9) / 10f));
3629 }
3630
3631 lock (OdeLock)
3632 {
3633 if (WaterGeom != IntPtr.Zero)
3634 {
3635 d.SpaceRemove(space, WaterGeom);
3636 }
3637 IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
3638 d.GeomHeightfieldDataBuildSingle(HeightmapData, _watermap, 0, heightmapWidth, heightmapHeight,
3639 (int)heightmapWidthSamples, (int)heightmapHeightSamples, scale,
3640 offset, thickness, wrap);
3641 d.GeomHeightfieldDataSetBounds(HeightmapData, m_regionWidth, m_regionHeight);
3642 WaterGeom = d.CreateHeightfield(space, HeightmapData, 1);
3643 if (WaterGeom != IntPtr.Zero)
3644 {
3645 d.GeomSetCategoryBits(WaterGeom, (int)(CollisionCategories.Water));
3646 d.GeomSetCollideBits(WaterGeom, (int)(CollisionCategories.Space));
3647
3648 }
3649 geom_name_map[WaterGeom] = "Water";
3650
3651 d.Matrix3 R = new d.Matrix3();
3652
3653 Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f);
3654 Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f);
3655 //Axiom.Math.Quaternion q3 = Axiom.Math.Quaternion.FromAngleAxis(3.14f, new Axiom.Math.Vector3(0, 0, 1));
3656
3657 q1 = q1 * q2;
3658 //q1 = q1 * q3;
3659 Vector3 v3;
3660 float angle;
3661 q1.GetAxisAngle(out v3, out angle);
3662
3663 d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
3664 d.GeomSetRotation(WaterGeom, ref R);
3665 d.GeomSetPosition(WaterGeom, 128, 128, 0);
3666
3667 }
3668
3669 }
3670
3671 public override void Dispose()
3672 {
3673 m_rayCastManager.Dispose();
3674 m_rayCastManager = null;
3675
3676 lock (OdeLock)
3677 {
3678 lock (_prims)
3679 {
3680 foreach (OdePrim prm in _prims)
3681 {
3682 RemovePrim(prm);
3683 }
3684 }
3685
3686 //foreach (OdeCharacter act in _characters)
3687 //{
3688 //RemoveAvatar(act);
3689 //}
3690 d.WorldDestroy(world);
3691 //d.CloseODE();
3692 }
3693 }
3694 public override Dictionary<uint, float> GetTopColliders()
3695 {
3696 Dictionary<uint, float> returncolliders = new Dictionary<uint, float>();
3697 int cnt = 0;
3698 lock (_prims)
3699 {
3700 foreach (OdePrim prm in _prims)
3701 {
3702 if (prm.CollisionScore > 0)
3703 {
3704 returncolliders.Add(prm.m_localID, prm.CollisionScore);
3705 cnt++;
3706 prm.CollisionScore = 0f;
3707 if (cnt > 25)
3708 {
3709 break;
3710 }
3711 }
3712 }
3713 }
3714 return returncolliders;
3715 }
3716
3717 public override bool SupportsRayCast()
3718 {
3719 return true;
3720 }
3721
3722 public override void RaycastWorld(Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
3723 {
3724 if (retMethod != null)
3725 {
3726 m_rayCastManager.QueueRequest(position, direction, length, retMethod);
3727 }
3728 }
3729
3730#if USE_DRAWSTUFF
3731 // Keyboard callback
3732 public void command(int cmd)
3733 {
3734 IntPtr geom;
3735 d.Mass mass;
3736 d.Vector3 sides = new d.Vector3(d.RandReal() * 0.5f + 0.1f, d.RandReal() * 0.5f + 0.1f, d.RandReal() * 0.5f + 0.1f);
3737
3738
3739
3740 Char ch = Char.ToLower((Char)cmd);
3741 switch ((Char)ch)
3742 {
3743 case 'w':
3744 try
3745 {
3746 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));
3747
3748 xyz.X += rotate.X; xyz.Y += rotate.Y; xyz.Z += rotate.Z;
3749 ds.SetViewpoint(ref xyz, ref hpr);
3750 }
3751 catch (ArgumentException)
3752 { hpr.X = 0; }
3753 break;
3754
3755 case 'a':
3756 hpr.X++;
3757 ds.SetViewpoint(ref xyz, ref hpr);
3758 break;
3759
3760 case 's':
3761 try
3762 {
3763 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));
3764
3765 xyz.X += rotate2.X; xyz.Y += rotate2.Y; xyz.Z += rotate2.Z;
3766 ds.SetViewpoint(ref xyz, ref hpr);
3767 }
3768 catch (ArgumentException)
3769 { hpr.X = 0; }
3770 break;
3771 case 'd':
3772 hpr.X--;
3773 ds.SetViewpoint(ref xyz, ref hpr);
3774 break;
3775 case 'r':
3776 xyz.Z++;
3777 ds.SetViewpoint(ref xyz, ref hpr);
3778 break;
3779 case 'f':
3780 xyz.Z--;
3781 ds.SetViewpoint(ref xyz, ref hpr);
3782 break;
3783 case 'e':
3784 xyz.Y++;
3785 ds.SetViewpoint(ref xyz, ref hpr);
3786 break;
3787 case 'q':
3788 xyz.Y--;
3789 ds.SetViewpoint(ref xyz, ref hpr);
3790 break;
3791 }
3792 }
3793
3794 public void step(int pause)
3795 {
3796
3797 ds.SetColor(1.0f, 1.0f, 0.0f);
3798 ds.SetTexture(ds.Texture.Wood);
3799 lock (_prims)
3800 {
3801 foreach (OdePrim prm in _prims)
3802 {
3803 //IntPtr body = d.GeomGetBody(prm.prim_geom);
3804 if (prm.prim_geom != IntPtr.Zero)
3805 {
3806 d.Vector3 pos;
3807 d.GeomCopyPosition(prm.prim_geom, out pos);
3808 //d.BodyCopyPosition(body, out pos);
3809
3810 d.Matrix3 R;
3811 d.GeomCopyRotation(prm.prim_geom, out R);
3812 //d.BodyCopyRotation(body, out R);
3813
3814
3815 d.Vector3 sides = new d.Vector3();
3816 sides.X = prm.Size.X;
3817 sides.Y = prm.Size.Y;
3818 sides.Z = prm.Size.Z;
3819
3820 ds.DrawBox(ref pos, ref R, ref sides);
3821 }
3822 }
3823 }
3824 ds.SetColor(1.0f, 0.0f, 0.0f);
3825 lock (_characters)
3826 {
3827 foreach (OdeCharacter chr in _characters)
3828 {
3829 if (chr.Shell != IntPtr.Zero)
3830 {
3831 IntPtr body = d.GeomGetBody(chr.Shell);
3832
3833 d.Vector3 pos;
3834 d.GeomCopyPosition(chr.Shell, out pos);
3835 //d.BodyCopyPosition(body, out pos);
3836
3837 d.Matrix3 R;
3838 d.GeomCopyRotation(chr.Shell, out R);
3839 //d.BodyCopyRotation(body, out R);
3840
3841 ds.DrawCapsule(ref pos, ref R, chr.Size.Z, 0.35f);
3842 d.Vector3 sides = new d.Vector3();
3843 sides.X = 0.5f;
3844 sides.Y = 0.5f;
3845 sides.Z = 0.5f;
3846
3847 ds.DrawBox(ref pos, ref R, ref sides);
3848 }
3849 }
3850 }
3851 }
3852
3853 public void start(int unused)
3854 {
3855 ds.SetViewpoint(ref xyz, ref hpr);
3856 }
3857#endif
3858 }
3859}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/Tests/ODETestClass.cs b/OpenSim/Region/Physics/ChOdePlugin/Tests/ODETestClass.cs
new file mode 100644
index 0000000..69e2d03
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/Tests/ODETestClass.cs
@@ -0,0 +1,122 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using Nini.Config;
30using NUnit.Framework;
31using OpenMetaverse;
32using OpenSim.Framework;
33using OpenSim.Region.Physics.Manager;
34using log4net;
35using System.Reflection;
36
37namespace OpenSim.Region.Physics.OdePlugin
38{
39 [TestFixture]
40 public class ODETestClass
41 {
42 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
43
44 private OdePlugin cbt;
45 private PhysicsScene ps;
46 private IMeshingPlugin imp;
47
48 [SetUp]
49 public void Initialize()
50 {
51 // Loading ODEPlugin
52 cbt = new OdePlugin();
53 // Loading Zero Mesher
54 imp = new ZeroMesherPlugin();
55 // Getting Physics Scene
56 ps = cbt.GetScene("test");
57 // Initializing Physics Scene.
58 ps.Initialise(imp.GetMesher(),null);
59 float[] _heightmap = new float[(int)Constants.RegionSize * (int)Constants.RegionSize];
60 for (int i = 0; i < ((int)Constants.RegionSize * (int)Constants.RegionSize); i++)
61 {
62 _heightmap[i] = 21f;
63 }
64 ps.SetTerrain(_heightmap);
65 }
66
67 [TearDown]
68 public void Terminate()
69 {
70 ps.DeleteTerrain();
71 ps.Dispose();
72
73 }
74
75 [Test]
76 public void CreateAndDropPhysicalCube()
77 {
78 PrimitiveBaseShape newcube = PrimitiveBaseShape.CreateBox();
79 Vector3 position = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f), 128f);
80 Vector3 size = new Vector3(0.5f, 0.5f, 0.5f);
81 Quaternion rot = Quaternion.Identity;
82 PhysicsActor prim = ps.AddPrimShape("CoolShape", newcube, position, size, rot, true);
83 OdePrim oprim = (OdePrim)prim;
84 OdeScene pscene = (OdeScene) ps;
85
86 Assert.That(oprim.m_taintadd);
87
88 prim.LocalID = 5;
89
90 for (int i = 0; i < 58; i++)
91 {
92 ps.Simulate(0.133f);
93
94 Assert.That(oprim.prim_geom != (IntPtr)0);
95
96 Assert.That(oprim.m_targetSpace != (IntPtr)0);
97
98 //Assert.That(oprim.m_targetSpace == pscene.space);
99 m_log.Info("TargetSpace: " + oprim.m_targetSpace + " - SceneMainSpace: " + pscene.space);
100
101 Assert.That(!oprim.m_taintadd);
102 m_log.Info("Prim Position (" + oprim.m_localID + "): " + prim.Position.ToString());
103
104 // Make sure we're above the ground
105 //Assert.That(prim.Position.Z > 20f);
106 //m_log.Info("PrimCollisionScore (" + oprim.m_localID + "): " + oprim.m_collisionscore);
107
108 // Make sure we've got a Body
109 Assert.That(oprim.Body != (IntPtr)0);
110 //m_log.Info(
111 }
112
113 // Make sure we're not somewhere above the ground
114 Assert.That(prim.Position.Z < 21.5f);
115
116 ps.RemovePrim(prim);
117 Assert.That(oprim.m_taintremove);
118 ps.Simulate(0.133f);
119 Assert.That(oprim.Body == (IntPtr)0);
120 }
121 }
122}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/drawstuff.cs b/OpenSim/Region/Physics/ChOdePlugin/drawstuff.cs
new file mode 100644
index 0000000..87ca446
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/drawstuff.cs
@@ -0,0 +1,98 @@
1/*
2 * Copyright ODE
3 * Ode.NET - .NET bindings for ODE
4 * Jason Perkins (starkos@industriousone.com)
5 * Licensed under the New BSD
6 * Part of the OpenDynamicsEngine
7Open Dynamics Engine
8Copyright (c) 2001-2007, Russell L. Smith.
9All rights reserved.
10
11Redistribution and use in source and binary forms, with or without
12modification, are permitted provided that the following conditions
13are met:
14
15Redistributions of source code must retain the above copyright notice,
16this list of conditions and the following disclaimer.
17
18Redistributions in binary form must reproduce the above copyright notice,
19this list of conditions and the following disclaimer in the documentation
20and/or other materials provided with the distribution.
21
22Neither the names of ODE's copyright owner nor the names of its
23contributors may be used to endorse or promote products derived from
24this software without specific prior written permission.
25
26THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
27"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
28LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
29FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
30OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
31SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
32TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
33PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
34LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
35NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
36SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
37 *
38 *
39 */
40
41using System;
42using System.Runtime.InteropServices;
43using Ode.NET;
44
45namespace Drawstuff.NET
46{
47#if dDOUBLE
48 using dReal = System.Double;
49#else
50 using dReal = System.Single;
51#endif
52
53 public static class ds
54 {
55 public const int VERSION = 2;
56
57 public enum Texture
58 {
59 None,
60 Wood
61 }
62
63 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
64 public delegate void CallbackFunction(int arg);
65
66 [StructLayout(LayoutKind.Sequential)]
67 public struct Functions
68 {
69 public int version;
70 public CallbackFunction start;
71 public CallbackFunction step;
72 public CallbackFunction command;
73 public CallbackFunction stop;
74 public string path_to_textures;
75 }
76
77 [DllImport("drawstuff", EntryPoint = "dsDrawBox")]
78 public static extern void DrawBox(ref d.Vector3 pos, ref d.Matrix3 R, ref d.Vector3 sides);
79
80 [DllImport("drawstuff", EntryPoint = "dsDrawCapsule")]
81 public static extern void DrawCapsule(ref d.Vector3 pos, ref d.Matrix3 R, dReal length, dReal radius);
82
83 [DllImport("drawstuff", EntryPoint = "dsDrawConvex")]
84 public static extern void DrawConvex(ref d.Vector3 pos, ref d.Matrix3 R, dReal[] planes, int planeCount, dReal[] points, int pointCount, int[] polygons);
85
86 [DllImport("drawstuff", EntryPoint = "dsSetColor")]
87 public static extern void SetColor(float red, float green, float blue);
88
89 [DllImport("drawstuff", EntryPoint = "dsSetTexture")]
90 public static extern void SetTexture(Texture texture);
91
92 [DllImport("drawstuff", EntryPoint = "dsSetViewpoint")]
93 public static extern void SetViewpoint(ref d.Vector3 xyz, ref d.Vector3 hpr);
94
95 [DllImport("drawstuff", EntryPoint = "dsSimulationLoop")]
96 public static extern void SimulationLoop(int argc, string[] argv, int window_width, int window_height, ref Functions fn);
97 }
98}
diff --git a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
index a2229e8..2a66060 100644
--- a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
+++ b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
@@ -1210,7 +1210,6 @@ namespace OpenSim.Region.Physics.OdePlugin
1210 1210
1211 public override float APIDDamping{ set { return; } } 1211 public override float APIDDamping{ set { return; } }
1212 1212
1213
1214 public override void SubscribeEvents(int ms) 1213 public override void SubscribeEvents(int ms)
1215 { 1214 {
1216 m_requestedUpdateFrequency = ms; 1215 m_requestedUpdateFrequency = ms;
diff --git a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
index 3cf4501..2e39726 100644
--- a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
+++ b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
@@ -2831,7 +2831,7 @@ Console.WriteLine(" JointCreateFixed");
2831 } 2831 }
2832 public override bool PIDActive { set { m_usePID = value; } } 2832 public override bool PIDActive { set { m_usePID = value; } }
2833 public override float PIDTau { set { m_PIDTau = value; } } 2833 public override float PIDTau { set { m_PIDTau = value; } }
2834 2834
2835 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } } 2835 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } }
2836 public override bool PIDHoverActive { set { m_useHoverPID = value; } } 2836 public override bool PIDHoverActive { set { m_useHoverPID = value; } }
2837 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } } 2837 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } }
diff --git a/OpenSim/Region/Physics/POSPlugin/POSPrim.cs b/OpenSim/Region/Physics/POSPlugin/POSPrim.cs
index 91ec3df..9ba5ebb 100644
--- a/OpenSim/Region/Physics/POSPlugin/POSPrim.cs
+++ b/OpenSim/Region/Physics/POSPlugin/POSPrim.cs
@@ -301,7 +301,7 @@ namespace OpenSim.Region.Physics.POSPlugin
301 { 301 {
302 set { return; } 302 set { return; }
303 } 303 }
304 304
305 public override Quaternion APIDTarget 305 public override Quaternion APIDTarget
306 { 306 {
307 set { return; } 307 set { return; }
diff --git a/OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs b/OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs
index ff0e743..d854176 100644
--- a/OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs
+++ b/OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs
@@ -88,89 +88,7 @@ namespace OpenSim.Region.RegionCombinerModule
88 public void RegionLoaded(Scene scene) 88 public void RegionLoaded(Scene scene)
89 { 89 {
90 if (enabledYN) 90 if (enabledYN)
91 {
92 RegionLoadedDoWork(scene); 91 RegionLoadedDoWork(scene);
93
94 scene.EventManager.OnNewPresence += NewPresence;
95 }
96 }
97
98 private void NewPresence(ScenePresence presence)
99 {
100 if (presence.IsChildAgent)
101 {
102 byte[] throttleData;
103
104 try
105 {
106 throttleData = presence.ControllingClient.GetThrottlesPacked(1);
107 }
108 catch (NotImplementedException)
109 {
110 return;
111 }
112
113 if (throttleData == null)
114 return;
115
116 if (throttleData.Length == 0)
117 return;
118
119 if (throttleData.Length != 28)
120 return;
121
122 byte[] adjData;
123 int pos = 0;
124
125 if (!BitConverter.IsLittleEndian)
126 {
127 byte[] newData = new byte[7 * 4];
128 Buffer.BlockCopy(throttleData, 0, newData, 0, 7 * 4);
129
130 for (int i = 0; i < 7; i++)
131 Array.Reverse(newData, i * 4, 4);
132
133 adjData = newData;
134 }
135 else
136 {
137 adjData = throttleData;
138 }
139
140 // 0.125f converts from bits to bytes
141 int resend = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
142 int land = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
143 int wind = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
144 int cloud = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
145 int task = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
146 int texture = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
147 int asset = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f);
148 // State is a subcategory of task that we allocate a percentage to
149
150
151 //int total = resend + land + wind + cloud + task + texture + asset;
152
153 byte[] data = new byte[7 * 4];
154 int ii = 0;
155
156 Buffer.BlockCopy(Utils.FloatToBytes(resend), 0, data, ii, 4); ii += 4;
157 Buffer.BlockCopy(Utils.FloatToBytes(land * 50), 0, data, ii, 4); ii += 4;
158 Buffer.BlockCopy(Utils.FloatToBytes(wind), 0, data, ii, 4); ii += 4;
159 Buffer.BlockCopy(Utils.FloatToBytes(cloud), 0, data, ii, 4); ii += 4;
160 Buffer.BlockCopy(Utils.FloatToBytes(task), 0, data, ii, 4); ii += 4;
161 Buffer.BlockCopy(Utils.FloatToBytes(texture), 0, data, ii, 4); ii += 4;
162 Buffer.BlockCopy(Utils.FloatToBytes(asset), 0, data, ii, 4);
163
164 try
165 {
166 presence.ControllingClient.SetChildAgentThrottle(data);
167 }
168 catch (NotImplementedException)
169 {
170 return;
171 }
172
173 }
174 } 92 }
175 93
176 private void RegionLoadedDoWork(Scene scene) 94 private void RegionLoadedDoWork(Scene scene)
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs
index ee32755..61e4934 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs
@@ -248,6 +248,26 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
248 248
249 } 249 }
250 250
251 public static void StateChange(IScriptEngine engine, uint localID, UUID itemID)
252 {
253 // Remove a specific script
254
255 // Remove dataserver events
256 m_Dataserver[engine].RemoveEvents(localID, itemID);
257
258 IWorldComm comms = engine.World.RequestModuleInterface<IWorldComm>();
259 if (comms != null)
260 comms.DeleteListener(itemID);
261
262 IXMLRPC xmlrpc = engine.World.RequestModuleInterface<IXMLRPC>();
263 xmlrpc.DeleteChannels(itemID);
264 xmlrpc.CancelSRDRequests(itemID);
265
266 // Remove Sensors
267 m_SensorRepeat[engine].UnSetSenseRepeaterEvents(localID, itemID);
268
269 }
270
251 public static Object[] GetSerializationData(IScriptEngine engine, UUID itemID) 271 public static Object[] GetSerializationData(IScriptEngine engine, UUID itemID)
252 { 272 {
253 List<Object> data = new List<Object>(); 273 List<Object> data = new List<Object>();
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
index 417cef4..1d4c235 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
@@ -28,6 +28,7 @@
28using System; 28using System;
29using System.Collections; 29using System.Collections;
30using System.Collections.Generic; 30using System.Collections.Generic;
31using System.Diagnostics; //for [DebuggerNonUserCode]
31using System.Runtime.Remoting.Lifetime; 32using System.Runtime.Remoting.Lifetime;
32using System.Text; 33using System.Text;
33using System.Threading; 34using System.Threading;
@@ -73,7 +74,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
73 /// </summary> 74 /// </summary>
74 public class LSL_Api : MarshalByRefObject, ILSL_Api, IScriptApi 75 public class LSL_Api : MarshalByRefObject, ILSL_Api, IScriptApi
75 { 76 {
76 //private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 77// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
77 protected IScriptEngine m_ScriptEngine; 78 protected IScriptEngine m_ScriptEngine;
78 protected SceneObjectPart m_host; 79 protected SceneObjectPart m_host;
79 protected uint m_localID; 80 protected uint m_localID;
@@ -151,6 +152,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
151 get { return m_ScriptEngine.World; } 152 get { return m_ScriptEngine.World; }
152 } 153 }
153 154
155 [DebuggerNonUserCode]
154 public void state(string newState) 156 public void state(string newState)
155 { 157 {
156 m_ScriptEngine.SetState(m_itemID, newState); 158 m_ScriptEngine.SetState(m_itemID, newState);
@@ -160,6 +162,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
160 /// Reset the named script. The script must be present 162 /// Reset the named script. The script must be present
161 /// in the same prim. 163 /// in the same prim.
