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-rw-r--r--OpenSim/Region/Application/OpenSimBase.cs49
-rw-r--r--OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs119
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs102
-rw-r--r--OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs11
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs2
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/Interregion/RESTInterregionComms.cs9
-rw-r--r--OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs21
-rw-r--r--OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs542
-rw-r--r--OpenSim/Region/CoreModules/World/Land/LandObject.cs50
-rw-r--r--OpenSim/Region/CoreModules/World/Meta7Windlight/Meta7WindlightModule.cs274
-rw-r--r--OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs12
-rw-r--r--OpenSim/Region/Examples/SimpleModule/MyNpcCharacter.cs7
-rw-r--r--OpenSim/Region/Framework/Interfaces/IEntityInventory.cs4
-rw-r--r--OpenSim/Region/Framework/Interfaces/IRegionDataStore.cs2
-rw-r--r--OpenSim/Region/Framework/Interfaces/ISnmpModule.cs27
-rw-r--r--OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs28
-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/Scene.Inventory.cs27
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Permissions.cs29
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs68
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs29
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneGraph.cs36
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs26
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs640
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs133
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs727
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs593
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneViewer.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/SceneTests.cs11
-rw-r--r--OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs7
-rw-r--r--OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs7
-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.cs1369
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs3788
-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.cs3853
-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.cs85
-rw-r--r--OpenSim/Region/RegionCombinerModule/RegionCombinerPermissionModule.cs11
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/CM_Api.cs502
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs954
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs36
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs32
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Interface/ICM_Api.cs22
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs2
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/CM_Constants.cs77
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/CM_Stub.cs80
-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/OpenSim.Region.ScriptEngine.Shared.Api.Runtime.mdp2
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/ScriptBase.cs2
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs261
-rw-r--r--OpenSim/Region/ScriptEngine/XEngine/XEngine.cs418
62 files changed, 14126 insertions, 1779 deletions
diff --git a/OpenSim/Region/Application/OpenSimBase.cs b/OpenSim/Region/Application/OpenSimBase.cs
index cf2ab65..1ec96a0 100644
--- a/OpenSim/Region/Application/OpenSimBase.cs
+++ b/OpenSim/Region/Application/OpenSimBase.cs
@@ -346,10 +346,26 @@ namespace OpenSim
346 else m_log.Error("[MODULES]: The new RegionModulesController is missing..."); 346 else m_log.Error("[MODULES]: The new RegionModulesController is missing...");
347 347
348 scene.SetModuleInterfaces(); 348 scene.SetModuleInterfaces();
349// First Step of bootreport sequence
350 if (scene.SnmpService != null)
351 {
352 scene.SnmpService.ColdStart(1,scene);
353 scene.SnmpService.LinkDown(scene);
354 }
355
356 if (scene.SnmpService != null)
357 {
358 scene.SnmpService.BootInfo("Loading prins", scene);
359 }
349 360
350 // Prims have to be loaded after module configuration since some modules may be invoked during the load 361 // Prims have to be loaded after module configuration since some modules may be invoked during the load
351 scene.LoadPrimsFromStorage(regionInfo.originRegionID); 362 scene.LoadPrimsFromStorage(regionInfo.originRegionID);
352 363
364 if (scene.SnmpService != null)
365 {
366 scene.SnmpService.BootInfo("Creating region texture", scene);
367 }
368
353 // moved these here as the terrain texture has to be created after the modules are initialized 369 // moved these here as the terrain texture has to be created after the modules are initialized
354 // and has to happen before the region is registered with the grid. 370 // and has to happen before the region is registered with the grid.
355 scene.CreateTerrainTexture(false); 371 scene.CreateTerrainTexture(false);
@@ -357,6 +373,10 @@ namespace OpenSim
357 // TODO : Try setting resource for region xstats here on scene 373 // TODO : Try setting resource for region xstats here on scene
358 MainServer.Instance.AddStreamHandler(new Region.Framework.Scenes.RegionStatsHandler(regionInfo)); 374 MainServer.Instance.AddStreamHandler(new Region.Framework.Scenes.RegionStatsHandler(regionInfo));
359 375
376 if (scene.SnmpService != null)
377 {
378 scene.SnmpService.BootInfo("Grid Registration in progress", scene);
379 }
360 try 380 try
361 { 381 {
362 scene.RegisterRegionWithGrid(); 382 scene.RegisterRegionWithGrid();
@@ -365,11 +385,20 @@ namespace OpenSim
365 { 385 {
366 m_log.ErrorFormat("[STARTUP]: Registration of region with grid failed, aborting startup - {0}", e.StackTrace); 386 m_log.ErrorFormat("[STARTUP]: Registration of region with grid failed, aborting startup - {0}", e.StackTrace);
367 387
388 if (scene.SnmpService != null)
389 {
390 scene.SnmpService.Critical("Grid registration failed. Startup aborted.", scene);
391 }
368 // Carrying on now causes a lot of confusion down the 392 // Carrying on now causes a lot of confusion down the
369 // line - we need to get the user's attention 393 // line - we need to get the user's attention
370 Environment.Exit(1); 394 Environment.Exit(1);
371 } 395 }
372 396
397 if (scene.SnmpService != null)
398 {
399 scene.SnmpService.BootInfo("Grid Registration done", scene);
400 }
401
373 // We need to do this after we've initialized the 402 // We need to do this after we've initialized the
374 // scripting engines. 403 // scripting engines.
375 scene.CreateScriptInstances(); 404 scene.CreateScriptInstances();
@@ -377,6 +406,11 @@ namespace OpenSim
377 scene.loadAllLandObjectsFromStorage(regionInfo.originRegionID); 406 scene.loadAllLandObjectsFromStorage(regionInfo.originRegionID);
378 scene.EventManager.TriggerParcelPrimCountUpdate(); 407 scene.EventManager.TriggerParcelPrimCountUpdate();
379 408
409 if (scene.SnmpService != null)
410 {
411 scene.SnmpService.BootInfo("ScriptEngine started", scene);
412 }
413
380 m_sceneManager.Add(scene); 414 m_sceneManager.Add(scene);
381 415
382 if (m_autoCreateClientStack) 416 if (m_autoCreateClientStack)
@@ -385,6 +419,10 @@ namespace OpenSim
385 clientServer.Start(); 419 clientServer.Start();
386 } 420 }
387 421
422 if (scene.SnmpService != null)
423 {
424 scene.SnmpService.BootInfo("Initializing region modules", scene);
425 }
388 if (do_post_init) 426 if (do_post_init)
389 { 427 {
390 foreach (IRegionModule module in modules) 428 foreach (IRegionModule module in modules)
@@ -396,6 +434,12 @@ namespace OpenSim
396 434
397 mscene = scene; 435 mscene = scene;
398 436
437 if (scene.SnmpService != null)
438 {
439 scene.SnmpService.BootInfo("The region is operational", scene);
440 scene.SnmpService.LinkUp(scene);
441 }
442
399 scene.StartTimer(); 443 scene.StartTimer();
400 444
401 return clientServer; 445 return clientServer;
@@ -404,6 +448,11 @@ namespace OpenSim
404 private void ShutdownRegion(Scene scene) 448 private void ShutdownRegion(Scene scene)
405 { 449 {
406 m_log.DebugFormat("[SHUTDOWN]: Shutting down region {0}", scene.RegionInfo.RegionName); 450 m_log.DebugFormat("[SHUTDOWN]: Shutting down region {0}", scene.RegionInfo.RegionName);
451 if (scene.SnmpService != null)
452 {
453 scene.SnmpService.BootInfo("The region is shutting down", scene);
454 scene.SnmpService.LinkDown(scene);
455 }
407 IRegionModulesController controller; 456 IRegionModulesController controller;
408 if (ApplicationRegistry.TryGet<IRegionModulesController>(out controller)) 457 if (ApplicationRegistry.TryGet<IRegionModulesController>(out controller))
409 { 458 {
diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
index 20e53fc..0e4a0d0 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
@@ -500,18 +500,30 @@ namespace OpenSim.Region.ClientStack.LindenUDP
500 500
501 #region Client Methods 501 #region Client Methods
502 502
503
503 /// <summary> 504 /// <summary>
504 /// Shut down the client view 505 /// Shut down the client view
505 /// </summary> 506 /// </summary>
506 public void Close() 507 public void Close()
507 { 508 {
509 Close(true);
510 }
511
512 /// <summary>
513 /// Shut down the client view
514 /// </summary>
515 public void Close(bool sendStop)
516 {
508 m_log.DebugFormat( 517 m_log.DebugFormat(
509 "[CLIENT]: Close has been called for {0} attached to scene {1}", 518 "[CLIENT]: Close has been called for {0} attached to scene {1}",
510 Name, m_scene.RegionInfo.RegionName); 519 Name, m_scene.RegionInfo.RegionName);
511 520
512 // Send the STOP packet 521 if (sendStop)
513 DisableSimulatorPacket disable = (DisableSimulatorPacket)PacketPool.Instance.GetPacket(PacketType.DisableSimulator); 522 {
514 OutPacket(disable, ThrottleOutPacketType.Unknown); 523 // Send the STOP packet
524 DisableSimulatorPacket disable = (DisableSimulatorPacket)PacketPool.Instance.GetPacket(PacketType.DisableSimulator);
525 OutPacket(disable, ThrottleOutPacketType.Unknown);
526 }
515 527
516 IsActive = false; 528 IsActive = false;
517 529
@@ -843,16 +855,16 @@ namespace OpenSim.Region.ClientStack.LindenUDP
843 } 855 }
844 } 856 }
845 857
846 public void SendGenericMessage(string method, List<string> message) 858 public void SendGenericMessage(string method, List<byte[]> message)
847 { 859 {
848 GenericMessagePacket gmp = new GenericMessagePacket(); 860 GenericMessagePacket gmp = new GenericMessagePacket();
849 gmp.MethodData.Method = Util.StringToBytes256(method); 861 gmp.MethodData.Method = Util.StringToBytes256(method);
850 gmp.ParamList = new GenericMessagePacket.ParamListBlock[message.Count]; 862 gmp.ParamList = new GenericMessagePacket.ParamListBlock[message.Count];
851 int i = 0; 863 int i = 0;
852 foreach (string val in message) 864 foreach (byte[] val in message)
853 { 865 {
854 gmp.ParamList[i] = new GenericMessagePacket.ParamListBlock(); 866 gmp.ParamList[i] = new GenericMessagePacket.ParamListBlock();
855 gmp.ParamList[i++].Parameter = Util.StringToBytes256(val); 867 gmp.ParamList[i++].Parameter = val;
856 } 868 }
857 OutPacket(gmp, ThrottleOutPacketType.Task); 869 OutPacket(gmp, ThrottleOutPacketType.Task);
858 } 870 }
@@ -1051,6 +1063,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1051 public virtual void SendLayerData(float[] map) 1063 public virtual void SendLayerData(float[] map)
1052 { 1064 {
1053 Util.FireAndForget(DoSendLayerData, map); 1065 Util.FireAndForget(DoSendLayerData, map);
1066
1067 // Send it sync, and async. It's not that much data
1068 // and it improves user experience just so much!
1069 DoSendLayerData(map);
1054 } 1070 }
1055 1071
1056 /// <summary> 1072 /// <summary>
@@ -1063,16 +1079,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1063 1079
1064 try 1080 try
1065 { 1081 {
1066 //for (int y = 0; y < 16; y++) 1082 for (int y = 0; y < 16; y++)
1067 //{ 1083 {
1068 // for (int x = 0; x < 16; x++) 1084 for (int x = 0; x < 16; x+=4)
1069 // { 1085 {
1070 // SendLayerData(x, y, map); 1086 SendLayerPacket(x, y, map);
1071 // } 1087 }
1072 //} 1088 }
1073
1074 // Send LayerData in a spiral pattern. Fun!
1075 SendLayerTopRight(map, 0, 0, 15, 15);
1076 } 1089 }
1077 catch (Exception e) 1090 catch (Exception e)
1078 { 1091 {
@@ -1080,51 +1093,35 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1080 } 1093 }
1081 } 1094 }
1082 1095
1083 private void SendLayerTopRight(float[] map, int x1, int y1, int x2, int y2)
1084 {
1085 // Row
1086 for (int i = x1; i <= x2; i++)
1087 SendLayerData(i, y1, map);
1088
1089 // Column
1090 for (int j = y1 + 1; j <= y2; j++)
1091 SendLayerData(x2, j, map);
1092
1093 if (x2 - x1 > 0)
1094 SendLayerBottomLeft(map, x1, y1 + 1, x2 - 1, y2);
1095 }
1096
1097 void SendLayerBottomLeft(float[] map, int x1, int y1, int x2, int y2)
1098 {
1099 // Row in reverse
1100 for (int i = x2; i >= x1; i--)
1101 SendLayerData(i, y2, map);
1102
1103 // Column in reverse
1104 for (int j = y2 - 1; j >= y1; j--)
1105 SendLayerData(x1, j, map);
1106
1107 if (x2 - x1 > 0)
1108 SendLayerTopRight(map, x1 + 1, y1, x2, y2 - 1);
1109 }
1110
1111 /// <summary> 1096 /// <summary>
1112 /// Sends a set of four patches (x, x+1, ..., x+3) to the client 1097 /// Sends a set of four patches (x, x+1, ..., x+3) to the client
1113 /// </summary> 1098 /// </summary>
1114 /// <param name="map">heightmap</param> 1099 /// <param name="map">heightmap</param>
1115 /// <param name="px">X coordinate for patches 0..12</param> 1100 /// <param name="px">X coordinate for patches 0..12</param>
1116 /// <param name="py">Y coordinate for patches 0..15</param> 1101 /// <param name="py">Y coordinate for patches 0..15</param>
1117 // private void SendLayerPacket(float[] map, int y, int x) 1102 private void SendLayerPacket(int x, int y, float[] map)
1118 // { 1103 {
1119 // int[] patches = new int[4]; 1104 int[] patches = new int[4];
1120 // patches[0] = x + 0 + y * 16; 1105 patches[0] = x + 0 + y * 16;
1121 // patches[1] = x + 1 + y * 16; 1106 patches[1] = x + 1 + y * 16;
1122 // patches[2] = x + 2 + y * 16; 1107 patches[2] = x + 2 + y * 16;
1123 // patches[3] = x + 3 + y * 16; 1108 patches[3] = x + 3 + y * 16;
1124 1109
1125 // Packet layerpack = LLClientView.TerrainManager.CreateLandPacket(map, patches); 1110 float[] heightmap = (map.Length == 65536) ?
1126 // OutPacket(layerpack, ThrottleOutPacketType.Land); 1111 map :
1127 // } 1112 LLHeightFieldMoronize(map);
1113
1114 try
1115 {
1116 Packet layerpack = TerrainCompressor.CreateLandPacket(heightmap, patches);
1117 OutPacket(layerpack, ThrottleOutPacketType.Land);
1118 }
1119 catch
1120 {
1121 for (int px = x ; px < x + 4 ; px++)
1122 SendLayerData(px, y, map);
1123 }
1124 }
1128 1125
1129 /// <summary> 1126 /// <summary>
1130 /// Sends a specified patch to a client 1127 /// Sends a specified patch to a client
@@ -1144,7 +1141,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1144 LayerDataPacket layerpack = TerrainCompressor.CreateLandPacket(heightmap, patches); 1141 LayerDataPacket layerpack = TerrainCompressor.CreateLandPacket(heightmap, patches);
1145 layerpack.Header.Reliable = true; 1142 layerpack.Header.Reliable = true;
1146 1143
1147 OutPacket(layerpack, ThrottleOutPacketType.Land); 1144 OutPacket(layerpack, ThrottleOutPacketType.Task);
1148 } 1145 }
1149 catch (Exception e) 1146 catch (Exception e)
1150 { 1147 {
@@ -3409,7 +3406,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
3409 3406
3410 objupdate.ObjectData = new ObjectUpdatePacket.ObjectDataBlock[1]; 3407 objupdate.ObjectData = new ObjectUpdatePacket.ObjectDataBlock[1];
3411 objupdate.ObjectData[0] = CreateAvatarUpdateBlock(data); 3408 objupdate.ObjectData[0] = CreateAvatarUpdateBlock(data);
3412
3413 OutPacket(objupdate, ThrottleOutPacketType.Task); 3409 OutPacket(objupdate, ThrottleOutPacketType.Task);
3414 3410
3415 // We need to record the avatar local id since the root prim of an attachment points to this. 3411 // We need to record the avatar local id since the root prim of an attachment points to this.
@@ -3463,8 +3459,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
3463 terse.ObjectData[i] = m_avatarTerseUpdates.Dequeue(); 3459 terse.ObjectData[i] = m_avatarTerseUpdates.Dequeue();
3464 } 3460 }
3465 3461
3466 // HACK: Using the task category until the tiered reprioritization code is in 3462 OutPacket(terse, ThrottleOutPacketType.State);
3467 OutPacket(terse, ThrottleOutPacketType.Task);
3468 } 3463 }
3469 3464
3470 public void SendCoarseLocationUpdate(List<UUID> users, List<Vector3> CoarseLocations) 3465 public void SendCoarseLocationUpdate(List<UUID> users, List<Vector3> CoarseLocations)
@@ -3979,6 +3974,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
3979 { 3974 {
3980 m_propertiesPacketTimer.Stop(); 3975 m_propertiesPacketTimer.Stop();
3981 3976
3977 if (m_propertiesBlocks.Count == 0)
3978 return;
3979
3982 proper.ObjectData = new ObjectPropertiesPacket.ObjectDataBlock[m_propertiesBlocks.Count]; 3980 proper.ObjectData = new ObjectPropertiesPacket.ObjectDataBlock[m_propertiesBlocks.Count];
3983 3981
3984 int index = 0; 3982 int index = 0;
@@ -4926,6 +4924,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4926 (x.CameraLeftAxis != lastarg.CameraLeftAxis) || 4924 (x.CameraLeftAxis != lastarg.CameraLeftAxis) ||
4927 (x.CameraUpAxis != lastarg.CameraUpAxis) || 4925 (x.CameraUpAxis != lastarg.CameraUpAxis) ||
4928 (x.ControlFlags != lastarg.ControlFlags) || 4926 (x.ControlFlags != lastarg.ControlFlags) ||
4927 (x.ControlFlags != 0) ||
4929 (x.Far != lastarg.Far) || 4928 (x.Far != lastarg.Far) ||
4930 (x.Flags != lastarg.Flags) || 4929 (x.Flags != lastarg.Flags) ||
4931 (x.State != lastarg.State) || 4930 (x.State != lastarg.State) ||
@@ -5293,7 +5292,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
5293 args.Channel = ch; 5292 args.Channel = ch;
5294 args.From = String.Empty; 5293 args.From = String.Empty;
5295 args.Message = Utils.BytesToString(msg); 5294 args.Message = Utils.BytesToString(msg);
5296 args.Type = ChatTypeEnum.Shout; 5295 args.Type = ChatTypeEnum.Region; //Behaviour in SL is that the response can be heard from any distance
5297 args.Position = new Vector3(); 5296 args.Position = new Vector3();
5298 args.Scene = Scene; 5297 args.Scene = Scene;
5299 args.Sender = this; 5298 args.Sender = this;
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/InstantMessage/OfflineMessageModule.cs b/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs
index ff38b6f..0727fa9 100644
--- a/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs
@@ -163,13 +163,16 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
163 163
164 private void RetrieveInstantMessages(IClientAPI client) 164 private void RetrieveInstantMessages(IClientAPI client)
165 { 165 {
166 if (m_RestURL != "") 166 if (m_RestURL == String.Empty)
167 { 167 return;
168 m_log.DebugFormat("[OFFLINE MESSAGING] Retrieving stored messages for {0}", client.AgentId);
169 168
170 List<GridInstantMessage> msglist = SynchronousRestObjectPoster.BeginPostObject<UUID, List<GridInstantMessage>>( 169 m_log.DebugFormat("[OFFLINE MESSAGING] Retrieving stored messages for {0}", client.AgentId);
170
171 List<GridInstantMessage> msglist = SynchronousRestObjectPoster.BeginPostObject<UUID, List<GridInstantMessage>>(
171 "POST", m_RestURL + "/RetrieveMessages/", client.AgentId); 172 "POST", m_RestURL + "/RetrieveMessages/", client.AgentId);
172 173
174 if (msglist != null)
175 {
173 foreach (GridInstantMessage im in msglist) 176 foreach (GridInstantMessage im in msglist)
174 { 177 {
175 // client.SendInstantMessage(im); 178 // client.SendInstantMessage(im);
diff --git a/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs
index d9a021f..b60b32b 100644
--- a/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs
@@ -389,7 +389,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
389 { 389 {
390 // Check if this is ours to handle 390 // Check if this is ours to handle
391 // 391 //
392 m_log.Info("OnFridInstantMessage"); 392 //m_log.Info("OnFridInstantMessage");
393 if (msg.dialog != (byte) InstantMessageDialog.InventoryOffered) 393 if (msg.dialog != (byte) InstantMessageDialog.InventoryOffered)
394 return; 394 return;
395 395
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Interregion/RESTInterregionComms.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Interregion/RESTInterregionComms.cs
index fa3681a..b7f3adf 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Interregion/RESTInterregionComms.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Interregion/RESTInterregionComms.cs
@@ -331,12 +331,11 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Interregion
331 { 331 {
332 //m_log.Debug("[CONNECTION DEBUGGING]: AgentHandler Called"); 332 //m_log.Debug("[CONNECTION DEBUGGING]: AgentHandler Called");
333 333
334 m_log.Debug("---------------------------"); 334/* m_log.Debug("---------------------------");
335 m_log.Debug(" >> uri=" + request["uri"]); 335 m_log.Debug(" >> uri=" + request["uri"]);
336 m_log.Debug(" >> content-type=" + request["content-type"]); 336 m_log.Debug(" >> content-type=" + request["content-type"]);
337 m_log.Debug(" >> http-method=" + request["http-method"]); 337 m_log.Debug(" >> http-method=" + request["http-method"]);
338 m_log.Debug("---------------------------\n"); 338 m_log.Debug("---------------------------\n"); */
339
340 Hashtable responsedata = new Hashtable(); 339 Hashtable responsedata = new Hashtable();
341 responsedata["content_type"] = "text/html"; 340 responsedata["content_type"] = "text/html";
342 responsedata["keepalive"] = false; 341 responsedata["keepalive"] = false;
@@ -581,11 +580,11 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Interregion
581 { 580 {
582 m_log.Debug("[CONNECTION DEBUGGING]: ObjectHandler Called"); 581 m_log.Debug("[CONNECTION DEBUGGING]: ObjectHandler Called");
583 582
584 m_log.Debug("---------------------------"); 583 /* m_log.Debug("---------------------------");
585 m_log.Debug(" >> uri=" + request["uri"]); 584 m_log.Debug(" >> uri=" + request["uri"]);
586 m_log.Debug(" >> content-type=" + request["content-type"]); 585 m_log.Debug(" >> content-type=" + request["content-type"]);
587 m_log.Debug(" >> http-method=" + request["http-method"]); 586 m_log.Debug(" >> http-method=" + request["http-method"]);
588 m_log.Debug("---------------------------\n"); 587 m_log.Debug("---------------------------\n"); */
589 588
590 Hashtable responsedata = new Hashtable(); 589 Hashtable responsedata = new Hashtable();
591 responsedata["content_type"] = "text/html"; 590 responsedata["content_type"] = "text/html";
diff --git a/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs b/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs
index 2e30e09..4999508 100644
--- a/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs
+++ b/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs
@@ -259,21 +259,20 @@ namespace OpenSim.Region.CoreModules.World.Archiver
259 // Fix ownership/creator of inventory items 259 // Fix ownership/creator of inventory items
260 // Not doing so results in inventory items 260 // Not doing so results in inventory items
261 // being no copy/no mod for everyone 261 // being no copy/no mod for everyone
262 lock (part.TaskInventory) 262 part.TaskInventory.LockItemsForRead(true);
263 TaskInventoryDictionary inv = part.TaskInventory;
264 foreach (KeyValuePair<UUID, TaskInventoryItem> kvp in inv)
263 { 265 {
264 TaskInventoryDictionary inv = part.TaskInventory; 266 if (!ResolveUserUuid(kvp.Value.OwnerID))
265 foreach (KeyValuePair<UUID, TaskInventoryItem> kvp in inv)
266 { 267 {
267 if (!ResolveUserUuid(kvp.Value.OwnerID)) 268 kvp.Value.OwnerID = masterAvatarId;
268 { 269 }
269 kvp.Value.OwnerID = masterAvatarId; 270 if (!ResolveUserUuid(kvp.Value.CreatorID))
270 } 271 {
271 if (!ResolveUserUuid(kvp.Value.CreatorID)) 272 kvp.Value.CreatorID = masterAvatarId;
272 {
273 kvp.Value.CreatorID = masterAvatarId;
274 }
275 } 273 }
276 } 274 }
275 part.TaskInventory.LockItemsForRead(false);
277 } 276 }
278 277
279 if (!m_scene.AddRestoredSceneObject(sceneObject, true, false)) 278 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 9b39b09..8039558 100644
--- a/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
+++ b/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
@@ -81,6 +81,8 @@ namespace OpenSim.Region.CoreModules.World.Land
81 private int m_lastLandLocalID = LandChannel.START_LAND_LOCAL_ID - 1; 81 private int m_lastLandLocalID = LandChannel.START_LAND_LOCAL_ID - 1;
82 82
83 private bool m_allowedForcefulBans = true; 83 private bool m_allowedForcefulBans = true;
84 private UUID DefaultGodParcelGroup;
85 private string DefaultGodParcelName;
84 86
85 // caches ExtendedLandData 87 // caches ExtendedLandData
86 private Cache parcelInfoCache; 88 private Cache parcelInfoCache;
@@ -94,6 +96,12 @@ namespace OpenSim.Region.CoreModules.World.Land
94 96
95 public void Initialise(IConfigSource source) 97 public void Initialise(IConfigSource source)
96 { 98 {
99 IConfig cnf = source.Configs["LandManagement"];
100 if (cnf != null)
101 {
102 DefaultGodParcelGroup = new UUID(cnf.GetString("DefaultAdministratorGroupUUID", UUID.Zero.ToString()));
103 DefaultGodParcelName = cnf.GetString("DefaultAdministratorParcelName", "Default Parcel");
104 }
97 } 105 }
98 106
99 public void AddRegion(Scene scene) 107 public void AddRegion(Scene scene)
@@ -153,6 +161,10 @@ namespace OpenSim.Region.CoreModules.World.Land
153 client.OnParcelInfoRequest += ClientOnParcelInfoRequest; 161 client.OnParcelInfoRequest += ClientOnParcelInfoRequest;
154 client.OnParcelDwellRequest += ClientOnParcelDwellRequest; 162 client.OnParcelDwellRequest += ClientOnParcelDwellRequest;
155 client.OnParcelDeedToGroup += ClientOnParcelDeedToGroup; 163 client.OnParcelDeedToGroup += ClientOnParcelDeedToGroup;
164 client.OnParcelGodMark += ClientOnParcelGodMark;
165 client.OnSimWideDeletes += ClientOnSimWideDeletes;
166 client.OnParcelFreezeUser += ClientOnParcelFreezeUser;
167 client.OnParcelEjectUser += ClientOnParcelEjectUser;
156 168
157 EntityBase presenceEntity; 169 EntityBase presenceEntity;
158 if (m_scene.Entities.TryGetValue(client.AgentId, out presenceEntity) && presenceEntity is ScenePresence) 170 if (m_scene.Entities.TryGetValue(client.AgentId, out presenceEntity) && presenceEntity is ScenePresence)
@@ -264,20 +276,103 @@ namespace OpenSim.Region.CoreModules.World.Land
264 return parcelsNear; 276 return parcelsNear;
265 } 277 }
266 278
267 public void SendYouAreBannedNotice(ScenePresence avatar) 279
280 public void MoveUserOutOfParcel(ScenePresence avatar)
268 { 281 {
269 if (AllowedForcefulBans) 282 if (avatar.GodLevel == 0)
270 { 283 {
271 avatar.ControllingClient.SendAlertMessage( 284 ILandObject land = m_scene.LandChannel.GetLandObject(avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y);
272 "You are not allowed on this parcel because you are banned. Please go away."); 285 List<ILandObject> parcelsNear = new List<ILandObject>();
273 286
274 avatar.PhysicsActor.Position = avatar.lastKnownAllowedPosition; 287 for (int x = -2; x <= 2; x += 2)
275 avatar.PhysicsActor.Velocity = Vector3.Zero; 288 {
276 } 289 ILandObject check = GetLandObject(avatar.AbsolutePosition.X + x, avatar.AbsolutePosition.Y);
277 else 290 if (check != null)
278 { 291 {
279 avatar.ControllingClient.SendAlertMessage( 292 if (check.IsEitherBannedOrRestricted(avatar.UUID) != true)
280 "You are not allowed on this parcel because you are banned; however, the grid administrator has disabled ban lines globally. Please obey the land owner's requests or you can be banned from the entire sim!"); 293 {
294 Vector3 target = new Vector3(avatar.AbsolutePosition.X + x, avatar.AbsolutePosition.Y, avatar.AbsolutePosition.Z);
295 avatar.TeleportWithMomentum(target);
296 return;
297 }
298 }
299 }
300 for (int y = -2; y <= 2; y += 2)
301 {
302 ILandObject check = GetLandObject(avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y + y);
303 if (check != null)
304 {
305 if (check.IsEitherBannedOrRestricted(avatar.UUID) != true)
306 {
307 Vector3 target = new Vector3(avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y + y, avatar.AbsolutePosition.Z);
308 avatar.TeleportWithMomentum(target);
309 return;
310 }
311 }
312 }
313 List<ILandObject> allParcels = new List<ILandObject>();
314 allParcels = AllParcels();
315 if (allParcels.Count != 1)
316 {
317 foreach (ILandObject parcel in allParcels)
318 {
319 if (parcel.IsEitherBannedOrRestricted(avatar.UUID) != true)
320 {
321 Vector3 temptarget = parcel.LandData.UserLocation;
322 if (parcel.ContainsPoint((int)parcel.LandData.UserLocation.X, (int)parcel.LandData.UserLocation.Y))
323 {
324 avatar.TeleportWithMomentum(temptarget);
325 return;
326 }
327 else
328 {
329 for (int x = 0; x <= Constants.RegionSize / 3; x += 3)
330 {
331 for (int y = 0; y <= Constants.RegionSize / 3; y += 3)
332 {
333 if (parcel.ContainsPoint(x, y))
334 {
335 temptarget = new Vector3(x, y, avatar.AbsolutePosition.Z);
336 avatar.TeleportWithMomentum(temptarget);
337 return;
338 }
339 }
340 }
341 }
342 }
343 }
344 }
345 //Move to region side
346 if (avatar.AbsolutePosition.X > avatar.AbsolutePosition.Y)
347 {
348 if (avatar.AbsolutePosition.X > .5 * Constants.RegionSize)
349 {
350 Vector3 target = new Vector3(Constants.RegionSize, avatar.AbsolutePosition.Y, avatar.AbsolutePosition.Z); ;
351 avatar.TeleportWithMomentum(target);
352 return;
353 }
354 else
355 {
356 Vector3 target = new Vector3(0, avatar.AbsolutePosition.Y, avatar.AbsolutePosition.Z); ;
357 avatar.TeleportWithMomentum(target);
358 return;
359 }
360 }
361 else
362 {
363 if (avatar.AbsolutePosition.Y > .5 * Constants.RegionSize)
364 {
365 Vector3 target = new Vector3(avatar.AbsolutePosition.X, Constants.RegionSize, avatar.AbsolutePosition.Z); ;
366 avatar.TeleportWithMomentum(target);
367 return;
368 }
369 else
370 {
371 Vector3 target = new Vector3(avatar.AbsolutePosition.X, 0, avatar.AbsolutePosition.Z); ;
372 avatar.TeleportWithMomentum(target);
373 return;
374 }
375 }
281 } 376 }
282 } 377 }
283 378
@@ -295,18 +390,9 @@ namespace OpenSim.Region.CoreModules.World.Land
295 { 390 {
296 if (avatar.AbsolutePosition.Z < LandChannel.BAN_LINE_SAFETY_HIEGHT) 391 if (avatar.AbsolutePosition.Z < LandChannel.BAN_LINE_SAFETY_HIEGHT)
297 { 392 {
298 if (parcelAvatarIsEntering.IsBannedFromLand(avatar.UUID)) 393 if (parcelAvatarIsEntering.IsEitherBannedOrRestricted(avatar.UUID))
299 {
300 SendYouAreBannedNotice(avatar);
301 }
302 else if (parcelAvatarIsEntering.IsRestrictedFromLand(avatar.UUID))
303 {
304 avatar.ControllingClient.SendAlertMessage(
305 "You are not allowed on this parcel because the land owner has restricted access. For now, you can enter, but please respect the land owner's decisions (or he can ban you!).");
306 }
307 else
308 { 394 {
309 avatar.sentMessageAboutRestrictedParcelFlyingDown = true; 395 MoveUserOutOfParcel(avatar);
310 } 396 }
311 } 397 }
312 else 398 else
@@ -317,28 +403,47 @@ namespace OpenSim.Region.CoreModules.World.Land
317 } 403 }
318 } 404 }
319 405
320 public void SendOutNearestBanLine(IClientAPI avatar) 406 public void SendOutNearestBanLine(ScenePresence avatar)
321 { 407 {
322 List<ScenePresence> avatars = m_scene.GetAvatars(); 408 ILandObject checkBan = null;
323 foreach (ScenePresence presence in avatars) 409 for (int x = -2; x <= 2; x += 2)
324 { 410 {
325 if (presence.UUID == avatar.AgentId) 411 checkBan = GetLandObject(avatar.AbsolutePosition.X + x, avatar.AbsolutePosition.Y);
412 if (checkBan != null)
326 { 413 {
327 List<ILandObject> checkLandParcels = ParcelsNearPoint(presence.AbsolutePosition); 414 if (avatar.AbsolutePosition.Z < LandChannel.BAN_LINE_SAFETY_HIEGHT)
328 foreach (ILandObject checkBan in checkLandParcels)
329 { 415 {
330 if (checkBan.IsBannedFromLand(avatar.AgentId)) 416 if (checkBan.IsRestrictedFromLand(avatar.ControllingClient.AgentId))
331 { 417 {
332 checkBan.SendLandProperties((int)ParcelPropertiesStatus.CollisionBanned, false, (int)ParcelResult.Single, avatar); 418 checkBan.SendLandProperties((int)ParcelPropertiesStatus.CollisionNotOnAccessList, true, (int)ParcelResult.Multiple, avatar.ControllingClient);
333 return; //Only send one 419 return;
334 } 420 }
335 if (checkBan.IsRestrictedFromLand(avatar.AgentId)) 421 if (checkBan.IsBannedFromLand(avatar.ControllingClient.AgentId))
336 { 422 {
337 checkBan.SendLandProperties((int)ParcelPropertiesStatus.CollisionNotOnAccessList, false, (int)ParcelResult.Single, avatar); 423 checkBan.SendLandProperties((int)ParcelPropertiesStatus.CollisionBanned, true, (int)ParcelResult.Multiple, avatar.ControllingClient);
338 return; //Only send one 424 return;
425 }
426 }
427 }
428 }
429 for (int y = -2; y <= 2; y += 2)
430 {
431 checkBan = GetLandObject(avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y + y);
432 if (checkBan != null)
433 {
434 if (avatar.AbsolutePosition.Z < LandChannel.BAN_LINE_SAFETY_HIEGHT)
435 {
436 if (checkBan.IsRestrictedFromLand(avatar.ControllingClient.AgentId))
437 {
438 checkBan.SendLandProperties((int)ParcelPropertiesStatus.CollisionNotOnAccessList, true, (int)ParcelResult.Multiple, avatar.ControllingClient);
439 return;
440 }
441 if (checkBan.IsBannedFromLand(avatar.ControllingClient.AgentId))
442 {
443 checkBan.SendLandProperties((int)ParcelPropertiesStatus.CollisionBanned, true, (int)ParcelResult.Multiple, avatar.ControllingClient);
444 return;
339 } 445 }
340 } 446 }
341 return;
342 } 447 }
343 } 448 }
344 } 449 }
@@ -385,25 +490,14 @@ namespace OpenSim.Region.CoreModules.World.Land
385 if (clientAvatar != null) 490 if (clientAvatar != null)
386 { 491 {
387 SendLandUpdate(clientAvatar); 492 SendLandUpdate(clientAvatar);
388 SendOutNearestBanLine(remote_client); 493 SendOutNearestBanLine(clientAvatar);
389 ILandObject parcel = GetLandObject(clientAvatar.AbsolutePosition.X, clientAvatar.AbsolutePosition.Y); 494 ILandObject parcel = GetLandObject(clientAvatar.AbsolutePosition.X, clientAvatar.AbsolutePosition.Y);
390 if (parcel != null) 495 if (parcel != null)
391 { 496 {
392 if (clientAvatar.AbsolutePosition.Z < LandChannel.BAN_LINE_SAFETY_HIEGHT && 497 if (clientAvatar.AbsolutePosition.Z < LandChannel.BAN_LINE_SAFETY_HIEGHT &&
393 clientAvatar.sentMessageAboutRestrictedParcelFlyingDown)
394 {
395 EventManagerOnAvatarEnteringNewParcel(clientAvatar, parcel.LandData.LocalID,
396 m_scene.RegionInfo.RegionID);
397 //They are going under the safety line!
398 if (!parcel.IsBannedFromLand(clientAvatar.UUID))
399 {
400 clientAvatar.sentMessageAboutRestrictedParcelFlyingDown = false;
401 }
402 }
403 else if (clientAvatar.AbsolutePosition.Z < LandChannel.BAN_LINE_SAFETY_HIEGHT &&
404 parcel.IsBannedFromLand(clientAvatar.UUID)) 498 parcel.IsBannedFromLand(clientAvatar.UUID))
405 { 499 {
406 SendYouAreBannedNotice(clientAvatar); 500 MoveUserOutOfParcel(clientAvatar);
407 } 501 }
408 } 502 }
409 } 503 }
@@ -451,9 +545,21 @@ namespace OpenSim.Region.CoreModules.World.Land
451 545
452 if (land != null) 546 if (land != null)
453 { 547 {
454 if (agentID == land.LandData.OwnerID) 548 if (m_scene.Permissions.CanEditParcel(agentID, land))
455 { 549 {
456 land.UpdateAccessList(flags, entries, remote_client); 550 land.UpdateAccessList(flags, entries, remote_client);
551 List<ScenePresence> presences = ((Scene)remote_client.Scene).GetAvatars();
552 foreach (ScenePresence presence in presences)
553 {
554 land = GetLandObject(presence.AbsolutePosition.X, presence.AbsolutePosition.Y);
555 if (land != null)
556 {
557 if (land.IsEitherBannedOrRestricted(presence.UUID))
558 {
559 MoveUserOutOfParcel(presence);
560 }
561 }
562 }
457 } 563 }
458 } 564 }
459 else 565 else
@@ -908,6 +1014,10 @@ namespace OpenSim.Region.CoreModules.World.Land
908 //Owner Flag 1014 //Owner Flag
909 tempByte = Convert.ToByte(tempByte | LandChannel.LAND_TYPE_OWNED_BY_REQUESTER); 1015 tempByte = Convert.ToByte(tempByte | LandChannel.LAND_TYPE_OWNED_BY_REQUESTER);
910 } 1016 }
1017 else if (currentParcelBlock.LandData.IsGroupOwned && remote_client.IsGroupMember(currentParcelBlock.LandData.GroupID))
1018 {
1019 tempByte = Convert.ToByte(tempByte | LandChannel.LAND_TYPE_OWNED_BY_GROUP);
1020 }
911 else if (currentParcelBlock.LandData.SalePrice > 0 && 1021 else if (currentParcelBlock.LandData.SalePrice > 0 &&
912 (currentParcelBlock.LandData.AuthBuyerID == UUID.Zero || 1022 (currentParcelBlock.LandData.AuthBuyerID == UUID.Zero ||
913 currentParcelBlock.LandData.AuthBuyerID == remote_client.AgentId)) 1023 currentParcelBlock.LandData.AuthBuyerID == remote_client.AgentId))
@@ -1019,7 +1129,25 @@ namespace OpenSim.Region.CoreModules.World.Land
1019 m_landList.TryGetValue(localID, out land); 1129 m_landList.TryGetValue(localID, out land);
1020 } 1130 }
1021 1131
1022 if (land != null) land.UpdateLandProperties(args, remote_client); 1132 if (land != null)
1133 {
1134 land.UpdateLandProperties(args, remote_client);
1135 if ((args.ParcelFlags & (uint)(ParcelFlags.UseBanList | ParcelFlags.UseAccessList | ParcelFlags.UseAccessGroup | ParcelFlags.UsePassList)) != 0)
1136 {
1137 List<ScenePresence> presences = ((Scene)remote_client.Scene).GetAvatars();
1138 foreach (ScenePresence presence in presences)
1139 {
1140 land = GetLandObject(presence.AbsolutePosition.X, presence.AbsolutePosition.Y);
1141 if (land != null)
1142 {
1143 if (land.IsEitherBannedOrRestricted(presence.UUID))
1144 {
1145 MoveUserOutOfParcel(presence);
1146 }
1147 }
1148 }
1149 }
1150 }
1023 } 1151 }
1024 1152
1025 public void ClientOnParcelDivideRequest(int west, int south, int east, int north, IClientAPI remote_client) 1153 public void ClientOnParcelDivideRequest(int west, int south, int east, int north, IClientAPI remote_client)
@@ -1437,5 +1565,319 @@ namespace OpenSim.Region.CoreModules.World.Land
1437 1565
1438 UpdateLandObject(localID, land.LandData); 1566 UpdateLandObject(localID, land.LandData);
1439 } 1567 }
1568 public void ClientOnParcelGodMark(IClientAPI client, UUID god, int landID)
1569 {
1570 ILandObject land = null;
1571 List<ILandObject> Land = ((Scene)client.Scene).LandChannel.AllParcels();
1572 foreach (ILandObject landObject in Land)
1573 {
1574 if (landObject.LandData.LocalID == landID)
1575 {
1576 land = landObject;
1577 }
1578 }
1579 land.DeedToGroup(DefaultGodParcelGroup);
1580 land.LandData.Name = DefaultGodParcelName;
1581 land.SendLandUpdateToAvatarsOverMe();
1582 }
1583 private void ClientOnSimWideDeletes(IClientAPI client, UUID agentID, int flags, UUID targetID)
1584 {
1585 ScenePresence SP;
1586 ((Scene)client.Scene).TryGetAvatar(client.AgentId, out SP);
1587 List<SceneObjectGroup> returns = new List<SceneObjectGroup>();
1588 if (SP.GodLevel != 0)
1589 {
1590 if (flags == 0) //All parcels, scripted or not
1591 {
1592 ((Scene)client.Scene).ForEachSOG(delegate(SceneObjectGroup e)
1593 {
1594 if (e.OwnerID == targetID)
1595 {
1596 returns.Add(e);
1597 }
1598 }
1599 );
1600 }
1601 if (flags == 4) //All parcels, scripted object
1602 {
1603 ((Scene)client.Scene).ForEachSOG(delegate(SceneObjectGroup e)
1604 {
1605 if (e.OwnerID == targetID)
1606 {
1607 if (e.scriptScore >= 0.01)
1608 {
1609 returns.Add(e);
1610 }
1611 }
1612 }
1613 );
1614 }
1615 if (flags == 4) //not target parcel, scripted object
1616 {
1617 ((Scene)client.Scene).ForEachSOG(delegate(SceneObjectGroup e)
1618 {
1619 if (e.OwnerID == targetID)
1620 {
1621 ILandObject landobject = ((Scene)client.Scene).LandChannel.GetLandObject(e.AbsolutePosition.X, e.AbsolutePosition.Y);
1622 if (landobject.LandData.OwnerID != e.OwnerID)
1623 {
1624 if (e.scriptScore >= 0.01)
1625 {
1626 returns.Add(e);
1627 }
1628 }
1629 }
1630 }
1631 );
1632 }
1633 foreach (SceneObjectGroup ol in returns)
1634 {
1635 ReturnObject(ol, client);
1636 }
1637 }
1638 }
1639 public void ReturnObject(SceneObjectGroup obj, IClientAPI client)
1640 {
1641 SceneObjectGroup[] objs = new SceneObjectGroup[1];
1642 objs[0] = obj;
1643 ((Scene)client.Scene).returnObjects(objs, client.AgentId);
1644 }
1645
1646 Dictionary<UUID, System.Threading.Timer> Timers = new Dictionary<UUID, System.Threading.Timer>();
1647
1648 public void ClientOnParcelFreezeUser(IClientAPI client, UUID parcelowner, uint flags, UUID target)
1649 {
1650 ScenePresence targetAvatar = null;
1651 ((Scene)client.Scene).TryGetAvatar(target, out targetAvatar);
1652 ScenePresence parcelManager = null;
1653 ((Scene)client.Scene).TryGetAvatar(client.AgentId, out parcelManager);
1654 System.Threading.Timer Timer;
1655
1656 if (targetAvatar.GodLevel == 0)
1657 {
1658 ILandObject land = ((Scene)client.Scene).LandChannel.GetLandObject(targetAvatar.AbsolutePosition.X, targetAvatar.AbsolutePosition.Y);
1659 if (!((Scene)client.Scene).Permissions.CanEditParcel(client.AgentId, land))
1660 return;
1661 if (flags == 0)
1662 {
1663 targetAvatar.AllowMovement = false;
1664 targetAvatar.ControllingClient.SendAlertMessage(parcelManager.Firstname + " " + parcelManager.Lastname + " has frozen you for 30 seconds. You cannot move or interact with the world.");
1665 parcelManager.ControllingClient.SendAlertMessage("Avatar Frozen.");
1666 System.Threading.TimerCallback timeCB = new System.Threading.TimerCallback(OnEndParcelFrozen);
1667 Timer = new System.Threading.Timer(timeCB, targetAvatar, 30000, 0);
1668 Timers.Add(targetAvatar.UUID, Timer);
1669 }
1670 else
1671 {
1672 targetAvatar.AllowMovement = true;
1673 targetAvatar.ControllingClient.SendAlertMessage(parcelManager.Firstname + " " + parcelManager.Lastname + " has unfrozen you.");
1674 parcelManager.ControllingClient.SendAlertMessage("Avatar Unfrozen.");
1675 Timers.TryGetValue(targetAvatar.UUID, out Timer);
1676 Timers.Remove(targetAvatar.UUID);
1677 Timer.Dispose();
1678 }
1679 }
1680 }
1681 private void OnEndParcelFrozen(object avatar)
1682 {
1683 ScenePresence targetAvatar = (ScenePresence)avatar;
1684 targetAvatar.AllowMovement = true;
1685 System.Threading.Timer Timer;
1686 Timers.TryGetValue(targetAvatar.UUID, out Timer);
1687 Timers.Remove(targetAvatar.UUID);
1688 targetAvatar.ControllingClient.SendAgentAlertMessage("The freeze has worn off; you may go about your business.", false);
1689 }
1690
1691
1692 public void ClientOnParcelEjectUser(IClientAPI client, UUID parcelowner, uint flags, UUID target)
1693 {
1694 ScenePresence targetAvatar = null;
1695 ((Scene)client.Scene).TryGetAvatar(target, out targetAvatar);
1696 ScenePresence parcelManager = null;
1697 ((Scene)client.Scene).TryGetAvatar(client.AgentId, out parcelManager);
1698 //Just eject
1699 if (flags == 0)
1700 {
1701 if (targetAvatar.GodLevel == 0)
1702 {
1703 ILandObject land = ((Scene)client.Scene).LandChannel.GetLandObject(targetAvatar.AbsolutePosition.X, targetAvatar.AbsolutePosition.Y);
1704 if (!((Scene)client.Scene).Permissions.CanEditParcel(client.AgentId, land))
1705 return;
1706
1707 Vector3 position = new Vector3(0, 0, 0);
1708 List<ILandObject> allParcels = new List<ILandObject>();
1709 allParcels = AllParcels();
1710 if (allParcels.Count != 1)
1711 {
1712 foreach (ILandObject parcel in allParcels)
1713 {
1714 if (parcel.LandData.GlobalID != land.LandData.GlobalID)
1715 {
1716 if (parcel.IsEitherBannedOrRestricted(targetAvatar.UUID) != true)
1717 {
1718 for (int x = 1; x <= Constants.RegionSize; x += 2)
1719 {
1720 for (int y = 1; y <= Constants.RegionSize; y += 2)
1721 {
1722 if (parcel.ContainsPoint(x, y))
1723 {
1724 position = new Vector3(x, y, targetAvatar.AbsolutePosition.Z);
1725 targetAvatar.TeleportWithMomentum(position);
1726 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1727 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected.");
1728 return;
1729 }
1730 }
1731 }
1732 }
1733 }
1734 }
1735 }
1736 Vector3 targetVector;
1737 if (targetAvatar.AbsolutePosition.X > targetAvatar.AbsolutePosition.Y)
1738 {
1739 if (targetAvatar.AbsolutePosition.X > .5 * Constants.RegionSize)
1740 {
1741 targetVector = new Vector3(Constants.RegionSize, targetAvatar.AbsolutePosition.Y, targetAvatar.AbsolutePosition.Z); ;
1742 targetAvatar.TeleportWithMomentum(targetVector);
1743 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1744 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected.");
1745 return;
1746 }
1747 else
1748 {
1749 targetVector = new Vector3(0, targetAvatar.AbsolutePosition.Y, targetAvatar.AbsolutePosition.Z); ;
1750 targetAvatar.TeleportWithMomentum(targetVector);
1751 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1752 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected.");
1753 return;
1754 }
1755 }
1756 else
1757 {
1758 if (targetAvatar.AbsolutePosition.Y > .5 * Constants.RegionSize)
1759 {
1760 targetVector = new Vector3(targetAvatar.AbsolutePosition.X, Constants.RegionSize, targetAvatar.AbsolutePosition.Z); ;
1761 targetAvatar.TeleportWithMomentum(targetVector);
1762 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1763 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected.");
1764 return;
1765 }
1766 else
1767 {
1768 targetVector = new Vector3(targetAvatar.AbsolutePosition.X, 0, targetAvatar.AbsolutePosition.Z); ;
1769 targetAvatar.TeleportWithMomentum(targetVector);
1770 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1771 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected.");
1772 return;
1773 }
1774 }
1775 }
1776 }
1777 //Eject and ban
1778 if (flags == 1)
1779 {
1780 if (targetAvatar.GodLevel == 0)
1781 {
1782 ILandObject land = ((Scene)client.Scene).LandChannel.GetLandObject(targetAvatar.AbsolutePosition.X, targetAvatar.AbsolutePosition.Y);
1783 if (!((Scene)client.Scene).Permissions.CanEditParcel(client.AgentId, land))
1784 return;
1785
1786 Vector3 position = new Vector3(0, 0, 0);
1787 List<ILandObject> allParcels = new List<ILandObject>();
1788 allParcels = AllParcels();
1789 if (allParcels.Count != 1)
1790 {
1791 foreach (ILandObject parcel in allParcels)
1792 {
1793 if (parcel.LandData.GlobalID != land.LandData.GlobalID)
1794 {
1795 if (parcel.IsEitherBannedOrRestricted(targetAvatar.UUID) != true)
1796 {
1797 for (int x = 1; x <= Constants.RegionSize; x += 2)
1798 {
1799 for (int y = 1; y <= Constants.RegionSize; y += 2)
1800 {
1801 if (parcel.ContainsPoint(x, y))
1802 {
1803 position = new Vector3(x, y, targetAvatar.AbsolutePosition.Z);
1804 targetAvatar.TeleportWithMomentum(position);
1805 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected and banned by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1806 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected and Banned.");
1807 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry();
1808 entry.AgentID = targetAvatar.UUID;
1809 entry.Flags = AccessList.Ban;
1810 entry.Time = new DateTime();
1811 land.LandData.ParcelAccessList.Add(entry);
1812 return;
1813 }
1814 }
1815 }
1816 }
1817 }
1818 }
1819 }
1820 Vector3 targetVector;
1821 if (targetAvatar.AbsolutePosition.X > targetAvatar.AbsolutePosition.Y)
1822 {
1823 if (targetAvatar.AbsolutePosition.X > .5 * Constants.RegionSize)
1824 {
1825 targetVector = new Vector3(Constants.RegionSize, targetAvatar.AbsolutePosition.Y, targetAvatar.AbsolutePosition.Z); ;
1826 targetAvatar.TeleportWithMomentum(targetVector);
1827 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected and banned by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1828 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected and Banned.");
1829 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry();
1830 entry.AgentID = targetAvatar.UUID;
1831 entry.Flags = AccessList.Ban;
1832 entry.Time = new DateTime();
1833 land.LandData.ParcelAccessList.Add(entry);
1834 return;
1835 }
1836 else
1837 {
1838 targetVector = new Vector3(0, targetAvatar.AbsolutePosition.Y, targetAvatar.AbsolutePosition.Z); ;
1839 targetAvatar.TeleportWithMomentum(targetVector);
1840 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected and banned by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1841 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected and Banned.");
1842 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry();
1843 entry.AgentID = targetAvatar.UUID;
1844 entry.Flags = AccessList.Ban;
1845 entry.Time = new DateTime();
1846 land.LandData.ParcelAccessList.Add(entry);
1847 return;
1848 }
1849 }
1850 else
1851 {
1852 if (targetAvatar.AbsolutePosition.Y > .5 * Constants.RegionSize)
1853 {
1854 targetVector = new Vector3(targetAvatar.AbsolutePosition.X, Constants.RegionSize, targetAvatar.AbsolutePosition.Z); ;
1855 targetAvatar.TeleportWithMomentum(targetVector);
1856 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected and banned by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1857 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected and Banned.");
1858 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry();
1859 entry.AgentID = targetAvatar.UUID;
1860 entry.Flags = AccessList.Ban;
1861 entry.Time = new DateTime();
1862 land.LandData.ParcelAccessList.Add(entry);
1863 return;
1864 }
1865 else
1866 {
1867 targetVector = new Vector3(targetAvatar.AbsolutePosition.X, 0, targetAvatar.AbsolutePosition.Z); ;
1868 targetAvatar.TeleportWithMomentum(targetVector);
1869 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected and banned by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1870 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected and Banned.");
1871 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry();
1872 entry.AgentID = targetAvatar.UUID;
1873 entry.Flags = AccessList.Ban;
1874 entry.Time = new DateTime();
1875 land.LandData.ParcelAccessList.Add(entry);
1876 return;
1877 }
1878 }
1879 }
1880 }
1881 }
1440 } 1882 }
1441} 1883}
diff --git a/OpenSim/Region/CoreModules/World/Land/LandObject.cs b/OpenSim/Region/CoreModules/World/Land/LandObject.cs
index 1fa8630..b8c35f7 100644
--- a/OpenSim/Region/CoreModules/World/Land/LandObject.cs
+++ b/OpenSim/Region/CoreModules/World/Land/LandObject.cs
@@ -267,11 +267,7 @@ namespace OpenSim.Region.CoreModules.World.Land
267 267
268 public bool IsEitherBannedOrRestricted(UUID avatar) 268 public bool IsEitherBannedOrRestricted(UUID avatar)
269 { 269 {
270 if (IsBannedFromLand(avatar)) 270 if (IsRestrictedFromLand(avatar) || IsBannedFromLand(avatar))
271 {
272 return true;
273 }
274 else if (IsRestrictedFromLand(avatar))
275 { 271 {
276 return true; 272 return true;
277 } 273 }
@@ -280,7 +276,8 @@ namespace OpenSim.Region.CoreModules.World.Land
280 276
281 public bool IsBannedFromLand(UUID avatar) 277 public bool IsBannedFromLand(UUID avatar)
282 { 278 {
283 if ((LandData.Flags & (uint) ParcelFlags.UseBanList) > 0) 279 ScenePresence SP = m_scene.GetScenePresence(avatar);
280 if ((LandData.Flags & (uint)ParcelFlags.UseBanList) > 0)
284 { 281 {
285 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry(); 282 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry();
286 entry.AgentID = avatar; 283 entry.AgentID = avatar;
@@ -288,8 +285,22 @@ namespace OpenSim.Region.CoreModules.World.Land
288 entry.Time = new DateTime(); 285 entry.Time = new DateTime();
289 if (LandData.ParcelAccessList.Contains(entry)) 286 if (LandData.ParcelAccessList.Contains(entry))
290 { 287 {
291 //They are banned, so lets send them a notice about this parcel 288 if ((LandData.Flags & (uint)ParcelFlags.UseAccessGroup) > 0)
292 return true; 289 {
290 if (LandData.GroupID == SP.ControllingClient.ActiveGroupId)
291 {
292 return false;
293 }
294 else
295 {
296 //They are not allowed in this parcel, but not banned, so lets send them a notice about this parcel
297 return true;
298 }
299 }
300 else
301 {
302 return true;
303 }
293 } 304 }
294 } 305 }
295 return false; 306 return false;
@@ -297,7 +308,8 @@ namespace OpenSim.Region.CoreModules.World.Land
297 308
298 public bool IsRestrictedFromLand(UUID avatar) 309 public bool IsRestrictedFromLand(UUID avatar)
299 { 310 {
300 if ((LandData.Flags & (uint) ParcelFlags.UseAccessList) > 0) 311 ScenePresence SP = m_scene.GetScenePresence(avatar);
312 if ((LandData.Flags & (uint)ParcelFlags.UseAccessList) > 0)
301 { 313 {
302 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry(); 314 ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry();
303 entry.AgentID = avatar; 315 entry.AgentID = avatar;
@@ -305,8 +317,22 @@ namespace OpenSim.Region.CoreModules.World.Land
305 entry.Time = new DateTime(); 317 entry.Time = new DateTime();
306 if (!LandData.ParcelAccessList.Contains(entry)) 318 if (!LandData.ParcelAccessList.Contains(entry))
307 { 319 {
308 //They are not allowed in this parcel, but not banned, so lets send them a notice about this parcel 320 if ((LandData.Flags & (uint)ParcelFlags.UseAccessGroup) > 0)
309 return true; 321 {
322 if (LandData.GroupID == SP.ControllingClient.ActiveGroupId)
323 {
324 return false;
325 }
326 else
327 {
328 //They are not allowed in this parcel, but not banned, so lets send them a notice about this parcel
329 return true;
330 }
331 }
332 else
333 {
334 return true;
335 }
310 } 336 }
311 } 337 }
312 return false; 338 return false;
@@ -889,7 +915,7 @@ namespace OpenSim.Region.CoreModules.World.Land
889 915
890 foreach (List<SceneObjectGroup> ol in returns.Values) 916 foreach (List<SceneObjectGroup> ol in returns.Values)
891 { 917 {
892 if (m_scene.Permissions.CanUseObjectReturn(this, type, remote_client, ol)) 918 if (m_scene.Permissions.CanReturnObjects(this, remote_client.AgentId, ol))
893 m_scene.returnObjects(ol.ToArray(), remote_client.AgentId); 919 m_scene.returnObjects(ol.ToArray(), remote_client.AgentId);
894 } 920 }
895 } 921 }
diff --git a/OpenSim/Region/CoreModules/World/Meta7Windlight/Meta7WindlightModule.cs b/OpenSim/Region/CoreModules/World/Meta7Windlight/Meta7WindlightModule.cs
new file mode 100644
index 0000000..72b0b38
--- /dev/null
+++ b/OpenSim/Region/CoreModules/World/Meta7Windlight/Meta7WindlightModule.cs
@@ -0,0 +1,274 @@
1/*
2 * Copyright (c) Thomas Grimshaw and Magne Metaverse Research
3 *
4 * This module is not open source. All rights reserved.
5 * Unauthorised copying, distribution or public display is prohibited.
6 *
7 */
8
9using System;
10using System.Collections.Generic;
11using System.IO;
12using System.Reflection;
13using OpenMetaverse;
14using log4net;
15using Nini.Config;
16using OpenSim.Data;
17using OpenSim.Framework;
18using OpenSim.Region.CoreModules.Framework.InterfaceCommander;
19using OpenSim.Region.Framework.Interfaces;
20using OpenSim.Region.Framework.Scenes;
21
22
23namespace OpenSim.Region.CoreModules.World.Meta7Windlight
24{
25 public class Meta7WindlightModule : IRegionModule, ICommandableModule
26 {
27 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
28 private readonly Commander m_commander = new Commander("windlight");
29 private Scene m_scene;
30 private static bool m_enableWindlight;
31
32 #region ICommandableModule Members
33
34 public ICommander CommandInterface
35 {
36 get { return m_commander; }
37 }
38
39 #endregion
40
41 #region IRegionModule Members
42
43 public static bool EnableWindlight
44 {
45 get
46 {
47 return m_enableWindlight;
48 }
49 set
50 {
51 }
52 }
53
54 public void Initialise(Scene scene, IConfigSource config)
55 {
56 m_scene = scene;
57 m_scene.RegisterModuleInterface<IRegionModule>(this);
58 m_scene.EventManager.OnPluginConsole += EventManager_OnPluginConsole;
59
60 // ini file settings
61 try
62 {
63 m_enableWindlight = config.Configs["Meta7Windlight"].GetBoolean("enable_windlight", false);
64 }
65 catch (Exception)
66 {
67 m_log.Debug("[WINDLIGHT]: ini failure for enable_windlight - using default");
68 }
69
70 if (m_enableWindlight)
71 {
72 m_scene.EventManager.OnMakeRootAgent += EventManager_OnMakeRootAgent;
73 m_scene.EventManager.OnSaveNewWindlightProfile += EventManager_OnSaveNewWindlightProfile;
74 m_scene.EventManager.OnSendNewWindlightProfileTargeted += EventManager_OnSendNewWindlightProfileTargeted;
75 }
76
77 InstallCommands();
78
79 m_log.Debug("[WINDLIGHT]: Initialised windlight module");
80 }
81
82 private List<byte[]> compileWindlightSettings(RegionMeta7WindlightData wl)
83 {
84 byte[] mBlock = new Byte[249];
85 int pos = 0;
86
87 wl.waterColor.ToBytes(mBlock, 0); pos += 12;
88 Utils.FloatToBytes(wl.waterFogDensityExponent).CopyTo(mBlock, pos); pos += 4;
89 Utils.FloatToBytes(wl.underwaterFogModifier).CopyTo(mBlock, pos); pos += 4;
90 wl.reflectionWaveletScale.ToBytes(mBlock, pos); pos += 12;
91 Utils.FloatToBytes(wl.fresnelScale).CopyTo(mBlock, pos); pos += 4;
92 Utils.FloatToBytes(wl.fresnelOffset).CopyTo(mBlock, pos); pos += 4;
93 Utils.FloatToBytes(wl.refractScaleAbove).CopyTo(mBlock, pos); pos += 4;
94 Utils.FloatToBytes(wl.refractScaleBelow).CopyTo(mBlock, pos); pos += 4;
95 Utils.FloatToBytes(wl.blurMultiplier).CopyTo(mBlock, pos); pos += 4;
96 wl.bigWaveDirection.ToBytes(mBlock, pos); pos += 8;
97 wl.littleWaveDirection.ToBytes(mBlock, pos); pos += 8;
98 wl.normalMapTexture.ToBytes(mBlock, pos); pos += 16;
99 wl.horizon.ToBytes(mBlock, pos); pos += 16;
100 Utils.FloatToBytes(wl.hazeHorizon).CopyTo(mBlock, pos); pos += 4;
101 wl.blueDensity.ToBytes(mBlock, pos); pos += 16;
102 Utils.FloatToBytes(wl.hazeDensity).CopyTo(mBlock, pos); pos += 4;
103 Utils.FloatToBytes(wl.densityMultiplier).CopyTo(mBlock, pos); pos += 4;
104 Utils.FloatToBytes(wl.distanceMultiplier).CopyTo(mBlock, pos); pos += 4;
105 wl.sunMoonColor.ToBytes(mBlock, pos); pos += 16;
106 Utils.FloatToBytes(wl.sunMoonPosition).CopyTo(mBlock, pos); pos += 4;
107 wl.ambient.ToBytes(mBlock, pos); pos += 16;
108 Utils.FloatToBytes(wl.eastAngle).CopyTo(mBlock, pos); pos += 4;
109 Utils.FloatToBytes(wl.sunGlowFocus).CopyTo(mBlock, pos); pos += 4;
110 Utils.FloatToBytes(wl.sunGlowSize).CopyTo(mBlock, pos); pos += 4;
111 Utils.FloatToBytes(wl.sceneGamma).CopyTo(mBlock, pos); pos += 4;
112 Utils.FloatToBytes(wl.starBrightness).CopyTo(mBlock, pos); pos += 4;
113 wl.cloudColor.ToBytes(mBlock, pos); pos += 16;
114 wl.cloudXYDensity.ToBytes(mBlock, pos); pos += 12;
115 Utils.FloatToBytes(wl.cloudCoverage).CopyTo(mBlock, pos); pos += 4;
116 Utils.FloatToBytes(wl.cloudScale).CopyTo(mBlock, pos); pos += 4;
117 wl.cloudDetailXYDensity.ToBytes(mBlock, pos); pos += 12;
118 Utils.FloatToBytes(wl.cloudScrollX).CopyTo(mBlock, pos); pos += 4;
119 Utils.FloatToBytes(wl.cloudScrollY).CopyTo(mBlock, pos); pos += 4;
120 Utils.UInt16ToBytes(wl.maxAltitude).CopyTo(mBlock, pos); pos += 2;
121 mBlock[pos] = Convert.ToByte(wl.cloudScrollXLock); pos++;
122 mBlock[pos] = Convert.ToByte(wl.cloudScrollYLock); pos++;
123 mBlock[pos] = Convert.ToByte(wl.drawClassicClouds); pos++;
124 List<byte[]> param = new List<byte[]>();
125 param.Add(mBlock);
126 return param;
127 }
128 public void SendProfileToClient(ScenePresence presence)
129 {
130 IClientAPI client = presence.ControllingClient;
131 if (m_enableWindlight)
132 {
133 if (presence.IsChildAgent == false)
134 {
135 List<byte[]> param = compileWindlightSettings(m_scene.RegionInfo.WindlightSettings);
136 client.SendGenericMessage("Windlight", param);
137 }
138 }
139 else
140 {
141 //We probably don't want to spam chat with this.. probably
142 //m_log.Debug("[WINDLIGHT]: Module disabled");
143 }
144 }
145 public void SendProfileToClient(ScenePresence presence, RegionMeta7WindlightData wl)
146 {
147 IClientAPI client = presence.ControllingClient;
148 if (m_enableWindlight)
149 {
150 if (presence.IsChildAgent == false)
151 {
152 List<byte[]> param = compileWindlightSettings(wl);
153 client.SendGenericMessage("Windlight", param);
154 }
155 }
156 else
157 {
158 //We probably don't want to spam chat with this.. probably
159 //m_log.Debug("[WINDLIGHT]: Module disabled");
160 }
161 }
162 private void EventManager_OnMakeRootAgent(ScenePresence presence)
163 {
164 m_log.Debug("[WINDLIGHT]: Sending windlight scene to new client");
165 SendProfileToClient(presence);
166 }
167 private void EventManager_OnSendNewWindlightProfileTargeted(RegionMeta7WindlightData wl, UUID pUUID)
168 {
169 ScenePresence Sc;
170 if (m_scene.TryGetAvatar(pUUID,out Sc))
171 {
172 SendProfileToClient(Sc,wl);
173 }
174 }
175 private void EventManager_OnSaveNewWindlightProfile()
176 {
177 m_scene.ForEachScenePresence(SendProfileToClient);
178 }
179
180 public void PostInitialise()
181 {
182
183 }
184
185 public void Close()
186 {
187 }
188
189 public string Name
190 {
191 get { return "Meta7WindlightModule"; }
192 }
193
194 public bool IsSharedModule
195 {
196 get { return false; }
197 }
198
199 #endregion
200
201 #region events
202
203 #endregion
204
205 #region ICommandableModule Members
206
207 private void InstallCommands()
208 {
209 Command wlload = new Command("load", CommandIntentions.COMMAND_NON_HAZARDOUS, HandleLoad, "Load windlight profile from the database and broadcast");
210 Command wlenable = new Command("enable", CommandIntentions.COMMAND_NON_HAZARDOUS, HandleEnable, "Enable the windlight plugin");
211 Command wldisable = new Command("disable", CommandIntentions.COMMAND_NON_HAZARDOUS, HandleDisable, "Enable the windlight plugin");
212
213 m_commander.RegisterCommand("load", wlload);
214 m_commander.RegisterCommand("enable", wlenable);
215 m_commander.RegisterCommand("disable", wldisable);
216
217 m_scene.RegisterModuleCommander(m_commander);
218 }
219
220 private void HandleLoad(Object[] args)
221 {
222 if (!m_enableWindlight)
223 {
224 m_log.InfoFormat("[WINDLIGHT]: Cannot load windlight profile, module disabled. Use 'windlight enable' first.");
225 }
226 else
227 {
228 m_log.InfoFormat("[WINDLIGHT]: Loading Windlight profile from database");
229 m_scene.LoadWindlightProfile();
230 m_log.InfoFormat("[WINDLIGHT]: Load complete");
231 }
232 }
233
234 private void HandleDisable(Object[] args)
235 {
236 m_log.InfoFormat("[WINDLIGHT]: Plugin now disabled");
237 m_enableWindlight=false;
238 }
239
240 private void HandleEnable(Object[] args)
241 {
242 m_log.InfoFormat("[WINDLIGHT]: Plugin now enabled");
243 m_enableWindlight = true;
244 }
245
246 /// <summary>
247 /// Processes commandline input. Do not call directly.
248 /// </summary>
249 /// <param name="args">Commandline arguments</param>
250 private void EventManager_OnPluginConsole(string[] args)
251 {
252 if (args[0] == "windlight")
253 {
254 if (args.Length == 1)
255 {
256 m_commander.ProcessConsoleCommand("add", new string[0]);
257 return;
258 }
259
260 string[] tmpArgs = new string[args.Length - 2];
261 int i;
262 for (i = 2; i < args.Length; i++)
263 {
264 tmpArgs[i - 2] = args[i];
265 }
266
267 m_commander.ProcessConsoleCommand(args[1], tmpArgs);
268 }
269 }
270 #endregion
271
272 }
273}
274
diff --git a/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs b/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
index 91ce362..e11e23a 100644
--- a/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
+++ b/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
@@ -201,7 +201,7 @@ namespace OpenSim.Region.CoreModules.World.Permissions
201 m_scene.Permissions.OnIssueEstateCommand += CanIssueEstateCommand; //FULLY IMPLEMENTED 201 m_scene.Permissions.OnIssueEstateCommand += CanIssueEstateCommand; //FULLY IMPLEMENTED
202 m_scene.Permissions.OnMoveObject += CanMoveObject; //MAYBE FULLY IMPLEMENTED 202 m_scene.Permissions.OnMoveObject += CanMoveObject; //MAYBE FULLY IMPLEMENTED
203 m_scene.Permissions.OnObjectEntry += CanObjectEntry; 203 m_scene.Permissions.OnObjectEntry += CanObjectEntry;
204 m_scene.Permissions.OnReturnObject += CanReturnObject; //NOT YET IMPLEMENTED 204 m_scene.Permissions.OnReturnObjects += CanReturnObjects; //NOT YET IMPLEMENTED
205 m_scene.Permissions.OnRezObject += CanRezObject; //MAYBE FULLY IMPLEMENTED 205 m_scene.Permissions.OnRezObject += CanRezObject; //MAYBE FULLY IMPLEMENTED
206 m_scene.Permissions.OnRunConsoleCommand += CanRunConsoleCommand; 206 m_scene.Permissions.OnRunConsoleCommand += CanRunConsoleCommand;
207 m_scene.Permissions.OnRunScript += CanRunScript; //NOT YET IMPLEMENTED 207 m_scene.Permissions.OnRunScript += CanRunScript; //NOT YET IMPLEMENTED
@@ -231,7 +231,6 @@ namespace OpenSim.Region.CoreModules.World.Permissions
231 m_scene.Permissions.OnDeleteUserInventory += CanDeleteUserInventory; //NOT YET IMPLEMENTED 231 m_scene.Permissions.OnDeleteUserInventory += CanDeleteUserInventory; //NOT YET IMPLEMENTED
232 232
233 m_scene.Permissions.OnTeleport += CanTeleport; //NOT YET IMPLEMENTED 233 m_scene.Permissions.OnTeleport += CanTeleport; //NOT YET IMPLEMENTED
234 m_scene.Permissions.OnUseObjectReturn += CanUseObjectReturn; //NOT YET IMPLEMENTED
235 234
236 m_scene.AddCommand(this, "bypass permissions", 235 m_scene.AddCommand(this, "bypass permissions",
237 "bypass permissions <true / false>", 236 "bypass permissions <true / false>",
@@ -1291,12 +1290,15 @@ namespace OpenSim.Region.CoreModules.World.Permissions
1291 return false; 1290 return false;
1292 } 1291 }
1293 1292
1294 private bool CanReturnObject(UUID objectID, UUID returnerID, Scene scene) 1293 private bool CanReturnObjects(ILandObject land, UUID user, List<SceneObjectGroup> objects, Scene scene)
1295 { 1294 {
1295 if (objects.Count == 0)
1296 return false;
1297
1296 DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name); 1298 DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
1297 if (m_bypassPermissions) return m_bypassPermissionsValue; 1299 if (m_bypassPermissions) return m_bypassPermissionsValue;
1298 1300
1299 return GenericObjectPermission(returnerID, objectID, false); 1301 return GenericObjectPermission(user, objects[0].UUID, false);
1300 } 1302 }
1301 1303
1302 private bool CanRezObject(int objectCount, UUID owner, Vector3 objectPosition, Scene scene) 1304 private bool CanRezObject(int objectCount, UUID owner, Vector3 objectPosition, Scene scene)
@@ -1861,4 +1863,4 @@ namespace OpenSim.Region.CoreModules.World.Permissions
1861 return(false); 1863 return(false);
1862 } 1864 }
1863 } 1865 }
1864} \ No newline at end of file 1866}
diff --git a/OpenSim/Region/Examples/SimpleModule/MyNpcCharacter.cs b/OpenSim/Region/Examples/SimpleModule/MyNpcCharacter.cs
index ce9362f..b074313 100644
--- a/OpenSim/Region/Examples/SimpleModule/MyNpcCharacter.cs
+++ b/OpenSim/Region/Examples/SimpleModule/MyNpcCharacter.cs
@@ -455,7 +455,7 @@ namespace OpenSim.Region.Examples.SimpleModule
455 455
456 } 456 }
457 457
458 public void SendGenericMessage(string method, List<string> message) 458 public void SendGenericMessage(string method, List<byte[]> message)
459 { 459 {
460 460
461 } 461 }
@@ -825,6 +825,11 @@ namespace OpenSim.Region.Examples.SimpleModule
825 825
826 public void Close() 826 public void Close()
827 { 827 {
828 Close(true);
829 }
830
831 public void Close(bool sendStop)
832 {
828 } 833 }
829 834
830 public void Start() 835 public void Start()
diff --git a/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs b/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
index f58904f..16ca3f9 100644
--- a/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
+++ b/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
@@ -73,8 +73,6 @@ namespace OpenSim.Region.Framework.Interfaces
73 /// </summary> 73 /// </summary>
74 void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource); 74 void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource);
75 75
76 ArrayList GetScriptErrors(UUID itemID);
77
78 /// <summary> 76 /// <summary>
79 /// Stop all the scripts in this entity. 77 /// Stop all the scripts in this entity.
80 /// </summary> 78 /// </summary>
@@ -104,6 +102,8 @@ namespace OpenSim.Region.Framework.Interfaces
104 /// <param name="stateSource"></param> 102 /// <param name="stateSource"></param>
105 void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource); 103 void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource);
106 104
105 ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource);
106
107 /// <summary> 107 /// <summary>
108 /// Stop a script which is in this prim's inventory. 108 /// Stop a script which is in this prim's inventory.