162 /// </summary> 164 /// </summary>
165 [DebuggerNonUserCode]
163 public void llResetScript() 166 public void llResetScript()
164 { 167 {
165 m_host.AddScriptLPS(1); 168 m_host.AddScriptLPS(1);
@@ -216,9 +219,62 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
216 } 219 }
217 } 220 }
218 221
222 public List<ScenePresence> GetLinkAvatars(int linkType)
223 {
224 List<ScenePresence> ret = new List<ScenePresence>();
225 if (m_host == null || m_host.ParentGroup == null || m_host.ParentGroup.IsDeleted)
226 return ret;
227
228 List<ScenePresence> avs = m_host.ParentGroup.GetLinkedAvatars();
229
230 switch (linkType)
231 {
232 case ScriptBaseClass.LINK_SET:
233 return avs;
234
235 case ScriptBaseClass.LINK_ROOT:
236 return ret;
237
238 case ScriptBaseClass.LINK_ALL_OTHERS:
239 return avs;
240
241 case ScriptBaseClass.LINK_ALL_CHILDREN:
242 return avs;
243
244 case ScriptBaseClass.LINK_THIS:
245 return ret;
246
247 default:
248 if (linkType < 0)
249 return ret;
250
251 int partCount = m_host.ParentGroup.GetPartCount();
252
253 if (linkType <= partCount)
254 {
255 return ret;
256 }
257 else
258 {
259 linkType = linkType - partCount;
260 if (linkType > avs.Count)
261 {
262 return ret;
263 }
264 else
265 {
266 ret.Add(avs[linkType-1]);
267 return ret;
268 }
269 }
270 }
271 }
272
219 public List<SceneObjectPart> GetLinkParts(int linkType) 273 public List<SceneObjectPart> GetLinkParts(int linkType)
220 { 274 {
221 List<SceneObjectPart> ret = new List<SceneObjectPart>(); 275 List<SceneObjectPart> ret = new List<SceneObjectPart>();
276 if (m_host == null || m_host.ParentGroup == null || m_host.ParentGroup.IsDeleted)
277 return ret;
222 ret.Add(m_host); 278 ret.Add(m_host);
223 279
224 switch (linkType) 280 switch (linkType)
@@ -272,40 +328,48 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
272 protected UUID InventorySelf() 328 protected UUID InventorySelf()
273 { 329 {
274 UUID invItemID = new UUID(); 330 UUID invItemID = new UUID();
275 331 bool unlock = false;
276 lock (m_host.TaskInventory) 332 if (!m_host.TaskInventory.IsReadLockedByMe())
333 {
334 m_host.TaskInventory.LockItemsForRead(true);
335 unlock = true;
336 }
337 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
277 { 338 {
278 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 339 if (inv.Value.Type == 10 && inv.Value.ItemID == m_itemID)
279 { 340 {
280 if (inv.Value.Type == 10 && inv.Value.ItemID == m_itemID) 341 invItemID = inv.Key;
281 { 342 break;
282 invItemID = inv.Key;
283 break;
284 }
285 } 343 }
286 } 344 }
287 345 if (unlock)
346 {
347 m_host.TaskInventory.LockItemsForRead(false);
348 }
288 return invItemID; 349 return invItemID;
289 } 350 }
290 351
291 protected UUID InventoryKey(string name, int type) 352 protected UUID InventoryKey(string name, int type)
292 { 353 {
293 m_host.AddScriptLPS(1); 354 m_host.AddScriptLPS(1);
294 355 m_host.TaskInventory.LockItemsForRead(true);
295 lock (m_host.TaskInventory) 356
357 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
296 { 358 {
297 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 359 if (inv.Value.Name == name)
298 { 360 {
299 if (inv.Value.Name == name) 361 m_host.TaskInventory.LockItemsForRead(false);
362
363 if (inv.Value.Type != type)
300 { 364 {
301 if (inv.Value.Type != type) 365 return UUID.Zero;
302 return UUID.Zero;
303
304 return inv.Value.AssetID;
305 } 366 }
367
368 return inv.Value.AssetID;
306 } 369 }
307 } 370 }
308 371
372 m_host.TaskInventory.LockItemsForRead(false);
309 return UUID.Zero; 373 return UUID.Zero;
310 } 374 }
311 375
@@ -313,17 +377,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
313 { 377 {
314 m_host.AddScriptLPS(1); 378 m_host.AddScriptLPS(1);
315 379
316 lock (m_host.TaskInventory) 380
381 m_host.TaskInventory.LockItemsForRead(true);
382
383 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
317 { 384 {
318 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 385 if (inv.Value.Name == name)
319 { 386 {
320 if (inv.Value.Name == name) 387 m_host.TaskInventory.LockItemsForRead(false);
321 { 388 return inv.Value.AssetID;
322 return inv.Value.AssetID;
323 }
324 } 389 }
325 } 390 }
326 391
392 m_host.TaskInventory.LockItemsForRead(false);
393
394
327 return UUID.Zero; 395 return UUID.Zero;
328 } 396 }
329 397
@@ -465,26 +533,48 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
465 533
466 //Now we start getting into quaternions which means sin/cos, matrices and vectors. ckrinke 534 //Now we start getting into quaternions which means sin/cos, matrices and vectors. ckrinke
467 535
468 // Old implementation of llRot2Euler. Normalization not required as Atan2 function will 536 // Utility function for llRot2Euler
469 // only return values >= -PI (-180 degrees) and <= PI (180 degrees). 537
538 // normalize an angle between -PI and PI (-180 to +180 degrees)
539 protected double NormalizeAngle(double angle)
540 {
541 if (angle > -Math.PI && angle < Math.PI)
542 return angle;
543
544 int numPis = (int)(Math.PI / angle);
545 double remainder = angle - Math.PI * numPis;
546 if (numPis % 2 == 1)
547 return Math.PI - angle;
548 return remainder;
549 }
470 550
471 public LSL_Vector llRot2Euler(LSL_Rotation r) 551 public LSL_Vector llRot2Euler(LSL_Rotation q1)
472 { 552 {
473 m_host.AddScriptLPS(1); 553 m_host.AddScriptLPS(1);
474 //This implementation is from http://lslwiki.net/lslwiki/wakka.php?wakka=LibraryRotationFunctions. ckrinke 554 LSL_Vector eul = new LSL_Vector();
475 LSL_Rotation t = new LSL_Rotation(r.x * r.x, r.y * r.y, r.z * r.z, r.s * r.s); 555
476 double m = (t.x + t.y + t.z + t.s); 556 double sqw = q1.s*q1.s;
477 if (m == 0) return new LSL_Vector(); 557 double sqx = q1.x*q1.x;
478 double n = 2 * (r.y * r.s + r.x * r.z); 558 double sqy = q1.z*q1.z;
479 double p = m * m - n * n; 559 double sqz = q1.y*q1.y;
480 if (p > 0) 560 double unit = sqx + sqy + sqz + sqw; // if normalised is one, otherwise is correction factor
481 return new LSL_Vector(Math.Atan2(2.0 * (r.x * r.s - r.y * r.z), (-t.x - t.y + t.z + t.s)), 561 double test = q1.x*q1.z + q1.y*q1.s;
482 Math.Atan2(n, Math.Sqrt(p)), 562 if (test > 0.4999*unit) { // singularity at north pole
483 Math.Atan2(2.0 * (r.z * r.s - r.x * r.y), (t.x - t.y - t.z + t.s))); 563 eul.z = 2 * Math.Atan2(q1.x,q1.s);
484 else if (n > 0) 564 eul.y = Math.PI/2;
485 return new LSL_Vector(0.0, Math.PI * 0.5, Math.Atan2((r.z * r.s + r.x * r.y), 0.5 - t.x - t.z)); 565 eul.x = 0;
486 else 566 return eul;
487 return new LSL_Vector(0.0, -Math.PI * 0.5, Math.Atan2((r.z * r.s + r.x * r.y), 0.5 - t.x - t.z)); 567 }
568 if (test < -0.4999*unit) { // singularity at south pole
569 eul.z = -2 * Math.Atan2(q1.x,q1.s);
570 eul.y = -Math.PI/2;
571 eul.x = 0;
572 return eul;
573 }
574 eul.z = Math.Atan2(2*q1.z*q1.s-2*q1.x*q1.y , sqx - sqy - sqz + sqw);
575 eul.y = Math.Asin(2*test/unit);
576 eul.x = Math.Atan2(2*q1.x*q1.s-2*q1.z*q1.y , -sqx + sqy - sqz + sqw);
577 return eul;
488 } 578 }
489 579
490 /* From wiki: 580 /* From wiki:
@@ -686,77 +776,76 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
686 { 776 {
687 //A and B should both be normalized 777 //A and B should both be normalized
688 m_host.AddScriptLPS(1); 778 m_host.AddScriptLPS(1);
689 LSL_Rotation rotBetween; 779 /* This method is more accurate than the SL one, and thus causes problems
690 // Check for zero vectors. If either is zero, return zero rotation. Otherwise, 780 for scripts that deal with the SL inaccuracy around 180-degrees -.- .._.
691 // continue calculation. 781
692 if (a == new LSL_Vector(0.0f, 0.0f, 0.0f) || b == new LSL_Vector(0.0f, 0.0f, 0.0f)) 782 double dotProduct = LSL_Vector.Dot(a, b);
783 LSL_Vector crossProduct = LSL_Vector.Cross(a, b);
784 double magProduct = LSL_Vector.Mag(a) * LSL_Vector.Mag(b);
785 double angle = Math.Acos(dotProduct / magProduct);
786 LSL_Vector axis = LSL_Vector.Norm(crossProduct);
787 double s = Math.Sin(angle / 2);
788
789 double x = axis.x * s;
790 double y = axis.y * s;
791 double z = axis.z * s;
792 double w = Math.Cos(angle / 2);
793
794 if (Double.IsNaN(x) || Double.IsNaN(y) || Double.IsNaN(z) || Double.IsNaN(w))
795 return new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
796
797 return new LSL_Rotation((float)x, (float)y, (float)z, (float)w);
798 */
799
800 // This method mimics the 180 errors found in SL
801 // See www.euclideanspace.com... angleBetween
802 LSL_Vector vec_a = a;
803 LSL_Vector vec_b = b;
804
805 // Eliminate zero length
806 LSL_Float vec_a_mag = LSL_Vector.Mag(vec_a);
807 LSL_Float vec_b_mag = LSL_Vector.Mag(vec_b);
808 if (vec_a_mag < 0.00001 ||
809 vec_b_mag < 0.00001)
693 { 810 {
694 rotBetween = new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f); 811 return new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
695 } 812 }
696 else 813
814 // Normalize
815 vec_a = llVecNorm(vec_a);
816 vec_b = llVecNorm(vec_b);
817
818 // Calculate axis and rotation angle
819 LSL_Vector axis = vec_a % vec_b;
820 LSL_Float cos_theta = vec_a * vec_b;
821
822 // Check if parallel
823 if (cos_theta > 0.99999)
697 { 824 {
698 a = LSL_Vector.Norm(a); 825 return new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
699 b = LSL_Vector.Norm(b); 826 }
700 double dotProduct = LSL_Vector.Dot(a, b); 827
701 // There are two degenerate cases possible. These are for vectors 180 or 828 // Check if anti-parallel
702 // 0 degrees apart. These have to be detected and handled individually. 829 else if (cos_theta < -0.99999)
703 // 830 {
704 // Check for vectors 180 degrees apart. 831 LSL_Vector orthog_axis = new LSL_Vector(1.0, 0.0, 0.0) - (vec_a.x / (vec_a * vec_a) * vec_a);
705 // A dot product of -1 would mean the angle between vectors is 180 degrees. 832 if (LSL_Vector.Mag(orthog_axis) < 0.000001) orthog_axis = new LSL_Vector(0.0, 0.0, 1.0);
706 if (dotProduct < -0.9999999f) 833 return new LSL_Rotation((float)orthog_axis.x, (float)orthog_axis.y, (float)orthog_axis.z, 0.0);
707 { 834 }
708 // First assume X axis is orthogonal to the vectors. 835 else // other rotation
709 LSL_Vector orthoVector = new LSL_Vector(1.0f, 0.0f, 0.0f); 836 {
710 orthoVector = orthoVector - a * (a.x / LSL_Vector.Dot(a, a)); 837 LSL_Float theta = (LSL_Float)Math.Acos(cos_theta) * 0.5f;
711 // Check for near zero vector. A very small non-zero number here will create 838 axis = llVecNorm(axis);
712 // a rotation in an undesired direction. 839 double x, y, z, s, t;
713 if (LSL_Vector.Mag(orthoVector) > 0.0001) 840 s = Math.Cos(theta);
714 { 841 t = Math.Sin(theta);
715 rotBetween = new LSL_Rotation(orthoVector.x, orthoVector.y, orthoVector.z, 0.0f); 842 x = axis.x * t;
716 } 843 y = axis.y * t;
717 // If the magnitude of the vector was near zero, then assume the X axis is not 844 z = axis.z * t;
718 // orthogonal and use the Z axis instead. 845 return new LSL_Rotation(x,y,z,s);
719 else
720 {
721 // Set 180 z rotation.
722 rotBetween = new LSL_Rotation(0.0f, 0.0f, 1.0f, 0.0f);
723 }
724 }
725 // Check for parallel vectors.
726 // A dot product of 1 would mean the angle between vectors is 0 degrees.
727 else if (dotProduct > 0.9999999f)
728 {
729 // Set zero rotation.
730 rotBetween = new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
731 }
732 else
733 {
734 // All special checks have been performed so get the axis of rotation.
735 LSL_Vector crossProduct = LSL_Vector.Cross(a, b);
736 // Quarternion s value is the length of the unit vector + dot product.
737 double qs = 1.0 + dotProduct;
738 rotBetween = new LSL_Rotation(crossProduct.x, crossProduct.y, crossProduct.z, qs);
739 // Normalize the rotation.
740 double mag = LSL_Rotation.Mag(rotBetween);
741 // We shouldn't have to worry about a divide by zero here. The qs value will be
742 // non-zero because we already know if we're here, then the dotProduct is not -1 so
743 // qs will not be zero. Also, we've already handled the input vectors being zero so the
744 // crossProduct vector should also not be zero.
745 rotBetween.x = rotBetween.x / mag;
746 rotBetween.y = rotBetween.y / mag;
747 rotBetween.z = rotBetween.z / mag;
748 rotBetween.s = rotBetween.s / mag;
749 // Check for undefined values and set zero rotation if any found. This code might not actually be required
750 // any longer since zero vectors are checked for at the top.
751 if (Double.IsNaN(rotBetween.x) || Double.IsNaN(rotBetween.y) || Double.IsNaN(rotBetween.z) || Double.IsNaN(rotBetween.s))
752 {
753 rotBetween = new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
754 }
755 }
756 } 846 }
757 return rotBetween;
758 } 847 }
759 848
760 public void llWhisper(int channelID, string text) 849 public void llWhisper(int channelID, string text)
761 { 850 {
762 m_host.AddScriptLPS(1); 851 m_host.AddScriptLPS(1);
@@ -1080,10 +1169,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1080 return detectedParams.TouchUV; 1169 return detectedParams.TouchUV;
1081 } 1170 }
1082 1171
1172 [DebuggerNonUserCode]
1083 public virtual void llDie() 1173 public virtual void llDie()
1084 { 1174 {
1085 m_host.AddScriptLPS(1); 1175 m_host.AddScriptLPS(1);
1086 throw new SelfDeleteException(); 1176 if (!m_host.IsAttachment) throw new SelfDeleteException();
1087 } 1177 }
1088 1178
1089 public LSL_Float llGround(LSL_Vector offset) 1179 public LSL_Float llGround(LSL_Vector offset)
@@ -1156,6 +1246,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1156 1246
1157 public void llSetStatus(int status, int value) 1247 public void llSetStatus(int status, int value)
1158 { 1248 {
1249 if (m_host == null || m_host.ParentGroup == null || m_host.ParentGroup.IsDeleted)
1250 return;
1159 m_host.AddScriptLPS(1); 1251 m_host.AddScriptLPS(1);
1160 1252
1161 int statusrotationaxis = 0; 1253 int statusrotationaxis = 0;
@@ -1385,6 +1477,48 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1385 { 1477 {
1386 m_host.AddScriptLPS(1); 1478 m_host.AddScriptLPS(1);
1387 1479
1480 SetColor(m_host, color, face);
1481 }
1482
1483 protected void SetColor(SceneObjectPart part, LSL_Vector color, int face)
1484 {
1485 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1486 return;
1487
1488 Primitive.TextureEntry tex = part.Shape.Textures;
1489 Color4 texcolor;
1490 if (face >= 0 && face < GetNumberOfSides(part))
1491 {
1492 texcolor = tex.CreateFace((uint)face).RGBA;
1493 texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f);
1494 texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f);
1495 texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f);
1496 tex.FaceTextures[face].RGBA = texcolor;
1497 part.UpdateTexture(tex);
1498 return;
1499 }
1500 else if (face == ScriptBaseClass.ALL_SIDES)
1501 {
1502 for (uint i = 0; i < GetNumberOfSides(part); i++)
1503 {
1504 if (tex.FaceTextures[i] != null)
1505 {
1506 texcolor = tex.FaceTextures[i].RGBA;
1507 texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f);
1508 texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f);
1509 texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f);
1510 tex.FaceTextures[i].RGBA = texcolor;
1511 }
1512 texcolor = tex.DefaultTexture.RGBA;
1513 texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f);
1514 texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f);
1515 texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f);
1516 tex.DefaultTexture.RGBA = texcolor;
1517 }
1518 part.UpdateTexture(tex);
1519 return;
1520 }
1521
1388 if (face == ScriptBaseClass.ALL_SIDES) 1522 if (face == ScriptBaseClass.ALL_SIDES)
1389 face = SceneObjectPart.ALL_SIDES; 1523 face = SceneObjectPart.ALL_SIDES;
1390 1524
@@ -1393,6 +1527,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1393 1527
1394 public void SetTexGen(SceneObjectPart part, int face,int style) 1528 public void SetTexGen(SceneObjectPart part, int face,int style)
1395 { 1529 {
1530 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1531 return;
1532
1396 Primitive.TextureEntry tex = part.Shape.Textures; 1533 Primitive.TextureEntry tex = part.Shape.Textures;
1397 MappingType textype; 1534 MappingType textype;
1398 textype = MappingType.Default; 1535 textype = MappingType.Default;
@@ -1423,6 +1560,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1423 1560
1424 public void SetGlow(SceneObjectPart part, int face, float glow) 1561 public void SetGlow(SceneObjectPart part, int face, float glow)
1425 { 1562 {
1563 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1564 return;
1565
1426 Primitive.TextureEntry tex = part.Shape.Textures; 1566 Primitive.TextureEntry tex = part.Shape.Textures;
1427 if (face >= 0 && face < GetNumberOfSides(part)) 1567 if (face >= 0 && face < GetNumberOfSides(part))
1428 { 1568 {
@@ -1448,6 +1588,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1448 1588
1449 public void SetShiny(SceneObjectPart part, int face, int shiny, Bumpiness bump) 1589 public void SetShiny(SceneObjectPart part, int face, int shiny, Bumpiness bump)
1450 { 1590 {
1591 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1592 return;
1451 1593
1452 Shininess sval = new Shininess(); 1594 Shininess sval = new Shininess();
1453 1595
@@ -1498,6 +1640,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1498 1640
1499 public void SetFullBright(SceneObjectPart part, int face, bool bright) 1641 public void SetFullBright(SceneObjectPart part, int face, bool bright)
1500 { 1642 {
1643 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1644 return;
1645
1501 Primitive.TextureEntry tex = part.Shape.Textures; 1646 Primitive.TextureEntry tex = part.Shape.Textures;
1502 if (face >= 0 && face < GetNumberOfSides(part)) 1647 if (face >= 0 && face < GetNumberOfSides(part))
1503 { 1648 {
@@ -1558,13 +1703,26 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1558 m_host.AddScriptLPS(1); 1703 m_host.AddScriptLPS(1);
1559 1704
1560 List<SceneObjectPart> parts = GetLinkParts(linknumber); 1705 List<SceneObjectPart> parts = GetLinkParts(linknumber);
1561 1706 if (parts.Count > 0)
1562 foreach (SceneObjectPart part in parts) 1707 {
1563 SetAlpha(part, alpha, face); 1708 try
1709 {
1710 parts[0].ParentGroup.areUpdatesSuspended = true;
1711 foreach (SceneObjectPart part in parts)
1712 SetAlpha(part, alpha, face);
1713 }
1714 finally
1715 {
1716 parts[0].ParentGroup.areUpdatesSuspended = false;
1717 }
1718 }
1564 } 1719 }
1565 1720
1566 protected void SetAlpha(SceneObjectPart part, double alpha, int face) 1721 protected void SetAlpha(SceneObjectPart part, double alpha, int face)
1567 { 1722 {
1723 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1724 return;
1725
1568 Primitive.TextureEntry tex = part.Shape.Textures; 1726 Primitive.TextureEntry tex = part.Shape.Textures;
1569 Color4 texcolor; 1727 Color4 texcolor;
1570 if (face >= 0 && face < GetNumberOfSides(part)) 1728 if (face >= 0 && face < GetNumberOfSides(part))
@@ -1610,7 +1768,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1610 protected void SetFlexi(SceneObjectPart part, bool flexi, int softness, float gravity, float friction, 1768 protected void SetFlexi(SceneObjectPart part, bool flexi, int softness, float gravity, float friction,
1611 float wind, float tension, LSL_Vector Force) 1769 float wind, float tension, LSL_Vector Force)
1612 { 1770 {
1613 if (part == null) 1771 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1614 return; 1772 return;
1615 1773
1616 if (flexi) 1774 if (flexi)
@@ -1645,7 +1803,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1645 /// <param name="falloff"></param> 1803 /// <param name="falloff"></param>
1646 protected void SetPointLight(SceneObjectPart part, bool light, LSL_Vector color, float intensity, float radius, float falloff) 1804 protected void SetPointLight(SceneObjectPart part, bool light, LSL_Vector color, float intensity, float radius, float falloff)
1647 { 1805 {
1648 if (part == null) 1806 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1649 return; 1807 return;
1650 1808
1651 if (light) 1809 if (light)
@@ -1722,15 +1880,27 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1722 m_host.AddScriptLPS(1); 1880 m_host.AddScriptLPS(1);
1723 1881
1724 List<SceneObjectPart> parts = GetLinkParts(linknumber); 1882 List<SceneObjectPart> parts = GetLinkParts(linknumber);
1725 1883 if (parts.Count > 0)
1726 foreach (SceneObjectPart part in parts) 1884 {
1727 SetTexture(part, texture, face); 1885 try
1728 1886 {
1887 parts[0].ParentGroup.areUpdatesSuspended = true;
1888 foreach (SceneObjectPart part in parts)
1889 SetTexture(part, texture, face);
1890 }
1891 finally
1892 {
1893 parts[0].ParentGroup.areUpdatesSuspended = false;
1894 }
1895 }
1729 ScriptSleep(200); 1896 ScriptSleep(200);
1730 } 1897 }
1731 1898
1732 protected void SetTexture(SceneObjectPart part, string texture, int face) 1899 protected void SetTexture(SceneObjectPart part, string texture, int face)
1733 { 1900 {
1901 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1902 return;
1903
1734 UUID textureID=new UUID(); 1904 UUID textureID=new UUID();
1735 1905
1736 if (!UUID.TryParse(texture, out textureID)) 1906 if (!UUID.TryParse(texture, out textureID))
@@ -1776,6 +1946,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1776 1946
1777 protected void ScaleTexture(SceneObjectPart part, double u, double v, int face) 1947 protected void ScaleTexture(SceneObjectPart part, double u, double v, int face)
1778 { 1948 {
1949 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1950 return;
1951
1779 Primitive.TextureEntry tex = part.Shape.Textures; 1952 Primitive.TextureEntry tex = part.Shape.Textures;
1780 if (face >= 0 && face < GetNumberOfSides(part)) 1953 if (face >= 0 && face < GetNumberOfSides(part))
1781 { 1954 {
@@ -1812,6 +1985,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1812 1985
1813 protected void OffsetTexture(SceneObjectPart part, double u, double v, int face) 1986 protected void OffsetTexture(SceneObjectPart part, double u, double v, int face)
1814 { 1987 {
1988 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1989 return;
1990
1815 Primitive.TextureEntry tex = part.Shape.Textures; 1991 Primitive.TextureEntry tex = part.Shape.Textures;
1816 if (face >= 0 && face < GetNumberOfSides(part)) 1992 if (face >= 0 && face < GetNumberOfSides(part))
1817 { 1993 {
@@ -1848,6 +2024,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1848 2024
1849 protected void RotateTexture(SceneObjectPart part, double rotation, int face) 2025 protected void RotateTexture(SceneObjectPart part, double rotation, int face)
1850 { 2026 {
2027 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2028 return;
2029
1851 Primitive.TextureEntry tex = part.Shape.Textures; 2030 Primitive.TextureEntry tex = part.Shape.Textures;
1852 if (face >= 0 && face < GetNumberOfSides(part)) 2031 if (face >= 0 && face < GetNumberOfSides(part))
1853 { 2032 {
@@ -1918,6 +2097,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1918 2097
1919 protected void SetPos(SceneObjectPart part, LSL_Vector targetPos) 2098 protected void SetPos(SceneObjectPart part, LSL_Vector targetPos)
1920 { 2099 {
2100 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2101 return;
2102
1921 // Capped movemment if distance > 10m (http://wiki.secondlife.com/wiki/LlSetPos) 2103 // Capped movemment if distance > 10m (http://wiki.secondlife.com/wiki/LlSetPos)
1922 LSL_Vector currentPos = llGetLocalPos(); 2104 LSL_Vector currentPos = llGetLocalPos();
1923 2105
@@ -1954,6 +2136,22 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1954 public LSL_Vector llGetLocalPos() 2136 public LSL_Vector llGetLocalPos()
1955 { 2137 {
1956 m_host.AddScriptLPS(1); 2138 m_host.AddScriptLPS(1);
2139 if (m_host.IsAttachment == true) {
2140 if (m_host.IsRoot == true)
2141 {
2142 return new LSL_Vector(m_host.AbsolutePosition.X,
2143 m_host.AbsolutePosition.Y,
2144 m_host.AbsolutePosition.Z);
2145
2146 }
2147 else
2148 {
2149 return new LSL_Vector(m_host.OffsetPosition.X,
2150 m_host.OffsetPosition.Y,
2151 m_host.OffsetPosition.Z);
2152 }
2153 }
2154
1957 if (m_host.ParentID != 0) 2155 if (m_host.ParentID != 0)
1958 { 2156 {
1959 return new LSL_Vector(m_host.OffsetPosition.X, 2157 return new LSL_Vector(m_host.OffsetPosition.X,
@@ -2004,6 +2202,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2004 2202
2005 protected void SetRot(SceneObjectPart part, Quaternion rot) 2203 protected void SetRot(SceneObjectPart part, Quaternion rot)
2006 { 2204 {
2205 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2206 return;
2207
2007 part.UpdateRotation(rot); 2208 part.UpdateRotation(rot);
2008 // Update rotation does not move the object in the physics scene if it's a linkset. 2209 // Update rotation does not move the object in the physics scene if it's a linkset.