109 /// </summary> 109 /// </summary>
diff --git a/OpenSim/Region/Framework/Interfaces/IRegionDataStore.cs b/OpenSim/Region/Framework/Interfaces/IRegionDataStore.cs
index 78bd622..7312799 100644
--- a/OpenSim/Region/Framework/Interfaces/IRegionDataStore.cs
+++ b/OpenSim/Region/Framework/Interfaces/IRegionDataStore.cs
@@ -103,6 +103,8 @@ namespace OpenSim.Region.Framework.Interfaces
103 103
104 void StoreRegionSettings(RegionSettings rs); 104 void StoreRegionSettings(RegionSettings rs);
105 RegionSettings LoadRegionSettings(UUID regionUUID); 105 RegionSettings LoadRegionSettings(UUID regionUUID);
106 RegionMeta7WindlightData LoadRegionWindlightSettings(UUID regionUUID);
107 void StoreRegionWindlightSettings(RegionMeta7WindlightData wl);
106 108
107 void Shutdown(); 109 void Shutdown();
108 } 110 }
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/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
index 712dcc7..b43caf2 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
@@ -451,4 +445,4 @@ namespace OpenSim.Region.Framework.Scenes.Animation
451 m_scenePresence = null; 445 m_scenePresence = null;
452 } 446 }
453 } 447 }
454} \ No newline at end of file 448}
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 4365ece..8d2ec0f 100644
--- a/OpenSim/Region/Framework/Scenes/EventManager.cs
+++ b/OpenSim/Region/Framework/Scenes/EventManager.cs
@@ -203,7 +203,11 @@ namespace OpenSim.Region.Framework.Scenes
203 public event OnMakeChildAgentDelegate OnMakeChildAgent; 203 public event OnMakeChildAgentDelegate OnMakeChildAgent;
204 204
205 public delegate void OnMakeRootAgentDelegate(ScenePresence presence); 205 public delegate void OnMakeRootAgentDelegate(ScenePresence presence);
206 public delegate void OnSaveNewWindlightProfileDelegate();
207 public delegate void OnSendNewWindlightProfileTargetedDelegate(RegionMeta7WindlightData wl, UUID user);
206 public event OnMakeRootAgentDelegate OnMakeRootAgent; 208 public event OnMakeRootAgentDelegate OnMakeRootAgent;
209 public event OnSendNewWindlightProfileTargetedDelegate OnSendNewWindlightProfileTargeted;
210 public event OnSaveNewWindlightProfileDelegate OnSaveNewWindlightProfile;
207 211
208 /// <summary> 212 /// <summary>
209 /// Triggered when an object or attachment enters a scene 213 /// Triggered when an object or attachment enters a scene
@@ -1191,6 +1195,24 @@ namespace OpenSim.Region.Framework.Scenes
1191 } 1195 }
1192 } 1196 }
1193 1197
1198 public void TriggerOnSendNewWindlightProfileTargeted(RegionMeta7WindlightData wl, UUID user)
1199 {
1200 OnSendNewWindlightProfileTargetedDelegate handlerSendNewWindlightProfileTargeted = OnSendNewWindlightProfileTargeted;
1201 if (handlerSendNewWindlightProfileTargeted != null)
1202 {
1203 handlerSendNewWindlightProfileTargeted(wl, user);
1204 }
1205 }
1206
1207 public void TriggerOnSaveNewWindlightProfile()
1208 {
1209 OnSaveNewWindlightProfileDelegate handlerSaveNewWindlightProfile = OnSaveNewWindlightProfile;
1210 if (handlerSaveNewWindlightProfile != null)
1211 {
1212 handlerSaveNewWindlightProfile();
1213 }
1214 }
1215
1194 public void TriggerOnMakeRootAgent(ScenePresence presence) 1216 public void TriggerOnMakeRootAgent(ScenePresence presence)
1195 { 1217 {
1196 OnMakeRootAgentDelegate handlerMakeRootAgent = OnMakeRootAgent; 1218 OnMakeRootAgentDelegate handlerMakeRootAgent = OnMakeRootAgent;
@@ -1967,4 +1989,4 @@ namespace OpenSim.Region.Framework.Scenes
1967 } 1989 }
1968 } 1990 }
1969 } 1991 }
1970} \ No newline at end of file 1992}
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index 79b3cfd..2aad4f0 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -271,8 +271,7 @@ namespace OpenSim.Region.Framework.Scenes
271 { 271 {
272 // Needs to determine which engine was running it and use that 272 // Needs to determine which engine was running it and use that
273 // 273 //
274 part.Inventory.CreateScriptInstance(item.ItemID, 0, false, DefaultScriptEngine, 0); 274 errors = part.Inventory.CreateScriptInstanceEr(item.ItemID, 0, false, DefaultScriptEngine, 0);
275 errors = part.Inventory.GetScriptErrors(item.ItemID);
276 } 275 }
277 else 276 else
278 { 277 {
@@ -850,8 +849,12 @@ namespace OpenSim.Region.Framework.Scenes
850 public void RemoveTaskInventory(IClientAPI remoteClient, UUID itemID, uint localID) 849 public void RemoveTaskInventory(IClientAPI remoteClient, UUID itemID, uint localID)
851 { 850 {
852 SceneObjectPart part = GetSceneObjectPart(localID); 851 SceneObjectPart part = GetSceneObjectPart(localID);
853 SceneObjectGroup group = part.ParentGroup; 852 SceneObjectGroup group = null;
854 if (group != null) 853 if (part != null)
854 {
855 group = part.ParentGroup;
856 }
857 if (part != null && group != null)
855 { 858 {
856 TaskInventoryItem item = group.GetInventoryItem(localID, itemID); 859 TaskInventoryItem item = group.GetInventoryItem(localID, itemID);
857 if (item == null) 860 if (item == null)
@@ -1579,9 +1582,10 @@ namespace OpenSim.Region.Framework.Scenes
1579 if (remoteClient != null) 1582 if (remoteClient != null)
1580 { 1583 {
1581 permissionToTake = 1584 permissionToTake =
1582 Permissions.CanReturnObject( 1585 Permissions.CanReturnObjects(
1583 grp.UUID, 1586 null,
1584 remoteClient.AgentId); 1587 remoteClient.AgentId,
1588 new List<SceneObjectGroup>() {grp});
1585 permissionToDelete = permissionToTake; 1589 permissionToDelete = permissionToTake;
1586 1590
1587 if (permissionToDelete) 1591 if (permissionToDelete)
@@ -1806,8 +1810,13 @@ namespace OpenSim.Region.Framework.Scenes
1806 } 1810 }
1807 else 1811 else
1808 { 1812 {
1809 item.BasePermissions = objectGroup.GetEffectivePermissions(); 1813 uint ownerPerms = objectGroup.GetEffectivePermissions();
1810 item.CurrentPermissions = objectGroup.GetEffectivePermissions(); 1814 if ((objectGroup.RootPart.OwnerMask & (uint)PermissionMask.Modify) != 0)
1815 ownerPerms |= (uint)PermissionMask.Modify;
1816
1817 item.BasePermissions = ownerPerms;
1818 item.CurrentPermissions = ownerPerms;
1819
1811 item.NextPermissions = objectGroup.RootPart.NextOwnerMask; 1820 item.NextPermissions = objectGroup.RootPart.NextOwnerMask;
1812 item.EveryOnePermissions = objectGroup.RootPart.EveryoneMask; 1821 item.EveryOnePermissions = objectGroup.RootPart.EveryoneMask;
1813 item.GroupPermissions = objectGroup.RootPart.GroupMask; 1822 item.GroupPermissions = objectGroup.RootPart.GroupMask;
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Permissions.cs b/OpenSim/Region/Framework/Scenes/Scene.Permissions.cs
index d1d6b6a..7dab04f 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Permissions.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Permissions.cs
@@ -48,7 +48,7 @@ namespace OpenSim.Region.Framework.Scenes
48 public delegate bool EditObjectInventoryHandler(UUID objectID, UUID editorID, Scene scene); 48 public delegate bool EditObjectInventoryHandler(UUID objectID, UUID editorID, Scene scene);
49 public delegate bool MoveObjectHandler(UUID objectID, UUID moverID, Scene scene); 49 public delegate bool MoveObjectHandler(UUID objectID, UUID moverID, Scene scene);
50 public delegate bool ObjectEntryHandler(UUID objectID, bool enteringRegion, Vector3 newPoint, Scene scene); 50 public delegate bool ObjectEntryHandler(UUID objectID, bool enteringRegion, Vector3 newPoint, Scene scene);
51 public delegate bool ReturnObjectHandler(UUID objectID, UUID returnerID, Scene scene); 51 public delegate bool ReturnObjectsHandler(ILandObject land, UUID user, List<SceneObjectGroup> objects, Scene scene);
52 public delegate bool InstantMessageHandler(UUID user, UUID target, Scene startScene); 52 public delegate bool InstantMessageHandler(UUID user, UUID target, Scene startScene);
53 public delegate bool InventoryTransferHandler(UUID user, UUID target, Scene startScene); 53 public delegate bool InventoryTransferHandler(UUID user, UUID target, Scene startScene);
54 public delegate bool ViewScriptHandler(UUID script, UUID objectID, UUID user, Scene scene); 54 public delegate bool ViewScriptHandler(UUID script, UUID objectID, UUID user, Scene scene);
@@ -81,7 +81,6 @@ namespace OpenSim.Region.Framework.Scenes
81 public delegate bool CopyUserInventoryHandler(UUID itemID, UUID userID); 81 public delegate bool CopyUserInventoryHandler(UUID itemID, UUID userID);
82 public delegate bool DeleteUserInventoryHandler(UUID itemID, UUID userID); 82 public delegate bool DeleteUserInventoryHandler(UUID itemID, UUID userID);
83 public delegate bool TeleportHandler(UUID userID, Scene scene); 83 public delegate bool TeleportHandler(UUID userID, Scene scene);
84 public delegate bool UseObjectReturnHandler(ILandObject landData, uint type, IClientAPI client, List<SceneObjectGroup> retlist, Scene scene);
85 #endregion 84 #endregion
86 85
87 public class ScenePermissions 86 public class ScenePermissions
@@ -107,7 +106,7 @@ namespace OpenSim.Region.Framework.Scenes
107 public event EditObjectInventoryHandler OnEditObjectInventory; 106 public event EditObjectInventoryHandler OnEditObjectInventory;
108 public event MoveObjectHandler OnMoveObject; 107 public event MoveObjectHandler OnMoveObject;
109 public event ObjectEntryHandler OnObjectEntry; 108 public event ObjectEntryHandler OnObjectEntry;
110 public event ReturnObjectHandler OnReturnObject; 109 public event ReturnObjectsHandler OnReturnObjects;
111 public event InstantMessageHandler OnInstantMessage; 110 public event InstantMessageHandler OnInstantMessage;
112 public event InventoryTransferHandler OnInventoryTransfer; 111 public event InventoryTransferHandler OnInventoryTransfer;
113 public event ViewScriptHandler OnViewScript; 112 public event ViewScriptHandler OnViewScript;
@@ -140,7 +139,6 @@ namespace OpenSim.Region.Framework.Scenes
140 public event CopyUserInventoryHandler OnCopyUserInventory; 139 public event CopyUserInventoryHandler OnCopyUserInventory;
141 public event DeleteUserInventoryHandler OnDeleteUserInventory; 140 public event DeleteUserInventoryHandler OnDeleteUserInventory;
142 public event TeleportHandler OnTeleport; 141 public event TeleportHandler OnTeleport;
143 public event UseObjectReturnHandler OnUseObjectReturn;
144 #endregion 142 #endregion
145 143
146 #region Object Permission Checks 144 #region Object Permission Checks
@@ -377,15 +375,15 @@ namespace OpenSim.Region.Framework.Scenes
377 #endregion 375 #endregion
378 376
379 #region RETURN OBJECT 377 #region RETURN OBJECT
380 public bool CanReturnObject(UUID objectID, UUID returnerID) 378 public bool CanReturnObjects(ILandObject land, UUID user, List<SceneObjectGroup> objects)
381 { 379 {
382 ReturnObjectHandler handler = OnReturnObject; 380 ReturnObjectsHandler handler = OnReturnObjects;
383 if (handler != null) 381 if (handler != null)
384 { 382 {
385 Delegate[] list = handler.GetInvocationList(); 383 Delegate[] list = handler.GetInvocationList();
386 foreach (ReturnObjectHandler h in list) 384 foreach (ReturnObjectsHandler h in list)
387 { 385 {
388 if (h(objectID, returnerID, m_scene) == false) 386 if (h(land, user, objects, m_scene) == false)
389 return false; 387 return false;
390 } 388 }
391 } 389 }
@@ -949,20 +947,5 @@ namespace OpenSim.Region.Framework.Scenes
949 } 947 }
950 return true; 948 return true;
951 } 949 }
952
953 public bool CanUseObjectReturn(ILandObject landData, uint type , IClientAPI client, List<SceneObjectGroup> retlist)
954 {
955 UseObjectReturnHandler handler = OnUseObjectReturn;
956 if (handler != null)
957 {
958 Delegate[] list = handler.GetInvocationList();
959 foreach (UseObjectReturnHandler h in list)
960 {
961 if (h(landData, type, client, retlist, m_scene) == false)
962 return false;
963 }
964 }
965 return true;
966 }
967 } 950 }
968} 951}
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 7089368..221eb47 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -158,6 +158,20 @@ namespace OpenSim.Region.Framework.Scenes
158 158
159 public IXfer XferManager; 159 public IXfer XferManager;
160 160
161 protected ISnmpModule m_snmpService = null;
162 public ISnmpModule SnmpService
163 {
164 get
165 {
166 if (m_snmpService == null)
167 {
168 m_snmpService = RequestModuleInterface<ISnmpModule>();
169 }
170
171 return m_snmpService;
172 }
173 }
174
161 protected IAssetService m_AssetService; 175 protected IAssetService m_AssetService;
162 protected IAuthorizationService m_AuthorizationService; 176 protected IAuthorizationService m_AuthorizationService;
163 177
@@ -539,6 +553,8 @@ namespace OpenSim.Region.Framework.Scenes
539 553
540 // Load region settings 554 // Load region settings
541 m_regInfo.RegionSettings = m_storageManager.DataStore.LoadRegionSettings(m_regInfo.RegionID); 555 m_regInfo.RegionSettings = m_storageManager.DataStore.LoadRegionSettings(m_regInfo.RegionID);
556 m_regInfo.WindlightSettings = m_storageManager.DataStore.LoadRegionWindlightSettings(m_regInfo.RegionID);
557
542 if (m_storageManager.EstateDataStore != null) 558 if (m_storageManager.EstateDataStore != null)
543 { 559 {
544 m_regInfo.EstateSettings = m_storageManager.EstateDataStore.LoadEstateSettings(m_regInfo.RegionID); 560 m_regInfo.EstateSettings = m_storageManager.EstateDataStore.LoadEstateSettings(m_regInfo.RegionID);
@@ -597,7 +613,7 @@ namespace OpenSim.Region.Framework.Scenes
597 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false); 613 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
598 // TODO: Change default to true once the feature is supported 614 // TODO: Change default to true once the feature is supported
599 m_usePreJump = startupConfig.GetBoolean("enableprejump", false); 615 m_usePreJump = startupConfig.GetBoolean("enableprejump", false);
600 616 m_usePreJump = true; // Above line fails!?
601 m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys); 617 m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys);
602 if (RegionInfo.NonphysPrimMax > 0) 618 if (RegionInfo.NonphysPrimMax > 0)
603 { 619 {
@@ -886,6 +902,15 @@ namespace OpenSim.Region.Framework.Scenes
886 /// <param name="seconds">float indicating duration before restart.</param> 902 /// <param name="seconds">float indicating duration before restart.</param>
887 public virtual void Restart(float seconds) 903 public virtual void Restart(float seconds)
888 { 904 {
905 Restart(seconds, true);
906 }
907
908 /// <summary>
909 /// Given float seconds, this will restart the region. showDialog will optionally alert the users.
910 /// </summary>
911 /// <param name="seconds">float indicating duration before restart.</param>
912 public virtual void Restart(float seconds, bool showDialog)
913 {
889 // notifications are done in 15 second increments 914 // notifications are done in 15 second increments
890 // so .. if the number of seconds is less then 15 seconds, it's not really a restart request 915 // so .. if the number of seconds is less then 15 seconds, it's not really a restart request
891 // It's a 'Cancel restart' request. 916 // It's a 'Cancel restart' request.
@@ -906,8 +931,11 @@ namespace OpenSim.Region.Framework.Scenes
906 m_restartTimer.Elapsed += new ElapsedEventHandler(RestartTimer_Elapsed); 931 m_restartTimer.Elapsed += new ElapsedEventHandler(RestartTimer_Elapsed);
907 m_log.Info("[REGION]: Restarting Region in " + (seconds / 60) + " minutes"); 932 m_log.Info("[REGION]: Restarting Region in " + (seconds / 60) + " minutes");
908 m_restartTimer.Start(); 933 m_restartTimer.Start();
909 m_dialogModule.SendNotificationToUsersInRegion( 934 if (showDialog)
935 {
936 m_dialogModule.SendNotificationToUsersInRegion(
910 UUID.Random(), String.Empty, RegionInfo.RegionName + String.Format(": Restarting in {0} Minutes", (int)(seconds / 60.0))); 937 UUID.Random(), String.Empty, RegionInfo.RegionName + String.Format(": Restarting in {0} Minutes", (int)(seconds / 60.0)));
938 }
911 } 939 }
912 } 940 }
913 941
@@ -1189,16 +1217,16 @@ namespace OpenSim.Region.Framework.Scenes
1189 // Check if any objects have reached their targets 1217 // Check if any objects have reached their targets
1190 CheckAtTargets(); 1218 CheckAtTargets();
1191 1219
1192 // Update SceneObjectGroups that have scheduled themselves for updates
1193 // Objects queue their updates onto all scene presences
1194 if (m_frame % m_update_objects == 0)
1195 m_sceneGraph.UpdateObjectGroups();
1196
1197 // Run through all ScenePresences looking for updates 1220 // Run through all ScenePresences looking for updates
1198 // Presence updates and queued object updates for each presence are sent to clients 1221 // Presence updates and queued object updates for each presence are sent to clients
1199 if (m_frame % m_update_presences == 0) 1222 if (m_frame % m_update_presences == 0)
1200 m_sceneGraph.UpdatePresences(); 1223 m_sceneGraph.UpdatePresences();
1201 1224
1225 // Update SceneObjectGroups that have scheduled themselves for updates
1226 // Objects queue their updates onto all scene presences
1227 if (m_frame % m_update_objects == 0)
1228 m_sceneGraph.UpdateObjectGroups();
1229
1202 int tmpPhysicsMS2 = Util.EnvironmentTickCount(); 1230 int tmpPhysicsMS2 = Util.EnvironmentTickCount();
1203 if ((m_frame % m_update_physics == 0) && m_physics_enabled) 1231 if ((m_frame % m_update_physics == 0) && m_physics_enabled)
1204 m_sceneGraph.UpdatePreparePhysics(); 1232 m_sceneGraph.UpdatePreparePhysics();
@@ -1511,6 +1539,19 @@ namespace OpenSim.Region.Framework.Scenes
1511 m_storageManager.DataStore.StoreTerrain(Heightmap.GetDoubles(), RegionInfo.RegionID); 1539 m_storageManager.DataStore.StoreTerrain(Heightmap.GetDoubles(), RegionInfo.RegionID);
1512 } 1540 }
1513 1541
1542 public void StoreWindlightProfile(RegionMeta7WindlightData wl)
1543 {
1544 m_regInfo.WindlightSettings = wl;
1545 m_storageManager.DataStore.StoreRegionWindlightSettings(wl);
1546 m_eventManager.TriggerOnSaveNewWindlightProfile();
1547 }
1548
1549 public void LoadWindlightProfile()
1550 {
1551 m_regInfo.WindlightSettings = m_storageManager.DataStore.LoadRegionWindlightSettings(RegionInfo.RegionID);
1552 m_eventManager.TriggerOnSaveNewWindlightProfile();
1553 }
1554
1514 /// <summary> 1555 /// <summary>
1515 /// Loads the World heightmap 1556 /// Loads the World heightmap
1516 /// </summary> 1557 /// </summary>
@@ -3485,6 +3526,9 @@ namespace OpenSim.Region.Framework.Scenes
3485 3526
3486 CapsModule.AddCapsHandler(agent.AgentID); 3527 CapsModule.AddCapsHandler(agent.AgentID);
3487 3528
3529 if ((teleportFlags & ((uint)TeleportFlags.ViaLandmark | (uint)TeleportFlags.ViaLocation | (uint)TeleportFlags.ViaLandmark | (uint)TeleportFlags.Default)) != 0)
3530 System.Threading.Thread.Sleep(2000);
3531
3488 if (!agent.child) 3532 if (!agent.child)
3489 { 3533 {
3490 if (TestBorderCross(agent.startpos,Cardinals.E)) 3534 if (TestBorderCross(agent.startpos,Cardinals.E))
@@ -3543,6 +3587,7 @@ namespace OpenSim.Region.Framework.Scenes
3543 } 3587 }
3544 } 3588 }
3545 // Honor parcel landing type and position. 3589 // Honor parcel landing type and position.
3590 /*
3546 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y); 3591 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3547 if (land != null) 3592 if (land != null)
3548 { 3593 {
@@ -3551,6 +3596,7 @@ namespace OpenSim.Region.Framework.Scenes
3551 agent.startpos = land.LandData.UserLocation; 3596 agent.startpos = land.LandData.UserLocation;
3552 } 3597 }
3553 } 3598 }
3599 */// This is now handled properly in ScenePresence.MakeRootAgent
3554 } 3600 }
3555 3601
3556 m_authenticateHandler.AddNewCircuit(agent.circuitcode, agent); 3602 m_authenticateHandler.AddNewCircuit(agent.circuitcode, agent);
@@ -4366,6 +4412,14 @@ namespace OpenSim.Region.Framework.Scenes
4366 } 4412 }
4367 4413
4368 /// <summary> 4414 /// <summary>
4415 /// Cheaply return the number of avatars in a region (without fetching a list object)
4416 /// </summary>
4417 public int GetRootAgentCount()
4418 {
4419 return m_sceneGraph.GetRootAgentCount();
4420 }
4421
4422 /// <summary>
4369 /// Return a list of all ScenePresences in this region. This returns child agents as well as root agents. 4423 /// Return a list of all ScenePresences in this region. This returns child agents as well as root agents.
4370 /// This list is a new object, so it can be iterated over without locking. 4424 /// This list is a new object, so it can be iterated over without locking.
4371 /// </summary> 4425 /// </summary>
diff --git a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
index 67fa13d..1ba1953 100644
--- a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
@@ -711,6 +711,33 @@ namespace OpenSim.Region.Framework.Scenes
711 position = emergencyPos; 711 position = emergencyPos;
712 } 712 }
713 713
714 Vector3 currentPos = avatar.AbsolutePosition;
715 ILandObject srcLand = m_scene.LandChannel.GetLandObject(currentPos.X, currentPos.Y);
716 ILandObject destLand = m_scene.LandChannel.GetLandObject(position.X, position.Y);
717 if (srcLand != null && destLand != null && (teleportFlags & (uint)TeleportFlags.ViaLure) == 0 && (teleportFlags & (uint)TeleportFlags.ViaGodlikeLure) == 0)
718 {
719 if (srcLand.LandData.LocalID == destLand.LandData.LocalID)
720 {
721 //TPing within the same parcel. If the landing point is restricted, block the TP.
722 //Don't restrict gods, estate managers, or land owners to the TP point. This behaviour mimics agni.
723 if (destLand.LandData.LandingType == (byte)1 && destLand.LandData.UserLocation != Vector3.Zero && avatar.GodLevel < 200 && !m_scene.RegionInfo.EstateSettings.IsEstateManager(avatar.UUID) && destLand.LandData.OwnerID != avatar.UUID)
724 {
725 //Disabling this behaviour for now pending review. ~CasperW
726
727 //avatar.ControllingClient.SendAgentAlertMessage("Can't TP to the destination; landing point set.", false);
728 //position = currentPos;
729 }
730 }
731 else
732 {
733 //Tping to a different parcel. Respect the landing point on the destination parcel.
734 if (destLand.LandData.LandingType == (byte)1 && destLand.LandData.UserLocation != Vector3.Zero && avatar.GodLevel < 200 && !m_scene.RegionInfo.EstateSettings.IsEstateManager(avatar.UUID) && destLand.LandData.OwnerID != avatar.UUID)
735 {
736 position = destLand.LandData.UserLocation;
737 }
738 }
739 }
740
714 // TODO: Get proper AVG Height 741 // TODO: Get proper AVG Height
715 float localAVHeight = 1.56f; 742 float localAVHeight = 1.56f;
716 float posZLimit = 22; 743 float posZLimit = 22;
@@ -1005,7 +1032,7 @@ namespace OpenSim.Region.Framework.Scenes
1005 1032
1006 public bool WaitForCallback(UUID id) 1033 public bool WaitForCallback(UUID id)
1007 { 1034 {
1008 int count = 200; 1035 int count = 400;
1009 while (m_agentsInTransit.Contains(id) && count-- > 0) 1036 while (m_agentsInTransit.Contains(id) && count-- > 0)
1010 { 1037 {
1011 //m_log.Debug(" >>> Waiting... " + count); 1038 //m_log.Debug(" >>> Waiting... " + count);
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index bdab696..5a1922a 100644
--- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
@@ -226,6 +226,30 @@ namespace OpenSim.Region.Framework.Scenes
226 protected internal bool AddRestoredSceneObject( 226 protected internal bool AddRestoredSceneObject(
227 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 227 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
228 { 228 {
229 // KF: Check for out-of-region, move inside and make static.
230 Vector3 npos = new Vector3(sceneObject.RootPart.GroupPosition.X,
231 sceneObject.RootPart.GroupPosition.Y,
232 sceneObject.RootPart.GroupPosition.Z);
233 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 ||
234 npos.X > Constants.RegionSize ||
235 npos.Y > Constants.RegionSize))
236 {
237 if (npos.X < 0.0) npos.X = 1.0f;
238 if (npos.Y < 0.0) npos.Y = 1.0f;
239 if (npos.Z < 0.0) npos.Z = 0.0f;
240 if (npos.X > Constants.RegionSize) npos.X = Constants.RegionSize - 1.0f;
241 if (npos.Y > Constants.RegionSize) npos.Y = Constants.RegionSize - 1.0f;
242
243 foreach (SceneObjectPart part in sceneObject.Children.Values)
244 {
245 part.GroupPosition = npos;
246 }
247 sceneObject.RootPart.Velocity = Vector3.Zero;
248 sceneObject.RootPart.AngularVelocity = Vector3.Zero;
249 sceneObject.RootPart.Acceleration = Vector3.Zero;
250 sceneObject.RootPart.Velocity = Vector3.Zero;
251 }
252
229 if (!alreadyPersisted) 253 if (!alreadyPersisted)
230 { 254 {
231 sceneObject.ForceInventoryPersistence(); 255 sceneObject.ForceInventoryPersistence();
@@ -611,6 +635,18 @@ namespace OpenSim.Region.Framework.Scenes
611 if (group.GetFromItemID() == itemID) 635 if (group.GetFromItemID() == itemID)
612 { 636 {
613 m_parentScene.SendAttachEvent(group.LocalId, itemID, UUID.Zero); 637 m_parentScene.SendAttachEvent(group.LocalId, itemID, UUID.Zero);
638 bool hasScripts = false;
639 foreach (SceneObjectPart part in group.Children.Values)
640 {
641 if (part.Inventory.ContainsScripts())
642 {
643 hasScripts = true;
644 break;
645 }
646 }
647
648 if (hasScripts) // Allow the object to execute the attach(NULL_KEY) event
649 System.Threading.Thread.Sleep(100);
614 group.DetachToInventoryPrep(); 650 group.DetachToInventoryPrep();
615 m_log.Debug("[DETACH]: Saving attachpoint: " + 651 m_log.Debug("[DETACH]: Saving attachpoint: " +
616 ((uint)group.GetAttachmentPoint()).ToString()); 652 ((uint)group.GetAttachmentPoint()).ToString());
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
index 4034744..8b65445 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 fe5e948..93f45e0 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -104,8 +104,78 @@ 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
113 private System.Threading.ReaderWriterLockSlim m_partsLock = new System.Threading.ReaderWriterLockSlim();
114
115 public void lockPartsForRead(bool locked)
116 {
117 if (locked)
118 {
119 if (m_partsLock.RecursiveReadCount > 0)
120 {
121 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.");
122 m_partsLock.ExitReadLock();
123 }
124 if (m_partsLock.RecursiveWriteCount > 0)
125 {
126 m_log.Error("[SceneObjectGroup.m_parts] Recursive read lock requested. This should not happen and means something needs to be fixed.");
127 m_partsLock.ExitWriteLock();
128 }
129
130 while (!m_partsLock.TryEnterReadLock(60000))
131 {
132 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.");
133 if (m_partsLock.IsWriteLockHeld)
134 {
135 m_partsLock = new System.Threading.ReaderWriterLockSlim();
136 }
137 }
138 }
139 else
140 {
141 if (m_partsLock.RecursiveReadCount > 0)
142 {
143 m_partsLock.ExitReadLock();
144 }
145 }
146 }
147 public void lockPartsForWrite(bool locked)
148 {
149 if (locked)
150 {
151 if (m_partsLock.RecursiveReadCount > 0)
152 {
153 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.");
154 m_partsLock.ExitReadLock();
155 }
156 if (m_partsLock.RecursiveWriteCount > 0)
157 {
158 m_log.Error("[SceneObjectGroup.m_parts] Recursive write lock requested. This should not happen and means something needs to be fixed.");
159 m_partsLock.ExitWriteLock();
160 }
161
162 while (!m_partsLock.TryEnterWriteLock(60000))
163 {
164 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.");
165 if (m_partsLock.IsWriteLockHeld)
166 {
167 m_partsLock = new System.Threading.ReaderWriterLockSlim();
168 }
169 }
170 }
171 else
172 {
173 if (m_partsLock.RecursiveWriteCount > 0)
174 {
175 m_partsLock.ExitWriteLock();
176 }
177 }
178 }
109 179
110 public bool HasGroupChanged 180 public bool HasGroupChanged
111 { 181 {
@@ -116,6 +186,32 @@ namespace OpenSim.Region.Framework.Scenes
116 timeLastChanged = DateTime.Now.Ticks; 186 timeLastChanged = DateTime.Now.Ticks;
117 if (!m_hasGroupChanged) 187 if (!m_hasGroupChanged)
118 timeFirstChanged = DateTime.Now.Ticks; 188 timeFirstChanged = DateTime.Now.Ticks;
189 if (m_rootPart != null && m_rootPart.UUID != null && m_scene != null)
190 {
191 if (m_rand == null)
192 {
193 byte[] val = new byte[16];
194 m_rootPart.UUID.ToBytes(val, 0);
195 m_rand = new Random(BitConverter.ToInt32(val, 0));
196 }
197
198 if (m_scene.GetRootAgentCount() == 0)
199 {
200 //If the region is empty, this change has been made by an automated process
201 //and thus we delay the persist time by a random amount between 1.5 and 2.5.
202
203 float factor = 1.5f + (float)(m_rand.NextDouble());
204 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * factor);
205 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * factor);
206 }
207 else
208 {
209 //If the region is not empty, we want to obey the minimum and maximum persist times
210 //but add a random factor so we stagger the object persistance a little
211 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * (1.0d - (m_rand.NextDouble() / 5.0d))); //Multiply by 1.0-1.5
212 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * (1.0d + (m_rand.NextDouble() / 2.0d))); //Multiply by 0.8-1.0
213 }
214 }
119 } 215 }
120 m_hasGroupChanged = value; 216 m_hasGroupChanged = value;
121 } 217 }
@@ -131,8 +227,19 @@ namespace OpenSim.Region.Framework.Scenes
131 return false; 227 return false;
132 if (m_scene.ShuttingDown) 228 if (m_scene.ShuttingDown)
133 return true; 229 return true;
230
231 if (m_minPersistTime == 0 || m_maxPersistTime == 0)
232 {
233 m_maxPersistTime = m_scene.m_persistAfter;
234 m_minPersistTime = m_scene.m_dontPersistBefore;
235 }
236
134 long currentTime = DateTime.Now.Ticks; 237 long currentTime = DateTime.Now.Ticks;
135 if (currentTime - timeLastChanged > m_scene.m_dontPersistBefore || currentTime - timeFirstChanged > m_scene.m_persistAfter) 238
239 if (timeLastChanged == 0) timeLastChanged = currentTime;
240 if (timeFirstChanged == 0) timeFirstChanged = currentTime;
241
242 if (currentTime - timeLastChanged > m_minPersistTime || currentTime - timeFirstChanged > m_maxPersistTime)
136 return true; 243 return true;
137 return false; 244 return false;
138 } 245 }
@@ -258,13 +365,16 @@ namespace OpenSim.Region.Framework.Scenes
258 set 365 set
259 { 366 {
260 m_regionHandle = value; 367 m_regionHandle = value;
261 lock (m_parts) 368 lockPartsForRead(true);
262 { 369 {
263 foreach (SceneObjectPart part in m_parts.Values) 370 foreach (SceneObjectPart part in m_parts.Values)
264 { 371 {
372
265 part.RegionHandle = m_regionHandle; 373 part.RegionHandle = m_regionHandle;
374
266 } 375 }
267 } 376 }
377 lockPartsForRead(false);
268 } 378 }
269 } 379 }
270 380
@@ -298,6 +408,9 @@ namespace OpenSim.Region.Framework.Scenes
298 { 408 {
299 m_scene.CrossPrimGroupIntoNewRegion(val, this, true); 409 m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
300 } 410 }
411
412 lockPartsForRead(true);
413
301 if (RootPart.GetStatusSandbox()) 414 if (RootPart.GetStatusSandbox())
302 { 415 {
303 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) 416 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10)
@@ -308,14 +421,14 @@ namespace OpenSim.Region.Framework.Scenes
308 return; 421 return;
309 } 422 }
310 } 423 }
311 lock (m_parts) 424
425 foreach (SceneObjectPart part in m_parts.Values)
312 { 426 {
313 foreach (SceneObjectPart part in m_parts.Values) 427 part.GroupPosition = val;
314 {
315 part.GroupPosition = val;
316 }
317 } 428 }
318 429
430 lockPartsForRead(false);
431
319 //if (m_rootPart.PhysActor != null) 432 //if (m_rootPart.PhysActor != null)
320 //{ 433 //{
321 //m_rootPart.PhysActor.Position = 434 //m_rootPart.PhysActor.Position =
@@ -457,6 +570,7 @@ namespace OpenSim.Region.Framework.Scenes
457 /// </summary> 570 /// </summary>
458 public SceneObjectGroup() 571 public SceneObjectGroup()
459 { 572 {
573
460 } 574 }
461 575
462 /// <summary> 576 /// <summary>
@@ -473,7 +587,7 @@ namespace OpenSim.Region.Framework.Scenes
473 /// Constructor. This object is added to the scene later via AttachToScene() 587 /// Constructor. This object is added to the scene later via AttachToScene()
474 /// </summary> 588 /// </summary>
475 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) 589 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
476 { 590 {
477 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)); 591 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero));
478 } 592 }
479 593
@@ -504,13 +618,16 @@ namespace OpenSim.Region.Framework.Scenes
504 618
505 public void SetFromItemID(UUID AssetId) 619 public void SetFromItemID(UUID AssetId)
506 { 620 {
507 lock (m_parts) 621 lockPartsForRead(true);
508 { 622 {
509 foreach (SceneObjectPart part in m_parts.Values) 623 foreach (SceneObjectPart part in m_parts.Values)
510 { 624 {
625
511 part.FromItemID = AssetId; 626 part.FromItemID = AssetId;
627
512 } 628 }
513 } 629 }
630 lockPartsForRead(false);
514 } 631 }
515 632
516 public UUID GetFromItemID() 633 public UUID GetFromItemID()
@@ -579,10 +696,11 @@ namespace OpenSim.Region.Framework.Scenes
579 Vector3 maxScale = Vector3.Zero; 696 Vector3 maxScale = Vector3.Zero;
580 Vector3 finalScale = new Vector3(0.5f, 0.5f, 0.5f); 697 Vector3 finalScale = new Vector3(0.5f, 0.5f, 0.5f);
581 698
582 lock (m_parts) 699 lockPartsForRead(true);
583 { 700 {
584 foreach (SceneObjectPart part in m_parts.Values) 701 foreach (SceneObjectPart part in m_parts.Values)
585 { 702 {
703
586 Vector3 partscale = part.Scale; 704 Vector3 partscale = part.Scale;
587 Vector3 partoffset = part.OffsetPosition; 705 Vector3 partoffset = part.OffsetPosition;
588 706
@@ -593,8 +711,11 @@ namespace OpenSim.Region.Framework.Scenes
593 maxScale.X = (partscale.X + partoffset.X > maxScale.X) ? partscale.X + partoffset.X : maxScale.X; 711 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; 712 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; 713 maxScale.Z = (partscale.Z + partoffset.Z > maxScale.Z) ? partscale.Z + partoffset.Z : maxScale.Z;
714
596 } 715 }
597 } 716 }
717 lockPartsForRead(false);
718
598 finalScale.X = (minScale.X > maxScale.X) ? minScale.X : maxScale.X; 719 finalScale.X = (minScale.X > maxScale.X) ? minScale.X : maxScale.X;
599 finalScale.Y = (minScale.Y > maxScale.Y) ? minScale.Y : maxScale.Y; 720 finalScale.Y = (minScale.Y > maxScale.Y) ? minScale.Y : maxScale.Y;
600 finalScale.Z = (minScale.Z > maxScale.Z) ? minScale.Z : maxScale.Z; 721 finalScale.Z = (minScale.Z > maxScale.Z) ? minScale.Z : maxScale.Z;
@@ -610,10 +731,11 @@ namespace OpenSim.Region.Framework.Scenes
610 731
611 EntityIntersection result = new EntityIntersection(); 732 EntityIntersection result = new EntityIntersection();
612 733
613 lock (m_parts) 734 lockPartsForRead(true);
614 { 735 {
615 foreach (SceneObjectPart part in m_parts.Values) 736 foreach (SceneObjectPart part in m_parts.Values)
616 { 737 {
738
617 // Temporary commented to stop compiler warning 739 // Temporary commented to stop compiler warning
618 //Vector3 partPosition = 740 //Vector3 partPosition =
619 // new Vector3(part.AbsolutePosition.X, part.AbsolutePosition.Y, part.AbsolutePosition.Z); 741 // new Vector3(part.AbsolutePosition.X, part.AbsolutePosition.Y, part.AbsolutePosition.Z);
@@ -641,8 +763,10 @@ namespace OpenSim.Region.Framework.Scenes
641 result.distance = inter.distance; 763 result.distance = inter.distance;
642 } 764 }
643 } 765 }
766
644 } 767 }
645 } 768 }
769 lockPartsForRead(false);
646 return result; 770 return result;
647 } 771 }
648 772
@@ -655,10 +779,11 @@ namespace OpenSim.Region.Framework.Scenes
655 public Vector3 GetAxisAlignedBoundingBox(out float offsetHeight) 779 public Vector3 GetAxisAlignedBoundingBox(out float offsetHeight)
656 { 780 {
657 float maxX = -256f, maxY = -256f, maxZ = -256f, minX = 256f, minY = 256f, minZ = 256f; 781 float maxX = -256f, maxY = -256f, maxZ = -256f, minX = 256f, minY = 256f, minZ = 256f;
658 lock (m_parts) 782 lockPartsForRead(true);
659 { 783 {
660 foreach (SceneObjectPart part in m_parts.Values) 784 foreach (SceneObjectPart part in m_parts.Values)
661 { 785 {
786
662 Vector3 worldPos = part.GetWorldPosition(); 787 Vector3 worldPos = part.GetWorldPosition();
663 Vector3 offset = worldPos - AbsolutePosition; 788 Vector3 offset = worldPos - AbsolutePosition;
664 Quaternion worldRot; 789 Quaternion worldRot;
@@ -717,6 +842,8 @@ namespace OpenSim.Region.Framework.Scenes
717 backBottomRight.Y = orig.Y + (part.Scale.Y / 2); 842 backBottomRight.Y = orig.Y + (part.Scale.Y / 2);
718 backBottomRight.Z = orig.Z - (part.Scale.Z / 2); 843 backBottomRight.Z = orig.Z - (part.Scale.Z / 2);
719 844
845
846
720 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z); 847 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
721 //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z); 848 //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
722 //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z); 849 //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
@@ -888,6 +1015,7 @@ namespace OpenSim.Region.Framework.Scenes
888 minZ = backBottomLeft.Z; 1015 minZ = backBottomLeft.Z;
889 } 1016 }
890 } 1017 }
1018 lockPartsForRead(false);
891 1019
892 Vector3 boundingBox = new Vector3(maxX - minX, maxY - minY, maxZ - minZ); 1020 Vector3 boundingBox = new Vector3(maxX - minX, maxY - minY, maxZ - minZ);
893 1021
@@ -916,17 +1044,20 @@ namespace OpenSim.Region.Framework.Scenes
916 Dictionary<UUID,string> states = new Dictionary<UUID,string>(); 1044 Dictionary<UUID,string> states = new Dictionary<UUID,string>();
917 1045
918 // Capture script state while holding the lock 1046 // Capture script state while holding the lock
919 lock (m_parts) 1047 lockPartsForRead(true);
920 { 1048 {
921 foreach (SceneObjectPart part in m_parts.Values) 1049 foreach (SceneObjectPart part in m_parts.Values)
922 { 1050 {
1051
923 Dictionary<UUID,string> pstates = part.Inventory.GetScriptStates(); 1052 Dictionary<UUID,string> pstates = part.Inventory.GetScriptStates();
924 foreach (UUID itemid in pstates.Keys) 1053 foreach (UUID itemid in pstates.Keys)
925 { 1054 {
926 states.Add(itemid, pstates[itemid]); 1055 states.Add(itemid, pstates[itemid]);
927 } 1056 }
1057
928 } 1058 }
929 } 1059 }
1060 lockPartsForRead(false);
930 1061
931 if (states.Count > 0) 1062 if (states.Count > 0)
932 { 1063 {
@@ -1094,13 +1225,16 @@ namespace OpenSim.Region.Framework.Scenes
1094 1225
1095 public override void UpdateMovement() 1226 public override void UpdateMovement()
1096 { 1227 {
1097 lock (m_parts) 1228 lockPartsForRead(true);
1098 { 1229 {
1099 foreach (SceneObjectPart part in m_parts.Values) 1230 foreach (SceneObjectPart part in m_parts.Values)
1100 { 1231 {
1232
1101 part.UpdateMovement(); 1233 part.UpdateMovement();
1234
1102 } 1235 }
1103 } 1236 }
1237 lockPartsForRead(false);
1104 } 1238 }
1105 1239
1106 public ushort GetTimeDilation() 1240 public ushort GetTimeDilation()
@@ -1144,7 +1278,7 @@ namespace OpenSim.Region.Framework.Scenes
1144 /// <param name="part"></param> 1278 /// <param name="part"></param>
1145 public void AddPart(SceneObjectPart part) 1279 public void AddPart(SceneObjectPart part)
1146 { 1280 {
1147 lock (m_parts) 1281 lockPartsForWrite(true);
1148 { 1282 {
1149 part.SetParent(this); 1283 part.SetParent(this);
1150 m_parts.Add(part.UUID, part); 1284 m_parts.Add(part.UUID, part);
@@ -1154,6 +1288,7 @@ namespace OpenSim.Region.Framework.Scenes
1154 if (part.LinkNum == 2 && RootPart != null) 1288 if (part.LinkNum == 2 && RootPart != null)
1155 RootPart.LinkNum = 1; 1289 RootPart.LinkNum = 1;
1156 } 1290 }
1291 lockPartsForWrite(false);
1157 } 1292 }
1158 1293
1159 /// <summary> 1294 /// <summary>
@@ -1161,28 +1296,33 @@ namespace OpenSim.Region.Framework.Scenes
1161 /// </summary> 1296 /// </summary>
1162 private void UpdateParentIDs() 1297 private void UpdateParentIDs()
1163 { 1298 {
1164 lock (m_parts) 1299 lockPartsForRead(true);
1165 { 1300 {
1166 foreach (SceneObjectPart part in m_parts.Values) 1301 foreach (SceneObjectPart part in m_parts.Values)
1167 { 1302 {
1303
1168 if (part.UUID != m_rootPart.UUID) 1304 if (part.UUID != m_rootPart.UUID)
1169 { 1305 {
1170 part.ParentID = m_rootPart.LocalId; 1306 part.ParentID = m_rootPart.LocalId;
1171 } 1307 }
1308
1172 } 1309 }
1173 } 1310 }
1311 lockPartsForRead(false);
1174 } 1312 }
1175 1313
1176 public void RegenerateFullIDs() 1314 public void RegenerateFullIDs()
1177 { 1315 {
1178 lock (m_parts) 1316 lockPartsForRead(true);
1179 { 1317 {
1180 foreach (SceneObjectPart part in m_parts.Values) 1318 foreach (SceneObjectPart part in m_parts.Values)
1181 { 1319 {
1320
1182 part.UUID = UUID.Random(); 1321 part.UUID = UUID.Random();
1183 1322
1184 } 1323 }
1185 } 1324 }
1325 lockPartsForRead(false);
1186 } 1326 }
1187 1327
1188 // helper provided for parts. 1328 // helper provided for parts.
@@ -1263,29 +1403,33 @@ namespace OpenSim.Region.Framework.Scenes
1263 1403
1264 DetachFromBackup(); 1404 DetachFromBackup();
1265 1405
1266 lock (m_parts) 1406 lockPartsForRead(true);
1407 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
1408 lockPartsForRead(false);
1409
1410 foreach (SceneObjectPart part in values)
1267 { 1411 {
1268 foreach (SceneObjectPart part in m_parts.Values)
1269 {
1270// part.Inventory.RemoveScriptInstances(); 1412// part.Inventory.RemoveScriptInstances();
1271 1413
1272 ScenePresence[] avatars = Scene.GetScenePresences(); 1414 ScenePresence[] avatars = Scene.GetScenePresences();
1273 for (int i = 0; i < avatars.Length; i++) 1415 for (int i = 0; i < avatars.Length; i++)
1416 {
1417 if (avatars[i].ParentID == LocalId)
1274 { 1418 {
1275 if (avatars[i].ParentID == LocalId) 1419 avatars[i].StandUp();
1276 { 1420 }
1277 avatars[i].StandUp();
1278 }
1279 1421
1280 if (!silent) 1422 if (!silent)
1281 { 1423 {
1282 part.UpdateFlag = 0; 1424 part.UpdateFlag = 0;
1283 if (part == m_rootPart) 1425 if (part == m_rootPart)
1284 avatars[i].ControllingClient.SendKillObject(m_regionHandle, part.LocalId); 1426 avatars[i].ControllingClient.SendKillObject(m_regionHandle, part.LocalId);
1285 }
1286 } 1427 }
1287 } 1428 }
1429
1288 } 1430 }
1431
1432
1289 } 1433 }
1290 1434
1291 public void AddScriptLPS(int count) 1435 public void AddScriptLPS(int count)
@@ -1310,17 +1454,20 @@ namespace OpenSim.Region.Framework.Scenes
1310 1454
1311 scriptEvents aggregateScriptEvents=0; 1455 scriptEvents aggregateScriptEvents=0;
1312 1456
1313 lock (m_parts) 1457 lockPartsForRead(true);
1314 { 1458 {
1315 foreach (SceneObjectPart part in m_parts.Values) 1459 foreach (SceneObjectPart part in m_parts.Values)
1316 { 1460 {
1461
1317 if (part == null) 1462 if (part == null)
1318 continue; 1463 continue;
1319 if (part != RootPart) 1464 if (part != RootPart)
1320 part.ObjectFlags = objectflagupdate; 1465 part.ObjectFlags = objectflagupdate;
1321 aggregateScriptEvents |= part.AggregateScriptEvents; 1466 aggregateScriptEvents |= part.AggregateScriptEvents;
1467
1322 } 1468 }
1323 } 1469 }
1470 lockPartsForRead(false);
1324 1471
1325 m_scriptListens_atTarget = ((aggregateScriptEvents & scriptEvents.at_target) != 0); 1472 m_scriptListens_atTarget = ((aggregateScriptEvents & scriptEvents.at_target) != 0);
1326 m_scriptListens_notAtTarget = ((aggregateScriptEvents & scriptEvents.not_at_target) != 0); 1473 m_scriptListens_notAtTarget = ((aggregateScriptEvents & scriptEvents.not_at_target) != 0);
@@ -1362,42 +1509,52 @@ namespace OpenSim.Region.Framework.Scenes
1362 /// <param name="m_physicalPrim"></param> 1509 /// <param name="m_physicalPrim"></param>
1363 public void ApplyPhysics(bool m_physicalPrim) 1510 public void ApplyPhysics(bool m_physicalPrim)
1364 { 1511 {
1365 lock (m_parts) 1512 lockPartsForRead(true);
1513
1514 if (m_parts.Count > 1)
1366 { 1515 {
1367 if (m_parts.Count > 1) 1516 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
1517 lockPartsForRead(false);
1518 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim);
1519 foreach (SceneObjectPart part in values)
1368 { 1520 {
1369 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim); 1521
1370 foreach (SceneObjectPart part in m_parts.Values) 1522 if (part.LocalId != m_rootPart.LocalId)
1371 { 1523 {
1372 if (part.LocalId != m_rootPart.LocalId) 1524 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, m_physicalPrim);
1373 {
1374 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, m_physicalPrim);
1375 }
1376 } 1525 }
1377 1526
1378 // Hack to get the physics scene geometries in the right spot
1379 ResetChildPrimPhysicsPositions();
1380 }
1381 else
1382 {
1383 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim);
1384 } 1527 }
1528 // Hack to get the physics scene geometries in the right spot
1529 ResetChildPrimPhysicsPositions();
1530 }
1531 else
1532 {
1533 lockPartsForRead(false);
1534 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim);
1385 } 1535 }
1386 } 1536 }
1387 1537
1388 public void SetOwnerId(UUID userId) 1538 public void SetOwnerId(UUID userId)
1389 { 1539 {
1390 ForEachPart(delegate(SceneObjectPart part) { part.OwnerID = userId; }); 1540 ForEachPart(delegate(SceneObjectPart part)
1541 {
1542
1543 part.OwnerID = userId;
1544
1545 });
1391 } 1546 }
1392 1547
1393 public void ForEachPart(Action<SceneObjectPart> whatToDo) 1548 public void ForEachPart(Action<SceneObjectPart> whatToDo)
1394 { 1549 {
1395 lock (m_parts) 1550 lockPartsForRead(true);
1551 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
1552 lockPartsForRead(false);
1553 foreach (SceneObjectPart part in values)
1396 { 1554 {
1397 foreach (SceneObjectPart part in m_parts.Values) 1555
1398 { 1556 whatToDo(part);
1399 whatToDo(part); 1557
1400 }
1401 } 1558 }
1402 } 1559 }
1403 1560
@@ -1500,14 +1657,17 @@ namespace OpenSim.Region.Framework.Scenes
1500 1657
1501 SendPartFullUpdate(remoteClient, RootPart, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, RootPart.UUID)); 1658 SendPartFullUpdate(remoteClient, RootPart, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, RootPart.UUID));
1502 1659
1503 lock (m_parts) 1660 lockPartsForRead(true);
1504 { 1661 {
1505 foreach (SceneObjectPart part in m_parts.Values) 1662 foreach (SceneObjectPart part in m_parts.Values)
1506 { 1663 {
1664
1507 if (part != RootPart) 1665 if (part != RootPart)
1508 SendPartFullUpdate(remoteClient, part, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, part.UUID)); 1666 SendPartFullUpdate(remoteClient, part, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, part.UUID));
1667
1509 } 1668 }
1510 } 1669 }
1670 lockPartsForRead(false);
1511 } 1671 }
1512 1672
1513 /// <summary> 1673 /// <summary>
@@ -1606,10 +1766,11 @@ namespace OpenSim.Region.Framework.Scenes
1606 1766
1607 List<SceneObjectPart> partList; 1767 List<SceneObjectPart> partList;
1608 1768
1609 lock (m_parts) 1769 lockPartsForRead(true);
1610 { 1770
1611 partList = new List<SceneObjectPart>(m_parts.Values); 1771 partList = new List<SceneObjectPart>(m_parts.Values);
1612 } 1772
1773 lockPartsForRead(false);
1613 1774
1614 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) 1775 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
1615 { 1776 {
@@ -1832,13 +1993,40 @@ namespace OpenSim.Region.Framework.Scenes
1832 } 1993 }
1833 } 1994 }
1834 1995
1996 public void rotLookAt(Quaternion target, float strength, float damping)
1997 {
1998 SceneObjectPart rootpart = m_rootPart;
1999 if (rootpart != null)
2000 {
2001 if (IsAttachment)
2002 {
2003 /*
2004 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
2005 if (avatar != null)
2006 {
2007 Rotate the Av?
2008 } */
2009 }
2010 else
2011 {
2012 if (rootpart.PhysActor != null)
2013 { // APID must be implemented in your physics system for this to function.
2014 rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W);
2015 rootpart.PhysActor.APIDStrength = strength;
2016 rootpart.PhysActor.APIDDamping = damping;
2017 rootpart.PhysActor.APIDActive = true;
2018 }
2019 }
2020 }
2021 }
2022
1835 public void stopLookAt() 2023 public void stopLookAt()
1836 { 2024 {
1837 SceneObjectPart rootpart = m_rootPart; 2025 SceneObjectPart rootpart = m_rootPart;
1838 if (rootpart != null) 2026 if (rootpart != null)
1839 { 2027 {
1840 if (rootpart.PhysActor != null) 2028 if (rootpart.PhysActor != null)
1841 { 2029 { // APID must be implemented in your physics system for this to function.
1842 rootpart.PhysActor.APIDActive = false; 2030 rootpart.PhysActor.APIDActive = false;
1843 } 2031 }
1844 } 2032 }
@@ -1906,10 +2094,11 @@ namespace OpenSim.Region.Framework.Scenes
1906 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); 2094 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed);
1907 newPart.SetParent(this); 2095 newPart.SetParent(this);
1908 2096
1909 lock (m_parts) 2097 lockPartsForWrite(true);
1910 { 2098 {
1911 m_parts.Add(newPart.UUID, newPart); 2099 m_parts.Add(newPart.UUID, newPart);
1912 } 2100 }
2101 lockPartsForWrite(false);
1913 2102
1914 SetPartAsNonRoot(newPart); 2103 SetPartAsNonRoot(newPart);
1915 2104
@@ -1972,7 +2161,7 @@ namespace OpenSim.Region.Framework.Scenes
1972 //if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0) 2161 //if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0)
1973 // return; 2162 // return;
1974 2163
1975 lock (m_parts) 2164 lockPartsForRead(true);
1976 { 2165 {
1977 bool UsePhysics = ((RootPart.Flags & PrimFlags.Physics) != 0); 2166 bool UsePhysics = ((RootPart.Flags & PrimFlags.Physics) != 0);
1978 2167
@@ -1992,9 +2181,12 @@ namespace OpenSim.Region.Framework.Scenes
1992 { 2181 {
1993 if (!IsSelected) 2182 if (!IsSelected)
1994 part.UpdateLookAt(); 2183 part.UpdateLookAt();
2184
1995 part.SendScheduledUpdates(); 2185 part.SendScheduledUpdates();
2186
1996 } 2187 }
1997 } 2188 }
2189 lockPartsForRead(false);
1998 } 2190 }
1999 2191
2000 public void ScheduleFullUpdateToAvatar(ScenePresence presence) 2192 public void ScheduleFullUpdateToAvatar(ScenePresence presence)
@@ -2004,27 +2196,31 @@ namespace OpenSim.Region.Framework.Scenes
2004 2196
2005 RootPart.AddFullUpdateToAvatar(presence); 2197 RootPart.AddFullUpdateToAvatar(presence);
2006 2198
2007 lock (m_parts) 2199 lockPartsForRead(true);
2008 { 2200 {
2009 foreach (SceneObjectPart part in m_parts.Values) 2201 foreach (SceneObjectPart part in m_parts.Values)
2010 { 2202 {
2203
2011 if (part != RootPart) 2204 if (part != RootPart)
2012 part.AddFullUpdateToAvatar(presence); 2205 part.AddFullUpdateToAvatar(presence);
2206
2013 } 2207 }
2014 } 2208 }
2209 lockPartsForRead(false);
2015 } 2210 }
2016 2211
2017 public void ScheduleTerseUpdateToAvatar(ScenePresence presence) 2212 public void ScheduleTerseUpdateToAvatar(ScenePresence presence)
2018 { 2213 {
2019// m_log.DebugFormat("[SOG]: Scheduling terse update for {0} {1} just to avatar {2}", Name, UUID, presence.Name); 2214 lockPartsForRead(true);
2020
2021 lock (m_parts)
2022 { 2215 {
2023 foreach (SceneObjectPart part in m_parts.Values) 2216 foreach (SceneObjectPart part in m_parts.Values)
2024 { 2217 {
2218
2025 part.AddTerseUpdateToAvatar(presence); 2219 part.AddTerseUpdateToAvatar(presence);
2220
2026 } 2221 }
2027 } 2222 }
2223 lockPartsForRead(false);
2028 } 2224 }
2029 2225
2030 /// <summary> 2226 /// <summary>
@@ -2038,14 +2234,17 @@ namespace OpenSim.Region.Framework.Scenes
2038 checkAtTargets(); 2234 checkAtTargets();
2039 RootPart.ScheduleFullUpdate(); 2235 RootPart.ScheduleFullUpdate();
2040 2236
2041 lock (m_parts) 2237 lockPartsForRead(true);
2042 { 2238 {
2043 foreach (SceneObjectPart part in m_parts.Values) 2239 foreach (SceneObjectPart part in m_parts.Values)
2044 { 2240 {
2241
2045 if (part != RootPart) 2242 if (part != RootPart)
2046 part.ScheduleFullUpdate(); 2243 part.ScheduleFullUpdate();
2244
2047 } 2245 }
2048 } 2246 }
2247 lockPartsForRead(false);
2049 } 2248 }
2050 2249
2051 /// <summary> 2250 /// <summary>
@@ -2053,15 +2252,16 @@ namespace OpenSim.Region.Framework.Scenes
2053 /// </summary> 2252 /// </summary>
2054 public void ScheduleGroupForTerseUpdate() 2253 public void ScheduleGroupForTerseUpdate()
2055 { 2254 {
2056// m_log.DebugFormat("[SOG]: Scheduling terse update for {0} {1}", Name, UUID); 2255 lockPartsForRead(true);
2057
2058 lock (m_parts)
2059 { 2256 {
2060 foreach (SceneObjectPart part in m_parts.Values) 2257 foreach (SceneObjectPart part in m_parts.Values)
2061 { 2258 {
2259
2062 part.ScheduleTerseUpdate(); 2260 part.ScheduleTerseUpdate();
2261
2063 } 2262 }
2064 } 2263 }
2264 lockPartsForRead(false);
2065 } 2265 }
2066 2266
2067 /// <summary> 2267 /// <summary>
@@ -2076,14 +2276,17 @@ namespace OpenSim.Region.Framework.Scenes
2076 2276
2077 RootPart.SendFullUpdateToAllClients(); 2277 RootPart.SendFullUpdateToAllClients();
2078 2278
2079 lock (m_parts) 2279 lockPartsForRead(true);
2080 { 2280 {
2081 foreach (SceneObjectPart part in m_parts.Values) 2281 foreach (SceneObjectPart part in m_parts.Values)
2082 { 2282 {
2283
2083 if (part != RootPart) 2284 if (part != RootPart)
2084 part.SendFullUpdateToAllClients(); 2285 part.SendFullUpdateToAllClients();
2286
2085 } 2287 }
2086 } 2288 }
2289 lockPartsForRead(false);
2087 } 2290 }
2088 2291
2089 /// <summary> 2292 /// <summary>
@@ -2115,14 +2318,15 @@ namespace OpenSim.Region.Framework.Scenes
2115 { 2318 {
2116 if (IsDeleted) 2319 if (IsDeleted)
2117 return; 2320 return;
2118 2321
2119 lock (m_parts) 2322 lockPartsForRead(true);
2120 { 2323 {
2121 foreach (SceneObjectPart part in m_parts.Values) 2324 foreach (SceneObjectPart part in m_parts.Values)
2122 { 2325 {
2123 part.SendTerseUpdateToAllClients(); 2326 part.SendTerseUpdateToAllClients();
2124 } 2327 }
2125 } 2328 }
2329 lockPartsForRead(false);
2126 } 2330 }
2127 2331
2128 #endregion 2332 #endregion
@@ -2136,16 +2340,18 @@ namespace OpenSim.Region.Framework.Scenes
2136 /// <returns>null if no child part with that linknum or child part</returns> 2340 /// <returns>null if no child part with that linknum or child part</returns>
2137 public SceneObjectPart GetLinkNumPart(int linknum) 2341 public SceneObjectPart GetLinkNumPart(int linknum)
2138 { 2342 {
2139 lock (m_parts) 2343 lockPartsForRead(true);
2140 { 2344 {
2141 foreach (SceneObjectPart part in m_parts.Values) 2345 foreach (SceneObjectPart part in m_parts.Values)
2142 { 2346 {
2143 if (part.LinkNum == linknum) 2347 if (part.LinkNum == linknum)
2144 { 2348 {
2349 lockPartsForRead(false);
2145 return part; 2350 return part;
2146 } 2351 }
2147 } 2352 }
2148 } 2353 }
2354 lockPartsForRead(false);
2149 2355
2150 return null; 2356 return null;
2151 } 2357 }
@@ -2173,17 +2379,19 @@ namespace OpenSim.Region.Framework.Scenes
2173 public SceneObjectPart GetChildPart(uint localID) 2379 public SceneObjectPart GetChildPart(uint localID)
2174 { 2380 {
2175 //m_log.DebugFormat("Entered looking for {0}", localID); 2381 //m_log.DebugFormat("Entered looking for {0}", localID);
2176 lock (m_parts) 2382 lockPartsForRead(true);
2177 { 2383 {
2178 foreach (SceneObjectPart part in m_parts.Values) 2384 foreach (SceneObjectPart part in m_parts.Values)
2179 { 2385 {
2180 //m_log.DebugFormat("Found {0}", part.LocalId); 2386 //m_log.DebugFormat("Found {0}", part.LocalId);
2181 if (part.LocalId == localID) 2387 if (part.LocalId == localID)
2182 { 2388 {
2389 lockPartsForRead(false);
2183 return part; 2390 return part;
2184 } 2391 }
2185 } 2392 }
2186 } 2393 }
2394 lockPartsForRead(false);
2187 2395
2188 return null; 2396 return null;
2189 } 2397 }
@@ -2213,17 +2421,19 @@ namespace OpenSim.Region.Framework.Scenes
2213 public bool HasChildPrim(uint localID) 2421 public bool HasChildPrim(uint localID)
2214 { 2422 {
2215 //m_log.DebugFormat("Entered HasChildPrim looking for {0}", localID); 2423 //m_log.DebugFormat("Entered HasChildPrim looking for {0}", localID);
2216 lock (m_parts) 2424 lockPartsForRead(true);
2217 { 2425 {
2218 foreach (SceneObjectPart part in m_parts.Values) 2426 foreach (SceneObjectPart part in m_parts.Values)
2219 { 2427 {
2220 //m_log.DebugFormat("Found {0}", part.LocalId); 2428 //m_log.DebugFormat("Found {0}", part.LocalId);
2221 if (part.LocalId == localID) 2429 if (part.LocalId == localID)
2222 { 2430 {
2431 lockPartsForRead(false);
2223 return true; 2432 return true;
2224 } 2433 }
2225 } 2434 }
2226 } 2435 }
2436 lockPartsForRead(false);
2227 2437
2228 return false; 2438 return false;
2229 } 2439 }
@@ -2273,53 +2483,57 @@ namespace OpenSim.Region.Framework.Scenes
2273 if (m_rootPart.LinkNum == 0) 2483 if (m_rootPart.LinkNum == 0)
2274 m_rootPart.LinkNum = 1; 2484 m_rootPart.LinkNum = 1;
2275 2485
2276 lock (m_parts) 2486 lockPartsForWrite(true);
2277 { 2487
2278 m_parts.Add(linkPart.UUID, linkPart); 2488 m_parts.Add(linkPart.UUID, linkPart);
2489
2490 lockPartsForWrite(false);
2279 2491
2280 // Insert in terms of link numbers, the new links 2492 // Insert in terms of link numbers, the new links
2281 // before the current ones (with the exception of 2493 // before the current ones (with the exception of
2282 // the root prim. Shuffle the old ones up 2494 // the root prim. Shuffle the old ones up
2283 foreach (KeyValuePair<UUID, SceneObjectPart> kvp in m_parts) 2495 lockPartsForRead(true);
2496 foreach (KeyValuePair<UUID, SceneObjectPart> kvp in m_parts)
2497 {
2498 if (kvp.Value.LinkNum != 1)
2284 { 2499 {
2285 if (kvp.Value.LinkNum != 1) 2500 // Don't update root prim link number
2286 { 2501 kvp.Value.LinkNum += objectGroup.PrimCount;
2287 // Don't update root prim link number
2288 kvp.Value.LinkNum += objectGroup.PrimCount;
2289 }
2290 } 2502 }
2503 }
2504 lockPartsForRead(false);
2291 2505
2292 linkPart.LinkNum = 2; 2506 linkPart.LinkNum = 2;
2293 2507
2294 linkPart.SetParent(this); 2508 linkPart.SetParent(this);
2295 linkPart.AddFlag(PrimFlags.CreateSelected); 2509 linkPart.AddFlag(PrimFlags.CreateSelected);
2296 2510
2297 //if (linkPart.PhysActor != null) 2511 //if (linkPart.PhysActor != null)
2298 //{ 2512 //{
2299 // m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor); 2513 // m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor);
2300 2514
2301 //linkPart.PhysActor = null; 2515 //linkPart.PhysActor = null;
2302 //} 2516 //}
2303 2517
2304 //TODO: rest of parts 2518 //TODO: rest of parts
2305 int linkNum = 3; 2519 int linkNum = 3;
2306 foreach (SceneObjectPart part in objectGroup.Children.Values) 2520 foreach (SceneObjectPart part in objectGroup.Children.Values)
2521 {
2522 if (part.UUID != objectGroup.m_rootPart.UUID)
2307 { 2523 {
2308 if (part.UUID != objectGroup.m_rootPart.UUID) 2524 LinkNonRootPart(part, oldGroupPosition, oldRootRotation, linkNum++);
2309 {
2310 LinkNonRootPart(part, oldGroupPosition, oldRootRotation, linkNum++);
2311 }
2312 part.ClearUndoState();
2313 } 2525 }
2526 part.ClearUndoState();
2314 } 2527 }
2315 2528
2316 m_scene.UnlinkSceneObject(objectGroup.UUID, true); 2529 m_scene.UnlinkSceneObject(objectGroup.UUID, true);
2317 objectGroup.m_isDeleted = true; 2530 objectGroup.m_isDeleted = true;
2531
2532 objectGroup.lockPartsForWrite(true);
2318 2533
2319 lock (objectGroup.m_parts) 2534 objectGroup.m_parts.Clear();
2320 { 2535
2321 objectGroup.m_parts.Clear(); 2536 objectGroup.lockPartsForWrite(false);
2322 }
2323 2537
2324 // Can't do this yet since backup still makes use of the root part without any synchronization 2538 // Can't do this yet since backup still makes use of the root part without any synchronization
2325// objectGroup.m_rootPart = null; 2539// objectGroup.m_rootPart = null;
@@ -2389,11 +2603,12 @@ namespace OpenSim.Region.Framework.Scenes
2389 Quaternion worldRot = linkPart.GetWorldRotation(); 2603 Quaternion worldRot = linkPart.GetWorldRotation();
2390 2604
2391 // Remove the part from this object 2605 // Remove the part from this object
2392 lock (m_parts) 2606 lockPartsForWrite(true);
2393 { 2607 {
2394 m_parts.Remove(linkPart.UUID); 2608 m_parts.Remove(linkPart.UUID);
2395 } 2609 }
2396 2610 lockPartsForWrite(false);
2611 lockPartsForRead(true);
2397 if (m_parts.Count == 1 && RootPart != null) //Single prim is left 2612 if (m_parts.Count == 1 && RootPart != null) //Single prim is left
2398 RootPart.LinkNum = 0; 2613 RootPart.LinkNum = 0;
2399 else 2614 else
@@ -2404,6 +2619,7 @@ namespace OpenSim.Region.Framework.Scenes
2404 p.LinkNum--; 2619 p.LinkNum--;
2405 } 2620 }
2406 } 2621 }
2622 lockPartsForRead(false);
2407 2623
2408 linkPart.ParentID = 0; 2624 linkPart.ParentID = 0;
2409 linkPart.LinkNum = 0; 2625 linkPart.LinkNum = 0;
@@ -2725,9 +2941,12 @@ namespace OpenSim.Region.Framework.Scenes
2725 2941
2726 if (selectionPart != null) 2942 if (selectionPart != null)
2727 { 2943 {
2728 lock (m_parts) 2944 lockPartsForRead(true);
2945 List<SceneObjectPart> parts = new List<SceneObjectPart>(m_parts.Values);
2946 lockPartsForRead(false);
2947 foreach (SceneObjectPart part in parts)
2729 { 2948 {
2730 foreach (SceneObjectPart part in m_parts.Values) 2949 if (part.Scale.X > 10.0 || part.Scale.Y > 10.0 || part.Scale.Z > 10.0)
2731 { 2950 {
2732 if (part.Scale.X > m_scene.RegionInfo.PhysPrimMax || 2951 if (part.Scale.X > m_scene.RegionInfo.PhysPrimMax ||
2733 part.Scale.Y > m_scene.RegionInfo.PhysPrimMax || 2952 part.Scale.Y > m_scene.RegionInfo.PhysPrimMax ||
@@ -2737,12 +2956,13 @@ namespace OpenSim.Region.Framework.Scenes
2737 break; 2956 break;
2738 } 2957 }
2739 } 2958 }
2959 }
2740 2960
2741 foreach (SceneObjectPart part in m_parts.Values) 2961 foreach (SceneObjectPart part in parts)
2742 { 2962 {
2743 part.UpdatePrimFlags(UsePhysics, IsTemporary, IsPhantom, IsVolumeDetect); 2963 part.UpdatePrimFlags(UsePhysics, IsTemporary, IsPhantom, IsVolumeDetect);
2744 }
2745 } 2964 }
2965
2746 } 2966 }
2747 } 2967 }
2748 2968
@@ -2828,11 +3048,9 @@ namespace OpenSim.Region.Framework.Scenes
2828 scale.Y = m_scene.m_maxNonphys; 3048 scale.Y = m_scene.m_maxNonphys;
2829 if (scale.Z > m_scene.m_maxNonphys) 3049 if (scale.Z > m_scene.m_maxNonphys)
2830 scale.Z = m_scene.m_maxNonphys; 3050 scale.Z = m_scene.m_maxNonphys;
2831
2832 SceneObjectPart part = GetChildPart(localID); 3051 SceneObjectPart part = GetChildPart(localID);
2833 if (part != null) 3052 if (part != null)
2834 { 3053 {
2835 part.Resize(scale);
2836 if (part.PhysActor != null) 3054 if (part.PhysActor != null)
2837 { 3055 {
2838 if (part.PhysActor.IsPhysical) 3056 if (part.PhysActor.IsPhysical)
@@ -2847,7 +3065,7 @@ namespace OpenSim.Region.Framework.Scenes
2847 part.PhysActor.Size = scale; 3065 part.PhysActor.Size = scale;
2848 m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor); 3066 m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor);
2849 } 3067 }
2850 //if (part.UUID != m_rootPart.UUID) 3068 part.Resize(scale);
2851 3069
2852 HasGroupChanged = true; 3070 HasGroupChanged = true;
2853 ScheduleGroupForFullUpdate(); 3071 ScheduleGroupForFullUpdate();
@@ -2889,73 +3107,71 @@ namespace OpenSim.Region.Framework.Scenes
2889 float y = (scale.Y / part.Scale.Y); 3107 float y = (scale.Y / part.Scale.Y);
2890 float z = (scale.Z / part.Scale.Z); 3108 float z = (scale.Z / part.Scale.Z);
2891 3109
2892 lock (m_parts) 3110 lockPartsForRead(true);
3111 if (x > 1.0f || y > 1.0f || z > 1.0f)
2893 { 3112 {
2894 if (x > 1.0f || y > 1.0f || z > 1.0f) 3113 foreach (SceneObjectPart obPart in m_parts.Values)
2895 { 3114 {
2896 foreach (SceneObjectPart obPart in m_parts.Values) 3115 if (obPart.UUID != m_rootPart.UUID)
2897 { 3116 {
2898 if (obPart.UUID != m_rootPart.UUID) 3117 obPart.IgnoreUndoUpdate = true;
2899 { 3118 Vector3 oldSize = new Vector3(obPart.Scale);
2900 obPart.IgnoreUndoUpdate = true;
2901 Vector3 oldSize = new Vector3(obPart.Scale);
2902 3119
2903 float f = 1.0f; 3120 float f = 1.0f;
2904 float a = 1.0f; 3121 float a = 1.0f;
2905 3122
2906 if (part.PhysActor != null && part.PhysActor.IsPhysical) 3123 if (part.PhysActor != null && part.PhysActor.IsPhysical)
3124 {
3125 if (oldSize.X*x > m_scene.m_maxPhys)
2907 { 3126 {
2908 if (oldSize.X*x > m_scene.m_maxPhys) 3127 f = m_scene.m_maxPhys / oldSize.X;
2909 { 3128 a = f / x;
2910 f = m_scene.m_maxPhys / oldSize.X; 3129 x *= a;
2911 a = f / x; 3130 y *= a;
2912 x *= a; 3131 z *= a;
2913 y *= a;
2914 z *= a;
2915 }
2916 if (oldSize.Y*y > m_scene.m_maxPhys)
2917 {
2918 f = m_scene.m_maxPhys / oldSize.Y;
2919 a = f / y;
2920 x *= a;
2921 y *= a;
2922 z *= a;
2923 }
2924 if (oldSize.Z*z > m_scene.m_maxPhys)
2925 {
2926 f = m_scene.m_maxPhys / oldSize.Z;
2927 a = f / z;
2928 x *= a;
2929 y *= a;
2930 z *= a;
2931 }
2932 } 3132 }
2933 else 3133 if (oldSize.Y*y > m_scene.m_maxPhys)
2934 { 3134 {
2935 if (oldSize.X*x > m_scene.m_maxNonphys) 3135 f = m_scene.m_maxPhys / oldSize.Y;
2936 { 3136 a = f / y;
2937 f = m_scene.m_maxNonphys / oldSize.X; 3137 x *= a;
2938 a = f / x; 3138 y *= a;
2939 x *= a; 3139 z *= a;
2940 y *= a; 3140 }
2941 z *= a; 3141 if (oldSize.Z*z > m_scene.m_maxPhys)
2942 } 3142 {
2943 if (oldSize.Y*y > m_scene.m_maxNonphys) 3143 f = m_scene.m_maxPhys / oldSize.Z;
2944 { 3144 a = f / z;
2945 f = m_scene.m_maxNonphys / oldSize.Y; 3145 x *= a;
2946 a = f / y; 3146 y *= a;
2947 x *= a; 3147 z *= a;
2948 y *= a; 3148 }
2949 z *= a; 3149 }
2950 } 3150 else
2951 if (oldSize.Z*z > m_scene.m_maxNonphys) 3151 {
2952 { 3152 if (oldSize.X*x > m_scene.m_maxNonphys)
2953 f = m_scene.m_maxNonphys / oldSize.Z; 3153 {
2954 a = f / z; 3154 f = m_scene.m_maxNonphys / oldSize.X;
2955 x *= a; 3155 a = f / x;
2956 y *= a; 3156 x *= a;
2957 z *= a; 3157 y *= a;
2958 } 3158 z *= a;
3159 }
3160 if (oldSize.Y*y > m_scene.m_maxNonphys)
3161 {
3162 f = m_scene.m_maxNonphys / oldSize.Y;
3163 a = f / y;
3164 x *= a;
3165 y *= a;
3166 z *= a;
3167 }
3168 if (oldSize.Z*z > m_scene.m_maxNonphys)
3169 {
3170 f = m_scene.m_maxNonphys / oldSize.Z;
3171 a = f / z;
3172 x *= a;
3173 y *= a;
3174 z *= a;
2959 } 3175 }
2960 obPart.IgnoreUndoUpdate = false; 3176 obPart.IgnoreUndoUpdate = false;
2961 obPart.StoreUndoState(); 3177 obPart.StoreUndoState();
@@ -2963,6 +3179,7 @@ namespace OpenSim.Region.Framework.Scenes
2963 } 3179 }
2964 } 3180 }
2965 } 3181 }
3182 lockPartsForRead(false);
2966 3183
2967 Vector3 prevScale = part.Scale; 3184 Vector3 prevScale = part.Scale;
2968 prevScale.X *= x; 3185 prevScale.X *= x;
@@ -2970,7 +3187,7 @@ namespace OpenSim.Region.Framework.Scenes
2970 prevScale.Z *= z; 3187 prevScale.Z *= z;
2971 part.Resize(prevScale); 3188 part.Resize(prevScale);
2972 3189
2973 lock (m_parts) 3190 lockPartsForRead(true);
2974 { 3191 {
2975 foreach (SceneObjectPart obPart in m_parts.Values) 3192 foreach (SceneObjectPart obPart in m_parts.Values)
2976 { 3193 {
@@ -2992,6 +3209,7 @@ namespace OpenSim.Region.Framework.Scenes
2992 obPart.StoreUndoState(); 3209 obPart.StoreUndoState();
2993 } 3210 }
2994 } 3211 }
3212 lockPartsForRead(false);
2995 3213
2996 if (part.PhysActor != null) 3214 if (part.PhysActor != null)
2997 { 3215 {
@@ -3094,7 +3312,7 @@ namespace OpenSim.Region.Framework.Scenes
3094 axDiff *= Quaternion.Inverse(partRotation); 3312 axDiff *= Quaternion.Inverse(partRotation);
3095 diff = axDiff; 3313 diff = axDiff;
3096 3314
3097 lock (m_parts) 3315 lockPartsForRead(true);
3098 { 3316 {
3099 foreach (SceneObjectPart obPart in m_parts.Values) 3317 foreach (SceneObjectPart obPart in m_parts.Values)
3100 { 3318 {
@@ -3104,6 +3322,7 @@ namespace OpenSim.Region.Framework.Scenes
3104 } 3322 }
3105 } 3323 }
3106 } 3324 }
3325 lockPartsForRead(false);
3107 3326
3108 AbsolutePosition = newPos; 3327 AbsolutePosition = newPos;
3109 3328
@@ -3237,25 +3456,25 @@ namespace OpenSim.Region.Framework.Scenes
3237 m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor); 3456 m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
3238 } 3457 }
3239 3458
3240 lock (m_parts) 3459 lockPartsForRead(true);
3460
3461 foreach (SceneObjectPart prim in m_parts.Values)
3241 { 3462 {
3242 foreach (SceneObjectPart prim in m_parts.Values) 3463 if (prim.UUID != m_rootPart.UUID)
3243 { 3464 {
3244 if (prim.UUID != m_rootPart.UUID) 3465 prim.IgnoreUndoUpdate = true;
3245 { 3466 Vector3 axPos = prim.OffsetPosition;
3246 prim.IgnoreUndoUpdate = true; 3467 axPos *= oldParentRot;
3247 Vector3 axPos = prim.OffsetPosition; 3468 axPos *= Quaternion.Inverse(axRot);
3248 axPos *= oldParentRot; 3469 prim.OffsetPosition = axPos;
3249 axPos *= Quaternion.Inverse(axRot); 3470 Quaternion primsRot = prim.RotationOffset;
3250 prim.OffsetPosition = axPos; 3471 Quaternion newRot = primsRot * oldParentRot;
3251 Quaternion primsRot = prim.RotationOffset; 3472 newRot *= Quaternion.Inverse(axRot);
3252 Quaternion newRot = primsRot * oldParentRot; 3473 prim.RotationOffset = newRot;
3253 newRot *= Quaternion.Inverse(axRot); 3474 prim.ScheduleTerseUpdate();
3254 prim.RotationOffset = newRot;
3255 prim.ScheduleTerseUpdate();
3256 }
3257 } 3475 }
3258 } 3476 }
3477
3259 foreach (SceneObjectPart childpart in Children.Values) 3478 foreach (SceneObjectPart childpart in Children.Values)
3260 { 3479 {
3261 if (childpart != m_rootPart) 3480 if (childpart != m_rootPart)
@@ -3264,6 +3483,9 @@ namespace OpenSim.Region.Framework.Scenes
3264 childpart.StoreUndoState(); 3483 childpart.StoreUndoState();
3265 } 3484 }
3266 } 3485 }
3486
3487 lockPartsForRead(false);
3488
3267 m_rootPart.ScheduleTerseUpdate(); 3489 m_rootPart.ScheduleTerseUpdate();
3268 } 3490 }
3269 3491
@@ -3385,7 +3607,7 @@ namespace OpenSim.Region.Framework.Scenes
3385 if (atTargets.Count > 0) 3607 if (atTargets.Count > 0)
3386 { 3608 {
3387 uint[] localids = new uint[0]; 3609 uint[] localids = new uint[0];
3388 lock (m_parts) 3610 lockPartsForRead(true);
3389 { 3611 {
3390 localids = new uint[m_parts.Count]; 3612 localids = new uint[m_parts.Count];
3391 int cntr = 0; 3613 int cntr = 0;
@@ -3395,6 +3617,7 @@ namespace OpenSim.Region.Framework.Scenes
3395 cntr++; 3617 cntr++;
3396 } 3618 }
3397 } 3619 }
3620 lockPartsForRead(false);
3398 3621
3399 for (int ctr = 0; ctr < localids.Length; ctr++) 3622 for (int ctr = 0; ctr < localids.Length; ctr++)
3400 { 3623 {
@@ -3413,7 +3636,7 @@ namespace OpenSim.Region.Framework.Scenes
3413 { 3636 {
3414 //trigger not_at_target 3637 //trigger not_at_target
3415 uint[] localids = new uint[0]; 3638 uint[] localids = new uint[0];
3416 lock (m_parts) 3639 lockPartsForRead(true);
3417 { 3640 {
3418 localids = new uint[m_parts.Count]; 3641 localids = new uint[m_parts.Count];
3419 int cntr = 0; 3642 int cntr = 0;
@@ -3423,7 +3646,8 @@ namespace OpenSim.Region.Framework.Scenes
3423 cntr++; 3646 cntr++;
3424 } 3647 }
3425 } 3648 }
3426 3649 lockPartsForRead(false);
3650
3427 for (int ctr = 0; ctr < localids.Length; ctr++) 3651 for (int ctr = 0; ctr < localids.Length; ctr++)
3428 { 3652 {
3429 m_scene.EventManager.TriggerNotAtTargetEvent(localids[ctr]); 3653 m_scene.EventManager.TriggerNotAtTargetEvent(localids[ctr]);
@@ -3515,19 +3739,20 @@ namespace OpenSim.Region.Framework.Scenes
3515 public float GetMass() 3739 public float GetMass()
3516 { 3740 {
3517 float retmass = 0f; 3741 float retmass = 0f;
3518 lock (m_parts) 3742 lockPartsForRead(true);
3519 { 3743 {
3520 foreach (SceneObjectPart part in m_parts.Values) 3744 foreach (SceneObjectPart part in m_parts.Values)
3521 { 3745 {
3522 retmass += part.GetMass(); 3746 retmass += part.GetMass();
3523 } 3747 }
3524 } 3748 }
3749 lockPartsForRead(false);
3525 return retmass; 3750 return retmass;
3526 } 3751 }
3527 3752
3528 public void CheckSculptAndLoad() 3753 public void CheckSculptAndLoad()
3529 { 3754 {
3530 lock (m_parts) 3755 lockPartsForRead(true);
3531 { 3756 {
3532 if (!IsDeleted) 3757 if (!IsDeleted)
3533 { 3758 {
@@ -3552,6 +3777,7 @@ namespace OpenSim.Region.Framework.Scenes
3552 } 3777 }
3553 } 3778 }
3554 } 3779 }
3780 lockPartsForRead(false);
3555 } 3781 }
3556 3782
3557 protected void AssetReceived(string id, Object sender, AssetBase asset) 3783 protected void AssetReceived(string id, Object sender, AssetBase asset)
@@ -3572,7 +3798,7 @@ namespace OpenSim.Region.Framework.Scenes
3572 /// <param name="client"></param> 3798 /// <param name="client"></param>
3573 public void SetGroup(UUID GroupID, IClientAPI client) 3799 public void SetGroup(UUID GroupID, IClientAPI client)
3574 { 3800 {
3575 lock (m_parts) 3801 lockPartsForRead(true);
3576 { 3802 {
3577 foreach (SceneObjectPart part in m_parts.Values) 3803 foreach (SceneObjectPart part in m_parts.Values)
3578 { 3804 {
@@ -3582,6 +3808,7 @@ namespace OpenSim.Region.Framework.Scenes
3582 3808
3583 HasGroupChanged = true; 3809 HasGroupChanged = true;
3584 } 3810 }
3811 lockPartsForRead(false);
3585 3812
3586 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled 3813 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled
3587 // for the same object with very different properties. The caller must schedule the update. 3814 // for the same object with very different properties. The caller must schedule the update.