2009 2210
@@ -2623,12 +2824,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2623 2824
2624 m_host.AddScriptLPS(1); 2825 m_host.AddScriptLPS(1);
2625 2826
2827 m_host.TaskInventory.LockItemsForRead(true);
2626 TaskInventoryItem item = m_host.TaskInventory[invItemID]; 2828 TaskInventoryItem item = m_host.TaskInventory[invItemID];
2627 2829 m_host.TaskInventory.LockItemsForRead(false);
2628 lock (m_host.TaskInventory)
2629 {
2630 item = m_host.TaskInventory[invItemID];
2631 }
2632 2830
2633 if (item.PermsGranter == UUID.Zero) 2831 if (item.PermsGranter == UUID.Zero)
2634 return 0; 2832 return 0;
@@ -2703,6 +2901,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2703 if (dist > m_ScriptDistanceFactor * 10.0f) 2901 if (dist > m_ScriptDistanceFactor * 10.0f)
2704 return; 2902 return;
2705 2903
2904 //Clone is thread-safe
2706 TaskInventoryDictionary partInventory = (TaskInventoryDictionary)m_host.TaskInventory.Clone(); 2905 TaskInventoryDictionary partInventory = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
2707 2906
2708 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in partInventory) 2907 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in partInventory)
@@ -2765,6 +2964,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2765 2964
2766 public void llLookAt(LSL_Vector target, double strength, double damping) 2965 public void llLookAt(LSL_Vector target, double strength, double damping)
2767 { 2966 {
2967 /*
2768 m_host.AddScriptLPS(1); 2968 m_host.AddScriptLPS(1);
2769 // Determine where we are looking from 2969 // Determine where we are looking from
2770 LSL_Vector from = llGetPos(); 2970 LSL_Vector from = llGetPos();
@@ -2784,10 +2984,31 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2784 // the angles of rotation in radians into rotation value 2984 // the angles of rotation in radians into rotation value
2785 2985
2786 LSL_Types.Quaternion rot = llEuler2Rot(angle); 2986 LSL_Types.Quaternion rot = llEuler2Rot(angle);
2787 Quaternion rotation = new Quaternion((float)rot.x, (float)rot.y, (float)rot.z, (float)rot.s); 2987
2788 m_host.startLookAt(rotation, (float)damping, (float)strength); 2988 // This would only work if your physics system contains an APID controller:
2989 // Quaternion rotation = new Quaternion((float)rot.x, (float)rot.y, (float)rot.z, (float)rot.s);
2990 // m_host.startLookAt(rotation, (float)damping, (float)strength);
2991
2789 // Orient the object to the angle calculated 2992 // Orient the object to the angle calculated
2790 //llSetRot(rot); 2993 llSetRot(rot);
2994 */
2995
2996 //The above code, while nice, doesn't replicate the behaviour of SL and tends to "roll" the object.
2997 //There's probably a smarter way of doing this, my rotation math-fu is weak.
2998 // http://bugs.meta7.com/view.php?id=28
2999 // - Tom
3000
3001 LSL_Rotation newrot = llGetRot() * llRotBetween(new LSL_Vector(1.0d, 0.0d, 0.0d) * llGetRot(), new LSL_Vector(0.0d, 0.0d, -1.0d));
3002 llSetRot(newrot * llRotBetween(new LSL_Vector(0.0d,0.0d,1.0d) * newrot, target - llGetPos()));
3003
3004 }
3005
3006 public void llRotLookAt(LSL_Rotation target, double strength, double damping)
3007 {
3008 m_host.AddScriptLPS(1);
3009// NotImplemented("llRotLookAt");
3010 m_host.RotLookAt(Rot2Quaternion(target), (float)strength, (float)damping);
3011
2791 } 3012 }
2792 3013
2793 public void llStopLookAt() 3014 public void llStopLookAt()
@@ -2836,13 +3057,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2836 { 3057 {
2837 TaskInventoryItem item; 3058 TaskInventoryItem item;
2838 3059
2839 lock (m_host.TaskInventory) 3060 m_host.TaskInventory.LockItemsForRead(true);
3061 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
2840 { 3062 {
2841 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3063 m_host.TaskInventory.LockItemsForRead(false);
2842 return; 3064 return;
2843 else 3065 }
2844 item = m_host.TaskInventory[InventorySelf()]; 3066 else
3067 {
3068 item = m_host.TaskInventory[InventorySelf()];
2845 } 3069 }
3070 m_host.TaskInventory.LockItemsForRead(false);
2846 3071
2847 if (item.PermsGranter != UUID.Zero) 3072 if (item.PermsGranter != UUID.Zero)
2848 { 3073 {
@@ -2864,13 +3089,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2864 { 3089 {
2865 TaskInventoryItem item; 3090 TaskInventoryItem item;
2866 3091
3092 m_host.TaskInventory.LockItemsForRead(true);
2867 lock (m_host.TaskInventory) 3093 lock (m_host.TaskInventory)
2868 { 3094 {
3095
2869 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3096 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
3097 {
3098 m_host.TaskInventory.LockItemsForRead(false);
2870 return; 3099 return;
3100 }
2871 else 3101 else
3102 {
2872 item = m_host.TaskInventory[InventorySelf()]; 3103 item = m_host.TaskInventory[InventorySelf()];
3104 }
2873 } 3105 }
3106 m_host.TaskInventory.LockItemsForRead(false);
2874 3107
2875 m_host.AddScriptLPS(1); 3108 m_host.AddScriptLPS(1);
2876 3109
@@ -2902,19 +3135,22 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2902 { 3135 {
2903 m_host.AddScriptLPS(1); 3136 m_host.AddScriptLPS(1);
2904 3137
2905 if (m_host.ParentGroup.RootPart.AttachmentPoint == 0)
2906 return;
2907
2908 TaskInventoryItem item; 3138 TaskInventoryItem item;
2909 3139
2910 lock (m_host.TaskInventory) 3140 m_host.TaskInventory.LockItemsForRead(true);
3141
3142 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
2911 { 3143 {
2912 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3144 m_host.TaskInventory.LockItemsForRead(false);
2913 return; 3145 return;
2914 else 3146 }
2915 item = m_host.TaskInventory[InventorySelf()]; 3147 else
3148 {
3149 item = m_host.TaskInventory[InventorySelf()];
2916 } 3150 }
2917 3151
3152 m_host.TaskInventory.LockItemsForRead(false);
3153
2918 if (item.PermsGranter != m_host.OwnerID) 3154 if (item.PermsGranter != m_host.OwnerID)
2919 return; 3155 return;
2920 3156
@@ -2924,10 +3160,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2924 3160
2925 ScenePresence presence = World.GetScenePresence(m_host.OwnerID); 3161 ScenePresence presence = World.GetScenePresence(m_host.OwnerID);
2926 3162
2927 IAttachmentsModule attachmentsModule = m_ScriptEngine.World.AttachmentsModule; 3163 grp.AttachToAgent(m_host.OwnerID, (uint)attachment, Vector3.Zero, false);
2928 if (attachmentsModule != null)
2929 attachmentsModule.AttachObject(presence.ControllingClient,
2930 grp, (uint)attachment, false);
2931 } 3164 }
2932 } 3165 }
2933 3166
@@ -2940,13 +3173,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2940 3173
2941 TaskInventoryItem item; 3174 TaskInventoryItem item;
2942 3175
2943 lock (m_host.TaskInventory) 3176 m_host.TaskInventory.LockItemsForRead(true);
3177
3178 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
2944 { 3179 {
2945 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3180 m_host.TaskInventory.LockItemsForRead(false);
2946 return; 3181 return;
2947 else 3182 }
2948 item = m_host.TaskInventory[InventorySelf()]; 3183 else
3184 {
3185 item = m_host.TaskInventory[InventorySelf()];
2949 } 3186 }
3187 m_host.TaskInventory.LockItemsForRead(false);
3188
2950 3189
2951 if (item.PermsGranter != m_host.OwnerID) 3190 if (item.PermsGranter != m_host.OwnerID)
2952 return; 3191 return;
@@ -2983,8 +3222,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2983 return m_host.OwnerID.ToString(); 3222 return m_host.OwnerID.ToString();
2984 } 3223 }
2985 3224
3225 [DebuggerNonUserCode]
2986 public void llInstantMessage(string user, string message) 3226 public void llInstantMessage(string user, string message)
2987 { 3227 {
3228 UUID result;
3229 if (!UUID.TryParse(user, out result))
3230 {
3231 throw new Exception(String.Format("An invalid key of '{0} was passed to llInstantMessage", user));
3232 return;
3233 }
3234
3235
2988 m_host.AddScriptLPS(1); 3236 m_host.AddScriptLPS(1);
2989 3237
2990 // We may be able to use ClientView.SendInstantMessage here, but we need a client instance. 3238 // We may be able to use ClientView.SendInstantMessage here, but we need a client instance.
@@ -2999,14 +3247,34 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2999 UUID friendTransactionID = UUID.Random(); 3247 UUID friendTransactionID = UUID.Random();
3000 3248
3001 //m_pendingFriendRequests.Add(friendTransactionID, fromAgentID); 3249 //m_pendingFriendRequests.Add(friendTransactionID, fromAgentID);
3002 3250
3003 GridInstantMessage msg = new GridInstantMessage(); 3251 GridInstantMessage msg = new GridInstantMessage();
3004 msg.fromAgentID = new Guid(m_host.UUID.ToString()); // fromAgentID.Guid; 3252 msg.fromAgentID = new Guid(m_host.UUID.ToString()); // fromAgentID.Guid;
3005 msg.toAgentID = new Guid(user); // toAgentID.Guid; 3253 msg.toAgentID = new Guid(user); // toAgentID.Guid;
3006 msg.imSessionID = new Guid(friendTransactionID.ToString()); // This is the item we're mucking with here 3254 msg.imSessionID = new Guid(friendTransactionID.ToString()); // This is the item we're mucking with here
3007// m_log.Debug("[Scripting IM]: From:" + msg.fromAgentID.ToString() + " To: " + msg.toAgentID.ToString() + " Session:" + msg.imSessionID.ToString() + " Message:" + message); 3255// m_log.Debug("[Scripting IM]: From:" + msg.fromAgentID.ToString() + " To: " + msg.toAgentID.ToString() + " Session:" + msg.imSessionID.ToString() + " Message:" + message);
3008// m_log.Debug("[Scripting IM]: Filling Session: " + msg.imSessionID.ToString()); 3256// m_log.Debug("[Scripting IM]: Filling Session: " + msg.imSessionID.ToString());
3009 msg.timestamp = (uint)Util.UnixTimeSinceEpoch();// timestamp; 3257 DateTime dt = DateTime.UtcNow;
3258
3259 // Ticks from UtcNow, but make it look like local. Evil, huh?
3260 dt = DateTime.SpecifyKind(dt, DateTimeKind.Local);
3261
3262 try
3263 {
3264 // Convert that to the PST timezone
3265 TimeZoneInfo timeZoneInfo = TimeZoneInfo.FindSystemTimeZoneById("America/Los_Angeles");
3266 dt = TimeZoneInfo.ConvertTime(dt, timeZoneInfo);
3267 }
3268 catch
3269 {
3270 // No logging here, as it could be VERY spammy
3271 }
3272
3273 // And make it look local again to fool the unix time util
3274 dt = DateTime.SpecifyKind(dt, DateTimeKind.Utc);
3275
3276 msg.timestamp = (uint)Util.ToUnixTime(dt);
3277
3010 //if (client != null) 3278 //if (client != null)
3011 //{ 3279 //{
3012 msg.fromAgentName = m_host.Name;//client.FirstName + " " + client.LastName;// fromAgentName; 3280 msg.fromAgentName = m_host.Name;//client.FirstName + " " + client.LastName;// fromAgentName;
@@ -3020,13 +3288,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3020 msg.message = message.Substring(0, 1024); 3288 msg.message = message.Substring(0, 1024);
3021 else 3289 else
3022 msg.message = message; 3290 msg.message = message;
3023 msg.dialog = (byte)19; // messgage from script ??? // dialog; 3291 msg.dialog = (byte)19; // MessageFromObject
3024 msg.fromGroup = false;// fromGroup; 3292 msg.fromGroup = false;// fromGroup;
3025 msg.offline = (byte)0; //offline; 3293 msg.offline = (byte)0; //offline;
3026 msg.ParentEstateID = 0; //ParentEstateID; 3294 msg.ParentEstateID = World.RegionInfo.EstateSettings.EstateID;
3027 msg.Position = Vector3.Zero;// new Vector3(m_host.AbsolutePosition); 3295 msg.Position = new Vector3(m_host.AbsolutePosition);
3028 msg.RegionID = World.RegionInfo.RegionID.Guid;//RegionID.Guid; 3296 msg.RegionID = World.RegionInfo.RegionID.Guid;
3029 msg.binaryBucket = new byte[0];// binaryBucket; 3297 msg.binaryBucket = Util.StringToBytes256(m_host.OwnerID.ToString());
3030 3298
3031 if (m_TransferModule != null) 3299 if (m_TransferModule != null)
3032 { 3300 {
@@ -3046,7 +3314,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3046 } 3314 }
3047 3315
3048 emailModule.SendEmail(m_host.UUID, address, subject, message); 3316 emailModule.SendEmail(m_host.UUID, address, subject, message);
3049 ScriptSleep(20000); 3317 ScriptSleep(15000);
3050 } 3318 }
3051 3319
3052 public void llGetNextEmail(string address, string subject) 3320 public void llGetNextEmail(string address, string subject)
@@ -3148,13 +3416,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3148 m_host.AddScriptLPS(1); 3416 m_host.AddScriptLPS(1);
3149 } 3417 }
3150 3418
3151 public void llRotLookAt(LSL_Rotation target, double strength, double damping)
3152 {
3153 m_host.AddScriptLPS(1);
3154 Quaternion rot = new Quaternion((float)target.x, (float)target.y, (float)target.z, (float)target.s);
3155 m_host.RotLookAt(rot, (float)strength, (float)damping);
3156 }
3157
3158 public LSL_Integer llStringLength(string str) 3419 public LSL_Integer llStringLength(string str)
3159 { 3420 {
3160 m_host.AddScriptLPS(1); 3421 m_host.AddScriptLPS(1);
@@ -3178,14 +3439,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3178 3439
3179 TaskInventoryItem item; 3440 TaskInventoryItem item;
3180 3441
3181 lock (m_host.TaskInventory) 3442 m_host.TaskInventory.LockItemsForRead(true);
3443 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
3182 { 3444 {
3183 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3445 m_host.TaskInventory.LockItemsForRead(false);
3184 return; 3446 return;
3185 else
3186 item = m_host.TaskInventory[InventorySelf()];
3187 } 3447 }
3188 3448 else
3449 {
3450 item = m_host.TaskInventory[InventorySelf()];
3451 }
3452 m_host.TaskInventory.LockItemsForRead(false);
3189 if (item.PermsGranter == UUID.Zero) 3453 if (item.PermsGranter == UUID.Zero)
3190 return; 3454 return;
3191 3455
@@ -3215,13 +3479,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3215 3479
3216 TaskInventoryItem item; 3480 TaskInventoryItem item;
3217 3481
3218 lock (m_host.TaskInventory) 3482 m_host.TaskInventory.LockItemsForRead(true);
3483 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
3219 { 3484 {
3220 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3485 m_host.TaskInventory.LockItemsForRead(false);
3221 return; 3486 return;
3222 else 3487 }
3223 item = m_host.TaskInventory[InventorySelf()]; 3488 else
3489 {
3490 item = m_host.TaskInventory[InventorySelf()];
3224 } 3491 }
3492 m_host.TaskInventory.LockItemsForRead(false);
3493
3225 3494
3226 if (item.PermsGranter == UUID.Zero) 3495 if (item.PermsGranter == UUID.Zero)
3227 return; 3496 return;
@@ -3298,10 +3567,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3298 3567
3299 TaskInventoryItem item; 3568 TaskInventoryItem item;
3300 3569
3301 lock (m_host.TaskInventory) 3570
3571 m_host.TaskInventory.LockItemsForRead(true);
3572 if (!m_host.TaskInventory.ContainsKey(invItemID))
3573 {
3574 m_host.TaskInventory.LockItemsForRead(false);
3575 return;
3576 }
3577 else
3302 { 3578 {
3303 item = m_host.TaskInventory[invItemID]; 3579 item = m_host.TaskInventory[invItemID];
3304 } 3580 }
3581 m_host.TaskInventory.LockItemsForRead(false);
3305 3582
3306 if (agentID == UUID.Zero || perm == 0) // Releasing permissions 3583 if (agentID == UUID.Zero || perm == 0) // Releasing permissions
3307 { 3584 {
@@ -3333,11 +3610,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3333 3610
3334 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms 3611 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms
3335 { 3612 {
3336 lock (m_host.TaskInventory) 3613 m_host.TaskInventory.LockItemsForWrite(true);
3337 { 3614 m_host.TaskInventory[invItemID].PermsGranter = agentID;
3338 m_host.TaskInventory[invItemID].PermsGranter = agentID; 3615 m_host.TaskInventory[invItemID].PermsMask = perm;
3339 m_host.TaskInventory[invItemID].PermsMask = perm; 3616 m_host.TaskInventory.LockItemsForWrite(false);
3340 }
3341 3617
3342 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams( 3618 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams(
3343 "run_time_permissions", new Object[] { 3619 "run_time_permissions", new Object[] {
@@ -3357,11 +3633,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3357 3633
3358 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms 3634 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms
3359 { 3635 {
3360 lock (m_host.TaskInventory) 3636 m_host.TaskInventory.LockItemsForWrite(true);
3361 { 3637 m_host.TaskInventory[invItemID].PermsGranter = agentID;
3362 m_host.TaskInventory[invItemID].PermsGranter = agentID; 3638 m_host.TaskInventory[invItemID].PermsMask = perm;
3363 m_host.TaskInventory[invItemID].PermsMask = perm; 3639 m_host.TaskInventory.LockItemsForWrite(false);
3364 }
3365 3640
3366 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams( 3641 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams(
3367 "run_time_permissions", new Object[] { 3642 "run_time_permissions", new Object[] {
@@ -3382,11 +3657,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3382 3657
3383 if (!m_waitingForScriptAnswer) 3658 if (!m_waitingForScriptAnswer)
3384 { 3659 {
3385 lock (m_host.TaskInventory) 3660 m_host.TaskInventory.LockItemsForWrite(true);
3386 { 3661 m_host.TaskInventory[invItemID].PermsGranter = agentID;
3387 m_host.TaskInventory[invItemID].PermsGranter = agentID; 3662 m_host.TaskInventory[invItemID].PermsMask = 0;
3388 m_host.TaskInventory[invItemID].PermsMask = 0; 3663 m_host.TaskInventory.LockItemsForWrite(false);
3389 }
3390 3664
3391 presence.ControllingClient.OnScriptAnswer += handleScriptAnswer; 3665 presence.ControllingClient.OnScriptAnswer += handleScriptAnswer;
3392 m_waitingForScriptAnswer=true; 3666 m_waitingForScriptAnswer=true;
@@ -3421,10 +3695,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3421 if ((answer & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) == 0) 3695 if ((answer & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) == 0)
3422 llReleaseControls(); 3696 llReleaseControls();
3423 3697
3424 lock (m_host.TaskInventory) 3698
3425 { 3699 m_host.TaskInventory.LockItemsForWrite(true);
3426 m_host.TaskInventory[invItemID].PermsMask = answer; 3700 m_host.TaskInventory[invItemID].PermsMask = answer;
3427 } 3701 m_host.TaskInventory.LockItemsForWrite(false);
3702
3428 3703
3429 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams( 3704 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams(
3430 "run_time_permissions", new Object[] { 3705 "run_time_permissions", new Object[] {
@@ -3436,16 +3711,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3436 { 3711 {
3437 m_host.AddScriptLPS(1); 3712 m_host.AddScriptLPS(1);
3438 3713
3439 lock (m_host.TaskInventory) 3714 m_host.TaskInventory.LockItemsForRead(true);
3715
3716 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
3440 { 3717 {
3441 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 3718 if (item.Type == 10 && item.ItemID == m_itemID)
3442 { 3719 {
3443 if (item.Type == 10 && item.ItemID == m_itemID) 3720 m_host.TaskInventory.LockItemsForRead(false);
3444 { 3721 return item.PermsGranter.ToString();
3445 return item.PermsGranter.ToString();
3446 }
3447 } 3722 }
3448 } 3723 }
3724 m_host.TaskInventory.LockItemsForRead(false);
3449 3725
3450 return UUID.Zero.ToString(); 3726 return UUID.Zero.ToString();
3451 } 3727 }
@@ -3454,19 +3730,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3454 { 3730 {
3455 m_host.AddScriptLPS(1); 3731 m_host.AddScriptLPS(1);
3456 3732
3457 lock (m_host.TaskInventory) 3733 m_host.TaskInventory.LockItemsForRead(true);
3734
3735 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
3458 { 3736 {
3459 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 3737 if (item.Type == 10 && item.ItemID == m_itemID)
3460 { 3738 {
3461 if (item.Type == 10 && item.ItemID == m_itemID) 3739 int perms = item.PermsMask;
3462 { 3740 if (m_automaticLinkPermission)
3463 int perms = item.PermsMask; 3741 perms |= ScriptBaseClass.PERMISSION_CHANGE_LINKS;
3464 if (m_automaticLinkPermission) 3742 m_host.TaskInventory.LockItemsForRead(false);
3465 perms |= ScriptBaseClass.PERMISSION_CHANGE_LINKS; 3743 return perms;
3466 return perms;
3467 }
3468 } 3744 }
3469 } 3745 }
3746 m_host.TaskInventory.LockItemsForRead(false);
3470 3747
3471 return 0; 3748 return 0;
3472 } 3749 }
@@ -3488,9 +3765,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3488 public void llSetLinkColor(int linknumber, LSL_Vector color, int face) 3765 public void llSetLinkColor(int linknumber, LSL_Vector color, int face)
3489 { 3766 {
3490 List<SceneObjectPart> parts = GetLinkParts(linknumber); 3767 List<SceneObjectPart> parts = GetLinkParts(linknumber);
3491 3768 if (parts.Count > 0)
3492 foreach (SceneObjectPart part in parts) 3769 {
3493 part.SetFaceColor(new Vector3((float)color.x, (float)color.y, (float)color.z), face); 3770 try
3771 {
3772 parts[0].ParentGroup.areUpdatesSuspended = true;
3773 foreach (SceneObjectPart part in parts)
3774 part.SetFaceColor(new Vector3((float)color.x, (float)color.y, (float)color.z), face);
3775 }
3776 finally
3777 {
3778 parts[0].ParentGroup.areUpdatesSuspended = false;
3779 }
3780 }
3494 } 3781 }
3495 3782
3496 public void llCreateLink(string target, int parent) 3783 public void llCreateLink(string target, int parent)
@@ -3499,11 +3786,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3499 UUID invItemID = InventorySelf(); 3786 UUID invItemID = InventorySelf();
3500 3787
3501 TaskInventoryItem item; 3788 TaskInventoryItem item;
3502 lock (m_host.TaskInventory) 3789 m_host.TaskInventory.LockItemsForRead(true);
3503 { 3790 item = m_host.TaskInventory[invItemID];
3504 item = m_host.TaskInventory[invItemID]; 3791 m_host.TaskInventory.LockItemsForRead(false);
3505 } 3792
3506
3507 if ((item.PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0 3793 if ((item.PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0
3508 && !m_automaticLinkPermission) 3794 && !m_automaticLinkPermission)
3509 { 3795 {
@@ -3556,16 +3842,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3556 m_host.AddScriptLPS(1); 3842 m_host.AddScriptLPS(1);
3557 UUID invItemID = InventorySelf(); 3843 UUID invItemID = InventorySelf();
3558 3844
3559 lock (m_host.TaskInventory) 3845 m_host.TaskInventory.LockItemsForRead(true);
3560 {
3561 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0 3846 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0
3562 && !m_automaticLinkPermission) 3847 && !m_automaticLinkPermission)
3563 { 3848 {
3564 ShoutError("Script trying to link but PERMISSION_CHANGE_LINKS permission not set!"); 3849 ShoutError("Script trying to link but PERMISSION_CHANGE_LINKS permission not set!");
3850 m_host.TaskInventory.LockItemsForRead(false);
3565 return; 3851 return;
3566 } 3852 }
3567 } 3853 m_host.TaskInventory.LockItemsForRead(false);
3568 3854
3569 if (linknum < ScriptBaseClass.LINK_THIS) 3855 if (linknum < ScriptBaseClass.LINK_THIS)
3570 return; 3856 return;
3571 3857
@@ -3604,10 +3890,22 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3604 // Restructuring Multiple Prims. 3890 // Restructuring Multiple Prims.