@@ -3603,11 +3830,12 @@ namespace OpenSim.Region.Framework.Scenes
3603 3830
3604 public void SetAttachmentPoint(byte point) 3831 public void SetAttachmentPoint(byte point)
3605 { 3832 {
3606 lock (m_parts) 3833 lockPartsForRead(true);
3607 { 3834 {
3608 foreach (SceneObjectPart part in m_parts.Values) 3835 foreach (SceneObjectPart part in m_parts.Values)
3609 part.SetAttachmentPoint(point); 3836 part.SetAttachmentPoint(point);
3610 } 3837 }
3838 lockPartsForRead(false);
3611 } 3839 }
3612 3840
3613 #region ISceneObject 3841 #region ISceneObject
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 19ff288..9862785 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
@@ -274,6 +274,7 @@ namespace OpenSim.Region.Framework.Scenes
274 private Quaternion m_sitTargetOrientation = Quaternion.Identity; 274 private Quaternion m_sitTargetOrientation = Quaternion.Identity;
275 private Vector3 m_sitTargetPosition; 275 private Vector3 m_sitTargetPosition;
276 private string m_sitAnimation = "SIT"; 276 private string m_sitAnimation = "SIT";
277 private bool m_occupied; // KF if any av is sitting on this prim
277 private string m_text = String.Empty; 278 private string m_text = String.Empty;
278 private string m_touchName = String.Empty; 279 private string m_touchName = String.Empty;
279 private readonly UndoStack<UndoState> m_undo = new UndoStack<UndoState>(5); 280 private readonly UndoStack<UndoState> m_undo = new UndoStack<UndoState>(5);
@@ -452,12 +453,16 @@ namespace OpenSim.Region.Framework.Scenes
452 } 453 }
453 454
454 /// <value> 455 /// <value>
455 /// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes 456 /// Get the inventory list
456 /// </value> 457 /// </value>
457 public TaskInventoryDictionary TaskInventory 458 public TaskInventoryDictionary TaskInventory
458 { 459 {
459 get { return m_inventory.Items; } 460 get {
460 set { m_inventory.Items = value; } 461 return m_inventory.Items;
462 }
463 set {
464 m_inventory.Items = value;
465 }
461 } 466 }
462 467
463 public uint ObjectFlags 468 public uint ObjectFlags
@@ -586,14 +591,12 @@ namespace OpenSim.Region.Framework.Scenes
586 set { m_LoopSoundSlavePrims = value; } 591 set { m_LoopSoundSlavePrims = value; }
587 } 592 }
588 593
589 [XmlIgnore]
590 public Byte[] TextureAnimation 594 public Byte[] TextureAnimation
591 { 595 {
592 get { return m_TextureAnimation; } 596 get { return m_TextureAnimation; }
593 set { m_TextureAnimation = value; } 597 set { m_TextureAnimation = value; }
594 } 598 }
595 599
596 [XmlIgnore]
597 public Byte[] ParticleSystem 600 public Byte[] ParticleSystem
598 { 601 {
599 get { return m_particleSystem; } 602 get { return m_particleSystem; }
@@ -647,7 +650,6 @@ namespace OpenSim.Region.Framework.Scenes
647 set 650 set
648 { 651 {
649 m_groupPosition = value; 652 m_groupPosition = value;
650
651 PhysicsActor actor = PhysActor; 653 PhysicsActor actor = PhysActor;
652 if (actor != null) 654 if (actor != null)
653 { 655 {
@@ -816,7 +818,16 @@ namespace OpenSim.Region.Framework.Scenes
816 /// <summary></summary> 818 /// <summary></summary>
817 public Vector3 Acceleration 819 public Vector3 Acceleration
818 { 820 {
819 get { return m_acceleration; } 821 get
822 {
823 PhysicsActor actor = PhysActor;
824 if (actor != null)
825 {
826 m_acceleration = actor.Acceleration;
827 }
828 return m_acceleration;
829 }
830
820 set { m_acceleration = value; } 831 set { m_acceleration = value; }
821 } 832 }
822 833
@@ -960,7 +971,8 @@ namespace OpenSim.Region.Framework.Scenes
960 if (IsAttachment) 971 if (IsAttachment)
961 return GroupPosition; 972 return GroupPosition;
962 973
963 return m_offsetPosition + m_groupPosition; } 974// return m_offsetPosition + m_groupPosition; }
975 return m_groupPosition + (m_offsetPosition * ParentGroup.RootPart.RotationOffset) ; } //KF: Rotation was ignored!
964 } 976 }
965 977
966 public SceneObjectGroup ParentGroup 978 public SceneObjectGroup ParentGroup
@@ -1112,6 +1124,13 @@ namespace OpenSim.Region.Framework.Scenes
1112 get { return _flags; } 1124 get { return _flags; }
1113 set { _flags = value; } 1125 set { _flags = value; }
1114 } 1126 }
1127
1128 [XmlIgnore]
1129 public bool IsOccupied // KF If an av is sittingon this prim
1130 {
1131 get { return m_occupied; }
1132 set { m_occupied = value; }
1133 }
1115 1134
1116 [XmlIgnore] 1135 [XmlIgnore]
1117 public UUID SitTargetAvatar 1136 public UUID SitTargetAvatar
@@ -1187,14 +1206,6 @@ namespace OpenSim.Region.Framework.Scenes
1187 } 1206 }
1188 } 1207 }
1189 1208
1190 /// <summary>
1191 /// Clear all pending updates of parts to clients
1192 /// </summary>
1193 private void ClearUpdateSchedule()
1194 {
1195 m_updateFlag = 0;
1196 }
1197
1198 private void SendObjectPropertiesToClient(UUID AgentID) 1209 private void SendObjectPropertiesToClient(UUID AgentID)
1199 { 1210 {
1200 ScenePresence[] avatars = m_parentGroup.Scene.GetScenePresences(); 1211 ScenePresence[] avatars = m_parentGroup.Scene.GetScenePresences();
@@ -1939,12 +1950,17 @@ namespace OpenSim.Region.Framework.Scenes
1939 public Vector3 GetWorldPosition() 1950 public Vector3 GetWorldPosition()
1940 { 1951 {
1941 Quaternion parentRot = ParentGroup.RootPart.RotationOffset; 1952 Quaternion parentRot = ParentGroup.RootPart.RotationOffset;
1942
1943 Vector3 axPos = OffsetPosition; 1953 Vector3 axPos = OffsetPosition;
1944
1945 axPos *= parentRot; 1954 axPos *= parentRot;
1946 Vector3 translationOffsetPosition = axPos; 1955 Vector3 translationOffsetPosition = axPos;
1947 return GroupPosition + translationOffsetPosition; 1956 if(_parentID == 0)
1957 {
1958 return GroupPosition;
1959 }
1960 else
1961 {
1962 return ParentGroup.AbsolutePosition + translationOffsetPosition; //KF: Fix child prim position
1963 }
1948 } 1964 }
1949 1965
1950 /// <summary> 1966 /// <summary>
@@ -1955,7 +1971,7 @@ namespace OpenSim.Region.Framework.Scenes
1955 { 1971 {
1956 Quaternion newRot; 1972 Quaternion newRot;
1957 1973
1958 if (this.LinkNum == 0) 1974 if (this.LinkNum < 2) //KF Single or root prim
1959 { 1975 {
1960 newRot = RotationOffset; 1976 newRot = RotationOffset;
1961 } 1977 }
@@ -2612,17 +2628,18 @@ namespace OpenSim.Region.Framework.Scenes
2612 //Trys to fetch sound id from prim's inventory. 2628 //Trys to fetch sound id from prim's inventory.
2613 //Prim's inventory doesn't support non script items yet 2629 //Prim's inventory doesn't support non script items yet
2614 2630
2615 lock (TaskInventory) 2631 TaskInventory.LockItemsForRead(true);
2632
2633 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
2616 { 2634 {
2617 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 2635 if (item.Value.Name == sound)
2618 { 2636 {
2619 if (item.Value.Name == sound) 2637 soundID = item.Value.ItemID;
2620 { 2638 break;
2621 soundID = item.Value.ItemID;
2622 break;
2623 }
2624 } 2639 }
2625 } 2640 }
2641
2642 TaskInventory.LockItemsForRead(false);
2626 } 2643 }
2627 2644
2628 List<ScenePresence> avatarts = m_parentGroup.Scene.GetAvatars(); 2645 List<ScenePresence> avatarts = m_parentGroup.Scene.GetAvatars();
@@ -2690,38 +2707,7 @@ namespace OpenSim.Region.Framework.Scenes
2690 2707
2691 public void RotLookAt(Quaternion target, float strength, float damping) 2708 public void RotLookAt(Quaternion target, float strength, float damping)
2692 { 2709 {
2693 rotLookAt(target, strength, damping); 2710 m_parentGroup.rotLookAt(target, strength, damping); // This calls method in SceneObjectGroup.
2694 }
2695
2696 public void rotLookAt(Quaternion target, float strength, float damping)
2697 {
2698 if (IsAttachment)
2699 {
2700 /*
2701 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
2702 if (avatar != null)
2703 {
2704 Rotate the Av?
2705 } */
2706 }
2707 else
2708 {
2709 APIDDamp = damping;
2710 APIDStrength = strength;
2711 APIDTarget = target;
2712 }
2713 }
2714
2715 public void startLookAt(Quaternion rot, float damp, float strength)
2716 {
2717 APIDDamp = damp;
2718 APIDStrength = strength;
2719 APIDTarget = rot;
2720 }
2721
2722 public void stopLookAt()
2723 {
2724 APIDTarget = Quaternion.Identity;
2725 } 2711 }
2726 2712
2727 /// <summary> 2713 /// <summary>
@@ -2959,8 +2945,8 @@ namespace OpenSim.Region.Framework.Scenes
2959 { 2945 {
2960 const float ROTATION_TOLERANCE = 0.01f; 2946 const float ROTATION_TOLERANCE = 0.01f;
2961 const float VELOCITY_TOLERANCE = 0.001f; 2947 const float VELOCITY_TOLERANCE = 0.001f;
2962 const float POSITION_TOLERANCE = 0.05f; 2948 const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary
2963 const int TIME_MS_TOLERANCE = 3000; 2949 const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds.
2964 2950
2965 if (m_updateFlag == 1) 2951 if (m_updateFlag == 1)
2966 { 2952 {
@@ -2974,7 +2960,7 @@ namespace OpenSim.Region.Framework.Scenes
2974 Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE) 2960 Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE)
2975 { 2961 {
2976 AddTerseUpdateToAllAvatars(); 2962 AddTerseUpdateToAllAvatars();
2977 ClearUpdateSchedule(); 2963
2978 2964
2979 // This causes the Scene to 'poll' physical objects every couple of frames 2965 // This causes the Scene to 'poll' physical objects every couple of frames
2980 // bad, so it's been replaced by an event driven method. 2966 // bad, so it's been replaced by an event driven method.
@@ -2992,6 +2978,8 @@ namespace OpenSim.Region.Framework.Scenes
2992 m_lastAngularVelocity = AngularVelocity; 2978 m_lastAngularVelocity = AngularVelocity;
2993 m_lastTerseSent = Environment.TickCount; 2979 m_lastTerseSent = Environment.TickCount;
2994 } 2980 }
2981 //Moved this outside of the if clause so updates don't get blocked.. *sigh*
2982 m_updateFlag = 0; //Why were we calling a function to do this? Inefficient! *screams*
2995 } 2983 }
2996 else 2984 else
2997 { 2985 {
@@ -3001,10 +2989,10 @@ namespace OpenSim.Region.Framework.Scenes
3001// m_log.DebugFormat("[SOP]: Sending scheduled full update for {0} {1}", Name, LocalId); 2989// m_log.DebugFormat("[SOP]: Sending scheduled full update for {0} {1}", Name, LocalId);
3002 2990
3003 AddFullUpdateToAllAvatars(); 2991 AddFullUpdateToAllAvatars();
3004 ClearUpdateSchedule(); 2992 m_updateFlag = 0; //Same here
3005 } 2993 }
3006 } 2994 }
3007 ClearUpdateSchedule(); 2995 m_updateFlag = 0;
3008 } 2996 }
3009 2997
3010 /// <summary> 2998 /// <summary>
@@ -3031,17 +3019,16 @@ namespace OpenSim.Region.Framework.Scenes
3031 if (!UUID.TryParse(sound, out soundID)) 3019 if (!UUID.TryParse(sound, out soundID))
3032 { 3020 {
3033 // search sound file from inventory 3021 // search sound file from inventory
3034 lock (TaskInventory) 3022 TaskInventory.LockItemsForRead(true);
3023 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
3035 { 3024 {
3036 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 3025 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound)
3037 { 3026 {
3038 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound) 3027 soundID = item.Value.ItemID;
3039 { 3028 break;
3040 soundID = item.Value.ItemID;
3041 break;
3042 }
3043 } 3029 }
3044 } 3030 }
3031 TaskInventory.LockItemsForRead(false);
3045 } 3032 }
3046 3033
3047 if (soundID == UUID.Zero) 3034 if (soundID == UUID.Zero)
@@ -3477,7 +3464,7 @@ namespace OpenSim.Region.Framework.Scenes
3477 3464
3478 public void StopLookAt() 3465 public void StopLookAt()
3479 { 3466 {
3480 m_parentGroup.stopLookAt(); 3467 m_parentGroup.stopLookAt(); // This calls method in SceneObjectGroup.
3481 3468
3482 m_parentGroup.ScheduleGroupForTerseUpdate(); 3469 m_parentGroup.ScheduleGroupForTerseUpdate();
3483 } 3470 }
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
index 256e3b0..9b16281 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
@@ -47,6 +47,8 @@ namespace OpenSim.Region.Framework.Scenes
47 47
48 private string m_inventoryFileName = String.Empty; 48 private string m_inventoryFileName = String.Empty;
49 private int m_inventoryFileNameSerial = 0; 49 private int m_inventoryFileNameSerial = 0;
50
51 private Dictionary<UUID, ArrayList> m_scriptErrors = new Dictionary<UUID, ArrayList>();
50 52
51 /// <value> 53 /// <value>
52 /// The part to which the inventory belongs. 54 /// The part to which the inventory belongs.
@@ -83,7 +85,9 @@ namespace OpenSim.Region.Framework.Scenes
83 /// </value> 85 /// </value>
84 protected internal TaskInventoryDictionary Items 86 protected internal TaskInventoryDictionary Items
85 { 87 {
86 get { return m_items; } 88 get {
89 return m_items;
90 }
87 set 91 set
88 { 92 {
89 m_items = value; 93 m_items = value;
@@ -119,22 +123,25 @@ namespace OpenSim.Region.Framework.Scenes
119 /// <param name="linkNum">Link number for the part</param> 123 /// <param name="linkNum">Link number for the part</param>
120 public void ResetInventoryIDs() 124 public void ResetInventoryIDs()
121 { 125 {
122 lock (Items) 126 m_items.LockItemsForWrite(true);
127
128 if (0 == Items.Count)
123 { 129 {
124 if (0 == Items.Count) 130 m_items.LockItemsForWrite(false);
125 return; 131 return;
132 }
126 133
127 HasInventoryChanged = true; 134 HasInventoryChanged = true;
128 m_part.ParentGroup.HasGroupChanged = true; 135 m_part.ParentGroup.HasGroupChanged = true;
129 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values); 136 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
130 Items.Clear(); 137 Items.Clear();
131 138
132 foreach (TaskInventoryItem item in items) 139 foreach (TaskInventoryItem item in items)
133 { 140 {
134 item.ResetIDs(m_part.UUID); 141 item.ResetIDs(m_part.UUID);
135 Items.Add(item.ItemID, item); 142 Items.Add(item.ItemID, item);
136 }
137 } 143 }
144 m_items.LockItemsForWrite(false);
138 } 145 }
139 146
140 /// <summary> 147 /// <summary>
@@ -143,25 +150,25 @@ namespace OpenSim.Region.Framework.Scenes
143 /// <param name="ownerId"></param> 150 /// <param name="ownerId"></param>
144 public void ChangeInventoryOwner(UUID ownerId) 151 public void ChangeInventoryOwner(UUID ownerId)
145 { 152 {
146 lock (Items) 153 m_items.LockItemsForWrite(true);
154 if (0 == Items.Count)
147 { 155 {
148 if (0 == Items.Count) 156 m_items.LockItemsForWrite(false);
149 { 157 return;
150 return; 158 }
151 }
152 159
153 HasInventoryChanged = true; 160 HasInventoryChanged = true;
154 m_part.ParentGroup.HasGroupChanged = true; 161 m_part.ParentGroup.HasGroupChanged = true;
155 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values); 162 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
156 foreach (TaskInventoryItem item in items) 163 foreach (TaskInventoryItem item in items)
164 {
165 if (ownerId != item.OwnerID)
157 { 166 {
158 if (ownerId != item.OwnerID) 167 item.LastOwnerID = item.OwnerID;
159 { 168 item.OwnerID = ownerId;
160 item.LastOwnerID = item.OwnerID;
161 item.OwnerID = ownerId;
162 }
163 } 169 }
164 } 170 }
171 m_items.LockItemsForWrite(false);
165 } 172 }
166 173
167 /// <summary> 174 /// <summary>
@@ -170,24 +177,24 @@ namespace OpenSim.Region.Framework.Scenes
170 /// <param name="groupID"></param> 177 /// <param name="groupID"></param>
171 public void ChangeInventoryGroup(UUID groupID) 178 public void ChangeInventoryGroup(UUID groupID)
172 { 179 {
173 lock (Items) 180 m_items.LockItemsForWrite(true);
181 if (0 == Items.Count)
174 { 182 {
175 if (0 == Items.Count) 183 m_items.LockItemsForWrite(false);
176 { 184 return;
177 return; 185 }
178 }
179 186
180 HasInventoryChanged = true; 187 HasInventoryChanged = true;
181 m_part.ParentGroup.HasGroupChanged = true; 188 m_part.ParentGroup.HasGroupChanged = true;
182 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values); 189 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
183 foreach (TaskInventoryItem item in items) 190 foreach (TaskInventoryItem item in items)
191 {
192 if (groupID != item.GroupID)
184 { 193 {
185 if (groupID != item.GroupID) 194 item.GroupID = groupID;
186 {
187 item.GroupID = groupID;
188 }
189 } 195 }
190 } 196 }
197 m_items.LockItemsForWrite(false);
191 } 198 }
192 199
193 /// <summary> 200 /// <summary>
@@ -195,10 +202,14 @@ namespace OpenSim.Region.Framework.Scenes
195 /// </summary> 202 /// </summary>
196 public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource) 203 public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource)
197 { 204 {
198 lock (m_items) 205 Items.LockItemsForRead(true);
206 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
207 Items.LockItemsForRead(false);
208 foreach (TaskInventoryItem item in items)
199 { 209 {
200 foreach (TaskInventoryItem item in Items.Values) 210 if ((int)InventoryType.LSL == item.InvType)
201 { 211 {
212 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource);
202 if ((int)InventoryType.LSL == item.InvType) 213 if ((int)InventoryType.LSL == item.InvType)
203 { 214 {
204 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); 215 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource);
@@ -208,7 +219,7 @@ namespace OpenSim.Region.Framework.Scenes
208 } 219 }
209 } 220 }
210 221
211 public ArrayList GetScriptErrors(UUID itemID) 222 private ArrayList GetScriptErrors(UUID itemID)
212 { 223 {
213 ArrayList ret = new ArrayList(); 224 ArrayList ret = new ArrayList();
214 225
@@ -238,16 +249,20 @@ namespace OpenSim.Region.Framework.Scenes
238 /// </param> 249 /// </param>
239 public void RemoveScriptInstances(bool sceneObjectBeingDeleted) 250 public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
240 { 251 {
241 lock (Items) 252 Items.LockItemsForRead(true);
253 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
254 Items.LockItemsForRead(false);
255
256 foreach (TaskInventoryItem item in items)
242 { 257 {
243 foreach (TaskInventoryItem item in Items.Values) 258 if ((int)InventoryType.LSL == item.InvType)
244 { 259 {
245 if ((int)InventoryType.LSL == item.InvType) 260 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted);
246 { 261 m_part.RemoveScriptEvents(item.ItemID);
247 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted);
248 }
249 } 262 }
250 } 263 }
264
265
251 } 266 }
252 267
253 /// <summary> 268 /// <summary>
@@ -263,7 +278,10 @@ namespace OpenSim.Region.Framework.Scenes
263 // item.Name, item.ItemID, m_part.Name, m_part.UUID); 278 // item.Name, item.ItemID, m_part.Name, m_part.UUID);
264 279
265 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID)) 280 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID))
281 {
282 StoreScriptError(item.ItemID, "no permission");
266 return; 283 return;
284 }
267 285
268 m_part.AddFlag(PrimFlags.Scripted); 286 m_part.AddFlag(PrimFlags.Scripted);
269 287
@@ -272,49 +290,50 @@ namespace OpenSim.Region.Framework.Scenes
272 if (stateSource == 1 && // Prim crossing 290 if (stateSource == 1 && // Prim crossing
273 m_part.ParentGroup.Scene.m_trustBinaries) 291 m_part.ParentGroup.Scene.m_trustBinaries)
274 { 292 {
275 lock (m_items) 293 m_items.LockItemsForWrite(true);
276 { 294 m_items[item.ItemID].PermsMask = 0;
277 m_items[item.ItemID].PermsMask = 0; 295 m_items[item.ItemID].PermsGranter = UUID.Zero;
278 m_items[item.ItemID].PermsGranter = UUID.Zero; 296 m_items.LockItemsForWrite(false);
279 }
280
281 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 297 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
282 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource); 298 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource);
299 StoreScriptErrors(item.ItemID, null);
283 m_part.ParentGroup.AddActiveScriptCount(1); 300 m_part.ParentGroup.AddActiveScriptCount(1);
284 m_part.ScheduleFullUpdate(); 301 m_part.ScheduleFullUpdate();
285 return; 302 return;
286 } 303 }
287 304
288 m_part.ParentGroup.Scene.AssetService.Get( 305 m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString(), this, delegate(string id, object sender, AssetBase asset)
289 item.AssetID.ToString(), this, delegate(string id, object sender, AssetBase asset) 306 {
290 { 307 if (null == asset)
291 if (null == asset) 308 {
292 { 309 string msg = String.Format("asset ID {0} could not be found", item.AssetID);
293 m_log.ErrorFormat( 310 StoreScriptError(item.ItemID, msg);
294 "[PRIM INVENTORY]: " + 311 m_log.ErrorFormat(
295 "Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found", 312 "[PRIM INVENTORY]: " +
296 item.Name, item.ItemID, m_part.AbsolutePosition, 313 "Couldn't start script {0}, {1} at {2} in {3} since {4}",
297 m_part.ParentGroup.Scene.RegionInfo.RegionName, item.AssetID); 314 item.Name, item.ItemID, m_part.AbsolutePosition,
298 } 315 m_part.ParentGroup.Scene.RegionInfo.RegionName, msg);
299 else 316 }
300 { 317 else
301 lock (m_items) 318 {
302 { 319 if (m_part.ParentGroup.m_savedScriptState != null)
303 if (m_part.ParentGroup.m_savedScriptState != null) 320 RestoreSavedScriptState(item.OldItemID, item.ItemID);
304 RestoreSavedScriptState(item.OldItemID, item.ItemID); 321 m_items.LockItemsForWrite(true);
305 322 m_items[item.ItemID].PermsMask = 0;
306 m_items[item.ItemID].PermsMask = 0; 323 m_items[item.ItemID].PermsGranter = UUID.Zero;
307 m_items[item.ItemID].PermsGranter = UUID.Zero; 324 m_items.LockItemsForWrite(false);
308 325 string script = Utils.BytesToString(asset.Data);
309 string script = Utils.BytesToString(asset.Data); 326 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
310 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 327 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource);
311 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource); 328 StoreScriptErrors(item.ItemID, null);
312 m_part.ParentGroup.AddActiveScriptCount(1); 329 m_part.ParentGroup.AddActiveScriptCount(1);
313 m_part.ScheduleFullUpdate(); 330 m_part.ScheduleFullUpdate();
314 } 331 }
315 } 332 });
316 } 333 }
317 ); 334 else
335 {
336 StoreScriptError(item.ItemID, "scripts disabled");
318 } 337 }
319 } 338 }
320 339
@@ -375,27 +394,145 @@ namespace OpenSim.Region.Framework.Scenes
375 394
376 /// <summary> 395 /// <summary>
377 /// Start a script which is in this prim's inventory. 396 /// Start a script which is in this prim's inventory.
397 /// Some processing may occur in the background, but this routine returns asap.
378 /// </summary> 398 /// </summary>
379 /// <param name="itemId"> 399 /// <param name="itemId">
380 /// A <see cref="UUID"/> 400 /// A <see cref="UUID"/>
381 /// </param> 401 /// </param>
382 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource) 402 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
383 { 403 {
384 lock (m_items) 404 lock (m_scriptErrors)
405 {
406 // Indicate to CreateScriptInstanceInternal() we don't want it to wait for completion
407 m_scriptErrors.Remove(itemId);
408 }
409 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
410 }
411
412 private void CreateScriptInstanceInternal(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
413 {
414 m_items.LockItemsForRead(true);
415 if (m_items.ContainsKey(itemId))
385 { 416 {
386 if (m_items.ContainsKey(itemId)) 417 if (m_items.ContainsKey(itemId))
387 { 418 {
419 m_items.LockItemsForRead(false);
388 CreateScriptInstance(m_items[itemId], startParam, postOnRez, engine, stateSource); 420 CreateScriptInstance(m_items[itemId], startParam, postOnRez, engine, stateSource);
389 } 421 }
390 else 422 else
391 { 423 {
424 m_items.LockItemsForRead(false);
425 string msg = String.Format("couldn't be found for prim {0}, {1} at {2} in {3}", m_part.Name, m_part.UUID,
426 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
427 StoreScriptError(itemId, msg);
392 m_log.ErrorFormat( 428 m_log.ErrorFormat(
393 "[PRIM INVENTORY]: " + 429 "[PRIM INVENTORY]: " +
394 "Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}", 430 "Couldn't start script with ID {0} since it {1}", itemId, msg);
395 itemId, m_part.Name, m_part.UUID, 431 }
396 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 432 }
433 else
434 {
435 m_items.LockItemsForRead(false);
436 string msg = String.Format("couldn't be found for prim {0}, {1}", m_part.Name, m_part.UUID);
437 StoreScriptError(itemId, msg);
438 m_log.ErrorFormat(
439 "[PRIM INVENTORY]: " +
440 "Couldn't start script with ID {0} since it {1}", itemId, msg);
441 }
442
443 }
444
445 /// <summary>
446 /// Start a script which is in this prim's inventory and return any compilation error messages.
447 /// </summary>
448 /// <param name="itemId">
449 /// A <see cref="UUID"/>
450 /// </param>
451 public ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
452 {
453 ArrayList errors;
454
455 // Indicate to CreateScriptInstanceInternal() we want it to
456 // post any compilation/loading error messages
457 lock (m_scriptErrors)
458 {
459 m_scriptErrors[itemId] = null;
460 }
461
462 // Perform compilation/loading
463 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
464
465 // Wait for and retrieve any errors
466 lock (m_scriptErrors)
467 {
468 while ((errors = m_scriptErrors[itemId]) == null)
469 {
470 if (!System.Threading.Monitor.Wait(m_scriptErrors, 15000))
471 {
472 m_log.ErrorFormat(
473 "[PRIM INVENTORY]: " +
474 "timedout waiting for script {0} errors", itemId);
475 errors = m_scriptErrors[itemId];
476 if (errors == null)
477 {
478 errors = new ArrayList(1);
479 errors.Add("timedout waiting for errors");
480 }
481 break;
482 }
397 } 483 }
484 m_scriptErrors.Remove(itemId);
398 } 485 }
486 return errors;
487 }
488
489 // Signal to CreateScriptInstanceEr() that compilation/loading is complete
490 private void StoreScriptErrors(UUID itemId, ArrayList errors)
491 {
492 lock (m_scriptErrors)
493 {
494 // If compilation/loading initiated via CreateScriptInstance(),
495 // it does not want the errors, so just get out
496 if (!m_scriptErrors.ContainsKey(itemId))
497 {
498 return;
499 }
500
501 // Initiated via CreateScriptInstanceEr(), if we know what the
502 // errors are, save them and wake CreateScriptInstanceEr().
503 if (errors != null)
504 {
505 m_scriptErrors[itemId] = errors;
506 System.Threading.Monitor.PulseAll(m_scriptErrors);
507 return;
508 }
509 }
510
511 // Initiated via CreateScriptInstanceEr() but we don't know what
512 // the errors are yet, so retrieve them from the script engine.
513 // This may involve some waiting internal to GetScriptErrors().
514 errors = GetScriptErrors(itemId);
515
516 // Get a default non-null value to indicate success.
517 if (errors == null)
518 {
519 errors = new ArrayList();
520 }
521
522 // Post to CreateScriptInstanceEr() and wake it up
523 lock (m_scriptErrors)
524 {
525 m_scriptErrors[itemId] = errors;
526 System.Threading.Monitor.PulseAll(m_scriptErrors);
527 }
528 }
529
530 // Like StoreScriptErrors(), but just posts a single string message
531 private void StoreScriptError(UUID itemId, string message)
532 {
533 ArrayList errors = new ArrayList(1);
534 errors.Add(message);
535 StoreScriptErrors(itemId, errors);
399 } 536 }
400 537
401 /// <summary> 538 /// <summary>
@@ -408,15 +545,7 @@ namespace OpenSim.Region.Framework.Scenes
408 /// </param> 545 /// </param>
409 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted) 546 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted)
410 { 547 {
411 bool scriptPresent = false; 548 if (m_items.ContainsKey(itemId))
412
413 lock (m_items)
414 {
415 if (m_items.ContainsKey(itemId))
416 scriptPresent = true;
417 }
418
419 if (scriptPresent)
420 { 549 {
421 if (!sceneObjectBeingDeleted) 550 if (!sceneObjectBeingDeleted)
422 m_part.RemoveScriptEvents(itemId); 551 m_part.RemoveScriptEvents(itemId);
@@ -442,11 +571,16 @@ namespace OpenSim.Region.Framework.Scenes
442 /// <returns></returns> 571 /// <returns></returns>
443 private bool InventoryContainsName(string name) 572 private bool InventoryContainsName(string name)
444 { 573 {
445 foreach (TaskInventoryItem item in Items.Values) 574 m_items.LockItemsForRead(true);
575 foreach (TaskInventoryItem item in m_items.Values)
446 { 576 {
447 if (item.Name == name) 577 if (item.Name == name)
578 {
579 m_items.LockItemsForRead(false);
448 return true; 580 return true;
581 }
449 } 582 }
583 m_items.LockItemsForRead(false);
450 return false; 584 return false;
451 } 585 }
452 586
@@ -488,13 +622,9 @@ namespace OpenSim.Region.Framework.Scenes
488 /// <param name="item"></param> 622 /// <param name="item"></param>
489 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop) 623 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop)
490 { 624 {
491 List<TaskInventoryItem> il; 625 m_items.LockItemsForRead(true);
492 626 List<TaskInventoryItem> il = new List<TaskInventoryItem>(m_items.Values);
493 lock (m_items) 627 m_items.LockItemsForRead(false);
494 {
495 il = new List<TaskInventoryItem>(m_items.Values);
496 }
497
498 foreach (TaskInventoryItem i in il) 628 foreach (TaskInventoryItem i in il)
499 { 629 {
500 if (i.Name == item.Name) 630 if (i.Name == item.Name)
@@ -532,15 +662,14 @@ namespace OpenSim.Region.Framework.Scenes
532 item.Name = name; 662 item.Name = name;
533 item.GroupID = m_part.GroupID; 663 item.GroupID = m_part.GroupID;
534 664
535 lock (m_items) 665 m_items.LockItemsForWrite(true);
536 { 666 m_items.Add(item.ItemID, item);
537 m_items.Add(item.ItemID, item); 667 m_items.LockItemsForWrite(false);
538
539 if (allowedDrop) 668 if (allowedDrop)
540 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP); 669 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP);
541 else 670 else
542 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 671 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
543 } 672
544 673
545 m_inventorySerial++; 674 m_inventorySerial++;
546 //m_inventorySerial += 2; 675 //m_inventorySerial += 2;
@@ -557,14 +686,13 @@ namespace OpenSim.Region.Framework.Scenes
557 /// <param name="items"></param> 686 /// <param name="items"></param>
558 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items) 687 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items)
559 { 688 {
560 lock (m_items) 689 m_items.LockItemsForWrite(true);
690 foreach (TaskInventoryItem item in items)
561 { 691 {
562 foreach (TaskInventoryItem item in items) 692 m_items.Add(item.ItemID, item);
563 { 693 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
564 m_items.Add(item.ItemID, item);
565 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
566 }
567 } 694 }
695 m_items.LockItemsForWrite(false);
568 696
569 m_inventorySerial++; 697 m_inventorySerial++;
570 } 698 }
@@ -577,10 +705,9 @@ namespace OpenSim.Region.Framework.Scenes
577 public TaskInventoryItem GetInventoryItem(UUID itemId) 705 public TaskInventoryItem GetInventoryItem(UUID itemId)
578 { 706 {
579 TaskInventoryItem item; 707 TaskInventoryItem item;
580 708 m_items.LockItemsForRead(true);
581 lock (m_items) 709 m_items.TryGetValue(itemId, out item);
582 m_items.TryGetValue(itemId, out item); 710 m_items.LockItemsForRead(false);
583
584 return item; 711 return item;
585 } 712 }
586 713
@@ -616,51 +743,51 @@ namespace OpenSim.Region.Framework.Scenes
616 /// <returns>false if the item did not exist, true if the update occurred successfully</returns> 743 /// <returns>false if the item did not exist, true if the update occurred successfully</returns>
617 public bool UpdateInventoryItem(TaskInventoryItem item) 744 public bool UpdateInventoryItem(TaskInventoryItem item)
618 { 745 {
619 lock (m_items) 746 m_items.LockItemsForWrite(true);
747
748 if (m_items.ContainsKey(item.ItemID))
620 { 749 {
621 if (m_items.ContainsKey(item.ItemID)) 750 item.ParentID = m_part.UUID;
751 item.ParentPartID = m_part.UUID;
752 item.Flags = m_items[item.ItemID].Flags;
753 // If group permissions have been set on, check that the groupID is up to date in case it has
754 // changed since permissions were last set.
755 if (item.GroupPermissions != (uint)PermissionMask.None)
756 item.GroupID = m_part.GroupID;
757
758 if (item.AssetID == UUID.Zero)
622 { 759 {
623 item.ParentID = m_part.UUID; 760 item.AssetID = m_items[item.ItemID].AssetID;
624 item.ParentPartID = m_part.UUID; 761 }
625 item.Flags = m_items[item.ItemID].Flags; 762 else if ((InventoryType)item.Type == InventoryType.Notecard)
626 763 {
627 // If group permissions have been set on, check that the groupID is up to date in case it has 764 ScenePresence presence = m_part.ParentGroup.Scene.GetScenePresence(item.OwnerID);
628 // changed since permissions were last set.
629 if (item.GroupPermissions != (uint)PermissionMask.None)
630 item.GroupID = m_part.GroupID;
631
632 if (item.AssetID == UUID.Zero)
633 {
634 item.AssetID = m_items[item.ItemID].AssetID;
635 }
636 else if ((InventoryType)item.Type == InventoryType.Notecard)
637 {
638 ScenePresence presence = m_part.ParentGroup.Scene.GetScenePresence(item.OwnerID);
639 765
640 if (presence != null) 766 if (presence != null)
641 { 767 {
642 presence.ControllingClient.SendAgentAlertMessage( 768 presence.ControllingClient.SendAgentAlertMessage(
643 "Notecard saved", false); 769 "Notecard saved", false);
644 }
645 } 770 }
771 }
646 772
647 m_items[item.ItemID] = item; 773 m_items[item.ItemID] = item;
648 m_inventorySerial++; 774 m_inventorySerial++;
649 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 775 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
650 HasInventoryChanged = true;
651 m_part.ParentGroup.HasGroupChanged = true;
652 776
653 return true; 777 HasInventoryChanged = true;
654 } 778 m_part.ParentGroup.HasGroupChanged = true;
655 else 779 m_items.LockItemsForWrite(false);
656 { 780 return true;
657 m_log.ErrorFormat(
658 "[PRIM INVENTORY]: " +
659 "Tried to retrieve item ID {0} from prim {1}, {2} at {3} in {4} but the item does not exist in this inventory",
660 item.ItemID, m_part.Name, m_part.UUID,
661 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
662 }
663 } 781 }
782 else
783 {
784 m_log.ErrorFormat(
785 "[PRIM INVENTORY]: " +
786 "Tried to retrieve item ID {0} from prim {1}, {2} at {3} in {4} but the item does not exist in this inventory",
787 item.ItemID, m_part.Name, m_part.UUID,
788 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
789 }
790 m_items.LockItemsForWrite(false);
664 791
665 return false; 792 return false;
666 } 793 }
@@ -673,53 +800,54 @@ namespace OpenSim.Region.Framework.Scenes
673 /// in this prim's inventory.</returns> 800 /// in this prim's inventory.</returns>
674 public int RemoveInventoryItem(UUID itemID) 801 public int RemoveInventoryItem(UUID itemID)
675 { 802 {
676 lock (m_items) 803 m_items.LockItemsForRead(true);
804
805 if (m_items.ContainsKey(itemID))
677 { 806 {
678 if (m_items.ContainsKey(itemID)) 807 int type = m_items[itemID].InvType;
808 m_items.LockItemsForRead(false);
809 if (type == 10) // Script
679 { 810 {
680 int type = m_items[itemID].InvType; 811 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID);
681 if (type == 10) // Script 812 }
682 { 813 m_items.LockItemsForWrite(true);
683 m_part.RemoveScriptEvents(itemID); 814 m_items.Remove(itemID);
684 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID); 815 m_items.LockItemsForWrite(false);
685 } 816 m_inventorySerial++;
686 m_items.Remove(itemID); 817 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
687 m_inventorySerial++;
688 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
689
690 HasInventoryChanged = true;
691 m_part.ParentGroup.HasGroupChanged = true;
692 818
693 int scriptcount = 0; 819 HasInventoryChanged = true;
694 lock (m_items) 820 m_part.ParentGroup.HasGroupChanged = true;
695 {
696 foreach (TaskInventoryItem item in m_items.Values)
697 {
698 if (item.Type == 10)
699 {
700 scriptcount++;
701 }
702 }
703 }
704 821
705 if (scriptcount <= 0) 822 int scriptcount = 0;
823 m_items.LockItemsForRead(true);
824 foreach (TaskInventoryItem item in m_items.Values)
825 {
826 if (item.Type == 10)
706 { 827 {
707 m_part.RemFlag(PrimFlags.Scripted); 828 scriptcount++;
708 } 829 }
709
710 m_part.ScheduleFullUpdate();
711
712 return type;
713 } 830 }
714 else 831 m_items.LockItemsForRead(false);
832
833
834 if (scriptcount <= 0)
715 { 835 {
716 m_log.ErrorFormat( 836 m_part.RemFlag(PrimFlags.Scripted);
717 "[PRIM INVENTORY]: " +
718 "Tried to remove item ID {0} from prim {1}, {2} at {3} in {4} but the item does not exist in this inventory",
719 itemID, m_part.Name, m_part.UUID,
720 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
721 } 837 }
838
839 m_part.ScheduleFullUpdate();
840
841 return type;
842 }
843 else
844 {
845 m_log.ErrorFormat(
846 "[PRIM INVENTORY]: " +
847 "Tried to remove item ID {0} from prim {1}, {2} but the item does not exist in this inventory",
848 itemID, m_part.Name, m_part.UUID);
722 } 849 }
850 m_items.LockItemsForWrite(false);
723 851
724 return -1; 852 return -1;
725 } 853 }
@@ -772,53 +900,54 @@ namespace OpenSim.Region.Framework.Scenes
772 // isn't available (such as drag from prim inventory to agent inventory) 900 // isn't available (such as drag from prim inventory to agent inventory)
773 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero); 901 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero);
774 902
775 lock (m_items) 903 m_items.LockItemsForRead(true);
904
905 foreach (TaskInventoryItem item in m_items.Values)
776 { 906 {
777 foreach (TaskInventoryItem item in m_items.Values) 907 UUID ownerID = item.OwnerID;
778 { 908 uint everyoneMask = 0;
779 UUID ownerID = item.OwnerID; 909 uint baseMask = item.BasePermissions;
780 uint everyoneMask = 0; 910 uint ownerMask = item.CurrentPermissions;
781 uint baseMask = item.BasePermissions; 911 uint groupMask = item.GroupPermissions;
782 uint ownerMask = item.CurrentPermissions;
783 uint groupMask = item.GroupPermissions;
784 912
785 invString.AddItemStart(); 913 invString.AddItemStart();
786 invString.AddNameValueLine("item_id", item.ItemID.ToString()); 914 invString.AddNameValueLine("item_id", item.ItemID.ToString());
787 invString.AddNameValueLine("parent_id", m_part.UUID.ToString()); 915 invString.AddNameValueLine("parent_id", m_part.UUID.ToString());
788 916
789 invString.AddPermissionsStart(); 917 invString.AddPermissionsStart();
790 918
791 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask)); 919 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask));
792 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask)); 920 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask));
793 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(groupMask)); 921 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(groupMask));
794 invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask)); 922 invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask));
795 invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions)); 923 invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions));
796 924
797 invString.AddNameValueLine("creator_id", item.CreatorID.ToString()); 925 invString.AddNameValueLine("creator_id", item.CreatorID.ToString());
798 invString.AddNameValueLine("owner_id", ownerID.ToString()); 926 invString.AddNameValueLine("owner_id", ownerID.ToString());
799 927
800 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString()); 928 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString());
801 929
802 invString.AddNameValueLine("group_id", item.GroupID.ToString()); 930 invString.AddNameValueLine("group_id", item.GroupID.ToString());
803 invString.AddSectionEnd(); 931 invString.AddSectionEnd();
804 932
805 invString.AddNameValueLine("asset_id", item.AssetID.ToString()); 933 invString.AddNameValueLine("asset_id", item.AssetID.ToString());
806 invString.AddNameValueLine("type", TaskInventoryItem.Types[item.Type]); 934 invString.AddNameValueLine("type", TaskInventoryItem.Types[item.Type]);
807 invString.AddNameValueLine("inv_type", TaskInventoryItem.InvTypes[item.InvType]); 935 invString.AddNameValueLine("inv_type", TaskInventoryItem.InvTypes[item.InvType]);
808 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags)); 936 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags));
809 937
810 invString.AddSaleStart(); 938 invString.AddSaleStart();
811 invString.AddNameValueLine("sale_type", "not"); 939 invString.AddNameValueLine("sale_type", "not");
812 invString.AddNameValueLine("sale_price", "0"); 940 invString.AddNameValueLine("sale_price", "0");
813 invString.AddSectionEnd(); 941 invString.AddSectionEnd();
814 942
815 invString.AddNameValueLine("name", item.Name + "|"); 943 invString.AddNameValueLine("name", item.Name + "|");
816 invString.AddNameValueLine("desc", item.Description + "|"); 944 invString.AddNameValueLine("desc", item.Description + "|");
817 945
818 invString.AddNameValueLine("creation_date", item.CreationDate.ToString()); 946 invString.AddNameValueLine("creation_date", item.CreationDate.ToString());
819 invString.AddSectionEnd(); 947 invString.AddSectionEnd();
820 }
821 } 948 }
949 int count = m_items.Count;
950 m_items.LockItemsForRead(false);
822 951
823 fileData = Utils.StringToBytes(invString.BuildString); 952 fileData = Utils.StringToBytes(invString.BuildString);
824 953
@@ -839,10 +968,9 @@ namespace OpenSim.Region.Framework.Scenes
839 { 968 {
840 if (HasInventoryChanged) 969 if (HasInventoryChanged)
841 { 970 {
842 lock (Items) 971 Items.LockItemsForRead(true);
843 { 972 datastore.StorePrimInventory(m_part.UUID, Items.Values);
844 datastore.StorePrimInventory(m_part.UUID, Items.Values); 973 Items.LockItemsForRead(false);
845 }
846 974
847 HasInventoryChanged = false; 975 HasInventoryChanged = false;
848 } 976 }
@@ -911,61 +1039,54 @@ namespace OpenSim.Region.Framework.Scenes
911 { 1039 {
912 uint mask=0x7fffffff; 1040 uint mask=0x7fffffff;
913 1041
914 lock (m_items) 1042 foreach (TaskInventoryItem item in m_items.Values)
915 { 1043 {
916 foreach (TaskInventoryItem item in m_items.Values) 1044 if (item.InvType != (int)InventoryType.Object)
917 { 1045 {
918 if (item.InvType != (int)InventoryType.Object) 1046 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
919 { 1047 mask &= ~((uint)PermissionMask.Copy >> 13);
920 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0) 1048 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
921 mask &= ~((uint)PermissionMask.Copy >> 13); 1049 mask &= ~((uint)PermissionMask.Transfer >> 13);
922 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0) 1050 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
923 mask &= ~((uint)PermissionMask.Transfer >> 13); 1051 mask &= ~((uint)PermissionMask.Modify >> 13);
924 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0) 1052 }
925 mask &= ~((uint)PermissionMask.Modify >> 13); 1053 else
926 } 1054 {
927 else 1055 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
928 { 1056 mask &= ~((uint)PermissionMask.Copy >> 13);
929 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0) 1057 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
930 mask &= ~((uint)PermissionMask.Copy >> 13); 1058 mask &= ~((uint)PermissionMask.Transfer >> 13);
931 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0) 1059 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
932 mask &= ~((uint)PermissionMask.Transfer >> 13); 1060 mask &= ~((uint)PermissionMask.Modify >> 13);
933 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
934 mask &= ~((uint)PermissionMask.Modify >> 13);
935 }
936
937 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
938 mask &= ~(uint)PermissionMask.Copy;
939 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
940 mask &= ~(uint)PermissionMask.Transfer;
941 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
942 mask &= ~(uint)PermissionMask.Modify;
943 } 1061 }
1062
1063 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
1064 mask &= ~(uint)PermissionMask.Copy;
1065 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1066 mask &= ~(uint)PermissionMask.Transfer;
1067 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
1068 mask &= ~(uint)PermissionMask.Modify;
944 } 1069 }
945
946 return mask; 1070 return mask;
947 } 1071 }
948 1072
949 public void ApplyNextOwnerPermissions() 1073 public void ApplyNextOwnerPermissions()
950 { 1074 {
951 lock (m_items) 1075 foreach (TaskInventoryItem item in m_items.Values)
952 { 1076 {
953 foreach (TaskInventoryItem item in m_items.Values) 1077 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0)
954 { 1078 {
955 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0) 1079 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
956 { 1080 item.CurrentPermissions &= ~(uint)PermissionMask.Copy;
957 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0) 1081 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
958 item.CurrentPermissions &= ~(uint)PermissionMask.Copy; 1082 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
959 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0) 1083 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
960 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer; 1084 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
961 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0) 1085 item.CurrentPermissions |= 8;
962 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
963 item.CurrentPermissions |= 8;
964 }
965 item.CurrentPermissions &= item.NextPermissions;
966 item.BasePermissions &= item.NextPermissions;
967 item.EveryonePermissions &= item.NextPermissions;
968 } 1086 }
1087 item.CurrentPermissions &= item.NextPermissions;
1088 item.BasePermissions &= item.NextPermissions;
1089 item.EveryonePermissions &= item.NextPermissions;
969 } 1090 }
970 1091
971 m_part.TriggerScriptChangedEvent(Changed.OWNER); 1092 m_part.TriggerScriptChangedEvent(Changed.OWNER);
@@ -973,29 +1094,22 @@ namespace OpenSim.Region.Framework.Scenes
973 1094
974 public void ApplyGodPermissions(uint perms) 1095 public void ApplyGodPermissions(uint perms)
975 { 1096 {
976 lock (m_items) 1097 foreach (TaskInventoryItem item in m_items.Values)
977 { 1098 {
978 foreach (TaskInventoryItem item in m_items.Values) 1099 item.CurrentPermissions = perms;
979 { 1100 item.BasePermissions = perms;
980 item.CurrentPermissions = perms;
981 item.BasePermissions = perms;
982 }
983 } 1101 }
984 } 1102 }
985 1103
986 public bool ContainsScripts() 1104 public bool ContainsScripts()
987 { 1105 {
988 lock (m_items) 1106 foreach (TaskInventoryItem item in m_items.Values)
989 { 1107 {
990 foreach (TaskInventoryItem item in m_items.Values) 1108 if (item.InvType == (int)InventoryType.LSL)
991 { 1109 {
992 if (item.InvType == (int)InventoryType.LSL) 1110 return true;
993 {
994 return true;
995 }
996 } 1111 }
997 } 1112 }
998
999 return false; 1113 return false;
1000 } 1114 }
1001 1115
@@ -1003,11 +1117,8 @@ namespace OpenSim.Region.Framework.Scenes
1003 { 1117 {
1004 List<UUID> ret = new List<UUID>(); 1118 List<UUID> ret = new List<UUID>();
1005 1119
1006 lock (m_items) 1120 foreach (TaskInventoryItem item in m_items.Values)
1007 { 1121 ret.Add(item.ItemID);
1008 foreach (TaskInventoryItem item in m_items.Values)
1009 ret.Add(item.ItemID);
1010 }
1011 1122
1012 return ret; 1123 return ret;
1013 } 1124 }
@@ -1020,30 +1131,26 @@ namespace OpenSim.Region.Framework.Scenes
1020 if (engines == null) // No engine at all 1131 if (engines == null) // No engine at all
1021 return ret; 1132 return ret;
1022 1133
1023 lock (m_items) 1134 foreach (TaskInventoryItem item in m_items.Values)
1024 { 1135 {
1025 foreach (TaskInventoryItem item in m_items.Values) 1136 if (item.InvType == (int)InventoryType.LSL)
1026 { 1137 {
1027 if (item.InvType == (int)InventoryType.LSL) 1138 foreach (IScriptModule e in engines)
1028 { 1139 {
1029 foreach (IScriptModule e in engines) 1140 if (e != null)
1030 { 1141 {
1031 if (e != null) 1142 string n = e.GetXMLState(item.ItemID);
1143 if (n != String.Empty)
1032 { 1144 {
1033 string n = e.GetXMLState(item.ItemID); 1145 if (!ret.ContainsKey(item.ItemID))
1034 if (n != String.Empty) 1146 ret[item.ItemID] = n;
1035 { 1147 break;
1036 if (!ret.ContainsKey(item.ItemID))
1037 ret[item.ItemID] = n;
1038 break;
1039 }
1040 } 1148 }
1041 } 1149 }
1042 } 1150 }
1043 } 1151 }
1044 } 1152 }
1045
1046 return ret; 1153 return ret;
1047 } 1154 }
1048 } 1155 }
1049} \ No newline at end of file 1156}
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 8a633b5..a187844 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -73,7 +73,7 @@ namespace OpenSim.Region.Framework.Scenes
73// { 73// {
74// m_log.Debug("[ScenePresence] Destructor called"); 74// m_log.Debug("[ScenePresence] Destructor called");
75// } 75// }
76 76
77 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 77 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
78 78
79 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 };
@@ -89,7 +89,9 @@ namespace OpenSim.Region.Framework.Scenes
89 /// 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
90 /// issue #1716 90 /// issue #1716
91 /// </summary> 91 /// </summary>
92 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);
93 95
94 public UUID currentParcelUUID = UUID.Zero; 96 public UUID currentParcelUUID = UUID.Zero;
95 97
@@ -123,8 +125,11 @@ namespace OpenSim.Region.Framework.Scenes
123 public Vector3 lastKnownAllowedPosition; 125 public Vector3 lastKnownAllowedPosition;
124 public bool sentMessageAboutRestrictedParcelFlyingDown; 126 public bool sentMessageAboutRestrictedParcelFlyingDown;
125 public Vector4 CollisionPlane = Vector4.UnitW; 127 public Vector4 CollisionPlane = Vector4.UnitW;
126 128
129 private Vector3 m_avInitialPos; // used to calculate unscripted sit rotation
130 private Vector3 m_avUnscriptedSitPos; // for non-scripted prims
127 private Vector3 m_lastPosition; 131 private Vector3 m_lastPosition;
132 private Vector3 m_lastWorldPosition;
128 private Quaternion m_lastRotation; 133 private Quaternion m_lastRotation;
129 private Vector3 m_lastVelocity; 134 private Vector3 m_lastVelocity;
130 //private int m_lastTerseSent; 135 //private int m_lastTerseSent;
@@ -134,7 +139,6 @@ namespace OpenSim.Region.Framework.Scenes
134 private Vector3? m_forceToApply; 139 private Vector3? m_forceToApply;
135 private uint m_requestedSitTargetID; 140 private uint m_requestedSitTargetID;
136 private UUID m_requestedSitTargetUUID; 141 private UUID m_requestedSitTargetUUID;
137 public bool SitGround = false;
138 142
139 private SendCourseLocationsMethod m_sendCourseLocationsMethod; 143 private SendCourseLocationsMethod m_sendCourseLocationsMethod;
140 144
@@ -156,7 +160,6 @@ namespace OpenSim.Region.Framework.Scenes
156 private int m_perfMonMS; 160 private int m_perfMonMS;
157 161
158 private bool m_setAlwaysRun; 162 private bool m_setAlwaysRun;
159
160 private bool m_forceFly; 163 private bool m_forceFly;
161 private bool m_flyDisabled; 164 private bool m_flyDisabled;
162 165
@@ -182,7 +185,8 @@ namespace OpenSim.Region.Framework.Scenes
182 protected RegionInfo m_regionInfo; 185 protected RegionInfo m_regionInfo;
183 protected ulong crossingFromRegion; 186 protected ulong crossingFromRegion;
184 187
185 private readonly Vector3[] Dir_Vectors = new Vector3[9]; 188 private readonly Vector3[] Dir_Vectors = new Vector3[11];
189 private bool m_isNudging = false;
186 190
187 // Position of agent's camera in world (region cordinates) 191 // Position of agent's camera in world (region cordinates)
188 protected Vector3 m_CameraCenter; 192 protected Vector3 m_CameraCenter;
@@ -207,6 +211,7 @@ namespace OpenSim.Region.Framework.Scenes
207 private bool m_autopilotMoving; 211 private bool m_autopilotMoving;
208 private Vector3 m_autoPilotTarget; 212 private Vector3 m_autoPilotTarget;
209 private bool m_sitAtAutoTarget; 213 private bool m_sitAtAutoTarget;
214 private Vector3 m_initialSitTarget; //KF: First estimate of where to sit
210 215
211 private string m_nextSitAnimation = String.Empty; 216 private string m_nextSitAnimation = String.Empty;
212 217
@@ -217,6 +222,9 @@ namespace OpenSim.Region.Framework.Scenes
217 private bool m_followCamAuto; 222 private bool m_followCamAuto;
218 223
219 private int m_movementUpdateCount; 224 private int m_movementUpdateCount;
225 private int m_lastColCount = -1; //KF: Look for Collision chnages
226 private int m_updateCount = 0; //KF: Update Anims for a while
227 private static readonly int UPDATE_COUNT = 10; // how many frames to update for
220 228
221 private const int NumMovementsBetweenRayCast = 5; 229 private const int NumMovementsBetweenRayCast = 5;
222 230
@@ -245,7 +253,9 @@ namespace OpenSim.Region.Framework.Scenes
245 DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS, 253 DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS,
246 DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG, 254 DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG,
247 DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS, 255 DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS,
248 DIR_CONTROL_FLAG_BACKWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG, 256 DIR_CONTROL_FLAG_BACK_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG,
257 DIR_CONTROL_FLAG_LEFT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS,
258 DIR_CONTROL_FLAG_RIGHT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG,
249 DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG 259 DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG
250 } 260 }
251 261
@@ -445,8 +455,9 @@ namespace OpenSim.Region.Framework.Scenes
445 get 455 get
446 { 456 {
447 PhysicsActor actor = m_physicsActor; 457 PhysicsActor actor = m_physicsActor;
448 if (actor != null) 458// if (actor != null)
449 m_pos = actor.Position; 459 if ((actor != null) && (m_parentID == 0)) // KF Do NOT update m_pos here if Av is sitting!
460 m_pos = actor.Position;
450 461
451 return m_parentPosition + m_pos; 462 return m_parentPosition + m_pos;
452 } 463 }
@@ -466,7 +477,8 @@ namespace OpenSim.Region.Framework.Scenes
466 } 477 }
467 } 478 }
468 479
469 m_pos = value; 480 if (m_parentID == 0) // KF Do NOT update m_pos here if Av is sitting!
481 m_pos = value;
470 m_parentPosition = Vector3.Zero; 482 m_parentPosition = Vector3.Zero;
471 } 483 }
472 } 484 }
@@ -653,7 +665,7 @@ namespace OpenSim.Region.Framework.Scenes
653 CreateSceneViewer(); 665 CreateSceneViewer();
654 m_animator = new ScenePresenceAnimator(this); 666 m_animator = new ScenePresenceAnimator(this);
655 } 667 }
656 668
657 private ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo) : this() 669 private ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo) : this()
658 { 670 {
659 m_rootRegionHandle = reginfo.RegionHandle; 671 m_rootRegionHandle = reginfo.RegionHandle;
@@ -680,10 +692,7 @@ namespace OpenSim.Region.Framework.Scenes
680 m_reprioritization_timer.AutoReset = false; 692 m_reprioritization_timer.AutoReset = false;
681 693
682 AdjustKnownSeeds(); 694 AdjustKnownSeeds();
683
684 // TODO: I think, this won't send anything, as we are still a child here...
685 Animator.TrySetMovementAnimation("STAND"); 695 Animator.TrySetMovementAnimation("STAND");
686
687 // we created a new ScenePresence (a new child agent) in a fresh region. 696 // we created a new ScenePresence (a new child agent) in a fresh region.
688 // Request info about all the (root) agents in this region 697 // Request info about all the (root) agents in this region
689 // Note: This won't send data *to* other clients in that region (children don't send) 698 // Note: This won't send data *to* other clients in that region (children don't send)
@@ -739,25 +748,47 @@ namespace OpenSim.Region.Framework.Scenes
739 Dir_Vectors[3] = -Vector3.UnitY; //RIGHT 748 Dir_Vectors[3] = -Vector3.UnitY; //RIGHT
740 Dir_Vectors[4] = Vector3.UnitZ; //UP 749 Dir_Vectors[4] = Vector3.UnitZ; //UP
741 Dir_Vectors[5] = -Vector3.UnitZ; //DOWN 750 Dir_Vectors[5] = -Vector3.UnitZ; //DOWN
742 Dir_Vectors[8] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge 751 Dir_Vectors[6] = new Vector3(0.5f, 0f, 0f); //FORWARD_NUDGE
743 Dir_Vectors[6] = Vector3.UnitX*2; //FORWARD 752 Dir_Vectors[7] = new Vector3(-0.5f, 0f, 0f); //BACK_NUDGE
744 Dir_Vectors[7] = -Vector3.UnitX; //BACK 753 Dir_Vectors[8] = new Vector3(0f, 0.5f, 0f); //LEFT_NUDGE
754 Dir_Vectors[9] = new Vector3(0f, -0.5f, 0f); //RIGHT_NUDGE
755 Dir_Vectors[10] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge
745 } 756 }
746 757
747 private Vector3[] GetWalkDirectionVectors() 758 private Vector3[] GetWalkDirectionVectors()
748 { 759 {
749 Vector3[] vector = new Vector3[9]; 760 Vector3[] vector = new Vector3[11];
750 vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD 761 vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD
751 vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK 762 vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK
752 vector[2] = Vector3.UnitY; //LEFT 763 vector[2] = Vector3.UnitY; //LEFT
753 vector[3] = -Vector3.UnitY; //RIGHT 764 vector[3] = -Vector3.UnitY; //RIGHT
754 vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP 765 vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP
755 vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN 766 vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN
756 vector[8] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_Nudge 767 vector[6] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD_NUDGE
757 vector[6] = (new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z) * 2); //FORWARD Nudge 768 vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK_NUDGE
758 vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK Nudge 769 vector[8] = Vector3.UnitY; //LEFT_NUDGE
770 vector[9] = -Vector3.UnitY; //RIGHT_NUDGE
771 vector[10] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_NUDGE
759 return vector; 772 return vector;
760 } 773 }
774
775 private bool[] GetDirectionIsNudge()
776 {
777 bool[] isNudge = new bool[11];
778 isNudge[0] = false; //FORWARD
779 isNudge[1] = false; //BACK
780 isNudge[2] = false; //LEFT
781 isNudge[3] = false; //RIGHT
782 isNudge[4] = false; //UP
783 isNudge[5] = false; //DOWN
784 isNudge[6] = true; //FORWARD_NUDGE
785 isNudge[7] = true; //BACK_NUDGE
786 isNudge[8] = true; //LEFT_NUDGE
787 isNudge[9] = true; //RIGHT_NUDGE
788 isNudge[10] = true; //DOWN_Nudge
789 return isNudge;
790 }
791
761 792
762 #endregion 793 #endregion
763 794
@@ -828,6 +859,21 @@ namespace OpenSim.Region.Framework.Scenes
828 pos.Y = crossedBorder.BorderLine.Z - 1; 859 pos.Y = crossedBorder.BorderLine.Z - 1;
829 } 860 }
830 861
862 //If they're TP'ing in or logging in, we haven't had time to add any known child regions yet.
863 //This has the unfortunate consequence that if somebody is TP'ing who is already a child agent,
864 //they'll bypass the landing point. But I can't think of any decent way of fixing this.
865 if (KnownChildRegionHandles.Count == 0)
866 {
867 ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y);
868 if (land != null)
869 {
870 //Don't restrict gods, estate managers, or land owners to the TP point. This behaviour mimics agni.
871 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero && m_godlevel < 200 && !m_scene.RegionInfo.EstateSettings.IsEstateManager(m_uuid) && land.LandData.OwnerID != m_uuid)
872 {
873 pos = land.LandData.UserLocation;
874 }
875 }
876 }
831 877
832 if (pos.X < 0 || pos.Y < 0 || pos.Z < 0) 878 if (pos.X < 0 || pos.Y < 0 || pos.Z < 0)
833 { 879 {
@@ -988,9 +1034,10 @@ namespace OpenSim.Region.Framework.Scenes
988 public void Teleport(Vector3 pos) 1034 public void Teleport(Vector3 pos)
989 { 1035 {
990 bool isFlying = false; 1036 bool isFlying = false;
1037
991 if (m_physicsActor != null) 1038 if (m_physicsActor != null)
992 isFlying = m_physicsActor.Flying; 1039 isFlying = m_physicsActor.Flying;
993 1040
994 RemoveFromPhysicalScene(); 1041 RemoveFromPhysicalScene();
995 Velocity = Vector3.Zero; 1042 Velocity = Vector3.Zero;
996 AbsolutePosition = pos; 1043 AbsolutePosition = pos;
@@ -1002,6 +1049,7 @@ namespace OpenSim.Region.Framework.Scenes
1002 } 1049 }
1003 1050
1004 SendTerseUpdateToAllClients(); 1051 SendTerseUpdateToAllClients();
1052
1005 } 1053 }
1006 1054
1007 public void TeleportWithMomentum(Vector3 pos) 1055 public void TeleportWithMomentum(Vector3 pos)
@@ -1046,7 +1094,9 @@ namespace OpenSim.Region.Framework.Scenes
1046 { 1094 {
1047 AbsolutePosition = AbsolutePosition + new Vector3(0f, 0f, (1.56f / 6f)); 1095 AbsolutePosition = AbsolutePosition + new Vector3(0f, 0f, (1.56f / 6f));
1048 } 1096 }
1049 1097
1098 m_updateCount = UPDATE_COUNT; //KF: Trigger Anim updates to catch falling anim.
1099
1050 ControllingClient.SendAvatarTerseUpdate(new SendAvatarTerseData(m_rootRegionHandle, (ushort)(m_scene.TimeDilation * ushort.MaxValue), LocalId, 1100 ControllingClient.SendAvatarTerseUpdate(new SendAvatarTerseData(m_rootRegionHandle, (ushort)(m_scene.TimeDilation * ushort.MaxValue), LocalId,
1051 AbsolutePosition, Velocity, Vector3.Zero, m_bodyRot, new Vector4(0,0,1,AbsolutePosition.Z - 0.5f), m_uuid, null, GetUpdatePriority(ControllingClient))); 1101 AbsolutePosition, Velocity, Vector3.Zero, m_bodyRot, new Vector4(0,0,1,AbsolutePosition.Z - 0.5f), m_uuid, null, GetUpdatePriority(ControllingClient)));
1052 } 1102 }
@@ -1280,7 +1330,6 @@ namespace OpenSim.Region.Framework.Scenes
1280 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback); 1330 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback);
1281 } 1331 }
1282 } 1332 }
1283
1284 lock (scriptedcontrols) 1333 lock (scriptedcontrols)
1285 { 1334 {
1286 if (scriptedcontrols.Count > 0) 1335 if (scriptedcontrols.Count > 0)
@@ -1295,12 +1344,8 @@ namespace OpenSim.Region.Framework.Scenes
1295 1344
1296 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0) 1345 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0)
1297 { 1346 {
1298 // TODO: This doesn't prevent the user from walking yet. 1347 m_updateCount = 0; // Kill animation update burst so that the SIT_G.. will stick.
1299 // Setting parent ID would fix this, if we knew what value 1348 Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED");
1300 // to use. Or we could add a m_isSitting variable.
1301 //Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED");
1302 SitGround = true;
1303
1304 } 1349 }
1305 1350
1306 // In the future, these values might need to go global. 1351 // In the future, these values might need to go global.
@@ -1350,6 +1395,11 @@ namespace OpenSim.Region.Framework.Scenes
1350 update_rotation = true; 1395 update_rotation = true;
1351 } 1396 }
1352 1397
1398 //guilty until proven innocent..
1399 bool Nudging = true;
1400 //Basically, if there is at least one non-nudge control then we don't need
1401 //to worry about stopping the avatar
1402
1353 if (m_parentID == 0) 1403 if (m_parentID == 0)
1354 { 1404 {
1355 bool bAllowUpdateMoveToPosition = false; 1405 bool bAllowUpdateMoveToPosition = false;
@@ -1364,9 +1414,12 @@ namespace OpenSim.Region.Framework.Scenes
1364 else 1414 else
1365 dirVectors = Dir_Vectors; 1415 dirVectors = Dir_Vectors;
1366 1416
1367 // The fact that m_movementflag is a byte needs to be fixed 1417 bool[] isNudge = GetDirectionIsNudge();
1368 // it really should be a uint 1418
1369 uint nudgehack = 250; 1419
1420
1421
1422
1370 foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS) 1423 foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS)
1371 { 1424 {
1372 if (((uint)flags & (uint)DCF) != 0) 1425 if (((uint)flags & (uint)DCF) != 0)
@@ -1376,40 +1429,28 @@ namespace OpenSim.Region.Framework.Scenes
1376 try 1429 try
1377 { 1430 {
1378 agent_control_v3 += dirVectors[i]; 1431 agent_control_v3 += dirVectors[i];
1379 //m_log.DebugFormat("[Motion]: {0}, {1}",i, dirVectors[i]); 1432 if (isNudge[i] == false)
1433 {
1434 Nudging = false;
1435 }
1380 } 1436 }
1381 catch (IndexOutOfRangeException) 1437 catch (IndexOutOfRangeException)
1382 { 1438 {
1383 // Why did I get this? 1439 // Why did I get this?
1384 } 1440 }
1385 1441
1386 if ((m_movementflag & (byte)(uint)DCF) == 0) 1442 if ((m_movementflag & (uint)DCF) == 0)
1387 { 1443 {
1388 if (DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
1389 {
1390 m_movementflag |= (byte)nudgehack;
1391 }
1392 m_movementflag += (byte)(uint)DCF; 1444 m_movementflag += (byte)(uint)DCF;
1393 update_movementflag = true; 1445 update_movementflag = true;
1394 } 1446 }
1395 } 1447 }
1396 else 1448 else
1397 { 1449 {
1398 if ((m_movementflag & (byte)(uint)DCF) != 0 || 1450 if ((m_movementflag & (uint)DCF) != 0)
1399 ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
1400 && ((m_movementflag & (byte)nudgehack) == nudgehack))
1401 ) // This or is for Nudge forward
1402 { 1451 {
1403 m_movementflag -= ((byte)(uint)DCF); 1452 m_movementflag -= (byte)(uint)DCF;
1404
1405 update_movementflag = true; 1453 update_movementflag = true;
1406 /*
1407 if ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
1408 && ((m_movementflag & (byte)nudgehack) == nudgehack))
1409 {
1410 m_log.Debug("Removed Hack flag");
1411 }
1412 */
1413 } 1454 }
1414 else 1455 else
1415 { 1456 {
@@ -1418,7 +1459,6 @@ namespace OpenSim.Region.Framework.Scenes
1418 } 1459 }
1419 i++; 1460 i++;
1420 } 1461 }
1421
1422 //Paupaw:Do Proper PID for Autopilot here 1462 //Paupaw:Do Proper PID for Autopilot here
1423 if (bResetMoveToPosition) 1463 if (bResetMoveToPosition)
1424 { 1464 {
@@ -1453,6 +1493,9 @@ namespace OpenSim.Region.Framework.Scenes
1453 // Ignore z component of vector 1493 // Ignore z component of vector
1454 Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f); 1494 Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f);
1455 LocalVectorToTarget2D.Normalize(); 1495 LocalVectorToTarget2D.Normalize();
1496
1497 //We're not nudging
1498 Nudging = false;
1456 agent_control_v3 += LocalVectorToTarget2D; 1499 agent_control_v3 += LocalVectorToTarget2D;
1457 1500
1458 // update avatar movement flags. the avatar coordinate system is as follows: 1501 // update avatar movement flags. the avatar coordinate system is as follows:
@@ -1541,13 +1584,13 @@ namespace OpenSim.Region.Framework.Scenes
1541 // m_log.DebugFormat( 1584 // m_log.DebugFormat(
1542 // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3); 1585 // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3);
1543 1586
1544 AddNewMovement(agent_control_v3, q); 1587 AddNewMovement(agent_control_v3, q, Nudging);
1545 1588
1546 1589
1547 } 1590 }
1548 } 1591 }
1549 1592
1550 if (update_movementflag && ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) == 0) && (m_parentID == 0) && !SitGround) 1593 if (update_movementflag)
1551 Animator.UpdateMovementAnimations(); 1594 Animator.UpdateMovementAnimations();
1552 1595
1553 m_scene.EventManager.TriggerOnClientMovement(this); 1596 m_scene.EventManager.TriggerOnClientMovement(this);
@@ -1562,7 +1605,6 @@ namespace OpenSim.Region.Framework.Scenes
1562 m_sitAtAutoTarget = false; 1605 m_sitAtAutoTarget = false;
1563 PrimitiveBaseShape proxy = PrimitiveBaseShape.Default; 1606 PrimitiveBaseShape proxy = PrimitiveBaseShape.Default;
1564 //proxy.PCode = (byte)PCode.ParticleSystem; 1607 //proxy.PCode = (byte)PCode.ParticleSystem;
1565
1566 proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy); 1608 proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy);
1567 proxyObjectGroup.AttachToScene(m_scene); 1609 proxyObjectGroup.AttachToScene(m_scene);
1568 1610
@@ -1604,7 +1646,7 @@ namespace OpenSim.Region.Framework.Scenes
1604 } 1646 }
1605 m_moveToPositionInProgress = true; 1647 m_moveToPositionInProgress = true;
1606 m_moveToPositionTarget = new Vector3(locx, locy, locz); 1648 m_moveToPositionTarget = new Vector3(locx, locy, locz);
1607 } 1649 }
1608 catch (Exception ex) 1650 catch (Exception ex)
1609 { 1651 {
1610 //Why did I get this error? 1652 //Why did I get this error?
@@ -1626,7 +1668,7 @@ namespace OpenSim.Region.Framework.Scenes
1626 Velocity = Vector3.Zero; 1668 Velocity = Vector3.Zero;
1627 SendFullUpdateToAllClients(); 1669 SendFullUpdateToAllClients();
1628 1670
1629 //HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); 1671 HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); //KF ??
1630 } 1672 }
1631 //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false); 1673 //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false);
1632 m_requestedSitTargetUUID = UUID.Zero; 1674 m_requestedSitTargetUUID = UUID.Zero;
@@ -1659,55 +1701,84 @@ namespace OpenSim.Region.Framework.Scenes
1659 /// </summary> 1701 /// </summary>
1660 public void StandUp() 1702 public void StandUp()
1661 { 1703 {
1662 if (SitGround)
1663 SitGround = false;
1664
1665 if (m_parentID != 0) 1704 if (m_parentID != 0)
1666 { 1705 {
1667 m_log.Debug("StandupCode Executed");
1668 SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID); 1706 SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID);
1669 if (part != null) 1707 if (part != null)
1670 { 1708 {
1709 part.TaskInventory.LockItemsForRead(true);
1671 TaskInventoryDictionary taskIDict = part.TaskInventory; 1710 TaskInventoryDictionary taskIDict = part.TaskInventory;
1672 if (taskIDict != null) 1711 if (taskIDict != null)
1673 { 1712 {
1674 lock (taskIDict) 1713 foreach (UUID taskID in taskIDict.Keys)
1675 { 1714 {
1676 foreach (UUID taskID in taskIDict.Keys) 1715 UnRegisterControlEventsToScript(LocalId, taskID);
1677 { 1716 taskIDict[taskID].PermsMask &= ~(
1678 UnRegisterControlEventsToScript(LocalId, taskID); 1717 2048 | //PERMISSION_CONTROL_CAMERA
1679 taskIDict[taskID].PermsMask &= ~( 1718 4); // PERMISSION_TAKE_CONTROLS
1680 2048 | //PERMISSION_CONTROL_CAMERA
1681 4); // PERMISSION_TAKE_CONTROLS
1682 }
1683 } 1719 }
1684
1685 } 1720 }
1721 part.TaskInventory.LockItemsForRead(false);
1686 // Reset sit target. 1722 // Reset sit target.
1687 if (part.GetAvatarOnSitTarget() == UUID) 1723 if (part.GetAvatarOnSitTarget() == UUID)
1688 part.SetAvatarOnSitTarget(UUID.Zero); 1724 part.SetAvatarOnSitTarget(UUID.Zero);
1689
1690 m_parentPosition = part.GetWorldPosition(); 1725 m_parentPosition = part.GetWorldPosition();
1691 ControllingClient.SendClearFollowCamProperties(part.ParentUUID); 1726 ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
1692 } 1727 }
1728 // part.GetWorldRotation() is the rotation of the object being sat on
1729 // Rotation is the sittiing Av's rotation
1730
1731 Quaternion partRot;
1732// if (part.LinkNum == 1)
1733// { // Root prim of linkset
1734// partRot = part.ParentGroup.RootPart.RotationOffset;
1735// }
1736// else
1737// { // single or child prim
1738
1739// }
1740 if (part == null) //CW: Part may be gone. llDie() for example.