3605 List<SceneObjectPart> parts = new List<SceneObjectPart>(parentPrim.Children.Values); 3891 List<SceneObjectPart> parts = new List<SceneObjectPart>(parentPrim.Children.Values);
3606 parts.Remove(parentPrim.RootPart); 3892 parts.Remove(parentPrim.RootPart);
3607 foreach (SceneObjectPart part in parts) 3893 if (parts.Count > 0)
3608 { 3894 {
3609 parentPrim.DelinkFromGroup(part.LocalId, true); 3895 try
3896 {
3897 parts[0].ParentGroup.areUpdatesSuspended = true;
3898 foreach (SceneObjectPart part in parts)
3899 {
3900 parentPrim.DelinkFromGroup(part.LocalId, true);
3901 }
3902 }
3903 finally
3904 {
3905 parts[0].ParentGroup.areUpdatesSuspended = false;
3906 }
3610 } 3907 }
3908
3611 parentPrim.HasGroupChanged = true; 3909 parentPrim.HasGroupChanged = true;
3612 parentPrim.ScheduleGroupForFullUpdate(); 3910 parentPrim.ScheduleGroupForFullUpdate();
3613 parentPrim.TriggerScriptChangedEvent(Changed.LINK); 3911 parentPrim.TriggerScriptChangedEvent(Changed.LINK);
@@ -3616,11 +3914,22 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3616 { 3914 {
3617 SceneObjectPart newRoot = parts[0]; 3915 SceneObjectPart newRoot = parts[0];
3618 parts.Remove(newRoot); 3916 parts.Remove(newRoot);
3619 foreach (SceneObjectPart part in parts) 3917
3918 try
3620 { 3919 {
3621 part.UpdateFlag = 0; 3920 parts[0].ParentGroup.areUpdatesSuspended = true;
3622 newRoot.ParentGroup.LinkToGroup(part.ParentGroup); 3921 foreach (SceneObjectPart part in parts)
3922 {
3923 part.UpdateFlag = 0;
3924 newRoot.ParentGroup.LinkToGroup(part.ParentGroup);
3925 }
3623 } 3926 }
3927 finally
3928 {
3929 parts[0].ParentGroup.areUpdatesSuspended = false;
3930 }
3931
3932
3624 newRoot.ParentGroup.HasGroupChanged = true; 3933 newRoot.ParentGroup.HasGroupChanged = true;
3625 newRoot.ParentGroup.ScheduleGroupForFullUpdate(); 3934 newRoot.ParentGroup.ScheduleGroupForFullUpdate();
3626 } 3935 }
@@ -3646,11 +3955,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3646 3955
3647 List<SceneObjectPart> parts = new List<SceneObjectPart>(parentPrim.Children.Values); 3956 List<SceneObjectPart> parts = new List<SceneObjectPart>(parentPrim.Children.Values);
3648 parts.Remove(parentPrim.RootPart); 3957 parts.Remove(parentPrim.RootPart);
3649 3958 if (parts.Count > 0)
3650 foreach (SceneObjectPart part in parts)
3651 { 3959 {
3652 parentPrim.DelinkFromGroup(part.LocalId, true); 3960 try
3653 parentPrim.TriggerScriptChangedEvent(Changed.LINK); 3961 {
3962 parts[0].ParentGroup.areUpdatesSuspended = true;
3963 foreach (SceneObjectPart part in parts)
3964 {
3965 parentPrim.DelinkFromGroup(part.LocalId, true);
3966 parentPrim.TriggerScriptChangedEvent(Changed.LINK);
3967 }
3968 }
3969 finally
3970 {
3971 parts[0].ParentGroup.areUpdatesSuspended = false;
3972 }
3654 } 3973 }
3655 parentPrim.HasGroupChanged = true; 3974 parentPrim.HasGroupChanged = true;
3656 parentPrim.ScheduleGroupForFullUpdate(); 3975 parentPrim.ScheduleGroupForFullUpdate();
@@ -3742,17 +4061,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3742 m_host.AddScriptLPS(1); 4061 m_host.AddScriptLPS(1);
3743 int count = 0; 4062 int count = 0;
3744 4063
3745 lock (m_host.TaskInventory) 4064 m_host.TaskInventory.LockItemsForRead(true);
4065 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
3746 { 4066 {
3747 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 4067 if (inv.Value.Type == type || type == -1)
3748 { 4068 {
3749 if (inv.Value.Type == type || type == -1) 4069 count = count + 1;
3750 {
3751 count = count + 1;
3752 }
3753 } 4070 }
3754 } 4071 }
3755 4072
4073 m_host.TaskInventory.LockItemsForRead(false);
3756 return count; 4074 return count;
3757 } 4075 }
3758 4076
@@ -3761,16 +4079,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3761 m_host.AddScriptLPS(1); 4079 m_host.AddScriptLPS(1);
3762 ArrayList keys = new ArrayList(); 4080 ArrayList keys = new ArrayList();
3763 4081
3764 lock (m_host.TaskInventory) 4082 m_host.TaskInventory.LockItemsForRead(true);
4083 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
3765 { 4084 {
3766 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 4085 if (inv.Value.Type == type || type == -1)
3767 { 4086 {
3768 if (inv.Value.Type == type || type == -1) 4087 keys.Add(inv.Value.Name);
3769 {
3770 keys.Add(inv.Value.Name);
3771 }
3772 } 4088 }
3773 } 4089 }
4090 m_host.TaskInventory.LockItemsForRead(false);
3774 4091
3775 if (keys.Count == 0) 4092 if (keys.Count == 0)
3776 { 4093 {
@@ -3807,20 +4124,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3807 } 4124 }
3808 4125
3809 // move the first object found with this inventory name 4126 // move the first object found with this inventory name
3810 lock (m_host.TaskInventory) 4127 m_host.TaskInventory.LockItemsForRead(true);
4128 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
3811 { 4129 {
3812 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 4130 if (inv.Value.Name == inventory)
3813 { 4131 {
3814 if (inv.Value.Name == inventory) 4132 found = true;
3815 { 4133 objId = inv.Key;
3816 found = true; 4134 assetType = inv.Value.Type;
3817 objId = inv.Key; 4135 objName = inv.Value.Name;
3818 assetType = inv.Value.Type; 4136 break;
3819 objName = inv.Value.Name;
3820 break;
3821 }
3822 } 4137 }
3823 } 4138 }
4139 m_host.TaskInventory.LockItemsForRead(false);
3824 4140
3825 if (!found) 4141 if (!found)
3826 { 4142 {
@@ -3828,9 +4144,30 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3828 throw new Exception(String.Format("The inventory object '{0}' could not be found", inventory)); 4144 throw new Exception(String.Format("The inventory object '{0}' could not be found", inventory));
3829 } 4145 }
3830 4146
3831 // check if destination is an avatar 4147 // check if destination is an object
3832 if (World.GetScenePresence(destId) != null) 4148 if (World.GetSceneObjectPart(destId) != null)
4149 {
4150 // destination is an object
4151 World.MoveTaskInventoryItem(destId, m_host, objId);
4152 }
4153 else
3833 { 4154 {
4155 ScenePresence presence = World.GetScenePresence(destId);
4156
4157 if (presence == null)
4158 {
4159 UserAccount account =
4160 World.UserAccountService.GetUserAccount(
4161 World.RegionInfo.ScopeID,
4162 destId);
4163
4164 if (account == null)
4165 {
4166 llSay(0, "Can't find destination "+destId.ToString());
4167 return;
4168 }
4169 }
4170
3834 // destination is an avatar 4171 // destination is an avatar
3835 InventoryItemBase agentItem = 4172 InventoryItemBase agentItem =
3836 World.MoveTaskInventoryItem(destId, UUID.Zero, m_host, objId); 4173 World.MoveTaskInventoryItem(destId, UUID.Zero, m_host, objId);
@@ -3840,7 +4177,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3840 4177
3841 byte[] bucket = new byte[17]; 4178 byte[] bucket = new byte[17];
3842 bucket[0] = (byte)assetType; 4179 bucket[0] = (byte)assetType;
3843 byte[] objBytes = objId.GetBytes(); 4180 byte[] objBytes = agentItem.ID.GetBytes();
3844 Array.Copy(objBytes, 0, bucket, 1, 16); 4181 Array.Copy(objBytes, 0, bucket, 1, 16);
3845 4182
3846 Console.WriteLine("Giving inventory"); 4183 Console.WriteLine("Giving inventory");
@@ -3856,33 +4193,32 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3856 4193
3857 if (m_TransferModule != null) 4194 if (m_TransferModule != null)
3858 m_TransferModule.SendInstantMessage(msg, delegate(bool success) {}); 4195 m_TransferModule.SendInstantMessage(msg, delegate(bool success) {});
4196
4197 //This delay should only occur when giving inventory to avatars.
4198 ScriptSleep(3000);
3859 } 4199 }
3860 else
3861 {
3862 // destination is an object
3863 World.MoveTaskInventoryItem(destId, m_host, objId);
3864 }
3865 ScriptSleep(3000);
3866 } 4200 }
3867 4201
4202 [DebuggerNonUserCode]
3868 public void llRemoveInventory(string name) 4203 public void llRemoveInventory(string name)
3869 { 4204 {
3870 m_host.AddScriptLPS(1); 4205 m_host.AddScriptLPS(1);
3871 4206
3872 lock (m_host.TaskInventory) 4207 m_host.TaskInventory.LockItemsForRead(true);
4208 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
3873 { 4209 {
3874 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 4210 if (item.Name == name)
3875 { 4211 {
3876 if (item.Name == name) 4212 if (item.ItemID == m_itemID)
3877 { 4213 throw new ScriptDeleteException();
3878 if (item.ItemID == m_itemID) 4214 else
3879 throw new ScriptDeleteException(); 4215 m_host.Inventory.RemoveInventoryItem(item.ItemID);
3880 else 4216
3881 m_host.Inventory.RemoveInventoryItem(item.ItemID); 4217 m_host.TaskInventory.LockItemsForRead(false);
3882 return; 4218 return;
3883 }
3884 } 4219 }
3885 } 4220 }
4221 m_host.TaskInventory.LockItemsForRead(false);
3886 } 4222 }
3887 4223
3888 public void llSetText(string text, LSL_Vector color, double alpha) 4224 public void llSetText(string text, LSL_Vector color, double alpha)
@@ -3918,22 +4254,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3918 UUID uuid = (UUID)id; 4254 UUID uuid = (UUID)id;
3919 4255
3920 UserAccount account = World.UserAccountService.GetUserAccount(World.RegionInfo.ScopeID, uuid); 4256 UserAccount account = World.UserAccountService.GetUserAccount(World.RegionInfo.ScopeID, uuid);
4257 if (account == null)
4258 return UUID.Zero.ToString();
4259
3921 4260
3922 PresenceInfo pinfo = null; 4261 PresenceInfo pinfo = null;
3923 PresenceInfo[] pinfos = World.PresenceService.GetAgents(new string[] { uuid.ToString() }); 4262 PresenceInfo[] pinfos = World.PresenceService.GetAgents(new string[] { uuid.ToString() });
3924 if (pinfos != null && pinfos.Length > 0) 4263 if (pinfos != null && pinfos.Length > 0)
3925 pinfo = pinfos[0]; 4264 pinfo = pinfos[0];
3926 4265
3927 if (pinfo == null)
3928 return UUID.Zero.ToString();
3929
3930 string reply = String.Empty; 4266 string reply = String.Empty;
3931 4267
3932 switch (data) 4268 switch (data)
3933 { 4269 {
3934 case 1: // DATA_ONLINE (0|1) 4270 case 1: // DATA_ONLINE (0|1)
3935 // TODO: implement fetching of this information 4271 if (pinfo != null && pinfo.RegionID != UUID.Zero)
3936 if (pinfo != null)
3937 reply = "1"; 4272 reply = "1";
3938 else 4273 else
3939 reply = "0"; 4274 reply = "0";
@@ -3973,6 +4308,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3973 { 4308 {
3974 m_host.AddScriptLPS(1); 4309 m_host.AddScriptLPS(1);
3975 4310
4311 //Clone is thread safe
3976 TaskInventoryDictionary itemDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone(); 4312 TaskInventoryDictionary itemDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
3977 4313
3978 foreach (TaskInventoryItem item in itemDictionary.Values) 4314 foreach (TaskInventoryItem item in itemDictionary.Values)
@@ -4026,6 +4362,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4026 ScenePresence presence = World.GetScenePresence(agentId); 4362 ScenePresence presence = World.GetScenePresence(agentId);
4027 if (presence != null) 4363 if (presence != null)
4028 { 4364 {
4365 // agent must not be a god
4366 if (presence.GodLevel >= 200) return;
4367
4029 // agent must be over the owners land 4368 // agent must be over the owners land
4030 if (m_host.OwnerID == World.LandChannel.GetLandObject( 4369 if (m_host.OwnerID == World.LandChannel.GetLandObject(
4031 presence.AbsolutePosition.X, presence.AbsolutePosition.Y).LandData.OwnerID) 4370 presence.AbsolutePosition.X, presence.AbsolutePosition.Y).LandData.OwnerID)
@@ -4086,17 +4425,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4086 UUID soundId = UUID.Zero; 4425 UUID soundId = UUID.Zero;
4087 if (!UUID.TryParse(impact_sound, out soundId)) 4426 if (!UUID.TryParse(impact_sound, out soundId))
4088 { 4427 {
4089 lock (m_host.TaskInventory) 4428 m_host.TaskInventory.LockItemsForRead(true);
4429 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
4090 { 4430 {
4091 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 4431 if (item.Type == (int)AssetType.Sound && item.Name == impact_sound)
4092 { 4432 {
4093 if (item.Type == (int)AssetType.Sound && item.Name == impact_sound) 4433 soundId = item.AssetID;
4094 { 4434 break;
4095 soundId = item.AssetID;
4096 break;
4097 }
4098 } 4435 }
4099 } 4436 }
4437 m_host.TaskInventory.LockItemsForRead(false);
4100 } 4438 }
4101 m_host.CollisionSound = soundId; 4439 m_host.CollisionSound = soundId;
4102 m_host.CollisionSoundVolume = (float)impact_volume; 4440 m_host.CollisionSoundVolume = (float)impact_volume;
@@ -4142,6 +4480,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4142 UUID partItemID; 4480 UUID partItemID;
4143 foreach (SceneObjectPart part in parts) 4481 foreach (SceneObjectPart part in parts)
4144 { 4482 {
4483 //Clone is thread safe
4145 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)part.TaskInventory.Clone(); 4484 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)part.TaskInventory.Clone();
4146 4485
4147 foreach (TaskInventoryItem item in itemsDictionary.Values) 4486 foreach (TaskInventoryItem item in itemsDictionary.Values)
@@ -4356,17 +4695,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4356 4695
4357 m_host.AddScriptLPS(1); 4696 m_host.AddScriptLPS(1);
4358 4697
4359 lock (m_host.TaskInventory) 4698 m_host.TaskInventory.LockItemsForRead(true);
4699 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
4360 { 4700 {
4361 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 4701 if (item.Type == 10 && item.ItemID == m_itemID)
4362 { 4702 {
4363 if (item.Type == 10 && item.ItemID == m_itemID) 4703 result = item.Name!=null?item.Name:String.Empty;
4364 { 4704 break;
4365 result = item.Name != null ? item.Name : String.Empty;
4366 break;
4367 }
4368 } 4705 }
4369 } 4706 }
4707 m_host.TaskInventory.LockItemsForRead(false);
4370 4708
4371 return result; 4709 return result;
4372 } 4710 }
@@ -4519,23 +4857,24 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4519 { 4857 {
4520 m_host.AddScriptLPS(1); 4858 m_host.AddScriptLPS(1);
4521 4859
4522 lock (m_host.TaskInventory) 4860 m_host.TaskInventory.LockItemsForRead(true);
4861 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
4523 { 4862 {
4524 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 4863 if (inv.Value.Name == name)
4525 { 4864 {
4526 if (inv.Value.Name == name) 4865 if ((inv.Value.CurrentPermissions & (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify)) == (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify))
4527 { 4866 {
4528 if ((inv.Value.CurrentPermissions & (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify)) == (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify)) 4867 m_host.TaskInventory.LockItemsForRead(false);
4529 { 4868 return inv.Value.AssetID.ToString();
4530 return inv.Value.AssetID.ToString(); 4869 }
4531 } 4870 else
4532 else 4871 {
4533 { 4872 m_host.TaskInventory.LockItemsForRead(false);
4534 return UUID.Zero.ToString(); 4873 return UUID.Zero.ToString();
4535 }
4536 } 4874 }
4537 } 4875 }
4538 } 4876 }
4877 m_host.TaskInventory.LockItemsForRead(false);
4539 4878
4540 return UUID.Zero.ToString(); 4879 return UUID.Zero.ToString();
4541 } 4880 }
@@ -4688,14 +5027,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4688 { 5027 {
4689 m_host.AddScriptLPS(1); 5028 m_host.AddScriptLPS(1);
4690 5029
4691 if (src == null) 5030 return src.Length;
4692 {
4693 return 0;
4694 }
4695 else
4696 {
4697 return src.Length;
4698 }
4699 } 5031 }
4700 5032
4701 public LSL_Integer llList2Integer(LSL_List src, int index) 5033 public LSL_Integer llList2Integer(LSL_List src, int index)
@@ -5471,10 +5803,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5471 m_host.AddScriptLPS(1); 5803 m_host.AddScriptLPS(1);
5472 5804
5473 List<SceneObjectPart> parts = GetLinkParts(linknumber); 5805 List<SceneObjectPart> parts = GetLinkParts(linknumber);
5474 5806 if (parts.Count > 0)
5475 foreach (var part in parts)
5476 { 5807 {
5477 SetTextureAnim(part, mode, face, sizex, sizey, start, length, rate); 5808 try
5809 {
5810 parts[0].ParentGroup.areUpdatesSuspended = true;
5811 foreach (var part in parts)
5812 {
5813 SetTextureAnim(part, mode, face, sizex, sizey, start, length, rate);
5814 }
5815 }
5816 finally
5817 {
5818 parts[0].ParentGroup.areUpdatesSuspended = false;
5819 }
5478 } 5820 }
5479 } 5821 }
5480 5822
@@ -5530,74 +5872,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5530 5872
5531 public LSL_List llParseString2List(string str, LSL_List separators, LSL_List in_spacers) 5873 public LSL_List llParseString2List(string str, LSL_List separators, LSL_List in_spacers)
5532 { 5874 {
5533 m_host.AddScriptLPS(1); 5875 return ParseString2List(str, separators, in_spacers, false);
5534 LSL_List ret = new LSL_List();
5535 LSL_List spacers = new LSL_List();
5536 if (in_spacers.Length > 0 && separators.Length > 0)
5537 {
5538 for (int i = 0; i < in_spacers.Length; i++)
5539 {
5540 object s = in_spacers.Data[i];
5541 for (int j = 0; j < separators.Length; j++)
5542 {
5543 if (separators.Data[j].ToString() == s.ToString())
5544 {
5545 s = null;
5546 break;
5547 }
5548 }
5549 if (s != null)
5550 {
5551 spacers.Add(s);
5552 }
5553 }
5554 }
5555 object[] delimiters = new object[separators.Length + spacers.Length];
5556 separators.Data.CopyTo(delimiters, 0);
5557 spacers.Data.CopyTo(delimiters, separators.Length);
5558 bool dfound = false;
5559 do
5560 {
5561 dfound = false;
5562 int cindex = -1;
5563 string cdeli = "";
5564 for (int i = 0; i < delimiters.Length; i++)
5565 {
5566 int index = str.IndexOf(delimiters[i].ToString());
5567 bool found = index != -1;
5568 if (found && String.Empty != delimiters[i].ToString())
5569 {
5570 if ((cindex > index) || (cindex == -1))
5571 {
5572 cindex = index;
5573 cdeli = delimiters[i].ToString();
5574 }
5575 dfound = dfound || found;
5576 }
5577 }
5578 if (cindex != -1)
5579 {
5580 if (cindex > 0)
5581 {
5582 ret.Add(new LSL_String(str.Substring(0, cindex)));
5583 }
5584 // Cannot use spacers.Contains() because spacers may be either type String or LSLString
5585 for (int j = 0; j < spacers.Length; j++)
5586 {
5587 if (spacers.Data[j].ToString() == cdeli)
5588 {
5589 ret.Add(new LSL_String(cdeli));
5590 break;
5591 }
5592 }
5593 str = str.Substring(cindex + cdeli.Length);
5594 }
5595 } while (dfound);
5596 if (str != "")
5597 {
5598 ret.Add(new LSL_String(str));
5599 }
5600 return ret;
5601 } 5876 }
5602 5877
5603 public LSL_Integer llOverMyLand(string id) 5878 public LSL_Integer llOverMyLand(string id)
@@ -6073,6 +6348,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6073 prules.OuterAngle = (float)tempf; 6348 prules.OuterAngle = (float)tempf;
6074 prules.PartFlags |= 0x02; // Set new angle format. 6349 prules.PartFlags |= 0x02; // Set new angle format.