1741 {
1742 partRot = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
1743 }
1744 else
1745 {
1746 partRot = part.GetWorldRotation();
1747 }
1748
1749 Quaternion partIRot = Quaternion.Inverse(partRot);
1750
1751 Quaternion avatarRot = Quaternion.Inverse(Quaternion.Inverse(Rotation) * partIRot); // world or. of the av
1752 Vector3 avStandUp = new Vector3(1.0f, 0f, 0f) * avatarRot; // 1M infront of av
1693 1753
1754
1694 if (m_physicsActor == null) 1755 if (m_physicsActor == null)
1695 { 1756 {
1696 AddToPhysicalScene(false); 1757 AddToPhysicalScene(false);
1697 } 1758 }
1698 1759 //CW: If the part isn't null then we can set the current position
1699 m_pos += m_parentPosition + new Vector3(0.0f, 0.0f, 2.0f*m_sitAvatarHeight); 1760 if (part != null)
1700 m_parentPosition = Vector3.Zero; 1761 {
1701 1762 Vector3 avWorldStandUp = avStandUp + part.GetWorldPosition() + (m_pos * partRot); // + av sit offset!
1702 m_parentID = 0; 1763 AbsolutePosition = avWorldStandUp; //KF: Fix stand up.
1764 part.IsOccupied = false;
1765 }
1766 else
1767 {
1768 //CW: Since the part doesn't exist, a coarse standup position isn't an issue
1769 AbsolutePosition = m_lastWorldPosition;
1770 }
1771
1772 m_parentPosition = Vector3.Zero;
1773 m_parentID = 0;
1703 SendFullUpdateToAllClients(); 1774 SendFullUpdateToAllClients();
1704 m_requestedSitTargetID = 0; 1775 m_requestedSitTargetID = 0;
1776
1705 if ((m_physicsActor != null) && (m_avHeight > 0)) 1777 if ((m_physicsActor != null) && (m_avHeight > 0))
1706 { 1778 {
1707 SetHeight(m_avHeight); 1779 SetHeight(m_avHeight);
1708 } 1780 }
1709 } 1781 }
1710
1711 Animator.TrySetMovementAnimation("STAND"); 1782 Animator.TrySetMovementAnimation("STAND");
1712 } 1783 }
1713 1784
@@ -1738,13 +1809,9 @@ namespace OpenSim.Region.Framework.Scenes
1738 Vector3 avSitOffSet = part.SitTargetPosition; 1809 Vector3 avSitOffSet = part.SitTargetPosition;
1739 Quaternion avSitOrientation = part.SitTargetOrientation; 1810 Quaternion avSitOrientation = part.SitTargetOrientation;
1740 UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); 1811 UUID avOnTargetAlready = part.GetAvatarOnSitTarget();
1741 1812 bool SitTargetOccupied = (avOnTargetAlready != UUID.Zero);
1742 bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); 1813 bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored.
1743 bool SitTargetisSet = 1814 if (SitTargetisSet && !SitTargetOccupied)
1744 (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && avSitOrientation.W == 1f &&
1745 avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f));
1746
1747 if (SitTargetisSet && SitTargetUnOccupied)
1748 { 1815 {
1749 //switch the target to this prim 1816 //switch the target to this prim
1750 return part; 1817 return part;
@@ -1758,84 +1825,152 @@ namespace OpenSim.Region.Framework.Scenes
1758 private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation) 1825 private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation)
1759 { 1826 {
1760 bool autopilot = true; 1827 bool autopilot = true;
1828 Vector3 autopilotTarget = new Vector3();
1829 Quaternion sitOrientation = Quaternion.Identity;
1761 Vector3 pos = new Vector3(); 1830 Vector3 pos = new Vector3();
1762 Quaternion sitOrientation = pSitOrientation;
1763 Vector3 cameraEyeOffset = Vector3.Zero; 1831 Vector3 cameraEyeOffset = Vector3.Zero;
1764 Vector3 cameraAtOffset = Vector3.Zero; 1832 Vector3 cameraAtOffset = Vector3.Zero;
1765 bool forceMouselook = false; 1833 bool forceMouselook = false;
1766 1834
1767 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID); 1835 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID);
1768 SceneObjectPart part = FindNextAvailableSitTarget(targetID); 1836 SceneObjectPart part = FindNextAvailableSitTarget(targetID);
1769 if (part != null) 1837 if (part == null) return;
1770 { 1838
1771 // TODO: determine position to sit at based on scene geometry; don't trust offset from client 1839 // TODO: determine position to sit at based on scene geometry; don't trust offset from client
1772 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it 1840 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it
1773 1841
1774 // Is a sit target available? 1842 // part is the prim to sit on
1775 Vector3 avSitOffSet = part.SitTargetPosition; 1843 // offset is the world-ref vector distance from that prim center to the click-spot
1776 Quaternion avSitOrientation = part.SitTargetOrientation; 1844 // UUID is the UUID of the Avatar doing the clicking
1777 UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); 1845
1778 1846 m_avInitialPos = AbsolutePosition; // saved to calculate unscripted sit rotation
1779 bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); 1847
1780 bool SitTargetisSet = 1848 // Is a sit target available?
1781 (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && 1849 Vector3 avSitOffSet = part.SitTargetPosition;
1782 ( 1850 Quaternion avSitOrientation = part.SitTargetOrientation;
1783 avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 1f // Valid Zero Rotation quaternion 1851
1784 || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 1f && avSitOrientation.W == 0f // W-Z Mapping was invalid at one point 1852 bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored.
1785 || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 0f // Invalid Quaternion 1853 // Quaternion partIRot = Quaternion.Inverse(part.GetWorldRotation());
1786 ) 1854 Quaternion partRot;
1787 )); 1855// if (part.LinkNum == 1)
1788 1856// { // Root prim of linkset
1789 if (SitTargetisSet && SitTargetUnOccupied) 1857// partRot = part.ParentGroup.RootPart.RotationOffset;
1790 { 1858// }
1791 part.SetAvatarOnSitTarget(UUID); 1859// else
1792 offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); 1860// { // single or child prim
1793 sitOrientation = avSitOrientation; 1861 partRot = part.GetWorldRotation();
1794 autopilot = false; 1862// }
1795 } 1863 Quaternion partIRot = Quaternion.Inverse(partRot);
1796 1864//Console.WriteLine("SendSitResponse offset=" + offset + " Occup=" + part.IsOccupied + " TargSet=" + SitTargetisSet);
1797 pos = part.AbsolutePosition + offset; 1865 // Sit analysis rewritten by KF 091125
1798 //if (Math.Abs(part.AbsolutePosition.Z - AbsolutePosition.Z) > 1) 1866 if (SitTargetisSet) // scipted sit
1799 //{ 1867 {
1800 // offset = pos; 1868 if (!part.IsOccupied)
1801 //autopilot = false; 1869 {
1802 //} 1870//Console.WriteLine("Scripted, unoccupied");
1803 if (m_physicsActor != null) 1871 part.SetAvatarOnSitTarget(UUID); // set that Av will be on it
1804 { 1872 offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); // change ofset to the scripted one
1805 // If we're not using the client autopilot, we're immediately warping the avatar to the location 1873 sitOrientation = avSitOrientation; // Change rotatione to the scripted one
1806 // We can remove the physicsActor until they stand up. 1874 autopilot = false; // Jump direct to scripted llSitPos()
1807 m_sitAvatarHeight = m_physicsActor.Size.Z; 1875 }
1808 1876 else
1809 if (autopilot) 1877 {
1810 { 1878//Console.WriteLine("Scripted, occupied");
1811 if (Util.GetDistanceTo(AbsolutePosition, pos) < 4.5) 1879 return;
1812 { 1880 }
1813 autopilot = false; 1881 }
1882 else // Not Scripted
1883 {
1884 if ( (Math.Abs(offset.X) > 0.5f) || (Math.Abs(offset.Y) > 0.5f) )
1885 {
1886 // large prim & offset, ignore if other Avs sitting
1887// offset.Z -= 0.05f;
1888 m_avUnscriptedSitPos = offset * partIRot; // (non-zero) sit where clicked
1889 autopilotTarget = part.AbsolutePosition + offset; // World location of clicked point
1890
1891//Console.WriteLine(" offset ={0}", offset);
1892//Console.WriteLine(" UnscriptedSitPos={0}", m_avUnscriptedSitPos);
1893//Console.WriteLine(" autopilotTarget={0}", autopilotTarget);
1894
1895 }
1896 else // small offset
1897 {
1898//Console.WriteLine("Small offset");
1899 if (!part.IsOccupied)
1900 {
1901 m_avUnscriptedSitPos = Vector3.Zero; // Zero = Sit on prim center
1902 autopilotTarget = part.AbsolutePosition;
1903 }
1904 else return; // occupied small
1905 } // end large/small
1906 } // end Scripted/not
1907 cameraAtOffset = part.GetCameraAtOffset();
1908 cameraEyeOffset = part.GetCameraEyeOffset();
1909 forceMouselook = part.GetForceMouselook();
1910 if(cameraAtOffset == Vector3.Zero) cameraAtOffset = new Vector3(0f, 0f, 0.1f); //
1911 if(cameraEyeOffset == Vector3.Zero) cameraEyeOffset = new Vector3(0f, 0f, 0.1f); //
1814 1912
1815 RemoveFromPhysicalScene(); 1913 if (m_physicsActor != null)
1816 AbsolutePosition = pos + new Vector3(0.0f, 0.0f, m_sitAvatarHeight); 1914 {
1817 } 1915 // If we're not using the client autopilot, we're immediately warping the avatar to the location
1818 } 1916 // We can remove the physicsActor until they stand up.
1819 else 1917 m_sitAvatarHeight = m_physicsActor.Size.Z;
1918 if (autopilot)
1919 { // its not a scripted sit
1920// if (Util.GetDistanceTo(AbsolutePosition, autopilotTarget) < 4.5)
1921 if( (Math.Abs(AbsolutePosition.X - autopilotTarget.X) < 2.0f) && (Math.Abs(AbsolutePosition.Y - autopilotTarget.Y) < 2.0f) )
1820 { 1922 {
1923 autopilot = false; // close enough
1924 m_lastWorldPosition = m_pos; /* CW - This give us a position to return the avatar to if the part is killed before standup.
1925 Not using the part's position because returning the AV to the last known standing
1926 position is likely to be more friendly, isn't it? */
1821 RemoveFromPhysicalScene(); 1927 RemoveFromPhysicalScene();
1822 } 1928 AbsolutePosition = autopilotTarget + new Vector3(0.0f, 0.0f, (m_sitAvatarHeight / 2.0f)); // Warp av to over sit target
1929 } // else the autopilot will get us close
1930 }
1931 else
1932 { // its a scripted sit
1933 m_lastWorldPosition = part.AbsolutePosition; /* CW - This give us a position to return the avatar to if the part is killed before standup.
1934 I *am* using the part's position this time because we have no real idea how far away
1935 the avatar is from the sit target. */
1936 RemoveFromPhysicalScene();
1823 } 1937 }
1824
1825 cameraAtOffset = part.GetCameraAtOffset();
1826 cameraEyeOffset = part.GetCameraEyeOffset();
1827 forceMouselook = part.GetForceMouselook();
1828 } 1938 }
1829 1939 else return; // physactor is null!
1830 ControllingClient.SendSitResponse(targetID, offset, sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook); 1940
1831 m_requestedSitTargetUUID = targetID; 1941 Vector3 offsetr; // = offset * partIRot;
1942 // KF: In a linkset, offsetr needs to be relative to the group root! 091208
1943 // offsetr = (part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) + (offset * partIRot);
1944 // if (part.LinkNum < 2) 091216 All this was necessary because of the GetWorldRotation error.
1945 // { // Single, or Root prim of linkset, target is ClickOffset * RootRot
1946 offsetr = offset * partIRot;
1947//
1948 // else
1949 // { // Child prim, offset is (ChildOffset * RootRot) + (ClickOffset * ChildRot)
1950 // offsetr = //(part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) +
1951 // (offset * partRot);
1952 // }
1953
1954//Console.WriteLine(" ");
1955//Console.WriteLine("link number ={0}", part.LinkNum);
1956//Console.WriteLine("Prim offset ={0}", part.OffsetPosition );
1957//Console.WriteLine("Root Rotate ={0}", part.ParentGroup.RootPart.RotationOffset);
1958//Console.WriteLine("Click offst ={0}", offset);
1959//Console.WriteLine("Prim Rotate ={0}", part.GetWorldRotation());
1960//Console.WriteLine("offsetr ={0}", offsetr);
1961//Console.WriteLine("Camera At ={0}", cameraAtOffset);
1962//Console.WriteLine("Camera Eye ={0}", cameraEyeOffset);
1963
1964 ControllingClient.SendSitResponse(part.UUID, offsetr, sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook);
1965 m_requestedSitTargetUUID = part.UUID; //KF: Correct autopilot target
1832 // This calls HandleAgentSit twice, once from here, and the client calls 1966 // This calls HandleAgentSit twice, once from here, and the client calls
1833 // HandleAgentSit itself after it gets to the location 1967 // HandleAgentSit itself after it gets to the location
1834 // It doesn't get to the location until we've moved them there though 1968 // It doesn't get to the location until we've moved them there though
1835 // which happens in HandleAgentSit :P 1969 // which happens in HandleAgentSit :P
1836 m_autopilotMoving = autopilot; 1970 m_autopilotMoving = autopilot;
1837 m_autoPilotTarget = pos; 1971 m_autoPilotTarget = autopilotTarget;
1838 m_sitAtAutoTarget = autopilot; 1972 m_sitAtAutoTarget = autopilot;
1973 m_initialSitTarget = autopilotTarget;
1839 if (!autopilot) 1974 if (!autopilot)
1840 HandleAgentSit(remoteClient, UUID); 1975 HandleAgentSit(remoteClient, UUID);
1841 } 1976 }
@@ -2130,31 +2265,65 @@ namespace OpenSim.Region.Framework.Scenes
2130 { 2265 {
2131 if (part != null) 2266 if (part != null)
2132 { 2267 {
2268//Console.WriteLine("Link #{0}, Rot {1}", part.LinkNum, part.GetWorldRotation());
2133 if (part.GetAvatarOnSitTarget() == UUID) 2269 if (part.GetAvatarOnSitTarget() == UUID)
2134 { 2270 {
2271//Console.WriteLine("Scripted Sit");
2272 // Scripted sit
2135 Vector3 sitTargetPos = part.SitTargetPosition; 2273 Vector3 sitTargetPos = part.SitTargetPosition;
2136 Quaternion sitTargetOrient = part.SitTargetOrientation; 2274 Quaternion sitTargetOrient = part.SitTargetOrientation;
2137
2138 //Quaternion vq = new Quaternion(sitTargetPos.X, sitTargetPos.Y+0.2f, sitTargetPos.Z+0.2f, 0);
2139 //Quaternion nq = new Quaternion(-sitTargetOrient.X, -sitTargetOrient.Y, -sitTargetOrient.Z, sitTargetOrient.w);
2140
2141 //Quaternion result = (sitTargetOrient * vq) * nq;
2142
2143 m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z); 2275 m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z);
2144 m_pos += SIT_TARGET_ADJUSTMENT; 2276 m_pos += SIT_TARGET_ADJUSTMENT;
2145 m_bodyRot = sitTargetOrient; 2277 m_bodyRot = sitTargetOrient;
2146 //Rotation = sitTargetOrient;
2147 m_parentPosition = part.AbsolutePosition; 2278 m_parentPosition = part.AbsolutePosition;
2148 2279 part.IsOccupied = true;
2149 //SendTerseUpdateToAllClients();
2150 } 2280 }
2151 else 2281 else
2152 { 2282 {
2153 m_pos -= part.AbsolutePosition; 2283 // if m_avUnscriptedSitPos is zero then Av sits above center
2284 // Else Av sits at m_avUnscriptedSitPos
2285
2286 // Non-scripted sit by Kitto Flora 21Nov09
2287 // Calculate angle of line from prim to Av
2288 Quaternion partIRot;
2289// if (part.LinkNum == 1)
2290// { // Root prim of linkset
2291// partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset);
2292// }
2293// else
2294// { // single or child prim
2295 partIRot = Quaternion.Inverse(part.GetWorldRotation());
2296// }
2297 Vector3 sitTargetPos= part.AbsolutePosition + m_avUnscriptedSitPos;
2298 float y_diff = (m_avInitialPos.Y - sitTargetPos.Y);
2299 float x_diff = ( m_avInitialPos.X - sitTargetPos.X);
2300 if(Math.Abs(x_diff) < 0.001f) x_diff = 0.001f; // avoid div by 0
2301 if(Math.Abs(y_diff) < 0.001f) y_diff = 0.001f; // avoid pol flip at 0
2302 float sit_angle = (float)Math.Atan2( (double)y_diff, (double)x_diff);
2303 // NOTE: when sitting m_ pos and m_bodyRot are *relative* to the prim location/rotation, not 'World'.
2304 // Av sits at world euler <0,0, z>, translated by part rotation
2305 m_bodyRot = partIRot * Quaternion.CreateFromEulers(0f, 0f, sit_angle); // sit at 0,0,inv-click
2306
2154 m_parentPosition = part.AbsolutePosition; 2307 m_parentPosition = part.AbsolutePosition;
2155 } 2308 part.IsOccupied = true;
2309 m_pos = new Vector3(0f, 0f, 0.05f) + // corrections to get Sit Animation
2310 (new Vector3(0.0f, 0f, 0.61f) * partIRot) + // located on center
2311 (new Vector3(0.34f, 0f, 0.0f) * m_bodyRot) +
2312 m_avUnscriptedSitPos; // adds click offset, if any
2313 //Set up raytrace to find top surface of prim
2314 Vector3 size = part.Scale;
2315 float mag = 2.0f; // 0.1f + (float)Math.Sqrt((size.X * size.X) + (size.Y * size.Y) + (size.Z * size.Z));
2316 Vector3 start = part.AbsolutePosition + new Vector3(0f, 0f, mag);
2317 Vector3 down = new Vector3(0f, 0f, -1f);
2318//Console.WriteLine("st={0} do={1} ma={2}", start, down, mag);
2319 m_scene.PhysicsScene.RaycastWorld(
2320 start, // Vector3 position,
2321 down, // Vector3 direction,
2322 mag, // float length,
2323 SitAltitudeCallback); // retMethod
2324 } // end scripted/not
2156 } 2325 }
2157 else 2326 else // no Av
2158 { 2327 {
2159 return; 2328 return;
2160 } 2329 }
@@ -2166,11 +2335,39 @@ namespace OpenSim.Region.Framework.Scenes
2166 2335
2167 Animator.TrySetMovementAnimation(sitAnimation); 2336 Animator.TrySetMovementAnimation(sitAnimation);
2168 SendFullUpdateToAllClients(); 2337 SendFullUpdateToAllClients();
2169 // This may seem stupid, but Our Full updates don't send avatar rotation :P
2170 // So we're also sending a terse update (which has avatar rotation)
2171 // [Update] We do now.
2172 //SendTerseUpdateToAllClients();
2173 } 2338 }
2339
2340 public void SitAltitudeCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 normal)
2341 {
2342 // KF: 091202 There appears to be a bug in Prim Edit Size - the process sometimes make a prim that RayTrace no longer
2343 // sees. Take/re-rez, or sim restart corrects the condition. Result of bug is incorrect sit height.
2344 if(hitYN)
2345 {
2346 // m_pos = Av offset from prim center to make look like on center
2347 // m_parentPosition = Actual center pos of prim
2348 // collisionPoint = spot on prim where we want to sit
2349 // collisionPoint.Z = global sit surface height
2350 SceneObjectPart part = m_scene.GetSceneObjectPart(localid);
2351 Quaternion partIRot;
2352// if (part.LinkNum == 1)
2353/// { // Root prim of linkset
2354// partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset);
2355// }
2356// else
2357// { // single or child prim
2358 partIRot = Quaternion.Inverse(part.GetWorldRotation());
2359// }
2360 if (m_initialSitTarget != null)
2361 {
2362 float offZ = collisionPoint.Z - m_initialSitTarget.Z;
2363 Vector3 offset = new Vector3(0.0f, 0.0f, offZ) * partIRot; // Altitude correction
2364 //Console.WriteLine("sitPoint={0}, offset={1}", sitPoint, offset);
2365 m_pos += offset;
2366 // ControllingClient.SendClearFollowCamProperties(part.UUID);
2367 }
2368
2369 }
2370 } // End SitAltitudeCallback KF.
2174 2371
2175 /// <summary> 2372 /// <summary>
2176 /// Event handler for the 'Always run' setting on the client 2373 /// Event handler for the 'Always run' setting on the client
@@ -2200,7 +2397,7 @@ namespace OpenSim.Region.Framework.Scenes
2200 /// </summary> 2397 /// </summary>
2201 /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param> 2398 /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param>
2202 /// <param name="rotation">The direction in which this avatar should now face. 2399 /// <param name="rotation">The direction in which this avatar should now face.
2203 public void AddNewMovement(Vector3 vec, Quaternion rotation) 2400 public void AddNewMovement(Vector3 vec, Quaternion rotation, bool Nudging)
2204 { 2401 {
2205 if (m_isChildAgent) 2402 if (m_isChildAgent)
2206 { 2403 {
@@ -2238,10 +2435,11 @@ namespace OpenSim.Region.Framework.Scenes
2238 Rotation = rotation; 2435 Rotation = rotation;
2239 Vector3 direc = vec * rotation; 2436 Vector3 direc = vec * rotation;
2240 direc.Normalize(); 2437 direc.Normalize();
2438 PhysicsActor actor = m_physicsActor;
2439 if ((vec.Z == 0f) && !actor.Flying) direc.Z = 0f; // Prevent camera WASD up.
2241 2440
2242 direc *= 0.03f * 128f * m_speedModifier; 2441 direc *= 0.03f * 128f * m_speedModifier;
2243 2442
2244 PhysicsActor actor = m_physicsActor;
2245 if (actor != null) 2443 if (actor != null)
2246 { 2444 {
2247 if (actor.Flying) 2445 if (actor.Flying)
@@ -2263,18 +2461,25 @@ namespace OpenSim.Region.Framework.Scenes
2263 { 2461 {
2264 if (direc.Z > 2.0f) 2462 if (direc.Z > 2.0f)
2265 { 2463 {
2266 direc.Z *= 3.0f; 2464 if(m_animator.m_animTickJump == -1)
2267 2465 {
2268 // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored. 2466 direc.Z *= 3.0f; // jump
2269 Animator.TrySetMovementAnimation("PREJUMP"); 2467 }
2270 Animator.TrySetMovementAnimation("JUMP"); 2468 else
2469 {
2470 direc.Z *= 0.1f; // prejump
2471 }
2472 /* Animations are controlled via GetMovementAnimation() in ScenePresenceAnimator.cs
2473 Animator.TrySetMovementAnimation("PREJUMP");
2474 Animator.TrySetMovementAnimation("JUMP");
2475 */
2271 } 2476 }
2272 } 2477 }
2273 } 2478 }
2274 2479
2275 // TODO: Add the force instead of only setting it to support multiple forces per frame? 2480 // TODO: Add the force instead of only setting it to support multiple forces per frame?
2276 m_forceToApply = direc; 2481 m_forceToApply = direc;
2277 2482 m_isNudging = Nudging;
2278 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); 2483 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
2279 } 2484 }
2280 2485
@@ -2289,7 +2494,7 @@ namespace OpenSim.Region.Framework.Scenes
2289 const float POSITION_TOLERANCE = 0.05f; 2494 const float POSITION_TOLERANCE = 0.05f;
2290 //const int TIME_MS_TOLERANCE = 3000; 2495 //const int TIME_MS_TOLERANCE = 3000;
2291 2496
2292 SendPrimUpdates(); 2497
2293 2498
2294 if (m_newCoarseLocations) 2499 if (m_newCoarseLocations)
2295 { 2500 {
@@ -2325,6 +2530,9 @@ namespace OpenSim.Region.Framework.Scenes
2325 CheckForBorderCrossing(); 2530 CheckForBorderCrossing();
2326 CheckForSignificantMovement(); // sends update to the modules. 2531 CheckForSignificantMovement(); // sends update to the modules.
2327 } 2532 }
2533
2534 //Sending prim updates AFTER the avatar terse updates are sent
2535 SendPrimUpdates();
2328 } 2536 }
2329 2537
2330 #endregion 2538 #endregion
@@ -3225,14 +3433,25 @@ namespace OpenSim.Region.Framework.Scenes
3225 { 3433 {
3226 if (m_forceToApply.HasValue) 3434 if (m_forceToApply.HasValue)
3227 { 3435 {
3228 Vector3 force = m_forceToApply.Value;
3229 3436
3437 Vector3 force = m_forceToApply.Value;
3230 m_updateflag = true; 3438 m_updateflag = true;
3231// movementvector = force;
3232 Velocity = force; 3439 Velocity = force;
3233 3440
3234 m_forceToApply = null; 3441 m_forceToApply = null;
3235 } 3442 }
3443 else
3444 {
3445 if (m_isNudging)
3446 {
3447 Vector3 force = Vector3.Zero;
3448
3449 m_updateflag = true;
3450 Velocity = force;
3451 m_isNudging = false;
3452 m_updateCount = UPDATE_COUNT; //KF: Update anims to pickup "STAND"
3453 }
3454 }
3236 } 3455 }
3237 3456
3238 public override void SetText(string text, Vector3 color, double alpha) 3457 public override void SetText(string text, Vector3 color, double alpha)
@@ -3283,18 +3502,29 @@ namespace OpenSim.Region.Framework.Scenes
3283 { 3502 {
3284 if (e == null) 3503 if (e == null)
3285 return; 3504 return;
3286 3505
3287 //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f)) 3506 // The Physics Scene will send (spam!) updates every 500 ms grep: m_physicsActor.SubscribeEvents(
3288 // The Physics Scene will send updates every 500 ms grep: m_physicsActor.SubscribeEvents(
3289 // as of this comment the interval is set in AddToPhysicalScene 3507 // as of this comment the interval is set in AddToPhysicalScene
3290 if (Animator!=null) 3508 if (Animator!=null)
3291 Animator.UpdateMovementAnimations(); 3509 {
3510 if (m_updateCount > 0) //KF: DO NOT call UpdateMovementAnimations outside of the m_updateCount wrapper,
3511 { // else its will lock out other animation changes, like ground sit.
3512 Animator.UpdateMovementAnimations();
3513 m_updateCount--;
3514 }
3515 }
3292 3516
3293 CollisionEventUpdate collisionData = (CollisionEventUpdate)e; 3517 CollisionEventUpdate collisionData = (CollisionEventUpdate)e;
3294 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; 3518 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList;
3295 3519
3296 CollisionPlane = Vector4.UnitW; 3520 CollisionPlane = Vector4.UnitW;
3297 3521
3522 if (m_lastColCount != coldata.Count)
3523 {
3524 m_updateCount = UPDATE_COUNT;
3525 m_lastColCount = coldata.Count;
3526 }
3527
3298 if (coldata.Count != 0 && Animator != null) 3528 if (coldata.Count != 0 && Animator != null)
3299 { 3529 {
3300 switch (Animator.CurrentMovementAnimation) 3530 switch (Animator.CurrentMovementAnimation)
@@ -3933,5 +4163,16 @@ namespace OpenSim.Region.Framework.Scenes
3933 m_reprioritization_called = false; 4163 m_reprioritization_called = false;
3934 } 4164 }
3935 } 4165 }
4166
4167 private Vector3 Quat2Euler(Quaternion rot){
4168 float x = Utils.RAD_TO_DEG * (float)Math.Atan2((double)((2.0f * rot.X * rot.W) - (2.0f * rot.Y * rot.Z)) ,
4169 (double)(1 - (2.0f * rot.X * rot.X) - (2.0f * rot.Z * rot.Z)));
4170 float y = Utils.RAD_TO_DEG * (float)Math.Asin ((double)((2.0f * rot.X * rot.Y) + (2.0f * rot.Z * rot.W)));
4171 float z = Utils.RAD_TO_DEG * (float)Math.Atan2(((double)(2.0f * rot.Y * rot.W) - (2.0f * rot.X * rot.Z)) ,
4172 (double)(1 - (2.0f * rot.Y * rot.Y) - (2.0f * rot.Z * rot.Z)));
4173 return(new Vector3(x,y,z));
4174 }
4175
4176
3936 } 4177 }
3937} 4178}
diff --git a/OpenSim/Region/Framework/Scenes/SceneViewer.cs b/OpenSim/Region/Framework/Scenes/SceneViewer.cs
index 23663dd..9799872 100644
--- a/OpenSim/Region/Framework/Scenes/SceneViewer.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneViewer.cs
@@ -82,7 +82,7 @@ namespace OpenSim.Region.Framework.Scenes
82 82
83 foreach (EntityBase e in m_presence.Scene.Entities) 83 foreach (EntityBase e in m_presence.Scene.Entities)
84 { 84 {
85 if (e is SceneObjectGroup) 85 if (e != null && e is SceneObjectGroup)
86 m_pendingObjects.Enqueue((SceneObjectGroup)e); 86 m_pendingObjects.Enqueue((SceneObjectGroup)e);
87 } 87 }
88 } 88 }
diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneTests.cs
index 8a27b7b..5abbb82 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/SceneTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/SceneTests.cs
@@ -101,7 +101,16 @@ namespace OpenSim.Region.Framework.Scenes.Tests
101 { 101 {
102 throw new NotImplementedException(); 102 throw new NotImplementedException();
103 } 103 }
104 104 public RegionMeta7WindlightData LoadRegionWindlightSettings(UUID regionUUID)
105 {
106 //This connector doesn't support the windlight module yet
107 //Return default LL windlight settings
108 return new RegionMeta7WindlightData();
109 }
110 public void StoreRegionWindlightSettings(RegionMeta7WindlightData wl)
111 {
112 //This connector doesn't support the windlight module yet
113 }
105 public RegionSettings LoadRegionSettings(UUID regionUUID) 114 public RegionSettings LoadRegionSettings(UUID regionUUID)
106 { 115 {
107 return null; 116 return null;
diff --git a/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs b/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
index 009dd37..0b6647d 100644
--- a/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
+++ b/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
@@ -877,6 +877,11 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
877 877
878 public void Close() 878 public void Close()
879 { 879 {
880 Close(true);
881 }
882
883 public void Close(bool sendStop)
884 {
880 Disconnect(); 885 Disconnect();
881 } 886 }
882 887
@@ -957,7 +962,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
957 // TODO 962 // TODO
958 } 963 }
959 964
960 public void SendGenericMessage(string method, List<string> message) 965 public void SendGenericMessage(string method, List<byte[]> message)
961 { 966 {
962 967
963 } 968 }
diff --git a/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs b/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
index b331001..938293f 100644
--- a/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
+++ b/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
@@ -544,7 +544,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
544 544
545 } 545 }
546 546
547 public void SendGenericMessage(string method, List<string> message) 547 public void SendGenericMessage(string method, List<byte[]> message)
548 { 548 {
549 549
550 } 550 }
@@ -838,6 +838,11 @@ namespace OpenSim.Region.OptionalModules.World.NPC
838 838
839 public void Close() 839 public void Close()
840 { 840 {
841 Close(true);
842 }
843
844 public void Close(bool sendStop)
845 {
841 } 846 }
842 847
843 public void Start() 848 public void Start()
diff --git a/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs b/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs
index 6a54705..198962b 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..38c38b6
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs
@@ -0,0 +1,1369 @@
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 Shell = d.CreateCapsule(_parent_scene.space, CAPSULE_RADIUS, CAPSULE_LENGTH);
569
570 d.GeomSetCategoryBits(Shell, (int)m_collisionCategories);
571 d.GeomSetCollideBits(Shell, (int)m_collisionFlags);
572
573 d.MassSetCapsuleTotal(out ShellMass, m_mass, 2, CAPSULE_RADIUS, CAPSULE_LENGTH);
574 Body = d.BodyCreate(_parent_scene.world);
575 d.BodySetPosition(Body, npositionX, npositionY, npositionZ);
576
577 _position.X = npositionX;
578 _position.Y = npositionY;
579 _position.Z = npositionZ;
580
581
582 m_taintPosition.X = npositionX;
583 m_taintPosition.Y = npositionY;
584 m_taintPosition.Z = npositionZ;
585
586 d.BodySetMass(Body, ref ShellMass);
587 d.Matrix3 m_caprot;
588 // 90 Stand up on the cap of the capped cyllinder
589 if (_parent_scene.IsAvCapsuleTilted)
590 {
591 d.RFromAxisAndAngle(out m_caprot, 1, 0, 1, (float)(Math.PI / 2));
592 }
593 else
594 {
595 d.RFromAxisAndAngle(out m_caprot, 0, 0, 1, (float)(Math.PI / 2));
596 }
597
598
599 d.GeomSetRotation(Shell, ref m_caprot);
600 d.BodySetRotation(Body, ref m_caprot);
601
602 d.GeomSetBody(Shell, Body);
603
604
605 // The purpose of the AMotor here is to keep the avatar's physical
606 // surrogate from rotating while moving
607 Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
608 d.JointAttach(Amotor, Body, IntPtr.Zero);
609 d.JointSetAMotorMode(Amotor, dAMotorEuler);
610 d.JointSetAMotorNumAxes(Amotor, 3);
611 d.JointSetAMotorAxis(Amotor, 0, 0, 1, 0, 0);
612 d.JointSetAMotorAxis(Amotor, 1, 0, 0, 1, 0);
613 d.JointSetAMotorAxis(Amotor, 2, 0, 0, 0, 1);
614 d.JointSetAMotorAngle(Amotor, 0, 0);
615 d.JointSetAMotorAngle(Amotor, 1, 0);
616 d.JointSetAMotorAngle(Amotor, 2, 0);
617
618 // These lowstops and high stops are effectively (no wiggle room)
619 if (_parent_scene.IsAvCapsuleTilted)
620 {
621 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, -0.000000000001f);
622 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -0.000000000001f);
623 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, -0.000000000001f);
624 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0.000000000001f);
625 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0.000000000001f);
626 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0.000000000001f);
627 }
628 else
629 {
630 #region Documentation of capsule motor LowStop and HighStop parameters
631 // Intentionally introduce some tilt into the capsule by setting
632 // the motor stops to small epsilon values. This small tilt prevents
633 // the capsule from falling into the terrain; a straight-up capsule
634 // (with -0..0 motor stops) falls into the terrain for reasons yet
635 // to be comprehended in their entirety.
636 #endregion
637 AlignAvatarTiltWithCurrentDirectionOfMovement(Vector3.Zero);
638 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, 0.08f);
639 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -0f);
640 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, 0.08f);
641 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0.08f); // must be same as lowstop, else a different, spurious tilt is introduced
642 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f); // same as lowstop
643 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0.08f); // same as lowstop
644 }
645
646 // Fudge factor is 1f by default, we're setting it to 0. We don't want it to Fudge or the
647 // capped cyllinder will fall over
648 d.JointSetAMotorParam(Amotor, (int)dParam.FudgeFactor, 0f);
649 d.JointSetAMotorParam(Amotor, (int)dParam.FMax, tensor);
650
651 //d.Matrix3 bodyrotation = d.BodyGetRotation(Body);
652 //d.QfromR(
653 //d.Matrix3 checkrotation = new d.Matrix3(0.7071068,0.5, -0.7071068,
654 //
655 //m_log.Info("[PHYSICSAV]: Rotation: " + bodyrotation.M00 + " : " + bodyrotation.M01 + " : " + bodyrotation.M02 + " : " + bodyrotation.M10 + " : " + bodyrotation.M11 + " : " + bodyrotation.M12 + " : " + bodyrotation.M20 + " : " + bodyrotation.M21 + " : " + bodyrotation.M22);
656 //standupStraight();
657 }
658
659 //
660 /// <summary>
661 /// Uses the capped cyllinder volume formula to calculate the avatar's mass.
662 /// This may be used in calculations in the scene/scenepresence
663 /// </summary>
664 public override float Mass
665 {
666 get
667 {
668 float AVvolume = (float) (Math.PI*Math.Pow(CAPSULE_RADIUS, 2)*CAPSULE_LENGTH);
669 return m_density*AVvolume;
670 }
671 }
672 public override void link(PhysicsActor obj)
673 {
674
675 }
676
677 public override void delink()
678 {
679
680 }
681
682 public override void LockAngularMotion(Vector3 axis)
683 {
684
685 }
686
687// This code is very useful. Written by DanX0r. We're just not using it right now.
688// Commented out to prevent a warning.
689//
690// private void standupStraight()
691// {
692// // The purpose of this routine here is to quickly stabilize the Body while it's popped up in the air.
693// // The amotor needs a few seconds to stabilize so without it, the avatar shoots up sky high when you
694// // change appearance and when you enter the simulator
695// // After this routine is done, the amotor stabilizes much quicker
696// d.Vector3 feet;
697// d.Vector3 head;
698// d.BodyGetRelPointPos(Body, 0.0f, 0.0f, -1.0f, out feet);
699// d.BodyGetRelPointPos(Body, 0.0f, 0.0f, 1.0f, out head);
700// float posture = head.Z - feet.Z;
701
702// // restoring force proportional to lack of posture:
703// float servo = (2.5f - posture) * POSTURE_SERVO;
704// d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, servo, 0.0f, 0.0f, 1.0f);
705// d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, -servo, 0.0f, 0.0f, -1.0f);
706// //d.Matrix3 bodyrotation = d.BodyGetRotation(Body);
707// //m_log.Info("[PHYSICSAV]: Rotation: " + bodyrotation.M00 + " : " + bodyrotation.M01 + " : " + bodyrotation.M02 + " : " + bodyrotation.M10 + " : " + bodyrotation.M11 + " : " + bodyrotation.M12 + " : " + bodyrotation.M20 + " : " + bodyrotation.M21 + " : " + bodyrotation.M22);
708// }
709
710 public override Vector3 Force
711 {
712 get { return _target_velocity; }
713 set { return; }
714 }
715
716 public override int VehicleType
717 {
718 get { return 0; }
719 set { return; }
720 }
721
722 public override void VehicleFloatParam(int param, float value)
723 {
724
725 }
726
727 public override void VehicleVectorParam(int param, Vector3 value)
728 {
729
730 }
731
732 public override void VehicleRotationParam(int param, Quaternion rotation)
733 {
734
735 }
736
737 public override void VehicleFlags(int flags, bool remove)
738 {
739 }
740
741 public override void SetVolumeDetect(int param)
742 {
743
744 }
745
746 public override Vector3 CenterOfMass
747 {
748 get { return Vector3.Zero; }
749 }
750
751 public override Vector3 GeometricCenter
752 {
753 get { return Vector3.Zero; }
754 }
755
756 public override PrimitiveBaseShape Shape
757 {
758 set { return; }
759 }
760
761 public override Vector3 Velocity
762 {
763 get {
764 // There's a problem with Vector3.Zero! Don't Use it Here!
765 if (_zeroFlag)
766 return Vector3.Zero;
767 m_lastUpdateSent = false;
768 return _velocity;
769 }
770 set
771 {
772 if (value.IsFinite())
773 {
774 m_pidControllerActive = true;
775 _target_velocity = value;
776 }
777 else
778 {
779 m_log.Warn("[PHYSICS]: Got a NaN velocity from Scene in a Character");
780 }
781 }
782 }
783
784 public override Vector3 Torque
785 {
786 get { return Vector3.Zero; }
787 set { return; }
788 }
789
790 public override float CollisionScore
791 {
792 get { return 0f; }
793 set { }
794 }
795
796 public override bool Kinematic
797 {
798 get { return false; }
799 set { }
800 }
801
802 public override Quaternion Orientation
803 {
804 get { return Quaternion.Identity; }
805 set {
806 //Matrix3 or = Orientation.ToRotationMatrix();
807 //d.Matrix3 ord = new d.Matrix3(or.m00, or.m10, or.m20, or.m01, or.m11, or.m21, or.m02, or.m12, or.m22);
808 //d.BodySetRotation(Body, ref ord);
809 }
810 }
811
812 public override Vector3 Acceleration
813 {
814 get { return _acceleration; }
815 }
816
817 public void SetAcceleration(Vector3 accel)
818 {
819 m_pidControllerActive = true;
820 _acceleration = accel;
821 }
822
823 /// <summary>
824 /// Adds the force supplied to the Target Velocity
825 /// The PID controller takes this target velocity and tries to make it a reality
826 /// </summary>
827 /// <param name="force"></param>
828 public override void AddForce(Vector3 force, bool pushforce)
829 {
830 if (force.IsFinite())
831 {
832 if (pushforce)
833 {
834 m_pidControllerActive = false;
835 force *= 100f;
836 doForce(force);
837 // If uncommented, things get pushed off world
838 //
839 // m_log.Debug("Push!");
840 // _target_velocity.X += force.X;
841 // _target_velocity.Y += force.Y;
842 // _target_velocity.Z += force.Z;
843 }
844 else
845 {
846 m_pidControllerActive = true;
847 _target_velocity.X += force.X;
848 _target_velocity.Y += force.Y;
849 _target_velocity.Z += force.Z;
850 }
851 }
852 else
853 {
854 m_log.Warn("[PHYSICS]: Got a NaN force applied to a Character");
855 }
856 //m_lastUpdateSent = false;
857 }
858
859 public override void AddAngularForce(Vector3 force, bool pushforce)
860 {
861
862 }
863
864 /// <summary>
865 /// After all of the forces add up with 'add force' we apply them with doForce
866 /// </summary>
867 /// <param name="force"></param>
868 public void doForce(Vector3 force)
869 {
870 if (!collidelock)
871 {
872 d.BodyAddForce(Body, force.X, force.Y, force.Z);
873 //d.BodySetRotation(Body, ref m_StandUpRotation);
874 //standupStraight();
875
876 }
877 }
878
879 public override void SetMomentum(Vector3 momentum)
880 {
881 }
882
883
884 /// <summary>
885 /// Called from Simulate
886 /// This is the avatar's movement control + PID Controller
887 /// </summary>
888 /// <param name="timeStep"></param>
889 public void Move(float timeStep, List<OdeCharacter> defects)
890 {
891 // no lock; for now it's only called from within Simulate()
892
893 // If the PID Controller isn't active then we set our force
894 // calculating base velocity to the current position
895
896 if (Body == IntPtr.Zero)
897 return;
898
899 if (m_pidControllerActive == false)
900 {
901 _zeroPosition = d.BodyGetPosition(Body);
902 }
903 //PidStatus = true;
904
905 d.Vector3 localpos = d.BodyGetPosition(Body);
906 Vector3 localPos = new Vector3(localpos.X, localpos.Y, localpos.Z);
907
908 if (!localPos.IsFinite())
909 {
910
911 m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
912 defects.Add(this);
913 // _parent_scene.RemoveCharacter(this);
914
915 // destroy avatar capsule and related ODE data
916 if (Amotor != IntPtr.Zero)
917 {
918 // Kill the Amotor
919 d.JointDestroy(Amotor);
920 Amotor = IntPtr.Zero;
921 }
922
923 //kill the Geometry
924 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
925
926 if (Body != IntPtr.Zero)
927 {
928 //kill the body
929 d.BodyDestroy(Body);
930
931 Body = IntPtr.Zero;
932 }
933
934 if (Shell != IntPtr.Zero)
935 {
936 d.GeomDestroy(Shell);
937 _parent_scene.geom_name_map.Remove(Shell);
938 Shell = IntPtr.Zero;
939 }
940
941 return;
942 }
943
944 Vector3 vec = Vector3.Zero;
945 d.Vector3 vel = d.BodyGetLinearVel(Body);
946
947 float movementdivisor = 1f;
948
949 if (!m_alwaysRun)
950 {
951 movementdivisor = walkDivisor;
952 }
953 else
954 {
955 movementdivisor = runDivisor;
956 }
957
958 // if velocity is zero, use position control; otherwise, velocity control
959 if (_target_velocity.X == 0.0f && _target_velocity.Y == 0.0f && _target_velocity.Z == 0.0f && m_iscolliding)
960 {
961 // keep track of where we stopped. No more slippin' & slidin'
962 if (!_zeroFlag)
963 {
964 _zeroFlag = true;
965 _zeroPosition = d.BodyGetPosition(Body);
966 }
967 if (m_pidControllerActive)
968 {
969 // We only want to deactivate the PID Controller if we think we want to have our surrogate
970 // react to the physics scene by moving it's position.
971 // Avatar to Avatar collisions
972 // Prim to avatar collisions
973
974 d.Vector3 pos = d.BodyGetPosition(Body);
975 float errX = _zeroPosition.X - pos.X;
976 float errY = _zeroPosition.Y - pos.Y;
977 if( (Math.Abs(errX) > 0.1f) || (Math.Abs(errY) > 0.1f) )
978 {
979 vec.X = (_target_velocity.X - vel.X) * (PID_D) + (errX) * (PID_P * 2);
980 vec.Y = (_target_velocity.Y - vel.Y) * (PID_D) + (errY) * (PID_P * 2);
981 }
982 else
983 { // close, jump to lateral destination
984 d.BodySetPosition(Body, _zeroPosition.X, _zeroPosition.Y, pos.Z);
985 }
986 if (flying)
987 {
988 vec.Z = (_target_velocity.Z - vel.Z) * (PID_D) + (_zeroPosition.Z - pos.Z) * PID_P;
989 }
990 }
991 //PidStatus = true;
992 }
993 else
994 {
995 m_pidControllerActive = true;
996 _zeroFlag = false;
997 if (m_iscolliding && !flying)
998 {
999 // We're standing on something
1000 vec.X = ((_target_velocity.X / movementdivisor) - vel.X) * (PID_D);
1001 vec.Y = ((_target_velocity.Y / movementdivisor) - vel.Y) * (PID_D);
1002 }
1003 else if (m_iscolliding && flying)
1004 {
1005 // We're flying and colliding with something
1006 vec.X = ((_target_velocity.X/movementdivisor) - vel.X)*(PID_D / 16);
1007 vec.Y = ((_target_velocity.Y/movementdivisor) - vel.Y)*(PID_D / 16);
1008 }
1009 else if (!m_iscolliding && flying)
1010 {
1011 // we're in mid air suspended
1012 vec.X = ((_target_velocity.X / movementdivisor) - vel.X) * (PID_D/6);
1013 vec.Y = ((_target_velocity.Y / movementdivisor) - vel.Y) * (PID_D/6);
1014 }
1015
1016 if (m_iscolliding && !flying && _target_velocity.Z > 0.0f)
1017 {
1018 // We're colliding with something and we're not flying but we're moving
1019 // This means we're walking or running.
1020 d.Vector3 pos = d.BodyGetPosition(Body);
1021 vec.Z = (_target_velocity.Z - vel.Z)*PID_D + (_zeroPosition.Z - pos.Z)*PID_P;
1022 if (_target_velocity.X > 0)
1023 {
1024 vec.X = ((_target_velocity.X - vel.X)/1.2f)*PID_D;
1025 }
1026 if (_target_velocity.Y > 0)
1027 {
1028 vec.Y = ((_target_velocity.Y - vel.Y)/1.2f)*PID_D;
1029 }
1030 }
1031 else if (!m_iscolliding && !flying)
1032 {
1033 // we're not colliding and we're not flying so that means we're falling!
1034 // m_iscolliding includes collisions with the ground.
1035
1036 // d.Vector3 pos = d.BodyGetPosition(Body);
1037 if (Math.Abs(_target_velocity.X) > 0)
1038 {
1039 vec.X = ((_target_velocity.X - vel.X)/1.2f)*PID_D;
1040 }
1041 if (Math.Abs(_target_velocity.Y) > 0)
1042 {
1043 vec.Y = ((_target_velocity.Y - vel.Y)/1.2f)*PID_D;
1044 }
1045 }
1046
1047 if (flying)
1048 {
1049 vec.Z = (_target_velocity.Z - vel.Z) * (PID_D);
1050 }
1051 }
1052 if (flying)
1053 {
1054 vec.Z += ((-1 * _parent_scene.gravityz)*m_mass);
1055
1056 //Added for auto fly height. Kitto Flora
1057 //d.Vector3 pos = d.BodyGetPosition(Body);
1058 float target_altitude = _parent_scene.GetTerrainHeightAtXY(_position.X, _position.Y) + MinimumGroundFlightOffset;
1059
1060 if (_position.Z < target_altitude)
1061 {
1062 vec.Z += (target_altitude - _position.Z) * PID_P * 5.0f;
1063 }
1064 // end add Kitto Flora
1065 }
1066 if (vec.IsFinite())
1067 {
1068 if (!vec.ApproxEquals(Vector3.Zero, 0.01f))
1069 {
1070 doForce(vec);
1071 if (!_zeroFlag)
1072 {
1073 AlignAvatarTiltWithCurrentDirectionOfMovement(vec);
1074 }
1075 }
1076 }
1077 else
1078 {
1079 m_log.Warn("[PHYSICS]: Got a NaN force vector in Move()");
1080 m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
1081 defects.Add(this);
1082 // _parent_scene.RemoveCharacter(this);
1083 // destroy avatar capsule and related ODE data
1084 if (Amotor != IntPtr.Zero)
1085 {
1086 // Kill the Amotor
1087 d.JointDestroy(Amotor);
1088 Amotor = IntPtr.Zero;
1089 }
1090 //kill the Geometry
1091 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
1092
1093 if (Body != IntPtr.Zero)
1094 {
1095 //kill the body
1096 d.BodyDestroy(Body);
1097
1098 Body = IntPtr.Zero;
1099 }
1100
1101 if (Shell != IntPtr.Zero)
1102 {
1103 d.GeomDestroy(Shell);
1104 _parent_scene.geom_name_map.Remove(Shell);
1105 Shell = IntPtr.Zero;
1106 }
1107 }
1108 }
1109
1110 /// <summary>
1111 /// Updates the reported position and velocity. This essentially sends the data up to ScenePresence.
1112 /// </summary>
1113 public void UpdatePositionAndVelocity()
1114 {
1115 // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit!
1116 d.Vector3 vec;
1117 try
1118 {
1119 vec = d.BodyGetPosition(Body);
1120 }
1121 catch (NullReferenceException)
1122 {
1123 bad = true;
1124 _parent_scene.BadCharacter(this);
1125 vec = new d.Vector3(_position.X, _position.Y, _position.Z);
1126 base.RaiseOutOfBounds(_position); // Tells ScenePresence that there's a problem!
1127 m_log.WarnFormat("[ODEPLUGIN]: Avatar Null reference for Avatar {0}, physical actor {1}", m_name, m_uuid);
1128 }
1129
1130
1131 // kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!)
1132 if (vec.X < 0.0f) vec.X = 0.0f;
1133 if (vec.Y < 0.0f) vec.Y = 0.0f;
1134 if (vec.X > (int)_parent_scene.WorldExtents.X - 0.05f) vec.X = (int)_parent_scene.WorldExtents.X - 0.05f;
1135 if (vec.Y > (int)_parent_scene.WorldExtents.Y - 0.05f) vec.Y = (int)_parent_scene.WorldExtents.Y - 0.05f;
1136
1137 _position.X = vec.X;
1138 _position.Y = vec.Y;
1139 _position.Z = vec.Z;
1140
1141 // Did we move last? = zeroflag
1142 // This helps keep us from sliding all over
1143
1144 if (_zeroFlag)
1145 {
1146 _velocity.X = 0.0f;
1147 _velocity.Y = 0.0f;
1148 _velocity.Z = 0.0f;
1149
1150 // Did we send out the 'stopped' message?
1151 if (!m_lastUpdateSent)
1152 {
1153 m_lastUpdateSent = true;
1154 //base.RequestPhysicsterseUpdate();
1155
1156 }
1157 }
1158 else
1159 {
1160 m_lastUpdateSent = false;
1161 try
1162 {
1163 vec = d.BodyGetLinearVel(Body);
1164 }
1165 catch (NullReferenceException)
1166 {
1167 vec.X = _velocity.X;
1168 vec.Y = _velocity.Y;
1169 vec.Z = _velocity.Z;
1170 }
1171 _velocity.X = (vec.X);
1172 _velocity.Y = (vec.Y);
1173
1174 _velocity.Z = (vec.Z);
1175
1176 if (_velocity.Z < -6 && !m_hackSentFall)
1177 {
1178 m_hackSentFall = true;
1179 m_pidControllerActive = false;
1180 }
1181 else if (flying && !m_hackSentFly)
1182 {
1183 //m_hackSentFly = true;
1184 //base.SendCollisionUpdate(new CollisionEventUpdate());
1185 }
1186 else
1187 {
1188 m_hackSentFly = false;
1189 m_hackSentFall = false;
1190 }
1191 }
1192 }
1193
1194 /// <summary>
1195 /// Cleanup the things we use in the scene.
1196 /// </summary>
1197 public void Destroy()
1198 {
1199 m_tainted_isPhysical = false;
1200 _parent_scene.AddPhysicsActorTaint(this);
1201 }
1202
1203 public override void CrossingFailure()
1204 {
1205 }
1206
1207 public override Vector3 PIDTarget { set { return; } }
1208 public override bool PIDActive { set { return; } }
1209 public override float PIDTau { set { return; } }
1210
1211 public override float PIDHoverHeight { set { return; } }
1212 public override bool PIDHoverActive { set { return; } }
1213 public override PIDHoverType PIDHoverType { set { return; } }
1214 public override float PIDHoverTau { set { return; } }
1215
1216 public override Quaternion APIDTarget{ set { return; } }
1217
1218 public override bool APIDActive{ set { return; } }
1219
1220 public override float APIDStrength{ set { return; } }
1221
1222 public override float APIDDamping{ set { return; } }
1223
1224
1225 public override void SubscribeEvents(int ms)
1226 {
1227 m_requestedUpdateFrequency = ms;
1228 m_eventsubscription = ms;
1229 _parent_scene.addCollisionEventReporting(this);
1230 }
1231 public override void UnSubscribeEvents()
1232 {
1233 _parent_scene.remCollisionEventReporting(this);
1234 m_requestedUpdateFrequency = 0;
1235 m_eventsubscription = 0;
1236 }
1237 public void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
1238 {
1239 if (m_eventsubscription > 0)
1240 {
1241 CollisionEventsThisFrame.addCollider(CollidedWith, contact);
1242 }
1243 }
1244
1245 public void SendCollisions()
1246 {
1247 if (m_eventsubscription > m_requestedUpdateFrequency)
1248 {
1249 if (CollisionEventsThisFrame != null)
1250 {
1251 base.SendCollisionUpdate(CollisionEventsThisFrame);
1252 }
1253 CollisionEventsThisFrame = new CollisionEventUpdate();
1254 m_eventsubscription = 0;
1255 }
1256 }
1257 public override bool SubscribedEvents()
1258 {
1259 if (m_eventsubscription > 0)
1260 return true;
1261 return false;
1262 }
1263
1264 public void ProcessTaints(float timestep)
1265 {
1266
1267 if (m_tainted_isPhysical != m_isPhysical)
1268 {
1269 if (m_tainted_isPhysical)
1270 {
1271 // Create avatar capsule and related ODE data
1272 if (!(Shell == IntPtr.Zero && Body == IntPtr.Zero && Amotor == IntPtr.Zero))
1273 {
1274 m_log.Warn("[PHYSICS]: re-creating the following avatar ODE data, even though it already exists - "
1275 + (Shell!=IntPtr.Zero ? "Shell ":"")
1276 + (Body!=IntPtr.Zero ? "Body ":"")
1277 + (Amotor!=IntPtr.Zero ? "Amotor ":""));
1278 }
1279 AvatarGeomAndBodyCreation(_position.X, _position.Y, _position.Z, m_tensor);
1280
1281 _parent_scene.geom_name_map[Shell] = m_name;
1282 _parent_scene.actor_name_map[Shell] = (PhysicsActor)this;
1283 _parent_scene.AddCharacter(this);
1284 }
1285 else
1286 {
1287 _parent_scene.RemoveCharacter(this);
1288 // destroy avatar capsule and related ODE data
1289 if (Amotor != IntPtr.Zero)
1290 {
1291 // Kill the Amotor
1292 d.JointDestroy(Amotor);
1293 Amotor = IntPtr.Zero;
1294 }
1295 //kill the Geometry
1296 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
1297
1298 if (Body != IntPtr.Zero)
1299 {
1300 //kill the body
1301 d.BodyDestroy(Body);
1302
1303 Body = IntPtr.Zero;
1304 }
1305
1306 if (Shell != IntPtr.Zero)
1307 {
1308 d.GeomDestroy(Shell);
1309 _parent_scene.geom_name_map.Remove(Shell);
1310 Shell = IntPtr.Zero;
1311 }
1312
1313 }
1314
1315 m_isPhysical = m_tainted_isPhysical;
1316 }
1317
1318 if (m_tainted_CAPSULE_LENGTH != CAPSULE_LENGTH)
1319 {
1320 if (Shell != IntPtr.Zero && Body != IntPtr.Zero && Amotor != IntPtr.Zero)
1321 {
1322
1323 m_pidControllerActive = true;
1324 // no lock needed on _parent_scene.OdeLock because we are called from within the thread lock in OdePlugin's simulate()
1325 d.JointDestroy(Amotor);
1326 float prevCapsule = CAPSULE_LENGTH;
1327 CAPSULE_LENGTH = m_tainted_CAPSULE_LENGTH;
1328 //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
1329 d.BodyDestroy(Body);
1330 d.GeomDestroy(Shell);
1331 AvatarGeomAndBodyCreation(_position.X, _position.Y,
1332 _position.Z + (Math.Abs(CAPSULE_LENGTH - prevCapsule) * 2), m_tensor);
1333 Velocity = Vector3.Zero;
1334
1335 _parent_scene.geom_name_map[Shell] = m_name;
1336 _parent_scene.actor_name_map[Shell] = (PhysicsActor)this;
1337 }
1338 else
1339 {
1340 m_log.Warn("[PHYSICS]: trying to change capsule size, but the following ODE data is missing - "
1341 + (Shell==IntPtr.Zero ? "Shell ":"")
1342 + (Body==IntPtr.Zero ? "Body ":"")
1343 + (Amotor==IntPtr.Zero ? "Amotor ":""));
1344 }
1345 }
1346
1347 if (!m_taintPosition.ApproxEquals(_position, 0.05f))
1348 {
1349 if (Body != IntPtr.Zero)
1350 {
1351 d.BodySetPosition(Body, m_taintPosition.X, m_taintPosition.Y, m_taintPosition.Z);
1352
1353 _position.X = m_taintPosition.X;
1354 _position.Y = m_taintPosition.Y;
1355 _position.Z = m_taintPosition.Z;
1356 }
1357 }
1358
1359 }
1360
1361 internal void AddCollisionFrameTime(int p)
1362 {
1363 // protect it from overflow crashing
1364 if (m_eventsubscription + p >= int.MaxValue)
1365 m_eventsubscription = 0;
1366 m_eventsubscription += p;
1367 }
1368 }
1369}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs
new file mode 100644
index 0000000..fbe52c8
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs
@@ -0,0 +1,3788 @@
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_angularEnable = Vector3.One; // Current setting
68 private Vector3 m_taintAngularLock = Vector3.One; // Request from LSL
69
70
71 private IntPtr Amotor = IntPtr.Zero;
72
73 private Vector3 m_PIDTarget;
74 private float m_PIDTau;
75 private float PID_D = 35f;
76 private float PID_G = 25f;
77 private bool m_usePID = false;
78
79 private Quaternion m_APIDTarget = new Quaternion();
80 private float m_APIDStrength = 0.5f;
81 private float m_APIDDamping = 0.5f;
82 private bool m_useAPID = false;
83
84 // These next 7 params apply to llSetHoverHeight(float height, integer water, float tau),
85 // do not confuse with VEHICLE HOVER
86
87 private float m_PIDHoverHeight;
88 private float m_PIDHoverTau;
89 private bool m_useHoverPID;
90 private PIDHoverType m_PIDHoverType = PIDHoverType.Ground;
91 private float m_targetHoverHeight;
92 private float m_groundHeight;
93 private float m_waterHeight;
94 private float m_buoyancy; //m_buoyancy set by llSetBuoyancy()
95
96 // private float m_tensor = 5f;
97 private int body_autodisable_frames = 20;
98
99
100 private const CollisionCategories m_default_collisionFlags = (CollisionCategories.Geom
101 | CollisionCategories.Space
102 | CollisionCategories.Body
103 | CollisionCategories.Character
104 );
105 private bool m_taintshape;
106 private bool m_taintPhysics;
107 private bool m_collidesLand = true;
108 private bool m_collidesWater;
109 public bool m_returnCollisions;
110
111 // Default we're a Geometry
112 private CollisionCategories m_collisionCategories = (CollisionCategories.Geom);
113
114 // Default, Collide with Other Geometries, spaces and Bodies
115 private CollisionCategories m_collisionFlags = m_default_collisionFlags;
116
117 public bool m_taintremove;
118 public bool m_taintdisable;
119 public bool m_disabled;
120 public bool m_taintadd;
121 public bool m_taintselected;
122 public bool m_taintCollidesWater;
123
124 public uint m_localID;
125
126 //public GCHandle gc;
127 private CollisionLocker ode;
128
129 private bool m_taintforce = false;
130 private bool m_taintaddangularforce = false;
131 private Vector3 m_force;
132 private List<Vector3> m_forcelist = new List<Vector3>();
133 private List<Vector3> m_angularforcelist = new List<Vector3>();
134
135 private IMesh _mesh;
136 private PrimitiveBaseShape _pbs;
137 private OdeScene _parent_scene;
138 public IntPtr m_targetSpace = IntPtr.Zero;
139 public IntPtr prim_geom;
140 public IntPtr prev_geom;
141 public IntPtr _triMeshData;
142
143 private IntPtr _linkJointGroup = IntPtr.Zero;
144 private PhysicsActor _parent;
145 private PhysicsActor m_taintparent;
146
147 private List<OdePrim> childrenPrim = new List<OdePrim>();
148
149 private bool iscolliding;
150 private bool m_isphysical;
151 private bool m_isSelected;
152
153 internal bool m_isVolumeDetect; // If true, this prim only detects collisions but doesn't collide actively
154
155 private bool m_throttleUpdates;
156 private int throttleCounter;
157 public int m_interpenetrationcount;
158 public float m_collisionscore;
159 public int m_roundsUnderMotionThreshold;
160 private int m_crossingfailures;
161
162 public bool outofBounds;
163 private float m_density = 10.000006836f; // Aluminum g/cm3;
164
165 public bool _zeroFlag; // if body has been stopped
166 private bool m_lastUpdateSent;
167
168 public IntPtr Body = IntPtr.Zero;
169 public String m_primName;
170 private Vector3 _target_velocity;
171 public d.Mass pMass;
172
173 public int m_eventsubscription;
174 private CollisionEventUpdate CollisionEventsThisFrame;
175
176 private IntPtr m_linkJoint = IntPtr.Zero;
177
178 public volatile bool childPrim;
179
180 internal int m_material = (int)Material.Wood;
181
182 private int frcount = 0; // Used to limit dynamics debug output to
183 private int revcount = 0; // Reverse motion while > 0
184
185 private IntPtr m_body = IntPtr.Zero;
186
187 // Vehicle properties ============================================================================================
188 private Vehicle m_type = Vehicle.TYPE_NONE; // If a 'VEHICLE', and what kind
189 // private Quaternion m_referenceFrame = Quaternion.Identity; // Axis modifier
190 private VehicleFlag m_flags = (VehicleFlag) 0; // Bit settings:
191 // HOVER_TERRAIN_ONLY
192 // HOVER_GLOBAL_HEIGHT
193 // NO_DEFLECTION_UP
194 // HOVER_WATER_ONLY
195 // HOVER_UP_ONLY
196 // LIMIT_MOTOR_UP
197 // LIMIT_ROLL_ONLY
198
199 // Linear properties
200 private Vector3 m_linearMotorDirection = Vector3.Zero; // (was m_linearMotorDirectionLASTSET) the (local) Velocity
201 //requested by LSL
202 private float m_linearMotorTimescale = 0; // Motor Attack rate set by LSL
203 private float m_linearMotorDecayTimescale = 0; // Motor Decay rate set by LSL
204 private Vector3 m_linearFrictionTimescale = Vector3.Zero; // General Friction set by LSL
205
206 private Vector3 m_lLinMotorDVel = Vector3.Zero; // decayed motor
207 private Vector3 m_lLinObjectVel = Vector3.Zero; // local frame object velocity
208 private Vector3 m_wLinObjectVel = Vector3.Zero; // world frame object velocity
209
210 //Angular properties
211 private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor
212
213 private float m_angularMotorTimescale = 0; // motor angular Attack rate set by LSL
214 private float m_angularMotorDecayTimescale = 0; // motor angular Decay rate set by LSL
215 private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular Friction set by LSL
216
217 private Vector3 m_angularMotorDVel = Vector3.Zero; // decayed angular motor
218// private Vector3 m_angObjectVel = Vector3.Zero; // current body angular velocity
219 private Vector3 m_lastAngularVelocity = Vector3.Zero; // what was last applied to body
220
221 //Deflection properties
222 // private float m_angularDeflectionEfficiency = 0;
223 // private float m_angularDeflectionTimescale = 0;
224 // private float m_linearDeflectionEfficiency = 0;
225 // private float m_linearDeflectionTimescale = 0;
226
227 //Banking properties
228 // private float m_bankingEfficiency = 0;
229 // private float m_bankingMix = 0;
230 // private float m_bankingTimescale = 0;
231
232 //Hover and Buoyancy properties
233 private float m_VhoverHeight = 0f;
234// private float m_VhoverEfficiency = 0f;
235 private float m_VhoverTimescale = 0f;
236 private float m_VhoverTargetHeight = -1.0f; // if <0 then no hover, else its the current target height
237 private float m_VehicleBuoyancy = 0f; // Set by VEHICLE_BUOYANCY, for a vehicle.
238 // Modifies gravity. Slider between -1 (double-gravity) and 1 (full anti-gravity)
239 // KF: So far I have found no good method to combine a script-requested .Z velocity and gravity.
240 // Therefore only m_VehicleBuoyancy=1 (0g) will use the script-requested .Z velocity.
241
242 //Attractor properties
243 private float m_verticalAttractionEfficiency = 1.0f; // damped
244 private float m_verticalAttractionTimescale = 500f; // Timescale > 300 means no vert attractor.
245
246
247
248
249
250
251 public OdePrim(String primName, OdeScene parent_scene, Vector3 pos, Vector3 size,
252 Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool pisPhysical, CollisionLocker dode)
253 {
254 ode = dode;
255 if (!pos.IsFinite())
256 {
257 pos = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f),
258 parent_scene.GetTerrainHeightAtXY(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f)) + 0.5f);
259 m_log.Warn("[PHYSICS]: Got nonFinite Object create Position");
260 }
261
262 _position = pos;
263 m_taintposition = pos;
264 PID_D = parent_scene.bodyPIDD;
265 PID_G = parent_scene.bodyPIDG;
266 m_density = parent_scene.geomDefaultDensity;
267 // m_tensor = parent_scene.bodyMotorJointMaxforceTensor;
268 body_autodisable_frames = parent_scene.bodyFramesAutoDisable;
269
270
271 prim_geom = IntPtr.Zero;
272 prev_geom = IntPtr.Zero;
273
274 if (!pos.IsFinite())
275 {
276 size = new Vector3(0.5f, 0.5f, 0.5f);
277 m_log.Warn("[PHYSICS]: Got nonFinite Object create Size");
278 }
279
280 if (size.X <= 0) size.X = 0.01f;
281 if (size.Y <= 0) size.Y = 0.01f;
282 if (size.Z <= 0) size.Z = 0.01f;
283
284 _size = size;
285 m_taintsize = _size;
286
287 if (!QuaternionIsFinite(rotation))
288 {
289 rotation = Quaternion.Identity;
290 m_log.Warn("[PHYSICS]: Got nonFinite Object create Rotation");
291 }
292
293 _orientation = rotation;
294 m_taintrot = _orientation;
295 _mesh = mesh;
296 _pbs = pbs;
297
298 _parent_scene = parent_scene;
299 m_targetSpace = (IntPtr)0;
300
301// if (pos.Z < 0)
302 if (pos.Z < parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y))
303 m_isphysical = false;
304 else
305 {
306 m_isphysical = pisPhysical;
307 // If we're physical, we need to be in the master space for now.
308 // linksets *should* be in a space together.. but are not currently
309 if (m_isphysical)
310 m_targetSpace = _parent_scene.space;
311 }
312 m_primName = primName;
313 m_taintadd = true;
314 _parent_scene.AddPhysicsActorTaint(this);
315 // don't do .add() here; old geoms get recycled with the same hash
316 }
317
318 public override int PhysicsActorType
319 {
320 get { return (int) ActorTypes.Prim; }
321 set { return; }
322 }
323
324 public override bool SetAlwaysRun
325 {
326 get { return false; }
327 set { return; }
328 }
329
330 public override uint LocalID
331 {
332 set {
333 //m_log.Info("[PHYSICS]: Setting TrackerID: " + value);
334 m_localID = value; }
335 }
336
337 public override bool Grabbed
338 {
339 set { return; }
340 }
341
342 public override bool Selected
343 {
344 set {
345
346//Console.WriteLine("Sel {0} {1} {2}", m_primName, value, m_isphysical);
347 // This only makes the object not collidable if the object
348 // is physical or the object is modified somehow *IN THE FUTURE*
349 // without this, if an avatar selects prim, they can walk right
350 // through it while it's selected
351 m_collisionscore = 0;
352 if ((m_isphysical && !_zeroFlag) || !value)
353 {
354 m_taintselected = value;
355 _parent_scene.AddPhysicsActorTaint(this);
356 }
357 else
358 {
359 m_taintselected = value;
360 m_isSelected = value;
361 }
362 if(m_isSelected) disableBodySoft();
363 }
364 }
365
366 public override bool IsPhysical
367 {
368 get { return m_isphysical; }
369 set
370 {
371 m_isphysical = value;
372 if (!m_isphysical)
373 { // Zero the remembered last velocity
374 m_lastVelocity = Vector3.Zero;
375 if (m_type != Vehicle.TYPE_NONE) Halt();
376 }
377 }
378 }
379
380 public void setPrimForRemoval()
381 {
382 m_taintremove = true;
383 }
384
385 public override bool Flying
386 {
387 // no flying prims for you
388 get { return false; }
389 set { }
390 }
391
392 public override bool IsColliding
393 {
394 get { return iscolliding; }
395 set { iscolliding = value; }
396 }
397
398 public override bool CollidingGround
399 {
400 get { return false; }
401 set { return; }
402 }
403
404 public override bool CollidingObj
405 {
406 get { return false; }
407 set { return; }
408 }
409
410 public override bool ThrottleUpdates
411 {
412 get { return m_throttleUpdates; }
413 set { m_throttleUpdates = value; }
414 }
415
416 public override bool Stopped
417 {
418 get { return _zeroFlag; }
419 }
420
421 public override Vector3 Position
422 {
423 get { return _position; }
424
425 set { _position = value;
426 //m_log.Info("[PHYSICS]: " + _position.ToString());
427 }
428 }
429
430 public override Vector3 Size
431 {
432 get { return _size; }
433 set
434 {
435 if (value.IsFinite())
436 {
437 _size = value;
438 }
439 else
440 {
441 m_log.Warn("[PHYSICS]: Got NaN Size on object");
442 }
443 }
444 }
445
446 public override float Mass
447 {
448 get { return CalculateMass(); }
449 }
450
451 public override Vector3 Force
452 {
453 //get { return Vector3.Zero; }
454 get { return m_force; }
455 set
456 {
457 if (value.IsFinite())
458 {
459 m_force = value;
460 }
461 else
462 {
463 m_log.Warn("[PHYSICS]: NaN in Force Applied to an Object");
464 }
465 }
466 }
467
468 public override int VehicleType
469 {
470 get { return (int)m_type; }
471 set { ProcessTypeChange((Vehicle)value); }
472 }
473
474 public override void VehicleFloatParam(int param, float value)
475 {
476 ProcessFloatVehicleParam((Vehicle) param, value);
477 }
478
479 public override void VehicleVectorParam(int param, Vector3 value)
480 {
481 ProcessVectorVehicleParam((Vehicle) param, value);
482 }
483
484 public override void VehicleRotationParam(int param, Quaternion rotation)
485 {
486 ProcessRotationVehicleParam((Vehicle) param, rotation);
487 }
488
489 public override void VehicleFlags(int param, bool remove)
490 {
491 ProcessVehicleFlags(param, remove);
492 }
493
494 public override void SetVolumeDetect(int param)
495 {
496 lock (_parent_scene.OdeLock)
497 {
498 m_isVolumeDetect = (param!=0);
499 }
500 }
501
502 public override Vector3 CenterOfMass
503 {
504 get { return Vector3.Zero; }
505 }
506
507 public override Vector3 GeometricCenter
508 {
509 get { return Vector3.Zero; }
510 }
511
512 public override PrimitiveBaseShape Shape
513 {
514 set
515 {
516 _pbs = value;
517 m_taintshape = true;
518 }
519 }
520
521 public override Vector3 Velocity
522 {
523 get
524 {
525 // Averate previous velocity with the new one so
526 // client object interpolation works a 'little' better
527 if (_zeroFlag)
528 return Vector3.Zero;
529
530 Vector3 returnVelocity = Vector3.Zero;
531 returnVelocity.X = (m_lastVelocity.X + _velocity.X)/2;
532 returnVelocity.Y = (m_lastVelocity.Y + _velocity.Y)/2;
533 returnVelocity.Z = (m_lastVelocity.Z + _velocity.Z)/2;
534 return returnVelocity;
535 }
536 set
537 {
538 if (value.IsFinite())
539 {
540 _velocity = value;
541
542 m_taintVelocity = value;
543 _parent_scene.AddPhysicsActorTaint(this);
544 }
545 else
546 {
547 m_log.Warn("[PHYSICS]: Got NaN Velocity in Object");
548 }
549
550 }
551 }
552
553 public override Vector3 Torque
554 {
555 get
556 {
557 if (!m_isphysical || Body == IntPtr.Zero)
558 return Vector3.Zero;
559
560 return _torque;
561 }
562
563 set
564 {
565 if (value.IsFinite())
566 {
567 m_taintTorque = value;
568 _parent_scene.AddPhysicsActorTaint(this);
569 }
570 else
571 {
572 m_log.Warn("[PHYSICS]: Got NaN Torque in Object");
573 }
574 }
575 }
576
577 public override float CollisionScore
578 {
579 get { return m_collisionscore; }
580 set { m_collisionscore = value; }
581 }
582
583 public override bool Kinematic
584 {
585 get { return false; }
586 set { }
587 }
588
589 public override Quaternion Orientation
590 {
591 get { return _orientation; }
592 set
593 {
594 if (QuaternionIsFinite(value))
595 {
596 _orientation = value;
597 }
598 else
599 m_log.Warn("[PHYSICS]: Got NaN quaternion Orientation from Scene in Object");
600
601 }
602 }
603
604
605 public override bool FloatOnWater
606 {
607 set {
608 m_taintCollidesWater = value;
609 _parent_scene.AddPhysicsActorTaint(this);
610 }
611 }
612
613 public override void SetMomentum(Vector3 momentum)
614 {
615 }
616
617 public override Vector3 PIDTarget
618 {
619 set
620 {
621 if (value.IsFinite())
622 {
623 m_PIDTarget = value;
624 }
625 else
626 m_log.Warn("[PHYSICS]: Got NaN PIDTarget from Scene on Object");
627 }
628 }
629 public override bool PIDActive { set { m_usePID = value; } }
630 public override float PIDTau { set { m_PIDTau = value; } }
631
632 // For RotLookAt
633 public override Quaternion APIDTarget { set { m_APIDTarget = value; } }
634 public override bool APIDActive { set { m_useAPID = value; } }
635 public override float APIDStrength { set { m_APIDStrength = value; } }
636 public override float APIDDamping { set { m_APIDDamping = value; } }
637
638 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } }
639 public override bool PIDHoverActive { set { m_useHoverPID = value; } }
640 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } }
641 public override float PIDHoverTau { set { m_PIDHoverTau = value; } }
642
643 internal static bool QuaternionIsFinite(Quaternion q)
644 {
645 if (Single.IsNaN(q.X) || Single.IsInfinity(q.X))
646 return false;
647 if (Single.IsNaN(q.Y) || Single.IsInfinity(q.Y))
648 return false;
649 if (Single.IsNaN(q.Z) || Single.IsInfinity(q.Z))
650 return false;
651 if (Single.IsNaN(q.W) || Single.IsInfinity(q.W))
652 return false;
653 return true;
654 }
655
656 public override Vector3 Acceleration // client updates read data via here
657 {
658 get { return _acceleration; }
659 }
660
661
662 public void SetAcceleration(Vector3 accel) // No one calls this, and it would not do anything.
663 {
664 _acceleration = accel;
665 }
666
667 public override void AddForce(Vector3 force, bool pushforce)
668 {
669 if (force.IsFinite())
670 {
671 lock (m_forcelist)
672 m_forcelist.Add(force);
673
674 m_taintforce = true;
675 }
676 else
677 {
678 m_log.Warn("[PHYSICS]: Got Invalid linear force vector from Scene in Object");
679 }
680 //m_log.Info("[PHYSICS]: Added Force:" + force.ToString() + " to prim at " + Position.ToString());
681 }
682
683 public override void AddAngularForce(Vector3 force, bool pushforce)
684 {
685 if (force.IsFinite())
686 {
687 m_angularforcelist.Add(force);
688 m_taintaddangularforce = true;
689 }
690 else
691 {
692 m_log.Warn("[PHYSICS]: Got Invalid Angular force vector from Scene in Object");
693 }
694 }
695
696 public override Vector3 RotationalVelocity
697 {
698 get
699 {
700 return m_rotationalVelocity;
701 }
702 set
703 {
704 if (value.IsFinite())
705 {
706 m_rotationalVelocity = value;
707 }
708 else
709 {
710 m_log.Warn("[PHYSICS]: Got NaN RotationalVelocity in Object");
711 }
712 }
713 }
714
715 public override void CrossingFailure()
716 {
717 m_crossingfailures++;
718 if (m_crossingfailures > _parent_scene.geomCrossingFailuresBeforeOutofbounds)
719 {
720 base.RaiseOutOfBounds(_position);
721 return;
722 }
723 else if (m_crossingfailures == _parent_scene.geomCrossingFailuresBeforeOutofbounds)
724 {
725 m_log.Warn("[PHYSICS]: Too many crossing failures for: " + m_primName);
726 }
727 }
728
729 public override float Buoyancy
730 {
731 get { return m_buoyancy; }
732 set { m_buoyancy = value; }
733 }
734
735 public override void link(PhysicsActor obj)
736 {
737 m_taintparent = obj;
738 }
739
740 public override void delink()
741 {
742 m_taintparent = null;
743 }
744
745 public override void LockAngularMotion(Vector3 axis)
746 {
747 // reverse the zero/non zero values for ODE.