6075 break; 6350 break;
6351
6352 case (int)ScriptBaseClass.PSYS_SRC_INNERANGLE:
6353 tempf = (float)rules.GetLSLFloatItem(i + 1);
6354 prules.InnerAngle = (float)tempf;
6355 break;
6356
6357 case (int)ScriptBaseClass.PSYS_SRC_OUTERANGLE:
6358 tempf = (float)rules.GetLSLFloatItem(i + 1);
6359 prules.OuterAngle = (float)tempf;
6360 break;
6076 } 6361 }
6077 6362
6078 } 6363 }
@@ -6111,14 +6396,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6111 6396
6112 protected UUID GetTaskInventoryItem(string name) 6397 protected UUID GetTaskInventoryItem(string name)
6113 { 6398 {
6114 lock (m_host.TaskInventory) 6399 m_host.TaskInventory.LockItemsForRead(true);
6400 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
6115 { 6401 {
6116 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 6402 if (inv.Value.Name == name)
6117 { 6403 {
6118 if (inv.Value.Name == name) 6404 m_host.TaskInventory.LockItemsForRead(false);
6119 return inv.Key; 6405 return inv.Key;
6120 } 6406 }
6121 } 6407 }
6408 m_host.TaskInventory.LockItemsForRead(false);
6122 6409
6123 return UUID.Zero; 6410 return UUID.Zero;
6124 } 6411 }
@@ -6446,22 +6733,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6446 } 6733 }
6447 6734
6448 // copy the first script found with this inventory name 6735 // copy the first script found with this inventory name
6449 lock (m_host.TaskInventory) 6736 m_host.TaskInventory.LockItemsForRead(true);
6737 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
6450 { 6738 {
6451 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 6739 if (inv.Value.Name == name)
6452 { 6740 {
6453 if (inv.Value.Name == name) 6741 // make sure the object is a script
6742 if (10 == inv.Value.Type)
6454 { 6743 {
6455 // make sure the object is a script 6744 found = true;
6456 if (10 == inv.Value.Type) 6745 srcId = inv.Key;
6457 { 6746 break;
6458 found = true;
6459 srcId = inv.Key;
6460 break;
6461 }
6462 } 6747 }
6463 } 6748 }
6464 } 6749 }
6750 m_host.TaskInventory.LockItemsForRead(false);
6465 6751
6466 if (!found) 6752 if (!found)
6467 { 6753 {
@@ -6545,6 +6831,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6545 protected ObjectShapePacket.ObjectDataBlock SetPrimitiveBlockShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist) 6831 protected ObjectShapePacket.ObjectDataBlock SetPrimitiveBlockShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist)
6546 { 6832 {
6547 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock(); 6833 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock();
6834 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
6835 return shapeBlock;
6548 6836
6549 if (holeshape != (int)ScriptBaseClass.PRIM_HOLE_DEFAULT && 6837 if (holeshape != (int)ScriptBaseClass.PRIM_HOLE_DEFAULT &&
6550 holeshape != (int)ScriptBaseClass.PRIM_HOLE_CIRCLE && 6838 holeshape != (int)ScriptBaseClass.PRIM_HOLE_CIRCLE &&
@@ -6620,6 +6908,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6620 6908
6621 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector taper_b, LSL_Vector topshear, byte fudge) 6909 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector taper_b, LSL_Vector topshear, byte fudge)
6622 { 6910 {
6911 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
6912 return;
6913
6623 ObjectShapePacket.ObjectDataBlock shapeBlock; 6914 ObjectShapePacket.ObjectDataBlock shapeBlock;
6624 6915
6625 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist); 6916 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist);
@@ -6669,6 +6960,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6669 6960
6670 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector dimple, byte fudge) 6961 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector dimple, byte fudge)
6671 { 6962 {
6963 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
6964 return;
6965
6672 ObjectShapePacket.ObjectDataBlock shapeBlock; 6966 ObjectShapePacket.ObjectDataBlock shapeBlock;
6673 6967
6674 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist); 6968 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist);
@@ -6711,6 +7005,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6711 7005
6712 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector holesize, LSL_Vector topshear, LSL_Vector profilecut, LSL_Vector taper_a, float revolutions, float radiusoffset, float skew, byte fudge) 7006 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector holesize, LSL_Vector topshear, LSL_Vector profilecut, LSL_Vector taper_a, float revolutions, float radiusoffset, float skew, byte fudge)
6713 { 7007 {
7008 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7009 return;
7010
6714 ObjectShapePacket.ObjectDataBlock shapeBlock; 7011 ObjectShapePacket.ObjectDataBlock shapeBlock;
6715 7012
6716 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist); 7013 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist);
@@ -6837,6 +7134,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6837 7134
6838 protected void SetPrimitiveShapeParams(SceneObjectPart part, string map, int type) 7135 protected void SetPrimitiveShapeParams(SceneObjectPart part, string map, int type)
6839 { 7136 {
7137 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7138 return;
7139
6840 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock(); 7140 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock();
6841 UUID sculptId; 7141 UUID sculptId;
6842 7142
@@ -6852,13 +7152,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6852 shapeBlock.PathScaleX = 100; 7152 shapeBlock.PathScaleX = 100;
6853 shapeBlock.PathScaleY = 150; 7153 shapeBlock.PathScaleY = 150;
6854 7154
6855 if (type != (int)ScriptBaseClass.PRIM_SCULPT_TYPE_CYLINDER && 7155 if ((type & (int)ScriptBaseClass.PRIM_SCULPT_TYPE_CYLINDER) == 0 &&
6856 type != (int)ScriptBaseClass.PRIM_SCULPT_TYPE_PLANE && 7156 (type & (int)ScriptBaseClass.PRIM_SCULPT_TYPE_PLANE) == 0 &&
6857 type != (int)ScriptBaseClass.PRIM_SCULPT_TYPE_SPHERE && 7157 (type & (int)ScriptBaseClass.PRIM_SCULPT_TYPE_SPHERE) == 0 &&
6858 type != (int)ScriptBaseClass.PRIM_SCULPT_TYPE_TORUS) 7158 (type & (int)ScriptBaseClass.PRIM_SCULPT_TYPE_TORUS) == 0)
6859 { 7159 {
6860 // default 7160 // default
6861 type = (int)ScriptBaseClass.PRIM_SCULPT_TYPE_SPHERE; 7161 type = type | (int)ScriptBaseClass.PRIM_SCULPT_TYPE_SPHERE;
6862 } 7162 }
6863 7163
6864 // retain pathcurve 7164 // retain pathcurve
@@ -6877,12 +7177,28 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6877 7177
6878 public void llSetLinkPrimitiveParams(int linknumber, LSL_List rules) 7178 public void llSetLinkPrimitiveParams(int linknumber, LSL_List rules)
6879 { 7179 {
6880 m_host.AddScriptLPS(1); 7180 m_host.AddScriptLPS(1);
6881 7181
6882 List<SceneObjectPart> parts = GetLinkParts(linknumber); 7182 List<SceneObjectPart> parts = GetLinkParts(linknumber);
6883 7183 List<ScenePresence> avatars = GetLinkAvatars(linknumber);
6884 foreach (SceneObjectPart part in parts) 7184 if (parts.Count>0)
6885 SetPrimParams(part, rules); 7185 {
7186 try
7187 {
7188 parts[0].ParentGroup.areUpdatesSuspended = true;
7189 foreach (SceneObjectPart part in parts)
7190 SetPrimParams(part, rules);
7191 }
7192 finally
7193 {
7194 parts[0].ParentGroup.areUpdatesSuspended = false;
7195 }
7196 }
7197 if (avatars.Count > 0)
7198 {
7199 foreach (ScenePresence avatar in avatars)
7200 SetPrimParams(avatar, rules);
7201 }
6886 } 7202 }
6887 7203
6888 public void llSetLinkPrimitiveParamsFast(int linknumber, LSL_List rules) 7204 public void llSetLinkPrimitiveParamsFast(int linknumber, LSL_List rules)
@@ -6890,8 +7206,51 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6890 llSetLinkPrimitiveParams(linknumber, rules); 7206 llSetLinkPrimitiveParams(linknumber, rules);
6891 } 7207 }
6892 7208
7209 protected void SetPrimParams(ScenePresence av, LSL_List rules)
7210 {
7211 //This is a special version of SetPrimParams to deal with avatars which are sat on the linkset.
7212 //We only support PRIM_POSITION and PRIM_ROTATION
7213
7214 int idx = 0;
7215
7216 while (idx < rules.Length)
7217 {
7218 int code = rules.GetLSLIntegerItem(idx++);
7219
7220 int remain = rules.Length - idx;
7221
7222
7223
7224 switch (code)
7225 {
7226 case (int)ScriptBaseClass.PRIM_POSITION:
7227 if (remain < 1)
7228 return;
7229 LSL_Vector v;
7230 v = rules.GetVector3Item(idx++);
7231 av.OffsetPosition = new Vector3((float)v.x, (float)v.y, (float)v.z);
7232 av.SendFullUpdateToAllClients();
7233
7234 break;
7235
7236 case (int)ScriptBaseClass.PRIM_ROTATION:
7237 if (remain < 1)
7238 return;
7239 LSL_Rotation r;
7240 r = rules.GetQuaternionItem(idx++);
7241 av.OffsetRotation = new Quaternion((float)r.x, (float)r.y, (float)r.z, (float)r.s);
7242 av.SendFullUpdateToAllClients();
7243 break;
7244 }
7245 }
7246
7247 }
7248
6893 protected void SetPrimParams(SceneObjectPart part, LSL_List rules) 7249 protected void SetPrimParams(SceneObjectPart part, LSL_List rules)
6894 { 7250 {
7251 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7252 return;
7253
6895 int idx = 0; 7254 int idx = 0;
6896 7255
6897 while (idx < rules.Length) 7256 while (idx < rules.Length)
@@ -7723,24 +8082,95 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7723 break; 8082 break;
7724 8083
7725 case (int)ScriptBaseClass.PRIM_BUMP_SHINY: 8084 case (int)ScriptBaseClass.PRIM_BUMP_SHINY:
7726 // TODO--------------
7727 if (remain < 1) 8085 if (remain < 1)
7728 return res; 8086 return res;
8087 face = (int)rules.GetLSLIntegerItem(idx++);
7729 8088
7730 face=(int)rules.GetLSLIntegerItem(idx++); 8089 tex = part.Shape.Textures;
7731 8090 int shiny;
7732 res.Add(new LSL_Integer(0)); 8091 if (face == ScriptBaseClass.ALL_SIDES)
7733 res.Add(new LSL_Integer(0)); 8092 {
8093 for (face = 0; face < GetNumberOfSides(part); face++)
8094 {
8095 Shininess shinyness = tex.GetFace((uint)face).Shiny;
8096 if (shinyness == Shininess.High)
8097 {
8098 shiny = ScriptBaseClass.PRIM_SHINY_HIGH;
8099 }
8100 else if (shinyness == Shininess.Medium)
8101 {
8102 shiny = ScriptBaseClass.PRIM_SHINY_MEDIUM;
8103 }
8104 else if (shinyness == Shininess.Low)
8105 {
8106 shiny = ScriptBaseClass.PRIM_SHINY_LOW;
8107 }
8108 else
8109 {
8110 shiny = ScriptBaseClass.PRIM_SHINY_NONE;
8111 }
8112 res.Add(new LSL_Integer(shiny));
8113 res.Add(new LSL_Integer((int)tex.GetFace((uint)face).Bump));
8114 }
8115 }
8116 else
8117 {
8118 Shininess shinyness = tex.GetFace((uint)face).Shiny;
8119 if (shinyness == Shininess.High)
8120 {
8121 shiny = ScriptBaseClass.PRIM_SHINY_HIGH;
8122 }
8123 else if (shinyness == Shininess.Medium)
8124 {
8125 shiny = ScriptBaseClass.PRIM_SHINY_MEDIUM;
8126 }
8127 else if (shinyness == Shininess.Low)
8128 {
8129 shiny = ScriptBaseClass.PRIM_SHINY_LOW;
8130 }
8131 else
8132 {
8133 shiny = ScriptBaseClass.PRIM_SHINY_NONE;
8134 }
8135 res.Add(new LSL_Integer(shiny));
8136 res.Add(new LSL_Integer((int)tex.GetFace((uint)face).Bump));
8137 }
7734 break; 8138 break;
7735 8139
7736 case (int)ScriptBaseClass.PRIM_FULLBRIGHT: 8140 case (int)ScriptBaseClass.PRIM_FULLBRIGHT:
7737 // TODO--------------
7738 if (remain < 1) 8141 if (remain < 1)
7739 return res; 8142 return res;
8143 face = (int)rules.GetLSLIntegerItem(idx++);
7740 8144
7741 face=(int)rules.GetLSLIntegerItem(idx++); 8145 tex = part.Shape.Textures;
7742 8146 int fullbright;
7743 res.Add(new LSL_Integer(0)); 8147 if (face == ScriptBaseClass.ALL_SIDES)
8148 {
8149 for (face = 0; face < GetNumberOfSides(part); face++)
8150 {
8151 if (tex.GetFace((uint)face).Fullbright == true)
8152 {
8153 fullbright = ScriptBaseClass.TRUE;
8154 }
8155 else
8156 {
8157 fullbright = ScriptBaseClass.FALSE;
8158 }
8159 res.Add(new LSL_Integer(fullbright));
8160 }
8161 }
8162 else
8163 {
8164 if (tex.GetFace((uint)face).Fullbright == true)
8165 {
8166 fullbright = ScriptBaseClass.TRUE;
8167 }
8168 else
8169 {
8170 fullbright = ScriptBaseClass.FALSE;
8171 }
8172 res.Add(new LSL_Integer(fullbright));
8173 }
7744 break; 8174 break;
7745 8175
7746 case (int)ScriptBaseClass.PRIM_FLEXIBLE: 8176 case (int)ScriptBaseClass.PRIM_FLEXIBLE:
@@ -7761,14 +8191,37 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7761 break; 8191 break;
7762 8192
7763 case (int)ScriptBaseClass.PRIM_TEXGEN: 8193 case (int)ScriptBaseClass.PRIM_TEXGEN:
7764 // TODO--------------
7765 // (PRIM_TEXGEN_DEFAULT, PRIM_TEXGEN_PLANAR) 8194 // (PRIM_TEXGEN_DEFAULT, PRIM_TEXGEN_PLANAR)
7766 if (remain < 1) 8195 if (remain < 1)
7767 return res; 8196 return res;
8197 face = (int)rules.GetLSLIntegerItem(idx++);
7768 8198
7769 face=(int)rules.GetLSLIntegerItem(idx++); 8199 tex = part.Shape.Textures;
7770 8200 if (face == ScriptBaseClass.ALL_SIDES)
7771 res.Add(new LSL_Integer(0)); 8201 {
8202 for (face = 0; face < GetNumberOfSides(part); face++)
8203 {
8204 if (tex.GetFace((uint)face).TexMapType == MappingType.Planar)
8205 {
8206 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_PLANAR));
8207 }
8208 else
8209 {
8210 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_DEFAULT));
8211 }
8212 }
8213 }
8214 else
8215 {
8216 if (tex.GetFace((uint)face).TexMapType == MappingType.Planar)
8217 {
8218 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_PLANAR));
8219 }
8220 else
8221 {
8222 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_DEFAULT));
8223 }
8224 }
7772 break; 8225 break;
7773 8226
7774 case (int)ScriptBaseClass.PRIM_POINT_LIGHT: 8227 case (int)ScriptBaseClass.PRIM_POINT_LIGHT:
@@ -7787,13 +8240,25 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7787 break; 8240 break;
7788 8241
7789 case (int)ScriptBaseClass.PRIM_GLOW: 8242 case (int)ScriptBaseClass.PRIM_GLOW:
7790 // TODO--------------
7791 if (remain < 1) 8243 if (remain < 1)
7792 return res; 8244 return res;
8245 face = (int)rules.GetLSLIntegerItem(idx++);
7793 8246
7794 face=(int)rules.GetLSLIntegerItem(idx++); 8247 tex = part.Shape.Textures;
7795 8248 float primglow;
7796 res.Add(new LSL_Float(0)); 8249 if (face == ScriptBaseClass.ALL_SIDES)
8250 {
8251 for (face = 0; face < GetNumberOfSides(part); face++)
8252 {
8253 primglow = tex.GetFace((uint)face).Glow;
8254 res.Add(new LSL_Float(primglow));
8255 }
8256 }
8257 else
8258 {
8259 primglow = tex.GetFace((uint)face).Glow;
8260 res.Add(new LSL_Float(primglow));
8261 }
7797 break; 8262 break;
7798 case (int)ScriptBaseClass.PRIM_TEXT: 8263 case (int)ScriptBaseClass.PRIM_TEXT:
7799 Color4 textColor = part.GetTextColor(); 8264 Color4 textColor = part.GetTextColor();
@@ -8099,8 +8564,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8099 // The function returns an ordered list 8564 // The function returns an ordered list
8100 // representing the tokens found in the supplied 8565 // representing the tokens found in the supplied
8101 // sources string. If two successive tokenizers 8566 // sources string. If two successive tokenizers
8102 // are encountered, then a NULL entry is added 8567 // are encountered, then a null-string entry is
8103 // to the list. 8568 // added to the list.
8104 // 8569 //
8105 // It is a precondition that the source and 8570 // It is a precondition that the source and
8106 // toekizer lisst are non-null. If they are null, 8571 // toekizer lisst are non-null. If they are null,
@@ -8108,7 +8573,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8108 // while their lengths are being determined. 8573 // while their lengths are being determined.
8109 // 8574 //
8110 // A small amount of working memoryis required 8575 // A small amount of working memoryis required
8111 // of approximately 8*#tokenizers. 8576 // of approximately 8*#tokenizers + 8*srcstrlen.
8112 // 8577 //
8113 // There are many ways in which this function 8578 // There are many ways in which this function
8114 // can be implemented, this implementation is 8579 // can be implemented, this implementation is
@@ -8124,136 +8589,111 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8124 // and eliminates redundant tokenizers as soon 8589 // and eliminates redundant tokenizers as soon
8125 // as is possible. 8590 // as is possible.
8126 // 8591 //
8127 // The implementation tries to avoid any copying 8592 // The implementation tries to minimize temporary
8128 // of arrays or other objects. 8593 // garbage generation.
8129 // </remarks> 8594 // </remarks>
8130 8595
8131 public LSL_List llParseStringKeepNulls(string src, LSL_List separators, LSL_List spacers) 8596 public LSL_List llParseStringKeepNulls(string src, LSL_List separators, LSL_List spacers)
8132 { 8597 {
8133 int beginning = 0; 8598 return ParseString2List(src, separators, spacers, true);
8134 int srclen = src.Length; 8599 }
8135 int seplen = separators.Length;
8136 object[] separray = separators.Data;
8137 int spclen = spacers.Length;
8138 object[] spcarray = spacers.Data;
8139 int mlen = seplen+spclen;
8140
8141 int[] offset = new int[mlen+1];
8142 bool[] active = new bool[mlen];
8143 8600
8144 int best; 8601 private LSL_List ParseString2List(string src, LSL_List separators, LSL_List spacers, bool keepNulls)
8145 int j; 8602 {
8603 int srclen = src.Length;
8604 int seplen = separators.Length;
8605 object[] separray = separators.Data;
8606 int spclen = spacers.Length;
8607 object[] spcarray = spacers.Data;
8608 int dellen = 0;
8609 string[] delarray = new string[seplen+spclen];
8146 8610
8147 // Initial capacity reduces resize cost 8611 int outlen = 0;
8612 string[] outarray = new string[srclen*2+1];
8148 8613
8149 LSL_List tokens = new LSL_List(); 8614 int i, j;
8615 string d;
8150 8616
8151 m_host.AddScriptLPS(1); 8617 m_host.AddScriptLPS(1);
8152 8618
8153 // All entries are initially valid 8619 /*
8154 8620 * Convert separator and spacer lists to C# strings.
8155 for (int i = 0; i < mlen; i++) 8621 * Also filter out null strings so we don't hang.
8156 active[i] = true; 8622 */
8157 8623 for (i = 0; i < seplen; i ++) {
8158 offset[mlen] = srclen; 8624 d = separray[i].ToString();
8159 8625 if (d.Length > 0) {
8160 while (beginning < srclen) 8626 delarray[dellen++] = d;
8161 { 8627 }
8162 8628 }
8163 best = mlen; // as bad as it gets 8629 seplen = dellen;
8164
8165 // Scan for separators
8166 8630
8167 for (j = 0; j < seplen; j++) 8631 for (i = 0; i < spclen; i ++) {
8168 { 8632 d = spcarray[i].ToString();
8169 if (active[j]) 8633 if (d.Length > 0) {
8170 { 8634 delarray[dellen++] = d;
8171 // scan all of the markers
8172 if ((offset[j] = src.IndexOf(separray[j].ToString(), beginning)) == -1)
8173 {
8174 // not present at all
8175 active[j] = false;
8176 }
8177 else
8178 {
8179 // present and correct
8180 if (offset[j] < offset[best])
8181 {
8182 // closest so far
8183 best = j;
8184 if (offset[best] == beginning)
8185 break;
8186 }
8187 }
8188 }
8189 } 8635 }
8636 }
8190 8637
8191 // Scan for spacers 8638 /*
8639 * Scan through source string from beginning to end.
8640 */
8641 for (i = 0;;) {
8192 8642
8193 if (offset[best] != beginning) 8643 /*
8194 { 8644 * Find earliest delimeter in src starting at i (if any).
8195 for (j = seplen; (j < mlen) && (offset[best] > beginning); j++) 8645 */
8196 { 8646 int earliestDel = -1;
8197 if (active[j]) 8647 int earliestSrc = srclen;
8198 { 8648 string earliestStr = null;
8199 // scan all of the markers 8649 for (j = 0; j < dellen; j ++) {
8200 if ((offset[j] = src.IndexOf(spcarray[j-seplen].ToString(), beginning)) == -1) 8650 d = delarray[j];
8201 { 8651 if (d != null) {
8202 // not present at all 8652 int index = src.IndexOf(d, i);
8203 active[j] = false; 8653 if (index < 0) {
8204 } 8654 delarray[j] = null; // delim nowhere in src, don't check it anymore
8205 else 8655 } else if (index < earliestSrc) {
8206 { 8656 earliestSrc = index; // where delimeter starts in source string
8207 // present and correct 8657 earliestDel = j; // where delimeter is in delarray[]
8208 if (offset[j] < offset[best]) 8658 earliestStr = d; // the delimeter string from delarray[]
8209 { 8659 if (index == i) break; // can't do any better than found at beg of string
8210 // closest so far
8211 best = j;
8212 }
8213 }
8214 } 8660 }
8215 } 8661 }
8216 } 8662 }
8217 8663
8218 // This is the normal exit from the scanning loop 8664 /*
8219 8665 * Output source string starting at i through start of earliest delimeter.
8220 if (best == mlen) 8666 */
8221 { 8667 if (keepNulls || (earliestSrc > i)) {
8222 // no markers were found on this pass 8668 outarray[outlen++] = src.Substring(i, earliestSrc - i);
8223 // so we're pretty much done
8224 tokens.Add(new LSL_String(src.Substring(beginning, srclen - beginning)));
8225 break;
8226 } 8669 }
8227 8670
8228 // Otherwise we just add the newly delimited token 8671 /*
8229 // and recalculate where the search should continue. 8672 * If no delimeter found at or after i, we're done scanning.
8230 8673 */
8231 tokens.Add(new LSL_String(src.Substring(beginning,offset[best]-beginning))); 8674 if (earliestDel < 0) break;
8232 8675
8233 if (best < seplen) 8676 /*
8234 { 8677 * If delimeter was a spacer, output the spacer.
8235 beginning = offset[best] + (separray[best].ToString()).Length; 8678 */
8236 } 8679 if (earliestDel >= seplen) {
8237 else 8680 outarray[outlen++] = earliestStr;
8238 {
8239 beginning = offset[best] + (spcarray[best - seplen].ToString()).Length;
8240 tokens.Add(new LSL_String(spcarray[best - seplen].ToString()));
8241 } 8681 }
8242 }
8243
8244 // This an awkward an not very intuitive boundary case. If the
8245 // last substring is a tokenizer, then there is an implied trailing
8246 // null list entry. Hopefully the single comparison will not be too
8247 // arduous. Alternatively the 'break' could be replced with a return
8248 // but that's shabby programming.
8249 8682
8250 if (beginning == srclen) 8683 /*
8251 { 8684 * Look at rest of src string following delimeter.
8252 if (srclen != 0) 8685 */
8253 tokens.Add(new LSL_String("")); 8686 i = earliestSrc + earliestStr.Length;
8254 } 8687 }
8255 8688
8256 return tokens; 8689 /*
8690 * Make up an exact-sized output array suitable for an LSL_List object.
8691 */
8692 object[] outlist = new object[outlen];
8693 for (i = 0; i < outlen; i ++) {
8694 outlist[i] = new LSL_String(outarray[i]);
8695 }
8696 return new LSL_List(outlist);
8257 } 8697 }
8258 8698
8259 public LSL_Integer llGetObjectPermMask(int mask) 8699 public LSL_Integer llGetObjectPermMask(int mask)
@@ -8330,28 +8770,28 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8330 { 8770 {
8331 m_host.AddScriptLPS(1); 8771 m_host.AddScriptLPS(1);
8332 8772
8333 lock (m_host.TaskInventory) 8773 m_host.TaskInventory.LockItemsForRead(true);
8774 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
8334 { 8775 {
8335 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 8776 if (inv.Value.Name == item)
8336 { 8777 {
8337 if (inv.Value.Name == item) 8778 m_host.TaskInventory.LockItemsForRead(false);
8779 switch (mask)
8338 { 8780 {
8339 switch (mask) 8781 case 0:
8340 { 8782 return (int)inv.Value.BasePermissions;
8341 case 0: 8783 case 1:
8342 return (int)inv.Value.BasePermissions; 8784 return (int)inv.Value.CurrentPermissions;
8343 case 1: 8785 case 2:
8344 return (int)inv.Value.CurrentPermissions; 8786 return (int)inv.Value.GroupPermissions;
8345 case 2: 8787 case 3:
8346 return (int)inv.Value.GroupPermissions; 8788 return (int)inv.Value.EveryonePermissions;
8347 case 3: 8789 case 4:
8348 return (int)inv.Value.EveryonePermissions; 8790 return (int)inv.Value.NextPermissions;
8349 case 4:
8350 return (int)inv.Value.NextPermissions;
8351 }
8352 } 8791 }
8353 } 8792 }
8354 } 8793 }
8794 m_host.TaskInventory.LockItemsForRead(false);
8355 8795
8356 return -1; 8796 return -1;
8357 } 8797 }
@@ -8398,16 +8838,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8398 { 8838 {
8399 m_host.AddScriptLPS(1); 8839 m_host.AddScriptLPS(1);
8400 8840
8401 lock (m_host.TaskInventory) 8841 m_host.TaskInventory.LockItemsForRead(true);
8842 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
8402 { 8843 {
8403 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 8844 if (inv.Value.Name == item)
8404 { 8845 {
8405 if (inv.Value.Name == item) 8846 m_host.TaskInventory.LockItemsForRead(false);
8406 { 8847 return inv.Value.CreatorID.ToString();
8407 return inv.Value.CreatorID.ToString();
8408 }
8409 } 8848 }
8410 } 8849 }
8850 m_host.TaskInventory.LockItemsForRead(false);
8411 8851
8412 llSay(0, "No item name '" + item + "'"); 8852 llSay(0, "No item name '" + item + "'");
8413 8853
@@ -8667,17 +9107,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8667 int width = 0; 9107 int width = 0;
8668 int height = 0; 9108 int height = 0;
8669 9109
8670 ParcelMediaCommandEnum? commandToSend = null; 9110 uint commandToSend = 0;
8671 float time = 0.0f; // default is from start 9111 float time = 0.0f; // default is from start
8672 9112
8673 ScenePresence presence = null; 9113 ScenePresence presence = null;
8674 9114
8675 for (int i = 0; i < commandList.Data.Length; i++) 9115 for (int i = 0; i < commandList.Data.Length; i++)
8676 { 9116 {
8677 ParcelMediaCommandEnum command = (ParcelMediaCommandEnum)commandList.Data[i]; 9117 uint command = (uint)(commandList.GetLSLIntegerItem(i));
8678 switch (command) 9118 switch (command)
8679 { 9119 {
8680 case ParcelMediaCommandEnum.Agent: 9120 case (uint)ParcelMediaCommandEnum.Agent:
8681 // we send only to one agent 9121 // we send only to one agent
8682 if ((i + 1) < commandList.Length) 9122 if ((i + 1) < commandList.Length)
8683 { 9123 {
@@ -8694,25 +9134,25 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8694 } 9134 }
8695 break; 9135 break;
8696 9136
8697 case ParcelMediaCommandEnum.Loop: 9137 case (uint)ParcelMediaCommandEnum.Loop:
8698 loop = 1; 9138 loop = 1;
8699 commandToSend = command; 9139 commandToSend = command;
8700 update = true; //need to send the media update packet to set looping 9140 update = true; //need to send the media update packet to set looping
8701 break; 9141 break;
8702 9142
8703 case ParcelMediaCommandEnum.Play: 9143 case (uint)ParcelMediaCommandEnum.Play:
8704 loop = 0; 9144 loop = 0;
8705 commandToSend = command; 9145 commandToSend = command;
8706 update = true; //need to send the media update packet to make sure it doesn't loop 9146 update = true; //need to send the media update packet to make sure it doesn't loop
8707 break; 9147 break;
8708 9148
8709 case ParcelMediaCommandEnum.Pause: 9149 case (uint)ParcelMediaCommandEnum.Pause:
8710 case ParcelMediaCommandEnum.Stop: 9150 case (uint)ParcelMediaCommandEnum.Stop:
8711 case ParcelMediaCommandEnum.Unload: 9151 case (uint)ParcelMediaCommandEnum.Unload:
8712 commandToSend = command; 9152 commandToSend = command;
8713 break; 9153 break;
8714 9154
8715 case ParcelMediaCommandEnum.Url: 9155 case (uint)ParcelMediaCommandEnum.Url:
8716 if ((i + 1) < commandList.Length) 9156 if ((i + 1) < commandList.Length)
8717 { 9157 {
8718 if (commandList.Data[i + 1] is LSL_String) 9158 if (commandList.Data[i + 1] is LSL_String)
@@ -8725,7 +9165,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8725 } 9165 }
8726 break; 9166 break;
8727 9167
8728 case ParcelMediaCommandEnum.Texture: 9168 case (uint)ParcelMediaCommandEnum.Texture:
8729 if ((i + 1) < commandList.Length) 9169 if ((i + 1) < commandList.Length)
8730 { 9170 {
8731 if (commandList.Data[i + 1] is LSL_String) 9171 if (commandList.Data[i + 1] is LSL_String)
@@ -8738,7 +9178,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8738 } 9178 }
8739 break; 9179 break;
8740 9180
8741 case ParcelMediaCommandEnum.Time: 9181 case (uint)ParcelMediaCommandEnum.Time:
8742 if ((i + 1) < commandList.Length) 9182 if ((i + 1) < commandList.Length)
8743 { 9183 {
8744 if (commandList.Data[i + 1] is LSL_Float) 9184 if (commandList.Data[i + 1] is LSL_Float)
@@ -8750,7 +9190,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8750 } 9190 }
8751 break; 9191 break;
8752 9192
8753 case ParcelMediaCommandEnum.AutoAlign: 9193 case (uint)ParcelMediaCommandEnum.AutoAlign:
8754 if ((i + 1) < commandList.Length) 9194 if ((i + 1) < commandList.Length)
8755 { 9195 {
8756 if (commandList.Data[i + 1] is LSL_Integer) 9196 if (commandList.Data[i + 1] is LSL_Integer)
@@ -8764,7 +9204,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8764 } 9204 }
8765 break; 9205 break;
8766 9206
8767 case ParcelMediaCommandEnum.Type: 9207 case (uint)ParcelMediaCommandEnum.Type:
8768 if ((i + 1) < commandList.Length) 9208 if ((i + 1) < commandList.Length)
8769 { 9209 {
8770 if (commandList.Data[i + 1] is LSL_String) 9210 if (commandList.Data[i + 1] is LSL_String)
@@ -8777,7 +9217,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8777 } 9217 }
8778 break; 9218 break;
8779 9219
8780 case ParcelMediaCommandEnum.Desc: 9220 case (uint)ParcelMediaCommandEnum.Desc:
8781 if ((i + 1) < commandList.Length) 9221 if ((i + 1) < commandList.Length)
8782 { 9222 {
8783 if (commandList.Data[i + 1] is LSL_String) 9223 if (commandList.Data[i + 1] is LSL_String)
@@ -8790,7 +9230,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8790 } 9230 }
8791 break; 9231 break;
8792 9232
8793 case ParcelMediaCommandEnum.Size: 9233 case (uint)ParcelMediaCommandEnum.Size:
8794 if ((i + 2) < commandList.Length) 9234 if ((i + 2) < commandList.Length)
8795 { 9235 {
8796 if (commandList.Data[i + 1] is LSL_Integer) 9236 if (commandList.Data[i + 1] is LSL_Integer)
@@ -8860,7 +9300,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8860 } 9300 }
8861 } 9301 }
8862 9302
8863 if (commandToSend != null) 9303 if (commandToSend != 0)
8864 { 9304 {
8865 // the commandList contained a start/stop/... command, too 9305 // the commandList contained a start/stop/... command, too
8866 if (presence == null) 9306 if (presence == null)
@@ -8897,7 +9337,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8897 9337
8898 if (aList.Data[i] != null) 9338 if (aList.Data[i] != null)
8899 { 9339 {
8900 switch ((ParcelMediaCommandEnum) aList.Data[i]) 9340 switch ((ParcelMediaCommandEnum) Convert.ToInt32(aList.Data[i].ToString()))
8901 { 9341 {
8902 case ParcelMediaCommandEnum.Url: 9342 case ParcelMediaCommandEnum.Url:
8903 list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y).MediaURL)); 9343 list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y).MediaURL));
@@ -8940,16 +9380,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8940 { 9380 {
8941 m_host.AddScriptLPS(1); 9381 m_host.AddScriptLPS(1);
8942 9382
8943 lock (m_host.TaskInventory) 9383 m_host.TaskInventory.LockItemsForRead(true);
9384 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
8944 { 9385 {
8945 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 9386 if (inv.Value.Name == name)
8946 { 9387 {
8947 if (inv.Value.Name == name) 9388 m_host.TaskInventory.LockItemsForRead(false);
8948 { 9389 return inv.Value.Type;
8949 return inv.Value.Type;
8950 }
8951 } 9390 }
8952 } 9391 }
9392 m_host.TaskInventory.LockItemsForRead(false);
8953 9393
8954 return -1; 9394 return -1;
8955 } 9395 }
@@ -8960,15 +9400,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8960 9400
8961 if (quick_pay_buttons.Data.Length < 4) 9401 if (quick_pay_buttons.Data.Length < 4)
8962 { 9402 {
8963 LSLError("List must have at least 4 elements"); 9403 int x;
8964 return; 9404 for (x=quick_pay_buttons.Data.Length; x<= 4; x++)
9405 {
9406 quick_pay_buttons.Add(ScriptBaseClass.PAY_HIDE);
9407 }
8965 } 9408 }
8966 m_host.ParentGroup.RootPart.PayPrice[0]=price; 9409 int[] nPrice = new int[5];
8967 9410 nPrice[0]=price;
8968 m_host.ParentGroup.RootPart.PayPrice[1]=(LSL_Integer)quick_pay_buttons.Data[0]; 9411 nPrice[1] = (LSL_Integer)quick_pay_buttons.Data[0];
8969 m_host.ParentGroup.RootPart.PayPrice[2]=(LSL_Integer)quick_pay_buttons.Data[1]; 9412 nPrice[2] = (LSL_Integer)quick_pay_buttons.Data[1];
8970 m_host.ParentGroup.RootPart.PayPrice[3]=(LSL_Integer)quick_pay_buttons.Data[2]; 9413 nPrice[3] = (LSL_Integer)quick_pay_buttons.Data[2];
8971 m_host.ParentGroup.RootPart.PayPrice[4]=(LSL_Integer)quick_pay_buttons.Data[3]; 9414 nPrice[4] = (LSL_Integer)quick_pay_buttons.Data[3];
9415 m_host.ParentGroup.RootPart.PayPrice = nPrice;
8972 m_host.ParentGroup.HasGroupChanged = true; 9416 m_host.ParentGroup.HasGroupChanged = true;
8973 } 9417 }
8974 9418
@@ -8980,17 +9424,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8980 if (invItemID == UUID.Zero) 9424 if (invItemID == UUID.Zero)
8981 return new LSL_Vector(); 9425 return new LSL_Vector();
8982 9426
8983 lock (m_host.TaskInventory) 9427 m_host.TaskInventory.LockItemsForRead(true);
9428 if (m_host.TaskInventory[invItemID].PermsGranter == UUID.Zero)
8984 { 9429 {
8985 if (m_host.TaskInventory[invItemID].PermsGranter == UUID.Zero) 9430 m_host.TaskInventory.LockItemsForRead(false);
8986 return new LSL_Vector(); 9431 return new LSL_Vector();
9432 }
8987 9433
8988 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_TRACK_CAMERA) == 0) 9434 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_TRACK_CAMERA) == 0)
8989 { 9435 {
8990 ShoutError("No permissions to track the camera"); 9436 ShoutError("No permissions to track the camera");
8991 return new LSL_Vector(); 9437 m_host.TaskInventory.LockItemsForRead(false);
8992 } 9438 return new LSL_Vector();
8993 } 9439 }
9440 m_host.TaskInventory.LockItemsForRead(false);
8994 9441
8995 ScenePresence presence = World.GetScenePresence(m_host.OwnerID); 9442 ScenePresence presence = World.GetScenePresence(m_host.OwnerID);
8996 if (presence != null) 9443 if (presence != null)
@@ -9008,17 +9455,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9008 if (invItemID == UUID.Zero) 9455 if (invItemID == UUID.Zero)
9009 return new LSL_Rotation(); 9456 return new LSL_Rotation();
9010 9457
9011 lock (m_host.TaskInventory) 9458 m_host.TaskInventory.LockItemsForRead(true);
9459 if (m_host.TaskInventory[invItemID].PermsGranter == UUID.Zero)
9012 { 9460 {
9013 if (m_host.TaskInventory[invItemID].PermsGranter == UUID.Zero) 9461 m_host.TaskInventory.LockItemsForRead(false);
9014 return new LSL_Rotation(); 9462 return new LSL_Rotation();
9015 9463 }
9016 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_TRACK_CAMERA) == 0) 9464 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_TRACK_CAMERA) == 0)
9017 { 9465 {
9018 ShoutError("No permissions to track the camera"); 9466 ShoutError("No permissions to track the camera");
9019 return new LSL_Rotation(); 9467 m_host.TaskInventory.LockItemsForRead(false);
9020 } 9468 return new LSL_Rotation();
9021 } 9469 }
9470 m_host.TaskInventory.LockItemsForRead(false);
9022 9471
9023 ScenePresence presence = World.GetScenePresence(m_host.OwnerID); 9472 ScenePresence presence = World.GetScenePresence(m_host.OwnerID);
9024 if (presence != null) 9473 if (presence != null)
@@ -9080,8 +9529,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9080 { 9529 {
9081 m_host.AddScriptLPS(1); 9530 m_host.AddScriptLPS(1);
9082 DetectParams detectedParams = m_ScriptEngine.GetDetectParams(m_itemID, 0); 9531 DetectParams detectedParams = m_ScriptEngine.GetDetectParams(m_itemID, 0);
9083 if (detectedParams == null) return; // only works on the first detected avatar 9532 if (detectedParams == null)
9084 9533 {
9534 if (m_host.IsAttachment == true)
9535 {
9536 detectedParams = new DetectParams();
9537 detectedParams.Key = m_host.OwnerID;
9538 }
9539 else
9540 {
9541 return;
9542 }
9543 }
9544
9085 ScenePresence avatar = World.GetScenePresence(detectedParams.Key); 9545 ScenePresence avatar = World.GetScenePresence(detectedParams.Key);
9086 if (avatar != null) 9546 if (avatar != null)
9087 { 9547 {
@@ -9089,6 +9549,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9089 new Vector3((float)pos.x, (float)pos.y, (float)pos.z), 9549 new Vector3((float)pos.x, (float)pos.y, (float)pos.z),
9090 new Vector3((float)lookAt.x, (float)lookAt.y, (float)lookAt.z)); 9550 new Vector3((float)lookAt.x, (float)lookAt.y, (float)lookAt.z));
9091 } 9551 }
9552
9092 ScriptSleep(1000); 9553 ScriptSleep(1000);
9093 } 9554 }
9094 9555
@@ -9168,14 +9629,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9168 if (objectID == UUID.Zero) return; 9629 if (objectID == UUID.Zero) return;
9169 9630
9170 UUID agentID; 9631 UUID agentID;
9171 lock (m_host.TaskInventory) 9632 m_host.TaskInventory.LockItemsForRead(true);
9172 { 9633 // we need the permission first, to know which avatar we want to set the camera for
9173 // we need the permission first, to know which avatar we want to set the camera for 9634 agentID = m_host.TaskInventory[invItemID].PermsGranter;
9174 agentID = m_host.TaskInventory[invItemID].PermsGranter;
9175 9635
9176 if (agentID == UUID.Zero) return; 9636 if (agentID == UUID.Zero)
9177 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CONTROL_CAMERA) == 0) return; 9637 {
9638 m_host.TaskInventory.LockItemsForRead(false);
9639 return;
9178 } 9640 }
9641 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CONTROL_CAMERA) == 0)
9642 {
9643 m_host.TaskInventory.LockItemsForRead(false);
9644 return;
9645 }
9646 m_host.TaskInventory.LockItemsForRead(false);
9179 9647
9180 ScenePresence presence = World.GetScenePresence(agentID); 9648 ScenePresence presence = World.GetScenePresence(agentID);
9181 9649
@@ -9225,12 +9693,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9225 9693
9226 // we need the permission first, to know which avatar we want to clear the camera for 9694 // we need the permission first, to know which avatar we want to clear the camera for
9227 UUID agentID; 9695 UUID agentID;
9228 lock (m_host.TaskInventory) 9696 m_host.TaskInventory.LockItemsForRead(true);
9697 agentID = m_host.TaskInventory[invItemID].PermsGranter;
9698 if (agentID == UUID.Zero)
9699 {
9700 m_host.TaskInventory.LockItemsForRead(false);
9701 return;
9702 }
9703 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CONTROL_CAMERA) == 0)
9229 { 9704 {
9230 agentID = m_host.TaskInventory[invItemID].PermsGranter; 9705 m_host.TaskInventory.LockItemsForRead(false);
9231 if (agentID == UUID.Zero) return; 9706 return;
9232 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CONTROL_CAMERA) == 0) return;
9233 } 9707 }
9708 m_host.TaskInventory.LockItemsForRead(false);
9234 9709
9235 ScenePresence presence = World.GetScenePresence(agentID); 9710 ScenePresence presence = World.GetScenePresence(agentID);
9236 9711
@@ -9297,19 +9772,39 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9297 public LSL_String llXorBase64StringsCorrect(string str1, string str2) 9772 public LSL_String llXorBase64StringsCorrect(string str1, string str2)
9298 { 9773 {
9299 m_host.AddScriptLPS(1); 9774 m_host.AddScriptLPS(1);
9300 string ret = String.Empty; 9775