748 if (axis.IsFinite())
749 {
750 axis.X = (axis.X > 0) ? 1f : 0f;
751 axis.Y = (axis.Y > 0) ? 1f : 0f;
752 axis.Z = (axis.Z > 0) ? 1f : 0f;
753 m_log.DebugFormat("[axislock]: <{0},{1},{2}>", axis.X, axis.Y, axis.Z);
754 m_taintAngularLock = axis;
755 }
756 else
757 {
758 m_log.Warn("[PHYSICS]: Got NaN locking axis from Scene on Object");
759 }
760 }
761
762
763 public void SetGeom(IntPtr geom)
764 {
765 prev_geom = prim_geom;
766 prim_geom = geom;
767//Console.WriteLine("SetGeom to " + prim_geom + " for " + m_primName);
768 if (prim_geom != IntPtr.Zero)
769 {
770 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
771 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
772 }
773
774 if (childPrim)
775 {
776 if (_parent != null && _parent is OdePrim)
777 {
778 OdePrim parent = (OdePrim)_parent;
779//Console.WriteLine("SetGeom calls ChildSetGeom");
780 parent.ChildSetGeom(this);
781 }
782 }
783 //m_log.Warn("Setting Geom to: " + prim_geom);
784 }
785
786 public void enableBodySoft()
787 {
788 if (!childPrim)
789 {
790 if (m_isphysical && Body != IntPtr.Zero)
791 {
792 d.BodyEnable(Body);
793 if (m_type != Vehicle.TYPE_NONE)
794 Enable(Body, _parent_scene);
795 }
796
797 m_disabled = false;
798 }
799 }
800
801 public void disableBodySoft()
802 {
803 m_disabled = true;
804
805 if (m_isphysical && Body != IntPtr.Zero)
806 {
807 d.BodyDisable(Body);
808 Halt();
809 }
810 }
811
812 public void enableBody()
813 {
814 // Don't enable this body if we're a child prim
815 // this should be taken care of in the parent function not here
816 if (!childPrim)
817 {
818 // Sets the geom to a body
819 Body = d.BodyCreate(_parent_scene.world);
820
821 setMass();
822 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
823 d.Quaternion myrot = new d.Quaternion();
824 myrot.X = _orientation.X;
825 myrot.Y = _orientation.Y;
826 myrot.Z = _orientation.Z;
827 myrot.W = _orientation.W;
828 d.BodySetQuaternion(Body, ref myrot);
829 d.GeomSetBody(prim_geom, Body);
830 m_collisionCategories |= CollisionCategories.Body;
831 m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
832
833 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
834 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
835
836 d.BodySetAutoDisableFlag(Body, true);
837 d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
838
839 // disconnect from world gravity so we can apply buoyancy
840 d.BodySetGravityMode (Body, false);
841
842 m_interpenetrationcount = 0;
843 m_collisionscore = 0;
844 m_disabled = false;
845
846 if (m_type != Vehicle.TYPE_NONE)
847 {
848 Enable(Body, _parent_scene);
849 }
850
851 _parent_scene.addActivePrim(this);
852 }
853 }
854
855 #region Mass Calculation
856
857 private float CalculateMass()
858 {
859 float volume = 0;
860
861 // No material is passed to the physics engines yet.. soo..
862 // we're using the m_density constant in the class definition
863
864 float returnMass = 0;
865
866 switch (_pbs.ProfileShape)
867 {
868 case ProfileShape.Square:
869 // Profile Volume
870
871 volume = _size.X*_size.Y*_size.Z;
872
873 // If the user has 'hollowed out'
874 // ProfileHollow is one of those 0 to 50000 values :P
875 // we like percentages better.. so turning into a percentage
876
877 if (((float) _pbs.ProfileHollow/50000f) > 0.0)
878 {
879 float hollowAmount = (float) _pbs.ProfileHollow/50000f;
880
881 // calculate the hollow volume by it's shape compared to the prim shape
882 float hollowVolume = 0;
883 switch (_pbs.HollowShape)
884 {
885 case HollowShape.Square:
886 case HollowShape.Same:
887 // Cube Hollow volume calculation
888 float hollowsizex = _size.X*hollowAmount;
889 float hollowsizey = _size.Y*hollowAmount;
890 float hollowsizez = _size.Z*hollowAmount;
891 hollowVolume = hollowsizex*hollowsizey*hollowsizez;
892 break;
893
894 case HollowShape.Circle:
895 // Hollow shape is a perfect cyllinder in respect to the cube's scale
896 // Cyllinder hollow volume calculation
897 float hRadius = _size.X/2;
898 float hLength = _size.Z;
899
900 // pi * r2 * h
901 hollowVolume = ((float) (Math.PI*Math.Pow(hRadius, 2)*hLength)*hollowAmount);
902 break;
903
904 case HollowShape.Triangle:
905 // Equilateral Triangular Prism volume hollow calculation
906 // Triangle is an Equilateral Triangular Prism with aLength = to _size.Y
907
908 float aLength = _size.Y;
909 // 1/2 abh
910 hollowVolume = (float) ((0.5*aLength*_size.X*_size.Z)*hollowAmount);
911 break;
912
913 default:
914 hollowVolume = 0;
915 break;
916 }
917 volume = volume - hollowVolume;
918 }
919
920 break;
921 case ProfileShape.Circle:
922 if (_pbs.PathCurve == (byte)Extrusion.Straight)
923 {
924 // Cylinder
925 float volume1 = (float)(Math.PI * Math.Pow(_size.X/2, 2) * _size.Z);
926 float volume2 = (float)(Math.PI * Math.Pow(_size.Y/2, 2) * _size.Z);
927
928 // Approximating the cylinder's irregularity.
929 if (volume1 > volume2)
930 {
931 volume = (float)volume1 - (volume1 - volume2);
932 }
933 else if (volume2 > volume1)
934 {
935 volume = (float)volume2 - (volume2 - volume1);
936 }
937 else
938 {
939 // Regular cylinder
940 volume = volume1;
941 }
942 }
943 else
944 {
945 // We don't know what the shape is yet, so use default
946 volume = _size.X * _size.Y * _size.Z;
947 }
948 // If the user has 'hollowed out'
949 // ProfileHollow is one of those 0 to 50000 values :P
950 // we like percentages better.. so turning into a percentage
951
952 if (((float)_pbs.ProfileHollow / 50000f) > 0.0)
953 {
954 float hollowAmount = (float)_pbs.ProfileHollow / 50000f;
955
956 // calculate the hollow volume by it's shape compared to the prim shape
957 float hollowVolume = 0;
958 switch (_pbs.HollowShape)
959 {
960 case HollowShape.Same:
961 case HollowShape.Circle:
962 // Hollow shape is a perfect cyllinder in respect to the cube's scale
963 // Cyllinder hollow volume calculation
964 float hRadius = _size.X / 2;
965 float hLength = _size.Z;
966
967 // pi * r2 * h
968 hollowVolume = ((float)(Math.PI * Math.Pow(hRadius, 2) * hLength) * hollowAmount);
969 break;
970
971 case HollowShape.Square:
972 // Cube Hollow volume calculation
973 float hollowsizex = _size.X * hollowAmount;
974 float hollowsizey = _size.Y * hollowAmount;
975 float hollowsizez = _size.Z * hollowAmount;
976 hollowVolume = hollowsizex * hollowsizey * hollowsizez;
977 break;
978
979 case HollowShape.Triangle:
980 // Equilateral Triangular Prism volume hollow calculation
981 // Triangle is an Equilateral Triangular Prism with aLength = to _size.Y
982
983 float aLength = _size.Y;
984 // 1/2 abh
985 hollowVolume = (float)((0.5 * aLength * _size.X * _size.Z) * hollowAmount);
986 break;
987
988 default:
989 hollowVolume = 0;
990 break;
991 }
992 volume = volume - hollowVolume;
993 }
994 break;
995
996 case ProfileShape.HalfCircle:
997 if (_pbs.PathCurve == (byte)Extrusion.Curve1)
998 {
999 if (_size.X == _size.Y && _size.Y == _size.Z)
1000 {
1001 // regular sphere
1002 // v = 4/3 * pi * r^3
1003 float sradius3 = (float)Math.Pow((_size.X / 2), 3);
1004 volume = (float)((4f / 3f) * Math.PI * sradius3);
1005 }
1006 else
1007 {
1008 // we treat this as a box currently
1009 volume = _size.X * _size.Y * _size.Z;
1010 }
1011 }
1012 else
1013 {
1014 // We don't know what the shape is yet, so use default
1015 volume = _size.X * _size.Y * _size.Z;
1016 }
1017 break;
1018
1019 case ProfileShape.EquilateralTriangle:
1020 /*
1021 v = (abs((xB*yA-xA*yB)+(xC*yB-xB*yC)+(xA*yC-xC*yA))/2) * h
1022
1023 // seed mesh
1024 Vertex MM = new Vertex(-0.25f, -0.45f, 0.0f);
1025 Vertex PM = new Vertex(+0.5f, 0f, 0.0f);
1026 Vertex PP = new Vertex(-0.25f, +0.45f, 0.0f);
1027 */
1028 float xA = -0.25f * _size.X;
1029 float yA = -0.45f * _size.Y;
1030
1031 float xB = 0.5f * _size.X;
1032 float yB = 0;
1033
1034 float xC = -0.25f * _size.X;
1035 float yC = 0.45f * _size.Y;
1036
1037 volume = (float)((Math.Abs((xB * yA - xA * yB) + (xC * yB - xB * yC) + (xA * yC - xC * yA)) / 2) * _size.Z);
1038
1039 // If the user has 'hollowed out'
1040 // ProfileHollow is one of those 0 to 50000 values :P
1041 // we like percentages better.. so turning into a percentage
1042 float fhollowFactor = ((float)_pbs.ProfileHollow / 1.9f);
1043 if (((float)fhollowFactor / 50000f) > 0.0)
1044 {
1045 float hollowAmount = (float)fhollowFactor / 50000f;
1046
1047 // calculate the hollow volume by it's shape compared to the prim shape
1048 float hollowVolume = 0;
1049 switch (_pbs.HollowShape)
1050 {
1051 case HollowShape.Same:
1052 case HollowShape.Triangle:
1053 // Equilateral Triangular Prism volume hollow calculation
1054 // Triangle is an Equilateral Triangular Prism with aLength = to _size.Y
1055
1056 float aLength = _size.Y;
1057 // 1/2 abh
1058 hollowVolume = (float)((0.5 * aLength * _size.X * _size.Z) * hollowAmount);
1059 break;
1060
1061 case HollowShape.Square:
1062 // Cube Hollow volume calculation
1063 float hollowsizex = _size.X * hollowAmount;
1064 float hollowsizey = _size.Y * hollowAmount;
1065 float hollowsizez = _size.Z * hollowAmount;
1066 hollowVolume = hollowsizex * hollowsizey * hollowsizez;
1067 break;
1068
1069 case HollowShape.Circle:
1070 // Hollow shape is a perfect cyllinder in respect to the cube's scale
1071 // Cyllinder hollow volume calculation
1072 float hRadius = _size.X / 2;
1073 float hLength = _size.Z;
1074
1075 // pi * r2 * h
1076 hollowVolume = ((float)((Math.PI * Math.Pow(hRadius, 2) * hLength)/2) * hollowAmount);
1077 break;
1078
1079 default:
1080 hollowVolume = 0;
1081 break;
1082 }
1083 volume = volume - hollowVolume;
1084 }
1085 break;
1086
1087 default:
1088 // we don't have all of the volume formulas yet so
1089 // use the common volume formula for all
1090 volume = _size.X*_size.Y*_size.Z;
1091 break;
1092 }
1093
1094 // Calculate Path cut effect on volume
1095 // Not exact, in the triangle hollow example
1096 // They should never be zero or less then zero..
1097 // we'll ignore it if it's less then zero
1098
1099 // ProfileEnd and ProfileBegin are values
1100 // from 0 to 50000
1101
1102 // Turning them back into percentages so that I can cut that percentage off the volume
1103
1104 float PathCutEndAmount = _pbs.ProfileEnd;
1105 float PathCutStartAmount = _pbs.ProfileBegin;
1106 if (((PathCutStartAmount + PathCutEndAmount)/50000f) > 0.0f)
1107 {
1108 float pathCutAmount = ((PathCutStartAmount + PathCutEndAmount)/50000f);
1109
1110 // Check the return amount for sanity
1111 if (pathCutAmount >= 0.99f)
1112 pathCutAmount = 0.99f;
1113
1114 volume = volume - (volume*pathCutAmount);
1115 }
1116 UInt16 taperX = _pbs.PathScaleX;
1117 UInt16 taperY = _pbs.PathScaleY;
1118 float taperFactorX = 0;
1119 float taperFactorY = 0;
1120
1121 // Mass = density * volume
1122 if (taperX != 100)
1123 {
1124 if (taperX > 100)
1125 {
1126 taperFactorX = 1.0f - ((float)taperX / 200);
1127 //m_log.Warn("taperTopFactorX: " + extr.taperTopFactorX.ToString());
1128 }
1129 else
1130 {
1131 taperFactorX = 1.0f - ((100 - (float)taperX) / 100);
1132 //m_log.Warn("taperBotFactorX: " + extr.taperBotFactorX.ToString());
1133 }
1134 volume = (float)volume * ((taperFactorX / 3f) + 0.001f);
1135 }
1136
1137 if (taperY != 100)
1138 {
1139 if (taperY > 100)
1140 {
1141 taperFactorY = 1.0f - ((float)taperY / 200);
1142 //m_log.Warn("taperTopFactorY: " + extr.taperTopFactorY.ToString());
1143 }
1144 else
1145 {
1146 taperFactorY = 1.0f - ((100 - (float)taperY) / 100);
1147 //m_log.Warn("taperBotFactorY: " + extr.taperBotFactorY.ToString());
1148 }
1149 volume = (float)volume * ((taperFactorY / 3f) + 0.001f);
1150 }
1151 returnMass = m_density*volume;
1152 if (returnMass <= 0) returnMass = 0.0001f;//ckrinke: Mass must be greater then zero.
1153
1154
1155
1156 // Recursively calculate mass
1157 bool HasChildPrim = false;
1158 lock (childrenPrim)
1159 {
1160 if (childrenPrim.Count > 0)
1161 {
1162 HasChildPrim = true;
1163 }
1164
1165 }
1166 if (HasChildPrim)
1167 {
1168 OdePrim[] childPrimArr = new OdePrim[0];
1169
1170 lock (childrenPrim)
1171 childPrimArr = childrenPrim.ToArray();
1172
1173 for (int i = 0; i < childPrimArr.Length; i++)
1174 {
1175 if (childPrimArr[i] != null && !childPrimArr[i].m_taintremove)
1176 returnMass += childPrimArr[i].CalculateMass();
1177 // failsafe, this shouldn't happen but with OpenSim, you never know :)
1178 if (i > 256)
1179 break;
1180 }
1181 }
1182 if (returnMass > _parent_scene.maximumMassObject)
1183 returnMass = _parent_scene.maximumMassObject;
1184 return returnMass;
1185 }// end CalculateMass
1186
1187 #endregion
1188
1189 public void setMass()
1190 {
1191 if (Body != (IntPtr) 0)
1192 {
1193 float newmass = CalculateMass();
1194
1195 //m_log.Info("[PHYSICS]: New Mass: " + newmass.ToString());
1196
1197 d.MassSetBoxTotal(out pMass, newmass, _size.X, _size.Y, _size.Z);
1198 d.BodySetMass(Body, ref pMass);
1199 }
1200 }
1201
1202 public void disableBody()
1203 {
1204 //this kills the body so things like 'mesh' can re-create it.
1205 lock (this)
1206 {
1207 if (!childPrim)
1208 {
1209 if (Body != IntPtr.Zero)
1210 {
1211 _parent_scene.remActivePrim(this);
1212 m_collisionCategories &= ~CollisionCategories.Body;
1213 m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
1214
1215 if (prim_geom != IntPtr.Zero)
1216 {
1217 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1218 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1219 }
1220
1221
1222 d.BodyDestroy(Body);
1223 lock (childrenPrim)
1224 {
1225 if (childrenPrim.Count > 0)
1226 {
1227 foreach (OdePrim prm in childrenPrim)
1228 {
1229 _parent_scene.remActivePrim(prm);
1230 prm.Body = IntPtr.Zero;
1231 }
1232 }
1233 }
1234 Body = IntPtr.Zero;
1235 }
1236 }
1237 else
1238 {
1239 _parent_scene.remActivePrim(this);
1240
1241 m_collisionCategories &= ~CollisionCategories.Body;
1242 m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
1243
1244 if (prim_geom != IntPtr.Zero)
1245 {
1246 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1247 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1248 }
1249
1250
1251 Body = IntPtr.Zero;
1252 }
1253 }
1254 m_disabled = true;
1255 m_collisionscore = 0;
1256 }
1257
1258 private static Dictionary<IMesh, IntPtr> m_MeshToTriMeshMap = new Dictionary<IMesh, IntPtr>();
1259
1260 public void setMesh(OdeScene parent_scene, IMesh mesh)
1261 {
1262 // This sleeper is there to moderate how long it takes between
1263 // setting up the mesh and pre-processing it when we get rapid fire mesh requests on a single object
1264
1265 //Thread.Sleep(10);
1266
1267 //Kill Body so that mesh can re-make the geom
1268 if (IsPhysical && Body != IntPtr.Zero)
1269 {
1270 if (childPrim)
1271 {
1272 if (_parent != null)
1273 {
1274 OdePrim parent = (OdePrim)_parent;
1275 parent.ChildDelink(this);
1276 }
1277 }
1278 else
1279 {
1280 disableBody();
1281 }
1282 }
1283
1284 IntPtr vertices, indices;
1285 int vertexCount, indexCount;
1286 int vertexStride, triStride;
1287 mesh.getVertexListAsPtrToFloatArray(out vertices, out vertexStride, out vertexCount); // Note, that vertices are fixed in unmanaged heap
1288 mesh.getIndexListAsPtrToIntArray(out indices, out triStride, out indexCount); // Also fixed, needs release after usage
1289
1290 mesh.releaseSourceMeshData(); // free up the original mesh data to save memory
1291 if (m_MeshToTriMeshMap.ContainsKey(mesh))
1292 {
1293 _triMeshData = m_MeshToTriMeshMap[mesh];
1294 }
1295 else
1296 {
1297 _triMeshData = d.GeomTriMeshDataCreate();
1298
1299 d.GeomTriMeshDataBuildSimple(_triMeshData, vertices, vertexStride, vertexCount, indices, indexCount, triStride);
1300 d.GeomTriMeshDataPreprocess(_triMeshData);
1301 m_MeshToTriMeshMap[mesh] = _triMeshData;
1302 }
1303
1304 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1305 try
1306 {
1307 if (prim_geom == IntPtr.Zero)
1308 {
1309 SetGeom(d.CreateTriMesh(m_targetSpace, _triMeshData, parent_scene.triCallback, null, null));
1310 }
1311 }
1312 catch (AccessViolationException)
1313 {
1314 m_log.Error("[PHYSICS]: MESH LOCKED");
1315 return;
1316 }
1317
1318
1319 // if (IsPhysical && Body == (IntPtr) 0)
1320 // {
1321 // Recreate the body
1322 // m_interpenetrationcount = 0;
1323 // m_collisionscore = 0;
1324
1325 // enableBody();
1326 // }
1327 }
1328
1329 public void ProcessTaints(float timestep) //=============================================================================
1330 {
1331 if (m_taintadd)
1332 {
1333 changeadd(timestep);
1334 }
1335
1336 if (prim_geom != IntPtr.Zero)
1337 {
1338 if (!_position.ApproxEquals(m_taintposition, 0f))
1339 changemove(timestep);
1340
1341 if (m_taintrot != _orientation)
1342 {
1343 if(childPrim && IsPhysical) // For physical child prim...
1344 {
1345 rotate(timestep);
1346 // KF: ODE will also rotate the parent prim!
1347 // so rotate the root back to where it was
1348 OdePrim parent = (OdePrim)_parent;
1349 parent.rotate(timestep);
1350 }
1351 else
1352 {
1353 //Just rotate the prim
1354 rotate(timestep);
1355 }
1356 }
1357 //
1358
1359 if (m_taintPhysics != m_isphysical && !(m_taintparent != _parent))
1360 changePhysicsStatus(timestep);
1361 //
1362
1363 if (!_size.ApproxEquals(m_taintsize,0f))
1364 changesize(timestep);
1365 //
1366
1367 if (m_taintshape)
1368 changeshape(timestep);
1369 //
1370
1371 if (m_taintforce)
1372 changeAddForce(timestep);
1373
1374 if (m_taintaddangularforce)
1375 changeAddAngularForce(timestep);
1376
1377 if (!m_taintTorque.ApproxEquals(Vector3.Zero, 0.001f))
1378 changeSetTorque(timestep);
1379
1380 if (m_taintdisable)
1381 changedisable(timestep);
1382
1383 if (m_taintselected != m_isSelected)
1384 changeSelectedStatus(timestep);
1385
1386 if (!m_taintVelocity.ApproxEquals(Vector3.Zero, 0.001f))
1387 changevelocity(timestep);
1388
1389 if (m_taintparent != _parent)
1390 changelink(timestep);
1391
1392 if (m_taintCollidesWater != m_collidesWater)
1393 changefloatonwater(timestep);
1394
1395 if (!m_angularEnable.ApproxEquals(m_taintAngularLock,0f))
1396 changeAngularLock(timestep);
1397
1398 }
1399 else
1400 {
1401 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.)");
1402 }
1403 }
1404
1405
1406 private void changeAngularLock(float timestep)
1407 {
1408 if (_parent == null)
1409 {
1410 m_angularEnable = m_taintAngularLock;
1411 }
1412 }
1413
1414 private void changelink(float timestep)
1415 {
1416 // If the newly set parent is not null
1417 // create link
1418 if (_parent == null && m_taintparent != null)
1419 {
1420 if (m_taintparent.PhysicsActorType == (int)ActorTypes.Prim)
1421 {
1422 OdePrim obj = (OdePrim)m_taintparent;
1423 //obj.disableBody();
1424 obj.ParentPrim(this);
1425
1426 /*
1427 if (obj.Body != (IntPtr)0 && Body != (IntPtr)0 && obj.Body != Body)
1428 {
1429 _linkJointGroup = d.JointGroupCreate(0);
1430 m_linkJoint = d.JointCreateFixed(_parent_scene.world, _linkJointGroup);
1431 d.JointAttach(m_linkJoint, obj.Body, Body);
1432 d.JointSetFixed(m_linkJoint);
1433 }
1434 */
1435 }
1436 }
1437 // If the newly set parent is null
1438 // destroy link
1439 else if (_parent != null && m_taintparent == null)
1440 {
1441 if (_parent is OdePrim)
1442 {
1443 OdePrim obj = (OdePrim)_parent;
1444 obj.ChildDelink(this);
1445 childPrim = false;
1446 //_parent = null;
1447 }
1448
1449 /*
1450 if (Body != (IntPtr)0 && _linkJointGroup != (IntPtr)0)
1451 d.JointGroupDestroy(_linkJointGroup);
1452
1453 _linkJointGroup = (IntPtr)0;
1454 m_linkJoint = (IntPtr)0;
1455 */
1456 }
1457
1458 _parent = m_taintparent;
1459 m_taintPhysics = m_isphysical;
1460 }
1461
1462 // I'm the parent
1463 // prim is the child
1464 public void ParentPrim(OdePrim prim)
1465 {
1466 if (this.m_localID != prim.m_localID)
1467 {
1468 if (Body == IntPtr.Zero)
1469 {
1470 Body = d.BodyCreate(_parent_scene.world);
1471 setMass();
1472 }
1473 if (Body != IntPtr.Zero)
1474 {
1475 lock (childrenPrim)
1476 {
1477 if (!childrenPrim.Contains(prim))
1478 {
1479 childrenPrim.Add(prim);
1480
1481 foreach (OdePrim prm in childrenPrim)
1482 {
1483 d.Mass m2;
1484 d.MassSetZero(out m2);
1485 d.MassSetBoxTotal(out m2, prim.CalculateMass(), prm._size.X, prm._size.Y, prm._size.Z);
1486
1487
1488 d.Quaternion quat = new d.Quaternion();
1489 quat.W = prm._orientation.W;
1490 quat.X = prm._orientation.X;
1491 quat.Y = prm._orientation.Y;
1492 quat.Z = prm._orientation.Z;
1493
1494 d.Matrix3 mat = new d.Matrix3();
1495 d.RfromQ(out mat, ref quat);
1496 d.MassRotate(ref m2, ref mat);
1497 d.MassTranslate(ref m2, Position.X - prm.Position.X, Position.Y - prm.Position.Y, Position.Z - prm.Position.Z);
1498 d.MassAdd(ref pMass, ref m2);
1499 }
1500 foreach (OdePrim prm in childrenPrim)
1501 {
1502
1503 prm.m_collisionCategories |= CollisionCategories.Body;
1504 prm.m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
1505
1506 if (prm.prim_geom == IntPtr.Zero)
1507 {
1508 m_log.Warn("[PHYSICS]: Unable to link one of the linkset elements. No geom yet");
1509 continue;
1510 }
1511//Console.WriteLine(" GeomSetCategoryBits 1: " + prm.prim_geom + " - " + (int)prm.m_collisionCategories + " for " + m_primName);
1512 d.GeomSetCategoryBits(prm.prim_geom, (int)prm.m_collisionCategories);
1513 d.GeomSetCollideBits(prm.prim_geom, (int)prm.m_collisionFlags);
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 if (Body != IntPtr.Zero)
1525 {
1526 d.GeomSetBody(prm.prim_geom, Body);
1527 prm.childPrim = true;
1528 d.GeomSetOffsetWorldPosition(prm.prim_geom, prm.Position.X , prm.Position.Y, prm.Position.Z);
1529 //d.GeomSetOffsetPosition(prim.prim_geom,
1530 // (Position.X - prm.Position.X) - pMass.c.X,
1531 // (Position.Y - prm.Position.Y) - pMass.c.Y,
1532 // (Position.Z - prm.Position.Z) - pMass.c.Z);
1533 d.GeomSetOffsetWorldRotation(prm.prim_geom, ref mat);
1534 //d.GeomSetOffsetRotation(prm.prim_geom, ref mat);
1535 d.MassTranslate(ref pMass, -pMass.c.X, -pMass.c.Y, -pMass.c.Z);
1536 d.BodySetMass(Body, ref pMass);
1537 }
1538 else
1539 {
1540 m_log.Debug("[PHYSICS]:I ain't got no boooooooooddy, no body");
1541 }
1542
1543
1544 prm.m_interpenetrationcount = 0;
1545 prm.m_collisionscore = 0;
1546 prm.m_disabled = false;
1547
1548 prm.Body = Body;
1549 _parent_scene.addActivePrim(prm);
1550 }
1551 m_collisionCategories |= CollisionCategories.Body;
1552 m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
1553
1554//Console.WriteLine("GeomSetCategoryBits 2: " + prim_geom + " - " + (int)m_collisionCategories + " for " + m_primName);
1555 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1556//Console.WriteLine(" Post GeomSetCategoryBits 2");
1557 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1558
1559
1560 d.Quaternion quat2 = new d.Quaternion();
1561 quat2.W = _orientation.W;
1562 quat2.X = _orientation.X;
1563 quat2.Y = _orientation.Y;
1564 quat2.Z = _orientation.Z;
1565
1566 d.Matrix3 mat2 = new d.Matrix3();
1567 d.RfromQ(out mat2, ref quat2);
1568 d.GeomSetBody(prim_geom, Body);
1569 d.GeomSetOffsetWorldPosition(prim_geom, Position.X - pMass.c.X, Position.Y - pMass.c.Y, Position.Z - pMass.c.Z);
1570 //d.GeomSetOffsetPosition(prim.prim_geom,
1571 // (Position.X - prm.Position.X) - pMass.c.X,
1572 // (Position.Y - prm.Position.Y) - pMass.c.Y,
1573 // (Position.Z - prm.Position.Z) - pMass.c.Z);
1574 //d.GeomSetOffsetRotation(prim_geom, ref mat2);
1575 d.MassTranslate(ref pMass, -pMass.c.X, -pMass.c.Y, -pMass.c.Z);
1576 d.BodySetMass(Body, ref pMass);
1577
1578 d.BodySetAutoDisableFlag(Body, true);
1579 d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
1580
1581
1582 m_interpenetrationcount = 0;
1583 m_collisionscore = 0;
1584 m_disabled = false;
1585
1586 d.BodySetPosition(Body, Position.X, Position.Y, Position.Z);
1587 if (m_type != Vehicle.TYPE_NONE) Enable(Body, _parent_scene);
1588 _parent_scene.addActivePrim(this);
1589 }
1590 }
1591 }
1592 }
1593
1594 }
1595
1596 private void ChildSetGeom(OdePrim odePrim)
1597 {
1598 //if (m_isphysical && Body != IntPtr.Zero)
1599 lock (childrenPrim)
1600 {
1601 foreach (OdePrim prm in childrenPrim)
1602 {
1603 //prm.childPrim = true;
1604 prm.disableBody();
1605 //prm.m_taintparent = null;
1606 //prm._parent = null;
1607 //prm.m_taintPhysics = false;
1608 //prm.m_disabled = true;
1609 //prm.childPrim = false;
1610 }
1611 }
1612 disableBody();
1613
1614
1615 if (Body != IntPtr.Zero)
1616 {
1617 _parent_scene.remActivePrim(this);
1618 }
1619
1620 lock (childrenPrim)
1621 {
1622 foreach (OdePrim prm in childrenPrim)
1623 {
1624 ParentPrim(prm);
1625 }
1626 }
1627
1628 }
1629
1630 private void ChildDelink(OdePrim odePrim)
1631 {
1632 // Okay, we have a delinked child.. need to rebuild the body.
1633 lock (childrenPrim)
1634 {
1635 foreach (OdePrim prm in childrenPrim)
1636 {
1637 prm.childPrim = true;
1638 prm.disableBody();
1639 //prm.m_taintparent = null;
1640 //prm._parent = null;
1641 //prm.m_taintPhysics = false;
1642 //prm.m_disabled = true;
1643 //prm.childPrim = false;
1644 }
1645 }
1646 disableBody();
1647
1648 lock (childrenPrim)
1649 {
1650 childrenPrim.Remove(odePrim);
1651 }
1652
1653 if (Body != IntPtr.Zero)
1654 {
1655 _parent_scene.remActivePrim(this);
1656 }
1657
1658 lock (childrenPrim)
1659 {
1660 foreach (OdePrim prm in childrenPrim)
1661 {
1662 ParentPrim(prm);
1663 }
1664 }
1665 }
1666
1667 private void changeSelectedStatus(float timestep)
1668 {
1669 if (m_taintselected)
1670 {
1671 m_collisionCategories = CollisionCategories.Selected;
1672 m_collisionFlags = (CollisionCategories.Sensor | CollisionCategories.Space);
1673
1674 // We do the body disable soft twice because 'in theory' a collision could have happened
1675 // in between the disabling and the collision properties setting
1676 // which would wake the physical body up from a soft disabling and potentially cause it to fall
1677 // through the ground.
1678
1679 // NOTE FOR JOINTS: this doesn't always work for jointed assemblies because if you select
1680 // just one part of the assembly, the rest of the assembly is non-selected and still simulating,
1681 // so that causes the selected part to wake up and continue moving.
1682
1683 // even if you select all parts of a jointed assembly, it is not guaranteed that the entire
1684 // assembly will stop simulating during the selection, because of the lack of atomicity
1685 // of select operations (their processing could be interrupted by a thread switch, causing
1686 // simulation to continue before all of the selected object notifications trickle down to
1687 // the physics engine).
1688
1689 // e.g. we select 100 prims that are connected by joints. non-atomically, the first 50 are
1690 // selected and disabled. then, due to a thread switch, the selection processing is
1691 // interrupted and the physics engine continues to simulate, so the last 50 items, whose
1692 // selection was not yet processed, continues to simulate. this wakes up ALL of the
1693 // first 50 again. then the last 50 are disabled. then the first 50, which were just woken
1694 // up, start simulating again, which in turn wakes up the last 50.
1695
1696 if (m_isphysical)
1697 {
1698 disableBodySoft();
1699 }
1700
1701 if (prim_geom != IntPtr.Zero)
1702 {
1703 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1704 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1705 }
1706
1707 if (m_isphysical)
1708 {
1709 disableBodySoft();
1710 }
1711 }
1712 else
1713 {
1714 m_collisionCategories = CollisionCategories.Geom;
1715
1716 if (m_isphysical)
1717 m_collisionCategories |= CollisionCategories.Body;
1718
1719 m_collisionFlags = m_default_collisionFlags;
1720
1721 if (m_collidesLand)
1722 m_collisionFlags |= CollisionCategories.Land;
1723 if (m_collidesWater)
1724 m_collisionFlags |= CollisionCategories.Water;
1725
1726 if (prim_geom != IntPtr.Zero)
1727 {
1728 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1729 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1730 }
1731 if (m_isphysical)
1732 {
1733 if (Body != IntPtr.Zero)
1734 {
1735 d.BodySetLinearVel(Body, 0f, 0f, 0f);
1736 d.BodySetForce(Body, 0, 0, 0);
1737 enableBodySoft();
1738 }
1739 }
1740 }
1741
1742 resetCollisionAccounting();
1743 m_isSelected = m_taintselected;
1744 }//end changeSelectedStatus
1745
1746 public void ResetTaints()
1747 {
1748 m_taintposition = _position;
1749 m_taintrot = _orientation;
1750 m_taintPhysics = m_isphysical;
1751 m_taintselected = m_isSelected;
1752 m_taintsize = _size;
1753 m_taintshape = false;
1754 m_taintforce = false;
1755 m_taintdisable = false;
1756 m_taintVelocity = Vector3.Zero;
1757 }
1758
1759 public void CreateGeom(IntPtr m_targetSpace, IMesh _mesh)
1760 {
1761//Console.WriteLine("CreateGeom:");
1762 if (_mesh != null)
1763 {
1764 setMesh(_parent_scene, _mesh);
1765 }
1766 else
1767 {
1768 if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1)
1769 {
1770 if (_size.X == _size.Y && _size.Y == _size.Z && _size.X == _size.Z)
1771 {
1772 if (((_size.X / 2f) > 0f))
1773 {
1774 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1775 try
1776 {
1777//Console.WriteLine(" CreateGeom 1");
1778 SetGeom(d.CreateSphere(m_targetSpace, _size.X / 2));
1779 }
1780 catch (AccessViolationException)
1781 {
1782 m_log.Warn("[PHYSICS]: Unable to create physics proxy for object");
1783 ode.dunlock(_parent_scene.world);
1784 return;
1785 }
1786 }
1787 else
1788 {
1789 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1790 try
1791 {
1792//Console.WriteLine(" CreateGeom 2");
1793 SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
1794 }
1795 catch (AccessViolationException)
1796 {
1797 m_log.Warn("[PHYSICS]: Unable to create physics proxy for object");
1798 ode.dunlock(_parent_scene.world);
1799 return;
1800 }
1801 }
1802 }
1803 else
1804 {
1805 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1806 try
1807 {
1808//Console.WriteLine(" CreateGeom 3");
1809 SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
1810 }
1811 catch (AccessViolationException)
1812 {
1813 m_log.Warn("[PHYSICS]: Unable to create physics proxy for object");
1814 ode.dunlock(_parent_scene.world);
1815 return;
1816 }
1817 }
1818 }
1819
1820 else
1821 {
1822 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1823 try
1824 {
1825//Console.WriteLine(" CreateGeom 4");
1826 SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
1827 }
1828 catch (AccessViolationException)
1829 {
1830 m_log.Warn("[PHYSICS]: Unable to create physics proxy for object");
1831 ode.dunlock(_parent_scene.world);
1832 return;
1833 }
1834 }
1835 }
1836 }
1837
1838 public void changeadd(float timestep)
1839 {
1840 int[] iprimspaceArrItem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
1841 IntPtr targetspace = _parent_scene.calculateSpaceForGeom(_position);
1842
1843 if (targetspace == IntPtr.Zero)
1844 targetspace = _parent_scene.createprimspace(iprimspaceArrItem[0], iprimspaceArrItem[1]);
1845
1846 m_targetSpace = targetspace;
1847
1848 if (_mesh == null)
1849 {
1850 if (_parent_scene.needsMeshing(_pbs))
1851 {
1852 // Don't need to re-enable body.. it's done in SetMesh
1853 _mesh = _parent_scene.mesher.CreateMesh(m_primName, _pbs, _size, _parent_scene.meshSculptLOD, IsPhysical);
1854 // createmesh returns null when it's a shape that isn't a cube.
1855 // m_log.Debug(m_localID);
1856 }
1857 }
1858
1859
1860 lock (_parent_scene.OdeLock)
1861 {
1862//Console.WriteLine("changeadd 1");
1863 CreateGeom(m_targetSpace, _mesh);
1864
1865 if (prim_geom != IntPtr.Zero)
1866 {
1867 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
1868 d.Quaternion myrot = new d.Quaternion();
1869 myrot.X = _orientation.X;
1870 myrot.Y = _orientation.Y;
1871 myrot.Z = _orientation.Z;
1872 myrot.W = _orientation.W;
1873 d.GeomSetQuaternion(prim_geom, ref myrot);
1874 }
1875
1876 if (m_isphysical && Body == IntPtr.Zero)
1877 {
1878 enableBody();
1879 }
1880 }
1881
1882 _parent_scene.geom_name_map[prim_geom] = this.m_primName;
1883 _parent_scene.actor_name_map[prim_geom] = (PhysicsActor)this;
1884
1885 changeSelectedStatus(timestep);
1886
1887 m_taintadd = false;
1888 }
1889
1890 public void changemove(float timestep)
1891 {
1892//Console.WriteLine("changemove sing/root {0} to {1}", m_primName, _position );
1893 if (m_isphysical)
1894 {
1895//Console.WriteLine("phys {0} {1} {2}", m_disabled, m_taintremove, childPrim);
1896// if (!m_disabled && !m_taintremove && !childPrim) After one edit m_disabled is sometimes set, disabling further edits!
1897 if (!m_taintremove && !childPrim)
1898 {
1899 if (Body == IntPtr.Zero)
1900 enableBody();
1901 //Prim auto disable after 20 frames,
1902 //if you move it, re-enable the prim manually.
1903 if (_parent != null)
1904 {
1905 if (m_linkJoint != IntPtr.Zero)
1906 {
1907 d.JointDestroy(m_linkJoint);
1908 m_linkJoint = IntPtr.Zero;
1909 }
1910 }
1911 if (Body != IntPtr.Zero)
1912 {
1913 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
1914
1915 if (_parent != null)
1916 {
1917 OdePrim odParent = (OdePrim)_parent;
1918 if (Body != (IntPtr)0 && odParent.Body != (IntPtr)0 && Body != odParent.Body)
1919 {
1920// KF: Fixed Joints were removed? Anyway - this Console.WriteLine does not show up, so routine is not used??
1921Console.WriteLine(" JointCreateFixed");
1922 m_linkJoint = d.JointCreateFixed(_parent_scene.world, _linkJointGroup);
1923 d.JointAttach(m_linkJoint, Body, odParent.Body);
1924 d.JointSetFixed(m_linkJoint);
1925 }
1926 }
1927 d.BodyEnable(Body);
1928 if (m_type != Vehicle.TYPE_NONE)
1929 {
1930 Enable(Body, _parent_scene);
1931 }
1932 }
1933 else
1934 {
1935 m_log.Warn("[PHYSICS]: Body Still null after enableBody(). This is a crash scenario.");
1936 }
1937 }
1938 //else
1939 // {
1940 //m_log.Debug("[BUG]: race!");
1941 //}
1942 }
1943 else
1944 {
1945 // string primScenAvatarIn = _parent_scene.whichspaceamIin(_position);
1946 // int[] arrayitem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
1947 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1948
1949 IntPtr tempspace = _parent_scene.recalculateSpaceForGeom(prim_geom, _position, m_targetSpace);
1950 m_targetSpace = tempspace;
1951
1952 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1953 if (prim_geom != IntPtr.Zero)
1954 {
1955 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
1956
1957 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1958 d.SpaceAdd(m_targetSpace, prim_geom);
1959 }
1960 }
1961
1962 changeSelectedStatus(timestep);
1963
1964 resetCollisionAccounting();
1965 m_taintposition = _position;
1966 }
1967
1968
1969
1970 public void rotate(float timestep)
1971 {
1972 d.Quaternion myrot = new d.Quaternion();
1973 myrot.X = _orientation.X;
1974 myrot.Y = _orientation.Y;
1975 myrot.Z = _orientation.Z;
1976 myrot.W = _orientation.W;
1977 if (Body != IntPtr.Zero)
1978 {
1979 // KF: If this is a root prim do BodySet
1980 d.BodySetQuaternion(Body, ref myrot);
1981 }
1982 else
1983 {
1984 // daughter prim, do Geom set
1985 d.GeomSetQuaternion(prim_geom, ref myrot);
1986 }
1987
1988 resetCollisionAccounting();
1989 m_taintrot = _orientation;
1990 }
1991
1992 private void resetCollisionAccounting()
1993 {
1994 m_collisionscore = 0;
1995 m_interpenetrationcount = 0;
1996 m_disabled = false;
1997 }
1998
1999 public void changedisable(float timestep)
2000 {
2001 m_disabled = true;
2002 if (Body != IntPtr.Zero)
2003 {
2004 d.BodyDisable(Body);
2005 Body = IntPtr.Zero;
2006 }
2007
2008 m_taintdisable = false;
2009 }
2010
2011 public void changePhysicsStatus(float timestep)
2012 {
2013 if (m_isphysical == true)
2014 {
2015 if (Body == IntPtr.Zero)
2016 {
2017 if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim)
2018 {
2019 changeshape(2f);
2020 }
2021 else
2022 {
2023 enableBody();
2024 }
2025 }
2026 }
2027 else
2028 {
2029 if (Body != IntPtr.Zero)
2030 {
2031 if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim)
2032 {
2033
2034
2035 if (prim_geom != IntPtr.Zero)
2036 {
2037 try
2038 {
2039 d.GeomDestroy(prim_geom);
2040 prim_geom = IntPtr.Zero;
2041 _mesh = null;
2042 }
2043 catch (System.AccessViolationException)
2044 {
2045 prim_geom = IntPtr.Zero;
2046 m_log.Error("[PHYSICS]: PrimGeom dead");
2047 }
2048 }
2049//Console.WriteLine("changePhysicsStatus for " + m_primName );
2050 changeadd(2f);
2051 }
2052 if (childPrim)
2053 {
2054 if (_parent != null)
2055 {
2056 OdePrim parent = (OdePrim)_parent;
2057 parent.ChildDelink(this);
2058 }
2059 }
2060 else
2061 {
2062 disableBody();
2063 }
2064 }
2065 }
2066
2067 changeSelectedStatus(timestep);
2068
2069 resetCollisionAccounting();
2070 m_taintPhysics = m_isphysical;
2071 }
2072
2073 public void changesize(float timestamp)
2074 {
2075
2076 string oldname = _parent_scene.geom_name_map[prim_geom];
2077
2078 if (_size.X <= 0) _size.X = 0.01f;
2079 if (_size.Y <= 0) _size.Y = 0.01f;
2080 if (_size.Z <= 0) _size.Z = 0.01f;
2081
2082 // Cleanup of old prim geometry
2083 if (_mesh != null)
2084 {
2085 // Cleanup meshing here
2086 }
2087 //kill body to rebuild
2088 if (IsPhysical && Body != IntPtr.Zero)
2089 {
2090 if (childPrim)
2091 {
2092 if (_parent != null)
2093 {
2094 OdePrim parent = (OdePrim)_parent;
2095 parent.ChildDelink(this);
2096 }
2097 }
2098 else
2099 {
2100 disableBody();
2101 }
2102 }
2103 if (d.SpaceQuery(m_targetSpace, prim_geom))
2104 {
2105 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2106 d.SpaceRemove(m_targetSpace, prim_geom);
2107 }
2108 d.GeomDestroy(prim_geom);
2109 prim_geom = IntPtr.Zero;
2110 // we don't need to do space calculation because the client sends a position update also.
2111
2112 // Construction of new prim
2113 if (_parent_scene.needsMeshing(_pbs))
2114 {
2115 float meshlod = _parent_scene.meshSculptLOD;
2116
2117 if (IsPhysical)
2118 meshlod = _parent_scene.MeshSculptphysicalLOD;
2119 // Don't need to re-enable body.. it's done in SetMesh
2120
2121 IMesh mesh = null;
2122
2123 if (_parent_scene.needsMeshing(_pbs))
2124 mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);
2125
2126 //IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);
2127//Console.WriteLine("changesize 1");
2128 CreateGeom(m_targetSpace, mesh);
2129
2130
2131 }
2132 else
2133 {
2134 _mesh = null;
2135//Console.WriteLine("changesize 2");
2136 CreateGeom(m_targetSpace, _mesh);
2137 }
2138
2139 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2140 d.Quaternion myrot = new d.Quaternion();
2141 myrot.X = _orientation.X;
2142 myrot.Y = _orientation.Y;
2143 myrot.Z = _orientation.Z;
2144 myrot.W = _orientation.W;
2145 d.GeomSetQuaternion(prim_geom, ref myrot);
2146
2147 //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z);
2148 if (IsPhysical && Body == IntPtr.Zero && !childPrim)
2149 {
2150 // Re creates body on size.
2151 // EnableBody also does setMass()
2152 enableBody();
2153 d.BodyEnable(Body);
2154 }
2155
2156 _parent_scene.geom_name_map[prim_geom] = oldname;
2157
2158 changeSelectedStatus(timestamp);
2159 if (childPrim)
2160 {
2161 if (_parent is OdePrim)
2162 {
2163 OdePrim parent = (OdePrim)_parent;
2164 parent.ChildSetGeom(this);
2165 }
2166 }
2167 resetCollisionAccounting();
2168 m_taintsize = _size;
2169 }
2170
2171
2172
2173 public void changefloatonwater(float timestep)
2174 {
2175 m_collidesWater = m_taintCollidesWater;
2176
2177 if (prim_geom != IntPtr.Zero)
2178 {
2179 if (m_collidesWater)
2180 {
2181 m_collisionFlags |= CollisionCategories.Water;
2182 }
2183 else
2184 {
2185 m_collisionFlags &= ~CollisionCategories.Water;
2186 }
2187 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
2188 }
2189 }
2190
2191 public void changeshape(float timestamp)
2192 {
2193 string oldname = _parent_scene.geom_name_map[prim_geom];
2194
2195 // Cleanup of old prim geometry and Bodies
2196 if (IsPhysical && Body != IntPtr.Zero)
2197 {
2198 if (childPrim)
2199 {
2200 if (_parent != null)
2201 {
2202 OdePrim parent = (OdePrim)_parent;
2203 parent.ChildDelink(this);
2204 }
2205 }
2206 else
2207 {
2208 disableBody();
2209 }
2210 }
2211 try
2212 {
2213 d.GeomDestroy(prim_geom);
2214 }
2215 catch (System.AccessViolationException)
2216 {
2217 prim_geom = IntPtr.Zero;
2218 m_log.Error("[PHYSICS]: PrimGeom dead");
2219 }
2220 prim_geom = IntPtr.Zero;
2221 // we don't need to do space calculation because the client sends a position update also.
2222 if (_size.X <= 0) _size.X = 0.01f;
2223 if (_size.Y <= 0) _size.Y = 0.01f;
2224 if (_size.Z <= 0) _size.Z = 0.01f;
2225 // Construction of new prim
2226
2227 if (_parent_scene.needsMeshing(_pbs))
2228 {
2229 // Don't need to re-enable body.. it's done in SetMesh
2230 float meshlod = _parent_scene.meshSculptLOD;
2231
2232 if (IsPhysical)
2233 meshlod = _parent_scene.MeshSculptphysicalLOD;
2234
2235 IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);
2236 // createmesh returns null when it doesn't mesh.
2237 CreateGeom(m_targetSpace, mesh);
2238 }
2239 else
2240 {
2241 _mesh = null;
2242//Console.WriteLine("changeshape");
2243 CreateGeom(m_targetSpace, null);
2244 }
2245
2246 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2247 d.Quaternion myrot = new d.Quaternion();
2248 //myrot.W = _orientation.w;
2249 myrot.W = _orientation.W;
2250 myrot.X = _orientation.X;
2251 myrot.Y = _orientation.Y;
2252 myrot.Z = _orientation.Z;
2253 d.GeomSetQuaternion(prim_geom, ref myrot);
2254
2255 //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z);
2256 if (IsPhysical && Body == IntPtr.Zero)
2257 {
2258 // Re creates body on size.
2259 // EnableBody also does setMass()
2260 enableBody();
2261 if (Body != IntPtr.Zero)
2262 {
2263 d.BodyEnable(Body);
2264 }
2265 }
2266 _parent_scene.geom_name_map[prim_geom] = oldname;
2267
2268 changeSelectedStatus(timestamp);
2269 if (childPrim)
2270 {
2271 if (_parent is OdePrim)
2272 {
2273 OdePrim parent = (OdePrim)_parent;
2274 parent.ChildSetGeom(this);
2275 }
2276 }
2277 resetCollisionAccounting();
2278 m_taintshape = false;
2279 }
2280
2281 public void changeAddForce(float timestamp)
2282 {
2283 if (!m_isSelected)
2284 {
2285 lock (m_forcelist)
2286 {
2287 //m_log.Info("[PHYSICS]: dequeing forcelist");
2288 if (IsPhysical)
2289 {
2290 Vector3 iforce = Vector3.Zero;
2291 int i = 0;
2292 try
2293 {
2294 for (i = 0; i < m_forcelist.Count; i++)
2295 {
2296
2297 iforce = iforce + (m_forcelist[i] * 100);
2298 }
2299 }
2300 catch (IndexOutOfRangeException)
2301 {
2302 m_forcelist = new List<Vector3>();
2303 m_collisionscore = 0;
2304 m_interpenetrationcount = 0;
2305 m_taintforce = false;
2306 return;
2307 }
2308 catch (ArgumentOutOfRangeException)
2309 {
2310 m_forcelist = new List<Vector3>();
2311 m_collisionscore = 0;
2312 m_interpenetrationcount = 0;
2313 m_taintforce = false;
2314 return;
2315 }
2316 d.BodyEnable(Body);
2317 d.BodyAddForce(Body, iforce.X, iforce.Y, iforce.Z);
2318 }
2319 m_forcelist.Clear();
2320 }
2321
2322 m_collisionscore = 0;
2323 m_interpenetrationcount = 0;
2324 }
2325
2326 m_taintforce = false;
2327
2328 }
2329
2330
2331
2332 public void changeSetTorque(float timestamp)
2333 {
2334 if (!m_isSelected)
2335 {
2336 if (IsPhysical && Body != IntPtr.Zero)
2337 {
2338 d.BodySetTorque(Body, m_taintTorque.X, m_taintTorque.Y, m_taintTorque.Z);
2339 }
2340 }
2341
2342 m_taintTorque = Vector3.Zero;
2343 }
2344
2345 public void changeAddAngularForce(float timestamp)
2346 {
2347 if (!m_isSelected)
2348 {
2349 lock (m_angularforcelist)
2350 {
2351 //m_log.Info("[PHYSICS]: dequeing forcelist");
2352 if (IsPhysical)
2353 {
2354 Vector3 iforce = Vector3.Zero;
2355 for (int i = 0; i < m_angularforcelist.Count; i++)
2356 {
2357 iforce = iforce + (m_angularforcelist[i] * 100);
2358 }
2359 d.BodyEnable(Body);
2360 d.BodyAddTorque(Body, iforce.X, iforce.Y, iforce.Z);
2361
2362 }
2363 m_angularforcelist.Clear();
2364 }
2365
2366 m_collisionscore = 0;
2367 m_interpenetrationcount = 0;
2368 }
2369
2370 m_taintaddangularforce = false;
2371 }
2372
2373 private void changevelocity(float timestep)
2374 {
2375 if (!m_isSelected)
2376 {
2377 Thread.Sleep(20);
2378 if (IsPhysical)
2379 {
2380 if (Body != IntPtr.Zero)
2381 d.BodySetLinearVel(Body, m_taintVelocity.X, m_taintVelocity.Y, m_taintVelocity.Z);
2382 }
2383
2384 //resetCollisionAccounting();
2385 }
2386 m_taintVelocity = Vector3.Zero;
2387 }
2388
2389 public void UpdatePositionAndVelocity()
2390 {
2391 return; // moved to the Move () method
2392 }
2393
2394 public d.Mass FromMatrix4(Matrix4 pMat, ref d.Mass obj)
2395 {
2396 obj.I.M00 = pMat[0, 0];
2397 obj.I.M01 = pMat[0, 1];
2398 obj.I.M02 = pMat[0, 2];
2399 obj.I.M10 = pMat[1, 0];
2400 obj.I.M11 = pMat[1, 1];
2401 obj.I.M12 = pMat[1, 2];
2402 obj.I.M20 = pMat[2, 0];
2403 obj.I.M21 = pMat[2, 1];
2404 obj.I.M22 = pMat[2, 2];
2405 return obj;
2406 }
2407
2408 public override void SubscribeEvents(int ms)
2409 {
2410 m_eventsubscription = ms;
2411 _parent_scene.addCollisionEventReporting(this);
2412 }
2413
2414 public override void UnSubscribeEvents()
2415 {
2416 _parent_scene.remCollisionEventReporting(this);
2417 m_eventsubscription = 0;
2418 }
2419
2420 public void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
2421 {
2422 if (CollisionEventsThisFrame == null)
2423 CollisionEventsThisFrame = new CollisionEventUpdate();
2424 CollisionEventsThisFrame.addCollider(CollidedWith, contact);
2425 }
2426
2427 public void SendCollisions()
2428 {
2429 if (CollisionEventsThisFrame == null)
2430 return;
2431
2432 base.SendCollisionUpdate(CollisionEventsThisFrame);
2433
2434 if (CollisionEventsThisFrame.m_objCollisionList.Count == 0)
2435 CollisionEventsThisFrame = null;
2436 else
2437 CollisionEventsThisFrame = new CollisionEventUpdate();
2438 }
2439
2440 public override bool SubscribedEvents()
2441 {
2442 if (m_eventsubscription > 0)
2443 return true;
2444 return false;
2445 }
2446
2447 public static Matrix4 Inverse(Matrix4 pMat)
2448 {
2449 if (determinant3x3(pMat) == 0)
2450 {
2451 return Matrix4.Identity; // should probably throw an error. singluar matrix inverse not possible
2452 }
2453
2454
2455
2456 return (Adjoint(pMat) / determinant3x3(pMat));
2457 }
2458
2459 public static Matrix4 Adjoint(Matrix4 pMat)
2460 {
2461 Matrix4 adjointMatrix = new Matrix4();
2462 for (int i=0; i<4; i++)
2463 {
2464 for (int j=0; j<4; j++)
2465 {
2466 Matrix4SetValue(ref adjointMatrix, i, j, (float)(Math.Pow(-1, i + j) * (determinant3x3(Minor(pMat, i, j)))));
2467 }
2468 }
2469
2470 adjointMatrix = Transpose(adjointMatrix);
2471 return adjointMatrix;
2472 }
2473
2474 public static Matrix4 Minor(Matrix4 matrix, int iRow, int iCol)
2475 {
2476 Matrix4 minor = new Matrix4();
2477 int m = 0, n = 0;
2478 for (int i = 0; i < 4; i++)
2479 {
2480 if (i == iRow)
2481 continue;
2482 n = 0;
2483 for (int j = 0; j < 4; j++)
2484 {
2485 if (j == iCol)
2486 continue;
2487 Matrix4SetValue(ref minor, m,n, matrix[i, j]);
2488 n++;
2489 }
2490 m++;
2491 }
2492 return minor;
2493 }
2494
2495 public static Matrix4 Transpose(Matrix4 pMat)
2496 {
2497 Matrix4 transposeMatrix = new Matrix4();
2498 for (int i = 0; i < 4; i++)
2499 for (int j = 0; j < 4; j++)
2500 Matrix4SetValue(ref transposeMatrix, i, j, pMat[j, i]);
2501 return transposeMatrix;
2502 }
2503
2504 public static void Matrix4SetValue(ref Matrix4 pMat, int r, int c, float val)
2505 {
2506 switch (r)
2507 {
2508 case 0:
2509 switch (c)
2510 {
2511 case 0:
2512 pMat.M11 = val;
2513 break;
2514 case 1:
2515 pMat.M12 = val;
2516 break;
2517 case 2:
2518 pMat.M13 = val;
2519 break;
2520 case 3:
2521 pMat.M14 = val;
2522 break;
2523 }
2524
2525 break;
2526 case 1:
2527 switch (c)
2528 {
2529 case 0:
2530 pMat.M21 = val;
2531 break;
2532 case 1:
2533 pMat.M22 = val;
2534 break;
2535 case 2:
2536 pMat.M23 = val;
2537 break;
2538 case 3:
2539 pMat.M24 = val;
2540 break;
2541 }
2542
2543 break;
2544 case 2:
2545 switch (c)
2546 {
2547 case 0:
2548 pMat.M31 = val;
2549 break;
2550 case 1:
2551 pMat.M32 = val;
2552 break;
2553 case 2:
2554 pMat.M33 = val;
2555 break;
2556 case 3:
2557 pMat.M34 = val;
2558 break;
2559 }
2560
2561 break;
2562 case 3:
2563 switch (c)
2564 {
2565 case 0:
2566 pMat.M41 = val;
2567 break;
2568 case 1:
2569 pMat.M42 = val;
2570 break;
2571 case 2:
2572 pMat.M43 = val;
2573 break;
2574 case 3:
2575 pMat.M44 = val;
2576 break;
2577 }
2578
2579 break;
2580 }
2581 }
2582 private static float determinant3x3(Matrix4 pMat)
2583 {
2584 float det = 0;
2585 float diag1 = pMat[0, 0]*pMat[1, 1]*pMat[2, 2];
2586 float diag2 = pMat[0, 1]*pMat[2, 1]*pMat[2, 0];
2587 float diag3 = pMat[0, 2]*pMat[1, 0]*pMat[2, 1];
2588 float diag4 = pMat[2, 0]*pMat[1, 1]*pMat[0, 2];
2589 float diag5 = pMat[2, 1]*pMat[1, 2]*pMat[0, 0];
2590 float diag6 = pMat[2, 2]*pMat[1, 0]*pMat[0, 1];
2591
2592 det = diag1 + diag2 + diag3 - (diag4 + diag5 + diag6);
2593 return det;
2594
2595 }
2596
2597 private static void DMassCopy(ref d.Mass src, ref d.Mass dst)
2598 {
2599 dst.c.W = src.c.W;
2600 dst.c.X = src.c.X;
2601 dst.c.Y = src.c.Y;
2602 dst.c.Z = src.c.Z;
2603 dst.mass = src.mass;
2604 dst.I.M00 = src.I.M00;
2605 dst.I.M01 = src.I.M01;
2606 dst.I.M02 = src.I.M02;
2607 dst.I.M10 = src.I.M10;
2608 dst.I.M11 = src.I.M11;
2609 dst.I.M12 = src.I.M12;
2610 dst.I.M20 = src.I.M20;
2611 dst.I.M21 = src.I.M21;
2612 dst.I.M22 = src.I.M22;
2613 }
2614
2615 public override void SetMaterial(int pMaterial)
2616 {
2617 m_material = pMaterial;
2618 }
2619
2620 internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
2621 {
2622 switch (pParam)
2623 {
2624 case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY:
2625 if (pValue < 0.01f) pValue = 0.01f;
2626 // m_angularDeflectionEfficiency = pValue;
2627 break;
2628 case Vehicle.ANGULAR_DEFLECTION_TIMESCALE:
2629 if (pValue < 0.1f) pValue = 0.1f;
2630 // m_angularDeflectionTimescale = pValue;
2631 break;
2632 case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE:
2633 if (pValue < 0.3f) pValue = 0.3f;
2634 m_angularMotorDecayTimescale = pValue;
2635 break;
2636 case Vehicle.ANGULAR_MOTOR_TIMESCALE:
2637 if (pValue < 0.3f) pValue = 0.3f;
2638 m_angularMotorTimescale = pValue;
2639 break;
2640 case Vehicle.BANKING_EFFICIENCY:
2641 if (pValue < 0.01f) pValue = 0.01f;
2642 // m_bankingEfficiency = pValue;
2643 break;
2644 case Vehicle.BANKING_MIX:
2645 if (pValue < 0.01f) pValue = 0.01f;
2646 // m_bankingMix = pValue;
2647 break;
2648 case Vehicle.BANKING_TIMESCALE:
2649 if (pValue < 0.01f) pValue = 0.01f;
2650 // m_bankingTimescale = pValue;
2651 break;
2652 case Vehicle.BUOYANCY:
2653 if (pValue < -1f) pValue = -1f;
2654 if (pValue > 1f) pValue = 1f;
2655 m_VehicleBuoyancy = pValue;
2656 break;
2657// case Vehicle.HOVER_EFFICIENCY:
2658// if (pValue < 0f) pValue = 0f;
2659// if (pValue > 1f) pValue = 1f;
2660// m_VhoverEfficiency = pValue;
2661// break;
2662 case Vehicle.HOVER_HEIGHT:
2663 m_VhoverHeight = pValue;
2664 break;
2665 case Vehicle.HOVER_TIMESCALE:
2666 if (pValue < 0.1f) pValue = 0.1f;
2667 m_VhoverTimescale = pValue;
2668 break;
2669 case Vehicle.LINEAR_DEFLECTION_EFFICIENCY:
2670 if (pValue < 0.01f) pValue = 0.01f;
2671 // m_linearDeflectionEfficiency = pValue;
2672 break;
2673 case Vehicle.LINEAR_DEFLECTION_TIMESCALE:
2674 if (pValue < 0.01f) pValue = 0.01f;
2675 // m_linearDeflectionTimescale = pValue;
2676 break;
2677 case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE:
2678 if (pValue < 0.3f) pValue = 0.3f;
2679 m_linearMotorDecayTimescale = pValue;
2680 break;
2681 case Vehicle.LINEAR_MOTOR_TIMESCALE:
2682 if (pValue < 0.1f) pValue = 0.1f;
2683 m_linearMotorTimescale = pValue;
2684 break;
2685 case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY:
2686 if (pValue < 0.1f) pValue = 0.1f; // Less goes unstable
2687 if (pValue > 1.0f) pValue = 1.0f;
2688 m_verticalAttractionEfficiency = pValue;
2689 break;
2690 case Vehicle.VERTICAL_ATTRACTION_TIMESCALE:
2691 if (pValue < 0.1f) pValue = 0.1f;
2692 m_verticalAttractionTimescale = pValue;
2693 break;
2694
2695 // These are vector properties but the engine lets you use a single float value to
2696 // set all of the components to the same value
2697 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
2698 if (pValue > 30f) pValue = 30f;
2699 if (pValue < 0.1f) pValue = 0.1f;
2700 m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue);
2701 break;
2702 case Vehicle.ANGULAR_MOTOR_DIRECTION:
2703 m_angularMotorDirection = new Vector3(pValue, pValue, pValue);
2704 UpdateAngDecay();
2705 break;
2706 case Vehicle.LINEAR_FRICTION_TIMESCALE:
2707 if (pValue < 0.1f) pValue = 0.1f;
2708 m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue);
2709 break;
2710 case Vehicle.LINEAR_MOTOR_DIRECTION:
2711 m_linearMotorDirection = new Vector3(pValue, pValue, pValue);
2712 UpdateLinDecay();
2713 break;
2714 case Vehicle.LINEAR_MOTOR_OFFSET:
2715 // m_linearMotorOffset = new Vector3(pValue, pValue, pValue);
2716 break;
2717
2718 }
2719
2720 }//end ProcessFloatVehicleParam
2721
2722 internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue)
2723 {
2724 switch (pParam)
2725 {
2726 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
2727 if (pValue.X > 30f) pValue.X = 30f;
2728 if (pValue.X < 0.1f) pValue.X = 0.1f;
2729 if (pValue.Y > 30f) pValue.Y = 30f;
2730 if (pValue.Y < 0.1f) pValue.Y = 0.1f;
2731 if (pValue.Z > 30f) pValue.Z = 30f;
2732 if (pValue.Z < 0.1f) pValue.Z = 0.1f;
2733 m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
2734 break;
2735 case Vehicle.ANGULAR_MOTOR_DIRECTION:
2736 m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
2737 // Limit requested angular speed to 2 rps= 4 pi rads/sec
2738 if(m_angularMotorDirection.X > 12.56f) m_angularMotorDirection.X = 12.56f;
2739 if(m_angularMotorDirection.X < - 12.56f) m_angularMotorDirection.X = - 12.56f;
2740 if(m_angularMotorDirection.Y > 12.56f) m_angularMotorDirection.Y = 12.56f;
2741 if(m_angularMotorDirection.Y < - 12.56f) m_angularMotorDirection.Y = - 12.56f;
2742 if(m_angularMotorDirection.Z > 12.56f) m_angularMotorDirection.Z = 12.56f;
2743 if(m_angularMotorDirection.Z < - 12.56f) m_angularMotorDirection.Z = - 12.56f;
2744 UpdateAngDecay();
2745 break;
2746 case Vehicle.LINEAR_FRICTION_TIMESCALE:
2747 if (pValue.X < 0.1f) pValue.X = 0.1f;
2748 if (pValue.Y < 0.1f) pValue.Y = 0.1f;
2749 if (pValue.Z < 0.1f) pValue.Z = 0.1f;
2750 m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
2751 break;
2752 case Vehicle.LINEAR_MOTOR_DIRECTION:
2753 m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z); // velocity requested by LSL, for max limiting
2754 UpdateLinDecay();
2755 break;
2756 case Vehicle.LINEAR_MOTOR_OFFSET:
2757 // m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z);
2758 break;
2759 }
2760
2761 }//end ProcessVectorVehicleParam
2762
2763 internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue)
2764 {
2765 switch (pParam)
2766 {
2767 case Vehicle.REFERENCE_FRAME:
2768 // m_referenceFrame = pValue;
2769 break;
2770 }
2771
2772 }//end ProcessRotationVehicleParam
2773
2774 internal void ProcessVehicleFlags(int pParam, bool remove)
2775 {
2776 if (remove)
2777 {
2778 m_flags &= ~((VehicleFlag)pParam);
2779 }
2780 else
2781 {
2782 m_flags |= (VehicleFlag)pParam;
2783 }
2784 }
2785
2786 internal void ProcessTypeChange(Vehicle pType)
2787 {
2788 // Set Defaults For Type
2789 m_type = pType;
2790 switch (pType)
2791 {
2792 case Vehicle.TYPE_SLED:
2793 m_linearFrictionTimescale = new Vector3(30, 1, 1000);
2794 m_angularFrictionTimescale = new Vector3(30, 30, 30);
2795// m_lLinMotorVel = Vector3.Zero;
2796 m_linearMotorTimescale = 1000;
2797 m_linearMotorDecayTimescale = 120;
2798 m_angularMotorDirection = Vector3.Zero;
2799 m_angularMotorDVel = Vector3.Zero;
2800 m_angularMotorTimescale = 1000;
2801 m_angularMotorDecayTimescale = 120;
2802 m_VhoverHeight = 0;
2803// m_VhoverEfficiency = 1;
2804 m_VhoverTimescale = 10;
2805 m_VehicleBuoyancy = 0;
2806 // m_linearDeflectionEfficiency = 1;
2807 // m_linearDeflectionTimescale = 1;
2808 // m_angularDeflectionEfficiency = 1;
2809 // m_angularDeflectionTimescale = 1000;
2810 // m_bankingEfficiency = 0;
2811 // m_bankingMix = 1;
2812 // m_bankingTimescale = 10;
2813 // m_referenceFrame = Quaternion.Identity;
2814 m_flags &=
2815 ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
2816 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
2817 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
2818 break;
2819 case Vehicle.TYPE_CAR:
2820 m_linearFrictionTimescale = new Vector3(100, 2, 1000);
2821 m_angularFrictionTimescale = new Vector3(30, 30, 30); // was 1000, but sl max frict time is 30.
2822// m_lLinMotorVel = Vector3.Zero;
2823 m_linearMotorTimescale = 1;
2824 m_linearMotorDecayTimescale = 60;
2825 m_angularMotorDirection = Vector3.Zero;
2826 m_angularMotorDVel = Vector3.Zero;
2827 m_angularMotorTimescale = 1;
2828 m_angularMotorDecayTimescale = 0.8f;
2829 m_VhoverHeight = 0;
2830// m_VhoverEfficiency = 0;
2831 m_VhoverTimescale = 1000;
2832 m_VehicleBuoyancy = 0;
2833 // // m_linearDeflectionEfficiency = 1;
2834 // // m_linearDeflectionTimescale = 2;
2835 // // m_angularDeflectionEfficiency = 0;
2836 // m_angularDeflectionTimescale = 10;
2837 m_verticalAttractionEfficiency = 1f;
2838 m_verticalAttractionTimescale = 10f;
2839 // m_bankingEfficiency = -0.2f;
2840 // m_bankingMix = 1;
2841 // m_bankingTimescale = 1;
2842 // m_referenceFrame = Quaternion.Identity;
2843 m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
2844 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.HOVER_UP_ONLY |
2845 VehicleFlag.LIMIT_MOTOR_UP);
2846 break;
2847 case Vehicle.TYPE_BOAT:
2848 m_linearFrictionTimescale = new Vector3(10, 3, 2);
2849 m_angularFrictionTimescale = new Vector3(10,10,10);
2850// m_lLinMotorVel = Vector3.Zero;
2851 m_linearMotorTimescale = 5;
2852 m_linearMotorDecayTimescale = 60;
2853 m_angularMotorDirection = Vector3.Zero;
2854 m_angularMotorDVel = Vector3.Zero;
2855 m_angularMotorTimescale = 4;
2856 m_angularMotorDecayTimescale = 4;
2857 m_VhoverHeight = 0;
2858// m_VhoverEfficiency = 0.5f;
2859 m_VhoverTimescale = 2;
2860 m_VehicleBuoyancy = 1;
2861 // m_linearDeflectionEfficiency = 0.5f;
2862 // m_linearDeflectionTimescale = 3;
2863 // m_angularDeflectionEfficiency = 0.5f;
2864 // m_angularDeflectionTimescale = 5;
2865 m_verticalAttractionEfficiency = 0.5f;
2866 m_verticalAttractionTimescale = 5f;
2867 // m_bankingEfficiency = -0.3f;
2868 // m_bankingMix = 0.8f;
2869 // m_bankingTimescale = 1;
2870 // m_referenceFrame = Quaternion.Identity;
2871 m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.LIMIT_ROLL_ONLY |
2872 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
2873 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY |
2874 VehicleFlag.LIMIT_MOTOR_UP);
2875 break;
2876 case Vehicle.TYPE_AIRPLANE:
2877 m_linearFrictionTimescale = new Vector3(200, 10, 5);
2878 m_angularFrictionTimescale = new Vector3(20, 20, 20);
2879// m_lLinMotorVel = Vector3.Zero;
2880 m_linearMotorTimescale = 2;
2881 m_linearMotorDecayTimescale = 60;
2882 m_angularMotorDirection = Vector3.Zero;
2883 m_angularMotorDVel = Vector3.Zero;
2884 m_angularMotorTimescale = 4;
2885 m_angularMotorDecayTimescale = 4;
2886 m_VhoverHeight = 0;
2887// m_VhoverEfficiency = 0.5f;
2888 m_VhoverTimescale = 1000;
2889 m_VehicleBuoyancy = 0;
2890 // m_linearDeflectionEfficiency = 0.5f;
2891 // m_linearDeflectionTimescale = 3;
2892 // m_angularDeflectionEfficiency = 1;
2893 // m_angularDeflectionTimescale = 2;
2894 m_verticalAttractionEfficiency = 0.9f;
2895 m_verticalAttractionTimescale = 2f;
2896 // m_bankingEfficiency = 1;
2897 // m_bankingMix = 0.7f;
2898 // m_bankingTimescale = 2;
2899 // m_referenceFrame = Quaternion.Identity;
2900 m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
2901 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
2902 m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY);
2903 break;
2904 case Vehicle.TYPE_BALLOON:
2905 m_linearFrictionTimescale = new Vector3(5, 5, 5);
2906 m_angularFrictionTimescale = new Vector3(10, 10, 10);
2907 m_linearMotorTimescale = 5;
2908 m_linearMotorDecayTimescale = 60;
2909 m_angularMotorDirection = Vector3.Zero;
2910 m_angularMotorDVel = Vector3.Zero;
2911 m_angularMotorTimescale = 6;
2912 m_angularMotorDecayTimescale = 10;
2913 m_VhoverHeight = 5;
2914// m_VhoverEfficiency = 0.8f;
2915 m_VhoverTimescale = 10;
2916 m_VehicleBuoyancy = 1;
2917 // m_linearDeflectionEfficiency = 0;
2918 // m_linearDeflectionTimescale = 5;
2919 // m_angularDeflectionEfficiency = 0;
2920 // m_angularDeflectionTimescale = 5;
2921 m_verticalAttractionEfficiency = 1f;
2922 m_verticalAttractionTimescale = 100f;
2923 // m_bankingEfficiency = 0;
2924 // m_bankingMix = 0.7f;
2925 // m_bankingTimescale = 5;
2926 // m_referenceFrame = Quaternion.Identity;
2927 m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
2928 VehicleFlag.HOVER_UP_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
2929 m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
2930 break;
2931
2932 }
2933 }//end SetDefaultsForType
2934
2935 internal void Enable(IntPtr pBody, OdeScene pParentScene)
2936 {
2937 if (m_type == Vehicle.TYPE_NONE)
2938 return;
2939
2940 m_body = pBody;
2941 }
2942
2943
2944 internal void Halt()
2945 { // Kill all motions, when non-physical
2946 // m_linearMotorDirection = Vector3.Zero;
2947 m_lLinMotorDVel = Vector3.Zero;
2948 m_lLinObjectVel = Vector3.Zero;
2949 m_wLinObjectVel = Vector3.Zero;
2950 m_angularMotorDirection = Vector3.Zero;
2951 m_lastAngularVelocity = Vector3.Zero;
2952 m_angularMotorDVel = Vector3.Zero;
2953 _acceleration = Vector3.Zero;
2954 }
2955
2956 private void UpdateLinDecay()
2957 {
2958// if (Math.Abs(m_linearMotorDirection.X) > Math.Abs(m_lLinMotorDVel.X)) m_lLinMotorDVel.X = m_linearMotorDirection.X;
2959// if (Math.Abs(m_linearMotorDirection.Y) > Math.Abs(m_lLinMotorDVel.Y)) m_lLinMotorDVel.Y = m_linearMotorDirection.Y;
2960// if (Math.Abs(m_linearMotorDirection.Z) > Math.Abs(m_lLinMotorDVel.Z)) m_lLinMotorDVel.Z = m_linearMotorDirection.Z;
2961 m_lLinMotorDVel.X = m_linearMotorDirection.X;
2962 m_lLinMotorDVel.Y = m_linearMotorDirection.Y;
2963 m_lLinMotorDVel.Z = m_linearMotorDirection.Z;
2964 } // else let the motor decay on its own
2965
2966 private void UpdateAngDecay()
2967 {
2968// if (Math.Abs(m_angularMotorDirection.X) > Math.Abs(m_angularMotorDVel.X)) m_angularMotorDVel.X = m_angularMotorDirection.X;
2969// if (Math.Abs(m_angularMotorDirection.Y) > Math.Abs(m_angularMotorDVel.Y)) m_angularMotorDVel.Y = m_angularMotorDirection.Y;
2970// if (Math.Abs(m_angularMotorDirection.Z) > Math.Abs(m_angularMotorDVel.Z)) m_angularMotorDVel.Z = m_angularMotorDirection.Z;
2971 m_angularMotorDVel.X = m_angularMotorDirection.X;
2972 m_angularMotorDVel.Y = m_angularMotorDirection.Y;
2973 m_angularMotorDVel.Z = m_angularMotorDirection.Z;
2974 } // else let the motor decay on its own
2975
2976 public void Move(float timestep)
2977 {
2978 float fx = 0;
2979 float fy = 0;
2980 float fz = 0;
2981 Vector3 linvel; // velocity applied, including any reversal
2982 int outside = 0;
2983
2984 // If geomCrossingFailuresBeforeOutofbounds is set to 0 in OpenSim.ini then phys objects bounce off region borders.
2985 // This is a temp patch until proper region crossing is developed.
2986
2987 int failureLimit = _parent_scene.geomCrossingFailuresBeforeOutofbounds;
2988 int fence = _parent_scene.geomRegionFence;
2989
2990 float border_limit = 0.05f; // original limit
2991 if (fence == 1) border_limit = 0.5f; // bounce point
2992
2993 frcount++; // used to limit debug comment output
2994 if (frcount > 10)
2995 frcount = 0;
2996
2997 if(revcount > 0) revcount--;
2998
2999 if (IsPhysical && (Body != IntPtr.Zero) && !m_isSelected && !childPrim) // Only move root prims.
3000 {
3001 // Old public void UpdatePositionAndVelocity(), more accuratley calculated here
3002 bool lastZeroFlag = _zeroFlag; // was it stopped
3003
3004 d.Vector3 vec = d.BodyGetPosition(Body);
3005 Vector3 l_position = Vector3.Zero;
3006 l_position.X = vec.X;
3007 l_position.Y = vec.Y;
3008 l_position.Z = vec.Z;
3009 m_lastposition = _position;
3010 _position = l_position;
3011
3012 d.Quaternion ori = d.BodyGetQuaternion(Body);
3013 // Quaternion l_orientation = Quaternion.Identity;
3014 _orientation.X = ori.X;
3015 _orientation.Y = ori.Y;
3016 _orientation.Z = ori.Z;
3017 _orientation.W = ori.W;
3018 m_lastorientation = _orientation;
3019
3020 d.Vector3 vel = d.BodyGetLinearVel(Body);
3021 m_lastVelocity = _velocity;
3022 _velocity.X = vel.X;
3023 _velocity.Y = vel.Y;
3024 _velocity.Z = vel.Z;
3025 _acceleration = ((_velocity - m_lastVelocity) / timestep);
3026
3027 d.Vector3 torque = d.BodyGetTorque(Body);
3028 _torque = new Vector3(torque.X, torque.Y, torque.Z);
3029
3030 base.RequestPhysicsterseUpdate();
3031
3032//Console.WriteLine("Move {0} at {1}", m_primName, l_position);
3033
3034 // Check if outside region
3035 // In Scene.cs/CrossPrimGroupIntoNewRegion the object is checked for 0.1M from border!
3036 if (l_position.X > ((float)_parent_scene.WorldExtents.X - border_limit))
3037 {
3038 l_position.X = ((float)_parent_scene.WorldExtents.X - border_limit);
3039 outside = 1;
3040 }
3041
3042 if (l_position.X < border_limit)
3043 {
3044 l_position.X = border_limit;
3045 outside = 2;
3046 }
3047 if (l_position.Y > ((float)_parent_scene.WorldExtents.Y - border_limit))
3048 {
3049 l_position.Y = ((float)_parent_scene.WorldExtents.Y - border_limit);
3050 outside = 3;
3051 }
3052
3053 if (l_position.Y < border_limit)
3054 {
3055 l_position.Y = border_limit;
3056 outside = 4;
3057 }
3058
3059 if (outside > 0)
3060 {
3061//Console.WriteLine(" fence = {0}",fence);
3062
3063//Console.WriteLine("Border {0}", l_position);
3064 if (fence == 1) // bounce object off boundary
3065 {
3066 if (revcount == 0)
3067 {
3068 if (outside < 3)
3069 {
3070 _velocity.X = -_velocity.X;
3071 }
3072 else
3073 {
3074 _velocity.Y = -_velocity.Y;
3075 }
3076 if (m_type != Vehicle.TYPE_NONE) Halt();
3077 _position = l_position;
3078 m_taintposition = _position;
3079 m_lastVelocity = _velocity;
3080 _acceleration = Vector3.Zero;
3081 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
3082 d.BodySetLinearVel(Body, _velocity.X, _velocity.Y, _velocity.Z);
3083 base.RequestPhysicsterseUpdate();
3084
3085 revcount = 25; // wait for object to move away from border
3086 }
3087 } // else old crossing mode
3088 else if (m_crossingfailures < failureLimit)
3089 { // keep trying to cross?
3090 _position = l_position;
3091 //_parent_scene.remActivePrim(this);
3092 if (_parent == null) base.RequestPhysicsterseUpdate();
3093 return; // Dont process any other motion?
3094 }
3095 else
3096 { // Too many tries
3097 if (_parent == null) base.RaiseOutOfBounds(l_position);
3098//Console.WriteLine("ROOB 2");
3099
3100 return; // Dont process any other motion?
3101 } // end various methods
3102 } // end outside region horizontally
3103
3104
3105 if (l_position.Z < 0)
3106 {
3107 // This is so prim that get lost underground don't fall forever and suck up
3108 //
3109 // Sim resources and memory.
3110 // Disables the prim's movement physics....
3111 // It's a hack and will generate a console message if it fails.
3112
3113 //IsPhysical = false;
3114 if (_parent == null) base.RaiseOutOfBounds(_position);
3115//Console.WriteLine("ROOB 3");
3116
3117
3118 _acceleration.X = 0; // This stuff may stop client display but it has no
3119 _acceleration.Y = 0; // effect on the object in phys engine!
3120 _acceleration.Z = 0;
3121
3122 _velocity.X = 0;
3123 _velocity.Y = 0;
3124 _velocity.Z = 0;
3125 m_rotationalVelocity.X = 0;
3126 m_rotationalVelocity.Y = 0;
3127 m_rotationalVelocity.Z = 0;
3128
3129 if (_parent == null) base.RequestPhysicsterseUpdate();
3130
3131 m_throttleUpdates = false;
3132 throttleCounter = 0;
3133 _zeroFlag = true;
3134 //outofBounds = true;
3135 } // end neg Z check
3136
3137 // Is it moving?
3138 if ((Math.Abs(m_lastposition.X - l_position.X) < 0.02)
3139 && (Math.Abs(m_lastposition.Y - l_position.Y) < 0.02)
3140 && (Math.Abs(m_lastposition.Z - l_position.Z) < 0.02)
3141 && (1.0 - Math.Abs(Quaternion.Dot(m_lastorientation, _orientation)) < 0.0001)) // KF 0.01 is far to large
3142 {
3143 _zeroFlag = true;
3144 m_throttleUpdates = false;
3145 }
3146 else
3147 {
3148 //m_log.Debug(Math.Abs(m_lastposition.X - l_position.X).ToString());
3149 _zeroFlag = false;
3150 m_lastUpdateSent = false;
3151 //m_throttleUpdates = false;
3152 }
3153
3154 if (_zeroFlag)
3155 { // Its stopped
3156 _velocity.X = 0.0f;
3157 _velocity.Y = 0.0f;
3158 _velocity.Z = 0.0f;
3159
3160 _acceleration.X = 0;
3161 _acceleration.Y = 0;
3162 _acceleration.Z = 0;
3163
3164 m_rotationalVelocity.X = 0;
3165 m_rotationalVelocity.Y = 0;
3166 m_rotationalVelocity.Z = 0;
3167 if (!m_lastUpdateSent)
3168 {
3169 m_throttleUpdates = false;
3170 throttleCounter = 0;
3171 if (_parent == null)
3172 {
3173 base.RequestPhysicsterseUpdate();
3174 }
3175
3176 m_lastUpdateSent = true;
3177 }
3178 }
3179 else
3180 { // Its moving
3181 if (lastZeroFlag != _zeroFlag)
3182 {
3183 if (_parent == null)
3184 {
3185 base.RequestPhysicsterseUpdate();
3186 }
3187 }
3188 m_lastUpdateSent = false;
3189 if (!m_throttleUpdates || throttleCounter > _parent_scene.geomUpdatesPerThrottledUpdate)
3190 {
3191 if (_parent == null)
3192 {
3193 base.RequestPhysicsterseUpdate();
3194 }
3195 }
3196 else
3197 {
3198 throttleCounter++;
3199 }
3200 }
3201 m_lastposition = l_position;
3202
3203 /// End UpdatePositionAndVelocity insert
3204
3205 if (m_type != Vehicle.TYPE_NONE)
3206 {
3207 // get body attitude
3208 d.Quaternion rot = d.BodyGetQuaternion(Body);
3209 Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); // rotq = rotation of object
3210 Quaternion irotq = Quaternion.Inverse(rotq);
3211
3212 // VEHICLE Linear Motion
3213 d.Vector3 velnow = d.BodyGetLinearVel(Body); // this is in world frame
3214 Vector3 vel_now = new Vector3(velnow.X, velnow.Y, velnow.Z);
3215 m_lLinObjectVel = vel_now * irotq;
3216
3217 if (m_linearMotorDecayTimescale < 300.0f) //setting of 300 or more disables decay rate
3218 {
3219 if ( Vector3.Mag(m_lLinMotorDVel) < 1.0f)
3220 {
3221 float decayfactor = m_linearMotorDecayTimescale/timestep;
3222 Vector3 decayAmount = (m_lLinMotorDVel/decayfactor);
3223 m_lLinMotorDVel -= decayAmount;
3224 }
3225 else
3226 {
3227 float decayfactor = 3.0f - (0.57f * (float)Math.Log((double)(m_linearMotorDecayTimescale)));
3228 Vector3 decel = Vector3.Normalize(m_lLinMotorDVel) * decayfactor * timestep;
3229 m_lLinMotorDVel -= decel;
3230 }
3231 if (m_lLinMotorDVel.ApproxEquals(Vector3.Zero, 0.01f))
3232 {
3233 m_lLinMotorDVel = Vector3.Zero;
3234 }
3235
3236 /* else
3237 {
3238 if (Math.Abs(m_lLinMotorDVel.X) < Math.Abs(m_lLinObjectVel.X)) m_lLinObjectVel.X = m_lLinMotorDVel.X;
3239 if (Math.Abs(m_lLinMotorDVel.Y) < Math.Abs(m_lLinObjectVel.Y)) m_lLinObjectVel.Y = m_lLinMotorDVel.Y;
3240 if (Math.Abs(m_lLinMotorDVel.Z) < Math.Abs(m_lLinObjectVel.Z)) m_lLinObjectVel.Z = m_lLinMotorDVel.Z;
3241 } */
3242 } // end linear motor decay
3243
3244 if ( (! m_lLinMotorDVel.ApproxEquals(Vector3.Zero, 0.01f)) || (! m_lLinObjectVel.ApproxEquals(Vector3.Zero, 0.01f)) )
3245 {
3246 if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body);
3247 if (m_linearMotorTimescale < 300.0f)
3248 {
3249 Vector3 attack_error = m_lLinMotorDVel - m_lLinObjectVel;
3250 float linfactor = m_linearMotorTimescale/timestep;
3251 Vector3 attackAmount = (attack_error/linfactor) * 1.3f;
3252 m_lLinObjectVel += attackAmount;
3253 }
3254 if (m_linearFrictionTimescale.X < 300.0f)
3255 {
3256 float fricfactor = m_linearFrictionTimescale.X / timestep;
3257 float fricX = m_lLinObjectVel.X / fricfactor;
3258 m_lLinObjectVel.X -= fricX;
3259 }
3260 if (m_linearFrictionTimescale.Y < 300.0f)
3261 {
3262 float fricfactor = m_linearFrictionTimescale.Y / timestep;
3263 float fricY = m_lLinObjectVel.Y / fricfactor;
3264 m_lLinObjectVel.Y -= fricY;
3265 }
3266 if (m_linearFrictionTimescale.Z < 300.0f)
3267 {
3268 float fricfactor = m_linearFrictionTimescale.Z / timestep;
3269 float fricZ = m_lLinObjectVel.Z / fricfactor;
3270 m_lLinObjectVel.Z -= fricZ;
3271 }
3272 }
3273 m_wLinObjectVel = m_lLinObjectVel * rotq;
3274
3275 // Gravity and Buoyancy
3276 Vector3 grav = Vector3.Zero;
3277 if(m_VehicleBuoyancy < 1.0f)
3278 {
3279 // There is some gravity, make a gravity force vector
3280 // that is applied after object velocity.
3281 d.Mass objMass;
3282 d.BodyGetMass(Body, out objMass);
3283 // m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g;
3284 grav.Z = _parent_scene.gravityz * objMass.mass * (1f - m_VehicleBuoyancy); // Applied later as a force
3285 } // else its 1.0, no gravity.
3286
3287 // Hovering
3288 if( (m_flags & (VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT)) != 0)
3289 {
3290 // We should hover, get the target height
3291 d.Vector3 pos = d.BodyGetPosition(Body);
3292 if((m_flags & VehicleFlag.HOVER_WATER_ONLY) == VehicleFlag.HOVER_WATER_ONLY)
3293 {
3294 m_VhoverTargetHeight = _parent_scene.GetWaterLevel() + m_VhoverHeight;
3295 }
3296 else if((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) == VehicleFlag.HOVER_TERRAIN_ONLY)
3297 {
3298 m_VhoverTargetHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y) + m_VhoverHeight;
3299 }
3300 else if((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) == VehicleFlag.HOVER_GLOBAL_HEIGHT)
3301 {
3302 m_VhoverTargetHeight = m_VhoverHeight;
3303 }
3304
3305 if((m_flags & VehicleFlag.HOVER_UP_ONLY) == VehicleFlag.HOVER_UP_ONLY)
3306 {
3307 // If body is aready heigher, use its height as target height
3308 if(pos.Z > m_VhoverTargetHeight) m_VhoverTargetHeight = pos.Z;
3309 }
3310
3311// m_VhoverEfficiency = 0f; // 0=boucy, 1=Crit.damped
3312// m_VhoverTimescale = 0f; // time to acheive height
3313// timestep is time since last frame,in secs
3314 float herr0 = pos.Z - m_VhoverTargetHeight;
3315 // Replace Vertical speed with correction figure if significant
3316 if(Math.Abs(herr0) > 0.01f )
3317 {
3318 //? d.Mass objMass;
3319 //? d.BodyGetMass(Body, out objMass);
3320 m_wLinObjectVel.Z = - ( (herr0 * timestep * 50.0f) / m_VhoverTimescale);
3321 //KF: m_VhoverEfficiency is not yet implemented
3322 }
3323 else
3324 {
3325 m_wLinObjectVel.Z = 0f;
3326 }
3327 }
3328 else
3329 { // not hovering
3330 if (m_wLinObjectVel.Z == 0f)
3331 { // Gravity rules
3332 m_wLinObjectVel.Z = vel_now.Z;
3333 } // else the motor has it
3334 }
3335 linvel = m_wLinObjectVel;
3336
3337 // Vehicle Linear Motion done =======================================
3338 // Apply velocity
3339 d.BodySetLinearVel(Body, linvel.X, linvel.Y, linvel.Z);
3340 // apply gravity force
3341 d.BodyAddForce(Body, grav.X, grav.Y, grav.Z);
3342//if(frcount == 0) Console.WriteLine("Grav {0}", grav);
3343 // end MoveLinear()
3344
3345
3346 // MoveAngular
3347 /*
3348 private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor
3349
3350 private float m_angularMotorTimescale = 0; // motor angular Attack rate set by LSL
3351 private float m_angularMotorDecayTimescale = 0; // motor angular Decay rate set by LSL
3352 private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular Friction set by LSL
3353
3354 private Vector3 m_angularMotorDVel = Vector3.Zero; // decayed angular motor
3355 private Vector3 m_angObjectVel = Vector3.Zero; // what was last applied to body
3356 */
3357//if(frcount == 0) Console.WriteLine("MoveAngular ");
3358
3359 d.Vector3 angularObjectVel = d.BodyGetAngularVel(Body);
3360 Vector3 angObjectVel = new Vector3(angularObjectVel.X, angularObjectVel.Y, angularObjectVel.Z);
3361 angObjectVel = angObjectVel * irotq; // ============ Converts to LOCAL rotation
3362
3363//if(frcount == 0) Console.WriteLine("V0 = {0}", angObjectVel);
3364
3365 // Decay Angular Motor 1. In SL this also depends on attack rate! decay ~= 23/Attack.
3366 float atk_decayfactor = 23.0f / (m_angularMotorTimescale * timestep);
3367 m_angularMotorDVel -= m_angularMotorDVel / atk_decayfactor;
3368 // Decay Angular Motor 2.
3369 if (m_angularMotorDecayTimescale < 300.0f)
3370 {
3371 if ( Vector3.Mag(m_angularMotorDVel) < 1.0f)
3372 {
3373 float decayfactor = (m_angularMotorDecayTimescale)/timestep;
3374 Vector3 decayAmount = (m_angularMotorDVel/decayfactor);
3375 m_angularMotorDVel -= decayAmount;
3376 }
3377 else
3378 {
3379 Vector3 decel = Vector3.Normalize(m_angularMotorDVel) * timestep / m_angularMotorDecayTimescale;
3380 m_angularMotorDVel -= decel;
3381 }
3382
3383 if (m_angularMotorDVel.ApproxEquals(Vector3.Zero, 0.01f))
3384 {
3385 m_angularMotorDVel = Vector3.Zero;
3386 }
3387 else
3388 {
3389 if (Math.Abs(m_angularMotorDVel.X) < Math.Abs(angObjectVel.X)) angObjectVel.X = m_angularMotorDVel.X;
3390 if (Math.Abs(m_angularMotorDVel.Y) < Math.Abs(angObjectVel.Y)) angObjectVel.Y = m_angularMotorDVel.Y;
3391 if (Math.Abs(m_angularMotorDVel.Z) < Math.Abs(angObjectVel.Z)) angObjectVel.Z = m_angularMotorDVel.Z;
3392 }
3393 } // end decay angular motor
3394//if(frcount == 0) Console.WriteLine("MotorDvel {0} Obj {1}", m_angularMotorDVel, angObjectVel);
3395
3396//if(frcount == 0) Console.WriteLine("VA = {0}", angObjectVel);
3397
3398 if ( (! m_angularMotorDVel.ApproxEquals(Vector3.Zero, 0.01f)) || (! angObjectVel.ApproxEquals(Vector3.Zero, 0.01f)) )
3399 { // if motor or object have motion
3400 if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body);
3401
3402 if (m_angularMotorTimescale < 300.0f)
3403 {
3404 Vector3 attack_error = m_angularMotorDVel - angObjectVel;
3405 float angfactor = m_angularMotorTimescale/timestep;
3406 Vector3 attackAmount = (attack_error/angfactor);
3407 angObjectVel += attackAmount;
3408//if(frcount == 0) Console.WriteLine("Accel {0} Attk {1}",FrAaccel, attackAmount);
3409//if(frcount == 0) Console.WriteLine("V2+= {0}", angObjectVel);
3410 }
3411
3412 angObjectVel.X -= angObjectVel.X / (m_angularFrictionTimescale.X * 0.7f / timestep);
3413 angObjectVel.Y -= angObjectVel.Y / (m_angularFrictionTimescale.Y * 0.7f / timestep);
3414 angObjectVel.Z -= angObjectVel.Z / (m_angularFrictionTimescale.Z * 0.7f / timestep);
3415 } // else no signif. motion
3416
3417//if(frcount == 0) Console.WriteLine("Dmotor {0} Obj {1}", m_angularMotorDVel, angObjectVel);
3418 // Bank section tba
3419 // Deflection section tba
3420//if(frcount == 0) Console.WriteLine("V3 = {0}", angObjectVel);
3421
3422
3423 // Rotation Axis Disables:
3424 if (!m_angularEnable.ApproxEquals(Vector3.One, 0.003f))
3425 {
3426 if (m_angularEnable.X == 0)
3427 angObjectVel.X = 0f;
3428 if (m_angularEnable.Y == 0)
3429 angObjectVel.Y = 0f;
3430 if (m_angularEnable.Z == 0)
3431 angObjectVel.Z = 0f;
3432 }
3433
3434 angObjectVel = angObjectVel * rotq; // ================ Converts to WORLD rotation
3435
3436 // Vertical attractor section
3437 Vector3 vertattr = Vector3.Zero;
3438
3439 if(m_verticalAttractionTimescale < 300)
3440 {
3441 float VAservo = 1.0f / (m_verticalAttractionTimescale * timestep);
3442 // make a vector pointing up
3443 Vector3 verterr = Vector3.Zero;
3444 verterr.Z = 1.0f;
3445 // rotate it to Body Angle
3446 verterr = verterr * rotq;
3447 // 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.
3448 // 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
3449 // negative. Similar for tilt and |.Y|. .X and .Y must be modulated to prevent a stable inverted body.
3450
3451 if (verterr.Z < 0.0f)
3452 { // Deflection from vertical exceeds 90-degrees. This method will ensure stable return to
3453 // vertical, BUT for some reason a z-rotation is imparted to the object. TBI.
3454//Console.WriteLine("InvertFlip");
3455 verterr.X = 2.0f - verterr.X;
3456 verterr.Y = 2.0f - verterr.Y;
3457 }
3458 verterr *= 0.5f;
3459 // verterror is 0 (no error) to +/- 1 (max error at 180-deg tilt)
3460 Vector3 xyav = angObjectVel;
3461 xyav.Z = 0.0f;
3462 if ((!xyav.ApproxEquals(Vector3.Zero, 0.001f)) || (verterr.Z < 0.49f))
3463 {
3464 // As the body rotates around the X axis, then verterr.Y increases; Rotated around Y then .X increases, so
3465 // Change Body angular velocity X based on Y, and Y based on X. Z is not changed.
3466 vertattr.X = verterr.Y;
3467 vertattr.Y = - verterr.X;
3468 vertattr.Z = 0f;
3469//if(frcount == 0) Console.WriteLine("VAerr=" + verterr);
3470
3471 // scaling appears better usingsquare-law
3472 float damped = m_verticalAttractionEfficiency * m_verticalAttractionEfficiency;
3473 float bounce = 1.0f - damped;
3474 // 0 = crit damp, 1 = bouncy
3475 float oavz = angObjectVel.Z; // retain z velocity
3476 // time-scaled correction, which sums, therefore is bouncy:
3477 angObjectVel = (angObjectVel + (vertattr * VAservo * 0.0333f)) * bounce;
3478 // damped, good @ < 90:
3479 angObjectVel = angObjectVel + (vertattr * VAservo * 0.0667f * damped);
3480 angObjectVel.Z = oavz;
3481//if(frcount == 0) Console.WriteLine("VA+");
3482//Console.WriteLine("VAttr {0} OAvel {1}", vertattr, angObjectVel);
3483 }
3484 else
3485 {
3486 // else error is very small
3487 angObjectVel.X = 0f;
3488 angObjectVel.Y = 0f;
3489//if(frcount == 0) Console.WriteLine("VA0");
3490 }
3491 } // else vertical attractor is off
3492//if(frcount == 0) Console.WriteLine("V1 = {0}", angObjectVel);
3493
3494
3495 m_lastAngularVelocity = angObjectVel;
3496 // apply Angular Velocity to body
3497 d.BodySetAngularVel (Body, m_lastAngularVelocity.X, m_lastAngularVelocity.Y, m_lastAngularVelocity.Z);
3498//if(frcount == 0) Console.WriteLine("V4 = {0}", m_lastAngularVelocity);
3499
3500 } // end VEHICLES
3501 else
3502 {
3503 if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body); // KF add 161009
3504 // NON-'VEHICLES' are dealt with here
3505 /// Dynamics Angular Lock ========================================================================
3506 if (d.BodyIsEnabled(Body) && !m_angularEnable.ApproxEquals(Vector3.One, 0.003f))
3507 {
3508 d.Vector3 avel2 = d.BodyGetAngularVel(Body);
3509 if (m_angularEnable.X == 0)
3510 avel2.X = 0;
3511 if (m_angularEnable.Y == 0)
3512 avel2.Y = 0;
3513 if (m_angularEnable.Z == 0)
3514 avel2.Z = 0;
3515 d.BodySetAngularVel(Body, avel2.X, avel2.Y, avel2.Z);
3516 }
3517
3518
3519 /// Dynamics Buoyancy ===============================================================================
3520 //KF: m_buoyancy is set by llSetBuoyancy() and is for non-vehicle.
3521 // m_buoyancy: (unlimited value) <0=Falls fast; 0=1g; 1=0g; >1 = floats up
3522 // NB Prims in ODE are no subject to global gravity
3523 float m_mass = CalculateMass();
3524 fz = _parent_scene.gravityz * (1.0f - m_buoyancy) * m_mass; // force = acceleration * mass
3525
3526 if (m_usePID)
3527 {
3528//if(frcount == 0) Console.WriteLine("PID " + m_primName);
3529 // KF - this is for object MoveToTarget.
3530
3531 //if (!d.BodyIsEnabled(Body))
3532 //d.BodySetForce(Body, 0f, 0f, 0f);
3533
3534 // no lock; for now it's only called from within Simulate()
3535
3536 // If the PID Controller isn't active then we set our force
3537 // calculating base velocity to the current position
3538
3539 if ((m_PIDTau < 1) && (m_PIDTau != 0))
3540 {
3541 //PID_G = PID_G / m_PIDTau;
3542 m_PIDTau = 1;
3543 }
3544
3545 if ((PID_G - m_PIDTau) <= 0)
3546 {
3547 PID_G = m_PIDTau + 1;
3548 }
3549 //PidStatus = true;
3550
3551 // PhysicsVector vec = new PhysicsVector();
3552// d.Vector3 vel = d.BodyGetLinearVel(Body);
3553
3554 d.Vector3 pos = d.BodyGetPosition(Body);
3555 _target_velocity =
3556 new Vector3(
3557 (m_PIDTarget.X - pos.X) * ((PID_G - m_PIDTau) * timestep),
3558 (m_PIDTarget.Y - pos.Y) * ((PID_G - m_PIDTau) * timestep),
3559 (m_PIDTarget.Z - pos.Z) * ((PID_G - m_PIDTau) * timestep)
3560 );
3561
3562 // if velocity is zero, use position control; otherwise, velocity control
3563
3564 if (_target_velocity.ApproxEquals(Vector3.Zero,0.1f))
3565 {
3566 // keep track of where we stopped. No more slippin' & slidin'
3567
3568 // We only want to deactivate the PID Controller if we think we want to have our surrogate
3569 // react to the physics scene by moving it's position.
3570 // Avatar to Avatar collisions
3571 // Prim to avatar collisions
3572
3573 //fx = (_target_velocity.X - vel.X) * (PID_D) + (_zeroPosition.X - pos.X) * (PID_P * 2);
3574 //fy = (_target_velocity.Y - vel.Y) * (PID_D) + (_zeroPosition.Y - pos.Y) * (PID_P * 2);
3575 //fz = fz + (_target_velocity.Z - vel.Z) * (PID_D) + (_zeroPosition.Z - pos.Z) * PID_P;
3576 d.BodySetPosition(Body, m_PIDTarget.X, m_PIDTarget.Y, m_PIDTarget.Z);
3577 d.BodySetLinearVel(Body, 0, 0, 0);
3578 d.BodyAddForce(Body, 0, 0, fz);
3579 // return;
3580 }
3581 else
3582 {
3583 _zeroFlag = false;
3584
3585 // We're flying and colliding with something
3586 fx = ((_target_velocity.X) - vel.X) * (PID_D);
3587 fy = ((_target_velocity.Y) - vel.Y) * (PID_D);
3588
3589 // vec.Z = (_target_velocity.Z - vel.Z) * PID_D + (_zeroPosition.Z - pos.Z) * PID_P;
3590
3591 fz = fz + ((_target_velocity.Z - vel.Z) * (PID_D) * m_mass);
3592 }
3593 } // end if (m_usePID)
3594
3595 /// Dynamics Hover ===================================================================================
3596 // Hover PID Controller needs to be mutually exlusive to MoveTo PID controller
3597 if (m_useHoverPID && !m_usePID)
3598 {
3599//Console.WriteLine("Hover " + m_primName);
3600
3601 // If we're using the PID controller, then we have no gravity
3602 fz = (-1 * _parent_scene.gravityz) * m_mass;
3603
3604 // no lock; for now it's only called from within Simulate()
3605
3606 // If the PID Controller isn't active then we set our force
3607 // calculating base velocity to the current position
3608
3609 if ((m_PIDTau < 1))
3610 {
3611 PID_G = PID_G / m_PIDTau;
3612 }
3613
3614 if ((PID_G - m_PIDTau) <= 0)
3615 {
3616 PID_G = m_PIDTau + 1;
3617 }
3618
3619
3620 // Where are we, and where are we headed?
3621 d.Vector3 pos = d.BodyGetPosition(Body);
3622// d.Vector3 vel = d.BodyGetLinearVel(Body);
3623
3624
3625 // Non-Vehicles have a limited set of Hover options.
3626 // determine what our target height really is based on HoverType
3627 switch (m_PIDHoverType)
3628 {
3629 case PIDHoverType.Ground:
3630 m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y);
3631 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
3632 break;
3633 case PIDHoverType.GroundAndWater:
3634 m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y);
3635 m_waterHeight = _parent_scene.GetWaterLevel();
3636 if (m_groundHeight > m_waterHeight)
3637 {
3638 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
3639 }
3640 else
3641 {
3642 m_targetHoverHeight = m_waterHeight + m_PIDHoverHeight;
3643 }
3644 break;
3645
3646 } // end switch (m_PIDHoverType)
3647
3648
3649 _target_velocity =
3650 new Vector3(0.0f, 0.0f,
3651 (m_targetHoverHeight - pos.Z) * ((PID_G - m_PIDHoverTau) * timestep)
3652 );
3653
3654 // if velocity is zero, use position control; otherwise, velocity control
3655
3656 if (_target_velocity.ApproxEquals(Vector3.Zero, 0.1f))
3657 {
3658 // keep track of where we stopped. No more slippin' & slidin'
3659
3660 // We only want to deactivate the PID Controller if we think we want to have our surrogate
3661 // react to the physics scene by moving it's position.
3662 // Avatar to Avatar collisions
3663 // Prim to avatar collisions
3664 d.Vector3 dlinvel = vel;
3665
3666 d.BodySetPosition(Body, pos.X, pos.Y, m_targetHoverHeight);
3667 d.BodySetLinearVel(Body, dlinvel.X, dlinvel.Y, dlinvel.Z);
3668 d.BodyAddForce(Body, 0, 0, fz);
3669 //KF this prevents furthur motions return;
3670 }
3671 else
3672 {
3673 _zeroFlag = false;
3674
3675 // We're flying and colliding with something
3676 fz = fz + ((_target_velocity.Z - vel.Z) * (PID_D) * m_mass);
3677 }
3678 } // end m_useHoverPID && !m_usePID
3679
3680 /// Dynamics RotLookAt =================================================================================
3681 if (m_useAPID)
3682 {
3683 // RotLookAt, apparently overrides all other rotation sources. Inputs:
3684 // Quaternion m_APIDTarget
3685 // float m_APIDStrength // From SL experiments, this is the time to get there
3686 // float m_APIDDamping // From SL experiments, this is damping, 1.0 = damped, 0.1 = wobbly
3687 // Also in SL the mass of the object has no effect on time to get there.
3688 // Factors:
3689 // get present body rotation
3690 float limit = 1.0f;
3691 float scaler = 50f; // adjusts damping time
3692 float RLAservo = 0f;
3693
3694 d.Quaternion rot = d.BodyGetQuaternion(Body);
3695 Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W);
3696 Quaternion rot_diff = Quaternion.Inverse(rotq) * m_APIDTarget;
3697 float diff_angle;
3698 Vector3 diff_axis;
3699 rot_diff.GetAxisAngle(out diff_axis, out diff_angle);
3700 diff_axis.Normalize();
3701 if(diff_angle > 0.01f) // diff_angle is always +ve
3702 {
3703// PhysicsVector rotforce = new PhysicsVector(diff_axis.X, diff_axis.Y, diff_axis.Z);
3704 Vector3 rotforce = new Vector3(diff_axis.X, diff_axis.Y, diff_axis.Z);
3705 rotforce = rotforce * rotq;
3706 if(diff_angle > limit) diff_angle = limit; // cap the rotate rate
3707// RLAservo = timestep / m_APIDStrength * m_mass * scaler;
3708 // rotforce = rotforce * RLAservo * diff_angle ;
3709 // d.BodyAddRelTorque(Body, rotforce.X, rotforce.Y, rotforce.Z);
3710 RLAservo = timestep / m_APIDStrength * scaler;
3711 rotforce = rotforce * RLAservo * diff_angle ;
3712
3713 if (m_angularEnable.X == 0)
3714 rotforce.X = 0;
3715 if (m_angularEnable.Y == 0)
3716 rotforce.Y = 0;
3717 if (m_angularEnable.Z == 0)
3718 rotforce.Z = 0;
3719
3720 d.BodySetAngularVel (Body, rotforce.X, rotforce.Y, rotforce.Z);
3721//Console.WriteLine("axis= " + diff_axis + " angle= " + diff_angle + "servo= " + RLAservo);
3722 }
3723//if(frcount == 0) Console.WriteLine("mass= " + m_mass + " servo= " + RLAservo + " angle= " + diff_angle);
3724 } // end m_useAPID
3725
3726 /// Dynamics Apply Forces ===================================================================================
3727 fx *= m_mass;
3728 fy *= m_mass;
3729 //fz *= m_mass;
3730
3731 fx += m_force.X;
3732 fy += m_force.Y;
3733 fz += m_force.Z;
3734
3735 //m_log.Info("[OBJPID]: X:" + fx.ToString() + " Y:" + fy.ToString() + " Z:" + fz.ToString());
3736 if (fx != 0 || fy != 0 || fz != 0)
3737 {
3738 //m_taintdisable = true;
3739 //base.RaiseOutOfBounds(Position);
3740 //d.BodySetLinearVel(Body, fx, fy, 0f);
3741 if (!d.BodyIsEnabled(Body))
3742 {
3743 // A physical body at rest on a surface will auto-disable after a while,
3744 // this appears to re-enable it incase the surface it is upon vanishes,
3745 // and the body should fall again.
3746 d.BodySetLinearVel(Body, 0f, 0f, 0f);
3747 d.BodySetForce(Body, 0, 0, 0);
3748 enableBodySoft();
3749 }
3750
3751 // 35x10 = 350n times the mass per second applied maximum.
3752 float nmax = 35f * m_mass;
3753 float nmin = -35f * m_mass;
3754
3755
3756 if (fx > nmax)
3757 fx = nmax;
3758 if (fx < nmin)
3759 fx = nmin;
3760 if (fy > nmax)
3761 fy = nmax;
3762 if (fy < nmin)
3763 fy = nmin;
3764 d.BodyAddForce(Body, fx, fy, fz);
3765//Console.WriteLine("AddForce " + fx + "," + fy + "," + fz);
3766 }
3767 }
3768 }
3769 else
3770 { // is not physical, or is not a body or is selected
3771 // from old UpdatePositionAndVelocity, ... Not a body.. so Make sure the client isn't interpolating
3772 _velocity.X = 0;
3773 _velocity.Y = 0;
3774 _velocity.Z = 0;
3775
3776 _acceleration.X = 0;
3777 _acceleration.Y = 0;
3778 _acceleration.Z = 0;
3779
3780 m_rotationalVelocity.X = 0;
3781 m_rotationalVelocity.Y = 0;
3782 m_rotationalVelocity.Z = 0;
3783 _zeroFlag = true;
3784 return;
3785 }
3786 } // end Move()
3787 } // end class
3788}
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..79e2986
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs
@@ -0,0 +1,3853 @@
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 d.GeomDestroy(prim.prim_geom);
2210 prim.prim_geom = IntPtr.Zero;
2211 }
2212 else
2213 {
2214 m_log.Warn("[PHYSICS]: Unable to remove prim from physics scene");
2215 }
2216 }
2217 catch (AccessViolationException)
2218 {
2219 m_log.Info("[PHYSICS]: Couldn't remove prim from physics scene, it was already be removed.");
2220 }
2221 lock (_prims)
2222 _prims.Remove(prim);
2223
2224 //If there are no more geometries in the sub-space, we don't need it in the main space anymore
2225 //if (d.SpaceGetNumGeoms(prim.m_targetSpace) == 0)
2226 //{
2227 //if (prim.m_targetSpace != null)
2228 //{
2229 //if (d.GeomIsSpace(prim.m_targetSpace))
2230 //{
2231 //waitForSpaceUnlock(prim.m_targetSpace);
2232 //d.SpaceRemove(space, prim.m_targetSpace);
2233 // free up memory used by the space.
2234 //d.SpaceDestroy(prim.m_targetSpace);
2235 //int[] xyspace = calculateSpaceArrayItemFromPos(prim.Position);
2236 //resetSpaceArrayItemToZero(xyspace[0], xyspace[1]);
2237 //}
2238 //else
2239 //{
2240 //m_log.Info("[Physics]: Invalid Scene passed to 'removeprim from scene':" +
2241 //((OdePrim) prim).m_targetSpace.ToString());
2242 //}
2243 //}
2244 //}
2245
2246 if (SupportsNINJAJoints)
2247 {
2248 RemoveAllJointsConnectedToActorThreadLocked(prim);
2249 }
2250 }
2251 }
2252 }
2253 }
2254
2255 #endregion
2256
2257 #region Space Separation Calculation
2258
2259 /// <summary>
2260 /// Takes a space pointer and zeros out the array we're using to hold the spaces
2261 /// </summary>
2262 /// <param name="pSpace"></param>
2263 public void resetSpaceArrayItemToZero(IntPtr pSpace)
2264 {
2265 for (int x = 0; x < staticPrimspace.GetLength(0); x++)
2266 {
2267 for (int y = 0; y < staticPrimspace.GetLength(1); y++)
2268 {
2269 if (staticPrimspace[x, y] == pSpace)
2270 staticPrimspace[x, y] = IntPtr.Zero;
2271 }
2272 }
2273 }
2274
2275 public void resetSpaceArrayItemToZero(int arrayitemX, int arrayitemY)
2276 {
2277 staticPrimspace[arrayitemX, arrayitemY] = IntPtr.Zero;
2278 }
2279
2280 /// <summary>
2281 /// Called when a static prim moves. Allocates a space for the prim based on its position
2282 /// </summary>
2283 /// <param name="geom">the pointer to the geom that moved</param>
2284 /// <param name="pos">the position that the geom moved to</param>
2285 /// <param name="currentspace">a pointer to the space it was in before it was moved.</param>
2286 /// <returns>a pointer to the new space it's in</returns>
2287 public IntPtr recalculateSpaceForGeom(IntPtr geom, Vector3 pos, IntPtr currentspace)
2288 {
2289 // Called from setting the Position and Size of an ODEPrim so
2290 // it's already in locked space.
2291
2292 // we don't want to remove the main space
2293 // we don't need to test physical here because this function should
2294 // never be called if the prim is physical(active)
2295
2296 // All physical prim end up in the root space
2297 //Thread.Sleep(20);
2298 if (currentspace != space)
2299 {
2300 //m_log.Info("[SPACE]: C:" + currentspace.ToString() + " g:" + geom.ToString());
2301 //if (currentspace == IntPtr.Zero)
2302 //{
2303 //int adfadf = 0;
2304 //}
2305 if (d.SpaceQuery(currentspace, geom) && currentspace != IntPtr.Zero)
2306 {
2307 if (d.GeomIsSpace(currentspace))
2308 {
2309 waitForSpaceUnlock(currentspace);
2310 d.SpaceRemove(currentspace, geom);
2311 }
2312 else
2313 {
2314 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" + currentspace +
2315 " Geom:" + geom);
2316 }
2317 }
2318 else
2319 {
2320 IntPtr sGeomIsIn = d.GeomGetSpace(geom);
2321 if (sGeomIsIn != IntPtr.Zero)
2322 {
2323 if (d.GeomIsSpace(currentspace))
2324 {
2325 waitForSpaceUnlock(sGeomIsIn);
2326 d.SpaceRemove(sGeomIsIn, geom);
2327 }
2328 else
2329 {
2330 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2331 sGeomIsIn + " Geom:" + geom);
2332 }
2333 }
2334 }
2335
2336 //If there are no more geometries in the sub-space, we don't need it in the main space anymore
2337 if (d.SpaceGetNumGeoms(currentspace) == 0)
2338 {
2339 if (currentspace != IntPtr.Zero)
2340 {
2341 if (d.GeomIsSpace(currentspace))
2342 {
2343 waitForSpaceUnlock(currentspace);
2344 waitForSpaceUnlock(space);
2345 d.SpaceRemove(space, currentspace);
2346 // free up memory used by the space.
2347
2348 //d.SpaceDestroy(currentspace);
2349 resetSpaceArrayItemToZero(currentspace);
2350 }
2351 else
2352 {
2353 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2354 currentspace + " Geom:" + geom);
2355 }
2356 }
2357 }
2358 }
2359 else
2360 {
2361 // this is a physical object that got disabled. ;.;
2362 if (currentspace != IntPtr.Zero && geom != IntPtr.Zero)
2363 {
2364 if (d.SpaceQuery(currentspace, geom))
2365 {
2366 if (d.GeomIsSpace(currentspace))
2367 {
2368 waitForSpaceUnlock(currentspace);
2369 d.SpaceRemove(currentspace, geom);
2370 }
2371 else
2372 {
2373 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2374 currentspace + " Geom:" + geom);
2375 }
2376 }
2377 else
2378 {
2379 IntPtr sGeomIsIn = d.GeomGetSpace(geom);
2380 if (sGeomIsIn != IntPtr.Zero)
2381 {
2382 if (d.GeomIsSpace(sGeomIsIn))
2383 {
2384 waitForSpaceUnlock(sGeomIsIn);
2385 d.SpaceRemove(sGeomIsIn, geom);
2386 }
2387 else
2388 {
2389 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2390 sGeomIsIn + " Geom:" + geom);
2391 }
2392 }
2393 }
2394 }
2395 }
2396
2397 // The routines in the Position and Size sections do the 'inserting' into the space,
2398 // so all we have to do is make sure that the space that we're putting the prim into
2399 // is in the 'main' space.
2400 int[] iprimspaceArrItem = calculateSpaceArrayItemFromPos(pos);
2401 IntPtr newspace = calculateSpaceForGeom(pos);
2402
2403 if (newspace == IntPtr.Zero)
2404 {
2405 newspace = createprimspace(iprimspaceArrItem[0], iprimspaceArrItem[1]);
2406 d.HashSpaceSetLevels(newspace, smallHashspaceLow, smallHashspaceHigh);
2407 }
2408
2409 return newspace;
2410 }
2411
2412 /// <summary>
2413 /// Creates a new space at X Y
2414 /// </summary>
2415 /// <param name="iprimspaceArrItemX"></param>
2416 /// <param name="iprimspaceArrItemY"></param>
2417 /// <returns>A pointer to the created space</returns>
2418 public IntPtr createprimspace(int iprimspaceArrItemX, int iprimspaceArrItemY)
2419 {
2420 // creating a new space for prim and inserting it into main space.
2421 staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY] = d.HashSpaceCreate(IntPtr.Zero);
2422 d.GeomSetCategoryBits(staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY], (int)CollisionCategories.Space);
2423 waitForSpaceUnlock(space);
2424 d.SpaceSetSublevel(space, 1);
2425 d.SpaceAdd(space, staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY]);
2426 return staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY];
2427 }
2428
2429 /// <summary>
2430 /// Calculates the space the prim should be in by its position
2431 /// </summary>
2432 /// <param name="pos"></param>
2433 /// <returns>a pointer to the space. This could be a new space or reused space.</returns>
2434 public IntPtr calculateSpaceForGeom(Vector3 pos)
2435 {
2436 int[] xyspace = calculateSpaceArrayItemFromPos(pos);
2437 //m_log.Info("[Physics]: Attempting to use arrayItem: " + xyspace[0].ToString() + "," + xyspace[1].ToString());
2438 return staticPrimspace[xyspace[0], xyspace[1]];
2439 }
2440
2441 /// <summary>
2442 /// Holds the space allocation logic
2443 /// </summary>
2444 /// <param name="pos"></param>
2445 /// <returns>an array item based on the position</returns>
2446 public int[] calculateSpaceArrayItemFromPos(Vector3 pos)
2447 {
2448 int[] returnint = new int[2];
2449
2450 returnint[0] = (int) (pos.X/metersInSpace);
2451
2452 if (returnint[0] > ((int) (259f/metersInSpace)))
2453 returnint[0] = ((int) (259f/metersInSpace));
2454 if (returnint[0] < 0)
2455 returnint[0] = 0;
2456
2457 returnint[1] = (int) (pos.Y/metersInSpace);
2458 if (returnint[1] > ((int) (259f/metersInSpace)))
2459 returnint[1] = ((int) (259f/metersInSpace));
2460 if (returnint[1] < 0)
2461 returnint[1] = 0;
2462
2463 return returnint;
2464 }
2465
2466 #endregion
2467
2468 /// <summary>
2469 /// Routine to figure out if we need to mesh this prim with our mesher
2470 /// </summary>
2471 /// <param name="pbs"></param>
2472 /// <returns></returns>
2473 public bool needsMeshing(PrimitiveBaseShape pbs)
2474 {
2475 // most of this is redundant now as the mesher will return null if it cant mesh a prim
2476 // but we still need to check for sculptie meshing being enabled so this is the most
2477 // convenient place to do it for now...
2478
2479 // //if (pbs.PathCurve == (byte)Primitive.PathCurve.Circle && pbs.ProfileCurve == (byte)Primitive.ProfileCurve.Circle && pbs.PathScaleY <= 0.75f)
2480 // //m_log.Debug("needsMeshing: " + " pathCurve: " + pbs.PathCurve.ToString() + " profileCurve: " + pbs.ProfileCurve.ToString() + " pathScaleY: " + Primitive.UnpackPathScale(pbs.PathScaleY).ToString());
2481 int iPropertiesNotSupportedDefault = 0;
2482
2483 if (pbs.SculptEntry && !meshSculptedPrim)
2484 {
2485#if SPAM
2486 m_log.Warn("NonMesh");
2487#endif
2488 return false;
2489 }
2490
2491 // 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
2492 if (!forceSimplePrimMeshing)
2493 {
2494 if ((pbs.ProfileShape == ProfileShape.Square && pbs.PathCurve == (byte)Extrusion.Straight)
2495 || (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1
2496 && pbs.Scale.X == pbs.Scale.Y && pbs.Scale.Y == pbs.Scale.Z))
2497 {
2498
2499 if (pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0
2500 && pbs.ProfileHollow == 0
2501 && pbs.PathTwist == 0 && pbs.PathTwistBegin == 0
2502 && pbs.PathBegin == 0 && pbs.PathEnd == 0
2503 && pbs.PathTaperX == 0 && pbs.PathTaperY == 0
2504 && pbs.PathScaleX == 100 && pbs.PathScaleY == 100
2505 && pbs.PathShearX == 0 && pbs.PathShearY == 0)
2506 {
2507#if SPAM
2508 m_log.Warn("NonMesh");
2509#endif
2510 return false;
2511 }
2512 }
2513 }
2514
2515 if (pbs.ProfileHollow != 0)
2516 iPropertiesNotSupportedDefault++;
2517
2518 if ((pbs.PathTwistBegin != 0) || (pbs.PathTwist != 0))
2519 iPropertiesNotSupportedDefault++;
2520
2521 if ((pbs.ProfileBegin != 0) || pbs.ProfileEnd != 0)
2522 iPropertiesNotSupportedDefault++;
2523
2524 if ((pbs.PathScaleX != 100) || (pbs.PathScaleY != 100))
2525 iPropertiesNotSupportedDefault++;
2526
2527 if ((pbs.PathShearX != 0) || (pbs.PathShearY != 0))
2528 iPropertiesNotSupportedDefault++;
2529
2530 if (pbs.ProfileShape == ProfileShape.Circle && pbs.PathCurve == (byte)Extrusion.Straight)
2531 iPropertiesNotSupportedDefault++;
2532
2533 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))
2534 iPropertiesNotSupportedDefault++;
2535
2536 if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte) Extrusion.Curve1)
2537 iPropertiesNotSupportedDefault++;
2538
2539 // test for torus
2540 if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Square)
2541 {
2542 if (pbs.PathCurve == (byte)Extrusion.Curve1)
2543 {
2544 iPropertiesNotSupportedDefault++;
2545 }
2546 }
2547 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Circle)
2548 {
2549 if (pbs.PathCurve == (byte)Extrusion.Straight)
2550 {
2551 iPropertiesNotSupportedDefault++;
2552 }
2553
2554 // ProfileCurve seems to combine hole shape and profile curve so we need to only compare against the lower 3 bits
2555 else if (pbs.PathCurve == (byte)Extrusion.Curve1)
2556 {
2557 iPropertiesNotSupportedDefault++;
2558 }
2559 }
2560 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle)
2561 {
2562 if (pbs.PathCurve == (byte)Extrusion.Curve1 || pbs.PathCurve == (byte)Extrusion.Curve2)
2563 {
2564 iPropertiesNotSupportedDefault++;
2565 }
2566 }
2567 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle)
2568 {
2569 if (pbs.PathCurve == (byte)Extrusion.Straight)
2570 {
2571 iPropertiesNotSupportedDefault++;
2572 }
2573 else if (pbs.PathCurve == (byte)Extrusion.Curve1)
2574 {
2575 iPropertiesNotSupportedDefault++;
2576 }
2577 }
2578
2579
2580 if (iPropertiesNotSupportedDefault == 0)
2581 {
2582#if SPAM
2583 m_log.Warn("NonMesh");
2584#endif
2585 return false;
2586 }
2587#if SPAM
2588 m_log.Debug("Mesh");
2589#endif
2590 return true;
2591 }
2592
2593 /// <summary>
2594 /// Called after our prim properties are set Scale, position etc.
2595 /// We use this event queue like method to keep changes to the physical scene occuring in the threadlocked mutex
2596 /// This assures us that we have no race conditions
2597 /// </summary>
2598 /// <param name="prim"></param>
2599 public override void AddPhysicsActorTaint(PhysicsActor prim)
2600 {
2601
2602 if (prim is OdePrim)
2603 {
2604 OdePrim taintedprim = ((OdePrim) prim);
2605 lock (_taintedPrimLock)
2606 {
2607 if (!(_taintedPrimH.Contains(taintedprim)))
2608 {
2609//Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.m_primName);
2610 _taintedPrimH.Add(taintedprim); // HashSet for searching
2611 _taintedPrimL.Add(taintedprim); // List for ordered readout
2612 }
2613 }
2614 return;
2615 }
2616 else if (prim is OdeCharacter)
2617 {
2618 OdeCharacter taintedchar = ((OdeCharacter)prim);
2619 lock (_taintedActors)
2620 {
2621 if (!(_taintedActors.Contains(taintedchar)))
2622 {
2623 _taintedActors.Add(taintedchar);
2624 if (taintedchar.bad)
2625 m_log.DebugFormat("[PHYSICS]: Added BAD actor {0} to tainted actors", taintedchar.m_uuid);
2626 }
2627 }
2628 }
2629 }
2630
2631 /// <summary>
2632 /// This is our main simulate loop
2633 /// It's thread locked by a Mutex in the scene.
2634 /// It holds Collisions, it instructs ODE to step through the physical reactions
2635 /// It moves the objects around in memory
2636 /// It calls the methods that report back to the object owners.. (scenepresence, SceneObjectGroup)
2637 /// </summary>
2638 /// <param name="timeStep"></param>
2639 /// <returns></returns>
2640 public override float Simulate(float timeStep)
2641 {
2642 if (framecount >= int.MaxValue)
2643 framecount = 0;
2644 //if (m_worldOffset != Vector3.Zero)
2645 // return 0;
2646
2647 framecount++;
2648
2649 DateTime now = DateTime.UtcNow;
2650 TimeSpan SinceLastFrame = now - m_lastframe;
2651 m_lastframe = now;
2652 float realtime = (float)SinceLastFrame.TotalSeconds;
2653// Console.WriteLine("ts={0} rt={1}", timeStep, realtime);
2654 timeStep = realtime;
2655
2656 // float fps = 1.0f / realtime;
2657 float fps = 0.0f; // number of ODE steps in this Simulate step
2658 //m_log.Info(timeStep.ToString());
2659 step_time += timeStep;
2660
2661 // If We're loaded down by something else,
2662 // or debugging with the Visual Studio project on pause
2663 // skip a few frames to catch up gracefully.
2664 // without shooting the physicsactors all over the place
2665
2666 if (step_time >= m_SkipFramesAtms)
2667 {
2668 // Instead of trying to catch up, it'll do 5 physics frames only
2669 step_time = ODE_STEPSIZE;
2670 m_physicsiterations = 5;
2671 }
2672 else
2673 {
2674 m_physicsiterations = 10;
2675 }
2676
2677 if (SupportsNINJAJoints)
2678 {
2679 DeleteRequestedJoints(); // this must be outside of the lock (OdeLock) to avoid deadlocks
2680 CreateRequestedJoints(); // this must be outside of the lock (OdeLock) to avoid deadlocks
2681 }
2682
2683 lock (OdeLock)
2684 {
2685 // Process 10 frames if the sim is running normal..
2686 // process 5 frames if the sim is running slow
2687 //try
2688 //{
2689 //d.WorldSetQuickStepNumIterations(world, m_physicsiterations);
2690 //}
2691 //catch (StackOverflowException)
2692 //{
2693 // m_log.Error("[PHYSICS]: The operating system wasn't able to allocate enough memory for the simulation. Restarting the sim.");
2694 // ode.drelease(world);
2695 //base.TriggerPhysicsBasedRestart();
2696 //}
2697
2698 int i = 0;
2699
2700 // Figure out the Frames Per Second we're going at.
2701 //(step_time == 0.004f, there's 250 of those per second. Times the step time/step size
2702
2703 // fps = (step_time / ODE_STEPSIZE) * 1000;
2704 // HACK: Using a time dilation of 1.0 to debug rubberbanding issues
2705 //m_timeDilation = Math.Min((step_time / ODE_STEPSIZE) / (0.09375f / ODE_STEPSIZE), 1.0f);
2706
2707 // step_time = 0.09375f;
2708
2709 while (step_time > 0.0f)
2710 {
2711 //lock (ode)
2712 //{
2713 //if (!ode.lockquery())
2714 //{
2715 // ode.dlock(world);
2716 try
2717 {
2718 // Insert, remove Characters
2719 bool processedtaints = false;
2720
2721 lock (_taintedActors)
2722 {
2723 if (_taintedActors.Count > 0)
2724 {
2725 foreach (OdeCharacter character in _taintedActors)
2726 {
2727
2728 character.ProcessTaints(ODE_STEPSIZE);
2729
2730 processedtaints = true;
2731 //character.m_collisionscore = 0;
2732 }
2733
2734 if (processedtaints)
2735 _taintedActors.Clear();
2736 }
2737 } // end lock _taintedActors
2738
2739 // Modify other objects in the scene.
2740 processedtaints = false;
2741
2742 lock (_taintedPrimLock)
2743 {
2744 foreach (OdePrim prim in _taintedPrimL)
2745 {
2746 if (prim.m_taintremove)
2747 {
2748 //Console.WriteLine("Simulate calls RemovePrimThreadLocked");
2749 RemovePrimThreadLocked(prim);
2750 }
2751 else
2752 {
2753 //Console.WriteLine("Simulate calls ProcessTaints");
2754 prim.ProcessTaints(ODE_STEPSIZE);
2755 }
2756 processedtaints = true;
2757 prim.m_collisionscore = 0;
2758
2759 // This loop can block up the Heartbeat for a very long time on large regions.
2760 // We need to let the Watchdog know that the Heartbeat is not dead
2761 // NOTE: This is currently commented out, but if things like OAR loading are
2762 // timing the heartbeat out we will need to uncomment it
2763 //Watchdog.UpdateThread();
2764 }
2765
2766 if (SupportsNINJAJoints)
2767 {
2768 // Create pending joints, if possible
2769
2770 // joints can only be processed after ALL bodies are processed (and exist in ODE), since creating
2771 // a joint requires specifying the body id of both involved bodies
2772 if (pendingJoints.Count > 0)
2773 {
2774 List<PhysicsJoint> successfullyProcessedPendingJoints = new List<PhysicsJoint>();
2775 //DoJointErrorMessage(joints_connecting_actor, "taint: " + pendingJoints.Count + " pending joints");
2776 foreach (PhysicsJoint joint in pendingJoints)
2777 {
2778 //DoJointErrorMessage(joint, "taint: time to create joint with parms: " + joint.RawParams);
2779 string[] jointParams = joint.RawParams.Split(" ".ToCharArray(),
2780 System.StringSplitOptions.RemoveEmptyEntries);
2781 List<IntPtr> jointBodies = new List<IntPtr>();
2782 bool allJointBodiesAreReady = true;
2783 foreach (string jointParam in jointParams)
2784 {
2785 if (jointParam == "NULL")
2786 {
2787 //DoJointErrorMessage(joint, "attaching NULL joint to world");
2788 jointBodies.Add(IntPtr.Zero);
2789 }
2790 else
2791 {
2792 //DoJointErrorMessage(joint, "looking for prim name: " + jointParam);
2793 bool foundPrim = false;
2794 lock (_prims)
2795 {
2796 foreach (OdePrim prim in _prims) // FIXME: inefficient
2797 {
2798 if (prim.SOPName == jointParam)
2799 {
2800 //DoJointErrorMessage(joint, "found for prim name: " + jointParam);
2801 if (prim.IsPhysical && prim.Body != IntPtr.Zero)
2802 {
2803 jointBodies.Add(prim.Body);
2804 foundPrim = true;
2805 break;
2806 }
2807 else
2808 {
2809 DoJointErrorMessage(joint, "prim name " + jointParam +
2810 " exists but is not (yet) physical; deferring joint creation. " +
2811 "IsPhysical property is " + prim.IsPhysical +
2812 " and body is " + prim.Body);
2813 foundPrim = false;
2814 break;
2815 }
2816 }
2817 }
2818 }
2819 if (foundPrim)
2820 {
2821 // all is fine
2822 }
2823 else
2824 {
2825 allJointBodiesAreReady = false;
2826 break;
2827 }
2828 }
2829 }
2830 if (allJointBodiesAreReady)
2831 {
2832 //DoJointErrorMessage(joint, "allJointBodiesAreReady for " + joint.ObjectNameInScene + " with parms " + joint.RawParams);
2833 if (jointBodies[0] == jointBodies[1])
2834 {
2835 DoJointErrorMessage(joint, "ERROR: joint cannot be created; the joint bodies are the same, body1==body2. Raw body is " + jointBodies[0] + ". raw parms: " + joint.RawParams);
2836 }
2837 else
2838 {
2839 switch (joint.Type)
2840 {
2841 case PhysicsJointType.Ball:
2842 {
2843 IntPtr odeJoint;
2844 //DoJointErrorMessage(joint, "ODE creating ball joint ");
2845 odeJoint = d.JointCreateBall(world, IntPtr.Zero);
2846 //DoJointErrorMessage(joint, "ODE attaching ball joint: " + odeJoint + " with b1:" + jointBodies[0] + " b2:" + jointBodies[1]);
2847 d.JointAttach(odeJoint, jointBodies[0], jointBodies[1]);
2848 //DoJointErrorMessage(joint, "ODE setting ball anchor: " + odeJoint + " to vec:" + joint.Position);
2849 d.JointSetBallAnchor(odeJoint,
2850 joint.Position.X,
2851 joint.Position.Y,
2852 joint.Position.Z);
2853 //DoJointErrorMessage(joint, "ODE joint setting OK");
2854 //DoJointErrorMessage(joint, "The ball joint's bodies are here: b0: ");
2855 //DoJointErrorMessage(joint, "" + (jointBodies[0] != IntPtr.Zero ? "" + d.BodyGetPosition(jointBodies[0]) : "fixed environment"));
2856 //DoJointErrorMessage(joint, "The ball joint's bodies are here: b1: ");
2857 //DoJointErrorMessage(joint, "" + (jointBodies[1] != IntPtr.Zero ? "" + d.BodyGetPosition(jointBodies[1]) : "fixed environment"));
2858
2859 if (joint is OdePhysicsJoint)
2860 {
2861 ((OdePhysicsJoint)joint).jointID = odeJoint;
2862 }
2863 else
2864 {
2865 DoJointErrorMessage(joint, "WARNING: non-ode joint in ODE!");
2866 }
2867 }
2868 break;
2869 case PhysicsJointType.Hinge:
2870 {
2871 IntPtr odeJoint;
2872 //DoJointErrorMessage(joint, "ODE creating hinge joint ");
2873 odeJoint = d.JointCreateHinge(world, IntPtr.Zero);
2874 //DoJointErrorMessage(joint, "ODE attaching hinge joint: " + odeJoint + " with b1:" + jointBodies[0] + " b2:" + jointBodies[1]);
2875 d.JointAttach(odeJoint, jointBodies[0], jointBodies[1]);
2876 //DoJointErrorMessage(joint, "ODE setting hinge anchor: " + odeJoint + " to vec:" + joint.Position);
2877 d.JointSetHingeAnchor(odeJoint,
2878 joint.Position.X,
2879 joint.Position.Y,
2880 joint.Position.Z);
2881 // We use the orientation of the x-axis of the joint's coordinate frame
2882 // as the axis for the hinge.
2883
2884 // Therefore, we must get the joint's coordinate frame based on the
2885 // joint.Rotation field, which originates from the orientation of the
2886 // joint's proxy object in the scene.
2887
2888 // The joint's coordinate frame is defined as the transformation matrix
2889 // that converts a vector from joint-local coordinates into world coordinates.
2890 // World coordinates are defined as the XYZ coordinate system of the sim,
2891 // as shown in the top status-bar of the viewer.
2892
2893 // Once we have the joint's coordinate frame, we extract its X axis (AtAxis)
2894 // and use that as the hinge axis.
2895
2896 //joint.Rotation.Normalize();
2897 Matrix4 proxyFrame = Matrix4.CreateFromQuaternion(joint.Rotation);
2898
2899 // Now extract the X axis of the joint's coordinate frame.
2900
2901 // Do not try to use proxyFrame.AtAxis or you will become mired in the
2902 // tar pit of transposed, inverted, and generally messed-up orientations.
2903 // (In other words, Matrix4.AtAxis() is borked.)
2904 // Vector3 jointAxis = proxyFrame.AtAxis; <--- this path leadeth to madness
2905
2906 // Instead, compute the X axis of the coordinate frame by transforming
2907 // the (1,0,0) vector. At least that works.
2908
2909 //m_log.Debug("PHY: making axis: complete matrix is " + proxyFrame);
2910 Vector3 jointAxis = Vector3.Transform(Vector3.UnitX, proxyFrame);
2911 //m_log.Debug("PHY: making axis: hinge joint axis is " + jointAxis);
2912 //DoJointErrorMessage(joint, "ODE setting hinge axis: " + odeJoint + " to vec:" + jointAxis);
2913 d.JointSetHingeAxis(odeJoint,
2914 jointAxis.X,
2915 jointAxis.Y,
2916 jointAxis.Z);
2917 //d.JointSetHingeParam(odeJoint, (int)dParam.CFM, 0.1f);
2918 if (joint is OdePhysicsJoint)
2919 {
2920 ((OdePhysicsJoint)joint).jointID = odeJoint;
2921 }
2922 else
2923 {
2924 DoJointErrorMessage(joint, "WARNING: non-ode joint in ODE!");
2925 }
2926 }
2927 break;
2928 }
2929 successfullyProcessedPendingJoints.Add(joint);
2930 }
2931 }
2932 else
2933 {
2934 DoJointErrorMessage(joint, "joint could not yet be created; still pending");
2935 }
2936 }
2937 foreach (PhysicsJoint successfullyProcessedJoint in successfullyProcessedPendingJoints)
2938 {
2939 //DoJointErrorMessage(successfullyProcessedJoint, "finalizing succesfully procsssed joint " + successfullyProcessedJoint.ObjectNameInScene + " parms " + successfullyProcessedJoint.RawParams);
2940 //DoJointErrorMessage(successfullyProcessedJoint, "removing from pending");
2941 InternalRemovePendingJoint(successfullyProcessedJoint);
2942 //DoJointErrorMessage(successfullyProcessedJoint, "adding to active");
2943 InternalAddActiveJoint(successfullyProcessedJoint);
2944 //DoJointErrorMessage(successfullyProcessedJoint, "done");
2945 }
2946 }
2947 } // end SupportsNINJAJoints
2948
2949 if (processedtaints)
2950//Console.WriteLine("Simulate calls Clear of _taintedPrim list");
2951 _taintedPrimH.Clear(); // ??? if this only ???
2952 _taintedPrimL.Clear();
2953 } // end lock _taintedPrimLock
2954
2955 // Move characters
2956 lock (_characters)
2957 {
2958 List<OdeCharacter> defects = new List<OdeCharacter>();
2959 foreach (OdeCharacter actor in _characters)
2960 {
2961 if (actor != null)
2962 actor.Move(ODE_STEPSIZE, defects);
2963 }
2964 if (0 != defects.Count)
2965 {
2966 foreach (OdeCharacter defect in defects)
2967 {
2968 RemoveCharacter(defect);
2969 }
2970 }
2971 } // end lock _characters
2972
2973 // Move other active objects
2974 lock (_activeprims)
2975 {
2976 foreach (OdePrim prim in _activeprims)
2977 {
2978 prim.m_collisionscore = 0;
2979 prim.Move(ODE_STEPSIZE);
2980 }
2981 } // end lock _activeprims
2982
2983 //if ((framecount % m_randomizeWater) == 0)
2984 // randomizeWater(waterlevel);
2985
2986 //int RayCastTimeMS = m_rayCastManager.ProcessQueuedRequests();
2987 m_rayCastManager.ProcessQueuedRequests();
2988
2989 collision_optimized(ODE_STEPSIZE);
2990
2991 lock (_collisionEventPrim)
2992 {
2993 foreach (PhysicsActor obj in _collisionEventPrim)
2994 {
2995 if (obj == null)
2996 continue;
2997
2998 switch ((ActorTypes)obj.PhysicsActorType)
2999 {
3000 case ActorTypes.Agent:
3001 OdeCharacter cobj = (OdeCharacter)obj;
3002 cobj.AddCollisionFrameTime(100);
3003 cobj.SendCollisions();
3004 break;
3005 case ActorTypes.Prim:
3006 OdePrim pobj = (OdePrim)obj;
3007 pobj.SendCollisions();
3008 break;
3009 }
3010 }
3011 } // end lock _collisionEventPrim
3012
3013 //if (m_global_contactcount > 5)
3014 //{
3015 // m_log.DebugFormat("[PHYSICS]: Contacts:{0}", m_global_contactcount);
3016 //}
3017
3018 m_global_contactcount = 0;
3019
3020 d.WorldQuickStep(world, ODE_STEPSIZE);
3021 d.JointGroupEmpty(contactgroup);
3022 fps++;
3023 //ode.dunlock(world);
3024 } // end try
3025 catch (Exception e)
3026 {
3027 m_log.ErrorFormat("[PHYSICS]: {0}, {1}, {2}", e.Message, e.TargetSite, e);
3028 ode.dunlock(world);
3029 }
3030
3031 step_time -= ODE_STEPSIZE;
3032 i++;
3033 //}
3034 //else
3035 //{
3036 //fps = 0;
3037 //}
3038 //}
3039 } // end while (step_time > 0.0f)
3040
3041 lock (_characters)
3042 {
3043 foreach (OdeCharacter actor in _characters)
3044 {
3045 if (actor != null)
3046 {
3047 if (actor.bad)
3048 m_log.WarnFormat("[PHYSICS]: BAD Actor {0} in _characters list was not removed?", actor.m_uuid);
3049 actor.UpdatePositionAndVelocity();
3050 }
3051 }
3052 }
3053
3054 lock (_badCharacter)
3055 {
3056 if (_badCharacter.Count > 0)
3057 {
3058 foreach (OdeCharacter chr in _badCharacter)
3059 {
3060 RemoveCharacter(chr);
3061 }
3062 _badCharacter.Clear();
3063 }
3064 }
3065
3066 lock (_activeprims)
3067 {
3068 //if (timeStep < 0.2f)
3069 {
3070 foreach (OdePrim actor in _activeprims)
3071 {
3072 if (actor.IsPhysical && (d.BodyIsEnabled(actor.Body) || !actor._zeroFlag))
3073 {
3074 actor.UpdatePositionAndVelocity();
3075
3076 if (SupportsNINJAJoints)
3077 {
3078 // If an actor moved, move its joint proxy objects as well.
3079 // There seems to be an event PhysicsActor.OnPositionUpdate that could be used
3080 // for this purpose but it is never called! So we just do the joint
3081 // movement code here.
3082
3083 if (actor.SOPName != null &&
3084 joints_connecting_actor.ContainsKey(actor.SOPName) &&
3085 joints_connecting_actor[actor.SOPName] != null &&
3086 joints_connecting_actor[actor.SOPName].Count > 0)
3087 {
3088 foreach (PhysicsJoint affectedJoint in joints_connecting_actor[actor.SOPName])
3089 {
3090 if (affectedJoint.IsInPhysicsEngine)
3091 {
3092 DoJointMoved(affectedJoint);
3093 }
3094 else
3095 {
3096 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);
3097 }
3098 }
3099 }
3100 }
3101 }
3102 }
3103 }
3104 } // end lock _activeprims
3105
3106 //DumpJointInfo();
3107
3108 // Finished with all sim stepping. If requested, dump world state to file for debugging.
3109 // TODO: This call to the export function is already inside lock (OdeLock) - but is an extra lock needed?
3110 // TODO: This overwrites all dump files in-place. Should this be a growing logfile, or separate snapshots?
3111 if (physics_logging && (physics_logging_interval>0) && (framecount % physics_logging_interval == 0))
3112 {
3113 string fname = "state-" + world.ToString() + ".DIF"; // give each physics world a separate filename
3114 string prefix = "world" + world.ToString(); // prefix for variable names in exported .DIF file
3115
3116 if (physics_logging_append_existing_logfile)
3117 {
3118 string header = "-------------- START OF PHYSICS FRAME " + framecount.ToString() + " --------------";
3119 TextWriter fwriter = File.AppendText(fname);
3120 fwriter.WriteLine(header);
3121 fwriter.Close();
3122 }
3123 d.WorldExportDIF(world, fname, physics_logging_append_existing_logfile, prefix);
3124 }
3125 } // end lock OdeLock
3126
3127 return fps * 1000.0f; //NB This is a FRAME COUNT, not a time! AND is divide by 1000 in SimStatusReporter!
3128 } // end Simulate
3129
3130 public override void GetResults()
3131 {
3132 }
3133
3134 public override bool IsThreaded
3135 {
3136 // for now we won't be multithreaded
3137 get { return (false); }
3138 }
3139
3140 #region ODE Specific Terrain Fixes
3141 public float[] ResizeTerrain512NearestNeighbour(float[] heightMap)
3142 {
3143 float[] returnarr = new float[262144];
3144 float[,] resultarr = new float[(int)WorldExtents.X, (int)WorldExtents.Y];
3145
3146 // Filling out the array into its multi-dimensional components
3147 for (int y = 0; y < WorldExtents.Y; y++)
3148 {
3149 for (int x = 0; x < WorldExtents.X; x++)
3150 {
3151 resultarr[y, x] = heightMap[y * (int)WorldExtents.Y + x];
3152 }
3153 }
3154
3155 // Resize using Nearest Neighbour
3156
3157 // This particular way is quick but it only works on a multiple of the original
3158
3159 // The idea behind this method can be described with the following diagrams
3160 // second pass and third pass happen in the same loop really.. just separated
3161 // them to show what this does.
3162
3163 // First Pass
3164 // ResultArr:
3165 // 1,1,1,1,1,1
3166 // 1,1,1,1,1,1
3167 // 1,1,1,1,1,1
3168 // 1,1,1,1,1,1
3169 // 1,1,1,1,1,1
3170 // 1,1,1,1,1,1
3171
3172 // Second Pass
3173 // ResultArr2:
3174 // 1,,1,,1,,1,,1,,1,
3175 // ,,,,,,,,,,
3176 // 1,,1,,1,,1,,1,,1,
3177 // ,,,,,,,,,,
3178 // 1,,1,,1,,1,,1,,1,
3179 // ,,,,,,,,,,
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 // Third pass fills in the blanks
3187 // ResultArr2:
3188 // 1,1,1,1,1,1,1,1,1,1,1,1
3189 // 1,1,1,1,1,1,1,1,1,1,1,1
3190 // 1,1,1,1,1,1,1,1,1,1,1,1
3191 // 1,1,1,1,1,1,1,1,1,1,1,1
3192 // 1,1,1,1,1,1,1,1,1,1,1,1
3193 // 1,1,1,1,1,1,1,1,1,1,1,1
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
3200 // X,Y = .
3201 // X+1,y = ^
3202 // X,Y+1 = *
3203 // X+1,Y+1 = #
3204
3205 // Filling in like this;
3206 // .*
3207 // ^#
3208 // 1st .
3209 // 2nd *
3210 // 3rd ^
3211 // 4th #
3212 // on single loop.
3213
3214 float[,] resultarr2 = new float[512, 512];
3215 for (int y = 0; y < WorldExtents.Y; y++)
3216 {
3217 for (int x = 0; x < WorldExtents.X; x++)
3218 {
3219 resultarr2[y * 2, x * 2] = resultarr[y, x];
3220
3221 if (y < WorldExtents.Y)
3222 {
3223 resultarr2[(y * 2) + 1, x * 2] = resultarr[y, x];
3224 }
3225 if (x < WorldExtents.X)
3226 {
3227 resultarr2[y * 2, (x * 2) + 1] = resultarr[y, x];
3228 }
3229 if (x < WorldExtents.X && y < WorldExtents.Y)
3230 {
3231 resultarr2[(y * 2) + 1, (x * 2) + 1] = resultarr[y, x];
3232 }
3233 }
3234 }
3235
3236 //Flatten out the array
3237 int i = 0;
3238 for (int y = 0; y < 512; y++)
3239 {
3240 for (int x = 0; x < 512; x++)
3241 {
3242 if (resultarr2[y, x] <= 0)
3243 returnarr[i] = 0.0000001f;
3244 else
3245 returnarr[i] = resultarr2[y, x];
3246
3247 i++;
3248 }
3249 }
3250
3251 return returnarr;
3252 }
3253
3254 public float[] ResizeTerrain512Interpolation(float[] heightMap)
3255 {
3256 float[] returnarr = new float[262144];
3257 float[,] resultarr = new float[512,512];
3258
3259 // Filling out the array into its multi-dimensional components
3260 for (int y = 0; y < 256; y++)
3261 {
3262 for (int x = 0; x < 256; x++)
3263 {
3264 resultarr[y, x] = heightMap[y * 256 + x];
3265 }
3266 }
3267
3268 // Resize using interpolation
3269
3270 // This particular way is quick but it only works on a multiple of the original
3271
3272 // The idea behind this method can be described with the following diagrams
3273 // second pass and third pass happen in the same loop really.. just separated
3274 // them to show what this does.
3275
3276 // First Pass
3277 // ResultArr:
3278 // 1,1,1,1,1,1
3279 // 1,1,1,1,1,1
3280 // 1,1,1,1,1,1
3281 // 1,1,1,1,1,1
3282 // 1,1,1,1,1,1
3283 // 1,1,1,1,1,1
3284
3285 // Second Pass
3286 // ResultArr2:
3287 // 1,,1,,1,,1,,1,,1,
3288 // ,,,,,,,,,,
3289 // 1,,1,,1,,1,,1,,1,
3290 // ,,,,,,,,,,
3291 // 1,,1,,1,,1,,1,,1,
3292 // ,,,,,,,,,,
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 // Third pass fills in the blanks
3300 // ResultArr2:
3301 // 1,1,1,1,1,1,1,1,1,1,1,1
3302 // 1,1,1,1,1,1,1,1,1,1,1,1
3303 // 1,1,1,1,1,1,1,1,1,1,1,1
3304 // 1,1,1,1,1,1,1,1,1,1,1,1
3305 // 1,1,1,1,1,1,1,1,1,1,1,1
3306 // 1,1,1,1,1,1,1,1,1,1,1,1
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
3313 // X,Y = .
3314 // X+1,y = ^
3315 // X,Y+1 = *
3316 // X+1,Y+1 = #
3317
3318 // Filling in like this;
3319 // .*
3320 // ^#
3321 // 1st .
3322 // 2nd *
3323 // 3rd ^
3324 // 4th #
3325 // on single loop.