9301 string src1 = llBase64ToString(str1); 9776 if (str1 == String.Empty)
9302 string src2 = llBase64ToString(str2); 9777 return String.Empty;
9303 int c = 0; 9778 if (str2 == String.Empty)
9304 for (int i = 0; i < src1.Length; i++) 9779 return str1;
9780
9781 byte[] data1 = Convert.FromBase64String(str1);
9782 byte[] data2 = Convert.FromBase64String(str2);
9783
9784 byte[] d2 = new Byte[data1.Length];
9785 int pos = 0;
9786
9787 if (data1.Length <= data2.Length)
9305 { 9788 {
9306 ret += (char) (src1[i] ^ src2[c]); 9789 Array.Copy(data2, 0, d2, 0, data1.Length);
9790 }
9791 else
9792 {
9793 while (pos < data1.Length)
9794 {
9795 int len = data1.Length - pos;
9796 if (len > data2.Length)
9797 len = data2.Length;
9307 9798
9308 c++; 9799 Array.Copy(data2, 0, d2, pos, len);
9309 if (c >= src2.Length) 9800 pos += len;
9310 c = 0; 9801 }
9311 } 9802 }
9312 return llStringToBase64(ret); 9803
9804 for (pos = 0 ; pos < data1.Length ; pos++ )
9805 data1[pos] ^= d2[pos];
9806
9807 return Convert.ToBase64String(data1);
9313 } 9808 }
9314 9809
9315 public LSL_String llHTTPRequest(string url, LSL_List parameters, string body) 9810 public LSL_String llHTTPRequest(string url, LSL_List parameters, string body)
@@ -9687,15 +10182,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9687 10182
9688 internal UUID ScriptByName(string name) 10183 internal UUID ScriptByName(string name)
9689 { 10184 {
9690 lock (m_host.TaskInventory) 10185 m_host.TaskInventory.LockItemsForRead(true);
10186
10187 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
9691 { 10188 {
9692 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 10189 if (item.Type == 10 && item.Name == name)
9693 { 10190 {
9694 if (item.Type == 10 && item.Name == name) 10191 m_host.TaskInventory.LockItemsForRead(false);
9695 return item.ItemID; 10192 return item.ItemID;
9696 } 10193 }
9697 } 10194 }
9698 10195
10196 m_host.TaskInventory.LockItemsForRead(false);
10197
9699 return UUID.Zero; 10198 return UUID.Zero;
9700 } 10199 }
9701 10200
@@ -9736,6 +10235,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9736 { 10235 {
9737 m_host.AddScriptLPS(1); 10236 m_host.AddScriptLPS(1);
9738 10237
10238 //Clone is thread safe
9739 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone(); 10239 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
9740 10240
9741 UUID assetID = UUID.Zero; 10241 UUID assetID = UUID.Zero;
@@ -9798,6 +10298,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9798 { 10298 {
9799 m_host.AddScriptLPS(1); 10299 m_host.AddScriptLPS(1);
9800 10300
10301 //Clone is thread safe
9801 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone(); 10302 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
9802 10303
9803 UUID assetID = UUID.Zero; 10304 UUID assetID = UUID.Zero;
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LS_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LS_Api.cs
index fe71ed5..1fa8c30 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LS_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LS_Api.cs
@@ -73,6 +73,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
73 if (m_ScriptEngine.Config.GetBoolean("AllowLightShareFunctions", false)) 73 if (m_ScriptEngine.Config.GetBoolean("AllowLightShareFunctions", false))
74 m_LSFunctionsEnabled = true; 74 m_LSFunctionsEnabled = true;
75 75
76 if (m_ScriptEngine.Config.GetBoolean("AllowCareminsterFunctions", false))
77 m_LSFunctionsEnabled = true;
78
76 m_comms = m_ScriptEngine.World.RequestModuleInterface<IScriptModuleComms>(); 79 m_comms = m_ScriptEngine.World.RequestModuleInterface<IScriptModuleComms>();
77 if (m_comms == null) 80 if (m_comms == null)
78 m_LSFunctionsEnabled = false; 81 m_LSFunctionsEnabled = false;
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
index 01b64eb..db43902 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
@@ -769,18 +769,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
769 if (target != null) 769 if (target != null)
770 { 770 {
771 UUID animID=UUID.Zero; 771 UUID animID=UUID.Zero;
772 lock (m_host.TaskInventory) 772 m_host.TaskInventory.LockItemsForRead(true);
773 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
773 { 774 {
774 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 775 if (inv.Value.Name == animation)
775 { 776 {
776 if (inv.Value.Name == animation) 777 if (inv.Value.Type == (int)AssetType.Animation)
777 { 778 animID = inv.Value.AssetID;
778 if (inv.Value.Type == (int)AssetType.Animation) 779 continue;
779 animID = inv.Value.AssetID;
780 continue;
781 }
782 } 780 }
783 } 781 }
782 m_host.TaskInventory.LockItemsForRead(false);
784 if (animID == UUID.Zero) 783 if (animID == UUID.Zero)
785 target.Animator.AddAnimation(animation, m_host.UUID); 784 target.Animator.AddAnimation(animation, m_host.UUID);
786 else 785 else
@@ -802,18 +801,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
802 if (target != null) 801 if (target != null)
803 { 802 {
804 UUID animID=UUID.Zero; 803 UUID animID=UUID.Zero;
805 lock (m_host.TaskInventory) 804 m_host.TaskInventory.LockItemsForRead(true);
805 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
806 { 806 {
807 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 807 if (inv.Value.Name == animation)
808 { 808 {
809 if (inv.Value.Name == animation) 809 if (inv.Value.Type == (int)AssetType.Animation)
810 { 810 animID = inv.Value.AssetID;
811 if (inv.Value.Type == (int)AssetType.Animation) 811 continue;
812 animID = inv.Value.AssetID;
813 continue;
814 }
815 } 812 }
816 } 813 }
814 m_host.TaskInventory.LockItemsForRead(false);
817 815
818 if (animID == UUID.Zero) 816 if (animID == UUID.Zero)
819 target.Animator.RemoveAnimation(animation); 817 target.Animator.RemoveAnimation(animation);
@@ -1664,6 +1662,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1664 1662
1665 if (!UUID.TryParse(name, out assetID)) 1663 if (!UUID.TryParse(name, out assetID))
1666 { 1664 {
1665 m_host.TaskInventory.LockItemsForRead(true);
1667 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 1666 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
1668 { 1667 {
1669 if (item.Type == 7 && item.Name == name) 1668 if (item.Type == 7 && item.Name == name)
@@ -1671,6 +1670,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1671 assetID = item.AssetID; 1670 assetID = item.AssetID;
1672 } 1671 }
1673 } 1672 }
1673 m_host.TaskInventory.LockItemsForRead(false);
1674 } 1674 }
1675 1675
1676 if (assetID == UUID.Zero) 1676 if (assetID == UUID.Zero)
@@ -1717,6 +1717,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1717 1717
1718 if (!UUID.TryParse(name, out assetID)) 1718 if (!UUID.TryParse(name, out assetID))
1719 { 1719 {
1720 m_host.TaskInventory.LockItemsForRead(true);
1720 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 1721 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
1721 { 1722 {
1722 if (item.Type == 7 && item.Name == name) 1723 if (item.Type == 7 && item.Name == name)
@@ -1724,6 +1725,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1724 assetID = item.AssetID; 1725 assetID = item.AssetID;
1725 } 1726 }
1726 } 1727 }
1728 m_host.TaskInventory.LockItemsForRead(false);
1727 } 1729 }
1728 1730
1729 if (assetID == UUID.Zero) 1731 if (assetID == UUID.Zero)
@@ -1774,6 +1776,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1774 1776
1775 if (!UUID.TryParse(name, out assetID)) 1777 if (!UUID.TryParse(name, out assetID))
1776 { 1778 {
1779 m_host.TaskInventory.LockItemsForRead(true);
1777 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 1780 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
1778 { 1781 {
1779 if (item.Type == 7 && item.Name == name) 1782 if (item.Type == 7 && item.Name == name)
@@ -1781,6 +1784,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1781 assetID = item.AssetID; 1784 assetID = item.AssetID;
1782 } 1785 }
1783 } 1786 }
1787 m_host.TaskInventory.LockItemsForRead(false);
1784 } 1788 }
1785 1789
1786 if (assetID == UUID.Zero) 1790 if (assetID == UUID.Zero)
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
index 5c2abd5..a5b1124 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
@@ -204,7 +204,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
204 // Is the sensor type is AGENT and not SCRIPTED then include agents 204 // Is the sensor type is AGENT and not SCRIPTED then include agents
205 if ((ts.type & AGENT) != 0 && (ts.type & SCRIPTED) == 0) 205 if ((ts.type & AGENT) != 0 && (ts.type & SCRIPTED) == 0)
206 { 206 {
207 sensedEntities.AddRange(doAgentSensor(ts)); 207 sensedEntities.AddRange(doAgentSensor(ts));
208 } 208 }
209 209
210 // If SCRIPTED or PASSIVE or ACTIVE check objects 210 // If SCRIPTED or PASSIVE or ACTIVE check objects
@@ -309,6 +309,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
309 // in mouselook. 309 // in mouselook.
310 310
311 ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.RootPart.AttachedAvatar); 311 ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.RootPart.AttachedAvatar);
312 fromRegionPos = avatar.AbsolutePosition;
312 q = avatar.Rotation; 313 q = avatar.Rotation;
313 } 314 }
314 LSL_Types.Quaternion r = new LSL_Types.Quaternion(q.X, q.Y, q.Z, q.W); 315 LSL_Types.Quaternion r = new LSL_Types.Quaternion(q.X, q.Y, q.Z, q.W);
@@ -422,6 +423,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
422 SceneObjectPart SensePoint = ts.host; 423 SceneObjectPart SensePoint = ts.host;
423 Vector3 fromRegionPos = SensePoint.AbsolutePosition; 424 Vector3 fromRegionPos = SensePoint.AbsolutePosition;
424 Quaternion q = SensePoint.RotationOffset; 425 Quaternion q = SensePoint.RotationOffset;
426 if (SensePoint.ParentGroup.RootPart.IsAttachment)
427 {
428 // In attachments, the sensor cone always orients with the
429 // avatar rotation. This may include a nonzero elevation if
430 // in mouselook.
431
432 ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.RootPart.AttachedAvatar);
433 fromRegionPos = avatar.AbsolutePosition;
434 q = avatar.Rotation;
435 }
425 LSL_Types.Quaternion r = new LSL_Types.Quaternion(q.X, q.Y, q.Z, q.W); 436 LSL_Types.Quaternion r = new LSL_Types.Quaternion(q.X, q.Y, q.Z, q.W);
426 LSL_Types.Vector3 forward_dir = (new LSL_Types.Vector3(1, 0, 0) * r); 437 LSL_Types.Vector3 forward_dir = (new LSL_Types.Vector3(1, 0, 0) * r);
427 double mag_fwd = LSL_Types.Vector3.Mag(forward_dir); 438 double mag_fwd = LSL_Types.Vector3.Mag(forward_dir);
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs
index eeb59d9..2fd33fe 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs
@@ -109,25 +109,27 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
109 if (Timers.Count == 0) 109 if (Timers.Count == 0)
110 return; 110 return;
111 111
112 Dictionary<string, TimerClass>.ValueCollection tvals;
112 lock (TimerListLock) 113 lock (TimerListLock)
113 { 114 {
114 // Go through all timers 115 // Go through all timers
115 Dictionary<string, TimerClass>.ValueCollection tvals = Timers.Values; 116 tvals = Timers.Values;
116 foreach (TimerClass ts in tvals) 117 }
118
119 foreach (TimerClass ts in tvals)
120 {
121 // Time has passed?
122 if (ts.next < DateTime.Now.Ticks)
117 { 123 {
118 // Time has passed? 124 //m_log.Debug("Time has passed: Now: " + DateTime.Now.Ticks + ", Passed: " + ts.next);
119 if (ts.next < DateTime.Now.Ticks) 125 // Add it to queue
120 { 126 m_CmdManager.m_ScriptEngine.PostScriptEvent(ts.itemID,
121 //m_log.Debug("Time has passed: Now: " + DateTime.Now.Ticks + ", Passed: " + ts.next); 127 new EventParams("timer", new Object[0],
122 // Add it to queue 128 new DetectParams[0]));
123 m_CmdManager.m_ScriptEngine.PostScriptEvent(ts.itemID, 129 // set next interval
124 new EventParams("timer", new Object[0], 130
125 new DetectParams[0])); 131 //ts.next = DateTime.Now.ToUniversalTime().AddSeconds(ts.interval);
126 // set next interval 132 ts.next = DateTime.Now.Ticks + ts.interval;
127
128 //ts.next = DateTime.Now.ToUniversalTime().AddSeconds(ts.interval);
129 ts.next = DateTime.Now.Ticks + ts.interval;
130 }
131 } 133 }
132 } 134 }
133 } 135 }
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs
index 78ee43c..c8f3623 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs
@@ -81,7 +81,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
81 // Avatar Info Commands 81 // Avatar Info Commands
82 string osGetAgentIP(string agent); 82 string osGetAgentIP(string agent);
83 LSL_List osGetAgents(); 83 LSL_List osGetAgents();
84 84
85 // Teleport commands 85 // Teleport commands
86 void osTeleportAgent(string agent, string regionName, LSL_Types.Vector3 position, LSL_Types.Vector3 lookat); 86 void osTeleportAgent(string agent, string regionName, LSL_Types.Vector3 position, LSL_Types.Vector3 lookat);
87 void osTeleportAgent(string agent, int regionX, int regionY, LSL_Types.Vector3 position, LSL_Types.Vector3 lookat); 87 void osTeleportAgent(string agent, int regionX, int regionY, LSL_Types.Vector3 position, LSL_Types.Vector3 lookat);
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/Executor.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/Executor.cs
index 9615315..943d7a2 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/Executor.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/Executor.cs
@@ -27,6 +27,7 @@
27 27
28using System; 28using System;
29using System.Collections.Generic; 29using System.Collections.Generic;
30using System.Diagnostics; //for [DebuggerNonUserCode]
30using System.Reflection; 31using System.Reflection;
31using System.Runtime.Remoting.Lifetime; 32using System.Runtime.Remoting.Lifetime;
32using OpenSim.Region.ScriptEngine.Shared; 33using OpenSim.Region.ScriptEngine.Shared;
@@ -132,6 +133,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
132 return (eventFlags); 133 return (eventFlags);
133 } 134 }
134 135
136 [DebuggerNonUserCode]
135 public void ExecuteEvent(string state, string FunctionName, object[] args) 137 public void ExecuteEvent(string state, string FunctionName, object[] args)
136 { 138 {
137 // IMPORTANT: Types and MemberInfo-derived objects require a LOT of memory. 139 // IMPORTANT: Types and MemberInfo-derived objects require a LOT of memory.
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs
index dba6502..96f6486 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs
@@ -274,6 +274,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
274 public const int CHANGED_ALLOWED_DROP = 64; 274 public const int CHANGED_ALLOWED_DROP = 64;
275 public const int CHANGED_OWNER = 128; 275 public const int CHANGED_OWNER = 128;
276 public const int CHANGED_REGION_RESTART = 256; 276 public const int CHANGED_REGION_RESTART = 256;
277 public const int CHANGED_REGION_START = 256; //LL Changed the constant from CHANGED_REGION_RESTART
277 public const int CHANGED_REGION = 512; 278 public const int CHANGED_REGION = 512;
278 public const int CHANGED_TELEPORT = 1024; 279 public const int CHANGED_TELEPORT = 1024;
279 public const int CHANGED_ANIMATION = 16384; 280 public const int CHANGED_ANIMATION = 16384;
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs
index 3339995..e86d08c 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs
@@ -26,6 +26,7 @@
26 */ 26 */
27 27
28using System; 28using System;
29using System.Diagnostics; //for [DebuggerNonUserCode]
29using System.Runtime.Remoting.Lifetime; 30using System.Runtime.Remoting.Lifetime;
30using System.Threading; 31using System.Threading;
31using System.Reflection; 32using System.Reflection;
@@ -309,6 +310,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
309 m_LSL_Functions.llDialog(avatar, message, buttons, chat_channel); 310 m_LSL_Functions.llDialog(avatar, message, buttons, chat_channel);
310 } 311 }
311 312
313 [DebuggerNonUserCode]
312 public void llDie() 314 public void llDie()
313 { 315 {
314 m_LSL_Functions.llDie(); 316 m_LSL_Functions.llDie();
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LS_Stub.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LS_Stub.cs
index f8dbe03..8280ca5 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LS_Stub.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LS_Stub.cs
@@ -72,5 +72,20 @@ 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
76 public LSL_List cmGetWindlightScene(LSL_List rules)
77 {
78 return m_LS_Functions.lsGetWindlightScene(rules);
79 }
80
81 public int cmSetWindlightScene(LSL_List rules)
82 {
83 return m_LS_Functions.lsSetWindlightScene(rules);
84 }
85
86 public int cmSetWindlightSceneTargeted(LSL_List rules, key target)
87 {
88 return m_LS_Functions.lsSetWindlightSceneTargeted(rules, target);
89 }
75 } 90 }
76} 91}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/ScriptBase.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/ScriptBase.cs
index edbbc2a..b138da3 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/ScriptBase.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/ScriptBase.cs
@@ -33,6 +33,7 @@ using System.Threading;
33using System.Reflection; 33using System.Reflection;
34using System.Collections; 34using System.Collections;
35using System.Collections.Generic; 35using System.Collections.Generic;
36using System.Diagnostics; //for [DebuggerNonUserCode]
36using OpenSim.Region.ScriptEngine.Interfaces; 37using OpenSim.Region.ScriptEngine.Interfaces;
37using OpenSim.Region.ScriptEngine.Shared; 38using OpenSim.Region.ScriptEngine.Shared;
38using OpenSim.Region.ScriptEngine.Shared.Api.Runtime; 39using OpenSim.Region.ScriptEngine.Shared.Api.Runtime;
@@ -90,6 +91,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
90 return (int)m_Executor.GetStateEventFlags(state); 91 return (int)m_Executor.GetStateEventFlags(state);
91 } 92 }
92 93
94 [DebuggerNonUserCode]
93 public void ExecuteEvent(string state, string FunctionName, object[] args) 95 public void ExecuteEvent(string state, string FunctionName, object[] args)
94 { 96 {
95 m_Executor.ExecuteEvent(state, FunctionName, args); 97 m_Executor.ExecuteEvent(state, FunctionName, args);
diff --git a/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs b/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs
index 3dd381d..b348403 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;
@@ -238,13 +239,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
238 239
239 if (part != null) 240 if (part != null)
240 { 241 {
241 lock (part.TaskInventory) 242 part.TaskInventory.LockItemsForRead(true);
243 if (part.TaskInventory.ContainsKey(m_ItemID))
242 { 244 {
243 if (part.TaskInventory.ContainsKey(m_ItemID)) 245 m_thisScriptTask = part.TaskInventory[m_ItemID];
244 {
245 m_thisScriptTask = part.TaskInventory[m_ItemID];
246 }
247 } 246 }
247 part.TaskInventory.LockItemsForRead(false);
248 } 248 }
249 249
250 ApiManager am = new ApiManager(); 250 ApiManager am = new ApiManager();
@@ -429,14 +429,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
429 { 429 {
430 int permsMask; 430 int permsMask;
431 UUID permsGranter; 431 UUID permsGranter;
432 lock (part.TaskInventory) 432 part.TaskInventory.LockItemsForRead(true);
433 if (!part.TaskInventory.ContainsKey(m_ItemID))
433 { 434 {
434 if (!part.TaskInventory.ContainsKey(m_ItemID)) 435 part.TaskInventory.LockItemsForRead(false);
435 return; 436 return;
436
437 permsGranter = part.TaskInventory[m_ItemID].PermsGranter;
438 permsMask = part.TaskInventory[m_ItemID].PermsMask;
439 } 437 }
438 permsGranter = part.TaskInventory[m_ItemID].PermsGranter;
439 permsMask = part.TaskInventory[m_ItemID].PermsMask;
440 part.TaskInventory.LockItemsForRead(false);
440 441
441 if ((permsMask & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) != 0) 442 if ((permsMask & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) != 0)
442 { 443 {
@@ -545,6 +546,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
545 return true; 546 return true;
546 } 547 }
547 548
549 [DebuggerNonUserCode] //Prevents the debugger from farting in this function
548 public void SetState(string state) 550 public void SetState(string state)
549 { 551 {
550 if (state == State) 552 if (state == State)
@@ -556,7 +558,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
556 new DetectParams[0])); 558 new DetectParams[0]));
557 PostEvent(new EventParams("state_entry", new Object[0], 559 PostEvent(new EventParams("state_entry", new Object[0],
558 new DetectParams[0])); 560 new DetectParams[0]));
559 561
560 throw new EventAbortException(); 562 throw new EventAbortException();
561 } 563 }
562 564
@@ -639,14 +641,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
639 /// <returns></returns> 641 /// <returns></returns>
640 public object EventProcessor() 642 public object EventProcessor()
641 { 643 {
642 if (m_Suspended) 644 EventParams data = null;
643 return 0;
644 645
645 lock (m_Script) 646 lock (m_EventQueue)
646 { 647 {
647 EventParams data = null; 648 if (m_Suspended)