3326
3327 float[,] resultarr2 = new float[512,512];
3328 for (int y = 0; y < (int)Constants.RegionSize; y++)
3329 {
3330 for (int x = 0; x < (int)Constants.RegionSize; x++)
3331 {
3332 resultarr2[y*2, x*2] = resultarr[y, x];
3333
3334 if (y < (int)Constants.RegionSize)
3335 {
3336 if (y + 1 < (int)Constants.RegionSize)
3337 {
3338 if (x + 1 < (int)Constants.RegionSize)
3339 {
3340 resultarr2[(y*2) + 1, x*2] = ((resultarr[y, x] + resultarr[y + 1, x] +
3341 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
3342 }
3343 else
3344 {
3345 resultarr2[(y*2) + 1, x*2] = ((resultarr[y, x] + resultarr[y + 1, x])/2);
3346 }
3347 }
3348 else
3349 {
3350 resultarr2[(y*2) + 1, x*2] = resultarr[y, x];
3351 }
3352 }
3353 if (x < (int)Constants.RegionSize)
3354 {
3355 if (x + 1 < (int)Constants.RegionSize)
3356 {
3357 if (y + 1 < (int)Constants.RegionSize)
3358 {
3359 resultarr2[y*2, (x*2) + 1] = ((resultarr[y, x] + resultarr[y + 1, x] +
3360 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
3361 }
3362 else
3363 {
3364 resultarr2[y*2, (x*2) + 1] = ((resultarr[y, x] + resultarr[y, x + 1])/2);
3365 }
3366 }
3367 else
3368 {
3369 resultarr2[y*2, (x*2) + 1] = resultarr[y, x];
3370 }
3371 }
3372 if (x < (int)Constants.RegionSize && y < (int)Constants.RegionSize)
3373 {
3374 if ((x + 1 < (int)Constants.RegionSize) && (y + 1 < (int)Constants.RegionSize))
3375 {
3376 resultarr2[(y*2) + 1, (x*2) + 1] = ((resultarr[y, x] + resultarr[y + 1, x] +
3377 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
3378 }
3379 else
3380 {
3381 resultarr2[(y*2) + 1, (x*2) + 1] = resultarr[y, x];
3382 }
3383 }
3384 }
3385 }
3386 //Flatten out the array
3387 int i = 0;
3388 for (int y = 0; y < 512; y++)
3389 {
3390 for (int x = 0; x < 512; x++)
3391 {
3392 if (Single.IsNaN(resultarr2[y, x]) || Single.IsInfinity(resultarr2[y, x]))
3393 {
3394 m_log.Warn("[PHYSICS]: Non finite heightfield element detected. Setting it to 0");
3395 resultarr2[y, x] = 0;
3396 }
3397 returnarr[i] = resultarr2[y, x];
3398 i++;
3399 }
3400 }
3401
3402 return returnarr;
3403 }
3404
3405 #endregion
3406
3407 public override void SetTerrain(float[] heightMap)
3408 {
3409 if (m_worldOffset != Vector3.Zero && m_parentScene != null)
3410 {
3411 if (m_parentScene is OdeScene)
3412 {
3413 ((OdeScene)m_parentScene).SetTerrain(heightMap, m_worldOffset);
3414 }
3415 }
3416 else
3417 {
3418 SetTerrain(heightMap, m_worldOffset);
3419 }
3420 }
3421
3422 public void SetTerrain(float[] heightMap, Vector3 pOffset)
3423 {
3424
3425 uint regionsize = (uint) Constants.RegionSize; // visible region size eg. 256(M)
3426
3427 uint heightmapWidth = regionsize + 1; // ODE map size 257 x 257 (Meters) (1 extra
3428 uint heightmapHeight = regionsize + 1;
3429
3430 uint heightmapWidthSamples = (uint)regionsize + 2; // Sample file size, 258 x 258 samples
3431 uint heightmapHeightSamples = (uint)regionsize + 2;
3432
3433 // Array of height samples for ODE
3434 float[] _heightmap;
3435 _heightmap = new float[(heightmapWidthSamples * heightmapHeightSamples)]; // loaded samples 258 x 258
3436
3437 // Other ODE parameters
3438 const float scale = 1.0f;
3439 const float offset = 0.0f;
3440 const float thickness = 2.0f; // Was 0.2f, Larger appears to prevent Av fall-through
3441 const int wrap = 0;
3442
3443 float hfmin = 2000f;
3444 float hfmax = -2000f;
3445 float minele = 0.0f; // Dont allow -ve heights
3446
3447 uint x = 0;
3448 uint y = 0;
3449 uint xx = 0;
3450 uint yy = 0;
3451
3452 // load the height samples array from the heightMap
3453 for ( x = 0; x < heightmapWidthSamples; x++) // 0 to 257
3454 {
3455 for ( y = 0; y < heightmapHeightSamples; y++) // 0 to 257
3456 {
3457 xx = x - 1;
3458 if (xx < 0) xx = 0;
3459 if (xx > (regionsize - 1)) xx = regionsize - 1;
3460
3461 yy = y - 1;
3462 if (yy < 0) yy = 0;
3463 if (yy > (regionsize - 1)) yy = regionsize - 1;
3464 // Input xx = 0 0 1 2 ..... 254 255 255 256 total in
3465 // Output x = 0 1 2 3 ..... 255 256 257 258 total out
3466 float val= heightMap[(yy * regionsize) + xx]; // input from heightMap, <0-255 * 256> <0-255>
3467 if (val < minele) val = minele;
3468 _heightmap[x * (regionsize + 2) + y] = val; // samples output to _heightmap, <0-257 * 258> <0-257>
3469 hfmin = (val < hfmin) ? val : hfmin;
3470 hfmax = (val > hfmax) ? val : hfmax;
3471 }
3472 }
3473
3474 lock (OdeLock)
3475 {
3476 IntPtr GroundGeom = IntPtr.Zero;
3477 if (RegionTerrain.TryGetValue(pOffset, out GroundGeom))
3478 {
3479 RegionTerrain.Remove(pOffset);
3480 if (GroundGeom != IntPtr.Zero)
3481 {
3482 if (TerrainHeightFieldHeights.ContainsKey(GroundGeom))
3483 {
3484 TerrainHeightFieldHeights.Remove(GroundGeom);
3485 }
3486 d.SpaceRemove(space, GroundGeom);
3487 d.GeomDestroy(GroundGeom);
3488 }
3489 }
3490 IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
3491 d.GeomHeightfieldDataBuildSingle(HeightmapData, _heightmap, 0,
3492 heightmapWidth, heightmapHeight, (int)heightmapWidthSamples,
3493 (int)heightmapHeightSamples, scale, offset, thickness, wrap);
3494 d.GeomHeightfieldDataSetBounds(HeightmapData, hfmin - 1, hfmax + 1);
3495 GroundGeom = d.CreateHeightfield(space, HeightmapData, 1);
3496 if (GroundGeom != IntPtr.Zero)
3497 {
3498 d.GeomSetCategoryBits(GroundGeom, (int)(CollisionCategories.Land));
3499 d.GeomSetCollideBits(GroundGeom, (int)(CollisionCategories.Space));
3500 }
3501 geom_name_map[GroundGeom] = "Terrain";
3502
3503 d.Matrix3 R = new d.Matrix3();
3504
3505 Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f);
3506 Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f);
3507 //Axiom.Math.Quaternion q3 = Axiom.Math.Quaternion.FromAngleAxis(3.14f, new Axiom.Math.Vector3(0, 0, 1));
3508
3509 q1 = q1 * q2;
3510 //q1 = q1 * q3;
3511 Vector3 v3;
3512 float angle;
3513 q1.GetAxisAngle(out v3, out angle);
3514
3515 d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
3516 d.GeomSetRotation(GroundGeom, ref R);
3517 d.GeomSetPosition(GroundGeom, (pOffset.X + (regionsize * 0.5f)) - 0.5f, (pOffset.Y + (regionsize * 0.5f)) - 0.5f, 0);
3518 IntPtr testGround = IntPtr.Zero;
3519 if (RegionTerrain.TryGetValue(pOffset, out testGround))
3520 {
3521 RegionTerrain.Remove(pOffset);
3522 }
3523 RegionTerrain.Add(pOffset, GroundGeom, GroundGeom);
3524 TerrainHeightFieldHeights.Add(GroundGeom,_heightmap);
3525 }
3526 }
3527
3528 public override void DeleteTerrain()
3529 {
3530 }
3531
3532 public float GetWaterLevel()
3533 {
3534 return waterlevel;
3535 }
3536
3537 public override bool SupportsCombining()
3538 {
3539 return true;
3540 }
3541
3542 public override void UnCombine(PhysicsScene pScene)
3543 {
3544 IntPtr localGround = IntPtr.Zero;
3545// float[] localHeightfield;
3546 bool proceed = false;
3547 List<IntPtr> geomDestroyList = new List<IntPtr>();
3548
3549 lock (OdeLock)
3550 {
3551 if (RegionTerrain.TryGetValue(Vector3.Zero, out localGround))
3552 {
3553 foreach (IntPtr geom in TerrainHeightFieldHeights.Keys)
3554 {
3555 if (geom == localGround)
3556 {
3557// localHeightfield = TerrainHeightFieldHeights[geom];
3558 proceed = true;
3559 }
3560 else
3561 {
3562 geomDestroyList.Add(geom);
3563 }
3564 }
3565
3566 if (proceed)
3567 {
3568 m_worldOffset = Vector3.Zero;
3569 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize);
3570 m_parentScene = null;
3571
3572 foreach (IntPtr g in geomDestroyList)
3573 {
3574 // removingHeightField needs to be done or the garbage collector will
3575 // collect the terrain data before we tell ODE to destroy it causing
3576 // memory corruption
3577 if (TerrainHeightFieldHeights.ContainsKey(g))
3578 {
3579// float[] removingHeightField = TerrainHeightFieldHeights[g];
3580 TerrainHeightFieldHeights.Remove(g);
3581
3582 if (RegionTerrain.ContainsKey(g))
3583 {
3584 RegionTerrain.Remove(g);
3585 }
3586
3587 d.GeomDestroy(g);
3588 //removingHeightField = new float[0];
3589 }
3590 }
3591
3592 }
3593 else
3594 {
3595 m_log.Warn("[PHYSICS]: Couldn't proceed with UnCombine. Region has inconsistant data.");
3596
3597 }
3598 }
3599 }
3600 }
3601
3602 public override void SetWaterLevel(float baseheight)
3603 {
3604 waterlevel = baseheight;
3605 randomizeWater(waterlevel);
3606 }
3607
3608 public void randomizeWater(float baseheight)
3609 {
3610 const uint heightmapWidth = m_regionWidth + 2;
3611 const uint heightmapHeight = m_regionHeight + 2;
3612 const uint heightmapWidthSamples = m_regionWidth + 2;
3613 const uint heightmapHeightSamples = m_regionHeight + 2;
3614 const float scale = 1.0f;
3615 const float offset = 0.0f;
3616 const float thickness = 2.9f;
3617 const int wrap = 0;
3618
3619 for (int i = 0; i < (258 * 258); i++)
3620 {
3621 _watermap[i] = (baseheight-0.1f) + ((float)fluidRandomizer.Next(1,9) / 10f);
3622 // m_log.Info((baseheight - 0.1f) + ((float)fluidRandomizer.Next(1, 9) / 10f));
3623 }
3624
3625 lock (OdeLock)
3626 {
3627 if (WaterGeom != IntPtr.Zero)
3628 {
3629 d.SpaceRemove(space, WaterGeom);
3630 }
3631 IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
3632 d.GeomHeightfieldDataBuildSingle(HeightmapData, _watermap, 0, heightmapWidth, heightmapHeight,
3633 (int)heightmapWidthSamples, (int)heightmapHeightSamples, scale,
3634 offset, thickness, wrap);
3635 d.GeomHeightfieldDataSetBounds(HeightmapData, m_regionWidth, m_regionHeight);
3636 WaterGeom = d.CreateHeightfield(space, HeightmapData, 1);
3637 if (WaterGeom != IntPtr.Zero)
3638 {
3639 d.GeomSetCategoryBits(WaterGeom, (int)(CollisionCategories.Water));
3640 d.GeomSetCollideBits(WaterGeom, (int)(CollisionCategories.Space));
3641
3642 }
3643 geom_name_map[WaterGeom] = "Water";
3644
3645 d.Matrix3 R = new d.Matrix3();
3646
3647 Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f);
3648 Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f);
3649 //Axiom.Math.Quaternion q3 = Axiom.Math.Quaternion.FromAngleAxis(3.14f, new Axiom.Math.Vector3(0, 0, 1));
3650
3651 q1 = q1 * q2;
3652 //q1 = q1 * q3;
3653 Vector3 v3;
3654 float angle;
3655 q1.GetAxisAngle(out v3, out angle);
3656
3657 d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
3658 d.GeomSetRotation(WaterGeom, ref R);
3659 d.GeomSetPosition(WaterGeom, 128, 128, 0);
3660
3661 }
3662
3663 }
3664
3665 public override void Dispose()
3666 {
3667 m_rayCastManager.Dispose();
3668 m_rayCastManager = null;
3669
3670 lock (OdeLock)
3671 {
3672 lock (_prims)
3673 {
3674 foreach (OdePrim prm in _prims)
3675 {
3676 RemovePrim(prm);
3677 }
3678 }
3679
3680 //foreach (OdeCharacter act in _characters)
3681 //{
3682 //RemoveAvatar(act);
3683 //}
3684 d.WorldDestroy(world);
3685 //d.CloseODE();
3686 }
3687 }
3688 public override Dictionary<uint, float> GetTopColliders()
3689 {
3690 Dictionary<uint, float> returncolliders = new Dictionary<uint, float>();
3691 int cnt = 0;
3692 lock (_prims)
3693 {
3694 foreach (OdePrim prm in _prims)
3695 {
3696 if (prm.CollisionScore > 0)
3697 {
3698 returncolliders.Add(prm.m_localID, prm.CollisionScore);
3699 cnt++;
3700 prm.CollisionScore = 0f;
3701 if (cnt > 25)
3702 {
3703 break;
3704 }
3705 }
3706 }
3707 }
3708 return returncolliders;
3709 }
3710
3711 public override bool SupportsRayCast()
3712 {
3713 return true;
3714 }
3715
3716 public override void RaycastWorld(Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
3717 {
3718 if (retMethod != null)
3719 {
3720 m_rayCastManager.QueueRequest(position, direction, length, retMethod);
3721 }
3722 }
3723
3724#if USE_DRAWSTUFF
3725 // Keyboard callback
3726 public void command(int cmd)
3727 {
3728 IntPtr geom;
3729 d.Mass mass;
3730 d.Vector3 sides = new d.Vector3(d.RandReal() * 0.5f + 0.1f, d.RandReal() * 0.5f + 0.1f, d.RandReal() * 0.5f + 0.1f);
3731
3732
3733
3734 Char ch = Char.ToLower((Char)cmd);
3735 switch ((Char)ch)
3736 {
3737 case 'w':
3738 try
3739 {
3740 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));
3741
3742 xyz.X += rotate.X; xyz.Y += rotate.Y; xyz.Z += rotate.Z;
3743 ds.SetViewpoint(ref xyz, ref hpr);
3744 }
3745 catch (ArgumentException)
3746 { hpr.X = 0; }
3747 break;
3748
3749 case 'a':
3750 hpr.X++;
3751 ds.SetViewpoint(ref xyz, ref hpr);
3752 break;
3753
3754 case 's':
3755 try
3756 {
3757 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));
3758
3759 xyz.X += rotate2.X; xyz.Y += rotate2.Y; xyz.Z += rotate2.Z;
3760 ds.SetViewpoint(ref xyz, ref hpr);
3761 }
3762 catch (ArgumentException)
3763 { hpr.X = 0; }
3764 break;
3765 case 'd':
3766 hpr.X--;
3767 ds.SetViewpoint(ref xyz, ref hpr);
3768 break;
3769 case 'r':
3770 xyz.Z++;
3771 ds.SetViewpoint(ref xyz, ref hpr);
3772 break;
3773 case 'f':
3774 xyz.Z--;
3775 ds.SetViewpoint(ref xyz, ref hpr);
3776 break;
3777 case 'e':
3778 xyz.Y++;
3779 ds.SetViewpoint(ref xyz, ref hpr);
3780 break;
3781 case 'q':
3782 xyz.Y--;
3783 ds.SetViewpoint(ref xyz, ref hpr);
3784 break;
3785 }
3786 }
3787
3788 public void step(int pause)
3789 {
3790
3791 ds.SetColor(1.0f, 1.0f, 0.0f);
3792 ds.SetTexture(ds.Texture.Wood);
3793 lock (_prims)
3794 {
3795 foreach (OdePrim prm in _prims)
3796 {
3797 //IntPtr body = d.GeomGetBody(prm.prim_geom);
3798 if (prm.prim_geom != IntPtr.Zero)
3799 {
3800 d.Vector3 pos;
3801 d.GeomCopyPosition(prm.prim_geom, out pos);
3802 //d.BodyCopyPosition(body, out pos);
3803
3804 d.Matrix3 R;
3805 d.GeomCopyRotation(prm.prim_geom, out R);
3806 //d.BodyCopyRotation(body, out R);
3807
3808
3809 d.Vector3 sides = new d.Vector3();
3810 sides.X = prm.Size.X;
3811 sides.Y = prm.Size.Y;
3812 sides.Z = prm.Size.Z;
3813
3814 ds.DrawBox(ref pos, ref R, ref sides);
3815 }
3816 }
3817 }
3818 ds.SetColor(1.0f, 0.0f, 0.0f);
3819 lock (_characters)
3820 {
3821 foreach (OdeCharacter chr in _characters)
3822 {
3823 if (chr.Shell != IntPtr.Zero)
3824 {
3825 IntPtr body = d.GeomGetBody(chr.Shell);
3826
3827 d.Vector3 pos;
3828 d.GeomCopyPosition(chr.Shell, out pos);
3829 //d.BodyCopyPosition(body, out pos);
3830
3831 d.Matrix3 R;
3832 d.GeomCopyRotation(chr.Shell, out R);
3833 //d.BodyCopyRotation(body, out R);
3834
3835 ds.DrawCapsule(ref pos, ref R, chr.Size.Z, 0.35f);
3836 d.Vector3 sides = new d.Vector3();
3837 sides.X = 0.5f;
3838 sides.Y = 0.5f;
3839 sides.Z = 0.5f;
3840
3841 ds.DrawBox(ref pos, ref R, ref sides);
3842 }
3843 }
3844 }
3845 }
3846
3847 public void start(int unused)
3848 {
3849 ds.SetViewpoint(ref xyz, ref hpr);
3850 }
3851#endif
3852 }
3853}
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 03736d1..2ab00a3 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 1a99c83..0b8771c 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)
@@ -1004,7 +922,7 @@ namespace OpenSim.Region.RegionCombinerModule
1004 VirtualRegion.Permissions.OnIssueEstateCommand += BigRegion.PermissionModule.CanIssueEstateCommand; //FULLY IMPLEMENTED 922 VirtualRegion.Permissions.OnIssueEstateCommand += BigRegion.PermissionModule.CanIssueEstateCommand; //FULLY IMPLEMENTED
1005 VirtualRegion.Permissions.OnMoveObject += BigRegion.PermissionModule.CanMoveObject; //MAYBE FULLY IMPLEMENTED 923 VirtualRegion.Permissions.OnMoveObject += BigRegion.PermissionModule.CanMoveObject; //MAYBE FULLY IMPLEMENTED
1006 VirtualRegion.Permissions.OnObjectEntry += BigRegion.PermissionModule.CanObjectEntry; 924 VirtualRegion.Permissions.OnObjectEntry += BigRegion.PermissionModule.CanObjectEntry;
1007 VirtualRegion.Permissions.OnReturnObject += BigRegion.PermissionModule.CanReturnObject; //NOT YET IMPLEMENTED 925 VirtualRegion.Permissions.OnReturnObjects += BigRegion.PermissionModule.CanReturnObjects; //NOT YET IMPLEMENTED
1008 VirtualRegion.Permissions.OnRezObject += BigRegion.PermissionModule.CanRezObject; //MAYBE FULLY IMPLEMENTED 926 VirtualRegion.Permissions.OnRezObject += BigRegion.PermissionModule.CanRezObject; //MAYBE FULLY IMPLEMENTED
1009 VirtualRegion.Permissions.OnRunConsoleCommand += BigRegion.PermissionModule.CanRunConsoleCommand; 927 VirtualRegion.Permissions.OnRunConsoleCommand += BigRegion.PermissionModule.CanRunConsoleCommand;
1010 VirtualRegion.Permissions.OnRunScript += BigRegion.PermissionModule.CanRunScript; //NOT YET IMPLEMENTED 928 VirtualRegion.Permissions.OnRunScript += BigRegion.PermissionModule.CanRunScript; //NOT YET IMPLEMENTED
@@ -1030,7 +948,6 @@ namespace OpenSim.Region.RegionCombinerModule
1030 VirtualRegion.Permissions.OnEditUserInventory += BigRegion.PermissionModule.CanEditUserInventory; //NOT YET IMPLEMENTED 948 VirtualRegion.Permissions.OnEditUserInventory += BigRegion.PermissionModule.CanEditUserInventory; //NOT YET IMPLEMENTED
1031 VirtualRegion.Permissions.OnDeleteUserInventory += BigRegion.PermissionModule.CanDeleteUserInventory; //NOT YET IMPLEMENTED 949 VirtualRegion.Permissions.OnDeleteUserInventory += BigRegion.PermissionModule.CanDeleteUserInventory; //NOT YET IMPLEMENTED
1032 VirtualRegion.Permissions.OnTeleport += BigRegion.PermissionModule.CanTeleport; //NOT YET IMPLEMENTED 950 VirtualRegion.Permissions.OnTeleport += BigRegion.PermissionModule.CanTeleport; //NOT YET IMPLEMENTED
1033 VirtualRegion.Permissions.OnUseObjectReturn += BigRegion.PermissionModule.CanUseObjectReturn; //NOT YET IMPLEMENTED
1034 } 951 }
1035 952
1036 #region console commands 953 #region console commands
diff --git a/OpenSim/Region/RegionCombinerModule/RegionCombinerPermissionModule.cs b/OpenSim/Region/RegionCombinerModule/RegionCombinerPermissionModule.cs
index 4d1af57..393322d 100644
--- a/OpenSim/Region/RegionCombinerModule/RegionCombinerPermissionModule.cs
+++ b/OpenSim/Region/RegionCombinerModule/RegionCombinerPermissionModule.cs
@@ -135,9 +135,9 @@ namespace OpenSim.Region.RegionCombinerModule
135 return m_rootScene.Permissions.CanObjectEntry(objectid, enteringregion, newpoint); 135 return m_rootScene.Permissions.CanObjectEntry(objectid, enteringregion, newpoint);
136 } 136 }
137 137
138 public bool CanReturnObject(UUID objectid, UUID returnerid, Scene scene) 138 public bool CanReturnObjects(ILandObject land, UUID user, List<SceneObjectGroup> objects, Scene scene)
139 { 139 {
140 return m_rootScene.Permissions.CanReturnObject(objectid, returnerid); 140 return m_rootScene.Permissions.CanReturnObjects(land, user, objects);
141 } 141 }
142 142
143 public bool CanRezObject(int objectcount, UUID owner, Vector3 objectposition, Scene scene) 143 public bool CanRezObject(int objectcount, UUID owner, Vector3 objectposition, Scene scene)
@@ -265,11 +265,6 @@ namespace OpenSim.Region.RegionCombinerModule
265 return m_rootScene.Permissions.CanTeleport(userid); 265 return m_rootScene.Permissions.CanTeleport(userid);
266 } 266 }
267 267
268 public bool CanUseObjectReturn(ILandObject landdata, uint type, IClientAPI client, List<SceneObjectGroup> retlist, Scene scene)
269 {
270 return m_rootScene.Permissions.CanUseObjectReturn(landdata, type, client, retlist);
271 }
272
273 #endregion 268 #endregion
274 } 269 }
275} \ No newline at end of file 270}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/CM_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/CM_Api.cs
new file mode 100644
index 0000000..5b180ff
--- /dev/null
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/CM_Api.cs
@@ -0,0 +1,502 @@
1using System;
2using System.Reflection;
3using System.Collections;
4using System.Collections.Generic;
5using System.Runtime.Remoting.Lifetime;
6using OpenMetaverse;
7using Nini.Config;
8using OpenSim;
9using OpenSim.Framework;
10using OpenSim.Region.CoreModules.World.Meta7Windlight;
11using OpenSim.Region.Framework.Interfaces;
12using OpenSim.Region.Framework.Scenes;
13using OpenSim.Region.ScriptEngine.Shared;
14using OpenSim.Region.ScriptEngine.Shared.Api.Plugins;
15using OpenSim.Region.ScriptEngine.Shared.ScriptBase;
16using OpenSim.Region.ScriptEngine.Interfaces;
17using OpenSim.Region.ScriptEngine.Shared.Api.Interfaces;
18
19using LSL_Float = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLFloat;
20using LSL_Integer = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLInteger;
21using LSL_Key = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
22using LSL_List = OpenSim.Region.ScriptEngine.Shared.LSL_Types.list;
23using LSL_Rotation = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Quaternion;
24using LSL_String = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
25using LSL_Vector = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Vector3;
26
27namespace OpenSim.Region.ScriptEngine.Shared.Api
28{
29 [Serializable]
30 public class CM_Api : MarshalByRefObject, ICM_Api, IScriptApi
31 {
32 internal IScriptEngine m_ScriptEngine;
33 internal SceneObjectPart m_host;
34 internal uint m_localID;
35 internal UUID m_itemID;
36 internal bool m_CMFunctionsEnabled = false;
37 internal IScriptModuleComms m_comms = null;
38
39 public void Initialize(IScriptEngine ScriptEngine, SceneObjectPart host, uint localID, UUID itemID)
40 {
41 m_ScriptEngine = ScriptEngine;
42 m_host = host;
43 m_localID = localID;
44 m_itemID = itemID;
45
46 if (m_ScriptEngine.Config.GetBoolean("AllowCareminsterFunctions", false))
47 m_CMFunctionsEnabled = true;
48
49 m_comms = m_ScriptEngine.World.RequestModuleInterface<IScriptModuleComms>();
50 if (m_comms == null)
51 m_CMFunctionsEnabled = false;
52 }
53
54 public override Object InitializeLifetimeService()
55 {
56 ILease lease = (ILease)base.InitializeLifetimeService();
57
58 if (lease.CurrentState == LeaseState.Initial)
59 {
60 lease.InitialLeaseTime = TimeSpan.FromMinutes(0);
61 // lease.RenewOnCallTime = TimeSpan.FromSeconds(10.0);
62 // lease.SponsorshipTimeout = TimeSpan.FromMinutes(1.0);
63 }
64 return lease;
65 }
66
67 public Scene World
68 {
69 get { return m_ScriptEngine.World; }
70 }
71
72 //
73 //Dumps an error message on the debug console.
74 //
75
76 internal void CMShoutError(string message)
77 {
78 if (message.Length > 1023)
79 message = message.Substring(0, 1023);
80
81 World.SimChat(Utils.StringToBytes(message),
82 ChatTypeEnum.Shout, ScriptBaseClass.DEBUG_CHANNEL, m_host.ParentGroup.RootPart.AbsolutePosition, m_host.Name, m_host.UUID, true);
83
84 IWorldComm wComm = m_ScriptEngine.World.RequestModuleInterface<IWorldComm>();
85 wComm.DeliverMessage(ChatTypeEnum.Shout, ScriptBaseClass.DEBUG_CHANNEL, m_host.Name, m_host.UUID, message);
86 }
87
88 /// <summary>
89 /// Like osGetAgents but returns enough info for a radar
90 /// </summary>
91 /// <returns>Strided list of the UUID, position and name of each avatar in the region</returns>
92 public LSL_List cmGetAvatarList()
93 {
94 LSL_List result = new LSL_List();
95 foreach (ScenePresence avatar in World.GetAvatars())
96 {
97 if (avatar != null && avatar.UUID != m_host.OwnerID)
98 {
99 if (avatar.IsChildAgent == false)
100 {
101 if (avatar.PhysicsActor != null && avatar.PhysicsActor.Position != null)
102 {
103 result.Add(avatar.UUID);
104 result.Add(avatar.PhysicsActor.Position);
105 result.Add(avatar.Name);
106 }
107 }
108 }
109 }
110 return result;
111 }
112
113 /// <summary>
114 /// Get the current Windlight scene
115 /// </summary>
116 /// <returns>List of windlight parameters</returns>
117 public LSL_List cmGetWindlightScene(LSL_List rules)
118 {
119 if (!m_CMFunctionsEnabled)
120 {
121 CMShoutError("Careminster functions are not enabled.");
122 return new LSL_List();
123 }
124 m_host.AddScriptLPS(1);
125 RegionMeta7WindlightData wl = m_host.ParentGroup.Scene.RegionInfo.WindlightSettings;
126
127 LSL_List values = new LSL_List();
128 int idx = 0;
129 while (idx < rules.Length)
130 {
131 uint rule = (uint)rules.GetLSLIntegerItem(idx);
132 LSL_List toadd = new LSL_List();
133
134 switch (rule)
135 {
136 case (int)ScriptBaseClass.WL_AMBIENT:
137 toadd.Add(new LSL_Rotation(wl.ambient.X, wl.ambient.Y, wl.ambient.Z, wl.ambient.W));
138 break;
139 case (int)ScriptBaseClass.WL_BIG_WAVE_DIRECTION:
140 toadd.Add(new LSL_Vector(wl.bigWaveDirection.X, wl.bigWaveDirection.Y, 0.0f));
141 break;
142 case (int)ScriptBaseClass.WL_BLUE_DENSITY:
143 toadd.Add(new LSL_Rotation(wl.blueDensity.X, wl.blueDensity.Y, wl.blueDensity.Z, wl.blueDensity.W));
144 break;
145 case (int)ScriptBaseClass.WL_BLUR_MULTIPLIER:
146 toadd.Add(new LSL_Float(wl.blurMultiplier));
147 break;
148 case (int)ScriptBaseClass.WL_CLOUD_COLOR:
149 toadd.Add(new LSL_Rotation(wl.cloudColor.X, wl.cloudColor.Y, wl.cloudColor.Z, wl.cloudColor.W));
150 break;
151 case (int)ScriptBaseClass.WL_CLOUD_COVERAGE:
152 toadd.Add(new LSL_Float(wl.cloudCoverage));
153 break;
154 case (int)ScriptBaseClass.WL_CLOUD_DETAIL_XY_DENSITY:
155 toadd.Add(new LSL_Vector(wl.cloudDetailXYDensity.X, wl.cloudDetailXYDensity.Y, wl.cloudDetailXYDensity.Z));
156 break;
157 case (int)ScriptBaseClass.WL_CLOUD_SCALE:
158 toadd.Add(new LSL_Float(wl.cloudScale));
159 break;
160 case (int)ScriptBaseClass.WL_CLOUD_SCROLL_X:
161 toadd.Add(new LSL_Float(wl.cloudScrollX));
162 break;
163 case (int)ScriptBaseClass.WL_CLOUD_SCROLL_X_LOCK:
164 toadd.Add(new LSL_Integer(wl.cloudScrollXLock ? 1 : 0));
165 break;
166 case (int)ScriptBaseClass.WL_CLOUD_SCROLL_Y:
167 toadd.Add(new LSL_Float(wl.cloudScrollY));
168 break;
169 case (int)ScriptBaseClass.WL_CLOUD_SCROLL_Y_LOCK:
170 toadd.Add(new LSL_Integer(wl.cloudScrollYLock ? 1 : 0));
171 break;
172 case (int)ScriptBaseClass.WL_CLOUD_XY_DENSITY:
173 toadd.Add(new LSL_Vector(wl.cloudXYDensity.X, wl.cloudXYDensity.Y, wl.cloudXYDensity.Z));
174 break;
175 case (int)ScriptBaseClass.WL_DENSITY_MULTIPLIER:
176 toadd.Add(new LSL_Float(wl.densityMultiplier));
177 break;
178 case (int)ScriptBaseClass.WL_DISTANCE_MULTIPLIER:
179 toadd.Add(new LSL_Float(wl.distanceMultiplier));
180 break;
181 case (int)ScriptBaseClass.WL_DRAW_CLASSIC_CLOUDS:
182 toadd.Add(new LSL_Integer(wl.drawClassicClouds ? 1 : 0));
183 break;
184 case (int)ScriptBaseClass.WL_EAST_ANGLE:
185 toadd.Add(new LSL_Float(wl.eastAngle));
186 break;
187 case (int)ScriptBaseClass.WL_FRESNEL_OFFSET:
188 toadd.Add(new LSL_Float(wl.fresnelOffset));
189 break;
190 case (int)ScriptBaseClass.WL_FRESNEL_SCALE:
191 toadd.Add(new LSL_Float(wl.fresnelScale));
192 break;
193 case (int)ScriptBaseClass.WL_HAZE_DENSITY:
194 toadd.Add(new LSL_Float(wl.hazeDensity));
195 break;
196 case (int)ScriptBaseClass.WL_HAZE_HORIZON:
197 toadd.Add(new LSL_Float(wl.hazeHorizon));
198 break;
199 case (int)ScriptBaseClass.WL_HORIZON:
200 toadd.Add(new LSL_Rotation(wl.horizon.X, wl.horizon.Y, wl.horizon.Z, wl.horizon.W));
201 break;
202 case (int)ScriptBaseClass.WL_LITTLE_WAVE_DIRECTION:
203 toadd.Add(new LSL_Vector(wl.littleWaveDirection.X, wl.littleWaveDirection.Y, 0.0f));
204 break;
205 case (int)ScriptBaseClass.WL_MAX_ALTITUDE:
206 toadd.Add(new LSL_Integer(wl.maxAltitude));
207 break;
208 case (int)ScriptBaseClass.WL_NORMAL_MAP_TEXTURE:
209 toadd.Add(new LSL_Key(wl.normalMapTexture.ToString()));
210 break;
211 case (int)ScriptBaseClass.WL_REFLECTION_WAVELET_SCALE:
212 toadd.Add(new LSL_Vector(wl.reflectionWaveletScale.X, wl.reflectionWaveletScale.Y, wl.reflectionWaveletScale.Z));
213 break;
214 case (int)ScriptBaseClass.WL_REFRACT_SCALE_ABOVE:
215 toadd.Add(new LSL_Float(wl.refractScaleAbove));
216 break;
217 case (int)ScriptBaseClass.WL_REFRACT_SCALE_BELOW:
218 toadd.Add(new LSL_Float(wl.refractScaleBelow));
219 break;
220 case (int)ScriptBaseClass.WL_SCENE_GAMMA:
221 toadd.Add(new LSL_Float(wl.sceneGamma));
222 break;
223 case (int)ScriptBaseClass.WL_STAR_BRIGHTNESS:
224 toadd.Add(new LSL_Float(wl.starBrightness));
225 break;
226 case (int)ScriptBaseClass.WL_SUN_GLOW_FOCUS:
227 toadd.Add(new LSL_Float(wl.sunGlowFocus));
228 break;
229 case (int)ScriptBaseClass.WL_SUN_GLOW_SIZE:
230 toadd.Add(new LSL_Float(wl.sunGlowSize));
231 break;
232 case (int)ScriptBaseClass.WL_SUN_MOON_COLOR:
233 toadd.Add(new LSL_Rotation(wl.sunMoonColor.X, wl.sunMoonColor.Y, wl.sunMoonColor.Z, wl.sunMoonColor.W));
234 break;
235 case (int)ScriptBaseClass.WL_UNDERWATER_FOG_MODIFIER:
236 toadd.Add(new LSL_Float(wl.underwaterFogModifier));
237 break;
238 case (int)ScriptBaseClass.WL_WATER_COLOR:
239 toadd.Add(new LSL_Vector(wl.waterColor.X, wl.waterColor.Y, wl.waterColor.Z));
240 break;
241 case (int)ScriptBaseClass.WL_WATER_FOG_DENSITY_EXPONENT:
242 toadd.Add(new LSL_Float(wl.waterFogDensityExponent));
243 break;
244 }
245
246 if (toadd.Length > 0)
247 {
248 values.Add(rule);
249 values.Add(toadd.Data[0]);
250 }
251 idx++;
252 }
253
254
255 return values;
256
257 }
258
259 private RegionMeta7WindlightData getWindlightProfileFromRules(LSL_List rules)
260 {
261 RegionMeta7WindlightData wl = (RegionMeta7WindlightData)m_host.ParentGroup.Scene.RegionInfo.WindlightSettings.Clone();
262
263 LSL_List values = new LSL_List();
264 int idx = 0;
265 while (idx < rules.Length)
266 {
267 uint rule = (uint)rules.GetLSLIntegerItem(idx);
268 LSL_Types.Quaternion iQ;
269 LSL_Types.Vector3 iV;
270 switch (rule)
271 {
272 case (int)ScriptBaseClass.WL_SUN_MOON_POSITION:
273 idx++;
274 wl.sunMoonPosition = (float)rules.GetLSLFloatItem(idx);
275 break;
276 case (int)ScriptBaseClass.WL_AMBIENT:
277 idx++;
278 iQ = rules.GetQuaternionItem(idx);
279 wl.ambient = new Vector4((float)iQ.x, (float)iQ.y, (float)iQ.z, (float)iQ.s);
280 break;
281 case (int)ScriptBaseClass.WL_BIG_WAVE_DIRECTION:
282 idx++;
283 iV = rules.GetVector3Item(idx);
284 wl.bigWaveDirection = new Vector2((float)iV.x, (float)iV.y);
285 break;
286 case (int)ScriptBaseClass.WL_BLUE_DENSITY:
287 idx++;
288 iQ = rules.GetQuaternionItem(idx);
289 wl.blueDensity = new Vector4((float)iQ.x, (float)iQ.y, (float)iQ.z, (float)iQ.s);
290 break;
291 case (int)ScriptBaseClass.WL_BLUR_MULTIPLIER:
292 idx++;
293 wl.blurMultiplier = (float)rules.GetLSLFloatItem(idx);
294 break;
295 case (int)ScriptBaseClass.WL_CLOUD_COLOR:
296 idx++;
297 iQ = rules.GetQuaternionItem(idx);
298 wl.cloudColor = new Vector4((float)iQ.x, (float)iQ.y, (float)iQ.z, (float)iQ.s);
299 break;
300 case (int)ScriptBaseClass.WL_CLOUD_COVERAGE:
301 idx++;
302 wl.cloudCoverage = (float)rules.GetLSLFloatItem(idx);
303 break;
304 case (int)ScriptBaseClass.WL_CLOUD_DETAIL_XY_DENSITY:
305 idx++;
306 iV = rules.GetVector3Item(idx);
307 wl.cloudDetailXYDensity = new Vector3((float)iV.x, (float)iV.y, (float)iV.z);
308 break;
309 case (int)ScriptBaseClass.WL_CLOUD_SCALE:
310 idx++;
311 wl.cloudScale = (float)rules.GetLSLFloatItem(idx);
312 break;
313 case (int)ScriptBaseClass.WL_CLOUD_SCROLL_X:
314 idx++;
315 wl.cloudScrollX = (float)rules.GetLSLFloatItem(idx);
316 break;
317 case (int)ScriptBaseClass.WL_CLOUD_SCROLL_X_LOCK:
318 idx++;
319 wl.cloudScrollXLock = rules.GetLSLIntegerItem(idx).value == 1 ? true : false;
320 break;
321 case (int)ScriptBaseClass.WL_CLOUD_SCROLL_Y:
322 idx++;
323 wl.cloudScrollY = (float)rules.GetLSLFloatItem(idx);
324 break;
325 case (int)ScriptBaseClass.WL_CLOUD_SCROLL_Y_LOCK:
326 idx++;
327 wl.cloudScrollYLock = rules.GetLSLIntegerItem(idx).value == 1 ? true : false;
328 break;
329 case (int)ScriptBaseClass.WL_CLOUD_XY_DENSITY:
330 idx++;
331 iV = rules.GetVector3Item(idx);
332 wl.cloudXYDensity = new Vector3((float)iV.x, (float)iV.y, (float)iV.z);
333 break;
334 case (int)ScriptBaseClass.WL_DENSITY_MULTIPLIER:
335 idx++;
336 wl.densityMultiplier = (float)rules.GetLSLFloatItem(idx);
337 break;
338 case (int)ScriptBaseClass.WL_DISTANCE_MULTIPLIER:
339 idx++;
340 wl.distanceMultiplier = (float)rules.GetLSLFloatItem(idx);
341 break;
342 case (int)ScriptBaseClass.WL_DRAW_CLASSIC_CLOUDS:
343 idx++;
344 wl.drawClassicClouds = rules.GetLSLIntegerItem(idx).value == 1 ? true : false;
345 break;
346 case (int)ScriptBaseClass.WL_EAST_ANGLE:
347 idx++;
348 wl.eastAngle = (float)rules.GetLSLFloatItem(idx);
349 break;
350 case (int)ScriptBaseClass.WL_FRESNEL_OFFSET:
351 idx++;
352 wl.fresnelOffset = (float)rules.GetLSLFloatItem(idx);
353 break;
354 case (int)ScriptBaseClass.WL_FRESNEL_SCALE:
355 idx++;
356 wl.fresnelScale = (float)rules.GetLSLFloatItem(idx);
357 break;
358 case (int)ScriptBaseClass.WL_HAZE_DENSITY:
359 idx++;
360 wl.hazeDensity = (float)rules.GetLSLFloatItem(idx);
361 break;
362 case (int)ScriptBaseClass.WL_HAZE_HORIZON:
363 idx++;
364 wl.hazeHorizon = (float)rules.GetLSLFloatItem(idx);
365 break;
366 case (int)ScriptBaseClass.WL_HORIZON:
367 idx++;
368 iQ = rules.GetQuaternionItem(idx);
369 wl.horizon = new Vector4((float)iQ.x, (float)iQ.y, (float)iQ.z, (float)iQ.s);
370 break;
371 case (int)ScriptBaseClass.WL_LITTLE_WAVE_DIRECTION:
372 idx++;
373 iV = rules.GetVector3Item(idx);
374 wl.littleWaveDirection = new Vector2((float)iV.x, (float)iV.y);
375 break;
376 case (int)ScriptBaseClass.WL_MAX_ALTITUDE:
377 idx++;
378 wl.maxAltitude = (ushort)rules.GetLSLIntegerItem(idx).value;
379 break;
380 case (int)ScriptBaseClass.WL_NORMAL_MAP_TEXTURE:
381 idx++;
382 wl.normalMapTexture = new UUID(rules.GetLSLStringItem(idx).m_string);
383 break;
384 case (int)ScriptBaseClass.WL_REFLECTION_WAVELET_SCALE:
385 idx++;
386 iV = rules.GetVector3Item(idx);
387 wl.reflectionWaveletScale = new Vector3((float)iV.x, (float)iV.y, (float)iV.z);
388 break;
389 case (int)ScriptBaseClass.WL_REFRACT_SCALE_ABOVE:
390 idx++;
391 wl.refractScaleAbove = (float)rules.GetLSLFloatItem(idx);
392 break;
393 case (int)ScriptBaseClass.WL_REFRACT_SCALE_BELOW:
394 idx++;
395 wl.refractScaleBelow = (float)rules.GetLSLFloatItem(idx);
396 break;
397 case (int)ScriptBaseClass.WL_SCENE_GAMMA:
398 idx++;
399 wl.sceneGamma = (float)rules.GetLSLFloatItem(idx);
400 break;
401 case (int)ScriptBaseClass.WL_STAR_BRIGHTNESS:
402 idx++;
403 wl.starBrightness = (float)rules.GetLSLFloatItem(idx);
404 break;
405 case (int)ScriptBaseClass.WL_SUN_GLOW_FOCUS:
406 idx++;
407 wl.sunGlowFocus = (float)rules.GetLSLFloatItem(idx);
408 break;
409 case (int)ScriptBaseClass.WL_SUN_GLOW_SIZE:
410 idx++;
411 wl.sunGlowSize = (float)rules.GetLSLFloatItem(idx);
412 break;
413 case (int)ScriptBaseClass.WL_SUN_MOON_COLOR:
414 idx++;
415 iQ = rules.GetQuaternionItem(idx);
416 wl.sunMoonColor = new Vector4((float)iQ.x, (float)iQ.y, (float)iQ.z, (float)iQ.s);
417 break;
418 case (int)ScriptBaseClass.WL_UNDERWATER_FOG_MODIFIER:
419 idx++;
420 wl.underwaterFogModifier = (float)rules.GetLSLFloatItem(idx);
421 break;
422 case (int)ScriptBaseClass.WL_WATER_COLOR:
423 idx++;
424 iV = rules.GetVector3Item(idx);
425 wl.waterColor = new Vector3((float)iV.x, (float)iV.y, (float)iV.z);
426 break;
427 case (int)ScriptBaseClass.WL_WATER_FOG_DENSITY_EXPONENT:
428 idx++;
429 wl.waterFogDensityExponent = (float)rules.GetLSLFloatItem(idx);
430 break;
431 }
432 idx++;
433 }
434 return wl;
435 }
436 /// <summary>
437 /// Set the current Windlight scene
438 /// </summary>
439 /// <param name="rules"></param>
440 /// <returns>success: true or false</returns>
441 public int cmSetWindlightScene(LSL_List rules)
442 {
443 if (!m_CMFunctionsEnabled)
444 {
445 CMShoutError("Careminster functions are not enabled.");
446 return 0;
447 }
448 if (!World.RegionInfo.EstateSettings.IsEstateManager(m_host.OwnerID) && World.GetScenePresence(m_host.OwnerID).GodLevel < 200)
449 {
450 CMShoutError("cmSetWindlightScene can only be used by estate managers or owners.");
451 return 0;
452 }
453 int success = 0;
454 m_host.AddScriptLPS(1);
455 if (Meta7WindlightModule.EnableWindlight)
456 {
457 RegionMeta7WindlightData wl = getWindlightProfileFromRules(rules);
458 m_host.ParentGroup.Scene.StoreWindlightProfile(wl);
459 success = 1;
460 }
461 else
462 {
463 CMShoutError("Windlight module is disabled");
464 return 0;
465 }
466 return success;
467 }
468 /// <summary>
469 /// Set the current Windlight scene to a target avatar
470 /// </summary>
471 /// <param name="rules"></param>
472 /// <returns>success: true or false</returns>
473 public int cmSetWindlightSceneTargeted(LSL_List rules, LSL_Key target)
474 {
475 if (!m_CMFunctionsEnabled)
476 {
477 CMShoutError("Careminster functions are not enabled.");
478 return 0;
479 }
480 if (!World.RegionInfo.EstateSettings.IsEstateManager(m_host.OwnerID) && World.GetScenePresence(m_host.OwnerID).GodLevel < 200)
481 {
482 CMShoutError("cmSetWindlightSceneTargeted can only be used by estate managers or owners.");
483 return 0;
484 }
485 int success = 0;
486 m_host.AddScriptLPS(1);
487 if (Meta7WindlightModule.EnableWindlight)
488 {
489 RegionMeta7WindlightData wl = getWindlightProfileFromRules(rules);
490 World.EventManager.TriggerOnSendNewWindlightProfileTargeted(wl, new UUID(target.m_string));
491 success = 1;
492 }
493 else
494 {
495 CMShoutError("Windlight module is disabled");
496 return 0;
497 }
498 return success;
499 }
500
501 }
502}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
index eaaa9eb..012ba90 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;
@@ -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);
@@ -219,6 +222,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
219 public List<SceneObjectPart> GetLinkParts(int linkType) 222 public List<SceneObjectPart> GetLinkParts(int linkType)
220 { 223 {
221 List<SceneObjectPart> ret = new List<SceneObjectPart>(); 224 List<SceneObjectPart> ret = new List<SceneObjectPart>();
225 if (m_host == null || m_host.ParentGroup == null || m_host.ParentGroup.IsDeleted)
226 return ret;
222 ret.Add(m_host); 227 ret.Add(m_host);
223 228
224 switch (linkType) 229 switch (linkType)
@@ -272,40 +277,48 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
272 protected UUID InventorySelf() 277 protected UUID InventorySelf()
273 { 278 {
274 UUID invItemID = new UUID(); 279 UUID invItemID = new UUID();
275 280 bool unlock = false;
276 lock (m_host.TaskInventory) 281 if (!m_host.TaskInventory.IsReadLockedByMe())
277 { 282 {
278 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 283 m_host.TaskInventory.LockItemsForRead(true);
284 unlock = true;
285 }
286 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
287 {
288 if (inv.Value.Type == 10 && inv.Value.ItemID == m_itemID)
279 { 289 {
280 if (inv.Value.Type == 10 && inv.Value.ItemID == m_itemID) 290 invItemID = inv.Key;
281 { 291 break;
282 invItemID = inv.Key;
283 break;
284 }
285 } 292 }
286 } 293 }
287 294 if (unlock)
295 {
296 m_host.TaskInventory.LockItemsForRead(false);
297 }
288 return invItemID; 298 return invItemID;
289 } 299 }
290 300
291 protected UUID InventoryKey(string name, int type) 301 protected UUID InventoryKey(string name, int type)
292 { 302 {
293 m_host.AddScriptLPS(1); 303 m_host.AddScriptLPS(1);
294 304 m_host.TaskInventory.LockItemsForRead(true);
295 lock (m_host.TaskInventory) 305
306 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
296 { 307 {
297 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 308 if (inv.Value.Name == name)
298 { 309 {
299 if (inv.Value.Name == name) 310 m_host.TaskInventory.LockItemsForRead(false);
311
312 if (inv.Value.Type != type)
300 { 313 {
301 if (inv.Value.Type != type) 314 return UUID.Zero;
302 return UUID.Zero;
303
304 return inv.Value.AssetID;
305 } 315 }
316
317 return inv.Value.AssetID;
306 } 318 }
307 } 319 }
308 320
321 m_host.TaskInventory.LockItemsForRead(false);
309 return UUID.Zero; 322 return UUID.Zero;
310 } 323 }
311 324
@@ -313,17 +326,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
313 { 326 {
314 m_host.AddScriptLPS(1); 327 m_host.AddScriptLPS(1);
315 328
316 lock (m_host.TaskInventory) 329
330 m_host.TaskInventory.LockItemsForRead(true);
331
332 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
317 { 333 {
318 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 334 if (inv.Value.Name == name)
319 { 335 {
320 if (inv.Value.Name == name) 336 m_host.TaskInventory.LockItemsForRead(false);
321 { 337 return inv.Value.AssetID;
322 return inv.Value.AssetID;
323 }
324 } 338 }
325 } 339 }
326 340
341 m_host.TaskInventory.LockItemsForRead(false);
342
343
327 return UUID.Zero; 344 return UUID.Zero;
328 } 345 }
329 346
@@ -700,6 +717,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
700 { 717 {
701 //A and B should both be normalized 718 //A and B should both be normalized
702 m_host.AddScriptLPS(1); 719 m_host.AddScriptLPS(1);
720 /* This method is more accurate than the SL one, and thus causes problems
721 for scripts that deal with the SL inaccuracy around 180-degrees -.- .._.
722
703 double dotProduct = LSL_Vector.Dot(a, b); 723 double dotProduct = LSL_Vector.Dot(a, b);
704 LSL_Vector crossProduct = LSL_Vector.Cross(a, b); 724 LSL_Vector crossProduct = LSL_Vector.Cross(a, b);
705 double magProduct = LSL_Vector.Mag(a) * LSL_Vector.Mag(b); 725 double magProduct = LSL_Vector.Mag(a) * LSL_Vector.Mag(b);
@@ -716,8 +736,57 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
716 return new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f); 736 return new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
717 737
718 return new LSL_Rotation((float)x, (float)y, (float)z, (float)w); 738 return new LSL_Rotation((float)x, (float)y, (float)z, (float)w);
719 } 739 */
720 740
741 // This method mimics the 180 errors found in SL
742 // See www.euclideanspace.com... angleBetween
743 LSL_Vector vec_a = a;
744 LSL_Vector vec_b = b;
745
746 // Eliminate zero length
747 LSL_Float vec_a_mag = LSL_Vector.Mag(vec_a);
748 LSL_Float vec_b_mag = LSL_Vector.Mag(vec_b);
749 if (vec_a_mag < 0.00001 ||
750 vec_b_mag < 0.00001)
751 {
752 return new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
753 }
754
755 // Normalize
756 vec_a = llVecNorm(vec_a);
757 vec_b = llVecNorm(vec_b);
758
759 // Calculate axis and rotation angle
760 LSL_Vector axis = vec_a % vec_b;
761 LSL_Float cos_theta = vec_a * vec_b;
762
763 // Check if parallel
764 if (cos_theta > 0.99999)
765 {
766 return new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
767 }
768
769 // Check if anti-parallel
770 else if (cos_theta < -0.99999)
771 {
772 LSL_Vector orthog_axis = new LSL_Vector(1.0, 0.0, 0.0) - (vec_a.x / (vec_a * vec_a) * vec_a);
773 if (LSL_Vector.Mag(orthog_axis) < 0.000001) orthog_axis = new LSL_Vector(0.0, 0.0, 1.0);
774 return new LSL_Rotation((float)orthog_axis.x, (float)orthog_axis.y, (float)orthog_axis.z, 0.0);
775 }
776 else // other rotation
777 {
778 LSL_Float theta = (LSL_Float)Math.Acos(cos_theta) * 0.5f;
779 axis = llVecNorm(axis);
780 double x, y, z, s, t;
781 s = Math.Cos(theta);
782 t = Math.Sin(theta);
783 x = axis.x * t;
784 y = axis.y * t;
785 z = axis.z * t;
786 return new LSL_Rotation(x,y,z,s);
787 }
788 }
789
721 public void llWhisper(int channelID, string text) 790 public void llWhisper(int channelID, string text)
722 { 791 {
723 m_host.AddScriptLPS(1); 792 m_host.AddScriptLPS(1);
@@ -1041,10 +1110,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1041 return detectedParams.TouchUV; 1110 return detectedParams.TouchUV;
1042 } 1111 }
1043 1112
1113 [DebuggerNonUserCode]
1044 public virtual void llDie() 1114 public virtual void llDie()
1045 { 1115 {
1046 m_host.AddScriptLPS(1); 1116 m_host.AddScriptLPS(1);
1047 throw new SelfDeleteException(); 1117 if (!m_host.IsAttachment) throw new SelfDeleteException();
1048 } 1118 }
1049 1119
1050 public LSL_Float llGround(LSL_Vector offset) 1120 public LSL_Float llGround(LSL_Vector offset)
@@ -1117,6 +1187,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1117 1187
1118 public void llSetStatus(int status, int value) 1188 public void llSetStatus(int status, int value)
1119 { 1189 {
1190 if (m_host == null || m_host.ParentGroup == null || m_host.ParentGroup.IsDeleted)
1191 return;
1120 m_host.AddScriptLPS(1); 1192 m_host.AddScriptLPS(1);
1121 1193
1122 int statusrotationaxis = 0; 1194 int statusrotationaxis = 0;
@@ -1346,6 +1418,48 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1346 { 1418 {
1347 m_host.AddScriptLPS(1); 1419 m_host.AddScriptLPS(1);
1348 1420
1421 SetColor(m_host, color, face);
1422 }
1423
1424 protected void SetColor(SceneObjectPart part, LSL_Vector color, int face)
1425 {
1426 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1427 return;
1428
1429 Primitive.TextureEntry tex = part.Shape.Textures;
1430 Color4 texcolor;
1431 if (face >= 0 && face < GetNumberOfSides(part))
1432 {
1433 texcolor = tex.CreateFace((uint)face).RGBA;
1434 texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f);
1435 texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f);
1436 texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f);
1437 tex.FaceTextures[face].RGBA = texcolor;
1438 part.UpdateTexture(tex);
1439 return;
1440 }
1441 else if (face == ScriptBaseClass.ALL_SIDES)
1442 {
1443 for (uint i = 0; i < GetNumberOfSides(part); i++)
1444 {
1445 if (tex.FaceTextures[i] != null)
1446 {
1447 texcolor = tex.FaceTextures[i].RGBA;
1448 texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f);
1449 texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f);
1450 texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f);
1451 tex.FaceTextures[i].RGBA = texcolor;
1452 }
1453 texcolor = tex.DefaultTexture.RGBA;
1454 texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f);
1455 texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f);
1456 texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f);
1457 tex.DefaultTexture.RGBA = texcolor;
1458 }
1459 part.UpdateTexture(tex);
1460 return;
1461 }
1462
1349 if (face == ScriptBaseClass.ALL_SIDES) 1463 if (face == ScriptBaseClass.ALL_SIDES)
1350 face = SceneObjectPart.ALL_SIDES; 1464 face = SceneObjectPart.ALL_SIDES;
1351 1465
@@ -1354,6 +1468,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1354 1468
1355 public void SetTexGen(SceneObjectPart part, int face,int style) 1469 public void SetTexGen(SceneObjectPart part, int face,int style)
1356 { 1470 {
1471 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1472 return;
1473
1357 Primitive.TextureEntry tex = part.Shape.Textures; 1474 Primitive.TextureEntry tex = part.Shape.Textures;
1358 MappingType textype; 1475 MappingType textype;
1359 textype = MappingType.Default; 1476 textype = MappingType.Default;
@@ -1384,6 +1501,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1384 1501
1385 public void SetGlow(SceneObjectPart part, int face, float glow) 1502 public void SetGlow(SceneObjectPart part, int face, float glow)
1386 { 1503 {
1504 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1505 return;
1506
1387 Primitive.TextureEntry tex = part.Shape.Textures; 1507 Primitive.TextureEntry tex = part.Shape.Textures;
1388 if (face >= 0 && face < GetNumberOfSides(part)) 1508 if (face >= 0 && face < GetNumberOfSides(part))
1389 { 1509 {
@@ -1409,6 +1529,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1409 1529
1410 public void SetShiny(SceneObjectPart part, int face, int shiny, Bumpiness bump) 1530 public void SetShiny(SceneObjectPart part, int face, int shiny, Bumpiness bump)
1411 { 1531 {
1532 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1533 return;
1412 1534
1413 Shininess sval = new Shininess(); 1535 Shininess sval = new Shininess();
1414 1536
@@ -1459,6 +1581,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1459 1581
1460 public void SetFullBright(SceneObjectPart part, int face, bool bright) 1582 public void SetFullBright(SceneObjectPart part, int face, bool bright)
1461 { 1583 {
1584 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1585 return;
1586
1462 Primitive.TextureEntry tex = part.Shape.Textures; 1587 Primitive.TextureEntry tex = part.Shape.Textures;
1463 if (face >= 0 && face < GetNumberOfSides(part)) 1588 if (face >= 0 && face < GetNumberOfSides(part))
1464 { 1589 {
@@ -1526,6 +1651,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1526 1651
1527 protected void SetAlpha(SceneObjectPart part, double alpha, int face) 1652 protected void SetAlpha(SceneObjectPart part, double alpha, int face)
1528 { 1653 {
1654 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1655 return;
1656
1529 Primitive.TextureEntry tex = part.Shape.Textures; 1657 Primitive.TextureEntry tex = part.Shape.Textures;
1530 Color4 texcolor; 1658 Color4 texcolor;
1531 if (face >= 0 && face < GetNumberOfSides(part)) 1659 if (face >= 0 && face < GetNumberOfSides(part))
@@ -1571,7 +1699,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1571 protected void SetFlexi(SceneObjectPart part, bool flexi, int softness, float gravity, float friction, 1699 protected void SetFlexi(SceneObjectPart part, bool flexi, int softness, float gravity, float friction,
1572 float wind, float tension, LSL_Vector Force) 1700 float wind, float tension, LSL_Vector Force)
1573 { 1701 {
1574 if (part == null) 1702 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1575 return; 1703 return;
1576 1704
1577 if (flexi) 1705 if (flexi)
@@ -1606,7 +1734,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1606 /// <param name="falloff"></param> 1734 /// <param name="falloff"></param>
1607 protected void SetPointLight(SceneObjectPart part, bool light, LSL_Vector color, float intensity, float radius, float falloff) 1735 protected void SetPointLight(SceneObjectPart part, bool light, LSL_Vector color, float intensity, float radius, float falloff)
1608 { 1736 {
1609 if (part == null) 1737 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1610 return; 1738 return;
1611 1739
1612 if (light) 1740 if (light)
@@ -1692,6 +1820,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1692 1820
1693 protected void SetTexture(SceneObjectPart part, string texture, int face) 1821 protected void SetTexture(SceneObjectPart part, string texture, int face)
1694 { 1822 {
1823 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1824 return;
1825
1695 UUID textureID=new UUID(); 1826 UUID textureID=new UUID();
1696 1827
1697 if (!UUID.TryParse(texture, out textureID)) 1828 if (!UUID.TryParse(texture, out textureID))
@@ -1737,6 +1868,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1737 1868
1738 protected void ScaleTexture(SceneObjectPart part, double u, double v, int face) 1869 protected void ScaleTexture(SceneObjectPart part, double u, double v, int face)
1739 { 1870 {
1871 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1872 return;
1873
1740 Primitive.TextureEntry tex = part.Shape.Textures; 1874 Primitive.TextureEntry tex = part.Shape.Textures;
1741 if (face >= 0 && face < GetNumberOfSides(part)) 1875 if (face >= 0 && face < GetNumberOfSides(part))
1742 { 1876 {
@@ -1773,6 +1907,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1773 1907
1774 protected void OffsetTexture(SceneObjectPart part, double u, double v, int face) 1908 protected void OffsetTexture(SceneObjectPart part, double u, double v, int face)
1775 { 1909 {
1910 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1911 return;
1912
1776 Primitive.TextureEntry tex = part.Shape.Textures; 1913 Primitive.TextureEntry tex = part.Shape.Textures;
1777 if (face >= 0 && face < GetNumberOfSides(part)) 1914 if (face >= 0 && face < GetNumberOfSides(part))
1778 { 1915 {
@@ -1809,6 +1946,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1809 1946
1810 protected void RotateTexture(SceneObjectPart part, double rotation, int face) 1947 protected void RotateTexture(SceneObjectPart part, double rotation, int face)
1811 { 1948 {
1949 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1950 return;
1951
1812 Primitive.TextureEntry tex = part.Shape.Textures; 1952 Primitive.TextureEntry tex = part.Shape.Textures;
1813 if (face >= 0 && face < GetNumberOfSides(part)) 1953 if (face >= 0 && face < GetNumberOfSides(part))
1814 { 1954 {
@@ -1879,6 +2019,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1879 2019
1880 protected void SetPos(SceneObjectPart part, LSL_Vector targetPos) 2020 protected void SetPos(SceneObjectPart part, LSL_Vector targetPos)
1881 { 2021 {
2022 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2023 return;
2024
1882 // Capped movemment if distance > 10m (http://wiki.secondlife.com/wiki/LlSetPos) 2025 // Capped movemment if distance > 10m (http://wiki.secondlife.com/wiki/LlSetPos)
1883 LSL_Vector currentPos = llGetLocalPos(); 2026 LSL_Vector currentPos = llGetLocalPos();
1884 2027
@@ -1973,6 +2116,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1973 2116
1974 protected void SetRot(SceneObjectPart part, Quaternion rot) 2117 protected void SetRot(SceneObjectPart part, Quaternion rot)
1975 { 2118 {
2119 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2120 return;
2121
1976 part.UpdateRotation(rot); 2122 part.UpdateRotation(rot);
1977 // Update rotation does not move the object in the physics scene if it's a linkset. 2123 // Update rotation does not move the object in the physics scene if it's a linkset.
1978 2124
@@ -2592,12 +2738,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2592 2738
2593 m_host.AddScriptLPS(1); 2739 m_host.AddScriptLPS(1);
2594 2740
2741 m_host.TaskInventory.LockItemsForRead(true);
2595 TaskInventoryItem item = m_host.TaskInventory[invItemID]; 2742 TaskInventoryItem item = m_host.TaskInventory[invItemID];
2596 2743 m_host.TaskInventory.LockItemsForRead(false);
2597 lock (m_host.TaskInventory)
2598 {
2599 item = m_host.TaskInventory[invItemID];
2600 }
2601 2744
2602 if (item.PermsGranter == UUID.Zero) 2745 if (item.PermsGranter == UUID.Zero)
2603 return 0; 2746 return 0;
@@ -2672,6 +2815,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2672 if (dist > m_ScriptDistanceFactor * 10.0f) 2815 if (dist > m_ScriptDistanceFactor * 10.0f)
2673 return; 2816 return;
2674 2817
2818 //Clone is thread-safe
2675 TaskInventoryDictionary partInventory = (TaskInventoryDictionary)m_host.TaskInventory.Clone(); 2819 TaskInventoryDictionary partInventory = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
2676 2820
2677 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in partInventory) 2821 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in partInventory)
@@ -2732,6 +2876,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2732 2876
2733 public void llLookAt(LSL_Vector target, double strength, double damping) 2877 public void llLookAt(LSL_Vector target, double strength, double damping)
2734 { 2878 {
2879 /*
2735 m_host.AddScriptLPS(1); 2880 m_host.AddScriptLPS(1);
2736 // Determine where we are looking from 2881 // Determine where we are looking from
2737 LSL_Vector from = llGetPos(); 2882 LSL_Vector from = llGetPos();
@@ -2751,10 +2896,31 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2751 // the angles of rotation in radians into rotation value 2896 // the angles of rotation in radians into rotation value
2752 2897
2753 LSL_Types.Quaternion rot = llEuler2Rot(angle); 2898 LSL_Types.Quaternion rot = llEuler2Rot(angle);
2754 Quaternion rotation = new Quaternion((float)rot.x, (float)rot.y, (float)rot.z, (float)rot.s); 2899
2755 m_host.startLookAt(rotation, (float)damping, (float)strength); 2900 // This would only work if your physics system contains an APID controller:
2901 // Quaternion rotation = new Quaternion((float)rot.x, (float)rot.y, (float)rot.z, (float)rot.s);
2902 // m_host.startLookAt(rotation, (float)damping, (float)strength);
2903
2756 // Orient the object to the angle calculated 2904 // Orient the object to the angle calculated
2757 //llSetRot(rot); 2905 llSetRot(rot);
2906 */
2907
2908 //The above code, while nice, doesn't replicate the behaviour of SL and tends to "roll" the object.
2909 //There's probably a smarter way of doing this, my rotation math-fu is weak.
2910 // http://bugs.meta7.com/view.php?id=28
2911 // - Tom
2912
2913 LSL_Rotation newrot = llGetRot() * llRotBetween(new LSL_Vector(1.0d, 0.0d, 0.0d) * llGetRot(), new LSL_Vector(0.0d, 0.0d, -1.0d));
2914 llSetRot(newrot * llRotBetween(new LSL_Vector(0.0d,0.0d,1.0d) * newrot, target - llGetPos()));
2915
2916 }
2917
2918 public void llRotLookAt(LSL_Rotation target, double strength, double damping)
2919 {
2920 m_host.AddScriptLPS(1);
2921// NotImplemented("llRotLookAt");
2922 m_host.RotLookAt(Rot2Quaternion(target), (float)strength, (float)damping);
2923
2758 } 2924 }
2759 2925
2760 public void llStopLookAt() 2926 public void llStopLookAt()
@@ -2803,13 +2969,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2803 { 2969 {
2804 TaskInventoryItem item; 2970 TaskInventoryItem item;
2805 2971
2806 lock (m_host.TaskInventory) 2972 m_host.TaskInventory.LockItemsForRead(true);
2973 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
2807 { 2974 {
2808 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 2975 m_host.TaskInventory.LockItemsForRead(false);
2809 return; 2976 return;
2810 else
2811 item = m_host.TaskInventory[InventorySelf()];
2812 } 2977 }
2978 else
2979 {
2980 item = m_host.TaskInventory[InventorySelf()];
2981 }
2982 m_host.TaskInventory.LockItemsForRead(false);
2813 2983
2814 if (item.PermsGranter != UUID.Zero) 2984 if (item.PermsGranter != UUID.Zero)
2815 { 2985 {
@@ -2831,13 +3001,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2831 { 3001 {
2832 TaskInventoryItem item; 3002 TaskInventoryItem item;
2833 3003
3004 m_host.TaskInventory.LockItemsForRead(true);
2834 lock (m_host.TaskInventory) 3005 lock (m_host.TaskInventory)
2835 { 3006 {
3007
2836 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3008 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
3009 {
3010 m_host.TaskInventory.LockItemsForRead(false);
2837 return; 3011 return;
3012 }
2838 else 3013 else
3014 {
2839 item = m_host.TaskInventory[InventorySelf()]; 3015 item = m_host.TaskInventory[InventorySelf()];
3016 }
2840 } 3017 }
3018 m_host.TaskInventory.LockItemsForRead(false);
2841 3019
2842 m_host.AddScriptLPS(1); 3020 m_host.AddScriptLPS(1);
2843 3021
@@ -2874,14 +3052,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2874 3052
2875 TaskInventoryItem item; 3053 TaskInventoryItem item;
2876 3054
2877 lock (m_host.TaskInventory) 3055 m_host.TaskInventory.LockItemsForRead(true);
3056
3057 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
2878 { 3058 {
2879 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3059 m_host.TaskInventory.LockItemsForRead(false);
2880 return; 3060 return;
2881 else 3061 }
2882 item = m_host.TaskInventory[InventorySelf()]; 3062 else
3063 {
3064 item = m_host.TaskInventory[InventorySelf()];
2883 } 3065 }
2884 3066
3067 m_host.TaskInventory.LockItemsForRead(false);
3068
2885 if (item.PermsGranter != m_host.OwnerID) 3069 if (item.PermsGranter != m_host.OwnerID)
2886 return; 3070 return;
2887 3071
@@ -2906,13 +3090,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2906 3090
2907 TaskInventoryItem item; 3091 TaskInventoryItem item;
2908 3092
2909 lock (m_host.TaskInventory) 3093 m_host.TaskInventory.LockItemsForRead(true);
3094
3095 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
2910 { 3096 {
2911 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3097 m_host.TaskInventory.LockItemsForRead(false);
2912 return; 3098 return;
2913 else
2914 item = m_host.TaskInventory[InventorySelf()];
2915 } 3099 }
3100 else
3101 {
3102 item = m_host.TaskInventory[InventorySelf()];
3103 }
3104 m_host.TaskInventory.LockItemsForRead(false);
3105
2916 3106
2917 if (item.PermsGranter != m_host.OwnerID) 3107 if (item.PermsGranter != m_host.OwnerID)
2918 return; 3108 return;
@@ -2948,8 +3138,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2948 return m_host.OwnerID.ToString(); 3138 return m_host.OwnerID.ToString();
2949 } 3139 }
2950 3140
3141 [DebuggerNonUserCode]
2951 public void llInstantMessage(string user, string message) 3142 public void llInstantMessage(string user, string message)
2952 { 3143 {
3144 UUID result;
3145 if (!UUID.TryParse(user, out result))
3146 {
3147 throw new Exception(String.Format("An invalid key of '{0} was passed to llInstantMessage", user));
3148 return;
3149 }
3150
3151
2953 m_host.AddScriptLPS(1); 3152 m_host.AddScriptLPS(1);
2954 3153
2955 // We may be able to use ClientView.SendInstantMessage here, but we need a client instance. 3154 // We may be able to use ClientView.SendInstantMessage here, but we need a client instance.
@@ -2964,7 +3163,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2964 UUID friendTransactionID = UUID.Random(); 3163 UUID friendTransactionID = UUID.Random();
2965 3164
2966 //m_pendingFriendRequests.Add(friendTransactionID, fromAgentID); 3165 //m_pendingFriendRequests.Add(friendTransactionID, fromAgentID);
2967 3166
2968 GridInstantMessage msg = new GridInstantMessage(); 3167 GridInstantMessage msg = new GridInstantMessage();
2969 msg.fromAgentID = new Guid(m_host.UUID.ToString()); // fromAgentID.Guid; 3168 msg.fromAgentID = new Guid(m_host.UUID.ToString()); // fromAgentID.Guid;
2970 msg.toAgentID = new Guid(user); // toAgentID.Guid; 3169 msg.toAgentID = new Guid(user); // toAgentID.Guid;
@@ -3113,13 +3312,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3113 m_host.AddScriptLPS(1); 3312 m_host.AddScriptLPS(1);
3114 } 3313 }
3115 3314
3116 public void llRotLookAt(LSL_Rotation target, double strength, double damping)
3117 {
3118 m_host.AddScriptLPS(1);
3119 Quaternion rot = new Quaternion((float)target.x, (float)target.y, (float)target.z, (float)target.s);
3120 m_host.RotLookAt(rot, (float)strength, (float)damping);
3121 }
3122
3123 public LSL_Integer llStringLength(string str) 3315 public LSL_Integer llStringLength(string str)
3124 { 3316 {
3125 m_host.AddScriptLPS(1); 3317 m_host.AddScriptLPS(1);
@@ -3143,14 +3335,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3143 3335
3144 TaskInventoryItem item; 3336 TaskInventoryItem item;
3145 3337
3146 lock (m_host.TaskInventory) 3338 m_host.TaskInventory.LockItemsForRead(true);
3339 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
3147 { 3340 {
3148 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3341 m_host.TaskInventory.LockItemsForRead(false);
3149 return; 3342 return;
3150 else
3151 item = m_host.TaskInventory[InventorySelf()];
3152 } 3343 }
3153 3344 else
3345 {
3346 item = m_host.TaskInventory[InventorySelf()];
3347 }
3348 m_host.TaskInventory.LockItemsForRead(false);
3154 if (item.PermsGranter == UUID.Zero) 3349 if (item.PermsGranter == UUID.Zero)
3155 return; 3350 return;
3156 3351
@@ -3180,13 +3375,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3180 3375
3181 TaskInventoryItem item; 3376 TaskInventoryItem item;
3182 3377
3183 lock (m_host.TaskInventory) 3378 m_host.TaskInventory.LockItemsForRead(true);
3379 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
3184 { 3380 {
3185 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3381 m_host.TaskInventory.LockItemsForRead(false);
3186 return; 3382 return;
3187 else
3188 item = m_host.TaskInventory[InventorySelf()];
3189 } 3383 }
3384 else
3385 {
3386 item = m_host.TaskInventory[InventorySelf()];
3387 }
3388 m_host.TaskInventory.LockItemsForRead(false);
3389
3190 3390
3191 if (item.PermsGranter == UUID.Zero) 3391 if (item.PermsGranter == UUID.Zero)
3192 return; 3392 return;
@@ -3263,10 +3463,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3263 3463
3264 TaskInventoryItem item; 3464 TaskInventoryItem item;
3265 3465
3266 lock (m_host.TaskInventory) 3466
3467 m_host.TaskInventory.LockItemsForRead(true);
3468 if (!m_host.TaskInventory.ContainsKey(invItemID))
3469 {
3470 m_host.TaskInventory.LockItemsForRead(false);
3471 return;
3472 }
3473 else
3267 { 3474 {
3268 item = m_host.TaskInventory[invItemID]; 3475 item = m_host.TaskInventory[invItemID];
3269 } 3476 }
3477 m_host.TaskInventory.LockItemsForRead(false);
3270 3478
3271 if (agentID == UUID.Zero || perm == 0) // Releasing permissions 3479 if (agentID == UUID.Zero || perm == 0) // Releasing permissions
3272 { 3480 {
@@ -3298,11 +3506,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3298 3506
3299 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms 3507 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms
3300 { 3508 {
3301 lock (m_host.TaskInventory) 3509 m_host.TaskInventory.LockItemsForWrite(true);
3302 { 3510 m_host.TaskInventory[invItemID].PermsGranter = agentID;
3303 m_host.TaskInventory[invItemID].PermsGranter = agentID; 3511 m_host.TaskInventory[invItemID].PermsMask = perm;
3304 m_host.TaskInventory[invItemID].PermsMask = perm; 3512 m_host.TaskInventory.LockItemsForWrite(false);
3305 }
3306 3513
3307 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams( 3514 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams(
3308 "run_time_permissions", new Object[] { 3515 "run_time_permissions", new Object[] {
@@ -3322,11 +3529,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3322 3529
3323 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms 3530 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms
3324 { 3531 {
3325 lock (m_host.TaskInventory) 3532 m_host.TaskInventory.LockItemsForWrite(true);
3326 { 3533 m_host.TaskInventory[invItemID].PermsGranter = agentID;
3327 m_host.TaskInventory[invItemID].PermsGranter = agentID; 3534 m_host.TaskInventory[invItemID].PermsMask = perm;
3328 m_host.TaskInventory[invItemID].PermsMask = perm; 3535 m_host.TaskInventory.LockItemsForWrite(false);
3329 }
3330 3536
3331 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams( 3537 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams(
3332 "run_time_permissions", new Object[] { 3538 "run_time_permissions", new Object[] {
@@ -3347,11 +3553,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3347 3553
3348 if (!m_waitingForScriptAnswer) 3554 if (!m_waitingForScriptAnswer)
3349 { 3555 {
3350 lock (m_host.TaskInventory) 3556 m_host.TaskInventory.LockItemsForWrite(true);
3351 { 3557 m_host.TaskInventory[invItemID].PermsGranter = agentID;
3352 m_host.TaskInventory[invItemID].PermsGranter = agentID; 3558 m_host.TaskInventory[invItemID].PermsMask = 0;
3353 m_host.TaskInventory[invItemID].PermsMask = 0; 3559 m_host.TaskInventory.LockItemsForWrite(false);
3354 }
3355 3560
3356 presence.ControllingClient.OnScriptAnswer += handleScriptAnswer; 3561 presence.ControllingClient.OnScriptAnswer += handleScriptAnswer;
3357 m_waitingForScriptAnswer=true; 3562 m_waitingForScriptAnswer=true;
@@ -3386,10 +3591,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3386 if ((answer & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) == 0) 3591 if ((answer & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) == 0)
3387 llReleaseControls(); 3592 llReleaseControls();
3388 3593
3389 lock (m_host.TaskInventory) 3594
3390 { 3595 m_host.TaskInventory.LockItemsForWrite(true);
3391 m_host.TaskInventory[invItemID].PermsMask = answer; 3596 m_host.TaskInventory[invItemID].PermsMask = answer;
3392 } 3597 m_host.TaskInventory.LockItemsForWrite(false);
3598
3393 3599
3394 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams( 3600 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams(
3395 "run_time_permissions", new Object[] { 3601 "run_time_permissions", new Object[] {
@@ -3401,16 +3607,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3401 { 3607 {
3402 m_host.AddScriptLPS(1); 3608 m_host.AddScriptLPS(1);
3403 3609
3404 lock (m_host.TaskInventory) 3610 m_host.TaskInventory.LockItemsForRead(true);
3611
3612 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
3405 { 3613 {
3406 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 3614 if (item.Type == 10 && item.ItemID == m_itemID)
3407 { 3615 {
3408 if (item.Type == 10 && item.ItemID == m_itemID) 3616 m_host.TaskInventory.LockItemsForRead(false);
3409 { 3617 return item.PermsGranter.ToString();
3410 return item.PermsGranter.ToString();
3411 }
3412 } 3618 }
3413 } 3619 }
3620 m_host.TaskInventory.LockItemsForRead(false);
3414 3621
3415 return UUID.Zero.ToString(); 3622 return UUID.Zero.ToString();
3416 } 3623 }
@@ -3419,19 +3626,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3419 { 3626 {
3420 m_host.AddScriptLPS(1); 3627 m_host.AddScriptLPS(1);
3421 3628
3422 lock (m_host.TaskInventory) 3629 m_host.TaskInventory.LockItemsForRead(true);
3630
3631 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
3423 { 3632 {
3424 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 3633 if (item.Type == 10 && item.ItemID == m_itemID)
3425 { 3634 {
3426 if (item.Type == 10 && item.ItemID == m_itemID) 3635 int perms = item.PermsMask;
3427 { 3636 if (m_automaticLinkPermission)
3428 int perms = item.PermsMask; 3637 perms |= ScriptBaseClass.PERMISSION_CHANGE_LINKS;
3429 if (m_automaticLinkPermission) 3638 m_host.TaskInventory.LockItemsForRead(false);
3430 perms |= ScriptBaseClass.PERMISSION_CHANGE_LINKS; 3639 return perms;
3431 return perms;
3432 }
3433 } 3640 }
3434 } 3641 }
3642 m_host.TaskInventory.LockItemsForRead(false);
3435 3643
3436 return 0; 3644 return 0;
3437 } 3645 }
@@ -3464,11 +3672,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3464 UUID invItemID = InventorySelf(); 3672 UUID invItemID = InventorySelf();
3465 3673
3466 TaskInventoryItem item; 3674 TaskInventoryItem item;
3467 lock (m_host.TaskInventory) 3675 m_host.TaskInventory.LockItemsForRead(true);
3468 { 3676 item = m_host.TaskInventory[invItemID];
3469 item = m_host.TaskInventory[invItemID]; 3677 m_host.TaskInventory.LockItemsForRead(false);
3470 } 3678
3471
3472 if ((item.PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0 3679 if ((item.PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0
3473 && !m_automaticLinkPermission) 3680 && !m_automaticLinkPermission)
3474 { 3681 {
@@ -3521,16 +3728,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3521 m_host.AddScriptLPS(1); 3728 m_host.AddScriptLPS(1);
3522 UUID invItemID = InventorySelf(); 3729 UUID invItemID = InventorySelf();
3523 3730
3524 lock (m_host.TaskInventory) 3731 m_host.TaskInventory.LockItemsForRead(true);
3525 {
3526 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0 3732 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0
3527 && !m_automaticLinkPermission) 3733 && !m_automaticLinkPermission)
3528 { 3734 {
3529 ShoutError("Script trying to link but PERMISSION_CHANGE_LINKS permission not set!"); 3735 ShoutError("Script trying to link but PERMISSION_CHANGE_LINKS permission not set!");
3736 m_host.TaskInventory.LockItemsForRead(false);
3530 return; 3737 return;
3531 } 3738 }
3532 } 3739 m_host.TaskInventory.LockItemsForRead(false);
3533 3740
3534 if (linknum < ScriptBaseClass.LINK_THIS) 3741 if (linknum < ScriptBaseClass.LINK_THIS)
3535 return; 3742 return;
3536 3743
@@ -3707,17 +3914,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3707 m_host.AddScriptLPS(1); 3914 m_host.AddScriptLPS(1);
3708 int count = 0; 3915 int count = 0;
3709 3916
3710 lock (m_host.TaskInventory) 3917 m_host.TaskInventory.LockItemsForRead(true);
3918 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
3711 { 3919 {
3712 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 3920 if (inv.Value.Type == type || type == -1)
3713 { 3921 {
3714 if (inv.Value.Type == type || type == -1) 3922 count = count + 1;
3715 {
3716 count = count + 1;
3717 }
3718 } 3923 }
3719 } 3924 }
3720 3925
3926 m_host.TaskInventory.LockItemsForRead(false);
3721 return count; 3927 return count;
3722 } 3928 }
3723 3929
@@ -3726,16 +3932,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3726 m_host.AddScriptLPS(1); 3932 m_host.AddScriptLPS(1);
3727 ArrayList keys = new ArrayList(); 3933 ArrayList keys = new ArrayList();
3728 3934
3729 lock (m_host.TaskInventory) 3935 m_host.TaskInventory.LockItemsForRead(true);
3936 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
3730 { 3937 {
3731 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 3938 if (inv.Value.Type == type || type == -1)
3732 { 3939 {
3733 if (inv.Value.Type == type || type == -1) 3940 keys.Add(inv.Value.Name);
3734 {
3735 keys.Add(inv.Value.Name);
3736 }
3737 } 3941 }
3738 } 3942 }
3943 m_host.TaskInventory.LockItemsForRead(false);
3739 3944
3740 if (keys.Count == 0) 3945 if (keys.Count == 0)
3741 { 3946 {
@@ -3772,20 +3977,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3772 } 3977 }
3773 3978
3774 // move the first object found with this inventory name 3979 // move the first object found with this inventory name
3775 lock (m_host.TaskInventory) 3980 m_host.TaskInventory.LockItemsForRead(true);
3981 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
3776 { 3982 {
3777 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 3983 if (inv.Value.Name == inventory)
3778 { 3984 {
3779 if (inv.Value.Name == inventory) 3985 found = true;
3780 { 3986 objId = inv.Key;
3781 found = true; 3987 assetType = inv.Value.Type;
3782 objId = inv.Key; 3988 objName = inv.Value.Name;
3783 assetType = inv.Value.Type; 3989 break;
3784 objName = inv.Value.Name;
3785 break;
3786 }
3787 } 3990 }
3788 } 3991 }
3992 m_host.TaskInventory.LockItemsForRead(false);
3789 3993
3790 if (!found) 3994 if (!found)
3791 { 3995 {
@@ -3821,33 +4025,38 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3821 4025
3822 if (m_TransferModule != null) 4026 if (m_TransferModule != null)
3823 m_TransferModule.SendInstantMessage(msg, delegate(bool success) {}); 4027 m_TransferModule.SendInstantMessage(msg, delegate(bool success) {});
4028
4029 //This delay should only occur when giving inventory to avatars.
4030 ScriptSleep(3000);
3824 } 4031 }
3825 else 4032 else
3826 { 4033 {
3827 // destination is an object 4034 // destination is an object
3828 World.MoveTaskInventoryItem(destId, m_host, objId); 4035 World.MoveTaskInventoryItem(destId, m_host, objId);
3829 } 4036 }
3830 ScriptSleep(3000); 4037
3831 } 4038 }
3832 4039
4040 [DebuggerNonUserCode]
3833 public void llRemoveInventory(string name) 4041 public void llRemoveInventory(string name)
3834 { 4042 {
3835 m_host.AddScriptLPS(1); 4043 m_host.AddScriptLPS(1);
3836 4044
3837 lock (m_host.TaskInventory) 4045 m_host.TaskInventory.LockItemsForRead(true);
4046 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
3838 { 4047 {
3839 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 4048 if (item.Name == name)
3840 { 4049 {
3841 if (item.Name == name) 4050 if (item.ItemID == m_itemID)
3842 { 4051 throw new ScriptDeleteException();
3843 if (item.ItemID == m_itemID) 4052 else
3844 throw new ScriptDeleteException(); 4053 m_host.Inventory.RemoveInventoryItem(item.ItemID);
3845 else 4054
3846 m_host.Inventory.RemoveInventoryItem(item.ItemID); 4055 m_host.TaskInventory.LockItemsForRead(false);
3847 return; 4056 return;
3848 }
3849 } 4057 }
3850 } 4058 }
4059 m_host.TaskInventory.LockItemsForRead(false);
3851 } 4060 }
3852 4061
3853 public void llSetText(string text, LSL_Vector color, double alpha) 4062 public void llSetText(string text, LSL_Vector color, double alpha)
@@ -3937,6 +4146,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3937 { 4146 {
3938 m_host.AddScriptLPS(1); 4147 m_host.AddScriptLPS(1);
3939 4148
4149 //Clone is thread safe
3940 TaskInventoryDictionary itemDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone(); 4150 TaskInventoryDictionary itemDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
3941 4151
3942 foreach (TaskInventoryItem item in itemDictionary.Values) 4152 foreach (TaskInventoryItem item in itemDictionary.Values)
@@ -3990,6 +4200,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3990 ScenePresence presence = World.GetScenePresence(agentId); 4200 ScenePresence presence = World.GetScenePresence(agentId);
3991 if (presence != null) 4201 if (presence != null)
3992 { 4202 {
4203 // agent must not be a god
4204 if (presence.GodLevel >= 200) return;
4205
3993 // agent must be over the owners land 4206 // agent must be over the owners land
3994 if (m_host.OwnerID == World.LandChannel.GetLandObject( 4207 if (m_host.OwnerID == World.LandChannel.GetLandObject(
3995 presence.AbsolutePosition.X, presence.AbsolutePosition.Y).LandData.OwnerID) 4208 presence.AbsolutePosition.X, presence.AbsolutePosition.Y).LandData.OwnerID)
@@ -4025,17 +4238,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4025 UUID soundId = UUID.Zero; 4238 UUID soundId = UUID.Zero;
4026 if (!UUID.TryParse(impact_sound, out soundId)) 4239 if (!UUID.TryParse(impact_sound, out soundId))
4027 { 4240 {
4028 lock (m_host.TaskInventory) 4241 m_host.TaskInventory.LockItemsForRead(true);
4242 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
4029 { 4243 {
4030 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 4244 if (item.Type == (int)AssetType.Sound && item.Name == impact_sound)
4031 { 4245 {
4032 if (item.Type == (int)AssetType.Sound && item.Name == impact_sound) 4246 soundId = item.AssetID;
4033 { 4247 break;
4034 soundId = item.AssetID;
4035 break;
4036 }
4037 } 4248 }
4038 } 4249 }
4250 m_host.TaskInventory.LockItemsForRead(false);
4039 } 4251 }
4040 m_host.CollisionSound = soundId; 4252 m_host.CollisionSound = soundId;
4041 m_host.CollisionSoundVolume = (float)impact_volume; 4253 m_host.CollisionSoundVolume = (float)impact_volume;
@@ -4081,6 +4293,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4081 UUID partItemID; 4293 UUID partItemID;
4082 foreach (SceneObjectPart part in parts) 4294 foreach (SceneObjectPart part in parts)
4083 { 4295 {
4296 //Clone is thread safe
4084 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)part.TaskInventory.Clone(); 4297 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)part.TaskInventory.Clone();
4085 4298
4086 foreach (TaskInventoryItem item in itemsDictionary.Values) 4299 foreach (TaskInventoryItem item in itemsDictionary.Values)
@@ -4295,17 +4508,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4295 4508
4296 m_host.AddScriptLPS(1); 4509 m_host.AddScriptLPS(1);
4297 4510
4298 lock (m_host.TaskInventory) 4511 m_host.TaskInventory.LockItemsForRead(true);
4512 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
4299 { 4513 {
4300 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 4514 if (item.Type == 10 && item.ItemID == m_itemID)
4301 { 4515 {
4302 if (item.Type == 10 && item.ItemID == m_itemID) 4516 result = item.Name!=null?item.Name:String.Empty;
4303 { 4517 break;
4304 result = item.Name != null ? item.Name : String.Empty;
4305 break;
4306 }
4307 } 4518 }
4308 } 4519 }
4520 m_host.TaskInventory.LockItemsForRead(false);
4309 4521
4310 return result; 4522 return result;
4311 } 4523 }
@@ -4458,23 +4670,24 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4458 { 4670 {
4459 m_host.AddScriptLPS(1); 4671 m_host.AddScriptLPS(1);
4460 4672
4461 lock (m_host.TaskInventory) 4673 m_host.TaskInventory.LockItemsForRead(true);
4674 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
4462 { 4675 {
4463 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 4676 if (inv.Value.Name == name)
4464 { 4677 {
4465 if (inv.Value.Name == name) 4678 if ((inv.Value.CurrentPermissions & (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify)) == (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify))
4466 { 4679 {
4467 if ((inv.Value.CurrentPermissions & (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify)) == (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify)) 4680 m_host.TaskInventory.LockItemsForRead(false);
4468 { 4681 return inv.Value.AssetID.ToString();
4469 return inv.Value.AssetID.ToString(); 4682 }
4470 } 4683 else
4471 else 4684 {
4472 { 4685 m_host.TaskInventory.LockItemsForRead(false);
4473 return UUID.Zero.ToString(); 4686 return UUID.Zero.ToString();
4474 }
4475 } 4687 }
4476 } 4688 }
4477 } 4689 }
4690 m_host.TaskInventory.LockItemsForRead(false);
4478 4691
4479 return UUID.Zero.ToString(); 4692 return UUID.Zero.ToString();
4480 } 4693 }
@@ -5060,7 +5273,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5060 public LSL_Integer llGetRegionAgentCount() 5273 public LSL_Integer llGetRegionAgentCount()
5061 { 5274 {
5062 m_host.AddScriptLPS(1); 5275 m_host.AddScriptLPS(1);
5063 return new LSL_Integer(World.GetAvatars().Count); 5276 return new LSL_Integer(World.GetRootAgentCount());
5064 } 5277 }
5065 5278
5066 public LSL_Vector llGetRegionCorner() 5279 public LSL_Vector llGetRegionCorner()
@@ -5989,6 +6202,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5989 tempf = (float)rules.GetLSLFloatItem(i + 1); 6202 tempf = (float)rules.GetLSLFloatItem(i + 1);
5990 prules.OuterAngle = (float)tempf; 6203 prules.OuterAngle = (float)tempf;
5991 break; 6204 break;
6205
6206 case (int)ScriptBaseClass.PSYS_SRC_INNERANGLE:
6207 tempf = (float)rules.GetLSLFloatItem(i + 1);
6208 prules.InnerAngle = (float)tempf;
6209 break;
6210
6211 case (int)ScriptBaseClass.PSYS_SRC_OUTERANGLE:
6212 tempf = (float)rules.GetLSLFloatItem(i + 1);
6213 prules.OuterAngle = (float)tempf;
6214 break;
5992 } 6215 }
5993 6216
5994 } 6217 }
@@ -6027,14 +6250,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6027 6250
6028 protected UUID GetTaskInventoryItem(string name) 6251 protected UUID GetTaskInventoryItem(string name)
6029 { 6252 {
6030 lock (m_host.TaskInventory) 6253 m_host.TaskInventory.LockItemsForRead(true);
6254 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
6031 { 6255 {
6032 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 6256 if (inv.Value.Name == name)
6033 { 6257 {
6034 if (inv.Value.Name == name) 6258 m_host.TaskInventory.LockItemsForRead(false);
6035 return inv.Key; 6259 return inv.Key;
6036 } 6260 }
6037 } 6261 }
6262 m_host.TaskInventory.LockItemsForRead(false);
6038 6263
6039 return UUID.Zero; 6264 return UUID.Zero;
6040 } 6265 }
@@ -6362,22 +6587,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6362 } 6587 }
6363 6588
6364 // copy the first script found with this inventory name 6589 // copy the first script found with this inventory name
6365 lock (m_host.TaskInventory) 6590 m_host.TaskInventory.LockItemsForRead(true);
6591 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
6366 { 6592 {
6367 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 6593 if (inv.Value.Name == name)
6368 { 6594 {
6369 if (inv.Value.Name == name) 6595 // make sure the object is a script
6596 if (10 == inv.Value.Type)
6370 { 6597 {
6371 // make sure the object is a script 6598 found = true;
6372 if (10 == inv.Value.Type) 6599 srcId = inv.Key;
6373 { 6600 break;
6374 found = true;
6375 srcId = inv.Key;
6376 break;
6377 }
6378 } 6601 }
6379 } 6602 }
6380 } 6603 }
6604 m_host.TaskInventory.LockItemsForRead(false);
6381 6605
6382 if (!found) 6606 if (!found)
6383 { 6607 {
@@ -6461,6 +6685,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6461 protected ObjectShapePacket.ObjectDataBlock SetPrimitiveBlockShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist) 6685 protected ObjectShapePacket.ObjectDataBlock SetPrimitiveBlockShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist)
6462 { 6686 {
6463 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock(); 6687 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock();
6688 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
6689 return shapeBlock;
6464 6690
6465 if (holeshape != (int)ScriptBaseClass.PRIM_HOLE_DEFAULT && 6691 if (holeshape != (int)ScriptBaseClass.PRIM_HOLE_DEFAULT &&
6466 holeshape != (int)ScriptBaseClass.PRIM_HOLE_CIRCLE && 6692 holeshape != (int)ScriptBaseClass.PRIM_HOLE_CIRCLE &&
@@ -6531,6 +6757,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6531 6757
6532 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector taper_b, LSL_Vector topshear, byte fudge) 6758 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector taper_b, LSL_Vector topshear, byte fudge)
6533 { 6759 {
6760 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
6761 return;
6762
6534 ObjectShapePacket.ObjectDataBlock shapeBlock; 6763 ObjectShapePacket.ObjectDataBlock shapeBlock;
6535 6764
6536 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist); 6765 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist);
@@ -6580,6 +6809,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6580 6809
6581 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector dimple, byte fudge) 6810 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector dimple, byte fudge)
6582 { 6811 {
6812 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
6813 return;
6814
6583 ObjectShapePacket.ObjectDataBlock shapeBlock; 6815 ObjectShapePacket.ObjectDataBlock shapeBlock;
6584 6816
6585 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist); 6817 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist);
@@ -6622,6 +6854,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6622 6854
6623 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) 6855 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)
6624 { 6856 {
6857 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
6858 return;
6859
6625 ObjectShapePacket.ObjectDataBlock shapeBlock; 6860 ObjectShapePacket.ObjectDataBlock shapeBlock;
6626 6861
6627 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist); 6862 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist);
@@ -6743,6 +6978,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6743 6978
6744 protected void SetPrimitiveShapeParams(SceneObjectPart part, string map, int type) 6979 protected void SetPrimitiveShapeParams(SceneObjectPart part, string map, int type)
6745 { 6980 {
6981 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
6982 return;
6983
6746 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock(); 6984 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock();
6747 UUID sculptId; 6985 UUID sculptId;
6748 6986
@@ -6783,7 +7021,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6783 7021
6784 public void llSetLinkPrimitiveParams(int linknumber, LSL_List rules) 7022 public void llSetLinkPrimitiveParams(int linknumber, LSL_List rules)
6785 { 7023 {
6786 m_host.AddScriptLPS(1); 7024 m_host.AddScriptLPS(1);
6787 7025
6788 List<SceneObjectPart> parts = GetLinkParts(linknumber); 7026 List<SceneObjectPart> parts = GetLinkParts(linknumber);
6789 7027
@@ -6798,6 +7036,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6798 7036
6799 protected void SetPrimParams(SceneObjectPart part, LSL_List rules) 7037 protected void SetPrimParams(SceneObjectPart part, LSL_List rules)
6800 { 7038 {
7039 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7040 return;
7041
6801 int idx = 0; 7042 int idx = 0;
6802 7043
6803 while (idx < rules.Length) 7044 while (idx < rules.Length)
@@ -7629,24 +7870,95 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7629 break; 7870 break;
7630 7871
7631 case (int)ScriptBaseClass.PRIM_BUMP_SHINY: 7872 case (int)ScriptBaseClass.PRIM_BUMP_SHINY:
7632 // TODO--------------
7633 if (remain < 1) 7873 if (remain < 1)
7634 return res; 7874 return res;
7875 face = (int)rules.GetLSLIntegerItem(idx++);
7635 7876
7636 face=(int)rules.GetLSLIntegerItem(idx++); 7877 tex = part.Shape.Textures;
7637 7878 int shiny;
7638 res.Add(new LSL_Integer(0)); 7879 if (face == ScriptBaseClass.ALL_SIDES)
7639 res.Add(new LSL_Integer(0)); 7880 {
7881 for (face = 0; face < GetNumberOfSides(part); face++)
7882 {
7883 Shininess shinyness = tex.GetFace((uint)face).Shiny;
7884 if (shinyness == Shininess.High)
7885 {
7886 shiny = ScriptBaseClass.PRIM_SHINY_HIGH;
7887 }
7888 else if (shinyness == Shininess.Medium)
7889 {
7890 shiny = ScriptBaseClass.PRIM_SHINY_MEDIUM;
7891 }
7892 else if (shinyness == Shininess.Low)
7893 {
7894 shiny = ScriptBaseClass.PRIM_SHINY_LOW;
7895 }
7896 else
7897 {
7898 shiny = ScriptBaseClass.PRIM_SHINY_NONE;
7899 }
7900 res.Add(new LSL_Integer(shiny));
7901 res.Add(new LSL_Integer((int)tex.GetFace((uint)face).Bump));
7902 }
7903 }
7904 else
7905 {
7906 Shininess shinyness = tex.GetFace((uint)face).Shiny;
7907 if (shinyness == Shininess.High)
7908 {
7909 shiny = ScriptBaseClass.PRIM_SHINY_HIGH;
7910 }
7911 else if (shinyness == Shininess.Medium)
7912 {
7913 shiny = ScriptBaseClass.PRIM_SHINY_MEDIUM;
7914 }
7915 else if (shinyness == Shininess.Low)
7916 {
7917 shiny = ScriptBaseClass.PRIM_SHINY_LOW;
7918 }
7919 else
7920 {
7921 shiny = ScriptBaseClass.PRIM_SHINY_NONE;
7922 }
7923 res.Add(new LSL_Integer(shiny));
7924 res.Add(new LSL_Integer((int)tex.GetFace((uint)face).Bump));
7925 }
7640 break; 7926 break;
7641 7927
7642 case (int)ScriptBaseClass.PRIM_FULLBRIGHT: 7928 case (int)ScriptBaseClass.PRIM_FULLBRIGHT:
7643 // TODO--------------
7644 if (remain < 1) 7929 if (remain < 1)
7645 return res; 7930 return res;
7931 face = (int)rules.GetLSLIntegerItem(idx++);
7646 7932
7647 face=(int)rules.GetLSLIntegerItem(idx++); 7933 tex = part.Shape.Textures;
7648 7934 int fullbright;
7649 res.Add(new LSL_Integer(0)); 7935 if (face == ScriptBaseClass.ALL_SIDES)
7936 {
7937 for (face = 0; face < GetNumberOfSides(part); face++)
7938 {
7939 if (tex.GetFace((uint)face).Fullbright == true)
7940 {
7941 fullbright = ScriptBaseClass.TRUE;
7942 }
7943 else
7944 {
7945 fullbright = ScriptBaseClass.FALSE;
7946 }
7947 res.Add(new LSL_Integer(fullbright));
7948 }
7949 }
7950 else
7951 {
7952 if (tex.GetFace((uint)face).Fullbright == true)
7953 {
7954 fullbright = ScriptBaseClass.TRUE;
7955 }
7956 else
7957 {
7958 fullbright = ScriptBaseClass.FALSE;
7959 }
7960 res.Add(new LSL_Integer(fullbright));
7961 }
7650 break; 7962 break;
7651 7963
7652 case (int)ScriptBaseClass.PRIM_FLEXIBLE: 7964 case (int)ScriptBaseClass.PRIM_FLEXIBLE:
@@ -7667,14 +7979,37 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7667 break; 7979 break;
7668 7980
7669 case (int)ScriptBaseClass.PRIM_TEXGEN: 7981 case (int)ScriptBaseClass.PRIM_TEXGEN:
7670 // TODO--------------
7671 // (PRIM_TEXGEN_DEFAULT, PRIM_TEXGEN_PLANAR) 7982 // (PRIM_TEXGEN_DEFAULT, PRIM_TEXGEN_PLANAR)
7672 if (remain < 1) 7983 if (remain < 1)
7673 return res; 7984 return res;
7985 face = (int)rules.GetLSLIntegerItem(idx++);
7674 7986
7675 face=(int)rules.GetLSLIntegerItem(idx++); 7987 tex = part.Shape.Textures;
7676 7988 if (face == ScriptBaseClass.ALL_SIDES)
7677 res.Add(new LSL_Integer(0)); 7989 {
7990 for (face = 0; face < GetNumberOfSides(part); face++)
7991 {
7992 if (tex.GetFace((uint)face).TexMapType == MappingType.Planar)
7993 {
7994 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_PLANAR));
7995 }
7996 else
7997 {
7998 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_DEFAULT));
7999 }
8000 }
8001 }
8002 else
8003 {
8004 if (tex.GetFace((uint)face).TexMapType == MappingType.Planar)
8005 {
8006 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_PLANAR));
8007 }
8008 else
8009 {
8010 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_DEFAULT));
8011 }
8012 }
7678 break; 8013 break;
7679 8014
7680 case (int)ScriptBaseClass.PRIM_POINT_LIGHT: 8015 case (int)ScriptBaseClass.PRIM_POINT_LIGHT:
@@ -7693,13 +8028,25 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7693 break; 8028 break;
7694 8029
7695 case (int)ScriptBaseClass.PRIM_GLOW: 8030 case (int)ScriptBaseClass.PRIM_GLOW:
7696 // TODO--------------
7697 if (remain < 1) 8031 if (remain < 1)
7698 return res; 8032 return res;
8033 face = (int)rules.GetLSLIntegerItem(idx++);
7699 8034
7700 face=(int)rules.GetLSLIntegerItem(idx++); 8035 tex = part.Shape.Textures;
7701 8036 float primglow;
7702 res.Add(new LSL_Float(0)); 8037 if (face == ScriptBaseClass.ALL_SIDES)
8038 {
8039 for (face = 0; face < GetNumberOfSides(part); face++)
8040 {
8041 primglow = tex.GetFace((uint)face).Glow;
8042 res.Add(new LSL_Float(primglow));
8043 }
8044 }
8045 else
8046 {
8047 primglow = tex.GetFace((uint)face).Glow;
8048 res.Add(new LSL_Float(primglow));
8049 }
7703 break; 8050 break;
7704 case (int)ScriptBaseClass.PRIM_TEXT: 8051 case (int)ScriptBaseClass.PRIM_TEXT:
7705 Color4 textColor = part.GetTextColor(); 8052 Color4 textColor = part.GetTextColor();
@@ -8236,28 +8583,28 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8236 { 8583 {
8237 m_host.AddScriptLPS(1); 8584 m_host.AddScriptLPS(1);
8238 8585
8239 lock (m_host.TaskInventory) 8586 m_host.TaskInventory.LockItemsForRead(true);
8587 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
8240 { 8588 {
8241 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 8589 if (inv.Value.Name == item)
8242 { 8590 {
8243 if (inv.Value.Name == item) 8591 m_host.TaskInventory.LockItemsForRead(false);
8592 switch (mask)
8244 { 8593 {
8245 switch (mask) 8594 case 0:
8246 { 8595 return (int)inv.Value.BasePermissions;
8247 case 0: 8596 case 1:
8248 return (int)inv.Value.BasePermissions; 8597 return (int)inv.Value.CurrentPermissions;
8249 case 1: 8598 case 2:
8250 return (int)inv.Value.CurrentPermissions; 8599 return (int)inv.Value.GroupPermissions;
8251 case 2: 8600 case 3:
8252 return (int)inv.Value.GroupPermissions; 8601 return (int)inv.Value.EveryonePermissions;
8253 case 3: 8602 case 4:
8254 return (int)inv.Value.EveryonePermissions; 8603 return (int)inv.Value.NextPermissions;
8255 case 4:
8256 return (int)inv.Value.NextPermissions;
8257 }
8258 } 8604 }
8259 } 8605 }
8260 } 8606 }
8607 m_host.TaskInventory.LockItemsForRead(false);
8261 8608
8262 return -1; 8609 return -1;
8263 } 8610 }
@@ -8304,16 +8651,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8304 { 8651 {
8305 m_host.AddScriptLPS(1); 8652 m_host.AddScriptLPS(1);
8306 8653
8307 lock (m_host.TaskInventory) 8654 m_host.TaskInventory.LockItemsForRead(true);
8655 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
8308 { 8656 {
8309 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 8657 if (inv.Value.Name == item)
8310 { 8658 {
8311 if (inv.Value.Name == item) 8659 m_host.TaskInventory.LockItemsForRead(false);
8312 { 8660 return inv.Value.CreatorID.ToString();
8313 return inv.Value.CreatorID.ToString();
8314 }
8315 } 8661 }
8316 } 8662 }
8663 m_host.TaskInventory.LockItemsForRead(false);
8317 8664
8318 llSay(0, "No item name '" + item + "'"); 8665 llSay(0, "No item name '" + item + "'");
8319 8666
@@ -8573,17 +8920,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8573 int width = 0; 8920 int width = 0;
8574 int height = 0; 8921 int height = 0;
8575 8922
8576 ParcelMediaCommandEnum? commandToSend = null; 8923 uint commandToSend = 0;
8577 float time = 0.0f; // default is from start 8924 float time = 0.0f; // default is from start
8578 8925
8579 ScenePresence presence = null; 8926 ScenePresence presence = null;
8580 8927
8581 for (int i = 0; i < commandList.Data.Length; i++) 8928 for (int i = 0; i < commandList.Data.Length; i++)
8582 { 8929 {
8583 ParcelMediaCommandEnum command = (ParcelMediaCommandEnum)commandList.Data[i]; 8930 uint command = (uint)(commandList.GetLSLIntegerItem(i));
8584 switch (command) 8931 switch (command)
8585 { 8932 {
8586 case ParcelMediaCommandEnum.Agent: 8933 case (uint)ParcelMediaCommandEnum.Agent:
8587 // we send only to one agent 8934 // we send only to one agent
8588 if ((i + 1) < commandList.Length) 8935 if ((i + 1) < commandList.Length)
8589 { 8936 {
@@ -8600,25 +8947,25 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8600 } 8947 }
8601 break; 8948 break;
8602 8949
8603 case ParcelMediaCommandEnum.Loop: 8950 case (uint)ParcelMediaCommandEnum.Loop:
8604 loop = 1; 8951 loop = 1;
8605 commandToSend = command; 8952 commandToSend = command;
8606 update = true; //need to send the media update packet to set looping 8953 update = true; //need to send the media update packet to set looping
8607 break; 8954 break;
8608 8955
8609 case ParcelMediaCommandEnum.Play: 8956 case (uint)ParcelMediaCommandEnum.Play:
8610 loop = 0; 8957 loop = 0;
8611 commandToSend = command; 8958 commandToSend = command;
8612 update = true; //need to send the media update packet to make sure it doesn't loop 8959 update = true; //need to send the media update packet to make sure it doesn't loop
8613 break; 8960 break;
8614 8961
8615 case ParcelMediaCommandEnum.Pause: 8962 case (uint)ParcelMediaCommandEnum.Pause:
8616 case ParcelMediaCommandEnum.Stop: 8963 case (uint)ParcelMediaCommandEnum.Stop:
8617 case ParcelMediaCommandEnum.Unload: 8964 case (uint)ParcelMediaCommandEnum.Unload:
8618 commandToSend = command; 8965 commandToSend = command;
8619 break; 8966 break;
8620 8967
8621 case ParcelMediaCommandEnum.Url: 8968 case (uint)ParcelMediaCommandEnum.Url:
8622 if ((i + 1) < commandList.Length) 8969 if ((i + 1) < commandList.Length)
8623 { 8970 {
8624 if (commandList.Data[i + 1] is LSL_String) 8971 if (commandList.Data[i + 1] is LSL_String)
@@ -8631,7 +8978,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8631 } 8978 }
8632 break; 8979 break;
8633 8980
8634 case ParcelMediaCommandEnum.Texture: 8981 case (uint)ParcelMediaCommandEnum.Texture:
8635 if ((i + 1) < commandList.Length) 8982 if ((i + 1) < commandList.Length)
8636 { 8983 {
8637 if (commandList.Data[i + 1] is LSL_String) 8984 if (commandList.Data[i + 1] is LSL_String)
@@ -8644,7 +8991,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8644 } 8991 }
8645 break; 8992 break;
8646 8993
8647 case ParcelMediaCommandEnum.Time: 8994 case (uint)ParcelMediaCommandEnum.Time:
8648 if ((i + 1) < commandList.Length) 8995 if ((i + 1) < commandList.Length)
8649 { 8996 {
8650 if (commandList.Data[i + 1] is LSL_Float) 8997 if (commandList.Data[i + 1] is LSL_Float)
@@ -8656,7 +9003,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8656 } 9003 }
8657 break; 9004 break;
8658 9005
8659 case ParcelMediaCommandEnum.AutoAlign: 9006 case (uint)ParcelMediaCommandEnum.AutoAlign:
8660 if ((i + 1) < commandList.Length) 9007 if ((i + 1) < commandList.Length)
8661 { 9008 {
8662 if (commandList.Data[i + 1] is LSL_Integer) 9009 if (commandList.Data[i + 1] is LSL_Integer)
@@ -8670,7 +9017,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8670 } 9017 }
8671 break; 9018 break;
8672 9019
8673 case ParcelMediaCommandEnum.Type: 9020 case (uint)ParcelMediaCommandEnum.Type:
8674 if ((i + 1) < commandList.Length) 9021 if ((i + 1) < commandList.Length)
8675 { 9022 {
8676 if (commandList.Data[i + 1] is LSL_String) 9023 if (commandList.Data[i + 1] is LSL_String)
@@ -8683,7 +9030,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8683 } 9030 }
8684 break; 9031 break;
8685 9032
8686 case ParcelMediaCommandEnum.Desc: 9033 case (uint)ParcelMediaCommandEnum.Desc:
8687 if ((i + 1) < commandList.Length) 9034 if ((i + 1) < commandList.Length)
8688 { 9035 {
8689 if (commandList.Data[i + 1] is LSL_String) 9036 if (commandList.Data[i + 1] is LSL_String)
@@ -8696,7 +9043,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8696 } 9043 }
8697 break; 9044 break;
8698 9045
8699 case ParcelMediaCommandEnum.Size: 9046 case (uint)ParcelMediaCommandEnum.Size:
8700 if ((i + 2) < commandList.Length) 9047 if ((i + 2) < commandList.Length)
8701 { 9048 {
8702 if (commandList.Data[i + 1] is LSL_Integer) 9049 if (commandList.Data[i + 1] is LSL_Integer)
@@ -8764,7 +9111,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8764 } 9111 }
8765 } 9112 }
8766 9113
8767 if (commandToSend != null) 9114 if (commandToSend != 0)
8768 { 9115 {
8769 // the commandList contained a start/stop/... command, too 9116 // the commandList contained a start/stop/... command, too
8770 if (presence == null) 9117 if (presence == null)
@@ -8842,16 +9189,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8842 { 9189 {
8843 m_host.AddScriptLPS(1); 9190 m_host.AddScriptLPS(1);
8844 9191
8845 lock (m_host.TaskInventory) 9192 m_host.TaskInventory.LockItemsForRead(true);
9193 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
8846 { 9194 {
8847 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 9195 if (inv.Value.Name == name)
8848 { 9196 {
8849 if (inv.Value.Name == name) 9197 m_host.TaskInventory.LockItemsForRead(false);
8850 { 9198 return inv.Value.Type;
8851 return inv.Value.Type;
8852 }
8853 } 9199 }
8854 } 9200 }
9201 m_host.TaskInventory.LockItemsForRead(false);
8855 9202
8856 return -1; 9203 return -1;
8857 } 9204 }
@@ -8862,15 +9209,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8862 9209
8863 if (quick_pay_buttons.Data.Length < 4) 9210 if (quick_pay_buttons.Data.Length < 4)
8864 { 9211 {
8865 LSLError("List must have at least 4 elements"); 9212 int x;
8866 return; 9213 for (x=quick_pay_buttons.Data.Length; x<= 4; x++)
9214 {
9215 quick_pay_buttons.Add(ScriptBaseClass.PAY_HIDE);
9216 }
8867 } 9217 }
8868 m_host.ParentGroup.RootPart.PayPrice[0]=price; 9218 int[] nPrice = new int[5];
8869 9219 nPrice[0]=price;
8870 m_host.ParentGroup.RootPart.PayPrice[1]=(LSL_Integer)quick_pay_buttons.Data[0]; 9220 nPrice[1] = (LSL_Integer)quick_pay_buttons.Data[0];
8871 m_host.ParentGroup.RootPart.PayPrice[2]=(LSL_Integer)quick_pay_buttons.Data[1]; 9221 nPrice[2] = (LSL_Integer)quick_pay_buttons.Data[1];
8872 m_host.ParentGroup.RootPart.PayPrice[3]=(LSL_Integer)quick_pay_buttons.Data[2]; 9222 nPrice[3] = (LSL_Integer)quick_pay_buttons.Data[2];
8873 m_host.ParentGroup.RootPart.PayPrice[4]=(LSL_Integer)quick_pay_buttons.Data[3]; 9223 nPrice[4] = (LSL_Integer)quick_pay_buttons.Data[3];
9224 m_host.ParentGroup.RootPart.PayPrice = nPrice;
8874 m_host.ParentGroup.HasGroupChanged = true; 9225 m_host.ParentGroup.HasGroupChanged = true;
8875 } 9226 }
8876 9227
@@ -8882,17 +9233,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8882 if (invItemID == UUID.Zero) 9233 if (invItemID == UUID.Zero)
8883 return new LSL_Vector(); 9234 return new LSL_Vector();
8884 9235
8885 lock (m_host.TaskInventory) 9236 m_host.TaskInventory.LockItemsForRead(true);
9237 if (m_host.TaskInventory[invItemID].PermsGranter == UUID.Zero)
8886 { 9238 {
8887 if (m_host.TaskInventory[invItemID].PermsGranter == UUID.Zero) 9239 m_host.TaskInventory.LockItemsForRead(false);
8888 return new LSL_Vector(); 9240 return new LSL_Vector();
9241 }
8889 9242
8890 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_TRACK_CAMERA) == 0) 9243 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_TRACK_CAMERA) == 0)
8891 { 9244 {
8892 ShoutError("No permissions to track the camera"); 9245 ShoutError("No permissions to track the camera");
8893 return new LSL_Vector(); 9246 m_host.TaskInventory.LockItemsForRead(false);
8894 } 9247 return new LSL_Vector();
8895 } 9248 }
9249 m_host.TaskInventory.LockItemsForRead(false);
8896 9250
8897 ScenePresence presence = World.GetScenePresence(m_host.OwnerID); 9251 ScenePresence presence = World.GetScenePresence(m_host.OwnerID);
8898 if (presence != null) 9252 if (presence != null)
@@ -8910,17 +9264,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8910 if (invItemID == UUID.Zero) 9264 if (invItemID == UUID.Zero)
8911 return new LSL_Rotation(); 9265 return new LSL_Rotation();
8912 9266
8913 lock (m_host.TaskInventory) 9267 m_host.TaskInventory.LockItemsForRead(true);
9268 if (m_host.TaskInventory[invItemID].PermsGranter == UUID.Zero)
8914 { 9269 {
8915 if (m_host.TaskInventory[invItemID].PermsGranter == UUID.Zero) 9270 m_host.TaskInventory.LockItemsForRead(false);
8916 return new LSL_Rotation(); 9271 return new LSL_Rotation();
8917
8918 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_TRACK_CAMERA) == 0)
8919 {
8920 ShoutError("No permissions to track the camera");
8921 return new LSL_Rotation();
8922 }
8923 } 9272 }
9273 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_TRACK_CAMERA) == 0)
9274 {
9275 ShoutError("No permissions to track the camera");
9276 m_host.TaskInventory.LockItemsForRead(false);
9277 return new LSL_Rotation();
9278 }
9279 m_host.TaskInventory.LockItemsForRead(false);
8924 9280
8925 ScenePresence presence = World.GetScenePresence(m_host.OwnerID); 9281 ScenePresence presence = World.GetScenePresence(m_host.OwnerID);
8926 if (presence != null) 9282 if (presence != null)
@@ -9070,14 +9426,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9070 if (objectID == UUID.Zero) return; 9426 if (objectID == UUID.Zero) return;
9071 9427
9072 UUID agentID; 9428 UUID agentID;
9073 lock (m_host.TaskInventory) 9429 m_host.TaskInventory.LockItemsForRead(true);
9074 { 9430 // we need the permission first, to know which avatar we want to set the camera for
9075 // we need the permission first, to know which avatar we want to set the camera for 9431 agentID = m_host.TaskInventory[invItemID].PermsGranter;
9076 agentID = m_host.TaskInventory[invItemID].PermsGranter;
9077 9432
9078 if (agentID == UUID.Zero) return; 9433 if (agentID == UUID.Zero)
9079 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CONTROL_CAMERA) == 0) return; 9434 {
9435 m_host.TaskInventory.LockItemsForRead(false);
9436 return;
9437 }
9438 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CONTROL_CAMERA) == 0)
9439 {
9440 m_host.TaskInventory.LockItemsForRead(false);
9441 return;
9080 } 9442 }
9443 m_host.TaskInventory.LockItemsForRead(false);
9081 9444
9082 ScenePresence presence = World.GetScenePresence(agentID); 9445 ScenePresence presence = World.GetScenePresence(agentID);
9083 9446
@@ -9127,12 +9490,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9127 9490
9128 // we need the permission first, to know which avatar we want to clear the camera for 9491 // we need the permission first, to know which avatar we want to clear the camera for
9129 UUID agentID; 9492 UUID agentID;
9130 lock (m_host.TaskInventory) 9493 m_host.TaskInventory.LockItemsForRead(true);
9494 agentID = m_host.TaskInventory[invItemID].PermsGranter;
9495 if (agentID == UUID.Zero)
9131 { 9496 {
9132 agentID = m_host.TaskInventory[invItemID].PermsGranter; 9497 m_host.TaskInventory.LockItemsForRead(false);
9133 if (agentID == UUID.Zero) return; 9498 return;
9134 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CONTROL_CAMERA) == 0) return;
9135 } 9499 }
9500 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CONTROL_CAMERA) == 0)
9501 {
9502 m_host.TaskInventory.LockItemsForRead(false);
9503 return;
9504 }
9505 m_host.TaskInventory.LockItemsForRead(false);
9136 9506
9137 ScenePresence presence = World.GetScenePresence(agentID); 9507 ScenePresence presence = World.GetScenePresence(agentID);
9138 9508
@@ -9589,15 +9959,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9589 9959
9590 internal UUID ScriptByName(string name) 9960 internal UUID ScriptByName(string name)
9591 { 9961 {
9592 lock (m_host.TaskInventory) 9962 m_host.TaskInventory.LockItemsForRead(true);
9963
9964 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
9593 { 9965 {
9594 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 9966 if (item.Type == 10 && item.Name == name)
9595 { 9967 {
9596 if (item.Type == 10 && item.Name == name) 9968 m_host.TaskInventory.LockItemsForRead(false);
9597 return item.ItemID; 9969 return item.ItemID;
9598 } 9970 }
9599 } 9971 }
9600 9972
9973 m_host.TaskInventory.LockItemsForRead(false);
9974
9601 return UUID.Zero; 9975 return UUID.Zero;
9602 } 9976 }
9603 9977
@@ -9638,6 +10012,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9638 { 10012 {
9639 m_host.AddScriptLPS(1); 10013 m_host.AddScriptLPS(1);
9640 10014
10015 //Clone is thread safe
9641 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone(); 10016 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
9642 10017
9643 UUID assetID = UUID.Zero; 10018 UUID assetID = UUID.Zero;
@@ -9700,6 +10075,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9700 { 10075 {
9701 m_host.AddScriptLPS(1); 10076 m_host.AddScriptLPS(1);
9702 10077
10078 //Clone is thread safe
9703 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone(); 10079 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
9704 10080
9705 UUID assetID = UUID.Zero; 10081 UUID assetID = UUID.Zero;
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
index 2c8b0ea..1ddba1e 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
@@ -728,18 +728,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
728 if (target != null) 728 if (target != null)
729 { 729 {
730 UUID animID=UUID.Zero; 730 UUID animID=UUID.Zero;
731 lock (m_host.TaskInventory) 731 m_host.TaskInventory.LockItemsForRead(true);
732 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
732 { 733 {
733 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 734 if (inv.Value.Name == animation)
734 { 735 {
735 if (inv.Value.Name == animation) 736 if (inv.Value.Type == (int)AssetType.Animation)
736 { 737 animID = inv.Value.AssetID;
737 if (inv.Value.Type == (int)AssetType.Animation) 738 continue;
738 animID = inv.Value.AssetID;
739 continue;
740 }
741 } 739 }
742 } 740 }
741 m_host.TaskInventory.LockItemsForRead(false);
743 if (animID == UUID.Zero) 742 if (animID == UUID.Zero)
744 target.Animator.AddAnimation(animation, m_host.UUID); 743 target.Animator.AddAnimation(animation, m_host.UUID);
745 else 744 else
@@ -761,18 +760,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
761 if (target != null) 760 if (target != null)
762 { 761 {
763 UUID animID=UUID.Zero; 762 UUID animID=UUID.Zero;
764 lock (m_host.TaskInventory) 763 m_host.TaskInventory.LockItemsForRead(true);
764 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
765 { 765 {
766 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 766 if (inv.Value.Name == animation)
767 { 767 {
768 if (inv.Value.Name == animation) 768 if (inv.Value.Type == (int)AssetType.Animation)
769 { 769 animID = inv.Value.AssetID;
770 if (inv.Value.Type == (int)AssetType.Animation) 770 continue;
771 animID = inv.Value.AssetID;
772 continue;
773 }
774 } 771 }
775 } 772 }
773 m_host.TaskInventory.LockItemsForRead(false);
776 774
777 if (animID == UUID.Zero) 775 if (animID == UUID.Zero)
778 target.Animator.RemoveAnimation(animation); 776 target.Animator.RemoveAnimation(animation);
@@ -1541,6 +1539,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1541 1539
1542 if (!UUID.TryParse(name, out assetID)) 1540 if (!UUID.TryParse(name, out assetID))
1543 { 1541 {
1542 m_host.TaskInventory.LockItemsForRead(true);
1544 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 1543 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
1545 { 1544 {
1546 if (item.Type == 7 && item.Name == name) 1545 if (item.Type == 7 && item.Name == name)
@@ -1548,6 +1547,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1548 assetID = item.AssetID; 1547 assetID = item.AssetID;
1549 } 1548 }
1550 } 1549 }
1550 m_host.TaskInventory.LockItemsForRead(false);
1551 } 1551 }
1552 1552
1553 if (assetID == UUID.Zero) 1553 if (assetID == UUID.Zero)
@@ -1594,6 +1594,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1594 1594
1595 if (!UUID.TryParse(name, out assetID)) 1595 if (!UUID.TryParse(name, out assetID))
1596 { 1596 {
1597 m_host.TaskInventory.LockItemsForRead(true);
1597 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 1598 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
1598 { 1599 {
1599 if (item.Type == 7 && item.Name == name) 1600 if (item.Type == 7 && item.Name == name)
@@ -1601,6 +1602,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1601 assetID = item.AssetID; 1602 assetID = item.AssetID;
1602 } 1603 }
1603 } 1604 }
1605 m_host.TaskInventory.LockItemsForRead(false);
1604 } 1606 }
1605 1607
1606 if (assetID == UUID.Zero) 1608 if (assetID == UUID.Zero)
@@ -1651,6 +1653,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1651 1653
1652 if (!UUID.TryParse(name, out assetID)) 1654 if (!UUID.TryParse(name, out assetID))
1653 { 1655 {
1656 m_host.TaskInventory.LockItemsForRead(true);
1654 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 1657 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
1655 { 1658 {
1656 if (item.Type == 7 && item.Name == name) 1659 if (item.Type == 7 && item.Name == name)
@@ -1658,6 +1661,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1658 assetID = item.AssetID; 1661 assetID = item.AssetID;
1659 } 1662 }
1660 } 1663 }
1664 m_host.TaskInventory.LockItemsForRead(false);
1661 } 1665 }
1662 1666
1663 if (assetID == UUID.Zero) 1667 if (assetID == UUID.Zero)
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs
index eeb59d9..2fd33fe 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs
@@ -109,25 +109,27 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
109 if (Timers.Count == 0) 109 if (Timers.Count == 0)
110 return; 110 return;
111 111
112 Dictionary<string, TimerClass>.ValueCollection tvals;
112 lock (TimerListLock) 113 lock (TimerListLock)
113 { 114 {
114 // Go through all timers 115 // Go through all timers
115 Dictionary<string, TimerClass>.ValueCollection tvals = Timers.Values; 116 tvals = Timers.Values;
116 foreach (TimerClass ts in tvals) 117 }
118
119 foreach (TimerClass ts in tvals)
120 {
121 // Time has passed?
122 if (ts.next < DateTime.Now.Ticks)
117 { 123 {
118 // Time has passed? 124 //m_log.Debug("Time has passed: Now: " + DateTime.Now.Ticks + ", Passed: " + ts.next);
119 if (ts.next < DateTime.Now.Ticks) 125 // Add it to queue
120 { 126 m_CmdManager.m_ScriptEngine.PostScriptEvent(ts.itemID,
121 //m_log.Debug("Time has passed: Now: " + DateTime.Now.Ticks + ", Passed: " + ts.next); 127 new EventParams("timer", new Object[0],
122 // Add it to queue 128 new DetectParams[0]));
123 m_CmdManager.m_ScriptEngine.PostScriptEvent(ts.itemID, 129 // set next interval
124 new EventParams("timer", new Object[0], 130
125 new DetectParams[0])); 131 //ts.next = DateTime.Now.ToUniversalTime().AddSeconds(ts.interval);
126 // set next interval 132 ts.next = DateTime.Now.Ticks + ts.interval;
127
128 //ts.next = DateTime.Now.ToUniversalTime().AddSeconds(ts.interval);
129 ts.next = DateTime.Now.Ticks + ts.interval;
130 }
131 } 133 }
132 } 134 }
133 } 135 }
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ICM_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ICM_Api.cs
new file mode 100644
index 0000000..6239726
--- /dev/null
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ICM_Api.cs
@@ -0,0 +1,22 @@
1using System.Collections;
2using OpenSim.Region.ScriptEngine.Interfaces;
3
4using key = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
5using rotation = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Quaternion;
6using vector = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Vector3;
7using LSL_List = OpenSim.Region.ScriptEngine.Shared.LSL_Types.list;
8using LSL_String = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
9using LSL_Integer = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLInteger;
10using LSL_Float = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLFloat;
11
12namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
13{
14 public interface ICM_Api
15 {
16 // Windlight Functions
17 LSL_List cmGetWindlightScene(LSL_List rules);
18 int cmSetWindlightScene(LSL_List rules);
19 int cmSetWindlightSceneTargeted(LSL_List rules, key target);
20 LSL_List cmGetAvatarList();
21 }
22}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs
index 60b8050..f5921e1 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs
@@ -80,7 +80,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
80 // Avatar Info Commands 80 // Avatar Info Commands
81 string osGetAgentIP(string agent); 81 string osGetAgentIP(string agent);
82 LSL_List osGetAgents(); 82 LSL_List osGetAgents();
83 83
84 // Teleport commands 84 // Teleport commands
85 void osTeleportAgent(string agent, string regionName, LSL_Types.Vector3 position, LSL_Types.Vector3 lookat); 85 void osTeleportAgent(string agent, string regionName, LSL_Types.Vector3 position, LSL_Types.Vector3 lookat);
86 void osTeleportAgent(string agent, int regionX, int regionY, LSL_Types.Vector3 position, LSL_Types.Vector3 lookat); 86 void osTeleportAgent(string agent, int regionX, int regionY, LSL_Types.Vector3 position, LSL_Types.Vector3 lookat);
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/CM_Constants.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/CM_Constants.cs
new file mode 100644
index 0000000..522c020
--- /dev/null
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/CM_Constants.cs
@@ -0,0 +1,77 @@
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 vector = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Vector3;
30using rotation = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Quaternion;
31using LSLInteger = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLInteger;
32
33namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
34{
35 public partial class ScriptBaseClass
36 {
37 // Constants for cmWindlight*
38 public const int WL_WATER_COLOR = 0;
39 public const int WL_WATER_FOG_DENSITY_EXPONENT = 1;
40 public const int WL_UNDERWATER_FOG_MODIFIER = 2;
41 public const int WL_REFLECTION_WAVELET_SCALE = 3;
42 public const int WL_FRESNEL_SCALE = 4;
43 public const int WL_FRESNEL_OFFSET = 5;
44 public const int WL_REFRACT_SCALE_ABOVE = 6;
45 public const int WL_REFRACT_SCALE_BELOW = 7;
46 public const int WL_BLUR_MULTIPLIER = 8;
47 public const int WL_BIG_WAVE_DIRECTION = 9;
48 public const int WL_LITTLE_WAVE_DIRECTION = 10;
49 public const int WL_NORMAL_MAP_TEXTURE = 11;
50 public const int WL_HORIZON = 12;
51 public const int WL_HAZE_HORIZON = 13;
52 public const int WL_BLUE_DENSITY = 14;
53 public const int WL_HAZE_DENSITY = 15;
54 public const int WL_DENSITY_MULTIPLIER = 16;
55 public const int WL_DISTANCE_MULTIPLIER = 17;
56 public const int WL_MAX_ALTITUDE = 18;
57 public const int WL_SUN_MOON_COLOR = 19;
58 public const int WL_AMBIENT = 20;
59 public const int WL_EAST_ANGLE = 21;
60 public const int WL_SUN_GLOW_FOCUS = 22;
61 public const int WL_SUN_GLOW_SIZE = 23;
62 public const int WL_SCENE_GAMMA = 24;
63 public const int WL_STAR_BRIGHTNESS = 25;
64 public const int WL_CLOUD_COLOR = 26;
65 public const int WL_CLOUD_XY_DENSITY = 27;
66 public const int WL_CLOUD_COVERAGE = 28;
67 public const int WL_CLOUD_SCALE = 29;
68 public const int WL_CLOUD_DETAIL_XY_DENSITY = 30;
69 public const int WL_CLOUD_SCROLL_X = 31;
70 public const int WL_CLOUD_SCROLL_Y = 32;
71 public const int WL_CLOUD_SCROLL_Y_LOCK = 33;
72 public const int WL_CLOUD_SCROLL_X_LOCK = 34;
73 public const int WL_DRAW_CLASSIC_CLOUDS = 35;
74 public const int WL_SUN_MOON_POSITION = 36;
75
76 }
77}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/CM_Stub.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/CM_Stub.cs
new file mode 100644
index 0000000..aaffbe4
--- /dev/null
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/CM_Stub.cs
@@ -0,0 +1,80 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Runtime.Remoting.Lifetime;
30using System.Threading;
31using System.Reflection;
32using System.Collections;
33using System.Collections.Generic;
34using OpenSim.Framework;
35using OpenSim.Region.Framework.Interfaces;
36using OpenSim.Region.ScriptEngine.Interfaces;
37using OpenSim.Region.ScriptEngine.Shared.Api.Interfaces;
38using integer = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLInteger;
39using vector = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Vector3;
40using rotation = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Quaternion;
41using key = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
42using LSL_List = OpenSim.Region.ScriptEngine.Shared.LSL_Types.list;
43using LSL_String = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
44using LSL_Float = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLFloat;
45using LSL_Integer = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLInteger;
46
47namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
48{
49 public partial class ScriptBaseClass : MarshalByRefObject
50 {
51 public ICM_Api m_CM_Functions;
52
53 public void ApiTypeCM(IScriptApi api)
54 {
55 if (!(api is ICM_Api))
56 return;
57
58 m_CM_Functions = (ICM_Api)api;
59 }
60
61 public LSL_List cmGetWindlightScene(LSL_List rules)
62 {
63 return m_CM_Functions.cmGetWindlightScene(rules);
64 }
65
66 public int cmSetWindlightScene(LSL_List rules)
67 {
68 return m_CM_Functions.cmSetWindlightScene(rules);
69 }
70
71 public int cmSetWindlightSceneTargeted(LSL_List rules, key target)
72 {
73 return m_CM_Functions.cmSetWindlightSceneTargeted(rules, target);
74 }
75 public LSL_List cmGetAvatarList()
76 {
77 return m_CM_Functions.cmGetAvatarList();
78 }
79 }
80}
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 ee35fa4..b3e4740 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/OpenSim.Region.ScriptEngine.Shared.Api.Runtime.mdp b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/OpenSim.Region.ScriptEngine.Shared.Api.Runtime.mdp
index 98bbc68..23138ef 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/OpenSim.Region.ScriptEngine.Shared.Api.Runtime.mdp
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/OpenSim.Region.ScriptEngine.Shared.Api.Runtime.mdp
@@ -17,6 +17,8 @@
17 <excludeFiles /> 17 <excludeFiles />
18 </DeploymentInformation> 18 </DeploymentInformation>
19 <Contents> 19 <Contents>
20 <File name="./CM_Constants.cs" subtype="Code" buildaction="Compile" dependson="" data="" />
21 <File name="./CM_Stub.cs" subtype="Code" buildaction="Compile" dependson="" data="" />
20 <File name="./Executor.cs" subtype="Code" buildaction="Compile" dependson="" data="" /> 22 <File name="./Executor.cs" subtype="Code" buildaction="Compile" dependson="" data="" />
21 <File name="./LSL_Constants.cs" subtype="Code" buildaction="Compile" dependson="" data="" /> 23 <File name="./LSL_Constants.cs" subtype="Code" buildaction="Compile" dependson="" data="" />
22 <File name="./LSL_Stub.cs" subtype="Code" buildaction="Compile" dependson="" data="" /> 24 <File name="./LSL_Stub.cs" subtype="Code" buildaction="Compile" dependson="" data="" />
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 18351ad..a299dba 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;
@@ -237,13 +238,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
237 238
238 if (part != null) 239 if (part != null)
239 { 240 {
240 lock (part.TaskInventory) 241 part.TaskInventory.LockItemsForRead(true);
242 if (part.TaskInventory.ContainsKey(m_ItemID))
241 { 243 {
242 if (part.TaskInventory.ContainsKey(m_ItemID)) 244 m_thisScriptTask = part.TaskInventory[m_ItemID];
243 {
244 m_thisScriptTask = part.TaskInventory[m_ItemID];
245 }
246 } 245 }
246 part.TaskInventory.LockItemsForRead(false);
247 } 247 }
248 248
249 ApiManager am = new ApiManager(); 249 ApiManager am = new ApiManager();
@@ -428,14 +428,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
428 { 428 {
429 int permsMask; 429 int permsMask;
430 UUID permsGranter; 430 UUID permsGranter;
431 lock (part.TaskInventory) 431 part.TaskInventory.LockItemsForRead(true);
432 if (!part.TaskInventory.ContainsKey(m_ItemID))
432 { 433 {
433 if (!part.TaskInventory.ContainsKey(m_ItemID)) 434 part.TaskInventory.LockItemsForRead(false);
434 return; 435 return;
435
436 permsGranter = part.TaskInventory[m_ItemID].PermsGranter;
437 permsMask = part.TaskInventory[m_ItemID].PermsMask;
438 } 436 }
437 permsGranter = part.TaskInventory[m_ItemID].PermsGranter;
438 permsMask = part.TaskInventory[m_ItemID].PermsMask;
439 part.TaskInventory.LockItemsForRead(false);
439 440
440 if ((permsMask & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) != 0) 441 if ((permsMask & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) != 0)
441 { 442 {
@@ -544,6 +545,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
544 return false; 545 return false;
545 } 546 }
546 547
548 [DebuggerNonUserCode] //Prevents the debugger from farting in this function
547 public void SetState(string state) 549 public void SetState(string state)
548 { 550 {
549 if (state == State) 551 if (state == State)
@@ -555,7 +557,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
555 new DetectParams[0])); 557 new DetectParams[0]));
556 PostEvent(new EventParams("state_entry", new Object[0], 558 PostEvent(new EventParams("state_entry", new Object[0],
557 new DetectParams[0])); 559 new DetectParams[0]));
558 560
559 throw new EventAbortException(); 561 throw new EventAbortException();
560 } 562 }
561 563
@@ -638,154 +640,158 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
638 /// <returns></returns> 640 /// <returns></returns>
639 public object EventProcessor() 641 public object EventProcessor()
640 { 642 {
643
644 EventParams data = null;
645
646 lock (m_EventQueue)
647 {
641 lock (m_Script) 648 lock (m_Script)
642 { 649 {
643 EventParams data = null; 650 data = (EventParams) m_EventQueue.Dequeue();
644 651 if (data == null) // Shouldn't happen
645 lock (m_EventQueue)
646 { 652 {
647 data = (EventParams) m_EventQueue.Dequeue(); 653 if ((m_EventQueue.Count > 0) && m_RunEvents && (!m_ShuttingDown))
648 if (data == null) // Shouldn't happen
649 { 654 {
650 if ((m_EventQueue.Count > 0) && m_RunEvents && (!m_ShuttingDown)) 655 m_CurrentResult = m_Engine.QueueEventHandler(this);
651 {
652 m_CurrentResult = m_Engine.QueueEventHandler(this);
653 }
654 else
655 {
656 m_CurrentResult = null;
657 }
658 return 0;
659 } 656 }
660 657 else
661 if (data.EventName == "timer")
662 m_TimerQueued = false;
663 if (data.EventName == "control")
664 { 658 {
665 if (m_ControlEventsInQueue > 0) 659 m_CurrentResult = null;
666 m_ControlEventsInQueue--;
667 } 660 }
668 if (data.EventName == "collision") 661 return 0;
669 m_CollisionInQueue = false;
670 } 662 }
671
672 //m_log.DebugFormat("[XENGINE]: Processing event {0} for {1}", data.EventName, this);
673 663
674 m_DetectParams = data.DetectParams; 664 if (data.EventName == "timer")
675 665 m_TimerQueued = false;
676 if (data.EventName == "state") // Hardcoded state change 666 if (data.EventName == "control")
677 { 667 {
678 // m_log.DebugFormat("[Script] Script {0}.{1} state set to {2}", 668 if (m_ControlEventsInQueue > 0)
679 // m_PrimName, m_ScriptName, data.Params[0].ToString()); 669 m_ControlEventsInQueue--;
680 m_State=data.Params[0].ToString(); 670 }
681 AsyncCommandManager.RemoveScript(m_Engine, 671 if (data.EventName == "collision")
682 m_LocalID, m_ItemID); 672 m_CollisionInQueue = false;
673 }
674 }
675 lock(m_Script)
676 {
677
678 //m_log.DebugFormat("[XENGINE]: Processing event {0} for {1}", data.EventName, this);
683 679
684 SceneObjectPart part = m_Engine.World.GetSceneObjectPart( 680 m_DetectParams = data.DetectParams;
685 m_LocalID); 681
686 if (part != null) 682 if (data.EventName == "state") // Hardcoded state change
687 { 683 {
688 part.SetScriptEvents(m_ItemID, 684// m_log.DebugFormat("[Script] Script {0}.{1} state set to {2}",
689 (int)m_Script.GetStateEventFlags(State)); 685// m_PrimName, m_ScriptName, data.Params[0].ToString());
690 } 686 m_State=data.Params[0].ToString();
687 AsyncCommandManager.RemoveScript(m_Engine,
688 m_LocalID, m_ItemID);
689
690 SceneObjectPart part = m_Engine.World.GetSceneObjectPart(
691 m_LocalID);
692 if (part != null)
693 {
694 part.SetScriptEvents(m_ItemID,
695 (int)m_Script.GetStateEventFlags(State));
691 } 696 }
692 else 697 }
698 else
699 {
700 if (m_Engine.World.PipeEventsForScript(m_LocalID) ||
701 data.EventName == "control") // Don't freeze avies!
693 { 702 {
694 if (m_Engine.World.PipeEventsForScript(m_LocalID) || 703 SceneObjectPart part = m_Engine.World.GetSceneObjectPart(
695 data.EventName == "control") // Don't freeze avies! 704 m_LocalID);
696 { 705 // m_log.DebugFormat("[Script] Delivered event {2} in state {3} to {0}.{1}",
697 SceneObjectPart part = m_Engine.World.GetSceneObjectPart( 706 // m_PrimName, m_ScriptName, data.EventName, m_State);
698 m_LocalID);
699 // m_log.DebugFormat("[Script] Delivered event {2} in state {3} to {0}.{1}",
700 // m_PrimName, m_ScriptName, data.EventName, m_State);
701 707
702 try 708 try
703 { 709 {
704 m_CurrentEvent = data.EventName; 710 m_CurrentEvent = data.EventName;
705 m_EventStart = DateTime.Now; 711 m_EventStart = DateTime.Now;
706 m_InEvent = true; 712 m_InEvent = true;
707 713
708 m_Script.ExecuteEvent(State, data.EventName, data.Params); 714 m_Script.ExecuteEvent(State, data.EventName, data.Params);
709 715
710 m_InEvent = false; 716 m_InEvent = false;
711 m_CurrentEvent = String.Empty; 717 m_CurrentEvent = String.Empty;
712 718
713 if (m_SaveState) 719 if (m_SaveState)
714 { 720 {
715 // This will be the very first event we deliver 721 // This will be the very first event we deliver
716 // (state_entry) in default state 722 // (state_entry) in default state
717 // 723 //
718 724
719 SaveState(m_Assembly); 725 SaveState(m_Assembly);
720 726
721 m_SaveState = false; 727 m_SaveState = false;
722 }
723 } 728 }
724 catch (Exception e) 729 }
725 { 730 catch (Exception e)
726 // m_log.DebugFormat("[SCRIPT] Exception: {0}", e.Message); 731 {
727 m_InEvent = false; 732 // m_log.DebugFormat("[SCRIPT] Exception: {0}", e.Message);
728 m_CurrentEvent = String.Empty; 733 m_InEvent = false;
734 m_CurrentEvent = String.Empty;
729 735
730 if ((!(e is TargetInvocationException) || (!(e.InnerException is SelfDeleteException) && !(e.InnerException is ScriptDeleteException))) && !(e is ThreadAbortException)) 736 if ((!(e is TargetInvocationException) || (!(e.InnerException is SelfDeleteException) && !(e.InnerException is ScriptDeleteException))) && !(e is ThreadAbortException))
731 { 737 {
732 try 738 try
733 {
734 // DISPLAY ERROR INWORLD
735 string text = FormatException(e);
736
737 if (text.Length > 1000)
738 text = text.Substring(0, 1000);
739 m_Engine.World.SimChat(Utils.StringToBytes(text),
740 ChatTypeEnum.DebugChannel, 2147483647,
741 part.AbsolutePosition,
742 part.Name, part.UUID, false);
743 }
744 catch (Exception)
745 {
746 }
747 // catch (Exception e2) // LEGIT: User Scripting
748 // {
749 // m_log.Error("[SCRIPT]: "+
750 // "Error displaying error in-world: " +
751 // e2.ToString());
752 // m_log.Error("[SCRIPT]: " +
753 // "Errormessage: Error compiling script:\r\n" +
754 // e.ToString());
755 // }
756 }
757 else if ((e is TargetInvocationException) && (e.InnerException is SelfDeleteException))
758 { 739 {
759 m_InSelfDelete = true; 740 // DISPLAY ERROR INWORLD
760 if (part != null && part.ParentGroup != null) 741 string text = FormatException(e);
761 m_Engine.World.DeleteSceneObject(part.ParentGroup, false); 742
743 if (text.Length > 1000)
744 text = text.Substring(0, 1000);
745 m_Engine.World.SimChat(Utils.StringToBytes(text),
746 ChatTypeEnum.DebugChannel, 2147483647,
747 part.AbsolutePosition,
748 part.Name, part.UUID, false);
762 } 749 }
763 else if ((e is TargetInvocationException) && (e.InnerException is ScriptDeleteException)) 750 catch (Exception)
764 { 751 {
765 m_InSelfDelete = true;
766 if (part != null && part.ParentGroup != null)
767 part.Inventory.RemoveInventoryItem(m_ItemID);
768 } 752 }
753 // catch (Exception e2) // LEGIT: User Scripting
754 // {
755 // m_log.Error("[SCRIPT]: "+
756 // "Error displaying error in-world: " +
757 // e2.ToString());
758 // m_log.Error("[SCRIPT]: " +
759 // "Errormessage: Error compiling script:\r\n" +
760 // e.ToString());
761 // }
762 }
763 else if ((e is TargetInvocationException) && (e.InnerException is SelfDeleteException))
764 {
765 m_InSelfDelete = true;
766 if (part != null && part.ParentGroup != null)
767 m_Engine.World.DeleteSceneObject(part.ParentGroup, false);
768 }
769 else if ((e is TargetInvocationException) && (e.InnerException is ScriptDeleteException))
770 {
771 m_InSelfDelete = true;
772 if (part != null && part.ParentGroup != null)
773 part.Inventory.RemoveInventoryItem(m_ItemID);
769 } 774 }
770 } 775 }
771 } 776 }
777 }
772 778
773 lock (m_EventQueue) 779 lock (m_EventQueue)
780 {
781 if ((m_EventQueue.Count > 0) && m_RunEvents && (!m_ShuttingDown))
774 { 782 {
775 if ((m_EventQueue.Count > 0) && m_RunEvents && (!m_ShuttingDown)) 783 m_CurrentResult = m_Engine.QueueEventHandler(this);
776 { 784 }
777 m_CurrentResult = m_Engine.QueueEventHandler(this); 785 else
778 } 786 {
779 else 787 m_CurrentResult = null;
780 {
781 m_CurrentResult = null;
782 }
783 } 788 }
789 }
784 790
785 m_DetectParams = null; 791 m_DetectParams = null;
786 792
787 return 0; 793 return 0;
788 } 794 }
789 } 795 }
790 796
791 public int EventTime() 797 public int EventTime()
@@ -824,6 +830,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
824 new Object[0], new DetectParams[0])); 830 new Object[0], new DetectParams[0]));
825 } 831 }
826 832
833 [DebuggerNonUserCode] //Stops the VS debugger from farting in this function
827 public void ApiResetScript() 834 public void ApiResetScript()
828 { 835 {
829 // bool running = Running; 836 // bool running = Running;
diff --git a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
index cc37225..3bdbdfb 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 }
@@ -701,111 +769,117 @@ namespace OpenSim.Region.ScriptEngine.XEngine
701 } 769 }
702 } 770 }
703 771
704 lock (m_Scripts) 772
773
774 ScriptInstance instance = null;
775 // Create the object record
776 lockScriptsForRead(true);
777 if ((!m_Scripts.ContainsKey(itemID)) ||
778 (m_Scripts[itemID].AssetID != assetID))
705 { 779 {
706 ScriptInstance instance = null; 780 lockScriptsForRead(false);
707 // Create the object record
708 781
709 if ((!m_Scripts.ContainsKey(itemID)) || 782 UUID appDomain = assetID;
710 (m_Scripts[itemID].AssetID != assetID))
711 {
712 UUID appDomain = assetID;
713 783
714 if (part.ParentGroup.IsAttachment) 784 if (part.ParentGroup.IsAttachment)
715 appDomain = part.ParentGroup.RootPart.UUID; 785 appDomain = part.ParentGroup.RootPart.UUID;
716 786
717 if (!m_AppDomains.ContainsKey(appDomain)) 787 if (!m_AppDomains.ContainsKey(appDomain))
788 {
789 try
718 { 790 {
719 try 791 AppDomainSetup appSetup = new AppDomainSetup();
720 { 792 // appSetup.ApplicationBase = Path.Combine(
721 AppDomainSetup appSetup = new AppDomainSetup(); 793 // "ScriptEngines",
722// appSetup.ApplicationBase = Path.Combine( 794 // m_Scene.RegionInfo.RegionID.ToString());
723// "ScriptEngines", 795
724// m_Scene.RegionInfo.RegionID.ToString()); 796 Evidence baseEvidence = AppDomain.CurrentDomain.Evidence;
725 797 Evidence evidence = new Evidence(baseEvidence);
726 Evidence baseEvidence = AppDomain.CurrentDomain.Evidence; 798
727 Evidence evidence = new Evidence(baseEvidence); 799 AppDomain sandbox;
728 800 if (m_AppDomainLoading)
729 AppDomain sandbox; 801 sandbox = AppDomain.CreateDomain(
730 if (m_AppDomainLoading) 802 m_Scene.RegionInfo.RegionID.ToString(),
731 sandbox = AppDomain.CreateDomain( 803 evidence, appSetup);
732 m_Scene.RegionInfo.RegionID.ToString(), 804 else
733 evidence, appSetup); 805 sandbox = AppDomain.CurrentDomain;
734 else 806
735 sandbox = AppDomain.CurrentDomain; 807 //PolicyLevel sandboxPolicy = PolicyLevel.CreateAppDomainLevel();
736 808 //AllMembershipCondition sandboxMembershipCondition = new AllMembershipCondition();
737 //PolicyLevel sandboxPolicy = PolicyLevel.CreateAppDomainLevel(); 809 //PermissionSet sandboxPermissionSet = sandboxPolicy.GetNamedPermissionSet("Internet");
738 //AllMembershipCondition sandboxMembershipCondition = new AllMembershipCondition(); 810 //PolicyStatement sandboxPolicyStatement = new PolicyStatement(sandboxPermissionSet);
739 //PermissionSet sandboxPermissionSet = sandboxPolicy.GetNamedPermissionSet("Internet"); 811 //CodeGroup sandboxCodeGroup = new UnionCodeGroup(sandboxMembershipCondition, sandboxPolicyStatement);
740 //PolicyStatement sandboxPolicyStatement = new PolicyStatement(sandboxPermissionSet); 812 //sandboxPolicy.RootCodeGroup = sandboxCodeGroup;
741 //CodeGroup sandboxCodeGroup = new UnionCodeGroup(sandboxMembershipCondition, sandboxPolicyStatement); 813 //sandbox.SetAppDomainPolicy(sandboxPolicy);
742 //sandboxPolicy.RootCodeGroup = sandboxCodeGroup; 814
743 //sandbox.SetAppDomainPolicy(sandboxPolicy); 815 m_AppDomains[appDomain] = sandbox;
744 816
745 m_AppDomains[appDomain] = sandbox; 817 m_AppDomains[appDomain].AssemblyResolve +=
746 818 new ResolveEventHandler(
747 m_AppDomains[appDomain].AssemblyResolve += 819 AssemblyResolver.OnAssemblyResolve);
748 new ResolveEventHandler( 820 m_DomainScripts[appDomain] = new List<UUID>();
749 AssemblyResolver.OnAssemblyResolve);
750 m_DomainScripts[appDomain] = new List<UUID>();
751 }
752 catch (Exception e)
753 {
754 m_log.ErrorFormat("[XEngine] Exception creating app domain:\n {0}", e.ToString());
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 }
763 } 821 }
764 m_DomainScripts[appDomain].Add(itemID); 822 catch (Exception e)
765
766 instance = new ScriptInstance(this, part,
767 itemID, assetID, assembly,
768 m_AppDomains[appDomain],
769 part.ParentGroup.RootPart.Name,
770 item.Name, startParam, postOnRez,
771 stateSource, m_MaxScriptQueue);
772
773 m_log.DebugFormat("[XEngine] Loaded script {0}.{1}, script UUID {2}, prim UUID {3} @ {4}",
774 part.ParentGroup.RootPart.Name, item.Name, assetID, part.UUID, part.ParentGroup.RootPart.AbsolutePosition.ToString());
775
776 if (presence != null)
777 { 823 {
778 ShowScriptSaveResponse(item.OwnerID, 824 m_log.ErrorFormat("[XEngine] Exception creating app domain:\n {0}", e.ToString());
779 assetID, "Compile successful", true); 825 m_ScriptErrorMessage += "Exception creating app domain:\n";
826 m_ScriptFailCount++;
827 lock (m_AddingAssemblies)
828 {
829 m_AddingAssemblies[assembly]--;
830 }
831 return false;
780 } 832 }
833 }
834 m_DomainScripts[appDomain].Add(itemID);
781 835
782 instance.AppDomain = appDomain; 836 instance = new ScriptInstance(this, part,
783 instance.LineMap = linemap; 837 itemID, assetID, assembly,
838 m_AppDomains[appDomain],
839 part.ParentGroup.RootPart.Name,
840 item.Name, startParam, postOnRez,
841 stateSource, m_MaxScriptQueue);
784 842
785 m_Scripts[itemID] = instance; 843 m_log.DebugFormat("[XEngine] Loaded script {0}.{1}, script UUID {2}, prim UUID {3} @ {4}",
786 } 844 part.ParentGroup.RootPart.Name, item.Name, assetID, part.UUID, part.ParentGroup.RootPart.AbsolutePosition.ToString());
787 845
788 lock (m_PrimObjects) 846 if (presence != null)
789 { 847 {
790 if (!m_PrimObjects.ContainsKey(localID)) 848 ShowScriptSaveResponse(item.OwnerID,
791 m_PrimObjects[localID] = new List<UUID>(); 849 assetID, "Compile successful", true);
850 }
792 851
793 if (!m_PrimObjects[localID].Contains(itemID)) 852 instance.AppDomain = appDomain;
794 m_PrimObjects[localID].Add(itemID); 853 instance.LineMap = linemap;
854 lockScriptsForWrite(true);
855 m_Scripts[itemID] = instance;
856 lockScriptsForWrite(false);
857 }
858 else
859 {
860 lockScriptsForRead(false);
861 }
862 lock (m_PrimObjects)
863 {
864 if (!m_PrimObjects.ContainsKey(localID))
865 m_PrimObjects[localID] = new List<UUID>();
795 866
796 } 867 if (!m_PrimObjects[localID].Contains(itemID))
868 m_PrimObjects[localID].Add(itemID);
797 869
798 if (!m_Assemblies.ContainsKey(assetID)) 870 }
799 m_Assemblies[assetID] = assembly;
800 871
801 lock (m_AddingAssemblies) 872 if (!m_Assemblies.ContainsKey(assetID))
802 { 873 m_Assemblies[assetID] = assembly;
803 m_AddingAssemblies[assembly]--;
804 }
805 874
806 if (instance!=null) 875 lock (m_AddingAssemblies)
807 instance.Init(); 876 {
877 m_AddingAssemblies[assembly]--;
808 } 878 }
879
880 if (instance!=null)
881 instance.Init();
882
809 return true; 883 return true;
810 } 884 }
811 885
@@ -820,58 +894,61 @@ namespace OpenSim.Region.ScriptEngine.XEngine
820 894
821 lock (m_Scripts) 895 lock (m_Scripts)
822 { 896 {
823 // Do we even have it? 897 lockScriptsForRead(false);
824 if (!m_Scripts.ContainsKey(itemID)) 898 return;
825 return; 899 }
900
826 901
827 IScriptInstance instance=m_Scripts[itemID]; 902 IScriptInstance instance=m_Scripts[itemID];
828 m_Scripts.Remove(itemID); 903 lockScriptsForRead(false);
829 904 lockScriptsForWrite(true);
830 instance.ClearQueue(); 905 m_Scripts.Remove(itemID);
831 instance.Stop(0); 906 lockScriptsForWrite(false);
907 instance.ClearQueue();
908 instance.Stop(0);
832 909
833// bool objectRemoved = false; 910// bool objectRemoved = false;
834 911
835 lock (m_PrimObjects) 912 lock (m_PrimObjects)
913 {
914 // Remove the script from it's prim
915 if (m_PrimObjects.ContainsKey(localID))
836 { 916 {
837 // Remove the script from it's prim 917 // Remove inventory item record
838 if (m_PrimObjects.ContainsKey(localID)) 918 if (m_PrimObjects[localID].Contains(itemID))
839 { 919 m_PrimObjects[localID].Remove(itemID);
840 // Remove inventory item record
841 if (m_PrimObjects[localID].Contains(itemID))
842 m_PrimObjects[localID].Remove(itemID);
843 920
844 // If there are no more scripts, remove prim 921 // If there are no more scripts, remove prim
845 if (m_PrimObjects[localID].Count == 0) 922 if (m_PrimObjects[localID].Count == 0)
846 { 923 {
847 m_PrimObjects.Remove(localID); 924 m_PrimObjects.Remove(localID);
848// objectRemoved = true; 925// objectRemoved = true;
849 }
850 } 926 }
851 } 927 }
928 }
852 929
853 instance.RemoveState(); 930 instance.RemoveState();
854 instance.DestroyScriptInstance(); 931 instance.DestroyScriptInstance();
855 932
856 m_DomainScripts[instance.AppDomain].Remove(instance.ItemID); 933 m_DomainScripts[instance.AppDomain].Remove(instance.ItemID);
857 if (m_DomainScripts[instance.AppDomain].Count == 0) 934 if (m_DomainScripts[instance.AppDomain].Count == 0)
858 { 935 {
859 m_DomainScripts.Remove(instance.AppDomain); 936 m_DomainScripts.Remove(instance.AppDomain);
860 UnloadAppDomain(instance.AppDomain); 937 UnloadAppDomain(instance.AppDomain);
861 } 938 }
862
863 instance = null;
864 939
865 ObjectRemoved handlerObjectRemoved = OnObjectRemoved; 940 instance = null;
866 if (handlerObjectRemoved != null)
867 {
868 SceneObjectPart part = m_Scene.GetSceneObjectPart(localID);
869 handlerObjectRemoved(part.UUID);
870 }
871 941
872 CleanAssemblies(); 942 ObjectRemoved handlerObjectRemoved = OnObjectRemoved;
943 if (handlerObjectRemoved != null)
944 {
945 SceneObjectPart part = m_Scene.GetSceneObjectPart(localID);
946 handlerObjectRemoved(part.UUID);
873 } 947 }
874 948
949 CleanAssemblies();
950
951
875 ScriptRemoved handlerScriptRemoved = OnScriptRemoved; 952 ScriptRemoved handlerScriptRemoved = OnScriptRemoved;
876 if (handlerScriptRemoved != null) 953 if (handlerScriptRemoved != null)
877 handlerScriptRemoved(itemID); 954 handlerScriptRemoved(itemID);
@@ -1123,12 +1200,14 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1123 private IScriptInstance GetInstance(UUID itemID) 1200 private IScriptInstance GetInstance(UUID itemID)
1124 { 1201 {
1125 IScriptInstance instance; 1202 IScriptInstance instance;
1126 lock (m_Scripts) 1203 lockScriptsForRead(true);
1204 if (!m_Scripts.ContainsKey(itemID))
1127 { 1205 {
1128 if (!m_Scripts.ContainsKey(itemID)) 1206 lockScriptsForRead(false);
1129 return null; 1207 return null;
1130 instance = m_Scripts[itemID];
1131 } 1208 }
1209 instance = m_Scripts[itemID];
1210 lockScriptsForRead(false);
1132 return instance; 1211 return instance;
1133 } 1212 }
1134 1213
@@ -1152,6 +1231,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1152 return false; 1231 return false;
1153 } 1232 }
1154 1233
1234 [DebuggerNonUserCode]
1155 public void ApiResetScript(UUID itemID) 1235 public void ApiResetScript(UUID itemID)
1156 { 1236 {
1157 IScriptInstance instance = GetInstance(itemID); 1237 IScriptInstance instance = GetInstance(itemID);
@@ -1203,6 +1283,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1203 return UUID.Zero; 1283 return UUID.Zero;
1204 } 1284 }
1205 1285
1286 [DebuggerNonUserCode]
1206 public void SetState(UUID itemID, string newState) 1287 public void SetState(UUID itemID, string newState)
1207 { 1288 {
1208 IScriptInstance instance = GetInstance(itemID); 1289 IScriptInstance instance = GetInstance(itemID);
@@ -1223,11 +1304,10 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1223 { 1304 {
1224 List<IScriptInstance> instances = new List<IScriptInstance>(); 1305 List<IScriptInstance> instances = new List<IScriptInstance>();
1225 1306
1226 lock (m_Scripts) 1307 lockScriptsForRead(true);
1227 { 1308 foreach (IScriptInstance instance in m_Scripts.Values)
1228 foreach (IScriptInstance instance in m_Scripts.Values)
1229 instances.Add(instance); 1309 instances.Add(instance);
1230 } 1310 lockScriptsForRead(false);
1231 1311
1232 foreach (IScriptInstance i in instances) 1312 foreach (IScriptInstance i in instances)
1233 { 1313 {