649 return 0;
648 650
649 lock (m_EventQueue) 651 lock (m_Script)
650 { 652 {
651 data = (EventParams) m_EventQueue.Dequeue(); 653 data = (EventParams) m_EventQueue.Dequeue();
652 if (data == null) // Shouldn't happen 654 if (data == null) // Shouldn't happen
@@ -672,6 +674,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
672 if (data.EventName == "collision") 674 if (data.EventName == "collision")
673 m_CollisionInQueue = false; 675 m_CollisionInQueue = false;
674 } 676 }
677 }
678 lock(m_Script)
679 {
675 680
676 //m_log.DebugFormat("[XENGINE]: Processing event {0} for {1}", data.EventName, this); 681 //m_log.DebugFormat("[XENGINE]: Processing event {0} for {1}", data.EventName, this);
677 682
@@ -828,6 +833,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
828 new Object[0], new DetectParams[0])); 833 new Object[0], new DetectParams[0]));
829 } 834 }
830 835
836 [DebuggerNonUserCode] //Stops the VS debugger from farting in this function
831 public void ApiResetScript() 837 public void ApiResetScript()
832 { 838 {
833 // bool running = Running; 839 // bool running = Running;
diff --git a/OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs b/OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs
index 91e03ac..a3a2fdf 100644
--- a/OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs
@@ -83,19 +83,19 @@ namespace OpenSim.Region.ScriptEngine.Shared
83 83
84 public override string ToString() 84 public override string ToString()
85 { 85 {
86 string s=String.Format("<{0:0.000000},{1:0.000000},{2:0.000000}>", x, y, z); 86 string s=String.Format("<{0:0.000000}, {1:0.000000}, {2:0.000000}>", x, y, z);
87 return s; 87 return s;
88 } 88 }
89 89
90 public static explicit operator LSLString(Vector3 vec) 90 public static explicit operator LSLString(Vector3 vec)
91 { 91 {
92 string s=String.Format("<{0:0.000000},{1:0.000000},{2:0.000000}>", vec.x, vec.y, vec.z); 92 string s=String.Format("<{0:0.000000}, {1:0.000000}, {2:0.000000}>", vec.x, vec.y, vec.z);
93 return new LSLString(s); 93 return new LSLString(s);
94 } 94 }
95 95
96 public static explicit operator string(Vector3 vec) 96 public static explicit operator string(Vector3 vec)
97 { 97 {
98 string s=String.Format("<{0:0.000000},{1:0.000000},{2:0.000000}>", vec.x, vec.y, vec.z); 98 string s=String.Format("<{0:0.000000}, {1:0.000000}, {2:0.000000}>", vec.x, vec.y, vec.z);
99 return s; 99 return s;
100 } 100 }
101 101
@@ -342,19 +342,19 @@ namespace OpenSim.Region.ScriptEngine.Shared
342 342
343 public override string ToString() 343 public override string ToString()
344 { 344 {
345 string st=String.Format(Culture.FormatProvider, "<{0:0.000000},{1:0.000000},{2:0.000000},{3:0.000000}>", x, y, z, s); 345 string st=String.Format(Culture.FormatProvider, "<{0:0.000000}, {1:0.000000}, {2:0.000000}, {3:0.000000}>", x, y, z, s);
346 return st; 346 return st;
347 } 347 }
348 348
349 public static explicit operator string(Quaternion r) 349 public static explicit operator string(Quaternion r)
350 { 350 {
351 string s=String.Format("<{0:0.000000},{1:0.000000},{2:0.000000},{3:0.000000}>", r.x, r.y, r.z, r.s); 351 string s=String.Format("<{0:0.000000}, {1:0.000000}, {2:0.000000}, {3:0.000000}>", r.x, r.y, r.z, r.s);
352 return s; 352 return s;
353 } 353 }
354 354
355 public static explicit operator LSLString(Quaternion r) 355 public static explicit operator LSLString(Quaternion r)
356 { 356 {
357 string s=String.Format("<{0:0.000000},{1:0.000000},{2:0.000000},{3:0.000000}>", r.x, r.y, r.z, r.s); 357 string s=String.Format("<{0:0.000000}, {1:0.000000}, {2:0.000000}, {3:0.000000}>", r.x, r.y, r.z, r.s);
358 return new LSLString(s); 358 return new LSLString(s);
359 } 359 }
360 360
@@ -613,24 +613,16 @@ namespace OpenSim.Region.ScriptEngine.Shared
613 613
614 public static bool operator ==(list a, list b) 614 public static bool operator ==(list a, list b)
615 { 615 {
616 int la = -1; 616 int la = a.Length;
617 int lb = -1; 617 int lb = b.Length;
618 try { la = a.Length; }
619 catch (NullReferenceException) { }
620 try { lb = b.Length; }
621 catch (NullReferenceException) { }
622 618
623 return la == lb; 619 return la == lb;
624 } 620 }
625 621
626 public static bool operator !=(list a, list b) 622 public static bool operator !=(list a, list b)
627 { 623 {
628 int la = -1; 624 int la = a.Length;
629 int lb = -1; 625 int lb = b.Length;
630 try { la = a.Length; }
631 catch (NullReferenceException) { }
632 try {lb = b.Length;}
633 catch (NullReferenceException) { }
634 626
635 return la != lb; 627 return la != lb;
636 } 628 }
diff --git a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
index b050349..916e27f 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;
@@ -102,6 +103,8 @@ namespace OpenSim.Region.ScriptEngine.XEngine
102 private Dictionary<UUID, IScriptInstance> m_Scripts = 103 private Dictionary<UUID, IScriptInstance> m_Scripts =
103 new Dictionary<UUID, IScriptInstance>(); 104 new Dictionary<UUID, IScriptInstance>();
104 105
106 private OpenMetaverse.ReaderWriterLockSlim m_scriptsLock = new OpenMetaverse.ReaderWriterLockSlim();
107
105 // Maps the asset ID to the assembly 108 // Maps the asset ID to the assembly
106 109
107 private Dictionary<UUID, string> m_Assemblies = 110 private Dictionary<UUID, string> m_Assemblies =
@@ -124,6 +127,71 @@ namespace OpenSim.Region.ScriptEngine.XEngine
124 IWorkItemResult m_CurrentCompile = null; 127 IWorkItemResult m_CurrentCompile = null;
125 private Dictionary<UUID, int> m_CompileDict = new Dictionary<UUID, int>(); 128 private Dictionary<UUID, int> m_CompileDict = new Dictionary<UUID, int>();
126 129
130 private void lockScriptsForRead(bool locked)
131 {
132 if (locked)
133 {
134 if (m_scriptsLock.RecursiveReadCount > 0)
135 {
136 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.");
137 m_scriptsLock.ExitReadLock();
138 }
139 if (m_scriptsLock.RecursiveWriteCount > 0)
140 {
141 m_log.Error("[XEngine.m_Scripts] Recursive write lock requested. This should not happen and means something needs to be fixed.");
142 m_scriptsLock.ExitWriteLock();
143 }
144
145 while (!m_scriptsLock.TryEnterReadLock(60000))
146 {
147 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.");
148 if (m_scriptsLock.IsWriteLockHeld)
149 {
150 m_scriptsLock = new OpenMetaverse.ReaderWriterLockSlim();
151 }
152 }
153 }
154 else
155 {
156 if (m_scriptsLock.RecursiveReadCount > 0)
157 {
158 m_scriptsLock.ExitReadLock();
159 }
160 }
161 }
162 private void lockScriptsForWrite(bool locked)
163 {
164 if (locked)
165 {
166 if (m_scriptsLock.RecursiveReadCount > 0)
167 {
168 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.");
169 m_scriptsLock.ExitReadLock();
170 }
171 if (m_scriptsLock.RecursiveWriteCount > 0)
172 {
173 m_log.Error("[XEngine.m_Scripts] Recursive write lock requested. This should not happen and means something needs to be fixed.");
174 m_scriptsLock.ExitWriteLock();
175 }
176
177 while (!m_scriptsLock.TryEnterWriteLock(60000))
178 {
179 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.");
180 if (m_scriptsLock.IsWriteLockHeld)
181 {
182 m_scriptsLock = new OpenMetaverse.ReaderWriterLockSlim();
183 }
184 }
185 }
186 else
187 {
188 if (m_scriptsLock.RecursiveWriteCount > 0)
189 {
190 m_scriptsLock.ExitWriteLock();
191 }
192 }
193 }
194
127 public string ScriptEngineName 195 public string ScriptEngineName
128 { 196 {
129 get { return "XEngine"; } 197 get { return "XEngine"; }
@@ -263,43 +331,45 @@ namespace OpenSim.Region.ScriptEngine.XEngine
263 331
264 public void RemoveRegion(Scene scene) 332 public void RemoveRegion(Scene scene)
265 { 333 {
266 lock (m_Scripts) 334 lockScriptsForRead(true);
335 foreach (IScriptInstance instance in m_Scripts.Values)
267 { 336 {
268 foreach (IScriptInstance instance in m_Scripts.Values) 337 // Force a final state save
338 //
339 if (m_Assemblies.ContainsKey(instance.AssetID))
269 { 340 {
270 // Force a final state save 341 string assembly = m_Assemblies[instance.AssetID];
271 // 342 instance.SaveState(assembly);
272 if (m_Assemblies.ContainsKey(instance.AssetID)) 343 }
273 {
274 string assembly = m_Assemblies[instance.AssetID];
275 instance.SaveState(assembly);
276 }
277 344
278 // Clear the event queue and abort the instance thread 345 // Clear the event queue and abort the instance thread
279 // 346 //
280 instance.ClearQueue(); 347 instance.ClearQueue();
281 instance.Stop(0); 348 instance.Stop(0);
282 349
283 // Release events, timer, etc 350 // Release events, timer, etc
284 // 351 //
285 instance.DestroyScriptInstance(); 352 instance.DestroyScriptInstance();
286 353
287 // Unload scripts and app domains 354 // Unload scripts and app domains
288 // Must be done explicitly because they have infinite 355 // Must be done explicitly because they have infinite
289 // lifetime 356 // lifetime
290 // 357 //
291 m_DomainScripts[instance.AppDomain].Remove(instance.ItemID); 358 m_DomainScripts[instance.AppDomain].Remove(instance.ItemID);
292 if (m_DomainScripts[instance.AppDomain].Count == 0) 359 if (m_DomainScripts[instance.AppDomain].Count == 0)
293 { 360 {
294 m_DomainScripts.Remove(instance.AppDomain); 361 m_DomainScripts.Remove(instance.AppDomain);
295 UnloadAppDomain(instance.AppDomain); 362 UnloadAppDomain(instance.AppDomain);
296 }
297 } 363 }
298 m_Scripts.Clear();
299 m_PrimObjects.Clear();
300 m_Assemblies.Clear();
301 m_DomainScripts.Clear();
302 } 364 }
365 lockScriptsForRead(false);
366 lockScriptsForWrite(true);
367 m_Scripts.Clear();
368 lockScriptsForWrite(false);
369 m_PrimObjects.Clear();
370 m_Assemblies.Clear();
371 m_DomainScripts.Clear();
372
303 lock (m_ScriptEngines) 373 lock (m_ScriptEngines)
304 { 374 {
305 m_ScriptEngines.Remove(this); 375 m_ScriptEngines.Remove(this);
@@ -358,22 +428,20 @@ namespace OpenSim.Region.ScriptEngine.XEngine
358 428
359 List<IScriptInstance> instances = new List<IScriptInstance>(); 429 List<IScriptInstance> instances = new List<IScriptInstance>();
360 430
361 lock (m_Scripts) 431 lockScriptsForRead(true);
362 { 432 foreach (IScriptInstance instance in m_Scripts.Values)
363 foreach (IScriptInstance instance in m_Scripts.Values)
364 instances.Add(instance); 433 instances.Add(instance);
365 } 434 lockScriptsForRead(false);
366 435
367 foreach (IScriptInstance i in instances) 436 foreach (IScriptInstance i in instances)
368 { 437 {
369 string assembly = String.Empty; 438 string assembly = String.Empty;
370 439
371 lock (m_Scripts) 440
372 {
373 if (!m_Assemblies.ContainsKey(i.AssetID)) 441 if (!m_Assemblies.ContainsKey(i.AssetID))
374 continue; 442 continue;
375 assembly = m_Assemblies[i.AssetID]; 443 assembly = m_Assemblies[i.AssetID];
376 } 444
377 445
378 i.SaveState(assembly); 446 i.SaveState(assembly);
379 } 447 }
@@ -702,92 +770,95 @@ namespace OpenSim.Region.ScriptEngine.XEngine
702 } 770 }
703 771
704 ScriptInstance instance = null; 772 ScriptInstance instance = null;
705 lock (m_Scripts) 773 // Create the object record
774 lockScriptsForRead(true);
775 if ((!m_Scripts.ContainsKey(itemID)) ||
776 (m_Scripts[itemID].AssetID != assetID))
706 { 777 {
707 // Create the object record 778 lockScriptsForRead(false);
708 779
709 if ((!m_Scripts.ContainsKey(itemID)) || 780 UUID appDomain = assetID;
710 (m_Scripts[itemID].AssetID != assetID))
711 {
712 UUID appDomain = assetID;
713 781
714 if (part.ParentGroup.IsAttachment) 782 if (part.ParentGroup.IsAttachment)
715 appDomain = part.ParentGroup.RootPart.UUID; 783 appDomain = part.ParentGroup.RootPart.UUID;
716 784
717 if (!m_AppDomains.ContainsKey(appDomain)) 785 if (!m_AppDomains.ContainsKey(appDomain))
786 {
787 try
718 { 788 {
719 try 789 AppDomainSetup appSetup = new AppDomainSetup();
720 { 790 // appSetup.ApplicationBase = Path.Combine(
721 AppDomainSetup appSetup = new AppDomainSetup(); 791 // "ScriptEngines",
722// appSetup.ApplicationBase = Path.Combine( 792 // m_Scene.RegionInfo.RegionID.ToString());
723// "ScriptEngines", 793
724// m_Scene.RegionInfo.RegionID.ToString()); 794 Evidence baseEvidence = AppDomain.CurrentDomain.Evidence;
725 795 Evidence evidence = new Evidence(baseEvidence);
726 Evidence baseEvidence = AppDomain.CurrentDomain.Evidence; 796
727 Evidence evidence = new Evidence(baseEvidence); 797 AppDomain sandbox;
728 798 if (m_AppDomainLoading)
729 AppDomain sandbox; 799 sandbox = AppDomain.CreateDomain(
730 if (m_AppDomainLoading) 800 m_Scene.RegionInfo.RegionID.ToString(),
731 sandbox = AppDomain.CreateDomain( 801 evidence, appSetup);
732 m_Scene.RegionInfo.RegionID.ToString(), 802 else
733 evidence, appSetup); 803 sandbox = AppDomain.CurrentDomain;
734 else 804
735 sandbox = AppDomain.CurrentDomain; 805 //PolicyLevel sandboxPolicy = PolicyLevel.CreateAppDomainLevel();
736 806 //AllMembershipCondition sandboxMembershipCondition = new AllMembershipCondition();
737 //PolicyLevel sandboxPolicy = PolicyLevel.CreateAppDomainLevel(); 807 //PermissionSet sandboxPermissionSet = sandboxPolicy.GetNamedPermissionSet("Internet");
738 //AllMembershipCondition sandboxMembershipCondition = new AllMembershipCondition(); 808 //PolicyStatement sandboxPolicyStatement = new PolicyStatement(sandboxPermissionSet);
739 //PermissionSet sandboxPermissionSet = sandboxPolicy.GetNamedPermissionSet("Internet"); 809 //CodeGroup sandboxCodeGroup = new UnionCodeGroup(sandboxMembershipCondition, sandboxPolicyStatement);
740 //PolicyStatement sandboxPolicyStatement = new PolicyStatement(sandboxPermissionSet); 810 //sandboxPolicy.RootCodeGroup = sandboxCodeGroup;
741 //CodeGroup sandboxCodeGroup = new UnionCodeGroup(sandboxMembershipCondition, sandboxPolicyStatement); 811 //sandbox.SetAppDomainPolicy(sandboxPolicy);
742 //sandboxPolicy.RootCodeGroup = sandboxCodeGroup; 812
743 //sandbox.SetAppDomainPolicy(sandboxPolicy); 813 m_AppDomains[appDomain] = sandbox;
744 814
745 m_AppDomains[appDomain] = sandbox; 815 m_AppDomains[appDomain].AssemblyResolve +=
746 816 new ResolveEventHandler(
747 m_AppDomains[appDomain].AssemblyResolve += 817 AssemblyResolver.OnAssemblyResolve);
748 new ResolveEventHandler( 818 m_DomainScripts[appDomain] = new List<UUID>();
749 AssemblyResolver.OnAssemblyResolve); 819 }
750 m_DomainScripts[appDomain] = new List<UUID>(); 820 catch (Exception e)
751 } 821 {
752 catch (Exception e) 822 m_log.ErrorFormat("[XEngine] Exception creating app domain:\n {0}", e.ToString());
823 m_ScriptErrorMessage += "Exception creating app domain:\n";
824 m_ScriptFailCount++;
825 lock (m_AddingAssemblies)
753 { 826 {
754 m_log.ErrorFormat("[XEngine] Exception creating app domain:\n {0}", e.ToString()); 827 m_AddingAssemblies[assembly]--;
755 m_ScriptErrorMessage += "Exception creating app domain:\n";
756 m_ScriptFailCount++;
757 lock (m_AddingAssemblies)
758 {
759 m_AddingAssemblies[assembly]--;
760 }
761 return false;
762 } 828 }
829 return false;
763 } 830 }
764 m_DomainScripts[appDomain].Add(itemID); 831 }
765 832 m_DomainScripts[appDomain].Add(itemID);
766 instance = new ScriptInstance(this, part, 833
767 itemID, assetID, assembly, 834 instance = new ScriptInstance(this, part,
768 m_AppDomains[appDomain], 835 itemID, assetID, assembly,
769 part.ParentGroup.RootPart.Name, 836 m_AppDomains[appDomain],
770 item.Name, startParam, postOnRez, 837 part.ParentGroup.RootPart.Name,
771 stateSource, m_MaxScriptQueue); 838 item.Name, startParam, postOnRez,
772 839 stateSource, m_MaxScriptQueue);
773 m_log.DebugFormat( 840
841 m_log.DebugFormat(
774 "[XEngine] Loaded script {0}.{1}, script UUID {2}, prim UUID {3} @ {4}.{5}", 842 "[XEngine] Loaded script {0}.{1}, script UUID {2}, prim UUID {3} @ {4}.{5}",
775 part.ParentGroup.RootPart.Name, item.Name, assetID, part.UUID, 843 part.ParentGroup.RootPart.Name, item.Name, assetID, part.UUID,
776 part.ParentGroup.RootPart.AbsolutePosition, part.ParentGroup.Scene.RegionInfo.RegionName); 844 part.ParentGroup.RootPart.AbsolutePosition, part.ParentGroup.Scene.RegionInfo.RegionName);
777 845
778 if (presence != null) 846 if (presence != null)
779 { 847 {
780 ShowScriptSaveResponse(item.OwnerID, 848 ShowScriptSaveResponse(item.OwnerID,
781 assetID, "Compile successful", true); 849 assetID, "Compile successful", true);
782 }
783
784 instance.AppDomain = appDomain;
785 instance.LineMap = linemap;
786
787 m_Scripts[itemID] = instance;
788 } 850 }
789 }
790 851
852 instance.AppDomain = appDomain;
853 instance.LineMap = linemap;
854 lockScriptsForWrite(true);
855 m_Scripts[itemID] = instance;
856 lockScriptsForWrite(false);
857 }
858 else
859 {
860 lockScriptsForRead(false);
861 }
791 lock (m_PrimObjects) 862 lock (m_PrimObjects)
792 { 863 {
793 if (!m_PrimObjects.ContainsKey(localID)) 864 if (!m_PrimObjects.ContainsKey(localID))
@@ -806,9 +877,9 @@ namespace OpenSim.Region.ScriptEngine.XEngine
806 m_AddingAssemblies[assembly]--; 877 m_AddingAssemblies[assembly]--;
807 } 878 }
808 879
809 if (instance != null) 880 if (instance!=null)
810 instance.Init(); 881 instance.Init();
811 882
812 return true; 883 return true;
813 } 884 }
814 885
@@ -821,20 +892,23 @@ namespace OpenSim.Region.ScriptEngine.XEngine
821 m_CompileDict.Remove(itemID); 892 m_CompileDict.Remove(itemID);
822 } 893 }
823 894
824 IScriptInstance instance = null; 895 lockScriptsForRead(true);
825 896 // Do we even have it?
826 lock (m_Scripts) 897 if (!m_Scripts.ContainsKey(itemID))
827 { 898 {
828 // Do we even have it? 899 lockScriptsForRead(false);
829 if (!m_Scripts.ContainsKey(itemID)) 900 return;
830 return;
831
832 instance=m_Scripts[itemID];
833 m_Scripts.Remove(itemID);
834 } 901 }
902
835 903
904 IScriptInstance instance=m_Scripts[itemID];
905 lockScriptsForRead(false);
906 lockScriptsForWrite(true);
907 m_Scripts.Remove(itemID);
908 lockScriptsForWrite(false);
836 instance.ClearQueue(); 909 instance.ClearQueue();
837 instance.Stop(0); 910 instance.Stop(0);
911
838// bool objectRemoved = false; 912// bool objectRemoved = false;
839 913
840 lock (m_PrimObjects) 914 lock (m_PrimObjects)
@@ -870,11 +944,12 @@ namespace OpenSim.Region.ScriptEngine.XEngine
870 ObjectRemoved handlerObjectRemoved = OnObjectRemoved; 944 ObjectRemoved handlerObjectRemoved = OnObjectRemoved;
871 if (handlerObjectRemoved != null) 945 if (handlerObjectRemoved != null)
872 { 946 {
873 SceneObjectPart part = m_Scene.GetSceneObjectPart(localID); 947 SceneObjectPart part = m_Scene.GetSceneObjectPart(localID);
874 handlerObjectRemoved(part.UUID); 948 handlerObjectRemoved(part.UUID);
875 } 949 }
876 950
877 951 CleanAssemblies();
952
878 ScriptRemoved handlerScriptRemoved = OnScriptRemoved; 953 ScriptRemoved handlerScriptRemoved = OnScriptRemoved;
879 if (handlerScriptRemoved != null) 954 if (handlerScriptRemoved != null)
880 handlerScriptRemoved(itemID); 955 handlerScriptRemoved(itemID);
@@ -1133,12 +1208,14 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1133 private IScriptInstance GetInstance(UUID itemID) 1208 private IScriptInstance GetInstance(UUID itemID)
1134 { 1209 {
1135 IScriptInstance instance; 1210 IScriptInstance instance;
1136 lock (m_Scripts) 1211 lockScriptsForRead(true);
1212 if (!m_Scripts.ContainsKey(itemID))
1137 { 1213 {
1138 if (!m_Scripts.ContainsKey(itemID)) 1214 lockScriptsForRead(false);
1139 return null; 1215 return null;
1140 instance = m_Scripts[itemID];
1141 } 1216 }
1217 instance = m_Scripts[itemID];
1218 lockScriptsForRead(false);
1142 return instance; 1219 return instance;
1143 } 1220 }
1144 1221
@@ -1162,6 +1239,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1162 return false; 1239 return false;
1163 } 1240 }
1164 1241
1242 [DebuggerNonUserCode]
1165 public void ApiResetScript(UUID itemID) 1243 public void ApiResetScript(UUID itemID)
1166 { 1244 {
1167 IScriptInstance instance = GetInstance(itemID); 1245 IScriptInstance instance = GetInstance(itemID);
@@ -1213,6 +1291,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1213 return UUID.Zero; 1291 return UUID.Zero;
1214 } 1292 }
1215 1293
1294 [DebuggerNonUserCode]
1216 public void SetState(UUID itemID, string newState) 1295 public void SetState(UUID itemID, string newState)
1217 { 1296 {
1218 IScriptInstance instance = GetInstance(itemID); 1297 IScriptInstance instance = GetInstance(itemID);
@@ -1233,11 +1312,10 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1233 { 1312 {
1234 List<IScriptInstance> instances = new List<IScriptInstance>(); 1313 List<IScriptInstance> instances = new List<IScriptInstance>();
1235 1314
1236 lock (m_Scripts) 1315 lockScriptsForRead(true);
1237 { 1316 foreach (IScriptInstance instance in m_Scripts.Values)
1238 foreach (IScriptInstance instance in m_Scripts.Values)
1239 instances.Add(instance); 1317 instances.Add(instance);
1240 } 1318 lockScriptsForRead(false);
1241 1319
1242 foreach (IScriptInstance i in instances) 1320 foreach (IScriptInstance i in instances)
1243 { 1321 {